Introducing Astral/Conduits

So in comics, animes, and beloved childhood cartoons, there are tons of characters that are inexorably linked: if one goes down, both go down. Favorites include but are not limited to small yellow zappy rabbits, gender-bent Arthurian legends, and spinning blue tops. Yes, Japanese books and animes are weird: but that’s why we love them.

Astral Conduits bring this dynamic to life in Project: Champions. The Conduit is not capable of much, but the Astral is able to keep pace with some of the toughest characters this game has to offer. With ridiculously good bonuses and decent ability selection, your Astral/Conduit duo will become a force the be reckoned with.

Astrals, in this world, are magical beings who lack the ability to maintain corporeal form without a connection to a Conduit. Conduits tend to be… less than physically fit, and this is due to the resource drain applied by the Astrals. the Astrals repay this kindness of their Conduits by keeping them safe and working for them. While some Conduits bind their Astrals and make them terrifying creatures of unspeakable horror, some Conduits are simply along for the ride, accepting a change in the mundanity of everyday life.

Of course, there ARE Astrals which do the enslaving-and-evil-turning bit, but they tend to be a rarity since the other Astrals descend on them and annihilate them without hesitation or remorse.

This dynamic is one of my favorite, and I am super happy to be able to introduce it to you all.

Character Build Throwdown: Range vs Tank

I’m unsure how many of you all watch Fate/Stay Night: Unlimited Blade Works. Essentially it sees a ranged-heavy character facing off with a very powerful melee combatant. It inspired this little contest: Tank vs Ranged.

For this Character Build Throwdown, one Character will be Empowered and one will be Magic.

Tank: Powerfist

Empowered Hero

45HP

Movement: 4

Attack Speed: 3

Rolls and more: 2+ADJ/ 3+D, +4 Damage per Hit (Wielding Heavy Armor and Blunt Melee Weapon)

Ability Loadout

Durability

Super Strength

Meteor Slam

VS

Ranged: Deathrain

Magic Villain

25 HP

Movement: 6

Attack: 3

Rolls and More: 3+A/4+D (Focusing Wand Weapon ideally, but any old thing’ll do. As long as its ranged.)

Spell Loadout

Elemental Well

Elemental Bolt

Hurl Light Projections

Entangling Cable (Hybrid)

RESULTS

This is the standard Tank vs Range matchup, although in this instance I tip my hat to Range. While Powerfist has a ton of HP and a very good set of Bonuses, it all comes down to whether or not you can connect, and I don’t think He can get close enough to our ranged character in this instance. Granted, if He gets even two good hits in, Deathrain is screwed. Two 6s at +4 each is 20 Damage to the teeth, and Deathrain has no way to heal from anything. Plus, the knockback on that could be potentially devastating since Elemental Well Wizards HAVE to place themselves properly or face certain annihilation.

However, by Hybriding out for Entangling Cable, Deathrain can make Powerfist’s one weakness much worse: you take away his ability to move, and Powerfist is a sitting duck while Deathrain just hammers away.

Meteor Slam is the main thing for Powerfist. If he can get it off, he’ll automatically close and deal 10 Damage to Deathrain. But if he fails, he’s sitting in range of Deathrain’s #$%@tonne of ranged attacks, or worse yet, substitute Hurl Light Projections for Elemental Burst and 45 Damage is suddenly easily attainable. But, the curse goes both ways: if Deathrain tries to pop her ultimate and fails, she’s suddenly sitting across the table from a very powerful, very angry Powerfist who can advance into almost striking range.

It’s a really fun matchup that, honestly, comes down to luck of the roll and placement. If Powerfist can get Deathrain in striking distance, they’re toast.

Cheers, and see you next time!

Jacob Snow.

Any Hero from Any Time – Bringing Historical Characters to Life!

Hi, everyone! A very tired Dakota Love here (research paper…ughhh…). I’m here to talk about how COOL historical characters are in superhero settings!

We all love Captain America, the awesome guy swept through time to the modern day. He is, basically, a historical figure drawn into another setting. And there’s something about him that’s just amazing.

Other writers have employed this concept, as well. The hit anime series Fate featured everyone from Joan of Arc to Gilgamesh. I’ve also written a novel, “The Guardian of Freedom,” which has George Washington as the main character.

And why not? We all grow up learning such amazing history. Washington and the guys were my heroes before I ever picked up my Captain America book. And I loved Cap because he was like the founding fathers – so full of faith and courage, the kind of guy the bad guys just couldn’t stop.

Who is your favorite historical hero? King Arthur? St. Francis? Shaka Zulu? Sun Tzu? Crazy Horse? Grace O’Malley the Pirate Queen? St. Martha? Siegfried?

There are so many historical characters out there. And they’re not bound by copyright rules. These characters belong to all of us, and their stories are just waiting to inspire others. So, why not? Go out there and write about your favorite hero, and what they mean to you. It doesn’t have to be perfect. Just write from the heart.

It’s easy to make historical characters for Project: Champions, too! Now, your heroes can face off against dark historical villains in the fight of the century! Some say that heroes never die. What do you think?

God Bless!

Dakota Love

Character Builds: A Certain Game

Okay, so it’s pretty much a universally known game, with online-only objective-based gameplay and a memorable (and explosively popular) cast of characters. Perhaps a new one is coming out with the next update, eh?

Anyhow, while this is not an exhaustive list, I took some time to make a few characters from the game, so those of us who want to play one of their favorite characters can. This post will likely be followed up with some additional builds…

Build 1: Deadeye Cowboy

HP: 25

MVT: 6

ATK: 3–RTH: 4+–RTD: 4+

Skill: Marksman: Reduce your RTH by 1. Reduce your Attack Speed by 1.

Skill: DodgeX1: You may ignore an Attack and move in any direction 3 Squares. Usable Once per Round (Enhanced by 1)

Weapon: Revolver (Pistol of Some Sort.)

Armor: Medium Armor

Build 2: Esports Mecha Pilot

HP: 45

MVT: 7

ATK: 5, R5–3+RTH–3+RTD

Augment: Rocket Barrage: Make 3 R6 3+RTH Attacks. Usable Twice per Battle. Cost: 1 Attack Point per Barrage

Augment: Point Defense System: Ignore 4 Successful Hits per Battle. This is a Static skill

Weapon: Minigun

(Once you gain a level, add Heat Sink Discharge for a nice Ultimate)

 

Build 3: Shieldmaiden

HP: 25

MVT: 4

ATK:3–RTH: 5+(+4DamagePerHit)–3+RTD

Skill: Bash: If you Hit an Enemy, you may Stun them for 1 Round instead of dealing Damage.

Gadget: Health PackX1: Heal yourself or an Ally 5 HP. Usable 5 times per Battle. (Enhanced by 1)

Weapon: Flail (Blunt Weapon of Some Sort)

Armor: Heavy Armor

 

I hope these builds are to your liking, and I look forward to making more in the future!

Hey, Everyone! Manga Writer Dakota Love joins Project: Champions!

Hey, everybody! I’m Dakota Love, manga writer, and you may know me from TheForwardsBackwardsBlog. I love writing, and superheroes!

I also owe a lot to my buddy, Jacob, who started this awesome game.

See, I’m disabled. I have a terrible tendon injury to both my hands. Thank God, my hands have recovered a lot more than they should have. But I can’t play video games like Soulcalibur or Street Fighter (or even most superhero games like Ultimate Alliance) because the button mashing makes my arms hurt all the way up to my elbows. It’s annoying. I really wanted to get into Overwatch. But I can’t.

But, Jacob isn’t the kind of guy to see someone depressed without doing something about it. If necessity is the mother of invention, than love must be the brother of invention, ’cause my best bro Jacob invented a game for me to play that has all the coolness of a video game, but with none of the pain. It was like, five in the morning, and he whipped out a notebook and figured out Project: Champions. It was so much fun! We did a few missions, and I didn’t miss the video games so much.

Thanks, Jacob. You rule, man!

Additionally, here are the stats for my main character in the game, The Patriotic Avenger and his Star-Spangled Shield:

Normal Type Hero

HP 25

Movement: 6

Speed: 3

Throw Weapon: Make r5 attack with shield. But, you have to pick it back up.

Magnet: Picks up your weapon for you! Can use 5 times!

Ultimate Burst Attack: 5 damage to every adjacent enemy, or 10 damage to only one adjacent enemy. Crowd fighting, baby!

God Bless!

Dakota Love

Looking Deeper: Styles of Play

Project Champions is a game that has a LOT of variety. There are more character builds than you can count without a statistics calculator, and even more on the way!

However, even with all of this in mind, there is still a certain gravitation in the builds I’ve seen so far.

The first type I’ve seen is what I affectionately refer to as The Average Avenger. Normal type characters with a focus on defense AND attack. They’re very well balanced BUT aren’t EXCEPTIONAL in any particular area.

The second type is the Controller. The Controller is focused on setting the stage for a cataclysmic finale. Granted, this one requires a TON of forethought to avoid missing a step. They’re also VERY vulnerable to Knockback…

The final type we’ll look at is one that needs a ton of HP to go off properly: the Reckless. The Reckless rushes into the fight and throws their might at whoever is handy. The Reckless is vulnerable to Summoners, but even then a saavy player can brawl their way out.

Cheers! Jacob Snow

Update 1.0: Enhances, EXP, AND Elites.

Okay, this is a bit of a doozy. First off, a ton of Skills, Spells, Powers AND Augments are not Enhanceable. When you level up, you can get a new Skill, Spell, Power OR Augment, OR you can enhance one of your existing powers. It’s awesome, but was REALLY complicated. Some of the Character Options are inconceivably overpowered when enhanced far enough.

EXP is going to be added in the Modes section as well as into the How To Play section (which was also updated featuring Knockback and CRITs.)

Elite gear… we’ll get to that later. Just look for the ELITE tab on the menu, and you’ll find out more. It isn’t up yet, but it will be soon.

Cheers!

Jacob snow

 

 

Patch Notes Update 0.4: Rule Patches

Costs have been added to ALL applicable Skills. Beta test play saw a REALLY salty player keep trying to exploit loopholes. I’ve never been happier to play with a salty player: the data was worth a million bucks. Updated the rules for additional clarity including how Ultimates work.

Oh, and I added a Healing Factor to the Empowered Character creator. Have fun with that.

Update 0.2: Modes and Mods

Modes and Mods tell you what all you can do with the game. The Mods will come a little later, and they’re essentially fun riffs on the gameplay that make it a more focused experience. If you don’t like superhero games, check the mods section and maybe you’ll find a variation that you like.

Mode 5: Renegade, is under construction, so I just put some gibberish there that’ll be deleted once them ode is finished. We don’t have any mods at this time, but give us a while and we’ll get ’em in!

Cheers!

Jacob Snow

New Content: A Few Odds and Ends

I’ve added a couple of new things in the form of the Aquamancer Ability for Magic Class Characters and a new weapon for the Battlesuit Pilot Class.

I have also added an additional admin, Dakota Love. She’s one of the Project’s most ardent supporters and has a superhero manga series of her own that has inspired some content on down the line. She’ll be posting every now and then, as well as updating with new abilities. Every update, no matter how insignificant, should be getting a post of its own in the Updates and Other Info category.

Cheers!

Jacob Snow