Christopher R Taylor Posted February 6, 2015 Author Report Share Posted February 6, 2015 I liked the Piercing advantage, it was a nice concept Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted February 6, 2015 Report Share Posted February 6, 2015 If I recall correctly one of the villains in WOT7H has the automation advantage, 75% Dam Red (phys and ener) and about 12-14 defences, resistant. But as weaknesses he has a suscept to fire, and vuln to sonics and find weakness. If any villain was designed to make certain pc's feel weak and other (Helios, Ace, Huntsman, and doc Sonic) feel uber, it was this guy! PS main attack a 2d6 RKA with 16 pts piercing (and old add on that reduced defences by one point per point of pierce, so minus 16 ED) You're right about the damage reduction, but that critter wasn't built as an automaton. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 6, 2015 Author Report Share Posted February 6, 2015 Huntsman, the swashbuckling corporate shark. He finances a lot of the team and is responsible for all their tech. Somehow despite having no mask and a porn 'stache nobody seems to recognize him. Maybe the mustache is fake. Huntsman Val Char Cost 18 STR 8 Lift: 360kg, Damage: 3 1/2d6 18 DEX 16 18 CON 8 10 BOD 0 18 INT 8 Perception: 12- 10 EGO 0 15 PRE 5 Presence Attack: 3d6 8 PD 6 With Costume: 22 PD, 14 rPD 8 ED 6 With Costume: 22 ED, 14 rED 5 SPD 30 15 REC 11 35 END 3 45 STN 13 OCV: 6 DCV: 6 OMCV: 3 DCMV: 3 22m RUN 10 14m SWIM 5 7m LEAP 2 Characteristics Cost: 160 Cost Power 15 Luck 3d6 4 Specialized Contacts: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4) 4 Specialized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) 8 Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4) 28 Costume: Resistant Protection (14 PD/14 ED) (42 Active Points); OIF (-1/2) 37 Crossbow: Multipower, 60-point reserve, all slots 32 Charges (+1/4) (75 Active Points); all slots OAF (-1) 3f 1) Electric Bolt: Blast 12d6 (60 Active Points); OAF (-1) 2f 2) Sonic Bolt: Blast 8d6, Armor Piercing (+1/4) (50 Active Points); OAF (-1) 2f 3) Fire Bolt: Blast 8d6, Area Of Effect (16m Radius Explosion; +1/4) (50 Active Points); OAF (-1) 3f 4) Gas Bolt: Blast 6d6, Attack Versus Alternate Defense (Life Support need not breathe; All Or Nothing; +1) (60 Active Points); OAF (-1) 3f 5) Webbing Bolt: Entangle 6d6, 6 PD/6 ED (60 Active Points); OAF (-1) 3f 6) Flare Bolt: Sight Group Flash 12d6 (60 Active Points); OAF (-1) 2f 7) Razor Bolt: Killing Attack - Ranged 2d6+1 (35 Active Points); OAF (-1) Powers Cost: 114 Cost Skill 3 Acrobatics 13- 3 Combat Driving 13- 3 Combat Piloting 13- 12 +4 Coordinating attacks 64 +8 with Ranged Combat 3 Computer Programming 13- 3 Demolitions 13- 3 Inventor 13- 2 Language: Russian (fluent conversation) 5 PS: Hunter 15- 3 Stealth 13- Skills Cost: 104 Cost Perk 10 Money: Wealthy Perks Cost: 10 Total Character Cost: 388 Pts. Complication 10 Dependent NPC: Wife Jessica Savage Infrequently (Normal) 20 Dependent NPC: Children Michael and Mindy Savage Infrequently (Incompetent; Group DNPC: x2 DNPCs) 20 Hunted: Seven Horsemen Frequently (Mo Pow; Harshly Punish) 20 Hunted: Supreme Soviets Frequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish) 10 Psychological Complication: Highly Competative (Common; Moderate) 10 Psychological Complication: Hatred of Guns (Common; Moderate) 15 Social Complication: Secret Identity Frequently, Major 5 Vulnerability: 1 1/2 x STUN Mental Blast (Uncommon) Complication Points: 110 Huntsman.hdc rjd59 1 Quote Link to comment Share on other sites More sharing options...
CTaylor Posted February 7, 2015 Report Share Posted February 7, 2015 Having some problems logging into Hero Games, I did a password reset and the password that is sent to me... doesn't work. I tried it twice So here's tomorrow's post, assuming I can log in Maelstrom Acroyear II and Enforcer84 2 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 7, 2015 Author Report Share Posted February 7, 2015 OK was able to rebuild my login, finally. Maelstrom, the old man of the group whose mutant powers manifested in his 40s. He's a weather controller but as the edition was early he didn't have any sort of change environment to control the weather, so I built one for him. Maelstrom Val Char Cost 13 STR 3 Lift: 130kg, Damage 2 1/2d6 26 DEX 32 23 CON 13 10 BOD 0 13 INT 3 Perception Roll: 12- 13 EGO 3 15 PRE 5 Presence Attack: 3d6 10 PD 8 With Wind Deflection: 25 PD, 15 rPD 10 ED 8 With Wind Deflection: 15 ED, 5 rED 5 SPD 30 15 REC 11 70 END 10 35 STN 8 OCV: 9 DCV: 9 OMCV: 5 DMCV: 5 12m RUN 0 4m SWIM 0 5m LEAP 1 Characteristics Cost: 206 Cost Power 4 Contact Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4) 8 Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4) 4 Contact Lenses: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) 46 Wind Riding: Flight 46m 24 Deflecting Winds: Resistant Protection (15 PD/5 ED) (30 Active Points); Costs Half Endurance (-1/4) 50 Weather Control: Multipower, 75-point reserve, (75 Active Points); all slots Requires a Roll: 14- Each Phase/Use (-1/2) 5f 1) Winds: Telekinesis (50 STR) (75 Active Points); Requires a Roll: 14- Each Phase/Use (-1/2) 4f 2) Lightning: Killing Attack - Ranged 4d6 (60 Active Points); Requires a Roll: 14- Each Phase/Use (-1/2) 4f 3) Whirlwind: Entangle 3d6, 3 PD/3 ED, Area Of Effect (1m Radius; +1/4), Takes No Damage From Attacks All Attacks, STR only to break out (+1) (67 Active Points); Requires a Roll: 14- Each Phase/Use (-1/2) 3f 4) Fog: Darkness to Sight Group 10m radius (50 Active Points); Requires a Roll: 14- Each Phase/Use (-1/2) 4f 5) Weather Command: Change Environment (+1 Wind Levels, +2 Temperature Level Adjustment, -1 Wind Levels, -2 Temperature Level Adjustment, Long-Lasting 5 Minutes), Area Of Effect (3m Radius; +1/4), MegaScale (1m = 1 km; Area; +1) (63 Active Points); Requires a Roll: 14- Each Phase/Use (-1/2) Powers Cost: 156 Cost Skill 12 +4 with coordinating attacks 3 Linguist 2 1) Language: Chinese (completely fluent) (3 Active Points) 2 2) Language: French (completely fluent) (3 Active Points) 2 3) Language: German (completely fluent) (3 Active Points) 1 4) Language: Greek (fluent conversation) (2 Active Points) 1 5) Language: Hebrew (fluent conversation) (2 Active Points) 2 6) Language: Japanese (completely fluent) (3 Active Points) 1 7) Language: Latin (fluent conversation) (2 Active Points) 2 8) Language: Russian (completely fluent) (3 Active Points) 2 9) Language: Spanish (completely fluent) (3 Active Points) 3 PS: Philologist 12- Skills Cost: 33 Total Character Cost: 395 Pts. Complication 15 Dependent NPC: Denise Swanson, secretary Frequently (Normal) 25 Hunted: Genocide Frequently (Mo Pow; NCI; Harshly Punish) 20 Hunted: Seven Horsemen Frequently (Mo Pow; Harshly Punish) 15 Psychological Complication: Claustrophobia (Common; Strong) 10 Psychological Complication: Code against killing (Common; Moderate) 15 Social Complication: Secret Identity Frequently, Major 10 Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon) 10 Vulnerability: 2 x BODY Gravity Based Attacks (Uncommon) Complication Points: 120 (image above) Maelstrom.hdc Quote Link to comment Share on other sites More sharing options...
wcw43921 Posted February 7, 2015 Report Share Posted February 7, 2015 Huntsman, the swashbuckling corporate shark. He finances a lot of the team and is responsible for all their tech. Somehow despite having no mask and a porn 'stache nobody seems to recognize him. Maybe the mustache is fake. Porn stash, eh? There's a few titles I'm looking for--perhaps he'd care to sell or trade? Maybe the mustache is fake. The hair could be fake as well. Perhaps he's blonde under a wig. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 7, 2015 Author Report Share Posted February 7, 2015 Maelstrom has even less of a disguise, I guess people are just distracted by the cape. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 9, 2015 Author Report Share Posted February 9, 2015 Quasar, team captain and originator of the Protectors. An alien who was once slave to the powerful Firewing, he discovered freedom on earth and fought against his former master with locals and has become quite a favorite figure in the bay area of California. His multipower has "not in darkness" in the module, which was given a -1/4, but given that its dark half the time on earth, in any room without a light on, and any time someone uses a darkness power - plus Quasar has no light-producing powers - that limitation seemed low to me. Again, his multipower had half END on all the powers, but since after 3rd edition endurance costs were halved, I dropped that. His multipower for flight had "OAF wings" because they were detachable. No, actually, that was a common build back then to represent restrainable until someone pointed out that it was a bit silly and poorly built. Someone can stop you from flying but can't take your wings away or even use them to fly with themselves. He also had a gliding slot in the multipower that was significantly faster than his normal flight, since it was cheaper, but that doesn't work any more (the active cost is the same as flight now) so I repurposed that into long distance fast flight out of combat of roughly 190 mph. Also I sped up his FTL because it would take ages to get from any alien planet to earth for colonizing at 1 light year per year. Overall, he's quite expensive, and powerful. Quasar Val Char Cost 18 STR 8 Lift: 360kg, Damage: 3 1/2d6 26 DEX 32 23 CON 13 12 BOD 2 13 INT 3 Perception: 12- 13 EGO 3 15 PRE 5 Presence Attack: 3d6 25 PD 23 25 rPD 25 ED 23 25 rED 6 SPD 40 15 REC 11 65 END 9 50 STN 15 OCV: 9 DCV: 9 OMCV: 5 DMCV: 5 12m RUN 0 4m SWIM 0 7m LEAP 2 40m FLY Characteristics Cost: 261 Cost Power 25 Alien Physiology: Life Support (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 19 Photonic Travel: Faster-Than-Light Travel (1 Light Years/day) (28 Active Points); Linked (Photonic Form; -1/2) 24 Damage Resistance: (Total: 24 Active Cost, 24 Real Cost) Resistant (+1/2) (12 Active Points) applied to PD (Real Cost: 12) plus Resistant (+1/2) (12 Active Points) applied to ED (Real Cost: 12) 6 Light Resistant: Sight Group Flash Defense (6 points) 12 Eagle Eyes: +8 versus Range Modifier for Sight Group 5 Star Vision: Ultraviolet Perception (Sight Group) 8 Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4) 50 Photonic Control: Multipower, 75-point reserve, (75 Active Points); all slots No power in darkness (-1/2) 4f 1) Photonic Blast: Blast 12d6 (60 Active Points); No power in darkness (-1/2) 5f 2) Photonic Burst: Sight Group Flash 8 1/2d6, Area Of Effect (12m Radius; +3/4) (75 Active Points); No power in darkness (-1/2) 3f 3) Photonic Form: Desolidification (40 Active Points); No power in darkness (-1/2) 27 Wings: Multipower, 40-point reserve, (40 Active Points); all slots Restrainable (-1/2) 3f 1) Combat Flight: Flight 40m (40 Active Points); Restrainable (-1/2) 3f 2) Travel Flight: Flight 22m, x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (40 Active Points); Restrainable (-1/2) Powers Cost: 194 Cost Skill 3 Bureaucratics 12- 12 +4 with coordinating attacks 6 +2 with multipower 15 +3 with flight 2 KS: Alien Technology 11- 3 Language: English (Fluent: N'gali) (completely fluent) 3 PS: Strategist 12- 3 Tactics 12- 3 Teamwork 14- Skills Cost: 50 Total Character Cost: 505 Pts. Complication 30 Enraged: Berserk When caged or bound (Uncommon), go 11-, recover 8- 10 Distinctive Features: Alien: glowing eyes, big snowy wings (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 30 Enraged: Innocents harmed (Very Common), go 11-, recover 8- 20 Hunted: Seven Horsemen Frequently (Mo Pow; Harshly Punish) 25 Hunted: Firewing Very Frequently (Mo Pow; Harshly Punish) 15 Psychological Complication: Code against killing (Common; Strong) 5 Psychological Complication: Likes publicity and public adoration (Uncommon; Moderate) 10 Social Complication: Public Identity Frequently, Minor 20 Vulnerability: 2 x STUN Chemical attacks (Common) 10 Vulnerability: 1 1/2 x BODY Chemical Attacks (Common) Complication Points: 175 Quasar.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 10, 2015 Author Report Share Posted February 10, 2015 Renegade, a team brick. He's pretty simple and straight forward a character, although the build has 100 endurance, and he only has basic abilities that use any END (strength and movement) so I'm not sure what on earth they did it for. He's a superhero in the tradition of his dad, Captain Thunder who died passing on his powers to Renegade. Framed for murder, the Protectors took him in and gave him a new identity. His sheet doesn't list it but all the other members had flash defense in their contacts, so I added it to him as well. Renegade Val Char Cost 55 STR 45 Lift: 50 tons, Damage: 11d6 23 DEX 26 28 CON 18 15 BOD 5 13 INT 3 Perception Roll: 12- (sight and hearing: 16-) 10 EGO 0 15 PRE 5 Presence Attack: 3d6 30 PD 28 30 rPD 27 ED 25 27 rED 5 SPD 30 20 REC 16 100 END 16 60 STN 20 OCV: 8 DCV: 8 OMCV: 3 DMCV: 3 22m RUN 10 4m SWIM 0 22m LEAP 9 Characteristics Cost: 306 Cost Power 28 Damage Resistance: (Total: 28 Active Cost, 28 Real Cost) Resistant (+1/2) (15 Active Points) applied to PD (Real Cost: 15) plus Resistant (+1/2) (13 Active Points) applied to ED (Real Cost: 13) 28 Lack of Weakness: (Total: 28 Active Cost, 28 Real Cost) Hardened (+1/4), Impenetrable (+1/4) (15 Active Points) applied to PD (Real Cost: 15) plus Hardened (+1/4), Impenetrable (+1/4) (13 Active Points) applied to ED (Real Cost: 13) 8 Unmoved: Knockback Resistance -8m 5 Keen Hearing: +5 PER with Normal Hearing 10 Keen Eyesight: +5 PER with Sight Group 8 Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4) 4 Special Contact Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4) 4 Special Contact Lenses: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) Powers Cost: 95 Cost Skill 24 +3 with HTH Combat 12 +4 with coordinating attacks 3 Conversation 12- 3 Criminology 12- 3 Streetwise 12- 3 Teamwork 14- Skills Cost: 48 Total Character Cost: 449 Pts. Complication 25 Hunted: Captain Thunder's arch enemy Frequently (Mo Pow; NCI; Harshly Punish) 20 Hunted: Seven Horsemen Frequently (Mo Pow; Harshly Punish) 25 Hunted: Law enforcement Very Frequently (As Pow; NCI; Harshly Punish) 10 Psychological Complication: Fear of heights (Common; Moderate) 20 Social Complication: Secret Identity Frequently, Severe 10 Vulnerability: 1 1/2 x STUN Poison and gas attacks (Common) Complication Points: 110 Renegade.hdc Dr. MID-Nite and Beetle 2 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 11, 2015 Author Report Share Posted February 11, 2015 I started to build the AI and base for the Protectors then discovered that I'm too tired, don't care about building bases, and don't want to. Here's the pic of the base, it floats in SF harbor, basically. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 11, 2015 Author Report Share Posted February 11, 2015 And finally, Silverfist. Permanently trapped in a suit of alien design, he went from boxing champ to freak who can't stand people mocking him. This is one of my favorite character concept designs: the melee based energy projector. Not really a martial artist (although he has boxing), but a damage guy who fights hand-to-hand. He's built with 14- armor so when I did the coloring I wasn't 100% clear on if the armor covered him totally or just on his chest, head, hands, and feet. Silverfist is my final Protectors build, and I'll either start doing Ninja Hero (if the copy I ordered shows up tomorrow) or maybe Kingdom of Chamipions. Tons of characters in that bad boy. Silverfist Val Char Cost 30 STR 20 Lift: 1600kg, Damage: 6d6 23 DEX 26 28 CON 18 15 BOD 5 13 INT 3 Perception Roll: 12- 10 EGO 0 15 PRE 5 Presence Attack: 3d6 6 PD 4 With 14- activation armor: 23 PD, 17 rPD 6 ED 4 With 14- activation armor: 23 ED, 17 rED 6 SPD 40 18 REC 14 60 END 8 58 STN 19 OCV: 8 DCV: 8 OMCV: 3 DMCV: 3 32m RUN 20 4m SWIM 0 12m LEAP 4 Characteristics Cost: 260 Cost Power 34 Armor: Resistant Protection (17 PD/17 ED) (51 Active Points); Requires a roll: 14- each phase or use (-1/2) 5 Protected Eyes: Sight Group Flash Defense (5 points) 15 Radar (Radio Group) 15 X-Ray Vision: Penetrative (blocked by lead and gold) with Sight Group 10 Radio Perception/Transmission (Radio Group) 25 Life Support (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) Powers Cost: 104 Cost Boxing Maneuver 4 Bob and Weave: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 Body Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 Cross: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 5 Jab: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 4 Shove: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove 5 Uppercut: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike Martial Arts Cost: 31 Cost Skill 12 +4 with Coordinated attacks 16 +2 with HTH Combat 3 Computer Programming 12- 3 Combat Piloting 14- 3 Combat Driving 14- 3 Criminology 12- 3 Paramedics 12- 3 Security Systems 12- 3 Streetwise 12- 3 Teamwork 14- Skills Cost: 52 Total Character Cost: 447 Pts. Complication 5 Distinctive Features: Always in metallic suit (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 20 Hunted: Seven Horsemen Frequently (Mo Pow; Harshly Punish) 15 Hunted: PsiBorg Frequently (As Pow; Harshly Punish) 10 Physical Complication: No sense of taste or smell (Infrequently; Slightly Impairing) 20 Psychological Complication: Overconfident (Very Common; Strong) 10 Psychological Complication: Touchy about looks (Common; Moderate) 20 Vulnerability: 2 x STUN Electrical Attacks (Common) Complication Points: 100 Silverfist.hdc Beetle and bubba smith 2 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 11, 2015 Author Report Share Posted February 11, 2015 Also, the paper minis to print out and use, if you ever run the module. After all, there's no point in doing these rebuilds if people don't play and use them preview: ProtectorsMinis.pdf Acroyear II and Beetle 2 Quote Link to comment Share on other sites More sharing options...
Jazzidemus Posted February 11, 2015 Report Share Posted February 11, 2015 How about the Seven Horsemen, I forgot about them until I started reading Protect and Serve. It was a product my crew never really used. Thanks to you Mr Taylor and the others you have dusted off old treasures I caught up with the other GM and we've started cobbling our old game together from memory, the funny thing was we were avid Blue bookers, but after 20 years of moving and what-nots the BB's didn't survive.... Quote Link to comment Share on other sites More sharing options...
Jazzidemus Posted February 11, 2015 Report Share Posted February 11, 2015 Hell I would love to see versions of the original Champions, Flare, Icestar, Marksman, Goliath, & Rose. I'm not sure why but i dig the original line up. I really think they have been the better lineup closely followed by 4th. These are the Champions I first encountered. Quote Link to comment Share on other sites More sharing options...
steriaca Posted February 11, 2015 Report Share Posted February 11, 2015 Hell I would love to see versions of the original Champions, Flare, Icestar, Marksman, Goliath, & Rose. I'm not sure why but i dig the original line up. I really think they have been the better lineup closely followed by 4th. These are the Champions I first encountered. They are, officially, The Guardians, NOT The Champions. And it wasn't till the comic books when they got stated. And there were LOTS of Guardians which for one reason or another never got stated, like Gargoyle, Force, Dove, Scarlet (or is it Starlet...I can't tell), ect... Quote Link to comment Share on other sites More sharing options...
bubba smith Posted February 11, 2015 Report Share Posted February 11, 2015 in case anyone came in late and wondered why they used the guardians handle, at the time marvel had a super team called the champions Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 11, 2015 Author Report Share Posted February 11, 2015 The problem with writing up the Guardians is that there never was any official write up of the team. The guy that played Rose was on Facebook and he talked about hooking me up with George MacDonald (the GM for that campaign) for info and stats, but nothing ever came of it. A few of them are written up in this thread, but too many we just have no real info about. They were given character sheets in the Champions comic book, but that was just the one writer's idea perhaps based on memory. I don't actually own Seven Horsemen so someone else would have to do those rebuilds Quote Link to comment Share on other sites More sharing options...
Deadman Posted February 11, 2015 Report Share Posted February 11, 2015 I don't know whether it was "official" or not but their stats are in the Champions limited series comic book. They are very basic write-ups without a whole lot of imagination as I recall. Quote Link to comment Share on other sites More sharing options...
Greywind Posted February 11, 2015 Report Share Posted February 11, 2015 I've got Wrath. Don't know when I'll be home yet. 4 states away. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 11, 2015 Author Report Share Posted February 11, 2015 Yeah the comic book has his version, they aren't official at all. Quote Link to comment Share on other sites More sharing options...
Jazzidemus Posted February 12, 2015 Report Share Posted February 12, 2015 They are, officially, The Guardians, NOT The Champions. And it wasn't till the comic books when they got stated. And there were LOTS of Guardians which for one reason or another never got stated, like Gargoyle, Force, Dove, Scarlet (or is it Starlet...I can't tell), ect... Your right the more i think about it, I think my original GM used the comic book stuff, I always thought they were the Champions and when the comic stuff hit they changed the name, but sooo much stuff sooo long ago lol. I thought they were stated in the Champions 1-3 ed Books, but it has been quite a while....i'm old. lol Thanx for the correction. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 14, 2015 Author Report Share Posted February 14, 2015 Its Ninja Hero time! This is the first Ninja Hero book put out, 4th edition with Aaron Allston writing. First on the block is Ba Kien, who gave me fits. Unfortunately, he had stats that were Hero Form Only... but only showed the full stats, so I had to pull out what they were without turning into Ba Kien However, he has almost exactly normal human stats, as it turned out. This is a master super villain, with minions, a base, and so on. He even has dragons. *edited: added dragons as followers Ba Kien Chacteristics Val Alt Char Cost 10 40 STR 0 10 28 DEX 0 10 23 CON 0 10 10 BOD 0 18 18 INT 8 10 23 EGO 0 10 30 PRE 0 2 15 PD 0 2 15 ED 0 3 6 SPD 10 4 13 REC 0 20 50 END 0 20 42 STUN 0 OCV: 9 DCV: 9 OMCV: 8 DOMCV: 8 12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 108 Cost Power 3 Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2) 72 Flight 60m, Reduced Endurance (0 END; +1/2) (90 Active Points); Only In Alternate Identity (-1/4) 60 Force Field: Resistant Protection (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Only In Alternate Identity (-1/4) 12 Iron Will: Mental Defense (20 points total) (Base MD) (15 Active Points); Only In Alternate Identity (-1/4) 71 Create Super Boxer: Major Transform 6d6 (Target into Super Boxer), Area Of Effect (500m Radius; +2), Selective (+1/4) (195 Active Points); 6 Charges (-3/4), Concentration (0 DCV; -1/2), Only targets of Chinese ancestry ([slightly Limited]; -1/4), Only targets with 10 or less EGO (-1/4) 17 Long Step: Teleportation 20m, MegaScale Range (1m = 1 km; +1), Usable Nearby (+1) (60 Active Points); 2 Charges (-1 1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4) 10 Teleportation: Floating Fixed Location (2 Locations) 154 Ba Kien Form: (Total: 194 Active Cost, 154 Real Cost) +30 STR (30 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 24) +18 DEX (36 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 29) +13 CON (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10) +13 EGO (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10) +20 PRE (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16) +13 PD (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10) +13 ED (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10) +3 SPD (30 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 24) +9 REC (9 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 7) +30 END (6 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 5) +22 STUN (11 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 9) 23 Kwan Dao: Multipower, 47-point reserve, (47 Active Points); all slots OAF (-1) 1f 1) Chain: Stretching 3m, Persistent (+1/4), Reduced Endurance (0 END; +1/2) (5 Active Points); OAF (-1) 2f 2) Haft: Hand-To-Hand Attack +8d6 (40 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) 1f 3) Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (4d6+1 w/STR) (25 Active Points); OAF (-1) Powers Cost: 426 Cost Kung Fu Maneuver 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 5 Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 1 Weapon Element: Empty Hand, Pole Arms Martial Arts Cost: 22 Cost Skill 5 Acrobatics 16- 3 Breakfall 15- 40 +5 with HTH Combat 5 KS: Archaeology 14- 5 KS: History 14- 2 KS: Kung Fu 11- 3 Linguist 2 1) Language: Ancient Chinese (completely fluent) (3 Active Points) 2 2) Language: Cantonese (completely fluent) (3 Active Points) 2 3) Language: English (Mandarin native) (completely fluent) (3 Active Points) 2 4) Language: Hakka (completely fluent) (3 Active Points) 5 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Three-Section Staff Skills Cost: 76 Cost Perks 107 Followers: 487 point dragons (x4) Total Character Cost: 739 Pts. Complication 20 Distinctive Features: Crazy Eyes, maniac's mannerisms (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 30 Enraged: Chinese culture, history, or people insulted (Common), go 14-, recover 8- 25 Hunted: Heroes Frequently (Mo Pow; NCI; Harshly Punish) 20 Physical Complication: Loses all powers when knocked out and placed in bronze vessel (Infrequently; Fully Impairing) 20 Psychological Complication: World conquering megalomaniac (Common; Total) 25 Psychological Complication: Hates Japanese and western powers (Very Common; Total) 15 Social Complication: Secret Identity Frequently, Major 10 Unluck: 2d6 Complication Points: 165 Ba Kien.hdc rjd59 and bubba smith 2 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 14, 2015 Author Report Share Posted February 14, 2015 Ba Kien's main muscle, his Bronze Dragons. He was defeated long ago and trapped in a bronze vessel that was decorated with dragons. When he finally escaped, he used his powers to turn the dragons into pets. Ba Kien keeps them in small form in his pockets, and brings them out to full size when needed. When one of them becomes full size, it begins to rain (dragons being masters of rain in Chinese mythology). The book notes that Chinese dragons are beings of honor and nobility, so for such an evil tyrant to control them would be highly annoying and even insulting to a Chinese person with any historical knowledge. Oddly they have no claws, bite, or flames, just their strength (which at 90 in growth form is pretty astounding). Because of the changes in Growth, the cost is pretty enormous to be as big as they get (around 100 feet long). When in storage, they are only about 2" long. The bronze dragons have no intermediary form, they are either huge or small. I used growth because it packs in all the necessary stats and is cleaner than building them with alternate characteristics, etc. Plus, that's how the original was built. Bronze Dragon Characteristics Val Char Cost 30 STR 20 Lift:1600kg (6.4 kilotons w/growth), Damage: 6d6 (18d6 w/growth) 15 DEX 10 30 CON 20 15 BOD 5 5 INT -5 Perception: 10- 10 EGO 0 30 PRE 20 Presence Attack: 6d6 (10d6 w/growth) 35 PD 18 15 rPD 25 ED 8 15 rED 4 SPD 20 12 REC 8 60 END 8 45 STN 13 OCV: 5DCV: 5 OMCV: 3DMCV: 3 44m RUN 32 4m SWIM 0 26m LEAP 11 Characteristics Cost: 208 Cost Power 45 Scales: Resistant Protection (15 PD/15 ED) 40 Immortal: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 14 Rain: Change Environment (-1 to Sight Group PER Rolls, -1 Temperature Level Adjustment, Long-Lasting 20 Minutes), Area Of Effect (2m Radius; +1/4), Reduced Endurance (0 END; +1/2), MegaScale area (1m = 1 km; +1), Cannot alter scale (-1/4) (35 Active Points); No Range (-1/2), Linked (Growth; -1/2), Instant (-1/2) 144 Size Change: Multipower, 120-point reserve, all slots Reduced Endurance (0 END; +1/2) (180 Active Points); all slots One or the other always on (-1/4) 4f 1) Smaller: Shrinking (0.0156 m tall, 4.768E-5 kg mass, -14 PER Rolls to perceive character, +14 DCV, takes +42m KB), Persistent (+1/4) (52 Active Points); One or the other always on (-1/4) 10f 2) Growth (+60 STR, +20 CON, +20 PRE, +12 PD, +12 ED, +12 BODY, +24 STUN, +15m Reach, +48m Running, -24m KB, hands/feet are Area Of Effect (2m Radius) attacks, 50,001-400,000 kg, +8 to OCV to hit, +8 to PER Rolls to perceive character, 17-32m tall, 9-16m wide) (120 Active Points); One or the other always on (-1/4) Powers Cost: 257 Cost Skill 16 +2 with HTH Combat 6 +2 Bite Skills Cost: 22 Total Character Cost: 487 Pts. Complication 15 Accidental Change: Shrinking shuts off when affected by magical detection 14- (Uncommon) 20 Distinctive Features: Huge chinese dragon (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Physical Complication: Mute (Infrequently; Slightly Impairing) 20 Physical Complication: Very tiny or very huge (Frequently; Greatly Impairing) 10 Physical Complication: No fine manipulatory ability in giant form (Infrequently; Slightly Impairing) 25 Psychological Complication: Obey Ba Kien (Very Common; Total) 30 Vulnerability: 2 x STUN Heat and fire (Very Common) 30 Vulnerability: 2 x BODY Heat and fire (Very Common) Complication Points: 160 Bronze Dragon.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 15, 2015 Author Report Share Posted February 15, 2015 And finally the Super Boxers that Ba Kien turns ordinary Chinese people into. Ba Kien is a very, very powerful bad guy with tremendous potential to give the PCs a very hard time. He gives GMs options for a different arch villain or mastermind in their game with built in minions and servants. The Super Boxers are psychotic servants of the Warlord, and each one starts with a different traditional chinese weapon, particularly ones associated with Kung Fu. I toned down their leaping (as listed they could jump over 100 feet which seemed excessive even for wild martial arts settings Super Boxer Characteristics Val Char Cost 30 STR 20 Lift: 1600kg, Damage: 6d6 18 DEX 16 23 CON 13 15 BOD 5 8 INT -2 Perception Roll: 11- 10 EGO 0 18 PRE 8 Presence Attack: 3 1/2d6 19 PD 8 19 ED 8 4 SPD 20 11 REC 7 45 END 5 46 STN 13 OCV: 6 DCV: 6 OMCV: 3 DMCV: 3 12m RUN 0 4m SWIM 0 17m LEAP 7 Characteristics Cost: 158 Cost Power 27 Armor: Resistant Protection (9 PD/9 ED) 45 Weapon (45 Active Points) Powers Cost: 72 Cost Kung Fu Maneuver 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 5 Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 10 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Chain & Rope Weapons, Clubs, Empty Hand, Hook Sword, Polearms and Spears, Staves, Three-Section Staff, Whips, Wind and Fire Wheels Martial Arts Cost: 34 Cost Skill 12 +4 Kung Fu 12 +4 with deflection and block 2 Language: Cantonese (Mandarin native) (fluent conversation) 2 Language: English (fluent conversation) Skills Cost: 28 Total Character Cost: 292 Pts. Complication 25 Enraged: Opposed by non-Chinese (Common), go 14-, recover 11- 25 Hunted: Law Enforcement Very Frequently (As Pow; NCI; Harshly Punish) 25 Psychological Complication: Fanatical followers of Ba Kien (Very Common; Total) 25 Psychological Complication: Can think of nothing but fighting and destroying (Very Common; Total) 5 Unluck: 1d6 10 Vulnerability: 2 x Effect Transformation attacks (Uncommon) Complication Points: 115 Super Boxer.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 16, 2015 Author Report Share Posted February 16, 2015 Ninja Hero had a supervillain team called Yoosoo in it, with a theme of Japanese Elements. They were a pretty effective group I used a couple of times and the first on the block is Hi or "fire". A modern day samurai with magical armor and the power to summon his weapons to him (as long as they aren't more than 30m away), Hi is very loyal to his masters and seeks to overcome the shame of his father's (although in this era grandfather makes more sense) failure to successfully crash a kamikaze plane into a US warship. One aspect of his build I particularly liked is that he's so rigid in his honor and thinking that ambush and treacherous attacks are stunning to him, literally: he has a vulnerability. Hi Characteristics Val Char Cost 23 STR 13 Lift: 600kg, Damage: 5 1/2d6 23 DEX 26 28 CON 18 18 BOD 8 13 INT 3 Perception: 12- 14 EGO 4 18 PRE 8 Presence Attack: 3 1/2d6 10 PD 8 With Armor: 28 PD, 18 rPD 10 ED 8 With Armor: 28 ED, 18 rED 6 SPD 40 15 REC 11 55 END 7 50 STN 15 OCV: 8 DCV: 8 OMCV: 5 DMCV: 5 20m RUN 8 4m SWIM 0 9m LEAP 3 Characteristics Cost: 242 Cost Power 3 Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2), IIF (Magic Ring; -1/4) 43 Magical Samurai Armor: Resistant Protection (18 PD/18 ED) (54 Active Points); IIF (-1/4) 30 Katana: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OIF (-1/2) 55 Katana Flourish: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Area Of Effect (2m Surface; +1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2), Uncontrolled (+1/2) (82 Active Points); OIF (-1/2) Powers Cost: 131 Cost Kenjutsu Maneuver 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 33 STR to Disarm 4 Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Lightning Strike: 1/2 Phase, +2 OCV, +0 DCV, 6 1/2d6 Strike 5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 33 STR to take weapon away 0 Weapon Element: Blades Martial Arts Cost: 21 Cost Skill 3 Acrobatics 14- 16 +2 with HTH Combat 20 +2 with All Attacks 3 Fast Draw 14- 3 High Society 13- 3 KS: Calligraphy 12- 2 KS: Japanese History 11- 3 KS: Kenjutsu 12- 2 Language: English (Japanese Native language) (fluent conversation) 4 WF: Common Melee Weapons, Common Missile Weapons Skills Cost: 59 Total Character Cost: 453 Pts. Complication 15 Hunted: Japanese Superheroes Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish) 15 Hunted: Japanese Authorities Very Frequently (Less Pow; NCI; Limited Geographical Area; Harshly Punish) 20 Psychological Complication: Code of the Bushi (Common; Total) 20 Psychological Complication: Avenge all insults to self and Kages (Very Common; Strong) 10 Psychological Complication: Ashamed of Father's failures, attempts to make up for them (Common; Moderate) 5 Social Complication: Secret Identity Infrequently, Minor 10 Vulnerability: Ambushes and treacherous attacks (Common) 20 Watched: Shadow Clan Ninjas Very Frequently (Mo Pow; NCI; Watching) Complication Points: 115 Hi.hdc Enforcer84 1 Quote Link to comment Share on other sites More sharing options...
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