nitrosyncretic Posted February 26, 2020 Report Share Posted February 26, 2020 (edited) Ha! I've read a lot of Ron's games (and played a few) and "that which is not explicitly permitted, is denied" is definitely his writing style. But that's a bit harsh. Perhaps a better way to say it is that it's best to read his work with no assumptions and try to follow the letter of the text -- For example, I assumed that advantages still cost endurance (because they did in Beta) but the final rules only say that endurance is based on effect and says nothing about advantages increasing the cost. In discussion on the kickstarter site, he has confirmed that this is a change. I've started to notice too that power descriptions specifically state when endurance is required every phase of use -- if not then you only spend it to start a power, even if the effects might persist. Edited February 26, 2020 by nitrosyncretic Adding more to the comment. Quote Link to comment Share on other sites More sharing options...
Pariah Posted February 26, 2020 Report Share Posted February 26, 2020 That's good intel. I'm going to have to go back and take a closer look at Morningstar, it seems. Quote Link to comment Share on other sites More sharing options...
Pariah Posted February 28, 2020 Report Share Posted February 28, 2020 In the meantime, here's my Captain America / Black Lives Matter crossover: American Dream Situations: 15 Identity: Secret (Stephon Thompson) 20 Psychological: Idealist / Crusader (Happens a lot, Irrational) 20 Psychological: Code against killing (Happens a lot, Irrational) 25 Hunted: White supremacist groups (Organization, extensive resources, ruinous) 15 DNPCs: Kids at the 6th Street Rec Center (Physical: Poverty; Unluck: 1d6) 5 Unusual Looks: Black man in a flag suit (Roll 8-) Total Situations: 100 Characteristics: 4d6 Strength 10 [4] 4d6 Presence 19 Defense 9 13 Body 30 · 13 Recovery · 13 Stunned · 26 Knockout · 39 Endurance 4 Speed 30 14 Dexterity 30 11 Intelligence 0 11 Ego 0 Total Characteristics Cost: 119 Skills: 10 Martial Attacks (7d6 Punch, 10d6 Kick) 10 Martial Maneuvers 5 Stealth, 14- 5 Security Systems, 14- 5 +1 with Martial Punch 5 +1 with Martial Block Total Skills: 40 Powers: 20 The Shield: Multiform, 20 point Slots, OF (Shield, -1) · 4 Shield Block: Missile Deflection, 14- · 4 Shield Defense: +4 Defense, Resistant · 3 Shield Strike: +2d6 Strength, No Endurance cost (+1), Constrained: Only with Martial Punch (-½) 10 Iron Will: Specialized Defense, -2d6 vs. Ego-based attacks Total Powers: 41 Ratio: 101 Quote Link to comment Share on other sites More sharing options...
Pariah Posted March 5, 2020 Report Share Posted March 5, 2020 Maria Flores is a sketch artist with the Campaign City Police Department. She was paralyzed from the waist down in a car accident when she was younger, but that's never stopped her from her dream of working in Law Enforcement. She discovered her telekinetic powers in college, and now she moonlights as the superheroine Blue Angel. Blue Angel Situations: 15 Identity: Secret (Maria Mendoza Flores) 15 Physical: Paraplegic (All the time, significantly limiting) 20 Psychological: Believes in Justice under the Law (Happens a lot, irrational) 10 Psychological: Selfless (Happens sometime, irrational) 25 Hunted: The Geodesics (Small group, includes supers, ruinous) 15 Vulnerability: Drain Total Situations: 100 Characteristics: 2d6 Strength 0 3d6 Presence 5 13 Defense 3 13 Body 30 ·13 Recovery ·13 Stunned ·26 Knockout ·39 Endurance 3 Speed 20 13 Dexterity 20 12 Intelligence 10 11 Ego 0 Total Characteristics: 88 Skills: 5 Computer Programming, 12- 5 Detective Work, 12- Total Skills: 10 Powers: 10 Telekinetic Manipulation I: Elemental Control, 20 point slots · 10 Levitation: Flight, 10 hexes/phase [2] · 10 Protective Aura: Force Field, +8 Resistant Defense [4] 40: Telekinetic Manipulation II: Multiform, 40 point slots · 8 Force Strike: Blast, 8d6 [8] · 8 Force Cage: Entangle, 4d6 with 4 defense [8] · 8 Barrier: Force Wall, 8 units [8] · 8 Telekinesis: Telekinesis, 6d6 Strength, with fine work [8] Total Powers: 102 Characteristics + Skills + Powers = 200 Ratio: 100 nitrosyncretic 1 Quote Link to comment Share on other sites More sharing options...
Pariah Posted March 5, 2020 Report Share Posted March 5, 2020 Long story short: Zeus, in disguise, seduced a Chicago housewife in hopes of siring a champion (read: flunkie) in hopes of making a latter-day comeback. Sadly for him, the child was born a girl, and he moved on to another scheme. Janna has no idea that's she's descended from the King of the Olympian Gods; she just knows that she's hard to hurt and that she hits harder than almost anyone. (She also has no idea that she's likely to manifest her father's famous wrath the first time someone seriously hurts her.) She uses her powers to fight crime as Momenta. Momenta Situations: 15 Identity: Secret (Janna Allen) 15 Psychological: Likes to fight (Happens a lot, opinion) 20 Psychological: Code against Killing (Happens a lot, irrational) 10 Psychological: Won’t break a promise (Happens sometimes, irrational) 15 Enrage: When taking Body damage (Uncommon, Roll 14-) 20 Hunted: Ares (One person, superpowers, ruinous) 5 Unluck: 1d6 Total Situations: 100 Characteristics: 4d6 Strength 10 [4] 3d6 Presence 5 17 Defense 7 15 Body 50 · 15 Recovery · 15 Stunned · 30 Knockout · 45 Endurance 3 Speed 20 12 Dexterity 10 10 Intelligence 0 10 Ego 0 Total Characteristics: 102 Skills: 5 +1 with Punch 10 Luck: 2d6 Total Skills: 15 Powers: 13 Superleap: Flight, 10 hexes/phase, Constrained: cannot change direction, must arc and land (-½) [2] 15 Toughness: Defense, +3, Resistant 45 Irresistible Force: 4d6 Blast, High Impact (+½), Strike (Adds to Punch, +¾) [4] 10 Immovable Object: Specialized Defense: -2d6 Knockback Total Powers: 83 Total Characteristics + Skills + Powers = 200 Ratio = 103.5 nitrosyncretic 1 Quote Link to comment Share on other sites More sharing options...
nitrosyncretic Posted March 6, 2020 Report Share Posted March 6, 2020 On 2/25/2020 at 7:03 PM, nitrosyncretic said: ...it's best to read [Ron's] work with no assumptions and try to follow the letter of the text... Caveat: despite Ron's careful approach, he's not superhuman. There are a few things that I think may be errors. For example, does concealment cost End every phase or not? For other powers when End is required every phase the text says that explicitly. Compare for example Force Field to Force Wall. Ron has confirmed to me that Force Wall only requires end to erect or repair,* while Force Field requires end every phase and says so. These are both clear from reading the rules strictly by what is written. BUT... what about Concealment? It doesn't say it costs End every phase but in other versions it does and I can see an argument either way. I've put it on a list of things to ask him about. *Note: If you're curious why Force Wall doesn't require end every phase, it was a design decision to make the power more appealing. Previous designs made it a so-so choice when looking at cost verses utility. Ron may have taken this solution from Champions 6th edition or he might have conceived of it on his own. Quote Link to comment Share on other sites More sharing options...
Pariah Posted March 6, 2020 Report Share Posted March 6, 2020 Do you think Ron would be agreeable to a Champions Now Rules Questions Thread, kind of like the one that only Steve Long can answer with 6th Edition? Quote Link to comment Share on other sites More sharing options...
unclevlad Posted March 6, 2020 Report Share Posted March 6, 2020 I'm not sure if a rules questions thread is needed, but I expect there's gonna need to be errata. The LS...nitro's Concealment note; my point that Shrinking and Growth are END to activate, but DI and Desolid are END every phase...yet Persistent is a flat cost for all of them. (It's the only post in the Inconsistency? thread.) Given that there's no automatic post-12 recovery, I actually like making many of these "shift" powers END to activate only. It's not like END is bursting at the seams, or that the END cost will get recouped for free at the end of the phase. Quote Link to comment Share on other sites More sharing options...
nitrosyncretic Posted March 6, 2020 Report Share Posted March 6, 2020 Don't know if Ron would participate in an errata thread, but I am slowly collecting clarifications and hope to have something to post eventually. Quote Link to comment Share on other sites More sharing options...
pawsplay Posted April 29, 2020 Report Share Posted April 29, 2020 TRINITY Alias: Ramona McDonald Ramona is a 28 year old woman, the child of a white father, Michael McDonald, and a Creole mother, Marie-Jean Chenille. She studied civil engineering in college, but became discouraged, and became a social worker. Ramona always had an interest in the occult. Acquiring a red quartz from an antiquarian, Ramona thought she was acquiring a psychic crystal but it was actually an incredibly powerful mystic battery. Ramona became Trinity, with the power to transform into three forms: light, darkness, and flame. While possessed of a powerful conscience, Ramona feels the pull of the primal spirit that empowers her abilities. Ramona enjoys employing the Tarot to help with her meditations and divinations. The mysterious Mister Zinn, an occult villain, has sworn to discover how to break the bond between Ramona and the Balefire Stone, and steal her powers. Romona has a medium skin tone, kinky-curly dark blonde hair, and hazel-brown eyes. As Trinity she wears a diamond-speckled black domino mask and an indigo running suit with black neoprene boots. When using her powers, little of her body is visible. As Light, she is armored in glowing yellow-white light; as Dark, she becomes a midnight black shadow that looks misty in bright light, with the appearance of long, smoky tendrils of hair and burning coals for eyes; as Flame, she is covered in a corona of crimson, lambent flames with solar eyes. Situations Enrage: When damaged while in Flame, likely, 11- (10) Hunted: Mister Zinn, includes superpowers, ruinous (20) Psych: Drawn to the mysterious (5) Psych: Feels her powers are a license to mete juistice, happens a lot (15) Psych: Reflexively empathetic (15) Side Effects: When Trinity uses her Hungry Touch, she is subjected to 4d6 Mind Control urging her to use it again (20) Vulnerability: x2 effect from Drain (15) Strength 2d6 Presence 3d6 (5) Defense 11 (1) Body 11 (10) Speed 3 (20) Recovery 11 Stunned 11 Knockout 22 Emndurance 33 Dexterity 12 (10) Intelligence 11 Ego 11 Skills Detective Work (5) Luck 1d6 (5) Powers Multiform 90 Points: Three Balefires 1. Aura of Light Light Blast: Blast 5d6 Flare: Flash 2d6, Explosion Luminous Propulsion: Flight 10 hexes Protective Glow: Force Field 4 Specialized Defense: 1d6 Flash 90 active points in slot (18) 2. Cloak of Darkness Like a Mist: Desolid 3 (up to 6 Body, 15 hex flight moving through objects, 6 resistant Defense) Hungry Touch: Drain 4d6, Lethal Blend into Shadows: Invisibility Walk the Air: Surfaces (Air-walking) 90 active points in slot (18) 3. Body of Flame Covered in Crimson Flames: Blast 4d6, Aura Burning Flight: Flight 10 hexes Burning Sheath: Force Field 6 Hurl Fire Bolt: Blast 5d6 90 active points in slot (18) Quote Link to comment Share on other sites More sharing options...
pawsplay Posted May 9, 2020 Report Share Posted May 9, 2020 CATSEYE Alias: Katye Cortés Katye is an athletic Mexican-American woman with light brown hair and wide, dark brown eyes. Her demeanor is plaful and maybe a little daring, but she can also hide from the limelight. As Catseye, she wears a gray body stocking with black boots and clawed gloves, and a black mask with "ears." While she may not have flashy powers, Katye has reflexes and agility beyond a normal human's. While a great champion of ordinary people, Katye sometimes dabbles in mischief and her own personal sense of justice. The Golden Wyvern Adepts still haven't forgiven her for the theft of a powerful idol. Unable to thwart the Adepts intention to use the idol in a forbidden ritual, Catseye simply stole it and sold it to a private collector, alerting several occult heroes to its whereabouts. Situations Secret Identity (15) Psych: Walks the line between justice and mischief, irrational (20) Psych: Curious (15) Hunted: The Golden Wyvern Adepts, small, superpowers, ruinous/murderous (25) Vulnerability: Sonic attacks (25) Strength 3d6 (5) Presence 3d6 (5) Defense 10 Body 13 (30) Speed 4 (30) Recovery 13 Stunned 13 Knockout 26 Endurance 39 Dexterity 13 (20) Intelligence 11 Ego 11 Skills Climbing (5) Disguise (5) Security Systems (5) Stealth (5) Luck 1d6 (5) Acrobatics (10) Martial Attacks (10) Martial Moves (10) Powers Elusive Target: Force Field 12, Constrained (with Acrobatics) (20) Scratch Your Eyes: Flash 2d6, Strike (adds to Martial Punch) (35) Quote Link to comment Share on other sites More sharing options...
pawsplay Posted May 9, 2020 Report Share Posted May 9, 2020 Here's a revised version, based on some suggestions from Ron. Basically, putting in an Elemental Control for her theme of being a fast, cat-like fighter. CATSEYE Alias: Katye Cortés Katye is an athletic Mexican-American woman with light brown hair and wide, dark brown eyes. Her demeanor is plaful and maybe a little daring, but she can also hide from the limelight. As Catseye, she wears a gray body stocking with black boots and clawed gloves, and a black mask with "ears." While she may not have flashy powers, Katye has reflexes and agility beyond a normal human's. While a great champion of ordinary people, Katye sometimes dabbles in mischief and her own personal sense of justice. The Golden Wyvern Adepts still haven't forgiven her for the theft of a powerful idol. Unable to thwart the Adepts intention to use the idol in a forbidden ritual, Catseye simply stole it and sold it to a private collector, alerting several occult heroes to its whereabouts. Situations Secret Identity (15) Psych: Walks the line between justice and mischief, irrational (20) Psych: Curious (15) Hunted: The Golden Wyvern Adepts, small, superpowers, ruinous/murderous (25) Vulnerability: Sonic attacks (25) Strength 3d6 (5) Presence 3d6 (5) Defense 10 Body 13 (30) Speed 4 (30) Recovery 13 Stunned 13 Knockout 26 Endurance 39 Dexterity 13 (20) Intelligence 11 Ego 11 Skills Climbing (5) Disguise (5) Security Systems (5) Stealth (5) Luck 3d6 (15) Acrobatics (10) Martial Attacks (10) Martial Moves (10) Powers Fast as Cats: Elemental Control (15) Elusive Target: Force Field 12, Constrained (with Acrobatics) (10) Scratch Your Eyes: Flash 2d6, Strike (adds to Martial Punch) (20) Quote Link to comment Share on other sites More sharing options...
Pariah Posted May 11, 2020 Report Share Posted May 11, 2020 Falsely accused by her corrupt superior officer of a crime she didn't commit, test pilot Fiona Mann was drummed out of the Air Force. Before her expulsion, though, she stole a prototype experimental flight suit with built-in wings and propulsion systems, known as Project R.A.P.T.A.R. (Rapid Activation Personnel Tactical Armored Response). On the run from the MPs, she put on the flight harness. To her surprise, it fused itself to her skeletal and nervous systems. The harness now gives her incredible flight and combat abilities, but it is impossible to take off or conceal. Her identity now well known to the public, she works as the mercenary RAPTAR, taking any job (especially those that allow her to strike back against the US Military) for the right price. RAPTAR Situations: 100 points total 10 Public Identity: Fiona Mann, ex-USAF test pilot 10 Unusual Looks: Flight harness permanently fused to torso (11-) 20 Psychological: Mistrust of authority figures (Happens a lot, Irrational) 10 Psychological: Hunts her former CO & unit (Happens sometimes, Irrational) 25 Hunted: USAF (Large organization, Extensive resources, Ruinous intent) 10 Susceptibility: EM interference (Unusual) 15 Vulnerability: Blast (Electrical special effects, One specified Power) Characteristics: 101 points total 3d6 Strength 5 3d6 Presence 5 14 Defense 4 7 +3 Resistant Defense, Activate 11- (-½) 12 Body 20 · 12 Recovery · 12 Stunned · 24 Knockout · 36 Endurance 3 Speed 20 14 Dexterity 30 12 Intelligence 10 11 Ego -- Skills: 20 points total 10 Acrobatics, 14- 10 Martial Moves (Martial Dodge, Martial Block, Martial Throw, and And Out) Powers: 79 points total 25 Radar Sense: Awareness (Utilizes a medium different from ordinary senses) 20 Borne on Wings of Steel: Flight, 10 hexes/phase 34 Razor Wings: Blast, 3d6; Piercing (+½), Strike (adds to Move By damage, +¾) Total points: 200 Ratio: 104 Quote Link to comment Share on other sites More sharing options...
Michael Hopcroft Posted May 12, 2020 Report Share Posted May 12, 2020 Can she use her wings for protection by wrapping them in front of her torso (it's hard to think they couldn't stop a bullet)? Quote Link to comment Share on other sites More sharing options...
dmjalund Posted May 12, 2020 Report Share Posted May 12, 2020 22 minutes ago, Michael Hopcroft said: Can she use her wings for protection by wrapping them in front of her torso (it's hard to think they couldn't stop a bullet)? so,, the Batfink maneuver Quote Link to comment Share on other sites More sharing options...
Michael Hopcroft Posted May 12, 2020 Report Share Posted May 12, 2020 49 minutes ago, Michael Hopcroft said: Can she use her wings for protection by wrapping them in front of her torso (it's hard to think they couldn't stop a bullet)? 26 minutes ago, dmjalund said: so,, the Batfink maneuver Exactly. It may have been played for laughs in the cartoon (My wings are a Shield of Steel!"), but since her build seems sorely lacking in defensive abilities (unless I read it wrong) she'll need something to protect herself against "mundane" soldiers and police with firearms. The main problem is that while she's using that maneuver, she obviously can't fly... Quote Link to comment Share on other sites More sharing options...
Pariah Posted May 12, 2020 Report Share Posted May 12, 2020 Something to buy with XP. Edit: Or maybe put the Flight and Blast into an Elemental Control, and use the saved points to buy her some extra Resistant Defense. Hmmm..... Quote Link to comment Share on other sites More sharing options...
pawsplay Posted May 13, 2020 Report Share Posted May 13, 2020 I'd put all the wings powers into an EC, and then for the defensive maneuver make it Force Field, Constrained (not while flying) Pariah 1 Quote Link to comment Share on other sites More sharing options...
Pariah Posted May 14, 2020 Report Share Posted May 14, 2020 19 hours ago, pawsplay said: I'd put all the wings powers into an EC, and then for the defensive maneuver make it Force Field, Constrained (not while flying) Maybe with a 14- Activation roll, to represent imperfect coverage? Her Ratio can probably accommodate that. Quote Link to comment Share on other sites More sharing options...
ideasmith Posted May 14, 2020 Report Share Posted May 14, 2020 3 hours ago, Pariah said: Maybe with a 14- Activation roll, to represent imperfect coverage? Her Ratio can probably accommodate that. Or it could be a special effect. Pariah 1 Quote Link to comment Share on other sites More sharing options...
Michael Hopcroft Posted May 15, 2020 Report Share Posted May 15, 2020 Her head and legs are unprotected. That's kind of a big deal. But she can address this with a larger wing area. But you could say that only a Called Shot can hit her head. Quote Link to comment Share on other sites More sharing options...
Tywyll Posted May 21, 2020 Report Share Posted May 21, 2020 On 2/25/2020 at 10:05 PM, Pariah said: I'd noticed that. Does this mean that a power that normally costs Endurance, but is bought with the No Endurance Cost Advantage, is now ineligible for inclusion in an EC? I didn't see any commentary on that one way or another. Honestly I think I would allow it. Yes, you get the point break of EC, but at the same time you are only getting a power that is 1/2 as effective due to the cost of the Advantage. So I think that more than balances it out. Quote Link to comment Share on other sites More sharing options...
Pariah Posted July 3, 2020 Report Share Posted July 3, 2020 I've been re-watching The Umbrella Academy.... Number Three (The Rumor) Situations: 100 points 10 Identity: Public (Allison Hargreeves) 30 Hunted: The Commission (Organization, Includes Supers, Ruinous) 15 Hunted: Harold Jenkins (One person, Unusual resources, Ruinous) 20 Psychological: Crippling self-doubt (Happens a lot, Irrational) 10 Psychological: In love with Luther (Happens sometimes, Irrational) 15 DNPC: Claire (Psychological, Unluck) Characteristics: 105 points 3d6 Strength 5 4d6 Presence 10 20 Defense 10 13 Body 30 · 13 Recovery · 13 Stunned · 26 Knockout · 39 Endurance 3 Speed 20 13 Dexterity 20 11 Intelligence -- 12 Ego 10 Skills: 35 points 20 Martial Attacks, Martial Maneuvers 5 Stealth, 13- 5 Detective work, 11- 5 +1 with Martial Strike Powers: 60 points 50 “I Heard a Rumor…”: Mind Control, 15d6, Shutdown (Passive, -½) 10 Grab A Cue Stick: Strength, +2d6, No Endurance (+1), Focus: Accessible (Weapon of opportunity, -1) Total points: 200 Ratio: 118 Quote Link to comment Share on other sites More sharing options...
Pariah Posted July 8, 2020 Report Share Posted July 8, 2020 I went back and made a couple of changes to American Dream. The Shield is now a special effect instead of a focus. Quote Link to comment Share on other sites More sharing options...
Pariah Posted July 10, 2020 Report Share Posted July 10, 2020 You all remember this guy, I'm sure. GROND Situations: 140 points 10 Identity: Public 15 Vulnerability: Ego-based Blast (One power) 25 Vulnerability: Fire-based Attacks (Special Effect) 15 Physical: Limited intellectual capacity (All the time, Significantly limiting) 20 Enrage: When tricked (Likely, 14-) 25 Hunted: Local superhero group (Small group, Supers, Ruinous) 20 Psychological: Angry all the time (Happens a lot, Irrational) Characteristics: 192 points 18d6 Strength 75* 5d6 Presence 10* 37 Defense 27 16 Body 50* · 15 Recovery · 15 Stunned · 30 Knockout · 45 Endurance 2 Speed 10 13 Dexterity 20 11 Intelligence -- 11 Ego --* Includes bonuses from Growth Powers: 48 16 Eight Feet Tall: Growth, 1 level (2x Mass, +1d6 Strength, +1 Body, +1d6 Presence, +2” Running, -1d6 Knockback), No Endurance Cost (+1), Always On (-¼) 20 Four-armed: Extra Limbs: 2 extra arms, +2 to HTH attack rolls 5 Amphibious: Life Support, can breathe underwater 7 Super-swimming: Flight, 5”, Constrained: Only in or on the surface of water (-½) Total points: 240 Ratio: 103 Quote Link to comment Share on other sites More sharing options...
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