grandmastergm
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I hadn't looked too closely at the book after I got it because I was unimpressed by the characters. They were such weak stereotypes of each country like someone without much familiarity at all with Europe just made up names sort of related to things they heard about each area. But they're not bad characters, better than many I've seen. And these rebuilds are great
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!
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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
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How about a Big Trouble in Little China homage? The heroes stumble across a mutant animal slavery ring that has ties to the Yakuza. As they investigate, they discover that the ring is ran by an evil sorcerer using alchemy to make the mutants. During the big throw-down, they confront four mutant animals based on the elements.
I love it. That's fantastic. Granted, why would the sorcerer need mutants?
Do you have any suggestions for names?
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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
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Frustrating thing about coloring the European Enemies guys is that the descriptions given almost never match what the images are. Its great artwork, but its as if all they gave the artist was a name and very basic description. Carpathia is supposed to wear ordinary clothes. Cavalry wears all chainmail. The silver plate turned out pretty nicely though.
Yeah, you've done fantastic work! I love it!
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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
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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
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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;
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I thought Carpathia had 5 Int.
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.
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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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I suggest a story where the heroes stumble into a child kidnap case that isn't what it seems
Do tell.
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Would any of you have suggestions for a one-shot?
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Any suggestions for an adventure?
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Well... you can if they don't have WS: Playing Card weapon, Trading, Contacts: Weaponsmith, or any plausible explanation for how they produce their trick decks, and you run into the kind of GM who thinks that sort of thing is necessary for your character to replenish their charges.
Good point. I can fix that. I'll give him Power: Gadgeteering and Inventor (Only to Make Trick Playing Cards, -1/2), which are only 5 CP as to explain his trick cards.
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Blackjack
Val Char Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]
26 DEX 32 14- OCV: 9/DCV: 9
20 CON 10 13-
20 INT 10 13- PER Roll 13-
20 EGO 10 13- ECV: 3 - 7
25 PRE 15 14- PRE Attack: 5d6
9 OCV 30
9 DCV 30
3 OMCV 0
7 DMCV 12
5 SPD 30 Phases: 3, 5, 8, 10, 12
20 PD 4 Total: 20 PD (14 rPD)
20 ED 4 Total: 20 ED (14 rED)
8 REC 4
30 END 2
15 BODY 5
50 STUN 15 Total Characteristic Cost: 216
Movement: Running: 20m/40m
Flight: 20m/40m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers
40 Trick Playing Cards: Multipower, 80-point reserve, (80 Active Points); all slots OAF (-1)
2f 1) Spray of Cards: Darkness to Sight Group 8m radius, Personal Immunity (+¼) (50 Active Points); 4 Charges (-1), OAF (-1) [4 Charges]
2f 2) Blinding Cards: Sight Group Flash 8d6, Area Of Effect Accurate (1m Radius; +½) (60 Active Points); 4 Charges (-1), OAF (-1) [4 Charges]
3f 3) Entangling Cards: Entangle 4d6, 4 PD/4 ED, Area Of Effect Accurate (1m Radius; +½), Sticky (+½) (80 Active Points); 4 Charges (-1), OAF (-1) [4 Charges]
3f 4) Blast of Cards: Blast 8d6, Area Of Effect Accurate (1m Radius; +½), Double Knockback (+½) (80 Active Points); 4 Charges (-1), OAF (-1) [4 Charges]
60 Knows When To Hold 'Em, Knows When To Fold Them: Luck 12d6
8 Swift Runner: Running +8m (20m total) END 2
16 Armored Costume: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½)
8 Glider Vanes In Suit: Flight 20m (20 Active Points); Gliding (-1), OIF (-½) 0
7 Hand And Knee Pads: Clinging (normal STR) (10 Active Points); OIF (-½)
3 Costume Goggles: Infrared Perception (Sight Group) (5 Active Points); OIF (-½)
Talents
12 Combat Luck (6 PD/6 ED)
34 Danger Sense (immediate vicinity, any danger, Function as a Sense) 15-
6 +2/+2d6 Striking Appearance (vs. all characters)
Skills
10 +2 with Trick Playing Cards
6 +1 with all Agility Skills
3 Acrobatics 14-
3 Acting 14-
3 AK: Monaco 13-
3 Breakfall 14-
3 Bugging 13-
3 Charm 14-
3 Climbing 14-
3 Combat Driving 14-
3 Concealment 13-
3 Contortionist 14-
3 Conversation 14-
3 Disguise 13-
3 Electronics 13-
3 Fast Draw: Trick Playing Cards 14-
6 Gambling (Card Games) 15-
3 High Society 14-
2 Inventor 14- (Only to Make Trick Playing Cards, -½)
4 KS: Casinos 14-
0 Language: French (idiomatic) (4 Active Points)
2 Language: English (fluent conversation)
2 Language: Italian (fluent conversation)
3 Lockpicking 14-
3 Persuasion 14-
3 Power: Gadgeteering 13-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Total Powers & Skill Cost: 304
Total Cost: 520
Pts Complications
10 Hunted: the Napoleon of Crime, Infrequently (As Pow; NCI; Limited Geographical Area; Capture;)
20 Hunted: UNTIL; Infrequently (Mo Pow; NCI; Capture)
20 Psychological Complication: Compulsive Gambler; (Very Common; Strong)
15 Psychological Complication: Leaves Behind Playing Cards as a Sign; (Common; Strong)
15 Psychological Complication: Thrillseeker; (Common; Strong)
15 Psychological Complication: Overconfident (Common; Strong)
5 Rivalry: Professional, with other super-thieves, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Social Complication: Secret ID; Frequently, Major
115 Complication Points
Total Experience Points: 520
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So far, so good, Grandmaster.
Thank you. Here is: The Black Druid!
Black Druid
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
18 DEX 16 13- OCV: 7/DCV: 7
28 CON 18 15-
23 INT 13 14- PER Roll 14-
30 EGO 20 15- ECV: 10 - 10
20 PRE 10 13- PRE Attack: 4d6
7 OCV 20
7 DCV 20
10 OMCV 21
10 DMCV 21
4 SPD 20 Phases: 3, 6, 9, 12
7+20 PD 5 Total: 7/27 PD (0/20 rPD)
7+12 ED 5 Total: 7/19 ED (0/12 rED)
12 REC 8
60 END 8
20 BODY 10
48 STUN 14 Total Characteristic Cost: 234
Movement: Running: 12m/24m
Flight: 40m/80m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers
80 Druidic Magic: Multipower, 120-point reserve, (120 Active Points); all slots Gestures (-¼), Incantations (-¼)
8f 1) Alter Weather: Change Environment (+/-6 Temperature Level Adjustment, Long-Lasting 1 Turn, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (16m Radius; +¾), Varying Effect Any Weather (+1), MegaScale (1m = 1 km; +1) (120 Active Points); Gestures (-¼), Incantations (-¼) END 12
13v 2) Water Blast: (Total: 112 Active Cost, 66 Real Cost) Blast 8d6, Double Knockback (+½) (60 Active Points); Gestures (-¼), Incantations (-¼) (Real Cost: 40) plus Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (52 Active Points); Linked (Blast; -½), Gestures (-¼), Incantations (-¼) (Real Cost: 26) END 6
12v 3) Blinding Light: Sight Group Flash 12d6, Area Of Effect Accurate (1m Radius; +½) (90 Active Points); Gestures (-¼), Incantations (-¼) END 9
4v 4) Wild Shape: Shape Shift (Sight, Hearing, Touch and Radio Groups, any animal), Makeover (30 Active Points); Gestures (-¼), Incantations (-¼) END 3
8v 5) Air Blast: Blast 8d6, Double Knockback (+½) (60 Active Points); Gestures (-¼), Incantations (-¼) END 6
8v 6) Stone Blast: Blast 12d6 (60 Active Points); Gestures (-¼), Incantations (-¼) END 6
8v 7) Fire Blast: Killing Attack - Ranged 4d6 (60 Active Points); Gestures (-¼), Incantations (-¼) END 6
8v 8) Control Nature: Dispel Nature or Elemental Related Powers 10d6, Variable Effect (+½), Area Of Effect Accurate (1m Radius; +½) (60 Active Points); Gestures (-¼), Incantations (-¼) END 6
6v 9) Tangling Growth: Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (Plants of Opportunity; -½), Gestures (-¼), Incantations (-¼) END 6
8v 10) Control Animals: Mind Control 12d6 (Animal class of minds) (60 Active Points); Gestures (-¼), Incantations (-¼) END 6
8v 11) Elemental Protection: Resistant Protection (20 PD/12 ED), Variable Special Effects (Any Element; +¼) (60 Active Points); Gestures (-¼), Incantations (-¼)
8v 12) Nature's Chariot: Flight 40m, Reduced Endurance (½ END; +¼), Usable As Swimming (+¼) (60 Active Points); Gestures (-¼), Incantations (-¼) END 2
36 Mystical Staff: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-¼)
40 Blessing of the Old Gods: 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 Blessing of the Old Gods: Regeneration (1 BODY per Turn)
5 Druid Senses: Infrared Perception (Sight Group)
10 Druid Senses: Tracking with Smell/Taste Group
Skills
40 +4 with All Attacks
7 Animal Handler (Birds, Bovines, Canines, Equines, Raptors, Ursines) 13-
3 Concealment 14-
3 KS: Ancient Britain 14-
3 KS: Arcane And Occult Lore 14-
3 KS: The Mystic World 14-
0 Language: Gaelic (idiomatic) (4 Active Points)
1 Language: English (basic conversation)
2 Navigation (Land) 14-
3 Science Skill: Botany 14-
3 Science Skill: Zoology 14-
2 Survival (Temperate/Subtropical) 14-
Total Powers & Skill Cost: 356
Total Cost: 590
Pts. Complication
35 Enraged: Berserk when he sees animals mistreated or the environment polluted, (Common), go 14-, recover 11-
20 Hunted: Duchess Industries; Infrequently (Mo Pow; NCI; Kill)
20 Hunted: The New Knights of the Round Table Infrequently (Mo Pow; NCI; Kill)
15 Negative Reputation: Fanatical Eco-Terrorist;, Frequently (Extreme)
10 Psychological Complication: Claustrophobia; (Uncommon; Strong)
25 Psychological Complication: Hates Technology; (Very Common; Total)
15 Social Complication: Public ID; Frequently, Major
10 Vulnerability: 2 x BODY from Cold Iron attacks (Uncommon)
150 Complication Points
Experience Points: 190
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A friend of mine gamed with Aaron Allston, who dubbed him a "rules rapist" for a power-gamed character he built back in the 1980s. He told us about him and was pretty shook up when he heard of Aaron's death.
I wish you the best, and I look forward to seeing the 6e adaptation of his beloved campaign world.
-
Banshee
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-
25 INT 15 14- PER Roll 14-
25 EGO 15 14- ECV: 8 - 8
25+20 PRE 15 14- / 18- PRE Attack: 5d6/9d6
7 OCV 20
7 DCV 20
8 OMCV 15
8 DMCV 15
5 SPD 30 Phases: 3, 5, 8, 10, 12
10 PD 3 Total: 10 PD (5 rPD)
10 ED 3 Total: 10 ED (5 rED)
15 REC 11
70 END 10
25 BODY 15
48 STUN 14 Total Characteristic Cost: 246
Movement: Running: 12m/24m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers
80 Ghost/Banshee Powers: Multipower, 80-point reserve
8f 1) Banshee Scream I: Drain END 4d6, Attack Versus Alternate Defense (Flash Defense (Hearing); All Or Nothing; +0), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (80 Active Points) END 8
8f 2) Banshee Scream II: Blast 8d6, Attack Versus Alternate Defense (Flash Defense (Hearing); +1) (80 Active Points) END 8
4f 3) Banshee Scream III: Hearing Group Flash 8d6, Area Of Effect (12m Cone; +½) (36 Active Points); END 4
8f 4) Banshee Scream IV: Killing Attack - Ranged 3d6, Area Of Effect (20m Cone; +¾) (79 Active Points) END 8
4f 5) Ghost Form: Desolidification (affected by Magic) (40 Active Points) END 4
2f 6) Visions of the Future: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1) END 4
10 Terrifying Wail: +20 PRE (20 Active Points); Only To Make Fear-Based Presence Attacks (-1)
15 Banshee Form: Resistant Protection (5 PD/5 ED)
30 Banshee Form: Physical Damage Reduction, Resistant, 50%
30 Banshee Form: Energy Damage Reduction, Resistant, 50%
10 Banshee Mind: Mental Defense (10 points total)
10 Banshee Form: Power Defense (10 points)
40 Banshee Nature: 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) 0
20 Banshee Concealment: Invisibility to Sight Group END 2
25 Banshee Visitation: Extra-Dimensional Movement (from Limbo to any point on Earth) END 2
8 Visions of Doom: Sight Group Images, +/-1 to PER Rolls, Area Of Effect (2m Radius; +¼) (16 Active Points); Set Effect (Only To Show A Person's Death, Or A Great Disaster; -1) END 2
Talents
20 Universal Translator 14-
Skills
25 +5 with Banshee Scream
3 KS: Vandaleur Family 14-
0 Language: Gaelic (idiomatic) (4 Active Points)
7 Mimicry 16-
11 Stealth 17-
Total Powers & Skill Cost: 378
Total Cost: 624
400+ Matching Complications
15 Hunted: London Watch; Infrequently (Mo Pow; NCI; Limited Geographical Area; Capture;)
20 Hunted: New Knights Of The Round Table; Infrequently (Mo Pow; NCI; Capture)
10 Hunted: Extradimensional Entities Of The Universe; Infrequently (Mo Pow; NCI; Watching)
20 Hunted: Vandeleur Family; Infrequently (Mo Pow; NCI; Harshly Punish)
25 Psychological Complication: To Haunt Those Fated To Die Soon; (Very Common; Total)
20 Negative Reputation: Harbinger Of Death, Very Frequently (Extreme)
20 Susceptibility: from iron 2d6 damage per Turn (Common)
20 Susceptibility: from salt 2d6 damage per Turn (Common)
150 Complication Points
224 Experience Points
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Bastion of Budapest
Val Char Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]
15 DEX 10 12- OCV: 5/DCV: 5
18 CON 8 13-
18 INT 8 13- PER Roll 13-
23 EGO 13 14- ECV: 8 - 8
10 PRE 0 11- PRE Attack: 2d6
5 OCV 10
5 DCV 10
8 OMCV 15
8 DMCV 15
5 SPD 30 Phases: 3, 5, 8, 10, 12
8 PD 6 Total: 8 PD (0 rPD)
8 ED 6 Total: 8 ED (0 rED)
7 REC 3
40 END 4
10 BODY 0
26 STUN 3 Total Characteristic Cost: 144
Movement: Running: 12m/24m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers
165 Telekinetic Hold: Entangle 6d6, 6 PD/6 ED, Alternate Combat Value (uses OMCV against DCV; +0), Works Against EGO, Not STR (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (1m Radius; +¼), Takes No Damage From Attacks All Attacks, EGO only to break out (+1) (165 Active Points) END 7
60 Telekinetic Choke: Killing Attack - Ranged 1d6, Alternate Combat Value (uses OMCV against DCV; +0), +1 Increased STUN Multiplier (+¼), Reduced Endurance (½ END; +¼), Constant (+½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (60 Active Points) END 3
105 Telekinetic Wall: Barrier 14 PD/14 ED, 0 BODY (up to 8m long, 4m tall, and ½m thick), Dismissable, Non-Anchored, Reduced Endurance (½ END; +¼), Hardened (+¼) (105 Active Points) END 4
Perks
6 Contact: Hungarian Government Official (Contact has access to major institutions, Contact has extremely useful Skills or resources) 11-
3 Fringe Benefit: Federal/National Police Powers
3 Positive Reputation: Hungarian National Hero (Eastern Europe) 11-, +3/+3d6
Talents
3 Absolute Time Sense
5 Eidetic Memory
3 Lightning Calculator
4 Speed Reading (x10)
Skills
15 +5 with Telekinetic Powers
2 AK: Hungary 11-
13 Bureaucratics 16-
3 CK: Budapest 13-
3 Cryptography 13-
3 Deduction 13-
0 Language (Hungarian, Idiomatic)
2 Language (English, Fluent Conversation)
3 Lipreading 13-
3 Science Skill: Mathematics 13-
Total Powers & Skill Cost: 404
Total Cost: 548
Pts. Complication
15 Dependent NPC: Adopted Niece, Infrequently (Incompetent)
10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
25 Enraged: When children are hurt; (Uncommon), go 14-, recover 8-
25 Hunted: Hungarian Government; Very Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
10 Physical Complication: Nearsighted, Wears Glasses; (Infrequently; Slightly Impairing)
20 Psychological Complication: Always Obeys Orders of Superiors; (Common; Total)
10 Psychological Complication: Frightened of Losing Custody of Niece; (Uncommon; Strong)
15 Psychological Complication: Never Endangers/Protective of Children; (Uncommon; Total)
15 Social Complication: Public ID; Frequently, Major
145 Complication Points
148 Experience Points
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I would suggest using Combat Luck over equipment for defenses.
I did that for a couple of them-they had combat luck in addition to their defense.
How much combat luck should I allow?
-
Here they are:
Harboiled Ex-Cop
Tough Guy
Masked Vigilante
Femme Fatale
Traumatized Ex-Soldier
Damsel in Distress
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Hey all,
So I'm going to run a hybrid of Watchmen and Sin City in a couple weeks for some friends.
I'm going to post characters here.
Please let me know what you think. The point value is 225 with 50 complications. I'm giving people 5 DEF armor and 2-3 weapons for equipment. So far.
Please let me know any suggestions for running a good heroic game, as well. I am going to use a Heroic Action Point system as well.
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Nice. Thanks man!
I made up 6 characters. Please feel free to take a look.Let me know what you think. Please also feel free to suggest names.
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If anyone of you wants to take a stab at making some, I'll put the guidelines as 300 CP and 60 complication pts.
6th Edition Conversions
in Champions
Posted
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