| Points |
Powers |
END |
| |
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| |
Standard Gestalt Powers: |
|
| 18 |
1d6 Mental Damage Shield Killing Attack (RKA); Range: 485; Based on EGO Combat Value: vs. ECV, +1; Does BODY based on ECV: +1; Visible (Any mentalist can tell that he’s severely dissturbed before making contact): -¼; Damage Shield: +½; Reduced END: Zero, +½; No Normal Defense (Not making mental contact): +1; No Conscious Control (Effects vary drastically, usually continuing for 1d6 phases, but this will vary with his mental state, medication, and GM whimsy): -2; Continuous: +1; Always On: -½; Activation: 14-, -½; Does not affect mechanically-generated or channeled effects: -1; Uncontrolled: +½ |
0 |
| 5 |
Lack of Weakness (-5 to Roll) |
|
| 5 |
Mental Defense (7 pts); Add to Total |
|
| 3 |
Regeneration (1 BODY/Turn); Regenerate: Standard, +0; Activation: 8-, -2 |
|
| 3 |
Immune to Aging |
|
| 3 |
Immune to Disease |
|
| 2 |
Running (+1″, 7″, NC: 14″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 3 |
1 |
| |
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|
| |
The War Zone Gestalt: |
|
| 10 |
Multiform; Form: Second, ×2; Extra Time: 1 turn, -1; Activation: 14-, -½; Side Effects (Wild dimensional rift into the dark dimensions. May produce a shared battle flashback, summon a huge monster, suck everyone through, or make a huge darkness zone.): 60/All, -1; Charges (each form can only be used once per day): 1, -2; Each form must take the standard template package and customize with the remaining 110 points: -1; Trigger (When knocked unconscious): Set, +¼ |
|
| 15 |
+3 Additional “Forms” |
|
| 6 |
2d6 Aid to All Damaged attributes and abilities (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Trigger (12 charges “Go Off” with each shift. In general, each form starts off fresh.): Set, +¼; Charges: 48, +½; Activation: 11-, -1; Must be set on trigger: -½; Extra Time: 5 hrs, -3; Restore Only Lost Characteristics and Powers: -½; Basically, each new “form” starts off fresh if they’ve had enough time to rest in between summonings. |
0 |
| |
|
|
| 10 |
2d6 Aid; Equipment Allowance (Fade/day, Max. 60); Range: 0; Affects: Single Power, +0; Extra Time: 5 min., -2; Only activates in armories, labs, or between outings: -1; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; Every character is allowed one piece of cheese. This is yours… |
30 |
| 74 |
Sample Equipment List:; Select items to total 60 points |
|
| (2) |
Elemental Control: Advanced Uniform (5-pt reserve); Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1 |
|
| a-8 |
Armor (8 PD/8 ED); Hardened: ×1, ¼; Always On: -½; Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1 |
|
| b-4 |
Life Support Systems; Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1 |
|
| (1) |
Life Support: High Pressure/Vacuum; Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1 |
|
| (1) |
Life Support: High Radiation; Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1 |
|
| (4) |
Need Not Breathe; Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1 |
|
| (1) |
Life Support: Intense Heat/Cold; Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1 |
|
| 6 |
Sensory Enhancements; Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1 |
|
| (5) |
Infrared Vision |
|
| (5) |
Ultraviolet Vision |
|
| (5) |
Radio Listen and Transmit |
|
| 4 |
Shielded Senses; Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1 |
|
| (5) |
Flash Defense (Sight, 5 pts) |
|
| (5) |
Flash Defense (Hearing, 5 pts) |
|
| e-2 |
Instant Change (can look like any clothing); Clothes: Any Set, 10; Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1 |
|
| f-4 |
Chameleon System: Invisibility (Normal Sight); Becomes visible if moving more than 6″ or using a dex-based DCV over 5.: -½; Extra Time: full phase, -½; Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1 |
2 |
| |
|
|
| (16) |
Equipment Multipower (40-pt reserve); Conventional Technology Only: -1; Variable Limitations: -1, -½; Variable Limitations are various OAF’s |
|
| u-1 |
Binoculars: Telescopic Sense (Sight, +10 to PER); Conventional Technology Only: -1; Variable Limitations: -1, -½ |
|
| u-1 |
4d6 Bolos: Entangle (DEF 4); Range: 200; Charges: +8, -½; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
Billy Club: Hand-to-Hand Attack (4d6, Total 7½d6); Range: 0; Reduced END: Zero, +½; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
1d6 Combat Knife: Killing Attack (HTH) (Total 2d6); Range: 0; Reduced END: Half, +¼; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
1 |
| u-1 |
2d6 Heavy Gyrojet Pistol: Killing Attack (RKA); Range: 150; Charges: +8, +0; Clips: 4; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
10″ Folding Paraglider: Gliding (NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
|
| u-1 |
Adhesion Bands: Clinging (Clinging STR +0); Conventional Technology Only: -1; Variable Limitations: -1, -½ |
|
| u-1 |
2d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
Bugs/Tracers: Radio Listen and Transmit; Ranged: +½; Usable Against Others: ×1 mass, 1; Charges: +8, +1½; Continuing Charges: 1 week, -8 lev; Transmits Only: -1; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
|
| u-1 |
1d6 Laser Cutter: Killing Attack (RKA); Range: 185; Penetrating: +½; Armor Piercing: 1, +½; Charges: 64, +½; Concentrate: 0 DCV, -½; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
Collapsible Shield: Force Field (10 PD/10 ED); Charges: +4, +¼; Continuing Charges: 1 Hour, -5 lev; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
Microprinter System: Forgery; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
17- |
| u-1 |
2d6 Flash Pellets (Normal Sight); Range: 200; Area Effect (Radius): 2″ radius, +1; Charges: 12, -¼; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
Flares: Change Environment/Brightly Lit (32″ rad.); Effect: Fixed, +0; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
Survival Pack (Survival Skill); Charges: 1, +¼; Continuing Charges: 1 week, -8 lev; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
17- |
| u-1 |
Parabolic Microphone: Telescopic Sense (Hearing, +10 to PER); Conventional Technology Only: -1; Variable Limitations: -1, -½ |
|
| u-1 |
Lockpicking Kit: Lockpicking; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
19- |
| u-1 |
Security Systems Kit; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
18- |
| u-1 |
Privacy Scanner: Detect: Bugs, Microphones, Phone Taps, and other Sensors (+10 to PER); Time Required: Half Phase, +0; Range: Ranged, +5; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
|
| u-1 |
Smoke Grenades: Darkness (Normal Sight, 1″ radius); Range: 135; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
Breaching Charges: Tunneling (2″ through DEF 12); Charges: +8, -½; Tunnels: Left Behind, +0; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
4d6 Thermite Pencils: Energy Blast/Fire; Range: 200; Versus: ED; Explosion (Extended Area +0″/DC): +½; Time Delay: +¼; Trigger (Radio Signal): Set, +¼; Charges: +8, -½; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
Rescue Wrap: Force Field (3 PD/12 ED); Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
2d6 Combat Drug: Aid to all physical attributes (Fade/hour, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Charges: +32, +¼; Generic Limitation (Can’t heal damaged attributes: These drop back to initial levels): -½; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
Swim Fins and Thrusters: Swimming (+6″, 8″, NC: 32″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 36; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
1 |
| u-1 |
2d6 Neurostun Gas Pellets: Energy Blast; Range: 200; Versus: ED; No Normal Defense (vrs Need not Breathe): +1; Trigger (Radio Signal): Set, +¼; Invisible (Sight and Hearing. Chemically Detectable): Two Sense Groups, +¾; Area Effect (Radius): 3″ radius, +1; Charges: +12, -¼; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
2d6 Knockout Drops: Energy Blast; Range: 200; Versus: ED; No Normal Defense (vrs not ingesting or being injected with it, alien metabolism.): +1; Continuous: +1; Charges: +12, +1; Continuing Charges: 1 Hour, -5 lev; Extra Time: full phase, -½; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
0 |
| u-1 |
Wrist Grapnel and LIne: Swinging (+12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Reduced END: Half, +¼; Conventional Technology Only: -1; Variable Limitations: -1, -½ |
1 |
| 80 |
Total Powers |
|
| 125+ |
Disadvantages |
| 15 |
Accidental Change: Every Morning (11-) |
| 10 |
Distinctive Features: Scars, military bearing and looks, combat stress twitchiness; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0 |
| 15 |
Hunted: CIA (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 |
| 10 |
Hunted: Ghosts (or possibly hallucinations) (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 |
| 10 |
Hunted: Marduk (wants to put him back to work) (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Mild, -5 |
| 10 |
Watched: FBI (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 |
| 15 |
Phys. Lim: Flashbacks (Infrequently, Fully) |
| 10 |
Phys. Lim: Addiction (Infrequently, Greatly)
; This varies between forms. May be Alcohol, Tranqualizers, Antipsychotics, or other items. If deprived he gets more erratic and violent and has a lot more flashbacks. |
| 20 |
No Code against Killing (Very Common, Strong) |
| 15 |
Serious Burn-Out Case (Very Common, Moderate) |
| 10 |
Refuses to disarm under ANY circumstances (Uncommon, Strong) |
| 5 |
Phys. Lim: Unable to relate to people normally (Infrequently, Slightly)
; Cannot maintain a normal friendship, family, or job for more than a week or so. |
| 15 |
No Identity (Frequently, Greatly) |
| 160 |
Total Disadvantages |
The War Zone actually consists of several entirely different characters, connected by sympathy and a mental link. Only one of them is ever outside of their pocket-dimension refuge at any one time though – thus they’re most easily represented as a single character with Multiform. In general, when they trade off, each new character starts off fresh – represented by their triggerable Aid ability, since multiform damage normally carries over.
The current membership included Harbringer, a psychotic telepath, Shiva the Destroyer, a fusion-powered blaster, Phantom, the Dark Commando – a darkness-wielding espionage agent, Wrath the Barbarian, a Odin-enhanced viking berserker, and Ace, a WWI dogfighter with a flight harness. Of course, the War Zone can pick up new members at any time.
I like how Warzone is listed under groups…
I’ve been playing champions online a bit lately. Decent, but it lacks the ability that the PnP game gives you to really make something unique. Hopefully it’ll get there eventually.
Well, it did seem the appropriate place… Maybe I should rummage out some of the individual characters in it.
I fear I haven’t really looked at Champions Online. I’m still not much for computer games even if I still do have a DOS adapter for running Master of Magic once in awhile. They are improving all the time though.
Don’t worry about it. Still haven’t found a game that can decently compare to a table-top RPG. Trying to appeal to people on the large scale tends to mean that individual creativity on the customer side is non-existant.