Name: Terra Base OCV (DEX/3): 6 Player: DC Comics Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 10 STR 10 x1 - Adjustment: 18 DEX 10 x3 24 Final DCV: 20 CON 10 x2 20 Levels: +2 w/ EC powers 8 BODY 10 x2 -4 10 INT 10 x1 - DEX: 18 SPD: 5 10 EGO 10 x2 - ECV(EGO/3): 3 10 PRE 10 x1 - PD: 6 rPD: - 16 COM 10 x1/2 3 ED: 8 rED: - 6 PD (STR/5) 2 x1 4 END: 60 8 ED (CON/5) 4 x1 4 STUN: 30 5 SPD (1+DEX/10) 2.8 x10 22 BODY: 8 8 REC (STR/5)+(CON/5) 6 x2 4 60 END (CONx2) 40 x1/2 10 Range -4 -8 -16 -32 -64 -128 30 STUN (BODY) + 23 x1 7 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 94 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 11 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 11 Flight: 20"x2 NC EGO Roll: 11 Tunnel: 10"x2 NC PER Roll: is an INT Roll POINTS: 275 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill 25 EC: earth powers 6 +2 with EC powers 25 10d6 Physical Blast 5 END 25 5d6 Entangle 5 END 25 10 PD/ED Force Wall 5 END 25 20"x2 NC flight; 1/2 END, +1/4 2 END 25 10"x2 NC tunneling 2 END 25 5d6 Physical Blast; AE radius, +1 5 END 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. "Terra's disadvantages have not yet been made clear, so we can only speculate. SHe might have some of the same problems as the other team members." That's what the magazine said. -- Mike Name: Thing (by Tim Larson) Base OCV (DEX/3): 6 Player: Marvel Comics (tel002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 75 STR 10 x1 10 Adjustment: 17 DEX 10 x3 21 Final DCV: 40 CON 10 x2 30 Levels: up to +3 (hook) 25 BODY 10 x2 20 13 INT 10 x1 3 DEX: 17 SPD: 5 16 EGO 10 x2 12 ECV(EGO/3): 5 25 PRE 10 x1 15 PD: 45 rPD: 45 4 COM 10 x1/2 -3 ED: 45 rED: 45 45 PD (STR/5) 14 x1 11 END: 100 45 ED (CON/5) 8 x1 10 STUN: 80 5 SPD (1+DEX/10) 2.7 x10 23 BODY: 25 22 REC (STR/5)+(CON/5) 22 x2 - 100 END (CONx2) 80 x1/2 10 Range -4 -8 -16 -32 -64 -128 80 STUN (BODY) + 80 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 164 Maneuver Phase OCV DCV effect 3 Tackle +0 -1 STR+v/5, CHA Roll = 9 + CHA/5 Run (6"): 7"x2 NC Both Fall, STR Roll: 27- Swim (2"): Full Move DEX Roll: 12- Jump (L/H): 3 Sack +1 +1 STR Strike, INT Roll: 12- Target Fall EGO Roll: 13- 5 Strip +0 +0 Grab Wpn, PER Roll: is an INT Roll +10 STR POINTS: 457 XP: SAVED: Disadvantages Base105+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID: Ben Grimm 10 5 EC-cosmic ray mutation 5(3) 1 level Density psych lim: Increase; persistent, code vs killing +1; always on, -1/2 (com, str) 15 (x2 mass, +5 STR, -1" KB, overconfident (vc,m) 15 +1 PD/ED) hates his altered form 40 Damage Resistance (com, mod) 10 58 +50 STR; 1/2 END, doesn't give up (c,s) 15 +1/4 8 END 25 +15 CON hunted: Yancy Street 5 +5 BODY Gang (Less, NCI, 8-) 5 12 +17 PD 21 +26 ED 3 climbing 12- dist. feat.: 15 25% P/E Dmg Reduction 13 combat pilot 17- not con., major 20 6 TF: planes, heli- copters, small space DNPC: Alicia Masters 3 disguise 11- (inc., 8-) 15 9 LS: pressure, temp- 3 paramedic 11- erature, radiation 3 streetwise 14- 10 Lack of Weakness 8 +1 with combat 10(7) LS: self-contained; 5 +1 Hand-to-Hand 10 minute max, -1/2 3 +1 with hook 37 Area Effect Cone on 37 STR, +1 2 +1" running Boxing, Football, Wrestling maneuvers 4 Block +2/+2 Block, Abort 3 Jab +2/-1 STR Strike 3 Punch +1/+0 STR+2d6 3 Clinch -1/-1 Grab, +10 STR 5 Hook -2/+1 STR+4d6 4 Escape +0/+0 +15 STR vs Grabs 3 Slam +0/+1 STR+v/5; Target Falls Background/Personality: Ben Grimm was an ace test pilot flying an experimental spacecraft with three others (Reed Richards, Sue Storm, Johnny Storm) when it was bombarded with cosmic rays. After a crash landing, the four discovered they'd acquired unique superhuman powers. Ben also found he'd acquired a monstrous appearance. The foursome decided to use their fantastic powers to fight evil. Identifying Quote: It's clobberin' time!!! Writer's Notes: The AoE on Thing's STR represents the "thunderclap" maneuver that you often see a 'brick' do to clear a large number of lesser opponents from an area. The 37 with a +1 advantages brings it to 75 active, which is his full STR--whether he punches someone with 75 or "punches" a group with 37 he puts the same effort into it. Note that I also could have done this as a 37 STR TK with AoE and no range. Thanks to Sam Bell for lots of neat ideas from his version of Thing and to George Ruban for helpful criticism. Name: Thing (by Sam Bell) Base OCV (DEX/3): 5 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 5 85 STR 10 x1 70 Adjustment: 14 DEX 10 x3 12 Final DCV: 63 CON 10 x2 106 Levels: up to +5 (hook) 30 BODY 10 x2 40 13 INT 10 x1 3 DEX: 14 SPD: 5 20 EGO 10 x2 20 ECV(EGO/3): 7 25 PRE 10 x1 15 PD: 45 rPD: 45 4 COM 10 x1/2 -3 ED: 45 rED: 45 45 PD (STR/5) 16 x1 28 END: 126 45 ED (CON/5) 13 x1 31 STUN: 102 5 SPD (1+DEX/10) 2.4 x10 26 BODY: 30 30 REC (STR/5)+(CON/5) 29 x2 2 126 END (CONx2) 126 x1/2 - Range -4 -8 -16 -32 -64 -128 102 STUN (BODY) + 102 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 350 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 7"x2 NC STR Roll: 26- Swim (2"): DEX Roll: 12- Jump (L/H): INT Roll: 12- EGO Roll: 13- PER Roll: is an INT Roll POINTS: 627 XP: SAVED: Disadvantages Base 80+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID: Ben Grimm 10 10(7) 1 level Density Increase; persistent, psych lim: (+1); always on (-1/2) code vs killing (x2 mass, +5 STR, -1" KB, (com, str) 15 +1 PD/ED) overconfident (vc,m) 15 45 Damage Resistance 34 Hardened PD/ED 30 1/4 Resistant P/E Damage Reduction 6 10-pt Mental Defense hunted: Yancy Street 20 Lack of Weakness Gang (Less, NCI, 8-) 5 21 STR 1/2 END 4 END 3 climbing 12- dist. feat.: 9 LS: pressure, temp- 13 combat pilot 17- not con., major 20 erature, radiation 6 TF: planes, heli- 10(7) LS: self-contained; copters, small space DNPC: Alicia Masters 10 minute max, -1/2 3 disguise 11- (inc., 8-) 15 3 paramedic 11- 3 streetwise 14- 16 +2 with combat 10 +2 Hand-to-Hand 3 +1 with hook 2 +1" running Boxing, Football, Wrestling maneuvers 4 Block +2/+2 Block, Abort 3 Jab +2/-1 STR Strike (17d6) 3 Punch +1/+0 STR+2d6 3 Clinch -1/-1 Grab, +10 STR 5 Hook -2/+1 STR+4d6 4 Escape +0/+0 +15 STR vs Grabs 3 Slam +0/+1 STR+v/5; Target Falls 3 Tackle +0/-1 STR+v/5; Target Falls; You Fall, Full Move 3 Sack +1/+1 STR Strike; Target Falls 5 Strip +0/+0 Grab Weapon; +10 STR Identifying Quote: It's clobberin' time!!! Powers/Tactics: Writer's Notes: Alicia Masters is only a DNPC on the days when she is not a Skrull, grr. Yancy Street Gang hunts Thing only to annoy him. Thing's ID as Ben Grimm is not only public, but he is also the idol of millions. He's tough, but no Hercules. The 'football' style is from Ninja Hero. Name: Thor (by Sam Bell) Base OCV (DEX/3): 8 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 100 STR 10 x1 85 Adjustment: 23 DEX 10 x3 39 Final DCV: 98 CON 10 x2 176 Levels: +5 with combat 40 BODY 10 x2 60 10 INT 10 x1 - DEX: 23 SPD: 5 20 EGO 10 x2 20 ECV(EGO/3): 7 30 PRE 10 x1 20 PD: 30 rPD: 5 20 COM 10 x1/2 5 ED: 30/60 rED: 5/35 30 PD (STR/5) 19 x1 11 END: 196 30 ED (CON/5) 20 x1 10 STUN: 140 5 SPD (1+DEX/10) 3.3 x10 17 BODY: 40 40 REC (STR/5)+(CON/5) 39 x2 2 196 END (CONx2) 196 x1/2 - Range -4 -8 -16 -32 -64 -128 140 STUN (BODY) + 137 x1 3 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 448 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 9"x2 NC STR Roll: 29 Swim (2"): 5"x2 NC DEX Roll: 14 Jump (L/H): INT Roll: 11 EGO Roll: 13 PER Roll: is an INT Roll POINTS: 1216 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill psych lim: 67(54) EC-Change Enviro*; 45(22) +30 resistant ED; overconfident 20 0 END, +1/2; OVIF, -1/4 only vs electricity, chivalrous 20 68(54) Wind level 4, -1 protects mortals x1024 radius 5(4) END reserve; OVIF (com, mod) 10 68(54) Rain level 4, 30 END, 2 REC x1024 radius 10(5) 2d6 Absorption, 68(54) Temperature level energy->END reserve; dist feat: 4, x1024 radius only v electricity, -1 6'6" and godlike 5 12(10) +4d6 HA, OVIF, 10(7) Density Increase; -1/4 hunted: Loki (As, 11-) 15 pers., +1; always on Odin (More, NCI, 5 5 PD/ED resistant 11-, Mild) 20 60 50% P&E resistant 3 breakfall 14- damage reduction 2 WF: viking (sword, 60(30) 75% P&E res. dmg mace, spear, bow) red.; only v BODY, -1 3 L: English 6 +3" running 0 L: Old Norse 3 +3" swimming 3 survival: sub-arctic 25 +25" superleap forests 11- 15 Power Defense 3 riding 14- 16 20-pt Mental Defense 3 paramedic 11- 6 Regen 1 BODY/hour 4 KS: surgery, anatomy 25 1/2 END on STR, +1/4 12 LS: pressure, temp, 5 internat'l police aging, disease powers: Avenger 5(4) RL&T; IIF Avengers communication card 40 +5 with all combat 195(156) Multipower; OVIF 4u extra-D move, related Uru hammer, -1/4 group, x8 mass 4 END 12u 24d6 EB vs PD; 1/2 11u 30/30 Force Wall; 1/2 END, +1/4 7 END END, +1/4; 1 hex, (thrown hammer) -1/4; 1/2 DCV, -1/4 7u 7d6 RKA; no KB, -1/4 (whirling) 9 END [10 END from reserve] (lightning bolt) 7u extra-dimensional 60(34) 30"x2 NC flight; movement, related OVIF; full phase to group, x512 mass; UAO start, -1/4; turn @ range, +1 1/2; 1 mode=30", -1/4 Turn delay, -1; 0 DCV concentrate, -1/2 19 END * The x1024 radius on the Change Environment powers is equivalent to about 1 1/4 miles. OVIF = Obvious Very Inaccessable Focus. Not quite worth a -1/2 limitation, but it does come up often enough to be worth some points. Writer's Notes: Notice that he isn't very bullet-proof (still very hard to kill with small arms). I don't recall him bouncing bullets off his chest very often. I'm assuming that Sif is another PC (probably played by the girlfried of the guy who plays Thor). The OHOTMU says that Thor has access to Don Blake's medical knowledge, and I'm going with that, even though he never seems to use it. Name: the Tick (mmillman@ptd257.al.intel.com) Base OCV (DEX/3): 5 Player: New England Comics (by Miq Millman) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 5 50 STR 10 x1 35 Adjustment: 14 DEX 10 x3 12 Final DCV: 18 CON 10 x2 16 Levels: +4 H-t-H 20 BODY 10 x2 20 8 INT 10 x1 -2 DEX: 14 SPD: 5 17 EGO 10 x2 14 ECV(EGO/3): 6 20 PRE 10 x1 10 PD: 36 rPD: 36 10 COM 10 x1/2 - ED: 36 rED: 36 36 PD (STR/5) 10 x1 25 END: 36 36 ED (CON/5) 4 x1 31 STUN: 69 5 SPD (1+DEX/10) 2.4 x10 26 BODY: 20 19 REC (STR/5)+(CON/5) 13 x2 12 36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128 69 STUN (BODY) + 52 x1 16 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 215 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 19 Swim (2"): DEX Roll: 12 Jump (L/H): INT Roll: 11 EGO Roll: 12 PER Roll: is an INT Roll POINTS: 456 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID: the Tick 10 10(7) Density Increase; 20 +4 hand-to-hand 0 END persistent, +1; 3 oratory 13- DNPC: Arthur Always On, -1/2 (supercomp, 14-) 10 36 full PD/ED Damage Resistance hunted: random loony 27 PD/ED hardened, +1/4 of the week (14-) 25 10 Lack of Weakness 60 75% resistant phys. Damage Reduction psych lim: 30 50% resistant energy Code of Honor 15 Damage Reduction =IS= a hero 15 20 Power Defense 9 LS: pressure, temp., radiation vuln: x2 effect from 10(7) LS: self-contained; all mental attacks 45 hold breath for 10-20 minutes, -1/2 phys lim: complete and 12 1/2 END on STR, +1/4 utter moron (well, experience makes up some of this) 240 Background/Personality: Powers/Tactics: Writer's Notes: There is no specific Ninja hunted, they can fall into the random looney of the week hunted since they don't come up that often. I still haven't been convinced that he has life support for breathing full time, so its only for as long as he can hold his breath. (jbuckley@gladstone.uoregon.edu) Name: Titan (by Chad Riley) Base OCV (DEX/3): 7 Player: Marvel Comics Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 60 STR 10 x1 10 Adjustment: -5 to +4 20 DEX 10 x3 30 Final DCV: 2 to 11 25 CON 10 x2 30 Levels: +2 H-t-H 18 BODY 10 x2 - 13 INT 10 x1 3 DEX: 20 SPD: 4 13 EGO 10 x2 6 ECV(EGO/3): 4 20 PRE 10 x1 10 PD: 20 rPD: 10 20 COM 10 x1/2 5 ED: 20 rED: 10 10 PD (STR/5) 4 x1 6 END: 50 10 ED (CON/5) 5 x1 5 STUN: 41 4 SPD (1+DEX/10) 3.0 x10 10 BODY: 18 10 REC (STR/5)+(CON/5) 9 x2 2 50 END (CONx2) 50 x1/2 - Range -4 -8 -16 -32 -64 -128 41 STUN (BODY) + 33 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 117 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 21 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 12 EGO Roll: 12 PER Roll: is an INT Roll POINTS: 277 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill dist feat: human in 60 Growth x8 (+40 STR, 3 breakfall 13- Shi'ir Empire/member -8" KB, +8 BODY, +8 3 deduction 12- of Imperial Guard 20 STUN, x256 mass, -5 3 criminology 12- DCV, +5 PER against, 3 forensics 12- hunted: enemies of Shi'ir x5 height/reach); 0 2 TF: Shi'ir vehicles Empire (MoP, NCI, END, +1/2 2 WF: Shi'ir small arms 11-) 25 30(20) 10 PD/ED Armor; 2 KS: Shi'ir Empire 11- Starjammers (AsP, OIF uniform, -1/2 2 AK: Shi'ir Empire 11- 11-) 15 20 Shrinking x2 (x1/4 height, x1/64 mass, psych lim: completely +4 DCV, -4 PER loyal to Shi'ir against, +6" KB) Emperor (Bushido) 25 10 +2 Hand-to-hand CVK 20 20(13) universal overconfident 15 translator; OIF, -1/2 protective of friends 15 10(7) HRRH; OIF, -1/2 5 member of Imperial Guard public ID: 10 5 well-off rival: anyone nearly as powerful 5 watched: Shi'ir Emperor (MoP, NCI, 14-) 15 hero bonus/XP 22 Background/History (Titan): Titan is a rather faceless Imperial Guard member. Background/History (Colossal Boy): Colossal Boy is one of the early recruits of the LSH known primarily for his on and off relationship with Shrinking Violet. Writer's Notes: (For Colossal Boy) Lose Shrinking power, add Boxing package (jab, cross, block, clinch, paramedics), add Contact Space Police 11-, change overconfidence to loves Shrinking Violet. Of course, change references to IG to LSH. Name: Trailbreaker (by Tim Larson) Base OCV (DEX/3): 6 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 58 STR 10 x1 28 Adjustment: -2 18 DEX 10 x3 24 Final DCV: 4 40 CON 10 x2 60 Levels: 18 BODY 10 x2 10 18 INT 10 x1 8 DEX: 18 SPD: 4 18 EGO 10 x2 16 ECV(EGO/3): 6 15 PRE 10 x1 5 PD: 54 rPD: 48 10 COM 10 x1/2 - ED: 54 rED: 48 24 PD (STR/5) 8 x1 15 END: 120 24 ED (CON/5) 8 x1 15 STUN: 47 4 SPD (1+DEX/10) 2.8 x10 12 BODY: 18 16 REC (STR/5)+(CON/5) 16 x2 - 120 END (CONx2) 80 x1/2 20 Range -4 -8 -16 -32 -64 -128 57 STUN (BODY) + 54 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 213 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 12"x2 NC STR Roll: 16 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 13 EGO Roll: 13 PER Roll: is an INT Roll POINTS: 475 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill psych lim: feelings 135(90) 30 PD/ED Force 3 tactics 13- of inadequacy (c,m) 10 Field; hard, +1/4; AE 10(5) +5 to tactics roll; practical joker 7" radius, +1; x2 defensive strategies (uc,m) 5 END, -1/2 27 END only, -1 18- 30(20) Growth (x8 mass, +15 STR, -3" KB; +3 BODY/STUN, -2 DCV, +2 PER against, x2 size/ reach); 0 END pers., 55 Multipower +1; always on, -1/2 2u 7d6+1 EB v PD; expl., +1/2; [2c], -1 1/2 46(31) 2 1/2 d6 Suppress 5u 11d6 EB {laser} 5 END radio senses; AE any area x2, +1 1/4; x5 range, +1/4; x2 END, -1/2 9 END 12 +6" running {58 km/h noncombat} 18(14) 18 PD/ED Damage Resistance; 15- act. 5(2) +5 STR; only v grabs & Entangles, -1; only in truck form, -1/4 27 Transformer package Background/Personality: Trailbreaker makes light of any situation, no matter how serious. Practical joker and cheerleader, but considers himself a liability to Autobots since he consumes the most fuel. Lacks self-esteem and often asks to be left behind. Often mopes about his handicaps, but his bravery and defensive prowess is unquestioned. Identifying Quote: An Autobot's as good as the fuel in his tank. Powers/Tactics: Projects nearly impenetrable invisible force-field. Can jam radio transmissions. Very slow. Appearance: Trailbreaker is a black Blazer-style truck in his disguised form. Writer's Notes: Extra STR in truck form is to represent four-wheel drive. Name: Vision (by Sam Bell) Base OCV (DEX/3): 6 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: +4 with NND Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 38/88 STR 10 x1 23 Adjustment: 17/7 DEX 10 x3 21 Final DCV: 43 CON 10 x2 66 Levels: +2 with combat 25 BODY 10 x2 30 18 INT 10 x1 8 DEX: 17 SPD: 4 20 EGO 10 x2 20 ECV(EGO/3): 7 20 PRE 10 x1 10 PD: 30/65 rPD: 20/45 10 COM 10 x1/2 - ED: 30/65 rED: 20/45 30 PD (STR/5) 7 x1 22 END: 86 (120 Reserve) 30 ED (CON/5) 9 x1 20 STUN: 63 4 SPD (1+DEX/10) 2.7 x10 13 BODY: 25 15 REC (STR/5)+(CON/5) 15 x2 - 86 END (CONx2) 86 x1/2 - Range -4 -8 -16 -32 -64 -128 63 STUN (BODY) + 63 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 233 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 17 Swim (2"): DEX Roll: 12 Jump (L/H): INT Roll: 13 EGO Roll: 13 PER Roll: is an INT Roll POINTS: 729 XP: SAVED: Disadvantages Base 48+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill dist. feat.: android 10(7) 1 density increase; 5(4) RL&T; IIF Avengers voice (con, major) 15 persistent, +1; always communications card, on, -1/2 -1/4 watched: world gov'ts (As, NCI, 8-) 8 75 Multipower 7u 10 density increase; phys. lim.: loses 1 DEX 0 END, +1/2 (+50 STR, for every level of +10 PD/ED, -10" KB, density (inf, great) 10 x1024 mass) 0 END 6u desolid; 0 END, +1/2 psych lim: can't under- (sonics) 0 END stand emotion (uc, total) 15 20 20 PD/ED dmg resist. 60 Multipower, jewel 75(50) 25 PD/ED armor; 5u 4d6 RKA; no KB, -1/4 linked to DI, -1/2; (2.5 6u 6d6 Flash points/level) 170(126) 8d6 NND, +1; 12 120 pt END Res for MP does BODY, +1; affects 12(8) 12 pt END Res REC; desolid, +1/2; 0 END, not in darkness, -1/2 +1/2; useable only when desolid, +1/4; no range, 33(22) 13" Flight; 1/2 -1/2; not vs DI/energy END, +1/4; only when beings 0 END desolid, -1/2 1 END 8 +4 OCV with NND 16 +2 with combat 30 LS: full 5 internat'l police pow 6 10-pt mental defense 3 lightning calculator 10 power defense 10 eidetic memory Writer's Notes: International police powers are a consequence of Avengers clearance. Name: Wolverine (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 24 STR 10 x1 8 Adjustment: 27 DEX 10 x3 45 Final DCV: 28 CON 10 x2 30 Levels: +2 H-t-H 21 BODY 10 x2 16 14 INT 10 x1 4 DEX: 27 SPD: 6 15 EGO 10 x2 10 ECV(EGO/3): 5 24 PRE 10 x1 14 PD: 11/17 rPD: -/6 10 COM 10 x1/2 - ED: 12 rED: - 11 PD (STR/5) 5 x1 6 END: 56 12 ED (CON/5) 6 x1 6 STUN: 48 6 SPD (1+DEX/10) 3.7 x10 23 BODY: 21 13 REC (STR/5)+(CON/5) 10 x2 6 56 END (CONx2) 56 x1/2 - Range -4 -8 -16 -32 -64 -128 47 STUN (BODY) + 47 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 168 Maneuver Phase OCV DCV effect slam +0 +1 STR+v/5, target falls CHA Roll = 9 + CHA/5 Run (6"): 8"x2 NC choke hold -2 +0 grab, 2d6 STR Roll: 14 Swim (2"): NND2 DEX Roll: 14 Jump (L/H): sac. throw +2 +1 STR, falls, INT Roll: 12 you fall EGO Roll: 12 disarm -1 +1 +10 STR to PER Roll: 15/16 disarm escape +0 +0 +15 STR vs POINTS: 373 XP: SAVED: grabs Disadvantages Base120+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill real ID: Logan 0 3 EC-mutant healing factor 17 25% P/E damage psych lim: reduction "wild" (c, str) 15 3 +6 STR 20(16) 2/Turn Regener- many lost loved ones 3 +2 DEX ation; can't replace and regrets (c,mod) 10 3 +3 CON missing parts, -1/4 holey memory (uc,mod) 5 3 +3 BODY 9 +3 PER loner (c, mod) 10 2 +1 smell PER protective (vc, str) 20 10 +2 H-t-H rivalry: 4 EC-adamantium skeleton Cyclops (rom., PC) 10 32(26) 1 1/2 d6 HKA (see 4 +2" running hunted: notes); AP, +1/2; no Sabretooth, Deathstrike KB, -1/4 6 END 3,3 breakfall, lightsleep (as Pow, 8-) 10 5(2) 6 PD armor; only vs 3,3 AK: Canada, Japan other villains blunt/crush, -1 3 AK: Madripoor (as Pow, 8-) 10 6(2) clinging; sideways 3,3 stealth*, survival* is 1/2 ground movement, 3 tracking* dist feat: skeleton shows -1/4; no ceiling move- 3 +1 to * on metal detectors ment, -1/4; 1/2 OCV/DCV 3 combat sense 12- (ec) 5 while, -1 enraged in combat (vc, 8-, 14-) 8 3 LS: toxins, poisons 19 jiu-jitsu watched: anti-mutant 3 LS: disease 1 martial arts w/ sword lobby (As, NCI, 8-) 7 2 LS: retarded aging 2 L: German (c fl) Canadian government 3 L: Russian (c fl) (More, NCI, 8-) 10 6 9-pt mental defense 4 L: Japanese (c fl) 15 disc, tracking smell 3 KS: intel. agencies Commando Training maneuvers 4 Cross +0/+2 STR+2d6 4 Block +2/+2 Block, Abort Background/Personality: Relatively little is known about Wolverine, mostly because a good deal of his memory has been falsely implanted and many people tied to his history have mysteriously disappeared. He was born in Canada and selected for the Weapon X project by the government. His skeleton was infused with adamantium, a nearly unbreakable metal. His natural mutant metabolism, which had already increased all his physical attributes to higher than normal levels, allowed him to survive the process. An unexpected amount of the substance built up in his lower arms, forming three retractable claws that spring from the backs of his hands. He escaped from the project, and was later found by members of the Alpha Flight team and recruited. He has worked with several different government agencies as a spy and reconnaisance agent. He's met a wide variety of people whom he considered his friends that later became otherwise (Silver Fox, Deathstrike, Sabretooth, etc). He is recruited into the X-Men where he works on controlling his animalistic nature. He falls into unrequited love with Jean Grey. He is a loner, but also wants to be close to people. However, his history has shown that many of his relationships end up hurting one or the other, and he has deep regrets about this. He is extremely protective of those he cares about (Heather Hudson, Jean Grey, Kitty Pryde, Jubilation Lee, etc), even to the point of not wanting to harm those that have become his enemies (Deathstrike, etc). This loner nature tends to make him resistant to authority and quite sure of himself, but he is not foolhardy. He is tenacious and doesn't give up once he sets out to do something. This writeup depicts Logan just prior to the Fatal Attractions series. Identifying Quote: I'm the best there is at what I do, and what I do isn't very nice. *SNIKT!* Powers/Tactics: Wolverine's powers are centered around his mutant metabolism and the implanted adamantium. He is very quick and also quite resistant to damage. His body can fight off nearly every disease, poison, or infection. He is a savage and cunning fighter, and can engage his opponents at just about every level of hand-to-hand combat. He indestructible skeleton makes him more resistant to damage that would crush him, as well as giving him the razor sharp claws he is known for. Logan is also trained in a variety of armed and unarmed fighting skills. Writer's Notes: I've adopted Steve Perrin's AP suggestion from AC #25. Therefore, the total HKA should be counted as a "5 DC AP, 5 DC non-AP" attack. If you are not using this rule, the HKA is 2 1/2 dice AP. Logan's regeneration really should go in the EC by its definition, but regeneration is a special power and I wanted to follow the book as closely as was logical. His martial arts are a combination of a variety of Japanese styles he's trained in (I used jiu-jitsu) and commando training. I was going to throw in some dirty infighting maneuvers, but decided he was already talented enough without them. One house rule I've used is the inclusion of poison as a separate Life Support. I think that's about it. Enjoy. Name: Wolverine (by Sam Bell) Base OCV (DEX/3): 11 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 11 20 STR 10 x1 10 Adjustment: 33 DEX 10 x3 69 Final DCV: 28 CON 10 x2 36 Levels: up to +6 28 BODY 10 x2 36 18 INT 10 x1 8 DEX: 33 SPD: 7 17 EGO 10 x2 14 ECV(EGO/3): 5 25 PRE 10 x1 15 PD: 12 rPD: - 16 COM 10 x1/2 3 ED: 12 rED: - 12 PD (STR/5) 4 x1 8 END: 56 12 ED (CON/5) 6 x1 6 STUN: 52 7 SPD (1+DEX/10) 4.3 x10 27 BODY: 28 25 REC (STR/5)+(CON/5) 10 x2 30 56 END (CONx2) 56 x1/2 - Range -4 -8 -16 -32 -64 -128 52 STUN (BODY) + 52 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 262 Maneuver Phase OCV DCV effect 4 Block +2 +2 Abort,Block 4 Low Blow -1 +1 2d6 NND CHA Roll = 9 + CHA/5 Run (6"): 4 Kidney Blow -2 +0 1/2 d6 HKA STR Roll: 13 Swim (2"): 4 Punch +0 +2 Strike+2d6 DEX Roll: 16 Jump (L/H): 5 Roundhouse -2 +1 Strike+4d6 INT Roll: 13 3 M Throw +0 +1 Strike, EGO Roll: 12 Target Fall PER Roll: 17 (21 hearing) 4 M Dodge - +5 Abort 4 Escape +0 +0 +15 STR vs POINTS: 728 XP: SAVED: Grab Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill enraged: takes/does BODY 10(8) 1 BODY regen; per in combat (8-, 8-) 20 minute, -1/4 6(5) LS: disease, aging; dist feat: short, dense, ages slowly, -1/2 claw housings (ec) 5 120 3/4 P/E resistant Damage Reduction watched: internat'l 20(12) 10pt Power Defense intelligence agencies + 10pt Mental Defense; 5 only vs chemical SFX, rival: Scott Summers 5 -3/4 5 Discriminatory Smell psych lim: fears going 10 Tracking Scent berserk (uc, str) 10 12 +4 PER 15 combat sense, con- loves Jean Grey 5 8 +4 hearing PER cealment, paramedic, sec 74(59) 2d6+1 HKA (3d6+1 systems, tracking* 13- w/ STR); AP, +1/2; 0 5 defense maneuver END, +1/2; no KB, -1/4 6 lightsleep,resistance 2 END 15 fast draw, breakfall, climbing, lockpicking, 4 WF: small arms, Jap. stealth* 16- martial arts weapons 3 interrogation 14- 30 +3 overall levels 3 streetwise 14- 24 +3 with all combat 6 demol., shadow* 11- 4 AK: Canada, Japan, 9 +3 with * Germany, Madripoor 6 Traveler, Linguist 3 +3" swimming 9 4-pt German, Russian, 2 +2" superleap Japanese real ID: Logan 0 6 +3" running Commando Training, Dirty Infighting, Kenjutsu, Ninjutsu maneuvers 3 Aikido Throw +0/+1 Strike, Target Falls 4 Boxing Cross +0/+2 Strike+2d6 4 Choke -2/+0 Grab, 2d6 NND 4 Disarm -1/+1 +10 STR Disarm 3 Take Down +2/+1 Strike, Both Fall 5 Takeaway +0/+0 Grab Weapon, +10 STR 4 Lightning Stroke +2/+0 Strike+2d6 (only with swords) 5 Sacrifice Stroke +1/-2 Strike+4d6 (only with swords) 5 Slashing Stroke -2/+1 Strike+4d6 (only with swords) 8 +2 DC Writer's notes: This is the classic Wolverine (skeleton intact) Name: Wonder Girl Base OCV (DEX/3): 8 Player: DC Comics Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 60 STR 10 x1 50 Adjustment: 23 DEX 10 x3 39 Final DCV: 28 CON 10 x2 36 Levels: +2 H-t-H 11 BODY 10 x2 2 10 INT 10 x1 - DEX: 23 SPD: 5 14 EGO 10 x2 8 ECV(EGO/3): 5 15 PRE 10 x1 5 PD: 24 rPD: - 26 COM 10 x1/2 8 ED: 20 rED: - 24 PD (STR/5) 12 x1 12 END: 56 20 ED (CON/5) 6 x1 14 STUN: 55 5 SPD (1+DEX/10) 3.3 x10 17 BODY: 11 20 REC (STR/5)+(CON/5) 18 x2 4 56 END (CONx2) 56 x1/2 - Range -4 -8 -16 -32 -64 -128 55 STUN (BODY) + 55 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 195 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC STR Roll: 21 Swim (2"): 2"x2 NC DEX Roll: 14 Jump (L/H): 12"/6" INT Roll: 11 EGO Roll: 12 PER Roll: is an INT Roll POINTS: 379 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Donna Troy 15 5 EC-magic lasso; OAF 10 +2 w/ Hand-to-Hand 5(4) 1d6 EGO Drain; must vulnerability: entangle first, -1/4 x2 STUN from KAs 30 15(12) 4d6 Mind Control; must entangle first psych lim: 75 8d6 Entangle 8 END fair play 15 naive 15 34(23) Missile Deflection vs all ranged attacks hunted: at +7; OIF bracers, Hive (8-) 35 -1/2 Terminator (8-) 30 40 20"x2 NC flight 4 END DNPC: boyfriend Terry Long (normal, 8-) 10 15 1/2 END on STR, +1/4 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. Lasso: I guessed on the "must entangle first" modifier. Flight: I always thought she could only glide. -- Mike Background/Personality: As we all know this is no longer valid as she's now a Darkstar but... -- Mike Name: Wraith (by Tim Larson) Base OCV (DEX/3): 9 Player: Amalgam Comics (TEL002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 9 13 STR 10 x1 3 Adjustment: 26 DEX 10 x3 48 Final DCV: 24 CON 10 x2 28 Levels: 14 BODY 10 x2 8 13 INT 10 x1 3 DEX: 26 SPD: 6 11 EGO 10 x2 2 ECV(EGO/3): 4 15 PRE 10 x1 5 PD: 13 rPD: 10 10 COM 10 x1/2 - ED: 15 rED: 10 3 PD (STR/5) 3 x1 - END: 48 5 ED (CON/5) 5 x1 - STUN: 33 6 SPD (1+DEX/10) 3.6 x10 24 BODY: 14 9 REC (STR/5)+(CON/5) 7 x2 4 48 END (CONx2) 48 x1/2 - Range -4 -8 -16 -32 -64 -128 33 STUN (BODY) + 33 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 125 Maneuver Phase OCV DCV effect punch 1/2 0 +2 STR+2d6 CHA Roll = 9 + CHA/5 Run (6"): kick 1/2 -2 +1 STR+4d6 STR Roll: 12 Swim (2"): DEX Roll: 14 Jump (L/H): block 1/2 +2 +2 block,abort INT Roll: 12 EGO Roll: 11 throw 1/2 +0 +1 STR+v/5,opp PER Roll: is an INT Roll falls dodge 1/2 - +5 Dodge, vs POINTS: 315 XP: SAVED: all, abort Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill dist feat: living shadow 11 EC-darkness powers 3 stealth 14- (nc, major) 20 19 10 PD/ED Armor 20 martial arts mutant 5 29 50% P/E Dmg Reduction 1 useable w/ staves 49(33) 5d6-1 AVPowD, 8 +2 DC +1.5; no range, -1/2 3 breakfall 14- hunted: Judgment League 5 END Avengers (AsP, 8-) 10 12(9) 3" Stretching; 0 sentinels (AsP, 8-) 10 END, +1/2; no non-com 24 unknown skills stretch, -1/4 0 END 20 Power Defense 17(8) staff OAF, -1 1" Stretching; 0 END; no noncombat stretch: +3 HA 6(2) +2 PD/ED Armor; OIF, -1/2; 9- act., -1 1/2 real ID: Todd (LeBeau?) Background/Personality: Todd was formerly a member of the JLA (Judgment League Avengers) until the rising anti-mutant feeling culminated in the framing and imprisonment of Mariner by Will Magnus. Wraith and fellow mutant JLA members Firebird, Mercury, Nightcreeper and Runaway, led by Apollo and the mysterious Mr. X freed Mariner and attempted to find Mariner's homeland, which he only dimly remembered. Todd is in love with Runaway, a love which she is very protective of because of the nature of her powers. However, Todd feels responsible for Runaway's growing emotional and mental instability. Little else is known of Wraith's background is known except that he is cajun. Powers/Tactics: Wraith's mutant abilities allow him to draw upon an inexhaustible pool of darkness. This allows him to absorb much damage as well as drawing heat out of objects and people. This limitless source allows him a high resistance to anything that would drain his powers, because he always has more in reserve (even though he can only tap so much of it himself). He can stretch his shadowy limbs for some distance, and is also versed in martial arts, with which he uses a staff. Appearance: Wraith appears to be a living shadow, and displays few features. He dresses in a tattered trenchcoat. He wears knee-high armored boots. Author's Notes: Wraith seems to be an Amalgamation of DC's Obsidian and Marvel's Gambit. He also has a "phasing" power that I am unsure how to represent, so I've left it out.