Name: Captain America (by Sam Bell) Base OCV (DEX/3): 10 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: +10 w/ Block Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 10 25 STR 10 x1 15 Adjustment: up to +6 29 DEX 10 x3 57 Final DCV: 23 CON 10 x2 26 Levels: +3 all, +5 combat 15 BODY 10 x2 10 23 INT 10 x1 13 DEX: 29 SPD: 7 23 EGO 10 x2 26 ECV(EGO/3): 8 30 PRE 10 x1 20 PD: 17 rPD: 5 18 COM 10 x1/2 4 ED: 17 rED: 6 12 PD (STR/5) 5 x1 7 END: 46 12 ED (CON/5) 5 x1 7 STUN: 39 7 SPD (1+DEX/10) 3.9 x10 31 BODY: 15 10 REC (STR/5)+(CON/5) 10 x2 - 46 END (CONx2) 46 x1/2 - Range -4 -8 -16 -32 -64 -128 39 STUN (BODY) + 39 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 216 Maneuver Phase OCV DCV effect d strike +1 +3 STR + 3d6 m strike +0 +2 STR + 5d6 CHA Roll = 9 + CHA/5 Run (6"): 9"x2 NC o strike -2 +1 STR + 7d6 STR Roll: 14 Swim (2"): choke -2 +0 Grab, 3 1/2 DEX Roll: 15 Jump (L/H): d6 NND2 INT Roll: 14 m block +2 +2 Block,Abort EGO Roll: 14 m dodge - +5 Abort PER Roll: is an INT Roll m escape +0 +0 +30 STR vs Grabs POINTS: 595 XP: SAVED: m grab -1 -1 +25 STR to hold Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill psych lim: 15(10) 5 PD/ED armor; OIF 35(23) EC-shield; OIF CVK (c, tot) 20 micro-chainmail, -1/2 55(22) 50% P&E res. dmg always does what is 6 STR 1/2 END, +1/4 reduction; UBO, +1/2; right (c, tot) 20 6 +3" running only vs AoE/explosion attacks, -1 100(44) Multipower; OIF; 35(23) Missile Deflect v can be blocked, -1/4; all ranged at +20; can no other shield powers deflect adjacent, +1/2 hunted: while using MP, -1/4; Red Skull (As,NCI,8-) 15 all shield powers lost 38(21) 1/2 END Armor if deflected, -1/4 Piercing on Off. Str.; 4u 8d6 EB v PD;Autofire, OIF; all other shield +1/2; 0 END, +1; must powers inoperative attack multiple while using, -1/4 targets, -1/4 3u 12d6 EB v PD; 1/2 20(13) +10 OCV w/ Block, END, +1/4 4 END OIF shield, -1/2 2u 14d6 EB v PD; 1 rec. charge, -1 1/4 4 RL&T; IIF Avengers Communications Card 15 acrobatics,breakfall, 20 2 75-pt followers, combat driving (cycle), pilot and technician climbing, stealth 15- 5 Avengers clearance 12 criminology, para- medic, security system, 34 comic book mart. arts tactics 14- 12 +3 DC - already added 3 oratory 15- 30 3 overall levels real ID: Steve Rogers 0 3 shadowing 11- 40 +5 with Combat 20(8) 20" superleap; only 15(9) +3 DCV; OIF; * vs falling, -1; OIF 15(7) +3 DCV; OIF; only v ranged, -1/2; * * only vs attacks stoppable with shield, -1/4 Writer's Notes: I think that making the Shield give DCV and pluses to block simulates the way it works in comics much better than just giving him +90/+90 armor, OIF 14-. Any attack that would have hit except for the extra DCV from the shield is assumed to have hit the shield and harmlessly bounced off. This is 'Classic' Cap, not Lifesupport Armor Cap. Name: Captain Marvel Base OCV (DEX/3): 9 Player: Fawcett/DC Comics Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 9 175 STR 10 x1 - Adjustment: 26 DEX 10 x3 - Final DCV: 143 CON 10 x2 - Levels: 15 BODY 10 x2 - 10 INT 10 x1 - DEX: 26 SPD: 8 20 EGO 10 x2 - ECV(EGO/3): 7 20 PRE 10 x1 - PD: 100 rPD: 20 20 COM 10 x1/2 - ED: 100 rED: 20 100 PD (STR/5) 35 x1 - END: 286 100 ED (CON/5) 29 x1 - STUN: 174 8 SPD (1+DEX/10) 3.6 x10 - BODY: 15 64 REC (STR/5)+(CON/5) 64 x2 - 286 END (CONx2) 286 x1/2 - Range -4 -8 -16 -32 -64 -128 174 STUN (BODY) + 174 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 0 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC STR Roll: 44 Swim (2"): 2"x2 NC DEX Roll: 14 Jump (L/H): INT Roll: 11 EGO Roll: 13 Flight: 30"x2 NC PER Roll: is an INT Roll POINTS: 776 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Billy 15 20 20 PD/ED Damage 3 PS: newspaper Batson Resistance 3 PS: radio 60 1/2 P/E Damage 3 PS: television psych lim: Reduction CVK 20 85 30"x8 NC flight; 1/2 dumber than a box of END, +1/4 rocks 20 10-yr old mentality (vc, mod) 15 poor 5 209(167) +165 STR; 1/2 5(4) Instant Change; END on STR, +1/4; incantations, -1/4 DNPC: Uncle Dudley 15 hero ID, -1/4 48(38) +16 DEX; hero ID hunted: Black Adam 266(213) +133 CON; hero (As Pow, 8-) 10 ID Dr. Sivana 10(8) +5 BODY; hero ID 20(16) +10 EGO; hero ID watched: Shazam 10(8) +10 PRE; hero ID (Mo Pow, 8-) 8 5(4) +10 COM; hero ID 65(52) +65 PD; hero ID 71(57) +71 ED; hero ID 44(35) +4.4 SPD; hero ID Background/Personality: Billy Batson was granted his powers by the aged wizard Shazam. By speaking the wizard's name, Billy is transformed by a flash of lightning into the world's mightiest mortal, the Big Red Cheese himself, Captain Marvel. In secret ID Billy is at various times a newspaper, radio, or TV reporter in Fawcett City. Identifying Quote: Holy Moley! Powers/Tactics: Captain Marvel has the wisdom of Solomon, the strength of Hercules, the might of Achilles, the power of Zeus, the endurance of Atlas, and the speed of Mercury. Appearance: Cap is a well-built, handsome, dark-haired man. His costume is red with yellow boots, wrists, and belt, with a yellow lightning bolt on the chest. His cape is white with yellow trim. Editor's Notes: This write-up of Captain Marvel is what you might term a cooperative project. I received it from George Ruban, who had it from a post by Sam Bell. George added some suggestions to Sam's write-up when he sent it to me. I've taken the whole works and added and changed some because it wasn't fully fleshed out. Cap's been my favorite hero since I watched his Saturday morning show back in the 70's. I've since gotten into the X-Men fervor, but am still glad to see his comeback with the new Power of Shazam! comic (I just hope it keeps him semi-serious and skips the extended Marvel family goofiness). It is understandably difficult to write up a character that is almost cosmically powerful. Just looking at the characteristics you almost have to agree that Cap is indeed the world's mightiest mortal. The original notes (as received from George) follow. I've indicated who wrote what. In my mind the "dumb as a post" assessment is questionable. Very often he's naive and even "simple" but he can follow a logical chain of reasoning (pouring oil into a burning mine because it would suffocate the flames seems counterintuitive, but smart). Let's just say his characterization is not very consistent. [Sam] Well, let's see. The Big Red is generally shown as having the same str as Superman. Post-Byrne Superman can lift the great pyramid with difficulty (see DC's Who's Who). That's 183 str. 'With difficulty' implies pushing, so lets say a round 175 str. If you need a tougher Captain Marvel, a straight conversion of Superman's pre-crisis str from DC Heroes gives us 250 str! Now, Captain Marvel has the speed of Mercury, so he should be able to keep up with your average speedster. Let's say 8 speed. Yes, I know he rarely uses his great speed in the comics, but look at Superman: he is as fast as the Flash (Barry per-crisis, Wally post-crisis) but he hardly ever uses his speed either. At least Captain Marvel is supposed to be kind of dumb. :-) Captain Marvel has the endurance of Atlas, ie, he never tires when using normal str. With 175 str and 8 spd we could give him a 136 rec. Figuring backward that would require 505 con. With 1/2 end on str he hits a break point and only needs 64 rec and a 143 con. Sounds good. Captain Marvel can be hit several times by beings of equal power without getting plastered, but it does hurt. 175 str hits generate around 122.5 stun. 100 pd and 1/2 reduction ought to do it. Bullets bounce off so he's got some resistant, but I recall him getting flashed pretty easily by Dr Sivana, so let's skip flash def. He's gotten all his power drained a few times, so let's skip pow def as well. I can't think of any way to guage his flight speed off the top of my head, so I'm setting it at 30" so he can keep up with most flyers. I'm giving him a high ego but a low int, since despite the Wisdom of Solomon he is generally portrayed as being dumb as a post. [George] I would put all the powers (and characteristics) on Only In Hero ID (-1/4), and ditch the Multiform, to same points for the same game effects. I think the limitation is appropriate - haven't there been cases where the hero has been gagged in order to prevent him from saying the magic word? Finally I don't follow Shazam much, but I'm sure there must be some KS's, Dependendents, Psych Lims, [personality...] that must have been missed. [Thought this was a good idea; since both have same personality Multiform is not really required. - Editor] Name: Catwoman (by Chris Lea) Base OCV (DEX/3): 9 Player: DC Comics (chris lea@mail.magic.ca) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 9 15 STR 10 x1 5 Adjustment: 26 DEX 10 x3 48 Final DCV: 20 CON 10 x2 20 Levels: 11 BODY 10 x2 2 18 INT 10 x1 8 DEX: 26 SPD: 6 13 EGO 10 x2 6 ECV(EGO/3): 4 18 PRE 10 x1 8 PD: 15 rPD: - 20 COM 10 x1/2 5 ED: 15 rED: - 15 PD (STR/5) 3 x1 12 END: 50 15 ED (CON/5) 4 x1 11 STUN: 38 6 SPD (1+DEX/10) 3.6 x10 24 BODY: 11 11 REC (STR/5)+(CON/5) 7 x2 8 50 END (CONx2) 40 x1/2 5 Range -4 -8 -16 -32 -64 -128 38 STUN (BODY) + 29 x1 9 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 171 Maneuver Phase OCV DCV effect m disarm -1 +1 +25 STR CHA Roll = 9 + CHA/5 Run (6"): 9"x2 NC m grab -1 -1 +25 STR grab STR Roll: 12 Swim (2"): 3"x2 NC m strike +0 +2 STR+5d6 DEX Roll: 14 Jump (L/H): 8"x2 H m dodge - +5 Dodge,Abort INT Roll: 13 4"x2 V low blow -1 +1 3.5 d6 NND1 EGO Roll: 12 PER Roll: 15 (hearing) POINTS: 395 XP: SAVED: Disadvantages Base105+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID: Selena Kyle 10 1 +1" swimming 1 END 9(6) +3 w/ lockpicking & 6 +3" running 2 END security systems; OIF psych lim: CVK 15 5 +5" superleap 2 END claws 19- obsessed with cats 15 12 contacts: fences of considers men 15(10) 1d6 HKA (2d6 w/ various specialties inferior 15 STR); OIF claws, -1/2 8-, 11- protective of 10(7) clinging; OIF claws innocents 5 25(12) Multipower; OAF hunted: Batman (As,8-) 10 whip, -1 police (As, NCI, 8-) 15 2m 5" stretching 1m +3d6 HA 5 well-off DNPC: floating 1u 10"x2 NC swinging 19 comic book mart. arts (normal, 8-) 10 2 use with claws, whip 27 acrobatics,breakfall, 12 +3 DC - already added reputation: stealth 17- 5 combat sense 14- catburglar, 11- 10 9 climbing, s of hand, 5 defense maneuver contortionist 13- 3 lightsleep 6 concealment,criminolo 3 resistance +3 7 lockpicking 16- 4 +2 to hearing PER 9 sec. systems 16- 9 KS: organized crime, 5 seduction 14- underworld figures, 3 streetwise 13- art & artifacts 13- 5 cat handler 12- 2(1) +2 to KS art; only 3 AK: Arkham Asylum involving cats, -1 3 AK: Gotham City 5 KS: cats 15- 3 PS: acrobat 14- 2 PS: secretary 11- 3 PS: burglar 14- 3 high society 13- Background/Personality: Catwoman is a master burglar (mistress buglaress? Doesn't quite have the same ring.). Is best known in Gotham City but has travelled the world in order to line her pockets. Is known to police agencies throughout the world. (Consider her Reputation to be 14- to any law enforcement official, or any resident of Gotham City - when in costume, of course.) She is quick-thinking and cunning, and able to use terrain to her advantage. An expert at circumventing security systems, and entering "secured" areas. While completely larcenous, she is not a violent criminal, and has gone out of her way to rescue innocent bystanders when a violent "hero" has made an appearance, or she has noticed a person in peril, including her abandoning a burglary attempt in order to save someone. (Won't use claws on anyone that she'd be likely to kill). Obsessed with anything to do with cats. Will go out of her way to steal feline artifacts & artwork. These she collects (although I have no idea where she might keep them). Powers/Tactics: She uses her claws to scale walls (Clinging) and they are an aid in her circumventing security (especially to cut glass cleanly). In combat, she generally uses her whip, using Acrobatics to gain unusual angles of attack. Often will use her whip to disarm an opponent. Whip is bought as Stretching to allow her to manipulate dials, switches, grab things at a distance (she is expert with it). Name: Catwoman (by Lee Vettleson) Base OCV (DEX/3): 7 Player: DC Comics (LLV002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 15 STR 10 x1 5 Adjustment: 20 DEX 10 x3 30 Final DCV: 18 CON 10 x2 16 Levels: +3 w/ combat 14 BODY 10 x2 8 16 INT 10 x1 6 DEX: 20 SPD: 4 14 EGO 10 x2 8 ECV(EGO/3): 5 25 PRE 10 x1 20 PD: 6 rPD: - 24 COM 10 x1/2 9 ED: 4 rED: - 6 PD (STR/5) 3 x1 3 END: 40 4 ED (CON/5) 4 x1 - STUN: 36 4 SPD (1+DEX/10) 3.0 x10 10 BODY: 14 8 REC (STR/5)+(CON/5) 7 x2 2 40 END (CONx2) 36 x1/2 2 Range -4 -8 -16 -32 -64 -128 36 STUN (BODY) + 31 x1 5 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 124 Maneuver Phase OCV DCV effect m grab -1 -1 +10 STR to hold CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC m escape +0 +0 +15 STR vs STR Roll: 13 Swim (2"): grab DEX Roll: 14 Jump (L/H): m dodge - +5 dodge, vs INT Roll: 13 all, abort EGO Roll: 13 m strike +0 +2 STR+2d6 PER Roll: is an INT Roll d strike +1 +3 STR strike POINTS: 306 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill Norm Char Max 20 9 +3 PER 50 VP Pool cost 5 defense maneuver 50(20) VP Control cost; psych lim: loves 10 find weakness 11- no skill roll, +1; Batman 5 OAF, -1; only change dislikes the rich 5 at home, -1/2 dislikes the criminal *40(19) 3" Stretching; no element 10 24 +3 w/ combat noncombat, -1/4: overconfident 15 20 martial arts Clinging: 1d6 HKA 1 useable w/ whip (whip) 1 useable w/ claws *35(10) 5" Stretching; no enraged: cats or children noncombat; [1c] rec, hurt 10 -1 1/4: Clinging; [1c] recoverable (cat claw) 8 lockpicking 16- *5(2) IR vision (goggles) rep: thief (14-) 15 7 stealth 15- *6(3) +3 to Lockpicking soft spot for felines 3 persuasion 14- *10(5) 1/2 d6 HKA (claws) (11-) 10 6 KS: jewels, valuables 15- 3 seduction 14- watched: police 15 2 KS: high soceity 11- various/unknown 25 2 KS: criminal underworld 11- 5 security systems 14- 3 mechanics 11- 3 electronics 11- Background/Personality: Powers/Tactics: Appearance: Name: Colossus (by Sam Bell) Base OCV (DEX/3): 7 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: +2 w/ fastball Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 75 STR 10 x1 60 Adjustment: 20 DEX 10 x3 30 Final DCV: 38 CON 10 x2 56 Levels: +2 Combat, +2 HtH 20 BODY 10 x2 18 10 INT 10 x1 - DEX: 20 SPD: 5 14 EGO 10 x2 8 ECV(EGO/3): 5 20 PRE 10 x1 10 PD: 60 rPD: 60 (hard) 12 COM 10 x1/2 1 ED: 75 rED: 75 (hard) 60 PD (STR/5) 14 x1 46 END: 76 75 ED (CON/5) 8 x1 67 STUN: 73 5 SPD (1+DEX/10) 3.0 x10 20 BODY: 20 22 REC (STR/5)+(CON/5) 22 x2 - 76 END (CONx2) 76 x1/2 - Range -4 -8 -16 -32 -64 -128 73 STUN (BODY) + 73 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 316 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 7"x2 NC STR Roll: 24 Swim (2"): DEX Roll: 13 Jump (L/H): 14" h INT Roll: 11 7" v EGO Roll: 12 PER Roll: is an INT Roll POINTS: 550 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill hunted: misc. mutant 10 Growth (+1 BODY, +1 3 acrobatics 13- haters 20 STUN, +5 STR, -1" KB, 3 breakfall 13- x2 mass); 0 END 2 PS: drawing 11- psych lim: even more of and persistent, +1 0 L: Russian a whiner than most 67 PD/ED resistant 3 L: English (accent) X-Men 10 51 PD/ED hardened, +1/4 10 Flash Defense 5 8-pt Mental Defense 10 Lack of Weakness 16 +2 w/ Combat 12 LS: pressure, temp, 10 +2 hand-to-hand radiation, disease 4 +2 OCV w/ "fastball 10(7) LS: self-contained; special" 10-minute max, -1/2 19 1/2 END STR, +1/4 5 END 2 +1" running real ID: Piotr Nikolaievitch Rasputin 0 Background/Personality: Powers/Tactics: Writer's Notes: He really is big, not dense (he's 7'5" tall in armored form). I didn't make all his powers Hero ID, since he hasn't been in human form for years, and hasn't been screwed over for being in human form for almost a decade as far as I can recall. Name: Cosmos (by Tim Larson) Base OCV (DEX/3): 8 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: +5 w/ EB Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 28 STR 10 x1 3 Adjustment: -1 23 DEX 10 x3 39 Final DCV: 7 24 CON 10 x2 28 Levels: 17 BODY 10 x2 10 24 INT 10 x1 14 DEX: 23 SPD: 7 14 EGO 10 x2 8 ECV(EGO/3): 5 15 PRE 10 x1 5 PD: 20 rPD: 17 10 COM 10 x1/2 - ED: 19 rED: 17 20 PD (STR/5) 6 x1 13 END: 48 19 ED (CON/5) 5 x1 13 STUN: 36 7 SPD (1+DEX/10) 3.3 x10 37 BODY: 17 7 REC (STR/5)+(CON/5) 7 x2 - 48 END (CONx2) 48 x1/2 - Range -4 -8 -16 -32 -64 -128 36 STUN (BODY) + 34 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 170 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 9"x2 NC STR Roll: 15 Swim (2"): DEX Roll: 14 Jump (L/H): INT Roll: 14 EGO Roll: 12 Flight: 25"x32 NC PER Roll: 50 (sight) POINTS: 471 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill psych lim: bored with 20(13) Growth (x4 mass, 17 navigation 18- lonely job (c,s) 15 +10 STR, -2" KB; +2 BODY/STUN, -1 DCV, +1 phys lim: clumsy in PER against); 0 END robot form (inf,sl) 5 pers., +1; always on 72 +36 sight PER 17(14) 17 PD/ED Damage Resistance; 15- act. 60 12d6 EB {particle beam} 6 END 10 +5 OCV w/ EB 82 25"x32 NC flight; 1/2 END, +1/4 2 END {3360 km/h noncombat} 6 +3" running 27 Transformers package Background/Personality: Lonely in outer space...relieves boredom by scaring humans by hovering over their backyards at night or zig-zagging through meteor showers. Identifying Quote: Reach for the stars, but never leave your friends. Powers/Tactics: Can achieve Earth orbit, even go to Moon and back with enough fuel. Acts as communications satellite...optical sensors can see bicycle at 600 miles. Has pinpoint accuracy, high-powered particle beam. Not well-suited to function on ground as robot. Appearance: Cosmos looks like a green flying saucer, which makes his robot form rather clunky. Writer's Notes: The "clumsy" limitation should be used in various ways by GMs. Sometimes it may lower his DEX roll, at other times it may lower his CV, or perhaps cause him to blunder a skill check where manual dexterity is involved. Name: Cyborg Base OCV (DEX/3): 7 Player: DC Comics Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 50 STR 10 x1 - Adjustment: 20 DEX 10 x3 30 Final DCV: 23 CON 10 x2 26 Levels: +1 overall 13 BODY 10 x2 6 20 INT 10 x1 10 DEX: 20 SPD: 5 10 EGO 10 x2 - ECV(EGO/3): 3 15 PRE 10 x1 5 PD: 20 rPD: - 14 COM 10 x1/2 2 ED: 18 rED: - 20 PD (STR/5) 10 x1 10 END: 46 18 ED (CON/5) 5 x1 13 STUN: 50 5 SPD (1+DEX/10) 3.0 x10 20 BODY: 13 15 REC (STR/5)+(CON/5) 15 x2 - 46 END (CONx2) 46 x1/2 - Range -4 -8 -16 -32 -64 -128 50 STUN (BODY) + 50 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 122 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 13"x2 NC STR Roll: 19 Swim (2"): DEX Roll: 13 Jump (L/H):90"x2 NC INT Roll: 13 45"x2 NC EGO Roll: 11 PER Roll: is an INT Roll POINTS: 394 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill vuln: x2 STUN from 10 40(32) +40 STR; IIF electricity cyborg parts, -1/4 x2 from NND 20 60(30) Multipower; OAF detachable parts, -1 phys lim: cyborg parts 10 3u 12d6 EB (sonic) 3u 4d6 RKA (laser) 6 +4 telescopic dist feat: 10 3u 3d6 Flash (sight); AE "parabolic" hearing radius, +1 6 END 15 climbing 19- hunted: Terminator 30 5 computer prog. 14- (8-) 60(30) 8"x2 NC Stretch; 0 10 +1 overall level HIVE (8-) 35 END, +1/2; OAF detachable parts, -1 DNPC: Sarah Simms 40(27) 50% P/E Damage (normal girlfriend, Reduction; 14- act., 11-) -1/2 80(64) +80" superleap; IIF cyborg parts 14 +7" running 5(4) UV vision; IIF 5(4) IR vision; IIF 3(2) +2 telescopic vision; IIF cyborg 25(20) 0 END on STR; IIF Editor's Notes: The character as I originally received it from Mike Orsoe (94fa095@viking.dvc.edu) was from a 1983 issue of Chaosium's Different Worlds magazine. I assume the characters in the article were written to be current for that time. Unfortunately, they were also written for an older edition of the Champions game, and none of the powers had points listed, only a point total for the character. So what I've done is take the character and buy everything as closely as was possible to the original. This was complicated somewhat by the fact that I've never played Champions prior to 4th edition. I've retained the original values for the character disads in certain cases (which should be obvious) because not enough info is given to determine how much they are worth. I changed the Vulnerabilities from 30 points. Name: Cyclops (by Flavio Genelhu Oliveira) Base OCV (DEX/3): 5 Player: Marvel Comics (GENELHU@BRLNCC.BITNET) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 5 10 STR 10 x1 - Adjustment: 16 DEX 10 x3 18 Final DCV: 23 CON 10 x2 26 Levels: +2 w/ EB 18 BODY 10 x2 16 20 INT 10 x1 10 DEX: 16 SPD: 3 18 EGO 10 x2 16 ECV(EGO/3): 6 15 PRE 10 x1 5 PD: 2 rPD: - 14 COM 10 x1/2 2 ED: 5 rED: - 2 PD (STR/5) 2 x1 - END: 46 5 ED (CON/5) 5 x1 - STUN: 35 3 SPD (1+DEX/10) 2.6 x10 4 BODY: 18 7 REC (STR/5)+(CON/5) 7 x2 - 46 END (CONx2) 46 x1/2 - Range -4 -8 -16 -32 -64 -128 35 STUN (BODY) + 35 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 97 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC m escape +0 +0 +15 STR vs STR Roll: 11 Swim (2"): grab DEX Roll: 14 Jump (L/H): INT Roll: 13 m throw +0 +1 STR+v/5, EGO Roll: 13 opp. falls PER Roll: 14 sac throw +2 +1 STR, you & POINTS: 274 XP: SAVED: opp. fall Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill psych lim: code of 18 EC-optic blasts honor of X-MEN 20 95(76) 10d6 EB; 0 END, in love with Jean +1/2; persistent, +1/2; Grey 15 personal immunity, +1/4; can only be turned off with glasses of quartzo-ruby, -1/4 36(28) 16 STR TK; 0 END, +1/2; affects all parts of target, -1/4; only to push away, -1/4 + 2d6 EB; 0 END, +1/2; personal immunity, +1/4 7 combat piloting 16- 18 6"x2 NC tunneling 2 TF: airplanes, small thru 8 DEF spacecraft 8- 1 FAM with X-MEN's equipment 3 tactics 13- 5(2) +1 ECV only vs Mind Control, -1 3 +1 PER 2 +2 w/ EB 12(6) +6 w/ EB only to offset bounce penalty 1 flight license real ID: Scott Summers 0 10 martial arts Background/Personality: Name: Cyclops (by Sam Bell) Base OCV (DEX/3): 7 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 15 STR 10 x1 5 Adjustment: 20 DEX 10 x3 30 Final DCV: 15 CON 10 x2 10 Levels: +5 Combat, +3 MP 15 BODY 10 x2 10 23 INT 10 x1 13 DEX: 20 SPD: 6 23 EGO 10 x2 26 ECV(EGO/3): 8 20 PRE 10 x1 10 PD: 11 rPD: 3 14 COM 10 x1/2 2 ED: 11 rED: 3 8 PD (STR/5) 3 x1 5 END: 30 8 ED (CON/5) 3 x1 5 STUN: 30 6 SPD (1+DEX/10) 3.0 x10 30 BODY: 15 6 REC (STR/5)+(CON/5) 6 x2 - 30 END (CONx2) 30 x1/2 - Range -4 -8 -16 -32 -64 -128 30 STUN (BODY) + 30 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 146 Maneuver Phase OCV DCV effect d strike +1 +3 STR strike CHA Roll = 9 + CHA/5 Run (6"): 7"x2 NC dodge - +5 abort STR Roll: 12 Swim (2"): throw +0 +1 STR + v/5 DEX Roll: 13 Jump (L/H): disarm -1 +1 +10 STR INT Roll: 14 disarm EGO Roll: 14 PER Roll: is an INT Roll POINTS: 555 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill dist feat: red eyes 194 Multipower; personal 8 +4 vs Autofire pen. (ec) 10 immunity, +1/4 8 +4 with Bouncing 18u 15d6 EB; 0 END, +1/2; 40 +5 with Combat hunted: Mr. Sinister +5d6 KB only, -1; 9 +3 with Multipower (More, 8-) 15 +5d6 EB 5 END 3 breakfall 13- misc. mutant haters 16u 9d6 EB; AE cone, +1; 3 climbing 13- (As, NCI, 11-) 20 0 END, +1/2; 3 combat pilot 13- +3d6 AE cone; KB 3 demolitions 11- phys lim: can't control only, -1; 3 electronics 11- energy blast without +2d6 EB; AE cone 3 mechanics 11- visor (inf,fully) 15 5 END 3 deduction 14- 16u 9d6 EB; Autofire, 3 paramedics 14- psych lim: always serious +1/2; 0 END, +1; 3 tactics 14- (com,mod) 10 +3d6 Autofire; KB CVK (com,total) 20 only, -1 loyal to Prof. X +3d6 Autofire 9(6) 3 PD/ED Armor; OIF (uc,total) 15 20 END X-Men uniform loves Jean Grey 5 15u 11d6 EB; AP, +1/2; 0 END, +1/2; 16 martial arts +3d6 EB AP 2 END 2 20 END Reserve for MP 2 END Recovery 2/Turn 2 +1" running real ID: Scott Summers 0 30 +15 Lightning Reflex, acts at DEX 35 Writer's Notes: 23 Int: this guy is Marvel's premier combat tactician, and a keen observer. 23 Ego: He's trained with Prof X most of his adult life, and fought off Dys`pare. The Multipower: I wrote this up as 3 multipowers, The first at 0 End, the second knock-back only, the third with normal end costs, then added them together (except the AP slot does not get a knockback boost). Some unusual round-offs caused the slots to be more expensive than you'd expect. With this write-up, Scott can do 15d6 (and lots of KB) indefinitely, and go up to 20d6 when he needs it, although he can only keep it up for 2 rounds. I made his lack of control over the eye beams a disad rather than a limit for two reasons: it is simpler, and it wouldn't be worth the 40-odd points he'd get with even a 1/4 limit on the multipower, since it hasn't come up much in recent times. Name: DareDevil (by George Ruban) Base OCV (DEX/3): 8 Player: Marvel Comics (gmn@cs.bu.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 18 STR 10 x1 8 Adjustment: 23 DEX 10 x3 48 Final DCV: 18 CON 10 x2 16 Levels: +2 MA, +3 bounce 14 BODY 10 x2 8 18 INT 10 x1 8 DEX: 23 SPD: 4 17 EGO 10 x2 14 ECV(EGO/3): 6 15 PRE 10 x1 5 PD: 8 rPD: - 12 COM 10 x1/2 1 ED: 7 rED: - 8 PD (STR/5) 4 x1 4 END: 36 7 ED (CON/5) 4 x1 3 STUN: 32 4 SPD (1+DEX/10) 3.3 x10 7 BODY: 14 9 REC (STR/5)+(CON/5) 7 x2 4 36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128 32 STUN (BODY) + 32 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 126 Maneuver Phase OCV DCV effect punch +0 +2 STR +2d6 CHA Roll = 9 + CHA/5 Run (6"): kick -2 +1 STR +4d6 STR Roll: 13 Swim (2"): nerve st 2d6 NND DEX Roll: 14 Jump (L/H): mar. dod - +5 INT Roll: 13 EGO Roll: 12 PER Roll: 23 POINTS: 257 XP: 2 SAVED: Disadvantages Base145+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Matt 10(3) 10" swinging; OAF Murdock 15 billyclub, -1; not for 2 sequential phases, -1; normal char. max. 20 not while using club, -1/2 2 END phys lim: blind 14(7) +3d6 HA; ranged, (freq, slight) 10 +1/2; OAF club, -1 11(5) 15 STR ranged, susc: loud noise +1/2; no additional END, (unc, turn, 1d6) 10 +1/2; OAF club, -1; only to do damage, only with psych lim: CVK thrown HA, -1/2 (com, tot) 20 5 disc. touch 11 acrobatics 17- 30 +10 PER 3 breakfall 13- hunted: Kingpin 20 targetting hearing 3 oratory 12- (11-, more, NCI) 25 3 shadowing 11- Bullseye (8-, as) 10 3 stealth 12- 3 streetwise 12- DNPC: 17 martial arts Foggy Nelson, 11- 15 1 MA with club Ben Urich, useful 0 disbarred lawyer (reporter), 14- 15 3 disguise 12- Electra, as pow 5 6 2 levels with MA 9(4) +3 with club; bounce only, -1 0 KS: hobby 3 PS: lawyer 14- 0 L: English 2 AK: New York 13- Writer's Notes: Frank Miller era (before the armor). Many stats at human max. STR: Martial Artist, not even weightlifter class. DEX: Pushing human max. BODY: Strong will to live. INT: Intelligent hero. Thinking type. EGO: "Man Without Fear." PRE: Low for a superhero - not very strong rep. COM: Fair. Lots of great girlfriends, though. PD: Takes a lot of punishment. Human max. SPD: Fast, but slower than Cap. America. 5? REC: Recovers quickly (remember being KO'd in the car?). END: Martial maneuvers don't use a lot of END. Swinging: "30 feet of nylon line." Has to unhook the club's grapnel and re-cast each swing. PER: Can hear a coughing man in a city Disc. Touch: Can read normal print through touch. Acrobatics: One of the great hero acrobats. Disguise: Does it often, sometimes while wearing his mask (!). He can generate a 10 1/2 d6 (3 1/2 STR, 3 HA, 4 MA) strike, before Pushing, Haymaker or Skill levels. Not too bad for a low power hero. At range it is only 6d6 (3 ranged STR, 3 ranged HA). ** Giving points for the blindness. I'm probably going to get the most heat for this, as it doesn't seem to impair him much at all, and almost everyone thinks that the hero is sighted. However, there are a lot of things he can't do. He can't drive a car (wouldn't know when stoplight was red or green), can't watch TV without touching the screen (and maybe not even then), can't watch a movie at all, can't read a sign without touching it, can't read over someone else's shoulder etc. How impairing is it for a superhero not to be able to drive? For those who can fly, not very. But if, say, Spiderman or Iron Fist finds out that some children disappeared into the old cave 20 miles outside of town, what does he do? He changes into his secret id, drives his car there, parks it in some out-of-the-way place, changes to hero id, and goes in. DareDevil has to walk (can't swing - no buildings), have someone else drive him (taxi driver next day reads story about DareDevil rescuing children, "Hmm, didn't I drop off some guy not far from there? I wondered why he was going to the middle of nowhere."), or hope that there is a bus stop nearby. Background/Description: Blinded in an accident which also gave him extraordinarily enhanced senses. Red costume, cowl, small cloth "horns," holstered billy club. Tactics: Swings and uses Acrobatics around city "looking" for crime. Subtle hero; plays foes against each other. Often disguises himself as a thug (with a cap pulled over his face to hide the mask(!)) to get information. In a fight against normals, stays out of gunfire line of fire, picks off villains stealthily, one at a time, or by bouncing his club through an improbable number of reflections and off of someone's head. Especially effective at night or in the dark, because he can still "see" just as well, while opponents can't. Against supervillains uses martial arts, especially kicks. Dodges almost every attack by using acrobatics. Most plot twists rely on his one super power: extraordinarily enhanced senses, like radar. Name: Dark Claw Base OCV (DEX/3): 9 Player: Amalgam Comics (GSaracco@aol.com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 9 20 STR 10 x1 10 Adjustment: 28 DEX 10 x3 54 Final DCV: 26 CON 10 x2 32 Levels: +2 w/ Combat 25 BODY 10 x2 30 30 INT 10 x1 20 DEX: 28 SPD: 6 18 EGO 10 x2 16 ECV(EGO/3): 6 30 PRE 10 x1 20 PD: 21 rPD: 7 16 COM 10 x1/2 3 ED: 21 rED: 7 14 PD (STR/5) 4 x1 10 END: 60 14 ED (CON/5) 5 x1 9 STUN: 55 6 SPD (1+DEX/10) 3.8 x10 22 BODY: 25 30 REC (STR/5)+(CON/5) 9 x2 42 60 END (CONx2) 52 x1/2 4 Range -4 -8 -16 -32 -64 -128 55 STUN (BODY) + 48 x1 7 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 279 Maneuver Phase OCV DCV effect k strike 1/2 -2 +0 m block 1/2 +2 +2 CHA Roll = 9 + CHA/5 Run (6"): 8"x2 NC m dodge 1/2 - +5 STR Roll: 13 Swim (2"): m escape 1/2 +0 +0 DEX Roll: 15 Jump (L/H): m strike 1/2 +0 +2 INT Roll: 15 m throw 1/2 +0 +1 EGO Roll: 13 n strike 1/2 -1 +1 PER Roll: is an INT Roll o strike 1/2 -2 +1 p strike 1/2 +1 +0 POINTS: 963 XP: SAVED: takeaway 1/2 +0 +0 Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Logan Wayne 15 5 UV vision 30(15) MP: OAF belt, -1 10 tracking scent 1u Eid Mem; visual, -1/2 hunted: Will Magnus/ 10(8) 360 Degree Smell/ 1u Eid Mem; sound, -1/2 Sentinels (MoP, 8-) 15 Taste; only with 1u +2 w/ Lockpicking Hyena (AsP, 8-) 10 Smell, -1/4 1u +2 w/ Security System watched: police (MoP, 9(7) +6 Telescopic Smell/ 1u +2 w/ Criminology; NCI, 8-) 10 Taste; Smell only [8c], -1/2 12 +6 Smell PER 1u +2 w/ Demolitions; to 8 +4 Hearing PER defuse bombs only, -1/4 dist feat: mutant (ec, 10 Disc. Smell & Taste 1u +2 w/ Climbing extreme) 15 20 2 BODY Regeneration 1u +2 w/ Paramedics 30(20) 4d6 Aid; 0 END, 1u 2" Darkness v sight; psych lim: honorable +1/2; only to start [8c]; range based on (com,tot) 20 value, -1/2 STR, -1/4 devoted to justice (vc, 5 LS: immune to 1u 2d6 Flash sight group; total) 25 disease, slow aging [6c], -3/4; range obsessed with crime- 21(17) 7 PD/ED Armor; based on STR, -3/4 fighting (vc,strong) 20 does not prevent 1u LS: self-contained; reluctant to kill penetration, -1/4 only vs NND, -1; [4c] (com, str) 15 6 2d6 HA of one hour, +1/4 protective of innocents 79(52) 2d6+1 HKA; APx2, 1u LS: breathe water; [4c] (vc,str) 20 +1; 1/2 END, +1/4; no of one hour, +1/4 KB, -1/4; not vs Force 1u Mind Link 4 minds of Field, -1/2 3 END related group rep: superhero, JLA 4 +2" Running member (14-, extr) 20 4 +4" Superleap 42 martials arts 1 useable w/ polearms rival: Hyena (prof) 5 16 +2 with Combat 1 useable w/ swords 3 linguist 4 AK: New Gotham 14- 3 scholar 3 AK: Canada, Japan, 3 scientist Germany 11- 3 traveler 1 KS: law enforcment 3 well-connected world 11- 27 acrobatics,breakfall, 2 KS: espionage world climbing,combat pilot 15- & drive,contortionst, 2 KS: military/merc/ lockpicking, sleight terrorist world 15- of hand, stealth 15- 3 KS: history, art world, 12 acting, high society, archeology 11- conversation, street- 8 SS: archaeology, wise 15- chemistry, math, 13 interrogation 25- medicine, metallurgy, 36 bugging, computer pharmacology, psych, programming, conceal- sociology 11- ment, criminology, 10 L: Arabic, Cantonese, cryptography, deduc- Mandarin, Russian, tion, forensic med, Spanish (c fl) paramedic, security 9 L: French, German, systems, system ops, Japanese (idiomatic) tactics, tracking 3 combat Sense 15- 15- 5 Defense Maneuver 18 demolitions,disguise, 3 Lightsleep forgery, gambling,lip 5 Resistance reading, navigation 15 filthy rich 11- 1 internat'l driver lic 5 electronics 12- 1 passport 7 mechanics 13- 2(2) local police powers; 7 mimicry 13- hero ID, -1/4 7 shadowing 13- 3 4 Favors: local police 7 survival 13- 50 Claw Copter-250 pts 6 WF: small arms,common 50 Claw Cruiser-250 pts MA melee wpns, pole- 30 Barrow-150 pt base arms and swords 12 contact: local police, FBI special agent, CIA 45(22) 6d6 Telepathy; 0 agent, Canada Intell, END, +1/2; empathic art dealer, SHIELD only, -1/2; predators agent 11- only, -1/2 0 END 4 contact: JLA 14- Background/Personality: Powers/Tactics: Writer's Notes: Dark Claw is the Amalgam Universe character that merges Batman with Wolverine. I know he is a high point character, but considering that he is the combination of two high point characters to begin with, I felt justified in making him this high. Some abilities were sacrificed in the process, but overall, I think the character is well rounded. Name: Deadpool (by Tim Larson) Base OCV (DEX/3): 9 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 9 20 STR 10 x1 10 Adjustment: 27 DEX 10 x3 51 Final DCV: 27 CON 10 x2 34 Levels: +1 hand-to-hand 19 BODY 10 x2 18 13 INT 10 x1 3 DEX: 27 SPD: 6 11 EGO 10 x2 2 ECV(EGO/3): 4 18 PRE 10 x1 8 PD: 9 rPD: - 6 COM 10 x1/2 -2 ED: 9 rED: - 9 PD (STR/5) 4 x1 5 END: 54 9 ED (CON/5) 5 x1 4 STUN: 43 6 SPD (1+DEX/10) 3.7 x10 23 BODY: 19 11 REC (STR/5)+(CON/5) 9 x2 4 54 END (CONx2) 54 x1/2 - Range -4 -8 -16 -32 -64 -128 43 STUN (BODY) + 43 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 160 Maneuver Phase OCV DCV effect punch +0 +2 STR+2d6 kick -2 +1 STR+4d6 CHA Roll = 9 + CHA/5 Run (6"): 8"x2 NC block +2 +2 block,abort STR Roll: 13 Swim (2"): throw +0 +1 STR+v/5, DEX Roll: 14 Jump (L/H): opp. falls INT Roll: 12 dodge - +5 dodge,abort EGO Roll: 11 PER Roll: is an INT Roll POINTS: 311 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill real ID: Wade Wilson 0 20 2/Turn Regeneration 3 breakfall 14- 10(6) 1/hour Regen, -3/4 27 unknown skills psych lim: mercenary 20 25% P/E Damage Red. mentality (c,s) 15 wisecracker (c,s) 15 dist feat: mutilated face (ec,ext) 15 45 (22) 2d6 HKA (3d6-1 w/ STR); 2-shot auto- fire, +1/2; OAF dual swords, -3/4; separate rolls and levels, -1/4 45(12) 2d6 RKA; explos., +1/2 * 40(11) Darkness vs sight 5 +1 hand-to-hand group in 3" radius * 20 martial arts 1 useable with swords 4 +2" running * range based on STR, -1/4; OAF grenades, -1; [2c], -1 1/2 Background/Personality: Deadpool is yet another product of Canada's Weapon X program. It left him with heightened strength, quickness, and agility, as well as a regenerative ability capable of replacing lost limbs. However, his body is in a state of constant regeneration which leaves his face horribly disfigured. He's a mercenary, but he has a heart and can (generally) be trusted to do the right thing. Identifying Quote: If there's one thing I know, it's pain. Been livin' with it a long time. Just remember...I give as good as I get. Powers/Tactics: Deadpool fights with skill and a pair of swords, and has other tricks up his sleeve as well. Appearance: Deadpool's costume is mostly red with black. It is crossed by sword belts and weapon bandoliers. He always wears a mask to hide his face. Name: Doctor Octopus (by Tim Larson) Base OCV (DEX/3): 6 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: +3 HtH Val Characteristic Base Cost Pts Final OCV: 9 Base DCV (DEX/3): 6 50 STR 10 x1 - Adjustment: 17 DEX 10 x3 21 Final DCV: 19 CON 10 x2 18 Levels: 13 BODY 10 x2 6 20 INT 10 x1 10 DEX: 17 SPD: 5 10 EGO 10 x2 - ECV(EGO/3): 3 20 PRE 10 x1 10 PD: 32 rPD: 30 10 COM 10 x1/2 - ED: 34 rED: 30 2 PD (STR/5) 2 x1 - END: 58 4 ED (CON/5) 4 x1 - STUN: 36 5 SPD (1+DEX/10) 2.7 x10 23 BODY: 13 8 REC (STR/5)+(CON/5) 6 x2 4 58 END (CONx2) 38 x1/2 10 Range -4 -8 -16 -32 -64 -128 36 STUN (BODY) + 28 x1 8 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 110 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 17"x2 NC STR Roll: 19 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 13 EGO Roll: 11 PER Roll: is an INT Roll POINTS: 235 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill phys lim: myopic 70(47) Multipower; OIF 3 scientist (always,slight,correct robot arms, -1/2 2 physics 13- with glasses) 5 7m +40 STR; 1/2 END, 2 cybernetics 13- +1/4 3 END 2 nervous system 13- dist feat: robot 1u Clinging; must be 2 robotics 13- tentacles (nc,not) 20 able to easily grip or damage material, -1/2 9m 9"x2 NC Stretching; 0 3 PS: cyberneticist END, +1/2 0 END 2 computer programming 4m +11" NC running; 3(2) breakfall; OIF robot 1/2 END, +1/4 1 END arms 15(7) +3 OCV hand-to- hand; OIF robot arms 90(33) 30 PD/ED armor; act. 10-, -1 1/4; OIF robot arms, -1/2 real ID: Otto Octavius 0 5(3) Extra Limbs; OIF Background/Personality: Otto Octavius was a gifted scientist until the day that an accident fused the robotic manipulator arms he was working with to become fused to his spine. The accident unsettled his mind, and now he uses his scientific genius to further criminal ends. Powers/Tactics: All of Doctor Octopus' powers derive from the four metal tentacles on his back. They are composed of a nearly unbreakable material, and are extremely flexible as well as telescoping. They end in three mutually opposing "fingers" granting him the ability to manipulate objects with them as easily as with his own hands. They are extremely strong, and can crush a normal man, or car, for that matter, easily. He can reach across a room, or extend the arms to "walk" with them. The fingers can grip into walls that he can inflict BODY on with casual STR and thereby cling to them. His direct mental control of the tentacles enables him to use them to cushion impacts and right himself quickly after falling. Appearance: Dr. Octopus is a rather ordinary-looking man with brown hair, and is slightly overweight. He almost always wears prescription sunglasses nowadays rather than normal eyeglasses. He favors the color green in his clothing. Name: Elasti-Girl (by Tim Larson) Base OCV (DEX/3): 8 Player: Amalgam Comics (TEL002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 10/60 STR 10 x1 - Adjustment: +10/-6 23 DEX 10 x3 39 Final DCV: 18/2 21 CON 10 x2 22 Levels: 11/21 BODY 10 x2 2 14 INT 10 x1 4 DEX: 23 SPD: 6 11 EGO 10 x2 2 ECV(EGO/3): 4 15 PRE 10 x1 5 PD: 5/20 rPD: - 12 COM 10 x1/2 1 ED: 7/22 rED: - 5/20 PD (STR/5) 2 x1 3 END: 42 7/22 ED (CON/5) 4 x1 3 STUN: 37/47 6 SPD (1+DEX/10) 3.3 x10 27 BODY: 11/21 6 REC (STR/5)+(CON/5) 6 x2 - 42 END (CONx2) 42 x1/2 - Range -4 -8 -16 -32 -64 -128 37/47 STUN (BODY) + 27 x1 10 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 118 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 36"x2 NC STR Roll: 11-/21- Swim (2"): 12"x2 NC DEX Roll: 14- Jump (L/H): INT Roll: 12- EGO Roll: 11- PER Roll: is an INT Roll POINTS: 327 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill psych lim: likes to try 75 Multipower; 0 END 15 3d6 Luck new costumes (c,m) 10 7u Shrinking x5 (6 cm, 7 gambling 13- adventuresome (c,m) 10 .003 kg, +10 DCV, -10 10 wealth loves Niles Cable PER against, +15" KB) (vc,s) 20 7u Growth x10 (20 m, 63 tonne, +10 BODY, +10 STUN, -6 DCV, +6 PER against, +5" reach, 15 unknown skills +50 STR, -10" KB) 30(20) +15 PD/ED; Linked to Growth, -1/2 68(39) +30" running; 1/2 END, +1/4; Linked to Growth, -1/2; +3" per level of Growth, -1/4 3 END 13(7) +10" superleap; 1/2 END, +1/4; Linked to Growth, -1/2; +1" per level of Growth, -1/4 1 END 13(7) +10" swimming; 1/2 END, +1/4; Linked to real ID: Janet Growth, -1/2; +1" per Van Dyne level of Growth, -1/4 Background/Personality: Janet is a wealthy heiress who used her uncanny luck to build her fortune even higher. Her adventuresome spirit led her to finance an expedition on which she was exposed to volcanic gasses that triggered her mutant abilities to full power. She was contacted by time-traveller Niles Cable and gathered together X-Patrol from him to lead. Powers/Tactics: As Elasti-Girl, Janet has the ability to control her size. She can be anywhere from a few centimeters tall to the size of a eight-story building. Appearance: Janet wears a red and white costume that leaves her legs bare, a yellow belt, and red boots. However, she has a propensity for changing her costume often. She has brown hair and blue eyes. Around her left eye is a large violet mark. Author's Notes: Elasti-Girl seems to be an Amalgamation of DC's Elasti-Girl and Marvel's Domino and Wasp. Name: Ferret (dvandom@magnus.acs.ohio-state.edu) Base OCV (DEX/3): 10 Player: Malibu Comics (by Dave Van Domelen) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 10 30 STR 10 x1 20 Adjustment: +2 with roll 29 DEX 10 x3 57 Final DCV: 23 CON 10 x2 26 Levels: +2 hand-to-hand 18 BODY 10 x2 16 13 INT 10 x1 3 DEX: 29 SPD: 6 18 EGO 10 x2 16 ECV(EGO/3): 6 23 PRE 10 x1 13 PD: 15 rPD: 5 18 COM 10 x1/2 4 ED: 10 rED: 5 15 PD (STR/5) 6 x1 9 END: 46 10 ED (CON/5) 5 x1 5 STUN: 45 6 SPD (1+DEX/10) 3.9 x10 21 BODY: 18 11 REC (STR/5)+(CON/5) 11 x2 - 46 END (CONx2) 46 x1/2 - Range -4 -8 -16 -32 -64 -128 45 STUN (BODY) + 45 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 190 Maneuver Phase OCV DCV effect m strike +0 +2 STR+2d6 CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC STR Roll: 15 Swim (2"): 2"x2 NC o strike -2 +1 STR+4d6 DEX Roll: 15 Jump (L/H): INT Roll: 12 m dodge - +5 Dodge,Abort EGO Roll: 13 PER Roll: 15 m escape +0 +0 +15 STR v grabs POINTS: 362 XP: SAVED: legsweep +0 +1 STR+v/5, target fall Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Cal Denton 15 10(6) Regeneration; 1/hr, -3/4 hunted: Toxin (MoP,8-) 15 5 5 PD/ED resistant Purple Dragon tong 20 1d6+1 HKA (2 1/2 d6 (AsP, NCI, 8-) 15 with STR) Kill Corps (As, NCI, 10 tracking scent 8-) 15 3 ultrasonic hearing 9 +3 PER rivalry: Man of War 5 5 discriminatory smell reputation: ruthless, extreme, 8- 10 famous local rock singer 9 breakfall, climbing, as Cal, 8- 5 contortionist 15- 3 interrogation 14- psych lim: no reluctance 3 persuasion 14- to kill 15 3 shadowing 11- lone wolf syndrome 15 3 stealth 15- animalistic personality 3 streetwise 14- 10 24 Protectors package 5 acrobatics 16- very cynical 10 7 tracking 14- 4 AK: DC's criminal areas 13- 3 PS: rock musician 10 unrevealed contacts & PRE: 14- skills 10(7) +2 DCV; requires 10 +2 hand-to-hand Protector disads 55 acrobatics roll, -1/2 20 martial arts Background/Personality: When young Cal Denton reached the age of 18, he suddenly found himself possessed of Supranormal abilities. He assumed the occurence was the result of nothing more than some freak anomaly in his genetic makeup. He is mistaken in that belief. He actually achieved his powers from an [CENSORED: This information has been classified TOP SECRET under the provisions of the Comstock Act. Divulsion of this data is punishable by fine and/or imprisonment.] Ferret has gained a much deserved reputation as one of the more violent costumed supranormal heroes, feeling that in matters of justice, the ends justify the means. His volatile personality makes it difficult to maintain either professional or personal relationships. This is exemplified in his struggle as a rock singer. Writer's Notes: Damage Resistance simulates fast healing of superficial stuff, will not stop most NNDs which have resistant DEF as a defense. Strictly speaking, Man of War is his superior, but Cal doesn't sweat that part. His ruthless reputation used to be higher, rebuilding it. Name: Flash (by Eric Langendorff) Base OCV (DEX/3): 15 Player: DC Comics (eric.langendorff@3do.com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 15 15 STR 10 x1 5 Adjustment: 44 DEX 10 x3 102 Final DCV: 20 CON 10 x2 20 Levels: +6 with movement 17 BODY 10 x2 14 14 INT 10 x1 4 DEX: 44 SPD: 12 17 EGO 10 x2 14 ECV(EGO/3): 6 20 PRE 10 x1 10 PD: 4 rPD: - 12 COM 10 x1/2 1 ED: 5 rED: - 4 PD (STR/5) 3 x1 4 END: 80 5 ED (CON/5) 4 x1 5 STUN: 45 12 SPD (1+DEX/10) 5.4 x10 66 BODY: 17 30 REC (STR/5)+(CON/5) 7 x2 46 80 END (CONx2) 40 x1/2 20 Range -4 -8 -16 -32 -64 -128 45 STUN (BODY) + 35 x1 10 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 321 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 50"x128 STR Roll: 12 Swim (2"): 10"x128 DEX Roll: 18 Jump (L/H): INT Roll: 12 EGO Roll: 12 PER Roll: is an INT Roll POINTS: 1127 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill DNPC: Linda Park (11-) 10 162 movement Multipower 45 air control Multipower Impulse (8-) 5 16u +44"x128 NC running; 7m 30 STR TK; affects 0 END, +1/2 all parts, -1/4 Hunted: Kobra (11-) 20 15u +9"x128 NC running; 9m 9d6 EB 4 END Vandal Savage (11-) 20 UBO (self+4), +1; at Mirror Master (8-) 10 range (+1/2) to 10" 34 EC: KE transferrence Gorilla Grodd (8-) 10 max (-1/4); 0 END; 424(164) 2d6 RKA; AE hex 457.5 Captain Cold (8-) 10 line of sight not selective (what Flash Abra Kadabra (8-) 5 required, +1/2 passes thru), +3/4; 0 8u 25"x128 NC flight; 0 END; continuous, +1; END; only on surface, affects solid, +2; auto- psych lim: CVK 20 -1/4 Link desolid, -3/4; no loves Linda Park 15 4u +8"x128 NC swimming; range, -1/2: protects innocents 20 0 END, +1/2 15d6 EB; expl., +1/2; affects solid; 0 END; 20(11) Ch. Enviro. (move autolink RKA; no range; objects) in 8" rad.; (on 12d) 1d6/pip rolled no range, -1/2; can't on RKA, -3/4 0 END reputation: (14-) 15 move objects req. STR 184(93) 2d6 RKA; AE hex 217.5 >15, -1/4 2 END selective (items rivalry: Argus 15 56(15) Images to sight/ grabbed); 0 END; no sound groups @ -6; no range 1d6 Unluck 5 range, -1/2; self- 15d6 EB; x10 autofire images only, -2; +1 up to # of items, +1/2; Fastest Man Alive Bonus PER per images beyond 1/2 END, +1/2; auto- 845 6, -1/4 5 END link RKA; (on 12d) 1d6/ real ID: Wally West 27 +9d6 HA 3 END pip rolled on RKA 10 Power Defense 6 END 20 EC: missile deflect 40(18) Desolid (not vs 20 all ranged @ +10 respiratory attacks); 22 bullets/shrapnel @ only while moving, +10; adjacent, +1/2 -1/4; x3 END, -1 12 END 30 +6 with movement 9 acrobatics, stealth, 5 combat sense breakfall 18- 3 fast draw 9 criminology, tactics, 15 3d6 luck deduction 12- 3 resistance 4 martial escape 3 speed reading (vibrate out of hold) 8 c: Linda Park 17- 6 c: Impulse 15- 5 c: Max Mercury 14- 4 c: Jay Garrick 13- 2 c: Jesse Quick 11- Background/Personality: Powers/Tactics: Writer's Notes: Okay, here's my take on The Flash (You know... DC's "Scarlet Speedster"...) as of approximately Terminal Velocity (JQ's still listed as a contact). Any comments on possible improvements are welcome. Regarding the larger EC, the way the power works is: Wally converts some of the mass of an object into kinetic energy. So, he first does damage to the object (RKA, no range, he has to grab or pass through it), then he uses the kinetic energy (EB) as an attack on a target. However, since he is converting mass into kinetic energy, the amount of energy is proportional to the amount of damage done to the source object, thus 12 dice the resultant energy blast are only available if he does a sufficient amount of BODY damage to the source object (+1d6 EB for each +1 BODY rolled on the RKA to the source object). Does this make sense? I chose the linked sequence I did with The Flash because each linked power's effects were at least in part contingent on the results of another power, whose effects had to be determined before resolving the linked power. I am a firm believer that concept comes before rules, and linked's limitation to the smaller of two (or more) powers is one situation I find very often clashes with concept. I follow the rule if two powers are being applied to the same target, but in none of the cases with The Flash, do the linked powers affect the same things. The Desolid affects Flash, RKA affects objects he grabs or passes through, and EB affects targets at range. You see? Contrary to appearances, sometimes, I do try to plan out the character write-ups I make, and I've thought about "linked," in particular, quite a lot. The method I chose for Flash's Kinetic Transfer was very deliberate.