Jump to content

Zac

HERO Member
  • Posts

    241
  • Joined

  • Last visited

Posts posted by Zac

  1. Re: Catalyst: A Champions campaign on Hero Central

     

    Double Post!

     

    Alright, here's Kuan Ti.

     

    He's in line with Fed's version, except that he has Wood- instead of Water-based powers. They are:

     

    3d6 Entangle

    RKA 2d6, +1 Stun Multiplier and Armor Piercing

    Telekinesis, Wood-Only

     

    (Kuan Ti is the most commonly known Chinese god of war, who was once a mortal soldier that proved himself worthy. I think it's a good fit.)

     

    ~Gabriel

     

    P.S. I'll have to redo the pic in order to change the color of his armor. :straight:

     

    I dont have my books at work. What does Defense Maneuver I do again?

     

    I wont revist the disads, as the are mostly the same. The rest of it looks fine.

  2. Re: Catalyst: A Champions campaign on Hero Central

     

    Hint: 'The Ward' is not a known Major Arcana in any real-world tarot deck.

     

    (slapps head) Its been a long time since I picked up a deck.

     

     

    She doesn't have a fine sense of touch, a side effect of having her Basic Wards up all the time, which was why I put it originally as a Side Effect of the Basic Wards. You wanted it as a Disad, and I made it a disad.

     

    Ah! Put that in disad on your next revision: No Fine sense of touch

     

    Yeah, it was pretty much springboarding off the "Fear of Commitment". Remember, she's been an adventurer since freshman year.

     

    Take off the rep and make Social Limitation: Fear of Commitment (Frequently, Minor) or (Occasion, Major).

     

    Part of that is CvK- it extends to all sentient beings. And I think Code of Optimus Prime doesn't quite fit.

     

    Code vs Killing and Protect the "whatever" are seperate. Batman has a code vs killing, but Upholds Justice is how he persues his carrer. You wont kill great, but it is not the same as protect the weak, protect the innocent, defend the public trust, etc. You could have protect the weak and no code vs killing (ahem Punisher).

     

    Ryan ws not going kill anyone at the school, he was just being a nuiscance and still you stepped in.

     

    No, this is Ryan, the Star Mage's other student. Mostly it's a rivalry in the "I'm the only one who gets to stomp you dammit" sense, at least as I see it.

    ok, so Ryan is a costumed "villian" and your rival?

     

    As for NCM, I tend not to use that, and it's a little silly for a character who is a mystic, and therefore can probably justify all kinds of characteristic increases through acessing other permanent spells. She'd just get around it, in other words, and that's not in the spirit of the disad.

     

    Thats fine.

  3. Re: Catalyst: A Champions campaign on Hero Central

     

    I wasn't really comfortable with the 6 SPD/29 DEX thought it was a bit high. I'll lower this down.

     

    Yeah the bugging was for the contribution. I agree though, Electronics and/or Inventor should be added. I'm not sure if you noticed, but I tucked 10 points away in Perks, for when I decided on what agency he worked for (went for the CIA). I was going to use this for KS if I could afford it. I agree though there are tons of places I could switch some skills around. Plus I haven't used the the 5 XP for portrait and background (although after taking another look at the Utility Belt thread, I may spend some more points there :D).

     

    When I originally came up with the idea, I was under the impression that the SI was much more dangerous. The idea being that he was a young Prime, and people might be after him because he's young.

     

    Then of course you have, with a trained normal, once you get past the Hunted's and they Psych's you really have to start stretching for disads.

     

    Okay here is Version 2 of Raider. I've given him a perk Ex-CIA agent. It represents that he was there, he was known, an may get some help. I've also included the Security Clearance, at a reduced amount, maybe some of his CIA friends will remember he had a Clearance and let him have the info anyway.

     

    Lets starts at the disads:

    You only have 135 points. Do you want me to throw some Disad ideas your way?

     

    There is a 1 point perk for Sentry Initative Clearance. Without it you can't walk into Sentry Central at all. You would have it on your secret id, of course. You want in?

     

    You have a LOT of skills, but did you invent anything. Did you make your equipment or did someone else? Are you just procuring other equipment thru channels? I recommend Inventor, 8- (at least).

     

    Thoughts?

  4. Re: Catalyst: A Champions campaign on Hero Central

     

    Okay, I've made the appropriate changes to The Ward. About my only concern is that she is on the edge of town; her response time to anywhere but The Bends (River District), Cinder City, Switchback and the Market District is going to be slower than the rest. Given that I want her to have the classic Old Haunted Mansion in a 'bad' part of town, this might be unavoidable.

     

    Surprisingly, I'm not sure why, but she's not for the Rookery. I'm actually tempted to take the River District- central River District- because that seems like a nice hotbed as well.

     

    Maybe I'm thinking about this too hard?

     

    Your choice about where you want to live. 1/2 of the population lifes in Center City.

     

    Ok, starting with Disads:

    Distinctive Features: Always Shows Up In Tarot Divinations as THE WARD, Arcana II (Not Concealable; Noticed and Recognizable; Detectable Only By Small Group) - Just Tarot Divinations is a small group within Divination, which is a small gorup unto itself. I would say shows up at The Ward on any Divination. I know The Ward is a card in a Tarot deck, but its not that simple... the Death card does not mean Death (just change), and it goes on and on. -- still 5 points.

     

    Physical Limitation: Limited Physical Sense (Infrequently, Greatly Impairing), ok. What is this limited physical sense. I must have missed it in the background.

     

    Reputation: Bit of a Cold Fish, 8-, Care to define this a bit more. Is this your secret id or your super Id. This might be best explained as a social limitation, not a rep. You already have the fear of comittment, this may just roll with it.

     

    In your background you have this large need to protect people, but no disadvange points to it. Nothing like Protect the Weak or Protect the Innocent. I mean...

    She soon set to work researching every protection the Star Mage could find for her. After several weeks' hard work, she enacted her first true ward over the school- which prevented Ryan's pranks, albeit temporarily. The feeling of triumph, of correctness, was impossible for the young girl to ignore. She wanted to use magic. She wanted to protect people. She told the Star Mage as much.

    I would loose one of the 15 point Psychogical limitations and put in some Protect Disad.

     

    You have a rival, so I assume it is a rival in your private life not your super one. I dont see it listed in your background specifically. Maybe another "diviner" or a nearby shop owner who does not like what your store brings to the neighborhood. Thoughts?

     

    All of your stats are below normal charastic max except Ego and recovery. Thought about taking a 20 point normal char max? You EGO would cost another 6, but so would your recovery. Drop your recovery down to a 10, and you would be at 350. You could then rework some of your disads. Thoughts?

     

    We already went over your powers and skills (which look good).

  5. Re: Catalyst: A Champions campaign on Hero Central

     

    New version attached.

     

     

    You have 35 points of watched/hunteds. To make this mesh, do you mind if I filled with the 35 points and tell you how it comes out? I think a single 25 point is pretty harsh:eek: I would like for the characters to have a few common hunteds (but not all) to give common enemies. Nothing bring people together more than a common foe.

     

    You took 5 points for poor and it looks like you bought off 5 points of disads. Now that you have a secret id, what about taking a single DNPC?

     

    Besides that, everything looks dandy.

  6. Re: Catalyst: A Champions campaign on Hero Central

     

    Alright, wrote in the background and added Martial Dodge.

     

    I also realized that I was spending too many points for SPEED and CSLs when I could just raise his Dex and save a few points. So I did that and eliminated the CSLs, leaving him with the same overall OCV/DCV, but faster reactions. I used the extra points I saved to get the Defensive Maneuver skill.

     

    And, of course, I redid the Disads and modified a perk that didn't fit with his background.

     

    ~Gabriel

     

    Ok, to start I really like the new background. It defines with a lot more detail. I can really see the motivations of the man now.

     

    Starting with Disads:

    At first you were a Chinese dissident. The you left that profession and became the head of a local crime syndicate. You are now an escaped prisoner, but are you political or criminal, or both? When you had your position, did anyone from the CIA ask you to do favors for them? What about someone with the Japanese Intelligence?

    What impact do you seeing being an escaped political prisoner (wanted felon) being in the US? Are you wanted by Interpol? Does the US government just give you a hand wave (yes he is a fugitive BUT he did resist Communists)?

     

    I ask all this because it really paves the way for the rest of it (I am trying to understand disads against the backdrop of your background). You are hunted by the local authorities, but they don't classify as less powerful in this town, they are as powerful. Being a hero while the locals want to put cuffs on you is going to be difficult (but not impossible and it can be a great chance for RP). Then you have a price on your head. You don't have any ID (so no bad karma either way) and a 1 point perk to help stem the tide of hunteds.

     

    Not knowing what you are about to say. Lets assume (ug!) the American Government is going to give you a hand wave.

    Then...

    Hunted: Authorities 11- (Mo Pow, NCI, Watching) - 15 points, they want to keep tabs on you. Maybe they may need to do a job for them or they may change to a hunted if they need you as a political pawn in some prisoner exchange. Now this isn't the local cops, you are on the FBI's and CIA's watch list. That is why they are more powerful.

    Hunted: Chinese Tong 8- (As Pow, NCI, Harshly Punish) - 15 points, the Tong is one of the criminal organization within the city. They are none to pleased about what you did to their organizational ties in Taiwan. However, they just cant come out and attack you. They are biding their time and planning.

    Hunted: Bounty: Deathtrap 8- (As Pow, NCI, Harshly Punish) - 15 points. Lets say that one organization takes up the Bounty, one that no one else wants to touch....

     

    We keep the social limitations the same. We define the escaped felon as an Interpol wanted.

    Interpol: 8- (As Pow, Limited Geographical Area, Capture)

     

    We are down 5 points of disads.

     

    This is not a definitive WHAT I WANT TO DO kind of list. I am just brainstorming based on the point that the US government gives your status a hand wave. If the US government had you as wanted, I have another set of proposed changes. What are your thoughts?

     

    I agree with Fed on the 12d6 Flash for knockback. If you want a KB only power, lets make it with an energy blast and the appropriate modifiers (Double Knockback, only does knockback, etc).

     

    Martial Arts, Talents and Skills look fine. I notice you went to a 30 Dex and dropped the overall level. You still have 5 xp to spend too.

     

    Next time you submit the file, please put the picture in the .hdc file.

  7. Re: Catalyst: A Champions campaign on Hero Central

     

    I have seven submission to look over and I KNOW I will not be able to get to all of the today. I have been looking over characters pretty quickly to try and answer everyone I can. With that in mind, I asked Fed early on to double check my il/logic. I think more than a few points have been made because of it.

     

    Full time job, wife and kids, pain from surgery and pain meds do not necessarilly a good fit make for looking over a LOT of character submission. I wanted everyone to know that "Thebes" has offically "started" with character threads. You can go to the herocental.net and watch Fed's character squirm if ya like :P Fed was a guanenteed in... so don't feel bad. As we get closer to the acceptance window I may grab someone up and tell them they are an auto in. If I feel I can get the group started by March 5th, I may do so. Right now, two players have a good chance of being accepted. As an FYI, I would still like to see a speedester. Fed and I have our combined "eyes" on an Silverstone / Thebes crossover and I have proposed two character types that would click really well when that happens (Speedester and Just this average guy/gal with all this neat gear).

     

    He is a bit of reading material from Inertia's thread:

    You come out of you mental haze as the tram passes a security checkpoint. The tram cars plesant computerized Silon voice speaks to everyone "I appologise for the delay. We are scanning your car for those who wish to do you harm". The audible "ding" that signifies your car is ok echos about and the tram moves forward. The start and stop of each car in the tram takes about a minute. You overhear a SI Tram Officer's conversation with another occupant, " No ma'am. As soon as the next generation of scanning software is put online we will be able to scan the entire tram as we pass through the check point. I know it will be up and running before the system goes green." He nods to her and moves toward the front of the car. You have to admit the actual people who work for SI seem really nice. The have snappy uniforms, they are very polite and are all in excellent shape. SI's semi-annual physical ensures all walking patrols are able to withstand the duty of the old fashioned beat cop. Law Enforcement likes it too. Now the police just repond to calls within the city. Silons report in mass whenever their is a situation, much like Bobbies do in Britian. Of course, Silon officers (called Walkers) do have nice body armor, stun batons, and grabuns (slang for Grapple Guns, it throws some sort of carbon nanotube restraint). You have seen a few patrol supervisors and reinforced access point patrols equiped with heaver hardware: Smile-es (Rifle that changes the actual mood of the target) and Vaporlocks (rifle that slows down the absorption of oxygen in the human body) are mean looking. You have heard of nastier equipment than that being tested by SI, but its all rumors and you hold little stock what Joe says at the water cooler.

     

    This is to let you know that Sentry Initative is on the cutting edge. Weapons, armor, surveillance, robotics... everything. Anything they can use to make criminals think twice, anything they can use to disfuse a situation with minimal harm, etc. When Fed's character makes it to secured checkpoint it will get heavier.

     

    I am saying all this to give you more insight as to the tone of the city. A large section of it was destroyed ten years ago, and the people are of tired of it. They have decided to give up freedom for security (which is a no no, "those who would give up liberty for security deserve neither" B.F.), which is kind of the way the current political climate in the U.S. is going. You characters can make a difference in how this plays out. Really. If you can show that Primes really can save the day, then SI will scale back. Cause tons of secondary damage, cause undo harm, etc and it will swing the other way. That is the central focus to the Initial Thebes Campaign. You six making a REAL difference in a city. I hope you are as up to the challanges in playing it, as I am fired up about letting this story out.

  8. Re: Catalyst: A Champions campaign on Hero Central

     

    Maybe I'm reading too much into this' date=' but I really want to be sure I have the right expectations here. You seem to be concerned there won't be many roleplaying opportunities for a naive guy dealing with a double crisis of faith, who's a fish out of water because he's been shamed out of his homeland, who happens to have new superpowers and an apparent mission from God. I thought that was a ton of roleplaying fodder. In this campaign will roleplaying opportunities mostly come around skill rolls? Is the focus basically going to be on combat?[/quote']

     

    I am not concerned about your general RP opportunities. I am concerned about RP opportunities when it comes to investigation. Generally, super games at 1/3 comabt, 1/3 personal, 1/3 investigation. I don't expect everyone to be Batman and not everyone is going to be able to investigate everything. Hell, you may not have the skill at all but you would like to poke your nose into, that is fine. Dont have KS: Rookery Gangs or AK: Rookery, but you want to hit the streets looking to Tommy Two Toes anyway, dandy. Now if you don't have the streetwise skill to boot, you may have a hard time of it.

     

    (Not being sarcastic with this statement at all -->) Does that make sense?

  9. Re: Catalyst: A Champions campaign on Hero Central

     

    Those were my lines of thinking as well.

     

    The last part - I can work with. If the other GM agrees I will work to explain the Low Dex/High Speed.

     

    If the other GM does not then it's a moot point.

     

    Fed and I talked over Land Line a few minutes ago. As I am still on drugs some of my critical thinking skills don't match as well as they could. My creative skills are on the rise of late though... these dreams are something else:sneaky:

     

    All that said, I give Fed's opinion a HUGE amount of weight. He has been gaming Champions while I was in the Army. AND he has had a lot more face to face gaming time in the last fifteen years (I can measure mine in days, really). I asked him to look over the character (he looks them all over) and he sounded out like I asked him too. I would have prefered he did it in off the boards so I did not look foolish :thumbdown but I can take a hit pretty well. I can also blame a lot of prescription pain killers :smoke:

     

    I completely missed your 15 Dex. I was thinking you had a 25 or a 23. Having a 5 CV means you are going to take just about every hit that comes you way but with 30 defenses it wont matter all that much. Some agents you will be able to hit regularly (the ones with CVs of 4 & 5), but anyone with player level CV (7+) is going to be hard for you. You will get 7 chances a turn to wiff alot. I would consider it frustrating. I think autofire killing attacks is going to be your complete bane. They are going to ding you a lot, and that gives them a lot of chances to get lucky. Body, phhth (no worries) but a 2d6 RKA Autofire... stun could be scarry.

  10. Re: Catalyst: A Champions campaign on Hero Central

     

    What if the Rajans are just the local arm of some kind of international crime syndicate? Would that work in this campaign world? Could offer some plot hooks' date=' and more motivation for Talwar (he thought he was out, but...)[/quote']

     

    Put International Crime Syndicate down. As we get closer to the start of the campaign I will look at something concrete. My "local" underworld operations are: Tong, Dealer (villain group lead by the Dealer), local gangs, Native American Indians. If I have some PCs from other areas (like Russia) and a new syndicate is needed, I will put them in.

     

    I have ONE global organization in the game, Deathtrap... International Hitmen. Only one has every been identifed, Killzone, and he was killed by a vigalantie (Terminal Velocity) over a decade ago. They specialize in killing people in such a way that is taken as an accident/Act of God kinda thing. You dont want them after you. DO NOT. If someone puts this kind of contract out on you (ahem Bounty), it will be bad. They keep after you until you are dead OR you have done enough damage to their organization you become a liability to keep trying to kill. If that is the case, they kill whoever hired them to kill you :eek: They don't want it known they fail. And they dont :eg:

     

    Changed to Secret ID, dropped the DNPCs. Would love to reduce the Hunteds, but those last few points of Disadvantages are tough to come up with and I hate Unluck. ;) He feels like he has a lot to prove...what about a Rivalry with another hero? Social Lim: needs a green card? Uh...diabetes?

    Let me look over your re-submission tomorrow. I will get back to you.

     

    How about this: he was a computer science major before he dropped out, and he's getting ready to go back to school. I'll give him Computer Programming and Electronics, and he can use his powers for Lockpicking.

    Ah, something useful! Sounds good.

     

    We have a lot of roleplaying opportunities. I don't want any player to be left out because they put all their points in PS: Painter (Gaming Minatures), KS: RPG and KS: Fantasy Novels. I mean, these are all great skills (chuckes at self) but PS: Forensic Technician, KS: Viral Code, KS: Hacker would be better.

  11. Re: Catalyst: A Champions campaign on Hero Central

     

    Alright, wrote in the background and added Martial Dodge.

     

    I also realized that I was spending too many points for SPEED and CSLs when I could just raise his Dex and save a few points. So I did that and eliminated the CSLs, leaving him with the same overall OCV/DCV, but faster reactions. I used the extra points I saved to get the Defensive Maneuver skill.

     

    And, of course, I redid the Disads and modified a perk that didn't fit with his background.

     

    ~Gabriel

     

    I have all the characters saved at the office (gasp!) :sneaky: I will look it over tomorrow.

  12. Re: Catalyst: A Champions campaign on Hero Central

     

    He's the first man to escape from the Chinese super-prison. I figure the government wants him back one way or another, in order to save face.

     

    Ok, since I did not have a background and you were going at it again I was not sure if it was the same person. After the bounty put Chinese Government please, just for a flag for me. As we move toward finalizing the character we will get into specifics.

     

    I tend towards non-standard character backgrounds (i.e. newspaper clippings, short stories), and I haven't had time to condense them into a traditional narrative. I'll get on that.

     

    Thats cool. I just need something to fill in the blanks in the .hdc file.

     

    And I wasn't sure Martial Dodge would really be fair. His base DCV is 9, and he has a +1 All CSL. With Martial Dodge, he'd be able to get a DCV of 15. I wanted to ask if that would be acceptable before I threw it on his sheet.

     

    You want to take a full dodge then I cool with the DCV. It is a dodge after all.

  13. Re: Catalyst: A Champions campaign on Hero Central

     

    I have no issues with dropping the DEX/SPD

     

    We have another 6 SPD, 26 Dex semi martial artist who has 20/20 defenses. Let FED take a look and we will see.

     

    I'll make the changes. I was waiting for more information about what Agency he worked with perviously. I saw a few possiblites, but was wondering if you had something in mind. Once we settle on this, I'll fill in the Hunteds better, and write up the full History/Personality. Also, as a plot hook, I was thinking his son was a Prime, and he's worried about the slippery slope of the Sentry Initutative could develope, and the problems that may cause for his son.

     

    I would not worry about the hunteds to much. I like to fill those in so they make sense with the campaign. For instance, there are a few underworld organizations that have influence in the area: Tong, Dealer, Street Gangs, and Native American. So, picking the Italian Mob or the Columbian Crime Syndicate would not really fit Thebes.

     

    As far as organizations go, any of the public known ones that interact within the community are fine. You could even make an unknown one (a think tank or somesuch) that worked for an organization (CIA, NSA, Homeland Security). The Sentry Initative is an independed body locally, just like the Feds and local police. They are more of a watchdog that other get info from locally. For instance, the feds put up then most wanted and the cops do too. Someone who looks like a feds most wanted gets Fed notification and the Feds can alert the locals if they like. SI makes a judgement call, and can call in others if they think the Feds are playing secrets to the detriment of other agencies.

     

    I had leaping at one time, not sure why I got rid of it.

     

    Might want to dab a few points in Swimming too.

     

    I'll take another look at that thread and see if it gives me any other ideas. After reading that sight, I'm pretty sure I understand what the Luck is about :D

     

    ok

  14. Re: Catalyst: A Champions campaign on Hero Central

     

    Hm. I may have to consider a second submission that doesn't step on anybody's toes.

     

    In any event, revised version attached.

     

    ~Gabriel

     

    Don't worry about stepping on to many peoples toes. Some of it will get vetted with the selections. However, someone who sticks to an area of speciality has a better chance of being selected than someone who is all over (all other things being equal).

     

    Starting at disads:

    Distinctive Feature: Glowing Tatoo - if all you have to do it wear a high collar, then it is Easily concealable.

     

    Convicted Felon is not a reputation, it is a social limiation. 8- means like 1/4 of the population knows you are a convicted felon. Try this:

    Social Limitation = Criminal Conviction

    Occasionally, Minor 5pts. / Occasionally, Major 10pts. / Occasionally, Severe 15pts. / Frequently, Minor 10pts. / Frequently, Major 15pts. / Frequently, Severe 20pts. / Very Frequently, Minor 15pts. / Very Frequently, Major 20pts. / Very Frequently, Severe 25pts.

    The character is known (by at least some) to have been convicted of a crime. The frequency determines just how well known that conviction is. Effects can range from merely being snubbed or turned down for good jobs, through beatings and denial of housing, to even being lynched, depending on the nature of the crime. Note that the character does not actually need to have been convicted, so long as those around him think he was. This Disadvantage is in fact more limiting to those who are innocent of the crimes listed. This Disadvantage often is accompanied by a Watched by a probation officer or police, or even a Hunted if the character failed to serve out his sentence. Particularly vile crimes may also rate a negative Reputation.

     

    Social Limitation: Bounty - are you taking this to mean...

    This character has a price on his head. A reward has been offered for the character's capture, or at least evidence of his demise in extreme cases. Precisely who put the price on the character's head and why are up to the player and the GM. The usual candidates include dishonorable noblemen, the Mafia, and even law enforcement agencies, depending on the genre of the campaign. Note that this Disadvantage is not the same thing as the Hunted Disadvantage, since the organizations or individuals mentioned above may not necessarily be actively hunting the character (unless the character also takes the Hunted disadvantage), but rather they've offered to pay a handsome reward to whomever does their dirty work for them. This works similar to the "Rogue's Gallery" option for Hunteds, except that the player has no say in the list of possible Hunters.

     

    What do you mean by bounty? Who put it on your head? Why?

     

    There is not a history to go along with your .hdc file so I cant speak to your disads.

     

    You decided against the martial dodge?

  15. Re: Catalyst: A Champions campaign on Hero Central

     

    Engram

    1. Nothing on you character real speaks to me why he is a hero. He looks like he would just be a University Professor or a contract agent for a think tank. You even say as much under his personality/motivation.

     

    I think I tried to portray the why in his background - first, he's a Prime, and if you woke up with super powers, wouldn't your first question be "where do I go for the nifty jumpsuit?" and second, he wants to be a role model for other young Hispanic men. If he could be both a professor (or other, see below) and a public Prime, that would be twice the good.

     

    nothing really to say here.

     

    2. Nothing on you character's disads shows me he would not manipulate people at will for any darn reason he liked.

    I did post about this when Fed brought it up. I guess I don't have any disads that would bind me to behaving myself, but would definitely role play it that way. Do you have any suggestions for Psych Lims, say, that would satisfy you that he not only wouldn't, but couldn't, abuse his powers?

    You dont have any "heroic" codes. Protect the Innocent, Code vs. Killing, Seek Justice, etc. You dont even have some of the less heroic ones like adventurer, thrill seeker, etc. As you said you want to be a role model, but the WHY be a super still exists. To done a costume and protect the public trust has to have a why, or at the first sign of trouble you would stop. "Man I love being a super. Oh, Dr. D has kidnapped Mom. Either I stop being a super or she sleeps with the fishes. Well.. were to hang this cape in the closet."

     

    So far as not abusing you powers, that is one: Psychological Limitation - Fears abusing his power (Common, Strong) - 15 points. You would refrain from using your power in everyday life. Maybe you think once you start it becomes a slippery slope to the dark side (or something). I would excluding obvious supering (using a mental attack on some thug) but you would hold back during interrogation. That would limit your probing. So far as adventuring, maybe Protect the Innocent/Weak/Powerless.

     

    Also, you skill level is high enough why not move a few skills around a tad and join the Metahuman studies department OR become a private contractor (like a mental PI, what is becoming popular with the new tv shows today). Just a thought.

     

    Tell me more about this option - I'm curious just what, exactly, you're thinking - like an investigator of the paranormal, or as a regular gumshoe with some advanced tools in his kit?

     

    Paranormal or advanced. You would have to decide. Are you the guy the cops come to when they dont have a clue and need a lead? Are you the guy Mrs. Smith comes to because her husband has vanished and the cops wont do anything? Are you both? Do the cops see you as a quack? The cops LOVE you? Etc. There are countless shows that persue this kind of carrier: Medium, Lie to Me, Numbers, etc.

     

     

    Requiem

    1. On your damage shield, put the NND as LS: Intense Heat, Hardened ED, 10+ rED.

    RAW doesn't allow for an NND defense to be based on a certain value of a conventional defense - is that a house rule for Catalyst?

     

    Its all me. Lets look at this power. Could a fireman's suit protect him from your power. Lets say yes. They don;t have life support or hardened ED. They do have resistant ED though. However, since you already have LS: Intense Heat and Hardened ED, I put the level to 10+.

     

     

    I recommend keep the power personal with about 4 penality skill levels. After you run into some situations where you need to protect others from a hail of gunfire, get the ranged advantage on the power (see above).

     

    I wasn't very well versed with penalty skill roles before this batch of characters. I'll reconsider how best to invest those skill points before I resubmit.

    ok

  16. Re: Catalyst: A Champions campaign on Hero Central

     

    Application For Catalyst:Thebes

    Character Concept: Fast Brick

     

    Stat Block:

     

    Tasha Chernova

     

    Player:

     

    Val Char Cost

    30 STR 20

    15 DEX 15

    28 CON 36

    19 BODY 18

    13 INT 3

    12 EGO 4

    15 PRE 5

    12 COM 1

     

    12/30 PD 6

    12/30 ED 6

    7 SPD 45

    12 REC 0

    56 END 0

    48 STUN 0

     

    20" RUN 28

    10" SWIM 8

    8" LEAP 2

    Characteristics Cost: 197

     

    Cost Power

    54 Unbreakable: Armor (18 PD/18 ED)

    9 Unmutable: Power Defense (9 points)

    7 Hardened Mind: Mental Defense (9 points total)

    8 Umoveable Object: Knockback Resistance -4"

    18 Altered Physiology: Life Support (Eating: Character does not eat; Extended Breathing: 1 END per 5 Minutes; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per year)

    13 Hits Like A Truck: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2)

    Powers Cost: 109

     

     

    Cost Skill

    3 Breakfall 12-

    3 Conversation 12-

    3 CuK: Indian 12-

    3 Electronics 12-

    3 Gambling 12-

    3 KS: Buddhism 12-

    3 KS: Cars 12-

    3 Language: English (completely fluent)

    2 Language: Hindi (fluent conversation)

    0 Language: Russian (idiomatic) (4 Active Points)

    3 Mechanics 12-

    3 Paramedics 12-

    3 Persuasion 12-

    3 PS: Mechanic 12-

    3 Stealth 12-

    3 Streetwise 12-

    Skills Cost: 44

     

     

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    10 Distinctive Features: Tattoos (sleeves, back of the neck) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    20 Hunted: Authorities 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    10 Hunted: Old Enemies 8- (As Pow, Harshly Punish)

    20 Psychological Limitation: Fearless (Common, Total)

    20 Psychological Limitation: Will Not Initiate Violence/Pacifist (Very Common, Strong) [Notes: This doesn't mean she won't finish a fight. But she will never start one.]

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

    15 Psychological Limitation: Vegitarian (Uncommon, Total)

    10 Reputation: Criminal, 11-

    10 Social Limitation: Public ID (Frequently, Minor)

    15 Social Limitation: Criminal Record (Ex-Con) (Frequently, Major)

    5 Social Limitation: Vegitarian (Occasionally, Minor)

    Disadvantage Points: 150

    Base Points: 200

     

     

    Background, Etc:

     

    Tasha grew up a first generation Russian Immigrant, her parents were poor there, and poor here. She still has a hint of a Russian accent as she didn't learn English until she got to school. Tasha had a tough life as a child, while she excelled at sports, being excellent as track and swimming, she never did well socially, and she grew up tall quickly, another factor to make her a target. Even before she becaome Prime she was stronger than most of the boys. As a teenager she dirfted towards street life, and eventually right into actual criminal activity. By nineteen she'd been arrested on several felony charges. She was in jail until twenty-five, shortened sentence as part of a plea bargain and good behavior. The experience turned her around, she wanted nothing but a quiet straight life. Sadly being an ex-con works against one most of the time.

    She drifted around the country, finally ending up in Northern Califnornia dead broke, and losing hope. She ended up living in a very small Indian neighborhood, and got hired by a mechanic. He taught her most of what she knows, as well as many Buddhist tennents. She stayed with him for several years, become Buddhist, actually getting professional training as a Mechanic and learning a lot of her neighbors culture.

    After years of little contact her mother finally managed to get a hold of her - her father had passed away. Tasha went back east for the funeral, going home gave her the same sense of helplessness and being lost as she had in her youth. Taking it as a sign she began wandering the country again.

    Her powers came to her attention when she was involved in a car accident, a drunk driver swerved into her as she walked down a street one night, the car was totaled, the driver hospitalized, Tasha was completely unharmed.

     

    Personality -

    Tasha comes off as either too serious or dour to most people. She's quiet and very slow to anger. Tasha tries very had to keep a calm collected mood, and is almost afraid to let her emotions out, she's afraid that all she'll find is resentment and anger inside herself. Once she opens up to someone she's friendly. Though she can fake personable when needed.

     

    Quote -

    You can hit me again, or you can come quietly. If I have to hit you things could get ugly.

     

    Tactics -

    Tasha is very fast, and very tough. She has no serious combat training, and does all she can to avoid fighting in the first place. She's not amazingly strong but if she has space to get moving she can still pack a solid hit when absolutely necessary. Even if she does get invovled in a fight she simply takes the hits and extricates herself from the situation. If others are involved, especially fragile innocents she'll either get them clear or as an absolute last resort fight back.

     

    Appearance -

    Tasha is a tall woman of Russian decent, with a well toned athlete's body. She's in her late twenties, she keeps her jet black hair cut short. She prefers earth tones. Since she already has a criminal record and has to register with the local police anyways, she doesn't bother with a mask or even attempt to disguise herself. She has distinctive tattoo sleeves and a flow tattooed on the back of her neck as well.

    Height: 6'2 Weight: 183 Eyes: Grey Hair: Black

     

     

    HDC and Image attached

     

    (there is a 2nd character I'm working up for consideration, but am still working through a background I like and a powerset that won't cause any right minded GM to lynch me... I got out of hand on the first go)

     

    7 Speed and 30 Defenses. WAY, way beyond the campaign set limits. Read this please.

     

    You have power defense, mental defense and life support. I allow one special defense without question. Second one is a maybe. Third is probably going to be a no-go. I can see power defense. I don't see mental defense. I could see some life support: like you can take all the extreme environments and hold your breath a long time. Longevity, no need to eat or sleep... I would drop those.

     

    Hits like a truck... why not just buy up the strength? 30 Defense are in line with a 4 or 5 speed brick, not a seven speed.

     

    You can only have 50 points of psychological limitations, you have 70.

     

    Social Limitation: Criminal Conviction.

    Reputation: Criminal, 11- <- I would drop this. This means that 1/2 of the society knows who you are. Madoff is an 11- right now :eek:

    I would take your watched by the authorities down to an as powerful. More powerful on an 11- with all that influence, they will be in your business ALL THE TIME.

     

    Work on these and resubmit.

  17. Re: Catalyst: A Champions campaign on Hero Central

     

    Okay here's my first draft of the Batman-esque

     

     

    Raider

     

    Player: Checkmate

     

    Val Char Cost

    20 STR 10

    29 DEX 57

    23 CON 26

    10 BODY 0

    23 INT 13

    14 EGO 8

    20 PRE 10

    14 COM 2

     

    8/14 PD 4

    8/14 ED 3

    6 SPD 21

    10 REC 2

    46 END 0

    35 STUN 3

     

    9" RUN 0

    2" SWIM 0

    4" LEAP 0

    Characteristics Cost: 159

     

    Cost Power

    2 Strong Will: Mental Defense (5 points total)

    6 Athletic: Running +3" (9" total)

    12 Microweave Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

    20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)

    1u 1) Boomarang: Energy Blast 6d6 (30 Active Points); OAF (-1), 3 Recoverable Charges (-3/4)

    1u 2) Grapple Gun: Swinging 20", No Gravity Penalty (+1/2) (30 Active Points); OAF (-1)

    1u 3) Cutting Torch: Killing Attack - Ranged 1/2d6, Armor Piercing (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (25 Active Points); OAF (-1), No Range (-1/2)

    1u 4) Re-breather: Life Support (Self-Contained Breathing) (10 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)

    Powers Cost: 44

     

    Cost Martial Arts Maneuver

    Krav Maga

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

    4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

    4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll

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

    4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs

    3 6) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on

    5 7) Kick/Low Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike

    4 8) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

    3 9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls

    2 Weapon Element: Blades, Clubs, Empty Hand

    8 +2 HTH Damage Class(es)

     

    Boomarang-Fu

    4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC

    4 2) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC

    5 3) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls

    5 4) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm

    Martial Arts Cost: 63

     

    Cost Skill

    10 +1 Overall

    3 Acrobatics 15-

    3 Breakfall 15-

    3 Concealment 14-

    3 Conversation 13-

    3 Criminology 14-

    3 Forensic Medicine 14-

    2 CK: Thebes 11-

    2 KS: Espianage World 11-

    3 Lockpicking 15-

    3 Paramedics 14-

    3 Persuasion 13-

    3 Security Systems 14-

    3 Seduction 13-

    3 Shadowing 14-

    3 Sleight Of Hand 15-

    3 Stealth 15-

    3 Streetwise 13-

    3 Tactics 14-

    Skills Cost: 62

     

    Cost Perk

    10 Future Expenditure

    Perks Cost: 10

     

    Cost Talent

    12 Combat Luck (6 PD/6 ED)

    Talents Cost: 12

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    15 Psychological Limitation: Disillusioned Super-Patriot (Common, Strong)

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

    10 Psychological Limitation: Overconfident (Common, Moderate)

    10 Psychological Limitation: Hatred of Sentry Program (Uncommon, Strong)

    5 Hunted: Sentry Initiative 8- (Mo Pow, NCI, Limited Geographical Area, Watching)

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

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

    15 Social Limitation: Secret ID (Frequently, Major)

    10 Social Limitation: Dark Secret: Help Create the Sentry Initutive (Occasionally, Major)

    15 Dependent NPC: Son 8- (Normal; Unaware of character's adventuring career/Secret ID)

    15 Enraged: Son Threatened (Uncommon), go 14-, recover 14-

    Disadvantage Points: 150

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 5

    Experience Unspent: 5

     

     

    I am going to ask FED to look into the Characteristic and DC level. 6 SPD, 29 DEX, 10 DC attack (but martial arts) with 20 (14 reg and 6 combat luck) Defenses. Considering I am still on drugs (pain meds) I want a second opinion on them. Everything looks ok from here... the defense may be a bit too high.

     

    Loose the Dark Secret: Sentry Initative. It is currently being hailed as a good thing by the local populace and is a strong point for most of the local political candidates. We will keep it as a background point and if the flavor does change I will adjust points (probably make a hunted slack off or go away). The hatred of S.I. is fine and the watched by SI is fine. Take off the limited geographic area (we are playing in a campaign city it is a part of) and take it up to 11-.

     

    I recommend purchasing a little bit of leaping too (maybe 3" worth, only costs 3 points). If you are going to be playing at Batman, you need to be able to run AND jump.

     

    I like the Utility Belt powers... the local thread on it is amazing.

     

    You need at least 1d6 of luck.

  18. Re: Catalyst: A Champions campaign on Hero Central

     

    I will try and look your submission over today.

     

    I am going to start with the disads and work my way around:

    1. Psychological Limitation: reluctant to kill (Common, Total) - so, you WONT kill. I am reluctant to buy gas at $3.00 a gallon, but if I cant find it cheaper... I buy $3.00 gas. If you wont kill then Code vs. killing (Common, Total) is more my style.

    2. Watched: Mumbai underworld 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching). This is a zero point limitation as they have a limited geographic area (they are half a world away). Now, if you are telling me they would trade a favor for another underworld organization locally to get your goat... then it stays a 5 point.

     

    3. Social Limitation: sex object (Frequently, Minor)

    BIG recommendation!!! Drop the sex object limitation.

    Because of your "magnetic personality" I would like you too pick up...

    * Social Limitation: Stunningly Beautiful (Very Frequently, Minor) 15pts.

    The character is extremely visually attractive by the standards of the campaign society. He turns heads, stops traffic, silences loud rooms, etc. just by being visible. The character is not necessarily sexually attractive; it may be chaste or even inhuman beauty. To take this Disadvantage, the character must have a high Comeliness, and should also have the Distinctive Feature: Stunningly Beautiful.

    * Distince Feature: Stunningly Beautiful (Easily Concealed, Noticed and Recoginsed) - 5 points

    * Push your presence to 20 and you comeliness to around a 24 (stats costs you 5 points).

    You just made 10 extra points of disads, drop your underworld 5 point hunted. Drop Bollywood reputation... very few Bollywood stars are even known in america.

     

    I will "probably" take the myster hunted and split it in two. One hunted will be a favor from your underworld hunted. "Mr. Rajan sends his regards (and the shoot at you)." The other will be something else.

     

    You have a Public ID, DNPCs and a Hunted. You know it is going to come up. I mean.. 15 points of DPNC, 10 point Public ID and 25 points of hunted. 1/3 of you total disad points. You have an DNPC 8- x2 and an 11- hunted in points. Just a warning: this will be a constant in your life (8- is one out of 4 adventures and 11- is one out of two)... PLUS public ID.

     

    Now to powers:

    Micro EMP: Killing Attack - Ranged 2d6, Penetrating (+1/2) (45 Active Points); Limited Power Power loses about two-thirds of its effectiveness (only vs electronics; -1 1/2)

    Change Penetrating to Armor Piercing. Second, you have ONLY vs electronics as a disad. If a robot did missle reflection you have x2 stun to electromagnetic attacks... but since you have only vs electronics it would not. Drop the only vs electronics to a -3/4 (this is the modern world) and know if this somehow comes your way... you will be effected.

     

    Force Field (15 PD/21 ED), Costs END Only To Activate (+1/4) (45 Active Points). We do not allow Costs END only to Activate in the campaign for these kinds of powers. It was meant for transformations and whatnot. You basically get a zero endurance power. Buy reduced endurance instead. You have 50 endurance... you can still push like mad :eek:

     

    Drop your defenses to 25/25. You are a brick, but you are a brick with ranged attacks. If you did not have ranged attacks, I would let you buy them a bit higher (around 27s).

     

    You have a large skill set, but almost nothing for everyday use. Acting, Conversation and Seduction... I recommend you get some investigatory stills.

     

    Your current build is 340 points. I recommend buying about 5 points in stats and taking you pd/ed down by 1 (which will shave off a tad). This is a 350+5xp point game and you qualify for the +5.

  19. Re: Catalyst: A Champions campaign on Hero Central

     

    Chalice -- Alice "Ali" Mattheson' date=' former singer with heavy metal band [i']Mercy Brown[/i], and currently mistress of the elemental waters. Chalice is a water elementalist who can generate and project water...as well as playing a number of little tricks with the wet stuff.

     

    I'd like to submit Chalice for consideration for the Catalyst campaign...but I'm still struggling to get her into a submission-ready form. This PC was built for a different game -- and built with a lot of GM input -- and I'm still tinkering with the power set, trying to work out what we did back then, and why.

     

    I don't think she'll be ready to submit until next Wednesday. If that's too late to have the character considered, please just let me know.

     

    Chalice has an Offensive and a Defensive Multipower of water effects; not just attacks and defenses, but some environmental effects too, like darkness vs normal vision ("fog"), and change environment to create wet/slippery conditions ("slippery when wet").

     

    However, there's something strange going on with the builds of the two Multipowers, and also with Chalice's Armour/Damage Reduction powers; I'm still trying to puzzle out the write-ups. Plus there are powers Chalice has and I don't know why, AND there are ones she doesn't have, and I don't know why not....

     

    Chalice should be a Jack of all trades, master of none; she should be able to do something of most things, though the other PCs are going to be a lot better at specific things. So with any luck, when I'm finished with her she'll be a versatile and useful character -- and hopefully a good addition to the group.

     

    Appearance:

    Ali's 5'8, lean and fit-looking, even though she takes lousy care of herself. She's rarely seen without her sunglasses, or a cigarette in her hand. She has fair skin, hooded gray eyes and a long shaggy pelt of black hair, usually worn loose; she's a good-looking lady.

     

    When she blinks, there's a quick iridescent glisten from the nictitating membranes on her eyes -- her "third eyelids". Her tattoos -- dark leafy vines winding around both her arms from wrist to shoulder -- are visible when she wears anything less than full sleeves. Like a cat, Ali goes from extremes of physical activity to apparent boneless relaxation and back again very quickly. She often appears half-asleep when relaxed, even when she's actually quite alert...it's those hooded eyes, what the poets used to call "slumbrous."

     

    Disadvantages

    5 Distinctive features: third eyelid (nictitating membranes on eyes) [Easily Concealed, Noticed and Recognized, Detectable By Sight]

    5 Distinctive features: tattoos (dark vines wrapped around both arms) [Easily Concealed, Noticed & Recognized, Detectable by Sight]

    20 Hunted: uncle, the Reverend Laurence Mattheson (aka Obeah Fortunatis, the Conjure Man); [More powerful, Harshly punish, NCI, Appears 8-]

    15 Psychological Limitation: Cult of Toughness; always wants to prove by word or deed that she's "tougher than thou". [Common, Strong]

    15 Psychological Limitation: Code vs Killing [Common, Strong]

    10 Psychological Limitation: Superstitious [Common, Moderate]

    5 Reputation: That satanist heavy metal singer [8-]

    15 Social Limitation: Secret Identity, Alice Mattheson [Frequently, Major]

    10 Social Limitation: Harmful Secret [Occasionally, Major] – there’s a death in her past

     

    Personality:

    Ali’s strong-willed and strong-minded, and she’s turned that strength to recreating herself as a “tough customer,” too tough to be emotionally hurt by any of the things people do...or have done. Ali is tough, though not as tough as she thinks she is, and perhaps not in the ways she thinks; her toughness is an ability to endure things and carry on regardless, rather than making her “untouchable.”

     

    She constantly struggles not to be “like her father,” whom she regards as the font of all evils. Ali tries, mostly successfully these days, to control her stubbornness and impatience, and most of all, her temper.

     

    She has a hatred of unfairness, especially unfair blame and unfair punishment; she had it literally beaten into her by her father and grandparents. Ali still has a problem with authority in general. She’s a loyal friend and does her best to be a bad enemy.

     

    Music in all its forms is her passion, but especially vocal music. She loves to sing, and sings a lot; she has a vocal range like Geddy Lee in his early days with “Rush”, and the power of “Motorhead’s” Lemmy. Despite being quick-witted and educated, Ali is very superstitious; perhaps that’s what makes her secretly a Romantic.

     

    She really does want to save the world, and damn the cost to her.

     

    Resend this as a .hdc please. All I have to do is load the file and start checking. I dont want to have to check the math on each power, stat, whatnot and I don't have time to re-type.

     

    Now if you DONT have the ability to send it as an hdc then I will make one the first time and we will go from there.

  20. Re: Catalyst: A Champions campaign on Hero Central

     

    Application For Catalyst:Thebes

    Character Concept: Fast Brick

     

    Stat Block:

     

    Tasha Chernova

     

    Player:

     

    Val Char Cost

    30 STR 20

    15 DEX 15

    28 CON 36

    19 BODY 18

    13 INT 3

    12 EGO 4

    15 PRE 5

    12 COM 1

     

    12/30 PD 6

    12/30 ED 6

    7 SPD 45

    12 REC 0

    56 END 0

    48 STUN 0

     

    20" RUN 28

    10" SWIM 8

    8" LEAP 2

    Characteristics Cost: 197

     

    Cost Power

    54 Unbreakable: Armor (18 PD/18 ED)

    9 Unmutable: Power Defense (9 points)

    7 Hardened Mind: Mental Defense (9 points total)

    8 Umoveable Object: Knockback Resistance -4"

    18 Altered Physiology: Life Support (Eating: Character does not eat; Extended Breathing: 1 END per 5 Minutes; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per year)

    13 Hits Like A Truck: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2)

    Powers Cost: 109

     

     

    Cost Skill

    3 Breakfall 12-

    3 Conversation 12-

    3 CuK: Indian 12-

    3 Electronics 12-

    3 Gambling 12-

    3 KS: Buddhism 12-

    3 KS: Cars 12-

    3 Language: English (completely fluent)

    2 Language: Hindi (fluent conversation)

    0 Language: Russian (idiomatic) (4 Active Points)

    3 Mechanics 12-

    3 Paramedics 12-

    3 Persuasion 12-

    3 PS: Mechanic 12-

    3 Stealth 12-

    3 Streetwise 12-

    Skills Cost: 44

     

     

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    10 Distinctive Features: Tattoos (sleeves, back of the neck) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    20 Hunted: Authorities 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    10 Hunted: Old Enemies 8- (As Pow, Harshly Punish)

    20 Psychological Limitation: Fearless (Common, Total)

    20 Psychological Limitation: Will Not Initiate Violence/Pacifist (Very Common, Strong) [Notes: This doesn't mean she won't finish a fight. But she will never start one.]

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

    15 Psychological Limitation: Vegitarian (Uncommon, Total)

    10 Reputation: Criminal, 11-

    10 Social Limitation: Public ID (Frequently, Minor)

    15 Social Limitation: Criminal Record (Ex-Con) (Frequently, Major)

    5 Social Limitation: Vegitarian (Occasionally, Minor)

    Disadvantage Points: 150

    Base Points: 200

     

     

    Background, Etc:

     

    Tasha grew up a first generation Russian Immigrant, her parents were poor there, and poor here. She still has a hint of a Russian accent as she didn't learn English until she got to school. Tasha had a tough life as a child, while she excelled at sports, being excellent as track and swimming, she never did well socially, and she grew up tall quickly, another factor to make her a target. Even before she becaome Prime she was stronger than most of the boys. As a teenager she dirfted towards street life, and eventually right into actual criminal activity. By nineteen she'd been arrested on several felony charges. She was in jail until twenty-five, shortened sentence as part of a plea bargain and good behavior. The experience turned her around, she wanted nothing but a quiet straight life. Sadly being an ex-con works against one most of the time.

    She drifted around the country, finally ending up in Northern Califnornia dead broke, and losing hope. She ended up living in a very small Indian neighborhood, and got hired by a mechanic. He taught her most of what she knows, as well as many Buddhist tennents. She stayed with him for several years, become Buddhist, actually getting professional training as a Mechanic and learning a lot of her neighbors culture.

    After years of little contact her mother finally managed to get a hold of her - her father had passed away. Tasha went back east for the funeral, going home gave her the same sense of helplessness and being lost as she had in her youth. Taking it as a sign she began wandering the country again.

    Her powers came to her attention when she was involved in a car accident, a drunk driver swerved into her as she walked down a street one night, the car was totaled, the driver hospitalized, Tasha was completely unharmed.

     

    Personality -

    Tasha comes off as either too serious or dour to most people. She's quiet and very slow to anger. Tasha tries very had to keep a calm collected mood, and is almost afraid to let her emotions out, she's afraid that all she'll find is resentment and anger inside herself. Once she opens up to someone she's friendly. Though she can fake personable when needed.

     

    Quote -

    You can hit me again, or you can come quietly. If I have to hit you things could get ugly.

     

    Tactics -

    Tasha is very fast, and very tough. She has no serious combat training, and does all she can to avoid fighting in the first place. She's not amazingly strong but if she has space to get moving she can still pack a solid hit when absolutely necessary. Even if she does get invovled in a fight she simply takes the hits and extricates herself from the situation. If others are involved, especially fragile innocents she'll either get them clear or as an absolute last resort fight back.

     

    Appearance -

    Tasha is a tall woman of Russian decent, with a well toned athlete's body. She's in her late twenties, she keeps her jet black hair cut short. She prefers earth tones. Since she already has a criminal record and has to register with the local police anyways, she doesn't bother with a mask or even attempt to disguise herself. She has distinctive tattoo sleeves and a flow tattooed on the back of her neck as well.

    Height: 6'2 Weight: 183 Eyes: Grey Hair: Black

     

     

    HDC and Image attached

     

    (there is a 2nd character I'm working up for consideration, but am still working through a background I like and a powerset that won't cause any right minded GM to lynch me... I got out of hand on the first go)

     

    I will try and look this one over today as well.

  21. Re: Catalyst: A Champions campaign on Hero Central

     

    Not until just now.

     

    D'oh! I didn't realize we were so far south that we were, in fact, in Mississippi!

     

    I wanted a name that really synched into the area. Since Memphis is nearby, and there is this BIG river... :)

     

    I really struggled with the campaign location. I wanted to put in in the NE on a bay in Washington State, but we already have campaign cities in Silverstone, CO and Bayport, CA. I did not want one on the southern coast and central Texas is out too. That left me with the central US or the East Coast. I did not want the East Coast (to much real world history already there). So, I decided on a river city and bingo.

     

    We have the potential for history as far back as the 1700s easily and 1600s with a little work. Native American issue, water rights issue, etc. We even have all the recent flooding along the Mississippi River in the last year or so.

     

    I am really a BUILDER when it comes to campaigns. Ask Fed, I get INTO in the history to make a game. I usual make "modules" have a feel with critical junctures and wing it from there (works well in any urban setting). Dungeon crawling, no so much :rolleyes:. Thebes will be a bit of both. Each Character will start out with one plot thread and I will make more threads for characters as time goes on. The story stands alone, but can be woven into the character threads. The first story will be a push scenario... I PUSH you there. After that it is a pull based system, you pull each other into the scenarios. Some threads are red herring, others are not and others are all bad. The first adventure is already complete, I just have to understand how to pull you into it from here :D

  22. Re: Catalyst: A Champions campaign on Hero Central

     

    Okay here's my first draft of the Batman-esque

     

     

    Raider

     

    Player: Checkmate

     

    Val Char Cost

    20 STR 10

    29 DEX 57

    23 CON 26

    10 BODY 0

    23 INT 13

    14 EGO 8

    20 PRE 10

    14 COM 2

     

    8/14 PD 4

    8/14 ED 3

    6 SPD 21

    10 REC 2

    46 END 0

    35 STUN 3

     

    9" RUN 0

    2" SWIM 0

    4" LEAP 0

    Characteristics Cost: 159

     

    Cost Power

    2 Strong Will: Mental Defense (5 points total)

    6 Athletic: Running +3" (9" total)

    12 Microweave Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

    20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)

    1u 1) Boomarang: Energy Blast 6d6 (30 Active Points); OAF (-1), 3 Recoverable Charges (-3/4)

    1u 2) Grapple Gun: Swinging 20", No Gravity Penalty (+1/2) (30 Active Points); OAF (-1)

    1u 3) Cutting Torch: Killing Attack - Ranged 1/2d6, Armor Piercing (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (25 Active Points); OAF (-1), No Range (-1/2)

    1u 4) Re-breather: Life Support (Self-Contained Breathing) (10 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)

    Powers Cost: 44

     

    Cost Martial Arts Maneuver

    Krav Maga

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

    4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

    4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll

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

    4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs

    3 6) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on

    5 7) Kick/Low Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike

    4 8) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

    3 9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls

    2 Weapon Element: Blades, Clubs, Empty Hand

    8 +2 HTH Damage Class(es)

     

    Boomarang-Fu

    4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC

    4 2) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC

    5 3) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls

    5 4) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm

    Martial Arts Cost: 63

     

    Cost Skill

    10 +1 Overall

    3 Acrobatics 15-

    3 Breakfall 15-

    3 Concealment 14-

    3 Conversation 13-

    3 Criminology 14-

    3 Forensic Medicine 14-

    2 CK: Thebes 11-

    2 KS: Espianage World 11-

    3 Lockpicking 15-

    3 Paramedics 14-

    3 Persuasion 13-

    3 Security Systems 14-

    3 Seduction 13-

    3 Shadowing 14-

    3 Sleight Of Hand 15-

    3 Stealth 15-

    3 Streetwise 13-

    3 Tactics 14-

    Skills Cost: 62

     

    Cost Perk

    10 Future Expenditure

    Perks Cost: 10

     

    Cost Talent

    12 Combat Luck (6 PD/6 ED)

    Talents Cost: 12

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    15 Psychological Limitation: Disillusioned Super-Patriot (Common, Strong)

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

    10 Psychological Limitation: Overconfident (Common, Moderate)

    10 Psychological Limitation: Hatred of Sentry Program (Uncommon, Strong)

    5 Hunted: Sentry Initiative 8- (Mo Pow, NCI, Limited Geographical Area, Watching)

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

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

    15 Social Limitation: Secret ID (Frequently, Major)

    10 Social Limitation: Dark Secret: Help Create the Sentry Initutive (Occasionally, Major)

    15 Dependent NPC: Son 8- (Normal; Unaware of character's adventuring career/Secret ID)

    15 Enraged: Son Threatened (Uncommon), go 14-, recover 14-

    Disadvantage Points: 150

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 5

    Experience Unspent: 5

     

     

    I will try to look yours over today as well. BTW, nice pic!

×
×
  • Create New...