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Below are the 20 most recent journal entries recorded in
Champions RPG's LiveJournal:
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|Sunday, June 12th, 2016|
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|Thursday, August 23rd, 2012|
|Friday, July 27th, 2012|
|Wednesday, January 6th, 2010|
The cover for Champion's 6E. I like the design and everything, I just don't like the design of the characters. I guess I'm biased. I believe that they should have used the designs as was and the online game take them, not switch to match the online game.
|Tuesday, November 24th, 2009|
On Limits In Hero Campaigns
So, I've played in a lot of Hero rpgs, and run quite a few, and the problem that vexes me most is often the artificial Limits a GM is expected to set at the start of the game on abilities.
Usually this consists of setting Active point limits, Defense Limits, Damage Limits, Attribute Maximums and Combat to Hit/Defend Values (OCV/DCV) in all the various variations, as well as limits on how many points you can get from disadvantages etc.
Most GMs use this, the prescribed system. Ultimately players take these not as Maximums but required. So that inevitably everything is bought at the maximum at start to survive.
Which means that everything pretty much stays the same and nothing goes beyond X and there is little variation, except in tricks to get around opponent defenses etc.
Boring, and well, Unrealistic.
I'm thinking that one solution mechanically is to remove the top Active Limit on abilities, and instead limit in an interesting way. So that for say every 25 points of Active Power you put into a power you must take a 1/4 disadvantage on the power. You can put as many points as you want but you will have a growing compounding of cost down the line in when you can use it and how it will work.
Thus a 25 point power must have a single 1/4 limit, a 50 point power must have 1/2 in limits etc.
You want a super high powered attack? Sure, you just need to limit it, by say making it take longer to set up/prepare, or depend on a foci that can be broken, or which takes a lot more Endurance energy than a low power version, or which you need to spend more effort and concentration on (and thus make you vulnerable to attack as you can't dodge while preparing it) etc.
Then you can build the character that has a Pistol and the Guy who has the Shoulder fired anti tank weapon and you know the guy with the Pistol can quick draw and shoot it in a single round while the guy with the rocket launcher has to powerup, acquire target and fire a whole lot of pain at someone and that the rocket launcher guy might get shot while he's doing his thing. This makes the smaller fast combatant valuable in some situations that the rocket launcher isn't. Which is a bit more realistic than both of them doing the same amount of damage potential in the end (which currently happens in hero builds).
It forces players to be creative, and for more variation in designs of various abilities.
Am I making sense?
|Friday, September 25th, 2009|
|Tuesday, September 15th, 2009|
|Wednesday, August 26th, 2009|
I'll post my thoughts in a reply since I'm still reading through the books.
Has anyone else picked up 6E and what are your thoughts?
|Sunday, August 16th, 2009|
I picked up a copy of Hero 6 at GenCon (well, a pdf copy, but they'll send me the books when they get here).
First, although the physical product is in two books now (over 700 pages split into a) char-gen and powers; and b) play mechanics and GM stuff), I'll be straight-forward and say there is nothing
on the character sheet that a Champions player ... even a player who has Champions I, II, and II from back in the 80's, would be unfamiliar with. The game has changed more than for any of the previous editions, but this is not
a radically new game (like Champions: The New Millenium, which introduced us to Fuzion).
That being said there are some differences, but on first read most of those are in character creation, not actual play. Thus, if you wanted to use Mechanon, as printed in the back of the various rulebooks, he should work just fine, although some of his point costs might not be an accurate reflection of the new rules.
Likewise, all of the 5th edition "Ultimate X" books are still compatible .. and there are currently no plans to print 6th ed versions of them all.
What has changed? Well, here are some of the changes I've spotted:
Movement is in metres (meters if you prefer), not hexes. You could still use hexes, but they're not the assumed condition.
A dozen skills and a dozen powers have been altered. For instance, since Armour and Force Field were just the same actual power with different modifiers, they're now not separate powers ... but you can still have armour and force fields.
Power framework "Elemental" is gone, replaced by the Unified Power (-1/4) limitation.
The advantage/limitation fractions charts are back! ( :) I missed those!)
Characters require fewer points in Disads (now called Complications) ... so you now take fewer Disads, concentrating on the ones most important to your character.
There are optional rules for Heroic Action Points ... a pool of points that you can use to increase your rolls, and other optional rules to remove the character cost reduction from Complications (the GM just lets the players have the maximum for the campaign) and instead have Complications that occur during play give the character more Heroic Action Points.
In summary. I'd like to say that you are still rolling 3d6 and hoping to roll under your skill value ... this is still the Hero system. But it does represent the largest revision to date.
|Friday, June 12th, 2009|
|Tuesday, May 26th, 2009|
Book of the Machine
Picked it up as a pdf friday. While I'm not impressed with the price as a pdf ($25 more or less) the book is chock full of information. Like the Book of the Destroyer it lists different versions of Mechanon, his bases, hench-devices and other good tidbits. Everything is full color, some of it lifts from previous books (including first edition). The new design for Mechanon based on the online game is...interesting. I can see it as an evolution of the design, not sure if I like it or not, hasn't quite rubbed off on me.
The weirdest part was it talking about using Mechanon in a post-apoc setting. He's won and humanity (including super-heroes) are holding on by a thread. That wasn't weird...going and seeing Terminator: Salvation, where it's pretty much that storyline without Mechanon or Super-heroes was.
I'm not sure what the book will cost, I'm guessing about $40US. If you like him as a bad guy then yes it is worth the price. The major downpoint I saw was that the PDF was color as well, it would have been nice to have a b/w version bundled in to make printing easier. Hero is slowly making a comeback in my eyes. Now if they'd put Luche Libre Hero back in the trashcan where it belongs I'd be happy (well, if they went back to solid four color style gaming I'd be happy).
|Wednesday, April 29th, 2009|
|Thursday, March 12th, 2009|
It looks like I'll shortly be running a Hero System game that borrows heavily from a large number of settings. One thing I want to bring in is a monster that I read about somewhere in some RPG manual. I've looked through most of my source-books for various systems, but have had no luck finding it. I was hoping it would ring bells for someone here.
The creature is a kind of vampire, but it doesn't suck blood. If I recall correctly, it somehow attracts blood to it as if by a powerful magnetic force, the blood splatters on its body and is absorbed through its skin. I don't remember if it has to tear its victims bodies, or if the attraction can be so strong as to pull the blood out of victims who stray too near.
Does this ring any bells? I'd love to find out what it was called and where it was written up. I could just make it up, of course, but some of the fun of this game is going to see if the players can figure out what system/universe/book any particular thing comes from. For that to be fair, I need to base it on more than just a vague memory.
|Thursday, February 19th, 2009|
Online game - Looking for players
Looking for people who are all about the role-playing and not about the rules as much
who would be interested in playing an online Champions game played through a Yahoo Group.
If this interests you, contact me at firstname.lastname@example.org and I'll tell you more about it.
|Thursday, January 29th, 2009|
Ok, so we have an impromptu gaming session coming up on Saturday, but we're missing one key person, so I don't want to continue our ongoing story. I need a quick one-off adventure for 2-3 players for a single session. Genre doesn't really matter - they are usually up for supers, space opera, espionage, urban horror, fantasy, etc. and I probably have characters made up for all of those possibilities.
Thanks for any ideas,
|Wednesday, January 21st, 2009|
Ninja Hero anyone? How can you not be inspired by this piece to do it?
[click for bigger]
|Saturday, December 20th, 2008|
|Thursday, December 4th, 2008|
Hey guys! Nice to meet you! My name's Blake, and I am new to the Champion/Hero System set of RPGs. Initially, my gaming group was running a Mage: The Awakening campaign, but my Storyteller/GM prompted us the other day with a suggestion that we move to some more open/less background kind of system - he found that he really wanted to push things to their natural extremes but given the dense and limiting setting it was difficult to do this.
He sighted the anime "One Piece" as an example of the extremes he wanted to go to; to invent a world where anything could happen and often does. He wanted a very high powered campaign as well, and wanted to see us do impossible actiony things on a regular basis, and not just politic like we were doing in Mage.
As far as setting, Nick, our GM, and I were sort of on the same page - science fiction/fantasy, airships, mechs, giant swords - all the tropes of steampunk and anime and that sort of thing. Michelle, our second player and friend, wanted a modern superhero campaign. We decided that whatever we did, we were going to compromise and bring in elements of both, and concocted the idea of a setting where chunks of the continents lifted into the sky after the great depression and this massive event caused people to change, so that everyone in the world has powers to varying extents. Remnants of bygone civilizations were found in the oceans below where land used to be: relics of civilizations crushed thousands of years ago by millions of pounds of dirt. Everyone interprets their powers differently so some believe they are wizards, and others wear capes and cowels. You have some unusual fantasy elements too like high tech zeppelins roaming the skies, and sky pirates and the like, but you also have police officers and firemen and construction workers just trying to do their jobs, with and without the aid of their powers.
Nick suggested GURPS as the system we used to make this happen, but Michelle advised that "that game Champions" might be the best route, and insisted that it was a malleable enough system that we could bring all of these elements to the table. However, it had been some time since she'd played the system, and we are kind of scrambling through the supplements to find out how to make this work.
(Keep in mind this is supposed to be an extremely high powered campaign, so I know our characters might seem a little broken - Nick just plans to match us up against high powered enemies and puzzles). Michelle plans to play a telekinetic (no telepathy, just telekinesis) who can fly, has rapid healing, and fires energy blasts. When she got her powers she was old, so she has somehow learned to reconfigure her cells to be young and viral, but when she goes to sleep or gets knocked out she turns into an old woman Howl's Moving Castle style. This also provides a constant but minute distraction for her - holding her young state.
I plan to play a mechanical engineer who has transhuman intelligence. He can build things extremely fast like MacGuyver x 1000000, and he can power these machines by bestowing a piece of himself into them. I think Nick and I will come up with stuff I can make as we go along, but initially I want to have a set of powered armor in the tradition of Iron Man, and also a second much larger Mech-like set of armor (12 feet tallish) with much greater strength but slower.
But since we're so new, I was hoping I might be able to get some direction. Can anyone point me in the right direction as far as Hero supplements, chapters, pages I can use to make this all happen? I know, very lazy, but it's quite a difference coming from a system like Mage to something as flexible and expansive as the Hero System. If anyone could offer me any kind of advise it would be EXTREMELY appreciated. Nice to meet you all by the way!