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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