The War Zone Template

Value Characteristic Points
18 STR 8
18 DEX 24
18 CON 16
10 BODY 0
13 INT 3
8 EGO -4
15 PRE 5
8 COM -1
4 PD 0
4 ED 0
4 SPD 12
8 REC 0
36 END 0
30 STUN 2
Total 65
Points Powers END
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
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
Points Skills, Talents, Perks Roll
15 Danger Sense (Out of Combat, Self); Works: Out of Combat, +5; Range: Self, +0 11-
3 Tactics 12-
2 “Coordinator” AI Follower (1, 10 pts, 0 Disad.); Number: 1, +0
20 Total Skills, Talents, Perks
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
COSTS: Char. Powers Total Total Disadv. Base
65 + 100 = 165 285 = 160 + 125
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 3 7 22/18 22/18 3, 6, 9, 12
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4 Responses

  1. 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.

  2. 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.

  3. 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.

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