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Zac

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Posts posted by Zac

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

     

    Here's some more international flavor for ya: an Indian brick with some magnetic tricks. Lucky you, I suck at character building - thanks in advance for your patience.

     

     

    Talwar

     

    -next up on Star Plus, Ganga learns a terrible secret-

     

     

    - I only give my family Tilda Basmati -

     

     

    -and in today's Where Are They Now File: Kamal Tariq. The once-promising actor had a career that was remarkable - if only for its brevity. Just two years ago, no one had heard of him. But after a series of racy commercials for Desi Denim, everyone took notice. Soon "that jeans guy" was everywhere, including the arms of starlet Rani Rao. With Tariq's brooding good looks, it's no wonder Bollywood was interested. The smoldering stud made his film debut with a special song appearance in Tanhayee and went on to appear in a half dozen more movies, including the surprise hit Crash Landing.

     

    Some said Tariq was the next big thing. But after going from zero to hero, things started going wrong when he went from hero to superhero. When Tariq revealed that he has superpowers, his career became shaky. Some sources say that producers didn't want to hire him because superpowers mean super-trouble on the set. Others say Tariq was targeted by organized crime. And some say Kamal Tariq just got too big for his jeans and no one could tame his ego. The troubled star began fighting with the press and feuding with established stars. The biggest scandal came when Tariq, who is Muslim, claimed his special abilities were a gift from a Hindu goddess, angering both Hindu and Muslim fundamentalists.

     

    Since then, Tariq has kept a low profile. His agent told us that the king of controversy is currently reviewing offers. But insiders tell us the sexy stud has left Mumbai for good. In fact, he has made no public appearances since walking the runway at New York's fashion week, three months ago. Which makes this segment's title quite literal. Kamal Tariq: where is he now? For ZeeTV, I'm Amrita Singh. Tune in tomorrow -

     

     

    background/history

     

    You know how everything seems to come easy for some people? Kamal Tariq used to be one of those people. His childhood in Patna was remarkable only for its happiness; the worst thing that happened to him was that as the youngest of three, he was a little spoiled. But his parents, a doctor and a professor, taught him the importance of hard work and a love of learning. He excelled in school and also did well at sports and other extracurricular activities.

     

    Wanting to see more of the world he picked the University of Mumbai for college, and that's when his luck really kicked in. He was spotted by a professional photographer who recruited him for a modeling agency. Kamal was the right face at the right time, and within a year he was getting so much work that he dropped out of college. He used his success to get a foot in the door in the film industry.

     

    What a ride! He was on billboards, on TV commercials, and now he was a movie star! OK, he only got a few supporting roles in some really bad B movies. But it was fun, it was lucrative, and Kamal just knew that if the right opportunity came along he could make it to the A list.

     

    When the big break finally came, it was not as expected. Late one night while on a location shoot in Rajasthan, something woke Tariq up and drew him into the desert. There he met a mysterious figure whose identity seemed to change from moment to moment. Images of historical figures like the warrior king Chandragupta, wise Akbar the Great, even the earth goddess Prithvi all raced through Kamal's head. The being addressed him as "son of the soil" and warned him that in the future India would face a terrible calamity. "The swords of the righteous must defend Hindustan," the messenger intoned as it placed a palm on Kamal's forehead.

     

    Kamal woke up in his hotel room with sand in his clothes and a phenomenal new strength that seemed to come from the land itself. He was too frightened by the mysterious message to dwell on it. Why worry about tomorrow when today you can become the first Bollywood hero who's also a superhero?

     

    He went public with his new powers, and for a few weeks he was the hottest thing in town. Every talk show wanted him, every power player wanted to meet him, and every producer wanted to feature him in an action movie. But the glory was short lived.

     

    Kamal was summoned to a meeting with Chandu Rajan, the Mumbai head of the Rajan gang. The don explained that the Rajans had extensive investments in the film industry, and that no matter who signed Kamal's checks, the actor should consider himself to be working for Rajan. Kamal was to work with Rajan's production companies only. And perhaps use his powers to do the occasional "favor" for the criminal organization.

     

    Tariq stormed out in a rage and went straight to the media. The Rajans struck back with a public smear campaign and some private stringpulling. Suddenly Kamal was persona non grata in Mumbai. Chandu Rajan then called Tariq to make another offer, and hinted that Kamal's family would pay the price for further disobedience. Kamal impetuously promised to kill every last member of the gang if any harm came to his family. It was a bluff, but Rajan decided not to risk it. They agreed on a compromise: the Tariqs would be safe as long as Kamal stayed out of Mumbai.

     

    Disgusted with the corruption he had discovered, and embarrassed to find himself a public laughingstock, Kamal left India altogether. He tried to make a go of it in New York City, but couldn't get steady work as a model or any work as an actor and his money started running out. The demoralized young man finally retreated to Thebes, where he currently lives with relatives. He still gets a few gigs here and there, but he earns most of his money at his cousin's construction firm. When not working or getting to know his new city, he takes self-defense classes and hones his powers.

     

    personality/motivation

     

    Although his recent setbacks left him dispirited and at loose ends, Kamal is basically optimistic, energetic and outgoing. He won't admit that he misses being a celebrity, but he likes to be the center of attention. In general he's a very open and straightforward person, often to the point of naivete. Underneath the goofy boyish charm there are two things he's very serious about: his home and religion. He very much wants to go back to India, but he knows he's not ready yet to take down the Rajans. Meanwhile he's trying to sort out his feelings about god; before receiving his powers seemingly by divine favor, he was an atheist. In his spare time he reads anything and everything on spirituality.

     

    powers/tactics

     

    Talwar is bonded to the planet's magnetic field, allowing him to draw strength and endurance from the earth itself. He can also manipulate the local electromagnetic field to move and reshape metal, and generate bursts of electromagnetic energy.

     

    appearance

     

    Kamal is a tall, striking-looking man in his early 20s with a swimmer's build, angular face and long curly hair. As Talwar he wears tight black pants, a black Tshirt with green trim and talwar emblem, and a black nehru jacket or sherwani.

     

     

    And attached, first draft of sheet and portrait.

     

    I will try and look your submission over today.

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

     

    I set up her house there (northwest portion of Market District); this is a large part of why I'm asking.

     

    Market District – an area that experienced a renaissance before the Battle of Center City. Known for its redbrick streets with gas lights. It houses the middle and upper class love of movies, wine and song. Something akin to the French Quarter in New Orleans. An upper class red light district rests in the north western edge of the district.

     

    By red light district, I mean prostutition and OTHER illegal activities (opium tea houses for one). You might want to pick another section of the market district. When Fed posts my campaign info online, take a look at the map. You may have a better feel from it.

     

    I was thinking a small herbalist's shop/alchemic apothecary, perhaps. If/when I attain an apprentice, this is probably what said apprentice will be up to; until then, I deal alone with people who are unwilling or perhaps unable to go to a normal doctor- or even trust an herbalist's opinion more!

     

    House calls would likely be rare and/or cost extra, if only because if you have to call the herbalist in for a house call you should be in serious trouble and/or there are likely to be certain... complications.

     

    As for whether I actually do magic, the answer is 'yes'. However, it's restricted to, as I stated above, herbalist's potions/salves, etc. Less "Earth-shattering healing abilities", more "Oh, she makes teas and things. Cleared up my cold really quickly." and "Well, this one time I came to her with... an odd complaint, and she mixed something up for me right there."

     

    Ok, so you are an herbalist. Do you have a bent as to the style: Eastern, Western New Age, etc. You need to put some of your KS that way and I recommend a PS: Apothacary/Herbalist. MOST of the NW section of the Market District has an Eastern feel. Not so much a China town, but definiate asian.

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

     

    Hm. Done.

     

    Regarding campaign setting: What is the current view on therapeutic magic/ esoteric medicine? I might adjust her points a little to allow her to practice in the red light district (and thereby also make money by going where others won't).

     

    There is a district very similar to the French Quarter in New Orleans. If you want to open a small shop and sell New Age Healing Crystal, pendants, whatever... you are more than welcome to. Small business owners are not perks, you have to work at it. My toon in Fed's game is a small business owner (Spitfire Transportation - she has a Panther Helicopter). Depending on the type of business effects role playing. I would assume you business would operate at night (say 6 PM to 1 AM) Tuesday thru Saturday. There are other questions: do you do house calls? Are you just a healer? Do you perform any other magic services (tarot, crystal ball, etc). Do you actually perform magic, or is it just smoke and mirrors? Etc.

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

     

    Aww that's just wrong.

     

    For Thebes, I was actually thinking about a normal. I have the general background but haven't decided on powerset yet. I've been reading some Checkmate comics and dig Captain Boomerang jr. so I may go that route. I really like the new Robin too, so may do a Batman-type just not to dark and brooding (Martial Artist with a utility belt). The third powerset I was considering would be high tech weapons like Blaster rifles, sonic grenades and the like.

     

    The general background is he was an agent of some type (espiange, guardsmen, something American and James Bonds-y). He's really intelligent, and came up with some cool survillence devies to help spy on the enemy. He has now discovered that the Sentry Initutive has stolen his ideas and is using them on the american people. He's a little upset about it. He's decided to become a costumed hero to help improve outlook and get more information and stop the Sentry initiatve.

     

    A "unique" character would be based on Flashback technology (shudder). I made the agents up ages ago based on a movie where people would "flash" you with a gun and x amount of time had gone by. So, they use a plethora of weapons that have NND effects based on flash defense. There was usual 1 or 2 of them per PC, with very minimal in the way of killing attacks (they did have an RKA Synaptic Rifle - Annurism, etc). Entangles based on EGO vs normal people = people staring into space a long darn time, NND Based on touch (Shudder Gernades), etc. Very, very nasty. The first time a hero group runs into Flashback, Flashback gets away... every time. Second time, its anyones guess. Third time, the gig is up... players dont hold back or they have invented anti Flashback techniques.

     

    Fed was adamant he would not be pleased if they showed up in Thebes, as Inertia would get owned ;)

     

    I say this because a character based on "company/prime" interdiction work would be kinda neat. I would stay away from wetwork in my history :mad:. Think of items the government would use to capture Primes and have at it.

     

    I think a more or less normal guy, with some advanced armor and some tools of the trade is very doable on 350 points. Throw in some law enforcement abilities (FED: How much would PIT License be? 5 or 10 points?) and contacts... you would have a solid character. I mean, all you really need to be a lawman is some decent armor and a gun. Judge Dread did it for how long? :D

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

     

    Alright, I can deal with being dependent on the armor.

    Gabriel

    Another thought, make the armor just resistant defense and buy up your PD/ED. So, out of the suit you would be ok still.... unless they bring some killing attacks.

     

    If they come after you in your PJs, I would dodge a lot :P

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

     

    That's the idea- I'm not sure how to illustrate the idea that this is really one force wall that she's adjusting as she goes. suggestions are welcome.

     

    OK.

    40 points of force wall gets you 16 points of defenses (8m). For each 1m from your multipower gives you 2 points of defenses.

    41 points of force wall gets you 11 points of defense, transparent. (8m) For each 1m from your multipower gives you about 1.375 defenses.

     

    You could take:

    11 PD Force wall, Transparent (8m)

    11 ED Force wall, Transparent (8m)

    Balancing however would drop from 8 PD/ED to 5/6 or 6/5 PD/ED. If you are looking at using the Force Wall to protect yourself and whoever falls in behind you, then an 11 should be plenty for most attacks. A machinegun is going to be around 2d6 RKA. It would take a fantastic roll to get 12 dmg, so you would be safe in most cases. If the are mixing the lot between standard RKA and incendary RKA (which is an ED attack) they would get owned... but your force wall would still be up :eek:

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

     

    Aww that's just wrong.

     

    For Thebes, I was actually thinking about a normal. I have the general background but haven't decided on powerset yet. I've been reading some Checkmate comics and dig Captain Boomerang jr. so I may go that route. I really like the new Robin too, so may do a Batman-type just not to dark and brooding (Martial Artist with a utility belt). The third powerset I was considering would be high tech weapons like Blaster rifles, sonic grenades and the like.

     

    The general background is he was an agent of some type (espiange, guardsmen, something American and James Bonds-y). He's really intelligent, and came up with some cool survillence devies to help spy on the enemy. He has now discovered that the Sentry Initutive has stolen his ideas and is using them on the american people. He's a little upset about it. He's decided to become a costumed hero to help improve outlook and get more information and stop the Sentry initiatve.

     

    I just sent my semi-finished web pages to Fed via email. Hopefully he can add it to the Catalyst page tonight. It gives more background and might help with character choices.

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

     

    While I do like saving points, my first thought was that one of Fed's concerns about a few of the characters who applied for Silverstone was "you'll be a chump if somebody catches you unawares." If I move half of my total defenses to a suit of armor (which, being an OIF, I will probably lose at some point), a force field AND missile deflection that I need to activate, it seems like I'm just begging to be put down. At typical attack for the campaign would knock me senseless in a single hit.

     

    I mean, his defenses are already 5 points below the standard in both PD and ED. Making more than half of his remaining survivability conditional seems to make him pretty flimsy. And he's a former supervillain, so if his cover gets blown he WILL get ambushed.

     

    OK, you have a 9 CV, 20 Defenses and a 6 speed. You are not 5 points below the standard for a 6 speed. Now, the point about having Foci is true. It is a disad, so it will come up. I don't anticipate you loosing something you pay points for, but not having access to it because of a situation is likely.

     

    Now the Elemental Control being a limiter I would not worry about to much. It is a control structure, but that being taken away... not unless your elemental control structure is targeted (like a drain).

     

    As far as getting blind sided/ambushed, anything is possible. If they know who you are and where you live, do you think +10 defense are going to mean anything? If you want to base your powers off getting your cover blown, thats fine. I am playing one of those Chump characters who will get owned (in Feds game) if I am caught unaware. I am a suit character, that is part of the limitation of having a suit.

     

    Is that going to be less of an issue in your campaign?

     

    I think a standard "suit" focus scenario goes like this:

    You have come into the 5th National Saving and Loan to deposit your paycheck. You wanted to go thru the teller window but the pneumatic tubes are out of order again and you don't want to be the schmuck who gets his check stuck in a tube somewhere. Your landlord is not that forgiving a person. You walk in and look about everything is fine, nothing out of the ordianary beside a lot of other people who would rather be in their car. Man it sure is hot in here, the AC go out too...

     

    Suddenly Fire Bolt melts in through the front door and a half a dozen goons pour in through the door. "This is a stick up. No one do anything heroic and you can all go home to you ugly wife and pitful man." People fall into four catagories about now. One catagory hugs the floor so tight spit wax gets a bad name. The second group looks around, they can't decide on running or joining the spit wax club. Group number three tries to be a hero, this is one low paid guard or off duty cop who gets pistol whipped or worse for his poor choices. Group number four keeps a cool head and tries to be heroic, but will do it on the bad guys terms. So, what are you going to do?

     

    Now, here you are outnumber and outgunned... no suit. Players generally take choice #4 and try to figure out a way to make it happen. If Fire Bolt did not show up and it was just 6 thugs on a mission most heroes would just do #3, knowing that the pistol whippin would bounce. Some would still do #4 because innocents are still involved. This is the classic bringing a knife to a gunfight scenario most focus characters run into.

     

    Simply put, if you get a disad, it will come up. If you take a limitation it will come up.

     

    Honestly, I didn't want the character to be too dependent on the elemental powers, so I limited the conditions under which he could use them. If that's not an issue, might as well remove the limitations. :)

     

    Its 38 points of flavor: a nice little knockback power, a physically weak force wall (though energy protection is nice), and a water shaping power. Its up to you. I was hoping for a Dispel Fire power in the pool, but found the unusual (but neat) water TK instead.

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

     

    Submissions:

     

    I have seen the following so far:

    Cut off date: March 13, 2009. T - 18 days and counting.

     

    Inertia (5 SPD, 24 DEX, 26/24 Defenses, 11 DC energy projector) - accepted character BUT I need the backround and whatnot sumbitted in the .hdc file please. I have seen it seperate.

     

    Engram (5 SPD, 18 DEX, 21/21 Defense, 10 DC mentalist) - submitted character with background and pic, waiting newest revision

     

    Requiem (5 SPD, 23 DEX, 22/28 Defenses, 11 DC energy projector) - submitted character with background and pic, waiting newest revision

     

    The Ward (4 SPD, 17 DEX, 28/28 Defenses, 12 DC artillery/mage) - submitted character with background, waiting newest revision and pic

     

    Ao Kaung (6 SPD, 26 DEX, 20/20 Defense, 10/8 DC Martial Artist) - submitted character, possible revision - waiting on background and pic

     

    I have seen many other characters, but they have not met some requirement: not as an .hdc file, incomplete/missing background, no picture or user has submitted a general idea with nothing else.

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

     

    Submitting The Ward to Thebes.

     

    Background is fine and stats are fine.

     

    Powers:

    You have 2 Force Walls, as 8 point slots.

    Sgt. Pepper's Shield I: Force Wall (14 PD) (Alterable Size) (40 Active Points)

    Sgt. Pepper's Shield II: Force Wall (14 ED) (Alterable Size) (40 Active Points)

     

    They way they currently read, either of them can be taken down with 1 body of damage from another damage type (so the PD wall will get dropped by a torch and the ED wall will fail against a bullet). Lets say you put up a 7 PD wall and a 7 ED wall. Which one comes first? If the ED wall is first and a thug smokes a 9mm your way, the ED wall will fall and the PD wall with soak it. If you make the walls Transparent (a 1/2 advantage) you max wall strength will be 9 (at a cost of 41, so your multipower would have to bump 1 point). It is perfectly playable as is... you just need to be sure to be on your layering game.

     

    You have a VPP, which is ok. There are a few rules:

    1. All powers must be approved BEFORE the start of a scenario. Since we will be playing online, you need to let me know you are "researching" a new spell. Create it in Hero Designer and just drop in your playergm message. Such as....

    I am research this:

    Magical Insight- Electronic Defenses: +5 with Cryptography (10 Active Points); Gestures (-1/4)

    2. A no to a spell means no. For instance, lets say you want to make a spell that gives the Transparent advantage to your force wall... er, no.

    3. Anytime you want to add something to your character as a characteristic, make it an AID.

    4. If you ask me to do something "on the run" during an adventure, the answer is going to be no. See #1 above. Now, you could resubmit later and I might say yes.

    5. All VPP powers must Cost Endurance. If they do not, then add the limitation please. It is not much, but it does require effort/energy to perform your magics.

     

    It is a small VPP, but the chance for abuse is still there.

     

    I notice you have...

    Mental Wards: 3 poiints of Mental Defense (8 points total)

    I just dont see the other 5 points.

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

     

    Submission for Thebes: Engram(+) or Requiem

     

    Engram

    You can tell he has been been thru Fed a few times. Everything looks solid. I have no real issues. That said,

    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.

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

     

    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.

     

    Requiem

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

    2. I will let you put skill levels in your Missle Deflection. Right now, you can only melt those that are going to impact you.. which is fine. If you want to put in some Penalty Skill level vs Missle Deflection (they are 3 point levels). The first time you missle deflect, there is no penalty. Each successive deflection after the 1st is at -2. So it -0, -2, -4, -6... and so on. I dont have a problem with you dropping in 4 skill levels INSIDE the missle deflection. In Hero Designer you by it as a compound power. Here is an example of how American Steel did it:

    Phalanx CIWS: (Total: 51 Active Cost, 25 Real Cost) Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); OIF (-1/2), Costs Endurance (-1/2) (Real Cost: 15) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OIF (-1/2), Costs Endurance (-1/2) (Real Cost: 3) plus Penalty Skill Levels: +5 vs. Penalities vs Multilple Deflections with All Attacks (15 Active Points); OIF (-1/2), Costs Endurance (-1/2) (Real Cost: 7)

    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).

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

     

    Ooh' date=' does that mean I should send in three or five or seventeen more? I'm sure I have them in my "just a bit more polish" pile here somewhere. ;)[/quote']

     

    Dont kill me under the weight of it all. Besides, the .hdc files you send me can come back around. I have a ready stack of supervillians just itching for some payback :P

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

     

    Alright, I had some free time, so I simply redid the character from the ground up.

     

    My intent this time around is for him to be a martial artist with the armor multipower. That's it. Nothing fancy. I used Black Arachnia as a reference.

     

     

    Ao Kuang (Version II)

     

    Player:

     

    Val Char Cost

    25 STR 15

    26 DEX 48

    20 CON 20

    15 BODY 10

    13 INT 3

    11 EGO 2

    20 PRE 10

    13 COM 2

     

    10/20 PD 5

    10/20 ED 6

    6 SPD 24

    11 REC 4

    40 END 0

    38 STUN 0

     

    6" RUN 0

    2" SWIM 0

    17" LEAP 0

     

    Characteristics Cost: 149

     

    Cost Power

     

    30 Impenetrable Skin: Armor (10 PD/10 ED)

     

    27 Untouched by Gravity: Leaping +12" (17" forward, 8 1/2" upward) (Accurate, x8 Noncombat)

     

    6 Attuned Senses: +2 PER with all Sense Groups

     

    5 Life Support (Longevity: Immortal)

     

    15 Uncanny Reflexes: Missile Deflection (Bullets & Shrapnel)

     

    20 Water Control: Multipower, 45-point reserve, (45 Active Points); all slots Gestures (Requires both hands; -1/2), OIF (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)

     

    2u 1) Water Blast: Touch Group Flash 12d6, Does Knockback (+1/4) (45 Active Points); Gestures (Requires both hands; -1/2), OIF (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)

     

    2u 2) Cresting Wave: Force Wall (5 PD/10 ED; 2" long and 3" tall) (44 Active Points); Gestures (Requires both hands; -1/2), OIF (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)

     

    1u 3) Command the Element: Telekinesis (23 STR), Affects Porous (45 Active Points); Only Affects Water (-1), Gestures (Requires both hands; -1/2), OIF (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)

     

    Powers Cost: 108

     

    Cost Martial Arts Maneuver

    4 +1 HTH Damage Class(es)

    5 Tumbling Fist: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike

    4 Grasp the Sparrow's Tail: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1 1/2d6 NND ; Target Falls

    4 Catch the Falling Leaf: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 Empty the Cup: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 40 STR to Disarm

    3 Needle At Sea-Bottom: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls

    4 Slip Free: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs

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

     

    Martial Arts Cost: 32

     

    Cost Skill

    8 +1 with All Combat

    6 WF: Blades, Common Martial Arts Melee Weapons, Common Melee Weapons, Unarmed Combat, Hook Sword, Three-Section Staff

    3 Acrobatics 14-

    3 Breakfall 14-

    3 Contortionist 14-

    3 KS 12-

    3 Conversation 13-

    3 PS: Enforcer 13-

    3 KS: Criminal Underworld 12-

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

    3 Language: English (fluent conversation; literate)

    3 Language: Cantonese (completely fluent)

    3 Oratory 13-

    3 Persuasion 13-

    3 Streetwise 13-

     

    Skills Cost: 50

     

    Cost Perk

    2 Contact: Nathan Wu (Contact has useful Skills or resources) 8-

    2 Contact: Alex Lung (Contact has useful Skills or resources) 8-

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

    1 False Identity

     

    Perks Cost: 11

     

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    10 Distinctive Features: glowing tattoo below the neck (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

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

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

    5 Physical Limitation: Insomnia (Infrequently, Slightly Impairing)

    15 Psychological Limitation: Reformed Criminal (Common, Strong)

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

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

    5 Reputation: Convicted Felon, 8-

    15 Social Limitation: Bounty (Frequently, Major)

    10 Social Limitation: Detached From Humanity (Frequently, Minor)

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

     

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    1st - please send a .hdc file on your next revision (if you can).

     

    Right now you spend 72 points for Armor, Leaping and Missle Deflection. How about spending 55 points instead?

     

    Cost Power

    7 Wu Shu Master: Elemental Control, 14-point powers

    20 1) Gravity's Fool: Leaping +12" (14" forward, 7" upward) (Accurate, x8 Noncombat) (27 Active Points)

    23 2) Karma Sink: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points)

    5 3) Uncanny Reflexes: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-1/2)

    Powers Cost: 55

     

    Take your 17 points and change your multipower to just be limited as OIF, now and you STILL have 2 points to spare.

     

    Next, you have this cool suit of armor that offers no defenses? Not even 1 point of pd. Seems odd? Lets say you take my advise and still want some armor... drop your forcefield down to 5/5

     

    Cost Power

    7 Wu Shu Master: Elemental Control, 14-point powers

    20 1) Gravity's Fool: Leaping +12" (14" forward, 7" upward) (Accurate, x8 Noncombat) (27 Active Points)

    8 2) Karma Sink: Force Field (5 PD/5 ED), Reduced Endurance (0 END; +1/2) (15 Active Points)

    5 3) Uncanny Reflexes: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-1/2)

     

    Now make the armor:

    Water Armor: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Actual Cost 10

     

    Powers Cost: 50

     

    Now you have some person "chi" armor (5/5 forcefield), your suit of armor (5/5), and a multipower that you do not have to do any fancy tricks to activate (which feels cheesy to me). I did not do the math on the multipower, but I bet the multipower and slot costs just having OIF will be a wash, maybe even with a point or two left over.

     

    If you still want power defense, put it in the force field OR in the armor... it would make sense for either and I would allow it.

     

    Also:

    3 Contortionist 14-

    3 KS 12- <------ what is this?

    3 Conversation 13-

     

    Ponder on what I have said Grasshopper :P Thoughts?

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

     

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

     

    For Thebes -

     

    Going to retool a character that never got play.

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

     

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

     

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

     

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

     

    Send in both of them. Many will enter, few will win :D

     

    Really, the more quality submissions entered the greater chance you will have to play. I want to make a balanced team and the more choices I have... you get the idea.

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

     

    Zac, I have two potential candidates. Engram was approved, but not selected, for Silverstone. Requiem was tentatively approved before Silverstone was selected for.

     

    I would like your opinion on which of those two characters you would prefer that I submit. I could understand if you wanted to nix the mentalist...

     

    I would submit them both. Engram's background fits Thebes, and he is a mentalist (an uncommon character). Requim is also a good character, even thought one energ projector exists in the party.

     

    Engram and Caglestro were neck and neck for Silverstone. I consider Engram a SOLID candidate for Thebes

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

     

    Honest mistake.

     

     

     

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

     

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

     

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

     

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

     

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

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

     

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

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

     

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

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

     

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

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

     

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

     

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

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

     

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

     

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

    How exactly does this limit the character?

     

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

     

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

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

     

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

     

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

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

     

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

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

     

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

     

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

     

    ~Gabriel

     

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

     

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

     

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

     

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

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

     

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

     

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

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

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

    4. Take all 50 points of psych Disads.

     

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

     

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

     

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

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

     

    Alright, how does this look:

     

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

     

     

    Ao Kuang

     

    Player:

     

    Val Char Cost

    35 STR 25

    23 DEX 39

    20 CON 20

    12 BODY 4

    13 INT 3

    13 EGO 6

    20 PRE 10

    13 COM 2

     

    12/22 PD 5

    12/22 ED 8

    5 SPD 17

    11 REC 0

    40 END 0

    40 STUN 0

     

    6" RUN 0

    2" SWIM 0

    7" LEAP 0

     

    Characteristics Cost: 139

     

    Cost Power

    6 Inhuman Senses: +2 PER with all Sense Groups

     

    6 Spiritual Strength: Power Defense (6 points)

     

    15 Immortal: Elemental Control, 30-point powers

     

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

     

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

     

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

     

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

     

    2u 1) Water Control: Telekinesis (23 STR), Affects Porous, Fine Manipulation (55 Active Points); Only Affects Water (-1), OIF Unbreakable (Requires His Mystic Armor; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

     

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

     

    2u 3) Tidal Wave: Touch Group Flash 6d6, Does Knockback (+1/4), Area Of Effect (5" Cone; +1), Conforming (+1/2) (49 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

     

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

     

    Powers Cost: 138

     

    Cost Martial Arts Maneuver

    8 +2 HTH Damage Class(es)

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

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

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

     

    Martial Arts Cost: 20

     

    Cost Skill

    8 +1 with All Combat

    3 Acrobatics 14-

    2 WF: Common Martial Arts Melee Weapons, Unarmed Combat

    3 KS 12-

    3 Conversation 13-

    3 PS: Enforcer 13-

    3 High Society 13-

    3 KS: Criminal Underworld 12-

    2 Language: Cantonese (fluent conversation)

    2 Language: English (fluent conversation)

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

    3 Oratory 13-

    3 Persuasion 13-

    3 Streetwise 13-

     

    Skills Cost: 41

     

    Cost Perk

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

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

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

    1 Gordon Lau: False Identity

     

    Perks Cost: 11

     

    Cost Talent

    6 Combat Luck (3 PD/3 ED)

     

    Talents Cost: 6

     

    Total Character Cost: 355

     

    Pts. Disadvantage

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

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

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

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

    5 Physical Limitation: Insomnia (Infrequently, Slightly Impairing)

    15 Psychological Limitation: Reformed Criminal (Common, Strong)

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

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

    5 Reputation: Convicted Felon, 8-

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

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

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

     

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 5

    Total Experience Available: 5

    Experience Unspent: 0

     

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

     

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

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

     

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

     

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

     

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

     

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

     

    Sometimes it helps to be specific. ;)

     

    ~Gabriel

     

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

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