View Full Version : Any PnP characters you'd like to share?
Archived Post
02-17-2010, 08:40 AM
Here are a couple I made, and have recreated in the game to get started...
7919 This is Psyche, one of my first pnp, and main character in the game
7920 This is Alice Dee, a 60s hippie themed supervillain. I made an interesting background for her, which I may post later
Anyone else want to share?
Archived Post
02-17-2010, 01:30 PM
I'm still quite proud of my PnP character Longbow. To start with I'm glad to have a name for an archer character that isn't derivative. I'm not sure how to embed the picture but his face is my avatar.
Here's a version a buddy did for me while we were playing:
http://www.heroslair.com/photopost531/showphoto.php?photo=52&size=big&cat=500&perpage=12&sort=4&ppuser=6
The version of him online winds up looking more like leather and chainmail than tights, which is good:
http://www.champions-online.com/character_profiles/142669/biography
Concept is that Longbow has been a hero for many years. But the character I play is his secret replacement, who has no archery ability but is a skilled telekinetic. In PnP he had skill levels based on telekinesis and a small power pool to do TK tricks with his arrows like make them go around corners. It was quite a moment of pleasure in our first game the time I made an arrow curve and a buddy of mine says, "But arrows don't do that." To which I pointed on my sheet to the disadvantage: "Distinctive Feature: Arrows don't do that."
Archived Post
02-24-2010, 04:41 PM
Here is the PnP basis or my current 40 characterm, Seer. For those unfamiliar with the game, the write up represent a very experienced and powerful character.
Seer
Player:
Val Char Cost
20 STR 10
26 DEX 48
25 CON 30
12 BODY 4
18 INT 8
33 EGO 46
20 PRE 10
16 COM 3
6/32 PD 2
6/32 ED 1
6 SPD 24
10 REC 2
30 END -0
35/45 STUN 0
6" RUN 0
2" SWIM 0
4" LEAP 0
Characteristics Cost: 178
Cost Power
45 Defensive Field: FF (18 PD/18 ED), Costs END Only To Activate (+1/4)
43 Strong Mind: +23 Mental Defense (30 points total), Hardened (+1/4) plus Damage Resistance (26 Mental Def.) plus Lack Of Weakness (-5) for Mental Defense
44 Danger Sense: Danger Sense (immediate vicinity, any danger, Discriminatory, Function as a Sense) 20-
43 Mental Reserve: Endurance Reserve (80 END, 35 REC)
5 Speed of Thought: +1 SPD; Limited Power Power loses about half of its effectiveness (Only for using Mental Powers; -1)
7 The futures so bright, I gotta wear shades.: Sight Group Flash Defense (10 points); OIF (Sunglasses; -1/2)
5 Variable Teleport Beacon: Floating Fixed Location (1 Locations)
1 Spirit Spell: (See equipment Tab) (1 Active Points)
1 Summoning Spell: (See equipment Tab) (1 Active Points)
198 Psionic Progidy: Variable Power Pool, 90 base + 108 control cost, Cosmic (+2) (225 Active Points); Limited Class Of Powers Available Slightly Limited (Psionic Special Effect powers only; -1/4)
0 1) Tunneling 6" through 20 DEF material (72 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), no Noncombat movement (-1/4), Turn Mode (-1/4) Real Cost: 36
0 2) Chaos: All within attack each other: Mind Control 3d6 (Human class of minds), Telepathic (+1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Cumulative (72 points; +1), Continuous (+1), Area Of Effect (12" Radius; +1 1/4), Selective (+1/4) (86 Active Points); Mandatory Effect EGO +20 (-1/2), Set Effect (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4) Real Cost: 38
0 3) Teleportation: 16", Safe Blind Teleport (+1/4) Real Cost: 40
0 4) Covert Force Field Enhancement: Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) for up to 40 Active Points of Force Field Real Cost: 60
0 5) Psychokinetic Entangle: Entangle 4d6, 5 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (79 Active Points); Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Cannot Form Barriers (-1/4) Real Cost: 35
0 6) Forget the last few minutes: Cosmetic Transform 3d6 (Modifies the last 10 minutes of memory, Healed by Psionic Surgery, Subconscious level Telepathy), BOECV (Mental Defense applies; +1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) Real Cost: 60
0 7) Percieve ongoing Mind Control, Illusions, Psionic Surgery, Telepathy or Mind Link on a individual: Detect A Class Of Things 14- (Mental Group), Discriminatory, Sense Real Cost: 13
0 8) Aware of the Environment: Detect General Emotional and Mental Aura A Class Of Things 13- (Unusual Group), Discriminatory, Range, Rapid: x10, Sense Real Cost: 20
0 9) Telekinesis: (60 STR); Concentration (0 DCV; -1/2), Affects Whole Object (-1/4) Real Cost: 51
0 10) Enhanced Mental Defense +5 to Mental Defense: ; Non-Persistant (-1/4) Real Cost: 4
0 11) Pyrokinetic Blast: EB 18d6; No Knockback (-1/4), Limited Range (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not in Water; -1/4) Real Cost: 51
0 12) Repair Tampering: Healing BODY 6d6; Limited Power Power loses almost all of its effectiveness (Only to heal back BODY vs Psionic Surgery; -2) Real Cost: 20
0 13) Personal TK Shield: FW (16 PD), Reduced Endurance (1/2 END; +1/4), Transparent to ED Attacks (+1/2); Self Only (-1/2), No Range (-1/2) Real Cost: 35
0 14) Defensive TK Shield: FW (18 PD/18 ED); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) Real Cost: 45
0 15) Telekentic Armor: Armor (5 PD/5 ED); Nonpersistent (-1/4), Visible (-1/4) Real Cost: 10
0 16) Enhanced Teleport: Teleportation 20", x16 Increased Mass; Concentration (0 DCV; -1/2) Real Cost: 40
0 17) Communication enhanced: Universal Translator 14-; Limited Power Power loses about a third of its effectiveness (Only spoken or wriitten language a nearby person understands; -1/2) Real Cost: 14
0 18) Deep Mental Probe: Telepathy 5d6, Reduced Endurance (1/2 END; +1/4), Cumulative (60 points; +3/4), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1); Receive Only (-1/2) Real Cost: 50
0 19) Ego Storm: Ego Attack 9d6 (Human class of minds); Concentration (0 DCV; -1/2), Double Endurance Cost (-1/2), Visible (-1/4) Real Cost: 40
0 20) Know the Enemy: Assess Mental Powers, EGO and Mental Defenses. A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze, Range, Sense Real Cost: 28
0 21) Subverting your will: Mind Control 6d6, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (72 points; +3/4) Real Cost: 82
0 22) Seeking: Mind Scan 5d6 (Human and Additional Class Of Minds classes of minds), Cumulative (60 points; +3/4); Stops Working If Mentalist Is Stunned (-1/2), Concentration (1/2 DCV; -1/4) Real Cost: 35
0 23) TK Manipulation: Telekinesis (20 STR), Fine Manipulation; Affects Whole Object (-1/4) Real Cost: 32
0 24) Imposing Presence: +30 PRE; Nonpersistent (-1/4) Real Cost: 24
0 25) Subverting their Senses: Mental Illusions 18d6; Stops Working If Mentalist Is Stunned (-1/2) Real Cost: 60
0 26) Hold that thought..all of them, in fact.: Entangle 3d6, 3 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), BOECV (Mental Defense applies; +1); Stops Working If Mentalist Is Stunned (-1/2), Cannot Form Barriers (-1/4) Real Cost: 43
0 27) Obey!: Mind Control 14d6+1 (Human class of minds), Telepathic (+1/4); Stops Working If Mentalist Is Stunned (-1/2) Real Cost: 60
0 28) Don't pay attention to me.: Invisibility to Sight, Radio, Hearing and Smell/Taste Groups , No Fringe, Reduced Endurance (1/2 END; +1/4); Limited Power Power loses about half of its effectiveness (Only versus human class Minds, May be seen by those unknown to him using remote sensing devices, will show up on tape recordings, pictures.; -1), Only When Not Attacking (-1/2) Real Cost: 22
0 29) Long Distance Teleport: Teleportation 5", x8 Increased Mass, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2) Real Cost: 31
0 30) Hidden Manipulation: Telekinesis (5 STR), Affects Porous, Fine Manipulation, Invisible Power Effects (Fully Invisible; +1); Affects Whole Object (-1/4) Real Cost: 46
0 31) Truth Sense: Detect Truth 13- (Mental Group), Discriminatory, Analyze, Sense Real Cost: 15
0 32) One Person Mind Link: Mind Link , One Specific Mind, No LOS Needed Real Cost: 15
0 33) Stopping the heart: Drain BODY 2d6, Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Uncontrolled (+1/2), Continuous (+1) Real Cost: 65
0 34) Teleportation 15", Ranged (+1/2), Usable As Attack (+1) (75 Active Points); Concentration (0 DCV; -1/2), Double Endurance Cost (-1/2), no Noncombat movement (-1/4) Real Cost: 33
0 35) Deadly thoughts: RKA 1d6+1, Uncontrolled (+1/2), BOECV (Mental Defense applies; +1), Does BODY (+1), Continuous (+1); Cannot Be Used Through Mind Link (-1/4), No Knockback (-1/4), Beam (-1/4) Real Cost: 51
Powers Cost: 392
Cost Skill
3 Acting 13-
3 Conversation 13-
6 KS: Psionic Powers 16-
3 Analyze: Mental Powers 13-
3 Lockpicking 14-
3 Oratory 13-
3 Persuasion 13-
3 Seduction 13-
4 KS: PSI 14-
3 KS: The Superhuman World 13-
3 Stealth 14-
3 Streetwise 13-
15 +3 with Power Pool
3 16-
3 KS: Arcane Magic (Custom Adder) 16-
3 Teamwork 14-
Skills Cost: 64
Cost Talent
6 Lightning Reflexes: +4 DEX to act first with All Actions
6 Combat Luck (3 PD/3 ED)
Talents Cost: 12
Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)
Teleport to Tommie: Teleportation: Floating Fixed Location (GM given) (1 Locations)
Protective Ring: FF (5 PD/5 ED/5 Power Defense); Independent (-2), OIF (-1/2)
Gift of the Lady: +10 STUN
Mage Sense: Detect A Single Thing 13- (Unusual Group)
Magic Amulet: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); OAF (-1)
Defense ring: Variable Power Pool, 30 base + 13 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (75 Active Points); OAF (-1), Limited Class Of Powers Available Very Limited (Defenseive Powers only; -1), VPP Powers Can Be Changed Only In Given Circumstance (Only on post 12; -1/2)
Minor Magics: Multipower, 20-point reserve, (20 Active Points); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1), Increased Endurance Cost (x2 END; -1/2)
Mists of Concealment: Invisibility to Mental Group, Detect and Danger Sense
Earth Sight: N-Ray Perception (Sight Group)
Fluid Form: Shape Shift (Sight Group, limited group of shapes)
Fists of Flame: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2)
Spirit Restoration: Major Transform 1 point, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4), Penetrating (+1/2), Invisible Power Effects (Fully Invisible; +1), BOECV (Mental Defense applies; +1) (19 Active Points)
Summon Servant: Summon 80-point creatures, Friendly (+1/4) (20 Active Points)
Total Character Cost: 646
Pts. Disadvantage
15 Social Limitation Secret Identity: Frequently (11-), Major
10 Distinctive Features: Registers as Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: PSI: 8- (Mo Pow; NCI; Harshly Punish)
15 Psychological Limitation: Protective of teammates (Common; Strong)
10 Psychological Limitation: Hatred of PSI, seeks to destroy or remake the group (Common; Moderate)
15 Psychological Limitation Protective of Innocents: Common, Strong
10 Psychological Limitation: Feels compelled to stop the harmful manipulations of other mentalists (Uncommon; Strong)
10 Social Limitation: Minority[Telepath] (Occasionally; Major)
20 Hunted: Knights of Purity 8- (Mo Pow; NCI; Harshly Punish)
0 Vulnerability: 2 x STUN Dark elven Magic (Uncommon; Custom Adder)
Disadvantage Points: 125
Base Points: 400
Experience Required: 121
Total Experience Available: 121
Experience Unspent: 0
Archived Post
03-31-2010, 02:47 PM
-That's a lot of mojo there, incrdbil!
We run 150pt games, 50 max disads for 200 total AP. I'll see what i can turn up and hopefully post later.
Rattletrap
Archived Post
04-29-2010, 11:07 AM
My Lo campaign had everyone built on 700 points.
150 Base points.
150 Disadvantage points.
400 hero bonus.
Of course there were restrictions:
a lot of the hero bonus points were taken up with gear: mechsuit, powered armor, skills, skill levels, and perks that came as part of being part of the Planetary Defense Force.
My first character, Reactor was built on 575 points...he amassed 325 experience points.
I had about 10-15 characters in Champions all with over 100 experience points, one had 203 experience points.
I'll post his build one of these days. At the moment my Champions stuff is in storage :(
Archived Post
04-29-2010, 11:08 AM
Here is the PnP basis or my current 40 characterm, Seer. For those unfamiliar with the game, the write up represent a very experienced and powerful character.
Seer
Player:
Val Char Cost
20 STR 10
26 DEX 48
25 CON 30
12 BODY 4
18 INT 8
33 EGO 46
20 PRE 10
16 COM 3
6/32 PD 2
6/32 ED 1
6 SPD 24
10 REC 2
30 END -0
35/45 STUN 0
6" RUN 0
2" SWIM 0
4" LEAP 0
Characteristics Cost: 178
Cost Power
45 Defensive Field: FF (18 PD/18 ED), Costs END Only To Activate (+1/4)
43 Strong Mind: +23 Mental Defense (30 points total), Hardened (+1/4) plus Damage Resistance (26 Mental Def.) plus Lack Of Weakness (-5) for Mental Defense
44 Danger Sense: Danger Sense (immediate vicinity, any danger, Discriminatory, Function as a Sense) 20-
43 Mental Reserve: Endurance Reserve (80 END, 35 REC)
5 Speed of Thought: +1 SPD; Limited Power Power loses about half of its effectiveness (Only for using Mental Powers; -1)
7 The futures so bright, I gotta wear shades.: Sight Group Flash Defense (10 points); OIF (Sunglasses; -1/2)
5 Variable Teleport Beacon: Floating Fixed Location (1 Locations)
1 Spirit Spell: (See equipment Tab) (1 Active Points)
1 Summoning Spell: (See equipment Tab) (1 Active Points)
198 Psionic Progidy: Variable Power Pool, 90 base + 108 control cost, Cosmic (+2) (225 Active Points); Limited Class Of Powers Available Slightly Limited (Psionic Special Effect powers only; -1/4)
0 1) Tunneling 6" through 20 DEF material (72 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), no Noncombat movement (-1/4), Turn Mode (-1/4) Real Cost: 36
0 2) Chaos: All within attack each other: Mind Control 3d6 (Human class of minds), Telepathic (+1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Cumulative (72 points; +1), Continuous (+1), Area Of Effect (12" Radius; +1 1/4), Selective (+1/4) (86 Active Points); Mandatory Effect EGO +20 (-1/2), Set Effect (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4) Real Cost: 38
0 3) Teleportation: 16", Safe Blind Teleport (+1/4) Real Cost: 40
0 4) Covert Force Field Enhancement: Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) for up to 40 Active Points of Force Field Real Cost: 60
0 5) Psychokinetic Entangle: Entangle 4d6, 5 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (79 Active Points); Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Cannot Form Barriers (-1/4) Real Cost: 35
0 6) Forget the last few minutes: Cosmetic Transform 3d6 (Modifies the last 10 minutes of memory, Healed by Psionic Surgery, Subconscious level Telepathy), BOECV (Mental Defense applies; +1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) Real Cost: 60
0 7) Percieve ongoing Mind Control, Illusions, Psionic Surgery, Telepathy or Mind Link on a individual: Detect A Class Of Things 14- (Mental Group), Discriminatory, Sense Real Cost: 13
0 8) Aware of the Environment: Detect General Emotional and Mental Aura A Class Of Things 13- (Unusual Group), Discriminatory, Range, Rapid: x10, Sense Real Cost: 20
0 9) Telekinesis: (60 STR); Concentration (0 DCV; -1/2), Affects Whole Object (-1/4) Real Cost: 51
0 10) Enhanced Mental Defense +5 to Mental Defense: ; Non-Persistant (-1/4) Real Cost: 4
0 11) Pyrokinetic Blast: EB 18d6; No Knockback (-1/4), Limited Range (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not in Water; -1/4) Real Cost: 51
0 12) Repair Tampering: Healing BODY 6d6; Limited Power Power loses almost all of its effectiveness (Only to heal back BODY vs Psionic Surgery; -2) Real Cost: 20
0 13) Personal TK Shield: FW (16 PD), Reduced Endurance (1/2 END; +1/4), Transparent to ED Attacks (+1/2); Self Only (-1/2), No Range (-1/2) Real Cost: 35
0 14) Defensive TK Shield: FW (18 PD/18 ED); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) Real Cost: 45
0 15) Telekentic Armor: Armor (5 PD/5 ED); Nonpersistent (-1/4), Visible (-1/4) Real Cost: 10
0 16) Enhanced Teleport: Teleportation 20", x16 Increased Mass; Concentration (0 DCV; -1/2) Real Cost: 40
0 17) Communication enhanced: Universal Translator 14-; Limited Power Power loses about a third of its effectiveness (Only spoken or wriitten language a nearby person understands; -1/2) Real Cost: 14
0 18) Deep Mental Probe: Telepathy 5d6, Reduced Endurance (1/2 END; +1/4), Cumulative (60 points; +3/4), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1); Receive Only (-1/2) Real Cost: 50
0 19) Ego Storm: Ego Attack 9d6 (Human class of minds); Concentration (0 DCV; -1/2), Double Endurance Cost (-1/2), Visible (-1/4) Real Cost: 40
0 20) Know the Enemy: Assess Mental Powers, EGO and Mental Defenses. A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze, Range, Sense Real Cost: 28
0 21) Subverting your will: Mind Control 6d6, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (72 points; +3/4) Real Cost: 82
0 22) Seeking: Mind Scan 5d6 (Human and Additional Class Of Minds classes of minds), Cumulative (60 points; +3/4); Stops Working If Mentalist Is Stunned (-1/2), Concentration (1/2 DCV; -1/4) Real Cost: 35
0 23) TK Manipulation: Telekinesis (20 STR), Fine Manipulation; Affects Whole Object (-1/4) Real Cost: 32
0 24) Imposing Presence: +30 PRE; Nonpersistent (-1/4) Real Cost: 24
0 25) Subverting their Senses: Mental Illusions 18d6; Stops Working If Mentalist Is Stunned (-1/2) Real Cost: 60
0 26) Hold that thought..all of them, in fact.: Entangle 3d6, 3 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), BOECV (Mental Defense applies; +1); Stops Working If Mentalist Is Stunned (-1/2), Cannot Form Barriers (-1/4) Real Cost: 43
0 27) Obey!: Mind Control 14d6+1 (Human class of minds), Telepathic (+1/4); Stops Working If Mentalist Is Stunned (-1/2) Real Cost: 60
0 28) Don't pay attention to me.: Invisibility to Sight, Radio, Hearing and Smell/Taste Groups , No Fringe, Reduced Endurance (1/2 END; +1/4); Limited Power Power loses about half of its effectiveness (Only versus human class Minds, May be seen by those unknown to him using remote sensing devices, will show up on tape recordings, pictures.; -1), Only When Not Attacking (-1/2) Real Cost: 22
0 29) Long Distance Teleport: Teleportation 5", x8 Increased Mass, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2) Real Cost: 31
0 30) Hidden Manipulation: Telekinesis (5 STR), Affects Porous, Fine Manipulation, Invisible Power Effects (Fully Invisible; +1); Affects Whole Object (-1/4) Real Cost: 46
0 31) Truth Sense: Detect Truth 13- (Mental Group), Discriminatory, Analyze, Sense Real Cost: 15
0 32) One Person Mind Link: Mind Link , One Specific Mind, No LOS Needed Real Cost: 15
0 33) Stopping the heart: Drain BODY 2d6, Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Uncontrolled (+1/2), Continuous (+1) Real Cost: 65
0 34) Teleportation 15", Ranged (+1/2), Usable As Attack (+1) (75 Active Points); Concentration (0 DCV; -1/2), Double Endurance Cost (-1/2), no Noncombat movement (-1/4) Real Cost: 33
0 35) Deadly thoughts: RKA 1d6+1, Uncontrolled (+1/2), BOECV (Mental Defense applies; +1), Does BODY (+1), Continuous (+1); Cannot Be Used Through Mind Link (-1/4), No Knockback (-1/4), Beam (-1/4) Real Cost: 51
Powers Cost: 392
Cost Skill
3 Acting 13-
3 Conversation 13-
6 KS: Psionic Powers 16-
3 Analyze: Mental Powers 13-
3 Lockpicking 14-
3 Oratory 13-
3 Persuasion 13-
3 Seduction 13-
4 KS: PSI 14-
3 KS: The Superhuman World 13-
3 Stealth 14-
3 Streetwise 13-
15 +3 with Power Pool
3 16-
3 KS: Arcane Magic (Custom Adder) 16-
3 Teamwork 14-
Skills Cost: 64
Cost Talent
6 Lightning Reflexes: +4 DEX to act first with All Actions
6 Combat Luck (3 PD/3 ED)
Talents Cost: 12
Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)
Teleport to Tommie: Teleportation: Floating Fixed Location (GM given) (1 Locations)
Protective Ring: FF (5 PD/5 ED/5 Power Defense); Independent (-2), OIF (-1/2)
Gift of the Lady: +10 STUN
Mage Sense: Detect A Single Thing 13- (Unusual Group)
Magic Amulet: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); OAF (-1)
Defense ring: Variable Power Pool, 30 base + 13 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (75 Active Points); OAF (-1), Limited Class Of Powers Available Very Limited (Defenseive Powers only; -1), VPP Powers Can Be Changed Only In Given Circumstance (Only on post 12; -1/2)
Minor Magics: Multipower, 20-point reserve, (20 Active Points); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1), Increased Endurance Cost (x2 END; -1/2)
Mists of Concealment: Invisibility to Mental Group, Detect and Danger Sense
Earth Sight: N-Ray Perception (Sight Group)
Fluid Form: Shape Shift (Sight Group, limited group of shapes)
Fists of Flame: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2)
Spirit Restoration: Major Transform 1 point, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4), Penetrating (+1/2), Invisible Power Effects (Fully Invisible; +1), BOECV (Mental Defense applies; +1) (19 Active Points)
Summon Servant: Summon 80-point creatures, Friendly (+1/4) (20 Active Points)
Total Character Cost: 646
Pts. Disadvantage
15 Social Limitation Secret Identity: Frequently (11-), Major
10 Distinctive Features: Registers as Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: PSI: 8- (Mo Pow; NCI; Harshly Punish)
15 Psychological Limitation: Protective of teammates (Common; Strong)
10 Psychological Limitation: Hatred of PSI, seeks to destroy or remake the group (Common; Moderate)
15 Psychological Limitation Protective of Innocents: Common, Strong
10 Psychological Limitation: Feels compelled to stop the harmful manipulations of other mentalists (Uncommon; Strong)
10 Social Limitation: Minority[Telepath] (Occasionally; Major)
20 Hunted: Knights of Purity 8- (Mo Pow; NCI; Harshly Punish)
0 Vulnerability: 2 x STUN Dark elven Magic (Uncommon; Custom Adder)
Disadvantage Points: 125
Base Points: 400
Experience Required: 121
Total Experience Available: 121
Experience Unspent: 0
Nice build.
Archived Post
06-21-2010, 06:38 PM
Way back in the day, we usually ran about a 350 point campaign. Things got "silly" even at that level, so we eventually went down to 250 points with harder limits on active power costs. It was actually a lot more fun. I can't imagine trying to run a game with 500+ point characters...
Of course, as the usual GM it was my official job to find the exploits, exploit them just to see how interesting they could be, and then not let anyone else use them. My first example of this was using the original form of Density Increase. Combined with the right advantages and disadvantages and characteristic sell-backs, you could in theory get an infinite number of power points out of any number of base points. I actually had to play that his flight had an anti-gravity effect after calculating that his mass would shift the orbit of Earth and he couldn't actually set foot on a planet without exceeding the Roche limit.
My final GM masterpiece involved a horrible exploit of duplication, power pools, stackable power effects, and the advantage "usable by others". Let's just say that I built a 350 point master villain who could not just casually take on any hero (or villain!) with ease, but could take on 20 of them at the same time. Or 50. Or 100. Didn't really matter. It was amusing purely for the responses: "What!? You can't fire 8 AEs of various types, 3 ego attacks, and drain our defenses and stats all at the same time!!!". Yeah. That was fun for one afternoon. Was more fun coming up with the concept and then doing the math to make it work.
I think in 4e I did make an interesting villain which wasn't much of an exploit, but that worked incredibly well for the power cost. He was based on the concept of power absorption (as it's classically represented in comic books, but darn hard to make work in game). I managed to squeeze in a combination of decent starting stats, energy absorption with very specific rules for energy use, and a power pool with some clever advantages and disadvantages that actually worked correctly. The one caveat to a semi-exploit was that I decided that the advantage "personal immunity" would apply to powers that were identical, so that a power pool copy with the advantage would render the person immune to the original. The way the power pool was set up, he could typically absorb and copy about 3 or 4 powers at any given time once he'd maxed out his absorption potential. This allowed him to actually take on a mid sized group of heroes even though he wasn't much more expensive point wise than they were. It was my most fun use of creative character building in that it actually "worked" as a GM run villain. If the heroes just kept blasting at him, they'd lose. But if they were smart and varied the powers they used against him, they could defeat him relatively easily. It actually provided one of those rare natural game events where the players honestly just figured out what was going on as the combat progressed and realized how to beat him. You read that sort of stuff in books all the time, but it rarely if ever actually works when playing in a game.
Don't have any of them lying around (and most of them wouldn't apply in any current rule set anyway), but I always enjoyed the character creation aspect of Champions a whole lot. I literally have a couple of notebooks of various characters I created (probably 50-60 or more), most of them I haven't looked at in 20 years. I think I experimented with every possible power use combination in the game back then. Some worked well, some worked too well, and some didn't work so well at all. ;)
But it was always fun!