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Christopher R Taylor

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  1. Like
    Christopher R Taylor got a reaction from Acroyear II in 6th Edition Conversions   
    Paper minis for Zodiac, the whole team
     

    ZodiacMinis.pdf
  2. Like
    Christopher R Taylor got a reaction from Division in 6th Edition Conversions   
    About halfway done with Zodiac, I think I'll do Ninja Hero characters next.  I hope this is encouraging people to find and pick up these old products and bust them out in their Champions games.
  3. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    Paper minis for Zodiac, the whole team
     

    ZodiacMinis.pdf
  4. Like
    Christopher R Taylor got a reaction from Burrito Boy in 6th Edition Conversions   
    The third member of Zodiac, Cancer.  An alien bioengineered in crystalline armor, he was the Tunguska Event in Russia.  Crashing to earth in a disabled craft and abandoned long ago by his people's army, he believes it has been centuries or longer since he was last with them, in stasis plummeting through space.  Now he serves Zodiac and fights for them as a loyal soldier.
     
    Cancer   Val Char Cost  50  STR   40          Lift: 25 tons; Damage: 10d6  23  DEX   26  25  CON  15  15  BOD   5  10  INT     0            Perception Roll: 11-  11  EGO  1  15  PRE   5            Presence Attack: 3d6  29  PD    12           rPD: 15  31  ED    12           rED: 17   5   SPD  30  15  REC  11  50  END   6  48  STN  14   OCV:    8 DCV:    8 OMCV: 4 DMCV: 4   14m RUN   2   4m SWIM 0 16m LEAP 6 Characteristics Cost: 241   Cost Power  24    Dense and heavy: Knockback Resistance -24m  48    Armor: Resistant Protection (15 PD/17 ED)  34    Burrowing: Tunneling 12m through 6 PD material, Fill In   7     Claws: +10 STR - total strength 60 for grab and hold - (10 Active Points); Only for Grabs (-1/2)  16    Regeneration (2 BODY per Hour)   5     Ship Link: Mind Link , With ship Powers Cost: 134   Cost Skill   7     Combat Piloting 16-  10    +1 with All Attacks   1     Tactics 8-   2     WF:  Beam Weapons   2     Weaponsmith (Energy Weapons) 11- Skills Cost: 22   Cost Talent   3     Lightsleep  20    Universal Translator 11- Talents Cost: 23   Total Character Cost: 420   Pts. Complication  15   Distinctive Features:  Crystal alien (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)  15   Hunted:  METE Frequently (As Pow; NCI; Mildly Punish)  20   Psychological Complication:  Emotionless and amoral, without pity (Common; Total)  15   Psychological Complication:  Never retreat or flee (Common; Strong)  15   Psychological Complication:  Loyal to Zodiac (Common; Strong)  10   Social Complication:  Not from around here (Frequently; Minor)  10   Vulnerability:  2 x STUN Sonic attacks (Uncommon)  10   Vulnerability:  2 x BODY Sonic attacks (Uncommon) Complication Points: 110  
     

    Cancer.hdc
  5. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    The third member of Zodiac, Cancer.  An alien bioengineered in crystalline armor, he was the Tunguska Event in Russia.  Crashing to earth in a disabled craft and abandoned long ago by his people's army, he believes it has been centuries or longer since he was last with them, in stasis plummeting through space.  Now he serves Zodiac and fights for them as a loyal soldier.
     
    Cancer   Val Char Cost  50  STR   40          Lift: 25 tons; Damage: 10d6  23  DEX   26  25  CON  15  15  BOD   5  10  INT     0            Perception Roll: 11-  11  EGO  1  15  PRE   5            Presence Attack: 3d6  29  PD    12           rPD: 15  31  ED    12           rED: 17   5   SPD  30  15  REC  11  50  END   6  48  STN  14   OCV:    8 DCV:    8 OMCV: 4 DMCV: 4   14m RUN   2   4m SWIM 0 16m LEAP 6 Characteristics Cost: 241   Cost Power  24    Dense and heavy: Knockback Resistance -24m  48    Armor: Resistant Protection (15 PD/17 ED)  34    Burrowing: Tunneling 12m through 6 PD material, Fill In   7     Claws: +10 STR - total strength 60 for grab and hold - (10 Active Points); Only for Grabs (-1/2)  16    Regeneration (2 BODY per Hour)   5     Ship Link: Mind Link , With ship Powers Cost: 134   Cost Skill   7     Combat Piloting 16-  10    +1 with All Attacks   1     Tactics 8-   2     WF:  Beam Weapons   2     Weaponsmith (Energy Weapons) 11- Skills Cost: 22   Cost Talent   3     Lightsleep  20    Universal Translator 11- Talents Cost: 23   Total Character Cost: 420   Pts. Complication  15   Distinctive Features:  Crystal alien (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)  15   Hunted:  METE Frequently (As Pow; NCI; Mildly Punish)  20   Psychological Complication:  Emotionless and amoral, without pity (Common; Total)  15   Psychological Complication:  Never retreat or flee (Common; Strong)  15   Psychological Complication:  Loyal to Zodiac (Common; Strong)  10   Social Complication:  Not from around here (Frequently; Minor)  10   Vulnerability:  2 x STUN Sonic attacks (Uncommon)  10   Vulnerability:  2 x BODY Sonic attacks (Uncommon) Complication Points: 110  
     

    Cancer.hdc
  6. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Aries, simple-minded ex pro-wrestler with massive strength.  Although he has the mind of a child, he goes nuts in combat and is very dangerous to face.
     
    Aries   Val Char Cost  50  STR   40          Lift: 25 tons; Damage 10d6  20  DEX   20  40  CON  30  15  BOD   5   6   INT    -4           Perception Roll: 10-  10  EGO   0  15  PRE   5            Presence Attack: 3d6  30  PD    28           Head Only: +9 PD, rPD  25  ED    23           Head Only: +9 ED, rED   4   SPD  20  20  REC  16  80  END  12  62  STN  21   OCV:    7 DCV:    7 OMCV: 3 DMCV: 3   42m RUN  30   4m SWIM 0 12m LEAP 4 Characteristics Cost: 290   Cost Power  10    Big and burly: Knockback Resistance -10m  15    Damage Resistance: Resistant (+1/2) (15 Active Points) applied to PD  12    Damage Resistance: Resistant (+1/2) (12 Active Points) applied to ED  12    Horns: Resistant Protection (9 PD/9 ED) (27 Active Points); Head Only (8- roll; -1 1/4)   5     Stubborn: Mental Defense (7 points total) (Base MD)   5     Immortality Spell: Life Support (immortality) (5 Active Points) Powers Cost: 59   Cost Skill   2     PS: Professional Wrestling 11-   6     +3 with Move Through Skills Cost: 8   Total Character Cost: 357   Pts. Complication  10   Dependent NPC:  Virgo Very Frequently (As powerful as the PC)  20   Distinctive Features:  Huge, ugly, horns (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  30   Enraged:  In Combat (Very Common), go 14-, recover 11-  10   Hunted:  Champions Infrequently (As Pow; Harshly Punish)   5    Negative Reputation:  Retarded berserker, Infrequently  15   Physical Complication:  Child Like (Frequently; Slightly Impairing)  15   Psychological Complication:  Protective of Friends (Common; Strong)  15   Psychological Complication:  Uncultured and simple (Common; Strong)  10   Social Complication:  Public Identity (Frequently; Minor)  10   Watched:  Zodiac Infrequently (Mo Pow; NCI; Watching) Complication Points: 140  

    Aries.hdc
  7. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Finally, Lord Dire, the arch enemy of the Sentinels, and the main bad guy for the Champions of the North campaign.  He has a strong Dr Doom feel to him (as does Dr Destroyer, really) and as villains go he's only really distinct in that he's very protective of his henchmen and followers.  If there's one cliche I can't stand its the "villain kills a henchmen for failing just to show he's the bad guy" one.  Almost nobody would work for a psychotic murdering boss unless they were insane and useless themselves.  He's not enormously tough for the team's big bad guy, so I imagine he uses the "waves of henchmen" approach in fights to keep the PCs off him and uses gadgets and fortification to avoid them.
     
    There's zero description of Lord Dire in the book; just a mention of a suit of armor.  The illustration is interesting enough but I had to guess at coloring.
     
    Lord Dire    Val   Char Cost 13/30  STR    3          Lift: 130 kg (1600kg); Damage 2 1/2d6 (6d6) 11/23  DEX    2  18    CON    8  10    BOD    0  28    INT    18          Perception Roll: 16-  18    EGO   8 15/20 PRE    5         Presence Attack: 3d6/4d6   4     PD      2           In Armor: 14 PD, 10 rPD; With Force Field: 24 PD, 20 rPD   6     ED      4           In Armor: 16 ED, 10 rED; With Force Field: 26 ED, 20 rED  3/5   SPD   10   8    REC    4  35   END    3  26   STN    3   OCV:  4/8 DCV:  4/8 OMCV: 6 DMCV: 6   12m RUN   0   4m SWIM 0   5m LEAP 1 Characteristics Cost: 99   Cost Power  30    Technokinesis: Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2) (60 Active Points); Only to manipulate electronic equipment (-1)  15    Sense Electronics: Detect Circuitry 15- (Unusual Group), Discriminatory, Range  26    Gadget Pool: Variable Power Pool (Gadget Pool), 20 base + 30 control cost,  (35 Active Points); Requires A Roll (Gadgeteering Skill roll; -1/2), Gadgets and technology only (-1/2), Only change powers at a lab (-1/2)    12    Belt Power Core: Endurance Reserve  (80 END, 2 REC) Reserve:  (22 Active Points); OAF (-1)  10    Belt Jets: Flight 20m, Uses END Reserve (20 Active Points); OAF (-1)            Battlesuit, all slots OIF (-1/2)  70    1)  Characteristics Boosters: (Total: 113 Active Cost, 70 Real Cost) +17 STR, Reduced Endurance (1/2 END; +1/4) (24 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 12) plus +12 DEX (24 Active Points); OIF (-1/2) (Real Cost: 16) plus +5 PRE (5 Active Points); OIF (-1/2) (Real Cost: 3) plus +4 OCV (20 Active Points); OIF (-1/2) (Real Cost: 13) plus +4 DCV (20 Active Points); OIF (-1/2) (Real Cost: 13) plus +2 SPD (20 Active Points); OIF (-1/2) (Real Cost: 13)  20    2)  Armour: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)  15    3)  Force Field: Resistant Protection (10 PD/10 ED) (Uses END Reserve) (30 Active Points); Costs Endurance (-1/2), OIF (-1/2)   3     4)  Indirect Viewing: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)   3     5)  Mental Defense (9 points total) (Base MD) (5 Active Points); OIF (-1/2)   3     6)  Wide Spectrum Viewing: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)  13    7)  Environmental Controls: 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) (19 Active Points); OIF (-1/2)    33    Weapon Systems: Multipower, 50-point reserve,  (50 Active Points); all slots OIF (-1/2)  3f     1)  Lightning Cannon: Blast 10d6 (50 Active Points); OIF (-1/2), 16 Charges (-0)  3f     2)  Arclight: Sight Group Flash 10d6 (50 Active Points); OIF (-1/2), 16 Charges (-0) Powers Cost: 259   Cost Skill   3     Computer Programming 15-   3     Cryptography 15-   3     Deduction 15-   3     Electronics 15-   7     Gadgeteering 17-   3     Inventor 15-   3     Mechanics 15-   3     Oratory 12- (13-)   3     Paramedics 15-   3     Scientist   2     1)  Science Skill:  BIochemistry 15- (3 Active Points)   2     2)  Science Skill:  BIophysics 15- (3 Active Points)   2     3)  Science Skill:  Biology 15- (3 Active Points)   2     4)  Science Skill:  Chemistry 15- (3 Active Points)   2     5)  Science Skill:  Genetics 15- (3 Active Points)   2     6)  Science Skill:  Mathematics 15- (3 Active Points)   2     7)  Science Skill:  Nuclear Physics 15- (3 Active Points)   2     8)  Science Skill:  Physics 15- (3 Active Points)   2     9)  Science Skill:  Robotics 15- (3 Active Points)   2    10)  Science Skill:  Subatomic Physics 15- (3 Active Points) Skills Cost: 54   Cost Perk  40    Vehicles & Bases  55    Followers (100 at 100 pts each average) Perks Cost: 95   Cost Talent   3     Absolute Time Sense   5     Eidetic Memory   3     Lightning Calculator  25    Universal Translator 20- Talents Cost: 36   Total Character Cost: 543   Pts. Complication  10   Enraged:  Personally struck by physical attack (Common), go 8-, recover 14-   5    Enraged:  Goals Thwarted (Uncommon), go 8-, recover 14-  15   Psychological Complication:  protective of, tries to avoid hurting followers (Common; Strong)  15   Psychological Complication:  Overconfident (Common; Strong)  20   Psychological Complication:  Obsessed with world conquest (Very Common; Strong)  10   Psychological Complication:  Tries to be honorable (Common; Moderate)  10   Psychological Complication:  Must be leader of any organization he is in (Common; Moderate)  15   Negative Reputation:  World Conquering tyrant, Frequently (Extreme)  10   Rivalry:  Professional (Skylark; Rival is Less Powerful; Rival is a Player Character; Seek to Harm or Kill Rival; Rival Aware of Rivalry)  10   Rivalry:  Professional (Dr Destroyer; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)  15   Hunted:  MISSION Infrequently (As Pow; NCI; Harshly Punish)  10   Hunted:  PRIMUS Infrequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)  15   Hunted:  UNTIL Infrequently (As Pow; NCI; Harshly Punish)   5    Hunted:  Royal Canadian Mounted Police Infrequently (Less Pow; NCI; Limited Geographical Area; Harshly Punish)  15   Social Complication:  Secret Identity Frequently, Major  10   Vulnerability:  1 1/2 x STUN Electricity (Common) Complication Points: 190  

    Lord Dire.hdc
  8. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    Nycademos, Sirius' hunted and one of Canada's arch villains.  Several of the characters either are slightly different in illustration than their descriptions, or have no description at all, so I've had to sort of wing it on colors and such.  Nycademos is one such character; his description is not a guy in a long cloak but that's what his picture shows.
     
    Nycademos is an alchemist from the 16th century, one that has been very successful.  Skilled in alchemy and sorcery, he is effectively immortal and I gave him massive wealth (even though it wasn't on the character sheet) because it is highly implied in the write up and he'd have figured out how to turn ordinary objects into gold after 500 years of alchemical study.  His spells for Sleep and Weakness I pushed up to 5d6 because they were bought with Range (pushing their 30 point cost to 52 in 4th edition).
     
    Nycademos   Val Char Cost  13  STR    3          Lift: 130kg; Damage 2 1/2d6  17  DEX   14  18  CON   8  10  BOD   0  23  INT    13          Perception Roll: 14-  20  EGO  10  18  PRE    8          Presence Attack: 3 1/2d6  12   PD     4          6rPD (Mystic Amulet); With Shield Spell: 22 PD, 16 rPD  12   ED     6          4rED (Mystic Amulet); With Shield Spell: 22 ED, 14 rED   5   SPD  30  12  REC   8  35  END   3  26  STN   3   OCV:    6 DCV:    6 OMCV: 7 DMCV: 7   12m RUN   0   4m SWIM 0   5m LEAP 1 Characteristics Cost: 165   Cost Power   6     Mental Defense (10 points total) (Base MD)  10    Detect Magic: Detect Magic 14- (Unusual Group), Discriminatory, Range (15 Active Points); Requires A Roll (Magic Skill roll; -1/2)  10    Mystic Amulet: Resistant Protection (6 PD, 4 ED) (15 Active Points); IAF (-1/2)    41    Sorcery: Multipower, 82-point reserve,  (82 Active Points); all slots Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  2f     1)  Flame Bolt: Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  3f     2)  Sleep: Drain STUN 5d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  2f     3)  Weakness: Drain STR 5d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); OIF (-1/2), Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  2f     4)  Mystic Web: Entangle 4d6, 4 PD/4 ED, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  2f     5)  Mind Control 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  3f     6)  Geomorph: Severe Transform 3d6 (Target into statue of target, normal body healing), Improved Results Group (identical statue of person; +1/4) (56 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  4f     7)  Heal: Healing BODY and STUN 4d6, Expanded Effect (x2 Characteristics simultaneously) (+1/2), Ranged (+1/2) (80 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  1f     8)  Shield: Resistant Protection (10 PD/10 ED) (30 Active Points); Requires A Roll (Magic Skill roll; -1/2), Costs Half Endurance (-1/4), Gestures (-1/4), Incantations (-1/4)  1f     9)  Levitate: Flight 20m (20 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  2f    10) Sleep: Drain STUN 3d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)    16   Variable Power Pool, 10 base + 40 control cost,  (30 Active Points); Only for potions and oils (-1/2), Can only change powers in a lab (-1/2), Requires A Roll (Alchemy Skill roll; -1/2); all slots OIF Fragile Expendable (Difficult to obtain new Focus; -1)   0    1) Potion of Healing: Healing Body and Stun as damage 3d6 (30 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) Real Cost: 7   0    2) Potion of Strength: +0 STR; 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) Real Cost: 0   0    3) Mist of Darkness: Darkness to Sight Group 6m radius (30 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Range Based On Strength (-1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) Real Cost: 6   0    4) Oil of Etherealness: Desolidification  (affected by Magic) (40 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Full Phase, -1/2), Gestures (-1/4), Does not work if submerged in water (-1/4) Real Cost: 8   0    5) Oil of Invisibilty: Invisibility to Sight Group  (20 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Normal sight only (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Does not work if submerged in water (-1/4) Real Cost: 4   0    6) Oil of Resistance: Damage Negation (-3 DCs Physical, -3 DCs Energy) (30 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Full Phase, -1/2), Does not work if submerged in water (-1/4), Gestures (-1/4), Does not work if submerged in water (-1/4) Real Cost: 6 Powers Cost: 105   Cost Skill   9     Alchemy 17-   6     +2 with Multipower   3     Inventor 14-   3     Linguist   2     1)  Language:  English (Italian is native) (completely fluent) (3 Active Points)   3     2)  Language:  French (idiomatic) (4 Active Points)   3     3)  Language:  Greek (idiomatic) (4 Active Points)   3     4)  Language:  Latin (idiomatic) (4 Active Points)  17    Magic 21-   3     Riding 12-   3     Scientist   2     1)  Science Skill:  Biochemistry 14- (3 Active Points)   2     2)  Science Skill:  Biology 14- (3 Active Points)   2     3)  Science Skill:  Botany 14- (3 Active Points)   2     4)  Science Skill:  Chemistry 14- (3 Active Points)   2     5)  Science Skill:  Pharmacology 14- (3 Active Points) Skills Cost: 65   Cost Perk  15    Money:  Filthy Rich Perks Cost: 15   Total Character Cost: 350   Pts. Complication  10   Enraged:  When physically struck (Common), go 8-, recover 14-  20   Hunted:  UNTIL Infrequently (Mo Pow; NCI; Harshly Punish)  20   Hunted:  DEMON Infrequently (Mo Pow; NCI; Harshly Punish)  15   Psychological Complication:  Megalomania (Common; Strong)  15   Psychological Complication:  Overconfident (Very Common; Moderate)  10   Psychological Complication:  Amoral (Common; Moderate)  10   Psychological Complication:  Scientific Curiosity (Common; Moderate)  15   Physical Complication:  Experiences spells of dizziness and weariness (Infrequently; Greatly Impairing)   5    Negative Reputation:  Power Hungry Sorcerer, Infrequently  10   Unluck: 2d6 Complication Points: 130 Base Points: 340  

    Nycademos.hdc
  9. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    Bonus character for tonight.  I'm going to do the Zodiac guys, but I have a few more Champions of the North to do still.  A few villains and I'll move on to the Zodiac next week, I think.  For now: Aquarius, the weather mage.  He was a bit of a challenge because 3rd edition's effects for some ideas were quite different such as Change Environment.  Very expensive character with lots of very powerful abilities but quite slow and not very difficult to hurt, especially if taken by surprise or stunned.
     
    Aquarius   Val Char Cost  10  STR    0          Lift: 100kg, Damage 2d6  10  DEX    0  30  CON  20  10  BOD   0  18  INT     8           Perception Roll: 13-  10  EGO   0  30  PRE  20          Presence Attack: 6d6   2   PD     0           With Wind Shield: 27 PD, 25 rPD   6   ED     4           With Wind Shield: 27 PD, 25 rPD   4   SPD  20  12  REC  8  80  END 12  40  STN 10   OCV:    3  DCV:    3 OMCV: 3 DMCV: 3   12m RUN   0   4m SWIM 0   4m LEAP 0 Characteristics Cost: 102   Cost Power   5     Immortality Spell: Life Support  (Longevity: Immortal)    70    Weather Control: Change Environment (-5 Wind Levels), Area Of Effect (2 2m Areas; +1/4), Reduced Endurance (0 END; +1/2), MegaScale (1m = 1,000 km; Area; +1 3/4) (87 Active Points); Unified Power (-1/4)    43     Lightning: Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  23     Lightning Bolt: Sight Group Flash 4d6, Reduced Endurance (0 END; +1/2), Area Of Effect (8m Radius; +1/2) (40 Active Points); Linked (Lightning; -1/2), Unified Power (-1/4)  38    Winds: Telekinesis (30 STR), Area Of Effect (15m Cone Explosion; +1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  28    Wind: Deflection, Area Of Effect (4m Radius; +1/4), Reduced Endurance (1/2 END; +1/4), Constant (+1/2), Uncontrolled (+1/2) (50 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  35     Fog: Darkness to Sight Group 10m radius, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  31     Rain: Suppress Fire Powers 4d6, Area Of Effect (16m Radius Explosion; +1/4), Fire Powers (+1/2) (70 Active Points); Costs Endurance (to maintain) (-1/2), Linked (Weather Control; -1/2), Unified Power (-1/4)  43     Wind Shield: Resistant Protection (25 PD/25 ED) (75 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  25     Wind Riding: Flight 30m, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (44 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4) Powers Cost: 341   Cost Skill   2     AK: England 11-  40    +5 with Ranged Combat   3     High Society 15-   2     KS: History 11-   1     Science Skill:  Meteorology 8-   1     Sorcery 8- Skills Cost: 49   Cost Perk  15    Money: Filthy Rich Perks Cost: 15   Total Character Cost: 507   Pts. Complication   5    Distinctive Features:  Scar (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)  20   Enraged:  Witch Trials mentioned (Uncommon), go 11-, recover 8-  15   Psychological Complication:  Arrogant (Common; Strong)  20   Psychological Complication:  Overconfidence (Very Common; Strong)  15   Psychological Complication:  Cares for Libra (Common; Strong)  15   Negative Reputation:  Storm master, destroys towns, immortal, Frequently (Extreme)  20   Vulnerability:  2 x STUN Magic Attacks (Common) Complication Points: 110  
     
     
    http://oi60.tinypic.com/rqzmzp.jpg
    Aquarius.hdc
  10. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Bonus character for tonight.  I'm going to do the Zodiac guys, but I have a few more Champions of the North to do still.  A few villains and I'll move on to the Zodiac next week, I think.  For now: Aquarius, the weather mage.  He was a bit of a challenge because 3rd edition's effects for some ideas were quite different such as Change Environment.  Very expensive character with lots of very powerful abilities but quite slow and not very difficult to hurt, especially if taken by surprise or stunned.
     
    Aquarius   Val Char Cost  10  STR    0          Lift: 100kg, Damage 2d6  10  DEX    0  30  CON  20  10  BOD   0  18  INT     8           Perception Roll: 13-  10  EGO   0  30  PRE  20          Presence Attack: 6d6   2   PD     0           With Wind Shield: 27 PD, 25 rPD   6   ED     4           With Wind Shield: 27 PD, 25 rPD   4   SPD  20  12  REC  8  80  END 12  40  STN 10   OCV:    3  DCV:    3 OMCV: 3 DMCV: 3   12m RUN   0   4m SWIM 0   4m LEAP 0 Characteristics Cost: 102   Cost Power   5     Immortality Spell: Life Support  (Longevity: Immortal)    70    Weather Control: Change Environment (-5 Wind Levels), Area Of Effect (2 2m Areas; +1/4), Reduced Endurance (0 END; +1/2), MegaScale (1m = 1,000 km; Area; +1 3/4) (87 Active Points); Unified Power (-1/4)    43     Lightning: Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  23     Lightning Bolt: Sight Group Flash 4d6, Reduced Endurance (0 END; +1/2), Area Of Effect (8m Radius; +1/2) (40 Active Points); Linked (Lightning; -1/2), Unified Power (-1/4)  38    Winds: Telekinesis (30 STR), Area Of Effect (15m Cone Explosion; +1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  28    Wind: Deflection, Area Of Effect (4m Radius; +1/4), Reduced Endurance (1/2 END; +1/4), Constant (+1/2), Uncontrolled (+1/2) (50 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  35     Fog: Darkness to Sight Group 10m radius, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  31     Rain: Suppress Fire Powers 4d6, Area Of Effect (16m Radius Explosion; +1/4), Fire Powers (+1/2) (70 Active Points); Costs Endurance (to maintain) (-1/2), Linked (Weather Control; -1/2), Unified Power (-1/4)  43     Wind Shield: Resistant Protection (25 PD/25 ED) (75 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  25     Wind Riding: Flight 30m, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (44 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4) Powers Cost: 341   Cost Skill   2     AK: England 11-  40    +5 with Ranged Combat   3     High Society 15-   2     KS: History 11-   1     Science Skill:  Meteorology 8-   1     Sorcery 8- Skills Cost: 49   Cost Perk  15    Money: Filthy Rich Perks Cost: 15   Total Character Cost: 507   Pts. Complication   5    Distinctive Features:  Scar (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)  20   Enraged:  Witch Trials mentioned (Uncommon), go 11-, recover 8-  15   Psychological Complication:  Arrogant (Common; Strong)  20   Psychological Complication:  Overconfidence (Very Common; Strong)  15   Psychological Complication:  Cares for Libra (Common; Strong)  15   Negative Reputation:  Storm master, destroys towns, immortal, Frequently (Extreme)  20   Vulnerability:  2 x STUN Magic Attacks (Common) Complication Points: 110  
     
     
    http://oi60.tinypic.com/rqzmzp.jpg
    Aquarius.hdc
  11. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    And finally, Snowmane, last of the Sentinels and final member of the Atlantic team.  A happy-go-lucky Beast type (from X-Men) rather than a Sasquatch type from Alpha Flight.
     
    Snowmane    Val   Char Cost 15/50  STR     5          Lift: 200kg; Damage 3d6  (As Snowmane: Lift: 25 tons; Damage 10d6) 14/20  DEX     8 18/28  CON    8 10/14  BOD    0   13    INT      3           Perception Roll: 12-   14    EGO   4 10/20  PRE    0           Presence Attack: 2d6 (As Snowmane: 4d6)    5     PD      3    4     ED      2  3/5    SPD   10  7/14   REC    3           As Snowmane: 18 PD; 12 rPD 35/55  END    3           As Snowmane: 15 ED; 8 rED (+10 rED vs cold) 26/46  STN    3   OCV:    5 (As Snowmane: 7) DCV:    5 (As Snowmane: 6) OMCV: 5 DMCV: 5   12m RUN   0   4m SWIM 0   6m LEAP 1  (As Snowmane: 30m) Characteristics Cost: 85   Cost Power  10    Fortunate: Luck 2d6   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)            Snowmane Form, all slots Only In Alternate Identity (-1/4)   3     1)  Growth: Knockback Resistance -4m (4 Active Points); Only In Alternate Identity (-1/4) 112   2)  New Body Stats: (Total: 144 Active Cost, 112 Real Cost) +35 STR, Reduced Endurance (1/2 END; +1/4) (48 Active Points); Only In Alternate Identity (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 35) plus +6 DEX (12 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10) plus +10 CON (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8) plus +10 PRE (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8) plus +2 OCV (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8) plus +1 DCV (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4) plus +2 SPD (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16) plus +1 PD; Only In Alternate Identity (-1/4) (Real Cost: 1) plus +3 ED (3 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 2) plus +7 REC (7 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 6) plus +20 END (4 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 3) plus +4 BODY (4 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 3) plus +20 STUN (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8)  18    3)  Ice Breath: Blast 4d6, Attack Versus Alternate Defense (cold powers or resistant defense that protects carried items; All Or Nothing; +1) (40 Active Points); 4 Charges (-1), Only In Alternate Identity (-1/4)  10    4)  Absorb Cold: Absorption 18 BODY  (energy, Strength) (18 Active Points); Cold only (-1/2), Only In Alternate Identity (-1/4)  24    5)  Tough Skin: Resistant Protection (12 PD/8 ED) (30 Active Points); Only In Alternate Identity (-1/4)   8     6)  Cold Resistant: Resistant Protection (10 ED) (15 Active Points); Only vs cold (-1/2), Only In Alternate Identity (-1/4)   8     7)  Strong Grip: Clinging (normal STR) (10 Active Points); Only In Alternate Identity (-1/4)   4     8)  Keen Nose: Discriminatory with Normal Smell (5 Active Points); Only In Alternate Identity (-1/4)  14    9)  Superleap: Leaping +24m (30m forward, 15m upward) (x4 Noncombat) (17 Active Points); Only In Alternate Identity (-1/4) Powers Cost: 214   Cost Skill   3     Acrobatics 12- (13-)   3     Breakfall 12- (13-)  16     +2 with HTH Combat   2     +1 OCV with punch   1     Language:  French (English is native) (basic conversation)   2     PS: Archaeologist 11-   2     Science Skill:  Archaeology 11-   3     Survival 12-   2     TF:  Large Planes, Small Planes Skills Cost: 34   Total Character Cost: 333   Pts. Complication   5    Accidental Change:  Injured by others or very angry 8- (Uncommon)  15   Dependent NPC:  Girlfriend Kathy O'Kaye Infrequently (Normal; Unaware of character's adventuring career/Secret ID)  10   Distinctive Features:  Large furry monster (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  10   Enraged:  Betrayed (Uncommon), go 11-, recover 14-  20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)  20   Psychological Complication:  Code against killing (Common; Total)  15   Psychological Complication:  Swashbuckler (Very Common; Moderate)  10   Psychological Complication:  Hatred of betrayal and unloyalty (Uncommon; Strong)  15   Social Complication:  Secret Identity Frequently, Major  10   Vulnerability:  1 1/2 x STUN fire-based attacks (Common)  10   Watched:  Infrequently (Mo Pow; NCI; Watching) Complication Points: 140  
     

    Snowmane.hdc
  12. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Final member of the Pacific Sentinels, the kid ingenue on the team Star Sapphire.
     
    Star Sapphire   Val Char Cost  15  STR    5          Lift: 200kg; Damage: 3d6  23  DEX   26  23  CON  13  10  BOD   0  18  INT     8          Perception Roll: 13-  14  EGO 4  15  PRE   5          Presence Attack: 3d6   6   PD     4          With Force Field: PD 18, rPD 12   8   ED     6          With Force Field: ED 16, rED 8   5   SPD   0  12  REC   8  45  END   5  30  STN   5   OCV:    8 DCV:    8 OMCV: 8 DMCV: 8   12m RUN   0   4m SWIM 0   6m LEAP 1 Characteristics Cost: 152   Cost Power  15    Lucky: Luck 3d6  24    Force Field: Resistant Protection (12 PD/8 ED) (30 Active Points); Costs Half Endurance (-1/4)  25    Sapphire Flight: Flight 20m, Reduced Endurance (1/2 END; +1/4) (25 Active Points)    52    Psychokinetic Powers: Multipower, 52-point reserve  5f    1)  Force Blast: Blast 7d6, Double Knockback (+1/2) (52 Active Points)  5f    2)  Force Burst: Blast 5d6, Attack Versus Alternate Defense (force fields and force barriers; All Or Nothing; +1) (50 Active Points); 16 Charges (-0)  5f    3)  Force Bonds: Entangle 4d6, 4 PD/4 ED, Entangle And Target Both Take Damage (+1/4) (50 Active Points); 16 Charges (-0)  4f    4)  Force Zone: Entangle 3d6, 3 PD/3 ED, Area Of Effect (12m Radius Explosion; +1/4), Entangle And Target Both Take Damage (+1/4) (45 Active Points); 16 Charges (-0)  3f    5)  Force Wall: Barrier 12 PD/8 ED, 11 BODY (up to 8m long, 2m tall, and 1/2m thick) (52 Active Points); 8 Charges (-1/2) Powers Cost: 138   Cost Skill   3     Computer Programming 13-   3     +1 with Multipower   1     PS: Student 8-   3     Science Skill:  Chemistry 12-   1     Science Skill:  Physics 8- Skills Cost: 11   Total Character Cost: 301   Pts. Complication  10   Enraged:  Cornered and losing fight (Uncommon), go 11-, recover 14-  20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)  20   Psychological Complication:  Code vs killing (Common; Total)  15   Psychological Complication:  Impulsive Overconfidence (Very Common; Moderate)  10   Psychological Complication:  Likes to annoy villains and other "kill-joys" (Common; Moderate)   5    Psychological Complication:  Attracted to Gemstones (Uncommon; Moderate)  15   Social Complication:  Secret Identity (Frequently; Major)   5    Unluck: 1d6   5    Vulnerability:  1 1/2 x STUN Vibration powers (Uncommon)  10   Vulnerability:  1 1/2 x STUN Cold based attacks (Common)  20 Watched:  Canadian Government Infrequently (Mo Pow; NCI; Harshly Punish) Complication Points: 135   Star Sapphire.hdc
  13. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    The final member of the core Sentinels team, based out of Toronto.  Skylark is the team leader, and it appears the leader of all three Sentinels teams.  The 3 team breakdown of Pacific in Vancouver, Toronto, and Atlantic in Halifax I use in my campaign world too, with a slightly different team makeup.  He has a strange kind of Space Ghost vibe with bracers that blast and turn him invisible (although they aren't shown in his image).
     
    Skylark   Val Char Cost  20  STR   10          Lift: 400kg; Damage: 4d6  20  DEX   20  18  CON   8  10  BOD   0  23  INT    13          Perception Roll: 14-  14  EGO  4  18  PRE   8           Presence Attack: 3 1/2d6   6   PD     4           With Armour: PD 14; rPD 8   6   ED     4           With Armour: ED 14; rED 8   6   SPD  40  10  REC   6  35  END   3  30  STN   5   OCV:    7 DCV:    7 OMCV: 5 DMCV: 5   12m RUN   0   4m SWIM 0   8m LEAP 2 Characteristics Cost: 179   Cost Power  10    Fortunate: Luck 2d6  16    Armour: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2)  29    Flight Suit: Flight 30m, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (44 Active Points); OIF (-1/2)   2     Visor: +6 versus Range Modifier for Normal Sight (3 Active Points); OIF (-1/2)    27    Wristbands: Multipower, 40-point reserve,  (40 Active Points); all slots OIF (-1/2)  3f     1)  Heat Ray: Blast 8d6 (40 Active Points); OIF (-1/2)  3f     2)  Photonic Surge: Sight Group Flash 8d6 (40 Active Points); OIF (-1/2), 16 Charges (-0)  1f     3)  Photonic Distorter: Invisibility to Sight Group  (20 Active Points); OIF (-1/2), 8 Continuing Charges lasting 1 Turn each (-0) Powers Cost: 91   Cost Skill   3     Acrobatics 13-   3     Breakfall 13-   3     Computer Programming 14-   3     +1 Multipower   3     +1 OCV for turn mode, dodge, move by, and move through while in flight   3     +1 with Electronics, Inventor, and Mechanics   3     Electronics 14-   3     Inventor 14-   2     KS: Super beings known to Canadian government 11-   2     Language:  French (English is native) (fluent conversation)   3     Mechanics 14-   3     Scientist   2     1)  Science Skill:  Chemistry 14- (3 Active Points)   2     2)  Science Skill:  Mathematics 14- (3 Active Points)   2     3)  Science Skill:  Optics 14- (3 Active Points)   3     4)  Science Skill:  Physics 15- (4 Active Points)   2     5)  Science Skill:  Robotics 14- (3 Active Points) Skills Cost: 45   Cost Perk   2     Positive Reputation:  Hero and leader of Sentinels (A large group) 11-, +1/+1d6 Perks Cost: 2   Total Character Cost: 317   Pts. Complication  10   Enraged:  Innocents hurt (Common), go 8-, recover 14-  15   Hunted:  Multicorp Frequently (Less Pow; NCI; Harshly Punish)  15   Hunted:  Lord Dire Infrequently (Mo Pow; Harshly Punish)  15   Psychological Complication:  Code vs Killing (Common; Strong)  15   Psychological Complication:  Scientific Curiosity (Common; Strong)  15   Psychological Complication:  In love with Sirius (Common; Strong)  15   Social Complication:  Secret Identity Frequently, Major  10   Vulnerability:  1 1/2 x STUN Sonics and Vibrational powers (Common)  10   Watched:  Canadian Government Frequently (Mo Pow; NCI; Limited Geographical Area; Watching) Complication Points: 120  
     

    Skylark.hdc
  14. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Sirius, a mage that can shapeshift into an Irish Wolfhound.  I couldn't find a good Irish Wolfhound picture, so I used this wolf instead.  They don't really look alike at all.
     
    Sirius (human form)   Val Char Cost  15  STR    5          Lift: 200kg; Damage 3d6  23  DEX   26  23  CON  13  10  BOD   0  13  INT     3          Perception Roll: 12-  20  EGO 10  15  PRE   5          Presence Attack: 3d6   7   PD     5           With Force Field: PD 17; rPD 10  10  ED     8           With Force Field: ED 20; rED 10   5   SPD 30  14  REC 10  45  END   5  30  STN   5   OCV:    7 DCV:    7 OMCV: 7 DMCV: 7   12m RUN   0   4m SWIM 0   6m LEAP 1 Characteristics Cost: 200   Cost Power  46    Wolfhound Form: Multiform (230 Character Points)  15    Sense Magic: Detect Magic 12- (Unusual Group), Discriminatory, Range   8     Light Spell: Sight Group Images, Area Of Effect (1m Radius; +1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); No Range (-1/2), IAF (Amulet of Warding; -1/2)   4     Strong Will: Mental Defense (10 points total) (Base MD) (6 Active Points); IAF (Amulet of Warding; -1/2)    27    Magic: Multipower, 67-point reserve,  (67 Active Points); all slots Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)  2f     1)  Flamebolt: Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)  3f     2)  Sleep: Drain STUN 3d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (67 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)  2f     3)  Charm: Mind Control 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)  1f     4)  Shield: Resistant Protection (10 PD/10 ED) (30 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Costs Half Endurance (-1/4), Gestures (-1/4), Incantations (-1/4)  1f     5)  Levitate: Flight 20m, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)  2f    6)  Healing Spell: Healing Body and Stun 4d6, Expanded Effect (x2 Characteristics simultaneously) (+1/2) (60 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)  1f    7)  Mind Touch: Telepathy 4d6 (20 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4) Powers Cost: 112   Cost Skill   1     Alchemy 8-   3     +1 Multipower   3     Computer Programming 12-   2     KS: English Literature 11-   2     KS: English History 11-   3     Language:  French (English is native) (completely fluent)  21    Magic Skill 21-   2     PS: Teacher 11-   3     Riding 14-   1     TF:  Small Motorized Ground Vehicles Skills Cost: 41   Total Character Cost: 353   Pts. Complication  20   Hunted:  Genocide Infrequently (Mo Pow; NCI; Harshly Punish)  10   Hunted:  Nycademos Infrequently (As Pow; Harshly Punish)  10   Hunted:  Blackjack Infrequently (As Pow; Harshly Punish)  15   Psychological Complication:  Code vs Killing (Common; Strong)  10   Psychological Complication:  Claustrophobic (Uncommon; Strong)  15   Social Complication:  Secret Identity Frequently, Major   5    Unluck: 1d6  10   Vulnerability:  1 1/2 x STUN Drains & Transfers (Common)  10   Watched:  Canadian Government Frequently (Mo Pow; NCI; Limited Geographical Area; Watching) Complication Points: 105   And her shapeshift form:   Sirius (Wolfhound)   Val Char Cost  15  STR    5           Lift: 200kg; Damage 3d6  17  DEX   14  23  CON  13  10  BOD   0  13  INT     3           Perception Roll: 14- (smell 15-)  17  EGO   7  15  PRE    5          Presence Attack: 3d6   9   PD      7   8   ED      6   5   SPD  30  10  REC   6  45  END   5  30  STN   5   OCV:    6 DCV:    6 OMCV: 6 DMCV: 6   18m RUN   6   4m SWIM 0   6m LEAP 1 Characteristics Cost: 161   Cost Power  15    Bite: Killing Attack - Hand-To-Hand 1/2d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points)   6     Keen Senses: +2 PER with all Sense Groups   2     Wolfhound Nose: +1 PER with Smell/Taste Group  10    Wolfhound nose: Discriminatory with Smell/Taste Group  10    Wolfhound nose: Tracking with Smell/Taste Group Powers Cost: 43   Cost Skill   3     Stealth 12-   2     KS: English Literature 11-   2     KS: English History 11-   3     Language:  French (English is native) (completely fluent) Skills Cost: 10   Cost Talent  16    Combat Sense 13- Talents Cost: 16   Total Character Cost: 230   Pts. Complication  15   Accidental Change:  to Human Form when magic dispelled 14- (Uncommon)  10   Physical Complication:  Limited Fine Manipulation (Infrequently; Slightly Impairing)  15   Psychological Complication:  Code vs Killing (Common; Strong)  10   Psychological Complication:  Claustrophobic (Uncommon; Strong)  15   Social Complication:  Secret Identity Frequently, Major Complication Points: 65  
     

    Sirius (human form).hdc
    Sirius (Wolfhound).hdc
  15. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Ambrosia, the team's chemical-based mentalist.  She technically has mental powers, but some of them work through air born chemicals and all are associated with a scent and chemical effect.  Shockingly beautiful and French Canadian, she's a brilliant scientist but puts on as being not very bright.
     
    Ambrosia
     
    Val Char Cost
     10  STR    0          Weight: 100kg; Damage: 2d6
     18  DEX   16
     18  CON   8
      9   BOD   -1
     13  INT     3          Perception Roll: 12-
     20  EGO  10
     20  PRE   10         Presence Attack: 6d6
      5   PD      3          With Pacifism Field: PD 15; rPD 10
      9   ED      7          With Pacifism Field: ED 19; rED 10
      5   SPD   30
      8   REC   4
     35  END   3
     24  STN   2
     
    OCV:    6
    DCV:    6
    OMCV: 7
    DMCV: 7
     
    12m RUN   0
      4m SWIM 0
      4m LEAP 0
    Characteristics Cost: 154
     
    Cost Power
      5     Strong Will: Mental Defense (9 points total) (Base MD)
      5     Keen Senses: Discriminatory with Normal Smell
      5     Chemical Protection: Power Defense (5 points)
     40    Weaken Will: Drain EGO 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1) (40 Active Points)
     24    Thought Reading: Telepathy 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Perceivable (Slight scent; -1/4)
     30    Pacifism Field: Resistant Protection (10 PD/10 ED)
     
     40    Mental Chemical powers: Multipower, 50-point reserve,  (50 Active Points); all slots Perceivable (Slight scent; -1/4)
     4f    1)  Bliss Effect: Entangle 3d6, 3 PD/3 ED, Alternate Combat Value (uses OCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4) (45 Active Points); Perceivable (Slight scent; -1/4)
     3f    2)  Influence: Mental Illusions 10d6 (50 Active Points); Only for pleasant and non damaging effects (-1/2), Perceivable (Slight scent; -1/4)
     2f    3)  Influence: Mind Control 6d6 (30 Active Points); Perceivable (Slight scent; -1/4)
     1f    4)  Influence Men: Mind Control 4d6 (20 Active Points); Only vs men (-1/2), Usable only with Influence (-1/2), Perceivable (Slight scent; -1/4)
    Powers Cost: 159
     
    Cost Skill
      3     Acting 13-
      3     Charm 13-
      3     Combat Driving 13-
      8     +1 DCV
      3     +1 Multipower
      3     Conversation 13-
      2     Language:  English (fluent conversation)
      3     Persuasion 13-
      3     Science Skill:  Biochemistry 12-
      3     Science Skill:  Cosmetology 12-
    Skills Cost: 34
     
    Cost Talent
      6     +2/+2d6 Striking Appearance (vs. all characters)
    Talents Cost: 6
     
    Total Character Cost: 353
     
    Pts. Complication
      0    Dependence:  Human Contact Takes 1d6 Damage (Easy To Obtain; 8 Hours)
     10   Distinctive Features:  Extremely beautiful and pleasant aura (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
     20   Hunted:  Viper Infrequently (Mo Pow; NCI; Harshly Punish)
     15   Hunted:  Purifier & Genocide Infrequently (Mo Pow; Harshly Punish)
     10   Negative Reputation:  Theif turned actress and Sentinel, Frequently
     20   Psychological Complication:  Code vs Killing (Common; Total)
     10   Psychological Complication:  Nervous around killing attacks (Common; Moderate)
     10   Psychological Complication:  Impulsive (Common; Moderate)
     10   Social Complication:  Public Identity (Frequently, Minor)
     10   Vulnerability:  Physical Killing Attacks (Common)
      5    Vulnerability:  1 1/2 x STUN Chemical Attacks (Uncommon)
     10   Watched: Canadian Government Frequently (Mo Pow; NCI; Limited Geographical Area; Watching)
    Complication Points: 130
     

    Ambrosia.hdc
  16. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Incidentally, here's a set of Paper miniatures of the Sentinels.  I have all the art done for them because after Christmas I was pretty much flat on the couch feeling awful and it was something I could do other than watch TV.  Although I did get a lot of Hercule Poirot shows watched.
     

    SentinelsPaperMinis.pdf
  17. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Adamantine, the brick of the Toronto Sentinels.  Its interesting how builds shifted to this edition from before; the Strike Force builds had a different emphasis, with the newer ones adding a little ego and more resistant defenses.  This is the era of Champions I am most familiar with, although I started back before Champions II came out.
     
    Adamantine     Val Char Cost 10/50 STR     0         Lift: 100kg/25 tons; Damage 2d6/10d6 13/20 DEX     6 13/33 CON    3 10/12 BOD    0   18   INT      8         Perception Roll: 13-   14   EGO   4 10/20 PRE    0         Presence Attack: 2d6/4d6    2    PD      0         As Adamantine: PD 24; rPD 16    3    ED      1         As Adamantine: ED 24; rED 16     3/5   SPD  10  5/17  REC   1 25/65 END   1 22/56 STN   1   OCV:    4 (as Adamantine: 7) DCV:    4 (as Adamantine: 7) OMCV: 5 DMCV: 5   12m RUN   0   4m SWIM 0   4m LEAP 0 Characteristics Cost: 57   Cost Power          Hero Form Stats, all slots Only In Alternate Identity (-1/4)  48    1)  +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); Only In Alternate Identity (-1/4)  11    2)  +7 DEX (14 Active Points); Only In Alternate Identity (-1/4)  16    3)  +20 CON (20 Active Points); Only In Alternate Identity (-1/4)   2     4)  +2 BODY; Only In Alternate Identity (-1/4)   8     5)  +10 PRE (10 Active Points); Only In Alternate Identity (-1/4)   6     6)  +6 PD, Hardened (+1/4) (7 Active Points); Only In Alternate Identity (-1/4)   5     7)  +5 ED, Hardened (+1/4) (6 Active Points); Only In Alternate Identity (-1/4)  16    8)  +2 SPD (20 Active Points); Only In Alternate Identity (-1/4)  10    9)  +12 REC (12 Active Points); Only In Alternate Identity (-1/4)   6    10) +40 END (8 Active Points); Only In Alternate Identity (-1/4)  14   11) +34 STUN (17 Active Points); Only In Alternate Identity (-1/4)     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)   5    Reduced Endurance (0 END; +1/2) (5 Active Points) applied to STR  38   Resistant Protection (16 PD/16 ED) (48 Active Points); Only In Alternate Identity (-1/4)  19   Absorb Kinetic Energy: Absorption 24 BODY  (physical, to Resistant Protection PD) (24 Active Points); Only In Alternate Identity (-1/4)  19   Absorb Energy: Absorption 24 BODY  (energy, Resistant Protection ED) (24 Active Points); Only In Alternate Identity (-1/4)   3    Dense: Knockback Resistance -4m (4 Active Points); Only In Alternate Identity (-1/4) Powers Cost: 229   Cost Skill   8     +1 with HTH Combat   3     Computer Programming 13-   1     Language:  French (basic conversation)   2     PS: Researcher 11-   3     Scientist   3     1)  Science Skill:  Mathematics 14- (4 Active Points)   2     2)  Science Skill:  Physics 13- (3 Active Points)   3     3)  Science Skill:  Subatomic Physcs 14- (4 Active Points) Skills Cost: 25   Total Character Cost: 311   Pts. Complication  10   Accidental Change:  To human form if takes Body damage 11- (Uncommon)  10   Dependent NPC:  Friend and lab assistant Helen Brady Infrequently (Normal)   5    Distinctive Features:  metallic flesh (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)  20   Hunted:  VIper Infrequently (Mo Pow; NCI; Harshly Punish)  10   Hunted:  Radium Infrequently (As Pow; Harshly Punish)  20   Psychological Complication:  Code vs Killing (Common; Total)  20   Psychological Complication:  Protect Innocence at all costs (Common; Total)  10   Psychological Complication:  Fear of Heights (Uncommon; Strong)  15   Social Complication:  Secret Identit Frequently, Major   5    Vulnerability:  1 1/2 x STUN Sonic and Vibration attacks (Uncommon)   5    Watched:  Canadian Government Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching) Complication Points: 130   Adamantine.hdc
  18. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Welcome to the Great White North, eh?  First up is A-Man, the Amorphous Man!  Member of the Toronto Sentinels, one of Canada's 3 official government-monitored superhero teams.  Reporter and shapeshifter, he's often the first face visiting superheroes meet of the Sentinels.
     
    A-Man
      Val Char Cost 20/35 STR 10          Lift: 400kg (w/Density Increase 3200kg); Damage 4d6/7d6  23  DEX   26  18  CON   8  10  BOD   0  13  INT     3           Perception Roll: 12-  14  EGO   4  15  PRE    5          Presence Attack: 3d6  12  PD    10          With Density Increase: PD 15  12  ED    10          With Density Increase: ED 15   5   SPD  30  10  REC   6  35  END   3  28  STN   4   OCV:    8 DCV:    8 OMCV: 5 DMCV: 5   20m RUN   8   4m SWIM 0   8m LEAP 2 Characteristics Cost: 191   Cost Power  12    Adhere: Clinging (26/41 STR)   6     Grip: Knockback Resistance -6m  10    Tireless: Reduced Endurance (0 END; +1/2) (10 Active Points) applied to Running   6     Elastic: Resistant (+1/2) (6 Active Points) applied to PD   6     Elastic: Resistant (+1/2) (6 Active Points) applied to ED  30    Elastic: Physical Damage Reduction, Resistant, 50%  13    Elastic: Life Support  (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing)    40    Elastic: Multipower, 40-point reserve  3v    1)  Envelop: Entangle 4d6, 4 PD/4 ED (40 Active Points); No Range (-1/2), Costs END To Maintain (Full END Cost; -1/2), Damage dealt to Entangle hits A-Man (-1/2), Concentration (1/2 DCV; -1/4)  3f    2)  Compact: (Total: 27 Active Cost, 27 Real Cost) Density Increase (800 kg mass, +15 STR, +3 PD/ED, -6m KB), Reduced Endurance (0 END; +1/2) (18 Active Points) (Real Cost: 18) plus Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +6m KB), Reduced Endurance (0 END; +1/2) (9 Active Points) (Real Cost: 9)  1f    3)  Glide: Flight 20m (20 Active Points); Gliding (-1)  6v   4)  Extend: Stretching 25m, Reduced Endurance (1/2 END; +1/4) (31 Active Points) Powers Cost: 136   Cost Skill   3     Breakfall 14-   8     +1 with HTH Combat   3     Conversation 12-   3     Deduction 12-   2     Language:  French (fluent conversation)   4     PS: Journalist 13-   3     Streetwise 12- Skills Cost: 26   Cost Perk   1     Fringe Benefit:  Press Pass Perks Cost:    Total Character Cost: 354   Pts. Complication  10   Dependent NPC:  Jean Caldwell, reporter Infrequently (Normal)  10   Hunted:  Ergon Corporation Infrequently (Less Pow; NCI; Harshly Punish)  10   Hunted:  Multicorp Infrequently (Less Pow; NCI; Harshly Punish)   5    Hunted:  Canadian Government Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching)  15   Psychological Complication:  Code vs Killing (Common; Strong)  15   Psychological Complication:  Inquisitive (Common; Strong)  10   Psychological Complication:  Distrusts large corporations, loves to dig up dirt on them (Common; Moderate)  15   Social Complication:  Public Identity Frequently, Major  10   Susceptibility:  Cold attacks and temperatures below freezing 1d6 drain Multipower reserve per Minute (Common)  10   Vulnerability:  1 1/2 x BODY Chemicals, solvents, and acids (Common) Complication Points: 110 Base Points: 354   A-Man.hdc
  19. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Next up: The Champions of the North characters.
  20. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    Mirage is the leader of the Pacific Sentinels, a Royal Canadian Mounted Police (Mountie).
      Mirage   Val Char Cost  15  STR    5           Weight: 200kg; Damage 3d6  23  DEX   26  23  CON  13  10  BOD   0  13  INT     3           Perception Roll: 12-  14  EGO  4  18  PRE   8           Presence Attack: 3 1/2d6   8   PD     6           With Force Field: PD 15; rPD 7  12  ED    10          With Force Field: ED 20; rED 8   5   SPD  30  12  REC   8  45  END   5  30  STN   5   OCV:    8 DCV:    8/11 OMCV: 5 OMCV: 5   12m RUN 0 4m SWIM 0 6m LEAP 1 Characteristics Cost: 186   Cost Power   6     Light Control: Sight Group Flash Defense (6 points)  10    Soar: Flight 10m   5     Heat Sight: Infrared Perception (Sight Group)    65    Light Control: Multipower, 65-point reserve  8v    1)  Heat Exhaustion: Drain END 2d6, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Area Of Effect (6m Radius; +1/2) (40 Active Points) 10v   2)  Sight Group Flash 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points)  2f     3)  Force Field: Resistant Protection (7 PD/8 ED) (24 Active Points); Costs Endurance (-1/2)  2f     4)  Light Control: Reflection (60 Active Points' worth) (40 Active Points); Light powers only (-1)  1f     5)  Blur Effect: +3 DCV (15 Active Points); Costs Endurance (-1/2)  4f     6)  Light Control: Invisibility to Sight Group , No Fringe, Reduced Endurance (1/2 END; +1/4) (37 Active Points)  6f     7)  Light Weaving: Sight Group Images, -6 to PER Rolls, Reduced Endurance (1/2 END; +1/4), Area Of Effect (16m Radius; +3/4) (56 Active Points) Powers Cost: 119   Cost Skill   3     Bureaucratics 13-   2     AK: Vancouver 11-   2     AK: Edmonton 11-   3     Combat Driving 14-   3     +1 with Multipower   3     Criminology 12-   2     KS: Criminal Law 11-   2     Language:  French (English is native) (fluent conversation)   3     Paramedics 12-   2     PS: RCMP Officer 11-   3     Streetwise 13-   3     Tactics 12- Skills Cost: 31   Cost Perk   3     Fringe Benefit:  Federal/National Police Powers Perks Cost: 3   Total Character Cost: 339   Pts. Complication  15   Dependent NPC:  Daughter Michelle Infrequently (Incompetent)  15   Hunted:  Genocide Infrequently (As Pow; NCI; Harshly Punish)  15   Psychological Complication:  KIll only to protect others (Common; Strong)  10   Psychological Complication:  Fear of fliying except under own power (Uncommon; Strong)  15   Psychological Complication:  Strictly by the rules, likes to be firmly on the side of the law (Common; Strong)  15   Social Complication:  Secret Identity Frequently, Major  15   Susceptibility:  Darkness Fields 1d6 Stun per Phase (Uncommon)   5    Unluck: 1d6   5    Vulnerability:  1 1/2 x Effect Drains and Transfers (Uncommon)   0   Watched:  Canadian Government Infrequently (As Pow; NCI; Limited Geographical Area; Watching) Complication Points: 110     Mirage.hdc
  21. Like
    Christopher R Taylor got a reaction from SteelCold in 6th Edition Conversions   
    El Muerto Obscuro, the dark death.  A South American Ninja working for Columbian drug cartels, running from the nefarious Dr Lirby Koo and his ninja clan.  Not as unstable or out of control of his powers as the other characters, but he has horrifically bad luck.  His stats are also ridiculously inhuman for just a trained guy.
     
    El Muerto Obscuro   Player: NPC   Val Char Cost  25  STR   15          Lift: 400 kg; Damage 5d6  26  DEX   32  30  CON  20  15  BOD   5  10  INT     0           Perception Roll: 11-  14  EGO  4  20  PRE  10          Presence Attack: 4d6  11  PD      9          With Armored Costume: 21 PD; 10 rPD  10  ED      8          With Armored Costume: 20 ED; 10 rED   6   SPD  40  11  REC   7  60  END   8  44  STN  12   OCV:    9 DCV:    9 OMCV: 5 DMCV: 5   12m RUN 0   4m SWIM 0 10m LEAP 3 Characteristics Cost: 245   Cost Power  12    Ninja-To: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) (25 Active Points); OAF (-1)  13    Shuriken: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), Range Based On Strength (-1/4), 16 Charges (-0)  20    Armored Costume: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2) Powers Cost: 45   Cost  Ninjitsu Maneuver   4      Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike   4      Killing Strike:  1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1   5      Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike   4      Nerve Strike:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND   4      Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs     1      Weapon Element:  Empty Hand, Ninja Weapons Martial Arts Cost: 22   Cost Skill   3     +1 OCV with ninja weapons   4     Language:  Japanese (idiomatic)   1     Language:  English (basic conversation)   7     Stealth 16- Skills Cost: 15   Total Character Cost: 327   Pts. Complication  10   Dependent NPC:  Family Frequently (Normal; Useful Noncombat Position or Skills)  20   Hunted:  Dr Lirby Koo and ninjas Frequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)  10   Hunted:  Cartel forces Frequently (Mo Pow; NCI; Limited Geographical Area; Watching)  15   Hunted:  Green Dragon Frequently (As Pow; Harshly Punish)   5    Distinctive Features:  Cockroach Tattoo - mark of Dr Lirby Koo (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)  10   Negative Reputation:  Traitor to Dr Koo, Frequently (Extreme;  Known Only To A Small Group)  20   Psychological Complication:  Paranoid (Very Common; Strong)  10   Psychological Complication:  Fears Dr Koo and ninjas will get him (Common; Moderate)  15   Psychological Complication:  Loyal to Columbian Cartel (Common; Strong)  15   Social Complication:  Secret Identity Frequently, Major  15   Unluck: 3d6 Complication Points: 145   El Muerto Obscuro.hdc
  22. Like
    Christopher R Taylor reacted to Grailknight in 6th Edition Conversions   
    Small error, Ambrosia should drain EGO not BODY.  
  23. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    Adamantine, the brick of the Toronto Sentinels.  Its interesting how builds shifted to this edition from before; the Strike Force builds had a different emphasis, with the newer ones adding a little ego and more resistant defenses.  This is the era of Champions I am most familiar with, although I started back before Champions II came out.
     
    Adamantine     Val Char Cost 10/50 STR     0         Lift: 100kg/25 tons; Damage 2d6/10d6 13/20 DEX     6 13/33 CON    3 10/12 BOD    0   18   INT      8         Perception Roll: 13-   14   EGO   4 10/20 PRE    0         Presence Attack: 2d6/4d6    2    PD      0         As Adamantine: PD 24; rPD 16    3    ED      1         As Adamantine: ED 24; rED 16     3/5   SPD  10  5/17  REC   1 25/65 END   1 22/56 STN   1   OCV:    4 (as Adamantine: 7) DCV:    4 (as Adamantine: 7) OMCV: 5 DMCV: 5   12m RUN   0   4m SWIM 0   4m LEAP 0 Characteristics Cost: 57   Cost Power          Hero Form Stats, all slots Only In Alternate Identity (-1/4)  48    1)  +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); Only In Alternate Identity (-1/4)  11    2)  +7 DEX (14 Active Points); Only In Alternate Identity (-1/4)  16    3)  +20 CON (20 Active Points); Only In Alternate Identity (-1/4)   2     4)  +2 BODY; Only In Alternate Identity (-1/4)   8     5)  +10 PRE (10 Active Points); Only In Alternate Identity (-1/4)   6     6)  +6 PD, Hardened (+1/4) (7 Active Points); Only In Alternate Identity (-1/4)   5     7)  +5 ED, Hardened (+1/4) (6 Active Points); Only In Alternate Identity (-1/4)  16    8)  +2 SPD (20 Active Points); Only In Alternate Identity (-1/4)  10    9)  +12 REC (12 Active Points); Only In Alternate Identity (-1/4)   6    10) +40 END (8 Active Points); Only In Alternate Identity (-1/4)  14   11) +34 STUN (17 Active Points); Only In Alternate Identity (-1/4)     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)   5    Reduced Endurance (0 END; +1/2) (5 Active Points) applied to STR  38   Resistant Protection (16 PD/16 ED) (48 Active Points); Only In Alternate Identity (-1/4)  19   Absorb Kinetic Energy: Absorption 24 BODY  (physical, to Resistant Protection PD) (24 Active Points); Only In Alternate Identity (-1/4)  19   Absorb Energy: Absorption 24 BODY  (energy, Resistant Protection ED) (24 Active Points); Only In Alternate Identity (-1/4)   3    Dense: Knockback Resistance -4m (4 Active Points); Only In Alternate Identity (-1/4) Powers Cost: 229   Cost Skill   8     +1 with HTH Combat   3     Computer Programming 13-   1     Language:  French (basic conversation)   2     PS: Researcher 11-   3     Scientist   3     1)  Science Skill:  Mathematics 14- (4 Active Points)   2     2)  Science Skill:  Physics 13- (3 Active Points)   3     3)  Science Skill:  Subatomic Physcs 14- (4 Active Points) Skills Cost: 25   Total Character Cost: 311   Pts. Complication  10   Accidental Change:  To human form if takes Body damage 11- (Uncommon)  10   Dependent NPC:  Friend and lab assistant Helen Brady Infrequently (Normal)   5    Distinctive Features:  metallic flesh (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)  20   Hunted:  VIper Infrequently (Mo Pow; NCI; Harshly Punish)  10   Hunted:  Radium Infrequently (As Pow; Harshly Punish)  20   Psychological Complication:  Code vs Killing (Common; Total)  20   Psychological Complication:  Protect Innocence at all costs (Common; Total)  10   Psychological Complication:  Fear of Heights (Uncommon; Strong)  15   Social Complication:  Secret Identit Frequently, Major   5    Vulnerability:  1 1/2 x STUN Sonic and Vibration attacks (Uncommon)   5    Watched:  Canadian Government Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching) Complication Points: 130   Adamantine.hdc
  24. Like
    Christopher R Taylor got a reaction from rjd59 in 6th Edition Conversions   
    Incidentally, here's a set of Paper miniatures of the Sentinels.  I have all the art done for them because after Christmas I was pretty much flat on the couch feeling awful and it was something I could do other than watch TV.  Although I did get a lot of Hercule Poirot shows watched.
     

    SentinelsPaperMinis.pdf
  25. Like
    Christopher R Taylor got a reaction from Grailknight in 6th Edition Conversions   
    Incidentally, here's a set of Paper miniatures of the Sentinels.  I have all the art done for them because after Christmas I was pretty much flat on the couch feeling awful and it was something I could do other than watch TV.  Although I did get a lot of Hercule Poirot shows watched.
     

    SentinelsPaperMinis.pdf
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