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About This Club

This club is to discuss Champions and their supplements of 5th edition, or prior to 5th edition.
  1. What's new in this club
  2. This time I'm going to talk about 2 adventures/supplements Stronghold and Escape from Stronghold (called Escape for ease of writing) Escape was probably the very first adventure supplement, designed during the very first edition of Champions. It's a bit rough around the edges, but not a bad supplement. When 5th edition came out, they updated it quite a bit. Both editions have guard robots. Escape had 3 types and Stronghold has 2. They eliminated the second type. Escape had Esper, Freon, Ripper, Sonar, Radar, and Indectoid. Insdctoid is a lot like Stronghold"s Dragonfly. Otherwise Stronghold has Requim (yes the same from Deathstroke [called Deathsinger], and the first Champions Universe), Frost (called Chiller in the first Champions Universe), Alchemica, Dragonfly, Geothermal, and Glacier. The guardbots can be reprogrammed, thus allowing a plot seed for Mechanon or other machine controlling villain. Geothermal is basically lava based. Glacier is ice based. Both in hot sleep and just screams plot seed. If hot sleep ever malfunctions... I can see them as natural enemies, but what if they work together? Lots of possibilities. Well, that's all for now. Thanks for reading.
  3. It has been a very long time since I've posted here. Medical issues. So, going into the subject of Enemies, I want to talk about 2 iconic major bad guys. Dr. Destroyer said Mechanon. Both have been around since basically day 1. One of the first books was The Island of Dr. Destroyer. And one of the major first villains was Mechanon. One wants to rule the world, the other wants to destroy all life. Both have had major changes. The Book of the Destroyer and the Book of the Machine go into great detail. But be careful when using them. Even the easiest incarnations were powerful and dangerous. Destroyer uses goons, and only the Book of the Machine describes Mechanon followers. But he could use others. High Tech Enemies, stronghold, mutant Files, and even viper has robots or Androids. Some Android villains even have Mechanon in their back story. So he could use the already made army. Plot seed! When using Destroyer or Mechanon, be sure and use a version that is challenging but not undefeatable. Usually work up to the main character by using his minions. And reward creativity. I guess that's all for now. Thanks for reading. And you can post things too.
  4. Panda and Raccoon are villains from different walks of life. Both were born with unusual features. Panda was a poor orphan and Raccoon was from a rich family that kept him hidden away. They met. Fell in love, and are married to each other. Both have martial arts and I am surprised neither is hunted br Genicide (now called IHA) They both appeared in the original Enemies book and in Classic Enemies. I also think they were in the original Island of Doctor Destroyer but I don't have that book and cannot confirm this. In the original Enemies book. Martial arts is not detailed. No maneuvers. Pluses or minuses for OCV or DCV. This can be rather problematic for new GMs. Thankfully those maneuvers were added in Classic Enemies. I think that they are included in a newer 6th Edition book, but don't quote me. Besides Martial arts they have another power which i think makes them more interesting. Panda has Ego blast and Mental defense in a multipower. As a GM. I would simply move them out of the multipower. Raccoon has the power of darkness. Which affects only IR and normal vision. He has Ultraviolet vision to see through this own darkness. Now Panda cannot see through Raccoon's darkness, but she does have danger sense if that was a problem. Panda gets extra damage from bullets (and fears guns) I'm not sure of the reason for doing this as anyone can own a gun. As a GM, I would probably drop the extra damage. I have given a few examples of how to improve Panda. To improve Raccoon, I would give him personal Immunity to his own darkness and increase it to include all sight. I have also considered giving him the power to shrink to the size of a Raccoon. Only recently have I used Panda and Raccoon and I enjoyed it. The married status gives them an almost unique feel. Very few villains note that they are married to another super powered individual. Well that's all for now. Thanks for reading.
  5. To Serve and Protect is the next book I will comment on. The premise is simple. A hero group (the Protectors) get a hold of a mystical pendant that changes each member after they touch the pendant. The go from a group that captures villains into true killing vigilantes. The now desire to "purify" the earth by destroying all evil. Even if it means destroying everything else as well. Now there are a few unanswered problems in this book. First, it is obvious it is not a mental attack, but rather a transformation attack. This is obvious as one of the Protectors is a mentalist. But the book doesn't tell you how many d6 the attack is. Plus there is a good chance that the player's characters will be affected (by just touching it) It also doesn't mention how to change people back. Many players may not mind playing a vigilante but most don't want it to be permanent. Obviously just talking to the infected doesn't work. So, options... You could have the pendant have only 12 charges. This would be enough for all the members of the Protectors plus a few scientists (3rd section) But either way there should be a way out of that mental state. A different pendant they must find, a ritual to perform, magic, and other options as well. You could even have the characters be able to be talked out of it. Maybe an attack that knocks them out sets them straight. That is up to the GM, but should be challenging for the player's characters. I do wish they had addressed this, but alas, what can you do? That's all for now.
  6. For a while now, I have been using the supplements, Demon's Rule. It's a good game to start off with. Although, I did make Runt a lot more powerful to go toe to toe with the heroes. It starts out with demons gathering steet thugs together to work for them. Let me tell you, street thugs are easy to defeat. Unless they have a gun on an NPC, or have something tricky up there sleeve that is.. The street thugs are stage 1. They are to introduce the demons and their schemes. The second stage is the demons attacking a museum. This is where i learned that Runt needs a power boost. So i added Lack of Weakness (since a hero had Find Weakness) , upped his defenses and even put a damage reduction at 1/4 There is one more section. Where the demons battle the heroes on an island. We haven't played that part yet. And I don't know if I will add the additional items search yet. The heroes have the scythe. The demons have the books. But if the heroes want to unbind the NPCs. They will need to take along the scythe. It's a pretty good supplement and I can't wait until we finish it. That's all for now.
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