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1995-12-01
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Path: usenet.ee.pdx.edu!newsrelay.netins.net!solaris.cc.vt.edu!newsfeed.internetmci.com!in2.uu.net!not-for-mail
From: tel002@dunix.drake.edu (Tim "Spock" Larson)
Newsgroups: rec.games.frp.archives
Subject: RESOURCE: Great Net Book of Real HEROs [C-F]
Followup-To: rec.games.frp.misc
Date: 30 Nov 1995 08:19:11 -0500
Organization: Drake University, Des Moines
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Sender: smm@uunet.uu.net
Approved: smm@uunet.uu.net
Distribution: world
Message-ID: <49kb0f$29f@rodan.UU.NET>
NNTP-Posting-Host: rodan.uu.net
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: 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: 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: 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.