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Arc 1: The Tears of Tierrasola: The first two sessions w/ Drew and Joey vs the Revenants and Antonio Aguilar will be considered the first (short) arc of a loose campaign. Arc 2: Into The Breach: The third and fourth sessions in the game rooms of At Ease Games with the larger group of players against Nikolai and his Cthonically corrupted dimension will be considered the second arc. Arc 3: A Trick of the Night: A night of terror and blood on the Sunset Strip culminating in a all out assault on a Section M facility by vampires and their minions, with our Hunters right in the middle of it all. Lurking behind it all a mysterious master vampire named Vincent, and behind him an even greater and more insidious threat only whispered of by the name of L'Éminence Nocturne. Arc 4: Qlippothic Philosophic: Secret societies, esoteric eschatologies, cthonic cults, and a legend from the dawn of Hermetic magic long believed to be apocryphal...falsely.
I should be running a Champions game (IRL) in the near future, and I've been asked to build all the characters for it. Which simplifies some things, but leaves me getting overly worried about properly balancing the team. (I know that I overthink and overly worry about things, but stopping myself is easier said than done. Oh well.) Also, there will be 7 or 8 players, which is pushing me towards lowering the team power level a bit so that I can keep combats from getting overly bloated. Anyway, the core of the team: After some discussion, the 6th-8th players will be crew members for the band, to be hashed out at a future date. Such concepts as 'a hypercompetent roadie', 'the sound and lights guy', 'a duplicating back-up dancer', and Max Lord'the manager with psychic powers' have been floated. And while not necessarily connected, the band is relatively new, so the characters will still be rookie heroes. So, I'm trying to work out a good power level for the team. In particular, I'd like to be able to run classic Ultimates, with Plasmoid and Charger updated 6th, against the PCs as a fair fight without too much buffing or fudging. Not sure if that is a reasonable goal, though. My thoughts so far are: Aquanet: 10 DC, 5 SPD, 7/7 CV, +1-2 HtH Bondage: VPP – 50 or 60 control cost, 4 SPD, 6/6 CV, +2 Overall Chronic: 8-10 DC, 6 SPD, 7/9 CV Delicious Rick: 12+ DC, 4 SPD, 5/5 CV, +3 Powers, +2 v Range Spandex: 9-10 DC, 5 SPD, 7/7 CV What advice can you veteran GMs and players give this worry-wort?
85 downloadsThe Fifth Edition version of Champions Universe first mentioned an intriguing-sounding location on CU Earth, called the Valley of Night. (The reference has since been reprinted in the 6E update to that book.) Few details about it were ever published, and there are no plans on the part of Hero Games to expand on them. However, I was inspired by that reference, and other elements from the official setting, to develop the Valley of Night for my own Champions campaign. Thinking that other gamers might find a use for them, I posted my (rather extensive) notes to the Hero Games discussion forums -- after first asking permission from Hero Games management -- where they seemed to be generally well received. The relevant discussion thread has long since passed into the obscurity of the forum archive; but this seemed to be an appropriate place to offer this material again for interested parties. This download is a ZIP containing two files. The first is a PDF, a sort of "sourcebooklet," of most of the material I created for the Valley of Night. The second is a RTF document with additional info, mostly inspired by feedback from my fellow forumites. They describe the Valley's history, geography, unique environment and ecology, and society; more than a dozen NPCs and creatures; and numerous plots and plot seeds for using the Valley. Although inspired by official CU elements this material isn't closely tied to that setting; I designed it to be easily inserted into most superhero game campaigns. Although written with a supers game in mind, I also include notes on adapting the Valley to fantasy, pulp, modern adventure, or future sci-fi settings. The material is somewhat bare-bones in format. It lacks character sheets for any of its original characters; instead I suggest modifications to the sheets of similar characters from Hero Games's Champions publications. The modifications are to the Fifth Edition write-ups for those characters, but should pose no significant problems to people using the 6E books they appear in. There are also no maps included -- map creation being a weakness of mine -- although all locations are described in substantial detail. I hope you enjoy your exploration of the Valley of Night. Assuming you survive.
481 downloadsThis is a rebuild of the old Campaign Rules sheet that was offered in 4th Edition Champions. It gives the GM a single sheet to fill out with all the things players may need, including power level ranges, point bases, optional rules, house rules, everyman skills, and so on.