Character Creation Guidelines

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1) Submit a character concept / outline of the back story. This should include the basic character idea with a powers list, complications, and an origin with the source of powers. Remember, we are building a team, so someone with the ‘loaner’ complication will be looked at very closely. We are not after a bunch of UBER characters that don’t need or want the help of others.

2) When the basic concept is accepted, submit a fleshed-out character. If you have access to Hero Designer, please use that. I will try to get a template out with an Everyman skill list and maybe some package deals. At least it will have the base / complication point levels loaded. Also with your character, please include as detailed a back story as you can. All powers and skills need to make some sort of logical sense. Not real world / current tech sense, but at least comic book sense.

3) Costume – There a few ways you can do it. If you can draw, YEA! Champions Online has a costuming section, but it is more limited. Hero Forge is a nice place to make miniatures. You can download a digital version that is usable in Tabletop Simulator and other VTTS, or you can get ‘screenshots’ in Hero Forge even if you don’t pay a subscription.

4) Please try not to discuss your character in games terms with anyone other than the GM or List Owners. We will have a “Rouges” gallery of Heroes and villains, which may include some past player characters from The Sentinals of New Orleans campaign. The gallery will have pictures and brief descriptions of abilities and powers, discussed as if being described in the ‘real’ world, i.e. “Able to leap tall buildings in a single bound” not “he has a 40 STR and Super Leap x32 so that means he can jump 350 feet straight up.”

5) Overall, what we are looking for is characters that will be fun to play in a group. As the number of players increase, you will have the ability to form sub-groups, or play in different cities. Most cities will be ‘team’ oriented for play. As time goes on, we will be adding other cities to the server where other styles of play will be used. The main city will be superheroic in level. Jump

Specifics for Champions United! The Sentinals of New Orleans:

Character Point Guidelines: Base: 400, Complications: 75.

    Attack Power Active Cost: 100 max, 
    Defense Power Active Cost: 75 max, 
    Movement Power Active Cost: 75 to 100 max.
    Powers with a Yield Sign or Stop Sign: Preapproval before use.  
    Skills: Between 15 to 30 points min depending upon character concept.
    Everyman Skills: List to be determined.  

If an everyman skill is used semi-regularly, it must be upgraded to a ‘full’ skill. Also, most everyman skills are not usable in combat and some ‘extra’ time to use will be attached to its use. Once an everyman skill is upgraded to at least an 11 or less, then all restrictions drop away.

Power Frame works:

       Variable Power Pool:  Only allowed with a good background story and character concept.  The framework will be looked at for balance and story continuity.
       Multipower:  No restrictions beyond those in the book.
       List of Banned Powers:  To be determined.
       List of Banned Skills:  To be determined.
       List of Banned Complications:  To be determined.

The complication “Code against Killing” is mandatory for all characters in some form (5 points to 20 point level). Remember The Sentinals of New Orleans have a version of law enforcement powers.

The Sentinals of New Orleans falls under the Semi-realistic leaning towards 4-color comics format.


Specifics for Dark Champions United! Hudson City:

Character Point Guidelines: Base: 175, Complications: 50.

    Attack Power Active Cost:  max, 
    Defense Power Active Cost:  max, 
    Movement Power Active Cost: max.
    Powers: Preapproval before use.  
    Skills: Between 30 to 45 points min depending upon character concept.
    Everyman Skills: – List to be determined.  

If an everyman skill is used semi-regularly, it must be upgraded to a ‘full’ skill. Also, most everyman skills are not usable in combat and some ‘extra’ time to use will be attached to its use. Once an everyman skill is upgraded to at least an 11 or less, then all restrictions drop away.

Power Frame works:

       Variable Power Pool:  Only allowed with a good background story and character concept.  The framework will be looked at for balance and story continuity.
       Multipower:  No restrictions beyond those in the book.
       List of Banned Powers:  To be determined.
       List of Banned Skills:  To be determined.
       List of Banned Complications:  To be determined.

Dark Champions United: Hudson City falls under the Dark Anti-hero comics style. Death is very possible, and collateral damage is concidered.


Specifics for Champions United! Vibora Bay:

Character Point Guidelines: Base: , Complications: .

    Attack Power Active Cost:  max, 
    Defense Power Active Cost:  max, 
    Movement Power Active Cost:  max.
    Powers with a Yield Sign or Stop Sign: Preapproval before use.  Skills need to be between 15 to 30 points min depending upon character concept.
    Everyman Skills: – List to be determined.  

If an everyman skill is used semi-regularly, it must be upgraded to a ‘full’ skill. Also, most everyman skills are not usable in combat and some ‘extra’ time to use will be attached to its use. Once an everyman skill is upgraded to at least an 11 or less, then all restrictions drop away.

Power Frame works:

       Variable Power Pool:  Only allowed with a good background story and character concept.  The framework will be looked at for balance and story continuity.
       Multipower:  No restrictions beyond those in the book.
       List of Banned Powers:  To be determined.
       List of Banned Skills:  To be determined.
       List of Banned Complications:  To be determined.

Champions United! Vibroa Bay falls under