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Catalyst: A Champions campaign on Hero Central


Fedifensor

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Re: Catalyst: A Champions campaign on Hero Central

 

Well' date=' when you said Wonder Woman, the first thing I thought was brick, not martial artist (though she's really both). With that 'dragon' thing in your title, I'm expecting you to be pretty strong (30+ STR) and tough (21+ CON, higher than average BODY). As a martial artist, you should have superhuman DEX (21+) and SPD (5+). You should be able to take a few hits as well. I haven't looked at a character sheet for you, so I don't know if you're already thinking along those lines. I'll need to go look at your background to give better feedback.[/quote']

 

Agreed. I see a baseline of 30 Str, 23 Dex, 20 CON, 13 BODY and 5 speed. Wonder Woman was a brick, she could punch thru walls, bend steel, lift cars, etc. She could take a punch pretty darn well, she had her bracelets and that weird rope. Kinky. Fits right in with that high collar :eek:

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Re: Catalyst: A Champions campaign on Hero Central

 

I think the background was unhelpfully unspecific about his abilities. At the time I was still working things out.

 

On his own, he is a generic superhuman (again, much like WW). Strong, fast, doesn't age. His physical traits lead a lot of people (himself included) to conclude he's a true Taoist Immortal. He used that to gather a following and protest against the government. After he became a fugitive (for the first time), some of his followers took it upon themselves to train him for his war against the Communist government. Once he felt ready, he went to Taiwan and tried to take over.

 

His armor is very old and grants the wearer some water-related powers. He, and others, believe that the armor was intended for him alone. I toyed with the idea of him having a few mythic weapons that people either gave him or he stole from the government during his escape from the gulag.

 

For example, the Green Dragon Crescent Blade, a relic of the Chinese people. Or the Sword of Goujian.

 

Sometimes it helps to be specific. ;)

 

~Gabriel

 

You know, you don't have to be all you can be RIGHT NOW. Get a KS: Powerful Mystical Artifacts. Save up some points and ask for an adventure around it. Completing the mission could grant you access to one of those jokers. Don't fall for the weakness of spreading yourself to thin. My recommendation is if you are going to do it, do it well. Be a brick (or a brick/martial artist) and have the armor on the side. Don't try to do it all at once.

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Re: Catalyst: A Champions campaign on Hero Central

 

Announcing the team of heroes protecting the city of Silverstone, Colorado!

 

Silverstone.jpg

EDIT: Got the artwork from Storn for American Steel, so the picture is complete!

 

The discussions took us until tonight to finish...it definitely wasn't an easy choice, and not everyone was accepted unconditionally. For example, as a condition of acceptance, Luminous is dropping the desolidification slot from his multipower, and gaining a fringe effect on his invisibility.

 

Here's what each character brings to the table:

  • Miracle - The team brick. Miracle is adaptable to a variety of situations thanks to her multipower, while her cop background and local police powers give the team legitimacy.
  • Tempest - One of the team's two energy projectors (three if you count American Steel). She is descended from the Chinese gods known as the Ministry of Storms, and has a link to the battle of the Statue of Liberty (where superheroes made their first public appearance). The player is still putting the final touches on the character, but she fits in quite well with the group.
  • Black Arachnia - The team's entangle specialist and martial artist...and the only character in the group with a 6 SPD. She has a solid set of street-level skills and brings a youthful perspective to the group. Also, as a devout Christian, she and Miracle should have some very interesting conversations... :D
  • American Steel - A powersuit character that functions as a jack of all trades, though he primarily functions as artillery (high-damage energy blasts with a 4 SPD). Can also function as a brick (high defenses, good melee damage) and will increase versatility as the multipower expands.
  • Cagliostro - The team mage. He has a nonstandard powerset (even for a mystic) with a lot of options, is an expert on magic, and functions as the team linguist. He can even raise the dead (within limits)! His oaths offer many plot hooks for the GM to utilize.
  • Luminous - The team's second energy projector. He has many light-based tricks, from invisibility to illusions. He also is of great help in investigative adventures, and is a useful counterpart to Miracle (she being the public face, and Luminous investigating under the radar).

 

As mentioned earlier, applications are now being accepted for the Thebes game (post #302). So if you want your submission for Silverstone to be carried over to the Thebes game, let me know.

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Re: Catalyst: A Champions campaign on Hero Central

 

You know' date=' you don't have to be all you can be RIGHT NOW. Get a KS: Powerful Mystical Artifacts. Save up some points and ask for an adventure around it. Completing the mission could grant you access to one of those jokers. Don't fall for the weakness of spreading yourself to thin. My recommendation is if you are going to do it, do it well. Be a brick (or a brick/martial artist) and have the armor on the side. Don't try to do it all at once.[/quote']

 

That sounds like a good idea to me.

 

The baseline for a 5 SPD hero should be an 11 DC attack, right? I'm trying to figure out what combination of STR plus HTH Combat Class(es) would be ideal...

 

~Gabriel

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Re: Catalyst: A Champions campaign on Hero Central

 

Alright, how does this look:

 

When looking at his defenses, keep in mind that I took Combat Luck for an additional 3 PD/3 ED that didn't calculate in.

 

 

Ao Kuang

 

Player:

 

Val Char Cost

35 STR 25

23 DEX 39

20 CON 20

12 BODY 4

13 INT 3

13 EGO 6

20 PRE 10

13 COM 2

 

12/22 PD 5

12/22 ED 8

5 SPD 17

11 REC 0

40 END 0

40 STUN 0

 

6" RUN 0

2" SWIM 0

7" LEAP 0

 

Characteristics Cost: 139

 

Cost Power

6 Inhuman Senses: +2 PER with all Sense Groups

 

6 Spiritual Strength: Power Defense (6 points)

 

15 Immortal: Elemental Control, 30-point powers

 

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

 

42 2) Ride the Clouds: Flight 13", x32 Noncombat, Usable Underwater (+1/4) (57 Active Points)

 

22 3) Beyond Mortal Concerns: Life Support (Eating: Character only has to eat once per year; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (37 Active Points)

 

24 King of the Eastern Ocean: Multipower, 55-point reserve, (55 Active Points); all slots OIF Unbreakable (Requires His Mystic Armor; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

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), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

2u 2) Water Blast: Energy Blast 11d6 (55 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

2u 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), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

2u 4) Water Wall: Force Wall (6 PD/12 ED; 3" long and 3" tall) (53 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

Powers Cost: 138

 

Cost Martial Arts Maneuver

8 +2 HTH Damage Class(es)

4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 55 STR to Disarm

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike

 

Martial Arts Cost: 20

 

Cost Skill

8 +1 with All Combat

3 Acrobatics 14-

2 WF: Common Martial Arts Melee Weapons, Unarmed Combat

3 KS 12-

3 Conversation 13-

3 PS: Enforcer 13-

3 High Society 13-

3 KS: Criminal Underworld 12-

2 Language: Cantonese (fluent conversation)

2 Language: English (fluent conversation)

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

3 Oratory 13-

3 Persuasion 13-

3 Streetwise 13-

 

Skills Cost: 41

 

Cost Perk

2 Fixer Contact (Contact has significant Contacts of his own) 8-

2 Fence Contact (Contact has useful Skills or resources) 8-

6 Local Chinese Mafia Contact (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-

1 Gordon Lau: False Identity

 

Perks Cost: 11

 

Cost Talent

6 Combat Luck (3 PD/3 ED)

 

Talents Cost: 6

 

Total Character Cost: 355

 

Pts. Disadvantage

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

10 Hunted: Authorities 8- (Less Pow, NCI, Capture)

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

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

5 Physical Limitation: Insomnia (Infrequently, Slightly Impairing)

15 Psychological Limitation: Reformed Criminal (Common, Strong)

15 Psychological Limitation: True To His Word (Common, Strong)

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

5 Reputation: Convicted Felon, 8-

15 Social Limitation: Bounty (wanted by the Chinese Government) (Frequently, Major)

10 Social Limitation: Detached From Humanity (Doesn't Eat or Age) (Frequently, Minor)

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

 

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 5

Total Experience Available: 5

Experience Unspent: 0

 

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Re: Catalyst: A Champions campaign on Hero Central

 

So' date=' I've heard from Zac, but do any of the potential Thebes players have feedback on Inertia? Turnabout is fair play, after all. ;)

You're STR threw me off too. If I were a cynical GM I would immediately think you were going for the cheese factor.

DEX is in a weird spot. A 23 DEX gets you the same CV and skill roll. I guess the real benefit is being faster than all the other people that took 23.

Your PD is higher than Campaign Limits but your ED is lower by the same amount. Not sure if we call this balanced or not.

REC, END, and STUN are just a little bit high for a typical energy projector (due to elevated STR, making my cynical GM Spider Sense go off).

 

I'm not sure Enraged fits someone who's trying to make up for what his dad became.

 

Not sure why you put Position Shift on Momentum Shift. That just lets you stand up after KB/KD. I guess I kinda see it, but it would go off after you've already stopped moving.

 

All your other powers look okay, (position shift on flight too?) except I'd probably go with Physical Manifestation for your 2 Flights rather than OAF Object of Opportunity -1/2.

 

You're a little skills light coming in at exactly 30 once you take out your skill levels Power Skill and Breakfall (all combat only skills). I'm going to assume Breakfall is a manifestation of your powers, since his background doesn't really support him learning it as a skill.

 

That's my take if I were a GM... I'm so not getting in to Silverstone now am I? :D

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Re: Catalyst: A Champions campaign on Hero Central

 

Alright, how does this look:

 

When looking at his defenses, keep in mind that I took Combat Luck for an additional 3 PD/3 ED that didn't calculate in.

Drop the Combat Luck. Your background allows high defenses...just raise the armor in the EC to 13/13.

 

I'm not sure "Immortal" is the best EC, and you've put two powers in it that don't use END. That's probably going to be shot down.

 

The points seem to have disappeared rather quickly, even with the EC and all the limits on the multipower. I'll try to take a more detailed look tomorrow and see what I can suggest.

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Re: Catalyst: A Champions campaign on Hero Central

 

Drop the Combat Luck. Your background allows high defenses...just raise the armor in the EC to 13/13.

 

I'm not sure "Immortal" is the best EC, and you've put two powers in it that don't use END. That's probably going to be shot down.

 

The points seem to have disappeared rather quickly, even with the EC and all the limits on the multipower. I'll try to take a more detailed look tomorrow and see what I can suggest.

 

In this instance, Immortal doesn't mean 'undying', it means 'traditional Taoist immortal and all that entails.' Which would include the mythic traits of flight, immortality, and being physically tough.

 

I think it's a case of bad translation. Culturally, 'Immortal' implies something different than it would in the western world.

 

~Gabriel

 

P.S. Also, alternate picture of Cagliostro (although I still think I prefer the Hero Machine version):

 

Cagliostro2.jpg

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Re: Catalyst: A Champions campaign on Hero Central

 

You're STR threw me off too. If I were a cynical GM I would immediately think you were going for the cheese factor.

Explained in my earlier posts. And it's backed up by characters in the comics - ever seen how strong Starfire (from the Teen Titans) is?

 

DEX is in a weird spot. A 23 DEX gets you the same CV and skill roll. I guess the real benefit is being faster than all the other people that took 23.

That's exactly right. 23 is such a powerful breakpoint that taking a 24 puts me ahead of a large number of characters...and someone who controls velocity should have a good reaction time.

 

Your PD is higher than Campaign Limits but your ED is lower by the same amount. Not sure if we call this balanced or not.

REC, END, and STUN are just a little bit high for a typical energy projector (due to elevated STR, making my cynical GM Spider Sense go off).

Well, I can call it balanced because I wrote the campaign limits... :D

 

Defenses are meant to be an average between PD and ED. So a 20 PD/30 ED person meets campaign limits just like a 25 PD/25 ED character. However, the former has an area of specialty...and an Achilles' heel.

 

An END of 50, quite honestly, is average for energy projectors in campaigns with these limits. 23 CON is typical for an energy projector, and I'm only two points higher than that. REC and STUN are a bit better...but not wildly out of line (typical energy projectors average 10 REC and 35-40 STUN, in my experience).

 

I'm not sure Enraged fits someone who's trying to make up for what his dad became.

Bronze-age heroes often have feet of clay. Enraged isn't something rational...when someone is murdered in front of him, he flashes back to the day his mother was crippled.

 

Not sure why you put Position Shift on Momentum Shift. That just lets you stand up after KB/KD. I guess I kinda see it, but it would go off after you've already stopped moving.

I wrote the power that eventually ended up in USPS 2 as "Stop Where You Are". The discussion surrounding that power also focused on Position Shift...it lets me redirect momentum in any direction. So, for example, I can make someone running 17" forward suddenly have 17" of momentum going backward (those who collected early issues of DP7 will have seen the inspiration for this ability). I'd have to do a search to find the specific post, but it's legal. Combined with No Relative Velocity the power can do some pretty impressive things...it is the most expensive thing in the multipower.

 

All your other powers look okay, (position shift on flight too?) except I'd probably go with Physical Manifestation for your 2 Flights rather than OAF Object of Opportunity -1/2.

When the power was originally written up (back when I wrote Terminal Velocity in the mid 90's), Physical Manifestation didn't exist. Heck, even now I'm not sure where it is in the book. Besides, unlike Iceman's ice slides, if my combat disk is destroyed I have to find a suitable object to use instead of just creating another slide. I consider that worth the extra -1/4 over Physical Manifestation.

 

You're a little skills light coming in at exactly 30 once you take out your skill levels Power Skill and Breakfall (all combat only skills). I'm going to assume Breakfall is a manifestation of your powers, since his background doesn't really support him learning it as a skill.

If I took a +1 with all Int-based skills, that would be 5 points. So I consider my overall level worth at least that much towards my skill total. Also, I have three points of noncombat perks that can be counted at the GM's discretion. I took all the necessary skills to be a lawyer, and a few optional ones as well (such as my familiarity with Criminology). As for Breakfall, his dad helped him learn to use his powers. When you get used to moving at high speeds, you learn how to fall properly...

 

That's my take if I were a GM... I'm so not getting in to Silverstone now am I? :D

Well, since I've already posted the results, you can see for yourself. Applications are open for Thebes, though.

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Re: Catalyst: A Champions campaign on Hero Central

 

In this instance, Immortal doesn't mean 'undying', it means 'traditional Taoist immortal and all that entails.' Which would include the mythic traits of flight, immortality, and being physically tough.

 

I think it's a case of bad translation. Culturally, 'Immortal' implies something different than it would in the western world.

 

~Gabriel

 

P.S. Also, alternate picture of Cagliostro (although I still think I prefer the Hero Machine version):

 

Cagliostro2.jpg

maybe this is how calligliostro sees HIMSELF
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Re: Catalyst: A Champions campaign on Hero Central

 

So' date=' I've heard from Zac, but do any of the potential Thebes players have feedback on Inertia? Turnabout is fair play, after all. ;)

Awesome :thumbup: . I think his SFX/ power set is really cool. Below are a few things I would consider if I were the GM.

 

1. Social Limitation: Keeping his dad's secret (Occasionally, Major)

Compared to the Harmful Secret (Occasionally, Minor) example Disad, what makes the negative effects on the character qualify as Major?

 

2. Psychological Limitation: Never throw a case (Common, Strong)

Is this likley to come into game play frequently enough to be considered common?

 

3. Psychological Limitation: Willing to bend the rules, but not break them (Common, Moderate)

How exactly does this limit the character?

 

4. Sudden Stop: Force Wall (12 PD), Transparent to ED Attacks (+1/2), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (60 Active Points)

This gives the character a potential PD of 38, meaning many minion type villains (who likely will not have 11d6+ or energy attacks) will not be able to effect the character while it is up.

 

5. Momentum Shift: Teleportation 1", No Relative Velocity, Position Shift, Ranged (+1/2), Usable As Attack (not versus Kinetic Energy powers, Clinging, or Teleport with No Relative Velocity) (x32 maximum weight per inanimate target; +2 1/4) (64 Active Points); Only To Change Speed/Direction Of Momentum (-1/2)

I am a little wary of UAA. Even with the limitation, this power could be used to one-shot fast moving villains under some common circumnstances (by using a held action). For example, you could force a charging speedster to drive himself into the ground, you could force a villain Flying away at NCM to fly into a wall, you could force a character moving out of the way of a haymaker/ move through to stay in the same hex, ect.

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Re: Catalyst: A Champions campaign on Hero Central

 

That sounds like a good idea to me.

 

The baseline for a 5 SPD hero should be an 11 DC attack, right? I'm trying to figure out what combination of STR plus HTH Combat Class(es) would be ideal...

 

~Gabriel

 

Standard Hero: 11 DC, 5 SPD, 23 DEX, 25/25 defenses.

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Re: Catalyst: A Champions campaign on Hero Central

 

Alright, how does this look:

 

When looking at his defenses, keep in mind that I took Combat Luck for an additional 3 PD/3 ED that didn't calculate in.

 

 

Ao Kuang

 

Player:

 

Val Char Cost

35 STR 25

23 DEX 39

20 CON 20

12 BODY 4

13 INT 3

13 EGO 6

20 PRE 10

13 COM 2

 

12/22 PD 5

12/22 ED 8

5 SPD 17

11 REC 0

40 END 0

40 STUN 0

 

6" RUN 0

2" SWIM 0

7" LEAP 0

 

Characteristics Cost: 139

 

Cost Power

6 Inhuman Senses: +2 PER with all Sense Groups

 

6 Spiritual Strength: Power Defense (6 points)

 

15 Immortal: Elemental Control, 30-point powers

 

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

 

42 2) Ride the Clouds: Flight 13", x32 Noncombat, Usable Underwater (+1/4) (57 Active Points)

 

22 3) Beyond Mortal Concerns: Life Support (Eating: Character only has to eat once per year; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (37 Active Points)

 

24 King of the Eastern Ocean: Multipower, 55-point reserve, (55 Active Points); all slots OIF Unbreakable (Requires His Mystic Armor; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

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), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

2u 2) Water Blast: Energy Blast 11d6 (55 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

2u 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), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

2u 4) Water Wall: Force Wall (6 PD/12 ED; 3" long and 3" tall) (53 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

Powers Cost: 138

 

Cost Martial Arts Maneuver

8 +2 HTH Damage Class(es)

4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 55 STR to Disarm

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike

 

Martial Arts Cost: 20

 

Cost Skill

8 +1 with All Combat

3 Acrobatics 14-

2 WF: Common Martial Arts Melee Weapons, Unarmed Combat

3 KS 12-

3 Conversation 13-

3 PS: Enforcer 13-

3 High Society 13-

3 KS: Criminal Underworld 12-

2 Language: Cantonese (fluent conversation)

2 Language: English (fluent conversation)

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

3 Oratory 13-

3 Persuasion 13-

3 Streetwise 13-

 

Skills Cost: 41

 

Cost Perk

2 Fixer Contact (Contact has significant Contacts of his own) 8-

2 Fence Contact (Contact has useful Skills or resources) 8-

6 Local Chinese Mafia Contact (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-

1 Gordon Lau: False Identity

 

Perks Cost: 11

 

Cost Talent

6 Combat Luck (3 PD/3 ED)

 

Talents Cost: 6

 

Total Character Cost: 355

 

Pts. Disadvantage

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

10 Hunted: Authorities 8- (Less Pow, NCI, Capture)

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

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

5 Physical Limitation: Insomnia (Infrequently, Slightly Impairing)

15 Psychological Limitation: Reformed Criminal (Common, Strong)

15 Psychological Limitation: True To His Word (Common, Strong)

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

5 Reputation: Convicted Felon, 8-

15 Social Limitation: Bounty (wanted by the Chinese Government) (Frequently, Major)

10 Social Limitation: Detached From Humanity (Doesn't Eat or Age) (Frequently, Minor)

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

 

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 5

Total Experience Available: 5

Experience Unspent: 0

 

Right off, you have zero endurance powers in an elemental control. That is a no no. Now, if you make it cost endurance... then it can go in an elemental control.

 

Second, players can have one unusual defense (flash defense, mental defense, power defense, lack of weakness). A second unusual defense can happen but don't assume it will get accepted. Three unusual defenses are a no no.

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Re: Catalyst: A Champions campaign on Hero Central

 

Right off, you have zero endurance powers in an elemental control. That is a no no. Now, if you make it cost endurance... then it can go in an elemental control.

 

Second, players can have one unusual defense (flash defense, mental defense, power defense, lack of weakness). A second unusual defense can happen but don't assume it will get accepted. Three unusual defenses are a no no.

 

You told me to create that elemental control with Flight and Armor back in this post. If you now want me to get rid of it, that's fine, but you're not making this any easier on me. :straight:

 

And he only has Power Defense. Do you consider Life Support an unusual defense?

 

~Gabriel

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Re: Catalyst: A Champions campaign on Hero Central

 

Ok. Players have characters scatter hither and yon across this thread. Since I have to pick five, lets kick this off.

 

1. If you submitted a character AND it was accepted into Silverstone, you may submit a character for Thebes. However, you submissions will be considered 2nd string choices.

2. I have posted the standards before, but a standard hero is 11 DC, 25/25 defenses, 5 SPD, 23 DEX. So a 28/22 Defense is ok for a 5 SPD, it just means you have a weakness. If you want to stay a 5 SPD and change something else (say 13 DC attacks) then something else HAS to suffer for balance. Fed has also posted some guidelines.

3. I need a complete character history and a picture for your submissions. I would rather have a great backstory and an incomplete character (point wise) than a completed character and no backstory.

4. Take all 50 points of psych Disads.

 

I am HEREBY asking all people to submit their characters again (except Inertia... he is a default in). If you have the ability to save your character in a .hdc file, please do so. Include the character history, quotes, etc in the file. Please put your "board" handle in the Player Name field. 200 point + 150 point for disads. After you character has been approved (not necessarily accepted into Thebes), you have a complete bio AND a have character portrait you will get 5 xp. If you have a character that has been accepted into Silverstone, please put an "*" in Parathesis after you character name. If your character was not accepted into the Silverstone game, but was approved put "+" string in parathesis after your character name. So Engram would be Engram (*+), as the player has Cagelstro accepted into Silverstone and Engram was taken as an applicant. Guardian and Animax would be Guardian (+) and Animax (+).

 

It may seem anal, but it lets me know right off who stands where. If we discuss you character and you make a revision, please name it herov2, or herov3. So player X submits "Blue Bolt" for the first time. I suggest some changes, the next version is Blue Bolt v2, next one is Blue Bolt v3 and so on. Again, anal... but it lets me see what we have done.

 

Right now, a few of you have multiple character submission which is great. One character may not be a fit for a team, while another one is. Silverstone has a brick, 2 energy projectors, arterillery, a mix typed mage and a martial artist/entangle characters. Right now we have an Energy Projector. I would like to build a team from there. So, I need a brick for certain. I have not seen a single submission for a speedster, and I would like to see one. I would also like to see a normal guy playing at being a super. That could either be a martial artist, a suit, something. Now a normal guy does not necessarialy mean normal char maxima (though it does point that way). Gold Fist (the 6 speed martial artist with golden brass knuckles), Blue Bolt (a bow user), and Power Assist (a suit) would all count toward that.

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Re: Catalyst: A Champions campaign on Hero Central

 

You told me to create that elemental control with Flight and Armor back in this post. If you now want me to get rid of it, that's fine, but you're not making this any easier on me. :straight:

 

And he only has Power Defense. Do you consider Life Support an unusual defense?

 

~Gabriel

 

My bad. Flight ok. Armor a no no. I was thinking Force Field. Life Support is considered a defense. A TON of NNDs have it as a defense. People who have points to spare generally get Life Support. They go from Hero to Immortal. You see him going into space tomorrow? Strolling into a Nuclear Reactor? You just made the character and already he does not need to eat, sleep and is going to live 10,000 years.

 

You want Life Support and you want it in an Elemental Contol, pay endurance for it.

 

I don't have a problem with you making some Chinese Immortal (or a guy who has such a big head on his shoulder he thinks he is). I think the main point is he was a brickish martial artist who has this cool suit on the side. Scrounging for points started turning into what can I do to keep the armor. Blend it. Be a strong martial artist, then decide what is inate and what is in this cool suit of armor. Go from there. Go back to the main focus of the character and build from there.

 

The sticking point for me (just some guy looking at the hero) was: If he is Immortal why does he need the suit? Is he a mortal borrowing Immortal power from a mystial artifact? Immortals, in Chinese mythos, are either humble and refrain from things OR are haughty and refrain from things to show how powerful they were OR stole power and had to have artifacts to compete. Nes pa? Just my .02

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Re: Catalyst: A Champions campaign on Hero Central

 

1. Social Limitation: Keeping his dad's secret (Occasionally, Major)

Compared to the Harmful Secret (Occasionally, Minor) example Disad, what makes the negative effects on the character qualify as Major?

 

He is a lawyer. If he is found out every case he has every been a part of can have issues. His job, toast. Oh, he was a lawyer and knew his dad was a criminal and did nothing, toast. It goes on.

 

2. Psychological Limitation: Never throw a case (Common, Strong)

Is this likley to come into game play frequently enough to be considered common?

 

Its his day job. And his day job will be representing primes in criminal court. BUT he is a "hero" on the side. So, he can't use what he knows in the case unless it is admitted as evidence (see how that could go above). Also, he has a DNPC current client. It will come up.

 

3. Psychological Limitation: Willing to bend the rules, but not break them (Common, Moderate)

How exactly does this limit the character?

 

I took this to mean he will do what is right in a sense of justice. It reinforces not tanking a case. It also does other things.

 

4. Sudden Stop: Force Wall (12 PD), Transparent to ED Attacks (+1/2), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (60 Active Points)

This gives the character a potential PD of 38, meaning many minion type villains (who likely will not have 11d6+ or energy attacks) will not be able to effect the character while it is up.

 

This will mean most physical attacks will simply stop. However, he will not be attacking. I have looked at this one too and have not made a final decision about it. The purpose of the wall was to stop move thru/move bys. I may put in a limitation like this since this was the purpose of the power. I do not want Inertia to tell people to stand begin him when 6 thugs brandish machine guns.

 

5. Momentum Shift: Teleportation 1", No Relative Velocity, Position Shift, Ranged (+1/2), Usable As Attack (not versus Kinetic Energy powers, Clinging, or Teleport with No Relative Velocity) (x32 maximum weight per inanimate target; +2 1/4) (64 Active Points); Only To Change Speed/Direction Of Momentum (-1/2)

I am a little wary of UAA. Even with the limitation, this power could be used to one-shot fast moving villains under some common circumnstances (by using a held action). For example, you could force a charging speedster to drive himself into the ground, you could force a villain Flying away at NCM to fly into a wall, you could force a character moving out of the way of a haymaker/ move through to stay in the same hex, ect.

 

The original purpose of this was to "stop" a car in one hex (one purpose). I have not looked into this one as 100%. I was going to try a few test cases and see what happens. However, if you have a held action and someone tries a haymaker/move thru/ etc.... you have a lot of options in saying "boo" with a red cloak as they bulldog past you.

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Re: Catalyst: A Champions campaign on Hero Central

 

My bad. Flight ok. Armor a no no. I was thinking Force Field. Life Support is considered a defense.

 

Honest mistake.

 

People who have points to spare generally get Life Support. They go from Hero to Immortal. You see him going into space tomorrow? Strolling into a Nuclear Reactor? You just made the character and already he does not need to eat, sleep and is going to live 10,000 years.

 

You want Life Support and you want it in an Elemental Contol, pay endurance for it.

 

I don't have a problem with you making some Chinese Immortal (or a guy who has such a big head on his shoulder he thinks he is). I think the main point is he was a brickish martial artist who has this cool suit on the side. Scrounging for points started turning into what can I do to keep the armor. Blend it.

 

You really ought to refrain from making assumptions about my motivations. It's downright offensive to assume that adding Life Support was an attempt at powergaming. It wasn't, and assuming that it was serves no purpose except to alienate me.

 

That being said, your mechanical objections are solid, and I'll pare it down to the point where he can survive underwater if he's wearing the armor (since he has no natural elemental powers).

 

The sticking point for me (just some guy looking at the hero) was: If he is Immortal why does he need the suit? Is he a mortal borrowing Immortal power from a mystial artifact? Immortals' date=' in Chinese mythos, are either humble and refrain from things OR are haughty and refrain from things to show how powerful they were OR stole power and had to have artifacts to compete. Nes pa? Just my .02[/quote']

 

The immortals almost always have artifacts. It's a trope of the genre, you might say. This becomes most apparent when the Monkey King goes around and starts taking the artifacts of a bunch of other Immortals, thereby upsetting (once again) the order of things.

 

Ao Kuang, for his part, has the armor presented to him by one of the people who convince him that he's a Taoist immortal (not something that occurs to him on his own). They believe, and he comes to eventually, that it was always intended for him.

 

~Gabriel

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Re: Catalyst: A Champions campaign on Hero Central

 

Honest mistake.

 

 

 

You really ought to refrain from making assumptions about my motivations. It's downright offensive to assume that adding Life Support was an attempt at powergaming. It wasn't, and assuming that it was serves no purpose except to alienate me.

 

The only assumptions I can make about motivations is what I read into posts (and all the baggage I bring as a player and a GM). As we are playing a genra based on just about every possible fantasy environment, anything and everyting is fair game/possible. There was no assumption about powergaming and powegaming was not mentioned. People who generally have points to spare get life support. You see it all the time (as a GM in a supers game), and some of the reason as as thin has garlic skin and veiled in less. You said early on you were playing the Immortal, so I expected it. That said, you took power defense, which is fine as well. If I expected the powegame line I would have seen a defense vs everything else (flash, lack of weakness, etc)... BUT in some home games it is expected. To go further, in some home games (and conventions) GMs bring "how can I screw" the players mentality to the table. If you don't take a defense vs everything you get owned. My intentions are to balance the playing field for all players (which is hard enough in a point based system) and make the game not only enjoyable buy rememberable. GMs know they did it right when the players nostaliga is not about how GM X killed off the party, again, but when GM X ran them thru a campaign that lasted months or years with countless adventures that catered to all.

 

You have no clue what you bring to the game = what GMs expect (that are not in a home campaign). The part about stroling into a Nuclear reactor and living for 10,000 years is just that... players have intro characters who have a large portion of their power realized. All it takes to be immortal for "humans" is not die of old age or die of a common malday In some mythos the Gods still had to eat, still had to breathe, still had realtions, still had alot of things... some of them even died of poisons and sicknesses.

 

My intent is not to alientate but to cast a light on. I want to see what lies in the dark crevases of a character. Where people have no real motivation for power, no reason, no explination OR explinations are weak as rice paper. They want it to have it.

 

That being said, your mechanical objections are solid, and I'll pare it down to the point where he can survive underwater if he's wearing the armor (since he has no natural elemental powers).

Thats fine. I want to get to the meat of the character and strip away the fat (unless it adds flavor). I want the heart of the character to be realized and to shine in their area of expertise. That is what we all want to do, shine in our area. If you (that is the anyone you, not you this person) want to shine in all areas, then you really want the spot light. There are enough lights on stage for everyone, so lets everyone get their shot.

 

The immortals almost always have artifacts. It's a trope of the genre, you might say. This becomes most apparent when the Monkey King goes around and starts taking the artifacts of a bunch of other Immortals, thereby upsetting (once again) the order of things.

Gods florish, died and new ones are made. Ages change and so do the Gods. If you are taking on the Golden Age of China and it mythic history (a la the Monkey King) then you enter into a period I know little about. It odd though in the age before the period of enlightenment few gods were the norm, more spirits and less power by items. Was it not the rise of others and their need for items to bring them to power (or oust power) from that generation?

 

Ao Kuang, for his part, has the armor presented to him by one of the people who convince him that he's a Taoist immortal (not something that occurs to him on his own). They believe, and he comes to eventually, that it was always intended for him.

Ah, did not see that in his background. What strikes me as odd, he is taking advice from "others" about his power. Funny. Looks like someone else is already pulling his strings (whoever these people are).
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Re: Catalyst: A Champions campaign on Hero Central

 

Thats fine. I want to get to the meat of the character and strip away the fat (unless it adds flavor). I want the heart of the character to be realized and to shine in their area of expertise. That is what we all want to do' date=' shine in our area. If you (that is the anyone you, not you this person) want to shine in all areas, then you really want the spot light. There are enough lights on stage for everyone, so lets everyone get their shot.[/quote']

 

That may be part of my problem. I wasn't trying to shine in any area. I just had a character concept and built entirely around that.

 

You are right; I was aiming for the immortals of Journey to the West. They have a lot of traits in common with modern superheroes, and I wanted to explore that.

 

My character is fairly old, and he's changed a great deal since he discovered his powers. As a teenager, he tried to protest against government control. During a riot he demonstrated his powers publicly, and would have been arrested; so he went into hiding. Some of the people helping him hide believed that he was an Immortal and gave him the armor.

 

He got into a few fights with goverment agents when they caught up with him, and then he went to Taiwan to form a cult/criminal organization and attempt to take over. The government intervened, and he went to jail. It was only in jail, when he realized that he wasn't aging, that he began to really believe that he was an Immortal.

 

It isn't so much that he's taking advice. That true believer just planted a suggestion that fed into his depression and egotism during the years in prison.

 

~Gabriel

 

P.S. I'm going to start from scratch with clearer goals in mind.

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Re: Catalyst: A Champions campaign on Hero Central

 

Here's my initial intent, that is the "I want in" post...

 

For Thebes -

 

Going to retool a character that never got play.

A fast brick, mid level strength, but high Defenses and movement powers.

 

Premise, ex-con whose moved onto a more enlightened path, nominally a pacifist but now wants to use their powers to help people; willing to give into the idea that hitting something is called for occasionally.

 

With luck this evening I'll get a full write-up and portrait up.

 

If that idea doesn't appeal at all to you I have a second character that is essentially done (background needs modification to fit Catalyst) that is a Mental Blaster, Private Investigator. This one also never saw play sadly.

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