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ideasmith

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  1. Like
    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.
  2. Like
    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.
  3. Like
    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
     
  4. Like
    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.
  5. Like
    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.
  6. Like
    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.
  7. Like
    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
  8. Like
    ideasmith got a reaction from Pariah in Champions Now Character Builds   
    Or it could be a special effect. 
  9. Like
    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.
  10. Like
    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.
  11. Like
    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.
  12. Like
    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.
  13. Like
    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.
     
  14. Like
    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.
  15. Like
    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.
  16. Like
    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.
  17. Like
    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


    ---
    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


     

     



     
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