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Zac

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Posts posted by Zac

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

     

    Mini-me!

     

    They look lean and mean. I think they are a perfect "agent upgrade" type enemy. My inner munckin is creeping out...make the Drain and Entangle "No Range" and I think you will be able to Multi-power Attack with them.

     

    The Entangle is No Range, Drain is not a ranged power and the HTH Killing Attack is no range. So, multiattack is very doable (and nasty), for the more poweful version. These are all in the same framework.

     

    The best part about the Skree is the Social Limitation I put in: Considered NON-human. The original subjects were human, but after they had offspring, are they still? Gives a good moral delima... Blast them to cinders or try to save them. What if the players kill a 1st generation (that was human) amid the 2nd generation (that are not human). They look the same... was it murder? After all, the 1st generation was just some poor sod who became a test subject. Its not his fault. (sniff, sob) :nonp: Decisions, decisions.

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

     

    So teleporting works, you're just still webbed? Or you actually can't teleport?

     

    In this case, you can't teleport. It actually holds you in place. The midpower breed actually has Entangle w/ no teleport and affects desolid. No escapie for you, my sweet little morsel. Of course, you could just breakout.

     

    I'm trying to imagine this as a series of panels in a comic book:

     

    "Blast! Caught in their web!"

     

    Hero tries to teleport. Goes nowhere, for no apparent reason.

     

    "Whaaa?!"

     

    Hero gets munched by spiderthingy.

     

    Alas, the hero could not hope to know that the editor of this comic REALLY HATES TELEPORTING.

     

    :P

    Its not for no apparent reason. The next panel shows the evil scientist laughing, "It did work! It did work!" He then paces about his lab, "now if I can just get these strange facehugger aliens to stay ON my Skree..."

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

     

    Cannot Be Escaped By Teleportation isn't something I'd expect to see on webbing. That's more an 'impenetrable force field' sort of Entangle advantage, isn't it? Are these critters mystical or scientific by nature?

     

    ~Gabriel

     

    They are like you, scientific oddities... let loose to breed :eek:

     

    I really thought about the teleportation issue. Usually teleport is a "get out of jail free card" when it comes to entangles. I thought for these guys, the glueish nature was a little more tacky.

     

    Now, if they were just BIG spiders, then teleportation would be a non-issue. Since they are genetic abberations however, who knows what the mad scientists at Biotech (a subsidiary of you know who) were tinkering with.

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

     

    Four-arm fighting seems to be less a problem in that situation than the ability to ensure that the fighting takes place under conditions of their choosing. That is, after all, an advantage that PCs are usually denied, too.

     

    ~Gabriel

     

    As a GM, I see Four Armed fighting as mostly a player usable ability. Agents normally dont have the skill and most players are usual spread out (one hero is flying over there, one on the ceiling over there, one in melee with me, one jus teleported by behind George, etc). Streaching makes this skill a bit better, as now you are not as limited with range. BUT, if the group is in a confined environment (like underground, closed in office, etc) then the situation changes. Here is a basic Skree (props to CoV's arachnoids):

     

    Player: Skree

    Val Char Cost

    23 STR 13

    18 DEX 24

    18 CON 16

    10 BODY 0

    10 INT 0

    10 EGO 0

    10 PRE 0

    10 COM 0

    7/19 PD 2

    7/15 ED 3

    4 SPD 12

    9 REC 0

    36 END 0

    31 STUN 0

    18" RUN 0

    2" SWIM 0

    4 1/2" LEAP 0

    Characteristics Cost: 70

    Cost Power

    15 Insect Man Hybrid: Elemental Control, 30-point powers

    15 1) Carapace: Armor (12 PD/8 ED) (30 Active Points)

    15 2) Piercing Claw: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR) (30 Active Points)

    15 3) Running +12" (18" total), Reduced Endurance (1/2 END; +1/4) (30 Active Points)

    11 4) Entangle 2 1/2d6, 2 DEF, Cannot Be Escaped With Teleportation (+1/4) (31 Active Points); No Range (-1/2)

    15 5) Venom: Drain END 3d6 (30 Active Points)

    5 Spindle Like Spider Arms: Extra Limbs (4)

    7 Spindle Arm Reach: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points)

    10 Spider Heritage: Clinging (normal STR)

    Powers Cost: 108

     

    Cost Skill

    5 Rapid Attack (HTH)

    10 Two-Weapon Fighting (HTH)

    1 WF: Off Hand, Unarmed Combat

    3 Stealth 13-

    3 Teamwork 13-

    Skills Cost: 22

     

     

    Total Character Cost: 200

    Pts. Disadvantage

    15 Distinctive Features: Its a big BUG! (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    15 Susceptibility: Insecticides 3d6 damage Instant (Uncommon)

    15 Social Limitation: Considered NON-human (Frequently, Major)

    15 Psychological Limitation: Bloodthirsty / Hunger (Common, Strong)

    15 Psychological Limitation: Aversion to Bright Light (Common, Strong)

    20 Psychological Limitation: Bestial (Very Common, Strong)

    5 Unluck: 1d6

    Disadvantage Points: 100

    Base Points: 100

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    As a more advanced agent, they are not a huge threat solo to a prime (they would be nasty in a Dark Champions or Street Champion game though). In packs however, they would be nasty. As soon as one got a hold of a target the others would gang up. I made a few larger versions (a 275 version and a 350 version) and it just keeps getting more sinister. Their weakness would be energy attacks (ahem, fire), which would really make short work of the bugs.

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

     

    I'll wait to hear from Fed in regards to the Four Arms build. If he's not feeling it for his game (which I'm totally cool with) I will probably scrap the character and submit a new one.

     

    Thanks both.

     

    That leaves 4 armed fighting, and I don't know how to look at it yet. I think I am going to build a 2 arms, 2 legs, 4 spindle arms out of the back version based on a spider and see how it plays out (something like Lord Recluses Arachnoids out of CoV [skree!]). Using the same rules and being a bug, it could be a nasty combination. Various Toxins (NND, Drains), an entrangle, and a HTH KA could be a lethal combination for multiple heroes.

     

    Ok, I built a few "arachnoids" at 200 points each... they are heavy agent level and brutal in melee combat. Three of these 200 point spiders against 2-350 point primes would probably not go well. Sweep grabs, basic attacks and layering entangles is just gross. Player characters would have to stay out of melee or only allow one of them to get in their "grill" at a time. A group of six heroes against ten of these jokers would be one nasty brawl.

     

    I will let Doc open Pandora's box on this one. If he wants to bring four armed fighting into the game, then it will be in the game. If he decides not to bring it into the game, than I will leave it well enough alone. It appears pretty unbalanced for a phased combat system, especially for melee build characters.

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

     

    (Posted from my G1 phone)

     

    I'll comment in more detail tonight, but I don't believe 28/25 defenses are out of line for a 5 speed character with no ranged attack. Miracle exceeds the 25/25 limit as well, but with no raanged attack she will end up wasting phases to get into melee range.

     

    Fine with me. Just trying to stick to the posted campaign guidelines.

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

     

    I believe my submission to be updated in response to all the feedback from Zac and Fedifensor. Please see page 12, post 174.

     

    Val Char Cost

    10/55 STR 0

    10/20 DEX 0

    10/25 CON 0

    10/14 BODY 0

    18 INT 8

    10/15 EGO 0

    10/25 PRE 0

    14/0 COM 2

     

    2/28 PD 0

    2/25 ED 0

    2/5 SPD 0

    4/25 REC 0

    20/50 END 0

    20/55 STUN 0

     

    6" RUN 0

    2" SWIM 0

    2"/11" LEAP 0

    Characteristics Cost: 10

     

    Cost Power END

    165 Rhino Beetle Form: (Total: 206 Active Cost, 165 Real Cost) +45 STR (45 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 36) plus +10 DEX (30 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 24) plus +15 CON (30 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 24) plus +4 BODY (8 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 6) plus +5 EGO (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus +15 PRE (15 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 12) plus -14 COM (-7 Active Points); Only In Heroic Identity (-1/4) (Real Cost: -5) plus +17 PD (17 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 14) plus +20 ED (20 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 16) plus +2 SPD (20 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 16) plus +9 REC (18 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 14) 4

     

    8 Large Size: (Total: 13 Active Cost, 8 Real Cost) Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Only In Heroic Identity (-1/4) (Real Cost: 3) plus Knockback Resistance -3" (6 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 5) 0

     

    40 Four-Armed Fighting: (Total: 50 Active Cost, 40 Real Cost) +3 with HTH Combat (15 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 12) plus Extra Limbs (2) (5 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 4) plus Reduced Endurance (1/2 END; +1/4) for up to 55 Active Points of STR (14 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 11) plus Rapid Attack (HTH) (5 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 4) plus Two-Weapon Fighting (HTH) (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus WF: Off Hand (Real Cost: 1) 0

     

    10 Beetle Powers: Elemental Control, 26-point powers, (13 Active Points); all slots Only In Heroic Identity (-1/4)

    10 1) Retractable Wings: Flight 15" (30 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) 3

    10 2) Horn: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 / 4d6 w/STR) (30 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) 3

    9 3) Chitin Armor: Missile Deflection (Any Ranged Attack), +3 with Missile Deflection (26 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) 3

     

    8 Claws: Clinging (normal STR) (10 Active Points); Only In Heroic Identity (-1/4) 0

    16 Exoskeleton: Damage Resistance (22 PD/19 ED) (20 Active Points); Only In Heroic Identity (-1/4) 0

    8 Antennae: Targeting with Normal Smell (10 Active Points); Only In Heroic Identity (-1/4) 0

    6 Insect Mind: Mental Defense (9/10 points total) (7 Active Points); Only In Heroic Identity (-1/4) 0

    Powers Cost: 290

     

    Cost Skill

    3 Analyze: Technology 13-

    3 Computer Programming 13-

    3 Deduction 13-

    3 Electronics 13-

    3 Inventor 13-

    3 Mechanics 13-

    3 Scientist

    2 1) SS: Biomechanics 13- (3 Active Points)

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

    2 3) SS: Particle Physics 13- (3 Active Points)

    2 4) SS: Theoretical Physics 13- (3 Active Points)

    10 +2 with a group of similar Skills (INT)

    3 Tactics 13-

    5 Teamwork 12- (14-)

    Skills Cost: 47

     

    Cost Perk

    1 Research Facility: Vehicles & Bases

    Perks Cost: 1

     

    Cost Talent

    2 Strong Willed: Resistance (2 points)

    Talents Cost: 2

     

    Total Character Cost: 350

     

    Val Disadvantages

    20 Normal Characteristic Maxima

    10 Distinctive Features: Humanoid Rhinocerous Beetle (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    20 Hunted: Biotech Agents and Mutants 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)

    5 Money: Poor

    5 Physical Limitation: Large Size (Infrequently, Slightly Impairing)

    5 Physical Limitation: Can Be Affected as Both Human and Animal Classes of Minds (Infrequently, Slightly Impairing)

    15 Psychological Limitation: Overconfidence (Very Common, Moderate)

    15 Psychological Limitation: Scientific Curiosity (Common, Strong)

    15 Psychological Limitation: Fear His Invention Will Fall into the Wrong Hands (Uncommon, Total)

    10 Reputation: Mad Scientist, 14- (Known Only To A Small Group: Scientific Community)

    15 Social Limitation: Secret Identity (Frequently, Major)

    15 Susceptibility: Insecticides, 3d6 damage Instant (Uncommon)

     

    Disadvantage Points: 150

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    Warning - you have a 2 speed and a 5 speed in hero form. This is completely legal HOWEVER, if you are bottled in phase 12 you are screwed. If you can't change if you are restricted (does an entangle work? Force wall made like a cage?) agent level attacks at the beginning of the fight could doom you.

     

    Warning - you are as weak as a kitten in normal form. Agents throw a stun gernde into a room (6d6 ED explosion, only stun) you are a gonner. Now, if you are cool with that, thats fine.

     

    On your disads, there is no such thing as a Mutant in the game. Are these other people who have been changed by Biotech? This probably needs to be redefined as one Hunted for Biotech and another hunted (a group or an individual).

     

    Your 28/25 defenses are above campaign limits for a 5 speed, as 25/25 defenses are standard. Now, a 28/22 may get you more in line (physically tougher but a tad more squishy to energy).

     

    That leaves 4 armed fighting, and I don't know how to look at it yet. I think I am going to build a 2 arms, 2 legs, 4 spindle arms out of the back version based on a spider and see how it plays out (something like Lord Recluses Arachnoids out of CoV [skree!]). Using the same rules and being a bug, it could be a nasty combination. Various Toxins (NND, Drains), an entrangle, and a HTH KA could be a lethal combination for multiple heroes.

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

     

    Holy Unrevealed Campaign Backstory, Batman!

     

    Meh, I'll just treat that as an alternate universe backstory. :cool:

     

    Back to the drawing board, I guess.

     

    ~Gabriel

     

    This is kinda why I wanted to wait for Fed's picks to go public. Then, I can put all the cards on the table and not take away from what Fed is trying to do. It will also save you from spending a lot of quality time in making something that might not fly/fly true.

  9. Re: Not a Dream, Not an Imaginary Story!

     

    Hickory Dickory Dock' date='[/b']

     

    The mouse ran up the clock.

    The clock struck one,

    The mouse ran down!

    Hickory Dickory Dock.

     

    Hickory Dickory Dock,

     

    The bird looked at the clock,

    The clock struck two 2,

    Away she flew,

    Hickory Dickory Dock

     

    Hickory Dickory Dock,

     

    The dog barked at the clock,

    The clock struck three 3,

    Fiddle-de-dee,

    Hickory Dickory Dock!

     

    Hickory Dickory Dock,

     

    The bear slept by the clock,

    The clock struck four 4,

    He ran out the door,

    Hickory Dickory Dock!

     

    Hickory Dickory Dock,

     

    The bee buzzed round the clock,

    The clock struck five 5,

    She went to her hive,

    Hickory Dickory Dock!

     

    Hickory Dickory Dock,

     

    The hen pecked at the clock,

    The clock struck six 6,

    Oh, fiddle-sticks,

    Hickory Dickory Dock!

     

    Hickory Dickory Dock,

     

    The cat ran round the clock,

    The clock struck seven 7,

    She wanted to get 'em,

    Hickory Dickory Dock!

     

    Hickory Dickory Dock,

     

    The horse jumped over the clock,

    The clock struck eight 8,

    He ate some cake,

    Hickory Dickory Dock!

     

    Hickory Dickory Dock,

     

    The cow danced on the clock,

    The clock struck nine 9,

    She felt so fine,

    Hickory Dickory Dock!

     

    Hickory Dickory Dock,

     

    The pig oinked at the clock,

    The clock struck ten 10,

    She did it again,

    Hickory Dickory Dock!

     

    Hickory Dickory Dock,

     

    The duck quacked at the clock

    The clock struck eleven 11,

    The duck said 'oh heavens!'

    Hickory Dickory Dock!

     

     

     

    Hickory Dickory Dock,

     

    The mouse ran up the clock

    The clock struck noon

    He's here too soon!

    Hickory Dickory Dock!

     

    Doctor Dockery should have the Duplication power. He kind of needs it, since he has only twelve hours and there are twenty four in a day. :)

    Heck, for this scenario, you could have a villain clone Doctor Dockery and have him work with himself. The clone has only twenty four hours to survive...

     

    Our Good Doctor Dockery should follow the Nursery Rhyme to the letter of his twisted intentions.

     

    Hour One) The Mouse Ran Down. At precisely one o clock, Doctor Dockery releases thousands of rats into the city square. While this is happening, he kidnaps a pacifist reporter. Since there are 24 hours in a day, he has to commit each crime twice. More on this in a minute. (The trick: A mouse is a rat, and also a pacifist)

     

    Hour Two) The Bird Looked at The Clock: At Two O'Clock, Doctor Dockery breaks into an Insane Asylum, and frees an insane villainess the PC's really hate. Simultaneous to this, he gives her the plans to burn down a major building in town twelve hours from now, and the equipment to do so. He also kidnaps an intern. (The Trick: A Bird is an insane person, and also a subordinate)

     

    Hour Three) The Dog Barked at the Clock: Doctor Dockery now breaks into an animal shelter, and frees all the dogs, but no cats. He uses this to kidnap a man in the Animal Shelter who is having an affair. (The Trick: A Dog is an animal, but also a man who can't keep it in his pants.)

     

    Hour Four) The Bear Slept by the Clock: Doctor Dockery breaks into a department store, and kidnaps the person in the accounting department who has done the most chiselling, and steals a number of teddy bears. (The Trick: A Bear is an animal, but is also a person who doesn't like to take financial risks)

     

    Hour Five) The Bee Buzzed Round the Clock: Doctor Dockery now has reached Rush Hour, and oh is he going to use it. Doctor Dockery breaks into Traffic Control, and subdues all the workers. He sets all the B trains in the city to crash into each other, and kidnaps the head of the Transit Authority. (The Trick: A Bee is a hard worker, but also a subway line in most major cities.)

     

    Hour Six) The Hen Pecked at the Clock: Assuming the heroes haven't totally failed by now, as Doctor Dockery has likely escalated to City's Greatest Threat, and everyone will be looking for him, Doctor Dockery will now kidnap the significant other of a public hero. If none of the heroes have a public id, he will choose a public figure whose wife has a reputation for being nasty. Simultaneous with this, Doctor Dockery will also rob the local Philharmonic, and steal a priceless Stradivarius, along with the violinist, so he can fiddle while the city burns.(The Trick: Henpecked means a man's wife owns him, and Fiddlesticks should be obvious)

     

    Hour Seven) The Cat Ran Round the Clock: Our good doctor will now steal a Stutz Bearcat, a classic automobile and sports car. It was a symbol of the wealthy in the early 1900s. Owning one was considered prestigious. Simultaneous with this, he will also kidnap the woman who the dogcatcher was having an affair with. (The Trick: The Bearcat provides a new crime for hour sixteen, as it is both a bear and a cat, and the woman would be linked to the phrase "Seeing a dog about a cat" which not only informs the affair, but also the nursery rhyme.)

     

    Hour Eight) The Horse Jumped Over the Clock: Doctor Dockery now steals a prime candidate to win the next big horse race, saddle and all. He then kidnaps a Baker, and orders him to bake a cake while he holds his other hostages. (The Trick: Getting a horse to eat cake is a trick in itself, however, Doctor Dockery has a nasty plan for later.)

     

    Hour Nine) The Cow Danced Round the Clock: Doctor Dockery now steals a milk truck with a cow on it. He's not really interested in building a barnyard, and he needs the milk for later. He kidnaps the driver of the truck as well, and adds him to the list of hostages. (The Trick: The Dancing Cow should be the name of the milk company, and no one could feel "finer" than the driver of a milk truck.)

     

    Hour Ten) The Pig Oinked at the Clock: Doctor Dockery now kidnaps two police officers who are off shift, at precisely Ten. He blows up their police cars, and generally leaves a wake of destruction behind him. (The Trick: "Pig" is negative slang for a police officer, and after blowing up the city's subway system, holding a couple of cops hostage is really no problem for the Doctor. In this case "He did it again" refers to him committing the same crime twice.)

     

    Hour Eleven) The Duck Quacked at the Clock: Doctor Dockery breaks into a Movie Theatre, and kidnaps the projectionist before the final credits roll. He steals the film, too! (The Trick: A duck is the scene after the credits. Duck is also called out by angry moviegoers when the person in front of them is much too tall.)

     

    Hour Twelve) The Mouse Ran Up the Clock: Doctor Dockery now issues his ultimatum, since he now has twelve hostages. Plus, he has to wait an hour for the mouse to run down.

     

    "Ladies and Gentlemen of our fair city! For the past twelve hours, I have run you and your miserable superheroes ragged. If I am not delivered the following chemicals necessary to construct an electrolytic proton/gluon bath within twelve hours, all of these people will die. I will kill one per hour until my demands are met. I would say "Bwah ha ha ha ha," but I would very much like my clone to live. The question is whether or not you want these people to die. Time's a wasting...(Evil Chuckle)

     

    Hour Thirteen) Doctor Dockery throws the pacifist off a clock tower.

     

    Hour Fourteen) The Insane Villainess attacks the building to burn it down. Unfortunately, extra bombs secretly planted by the Doctor will kill her, too. Can the PC's save their crazy, murderous nemesis? Should they? If they do, will they have to save Doctor Dockery from their nemesis?

     

    Hour Fifteen) Doctor Dockery throws the man having the affair to savage, angry, starving dogs, thus completing the nature of the trick.

     

    Hour Sixteen) Doctor Dockery puts the Accountant into the Bearcat and drives him into oncoming traffic full tilt by remote.

     

    Hour Seventeen) Doctor Dockery puts the Transit Authority worker on a bus, loading him up with explosives. It should be just about time for the earliest of morning rush hours.

     

    Hour Eightteen) Doctor Dockery destroys the throat of the violinist with her own fiddle stick, and leaves her body in the chicken aisle at the supermarket.

     

    Hour Nineteen) The woman who was having the affair will now be forced to run around a city block. If she stops moving, she explodes. Whoops!

     

    Hour Twenty) The good doctor kills the baker and delivers him in a horse shaped cake to a bakery. Four hours to go.

     

    Hour Twenty One) The Doctor delivers the Milkman's dead body to the dairy from whence he came.

     

    Hour Twenty Two) The Doctor sets up the two police officers on explosive platforms at each end of the city, and challenges the heroes to save them both simultaneously, or else.

     

    Hour Twenty Three) The Doctor kills the projectionist and films it, sending the film to the movie theatre that he kidnapped the projectionist from.

     

    Hour Twenty Four) The Doctor awaits his ultimatum. If the PC's still haven't found him, or delivered the ransom, his clone dies.

     

    Have a good time.

     

    Wow! That is one long darn champions scenario!

  10. Re: Laughing Gas

     

    Laughing Gas does not knock you out. It intoxicates you, so you don't really care as much about going under the needle. So, an NND would not really be appropriate. I would make it a Presence Aid with an Intelligence and/or Ego Drain. The Presence Aid to simulate the "it does not bother me" and the Drain to simulate lowered mental functions.

     

    Prolonged expose is hazardous however, so I would not be dropping to me AoEs of the stuff indoors! And not near any sort of flame. AoE Gas would turn into AoE explosion.

     

    Per Wiki:

     

    Nitrous oxide, commonly known as "laughing gas", is a chemical compound with the chemical formula N2O. At room temperature, it is a colorless non-flammable gas, with a pleasant, slightly sweet odor and taste. It is used in surgery and dentistry for its anesthetic and analgesic effects. It is known as "laughing gas" due to the euphoric effects of inhaling it, a property that has led to its recreational use as an inhalant drug. It is also used as an oxidizer in rocketry and in motor racing to increase the power output of engines.

     

    In medicine

     

    Previously, nitrous oxide was typically administered by dentists through a demand-valve inhaler over the nose that only releases gas when the patient inhales through the nose; full-face masks are not commonly used by dentists, so that the patient's mouth can be worked on while the patient continues to inhale the gas. Current use involves constant supply flowmeters which allow the proportion of nitrous oxide and the combined gas flow rate to be individually adjusted. The masks still cover only the nose.

    Because nitrous oxide is minimally metabolized, it retains its potency when exhaled into the room by the patient and can pose an intoxicating and prolonged-exposure hazard to the clinic staff if the room is poorly ventilated. Where nitrous oxide is administered, a continuous-flow fresh-air ventilation system or nitrous-scavenging system is used to prevent waste gas buildup.

    Nitrous oxide is a weak general anesthetic, and so is generally not used alone in general anesthesia. In general anesthesia it is used as a carrier gas in a 2:1 ratio with oxygen for more powerful general anesthetic agents such as sevoflurane or desflurane. It has a MAC (minimum alveolar concentration) of 105% and a blood:gas partition coefficient of 0.46. Less than 0.004% is metabolised in humans.

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

     

    Not really a complete backstory, but that's coming.

     

    ~Gabriel

     

    The Ministry of Justice were killed off a decade ago. Also, the current administration is under the Sentry Initative (what the US government wants to do to watch is citizenry) in Center City proper.

     

    As an FYI, you need to read this as some sort of Marvelisque Sentinal program. They are trying to prove that a city can be protected without the need of Primes. I mean, if it was not for Primes Thebes would not have been destroyed. They are a menace. Blah, Blah, Blah.

     

    Thebes is suffering from the pendulum swing effect, Primes did so much good for so long the arm moved in their favor. With the destruction of the city, the absence of primes for a decade and the emergence of self sufficiency locals belive that Primes are a menace (at least that is what a political figure and some of the press are saying). After the first adventure the arm will stop (in the Primes favor).

     

    Do you think a politican would...

    Hire a mercenary to defend the city when it has not been attacked in a decade?

    Hire a convicted Felon?

     

    The backstory is neat, but it would be political suicide in the current climate. The Felon and mercenary would probably be political suicide anytime to be quite honest.

     

    Let Fed pick his group. When that is compete I will put additional detailed info about the current state of the city into the game. The backstory might be better if the "political leader" hired your player on the side. His own private watchdog to make sure everything goes well. Becareful pulling a player in because of politics, you are surely going to be used as a pawn in some scheme.

     

    I recommend making the backstory BUT keep out the "how you get to Thebes" part. Your concept is not going to be dinged because you came to Thebes out of the goodness of your heart, you were hired by the Governor, or a Norse God told you too ;) The "how you got there" might impact a disad or plot hook, but that would be about it.

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

     

    My head is swarming with new ideas for skills and contacts. Awesome.

     

    I had intended for the armor to be unique. Is that part of being OIF, or should I include the disad for being irreplaceable?

     

    Oh, and yes. The tattoos are supposed to glow in dim lighting. He has a complete Taoist manuscript inscribed into his skin. ;)

     

    ~Gabriel

     

    P.S. The tattoo has nothing whatsoever to do with his powers. He got it done by a Taoist monk as an outward symbol of his power and rank.

     

    OIF - Unique is a plus/minus sort of thing. It cant be destroyed, but if you loose it its hell to pay to get it back. Tit for tat.

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

     

    It already is Watching. That's what I meant about being confused... ;)

     

    Did not see that watching :)

     

    That sort of armor is far too bulky to be worn under clothing, so that's not an issue. Since he's fairly useful without it, I was thinking that it would just be battle armor; he doesn't wear it unless he's ready for a fight. If you don't think that merits a disad, I'm open to suggestions. Would you prefer that it be an OAF?

     

    OIF Armor is fine. Because it is mystical I don't have a problem with it being "indestructable." However, if you get it stolen that also means you will not be able to replace it (between adventures or otherwise). It is a singluar unique mystical artifact. You hunted would probably love to get his/her hands on it (the Chinese one... hell, it could be the sole reason for the hunted... and will be :sneaky: )

     

     

     

    I was thinking completely full body tattoo. As in, everything from his neck down to his fingertips and toes. Not quite in the style of the Yakuza (fewer colors), but probably more difficult to conceal. It's columns of Chinese caligraphy in mystical blue ink.

     

    So people are going to see you glowing a bit? I would take it to standard Yakuza levels (not the hands, feet or above the neck) and leave it as is.

     

    Alright, that may be a miscommunication on my part. What I meant was: he's incapable of being polite to anyone he perceives as his inferior. I don't know if you'd consider that a psychological limitation or a social limitation, but I imagined that it would certainly make dealing with people very difficult.

     

    A social limitation is a person of color not to many years ago being forced to use another water fountain/bathroom. A social limitation could be the player is dead (I mean like a revenant): people are not going to let you into a restraunt, no voting for you, etc. Sounds like you have a Psych Limitation: Haughty (Very Common, Strong to Severe).

     

    We need to look at other criminal underworld ties. I mean, your character is going to be the SOLE criminal or ex-criminal in the group. Hell, you are the first one I know of as a player in the Catalyst campaign history (and this joker goes back at least 15 years). Fed and I have played this campaign at least three times before, each time in a new city.

     

    Really focus in on what you see a criminal having. It will come in use in the city, I swear it. Contact: Fixer (someone who gets bad guys together for jobs), Contact: Fence (someone who buys/sells stuff), etc. I would drop in at least three different ones if I were you. At a few points a piece they would be really useful. PS: Criminal (really!), focus in on a job you did, like PS: Enforcer, PS: Safe Cracker, PS: Driver, etc. Let that be the guide for your skill set.

     

    This is where it would come in handy.

    The Golem of Sheolu, a supposable mystical statue who could come to life, has been stolen from the Thebes Museam of Art. It was on lone from the Chinese Consulant's private exhibit.

     

    Boxed Text to Follow:

    You check your fence contact (make a roll) and find out the Yakuza had a standing bid on the item, $10 million. You call you fixer (you fail the roll, buy not by much) and he heard someone was going to move out on the item, but he does not know who. You make a Criminal Underground roll (by 5) and think of Janie Hen in the Red Light District. She has a few Chinese Tong enforcers on her payroll, who moonlight as bodyguards for her girls, you think that would be the best place to start asking the tough questions.

     

    See what I mean.

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

     

    Whoops. Your post on page 6 of this thread says DC 11 is normal and I misread that as DCV, so I actually thought he was going to be on the low end... :o

     

    I was thinking that the armor would be almost completely intangible. It's real enough that it won't fall through solid matter, but that's about it. I dunno, if you have a problem with that, it's negligible. I was just thinking that a lot of special objects in Chinese mythology have time/space bending qualities, like the Monkey's staff. By not offering protection, the armor ensures that its wearer will have to be something special to begin with.

     

    The first disad on his sheet is Hunted: Authorities, so I'm not sure what you mean about that. In light of the fact that it's already on there, what do you want me to do?

     

    And I was waiting on the story until I found out whether the concept itself was acceptable. :)

     

     

    Ao Kuang

     

    Player:

     

    Val Char Cost

    30 STR 20

    23 DEX 39

    20 CON 20

    15 BODY 10

    13 INT 3

    13 EGO 6

    20 PRE 10

    13 COM 2

     

    15/25 PD 9

    15/25 ED 11

    4 SPD 7

    10 REC 0

    40 END 0

    40 STUN 0

     

    6" RUN 0

    2" SWIM 0

    6" LEAP 0

     

    Characteristics Cost: 137

     

    Cost Power

    6 Inhuman Senses: +2 PER with all Sense Groups

    5 Spiritual Strength: Power Defense (5 points)

    15 Immortal: Elemental Control, 30-point powers

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

    34 2) Flight 12", x16 Noncombat, Usable Underwater (+1/4) (49 Active Points)

    15 3) Life Support (Eating: Character only has to eat once per year; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (30 Active Points)

    37 King of the Eastern Ocean: Multipower, 55-point reserve, (55 Active Points); all slots OIF Unbreakable (Requires His Mystic Armor; -1/2)

    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)

    4u 2) Water Blast: Energy Blast 11d6 (55 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

    3u 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)

    7m 4) Water Wall: Force Wall (10 PD/5 ED; 5" long and 5" tall) (54 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

     

    Powers Cost: 143

     

    Cost Martial Arts Maneuver

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike

    5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike

    4 +1 HTH Damage Class(es)

    4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 9d6 +v/5 Strike, FMove

    Martial Arts Cost: 17

     

    Cost Skill

    8 +1 with All Combat

    2 WF: Common Martial Arts Melee Weapons, Unarmed Combat

    3 Acrobatics 14-

    3 Bribery 13-

    3 Bureaucratics 13-

    3 Conversation 13-

    3 Disguise 12-

    3 Gambling (Mahjongg) 13-

    3 High Society 13-

    3 Lipreading 12-

    3 Oratory 13-

    3 Persuasion 13-

    3 Seduction 13-

    3 Streetwise 13-

    2 Language: English (fluent conversation)

    3 KS 12-

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

    2 Language: Cantonese (fluent conversation)

     

    Skills Cost: 53

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    5 Hunted: Authorities 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    5 Reputation: Convicted Felon, 8-

    15 Social Limitation: Haughty (Very Frequently, Minor)

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

    15 Vulnerability: 1 1/2 x Effect Fire (Very Common)

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

    15 Psychological Limitation: Reformed Criminal (Common, Strong)

    20 Psychological Limitation: True To His Word (Common, Total)

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

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

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

     

    Disadvantage Points: 150

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    First, you show the authorities as a hunted. So, does that mean you skipped out on parole? Did you break out of PIT? Switch this to As powerful and watching. Its not the local police who get you, its the local police who call in a PIT Capture Team that get you! :P

     

    Unbreakable Armor that can't really be messed with is not a disad. If you wear it all the time under you clothes then it can't be stolen (again not a disad). See where I am going with this?

     

    Looking at disads.

    10 point Distinctive Feature - is this a body tatoo (like the Yakuza)? If not, drop the disad. Tatoos are common, people with tatoos over their body are uncommon, but we still see them. You are going to have to go WAY out there for a tatoo to be a 10 point disad.

     

    I like the Psych limitations.

     

    I don't think Haughty is a social limitation. Per dictionary.com

     

    disdainfully proud; snobbish; scornfully arrogant; supercilious: haughty aristocrats; a haughty salesclerk. 2. Archaic. lofty or noble; exalted.Seems like another Psych limitation to me. Now if you were some sort of true nobility and we recoginzed as such (Like a memeber of the British Nobility), then it could come in. However, you are going to get swamped by Paparazzi. What is the "Jade Emperors fallen son doing today? Watering his yard!!"

     

    You need KS: Criminal Underworld

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

     

    I concede every point.

     

    What I've done is:

     

    - Reduce his strength and protection.

     

    - Eliminate the spiritual abilities altogether.

     

    - Removed the Heroic Identity bit.

     

    - Consolidate the armor/flight/life support into an Elemental Control.

     

    - Consolidate the water powers only into a multipower.

     

     

    Ao Kuang (the Sea King)

     

    Val Char Cost

    30 STR 20

    30 DEX 60

    20 CON 20

    15 BODY 10

    13 INT 3

    13 EGO 6

    20 PRE 10

    13 COM 2

     

    15/25 PD 9

    15/25 ED 11

    5 SPD 10

    10 REC 0

    40 END 0

    40 STUN 0

     

    6" RUN 0

    2" SWIM 0

    6" LEAP 0

     

    Characteristics Cost: 161

     

    Cost Power

    6 Inhuman Senses: +2 PER with all Sense Groups

    5 Spiritual Strength: Power Defense (5 points)

    15 Immortal: Elemental Control, 30-point powers

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

    34 2) Flight 12", x16 Noncombat, Usable Underwater (+1/4) (49 Active Points)

    15 3) Life Support (Eating: Character only has to eat once per year; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (30 Active Points)

    33 King of the Eastern Ocean: Multipower, 50-point reserve, (50 Active Points); all slots OIF Unbreakable (Requires His Mystic Armor; -1/2)

    2u 1) Water Control: Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points); Only Affects Water (-1), OIF Unbreakable (Requires His Mystic Armor; -1/2)

    3u 2) Water Blast: Energy Blast 10d6 (50 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

    3u 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)

    3u 4) Water Wall: Force Wall (10 PD/5 ED; 4" long and 4" tall) (50 Active Points); OIF Unbreakable (Requires His Mystic Armor; -1/2)

     

    Powers Cost: 134

     

    Cost Martial Arts Maneuver

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike

    5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike

    4 +1 HTH Damage Class(es)

    Martial Arts Cost: 13

     

    Cost Skill

    2 WF: Common Martial Arts Melee Weapons, Unarmed Combat

    3 Acrobatics 15-

    3 Bribery 13-

    3 Bureaucratics 13-

    3 Conversation 13-

    3 Disguise 12-

    3 Gambling (Mahjongg) 13-

    3 High Society 13-

    3 Lipreading 12-

    3 Oratory 13-

    3 Persuasion 13-

    3 Seduction 13-

    2 Language: English (fluent conversation)

    3 KS 12-

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

    2 Language: Cantonese (fluent conversation)

     

    Skills Cost: 42

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    5 Hunted: Authorities 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    5 Reputation: Convicted Felon, 8-

    15 Social Limitation: Haughty (Very Frequently, Minor)

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

    15 Vulnerability: 1 1/2 x Effect Fire (Very Common)

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

    15 Psychological Limitation: Reformed Criminal (Common, Strong)

    20 Psychological Limitation: True To His Word (Common, Total)

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

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

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

     

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    Much better.

     

    First, drop the Dex. Campaign norms are 23 Dex, 5 Speed, 10 DC attacks. Standard OCV/DCV is gonna be 8 (+1 from levels is acceptable, +2 maybe acceptable).

     

    Second, you have this unbreakable mystic armor, but if offers no protection. That seem a bit odd to you?

     

    Third, bring the pool up to 55, that would give you the standard 11d6 attack.

     

    Fourth, did you do time? Are you on parole? If you did time and got out on parole, the authorities will be watching. Drop the guardsmen. I will take 30 points in Mystery hunteds (I will define them before the game starts... 1 will be chinese, 1 might be chinese).

     

    Fifth, I need some history. Spin me a yarn...

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

     

    First of all, you're right. A convicted felon is much more interesting. We'll go with that.

     

    Second, I've slightly revamped the character's background. He's now the former member of a Chinese supervillain team operating out of Taiwan. His name in China is Ao-Kuang, after the Immortal Dragon King of the Eastern Sea. He doesn't really care what non-Chinese call him. ;)

     

    Note: he is NOT a dragon. That's just what he calls himself. Aside from having a tattoo across his entire body from the neck down, he looks perfectly ordinary. When he's powered up, a glowing suit of blue armor coalesces around him (sans helmet).

     

    There are a couple of basic premises I'm working towards in stating him out:

     

    - He can't fly and use his water-related powers at the same time. This does two things. One, it means those powers require that he be on the ground without taking a disad. Two, it means he's either a flying brick or a guy with some water control powers, not both at the same time.

     

    - I want his spiritual powers to be very expensive. These are the sorts of things that every Chinese immortal would have, but since he's not quite the real thing, he can only manage them some of the time and with great effort.

     

    - His water powers make a LOT of noise and tend to make a mess, thus giving him more incentive to just punch things if he's in an urban setting (or needing to be stealthy for some reason).

     

    Here's what I have so far, crunchily:

     

     

    Ao-Kuang

     

    Player: Vox

     

    Val Char Cost

    50 STR 0

    30 DEX 0

    25 CON 0

    18 BODY 0

    13 INT 3

    13 EGO 6

    20 PRE 0

    13 COM 2

     

    10/25 PD 0

    10/25 ED 5

    5 SPD 0

    15 REC 0

    50 END 0

    55 STUN -1

     

    6" RUN 0

    2" SWIM 0

    10" LEAP 0

    Characteristics Cost: 15

     

    Cost Power

    10 Aspect of the Dragon: Cosmetic Transform 2d6

    36 Nimbus: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-1/4)

    32 Immortal Fortitude: +40 STR (40 Active Points); Only In Heroic Identity (-1/4)

    48 Immortal Agility: +20 DEX (60 Active Points); Only In Heroic Identity (-1/4)

    24 Immortal Vigor: +15 CON (30 Active Points); Only In Heroic Identity (-1/4)

    13 Immortal Flesh: +8 BODY (16 Active Points); Only In Heroic Identity (-1/4)

    8 Immortal Visage: +10 PRE (10 Active Points); Only In Heroic Identity (-1/4)

    8 Immortal Speed: +1 SPD (10 Active Points); Only In Heroic Identity (-1/4)

    10 Draconic Senses: +4 PER with all Sense Groups (12 Active Points); Only In Heroic Identity (-1/4)

    10 Ocean Dragon: Life Support (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (13 Active Points); Only In Heroic Identity (-1/4)

    33 King of the Eastern Ocean: Multipower, 50-point reserve, (50 Active Points); all slots Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

    3u 1) Wings of the Serpent: Flight 15", x8 Noncombat, Usable [As Swimming] (+1/4) (50 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

    3u 2) Wall of Water: Force Wall (8 PD/8 ED; 3" long and 3" tall) (48 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

    3u 3) Tsunami: Touch Group Flash 8d6, Does Knockback (+1/4), Area Of Effect Nonselective (7" Cone; +3/4) (48 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

    3u 4) Water Blast: Energy Blast 10d6 (50 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

    2u 5) Hydrokinesis: Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points); Only Affects Water (-1), Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

    3u 6) Extinguish Flame: Dispel natural fire or fire power 12d6, One at a Time (+1/4) (45 Active Points); Only In Heroic Identity (-1/4), Visible (extreme visual and auditory signature; -1/4)

    18 Chinese Immortal: Multipower, 60-point reserve, (60 Active Points); all slots Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

    2u 1) Spiritual Healing: Healing BODY 4d6 (standard effect: 12 points), Resurrection (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

    2u 2) Qi Blast: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

    2u 3) Awesome Visage: Aid Presence 6d6 (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Costs Endurance (Only Costs END to Activate; -1/2), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4)

    2u 4) Spiritual Might: Aid Strength 6d6 (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Gestures (Requires both hands; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4)

    Powers Cost: 275

     

    Cost Martial Arts Maneuver

    4 +1 HTH Damage Class(es)

    5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 15d6 Strike

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike

    5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 11d6 +v/5; FMove

    Martial Arts Cost: 18

     

    Cost Skill

    6 +1 with All Combat (8 Active Points); Only In Heroic Identity (-1/4)

    4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Unarmed Combat

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

    3 Language: English (fluent conversation; literate)

    3 Acrobatics 15-

    3 Climbing 15-

    3 Conversation 13-

    3 Disguise 12-

    3 High Society 13-

    3 Lipreading 12-

    Skills Cost: 31

     

    Cost Perk

    11 Money: Filthy Rich

    Perks Cost: 11

     

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    10 Hunted: Government 8- (Mo Pow, NCI, Watching)

    5 Reputation: Convicted Supervillain, 8-

    15 Social Limitation: Haughty (Very Frequently, Minor)

    20 Susceptibility: the presence of jade, 2d6 damage per Phase (Uncommon)

    15 Vulnerability: 1 1/2 x Effect Fire (Very Common)

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

    15 Psychological Limitation: Reformed Criminal (Common, Strong)

    15 Psychological Limitation: True To His Word (Uncommon, Total)

    10 Distinctive Features: Dragon Tattoo over entire body below the neck (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

    10 Hunted: Guardsmen 11- (As Pow, NCI, Watching)

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

     

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

     

     

    As usual, I'm sure I've done something egregiously wrong. Don't think you have to spare my feelings. Better to learn now than later.

     

    ~Gabriel

     

    There is a lot here to look at. First, how do you define your "only in hero ID"? You say a little limrick and poof, you magically transform? Its a -1/4 Disad that never really comes up. I say this because Ghost Dance has one nice spell, Grounding the Spirit... AOE Minor Transformation (its a 75 pointer) Hero to NOT Hero ID. I take all the points you have in BODY and if I can beat it.. poof normal guy. If he only got you one one phase, you would drop from a 5 speed to a 2. The transform alone would own you. I am not putting this out to say "When you encounter Warpath (and you will) Ghost Dance is going to drop the hammer on the party" I am saying that a LOT of people take the -1/4 and only get dinged as a "I need a place to say Shazam!" so I can get into the fight.

     

    I highly recommend if you take Only in Hero ID, you at least make a hero who can stand on his own for a phase or two and not be a one shot stun for an Agent (7d6 attack).

     

    Second, put more points in skills. I don't consider Filty Rich to go toward my 40 point campaign minimum.

     

    Third, drop the attack levels. 5 speed should mean you attacks do 11d6 damage.

     

    Fourth, Extreme Visual and Auditory for a -1/4 is a special effect of the power, not a limitation. You do not get points for flashy powers. You are a prime, you are flashy powers.

     

    Fifth, you character has the problem in that I have no clue what he is. Martial Artist with Brick Strength and two multipower pools?!!? If other people come into the group I would like you to have a "niche" that you can shine in. Right now, you fit in three.

     

    Now, are you a semi brick with martial arts? Are you a marital artist? Are you a real brick? You seem to me a melee based character who feels he needs some ranged/flashy powers. Don't try to have it all Vox.

     

     

    My recommendations:

    1. Drop the only in hero ID. Just buy up your stats.

    2. Drop a multipower pool (the spell based one, +6d6 Aid to strength... come on!)

    3. Put in an elemental control with Armor, Flight, and what else you can fit in. Now you can take the hit and move all the time, no threat of do I punch or move.

    4. If you need an multipower take it, but narrow the focus.

  17. Re: Modeling a CoH/CoV character in the Hero System

     

    which supers would you want to transplant fom COH to CHAMPIONS?

     

    As a general question, not many of them. Really. The Hero supers/villian supers the game is based around (Synapse, Manticore, Ghost Widow, Lord Recluse, etc) can pretty much be build in the HERO system. Most of the are just built on a HUGE point limit. To me, the cool ones to build are the Giant Monsters (but the need to be bigger). I mean, having a Clockwork Paladin or/Babbage stomping down the Garment District... who would not like that :P

  18. Re: Hex grid Board for use in Champions??

     

    Anyone have an ideas for an online play by post game? I am looking for something I can save on my PC and send copies of every phase or so. The characters can then plot out there moves, I will update the master, and then send it out again.

     

    I have a few old battlemats. Be very cautious, some pens say "dry erase" but end of becoming semi-permenante IF you leave the ink on to long. I highly recommend putting some sort of cover (like plexiglass) over you maps.

     

    I have printed out maps in the past onto cardstock, put special effects on them and laminated em. That way when a 3' darkness goes down I just drop down the battle chit. I also made up a ton of extras (cars, lamp posts, fire hydrants, etc) that the players/villians could use easily. Bricks starting getting free weapons all over the place (manhole cover, car, light pole, etc) and others get free cover (car, mailbox, fire hydant, etc).

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

     

    Plus' date=' anytime he does something bad to your character you can torture his. :sneaky:[/quote']

     

    That is really a vicious circle. This could turn into a blood feud that could bring the boards down. I would rather not take a jaunt on that Merry Go Round :eg:

     

    However, a little tit for tat never hurt anyway :P

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

     

    Inertia - he has powers of acceleration. His attack powers involve taking normal objects and accelerating them to high velocity. He can also decelerate objects. He's built on the standard 23 DEX, 5 SPD, 11d6 attack, 25 defenses guidelines.

     

    That's assuming Zac accepts him, of course. But we've had conversations, and I'm fairly optimistic I've built something that ties into the campaign and city background.

     

    Now, back to the convention...

     

    I kind of have to accept Inertia. I mean, Fed DID let me into his game.:rolleyes:

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

     

    Am I going to need to post mine as a full text block? I'm not running on much feedback beyond "I don't know if I want to run another dragon". Valid' date=' as far as it goes (and I have a couple other concepts), but actual looks into my character sheet and saying "No, no, this isn't good" would also help; For instance, I'd honestly like to know how much cutting and pasting of Psych Lims is good for each form, etc...[/quote']

     

    I would drop in the whole character BUT I can say I don't want a dragon in Thebes. Fed is out of pocket for the weekend (gaming convention).

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