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SteelCold

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  1. Like
    SteelCold reacted to Christopher R Taylor in 6th Edition Conversions   
    Doctor Draconis!  While the founders of Deathstroke were Frost and Deathsinger, it was Dr Draconis who was able to build the Dagger device and had the expertise to give them real power.  Again, I had to tweak his build a bit.  The gulf between 2nd and 6th editions is pretty big, but all I did was add a few science skills and define his life support more specifically.  He had "full life support" as the power worked back then, but it didn't make sense for his suit to make him immortal and immune to disease, so its more limited.  And of course he had a transfer which I had to jury rig with Drain/Aid.  Like all early builds, there's no mention what his powers actually are, so I attributed all his attacks to his tail, since its glowy and looks impressive in the image.
     
    The team is pretty capable, but Dr Draconis can easily take on a whole hero team alone.  However, outside his armor, he's just a really smart scientist.  I love how the Mark Williams art really came alive with the coloring.
     
    Incidentally, Hero Designer did something here I've run into a few times, rarely: it reduces a cheap power to 0 points with a limitation, which is as far as I know and the way I've always played it a no-no.  A power does not ever go below 1 point, no matter how many limitations it has on it.
     
    Doctor Draconis    Val    Char Cost 10/45* STR     0 10/26* DEX     0 10/40* CON    0 10/15* BOD     0    28    INT      18    14    EGO     4 10/30* PRE      0  2/20*  PD        0         With Armor: 20 rPD  2/20*  ED        0         With Armor: 20 rPD   2/7*   SPD      0  4/15*  REC      0 20/80* END      0 20/80* STN      0   OCV: 3/9* DCV: 3/9* OMCV: 5 DMCV: 5   12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 22   OCV: 3/9* DCV: 3/9* OMCV: 5 DMCV: 5         12m RUN    0         4m SWIM  0 4m/18m* LEAP 7   *=OIF armor   Characteristics Cost: 22   Cost Power   0     Damage Resistance: Resistant (+1/2) (1 Active Points); OIF (-1/2) applied to PD   0     Damage Resistance: Resistant (+1/2) (1 Active Points); OIF (-1/2) applied to ED  17    Life Support Systems: 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) (25 Active Points); OIF (-1/2)   3     Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)   3     Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)   8     High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)   3     Tail: Extra Limb (1) (5 Active Points); OIF (-1/2)   9     Mental Defense (16 points total) (Base MD) (13 Active Points); OIF (-1/2)   5     Servos: Leaping +14m (4m/18m forward, 2m/9m upward) (7 Active Points); OIF (-1/2)   224   Armor Systems: (Total: 339 Active Cost, 224 Real Cost) +35 STR (35 Active Points); OIF (-1/2) (Real Cost: 23) plus +16 DEX (32 Active Points); OIF (-1/2) (Real Cost: 21) plus +30 CON (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +20 PRE (20 Active Points); OIF (-1/2) (Real Cost: 13) plus Resistant Protection (18 PD/18 ED) (54 Active Points); OIF (-1/2) (Real Cost: 36) plus +5 SPD (50 Active Points); OIF (-1/2) (Real Cost: 33) plus +11 REC (11 Active Points); OIF (-1/2) (Real Cost: 7) plus +60 END (12 Active Points); OIF (-1/2) (Real Cost: 8) plus +5 BODY (5 Active Points); OIF (-1/2) (Real Cost: 3) plus +60 STUN (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +6 OCV (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +6 DCV (30 Active Points); OIF (-1/2) (Real Cost: 20    43   Weapons Systems: Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)  4f    1)  Flame Blast: Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)  4f    2)  Tail Laser: Killing Attack - Ranged 4d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)  2f    3)  Strength Transfer: Drain BODY 3d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); No Range (-1/2), OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)  1f    4)  Strength Transfer: Aid  Strength 3d6, Reduced Endurance (1/2 END; +1/4) (22 Active Points); Only to Aid Self (-1), Only usable with Drain (-1/2), OIF (-1/2), Can aid no more than drain roll (-1/4), Linked (Strength Transfer; -1/4), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) Powers Cost: 326   Cost Skill   3     Computer Programming 15-   3     Inventor 15-   2     KS: Lizards and dragons 11-   3     Scientist   2     1)  Science Skill:  Biology 15- (3 Active Points)   1     2)  Science Skill:  Cellular Biology 11- (2 Active Points)   1     3)  Science Skill:  Chemistry 11- (2 Active Points)   2     4)  Science Skill:  Lizard Biology and Habits 15- (3 Active Points)   2     5)  Science Skill:  Zoology 15- (3 Active Points)  48    +4 Overall Levels Skills Cost: 67   Total Character Cost: 415   Pts. Complication  10   Enraged:  Intelligence insulted (Uncommon), go 11-, recover 14-  25   Hunted:  SAT Very Frequently (As Pow; NCI; Harshly Punish)  20   Hunted:  FBI Very Frequently (Less Pow; NCI; Harshly Punish)  15   Physical Complication:  Megalomania (Frequently; Slightly Impairing)  20   Psychological Complication:  Hatred of federal bureaucrats (Common; Total)  10   Social Complication:  Public Identity (Frequently; Minor)  10   Vulnerability:  2 x STUN Lasers (Uncommon)  10   Vulnerability:  2 x BODY asers (Uncommon) Complication Points: 120  
     

    Doctor Draconis.hdc
  2. Like
    SteelCold reacted to wcw43921 in Aphorisms for a Superhero Universe   
    As I understood it, the mother was the sinister brooding presence--Norman was just the poor soul who couldn't get away from her.
     

     
    Ever.
  3. Like
    SteelCold got a reaction from BoloOfEarth in Supers Image game   
    The Abominable. A 100' ft creature made up of nanite infested snow and the absorbed consciousnes of several Australian mountain climbers.
  4. Like
    SteelCold got a reaction from wcw43921 in Aphorisms for a Superhero Universe   
    Supervillains are like alcoholic drinks. One is too much and a dozen are not enough.
  5. Like
    SteelCold got a reaction from Kirby in Aphorisms for a Superhero Universe   
    Never tell anyone directions to the nearest bank.
  6. Like
    SteelCold reacted to Christopher R Taylor in 6th Edition Conversions   
    Kingdom of Champions was released in 1990, written by Phil Masters.  It is, along with Champions of the North, one of my favorite supplements for Champions, and I wish the Champions Down Under book could have been written and released as well.  Covering the UK's culture, language, laws, history, and more, it gave a nice very brief thumbnail sketch of the Isles so that GMs could more comfortably and accurately run games set in the area.  Now you can have Uber-Man and Uber-Boy visit London!
     
    KOC has even more characters and adventures than Champions of the North, and to make them all fit well, the bulk of the character builds are in very condensed, digest form.  However, they include all the necessary information for conversions to 6th edition, unlike many of the Strike Force characters that lacked key info such as complications.  Unfortunately, the interior artwork was done by Ben Edlund an Abert Deschesne, neither of whom are my favorite artists.  I'm not saying I'm any better, just that I don't like their work as much as other artists such as Paul Zircher and Denis Loubet.
     
    How many of the dozens of characters in this book I'll do I don't know; I'll at least get the main superhero groups done and some of the villains.
     
    First on the block is Clansman, from Scotland.  He's kind of a super-commando type with gadgets.  He's the leader of of the New Knights of the Round Table, one of the UK's premier superhero teams.  Unfortunately due to an error, he has no complications listed and sadly the errata page I found listed does not address this, so I had to wing it based on his description and character.
     
    The Clansman   Characteristics Val Char Cost  18  STR    8          Lift: 360kg, Damage: 3 ½d6  20  DEX   20  20  CON  10  16  BOD    6  13  INT     3          Perception Roll: 12-  14  EGO   4  18  PRE    8          Presence Attack   8   PD      6          With Armor: 18 PD, 10 rPD   7   ED      5          With Armor: 17 PD, 10 rPD   5   SPD  30  10  REC   6  40  END   4  36  STN   8   OCV:    6 DCV:    6 OMCV: 5 DMCV: 5   14m RUN   2   6m SWIM 1   7m LEAP  2 Characteristics Cost: 165   Cost Power  20    Armored Costume: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)   3     Helmet: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)   3     Helmet: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)   3     Mask: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)   7     Mask: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)   7     Mask: Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-1/2)  10    Backpack Mini-Wing: Flight 24m (24 Active Points); Gliding (-1), OIF (-1/2)  12    Boot Knife: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1) [Notes: (x2 number of items)]    22    Poison Dart Pistol: Blast 3d6, Constant (+1/2), Uncontrolled (+1/2), Attack Versus Alternate Defense (5+ rPD; All Or Nothing; +1) (45 Active Points); OAF (-1), 12 Continuing Charges lasting 1 Extra Phase each (-0)   4     Poison Dart Pistol: Blast 1d6, Attack Versus Alternate Defense (5+ rPD; All Or Nothing; +1) (10 Active Points); OAF (-1), Linked (Poison Dart Pistol; -1/2), 12 Charges (-1/4)    26    Grenade Cannon: Multipower, 45-point reserve,  (45 Active Points); all slots OIF (-1/2), 12 uses total of any combination (-1/4)  2f     1)  Smoke Grenade: Darkness to Sight Group 8m radius (40 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), OIF (-1/2), 12 uses total of any combination (-1/4)  1f     2)  Stun Grenade: Blast 6d6, Stun Only (+0), Area Of Effect (12m Radius Explosion; +1/4) (37 Active Points); 4 Charges (-1), OIF (-1/2), 12 uses total of any combination (-1/4)  2f     3)  Gas Grenade: Blast 3d6, Area Of Effect (6m Radius; +1/2), Attack Versus Alternate Defense (Need not breathe; All Or Nothing; +1) (37 Active Points); OIF (-1/2), 12 uses total of any combination (-1/4) Powers Cost: 122   Cost Commando Training Maneuver   1     Weapon Element:  Blades, Unarmed   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND   4     Cross:  1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike   4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm   3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/10, Target Falls Martial Arts Cost: 20   Cost Skill   3     Acrobatics 13-   1     Bureaucratics 8-   3     Breakfall 13-   3     Climbing 13-   3     Combat Driving 13-   3     Combat Piloting 13-  10    +1 with All Attacks   3     Concealment 12-   3     Demolitions 12-   6     KS: British Army tactics and codes 15-   3     KS: Super-beings (as known to British government) 12-   2     KS: Military history 11-   1     Language:  Gaelic (basic conversation)   1     Language:  Spanish (basic conversation)   2     Language:  German (native is English) (fluent conversation)   1     Mechanics 8-   3     Navigation 12-   3     Paramedics 12-  24    Skill Levels: +2 Overall   3     Stealth 13-   3     Survival 12-   1     Systems Operation 8-   3     Tactics 12-   1     Tracking 8-  22    TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Large Rowed Boats, Large Wind-Powered Boats, Parachuting, Basic, Rafts, Railed Vehicles, Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles   9     WF: Common Melee Weapons, Common Missile Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons   2     Weaponsmith (Firearms) 12- Skills Cost: 122   Cost Perk   7     Contact:  Ministry of Defence senior official (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 13-   4     Fringe Benefit:  Captain   5     Contact:  Highland Regiment Colonel (Contact has access to major institutions, Contact has significant Contacts of his own, Good relationship with Contact) 11-   2     Contact:  MI5 Officer (Contact has access to major institutions) 8- Perks Cost: 18   Cost Talent   3     Lightsleep   5     Resistance (+5 to roll) Talents Cost: 8   Total Character Cost: 455   Pts. Complication   0    Distinctive Features:  Scots accent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)  15   Psychological Complication:  Follows orders (Common; Strong)  20   Psychological Complication:  Conventional and by the book (Very Common; Strong)  10   Psychological Complication:  Cautious and careful to prepare (Common; Moderate)  15   Psychological Complication:  Loyal to the crown and UK people (Common; Strong)  15   Social Complication:  Secret Identity Frequently, Major  10   Social Complication:  Subject to orders Frequently, Minor  15   Watched:  Government and military of the UK  Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish) Complication Points: 100  

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

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

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

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

    The Consul.hdc
  12. Like
    SteelCold reacted to Greywind in Aphorisms for a Superhero Universe   
  13. Like
    SteelCold reacted to BlueCloud2k2 in Aphorisms for a Superhero Universe   
    The difference between a Super Villain and a Villain is presentation.
     
     

  14. Like
    SteelCold got a reaction from bubba smith in Aphorisms for a Superhero Universe   
    Superheroes never get old, they become classic.
  15. Like
    SteelCold got a reaction from bubba smith in Aphorisms for a Superhero Universe   
    Never arrive to a super battle on a bus.
  16. Like
    SteelCold reacted to Christopher R Taylor 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
  17. Like
    SteelCold reacted to Christopher R Taylor 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
  18. Like
    SteelCold reacted to Christopher R Taylor in 6th Edition Conversions   
    Last of the Zodiac Conspiracy: Virgo, the mentalist and reluctant villainess.  She doesn't like hurting people, feels bad fighting superheroes, and tries to use powers that won't cause permanent harm.  Her write up mentions a Force Wall she uses to frustrate heroes with, but it wasn't in her Multipower, so I built her a Barrier.
     
    Virgo   Val Char Cost  10  STR    0           Lift: 100kg; Damage: 2d6  11  DEX    2  23  CON  13  10  BOD   0  23  INT    13           Perception Roll: 14-  23  EGO  13  10  PRE    0           Presence Attack 2d6   2   PD      0           With Force Field: 17 PD, 15 rPD   5   ED      3           With Force Field: 20 ED, 15 rED   4   SPD  20  10  REC   6  60  END   8  30  STN   5   OCV:    4 DCV:    4 OMCV: 8 DMCV: 8   12m RUN   0   4m SWIM 0   4m LEAP 0 Characteristics Cost: 123   Cost Power   5     Strong Will: Mental Defense (10 points total) (Base MD)  37    Kinetic Sense: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees)  15    Precognative: Precognitive Clairsentience (Sight Group And Normal Hearing) (45 Active Points); No Conscious Control (-2)   5     Immortality Spell: Life Support  (Longevity: Immortal)    51    Pure Thought: Multipower, 90-point reserve,  (90 Active Points); all slots Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)  2f     1)  Invisibility: Invisibility to Sight and Mental Groups and Normal Hearing  (28 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)  4v    2)  Force Field: Resistant Protection (15 PD/15 ED) (45 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Costs Half Endurance (-1/4), Gestures (-1/4)  1f     3)  Levitate: Flight 20m (20 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)  3f     4)  Psionic Strike: Mental Blast 6d6 (60 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)  7v    5)  Telepathy: Telepathy 12d6 (60 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)  7v    6)  Command: Mind Control 12d6 (60 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)  3f    7)  Telekinetic Wall: Barrier 10 PD/10 ED, 5 BODY (up to 22m long, 2m tall, and 1/2m thick) (60 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)  2f    8)  Telekinesis: Telekinesis (20 STR) (30 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4) Powers Cost: 142   Cost Skill   5     Cramming    3     KS: Current Fashions 14-   2     KS: Modern Music 11-   3     PS: Dancing 11-   9     Power:  Psychic Skill 17- Skills Cost: 22   Cost Talent   5     Eidetic Memory   3     Lightning Calculator   4     Speed Reading (x10) Talents Cost: 12   Total Character Cost: 299   Pts. Complications  25   Hunted:  PSI Frequently (Mo Pow; NCI; Harshly Punish)  15   Psychological Complication:  Fun Loving and playful (Common; Strong)  15   Psychological Complication:  Rebellious Teenage Mentality (Common; Strong)  10   Psychological Complication:  Feels guilty fighting heroes (Common; Moderate)  10   Psychological Complication:  Loves using powers (Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major  10   Watched by Zodiac:  Frequently (Mo Pow; Watching)  15   Watched:  Aries Very Frequently (Mo Pow; Watching) Complication Points: 115  
     

     
    Now that I'm done with Zodiac, I think I'll do one of my favorite Hero modules, To Serve And Protect by Scott Heine.  Quite a few heroes in the Protectors, plus the South American resurrected sorceress.  When I ran the module in my campaign it had quite a significant impact, and basically wiped out the Protectors.  One of them even turned into a permanent vigilante type supervillain, amped up by the Coatlique.
    Virgo.hdc
  19. Like
    SteelCold reacted to Christopher R Taylor in 6th Edition Conversions   
    Taurus, the big boss and originator of the Zodiac Conspiracy.  I'm not sure if Capricorn or Taurus is the oldest member, but he's been around a very long time.  Immortal, brilliant, and enhanced by cybernetics, he's a handful for any group.  All you need is Theseus to help you beat him  I had a bit of a philosophical disagreement with some of the build; for example they gave his radar OIF, and unless a dish pops out of his head or something, nobody is going to know he has that so I made it IIF.  I also gave him some armor without the cybernetics, since he was supposed to be a tough customer even before he got armor plating.
     
    His personality is interesting though.  He dislikes violence, prefers not to kill, and is a bit of a philosopher.  He'll occaionally go nuts in combat or if treated with insufficient respect, but is actually quite thoughtful and introspective, likely the result of a 3000-year lifespan so far. Having studied under men such as Socrates, Demosthenes, Euclid, Kepler, Copernicus, Newton, Brahms, DaVinci, Michaelangelo, Beethoven, and Einstein in a magical disguise by Capricorn, he's pretty well educated.  Taurus wants to rule the world, but because he believes he knows best and would be an excellent philosopher king - one whose successor one need never worry about.
     
    Taurus   Val Char Cost  40  STR   30          Lift: 6400kg; Damage 8d6  30  DEX   40  36  CON  26  20  BOD  10  30  INT    20           Perception Roll: 15-  20  EGO  10  40  PRE  30           Presence Attack: 8d6  33  PD     6  30  ED     3  5    SPD  30  15  REC  11  50  END   6  60  STN  20   OCV: 7 DCV: 7 OMCV: 7 DMCV: 7   28m RUN   0   4m SWIM 0 40m LEAP 0 Characteristics Cost: 306   Cost Power   5     Son of Zeus: Life Support  (Longevity: Immortal)  15    Tough Hide: Resistant Protection (5 PD/5 ED)  12    Cybernetics: Radar (Radio Group) (15 Active Points); IIF (-1/4)   2     Cybernetics: Ultrasonic Perception (Hearing Group) (3 Active Points); IIF (-1/4)   2     Cybernetics: +2 versus Range Modifier for Sight Group (3 Active Points); OIF (-1/2)   7     Cybernetics: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)  12    Cybernetics: Leaping +36m (40m forward, 20m upward) (18 Active Points); OIF (-1/2)  11    Cybernetics: Running +16m (28m total) (16 Active Points); OIF (-1/2)  40    Cybernetic Plating: Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-1/2)    18    Axe: Multipower, 37-point reserve,  (37 Active Points); all slots OAF (-1)  2f     1)  Axe Blade: Killing Attack - Hand-To-Hand 2d6 (4 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (37 Active Points); OAF (-1)  1f     2)  Flat of blade: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)      67    Divine Favor: Variable Power Pool, 50 base + 50 control cost,  (75 Active Points); all slots Powers last one turn maximum (-1/2) Powers Cost: 194   Cost Skill   3     Climbing 15-   9     +3 OCV with axe   3     Contortionist 15-   3     Conversation 17-   3     Criminology 15-   3     Deduction 15-   1     Disguise 8-   3     KS: Philosophy 15-   5     KS: History 17-   3     Language:  English (Greek native) (completely fluent)   3     Oratory 17-  12    +1 Overall   3     Survival 15-   3     Tactics 15- Skills Cost: 57   Cost Perk  30   Orbital Base (150 pts) Perks Cost: 30   Cost Talent   3     Simulate Death Talents Cost: 3   Total Character Cost: 590   Pts. Complication  15   Enraged:  Berserk When Ignored (Uncommon), go 8-, recover 14-  20   Distinctive Features:  Minotaur with cybernetic parts (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  15   Enraged:  Berserk Takes body damage (Uncommon), go 8-, recover 14-  10   Physical Complication:  12' tall and 900 lbs (Infrequently; Slightly Impairing)  20   Psychological Complication:  Disdains Violence (Very Common; Strong)  15   Psychological Complication:  Megalomania (Common; Strong)  15   Psychological Complication:  Cold and Calculating (Common; Strong)   5    Rivalry:  Professional (Gemini; Rival is Less Powerful; Rival is a Team Member; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)   0    Susceptibility:  Must pray to Zeus once a day or is punished 3d6 damage per Day (Common)  20   Vulnerability:  2 x STUN Electrical Attacks (Common)  20   Vulnerability:  2 x STUN Electrical Attacks (Common)   5    Watched:  Greek gods Infrequently (Mo Pow; Watching)   5    Watched:  Gemini Very Frequently (Less Pow; Watching) Complication Points: 165  
     

     
    Edit: rebuilt to include VPP and base, as suggested by Enforcer84.
    Taurus.hdc
  20. Like
    SteelCold reacted to Christopher R Taylor 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
  21. Like
    SteelCold reacted to Christopher R Taylor 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
  22. Like
    SteelCold reacted to Christopher R Taylor 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
  23. Like
    SteelCold reacted to Christopher R Taylor 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
  24. Like
    SteelCold reacted to Christopher R Taylor 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
  25. Like
    SteelCold reacted to Christopher R Taylor 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
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