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rytchb42

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Posts posted by rytchb42

  1. 1 hour ago, assault said:

    I haven't done it before, but it should be relatively straightforward.

     

    Pre would work the same way as Str.

     

    Defense: Average or higher of PD/ED, minimum of 10. Resistant defense might need to be fiddled with (reduced).

     

    For CNow Body, use 3e Con Rolls. Modify upwards if a character has unusually high 3e Body. (EG: 23 Con becomes 14 Body.) This might give results higher than you would get if you were building the character from scratch in CNow, so you might want to adjust this.

     

    Speed is a little tricky. Halve 3e Spd and round up would work, although that results in a loss of differentiation between 5 and 6 3e Spd. Maybe do the former for values below 6. Above that, use 3e 6 = CNow 4, 3e 7-8 = CNow 5, 3e 9+ = CNow 6. Or something like that. The only problem is that this gives more CNow 5 Spd characters than is suggested by the rules.

     

    CNow characteristics figured from Body should be based on the Body calculated above. Ignore radical discrepancies with 3e characters - the games are actually different.

     

    Use the Int roll as Int. (Eg: 3rd edition 13 or 15 Int becomes CNow 12-, 18 or 20 3e Int becomes CNow 13-, and so on.)

     

    Ego and Dex could work the same way, although they were influenced by the old Goodman numbers. Maybe mix in some Skill Levels to differentiate between different Combat values.

     

    Anyway, this is a first pass attempt. See if it works. Some characters will cause it to break down.

     

    In some cases, the resulting characters will cost a lot more than starting points. You might want to tone them down if they are supposed to be on a par with starting CNow characters.

     

    I'll take a closer look at Dex and Ego later.
     

     

     

    thanks. some of that was what I was doing kind of. Just wanted to make sure I was on the same page around here. Sounds very good and I have more confidence now to go forward when I convert those old school villains. :) And there are always those few exceptions to the rules.

  2. Just like the title says, I am looking for a conversion system to convert ALL my villains (and I have ALL the books from that wonderful era of Champions!) to use for Champions Now. I am trying to convert but I am pretty sure I am not even coming close. So far the only thing I have come close to is converting Strength which I think is 5 points then converts to 1d6 Now.

    Has anyone come up with a conversion sstem for all the other stats yet, that can share their system with me that would be most appreciated. Thank you in advance.

  3. On 8/26/2020 at 10:27 AM, Tjack said:


        From your description it sounds a lot like Spy Smasher’s Gyrosub. He was a Fawcett comics character from the 1940’s. You can look him up on the DC Database site. 
        As it stands it seems your going for a Quinjet that can also move underwater. 
    Do you have some in game reason for this thing existing? A gift from the team’s benefactor, confiscated from some wacky scientist, or is it an alien craft the team acquires somehow during play? Also if it’s a work in progress some features may not be installed till “next week”.
      The reason I ask is that defining the origin of the item can affect the final cost in points.  If this is something that the players are in the process of discovering how to use, then all the points need not be provided up front.   
      If they don’t know that it can go underwater or into space or has force shields then you don’t have to pay for those abilities right away. 

      I know I’m not helping out much with the number crunching but I’ve found that having a precise story driven concept can affect the numbers greatly.

    Sorry for the delay. They have been doing missions for UNTIL and this is a way for them to get around together and make sure they stay together. They are just about to get their bare-bones base. So, eventually a vehicle would be nice. Or we can add a teleport grid. But a vehicle would be nice and I would like for it to fly and also be able to go underwater.

  4. Well the vehicle will be a modified UNTIL transport actually. So I guess the finished product will be:

     

    something Like World Watch One BUT aerodynamic AND Hydrodynamic! eventually it will be upgraded to fly AND go underwater. so ground movement and then upgraded with air and water movement.

    computers, armor,

     

    extra ablative plating (down the road) and the following add-ons later:

    stealth, a laser tuerret mounted on the top, missile capability, (maybe not going crazy with the weaponry..definitely beds of some kind for long travelling)

     

    Team Logos on the vehicle definitely.

     

    But for now just te basic how doesone make a standard vehicle is a great start. thanks.

  5. Under the section "COOL DIGS AND HOT WHEELS" (pgs. 167-169) the chart for spending points are set up pretty simply IF you your players want to get themselves a base/HQ/etc. HOWEVER, very early in the campaign they have "acquired" a VIPER transport (of course this will lead to them getting a modified UNTIL transport that the group will pay for...) As a good GM I went to the Champions Now book to build it so when the current campaign is over (I am taking them through the original Campaign Book from the early 80's- the really hard part is trying to convert the villains to Champs Now- ugh!, but I digres!), the charts in there are cut and dry for building a base, which they will be doing in about a month or so, but for now I figured the transport would be a nice touch. However, there really isn't much in the book about vehicle building UNLESS i am missing something(?) any help woul be really appreciated. Thanks.

  6. Sorry this is a few weeks late but we were finally able to record an episode of our podcast entitled "Champions Playing Champions On Champions" This is episode or, "Issue 3". we had some communication problems with one of our players otherwie the episode would've been much shorter. But, for your entertainment, here is the link:

     

    https://www.youtube.com/watch?v=_7XqoEZOC30

     

    We air, live, Sundays 5pm eastern. Enjoy!

  7. Okay, so basically, we came up with the same final cost. It's just I did the wrong math getting there.

    Got it. And that IS important going forward making characters as I am to Gm a campaign called "Champions on Champions playing Champions" ( MY Super Group in Champions Online called paragon Dawn, some of us are making characters for Champions Now BUT the twist is- we will play AS our Champions Online characters IN Champions Online playing Champions Now taking a break from figting the bad guys! LOL We are also either streaming this live on youtube or on twitch.tv recording it to stream later on youtube.)

     

    Thak you guys again! I will post the rest of my character later.tomorrow.

  8. 11 hours ago, nitrosyncretic said:

    EC's can be confusing. The way slot costs are calculated are in this order: 1) calculate active cost with advantages; 2) subtract EC bonus; 3) apply the limitations to the remainder.

     

     

    Okay maybe that's where my math is getting all askew..Kids and their new math these days!...LOL

     

    Thank you for the explanation!

  9. Okay. I redid the math....And this is what I come up with:

     

    EC: Mystic Martial Arts (Kicks) All powers are No Range (-1/2)

     

    Control Cost=15

     

    1.) 6d6 blast (30 pts) + Affect Desolid(+1/2)  (30*1.5=45 Active points) 

      (45 Active Points/(1.5) No Range=30 Points)

      (30 Points-15 Contol Points=15 Points For Slot 1)

     

    2.)6d6 blast(30) + Destructive (+1/2) (30*1.=45 Active Points)

       (45 Active Points/(1.5) No Range= 30 Points)

       (30 Points-15 Control Points=15 Points for Slot 2)

     

    3.) 6d6 blast (30) + Affect Desolid(+1/2) (30*1.5)=45 Active Points)

       (45 Active Points/1.5 No Range=30 Points)

         (30 Points-15 Control Points=15 Points For Slot 3)

     

    Cost For EC: 15(Control)+ 15(S1)+15(S2)+15(S3)=60

     

    If this is wrong, please show me the math. Because I went back in the Champions Now Rulebook. Reread the sections, redid the math and this is what I came up with. Thanks. All coments, feedback, etc are welcome as long as they aren't said negatively, of course! We are hre to help each other and to be friendly to each other! 

  10. 11 hours ago, pawsplay said:

    EDITED AGAIN: No, actually. Elemental Control is by active points, not base points. So each of those slots would actually cost 20.

    Yes, you're right. This is what I get for not getting sleep all week. okay. Back to the drawing board! I will repost once I rework everything with the proper active points (power points PLUS advantages) then deduct disadvantages. I will een post the math.

  11. And, regardless of my match faux pas, I am still only paying 15 points per slot when everything is said and done correct? Example. 6d6 (30 pts) Advantge (+1/2)=45. subtract the No Range Disadvantage (-1/2)=30. Subtract Control Cost (15)=15 points per slot. I think I am doing this right while rushing at 5:15 AM lol. If it is, I will repost the EC later with corrected Active points

  12. So, this is what I came up with:

     

    Elemental Control: Mystic Martial Arts (30 Active Points in eace power. Each slot has the Disadvantage No Range (-1/2))

    Control Cost:15

    1.) 6d6 "Kick" Affects Desolidified Objects" (+1/2). 3 0 Act. Pts. cost: 15

    2.) 6d6 Destructive (+1/2) "Kick". 30 Act. Pts. Cost 15 pts.

    3. )6d6 Area Affect  "Spinning Kick" - (Single Hex)(+1/2) 30 Act. Pts. Cost 15 pts.

    Total cost= 15+15+15+15=60 Power Points.

     

    These are in addition to his normal martial arts moves. Eventually some other oves will be added on as he learns them.

  13. I am making a Martial Artist wo specializes in kicks with a twist. He has come across some ancient scrolls that, of course, he can read. By studying them, he can learn arious effects to add to his kicks. An exaple of one is he can affect desolidified targets. Another  ia adding a Destructive effect, another is Strike- Fire Blast..and so on. So I want to set up some kind of Framework for these "Mystic Kicks". He has +4d6 to Str and of course Martial Kicks do +6d6 Str damage. So, my question s, how do I payfor these advantages in a Powerframe per power basis? Each power would basically be one advantage per slot as he learns a new move. Do I pay the advantage based off the +4d6 str AND the +6d6 martial kick damage or just the +4d6str or the 6d6 martial kick damage?

    I appreciate any help given into this. Thanks in advance.

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