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6th Ed Conversions...


Dr. MID-Nite

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Yeah...I know....another one of these threads. I'm going to try and focus on characters I haven't seen converted in other threads. I'll also post my future conversions in this thread so as not to clog up the Champions page. First up...Ronin...from the old 4th Ed supplement Enemies for Hire. He's basically a martial artist with a twist...he's almost entirely immune to mental powers. My updates included toning down his stats a tad(mostly STR) and I used Kenjutsu as his default martial arts instead of his original Judo...which didn't make a hell of a lot of sense to me. Expanded his skills to make sense with this new premise...and also toned down his extreme(i.e. psychotic) complications(so players and/or GMs could consider using him as a hero).

 

 

 

Ronin
Toshi Fujimoto

VAL CHA Cost Roll Notes
20 STR 10 13- HTH Damage 4d6  END [2]
23 DEX 26 14-
20 CON 10 13-
10 INT 0 11- PER Roll 11-
23 EGO 13 14-
20 PRE 10 13- PRE Attack: 4d6
8 OCV 25
8 DCV 25
3 OMCV 0
10 DMCV 21
5 SPD 30 Phases:  3, 5, 8, 10, 12
10 PD 8 10/20 PD (0/10 rPD)
10 ED 8 10/20 ED (0/10 rED)
10 REC 6
40 END 4
15 BODY 5 
40 STUN 10

Movement Cost Meters Notes
RUNNING 8 20m/40m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward

 

 

Characteristics Total: 219

Cost Powers
25 Psychic Shields: Mental Defense (20 points total), Hardened (+1/4) (25 Active Points) - END=0
30 Psychic Null: Mental Damage Reduction, 50% - END=0
10 Psionic Strength of Will: Power Defense (20 points) (20 Active Points); Limited Power Only vs INT or EGO Drains, or Mind Affecting Transformation Attacks (-1) - END=0
10 Psychic Sense: Mental Awareness, Discriminatory - END=0
16 Katana : Killing Attack - Hand-To-Hand 1 1/2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (Katana; -1), No Knockback (-1/4) - END=0
17 Samurai Armor: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (Samurai Armor; -1/2), Requires A Roll (14- roll; -1/4) - END=0

Powers Total: 108

Cost Martial Arts
5 Running Stroke:  1/2 Phase, +1 OCV, +0 DCV, Weapon +3 DC +v/10; FMove
5 Slashing Stroke:  1/2 Phase, -2 OCV, +1 DCV, Weapon +7 DC Strike
4 Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll
4 Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 Sacrifice Stroke:  1/2 Phase, +1 OCV, -2 DCV, Weapon +7 DC Strike
1 Weapon Element:  Default Element, Empty Hand
12 +3 HTH Damage Class(es)
4 Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
4 Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike

Martial Arts Total: 44

Cost Skills
3 Acting 13-
3 Breakfall 14-
3 Fast Draw 14-
3 Language:  English (completely fluent)
0 Language:  Japanese (idiomatic) (4 Active Points)
2 KS: Noh Theater 11-
2 KS: Kenjutsu 11-
2 KS: Bushido 11-
1 WF:  Blades
10 Defense Maneuver I-IV

Skills Total: 29

 

Value Complications
5 Enraged:  If Attacked by a Mental Power (Uncommon), go 8-, recover 14-
15 Unluck: 3d6
15 Social Complication:  Secret Identity Frequently, Major
5 Distinctive Features:  Registers as a Mutant on Detection Devices (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
20 Hunted:  PSI Infrequently (Mo Pow; NCI; Harshly Punish)
20 Psychological Complication:  Honorable...Will Not Strike From Behind or From Surprise (Common; Total)

Complications Points: 80

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400



Total Character Cost: 400

Ronin.hdc

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First up, we have Earthquake, the nominal leader of the group. I didn't alter him too much. I replaced his Change Environment(which was supposed to simulate an earthquake zone) with a minor Blast(10km Megascale) that more or less simulated the same thing in my mind. Like most of the group, he's not really too combat effective, but his powers are hideously destructive. I added a "Seismic Punch" to round out his offense a bit. This is the least altered of the characters from this group. The remaining members I altered quite a bit more as I found their builds clunky or uninspired.

 

 

 

 

 

Earthquake
Jonathan Wembley

VAL CHA Cost Roll Notes
30 STR 20 15- HTH Damage 6d6  END [3]
22 DEX 24 13-
25 CON 15 14-
13 INT 3 12- PER Roll 12-
11 EGO 1 11-
15 PRE 5 12- PRE Attack: 3d6
7 OCV 20
7 DCV 20
3 OMCV 0
4 DMCV 3
5 SPD 30 Phases:  3, 5, 8, 10, 12
20 PD 18 20/28 PD (0/8 rPD)
15 ED 13 15/21 ED (0/6 rED)
15 REC 11
70 END 10
15 BODY 5
50 STUN 15

Movement Cost Meters Notes
RUNNING 6 18m/36m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward

 

TUNNELING  24m/48m

Characteristics Total: 219

Cost Powers
50 Localized Earthquake: Blast 10d6, Limited Power Power Only Does Knockdown, Not Knockback (-0), Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (32m Radius; +1) (125 Active Points); Extra Time (Full Phase, -1/2), No Range (-1/2), Limited Power Power Only Affects Those on the Ground (-1/4), Unified Power (Seismic Powers; -1/4) - END=5
54 Seismic Digging: Tunneling 24m through 22 PD material (68 Active Points); Unified Power (Seismic Powers; -1/4) - END=7
33 Wide Area Tremor: Blast 6d6, Limited Power Power Only Does Knockdown, Not Knockback (-0), Area Of Effect (6m Radius Explosion; +1/4), Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), MegaScale (1m = 10 km; +1 1/4), Cannot alter scale (-1/4) (82 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Limited Power Power Only Affects those on the Ground (-1/4), Unified Power (Seismic Powers; -1/4) - END=3
21 Seismic Wave Defense: Resistant Protection (8 PD/6 ED) - END=0
27 Seismic Sense: Detect Earth and Stone 14- (Touch Group), Discriminatory, Analyze, Range - END=0
4 Seismic Punch: Hand-To-Hand Attack +2d6 (10 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Hand-To-Hand Attack (-1/4) - END=4

Powers Total: 189

Cost Skills
3 Breakfall 13-
3 Stealth 13-
3 Streetwise 12-
3 Tactics 12-
3 Science Skill:  Geology 12-
3 Science Skill:  Tectonics 12-

Skills Total: 18

Cost Talents
3 Bump Of Direction

Talents Total: 3

Value Complications
25 Susceptibility:  If Not Touching  the Ground 1d6 damage per Phase (Very Common)
20 Psychological Complication:  Acrophobia (Common; Total)
15 Psychological Complication:  Out to Destroy American Infrastructure and System (Common; Strong)
20 Hunted:  PRIMUS Infrequently (Mo Pow; NCI; Harshly Punish)

Complications Points: 80

Base Points: 400
Experience: 29
Experience Unspent: 0
Total Character Cost: 429

Earthquake.hdc

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Next up is Riot. My main issue with him was the "Advanced Mutant" template The Mutant File attached to random characters giving them super strength, Wolverine level regeneration, and stupid levels of power defense. His Mind Control is interesting...in that it really can't do much to well adjusted or content people. I scaled back the "Advanced Mutant" enhancements....eliminating the super strength and lowering the Power Defense to modest levels. The Regen I kept but scaled it back to 2 BODY a day. This means he recovers from serious wounds about 4 times faster than a regular person without turning into Wolverine. I also dumped the Shotgun because it seemed redundant. As with Earthquake, not a great combatant but that power is devastating in the right circumstances. Riot is also a walking collection of mental disorders....literally. My 6th Ed update actually came out to 444 pts...26 pts less than the original 4th Ed version...mostly due to my alterations.

 

 

Riot
Anthony Hawley

VAL CHA Cost Roll Notes
20 STR 10 13- HTH Damage 4d6  END [2]
20 DEX 20 13-
20 CON 10 13-
18 INT 8 13- PER Roll 13-
30 EGO 20 15-
20 PRE 0 13- PRE Attack: 4d6
7 OCV 20
7 DCV 20
10 OMCV 21
10 DMCV 21
5 SPD 30 Phases:  3, 5, 8, 10, 12
14 PD 12 14/20 PD (0/6 rPD)
10 ED 8 10/16 ED (0/6 rED)
12 REC 8
60 END 8
14 BODY 4
50 STUN 15

Movement Cost Meters Notes
RUNNING 8 20m/40m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward

 

Characteristics Total: 243

Cost Powers
75 Riot Control: Mind Control 8d6 (Human class of minds), Telepathic (+1/4), Invisible Power Effects (Fully Invisible; +1/2), Area Of Effect (1,750m Radius; +2 1/2) (170 Active Points); Set Effect (Only to Incite Peopls to Riot and Pillage; -1/2), No Range (-1/2), Limited Power Power Only Works on the "Wouldn't Mind Doing" Level or Less (-1/4) - END=17
18 Automatic Riot Control Targeting Sense: Clairsentience (Sight Group), x128 Range (25,600m) (55 Active Points); Limited Power Power Only Works to Find targets to Target with Mind Control(Not Truly a Sense) (-1 1/2), Linked (Riot Control; -1/2) - END=5
24 Focused Anger and Hate: Mental Blast 6d6 (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2) - END=24
16 Autopistol: Killing Attack - Ranged 2d6, Armor Piercing (+1/4) (37 Active Points); OAF(Pistol) (-1), 2 clips of 8 Charges (-1/4) - END=[8]
10 Kevlar Jacket: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF(Jacket) (-1/2), Requires A Roll (14- roll; -1/4) - END=0
15 Confusing Mind: Mental Defense (15 points total) - END=0
8 Mutant Physiology: Regeneration (2 BODY per Day) - END=0
1 Mutant Physiology: Life Support  (Longevity: 200 Years) - END=0
5 Mutant Physiology: Life Support  (Immunity: All terrestrial diseases) - END=0
5 Mutant Physiology: Power Defense (5 points) - END=0

Powers Total: 177

Cost Skills
3 Conversation 13-
3 Interrogation 13-
3 Oratory 13-
3 Persuasion 13-
3 PS: Psychiatrist 13-
3 Science Skill:  Psychology 13-
3 Science Skill:  Pharmacology 13-
3 +1 with Pistols

Skills Total: 24

Value Complications
25 Psychological Complication:  Various Psychoses, Neuroses, and Disorders That Come and Go (Very Common; Total)
15 Psychological Complication:  Believes He Must Lead Violent Revolution Into Anarchy (Common; Strong)
20 Susceptibility:  When Affected by Mind Control, Telepathy, or Mental Illusions 2d6 damage per Phase (Uncommon)
20 Hunted:  PRIMUS Infrequently (Mo Pow; NCI; Harshly Punish)

Complications Points: 80

Base Points: 400
Experience: 44
Experience Unspent: 0
Total Character Cost: 444

Riot.hdc

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And here is Hurricane from Catastrophe, the first reasonably effective combatant in the group(at least on offense). My changes to her were minimal, but she still came out over 100 pts more than the 4th Ed version. I think replicating her powers in 6th ed simply costs more in general. I reduced her STR as nothing in the text supported it. I actually boosted her wind blast and Telekinesis a tad. Her quote has her threatening the heroes with "a tank in their face"....so it might be nice if she could actually make good on that threat...which the 4th ed version couldn't. Defensively, she's pathetic. The wind shield helps, but her low CON and STUN aren't doing her any favors...and even low powered energy blasts take her out in a hurry. I actually gave her just a tad of Combat luck to somewhat compensate for her massive weakness. Offensively, she's not bad, but I can't see her getting off too many shots before she's put down. Combined with the rest of her group, she's probably a lot better off.

 

 

 

 

 

Hurricane
Kara Wildes

VAL CHA Cost Roll Notes
10 STR 0 11- HTH Damage 2d6  END [1]
26 DEX 32 14-
18 CON 8 13-
10 INT 0 11- PER Roll 11-
10 EGO 0 11-
18 PRE 8 13- PRE Attack: 3 1/2d6
9 OCV 30
9 DCV 30
3 OMCV 0
3 DMCV 0
7 SPD 50 Phases:  2, 4, 6, 7, 9, 11, 12
10 PD 8 10/16 PD (0/6 rPD)
10 ED 8 10/16 ED (0/6 rED)
10 REC 6
70 END 10
12 BODY 2
35 STUN 8

Movement Cost Meters Notes
RUNNING 0 12m/24m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
FLIGHT  60m/240m

 

Characteristics Total: 200

Cost Powers
46 Carried by the Wind: Flight 60m, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (81 Active Points); Limited Power Power Only Works Outdoors (-1/4), Limited Power Power Requires Air (-1/4), Unified Power (Wind Control; -1/4) - END=3
72 Snuff Out: Dispel 12d6, Fire Powers (+1/2), Expanded Effect (All Fire, Smoke, or Similiar Powers at Once) (+2) (126 Active Points); Unified Power (Wind Control; -1/4), Limited Power Power Requires Air (-1/4), Limited Power Power Only Works Outdoors (-1/4) - END=13
43 Hurricane Gust: Blast 10d6, Double Knockback (+1/2) (75 Active Points); Limited Power Power Requires Air (-1/4), Unified Power (Wind Control; -1/4), Limited Power Power Only Works Outdoors (-1/4) - END=7
37 Wind Manipulation: Telekinesis (50 STR) (75 Active Points); Limited Power Power Only Works Outdoors (-1/4), Limited Power Power Requires Air (-1/4), Unified Power (Wind Control; -1/4), Affects Whole Object (-1/4) - END=7
34 Wind Shield: Energy Damage Reduction, Resistant, 75% (60 Active Points); Unified Power (Wind Control; -1/4), Limited Power Power Requires Air (-1/4), Limited Power Power Only Works Outdoors (-1/4) - END=0
20 Air Point Defense: Deflection, Costs Endurance Only To Activate (+1/4), Constant (+1/2), Uncontrolled (+1/2) (45 Active Points); Limited Power Power Only Affects Physical Attacks (-1/2), Limited Power Power Only Works Outdoors (-1/4), Limited Power Power Requires Air (-1/4), Unified Power (Wind Control; -1/4) - END=4

Powers Total: 252

Cost Skills
3 Acrobatics 14-
3 Breakfall 14-
3 Charm 13-
3 High Society 13-
2 Navigation (Air) 11-
3 Riding 14-
2 KS: Airplanes and Jets 11-
2 Science Skill:  Meteorology 11-
3 Language:  French(English is native) (completely fluent)
2 TF:  Large Planes, Small Planes
8 +4 with Turn Modes
9 +3 with Wind Control Attacks

Skills Total: 43

Cost Perks
15 Money:  Filthy Rich

Perks Total: 15

Cost Talents
3 +1/+1d6 Striking Appearance (vs. all characters)
12 Combat Luck (6 PD/6 ED)

Talents Total: 15

Value Complications
20 Psychological Complication:  Terrified of Having Secret ID Uncovered (Common; Total)
15 Psychological Complication:  Violent and Destructive (Common; Strong)
15 Social Complication:  Secret ID Frequently, Major
20 Hunted:  PRIMUS Infrequently (Mo Pow; NCI; Harshly Punish)
15 Enraged:  If Made to Look Bad or Foolish (Uncommon), go 11-, recover 11-

Complications Points: 85

Base Points: 400
Experience: 65
Experience Unspent: 0
Total Character Cost: 525

Hurricane.hdc

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And here's Icestorm from Catastrophe. As he's supposed to be a kid, I resisted the urge to make him more powerful by bringing him up to a standard 400 pt 6th Ed level. What I did do is basically rebuild most of his powers with the tools available from the last two editions. I also added a Brittlize power as the text supported it while removing the Force Wall and Darkness as these seemed too subtle uses of his powers for a kid to be using.

 

 

 

Icestorm
Alain Remere

VAL CHA Cost Roll Notes
10 STR 0 11- HTH Damage 2d6  END [1]
21 DEX 22 13-
25 CON 15 14-
10 INT 0 11- PER Roll 11-
11 EGO 1 11-
15 PRE 5 12- PRE Attack: 3d6
7 OCV 20
7 DCV 20
3 OMCV 0
4 DMCV 3
5 SPD 30 Phases:  3, 5, 8, 10, 12
10 PD 8 10/25 PD (0/15 rPD)
10 ED 8 10/25 ED (0/15 rED)
10 REC 6
70 END 10
14 BODY 4
45 STUN 13

Movement Cost Meters Notes
RUNNING 0 12m/32m,/24m/64m END [1/3]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
FLIGHT  30m/60m

 

Characteristics Total: 165

Cost Powers
23 Icestorm: Change Environment (-3 to Normal Sight PER Rolls, -3 Temperature Level Adjustment), Reduced Endurance (1/2 END; +1/4), Area Of Effect (32m Radius; +1) (34 Active Points); Limited Power Not in Extremely Hot or Dry Conditions (-1/4), Unified Power (Ice/Cold Powers; -1/4) - END=1
26 Ice Armor: Resistant Protection (15 PD/15 ED) (45 Active Points); Unified Power (Ice/Cold Powers; -1/4), Limited Power Not in Extremely Hot or Dry Conditions (-1/4), Nonpersistent (-1/4) - END=0
13 Ice Sculptures: Major Transform 2d6 (Air Into Ice, Melts Over Time), Limited Power Power loses less than a fourth of its effectiveness (Uses a Sleight of Hand roll; -0) (20 Active Points); Limited Power Not in Extremely Hot or Dry Conditions (-1/4), Unified Power (Ice/Cold Powers; -1/4) - END=2
17 Ice Slides: Multipower, 30-point reserve, all slots Side Effects (Side Effect only affects the environment near the character; +0) (30 Active Points); all slots Limited Power Not in Extremely Hot or Dry Conditions (-1/4), Unified Power (Ice/Cold Powers; -1/4), Limited Power Physical Manifestation (-1/4) - END=
1f 1)  Basic Ice Slide: Running +20m (12m/32m total) (20 Active Points); Limited Power Not in Extremely Hot or Dry Conditions (-1/4), Unified Power (Ice/Cold Powers; -1/4), Limited Power Physical Manifestation (-1/4) - END=2
1f 2)  Aboveground Slides: Flight 30m (30 Active Points); Gliding (-1), Limited Power Not in Extremely Hot or Dry Conditions (-1/4), Unified Power (Ice/Cold Powers; -1/4), Limited Power Physical Manifestation (-1/4) - END=0
48 Ice/Cold Attacks: Multipower, 60-point reserve,  (60 Active Points); all slots Limited Power Not in Extremely Hot or Dry Conditions (-1/4) - END=
5f 1)  Deep freeze: Blast 6d6, Attack Versus Alternate Defense (LS: Intense Cold; All Or Nothing; +1) (60 Active Points); Limited Power Not in Extremely Hot or Dry Conditions (-1/4) - END=6
3f 2)  Ice Block: Entangle 5d6, 5 PD/5 ED (Stops A Given Sense Normal Hearing, Stops A Given Sense Normal Sight) (60 Active Points); Vulnerable (Very Common; Heat/Fire Attacks; -1), Limited Power Not in Extremely Hot or Dry Conditions (-1/4) - END=6
5f 3)  Ice Dart: Killing Attack - Ranged 4d6 (60 Active Points); Limited Power Not in Extremely Hot or Dry Conditions (-1/4) - END=6
4f 4)  Brittlize: Drain PD 4d6, PD or PD Resistant Protection (+1/2) (60 Active Points); Limited Power Only vs. Nonliving Matter (-1/2) [Notes: Not In Extremely Hot or Dry Conditions.] - END=6

2 LS: Immune To Intense Cold

Powers Total: 148

Cost Skills
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 12-
1 Computer Programming 8-
2 KS: Baseball 11-
2 KS: Baseball Players 11-
2 KS: Baseball Cards 11-
12 +4 with Ice Attacks Multipower

Skills Total: 28

 

Value Complications
15 Psychological Complication:  Immature, Childish (Very Common; Moderate)
15 Psychological Complication:  Overconfident (Common; Strong)
10 Psychological Complication:  Amoral, Cares for Little or Anything (Common; Moderate)
10 Susceptibility:  In Extremely Hot or Dry Conditions 1d6 damage per Turn (Uncommon)
5 Rivalry:  Professional (Other Ice Characters), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry
20 Hunted:  PRIMUS Infrequently (Mo Pow; NCI; Harshly Punish)

Complications Points: 75

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 341

Icestorm.hdc

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Too many of these older characters had way higher stats in some areas than made sense.  Someone mentioned in the Protectors builds I'm doing that his egoist trashed the Protectors egoist when they fought.  That's because they built Brainstorm with high DEX and other stats he didn't really need to do his job, so he had wasted points, basically.

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Heh....that would have been me, Chris.  :)  For my part, in my rebuilds, I do what makes sense to me. If I think something is missing based on the text, I add it. If powers and or stats don't make sense to me, I reduce or eliminate them. I read the text thoroughly for each character to make sure I have a good idea of what they were going for.

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  • 4 months later...

Been a while, but here is another member of Catastrophe(from The Mutant File)....Mayhem, I found the original version quite boring, so I made some changes. I lowered some of his stats and the efficiency of his weapons and added a No Range Explosion power so that he can live up to his name. I gave him Personal Immunity to it as well. This character has the most skills of anyone in the group....though it's doubtful they'll come into play too much as Mayhem is a complete sociopath. Of course, that means he fits right in with most of the group. Combat wise, he's an efficient enough combatant...and the Explosion will be a nasty shock to those who think taking his gun away has rendered him helpless.

 

 

 

 

Mayhem
Karl Olanson

VAL CHA Cost Roll Notes
20 STR 10 13- HTH Damage 4d6  END [2]
21 DEX 22 13-
25 CON 15 14-
13 INT 3 12- PER Roll 12-
11 EGO 1 11-
15 PRE 5 12- PRE Attack: 3d6
8 OCV 25
8 DCV 25
3 OMCV 0
4 DMCV 3
5 SPD 30 Phases:  3, 5, 8, 10, 12
15 PD 13 15/21 PD (0/6 rPD)
15 ED 13 15/21 ED (0/6 rED)
10 REC 6
50 END 6
14 BODY 4
50 STUN 15

Movement Cost Meters Notes
RUNNING 10 22m/44m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward

 

Characteristics Total: 206

Cost Powers
33 Modified Custom Submchine Gun/Rocket Launcher: Multipower, 90-point reserve,  (90 Active Points); all slots OAF(Assault Weapon) (-1), Requires A Roll (14- roll; Jammed, Must be made each Phase/use; -3/4) - END=
2f 1)  Grenade Launcher: Killing Attack - Ranged 3d6, 16 Charges (-0), Area Of Effect (32m Radius Explosion; +1/2) (67 Active Points); OAF(Assault Weapon) (-1), Requires A Roll (14- roll; Jammed, Must be made each Phase/use; -3/4) - END=[16]
3f 2)  Submachine Gun: Killing Attack - Ranged 2d6, Autofire (10 shots; +1), 250 Charges (+1) (90 Active Points); OAF(Assault Weapon) (-1), Requires A Roll (14- roll; Jammed, Must be made each Phase/use; -3/4) - END=[250]
14 Armor/Helmet: Resistant Protection (6 PD/6 ED/5 Flash Defense:  Sight Group) (26 Active Points); OIF(Armor/Helmet) (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) - END=0
15 Mutant Physiology: Energy Damage Reduction, Resistant, 25% - END=0
15 Mutant Physiology: Physical Damage Reduction, Resistant, 25% - END=0
50 Mayhem Energy Burst: Blast 10d6, Area Of Effect (16m Radius Explosion; +1/4), Personal Immunity (+1/4) (75 Active Points); No Range (-1/2) - END=7

Powers Total: 132

Cost Martial Arts
4 Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
5 Roundhouse:  1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
4 Nerve Strike:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 Killing Strike:  1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6

Martial Arts Total: 17

Cost Skills
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving 13-
3 Demolitions 12-
3 Interrogation 12-
3 Lockpicking 13-
3 Paramedics 12-
3 Security Systems 12-
3 Stealth 13-
8 Survival (Tropical, Desert, Mountain, Urban) 12-
1 Language:  Basic Czech (basic conversation)
1 Language:  Basic Slovak (basic conversation)
1 Language:  Basic Arabic (basic conversation)
0 Language:  English (idiomatic) (4 Active Points)
2 PS: Saboteur 11-
2 PS: Mercenary 11-
2 KS: The Mercenary World 11-
5 WF:  Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers
2 Weaponsmith (Firearms) 12-
30 +3 with All Attacks

Skills Total: 81

Cost Perks
2 Contact:  Arab Terrorists 11-
2 Contact:  Serbian Terrorists 11-

Perks Total: 4

Cost Talents
3 Resistance (+3 to roll)

Talents Total: 3

Value Complications
15 Psychological Complication:  Protective and Loyal to Chaos (Common; Strong)
20 Psychological Complication:  Sociopath (Common; Total)
10 Psychological Complication:  Casual Killer (Common; Moderate)
15 Enraged:  When Chaos Threatened or Hurt (Uncommon), go 11-, recover 11-
5 Distinctive Features:  Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
15 Hunted:  PRIMUS Infrequently (As Pow; NCI; Harshly Punish)

Complications Points: 80

Base Points: 400
Experience: 43
Experience Unspent: 0
Total Character Cost: 443

Mayhem.hdc

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  • 1 month later...

And to finish off the Catastrophe group from The Mutant File....here's Chaos. I basically dumped his entire concept and rebuilt him as the embodiment of randomness and luck. He basically has a large VVP which can create random effects around him. He doesn't control exactly what happens, but he can "make stuff happen" by concentrating. My thought process was early Scarlet Witch.

 

Chaos

 

Teddy Olanson

 

 

VAL CHA Cost Roll Notes

 

20 STR 10 13- HTH Damage 4d6  END [2]

 

18 DEX 16 13-

 

28 CON 18 15-

 

13 INT 3 12- PER Roll 12-

 

20 EGO 10 13-

 

20 PRE 10 13- PRE Attack: 4d6

 

6 OCV 15

 

7 DCV 20

 

3 OMCV 0

 

7 DMCV 12

 

5 SPD 30 Phases:  3, 5, 8, 10, 12

 

10 PD 8 10 PD (0 rPD)

 

10 ED 8 10 ED (0 rED)

 

4 REC 0

 

60 END 8

 

20 BODY 10

 

55 STUN 18

 

 

Movement Cost Meters Notes

 

RUNNING 6 18m/36m END [2]

 

SWIMMING 0 4m/8m END [1]

 

LEAPING 0 4m 4m forward, 2m upward

 

 

 

 

 

 

Characteristics Total: 202

 

 

Cost Powers

 

30 Random Luck: Luck 6d6 - END=0

 

15 Chaotic Mind: Mental Defense (15 points total) - END=0

 

157 Utter Chaos: Variable Power Pool, 90 base + 90 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (225 Active Points); No Conscious Control (Only Effects cannot be controlled; -1) - END=

 

 

Powers Total: 202

 

 

 

Cost Skills

 

3 Electronics 12-

 

3 Inventor 12-

 

3 Systems Operation 12-

 

3 Science Skill:  Physics 12-

 

3 PS: Electrician 12-

 

 

Skills Total: 15

 

 

 

Cost Talents

 

30 Combat Luck (15 PD/15 ED)

 

 

Talents Total: 30

 

 

Value Complications

 

20 Hunted:  Genocide Infrequently (Mo Pow; NCI; Harshly Punish)

 

15 Hunted:  PRIMUS Infrequently (As Pow; NCI; Harshly Punish)

 

5 Distinctive Features:  Detects as a Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

 

20 Enraged:  If Brother is threatened or Injured (Uncommon), go 11-, recover 8-

 

20 Accidental Change:  To Violent and Angry Persona in High Stress Situations 14- (Common)

 

10 Accidental Change:  To Passive and Childlike Persona Around Children, Animals, or People Being Nice to Him 11- (Uncommon)

 

 

Complications Points: 90

 

 

Base Points: 200

 

Experience: 0

 

Experience Unspent: 0

 

Total Character Cost: 449

Chaos.hdc

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