rytchb42 Posted September 17, 2020 Report Share Posted September 17, 2020 Just like the title says, I am looking for a conversion system to convert ALL my villains (and I have ALL the books from that wonderful era of Champions!) to use for Champions Now. I am trying to convert but I am pretty sure I am not even coming close. So far the only thing I have come close to is converting Strength which I think is 5 points then converts to 1d6 Now. Has anyone come up with a conversion sstem for all the other stats yet, that can share their system with me that would be most appreciated. Thank you in advance. Quote Link to comment Share on other sites More sharing options...
assault Posted September 18, 2020 Report Share Posted September 18, 2020 I haven't done it before, but it should be relatively straightforward. Pre would work the same way as Str. Defense: Average or higher of PD/ED, minimum of 10. Resistant defense might need to be fiddled with (reduced). For CNow Body, use 3e Con Rolls. Modify upwards if a character has unusually high 3e Body. (EG: 23 Con becomes 14 Body.) This might give results higher than you would get if you were building the character from scratch in CNow, so you might want to adjust this. Speed is a little tricky. Halve 3e Spd and round up would work, although that results in a loss of differentiation between 5 and 6 3e Spd. Maybe do the former for values below 6. Above that, use 3e 6 = CNow 4, 3e 7-8 = CNow 5, 3e 9+ = CNow 6. Or something like that. The only problem is that this gives more CNow 5 Spd characters than is suggested by the rules. CNow characteristics figured from Body should be based on the Body calculated above. Ignore radical discrepancies with 3e characters - the games are actually different. Use the Int roll as Int. (Eg: 3rd edition 13 or 15 Int becomes CNow 12-, 18 or 20 3e Int becomes CNow 13-, and so on.) Ego and Dex could work the same way, although they were influenced by the old Goodman numbers. Maybe mix in some Skill Levels to differentiate between different Combat values. Anyway, this is a first pass attempt. See if it works. Some characters will cause it to break down. In some cases, the resulting characters will cost a lot more than starting points. You might want to tone them down if they are supposed to be on a par with starting CNow characters. I'll take a closer look at Dex and Ego later. Pariah 1 Quote Link to comment Share on other sites More sharing options...
rytchb42 Posted September 18, 2020 Author Report Share Posted September 18, 2020 1 hour ago, assault said: I haven't done it before, but it should be relatively straightforward. Pre would work the same way as Str. Defense: Average or higher of PD/ED, minimum of 10. Resistant defense might need to be fiddled with (reduced). For CNow Body, use 3e Con Rolls. Modify upwards if a character has unusually high 3e Body. (EG: 23 Con becomes 14 Body.) This might give results higher than you would get if you were building the character from scratch in CNow, so you might want to adjust this. Speed is a little tricky. Halve 3e Spd and round up would work, although that results in a loss of differentiation between 5 and 6 3e Spd. Maybe do the former for values below 6. Above that, use 3e 6 = CNow 4, 3e 7-8 = CNow 5, 3e 9+ = CNow 6. Or something like that. The only problem is that this gives more CNow 5 Spd characters than is suggested by the rules. CNow characteristics figured from Body should be based on the Body calculated above. Ignore radical discrepancies with 3e characters - the games are actually different. Use the Int roll as Int. (Eg: 3rd edition 13 or 15 Int becomes CNow 12-, 18 or 20 3e Int becomes CNow 13-, and so on.) Ego and Dex could work the same way, although they were influenced by the old Goodman numbers. Maybe mix in some Skill Levels to differentiate between different Combat values. Anyway, this is a first pass attempt. See if it works. Some characters will cause it to break down. In some cases, the resulting characters will cost a lot more than starting points. You might want to tone them down if they are supposed to be on a par with starting CNow characters. I'll take a closer look at Dex and Ego later. thanks. some of that was what I was doing kind of. Just wanted to make sure I was on the same page around here. Sounds very good and I have more confidence now to go forward when I convert those old school villains. And there are always those few exceptions to the rules. Quote Link to comment Share on other sites More sharing options...
pawsplay Posted October 9, 2020 Report Share Posted October 9, 2020 In CN, SPD 3 actually is pretty common for "fast characters" so I'm fine with it being modal. Quote Link to comment Share on other sites More sharing options...
ideasmith Posted February 16, 2021 Report Share Posted February 16, 2021 While I don’t recommend rote conversions of character, I do make conversion notes between systems to improve my understanding of said systems and how they relate. You (or someone) might find them useful: I CH CH STR, 1D6 Str, 1d6, Plus Flight as per Superleap I CH CH DEX Dex* I CH CH CON Body* I CH CH BODY Body* I CH CH INT Int* I CH CH EGO Ego* I CH CH PRE, 1d6 Pre, 1d6 I CH CH COM special effects I CH CH PD Defense (With Conditional if not matched by ED) I CH CH ED Defense (With Conditional if not matched by PD) I CH CH SPD Speed -1 (Max 6, Min 1) I CH CH REC Body* I CH CH END Body* I CH CH Stun Body* I CH SK ACROBATICS base roll Acrobatics I CH SK ACROBATICS, + 1 Skill Level I CH SK CLlMBING base roll Climbing I CH SK CLlMBING, +1 Skill Level I CH SK COMPUTER PROGRAMING base roll Computer Programming I CH SK COMPUTER PROGRAMING, +1 Skill Level I CH SK DETECTIVE WORK base roll Detective Work I CH SK DETECTIVE WORK, +1 Skill Level I CH SK DISGUISE base roll Disguise I CH SK DISGUISE, +1 Skill Level I CH SK FIND WEAKNESS base roll Find Weakness I CH SK FIND WEAKNESS, +1 Skill Level I CH SK LUCK Luck I CH SK MARTIAL ARTS Martial Moves and Martial Attacks I CH SK MARTIAL ARTS +x1f2 damage Strength, Constrained I CH SK SECURITY SYSTEMS base roll Security Systems I CH SK SECURITY SYSTEMS, + 1 Skill Level I CH SK STEALTH base roll Stealth I CH SK STEALTH, + 1 Skill Level I CH SK SWINGING 1" Flight, round up to next multiple of 5. I CH SK SKILL LEVELS, HtH Combat, Specific Skill Level I CH SK SKILL LEVELS, HTH Combat, Group Dexterity, Constrained I CH SK SKILL LEVELS, Ranged Combat, Specific Skill Level I CH SK SKILL LEVELS, Ranged Combat, Group Dexterity, Constrained I CH SK SKILL LEVELS, All Combat, General Dexterity I CH SK SKILL LEVELS, Ego Powers, Specific Skill Level I CH SK SKILL LEVELS, Ego Powers, Group Ego, Constrained I CH SK SKILL LEVELS, Movement, Specific Dexterity, Linked and Constrained I CH SK SKILL LEVELS, Movement, Group Dexterity, Linked or Constrained I CH SK SKILL LEVELS, Skills, Specific Skill Level I CH SK SKILL LEVELS, Skills, Group Dexterity and/or Intelligence, Constrained I CH SK SKILL LEVELS, Skills, General Dexterity and Intelligence, Constrained I CH SK SKILL LEVELS, Perception, Specific Skill Level I CH SK SKILL LEVELS, Perception, Group Intelligence, Constrained I CH SK SKILL LEVELS, Powers, Specific Skill Level I CH SK SKILL LEVELS, Powers, Group Dexterity, Ego and/or Intelligence, Linked and Constrained I CH SK SKILL LEVELS, Powers, General Dexterity, Ego and/or Intelligence, Linked or Constrained I CH SK SKILL LEVELS, Characteristic Rolls, Specific Dexterity, Ego, or Intelligence, Constrained I CH SK SKILL LEVELS, Overall Levels, Overall Dexterity, Ego and Intelligence I CH PW ARMOR, PD and ED Defense, Resistant I CH PW ARMOR, PD or ED Defense, Resistant, Conditional I CH PW CLlNGING Surfaces/Clinging 1d6 Str per 5 Str I CH PW DAMAGE RESISTANCE vs. hand-to-hand Defense Upgraded to Resistant, Conditional I CH PW DAMAGE RESISTANCE vs. physical Defense Upgraded to Resistant, Conditional I CH PW DAMAGE RESISTANCE vs. energy Defense Upgraded to Resistant, Conditional I CH PW DAMAGE RESISTANCE vs. all Defense Upgraded to Resistant I CH PW DANGER SENSE base roll Awareness, Ignores Flash and Concealment, Analysis, Permits Abstractions I CH PW DANGER SENSE, + 1 to roll Skill Level I CH PW DARKNESS 1" radius, per Darkness, 1" radius I CH PW DARKNESS Impervious to normal sight Darkness, Completely prevents one senses perceptions I CH PW DARKNESS Impervious to Ultraviolet Vision Darkness, Affects All Senses I CH PW DARKNESS Impervious to Infrared vision Darkness, Affects All Senses I CH PW DARKNESS Impervious to Radar Darkness, Affects All Senses I CH PW DARKNESS Impervious to X-ray vision Darkness, Affects All Senses I CH PW DENSITY INCREASE Density Increase + Constrained Strength I CH PW DESOLIDIFICATION BODY per phase Desolid, round up to next multiple of 2 body I CH PW EGO ATTACK Blast, Ego-Based, Severe, Invisible Effects I CH PW EGO DEFENSE Specialized Defense: vs. Ego-Based Attacks* I CH PW ENERGY BLAST Blast I CH PW ENHANCED SENSES, Enhanced Vision Awareness, Analysis I CH PW ENHANCED SENSES, Infrared Vision Awareness, Analysis I CH PW ENHANCED SENSES, Ultraviolet Vision Awareness, Analysis I CH PW ENHANCED SENSES, Telescopic Vision Awareness, Analysis I CH PW ENHANCED SENSES, Microscopic Vision Awareness, Analysis I CH PW ENHANCED SENSES, X-Ray Vision Awareness, Analysis, Separate I CH PW ENHANCED SENSES, N-Ray Vision Awareness, Ignores Flash and Concealment, Analysis, Separate I CH PW ENHANCED SENSES, Enhanced Hearing Awareness I CH PW ENHANCED SENSES, Parabolic Hearing Awareness I CH PW ENHANCED SENSES, Active Sonar Awareness, Analysis I CH PW ENHANCED SENSES, Passive Sonar Awareness, Analysis I CH PW ENHANCED SENSES, Discriminatory Smell Awareness, Analysis I CH PW ENHANCED SENSES, Tracking Scent Awareness I CH PW ENHANCED SENSES, Radio Hearing Awareness, Analysis I CH PW ENHANCED SENSES, 360 Degree Vision Awareness, Analysis I CH PW ENHANCED SENSES, Radar Sense Awareness, Analysis I CH PW ENTANGLE Entangle 1d6 and 1 DEF per 1d6 and 1 DEF I CH PW EXTRA LIMB Extra Limb I CH PW FASTER-THAN-LiGHT TRAVEL Flight, Expanded Scope: Space/Interstellar I CH PW FLASH Flash, 1d6, Area Effect (1 hex) I CH PW FLASH DEFENSE Specialized Defense: vs. Flash, I CH PW FLlGHT Flight, round up to next multiple of 5. I CH PW FORCE FIELD Force Field round up to next multiple of 2. I CH PW FORCE WALL, 3 hexsides Force Wall: 3 Hexsides per 3 hexsides I CH PW GLlDING Flight, round up to next multiple of 5., No Endurance Cost I CH PW GROWTH Growth I CH PW INVISIBILITY Invisibility I CH PW INVISIBILITY to Infrared Vision Invisibility, Includes Awarenes I CH PW INVISIBILITY to Ultraviolet Vision Invisibility, Includes Awarenes I CH PW INVISIBILITY to X-ray Vision Invisibility, Includes Awarenes I CH PW INVISIBILITY to N-rayVision Invisibility, Includes Awarenes I CH PW INVISIBILITY to Radar Invisibility, Includes Awarenes I CH PW INVISIBILITY no fringe effect Invisibility, Remove Close-Range perception and Targetting perception I CH PW INSTANT CHANGE same clothes Instant Change, Specific Outfit and back again I CH PW INSTANT CHANGE any set of clothes Instant Change, Any Outfit I CH PW KILLING ATTACK (hand-to-hand), 1d6 Blast, 3 to 5 dice Piercing, Severe, number of dice depends on whether you wish to emulate the Stun Multiple, Champions Now does not provide extra dice from strength. I CH PW KILLING ATTACK (Ranged) , 1d6 Blast, 3 to 5 dice Piercing, Severe, number of dice depends on whether you wish to emulate the Stun Multiple, I CH PW LACK OF WEAKNESS Specialized Defense, vs. Find Weakness* I CH PW LIFE SUPPORT may breathe under water. Life Support, Vs. Water or similar conditions I CH PW LIFE SUPPORT needn't breathe Life Support, Vs. Gasses Breathed I CH PW LIFE SUPPORT immune to absorbed gasses Life Support, Vs. Gasses Absorbed I CH PW LIFE SUPPORT space/high pressure. Life Support, Vs. Vaccuum and High Pressure I CH PW LIFE SUPPORT need not eat or excrete. Life Support, No Required Biological Functions I CH PW LIFE SUPPORT extreme conditions Life Support, Complete Life Support I CH PW MENTAL ILLUSION Images I CH PW MIND CONTROL Mind Control I CH PW MIND SCANNING Awareness, Ignores Flash and Concealment, Analysis, Permits Abstractions; Expanded Scope: Planetary I CH PW MISSILE DEFLECTION, thrown objects Missile Deflection, Conditional I CH PW MISSILE DEFLECTION, bullets and shrapnel Missile Deflection, Conditional I CH PW MISSILE DEFLECTION, Energy Blasts Missile Deflection I CH PW POWER DEFENSE Specialized Defense, vs. Drain and Weaken* I CH PW POWER DRAIN, STR Weaken Strength I CH PW POWER DRAIN, Dex Weaken Dexterity I CH PW POWER DRAIN, Con (Attack Power), Lethal, Strike I CH PW POWER DRAIN, Body (Attack Power), Lethal, Strike I CH PW POWER DRAIN, Int Weaken Intelligence I CH PW POWER DRAIN, Ego Weaken Ego I CH PW POWER DRAIN, Pre Weaken Presence I CH PW POWER DRAIN, Com special effects I CH PW POWER DRAIN, PD Find Weakness I CH PW POWER DRAIN, ED Find Weakness I CH PW POWER DRAIN, SPD Weaken Speed I CH PW POWER DRAIN, REC x I CH PW POWER DRAIN, End Drain I CH PW POWER DRAIN, Stun Blast, Severe, Strike I CH PW POWER DRAIN, Powers Negation, Strike I CH PW POWER TRANSFER, End Drain, Transfer Option I CH PW POWER TRANSFER, Power Negation, Strike; Power Pool, Special Circumstances (copies powers Neutralized) I CH PW POWER TRANSFER PD or ED Find Weakness, Usable by Others; Defense, Constrained (Only 3 per die of find weakness) I CH PW POWER TRANSFER, STR Weaken Strength; Strength, only up to what has been Weakened lately I CH PW POWER TRANSFER, Dex Weaken Dexterity; Dexterity, only up to what has been Weakened lately I CH PW POWER TRANSFER, Con (Attack Power), Lethal, Strike; Body, only up to what has lost to this attack lately I CH PW POWER TRANSFER, Body (Attack Power), Lethal, Strike; Body, only up to what has lost to this attack lately I CH PW POWER TRANSFER, Int Weaken Intelligence; Intelligence, only up to what has been Weakened lately I CH PW POWER TRANSFER, Ego Weaken Ego; Ego, only up to what has been 'Weakened lately I CH PW POWER TRANSFER, Pre Weaken Presence; Presence, only up to what has been 'Weakened lately I CH PW POWER TRANSFER, Com special effects I CH PW POWER TRANSFER, SPD Weaken Speed; Appropriate Speed, only up to what has been 'Weakened' lately I CH PW POWER TRANSFER, Stun Blast, Severe, Strike I CH PW POWER TRANSFER, REC x I CH PW SHRINKING Shrinking I CH PW STRETCHING Stretching I CH PW SUPERLEAP Flight, round up to next multiple of 5. I CH PW SWIMMING Flight, round up to next multiple of 5. I CH PW TELEKINESIS Telekinesis, round up to next multiple of 2d6 I CH PW TELEPATHY Telepathy I CH PW TELEPORTATION 15" Teleportation, round up to next multiple of 5. I CH PW TELEPORTATION, 2x mass Teleportation, 2x mass I CH PW TELEPORTATION, 2x distance Teleportation, Expanded Scope, Regional I CH PW TELEPORTATION, 1 location Teleportation, Additional Location I CH PW TUNNELING Tunnel I CH FR ELEMENTAL CONTROL Elemental Control I CH FR MUL TIPOWER Constrained I CH AD REDUCED ENDURANCE No Endurance Cost, or special effect I CH AD AREA EFFECT HEXES Area Effect (Sphere) or Area Effect (Cone), or both as distinct attacks I CH AD AREA EFFECT RADIUS Area Effect (Sphere) I CH AD ARMOR PIERCING Buy more dice of attack I CH AD ATTACK WITH NO NORMAL DEFENSE Severe I CH AD AUTOFIRE Buy more dice of attack I CH AD AUTOFIRE, Selective Fire Buy more dice of attack I CH AD BASED ON EGO COMBAT VALUE Ego-Based, Severe, Invisible Effects I CH AD EXPLOSION Area Effect (Explosion) I CH AD EXTRA CHARGES No Endurance Cost I CH AD INVISIBLE POWER EFFECTS Invisible Effects I CH AD INVISIBLE POWER EFFECTS, fully invisible Invisible Effects I CH AD HARDENED DEFENSES Buy more of Appropriate Defense I CH AD LARGE ENDURANCE BATTERY No Endurance Cost I CH AD AFFECTS DESOLIDIFIED OBJECTS Affects Desolid I CH AD USABLE AT RANGE Usable at Range I CH AD USABLE ON OTHERS Usable On/For Others I CH LM ACTIVATION ROLL , 8 or less Activation 11- or Special Effect I CH LM ACTIVATION ROLL , 11 or less Activation 11- I CH LM ACTIVATION ROLL , 14 or less Activation 11- I CH LM ALWAYS ON Always On I CH LM ENDURANCE BATTERY x I CH LM FOCUS, Inobvious, Inaccessible (IIF) Focus, Inobvious I CH LM FOCUS, Inobvious, Accessible (IAF) Focus, Inobvious I CH LM FOCUS, Obvious, Inaccessible (OIF) Focus, Obvious I CH LM FOCUS, Obvious, Accessible (OAF) Focus, Obvious I CH LM INCREASED ENDURANCE COST Increased Endurance I CH LM LlMTED POWER Costs Endurance, Linked, No Knockback, Burnout, No Range, Strike, Conditional, Constrained, Involuntary, Shutdown, Skill-Based, or Tricky I CH LM LlMITED USES Burnout, No Endurance Cost, &/or Special Effect I CH DS BERSERK, 8 or less Enrage 11- or special effect I CH DS BERSERK, 11 or less Enrage 11- I CH DS BERSERK, 14 or less Enrage 14- I CH DS BERSERK, Uncommon circumstance Enrage, Uncommon or weird I CH DS BERSERK, Common Circumstances Enrage, Ordinary or Likely I CH DS BERSERK, Very Common Circumstances Enrage, Ordinary or Likely I CH DS DNPC DNPC I CH DS PHYSICAL LIMITATION, Infrequently Physical Limitation, Occasional I CH DS PHYSICAL LIMITATION, Frequently Physical Limitation, Occasional I CH DS PHYSICAL LIMITATION, All the time Physical Limitation, All the Time I CH DS PHYSICAL LIMITATION, Slightly Physical Limitation, Significantly I CH DS PHYSICAL LIMITATION, Greatly Physical Limitation, Significantly I CH DS PHYSICAL LIMITATION, Fully Physical Limitation, Severely I CH DS HUNTED, single person. Hunted, One Person, Murderous I CH DS HUNTED, small group (4 or Hunted, Small Group, Murderous I CH DS HUNTED, large group (5 or Hunted, Large Organization, Murderous I CH DS HUNTED, advan (agents). Hunted, Ordineary Resources, Murderous I CH DS HUNTED, some supers Hunted, Extensive/Unusual Resources, Murderous I CH DS HUNTED, All Supers Hunted, Resources Include Superpowers, Murderous I CH DS PSYCH. LIM.., An uncommon Situation PSYCH. LIM.., Happens Sometimes I CH DS PSYCH. LIM.., A common situation PSYCH. LIM.., Happens Sometimes I CH DS PSYCH. LIM.., A very common situation PSYCH. LIM.., Happens A Lot I CH DS PSYCH. LIM.., takes irrational actions PSYCH. LIM.., Irrational I CH DS PSYCH. LIM.., becomes totally useless PSYCH. LIM.., Meltdown I CH DS PUBLIC IDENTITY Public Identity I CH DS SECRET IDENTITY Secret Identity I CH DS SUSCEPTIBILITY, Uncommon Susceptibility, Uncommon or Weird I CH DS SUSCEPTIBILITY, Common Susceptibility, Ordinary I CH DS SUSCEPTIBILITY, Very Common Susceptibility, Ordinary I CH DS UNLUCK Unluck I CH DS VULNERABILITY Vulnerability II CH SK BUREACRATICS Special Effects II CH SK CITY KNOWLEDGE Special Effects II CH SK DEMOLITIONS Special Effects (or Blast with modifiers, Area Effect (Radius), Separate, Constrained II CH SK DRIVING Special Effects II CH SK ESCAPE ARTIST Special Effects II CH SK FORENSICS Special Effects II CH SK GADGETEERING Control Skill for a VPP II CH SK LANGUAGES Special Effects II CH SK LINGUIST Special Effects II CH SK PARAMEDICS Special Effects II CH SK PILOT Special Effects II CH SK PROFESSIONAL SKILLS Special Effects II CH SK SCIENCES Special Effects II CH SK STREETWISE Special Effects II CH PW ENERGY ABSORPTION (Ability), Constrained: Only up to amount of Damage Taken (before Defenses) In this Encounter II CH PW GADGET POINTS VPP, Must Include Required Limitation (Focus) II CH PW LIGHT ILLUSIONS Images, Group Effect (Targets Able to See) II CH PW PRESENCE DEFENSE Presence, Constrained (Defensive Only) II CH PW REFLECTION Missile Deflection; Blast, Adaptive Effects, Reactive II CH DS ACCIDENTAL CHANGE Instant Change; Involuntary, No Voluntary Use II CH DS DEPENDENCE, Very Common Dependence, Ordinary II CH DS DEPENDENCE, Common Dependence, Ordinary II CH DS DEPENDENCE, Uncommon Dependence, Uncommon or Weird II CH DS Vulnerability Vulnerability II HQ DS INTERFERENCE, 14 or less Unluck or Special Effects II HQ DS INTERFERENCE, 11 or less Unluck or Special Effects II HQ DS INTERFERENCE, 8 or less Unluck or Special Effects II HQ DS DNPC, Infrequently (8 or less) Unluck or Special Effects II HQ DS DNPC, Occasionally (11 or less) Unluck or Special Effects II HQ DS DNPC, Frequently (14 or less) Unluck or Special Effects II HQ DS DNPC, Competent Unluck or Special Effects II HQ DS DNPC, Normal Unluck or Special Effects II HQ DS DNPC, Incompetent (A normal Unluck or Special Effects II HQ DS PUBLICITY, Little known (8 or less) Public Identity or Special Effects II HQ DS PUBLICITY, Well known (11 or less) Public Identity II HQ DS PUBLICITY, Household Word (14 or less) Public Identity II HQ DS UNLUCK Unluck II HQ Location Special Effects II HQ Area Living and Working Spaces II HQ PW Armor Force Wall II HQ Laboratories Labs II HQ Computers Libraries or Databanks II HQ Concealment Concealment or Invisibility II HQ Power Plants Special Effects II HQ PW Weapons and Traps Weaponized II HQ PW Powers Powers II HQ Communications, Hi-range radio reception Special Effects or Awareness II HQ Communications, VI s I phone Special Effects or Telepathy II HQ Communications, TV/Radio broadcast Special Effects or Images II HQ Communications, Satellite link Special Effects or Awareness/Images/Telepathy II HQ PW Sensors Awareness II HQ Agents Special Effects II HQ Danger Room Exercise and Training II HQ Robots Special Effects II VH PW Maximum Velocity (MAX), Flight Mobility, Flight II VH PW Maximum Velocity (MAX), Ground Mobility, Flight II VH PW Maximum Velocity (MAX), Tunnelling Mobility, Tunnel II VH PW Maximum Velocity (MAX), Teleport Mobility, Teleport II VH PW Maximum Velocity (MAX), Water Mobility, Flight II VH PW Defense (DEF) For 1 side Hardening II VH Body Pips (BODY) Special Effects II VH interior S1ze (ISl) per hex Special Effects II VH PW Damage (OHG:) per +1D6 Weaponized or Special Effects II VH Passengers (PAS) Passenger Space II VH EKter lor Six (SI Z,) Special Effects II VH DCV Hodlflet (DCVM) Special Effects II VH Mass (MASS) Special Effects II VH Knockback Modifier (KNB) Special Effects II VH Common Radio Special Effects or Telepathy II VH PW Ejection Seats Telekinesis II VH PW Electronic Countermeasures Invisibility II VH PW Extra Limb Extra Limb II VH Fire Extinguishers Special Effects II VH Floats Special Effects II VH High Altltude Special Effects II VH PW Orbital Life Support II VH PW Power Jacks Life Support II VH PW Radar Reflectors Invisibility II VH Radio Control Special effects or ??? II VH PW Watertlght Life Support II VH PW NOT AIR BREATH I NG Life Support II VH PW SILENT MOVEMENT Invisibility II VH SMALLER THAN NORMAL Special Effects II VH DS VULNERABILITY Special Effects II VH DS SPECIAL LICENSE Special Effects II VH DS LIMITED ACCESS Special Effects III CH PW Absorption as Defense Defense III CH PW Continuing Charges x III CH DS Berserk/Enraged Special Effect III CH DS PSYCH. LIM.: HUNTING, Special Effect III CH DS Unusual Looks* Unusual Looks III CH PW Detect Special Effect III CH PW Detect, Sense Awareness, Ignores Flash and Concealment, Constrained III CH PW Detect, Radius Awareness, Ignores Flash and Concealment III CH PW Detect, Locate Awareness, Ignores Flash and Concealment, Constrained, Constrained III CH PW Detect, Analyze Awareness, Ignores Flash and Concealment, Constrained, Constrained, Analysis III CH PW Duplication (Abilities), Separate III CH PW Duplication, Not Usable When Duplicated Constrained III CH PW Duplication, Only When Duplicated Constrained III CH PW Damage Reduction Just buy Defenses III CH PW Healing Regeneration, Usable On/For Others + Body, Usable On/For Others III CH PW Knockback Resistance Specialized Defense, vs. Knockback III CH PW Mental Paralysis Weaken Ego, Ego-Based III CH PW Multiform Multiform III CH PW Neutralize Negation, Conditional III CH PW Piercing Extra Dice III CH PW POWER DESTRUCTION, STR Weaken Strength, Destructive III CH PW POWER DESTRUCTION, Dex Weaken Dexterity, Destructive III CH PW POWER DESTRUCTION, Con (Attack Power), Lethal, Strike, Destructive III CH PW POWER DESTRUCTION, Body (Attack Power), Lethal, Strike, Destructive III CH PW POWER DESTRUCTION, Int Weaken Intelligence, Destructive III CH PW POWER DESTRUCTION, Ego Weaken Ego, Destructive III CH PW POWER DESTRUCTION, Pre Weaken Presence, Destructive III CH PW POWER DESTRUCTION, Com special effects III CH PW POWER DESTRUCTION, PD x III CH PW POWER DESTRUCTION, ED x III CH PW POWER DESTRUCTION, SPD Weaken Speed, Destructive III CH PW POWER DESTRUCTION, REC x III CH PW POWER DESTRUCTION, End Drain, Destructive III CH PW POWER DESTRUCTION, Stun Blast, Severe, Strike, Destructive III CH PW POWER DESTRUCTION, Powers Negation, Strike, Destructive III CH PW Shape Shift, Change form, look and color for Instant Change, Variety of Persons or Forms III CH PW Shape Shift, into living things Instant Change, Variety of Persons or Forms III CH PW Shape Shift, into living or nonliving things Instant Change, Variety of Persons or Forms III CH PW Shape Shift, Change Size Growth and/or Shrinking III CH PW Transformation Attack, all-or-nothing x III CH PW Transformation Attack, Cumulative attack x III CH PW Transformation Attack, 1 STUN per BODY x III CH PW Transformation Attack, STUN multiplier x III CH FR Variable Power Pool Variable Power Pool III CH FR Variable Power Pool, shared Limitation Variable Power Pool, Required Limitation(s) III CH FR VPP, Only between adventures Variable Power Pool, Change only with special circumstances III CH FR VPP, only in given circumstance Variable Power Pool, Change only with special circumstances III CH FR VPP, No choice of when change occurs Variable Power Pool, Change only with special circumstances III CH FR Variable Power Pool, Restricted available Variable Power Pool III CH FR Variable Power Pool, Restricted points Variable Power Pool III CH FR Variable Power Pool, Change at Any Time Variable Power Pool, altered as 0-phase Action III CH AD Area Effect (Cone) Area Effect (Cone) III CH AD Area Effect (One Hex) Area Effect (One Hex) III CH AD Attack Against Limited Defenses Severe III CH AD Attack With Increased Knockback High Impact III CH AD Attack With No Range Modifier Ego-Based III CH AD Controllable Continuous Attack Separate III CH AD Uncontrollable Continuous Attack Separate III CH AD Damage Shield Aura III CH AD Entangle Takes No Damage From Attack Telekinesis, Separate III CH AD Entangle Stops a Given Sense Flash, Separate III CH AD Sticky Entangle Entangle, Area Effect (One Hex) III CH AD Increasing Entangle Entangle, Separate, Constrained III CH AD Entangle with Backlash Blast, Adaptive Effects, Reactive III CH AD Extended Area x III CH AD Extended Range x III CH AD Missile Deflection Against Others Missile Deflection Usable Against Others III CH AD Penetration Attack (Same Attack), Severe III CH AD Teleportation vs. Others, Only, No Range Usable as Close-Range Attack to Teleport, Constrained (Not Usable On Self) III CH AD Teleportation vs. Others, Only Usable as Close-Range Attack to Teleport, Usable At Range, Constrained (Not Usable On Self) III CH AD Teleportation Against Others, No Range Usable as Close-Range Attack to Teleport III CH AD Teleportation Against Others Usable as Close-Range Attack to Teleport, Usable At Range III CH LM Activation Time half phase Constrained (Requires Half-Phase Action) III CH LM Activation Time, 1 full phase Constrained (Requires Full-Phase Action) III CH LM Animate Object Telekinesis, Separate III CH LM Burnout Burnout, Restored Out of Combat III CH LM EGO Power Based on CON x III CH LM Entangle Deteriorates with Time x III CH LM Entangle with Weakness x III CH LM Entangle with No Defense Entangle, No Defense Option III CH LM Entangle with 1 BODY Force Wall, Constrained III CH LM Single Target Flash Flash Pariah 1 Quote Link to comment Share on other sites More sharing options...
pawsplay Posted February 16, 2021 Report Share Posted February 16, 2021 Armor Piercing should probably be more dice, but it's also almost always going to be Piercing as well. Quote Link to comment Share on other sites More sharing options...
ideasmith Posted February 17, 2021 Report Share Posted February 17, 2021 On 2/16/2021 at 1:02 PM, pawsplay said: Armor Piercing should probably be more dice, but it's also almost always going to be Piercing as well. ‘More dice’ looks like a much closer (or less distant) fit to me. Quote Link to comment Share on other sites More sharing options...
Spence Posted February 18, 2021 Report Share Posted February 18, 2021 Did you get a copy of this? Quote Link to comment Share on other sites More sharing options...
ideasmith Posted February 18, 2021 Report Share Posted February 18, 2021 I do now, but it converts to Champions Complete rather than Champions Now. Champions Complete is a reformatting of Champions 6E. Champions Now is the result of game designer Ron Edwards getting permission form DOJ, Inc. to start with Champions 3E and take it in a very different direction than the designers of 4E, 5E, and 6E took it. To give an idea of about how different they are: 6E dropped Elemental Control but retained Multipower; while Champions Now dropped Multipower but retained Elemental Control. 6E made Endurance, Stun, and Recovery fully independent of Primary Characteristics; while Champions Now made them fully dependent on Body. 6E added Perks to handle benefits from the character's social position; while Champions Now explicitly spells out that the character's social position does not cost points and does not have formal rules. Quote Link to comment Share on other sites More sharing options...
Spence Posted February 18, 2021 Report Share Posted February 18, 2021 2 hours ago, ideasmith said: I do now, but it converts to Champions Complete rather than Champions Now. Oops, my mistake. I was scanning through the list of unread posts and read it as Champions as in the current version, not Champions Now the title. I need to pay more attention to the exact forum. Quote Link to comment Share on other sites More sharing options...
pawsplay Posted February 18, 2021 Report Share Posted February 18, 2021 21 hours ago, ideasmith said: ‘More dice’ looks like a much closer (or less distant) fit to me. Piercing ignores resistances that aren't extra strong, so Piercing first, and then more dice. An Armor Piercing punch might be better as just extra dice, but I don't know. a Piercing punch is a little weird but makes sense in some contexts. Quote Link to comment Share on other sites More sharing options...
Stirling.N Posted December 24, 2021 Report Share Posted December 24, 2021 I have done a 5e Hero System variant. The hdt base is available and I am working on starting character concepts such as Brick, Martial Brick, EP etc. Quote Link to comment Share on other sites More sharing options...
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