Day 10 is Champions 2nd Edition by George MacDonald and Steve Peterson. It was published by Hero Games.
This is a game that I own most of the 1st, 2nd, 3rd, and 4th edition modules and rules. I have enjoyed reading them over the years and converting them to V&V. The Deathstroke and Coriolis Effect modules were wonderfully fun to GM and take my players through their paces. I have never found a Champions GM with a game that had an opening. So you can say I have loved this game from afar as I have never played it.
For the #31dayCharacterCreationChallenge I will be following the rule books as written. For this character I will be using the Champions Character Generator which came in the Champions III Supplement.
Basic Character Type roll 2d6 (4) – Brick
Here is the Bricks Basic Characteristics for 120 points
STR 30
DEX 18
CON 28
BODY 10
INT 10
EGO 10
PRE 15
COM 10
PD 15
ED 15
SPD 4
REC 12
END 60
STUN 39
Offensive Power d6 (5): Strength: +20 STR (which adds +4 PD, +4 REC, + 10 STUN to figured Characteristics). Full STR costs 10 END per phase. Cost= 20pts
Major Defensive Power 2d6 (8): Force Field: + 10 PD, + 10 ED, fully resistant Force Field at 4 END per phase. Cost = 20 pts.
Minor Defensive Power 3d6 (14): Regeneration: Regenerate 2 BODY per Recovery. Cost = 20 pts.
Movement Powers 2d6 (11): Teleportation: Teleport 15". Cost = 30 pts.
General Powers 2d6 (7): Extra Characteristics d6 (4) Presence: +10 PRE Cost=10 pts
Now I have the option to roll more additional powers to add, replace, or not use to balance the character out. I am going to roll 4 times on the additional powers to see what I get.
Additional Powers 2d6 (3): Brick Offensive Power d6 (4): Strength: ½ END cost on STR. Full STR cost 5 END per phase. Cost = 12½ pts.
Additional Powers 2d6 (7): Major Defensive Power 2d6 (9): Force Field: ½ END cost on Force Field to 2 END per phase. Cost = 5 pts
Additional Powers 2d6 (10): Movement Powers 2d6 (7): Add ability to Combat Teleport. Cost 10 pts.
Additional Powers 2d6 (4): Brick Offensive Power d6 (5): Strength: + 10 STR, +2 PD, +2 REC, +5 STUN, and ½ END cost on STR. Full STR cost + 1 END per phase. Cost = 12½ pts.
Okay, all the rolls added depth to the previously rolled powers. Totally up the costs I am at 260 points. That is a good spot to stop. Reviewing the example character in the rules, the example stopped at 258 so I am confident that will work.
Before I roll for disadvantages there are 2 Optional rules I will consider first. The two Optional rules are Overall Limitation and Specific Limitations. In all the character books and adventure modules the majority of the powers have Focus and Limitations so I will roll to see if these powers are the same.
Overall Limitation Chance d6 (4): There is not an overall limitation.
Now I will roll for a Specific Limitation on a Power. While I had more rolls than 5 powers, all my additional rolls added to the same power.
Specific Limitation on Strength Power 1d6 (2): Power has no specific limitation
Specific Limitation on Force Field 1d6 (6): Power has a specific limitation 1d6 (2): Endurance Battery 1d6 (2) x2 Battery (+1), Battery of 4 END, Recovery of Battery 2d6 (10) 1 Pip per Phase (-3 Levels): This reduces Force Field from 25 points to 20 points.
Specific Limitation on Regeneration 1d6 (5): Power has a specific limitation 1d6 (6): Limited Uses 2d6 (6): 3 Charges (+1¼). This reduces Regeneration from 20 points to 16 points.
Specific Limitation on Teleportation 1d6 (5): Power has a specific limitation 1d6 (5): (+ ¼) can’t memorize locations to teleport to, can only teleport to where he can see. This reduces Teleportation from 40 points to 32 points.
Now it is time for Disadvantages. I need 143 points of disadvantages.
First is Character Identity 1d6 (4): Secret Identity – 15 points
Disadvantage Type 1d6 (5): Combat Disadvantage 2d6 (5): Psychological Limitations: Frequency (6): Very Common, Reaction (2): Unusual - 15 points – Boisterous, taunting opponents
Disadvantage Type 1d6 (6): Combat Disadvantage 2d6 (6): Psychological Limitations: Frequency (3): Common, Reaction (6): Collapse or Retreat - 20 points – Code against Killing
Disadvantage Type 1d6 (1): Campaign Disadvantage 1d6 (2): Dependent NPC: Frequency (2): Infrequently, 8 or less, Competence (4): Normal - 10 points - Sister
Disadvantage Type 1d6 (2): Campaign Disadvantage 1d6 (5): Hunted: Size (1) Single person; Quality (6) Supervillain and Agents, Persistence (1): Occasionally, 8 or less - 20 points – Dr. Destroyer
Disadvantage Type 1d6 (1): Campaign Disadvantage 1d6 (2): Dependent NPC: Frequency (6): Frequently, 14 or less, Competence (3): Normal – 20 points – Wife
Disadvantage Type 1d6 (6): Combat Disadvantage 2d6 (4): Physical Limitation: Frequency (3): Frequently, Degree (5): Greatly - 20 points – Runs at ½ speed.
Disadvantage Type 1d6 (6): Combat Disadvantage 2d6 (8): Vulnerability: Frequency (1): Uncommon Attack, Amt of Dmg (6): 2x STUN, 2x BODY - 20 points – Poison (Attack with No Normal Defense).
Disadvantage Type (Picked): Campaign Disadvantage (Picked): Hunting: Hunting Viper on an 8 or less to bring them in. – 5 points
Now to update the BCs
STR 30 (60)
DEX 18
CON 28
BODY 10
INT 10
EGO 10
PRE 25
COM 10
PD 15 (21)
ED 15
SPD 4
REC 12 (18)
END 60
STUN 39 (54)
Now to combine the Powers from the different rolls:
45 Strength: +30 STR (which adds +6 PD, +6 REC, + 15 STUN to figured Characteristics) Full STR costs 6 END per phase.
20 Force Field: + 10 PD, + 10 ED, fully resistant Force Field at 2 END per phase. Battery of 4 END, Recovery of 1 Pip per Phase.
16 Regeneration: Regenerate 2 BODY per Recovery. 3 Charges per day.
32 Teleportation: Teleport 15" with ability to Combat Teleport (Teleport 7.5” and Attack). Instead of memorizing a location for 1 point, he can’t memorize locations; can only teleport to where he can see.
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