Digest Archive vol 1 Issue 284

From: owner-champ-l-digest@sysabend.org
Sent: Monday, April 19, 1999 1:26 AM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #284


champ-l-digest Monday, April 19 1999 Volume 01 : Number 284



In this issue:

Negative Stats
CHAR: Cheshire Cat
Re: Faster-than-Light Starships
Power Construct: Mutant Sound Control
Re: Char: Mindlock
Re: Power Construct: Mutant Sound Control
The Lords of Justice
Char: Champion of All/Imperius
Re: Char: Mindlock
Some help..please
Re: Some help..please
The Lords of Justice
Char: Champion of All/Imperius
Char: The Warden

----------------------------------------------------------------------

Date: Sun, 18 Apr 1999 16:38:44 -0700
From: Rick Holding <rholding@actonline.com.au>
Subject: Negative Stats

Michael Surbrook wrote:

> The Confusion power (aka the INT Drain), should use the optional Negative
> Characteristic rules from "Hero Almanac I". Basically, these rules work
> as follows:
>
> At INT 0 or below, the character must make an INT roll to make decisions.
> This includes moving, continuing an action, attacking, casting spells and
> so on. Characters who have been drained to negative their starting INT
> (or -30 which ever is greater) can no longer make any new decisions. Note
> that your INT roll is based on your current drained in. A -10 INT, for
> example, has an INT roll of 7- [9- (-10/5) = 7].
>
> If you don't like this ruling, then give the umber hulk an Entangle, Fully
> Invisible, BOECV, Uses EGO Instead of STR to resist (this is most likely a
> +1/4 to +1/2 Advantage). For more information on this construct, see "The
> Ultimate Mentalist".

I never had a problem with the negative characteristics rules
from C3.
They gave some order to a realm htat could very easily be vistered. As
it stands now, only negative stun, body and, to a certain extent,
strength are covered. They and the -1 ocv for half moves are still used
in our current games.

If anybody doesn't have a copy of C3 and want the negative
rules, drop
me a line, and I will post them to you.

- --
Rick Holding

If only "common sense" was just a bit more common...
or if you prefer... You call this logic ?

------------------------------

Date: Sat, 17 Apr 1999 23:07:33 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: CHAR: Cheshire Cat

Cheshire Cat
Val Characteristic Cost
35 Strength 25
31 Dexterity 63
35 Constitution 50
15 Body 10
10 Intelligence 0
11 Ego 2
18 Presence 8
20 Comeliness 5
21 Physical Defense 14
17 Energy Defense 10
7 Speed 29
14 Recovery 0
70 Endurance 0
60 Stun 9

Characteristic Rolls: STR: 16-, DEX: 15-, CON: 16-, INT: 11-, EGO: 11-,
PER: 15-
Run: 6/7", Swim: 2/3", Jump: 7/12", Lift: 3200kg

Cost Powers END/Roll
75 15" Teleportation (Long Range 120"); Increased Range: ×8, +15; Mass
Multiplier: ×2, +5; Fixed Locations: 5; Floating Locations: 1, 5;
Reduced END: Half, ¼ 1
12 Enhanced Perception (all) (+4 to PER)
10 Missile Deflection (All Ranged Attacks, None, OCV 10); Deflect
Attacks: Normal, +0; Deflection Bonus: 0; OCV: 10; OAF: -1
9 Armor: Dense Flesh (3 PD/3 ED)
5 Superleap (+5", 12", NC: 24"); Non-Combat Multiplier: ×2, +0 1
5 Mental Defense (7 pts)
5 Lack of Weakness (-5 to Roll)
3 Hand-to-Hand Attack: Billy Club (2d6, Total 9d6); OAF: -1; Range: 0 1

3 7" Gliding: Ghost Movement (NC: 14"); Non-Combat Multiplier: ×2, +0;
Only to "Pass Without a Trace": -1
2 Running (+1", 7", NC: 14"); Non-Combat Multiplier: ×2, +0; Has Turn
Mode: No, +0 1
2 Knockback Resistance (-1")
1 Swimming (+1", 3", NC: 6"); Non-Combat Multiplier: ×2, +0; Has Turn
Mode: No, +0; Surface Only: No, +0 1
Cost Skills, Talents, Perks Roll
50 Aikido/Karate - Aikijutsu
(8) +2 DC for Martial Attacks
(4) Atemi Strike (OCV -1, DCV +1, 3d6 NND)
(5) Choke Hold (OCV -2, DCV 0, Grab, 3d6 NND)
(3) Joint Lock (OCV -1, DCV -1, STR 55)
(4) Knife Hand (OCV -2, DCV 0, 2d6 HKA)
(3) Legsweep (OCV +2, DCV -1, 10d6)
(4) Martial Disarm (OCV -1, DCV +1)
(4) Martial Escape (OCV 0, DCV 0, STR 60)
(4) Punch/Strike/Snap Kick (OCV 0, DCV +2, 11d6)
(3) Sacrifice Throw (OCV +2, DCV +1, 9d6)
(5) Side/Spin/Crescent Kick (OCV -2, DCV +1, 13d6)
(3) Slam (OCV +0, DCV +1, 9d6+v/5)
16 +2 level w/All Combat
3 Ambidexterity
11 Combat Sense 15-
12 +4 level w/Martial Arts
3 Acrobatics 15-
3 Breakfall 15-
3 Contortionist 15-
3 Lockpicking 15-
3 Sleight of Hand 15-
3 Stealth 15-
3 Demolitions 11-
3 Shadowing 11-
3 Paramedic 11-
3 Security Systems 11-
3 Systems Operation 11-
3 Tracking 11-
2 Knowledge Skill: Aikido 11-
2 Knowledge Skill: Karate 11-
3 Knowledge Skill: Nuclear Technology 12-
3 Japanese (Completely Fluent w/accent); Literacy: Standard, 0
3 Streetwise 13-
2 Professional Skill: Nuclear Technician 11-


100+ Disadvantages
10 Vulnerability: Mental Powers (1½× Effect); Attack: Common, +10
10 Susceptibility: Others Teleport (2d6 STUN/Instant); Condition:
Uncommon, +5
20 Psych. Lim.: Protects Wife Above All (Common, Total)
20 Psych. Lim.: Must Prove himself against other super MA's (Very
Common, Strong)
15 Psych. Lim.: Always Keeps his Word (Uncommon, Total)
10 DNPC: Wife (Normal, 8-); Skills: Normal, +0
20 Hunted: by UNTIL (8-); Capabilities: More Powerful, 15; Non-combat
Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions:
Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Super Martial Artist to be named later (8-); Capabilities:
As Powerful, 10; Non-combat Influence: None, +0; Geographical Area:
Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Secret Identity: Bob Johnson
10 Reputation: Teleporting martial Artist (11-)
5 Rivalry: Shadow Dragon; Situation: Professional, 5; Position: Equal,
+0; Rival: NPC, +0
5 Rivalry: Green Dragon; Situation: Professional, 5; Position: Equal,
+0; Rival: NPC, +0
OCV: 10; DCV: 10; ECV: 4; Mental Def.: 7; Phases: 2, 4, 6, 7, 9, 11, 12
PD/rPD: 24/3; ED/rED: 20/3
COSTS: Char.: 225 Disadv.: 150
Powers: + 275 Base: + 100
Exp.: + 250
Total: = 500 Total: = 500

Okay, no history for CC either....I am slipping.

Well lets go over my changes shall we?
First off a martial artis who Beserks when fighting other martial
artists is stupid. They are supposed to keep their cool. I kept him
hyper competative, he just doesn't flip out and attack his friends in a
blind rage when Danny, the Karate Kid opposes him. He serves as the
group's combat trainer. He brings in other martial artists to train in
the arts he doesn't know. He probably figured Ogre needed a martial art
that was rather streamlined, Ogre would have trouble catching on to
throws and locks but Pro Wrestling and punching well, he could do that.
(Of course this is deffinately not knocking Boxers and Wrestlers as
studying an "easy" art, I have had my butt handed to me by wrestlers and
would never step into a boxing ring unless I had super strength and
invulnerability soo.....)
He takes his job as trainer vary seriously and if his team clashes with
another Martial Artist's team he will be very concerned about his pupils
performance. While CC doesn't lose it against Martial Artists anymore,
he does tend to treat all other Martial Artists of caliber as serious
rivals, not really liking any of them.

As far as his abilities, I have given him even higher physical stats. He
has continued to mutate his hair fell out (ALL of it, none on his body
anywhere). He is physically quite impressive and very handsome. His
costume hasn't changed. He actually attacks with the Billy Club
occasionally now. And I have given him some breaking and entering
skills. His armor represents the fact that he has a tough hide and some
smaller weapons won't pierce his skin.

------------------------------

Date: Sun, 18 Apr 1999 17:03:26 -0700
From: Rick Holding <rholding@actonline.com.au>
Subject: Re: Faster-than-Light Starships

B.C. Holmes wrote:
>
> I've been working on a science fiction campaign, and I'm trying
> to model a Jump drive (similar, but not identical, to Traveller Jump
> drive).
>
> Here's the write-up I'm using:
>
> 20 Standard Jump^7 Drive:
>
> o Extra-Dimensional Travel to Jump Space
> (20), 2 charges [-1 1/2], Linked to
> Faster-than-Light travel [-1/2], activation
> roll required in a gravity field [-1/2].
>
> o Faster-than-Light Travel, 2^7=128 times the
> speed of light. (24) maximum distance of
> 8 light years per Jump [-3/4].
>
> The premise is that FTL travel works by jumping into "Jumpspace",
> a dimension where there isn't a one-to-one relationship between
> distances in Jumpspace and distances in normal space.
>
> Like Traveller, there are some limitations: Most ships can only
> do 1 jump between refuelings (1 charge into Jumpspace, and 1 charge
> out).
>
> Also, navigation is very hard in Jump space, and the navigational
> calculations make it virtually impossible to remain in Jumpspace
> beyond a certain distance (8 light years for Terran vessels) -- ship
> must "resurface" from Jumpspace every 8 light years, or risk being
> totally lost.
>
> Also, similar to Traveller, an activation roll is required to
> start the extra-dimensional movement in a gravity field. Within 100
> planetary diameters, the activation roll is 11-, and within 10
> planetary diameters, it's 8-. But beyond 100 diameters, no roll is
> required.
>
> Unlike Traveller, Jump travel doesn't take a fixed amount of
> time.
>
> I'm fussing with a few things:
>
> 1. Is the -3/4 limitation on the maximum distance reasonable?
> Non-Terran Jump Drives will have longer ranges, and hence,
> a smaller limitation. But what kind of scale is reasonable?

With FTL of 128LY/Y, it still takes you about three days to travel one
light year distance. For your eight light year leap, it will take just
over three weeks to complete. Without detailing how you get charges
back for the jumps, or how far apart the service stations are, its hard
to say what the limitation is worth. However, a gut feeling is that it
probarly isn't worth more than a -1/4 unless the charges are hard to get
and the overall travel distance is more than eight light years.

Personally, I wouldn't bother with the EDT. Call it just the special
effects of the FTL. Give the FTL one or two charges with an overall
limitation of (number pluck) -1/2 for a jump drive of two uses between
recharge and a total distance of 8 light years.

But your the ref, and I don't think the players are going to buying
this thing, so just say it goes this far before it runs dry.

>
> 2. Navigation in Jumpspace should be hard. I think that a Navigator
> needs to make a Navigation roll, or risk getting lost. Should I limit
> the FTL with "Requires a Skill Roll", even though the skill roll
> doesn't affect the "turning on" of the power?

Treat the navigation as navigation. You jump into hyperspace, you
travel in a certain direction for a certain time and you come out... in
the middle of a sun. Woops. Forgot to carry the one, huh. If the
navigation roll is made, they come out where they planned. For every
one that they missed it by, they miss their target by half a light
year. Throw in whatever modifiers you think are called for ranging from
heavy concentration of stars to rushed calculations to incoming weapons
fire. And I would say it would take at least an hour, perhaps even a
day for the BASE calculations to be done.
- --
Rick Holding

If only "common sense" was just a bit more common...
or if you prefer... You call this logic ?

------------------------------

Date: Sun, 18 Apr 1999 02:45:27 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Power Construct: Mutant Sound Control

Does this look OK?

25 EC: Mutant Sound Control
a-22 2d6 Supress, All Sound Based SFX (+2), AoE Radius (+1), Personal
Immunity (+1/4), 0 END (+1/2), Uncontrolled (+1/2); Reduced by Range
(-1/4)
b-25 3d6 Dispel, All Sound Based SFX (+2), 0 END (+1), Autofire
(+1 1/2)
c-15 Missile Deflection (All Attacks), Ranged (+1); Only vs. Sound
Attacks (-2); +5 Missile Deflection

------------------------------

Date: Sun, 18 Apr 1999 00:23:29 -0700
From: Scott Bennie <sbennie@dowco.com>
Subject: Re: Char: Mindlock

> Notes:
> Not just a Psylocke rip-off in name only anymore! I dunno, I thought hey,
> you look like a ninja so......She was the toughest to fit into 500 pts I
> had intended to improve her Psionic Multipower but NO! Couldn't afford it.
> *Sigh*. Anyway, her increased willpower (Ego) and psionic defenses (Mental
> defense which she lacked) will have to do for now. I have a habit of
> giving frivilous but costly skills (how many idiomatic
> languages?). She has been taught by Cheshire Cat but is far from a
> fiersome Martial Artist (in superhero terms anyway....)

To be honest Chad, I never once thought of the similarities between the
Psylocke/Mindlock names when I originally created her, nor had I once in the
intervening years until you mentioned it.

I was in a "realistic garb" phase at the time I did the work on C4, and the
ninja suit was something that worked in the disguise in the real world.
These days, I strongly regret not trying to find stronger visual imagery for
Powerhouse and Mindlock.

Anyway, it was fun seeing the revamp. Thanks!

Scott Bennie

>
>
> comments welcome.....

------------------------------

Date: Sun, 18 Apr 1999 05:31:38 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Power Construct: Mutant Sound Control

At 02:45 AM 4/18/1999 -0400, Jason Sullivan wrote:
>
>Does this look OK?
>
>25 EC: Mutant Sound Control
>a-22 2d6 Supress, All Sound Based SFX (+2), AoE Radius (+1), Personal
> Immunity (+1/4), 0 END (+1/2), Uncontrolled (+1/2); Reduced by Range
> (-1/4)
>b-25 3d6 Dispel, All Sound Based SFX (+2), 0 END (+1), Autofire
> (+1 1/2)
>c-15 Missile Deflection (All Attacks), Ranged (+1); Only vs. Sound
> Attacks (-2); +5 Missile Deflection

It looks OK to me, for the most part.
I'd feel more comfortable with a slot for Images to Sound, though.
More directly, I'm not too sure about the Autofire on that Dispel.
What's the SFX for that?
Plus, a twerpish GM might rule that the Personal Immunity on the
Suppress means that sonic attacks directed at the character himself are not
Suppressed. If you are the GM, though, then it's OK; you can rule what you
want.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm

------------------------------

Date: Sun, 18 Apr 1999 20:18:54 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: The Lords of Justice

So for my next trick.....JLA knockoffs! This is a favorite group of mine
that I have never used ('cause I can't remember when I played last).
They are a group of exceptionally powerful heroes in the loosest sense
of the word. I think they average 750+ points. Most of them are not too
much more powerful than 15-16d6 but Champion of all (ie Superman) is
pretty frightning.

The Lords of Justice ( I really thould of calling them the American
Lords of Justice) are probably the most powerful team of heroes in the
world. They battle the BIG threats. Then they stick there noses in
everyone else's business. I liken them to educational administrators(at
least the one's I met). They are arrogant and always assume they know
what is better for the people. The recent Superman storyline represents
what they might do. Or perhaps a more self involved Squadron Supreme.
Anyway they consist of

The Champion of All/Imerius
- - He's the ubermench. He is probably the most physically powerful hero
on the planet. He can go toe to toe with anyone. Tack on super speed,
senses and some other attacks he makes Viperia look like a child. He is
the undesputed (well, mostly undesputed) leader of the Lords and the
most arrogant and patronizing. He also bears a striking resmblence to
Ares (from Hercules/Xena fame). He begins his career as the Champion
after the Champ(ion of the Poor) disappears, when that Champion returns
to active duty he (humbly) changes his name to Imperius. He's also a
sleezy lawyer.

The Warden
- -This is the Dark Knight. He is a bit more paranoid than the Bat though,
he also is the worlds greatest detective and his hunches are never
wrong. Just ask him. Basically he takes all the respect given to Batman
and lets it go to his head. He also might have a chemical imbalance
problem from the "super-serum" variant he used to achieve his phyiscal
perfection. He has a number of weapons and gadgets, vehicles and street
contacts (and he hangs out in a base on the moon go figure)

American Sentinal
- -Captain American. This patriotic poser is a government superagent who
operates as the Lords' liason to the US Government. In a campaing where
Captain America exists, these two would be heated rivals (American
Sentinal could replace USAgent).

Wyldefire
- -Flash. This young hero is the Third generation of superspeedsters in
his family. That and his life reads like a story arc of the Young and
the Restless. He is the illigitemate child of the brother of the man he
thought was his father. That and his biological father is a powerful and
evil supervillain named Speed Demon. Wyldefire is a good kid but he
really would feel a lot safer and better if Speed Demon was dead. He has
hidden this viewpoint from everyone including his grandfather, the
golden age speedster Rocketman, who occasionally gets into trouble
trying to look out for his grandson.

Venus, The Warrior's Daughter
- -My Olympian goddess character. A martial Artist with Superhuman
physical stats. She is one of the few truely heroic and decent people on
the team having out grown her arrogance and "Goddess complex". She is
the product of a tryst between Ares and Aphrodite.

Titan
- -The man of Iron. Actually the second to wear the fantastically powerful
War Titan battle armor. The armor is a technological wonder. The pilot a
relatively gifted tinkerer. He is inexperienced and pretty much in awe
of his teammates and while he is a good and true hero he will often
defer to them even if he feels differently.

Omniscience
- -The worlds smartest man. This fellow is one part arrogant detective
(Batman) and one part otherworldly intelligence (Martian Manhunter) He
has a vast array of gadgets and thechnological skills/abilities. He's
never wrong either (See Warden)

Hyperiex
- -Extraterestial Fire God. This guy is a fun loving former deity who now
battles evil on his adopted homeworld. I based him on the guy on the
cover of Palladium's Gods & Dragons. He is an Energy Projector/Brick
with little by way of skills. His personality is like Marvel's Hercules,
a loveable dork.

Glorious
- -The team's main Energy Controller, She is the cousin of Dr. Thomas
Adams (Starburst) but much more smug and more powerful. She actually
fits his personality, she wants to be famous and the center of
attention. She's always a public relations disaster as she's rather
narrow minded and very hormonally driven. (her list of lovers would
shock Hugh Hefner)

Helmsman
- -He's the beefcake beach bum. The Royal Prince of a small pacific island
country called (fanfare please) Atlantis. He is also a world famous male
model and spokes man. One of the most elegable bachelors in the world he
often seems to be in a race with Glorius to see who can bag the most
lovers in a lifetime. He is vain about his looks but very good in a
fight. Aside from being superhumanly strong, he can commuinicate with
sea life and control water itself.


I will be posting them soon...

------------------------------

Date: Sun, 18 Apr 1999 20:22:07 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: Char: Champion of All/Imperius

Champion of All / Imperius
Val Characteristic Cost
100 Strength 90
30 Dexterity 60
50 Constitution 80
25 Body 30
15 Intelligence 5
16 Ego 12
30 Presence 20
20 Comeliness 5
40 Physical Defense 20
40 Energy Defense 30
7 Speed 30
30 Recovery 0
100 Endurance 0
100 Stun 0

Characteristic Rolls: STR: 29-, DEX: 15-, CON: 19-, INT: 12-, EGO: 12-,
PER: 12-
Run: 6/26", Swim: 2/17", Jump: 20", Lift: 25 kton

Cost Powers END/Roll
105 Multipower: Offensive Capabilities (105-pt reserve)
u-10 11d6 Energy Blast: Super Breath; Range: 480; Versus: PD;
Multipower: Fixed Slot; Double Knockback: +¾ 10
u-10 7d6+1 RKA: Null Vision; Range: 550; Multipower: Fixed Slot; No
Knockback: -¼; Concentrate: ½ DCV, -¼ 11
u-8 8d6 Energy Blast: Sonic Screem; Range: 500; Versus: ED; Damage:
Stun Only; Beam Attack: -¼; Multipower: Fixed Slot; Attack vs. Limited
Defense: Hearing Based Flash Defence: +1½ 10
u-9 3d6 Flash: Piercing Shout (Normal Sight, Hearing); Range: 450;
Multipower: Fixed Slot; Area Effect (Radius): 5" radius, +1; Personal
Immunity: +¼ 9
64 Multipower: Movement Powers (64-pt reserve)
u-6 Supersonic Flight (Mach 6, 4,500 MPH) 6
u-6 13" Flight (NC: 416"); Non-Combat Multiplier: ×32, +20; Multipower:
Fixed Slot; Reduced END: Half, ¼ 1
u-3 Running (+20", 26", NC: 104"); Non-Combat Multiplier: ×4, +5; Has
Turn Mode: Yes, -¼; Multipower: Fixed Slot 8
u-2 Swimming (+15", 17", NC: 68"); Non-Combat Multiplier: ×4, +5; Has
Turn Mode: Yes, -¼; Surface Only: No, +0; Multipower: Fixed Slot 3
u-6 Tunneling (11" through DEF 14); Tunnels: Left Behind, +0;
Multipower: Fixed Slot 2
37 Damage Resistance (30 PD/30 ED); Hardened: ×1, ¼
30 Life Support (total)
30 Damage Reduction (Physical, 50% Resistant)
30 Damage Reduction (Energy, 50% Resistant)
25 Modified Characteristic: STR; END: 5; Reduced END: Half, ¼ 5
17 Mental Defense (20 pts)
10 Modified Characteristic: PD; Hardened: ×1, ¼
10 Modified Characteristic: ED; Hardened: ×1, ¼
9 Telescopic Sense (Sight, +6 to PER)
9 Microscopic Vision (×1000)
7 Power Defense: Systemic Antidote (15 pts); Limited Power: Only vs
Poisons/Toxins: -1
5 Ultraviolet Vision
5 Power Defense (5 pts)
5 Lack of Weakness (-5 to Roll)
5 Infrared Vision
3 Ultrasonic Hearing
3 Radio Hearing
2 Knockback Resistance (-1")

Cost Skills, Talents, Perks Roll
3 Climbing 15-
3 Lockpicking 15-
3 Sleight of Hand 15-
3 Forgery 11-
3 Navigation 11-
3 Shadowing 11-
3 Concealment 12-
3 Security Systems 12-
7 High Society 17-
7 Oratory 17-
7 Persuasion 17-
2 Professional Skill: Attorney 11-
3 Bump Of Direction
3 Lightning Calculator
3 Lightsleep
3 Speed Reading
5 Money (Well Off)
5 Moon Base -1: 25; File Name: Avalon 2 Orbital Base
23 Arctic Base of Operations: 115
30 Danger Sense (Against All Attacks, General Area); Works: Against All
Attacks, +10; Range: General Area, +10 11-
5 +1 level w/Hand to hand Combat
20 +2 level w/Overall Level

100+ Disadvantages
5 Berserk: When made to Look Foolish (8-, 11-, Enraged Only);
Circumstances: Uncommon, +5
10 DNPC: Linda Alanda (Normal, 11-); Skills: Useful, -5
5 Distinctive Features: Looks Like Ares on Xena/Hercules;
Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
20 Psych. Lim.: Arrogant & Self Rightious (Very Common, Strong)
20 Psych. Lim.: sworn to defend America and Earth (Common, Total)
15 Psych. Lim.: Must Be in Charge (Common, Strong)
20 Reputation: Earth's Most powerful Hero (14-, Extreme)
15 Secret Identity: Maxwell Morrison
10 Rivalry: Any one close to his power level and not on his team;
Situation: Professional, 5; Position: Equal, +0; Rival: PC, +5
10 Susceptibility: Plutonium (2d6 STUN/Minute); Condition: Uncommon,
+5
10 Vulnerability: Magic (1½× STUN); Attack: Common, +10
10 Vulnerability: Magic (1½× BODY); Attack: Common, +10
OCV: 10; DCV: 10; ECV: 5; Mental Def.: 20; Phases: 2, 4, 6, 7, 9, 11, 12

PD/rPD: 40/30; ED/rED: 40/30
COSTS: Char.: 382 Disadv.: 150
Powers: + 618 Base: + 100
Exp.: + 750
Total: = 1000 Total: = 1000

Story: According to himself, the Champion appeared on Earth when we
needed him most. He is a strange visitor from another planet gifted with
powers and abilities far beyond mortal men. In truth he was a talented
DA whose arrogance and smugness eventually got him beaten with in an
inch if his life. Figureing him dead, his attackers disposed of his body
near a nuclear power plant. There his dying body came into contact with
some intense radiation. However this only served to weaken him and bring
him closer to death. He gained his powers when the radiation from the
plant interacted with a bolt of lightning. Champion absorbed the massive
energies and was transformed.


Height: 203cm (6'8"), Weight: 155kg (341 lbs), Sex: Male, Age: 33
Appearance: Tall, powerful. With black hair and brown eyes. He wears his
hair kinda long, and has a gotee. He bears a striking resemblance to the
actor who playes Ares on the Adventures of Hercules...
His costume is a busier version of Superman's. Red with black and gold
trim. The cape is red with gold trim and a golden shield in the middle.
He has shoulder pads and swash topped boots and looks pretty arrogant;
wich he is.

------------------------------

Date: Mon, 19 Apr 1999 14:57:35 +1000
From: "Lockie" <jonesl@cqnet.com.au>
Subject: Re: Char: Mindlock

- -----Original Message-----
From: Scott Bennie <sbennie@dowco.com>
>I was in a "realistic garb" phase at the time I did the work on C4, and the
>ninja suit was something that worked in the disguise in the real world.
>These days, I strongly regret not trying to find stronger visual imagery
for
>Powerhouse and Mindlock.
>

My revamp of powerhouse had a pink topknot and plates of spiked
steel reinforced concrete as body armor. Sometimes a 'realistic'
look is the better option.. . .


>Anyway, it was fun seeing the revamp. Thanks!
>
>Scott Bennie
>
>>
>>
>> comments welcome.....
>
>
>
>

------------------------------

Date: Mon, 19 Apr 1999 00:07:59 -0500
From: "Daffy" <tethys@execpc.com>
Subject: Some help..please

Hi there.. thinking about running a scenario in my champions game using
Stargate as a plot.. was wondering how you would suggest doing the guards
and weapons.


any help would be aprreciated.


:)
thanks

------------------------------

Date: Mon, 19 Apr 1999 15:21:04 +1000
From: "Lockie" <jonesl@cqnet.com.au>
Subject: Re: Some help..please

Based on the movie, possibly have the guards armor as an oaf, to represent
the part where one of the goodies deactivate it. Depending on the power
level, the guards could really just be agent-level combatants. Also, is that
stargate, the movie and series, or just the movie?

(note to list: i vote the name given to the baddies in the series:
The (phonetically spelt) gooaouled (i think) as the best baddie
race name, bar none. any challengers?)


- -----Original Message-----
From: Daffy <tethys@execpc.com>
To: champ-l@sysabend.org <champ-l@sysabend.org>
Date: Monday, April 19, 1999 3:08 PM
Subject: Some help..please


>Hi there.. thinking about running a scenario in my champions game using
>Stargate as a plot.. was wondering how you would suggest doing the guards
>and weapons.
>
>
>any help would be aprreciated.
>
>
>:)
>thanks
>
>
>

------------------------------

Date: Sun, 18 Apr 1999 20:18:54 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: The Lords of Justice

So for my next trick.....JLA knockoffs! This is a favorite group of mine
that I have never used ('cause I can't remember when I played last).
They are a group of exceptionally powerful heroes in the loosest sense
of the word. I think they average 750+ points. Most of them are not too
much more powerful than 15-16d6 but Champion of all (ie Superman) is
pretty frightning.

The Lords of Justice ( I really thould of calling them the American
Lords of Justice) are probably the most powerful team of heroes in the
world. They battle the BIG threats. Then they stick there noses in
everyone else's business. I liken them to educational administrators(at
least the one's I met). They are arrogant and always assume they know
what is better for the people. The recent Superman storyline represents
what they might do. Or perhaps a more self involved Squadron Supreme.
Anyway they consist of

The Champion of All/Imerius
- - He's the ubermench. He is probably the most physically powerful hero
on the planet. He can go toe to toe with anyone. Tack on super speed,
senses and some other attacks he makes Viperia look like a child. He is
the undesputed (well, mostly undesputed) leader of the Lords and the
most arrogant and patronizing. He also bears a striking resmblence to
Ares (from Hercules/Xena fame). He begins his career as the Champion
after the Champ(ion of the Poor) disappears, when that Champion returns
to active duty he (humbly) changes his name to Imperius. He's also a
sleezy lawyer.

The Warden
- -This is the Dark Knight. He is a bit more paranoid than the Bat though,
he also is the worlds greatest detective and his hunches are never
wrong. Just ask him. Basically he takes all the respect given to Batman
and lets it go to his head. He also might have a chemical imbalance
problem from the "super-serum" variant he used to achieve his phyiscal
perfection. He has a number of weapons and gadgets, vehicles and street
contacts (and he hangs out in a base on the moon go figure)

American Sentinal
- -Captain American. This patriotic poser is a government superagent who
operates as the Lords' liason to the US Government. In a campaing where
Captain America exists, these two would be heated rivals (American
Sentinal could replace USAgent).

Wyldefire
- -Flash. This young hero is the Third generation of superspeedsters in
his family. That and his life reads like a story arc of the Young and
the Restless. He is the illigitemate child of the brother of the man he
thought was his father. That and his biological father is a powerful and
evil supervillain named Speed Demon. Wyldefire is a good kid but he
really would feel a lot safer and better if Speed Demon was dead. He has
hidden this viewpoint from everyone including his grandfather, the
golden age speedster Rocketman, who occasionally gets into trouble
trying to look out for his grandson.

Venus, The Warrior's Daughter
- -My Olympian goddess character. A martial Artist with Superhuman
physical stats. She is one of the few truely heroic and decent people on
the team having out grown her arrogance and "Goddess complex". She is
the product of a tryst between Ares and Aphrodite.

Titan
- -The man of Iron. Actually the second to wear the fantastically powerful
War Titan battle armor. The armor is a technological wonder. The pilot a
relatively gifted tinkerer. He is inexperienced and pretty much in awe
of his teammates and while he is a good and true hero he will often
defer to them even if he feels differently.

Omniscience
- -The worlds smartest man. This fellow is one part arrogant detective
(Batman) and one part otherworldly intelligence (Martian Manhunter) He
has a vast array of gadgets and thechnological skills/abilities. He's
never wrong either (See Warden)

Hyperiex
- -Extraterestial Fire God. This guy is a fun loving former deity who now
battles evil on his adopted homeworld. I based him on the guy on the
cover of Palladium's Gods & Dragons. He is an Energy Projector/Brick
with little by way of skills. His personality is like Marvel's Hercules,
a loveable dork.

Glorious
- -The team's main Energy Controller, She is the cousin of Dr. Thomas
Adams (Starburst) but much more smug and more powerful. She actually
fits his personality, she wants to be famous and the center of
attention. She's always a public relations disaster as she's rather
narrow minded and very hormonally driven. (her list of lovers would
shock Hugh Hefner)

Helmsman
- -He's the beefcake beach bum. The Royal Prince of a small pacific island
country called (fanfare please) Atlantis. He is also a world famous male
model and spokes man. One of the most elegable bachelors in the world he
often seems to be in a race with Glorius to see who can bag the most
lovers in a lifetime. He is vain about his looks but very good in a
fight. Aside from being superhumanly strong, he can commuinicate with
sea life and control water itself.


I will be posting them soon...

------------------------------

Date: Sun, 18 Apr 1999 20:22:07 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: Char: Champion of All/Imperius

Champion of All / Imperius
Val Characteristic Cost
100 Strength 90
30 Dexterity 60
50 Constitution 80
25 Body 30
15 Intelligence 5
16 Ego 12
30 Presence 20
20 Comeliness 5
40 Physical Defense 20
40 Energy Defense 30
7 Speed 30
30 Recovery 0
100 Endurance 0
100 Stun 0

Characteristic Rolls: STR: 29-, DEX: 15-, CON: 19-, INT: 12-, EGO: 12-,
PER: 12-
Run: 6/26", Swim: 2/17", Jump: 20", Lift: 25 kton

Cost Powers END/Roll
105 Multipower: Offensive Capabilities (105-pt reserve)
u-10 11d6 Energy Blast: Super Breath; Range: 480; Versus: PD;
Multipower: Fixed Slot; Double Knockback: +¾ 10
u-10 7d6+1 RKA: Null Vision; Range: 550; Multipower: Fixed Slot; No
Knockback: -¼; Concentrate: ½ DCV, -¼ 11
u-8 8d6 Energy Blast: Sonic Screem; Range: 500; Versus: ED; Damage:
Stun Only; Beam Attack: -¼; Multipower: Fixed Slot; Attack vs. Limited
Defense: Hearing Based Flash Defence: +1½ 10
u-9 3d6 Flash: Piercing Shout (Normal Sight, Hearing); Range: 450;
Multipower: Fixed Slot; Area Effect (Radius): 5" radius, +1; Personal
Immunity: +¼ 9
64 Multipower: Movement Powers (64-pt reserve)
u-6 Supersonic Flight (Mach 6, 4,500 MPH) 6
u-6 13" Flight (NC: 416"); Non-Combat Multiplier: ×32, +20; Multipower:
Fixed Slot; Reduced END: Half, ¼ 1
u-3 Running (+20", 26", NC: 104"); Non-Combat Multiplier: ×4, +5; Has
Turn Mode: Yes, -¼; Multipower: Fixed Slot 8
u-2 Swimming (+15", 17", NC: 68"); Non-Combat Multiplier: ×4, +5; Has
Turn Mode: Yes, -¼; Surface Only: No, +0; Multipower: Fixed Slot 3
u-6 Tunneling (11" through DEF 14); Tunnels: Left Behind, +0;
Multipower: Fixed Slot 2
37 Damage Resistance (30 PD/30 ED); Hardened: ×1, ¼
30 Life Support (total)
30 Damage Reduction (Physical, 50% Resistant)
30 Damage Reduction (Energy, 50% Resistant)
25 Modified Characteristic: STR; END: 5; Reduced END: Half, ¼ 5
17 Mental Defense (20 pts)
10 Modified Characteristic: PD; Hardened: ×1, ¼
10 Modified Characteristic: ED; Hardened: ×1, ¼
9 Telescopic Sense (Sight, +6 to PER)
9 Microscopic Vision (×1000)
7 Power Defense: Systemic Antidote (15 pts); Limited Power: Only vs
Poisons/Toxins: -1
5 Ultraviolet Vision
5 Power Defense (5 pts)
5 Lack of Weakness (-5 to Roll)
5 Infrared Vision
3 Ultrasonic Hearing
3 Radio Hearing
2 Knockback Resistance (-1")

Cost Skills, Talents, Perks Roll
3 Climbing 15-
3 Lockpicking 15-
3 Sleight of Hand 15-
3 Forgery 11-
3 Navigation 11-
3 Shadowing 11-
3 Concealment 12-
3 Security Systems 12-
7 High Society 17-
7 Oratory 17-
7 Persuasion 17-
2 Professional Skill: Attorney 11-
3 Bump Of Direction
3 Lightning Calculator
3 Lightsleep
3 Speed Reading
5 Money (Well Off)
5 Moon Base -1: 25; File Name: Avalon 2 Orbital Base
23 Arctic Base of Operations: 115
30 Danger Sense (Against All Attacks, General Area); Works: Against All
Attacks, +10; Range: General Area, +10 11-
5 +1 level w/Hand to hand Combat
20 +2 level w/Overall Level

100+ Disadvantages
5 Berserk: When made to Look Foolish (8-, 11-, Enraged Only);
Circumstances: Uncommon, +5
10 DNPC: Linda Alanda (Normal, 11-); Skills: Useful, -5
5 Distinctive Features: Looks Like Ares on Xena/Hercules;
Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
20 Psych. Lim.: Arrogant & Self Rightious (Very Common, Strong)
20 Psych. Lim.: sworn to defend America and Earth (Common, Total)
15 Psych. Lim.: Must Be in Charge (Common, Strong)
20 Reputation: Earth's Most powerful Hero (14-, Extreme)
15 Secret Identity: Maxwell Morrison
10 Rivalry: Any one close to his power level and not on his team;
Situation: Professional, 5; Position: Equal, +0; Rival: PC, +5
10 Susceptibility: Plutonium (2d6 STUN/Minute); Condition: Uncommon,
+5
10 Vulnerability: Magic (1½× STUN); Attack: Common, +10
10 Vulnerability: Magic (1½× BODY); Attack: Common, +10
OCV: 10; DCV: 10; ECV: 5; Mental Def.: 20; Phases: 2, 4, 6, 7, 9, 11, 12

PD/rPD: 40/30; ED/rED: 40/30
COSTS: Char.: 382 Disadv.: 150
Powers: + 618 Base: + 100
Exp.: + 750
Total: = 1000 Total: = 1000

Story: According to himself, the Champion appeared on Earth when we
needed him most. He is a strange visitor from another planet gifted with
powers and abilities far beyond mortal men. In truth he was a talented
DA whose arrogance and smugness eventually got him beaten with in an
inch if his life. Figureing him dead, his attackers disposed of his body
near a nuclear power plant. There his dying body came into contact with
some intense radiation. However this only served to weaken him and bring
him closer to death. He gained his powers when the radiation from the
plant interacted with a bolt of lightning. Champion absorbed the massive
energies and was transformed.


Height: 203cm (6'8"), Weight: 155kg (341 lbs), Sex: Male, Age: 33
Appearance: Tall, powerful. With black hair and brown eyes. He wears his
hair kinda long, and has a gotee. He bears a striking resemblance to the
actor who playes Ares on the Adventures of Hercules...
His costume is a busier version of Superman's. Red with black and gold
trim. The cape is red with gold trim and a golden shield in the middle.
He has shoulder pads and swash topped boots and looks pretty arrogant;
wich he is.

------------------------------

Date: Sun, 18 Apr 1999 20:23:36 -0700
From: Chad Riley <chadriley01@sprynet.com>
Subject: Char: The Warden

Okay, the name sucks but I'm running out of grim & gritty vigilante
names and names like Batman don't cut it any longer.....


Warden
Val Characteristic Cost
20 Strength 10
30 Dexterity 60
20 Constitution 20
12 Body 4
23 Intelligence 13
15 Ego 10
20 Presence 10
16 Comeliness 3
15 Physical Defense 11
10 Energy Defense 6
7 Speed 30
10 Recovery 4
50 Endurance 5
50 Stun 18
Characteristic Rolls: STR: 13-, DEX: 15-, CON: 13-, INT: 14-, EGO: 12-,
PER: 17-
Run: 6/10", Swim: 2", Jump: 4/24", Lift: 400kg
Cost Powers END/Roll
64 Gadget Pool (50-pt Pool); Control Cost: 25; IIF: -¼; Change Only
Between Adventures: -½
50 Variable Power Pool Powers
(15) 3d6 Entangle: Manacles (DEF 3); Entangle Damage: Entangle Takes no
Damage From Attack, +½; Entangle doesn't impede movement: -½; Focus:
Obvious Accessible, -1; Extra Time: full phase, -½; Range: 225 4
(22) 10d6 Energy Blast: Stunner Gun; Reduced by Range: -¼; Charges: +8,
+0; Clips: 3; Focus: Obvious Accessible, -1; Stun Only: +0; Range: 250;
Versus: ED 0
(3) 10" Gliding: Hangglider (NC: 20"); Non-Combat Multiplier: ×2, +0;
Extra Time: 1 turn, -1; Focus: Obvious Accessible, -1; Fragile Focus: -¼

(10) 1½d6 RKA: Pistol; Focus: Obvious Accessible, -1; Charges: +6, -½;
Clips: 2; Range: 125 0
30 Multipower: Utility Belt (45-pt reserve); OIF: -½
u-1 1d6 RKA: Throwing Blades ; Range: 110; Multipower: Fixed Slot; OAF:
- -1; Charges: 16, +0; Autofire: 5 shots, ½; OIF: -½ 0
u-1 Breathe in Unusual Environment; Multipower: Fixed Slot; OAF: -1;
OIF: -½

u-1 Darkness: Smoke pellets (Normal Sight, 2" radius); Range: 100;
Multipower: Fixed Slot; OAF: -1; Charges: 8, -½; Charges: 8, -½; Limited
Power: range based on strength: -¼; OIF: -½ 0
u-1 Mind Link: radio gear; Minds: Related Group, +10; Number of Minds:
4, +10; Distance: Line of Sight, +0; Dimension: Current, +0; Link with:
Those with Mind Link, -1; Multipower: Fixed Slot; OIF: -½; OIF: -½
m-1 Swinging: swingline (+15", NC: 30"); Non-Combat Multiplier: ×2, +0;
Multipower: Variable Slot; OAF: -1; OIF: -½ 3
u-1 Change Environment: mini spotlight (4" rad.); Effect: Fixed, +0;
Multipower: Fixed Slot; OAF: -1; OIF: -½ 1
m-1 Missile Deflection: fkexi - shield (Bullets, None, OCV 10); Deflect
Attacks: Normal, +0; Deflection Bonus: 0; OCV: 10; Multipower: Variable
Slot; OAF: -1; OIF: -½
u-1 Superleap: line gun (+15", 19", NC: 38"); Non-Combat Multiplier:
×2, +0; Multipower: Fixed Slot; OAF: -1; Limited Power: only to go up:
- -½; OIF: -½ 3
17 Armor: Body Armor (7 PD/7 ED); Hardened: ×1, ¼; OIF: -½
9 Enhanced Perception (all): acute senses (+3 to PER)
8 Running (+4", 10", NC: 20"); Non-Combat Multiplier: ×2, +0; Has Turn
Mode: No, +0 2
5 Superleap (+5", 9", NC: 18"); Non-Combat Multiplier: ×2, +0 1
5 Mental Defense (8 pts)
4 Radio Listen and Transmit: Cowl Radio; IIF: -¼
4 ½d6 HKA: Combat Knife (Total 1d6+1); OAF: -1; No Knockback: -¼;
Range: 0 1
4 Hand-to-Hand Attack: Studded Combat Gloves (2d6, Total 6d6); OIF: -½;
Range: 0 1
3 Infrared Vision: Lenses; OIF: -½
Cost Skills, Talents, Perks Roll
3 Acrobatics 15-
5 Acting 14-
3 Breakfall 15-
3 Bugging 14-
3 Bump Of Direction
5 Bureaucratics 14-
3 Climbing 15-
3 Combat Driving 15-
3 Combat Piloting 15-
3 Combat Sense 14-
3 Computer Programming 14-
3 Concealment 14-
6 Contact: CIA Records Clerk; Usefulness: Very, +1 14-
7 Contact: Police Chief; Usefulness: Very, +1 15-
2 Contact: Underworld Lieutenant; Usefulness: Normal, +0 11-
5 Conversation 14-
5 Cramming
5 Criminology 15-
3 Cryptography 14-
5 Deduction 15-
5 Defense Maneuver
7 Demolitions 13-
9 Disguise 14-
9 Electronics 14-
3 Fast Draw 15-
3 Forensic Medicine 14-
3 Forgery 11-
4 French (Native Accent); Literacy: Literate (if not standard), 1
5 High Society 14-
1 International Driver's License
5 Interrogation 14-
3 Inventor 14-
3 Japanese (Completely Fluent w/accent); Literacy: Literate (if not
standard), 1
54 Karate
(9) Martial Arts Weapons; Unarmed Combat: +0; Axes, Maces, Picks: +1;
Clubs: +1; Pole Arms: +1; Swords: +1; Garotte: +1; Chain and Rope: +1;
Karate Weapons: +1; Quarterstaff: +1; Three-Section Staff: +1
(20) +5 DC for Martial Attacks
(4) Punch (OCV 0, DCV +2, 11d6)
(5) Kick (OCV -2, DCV +1, 13d6)
(4) Block (OCV +2, DCV +2)
(4) Chop (OCV -2, DCV 0, 2½d6 HKA)
(4) Disarm (OCV -1, DCV +1)
(4) Escape (OCV --, DCV +5)
3 Knowledge Skill: Organized Crime 14-
3 Knowledge Skill: supercriminals 14-
3 Lightsleep
3 Linguist
3 Lockpicking 15-
5 Luck (1d6)
9 Mechanics 14-
3 Mimicry 11-
9 Navigation 14-
1 Passport
5 Persuasion 14-
5 Resistance (+5 to EGO Rolls)
3 Riding 15-
2 Science: Aeronautics 14-
2 Science: Ballistics 14-
2 Science: Biology 14-
2 Science: Chemistry 14-
2 Science: Genetics 14-
2 Science: Mathematics 14-
2 Science: Physics 14-
3 Scientist
5 Seduction 14-
3 Simulate Death
3 Sleight of Hand 15-
4 Spanish (Native Accent); Literacy: Literate (if not standard), 1
3 Stealth 15-
5 Streetwise 14-
9 Survival 14-
3 Systems Operation 14-
5 Tactics 15-
3 Tracking 14-
8 Transport Familiarities
(2) Ground Vehicles
(2) Water Vehicles
(1) Horses, Donkeys, Mules
(1) Planes
(1) Helicopters
(1) Small Spaceships
10 Weapon Familiarities
(2) Common Melee Weapons
(2) Small Arms
(1) Quarterstaff
(1) Crossbows
(1) Javelins
(1) Sling
(1) Grenade Launchers
(1) Vehicle Weapons
11 Weaponsmith: muscle powered, slug throwers and Energy; Weapon
Category: Other; Extra Points: 2 14-
10 Money (Wealthy)
10 Base: 50; File Name: Avalon 2 Orbital Base
40 Vehicle: 200; File Name: Justice Machine
9 +3 level w/All Ranged Attacks
30 +3 level w/Overall Level
100+ Disadvantages
15 Alway Right (Common, Strong)
15 Hunted: Criminal Underworld (11-); Capabilities: Less Powerful, 5;
Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0;
Actions: Hunting, ×1; Punishment: Harsh, 0
20 Hunted: Mafia (11-); Capabilities: As Powerful, 10; Non-combat
Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions:
Hunting, ×1; Punishment: Harsh, 0
10 Hunted: misc assassin (8-); Capabilities: As Powerful, 10;
Non-combat Influence: None, +0; Geographical Area: Unlimited, -0;
Actions: Hunting, ×1; Punishment: Harsh, 0
20 Psych. Lim.: Devoted to Justice (Very Common, Strong)
15 Psych. Lim.: Loves to Out think opponents (Common, Strong)
20 Reputation: The Dark Knight (14-, Extreme)
10 Rivalry: Less Violent detectives; Situation: Professional, 5;
Position: Equal, +0; Rival: PC, +5
15 Secret Identity: Keith McClann
10 Vengeful (Uncommon, Strong)
OCV: 10; DCV: 10; ECV: 5; Mental Def.: 8; Phases: 2, 4, 6, 7, 9, 11, 12
PD/rPD: 22/7; ED/rED: 17/7
COSTS: Char.: 204 Disadv.: 150
Powers: + 596 Base: + 100
Exp.: + 550
Total: = 800 Total: = 800
Story: Keith McClann's family has been fighting since the crusades. The
enemies have changed but the war constantly drags on. Keith began his
war on crime at the age of 8 when he witnessed his father's murder. The
elder McClann, a crusading DA in NYC was gunned down and Keith saw the
culprits. He testified, showing uncommon courage and intelligence and
pretty much sealed the case. As he grew he trained. He had seen
costumed vigilantes and knew he would be one too. The world was full of
criminals and he would be their Warden. Keith is a little overconfident
in his intellect and detective ability. While it is safe to say that he
is easily one of the top five detectives in the world he has become
enamored with his own brilliance to the point of rarely accepting his
hunches might be wrong. He also tends to look for signs of evil where
none exist. He has become slightly paranoid. Evil is all around and only
he can see it. This hasn't effected his ability to fight crime but it
does make him rather uncomfortable to be around. He really enjoys the
dark and mysterious hero schtick
Height: 188cm (6'2"), Weight: 100kg (220 lbs), Sex: Male, Age: 30, Race:
human
Appearance: Red hair and green eyes. Lean, powerful build. Commanding
presence. Keith has it all. The Warden suit consists of an armored black
body suit. His boots, gloves, Utility belt, and over cloak are gray. His
mask covers the opper part of his face leaving his nose, mouth, and chin
exposed. The eye covers are red. His chest symbol resembles the shield
badge of a police officer, it is white. He wears a like badge symbol on
his forehead.

------------------------------

End of champ-l-digest V1 #284
*****************************


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