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Found 18 results

  1. 175 downloads

    This is a sheet I whipped up a few years ago for creating powers by hand, on paper. It's based on a similar sheet for creating spells in Fantasy Hero 1st edition. It includes columns for name and base Power, base cost, Advantages, Active Cost, END Cost, Limitations, Real Cost, and Skill Roll penalty. You can attach copies of this to your character sheet, and on the character sheet you can write the cost, name, basic effect, END cost, and a note to refer to the sheet. Something like "12 Lighting Bolt: 8d6 Blast, 4 END; see attached sheet"
  2. Greetings all, I'd like to pick you brains on pricing a disad. I'm looking for some input on a power disadvantage. I have in mind a power that loses effectiveness the more it is used. Not Burnout as long as you have charges it still works, but charges that are less effective as they are used. Each use drops the effectiveness of the power by 10 active points. The idea is simple. I can use a custom power disad. I'm trying to figure out how to price it properly. Should it be costed similarly to Burnout, or should the disad be worth more? After 5 uses the player would be out of charges, but charges 4 and 5 are not going to be nearly as effective. And a blanket disad worth -X/Y is a whole lot easier than tiering each individual charge. Any input is welcome. ?
  3. Version 1.0.0


    The PDF index for the Sixth Edition super-powers compendium book for Champions. Formerly offered for free on the Hero Games website.
  4. Currently a version 5 player but looking to upgrade to version 6 but wanted to know the differences.
  5. In Champions Villains, Volume III, page 60, there is a character sheet for Buzzsaw. Listed in his Powers are his two Buzzsaw Shooter Gauntlets. The first costs 38 CP and the second costs 5 for the exact same weapon. Can someone explain to me what rule is being employed to get this kind of discount? I ask because there is a PC in my group who has multiple pistols of the same make and model (same powers, advantages, and disadvantages) and I had him pay the same amount for each one. Thanks, experts!
  6. I have some experience points to spend on a Champions character, and was thinking of repurposing a killing attack power into an attack I use to break objects and focuses. My current power is a deadly 5d6 (with STR) armor piercing killing attack, but by my reading of the focus rules more damage isn't better when it comes to focuses: Would a Penetrating attack or a NND attack with does BODY be better at simply doing the 1 BODY needed to damage a focus? What's your advice?
  7. In my group, I have a member who wants a pretty simple Power. He wants the ability to emanate a sonic blast from himself in all directions. Clearly it's Blast, Perceivability is Obvious, and Duration is Instant (which are default attributes of Blast). But I also see how Area of Effect--Radius applies. The Range is questionable. I can see a Limitation for No Range, but not a Limitation for Self. I guess I could make one up. And it also stands to reason that Cannot Use Targeting applies, because we've decided to use Hit Locations. All this is fine, until I imagined this in combat. The rules state that the character needs to attack. But why, in this case? The power emanates from him, so he has no need to Target an opponent, the ground, or anything. The effect would affect everyone around him in the radius that he purchased, wouldn't it? Why should he roll attack dice? Just because the rules say so? Or should I add an Advantage?
  8. Tech

    Water powers

    Recently in the campaign has been a growth in heros & villains who use water powers. It's actually something of a surprise. Now, I'm getting asked for ideas for water powers. So, I thought I'd throw this out to the bazillions of players out there to give your suggestions.
  9. I want to make a character that is an average joe. but he only has the ablity to get lucky and I wish to build it so that he has amazing things happen, but to even this out people he knows get unlucky side effects
  10. As a rules lawyer in the other games I play, I have such a hard time with character creation when it comes to costing things that the real world normally provides. I still have not wrapped my head around these key concepts. I don't have the Hero System books, but I have CC6, Powers, and one Villains book. My latest headache is in regards to electricity. I have consulted CC6 and read about Electricity. I have looked at the preface to Electrical powers in the Powers book. I've searched this forums for answers, but can't find any with my search terms. So I still don't get it! I am creating a character that can shock, but with the No Range limitation, since he has to touch his target. But electricity also flows through metal, water, and other conductors. Do I *buy* advantages and/or limitations to reflect this natural phenomena, or does the special effect alone justify the character's use of electricity through such mediums? Do I buy different powers (or a power framework) that represents his attack through each kind of medium, like Shock Through Water, or Shock Through Metal? Are the different kinds of conductors considered to be foci? I have spent time enough trying to research this on my own--it was time for a question. And that's another weakness of mine. Instead of being creative and accepting my own answer, I'm always looking to cannon or official resources for answers.
  11. So, to clarify: Cost cap is 120 AP, concept: Caster "summons" (note the quotes) an X point value Ice Clone. The Clone enters play: * As an automaton * Under the caster's control * With about 20 BODY, what with to be a shield * With the Block, Counter Strike, and Fast Strike MAs * the Power: Freeze Chance on Critical (15 points) My problem: I can't find the "right" power to do it cleanly. Summon is a giant PIA for something like this, because I don't see it as a summon as much as I see it as ... A walking Barrier that can hit people on its turn, but that makes even less sense and winds up being a super kludgy 3 or 4 step compound power. I thus put it to the Senate: What is the Lord Captain missing?
  12. My GM wants to build a power that makes people dizzy through spinning, I say a Dex Drain. He is not so sure. show me how you would do it. Thanks
  13. been asked to run a champions game, using the 5th rules so I picked up the sidekick of the revised edition and The powers duplication and summon are missing.. is there an errata for this?
  14. As a bit of background information, I will be GM'ing a Champions campaign with 4 11-year-olds. I don't have a GM to look to, and I have no experience with actually playing the game yet. But I've read Champions Complete at least 4 times. We were creating the last of the 4 characters Saturday night and his first ability I don't know how to create. His inspiration is Green Lantern, whom I don't know much about. This player wants his character to create just about anything with energy. OK, so he wants a Summon power with Slavishly loyal since he can only summon (create) inanimate objects with this energy. The area of effect is limited to 1 cubic meter and the range is limited to No Range, since it's always created right in front of him. And he also needs to move his arms around to create it, so that's the gestures limitation. But now where do I go? He wants this creative energy to become ANY inanimate object, but sometimes that object looks like a Power to me. For instance, he wants to be able to create a shield which is Barrier, non-anchored, cannot englobe, restricted shape, no range. He wants to be able to change that shield to a sword, which is hand-to-hand attack, I suppose. But he may opt for a warhammer, club, screwdriver, computer, waste basket, candy, sunglasses, keys, and other objects. I have no idea what to do. I told these guys we could build any character they want, and he comes to me with this. I based my claim off the Champions advertising. That's pretty clever, wanting a character that essentially never needs to buy so much as a pocketknife to get by in life, since he can create a temporary one. But that just seems way over-powered and way too difficult to create. Assuming I allow him to create such a power, how should I go about it? Does this power generate other powers? Do these generated powers get put in a VPP since he can't possibly use them at the same time? I'm at a loss.
  15. Hello everyone, first rules/power building post. I'm trying to find the best, most rules friendly way to build a Summoning power that calls a mystic taxi with driver. The idea is that the character I'm playing uses Summon to hail a taxi that will take my character and the other PCs around if needed. I know how to build the power, but the place where I'm not sure what to do next is if it should be a character of it's own with enough size and strength to carry all of the players, a vehicle and some kind of "autopilot" built in, or if the spell should summon a character that HAS a vehicle. Obviously, this is going to need ALOT of GM input. The concept I have in my head is it's a ghost taxi driver that is it's own personality, but can't leave the car under any circumstances and for all intents and purposes, is part of the car. Thoughts?
  16. I was working on an ice based character for a more street level power feel and I was thinking to try depicting ice in a more realistic manner for certain powers like Barrier, Entangle, and possibly Resistant Protection. So, my questions for the moment are: What is the PD/ED of Ice? Are there circumstances where the PD/ED might be higher? What BODY for a given thickness?
  17. I'm trying to build handcuffs as a power- I'm trying to find a means to build it that doesn't result in a ludicrous Active Points cost. The closest I've come so far is: OAF(-1) No Range(-1/4) Entangle 3d6 6PD/6ED (45cp) Does Not Restrict Movement (-1/4), 1/2 DCV (-1/4) 2 recoverable charges(-1) Active Points 45 Total Cost: 12. Trouble is, 6pd/ed seems low to me, but 3d6 entangle seems high (The metal isn't that thick so 10 body seems ridiculous, but not many people can damage the hardened steel of a pair of cuffs so its low body wouldn't matter except to a super), and the idea of a 100 cp policeman carrying around a handcuff whose active points are almost double that of a 9mm pistol (More complicated and more exacting work required to be functional) really bothers me. Has anybody come up with a better solution? Is there something hiding in a sourcebook I don't have?
  18. As in the title, I am attempting to write up the Cimmerian Sibyl for a game I am running for some friends. She will become something of a permanent fixture in the party and is a major object in the overarching plot of the story. In this build, I am attempting to build a younger girl who just had the mantle of Sibyl passed on to her before she was snatched away from her home by the BBG. One thing that has been stumping me is simply coming up with powers to give her, so any suggestions that anyone wants to toss my way would be appreciated. Also, I'm looking for advice on building a specific power for her. What it would essentially be is a pronouncement of defeat against a single enemy target. I'm thinking something along the lines of Self-Fulfilling Prophecy in which she basically flings the skein of Fate at an enemy and makes him substantially easier to beat because his defeat has been foretold. The power should be limited to perhaps a single use per day, so either charges or a side effect that's too harsh to make her suffer repeatedly. I am also thinking of something along the lines of Ill Fated Curse, where she makes a small, innocuous statement, but it has real game effects. For those who've seen the cult classic Surf Ninjas, think Iggy. For everyone else, she says "Wow, this bridge sure looks rickety. I hope no one falls!" *someone falls.* I figured this could be bought as Unluck, but I just don't want to go crazy with it. The basic theme I'm going for is that, as a Sibyl, her prophecies, even the unintentional ones, have power. Things to bear in mind with suggestions: This is an NPC. She should have little to no offensive powers except a debuff or two. She is meant to be protected by the party. The great majority of what she foresees needs to be left to my GM discretion. I want her to be helpful, but not hand-holdingly so. I don't want the party to turn to her and be asking things like "Where do we go now?" She is a plot device and an object of interest to the story. This is my write-up so far. Thoughts and opinions welcome and appreciated! It's a 275 CP build with 50 points in Complications. Also, since I haven't built with Clairsentience much, feel free to double check any of those builds. Thank you in advance! Player: Val Char Cost10 STR 010 DEX 010 CON 012 BODY 218 INT 823 EGO 1313 PRE 32 PD 02 ED 03 SPD 106 REC 240 END 425 STUN 312m RUN 04m SWIM 04m LEAP 0Characteristics Cost: 53Cost Power17 Defensive Foresight: +6 DCV (30 Active Points); Instant (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Carmen expends some of her energy and gains a burst of insight of the very near future and can take steps to avoid attacks that occur within that time frame.]11 I Know You...: Retrocognitive Clairsentience (Sight Group) (40 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), Only Through The Senses Of Others (Sees through the eyes of others to exeprience their past; -1/2), Blackout (-1/2), Instant (-1/2) [Notes: Carmen looks at an individual and is given a flash of insight into their past from their own eyes, seeing significant events that have taken place that greatly affected the person, but cannot seek out specific events.]38 Oracle: Precognitive, Retrocognitive Clairsentience (Sight And Hearing Groups), MegaScale (1m = 10,000 km; +2), Cannot alter scale (-1/4) (192 Active Points); No Conscious Control (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Carmen falls unconscious for a time, then awakens in a fugue state for several minutes.; -1), Blackout (-1/2), Vague and Unclear (-1/2)16 Sibyl's Understanding: Universal Translator 13- (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Channeling her power gives Carmen insight into the words, writings and gestures of those around her.]Powers Cost: 82Cost Skill0 Acting 8-0 Climbing 8-0 Concealment 8-0 Conversation 8-3 Deduction 13-0 Language: Latin (idiomatic) (4 Active Points)3 Language: Greek (Modern) (completely fluent)3 Language: French (completely fluent)3 Language: English (completely fluent)0 Paramedics 8-0 Persuasion 8-5 PS: Dance 14-0 Riding 8-0 Shadowing 8-0 Stealth 8-Skills Cost: 17Total Character Cost: 152Base Points: 275Experience Required: 0Total Experience Available: 0Experience Unspent: 0
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