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ParadigmShift

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  1. Re: Glad to be back ... Thanks Haerandir, exactly the sort of feedback I am looking for - intelligent discussion of how characteristics integrate into character conceptualization. Two questions: Is Flight: 10" fast enough? I deliberately set that as just a little bit above running as Flight in CoH is a little bit faster than a sprint but not much moreso. Also, as to the energy blasts. Again, these are CoH translations, but is a multpower a decent method of portraying these different blast types? So 6d6 is pretty low, huh? Good input - since I don't have something to compare with what level a starting character should be wholloping at, and again I am suffering from CoH bias (just about everything is a mook at the level I am at - few powereds at all.) This is really good advice. Its one thing to have a decent grasp of the rules, but it takes experience that I don't have to get a feel for power levels and conceptualization issues. Based on this I will work out a more utilitarian character and we'll see what he's like later this weekend. Best, David
  2. Re: Glad to be back ... Great comments, Vorsch. Exactly what I was looking for. Yup. His powers are a direct translation out of CITY OF HEROES. Blaster = heavy attacks, glass chin. The END are more to match how the character sucks up END in that game as well - a Sniper Attack is good for about 1/5 total END! As to the characteristics, to be honest I started with powers and everything else, then went back and tucked in the characteristics. It was the area I was greatest concerned about as it was more of a "how can I balance the points" than a "this fits my character." And I was confused on what a decent mage character would look like CHAR-wise. Great comments - thanks. My mistake on how to write it out. I did it as "83 points for the whole shebang. Out of that 83, 3 pts are this slot, 6 are this slot...." So the 83 = 60 +slots. And glad you like the background! Okay! So this answered a lot of my questions - mostly if the characteristics were in the realistic range for a Champions character, and that it may fit the CoH character but I'd better get some defense in. Thanks again - appreciate the help! Midnight Blue - Virtue server
  3. Greetings heroes! Well, its been almost 2 decades since I last played CHAMPIONS. Army and new family commitments kept me out of the role playing realm. Recently I'd started playing CITY OF HEROES online, and that of course sparked my desire to return to the Champions fold. My concern, since I'd been gone for so long, is that I don't have a good touch of what a "decent" or "realistic" starting character would be, so I present the following not so much for the math issues, but for the GMs to comment if a character such as this would last more than 30 seconds in your games. He's pretty heavy offense and light defense, but that is mostly from his direct translation from CITY OF HEROES. Do you think the choice of Multipower for the framework is more correct than Elemental Control, or would you require an EC framework, etc. Oh, I built him entirely from HERO 5th as I am still awaiting the UPS truck with my copy of CHAMPIONS. [EDIT: UPS mis-delivered my package to some other address, and only heaven knows how difficult this is going to be to correct. Next time you see a person in brown shorts kick them in the shin for me.] Appreciate your comments. Best, David MIDNIGHT BLUE Lost son of Atlantis _________________________________________ CHARACTERISTICS_____________________138 10 STR --- 18 DEX 24 14 CON 8 15 BODY 10 18 INT 8 19 EGO 18 20 PRE 10 14 COM 2 8 PD 6 13 ED 10 4 SPD 12 10 REC 10 60 END 16 27 STUN --- 8" RUN 4 2" SWIM --- 3" LEAP --- _________________________________________ SKILLS________________________________ 42 0 Language, Atlantean, 4 pts (Native) 1 Language, Greek, 2 pts 1 Language, English, 1 pt 10 Defense Maneuver IV 5 Knowledge Skill, Magic +3 5 Tactics, +3 20 4 Cbt Skill Levels (Magic Attacks) _________________________________________ POWERS_____________________________ 115 20 Flight, 10" 12 Mage Sense, Detect Magic (Sense, Ranged) 83 MAGIC Blaster (En/En) Multipower, 60 Pt Reserve 3u Power Thrust -- HA, 6d6 (30 pts), Double Knockback (+1.75), HTH Atk, Inc. Endurance (x2) 6u Energy Torrent -- Energy Blast, +6d6 (30 pts), AoE: Cone 3u Sniper Attack -- Killing Attack, Ranged, +4d6 (60 pts), Increased End (x2), Extra Time (Extra Segment, No actions) 6u Power Bolt -- Energy Blast, +12d6 (60 pts) 5u Power Blast -- Energy Blast, +6d6 (53 pts), Autofire, 2-3 Shots (+1/4), Reduced END, 1/2 (+1/2) _________________________________________ LIMITATIONS____________________________95 +5 Distinctive Features - Eyes (Easily concealed, Always Noticed) +15 Public Identity (Frequent, Major) +20 Psych Limitation: Honorable (Common, Total) +10 Psych Limitation: Overprotective (Uncommon, Strong) +25 Hunted: Fellow Atlantean (More Powerful, NCI, Public ID) +20 Physical Limitation: Knows nothing Modern (All the time, greatly) _________________________________________ BACKGROUND____________________________ Midnight Blue is a lost son of the destroyed continent of Atlantis. Atlantis was destroyed when evil Atlantean magi, aligned with Athenian warriors, used dark powers to wage war against the Atlantean peoples in a bid for power. Midnight Blue was a battle mage in charge of a group of javelineers, pole weapons, and swordsmen, lending his powers to theirs in order to achieve victory (note that it was because of this that Greek mythology developed having humanitized their gods.) When positive and negative arcana met in such numbers it created a cataclysmic event of great magnitude, destroying Atlantis and scattering its few remaining peoples. Midnight Blue was defeated when the powers shifted, just before the cataclysm, and bound within a sorcerous prison-artifact, where he remained, at the bottom of the Mediteranean Sea until the balance between positive and negative arcana balanced out enough for him to free himself. Struggling to the surface, Midnight Blue was rescued by an American cargo ship. His name is in reference to the first words he heard from his rescuers, describing his unusual eye color. Today, Midnight Blue lives a public life. Various organizations struggle in court to gain control over him for research or other activities, media persons swarm him at every moment, and several racial groups have decided the world would be better off without him. Unbeknownst to all, another Atlantean survived to this age, having built a vast financial, military and mystical network named Poseidon. Midnight Blue represents a clear threat to his plans, and he is taking steps to eliminate this plan. Poseidon is based in a large underwater "research station" in the mediteranean Sea, near where Atlantis once stood, and is funded through several corporate holdings and activities in America and abroad. Midnight Blue is strongly overprotective. He struggles with thoughts of failure, having had to experience the destruction of his ancient peoples and way of life, and refuses to allow it to happen again. There is some level of self-destruction too wrapped up in the sorrow and guilt of the loss of his peoples, and he is sometimes prone to doing reckless actions. He also has a very strong honor code that he adheres to, convinced that it is the last tie he has left to his old life, and he cherishes it greatly. References/Influences: ARION, LORD OF ATLANTIS, DC Comics, 1982 City of Heroes, NCSoft, 2004 Timaeus and Critias, Plato, circa 360 BC ATLANTIS The Lost Empire, Disney
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