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Christopher R Taylor

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  1. Like
    Christopher R Taylor got a reaction from 薔薇語 in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    I agree that their desire to avoid magic is definitely a problem with Dr Strange, but hopefully the story and visuals will help get past that.
     
    Superhero films are doing well right now for several reasons.  First, a lot of the audience today grew up reading comics and going "this would make an amazing movie!"  And we were right.  Second, they're some of the only original content out there in movies.  Everything else seems like a remake and a sequel, whereas every new superhero film seems like something fresh and new so far.  Third, superhero movies allow spectacle and wonder in just about every genre imaginable.  Spy movies, gritty noir, wide open adventure, fantasy, sci fi, it doesn't really matter.  Superhero comics can embrace any genre and make it work, so the variety is enormous but still gives the opportunity for incredible effects and explosive, epic action.  Fourth, its just flat entertaining.
     
    For me, watching people line up to see tales of heroism, self sacrifice, a strong message of good vs evil, and people working to change their place by personal effort is a very positive thing for our culture.  And that's what superhero films are, at their best and at their core.  Just seeing all those kid wearing Captain America shield shirts and lining up by the hundreds and thousands to watch another film of heroic do-goodery warms hm heart.
  2. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Kingdom of Champions was released in 1990, written by Phil Masters.  It is, along with Champions of the North, one of my favorite supplements for Champions, and I wish the Champions Down Under book could have been written and released as well.  Covering the UK's culture, language, laws, history, and more, it gave a nice very brief thumbnail sketch of the Isles so that GMs could more comfortably and accurately run games set in the area.  Now you can have Uber-Man and Uber-Boy visit London!
     
    KOC has even more characters and adventures than Champions of the North, and to make them all fit well, the bulk of the character builds are in very condensed, digest form.  However, they include all the necessary information for conversions to 6th edition, unlike many of the Strike Force characters that lacked key info such as complications.  Unfortunately, the interior artwork was done by Ben Edlund an Abert Deschesne, neither of whom are my favorite artists.  I'm not saying I'm any better, just that I don't like their work as much as other artists such as Paul Zircher and Denis Loubet.
     
    How many of the dozens of characters in this book I'll do I don't know; I'll at least get the main superhero groups done and some of the villains.
     
    First on the block is Clansman, from Scotland.  He's kind of a super-commando type with gadgets.  He's the leader of of the New Knights of the Round Table, one of the UK's premier superhero teams.  Unfortunately due to an error, he has no complications listed and sadly the errata page I found listed does not address this, so I had to wing it based on his description and character.
     
    The Clansman   Characteristics Val Char Cost  18  STR    8          Lift: 360kg, Damage: 3 ½d6  20  DEX   20  20  CON  10  16  BOD    6  13  INT     3          Perception Roll: 12-  14  EGO   4  18  PRE    8          Presence Attack   8   PD      6          With Armor: 18 PD, 10 rPD   7   ED      5          With Armor: 17 PD, 10 rPD   5   SPD  30  10  REC   6  40  END   4  36  STN   8   OCV:    6 DCV:    6 OMCV: 5 DMCV: 5   14m RUN   2   6m SWIM 1   7m LEAP  2 Characteristics Cost: 165   Cost Power  20    Armored Costume: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)   3     Helmet: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)   3     Helmet: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)   3     Mask: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)   7     Mask: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)   7     Mask: Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-1/2)  10    Backpack Mini-Wing: Flight 24m (24 Active Points); Gliding (-1), OIF (-1/2)  12    Boot Knife: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1) [Notes: (x2 number of items)]    22    Poison Dart Pistol: Blast 3d6, Constant (+1/2), Uncontrolled (+1/2), Attack Versus Alternate Defense (5+ rPD; All Or Nothing; +1) (45 Active Points); OAF (-1), 12 Continuing Charges lasting 1 Extra Phase each (-0)   4     Poison Dart Pistol: Blast 1d6, Attack Versus Alternate Defense (5+ rPD; All Or Nothing; +1) (10 Active Points); OAF (-1), Linked (Poison Dart Pistol; -1/2), 12 Charges (-1/4)    26    Grenade Cannon: Multipower, 45-point reserve,  (45 Active Points); all slots OIF (-1/2), 12 uses total of any combination (-1/4)  2f     1)  Smoke Grenade: Darkness to Sight Group 8m radius (40 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), OIF (-1/2), 12 uses total of any combination (-1/4)  1f     2)  Stun Grenade: Blast 6d6, Stun Only (+0), Area Of Effect (12m Radius Explosion; +1/4) (37 Active Points); 4 Charges (-1), OIF (-1/2), 12 uses total of any combination (-1/4)  2f     3)  Gas Grenade: Blast 3d6, Area Of Effect (6m Radius; +1/2), Attack Versus Alternate Defense (Need not breathe; All Or Nothing; +1) (37 Active Points); OIF (-1/2), 12 uses total of any combination (-1/4) Powers Cost: 122   Cost Commando Training Maneuver   1     Weapon Element:  Blades, Unarmed   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND   4     Cross:  1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike   4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm   3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/10, Target Falls Martial Arts Cost: 20   Cost Skill   3     Acrobatics 13-   1     Bureaucratics 8-   3     Breakfall 13-   3     Climbing 13-   3     Combat Driving 13-   3     Combat Piloting 13-  10    +1 with All Attacks   3     Concealment 12-   3     Demolitions 12-   6     KS: British Army tactics and codes 15-   3     KS: Super-beings (as known to British government) 12-   2     KS: Military history 11-   1     Language:  Gaelic (basic conversation)   1     Language:  Spanish (basic conversation)   2     Language:  German (native is English) (fluent conversation)   1     Mechanics 8-   3     Navigation 12-   3     Paramedics 12-  24    Skill Levels: +2 Overall   3     Stealth 13-   3     Survival 12-   1     Systems Operation 8-   3     Tactics 12-   1     Tracking 8-  22    TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Large Rowed Boats, Large Wind-Powered Boats, Parachuting, Basic, Rafts, Railed Vehicles, Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles   9     WF: Common Melee Weapons, Common Missile Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons   2     Weaponsmith (Firearms) 12- Skills Cost: 122   Cost Perk   7     Contact:  Ministry of Defence senior official (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 13-   4     Fringe Benefit:  Captain   5     Contact:  Highland Regiment Colonel (Contact has access to major institutions, Contact has significant Contacts of his own, Good relationship with Contact) 11-   2     Contact:  MI5 Officer (Contact has access to major institutions) 8- Perks Cost: 18   Cost Talent   3     Lightsleep   5     Resistance (+5 to roll) Talents Cost: 8   Total Character Cost: 455   Pts. Complication   0    Distinctive Features:  Scots accent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)  15   Psychological Complication:  Follows orders (Common; Strong)  20   Psychological Complication:  Conventional and by the book (Very Common; Strong)  10   Psychological Complication:  Cautious and careful to prepare (Common; Moderate)  15   Psychological Complication:  Loyal to the crown and UK people (Common; Strong)  15   Social Complication:  Secret Identity Frequently, Major  10   Social Complication:  Subject to orders Frequently, Minor  15   Watched:  Government and military of the UK  Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish) Complication Points: 100  

    The Clansman.hdc
  3. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    The final member of Yoosoo: Tsuchi, or Earth.  A tragic figure, he's as miserable as his picture seems like he is (which I tried to play up by a bottom-up lighting scheme).  A promising young sumo wrestler, by 18 he was dominating the sport until he was revealed to be a mutant and his power kept growing.  Thrown out of the sport, disgraced, and humiliated, the young man is despondant and seeks death indirectly by taking foolish risks.  He's in love with Wood (Kami No Hayashi, above) but is convinced this cannot ever be, so its just one more way to be miserable.
     
    I really like this kind of villain, because smart and well played characters can reach out to them and move them away from their status to redeem them, as it were.
     
    Tsuchi is ... well he's broken.  He's a character I wouldn't allow anyone to build.  Hugely mobile with his leaping ability, incredibly strong, and nearly impossible to put down, he'd be a handful just on his own, but with the entire team... you better be a pretty experienced supergroup.  He will not miss very often (almost never, with a 14 OCV grab) and does horrendous damage.  He doesn't have any specialty defenses (life support, power/mental/flash defense) so that's your only real hope.
      Tsuchi   Characteristics Val Char Cost  70  STR   60         Lift: 400 tons; Damage: 14d6  18  DEX   16  30  CON   20  20  BOD   10  10  INT      0         Perception Roll: 11-  18  EGO    8  23  PRE   13        Presence Attack: 4 1/2d6  30  PD     28        30 rPD (all hardened); 50% damage reduction  25  ED     23        25 rED (all hardened); 50% damage reduction   5   SPD   30  20  REC   16  60  END    8  70  STN   25   OCV:    6 DCV:    6 OMCV: 6 DMCV: 6   12m RUN   0   4m SWIM 0 28m LEAP 12 Characteristics Cost: 317   Cost Power  41    Damage Resistance: (Total: 41 Active Cost, 41 Real Cost) Hardened (+1/4), Resistant (+1/2) (22 Active Points) applied to PD (Real Cost: 22) plus Hardened (+1/4), Resistant (+1/2) (19 Active Points) applied to ED (Real Cost: 19)  30    Tough: Energy Damage Reduction, Resistant, 50%  30    Tough: Physical Damage Reduction, Resistant, 50%  35    Tireless: Reduced Endurance (0 END; +1/2) (35 Active Points) applied to STR  10    Stance: Clinging (normal STR)  20    Stance: Knockback Resistance -20m Powers Cost: 166   Cost Sumo Wrestling Maneuver   4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 85 STR vs. Grabs   3     Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 80 STR for holding on   3     Throw:  1/2 Phase, +0 OCV, +2 DCV, 16d6 Strike; Target Falls; Must Follow Grab   4     Root:  1/2 Phase, +0 OCV, +0 DCV, 85 STR to resist Shove; Block, Abort   4     Shove:  1/2 Phase, +0 OCV, +0 DCV, 85 STR to Shove   4     Slap:  1/2 Phase, +2 OCV, +0 DCV, 16d6 Strike Martial Arts Cost: 22   Cost Skill   6     +3 OCV with Grab  48    +6 with HTH Combat   2     KS: Sumo Wrestling 11-   3     Language:  English (Japanese native) (completely fluent) Skills Cost: 59   Total Character Cost: 564   Pts. Complication  15   Distinctive Features:  Exaggerated Sumo Build (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)  35   Enraged:  When an attack fails to harm him (Very Common), go 14-, recover 8-  25   Hunted:  Japanese Superheroes Frequently (Mo Pow; NCI; Harshly Punish)  20   Hunted:  Japanese Law Enforcement Very Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)  20   Psychological Complication:  Suicidal; attacks most dangerous enemy and takes huge risks (Very Common; Strong)  15   Psychological Complication:  In love with Kami but refuses to admit it (Common; Strong)  10   Social Complication:  Public Identity (Frequently, Minor)  20   Watched:  Shadow Clan Very Frequently (Mo Pow; NCI; Watching) Complication Points: 160  
     

     
    And that's it for Yoosoo.  One more Ninja Hero build (a sort of Easter egg from 4th edition) and then its on to Merrie Olde England.
    Tsuchi.hdc
  4. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    OK the last member of the New Knights of the Round Table, the Gurkha.  A little background for people who don't know what a Gurkha is:
     
     
     
    British military history is full of stories about these guys.  Gurkhas are basically superheroes in the real world, and this guy is an especially capable one.   The Gurkha   Characteristics Val Char Cost  15  STR    5          Lift: 200kg, Damage: 3d6  26  DEX   32  20  CON  10  10  BOD   0  13  INT     3          Perception Roll: 12-  18  EGO   8  18  PRE   8           Presence Attack: 3 1/2d6; Defensive Presence: 33  10  PD     8           With Kukri Block: 15 PD, 5 rPD  10  ED     8           With Kukri Block: 15 ED, 5 rED   6   SPD  40  10  REC   6  35  END   3  28  STN   4   OCV:    9 DCV:    9 OMCV: 6 DMCV: 6   18m RUN   6   8m SWIM 2   6m LEAP  1 Characteristics Cost: 226   Cost Power   5     Strong Will: Mental Defense (9 points total) (Base MD)  14    Kukri: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR) (20 Active Points); OAF (-1), Real Weapon (STR Mod 5) (-1/4) [Notes: (x2 number of items)]   5     Find Weakness: Armor Piercing (+1/4) for up to 50 Active Points of All attacks up to 8 DCs (10 Active Points); Requires a 13- roll each phase/use (-1/2), Only vs target focused on (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4)   5     Kukri Block: Resistant Protection (5 PD/5 ED) (15 Active Points); OAF (-1), Requires A Roll (12- roll; Must be made each Phase/use; -3/4), Only vs attacks he's aware of, not AE (-1/2)  15    Throwing Blades: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Range based on STR (+1/4) (19 Active Points); 6 Recoverable Charges (-1/4)   7     Brave: +15 PRE (15 Active Points); Defensive only (-1) Powers Cost: 50   Cost Kalarapayit 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    5     Flying Kick:  1/2 Phase, +1 OCV, -2 DCV, 9d6 Strike    3     Joint Lock:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on   4     Knifehand Strike:  1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6   4     Maman Strike:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND   4     Punch/Elbow Strike:  1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike   5     Roundhouse/Straight Kick:  1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike   3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/10, Target Falls   1     Weapon Element:  Empty Hand, Kukri   8     +2 HTH Damage Classes Martial Arts Cost: 45   Cost Skill   3     Acrobatics 14-   3     Breakfall 14-  16    +2 with HTH Combat   9     +3 OCV with deflect and block  10    Defense Maneuver I-IV    3     Demolitions 12-   6     +3 Ego Rolls   2     KS: Kalaripayit 11-   3     Language:  English (native Hindi) (completely fluent)   3     Paramedics 12-   4     PS: Gurkha 13-   5     Rapid Attack    3     Stealth 14-   3     Survival 12-   1     Tactics 8-   3     Teamwork 14- Skills Cost: 77   Cost Perk   2     Positive Reputation:  Gurkha (A medium-sized group) 11-, +2/+2d6 Perks Cost: 2   Cost Talent   3     Bump Of Direction  17    Combat Sense 14-   6     Environmental Movement (no penalties on narrow footing and slick surfaces)   5     Resistance (+5 to roll)  12    Danger Sense (self only, in combat, Function as a Sense, Intuitional) 12-   3     Lightsleep Talents Cost: 46   Total Character Cost: 447   Pts. Complication  20   Dependent NPC:  Other members of the team Very Frequently (As powerful as the PC; Useful Noncombat Position or Skills; Group DNPC: x8 DNPCs)  20   Enraged:  Leader knocked out or killed (Uncommon), go 14-, recover 11-  25   Hunted:  Triad Frequently (Mo Pow; NCI; Harshly Punish)  10   Hunted:  Former Sensei Infrequently (Mo Pow; Limited Geographical Area; Harshly Punish)  20   Psychological Complication:  Very loyal (Common; Total)  15   Psychological Complication:  Never back down or show weakness (Common; Strong)  20   Psychological Complication:  Driven by code of honor and duty (Common; Total)  10 Social Complication:  Public Identity Frequently, Minor Complication Points: 140  
     

    The Gurkha.hdc
  5. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Silver Shadow looks like a hood ornament (and I suspect that was the origin of the character design), but she's the youngest member of the New Knights of the Round Table.  Daughter of a superhero in the past, she's just started college and uses her mutant powers to help the Knights, although they tend to keep her out of the roughest stuff.  Her build was a minimal digest (several of the characters refer to others for base info, in her case Shrinker from 4th edition) and she didn't have much in the way of disads, but I added a vulnerability to knockback when her force field is on, based on the concept and special effects.
     
    Silver Shadow   Characteristics Val Char Cost  10  STR    0            Lift: 100kg, Damage: 2d6  20  DEX   20  18  CON   8   9   BOD   -1  14  INT     4            Perception Roll: 12-  14  EGO   4  10  PRE    0            Presence Attack: 2d6   7   PD      5            With Costume: 10 PD, 3 rPD; With Force Field: 35 PD, 28 rPD   7   ED      5            With Costume: 10 ED, 3 rED; With Force Field: 35 ED, 28 rED   5   SPD  30   7   REC   3  50  END   6  28  STN   4   12m RUN   0   4m SWIM 0   4m LEAP  0 Characteristics Cost: 128   Cost Power  50    Energy Reflection: Reflection (75 Active Points' worth)  60    Force Field: Resistant Protection (25 PD/25 ED) (75 Active Points); Costs Half Endurance (-1/4)  50    Gravity Reflection: Flight 40m, Reduced Endurance (1/2 END; +1/4) (50 Active Points)  12    Smooth Surface: +30 STR (30 Active Points); Only to escape grabs and entangles, etc (-1), Linked (Force Field; -1/2)  13    Reflective: +10 with Concealment (20 Active Points); Linked (Force Field; -1/2)   2     Reflect Light: Sight Group Flash Defense (5 points) (5 Active Points); Linked (Force Field; -1/2), Requires a roll 14- every phase or use (-1/2)   2     Reflect Sound: Hearing Group Flash Defense (5 points) (5 Active Points); Linked (Force Field; -1/2), Requires a roll 14- every phase or use (-1/2)   2     Reflective Mind: Mental Defense (8 points total) (Base MD) (5 Active Points); Linked (Force Field; -1/2), Requires a roll 14- every phase or use (-1/2)   2     Reflect Energy: Power Defense (5 points) (5 Active Points); Linked (Force Field; -1/2), Requires a roll 14- every phase or use (-1/2)   6     Armored Costume: Resistant Protection (3 PD/3 ED) (9 Active Points); OIF (-1/2)   5     Deflect Misfortune: Luck 1d6 Powers Cost: 204   Cost Judo Maneuver   4     Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND   5     Grappling Block:  1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block   3     Grappling Throw:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike; Target Falls; Must Follow Grab   4     Joint Lock/Throw:  1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls   4     Root:  1/2 Phase, +0 OCV, +0 DCV, 55 STR to resist Shove; Block, Abort Martial Arts Cost: 20   Cost Skill   3     Breakfall 13-   6     +3 OCV with deflection and block   3     Concealment 12-   2     PS: Student 11-   1     TF:  Small Planes Skills Cost: 15   Total Character Cost: 367   Pts. Complication  10   Dependent NPC:  Father Mark Nine Frequently (Slightly Less Powerful than the PC)  10   Hunted:  Enemies of the NKORT Infrequently (As Pow; Harshly Punish)   5    Vulnerability:  1 1/2 x Effect Knockback (when force field is active) (Uncommon)  15   Psychological Complication:  In love with clansman (Common; Strong)  10   Psychological Complication:  Naive and overconfident (Common; Moderate)  15   Psychological Complication:  Code vs Killing (Common; Strong)  15   Social Complication:  Secret Identity Frequently, Major Complication Points: 80  
     

    Silver Shadow.hdc
  6. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Albion is the mystical member of the New Knights of the Round Table.  A medieval alchemist from the 13th century, he perfected the Philosopher's Stone which would allow him to, among other things, live forever and convert any element into any other element (including base metals to gold).  However, an explosion rent his lab and Chandros woke up in the modern era, possessing the body of a homeless woman who committed suicide by leaping into the ocean.
     
    Now he's a spirit that runs about in other bodies, although leaving his main body causes it to begin to decay again.  He can use the body to interact with the real world and transform metals, and can possess just about any other person.  I used the "possession" power from Advanced Player's Guide I in the place of his mind control, and gave him my standard possession power (strength usable on the real world, only to hold on) so the controlled body doesn't somehow leave him behind.
     
    First up, Albion, the medieval alchemist spirit:
     
    Albion   Characteristics Val Char Cost   8   STR   -2          Lift: 80kg, Damage: 1½d6  18  DEX   16  18  CON   8  10  BOD   0  23  INT    13          Perception Roll: 14-  23  EGO  13  20  PRE   10          Presence Attack: 4d6  10  PD      8  10  ED      8   4   SPD  20   6   REC   2  50  END   6  20  STN   0   OCV:    6 DCV:    6 OMCV: 8 DMCV: 8   12m RUN   0   4m SWIM 0   4m LEAP  0 Characteristics Cost: 162   Cost Power  47    Spirit: Desolidification  (affected by Magic), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Always On (-1/2)   8     Spirit Grip: Affects Physical World (+2) for up to 8 Active Points of Strength (16 Active Points); Only to hold and remain in possessed body (-1)  23    Spirit: Invisibility to Sight Group , Persistent (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Always On (-1/2) 110   Possess Body: Possession, Increased Mind Control (12 points), Telepathic Contact (20 points), Reduced Endurance (1/2 END; +1/4), Affects Physical World (+2) (247 Active Points); No Range (-1/2), Must occupy and remain in victim's body (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)  15    Iron Will: Mental Defense (15 points total)  10    Spirit: Power Defense (10 points)  40    Spirit: 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    Regeneration (2 BODY per 5 Minutes) (24 Active Points); Requires a Roll: 14-, every use/phase (-1/2)  20    Spirit Levitation: Flight 20m  12    Spirit Sense: Detect Magical/Mystical forces 14- (Unusual Group), Range, Sense Powers Cost: 301   Cost Skill   8     KS: Alchemy 19-   4     PS: Magical Research 15-   1     High Society 8-   3     Linguist   1     1)  Language:  Arabic (fluent conversation) (2 Active Points)   2     2)  Language:  Classic Greek (completely fluent) (3 Active Points)   1     3)  Language:  Classical Hebrew (fluent conversation) (2 Active Points)   2     4)  Language:  Latin (completely fluent) (3 Active Points)   2     5)  Language:  Medieval French (completely fluent) (3 Active Points)   2     6)  Language:  Modern English (fluent medieval English) (completely fluent) (3 Active Points)   1     7)  Language:  Spanish (fluent conversation) (2 Active Points) Skills Cost: 27   Cost Perk  44    Follower   1     Fringe Benefit:  Respected government advisor on Wierd Phenomena Perks Cost: 45   Total Character Cost: 535   Pts. Complication  10   Distinctive Features:  Disembodied voice, acts weird and distracted (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)  15   Psychological Complication:  Philosphical curiosity (Common; Strong)  20   Psychological Complication:  Medieval Mentality (Very Common; Strong)  20   Physical Complication:  No sense of smell, touch, or taste (Frequently; Greatly Impairing)  15   Social Complication:  Medieval mentality and manners Frequently, Major  20   Susceptibility:  anti-magical powers (dispel magic, etc) 2d6 damage per Phase (Uncommon)   5    Watched:  UK Government Frequently (As Pow; NCI; Limited Geographical Area; Watching)   5    Hunted:  Evil magicians Infrequently (Less Pow; Harshly Punish) Complication Points: 110  

     
    And then Albion's body: a woman in her 30s with no relations or family, homeless, who died in the ocean from suicide.  Albion woke in this body and has stayed with it mostly because it would be a violation to take over someone else's body long term.  I changed her build very slightly as well, she was built with a dependence on being possessed to prevent decay, but it was absurdly fast: basically in a matter of minutes she'd crumble to dust.  While possessing the body, Albion can manipulate base metals - he cannot use his alchemy on any metals not known or understood in medieval times such as uranium or potassium, but alloys such as steel and such he can work with.  Its up to the GM whether he could work with titanium or other higher metals.
     
    Albion's Body   Characteristics Val Char Cost   8   STR   -2         Lift: 80kg, Damage 1½d6  18  DEX   16   30  CON  20  10  BOD   0   1   INT    -9          Perception Roll: 10-   0   EGO   0  10  PRE   0           Presence AttacK: 2d6   8   PD     6   8   ED     6   4   SPD  20  20  REC  4  60  END  8  30  STN  5   12m RUN   0    4m SWIM 0   4m LEAP  0 Characteristics Cost: 104   Cost Power  15    Automaton: Does Not Bleed   8     Spiritual Energy: +12 REC (12 Active Points); Only while possessed by Albion (-1/2)  15    Alchemy: Minor Transform 5d6 (Any metal into any other metal, dispel magic), Improved Results Group: any kind of base metal (+1/4) (31 Active Points); No Range (-1/2), Only while possessed by Albion (-1/2)  21    Spiritual Energy: Regeneration (2 BODY per Turn) (32 Active Points); Only while possessed by Albion (-1/2)  34    Dead: 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; Self-Contained Breathing; Sleeping: Character does not sleep) Powers Cost: 93   Cost Talent  24    Simulate Death (+9 to roll), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Any time Albion leaves body; +1) (24 Active Points) Talents Cost: 24   Total Character Cost: 221   Pts. Complication  10   Dependence:  Must be possessed by Albion or receive extraordinary medical care Takes 1d6 Damage (Common; 1 Hour)  10   Distinctive Features:  unemotional behavior, biological abnormalities, habit of dropping dead (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)  25   Physical Complication:  Completely collapses into catatonic dead state when not possessed by Albion (Frequently; Fully Impairing)  20   Susceptibility:  Anti-magical powers (dispel magic, etc) 2d6 damage per Phase (Uncommon)  10   Vulnerability:  2 x STUN Rot or decay related powers (Uncommon)  10   Vulnerability:  2 x BODY Rot or decay related powers (Uncommon) Complication Points: 85 Albion.hdc
    Albion's Body.hdc
  7. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    The Consul is a brick for the New Knights of the Round Table, and he's curiously similar to Obsidian in origin.  Sent to earth as a diplomat from an alien race, he didn't quite get the dress code right and showed up in Victorian era togs, but has kept them.  However, unlike Obsidian, Consul is actually a sophisticated android, and has been programmed to behave like a diplomat from the 19th century so he's all old fashioned style and etiquette.  His attitude is both refreshing and sometimes shocking; he's always diplomatic with incredible old world courtesy and manners, but dated in many attitudes toward women and social groups.
     
    The Consul   Characteristics Val Char Cost  50  STR   40           Lift: 25 tons, Damage: 10d6  20  DEX   20  30  CON  20  21  BOD  11  20  INT    10           Perception Roll: 13-  20  EGO  10  25  PRE   15           Presence Attack: 5d6  23  PD      8            Resistant PD: 10  23  ED      8            Resistant ED: 10   4   SPD   20  16  REC  12  60  END   8  60  STN  20   OCV:     7 DCV:     7 OMCV: 7 DMCV: 7   12m RUN   0 28m SWIM 0 20m LEAP  8 Characteristics Cost: 274   Cost Power  12    Reduced Endurance (1/2 END; +1/4) (12 Active Points) applied to STR  39    Armored Chassis: Resistant Protection (13 PD/13 ED)  12    Android Mind: Mental Defense (12 points total)  27    Android: Life Support  (Eating: Character does not eat; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Self-Contained Breathing; Sleeping: Character does not sleep)   5     Heat Sensors: Infrared Perception (Sight Group)  10    Onboard radio: Radio Perception/Transmission (Radio Group)   5     Macro Vision: Microscopic ( x10) with Hearing Group    30    Momentum Control: Multipower, 30-point reserve  3f     1)  Kinetic Manipulation: Telekinesis (20 STR) (30 Active Points)  2f     2)  Force Wall: Barrier 8 PD/4 ED, 6 BODY (up to 4m long, 1m tall, and 1/2m thick) (30 Active Points); Costs Endurance (to maintain; -1/2)  3f     3)  Kinetic Impellers: Flight 30m (30 Active Points)  1f     4)  Kinetic Impellers: Swimming +24m (28m total) (12 Active Points) Powers Cost: 149   Cost Skill   1     Bureaucratics 8-   1     Conversation 8-   3     High Society 14-   3     Linguist   3     1)  Language:  English (Pho'Rarrtha'Kp native) (idiomatic) (4 Active Points)   3     2)  Language:  French (idiomatic) (4 Active Points)   1     3)  Language:  German (fluent conversation) (2 Active Points)   1     4)  Language:  Mandarin (fluent conversation) (2 Active Points)   1     5)  Language:  Russian (fluent conversation) (2 Active Points) Skills Cost: 17   Cost Perk   7     Contact:  Pho'Rarrtha'Kp society (Contact has access to major institutions, Contact has significant Contacts of his own) 14-   5     Contact:  UK Government/New Knights Liason (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-   5     Fringe Benefit:  Diplomatic Immunity Perks Cost: 17   Cost Talent   3     Absolute Time Sense   5     Eidetic Memory  20     Universal Translator 13- Talents Cost: 28   Total Character Cost: 485   Pts. Complication  25   Berserk:  Berserk Suffers Electrical Damage (through defenses) (Common), go 8-, recover 11-  15   Distinctive Features:  Gian blue skinned alien looking guy (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)   5    Hunted:  Playtime Infrequently (Less Pow; Harshly Punish)  20   Psychological Complication:  Always diplomatic and reasonable (Very Common; Strong)  15   Psychological Complication:  Always helpful (Common; Strong)  10   Negative Reputation:  Wierd, sexist, dated, Frequently  10   Social Complication:  Dated perception and understanding of culture Frequently, Minor  15   Social Complication:  Alien Diplomatic Android Frequently, Major  15   Susceptibility:  Intense Magnetic Fields 1d6 damage per Phase (Uncommon)   5    Unluck: 1d6   5    Vulnerability:  1 1/2 x STUN Magic (Uncommon)  20   Watched:  British Government Very Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish) Complication Points: 160  

    The Consul.hdc
  8. Like
    Christopher R Taylor reacted to Hermit in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    I think the Winter Soldier is a perfect example of how varied superhero movies can be. Guardians of the Galaxy was fun sci fi, and Winter Soldier showed the other extreme by embracing the 'Conspiracy Spy Thriller' type movies.... both were 'superhero movies' but between them we really got a great showing of how varied the genre is.
     
    Its clear they're trying to portray Scott Lang/Ant-Man as the redeemed rogue type, and that works for me, but I think the real tests will be Black Panther (Which has a good chance of having Pulp jungle elements only without a white guy as the hero ) and maybe Captain Marvel! I don't see T'Challa as a 'lovable jerkass turned good guy' as they did 'arrogant royal punk' with younger Thor. Instead, we're liable to get some Hamlet mixed with aforementioned pulp and that could rock. Carol has, to my knowledge, never started as a jerk ass with a heart of gold... so she also will be filling a new character niche (or so I hope).
     
    I LOVE Dr. Strange, but he's definitely a 'jerk gets redeemed story'
     
    Can WB shake the gloom and doom? There's some hinting that they plan to end the Batman V Superman on a more optimistic note, but we'll see. Frankly, to my mind, their real success is on the small screen. Arrow and Flash have very different tones, and yet they've done a great job of being 'on the same world'. Maybe the DC movies will actually get the clue and follow that lead.
     
    I think Marvel's going to stay strong for awhile though. Critics will whine about too many superhero movies, of course, and ignore the fact that action movies , rom-coms, and other genres aren't exactly treading new ground and haven't for many years, but the public still seems pleased and intrigued. It all depends on how many stumbles in succession if any Marvel/Disney hits.
     
     
     
    Vision was different, but at the same time perfect imo. Seriously, they nailed what I felt was important about him. Could he hold his own movie? I doubt it, but I've been wrong before, but he was a great addition.
     
    I'm mixed about Dr. Strange. I like the casting, but I worry the "Magic and Science are the same" angle they went with in Thor will end up meaning Dr. Strange will lose some of the Ditko "Wow" factor that I fell in love with . He's probably my favorite Mystic superhero but in the comics they don't always know what to do with him. Hopefully the writers will find a good balance.
     
    I think the one that worries me the most IS CA: CW and that's because  of how badly burnt I was by the series as a fan. Which means it could be quite the smash hit, and I'll not be able to watch it all the way through despite that. I hope the creative team behind it doesn't go overboard on tarnishing the various superheroes involved.
  9. Like
    Christopher R Taylor reacted to Hermit in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    I don't know, genre burn out is a possibility, but then, there's a lot of directions you can take superhero movies if you have the guts to, and if you have good scripts. That's one of the reasons its such a shame Green Lantern failed. WB tried something more lighthearted than its Batman movies... as would be fitting I think. Now the real problem was the script sucked big time, and we were given a yellow poo monster instead of a villain with personality. But WB learned the wrong message, thought they needed to be 'oh so serious' and now the DC heroes are in grim/dark mode, or so it seems for the movie plans.
     
    Marvel's got a winning formula so far, but yes, the formula could get too repetitive. In some ways , I think Captain America is the odd man out as he's not 'lovable jerkass learns valuable moral lesson and saves the day' like Tony, arrogant Prince Thor, or even the GoTG. He starts out as a really decent NICE guy...and they just add abs. It actually made him stand out in my mind. Though I'm very pro Cap so biased.
  10. Like
    Christopher R Taylor got a reaction from death tribble in And now, for your daily dose of cute...   
    Puppy isn't sure about this hugging stuff
     

     
    And kitty is certain he doesn't like it.
     

  11. Like
    Christopher R Taylor got a reaction from Acroyear II in 6th Edition Conversions   
    OK here are a few other threads containing various other conversions to 6th edition by folks so they're easier to find in one thread:
     
    Deathstroke by rjd59
    The Blood by rjd59
    Crusader, Starburst, and the 4th edition Champions by me - the one that started up this madness for me in the first place
    Some Enemies for Hire and Mutant File rebuilds by Dr Mid-Nite
    Roadkill by rjd59 
    Several different write ups for The Guardians, the original team featured in the earliest Champions books.
     
    I think that's all of the recent batch, if I missed any maybe someone can post them.
  12. Like
    Christopher R Taylor got a reaction from HeroGM in 6th Edition Conversions   
    OK here are a few other threads containing various other conversions to 6th edition by folks so they're easier to find in one thread:
     
    Deathstroke by rjd59
    The Blood by rjd59
    Crusader, Starburst, and the 4th edition Champions by me - the one that started up this madness for me in the first place
    Some Enemies for Hire and Mutant File rebuilds by Dr Mid-Nite
    Roadkill by rjd59 
    Several different write ups for The Guardians, the original team featured in the earliest Champions books.
     
    I think that's all of the recent batch, if I missed any maybe someone can post them.
  13. Like
    Christopher R Taylor got a reaction from GhostDancer in And now, for your daily dose of cute...   
    Puppy isn't sure about this hugging stuff
     

     
    And kitty is certain he doesn't like it.
     

  14. Like
    Christopher R Taylor got a reaction from Ternaugh in Foods for those that just don't care anymore   
    For those who wish to be more cautious
     

  15. Like
    Christopher R Taylor got a reaction from Michael Hopcroft in Foods for those that just don't care anymore   
    For those who were curious
     

  16. Like
    Christopher R Taylor got a reaction from Michael Hopcroft in Foods for those that just don't care anymore   
    For those who wish to be more cautious
     

  17. Like
    Christopher R Taylor got a reaction from tkdguy in Foods for those that just don't care anymore   
    For those who wish to be more cautious
     

  18. Like
    Christopher R Taylor got a reaction from Cancer in Foods for those that just don't care anymore   
    For those who wish to be more cautious
     

  19. Like
    Christopher R Taylor got a reaction from Ragitsu in Supergirl   
    I think the image of athletes such as speed skaters, skiiers, cyclists, and so on and the outfits they wear - shiny, very bright colors, stark patterns etc - shows that you can do it and be taken seriously, if the setting simply presumes they are and doesn't question it.  Its when you have some guy sneering at it and acting like its dumb that it tends to fall apart, and in today's culture that's all too common.  Everyone has to be the snarky frat boy instead of just taking things as they are.  Then they come up with other explanations why what they mock is so bad, to justify their behavior.
  20. Like
    Christopher R Taylor reacted to L. Marcus in Supergirl   
    In my eyes, the costumes in Kick-Ass weren't cool -- they were outright dorky, and were probably meant to be.
  21. Like
    Christopher R Taylor got a reaction from Ragitsu in Supergirl   
    For a while there, she did change her costume quite a bit.  For example (very large image):
     

  22. Like
    Christopher R Taylor got a reaction from Jagged in Experiences teaching people Hero Game system   
    I think teaching people Hero is best done at a minimal level.  They don't need to know very much at all about the rules, just how to interact with the game at the most basic level.  Here's how you roll to hit.  Here's how you do skills.  Here's how you do damage.  Lets play.
     
    Using premade characters for newcomers allows them to step into play very quickly, in my experience, and gamers at least are quite familiar with the basic concepts of how rules work so they learn quickly.
     
    The absolutely worst thing you can do is have three or four people trying to explain things all at once.  It becomes overwhelming and few things frustrate me as badly as trying to teach some guy how to play with kibbitzers throwing in extra details and anecdotes.  One teacher at a time.
  23. Like
    Christopher R Taylor reacted to zslane in Supergirl   
    I think that's definitely true. Hollywood studios are notoriously risk-averse. But it only takes one success to show the way. Disney/Marvel is sort of doing this by making huge-budget movies with a bright green monster, a bright blue and red super-patriot, and a flashy red and gold armored hero.
     
    The problem is that it isn't easy to make brightly-colored superhero costumes look like serious business. I don't believe superhero movies and shows need to be stuck in a dark, "gritty realism" to work--Marvel is proving that nicely, I think. But unless you're going for comedy, viewers do need to take the characters seriously. I think this is achievable with bright costumes, it's just that it's hard and nobody has really nailed down how to do it with consistency outside of the MCU. The fact that virtually nobody is doing it isn't proof that it can't be done; it is merely proof that nobody is trying very hard (for various reasons: lack of vision, lack of incentive, infection by misguided groupthink, etc.).
  24. Like
    Christopher R Taylor reacted to zslane in Supergirl   
    Bare midriffs are more of a college cheerleader thing, I'll grant you. But all cheerleaders are in mini-skirts or hotpants. Regardless, this new Supergirl is past college age and is old enough to be on any professional football franchise cheerleader squad where the outfits are right out of the Vegas stripper catalog. Still not child porn.
     
    Christopher Reeves wore bright red and blue and nobody I know of thought he looked silly. The Raimi Spiderman costume wasn't nearly so dark and muted either, and I don't recall audiences pointing fingers and laughing at the "ridiculous pajamas". Captain America gets to wear fairly bright blue and red, and Iron Man's armor is a pretty vibrant combination of crimson and gold. The whole "bright colors" will look silly argument doesn't hold water, IMO.
  25. Like
    Christopher R Taylor reacted to Ragitsu in Supergirl   
    This might be an unfortunate case of the bad sort of groupthink seeping in ("It is ridiculous because others say it is ridiculous, so I will internalize that.")
     
    Yes, this thematic aspect of a superhero film can be done poorly (as with anything else), but it is not automatically so. Maybe the majority of filmmakers simply don't want to try and/or rock the boat?
     
    (As an aside, since teenagers are, well, teenagers, I don't see how material with them would classify as child porn. Illegal, perhaps, but they ain't kids.)
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