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Champions Now Character Builds


PeterLind

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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 by nitrosyncretic
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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

 

 

AmericanDreamII.png

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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
 

BlueAngel2A.png

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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

 

MomntaFH.PNG

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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. 

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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.  

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  • 1 month later...

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)

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  • 2 weeks later...

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)

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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)

 

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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
 

RAPTAR.png

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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...

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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. 

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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.

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  • 1 month later...

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
 

The-Umbrella-Academy-Allison-Hargreeves-

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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
 

 

Grond-Champions-RPG-b.jpg

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