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DSumner
10-07-2008, 07:07 AM
Since I'd already started a thread on everyone's V&V characters, I thought I'd do the same for Champions (with M&M coming up next). For me, my first exposure to a supers RPG was 1st edition Champions. At the time was really into Vindicator form Alpha Flight, so my character, Sky Bolt, was a direct knockoff of him (which actually worked out nicely). He had a battlesuit which allowed him to fly, generate a force field, fire energy blasts, and see in the dark (pretty simple build).

With the release of Champions II & III, I got a few more options, and reworked him, adding multi-powers and elemental controls for things like RKA (laser), an auto fire EB, and few other goodies. The group I was playing with eventually faded away, and a couple of us, namely myself and guy named Dustin Langley started a new campaign. For that game we rotated GM duties, and I played a former Government Agent named Night Stalker. He was a weapons expert/military gadget guy, with a lot of government contacts and investigative skills. He had a set of light weight body armor. A Martial Arts skills package, weapons skills, and a small arsenal of miniature weapons and tools to choose from. He got an upgrade to 4th Edition, but I by then, I'd moved to VA, and didn't have time to game like I used to, and eventually stopped gaming for years. I've got really fond memories of playing him, and wish I'd kept the character sheet.

What are some of you guys characters?

AnotherSKip
10-07-2008, 08:15 AM
Generally every time I build a character the First character is The Rook. He's the baseline for understanding the game system. Champions III was no exception. though now I run with ~=ChampionsV (Hero System) Ill have to post some character designs so ppl can see various characters I have built for the camapigns I have.

AnotherSKip
10-07-2008, 08:22 AM
This character was in existance over 2 campaigns and he is about 10 points higher than his compatriots as of the second campaign. Though Fantasy Heroes he kinds shows whati like to do (Primarily heal, with some effective combat effectiveness). he's gonna look messy, I tried to clean him up but....

Character Name: Dyson Tarn Campaign name: Rockhold
Alternate Identities: "That Druid", Oh, its HIM, "MEDIC!!!!!" Genre: Fantasy
Player name: Game master:
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
13 Str 10 x1 3 12- HTH Damage 2 1/2 d6n Lift End( )
18 Dex 10 x3 24 13- OCV: 6 DCV: 6
15 Con 10 x2 10 12-
13 Body 10 x2 6 12-
18 Int 10 x1 8 13- Per Roll 13-
14 Ego 10 x2 8 12- ECV: 5
18 Pre 10 x1 8 13- Pre Dice: 3 1/2 d6
14 Com 10 x1/2 2 12-
4 PD Str/5 x1 1 Resisitant: Total:
3 ED Con/5 x1 Resisitant: Total:
3 MD Ego/5 x1 Resisitant: Total:
3 SPD 1+Dex/10 x10 3 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
3 REC (Str/5)+(Con/5) x2
30 End Conx2 x1/2
28 Stn Bd+(St/2)+(Cn/2) x1
6 Run 6" x2 x2 non-combat multiplier
2 Swim 2" x1 x2 non-combat multiplier
1 VLeap Str/10 Spl x2 non-combat multiplier
3 HLeap Str/5 Spl x2 non-combat multiplier
Characteristics Total Cost: 73
Powers:
3 Battle Armor Spell : 1 Turn, Concentrate,
5 Spirit Sight : Sight based Detect Spirits at range (ranged and discriminatory is free in sight based detects)
10 Spirit Tongue: Mindlink only 1 willing Spirit at a time
24 Shamus Spiritspeaker: 100 year old druid spirit, 24 point VPP
6 VPP Control Cost, Gestures(-1/4), Incantations(-1/4), RSR: Magic, Spirit(-1/2)

Total Powers Cost: 48
-------------------------------------
Skills, Perks and Talents:
(4) Tannish
(2) Lhendai
2 Borderspeech
2 Solidish
3 Analyze: Spirit Magic 9+(I/5)-
1(+1) AK: Rockhold and Vicinity 11-
2 AK: Borderlands 11-
(1) Climbing 8-
(1) Concealment 8-
1(+1) Conversation 11-
(1) Deduction 8-
1 KS: Alliance Lands 11-[9+(I/5)]-
1(+1) KS: History of Rockhold * 9+(I/5)-
1(+1) KS: Tannish History * 9+(I/5)-
1 KS: Spirit Magic * 9+(I/5)-
1 KS: Medicinal Herbs * 9+(I/5)-
(1) KS: Woodworking 11-[9+(I/5)]-
3 Healing * 9+(I/5)-
2 Magic, Arcane * 9+(I/5)-
2 Magic, Spirit * 9+(I/5)-
2 Magical Research * 9+(I/5)-
2 PS: Druid * 9+(I/5)-
1 PS: Woodworker 11- (9+[D/5]-)
1 PS: Instructor 8- (9+[P/5]-)
3 Riding 9+[D/5]-
(2) SS: Natural Medicine 9+(I/5)-
3 Stealth 9+[D/5]-
(1) Streetwise 8-(9+[P/5]-)
1(+1) Survival: Darktooth Mountains 9+(I/5)-
3 Teamwork 9+[D/5]-
2(+1) Trading 9+[P/5]-

2 WF: Common Missile weapons
2 WF: Common Melee Weapons
2 WF: Mounted Combat

3 +1 With Magic Skills (Magical Research, Magic, Arcane & Magic, Spirit)
5 +1 With Druid Skills (*)

3 Skill Enhancer: Druid
3 Skill Enhancer: Scholar
(?) Perk:Contact: Druid Council
(?) Perk:Contact: Dain Mcmoran
(3) Perk:FB; Religious Rank:Druid
(1) Perk:FB; Right to Mary/Bury

Total Skills, Perks and Talents Cost: 68
--------------------------------------------------------------------Equipment (Heroic only)

See Addendum Sheet
--------------------------------------------------------------
Disadvantages:
Psych Lim : Free Spirited (Common, Moderate) 10
Psych Lim : Must Aid Spirits (Uncommon, Strong) 10
Psych Lim : Loves Food and Drink (Common, Moderate) 10
Social Limitation: Druid and Scholar (8-) 15
Watched : Monitored by Druids and Druid Council (More Powerful, NCI, 8-) 10
Distinctive Features : Tall and heavy set, Concealable with major effort 10
Obligation : To Josiah Strait, Druidical teacher of Arcane Magic 5
Deep Dark Secret: ? 5
Package bonuses: Tannish Culture and Druid 6
Quirks:
Avoids Food while adventuring 1
Frequently Musing about something else 1
Lacking Self Confidence 1
Seeks to Teach 1
Questions Authority 1
--------------------------------------------------
Characteristics(73) + Powers (48) + Skills, Perks and Talents(68)=189 Total Character cost
Base Points Availible 75 + Maximum from disadvantages 75= 150 Maximum + Experience
Note the listing of abilities below are only for reference, they are NOT paid for or relevant to the abilities above.
------------------------Required Druidical Abilities---------------------
3 Spirit or Arcane Magic>
2 KS: Spirit or Arcane Magic>
2 SS: Natural Sciences
3 Healing>
15 Magic Spells(15 points worth)>
3 Perk: FB; Religious Rank:Druid
1 Perk: FB; Right to Mary/Bury
----------Required Druidical Disadvantages---------------------------
10 Monitored by Druids(More Pow, NCI 8-)>
-5 Social Limitation: Druid(Minor, 8-)>
-------------------------Optional Druidical Abilities-------------------
3 Diverse Spell Caster:Choose Other magic Skill>
+2 Prominent Druid: Increase FB Druid to 5
+4 On Druid Council: Increase FB Druid to 7
6+ Spirit Friend: Contact: Spirit of Choice
9 Learned: Scholar and 3 KS of Choice>
2 Respected: Reputation All Tans, 11-+2

AnotherSKip
10-07-2008, 08:32 AM
I later on I rolled up a "dwarf" who became an entirely different set of problems for the GM. She usually worked with the team but i got a little tired of the Group complaining about my Druids inability to "Kill" others. She was built in response.

Character Name: Golind Erich Tol Campaign name: Rockhold
Alternate Identities: Genre: Fantasy
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
23 Str 10 x1 16 14- HTH Damage 4 1/2 d6n Lift End( 5 )
18 Dex 10 x3 24 13- OCV: 6 DCV: 6
18 Con 10 x2 16 13-
18 Body 10 x2 16 13-
13 Int 10 x1 3 12- Per Roll 12-
9 Ego 10 x2 -2 11- ECV: 5
15 Pre 10 x1 5 12- Pre Dice: 3 d6
6 Com 10 x1/2 -2 10-
11 PD Str/5 x1 7 Resisitant: Total:
8 ED Con/5 x1 4 Resisitant: Total:
2 MD Ego/5 x1 Resisitant: Total:
4 SPD 1+Dex/10 x10 12 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
9 REC (Str/5)+(Con/5) x2
46 End Conx2 x1/2 5
39 Stn Bd+(St/2)+(Cn/2) x1
6 Run 5" x2 +2(-2) x2 non-combat multiplier
0 Swim 0" x1 -2 x2 non-combat multiplier
1 VLeap (Str/10)-1 Spl -1 x2 non-combat multiplier
4 HLeap (Str/5)-1 Spl x2 non-combat multiplier
Characteristics Total Cost: 103

Skills, Perks and Talents:
(2) Tannish
(4) Khor-Aram

9 Ambidexterity (AH) -
Ak: Borderlands
2 Ak: Tunnels And Caverns in Rockhold 11-
(1) Ak: Rockhold and Vicinity 8-
3 Breakfall (AH) 9+D/5-
(1) Climbing 8-
(1) Concealment 8-
(+1) Conversation 8-
3 Combat Sense (AH) 9+I/5-
(1) Deduction 8-
3 Fast Draw (AH) 9+D/5-
3 Inventor 9+I/5-
1(+1) KS: History of Rockhold 11-
2 KS: Arroman Culture 11-
1 KS: Alliance 8-
1(+1) PS: Arrok Hai (AH) 11-
PS: Instructor
Riding
(1) Stealth 8-
(1) Survival: Darktooth Mountains 8-
1 Teamwork 8-
1(+1) Trading 11-
3 Weaponsmith (Axes only) (AH) 12-

1 Fam w/ Axes, Maces and Picks
1 Fam w/ Mounted A, M & P
1 Fam w/ Hurled A, M & P

6 +2 W/Axes
1 +1 to Sight to Counteract Armor Penalties 10-
+1 to DCV to counter Armor penalties only(costs two points)

2 Fringe Benefit: Support of the Arroman Community
2 LS: 400 yr. Lifespan

Golind’s Treasure: Martial Arts package
5 Takedown (Hook/Strong-arm) +0/+1 STR, Target falls
5 Chest Cracker (Sacrifice Strike) +1/-2 Strike+4d6
4 Blade-shield (Martial Block) +2/+2 Ocv vs. Ocv, Block, Abort
5 Bull Rush +2/-2 STR, Full move, Target Falls
All the martial maneuvers are usable with Hands& Axes.

Total Skills, Perks and Talents Cost : 62
Equipment (Heroic only)
Golinds Axe 2d6 HKA, Penetrating(+1/2), Range Based on Str(+1/4), OAF(-1), Real Weapon(-1/4) PLUS 20Str TK, Only to return weapon to hurler(-1), OAF(-1),

See Additional Sheet.
Disadvantages:
Distinctive Features : Aroman, (Difficult to Conceal) 10
Distinctive Features : Scars, Concealable with major effort 10
Psych Lim : Loyalty to Rockhold (Uncommon, Moderate) 5
Psych Lim : Devotion to the Arroman Community (Uncommon, Strong) 10
Psych Lim : In Love With Verichne(Common, Moderate) 10
Social Limitation: Arroman Hero (Severe, 11- Not outside Arroman society) 15
Reputation : Failure (8-) 5
Aroman Legs: -1" Leaping (-1)
Aroman Legs: -1" running (Bought Off) (-2)
Sinks Like a Stone: -2 Swimming (-2)
Quirks
Distinctive Features : Golind's Treasure Style 1
Likes Challenges 1
Misses her family, especially her Great Uncle 1
Greedy 1
Quiet, but deep 1
In Game Awarded Disads: All are No Value
Hunts/Hunted by Skrull -
Hunts Goblins -
Hunted by the Alliance -
--------------------------------------------------------------------
Characteristics(103) + Powers (0)+ Skills, Perks and Talents(62)= Total Character cost (165)
Base Points Availible 75 + Maximum from disadvantages 75= 150 Maximum + Experience
Character Quote: "Arrok'Hai Coming through where you are standing, or through YOU!!!!"
__________________________________________________ _________
Golind's Arrok'Hai notes these are NOT a part of Her abilities unless they are paid for Above.
-------------------Required Abilities---------------------------
-6- +2 w/ axes>
-2- Reputation Arrok'Hai (11-)
-3- Weaponsmith: Axes>
-2- KS: Aroman Heroes & Arrok'Hai
-2- KS: Axe Work
-10- Axe Work:10 points of Martial Arts
----------------The Standard Method/Axe Work-------------------
Manuver OCV DCV Damage Special
Cleave +1 -1 Str+2DC
Chop +2 +1 Str+1DC
Charge 0 -1 Str Fmove, Target Falls
Disarm 0 +1 - +10 Str to Disarm
Block +2 +2 - Block, Abort
Dodge - +5 - Dodge, Abort
Default Element is Axes
------------------------Optional Abilities-----------------
-+2- Well Known: Increase reputation to 14-
-10- Chak-Dwi: Two Weapon Fighting
-6- Axe Work: +2 w/ Martial Arts
-7- Axe Master: Deadly Blow +1d6 HKA w/axes
---------------Required Limitation-------------------
Social Limitation: Arroman Hero (Severe, 11- Not outside Arroman society) 15
---------------Optional Limitation---------------------------------
Psych Lim : Devotion to the Arroman Community (Uncommon, Strong) 10

Sketchpad
10-07-2008, 08:56 AM
One of my first Champions characters was due to a complete lack of understanding with the rules ;) It was about 1985 and I had made a thief that had stolen some armor parts and put together a suit kind of like Guardians' armor in Alpha Flight. The only thing was, he wanted to remain a thief (but in a Robin Hood way). Looking at the sheet, he had some crazy Dex (like 40 or so), armor, something like a 3d6 HKA, some senses and martial arts. Looking it all over, I needed some disads, so I asked my GM about them and then proceeded to load up on every dang hunted I could find ;) I was hunted by UNTIL, VIPER, DEMON, Primus, SAT, and I think I even took Doc Destroyer. All at 14-. BIG mistake. Every adventure, the poor bastard had someone hunting him down.
But did I learn my lesson? Nope. One of the next characters I made, I did pretty much the same thing. So, to teach me the err of my ways, the GM had EVERY hunted show up at once. Outside the HQ. With tanks and minions and all that. I learned quickly not to load up on the Hunteds after that ;)

Magnus Bergqvist
10-07-2008, 12:40 PM
When I played Champions while studying in the US, I played a character called LeFay.

She was a sorceress (specializing in illusions) that came from Ireland and worked in the US as a computer programmer.

During the campaign she managed to get turned into a vampire, and messing with the FBI (one agent arrested her on flimsy grounds, despite knowing that she had a very vindictive streak. Her response was to break out of the cell, hack into the IRS computer and put a permanentmarker on that agent's tax records)

She had the IRA as enemies as well as some organisation that were supposed to scrutinize the behaviour of supers (The latter were just interested in keeping tabs on her).

/Magnus

Wook
10-07-2008, 03:24 PM
The Reluctant Prophet, and The Iron Ghost have both been through several permutations. I like to model my characters after Kevin Matchstick in general. 1/2 brick, 1/2 martial artist.

AnotherSKip
10-07-2008, 10:18 PM
Hero Name : Fir Bolg
Real Name : James R. Davenport
Special Effect: Martial Brick.
Source Of Power: Mystic incident

Stats
Value Characteristic Cost
31 STR (16 base+power) 6
14 DEX 12
16 CON 10
15 BODY 10
15 INT 5
14 EGO 8
16 PRE 6
14 COM 2
7 PD 1
5 ED 2
3 SPD 6
9 REC 0
32 END 0
39 STUN 0
TOTAL 68

Combat Stats
OCV 5
DCV 5
ECV 5
Phases 4- 8- 12

Endurance Stun
Powers/Skills
Value Power/Skill

15 Hightened Strength +15: This is from a mystic incident that granted many of his other powers. This repersents the innate unknowability of his powers origin, what he does not understand he cannot improve except by accident. Fate delivered this to him, only fate can change it. This power is a side effect of the chaos wave exposure, in his modern sensibilities he believes that perhaps this is the strength he draws from the land. In part it ties in with the Invulnerability, when he pushes himself he does not hurt himself so he can "continually" push himself well beyond what normal people can simply because there is no pain or damage associated with the pushing. But there is something else that exists that is beyond that explainable push strength. Perhaps it is the Blood of the Giants that exists in the Oliphant Clan of yore, awakened again with the mystic forces flowing through his body. Perhaps the simpler explanation is that he is stronger because he has a stronger emotional source and lets that energy power him.


--- Martial Arts ---(4+5+4+4+3+4+4=28)
28
Counterstike Defense: M block +2/+2 Block, Abort
Ripost: Defensive Strike +1/+3 Str Stike
Knockaway: M Disarm +2/+2 Disarm, +10 Str to roll
Duke Roundhouses Roundhouse: M Strike +0/+2 Str Stike+2d6
LegShot: Legsweep +2/-1 Str Stike+1d6 target falls
Side Step: M dodge -/+5 Dodge, affects all, Abort
Weapon Elements: hands, Clubs, Fencing Swords, dagger, cloak,
This martial art is a combination of several things Skip has learned in combat, ranging from early Tai quan do, and second hand lessons in Ninjitsu, to books and Tai Chi videotapes, from SCA combat practice to the impossible Bad kung fu movies. From this stew pot of the impossible Alex has developed his eclectic style of defense/offense.
--- Powers ---
Special Weapon: "The Wand" this is a Table Leg, it acts as a Big Club. During the same event that led to his exposure to the Chaos Wave that granted his Powers The Fighting Fir ripped off a table leg from a discarded table he found in the wreckage on the streets of Dallas. Events since have proven the Leg to be indestructible though it appears to be an ordinary carved oaken table leg. Any damage done to the table leg is absorbed and sent somewhere else. This Gentelman has, in a sentimental moment of understaement, given his weapon the nom de gurre of "The Wand".

20 40 active points Multipower "The Wand" (OAF, Unbreakable, Universal, Mystic Weapon Big Club -1)
8 Absorb Damage +11RPD/+11RED armor, 7 points of power defense the SFX is attacks that hit "The Wand" are absorbed this is the default for the weapon and is in addition to being "unbreakable"
8 Absorb DamageII 5d6 phisical damage Absorbtion, Phisical feeds end reserve, Trigger (+1/4) only when "The Wand" is used to block incoming attacks.
8 Deal Damage: base +3d6 PEB adds to HTH damage, up to +7d6 max total (35 AC) bonus damage, based upon how much "damage absorbed" previously. Base damage feeds from Fir Bolgs end, additional damage feeds from end reserve, 50 points end reserve (5 AC)
8 Images: the Wand disguises itself as an innocuous item when it is not in combat: Sight, sound & touch (30 points) -3 to opposing Per rolls.

5 +2 to All HTH combat rolls with "The Wand" ,(OAF, Unbreakable, Universal, Mystic Weapon Big Club -1)

42 Invulnerability+7 RPD/+7 RED(21 base): this is a side effect of the chaos wave exposure. This is something of a mystic shunt, energies that atack him are diverted in part to "The Land", becoming almost an atack on the environment. Testing has shown that objects in the vicinity of his body would recieve minor stress fractures and minor abrasions as if they too were being struck, though lightly. Examinations of testing areas indicate that possibly the area of effect could be several meters in area though the density and/or composition the the materials in the environment seemed to directly affect the size of the area affected. In addition the Clothing typically worn by The Wand Weilding Wizard of War suffered from the same sort of effects as Alex thus, some of his Invulnerability is somewhat transferable to people that he has chosen.
UBO 1 at a time, self also, persistant, ranged, Activation roll (determine per by piece of clothing worn, depends upon how nekkid Fir Bolg is willing to get: max of 15- often less -1/2 ), Real armor Limitation (-1/4), OIF:Clothing is also Invulnerable SFX: Clothing is removed and worn by target (21 points cost).

7 A Good Leatherman:1 pip HKA, OAF (-1) plus :+1 Overall Skill Level, Doesn't Affect CV (-1/2), OAF (-1).

Powers cost : 148

--- Skills/Talents --- Assuming use of Everyman skills
3 Break Fall 12 or Less
3 Tactics 12 or Less
3 Teamwork 12 or Less [9]
2 Contact [Work history documents] 11-
1 Transport Familiarity: Forklifts [12]
2 Acting 11-
3 Lightsleep [17]
2 Absolute range sense, RSR PS:Yard Dog Skill Roll
2 PS: Roleplayer 11-
3 PS: A Capella Singer 12 or Less
2 PS: Yard Dog 11-
2 PS: File Clerk 11-
2 PS: Temporary 11-
2 PS: Mail Clerk 11-
1 Environmental Movement: Icewalking. [ 29]
4 Environmental Movement: I kneel before GOD, not you.
(no combat penalties while kneeling or sitting)
2 Resistance Talent: +2 to Ego rolls to resist interrogation
3 "The Wand" manipulation Power Skill (9+D/5)
3 Strength tricks Power Skill (9+S/5)
2 Oratory 11-
1 Computer Programming 8-
1 KS: Science Fiction 11-
1 KS: Fantasy 11-
1 KS: Magic Tricks 11- [47]
2 KS:Video games (9+I/5)-
2 KS: USSR (9+I/5)-
1 KS: Filing systems 11- [52]
2 KS Rolepaying games (9+I/5)-
2 KS: Lumber Yards (9+I/5)- [56]
2 KS: Religions (9+I/5)--
2 KS: History (9+I/5)--
2 KS: Art (9+I/5)- [61]
1 KS: Internet 11-
1 KS: Songs 11-
2 KS: SCA (9+I/5)-
1 KS: Bad Martial Art flicks 11- [66]
2 KS: Martial Arts (9+I/5)--
1 KS: US Mail 11-
5 Temporary Skill: (Cramming) grants 8- [74]
2 Contortioninst 11-
1 Gambling: Chess 11- [77]
1 Contact: Cell phone 8-
1 Burecratics 8-
1 Acrobatics 8-
1 Language: Spanish
3 Skill enhancer: Scholar [89]
Total: 89

---Everyman Skills---
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
English (4 pt level)
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
AK: DFW Area 8-

AnotherSKip
10-07-2008, 10:19 PM
TOTAL all fields 89+148+68= 305

Disadvantages
Normal Charistics Maxima: Fir Bolg can eventually reach a point in training where he maxes out his natural attributes. He is incapable of intrinsically increasing his stats beyond normal human maximum or through internal magical modifications. 20

DNPC: (Jessica Sweetheart) Normal 8 or less Currrently Alex is dating a rather charming person by the name of Jessica Sweetheart and they are currently trying the long distance relationship "thing". Alex has loved Jessica since the 8th grade, but was never sure of her feeelings for him until recently. 10

NPC: (Jerome Gardner boss) Normal 8- or less 5
[35]
Hunted: Underlords of Dallas- As Powerful 8 or less 10
Watched : More Powerful, NCI, US Government 8 or less 15
Distinctive features: Mystic Aura 10
[70]
Psych Lim: Honorable-- (Common, Strong) 15
Psych Lim: On a Mystical Quest-- ( Common, Strong) Alex is also in love with a mysterious woman who appears in his dreams. She is the reason he is currently in San Angelo, he must solve his feelings for this dream woman one way or another. 15

Phisical Lim: Needs Glasses (Inf, Great ) Doubles all range penalties while not wearing glasses 10 [110]
Phisical Lim: ADDH (Fre, Great) 15
Rep: Experienced Hero, 8- or less 5
Secret ID (Alexander Davis) 15
Watched: Former Allies, As Powerful 8 or less 5

Dark Secret 5

Vulnerability X2 effects from drinking alcohol. 5
[160]
Quirk: Oddball among Oddballs 1
Quirk: Believes self to be crazy 1
Quirk: Lefthanded Leo 1
Quirk: old RPG'er 1
Quirk:Will Consider trying Anything once 1

TOTAL: 160
Base 150
Disads total 160
310


Origin & Background: Alex has allways been mystically "aware", whether it was: "Don't go near that house!!" when he was growing up or other odd sensations, feelings, visions and general strangeness by which Alex was forever altered and separated from humanity. Alex Accepted his forced choice and stood apart from others who only barely intersected his life at best: school associates, his family, their friends, etc... But allways with a happy Heart filled with at worst a sort of dismissable malignant hatred of being misunderstood but at best he was, well for no better phrase intensly spiritually fulfilled. When the Mystic World experienced a Disaster of unprecendented proportions Alex got caught up in the Chaos and was swept into a conflict. During those early days Alex was allied with three of his friends in the Dallas area. They chose to make a difference in the lives of themselves and others by taking their powers to fight crime. Most of the Altered beings Chose to take their powers and carve a new life under Dallas. Since then Alex has left those early days and friends when a moral choice forced a schisim between himself and his friends. Currently Alex studies All forms of religion and mysticism as well as the Fine arts in all forms. He will probably arrive at the Bus Stop in the local city with little more than his backpack full of personal items and the dust of Dallas still on his shoes.

Combat Tactics / M.O.:Alex's powers tend to push him to the forefront of a battle. The Wand + his natural abilities tend to make him a tank. But he prefers to make an emotional contribution to any group he is with. Often as a pre-combat warm up The Wand Weilder will tensely twist The Wand trying to break the Enchanted Item(to no avail of course).

Personality /Character Traits: By fighting with not only his fists but his heart he can serve as the rallying point for a group of heroes, turning the tide of battle or at least trying to. The Battling Bard as he likes to think of himself tries to use propaganda and emotonal songs to influence the group (at a significantly lesser level than emotional control). Alex was a bit of a child intellect, reading at 5 or six levels above his education level. He also has an interest in the former USSR and Music of all sorts. Currrently Alex is dating a rather charming person by the name of Jessica Sweetheart and they are currently trying the long distance relationship "thing". Alex has loved Jessica since the 8th grade, but was never sure of her feeelings for him until recently. Alex is also in love with a mysterious woman who appears in his dreams. She is the reason he is currently in San Angelo, he must solve his feelings for this dream woman one way or another.

Physical Description:Alex is a dark haired 5'11" average appearing guy in his 30's. In his combat persona he wears a leathor jacket and denim jeans with a white tee shirt and a Blue Beret' with some odd badges/pins in it*. The jacket has several odd patches on it indicating either alliance with or membership in several groups. He has no real discernable accent, occasionally picking up an odd turn of phrase here or there or imitating one accent or another. For a Southern gentleman, he certainly has nothing to mark him as such in his speech.

GM Notes:Character wise this character is more similar to the Captain America type of hero than the Thor type. The low inv to repersent Caps defensive capacity and Str for Cap's offensive(martial arts) capacity with The Wand and Cap's Shield being about even. This character tries to come close to the style of Cap at the begining of his run in the WWII comics.

* Characters who have Russian knowledege could identify the pins worn on the cap."

Concealing his secret identity: Fir Bolg as long as he is under direct observation appears to be an average person very similar to his base description. When not being directly observed the memeories of Fir Bolg begin to develop a hazy dream like state. Soon the person trying to recall what Fir Bolg looks like begins to have no clearer image than someone the observer dreamed of. Cameras and other technological devices seem to have trouble focusing on him. Speculation is that this is a side effect of the energy diffraction resulting from his Invulnerability.

Items in brackets are notes in order to keep the point cost calculations straight.

AnotherSKip
10-18-2008, 02:55 PM
Character Name: Gumball
Campaign name
Alternate Identities:
Genre: Superheroic
Player name:
Gamemaster:

Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
40 Str 10 x1 30 HTH Damage d6 Lift End( )
18 Dex 10 x3 24 OCV: DCV:
14 Con 10 x2 8
14 Body 10 x2 8
18 Int 10 x1 8 Per Roll
14 Ego 10 x2 8 ECV
20 Pre 10 x1 10 Pre Dice: d6
10 Com 10 x1/2
8 PD Str/5 x1 Resisitant: Total:
3 ED Con/5 x1 Resisitant: Total:
3 SPD 1+Dex/10 x10 2 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
11 REC (Str/5)+(Con/5) x2
32 End Conx2 x1/2
41 Stn Bd+(St/2)+(Cn/2) x1
11” Run 6" x2 x2 non-combat multiplier
2 Swim 2" x1 x2 non-combat multiplier
4”/14” VLeap Str/10 Spl x2 non-combat multiplier
8”/28” HLeap Str/5 Spl x2 non-combat multiplier
Characteristics Total Cost:


Powers:
25 Gum Balls Goopy Guise: Elemental Control Gumlike consistiency, not in Cold environments(-1/4).
25 Gum-like Consistiency: A standard side effect of the transformation Gumball went thrrough Gumball now has the ability to reach halfway across the state in the pursuit of criminals. Stretching 8", x8 NCM
35 Gum Wad: Entangle 4d6, 4 Def Entangle, Entangle and Target Both Take Damage (+1/4), Cannot be Escaped with Teleportation(+1/4), Range based on Str(-1/4)
35 Gumballs Gum Wall: 10 RPD/10 RED Force Wall, Opaque to Sight(+10 adder)
25 Gummy Body: Phisical Damage Reduction Resistant 50%, Plus Energy Damage Reduction Resistant 25%, +5 Power defense
25 Spearmint Sprint: Running +5", Elastic Legs X8 NCM for Running(10 Active), Sticky Touch: Clinging, Normal Str, Wrap Shot: +20 Superleap, OIF Objects of opportunity (Lightpoles, buildings, big things to grab and hurl onesself off of etc..., -1/2), Extra time Full turn (Setup time, -1/2),
35 Escape trick: Desolidification, (affected by cold/ice attacks): Usable by one other simultaneously (+1/2) (60 active points). Cannot Pass Through Solid Objects (-1/2).
50 Heat Enhancement: 2d6 Aid to all Gum Powers simultaneously(+2), delayed return rate (+1/2, return at the rate of 5/5 minutes), Trigger(+1/4), (75 Active Points), Only in Warm Conditions (Effect ends instantly when character leaves heat, or character cools down, -1), Self Only(-1/2)

The Secret of Fire:Absorb End & BODY from heat based attacks, 6d6 Absorption Aids Both End and Body Simultaneously (+1/4), Trigger(+1/4), delayed return rate (+1/2, return at the rate of 5/5 minutes), Only in Warm Conditions (additional statistic bonus ends instantly when character leaves heat, or the character cools down, -1/2), Limited phenomina(Heat generating attacks, -1/4),

Swinging Powers,

Bonus to Str for Grapples only,

(usable by other , ie Creating Gum-like bandaids, stablising/healing wounds temporarily enough to have time to get help.)


Total Powers Cost:
Skills, Perks and Talents:(4) English
(2) German

3 Analyze: Audience 9+(I/5)-
2 AK: Den City& Environs 11-
2 AK: Rocky Mountains 11-
3 Climbing 8-
3 Concealment 8-
3 Conversation 11-
3 Deduction 9+(I/5)-
1 KS: Old Comedy Routines 11-[9+(I/5)]-
2 KS: Instruction Techniques 9+(I/5)-
2 KS: Comedic History 9+(I/5)-
2 KS: Comics 9+(I/5)-
2 KS: Elastic Powers 9+(I/5)-
2 KS: Investigagtion Techniques 11-[9+(I/5)]-
3 Paramedic 9+(I/5)-
3 PS: Stand up Comedian 9+(I/5)-
2 PS: Woodworker 11- (9+[D/5]-)
1 PS: Instructor 8- (9+[P/5]-)
3 Riding 9+[D/5]-
3 Stealth 9+[D/5]-
3 Streetwise 9+[P/5]-
2 Survival: Rocky Mountains 9+(I/5)-
3 Teamwork 9+[D/5]-
3 Trading 9+[P/5]-

Total Skills, Perks and Talents Cost:

Disadvantages:
2d6 Unluck, Comic Relief. 10
Distinctive Features: Smells like some sort of candy 10
Susceptibility: 3d6 Drain All Elasticity Powers in Cold conditions 15
Reputation :Looney
Hunted other Panksters
Rivalry w/ other Pranksters
Psy Lim: Prankster
PSL: Overconfident
Dark Secret
Obligation to Other Superhero team



Quirks:
Hunted by mo`rmons
related to The Marx brothers

111
Characteristics + Powers + Skills, Perks and Talents= Total Character cost
Base Points Availible 200 + Maximum from disadvantages 150= 350 Maximum + Experience

AnotherSKip
10-18-2008, 02:59 PM
Phaser

Val Char Base Points Total Roll Notes
4 SIZE 0 20 4 Length 2", Width 1", Area 2", Mass 800kg, KB -3, DCV Mod -2, 1 passenger
40 STR 30 10 40 17- HTH Damage 8d6 “Muscle Car”
28 DEX 10 54 28 15- OCV: 9/DCV:
5 SPD 3.3 12 5 Phases: 3, 5, 8, 10, 12
6 DEF 2 12 6 50% Electrical resistance
15 BODY 14 2 15 12-
0" Ground Mv 6 -12 SB" 40”, 320” non-combat
0” Flight
0" Water Mv 2 -2 0"
0" Leaping 0 0 0 96 Total Characteristics Points

12 Phasing: Desolid, only at NCM Speeds, (-1/2), OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾)
10 70’s Classy and Stylish: +10 Pre, Plush black leather interior, bucket seats, gold pin striping and edging and all the little details that mark this vehicle as a labor of love.
10 70’s Vehicular Beauty: +20 Com, Plush black leather interior, bucket seats, gold pin striping and edging and all the little details that mark this vehicle as a labor of love
12 Hands Free Radio: High Range Radio Perception (Radio Group)
45 High Speed: High Speed Ground Movement 40” (40" total), x8 Noncombat; Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾), 4 wheeled vehicle (-1/4)
15 Electricity Resistant: 50% Damage resistance, Only vs. Electricity (-1)
23 Racer Defender Package: 63 Point Multipower, OIF Bulky (Racer Defender Package, -1), Limited Power Only in a 60 degree arc in a 180 degree facing chosen at construction of the vehicle (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Electro-flash Micro-bombs: Sight and Radio Groups Flash 7d6, Explosion (+1/2) 4 Charges (-1), OIF Bulky (Electro-flash Micro-bombs, -1), Limited Power Only in a 60 degree arc in the bottom 180 degrees of the Interceptor (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Hot Smoke & Chaff Flares: CE -4 to Perception & Combat Driving skill rolls, succeed or lose target, Medium Duration adder (+5), 4 Charges (-1), OIF Bulky (Hot Smoke & Chaff Flares, -1), Real weapon (-1/4), Limited Power Only one charge in a 60 degree arc per 180 degree facing of the vehicle (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Tire Breaker Mines: 2d6 Ground Movement Drain, Reduced fade rate 1 point per minute (+1/2), Ranged (+1/2), Continuous (+1), 6 Continuous Charges of one minute each (+0), OIF Bulky (Tire Breaker Mines, -1), Limited Power Only two in a 60 degree arc on the Left, Right & Rear 180 degree facings of the Racer (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Defender Breaker Mines: 2d6 Defense Drain, Continuous (+1), Ranged (+1/2), Reduced fade rate 5 points per minute (+1/4), Trigger When mines are run over (+1/4), 6 Continuous Charges of one minute each (-0) OIF Bulky (Defender Breaker Mines, -1), Limited Power Only two in a 60 degree arc on the Left, Right & Rear 180 degree facings of the Racer (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
17 Hidden Weapon Pods: (concealment skill for weapons, 9- base for 3 points, +7 for 14 points = 16- Concealment)

total cost

5 Physical Limitation: Four Wheeled Ground Vehicle (Infrequently, Slightly Impairing)
5 Limitation: Unique, multiples cannot be bought of this vehicle.
5 Reputation: Failure
5 Distinctive features: Female, not C Noticed.

AnotherSKip
10-18-2008, 03:00 PM
Bank Tank

Val Char Base Points Total Roll Notes
7 SIZE 0 35 7 Length 4", Width 2.75", Area 12.5", Mass 12.5ton, KB -7, DCV Mod -4, 4 passengers
35 STR 45 5 50 18- HTH Damage 10d6
23 DEX 10 39 23 14- OCV: 8/DCV: 6
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
13 DEF 2 33 13 Tank
17 BODY 17 0 17 12-
22” Ground Mv 6 0 22" 176" Non Combat
0" Water Mv 2 -2 0"
0" Leaping 0 0 0 Total Characteristics Points

10 In a Pigs Eye Computer / Laser Targeting System: +2 with Ranged Combat OIF Bulky (-1), Gestures (Select target with hand controls; -¼) (Real Cost: 7), plus Penalty Skill Levels: +4 vs. Range Modifier with All Weapons, OIF Bulky (-1), Gestures (Select target with hand controls; -¼) (Real Cost: 4) plus Absolute range sense OIF Bulky (-1 Gestures (Select target with hand controls; -¼) (Real Cost: 2)
1 IR Detection System: Infrared Perception (Sight Group), OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾), Limited Power Only in a 60 degree arc in the front 180 degrees of the SUV (-½), Gestures (Activate light amplification option; -¼), Non-persistent (-¼) (Real Cost: 1)
1 Light Amplification System: Night-vision OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾), Limited Power Only in a 60 degree arc in the front 180 degrees of the Tank (-½), Gestures (Activate light amplification option; -¼), Non-persistent (-¼) (Real Cost: 1)
12 Radio: High Range Radio Perception (Radio Group)
1 Multi-Spectrum Video Camera: (Total: 5 Active Cost, 1 Real Cost) Eidetic Memory (5 Active Points); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per Hour; -1), Gestures (Activate the video option toggle; -¼) (Real Cost: 1)
21 Powerful Engine: Ground Movement +16" (22" total), x8 Noncombat ; Only On Appropriate Terrain (-1/4), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾).
40 Tank Weapons Package: 60 Point Multipower, OIF (Tank Weapons, -1/2), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u AP Tank Gun: 2d6RKA, Armor piercing (x2, +1), 16 Charges (+0), OAF (Maledictor Gun, -1), Real weapon (-1/4), Activation roll (must use attack action to “un-conceal” weapon, -1/4).
2u Mayhem Missile: 2d6 RKA, Explosion (+1/2), AP (+1/2), 6 Charges (-3/4), OAF (Mayhem Missile, -1), Real weapon (-1/4), Limited Power Only in a 60 degree arc in the front 180 degrees of the cycle (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Electro-flash Missiles: Sight and Radio Groups Flash 7d6, Explosion (+1/2) 6 Charges (-3/4), OAF (Missile, -1), Real weapon (-1/4), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Crater-maker: CE -4 to Dex & Combat Driving skill rolls or face a crash in a 4” radii, Long lasting adder (+10), 4 Charges (-1), OAF (Crater-maker Bomb, -1), Real weapon (-1/4), Limited Power Only in a 60 degree arc in the rear 180 degrees of the cycle (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
18 Plated Pig Nose: +6d6 HA, (HA, -1/2), only vs. rams (-1), OIF (Plated Pig Nose, -1/2), Limited Power Only in the front 60 degree arc of the Tank(-½),Plus 50% Physical damage resistance, only vs. rams (-1), OIF (Plated Pig Nose, -1/2), Limited Power Only in the front 60 degree arc of the SUV (-½),
25 Hidden Weapon Pods: (concealment skill for weapons, 9- base for 3 points, +7 for 14 points = 20- Concealment)
223 total cost

5 Physical Limitation: Tracks (Infrequently, Slightly Impairing)
15 Sol Lim: Illegal Weapons
10 DF: Large Piggy-Bank Style Tank. Due to it’s Pink coloring, pig shape and rounded child like lines, this states inequitably that this is the creation of and being operated by someone who has lost their mind and self control.

AnotherSKip
10-18-2008, 03:01 PM
The Gambler
Val Char Base Points Total Roll Notes
4 SIZE 0 20 4 Length 2", Width 1", Area 2", Mass 800kg, KB -3, DCV Mod -2, 1 passenger
40 STR 20 20 40 17- HTH Damage 8d6
28 DEX 10 54 28 15- OCV: 9/DCV:
5 SPD 3.3 12 5 Phases: 3, 5, 8, 10, 12
6 DEF 2 12 6
20 BODY 13 14 20 12-
0" Ground Mv 6 -12 SB" 40”, 320” non-combat
0” Flight
0" Water Mv 2 -2 0"
0" Leaping 0 0 0 Total Characteristics Points


10 70’s Classy and Stylish: +10 Pre, Plush black leather interior, bucket seats, silver pin striping and edging and all the little details that mark this vehicle as a labor of love.
45 High Speed: High Speed Ground Movement 40” (40" total), x8 Noncombat; Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾), 4 wheeled vehicle (-1/4)
3 Weapons Lab, 8- on weapon building, modification or analysis rolls.
20 Lady Luck, Be With Me Now: 20” Teleport, no NCM (-1/2), requires Combat Driving Skill Roll (-1/2), Side effects, (inaccurate Teleport, -1/4).
17 Off the Rails: +5 Skill levels Vs. DCV, Requires Combat Driving Skill Roll (-1/2).

275 total cost
5 Physical Limitation: Four Wheeled Ground Vehicle (Infrequently, Slightly Impairing)
5 Limitation: Unique, multiples cannot be bought of this vehicle.
5 Reputation: Easy to Ticket
25 Distinctive features: Masculine “Wow” car, not C, Noticed
10 Hunted by minor criminals, 8-
10 Public ID.
5 Limitation: Unique, multiples cannot be bought of this vehicle.

AnotherSKip
10-18-2008, 03:03 PM
Maledictor Racer
Val Char Base Points Total Roll Notes
4 SIZE 0 20 4 Length 2", Width 1", Area 2", Mass 800kg, KB -3, DCV Mod -2, 1 passenger
30 STR 20 10 30 15- HTH Damage 6d6 END [2], Lift 1600.0kg
28 DEX 10 54 28 15- OCV: 9/DCV: 7
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
11 DEF 2 27 11 50% Fire resistance
14 BODY 14 0 14 12-
0" Ground Mv 6 -12 SB" 40”, 320” non-combat
10" Water Mv 2 5 10" Surface only (-1/2)
0" Leaping 0 0 10" 121 Total Characteristics Points

Maledictor Racer: Somewhat compatible to the racing concept this vehicle is a dangerous beauty. Sporting missile launch capacity this is the ultimate in combat vehicle luxury.
10 Classy and Stylish: +10 Pre, Plush leather interior, bucket seats, Hematite pin striping and edging and all the little details that mark this vehicle as a labor of love.
5 Vehicular Beauty: +10 Com, Plush leather interior, bucket seats, Hematite pin striping and edging and all the little details that mark this vehicle as a labor of love
10 Computer / Laser Targeting System: +2 with Ranged Combat OIF Bulky (-1), Limited Power Only in a 60 degree arc in the front (180 degree) of the helicopter (-½), Gestures (Select target with hand controls; -¼) (Real Cost: 6), plus Penalty Skill Levels: +4 vs. Range Modifier with All Brush Scraper Weapons, OIF Bulky (-1), Limited Power Only in a 60 degree arc in the front (180 degree) of the helicopter (-½), Gestures (Select target with hand controls; -¼) (Real Cost: 2) plus Absolute range sense OIF Bulky (-1), Limited Power Only in a 60 degree arc in the front (180 degree) of the helicopter (-½), Gestures (Select target with hand controls; -¼) (Real Cost: 2)
1 IR Detection System: Infrared Perception (Sight Group), OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾), Limited Power Only in a 60 degree arc at once in the front (180 degrees) of the helicopter (-½), Gestures (Activate light amplification option; -¼), Non-persistent (-¼) (Real Cost: 1)
1 Light Amplification System: Night-vision OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾), Limited Power Only in a 60 degree arc at once in the front 180 degrees of the helicopter (-½), Gestures (Activate light amplification option; -¼), Non-persistent (-¼) (Real Cost: 1)
12 Hands Free Radio: High Range Radio Perception (Radio Group)
1 Multi-Spectrum Video Camera: (Total: 16 Active Cost, 4 Real Cost) Eidetic Memory (5 Active Points); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per Hour; -1), Gestures (Activate the video option toggle; -¼) (Real Cost: 1)
45 High Speed: High Speed Ground Movement 40” (40" total), x8 Noncombat; Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾), 4 wheeled vehicle (-1/4)
15 Fire Resistant: 50% Damage resistance, Only vs. Fire (-1)

23 Maledictor Weapons Package: 63 Point Multipower, OIF Bulky (Maledictor Weapons, -1), Limited Power Only in a 60 degree arc in a 180 degree facing chosen at construction of the vehicle (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Maledictor Missile Package: 2 1/2d6RKA, Armor piercing (+1/2), 2 Charges (-1 1/2), OIF Bulky (Maledictor Missile Package, -1), Real weapon (-1/4), Limited Power Only in a 60 degree arc in the front 180 degrees of the Interceptor (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4).
2u Mayhem Missile: 2d6 RKA, Explosion (+1/2), AP (+1/2), 6 Charges (-1/2), OIF Bulky (Mayhem Missile, -1), Real weapon (-1/4), Limited Power Only in a 60 degree arc in the front 180 degrees of the Interceptor (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Electro-flash Micro-bombs: Sight and Radio Groups Flash 7d6, Explosion (+1/2) 4 Charges (-1), OIF Bulky (Electro-flash Micro-bombs, -1), Limited Power Only in a 60 degree arc in the bottom 180 degrees of the Interceptor (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Battle Blades: 1 1/2d6 HKA (up to 2 1/2d6 when Str is applied), Continuous (+1) Damage Shield (+1/2), OIF Bulky (Battle Blades, -1), Real weapon (-1/4), Limited Power Only in a 60 degree arc in the Front 180 degrees of the Racer (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Hot Smoke & Chaff Flares: CE -4 to Perception & Combat Driving skill rolls, succeed or lose target, Medium Duration adder (+5), 4 Charges (-1), OIF Bulky (Hot Smoke & Chaff Flares, -1), Real weapon (-1/4), Limited Power Only one charge in a 60 degree arc per 180 degree facing of the Aircraft (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Warp Missiles: 2d6 STR Drain, Reduced fade rate 1 point per minute (+1/2), Ranged (+1/2), Continuous (+1), 6 Continuous Charges of one minute each (+0), OIF Bulky (Warp Missiles, -1), Limited Power Only in a 60 degree arc on the Left 180 degrees of the Racer (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u Acid Missiles: 2d6 Armor Drain, Continuous (+1), Ranged (+1/2), Reduced fade rate 1 point per minute (+1/2), 6 Continuous Charges of one minute each (-0) OIF Bulky (Acid Missiles, -1), Limited Power Only in a 60 degree arc on the Right 180 degrees of the Racer (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u ?: OIF Bulky (?, -1), Limited Power Only in a 60 degree arc in a 180 degree facing chosen at construction of the vehicle (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u ?: OIF Bulky (?, -1), Limited Power Only in a 60 degree arc in a 180 degree facing chosen at construction of the vehicle (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u ?: OIF Bulky (?, -1), Limited Power Only in a 60 degree arc in a 180 degree facing chosen at construction of the vehicle (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)
2u ?: OIF Bulky (?, -1), Limited Power Only in a 60 degree arc in a 180 degree facing chosen at construction of the vehicle (-½), Activation roll (must use attack action to “un-conceal” weapon, -1/4)

17 Hidden Weapon Pods: (concealment skill for weapons, 9- base for 3 points, +7 for 14 points = 16- Concealment)
285 Active Cost

5 Physical Limitation: Four Wheeled Ground Vehicle (Infrequently, Slightly Impairing)
15 Sol Lim: Illegal Weapons
15 DF: Causes fear in EU aware individuals. Due to its sleek black lines, plush leather interior, bucket seats, Hematite pin striping and edging and all the little details that state inequitably that this is but one of the many weapons the Maledictors control.
Modified Cost 250

AnotherSKip
10-18-2008, 03:04 PM
BoneShaker

Val Char Base Points Total Roll Notes
6 SIZE 0 30 6 Length 4", Width 2", Area 8", Mass 6.4ton, KB -6, DCV Mod -4, 4 passengers
35 STR 40 0 40 16- HTH Damage 8d6
18 DEX 10 24 18 13- OCV: 6/DCV: 2
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
13 DEF 2 33 13 Armored
17 BODY 17 0 17 12-
22” Ground Mv 6 0 22" 176" Non Combat
0" Water Mv 2 -2 0"
0" Leaping 0 0 0 Total Characteristics Points

1 IR Detection System: Infrared Perception (Sight Group), OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 24 Hours; -1/2). Limited Power Only in a 60 degree arc in the front 180 degrees of the SUV (-½), Gestures (Activate light amplification option; -¼), Non-persistent (-¼) (Real Cost: 1)
12 Comm. system: High Range Radio Perception (Radio Group)
21 Powerful Engine: Ground Movement +16" (22" total), x8 Noncombat, Fuel Dependent (fuel is Very Common; must refuel Once per 24 Hours; -1/2).
2 Map: AK Den City Area 11-
10 Eye Shaker: 7d6 Sight based flash attack, OIF Bulky (-1), 6 Charges (-3/4), Limited Power Only in a 60 degree arc in the front 180 degrees of the SUV (-½), Gestures (Activate light amplification option; -¼),
25 Hidden Weapon Pods: (concealment skill for weapons, 9- base for 3 points, +7 for 14 points = 20- Concealment)
223 total cost
5 Physical Limitation: four wheeled (Infrequently, Slightly Impairing)
15 Sol Lim: wanted for impound due to its use in several crimes
10 DF: because of its coloring, design, unique shape and sound there can be no doubt that this is one of the several vehicles that Dr. Marrow owns.
10 Susceptibility: requires a combat Driving skill roll at -1/passenger or else all passengers take 5d6 Physical HTH damage once per minute.
5 Dark Secret

AnotherSKip
10-22-2008, 08:36 AM
Character Name: Foo Dog
Campaign name: Den City
Alternate Identities:
Genre: Low Budget Supers
Player name:
Gamemaster: GM (Summoned Creature)
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
20 Str 10 x1 HTH Damage d6 Lift End( )
14 Dex 10 x3 OCV: DCV:
18 Con 10 x2
20 Body 10 x2
13 Int 10 x1 Per Roll
11 Ego 10 x2 ECV
20 Pre 10 x1 Pre Dice: d6
16 Com 10 x1/2
6 PD Str/5 x1 Resisitant: Total:
6 ED Con/5 x1 Resisitant: Total:
3 SPD 1+Dex/10 x10 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
8 REC (Str/5)+(Con/5) x2
36 End Conx2 x1/2
39 Stn Bd+(St/2)+(Cn/2) x1
Run 6" x2 x2 non-combat multiplier
Swim 2" x1 x2 non-combat multiplier
VLeap Str/10 Spl x2 non-combat multiplier
HLeap Str/5 Spl x2 non-combat multiplier
Characteristics Total Cost:

Powers:
23 Foul Breath: 2d6 Dex Drain, 1 hex AOE (+1/2), (30 Act) Restrainable (-1/4), Lockout (Huge fangs, -1/4)
23 Huge Fangs: 2d6 HKA (3d6+1 w/STR) (30 Act), Restrainable (-1/4), Lockout (Foul Breath, -1/4)
20) Quadroped: +5” Running, x8 NCM (20 Act), Restrainable (-1/4)
9 Mystical Armor: +6RPD/+6RED

Total Powers Cost:
Skills, Perks and Talents:
10 Big nose: Tracking Sense
6 Big nose: +2 to all scent based rolls
9 K’ng Foo: +3 With “Natural Weaponry”, (Strike, Grab & Grab By)
3 KS: Asian Philosophy

Total Skills, Perks and Talents Cost:
Disadvantages:
5 Beast of Air: 50 Kg weight
15 Limited manipulation:
5 Heavy breather, Noisy, “must pant”
Characteristics + Powers + Skills, Perks and Talents= Total Character cost

Base Points Availible

AnotherSKip
10-22-2008, 08:45 AM
Character Name: Chanting Doll
Campaign name: Den City
Player name: GM
Gamemaster: Me
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
0 Str 10 x1 -10 HTH Damage d6 Lift End( )
11 Dex 10 x3 3 OCV: DCV:
10 Con 10 x2 0
5 Body 10 x2 -10
8 Int 10 x1 -22 Per Roll
9 Ego 10 x2 -2 ECV
0 Pre 10 x1 -10 Pre Dice: d6
8 Com 10 x1/2 -1
2 PD Str/5 x1 2 Resistant: Total:
2 ED Con/5 x1 0 Resistant: Total:
2 SPD 1+Dex/10 x10 0 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
2 REC (Str/5)+(Con/5) x2 0
20 End Conx2 x1/2 0
10 Stun Bd+(St/2)+(Cn/2) x1 0
1” Run 6" x2 -10 x2 non-combat multiplier
1” Swim 2" x1 -1 x2 non-combat multiplier
0” VLeap Str/10 Spl 0 x2 non-combat multiplier
0” HLeap Str/5 Spl 0 x2 non-combat multiplier
Characteristics Total Cost: -41
Powers:
8 Easily Hidden: +6 to concealment (12 Active), Self Only
30 Hard to Hit: +6 DCV
12 Hard to Perceive: +6 to Stealth

10 Obey The Summoner I: +20 Pre, Only for Defense (-1)
7 Obey The Summoner II: 10 Mental Defense Only against attacks that attempt to divert Chanting Dolls from their cause (-1/2).
10 Light as a Feather: 5” Gliding, 0 end Persistent (+1)
3 Stiff as a Board: 1 RPD/1 RED

48 World Wide Tracking: this Multipower covers the ability to find their target anywhere on the planet, move to that area and track them down. Only to find and move to stated target (-1/4)
5u Detect Stated Target Worldwide: Detect Stated target (3), Sense (2), Tracking (5) Discriminatory (5), Analyze (5), N- ray Perception (blocked by Garlic and Silver, 10), Mega-scale (1000 KM per “, +1)
5u World Map Porting: 15” teleporting, Mega-scale (1000 KM per “, +1)
4u Detect Stated Target Regionally: Detect Stated target (3), Sense (2), Tracking (5) Discriminatory (5), Analyze (5), N- ray Perception (blocked by Garlic and Silver, 10), Mega-scale (10 KM per “, +1/2)
4u Regional Map Porting: 15” teleporting, Mega-scale (10 KM per “, +1/2)
3u Detect Stated Target Locally: Detect Stated target (3), Sense (2), Tracking (5) Discriminatory (5), Analyze (5), N- ray Perception (blocked by Garlic and Silver, 10)
5u Local Map Porting: 30” teleporting.

18 Ultimately Indestructible: Summon 175 pt Chanting Dolls, Multiple (x2, +5), Trigger (Upon this Dolls death, +1/4), Slavishly Loyal (+1), (90 Active), 1 charge (-2), Never recovers (-2),
17 Eternal Tracker: LS: No need to sleep or eat, does not age

Total Powers Cost: 186
Skills, Perks and Talents:

Tiny Combatant Style:
4 Night Strangler: Choke Hold -2/+0 Grab 2d6 NND
3 Tiny Trip: Leg Sweep +2/-1 Str +1d6 Strike target Falls
3 Tiny Grip: Martial grab -1/-1 Grab two limbs, +10 Str for holding on

3 Concealment 3 Stealth
3 Teamwork 3 Tracking

Total Skills, Perks and Talents Cost: 22
Disadvantages:
10 Mindless Chants: PSL; Must state target of attention
10 Tiny: Physical Limitation:
20 Slavishly Loyal: Must seek target regardless of personal cost.
20 Easily Breaks: Phys Lim; all non-damaging attacks aside from Flash attacks (dispels, drains, suppresses etc) are converted to normal damage classes.

Characteristics + Powers + Skills, Perks and Talents= Total Character cost =177
Base Points Available 150 + Maximum from disadvantages 100= 250 Maximum + Experience

AnotherSKip
10-26-2008, 03:37 PM
Character Name: Arrowhead
Campaign name
Alternate Identities:
Genre: Supers
Player name:
Game master:
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
15 Str 10 x1 HTH Damage d6 Lift End( )
21 Dex 10 x3 OCV: 7 DCV: 7
15 Con 10 x2
15 Body 10 x2
20 Int 10 x1 per Roll
15 Ego 10 x2 ECV: 5
25 Pre 10 x1 Pre Dice: 5 d6
10 Com 10 x1/2
8 PD Str/5 x1 Resistant: Total:
8 ED Con/5 x1 Resistant: Total:
4 SPD 1+Dex/10 x10 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
6 REC (Str/5)+(Con/5) x2
40 End Conx2 x1/2
01 Stun Bd+(St/2)+(Cn/2) x1
Run 6" x2 x2 non-combat multiplier
Swim 2" x1 x2 non-combat multiplier
VLeap Str/10 Spl x2 non-combat multiplier
HLeap Str/5 Spl x2 non-combat multiplier
Characteristics Total Cost:
Powers:27 Archery Set of Destiny: When the teen who would become Arrowhead first realized the power he could wield in a fit of inspiration he named his archery equipment the Archery set of Destiny believing he was destined to become wealthy and powerful with his skills and equipment. Fate has ever since then been unkind. Multipower 40 point, Auto fire(+1/2), OIF Longbow and Arrows(-1), All arrows must have at least -1/2 in charges limitations (-1/4).
2u Sonic Burst Arrow, 8d6 EB, Beam (-1/4), 6 Charges (-1/2).
2u Bomber Arrow: good for knocking around stuff and distracting /disorienting targets, in his mind it is not good for much else. 6d6 Explosion (+1/2), Beam (-1/4), 6 Charges (-1/2).
2u Shrapnel Arrow: Arrowhead views this as a rather pedestrian use of an Arrow(well compared to some of his other tricks it is) as such he usually leaves these for truly despised targets, though when push comes to shove and nothing else will do he will not hesitate to pull these out. 2D6 RKA Explosion (+1/2), Beam (-1/4), 6 Charges (-1/2).
1u Flare Arrow: Images +4 vs. negative vision perception rolls due to lack of light, Expanded area (x16", +1), only to create light(-1), 3 Continuous Charges of one minute each (-1/2).
2u Blinder Burst Arrow: 4d6 Flash vs. sight, Explosion(+1/2), Auto fire adjustment (+1), Beam (-1/4), 6 Charges (-1/2).
2u Searing Smoke: At first viewed as a failure for the limited area of effect on the smoke part of the arrow this is actually a highly prized attack/defense combination especially in tight quarters. 1" Darkness vs. normal sight, Auto fire adjustment (+1) (25Act), PLUS 1d6 EB, AVLD (vs. Flash Defense for Taste/Smell sense group, +1 1/2), AOE(+1), Continuous (+1), Auto fire adjustment (+1), (30Act), Linked to Darkness(-1/2), 3 Charges of one minute each (-1/2).
2u The Dreaded Weakening Arrows: One of Arrowheads attacks designed to slow and disorient attacks it is best used a few rounds before a Knock Away or Entangler/Hooder attack. 1 1/2d6 STR Drain, Reduced fade rate 1 point per minute (+1/2), Ranged (+1/2), Continuous (+1), Auto fire adjustment (+1), 3 Continuous Charges of one minute each (-1/2).
2u Acid Arrow: Designed to give Arrowhead a chance against the tougher of the individuals in the super powered groups he thinks this is his most devastating attack. 1d6 RKA, Continuous (+1), Beam (-1/4), 3 Continuous Charges of one minute each (-1/2).
2u Acid Arrow II: This is one of the few chemicals Arrowhead does not really understand. It appears to temporarily weaken the structures of most focus based armors. Why or how Arrowhead is not really certain of. 1 1/2d6 Armor Drain, Continuous (+1), Auto fire adjustment (+1), Reduced fade rate 1 point per minute (+1/2), 3 Continuous Charges of one minute each (-1/2).
2u Magneto Entangler: A magnetically powered Bola this weapon keeps a variety of targets down long enough for Arrowhead to get in and out of most jobs. 3d6 4 Def Entangle, Attacks affect Target and Entangle (+1/4), Cannot create Barriers (-1/4), 6 Charges (-1/2).
2u Head Hooder: This version of the Magneto Entangler includes a mini mesh hood perfect for keeping certain kinds of troublemakers under wraps so to speak, though it does come at a price. 3d6 3 Def, Impervious to normal sight (+5 Pts.), Attacks affect Target and Entangle (+1/4), Cannot create Barriers (-1/4), 6 Charges (-1/2).
1u Knock Away Arrow: Designed to easily disarm most individuals this is a variant on the punching bag arrows used by so many archers. 26 STR (59 Act), only for moving objects away from archer (-1), 6 Charges (-1/2).
2u Machine Tazer Arrowhead: Though initially appearing to be nastier than it really is, the Machine Tazer is designed to short out mechanical systems that rely on battery like items. However if the machine does have backups the device is not nearly so useful.... 1d6RKA, Penetrating (+1/2), PLUS 4d6 Suppress Electrical End Reserve, Linked to RKA (-1/2), 3 Continuous Charges of one minute each(-1/2).
2u Glider Disk Arrow: A brilliant invention the glider disk arrows are really mini machines capable of providing a cross between helicopter and parachute like abilities, using rayon and a small battery powered motor these devices are ingenious and usable by up to three people for a minute apiece before their internal batteries run out Hopefully users will be safely on the ground by then. Otherwise an escape can be more dangerous than being caught. 10" Gliding, Persistent (+1/2), Usable by others at range (+3/4), 3 Continuous Charges of one minute each (-1/2).
2u Tazer Arrow: Believe it or not this is a particularly nasty concept for an archer to utilize. Because of the combination in order for the target himself to remove the arrow the person suffering the effects must actually be able to see the arrow in order to remove the weapon, if they are struck from behind it is likely they will not be able to get free from the weapon without outside help. It may take a while but this will eventually put out most normals, generally without harming them too much. 1d6 EB, AVLD (vs. Flash Defense for touch sense group, +1 1/2), Continuous (+1), PLUS 1d6 Flash vs. Touch Sense group, Continuous (+1), 3 Continuous Charges of one minute each (-1/2).
2u Reduced Friction Dust Arrow: seemingly a critical invention in self defense for our intrepid archer this is a nearly frictionless dust that can be spread over an area, eventually though changing air pressure will disperse the dust so it becomes useless. Change Environment 8" Radii, -4 to dex rolls to move on, (44 Act), Will not Work on anyone Not on the Ground (-1/4), Not in high winds conditions (-1/4), 3 Continuous Charges of one minute each (-1/2).
2u Stun Burst Arrows: A trick he has picked up from a few encounters with an enemy, these arrows are so bright that they can disorient unprotected targets with ease. 2d6 EB AVLD (Flash Defense, +1 1/2), Explosion(+1/2), Auto fire adjustment (+1),(45Act) 6 Charges (-1/2).
2u unrevealed Power
2u unrevealed Power
2u unrevealed Power

6 Battle gear: 4 Rpd/4 Red Force Field, OIF Suit(-1/2)
10 Unshakable Archer: +20 Pre, Only for defense (-1)
3 Instant Targeting: Rapid Sense W/ Vision, visually sense at x10 normal speed
6 Eyes of the Hunter: Telescopic Vision +4 vs. sight based range penalties.

Total Powers Cost:
Skills, Perks and Talents:3 Survival Woodlands and rural areas
3 Weapon smith: Bows and Arrows
3 Inventor
3 SS: Micro-devices
5 Cramming: only Skills related to the invention of Super Arrows
3 KS: Super Heroes
3 KS: Super Villains
3 Stealth
3 Acrobatics
3 Break fall
3 PS: Carney
3 KS: Carney Games
3 Sleight of Hand
3 +1 W/PS: Carney, KS: Carney Games& Sleight of Hand
(1) PS: Common Laborer
10 +2 W/ All Ranged Combat
15 +5 W/ Multipower
6 +2 W/ all perception rolls
6 +4 PSL vs. Ranged mods w/ Multipower

Defensive Tricks
4 Moving Dodge


1 Usable w/bo staff and hands

Total Skills, Perks and Talents Cost:
Disadvantages:
Sol Lim Poor: you don’t know what it is like to be a hard luck case until you have shot a mile of arrows from Arrowheads point of view. This is also why there are only limited supplies of Arrows for him. 10


Characteristics + Powers + Skills, Perks and Talents= Total Character cost

Base Points Available 200 + Maximum from disadvantages 150= 350 Maximum + Experience

Gm notes: For the very first session the characters were in a Hero Quake (we use the Quake concept for practicing how characters work in a given game system). As such, the characters needed an opponent, thus Arrowhead and some summoned cronies (listed above ) dealt with the challenge of the five heros.




Modifiers for the Hero Quake
3 AK: ARENA
3 SS: Gravitational science
1u Summon: Foo Dog Combatant 40 Active 1 charge lasting 5 minutes
1u Summon: Gumball Combatant 40 Active 1 charge lasting 5 minutes
1u Summon: Coutal 40 Active 1 charge lasting 5 minutes
1u Summon: ZEROTH 40 Active 1 charge lasting 5 minutes

AnotherSKip
10-26-2008, 03:45 PM
Character Name: Coutal
Campaign name: Den City
Alternate Identities:
Genre: Low level Superhero
Player name: GM
Gamemaster: Me, Summoned Creature

Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
15 Str 10 x1 HTH Damage d6 Lift End( )
14 Dex 10 x3 OCV: DCV:
16 Con 10 x2
16 Body 10 x2
18 Int 10 x1 Per Roll
14 Ego 1014 x2 ECV
25 Pre 1025 x1 Pre Dice: d6
16 Com 10 x1/2
6 PD Str/5 x1 Resisitant: 6 Total:12
6 ED Con/5 x1 Resisitant: 6 Total:12
3 SPD 1+Dex/10 x10 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
6 REC (Str/5)+(Con/5) x2
32 End Conx2 x1/2
32 Stn Bd+(St/2)+(Cn/2) x1
Run 6" x2 x2 non-combat multiplier Swim 2" x1 x2 non-combat multiplier
VLeap Str/10 Spl x2 non-combat multiplier
HLeap Str/5 Spl x2 non-combat multiplier
Characteristics Total Cost:

Powers:
Winged Flight: Flight 18”, Restrainable (-1/4)
Little Claws: 1d6 HKA (2d6 w/STR), reduced penetration (-1/4, 1pip, 1d6 w/STR)
Huge Fangs: 2d6 HKA (3d6 w/STR), Restrainable (-1/4), Lockout (I Ate your Veggies Instead -1/4),
I Ate your Veggies Instead: 2d6 Con & Stun Drain, Both Powers Simultaneously (+1/4), Autofire (1-3 shots, +1/4), Linked to Little Claws (-1/4), Attack Must Do Body (-1/4), 2 Clips 8 Charges(-1/4), Lockout (Huge Fangs, -1/4),

10 Airdancer: Find Weakness 11-

12 Spanish Dancing: +6RPD/+6RED Hardened, Combat luck
5 Spanish Dancing: +8 Mental Defense
5 Spanish Dancing: +5 Points Power Defense

Total Powers Cost:
Skills, Perks and Talents:








Total Skills, Perks and Talents Cost:
Disadvantages:
Not Tooled Correctly: Limited manipulation Phys Lim, 15 points
Veggie Monster: Vegetarian

Characteristics + Powers + Skills, Perks and Talents= Total Character cost

Base Points Availible 150 + Maximum from disadvantages 100= 250 Maximum + Experience

AnotherSKip
10-30-2008, 02:17 PM
This is one of several characters I designed for a Fantasy camapign with elements of: the White Wolf universe, Star Frontiers, Earthdawn, and David Brins Uplift books. I have lost many of the campaign notes

Character Name: Black

Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
18 Str 8 x1 10 HTH d6
12 Dex 10 x3 3 CV:
16 Con 8 x2 16
18 Body 10 x2 16
11 Int 11 x1 0 Per Roll
11 Ego 10 x2 2 ECV
18 Pre 10 x1 8 Dice: d6
10 Com 10 x1/2

4 PD Str/5 x1 1 Resisitant: Total:
4 ED Con/5 x1 1 Resisitant: Total:
3 SPD 1+Dex/10 x10 8 Phases:
6 REC (Str/5)+(Con/5) x2
32 End Conx2 x1/2
35 Stn Bd+(St/2)+(Cn/2) x1
8" Run 6" x2 4
3" Swim 2" x1 1 VLeap Str/10 Spl HLeap Str/5 Spl Characteristics Total Cost: 70

Powers:
(Yrataks)
-2 -2 Str -4 -2Con
1 +1 Int 3 +1 Dex
6 Extra limbs, (feet usable as hands, bushy prehensile tail for in air steering, inherent, )
3 +1 W/Climbing, Acrobatics & Breakfall
1 Familiarity w/Battlerage (Ego based, 3/2)
5 +2 OCV(5 point levels) Costs End (-1/2) requires Battle Rage Skill Roll(-1/2)
2 +5 Str, x2 End Cost(1/phs, -1/2), Requires Battle Rage Skill Roll(-1/2),
3 5" Gliding, x2 non-combat multiplier, Flying restrictions (-3/4) (cannot glide if encumbered, etc...)
5 Eyes of the Dark: +4 Only To Negate Darkness Modifiers (-3/4).
(22)

5 Steel Thought: 5 Mental Defense (+Ego/5) 7 total,

7 The Forging : One of the more basic powers posessed by those who are both magically gifted and endeared to the weapon crafter lifestyle this is part magic and part skill melded into pure power. This magic does have a few limitations, partially because of the needs as well as desires of the original founder of the spell. Wanting the magic to last well past the needs of the typical scouting mission whenever the enchanted weapon is not held the magic begins to fade to hold the enchantment longer, after all, this magic could last for years if properly cared for. As such the magic only begins renewing itself when the weapon is readied for combat, meaning that if the weapon is drawn especially quickly in combat the weilder will probably have a more powerful weapon on his second or third swing. +3d6 Aid to any non-magical HKA or RKA, 1 point per minute fade rate(+1/2), (45ac) One hour long continous fuel charge(+0), Gestures Throughout, by manipulating the metal itself on the forge (-1/2), Incantations Throughout, by whispering magics to the weapon (-1/2), Extra time 20 minutes (-2 1/4), Concentrate 0 DCV Throughout (-1), Requires Weaponsmithing Skill Roll (-1/2), Bulky OAF Foci (portable forge-1 1/4).

6 Weaponseeker : This is a spell tool designed to aid the weaponcrafters of the Star Rangers either in finding lost weapons after a combat, searching captured prisoners, or even finding hidden caches of weapons. Because the spell is so independant of normal senses the spell is hard to actively disarm from a caster with most similar powers. : Detect Weapons(10), Sense(2), Rapid sense (x10 speed, 3), Discriminatory(5), Analitical(5), Active Detect, Delayed Effect (+1/4) (31 ac) Gestures(-1/4), Incantation(-1/4), Extra time 20 minutes(-2 1/4), Concentrate 0 DCV(-1/2). 3 charges of up to 5 minutes duration(-1/4), OIF (Forging Hammer, -1/2)

1 Cursefinder :This is a sight based Curse detect making it cheaper for the caster to learn but easier for others to affect or fool. This ability is not automatic (requires a 1/2 phase per roll), but does aid in the locating and preventive handling of dangerous items of a magical nature. Detect Curses (5), Sight based (targeting and Discriminatory for 0), Delayed Effect (+1/4) ( 6 ac) Gestures(-1/4), Incantation(-1/4), Extra time 5 minutes(-2), Only on weapons (-1), Concentrate 0 DCV(-1/2).

11 Cursedelayer : As spells go this spell is one of the less likely ones to be memorised unless a person is expecting or looking for unknown items of potential danger. Or this might be memorised by someone who might be willing to recover spoiled magical items in the hopes of either learning from the improperly enchanted items or freeing those who might be trapped by such items. Like the title of the spell suggests this spell will delay some of the potential negative effects a cursed item may have on a person. 6d6 Supress, All abilities defined as a magical Curse, Simultaneously (+2) Delayed Effect (+1/4) (97 ac) Gestures throughout(-1/2), Incantations throughout (-1/2), Extra time 5 minutes(-2), Concentrate 0 DCV(-1/2). Only on weapons (-1), 1 Charge of 1 turn duration(-1 1/2), OAF Silk cloth(-1), No range (-1/2),
(52)
3 HeartShield :a spell designed by the Yrataks to make up in part for their lack of armor this spell is considered a basic for any mage of reasonable power. There are both weaker and more powerful versions of this spell some of which do more than just phisically protect the caster. 5 RPD/6 RED Delayed Effect (+1/4) ( 14 ac) Gestures(-1/4), Incantation(-1/4), Extra time 5 minutes(-2), Only against weapons (-1/2), Concentrate 0 DCV(-1/2), 3 charges of up to 5 minutes duration(-1/4), OIF (Forging Hammer, -1/2).

Total Powers Cost: 55

Skills, Perks and Talents:
(4) Seven
2(+2) Tradespeak
3 Goblin jabber

(1) AK:Faustone 8-
1 AK: Borderlands (res) 11-
2 AK: Caves (res) 9+I/5-
3 Breakfall 9+D/5-
2(+1) Climbing 9+D/5-
2 Concealment (res) 9+D/5-
(1) Conversation 8-
(1) KS: History of Faustone 8-
(1) KS: Minerals 8-
1 KS: Star Law (res) 9+I/5-
1 KS: Armor & Armor Developments (ws) 9+I/5-
1 KS: Weapons & Weaponry Development (ws)9+I/5-
1 KS: Lore of Ancient Weapons (ws) 9+I/5-
1 PS: Ancient Weapons Researcher (ws) 9+I/5-
1 PS: Armorsmith (ws) 9+D/5-
1 PS: Blacksmith (ws) 9+D/5-
1 PS: Weaponsmith (ws) 9+P/5-
1 PS: Ranger of the Eastern Star (res) 9+P/5-
1(+1) Stealth (res) 9+D/5-
1(+1) Survival: Borderlands, Faustone + Caves (res) 11-
2 Riding (res) 9+D/5-
2 Tactics (res) 9+I/5-
2 Teamwork (res) 9+D/5-
2 Tracking (res) 9+D/5-
1(+1) Trading (ws) 9+P/5-
(1) TF:Stone Sleds
5 Weaponsmith (Muscle Powered weapons) (ws) 11+I/5-

2 +1 OCV W/Razorscales
10 +2 W/ HTH Combat
10 +2 to all Weaponsmith Skills (ws)
5 +1 to all Ranger of the Eastern Star Skills (res)
2 +1 Vs Armor DCV Penalties

2 Fam w/ Common Missile weapons
2 Fam w/ Common Melee Weapons
2 Fam w/ Common Star Martial Weapons
6 Contact: Eastern Star Rangers 8- (they are hard to find)

3 Skill Enhancer: Jack of All Trades
3 Skill Enhancer: Ranger of the Eastern Star
3 Skill Enhancer: Scholar
3 Skill Enhancer: Weaponsmith

Total Skills, Perks and Talents Cost: 93
Equipment(Heroic only)
Razorscales: These are weapons decorating the edge of a Yrataks gliding menbranes designed intially to give additional lift, an accident revealed that these can be used as weapons. 1pip HKA (1/2 d6 HKA w/Str) Autofire (+1/2 up to five hits), OIF(-1/2), Real Weapon(-1/4), Independant, Str Min(-1-/4)(2).

The Black Blade: A deadly Sword of mysterious power, this blade is an example of rare craftmanship. The magics have enhanced this bastard sword to legendary abilities and the blade has some powers not yet revealed. 2d6 HKA reduced End Cost(+1/4)(37AC), Str Min(-3/4), Hand and a Half Weapon(-1/4), OAF Bastard Sword of Deepest Black (-1), Real Weapon(-1/4), Independant(-2)(7), PLUS +2 OCV(10ac), OAF Bastard Sword of Deepest Black (-1), Real Weapon(-1/4), Independant(-2)(2). (PLUS Gm's Top secret unrevealed power) (7+2+?)

The Dagger of Suggestions:A dagger is considered by many to be but a minor weapon, however there is a powerful enchantment to this weapon in particular that renders this weapon a true treasure. The weapons bonus applies to many other situations than combat. 1d6 HKA, reduced End Cost(+1/4)(19 AC), Str Min(-3/4), Hand and a Half Weapon(-1/4), OAF Dagger of Suggestions(-1), Real Weapon(-1/4), Independant(-2)(7), PLUS +2 to any Int based skill or Attack roll (16 ac), OAF Dagger of Suggestions (-1), Real Weapon(-1/4), Independant(-2)(2). (3+4)

Daygoggles
Armored Shoulder Plates
Buckler
Bracers
Armguards
Armored Apron

Dual bandolires
boots
breeches
tabbard
2 large beltpouches,

Ranger Bred horse + tack (30)
Portable Forge
10 lbs firing coal
Armor Repair Kit
Hammer
6 Iron Spikes
Flint And Steel
2 cakes of soap
16" hair rope
Chisel
Crowbar
Whetstone
4 Torches

Disadvantages:
Phisical Limitation:
Yrataks (primairily Armor and certain kinds of equipment problems+ nocturnal) 5
Psy Lim: Seeks Lore of Ancient Weapons 10
Psy Lim: Loyalty to The Faustone Empire 10
Distincitve Features: Eastern Star Ranger 10
Curse of the Smouldering Spirit: Black's Clan has been cursed by a spirit of forges, Black seeks a way to undo the curse through any one of several methods, all of which are difficult. Vulnerability to Fire: x2 Stun, 20
Dark Secret 15

Quirks
DNPC: the woman of his dreams.... 1
pontificates on the attributes of various Arcane legendary Weapons 1
fur is marked by many burns 1
Mutters at his forge 1
odd sleeping habits 1

Char (70) + Pow (55) + Sk, Pks and Tal (93)= Total Character cost (218)(39 Spl)

Base Points Availible 75 + Maximum from disadvantages 75= 150 Maximum + Experience

AnotherSKip
10-30-2008, 02:20 PM
i think I'll post there over in the RP thread since they aren't supers....

AnotherSKip
11-13-2008, 09:14 AM
Red Star II
Val Char Cost
20 STR 10
20 DEX 30
20 CON 20
12 BODY 4
18 INT 8
14 EGO 8
20 PRE 10
16 COM 3
8 PD 4
6 ED 2
4 SPD 10
8 REC 0
40 END 0
32 STUN 0
Total Characteristics Cost: 109

Skills
Russian Military Style
3 Aikido Throw +0/+1 Str+ V/5
4 Escape The Bear+0/+0 +15 Str Vs Escapes
4 Sickle Strike +0/+2 +2d6 Str attack
4 Hand Of Lenin +2/+2 Block, Abort
5 Hammer Kick -2/+1 Str+4d6 Strike
3 Weapon Elements: Staff, Weapon Breaker, Hands & Clubs

3 Acrobatics 13- 3 Breakfall 13-
2 CK: Moscow 11- 3 Contortionist 13-
3 Criminology 13- 3 Deduction 13-
3 Disguise 13- 3 Fast Draw 13-
3 High Society 13- 3 Lockpicking 13-
3 Security Systems 13- 3 Shadowing 13-
3 Stealth 13- 3 Streetwise 13-
2 WF: Russian Military Weapons
3 Lang: English
10 SL: Overall +1
6 Combat Luck [+3 rPD +3 rED, Hardened]
2 Contact: ‘New Minted’ KGB Officer Natasha Kinsley 11-

Total Skills Cost: 94
Disadvantages
20 Respect for Allies
20 Must Follow Orders
10 Patriot believes in country right or wrong
20 Dark Secret
15 Secret Id (Sonya Borlev)


This is a picture of Red Star II just after her WWII initial training, prior to her providing assistance to Red Star I and joining the War to free the German People.

AnotherSKip
11-13-2008, 09:20 AM
Black Merlin

Val Char Cost
20 STR 10
20 DEX 30
20 CON 20
12 BODY 4
18 INT 8
14 EGO 8
20 PRE 10
16 COM 6
8 PD 4
6 ED 2
4 SPD 10
8 REC 0
40 END 0
32 STUN 0
Total Characteristics Cost: 109

Cost Skills3 Acrobatics 13-
3 Animal Handling 13-
2 AK: Finland 11-
2 AK: War Torn Europe 11-
3 Breakfall 13-
3 Bureaucratic 13-
2 CK: France 11-
6 Combat Luck [+3 rPD +3 rED, Hardended]
3 Conversation 13-
3 Deduction 13-
3 High Society 13-
3 Oratory 13-
2 PS: Cabinet Member 11-
2 SS: Conservation 11-
3 Shadowing 13-
10 SL: Overall +1
3 Stealth 13-
3 Streetwise 13-
3 Survival 13-

The Merlin’s Strikes Martial Arts package
4 Martial Block
4 Martial Dodge
4 Martial Strike
3 Martial Throw
5 Offensive Strike

5 Money: Well Off

Total Skills Cost: 87

Cost Powers
10 Armor +5 rPD +5 rED, OIF: Costume (-1/2)
37 Flight 10", 8x NCM, 1/2 END (+1/4)
7 HA +2d6, HTH Attack (-1/2), Linked to Flight (-1/2), No END (+1/2)

11 ACMA TROUPES AERÓL PORTÉES MLE.56: Vehicle
Total Powers Cost: 65
ACMA TROUPES AERÓL PORTÉES MLE.56
Val Char Cost Notes
1 Size 5 Length 1.26", Width 0.63", Area 0.79", Mass 200 kg, KB -1
15 STR 0 HTH Damage 3d6 END [1]
15 DEX 15 OCV 5 DCV 5
8 BODY -4
3 DEF 2
3 SPD 5 Phases: 4, 8, 12
Movement: Ground: 18"/36"

Total Characteristic Cost: 23

Abilities & Equipment
8 Ground Movement +12" (18" total); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾), Custom Modifier (Real Gear; -¼)
24 Recoilless Rifle: RKA 4d6, +1 Increased STUN Multiplier (+¼), Semi-Armor Piercing (+¼), Area Of Effect (One Hex; +½); OAF Bulky (-1 ½), 8 clips of 1 Charge (Increased Reloading Time: 2 Full Phases; Carries 6 individual rounds on each vehicle; -1 ¼), Side Effects, Side Effect occurs automatically whenever Power is used (Back blast damage to direct rear; -1), Crew-Served (2 people; -¼), [1]

Total Vehicle Cost: 54

Value Disadvantages
20 Physical Limitation: Vehicle Defense Does Not Protect Driver (All the Time, Greatly Impairing)Total Disadvantage Points: 20
Total Cost: 32/5 = 6

Total Cost: 250

150+ Disadvantages
5 DNPC: Allies of Black Merlin (Slightly Less Powerful) 8-
10 DNPC: Friends of Black Merlin (Normal/Useful Skills/Unaware Secret Identity) 8-
10 Hunted: Enemies of Black Merlin (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Against Killing (Common/Total)
20 PsyL: Crime fighter (Very Common/Strong)
15 SocL: Secret Identity [Finnish name] (Frequently/Major)
Total Disadvantages Cost: 250

AnotherSKip
02-13-2009, 07:54 AM
Character Name: ADD-Boy
Alternate Identities: Chance Faraway

Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
10 Str 10 x1 - HTH Damage d6 Lift End ( )
14 Dex 10 x3 12 OCV: 5 DCV: 5
13 Con 10 x2 6
12 Body 10 x2 4
13 Int 10 x1 3 per Roll
8 Ego 10 x2 -4 ECV
8 Pre 10 x1 -2 Pre Dice: d6
14 Com 10 x1/2 2
6 PD Str/5 x1 4 Resistant: Total:
6 ED Con/5 x1 3 Resistant: Total:
4 SPD 1+Dex/10 x10 16 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
10 REC (Str/5)+(Con/5) x2 10
26 End Conx2 x1/2 -
24 Stun Bd+(St/2)+(Cn/2) x1 -
8 Run 6" x2 4 x2 non-combat multiplier
3 Swim 2" x1 1 x2 non-combat multiplier
2 VLeap Str/10 Spl. - X2 non-combat multiplier
4 HLeap Str/5 Spl. 2 X2 non-combat multiplier
Characteristics Total Cost: 61

Skills, Perks and Talents:
30 Huynh? : ADD Boy because of his easy distractibility oddly enough receives a huge bonus to his breakout rolls as he is very likely to immediately forget commands or even the rational for his actions even whilst in the middle of them. (+10 to Ego, Pre or any sort of rolls to break out of ‘undue influence’
6 In the zone: +4 Lightning reflexes, activation 11-
6 +2 to all Per Rolls
8 If I can just focus I: +2 w/ Overall Combat, activation 11- to switch placement
10 If I can just focus II: +2 Overall Skill levels, activation 11- to switch placement
7 Analyze: combat (11+I/5)-
3 Acrobatics 3 Acting
3 Breakfall 3 Bugging
3 Climbing 3 Combat Sense
3 Concealment 3 Contortionist
3 Mimicry 3 Oratory
3 Paramedic 3 Systems Operation
3 Stealth 3 Tracking
3 Teamwork

Total Cost of Skills Perks and Talents: 112

Disadvantages:
15 Defender of the (so called) Weak: Dnpc: nearby Handy-capable individuals. (Will provide cover for their retreat from a battle, assist them first etc…)
20 Honorable: Psy lim: behaves as a highly moral individual.
10 Attention Deficit Disorder: Psy Lim ADD,
15 ‘You weak minded fool!’ : Vulnerable: x1.5 effect from mind control attacks

Total value of Disadvantages: 60

Characteristics + Powers + Skills, Perks and Talents= Total Character cost 61+112=173
Base Points + Available from disadvantages + = Maximum 100+60+13 XP= 173

Majestic
02-14-2009, 01:21 AM
For that game we rotated GM duties, and I played a former Government Agent named Night Stalker. He was a weapons expert/military gadget guy, with a lot of government contacts and investigative skills. He had a set of light weight body armor. A Martial Arts skills package, weapons skills, and a small arsenal of miniature weapons and tools to choose from.

My first superhero was also named Nightstalker (but all one word), and I think both of these were long before the actual creep (Richard Ramirez) that was dubbed "Nightstalker" by the press.

My Nightstalker had many similarities to yours in that he was a private investigator with superior martial arts abilities (for V&V, though, not Champions). He was an expert of martial arts weaponry, and had an unbelievable Agility.

Magnus Bergqvist
02-14-2009, 05:05 AM
When I played Champions I played an Irish-born woman who wielded magic. Her specialty was illusions. Her name was LeFay.

Think she worked as a programmer in her civilian identity.

She was on the watchlist of a supers-equivalent to Homeland Security (or similar stuff), and was hunted by the IRA. She later got turned into vampire (but used her magic to get her blood). Got incarcerated by a overzelous FBI-officer, on false charges. She reatalliated by breaking out of said prison and then hacking the IRS computers to put him on permanent watch for tax-evasions. Yes she was vindictive. =^_^=

/Magnus

Dr. Mercury
02-15-2009, 01:14 AM
Below is a character who'd be a second-stringer on the JLA, a front-line badass in an urban campaign, and an example of where I think Champions sometimes can get ridiculous. Don't get me wrong; I played the game for two decades and this character for most of it. I love the game, but imagine playing a character to the point where it's so difficult to keep track of its abilities.

A child martial-arts prodigy and the son of a police officer, Matt Shinmen dedicated himself to seeking justice when corrupt cops killed his family. A successful artist and athlete in his own right, he has traveled far and wide to perfect his mind and body and enable himself to maintain a nearly two-decade campaign of terror against those who would harm or exploit innocents.

http://www.criticalfumble.net/forum/picture.php?pictureid=26&albumid=4&dl=1233897527&thumb=1 (http://www.criticalfumble.net/forum/picture.php?albumid=4&pictureid=26)

The Budoka
Val Char Cost
25 STR 15
38 DEX 84
25 CON 30
20 BODY 20
18 INT 8
18 EGO 16
28 PRE 18
16 COM 3
11 PD 6
11 ED 6
7 SPD 22
15 REC 10
70 END 10
46 STUN 0
Total Characteristics Cost: 238


Skills & Powers

Martial Arts (originally Aikido, now Walking Encyclopedia of Asswhuppin’)
32 Damage Classes: +4 (+2 K) both HTH and Ranged
4 Aikido Dodge [+0/+5, Dodge All Attacks, Abort]
4 Aikido Escape [+0/+0, STR 60 vs. Grabs]
3 Aikido Hold [-1/-1, STR 55 Grab]
3 Joint Break [-1/-2, Grab One Limb, 1d6+1 HKA, Disable]
4 Joint Lock/Throw [+1/+0, Grab One Limb, 3d6 NND(1), Target Falls]
4 Extend Ki [+0/+0, STR 60 to Resist Shove, Block, Abort]
5 Aikido Redirect [+1/+3, Block, Abort]
3 Aikido Throw [+0/+1, 11d6+V/5, Target Falls]
5 Aikido Strike [+1/+3, 11d6 Strike]
5 Takeaway [+0/+0, Grab Weapon, STR 55 Disarm]
4 Counterstrike [+2/+2, 13d6 Strike, Must Follow Successful Block]
4 Jujutsu Atemi [-1/+1, 4d6 NND(1) Strike]
3 Jujutsu Legsweep [+2/-1, 12d6 Strike, Target Falls]
4 Knifehand [-2/+0, 1d6+1 HKA Strike]
4 Iaido Lightning Strike [+2/+0, Weapon+6d6 Strike]
5 Running Strike [+1/+0, Weapon+V/5+4d6, Full Move]
5 Bind Weapon [+1/+0, Bind, STR 55, Abort]
4 Uproot [+0/+0, STR 55 Shove]
5 Flying Kick [+1/-2, 15d6 Strike]
4 Basic Shot [+0/+0, +2 Rng, Weapon+6d6]
3 Defensive Shot [-1/+2, +0 Rng, Weapon+4d6]
5 Distance Shot [+0/-2, +6 Rng, Weapon+4d6, +1 Segment]
5 Far Shot [+0/+0, +4 Rng, Weapon+4d6]
4 Quick Shot [+1/+0, +0 Rng, Weapon+6d6]
4 Ranged Disarm [+0/+0, +0 Rng, Weapon+7d6 Disarm]

20 Weapon Elements:
Barehaned (for weapon-based arts), Blades, Chain/Rope Weapons, Clubs, Pole Arms, Staff, War Fan, Spear, Cestus, 3-Section Staff, Axes/Maces/Picks, Firearms, Bows, Crossbows, Improvised Thrown Weapons, Thrown Knives/Axes, Cane, Flail, Improvised Melee Weapons

11 Weapons Familiarities:
Off Hand, Small Arms, Common Melee Weapons, Common Martial Arts Melee Weapons, Hook Sword, 3-Section Staff, Common Missile Weapons

30 Scholar plus Knowledge Skills (base 11- before skill levels):
Aikido, Iaido, Kenjutsu, Kobujutsu, Hojutsu/Gun-Fu (Zen Riflery), Kendo, Iaido, Karate, Kung Fu, Boxing, Krav Maga, Tae Kwon Do, Kyudo, Savate, Wrestling, Jeet Kune Do, Muay Thai, Naginatajutsu, Asian Healing, Asian Philosophy, Anatomy, Ninjutsu, Shurikenjutsu, Do Gakure, Uchi-Ne, Cinematic Clown-Fu, Baseball

20 Linguist and Extra Languages (literate and fluent):
Japanese, Mandarin, Cantonese, Vietnamese, Thai, Spanish, Laotian

3 Acrobatics 17- 3 Breakfall 17-
4 CK: Seattle 14- 3 Contortionist 17-
3 Criminology 13- 3 Deduction 13-
3 Tactics 13- 3 Fast Draw 17-
3 High Society 15- 3 Lockpicking 13-
3 Security Systems 13- 3 Shadowing 13-
10 Stealth 21- 3 Streetwise 15-
3 Paramedics 13- 3 PS/Artist 13-
3 Acting 15- 3 Sleight-of-Hand 16-
3 Forensic Medicine 13- 3 Fast Draw 16-
10 Defense Maneuver IV

9 Talent: Ambidexterity
10 Talent: Two-Weapon Fighting (HTH)

20 SL: Overall +2
32 Combat Skill Levels: +4
2 Enhanced Vision +1

9 Damage Resistance: 11 PD, 7 ED

15 Hyperfocused Ki Elemental Command Bonus
12 Resistant Physical Damage Reduction: 25% [50 if aware of attack (-1/4)]
12 Resistant Energy Damage Reduction: 25% [50 if aware of attack (-1/4)]
20 Mental Damage Reduction: 25% [75 if aware of attack (-1/4)]
24 Missile Deflection/Reflection: bullets/shrapnel, any target, no heavy missiles (-1/4)
15 Clinging: STR 31, var. spec. effect (any, +1/2), invis. pwr effects (+1)*
15 Running: +6” at 0 END (+1/2), invis. pwr effects (+1)*
15 Danger Sense: 13-, OOC, any danger, immediate vicinity
15 Find Weakness: 11-, any attack

* Clinging can simulate the ability to stay with an opponent, run up the walls, ensconce oneself in the corner of a wall and ceiling, etc. The invisible power effects on Clinging and Running simulate the Ninjutsu “rice paper walk”—i.e., the ability to walk over pressure plates or landmines without detection or explosion.

5 Perk: Well Off
10 Nightwatch HQ Contribution
43 Well-Connected & Contacts (all 14-, useful resources/access, ltd. by ID):
Interpol, FBI, Seattle PD, WA State Police, RCMP, Vancouver (BC) PD, OR State Police, Underworld

Total Skills/Powers Cost: 572


Disadvantages
15 Psych: Code Against Killing
10 Psych: Vengeful
10 Hatred of the Gunslinger Mentality
10 Hatred of corrupt law enforcement officers
15 Hunted (8-) by Daikujara Clan
15 Hunted (8-) by KKK
10 Hunted (8-) by Gang Green
10 Watched (8-) by Interpol
5 Watched (8-) by SPD
20 Social: Secret Identity (Matt Shinmen)
340 Experience Spent

Majestic
02-16-2009, 02:57 AM
Below is a character who'd be a second-stringer on the JLA, a front-line badass in an urban campaign, and an example of where I think Champions sometimes can get ridiculous. Don't get me wrong; I played the game for two decades and this character for most of it. I love the game, but imagine playing a character to the point where it's so difficult to keep track of its abilities.

A child martial-arts prodigy and the son of a police officer, Matt Shinmen dedicated himself to seeking justice when corrupt cops killed his family. A successful artist and athlete in his own right, he has traveled far and wide to perfect his mind and body and enable himself to maintain a nearly two-decade campaign of terror against those who would harm or exploit innocents.

http://www.criticalfumble.net/forum/picture.php?pictureid=26&albumid=4&dl=1233897527&thumb=1 (http://www.criticalfumble.net/forum/picture.php?albumid=4&pictureid=26)

The Budoka
Val Char Cost
25 STR 15
38 DEX 84
25 CON 30
20 BODY 20
18 INT 8
18 EGO 16
28 PRE 18
16 COM 3
11 PD 6
11 ED 6
7 SPD 22
15 REC 10
70 END 10
46 STUN 0
Total Characteristics Cost: 238


Skills & Powers

Martial Arts (originally Aikido, now Walking Encyclopedia of Asswhuppin’)
32 Damage Classes: +4 (+2 K) both HTH and Ranged
4 Aikido Dodge [+0/+5, Dodge All Attacks, Abort]
4 Aikido Escape [+0/+0, STR 60 vs. Grabs]
3 Aikido Hold [-1/-1, STR 55 Grab]
3 Joint Break [-1/-2, Grab One Limb, 1d6+1 HKA, Disable]
4 Joint Lock/Throw [+1/+0, Grab One Limb, 3d6 NND(1), Target Falls]
4 Extend Ki [+0/+0, STR 60 to Resist Shove, Block, Abort]
5 Aikido Redirect [+1/+3, Block, Abort]
3 Aikido Throw [+0/+1, 11d6+V/5, Target Falls]
5 Aikido Strike [+1/+3, 11d6 Strike]
5 Takeaway [+0/+0, Grab Weapon, STR 55 Disarm]
4 Counterstrike [+2/+2, 13d6 Strike, Must Follow Successful Block]
4 Jujutsu Atemi [-1/+1, 4d6 NND(1) Strike]
3 Jujutsu Legsweep [+2/-1, 12d6 Strike, Target Falls]
4 Knifehand [-2/+0, 1d6+1 HKA Strike]
4 Iaido Lightning Strike [+2/+0, Weapon+6d6 Strike]
5 Running Strike [+1/+0, Weapon+V/5+4d6, Full Move]
5 Bind Weapon [+1/+0, Bind, STR 55, Abort]
4 Uproot [+0/+0, STR 55 Shove]
5 Flying Kick [+1/-2, 15d6 Strike]
4 Basic Shot [+0/+0, +2 Rng, Weapon+6d6]
3 Defensive Shot [-1/+2, +0 Rng, Weapon+4d6]
5 Distance Shot [+0/-2, +6 Rng, Weapon+4d6, +1 Segment]
5 Far Shot [+0/+0, +4 Rng, Weapon+4d6]
4 Quick Shot [+1/+0, +0 Rng, Weapon+6d6]
4 Ranged Disarm [+0/+0, +0 Rng, Weapon+7d6 Disarm]

20 Weapon Elements:
Barehaned (for weapon-based arts), Blades, Chain/Rope Weapons, Clubs, Pole Arms, Staff, War Fan, Spear, Cestus, 3-Section Staff, Axes/Maces/Picks, Firearms, Bows, Crossbows, Improvised Thrown Weapons, Thrown Knives/Axes, Cane, Flail, Improvised Melee Weapons

11 Weapons Familiarities:
Off Hand, Small Arms, Common Melee Weapons, Common Martial Arts Melee Weapons, Hook Sword, 3-Section Staff, Common Missile Weapons

30 Scholar plus Knowledge Skills (base 11- before skill levels):
Aikido, Iaido, Kenjutsu, Kobujutsu, Hojutsu/Gun-Fu (Zen Riflery), Kendo, Iaido, Karate, Kung Fu, Boxing, Krav Maga, Tae Kwon Do, Kyudo, Savate, Wrestling, Jeet Kune Do, Muay Thai, Naginatajutsu, Asian Healing, Asian Philosophy, Anatomy, Ninjutsu, Shurikenjutsu, Do Gakure, Uchi-Ne, Cinematic Clown-Fu, Baseball

20 Linguist and Extra Languages (literate and fluent):
Japanese, Mandarin, Cantonese, Vietnamese, Thai, Spanish, Laotian

3 Acrobatics 17- 3 Breakfall 17-
4 CK: Seattle 14- 3 Contortionist 17-
3 Criminology 13- 3 Deduction 13-
3 Tactics 13- 3 Fast Draw 17-
3 High Society 15- 3 Lockpicking 13-
3 Security Systems 13- 3 Shadowing 13-
10 Stealth 21- 3 Streetwise 15-
3 Paramedics 13- 3 PS/Artist 13-
3 Acting 15- 3 Sleight-of-Hand 16-
3 Forensic Medicine 13- 3 Fast Draw 16-
10 Defense Maneuver IV

9 Talent: Ambidexterity
10 Talent: Two-Weapon Fighting (HTH)

20 SL: Overall +2
32 Combat Skill Levels: +4
2 Enhanced Vision +1

9 Damage Resistance: 11 PD, 7 ED

15 Hyperfocused Ki Elemental Command Bonus
12 Resistant Physical Damage Reduction: 25% [50 if aware of attack (-1/4)]
12 Resistant Energy Damage Reduction: 25% [50 if aware of attack (-1/4)]
20 Mental Damage Reduction: 25% [75 if aware of attack (-1/4)]
24 Missile Deflection/Reflection: bullets/shrapnel, any target, no heavy missiles (-1/4)
15 Clinging: STR 31, var. spec. effect (any, +1/2), invis. pwr effects (+1)*
15 Running: +6” at 0 END (+1/2), invis. pwr effects (+1)*
15 Danger Sense: 13-, OOC, any danger, immediate vicinity
15 Find Weakness: 11-, any attack

* Clinging can simulate the ability to stay with an opponent, run up the walls, ensconce oneself in the corner of a wall and ceiling, etc. The invisible power effects on Clinging and Running simulate the Ninjutsu “rice paper walk”—i.e., the ability to walk over pressure plates or landmines without detection or explosion.

5 Perk: Well Off
10 Nightwatch HQ Contribution
43 Well-Connected & Contacts (all 14-, useful resources/access, ltd. by ID):
Interpol, FBI, Seattle PD, WA State Police, RCMP, Vancouver (BC) PD, OR State Police, Underworld

Total Skills/Powers Cost: 572


Disadvantages
15 Psych: Code Against Killing
10 Psych: Vengeful
10 Hatred of the Gunslinger Mentality
10 Hatred of corrupt law enforcement officers
15 Hunted (8-) by Daikujara Clan
15 Hunted (8-) by KKK
10 Hunted (8-) by Gang Green
10 Watched (8-) by Interpol
5 Watched (8-) by SPD
20 Social: Secret Identity (Matt Shinmen)
340 Experience Spent

Doc, I don't know much about Champions, but doing 11d6 strikes and having stats like that make this guy look pretty darn formidable!!! :not_worthy:

AnotherSKip
02-16-2009, 09:23 AM
11d6 by itself isn't all that mighty, but it could be for the campaign. Martial Artists however are not the best judge of a campaign since many special moves can make or break the difference. for example my campaign averages about 13 d6 of effect (67 active is the max for the campaign) for a 325 point characters.

the skill levls and twc/Ambi indicates he should usually attack twice at 11d6 results.

the Damage resistance is an interesting choice, though a good one for a martial artist.

Salah_ad_Din
02-16-2009, 10:57 PM
It's been a while since I've played Champions, my most memorable character was Pizzaman. He had a wicked RKA from throwing pizza pans.

Dr. Mercury
02-17-2009, 08:24 PM
11d6 by itself isn't all that mighty, but it could be for the campaign. Martial Artists however are not the best judge of a campaign since many special moves can make or break the difference. for example my campaign averages about 13 d6 of effect (67 active is the max for the campaign) for a 325 point characters.

the skill levls and twc/Ambi indicates he should usually attack twice at 11d6 results.

Doc, I don't know much about Champions, but doing 11d6 strikes and having stats like that make this guy look pretty darn formidable!!! :not_worthy:

Skip's right re: campaign standards. Those are customizable in the Hero System. However, someone with a minimum 11d6 strike (15d6 flying kick) and Find Weakness is capable of at least denting an Abrams tank and putting Type III Thugs, and some low-level supers, in ICU or, if he scores on knockback, worse. He's averaging 12 BOD and 41 STUN per hit, which is why he's one of the top three martial artists in that campaign universe.

For perspective, a normal human in Champions has a Speed of 2-4 and Strength, Dex, Constitution, Body, Intelligence, Ego, Presence, and Comeliness in the 10-20 range. The Batman, who's 6'2" and 210 lbs., would have a 25 STR, too, but The Budoka would be proportionally stronger with the same lifting capacity (1760 lbs.) at 5'5" and 160 lbs. Boots, Bats, and Cap would have about the same CON and PRE, but their skill sets wuld be different. Bats and Cap, each minimally 1100-point characters to Boots' 810, would have at least 5-6 Overall Skill Levels.

For further comparison, IMO, Nightwing and Daredevil each would have about a 23-28 DEX and SPD 5-6, but, again, with more Overall Skill Levels. They're more graceful, he's faster. The Batman would have about a 23 INT (IQ 230) to The Budoka's 18 (180), but each is a walking encyclopedia of mayhem. Wolverine's DEX and SPD would be somewhere in between them and The Budoka's.

The Damage reduction and Resistance? Well, I was thinking about some of the legends surrounding how Morihei Ueshiba, Bruce Lee, and others (a.) could take a blow if prepared for it and (b.) had toughened themselves up through combat. And then I took it to an extreme for a comic-book universe.

AnotherSKip
02-24-2009, 07:46 AM
High Speed Quantum Disruptor Energy Field Generator: (redesign)
Forcefield: 4RPD, 4RED, 3MD, 3 PowD, (14 Base Points) 0End (+1/2), (21 Active Points), OIF (Quantum Generator, -1/2), RSR (Electronics @ up to -2(1/10th active points), -1/2)
21 Active Points. Total Cost: 10 points

Assorted Guns in Ridiculous Calibers (suggested redesign)
The Character carries a lot of guns, many of them are fairly nasty to start off with however he has also discovered a small Canadian arms manufacturing company that because of low quality control produces 1 in 1000 bullets that are accidentally supercharged, one in 10,000 of these bullets are accidentally Max Charged, due to a unique combination of powder granule shaping and a tiny air pocket. These are differences that are detectible by weighing each bullet separately; XJ-7 when plugged into a computer and an automated bullet weighing station can locate these in sufficient numbers to replace losses over Echo’s sleeping period. Eventual efficiency improvements may allow more of these rare bullets can be found, however at this point this is all that can be reliably found. In addition XJ-7 professes that there is a concern that exceeding these limits may cause weapon malfunction or destruction, with possibly secondary damage to others. XJ-7 notes that because of the huge destructive capacity of the weaponry, especially the charged bullets, firing off more than this number may cause accidental loss of life to innocent bystanders just through sheer bad luck (like that any of the charged bullets will punch through brick walls and kill anyone so struck with ease), and willful misuse of the weaponry as well as blatant lack of concern for innocent life is of course a hallmark of evil.
2d6 RKA vs PD. 0 End (+1/2), Str Min 20(+0), (45 active), OIF (a LOT of guns, -1/2), Real Weapons (-1/4), Beam Weapon(-1/4), Hand and a Half (-1/4), 20 real Cost,
PLUS 1d6 RKA (3d6 RKA total, 15 Active), Str Min 20(+0), 6 Charges (-1/2), OIF (Supercharged bullets, -1/2), Real Weapons (-1/4), Beam Weapon(-1/4), Hand and a Half (-1/4), 5 real Cost
PLUS 1d6 RKA (4d6 RKA total, 15 Active), Str Min 20(+0), 1 Charge (-2), OIF (MAX-charge Bullet, -1/2), Beam Weapon(-1/4), Real Weapons (-1/4), Hand and a Half (-1/4), (3 Real Cost)

Total Active Cost: (45+15+15=75), Total real Cost: (20+5+3=28)

AnotherSKip
02-24-2009, 08:06 AM
Primary list of suggested ideas that wouldlater be mosly incorporated into the Falcon Design

Alter Emotions: the character can inflict a wide range of emotions on a target that can significantly change a targets behavior. 8d6 mind control, (40 Act), Only to Alter/Inflict Emotional States (-1/2), (27 RC)

Instill Weakness: the character can inflict a wide range of emotions on a target, this then makes them feel/behave as if their abilities were reduced. Drain 3d6 of appropriate characteristic, Any Emotion related Characteristic, One at a time (+1/4), Ranged (+1/2), (52 Act)

Inspire: Just as negative emotions can bring out the worst in people, the best that people can be really resides in their heart. Aid 3d6, Any Emotion related Characteristic (+1/4), Ranged (+1/2), (52 Act) Others Only (-1/2), (RC 35)

I Hear the Silent Scream: Danger Sense (Immediate Vicinity, Out of Combat, Sense, Int Roll+3) (30 Act), Only from Sources with Emotions (-1) (15 real)


Secondary Design
12 Emotional Mental Elemental: Empath has developed a short range of abilities that are directly related to his emotional control abilities.
13 a) Falcon Link: Mind Link , Human class of minds, Hero Group Only, Number of Minds (x8) 0
Notes: May establish mental communications with the hero group when everyone is in sight of you. May be maintained after they have moved out of your sight.
17 b) Emotion Control: Mind Control 6d6 (Human class of minds), Telepathic (+¼) (37 Active Points); Limited Power Only to control/inflict emotions (-½) 4
Notes: Roll 6d6 and compare to your opponent's EGO.
EGO+1 : Opponent will feel emotions that they are inclined to feel anyway.
EGO+10: Opponent will feel emotions that wouldn't mind feeling.
EGO+20: Opponent will feel emotions they normally wouldn't
EGO+30: Opponent will feel emotions they are violently opposed to.

9 c) Vulcan Mind Meld: Telepathy 8d6 (Human class of minds) (40 Active Points); Skin Contact Required (-1), Receive Only (-½), Concentration (½ DCV; -¼) 4
Notes: May read an opponent's mind if you have skin to skin contact and reduce your DCV to half it's normal value. Roll 8d6 and compare to the opponent's EGO.
EGO+1 : Read surface thoughts.
EGO+10: Read deep, hidden thoughts.
EGO+20: Read memories.
EGO+30: Read the subconscious mind.
5 d) Good Vibrations: Empath can now instill not only the worst of the human emotional condition but in addition he can bring out the best that they can be. 2d6 Aid, Any Emotion related Characteristic one at a time (+1/4), Range based on Ego as Strength for hurling (14”, +1/4), (30Active) Concentration (½ DCV; -¼), other humans only (-3/4), Side Effects (Ricochet, -1/4), Psycho Emotional Activation Roll (14-, -1/2), Gestures “hurling motion” (-1/4), Costs x2 End (6 End, -1/2)
5 I Hear the Silent Scream: Danger Sense (Immediate Vicinity, Out of Combat, Sense,) (27 Act), Only from Sources with Emotions (-1), Costs 9 End per success (-1),
6 e) Bad Vibrations: Empath can also inflict negative emotions that can debilitate his opponents slightly. 2d6 Drain, Any Emotion related Characteristic one at a time (+1/4), Range based on Ego as Strength for hurling (14”, +1/4) (30Active), Side Effects (Ricochet, -1/4), Psycho Emotional Activation Roll (14-, -1/2), Gestures “hurling motion” (-1/4), Costs x3 End (9 End, -1)

Tertiary Design

12 Emotional Mental Elemental: Empath has developed a short range of abilities that are directly related to his emotional control abilities.

13 a) Falcon Link: Mind Link (5), Human class of minds, Hero Group Only (+5), Number of Minds (+15, up to 8 minds). Notes: May establish mental communications with the hero group when everyone is in sight of you. May be maintained after they have moved out of your sight.

17 b) Emotion Control: Mind Control 6d6 (Human class of minds), Telepathic (+¼) (37 Active Points); Limited Power Only to control/inflict emotions (-½) 4

Notes: Roll 6d6 and compare to your opponent's EGO.
EGO+1 : Opponent will feel emotions that they are inclined to feel anyway.
EGO+10: Opponent will feel emotions that wouldn't mind feeling.
EGO+20: Opponent will feel emotions they normally wouldn't
EGO+30: Opponent will feel emotions they are violently opposed to.

16 c) Vulcan Mind Meld: Telepathy 8d6 (Human class of minds) (40 Active Points), Receive Only (-½), Concentration (½ DCV; -¼) 4

Notes: May read an opponent's mind if you have skin to skin contact and reduce your DCV to half it's normal value. Roll 8d6 and compare to the opponent's EGO.
EGO+1 : Read surface thoughts.
EGO+10: Read deep, hidden thoughts.
EGO+20: Read memories.
EGO+30: Read the subconscious mind.

22 d) Good Vibrations: Empath can now instill not only the worst of the human emotional condition but in addition he can bring out the best that they can be. 3d6 Aid (30 base), Any Three Emotion related Characteristic one at a time (+3/4), Ranged ( +1/2), (67 Active), other humans only (-3/4), Psycho Emotional Activation Roll (14-, -1/2), Gestures “hurling motion” (-1/4).

9 e) Bad Vibrations: Empath can also inflict negative emotions that can debilitate his opponents slightly. 2d6 Drain, Any Emotion related Characteristic one at a time (+1/4), Range based on Ego as Strength for hurling (14”, +1/4) (30Active), Side Effects (Ricochet, -1/4), Psycho Emotional Activation Roll (14-, -1/2), Gestures “hurling motion” (-1/4),

7 f) I Hear the Silent Scream: Danger Sense (15), Immediate Vicinity (+5), Out of Combat (+5), Sense (+2) (27 Act), Only from Sources with Emotions (-1),

AnotherSKip
02-24-2009, 09:47 AM
Bioelectric Sub-Machine Gun: This weapon solves many problems of munitions and getting supplies to the troops since only their own biochemical reactions power the weapons. The philosophy behind these are simple: feed ‘em, let ‘em rest and don’t even bother moving a single bullet around. The technology was originated by a Canadian genius, developed to high standards by a Canadian firm, stolen by a super criminal, acquired by the US illegally then the whole operation blew up in their face. As such these weapons are considered rare collector items and are of no interest to the military. This weapon represents a significant modification as it can supercharge the blasts a limited number of times a day with even more destructive power available even less frequently. The charges limitation recovers through a slow charge over 24 hours, smart people save the bigger blasts for truly dangerous opponents. Energy Blast 6d6, Autofire (3 shots, +1/4), ½ end (+1/2), (52 Act, 1 end per blast), OAF Bioelectric Sub-Machine Gun (-1), Real Weapon (-1/4),(23 Real) PLUS 2d6 (8d6 total) Energy Blast, Autofire (3 shots, +1/4) (12 Act), 8 charges(-1/2), OAF Bioelectric Sub-Machine Gun (-1), Real Weapon (-1/4), (4 real) PLUS 2d6 (10d6 total) Energy Blast, Autofire (3 shots, +1/4),(12 Act), 4 charges(-1), also must use 2 charges per use from the 8d6 blast (-1/4) OAF Bioelectric Sub-Machine Gun (-1), Real Weapon (-1/4), (3 real) (23+4+3 =30 Real Cost)

Stunburst Grenade: One of the new weapons coming out of the Trinity area, this weapon was one of the first new ideas to come out of the region. It releases a neurally impacting energy that most individuals find highly disorienting, including normal humans. 4d6 EB AVLD (+1 ½, Flash Defense) Explosion (+1/2) (60 Act), OAF Stunburst Grenade (-1), 4 Charges (-1) Real Weapon(-1/4), Range Based on STR (-1/4), (17 Act)

Stunshot Mace: Another weapon from the Trinity Area, This weapon is favorite of Special Forces and is generally intended to give the operative multiple chances to K.O. a target in Hand to Hand combat where surprise is an issue the weapon operates upon a sort of painless overload of the nerves and brain through the contact. Part of the advantage of this weapon is if the target is struck behind he may not really be aware of even being hit, or even being hit by more attacks, so long as the other attacks are not noticeable by anything other than a sense of touch. 2d6 EB, AVLD (vs. Flash Defense for touch sense group, +1 1/2), Continuous (+1), (34 Act), 4 Continuing Charges lasting 1 minute, (-1), OAF Stunshot Mace (-1), Real Weapon(-1/4), no Range (-1/2), Str Min(Does Not add to damage, Two Handed, -3/4). PLUS 1d6 Flash vs. Touch, Continuous (+1) (10 Act), 4 Continuing Charges lasting 1 minute (-1), OAF Stunshot Mace (-1), Real Weapon (-1/4), STR Min (Does Not add to damage, Two Handed -3/4).

AnotherSKip
03-25-2009, 10:49 AM
Character Name: Polarizer Alternate Identities: Kevin Polarity
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
10 Str 10 x1 - HTH Damage d6 Lift End ( )
12 Dex 10 x3 6 OCV: DCV:
18 Con 10 x2 16
16 Body 10 x2 12
23 Int 10 x1 13 per Roll
18 Ego 10 x2 16 ECV
20 Pre 10 x1 10 Pre Dice: d6
12 Com 10 x1/2 1
2 PD Str/5 x1 - Resistant: Total:
4 ED Con/5 x1 - Resistant: Total:
3 SPD 1+Dex/10 x10 8 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
6 REC (Str/5)+(Con/5) x2 -
36 End Conx2 x1/2 -
30 Stun Bd+(St/2)+(Cn/2) x1 -
6 Run 6" x2 - x2 non-combat multiplier
2 Swim 2" x1 - x2 non-combat multiplier
VLeap Str/10 Spl. - X2 non-combat multiplier
HLeap Str/5 Spl. - X2 non-combat multiplier
Characteristics Total Cost:
Powers:
10 Dimensional Overflow: Kevin is being forced into being a conduit for the (mindless) invasion of other dimensions into this one. He will be temporarily transformed into a guardian for the gates who is a beast of mindless destruction. If it goes on too long much worse things than the Polarizer can get in…. Elemental Control IIF Perfume, OIHID (Polarizer, -1/4)
17 a) Overflowing: the Energies have filled and altered his Body to Overflowing: Growth +40 Str, +8 BODY, +8 Stun, -5DCV +5 Per rolls against, +5” Knock Back Resistance,x5 Height, +5 Width, x5 Reach 25,000 KG, (40), IIF Perfume, OIHID (Polarizer, -1/4)
20 b) Rebuild from Scratch: the Energies automatically continue to build upon Kevin’s Body even after much damage has been sustained. Healing, 2d6 Regeneration (1 body per 3 hours), Resurrection (characters can stop resurrection by immersing the body in salt, bleach, acids/bases of +/- 5 or higher or lava) 0 End (+1/2), Persistent (+1/2) (80 Active Points), Self Only (-1/2), Extra time + increased time increment (2 Body per 6 hours, -2 ¼) IIF Perfume, OIHID (Polarizer, -1/4)
10 c) Advantaged Warping: the Polarity Beast can advantage the warping of the universe in this location in order to perform attacks over greater than reasonable distances. 5” Stretching (30) IIF Perfume, OIHID (Polarizer, -1/4)
20 d) Extra Dimensional Shunt: Force Field, 10 Pts mental Defense, 10 Pts Power Defense, 5 sight based flash Defense, 5 pts Sound based Flash Defense, Hardened x2 (+1/2), (45 AP), IIF, OIHID (Polarizer, -1/4)
15 e) Cross Dimensional Currents: The energies pouring out of the dimensional confluence of events that Kevin has been forced to become a fixture of has altered the environment to a radical degree. Anyone with technological devices notice that the energies are flowing throughout their devices and forcing great difficulties in their use. Change Environment; -1 OCV (5), (-6” Teleport, x3=18) (-6 with Electrical Skill Rolls or device does not operate, x5=15), Megascale (1 KM, +1/4), IIF, OIHID (Polarizer, -1/4), no range (-1/2)
15 f) Cross Dimensional Winds: The energies pouring out of the dimensional confluence of events that Kevin has been forced to become a fixture of has altered the environment to a radical degree including changing the ambient air into a whipping maelstrom of terrible import. Change Environment;-1 DCV (5), (-6” Flight, x3=18) and (-3 DC W/ attacks, x5=15), Megascale (1 KM, +1/4), IIF Perfume, OIHID (Polarizer, -1/4), no range (-1/2)
15 g) Dimension of Fear: The energies pouring out of the dimensional confluence of events that Kevin has been forced to become a fixture of has altered the environment to a radical degree inclusive of mental processes. Change Environment; (5) -1 Damage Class from all attacks (-6”Running, x3=18) and (Make a Pre Roll at -6x3=18 or fail to act this phase), Megascale (1 KM, +1/4), IIF Perfume, OIHID (Polarizer, -1/4), no range (-1/2). Every 7 points Drained results in a 1 point reduction in penalties. After 49 points being drained the CE effects end.

10 Swat them: +4 CSL’s, (20 AP) IIF Perfume, OIHID (Polarizer, -1/4) Linked to Overflowing (-1/2)
10 Bigger is Better: +20 Presence, (20 AP), Linked to Overflowing (-1/2) IIF Perfume, OIHID (Polarizer, -1/4)

20 Not Quite Here I: 50% Energy Damage Resist IIF Perfume, OIHID (Polarizer, -1/4)
20 Not Quite Here II: 50% Damage Resist IIF Perfume, OIHID (Polarizer, -1/4)
16 Bestial Body I: +20 Con Only to Resist being Stunned (-1) IIF Perfume, OIHID (Polarizer, -1/4)
5 Tougher I: +10 ED, (10 AP), Linked to Overflowing (-1/2) IIF Perfume, OIHID (Polarizer, -1/4)
5 Tougher II: +10 PD, (10 AP), Linked to Overflowing (-1/2) IIF Perfume, OIHID (Polarizer, -1/4)

4 Dimensional Swimmer: Environment Movement no pen. for Cross Dimensional Currents
4 Dimensional Air Expert: Environmental Movement no pen. For Cross Dimensional Winds
4 Dauntless: Environmental Movement no penalties for being in a fear field

40 Dimensional Energies: Running off of the perfume the dimensional changes only last so long as the perfume is active. 300 point End reserve, 20 point recovery, IIF Perfume , OIHID (Polarizer, -1/4)
(5CE, 5 CE, 5 CE, 3 Stretch, 4 Force field, 4 Growth, 5 Full Str, =32/phase)
Total Powers Cost:
Skills, Perks and Talents:
3 Analyze: Dimensional Sciences
3 AK: US
3 AK: Mass Dimensions
3 AK: Various Other Dimensions
3 KS: Super Sciences History
3 KS: Dimensional Sciences
3 PS: Theoretical Scientist
3 PS: Dimensional Scientist
9 Power Tricks: Dimensional Sciences +3
3 SS: Dimensional Sciences
3 Oratory
3 Persuasion
9 Professional Speaker: +3 With Oratory, Persuasion & SS Dimensional Sciences
9 Dimensional Expert: +3 With KS: Dimensional Sciences, PS: Dimensional Scientist & SS: Dimensional Sciences
Total Cost of Skills Perks and Talents:
Disadvantages:
10 Agent of Fame: Public ID: a Popular Public Speaker, he has little desire for anonminity.
10 Watched by the Law: Watched; Kevin having explored a few dimensions is very famous.
10 Watched by the Public: Watched; Kevin having explored a few dimensions is famous.
15 Curious: Psychological Limitation
10 Victim of Circumstance: 2d6 Unluck, sometimes he just doesn’t get the breaks.
Total value of Disadvantages:
Characteristics + Powers + Skills, Perks and Talents= Total Character cost
Base Points + Available from disadvantages + = Maximum

AnotherSKip
05-08-2009, 08:50 AM
Here i was taking a character that had done well and was converting him over to another campaign this is the second rough draft of the conversion.

Part of the reason is that I really enjoyed the research i did on the Congo inspired by Doctor foom's campaign. and the group here http://www.storycrafter.com/story/index.php?storyid=4789

I felt could be more interesting with an expansion in the race/culture groups than 1.5 americans and 2 brits.

Riverlord!

While studying the genus Architeuthis in deep sea explorations off of the coast of Africa, Kgosi Taonga Rutendo Thulani discovered something that forever altered his life… literally! He knew the deep-ocean dwelling animals could grow to a tremendous size, but he had no idea that the creatures were seeking humans for their own dread studies! Kgosi died that day while being dragged down to their otherworldly laboratories, where a genius of the alien species revived and then altered Kgosi to better survive his new environs. Kgosi escaped, only to discover that he was slowly becoming more beastlike and that he could never return to his former life as a scientist or teacher! Struggling with his own mind, cast out of every form of society he once knew, Kgosi had one possibly future left… as the hero, Riverlord!

Character Name: Riverlord
Campaign name: London Knights
Alternate Identities: Kgosi Taonga Rutendo Thulani
Genre: ?
Player name: Skip
Gamemaster:
Age: 34
Gender: Male
Height: 6’
Weight: 205 lbs.
Appearance: Fish-like, losing hair, smells of iodine
Costume: Wet suit with hood
Origin Type: Designed
Personality Archetype: Horrified, haunted scientist

Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
13 Str 10 x1 3 HTH Damage 3d6 Lift End( )
9 Dex 10 x3 -3 OCV: 3 DCV:3
23 Con 10 x2 26
23 Body 10 x2 26
16 Int 10 x1 6 Per Roll 12-
11 Ego 10 x2 2 ECV 4
11 Pre 10 x1 1 Pre Dice: d6
4 Com 10 x1/2 -3
6 PD Str/5 x1 3 Resistant: Total:
11 ED Con/5 x1 6 Resistant: Total:
2 SPD 1+Dex/10 x10 1 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
8 REC (Str/5)+(Con/5) x2
46 End Conx2 x1/2
42 Stun Bd+(St/2)+(Cn/2) x1
9” Run 6" x2 6 x2 non-combat multiplier
9” Swim 2" x1 7 x2 non-combat multiplier
2” VLeap Str/10 Spl x2 non-combat multiplier
3” HLeap Str/5 Spl x2 non-combat multiplier
Characteristics Total Cost:
Powers:
3 I Have been changed: because of the drastic alterations to his physique Inhuman can breathe water as easily as air. Life Support; Expanded Breathing, underwater, Side effects (Always occur, draws any thing else in the water out of it leaving behind only pure H20, bothering local wildlife, -1/2).
5 I Have been changed II: Life Support Longevity: Immortal;
1 I Have been changed III: Life Support Safe in High Pressure;
2 I Have been changed IV: Life Support Safe in Intense Cold;
3 I Have been changed V: Life Support Sleeping: (Character does not sleep)

10 Hydro Filtration: Riverlord has an unusual ability related to his capacity to breathe underwater, he filters everything out of the water converting it to raw power and exhaling only pure H2O. This can cause Kgosi’s aquatic allies some distress (since most creatures need more than just pure water). +10 Recovery, Only in water (-1/2), Side effects (Always occur, draws any thing else in the water out of it leaving behind only pure H20 within 5 hexes, bothering local wildlife, -1/2).

21 Senses of the Hybrid: Riverlord has several senses that he doesn’t quiet have mastered yet as such he can only focus on them one at a time.
1u Sonar: From his altered physiology Riverlord has Sonar projection and reception. Detect Limited Class of physical objects [5] Targeting, Active, hearing sense group.
2u Ambivalent Electro-sense: Riverlord possesses senses much like sharks that enable him to detect living creatures up to 1 mile away in the water. In the air this sense is starting to increase his awareness of the world around him, and this ability may allow him to perform various stunts that are seen as impossible by others. Detect Electrical Fields, Sense, Targeting, Smell/taste sense group, Megascale (100M=1 Hex, +1/4) Megascales Only in water (-1/2)
2u Hydrosense: this is Riverlords ability to sense water without regard to intervening obstacles Detect water, Sense, Targeting, N ray (range is increased by the defense +body of intervening materials) Range based upon total CP/15 (23” currently, +3 to Cost) touch sense group.

5 Nictitating Membranes: Sight group Flash Defense (5)

5 Undergoing changes: Because of his still ongoing changes he is more resistant to more changes, Power Defense (5)

40 Psychic Hydrokinisis: 60 point Multipower, Only when there is enough water nearby or in the target to generate the necessary effects (-1/2).
3u Basic Hydrokinisis: TK 40 Str, (60 Active), Only to handle water (-1),
4u Broad Beam: a powerful jet of water 12d6 Physical Blast
4u Narrow the Focus: a devastating focused jet 2d6 RKA, Armor Piercing (+1/2), Indirect (Nearby Source of water, +1/2) Limited Range (Int in inches currently 16”, -1/4)
4u Under the Sea: With this power Kgosi takes nearby water and holds it around targets thus duplicating the effects of being underwater (thus the reason why the Change Environment has specific ways to be negated and the inclusion of the negative DC’s. All in game effects should be considered to take place under water so the exact effects of SFX should be determined, such as benefits to sonic wielding characters and the prevention of the use of radio waves should be considered) 5”radii and 4’ high, -2 DCV, -2 DC (50), negated by TF: Scuba or an appropriate Skill Roll.
4u Knee High: Similar to Under the Sea this change environment duplicates the effects of Kgosi holding water in the area up to knee height for all the characters in the area. Change Environment 5” Radii -2 DCV (30) Eliminated by a Breakfall Roll, PLUS Treacherous Footing: Change Environment 5” Radii -1 DCV, -1 DC (30), Eliminated by a Breakfall Roll
4u Desiccation: 4d6 Drain Recovery, ranged (+1/2)
4u Clouding Vision: 6d6 Flash Attack NND (defense is having no eyes or eyes not built out of liquid, +1)

11 Hydrokinetic Speeds: Using his mastery over water Riverlord can increase his movement dramatically, this is from having an Obvious Inaccessible Foci (surrounding himself with water, -1/2), Non-persistant (must draw water again after being knocked out, -1/4) or Restrainable (lack of water or all the water is frozen)
2u Surface Skating: +10” Running
2u Super Swimming: +20” Swimming
2u Shoot the Curl: +20” Super-leap
2u Sewer Surfer: 10” Flight, only along surfaces (-1/2)

11 Drowning: CE 5”, Make a PS: Swimmer roll at -4 or a Con roll at -6 or else take no recoveries until the effect ends, Selective (target of attacks, +1/4) (39 Active points), Linked to Psychic Hydrokinisis (-1/2), Activation 8- (-2),

10 Sea Speech: Carl can speak with any amphibious, aquatic or semi-aquatic life form Universal translator: Only with “Those of the Sea” (-1).
12 Commands of the Architeuthis: +19 Pre, Armor Piercing on all Presence (+1/2) (34), only for attacks (-3/4), only with “Those of the Sea” (-1).
19 Mind of the Architeuthis: +19 Mental Defense

5 Water Tools: +1 With all medical skill rolls, (automatically counters PSl’s for lack of equipment)

Total Powers Cost:

AnotherSKip
05-08-2009, 08:53 AM
Skills, Perks and Talents:
2 AK: Congo 11-
2 CK: African Cultures 11-
3 Analyze: Research
3-9 Animal Handler: Various forms of sea life
3 Breakfall
3 Bribery
3 Combat Sense
3 Concealment
3 First Aid
0 KS: Marine Biology Grants 17-
2 KS: Sea Flora and Fauna
2 KS: Mutations & Mutates
2 KS: Instruction techniques
2 KS:
2 KS: Medical techniques
3 Power skill: Hydro-powers
3 Power Skill: Senses of the Beast
2 PS: Marine Biologist 11-
2 PS: Professor 11-
3 PS: Swimmer
3 Stealth
3 Shadowing
2 SS: Oceanography
2 SS: General Biology
2 SS: Marine Biology
2 SS: Anatomy
2 SS: Mutants
3 Scientist Skill enhancer
3 Scientist Skill enhancer
3 High Society: Academic Subculture
4 TF: Scuba, Surfing, Small Boats
3 Survival Hunter: +1 W/ Stealth, Concealment & Shadowing
9 Lifeguard: +3 With Break Fall, First Aid & PS: Swimmer
5 Base perk Kgosi because of his lack of need of sleep regularly contributes to base building improvement, design and upkeep.
5 Second Base: weirdly enough Kgosi has discovered a secret base that formerly belonged to a Mysterious Super Villain in the middle of the Congo jungle that though laid out differently than the London Knights Base it contains all the same features as their home.
4 Two minds: +2 Vs Rapid Fire Penalties against Rapid Fire
Total Skills, Perks and Talents Cost:
Disadvantages:

10 Social Limitation Public ID Unusual Appearance: Kgosi Taonga Rutendo Thulani Can’t pass for human easily with his beaklike nose and Kraken cast to his features, lost hair, the faint scent of iodine, blue green skin and other hidden changes.. No secret identity possible.
*5 Social Limitation: Prior Military Mentality (Frequently, Minor, Not Limiting In Some Cultures)
*15 Social Limitation: The changes within him are not balanced within his body or mind yet as such he is Moody And Irritable, Prone To Rudeness (Very Frequently, Minor)
*10 Social Limitation: Has Absolutely No Friends, Allies, Family Members, Or Other Persons To Rely On In Dire Straits; He's Completely On His Own
*5 Social Limitation: Dark Secret there is something hidden in his past he doesn’t want others to know….
*10 Social Limitation: Dark Secret there is something hidden in his past he doesn’t want others to know….

*10 Physical Limitation or Accidental Change: Kgosi is in the middle of an uncontrolled, unwanted transformation. The number of years the transformation will require and its end result are unknown to Inhuman. Every time he takes body damage there is a possibility he will grow back more alien than before.
*10 Physical Limitation: Difficult looks: Kgosi no longer appears to be of African descent in addition he has a -4 to any attempts to disguise him.

10 Distinctive features:Unusual appearance: Kgosi Can’t pass for human easily with his beaklike nose and Kraken cast to his features, lost hair, the faint scent of iodine, blue green skin and other hidden changes.

20 Psychological Limitation:There has been too much blood Code vs Killing (Very Common, Strong)
*10 Psychological Limitation: Hardworking Hero unlike the Iron Age heroes’ Kgosi chooses to take the higher and more difficult path in using his responsibility of power, He chooses to respect the lives of even his enemies and seeks other resolutions to the problems of the world than death and violence(Common, Moderate)
*10 Psychological Limitation: Irrational (or perhaps not so) hatred of Aliens
*5 Psychological Limitation: Slightly Agoraphobic (Un Common, Moderate)
*15 Psychological Limitation: Frustrated Idealist, Hates Injustice (Very Common, Moderate)
*10 Psychological Limitation: I Am of Two Minds: the human usually has the upper hand but there is a growing second bestial personality that will eventually cause conflict between he two personalities.
*15 Psychological Limitation: On a Quest (Common, Strong) Kgosi is seeking a cure for his condition and thus has come to London seeking a cure.
10 Psychological Limitation: Soft Spot For Kids And Other Innocents (Uncommon, Strong)

*10 Susceptibility: Sensitivity: 2d6 Stun from Ultrasonic Attacks

*15 Vulnerability: Not well built: x2 Stun from attacks that have had Find Weakness applied.

*5 Money: Poor Indigent/Charitable

*5 Hunted: I flee the War; hunted by a Congo Warlord (As Pow, Group, Harshly Punish Limited geographical Area)
*5 Hunted by Sonique
*5 Hunted by Warlord


Description:
Before the remarkable changes that forever ruined his life Kgosi Taonga Rutendo Thulani was a vigorous but bird thin sea loving professor from the Congo. Big nosed, brown hair and sparkling dark eyes, beautiful blue black skin, proud of his goatee and full of his obsession. The professor Thulani could deliver volumes upon volumes of the information he had at his disposal about the Giant Squids he was pursuing as he lectured others he encountered whether they wanted to or no. Now his nose is more beaklike and there is a Kraken cast to his features, his hair has fallen out and he smells faintly of iodine he has blue green skin and he hides other changes. As time passes he thinks he will begin taking on more and more of the appearance of his former obsession and now curse, the mysterious Architeuthis.

His Personal motto: “You are no higher than your basest argument.”
Area for expansion
Additional thoughts on Hydrokinisis:
One way to use Inhuman’s control over water may be to manipulate living beings to become immobile by making their own water obey his commands.


4u Swarming of the Sea: Entangle, Transparent to certain attacks (+1/4),
8m Hydro-Savants: Summon up to 4 (+10), 190 point servants composed entirely of water, Expanded group (+1/4),
8m Servants of the Sea: Summon up to 4 (+10), 190 point servants drawn from the local sea life, Expanded group (+1/4), Must arrive under own power (-1/2).
6m Go home, My friends: Inhuman can drive away many allies and enemies of others by simple concentration. 20d6 Dispel Summoned Creatures, Creatures must leave under their own power (-1/2).
8m Hydro-wall:
8m Extinguish: Dispel fire attacks

12 Wetsuit: this wetsuit has several functional design features specific to Riverlords needs and desires over a standard issue wetsuit
Dark wetsuit: +4 to Stealth OIF Wetsuit (-1/2)
Sonar Absorbing -4 to attempts to perceive by sonar OIF Wetsuit (-1/2)
1/1 RPD/RED, OIF Wetsuit (-1/2)

AnotherSKip
05-08-2009, 09:07 AM
changes from the previous version to this version of
Riverlord!

While studying the genus Architeuthis in deep sea explorations off of the coast of Africa, Kgosi Taonga Rutendo Thulani discovered something that forever altered his life… literally! He knew the deep-ocean dwelling animals could grow to a tremendous size, but he had no idea that the creatures were seeking humans for their own dread studies! Kgosi died that day while being dragged down to their otherworldly laboratories, where a genius of the alien species revived and then altered Kgosi to better survive his new environs. Kgosi escaped, only to discover that he was slowly becoming more beastlike and that he could never return to his former life as a scientist or teacher! Struggling with his own mind, cast out of every form of society he once knew, Kgosi had one possibly future left… as the hero, Riverlord!

Character Name: Riverlord
Campaign name: London Knights
Alternate Identities: Kgosi Taonga Rutendo Thulani
Genre: ?
Player name: Skip
Gamemaster:
Age: 34
Gender: Male
Height: 6’
Weight: 205 lbs.
Appearance: Fish-like, losing hair, smells of iodine
Costume: Wet suit with hood
Origin Type: Designed
Personality Archetype: Horrified, haunted scientist

Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
13 Str 10 x1 3 HTH Damage 3d6 Lift End( )
9 Dex 10 x3 -3 OCV: 3 DCV:3
23 Con 10 x2 26
23 Body 10 x2 26
16 Int 10 x1 6 Per Roll 12-
11 Ego 10 x2 2 ECV 4
11 Pre 10 x1 1 Pre Dice: d6
4 Com 10 x1/2 -3
6 PD Str/5 x1 3 Resistant: Total:
11 ED Con/5 x1 6 Resistant: Total:
2 SPD 1+Dex/10 x10 1 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
8 REC (Str/5)+(Con/5) x2
46 End Conx2 x1/2
42 Stun Bd+(St/2)+(Cn/2) x1
9” Run 6" x2 6 x2 non-combat multiplier
9” Swim 2" x1 7 x2 non-combat multiplier
2” VLeap Str/10 Spl x2 non-combat multiplier
3” HLeap Str/5 Spl x2 non-combat multiplier
Characteristics Total Cost:
Powers:
3 I Have been changed: because of the drastic alterations to his physique Inhuman can breathe water as easily as air. Life Support; Expanded Breathing, underwater, Side effects (Always occur, draws any thing else in the water out of it leaving behind only pure H20, bothering local wildlife, -1/2).
5 I Have been changed II: Life Support Longevity: Immortal;
1 I Have been changed III: Life Support Safe in High Pressure;
2 I Have been changed IV: Life Support Safe in Intense Cold;
3 I Have been changed V: Life Support Sleeping: (Character does not sleep)

10 Hydro Filtration: Riverlord has an unusual ability related to his capacity to breathe underwater, he filters everything out of the water converting it to raw power and exhaling only pure H2O. This can cause Kgosi’s aquatic allies some distress (since most creatures need more than just pure water). +10 Recovery, Only in water (-1/2), Side effects (Always occur, draws any thing else in the water out of it leaving behind only pure H20 within 5 hexes, bothering local wildlife, -1/2).

21 Senses of the Hybrid: Riverlord has several senses that he doesn’t quiet have mastered yet as such he can only focus on them one at a time.
1u Sonar: From his altered physiology Riverlord has Sonar projection and reception. Detect Limited Class of physical objects [5] Targeting, Active, hearing sense group.
2u Ambivalent Electro-sense: Riverlord possesses senses much like sharks that enable him to detect living creatures up to 1 mile away in the water. In the air this sense is starting to increase his awareness of the world around him, and this ability may allow him to perform various stunts that are seen as impossible by others. Detect Electrical Fields, Sense, Targeting, Smell/taste sense group, Megascale (100M=1 Hex, +1/4) Megascales Only in water (-1/2)
2u Hydrosense: this is Riverlords ability to sense water without regard to intervening obstacles Detect water, Sense, Targeting, N ray (range is increased by the defense +body of intervening materials) Range based upon total CP/15 (23” currently, +3 to Cost) touch sense group.

5 Nictitating Membranes: Sight group Flash Defense (5)

5 Undergoing changes: Because of his still ongoing changes he is more resistant to more changes, Power Defense (5)

60 Psychic: 60 point Multipower,
6u Basic Hydrokinisis: TK 40 Str, (60 Active), Only to handle water (-1),
6u Broad Beam: a powerful jet of water 12d6 Physical Blast
6u Narrow the Focus: a devastating focused jet 2d6 RKA, Armor Piercing (+1/2), Indirect (Nearby Source of water, +1/2) Limited Range (Int in inches currently 16”, -1/4)
6u Under the Sea: With this power Kgosi takes nearby water and holds it around targets thus duplicating the effects of being underwater (thus the reason why the Change Environment has specific ways to be negated and the inclusion of the negative DC’s. All in game effects should be considered to take place under water so the exact effects of SFX should be determined, such as benefits to sonic wielding characters and the prevention of the use of radio waves should be considered) 5”radii and 4’ high, -2 DCV, -2 DC (50), negated by TF: Scuba or an appropriate Skill Roll.
6u Knee High: Similar to Under the Sea this change environment duplicates the effects of Kgosi holding water in the area up to knee height for all the characters in the area. Change Environment 5” Radii -2 DCV (30) Eliminated by a Breakfall Roll, PLUS Treacherous Footing: Change Environment 5” Radii -1 DCV, -1 DC (30), Eliminated by a Breakfall Roll
6u Desiccation: 4d6 Drain Recovery, ranged (+1/2)
6u Clouding Vision: 6d6 Flash Attack NND (defense is having no eyes or eyes not built out of liquid, +1)



20 Mind Speech: Carl can speak with any life form based upon the planet. Universal translator
12 Commands of the Seas: +19 Pre, Armor Piercing on all Presence (+1/2) (34), only for attacks (-3/4), only with “Those of the Sea” (-1).
19 Mind of the Stranger: +19 Mental Defense

Total Powers Cost:

AnotherSKip
05-08-2009, 09:10 AM
Skills, Perks and Talents:
2 AK: Congo 11-
2 CK: African Cultures 11-
3 Analyze: Research
3-9 Animal Handler: Various forms of sea life
3 Breakfall
3 Bribery
3 Combat Sense
3 Concealment
3 First Aid
0 KS: Marine Biology Grants 17-
2 KS: Sea Flora and Fauna
2 KS: Mutations & Mutates
2 KS: Instruction techniques
2 KS:
2 KS: Medical techniques
3 Power skill: Hydro-powers
3 Power Skill: Senses of the Beast
2 PS: Marine Biologist 11-
2 PS: Professor 11-
3 PS: Swimmer
3 Stealth
3 Shadowing
2 SS: Oceanography
2 SS: General Biology
2 SS: Marine Biology
2 SS: Anatomy
2 SS: Mutants
3 Scientist Skill enhancer
3 Scientist Skill enhancer
3 High Society: Academic Subculture
4 TF: Scuba, Surfing, Small Boats
3 Survival Hunter: +1 W/ Stealth, Concealment & Shadowing
9 Lifeguard: +3 With Break Fall, First Aid & PS: Swimmer
5 Base perk Kgosi because of his lack of need of sleep regularly contributes to base building improvement, design and upkeep.
5 Second Base: weirdly enough Kgosi has discovered a secret base that formerly belonged to a Mysterious Super Villain in the middle of the Congo jungle that though laid out differently than the London Knights Base it contains all the same features as their home.
4 Two minds: +2 Vs Rapid Fire Penalties against Rapid Fire
Total Skills, Perks and Talents Cost:
Disadvantages:

10 Social Limitation Public ID Unusual Appearance: Kgosi Taonga Rutendo Thulani Can’t pass for human easily with his beaklike nose and Kraken cast to his features, lost hair, the faint scent of iodine, blue green skin and other hidden changes.. No secret identity possible.
*5 Social Limitation: Prior Military Mentality (Frequently, Minor, Not Limiting In Some Cultures)
*15 Social Limitation: The changes within him are not balanced within his body or mind yet as such he is Moody And Irritable, Prone To Rudeness (Very Frequently, Minor)
*10 Social Limitation: Has Absolutely No Friends, Allies, Family Members, Or Other Persons To Rely On In Dire Straits; He's Completely On His Own
*5 Social Limitation: Dark Secret there is something hidden in his past he doesn’t want others to know….
*10 Social Limitation: Dark Secret there is something hidden in his past he doesn’t want others to know….

*10 Physical Limitation or Accidental Change: Kgosi is in the middle of an uncontrolled, unwanted transformation. The number of years the transformation will require and its end result are unknown to Inhuman. Every time he takes body damage there is a possibility he will grow back more alien than before.
*10 Physical Limitation: Difficult looks: Kgosi no longer appears to be of African descent in addition he has a -4 to any attempts to disguise him.

10 Distinctive features: Unusual appearance: Kgosi Can’t pass for human easily with his beaklike nose and Kraken cast to his features, lost hair, the faint scent of iodine, blue green skin and other hidden changes.

20 Psychological Limitation: There has been too much blood Code vs Killing (Very Common, Strong)
*10 Psychological Limitation: Hardworking Hero unlike the Iron Age heroes’ Kgosi chooses to take the higher and more difficult path in using his responsibility of power, He chooses to respect the lives of even his enemies and seeks other resolutions to the problems of the world than death and violence(Common, Moderate)
*10 Psychological Limitation: Irrational (or perhaps not so) hatred of Aliens
*5 Psychological Limitation: Slightly Agoraphobic (Un Common, Moderate)
*15 Psychological Limitation: Frustrated Idealist, Hates Injustice (Very Common, Moderate)
*10 Psychological Limitation: I Am of Two Minds: the human usually has the upper hand but there is a growing second bestial personality that will eventually cause conflict between he two personalities.
*15 Psychological Limitation: On a Quest (Common, Strong) Kgosi is seeking a cure for his condition and thus has come to London seeking a cure.
10 Psychological Limitation: Soft Spot For Kids And Other Innocents (Uncommon, Strong)

*10 Susceptibility: Sensitivity: 2d6 Stun from Ultrasonic Attacks

*15 Vulnerability: Not well built: x2 Stun from attacks that have had Find Weakness applied.

*5 Money: Poor Indigent/Charitable

*5 Hunted: I flee the War; hunted by a Congo Warlord (As Pow, Group, Harshly Punish Limited geographical Area)
*5 Hunted by Sonique
*5 Hunted by Warlord



Description:
Before the remarkable changes that forever ruined his life Kgosi Taonga Rutendo Thulani was a vigorous but bird thin sea loving professor from the Congo. Big nosed, brown hair and sparkling dark eyes, beautiful blue black skin, proud of his goatee and full of his obsession. The professor Thulani could deliver volumes upon volumes of the information he had at his disposal about the Giant Squids he was pursuing as he lectured others he encountered whether they wanted to or no. Now his nose is more beaklike and there is a Kraken cast to his features, his hair has fallen out and he smells faintly of iodine he has blue green skin and he hides other changes. As time passes he thinks he will begin taking on more and more of the appearance of his former obsession and now curse, the mysterious Architeuthis.

His Personal motto: “You are no higher than your basest argument.”

AnotherSKip
05-08-2009, 09:18 AM
Although Riverlord was interesting, I however got feedback suggesting Scientist & Mentallist.so after about two seconds of thought I got...

Mindlord!

While studying the genus Architeuthis in deep sea explorations off of the coast of Africa, Kgosi Taonga Rutendo Thulani discovered something that forever altered his life… literally! He knew the deep-ocean dwelling animals could grow to a tremendous size, but he had no idea that the creatures were seeking humans for their own dread studies! Kgosi died that day while being dragged down to their otherworldly laboratories, where a genius of the alien species revived Kgosi for his own dread purposes then released him. Kgosi was freed he began to discover that he was slowly becoming more powerful. He tried to use these powers to defeat a local warlord but he failed and in doing so he discovered that he could never return to his former life as a scientist or teacher! Struggling with his own mind, cast out of every form of society he once knew, Kgosi had one possibly future left… as the hero, Mindlord!

Character Name: Mindlord
Campaign name: London Knights
Alternate Identities: Kgosi Taonga Rutendo Thulani
Genre: ?
Player name: Skip
Gamemaster:
Age: 34
Gender: Male
Height: 6’
Weight: 205 lbs.
Appearance: nearly middle aged DRC native
Costume: Tweed Suit, bow tie, mauve shirt
Origin Type: Designed
Personality Archetype: Horrified, haunted scientist

Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
13 Str 10 x1 3 HTH Damage 3d6 Lift End( )
9 Dex 10 x3 -3 OCV: 3 DCV:3
23 Con 10 x2 26
23 Body 10 x2 26
16 Int 10 x1 6 Per Roll 12-
18 Ego 10 x2 16 ECV: 6
11 Pre 10 x1 1 Pre Dice: d6
4 Com 10 x1/2 -3
6 PD Str/5 x1 3 Resistant: Total:
11 ED Con/5 x1 6 Resistant: Total:
2 SPD 1+Dex/10 x10 1 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
8 REC (Str/5)+(Con/5) x2
46 End Conx2 x1/2
42 Stun Bd+(St/2)+(Cn/2) x1
9” Run 6" x2 6 x2 non-combat multiplier
9” Swim 2" x1 7 x2 non-combat multiplier
2” VLeap Str/10 Spl x2 non-combat multiplier
3” HLeap Str/5 Spl x2 non-combat multiplier
Characteristics Total Cost:: 95
Powers:
3 I Have been changed: because of the drastic alterations to his physique Inhuman can breathe water as easily as air. Life Support; Expanded Breathing, underwater, Side effects (Always occur, draws any thing else in the water out of it leaving behind only pure H20, bothering local wildlife, -1/2).
5 I Have been changed II: Life Support Longevity: Immortal;
1 I Have been changed III: Life Support Safe in High Pressure;
2 I Have been changed IV: Life Support Safe in Intense Cold;
3 I Have been changed V: Life Support Sleeping: (Character does not sleep)

21 Senses of the Hybrid: Mindlord has several senses that he doesn’t quiet have mastered yet as such he can only focus on them one at a time.
1u Sonar: From his altered physiology Mindlord has Sonar projection and reception. Detect Limited Class of physical objects [5] Targeting, Active, hearing sense group.
2u Ambivalent Electro-sense: Mindlord possesses senses much like sharks that enable him to detect living creatures up to 1 mile away in the water. In the air this sense is starting to increase his awareness of the world around him, and this ability may allow him to perform various stunts that are seen as impossible by others. Detect Electrical Fields, Sense, Targeting, Smell/taste sense group, Megascale (100M=1 Hex, +1/4) Megascales Only in water (-1/2)
2u Mindsense: this is Mindlords ability to sense the minds of others without regard to intervening obstacles Detect Cognitive Ability, Sense, Targeting, N ray (range is increased by the defense +body of intervening materials) Range based upon total CP/15 (23” currently, +3 to Cost) touch sense group.

5 Nictitating Membranes: Sight group Flash Defense (5)

5 Undergoing changes: Because of his still ongoing changes he is more resistant to more changes, Power Defense (5)

60 Psychic Powers: 60 point Multipower, Kgosi has a wide range of
6u Mind Beam: a powerful Stream of Consciousness 6d6 Mental Blast
4u Aura of the Deepest Fears: -4 to all Pre Rolls and skills based upon that stat, 4” radii Selective (+1/4), (40 A) Only for human & Aquatic Life Classes of minds (-1/4)
6u Mental Tricks: 12d6 Mental illusions
6u Mind shifter: 2d6 Major Mental transform targets mind into a more heroic and noble mind. BOECV (+1)
6u Mind Sifter: 12d6 Telepathy

25 Heroic Link: Mind Link, Human class of minds, Hero Group Only, Number of Minds (x8)

20 Mind Speech: Carl can speak with any life form based upon the planet. Universal translator, Fish/Amphibian Class of minds included (+1/4)

17 Commands of the Seas: +19 Pre, Armor Piercing on all Presence (+1/2) (34), Only for Attacks (-3/4), does not add to stat rolls (-1/4)

12 Mind of the Stranger: +12 Mental Defense (12+4+18=34 Base ego level)

Total Powers Cost: 172

AnotherSKip
05-08-2009, 09:22 AM
Skills, Perks and Talents:
2 AK: Congo 11-
2 CK: African Cultures 11-
3 Analyze: Research
3 Animal Handler: sharks
3 Breakfall
3 Bribery
3 Combat Sense
3 Concealment
3 First Aid
0 KS: Marine Biology Grants 17-
2 KS: Sea Flora and Fauna
2 KS: Mutations & Mutates
2 KS: Instruction techniques
2 KS: African lore
2 KS: Medical techniques
3 Power skills: Mentalist
3 Power Skill: Senses of the Beast
2 PS: Marine Biologist 11-
2 PS: Professor 11-
3 PS: Swimmer
3 Stealth
3 Shadowing
2 SS: Oceanography
2 SS: General Biology
2 SS: Marine Biology
2 SS: Anatomy
2 SS: Mutants
3 High Society: Academic Subculture
4 TF: Scuba, Surfing, Small Boats
3 Scientist Skill enhancer
3 Scholar Skill enhancer
3 Survival Hunter: +1 W/ Stealth, Concealment & Shadowing
3 Lifeguard: +1 With Break Fall, First Aid & PS: Swimmer

5 Base perk Kgosi because of his lack of need of sleep regularly contributes to base building improvement, design and upkeep.

5 Second Base: weirdly enough Kgosi has discovered a secret base that formerly belonged to a Mysterious Super Villain in the middle of the Congo jungle that though laid out differently than the London Knights Base it contains all the same features as their home.

4 Two minds: +2 Penalty Skill Levels Vs. Rapid Fire Penalties

Total Skills, Perks and Talents Cost: 97
Disadvantages:

10 Social Limitation Public ID Unusual Appearance: Kgosi Taonga Rutendo Thulani Can’t pass for human easily with his beaklike nose and Kraken cast to his features, lost hair, the faint scent of iodine, blue green skin and other hidden changes.. No secret identity possible.
5 Social Limitation: Prior Military Mentality (Frequently, Minor, Not Limiting In Some Cultures)
15 Social Limitation: The changes within him are not balanced within his body or mind yet as such he is Moody And Irritable, Prone To Rudeness (Very Frequently, Minor)
10 Social Limitation: Has Absolutely No Friends, Allies, Family Members, Or Other Persons To Rely On In Dire Straits; He's Completely On His Own
5 Social Limitation: Dark Secret there is something hidden in his past he doesn’t want others to know….
10 Social Limitation: Dark Secret there is something hidden in his past he doesn’t want others to know….

10 Physical Limitation or Accidental Change: Kgosi is in the middle of an uncontrolled, unwanted transformation. The number of years the transformation will require and its end result are unknown to Inhuman. Every time he takes body damage there is a possibility he will grow back more alien than before.
10 Physical Limitation: Difficult looks: Kgosi no longer appears to be of African descent in addition he has a -4 to any attempts to disguise him.

10 Distinctive features: Unusual appearance: Kgosi Can’t pass for human easily with his beaklike nose and Kraken cast to his features, lost hair, the faint scent of iodine, blue green skin and other hidden changes.

20 Psychological Limitation: There has been too much blood Code vs Killing (Very Common, Strong)
10 Psychological Limitation: Hardworking Hero unlike the Iron Age heroes’ Kgosi chooses to take the higher and more difficult path in using his responsibility of power, He chooses to respect the lives of even his enemies and seeks other resolutions to the problems of the world than death and violence(Common, Moderate)
10 Psychological Limitation: Irrational (or perhaps not so) hatred of Aliens
5 Psychological Limitation: Slightly Agoraphobic (Un Common, Moderate)
15 Psychological Limitation: Frustrated Idealist, Hates Injustice (Very Common, Moderate)
10 Psychological Limitation: I Am of Two Minds: the human usually has the upper hand but there is a growing second bestial personality that will eventually cause conflict between he two personalities.
15 Psychological Limitation: On a Quest (Common, Strong) Kgosi is seeking a cure for his condition and thus has come to London seeking a cure.
10 Psychological Limitation: Soft Spot For Kids And Other Innocents (Uncommon, Strong)

10 Susceptibility: Sensitivity: 2d6 Stun from Ultrasonic Attacks

15 Vulnerability: Not well built: x2 Stun from attacks that have had Find Weakness applied.

5 Money: Poor Indigent/Charitable

5 Hunted: I flee the War; hunted by a Congo Warlord (As Pow, Group, Harshly Punish Limited geographical Area)
5 Hunted by Sonique
5 Hunted by Warlord


Description:
Before the remarkable changes that forever ruined his life Kgosi Taonga Rutendo Thulani was a vigorous but bird thin sea loving professor from the Congo. Big nosed, brown hair and sparkling dark eyes, beautiful blue black skin, proud of his goatee and full of his obsession. The professor Thulani could deliver volumes upon volumes of the information he had at his disposal about the Giant Squids he was pursuing as he lectured others he encountered whether they wanted to or no. Now his nose is more beaklike and there is a Kraken cast to his features, his hair has fallen out and he smells faintly of iodine he has blue green skin and he hides other changes. As time passes he thinks he will begin taking on more and more of the appearance of his former obsession and now curse, the mysterious Architeuthis.

His Personal motto: “You are no higher than your basest argument.”

Expansion Ideas:
8m Servants of the Sea: Summon up to 4 (+10), 190 point servants drawn from the local sea life, Expanded group (+1/4), Must arrive under own power (-1/2).
6m Go home, My friends: Inhuman can drive away many allies and enemies of others by simple concentration. 20d6 Dispel Summoned Creatures, Creatures must leave under their own power (-1/2).

12 Wetsuit: this wetsuit has several functional design features specific to Mindlords needs and desires over a standard issue wetsuit
Dark wetsuit: +4 to Stealth OIF Wetsuit (-1/2)
Sonar Absorbing -4 to attempts to perceive by sonar OIF Wetsuit (-1/2)
1/1 RPD/RED, OIF Wetsuit (-1/2)

Three Piece Comba-Tweed Suit: Who says you can’t wear tweed into battle? Aside from the legions of fashion designers, advertising consultants and others with taste and modern sensibilities that is. Appearing as a classic three piece tweed suit this is merely a well disguised offensive and defensive combat platform for the heroic minded of the scientific community.
1 Classic Style: +4 Com Activation Roll 12-(-3/4), Side effects (-4 Com, -1/4)
5 Authority Figure: +10 Pre Activation Roll 12-(-3/4), Side effects (-10 Pre, -1/4)

Bowtie of Battle: Often appearing with either Three Piece Comba-Tweed Suit or Thompson’s Terror Tweed these tools of academia have a wide variety of popular uses. Frequently powers associated with this tool are purchased with Trigger (pulling on the ends of the bowtie, +1/4) especially for discretely activating certain abilities.
-1RPD/1RED Rigid neck Armor (3A), Activation 8- (-2),
-Phototie: Eidetic memory, Trigger (pulling on the ends of the bowtie, +1/4), (6A)

3 Analyze: Injuries/Disease

AnotherSKip
05-12-2009, 09:28 AM
Character Name: Cyborg Minions
Player name: GM
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
8 Str 10 x1 -2 HTH Damage 1 1/2d6 Lift End(2)
14 Dex 10 x3 12 OCV: 5 DCV: 7
8 Con 10 x2 -4
8 Body 10 x2 -4
13 Int 10 x1 3 Per Roll
14 Ego 10 x2 8 ECV
8 Pre 10 x1 0 Pre Dice: d6
10 Com 10 x1/2 0
5 PD Str/5 x1 3 Resisitant: Total:
5 ED Con/5 x1 3 Resisitant: Total:
4 SPD 1+Dex/10 x10 16 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
6 REC (Str/5)+(Con/5) x2
0 End Conx2 x1/2 -8
16 Stn Bd+(St/2)+(Cn/2) x1
6” Run 6" x2 x2 non-combat multiplier
2” Swim 2" x1 x2 non-combat multiplier
1” VLeap Str/10 Spl x2 non-combat multiplier
2” HLeap Str/5 Spl x2 non-combat multiplier
Characteristics Total Cost:
Powers:
12 Veneer of Defense: Armor +5 RPD/ +3 RED
30 Sensor Veneer: 50% Resistant Physical Damage reduction

21 Cooler Maker I (Heavy Automatic Pistol) with Integral Noise Suppressor: Killing Attack - Ranged 3d6-1 (vs. PD), Invisible to Hearing Group (+1/4), AP (+1/2) (70 Active Points); OAF (Cooler Maker, -1), Beam (-1/4), Real Weapon (-1/4), 12 Charges (-1/4) (25 R) PLUS Custom Sights: +2 with Cooler Maker OAF (Cooler Maker, -1), Real Weapon (-1/4),

30 Bioelectric Sub-Machine Gun: This weapon solves many problems of munitions and getting supplies to the troops since only their own biochemical reactions power the weapons. The philosophy behind these are simple: feed ‘em, let ‘em rest and don’t even bother moving a single bullet around. The technology was originated by a Canadian genius, developed to high standards by a Canadian firm, stolen by a super criminal, acquired by the US illegally then the whole operation blew up in their face. As such these weapons are considered rare collector items and are of no interest to the military. This weapon represents a significant modification as it can supercharge the blasts a limited number of times a day with even more destructive power available even less frequently. The charges limitation recovers through a slow charge over 24 hours, smart people save the bigger blasts for truly dangerous opponents. Energy Blast 6d6, Autofire (3 shots, +1/4), ½ end (+1/2), (52 Act, 1 end per blast), OAF Bioelectric Sub-Machine Gun (-1), Real Weapon (-1/4),(23 Real) PLUS 2d6 (8d6 total) Energy Blast, Autofire (3 shots, +1/4) (12 Act), 8 charges(-1/2), OAF Bioelectric Sub-Machine Gun (-1), Real Weapon (-1/4), (4 real) PLUS 2d6 (10d6 total) Energy Blast, Autofire (3 shots, +1/4),(12 Act), 4 charges(-1), also must use 2 charges per use from the 8d6 blast (-1/4) OAF Bioelectric Sub-Machine Gun (-1), Real Weapon (-1/4), (3 real) (23+4+3 =30 Real Cost)

Total Powers Cost:
Skills, Perks and Talents:
3 Acting
3 Concealment
3 Stealth
3 Tactics
3 Disguise
3 Teamwork

10 +2 With guns in Combat
10 2d6 Luck (Technocracy & Disguise)
4 +3 with Concealment, Only On weapons (-1/2)

Total Skills, Perks and Talents Cost:

Disadvantages:
20 Physical Limitation: Restrain able limbs: legs, weighs 350 KG due to Cyberwear
20 Psychological Limitation: Follows Orders of Dr Katzkey
10 Distinctive Features: Militant
10 Sol Lim: Mindless weapon of destruction
20 Accidental Change: human form after being defeated
20 Distinctive Features: Evil Cyborg veneer
5 Physical Limitation: Mr. Roboto: Affected By Cyberkinisis
15 Psychological Limitation: Adrenaline Junky (Very Common, Moderate)
Characteristics + Powers + Skills, Perks and Talents= Total Character cost

Base Points Availible 200 + Maximum from disadvantages 150= 350 Maximum + Experience

AnotherSKip
05-12-2009, 09:56 AM
Character Name: Cyber Claw Campaign name: Den City
Alternate Identities: George Harson
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
13/23 Str 10 x1 3 HTH Damage d6 Lift End( 18 Dex 10 x3 24 OCV: DCV:
14/24 Con 10 x2 8
14/24 Body 10 x2 8
13 Int 10 x1 3 Per Roll
14 Ego 10 x2 8 ECV
16 Pre 10 x1 6 Pre Dice: d6
4 Com 10 x1/2 -3
3/5 PD Str/5 x1 - Resistant: Total:
3/5 ED Con/5 x1 - Resistant: Total:
4/5 SPD 1+Dex/10 x10 12 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
6/10 REC (Str/5)+(Con/5) x2 -
28/48 End Conx2 x1/2 -
33/48 Stn Bd+(St/2)+(Cn/2) x1 -
6”/16” Run 6" x2 - x2 non-combat multiplier
2” Swim 2" x1 - x2 non-combat multiplier
1”/2-7” VLeap Str/10 Spl - x2 non-combat multiplier
3”/5-15” HLeap Str/5 Spl - x2 non-combat multiplier
Characteristics Total Cost: 49 (See Cybernetics)
Powers:
34 Cyber Claw Multi Power 60 Active points, OIF (all OIF Claw, -1/2), Real weapon (-1/4),
3u Imbedded Gun: 2d6 RKA, Armor piercing (x2, +1), 16 Charges (+0) OIF (Claw, -1/2), Real weapon (-1/4),
4u Imbedded Grenades: 2d6 RKA, Explosion (+1/2), Armor Piercing (+1/2), 4 Charges (-1), OIF (Claw, -1/2), Real weapon (-1/4), Range (STR, -1/4),
4u Imbedded Flash-bang: 2d6 Vision And Hearing Targeting Senses Flash, All Vision + Hearing groups (+20), Explosion (+1/2), 4 Charges (-1), OAF (Grenades, -1), Range (STR, -1/4),

7 Cyber Repair: 4d6 Healing Any Cyber Stat one at a time (+1/4), Gradual Effect (1 minute, -1/2), Extra time (1 minute, -1 ½), 4 clips of 12 charges (+0),

1 Cell Phone

10 Internal Scope: +3 OCV, OIF (Claw, -1/2),
5 Internal Scope: +4 PSL’s Vs R-Penalties, OIF (Claw, -1/2),
5 Internal Scope: Telescopic Vision +4 vs. Sight based range penalties, OIF (Claw, -1/2).

-Cyber-wear-
8 Cyber Strength: +10 Strength (10 Active), Restrain able (-1/4)
16 Cyber Body: +10 Body (20 Active), Restrain able (-1/4)
16 Cyber Body: +10 Con (20 Active), Restrain able (-1/4)
8 Cyber Speed: +1 Speed (10 Active), Restrain able (-1/4)
8 Cyber Mind: +10 Mental Defense (10 Active), Restrain able (-1/4)
16 Cyber Armor: +5 RPD/+3 RED (24 Active), Activation (14-, -1/2)

Total Powers Cost:
Skills, Perks and Talents:3 Acrobatics
3 Breakfall
3 Climbing
3 Concealment
3 Conversation
3 Fast Draw
3 Inventor
5 Rapid Attack W/ Rapid Fire
4 +2 PSL Vs. Rapid Fire
3 Shadowing
3 Stealth
3 Streetwise
3 Survival, Jungle & Urban
3 Systems Operation
3 Teamwork
3 Tracking
9 Sneaky: +3 With Concealment, Stealth & Shadowing
3 Fit: +1 with Acrobatics, Breakfall & Climbing
3 X-tra Sneaky: +1 With Concealment, PS:Sniper & KS: Sniping Positions
3 PS: Sniper
3 KS: Sniping Positions
3 PS: Militant fanatic
3 KS: Militant fanatics
9 PS: Cyber Engineer 14-
3 KS: Cyber Engineering Concepts
5 +1 DCV Vs All
10 +2 with ranged Combat
3 AK: Nevada
6 +2 with Cyber Claw
8 +4 with Cyber Claw, Only For Damage (+2 Body/+6 Stun, not above max, -1/2)

4 Tunnel Rat: no penalties for fighting in cramped spaces

Total Skills, Perks and Talents Cost:
Disadvantages:
20 Physical Limitation: Restrain able limbs: legs, weighs 350 KG due to Cyberwear
20 Psychological Limitation: Follows Orders of Dr Katzkey
10 Distinctive Features: Militant
10 Sol Lim: Mindless weapon of destruction
20 Accidental Change: human form after being defeated
20 Distinctive Features: Evil Cyborg veneer
5 Physical Limitation: Mr. Roboto: Affected By Cyberkinisis
15 Psychological Limitation: Adrenaline Junky (Very Common, Moderate)

Characteristics + Powers + Skills, Perks and Talents= Total Character cost

AnotherSKip
05-12-2009, 02:40 PM
Character Name: Black Velvet
Gamemaster: Me
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
23 Str 10 x1 13 HTH Damage d6 Lift End( )
18 Dex 10 x3 24 OCV: 6 DCV: 6
24 Con 10 x2 28
24 Body 10 x2 28
13 Int 10 x1 3 Per Roll
14 Ego 10 x2 8 ECV
30 Pre 10 x1 20 Pre Dice: d6
4 Com 10 x1/2 -3 twisted by Darkness
5 PD Str/5 x1 0 Resistant: 6 to 22 Total: 11 to 37
5 ED Con/5 x1 0 Resistant: 6 to 22 Total: 11 to 37
5 SPD 1+Dex/10 x10 22 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
10 REC (Str/5)+(Con/5) x2 0
48 End Conx2 x1/2 0
48 Stun Bd+(St/2)+(Cn/2) x1 0
6 Run 6" x2 0 x2 non-combat multiplier
2 Swim 2" x1 0 x2 non-combat multiplier
2.3 VLeap Str/10 Spl 0 x2 non-combat multiplier
5 HLeap Str/5 Spl 0 x2 non-combat multiplier
Characteristics Total Cost:
Powers:
48 I Sting your Heart: 2d6 Con & Stun Drain, Both Powers Simultaneously (+1/2), Auto fire (1-3 shots, +1 1/4), Delayed fade rate (target recovers 1 point per turn, +1/4) (60 AC), 2 Clips 8 Charges (-1/4),
30 Air dancer: Find Weakness 15- w/ I Sting your Heart.
13 +4 With Find Weakness, Costs End (from POM, -1/2)

20 Power of the Dark: 2d6 RKA, x2 End (-1/2), (6 End PoM).
16 Power of the Too Dark: 1d6+1 RKA, +2 Stun Multiplier (1d6+1, +1/2), (6 End PoM), x2 End (-1/2).
24 Powers of the Darkness: 3” Darkness to Sight and Sound, Personal Immunity (+1/2) (60 points), (12 End PoM), x2 End (-1/2)
15 Light Devourer: 4d6 NND (LS: Lack of Sleep, a Successful Lightsleep roll or having woken up less than 15 minutes ago from a good sleep, +1) Side effects (affects target, -1 OCV for two minutes or until target has some stimulants, -1/4), x2 End (-1/2).
15 Powers of the Darkness: Force Field 10 RPD, 10 RED, 5 PowD, 5 MD, x2 End (-1/2), (6 end PoM).

10 Power of the Human: +10 PD/+10 ED, Only Vs Anyone but Star bright (-1).
24 Spanish Dancing: +12RPD/+12RED Hardened, Combat luck

5 Of Two Minds: +8 Mental Defense
5 Already Altered: +10 Points Power Defense

24 Pool of Mystery (POM): Mystical End reserve, 200 End, 10 recovery, Side effects: Lose One LTE per turn of using the pool (-1/4)

Total Powers Cost:
Skills, Perks and Talents:
3 Acrobatics
3 Acting
3 Analyst: Analyze Combat
3 Breakfall
3 Bribery
3 Climbing
3 Concealment
3 Contortionist
3 Criminology
3 Fast Lick: Fast draw w/ I Sting your Heart
3 Mimicry
3 Paramedics
5 Rapid Attack W/ Rapid Fire
4 +2 PSL Vs. Rapid Fire
3 Security Systems
3 Shadowing
3 Stealth
3 Streetwise
6 Natural Form: +2 With Flight based movement
5 Archer: +1 with ranged Combat
6 Fighter: +2 with Power of the Dark, Power of the Too Dark & Powers of the Darkness attacks
6 Animal Senses I: +2 with All Perception Rolls
5 Animal Senses II: Defense Maneuver II (no attackers are considered behind, eliminates multiple attacker bonuses)
3 KS: Grander Schemes
3 PS: Criminal
2 AK: Colorado

Total Skills, Perks and Talents Cost:
Disadvantages:
15 Not Tooled Correctly: Physical Limitation, Limited manipulation
20 I Am of Two Minds: PSL: the Alien usually has the upper hand but there is conflict between the needs and desires of the two personalities as well as bodies.
15 I Wear Black: Dist Feat: Evil Alien
5 Social Limitation:Usually Disliked By Other Women (Occasionally, Minor)
15 Social Limitation:Moody And Irritable, Prone To Rudeness (Very Frequently, Minor)
15 Psychological Limitation: Triggerhappy (Common, Strong)
10 Psychological Limitation: Thrillseeker (Common, Moderate)

AnotherSKip
05-12-2009, 04:28 PM
Character Name: Animaliculum Man
Campaign name: Den City
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
30 Str 10 x1 20 HTH Damage d6 Lift End( )
20 Dex 10 x3 30 OCV: DCV:
16 Con 10 x2 12
12 Body 10 x2 4
8 Int 10 x1 -2 Per Roll
12 Ego 10 x2 4 ECV
20 Pre 10 x1 10 Pre Dice: d6
0 Com 10 x1/2 -5
10 PD Str/5 x1 4 Resistant: Total:
10 ED Con/5 x1 7 Resistant: Total:
4 SPD 1+Dex/10 x10 10 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
10 REC (Str/5)+(Con/5) x2 2
32 End Conx2 x1/2 -
35 Stun Bd+(St/2)+(Cn/2) x1
6” Run 6" x2 - x2 non-combat multiplier
2” Swim 2" x1 - x2 non-combat multiplier
3 VLeap Str/10 Spl - x2 non-combat multiplier
6 HLeap Str/5 Spl - x2 non-combat multiplier
Characteristics Total Cost:
Powers:
70 Disease Powers: 70 point Multipower covering the Cause, Control and Removal of Diseases.
14m Broad Broadcast: 9d6 Mind Control, Explosion (+1/2), Disease class of minds,
14m Squirming Minions: 7d6NND (Defense is the appropriate LS: Disease immunity or an atropine shot to the heart) Gradual Effect (1d6 per turn +1/4)
5m Exploding Pustules: He has the ability to destroy all of a single targets tools by using a unique disease held in some of the pustules covering his body, after spraying the target area they instantly attempt to destroy any technological items they encounter in that hex: 2d6 HKA, Penetrating (+1/2) AOE 1 hex (+1/2), Only vs. Foci (-1), OIF (pustules -1/2),


20 Infections: Elemental Control, 40-point powers
24 1) Infection field: Force Field (13 PD/13 ED/9 Mental Defense), Costs END Only To Activate (+1/4) (44 Active Points)
30 2) Bacilli Winds: Flight 15", Position Shift, x4 Noncombat, Costs END Only To Activate (+1/4) (50 Active Points)
25 3) Reverse Infection: Healing BODY 4d6, Can Heal Limbs, Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; 2d6 STUN Damage from organism backlash; +0) (45 Active Points)

16 Fear Thrower: +20 Pre, Plus AP on Presence up to 40 active points (+20, +1/2) (40 Active), Linked to usage of Emotion EC (-1/2), Only for Pre attacks (-1)

Total Powers Cost:
Skills, Perks and Talents:
3 Acrobatics 3 Acting
9 Ambidexterity 3 Analyze
3 Breakfall 3 Bribery
3 Bugging 3 Climbing
3 Climbing 2 Combat Driving
3 Combat Sense 3 Concealment
2 Contortionist 11- 3 Criminology
2 Cryptography 5 Cramming: Only Skills related to diseases
1 Deduction 10 Defense Maneuver I-IV
3 Disguise 13- 3 Distraction
3 Fast Draw 3 Forgery
1 Gambling: Betting on survival 3 Interrogation
3 Mimicry 13- 7 Navigation (Flight only)
3 Paramedic 5 Rapid Attack
3 Riding 2 Security Systems
3 Sleight of Hand 3 Systems Operation
3 Stealth 3 Streetwise
3 Tactics 3 Teamwork
3 Tracking 3 Trading

6 +3 OCV W/ Exploding Pustules
10 +2 W/ HTH Combat
15 +3 to all Disease Skills
15 +5 to Analyze, Paramedic and Acting
16 +2 w/ Overall Combat
6 +2 to all Per Rolls
2 +1 to hearing perception rolls

2 AK: Rocky mountains 2 AK: Brazil
(4) Language: English 2(+2) Language: German
2 PS: Pathologist 9+(I/5)- 1 PS: Instructor 8- (9+[P/5]-)
2 PS: Thief 9+D/5- 3 Skill Enhancer: Scholar
3 Skill Enhancer: Jack of All Trades
3 Power Skill: Diseases 13-

15 3d6 luck "Daredevil" this may show up as +3 OSL

Ugly Arts: Martial Arts Package
5 Offensive Strike -2/+1 Str +4d6 Strike
4 Martial Dodge --/+5 Dodge, Abort
4 Martial Escape +0/+0 +15 STR vs. Grabs
4 Martial Block +2/+2 Block, Abort
4 Choke Hold -2/+0 Grab, 2d6NND
3 Aikido throw +0/+1 Str+ V/5
4 Diseased Strike +0/+2 Str +2d6 attack
1 Weapon Elements, Hands and Razorscales

Total Skills, Perks and Talents Cost:
Disadvantages:
20 Damn their Eyes: Vulnerability X 1.5 Stun from Pretty Women.
15 Distinctive Features: mutated beast barely even human any more.
5 Phys. Lim.: Slightly Near Sighted (Infrequently, Slightly Impairing)
5 Psychological Limitation: Must Obey orders
15 Psychological Limitation: Deep Melancholy, Brooding, Angry (Very Common, Moderate)
5 Social Limitation: Dark Secret
15 Social Limitation: Career Criminal
15 Social Limitation: Freak of Nature (Occasionally, Severe)
5 Unluck: 1d6

AnotherSKip
06-29-2009, 09:07 AM
Character Name: Neon Campaign name
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
18 Str 10 x1 HTH Damage d6 Lift End ( )
23 Dex 10 x3 OCV: 8 DCV: 8
18 Con 10 x2
13 Body 10 x2
15 Int 10 x1 per Roll
13 Ego 10 x2 ECV
10 Pre 10 x1 Pre Dice: d6
10 Com 10 x1/2
9 PD Str/5 x1 Resistant: Total:
9 ED Con/5 x1 Resistant: Total:
5 SPD 1+Dex/10 x10 Phases: 1 2 3 4 5 6 7 8 9 10 11 12
12 REC (Str/5)+(Con/5) x2
36 End Conx2 x1/2
31 Stun Bd+(St/2)+(Cn/2) x1
6” Run 6" x2 x2 non-combat multiplier
2” Swim 2" x1 x2 non-combat multiplier
1.8 VLeap Str/10 Spl. X2 non-combat multiplier
3.6 HLeap Str/5 Spl. X2 non-combat multiplier
Characteristics Total Cost: 125

Powers:
13 Energy Resistance: Because of his neonic body his relatively resistant to energy attacks. +13 ED
70 Neonic-Blast: Neon can fire several blasts of dangerous neonic energy at targets before harming himself, EB 14d6, 16 Charges
30 Neonic Body I: 50% Damage resistance Physical
30 Neonic Body II: 50% Damage resistance Energy

20 Field Disruptor Qualities: Drain 4d6, Ranged (+1/2), all force field based powers (+1/4). Linked to his Neonic Blast (-1/2) 16 Charges

18 Toughness: Armor (6 PD/6 ED)
40 Flying: Flight 20", x8 Noncombat, Restrainable (neon wings, gravity powers, -1/4)

Skills, Perks and Talents:
3 Acrobatics
3 Breakfall
3 KS: Super crimes
3 PS: Super Criminal
3 Power skill: Neonic Energy
2 SS: Neonic Energy
30 Combat Skill Levels: +6 with Ranged Combat
3 Absolute Range Sense
7 Aerial Dodger: +2 DCV; Only When Flying (-½)
100 Followers: Argonauts

Disadvantages:
15 Accidental change: power can be revealed when his body encounters physical objects
15 Enraged/berserk when unusual gasses are present
15 Distinctive features: Body Composed of Argon
5 Unluck 1d6
5 Hunted: the press 8- (Less Powerful, Non-Combat Influence, Watching)
15 Hunted: ??? Character Has Wronged 8- (As Powerful, Capture/Kill)
15 Hunted: ??? 11- (As Powerful, Capture/Kill)
20 Psychological Limitation: Code Versus Killing (Common, Total)
15 Social Limitation: Secret Identity
15 Physical Limitation: Neon Body 50 lbs wt, +3” Knock back
15 Reputation: Did Something Very Bad 11- (Extreme)

Character Name: Argonauts
Characteristics
Value Char Base Cost Points Roll Notes/Advantages/See also: Powers
13 Str 10 x1 3 HTH Damage d6 Lift End ( )
14 Dex 10 x3 12 OCV: DCV: 5(+3)
13 Con 10 x2 6
10 Body 10 x2 -
13 Int 10 x1 3 per Roll
11 Ego 10 x2 2 ECV
10 Pre 10 x1 - Pre Dice: d6
10 Com 10 x1/2 -
3 PD Str/5 x1 - Resistant: Total:
3 ED Con/5 x1 - Resistant: Total:
3 SPD 1+Dex/10 x10 6
6 REC (Str/5)+(Con/5) x2 -
26 End Conx2 x1/2 -
24 Stun Bd+(St/2)+(Cn/2) x1 -
6 Run 6" x2 - x2 non-combat multiplier
2 Swim 2" x1 - x2 non-combat multiplier
1.3 VLeap Str/10 Spl. - X2 non-combat multiplier
2.5 HLeap Str/5 Spl. - X2 non-combat multiplier
Characteristics Total Cost: 36
Powers:
27 Argon-y Gun: 6d6 Energy blast, NND (Light Based powers or highly reflective clothing, +1) OAF Argon-y Gun (-1), Real Weapon (-1/4), 16 Charges (0)

17 Gas-burst Grenade: One of the new weapons it releases a neural impacting gas that attacks through the ears. 4d6 EB AVLD (+1 ½, vs. Hearing Flash Defense), Explosion (+1/2) (60 A), OAF Gas-burst Grenade (-1), 4 Charges (-1) Real Weapon (-1/4), Range Based on STR (-1/4)

16 Neon-tron Gun: Another weapon from the Trinity Area, the weapon operates upon a sort of targeted Neon ejection system. 6d6 6 Def Entangle (60A) OAF Neon-tron Gun (-1), Real Weapon (-1/4), 4 Charges (-1), Limited Range: 20" (-1/4), Cannot form barriers (-1/4),
16 Neon-tron Gun Constriction: 1d6 RKA, NND Does Body (LS: NNB or Independent Oxygen Supply, +2), Continuous (+1), Uncontrolled (+1/2, power ends if Entangle ends, gun is damaged, LOS is broken, or it deals 12 BODY) (67 A), OAF Neon-tron Gun (-1), Linked to Entangle (-1/2), 4 Charges (-1), Limited Range: 20" (-1/4)

15 The Heart of the Matter: 6d6, Succor to attacks, Trigger (+1/4) (37), Charges (16, +0), Only to simulate hit locations (-1/2), Activation Roll (locations roll, -1),

21 Neon Combat Costume: This costume is an outfit that is designed to keep the target grounded as well as provide plenty of overall armor. Bio-ground: Life Support: Grounded, (4 A), OIF (-1/2), PLUS Deflective Planes: +2 DCV Vs. All (10 A) OIF (-1/2), Activation 14- (-1/2) PLUS Neon Armor: Driven by Bio-electrics this suit can be mentally tuned to the right defenses easily as well as drawing upon the wearer’s bio-system for its low level needs. 21 active point Multipower OIF (-1/2), Activation (14-, -1/2), bright (-1/4)
1) (2m) 13 RPD Force Field
2) (2m) 13 RED Force Field
3) (2m) 13 RMD Force Field
4) (2m) 13 RPOWD Force Field

3 Stun Glasses I: +10 Pre Only Vs Attacks (-1), OAF (Stun Glasses, -1)
10 Stun Glasses II: +10 Flash defense for sight and hearing, OAF (Stun Glasses, -1)
7 Glass Sights I: +3 OCV, OAF (Stun Glasses, -1)
4 Glass Sights II: +4 PSL’s Vs R-Penalties, OAF (Stun Glasses, -1)
4 Glass Sights III: Telescopic Vision +4 vs. Sight based range penalties, OAF (Stun Glasses, -1)

Total Powers Cost:
Skills, Perks and Talents:
3 Analyze: Combat
3 Breakfall
3 Combat Driving
3 Combat Piloting
3 Combat Sense
3 Concealment
3 Electronics
3 Fast Draw
3 Security Systems
3 Shadowing
3 Stealth
5 Rapid Attack
3 Teamwork
3 Tracking
5 Language: Silent Speech

Suited Minion
4 Wriggle Room (Martial Escape) +0/+0 +15 STR Vs Escapes
4 Knock away (M Disarm) +2/+2 Disarm, +10 Str
4 Side Step (M Dodge) -/+5 Dodge, affects all, Abort
3 Skilled Technician (Weapon Elements): hands, Clubs, Argon-y Gun, Neontron Gun & Gasburst Grenade.

10 +2 W/ All Ranged Combat
6 +2 W/ Analyze, Argon-y Gun, Neontron Gun & Gasburst Grenade.
4 +2 PSL Vs. Rapid Fire
5 +1 DCV Vs. All
9 Sneaky: +3 With Concealment, Stealth & Shadowing
Total Cost of Skills Perks and Talents:
Disadvantages:
20 DF: Evil Suit veneer
10 Phys Lim: penalties to disguise stealth and concealment rolls because of suit
20 Follows Bosses Orders
10 PSl: Oh no not jail again. Claustrophobic
5 Vulnerability X2 effects from drinking alcohol
20 Carries Illegal Military grade Weapons
1 Quirk: Merc
1 Quirk: Legal speak
Total value of Disadvantages:
Characteristics + Powers + Skills, Perks and Talents= Total Character cost
Base Points + Available from disadvantages + = Maximum

AnotherSKip
12-26-2009, 10:45 PM
This might be thread necromancy but because a character who actually had the skills talked to a dead guy who could give him the info Echo uncovererd some character stats for the first version of Grizzleighs Powersuit...

so without further ado here is a version of her powersuit:


T. H. E. O. D. O. R. A. (Technological Hybrid of Experimental Optional Designs Operations Resources and Assistances) Suit: this suit combines a daring series of designs representing a combination of the genius of the deceased Reginald Moter and the inspiration of Grizzleigh all made possible by Regina Moter.
48 Bear Ability Multipower (72 point Multipower) All OIF (Suit, -1/2),
7u Bear Shove: 8d6 EB Physical, x2 KB (+3/4), (70A) OIF (Suit, -1/2),
2u Bear Swipe: +8d6 HA (Hand attack, -1/2), OIF (Suit, -1/2),
7u Bear Claws: 1 ½ D6 RKA, AP(+1/2), 0 End (+1/2), +2 Stun Multiplier (+1/2) OIF (Suit, -1/2),
3u Scrunch Scarf: 5d6 5def, Stops teleport (+1/4) (62A) 1 recoverable continuous charge lasting 5 minutes (-1/4) OIF (Suit, -1/2),
8m Bear Streaking: +18” Running x4 NCM, 0 end (+1/2), (61A), OIF (Suit, -1/2),
1m Bouncing Baby Bear: 10” Super-leap, OIF (Suit, -1/2),
6m Burrowing Claws: 6” Tunneling through 12 Defense (48A), OIF (Suit, -1/2),
1m Bear Climb: Clinging Normal Str (10A), OIF (Suit, -1/2),

9 Augmented Assault System: 6 3 point skill levels with Bear Ability Multipower OIF (Suit, -1/2), Only to increase effects of powers (+9 Stun with Stun attacks, +3 Body with body attacks, -1/2)

32 Bear Skin: 15RPD/15RED Armor, Hardened (+1/4) OIF (Suit, -1/2),

7 Protection of Fur: 3 Lack of Weakness for Ear Fur & Polarized Glassy Eyes II each, 4 Lack of Weakness for Bear Skin (10A),OIF (Suit, -1/2),

13 Hibernation System: Life Support: SCB, High Pressure, High Radiation, Intense cold intense heat Low Pressure/vacuum (19A), OIF (Suit), 1 Continuing Charge lasting 6 hours (-0)

6 Rock-a-bear Radio System: HRRP (Radio Group) (12A), OIF (Suit, -1/2), Affected by Sight, Hearing and Radio group groups (-1/2)

20 Rock-a-bear Communication System: Mind Link Specific group of up to eight minds, no LOS needed (35A), OIF (Suit, -1/2), Affected by Hearing and Radio group groups (-1/4)

17 Rock-a-bear Holograph System: Images Sight and Hearing groups +/-3 to Per rolls Increased radii (2”, +1/4) (30A), OIF (Suit, -1/2), Limited Range (40”, -1/4)

6 Bear Ears: +6 vs. range modifiers for hearing group (9A), OIF (Suit, -1/2),
7 Ear Fur: 10 Points Audio group flash defense, OIF (Suit, -1/2),
3 Polarized Glassy Eyes I: Increased Arc of perception (240 degrees, 5) OIF (Suit, -1/2),
7 Polarized Glassy Eyes II: 10 Points Sight group flash defense, OIF (Suit, -1/2),
5 High Powered Thermal Detectors: N ray Vision (stopped by thermal dynamics), OIF (Suit, -1/2), Limited to thermal information (-1/2),
3 Thermal Tracking Filters: tracking on thermal senses, OIF (Suit, -1/2),

20 Bionic Bear Strength: +40 Str OIF (Suit, -1/2), No Figured Characteristics (-1/2)
18 Concussion Reducer Padding: +20 Con (40A), OIF (Suit, -1/2), No figured Char’s (-1/2), Does not apply to Cha Rolls (-1/4)
10 Bionic Bear Speed: +2 Speed OIF (Suit, -1/2), Costs End (-1/2)

15 Bear Tools: +4 to tech rolls (20A), OIF (Suit, -1/2),

20 Personal Assistant
Cracker: Computer Programming (Infiltration) 14- (11 Active Points); OAF (-1)
Slicer: Lockpicking 14- (13 Active Points); Electronic Locks Only (-1), OAF (-1)
Alarm: Lightsleep (3 Active Points); OAF (-1)
Clock: Absolute Time Sense (3 Active Points); OAF (-1)
Nav: Bump Of Direction (3 Active Points); OAF (-1)
Onboard Calculator: Lightning Calculator (3 Active Points); OAF (-1)
Personal Data Assistant: Eidetic Memory (5 Active Points); OAF (-1), Data / Facts Only (-1/2)
Phone: High Range Radio Perception (Radio Group), Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (19 Active Points); Personal Calls Only (-2), OAF (-1)

38 Babbage Battle Machine, this machine uses pre-prepared punch cards to generate a Martial Arts package. 53 point Martial Arts Package Continuous (+1) (106 A), 1 Recoverable Continuing Fuel Charge (lasts one minute, winding is necessary, -1/2), OIF (Babbage Suit, -1/2), Gestures (requires Both hands, -1/2), Extra Time (Goes Last in a phase, -1/4) (- 2.75 T)
Clockwork Counterstrike (M block) +2/+2 Block, Abort (4)
Rigged Riposte (Def. Strike) +1/+3 Str Strike (5)
Calculated Body shot (M Str) +0/+2 Str Strike+2d6 (4)
Punch-card Pop (Leg sweep) +2/-1 Str Strike+1d6 target falls (3)
Energized Escape (Escape) +0/+0 +15 Str Vs Escapes (4)
Differential Dodge (M Dodge) --/+5 Dodge, All Attacks, Abort (4)
Punch Card Power (Off Str) +1/-2 STR+4d6 Strike (5)
Technical Takedown (Takedown) +1/+1 STR Strike; Target Falls (3)
Calculated Clothesline (M-Throw) +0/+1 STR +v/5, Target Falls (3)
Piston Powered (Damage Classes) N/A +4 DC to all Martial Arts (16)
Weapon Elements: hands, Clubs, Blades (2)

5 Piston Projection: the machine listed above can gain additional reach by using extensors giving a Stretching ability of up to 2”, No NCM stretching(-1/4), Linked Babbage Battle Machine Martial Arts package (-1/2), Direct Only (-1/4),

mel
01-07-2010, 09:35 AM
Has anyone here ever tried converting the Champions (Angel, Ghost Rider, Black Widow, etc.) into the game Champions? I'd bet they'd fit into the game system rather well.

AnotherSKip
01-08-2010, 12:19 AM
Sorry , not a fan.

AnotherSKip
01-18-2010, 03:37 PM
one of several characters i suggested for KillerShrikes initial character examples for a monster hunters camapaign can be found here.

http://www.killershrike.com/HereThereBeMonsters/HereThereBeMonsters.aspx

likely the fourth or so version of a 6th ed character i have built (without books no less).

Character Name: Buzz Harris
Campaign name: Monster Hunter Society
Genre: Dark Champions

Characteristics
Val Char Base Points Total Roll Notes
15 STR 10 0 10 11- HTH Damage 2d6 END [1]
11 DEX 10 0 10 11-
10 CON 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
13 EGO 10 3 13 12-
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6

3 OCV 3 0 3
5 DCV 3 10 5
3 OMCV 3 0 3
3 DMCV 3 0 5
3 SPD 2.0 10 3 Phases: 4, 8, 12

3 PD 2 1 3 3 PD (0 rPD)
3 ED 2 1 3 3 ED (0 rED)
6 REC 4 2 6
30 END 20 2 30
11 BODY 10 1 11
22 STUN 20 1 22

12 Running 12 0 12m
4 Swimming 4 0 4m
4m/2m Leaping 4 0 4m

Total Characteristics Points

RESOURCES
8 Hirsute (Elemental Control): Buzz apparently has a Psychic based ability to control his hair on his admittedly hirsute body. In all cases the use of his powers usually makes a buzzing noise ranging from a subtle bee buzz to a chainsaw like rattle, and they do not work well when he is very wet or wearing heavy clothing. He can perform the following power stunts with this ability. 12 point Elemental Control, Noisy (-1/4), Restrainable (Heavy clothing, loss of most/all hair, Does not work well when wet) (-1/4)

6 Power Punch: +4d6 Hand Attack (-1/2 Hand Attack) Noisy (-1/4), Restrainable (-1/4), +1 OCV Costs End (-1/2) Noisy (-1/4), Restrainable (-1/4),

8 Microfiber Blows: ½ d6 HKA, Continuous (+1), Damage Shield (+3/4), 0 end (+1/2), Persistent (+1/2), (34 A) Noisy (-1/4), Restrainable (-1/4),

6 Missed by a Hair: Combining hair trigger sensitivity to normal attacks with a psychic survival mechanism Buzz has a real ability to Survive. Combat Luck (12 PD/12 ED) Costs End (-1/2), Noisy (-1/4) Restrainable (-1/4).

7 Moving Hair Tricks: Buzz can use the hairs on his body simulate a variety of movements ranging from using his hair to grab various surfaces and drag him along them operating something like a centipede; generating air flows downwards Buzz can prevent most falling damage, (gliding effects) as well as prodigious leaps upwards as well: 10” Flight (20 A), Noisy (-1/4) Restrainable (-1/4). Limited (not direct flight, only something akin to super athleticism abilities) (-1/4)


Total Resources Cost:
Skills, Perks and Talents:



Total Cost of Skills Perks and Talents:

COMPLICATIONS
Cost Complication



50 Total Complications Cost





Total value of Disadvantages:

Characteristics + Powers + Skills, Perks and Talents= Total Character cost
Base Points + Available from disadvantages + = Maximum

BIOGRAPHY: Named after Buzz Aldrin the famous astronaut, Buzz has grown up to become a man much like he thinks his hero would be. Though he never joined the armed forces (citing his families concerns and feelings post the Viet Nam War) he has tried to find other ways to help. Denied this opportunity to serve his country Buzz did feel something had been left out of his life. Discovering the Monster hunting process he met his fate at the hands of a shaman who tried to curse him and failed, why is still unknown. Buzz then took matters into his own hands, becoming more of an active hero and finally filling the void that was in him.


APPEARANCE: Buzz likes to wear loose or minimal clothing apparently showing off his hairy body, though in reality he knows his powers limits and likes to be prepared.
Height: 5’10” Hair: brown hair all over his body with a buzz cut on top, natch!
Weight: 205 lbs Eyes: are a washed out red rimmed grey.

PERSONALITY: Buzz is a strong believer in being one of the good guys, monster hunting is just a way to show the world he can be one of the good guys

QUOTE:


TACTICS: As a strange sort of Vitruvians he is an athletic, physically capable Psychic that subconsciously uses his Psionics to enhance his abilities, sometimes to superheroic levels. The weird part is he ‘should’ be able to do more than just control his own hair, however he has not developed those abilities.



In a Here There Be Monsters campaign, Psychics have the following restrictions:
Psychic Power Real Cost Limit: ((Base Points + Max Complications + Experience Points) / 4)
Psychic Power Active Point Limit: ((Base Points + Max Complications + Experience Points) / 2)
Power Frameworks:
Elemental Controls (5e) and Unified Powers (6e) are allowed
Once a character's (Base Points + Max Complications + Experience Points) equals or exceeds 200 points, they can purchase a Multipower for their Psionic abilities
A character upgrading to a Multipower can choose to collapse an existing Elemental Control or set of Unified Powers into their new Multipower Pool as they prefer

AnotherSKip
01-21-2010, 10:30 PM
this is a much more viable 6th edition character

Name: Natalie Green
Char:
Val Char Base Points Total Roll Notes
8 STR 10 -2 10 11- HTH Damage ?
13 DEX 10 6 10 11-
10 CON 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
8 EGO 10 -2 8 11-
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6

3 OCV 3 0 3
5 DCV 3 10 5
2 OMCV 3 -2 2
5 DMCV 3 6 5
3 SPD 2.0 10 3 Phases: 4, 8, 12

3 PD 2 1 3 3-12 PD (0-9 rPD)
3 ED 2 1 3 3-12 ED (0-9 rED)
6 REC 4 2 6
30 END 20 2 30
8 BODY 10 -2 8 (See below)
22 STUN 20 1 22

12 Running 12 0 12m
4 Swimming 4 0 4m
4m/2m Leaping 4 0 4m

37 Total Characteristics Points
RESOURCES:

10 Nine Lives of the Cat: Miraculous Survival: 5/level, she currently has two levels. This ability allows a character to escape certain death...once. If a character with this ability would be killed, the GM is obligated to orchestrate some scenario or chain of events whereby the character instead escapes, scrapes through, were playing possum, weren't as dead as they seemed, it all turns out to be part of an elaborate sham, or something else even more unlikely. No matter how disbelief-suspending the character's continued existence may seem, they somehow manage to avoid doom for at least the duration of a scene. Limited: this power in Natalie’s case only will not allow resurrection from a called heart shot (-0) this limitation is tied to her background but isn’t intended to limit, but to allow a final death if necessary.

12 Gear pool (58/60)
A) It’s for Cutting Boxes: Killing attack- Hand 1d6, Penetrating (x2, +1) OAF (Box knife; -1), Real Equipment (-1/4),

B) I buy all my stuff at Homes Dept: Variable Power Pool (Gear Pool), 23 base + 45 control cost, No Skill Roll Required (+1) (68 Active Points); OIF (Specific Tool chosen at ‘purchase’; -1/2), Real Equipment (-1/4), Equipment can only be changed out with available tools/gear (-1/4)
Notes: Real Cost: 45 points; Gear Pool; Abilities Shown Are Just Examples.

1) Cats Claw: +2 To Block and Concealment Skill, OAF (Specific Tool chosen at ‘purchase’; -1), Real Equipment (-1/4)

2) Saws All I-VI: Killing attack- Hand 1d6, Armor Piercing (x2, +1), OAF (Specific Tool chosen at ‘purchase’; -1), 1 continuing Fuel Charge (battery pack, +0), Real Equipment (-1/4), Noisy (-1/4)

3) Protective Goggles: 10 points of flash defense OIF (Specific Tool chosen at ‘purchase’; -1/2), Real Equipment (-1/4),

4) Protective Gear: piecing together protective gear from the local Homes Department, Natalie can come up with a bizarre looking set of ‘work clothes’ that can provide the following defenses up to +4 additional Body, +2 DCV, Insulating properties, +2 Levels versus cold, and +3 RPD/+3RED, Side effects Distinctive features (-1/2), Activation 14- (-1/2), OIF (Specific Tool chosen at ‘purchase’; -1/2), Real Equipment (-1/4).

8Flight of the Succubus: 5” Flight, not for long distances (-1/4, for example levitating out of a pool or inside a room, not across a lake or to another town)

24Demonic Body I; Combat Luck, 6 RPD/6RED, Hardened, she receives mortal wounds but does not die from them. Limited: this power in Natalie’s case only will not allow resurrection from a called heart shot (-0) this limitation is tied to her background but isn’t intended to limit, but allow a final death if necessary.

8Lucky Victim: 2 Lucky Damage Dice: This special form of Luck takes effect when this character rolls for Killing damage with Knives. When rolling for damage a character may roll a specially colored (or otherwise easily identified) die for each level of Lucky Damage a character has in place of a die they would normally roll. When a Lucky Damage die rolls a 6 the player can roll that die again and add the total to their damage total, continuing until that die stops rolling 6's. No matter how many Lucky Damage dice a character has, they do not roll more dice of damage than the attack they are using actually does. This form of Luck has no other effect. In Natalie’s case she also has the limitation only with knives (-1/4)

8Demonic Body II: +10 Strength, Lost when ‘hungry’ (-1/4)

16Inflict Hopelessness: +20 Presence, Only for Attacks (-1), Side effects (alters appearance to become demonic/ghoulish, -1/4)

4Already Changed: 5 Power Defense, only applies to self not gear or carried items (-1/4), Because she is already transformed from a human to a supernatural creature some supernatural powers don’t work as well against her.

Total Resources Cost: 90-(25 Seed) = 65
Skills, Perks and Talents:
6 +2 with knives
1 Our school library has a small Occult sectionKS: Supernatural World 8-
3 Five Fingered Discount: Sleight of Hand:
3 Nice Hardware, Ace: Charm
3 Just Walk Away: Stealth
3 Leave me Alone: Concealment
1 Monster Hunter
Total Cost of Skills Perks and Talents: 20

COMPLICATIONS

10Demonic Hunger: She has learned that her victims need not be innocent but they should be suffering from hopelessness, despair, or any other severe negative emotion typically found in angst ridden teens. She must ‘feed’ once a month and currently fulfills this need by ravaging upon the dying monsters who are usually suffering as bad as they were dishing out. Often times leaving her targets remains looking like lasagna with teeth.

10Heart of the Deamon: Seeks to revenge herself against those who have done her wrong as well as being a suffering angst ridden pile of guilt and anger motivated by hunger as often as anything else.

10Escapee: Formerly hunted by many authority figures for the murder of her best friend, an indie rocker band, and escaping from a mental institution. Should she ever be caught… well the result probably won’t be pretty. She is believed to be dead, but enough evidence in the wrong hands and she could be left with even worse choices than she has now.

10Easy to track: Her feeding needs leaves a mark upon her target. In most cases there aren’t any questions when her target is a Monster, however should someone be able to link her targets back to her home town of Devil’s Mettle it may require some intervention from her group… Perhaps mages convince others their magical spells can produce the same effects or a now deceased monster did similar things to those old cases etc…

10Demon Curse: Natalie is susceptible to certain resources and spells designed to harm Monsters. As such there are many things that can be done to harm her that would have no effect upon even her fellow Hunters.

50 Total
BIO: Natalie Green was a fairly normal high school girl until a band of indie rockers botched the sacrifice of her best friend leaving her friend possessed by a deamon. Eventually the two friends came into conflict over the changes they had gone through leaving Natalie with no recourse but to kill her friend to stop the evil. Her friend’s mother walked in on her holding the knife in her friend’s heart and Natalie was subsequently caught and imprisoned. She then developed her supernatural powers in the institution and escaped, revenging herself upon the band that willingly did this for their own greed.
Since then she has managed to elude her pursuers until ran across a helpful Monster Hunter more interested in helping than slaying. She now knows how to fulfill her monthly need and do ‘good’ as well as keep herself in check plus she even can get paid for her ‘services’ if she can convince others to collect the bounties.

APPEARANCE
Height: 5’, 3”
Hair: Blond
Weight: 137 lbs
Eyes: Blue

Natalie is a slightly chunky waif who prefers for her dress hoodies, jeans and typical nondescript clothing for someone of her age. She desires to be just another face in the crowd as much as possible, blending in and being overlooked whenever possible. She avoids choices that would improve her appearance perhaps as a part of her self loathing. Note using her Inflict Hopelessness changes the details of her appearance significantly.

PERSONALITY: Natalie is a suffering angst ridden pile of guilt and anger motivated by hunger as often as anything else. She is likely to not personally collect bounties for her work but to rely upon the others to collect them for her because of her problems with authority figures. If she cannot have someone else collect the bounty then it will go uncollected. She might have a lot of potential as a Hunter but only if she can overcome her possibly greater potential as a Monster.

QUOTE: “Know what this is?”

TACTICS: Natalie prefers hand to hand combat with household tools, perhaps as a form of a death wish or as a part of the feeding process. She isn’t a strong tactician or combat enthusiast, often engaging from necessity or hunger, in combat she has been known to perform unnecessary maneuvers just because she wanted to. She is also willing to take things that aren’t hers, again primarily from a combat/necessity standpoint.

As part of a team she will usually try to hide in the back in group social situation and rarely put herself forward. Though in personal combat her desire to feed and hide while doing so, may suggest she attempts to drag prey off into a corner, endangering her teammates, it also should make her the one to keep track of the bodies, while others are distracted and if necessary perform the Coup de Gracie. However her desire to feed monthly pushes her to push the team to not take breaks and keep on hunting even when other desires of the team have been assuaged (should be helpful to the GM, and managed as such).