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Catalyst: A Champions campaign on Hero Central


Fedifensor

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Re: Catalyst: A Champions campaign on Hero Central

 

Okay' date=' most of the character is pretty much the same so let's compare the my multipower to yours.[/quote']

Actually, the extra STR makes a difference. A 6d6 attack averages 21 points - just about every proposed character in this thread would bounce that attack. An 8d6 attack averages 28 pts, which does 3 pts to a villain built on the campaign average. In short, without a boost, your Punch won't even take down an agent, and your Kick is nothing more than a love tap to a villain.

 

By comparison, a 7d6 Punch hits hard enough to at least make an agent think twice about taking a second hit (possibly stunning him), and a 9d6 Kick averages double the damage through average supervillain defenses.

 

My Ape form is simply damage. If I want movement' date=' I have to switch. You've added movement to my Ape form, making me less likely to have to switch to Cheetah to get around. Remember my version, base running is 7", yours is 10".[/quote']

Yes, which also means the leaping isn't as much of an advantage over running in my version.

 

This is close to a wash' date=' yours does 1d6 more damage, mine has more combat running.[/quote']

The +1d6 damage is going to make more of a difference than the extra running. My version has two uses - an OCV/DCV boost in combat at the cost of reduced damage (compared to Ape form), and a high-speed noncombat move. That said, it's easy enough to drop the noncombat multiple to get more combat running.

 

My problem with yours is more concept. I just can't see him standing there flapping his arms to take off. I just doesn't work for me.

I added Flight to the Condor form so you would have a way to gain altitude. Gliding is useless if you can't get into the air. Besides, since your powers are defined as magic rather than obeying the laws of physics, you should be able to launch yourself into the sky.

 

This is pretty much a wash too' date=' although with yours, I have an 85 STR for holding on (25 STR, +30 For Python, +30 For Martial Grab), we both do 11d6 Squeeze, and mine is only 60 STR to hold on.[/quote']

Martial Grab is +10 STR for grabs, not +30 STR. That makes it 65 STR to the 60 STR in your version.

 

You don't have a Croc' date=' but this was actually more for the Swimming than the Damage Shield (although it will be effective against Grabs).[/quote']

Against a supervillain with decent resistant defenses, the Damage Shield is ineffective. Against a foe without resistant defenses, you're going to do BODY - which doesn't match up with the Code Versus Killing. I see you adding a form with Swimming as you get XP, but you don't really need it on day 1...there's not that much swimming going on in Colorado during the winter.

 

You also don't have a Tiger' date=' you added it to the Lion, which I suppose I could, but the reason I like this form is actually the clinging (which you may have added as a base power like his senses). It gives him a 10d6 attack 11" leaping, with clinging allowing him to get altitude for his gliding. I really see me using this a lot.[/quote']

Tigers and lions fill a similar role. I added Clinging as a base power because some of your other animal forms can justify it as much as the tiger can. The lion form in my build doesn't have leaping. However, as at least three of your forms can justify leaping, it could be added outside the multipower.

 

Again it's a wash. 10" running' date=' same damage, I have more defense vs. Move through damage.[/quote']

You have resistant defense versus move-through damage, which will only matter if you're ramming a spiked wall or something similar. Most Rhinos wouldn't come out well in such a situation. I deliberately picked that level of defense because I've seen how deadly move-through specialists can be if they have the defenses to suck up the damage done to themselves. Pray you never see the "Gravy Train"... :)

 

Same defense' date=' you have 1DC more of attack power.[/quote']

And Power Defense in my version. Considering you're taking on spiritual aspects of the animals, I felt adding that was appropriate. The extra 1 DC means you can do enough damage to keep people from ignoring you and focusing on someone else.

 

When you break it down like that, they really aren't that different. All I've changed is things that I think fit better with his concept. The Lion form may needed some added functionality. What about if I add 10 STR and some Mental Defense?

We still get to the core problem of the damage being too low without your chosen form having a damage boost. 6d6 Punch and 8d6 Kick just aren't going to cut it in a game where agents have 10-15 defenses (including armor which may be on an activation roll), elite agents having 15-20 defenses, and supervillains having 20-30 defenses. An agent with 12 PD (5 base +7 armor) and 25 STUN doesn't drop until the third hit with your Punch, and two hits with your Kick (which will miss more often due to the -2 OCV). Against a 25 PD supervillain, they could just stand there while their Recovery negates most of the damage an 8d6 attack can dish out over the course of a turn.

 

This means that Ape form is going to be your primary attack form...which also runs into the problem of dishing out a 12d6 attack while maintaining a 10 DCV. I prefer the Sacrifice Strike (+1 OCV, -2 DCV, +4d6 damage), as it makes you think about the tradeoff of doing more damage but leaving yourself open to counterattack. Unless you're fighting a high-DCV character in Ape form, there's not much reason to use Martial Strike over the Offensive Strike.

 

Finally, if you add to the Lion form, that will help. But then the Lion no longer fits your concept of only taking one aspect per animal.

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Re: Catalyst: A Champions campaign on Hero Central

 

Uh, Fedifensor, I had an idea for Ladon, but I wanted to run it by you first- I'd like to take a DNPC who's a prime... but doesn't know about Ladon's Secret ID and for some reason has a vested interest in keeping Ladon alive.

 

I'd probably need to discuss it with you; right now it's very fuzzy and I'm looking for how this would fit in with my background (which has also changed dramatically to make him post-1986. Heck, even post your last campaign). I'm still working on it, though...

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Re: Catalyst: A Champions campaign on Hero Central

 

Let me start, by saying I'm not trying to be a pain in the butt, and hope I'm not coming across that way. I also have to watch my ego sometimes and ask myself if I really like my way better, because it's really the way I want it, or do I like it better because it's my way. I've gone over your sheet and mine, and think that everything I've decided, is honestly because I like it better. I believe I've taken my ego out of the equation.

Actually' date=' the extra STR makes a difference...[/quote']

I've raised his STR to 25. At first I REALLY didn't want to do this. I thought it put him too far into the Super category. I was just going to add 1 Damage Class to his Martial Arts. Then I thought about it, he as DEX, SPD and his super senses, so he's already there, why not STR?

Yes, which also means the leaping isn't as much of an advantage over running in my version.

It's actually a lot bigger than you might think. If you compare my ape to your ape: With my Ape, I have a 4" half move, with yours I have a 7" Leaping half move, almost double.

 

If we compare your Cheetah to your Ape, your Cheetah has an 8" half move to the Ape's 7". Very little motivation to use Cheetah in combat.

 

Compare my Ape to my Cheetah, 4" half move to a 12" half move. That's a HUGE reason to switch forms.

The +1d6 damage is going to make more of a difference than the extra running. My version has two uses - an OCV/DCV boost in combat at the cost of reduced damage (compared to Ape form)' date=' and a high-speed noncombat move. That said, it's easy enough to drop the noncombat multiple to get more combat running.[/quote']

You've conviced me on the Damage. Now the difference is why would I shift? I think my way gives me more reason to shift. You do have the benefit of some serious non-combat movement, but I'll explain that with the Condor.

I added Flight to the Condor form so you would have a way to gain altitude. Gliding is useless if you can't get into the air. Besides' date=' since your powers are defined as magic rather than obeying the laws of physics, you [i']should[/i] be able to launch yourself into the sky.

Like I said my problem with flight is all about conception. I really picture him more of like Batman, Cheetah running across the roof tops, leaping to the next building, switching to Condor. I dunno, I just don't see him flying around.

Martial Grab is +10 STR for grabs' date=' not +30 STR. That makes it 65 STR to the 60 STR in your version.[/quote']

Can I just say WOW. I looked at the maneuver in Hero Designer, it said +30 and thought "Whoa that seems high" never thinking about it's already counting my 20 STR. My original idea was to add a normal Martal Grab instead of the Choke Hold, but thought would be too much STR. Man you'd never know I've been playing this game 20 years.

Against a supervillain with decent resistant defenses, the Damage Shield is ineffective. Against a foe without resistant defenses, you're going to do BODY - which doesn't match up with the Code Versus Killing. I see you adding a form with Swimming as you get XP, but you don't really need it on day 1...there's not that much swimming going on in Colorado during the winter.

I'm depressed about it, but you're right, Croc is gone.

Tigers and lions fill a similar role. I added Clinging as a base power because some of your other animal forms can justify it as much as the tiger can. The lion form in my build doesn't have leaping. However, as at least three of your forms can justify leaping, it could be added outside the multipower.

I got rid of his regular Mental Defense, added it, Power Defense and 5 STR to Lion and called it Lion's Pride.

You have resistant defense versus move-through damage' date=' which will only matter if you're ramming a spiked wall or something similar. Most Rhinos wouldn't come out well in such a situation. I deliberately picked that level of defense because I've seen how deadly move-through specialists can be if they have the defenses to suck up the damage done to themselves. Pray you never see the "Gravy Train"... :)[/quote']

Actually my Rhino has 31 PD vs your 28 (18 DEF +13 PD Force Field in the Rhino Slot).

Finally, if you add to the Lion form, that will help. But then the Lion no longer fits your concept of only taking one aspect per animal.

I think Lion's Pride SFX adequately allows all those powers.

 

Again not trying to be a pain or argumentative for the sake of it, so if you start getting annoyed let me know, I'll back off :D

 

Okay here's the updated sheet. Besides what I've already mentioned, the big change was going back to the 6 SPD.

 

 

Animax

 

Player: Checkmate

 

Val Char Cost

25 STR 15

26 DEX 48

23 CON 26

12 BODY 4

18 INT 8

14 EGO 8

15 PRE 5

12 COM 1

 

18 PD 5

18 ED 5

6 SPD 24

10 REC 0

46 END 0

40 STUN 3

 

7" RUN 2

2" SWIM 0

5" LEAP 0

Characteristics Cost: 154

 

Cost Power

16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)

Animal Senses

6 1) Animal Insticts: +2 PER with all Sense Groups

5 2) Animal Smell: Discriminatory with Normal Smell

5 3) Tracking Scent: Tracking with Normal Smell

5 4) Animal Eyes: Ultraviolet Perception (Sight Group)

3 5) Animal Ears: Ultrasonic Perception (Hearing Group)

2 6) Parabolic Hearing: +4 versus Range Modifier for Normal Hearing

60 Animal Shift: Multipower, 60-point reserve

3u 1) Animal Mastery: Mind Control 8d6 (Animal class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Limited Class Of Minds Non-Aquatic (-1/2), Does Not Provide Mental Awareness (-1/4)

1u 2) Ape's Strength: +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2), Lockout (-1/2)

4u 3) Cheetah's Speed: (Total: 50 Active Cost, 44 Real Cost) +6 DEX (18 Active Points); No Figured Characteristics (-1/2) (Real Cost: 12) plus Running 16" (Real Cost: 32)

1u 4) Condor's Flight: Gliding 20" (20 Active Points); Lockout (-1/2)

2u 5) Python's Grip: +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); Only for Grabs and Sqeeze (-1), No Figured Characteristics (-1/2)

3u 6) Lion's Pride: (Total: 42 Active Cost, 33 Real Cost) +20 PRE (20 Active Points); Lockout (-1/2) (Real Cost: 13) plus +7 Mental Defense (10 points total) (Real Cost: 7) plus Power Defense (10 points) (Real Cost: 10) plus +5 STR (5 Active Points); No Figured Characteristics (-1/2) (Real Cost: 3)

2u 7) Lizard's Healing: (Total: 44 Active Cost, 25 Real Cost) Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Lockout (-1/2) (Real Cost: 11) plus +7 REC (Real Cost: 14)

4u 8) Tiger's Limbs: (Total: 52 Active Cost, 45 Real Cost) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2) (Real Cost: 10) plus Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points) (Real Cost: 22) plus Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4) (Real Cost: 8) plus Leaping 5" (Real Cost: 5)

3u 9) Rhino's Charge: (Total: 56 Active Cost, 27 Real Cost) Force Field (13 PD) (13 Active Points); Only vs Move-Through/by Damage (-1) (Real Cost: 6) plus Running 3" (Real Cost: 6) plus Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Only for Move-By/Through Damage (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 15)

2u 10) Turttle's Shell: Armor (12 PD/12 ED) (36 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduces DEX by 5; -1/2)

Powers Cost: 127

 

Cost Martial Arts Maneuver

Martial Arts: Jungle Fighting

5 1) Snap Kick: 1/2 Phase, +1 OCV, -2 DCV, 9d6 Strike

4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike

4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 4) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls

3 6) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on

Martial Arts Cost: 23

 

Cost Skill

3 Acrobatics 14-

3 Breakfall 14-

3 Concealment 13-

2 KS: Enviornmentalist Movement 11-

3 AK: African Jungle 13-

2 Navigation (Land) 13-

3 Paramedics 13-

3 Power: Jungle Powers 14-

3 Stealth 14-

3 Survival 13-

3 Tracking 13-

3 Scientist

2 1) SS: Animal Biology 13- (3 Active Points)

2 2) SS: Biology 13- (3 Active Points)

2 3) SS: Botonay 13- (3 Active Points)

2 4) SS: Chemistry 13- (3 Active Points)

2 5) SS: Pharmacology 13- (3 Active Points)

2 6) SS: Zoology 13- (3 Active Points)

 

Everyman Skills

0 1) Acting 8-

0 2) AK: United States 8-

0 3) Climbing 8-

0 4) Conversation 8-

0 5) Deduction 8-

0 6) Language: English (idiomatic) (4 Active Points)

0 7) Persuasion 8-

0 8) PS: Scientist 11-

0 9) Shadowing 8-

0 10) TF: Small Motorized Ground Vehicles

Skills Cost: 46

 

 

 

Total Character Cost: 350

 

Pts. Disadvantage

15 Psychological Limitation: Animal RIghts Activist (Common, Strong)

15 Psychological Limitation: Fear Animal Side is Taking Over (Common, Strong)

15 Psychological Limitation: Code vs Killing (Common, Strong)

10 Enraged: Takes Body (Uncommon), go 11-, recover 14-

10 Enraged: Cornered (Uncommon), go 11-, recover 14-

10 Physical Limitation: Effected as Animal and Human Class of Mind (Infrequently, Greatly Impairing)

20 Hunted: Promethius 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: Mystery Hunted 8- (Mo Pow, NCI, Harshly Punish)

15 Social Limitation: Secret ID (Frequently, Major)

20 Vulnerability: 2 x Effect Sight and Sound Flash (Common)

Disadvantage Points: 150

Base Points: 200

 

 

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Re: Catalyst: A Champions campaign on Hero Central

 

Feedback - Rhino Beetle

 

Here is the updated sheet for Rhino Beetle. I changed his background so that it is a little less generic. If it seems familiar' date=' it is because it is a loose homage to The Fly (just substitute a Desolidification accident for the Teleportation accident). I took several of Zac's suggestions and incorporated them into the stats.[/quote']

 

Characteristics: In normal form, you're in serious trouble - and everyone knows who you are. Keep in mind that OIHD is a -1/4 limitation. I estimate that it will come up once every 4 adventures. It can be rough with a Secret ID, and much worse with a Public ID.

 

Here's a story about a previous character in the Catalyst universe. Mobius was an Only in Hero ID character, as he used the Mobius equation to become a living dimensional warp. One day, he woke up, turned on the news, and found out that a large section of the city had vanished behind some kind of interdimensional wall. He tried to turn into Mobius - and couldn't. Something about the intersection of dimensions was affecting his powers. Eventually, he figured out that he could turn back into Mobius after passing through the wall...but the authorities had cordoned off the area. He finally had to contact the other PCs in his secret ID, convince them who he was, arrive on the scene with something to maintain his identity (concealing clothing and a bag over his head), and then waited for the other PC's to convince the authorities to let them take this 'civilian' into the dimensional rift.

 

So, if you do go with the Only in Hero ID, expect to be unable to switch forms occasionally. Every OIHD character needs to think about what they're going to do when they can't access their powers. I really think you should reconsider this limitation, or at least rework your concept to be a Secret ID instead.

 

The 25 REC seems a bit high, as does the 20 EGO. I'd rather see a lower EGO in monster form and a higher Mental Defense.

 

Finally, I had a suggestion that would allow you to increase your STR to 65, by rewriting the "Four-Armed Fighting" ability. See my comments under Powers.

 

Powers: Top concern - the horn. Penetrating is allowed very rarely in the Catalyst universe, especially for Killing Attacks. A Penetrating Killing Attack is basically asking to have every bad guy's focus destroyed. You can have the horn, but you need to write up the power differently.

 

Now, here's a different way to strike people with multiple fists at once...

 

23 pts - Triple Punch: Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) for up to 45 Active Points of STR (34 Active Points); Only with Strike (-1/2). 2 END/shot, or 6 END total.

6 pts - +3 OCV with Triple Punch

5 pts - 1 level with HTH combat

 

With your HTH level in OCV, you hit a 10 DCV on an 13-, an 8 DCV on a 15-, and a 6 DCV on a 17-...very good for a brick. The damage is 9d6 instead of 13d6 (assuming you raise STR to 65), but you have a much better chance of hitting, and you get an additional 9d6 strike for every two points by which you make the roll (with a maximum of 3 hits). You can also swing at multiple adjacent targets, and can even buy Autofire Skills to make your multiple punches more effective.

 

Finally, you also have the flexibility of not using this power, and instead striking for the full 13d6. It's a trade off between one big hit that may miss, or several smaller hits that are more accurate.

 

I'm not a big fan of using Missile Deflection as a 'shrug it off' power...I'd rather see increased defenses with the condition of being unable to attack and/or making yourself easy to hit (with Concentration or the like). However, it works, and if that's the way you want to go I don't have a problem with it. Zac likes that method, so if you end up in his game I expect you'll get some use out of the power.

 

I know Steve Long prefers simulating Always On Growth and Density Increase with other powers, but I like buying actual Growth (with 0 END Persistant). Again, more of a flavor thing...you can go either way with an OIHD character.

 

With a HTH-only character, you can get away with squeezing out a extra point or two of PD/ED. Maybe 27 PD/25 ED?

 

Paying 1 point to add your EGO/5 to Mental Defense is a bit cheesy, but I understand why. Personally, I prefer to see 5 points minimum spent on a defensive power, so people don't get immunity to an NND through buying 1 point of every possible defense. You can move a few points from EGO to this power.

 

Skills: I just skimmed over these, but they look okay.

 

Disadvantages: I already talked about Public ID for an Only In Hero ID character. I like the "Affected as both Human and Animal Class of Minds" - don't run into Animax/Feral's evil twin. Your "Biotech Agents and Mutants" may morph into a Hunted by Promethius (the biggest biotech firm on the planet). Finally, I think there's some overlap between scientific curiosity and the fear your invention will fall into the wrong hands - I'd like to see that addressed.

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Re: Catalyst: A Champions campaign on Hero Central

 

Let me start' date=' by saying I'm not trying to be a pain in the butt, and hope I'm not coming across that way. I also have to watch my ego sometimes and ask myself if I really like my way better, because it's really the way I want it, or do I like it better because it's my way. I've gone over your sheet and mine, and think that everything I've decided, is honestly because I like it better. I believe I've taken my ego out of the equation.[/quote']

I don't have time for a real big post, but I think the STR increase and the changes in your Martial Arts go a long way towards fixing the problems I had with the character. I would personally do the multipower differently, but your new sheet makes it more of a style difference than a serious mechanical issue. I'll bounce the new version off of the approved players as a sounding board, and let you know if any big concerns appear.

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Re: Catalyst: A Champions campaign on Hero Central

 

Uh' date=' Fedifensor, I had an idea for Ladon, but I wanted to run it by you first- I'd like to take a DNPC who's a prime... but doesn't know about Ladon's Secret ID and for some reason has a vested interest in keeping Ladon alive. [/quote']

A DNPC that protects you instead of you protecting them is usually a Follower or a Contact instead. I've only seen it done successfully once, with a superhero whose girlfriend got a lesser version of his powers. She thought she could protect him...and ended up being the one who needed to be rescued.

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Re: Catalyst: A Champions campaign on Hero Central

 

Okay, never mind then. I just thought it would be funny as hell.

 

Let me go ahead and put up my updated character sheets here. Also, here's some background (spoilered, and it assumes one big thing which... may not actually be true in the campaign world):

 

 

Unfortunately for all involved, the Crimson Flame is dead. Very dead. Deader, one might say, than disco. With him gone, the Third Eye lost one hell of a big bad weapon.

 

Now, you didn't think they'd let that stand for long, did you? Yeah, didn't think so.

 

Ways to revive him in a normal manner having failed miserably- it's a little difficult to find all the ashes in someone's body once they've been scattered to the four winds- they instead decided to perform a much more radical version of resurrection; namely, instead of simply bringing the Crimson Flame back to life... They'd fuse what was left of him with someone else.

 

The first few attempts at this failed miserably. Research into this problem surmised that a normal human could never survive such a strenuous reaction.

 

Enter the latent, Ryu Hoshi. Ryu, recently disowned by his family through a series of events beyond his control, would not be missed, even by the college professor that had reluctantly (and only temporarily) taken him in. His own luck seemed to have gone south for the winter, leaving him abandoned. What's a languages major to do?

 

Apparently, sign up for a strange new medical experiment to make ends meet.

 

The Third Eye couldn't believe their luck- not only was he a latent, but he even had some level of magical talent! With this, all their problems could easily be solved! He was quickly drugged and taken to a secure location, where he was tied to the ever-so-classic slab.

 

Maybe the moon wasn't right. Maybe it was that they used a star sapphire to hold the Flame's soul rather than the proper true ruby. Or maybe Ryu was just luckier than anyone had ever suspected. In any case, what the Third Eye obtained was not the Crimson Flame, returned to his true self with Ryu as a vessel.

 

What they got instead was a frost dragon, with a reluctant college student at the helm. When they tried to bring him to bay, they learned the worst part- the fusing of his soul and the Crimson Flame's had made both the Flame's impression and most forms of basic mind control worthless. He was no longer beholden to the third eye.

 

The last glimpse the Third Eye had of the Crimson Flame was the laughing face of a blue dragon, shards of frost breaking the magic circle (and quite possibly killing- albeit accidentally- several of the mages involved in the ritual).

 

Ryu tried to return to his normal life, but it turns out that the ritual left him with a 'leaky aura'. He has become almost a magical beacon, drawing strange people and events into his life.

 

Such is the problem with being a Prime...

 

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Re: Catalyst: A Champions campaign on Hero Central

 

I fear my last post may have gotten lost amidst the longer, more vigorous posts. :)

 

Anyway, as an exercise I spent some time stating out the aforementioned Father Santiago. I do not, of course, expect this to have any bearing on anything, but I do need practice and it's nice to have a concept to work with.

 

If somebody who has the time (and inclination) could look it over and tell me what I'm doing wrong, I'd appreciate it.

 

 

Santiago Rosencruz

 

Last descendent of Christian Rosenkreuz, founder of the Rosicrucian Order. A powerful Prime who answers only to God.

 

VAL...CHA...Cost...Total...Roll......Notes

8.....STR....-2......8......10-.......1&1/2 d6 HTH

15....DEX....15.....15......12-.......OCV 5 DCV 5

15....CON....10.....25......13-

10....BODY....0.....15......11-

18....INT.....8.....18......12-.......PER Roll 12-

24....EGO....28.....24......14-.......ECV: 8

15....PRE.....5.....15......12-.......PRE Attack: 3d6

16....COM.....3.....16......12-

7.....PD......5.....7/21..............7/21 PD (0/14 rPD)

8.....ED......5.....8/22..............8/22 ED (0/14 rED)

5.....SPD....20......5................Phases: 3, 5, 8, 10, 12

10....REC.....4.....10

40....END....10.....40

24....STUN....8.....32

6.....RUN.....0.....6"................END [1]

2.....SWIM....0.....2"................END [1]

2.....LEAP....0.....2 1/2"............

 

CHAR cost: 119

 

Argent Constitution

 

13....1) Enhanced Physique: +10 CON (20 Active Points); No Figured Characteristics (-½)

 

7.....2) Silver Bones: +5 BODY (10 Active Points); No Figured Characteristics (-½)

 

36....3) Unbreakable: Armor (14 PD/14 ED).

 

16....4) Metallic Resonance: Targeting Sense (Hearing +10), Telescopic (Hearing +6)

 

Silver Manipulation

 

40....Multipower 60 point reserve, all OIF (-½)

 

3u....1) Argentokinesis: Telekinesis (40 STR) (60 Active Points); Only Works On Silver (-1).

 

3u....2) hurling small silver objects: Energy Blast RKA 4d6; OIF (small silver objects of opportunity; -1)

 

3u....3) Silver bands: Entangle 6d6, 6 DEF (60 Active Points); Requires sufficient supply Of silver Within 10” Of Target (-1).

 

3u....4) Silver Shield: Force Wall (10 PD/10 ED; 3” long)(54 Active Points); Requires sufficient Supply Of Silver Within 10” Of Target (-1).

 

6u....5) Skeletal Levitation: Flying 15”, x8 Noncombat Movement, Reduced Endurance (0 END; +½). Total cost: 60 points.

 

Argent Touch

 

50....1) 6d6 Major Transform (any material to silver), 1 hex nonselective (+¼)(113 Active Points); only inanimate objects (-¼), All Or Nothing (-½), No Range (-½). Total Cost: 50

 

Powers Cost: 180

 

 

Skills: 51

 

9.....+3 OCV with Silver Manipulation powers

5.....+1 DCV against all Mental attacks

3.....Stealth 12-

3.....Conversation 12-

3.....Disguise 12-

3.....Knowledge (Christianity) 12-

3.....Knowledge (History) 12-

4.....Spanish (Idiomatic)

3.....Latin (Accent)

3.....Italian (Accent)

3.....Persuasion 12-

3.....Shadowing 12-

 

Disadvantages 200+

 

5.....Robes: Distinctive Features, Easily Concealed (Noticed and Recognizable): 5 Character Points

20....Enraged when witnessing the use of magic (UnCommon), go 11-, recover 8-: 20 Character Points

30....Hunted: Catholic Church (Mo Pow, NCI, Very Frequently 14-, Harshly Punish)

15....won't fight on holy ground (Uncommon, Total)

10....Reputation 14- (recognized by law enforcement)

15....Social Limitation 11- (A Wanted Man)

25....Susceptibility to Baking Soda (2d6 every Turn)

20....Vulnerable to Acid (x2 damage)

 

Total: 350

 

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Re: Catalyst: A Champions campaign on Hero Central

 

I fear my last post may have gotten lost amidst the longer' date=' more vigorous posts. :)[/quote']

I saw it, and it was good except for the first three words. I think it shouldn't be "Several years ago", as I'd prefer to see you assume your full powers more recently. I don't want to fall into the trap of you having too much history as a full-fledged super before the game begins.

 

Anyway, as an exercise I spent some time stating out the aforementioned Father Santiago. I do not, of course, expect this to have any bearing on anything, but I do need practice and it's nice to have a concept to work with.

 

If somebody who has the time (and inclination) could look it over and tell me what I'm doing wrong, I'd appreciate it.

Well, I've looked the character over, and it gives me a lot of ideas...but I'm going to rewrite it if you're selected for the campaign. And I can't really give you advice on what you're doing wrong, because that would involve telling you what I'm changing. I want it to be a surprise... :D

 

About the only thing I will say is that the defenses need to be significantly higher if the DCV is only 5. Everything else is subject to change, as long as it still fits the story (and I'll let you know if I need anything in the story changed).

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Re: Catalyst: A Champions campaign on Hero Central

 

I updated my submission (page 12, post 174) based on your feedback.

Feedback - Rhino Beetle

 

 

 

Characteristics: In normal form, you're in serious trouble - and everyone knows who you are. Keep in mind that OIHD is a -1/4 limitation. I estimate that it will come up once every 4 adventures. It can be rough with a Secret ID, and much worse with a Public ID.

 

Here's a story about a previous character in the Catalyst universe. Mobius was an Only in Hero ID character, as he used the Mobius equation to become a living dimensional warp. One day, he woke up, turned on the news, and found out that a large section of the city had vanished behind some kind of interdimensional wall. He tried to turn into Mobius - and couldn't. Something about the intersection of dimensions was affecting his powers. Eventually, he figured out that he could turn back into Mobius after passing through the wall...but the authorities had cordoned off the area. He finally had to contact the other PCs in his secret ID, convince them who he was, arrive on the scene with something to maintain his identity (concealing clothing and a bag over his head), and then waited for the other PC's to convince the authorities to let them take this 'civilian' into the dimensional rift.

 

So, if you do go with the Only in Hero ID, expect to be unable to switch forms occasionally. Every OIHD character needs to think about what they're going to do when they can't access their powers. I really think you should reconsider this limitation, or at least rework your concept to be a Secret ID instead.

I changed the Public ID to a Secret ID.

The 25 REC seems a bit high' date=' as does the 20 EGO. I'd rather see a lower EGO in monster form and a higher Mental Defense.[/quote']

I lowered his EGO by 5 and raised his Mental Defense by 5.

Finally, I had a suggestion that would allow you to increase your STR to 65, by rewriting the "Four-Armed Fighting" ability. See my comments under Powers.

 

Powers: Top concern - the horn. Penetrating is allowed very rarely in the Catalyst universe, especially for Killing Attacks. A Penetrating Killing Attack is basically asking to have every bad guy's focus destroyed. You can have the horn, but you need to write up the power differently.

 

Now, here's a different way to strike people with multiple fists at once...

 

23 pts - Triple Punch: Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) for up to 45 Active Points of STR (34 Active Points); Only with Strike (-1/2). 2 END/shot, or 6 END total.

6 pts - +3 OCV with Triple Punch

5 pts - 1 level with HTH combat

 

With your HTH level in OCV, you hit a 10 DCV on an 13-, an 8 DCV on a 15-, and a 6 DCV on a 17-...very good for a brick. The damage is 9d6 instead of 13d6 (assuming you raise STR to 65), but you have a much better chance of hitting, and you get an additional 9d6 strike for every two points by which you make the roll (with a maximum of 3 hits). You can also swing at multiple adjacent targets, and can even buy Autofire Skills to make your multiple punches more effective.

 

Finally, you also have the flexibility of not using this power, and instead striking for the full 13d6. It's a trade off between one big hit that may miss, or several smaller hits that are more accurate..

It's a very good build, thank you, however I think it greatly limits the utility of having four arms. The only maneuver you can perform with Autofire STR is Strike. I would not be able to Grab two opponets, Grab and Strike the same opponent, ect. I removed Penetrating from the HKA and put it into an Elemental Control with Flight and Missile Deflection.

I'm not a big fan of using Missile Deflection as a 'shrug it off' power...I'd rather see increased defenses with the condition of being unable to attack and/or making yourself easy to hit (with Concentration or the like). However' date=' it works, and if that's the way you want to go I don't have a problem with it. Zac likes that method, so if you end up in his game I expect you'll get some use out of the power.[/quote']

I have no problem describing the power as an active Block, also I had to place Costs END on it to put it in the EC.

I know Steve Long prefers simulating Always On Growth and Density Increase with other powers' date=' but I like buying actual Growth (with 0 END Persistant). Again, more of a flavor thing...you can go either way with an OIHD character.[/quote']

As Growth comes with a few extra things I don't need, I think it's easier to leave it as is.

 

With a HTH-only character' date=' you can get away with squeezing out a extra point or two of PD/ED. Maybe 27 PD/25 ED?.[/quote']

I had an extra point, so I made his PD 28. Please let me know if this is too much.

Paying 1 point to add your EGO/5 to Mental Defense is a bit cheesy' date=' but I understand why. Personally, I prefer to see 5 points minimum spent on a defensive power, so people don't get immunity to an NND through buying 1 point of every possible defense. You can move a few points from EGO to this power.[/quote']

I lowered his EGO by 5 and raised his Mental Defense by 5.

Skills: I just skimmed over these, but they look okay.

 

Disadvantages: I already talked about Public ID for an Only In Hero ID character. I like the "Affected as both Human and Animal Class of Minds" - don't run into Animax/Feral's evil twin. Your "Biotech Agents and Mutants" may morph into a Hunted by Promethius (the biggest biotech firm on the planet). Finally, I think there's some overlap between scientific curiosity and the fear your invention will fall into the wrong hands - I'd like to see that addressed.

I have no problem changing Biotech to Promethius. I am not sure what you mean in reference to Scientific Curiosity and the Fear about his invention overlapping. Could you please explain?

 

I'll describe what I meant each limitation to mean for the character. The Scientific Curiosity (Very Common, Moderate) is a personality quirk influencing pretty much everything he does. He is a science nerd and if given the choice, he will pursue information involving something science related over other choices. The Fear That His Invention Will Fall Into The Wrong Hands (Uncommon, Total) represents a specific circumnstance. He is horrified by the idea that his technology will be used to harm poeple. He will pursue, to the exclusion of other endeavors, any evidence that his research is being used for ill gain. Sort of like Iron Man, he will go to great lengths to retrieve or destroy technology he thinks are based on his research.

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Re: Catalyst: A Champions campaign on Hero Central

 

Since you're practicing, I'll give you a run down of the character as if I were GM, just so you get the practice, and see how someone might view the character.

 

 

 

Santiago Rosencruz

 

Last descendent of Christian Rosenkreuz, founder of the Rosicrucian Order. A powerful Prime who answers only to God.

 

VAL...CHA...Cost...Total...Roll......Notes

8.....STR....-2......8......10-.......1&1/2 d6 HTH

15....DEX....15.....15......12-.......OCV 5 DCV 5

15....CON....10.....25......13-

10....BODY....0.....15......11-

18....INT.....8.....18......12-.......PER Roll 12-

24....EGO....28.....24......14-.......ECV: 8

15....PRE.....5.....15......12-.......PRE Attack: 3d6

16....COM.....3.....16......12-

7.....PD......5.....7/21..............7/21 PD (0/14 rPD)

8.....ED......5.....8/22..............8/22 ED (0/14 rED)

5.....SPD....20......5................Phases: 3, 5, 8, 10, 12

10....REC.....4.....10

40....END....10.....40

24....STUN....8.....32

6.....RUN.....0.....6"................END [1]

2.....SWIM....0.....2"................END [1]

2.....LEAP....0.....2 1/2"............

DEX is in a weird spot, 14 will get you almost the same thing, so is EGO, you're not taking advantage of the break point. You can get pretty much the same thing with a 23 EGO (same ECV and Roll). That said, I don't see a real reason he has almost superhuman EGO? None of his powers use it for anything, it seems like a waste. His SPD is pretty much in the superhuman range too. It doesn't really fit with the rest of his stats.

 

CHAR cost: 119

 

Argent Constitution

 

13....1) Enhanced Physique: +10 CON (20 Active Points); No Figured Characteristics (-½)

 

7.....2) Silver Bones: +5 BODY (10 Active Points); No Figured Characteristics (-½)

 

36....3) Unbreakable: Armor (14 PD/14 ED).

 

16....4) Metallic Resonance: Targeting Sense (Hearing +10), Telescopic (Hearing +6)

This doesn't really break anything, but I'm not sure what the SFX would be.

 

Silver Manipulation

 

40....Multipower 60 point reserve, all OIF (-½)

 

3u....1) Argentokinesis: Telekinesis (40 STR) (60 Active Points); Only Works On Silver (-1).

 

3u....2) hurling small silver objects: Energy Blast RKA 4d6; OIF (small silver objects of opportunity; -1)

Objects of Opportunity is only a 1/2 Limitation.

 

3u....3) Silver bands: Entangle 6d6, 6 DEF (60 Active Points); Requires sufficient supply Of silver Within 10” Of Target (-1).

 

3u....4) Silver Shield: Force Wall (10 PD/10 ED; 3” long)(54 Active Points); Requires sufficient Supply Of Silver Within 10” Of Target (-1).

Normally I'd agree this is a -1, but see my comments below.

 

6u....5) Skeletal Levitation: Flying 15”, x8 Noncombat Movement, Reduced Endurance (0 END; +½). Total cost: 60 points.

 

Argent Touch

 

50....1) 6d6 Major Transform (any material to silver), 1 hex nonselective (+¼)(113 Active Points); only inanimate objects (-¼), All Or Nothing (-½), No Range (-½). Total Cost: 50

Okay here is where we get to the problem with your limitations. When I first saw the character and saw you had Ojects of Opportunity at -1, I knew that was wrong. Then I saw that they had to be SILVER Objects of Opportunity, and I would have let that slide. Same with your FW and Entangle... Until I got to your Transform. You can make any object you come into contact with an Object of Opportunity. It's next to impossible to disarm you, I'd probably make you put that limitation as a -1/4.

 

Now as for the Transform itself, I think it's overkill. You can Trasfrom an entire office building without AoE if the GM determines that its one object. With the power this way you could transform multiple objects in 1 hex, so it would be useful if you wanted a bunch of small objects to be silver. If you kept the AoE I'd probably make you get rid of Nonselective. We're dealing with stationary inanimate objects with an DCV of 0. It just doesn't limit you.

 

Powers Cost: 180

 

 

Skills: 51

 

9.....+3 OCV with Silver Manipulation powers

This would be okay, but you really need to think about DCV.

5.....+1 DCV against all Mental attacks

Complete waste of points. Take 4 points rasie your EGO to 26, and you've just increased your OECV and DECV, then use the point you saved and buy 1 point of Mental Defense (which will buy 6 points of Mental Defense). You're MUCH better off then wasting 5 points on this skill level.

3.....Stealth 12-

3.....Conversation 12-

3.....Disguise 12-

3.....Knowledge (Christianity) 12-

3.....Knowledge (History) 12-

4.....Spanish (Idiomatic)

3.....Latin (Accent)

3.....Italian (Accent)

3.....Persuasion 12-

3.....Shadowing 12-

 

Disadvantages 200+

 

5.....Robes: Distinctive Features, Easily Concealed (Noticed and Recognizable): 5 Character Points

20....Enraged when witnessing the use of magic (UnCommon), go 11-, recover 8-: 20 Character Points

30....Hunted: Catholic Church (Mo Pow, NCI, Very Frequently 14-, Harshly Punish)

15....won't fight on holy ground (Uncommon, Total)

10....Reputation 14- (recognized by law enforcement)

15....Social Limitation 11- (A Wanted Man)

25....Susceptibility to Baking Soda (2d6 every Turn)

20....Vulnerable to Acid (x2 damage)

Your last 2 Disads would require some serious explinations (acid is no more effective on Silver than it is on living tissue), but other than that he looks okay

Total: 350

Hope that helps.

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Re: Catalyst: A Champions campaign on Hero Central

 

I saw it, and it was good except for the first three words. I think it shouldn't be "Several years ago", as I'd prefer to see you assume your full powers more recently. I don't want to fall into the trap of you having too much history as a full-fledged super before the game begins.

 

Well, I've looked the character over, and it gives me a lot of ideas...but I'm going to rewrite it if you're selected for the campaign. And I can't really give you advice on what you're doing wrong, because that would involve telling you what I'm changing. I want it to be a surprise... :D

 

About the only thing I will say is that the defenses need to be significantly higher if the DCV is only 5. Everything else is subject to change, as long as it still fits the story (and I'll let you know if I need anything in the story changed).

 

Well, it needs to have been enough time for him to finish his schooling and find a job at the university. Three or four months, at the least? But it doesn't really matter. The timetable was unimportant; entirely off the top of my head.

 

Hope that helps.

 

It does! Thank you. All of your points are excellent, and for my own edification I'll be making a revised version.

 

About the last two disads: silver tarnishes rapidly when exposed to acid and baking soda. While they don't dissolve it instantly, it would be lethal to anybody whose metabolism is replete with every form of silver. And of course the idea of this powerful super running from acid rain amuses me.

 

~Gabriel

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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) - feedback given, near final
  • Ladon, shifter with dragon form (Fabricati) - received new version, submission awaiting feedback
  • Cagliostro the Alchemist, master occultist (Vox) - final submission (though would like a revised background if possible)
  • Hesperides, gene-spliced plant controller (Revenant) - feedback given, no response since then
  • Black Arachnia, web-casting heroine (Corven_Ren) - final version
  • Chance, reborn dragon (JimMills) - revised concept submitted, initial feedback given
  • Animax, mimics the ability of animals (Checkmate) - revised character sheet received, near final version

For those who haven't finalized their submissions, here are some brief comments:

 

Fabricati, I downloaded your HD files for Ladon, but I won't be able to look at them until after this weekend's local gaming convention. Zac's been helping me with some of the reviews of characters, so maybe he'll chime in on the latest version while I'm away.

 

Revenant, do you wish to keep Hesperides in the running? I haven't heard anything from you in a while...

 

JimMills, I got your private message. I haven't done a detailed review, but I think the main problem is that your proposal still has too much history. Having a character that's at least three times as old as any other character I've accepted is simply too much, and requires too much work on my end filling out the parts of history that you've experienced. I'm not going to give the absolute no I gave to The Hawk God's Johnny 6, but I strongly recommend you propose a different, younger concept.

 

Checkmate, I won't be able to do any further reviews until after I return from a local gaming convention. As I said to Fabricati, Zac may chime in while I'm away. One question for you - if it comes down to playing Animax in my game, or waiting an extra month to play Guardian in Zac's game, which would you prefer?

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Re: Catalyst: A Champions campaign on Hero Central

 

I admit that I'm not entirely certain what you're looking for in the revised background, but this is what I wrote up to summarize his updated origin for my own use:

 

 

 

When he applied to the doctoral program of the University of Genoa, there was no way Alessandro Pizzetti could have predicted the awesome transformation that would precede his post-graduate examinations. A simple student of archaic languages, how could he have been exected to know anything of Primes and the catalysts that could trigger their abilities?

 

It was in the university's library of antiquities that he found himself when destiny came a-calling. Alone after-hours, he was studying dutifully for his examinations when a dull thump echoed through the room. One of the priceless pieces of history had fallen from its display. Delicately lifting it from the carpet, Alessandro found himself holding an egglike stone of marvelously warm agate. As he held the relic with growing alarm and trepidation, a glow began to suffuse the otherwise ordinary object. And then, with a blinding flash, his world changed forever.

 

Awakening many hours later in his dormitory, Alessandro founds his skull assaulted by a splitting headache. Although the pain would pass in a few hours, something more sinister still began to appear in its place. A stern, authoritatian voice intruded into his very thoughts, providing him with instructions or making incisive comments as though viewing the world through his own eyes. Strange dreams began to plague his sleep; dreams of a far-away place and times long past, of beautiful women and the darkest of secrets.

 

In desperation, Alessandro tried to exorcise his inner demon with alcohol. Only the calm erudition of the disembodied voice allowed an inebriated Alessandro to finish his dissertation on schedule.

 

It was not until the voice provided him with the words for a spell of teleportation to save him from the inexplicable pursuit of a crazed superhuman priest that Alessandro came to grips with his incorporeal passenger. At first he did nothing more than listen, but over time the new personality began to merge with his own, its memories and experiences joining within his unconscious. Although the outside world would still know him as Alessandro Pizzetti, in the recesses of his own mind he would begin to call himself after the older, stronger of his two personalities: Cagliostro!

 

 

How he got a job as a professor and met Layla is a story for another day; but if that's what you're waiting for, it'll be along when I have the time. :)

 

~Gabriel

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Re: Catalyst: A Champions campaign on Hero Central

 

Just letting you know why I haven't posted again as of yet. I've taken your suggestion and gone back to the bare bolts of the concept. This has developed into new areas for the character, but I've got the character spread around in pieces at the moment that I need to recombine.

 

I would have had this done by now, but there was some personal havok this last weekend, and the dust in still settling down in areas. I hope to have the character reapplied by this weekend at the latest.

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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) - feedback given, near final
  • Ladon, shifter with dragon form (Fabricati) - received new version, submission awaiting feedback
  • Cagliostro the Alchemist, master occultist (Vox) - final submission (though would like a revised background if possible)
  • Hesperides, gene-spliced plant controller (Revenant) - feedback given, no response since then
  • Black Arachnia, web-casting heroine (Corven_Ren) - final version
  • Chance, reborn dragon (JimMills) - revised concept submitted, initial feedback given
  • Animax, mimics the ability of animals (Checkmate) - revised character sheet received, near final version

For those who haven't finalized their submissions, here are some brief comments:

 

Fabricati, I downloaded your HD files for Ladon, but I won't be able to look at them until after this weekend's local gaming convention. Zac's been helping me with some of the reviews of characters, so maybe he'll chime in on the latest version while I'm away.

 

Revenant, do you wish to keep Hesperides in the running? I haven't heard anything from you in a while...

 

JimMills, I got your private message. I haven't done a detailed review, but I think the main problem is that your proposal still has too much history. Having a character that's at least three times as old as any other character I've accepted is simply too much, and requires too much work on my end filling out the parts of history that you've experienced. I'm not going to give the absolute no I gave to The Hawk God's Johnny 6, but I strongly recommend you propose a different, younger concept.

 

Checkmate, I won't be able to do any further reviews until after I return from a local gaming convention. As I said to Fabricati, Zac may chime in while I'm away. One question for you - if it comes down to playing Animax in my game, or waiting an extra month to play Guardian in Zac's game, which would you prefer?

 

I think a few others are also out there that Fedfensor did not mention (Rhino Beatle), so just because your name is not on the list don't think you have been dropped.

 

Once characters have been selected for Fedfensor's game, I am going to be jacking this thread :D Anyone that did not get accepted please resubmit your character's newest version to the boards. I will then pick five additional players for the Catalyst: Thebes campaign. Don't take a non-accpetance to equate to a subpar character, dislike of player or bad luck has to land on someone sort of rejection. It may be that Fed and I feel your character overlaps existing characters to much OR your character may be a better fit for Thebes. Or maybe we really DONT like you ;)

 

If you did get accepted into Silverstone and want to play in Thebes, you might get that chance. I am giving preferential treatment to people who are not playing in Silverstone first. Once that group has been exhaused, then I will move to the second string. For example, Animax/Feral gets accepted in Silverstone, Checkmate can submit Guardian to Thebes.

 

I will stop accepting characters on Wednesday March 11, and announce my choices on Friday the 13th.

 

Zac

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Re: Catalyst: A Champions campaign on Hero Central

 

...and of course the idea of this powerful super running from acid rain amuses me.

 

Acid Rain feels like a really weak disad by itself. Maybe a vulnerability to Acid based attacks (which is pretty rare).

 

Acid Rain, as a environmental pollution meterological event, is pretty rare in the US. It happens more now in areas that use coal for heat or industrial areas that lack air pollution oversight.

 

Ole Kryptonite was pretty darn rare but in Smallville Kent runs into the junk all the time. When he earned his tights and left home it came in less often, but it still came in (not talkin about the movies here). By putting down this kind of disad, you are asking the GM "can I have some acid rain please?" In my campaign I would say, "No, but you can have a similar disad vs industrial pollution in general" :doi: (something strong enough to call in an environmental clean up team to solve = your weakness).

 

Zac

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Re: Catalyst: A Champions campaign on Hero Central

 

It's a very good build, thank you, however I think it greatly limits the utility of having four arms. The only maneuver you can perform with Autofire STR is Strike. I would not be able to Grab two opponets, Grab and Strike the same opponent, ect.

 

I'll describe what I meant each limitation to mean for the character. The Scientific Curiosity (Very Common, Moderate) is a personality quirk influencing pretty much everything he does. He is a science nerd and if given the choice, he will pursue information involving something science related over other choices. The Fear That His Invention Will Fall Into The Wrong Hands (Uncommon, Total) represents a specific circumnstance. He is horrified by the idea that his technology will be used to harm poeple. He will pursue, to the exclusion of other endeavors, any evidence that his research is being used for ill gain. Sort of like Iron Man, he will go to great lengths to retrieve or destroy technology he thinks are based on his research.

 

The few points for extra limbs is just that, a few points. You want to have a stinger attack and think a tail is in order (extra limbs). You want to be able to snack on four burgers at the same time (extra limbs). Now, you can grab an opponent. Next action you could A. strike the guy you grabbed, B.crush the guy you have, C. use guy as hammer, D. throw guy, etc. Normal two armed heroes would only be allowed to do A, B, C, or D with one opponent at a time. A four armed person would only be allowed to grab one additional opponent. Next turn you could only do something that hurt one of them (unless you use guy A as a hammer and guy B as a nail). Extra limbs does not give you the freedom to get more than one action set. If it did, people would buy extra feet for extra moves (Centiped Man takes 10 half moves and then attacks!), or extra limbs for extra attacks (Chuthu Spawn takes a 1/2 move and then attacks you 32 times!!!). You want more than that, take an advantage on an attack and work it out. Remember, if you can do it then the GM can do it too! :eg:

 

Disads:

 

1. Science Nerd, you have it as very common but what technology level is that going to lock you in for the disad? Let me explain..

Very Common = 2005 Buick going to catch your eye? Last years Dell laptop? M1911 semiauto pistol? Same pistol with a laser sight? Same pistol with a laser sight pointed at YOU?

Common = Would early adopter level technology catch your eye (new electric cars, the cool G phone, or the 192" Flat Screen TV)?

Uncommon = cutting edge technology, military level hardware that the common man never gets to see (like the cool stuff they show on the Military channel), prime level gear.

Very Common, Common and Uncommon are how often they appear in the game world as well as how common it comes up for you character. You want to be a Science Nerd, take it to Common/Moderate or Common/Strong.

 

2. Did you pay points for any of your powers that had a foci (like a utility belt or suit) or a base (lab anyone)? If the answer is yes, then the villains (or someone) can get a something of yours (and the disad comes to play). If not, then your inventions become something intangible and you need to work it out with the GM.

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Re: Catalyst: A Champions campaign on Hero Central

 

I was thinking a bit more about...

 

The only maneuver you can perform with Autofire STR is Strike. I would not be able to Grab two opponets, Grab and Strike the same opponent, ect.

 

If the true heart of the matter is impacting more than one opponent at a time, then you need to look toward advantages that do just that, i.e. area of effect. You want to attack two people in front of you at once, take the advange for Strenght, Cone and then limit it with only arms reach (-1/2 or -3/4). I could now strike the two guys in front of me. Want more, sounds like a advantage Can use Grab (+1/2) and a disad appropriate hand must be free (-1/4). Are you going to be at full strength for this power? Nope, but on your NEXT action I would let you do something that impacted one of them (see hammer and nail disclaimer above) and you would be at full strength.

 

Its all about the points AND what the GM thinks is fair within that game.

 

Zac

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Re: Catalyst: A Champions campaign on Hero Central

 

(Posted from my G1 phone)

 

An unrestricted Autofire advantage on STR makes me wary. However, let's say I did allow the naked advantage without the -1/2 "only with Strike" limitation. I'd say you could Grab multiple people in one action...at a 45 STR. Even if you decided to use your full STR the next phase, foes you grabbed via Autofire STR would only be held with a 45 STR until you repositioned them to apply full force. In effect, you would need to spend a 1/2 phase attack action to reapply the grab (with the advantage of their reduced DCV because they're already grabbed).

 

I don't know how that flies with Zac, but that's about as far as I'd be willing to go.

 

BTW, now that you've resubmitted, I'll add you back to the Silverstone applicant list (if that's what you want).

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Re: Catalyst: A Champions campaign on Hero Central

 

The few points for extra limbs is just that, a few points. You want to have a stinger attack and think a tail is in order (extra limbs). You want to be able to snack on four burgers at the same time (extra limbs). Now, you can grab an opponent. Next action you could A. strike the guy you grabbed, B.crush the guy you have, C. use guy as hammer, D. throw guy, etc. Normal two armed heroes would only be allowed to do A, B, C, or D with one opponent at a time. A four armed person would only be allowed to grab one additional opponent. Next turn you could only do something that hurt one of them (unless you use guy A as a hammer and guy B as a nail). Extra limbs does not give you the freedom to get more than one action set. If it did, people would buy extra feet for extra moves (Centiped Man takes 10 half moves and then attacks!), or extra limbs for extra attacks (Chuthu Spawn takes a 1/2 move and then attacks you 32 times!!!). You want more than that, take an advantage on an attack and work it out. Remember, if you can do it then the GM can do it too! :eg:

 

Disads:

 

1. Science Nerd, you have it as very common but what technology level is that going to lock you in for the disad? Let me explain..

Very Common = 2005 Buick going to catch your eye? Last years Dell laptop? M1911 semiauto pistol? Same pistol with a laser sight? Same pistol with a laser sight pointed at YOU?

Common = Would early adopter level technology catch your eye (new electric cars, the cool G phone, or the 192" Flat Screen TV)?

Uncommon = cutting edge technology, military level hardware that the common man never gets to see (like the cool stuff they show on the Military channel), prime level gear.

Very Common, Common and Uncommon are how often they appear in the game world as well as how common it comes up for you character. You want to be a Science Nerd, take it to Common/Moderate or Common/Strong.

 

2. Did you pay points for any of your powers that had a foci (like a utility belt or suit) or a base (lab anyone)? If the answer is yes, then the villains (or someone) can get a something of yours (and the disad comes to play). If not, then your inventions become something intangible and you need to work it out with the GM.

1. His Scientific Curiosity extends to more than just high technology or gadgets. If he saw an unusual bug, for example he would try to examine it. Pretty much he will explore a scientific explanation for anything that is out of the ordinary. Upping the Disad to strong means that he has an irrational attraction to such things. I don't think that really fits his personality. If curiosities are not very common in the game then I think Common/ Moderate or Uncommon/ Moderate fits the character better.

 

2. I have a witeup for my lab. The invention mentioned in his Disads does exist in the lab and can be taken, used, ect.

I was thinking a bit more about...

 

The only maneuver you can perform with Autofire STR is Strike. I would not be able to Grab two opponets, Grab and Strike the same opponent, ect.

 

If the true heart of the matter is impacting more than one opponent at a time, then you need to look toward advantages that do just that, i.e. area of effect. You want to attack two people in front of you at once, take the advange for Strenght, Cone and then limit it with only arms reach (-1/2 or -3/4). I could now strike the two guys in front of me. Want more, sounds like a advantage Can use Grab (+1/2) and a disad appropriate hand must be free (-1/4). Are you going to be at full strength for this power? Nope, but on your NEXT action I would let you do something that impacted one of them (see hammer and nail disclaimer above) and you would be at full strength.

 

Its all about the points AND what the GM thinks is fair within that game.

 

Zac

I think there is still misunderstanding in regards to my intentions with his "Four Arms" build. I am not looking to do anything in combat with four arms that cannot be performed with the Sweep Maneuver, which is available to everyone (unless you are not using it in your campaign of course). The power and skills listed under Four-Armed Fighting are just modifiers of the Sweep Maneuver. "Four arms" is just the special effect for the powers and skills I bought that are related to the maneuver.

 

For example:

Two-Weapon Fighting gives access to the maneuver in campaigns that do not use the sweep option and negates the penalty for one Sweep attack. Extra Limbs allows me to Grab more than one opponent. ("A character may only Sweep Grab as many targets as he has hands/limbs to hold them." Rules for Sweeping Grab are in the sidebar on page 387.) Rapid Attack allows Sweeps to be done as a half phase action. Weapon Familiarity Off Hand gives a small DCV bonus when using both hands in combat, ect.

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Re: Catalyst: A Champions campaign on Hero Central

 

(Posted from my G1 phone)

 

An unrestricted Autofire advantage on STR makes me wary. However, let's say I did allow the naked advantage without the -1/2 "only with Strike" limitation. I'd say you could Grab multiple people in one action...at a 45 STR. Even if you decided to use your full STR the next phase, foes you grabbed via Autofire STR would only be held with a 45 STR until you repositioned them to apply full force. In effect, you would need to spend a 1/2 phase attack action to reapply the grab (with the advantage of their reduced DCV because they're already grabbed).

 

I don't know how that flies with Zac, but that's about as far as I'd be willing to go.

 

BTW, now that you've resubmitted, I'll add you back to the Silverstone applicant list (if that's what you want).

Please refer to the FAQ in regards to Autofire on STR. Unless you house rule it differently (which is always the GMs option to preserve fun in his game :) ), Strike is the only maneuver that can be used with AF STR.

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Re: Catalyst: A Champions campaign on Hero Central

 

Acid Rain feels like a really weak disad by itself. Maybe a vulnerability to Acid based attacks (which is pretty rare).

 

Acid Rain, as a environmental pollution meterological event, is pretty rare in the US. It happens more now in areas that use coal for heat or industrial areas that lack air pollution oversight.

 

Ole Kryptonite was pretty darn rare but in Smallville Kent runs into the junk all the time. When he earned his tights and left home it came in less often, but it still came in (not talkin about the movies here). By putting down this kind of disad, you are asking the GM "can I have some acid rain please?" In my campaign I would say, "No, but you can have a similar disad vs industrial pollution in general" :doi: (something strong enough to call in an environmental clean up team to solve = your weakness).

 

Zac

 

The disad is for Acid. The acid rain was just an extrapolation. ;)

 

~Gabriel

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