Catalyst - Character Creation Guidelines


Applicants interested in playing in the Catalyst universe need to provide two things - a detailed background for the character, and a character sheet.  The background should take into account several facets of the setting.  Superheroes have only been public since 1986, so your character should not have powers before that time.  Also, it is assumed that the character's first public use of powers occurs when you start the game.  Don't make a character whose history is so detailed that it overshadows what they will be doing in the game.


Origin:
Catalyst is a multiple origin campaign.  Many of the origins you see in the comics are appropriate for the Catalyst universe - but not all of them.  It is quite possible for a single character to have multiple origins for their powers.  For example, it is quite possible for a character to have superhuman attributes from training, learn chi-based abilities that tap into latent psionic powers, and use advanced technology that can be classified as super-science.

Alien Species:  There are no aliens in the Catalyst universe...at least, as far as the public is aware.  Don't expect an alien character to be allowed.  Furthermore, if and when aliens appear, they won't have innate superpowers beyond those common to their entire race (such as Armor for a silicon-based life form).  Whatever the catalyst is for superpowers, it is only found on Earth.  This restricts aliens to super-science and training as additional origins.

Extradimensional Energies:  The ability to travel from one dimension to another is rare, and time travel is believed to be impossible.  However, several heroes have the ability to draw power from extradimensional sources, or even use other dimensions as a shortcut to a different point in our reality.  Time travel may be impossible, but time manipulation (speeding up or slowing down the flow of time) is feasible.

Genetic Manipulation:  There are many individuals in the Catalyst universe who conduct genetic manipulation on willing (and sometimes unwilling) subjects.  The group most known for this is Promethius, a corporation on the cutting edge of biotechnology.  Of course, they always make sure to follow local laws and secure the cooperation of the test subjects...really.

Magic and Mysticism:  Several individuals in the Catalyst universe have learned to tap magical sources of power to create a variety of effects.  This is different from those with innate supernatural powers (see Supernatural Forces, below).  Note:  Those who have learned to use magic must take at least 1d6 of Luck, reflecting their ability to bend the laws of reality to their will.

Mutation:  Many characters with the Mutation origin are the children of latents that never bloomed into Primes.  It is possible for mutations to occur spontaneously, due to exposure to radiation, chemicals, or similar sources (either directly or passed down from a parent).  However, it is less common in the Catalyst universe than the various comic universes.

Psionic Powers:  In the Catalyst universe, many (perhaps even a majority) of latents are people with a small amount of psionic ability.  While the catalyst of going from a latent to a Prime is unknown, stress is believed to be a factor in causing the change.  Most psionic superheroes have had their powers bloom while they were in high-stress situations.

Super-Science:  Some technology in the Catalyst universe (possessed by the government and other well-funded groups) is years ahead of the real world.  However, this category is for advanced technology that give people the equivalent of superpowers - devices that bend or break the laws of physics.  This includes powersuits, wonder drugs, cybernetics, and other advanced technology.  Note:  Those who create super-science through skill (as opposed to some innate power) must take at least 1d6 of Luck, reflecting their ability to bend the laws of physics with their devices.  Users of super-science devices created by another do not need to take Luck.

Supernatural Forces:  Separate from those who tap magical energies with spells or similar beings, supernatural forces are characters imbued with innate magical power.  Such beings are called gods, demons, vampires, werewolves...there are many possibilities.  Note:  The Catalyst universe does not take a position on the existence of God or demons.  Characters may wield holy or unholy powers, and it may seem they come from a divine or infernal source, but there is no way to confirm or deny that source.  Some "gods" may be powerful Primes from ancient times...or just the myths they appear to be.

Training:  Those who reach superheroic levels of ability from intense training are often latents that never fully manifested as Primes.  Others are simply pushing the limits of human capability...for there is a middle ground between human and superhuman ability that only the most dedicated can reach.  Note:  It is recommended, but not required, that those with the training background take Luck.  It's a dangerous world out there - surviving attacks that can flatten buildings is often a matter of luck rather than skill.


Character Points:
200 base points + 150 in disadvantages (Standard Superhero)


Build Guidelines:
The average character has an 11 DC attack (such as an 11d6 Energy Blast), average defenses of 25, a 23 Dexterity, and a 5 Speed.  Tradeoffs can be made to be better in one area at the expense of another.  In addition, characters with no ranged attacks can slightly exceed the recommended amounts.  Here are some examples of character archetypes - each of these has been used in the Catalyst universe at one point or another.

  • Brick (no ranged attacks):  13 DC attack (65 STR), 30 PD/ED, 18 DEX, 4 SPD, 2-3 combat skill levels.
  • Martial Artist (no ranged attacks):  9-11 DC attacks (9d6 punch, and an 11d6 kick that gives a penalty to DCV), 22 PD/ED, 26 DEX, 6 SPD, bonuses to OCV and/or DCV with martial arts.
  • Artillery:  12 DC attack (12d6 EB), 28 PD/ED, 20 DEX, 4 SPD, 1-2 combat skill levels.
  • Mentalist:  10 DC attack (5d6 Ego Attack), 23 PD/ED, 20 DEX and 20 EGO, 5 SPD, 2 levels with DCV.

The above guidelines are just that...guidelines.  Other factors that determine a character's combat effectiveness include CON (harder to stun), END (can push attacks more often), STUN (for obvious reasons), the versatility of the character's attacks (especially multipower characters)...in short, there are many factors involved, and balancing characters is more of an art than a science.  Though it doesn't use the exact same guidelines for attacks and defenses, you can find a good guide to creating Champions characters here .

Characters should have at least 30 points of noncombat skills/perks/talents.  While combat is common in a superhero game, so are investigations, social interactions, and other situations where combat ability will not help you.

Specific Powers and Abilities:
Damage Reduction - While not banned outright, this power is a very, very hard sell.
Find Weakness - This is treated as having Armor Piercing on any power it applies to, for purposes of Damage Classes on attacks.

(more to come)


House Rules:
Elemental Controls - Instead of the standard method of applying drains to an EC, the control cost is always drained first, and the remaining drain is applied to the power targeted.  An example is listed below:

15 EC - Fire Powers
35 10d6 Energy Blast
15 15 PD/15 ED Force Field
15 Flight 15"

If the EC listed above is targeted by a drain versus flight that drains 20 points, the powers in the EC would be reduced to a 7d6 energy blast, a 7 PD/8 ED force field, and 5" of flight.

Powers that target multiple abilities of a particular special effect that matches the Elemental Control drain both the control cost and the other powers targeted, treating the control cost as one power.  For example, if the EC above is targeted by a 10 point fire drain that affects any two fire powers, and only Energy Blast is specified, the other drain goes versus the control cost.  This would reduce the powers to a 6d6 energy blast, a 10 PD/10 ED force field, and 10" of flight.



© 2009 Casey McGirt
Gmail address:  Fedifensor



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