Champions Battlegrounds Fatal Attractions pt.1

28/01/2015

I am exhuming this blog to save some reports of our gaming sessions in the superhero world of Champions. We did play the first 2 parts of Champions Battlegrounds before with more or less a whole year between part 1-2 and yesterday, so we completely changed characters and some players, yet I’ll assume this team was the one who played the first two chapters.

From now on, th eblog will be in Italian, sorry.

The Rifters

Il nuovo team di supereroi si chiama The Rifters, in onore del “rift” dimensionale aperto durante l’avviamento di un grande acceleratore di particelle nei pressi di Millennium City. Da questo varco ne è fuoriuscito The Saint, un demone a quattro braccia che da secoli combatte per conto di una società segreta al servizio della Santa Sede. Ovviamente assieme a lui dal varco sono uscite anche dozzine di demoni intenti a portare caos e distruzione sulla terra, ma il loro afflusso è stato bloccato da Quanton, segretamente lo scienziato a capo dell’esperimento, e da Anathema, un mago che si reincarna dall’alba dell’umanità di corpo in corpo portando con se conoscenza millenaria.

The Saint, Anathema e Quanton sono i Rifters, pronti a difendere la Città del Futuro da ogni minaccia.

  • The Saint, demone forzuto a quattro braccia, impervio alle fiamme e in grado di circondarsi da una coltre di fuoco
  • Anathema, mago depositario di conoscenza di intere dinastie
  • Quanton, che controlla la forza di gravità del proprio corpo e degli oggetti che lo circondano

marvel8

Fatal Attractions: Parte 1

Sull’account di Twitter di Edgar (Anathema) vengono spediti tre biglietti di invito per l’apertura di Omegaworld, un parco giochi dedicato al Telefilm “To Save the World” di cui gli eroi sono appassionati fan. Durante la visita al parco la giostra Shooting Star dedicata al personaggio extraterrestre del Telefilm di cui Saint è innamorato perde il controllo. La centralina che controlla il sistema pneumatico di frenata della piattaforma salta e il gruppo si muove in team per evitare la morte di oltre trenta persone. Saint afferra i binari della piattaforma e comincia  frenare la caduta mentre Anathema blocca con bande magiche il pistone che scorre sulla guida centrale. Quanton fa il resto, ammortizzando la caduta con i poteri gravitazionali.

Tutti salvi, seppure il panico si sta diffondendo nel Luna Park in maniera incontrollabile, nessuno degli eroi pare riuscire a placare la folla che appare fuori controllo in maniera innaturale. Non c’è tempo per riposarsi, siccome dalla giostra “Knights of the Realms” esce un flusso di persone in preda al panico che grida di un vero e proprio massacro a colpi di spada…

Adventures and characters revisions

One of the first things you start to do when learning the basics of the Hero System is creating new characters, or make Hero System adaptations of characters from TV shows, movies, comic books etc. Another thing I have always loved to do is to grab ridiculous/absurd characters from old published adventures and breath new life into them. Once you become skilled in understanding and manipulating the system, you immediately understand when something in a write up just doesn’t work. While characters and modules for 5th edition and 6th edition are always checked and double checked before going to print, same thing could not be said for earlier editions. 4th edition had its good share of good examples of write ups, as well as  some really fragile, absurd, plainly ridiculous ones, but it’s earlier editions of the game when things really cracked down into complete nonsense.

I admit have always had a problem with earlier editions of Champions, when Hero System didn’t even exist as a stand alone organism but there were just Champions, Danger International, Robot Heroes etc, which shared very similar mechanics. When I begun playing Champions the system was undergoing the transition between 3rd and 4th (also known as the Big Blue Book) editions, and while the mechanics weren’t changed dramatically, I could already notice that 3rd level (and previous) adventures somehow lacked a solid logic when dealing with character write ups and stat blocks. I opened old modules and could not fathom how the hell these characters were made: outrageously high characteristics, foci that were not foci, ex soldier villains without skills, heroes with unexplainable relations between powers and effects and so forth.

The adventures, by itself, might not have been that bad. Some of them are indeed legendary, and god knows how I love old D&D dungeon crawls and no-frills action adventures from earlier days of the hobby (even though I am definitely more of a storyteller-type DM than hack-and-slash adventuring and exploring one). However statting and converting characters for Champions, while extremely entertaining (and some would say where the game really gives its best), needs care and deep rooted logic. Hero is a highly “simulationist” system: it gives you all the tools you need to create the character you want, exactly the way you want it. By reverse engineering this logic however, you could define backward exactly how the character looks and behaves just by reading his character sheet. And that’s where I find early adventures lacking.

5th and 6th edition are brilliant on this side. The men behind the new Hero editions are possibly the greatest gurus of the system itself, which believe me, for a system like this one, it means a LOT. Their adventures are not just extremely detailed, but have extremely well formed character sheets, be it for NPCs or sidekicks or heroes. 4th edition was already almost there in general quality. You had everything from the catastrophic European Enemies to very well done sourcebooks like Champions Universe (by famous author Monte Cook). But for earlier editions, things were simply too undefined to find really complete, accurate characters like the ones we have today. My mission in a forthcoming series of posts is to bring these old adventures and character write ups to a vibrant new 5th edition format.

Champions was born in the early ’80s, a time when people made relatively low attention to congruence and realism. If a master villain conquered a state, very few would care to know exactly what would have realistically happened in a modern world. Which agencies, which bureaus, which department or organizations would take care of dealing with the alert, or what kind of standard equipment would the soldiers bring with them. Basically no one knew, or cared about geopolitics or international law enforcement. Things were very focused on the story and action, and nobody really cared for realism, neither the readers nor the writers, who seldom did very in depth research before writing a new story. The same thing happened with RPGs, and Champions adventures had its good share of oddities.

I personally found frustrating no one before 4th edition defined exactly against which parameters we should read the characteristics compared to real world examples. Is STR 20 human potential? Or is it 30? So is Captain America’s STR score a 18, a 20, a 28 or a 30? 4th edition gave us a first broad answer, giving us a glimpse on the matter, which become even more complicated with the Normal Characteristics Maxima disadvantage. While nobody really took care of defining parameters for home made adaptations (the topic has always been too hot even on official boards to give a definitive answer and even the writers never gave an official answer on the matter, preferring to give every master the power to define his own campaign standards), 5th edition gave us a good idea, and hell I can tell you how important it is to know what these characteristics mean when doing conversions or new characters. Have a look around and see how many write ups of spider man are there and how different they are from each other. Is this character I am statting stronger than Spider Man but weaker than colossus? If so then its STR should be something between 45 and 65. Get what I mean?

It has to be said that Champions has still its share of necessary evils even when balancing a broken write up, or making adaptation of fictional characters to make it work in a running game. If you are building a slow, strong super hero, despite your first reaction would be to leave him at SPD 2, DEX 8, you can’t really do that, unless you want to be beaten to death by mostly everybody you’ll ever meet. The mechanics call for some standardization which warps a bit the way you should choose the characteristics for your heroes. In a super-hero campaign a DEX of 18 is to be considered standard, and a SPD of 4 has to be considered barely OK for a slow, tough strongman, even if logic would suggest we’re talking about stats for a gold-medal olympic level martial artist. This is something that has always bothered me, despite the Champions genre book clearly states that the mere fact of being a mutant or having superpowers is enough of an explanation for “legendary” level characteristics. This statements means that if you are a mutant with the power to create exploding balls of colored light, you might as well have a DEX of 26, just like the greatest gymnasts in the history of mankind. Your body is not normal, so your reaction time is higher than normal as well. I know it does n0t sound too convincing, but it’s one of the few compromises you have to accept to play an effective Champions campaign.

Luckily this is a logic that applies only to Superhero campaigns, while in Fantasy, for example, or in heroic campaigns with non-superhuman people as characters, you can better follow realism and good sense.

My mission is to post a few brand new characters, conversions from other systems, but I will probably focus on adapting old characters to new editions, keeping in mind the logic and power levels of a standard Champions campaign.
I love the 5th edition layout, choice of fonts and all (as much as I hate the 6th edition one I admit) so I will probably use that one for these characters write ups. I will post the original character sheet, followed by a general critic, attach a straight adaptation of the character from the original to 5th edition, and then write a third stat block which is the revised, improved edition of the original one the way I would have done it. Follow me and you’ll understand what I’m talking about. Of course I am not a guru of this system so there might be weak points in the adaptations. If you want to give your opinion, feel free to comment each post.

Before starting a flame with Champions players which grew up with third editions that consider it to be the best editions of them all, I would like to say that 3rd edition rules were also different. Desolidification, END Reserve, Damage Resistance, and all Disadvantages in general worked quite differently from the way they work in 4th Edition and above (consider 4th, 5th, 6th editions are extremely similar and compatible, no D&D4E syndrome here). All that said, some conversions will be quite radical. I have to understand what the original writers meant while creating some powers, debug, check and add in every single sheet. This does not mean the original writer were stupid: they were writing for a different, unripe system in a time where players weren’t as picky as I am now on balancing and realism of every character. So don’t consider all these old write ups as disastrous, because for they time they were written, they might as well been OK.

Greetings from Millennium City!

Hi. Mick here. Welcome to my personal Hero Games/Champions RPG webpage. While I originally intended this blog to host only the campaign journal for our brand new 5th edition Champions campaign (started Sunday 10, 2011 for those interested) I have decided to use this container for everything related to the Champions RPG and the Hero System, so also reviews of past Champions products, character write-ups, general discussions on Hero mechanics and so forth. If you don’t know what the Hero System is, or what the Champions setting for Hero System is about, just come back in a few days and look for the “About Us” page.Right now I can just tell Hero System is a universal RPG ruleset you can use for any type of campaign you can think of, from horror to fantasy, from sci-fi to pulp, to superhero setting (which is historically called “Champions”). Champions is thus the name given to the “Super” Hero genre campaigns. An adventure set in the Watchmen or Marvel universe is a Champions campaign. Champions also has is default Champions setting, which is called “Champions Universe”. In truth, in the beginning, there was just Champions… but I digress.

A final note: I am Italian. I natively speak Italian. I was very undecided whether to write the blog posts in my native language so that people unfamiliar with the system (Champions is basically unknown in my country) could read about this amazing game, or go with English. In the end I finally decided to write English posts. I recognized there are so few Hero resources around, and so few blogs and websites that it would have been too elitist to manage a Hero blog only for Italians. How many viewers whoulc I have had? 10? This way, maybe, I can get feedback from more people. Who knows, maybe even other bloggers. Beware, my English is not brilliant: I am no Shakespeare or Milton, so don’t expect perfect grammar. What I can assure is everything is going to be written with passion for the best RPG system ever developed!