Jump to content

grandmastergm

HERO Member
  • Posts

    491
  • Joined

  • Last visited

Posts posted by grandmastergm

  1. 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

     

    97l84i.jpg

  2. 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!

  3. 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

     

    o598i9.jpg

  4. 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?

  5. 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

     

     28ric8z.jpg

  6. 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!

  7. 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

     

    301itqc.jpg

  8. 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

     

    34dkfh1.jpg

  9. 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;

  10. 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.

  11. 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

     

    21v91t.jpg

  12. 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.

  13. 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

     

    wkmd7a.jpg

  14. 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

     

    2q9gjm9.jpg

  15. 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

     

    v6kwhs.jpg

  16. 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

     

    14aljt0.jpg

  17. 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.

×
×
  • Create New...