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Found 9 results

  1. So a few friends and myself decided that we wanted to start a superhero rpg and I am to be the GM. I came across Champions Complete and felt that this would be a good game to play, and then I started reading. I'm having a lot of trouble understanding and grasping the game, I don't know where to begin with the questions. Character Creation - I understand that a person is given an x amount of CP, and everything is bought using them, but beyond that I'm lost. Building Attacks - There is no limitation to the kinds of attacks you can make, but the vastness of it confuses me. For example, if I was creating a character like The Flash how would I make a "Lightning Toss" attack? Combat - So based on the character's speed (Base is 2), that's how often they go in a turn and a turn consists of 12 segments. Is there a limit to what you can do during your phase? For example, in DnD you can make 1 move action and 1 attack action along with a bonus action and a free action, but not two moves along with an attack action and a bonus and free action. Is it similar here? Any and all help is much appreciated. I'm sure my questions have been asked before and they'll be asked again so apologies! If having a reference for a hero helps, a player wants to be a speedster similar to The Flash. In you explanation if you could use a speedster that would be extremely helpful (the starting CP for my characters is 300 and 60 for complications).
  2. I need some advice on not overdoing my character creation. I gotten better at building characters but now I'm building them more powerful than they need to be. I was wondering how can I have a concept for a character that doesn't have to be overpowered, deciding the wants and needs, taking out things that seem unnecessary. Any tips?
  3. Hey guys! I'm trying to gm a game of champions with a few friends, but it is far, far more complicated than I anticipated. Is there anybody who would be willing to hop on a google hangouts, discord, etc. call to help us out? Thanks!
  4. Hello. I recently bought the 4th Edition of Champions at my local game store and am running into some issues of min-maxing an attempt at creating the best Superman I can with only 250 character points. If anyone knows and can help me through the process and with concepts I don't quite understand yet in this system, your help would be greatly appreciated.
  5. The 1st RPG game I ever played was Champions (4e I believe) over 20 years ago and after a few sessions was never able to play it again until now (played many other games along the way). I have always been fascinated by the fact that the system allows for anything your imagination can cook up. After two decades w/o being able to play the game I have finally found a group willing to play the game. Anywho, I have an idea/concept for a character I want to do, but I really have no idea how to properly create it; I can grasp how to do a few things, but I am nowhere close to an efficient build as i know its probably possible. I even bought the character creator and the combat tracker software and I am not making much headway. I really don't have the time to sit down and try to read, study, and decipher the Champions Complete book (also have the book). So I was thinking maybe you aficionados of the game might be more than willing to lend me your help and suggestions. P.S. if you use a billion of the abbreviations apparently used I completely understand and won't complain, just know I won't be able to make heads or tails of them. I apologize in advance if this is being pushy for someone who is asking for help. Character Concept/Idea: A human looking alien gadgeteer always dressed in a black suit (tie and accented glowy parts of his eyes and mouth varies in color), thus he is known only as Mr. Suit. His head and hands and forearms were damaged in such way that completely replacing them for bionic ones were they only way to save him. The technology that saved him was space age nanotechnology (did I mention he was an alien?). He is a technopath that can manipulate, control, and rearrange the nanotech that composes his suit (No telepathy or mind blast powers; not that kind of psychic). Some Background Info (we get 400 points total to create): So you can get a feel of what I am trying to build. As a person he should have a nice list of skills at his disposal (a few perks too?). His style is a mix of charm, negotiator, and rogue. He comes from a society akin to how the hutts run their corner of space, but unlike his family he decided to go the opposite way, becoming a pariah to his family. Almost dying at the hands of an assassin's bomb sent by a rival family made him turn a new leaf. Not quite a typical hero (think chaotic evil) he doesn't try or need to kill or maim the bad guys, he just has no problem with it if he has too; after all that's how they were dealt with in his corner of space. As to Powers: I am thinking a variable point pool or a multiform. A) Main Defense: he can rearrange his suit into protective armor. Main offense: he prefers ranged attacks and only does melee when forced to. always has a gun hidden in his suit. he can rearrange it and shift it into a shotgun, rifle, LAW, or a blade weapon. when it shifts it works differently (different powers; killing attack, AoE, etc.) C) Main Non-Combat Travel: creates a motorcycle for his noncombat movement. not considering it have weapons (maybe something like leap to make impressive riding stunts or somesuch), its just for travel or escape. On the other end of the spectrum it could instead shift and become his heavy power armor to combat metas, but this is a cool afterthought, not what am shooting for. Travel: D) Main Combat Travel: considering since its a variable point pool or multiform enhancing his running and making a gadget that gives him flight, but is not carried around w/ him at all times. Complications (what I can think of so far): a) Distinguishing Features: His entire head, neck, and forearms/hands are mechanical. I take it can be concealed and/or disguised, but he only does so if he gets the skill and needs to infiltrate for some reason. b) Hunted: by the rival family that ordered the hit that changed his life forever. c) has no sense of taste and lives off of nutritional shakes that provide all the nutrients he needs and makes him full, but he doesn't care what they taste because he can't taste them. d) Watched by PRIMUS (this is who the characters will be working for) e) subject to orders by PRIMUS (if I could find a way to not have this one thru buying a perk of some sort like galactic diplomatic immunity it would be nice). I appreciate any and all assistance, I welcome any ideas and suggestions, and I thank you in advance. Have a wonderful week and an even better gaming night!
  6. Hi guys, first time poster and first time reading the books. One friend of mine has this game, Hero 6th Core Book I & II, but, since he doesn't like to GM, it was sitting on his desk for a time. As he knows that I do like to GM, and like to learn new rules, he borrowed me the books for a week for me to see if our party would like to play with it. Since I only got the book yesterday, I did not had the time to give more than a precursory read on it, but one thing caught my attention: what are the attributes for? I mean things like Body, Presence, Strenght... I noted that their "rolls" are at 9+(attribute/5), and they do not increase or decrease skill rolls; also, they do not directly modify things like "hit points", chance to hit or be hit in combat, and the like. I come from a Gurps background, so maybe I'm seeing it the wrong way, but it seems to me that there is no reason to have an attribute that is not a multiple of 5, and, even then, they are not that helpful statistically, barring for fitting a character concept. As I said before, I can't see no benefit for a warrior to have Strength 17 instead of 15, and that you can be very agile and yet it do not help on your chance to avoid attacks. What am I missing here? Thanks, and sorry for any errors on my writing, english is not my primary language (and can be a source of my confusion regarding the rules...)
  7. hello world, I am an experienced player but never got to the point were I could write up my own powers, old GM usually did that part for me. My wife and some friends have shown interest in playing but we want to do a fantasy campaign. I'm looking for some help writing up characters. right now just a shapeshifter with a horse, panther, wolf, and falcon forms; and a permanent were-tiger. we are playing 5th edition.
  8. story and combat is what make a table top the story is something I got but being new to champions I need a little help with the combat part -like creation cap for characteristic and powers (like dice pool, flash attack and mental attacks); there characters will be between 300-400 point superheroes 6 edition this is an example of the average boss I plan for them to face that I got from the villains volume one p. 107 (not a solo boss, but one with minions at play point level) avar-7 (will mod hit a bit to fit the story) 820 points paired with 2 400 point allies for a four man or 3 for five man 20 str/ 22 dex/ 30 con/ 20 int/ 20 ego/ 20 pre/ 8 ocv/ 8 dcv/ 3 omcv/ 7 dmcv/ 6 spd/ 20 pd/ 20 ed/ 10rec/ 60 end/ 20 body/ 50 stun (20 rPD/ 20 rED) md 10 powers and skills of note (at least the ones I caught) -density increase (+60 str, +12 pd/ed, -24 kb (not sure what kb is) -desolidification -blasts 12d6, 10d6 aoe 8m radius, 10d6 armor pierce, 8d6 hits desoildfied -+3 to all combat a thanks to all readers and special thanks to all repliers (also thank you Halloween for the extra time it build)
  9. I was setting up for my first game with my group, got stuck trying find a good support hero when I thought up one that got me excited ! his name is the living theatre a psychic actor/ director that couldn't find his place in the theatre and in stead found his place as a hero (rough summary). as a support he needed to be power based and to be honest I just threw together stuff that felt good; so I'm hoping of you people who know there way around character creation could help me take the living theatre the rest of the way. please the powers 80 the performance multi power, 80 point reserve 8f 1) love scene mind blast 12d6 (80 active points), incantation (-1/4), -flood the mind with powerful emotions of love when he say "I love you!" standard range (-1/4) 6f 2) criticism mind blast 8d6 (60 active points), incantation (-1/4) -the head fills with strong feelings of inadequacy while he say degrading things 4f 3) praise drain STR 8d6 (40 active points), incantation (-1/4) -weaken their will to fight with a complement that they can feel in their soul standard range (-1/4) 6f 4) spot light flash sense group (sight), 8d6 (60 active points) -he raises a hand then powerful spot light shines on the hero targeting, gesture (-1/4) 8f 5) ignore dispel 24d6 (80 active points), extra time (extra -he see power, then begins to act disinterested in the fight phase -3/4) 5f 6) Queue mind control (50 active points), gesture (-1/2) -he gestures with his hands that there is something that the enemy should be doing 15 old pro can not be stunned -an acting pro won't freeze up on stage 30 be the hero aid STR 5d6 -he tell someone on the team (sometimes himself) how this is there time, they're the hero 30 blocking teleportation 30m -first thing you learn as an actor is to be where they need you well that's what I got, I could go try to further on my own but this just seem like a good point to ask for advice. want him to be a 400 point to match the other npc's
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