A CHAMPIONS CHARACTER SHEETS APPENDIX
TO "SCHOOL OF HARD KNOCKS"
Distribution File, Version 1.1 (August, 1989)
by Aaron Allston
But by permission of Steve Jackson Games, Inc., I'm able to provide those sheets to you this way, through the network of computer bulletin-boards. So for CHAMPIONS game- masters, here are the adventure's characters all dressed out in HERO SYSTEM terms.
CHAMPIONS 4TH EDITION
All these characters were created under new 4th edition
CHAMPIONS (released August 1989). Those of you using 3rd and
earlier editions will be able to use these sheets, but
you'll find some elements unfamiliar and will have to puzzle
out what they mean. Just for its own merits, regardless of
whether you use these characters, I recommend you pick up
the new CHAMPIONS 4th Edition.
The characteristics scores of these characters are presented in the old DANGER INTERNATIONAL compressed format in order to save space.
POWER LEVELS OF CHARACTERS
All the supers of SCHOOL OF HARD KNOCKS are built as
Standard Superheroes, with a 100-point base, a 150-point
maximum on points from Disadvantages (excluding Villain
Bonus), and a limit of 50 points which can be taken from any
one category of Disadvantage.
The Hell-Raisers and Flare all have Villain Bonuses reflecting extensive experience points earned; the youthful supers of the Forty Thieves have no such bonus.
A few characters (Briareus, Mind Master, Tai: Nosferatu, Dreamer, and Plasma) exceed the 150 point cap on Disadvantages; they were originally built under 3rd Edition rules and later adapted to 4th Edition, and I decided not to cut them down to the new disadvantage limits, as those limits are principally for player-characters.
The Hell-Raisers and Flare have attacks in the 10-13d6 range, averaging 12d6 (with mental powers going substantially higher than that) and defenses in the 15-38 range, averaging 26.
The Forty Thieves have attacks in the 7-12d6 range, averaging around 10d6, and defenses in the 12-24 range, averaging 18.
If your campaign is just beginning or is playing at a lower power level, lower their abilities appropriately, to the point where the Hell-Raisers are slightly tougher than your PCs and the Forty Thieves noticeably weaker. If your campaign is much tougher than the ranges indicated, increase the abilities of the Hell-Raisers until they a bit tougher than your PCs; the Forty Thieves do not need to be improved in such a case.
Detective Potter, Dr. Trammell, and the Hell-Raisers Agents are built at the Competent Normal level, with a 50- point base, a 50-point maximum on points from Disadvantages, and a limit of 25 points which can be taken from any one category of Disadvantages. Detective Potter has a little experience; the others do not. Since they are normals in a superhero campaign, they have the ``Normal Characteristic Maxima'' disadvantage and have to buy their usual weapons and gadgets with Character Points.
The Drug-Runners are built at the Skilled Normal level, with a 25-point base, a 25-point maximum on points from Disadvantages, and a limit of 25 points which can be taken from any one category of Disadvantages. Since they, too, are normals in a superhero campaign, they have ``Normal Characteristic Maxima'' disadvantages and must buy weapons and gadgets with Character Points.
HUNTEDS
On these sheets, you may notice that the Hunteds look a
little funny. Why, if the player-characters are going to be
after the villains in every episode of this adventure,
aren't the villains all given 14- Hunteds?
It's because the Hunteds shown are for long-term campaigns, in case you use the villains after this adventure is completed. It's not likely that the PCs will be fanatically hunting these villains after this adventure is done, so the Hunted rolls are accordingly lower.
TRADEMARK NOTICES GURPS is a registered trademark of Steve Jackson Games, Inc. SUPERS and SCHOOL OF HARD KNOCKS are trademarks of Steve Jackson Games. CHAMPIONS, THE SUPER ROLE-PLAYING GAME, HERO SYSTEM, DANGER INTERNATIONAL and STRIKE FORCE are trademarks of Hero Games. COPYRIGHT NOTICES The Denier, Sizzler, Scanner, Briareus, Drill-Bit, Mind Master, Tai: Nosferatu, Flare, Psi-Blast, Titan, Metal, Coldsnap, Dreamer, Plasma, Detective Adam Potter, Dr. Leigh Trammell, and Hell-Raisers Agents characters appear in SCHOOL OF HARD KNOCKS and are copyright (c) 1989 by Steve Jackson Games. This computer-text file, including CHAMPIONS character sheets for the characters listed above and accompanying text, is copyright (c) 1989 by Aaron Allston. You may freely reproduce and distribute this file so long as: (1) You do not modify this distribution file in any way, and (2) You do not sell or otherwise make a profit from the redistribution of this file without prior written consent from Steve Jackson Games, Inc.With all that out of the way, here are the SCHOOL OF HARD KNOCKS characters in CHAMPIONS format.
THE DENIER CHAMPIONS 4TH EDITION =========================================================== STR: 45 DEX: 30 CON: 28 BODY: 18 INT: 20 EGO: 20 PRE: 20 COM: 10 PD: 19 ED: 19 SPD: 5 REC: 15 END: 56 STUN: 55 Cost: 220 =========================================================== PTS POWERS & SKILLS END 22 STR is 0 END 0 18 +4d6 Hand-to-Hand Attack, 0 END 0 40 Flight 30'', Foulable Wings (-1/2) 6 30 HtH Killing Attack 2d6 (claws) 3 19 Damage Resistance, Full 0 40 Shape Shift, Any Humanoid, 0 END (+1/2), Persistent (+1/2) 0 30 Life Support, Full 0 45 Extra-Dimensional Movement, to Hellish Dimensions, x8 Mass 4 10 Power Defense, 10 pts 0 10 Lack of Weakness, -10 0 5 Flash Defense, 5 pts vs. Sight 0 10 Find Weakness with Claws, 11- - 4 KS: Northeastern Universities, 13- - 5 KS: The Supernatural, 14- - 7 Seduction, 15- - 10 Wealthy - 35 Followers (32x 50-point Agents) - 50 Base (800 hexes, Concealment 15-, Disguise 17-) - 390 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 150) 15 Distinctive Features, easily, extreme 15 Hunted, Player-Characters' Team (More, 8-) 15 Hunted, Police (Less, NCI, 11-) 15 Vengeful (common, strong) 15 Loves to Corrupt (common, strong) 10 Hates Handicapped People (uncommon, strong) 10 Fond of Sizzler (common) 15 Secret ID (Jason Lazarus) 5 Unluck 1d6 10 2x STUN, EGO Attack (uncommon) 10 2x Effect, Mind Scan (uncommon) 375 Villain Bonus 510 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 220 + 390 = 610 = 510 + 100 =========================================================== OCV: 10; DCV: 10; ECV: 7; PHASES: 3, 5, 8, 10, 12 =========================================================== * * * SIZZLER CHAMPIONS 4TH EDITION =========================================================== STR: 10 DEX: 23 CON: 25 BODY: 10 INT: 10 EGO: 18 PRE: 18 COM: 18 PD: 6 ED: 11 SPD: 5 REC: 10 END: 50 STUN: 28 Cost: 130 =========================================================== PTS POWERS & SKILLS END 80 Multipower (Flame), 80 Active 10 m Flight 20'', x8 noncombat 4 15 m Energy Blast 12d6, 1/2 END 3 4 u Ranged Killing Attack 3d6 4 4 u Damage Shield 1d6+1K, 1/2 END 1 60 Force Field 15 PD/25 ED, 0 END 0 30 Regeneration, 3 BODY/Turn 0 5 Flash Defense, 5 phases vs. Sight 0 5 Instant Change 0 2 Radio Listen & Transmit, OAF 0 5 KS: Artist 14- - 3 French, completely fluent - 5 +1 level with Ranged Attacks - 2 +1 level with EB - 230 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 15 Hunted, Player-Characters' Team (More, 8-) 15 Hunted, Police (Less, NCI, 11-) 15 Chaotic and Irrational (very common) 15 Loves Denier (common, strong) 10 Self-Absorbed, Hedonistic (common) 10 Loyal to Friends (common) 15 Secret ID (Dana Lindstrom) 10 2x STUN, cold attacks (uncommon) 155 Villain Bonus 260 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 130 + 230 = 360 = 260 + 100 =========================================================== OCV: 8+; DCV: 8; ECV: 6; PHASES: 3, 5, 8, 10, 12 =========================================================== * * * SCANNER CHAMPIONS 4TH EDITION =========================================================== STR: 20 DEX: 20 CON: 25 BODY: 14 INT: 20 EGO: 30 PRE: 18 COM: 18 PD: 14 ED: 10 SPD: 4 REC: 11 END: 62 STUN: 37 Cost: 175 =========================================================== PTS POWERS & SKILLS END 180 Multipower (Psychic Powers) 27 m Mind Scan 18d6, 0 END 0 6 m Mental Illusions, 18d6; illusion is always of mind-to-mind killing damage (-1/2) and cannot exceed 1d6K per hit (-1/2); damage wears off at 1 BODY/minute if not fatal (-1/2); if attack misses, Scanner takes damage himself (-1/2) 9 18 m EGO Attack 6d6, 0 END 0 18 m Telepathy 12d6, 0 END 0 2 u Invisibility, normal sight 2 10 Mental Defense 10 pts (16 with EGO) 0 20 Armor 10 PD/10 ED, OIF Costume 0 3 Radio Listen & Transmit, OIF helmet 0 22 +11 Skill Levels with Mind Scan - Kung Fu Maneuvers: 4 Punch +0 +2 +2d6 4 Block +2 +2 Block, Abort 3 Throw +0 +1 STR+v/5, he falls 4 Disarm -1 +1 Disarm, +10 STR 4 Dodge -- +5 Dodge, Abort 1 KS: Kung Fu 8- 20 +4 Skill Levels, Hand-to-Hand - 5 Deduction, 14- - 2 KS: Campaign City, 11- - 2 Private Investigator License - 355 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 15 Hunted, Player-Characters' Team (More, 8-) 15 Hunted, Police (Less, NCI, 11-) 20 Overconfident (very common, strong) 20 Lazy (very common, strong) 15 Secret ID (Joe Warriner) 5 Unluck 1d6 20 2x STUN, Electrical Attacks (common) 20 2x STUN, Magical Attacks (common) 300 Villain Bonus 430 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 175 + 355 = 530 = 430 + 100 =========================================================== OCV: 7+; DCV: 7+; ECV: 10+; PHASES: 3, 6, 9, 12 =========================================================== * * * BRIAREUS CHAMPIONS 4TH EDITION =========================================================== STR: 60 DEX: 18 CON: 30 BODY: 20 INT: 5 EGO: 15 PRE: 20 COM: 4 PD: 30 ED: 20 SPD: 4 REC: 18 END: 60 STUN: 65 Cost: 190 =========================================================== PTS POWERS & SKILLS END 5 Extra Limbs (two extra arms) 0 15 STR is 1/2 END 3 10 Life Support (self-contained) 0 24 Damage Resistance, 30 PD/18 ED 0 67 Energy (physical) blast, 10d6, area effect one-hex selective (+1), no range (-1/2) (flailing arms) 10 25 +5 Skill Levels, Hand-to-Hand - 4 +2 Skill Levels, Grab - 150 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 30 Berserks 14-, 8- recover, if Denier injured or knocked out (common) 25 Distinctive Features (not concealable, extreme) 15 Hunted, Player-Characters' Team (More, 8-) 15 Hunted, Police (Less, NCI, 11-) 15 Hunted, the Craftsman (More, NCI, 8-, Mildly Punish) 20 Slavishly Devoted to Denier (common, total) 20 Gullible and Really Stupid (very common, strong) 10 Easily Distracted (common) 15 Cannot Speak (all the time, slightly) 10 Unluck, 2d6 10 2x STUN, Ego Attack (uncommon) 10 2x Effect, Mind Scan (uncommon) 10 1 1/2x STUN, Lasers (common) 35 Villain Bonus 240 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 190 + 150 = 340 = 240 + 100 =========================================================== OCV: 6+; DCV: 6+; ECV: 5; PHASES: 3, 6, 9, 12 =========================================================== * * * DRILL-BIT CHAMPIONS 4TH EDITION =========================================================== STR: 10 DEX: 20 CON: 15 BODY: 10 INT: 18 EGO: 15 PRE: 15 COM: 16 PD: 20* ED: 20* SPD: 6* REC: 5 END: 30 STUN: 23 Cost: 110 *: OIF Suit (-1/2) #: OIF Bracers/Greaves (-1/2) =========================================================== PTS POWERS & SKILLS END 67# Multipower (Sonics), 100 Active 3# u Force Wall 16 PD, 1/2 END 2 3# u Force Field 15 PD/18 ED, 0 END 0 3# u Damage Shield 1.5d6K, 0 END 0 3# u Energy Blast 10d6 0 2# u +50 to STR, x2 END 10 3# u Flight 20'', x8 noncombat 4 3# u Tunnelling, 8''/8 Def, fill-in 2 33# EB is Armor-Piercing and 0 END 0 24* Armor 12 PD/12 ED 0 17* Damage Reduction 75% Energy, Resistant, vs. Sonics Only (-2) 0 3 Flash Defense 5 phases, OIF goggles 0 2 Radio Listen & Transmit, OAF 0 2 +1 with EB - 3 Paramedic 13- - 3 KS: Doctor 12- - 3 Sci: Cancer Medicine 12- - 2 Sci: Sonics 11- - 1 License to Practice as Physician - 180 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 15 Hunted, Player-Characters' Team (More, 8-) 15 Hunted, Police (Less, NCI, 11-) 20 Paranoid (very common, strong) 15 Despises the Human Race (very common) 15 Secret ID (Dr. Louise Tobias) 10 1 1/2x STUN, Magic (common) 100 Villain Bonus 190 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 110 + 180 = 290 = 190 + 100 =========================================================== OCV: 7+; DCV: 7+; ECV: 5; PHASES: 2, 4, 6, 8, 10, 12 =========================================================== * * * MIND MASTER CHAMPIONS 4TH EDITION =========================================================== STR: 15 DEX: 20 CON: 23 BODY: 15 INT: 25 EGO: 28 PRE: 20 COM: 10 PD: 6 ED: 6 SPD: 5 REC: 20 END: 46 STUN: 35 Cost: 180 =========================================================== PTS POWERS & SKILLS END 18 Armor, 9 PD/9 ED, OIF Costume 0 50 Elemental Control: Mind-Meddling 50 (1) Mind Control, 16d6, 1/2 END 4 50 (2) Mental Illusions, 16d6, 1/2 END 4 50 (3) Drain 5d6 CP of INT, at range, recover/minute, 1/2 END 4 50 (4) Drain 5d6 CP of DEX, at range, recover/minute, 1/2 END 4 2 +1 with Mental Illusions - 270 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 15 Berserk (Enraged) 14-, 11- recovery, when someone doubts his story (very common, x1/2) 15 Hunted, Player-Characters' Team (More, 8-) 15 Hunted, Police (Less, NCI, 11-) 20 Believes He's Advance Warrior of Space Aliens (very common, strong) 20 Receives Periodic Order Updates from Aliens (very common, strong) 10 Public ID (Edward Hope) 10 2x STUN, EGO Attack (uncommon) 10 2x Effect, Illusions (uncommon) 235 Villain Bonus 350 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 180 + 270 = 450 = 350 + 100 =========================================================== OCV: 7; DCV: 7; ECV: 9+; PHASES: 3, 5, 8, 10, 12 =========================================================== * * * TAI: NOSFERATU CHAMPIONS 4TH EDITION =========================================================== STR: 30 DEX: 23 CON: 23 BODY: 15 INT: 18 EGO: 20 PRE: 25 COM: 20 PD: 26 ED: 20 SPD: 6 REC: 11 END: 46 STUN: 42 Cost: 205 =========================================================== PTS POWERS & SKILLS END 40 Multipower (Only at Night, -1) 2 u Flight 20'' (bat form) 4 1 u Shrinking 2 levels 0 END (bat form) 0 1 u HtH Killing Attack 1d6+1 (2 1/2d6 with STR), 0 END (wolf form) 0 1 u Running +5'', 0 End (wolf form) 0 1 u Tracking Scent 0 3 u Desolidification, 0 END, affected by magic (mist form) 0 50 Mind Control 10d6, 0 END; not in sunlight (-1/2) 0 9 Transform, 1d6+1 cumulative, human to vampire-slave; no range (-1/2), usable once per day per victim (-1), takes one turn (-1) 3 7 Clinging, not in sunlight (-1/2) 3 20 Regeneration, 2 BODY/Turn 0 12 Damage Resistance, 15 PD/9 ED 0 10 Damage Reduction, 25% physical, resistant, STUN Only (-1/2) 0 5 IR Vision 0 3 Stealth, 14- - 4 Russian, unaccented - 10 Vehicle (fast car, 50 points) - 4 +2 with Sniper Rifle - 15 2d6 RKA, invisible (silenced), 8 clips of 1 charge each (-1), OAF sniper rifle 0 2 Radio Listen & Transmit, OAF 0 200 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 15 Hunted, Player-Characters' Team (More, 8-) 15 Hunted, Police (Less, NCI, 11-) 10 Hunted, vampire-slayer (As Powerful, 8-) 15 Reluctant to face holy symbols (common, strong) 15 Cannot initially enter a dwelling unless invited by a resident (uncommon, total) 20 Overconfident vs. women (very common, strong) 15 Sleepy (-5 to STR, DEX, INT, EGO, PRE, COM, and skill rolls) in daytime (infrequent, fully) 25 Susceptible 3d6/turn to Sunlight (common) 10 Unluck 2d6 20 2x STUN, fire attacks (common) 20 2x BODY, fire attacks (common) 10 2x STUN, sunlight & holy-object attacks (uncommon) 115 Villain Bonus 305 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 205 + 200 = 405 = 305 + 100 =========================================================== OCV: 8+; DCV: 8+; ECV: 7; PHASES: 2, 4, 6, 8, 10, 12 =========================================================== * * * FLARE CHAMPIONS 4TH EDITION =========================================================== STR: 20 DEX: 23 CON: 30 BODY: 15 INT: 18 EGO: 20 PRE: 28 COM: 20 PD: 19 ED: 18 SPD: 6 REC: 18 END: 60 STUN: 40 Cost: 220 =========================================================== PTS POWERS & SKILLS END 38 Elemental Control (Energy) 37 (1) Energy Blast, 12d6, 1/2 END 3 37 (2) Force Field, 19 PD/18 ED, 0 END, Persistent 0 37 (3) Flight 30'', 1/2 END 3 37 (4) Flash 6d6, 1/2 END 3 37 (5) Teleport 20'', x32 distance, two floating locations 4 20 Regeneration, 2 BODY/turn 0 2 Radio Listen & Transmit, OAF 0 3 +1 Skill Level with EB and Flash - 3 KS: Psychology 12- - 1 PS: Teaching 8- - 3 Streetwise 15- - 5 Disguise 12- - 3 PS: Model 12- - 17 Base: City, Concealed on 17-, Disguised on 13-, 85-pt. base - 280 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 10 Berserk (Enraged) By Experimentation On Unwilling or Unknowing Subjects (uncommon, 14-, 11-, x1/2) 20 Hunted, Hell-Raisers (More, 11-) 15 Hunted, PC Team (More, 8-) 10 Hunted, Police (Less, NCI, 8-) 20 Craves Money and the Good Life (very common, strong) 20 Protective of the Forty Thieves (very common, strong) 5 Hunts (Investigates) Jensik Medical Institute (uncommon) 5 Feels Guilty About Using Kids (uncommon) 15 Secret ID (Angelique Marin) 10 2x STUN, darkness attacks (uncommon) 10 2x STUN, cold attacks (uncommon) 260 Villainess Bonus 400 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 220 + 280 = 500 = 400 + 100 =========================================================== OCV: 8+; DCV: 8+; ECV: 7; PHASES: 2, 4, 6, 8, 10, 12 =========================================================== * * * PSI-BLAST CHAMPIONS 4TH EDITION =========================================================== STR: 8 DEX: 15 CON: 15 BODY: 10 INT: 18 EGO: 20 PRE: 15 COM: 12 PD: 4 ED: 4 SPD: 4 REC: 9 END: 54 STUN: 22 Cost: 95 =========================================================== PTS POWERS & SKILLS END 23 Elemental Control (Psi Powers) 22 (1) Mind Scan 9d6 4 22 (2) Telepathy 9d6 4 22 (3) EGO Attack 4 1/2d6 4 15 Detect Psionic Energy, 13-, Sense, Range, Discriminatory 0 5 EGO Defense, 5 points (9 with EGO) 0 18 Armor, 9 PD/9 ED, OIF Costume 0 3 Radio Listen & Transmit, OIF Watch 0 12 +4 with Elemental Control - 8 +4 with Mind Scan - 150 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 20 Hunted, Hell-Raisers (More, 11-) 15 Hunted, PC Team (More, 8-) 15 Hunted, Police (as, NCI, 8-) 10 Nearsighted (wears glasses) (infrequent, greatly) 20 Code vs. Killing (common, total) 15 Has a crush on Flare (common, strong) 15 Secret ID (Rick Tarrel) 5 Unluck 1d6 15 1 1/2x STUN, energy killing attacks (very common) 15 1 1/2x STUN, physical killing attacks (very common) 145 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 95 + 150 = 245 = 145 + 100 =========================================================== OCV: 5; DCV: 5; ECV: 7+; PHASES: 3, 6, 9, 12 =========================================================== * * * TITAN CHAMPIONS 4TH EDITION =========================================================== STR: 10 DEX: 23* CON: 23* BODY: 10 INT: 38 EGO: 20 PRE: 16 COM: 10 PD: 10* ED: 8* SPD: 6* REC: 7* END: 46* STUN: 30* Cost: 70 # *: Modifications for Speed-Suit Already Added In; Normal Characteristics are DEX 13, CON 10, PD 2, ED 2, SPD 3, REC 4, END 20, STUN 20. #: This cost does not reflect the cost of the Speed-Suit. =========================================================== PTS POWERS & SKILLS END 50 The Titan Suit (250-pt Vehicle) - 25 The Titan Base (125-pt Hidden Base beneath Peach's house: City, Concealment 17-, Disguise 19-, robot repair facility) - 80 Speed-Suit: +10 DEX, +13 CON, +8 PD, +3 ED, +3 SPD, +3 STUN, all IIF padded jumpsuit - 3 Scientist - 3 Sci: Mathematics 13- - 3 Sci: Engineering 13- - 3 Sci: Electronics 13- - 2 Sci: Chemistry 12- - 3 Sci: Computer Science 13- - 5 Computer Programming 18- - 3 Combat Piloting, Anthropomorphic Robots (12- normal, 14- in suit) - 180 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 15 Berserk (Enraged) 14-, 8- recover, when brilliance questioned (common) 20 Hunted, Hell-Raisers (More, 11-) 15 Hunted, PC Team (More, 8-) 15 Hunted, Police (as, NCI, 8-) 20 Overconfident (very common, strong) 15 Thinks Too Much, Wastes Time (very common) 15 Contemptuous of lesser intelligences (very common) 15 Secret ID (Andrew Peach) 10 Unluck 2d6 10 1 1/2x BODY, Magic (extra BODY goes to Titan Suit or Speed-Suit) 150 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 70 + 180 = 250 = 150 + 100 =========================================================== OCV: 8; DCV: 8; ECV: 7; PHASES: 2, 4, 6, 8, 10, 12 =========================================================== * * * THE TITAN SUIT CHAMPIONS 4TH EDITION =========================================================== PTS Characteristics & Equipment 10 STR: 50 (40 from Size, +10) 9 BODY: 25 (16 from Size, +9) 30 Size: 4 (4'' tall, area 8 hexes) 33 Def: 13 (2 start, +11) 14 Def: +14 (60-degrees only, -1/2, for move- throughs & move-bys only, -1/2, PD only, -1) 39 DEX: 23 (10 start, +13) 27 SPD: 6 (3.3 start, +2.7) 5 Limbs (Two Arms) 2 Radio Listen & Transmit, OIF Antenna -1/2, Vehicle -1/2 5 Flash Defense 5 Phases 5 Life Support (No Need to Breathe) OIF Hull -1/2, Vehicle -1/2 15 Flight, 10'', x8 non-combat multiple, OIF Boot- Thrusters -1/2, Vehicle -1/2 45 Multipower, OIF chest-pack -1/2, Vehicle -1/2, 90 Active 3 u Invisibility, Sight Group, Sonar, Radar, No Fringe, 0 END 4 u Tunnelling 10''/Def 10, Can Leave Hole, 0 END 4 u Energy Blast 12d6, 0 END 250 TOTAL VEHICLE COST =========================================================== * * * METAL CHAMPIONS 4TH EDITION =========================================================== STR: 15 DEX: 18 CON: 18 BODY: 12 INT: 13 EGO: 15 PRE: 18 COM: 16 PD: 8 ED: 4 SPD: 4 REC: 7 END: 36 STUN: 29 Cost: 90 =========================================================== PTS POWERS & SKILLS END 37 Armor, 15 PD/15 ED, hardened, OIF Costume 0 60 Multipower (Sonics), 60 Active 4 u HKA (Sonic Sword), 2d6, 0 END 0 6 u Transform Metal Objects into Pulverized Shards (Major), 2 1/2d6 Cumulative 6 1 u Energy Blast, 1d6 NND, Area Effect 1 Hex, Defense is Covering Ears (radio re-broadcast) 1 4 u +4d6 Hand-to-Hand Attack, Armor- Piercing; plus Armor-Piercing on STR when used with this power (+1/2 on 27 pts, slot active cost 25 pts) 2 1 u Telescopic on Hearing, +10 0 10 High-Range Radio Hearing 0 3 Flash Defense, 5 phases, OIF Helmet 0 5 KS: Football 14- - 15 +3 in Hand-to-Hand Combat - 4 +2 with Sonic Sword - 150 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 5 Distinctive Features (silver pupils, concealable with contact lenses) 20 Hunted, Hell-Raisers (More, 11-) 15 Hunted, PC Team (More, 8-) 15 Hunted, Police (As, NCI, 8-) 15 Powers can be turned off by full-body insulators (foamy Entangles, etc.) (infrequent, fully) 20 Likes to Fight (very common, strong) 20 Heroic Ideals (very common, strong) 10 Feels Betrayed by Community (common) 15 Secret ID (Evan Miller) 5 Unluck 1d6 140 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 90 + 150 = 240 = 140 + 100 =========================================================== OCV: 6+; DCV: 6+; ECV: 5; PHASES: 3, 6, 9, 12 =========================================================== * * * COLDSNAP CHAMPIONS 4TH EDITION =========================================================== STR: 60* DEX: 15 CON: 25* BODY: 12 INT: 15 EGO: 13 PRE: 13 COM: 16 PD: 12* ED: 5* SPD: 5* REC: 17* END: 50* STUN: 55* Cost: 120 *: Super ID Only (-1/4) =========================================================== PTS POWERS & SKILLS END 12* 1/2 END on STR 3 36* Armor 12 PD/18 ED 0 40* EB 10d6 (Cold-Ray) 5 5 Instant Change 6* 1 BODY HKA (cold), Damage Shield, 0 END, Persistent, does not damage through insulators (including own costume) (-1/4), not vs. 20 pts. Life Support (-1/4), Always On in Super ID (-1/4) 0 12* 1d6/1 Def Entangle, Damage Shield, advantages and limitations like HKA Damage Shield above 0 16* Energy Blast 1d6, NND, 1 hex Area Effect (+1/2), 0 END, Persistent, Personal Immunity, Continuous (+1); Always On in Super ID (-1/4); not vs. 10 pts. Life Support 0 3 Radio Listen & Transmit, OIF Brooch 0 130 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 25 Accidental Change To Super ID when Excited (very common, 14-) 10 Distinctive Features (easily concealable, causes fear) 20 Hunted, Hell-Raisers (More, 11-) 15 Hunted, PC Team (More, 8-) 15 Hunted, Police (As, NCI, 8-) 0 Hunted, Cell 13 (More, 8-) (0 pts. because it exceeds 50-point maximum for Disadvantages from one category) 20 Grim and Vicious in Combat (very common, strong) 15 Has a crush on Metal (common, strong) 10 Public ID (Maren McCrae) 20 2x STUN, fire attacks (common) 150 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 120 + 130 = 250 = 150 + 100 =========================================================== OCV: 5; DCV: 5; ECV: 4; PHASES: 3, 5, 8, 10, 12 =========================================================== * * * DREAMER CHAMPIONS 4TH EDITION =========================================================== STR: 10 DEX: 15 CON: 15 BODY: 10 INT: 38 EGO: 15 PRE: 18 COM: 16 PD: 3 ED: 3 SPD: 4 REC: 5 END: 30 STUN: 23 Cost: 90 =========================================================== PTS POWERS & SKILLS END 18 Armor, 9 PD/9 ED, OIF Costume 0 80 Power Pool, 80 Active (All-or- Nothing Transforms vs. Inanimate Objects, Detects, Mental Powers Only) 40 Control Cost on Power Pool 10 Instant Change (Transforms clothes) 8 +4'' Running +1 2 Radio Listen & Transmit, OAF 0 9 Power Pool Skill 20- - 4 +2 with Mental Illusions - 3 Paramedic 17- - 5 KS: Doctor 14- - 3 Scientist - 4 Sci: Biology 14- - 3 Sci: Biochemistry 13- - 2 Sci: Toxicology 12- - 2 Sci: Pharmacology 12- - 2 Sci: Mutagenics Chemistry 12- - 195 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 15 DNPC, incompetent younger brother, 8- 20 Hunted, Hell-Raisers (More, 11-) 15 Hunted, PC Team (More, 8-) 15 Hunted, Police (As, NCI, 8-) 20 Flips Between Mature and 14-Year-Old Personalities (very common, strong) 20 Vengeful in ``Mature'' Personality (very common, strong) 10 Cold-Blooded when Problem-Solving (common) 15 Secret ID (Linda Guerrera) 5 Unluck 30 2x STUN, Physical Killing Attacks (very common) 20 2x STUN, Energy Killing Attacks (very common) (would be 30 pts, but that exceeds her 50-point limit on points from any one class of Disadvantage) 185 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 90 + 195 = 285 = 185 + 100 =========================================================== OCV: 5; DCV: 5; ECV: 5+; PHASES: 3, 6, 9, 12 =========================================================== * * * PLASMA CHAMPIONS 4TH EDITION =========================================================== STR: 10 DEX: 14 CON: 13 BODY: 10 INT: 10 EGO: 10 PRE: 8 COM: 10 PD: 2 ED: 2 SPD: 4* REC: 15* END: 26 STUN: 22 Cost: 45 *: Super ID Only (-1/4) =========================================================== PTS POWERS & SKILLS END 60* Force Field 30 PD/30 ED, 0 END, On All the Time In Super ID (-1/4) 0 40* Damage Shield 2d6 K, 0 END, On All the Time In Super ID (-1/4) 0 60* RKA 4d6K, 0 END, On All the Time in Super ID (-1/4) 0 27 EB, 12d6 Explosive (+1/2), Personal Immunity (+1/4), Triggered by Change to Super ID (+1/4), No Range (-1/2), 4 Charges/Day (-1), No Conscious Control (-2) 0 5 Instant Change 0 46* 75% Resistant Damage Reduction, Physical and Energy, 75% Damage Reduction, Ego; Not vs. Cold Attacks (-1/4), At Climactic Battle Only (-2) 0 15* RKA becomes Area Effect (Line) At End of Adventure (climax only, -2) 0 2 +1'' Running +0 255 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 100) 25 Accidental Change to Super ID, once per day, random occurrence/GM's option (very common, 14-) 25 Accidental Change to Normal ID when END runs out or he loses consciousness (very common, 14-) 20 Hunted, Hell-Raisers (More, 11-) 15 Hunted, PC Team (More, 8-) 15 Hunted, Police (As, NCI, 8-) 25 Powers Becoming More Frequent and Uncontrollable (All the Time, Fully) 20 Panics in Dangerous Situations (very common, strong) 10 Scared of Police & Other Authorities (common) 15 Secret ID (Jay-Ray Robinson) 10 Unluck 2d6 10 2x STUN from Cold Attacks (uncommon) 10 2x BODY from Cold Attacks (uncommon) 200 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 45 + 255 = 300 = 200 + 100 =========================================================== OCV: 5; DCV: 5; ECV: 3; PHASES: 3, 6, 9, 12 =========================================================== * * * DETECTIVE ADAM POTTER CHAMPIONS 4TH EDITION =========================================================== STR: 15 DEX: 15 CON: 18 BODY: 12 INT: 13 EGO: 13 PRE: 15 COM: 16 PD: 6 ED: 4 SPD: 3 REC: 7 END: 36 STUN: 29 Cost: 65 =========================================================== PTS POWERS & SKILLS END 11 .357 Magnum: 1.5d6 RKA, 4 clips of 6 shots each (-1/4), OAF (-1) 0 6 +3 with .357s - 7 Deduction 14- - 5 Streetwise 13- - 3 Conversation 12- - 5 Combat Driving 13- - 3 KS: Police Work 12- - 3 KS: Campaign City 12- - 2 Police Powers - 45 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 50) 20 Normal Characteristic Maxima 15 DNPC: 6-year-old son, incompetent, 8- 15 Curious and Tenacious (common, strong) 10 Hero Bonus (Experience) 60 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 65 + 45 = 110 = 60 + 50 =========================================================== OCV: 5+; DCV: 5+; ECV: 4; PHASES: 4, 8, 12 =========================================================== * * * DR. LEIGH TRAMMELL CHAMPIONS 4TH EDITION =========================================================== STR: 8 DEX: 18 CON: 13 BODY: 10 INT: 18 EGO: 15 PRE: 18 COM: 18 PD: 2 ED: 3 SPD: 3 REC: 5 END: 26 STUN: 21 Cost: 60 =========================================================== PTS POWERS & SKILLS END 3 Paramedic 13- - 5 KS: Doctor 14- - 5 KS: Surgeon 14- - 5 Sci: Biochemistry 14- - 2 Sci: Abnormal Psychology 11- - 1 License to Practice as Physician - 5 Well Off - 6 Contacts: Three Department Heads at Hospitals (two US, one France), 11- - 3 Favors: Same, One from Each - 35 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 50) 20 Normal Characteristic Maxima 10 Single-Minded (common) 15 Dedicated to Preservation of Life (common, strong) 45 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 60 + 35 = 95 = 45 + 50 =========================================================== OCV: 6; DCV: 6; ECV: 5; PHASES: 4, 8, 12 =========================================================== * * * THE DRUG-RUNNERS CHAMPIONS 4TH EDITION =========================================================== STR: 10 DEX: 12 CON: 10 BODY: 10 INT: 10 EGO: 10 PRE: 10 COM: 10 PD: 3 ED: 2 SPD: 3 REC: 4 END: 20 STUN: 20 Cost: 15 =========================================================== PTS POWERS & SKILLS END 31 Assault Rifle: 2d6-1 RKA, Autofire 10 shots/phase (+3/4), four clips of 30 shots each (+3/4), OAF (-1) 0 2 English, Fluent Conversation - 2 Favors (American Lawyer, Drug Kingpin), 14- - 35 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 25) 20 Normal Characteristic Maxima 5 Sadistic (uncommon) 0 Hunted, Police (As, NCI, 8-) (Would be 15 points but exceeds the 25-point maximum on Disads for Normals) 25 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 15 + 35 = 50 = 25 + 25 =========================================================== OCV: 4; DCV: 4; ECV: 3; PHASES: 4, 8, 12 =========================================================== * * * MALE HELL-RAISERS AGENTS CHAMPIONS 4TH EDITION =========================================================== STR: 18 DEX: 15 CON: 18 BODY: 10 INT: 10 EGO: 11 PRE: 15 COM: 10 PD: 8 ED: 4 SPD: 3 REC: 8 END: 36 STUN: 28 Cost: 55 =========================================================== PTS POWERS & SKILLS END 10 +2 with Hand-to-Hand Combat - 11 HKA 1d6, 0 END, 2d6 with STR, OAF headsman's axe 0 Boxing Maneuvers: 5 Jab +1 +3 STR Damage - 5 Hook -2 +1 STR +4d6 - 4 Block +2 +2 Block, Abort - 4 Clinch -1 -1 Grab +10 STR - 3 Combat Driving 12- - 3 Stealth 12- - 45 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 50) 20 Normal Characteristic Maxima 15 Devoted to the Denier (uncommon, total) 15 Hunted, Police (As, NCI, 8-) 50 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 55 + 45 = 100 = 50 + 50 =========================================================== OCV: 5+; DCV: 5+; ECV: 4; PHASES: 4, 8, 12 =========================================================== * * * FEMALE HELL-RAISERS AGENTS CHAMPIONS 4TH EDITION =========================================================== STR: 10 DEX: 18 CON: 13 BODY: 10 INT: 10 EGO: 11 PRE: 13 COM: 14 PD: 3 ED: 2 SPD: 3 REC: 5 END: 26 STUN: 22 Cost: 40 =========================================================== PTS POWERS & SKILLS END 37 Flash 2d6 (vs. All Sight), AVLD (vs. eye covering or nonhumanoid biology, +1 1/2), four continuing charges of 5 minutes each (-0), OAF Tear-Gas canister (-1) 0 20 Energy Blast 6d6 NND (+1), 6 charges (-1/2), OAF Taser (-1), Range Limited to 2'' (-1/2) 0 3 Skill of Choice (choose one): Bribery, Bureaucratics, Concealment, Conversation, Disguise Persuasion, Seduction, Stealth - 60 POWERS COST =========================================================== PTS DISADVANTAGES (BASE: 50) 20 Normal Characteristic Maxima 15 Devoted to the Denier (uncommon, total) 15 Hunted, Police (As, NCI, 8-) 50 DISADVANTAGES VALUE =========================================================== CHAR. POWERS TOTAL DISADV. BASE 40 + 60 = 100 = 50 + 50 =========================================================== OCV: 6; DCV: 6; ECV: 4; PHASES: 4, 8, 12 ===========================================================
Use With the STRIKE FORCE Supplement
If you're using SCHOOL OF HARD KNOCKS with Hero Games' STRIKE FORCE (the supplement describing the campaign in which this adventure originated), here are some extra historical notes which you can use as you please. (None of them will make much sense unless you have read STRIKE FORCE.)
THE DENIER
The Denier's demonic patron was the Mockery, evil
brother of Scoff. Denier was bested in THE GREAT SUPER-
VILLAIN CONTEST by Lorelei, and, while he doesn't hunt her,
he despises her and will single her out for attack whenever
they meet. He's had a recurrent role in the campaign, with
appearances as follows:
FIRST APPEARANCE: In the Strike Force campaign, he first gathered the Hell-Raisers (there called the Demons) together to find and kill Psi-Blast; this was the same adventure that was published in SPACE GAMER #51 as ``School Holiday.'' That first team included Scanner, Flare, Briareus, and Sliver (who appears in ``School Holiday'' but not here).
SECOND APPEARANCE: After being defeated, he re- assembled the team to fight Strike Force for revenge; that team included Briareus, Sliver, Tai: Nosferatu, Drill-Bit, and Sizzler. Though he was again driven off, at this time he realized the advantages of having a regular team and so made the Hell-Raisers/Demons organization a formal one.
INTERIM EVENT: Strike Force destroyed the Denier's mentor, the Mockery, between the second and third appearances, and this removed the danger of the Mockery claiming the Denier. After that, he continued to corrupt innocents, but for his own pleasure; he also set up shop in the Mockery's old pocket-dimension home.
THIRD APPEARANCE: Later, he participated in THE GREAT SUPER-VILLAIN CONTEST. It was then that Lorelei beat him as mentioned above, and then that he went to prison when he attempted to assassinate her and was captured. He remained in prison for five years while another villain (Dark Seraph, from ENEMIES III) led the Hell-Raisers.
INTERIM EVENT: A few months after THE GREAT SUPER- VILLAIN CONTEST, Flare began implementing her plans for forming her own teen super-group. These plans and the events which came from them were the inspiration for the SCHOOL OF HARD KNOCKS adventure; they are described below under Flare's description.
FOURTH APPEARANCE: Recently (1988), the Denier escaped prison and regained control of the Hell-Raisers. Strike Force and Dreamer journeyed to his pocket dimension, where the Denier and the Hell-Raisers were beaten but escaped, and where the corpse of the Mockery was revived but again destroyed by Strike Force. The pocket dimension which the Denier had inherited from the Mockery was destroyed, its energies flung out into the Earth; Strike Force can only speculate about where those energies went.
SIZZLER
She remained with the Hell-Raisers while the Denier was
in prison, and helped the Denier cast out the second leader
when the Denier escaped prison.
SCANNER
Scanner worked briefly with the Denier (only in the
Denier's first appearance) but wasn't captured by the
authorities. He was eventually hired by the Reapers for
their North American Parapsychological division. He now acts
as a field agent for them, finding other psis and recruiting
them to the ranks. He has fought the Shadow Warriors and the
Avant Guard since then.
BRIAREUS
If you're using STRIKE FORCE, then Briareus was built
by the Producer; the Craftsman and the Producer are one and
the same. Briareus spent a lot of time in the authorities'
hands while the Denier was in prison, but was later reunited
with his beloved master. Currently (1989) he's in the
government authorities' hands.
DRILL-BIT
Her father was beaten by Strike Force in an adventure
shortly before his death. Drill-Bit acted as a bank-robbery
specialist and has fought Strike Force a couple of times,
but is not a regular enemy of theirs. She was not captured
in the Denier's second appearance and remains a member of
the Hell-Raisers team.
MIND MASTER
In the original campaign, in which Flare had fewer
super-teens and was being hunted by the teenaged Avant Guard
heroes, Mind Master started his career as a freelance
villain. And it was Mind Master (not the Denier) who opposed
her and tried to lure away her pupils. He was eventually
captured by the Avant Guard team and committed to an insane
asylum. He has since escaped and joined the Hell-Raisers.
TAI: NOSFERATU
Tai was one of the assassins hired to kill ShadowWalker
in the early phase of his superhero career; Tai failed. He
quit the Hell-Raisers after the Denier's second appearance,
and the next time he fought Strike Force, he was destroyed
by Lightrune.
FLARE
In the original campaign, she worked with the Denier in
his first appearance... but soon after he escaped from that
incarceration, she had a violent parting of the ways with
him (she wanted to quit the Hell-Raisers, and he didn't want
her to; she escaped, wounded). Conceiving then of her plan
to build a super-teen group, she kidnapped Psi-Blast and
convinced him to join her of his own free will.
Working as a schoolteacher in one of the East Coast campaign cities (Newark, NJ), she recruited Titan as well and had located other young supers when Mind Master, then a solo villain, began a killing spree. This brought in the teenaged Avant Guard team to investigate; some of its members were Angelique Marin's students.
The Avant Guard persuaded Psi-Blast to leave Flare and seek professional training; Mind Master lured Titan to his side. Once the Avant Guard had captured Mind Master and Titan, Flare escaped, her Secret ID known to the heroes but otherwise still a secret.
Eventually, she joined the Lightning Strike super-team of the Federation of Atlantia... and finally has a steady income suited to her tastes.
PSI-BLAST
After the events of the Avant Guard series mentioned
above, Tarrell joined Shawna Ferris' psi studies institute
and received training in his abilities. After graduation, he
has rejoined Flare as part of the Lightning Strike team.
TITAN
As indicated above, the amoral Titan briefly joined
Mind Master, was captured, tried, and sent to a juvenile
detention facility. He has since been released and joined
the Hell-Raisers.
METAL, DREAMER, COLDSNAP, DR. TRAMMELL
These characters did not exist in the original
episodes, but later were inserted, via revisionist history,
into off-screen events during those adventures. Flare had
found Metal and Coldsnap and been found by Dreamer, but had
not yet ``debuted'' them as supers, when she ran up against
the Avant Guard.
When Flare was run off by the Avant Guard, Metal, Dreamer and Coldsnap became proteges of another superhero, Dr. Futurian. Metal and Coldsnap later left to join Flare and Psi-Blast in Lightning Strike; Dreamer remains with Dr. Futurian. Dr. Trammell is still employed at a Newark hospital.
PLASMA
Did not exist in the original campaign.
DETECTIVE ADAM POTTER
Potter cooperated with the Avant Guard during their
adventure; he is now a precinct captain in Newark.
FINAL NOTES
Thanks to Mark Johnson for supplying corrections to this file.
If you wish to contact me about this file, send me e- mail on CompuServe (Aaron Allston, [73257,1717]) or on the Red October bulletin board (512-834-2548).