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grandmastergm

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  1. Yeah, she's very similar to Killer Frost- and Midnight Sun has a bit of Firestorm going for him. Immunity to Extreme Cold and non-living/organic beings would be immune to the temperature level effect, although not the BODY drain. Yeah, I'll get rid of the Always On and Persistent modifers so she could use her Striking Appearance. That said, I'll post an altered version with your suggestions.
  2. Currently I'm combining the Champions Universe with that of Necessary Evil (a setting from Savage Worlds). My players have really enjoyed it so far, as I have included references to previous campaigns (two of the players are former GMs of mine).
  3. Hoarfrost Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 20 DEX 20 13- OCV: 8/DCV: 8 25 CON 15 14- 20 INT 10 13- PER Roll 13- 18 EGO 8 13- ECV: 3 - 6 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 3 OMCV 0 6 DMCV 9 5 SPD 30 Phases: 3, 5, 8, 10, 12 28 PD 8 Total: 28 PD (18 rPD) 28 ED 8 Total: 28 ED (18 rED) 14 REC 10 60 END 8 15 BODY 5 50 STUN 15 Total Characteristic Cost: 206 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 3m/6m Cost Powers END 70 Freezing Fog: Drain BODY and STUN 4d6, Persistent (+¼), Personal Immunity (+¼), Expanded Effect (x2 Characteristics or Powers simultaneously) (+½), Area Of Effect (8m Radius; +½), Reduced Endurance (0 END; +½), Constant (+½) (140 Active Points); Always On (-½), No Range (-½) 0 40 Freezing Fog: Darkness to Sight Group 8m radius, Persistent (+¼), Personal Immunity (+¼), Reduced Endurance (0 END; +½) (80 Active Points); Always On (-½), No Range (-½) 0 30 Freezing Fog: Change Environment (-8 Temperature Level Adjustment), Personal Immunity (+¼), Persistent (+¼), Area Of Effect (8m Radius; +½), Reduced Endurance (0 END; +½) (60 Active Points); Always On (-½), No Range (-½) 0 131 Blast of Cold Wind: Blast 15d6, Armor Piercing (+¼), Double Knockback (+½) (131 Active Points) 13 5 Sense Body Heat: Infrared Perception (Sight Group) 0 43 Frost Armor: Resistant Protection (18 PD/18 ED) (54 Active Points); Perceivable (-¼) 0 22 Cryogenically-altered Body: Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in Intense Cold; Self-Contained Breathing) 0 Talents 3 +1/+1d6 Striking Appearance (vs. all characters) Skills 4 +2 OCV with Blast of Cold Wind 3 Bureaucratics 13- 3 Computer Programming 13- 3 Electronics 13- 3 Inventor 13- 3 KS: The Military World 13- 3 PS: Scientist 13- 3 Science Skill: Cryogenics 13- 3 Science Skill: Physics 13- 3 Science Skill: Chemistry 13- 3 Systems Operation Total Powers & Skill Cost: 379 Total Cost: 584 Pts Complications 25 Distinctive Features: Glowing blue eyes, blue-skin, frost armor, and freezing winds surround her (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Dependence: Must feed off Others' Body Heat or suffer Takes 3d6 Damage (Easy To Obtain; 1 Hour) 10 Psychological Complication: In love with Midnight Sun (Uncommon; Strong) 10 Hunted: Midnight Sun Infrequently (As Pow; Harshly Punish) 20 Hunted: UNTIL Infrequently (Mo Pow; NCI; Capture) 15 Negative Reputation: Murderous Supervillainess, Frequently (Extreme) 15 Social Complication: Secret ID: Siiri Korhonen Frequently, Major 20 Vulnerability: 2 x BODY Heat/Fire Attacks (Common) 20 Vulnerability: 2 x STUN Heat/Fire Attacks (Common) 150 Total Complications Total Experience Points: 584
  4. Totally different power set and boots though.
  5. Floodgate Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 24 DEX 28 14- OCV: 8/DCV: 8 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 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 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) 8 REC 4 40 END 4 10 BODY 0 36 STUN 8 Total Characteristic Cost: 172 Movement: Running: 12m/24m END 1 Leaping: 4m/8m END 1 Swimming: 80m/640m END 1 Cost Powers 100 Water Powers: Multipower, 100-point reserve 10f 1) Water Blast I: Blast 8d6, Reduced Endurance (½ END; +¼), Double Knockback (+½), Area Of Effect (30m Cone; +¾) (100 Active Points) END 4 9f 2) Water Blast II: Killing Attack - Ranged 2d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (90 Active Points) END 9 5f 3) Water Manipulation: Telekinesis (60 STR), Affects Porous (100 Active Points); Only Works on Water (-1) END 10 36 Water Form: Resistant Protection (12 PD/12 ED) 30 Water Form: Physical Damage Reduction, Resistant, 50% 15 Water Form: Mental Damage Reduction, 25% 13 Aquatic Adaptation: Life Support (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) 25 Delphine Sonar: Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees), Tracking 27 Liquid Intangibility: Desolidification (affected by affected by cold or fire) (40 Active Points); Cannot Pass Through Solid Objects (-½) END 4 72 Superb Swimmer: Swimming +76m (80m total) (x8 Noncombat), Reduced Endurance (0 END; +½) (72 Active Points) Talents 3 Bump Of Direction 4 Environmental Movement (no penalties in water) Skills 25 +5 with Water Powers 3 Acrobatics 14- 2 AK: The Netherlands 11- 3 Breakfall 14- 3 KS: Environmental Groups 12- 3 KS: Olympics 12- 5 KS: Water Pollution 14- 0 Language: Dutch (idiomatic) (4 Active Points) 2 Language: English (fluent conversation) 5 Science Skill: Botany 14- 4 Science Skill: Environmental Science 13- Total Powers & Skill Cost: 404 Total Cost: 576 Pts Complications 30 Enraged: Berserk when she sees water pollution; (Common), go 11-, recover 11- 20 Hunted: UNTIL; Infrequently (Mo Pow; NCI; Capture) 20 Hunted: Dutchess Industries; Infrequently (Mo Pow; NCI; Capture/Kill) 15 Negative Reputation: Destructive Eco-Terrorist, Frequently (Extreme) 20 Psychological Complication: Hates Polluters; (Common; Total) 15 Social Complication: Secret ID; Frequently, Major 10 Vulnerability: 2 x STUN from Ice/Cold Attacks (Uncommon) 10 Vulnerability: 2 x BODY from Ice/Cold Attacks (Uncommon) 140 Total Complications Total Experience Points: 576
  6. I also recommend for some fun and twisted villlains as independent super-criminal leaders to deal with: The Kyphotic Man: wants to create an army of his own experiments under his control Diomedes: attempts to take over the other crime factions Card Shark: takes over the gambling joints Shango's Krew: takes over the role of the IRL Bloods (major black gang) Strad's Gang: Takes over the rule of the IRL Crips (major black gang) Caligula: kidnaps DNPC of PC for his own "satisfaction" and amusement (well use your imagination based on his bio in Predators), runs sex trade
  7. 1. That works. 2. That seems a little too broad for a skill, and it would be unfair to the other players with just a single focus on science. I would give him the broad fields: Biology, Chemistry, Physics and Mathematics- plus any others you want him to be familiar with. KS: Law is fine. 3. That's fine. 4. Also fine- not too many GMs run aqua-focused campaigns, so I wouldn't worry about it. Let the GM know if you want maybe a single combat to feature water so you can use the swimming power. 5. I think you added enough originality to the character to make him different from Powerhouse. In one game I ran, one of the players ran essentially a carbon-copy of Blade except Blade was a female- I teased her about constantly, despite her protestations- and your character is far better designed than hers as far as originality and distancing itself from copying the original. 6. If the other players have trouble pronouncing it, then you should come up with a nickname. Other than that, I don't have a problem with it. 7. Nah, I'm impressed that you attempted to include actual science in a genre that often relies on questionable (and outright made-up) science at best. You can translate the powers from the ATP base to "Life Force Powers" if the other players don't understand it. Anyways, those are my thoughts. Nice job!
  8. I like the concept. I'll have to see what comes to me as far as events, places, hooks, etc. One question: are you running a more light-hearted or a darker game? For instance, is the crime mostly thievery, taking over the world (without killing anyone), etc. or is murder, drugs, and death a part of the game?
  9. Yes, The Shredder definitely would. Although his competence level would depend on which TMNT version the GM wants to imitate. For instance, the 2012 series and movies Shredder would far more competent and challenging than the 1987 series Shredder.
  10. They do have the Tiger Squad in Champions.
  11. The answer is that you don't (300 CP is really high for a Heroic campaign), unless you give them the same amount of CP, but impose a normal characteristic maximum.
  12. I came up with a Magical Girl for a Champions game, a Filipina named Sirena. She has water control, weather control, and animal friendship powers.
  13. Gladiator Val Char Cost Roll Notes 40 STR 30 17- Lift 6400.0kg; 8d6 [4] 29 DEX 38 15- OCV: 10/DCV: 10 28 CON 18 15- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 4 25 PRE 15 14- PRE Attack: 5d6 10 OCV 35 10 DCV 35 3 OMCV 0 4 DMCV 3 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 20+12 PD 10 Total: 20/32 PD (8/20 rPD) 20+12 ED 10 Total: 20/32 ED (8/20 rED) 13 REC 9 70 END 10 18 BODY 8 50 STUN 15 Total Characteristic Cost: 282 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers 20 Hits Hard: Penetrating (+½) for up to 40 Active Points of STR (20 Active Points) END 2 27 Bolas: Entangle 6d6, 6 PD/6 ED, Entangle And Character Both Take Damage (+¼) (75 Active Points); OAF (-1), 4 Recoverable Charges (-½), Range Based On Strength (-¼) [4 rc] 15 Cestus: Killing Attack - Hand-To-Hand 1d6 (2 ½d6 w/STR), Reduced Endurance (0 END; +½), Penetrating (+½) (30 Active Points); OAF (-1) 21 Mystical Net: Entangle 5d6, 5 PD/5 ED, Entangle And Character Both Take Damage (+¼), Area Of Effect (1m Radius; +¼) (75 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Range Based On Strength (-¼) [1 rc] 10 Enervating Net: Drain STR 3d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Full Phase to reset; +¼) (37 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Linked (Mystical Net; -½) [1 rc] 26 Gladiator Sword: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Armor Piercing (+¼), Penetrating (+½) (52 Active Points); OAF (-1) END 5 16 Samnite Armor: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½) 24 Shield: Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-1) Martial Arts: Dirty Infighting Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Crush +0 +0 12d6 Crush, Must Follow Grab 4 Disarm -1 +1 Disarm; 50 STR to Disarm 4 Kidney Blow -2 +0 HKA 3d6 +1 3 Grapple -1 -1 Grab Two Limbs, 50 STR for holding on 5 Joint Break -1 -2 Grab One Limb; HKA 4d6 , Disable 4 Punch +0 +2 10d6 Strike 5 Roundhouse Kick -2 +1 12d6 Strike Talents 18 Combat Sense 15- 10 Resistance (+10 to roll) Skills 40 +4 with All Attacks 3 Acrobatics 15- 3 Analyze: Style 12- 3 Breakfall 15- 10 Defense Maneuver I-IV 3 Demolitions 12- 3 Fast Draw 15- 3 Interrogation 14- 3 KS: Ancient History 12- 3 KS: The Mercenary/Terrorist World 12- 0 Language: Greek (idiomatic) (4 Active Points) 4 Language: Italian (idiomatic) 3 Oratory 14- 3 Persuasion 14- 3 Security Systems 12- 3 Stealth 15- 3 Shadowing 12- 3 Streetwise 14- 3 Tactics 12- 2 Weaponsmith (Muscle-Powered HTH) 12- 3 WF: Common Melee Weapons, Nets Total Powers & Skill Cost: 324 Total Cost: 606 Pts Complications 10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 20 Enraged: if losing a fight; (Common), go 11-, recover 11- 20 Hunted: UNTIL; Infrequently (Mo Pow; NCI; Capture) 20 Hunted: Terrorist Organization; Infrequently (Mo Pow; NCI; Capture/Kill) 15 Negative Reputation: Former Member of Terrorist Organization, Frequently (Extreme) 20 Psychological Complication: Gladiator's Code of Honor; (Common; Total) 15 Psychological Complication: Skirtchaster; Sucker For A Pretty Face; (Common; Strong) 15 Social Complication: Secret ID; Frequently, Major 135 Complication Points Total Experience: 606
  14. Facet Val Char Cost Roll Notes 50 STR 40 19- Lift 25.6tons; 10d6 [5] 16 DEX 12 12- OCV: 5/DCV: 5 30 CON 20 15- 16 BODY 6 12 INT 2 11- PER Roll 11- 12 EGO 2 11- ECV: 3 - 3 25 PRE 15 14- PRE Attack: 5d6 10 PD 8 Total: 30 PD (20 rPD) 14 ED 12 Total: 34 ED (20 rED) 4 SPD 20 Phases: 3, 6, 9, 12 16 REC 12 60 END 8 56 STUN 18 Total Characteristic Cost: 195 Movement: Running: 12m/24m Leaping: 40m/80m Swimming: 4m/8m Cost Powers END 22 Sharp Fingers: Killing Attack - Hand-To-Hand 1d6 (3d6 w/STR), Armor Piercing (x2; +½) (22 Active Points) 2 90 Body Of Diamond: Resistant Protection (20 PD/20 ED), Hardened (+¼), Impenetrable (+¼) (90 Active Points) 100 Body of Diamond: Reflection (90 Active Points' worth), Reduced Endurance (0 END; +½), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (150 Active Points); Only Works Against Ranged Energy And Light Attacks (-½) 40 Body Of Diamond: Life Support (Eating: Character does not eat; 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; Sleeping: Character does not sleep) 16 Immense Weight: Knockback Resistance -16m 23 Strong Leaper: Leaping +36m (40m forward, 20m upward) (Accurate) 2 Skills 40 +4 with All Attacks 2 AK: Brussels, Belgium 11- 3 Bribery 14- 3 Climbing 12- 2 KS: Diamond Brokers 11- 0 Language: Flemish (idiomatic) (4 Active Points) 1 Language: French (basic conversation) 1 Language: English (basic conversation) 5 Persuasion 15- 7 PS: Gem Appraising 16- 7 PS: Gem Cutting 16- 3 Security Systems 11- 2 Science Skill: Gemology 11- 5 Trading 15- Total Powers & Skill Cost: 372 Total Cost: 567 Pts Complications 30 Enraged: Berserk when comments are made about looks; (Uncommon), go 14-, recover 11- 15 Negative Reputation: Psychotic Diamond Thief, Frequently (Extreme) 15 Physical Complication: Heavy; (Frequently; Slightly Impairing) 15 Psychological Complication: Compelled To Steal And Destroy Diamonds; (Common; Strong) 15 Psychological Complication: Hates The Diamond Industry And Its Members; (Common; Strong) 20 Psychological Complication: Psychotic/Casual Killer; (Very Common; Strong) 15 Psychological Complication: Vengeful; (Common; Strong) 15 Social Complication: Public ID; Frequently, Major 140 Total Complications Experience Points: 567
  15. Agreed some of the stereotypes are pretty bad, and the original builds are mostly terrible. However, a DM featured some of them in a HERO/Champions game he ran from 2012-2014 and I enjoyed his versions so much that I borrowed the book and made my own. The ones he used were: Doppleganger, Facet, Gladiator, Hoarfrost, Huntsman of the Black Forest, The Despoiler, White Rose, and The Piper. I ended up using Cavalry, Carpathia, Bastion of Budapest, and Das Wall (renamed Die Wand) as characters in a one-shot I ran back in 2013. Glad you're enjoying the rebuilds. I love the colored art!
  16. Doppleganger Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 28 DEX 36 15- OCV: 10/DCV: 10 18 CON 8 13- 18 INT 8 13- PER Roll 13- 13 EGO 3 12- ECV: 3 - 4 20 PRE 10 13- PRE Attack: 4d6 10 OCV 35 10 DCV 35 3 OMCV 0 4 DMCV 3 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 26 PD 8 Total: 26 PD (16 rPD) 26 ED 8 Total: 26 ED (16 rED) 12 REC 8 55 END 7 20 BODY 10 50 STUN 15 Total Characteristic Cost: 254 Movement: Running: 12m/32m/24m/64m Flight: 20m/40m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 100 Pliable Body: Multipower, 100-point reserve 5v 1) Bodily Wraparound: Entangle 5d6, 5 PD/5 ED (Stops A Given Sense Group Sight Group) (60 Active Points); Feedback (-1), No Range (-½) 6 11v 2) Malleable Body: Shape Shift (Sight and Touch Groups, any shape), Imitation, Makeover, Reduced Endurance (0 END; +½) (57 Active Points) 0 2v 3) Enhanced Stretching: Stretching 10m (10 Active Points) 1 3v 4) Stretching Or Flattening: Desolidification (affected by Any Attack) (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-½) 4 4v 5) Suffocate: Blast 4d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1) (40 Active Points); No Range (-½), Must Follow Grab Or Entangle By Character (-½) 4 3v 6) Strangle: Killing Attack - Ranged ½d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing);; All Or Nothing; +1), Does BODY (+1) (30 Active Points); No Range (-½), Must Follow Grab Or Entangle By Character (-½) 3 10v 7) Big Fist: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +½) (60 Active Points); Hand-To-Hand Attack (-¼) 0 4v 8) Long Legs: Running +20m (12m/32m total) (20 Active Points) 2 2v 9) Parasail Form: Flight 20m (20 Active Points); Gliding (-1) 0 24 Pliable Body: Resistant Protection (8 PD/8 ED) 0 30 Pliable Body: Physical Damage Reduction, Resistant, 50% 0 10 Basic Stretching: Stretching 10m 1 20 Braced For Impact: Knockback Resistance -20m 0 32 Rapid Healing: Regeneration (2 BODY per Turn) 0 16 Armored Costume: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½) 0 7 Protective Mask: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½) 0 3 Mask Lenses: Nightvision (5 Active Points); OIF (-½) 0 3 Mask Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 0 Perks 3 Well-Connected 1 1) Contact: Bora (Eurostar Member) (2 Active Points) 11- 1 2) Contact: DEMON Morbane (2 Active Points) 11- 1 3) Contact: Duchess Henrietta Von Drotte (2 Active Points) 11- 1 4) Contact: Nether (2 Active Points) 11- 1 5) Contact: RAVEN Scientist (2 Active Points) 11- 1 6) Contact: Roger Essec (2 Active Points) 11- 1 7) Contact: VIPER Agent (2 Active Points) 11- 1 8) Contact: VIPER Arms Dealer (2 Active Points) 11- 1 9) Contact: VIPER Double Agent Within UNTIL (2 Active Points) 11- 1 10) Contact: VIPER Dragon Branch Operative (2 Active Points) 11- 1 11) Contact: VIPER Hacker (2 Active Points) 11- 1 12) Contact: VIPER Nest Leader (2 Active Points) 11- 1 13) Contact: VIPER Scientist (2 Active Points) 11- Talents 4 Double Jointed 3 +1/+1d6 Striking Appearance (vs. all characters) Skills 16 +2 with HTH Combat 3 Acting 13- 3 Breakfall 15- 3 Charm 13- 3 Climbing 15- 3 Criminology 13- 3 Contortionist 15- 3 Analyze: Combat 13- 3 Disguise 13- 2 Forgery (Documents) 13- 3 KS: The Espionage World 13- 3 KS: The Military/Mercenary/Terrorist World 13- 3 KS: The Superhuman World 13- 4 Language: English (idiomatic) 0 Language: German (idiomatic) (4 Active Points) 4 Language: French (idiomatic) 4 Language: Russian (idiomatic) 3 Mimicry 13- 3 Persuasion 13- 3 PS: Assassin 13- 3 PS: VIPER Agent 13- 3 Shadowing 13- 3 Stealth 15- 3 Streetwise 13- 3 Tactics 13- 4 WF: Beam Weapons, Small Arms Total Powers & Skill Cost: 403 Total Cost: 657 Pts Complications 10 Accidental Change: when angry (stretches or shape shifts); 8- (Common) 25 Hunted: UNTIL; Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture) 15 Negative Reputation: supervillain assassin, Frequently (Extreme) 20 Psychological Complication: Casual Killer; (Very Common; Strong) 25 Psychological Complication: Complete Lack Of Compassion Or Conscience; (Very Common; Total) 15 Psychological Complication: Power Hungry; (Common; Strong) 15 Social Complication: Public ID; Frequently, Major 125 Total Complications Total Experience: 657
  17. I love it. That's fantastic. Granted, why would the sorcerer need mutants? Do you have any suggestions for names?
  18. Clockmaker Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 20 DEX 20 13- OCV: 7/DCV: 7 18 CON 8 13- 25 INT 15 14- PER Roll 14- 20 EGO 10 13- ECV: 3 - 7 15 PRE 5 12- PRE Attack: 3d6 7 OCV 20 7 DCV 20 3 OMCV 0 7 DMCV 12 8 SPD 60 Phases: 2, 3, 5, 6, 8, 9, 11, 12 17 PD 3 Total: 17 PD (12 rPD) 17 ED 3 Total: 17 ED (12 rED) 8 REC 4 35 END 3 10 BODY 0 30 STUN 5 Total Characteristic Cost: 196 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 60m/120m Cost Powers 65 Time Control: Multipower, 130-point reserve, (130 Active Points); all slots OAF (Clock; -1) 5f 1) Chronal Energy Blast: Blast 13d6, Penetrating (+½) (97 Active Points); OAF (Clock; -1) END 10 6f 2) Inflict Aging: (Total: 130 Active Cost, 59 Real Cost) Major Transform 6d6 (anything into older version if itself, normally), Improved Results Group (+¼) (75 Active Points); OAF (Clock; -1) (Real Cost: 37) plus Drain STR 2d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1 ¾) (55 Active Points); OAF (Clock; -1), Linked (Transform; -½) (Real Cost: 22) END 12 4f 3) Aging To Destruction:: Killing Attack - Ranged 2d6, Attack Versus Alternate Defense (Life Support (Immortality) or Regeneration; All Or Nothing; +1), Does BODY (+1) (90 Active Points); OAF (Clock; -1) END 9 5f 4) Time Travel: Extra-Dimensional Movement (Single Point in Time, Physical Location Same As Starting Location), Ranged (+½), Usable As Attack (does not work on anyone with Desolidification, Extra-Dimensional Movement, or time-travel powers; +1 ¼) (110 Active Points); OAF (Clock; -1) END 11 2f 5) Look into Time: Precognitive, Retrocognitive Clairsentience (Sight And Hearing Groups) (70 Active Points); Precognition/Retrocognition Only (-1), OAF (Clock; -1) END 7 2f 6) In Another Time: Desolidification (affected by Light Powers) (40 Active Points); OAF (Clock; -1) END 4 47 Summon Self from Another Time: Duplication (creates 470-point form) (94 Active Points); OAF (Clock; -1) 45 Time-Travelling Clock: Endurance Reserve (300 END, 10 REC) Reserve: (83 Active Points); OAF (Clock; -1) 30 Time Shift Field: Teleportation 60m (60 Active Points); OAF (Clock; -1) END 6 45 Time Shift Field: Resistant Protection (12 PD/12 ED), Hardened (+¼) (45 Active Points) Perks 1 Fringe Benefit: Passport 5 Money: Well Off Talents 3 Absolute Time Sense Skills 25 +5 with Clock-based Attacks 3 Climbing 13- 3 Computer Programming 14- 3 Disguise 14- 3 Electronics 14- 3 Inventor 14- 3 KS: History 14- 0 Language: German (idiomatic) (4 Active Points) 3 Language: French (completely fluent) 2 Language: English (fluent conversation) 3 Mechanics 14- 3 PS: Clockmaker 14- 7 Science Skill: Temporal Physics 18- Total Powers & Skill Cost: 326 Total Cost: 522 Pts Complications 20 Distinctive Features: Rapid Age Changes; (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Time Continuum Overseers; Frequently (Mo Pow; Capture/Kill) 10 Hunted: Timemaster Infrequently (As Pow; Capture;) 10 Psychological Complication: Obsessed With Time; (Common; Moderate) 20 Psychological Complication: Paranoid; (Common; Total) 15 Psychological Complication: Vengeful; (Common; Strong) 15 Social Complication: Secret Identity; Frequently, Major 5 Unluck: 1d6 115 Total Complications Total Experience Points: 522
  19. Bolshevik Barracuda Val Char Cost Roll Notes 15+30 STR 5 12- / 18- Lift 200.0kg/12.8tons; 3d6/9d6 [¼] 23 DEX 26 14- OCV: 8/DCV: 8 23+6 CON 13 14- / 15- 10 INT 0 11- PER Roll 11- 15 EGO 5 12- ECV: 5 - 5 10+10 PRE 0 11- / 13- PRE Attack: 2d6/4d6 8 OCV 25 8 DCV 25 5 OMCV 6 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12 25 PD 8 Total: 25 PD (15 rPD) 25 ED 8 Total: 25 ED (15 rED) 8+8 REC 4 30+30 END 2 15 BODY 5 36+16 STUN 8 Total Characteristic Cost: 176 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 40m/80m Cost Powers END Aquatic Adaptation, all slots Only Works In Water (-1 ½) 12 1) +30 STR (30 Active Points); Only Works In Water (-1 ½) 3 2 2) +6 CON (6 Active Points); Only Works In Water (-1 ½) 4 3) +10 PRE (10 Active Points); Only Works In Water (-1 ½) 3 4) +8 REC (8 Active Points); Only Works In Water (-1 ½) 2 5) +30 END (6 Active Points); Only Works In Water (-1 ½) 3 6) +16 STUN (8 Active Points); Only Works In Water (-1 ½) 25 Speak with Sea Creatures: Telepathy 6d6 (Animal class of minds), Reduced Endurance (½ END; +¼) (37 Active Points); Limited Class Of Minds Aquatic Creatures Only (-½) 1 30 Control Sea Creatures: Mind Control 6d6 (Animal class of minds), Reduced Endurance (½ END; +¼), Telepathic (+¼) (45 Active Points); Limited Class Of Minds Aquatic Creatures Only (-½) 2 46 Aquatic Form: Shape Shift (Sight, Hearing, Radio, Smell/Taste and Touch Groups, any aquatic creature), Imitation, Reduced Endurance (½ END; +¼) (46 Active Points) 2 50 Water Control: Telekinesis (60 STR), Affects Porous (100 Active Points); Only Works On Water (-1) 10 8 Aquatic Adaptation: Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold) 0 22 Swift Swimmer: Swimming +36m (40m total), Reduced Endurance (½ END; +¼) (22 Active Points) 1 5 Aquatic Eyes: Nightvision 0 45 Superhuman Toughness: Resistant Protection (15 PD/15 ED) 0 20 Delphine Sonar: Active Sonar (Hearing Group), +5 to PER Roll 0 21 Fishing Net: Entangle 5d6, 5 PD/5 ED, Entangle And Character Both Take Damage (+¼), Area Of Effect (1m Radius; +¼) (75 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Range Based On Strength (-¼) [1 rc] 22 Atlantean War Trident: Killing Attack - Hand-To-Hand 2d6 (3d6 / 5d6 w/STR), Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1) 0 Perks 4 Positive Reputation: Protector of Soviet Waterways (Worldwide) 11-, +2/+2d6 Talents 3 +1/+1d6 Striking Appearance (vs. all characters) Skills 20 +2 with All Attacks 2 AK: Soviet Waterways 11- 3 Concealment 11- 3 Demolitions 11- 2 KS: Aliens 11- 2 PS: Sailor 11- 2 PS: Fishing 11- 2 Science Skill: Marine Biology 11- 3 Stealth 14- 2 WF: Nets, Polearms and Spears Total Powers & Skill Cost: 368 Total Cost: 544 Pts Complications 15 Dependence: must submerge in water or Takes 3d6 Damage (Very Common; 1 Hour) 20 Hunted: Alien Crew; Frequently (Mo Pow; Capture) 20 Hunted: Red Doom; Infrequently (Mo Pow; NCI; Capture/Kill) 20 Psychological Complication: Code Versus Killing (Common; Total) 15 Psychological Complication: Protects Sea Creatures and their Environment; (Common; Strong) 15 Social Complication: Subject to Orders; Frequently, Major 25 Susceptibility: Tar/Glue 2d6 damage per Phase (Common) 150 Total Complications Total Experience: 544
  20. Cavalry Val Char Cost Roll Notes 10+30 STR 0 11- / 17- Lift 100.0kg/6400.0kg; 2d6/8d6 15+13 DEX 10 12- / 15- OCV: 5/10/DCV: 5/10 15+15 CON 5 12- / 15- 18 INT 8 13- PER Roll 13- 10 EGO 0 11- ECV: 3 - 3 15+15 PRE 5 12- / 15- PRE Attack: 3d6/6d6 5+5 OCV 10 5+5 DCV 10 3 OMCV 0 3 DMCV 0 3+3 SPD 10 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 5+25 PD 3 Total: 5/30 PD (0/20 rPD) 5+25 ED 3 Total: 5/30 ED (0/20 rED) 5+5 REC 1 25+75 END 1 10+5 BODY 0 20+30 STUN 0 Total Characteristic Cost: 66 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END Mystic Armor, all slots OIF (-½) 20 1) +30 STR (30 Active Points); OIF (-½) 3 17 2) +13 DEX (26 Active Points); OIF (-½) 10 3) +15 CON (15 Active Points); OIF (-½) 10 4) +15 PRE (15 Active Points); OIF (-½) 17 5) +5 OCV (25 Active Points); OIF (-½) 17 6) +5 DCV (25 Active Points); OIF (-½) 20 7) +3 SPD (30 Active Points); OIF (-½) 3 8) +5 PD (5 Active Points); OIF (-½) 3 9) +5 ED (5 Active Points); OIF (-½) 3 10) +5 REC (5 Active Points); OIF (-½) 10 11) +75 END (15 Active Points); OIF (-½) 3 12) +5 BODY (5 Active Points); OIF (-½) 10 13) +30 STUN (15 Active Points); OIF (-½) 30 Mystic Saber: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1) 2f 1) Mystic Saber: Killing Attack - Hand-To-Hand 2d6 (2d6+1 / 4d6 w/STR), +1 Increased STUN Multiplier (+¼) (37 Active Points); OAF (-1) 4 3f 2) Mystic Blast: Blast 6d6, Double Knockback (+½), Area Of Effect (16m Cone; +½) (60 Active Points); OAF (-1) 6 Armor and Helmet, all slots OIF (-½) 40 1) Armor: Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-½) 0 7 2) Helmet: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½) 0 27 3) Armor: Desolidification (affected by Magic) (40 Active Points); OIF (-½) 4 21 4) Helmet: Spatial Awareness (Unusual Group) (32 Active Points); OIF (-½) 0 4 5) Helmet: +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-½) 0 7 6) Helmet: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½) 0 4 7) Helmet: +4 versus Range Modifier for Hearing Group (6 Active Points); OIF (-½) 0 25 Ghost Horse Bond: Mind Link , Animal class of minds, with Baltic, Ghost Horse, No LOS Needed, Unlimited range in this dimension and can reach into other dimensions 0 Perks 3 Contact: High-Ranking Polish Government Scientist (Contact has access to major institutions) 11- 4 Fringe Benefit: Federal/National Police Powers, Passport 70 Ghost Horse: Follower built on 350 BP 2 Positive Reputation: Hero of Poland (Eastern Europe) 11-, +2/+2d6 Skills 9 +3 with Saber 9 +3 with Computer Programming, Electronics, Inventor 3 AK: Poland 13- 3 Breakfall 12- (15-) 3 Computer Programming 13- 3 Electronics 13- 3 Inventor 13- 3 KS: Military History 13- 3 KS: The Military/Mercenary/Terrorist World 13- 3 KS: The Mystic World 13- 0 Language: Polish (idiomatic) (4 Active Points) 2 Language: English (fluent conversation) 3 Mechanics 13- 3 PS: Armorer 13- 3 Riding 12- (15-) 3 Systems Operation 13- 3 Tactics 13- 2 Weaponsmith (Muscle-Powered HTH) 13- 4 WF: Common Melee Weapons, Small Arms Total Powers & Skill Cost: 457 Total Cost: 523 Pts Complications 20 Hunted: Red Doom; Infrequently (Mo Pow; NCI; Kill) 15 Psychological Complication: Code of Chivalry; (Common; Strong) 15 Psychological Complication: Distrusts Anyone Who Is Not Polish; (Common; Strong) 15 Psychological Complication: Honorable; (Common; Strong) 10 Psychological Complication: Wants To Follow In His Grandfather's Footsteps; (Common; Moderate) 15 Social Complication: Secret ID; Frequently, Major 15 Social Complication: Subject to Orders (Polish Government); Frequently, Major 105 Total Complications Total Experience Points: 523 Ghost Horse ("Baltic") Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 18 DEX 16 13- OCV: 6/DCV: 6 22 CON 12 13- 10 INT 0 11- PER Roll 13- 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 25 PD 12 Total: 25 PD (11 rPD) 17 ED 4 Total: 17 ED (11 rED) 12 REC 8 50 END 6 18 BODY 8 44 STUN 12 Total Characteristic Cost: 168 Movement: Running: 40m/80m Leaping: 12m/24m Swimming: 4m/8m Cost Powers END 5 Bite: Killing Attack - Hand-To-Hand 1 point (2d6+1 w/STR) 1 12 Hooves: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-¼) 1 3 Natural Hide: Resistant Protection (1 PD/1 ED) 0 20 Barding: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½) 0 10 Great Size: Knockback Resistance -10m 0 28 Horse's Legs: Running +28m (40m total) 3 4 Horse's Legs: Leaping +8m (12m forward, 6m upward) 1 60 Ghost Form: Desolidification (affected by Magic), Reduced Endurance (0 END; +½) (60 Active Points) 0 6 Sharp-Eared And Keen-Nosed: +2 PER with all Sense Groups 0 2 Great Size: Stretching 2m, Persistent (+¼), Reduced Endurance (0 END; +½) (3 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼) 0 8 Ghost Horse: Regeneration (3 BODY per Day), Resurrection (32 Active Points); Resurrection Only (-2), Does Not Work Vs Magical Attacks (-¾) 0 Skills 12 +4 with Bite and Hooves 3 Concealment 11- 3 Stealth 13- 3 Tactics 11- 3 Tracking 11- Total Powers & Skill Cost: 182 Total Cost: 350 Pts Complications 15 Distinctive Features: glowing red eyes; (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: if Cavalry Hurt; (Uncommon), go 14-, recover 11- 10 Physical Complication: Large (4m, -2 DCV, +2 PER Rolls to perceive); (Infrequently; Slightly Impairing) 20 Physical Complication: Very Limited Manipulation; (Frequently; Greatly Impairing) 20 Psychological Complication: Loyal to Cavalry; (Common; Total) 20 Vulnerability: 2 x STUN magic attacks (Common) 20 Vulnerability: 2 x BODY magic attacks (Common) Total Experience Points: 350
  21. Defender played by Benedict Cumberbatch; Ironclad played by The Rock; Witchcraft played by Eva Green; Nighthawk played by Liam Hemsworth; Saphire played by Eiza Gonzalez; Kinetic played by Will Smith; Doctor Destroyer voiced by Mads Mikkelsen; Istvatha V'han played by Sigourney Weaver; Menton played by Toby Stephens;
  22. Yes, she does in the book. I took some liberties with the character to make her more "playable." Feel free in your own games to reduce her INT to 5 to reflect a more "child-like" mind. SPD 5 is not fast at all in a lot of Champions games, the ones I play in usually go up to SPD 6 pretty quickly (I was in another one that allowed a PC to go up to SPD 12, and 22 DC of damage- which was ridiculous, and I quit the game soon after as the PCs got so ridiculously overpowered that combats became a joke). She does only have a DCV of 3 (effectively), which makes her vulnerable to autofire and multi-attacks. The best options for fighting her is to have a brick "draw her fire" while the blasters, mentalists, and drain power users hit her from ranged. I did have her as an option in the one-shot I ran. Unfortunately, she ended up being a NPC due to a lack of enough players. She worked out well though.
  23. Carpathia Val Char Cost Roll Notes 70 STR 60 23- Lift 409.6tons; 14d6 [7] 23 DEX 26 14- OCV: 9/DCV: 9 33 CON 23 16- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 - 3 25 PRE 15 14- PRE Attack: 5d6 9 OCV 30 9 DCV 30 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 38 PD 16 Total: 38 PD (20 rPD) 30 ED 8 Total: 30 ED (20 rED) 20 REC 16 80 END 12 26 BODY 16 78 STUN 29 Total Characteristic Cost: 311 Movement: Running: 48m/96m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 18 Heavy: Knockback Resistance -18m 0 25 Huge Hands And Feet: Area Of Effect (1m Radius; +¼) for up to 70 Active Points of STR, Reduced Endurance (0 END; +½) (25 Active Points) 0 60 Immense Toughness: Resistant Protection (20 PD/20 ED) 0 8 Long Arms: Stretching 8m, Persistent (+¼), Reduced Endurance (0 END; +½) (14 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼) 0 36 Long Legs: Running +36m (48m total) 4 Perks 3 Contact: Romanian Government Official (Contact has access to major institutions) 11- 3 Fringe Benefit: Federal/National Police Powers 2 Positive Reputation: Hero of Romania (Eastern Europe) 11-, +2/+2d6 Talents 6 +2/+2d6 Striking Appearance (vs. all characters) Skills 2 AK: Carpathian Mountains 11- 5 Animal Handler (Bovines, Equines) 15- 3 Breakfall 14- 3 Bureaucratics 14- 3 Climbing 14- 2 KS: Farm Animals 11- 2 KS: Farming 11- 2 KS: Riding Animals 11- 0 Language: Romanian (idiomatic) (4 Active Points) 2 Language: English (fluent conversation) 2 Mechanics 10- 3 Power: Brick Tricks 14- 2 PS: Farmer 11- 3 Riding 14- Total Powers & Skill Cost: 195 Total Cost: 506 Pts Complication 10 Dependent NPC: Grandfather; Infrequently (Normal) 25 Enraged: Berserk if an animal is hurt; (Uncommon), go 11-, recover 11- 20 Physical Complication: Physical Complication: Huge (+6 OCV to hit, +6 PER rolls to perceive) (Frequently; Greatly Impairing) 20 Psychological Complication: Always Obeys Orders Of Her Superiors; (Common; Total) 10 Psychological Complication: Hates Cities And Being In Them; (Uncommon; Strong) 15 Psychological Complication: Refuses to Endanger Animals; (Uncommon; Total) 15 Social Complication: Public ID; Frequently, Major 15 Social Complication: Subject to Orders (from Romanian government); Frequently, Major 130 Total Complications Total Character Points: 506
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