RTJ, Character Creation, Houserules, Character Sheet.   Posted by Tony.Group: 0
 GM, 1 post
Sun 22 Jul 2012
at 23:05
RTJ, Character Creation, Houserules, Character Sheet
Real Age: The game is rated Mature, but I want this anyway.
I am <years> years old, born on <day>/<month>/<year>.  It is legal for me to view adult content in my current place of residence.

What's your experience with Champions 4thed?
Most memorable character moment (any game, any system)?

Proposed Character Name:
Source of Powers:
What is your character's connection to, or why are you in, Portland, Oregon?

Where do you want to take the character:

This message was last edited by the GM at 13:55, Thu 02 Aug 2012.

 GM, 2 posts
Mon 30 Jul 2012
at 02:14
Re: (READ FIRST)Character Creation and House Rules
This is Champions 4th edition; the BigBlueBook edition.

General Description:
   The Game World is like today, but with supers.  I tend to use the assumption that heroes balance villians (in a large scale/strategic sense), so history is basically the same.  There is no magic (though "Any sufficiently advanced technology is indistinguishable from magic").  There are a few aliens on earth, but they are not publically known.  There are supers who claim to be aliens, but all of those that have been examined have been shown to be humans who only think they are aliens.

Most of the classic groups and supers exist in 1 form or another;
 Demon (claims to be magical...but is just advanced tech or perhaps mental powers)

The scenario
   Will involve aliens, a secret invasion and mental powers.

Importance of PCs: You will be one of the few to know the truth.

Character Building Guidelines
 (1) Starting Points: 150
 (2) Maximum Disads: 150 (max 50 from any one category)
 (3) Characters do not start with Characteristics Max disad
 (4) Characters cannot carry normal technology for free
 (5) Any power with a "STOP" or "Magnifying Glass" will get extra scrutiny.
          Stop sign powers will need compelling reason to be allowed.

Power Levels (You may exceed these levels with GM approval)
 Attack: 50 active points (so basically 10d6)
 Defense: 30 active points

Other notes
 Characters should be constructed to work as a viable team.  You can be
- an alien, but you have been ship wrecked on this planet with no way off.
- public id's might not be the best idea.
- you need a reason why you are in the Pacific NW (Or or Wa).

Champions combat will not work in a PbP environment.  So we will be using this,
1- Divide the combatants into Hero's, Villians and innocents/normals (possibly more if there are enough distinct sides).
2- Determine which group goes in what order.
(probably a random roll + dex, this is still to be decided)

3A- Divide the turn into 3 subturns of 4 seconds/segments long.  If you would normally get multiple actions within that time frame, you may act multiple times.
 Example; a 5 speed hero would normally act on 3,5,8,10,12 and would get 1 action on subturn 1(segemnts 1-4) but 2 actions on both subturns 2(5-8) and 3(9-12).  A speed 2 normal would get 0 actions on subturn 1, and 1 action on subturns 2 and 3.

3B- All characters must have the same speed normals2, agents4, supers6.
(we can discuss this before the game starts)

This message was last edited by the GM at 17:45, Fri 03 Aug 2012.

 GM, 3 posts
Thu 2 Aug 2012
at 13:51
Character Sheet
Val	Char	Cost	Roll	Notes
10	STR	0	11-	Lift 100.0kg; 2d6
10	DEX	0	11-	OCV:  3/DCV:  3
10	CON	0	11-
10	BODY	0	11-
10	INT	0	11-	PER Roll 11-
10	EGO	0	11-	ECV:  3
10	PRE	0	11-	PRE Attack:  2d6
10	COM	0	11-

2	PD	0	Total:  2 PD (0 rPD)
2	ED	0	Total:  2 ED (0 rED)
2	SPD	0	Phases:  6, 12
4	REC	0
20	END	0
20	STUN	0	

         Running:	6" / 12"
	 Leaping:	2" /  4"
	Swimming:	2" /  4"

Total Characteristic Cost:  0
Total Powers & Skill Cost:  0
               Total Cost:  0

150+	Disadvantages

Total Disadvantage Points:  0






Campaign Use:


This message was last edited by the GM at 01:10, Sun 12 Aug 2012.