ideasmith
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ideasmith got a reaction from David Blue in So... is it good?
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.
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ideasmith got a reaction from Khymeria in So... is it good?
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.
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ideasmith got a reaction from Pariah in Has Anyone Come Up With A Conversion System From Champions I/II/III/Golden Age Of to Champions Now?
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
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ideasmith got a reaction from pawsplay in Examples of Conditional and Constrained
To me "to follow the use of a specific attacking Power by the hero" is a when, but that's just my take.
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ideasmith got a reaction from assault in More points or more limitations?
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.
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ideasmith got a reaction from Starshield in So what do we want to talk about?
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.
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ideasmith got a reaction from Tywyll in Examples of Conditional and Constrained
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
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ideasmith got a reaction from Pariah in Champions Now Character Builds
Or it could be a special effect.
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ideasmith got a reaction from Brian Eye in So... is it good?
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.
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ideasmith got a reaction from Pariah in So... is it good?
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.
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ideasmith got a reaction from assault in So... is it good?
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.
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ideasmith got a reaction from Pariah in Champions Now House Rules
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.
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ideasmith reacted to nitrosyncretic in Errata and Clarification
How Champions Now is Different
From Other Champions Rulesets
(With some errata and rules clarifications)
Here's a collection of information that I've confirmed with the author about the rules as of July 4, 2020. I may add or edit this as new issues arise. Most of this is about dispelling assumptions of us who are familiar with other Hero rule sets. A few things are actually missing or unclear in the text.
The best way to read and understand the Champions Now text is to take the text literally without outside connections. Pretend you have never read a roleplaying game before and have no assumptions to bring into the text. Do not connect what you know from other games to the text and do not try to fill in parts you don't understand with the way another game does things.
Player Characters
Starting with 200 points is the recommended default.
The Ratio compares what the point total of the character would be without applying limitations to the total with limitations. Any point reductions due to the framework itself are left intact.
Situations
Side Effects must be directed against the character who has them on his sheet.
Skills
Acrobatics requires no roll, except to reduce Knockback effects.
Powers
Concealment does not cost endurance to maintain (errata).
Drain. Drain has no range and requires a grab maneuver to apply. When bought as a transfer, you cannot take the Costs Endurance limitation (errata).
Entangle gives 1 def and 1d6 core body per 10 points assigned. (errata).
Flight can also be defined as gliding, super-leap, super-running, super-swimming, or swinging. These redefinitions do not require advantages or limitations and do not change the points required. They do change the dynamics of how the movement can be used in play. Flight must be acquired in 10 point increments; you cannot allocated 2 points to get +1 hex.
Force Wall does not cost endurance to maintain, but does cost endurance to fill in any holes blasted in the wall. This power gives 1 resistant defense and 1 hex side for every 5 points; this means that a 50 point force wall has up to 10 hex sides, each with 10 rDef. The user might, for example, specify it as fewer than 10 hex sides, but still with 10 rDef for each side.
Images costs endurance each phase (errata).
Instant Change. 10 points gives either 1) a change between only two preset alternate forms or 2) changing to multiple forms. Per page 210, using the Instant Change to deceive needs a Disguise skill roll.
Life Support. All combinations of life support must have one specific exception where it doesn't work.
Negation. Paying Endurance each round prevents the target power from recovering. The target must pay endurance for the full power just to use it at the reduced level.
Regeneration recovers Strength, Presence, Body, Dexterity, Intelligence, Ego, Speed, and power at the rate of d6 units per recovery. Destroyed traits are regenerated based on the Core total of the regeneration power in units. For Strength and Presence, one unit is a d6. For Body, Dexterity, Intelligence, Ego, and Speed one unit is 1. For a power, one unit is 5 base points.
Running Power does not exist. You can not buy additional running. You can buy flight as super-running, but you must buy the power from the ground up; it does not add to ordinary running. In addition, you can push Strength to gain extra running for one action (see pushing below).
Stretching may add its inches to base running distance, depending on the special effect.
Teleport's base 20 points includes one free memorized location. Also, ignore the mention of “noncombat move” as it is an editorial oversight and should have been removed. Increased teleport distance must be acquired in 5 point increments; you cannot allocated 1 point to get +1 hex.
Weaken has no range and requires a grab maneuver to apply. Weaken may take the Lethal advantage. (Errata.).
Endurance Costs
Endurance cost is 1 per 5 base points of the power. Advantages do not increase endurance cost.
Any power that you pay endurance to start or maintain turns off when you are stunned or knocked out.
Power Design
Rounding. When calculating final power points, retain fractions until after any Limitations are applied. Then round to the nearest whole number and round 0.5 down.
Combined Attack. Two powers may not be delivered in the same attack roll unless they are defined as combined.
Combined Power. You may define any two (or more) powers as combined. Once combined they must always be used together and activated in equal proportion. Powers within a single slot of a Multiform or Elemental Control are always combined.
[Unconfirmed: I believe that Multiform slots can be considered combined with each other when they are active. In contrast, I suspect Elemental Control slots should always be considered separate. As a guide, I believe that powers outside of a framework can't be combined with powers inside a framework.]
Modifiers
Be sure to read the advantage or limitation description closely. Many modifiers give a specific list of which powers it may be used with. Powers not on the list are not allowed.
Advantages
Expanded Scope Advantage (p. 96)
A power bought at one scale only works at that scale. To have flight, teleport, or awareness at different scales, buy separate powers (power frameworks can help here).
Lethal can applied to any attack which ordinarily does no Body damage, giving it the additional capacity to do Body damage. The Body damage equals the core roll on the dice. The new/additional damage is stopped by the defense which ordinarily applies to this power, whatever it might be. (Errata).
Piercing may be applied to any attack that does Body damage. The Body damage bypasses non-resistant Defense.
Severe may be applied to any attack. When applied to an attack that does not ordinarily do Knockout damage, the attack now does Knockout damage equal to the total pips on the dice rolled and is reduced by Defense. When applied to an attack that does do Knockout damage, the damage now bypasses ordinary Defense and you define a new defense: Choose defense: Resistant Defense reduces, one power from the text negates, or one special effect negates. (Errata).
Reactive with Usable vs. Others means that you can direct the reaction against a target other than the one that triggered the reaction.
Limitations
No Range, as the text says, can't be applied to an attack power. For that see Aura or Strike advantages. When it refers to "Illusions" read "Images."
Frameworks
Each framework has nuances that reward careful attention. Here is a summary of the important difference (but not all the rules).
Variable Power Pool (p.92 and p. 103)
Control may only be modified by these three options: Advantage: 0-Phase Reconfiguration (1), Limitation: Configuration can only change in special circumstances (½), Limitation: All powers inside the pool must take a specified limitation or set of limitations (¼)(this limitation remains ¼ even if the required limitations are larger.)
Pool point total is never modified.
Elemental Control (p. 93 and p. 104)
Control can only be reduced by limitations that apply to all slots.
Powers in slots must cost endurance.
Characteristics other than Strength are not allowed inside an Elemental Control.
To calculate the cost of a slot, subtract the pool from the active points of the slot, then divide by any limitations.
Slots Real point value equals (their Active points less Control Active points) / (1 + limitations from the control + limitations on the power).
Slots may contain more than one power, but these powers must always be used together, activated in proportion.
Multiform (p. 93 and p. 106)
Multiform requires actual changes in the form of how the power is delivered and described. It is not for selecting different variations on a power, such as you might want for Judge Dredd's multigun or variations on Teleport. Elemental Control does the work that most multipowers in the Hero System do.
Pool total is reduced only by limitations that apply to all slots.
To calculate the cost of a slot, divide it's active points by 5, retain fractions, then divide by limitations, and round off.
Only by limitations that apply to all other slots may be applied. Any further limitations provide no reduction and function only as special effects.
Slots may contain more than one power and these powers can be used independently.
Activating a slot requires you commit the full Active points of the slot from your pool, even if you are not using the full power of the slot.
Changing the configuration of active slots requires a half phase action.
Fighting
Half and Full Actions: think of half actions only as components of a full action. If you only do a half action on your phase and declare your phase done, it's done.
Attacks are Half Actions unless otherwise noted.
Combined Attack. Firing two or more powers at a single target using one attack roll s fine, provided the Special Effects make sense. See also Combined Powers above. Defenses are applied separately however.
Martial Block: does not require you hold, prepare, or abort an action. You simply declare “I'm blocking” and apply +2 to your defense and you are considered blocking subsequent attacks until you take your next action. The block, of course, can only affect attacks with the appropriate special effect, usually a hand to hand attack. The half action status is primarily for judging whether the character has enough attention and appropriate positioning within the logic of the preceding "panel." A full move is the most common situation where the character can't perform a martial block because he's focused on moving. Many other full actions, however, do allow a subsequent block action-- e.g run half move to opponent, punch opponent, end phase. On their phase opponent hits back. I block. This would be classic martial arts interplay.
Move-Through and Move-By are considered the same maneuver for the purposes of buying levels and power modifiers. Together Ron refers to them as "Move Attack."
Mind Bar locks down an attacking power only if the attacker's roll fails.
Mindscape is maintained by attacking each phase. It stops when the attacks cease.
Noncombat Movement doesn't exist.
Recovery. When you take a voluntary recovery the effect is the same as if you were stunned--your defense drops to 6, you can only do free actions, you can't pay endurance to maintain any powers, and any powers that require endurance turn off (errata).
Recovering Points. Each recovery restores Endurance and Knockout by your Recovery score, and also 1 unit lost from any characteristics or powers. For Strength and Presence, one unit is a d6. For Body, Dexterity, Intelligence, Ego, and Speed one unit is 1. For a power, one unit is 5 base points. Damage done by a power with the Destructive advantage does not recover normally.
Pushing to add effect: pay 1d6 Endurance per 1d6 effect or Strength added.
Pushing for Advantage: pay 1d6 Endurance to "expand" a die of Strength or 5 Active Points of a power with a 1/2 Advantage. The only advantages allowed are Area Effect One hex, Area Effect: Explosion, Piercing, High Impact, or Severe. You can expand some or all of the units in your Strength or power. You can also push your Strength or Power beyond it's purchased maximum as above and then expand each of the pushed units. In total, this costs 2d6 Endurance per extra unit with the advantage.
Push for extra running: you can push Strength to gain extra running. To gain extra running, pay 1d6 Endurance per 1d6 of Strength you want to activate. In effect this "expands" a die of existing Strength to give +1 running. If you've expanded all your existing Strength and need even more running, then push for more Strength then activate each extra dice as described under Pushing for Advantage. In addition to the extra running, you can use all that temporary Strength if it fits into your action (errata).
Breaking Things. Defense values listed for inanimate objects and vehicles is technically resistant, i.e., it stops Piercing as well as ordinary damage. However, this can and should be ignored or reduced depending on the specific material and the specific special effect of the damage one. The Destructive advantage may also have additional effects on inanimate objects. Comics vary a lot in their dramatic enforcement and relaxation of physics, so you'll have to arrive at your own notions of what a fire-blast does to a wooden door, in terms of its Defense, or anything else damaged by anything else.
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ideasmith reacted to unclevlad in How Do You Build _____ In Champions Now?
I think it's better to consider Champs Now as a system unto itself, not as a simplified Hero System.
You're not gonna be alone in feeling hamstrung. There's a lot I very much like, but there's things I think are overdone...like the extreme focus on END, and the necessity to take actions to Recover. The interaction between combat and non-combat movement is awkward, altho probably manageable. The speeds, tho, are HUGE...regional travel takes a turn? Regional covers LA to San Fran, for sure...considering the step up is planetary. 350 or so miles by air...in, let's say, 12 seconds. (Obviously it's worse if we say 6 seconds.) that's 1750 miles a minute, or over 10K mph. Or if you prefer...Mach 13+.
So recognize: Hero System is pretty much a fine-grained supers simulator. Champs Now is NOT. Deliberately.
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ideasmith got a reaction from pinecone in So what do we want to talk about?
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.
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ideasmith got a reaction from Pariah in So what do we want to talk about?
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.
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ideasmith got a reaction from Chris Goodwin in Champions Now Character Build Thread
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
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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
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171
Char 171 + Powers/Skills 79 = 250 = 100 Base + 150 Disadvantages
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150