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Christopher R Taylor

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  1. Like
    Christopher R Taylor reacted to Ragitsu in Supergirl   
    A part of me thinks the studio executives for modern superhero cinema are trying to appeal to people that would not glance twice at a film that is unabashedly superheroic in it's overall appearance (especially on a poster).
     
    In other words: appealing to the superficial.
     
     
    I do wonder if modern comics have been too influenced by the latest film adaptations that were based off of them...
  2. Like
    Christopher R Taylor reacted to Enforcer84 in Supergirl   
    Just like the comics these days, sadly. (IMO, of course)
  3. Like
    Christopher R Taylor got a reaction from Ragitsu in Supergirl   
    I agree, they should be more willing to push the boundaries a bit in terms of visuals than going with the "this looks realistic" stuff.  The bright, amazing colors and designs are part of the genre, and they're a uniform of sorts: when you see that costume, and its hard to miss, you know something wonderful is happening.  Its like Mr Incredible picking up his car in front of the little boy on the tricycle.  Don't shy away from that.
  4. Like
    Christopher R Taylor reacted to zslane in Supergirl   
    I dunno about that. That comic book costume looks no different to me than any high school cheerleader outfit in the country. Add to that the fact that this particular Supergirl is in her mid-20s--it wouldn't be child porn even if she flew around naked.
     
    The whole muted color palette for superhero costumes thing has just got to go. It is tedious in its ubiquitousness, disappointing in its creative sterility, and dismissive of its genre roots.
  5. Like
    Christopher R Taylor reacted to Markdoc in Arabian Nights=Swords & Sorcery?   
    To be fair, there are precious few warriors in there as well - most of the "heroes" are either tricksters or lucky fools. It's certainly not traditional S&S  - it's more fairy-story like: the heroes in the stories are usually underdogs who win through by luck and their wits than through a strong right arm. Even the more active heroes like Sinbad are more like Jack of Jack in the Beanstalk than like Conan.
     
    You could - if you want that sort of flavour - get it by starting PCs with relatively low points totals and by making many of the opponents they face powerful enough that a simple sword to the face is not a reasonable approach. This will essentially force them to fall back on their wits - for good or ill.
     
    cheers, Mark
  6. Like
    Christopher R Taylor got a reaction from Chris Goodwin in Experiences teaching people Hero Game system   
    That kind of thing probably would go over well with a lot of players, since they've grown up in a sort of multimedia crayons and construction paper sort of world.  The theater of the mind we can teach, but it might require some tools to get them there.
  7. Like
    Christopher R Taylor got a reaction from Sean Waters in Experiences teaching people Hero Game system   
    Read a Cracked article some time.  They've perfected the method of discussing actually fairly deep and thoughtful topics in the guise of being goofy and breaking it up regularly with silly images.  That's the template I have in mind for a Champions 101 sort of book.  Its a bit longer that way, but within 3-5 pages you should be able to teach the very basics of the rules and have fun at the same time.
  8. Like
    Christopher R Taylor got a reaction from Burrito Boy in 6th Edition Conversions   
    Some other Gurkha stories:
     
    I read a story of a Gurkha who's arm was wounded during a battle. The British office who was with him was also wounded and either passed out or fell asleep. When he awoke, the Gurkha was holding a pith helmet over the British officers head to shield him from the hot sun while he repeated over and over, "I am a gurka, I will not cry out." The Gurkha's wound was so bad his arm had to be amputated.
     
    According to a Korean War Vet, he had an interesting experience sharing the line with a company of Gurkhas.  According to the vet, the Ghurkas would crawl out of their holes at night to kill Chinese troops. On more than one occasion, Rangers in his company would report feeling a hand reach down into their hole and touch their helmet, then move on.   The Ghurkas would crawl up to the hole and touch the helmet (or headgear) of the occupant. If they found a Chinese soldier, their throat was cut, if they found an American or other ally, they moved on. 
  9. 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
  10. Like
    Christopher R Taylor reacted to Pattern Ghost in Agents Of SHIELD!   
    I think shaking stuff falls into the fairly low budget SFX department.
  11. Like
    Christopher R Taylor reacted to Sean Waters in Experiences teaching people Hero Game system   
    Well, yes, but culturally acceptable in the wider context of social interaction, for all that lack of attention span.  At least we were
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    Sorry, I got a FB update of a funny cat.  What were we talking about?
  12. Like
    Christopher R Taylor reacted to zslane in Experiences teaching people Hero Game system   
    If that's the sort of player that dominates the hobby today, I'm glad I'm not a publisher, that's all I got to say.
     
    I'm also glad I don't have to GM them either...
  13. Like
    Christopher R Taylor got a reaction from Burrito Boy 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
  14. Like
    Christopher R Taylor reacted to Sean Waters in Experiences teaching people Hero Game system   
    True, but look at the page count and the length of each entry.  Look at the number of points you now use to build superheroes with.
     
    Sometimes a clot of simple things look like a complicated thing.
     
    I mean, I agree with you: I can build a Hero character from scratch using a pencil and paper and not referring to any books, by and large, unless I want to do something odd, and I can't do that with many other systems, because there is a more logical way to build characters in Hero than in other games BUT there is a big threshold to get over to get to that point in terms of ploughing through the books to see what all the options are.  Gosh, what a long sentence.
  15. Like
    Christopher R Taylor got a reaction from bigbywolfe in Experiences teaching people Hero Game system   
    I dunno, the basic mechanics of building a character haven't changed really.  There are more options but its the same basic process.
  16. Like
    Christopher R Taylor reacted to Joe Walsh in Experiences teaching people Hero Game system   
    Yeah, teaching people Hero system should be just teaching them how skill rolls work, how combat works, etc. No way should a newbie be asked to create a character.
     
    Fortunately, Hero System is simple, outside of character creation.
  17. Like
    Christopher R Taylor reacted to Dead guy on the tab in 5th Edition 250 Points Comic Book Characters   
    That's what the Marital Block is for!
  18. 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
  19. 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
  20. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    Surprise!  In various places of the 4th edition rules there was a character mentioned and used for examples called "Sipristi" but that character was never actually written up anywhere. You got a sense of the character as a martial arist/ninja type, and that the name is a variant on an oath used by French characters in fiction "Sapristi!" meaning roughly "good lord!" or "good heavens!"
     
    Well Aaron Allston wrote her up for Ninja Hero, and here's her full character sheet: a half-Italian, half-Japanese woman who is a lawyer by day and a ninja by night fighting injustice and to help children.  She's an Asian girl with green eyes, which, as Jack Burton knows, is impossible!  But very special.
     
    Sipristi   Characteristics Val Char Cost  15  STR    5          Lift: 200kg, Damage: 3d6  18  DEX   16  20  CON  10  10  BOD   0  15  INT     5          Perception Roll: 14- (15- sight)  13  EGO   3  15  PRE   5           Presence Attack: 3d6   8   PD     6   6   ED     4   6   SPD  40   8   REC  4  40  END  4  28  STN  4   OCV:    6 DCV:    6 OMCV: 4 DMCV: 4   16m RUN   4   4m SWIM 0   6m LEAP  1 Characteristics Cost: 147   Cost Power   6     Keen Senses: +2 PER with all Sense Groups   2     Good Eyes: +1 PER with Sight Group  15    Energy Damage Reduction, Resistant, 50% (30 Active Points); Requires A Roll (KS: Ninjutsu roll; -1/2), Only vs attacks she's aware of (-1/2)   6     Leaping +20m (26m forward, 13m upward) (10 Active Points); Requires A Roll (Acrobatics Skill roll; -1/2), Gestures (-1/4)  13    Aid  Strength 6d6 (36 Active Points); Only to Aid Self (-1), Requires A Roll (KS: Ninjutsu Skill roll; -1/2), Gestures (-1/4)     8     Ninja-To: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR) (20 Active Points); OAF (-1), Real Weapon (STR Min 8) (-1/2)   1     +1 OCV with Ninja-To (2 Active Points); OAF (-1), Real Weapon (STR Min 8) (-1/2)    43    Ninja Weapons and gadgets: Variable Power Pool, 30 base + 60 control cost, all slots All weapons 0 END Cost (+1/2) (75 Active Points); Only for Ninja gadgets and weapons (-1); all slots OAF (-1), Real Weapons (-1/2)          1) Ashiko (hand spikes): (Total: 18 Active Cost, 7 Real Cost) +1 with Climbing Skill (3 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1/2d6 (1 1/2d6 w/STR) (15 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 5) Real Cost: 7          2) Shuko (boot spikes): (Total: 18 Active Cost, 7 Real Cost) +1 with Climbing Skill (3 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1/2d6 (1 1/2d6 w/STR) (15 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 5) Real Cost: 7          3) Hankyu (bow): Killing Attack - Ranged 1d6, Armor Piercing (+1/4), All weapons 0 END Cost (+1/2) (30 Active Points); OAF (-1), Real Weapons (-1/2), 24 Charges (+1/4) Real Cost: 12          4) Line Thrower: Entangle 3d6, 3 PD/3 ED, All weapons 0 END Cost (+1/2) (45 Active Points); 1 Recoverable Charge (-1 1/4), Only entangles one limb or protrusion (-1), OAF (-1), Entangle Has 1 BODY (-1/2), Real Weapons (-1/2) Real Cost: 8          5) Sai: (Total: 31 Active Cost, 17 Real Cost) Blast 3d6 (22 Active Points); OAF (-1), Real Weapons (-1/2), Range Based On Strength (-1/4) (Real Cost: 7) plus +2 OCV with block, bind, disarm, and takeaway maneuvers (9 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 3) Real Cost: 17 [Notes: (x2 number of items)]          6) Shuriken: Killing Attack - Hand-To-Hand 1d6-1 (1d6 w/STR), Range based on strength (+1/4), All weapons 0 END Cost (+1/2), Autofire (5 shots; +1/2), Non-Standard Attack Power (+1) (32 Active Points); OAF (-1), Real Weapons (-1/2), 9 Charges (-1/4) Real Cost: 12          7) Tetsuto: Killing Attack - Hand-To-Hand 2 1/2d6 (3 1/2d6 w/STR), All weapons 0 END Cost (+1/2) (60 Active Points); OAF (-1), Real Weapons (-1/2) Real Cost: 24 Powers Cost: 94   Cost Ninjutsu 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   4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs   4     Nerve Punch:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND   5     Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away   3     Takedown:  1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls   3     Weapon Element:  Blades, Empty Hand, Karate Weapons, Polearms and Spears Martial Arts Cost: 27   Cost Skill   3     Acrobatics 13-   3     Charm 12-   3     Climbing 13-   9     +3 OCV with block and deflect maneuvers   3     Concealment 12-   3     Fast Draw 13-   5     KS: Ninjutsu 14-   3     KS: Odaka clan symbols and codes 12-   3     Language:  English (Japanese Native) (completely fluent)   2     Language:  Italian (fluent conversation)   7     Oratory 14-   5     PS: Attorney at law 14-   3     Stealth 13- Skills Cost: 52   Cost Perk   2     Fringe Benefit:  Law License, Passport   5     Money:  Well Off Perks Cost: 7   Cost Talent  20    Danger Sense (self only, out of combat) 14-/13- Talents Cost: 20   Total Character Cost: 347   Pts. Complication   5    Distinctive Features:  Japanese ancestry with green eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)   0    Distinctive Features:  Butterfly Tattoo (ninja clan mark) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)  20   Enraged:  Children hurt (Uncommon), go 14-, recover 11-  15   Hunted:  Sicilian Mafia Infrequently (As Pow; NCI; Harshly Punish)  25   Hunted:  Enemies of Odaka clan Frequently (Mo Pow; NCI; Harshly Punish)  20   Psychological Complication:  Never goes without a weapon regardless of propriety or situation (Very Common; Strong)  15   Psychological Complication:  Crusader against social injustices (Very Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major Complication Points: 115   Sipristi.hdc
  21. Like
    Christopher R Taylor got a reaction from bubba smith in 6th Edition Conversions   
    Surprise!  In various places of the 4th edition rules there was a character mentioned and used for examples called "Sipristi" but that character was never actually written up anywhere. You got a sense of the character as a martial arist/ninja type, and that the name is a variant on an oath used by French characters in fiction "Sapristi!" meaning roughly "good lord!" or "good heavens!"
     
    Well Aaron Allston wrote her up for Ninja Hero, and here's her full character sheet: a half-Italian, half-Japanese woman who is a lawyer by day and a ninja by night fighting injustice and to help children.  She's an Asian girl with green eyes, which, as Jack Burton knows, is impossible!  But very special.
     
    Sipristi   Characteristics Val Char Cost  15  STR    5          Lift: 200kg, Damage: 3d6  18  DEX   16  20  CON  10  10  BOD   0  15  INT     5          Perception Roll: 14- (15- sight)  13  EGO   3  15  PRE   5           Presence Attack: 3d6   8   PD     6   6   ED     4   6   SPD  40   8   REC  4  40  END  4  28  STN  4   OCV:    6 DCV:    6 OMCV: 4 DMCV: 4   16m RUN   4   4m SWIM 0   6m LEAP  1 Characteristics Cost: 147   Cost Power   6     Keen Senses: +2 PER with all Sense Groups   2     Good Eyes: +1 PER with Sight Group  15    Energy Damage Reduction, Resistant, 50% (30 Active Points); Requires A Roll (KS: Ninjutsu roll; -1/2), Only vs attacks she's aware of (-1/2)   6     Leaping +20m (26m forward, 13m upward) (10 Active Points); Requires A Roll (Acrobatics Skill roll; -1/2), Gestures (-1/4)  13    Aid  Strength 6d6 (36 Active Points); Only to Aid Self (-1), Requires A Roll (KS: Ninjutsu Skill roll; -1/2), Gestures (-1/4)     8     Ninja-To: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR) (20 Active Points); OAF (-1), Real Weapon (STR Min 8) (-1/2)   1     +1 OCV with Ninja-To (2 Active Points); OAF (-1), Real Weapon (STR Min 8) (-1/2)    43    Ninja Weapons and gadgets: Variable Power Pool, 30 base + 60 control cost, all slots All weapons 0 END Cost (+1/2) (75 Active Points); Only for Ninja gadgets and weapons (-1); all slots OAF (-1), Real Weapons (-1/2)          1) Ashiko (hand spikes): (Total: 18 Active Cost, 7 Real Cost) +1 with Climbing Skill (3 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1/2d6 (1 1/2d6 w/STR) (15 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 5) Real Cost: 7          2) Shuko (boot spikes): (Total: 18 Active Cost, 7 Real Cost) +1 with Climbing Skill (3 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1/2d6 (1 1/2d6 w/STR) (15 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 5) Real Cost: 7          3) Hankyu (bow): Killing Attack - Ranged 1d6, Armor Piercing (+1/4), All weapons 0 END Cost (+1/2) (30 Active Points); OAF (-1), Real Weapons (-1/2), 24 Charges (+1/4) Real Cost: 12          4) Line Thrower: Entangle 3d6, 3 PD/3 ED, All weapons 0 END Cost (+1/2) (45 Active Points); 1 Recoverable Charge (-1 1/4), Only entangles one limb or protrusion (-1), OAF (-1), Entangle Has 1 BODY (-1/2), Real Weapons (-1/2) Real Cost: 8          5) Sai: (Total: 31 Active Cost, 17 Real Cost) Blast 3d6 (22 Active Points); OAF (-1), Real Weapons (-1/2), Range Based On Strength (-1/4) (Real Cost: 7) plus +2 OCV with block, bind, disarm, and takeaway maneuvers (9 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 3) Real Cost: 17 [Notes: (x2 number of items)]          6) Shuriken: Killing Attack - Hand-To-Hand 1d6-1 (1d6 w/STR), Range based on strength (+1/4), All weapons 0 END Cost (+1/2), Autofire (5 shots; +1/2), Non-Standard Attack Power (+1) (32 Active Points); OAF (-1), Real Weapons (-1/2), 9 Charges (-1/4) Real Cost: 12          7) Tetsuto: Killing Attack - Hand-To-Hand 2 1/2d6 (3 1/2d6 w/STR), All weapons 0 END Cost (+1/2) (60 Active Points); OAF (-1), Real Weapons (-1/2) Real Cost: 24 Powers Cost: 94   Cost Ninjutsu 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   4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs   4     Nerve Punch:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND   5     Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away   3     Takedown:  1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls   3     Weapon Element:  Blades, Empty Hand, Karate Weapons, Polearms and Spears Martial Arts Cost: 27   Cost Skill   3     Acrobatics 13-   3     Charm 12-   3     Climbing 13-   9     +3 OCV with block and deflect maneuvers   3     Concealment 12-   3     Fast Draw 13-   5     KS: Ninjutsu 14-   3     KS: Odaka clan symbols and codes 12-   3     Language:  English (Japanese Native) (completely fluent)   2     Language:  Italian (fluent conversation)   7     Oratory 14-   5     PS: Attorney at law 14-   3     Stealth 13- Skills Cost: 52   Cost Perk   2     Fringe Benefit:  Law License, Passport   5     Money:  Well Off Perks Cost: 7   Cost Talent  20    Danger Sense (self only, out of combat) 14-/13- Talents Cost: 20   Total Character Cost: 347   Pts. Complication   5    Distinctive Features:  Japanese ancestry with green eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)   0    Distinctive Features:  Butterfly Tattoo (ninja clan mark) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)  20   Enraged:  Children hurt (Uncommon), go 14-, recover 11-  15   Hunted:  Sicilian Mafia Infrequently (As Pow; NCI; Harshly Punish)  25   Hunted:  Enemies of Odaka clan Frequently (Mo Pow; NCI; Harshly Punish)  20   Psychological Complication:  Never goes without a weapon regardless of propriety or situation (Very Common; Strong)  15   Psychological Complication:  Crusader against social injustices (Very Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major Complication Points: 115   Sipristi.hdc
  22. 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
  23. Like
    Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions   
    Ninja Hero had a supervillain team called Yoosoo in it, with a theme of Japanese Elements.  They were a pretty effective group I used a couple of times and the first on the block is Hi or "fire".  A modern day samurai with magical armor and the power to summon his weapons to him (as long as they aren't more than 30m away), Hi is very loyal to his masters and seeks to overcome the shame of his father's (although in this era grandfather makes more sense) failure to successfully crash a kamikaze plane into a US warship.  One aspect of his build I particularly liked is that he's so rigid in his honor and thinking that ambush and treacherous attacks are stunning to him, literally: he has a vulnerability.
     
    Hi   Characteristics Val Char Cost  23  STR    13         Lift: 600kg, Damage: 5 1/2d6  23  DEX    26  28  CON   18  18  BOD    8  13  INT      3          Perception: 12-  14  EGO    4  18  PRE     8         Presence Attack: 3 1/2d6  10  PD       8         With Armor: 28 PD, 18 rPD  10  ED       8         With Armor: 28 ED, 18 rED   6   SPD   40  15  REC   11  55  END    7   50  STN    15   OCV:    8 DCV:    8 OMCV: 5 DMCV: 5   20m RUN   8   4m SWIM 0   9m LEAP  3 Characteristics Cost: 242   Cost Power   3     Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2), IIF (Magic Ring; -1/4)  43    Magical Samurai Armor: Resistant Protection (18 PD/18 ED) (54 Active Points); IIF (-1/4)  30    Katana: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OIF (-1/2)  55    Katana Flourish: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Area Of Effect (2m Surface; +1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2), Uncontrolled (+1/2) (82 Active Points); OIF (-1/2) Powers Cost: 131   Cost Kenjutsu Maneuver   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 33 STR to Disarm   4     Evade:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Lightning Strike:  1/2 Phase, +2 OCV, +0 DCV, 6 1/2d6 Strike   5     Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 33 STR to take weapon away   0     Weapon Element:  Blades Martial Arts Cost: 21   Cost Skill   3     Acrobatics 14-  16     +2 with HTH Combat  20     +2 with All Attacks   3     Fast Draw 14-   3     High Society 13-   3     KS: Calligraphy 12-   2     KS: Japanese History 11-   3     KS: Kenjutsu 12-   2     Language:  English (Japanese Native language) (fluent conversation)   4     WF:  Common Melee Weapons, Common Missile Weapons Skills Cost: 59   Total Character Cost: 453   Pts. Complication  15   Hunted:  Japanese Superheroes Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)  15   Hunted:  Japanese Authorities Very Frequently (Less Pow; NCI; Limited Geographical Area; Harshly Punish)  20   Psychological Complication:  Code of the Bushi (Common; Total)  20   Psychological Complication:  Avenge all insults to self and Kages (Very Common; Strong)  10   Psychological Complication:  Ashamed of Father's failures, attempts to make up for them (Common; Moderate)   5    Social Complication:  Secret Identity Infrequently, Minor  10   Vulnerability:  Ambushes and treacherous attacks (Common)  20   Watched:  Shadow Clan Ninjas Very Frequently (Mo Pow; NCI; Watching) Complication Points: 115   Hi.hdc
  24. Like
    Christopher R Taylor got a reaction from pinecone in 6th Edition Conversions   
    TetsuRonin, or the Iron Ronin is a samurai themed iron man villain in YooSoo, representing the element of Metal.  I broke my self-made rule slightly with him and added a "watched" complication because his ambition would surely cause him to be carefully monitored by his bosses.
     
    Tetsuronin   Characteristics Norm Super  Char Cost  15       30     STR     5          Lift: 200kg (1600kg); Damage: 3d6 (6d6)  13       26     DEX     6  15       30     CON    5  15       15     BOD    5  18       18     INT      8          Perception: 13- (15- with sight)  18       18     EGO    8  20       20     PRE   10          Presence Attack: 4d6   6        33     PD       4          Resistant PD in armor: 21   6        33     ED       4          Resistant ED in armor: 21   3         6      SPD   10   6        12    REC    2  30       60     END    2  24       46     STN    2   OCV:    9 DCV:    9 OMCV: 6 DMCV: 6   34m RUN   0   4m SWIM 0   6m LEAP 1 Characteristics Cost: 186   Cost Power   5     Iron Will: Mental Defense (9 points total) (Base MD)   2     Keen Vision: +2 PER with Normal Sight  27    Kama: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) [Notes: (x2 number of items)]  11    Throw Kama: Ranged (+1/2) for up to 45 Active Points of Kama (22 Active Points); 2 Recoverable Charges (-1)    53    Armor: Resistant Protection (21 PD/21 ED), Hardened (+1/4) (79 Active Points); OIF (-1/2)  80    Physical Enhancement: (Total: 121 Active Cost, 80 Real Cost) +15 STR (15 Active Points); OIF (-1/2) (Real Cost: 10)          +13 DEX (26 Active Points); OIF (-1/2) (Real Cost: 17)          +15 CON (15 Active Points); OIF (-1/2) (Real Cost: 10)          +6 PD (6 Active Points); OIF (-1/2) (Real Cost: 4)          +6 ED (6 Active Points); OIF (-1/2) (Real Cost: 4)          +3 SPD (30 Active Points); OIF (-1/2) (Real Cost: 20)          +6 REC (6 Active Points); OIF (-1/2) (Real Cost: 4)          +30 END (6 Active Points); OIF (-1/2) (Real Cost: 4)          +22 STUN (11 Active Points); OIF (-1/2) (Real Cost: 7)   7    Reduced Endurance (0 END; +1/2) (7 Active Points) applied to STR    27    Armor Movement Systems: Multipower, 40-point reserve,  (40 Active Points); all slots OIF (-1/2)  3f    1)  Thrusters: Flight 40m (40 Active Points); OIF (-1/2)  3f    2)  Spatial Warp: Teleportation 30m, x2 Increased Mass, x4 Noncombat (40 Active Points); OIF (-1/2)  2f    3)  Leg Servos: Running +22m (34m total), Reduced Endurance (0 END; +1/2) (39 Active Points); OIF (-1/2)   Powers Cost: 220   Cost Karate Maneuver   2     Weapon Element:  Empty Hand, Karate Weapons, Staves   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   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     Snap Kick or Punch:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike   4     Knife Hand:  1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6   5     Spin or Side Kick:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike Martial Arts Cost: 27   Cost Skill  40    +4 with All Attacks   2     KS: Karate 11-   5     Language:  English (Japanese Native) (imitate dialects)   2    WF:  Common Martial Arts Melee Weapons Skills Cost: 49   Total Character Cost: 452   Pts. Complication  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:  Code of the Bushi: serves Kage Masao (Very Common; Strong)  15   Psychological Complication:  Ambitious, wants to be Shadow Clan leader (Very Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major  15   Watched:  Shadow Clan Frequently (Mo Pow; NCI; Watching) Complication Points: 110  
     

    Tetsuronin.hdc
  25. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    I think these builds aren't as familiar and beloved as some but they're worth looking over.  Allston did a great job with Ninja Hero and these villains can add a lot to any Champions game.  They are an easy plug in for Japanese- and Chinese-themed villains for a GM to throw at their heroes.
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