Posted 03 September 2017 - 09:14 PM
They are both built to follow the balance rules in the outline I linked earlier:
(Following the balance suggestions) The average hero has:
And your hero is allowed to be 'one up' in total.
So, for example, you could have a brick:
DC 12 (high)
CV 7 (average)
Def 30 (high)
SPD 4 (low)
And still be a 'legal' character.
Or if you want a speedster:
DC 10 (medium)
CV 9 (high)
Def 20 (low)
SPD 6 (high)
would also be valid.
This 'forced trade off' style system works better than a simple campaign caps system because its usually too easy to be at all of the caps, instead of just some of them. And that means that either some characters are just outright weaker than others, or they are all the same, and thus less interesting.
400 points is the 'standard' champions character, and seems to produce characters around as powerful as, I dunno, Spider Man, Captain America, and maybe the Teen Titans.
But in general, every hero should be able to answer:
How do you find out about crime to stop?
Really, a hero should have some ability to 'investigate' beyond just patrolling and hoping to run into something interesting. (Unless you make ridiculous luck while patrolling your investigative ability, I guess.)
How to you get to where the crime is?
Especially with how big American cities are, your hero needs to be able to get around pretty quickly. The original Pulsar (Champions 1 or 2?) who had to take a cab to rob the bank was a fun example of what not to do, but in a well rounded hero, not so much. If your hero has to get across town to suddenly respond to a crime, and that crime is, say 15 miles away, that's at least 15 minutes by car, and there is going to probably going to be traffic and explosions and stuff that make your response time even longer. So really, you are looking at something like 30 minutes to get there. Plus a few minutes to get yourself organized to go, and a few minutes to get organized once you get to the scene of the crime. And things are probably long over unless it's a hostage situation, or something. And we don't want to always have to deal with the bad guys holed up somewhere and holding hostages.
So, short version, your hero should be able to travel at least as fast as a car that ignores traffic.
Of course, if all your characters are built as a team, then you can pool together to make a teleporter back at your base or something that handles this type of mobility, but even then, you should not have to hail a cab if your teleporter is broken.
What sort of stuff do you do outside of costume?
Your superhero game should not just be investigative or tactical situations for costumed heroes. So your character should have some interesting stuff going in their secret ID, or some drama with their public ID, or whatever. In addition, they should have some skills other than being a ninja investigator and punching people in the face.
Built in weakness(es)
Your hero should probably have a build in weak area, beyond the balance rules like 'only 2/3 of (Power defense, flash defense, mental defense' found in the balance rules. Even if you don't have any other reason, this gives you a reason to team up with other people.
And as examples of 'stuff' other characters could add to a team consisting of both Galatea and Hadaly:
Explicit ties to police and law enforcement
Wider scientific background and more 'science' contacts
Magical background, if magic is going to be a thing
Physical/forensic investigative ability
Long range communication and coordination (mink link, teleportation gates, long range surveillance, etc)
Special senses (xray vision, bloodhound smell, mind scan, etc)
And so on...
There are many things that could be added to a team of those two. But your character has to have some ability beyond 'punch people in the face'