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Christopher R Taylor

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  1. 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
  2. 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
  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 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
  5. 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
  6. 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.
  7. Like
    Christopher R Taylor got a reaction from Cassandra in 5th Edition 250 Points Comic Book Characters   
    I like this thread a lot, plenty of interesting takes on well known identities for people to pick up and use if they need.
  8. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    Its Ninja Hero time!  This is the first Ninja Hero book put out, 4th edition with Aaron Allston writing.  First on the block is Ba Kien, who gave me fits.  Unfortunately, he had stats that were Hero Form Only... but only showed the full stats, so I had to pull out what they were without turning into Ba Kien  However, he has almost exactly normal human stats, as it turned out.
     
    This is a master super villain, with minions, a base, and so on.  He even has dragons.  *edited: added dragons as followers
     
    Ba Kien   Chacteristics Val Alt  Char Cost  10  40   STR    0  10  28   DEX    0  10  23   CON    0  10  10   BOD    0  18  18   INT      8  10  23   EGO    0  10  30   PRE     0   2   15   PD       0   2   15   ED       0   3    6    SPD   10   4   13   REC    0  20  50   END    0  20  42   STUN  0   OCV: 9 DCV: 9 OMCV: 8 DOMCV: 8   12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 108   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)  72    Flight 60m, Reduced Endurance (0 END; +1/2) (90 Active Points); Only In Alternate Identity (-1/4)  60    Force Field: Resistant Protection (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Only In Alternate Identity (-1/4)  12    Iron Will: Mental Defense (20 points total) (Base MD) (15 Active Points); Only In Alternate Identity (-1/4)  71    Create Super Boxer: Major Transform 6d6 (Target into Super Boxer), Area Of Effect (500m Radius; +2), Selective (+1/4) (195 Active Points); 6 Charges (-3/4), Concentration (0 DCV; -1/2), Only targets of Chinese ancestry ([slightly Limited]; -1/4), Only targets with 10 or less EGO (-1/4)  17    Long Step: Teleportation 20m, MegaScale Range (1m = 1 km; +1), Usable Nearby (+1) (60 Active Points); 2 Charges (-1 1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4)  10    Teleportation: Floating Fixed Location (2 Locations) 154   Ba Kien Form: (Total: 194 Active Cost, 154 Real Cost) +30 STR (30 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 24)          +18 DEX (36 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 29)          +13 CON (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +13 EGO (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +20 PRE (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16)          +13 PD (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +13 ED (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +3 SPD (30 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 24)          +9 REC (9 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 7)          +30 END (6 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 5)          +22 STUN (11 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 9)    23    Kwan Dao: Multipower, 47-point reserve,  (47 Active Points); all slots OAF (-1)  1f     1)  Chain: Stretching 3m, Persistent (+1/4), Reduced Endurance (0 END; +1/2) (5 Active Points); OAF (-1)  2f     2)  Haft: Hand-To-Hand Attack +8d6 (40 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)  1f     3)  Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (4d6+1 w/STR) (25 Active Points); OAF (-1) Powers Cost: 426   Cost Kung Fu 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, 55 STR vs. Grabs   5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike   4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike   1     Weapon Element:  Empty Hand, Pole Arms Martial Arts Cost: 22   Cost Skill   5     Acrobatics 16-   3     Breakfall 15-  40    +5 with HTH Combat   5     KS: Archaeology 14-   5     KS: History 14-   2     KS: Kung Fu 11-   3     Linguist   2     1)  Language:  Ancient Chinese (completely fluent) (3 Active Points)   2     2)  Language:  Cantonese (completely fluent) (3 Active Points)   2     3)  Language:  English (Mandarin native) (completely fluent) (3 Active Points)   2     4)  Language:  Hakka  (completely fluent) (3 Active Points)   5     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Three-Section Staff Skills Cost: 76   Cost Perks 107    Followers: 487 point dragons (x4)   Total Character Cost: 739   Pts. Complication  20   Distinctive Features:  Crazy Eyes, maniac's mannerisms (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  30   Enraged:  Chinese culture, history, or people insulted (Common), go 14-, recover 8-  25   Hunted:  Heroes Frequently (Mo Pow; NCI; Harshly Punish)  20   Physical Complication:  Loses all powers when knocked out and placed in bronze vessel (Infrequently; Fully Impairing)  20   Psychological Complication:  World conquering megalomaniac (Common; Total)  25   Psychological Complication:  Hates Japanese and western powers (Very Common; Total)  15   Social Complication:  Secret Identity Frequently, Major  10   Unluck: 2d6 Complication Points: 165  

    Ba Kien.hdc
  9. Like
    Christopher R Taylor got a reaction from bubba smith in 6th Edition Conversions   
    Its Ninja Hero time!  This is the first Ninja Hero book put out, 4th edition with Aaron Allston writing.  First on the block is Ba Kien, who gave me fits.  Unfortunately, he had stats that were Hero Form Only... but only showed the full stats, so I had to pull out what they were without turning into Ba Kien  However, he has almost exactly normal human stats, as it turned out.
     
    This is a master super villain, with minions, a base, and so on.  He even has dragons.  *edited: added dragons as followers
     
    Ba Kien   Chacteristics Val Alt  Char Cost  10  40   STR    0  10  28   DEX    0  10  23   CON    0  10  10   BOD    0  18  18   INT      8  10  23   EGO    0  10  30   PRE     0   2   15   PD       0   2   15   ED       0   3    6    SPD   10   4   13   REC    0  20  50   END    0  20  42   STUN  0   OCV: 9 DCV: 9 OMCV: 8 DOMCV: 8   12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 108   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)  72    Flight 60m, Reduced Endurance (0 END; +1/2) (90 Active Points); Only In Alternate Identity (-1/4)  60    Force Field: Resistant Protection (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Only In Alternate Identity (-1/4)  12    Iron Will: Mental Defense (20 points total) (Base MD) (15 Active Points); Only In Alternate Identity (-1/4)  71    Create Super Boxer: Major Transform 6d6 (Target into Super Boxer), Area Of Effect (500m Radius; +2), Selective (+1/4) (195 Active Points); 6 Charges (-3/4), Concentration (0 DCV; -1/2), Only targets of Chinese ancestry ([slightly Limited]; -1/4), Only targets with 10 or less EGO (-1/4)  17    Long Step: Teleportation 20m, MegaScale Range (1m = 1 km; +1), Usable Nearby (+1) (60 Active Points); 2 Charges (-1 1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4)  10    Teleportation: Floating Fixed Location (2 Locations) 154   Ba Kien Form: (Total: 194 Active Cost, 154 Real Cost) +30 STR (30 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 24)          +18 DEX (36 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 29)          +13 CON (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +13 EGO (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +20 PRE (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16)          +13 PD (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +13 ED (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +3 SPD (30 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 24)          +9 REC (9 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 7)          +30 END (6 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 5)          +22 STUN (11 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 9)    23    Kwan Dao: Multipower, 47-point reserve,  (47 Active Points); all slots OAF (-1)  1f     1)  Chain: Stretching 3m, Persistent (+1/4), Reduced Endurance (0 END; +1/2) (5 Active Points); OAF (-1)  2f     2)  Haft: Hand-To-Hand Attack +8d6 (40 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)  1f     3)  Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (4d6+1 w/STR) (25 Active Points); OAF (-1) Powers Cost: 426   Cost Kung Fu 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, 55 STR vs. Grabs   5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike   4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike   1     Weapon Element:  Empty Hand, Pole Arms Martial Arts Cost: 22   Cost Skill   5     Acrobatics 16-   3     Breakfall 15-  40    +5 with HTH Combat   5     KS: Archaeology 14-   5     KS: History 14-   2     KS: Kung Fu 11-   3     Linguist   2     1)  Language:  Ancient Chinese (completely fluent) (3 Active Points)   2     2)  Language:  Cantonese (completely fluent) (3 Active Points)   2     3)  Language:  English (Mandarin native) (completely fluent) (3 Active Points)   2     4)  Language:  Hakka  (completely fluent) (3 Active Points)   5     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Three-Section Staff Skills Cost: 76   Cost Perks 107    Followers: 487 point dragons (x4)   Total Character Cost: 739   Pts. Complication  20   Distinctive Features:  Crazy Eyes, maniac's mannerisms (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  30   Enraged:  Chinese culture, history, or people insulted (Common), go 14-, recover 8-  25   Hunted:  Heroes Frequently (Mo Pow; NCI; Harshly Punish)  20   Physical Complication:  Loses all powers when knocked out and placed in bronze vessel (Infrequently; Fully Impairing)  20   Psychological Complication:  World conquering megalomaniac (Common; Total)  25   Psychological Complication:  Hates Japanese and western powers (Very Common; Total)  15   Social Complication:  Secret Identity Frequently, Major  10   Unluck: 2d6 Complication Points: 165  

    Ba Kien.hdc
  10. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    The big villain, sort of.  To Serve And Protect doesn't really have a villain, just a lot of really misguided and messed up good guys.
     
    Coatlicue (pronounced co-ot-li-quay, I think) is an Aztec woman who was a very early mutant who was eventually trapped in stone and is the origin of all the madness that takes place in the module.  When I ran it she was destroyed in an explosion and melded with Dr Wraithe.
     
    Coatlicue   Val Char Cost  20  STR   10  27  DEX   34  28  CON  18  15  BOD   5  24  INT    14  23  EGO  13  18  PRE    8  28  PD     26  28  ED     26   6   SPD  40  18  REC  14  80  END  12  50  STN  15   OCV:    9 DCV:    9 OMCV: 8 DMCV: 8   12m RUN   0   4m SWIM 0   8m LEAP 2 Characteristics Cost: 312   Cost Power  14    Damage Resistance: Resistant (+1/2) (14 Active Points) applied to PD  14    Damage Resistance: Resistant (+1/2) (14 Active Points) applied to ED  20    Iron Will: Mental Defense (20 points total)    60    Elemental Powers: Multipower, 60-point reserve  6f     1)  Ice Blast: Blast 12d6 (60 Active Points)  6f     2)  Flame Blast: Killing Attack - Ranged 4d6 (60 Active Points)  6f     3)  Earth Grasp: Entangle 3d6, 3 PD/3 ED, Area Of Effect (16 2m Areas; +1) (60 Active Points)  6f     4)  Wind Riding: Flight 60m (60 Active Points)  3f     5)  Current Riding: Swimming +60m (64m total) (30 Active Points)  5f     6)  Burrow: Tunneling 24m through 15 PD material (54 Active Points)  6f     7)  Purifying Touch: Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR), Armor Piercing (+1/4) (56 Active Points) Powers Cost: 146   Cost Skill   2     KS: Ancient Aztec Culture 11-   3     Language:  English (Aztec native) (completely fluent)   3     Survival 14- Skills Cost: 8   Total Character Cost: 466   Pts. Complication  25   Hunted:  Authorities Frequently (Mo Pow; NCI; Harshly Punish)  20   Psychological Complication:  Fanatic desire to purge humanity (Common; Total)  10   Social Complication:  Unfamiliar with modern culture Frequently, Minor  10   Unluck: 2d6  20   Vulnerability:  2 x STUN Magic (Common)  20   Vulnerability:  2 x BODY Magic (Common) Complication Points: 105   Coatlicue.hdc
  11. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Brainstorm, the team mentalist.  A bit of a kid hot head, but capable enough.  Its hard to come up with a good mentalist name, it seems.  Apparently he's hooked on some drugs that PSI gave him to activate his latent psionic abilities but now he's addicted to the stuff.
     
    Brainstorm   Val Char Cost  18  STR    8           Lift: 360kg;   Damage: 3 1/2d6  24  DEX   28  23  CON  13  10  BODY 0  13  INT     3            Perception Roll: 12-  23  EGO 13  15  PRE   5  13  PD    11            With Telekinetic Shield: 23 PD, 10 rPD  13  ED    11            With Telekinetic Shield: 23 ED, 10 rED   5   SPD  30  15  REC  11  65  END   9  40  STN  10   OCV:    8 DCV:    8 OMCV: 8 DMCV: 8   12m RUN   0   4m SWIM 0   7m LEAP 2 Characteristics Cost: 234   Cost Power  22    Strong Will: Mental Defense (14 points total) (Base MD), Usable Simultaneously (up to 16 people at once; +1 1/2), Grantor can take back power at any time (22 Active Points)  30    Telekinetic Shield: Resistant Protection (10 PD/10 ED)   4     Special contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)   8     Subvocal Bluetooth: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)    50    Psychokinetic Powers: Multipower, 50-point reserve  5f     1)  Psychic Shock: Mental Blast 5d6 (50 Active Points)  5f     2)  Mind Scan: Mind Scan 8d6, +3 OMCV (46 Active Points)  5f     3)  Read Minds: Telepathy 10d6 (50 Active Points)  5f     4)  Mind Over Matter: Telekinesis (32 STR) (48 Active Points) Powers Cost: 134   Cost Skill   3     Stealth 14-   8     +4 Coordinating attacks  15    +3 OMCV   3     Teamwork 14- Skills Cost: 29   Total Character Cost: 397   Pts. Complication   5    Dependence:  Ego-Stimulant Takes 2d6 Damage (Difficult To Obtain; 1 Day)   5    Hunting PSI, 8-  15   Hunted:  Seven Horsemen Infrequently (Mo Pow; Harshly Punish)  20   Hunted:  PSI Infrequently (Mo Pow; NCI; Harshly Punish)  10   Physical Complication:  Asthma (Infrequently; Slightly Impairing)  10   Psychological Complication:  Contempt for other mentalists (Common; Moderate)  10   Psychological Complication:  Immature (Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major  20   Vulnerability:  2 x STUN Wind or Gas special effects (Common) Complication Points: 110  

    Brainstorm.hdc
    Ace.hdc
  12. Like
    Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions   
    Dr Wraithe, the guy behind the whole mess.  By picking up the magic amulet to study, the entire scenario begins.  One of the reasons I liked this module is that it presented some moral dilemmas: superheroes by their very nature are vigilante types that work outside the law to punish and defeat criminals who otherwise would avoid justice.  How far should they go?  How much can they justify?
     
    He had 1/2 END on almost all of his multipower, but back in 3rd edition, everything cost 1 END/5 active points so effectively now everything is already half endurance so I didn't bother.
     
    Dr Wraithe   Val Char Cost  13  STR     3            Lift: 130kg, Damage 2 1/2d6  23  DEX    26  23  CON   13  10  BOD    0  18  INT      8             Perception: 13-  18  EGO   8  15  PRE    5             Presence Attack: 3d6  22  PD      8             12 rPD  22  ED      8             12 rED   5   SPD   30  14  REC  10  85  END  13  44  STN  12   12m RUN   0   4m SWIM 0   5m LEAP 1 Characteristics Cost: 213   Cost Power   8     Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)   4     Special Contact Lenses: Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)   4     Special Contact Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4)  36    Protective Aura: Resistant Protection (12 PD/12 ED)  36    Protective Aura: Life Support  (Eating: Character only has to eat once per week; Expanded Breathing; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; 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 only has to sleep 8 hours per week)  10    Strong Will: Mental Defense (14 points total) (Base MD)  40    Space Shifting: Teleportation 30m, x4 Increased Mass    40    Magic: Multipower, 50-point reserve,  (50 Active Points); all slots Gestures (-1/4)  4f     1)  Abyssal Smoke: Darkness to Sight Group 8m radius, Personal Immunity (+1/4) (50 Active Points); Gestures (-1/4)  4f     2)  Sleep Spell: Mental Blast 5d6 (50 Active Points); Gestures (-1/4)  4f     3)  Mystic Force: Blast 10d6 (50 Active Points); Gestures (-1/4)  4f     4)  Sunflare: Sight Group Flash 10d6 (50 Active Points); Gestures (-1/4)  4f     5)  Warp Internal Reality: Mental Illusions 10d6 (50 Active Points); Gestures (-1/4)  4f     6)  Warp External Reality: Telekinesis (32 STR) (48 Active Points); Gestures (-1/4)  3f     7)  Force Wall: Barrier 10 PD/10 ED, 1 BODY (up to 16m long, 2m tall, and 1/2m thick) (50 Active Points); Costs Endurance (to maintain; -1/2), Gestures (-1/4)  3f     8)  Invisibility: Invisibility to Sight and Radio Groups , No Fringe (35 Active Points); Gestures (-1/4)  4f     9)  Healing Spell: Healing BODY 3d6, Ranged (+1/2) (45 Active Points); Gestures (-1/4)  3f   10) Transfixion: Tunneling 20m through 10 PD material (40 Active Points); Gestures (-1/4) Powers Cost: 215   Cost Skill  12    +4 Coordinating attacks   3     Escape Artist 14-   3     Language:  Latin (completely fluent)   5     Magic 14-   5     PS: Psychology 14- Skills Cost: 28   Cost Talent  12    Danger Sense (self only, in combat, Function as a Sense) (18 Active Points); Magical threats only (-1/2) 14- Talents Cost: 12   Total Character Cost: 468   Pts. Complication  15   Dependent NPC:  Charles Wentworth, Butler Frequently (Normal)  20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)  25   Hunted:  Ancient evil being Frequently (Mo Pow; NCI; Harshly Punish)  10   Psychological Complication:  Grim and Moody (Common; Moderate)  10   Psychological Complication:  Unhappy with modern life (Common; Moderate)  10   Social Complication:  Public Identity Frequently, Minor  15   Social Complication:  Unfamiliar with modern culture Frequently, Major  10   Unluck: 2d6  15   Vulnerability:  1 1/2 x STUN, 1 1/2 x STUN Physical Killing Attacks (Very Common)  15   Vulnerability:  1 1/2 x BODY, 1 1/2 x STUN Physical Killing Attacks (Very Common) Complication Points: 145  
     

    Dr Wraithe.hdc
  13. Like
    Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions   
    Doc Sonic, newest member of the Protectors.  Like most of the team, she's hunted by the "Seven Horsemen" who are never detailed or explained.
     
    Doc Sonic   Val Char Cost  13  STR    3            Lift: 130kg, Damage: 2 1/2d6  23  DEX   26  18  CON   8  10  BOD   0  23  INT    13           Perception Roll: 14-  13  EGO   3  15  PRE    5   6   PD      4            With Sonic Field: 23 PD, 17 rPD   5   ED      3            With Sonic Field: 21 ED, 16 rED   5   SPD  30  15  REC  11  50  END   6  35  STN   8   OCV:    8 DCV:    8 OMCV: 4 DMCV: 4   12m RUN   0   4m SWIM 0   5m LEAP 1 Characteristics Cost: 192   Cost Power   4     Special Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)   4     Special Contacts: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4)   8     Subvocal Blue Tooth: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)  22    Power Supply: Endurance Reserve  (80 END, 1 REC) (22 Active Points)  22    Sonic Battlesuit: Flight 28m, x4 Noncombat (33 Active Points); OIF (-1/2)  25    Sonic Field: Resistant Protection (17 PD/16 ED) (51 Active Points); Costs Endurance (-1/2), OIF (-1/2)    40    Sonic Control: Multipower, 50-point reserve,  (50 Active Points); all slots No effect in vaccuum (-1/4)  4f     1)  Sonic Blast: Blast 6 1/2d6, Attack Versus Alternate Defense (deaf or hard ear covering; All Or Nothing; +1/2) (49 Active Points); No effect in vaccuum (-1/4)  4f     2)  Sonic Beam: Blast 10d6 (50 Active Points); No effect in vaccuum (-1/4)  4f     3)  Coherent Sound Beam: Killing Attack - Ranged 3d6+1 (50 Active Points); No effect in vaccuum (-1/4) Powers Cost: 137   Cost Skill   3     Computer Programming 14-  12    +4 Coordinating attacks   3     Electronics 14-   3     Inventor 14-   3     Paramedics 14-   3     Science Skill:  Sonics 14-   3     Security Systems 14-   3     Systems Operation 14- Skills Cost: 33   Total Character Cost: 362   Pts. Complication  20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)   5    Hunted:  Le Sone Infrequently (As Pow; Limited Geographical Area; Harshly Punish)  15   Hunted:  US Federal Government Infrequently (Mo Pow; NCI; Mildly Punish)  15   Physical Complication:  Nearsighted (contacts correct) (Infrequently; Greatly Impairing)  15   Psychological Complication:  Code against killing (Common; Strong)  15   Psychological Complication:  Dislikes Combat (Common; Strong)  15   Social Complication:  Secret Identity Frequently, Major   5    Vulnerability:  1 1/2 x STUN Sonic attacks (Uncommon) Complication Points: 105
    Doc Sonic.hdc
  14. Like
    Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions   
    Bonus post: The team's airship, the Skycruiser; also was submersible.
     
    Skycruiser   Val Char Cost  35  STR   -40  14  DEX     8  23  BOD    0   7   PD       8  11  ED      14   3   SPD    10   12m RUN    0 40m SWIM 18 25m LEAP  0 Characteristics Cost: 82   Cost Power  20    Exhaust: Killing Attack - Hand-To-Hand 3d6, Area Of Effect (9m Cone Explosion; +1/4) (56 Active Points); Limited Arc Of Fire (One hex row; -3/4), Only from rear (-1/2), No STR Bonus (-1/2)  40    Thrusters: Flight 30m, x8 Noncombat  20    Radar (Radio Group), +3 to PER Roll, Increased Arc Of Perception (240 Degrees)  19    Life Support: Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)   4     Radar Jammer: Invisibility to Radio Group  (10 Active Points); Requires A Roll (10- roll; Must be made each Phase/use; -1 1/4)  28    Ejection Seat: Leaping +25m (25m forward, 12 1/2m upward), Usable As Attack (+1 1/4) (28 Active Points)   2     Fire Extinguishers: Dispel Fire 1d6, Area Of Effect (4m Radius; +1/4), Fire-based attacks (+1/2) (5 Active Points); No Range (-1/2), Requires A Roll (11- roll; -1/2)   5     Lights: Sight Group Images, Area Of Effect (8m Cone; +1/4) (12 Active Points); Only To Create Light (-1), No Range (-1/2) Powers Cost: 138   Total Character Cost: 220   Pts. Complication  10   Physical Complication:  Takes a turn to start up and run (Frequently; Barely Impairing)  10   Distinctive Features:  Famous Superhero Vehicle (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)  15   Physical Complication:  Requires special training to fly (Infrequently; Greatly Impairing) Complication Points: 35  
    Skycruiser.hdc
  15. Like
    Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions   
    The big villain, sort of.  To Serve And Protect doesn't really have a villain, just a lot of really misguided and messed up good guys.
     
    Coatlicue (pronounced co-ot-li-quay, I think) is an Aztec woman who was a very early mutant who was eventually trapped in stone and is the origin of all the madness that takes place in the module.  When I ran it she was destroyed in an explosion and melded with Dr Wraithe.
     
    Coatlicue   Val Char Cost  20  STR   10  27  DEX   34  28  CON  18  15  BOD   5  24  INT    14  23  EGO  13  18  PRE    8  28  PD     26  28  ED     26   6   SPD  40  18  REC  14  80  END  12  50  STN  15   OCV:    9 DCV:    9 OMCV: 8 DMCV: 8   12m RUN   0   4m SWIM 0   8m LEAP 2 Characteristics Cost: 312   Cost Power  14    Damage Resistance: Resistant (+1/2) (14 Active Points) applied to PD  14    Damage Resistance: Resistant (+1/2) (14 Active Points) applied to ED  20    Iron Will: Mental Defense (20 points total)    60    Elemental Powers: Multipower, 60-point reserve  6f     1)  Ice Blast: Blast 12d6 (60 Active Points)  6f     2)  Flame Blast: Killing Attack - Ranged 4d6 (60 Active Points)  6f     3)  Earth Grasp: Entangle 3d6, 3 PD/3 ED, Area Of Effect (16 2m Areas; +1) (60 Active Points)  6f     4)  Wind Riding: Flight 60m (60 Active Points)  3f     5)  Current Riding: Swimming +60m (64m total) (30 Active Points)  5f     6)  Burrow: Tunneling 24m through 15 PD material (54 Active Points)  6f     7)  Purifying Touch: Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR), Armor Piercing (+1/4) (56 Active Points) Powers Cost: 146   Cost Skill   2     KS: Ancient Aztec Culture 11-   3     Language:  English (Aztec native) (completely fluent)   3     Survival 14- Skills Cost: 8   Total Character Cost: 466   Pts. Complication  25   Hunted:  Authorities Frequently (Mo Pow; NCI; Harshly Punish)  20   Psychological Complication:  Fanatic desire to purge humanity (Common; Total)  10   Social Complication:  Unfamiliar with modern culture Frequently, Minor  10   Unluck: 2d6  20   Vulnerability:  2 x STUN Magic (Common)  20   Vulnerability:  2 x BODY Magic (Common) Complication Points: 105   Coatlicue.hdc
  16. Like
    Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions   
    Brainstorm, the team mentalist.  A bit of a kid hot head, but capable enough.  Its hard to come up with a good mentalist name, it seems.  Apparently he's hooked on some drugs that PSI gave him to activate his latent psionic abilities but now he's addicted to the stuff.
     
    Brainstorm   Val Char Cost  18  STR    8           Lift: 360kg;   Damage: 3 1/2d6  24  DEX   28  23  CON  13  10  BODY 0  13  INT     3            Perception Roll: 12-  23  EGO 13  15  PRE   5  13  PD    11            With Telekinetic Shield: 23 PD, 10 rPD  13  ED    11            With Telekinetic Shield: 23 ED, 10 rED   5   SPD  30  15  REC  11  65  END   9  40  STN  10   OCV:    8 DCV:    8 OMCV: 8 DMCV: 8   12m RUN   0   4m SWIM 0   7m LEAP 2 Characteristics Cost: 234   Cost Power  22    Strong Will: Mental Defense (14 points total) (Base MD), Usable Simultaneously (up to 16 people at once; +1 1/2), Grantor can take back power at any time (22 Active Points)  30    Telekinetic Shield: Resistant Protection (10 PD/10 ED)   4     Special contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)   8     Subvocal Bluetooth: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)    50    Psychokinetic Powers: Multipower, 50-point reserve  5f     1)  Psychic Shock: Mental Blast 5d6 (50 Active Points)  5f     2)  Mind Scan: Mind Scan 8d6, +3 OMCV (46 Active Points)  5f     3)  Read Minds: Telepathy 10d6 (50 Active Points)  5f     4)  Mind Over Matter: Telekinesis (32 STR) (48 Active Points) Powers Cost: 134   Cost Skill   3     Stealth 14-   8     +4 Coordinating attacks  15    +3 OMCV   3     Teamwork 14- Skills Cost: 29   Total Character Cost: 397   Pts. Complication   5    Dependence:  Ego-Stimulant Takes 2d6 Damage (Difficult To Obtain; 1 Day)   5    Hunting PSI, 8-  15   Hunted:  Seven Horsemen Infrequently (Mo Pow; Harshly Punish)  20   Hunted:  PSI Infrequently (Mo Pow; NCI; Harshly Punish)  10   Physical Complication:  Asthma (Infrequently; Slightly Impairing)  10   Psychological Complication:  Contempt for other mentalists (Common; Moderate)  10   Psychological Complication:  Immature (Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major  20   Vulnerability:  2 x STUN Wind or Gas special effects (Common) Complication Points: 110  

    Brainstorm.hdc
    Ace.hdc
  17. Like
    Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions   
    OK First of the Protectors from Serve and Protect.  These characters really feel like they are from a campaign, and I suspect that the module uses the guys from Scott Heine's Champions group.  Scott used to be pretty active on the old Hero email group, but I'm not sure he's busy online any more.
     
    All members of the Protectors have two pieces of equipment: a two way radio and polarized flash defense contacts.  For some, the contacts also give UV vision.  They also are all trained in coordinated attacks, so I gave them Teamwork as well.
     
    Ace is a martial artist with a pretty typical skillset and the ability to turn invisible.  She had 3rd edition pre-Strike Force Martial Arts (no style, just generic) which means just a multiplier to strength damage, so I gave her an interesting array of highly skilled maneuvers.
     
    Ace   Val Char Cost  20  STR   10          Lift: 400kg, Damage: 4d6  26  DEX   32  23  CON  13  10  BOD   0  13  INT     3            Perception Roll: 12-  13  EGO   3  15  PRE   5            Presence Attack: 3d6  23  PD     21  23  ED     21   6   SPD  40  15  REC  11  30  END   2  44  STN  12   OCV:    9
    DCV:    9 OMCV: 4 DMCV: 4   22m RUN  10   4m SWIM 0   8m LEAP 2 Characteristics Cost: 257   Cost Power  10    Lucky: Luck 2d6   8     Subvocal Blue Tooth: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)   4     Contacts: Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)   7     Find Weakness: Naked Advantage: Armor Piercing (+1/4) for up to 50 Active Points (12 Active Points); Requires A Roll (11- roll; -1/2), Extra Time (Delayed Phase, -1/4)  20    Shadow Step: Invisibility to Sight Group  Powers Cost: 49   Cost Martial Arts Maneuver   8     +2 HTH Damage Class(es)   5     Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort   4     Killing Strike:  1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6   4     Shove:  1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove   3     Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls   4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs   4     Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike   5     Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike   5     Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away Martial Arts Cost: 46   Cost Skill   3     Acrobatics 14-   9     +3 With Coordinating attacks  24    +3 with HTH Combat   4     +2 Deflection   3     Criminology 12-   3     Deduction 12-   3     Security Systems 12-   3     Stealth 14-   3     Teamwork 14- Skills Cost: 52   Total Character Cost: 407   Pts. Complication  15   Dependent NPC:  Brenda Gibson, roommate Infrequently (Normal; Unaware of character's adventuring career/Secret ID)  20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)  25   Hunted:  Genocide Frequently (Mo Pow; NCI; Harshly Punish)  20   Hunted:  VIPER Frequently (Mo Pow; Harshly Punish)  10   Physical Complication:  Color Blind (Infrequently; Slightly Impairing)  15   Psychological Complication:  Hatred of firearms (Common; Strong)  10   Psychological Complication:  Independent, loner (Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major  20   Vulnerability:  2 x STUN Energy Killing Attacks (Common) Complication Points: 150    
     
  18. Like
    Christopher R Taylor got a reaction from Beetle in 6th Edition Conversions   
    Also, the paper minis to print out and use, if you ever run the module.  After all, there's no point in doing these rebuilds if people don't play and use them
     
    preview:
     

    ProtectorsMinis.pdf
  19. Like
    Christopher R Taylor got a reaction from Beetle in 6th Edition Conversions   
    And finally, Silverfist.  Permanently trapped in a suit of alien design, he went from boxing champ to freak who can't stand people mocking him.  This is one of my favorite character concept designs: the melee based energy projector.  Not really a martial artist (although he has boxing), but a damage guy who fights hand-to-hand.  He's built with 14- armor so when I did the coloring I wasn't 100% clear on if the armor covered him totally or just on his chest, head, hands, and feet.
     
    Silverfist is my final Protectors build, and I'll either start doing Ninja Hero (if the copy I ordered shows up tomorrow) or maybe Kingdom of Chamipions.  Tons of characters in that bad boy.
     
    Silverfist   Val Char Cost  30  STR   20          Lift: 1600kg, Damage: 6d6  23  DEX   26  28  CON  18  15  BOD   5  13  INT     3           Perception Roll: 12-  10  EGO   0  15  PRE   5            Presence Attack: 3d6   6   PD     4            With 14- activation armor: 23 PD, 17 rPD   6   ED     4            With 14- activation armor: 23 ED, 17 rED   6   SPD  40  18  REC  14  60  END   8  58  STN  19   OCV:    8 DCV:    8 OMCV: 3 DMCV: 3   32m RUN  20   4m SWIM 0 12m LEAP  4 Characteristics Cost: 260   Cost Power  34    Armor: Resistant Protection (17 PD/17 ED) (51 Active Points); Requires a roll: 14- each phase or use (-1/2)   5     Protected Eyes: Sight Group Flash Defense (5 points)  15    Radar (Radio Group)  15    X-Ray Vision: Penetrative (blocked by lead and gold) with Sight Group  10    Radio Perception/Transmission (Radio Group)  25    Life Support  (Eating: Character does not eat; 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) Powers Cost: 104   Cost Boxing Maneuver   4     Bob and Weave:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   5     Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort   4     Body Blow:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND   4     Cross:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike   5     Jab:  1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike   4     Shove:  1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove   5     Uppercut:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike Martial Arts Cost: 31   Cost Skill  12    +4 with Coordinated attacks  16    +2 with HTH Combat   3     Computer Programming 12-   3     Combat Piloting 14-   3     Combat Driving 14-   3     Criminology 12-   3     Paramedics 12-   3     Security Systems 12-   3     Streetwise 12-   3     Teamwork 14- Skills Cost: 52   Total Character Cost: 447   Pts. Complication   5    Distinctive Features:  Always in metallic suit (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)  20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)  15   Hunted:  PsiBorg Frequently (As Pow; Harshly Punish)  10   Physical Complication:  No sense of taste or smell (Infrequently; Slightly Impairing)  20   Psychological Complication:  Overconfident (Very Common; Strong)  10   Psychological Complication:  Touchy about looks (Common; Moderate)  20   Vulnerability:  2 x STUN Electrical Attacks (Common) Complication Points: 100  

    Silverfist.hdc
  20. Like
    Christopher R Taylor got a reaction from Beetle in 6th Edition Conversions   
    Renegade, a team brick.  He's pretty simple and straight forward a character, although the build has 100 endurance, and he only has basic abilities that use any END (strength and movement) so I'm not sure what on earth they did it for.  He's a superhero in the tradition of his dad, Captain Thunder who died passing on his powers to Renegade.  Framed for murder, the Protectors took him in and gave him a new identity.  His sheet doesn't list it but all the other members had flash defense in their contacts, so I added it to him as well.
     
    Renegade   Val Char Cost  55  STR   45          Lift: 50 tons, Damage: 11d6  23  DEX   26  28  CON  18  15  BOD   5  13  INT     3           Perception Roll: 12- (sight and hearing: 16-)  10  EGO   0  15  PRE    5          Presence Attack: 3d6  30  PD     28         30 rPD  27  ED     25         27 rED   5   SPD   30  20  REC  16 100 END  16  60  STN   20   OCV:    8 DCV:    8 OMCV: 3 DMCV: 3   22m RUN  10   4m SWIM 0 22m LEAP  9 Characteristics Cost: 306   Cost Power  28    Damage Resistance: (Total: 28 Active Cost, 28 Real Cost) Resistant (+1/2) (15 Active Points) applied to PD (Real Cost: 15) plus Resistant (+1/2) (13 Active Points) applied to ED (Real Cost: 13)  28    Lack of Weakness: (Total: 28 Active Cost, 28 Real Cost) Hardened (+1/4), Impenetrable (+1/4) (15 Active Points) applied to PD (Real Cost: 15) plus Hardened (+1/4), Impenetrable (+1/4) (13 Active Points) applied to ED (Real Cost: 13)   8     Unmoved: Knockback Resistance -8m   5     Keen Hearing: +5 PER with Normal Hearing  10    Keen Eyesight: +5 PER with Sight Group   8     Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)   4     Special Contact Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4)   4     Special Contact Lenses: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) Powers Cost: 95   Cost Skill  24    +3 with HTH Combat  12    +4 with coordinating attacks   3     Conversation 12-   3     Criminology 12-   3     Streetwise 12-   3     Teamwork 14- Skills Cost: 48   Total Character Cost: 449   Pts. Complication  25   Hunted:  Captain Thunder's arch enemy Frequently (Mo Pow; NCI; Harshly Punish)  20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)  25   Hunted:  Law enforcement Very Frequently (As Pow; NCI; Harshly Punish)  10   Psychological Complication:  Fear of heights (Common; Moderate)  20   Social Complication:  Secret Identity Frequently, Severe  10   Vulnerability:  1 1/2 x STUN Poison and gas attacks (Common) Complication Points: 110
    Renegade.hdc
  21. Like
    Christopher R Taylor got a reaction from TheQuestionMan in 6th Edition Conversions   
    OK First of the Protectors from Serve and Protect.  These characters really feel like they are from a campaign, and I suspect that the module uses the guys from Scott Heine's Champions group.  Scott used to be pretty active on the old Hero email group, but I'm not sure he's busy online any more.
     
    All members of the Protectors have two pieces of equipment: a two way radio and polarized flash defense contacts.  For some, the contacts also give UV vision.  They also are all trained in coordinated attacks, so I gave them Teamwork as well.
     
    Ace is a martial artist with a pretty typical skillset and the ability to turn invisible.  She had 3rd edition pre-Strike Force Martial Arts (no style, just generic) which means just a multiplier to strength damage, so I gave her an interesting array of highly skilled maneuvers.
     
    Ace   Val Char Cost  20  STR   10          Lift: 400kg, Damage: 4d6  26  DEX   32  23  CON  13  10  BOD   0  13  INT     3            Perception Roll: 12-  13  EGO   3  15  PRE   5            Presence Attack: 3d6  23  PD     21  23  ED     21   6   SPD  40  15  REC  11  30  END   2  44  STN  12   OCV:    9
    DCV:    9 OMCV: 4 DMCV: 4   22m RUN  10   4m SWIM 0   8m LEAP 2 Characteristics Cost: 257   Cost Power  10    Lucky: Luck 2d6   8     Subvocal Blue Tooth: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)   4     Contacts: Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)   7     Find Weakness: Naked Advantage: Armor Piercing (+1/4) for up to 50 Active Points (12 Active Points); Requires A Roll (11- roll; -1/2), Extra Time (Delayed Phase, -1/4)  20    Shadow Step: Invisibility to Sight Group  Powers Cost: 49   Cost Martial Arts Maneuver   8     +2 HTH Damage Class(es)   5     Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort   4     Killing Strike:  1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6   4     Shove:  1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove   3     Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls   4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs   4     Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike   5     Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike   5     Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away Martial Arts Cost: 46   Cost Skill   3     Acrobatics 14-   9     +3 With Coordinating attacks  24    +3 with HTH Combat   4     +2 Deflection   3     Criminology 12-   3     Deduction 12-   3     Security Systems 12-   3     Stealth 14-   3     Teamwork 14- Skills Cost: 52   Total Character Cost: 407   Pts. Complication  15   Dependent NPC:  Brenda Gibson, roommate Infrequently (Normal; Unaware of character's adventuring career/Secret ID)  20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)  25   Hunted:  Genocide Frequently (Mo Pow; NCI; Harshly Punish)  20   Hunted:  VIPER Frequently (Mo Pow; Harshly Punish)  10   Physical Complication:  Color Blind (Infrequently; Slightly Impairing)  15   Psychological Complication:  Hatred of firearms (Common; Strong)  10   Psychological Complication:  Independent, loner (Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major  20   Vulnerability:  2 x STUN Energy Killing Attacks (Common) Complication Points: 150    
     
  22. Like
    Christopher R Taylor got a reaction from TheQuestionMan in 6th Edition Conversions   
    When I ran the To Serve and Protect module in '92, the players really liked it.  It was about 5 sessions worth and by the end, a couple of the Protectors had lost their powers, the base was destroyed, Dr Wraithe vanished entirely (and showed up later increased in power as a super-vigilante trying to clean up Detroit), Renegade had become a Kwai Chang Caine type in leathers on a motorcycle wandering America, and Doc Sonic had a romance with one of the PCs.  It was very successful overall.
     
    The artist used a lot of zipatone on the illustrations, which works okay for black and white images, but its a bear to color because I have to clean out all those dots.
  23. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    Huntsman, the swashbuckling corporate shark.  He finances a lot of the team and is responsible for all their tech.  Somehow despite having no mask and a porn 'stache nobody seems to recognize him.  Maybe the mustache is fake.
     
    Huntsman   Val Char Cost  18  STR    8         Lift: 360kg, Damage: 3 1/2d6  18  DEX   16  18  CON   8  10  BOD   0  18  INT     8         Perception: 12-  10  EGO   0  15  PRE   5          Presence Attack: 3d6   8   PD     6          With Costume: 22 PD, 14 rPD   8   ED     6          With Costume: 22 ED, 14 rED   5   SPD  30  15  REC  11  35  END   3  45  STN  13   OCV: 6 DCV: 6 OMCV: 3 DCMV: 3   22m RUN 10 14m SWIM 5 7m LEAP 2 Characteristics Cost: 160   Cost Power  15    Luck 3d6   4     Specialized Contacts: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4)   4     Specialized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)   8     Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)  28    Costume: Resistant Protection (14 PD/14 ED) (42 Active Points); OIF (-1/2)    37    Crossbow: Multipower, 60-point reserve, all slots 32 Charges (+1/4) (75 Active Points); all slots OAF (-1)  3f     1)  Electric Bolt: Blast 12d6 (60 Active Points); OAF (-1)  2f     2)  Sonic Bolt: Blast 8d6, Armor Piercing (+1/4) (50 Active Points); OAF (-1)  2f     3)  Fire Bolt: Blast 8d6, Area Of Effect (16m Radius Explosion; +1/4) (50 Active Points); OAF (-1)  3f     4)  Gas Bolt: Blast 6d6, Attack Versus Alternate Defense (Life Support need not breathe; All Or Nothing; +1) (60 Active Points); OAF (-1)  3f     5)  Webbing Bolt: Entangle 6d6, 6 PD/6 ED (60 Active Points); OAF (-1)  3f     6)  Flare Bolt: Sight Group Flash 12d6 (60 Active Points); OAF (-1)  2f     7)  Razor Bolt: Killing Attack - Ranged 2d6+1 (35 Active Points); OAF (-1) Powers Cost: 114   Cost Skill   3     Acrobatics 13-   3     Combat Driving 13-   3     Combat Piloting 13-  12    +4 Coordinating attacks  64    +8 with Ranged Combat   3     Computer Programming 13-   3     Demolitions 13-   3     Inventor 13-   2     Language:  Russian (fluent conversation)   5     PS: Hunter 15-   3     Stealth 13- Skills Cost: 104   Cost Perk  10    Money:  Wealthy Perks Cost: 10   Total Character Cost: 388   Pts. Complication  10   Dependent NPC:  Wife Jessica Savage Infrequently (Normal)  20   Dependent NPC:  Children Michael and Mindy Savage Infrequently (Incompetent; Group DNPC: x2 DNPCs)  20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)  20   Hunted:  Supreme Soviets Frequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)  10   Psychological Complication:  Highly Competative (Common; Moderate)  10   Psychological Complication:  Hatred of Guns (Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major   5    Vulnerability:  1 1/2 x STUN Mental Blast (Uncommon) Complication Points: 110  

    Huntsman.hdc
  24. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    Bonus post: The Protectors in this module have a full agent group that goes out and helps fight crime, deal with emergencies, and assist the team.  I colored this up all nice and neat then read that the suits are supposed to be gray with the color indicating rank on their big letter "P" only.  OH well.  Here's a Protectors, Inc Agent:
     
    Protector Agent   Val Char Cost  13  STR    3             Lift: 130kg, Damage 2 1/2d6  13  DEX    6  13  CON   3  10  BOD   0  10  INT     0              Perception Roll: 11-  11  EGO  1  13  PRE   3  11  PD     5               With Force Field: 17 PD, 10 rPD  12  ED     3               With Force Field: 18 PD, 10 rPD   4  SPD  20   6  REC   2  25 END   1  24 STN   2   OCV:    4 DCV:    4 OMCV: 3 DMCV: 3   12m RUN   0   4m SWIM 0   4m LEAP 0 Characteristics Cost: 59   Cost Power          Equipment   8     1)  Armored Suit: Resistant Protection (4 PD/4 ED) (12 Active Points); OIF (-1/2)   3     2)  Visor: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)   7     3)  Helmet: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)   3     4)  Starlight Visor: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)   9     5)  Force Field Generator: Resistant Protection (6 PD/6 ED) (Protect Carried Items) (28 Active Points); OAF (-1), 2 Continuing Charges lasting 1 Turn each (-1), Requires A Roll (14- roll; Burnout; -1/4)   6     6)  Weighted Fists: Hand-To-Hand Attack +2d6 (10 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4)  22    7)  Blaster Pistol: Blast 7d6 (44 Active Points); OAF (-1), 4 clips of 16 Charges (+1/4)   4     8)  Flare Grenades: Hearing Group Flash 4d6, Area Of Effect (4m Radius; +1/4) (15 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4) Powers Cost: 62   Cost Commando Training Maneuver   3     Aikido Throw:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/10, Target Falls   4     Boxing Cross:  1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike   4     Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND   4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs   3     Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 23 STR for holding on   4     Judo Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 23 STR to Disarm   4     Karate Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1   4     Kung Fu Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 30   Cost Skill   3     Breakfall 12-   9     +3 with blasters   4     WF:  Small Arms, Blasters, Grenades   2     KS: Protectors procedures and training 11-   3     Paramedics 11-   3     Stealth 12- Skills Cost: 24   Total Character Cost: 175   Pts. Complication   5    Distinctive Features:  Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)  10   Monitored:  Protectors, Inc Frequently (Mo Pow; Watching)  10   Psychological Complication:  Protective of innocents, upholds law (Common; Moderate)   5    Social Complication:  Subject to Orders Infrequently, Minor  20   Individual complications Complication Points: 50  
     

    Protector Agent.hdc
  25. Like
    Christopher R Taylor got a reaction from death tribble in And now, for your daily dose of cute...   
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