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CrosshairCollie
Jul 5th, '06, 10:24 AM
My copy of Teen Champs hasn't arrived yet (I'm hoping for today!), and hoping it won't violate any board rules, what's the typical starting point-level for Teen Heroes (base points + Disads), if someone would be so kind? :)

John Desmarais
Jul 5th, '06, 10:31 AM
My copy of Teen Champs hasn't arrived yet (I'm hoping for today!), and hoping it won't violate any board rules, what's the typical starting point-level for Teen Heroes (base points + Disads), if someone would be so kind? :)

100 + 100.

CrosshairCollie
Jul 5th, '06, 10:33 AM
100 + 100.

Thanks. :)

Edit:
After tooling around a bit, I have to say ... you can get a *lot* for 200 points.

jkwleisemann
Jul 5th, '06, 10:54 AM
Yep, you can... though they suggest some things, like "no power frameworks" that limit it somewhat. A bunch of suggestions in there that bring the power level down... but I don't think that they're necessarily required. I can easily see teen heroes who are just as strong as their adult counterparts... just a lot more focused in how they do it/less flexibility.

Barton
Jul 5th, '06, 11:34 AM
I start teen champions at 75pts + 75 disads for 150pt characters. NO VPP, limited multipowers/elemental powers (with GM permission). Limit powers to 50 active points and limit ED/PD/SPD/OCV.
I like the characters weak vs a 350pt villian and then they are forced to work together, but on the other hand, in my game most of the time they are up against normal humans with guns.

Herolover
Jul 5th, '06, 12:21 PM
I recently started a Teen Champions game and according to the books it is 100 + 100 and they reccomend a lot of limitations on powers with active points around 50.

However, after playing a couple of sessions I boosted my teens up to 150 + 125, less limations requirements, and active points of around 60.

I discovered, for me, I like the higher level because at the low level they can't come near to handling any of the CKC villains and even a couple of agents pose great threats. At the higher level I have far more options of what villains I throw at them and it feels more like a comic book teen group.

I admit that this is just for me and I might be the odd man out, but I thought I would tell you what someone else did.

AliceTheOwl
Jul 5th, '06, 12:26 PM
The book recommends a lot of skill rolls for powers, to simulate the convention of someone learning how to use powers, and having them not always work (or, if they do, not the way the person planned).