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Christopher R Taylor

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  1. Like
    Christopher R Taylor reacted to FrankL in Supergirl   
    They should remember this is GIRL power not GRRL power (how I heard Batgirl in a recent animated described). Supergirl embraces the fact that she is a girl (after Cat Grant helped her with that). She owns it. She doesn't hate herself for not being male. Recognizing that there are differences is not feminism (in fact, it's rather the opposite of feminism).
  2. Like
    Christopher R Taylor reacted to Enforcer84 in Superhero Cosplayers   
    Somehow I think one of our regulars will approve.
  3. Like
    Christopher R Taylor got a reaction from Acroyear II in 6th Edition Conversions   
    A mage character this time, The Masque.  He's not actually a very impressive mage, except for his extremely powerful magical mask which enhances his power significantly.  Masque is a pretty straightforward Dr Strange type, but his character sheet was frustratingly incomplete - he had a distinctive features without any explanation (even in his writeup) and he had some really complicated effects like one that made his power pool bigger with the mask on.
     
    THE MASQUE   Val Char Cost  13 STR     3  17 DEX    14  13 CON    3  18 INT      8  18 EGO    8  13 PRE     3         With Masque: PRE 30   6  OCV   15   6  DCV   15   6  OMCV  9   6  DMCV  9   8  PD      6          With Shields of Shabarra: PD 23; rPD 15   8  ED      6          With Shields of Shabarra: ED 23; rED 15   4  SPD  20   6  REC   2  25 END   1  10 BOD   0  24 STN    2   12m RUN   0   4m SWIM 0   5m LEAP  1 Characteristics Cost: 125   Cost Power  11    Mask: +17 PRE (17 Active Points); OIF (-1/2)  12    Mask: +9 with Magic Skill (18 Active Points); OIF (Mask; -1/2)   9     Mental Defense (15 points total) (Base MD) (11 Active Points); Costs Endurance (mask removes this limitation) (-1/4)  15    Sense Occult Power: Detect Occult Power 9- (Unusual Group), Range, Sense, Targeting (22 Active Points); OIF (-1/2)  40    Astral Projection: Desolidification , Projection (+0), Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (-1/2)  10    Astral Projection: Invisibility to Sight Group  (20 Active Points); OIF (-1/2), Linked (Astral Projection; -1/2)   6    Cloak of Levitation: Flight 12m (12 Active Points); OAF (-1)    94    Variable Power Pool, 80 base + 80 control cost,  (120 Active Points); Reduced to 50 points active cost without mask (-1/4); all slots Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2)          1) Chains of Gnipra: Entangle 6d6, 6 PD/6 ED (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2), Gestures (-1/4) Real Cost: 22          2) Light of Purity: Blast 12d6 (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2), Gestures (-1/4) Real Cost: 22          3) Images of Ab: Sight and Hearing Groups Images, -7 to PER Rolls (36 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 14          4) Shields of Shabarra: Resistant Protection (15 PD/15 ED) (45 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), Costs Endurance (-1/2), For magical spells only (-1/2) Real Cost: 15          5) Spell of Banishment: Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 24          6) Invisibiliity: Invisibility to Sight, Hearing, Smell/Taste and Mental Groups, Danger Sense and Detect , No Fringe (51 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 20          7) Forgetfulness: Minor Transform 3d6 (Target into target wiped of specific memories), Improved Results Group (+1/2), Area Of Effect (125m Radius; +1 1/2) (45 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2), Gestures (-1/4) Real Cost: 16          8) Thought Sending: Telepathy 4d6 (20 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 8          9) Mind Scan 12d6 (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 24        10) Truth: Mind Control 12d6 (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), Only to compel speaking the truth (-3/4), For magical spells only (-1/2) Real Cost: 18 Powers Cost: 197   Cost Prawn-Tey Maneuver   4     Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike   3     Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/10, Target Falls   4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs Martial Arts Cost: 15   Cost Skill   3     Breakfall 12-   3     Climbing 12-   3     Scholar   1     1)  KS: Himalayans (2 Active Points) 11-   1     2)  KS: India (2 Active Points) 11-   3     3)  KS: Occult (4 Active Points) 14-   3     Linguist   0     1)  Language:  English (idiomatic) (4 Active Points)   1     2)  Language:  Hindustani (basic conversation)   2     3)  Language:  Nepalese (completely fluent) (3 Active Points)   2     Science Skill:  Anthropology (earth) 11-   7     Magic 15-   2     Science Skill:  Anthropology (other dimensions along 5th) 11-   3     Stealth 12- Skills Cost: 34   Cost Talent   3     Simulate Death Talents Cost: 3   Total Character Cost: 374   Pts. Complication  10   Dependent NPC:  Girlfriend Infrequently (Normal)  10   Distinctive Features:  Unnerving, unsual feel (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)  15   Hunted:  Hierophant Infrequently (As Pow; NCI; Harshly Punish)  15   Hunted:  Evil Magicians Infrequently (As Pow; NCI; Harshly Punish)  15   Psychological Complication:  Code against killing (Common; Strong)  20   Psychological Complication:  Protective of Innocents (Common; Total)   5    Psychological Complication:  Aloof (Uncommon; Moderate)   5    Psychological Complication:  Protects natural balance from the occult (Uncommon; Moderate)  10   Social Complication:  Secret Identity Infrequently, Major  15   Susceptibility:  Astral Form returns to body 3d6 damage Instant (Uncommon) Complication Points: 120  
     

    The Masque.hdc
  4. Like
    Christopher R Taylor got a reaction from Pattern Ghost in 6th Edition Conversions   
    This is the space invader monster from Challenges, a time warping intelligent bear-like alien.  His powers are kind of strange because they all involve unusual applications of time travel such as being much harder to hurt and borrowing from the future or past.  The illustration was described as being more more ordinary a bear but I like how the coloring I did looks conceptually much better.
     
    Star Spawn
     
    Val Char Cost
     60 STR   50
     23  DEX   26
     30  CON  20
     10  INT     0
     20  EGO  10
     28  PRE   18
      8   OCV   25
      8   DCV   25
      7   OMCV 12
      7   DMCV 12
     16  PD     14
     10  ED      8
      6   SPD   40
     16  REC   12
     70  END   10
     70  BOD   60
     70  STN   25
     
    12m RUN    0
      4m SWIM  0
    24m LEAP 10
    Characteristics Cost: 377
     
    Cost Power
     19   Claws: Killing Attack - Hand-To-Hand 1d6 (4d6 w/STR), Armor Piercing (not vs desolid or time powers) (+1/4) (19 Active Points)
     50   Mind Reading: Telepathy 10d6
     50   Mind Seeking: Mind Scan 10d6
     31   Lure: Mental Illusions 10d6, Invisible Power Effects (Invisible to Mental Group; +1/4) (62 Active Points); Only to lure prey (-1)
      4    Huge and dense: Knockback Resistance -4m
     32   Sense Time: Spatial Awareness (Unusual Group)
     11   Detect Technological Power Sources 14-/11- (Unusual Group), Range, Sense
      9    Keen senses: +3 PER with all Sense Groups
      5    Discriminatory with Normal Smell
     10   Time Controller: Power Defense (10 points)
      8    Strong Will: Mental Defense (12 points total) (Base MD)
     
     24   Timeslip: Aid  Stun 9d6 (54 Active Points); Only to Aid Self (-1), Unified Power (-1/4)
     20   Timeslip: Teleportation 30m (30 Active Points); Must Pass Through Intervening Space (-1/4), Unified Power (-1/4)
     34   Damage Shield: Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (2m Surface; +1/4), Constant (+1/2) (60 Active Points); No STR Bonus (-1/2), Unified Power (-1/4)
     48   Timeslip: Energy Damage Reduction, Resistant, 75% (60 Active Points); Unified Power (-1/4)
     24   Timeslip: Energy Damage Reduction, Resistant, 50% (30 Active Points); Unified Power (-1/4)
    Powers Cost: 379
     
    Cost Skill
     30    +3 with All Attacks
      3     Stealth 14-
    Skills Cost: 33
     
    Total Character Cost: 789
     
    Pts. Complication
     25   Distinctive Features:  Terrifying space monster (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
     25   Enraged:  Threatened with captivity (Uncommon), go 14-, recover 8-
     10   Hunted:  Interstellar hero group Infrequently (As Pow; Harshly Punish)
     10   Hunted:  Interstellar villain and minions Infrequently (As Pow; Harshly Punish)
     10   Physical Complication:  Large (Infrequently; Slightly Impairing)
     10   Physical Complication:  Dense (Infrequently; Slightly Impairing)
     20   Physical Complication:  Cannot speak, read, or write (Frequently; Greatly Impairing)
     20   Psychological Complication:  Irrationally Violent (Very Common; Strong)
     15   Psychological Complication:  Murderous contempt for beings of lesser power (Common; Strong)
     10   Social Complication:  Not from around here (Frequently, Minor)
    Complication Points: 155

    Star Spawn.hdc
  5. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    OK last batch of Champions Presents 1 characters, the time travel adventure.  First up is Dr Temple, the cause of the entire problem.  He's not much in terms of powers or points and barely has any changes from 4th to 6th edition.
     
    Dr TIMOTHY TEMPLE   Val Char Cost  10 STR      0  14 DEX      8  13 CON     3  25 INT     15  18 EGO     8  10 PRE     0   5  OCV   10   5  DCV   10   6  OMCV   9   6  DCMV   9   4  PD       2   3  ED       1   3  SPD   10   5  REC    1  25 END    1  10 BOD    0  22 STN    1   12m RUN   0   4m SWIM 0   4m LEAP  0 Characteristics Cost: 88   Cost Skill   2     CK: The City 11-   3     Computer Programming 14-   3     Electronics 14-   3     Inventor 14-   3     KS: History 14-   3     Linguist   2     1)  Language:  French (completely fluent) (3 Active Points)   2     2)  Language:  German (completely fluent) (3 Active Points)   1     3)  Language:  Latin (fluent conversation) (2 Active Points)   3     Scientist   2     1)  Science Skill:  Electrical Engineering 14- (3 Active Points)   2     2)  Science Skill:  Force Field Engineering 14- (3 Active Points)   2     3)  Science Skill:  General Physics 14- (3 Active Points)   2     4)  Science Skill:  Mathematical Physics 14- (3 Active Points)   2     5)  Science Skill:  Mechanical Engineering 14- (3 Active Points)   2     6)  Science Skill:  Teleportation Engineering 14- (3 Active Points)   2     7)  Science Skill:  Temporal Physics 14- (3 Active Points) Skills Cost: 39   Cost Talent   5      Eidetic Memory Talents Cost: 5   Total Character Cost: 132   Pts. Complication  15   Dependent NPC:  Wife Frequently (Normal)  15   Psychological Complication:  Impatient and impulsive (Common; Strong)  10   Physical Complication:  Near Sighted (Glasses correct) (Infrequently; Slightly Impairing)  10   Vulnerability:  1 1/2 x Effect Illusions (Common)   5    Unluck: 1d6 Complication Points: 55  

    Dr Timothy Temple.hdc
  6. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    The Indian superheroine Maya, four arms and very fast with unusual sight manipulation powers and teleportation.  She fights with those multi-bladed whip swords (Urumi) she wears wrapped around her waist.
     
    MAYA   Val Char Cost  15 STR     5  24 DEX    28  21 CON   11  18 INT      8  23 EGO   13  20 PRE    10   8  OCV    25   8  DCV    25   8  OMCV  12   8  DMCV  12  12 PD      10  12 ED      10   6  SPD    40   9  REC    5  40 END    4  10 BOD    0  36 STN    8   12m RUN   0   4m SWIM 0   6m LEAP  1 Characteristics Cost: 233   Cost Power  26    Urumi: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (37 Active Points); OAF (-1), No Knockback (-1/4) [Notes: (x4 number of items)]   5     Four Arms: Extra Limbs  (2)  15    Fortune: Luck 3d6   7     Four-Armed punch: Autofire (5 shots; +1/2) (7 Active Points) applied to STR  22    Four Armed Punch: Autofire (5 shots; +1/2) for up to 45 Active Points of Martial Arts Punch (22 Active Points)    45    Multipower, 45-point reserve  4f     1)  Veil of Maya I: Mental Illusions 9d6 (45 Active Points)  3f     2)  Veil of Maya II: Sight Group and Normal Hearing Images, +/-3 to PER Rolls, Area Of Effect (8m Radius; +1/2) (33 Active Points)  3f     3)  Veil of Maya III: Invisibility to Sight and Hearing Groups and Normal Smell  (28 Active Points)  4f     4)  Chakra Watching: Teleportation 30m, Reduced Endurance (0 END; +1/2) (45 Active Points) Powers Cost: 134   Cost Martial Arts Maneuver   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   3     Joint Lock:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on   4     Marman Strike:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND   4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike   5     Straight/Roundhouse Kick:  1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike   3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/10, Target Falls   8     +2 HTH Damage Class(es)   3 Weapon Element:  Blades, Clubs, Empty Hand, Urumi Martial Arts Cost: 38   Cost Skill   3     Acrobatics 14-   5     Rapid Autofire   5      +4 with any single attack (8 Active Points); Costs Endurance (-1/2)   8      +4 with rapid fire   3     Contortionist 14-   4     KS: Kalaripayit 13-   4     KS: Indian Healing 13-   0     Language:  Hindi (idiomatic) (4 Active Points)   2     Language:  English (fluent conversation)   3     Stealth 14-   4     WF:  Common Melee Weapons, Off Hand, Urumi Skills Cost: 41   Total Character Cost: 446   Pts. Complication  15   Distinctive Features:  Four Arms (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)  15   Psychological Complication:  Code Against Killing (Common; Strong)  20   Psychological Complication:  Protective of Innocents (Very Common; Strong)  15   Social Complication:  Secret Identity Frequently, Major  20   Vulnerability:  2 x STUN Electricity (Common) Complication Points: 105   Maya.hdc
  7. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    The Hierophant, a con man and hustler who discovered real power and now is a genuine psychic, but at a terrible cost.
     
    THE HIEROPHANT   Val Char Cost  13 STR     3  18 DEX    16  18 CON    8  18 INT      8  14 EGO    4  23 PRE    13   6  OCV   15   6  DCV   15   5  OMCV   6   5  DMCV   6   8  PD       6           With Ward of Protection: PD 23; rPD 15   7  ED       5           With Ward of Protection: ED 22; rED 15   4  SPD    20   7  REC    3  25 END    1  13 BOD    3  30 STN    5   12m RUN   0   4m SWIM 0   5m LEAP  1 Characteristics Cost: 138   Cost Power   7     Pistol: Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (-1), 6 Charges (-3/4), Beam (-1/4)   8     Fists: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/4)  15    Fortune: Luck 3d6  12    Magic Sense: Detect Magic 13- (Unusual Group), Range, Sense  27    Object Reading: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Must hold object from person or scene (-1/2)    30    Magic: Multipower, 60-point reserve,  (60 Active Points); all slots Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)  2f     1)  Flames of Fernack: Killing Attack - Ranged 2 1/2d6 (40 Active Points); Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)  2f     2)  Vapors of Somulu: Blast 4d6, Attack Versus Alternate Defense (Life Support vs breathing; All Or Nothing; +1) (40 Active Points); Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)  2f     3)  Hypnotic Eye: Mind Control 8d6 (40 Active Points); Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)  4v    4)  Ward of Protection: Resistant Protection (15 PD/15 ED) (45 Active Points); Costs Endurance (-1/2), Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2) Powers Cost: 109   Cost Skill   4      +2 OCV with Pistol   3     KS: Illusions 12-   2     KS: Occult 11-   3      Linguist   2     1)  Language:  English (completely fluent) (3 Active Points)   2     2)  Language:  German (completely fluent) (3 Active Points)   0     3)  Language:  Romany (idiomatic) (4 Active Points)   5     Magic 14-   3     Persuasion 14-   3     Sleight Of Hand 13- Skills Cost: 27   Total Character Cost: 274   Pts. Complication  15   Hunted:  Police Frequently (As Pow; NCI; Mildly Punish)  20   Psychological Complication:  Fears physical injury (Very Common; Strong)  15   Psychological Complication:  Needs to aly himself to a greater power to advance his own ends (DEMON, Nazis, etc) (Common; Strong)  10   Psychological Complication:  Dramatic, Secretive, Mysterious (Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major  10   Unluck: 2d6  10   Vulnerability:  2 x Effect Presence Attacks (Uncommon) Complication Points: 95  
     

    The Hierophant.hdc
  8. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Without giving away too much of the Champions Presents adventure, the "alien" Stormtrooper.  He's useful for any time travel/wild pulp/Golden Age Champions adventure, as is his boss - a project for tomorrow.
     
    STORMTROOPER
     
    Val Char Cost
     13 STR     3            In Armor: 25
     11 DEX     2
     13 CON    3
     10 INT      0
     10 EGO   0
     15 PRE     5            In Armor: 25
      4  OCV    5
      4  DCV    5
      3  OMCV   0
      3  DMCV   0
      5  PD       3            Resistant PD: 6
      3  ED       1            Resistant ED: 6
      3  SPD   10
      6  REC    2
     25 END    1
     10 BOD    0
     24 STN    2
     
    12m RUN   0
      4m SWIM 0
      5m LEAP  1
    Characteristics Cost: 43
     
    Cost Power
     34    Ray Gun: (Total: 86 Active Cost, 34 Real Cost) +2 OCV (6 Active Points); OAF (-1) (Real Cost: 3) plus Blast 9d6 (45 Active Points); OAF (-1), 12 Charges (-1/4), Beam (-1/4) (Real Cost: 18) plus Sight Group Flash 4d6 (20 Active Points); OAF (-1), Linked (Electrical Beam; -1/2), 12 Charges (-1/4) (Real Cost: 7) plus Blast 3d6 (15 Active Points); Only for knockback (-1), Beam (-1/4), 12 Charges (-1/4) (Real Cost: 6)
     12    Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2)
      8     Armor Servos: +12 STR (12 Active Points); OIF (-1/2)
      7     Impressive Armor: +10 PRE (10 Active Points); OIF (-1/2)
     15    Flight 22m (22 Active Points); OIF (-1/2)
    Powers Cost: 76
     
    Cost Skill
      3      +1 OCV with firearms
      1     KS: Espionage 8-
      1     KS: Nazi party and dogma 8-
      0     Language:  German (idiomatic) (4 Active Points)
      3     Language:  English (completely fluent)
    Skills Cost: 8
     
    Total Character Cost: 127
     
    Pts. Complication
     10   Psychological Complication:  Loyal to Von Schull (Common; Moderate)
     20   Psychological Complication:  True believer in Nazi cause (Common; Total)
    Complication Points: 30
     
    Stormtrooper.hdc
    Stormtrooper.hdc
  9. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    And now, the Crimestopper!  A pulp-era masked crime fighter, basically a two-gun trenchcoat detective pretty common in pulps back then.
     
    THE CRIMESTOPPER   Val Char Cost  18 STR      8  18 DEX     16  18 CON     8  18 INT       8  14 EGO     4  15 PRE      5  10 OCV    35  10 DCV    35   5  OMCV   6   5  DMCV    6   8  PD       6   8  ED       6   4  SPD    20   8  REC    4  35 END    3  12 BOD    2  30 STN     5   18m RUN   6   4m SWIM 0   7m LEAP  2 Characteristics Cost: 185   Cost Power  17    Guns: Killing Attack - Ranged 1 1/2d6, Autofire (2 shots; +1/4) (31 Active Points); OAF (-1), 8 Charges (-1/2) [Notes: (x2 number of items)]    31    Gadget Pool: Variable Power Pool, 25 base + 25 control cost,  (38 Active Points); all slots OAF (-1)          1) Flashlight: Hearing Group Images, Area Of Effect (4m Cone; +1/2), Thin Cone (-1/4), Reduced Endurance (0 END; +1/2) (9 Active Points); Light Only (-1), OAF (-1), No Range (-1/2) Real Cost: 2          2) Smoke Bomb: Darkness to Sight Group 4m radius (20 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-1/2), Range Based On Strength (-1/4) Real Cost: 7          3) Climbing Claws: Clinging (normal STR) (10 Active Points); OAF (-1), Up to 10 STR only (-1/4) Real Cost: 4          4) Binoculars: +6 negates range modifier vs perception (6 Active Points); OAF (-1) Real Cost: 3          5) IR Goggles: Infrared Perception (Sight Group) (5 Active Points); OAF (-1) Real Cost: 2 Powers Cost: 48   Cost Karate Maneuver   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6   4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm   4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike   5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike Martial Arts Cost: 25   Cost Skill   5      Accurate Sprayfire   3      Breakfall 13-   2      CK 11-   3     Climbing 13-   3     Combat Driving 13-   3     Concealment 13-   3     Contortionist 13-   3     Criminology 13-   3     Lockpicking 13-   3     Security Systems 13-   3     Shadowing 13-   3     Stealth 13-   3     Streetwise 12-  24    +2 Overall Skills Cost: 64   Total Character Cost: 322   Pts. Complication  10   Dependent NPC:  Detective Dens Infrequently (Slightly Less Powerful than the PC; Unaware of character's adventuring career/Secret ID)  20   Hunted:  Organized crime Infrequently (Mo Pow; NCI; Harshly Punish)  10   Hunted:  Green Garotte Infrequently (As Pow; Harshly Punish)  20   Psychological Complication:  Overconfident (Very Common; Strong)  15   Psychological Complication:  Protects Innocents (Common; Strong)  10   Psychological Complication:  Hunts Criminals (Common; Moderate)  10   Social Complication:  Secret Identity Infrequently, Major Complication Points: 95   The Crimestopper.hdc
  10. Like
    Christopher R Taylor reacted to Pattern Ghost in Supergirl   
    "One thing the 'S' doesn't stand for is . . ."
     
    I thought it wasn't an "S." 
  11. Like
    Christopher R Taylor reacted to Nolgroth in Supergirl   
    I'll give it my five or forget litmus. I was not overly impressed by any part. It seemed rushed and though I thought the character was cute (loved the 'celebratory pizza while watching the news' scene), there was way too much of the waterworks. The supporting cast seemed to be too cookie cutter. All of them. The nerd best friend. The controlling boss. The bigot anti-alien guy. The vengeance filled alien criminal. All of them could very well have been pulled from the Box of Stereotypical Characters and plopped into the plot. Those tropes and stereotypes can be effective if played right. I just didn't get that from the pilot. I enjoyed the fights, though the motion blur is going to become an annoying shortcut if it continues.
     
    And was she really worried about bullets when she flew through a burning jet engine. Really?
     
    All in all, it was neither good nor bad. A single pilot episode does not a series make, so that's why it gets my five show opportunity to prove itself. In a way, that is what's so disappointing. Considering how much I liked Arrow, Flash, Gotham, and Daredevil, I was really hoping that this would have the same "Wow" factor.
  12. Like
    Christopher R Taylor reacted to FrankL in The Flash   
    Barry's differing intellect does throw me. Several times I've said to myself, hasn't he already learned that lesson? Shouldn't he have figured this one out?
     
    I'm looking forward to seeing Jay get his speed back, too.
  13. Like
    Christopher R Taylor got a reaction from pinecone in 6th Edition Conversions   
    The Hierophant, a con man and hustler who discovered real power and now is a genuine psychic, but at a terrible cost.
     
    THE HIEROPHANT   Val Char Cost  13 STR     3  18 DEX    16  18 CON    8  18 INT      8  14 EGO    4  23 PRE    13   6  OCV   15   6  DCV   15   5  OMCV   6   5  DMCV   6   8  PD       6           With Ward of Protection: PD 23; rPD 15   7  ED       5           With Ward of Protection: ED 22; rED 15   4  SPD    20   7  REC    3  25 END    1  13 BOD    3  30 STN    5   12m RUN   0   4m SWIM 0   5m LEAP  1 Characteristics Cost: 138   Cost Power   7     Pistol: Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (-1), 6 Charges (-3/4), Beam (-1/4)   8     Fists: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/4)  15    Fortune: Luck 3d6  12    Magic Sense: Detect Magic 13- (Unusual Group), Range, Sense  27    Object Reading: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Must hold object from person or scene (-1/2)    30    Magic: Multipower, 60-point reserve,  (60 Active Points); all slots Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)  2f     1)  Flames of Fernack: Killing Attack - Ranged 2 1/2d6 (40 Active Points); Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)  2f     2)  Vapors of Somulu: Blast 4d6, Attack Versus Alternate Defense (Life Support vs breathing; All Or Nothing; +1) (40 Active Points); Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)  2f     3)  Hypnotic Eye: Mind Control 8d6 (40 Active Points); Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)  4v    4)  Ward of Protection: Resistant Protection (15 PD/15 ED) (45 Active Points); Costs Endurance (-1/2), Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2) Powers Cost: 109   Cost Skill   4      +2 OCV with Pistol   3     KS: Illusions 12-   2     KS: Occult 11-   3      Linguist   2     1)  Language:  English (completely fluent) (3 Active Points)   2     2)  Language:  German (completely fluent) (3 Active Points)   0     3)  Language:  Romany (idiomatic) (4 Active Points)   5     Magic 14-   3     Persuasion 14-   3     Sleight Of Hand 13- Skills Cost: 27   Total Character Cost: 274   Pts. Complication  15   Hunted:  Police Frequently (As Pow; NCI; Mildly Punish)  20   Psychological Complication:  Fears physical injury (Very Common; Strong)  15   Psychological Complication:  Needs to aly himself to a greater power to advance his own ends (DEMON, Nazis, etc) (Common; Strong)  10   Psychological Complication:  Dramatic, Secretive, Mysterious (Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major  10   Unluck: 2d6  10   Vulnerability:  2 x Effect Presence Attacks (Uncommon) Complication Points: 95  
     

    The Hierophant.hdc
  14. Like
    Christopher R Taylor reacted to zslane in The Flash   
    Time travel is a continuity killer.
  15. Like
    Christopher R Taylor got a reaction from pinecone in 6th Edition Conversions   
    Without giving away too much of the Champions Presents adventure, the "alien" Stormtrooper.  He's useful for any time travel/wild pulp/Golden Age Champions adventure, as is his boss - a project for tomorrow.
     
    STORMTROOPER
     
    Val Char Cost
     13 STR     3            In Armor: 25
     11 DEX     2
     13 CON    3
     10 INT      0
     10 EGO   0
     15 PRE     5            In Armor: 25
      4  OCV    5
      4  DCV    5
      3  OMCV   0
      3  DMCV   0
      5  PD       3            Resistant PD: 6
      3  ED       1            Resistant ED: 6
      3  SPD   10
      6  REC    2
     25 END    1
     10 BOD    0
     24 STN    2
     
    12m RUN   0
      4m SWIM 0
      5m LEAP  1
    Characteristics Cost: 43
     
    Cost Power
     34    Ray Gun: (Total: 86 Active Cost, 34 Real Cost) +2 OCV (6 Active Points); OAF (-1) (Real Cost: 3) plus Blast 9d6 (45 Active Points); OAF (-1), 12 Charges (-1/4), Beam (-1/4) (Real Cost: 18) plus Sight Group Flash 4d6 (20 Active Points); OAF (-1), Linked (Electrical Beam; -1/2), 12 Charges (-1/4) (Real Cost: 7) plus Blast 3d6 (15 Active Points); Only for knockback (-1), Beam (-1/4), 12 Charges (-1/4) (Real Cost: 6)
     12    Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2)
      8     Armor Servos: +12 STR (12 Active Points); OIF (-1/2)
      7     Impressive Armor: +10 PRE (10 Active Points); OIF (-1/2)
     15    Flight 22m (22 Active Points); OIF (-1/2)
    Powers Cost: 76
     
    Cost Skill
      3      +1 OCV with firearms
      1     KS: Espionage 8-
      1     KS: Nazi party and dogma 8-
      0     Language:  German (idiomatic) (4 Active Points)
      3     Language:  English (completely fluent)
    Skills Cost: 8
     
    Total Character Cost: 127
     
    Pts. Complication
     10   Psychological Complication:  Loyal to Von Schull (Common; Moderate)
     20   Psychological Complication:  True believer in Nazi cause (Common; Total)
    Complication Points: 30
     
    Stormtrooper.hdc
    Stormtrooper.hdc
  16. Like
    Christopher R Taylor got a reaction from Acroyear II in 6th Edition Conversions   
    And now, the Crimestopper!  A pulp-era masked crime fighter, basically a two-gun trenchcoat detective pretty common in pulps back then.
     
    THE CRIMESTOPPER   Val Char Cost  18 STR      8  18 DEX     16  18 CON     8  18 INT       8  14 EGO     4  15 PRE      5  10 OCV    35  10 DCV    35   5  OMCV   6   5  DMCV    6   8  PD       6   8  ED       6   4  SPD    20   8  REC    4  35 END    3  12 BOD    2  30 STN     5   18m RUN   6   4m SWIM 0   7m LEAP  2 Characteristics Cost: 185   Cost Power  17    Guns: Killing Attack - Ranged 1 1/2d6, Autofire (2 shots; +1/4) (31 Active Points); OAF (-1), 8 Charges (-1/2) [Notes: (x2 number of items)]    31    Gadget Pool: Variable Power Pool, 25 base + 25 control cost,  (38 Active Points); all slots OAF (-1)          1) Flashlight: Hearing Group Images, Area Of Effect (4m Cone; +1/2), Thin Cone (-1/4), Reduced Endurance (0 END; +1/2) (9 Active Points); Light Only (-1), OAF (-1), No Range (-1/2) Real Cost: 2          2) Smoke Bomb: Darkness to Sight Group 4m radius (20 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-1/2), Range Based On Strength (-1/4) Real Cost: 7          3) Climbing Claws: Clinging (normal STR) (10 Active Points); OAF (-1), Up to 10 STR only (-1/4) Real Cost: 4          4) Binoculars: +6 negates range modifier vs perception (6 Active Points); OAF (-1) Real Cost: 3          5) IR Goggles: Infrared Perception (Sight Group) (5 Active Points); OAF (-1) Real Cost: 2 Powers Cost: 48   Cost Karate Maneuver   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6   4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm   4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike   5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike Martial Arts Cost: 25   Cost Skill   5      Accurate Sprayfire   3      Breakfall 13-   2      CK 11-   3     Climbing 13-   3     Combat Driving 13-   3     Concealment 13-   3     Contortionist 13-   3     Criminology 13-   3     Lockpicking 13-   3     Security Systems 13-   3     Shadowing 13-   3     Stealth 13-   3     Streetwise 12-  24    +2 Overall Skills Cost: 64   Total Character Cost: 322   Pts. Complication  10   Dependent NPC:  Detective Dens Infrequently (Slightly Less Powerful than the PC; Unaware of character's adventuring career/Secret ID)  20   Hunted:  Organized crime Infrequently (Mo Pow; NCI; Harshly Punish)  10   Hunted:  Green Garotte Infrequently (As Pow; Harshly Punish)  20   Psychological Complication:  Overconfident (Very Common; Strong)  15   Psychological Complication:  Protects Innocents (Common; Strong)  10   Psychological Complication:  Hunts Criminals (Common; Moderate)  10   Social Complication:  Secret Identity Infrequently, Major Complication Points: 95   The Crimestopper.hdc
  17. Like
    Christopher R Taylor got a reaction from pinecone in 6th Edition Conversions   
    And now, the Crimestopper!  A pulp-era masked crime fighter, basically a two-gun trenchcoat detective pretty common in pulps back then.
     
    THE CRIMESTOPPER   Val Char Cost  18 STR      8  18 DEX     16  18 CON     8  18 INT       8  14 EGO     4  15 PRE      5  10 OCV    35  10 DCV    35   5  OMCV   6   5  DMCV    6   8  PD       6   8  ED       6   4  SPD    20   8  REC    4  35 END    3  12 BOD    2  30 STN     5   18m RUN   6   4m SWIM 0   7m LEAP  2 Characteristics Cost: 185   Cost Power  17    Guns: Killing Attack - Ranged 1 1/2d6, Autofire (2 shots; +1/4) (31 Active Points); OAF (-1), 8 Charges (-1/2) [Notes: (x2 number of items)]    31    Gadget Pool: Variable Power Pool, 25 base + 25 control cost,  (38 Active Points); all slots OAF (-1)          1) Flashlight: Hearing Group Images, Area Of Effect (4m Cone; +1/2), Thin Cone (-1/4), Reduced Endurance (0 END; +1/2) (9 Active Points); Light Only (-1), OAF (-1), No Range (-1/2) Real Cost: 2          2) Smoke Bomb: Darkness to Sight Group 4m radius (20 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-1/2), Range Based On Strength (-1/4) Real Cost: 7          3) Climbing Claws: Clinging (normal STR) (10 Active Points); OAF (-1), Up to 10 STR only (-1/4) Real Cost: 4          4) Binoculars: +6 negates range modifier vs perception (6 Active Points); OAF (-1) Real Cost: 3          5) IR Goggles: Infrared Perception (Sight Group) (5 Active Points); OAF (-1) Real Cost: 2 Powers Cost: 48   Cost Karate Maneuver   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6   4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm   4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike   5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike Martial Arts Cost: 25   Cost Skill   5      Accurate Sprayfire   3      Breakfall 13-   2      CK 11-   3     Climbing 13-   3     Combat Driving 13-   3     Concealment 13-   3     Contortionist 13-   3     Criminology 13-   3     Lockpicking 13-   3     Security Systems 13-   3     Shadowing 13-   3     Stealth 13-   3     Streetwise 12-  24    +2 Overall Skills Cost: 64   Total Character Cost: 322   Pts. Complication  10   Dependent NPC:  Detective Dens Infrequently (Slightly Less Powerful than the PC; Unaware of character's adventuring career/Secret ID)  20   Hunted:  Organized crime Infrequently (Mo Pow; NCI; Harshly Punish)  10   Hunted:  Green Garotte Infrequently (As Pow; Harshly Punish)  20   Psychological Complication:  Overconfident (Very Common; Strong)  15   Psychological Complication:  Protects Innocents (Common; Strong)  10   Psychological Complication:  Hunts Criminals (Common; Moderate)  10   Social Complication:  Secret Identity Infrequently, Major Complication Points: 95   The Crimestopper.hdc
  18. Like
    Christopher R Taylor got a reaction from bubba smith in 6th Edition Conversions   
    And now, the Crimestopper!  A pulp-era masked crime fighter, basically a two-gun trenchcoat detective pretty common in pulps back then.
     
    THE CRIMESTOPPER   Val Char Cost  18 STR      8  18 DEX     16  18 CON     8  18 INT       8  14 EGO     4  15 PRE      5  10 OCV    35  10 DCV    35   5  OMCV   6   5  DMCV    6   8  PD       6   8  ED       6   4  SPD    20   8  REC    4  35 END    3  12 BOD    2  30 STN     5   18m RUN   6   4m SWIM 0   7m LEAP  2 Characteristics Cost: 185   Cost Power  17    Guns: Killing Attack - Ranged 1 1/2d6, Autofire (2 shots; +1/4) (31 Active Points); OAF (-1), 8 Charges (-1/2) [Notes: (x2 number of items)]    31    Gadget Pool: Variable Power Pool, 25 base + 25 control cost,  (38 Active Points); all slots OAF (-1)          1) Flashlight: Hearing Group Images, Area Of Effect (4m Cone; +1/2), Thin Cone (-1/4), Reduced Endurance (0 END; +1/2) (9 Active Points); Light Only (-1), OAF (-1), No Range (-1/2) Real Cost: 2          2) Smoke Bomb: Darkness to Sight Group 4m radius (20 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-1/2), Range Based On Strength (-1/4) Real Cost: 7          3) Climbing Claws: Clinging (normal STR) (10 Active Points); OAF (-1), Up to 10 STR only (-1/4) Real Cost: 4          4) Binoculars: +6 negates range modifier vs perception (6 Active Points); OAF (-1) Real Cost: 3          5) IR Goggles: Infrared Perception (Sight Group) (5 Active Points); OAF (-1) Real Cost: 2 Powers Cost: 48   Cost Karate Maneuver   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6   4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm   4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike   5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike Martial Arts Cost: 25   Cost Skill   5      Accurate Sprayfire   3      Breakfall 13-   2      CK 11-   3     Climbing 13-   3     Combat Driving 13-   3     Concealment 13-   3     Contortionist 13-   3     Criminology 13-   3     Lockpicking 13-   3     Security Systems 13-   3     Shadowing 13-   3     Stealth 13-   3     Streetwise 12-  24    +2 Overall Skills Cost: 64   Total Character Cost: 322   Pts. Complication  10   Dependent NPC:  Detective Dens Infrequently (Slightly Less Powerful than the PC; Unaware of character's adventuring career/Secret ID)  20   Hunted:  Organized crime Infrequently (Mo Pow; NCI; Harshly Punish)  10   Hunted:  Green Garotte Infrequently (As Pow; Harshly Punish)  20   Psychological Complication:  Overconfident (Very Common; Strong)  15   Psychological Complication:  Protects Innocents (Common; Strong)  10   Psychological Complication:  Hunts Criminals (Common; Moderate)  10   Social Complication:  Secret Identity Infrequently, Major Complication Points: 95   The Crimestopper.hdc
  19. Like
    Christopher R Taylor got a reaction from pinecone in 6th Edition Conversions   
    And now, Thor.  This one is closer to the mythological Thor, down to his belt (Megingjörð), gauntlets (Járngreipr), and goats (see below).  He's terrifyingly powerful, easily able to lay waste to characters with his massive attacks and very fast.  I'd have built him slightly different but this one is more authentic than the Marvel Comics one.
     
    THOR   Val Char Cost  75 STR    65  24 DEX    28  28 CON   18  10 INT      0  18 EGO    8  35 PRE    25        With Godlike Presence: 65 (13d6 presence attack!)   8  OCV   25   8  DCV   25   6  OMCV  9   6  DMCV  9  16 PD     14          Resistant PD: 6;  With Chainmail: PD 22; rPD 12;  Gauntlets (hands only): PD 30; rPD 20  18 ED     16          Resistant ED: 2   With Chainmail: ED 22; rED 6;  Gauntlets (hands only): ED 30; rED 14   6  SPD   40  18 REC  14  55 END   7  25 BOD  15  68 STN   24   14m RUN    2   4m SWIM  0 60m LEAP 13 Characteristics Cost: 357   Cost Power   1     Very tall: Stretching 1m   4     Big and burly: Knockback Resistance -4m  19    Tireless: Reduced Endurance (1/2 END; +1/4) (19 Active Points) applied to STR  16    Divine abilities: Regeneration (2 BODY per Hour)  10    Divine abilities: Life Support  (Immunity: All terrestrial diseases; Longevity: Immortal)   6     Divine abilities: Mental Defense (10 points total) (Base MD)  12    Divine abilities: Resistant Protection (6 PD/2 ED)  38    More Berserker Fury: Mind Control 6d6, Reduced Endurance (0 END; +1/2), Area Of Effect (12m Radius; +3/4) (67 Active Points); Only to inspire berserk combat (-1/2), Linked (Berserker Fury; -1/4)   5     Megingjörð: +5 STR, Reduced Endurance (0 END; +1/2) (7 Active Points); OIF (-1/2)   7     Járngreipr: Resistant Protection (8 PD/8 ED) (24 Active Points); Hands Only (8- roll; Must be made each Phase/use; -1 3/4), OIF (-1/2)  10    Chainmail: Resistant Protection (6 PD/4 ED) (15 Active Points); OIF (-1/2)    75    Divine Abilities: Multipower, 75-point reserve  7f     1)  Call Storm: Change Environment (-1 to Hearing Group PER Rolls, -0 to Hearing Group PER Rolls, +1 Points of Telekinetic STR, +2 Wind Levels, -1 Temperature Level Adjustment, Long-Lasting 5 Minutes), Area Of Effect (1m Radius; +1/4), Reduced Endurance (0 END; +1/2), MegaScale Radius (1m = 1 km; +1) (74 Active Points)  6f     2)  Lightning Bolt: (Total: 72 Active Cost, 63 Real Cost) Killing Attack - Ranged 3d6 (Real Cost: 45) plus Sight Group Flash 3d6 (15 Active Points); Linked (Killing Attack - Ranged; -1/2) (Real Cost: 10) plus Hearing Group Flash 4d6 (12 Active Points); Linked (Killing Attack - Ranged; -1/2) (Real Cost: 8)  5f     3)  Rain: Darkness to Sight, Hearing and Radio Groups 6m radius, Personal Immunity (+1/4) (50 Active Points)  6f     4)  Winds: Telekinesis (50 STR) (75 Active Points); Affects Whole Object (-1/4)  3f     5)  Berserker Fury: Mind Control 6d6 (30 Active Points)  2f     6)  Godlike Presence: +30 PRE (30 Active Points); Only for offense (-1/2)  2f     7)  Divine Protection: Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points)    37    Mjolnir: Multipower, 75-point reserve,  (75 Active Points); all slots OAF (-1)  1f     1)  Slam: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)  4f     2)  Throwhammer: Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OAF (-1)  2f     3)  Hammer Leap: Leaping +30m (60m forward, 30m upward) (x256 Noncombat) (50 Active Points); OAF (-1)  1f     4)  +12 OCV to land on target hex (24 Active Points); OAF (-1) Powers Cost: 279   Cost Skill  20    +2 with All Attacks   3     +1 with Mjolnir Skills Cost: 23   Cost Perk  62    Follower Perks Cost: 62   Cost Talent  26    Universal Translator 17- Talents Cost: 26   Total Character Cost: 753   Pts. Complication  20   Enraged:  Sight of giants (Uncommon), go 14-, recover 11-  10   Physical Complication: Large (Infrequently; Slightly)  10   Psychological Complication:  Protective of worshippers (Common; Moderate)  20   Psychological Complication:  Loves war and conflict (Very Common; Strong)  15   Psychological Complication:  Proud and vindictive (Common; Strong)  15   Psychological Complication:  No knowledge of modern world (Very Common; Moderate)  10   Social Complication:  Not from around here Frequently, Minor  10   Unluck: 2d6  10   Vulnerability:  1 1/2 x STUN Mental Illusions, Mind Scan, Images (Common)  10   Vulnerability:  2 x BODY Poisons (Uncommon) Complication Points: 130   Thor .hdc
  20. Like
    Christopher R Taylor got a reaction from Dr. MID-Nite in 6th Edition Conversions   
    The South Korean hero Hwarang
     
    HWARANG   Val Char Cost  20 STR    10   20 DEX    20   20 CON   10  13 INT      3  11 EGO    1  15 PRE     5   7  OCV   20   7  DCV   20   4  OMCV  3   4  DMCV  3  10 PD      8  10 ED      8   5  SPD  30   8  REC   4  40 END   4  14 BOD   4  40 STN  10   18m RUN   6   4m SWIM 0 20m LEAP  8 Characteristics Cost: 177   Cost Power  10    Shin Gong: Clairsentience (Sight Group) (20 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2) Powers Cost: 10   Cost Martial Arts Maneuver   8     +2 HTH Damage Class(es)   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   5     Breaking Throw:  1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 , Target Falls   4     Choke:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND   4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm   4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs   4     Finger Strike:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND   5     Joint Break:  1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 3d6 +1 , Disable   5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike   3     Kuchigi:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on   4     Punch/Elbow Strike:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike   5     Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away   3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls Martial Arts Cost: 62   Cost Skill   3     Acrobatics 13-   3     Breakfall 13-  12    +4 with Martial Arts    4     +2 OCV with deflect   0     Language:  Korean (idiomatic) (4 Active Points)   3     Language:  English (completely fluent)   3     Scholar   2     1)  KS: Hapkido (3 Active Points) 12-   2     2)  KS: Hwarang-Do (3 Active Points) 12-   2     3)  KS: Korean Culture and Civilization (3 Active Points) 12-   2     4)  KS: Korean History (3 Active Points) 12-   2     5)  KS: Kuk Sool Won (3 Active Points) 12-   2     6)  KS: Tae Kwan Do (3 Active Points) 12-   2     7)  KS: Tang Soo Do (3 Active Points) 12-   2     8)  KS: Yu-Sool (3 Active Points) 12-   3     Stealth 13-   4     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons Skills Cost: 51   Cost Talent  20    Danger Sense (self only, out of combat) 12-  15    Combat Sense 12- Talents Cost: 35   Total Character Cost: 335   Pts. Complication  15   Hunted:  North Korean government and military Infrequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)  20   Psychological Complication:  Code of the Hwarang (Very Common; Strong)  20   Psychological Complication:  Code Against Killing (Common; Total)  20   Psychological Complication:  Ardent Korean Patriot/Hates North Korean government (Common; Total)  15   Social Complication:  Secret Identity Frequently, Major  10   Watched:  South Korean Government Infrequently (Mo Pow; NCI; Limited Geographical Area; Mildly Punish) Complication Points: 100   Hwarang.hdc
  21. Like
    Christopher R Taylor got a reaction from pinecone in 6th Edition Conversions   
    Today's Watchers of the Dragon offering is a demon hunter from Japan using ancient magical gloves and equipment.
     
    AKUMASHIBARU   Val Char Cost  15 STR     5  24 DEX    28  20 CON   10  18 INT      8  18 EGO    8  23 PRE   13   8  OCV   25   8  DCV   25   6  OMCV  9   6  DMCV  9  18 PD      6           Resistant PD: 10  22 ED     10          Resistant ED: 10   6  SPD   40  10 REC   6  50 END   6  12 BOD   2 40 STN   10   12m RUN    0   4m SWIM  0 26m LEAP 11 Characteristics Cost: 231   Cost Power  11    Demonhunter Gaunlets: Affects Desolidified Any form of Desolidification (+1/2) for up to 35 Active Points of Hold Maneuver (17 Active Points); OIF (-1/2)  11    Demoncleaving Sword: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR) (25 Active Points); OAF (-1), No Knockback (-1/4)  12    Demonsbane Magics: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Affects Desolidified Any form of Desolidification (+1/2) (37 Active Points); OAF (-1), Only vs magical creatures (-1/2), Linked (Demoncleaving Sword; -1/4), No Knockback (-1/4)  20    Enchanted Costume: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)   6     Find Weakness: Armor Piercing (+1/4) for up to 50 Active Points of Demoncleaving sword (with magics) (12 Active Points); Only vs magical creatures (-1/2), Requires A Roll (11- roll; -1/2)   8     Mystical Training: Mental Defense (12 points total) (Base MD)   8     Mystic Training: Power Defense (8 points)  40    Family Magical Lore: Variable Power Pool, 30 base + 30 control cost,  (45 Active Points); all slots Onyl for Japanese Sorcery (-1/2) Powers Cost: 116   Cost Aikido Maneuver   4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs   4     Extend Ki:  1/2 Phase, +0 OCV, +0 DCV, 50 STR to resist Shove; Block, Abort   3     Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on   5     Joint Break:  1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 3 1/2d6 , Disable   4     Joint Lock/Throw:  1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3d6 NND ; Target Falls   4     Redirect:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Strike:  1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike   3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/10, Target Falls    16    +4 HTH Damage Class(es)   1     Weapon Element:  Blades, Empty Hand Martial Arts Cost: 52   Cost Skill   3     Acrobatics 14-   3     Breakfall 14-   3     Climbing 14-   3     Combat Driving 14-   6     +2 with Aikido   4     +2 with Demonslaying Sword   3     Computer Programming 13-   3     Contortionist 14-   3     Fast Draw:  Swords 14-   2    KS: Aikido 11-   5     KS: Demons and Magical Creatures 15-   5     KS: Arcane and Occult Lore 15-   0     Language:  Japanese (idiomatic) (4 Active Points)   2     Language:  English (fluent conversation)   3     Lockpicking 14-   3     Security Systems 13- Skills Cost: 51   Total Character Cost: 450   Pts. Complication  10   Dependent NPC:  Wife and kids Infrequently (Normal)  20   Hunted:  VOICE Infrequently (Mo Pow; NCI; Harshly Punish)  15   Hunted:  Ron-Dai the vampire Infrequently (As Pow; NCI; Harshly Punish)  20   Psychological Complication:  Driven to destroy all demons and other evil magical creatures (Common; Total)  20   Psychological Complication:  Extremely devout Shintoist (Very Common; Strong)  15   Social Complication:  Secret Identity Frequently, Major Complication Points: 100     Edit: added HDC file which for some reason didn't attach originally Akumashibaru.hdc
  22. Like
    Christopher R Taylor got a reaction from Pariah in Superhero Cosplayers   
    Captain Sikh America!
     

  23. Like
    Christopher R Taylor got a reaction from Burrito Boy in Superhero Cosplayers   
    Captain Sikh America!
     

  24. Like
    Christopher R Taylor got a reaction from Netzilla in Superhero Cosplayers   
    Captain Sikh America!
     

  25. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    The final really traditional superhero type in this section of Watchers of the Dragon, the French savateur Fleur De Lis.  I modified her costume slightly so it focuses more on white than gold, white being the color of the Bourbon kings of France (along with the Fleur De Lis as their symbol).
     
    FLEUR DE LIS   Val Char Cost  15 STR     5  26 DEX    32  18 CON    8  15 INT      5  11 EGO    1  15 PRE     5   9  OCV   30   9  DCV   30   4  OMCV  3   4  DMCV  3   8  PD      6          With Armor: PD 14; 6 rPD   7  ED      5          With Armor: ED 13; 6 rED   5  SPD   30   8  REC   4  35 END   3  10 BOD   0  36 STN   8   14m RUN   2   4m SWIM 0 12m LEAP  4 Characteristics Cost: 184   Cost Power   7     Swingline: Swinging 30m (15 Active Points); OAF (-1)  12    Armored Costume: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2) Powers Cost: 19   Cost Savate Maneuver  20    +5 HTH Damage Class(es)   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm   3     Footsweep:  1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls   4     Hook:  1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike   5     Jab/Cross:  1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike   4     Low Kick:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike   5     Side Kick:  1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike Martial Arts Cost: 49   Cost Skill   3     CK: Paris 12-   3     Climbing 14-   6     +2 OCV block and deflect   6     +2 with Savate   4     +2 with footsweep   3     Computer Programming 12-   3     Contortionist 14-   3     Criminology 12-   2     KS: Savate 11-   3     Lockpicking 14-   3     Security Systems 12-   3     Stealth 14-   3     Streetwise 12- Skills Cost: 45   Total Character Cost: 297   Pts. Complication  20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)  15   Hunted:  Doppleganger Infrequently (Mo Pow; Harshly Punish)  20   Psychological Complication:  Devoted to Justice (Common; Total)  20   Psychological Complication:  Code against killing (Common; Total)  15   Social Complication:  Secret Identity Frequently, Major Complication Points: 90   Fleur De Lis.hdc
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