Dr. MID-Nite Posted January 26, 2015 Report Share Posted January 26, 2015 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). RoninToshi Fujimoto VAL CHA Cost Roll Notes20 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: 4d68 OCV 258 DCV 253 OMCV 010 DMCV 215 SPD 30 Phases: 3, 5, 8, 10, 1210 PD 8 10/20 PD (0/10 rPD)10 ED 8 10/20 ED (0/10 rED)10 REC 640 END 415 BODY 5 40 STUN 10 Movement Cost Meters NotesRUNNING 8 20m/40m END [2]SWIMMING 0 4m/8m END [1]LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 219 Cost Powers25 Psychic Shields: Mental Defense (20 points total), Hardened (+1/4) (25 Active Points) - END=030 Psychic Null: Mental Damage Reduction, 50% - END=010 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=010 Psychic Sense: Mental Awareness, Discriminatory - END=016 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=017 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 Arts5 Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +3 DC +v/10; FMove5 Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +7 DC Strike4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort5 Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +7 DC Strike1 Weapon Element: Default Element, Empty Hand12 +3 HTH Damage Class(es)4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike Martial Arts Total: 44 Cost Skills3 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: Blades10 Defense Maneuver I-IV Skills Total: 29 Value Complications5 Enraged: If Attacked by a Mental Power (Uncommon), go 8-, recover 14-15 Unluck: 3d615 Social Complication: Secret Identity Frequently, Major5 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: 400Experience: 0Experience Unspent: 0Total Character Cost: 400 Total Character Cost: 400 Ronin.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 26, 2015 Report Share Posted January 26, 2015 But these threads are fun! Especially with art of the characters Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted January 26, 2015 Author Report Share Posted January 26, 2015 Attached the hdc file... Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted January 30, 2015 Author Report Share Posted January 30, 2015 If there's interest, the next conversions on my list are members of the group Catastrophe from the Mutant File... Quote Link to comment Share on other sites More sharing options...
rjd59 Posted January 30, 2015 Report Share Posted January 30, 2015 Absolutely! Please! Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted January 30, 2015 Author Report Share Posted January 30, 2015 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. EarthquakeJonathan Wembley VAL CHA Cost Roll Notes30 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: 3d67 OCV 207 DCV 203 OMCV 04 DMCV 35 SPD 30 Phases: 3, 5, 8, 10, 1220 PD 18 20/28 PD (0/8 rPD)15 ED 13 15/21 ED (0/6 rED)15 REC 1170 END 1015 BODY 550 STUN 15 Movement Cost Meters NotesRUNNING 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 Powers50 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=554 Seismic Digging: Tunneling 24m through 22 PD material (68 Active Points); Unified Power (Seismic Powers; -1/4) - END=733 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=321 Seismic Wave Defense: Resistant Protection (8 PD/6 ED) - END=027 Seismic Sense: Detect Earth and Stone 14- (Touch Group), Discriminatory, Analyze, Range - END=04 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 Skills3 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 Talents3 Bump Of Direction Talents Total: 3 Value Complications25 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: 400Experience: 29Experience Unspent: 0Total Character Cost: 429 Earthquake.hdc Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted January 30, 2015 Author Report Share Posted January 30, 2015 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. RiotAnthony Hawley VAL CHA Cost Roll Notes20 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: 4d67 OCV 207 DCV 2010 OMCV 2110 DMCV 215 SPD 30 Phases: 3, 5, 8, 10, 1214 PD 12 14/20 PD (0/6 rPD)10 ED 8 10/16 ED (0/6 rED)12 REC 860 END 814 BODY 450 STUN 15 Movement Cost Meters NotesRUNNING 8 20m/40m END [2]SWIMMING 0 4m/8m END [1]LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 243 Cost Powers75 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=1718 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=524 Focused Anger and Hate: Mental Blast 6d6 (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2) - END=2416 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=015 Confusing Mind: Mental Defense (15 points total) - END=08 Mutant Physiology: Regeneration (2 BODY per Day) - END=01 Mutant Physiology: Life Support (Longevity: 200 Years) - END=05 Mutant Physiology: Life Support (Immunity: All terrestrial diseases) - END=05 Mutant Physiology: Power Defense (5 points) - END=0 Powers Total: 177 Cost Skills3 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 Complications25 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: 400Experience: 44Experience Unspent: 0Total Character Cost: 444 Riot.hdc Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 30, 2015 Report Share Posted January 30, 2015 Nice Work, Dr. Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted February 2, 2015 Author Report Share Posted February 2, 2015 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. HurricaneKara Wildes VAL CHA Cost Roll Notes10 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 1/2d69 OCV 309 DCV 303 OMCV 03 DMCV 07 SPD 50 Phases: 2, 4, 6, 7, 9, 11, 1210 PD 8 10/16 PD (0/6 rPD)10 ED 8 10/16 ED (0/6 rED)10 REC 670 END 1012 BODY 235 STUN 8 Movement Cost Meters NotesRUNNING 0 12m/24m END [1]SWIMMING 0 4m/8m END [1]LEAPING 0 4m 4m forward, 2m upwardFLIGHT 60m/240m Characteristics Total: 200 Cost Powers46 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=372 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=1343 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=737 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=734 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=020 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 Skills3 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 Planes8 +4 with Turn Modes9 +3 with Wind Control Attacks Skills Total: 43 Cost Perks15 Money: Filthy Rich Perks Total: 15 Cost Talents3 +1/+1d6 Striking Appearance (vs. all characters)12 Combat Luck (6 PD/6 ED) Talents Total: 15 Value Complications20 Psychological Complication: Terrified of Having Secret ID Uncovered (Common; Total)15 Psychological Complication: Violent and Destructive (Common; Strong)15 Social Complication: Secret ID Frequently, Major20 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: 400Experience: 65Experience Unspent: 0Total Character Cost: 525 Hurricane.hdc Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted February 4, 2015 Author Report Share Posted February 4, 2015 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. IcestormAlain Remere VAL CHA Cost Roll Notes10 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: 3d67 OCV 207 DCV 203 OMCV 04 DMCV 35 SPD 30 Phases: 3, 5, 8, 10, 1210 PD 8 10/25 PD (0/15 rPD)10 ED 8 10/25 ED (0/15 rED)10 REC 670 END 1014 BODY 445 STUN 13 Movement Cost Meters NotesRUNNING 0 12m/32m,/24m/64m END [1/3]SWIMMING 0 4m/8m END [1]LEAPING 0 4m 4m forward, 2m upwardFLIGHT 30m/60m Characteristics Total: 165 Cost Powers23 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=126 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=013 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=217 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=21f 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=048 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=63f 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=65f 3) Ice Dart: Killing Attack - Ranged 4d6 (60 Active Points); Limited Power Not in Extremely Hot or Dry Conditions (-1/4) - END=64f 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 Skills3 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 Complications15 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 Rivalry20 Hunted: PRIMUS Infrequently (Mo Pow; NCI; Harshly Punish) Complications Points: 75 Base Points: 400Experience: 0Experience Unspent: 0Total Character Cost: 341 Icestorm.hdc Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted February 4, 2015 Author Report Share Posted February 4, 2015 Whoops. Minor Error. Forgot to add his Life Support. Corrected now. Thanks. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 4, 2015 Report Share Posted February 4, 2015 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. Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted February 4, 2015 Author Report Share Posted February 4, 2015 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. Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted June 25, 2015 Author Report Share Posted June 25, 2015 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. MayhemKarl Olanson VAL CHA Cost Roll Notes20 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: 3d68 OCV 258 DCV 253 OMCV 04 DMCV 35 SPD 30 Phases: 3, 5, 8, 10, 1215 PD 13 15/21 PD (0/6 rPD)15 ED 13 15/21 ED (0/6 rED)10 REC 650 END 614 BODY 450 STUN 15 Movement Cost Meters NotesRUNNING 10 22m/44m END [2]SWIMMING 0 4m/8m END [1]LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 206 Cost Powers33 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=015 Mutant Physiology: Energy Damage Reduction, Resistant, 25% - END=015 Mutant Physiology: Physical Damage Reduction, Resistant, 25% - END=050 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 Arts4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike5 Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 Martial Arts Total: 17 Cost Skills3 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 Launchers2 Weaponsmith (Firearms) 12-30 +3 with All Attacks Skills Total: 81 Cost Perks2 Contact: Arab Terrorists 11-2 Contact: Serbian Terrorists 11- Perks Total: 4 Cost Talents3 Resistance (+3 to roll) Talents Total: 3 Value Complications15 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: 400Experience: 43Experience Unspent: 0Total Character Cost: 443 Mayhem.hdc Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted August 10, 2015 Author Report Share Posted August 10, 2015 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 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted August 10, 2015 Report Share Posted August 10, 2015 Sweet its been forever since you posted Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted August 10, 2015 Author Report Share Posted August 10, 2015 I know. Been quite busy of late, but at least I finally got the group done. This group of psychos is pretty dark though. Probably inappropriate for a lot of campaigns. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.