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Catalyst: A Champions campaign on Hero Central


Fedifensor

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Re: Catalyst: A Champions campaign on Hero Central

 

Heck yeah. It might be really fun to have the mantle just passed during the fight. Then you add the whole "What the heck am I doing?" to the mix. If you don't have a preference one way or the other' date=' I think I'd rather go that route. Heck she may even WANT to give up the mantle to the apprentice but the magic won't let her.[/quote']

 

Passing the Mantle down would mean:

1. You dont get the base

2. You don't get to buy some of the skills, but since the original Raven died 10 years ago... you could learn some

3. You get a hunted by the Apprentice (As power, wants to punish) - I need to come up with another Native American magical prime. (wrings hands) :eg:

4. Limitation: Voices of the Past - past versions of the Raven talk to you from time to time, kinda like a moral compass. You see them in dreams occassionally. If you go into a ritualistic trance you can even talk to them (hello, oracle power). However, they all have their own dreams and aspirations. So they all bore the responsibility of the mantle and have that central drive, they were still unique individuals. Working on this limitation (could be physcial could be psych)

5. You can take only in hero id, OIF, or nothing. However, the foci will not work for anyone else. Well at least while you are breathing;)

6. You have to take AT LEAST 1d6 of luck.

7. You can take a contact with the Mantle (really... you can ask the Sisterhood of Tears questions outside of the ritual).

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Re: Catalyst: A Champions campaign on Hero Central

 

Am I going to need to post mine as a full text block? I'm not running on much feedback beyond "I don't know if I want to run another dragon". Valid' date=' as far as it goes (and I have a couple other concepts), but actual looks into my character sheet and saying "No, no, this isn't good" would also help; For instance, I'd honestly like to know how much cutting and pasting of Psych Lims is good for each form, etc...[/quote']

 

I would drop in the whole character BUT I can say I don't want a dragon in Thebes. Fed is out of pocket for the weekend (gaming convention).

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Re: Catalyst: A Champions campaign on Hero Central

 

Okay, I have a few minutes before heading back to the weekend convention...

 

Reputation' date=' Scientific Genius. If this is you in the Guardian suit, lose it. The characters will have NEVER done anything public before the game starts. If it is your secret id, then getting a rep is going to HAVE to have some merit.[/quote']

 

I disagree. If Reputation was only based on things before the game starts, new characters would never have it. You can assume this develops over the first few adventures...but you're going to have to play up the behavior that matches the reputation. Now, for Thebes, Zac has final say, but I would recommend he allow this.

 

If you are "assuming" National Defense rep, well he did not have it. His rep was based on being VERY patrotic and being tough, tough, tough.

Could this be tweaked? Maybe National Defense was tough and patriotic...but was also a science nerd (it's not mutually exclusive). After all, National Guard was the mentor, while National Defense was the student. Heck, maybe National Defense knew one of the Geek Squad in his secret ID, and fled to them as he was dying. That would add a sort of obligation as their friend reveals his true identity just before dying, and asking that the tradition live on.

 

I would recommend using the Guardian name and say you were asked to take National Defense's place. You don't mention that National Defense is dead, or that you took his suit (which is sufficiently modified to look similar without being an exact copy). While you wouldn't have stolen the suit...it would be pretty hard to convince anyone of that if they found your friend's dead body in an unmarked grave, or found some evidence that the suit is the same instead of a new design.

 

The press will assume you are a protege of National Defense and he has been out of pocket for some months. Do you know where he is?

This sounds good, and the character should have thought up an appropriate answer before starting his superhero career.

 

1. If the bad guy (Lord Havoc) was able to kill a existing known super with a rep, what chance to do have as a green super. "Lord Havoc" is going to be a more powerful who wants to kill you. I mean, if he killed the last guy, why would he NOT want to kill you. If he figures out that you are NOT Guardsman, then it would probably be even worse. You did pay for Dark Secret, what if that more powerful found out. I mean, ouch.

Circumstances matter a lot. Maybe National Defense was put in a situation where he needed to save innocents, but doing so made him wide open for Lord Havok's attack. Maybe it was right place, right time - the suit's generator was malfunctioning, or he had a force field generator burnout...something like that. It's easy enough to sit up a situation where an "As Powerful" foe takes a hero down.

 

What would be even more interesting...maybe "Lord Havok" was a green supervillain that just got lucky. Now he's considered this huge threat by the media (since there aren't a lot of superhero deaths), and he's as nervous and uncertain about his superpowered career as you are about yours. However, he's a villain, and will try to use his reputation to get people to surrender quickly so he can grab the money and run.

 

After the battle with Lord Havoc' date=' no one could find Guardsman. He returns and says that he was badly injured and has selective amnesia and his recent past is fuzzy. Due to his lmitations, he's leaving the team he was on, to strike out on his own and get back what he's lost.[/quote']

That sounds decent to me. However, I would still recommend that the original National Defense be a science nerd.

 

Just the regular people in his life (and anyone else who knows him) are going to come looking eventually. Trying to hide who you are from people who know you is almost impossible. Unless you know the history in detail' date=' it just does not work.[/quote']

But if he (or the Nerd Squad) found out National Defense's Secret ID and knew him from before, you could make it work. Heck, maybe one of the Nerd Squad dated National Defense in his (her?) Secret ID...

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Re: Catalyst: A Champions campaign on Hero Central

 

What sort of hero is Fed playing in Thebes?

Inertia - he has powers of acceleration. His attack powers involve taking normal objects and accelerating them to high velocity. He can also decelerate objects. He's built on the standard 23 DEX, 5 SPD, 11d6 attack, 25 defenses guidelines.

 

That's assuming Zac accepts him, of course. But we've had conversations, and I'm fairly optimistic I've built something that ties into the campaign and city background.

 

Now, back to the convention...

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Re: Catalyst: A Champions campaign on Hero Central

 

Inertia - he has powers of acceleration. His attack powers involve taking normal objects and accelerating them to high velocity. He can also decelerate objects. He's built on the standard 23 DEX, 5 SPD, 11d6 attack, 25 defenses guidelines.

 

That's assuming Zac accepts him, of course. But we've had conversations, and I'm fairly optimistic I've built something that ties into the campaign and city background.

 

Now, back to the convention...

 

I kind of have to accept Inertia. I mean, Fed DID let me into his game.:rolleyes:

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Re: Catalyst: A Champions campaign on Hero Central

 

Plus' date=' anytime he does something bad to your character you can torture his. :sneaky:[/quote']

 

That is really a vicious circle. This could turn into a blood feud that could bring the boards down. I would rather not take a jaunt on that Merry Go Round :eg:

 

However, a little tit for tat never hurt anyway :P

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Re: Catalyst: A Champions campaign on Hero Central

 

Just some ideas. Really the GO TO JAIL route has a lot more RP potential.

 

First of all, you're right. A convicted felon is much more interesting. We'll go with that.

 

Second, I've slightly revamped the character's background. He's now the former member of a Chinese supervillain team operating out of Taiwan. His name in China is Ao-Kuang, after the Immortal Dragon King of the Eastern Sea. He doesn't really care what non-Chinese call him. ;)

 

Note: he is NOT a dragon. That's just what he calls himself. Aside from having a tattoo across his entire body from the neck down, he looks perfectly ordinary. When he's powered up, a glowing suit of blue armor coalesces around him (sans helmet).

 

There are a couple of basic premises I'm working towards in stating him out:

 

- He can't fly and use his water-related powers at the same time. This does two things. One, it means those powers require that he be on the ground without taking a disad. Two, it means he's either a flying brick or a guy with some water control powers, not both at the same time.

 

- I want his spiritual powers to be very expensive. These are the sorts of things that every Chinese immortal would have, but since he's not quite the real thing, he can only manage them some of the time and with great effort.

 

- His water powers make a LOT of noise and tend to make a mess, thus giving him more incentive to just punch things if he's in an urban setting (or needing to be stealthy for some reason).

 

Here's what I have so far, crunchily:

 

 

Ao-Kuang

 

Player: Vox

 

Val Char Cost

50 STR 0

30 DEX 0

25 CON 0

18 BODY 0

13 INT 3

13 EGO 6

20 PRE 0

13 COM 2

 

10/25 PD 0

10/25 ED 5

5 SPD 0

15 REC 0

50 END 0

55 STUN -1

 

6" RUN 0

2" SWIM 0

10" LEAP 0

Characteristics Cost: 15

 

Cost Power

10 Aspect of the Dragon: Cosmetic Transform 2d6

36 Nimbus: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-1/4)

32 Immortal Fortitude: +40 STR (40 Active Points); Only In Heroic Identity (-1/4)

48 Immortal Agility: +20 DEX (60 Active Points); Only In Heroic Identity (-1/4)

24 Immortal Vigor: +15 CON (30 Active Points); Only In Heroic Identity (-1/4)

13 Immortal Flesh: +8 BODY (16 Active Points); Only In Heroic Identity (-1/4)

8 Immortal Visage: +10 PRE (10 Active Points); Only In Heroic Identity (-1/4)

8 Immortal Speed: +1 SPD (10 Active Points); Only In Heroic Identity (-1/4)

10 Draconic Senses: +4 PER with all Sense Groups (12 Active Points); Only In Heroic Identity (-1/4)

10 Ocean Dragon: Life Support (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (13 Active Points); Only In Heroic Identity (-1/4)

33 King of the Eastern Ocean: Multipower, 50-point reserve, (50 Active Points); all slots Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

3u 1) Wings of the Serpent: Flight 15", x8 Noncombat, Usable [As Swimming] (+1/4) (50 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

3u 2) Wall of Water: Force Wall (8 PD/8 ED; 3" long and 3" tall) (48 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

3u 3) Tsunami: Touch Group Flash 8d6, Does Knockback (+1/4), Area Of Effect Nonselective (7" Cone; +3/4) (48 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

3u 4) Water Blast: Energy Blast 10d6 (50 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

2u 5) Hydrokinesis: Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points); Only Affects Water (-1), Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

3u 6) Extinguish Flame: Dispel natural fire or fire power 12d6, One at a Time (+1/4) (45 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

18 Chinese Immortal: Multipower, 60-point reserve, (60 Active Points); all slots Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

2u 1) Spiritual Healing: Healing BODY 4d6 (standard effect: 12 points), Resurrection (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

2u 2) Qi Blast: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

2u 3) Awesome Visage: Aid Presence 6d6 (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Costs Endurance (Only Costs END to Activate; -1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

2u 4) Spiritual Might: Aid Strength 6d6 (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4)

Powers Cost: 275

 

Cost Martial Arts Maneuver

4 +1 HTH Damage Class(es)

5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 15d6 Strike

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike

5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 11d6 +v/5; FMove

Martial Arts Cost: 18

 

Cost Skill

6 +1 with All Combat (8 Active Points); Only In Heroic Identity (-1/4)

4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Unarmed Combat

0 Language: Mandarin (idiomatic; literate) (5 Active Points)

3 Language: English (fluent conversation; literate)

3 Acrobatics 15-

3 Climbing 15-

3 Conversation 13-

3 Disguise 12-

3 High Society 13-

3 Lipreading 12-

Skills Cost: 31

 

Cost Perk

11 Money: Filthy Rich

Perks Cost: 11

 

 

Total Character Cost: 350

 

Pts. Disadvantage

10 Hunted: Government 8- (Mo Pow, NCI, Watching)

5 Reputation: Convicted Supervillain, 8-

15 Social Limitation: Haughty (Very Frequently, Minor)

20 Susceptibility: the presence of jade, 2d6 damage per Phase (Uncommon)

15 Vulnerability: 1 1/2 x Effect Fire (Very Common)

20 Psychological Limitation: Urge To Grandstand (Very Common, Strong)

15 Psychological Limitation: Reformed Criminal (Common, Strong)

15 Psychological Limitation: True To His Word (Uncommon, Total)

10 Distinctive Features: Dragon Tattoo over entire body below the neck (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

10 Hunted: Guardsmen 11- (As Pow, NCI, Watching)

15 Hunted: Chinese Supervillains 8- (As Pow, NCI, Harshly Punish)

 

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

 

As usual, I'm sure I've done something egregiously wrong. Don't think you have to spare my feelings. Better to learn now than later.

 

~Gabriel

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Re: Catalyst: A Champions campaign on Hero Central

 

First of all, you're right. A convicted felon is much more interesting. We'll go with that.

 

Second, I've slightly revamped the character's background. He's now the former member of a Chinese supervillain team operating out of Taiwan. His name in China is Ao-Kuang, after the Immortal Dragon King of the Eastern Sea. He doesn't really care what non-Chinese call him. ;)

 

Note: he is NOT a dragon. That's just what he calls himself. Aside from having a tattoo across his entire body from the neck down, he looks perfectly ordinary. When he's powered up, a glowing suit of blue armor coalesces around him (sans helmet).

 

There are a couple of basic premises I'm working towards in stating him out:

 

- He can't fly and use his water-related powers at the same time. This does two things. One, it means those powers require that he be on the ground without taking a disad. Two, it means he's either a flying brick or a guy with some water control powers, not both at the same time.

 

- I want his spiritual powers to be very expensive. These are the sorts of things that every Chinese immortal would have, but since he's not quite the real thing, he can only manage them some of the time and with great effort.

 

- His water powers make a LOT of noise and tend to make a mess, thus giving him more incentive to just punch things if he's in an urban setting (or needing to be stealthy for some reason).

 

Here's what I have so far, crunchily:

 

 

Ao-Kuang

 

Player: Vox

 

Val Char Cost

50 STR 0

30 DEX 0

25 CON 0

18 BODY 0

13 INT 3

13 EGO 6

20 PRE 0

13 COM 2

 

10/25 PD 0

10/25 ED 5

5 SPD 0

15 REC 0

50 END 0

55 STUN -1

 

6" RUN 0

2" SWIM 0

10" LEAP 0

Characteristics Cost: 15

 

Cost Power

10 Aspect of the Dragon: Cosmetic Transform 2d6

36 Nimbus: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-1/4)

32 Immortal Fortitude: +40 STR (40 Active Points); Only In Heroic Identity (-1/4)

48 Immortal Agility: +20 DEX (60 Active Points); Only In Heroic Identity (-1/4)

24 Immortal Vigor: +15 CON (30 Active Points); Only In Heroic Identity (-1/4)

13 Immortal Flesh: +8 BODY (16 Active Points); Only In Heroic Identity (-1/4)

8 Immortal Visage: +10 PRE (10 Active Points); Only In Heroic Identity (-1/4)

8 Immortal Speed: +1 SPD (10 Active Points); Only In Heroic Identity (-1/4)

10 Draconic Senses: +4 PER with all Sense Groups (12 Active Points); Only In Heroic Identity (-1/4)

10 Ocean Dragon: Life Support (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (13 Active Points); Only In Heroic Identity (-1/4)

33 King of the Eastern Ocean: Multipower, 50-point reserve, (50 Active Points); all slots Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

3u 1) Wings of the Serpent: Flight 15", x8 Noncombat, Usable [As Swimming] (+1/4) (50 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

3u 2) Wall of Water: Force Wall (8 PD/8 ED; 3" long and 3" tall) (48 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

3u 3) Tsunami: Touch Group Flash 8d6, Does Knockback (+1/4), Area Of Effect Nonselective (7" Cone; +3/4) (48 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

3u 4) Water Blast: Energy Blast 10d6 (50 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

2u 5) Hydrokinesis: Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points); Only Affects Water (-1), Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

3u 6) Extinguish Flame: Dispel natural fire or fire power 12d6, One at a Time (+1/4) (45 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

18 Chinese Immortal: Multipower, 60-point reserve, (60 Active Points); all slots Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

2u 1) Spiritual Healing: Healing BODY 4d6 (standard effect: 12 points), Resurrection (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

2u 2) Qi Blast: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

2u 3) Awesome Visage: Aid Presence 6d6 (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Costs Endurance (Only Costs END to Activate; -1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

2u 4) Spiritual Might: Aid Strength 6d6 (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4)

Powers Cost: 275

 

Cost Martial Arts Maneuver

4 +1 HTH Damage Class(es)

5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 15d6 Strike

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike

5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 11d6 +v/5; FMove

Martial Arts Cost: 18

 

Cost Skill

6 +1 with All Combat (8 Active Points); Only In Heroic Identity (-1/4)

4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Unarmed Combat

0 Language: Mandarin (idiomatic; literate) (5 Active Points)

3 Language: English (fluent conversation; literate)

3 Acrobatics 15-

3 Climbing 15-

3 Conversation 13-

3 Disguise 12-

3 High Society 13-

3 Lipreading 12-

Skills Cost: 31

 

Cost Perk

11 Money: Filthy Rich

Perks Cost: 11

 

 

Total Character Cost: 350

 

Pts. Disadvantage

10 Hunted: Government 8- (Mo Pow, NCI, Watching)

5 Reputation: Convicted Supervillain, 8-

15 Social Limitation: Haughty (Very Frequently, Minor)

20 Susceptibility: the presence of jade, 2d6 damage per Phase (Uncommon)

15 Vulnerability: 1 1/2 x Effect Fire (Very Common)

20 Psychological Limitation: Urge To Grandstand (Very Common, Strong)

15 Psychological Limitation: Reformed Criminal (Common, Strong)

15 Psychological Limitation: True To His Word (Uncommon, Total)

10 Distinctive Features: Dragon Tattoo over entire body below the neck (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

10 Hunted: Guardsmen 11- (As Pow, NCI, Watching)

15 Hunted: Chinese Supervillains 8- (As Pow, NCI, Harshly Punish)

 

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

 

As usual, I'm sure I've done something egregiously wrong. Don't think you have to spare my feelings. Better to learn now than later.

 

~Gabriel

 

There is a lot here to look at. First, how do you define your "only in hero ID"? You say a little limrick and poof, you magically transform? Its a -1/4 Disad that never really comes up. I say this because Ghost Dance has one nice spell, Grounding the Spirit... AOE Minor Transformation (its a 75 pointer) Hero to NOT Hero ID. I take all the points you have in BODY and if I can beat it.. poof normal guy. If he only got you one one phase, you would drop from a 5 speed to a 2. The transform alone would own you. I am not putting this out to say "When you encounter Warpath (and you will) Ghost Dance is going to drop the hammer on the party" I am saying that a LOT of people take the -1/4 and only get dinged as a "I need a place to say Shazam!" so I can get into the fight.

 

I highly recommend if you take Only in Hero ID, you at least make a hero who can stand on his own for a phase or two and not be a one shot stun for an Agent (7d6 attack).

 

Second, put more points in skills. I don't consider Filty Rich to go toward my 40 point campaign minimum.

 

Third, drop the attack levels. 5 speed should mean you attacks do 11d6 damage.

 

Fourth, Extreme Visual and Auditory for a -1/4 is a special effect of the power, not a limitation. You do not get points for flashy powers. You are a prime, you are flashy powers.

 

Fifth, you character has the problem in that I have no clue what he is. Martial Artist with Brick Strength and two multipower pools?!!? If other people come into the group I would like you to have a "niche" that you can shine in. Right now, you fit in three.

 

Now, are you a semi brick with martial arts? Are you a marital artist? Are you a real brick? You seem to me a melee based character who feels he needs some ranged/flashy powers. Don't try to have it all Vox.

 

 

My recommendations:

1. Drop the only in hero ID. Just buy up your stats.

2. Drop a multipower pool (the spell based one, +6d6 Aid to strength... come on!)

3. Put in an elemental control with Armor, Flight, and what else you can fit in. Now you can take the hit and move all the time, no threat of do I punch or move.

4. If you need an multipower take it, but narrow the focus.

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Re: Catalyst: A Champions campaign on Hero Central

 

I concede every point.

 

What I've done is:

 

- Reduce his strength and protection.

 

- Eliminate the spiritual abilities altogether.

 

- Removed the Heroic Identity bit.

 

- Consolidate the armor/flight/life support into an Elemental Control.

 

- Consolidate the water powers only into a multipower.

 

 

Ao Kuang (the Sea King)

 

Val Char Cost

30 STR 20

30 DEX 60

20 CON 20

15 BODY 10

13 INT 3

13 EGO 6

20 PRE 10

13 COM 2

 

15/25 PD 9

15/25 ED 11

5 SPD 10

10 REC 0

40 END 0

40 STUN 0

 

6" RUN 0

2" SWIM 0

6" LEAP 0

 

Characteristics Cost: 161

 

Cost Power

6 Inhuman Senses: +2 PER with all Sense Groups

5 Spiritual Strength: Power Defense (5 points)

15 Immortal: Elemental Control, 30-point powers

15 1) Impenetrable Skin: Armor (10 PD/10 ED) (30 Active Points)

34 2) Flight 12", x16 Noncombat, Usable Underwater (+1/4) (49 Active Points)

15 3) Life Support (Eating: Character only has to eat once per year; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (30 Active Points)

33 King of the Eastern Ocean: Multipower, 50-point reserve, (50 Active Points); all slots OIF Unbreakable (Requires His Mystic Armor; -1/2)

2u 1) Water Control: Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points); Only Affects Water (-1), OIF Unbreakable (Requires His Mystic Armor; -1/2)

3u 2) Water Blast: Energy Blast 10d6 (50 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

3u 3) Tidal Wave: Touch Group Flash 6d6, Does Knockback (+1/4), Area Of Effect (5" Cone; +1), Conforming (+1/2) (49 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

3u 4) Water Wall: Force Wall (10 PD/5 ED; 4" long and 4" tall) (50 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

 

Powers Cost: 134

 

Cost Martial Arts Maneuver

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike

5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike

4 +1 HTH Damage Class(es)

Martial Arts Cost: 13

 

Cost Skill

2 WF: Common Martial Arts Melee Weapons, Unarmed Combat

3 Acrobatics 15-

3 Bribery 13-

3 Bureaucratics 13-

3 Conversation 13-

3 Disguise 12-

3 Gambling (Mahjongg) 13-

3 High Society 13-

3 Lipreading 12-

3 Oratory 13-

3 Persuasion 13-

3 Seduction 13-

2 Language: English (fluent conversation)

3 KS 12-

0 Language: Mandarin (idiomatic; literate) (5 Active Points)

2 Language: Cantonese (fluent conversation)

 

Skills Cost: 42

 

Total Character Cost: 350

 

Pts. Disadvantage

5 Hunted: Authorities 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

5 Reputation: Convicted Felon, 8-

15 Social Limitation: Haughty (Very Frequently, Minor)

15 Susceptibility: the presence of jade, 2d6 damage per Turn (Uncommon)

15 Vulnerability: 1 1/2 x Effect Fire (Very Common)

20 Psychological Limitation: Urge To Grandstand (Very Common, Strong)

15 Psychological Limitation: Reformed Criminal (Common, Strong)

20 Psychological Limitation: True To His Word (Common, Total)

10 Distinctive Features: Tattoo Below The Neck (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Guardsmen 11- (Mo Pow, NCI, Watching)

15 Hunted: Chinese Supervillains 8- (As Pow, NCI, Harshly Punish)

 

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

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Re: Catalyst: A Champions campaign on Hero Central

 

I concede every point.

 

What I've done is:

 

- Reduce his strength and protection.

 

- Eliminate the spiritual abilities altogether.

 

- Removed the Heroic Identity bit.

 

- Consolidate the armor/flight/life support into an Elemental Control.

 

- Consolidate the water powers only into a multipower.

 

 

Ao Kuang (the Sea King)

 

Val Char Cost

30 STR 20

30 DEX 60

20 CON 20

15 BODY 10

13 INT 3

13 EGO 6

20 PRE 10

13 COM 2

 

15/25 PD 9

15/25 ED 11

5 SPD 10

10 REC 0

40 END 0

40 STUN 0

 

6" RUN 0

2" SWIM 0

6" LEAP 0

 

Characteristics Cost: 161

 

Cost Power

6 Inhuman Senses: +2 PER with all Sense Groups

5 Spiritual Strength: Power Defense (5 points)

15 Immortal: Elemental Control, 30-point powers

15 1) Impenetrable Skin: Armor (10 PD/10 ED) (30 Active Points)

34 2) Flight 12", x16 Noncombat, Usable Underwater (+1/4) (49 Active Points)

15 3) Life Support (Eating: Character only has to eat once per year; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (30 Active Points)

33 King of the Eastern Ocean: Multipower, 50-point reserve, (50 Active Points); all slots OIF Unbreakable (Requires His Mystic Armor; -1/2)

2u 1) Water Control: Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points); Only Affects Water (-1), OIF Unbreakable (Requires His Mystic Armor; -1/2)

3u 2) Water Blast: Energy Blast 10d6 (50 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

3u 3) Tidal Wave: Touch Group Flash 6d6, Does Knockback (+1/4), Area Of Effect (5" Cone; +1), Conforming (+1/2) (49 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

3u 4) Water Wall: Force Wall (10 PD/5 ED; 4" long and 4" tall) (50 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

 

Powers Cost: 134

 

Cost Martial Arts Maneuver

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike

5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike

4 +1 HTH Damage Class(es)

Martial Arts Cost: 13

 

Cost Skill

2 WF: Common Martial Arts Melee Weapons, Unarmed Combat

3 Acrobatics 15-

3 Bribery 13-

3 Bureaucratics 13-

3 Conversation 13-

3 Disguise 12-

3 Gambling (Mahjongg) 13-

3 High Society 13-

3 Lipreading 12-

3 Oratory 13-

3 Persuasion 13-

3 Seduction 13-

2 Language: English (fluent conversation)

3 KS 12-

0 Language: Mandarin (idiomatic; literate) (5 Active Points)

2 Language: Cantonese (fluent conversation)

 

Skills Cost: 42

 

Total Character Cost: 350

 

Pts. Disadvantage

5 Hunted: Authorities 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

5 Reputation: Convicted Felon, 8-

15 Social Limitation: Haughty (Very Frequently, Minor)

15 Susceptibility: the presence of jade, 2d6 damage per Turn (Uncommon)

15 Vulnerability: 1 1/2 x Effect Fire (Very Common)

20 Psychological Limitation: Urge To Grandstand (Very Common, Strong)

15 Psychological Limitation: Reformed Criminal (Common, Strong)

20 Psychological Limitation: True To His Word (Common, Total)

10 Distinctive Features: Tattoo Below The Neck (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Guardsmen 11- (Mo Pow, NCI, Watching)

15 Hunted: Chinese Supervillains 8- (As Pow, NCI, Harshly Punish)

 

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Much better.

 

First, drop the Dex. Campaign norms are 23 Dex, 5 Speed, 10 DC attacks. Standard OCV/DCV is gonna be 8 (+1 from levels is acceptable, +2 maybe acceptable).

 

Second, you have this unbreakable mystic armor, but if offers no protection. That seem a bit odd to you?

 

Third, bring the pool up to 55, that would give you the standard 11d6 attack.

 

Fourth, did you do time? Are you on parole? If you did time and got out on parole, the authorities will be watching. Drop the guardsmen. I will take 30 points in Mystery hunteds (I will define them before the game starts... 1 will be chinese, 1 might be chinese).

 

Fifth, I need some history. Spin me a yarn...

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Re: Catalyst: A Champions campaign on Hero Central

 

Much better.

First, drop the Dex. Campaign norms are 23 Dex, 5 Speed, 10 DC attacks. Standard OCV/DCV is gonna be 8 (+1 from levels is acceptable, +2 maybe acceptable).

Second, you have this unbreakable mystic armor, but if offers no protection. That seem a bit odd to you?

Third, bring the pool up to 55, that would give you the standard 11d6 attack.

Fourth, did you do time? Are you on parole? If you did time and got out on parole, the authorities will be watching. Drop the guardsmen. I will take 30 points in Mystery hunteds (I will define them before the game starts... 1 will be chinese, 1 might be chinese).

Fifth, I need some history. Spin me a yarn...

 

Whoops. Your post on page 6 of this thread says DC 11 is normal and I misread that as DCV, so I actually thought he was going to be on the low end... :o

 

I was thinking that the armor would be almost completely intangible. It's real enough that it won't fall through solid matter, but that's about it. I dunno, if you have a problem with that, it's negligible. I was just thinking that a lot of special objects in Chinese mythology have time/space bending qualities, like the Monkey's staff. By not offering protection, the armor ensures that its wearer will have to be something special to begin with.

 

The first disad on his sheet is Hunted: Authorities, so I'm not sure what you mean about that. In light of the fact that it's already on there, what do you want me to do?

 

And I was waiting on the story until I found out whether the concept itself was acceptable. :)

 

 

Ao Kuang

 

Player:

 

Val Char Cost

30 STR 20

23 DEX 39

20 CON 20

15 BODY 10

13 INT 3

13 EGO 6

20 PRE 10

13 COM 2

 

15/25 PD 9

15/25 ED 11

4 SPD 7

10 REC 0

40 END 0

40 STUN 0

 

6" RUN 0

2" SWIM 0

6" LEAP 0

 

Characteristics Cost: 137

 

Cost Power

6 Inhuman Senses: +2 PER with all Sense Groups

5 Spiritual Strength: Power Defense (5 points)

15 Immortal: Elemental Control, 30-point powers

15 1) Impenetrable Skin: Armor (10 PD/10 ED) (30 Active Points)

34 2) Flight 12", x16 Noncombat, Usable Underwater (+1/4) (49 Active Points)

15 3) Life Support (Eating: Character only has to eat once per year; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (30 Active Points)

37 King of the Eastern Ocean: Multipower, 55-point reserve, (55 Active Points); all slots OIF Unbreakable (Requires His Mystic Armor; -1/2)

2u 1) Water Control: Telekinesis (23 STR), Affects Porous, Fine Manipulation (55 Active Points); Only Affects Water (-1), OIF Unbreakable (Requires His Mystic Armor; -1/2)

4u 2) Water Blast: Energy Blast 11d6 (55 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

3u 3) Tidal Wave: Touch Group Flash 6d6, Does Knockback (+1/4), Area Of Effect (5" Cone; +1), Conforming (+1/2) (49 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

7m 4) Water Wall: Force Wall (10 PD/5 ED; 5" long and 5" tall) (54 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

 

Powers Cost: 143

 

Cost Martial Arts Maneuver

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike

5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike

4 +1 HTH Damage Class(es)

4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 9d6 +v/5 Strike, FMove

Martial Arts Cost: 17

 

Cost Skill

8 +1 with All Combat

2 WF: Common Martial Arts Melee Weapons, Unarmed Combat

3 Acrobatics 14-

3 Bribery 13-

3 Bureaucratics 13-

3 Conversation 13-

3 Disguise 12-

3 Gambling (Mahjongg) 13-

3 High Society 13-

3 Lipreading 12-

3 Oratory 13-

3 Persuasion 13-

3 Seduction 13-

3 Streetwise 13-

2 Language: English (fluent conversation)

3 KS 12-

0 Language: Mandarin (idiomatic; literate) (5 Active Points)

2 Language: Cantonese (fluent conversation)

 

Skills Cost: 53

 

Total Character Cost: 350

 

Pts. Disadvantage

5 Hunted: Authorities 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

5 Reputation: Convicted Felon, 8-

15 Social Limitation: Haughty (Very Frequently, Minor)

15 Susceptibility: the presence of jade, 2d6 damage per Turn (Uncommon)

15 Vulnerability: 1 1/2 x Effect Fire (Very Common)

20 Psychological Limitation: Urge To Grandstand (Very Common, Strong)

15 Psychological Limitation: Reformed Criminal (Common, Strong)

20 Psychological Limitation: True To His Word (Common, Total)

10 Distinctive Features: Tattoo Below The Neck (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Mystery 11- (Mo Pow, NCI, Watching)

15 Hunted: Chinese Supervillains 8- (As Pow, NCI, Harshly Punish)

 

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

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Re: Catalyst: A Champions campaign on Hero Central

 

Whoops. Your post on page 6 of this thread says DC 11 is normal and I misread that as DCV, so I actually thought he was going to be on the low end... :o

 

I was thinking that the armor would be almost completely intangible. It's real enough that it won't fall through solid matter, but that's about it. I dunno, if you have a problem with that, it's negligible. I was just thinking that a lot of special objects in Chinese mythology have time/space bending qualities, like the Monkey's staff. By not offering protection, the armor ensures that its wearer will have to be something special to begin with.

 

The first disad on his sheet is Hunted: Authorities, so I'm not sure what you mean about that. In light of the fact that it's already on there, what do you want me to do?

 

And I was waiting on the story until I found out whether the concept itself was acceptable. :)

 

 

Ao Kuang

 

Player:

 

Val Char Cost

30 STR 20

23 DEX 39

20 CON 20

15 BODY 10

13 INT 3

13 EGO 6

20 PRE 10

13 COM 2

 

15/25 PD 9

15/25 ED 11

4 SPD 7

10 REC 0

40 END 0

40 STUN 0

 

6" RUN 0

2" SWIM 0

6" LEAP 0

 

Characteristics Cost: 137

 

Cost Power

6 Inhuman Senses: +2 PER with all Sense Groups

5 Spiritual Strength: Power Defense (5 points)

15 Immortal: Elemental Control, 30-point powers

15 1) Impenetrable Skin: Armor (10 PD/10 ED) (30 Active Points)

34 2) Flight 12", x16 Noncombat, Usable Underwater (+1/4) (49 Active Points)

15 3) Life Support (Eating: Character only has to eat once per year; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (30 Active Points)

37 King of the Eastern Ocean: Multipower, 55-point reserve, (55 Active Points); all slots OIF Unbreakable (Requires His Mystic Armor; -1/2)

2u 1) Water Control: Telekinesis (23 STR), Affects Porous, Fine Manipulation (55 Active Points); Only Affects Water (-1), OIF Unbreakable (Requires His Mystic Armor; -1/2)

4u 2) Water Blast: Energy Blast 11d6 (55 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

3u 3) Tidal Wave: Touch Group Flash 6d6, Does Knockback (+1/4), Area Of Effect (5" Cone; +1), Conforming (+1/2) (49 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

7m 4) Water Wall: Force Wall (10 PD/5 ED; 5" long and 5" tall) (54 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

 

Powers Cost: 143

 

Cost Martial Arts Maneuver

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike

5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike

4 +1 HTH Damage Class(es)

4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 9d6 +v/5 Strike, FMove

Martial Arts Cost: 17

 

Cost Skill

8 +1 with All Combat

2 WF: Common Martial Arts Melee Weapons, Unarmed Combat

3 Acrobatics 14-

3 Bribery 13-

3 Bureaucratics 13-

3 Conversation 13-

3 Disguise 12-

3 Gambling (Mahjongg) 13-

3 High Society 13-

3 Lipreading 12-

3 Oratory 13-

3 Persuasion 13-

3 Seduction 13-

3 Streetwise 13-

2 Language: English (fluent conversation)

3 KS 12-

0 Language: Mandarin (idiomatic; literate) (5 Active Points)

2 Language: Cantonese (fluent conversation)

 

Skills Cost: 53

 

Total Character Cost: 350

 

Pts. Disadvantage

5 Hunted: Authorities 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

5 Reputation: Convicted Felon, 8-

15 Social Limitation: Haughty (Very Frequently, Minor)

15 Susceptibility: the presence of jade, 2d6 damage per Turn (Uncommon)

15 Vulnerability: 1 1/2 x Effect Fire (Very Common)

20 Psychological Limitation: Urge To Grandstand (Very Common, Strong)

15 Psychological Limitation: Reformed Criminal (Common, Strong)

20 Psychological Limitation: True To His Word (Common, Total)

10 Distinctive Features: Tattoo Below The Neck (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Mystery 11- (Mo Pow, NCI, Watching)

15 Hunted: Chinese Supervillains 8- (As Pow, NCI, Harshly Punish)

 

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

First, you show the authorities as a hunted. So, does that mean you skipped out on parole? Did you break out of PIT? Switch this to As powerful and watching. Its not the local police who get you, its the local police who call in a PIT Capture Team that get you! :P

 

Unbreakable Armor that can't really be messed with is not a disad. If you wear it all the time under you clothes then it can't be stolen (again not a disad). See where I am going with this?

 

Looking at disads.

10 point Distinctive Feature - is this a body tatoo (like the Yakuza)? If not, drop the disad. Tatoos are common, people with tatoos over their body are uncommon, but we still see them. You are going to have to go WAY out there for a tatoo to be a 10 point disad.

 

I like the Psych limitations.

 

I don't think Haughty is a social limitation. Per dictionary.com

 

disdainfully proud; snobbish; scornfully arrogant; supercilious: haughty aristocrats; a haughty salesclerk. 2. Archaic. lofty or noble; exalted.Seems like another Psych limitation to me. Now if you were some sort of true nobility and we recoginzed as such (Like a memeber of the British Nobility), then it could come in. However, you are going to get swamped by Paparazzi. What is the "Jade Emperors fallen son doing today? Watering his yard!!"

 

You need KS: Criminal Underworld

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Re: Catalyst: A Champions campaign on Hero Central

 

First' date=' you show the authorities as a hunted. So, does that mean you skipped out on parole? Did you break out of PIT? Switch this to As powerful and watching. Its not the local police who get you, its the local police who call in a PIT Capture Team that get you! :P[/quote']

 

It already is Watching. That's what I meant about being confused... ;)

 

Unbreakable Armor that can't really be messed with is not a disad. If you wear it all the time under you clothes then it can't be stolen (again not a disad). See where I am going with this?

 

That sort of armor is far too bulky to be worn under clothing, so that's not an issue. Since he's fairly useful without it, I was thinking that it would just be battle armor; he doesn't wear it unless he's ready for a fight. If you don't think that merits a disad, I'm open to suggestions. Would you prefer that it be an OAF?

 

10 point Distinctive Feature - is this a body tatoo (like the Yakuza)? If not' date=' drop the disad. Tatoos are common, people with tatoos over their body are uncommon, but we still see them. You are going to have to go WAY out there for a tatoo to be a 10 point disad.[/quote']

 

I was thinking completely full body tattoo. As in, everything from his neck down to his fingertips and toes. Not quite in the style of the Yakuza (fewer colors), but probably more difficult to conceal. It's columns of Chinese caligraphy in mystical blue ink.

 

I don't think Haughty is a social limitation.

 

Alright, that may be a miscommunication on my part. What I meant was: he's incapable of being polite to anyone he perceives as his inferior. I don't know if you'd consider that a psychological limitation or a social limitation, but I imagined that it would certainly make dealing with people very difficult.

 

You need KS: Criminal Underworld

 

Agreed.

 

 

 

~Gabriel

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Re: Catalyst: A Champions campaign on Hero Central

 

It already is Watching. That's what I meant about being confused... ;)

 

Did not see that watching :)

 

That sort of armor is far too bulky to be worn under clothing, so that's not an issue. Since he's fairly useful without it, I was thinking that it would just be battle armor; he doesn't wear it unless he's ready for a fight. If you don't think that merits a disad, I'm open to suggestions. Would you prefer that it be an OAF?

 

OIF Armor is fine. Because it is mystical I don't have a problem with it being "indestructable." However, if you get it stolen that also means you will not be able to replace it (between adventures or otherwise). It is a singluar unique mystical artifact. You hunted would probably love to get his/her hands on it (the Chinese one... hell, it could be the sole reason for the hunted... and will be :sneaky: )

 

 

 

I was thinking completely full body tattoo. As in, everything from his neck down to his fingertips and toes. Not quite in the style of the Yakuza (fewer colors), but probably more difficult to conceal. It's columns of Chinese caligraphy in mystical blue ink.

 

So people are going to see you glowing a bit? I would take it to standard Yakuza levels (not the hands, feet or above the neck) and leave it as is.

 

Alright, that may be a miscommunication on my part. What I meant was: he's incapable of being polite to anyone he perceives as his inferior. I don't know if you'd consider that a psychological limitation or a social limitation, but I imagined that it would certainly make dealing with people very difficult.

 

A social limitation is a person of color not to many years ago being forced to use another water fountain/bathroom. A social limitation could be the player is dead (I mean like a revenant): people are not going to let you into a restraunt, no voting for you, etc. Sounds like you have a Psych Limitation: Haughty (Very Common, Strong to Severe).

 

We need to look at other criminal underworld ties. I mean, your character is going to be the SOLE criminal or ex-criminal in the group. Hell, you are the first one I know of as a player in the Catalyst campaign history (and this joker goes back at least 15 years). Fed and I have played this campaign at least three times before, each time in a new city.

 

Really focus in on what you see a criminal having. It will come in use in the city, I swear it. Contact: Fixer (someone who gets bad guys together for jobs), Contact: Fence (someone who buys/sells stuff), etc. I would drop in at least three different ones if I were you. At a few points a piece they would be really useful. PS: Criminal (really!), focus in on a job you did, like PS: Enforcer, PS: Safe Cracker, PS: Driver, etc. Let that be the guide for your skill set.

 

This is where it would come in handy.

The Golem of Sheolu, a supposable mystical statue who could come to life, has been stolen from the Thebes Museam of Art. It was on lone from the Chinese Consulant's private exhibit.

 

Boxed Text to Follow:

You check your fence contact (make a roll) and find out the Yakuza had a standing bid on the item, $10 million. You call you fixer (you fail the roll, buy not by much) and he heard someone was going to move out on the item, but he does not know who. You make a Criminal Underground roll (by 5) and think of Janie Hen in the Red Light District. She has a few Chinese Tong enforcers on her payroll, who moonlight as bodyguards for her girls, you think that would be the best place to start asking the tough questions.

 

See what I mean.

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Re: Catalyst: A Champions campaign on Hero Central

 

My head is swarming with new ideas for skills and contacts. Awesome.

 

I had intended for the armor to be unique. Is that part of being OIF, or should I include the disad for being irreplaceable?

 

Oh, and yes. The tattoos are supposed to glow in dim lighting. He has a complete Taoist manuscript inscribed into his skin. ;)

 

~Gabriel

 

P.S. The tattoo has nothing whatsoever to do with his powers. He got it done by a Taoist monk as an outward symbol of his power and rank.

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Re: Catalyst: A Champions campaign on Hero Central

 

My head is swarming with new ideas for skills and contacts. Awesome.

 

I had intended for the armor to be unique. Is that part of being OIF, or should I include the disad for being irreplaceable?

 

Oh, and yes. The tattoos are supposed to glow in dim lighting. He has a complete Taoist manuscript inscribed into his skin. ;)

 

~Gabriel

 

P.S. The tattoo has nothing whatsoever to do with his powers. He got it done by a Taoist monk as an outward symbol of his power and rank.

 

OIF - Unique is a plus/minus sort of thing. It cant be destroyed, but if you loose it its hell to pay to get it back. Tit for tat.

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Re: Catalyst: A Champions campaign on Hero Central

 

Current update on submissions:

  • Engram, gregarious mentalist (jwpacker) - final submission
  • Luminous, shining detective (quozaxx) - final submission
  • Guardian, reconstructed powersuit (Checkmate) - submission near final (is this being withdrawn?)
  • Rhino Beetle, four-armed powerhouse (DocSamson) - feedback given
  • Ladon, shifter with dragon form (Fabricati) - received new version, submission awaiting feedback
  • Cagliostro the Alchemist, master occultist (Vox) - final submission
  • Hesperides, gene-spliced plant controller (Revenant) - feedback given, character being revamped
  • Black Arachnia, web-casting heroine (Corven_Ren) - final submission
  • Chance, reborn dragon (JimMills) - revised concept submitted, feedback given
  • Animax, mimics the ability of animals (Checkmate) - revised character sheet received, near final version

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Re: Catalyst: A Champions campaign on Hero Central

 

Hm, well, dragons are getting a cool reception in general. I suppose I might put Ladon on the back burner for a bit...

 

In te meantime, I'd like o put forth the concept for an arcane character... a defensive being at heart, she has well below the campaign typical damage (6d6-8d6 EB). The problem is, as a defensive mage, she has one devastating trick that elevates her to the big leagues:

 

She can subvert or circumvent most defenses (represented by Find Weakness 13-).

 

All the rest is fluff, but I can already tell she's a big Beatles fan...

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Re: Catalyst: A Champions campaign on Hero Central

 

Reformed Chinese Supervillain Invited To Assist Local Law Enforcement

 

By Katherine Kilkenney

Daily News, Thebes

 

A city official has confirmed that an arrangement has been made between the mayor's office and Chinese officials for the loan of notorious Taiwanese superhuman known as 'the Dragon King'.

City Hall has not issued any official statements regarding the supposed 'rent' of the recently paroled super-criminal, but an official that spoke on the condition of anonymity has confirmed that the deal was struck last week during a meeting at the Chinese Embassy.

 

The official said that the offer was made by the Chinese Embassador shortly after learning of the loss of Thebes' own superhero team some months ago, but it has taken this long for the details to be agreed upon by the two parties. The inside source declined to comment on what was being offered in exchange for the services of one of China's few successfully reformed super-criminals.

 

Ao Kuang, known as 'the Dragon King' in his adopted homeland of Taiwan, was born in the Han province on the Chinese mainland. Little is known about his life before he broke onto the national scene almost twenty years ago, fomenting a riot and then assaulting police officers who attempted to arrest the angry mob. After being arrested by the government's superhuman paramilitary forces, he escaped from prison and fled to the island of Taiwan. There he consolidated the local gangs into an organized crime syndicate rivaling anything seen at that time on the mainland. Directly challenging the Chinese government, his organization suppressed rogue criminal activity and supplanted the highly corrupt local law enforcement agencies, forming a short-lived and highly profitable city-state within the occupied island nation.

 

During the crushing of his rebellion by forces from Taipei, the Dragon King was arrested and thrown into China's only superhuman prison. There, Chinese officials claim, he was completely reformed over the last fifteen years, much of which was spent performing hard labor custom tailored to his super-human potential.

 

Rumored to be immortal and possess mastery over the element of water, it remains to be seen whether the Dragon King will be a boon to the people of Thebes or, as many fear, he will turn those fearful abilities to own ends once again.

Not really a complete backstory, but that's coming.

~Gabriel

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Re: Catalyst: A Champions campaign on Hero Central

 

Not really a complete backstory, but that's coming.

 

~Gabriel

 

The Ministry of Justice were killed off a decade ago. Also, the current administration is under the Sentry Initative (what the US government wants to do to watch is citizenry) in Center City proper.

 

As an FYI, you need to read this as some sort of Marvelisque Sentinal program. They are trying to prove that a city can be protected without the need of Primes. I mean, if it was not for Primes Thebes would not have been destroyed. They are a menace. Blah, Blah, Blah.

 

Thebes is suffering from the pendulum swing effect, Primes did so much good for so long the arm moved in their favor. With the destruction of the city, the absence of primes for a decade and the emergence of self sufficiency locals belive that Primes are a menace (at least that is what a political figure and some of the press are saying). After the first adventure the arm will stop (in the Primes favor).

 

Do you think a politican would...

Hire a mercenary to defend the city when it has not been attacked in a decade?

Hire a convicted Felon?

 

The backstory is neat, but it would be political suicide in the current climate. The Felon and mercenary would probably be political suicide anytime to be quite honest.

 

Let Fed pick his group. When that is compete I will put additional detailed info about the current state of the city into the game. The backstory might be better if the "political leader" hired your player on the side. His own private watchdog to make sure everything goes well. Becareful pulling a player in because of politics, you are surely going to be used as a pawn in some scheme.

 

I recommend making the backstory BUT keep out the "how you get to Thebes" part. Your concept is not going to be dinged because you came to Thebes out of the goodness of your heart, you were hired by the Governor, or a Norse God told you too ;) The "how you got there" might impact a disad or plot hook, but that would be about it.

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Re: Catalyst: A Champions campaign on Hero Central

 

((snip))I recommend making the backstory BUT keep out the "how you get to Thebes" part. Your concept is not going to be dinged because you came to Thebes out of the goodness of your heart' date=' you were hired by the Governor, or a Norse God told you too ;) The "how you got there" might impact a disad or plot hook, but that would be about it.[/quote']

 

Holy Unrevealed Campaign Backstory, Batman!

 

Meh, I'll just treat that as an alternate universe backstory. :cool:

 

Back to the drawing board, I guess.

 

~Gabriel

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Re: Catalyst: A Champions campaign on Hero Central

 

Holy Unrevealed Campaign Backstory, Batman!

 

Meh, I'll just treat that as an alternate universe backstory. :cool:

 

Back to the drawing board, I guess.

 

~Gabriel

 

This is kinda why I wanted to wait for Fed's picks to go public. Then, I can put all the cards on the table and not take away from what Fed is trying to do. It will also save you from spending a lot of quality time in making something that might not fly/fly true.

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