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ideasmith

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  1. 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.
  2. Okay, showing my work: From Conditional: “works poorly or not at all”, “will not work fully or at all”, “Reduced effect (½)". These indicate that, if conditional is taken as a (1/2) Limitation, it only has some of its normal effects. Example: Subscript has 6 units of Shrinking, Conditional, Reduced effect, half effect in the presence of Examplenite. In the presence of Examplenite, Subscript’s Shrinking will not have its normal effect of 6 units, being limited to a maximum of 3 units. From Constrained: “or only in a single circumstance of the hero’s other Powers’ use”, “Constrained to follow the use of”. These indicate a form of constrained which can allows any and all normal effects, but only if the hero is/was using her power(s) in the specified fashion. Example: Superscript has 12 dice Blast, Constrained, only if she used her Entangle power in her previous phase. When Superscript can use her Blast, she can use it at any number of dice, use it at any available target, and otherwise us it for anything she could use if for if it wasn’t Constrained. When she can’t use her Blast, she can’t use it at all.
  3. This contradicts what the rulebook says. The rulebook makes it clear that a conditional power can have reduced effect, and that a constrained power can have all it's normal effects (though not all the time).
  4. 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
  5. To me "to follow the use of a specific attacking Power by the hero" is a when, but that's just my take.
  6. For a sidekick, I suggest something like: Amazing Teamwork 3 points Dexterity (30), Usable on/for Others (+1), At Range (+1/2), Constrained: Not Usable By Self (+1/2): Cost: 50 points.
  7. You are welcome. I should mention that all of these Limitations can be special effects instead. In order to keep stuff like endurance batteries and spending points on figured characteristics from being added back in via Limited Power. My understanding is: Conditional: “only when” where the “when” is not overly influenced by the hero or his usual associates. Constrained: 1)“only when” where the “when” is actions of the hero. 2)You don’t get all the options you would normally have for using this power.
  8. Character Name A character based on a fictional character or real person may not have the same name as that character. Density Increase Per 2x mass, permitting simultaneous effect on other characters and objects: +5 Power Points Usable as a close-range attack to affect a target: +15 Power Points Desolid Per 2x mass, permitting simultaneous effect on other characters and objects: +10 Power Points Usable as a close-range attack to affect a target: +60 Power Points Growth Per 2x mass, permitting simultaneous effect on other characters and objects: +5 Power Points Usable as a close-range attack to affect a target (this use costs Endurance every phase): +15 Power Points Invisibility Per 2x mass, permitting simultaneous effect on other characters and objects: +5 Power Points Usable as a close-range attack to affect a target: +15 Power Points See Usable On/For Others below. Instant Change Per 2x mass, permitting simultaneous effect on other characters and objects: +5 Power Points Usable as a close-range attack to affect a target (this use costs Endurance every phase): +15 Power Points Shrinking Per 2x mass, permitting simultaneous effect on other characters and objects: +5 Power Points Usable as a close-range attack to affect a target (this use costs Endurance every phase): +15 Power Points Specialized Defense There are five forms of Specialized Defense, each of which affects multiple powers and each of which is purchased separately. These replace the forms of Specialized Defense in the rulebook. If more than one of these apply to a given attack, they are all applied to that attack. ▶ Corporeal Integrity: Versus Drain: Negates the highest-value die Versus some Weaken (those which weaken hero’s Strength, Speed, or Dexterity): Negates highest-value die Versus Density Increase, Desolid, Growth, Instant Change, and Shrinking: Hero Counts as 2x mass Versus some Negation (those which negate hero’s physical power): Negates highest-value die ▶ Locational Stability: Versus ordinary Knockback:-1d6 hexes (read the value showing on the dice) Versus High Impact: negates the advantage and the ordinary Knockback rules are applied Versus Desolid, Telekinesis and Teleport: Hero Counts as 2x mass Versus some Negation (those which negate hero’s movement power, including Surfaces): Negates highest-value die ▶ Mental Cohesion Versus Images, Mind Control, and Telepathy based attacks: Negates highest-value die Versus some Weaken (those which weaken hero’s Ego or Presence): Negates highest-value die Versus some Negation (those which negate hero’s mental power): Negates highest-value die ▶ Obscured Weaknesses Versus Find Weakness: Negates highest-value die of an attack enhanced by Find Weakness Versus some Negation (those which negate hero’s defenses or sensory concealment power): Negates highest-value die ▶ Sensory Resilience Versus Flash: Reduces the duration of Flash by 1 Segment Versus some Weaken (those which weaken hero’s Intelligence): Negates highest-value die Versus Invisiblity: Hero Counts as 2x mass Versus some Negation (those which negate hero’s sensory or communication power): Negates highest-value die Expanded Scope Expanded Scope on Flight is always on 5” of flight. Expanded Scope on Teleport is always on 10” of Teleport. There would be no benefit to purchasing more “, though other adders might be applicable. Usable On/For Others The basic version is also usable for Elemental Defense. The basic version with Invisibility generally does not work on unwilling, conscious targets, and is therefore generally not usable for preventing communication between enemies. Power Pool A character with a Control Skill may also have one or more Routine Uses at a cost of exactly one point each. A Routine Use has the same build (including modifiers) and special effects each time it is used, and takes up points in the pool according to this build, even if not being used at full power. If using a Control Skill to create an array that consists entirely of one or more Routine Uses, no skill roll is needed. Grab The OCV/DCV penalties for being grabbed are the same as the penalties for grabbing, but are not cumulative with them. (That is, grabbing an opponent while already grabbed by that opponent is at -1 OCV/-2 DCV not -2/-4.) Squeeze May only be done while maintaining Grab. Target takes damage based on attackers Strength used. No attack roll is required, but attack action and Endurance cost apply. Modifiers for Grab apply. Throw May only be done if maintaining Grab, and target is no longer grabbed after being thrown. This follows the same rules as throwing an object. If the target hits a suitably hard and immobile object or surface, damage is inflicted based on the attackers Strength used. Softer or more easily moved reduce the damage taken. Modifiers for Grab apply. Movement Attacks Move-Through and Move-By each allow making a full move while attacking. Your velocity is equal to the number of inches the hero can move this phase. Failing to pay full required Endurance will lower the effective velocity, but being stopped – or stopping – short of one’s full movement does not. Move-by: Once the attack is made the hero finished moving, with no special restrictions from having attacked.
  9. How often does Captain America's shield get taken away? IIRC, almost never. If that's how often it gets taken away, than it is not getting taken away enough to count as a Focus. Of course, special effects are supposed to more or less balance out. So this sometimes getting taken away should be balancing out benefits that the character is getting from the special effects.
  10. It's intended to keep players from applying Limitations when they should be applying special effects. For example, few of any player characters should have a Focus, but it's fine for a power to be based on a shield, or suit of armor, or whatever.
  11. This May help: Most (not all) of the actual mechanics are in chapters 6, 10, 11, and 15. Some important rules that are elsewhere concern the ratio (of point total without limitations to point total counting limitations). I prefer designers notes to tacking on a lackluster setting. For whatever reason, this game got me excited enough to write up a page of house rules for it. That doesn't happen much anymore.
  12. When I get interested in an RPG, I write house rules for it. When said house rules reach a certain point of development, I seek feedback on them. So here’s a thread for Champions Now house rules and some Champions Now house rules under construction for folks to react to. Powers Images The hero may decide what he is creating an illusion of after rolling the dice and adding up the total, but must do so before the GM announces the level of effect. Mind Control The hero may decide what the target is being commanded to do after rolling the dice and adding up the total, but must do so before the GM announces the level of effect. Telepathy The hero may decide thoughts to attempt to read or send after rolling the dice and adding up the total, but must do so before the GM announces the level of effect. Elemental Defense Choose a category of special effect, such as ‘poison and drugs’ or ‘magic’. Against that special effect, the hero receives the following protections: - The hero has 1 point of resistant defense per level of Elemental Defense against such effects. - The hero has 1 die of each form of Specialized Defense per level of Elemental Defense against such effects. - Against such Severe attacks, if they are stopped by ‘one textual power’ or ’one special effect’, and the hero has more points of Elemental Defense than there are dice in the attack, the hero is unaffected by the attack. Otherwise, use the normal rules for Severe attacks. - Against such Teleportation attacks, the hero is unaffected by the Teleportation attack. Cost: 10 per level of Elemental Defense, with benefits as listed above. Despite no costing Endurance, Elemental Defense may nevertheless be placed in an Elemental Control; all other requirements for Elemental Controls still apply. No END cost. Modifiers Area Effect - Subtract ½ from Advantage value if the affected area must be centered on the hero, unless the power already has no range. - Subtract ¼ from Advantage value if one corner of the affected area must be in or adjacent to the hero, unless the power already has no range. Aura Add Negation and Weaken to the list of Powers this Advantage can be applied to. Lethal Add Negation and Weaken to the list of Powers this Advantage can be applied to. Reactive Add 1 to Advantage value to make power aimable at any target. (This replaces the reference to Usable Against Others.) Strike Subtract ¼ from Advantage value if Power counts as a distinct maneuver for such purposes and Find Weakness and Skill Levels. The maneuver the Power is attached to must be Punch, and this only applies to the ¼ version of Strike, not the ¾ version. Treated As Having Redundant Limitation A power with this advantage is treated as having a specified Limitation (or Limitations) for purposes of determining whether all the powers in a framework have that limitation or for purposes of meeting campaign parameters. Limitations which are only redundant due to another advantage may not be chosen. Advantage value: Total Limitation value of Limitations power is treated as having. Modifiers, meet Frameworks/Power Pools The required Limitations Limitation may also require advantages, such as Separate. Experience SPENDING XP MID ADVENTURE If a player wants to spend experience points in the middle of an adventure, roll 3d6, add the hero’s Radiation Factor, and add 10 if the hero is dying. If the result is at least 20, the hero’s experience points may be spent. If the result is at least 40, the hero may be rewritten. This does not affect whether the hero is dying, even if the hero gains abilities which would have prevented the condition. Determine the hero’s Base Radiation Factor by dividing the hero’s unspent experience by five and then rounding.
  13. Conditional and Constrained are, well, a bit vague about just what is and isn’t appropriate. So I thought it would be useful to set up a thread of possible examples for discussion. Here are some to start with: All Powers Constrained/Counts Towards Pool Limit Constrained/Only Up to Amount Hit By (Before Defenses, 5 Power Points per Body) Blast Conditional/Requires Available Earth Conditional/Requires Available Fire Conditional/Requires Available Metal Characteristic/Body Constrained/Only up to Body Inflicted by Specific Attack Characteristic/Defense Conditional/Not vs. Kinetic Attacks - Conditional/Only vs. Cold - Conditional/Only vs. Fire Conditional/Only vs. Kinetic Attacks Entangle Conditional/Requires Available Plants Flight Constrained/Needs Updraft to go Upwards Constrained/No Direction Change Must Arc and Land Constrained/Only Along Surfaces Constrained/Only In or On Water Constrained/Requires Swing Line Images Constrained, Sounds Only Invisibility Constrained/Only While Possessing Target Mind Control Conditional/Only Affects Animals Constrained/Only Possessed Target Constrained/Only to Inflict Emotions Shrinking Constrained/Only to Possess Target Surfaces Constrained/Only to Stick to Possessed Target Telekinesis Constrained/Downwards Only Constrained/Only to Move Water Constrained/Upwards Only Telepathy Conditional/Self Only Constrained/Emotions Only Constrained/Only Possessed Target Constrained/Only Up to Surface Thoughts Constrained/Only With Animals Constrained/Receiving Only Constrained/Sending Only - Constrained/Only to Transmit Commands Tunnelling Constrained/Only to Possess Target Weaken (Ego) Constrained/Only Possessed Target
  14. First, More Questions: What does 25 hexes of Flight/Expanded Scope do that 5 hexes doesn’t? Can you take Find Weakness with Presence Attack. (The rules say “single, specific attack”) Which Powers are visible by default? This raises more questions than it answers: Is this instead of being able to lend the power to another character, or as well? If as well, Do you have to take the advantage twice to get both benefits, or will taking it once do? Whatever the answers, it is weird to conclude that Advantage A can have unrelated effect Y, just because the rules say Advantage B has that effect. And giving someone else the same power does not equate to giving oneself a slightly different power. I now consider this enough of a mess that I’m house-ruling it in any game that I run. Possibly ‘Add 1 to Advantage value to make power aimable at any target. (This replaces the reference to Usable Against Others.)‘ You seem to have missed one of the additions for Teleportation. The one that reads: “Useable as a close-range attack to teleport a target: +30 Power Points”
  15. I didn’t invent this for Champions Now. It’s Something I already came up with for Hero System, because I don’t like the bookkeeping for Hero System Absorption. I’ve only suggested two Limitations here, and a single character isn’t that likely to want both. Let’s look at the one for absorption. It’s a ½ Limitation which won’t be applied to the associated defense(s). So a starter version of Sebastian Shaw can have up to 174 Active points of with said Limitation, while a heroic version thereof would be limited to 114. This seems quite sufficient. On the other hand, the ratio does seem to get in the way of building possession (Deadman, Jericho). I have not, however, priced a solution out yet to be certain of that.
  16. Thank you. Thank you! You have answered six of the questions and are working on at least two more. About that ninth question (actually the third one that I asked). You added some information about Reactive, which may have been intended to answer my question. If so, then my question was not worded clearly enough. Would it add clarity if I pointed out that Champions Now has no Advantage by that name?
  17. Thank you for the useful info and errata. It cleared up questions I had. It happens that I have still more questions. Could you answer, or get answers to, these questions: Lethal Can this be applied to Negation or Weaken? They fit the description, but are not on the following list. Aura Can this be applied to Negation or Weaken? Reactive What counts as having the “Usable vs. Others Advantage” for purposes of determining whether the reaction must be directed at the attacker? No Range By “Illusions” do you mean “Images”? Attack Powers When can a character use multiple attack powers in the same attack? Never? Always? When special effects fit? Something else? Using an attack power is presumably a half phase action which counts as an attack. But since it doesn’t seem to say that in the rulebook, I thought I’d double-check. Recovery Can a character spend Endurance when making a voluntary recover? According to page 25, says that combat value drops when one takes a recovery. Does this actually happen, and if so, what are the details? Instant Change Is the cost for ‘into a variety of forms’ really the same as ‘into a single form’? That is clearly what the rules say, but I can’t help thinking it must be a typo.
  18. Why? To whatever improves as you get hit. So if the hero gets stronger as she gets hit, buy additional Strength and apply the limitation to that. The ability that the limitation is applied to is the ability that improves as the hero gets hit. Well, a “few minutes’” is about how long a fight lasts. So let the hero keep the goodies for the rest of the fight, give her time for a few more actions, then it goes away. I put some thought into that time period. HA can also be Strength with Constrained. Which is what you do when making a Blast into a Strike is pointless. Your choice of wording is worth noting: “Hero System is” rather than “Champions was”.
  19. By asking the GM to consider it one of the character's special effects. Did you catch the rules for re-assigning memorized locations? But there is Usable by Others. That does a lot of what Aid could do. But there are Conditional and Constrained. Whether ‘up to amount of damage (before Defenses) character got hit with in the last few minutes’ counts as Conditional or Constrained depends on how much control s/he has over this.
  20. Keep in mind that special effects cover lots and lots of ground. When (in the Kickstarter discussion) I asked Ron Edwards about using Luck to represent Dream Girl's precognition, he seemed to consider it appropriate.
  21. I thought I'd adapt a character I first built for 4th edition, and started building for other systems I came across to help me understand them. This character is intended to be visible, famous, and inspiring. Limelight Disadvantages: -15 Physical Limitation: Easily spotted in the dark, In certain situations, Debilitating/Negating -10 Public ID -15 Psych: Loves to be noticed, Happens a lot, Opinionated -10 Dependent NPC, Whichever reporter(s) is underfoot this time Normal, Occasional -10 Dependent NPC, Whichever member(s) of her fan club is covering this time Normal, Occasional -05 Dependent NPC, Whichever employee (s) of her family is underfoot this time Normal, Occasional -05 Dependent NPC, Whichever member(s) of her family is underfoot this time Normal, Occasional -10 Susceptibility to Darkness Fields Uncommon -15 Vulnerability to Darkness Attacks, Single Specific -20 Hunted: Gloom, Individual, Superpowers, Manipulative -20 Psych: Seeks Peaceful Resolution/Offers Parlay/Surrender to Opponents, Happens a lot, intense -15 3d6 Unluck Powers & Skills: 24 Pep Talk, 2d6 Recovery Transfer, 30 Active Points, Reversed Direction (Transfers from Limelight to target) (-1/4) [7 END] 30 Multipower, Lightray Form, 30 Active Points 06 15” Teleportation, 30 Active Points, [6 END] 04 Missile Deflection, 20 Active Points, [4 END] 15 Luck, 3 dice --- 79 Characteristics: 13 STR 3 [3 END] 11 DEX 3 18 CON 16 10 BDY 00 18 INT 08 17 EGO 14 60 PRE 50 20 COM 05 3 PD 00 4 ED 00 06 SPD 49 18 REC 22 36 END 00 26 STN 00 ------------- 171 Char 171 + Powers/Skills 79 = 250 = 100 Base + 150 Disadvantages ---- 150
  22. Re: APG II Commentary/Discussion thread Not as rare as you might think. i count six professionally published games I own dead-tree copies of that don't have combat-specific rules. (Polaris (Ben Lehman in Nostalgia Studio, 2005), Baron Munchausen (Hogshead Publishing, 1998), and four games from the No Press Anthology (Snowball by Alexander Cherry, Pretender by Kirt Dankmyer, WTF? by Daniel Solis, Cell Gama by Mike Homes, and Over the Bar by Ben Lehman), anthology published in 2004 by Luke Crane).
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