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dean day

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  1. Comic Publishing in my campaign Taking a leaf out of the Sentinels RPG and card game, where a lot of their energy goes into the fictional comic book publishing world of their characters. I thought I would do the same for my campaign. Sticking to the rule of only using characters that have been published by superhero RPG's or games (as in the Protectors which I am currently converting to my versions) or at least mentioned (Spinerette is a great example) and also saying up front I love homages to the big two comic companies, so many of my versions of the characters will be more slanted to direct or semi homages (Grond will be a classic example of this as he will become much more a direct Hulk/Bruce Banner homage than his current champions universe version). I will use this post to add to the comics published in my campaign world. Looking for a company name for the comics publisher I am going to go with my own homage to Hero games and call them HC (Hero Comics). Here is a list I will add to over time. Dr Wraithe (Magical adventures, often with a historical British feel with Dr. Wraithe travelling through time, this title has stopped and started again a few times) Heroic Team Up (Team up book with Spinerette and a guest star hero) The Protectors! (A long term comic dedicated to the super group from San Francisco) The Incredible Spinerette (The longest running Spinerette title now running for three years since her debut) Paula Atwood Super Spinerette (A title focusing on the young heroine's secret identity, HC has no idea in reality Paige Adams is Spinerette but weirdly they have made up her secret identity that has the same initials as her real name, which has freaked the real Spinerette out hugely as she is convinced someone at HC knows who she really is). Silk of the Spinerette (Spinerette title that is aimed more at teens and children, especially teen girls so is much more romance orientated in its story telling) Spinerette (2nd most popular current Spinerette title) I will add to this post as I complete more characters.
  2. Character Name: Spinerette Alternate Identities: Paige Adams Player Name: NPC herologo.jpg CHARACTERISTICS Val Char Base Points Total Roll Notes 35 STR 10 25 35 16- HTH Damage 7d6 END [3] 35 DEX 10 75 35 16- OCV 12 DCV 12 35 CON 10 50 35 16- 14 BODY 10 8 14 12- 15 INT 10 5 15 12- PER Roll 12-/15- 15 EGO 10 10 15 12- ECV: 5 15 PRE 10 5 15 12- PRE Attack: 3d6 18 COM 10 4 18 13- 13 PD 7 6 13 13 PD (0 rPD) 15 ED 7 8 15 15 ED (0 rED) 7 SPD 4.5 25 7 Phases: 2, 4, 6, 7, 9, 11, 12 20 REC 14 12 20 70 END 70 0 70 50 STUN 50 0 50 6" Running 6 0 6" 2" Swimming 2 0 2" 7" Leaping 7 0 10" 233 Total Characteristics Points CHARACTER IMAGE EXPERIENCE POINTS Total earned: 344 Spent: 344 Unspent: 0 Base Points: 100 Disad Points: 100 Total Points: 544 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (7") 10" V. Leap (4") 5" Swinging 25" [50" NC] DEFENSES Type Amount Physical Defense 13 Res. Phys. Defense 0 Energy Defense 15 Res. Energy Defense 0 Mental Defense 0 Power Defense 0 COMBAT INFORMATION OCV: 12 DCV: 12 Combat Skill Levels: +2 with All Combat COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon Counterstrike 1/2 +2 +2 9d6 Strike, Must Follow Block Defensive Block 1/2 +1 +3 Block, Abort Defensive Strike 1/2 +1 +3 7d6 Strike Fast Strike 1/2 +2 +0 9d6 Strike Martial Strike 1/2 +0 +2 9d6 Strike Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 Targeting shot OCV Hit Location Head shot (Head to Shoulders) -4 1d6+3 High shot (Head to Vitals) -2 2d6+1 Body shot (Hands to Legs) -1 2d6+4 Low shot (Shoulders to Feet) -2 2d6+7 Leg shot (Vitals to Feet) -4 1d6+12 Character Name: Spinerette Alternate Identities: Paige Adams Player Name: NPC herologo.jpg SKILLS Cost Name 7 Acrobatics 18- 3 Breakfall 16- 7 Conversation 14- 3 Deduction 12- 7 Persuasion 14- 5 Shadowing 13- 3 Stealth 16- 5 KS- Sales & Customer Service Skills 14- 4 PS - Customer Service and Sales Professional 13- 16 Combat Experiance: +2 with All Combat 60 Total Skills Cost PERKS Cost Name 10 Superhero Community: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity) 15- 10 Total Perks Cost TALENTS Cost Name 32 Archachnid Sense: Danger Sense (self only, any danger, Function as a Sense) 17- 32 Total Talents Cost POWERS Cost Power END 120 Spider-Powers: Multipower, 120-point reserve 5u 1) Dark as Night: Darkness to Sight Group 5" radius, Alterable Size (55 Active Points) 5 10u 2) Spider Webs: Entangle 6d6, 6 DEF, Entangle And Character Both Take Damage (+1/4), Personal Immunity (+1/4), Sticky (+1/2) (120 Active Points); Cannot Form Barriers (-1/4) 12 3u 3) Leeching: Drain DEX 5d6 (50 Active Points); Increased Endurance Cost (x2 END; -1/2) 10 6u 4) Venom Blast: Energy Blast 9d6, Lingering +1 Phase (+1/4), Armor Piercing (+1/2) (79 Active Points); No Knockback (-1/4) 8 3u 5) Web Slinging: Swinging 25", Costs END Only To Activate (+1/4) (31 Active Points) 2 8 Wolf Spider Leap: Leaping +3" (10" forward, 5" upward) (Accurate) 1 15 Spider Climbing: Clinging (50 STR) 0 5 Spider Vision: Nightvision 0 6 Spider Vision: +3 PER with Sight Group 0 2 Costume Eye Protection: Hearing Group Flash Defense (4 points) (4 Active Points); IIF Fragile Expendable (Difficult to obtain new Focus; -3/4) 0 183 Total Powers Cost MARTIAL ARTS MANEUVERS Cost Maneuver Acrobatic Style 4 1) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 9d6 Strike, Must Follow Block 5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 3) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 7d6 Strike 4 4) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike 4 5) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 4 6) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 26 Total Martial Arts Cost Character Name: Spinerette Alternate Identities: Paige Adams Player Name: NPC herologo.jpg DISADVANTAGES Cost Disadvantage 15 Dependent NPC: Paul Peterson (Fiancee) 8- (Normal; Unaware of character's adventuring career/Secret ID) 15 Dependent NPC: Mark Adams (Grandfather) 8- (Incompetent) 10 Hunted : Dragonfly (father) 8- (As Pow; PC has a Public ID or is otherwise very easy to find; Mildly Punish) 15 Hunted: Rogues Gallery 11- (As Pow; Harshly Punish) 5 Reputation: Menace to New York Society, 8- 10 Psychological Limitation: Naive always thinks the best of everyone (Common; Moderate) 15 Psychological Limitation: Code Vs Killing (Common; Strong) 15 Secret Identity: (Frequently; Major) 100 Total Disadvantages Cost APPEARANCE Hair Color: Blonde Eye Color: Blue Height: 1.55 m Weight: 50.00 kg Description: BACKGROUND Spinerette was mentioned in the examples of an early champions rulebook (3rd edition) so this is me making her into a fleshed out NPC. she will act as my version of Spidey in my campaign, with the secret identity of Paige Adams a young nineteen year old customer service and sales clerk for an insurance company. Her father is Dragonfly (another old champs villain) who transformed himself into a fly like monster during his experiments and Paige a year later nearly did the same to herself by accident when discovering her father's experiments. She escaped the expirementation pod however just in time and was given a unique set of powers by a spider that had crawled into the pod with her. Since then she has tried to come to terms with her new abilities and help the residents of New York City. She has been offered membership in a few superhero groups but has turned them all down even though she seems to make a habit of teaming up with other heroes on a regular basis. Character created with Hero Designer (version 20220312) Just as an aside, I like endurance to be more a factor in my games especially with young heroes that maybe have not got full control of their powers yet, so note the high endurance costs of some powers on my builds such as Spinnerette above.
  3. Just as a quick FYI the write ups in the future will not include background details. It is just taking far too long to type it all in and I have not got that much free time at the moment. So I will stick to the mechanics of the write up and hopefully i can provide more of them that way. Next up Maelstrom.
  4. Here is Dr Wraithe Character Name: Dr. Wraithe Alternate Identities: Eric Wraithe Player Name: NPC herologo.jpg CHARACTERISTICS Val Char Base Points Total Roll Notes 11 STR 10 1 11 11- HTH Damage 2d6 END [1] 21 DEX 10 33 21 13- OCV 7 DCV 7 21 CON 10 22 21 13- 10 BODY 10 0 10 11- 18 INT 10 8 18 13- PER Roll 13- 21 EGO 10 22 21 13- ECV: 7 15 PRE 10 5 15 12- PRE Attack: 3d6 12 COM 10 1 12 11- 7 PD 2 5 7/22 7/22 PD (0/15 rPD) 7 ED 4 3 7/27 7/27 ED (0/20 rED) 5 SPD 3.1 19 5 Phases: 3, 5, 8, 10, 12 12 REC 6 12 12 88 END 42 23 88 45 STUN 27 18 45 6" Running 6 0 6" 2" Swimming 2 0 2" 2" Leaping 2 0 2" 172 Total Characteristics Points CHARACTER IMAGE EXPERIENCE POINTS Total earned: 298 Spent: 298 Unspent: 0 Base Points: 150 Disad Points: 95 Total Points: 543 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (2") 2" V. Leap (1") 1" Teleport 15" [240" NC] Tunneling 12" [24" NC] DEFENSES Type Amount Physical Defense 7/22 Res. Phys. Defense 0/15 Energy Defense 7/27 Res. Energy Defense 0/20 Mental Defense 16 Power Defense 0 COMBAT INFORMATION OCV: 7 DCV: 7 Combat Skill Levels: +1 Overall , +2 with Magic COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 Targeting shot OCV Hit Location Head shot (Head to Shoulders) -4 1d6+3 High shot (Head to Vitals) -2 2d6+1 Body shot (Hands to Legs) -1 2d6+4 Low shot (Shoulders to Feet) -2 2d6+7 Leg shot (Vitals to Feet) -4 1d6+12 Character Name: Dr. Wraithe Alternate Identities: Eric Wraithe Player Name: NPC herologo.jpg SKILLS Cost Name 11 Magic: Power 15- 5 KS: Pstchology 14- 7 KS: The Occult 16- 5 Contortionist 14- 2 Deduction 10- 3 Interrogation 12- 2 Persuasion 10- 3 Research 13- 2 Stealth 10- 3 Language: Latin (fluent conversation; literate) 10 Great Experience: +1 Overall 3 The Protectors: Teamwork 13- 3 Magical Training: Analyze: Magic 13- 6 Great Experience: +2 with Magic 65 Total Skills Cost PERKS Cost Name 8 Member of the Protectors & the Circle: Reputation (A large group) 11-, +4/+4d6 33 The Protectors: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (33 Active Points) 14- 27 The Circle: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (27 Active Points) 13- 8 Superhero Community: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 12- 6 Rich through Magic: Money: Wealthy 30 Large Mansion: Vehicles & Bases 112 Total Perks Cost POWERS Cost Power END 46 Magical Power: Multipower, 80-point reserve, (80 Active Points); all slots Gestures (Requires both hands; Complex; -3/4) 5u 1) The Gentle Slumbers of Skarn: Ego Attack 8d6 (80 Active Points); Gestures (Requires both hands; Complex; -3/4) 8 5u 2) Eldritch Bolts of Erinith: Energy Blast 16d6 (80 Active Points); Gestures (Requires both hands; Complex; -3/4) 8 4u 3) Shadows of Sangitar: Darkness to Sight Group and Ultrasonic Perception 6" radius (63 Active Points); Gestures (Requires both hands; Complex; -3/4) 6 2u 4) Pure Light of Polonati: Sight Group Flash 6d6 (30 Active Points); Gestures (Requires both hands; Complex; -3/4) 3 4u 5) The Grasping Touch Of Terros: Telekinesis (50 STR) (75 Active Points); Gestures (Requires both hands; Complex; -3/4) 7 3u 6) Gateways of Gallox: Teleportation 15", Position Shift, x16 Noncombat, x4 Increased Mass (60 Active Points); Gestures (Requires both hands; Complex; -3/4) 6 3u 7) Worbinor's Wall of Protection: Force Wall (10 PD/10 ED; 5" long and 3" tall) (62 Active Points); Gestures (Requires both hands; Complex; -3/4) 6 4u 😎 Melinors Mental Warping: Mental Illusions 13d6 (65 Active Points); Gestures (Requires both hands; Complex; -3/4) 6 3u 9) The Hiding Spell of Hypnar: Invisibility to Sight and Mystic Groups, Ultrasonic Perception, Radar and Mental Awareness , No Fringe (46 Active Points); Gestures (Requires both hands; Complex; -3/4) 5 3u 10) Healing Power of Hannora: Healing BODY 3d6, Can Heal Limbs, Resurrection (55 Active Points); Gestures (Requires both hands; Complex; -3/4) 5 3u 11) Tunnells of Troyaja: Tunneling 12" through 12 DEF material (60 Active Points); Gestures (Requires both hands; Complex; -3/4) 6 3u 12) Blades of Killanos: Killing Attack - Ranged 3d6 (45 Active Points); Gestures (Requires both hands; Complex; -3/4) 4 36 Minor Spells: Variable Power Pool, 30 base + 15 control cost, (45 Active Points); all slots Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2) 35 Shields of Sarrastor: Force Field (15 PD/20 ED), Costs END Only To Activate (+1/4), Usable By Other (+1/4), Hardened (+1/4) (61 Active Points); Gestures (Requires both hands; Complex; -3/4) 5 10 Aura of Antaros: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0 12 Psychic Training: Mental Defense (16 points total) 0 3 Special Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF Fragile Expendable (Difficult to obtain new Focus; -3/4) 0 7 Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Fragile (-1/2) 0 3 Special Contacts: Ultraviolet Perception (Sight Group) (5 Active Points); IIF Fragile Expendable (Difficult to obtain new Focus; -3/4) 0 194 Total Powers Cost Character Name: Dr. Wraithe Alternate Identities: Eric Wraithe Player Name: NPC herologo.jpg DISADVANTAGES Cost Disadvantage 5 Reputation Strange & Forbidding Magician: , 11- (Known Only To A Small Group) 10 Grim & Moody: (Common; Moderate) 5 Unfamiliar with Modern Culture: (Occasionally; Minor) 25 Hunted : Skarn the Shaper 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 20 Hunted: 7 Horseman 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 10 Unluck: 2d6 10 Public ID: Eric Wraithe (Occasionally; Major) 10 Dependent NPC: Charles Wentworth (Butler) 11- (Normal; Useful Noncombat Position or Skills) 95 Total Disadvantages Cost APPEARANCE Hair Color: Brown with Gray flecks and sides Eye Color: Gray Height: 1.87 m Weight: 75.00 kg Description: BACKGROUND Eric Wraithe, a young soldier from Liverpool, was just nineteen when stray shrapnel killed him somewhere in a muddy trench in France. He had been fighting with the Yanks in WW1, giving his all against the German threat, but now he was dead ! where was he? He opened his eyes upon a dark and musty place, lit only by a flickering candlestick. The voice which pierced the gloom sounded both ancient and foreboding. "Eric Wraithe", you have been chosen as my new apprentice. I snatched you from the clutches of death, and you will repay me with your service. To disobey me to to perish" Eric shuddered at this bewildering nightmare. The voice soon manifested itself as an ancient man, cloaked in scarlet and indigo. His breath was like the stale air in a forgotten tomb and his clawed touch was that of a corpse. Eric had no idea how long he was in that place, it seemed like centuries. The arcane create trained Eric in the mystical arts of manipulating reality hoping that Eric would help him rule, but his training was too through, and Eric discovered the way to escape. As the Ancient one swore revenge for his efforts he had wasted on "An insignificant and ungrateful mortal" he revealed himself as the great being Skarn the Shaper, just as Eric managed to escape back to his own world. At first he was disorientated, it took him several hours to realize that over 100 years had passed since his abduction. Moreover he had also moved geographically, he was now near the bustling city of San Francisco. He quickly realized he needed money to survive and knew he needed to prepare for Skarn the Shapers revenge. So he decided on a desperate course of action, he magically manipulated the states lottery and made himself the big winner. With his tainted winning's Eric purchased himself a big mansion and began to reorient himself into his new era. He enrolled at the local university and quickly earned doctoral degrees in psychology and parapsychology. He had never intended to become involved with the costume crime fighters that he read about in the newspapers, but he frequently found himself rushing to the aid of innocents in danger, battling powerful megalomaniacs and other deadly criminal magical or otherwise. He was soon contacted by the master mage of this reality Eldritch to add his mystical might to the group of magical heroes called the Circle, after establishing himself with that group he eventually helped form the Protectors in his native San Francisco. PERSONALITY Dr Wraithe is a grim and moody individual. The rest of the team often feel uncomfortable in his presence, it is clear to the rest of them he is being hunted by a hugely powerful mystical entitiy from another dimension and this tends to make the Protectors jumpy when dealing with the supernatural. Eric's mindset is still consistent with the 1910's , he is appalled by the the sharp decline in morality since he has been away. He usually can be found locked up in his mansion accompanied only by his very brave butler Wentworth. Character created with Hero Designer (version 20220312)
  5. Here is Brainstorm. I have added into his background his flirtation with the Guardians who in my campaign will be my version of the X-Men, although still using most of the old Guardians Champions characters (Goliath,Icestar, flare, Gargoyle etc. I have made him slightly more powerful in combat and added in an Ego drain power. I have reduced some of his characteristics as physically I did not want him so competent. I have given him lighting reflexes for his mental powers and this will be a common power for mentalists in my campaign. Next up Dr. Wraithe. Lastly I have given a name to the psychic increasing drug he was fed to by PSI and called it MXI I will be using this as the most common psychically enhancing drug in the campaign universe. Character Name: Brainstorm Alternate Identities: Kent Hampton Player Name: NPC herologo.jpg CHARACTERISTICS Val Char Base Points Total Roll Notes 14 STR 10 4 14 12- HTH Damage 2 1/2d6 END [1] 18 DEX 10 24 18 13- OCV 6 DCV 6 23 CON 10 26 23 14- 10 BODY 10 0 10 11- 13 INT 10 3 13 12- PER Roll 12- 28 EGO 10 36 28 15- ECV: 9 15 PRE 10 5 15 12- PRE Attack: 3d6 10 COM 10 0 10 11- 7 PD 3 4 7/22 7/22 PD (0/15 rPD) 7 ED 5 2 7/22 7/22 ED (0/15 rED) 5 SPD 2.8 22 5 Phases: 3, 5, 8, 10, 12 12 REC 8 8 12 70 END 46 12 70 33 STUN 29 4 33 6" Running 6 0 6" 2" Swimming 2 0 2" 2" Leaping 3 0 2 1/2" 150 Total Characteristics Points CHARACTER IMAGE EXPERIENCE POINTS Total earned: 0 Spent: 190 Unspent: 0 Base Points: 150 Disad Points: 100 Total Points: 440 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (3") 2 1/2" V. Leap (1") 1" DEFENSES Type Amount Physical Defense 7/22 Res. Phys. Defense 0/15 Energy Defense 7/22 Res. Energy Defense 0/15 Mental Defense 16 Power Defense 0 COMBAT INFORMATION OCV: 6 DCV: 6 Combat Skill Levels: +4 with Mental and Ranged Combat COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 Targeting shot OCV Hit Location Head shot (Head to Shoulders) -4 1d6+3 High shot (Head to Vitals) -2 2d6+1 Body shot (Hands to Legs) -1 2d6+4 Low shot (Shoulders to Feet) -2 2d6+7 Leg shot (Vitals to Feet) -4 1d6+12 Character Name: Brainstorm Alternate Identities: Kent Hampton Player Name: NPC herologo.jpg SKILLS Cost Name 3 Stealth 13- 2 Computer Programming (Personal Computers) 10- 3 Interrogation 12- 3 Sociology: KS 12- 5 Rap Music: KS 14- 6 Science Fiction Geek: KS 15- 5 Mental Powers: Power 12- 3 Teamwork The Protectors 13- 24 +4 with Mental and Ranged Combat 54 Total Skills Cost PERKS Cost Name 4 Reputation: Member of the Protectors (A large group) 11-, +2/+2d6 33 Contact: The Protectors (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (33 Active Points) 14- 5 Contact: The Superhero Community (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity) 8- 42 Total Perks Cost TALENTS Cost Name 7 Speed of Thought: Lightning Reflexes: +7 DEX to act first with Mental Powers 7 Total Talents Cost POWERS Cost Power END 94 Pyschokinetic Powers: Multipower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (94 Active Points) 6u 1) Mental Assault: Ego Attack 6d6 (60 Active Points) 3 6u 2) Mind Search: Mind Scan 12d6 (60 Active Points) 3 6u 3) Mind Reach: Telepathy 12d6 (60 Active Points) 3 7u 4) Telekinesis: Telekinesis (50 STR) (75 Active Points) 3 5u 5) Brain Drain: Drain EGO 2d6, Ranged (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points) 2 30 Telekinetic Shield: Armor (15 PD/15 ED) (45 Active Points); Costs Endurance (-1/2) 4 22 Mental Shield: Mental Defense (16 points total), Usable By Other (+1/4), Ranged (+1/2) (22 Active Points) 0 3 Special Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF Fragile Expendable (Difficult to obtain new Focus; -3/4) 0 8 Concealed Communicator: High Range Radio Perception (Radio Group) (12 Active Points); IIF Fragile Expendable (Easy to obtain new Focus; -1/2) 0 187 Total Powers Cost Character Name: Brainstorm Alternate Identities: Kent Hampton Player Name: NPC herologo.jpg DISADVANTAGES Cost Disadvantage 25 Hunted PSI: 11- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Capture) 10 Hunted The Guardians: 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Watching) 10 Contempt For Other Egotists: (Common; Moderate) 10 Immature: (Common; Moderate) 5 Searches For his Mother: (Uncommon; Moderate) 5 Slight Asthma: (Infrequently; Slightly Impairing) 10 Dependence : Ego Stimulating Drug Takes 2d6 Damage (Uncommon; 1 Day) 15 Secret Identity: (Frequently; Major) 10 Mutant: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 100 Total Disadvantages Cost APPEARANCE Hair Color: Brown Eye Color: Brown Height: 1.73 m Weight: 65.00 kg Description: Brainstorm's costume consists of an ebony body suit with mint green boots, cuffs and vest. The striping on the sid eof the outfit, as well as his mask and belt buckle are white. BACKGROUND Kent Hampton was kidnapped as a small child by PSI who killed his father and seriously injured his mother in a hail of bullets. Over the next dozen years he was brainwashed and indoctrinated into PSI's worldview as his mental powers slowly developed. During this period they also had him become addicted to the mind expanding drug MXI which did increase his powers greatly but he quickly became addicted to and still needs to this day or suffers extreme migraines. at the age of seventeen, Kent managed to escape the clutches of PSI with the secret formula of MXI, vowing revenge Kent adopted the identity of Brainstorm and began a career as a costumed crime fighter. After several months of working solo he was asked to join both the Guardians and the Protectors. Rejecting his mutant background he said no to the Guardians and instead joined the Protectors as their resident egotist. PERSONALITY Though he is remarkably efficient in combat, Brainstorm is classically immature. His many years of captivity have left him without social skills, and he frequently makes embarrassing or hurtful remarks. Ace has a great deal of pity for Brainstorm- a feeling he has misinterpreted as affection. At the urging of Maelstrom, brainstorm has recently begun studying sociology at the university of California in Berkeley. At time Kent seems to operate from pure hormones. He will often try to seduce a villainess before fighting her and may waste a phase sending crude suggestions telepathically. In his spare time he is a science fiction fanatic and very loud rap music can usually be heard blaring from his quarters, soon kent hopes to become a DJ. QUOTE "Come on Princess, you know you want to" POWERS/TACTICS Brainstorm's own mental abilities have been enhanced tremendously by MXI he is addicted to. However, as his proficiency with his psychokinetic powers has increased, so too has his conceit. Kent frequently shows contempt for other mentalists, and Quasar struggles to keep Kent from "dueling" psychically. When engaged in battle, Brainstorm will usually keep his back close to a wall to prevent surprise ambushes. If possible, Brainstorm will remain in a relatively hidden location, firing his mental assault at opponents until his cover is blown. Then he will begin to use his telekinesis, grabbing one opponent and throwing him into another. If in combat against another mentalist he will first use his brain drain power to reduce their ego before going on the offensive with his mental assault. Character created with Hero Designer (version 20220312)
  6. I think Red Doom have a lot of potential in the current political climate with the Ukraine/Russian war. I can see them being used by Putin (or whatever faceless Russian dictator you use). The interesting thing is in the original organisation there was some very villainous members but also some very heroic ones, so would be interesting how you justify the heroic ones being part of a ruthless mercenary group.
  7. You are right, It's a long time since I played Champions and I am using this project to prepare for a campaign. I had in my head that it represented how much the power did not function rather than how often it did not function for the points. I have amended it, thanks for the spot. Below is the updated file, I have also added in appearance details. haracter Name: Doc Sonic Alternate Identities: Dr Robyn Williams Player Name: NPC herologo.jpg CHARACTERISTICS Val Char Base Points Total Roll Notes 13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1] 23 DEX 10 39 23 14- OCV 8 DCV 8 20 CON 10 20 20 13- 11 BODY 10 2 11 11- 23 INT 10 13 23 14- PER Roll 14- 13 EGO 10 6 13 12- ECV: 4 15 PRE 10 5 15 12- PRE Attack: 3d6 14 COM 10 2 14 12- 6 PD 3 3 6/26 6/26 PD (0/20 rPD) 5 ED 4 1 5/23 5/23 ED (0/18 rED) 5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12 15 REC 7 16 15 59 END 40 10 59 41 STUN 28 13 41 6" Running 6 0 6" 2" Swimming 2 0 2" 2" Leaping 3 0 2 1/2" 150 Total Characteristics Points CHARACTER IMAGE EXPERIENCE POINTS Total earned: 0 Spent: 255 Unspent: 0 Base Points: 100 Disad Points: 100 Total Points: 455 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (3") 2 1/2" V. Leap (1") 1" Flight 30" [60" NC] DEFENSES Type Amount Physical Defense 6/26 Res. Phys. Defense 0/20 Energy Defense 5/23 Res. Energy Defense 0/18 Mental Defense 0 Power Defense 0 COMBAT INFORMATION OCV: 8 DCV: 8 Combat Skill Levels: +1 With Sonic Blast, Sonic Disrupter & Sonic Shriek COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 Targeting shot OCV Hit Location Head shot (Head to Shoulders) -4 1d6+3 High shot (Head to Vitals) -2 2d6+1 Body shot (Hands to Legs) -1 2d6+4 Low shot (Shoulders to Feet) -2 2d6+7 Leg shot (Vitals to Feet) -4 1d6+12 Character Name: Doc Sonic Alternate Identities: Dr Robyn Williams Player Name: NPC herologo.jpg SKILLS Cost Name 7 Science Skill: Sonics 16- 3 Electronics 14- 3 Mechanics 14- 5 Inventor 15- 4 PS Scientist 15- 6 Computer Programming (Computer Networks, Personal Computers, Military Computers) 14- 3 Security Systems 14- 2 Systems Operation (Medical Systems) 14- 3 Paramedics 14- 3 Bureaucratics 12- 3 Analyze: Technology/Battle Suits 14- 2 Combat Piloting 10- 3 +1 With Sonic Blast, Sonic Disrupter & Sonic Shriek 2 Acrobatics (Aerial only) 10- 2 Aerial Manuevers: Defense Maneuver I-II (5 Active Points); Conditional Power Only Works While Flying (-1) 3 Teamwork The Protectors 14- 3 Conversation 12- 3 Persuasion 12- 3 KS: Antiques 12- 63 Total Skills Cost PERKS Cost Name 6 Reputation Member of the Protectors (A large group) 11-, +3/+3d6 33 The Protectors: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (33 Active Points) 14- 6 Superhero Community: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity) 11- 45 Total Perks Cost POWERS Cost Power END 34 Sonic Attack Powers: Multipower, 60-point reserve, (60 Active Points); all slots OIF (Focus Sonic Battlesuit; -1/2), Limited Power Not in a Vacuum Power loses about a fourth of its effectiveness (-1/4) 3u 1) Sonic Blast: Energy Blast 12d6 (60 Active Points); OIF (Focus Sonic Battlesuit; -1/2), Limited Power Not in a Vacuum Power loses about a fourth of its effectiveness (-1/4) 6 3u 2) Sonic Disruptor: Energy Blast 6d6, No Normal Defense ([Standard] Not VS Deaf or Hard Ear Coverings; +1) (60 Active Points); OIF (Focus Sonic Battlesuit; -1/2), Limited Power Not in a Vacuum Power loses about a fourth of its effectiveness (-1/4) 6 2u 3) Sonic Shriek: Hearing and Radio Groups Flash 12d6 (41 Active Points); OIF (Focus Sonic Battlesuit; -1/2), Limited Power Not in a Vacuum Power loses about a fourth of its effectiveness (-1/4) 4 3u 4) Vertigo Blast: Drain DEX 3d6, Ranged (+1/2) (45 Active Points); OIF (Focus Sonic Battlesuit; -1/2), Limited Power Not in a Vacuum Power loses about a fourth of its effectiveness (-1/4) 4 3u 5) Sonic Liquifier: Killing Attack - Ranged 3d6 (45 Active Points); OIF (Focus Sonic Battlesuit; -1/2), Limited Power Not in a Vacuum Power loses about a fourth of its effectiveness (-1/4) 4 34 Sonic Gadeteering Pool: Variable Power Pool (Gadget Pool), 30 base + 15 control cost, (45 Active Points); OAF Fragile (-1 1/4), Activation Roll 14- (-1/2), Limited Special Effect Common SFX (Sonics; -1/2), VPP Can Only Be Changed Between Adventures (-1/2) 41 Sonic Force Field: Force Field (20 PD/18 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (72 Active Points); OIF (Focus Sonic Battlesuit; -1/2), Limited Power Not In a Vacuum Power loses about a fourth of its effectiveness (-1/4) 0 21 Suit Energy Reserve: Endurance Reserve (160 END, 10 REC) Reserve: (26 Active Points); OIF (-1/2) 0 40 Sonic Flight: Flight 30" (60 Active Points); OIF (Focus Sonic Battlesuit; -1/2) 6 3 Special Visor: Sight Group Flash Defense (5 points) (5 Active Points); IIF Fragile Expendable (Difficult to obtain new Focus; -3/4) 0 3 Special Visor: Ultraviolet Perception (Sight Group), +1 to PER Roll (6 Active Points); IIF Fragile Expendable (Difficult to obtain new Focus; -3/4) 0 7 Special Visor: High Range Radio Perception (Radio Group) (12 Active Points); IIF Fragile Expendable (Difficult to obtain new Focus; -3/4) 0 197 Total Powers Cost Character Name: Doc Sonic Alternate Identities: Dr Robyn Williams Player Name: NPC herologo.jpg DISADVANTAGES Cost Disadvantage 10 : 1 1/2 x STUN Sonic (Common) 15 : Secret Identity (Dr Robyn Williams) (Frequently; Major) 20 Code VS Killing: (Very Common; Strong) 10 Dislikes Combat: (Common; Moderate) 10 Hunted : US Goverment 8- (Mo Pow; NCI; Watching) 10 Hunted: Le Sone 8- (As Pow; Harshly Punish) 20 Hunted: 7 Horesman 11- (Mo Pow; Harshly Punish) 5 : Nearsighted (wears corrective goggles) (Infrequently; Slightly Impairing) 100 Total Disadvantages Cost APPEARANCE Hair Color: Blonde Eye Color: Grey Height: 1.68 m Weight: 50.00 kg Description: Robyn is an attractive physically fit woman with blonde hair and grey eyes who stands roughly 5ft 5. BACKGROUND Dr. Robyn Willows had been part of the US Army's Project Talos since she left university, the Army had various suits in stages of development and some of them were far more advanced and successful than her expensive lightweight sonic suit. Eventually the army officially cut her funding and cut her from the project. She was considered and expensive failure and it was only after three years of struggling without funding she eventually met Wayne Savage owner of SavCo. He reinstated her funding and once she completed the battlesuit he revealed he was a member of the Protectors as the hero the Huntsman. Dr Willows joined the group in her unique suit as the new hero Doc Sonic and has been a member ever since. PERSONALITY Robyn is a strong, confident woman who knows her strengths and limitations. In many ways she is the Protectors most psychologically most balanced member. She is not afraid to express her opinion on a subject , but is prudent enough to know when to keep silent. Her first love is science and when off duty she can usually be found tinkering in one of her labs. And although she knows her sonic battlesuit is a powerful weapon, she does not enjoy super heroics. Battle is always frightening to her, she is aware of her own mortality. QUOTE "You should listen to me sir, dont make me shout!" POWERS/TACTICS Though Doc sonic dislikes combat, she understands it's occasional necessity and is prepared to use her battlesuits abilities aggressively. In battle Robyn will seek out a sheltered location and cut lose with her NND attack or Energy Blast, hoping the knockback will provide her with more space. Up to now she has never used her RKA against a living opponent, reserving it for breaking through doorways or the occasional killer robot. She has recently become more comfortable flying in battle and has developed some flying combat skill. Very recently she has added a sonic DEX drain to her suits attacks but has not used it much yet. CAMPAIGN_USE Notes on changes I have made to make her more an experienced heroine. I have filled out her skill portfolio giving her skills that would make sense for her and slightly increased her expertise with them, I have given her two more slots on her attack multipower and also a small variable gadget pool. Her characteristics are slightly tweaked but remain basically the same Character created with Hero Designer (version 20220312) No he was correct, the Protectors in my campaign might have the occasional cosmic or space adventure but it should be 1/4, I just made a mistake with the limitation in my mind. On to Brainstorm next.
  8. Here is my version of Doc Sonic. Character Name: Doc Sonic Alternate Identities: Dr Robyn Williams Player Name: NPC herologo.jpg CHARACTERISTICS Val Char Base Points Total Roll Notes 13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1] 23 DEX 10 39 23 14- OCV 8 DCV 8 20 CON 10 20 20 13- 11 BODY 10 2 11 11- 23 INT 10 13 23 14- PER Roll 14- 13 EGO 10 6 13 12- ECV: 4 15 PRE 10 5 15 12- PRE Attack: 3d6 14 COM 10 2 14 12- 6 PD 3 3 6/26 6/26 PD (0/20 rPD) 5 ED 4 1 5/23 5/23 ED (0/18 rED) 5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12 15 REC 7 16 15 59 END 40 10 59 41 STUN 28 13 41 6" Running 6 0 6" 2" Swimming 2 0 2" 2" Leaping 3 0 2 1/2" 150 Total Characteristics Points CHARACTER IMAGE EXPERIENCE POINTS Total earned: 0 Spent: 210 Unspent: 0 Base Points: 100 Disad Points: 100 Total Points: 410 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (3") 2 1/2" V. Leap (1") 1" Flight 30" [60" NC] DEFENSES Type Amount Physical Defense 6/26 Res. Phys. Defense 0/20 Energy Defense 5/23 Res. Energy Defense 0/18 Mental Defense 0 Power Defense 0 COMBAT INFORMATION OCV: 8 DCV: 8 Combat Skill Levels: +1 With Sonic Blast, Sonic Disrupter & Sonic Shriek COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 Targeting shot OCV Hit Location Head shot (Head to Shoulders) -4 1d6+3 High shot (Head to Vitals) -2 2d6+1 Body shot (Hands to Legs) -1 2d6+4 Low shot (Shoulders to Feet) -2 2d6+7 Leg shot (Vitals to Feet) -4 1d6+12 Character Name: Doc Sonic Alternate Identities: Dr Robyn Williams Player Name: NPC herologo.jpg SKILLS Cost Name 7 Science Skill: Sonics 16- 3 Electronics 14- 3 Mechanics 14- 5 Inventor 15- 4 PS Scientist 15- 6 Computer Programming (Computer Networks, Personal Computers, Military Computers) 14- 3 Security Systems 14- 2 Systems Operation (Medical Systems) 14- 3 Paramedics 14- 3 Bureaucratics 12- 3 Analyze: Technology/Battle Suits 14- 2 Combat Piloting 10- 3 +1 With Sonic Blast, Sonic Disrupter & Sonic Shriek 2 Acrobatics (Aerial only) 10- 2 Aerial Maneuvers: Defense Maneuver I-II (5 Active Points); Conditional Power Only Works While Flying (-1) 3 Teamwork The Protectors 14- 3 Conversation 12- 3 Persuasion 12- 3 KS: Antiques 12- 63 Total Skills Cost PERKS Cost Name 6 Reputation Member of the Protectors (A large group) 11-, +3/+3d6 33 The Protectors: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (33 Active Points) 14- 6 Superhero Community: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity) 11- 45 Total Perks Cost POWERS Cost Power END 17 Sonic Attack Powers: Multipower, 60-point reserve, (60 Active Points); all slots Limited Power Not in a Vacuum Power loses almost all of its effectiveness (-2), OIF (Focus Sonic Battlesuit; -1/2) 2u 1) Sonic Blast: Energy Blast 12d6 (60 Active Points); Limited Power Not in a Vacuum Power loses almost all of its effectiveness (-2), OIF (Focus Sonic Battlesuit; -1/2) 6 2u 2) Sonic Disruptor: Energy Blast 6d6, No Normal Defense ([Standard] Not VS Deaf or Hard Ear Coverings; +1) (60 Active Points); Limited Power Not in a Vacuum Power loses almost all of its effectiveness (-2), OIF (Focus Sonic Battlesuit; -1/2) 6 1u 3) Sonic Shriek: Hearing and Radio Groups Flash 12d6 (41 Active Points); Limited Power Not in a Vacuum Power loses almost all of its effectiveness (-2), OIF (Focus Sonic Battlesuit; -1/2) 4 1u 4) Vertigo Blast: Drain DEX 3d6, Ranged (+1/2) (45 Active Points); Limited Power Not in a Vacuum Power loses almost all of its effectiveness (-2), OIF (Focus Sonic Battlesuit; -1/2) 4 1u 5) Sonic Liquifier: Killing Attack - Ranged 3d6 (45 Active Points); Limited Power Not in a Vacuum Power loses almost all of its effectiveness (-2), OIF (Focus Sonic Battlesuit; -1/2) 4 34 Sonic Gadeteering Pool: Variable Power Pool (Gadget Pool), 30 base + 15 control cost, (45 Active Points); OAF Fragile (-1 1/4), Activation Roll 14- (-1/2), Limited Special Effect Common SFX (Sonics; -1/2), VPP Can Only Be Changed Between Adventures (-1/2) 20 Force Field (20 PD/18 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (72 Active Points); Limited Power Not In a Vacuum Power loses almost all of its effectiveness (-2), OIF (Focus Sonic Battlesuit; -1/2) 0 21 Suit Energy Reserve: Endurance Reserve (160 END, 10 REC) Reserve: (26 Active Points); OIF (-1/2) 0 40 Sonic Flight: Flight 30" (60 Active Points); OIF (Focus Sonic Battlesuit; -1/2) 6 3 Special Visor: Sight Group Flash Defense (5 points) (5 Active Points); IIF Fragile Expendable (Difficult to obtain new Focus; -3/4) 0 3 Special Visor: Ultraviolet Perception (Sight Group), +1 to PER Roll (6 Active Points); IIF Fragile Expendable (Difficult to obtain new Focus; -3/4) 0 7 Special Visor: High Range Radio Perception (Radio Group) (12 Active Points); IIF Fragile Expendable (Difficult to obtain new Focus; -3/4) 0 152 Total Powers Cost Character Name: Doc Sonic Alternate Identities: Dr Robyn Williams Player Name: NPC herologo.jpg DISADVANTAGES Cost Disadvantage 10 : 1 1/2 x STUN Sonic (Common) 15 : Secret Identity (Dr Robyn Williams) (Frequently; Major) 20 Code VS Killing: (Very Common; Strong) 10 Dislikes Combat: (Common; Moderate) 10 Hunted : US Government 8- (Mo Pow; NCI; Watching) 10 Hunted: Le Sone 8- (As Pow; Harshly Punish) 20 Hunted: 7 Horsemen 11- (Mo Pow; Harshly Punish) 5 : Nearsighted (wears corrective goggles) (Infrequently; Slightly Impairing) 100 Total Disadvantages Cost APPEARANCE Hair Color: Brown Eye Color: Brown Height: 2.00 m Weight: 100.00 kg Description: BACKGROUND Dr. Robyn Willows had been part of the US Army's Project Talos since she left university, the Army had various suits in stages of development and some of them were far more advanced and successful than her expensive lightweight sonic suit. Eventually the army officially cut her funding and cut her from the project. She was considered and expensive failure and it was only after three years of struggling without funding she eventually met Wayne Savage owner of SavCo. He reinstated her funding and once she completed the battle-suit he revealed he was a member of the Protectors as the hero the Huntsman. Dr Willows joined the group in her unique suit as the new hero Doc Sonic and has been a member ever since. PERSONALITY Robyn is a strong, confident woman who knows her strengths and limitations. In many ways she is the Protectors most psychologically most balanced member. She is not afraid to express her opinion on a subject , but is prudent enough to know when to keep silent. Her first love is sceince and when off duty she can usually be found tinkering in one of her labs. And although she knows her sonic battlesuit is a powerful weapon, she does not enjoy super heroics. Battle is always frightening to her, she is aware of her own mortality. QUOTE "You should listen to me sir, dont make me shout!" POWERS/TACTICS Though Doc sonic dislikes combat, she understands it's occasional necessity and is prepared to use her battle-suits abilities aggressively. In battle Robyn will seek out a sheltered location and cut lose with her NND attack or Energy Blast, hoping the knock back will provide her with more space. Up to now she has never used her RKA against a living opponent, reserving it for breaking through doorways or the occasional killer robot. She has recently become more comfortable flying in battle and has developed some flying combat skill. Very recently she has added a sonic DEX drain to her suits attacks but has not used it much yet. CAMPAIGN_USE Notes on changes I have made to make her more an experienced heroine. I have filled out her skill portfolio giving her skills that would make sense for her and slightly increased her expertise with them, I have given her two more slots on her attack multi-power and also a small variable gadget pool. Her characteristics are slightly tweaked but remain basically the same Character created with Hero Designer (version 20220312) Doc Sonic.HTML
  9. Continuing this project I am going to start with 5th edition versions of the Protectors from the adventure "To Serve and Protect". They will be my versions so depending on the character the differences might be big or small or hardly any different at all. Will be giving them all some xp bonuses as in my campaign I want them to be quite a powerful and experienced group of heroes. I will post hero designer sheets for them as I go first up will be Doc Sonic.
  10. No what I was getting at was, If i wanted to simulate slow growth on a character that has been active x amount of years and spend those XP at the end of each year active what ranges would be appropriate? Lets just say for example we have a spider-man type young hero that's been active four years, if I wanted to spend some xp for him at the end of each year how much would be appropriate in a range?
  11. I have to say that is one of the most original and cool scenarios for sudden super heroes and villains I have ever heard!
  12. Question for you guys, how much XP would you give NPC's in your campaign, both heroes and villains to simulate that they started off as 350 point characters but they are now two, five, ten, twenty years on in their careers? Would it be a range? what would be your maximum? I am trying to simulate and build various NPC's of various experience levels and I want to simulate such xp in as logical way as possible. Would it be anything from 10-50 points a year depending on the NPC? how would you and do you update long running NPC's in your campaign? Dean
  13. Well thats where we probably differ on strength levels, starting PC's would be about 50-65 but I want my heavy hitters in the campaign to be well above that. As to if they are usable for other peoples campaigns, obviously my priority is my campaign and if people dont want to use them that's fine, that was not my motive for posting them anyway, but I would point out it takes minutes to amend characters to fit into their own personal campaign if they want to. And as for being baseline champions, these are NPC's I am posting not PC's, If the thing on 700ish points will never be used, what does that say for the many, many official champions characters way above that level? Yes he is a powerful NPC, My supers campaigns have always been full of them.
  14. LOL, why could this not be used in a game? all stas are relative to each other are they not? and this will become apparent as I keep posting more characters. You could do versions of many characters hundreds and hundreds of points part, that does not make any version non valid, it all depends on how they stack up with other characters in your game. I have not taken it disrespectfully, you are contributing to the thread and I thank you for that, the purpose is to share the posts with others as my version of the universes and I promise you they will match up relative to each other. Well yes! We may often disagree on character visions, but no one is really right or wrong it is just interpretation. For me what is most important is how they model against each other. It is the same in the comics different creative teams write characters in different ways with the spill over of power increases or decreases before the next writer comes along.
  15. Well the stats will make more sense as I do more write ups as I said in the original post as they are all relative to each other. The strength level is to get him to just below the characters who will be placed at a 100ish (Thor, Hercules, calm Hulk etc). With the combat skill levels he is considered one of the greatest fighters in the Marvel uni and with such a low Dex and the maneuvers I gave him he will be hit aplenty but will also be hitting back, the combat skill level range I will be giving out is 1-12. So this places him just off top tier with 8. The ego represents his huge willpower than is often seen and spoken about. He is one of the most experienced and powerful heroes in the marvel uni and my FF overall will be one of the premier groups, as they should be. Yes he has improved since then, also I didn't want to put him too far under a calm Hulk, to represent they are such an even match for each other in their classic brawls over the years.
  16. I like that, it makes sense for him when hes literally a body of flame. I will go with a bigger ED than PD I think but not too large and go also with damage reduction as Christopher suggested.
  17. Its the Marvel Wiki, no its the FF Torch, Johnny Storm.
  18. While researching the Torch for my characters thread I came a cross this entry at the Marvel Wiki. Superhuman Durability: The Human Torch is surprisingly, and extremely durable. He was able to shake off a punch from Gladiator,[117] and has taken multiple punches from Namor. When did this become a thing? I have read FF all the way past the Byrne run (thats admittedly a long time ago) but I dont really remember him being written as super durable, yes his flaming aura protects him from things like bullets and he has a damage shield for sure, but super durability? Whats your thoughts on this?
  19. Character Name: The Thing Alternate Identities: Ben Grimm Player Name: NPC herologo.jpg CHARACTERISTICS Val Char Base Points Total Roll Notes 90 STR 10 80 90 27- HTH Damage 18d6 END [4] 15 DEX 10 15 15 12- OCV 5 DCV 5 50 CON 10 80 50 19- 50 BODY 10 80 50 19- 18 INT 10 8 18 13- PER Roll 13- 25 EGO 10 30 25 14- ECV: 8 45 PRE 10 35 45 18- PRE Attack: 9d6 3 COM 10 -3 3 10- 50 PD 18 32 50 50 PD (50 rPD) 40 ED 10 30 40 40 ED (40 rED) 4 SPD 2.5 15 4 Phases: 3, 6, 9, 12 28 REC 28 0 28 100 END 100 0 100 120 STUN 120 0 120 6" Running 6 0 10" 2" Swimming 2 0 2" 18" Leaping 18 0 18" 402 Total Characteristics Points CHARACTER IMAGE the_thing.jpg EXPERIENCE POINTS Total earned: 372 Spent: 372 Unspent: 0 Base Points: 200 Disad Points: 165 Total Points: 737 MOVEMENT Type Total Run (6) 10" [20" NC] Swim (2) 2" [4" NC] H. Leap (18") 18" V. Leap (9") 9" DEFENSES Type Amount Physical Defense 50 Res. Phys. Defense 50 Energy Defense 40 Res. Energy Defense 40 Mental Defense 0 Power Defense 5 COMBAT INFORMATION OCV: 5 DCV: 5 Combat Skill Levels: +8 with Martial Maneuvers COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon Basic Strike 1/2 +1 +0 20d6 Strike Charge 1/2 +0 -2 20d6 +v/5 Strike, FMove Crush 1/2 +0 +0 22d6 Crush, Must Follow Grab Martial Block 1/2 +2 +2 Block, Abort Martial Escape 1/2 +0 +0 105 STR vs. Grabs Martial Grab 1/2 -1 -1 Grab Two Limbs, 100 STR for holding on Martial Strike 1/2 +0 +2 20d6 Strike Offensive Strike 1/2 -2 +1 22d6 Strike Reversal var -1 -2 105 STR to Escape; Grab Two Limbs Root 1/2 +0 +0 105 STR to resist Shove; Block, Abort Takedown 1/2 +1 +1 18d6 Strike; Target Falls COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 Targeting shot OCV Hit Location Head shot (Head to Shoulders) -4 1d6+3 High shot (Head to Vitals) -2 2d6+1 Body shot (Hands to Legs) -1 2d6+4 Low shot (Shoulders to Feet) -2 2d6+7 Leg shot (Vitals to Feet) -4 1d6+12 Character Name: The Thing Alternate Identities: Ben Grimm Player Name: NPC herologo.jpg SKILLS Cost Name 17 Combat Piloting 19- 7 Combat Driving 14- 24 +8 with Martial Maneuvers 2 Saxaphone: Musical Instrument Familiarity 12- 3 Navigation (Air, Space) 13- 5 Parachuting 13- 13 Super Strength Tricks: Power 16- 2 Streetwise 10- 15 Fantastic Four: Teamwork 18- 4 TF: Combat Aircraft, Early Spacecraft, Large Planes, Small Planes, Spaceplanes 92 Total Skills Cost PERKS Cost Name 33 Superhuman Community: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (33 Active Points) 15- Notes: The Thing knows everyone! 3 Member of the Fantastic Four: Reputation (A large group) 14-, +1/+1d6 36 Total Perks Cost POWERS Cost Power END 10 Tough Rocky Hide: Physical Damage Reduction, 25% 0 10 Tough Rocky Hide: Energy Damage Reduction, 25% 0 45 Impossible to Kill: Damage Resistance (50 PD/40 ED) 0 6 Big and Heavy: Knockback Resistance -3" 0 32 Tough as Hell: Life Support (Extended Breathing: 1 END per Minute; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) 0 22 Endless Endurance: Reduced Endurance (1/2 END; +1/4) (22 Active Points) applied to STR 6 Protected Hearing: Hearing Group Flash Defense (6 points) 0 5 Hard to Effect: Power Defense (5 points) 0 20 Rocky Hide: Lack Of Weakness (-20) for Resistant Defenses 0 8 Faster Than He Looks: Running +4" (10" total) 1 164 Total Powers Cost MARTIAL ARTS MANEUVERS Cost Maneuver 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 20d6 Strike 4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 20d6 +v/5 Strike, FMove 4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 22d6 Crush, Must Follow Grab 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 105 STR vs. Grabs 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 100 STR for holding on 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 20d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 22d6 Strike 4 Reversal: var Phase, -1 OCV, -2 DCV, 105 STR to Escape; Grab Two Limbs 4 Root: 1/2 Phase, +0 OCV, +0 DCV, 105 STR to resist Shove; Block, Abort 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 18d6 Strike; Target Falls 1 Weapon Element: Homemade Weapons Notes: This represents, lamposts, vehicles, etc. 43 Total Martial Arts Cost Character Name: The Thing Alternate Identities: Ben Grimm Player Name: NPC herologo.jpg DISADVANTAGES Cost Disadvantage 15 Dependent NPC: Alicia Masters 8- (Incompetent) 15 Enraged: When Alicia is threatened or when annoyed by the Human Torch (Very Common), go 8-, recover 14- 0 Hunted: The Yancy Street Gang 8- (Less Pow; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Mildly Punish) 20 Hunted: Fantastic Four Rogues Gallery 11- (Less Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 5 Physical Limitation: Large Rocky Hide (Infrequently; Slightly Impairing) 25 Psychological Limitation: Code Against Killing (Very Common; Total) 15 Psychological Limitation: Overconfident (Very Common; Moderate) 15 Psychological Limitation: Hates his Rocky Orange Form (Very Common; Moderate) 15 Reputation: member of the Fantastic Four, 14- 10 Rivalry: Professional and Romantic, The Human Torch, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Public Identity (Frequently; Major) 15 Distinctive Features: Rocky Orange Monster (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 165 Total Disadvantages Cost APPEARANCE Hair Color: Bald Eye Color: Blue Height: 1.86 m Weight: 228.00 kg Description: Character created with Hero Designer (version 20220312) The Thing.HTML
  20. Statistic and Power Levels For the Builds I dont know if this is still a thing, but over the years Champions published characters would fall under certain patterns for stats which sometimes I did not like and overall I felt the stats were too high, especially when looking at both dexterity and speed. On the other side of the coin I felt Strength too many times would fall around the 60 mark, so lets look at these in turn. Overall power level in damage dice I want to simulate a greater common range of power level than was common in Champions back in say 4th edition. the higher damage levels say 15d to 20d will be more common in these builds depending obviously on the character and some (powerful villains, top tier powerful heroes) will go way beyond that. That said I also want to keep street heroes at the correct level, but I am going to build many characters as very much glass cannons if they need to be. Defenses Pd and Ed levels will not commonly be artificially raised in builds unless there is a real reason to do so and increased defenses for combat luck or great willpower will probably be given to the most famous and iconic heroes to simulate the fact they have something special that allows them to come through in fights, but it wont be the norm instead reserved for the real comics superstars such as Batman and Spidey. This will mean obviously fights will be much shorter in my campaign eventually and I am fine with that, as I previously said many characters will then be glass cannons going down quickly if tagged but able to be very offensively damaging themselves (Cyclops I am looking at you!). Dexterity I will be lowering DEX across the board if characters are considered to be more or less normal humans. I never liked the fact that the most common DEX scores were around 22-23 and slow was considered 18. I will dial it right back to the average human being 10 and anything over 30 is considered superhuman. However looking at the 6th edition tables on page 72 of the champions book, I love those ranges, but wil lenforce them much more strictly so characters fall between average to competent much more with only a few exceptional heroes going into the legendary range on DEX. Speed Again in Champions write ups over the years a speed of 5 seemed bog standard and 4 was slow and 6 considered fast. Again I want to dial this back a bit so a 6 would be considered very fast and reactive and slow would be considered much more down the line and common at a 2 with averages more 3-4. Again to use a wider range of speeds and make the superhuman speed guys that much more special. Strength Going to be really careful with the street hero/ normal strength characters to differentiate them more, so a character say like the Human Torch will not be given strength of much better than say skilled 11-13 also taking into account build and gender so when we get to the real street heroes such as Daredevil, Nightwing etc they still stand out. Martial Arts & Combat Skill Levels In comics recently it seems that everyone has training in Martial Arts these days, However I want to be careful in again showing the difference between this and and the real martial artist experts, so will be keeping a real tight rein on combat levels. Contacts The builds will be contact heavy to show heroes allies and history whenever possible. Enemies I will be limiting this disadvantage to maybe one or two arch enemies for the heroes and then a generalized rogues gallery disadvantage to not overload with enemies, for example Cap would have the Red Skull as his arch enemy then a rogues gallery representing villains like Batroc, Crossbones, Arnim Zola etc. Cross Universe Levels I want the characters to make sense and be competitive across the main comics universe so that obviously means many DC characters will be reduced in stats and raw power compared to their marvel counterparts, this obviously means characters like Superman who I want to be on a rough par with Thor and Hulk from Marvel. This is going to be a bit of a juggling act obviously as both universes operate under different power levels sometimes but I want them to be broadly comparable as I will be using them in the same Universe. That is enough rambling for now, i will add to my thinking as different bits come up.
  21. For fun and eventually when I plan on doing in the far future a gonzo shared DC/Image/Marvel campaign for my players (we are currently knee deep in a Warhammer 4th edition campaign) I am going to post here my versions of well known and sometimes more obscure characters from the main comics publishers. I will be building them using Hero Designer and I have not regularly played a hero game for many years, so I would love some feedback if you think I could have done things differently or better with the builds or if you think I have forgotten anything with the characters themselves. I am going to try to make the builds as internally consistent against each other as possible so they make sense and "feel right". To help me do this I am going to keep spreadsheets comparing characters stats against each other so I can model them easier by comparing and contrasting as I go. As to design philosophy I have my own definite thoughts on levels given to stats like DEXTERITY and SPEED, skill levels and power levels etc. But I will make as I say everyone as consistent against each other as possible. So please before you post saying character X's dexterity is far too low, etc, etc please read the posts below of me explaining where I am coming from on the stat and power levels. One general point is the builds will be an overall snap shot of the character and not one particularly from present day comics. My main comic reading period was the 70's to the 90's (I am old) and although I am open to recent developments on characters, I am more looking at a "classic" take on each character sometimes maybe combining elements or doing multiple versions of them, but also sometimes ignoring versions of characters I did not like. For example my favorite version of Hank Pym was always when he was Yellowjacket, but I may do other versions of him, down the road. Hopefully this thread will build into a nice database of characters over time.
  22. No I don't have that supplement as I got a bit turned off him in the last two editions as he became in my opinion a bit unusable in an actual campaign in face to face slugfests. yes of course he is still fine to use as a master villain, but I always liked the pay off of the PC's duking it out at the end with them. But I think this was a general trend with the master villains for champions anyway, Mechanon is another great example of becoming too deadly to use. Once you go into the 30d6 attack range of power, unless your group is of cosmic level defenses themselves they are going down fast and hard. I look at these write up and wince. Mechanon was hugely challenging back in the day before these more modern write ups! anyway just my personal opinion. I want him much more at a real Dr.Doom level where he used to off nameless minions easily in a comic panel, but not superheroes in the story! (My bronze age preferences coming through). Thank you Lord Liaden, Shadow Destroyer sounds very intresting.
  23. Dr Destroyer I am using Destroyer but in a very different way from how he has been presented in the last couple of editions. I am really bringing his power level down to his early appearances in the game much like he was back with the Island of Dr Destroyer. Looking at his bloated uber powerful right ups in the recent editions I think he basically became unbeatable and unusable, which is a real shame for such a great old school champions character. He was always a blatant Dr. Doom homage even down to his name with also some Red Skull riffs in his Nazi background. If you look at Doom closely in the comics he gets involved in many fights with the FF and other teams and he is all about his defenses, which are super high but his offense output was never huge. I am going to lean into the Doom homage much more and make him very much the arch enemy of the Atom Family (My choice from Mutants & Masterminds for my FF type group) I will be using a lot of the background for Romania in the Super powered Legends setting for Lord A'Arc. I am also removing the world war 2 Nazi element in his background and moving him up in the time scale so he would be maybe in his early fifties when the campaign begins. Also to his write up I will be adding some sorcery and spells to give him a slight mystical sub bent of powers, but overall I just want to dial back hugely on his offensive power which has just turned him into a hero killer as far as I can see. I want to actually use him in the campaign and yes he will trounce my starting pc heroes, but he won't kill them in a few segments! Motivations Conquer the world the classic one obviously Humiliate and destroy Dr Atom's reputation and to a lesser extent the Atom Family as a whole - Not kill, but humiliate and cause as much pain as possible, particularly wants to destroy Atom's scientific reputation. This begs the question does he want to do the same with other heroes with reps for being tech geniuses such as Daedalus and other villains as well? I am guessing anyone that has a scientific reputation rivaling his own who find themselves in the line of fire to some extent. Find a way to extend his own life I find it possibly amusing that in a world of extended life spans from all sorts of origins, that Destroyer has yet to find anything that works on himself. If i have him in his mid 50's now in my campaign I would like to see him age in the armor over the next few years and this become a real priority for him, It was one of the things I actually really liked in the champs Destroyer write up that he becomes a wizened old weak man behind the armor's mask. Save his mother - I always really like this motivation from Marvel's Doom as it made him more into a real person and gave reason for his interesting delve into magic. In the superpowered legends book (Lord D'Arc) is involved heavily in saving Romania from vampires, so I will take this one step further and say his mother became a bride of Dracula! Destroy Dracula and all Vampires Lets set up Dracula as his 2nd biggest enemy after the Atom Family due to revenge for his mother. Protect Romania and it's citizens Lets humanise him again a bit more and say he actually wants to protect Romania and its citizens, but that in his head does not make him a brutal dictator (which he is) but still means the average Romanian has a great quality of life (which strangely enough with all his tech improvements they actually do).
  24. Eliminated Elements & Characters A list of Champions of other super game setting characters and other elements (teams, organisations etc) that will not be used in the campaign and a brief reason why.
  25. Cosmic Entity's A list of important, powerful cosmic entities.
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