Saturday, August 23, 2025

Farewell, Puppy-Girl...


Raven Sprigg, 8/31/2013 - 8/23/2025

The best dog ever. We will miss her so, so much.

Friday, August 22, 2025

Let's Read Champions 1e (page 11)

Okay, we've got more skills. Three of these ended up as powers in later editions, but for now they are just plain skills. Let's dive right in.

First up is Lack of Weakness. This, as I mentioned, was made into a power later on. It's a counter for Find Weakness, of course. It costs 5 points as a base, which subtracts 5 points from the enemy's Find Weakness roll. Every additional point spent on this skill further reduces the enemy's roll by one point.

Next is...Luck. I'm not sure how this would have qualified as a skill, which is why it ended up not being a skill later on as well. You can buy up to three levels of Luck for 5 points apiece. The higher your Luck, the more lucky you'll be with some pretty ridiculous results at times. Basically, when you're in deep doo-doo, you make a Luck roll, which is 1d6 for each level of Luck you have. Every 6 you roll counts as one level of Luck. At Level 1, you might get a clue, or your opponent might be distracted somehow, giving you a quick advantage. At Level 2, you get into coincidences like running into the person you really needed to find, or your opponent's weapon malfunctions. At Level 3, it's the ridiculous results. You're falling to your death, but there happens to be a huge pile of mattresses at the bottom that save you. That sort of thing.

The next skill is Martial Arts. This is very generic; you get access to the Martial Attacks on the Combat Maneuvers Table (which we'll get to later on), which are more effective than normal attacks. There's no distinct style such as Kung Fu or Karate; you're just a martial artist. You pay your Strength value in points; if you have a 10 STR, you pay 10 points. 20 STR, 20 points, etc. You can also pay an additional cost of half your STR total to get a damage multiple of +1/2 to your attacks. The minimum cost is 10 points, so weak characters are still going to pay full price.

The last of the 'skills that should be powers' is Missile Deflection. You can deflect a ranged attack as a DEX roll (9 + DEX/5) at a cost of 10 points. It costs 3 additional points to add 1 point to your Missile Deflection roll target. The only attacks that can't be deflected are mental attacks, No Normal Defense attacks, and attacks you can't anticipate. It takes a half-move action to deflect an attack. If the incoming missile is heavy (half or more of your STR weight limit), you can't deflect it. If it's not your turn to act, you can Abort your next action to attempt the missile deflection; this just means you miss your next phase action. Once you're using this skill, you can keep doing it no matter how many incoming attacks there are, until your next phase. However, the more you try to deflect, the harder it gets (-2 cumulative penalty for every missile deflection attempt after the first one). Normally, you have to have some sort of item (a shield, a billy club, etc.) to use this skill, although you don't get a Focus limitation on it.

Next is Security Systems. This is your ability to get past locks and alarms. It's an INT roll, costing 5 points for the skill and 2 points per additional point to the roll. This skill covers both electronic and mechanical security devices, so it's very versatile.

Finally, we have Skill Levels. This is a bonus that you can buy to various skills, powers, or attacks, making you more adept at using them. There are different types: Specific (costing 3 points and affecting a single attacks, power or skill), General (5 points, one class of powers, skills, or attacks), and Overall (10 points, affecting any power, skill, attack, or action you take). You have to apply the level to whatever action you are taking, and it is locked in until your next phase. So, if you use your 10-pt level to increase your Energy Blast attack roll, you can't switch it to your Missile Deflection until your next phase.

And that's it for this page. We're nearly done with the skills, and then we'll start into the powers.

Wednesday, August 20, 2025

Let's Read Champions 1e (page 10)

Okay, so we're back with another page of the 1st edition Champions rulebook. We'll cover the character sheet, and start on the skills available for characters in the game. The Champions character sheet has always been one of the best in any RPG; it covers everything and leaves room to add more if and when it comes along. All the formulas needed to calculate figured characteristics are included, as well as all the combat stats needed to keep your character going in a fight. The best part of the sheet is the outline, which gives the player a chance to visually represent their character right on the sheet. There are eight different sheets, all identical except for the character outlines.

Next up, let's talk about skills. Skills are defined here as 'abilities that characters can learn.' Skill rolls are made by rolling 3d6 and trying to get lower than your skill score. Most rolls in the game are the same way: Roll low. Consistency is a good thing, especially for an early-80s RPG. There's a note that any modifiers to a roll affect the target number, not the roll itself. And skills can't be included in a Multipower or Elemental Control, neither of which have as of yet been defined.

So, the first skill on the list is Acrobatics. A classic of the genre; heroes from Batman to Spider-Man to Daredevil to...well, it's a very, very common skill nowadays. It costs 10 points to acquire this skill at a DEX roll level, and you can boost your skill score by 1 point for every 2 points you spend. Successful Acrobatics means your DCV is increased by 2. That's certainly handy.

Next up is Climbing. Another Spidey special. Although the skill requires handholds; you're not climbing up a glass skyscraper with this skill unless you've got some hardcore climbing gear. Still, this skill only costs 5 points to get started at a DEX-roll level, and 2 points gets you an additional +1.

Computer Programming is next, and it costs a mere 5 points to get it. But in 1981, computer programming was a lot different than it is now. No internet, for starters, unless you were working in certain government agencies or on campus somewhere. Tech was really primitive; I remember when having 64K of RAM was considered high-tech. Nowadays, anything under 64GB is considered obsolete. This one is an INT roll, obviously, and it's 2 points to gain an additional point.

Detective Work...well, that covers a lot of ground, doesn't it? This skill list isn't going to be nearly as large as it is in later editions, but it looks like we're getting the basics. So far, all of these skills would have been handy for a Batman-style vigilante. For this one, it's pretty generic and widespread. 5 points for the base skill, +2 points per additional point.

Disguise, another INT skill, is next. I would think PRE would be more useful here, but I didn't make the rules. It's a pretty effective skill, though, requiring Perception checks at -5 to penetrate the character's disguise. Of course, if they do penetrate it, the character might be in trouble.

Finally, for this page, we have Find Weakness. I remember this one being in the Powers section at one point, but I could be mistaken. Anyway, this one costs 10 points and doesn't have a base characteristic attached to it, so it's a straight 11- roll. And unlike the other skills, it costs 5 points to bump your roll up a single point. Yikes. Of course, it's that expensive because it's a hell of a useful ability to have. A successful roll halves your opponent's defenses, and you can make successive rolls. As long as you keep succeeding, that is; once you fail a roll, that's it, you can't find any further weaknesses on this opponent. And the more rolls you try, the harder it is to succeed; every roll after the first one takes a cumulative -2 penalty to each roll. Note that this skill is restricted to one particular attack form; you can't just Find Weakness in general and have all your attacks striking half your opponent's defenses. You have to tie it to one of your particular attacks, such as punching, or firing your energy blast. Finally, Find Weakness doesn't carry over; once the battle is over, so is the Find Weakness effect. Next time you fight that villain, you'll have to start Finding Weakness earlier. Oh, and the roll is modified by your range from the target, too; -1 for every 3" of distance.

And that covers this page. Six skills so far, all of them useful (and all of them suitable for Batman). We'll continue with this next time.

Sunday, August 17, 2025

Prayers Answered


So, after a trip to the vet and some fairly pricey medicine, our puppy-girl is doing better. She's got arthritis, which isn't curable but is manageable. We figured out to get her to eat her food to take the medicine (canned dog food is the key), so she's walking better without so much limping. She's still not chasing raccoons and chickens, but at least she's not whimpering in pain with every step. I don't know how long the medicine will be effective, but I'll take whatever we get. As I said last time, we aren't ready to say good-bye just yet.

So, for those who did keep Raven in your prayers, thank you, and God bless.

Saturday, August 16, 2025

Let's Read: Champions 1e (page 9)

Page 9 is the last page covering characteristics. Specifically, it covers Strength and how it works in the game with regards to lifting, jumping and throwing. There is a Strength Chart that runs from -20 to 100 STR, in increments of 5 points. It's very useful to see what that Strength score actually means in the game. The lifting capacity goes up very quickly; as mentioned earlier, 5 points of STR doubles your lifting capacity. So, a STR of 10 means you can lift another human (100 kg), but that's about all you can do with them; you can't toss them or long jump with them on your back. At 15 STR, you can lift twice that amount, or 100 kg. 20 STR is 200 kg, and the example of a motorcycle is given. At 45 STR, you can lift an F-15 over your head (jet fighter). The chart tops out at 100 STR, which means you can life a 25 kiloton battle cruiser. That will impress the ladies.

The Chart also gives damage done for punching, or the additional amount of damage done by hand-to-hand (not ranged) killing attacks. The normal damage is 1d6 per 5 points of STR, so a 50 STR brick does 10d6 points of damage when he punches someone. A 20 STR character with a sword does an additional 1d6 points of killing damage on top of what the weapon itself does. That can get pretty nasty at higher strengths. Finally, there's the jumping distance (broad jump, not high jump). It's 1" per 5 points of STR, so a 70 STR character can broad jump 14", or 28 meters. Hulk can do that in his sleep.

While the chart only extends to 100 STR, you can go further using the different formulas for lifting, damage, jumping, and killing damage. The lifting formula is the only complicated one, where your lifting capacity is 25 kg x 2(STR/5). So divide your Strength score by 5, double that result, and multiply it by 25 to figure out how many kg you can lift. I would presume there is no rounding here, so a STR of 12 would mean the calculation is 25 kg x 2(12/5), or 25 x 2(2.4), or 25 x 4.8, which works out to 120 kg. A STR of 18 would be 25 x 2(18/5), or 25 x 2(3.6), or 25 x 7.2, which is 180 kg. And...that formula doesn't fit with the numbers on the Strength Chart.

And now I see why the typesetting looks the way it does. I initially thought it was a printing error, but no, the (STR/5) is actually...an exponent. That's right, we're doing serious MATH here, people. Let's try that again. So, a STR of 12 would be 25 kg x 2^(12/5), or 25 x 2^2.4, which works out to 132 kg. 18 STR is 25 x 2^3.6, or 303 kg. Okay, those numbers make more sense. And no, I did not work those numbers out in my head; calculators are still your friend.

As far as I know, this is the most complicated math in the entire system, and I've played it through 5th edition.

Damage is 1d6 per 5 STR points; Jumping is 1" per 5 STR points; and killing damage is +1d6 per 20 points. That will be modified in later editions, but for now it's an easy calculation that makes up for the exponential lifting capacity formula.

Next up is Throwing Distance, so again a Strength thing. Some objects are balanced for throwing; some are not. Balanced objects can be thrown much further (five times as far) than unbalanced objects. To figure out how far you can throw something, simply figure the minimum strength needed to lift the object (the examples in the Strength Chart will be helpful here) and subtract that from your STR score. Once you have that number, consult the Throwing Distance chart to figure out just how far you can throw it.

Now, this does lead to a slight issue that has been known about for a long, long time in the Champions system: the baby quarterback. Babies have an effective STR of 0. The example object for -20 STR on the Strength Chart is a football. Subtracting -20 from 0 gives a result of 20. Looking at the Throwing Distance Chart, that means a baby can pick up a football (balanced object) and chuck it 40", or 80 meters. That's 87 yards to you Americans. Heck, that baby can toss a shotput (-10 STR) half the distance he can throw the football. So needless to say, there's a wee bit of an issue with the Strength calculations, but we'll leave those alone for now.

The basic calculation for throwing distance is simple enough; 2" per point of Strength for a balanced object (anything from a ball to a girder to a manhole cover), and 2" for every 5 points of STR differential for unbalanced objects (like a car or a grumpy supervillain). If you're throwing the object straight up, the distance is halved.

And now we have a brief section on rounding numbers, which is very handy in a game that uses fractions and stuff. The rounding rules are simple enough; round to the nearest whole number. So a CON of 22 means your ED = 22/5 = 4.4, which rounds down to 4. For a 23 CON, the calculation becomes 23/5 = 4.6, which rounds to 5. So for two power points, you gain an additional point of Energy Defense, which isn't a terrible deal. The one exception to rounding is, as mentioned before, the SPD figured characteristic, which never rounds up; fractions are always retained.

Lastly on this page, there is a note about the eight character sheets in the center of the book that can be photocopied by players (permission is explicitly given). Ah, the good old days before you just printed off the page from a PDF. We had it so rough back then...

And that does it for page 9 of 1st Edition Champions. Next up...skills!

Wednesday, August 13, 2025

Let's Read: Champions 1e (page 8)

Alright, we're looking at how figured characteristics are actually figured, and what each of the characteristics actually does in the game. This is a pretty busy page, so let's jump right in.

The figured characteristics, as mentioned last time, are Physical Defense, Energy Defense, Speed, Recovery, Endurance, and Stun Pips. Three of them are figured from Strength (PD, REC, STUN), four from Constitution (ED, REC, END, STUN), and just one from Dexterity (SPD) and Body (STUN). So these are pretty important characteristics to have good scores in.

Physical Defense is Strength divided by 5; Energy Defense is Con/5. Recovery is those two numbers combined. Endurance is just double the CON score. STUN is your BODY plus half your STR and half your CON. Finally, your Speed is 1 plus your DEX divided by 10. There's no indication yet about rounding partial numbers, though.

So, once the figured characteristics are figured, you can still add to them by spending more Power Points. If you want, you can even reduce some characteristics below the base of 10 to gain back points. So a dumb character with an INT of 6 would get 4 Power Points to spend on something else. You can reduce any or all of your primary characteristics, but only one figured characteristic. There's no specific reason given for this restriction, so use your imagination.

Okay, so now it's the individual characteristics themselves. We start with the primary ones, in listed order, and I'll include examples of characters that would be examples of each characteristic. Strength is first, and most people can figure out what Strength is used for. It determines your damage done in hand-to-hand combat, as well as how much you can carry, lift or throw. Five additional points of STR basically doubles your carrying capacity, and it's a cheap 1 Power Point per point of Strength. There are a lot of bricks in comics, from Superman to the Thing.

Dexterity represents coordination and agility. Your Combat Value (OCV and DCV) is based on your Dex. Some of your skills are also based on this characteristic, and it's an expensive one: 3 Power Points per point. Dex is the most expensive primary characteristic, which shows how important it is in the game. Spider-Man is the obvious example here.

Constitution is your overall health. It keeps you from being stunned, and adds to four of your figured characteristics. It's 2 Power Points to boost your Con. The Juggernaut is a great example of a high CON.

Body Pips is effectively your 'hit points'. Lose all your BODY points, and you're dead. Same cost as Con. Wonder Man would be a guy with a very high BODY score.

Intelligence is brain power, but not mentalist-type brain power. Reed Richards brainpower, not Professor X. It adds to some skills and your Perception rolls, and costs 1 point per point.

Ego is the Professor X type of brainpower. Strength of will, that sort of thing. It determines your base Ego Combat Value (ECV) for mental combat. 2 points per point.

Presence is your charisma. Presence actually does have a combat use, so it's important to not skimp out on it, and it's cheap at only a single point per point. Captain America is loaded with Presence.

Comeliness is your looks. 1 Power Point gets you 2 points of COM. Wonder Woman comes to mind, as do dozens of other heroes and heroines.

Alright, it's now on to the figured characteristics, starting with Physical Defense. You subtract your PD from both the STUN and BODY from normal (not killing) attacks of a physical nature, by which I mean physical impacts such as punches. As mentioned above, it's 1/5 of your Strength score, and costs 1 point to boost it by a point. I mean, most of the people who qualify as bricks would have a very high PD score, so pick one. I'll go with the Rhino, one of Spidey's villains. Quite a tough guy to hurt.

Energy Defense is your toughness against energy attacks such as fire, intense cold, or lightning. It's the same as PD except it uses CON as the base. Human Torch would have a very good ED.

Speed is just how many actions you can take in a 12-second turn. There's note here that Speed is the only value in the game that does not round off in favor of the character. Which means that all the rest of them do. So, if you have a STR of 28, your PD would be 28/5=5.6, which rounds up to 6. But Speed doesn't work like that. It's your Dex divided by 10, plus one more. So the base character (10 DEX) has a base SPD of 2. If your DEX is 18, your SPD becomes 2.8, which rounds down to 2. If you want to bump it up to 3, it will cost you 1 point per 1/10th of a Speed point. In this case, it would be a cost of 2 points to get you to SPD 3. If you want to bump it up further to 4, it costs an additional 10 points, for a total of 12. Flash would have a high SPD score.

Recovery is how fast you come back from being knocked out or exhausted. The base is your STR/5 plus your CON/5, and it costs 2 points per point of REC. Wolverine is the obvious example.

Endurance is how much energy you have to do things like fight or fly or blast people with your megabeam. It's double your CON, and it costs 1/2 a point to boost it by 1 point, or 1 point for 2 pips of END. Hulk has almost limitless END.

Finally, there's Stun Pips, which is your 'knockout hit points'. If your STUN is zero, you're out cold, but you're not in danger of dying. It's calculated, as mentioned above, as BODY + 1/2 STR + 1/2 CON, and it costs 1 point to bump it up 1 more point. There are more examples than I can count that would have a high STUN score. Again, it's a common thing with bricks.

So, that's it for the characteristics, or at least their basic descriptions. We'll get some more information on what your STR score is good for in the next installment. See you then.

In the meantime, if you're interested in the history of 3rd edition D&D, check out my 25 Years Ago... blog which is taking us through the publication of 3rd edition and its many, many add-ons. It's a lot of fun to go through this stuff, so come have a look-see.


Sunday, August 10, 2025

Let's Read: Champions 1st Edition (page 7)

Hello again, and welcome to the next episode of this Let's Read. Today we'll be covering the topic of Character Conception, as well as learning what the basic character is like in a Champions game. Sounds like fun? Well, too bad; we're doing it anyway.

Since Champions is a point-buy system with no random element in character creation, Character Conception is vital to making a workable character. There are three suggested starting points for a character concept: Abilities, Name, and Costume. All three are briefly described as follows: For Abilities, the player may have an idea of what kinds of powers and skills he wants the character to have, like super-strength or powerful energy bolts. If your starting point is a Name, then that name might suggest certain powers and abilities (two examples are given: Ogre, with super-strength, and Starburst, who uses energy blasts). Finally, the Costume outline on the character sheet can be inspiring for artistically-minded players, who might doodle out a costume that suggests something about the character, such as a shield or gun.

The best character concepts are the ones in which the character's powers, skills, characteristics, limitations, and disadvantages all fit together in a logical way to give a well-rounded character. But there are other factors that need to be considered when putting together a 'well-rounded' character.

For example, how will your character get from place to place? Can you fly? Run fast? Teleport? Catch a cab? That last one would be rather embarrassing, wouldn't it? Make sure your character has a way to get around that fits the concept. Maybe you've got boot-jets on your powered armor. Maybe you have wings. There are plenty of options for movement in the game, so make sure you have that covered.

Next, you need to have a way to actually stop a villain. Few of them will surrender just because a super-hero shows up. So, offensive capability needs to be considered. There are lots of options for attack powers in the game: Energy blasts, killing attacks, mental attacks, punching, martial arts, etc. A superhero who can't fight is just a clown in a costume.

Defense is also important; as the text puts it, it's embarrassing to show up to the scene, blast the villain with a 20-dice attack, then get taken out by a child throwing a small rock. Again, there are many options for defense, such as a high DCV, high defenses, force fields, etc.

The final consideration is Flavor. I like that this is here; it's an important part of superhero gaming and comics in general. How does your character stand out in the crowd? Do you have a secret power that you bust out in emergencies? Do you have a special advantage on your energy blast that sets it apart from everyone else's? How about the special effect of your power? What does it look like? An energy blast that shoots off harmless sparks as a side effect is cool, and makes you look different.

I lied; there's one more consideration: Your character's Origin. There are some suggestions here that cover the main archetypes (alien, exposed to radiation of some sort, training, gadgetry, magic, etc.). It also suggests the possibility of tying in the origin with a supervillain, thus giving them a reason to Hunt you, or during some sort of accident that caused psychological trauma. Origins can be useful not only to define the character, but also give the GM ideas for scenarios involving the character's past. Every loves a good origin story, after all.

What about a character's secret identity? Does he even have one? Most heroes do, but not all; the Fantastic Four are an example of a team without Secret Identities. How does the character's secret (or public) identity affect them when they aren't in costume? What does your character do in his off-time? More things to consider to make a character as well-rounded as possible, and to help the GM fit them into the setting of the game.

So, this is a very useful section, especially for players who are new to the genre. Mobility, offense and defense need to be paramount in a player's mind to make his character useful in the game; you don't want to end up playing a character who is basically a supporting cast member. So, there's lots to consider for players when building a character. Think it over.

Alright, to finish off the page we will now be introduced to the Basic Character. This is simply the baseline characteristics for each and every character. All the primary characteristics (of which there are eight) have a base value of 10. Each characteristic has a point cost from 1 pt. for Strength to 3 points for Dexterity. To increase a primary characteristic, just pay the cost in power points to get the number you want. The eight characteristics are Strength, Dexterity, Constitution, Body Pips, Intelligence, Ego, Presence, and Comeliness. Note that this is four years before D&D introduced Comeliness as a stat in Unearthed Arcana in 1985. And in Champions, Comeliness only costs half a point per pip, so to get a Comeliness of 20 would cost 5 points.

Next are the figured characteristics. These are based on the primary characteristics, so they are initially set based on the values of certain primary characteristics. They are Physical Defense, Energy Defense, Speed, Recovery, Endurance Pips, and Stun Pips. PD, ED and SPD in the basic character all start at a value of 2; REC starts at 4, END and STUN start at 20. Again, they are modified based on the different primary characteristics, and can be further added with the expenditure of Power Points. Endurance, like Comeliness, costs 1/2 a point to improve by one Pip. Speed costs 10 points per Pip. Speed is expensive in this game.

So, we don't yet know how the figured characteristics are derived from the primary ones, but that will be on the next page. And we will get to that as soon as possible. Until then, stay hydrated and enjoy your day.

If you're interested in another project that I'm working on, I've got an in-depth retrospective look at 3rd edition, which was originally released exactly 25 years ago on August 10th, 2000. You can look at what I'm doing at 25 Years Ago... and follow along as I take a look at a game I never got into until years later.

Saturday, August 9, 2025

Let's Read: Champions 1e (page 6)

Okay, we're continuing on with the Glossary of Terms today; the terms run from Hex to Value, so we'll take them one at a time.

Hex is the standard area in the game, a six-sided 1" hexagon that represents a 2-meter real area. No square graph paper for this game.

Human Mass: The game assumes that all characters weigh 100 kg (220 lbs). I'm sure the ladies won't be too thrilled with that. But it makes calculating some things easier, I suppose. After all, hyper-realism isn't a thing in RPGs in 1981.

Inch: Again, the standard unit which represents 2 meters of real length in the game. So if Hyperman is six inches away from a berserk dinosaur, that's 12 meters (about 40 feet) between them. I'm surprised that a game made in California uses meters and not feet as the standard of measurement. I would have expected that from a designer in Canada or Britain, not America.

Killing Dice: No, this isn't the Champions equivalent of casting dice storm on the GM when he ticks you off. This game accounts for killing attacks being separate from normal attacks. Wolverine's claws don't hit the same as Spider-Man's fists. So, when making a killing attack, you roll the dice and add up the total, which is the amount of Body damage done to the target, against which your normal defenses don't apply. Ouch. And then you roll a 1D6 and subtract 1 from the roll to get a Stun multiplier; multiply that number by the total Body damage done to find out how much Stun the target loses. Again, standard defense doesn't reduce that number, so a single killing attack can take down an otherwise-tough character real fast.

Limitation: These are restrictions on powers that reduce the power's cost in points. They have to be applied when the power is first bought during character creation.

Martial Artist: Standard archetype for superheroes and villains; Batman, Daredevil, and Iron Fist would all qualify here.

Normal Dice: This the standard attack as opposed to killing attacks. Roll the total dice and add them up to get the Stun damage, which is reduced by the target's applicable defense. Then look at the individual dice; a roll of 1 equals 0; a roll of 6 equals 2; anything else is a 1. Add them up to get the Body total (also reduced by the target's defense). So, for example, an 8D6 punch attack with rolls of 4,1,5,2,6,3,4, and 2 would give a total Stun of 27 and a Body score of 8 against the target's Physical Defense. If that defense is 9, then the target takes 18 Stun and 0 Body.

NPC: Non-Player Character. I don't think there's an RPG in existence that doesn't have those.

OCV: Offensive Combat Value. This is the number you add to your attack roll to see if you hit the target. It is countered by the target's DCV, which is subtracted from the number. The higher the OCV, the more likely you are to hit.

Pips: A term for the value of a characteristic. It fell out of use in later editions.

Player: Come on.

Power: These are abilities that can't just be learned by anyone. It includes things like super-tough skin, flight, laser blasts, etc. But super-strength would be considered a characteristic.

Power Points: These are the points used to purchase characteristics, skills, and powers. The base amount is 100 points; disadvantages can increase this number.

Range Modifier: A number expressed in inches that represents how much an Attack Roll degrades at range. The further away the target, the harder it is to hit.

Scenario: Well, if you don't know what the scenario is, why are you even playing? This is the adventure your superheroes are going through; it might be something as simple as a bank robbery or as drawn-out as an alien invasion. Good luck.

Segment: The smallest unit of time in the game, about a second in length. Superhero fights move fast.

Skill: These are abilities bought with Power Points that can be learned by characters and are not considered superpowers. Normal people can have these.

Slot: This is a term used for something called a 'Multipower'. A Multipower has various slots, but we aren't given any more information on them just yet. We'll see in future pages.

Superhero and Supervillain: Good guys and bad guys.

Turn: 12 Segments make a Turn; therefore, a Turn is about 12 seconds.

Value: The number defining a characteristic.

Alright, that covers the glossary. The next section is 'Building a Character', which crosses over to the next page, so we'll cover that whole section right now.

What made Champions unique in its day was its character creation system. Unlike D&D, where abilities were randomly rolled, and Traveller, where your entire pre-adventuring career is determined (and you might die), Champions let you build your character the way you wanted to from the ground up. You start with 100 points to play with, and took Disadvantages to increase that total to make your character tougher and well-rounded. And everything was done by your own choice.

There were three steps to building a character. First, decide the concept of the character you want to play. Your initial ideas aren't set in stone, but should give you a pretty good idea of what to buy.

Second, choose how to spend those precious Power Points. Want a strong guy? Spend points on Strength, Constitution, and being bulletproof. Batman is more your speed? Martial arts, detective skills, and gadgets are the way to go. Give yourself a shopping list, and don't forget the limitations that will make buying your powers cheaper. Of course, you don't have to take limitations on your powers if you don't want to.

Third, balance the point costs and the total points available. Odds are pretty good your character won't have everything you want them to have, at least not yet. But over time you'll gain experience that will allow you to add stuff you missed.

Alright, that takes care of page 6 and the first two paragraphs of page 7. Next up, the building blocks of putting together a magnificent superhero.

Also, I've started a second blog for my ridiculously-overblown 3e D&D retrospective, free at this link. Come check it out.

Friday, August 8, 2025

Prayers for a Family Member



 



This is Raven, our puppy-girl. She's turning twelve in three weeks, but she's struggling right now. We're hoping and praying that it's just an injured shoulder, but she's nearly unable to stand, let alone walk or climb the stairs. So, we'll see what the vet says on Wednesday. Until then, please add Raven to your prayers. We're not quite ready to say good-bye.

Wednesday, August 6, 2025

Champions 1st Edition Let's Read (Page 5)

So, the first four pages are the title page, dedication, and two pages of the table of contents. Let's jump right into the next page.

First of all, there's the obligatory 'welcome' paragraph that promises that you can 'recreate the fanciful world of the comics books and pulp adventure novels.' That last part is interesting, since it implies that there's a lower-powered way to play as well. After all, the pulp heroes were not on the level of superheroes, not even the ones like the Shadow or the Phantom. Oh, and "Champions is not a game for the weak at heart. It takes guts, intelligence, and imagination to survive." I presume they are referring to the player characters, not the players themselves surviving. Although that would be quite the game, wouldn't it?

Next up is the 'what is a role-playing game' section that is part of every single role-playing game introduction since...well, not since the very first game (Dungeons & Dragons), since Gygax and company hadn't even coined the term 'role-playing game' yet. Anyway, this is a pretty bog-standard description of how a role-playing game works. The last paragraph promises that the mechanics will become easier to work with as you play the game so you can concentrate on the role-playing part of the game. Good to know.

Then we have the list of 'playing materials'. First, the necessary stuff. Obviously, the rules are important, as are paper and pencil for each player and at least three standard six-sided dice. We see the first instance of the '3D6' shorthand here. Oh, and we also need...a ruler or a tape measure. Gotta love the old 'clinging to the wargames' attitude of these earlier RPGs. Incidentally, I found out in an interview on YouTube that George MacDonald was in fact a wargame tinkerer before he started the Champions game. So it's no surprise that he's thinking in terms of inches and rulers.

Next, the 'optional' and very useful but not totally necessary stuff. 'At least 3D6' per player would be useful. Considering how the game works, I would suggest plenty more than three dice would be a good idea. Copies of the character sheets, inch-wide hex paper, and miniatures or counters to represent the PCs are also recommended. Pretty standard stuff for an RPG of the time.

Alright, now we get to the most interesting part of the introduction: The Glossary of Terms. Usually, this would be found at the back of the rules, but here we are getting everything right up front. The topics on this page are: Active Points, Agent, Attack Roll, Brick, Character, Characteristic, Cost, D6, DCV, Disadvantages, ECV, Energy Projector, Figured Characteristics, Game Master, GM, and Half Move. The Glossary will continue on the next page.

Of the things here, Brick and Energy Projector are just superhero archetypes (strong guy and ranged attackers, respectively). Agents are just what they say: Members of various organizations in the game, either good or evil. They're better than normal citizens, but cannon fodder for supers.

The DCV and ECV are 'defensive combat value' and 'ego combat value', the latter being for mental combat. DCV is how hard it is to hit you.

Active Points is an important term. It refers to a power bought with a limitation. The Active points are the amount of points of effect the power has, but not necessarily how much it costs to buy it. More details on the next page.

Disadvantages refer to problems the character has that hinders them in some way. Disadvantages are helpful to define the character, but more importantly give you additional points to buy more powers and the like.

Figured Characteristics are just characteristics based on other characteristics. Your Physical Defense, Energy Defense, Speed, Recovery, Endurance Pips, and Stun Pips are all figured from the other characteristics, such as Strength.

Finally, a Half-Move is simply a portion of a character's action. You can move up to half your maximum speed in a phase and still attack. Phases aren't defined just yet, but we'll get to that tomorrow.

So that's it, the first look at what Champions has to offer. Tomorrow we'll finish the Glossary.

**********************

I've got another blog project I'm working on that I just started; it's a retrospective review of the D&D 3rd edition game that came out almost exactly 25 years ago. And that's the name of the blog: 25 Years Ago. It's going to be a very, very ambitious project that would basically take over this blog completely, and since I'm finally getting back into this one I don't want to bury it with one long project. So, please check it out and let me know what you think.