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Soggybag

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Everything posted by Soggybag

  1. No wonder the cape looks so goofy, the art here implies it was added after.
  2. Sounds like stretching or tentacles.
  3. You’re right extra limb gets +1 OCV hand to hand in Champions 2. On a tangential note, I feel like Champions 1, 2, and 3 are really just Champions 1 with revisions provided through supplements: Champions 2 and 3, which aren’t really stand alone versions of the game. Version 4, 5, and 6 are standalone versions of the game.
  4. Funny, the guy appears on the covers of the first edition books but doesn’t get a write up until 5th edition! Would have figured there would have more to say about this villain if he was on the cover twice, or he was in the house campaign or something.
  5. Who’s is the guy with the single glowing green eye slot and purple cape on the cover of Enemies 1. This guy is on the cover of the orginal Champions rule book also.
  6. I haven’t read Different Worlds 1.5e stuff. I dont remember 2e mention of extra limbs providing an OCV bonus. This would definitely give extra limbs mor value.
  7. Besides holding an extra drink, what can you do with an extra limb. The rules state explicitly that you don’t get an extra attack. So, I suppose you could hold more items, but the rules don’t say that you don’t have to spend actions stowing and reading equipment, so it’s a non issue. Grond for example has two extra limbs. The only use I can find for them is holding an opponent while pummeling them. I’m guessing that you could maintain a grab while executing a an attack. I’m not convinced this strategy is worth 20 points. You could add 4d6 to an attack with those 20 points. Putting them into Strength would give Grond a Str of 110! The game designers must have seen a reason to justify the cost.
  8. I think this would be the plot. You have a guy that may not be that tough but keeps getting away. Once the group figures out what’s going on they need to think of an outside the box solution.
  9. You’re reinforcing the idea that Spd 12 is probably best for a villain, a villain everyone would hate. Which is possibly a good quality in the case of a villain.
  10. You might not need flying. If you can move 6” per phase. That’s 72” per turn with no point cost. The 10” flying allows 120” of movement.
  11. ‘If I recall correctly the rules say movement costs Endurance. If you’re moving every phase that’s even more Endurance you’ll need to have on tap.
  12. That’s brilliant, especially for a villain. You don’t have to worry about balance so much. Makes for a fun combat, maybe easier to GM, you’re only rolling dice and making decisions once a turn!
  13. Yeah it’s strategy, but there would be a weakness for characters to figure out.
  14. The idea of and activation for speed has a lot of flavor. I imagine a character who moves in and out of time, sort of “phasing” in and out. I’ll reiterate what a genius game Champions was in 1981! The only drawback is the complexity. The calculation in character creation, is really fun,but requires pretty good understanding of the rules. Without you’re character is probably going to be under powered. In play the book keeping and dice calculations for damage and knock back can be pretty slow. I feel like everyone needs a software application to keep track of everything during play! Everyone needs to be on it with the rules. My current group plays D&D 5e the rules are easy, we have a few drinks.
  15. Good points. On the speed activation, I think I would rule that you’d have to roll the 11< at the beginning of the turn and it would apply for the whole turn. Not sure what the math rally is. Seems like you’d have a 50% of using the ability on any phase it would apply you’d likely always get an extra phase maybe two each turn. I guess costwise it’s about the buying one extra point of Speed. This has me thinking about the Speed serum! Maybe the nefarious Dr Brogolio has developed a serum that increases Speed with the limited use limitation. Maybe just 1 use. So for a turn a villain is moving every phase... maybe the serum also has some endurance bonus. This could also be a time compression effect tied to an OIF/OAF... I think I have a new villain. Could be a cool trick for the villain to escape. While robbing a heavily guarded research facility Octonion is interrupted by some heroes, just when they think they have him captured, activating the time compression utility, he starts moving at lightning speed and escapes.
  16. Oh yeah, that’s exact;y what I had in mind. Maybe a small time guy that keeps escaping, and showing up to harass heroes repeatedly. Maybe there is a situation where they need this guys ability to solve a bigger problem...
  17. Good points, I’m using the 1st edition rules where endurance cost is higher. Since you can each phase a spd 12 character would potentially be faster, a lot faster, but it cost 2 end per inch of movement. With that in mind end becomes the biggest drawback. Screen time is another issue, makes this concept best for a villain. Whom I picture with a really annoying personality to go with a fairly annoying power.
  18. I just found my old Champions books and was re-reading them for the first time in 30 years! I bought the original rules in 1981 or there about. This is a really great game in just 64 pages, total genius work. I started making up some characters for fun. I had the idea that you could make a really fast annoying villain with a speed of 12, with a Dex of 20 this would cost 120 points. With some disadvantages you could have small energy blast. Might be fun to play. Looking through Enemies I, II, and III i don’t see a villain with a Speed higher than 7, maybe there was one with 8. I seem to remember to playing once with Bruce Harlick, who turned our group on to the rules way back when, I remember him saying pre game that he wouldn’t allow characters with super high Dex or Spd. Its been so long since I played I can’t decide if this breaks the game, lacks efficiency, or is a non issue. It does seem like it might be a fun concept for an alternative character type. What are your thoughts?
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