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Zac

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Everything posted by Zac

  1. Re: Catalyst: A Champions campaign on Hero Central
  2. Re: Catalyst: A Champions campaign on Hero Central Character portraits are very nice. And forget about the rash... you keep it concealed because you don't want people to think you are into Asphexia In case you were wondering, this is a trick that people have been using "in bed" for a few thousand years. Cut off the oxygen to your brain, makes the sensations stronger You were a villian after all... you bad boy you
  3. Re: Catalyst: A Champions campaign on Hero Central I recommend taking a bit away from the contact. Get at least +1 with your multipower (3 points).
  4. Re: Catalyst: A Champions campaign on Hero Central I personally shy away from making character names that immediately put me on a pedistal. The final name is up to you.
  5. Re: Catalyst: A Champions campaign on Hero Central Stats are fine. Powers: Put the Power Defense in you Force Field slot and take it down to 5 points. Were are you going to spend your 2 remaining points and xp?
  6. Re: Catalyst: A Champions campaign on Hero Central Sorry, I am still taking 7.5 mg Hydrocodens. I mean a grab or entangle will keep you from performing your gestures (as long as the special effects of the grab or entangle include the hands).
  7. Re: Catalyst: A Champions campaign on Hero Central
  8. Re: Catalyst: A Champions campaign on Hero Central Each time you activate the power it is going to take Gestures. So, Gesture for a water blast, gesture for another water blast while Force field would just be a gesture to start. Imagine it like a spell caster... each new spell... more gestures.
  9. Re: Catalyst: A Champions campaign on Hero Central The way you had it was fine, fog and whatnot would not do it. Sprinkler system, rain, having to get through a water force wall... not happening. Disads: Protect the Weak is anywhere. You stomping grounds are the Rookery, fine. But you see it anywhere and you will step in to stop it. Give you an example: Agent X says let me go or this kid get it... you let Agent X go. You see a thug robbing a lady on the street, you step in. Powers: 3 points of Power Defense is not enough to protect from an NND where Power Defense is required. 5 points is the minimum for that. But it wont take much to get 2 more points of Power Defense (xp wise). NND in elemental control is fine... but NND with only LS: Intense Heat is not enough. LS: Intense Heat, 10 pts resistant ED, Hardened ED. Agent level enemies who will be able to withstand this are going to be someone who uses fire (has a special suit), or Agents with darn good armor. Some villians will be able to handle the heat (suits, bricks, etc) and some will not (martial artists, speedesters, etc). Most of the heroes in the group are probably going to be able to take the heat. This is a power I would put the "does not work in water or intense cold" (-1/2). That would drop it from 29 points to 19 points. Do you see it working in a deep freezer or in a rain storm? Take the 10 points and.... The standard attack is 11d6 and your main is 10d6... I know reduced endurance is nice, but the extra damage is nice too. Something to think about. 11d6 1/2 end is 69 points. Up you multipower cost by 7 (you have 10 more points) and get you main attack up to specs. The powercost goes up from 6u to 7u. You now have 2 point left. Your 8d6 explosion is going to have a damage range of 8 hexes. It will only be a threat to agent level opponents for 2 or 3 hexes (max). Drop the range based on strength... its not an indirect anymore... you just lob a good ole fashioned fireball. Cost goes up from 5u to 6u. You still have a point. Take Smother fires up a d6. Cost goes up from 5u to 6u. Now your PD is 20 and ED is 30. You are GREAT against ED, but PD is what you are going to run into at least 60% of the time. I suggest taking a 22 PD/28ED. Just move your Force Field around. I notice you are 10 points over, really 5 points over as soon as you send me a character picture to go with this background. I will leave it up to you to scrape 5 points. I recommend dropping 2 BODY, the Easy Targeting and put 1 point in STUN (so your net STUN loss is only 1).
  10. Re: Catalyst: A Champions campaign on Hero Central If its YOUR foci, oridinary folk would not be able to use. It takes that certain knack to use foci: luck, expermentation, specific knowledge, etc. I dont mind gestures on the armor abilities, but it means a grab or entangle is going to keep you from using them. Adding extra time to activate is also fine. If you go from Water power (extra time) to melee and back to water power... you are going to need extra time again. Also, you get you power up and running THEN someone drops an entangle/hold on you... poof.
  11. Re: Catalyst: A Champions campaign on Hero Central You realize this wont frighten agents right. Recommend changing this to a NND. It would be EVEN BETTER if you put it in you elemental control. Then you could have your damage shield up all the time and still hurl out attacks. This is a 70 active point power. A TAD high for an 11 DC. Now, I dont mind 11 DC with 1/2 enduarnce. Bring this down to a 7d6 explosion without the indirect. Now for: Powers do not work through or into water -1/4. Just letting you know that your powers will not work in a rain storm. Your powers wont work indoor under a sprinkler system (warning... you have fire powers... sprinklers respond to heat). You run into a water based enemy and he puts up a water wall or has a force field defined as a water your attacks will not get through. If you take the disad, it will come up. When it comes up you attacks will be snuffed, period. Disads: Distinctive Features: aura of heat emanating from his skin (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) This is going to put a hamstring in your Secret ID. You mother is going to think you have a fever all the time. Also, if you hunted every figures out you are a heat source over a certain level, they will be able to find you a lot easier. Drop this down to concealable. You will have to mentally control the heat level of your body, like slowing down your breathing. It will take effort but you can do it. I take 5 points here. Dedicated to Protect the Weak = Common, Total. I take 5 more points. Change Hunted Local Gangs to Hunted = Dealer (organization). Add Mystery hunted as powerful, 8- (10 points). Think this over and re-submit.
  12. Re: Catalyst: A Champions campaign on Hero Central With your NEW history (which is better BTW) a force field is very appropriate. I can see flash defense (sight) attached to your force field. Power Defense (weak), Mental Defense (No), Lack of Weakness (No). It comes from the Master List of Disadvantages. Use it. Love it. I dont agree with all the point breakdowns, but it is great source material. Re-work Requiem with your new history. I would either put in an elemental control (Fire Body) for your force field and movement power. I would put all your attack powers in the multipower. Skill set looked pretty solid before, but you many want to revisit. Zac
  13. Re: Catalyst: A Champions campaign on Hero Central Requires a skill roll (Like Acrobatics) gives you the you the use of a skill and a limiter. Anything more than a 14- is not really a limiter (a 15- is pretty much a shoe in). Now, we have not thrown in the active point penalty in the past (we saw it as an optional rule really). With the Active point penalty the roll (as you described) is fine. You can take the Activation 14- and get more of a flat -1/2 limiter (and no secondary benifit of a skill). However, I dont see many heroes take a activation roll off a power, skill roll usual goes more in line.
  14. Re: Catalyst: A Champions campaign on Hero Central Looks good over all. Lets look at some mechanics 1st: 1. You could drop in an elemental control for some of you defenses. It does not have to be full points, a 15 pointer for deflection and such. I personally see you defense as more force field than armor. You could drop a force field into an elemental control, reducing the cost again. If you are using heat to melt/whatever attacks as they come in... force field. Armor would just be you are hard. 2. You dump a lot of points into not having any sort of weakness. I can see having the physicals (Lack of Weakness, Power defense). I don't see the flash defense or mental defense though. See #3 3. You need to take the physical limitation: Significantly Different Anatomy Frequently, Slightly 10pts. This character has a body which is vastly different from those of normal human beings. Examples include aliens and characters who are made of some substance other than normal flesh and bone. The character's anatomy is different from that of normal humanity to the point of being almost unrecognizable by a paramedic or doctor. Unless the person providing medical care has been trained in the character's anatomy, no medical skill used in an attempt to heal the character will work, and may actually harm the character if the attempt is failed (GM option). The real issue with this toon is the lack of social life. You have no way to provide for yourself and no social ties to anything. You don't suffer from a public ID as you have no id. You have no home, no family, no friends. So, people who want to come gunning for you have to fund where you are squating. Public ID means just that... The Fantastic 4 have Public IDs. They live at a certain place and anyone can go gunning for them whenever they want. This is what I would do for you character: 1. Drop you ID to no ID, and put in gangs are out for you 14-. Someone is always gunning for you. 2. About midway thru the second adventure in your social life you would see a huge drug deal go down. Something goes wrong and they start shooting at each other. You swarm into action. You confess your sins that night. The next day you hear that 4 members of a drug task force were immolated in an undercover sting that went wrong. Locals on the scene ID you, you get a hunted local police. Reputation: Cop killer 11-. Sounds crappy huh? Now, you might not kill one the first time out... but use of your power with an enraged means you are probably going to kill an innocent. You find out about a drug lab, bust and play light my fire. Building goes up... anyone else squatting? It just keeps getting worse. If the only social obligation you have is violence, then you beget violence. If I were making this character, this is what I would do (so feel free to throw this to the wind). 1. Become a priest. Really. 2. Take a secret ID 3. Get a DNPC (local parishioner, a nun, something). 4. Tone the distinctive features down some. Become more of a match, not a lit match! Now, the character has ties to the community. Enrageds are tough for heroes, they can blow up in your face. You have killing attacks and no compuction against using them... see where this leads. Look the character over. I LOVE the background. Love it! Lets try to bring the character up a notch from all the death. Heroes are what people do with all that and bring themselves out of the ashes to become something bigger than life. If this was a comic, would it have any sort of staying power past about 3 issues? No social ties, mixed morals, easily enraged. Well, the Punisher sells.. but he is a solo character. What brings you to the team, keeps you in the team, and keeps the team with you? I would like to work on this character. Can I make some changes and send it back your way? Lets work on the strengths!!
  15. Re: Catalyst: A Champions campaign on Hero Central Ok, lets take a peek at post #87: I am dropping the skill set minimum to 30. Other than that, all the nuts and bolts for game mechanics remain the same. Some points to ponder: 1. There USE to be a group of Primes that defended the city. They died 10 years ago. There has not been significant Prime activity since then, the Guardsmen are relatively new (last six months or so). 2. The Sentry Initative is all the bad dreams you have ever had about government surviellance. It is a mixture of surviellance systems and defense pods scattered about the Center City district of Thebes. This program has been in the works for the last seven years. There have been a few test runs of the system. It is suppose to go online about the time the campaign starts. 3. Mayor Alexander Persus is changing the political climate for Primes. He barely lost the last senate race to the encumbent. Times are changing now with a new President and Persus message is hitting home with more and more people. He wants to see an end of all Prime activity and the Sentry Initative is his brainchild. After the death of his wife and child in the battle for Center City. he sees all primes as a menace... not just the evil ones. NOTE: Remember the feeling you had in your gut for all the Sentinel havoc brought in with the Marvel Universe and Mutants... this is how the climate is turning in this part of the United States. The characters will have a DIRECT impact on where this goes in this campaign. The characters actions will either feed the fire or cool the flames for this prime political climate. This game will be run very different from the usual game you as players have probably enountered. This is a campaign in the truest sence of the word. Each character will have their own thread for their own lives. As time goes on threads will intersect and go from there. Kinda like playing billards on a big table, with 6 players and a dozen balls a piece. Fed and I invested heavily in this style of play back when Vampire: The Masquerade was new and hip. It lets EACH PERSON immerse themselves into their character. You get to be the start of your own soap opera/comic with a group comic too. So Batman not only has his own adventures, but he gets to kick around with the Justice League too. You get this kind of game. As such, I expect a lot more Role Play from the group. When the game starts I will post to the genral thread the general goings on and to each character thread seperately. As soon as a character thread interests the campiagn it moves to the general thread. When they move out of the general thread, they move back to their personal thread. That said, I expect a post from people every other day at a minimum. I will start the campaign, start your thread and ask each of you wha tyou are going to do. It starts that simple. Everyone's days will start and end the same in the real world. I don't want player A to be 3 days behind player B. Now, lets suspend belief for a minute. The Sentry Initative will go online after a few days and complications will arrise. Each of you will be "forced" to go to a central location (the classic bar fight/bank job if you will). This will allow the characters to meet for the first time. I will have a way to assist everyone getting together, a campaign gift if you will. Please, take it. If you don't take it... then it will be REALLY hard for you together. It will also be problematic for characters to communicate with each other as heroes, this plot tool will take care of it. Each player is required to send me a complete bio and a character portrait. Doing this is work 5 xp. So, it a requirement... but you do get a carrot too In you bio, put in a section about hunteds. Why the hunt you, etc. I may keep what you have or I may ditch it for a new one. There will not be any mustry hunteds, I will let you know what you are after. May not be "realistic". but we are playing a comic game. As soon as Fed makes his pick, I will do a preliminary pick. There will be the characters Fed and I thought made better sense in one city or another group. For instance, Engram and Caglistro will probably not be on the same group... two heroes who can attack mentally, make most villians a walk in the park. If we make the villians tough enough to take two mentalists, then the mentalist loose their punch. Its that simple. After the initial picks, I will allow for a vetting period just like Fed did. My tentative cut off date if March 13th. I highly recommend if you are NOT an initial pick, be flexible and/or make another character or three. I really don't want a group of 4 energy projectors and 2 bricks. Some variety is what makes a good group work so well. I mean 6 Superman clones is nice, but how borning is that? I would rather have someone come up with a great background and concept, and not worry so muich about the mechanics. You want the feel of Batman, fine... who says s/he has to be rich, have a utility belt and be a martial artist. Its how you want to persue the Code vs. Killing, Quest for Justice and/or Protect the Innocent. I await Fed's choices and look forward to gaming with all of you. Zac
  16. Re: I need a simple Bank map I found out a long time ago to grab maps of places when I saw them. Apartment complexes have floorplans of the various units AND a community layout too. Malls usually have maps, just ask the information desk (if the maps are not out in the open). Large parks, zoos, and amusement parks (ie Six Flags, Disney, etc). As soon as you start keeping your eyes open for maps free ones pop up all over. The real trick for saving time as a GM is planning on the front end. Get some posterboard and cut out common items to scale (cars, fire hydrants, manhole covers, etc). Then you just drop them down in the map. Also, trying making some common buildings. You players may groan "they are robbing the First National Bank again) at least you have more time to game.
  17. Re: Catalyst: A Champions campaign on Hero Central (Posting under the influence of 7.5 mg Loritabs from home) I am not entirely sure if I want a wimisical game. I am planning some more silver age material and some of it could seem corney in todays comics (Mole Man not with standing ) The campaign will be drawn from "todays" headline, some of it some me and the remainder from character submissions. You make a hunted then I make a villian/villian orgainization. I am hoping some of them will overlap but some just won't. Right now I am looking to fill 6 slots. If I don't get 6, then I will bring in NPC heroes to take up the slack. If I only get two or three however... I will have to rethink the game.
  18. Re: A DC Animated-style HeroMachine Why not just Cut-lass?
  19. Re: The Joker Scenario Kinda reminds me of 10 Nights of the Beast where Batman has several run-ins with the KGBeast. By the end of the 4th issue, Batman has the Beast cornered in a room, in an abdonded section of Gotham sewers. The KGBeast is shouting at Batman to come get some. Batman knows they are pretty evently matched, and the KGBeast has notihing to loose (animal backed in a corner). So Batman gives a short speach as he closes the door on the KGBeast, something to the effect that in his younger days he would have taken the KGBeast up on the offer, however he is wiser and has nothing to prove. He closes the thick steel door and reinforces it with a wooden beam. Bats then leaves the KGBeast to die in that hole in the ground, thats it, end of story. Batman does have a code vs killing, but this is one time where he did not Kill a person, but his action do cause the persons death. The KGBeast was a re-morseless killer working for the falling Soviet regeme. He would never stop until he was killed or his assignment was completed. It did not matter how many people he had to kill as long as he got his target. Since it would NEVER end and Batman sensed this, he put him down... by letting the environment finish the job.
  20. Re: Changing Into The Powersuit I wanted to give a nod of thanks to everyone who gave their two cents for my suit character. Here is the completed character for your reading pleasure: American Steel Player: Zac Val Char Cost 15/40 STR 5 20 DEX 30 19 CON 18 13/17 BODY 6 13 INT 3 14 EGO 8 15 PRE 5 16 COM 3 12/29 PD 2 13/28 ED 2 4 SPD 10 8 REC 2 32 END -3 31/36 STUN 0 6" RUN 0 2" SWIM 0 3"/19" LEAP 0 Characteristics Cost: 91 Cost Power Resolve Mk III Combat Chasse, all slots OIF (-1/2) 12 1) Servomotors: +25 STR (25 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3 2) Protective Shell: +5 STUN (5 Active Points); OIF (-1/2) 4 3) Suit Reinforcement: +4 BODY (8 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 32 4) Composite Plating: Armor (17 PD/15 ED) (48 Active Points); OIF (-1/2) 5 5) Stabilizers: Knockback Resistance -4" (8 Active Points); OIF (-1/2) 17 6) Fusion Plant: Endurance Reserve (65 END, 20 REC) (26 Active Points); OIF (-1/2) 5 7) Targeting Computer: +1 with All Combat (8 Active Points); OIF (-1/2) 6 8) Rangefinder: (Total: 9 Active Cost, 6 Real Cost) Absolute Range Sense (3 Active Points); OIF (-1/2) (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OIF (-1/2) (Real Cost: 4) 7 9) Radar: Radar (Radio Group) (15 Active Points); Costs Endurance (-1/2), OIF (-1/2) 3 10) Polarized Visor: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 6 11) Sealed Systems: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (13 Active Points); Costs Endurance (-1/2), OIF (-1/2) 7 12) Jump Jets: Leaping +11" (3"/19" forward, 1 1/2"/9 1/2" upward) (11 Active Points); OIF (-1/2) [Notes: 3 END from reserve and 1 personal END with full leap (includes END for STR)] 45 Weapons Platform: Multipower, 67-point reserve, (67 Active Points); all slots OIF (-1/2) 9m 1) Blaster Cannon: Energy Blast 13d6 (65 Active Points); OIF (-1/2) 4u 2) Gatling Laser: Killing Attack - Ranged 2d6, Autofire (3 shots; +1/4), Armor Piercing (+1/2), Reduced Endurance (1/2 END; +1/2) (67 Active Points); OIF (-1/2) [Notes: 6 END for 3-shot burst] 3u 3) Concussion Rockets: Energy Blast 9d6, Explosion (+1/2) (67 Active Points); 8 Charges (-1/2), OIF (-1/2) 3u 4) Vertigo Mortar: Energy Blast 4d6, Indirect (Parabolic Arc; +1/4), No Normal Defense (Hearing Flash Defense, Life Support-Safe in High Pressure; +1), Area Of Effect (5" Radius; +1) (65 Active Points); 8 Charges (-1/2), OIF (-1/2) 2u 5) 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) 1u 6) Cloaking Field: Invisibility to Sight Group (20 Active Points); OIF (-1/2) 6m 7) Combat Manuverability: Flight 21", x4 Noncombat (47 Active Points); OIF (-1/2) Combat Body Suit, all slots IIF (-1/4) 17 1) Composite Weave Armor: Armor (7 PD/7 ED) (21 Active Points); IIF (-1/4) [Notes: Worn under clothing] 7 2) Earbud Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Affected as both Radio and Hearing sense groups (-1/4), IIF (-1/4) 5 Lucky: Luck 1d6 Powers Cost: 209 Cost Martial Arts Maneuver Kung Fu 5 1) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 7d6 / 12d6 Strike 3 2) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 / 8d6 +v/5, Target Falls 4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 4) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR / 55 STR vs. Grabs Martial Arts Cost: 16 Cost Skill 3 Breakfall 13- 3 Combat Piloting 13- 3 Computer Programming 12- 1 Demolitions 8- 3 Electronics 12- 1 Inventor 8- 3 Mechanics 12- 3 Systems Operation 12- 3 KS: Aviation 12- 1 KS: Kung-Fu 8- 3 PS: Military Pilot 13- 3 SS: Computer-Aided Design (CAD) 12- 3 TF: Combat Aircraft, Helicopters, Large Planes, Small Planes 4 WF: Small Arms, Vehicle Weapons (group) Skills Cost: 37 Cost Perk 2 Fringe Benefit: Pilot License, U.S. Military Veteran Perks Cost: 2 Total Character Cost: 355 Pts. Disadvantage 20 Normal Characteristic Maxima 15 Social Limitation: Secret Identity Frequently (11-), Major 10 Dependent NPC: Grandfather 8- (Incompetent; Useful Noncombat Position or Skills) 5 Distinctive Features: Large, bulky battlesuit (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Physical Limitation: Extra effort to change into Hero ID (Frequently, Slightly Impairing) 5 Physical Limitation: Big and heavy in Hero ID (8" tall, 500 lbs) (Infrequently, Slightly Impairing) 15 Hunted: Rising Sun 8- (Mo Pow, Harshly Punish) 10 Hunted: DDI 8- (As Pow, Harshly Punish) 10 Hunted: Blitzkreig 8- (As Pow, Harshly Punish) 15 Psychological Limitation: Patriotic (Common, Strong) 15 Psychological Limitation: Protects Innocents (Common, Strong) 10 Psychological Limitation: Losing faith in "the system" (Common, Moderate) 10 Psychological Limitation: Must prove herself the equal of "superpowered" beings (Uncommon, Strong) Disadvantage Points: 150 Base Points: 200 Experience Required: 5 Total Experience Available: 5 Experience Unspent: 0
  21. Re: The Joker Scenario Apparition - has a Code vs Killing and Protect the Innocent. The gothic horror is simply a flesh robot, and he would drop a particle laser blast into his skull without much though. I could easily see Apparition slamming his knee into the spine of Caine, paralyzing him. If a victem was a friend, then he might break the spine a bit higher or he could spend the rest of his life eating through a tube. American Steel (new untested character) - has no compunction about killing in defense (she is a war vet) . The military has a saying that if you are going to double tap, do on the way THRU the objective. Once you are through to the other side and come back for cleanup, they have to be treated as POWs. That said, the gothic horror is in no way human to American Steel, it is some un-natural creation never intended for this world, so she would take it out of this world. If Caine dies while fighting American Steel or American Steel had to take him out to save a person, fine. However, once he is down he would be turned over to the authorities. Same for anyone else. If Caine had injured a teammate, then that is just part of the job. If it was a person I knew well, I could see Caine having a crushed pelvis (American Steel is an 8 ft tall, 500 lbs suit). If he killed a DNPC (American Steel's 90 year old grandfather in this case), then I am sure a double tap would be in order. Ace of Spades - the un-natural horror will interact with a broadhead arrow through its eye, dead dead dead. Ace of Spades motivitions were Justice not Vengence. However, he was never the judge, jury and executioner. If Caine had been found guilt and sentenced to death, then Ace would not feel any remorse about being the executioner. If he was found guily and sentenced to life in a box, then Ace would send him to prison. However, if Ace had any way of dropping Caine in a box and sinking him to the bottom of the ocean (and he could live)... he would do that. The old Superman "mirror" where Zod and his followers were sentenced, Ace would be all over that for Caine. Justice is blind, so teammates or DNPCs involvement would change little.
  22. Re: Catalyst: A Champions campaign on Hero Central Don't despair, Fed will make his picks for Silverstone this Friday. However, you have almost another month to submit characters for Thebes. I honestly think character creation in a point based system is very much like writing. Don't fall in love with the first thing you put down on paper. You go back, edit you own work and it changes a bit. Then you have someone else look over your work and it changes again. The you go back and look over what your editor did and it changes again, and so on. The base concept of the four armed beatle person is still intact, its just your run thru the editor made some changes. If Fed and I were NOT heavy role players I don't think your original character concept would have changed, except balancing. However, we want the game to be enjoyable for everyone AND heavy on role play. We have both run into games were we have children heroes mixed with adults and the friction is huge. All it takes is one Capt. Whitebread prime to find out you are a child and they probably will not group with you. They will do (and have done) everything in their power to make sure you do not go into danger. The point is simple, if you were injured or (gasp) killed, it would devistate the character. How could they live with themselves letting a child continue to get into harms way. Now if we were playing Prime High or Teen Mutants, moot point. The background of the game would be teenager so adults would HAVE to make characters would could interact with children. Since we have a standard adult game however, children primes are a tough nut to crack. In Thebes, the powerlevels are the same as Silverstone except I have a higher skill minimum. If you want to make a child hero, hit the skill minimum, and can keep a Secret ID then you are welcome to submit Rhino Beetle. It will come up when that character will want to let a person or two know they are a Prime. If one of the Capt. Whitebread's find out, it is going to change to makeup of the group. Such a small thing has killed a Champion game before (Feds back in the early 90s) and put a hammer on one of mine (back in the late 90s). People take 20 point disads (Protect the Innocent being just one of them) and a kid is in the group, expect a LOT of headaches. I honestly dont want that headache and I dont want to scrape a game because of one persons choice in role playing.
  23. Re: Catalyst: A Champions campaign on Hero Central Sounds good.
  24. Re: Catalyst: A Champions campaign on Hero Central I like all of it. Now, you just need to determine if the Chinese Media is labeling you a "criminal" in a true sense, or are you a revolutionary? If the true purpose of your organization was to push towards an end of Chinese Communsist rule, you could be a hero in very sense of the word. OR you could just be trying to topple their regime to put your own in its stead. Or you could have a dozen other interests in doing what you did. The BIG picture is how are you going to interact with the party once it is formed? Somone who is playing a Capt. Whitebread will not play with you if he thinks you are a communist just grasping for power.
  25. Re: Catalyst: A Champions campaign on Hero Central As the GM it is our job to make sure the villians powers/abilities succe... oh snap... I mean... In the current set of applicants I do not think anyone has even come forward with a desolidification character, and I can only think of one with teleport (and that would be in a VPP). Its just the way I envisoned the critters. That said, I have encounted Promethus as a player in the past. I had a powesuit/martial artist (Apparition - The Spirit of the City) hero who had desolidification. I recall getting attacked by a big wig from Promethus while I was off solo/exploring and he had the a variable advantage on his strength. I was really suprised when he grabbed me... he was suprised when I hit him with a 60 point RKA in his hand
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