iena Posted January 5, 2016 Report Share Posted January 5, 2016 Hy everybody, I'm an Italian newbie GM of Champions: Complete and I would have some miscellanea questions about this beautiful RPG: 1) is the handbook "Champions: Powers" compatible with the system "Champions: complete" or some modification is required? 2) In general could I use all the material flagged "6th edition" with "Champions: Complete"? 3) Help needed to understand the best first approach to the system: to start with Marvel/DC well known heroes (like Daredevil, Spiderman ect,) or with completely original and new heroes? Thanks for your collaboration and understanding. Riccardo Quote Link to comment Share on other sites More sharing options...
TheDarkness Posted January 5, 2016 Report Share Posted January 5, 2016 I tend to do original stuff, but, when I am confused about how to build a power, I often will look up builds on the major comic book heroes that people have done. Aside from that, others here can give more expert advise on the system than I. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted January 5, 2016 Report Share Posted January 5, 2016 Welcome to HERO iena! 1) yes 2) yes 3) That's really up to you. Sometimes simple characters are easier to start with but several board regulars have posted various DC and Marvel characters on the forums and personal websites. HM Quote Link to comment Share on other sites More sharing options...
Tech Posted January 5, 2016 Report Share Posted January 5, 2016 You could show the players how Daredevil, Spiderman, etc might be built, and then encourage them to create their own. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted January 5, 2016 Report Share Posted January 5, 2016 Many DC and Marvel characters have been written up at various point levels. The Forums recently archived a lot of these older posts. Fan Web Sites abound. Quote Link to comment Share on other sites More sharing options...
Doc Democracy Posted January 5, 2016 Report Share Posted January 5, 2016 I think for first characters it is best to begin with very simple archetypal characters. A strong man, a man that flies and shoots energy blasts, a dextrous man that fights using martial arts etc. Everyone can get their head round those concepts and they are easily built. Once they are content with the game and how it works then I would allow them to add-on more complex things to their characters that turn them into more rounded characters (or allow them to design something entirely new). I never tie a player to a character concept until they have played it a few times. Bring all your questions to the boards. Folk love commenting and you will get a variety of answers to most questions allowing you to choose the one you like most... Doc Quote Link to comment Share on other sites More sharing options...
iena Posted January 5, 2016 Author Report Share Posted January 5, 2016 First of all, thanks a lot for your answers guys... I see the light at the end of tunnel... Actually, the first contact with hero system can be quite hard... especially when you are an old D&D player/master. I hope this topic could be a good starting point for every newbie... Doc Democracy, what do you mean with "Bring all your questions to the boards"... Sorry but I'm not an expert of the forum and I don't know all the available tools Quote Link to comment Share on other sites More sharing options...
TheDarkness Posted January 6, 2016 Report Share Posted January 6, 2016 The boards are the forums. He's saying feel free to post your questions on the forums here, and usually someone can answer them. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted January 6, 2016 Report Share Posted January 6, 2016 Good thread to start with: Welcome to Hero Forum - Please Introduce yourself (especially Lurkers) And some classic characters modeled in HERO: http://www.herogames.com/forums/files/category/3-characters/?dosort=1&sort_key=file_downloads&sort_order=desc&filter_key=all Quote Link to comment Share on other sites More sharing options...
Tasha Posted January 6, 2016 Report Share Posted January 6, 2016 Might I also recommend Champions Villains vols 1-3 Champions Powers is also great. It's full of powers for a variety of different power sets (ie Fire, Cold, Mental etc) Also the Hero Designer Software makes character generation much faster and easier (it runs in Java, so works on both Windows and Macintosh) Quote Link to comment Share on other sites More sharing options...
Lucius Posted January 6, 2016 Report Share Posted January 6, 2016 I believe Champions Complete has some sample superheroes. You might try starting the players out with those, with the promise of being able to build their own unique characters after they've had a chance to learn how the game plays. Lucius Alexander House of the Palindromedary Quote Link to comment Share on other sites More sharing options...
Tech Posted January 8, 2016 Report Share Posted January 8, 2016 Might I also recommend Champions Villains vols 1-3 Champions Powers is also great. It's full of powers for a variety of different power sets (ie Fire, Cold, Mental etc) Also the Hero Designer Software makes character generation much faster and easier (it runs in Java, so works on both Windows and Macintosh) I wouldn't recommend these recent 6e versions for a beginning GM or player: I'm seeing alot of powergaming in this, with power levels quite high (yes, I consider Slug's 20d6 attack too high) but this is my opinion. Quote Link to comment Share on other sites More sharing options...
steriaca Posted January 9, 2016 Report Share Posted January 9, 2016 I believe Champions Complete has some sample superheroes. You might try starting the players out with those, with the promise of being able to build their own unique characters after they've had a chance to learn how the game plays. Lucius Alexander House of the Palindromedary Yep. The "beginning" levels of the Champions, minus Nighthawk, but add Kinetic. As for villains, Arrowhead, Black Harlequin, Esper, Green Dragon, and Shrinker. No VIPER Agents (wtf? They were the staple of villainous agents.) Stats for normals on page 207. Example Automatron (zombie). I miss the snakes, but you could modify skillrd normals into 300 point + 50 points in complications guys your heroes can fight. Quote Link to comment Share on other sites More sharing options...
Tasha Posted January 9, 2016 Report Share Posted January 9, 2016 I wouldn't recommend these recent 6e versions for a beginning GM or player: I'm seeing alot of powergaming in this, with power levels quite high (yes, I consider Slug's 20d6 attack too high) but this is my opinion. There are a range of powerlevels in the books. There are plenty of Villains and groups in vol II and III that will challenge a 400pt Superhero team. Quote Link to comment Share on other sites More sharing options...
iena Posted January 19, 2016 Author Report Share Posted January 19, 2016 Hi Again, As suggested by some expert user, I'm going to ask again some questions using the same topic. A friend of mine had just bought a copy of Hero system Martial arts 6th edition. He wants to create a perfect martial artist by using more specific options. My question is: may I use the handbook "tout court" without any modification? Is it completely compatible with champions: Complete? Sorry this basic question but as newbie it's quite hard to me to let the players completely free and keeping the game well balanced... Quote Link to comment Share on other sites More sharing options...
Tasha Posted January 19, 2016 Report Share Posted January 19, 2016 all of the HS 6e Books are completely compatible with Champions Complete. CC is 6th Edition Champions, with a lot of the extra examples edited out for brevity. It's meant to be completely compatible with everything in the 6e product line.So Yes anything in Hero System Martial Arts 6e book is totally compatible. No modification required. Also, the community has never complained about any version of the Martial Arts supplements being overpowered. You should be totally fine.Enjoy! Quote Link to comment Share on other sites More sharing options...
Scott Baker Posted January 19, 2016 Report Share Posted January 19, 2016 Hero System Martian Arts 6e book You've piqued my interest! Maybe now I can run my Canals of Mars campaign! Quote Link to comment Share on other sites More sharing options...
Tasha Posted January 20, 2016 Report Share Posted January 20, 2016 You've piqued my interest! Maybe now I can run my Canals of Mars campaign! So Yes anything in Hero System Martian Arts 6e book is totally compatible. No modification required. Also, the community has never complained about any version of the Martial Arts supplements being overpo Stupid autocorrect.... stupid cold... Quote Link to comment Share on other sites More sharing options...
Dino Posted January 20, 2016 Report Share Posted January 20, 2016 Also the Hero Designer Software makes character generation much faster and easier (it runs in Java, so works on both Windows and Macintosh) It also works with GNU/Linux systems. Quote Link to comment Share on other sites More sharing options...
bigdamnhero Posted January 20, 2016 Report Share Posted January 20, 2016 All the 6ed books should be fully compatible with CC. For that matter, most of the 5ed books can be converted to 6ed with minimal effort. Heck, I've used stuff from 4ed supplements in 6ed games with only minimal modifications. Quote Link to comment Share on other sites More sharing options...
TheDarkness Posted January 20, 2016 Report Share Posted January 20, 2016 My degree is in Martian Liberal Arts, does this now mean I can find a job at Hero? Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted January 20, 2016 Report Share Posted January 20, 2016 Maybe you can be the official Hero Chronicler. Quote Link to comment Share on other sites More sharing options...
iena Posted January 29, 2016 Author Report Share Posted January 29, 2016 Hello Everybody, New week... New basic question for you all. Topic of the day: MULTIPOWER FRAMEWORK. I'm studying the topic to explain it to my players (not very expert with the english tongue). Now I know how to build a Multipower (fixed cost slot, variable cost slot and so on) but I would need a real exemple of how to use it during a real game situation... Do you know if I could find some document / player aid like the one I've for the combact? Thanks. Quote Link to comment Share on other sites More sharing options...
Doc Democracy Posted January 29, 2016 Report Share Posted January 29, 2016 Iena Think of it like having several gadgets that all take batteries. You do not have enough batteries for all the gadgets to work at full power. You need to decide how many batteries to put into each gadget. That means you could have a few at full power and others unable to work or you could spread it around and have them all active but possibly none of them at full power. There are options that make things more complex than that but this is how I explain it to my son's 11 year old friends. :-) Ultra Boy from the Legion of Superheroes is the archetypal hero built with a multipower. Doc Quote Link to comment Share on other sites More sharing options...
TheDarkness Posted January 29, 2016 Report Share Posted January 29, 2016 I've always liked Ultra Boy. Quote Link to comment Share on other sites More sharing options...
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