The Capo Castillo School Of Marvel Super Heroes

Posted by CapoCastillo 
The Capo Castillo School Of Marvel Super Heroes
June 02, 2008 05:11AM
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Stage 1 - Character Creation

I use a point based character creation system. I usually let starting point alotments range between 250-350 points, though this number should be adjusted to reflect the scale of chronicle you're trying to run.

FASE/RIP - 1 creation point per rank point

Resources - 1 CP per rank point

Popularity - 1 CP per rank point

Powers - 1 CP per rank point
*Power stunts cost 10 CP each
- Resistances are at half cost
- Powers with limitations [subject to Judge's approval] are at half cost
- Powers utilized through a focus that can be damaged or taken away [power armor/magic talisman, etc.] are at half cost
- Immortality = 100 CP
*a power can be subject to only 1 price reduction - ex. a power cannot be given a limitation and a focus for 1/4 of actual cost.

Talents - 10 CP each
*Languages are at 5 CP
*Weapons Specialist - 30 CP

Contacts - 5 CP each

Merits/Flaws - Up to 50 CP points can be gained by taking flaws, and up to 50 CP points can be spent by taking merits. [I generally use the generic merits and flaws from the World of Darkness games (blindness, addiction, etc/.) and multiply their costs by 10. But as a general rule of thumb, a 10 point flaw would be color blindness, a 30 point flaw would be drug addiction, and a 50 point flaw might be Cursed by Dormammu/ a 10 point merit could be Ambidexterous, a 30 point merit could be Honorary Team Member, and a 50 point merit could be Significant Destiny]

Negative popularity can be taken as a flaw on a 1 CP point per negative point basis.


Stage 2 - Advancement

Advancement has been streamilined for ease of play. To advance in a stat or power rank, the cost is the next point x10 in Karma. Ex. Juke Box Hero wants to increase his endurance from 33 [RM] to 34 [RM]. he would have to spend 340 karma to advance.
Ex. Mr. Marvel wants to increase his solar regeneration from 6 [TY] to 7 [TY]. he would pay 70 karma.

This system makes advancement at lower ranks relatively fast, but as the ranks increase, advancement is more of an investment. but players can still spend karma for rolls, while still having a reasonable ability to advance. There is no cost for 'cresting'.

New Talents = 100 karma plus in-game justification
New Contacts - earned in game

New Stat - Bad Karma
When a character performs a particularly unheroic deed, the character earns bad karma [in place of recieving a karma penalty]. The amount of bad karma earned is at the judge's discretion but below is a guideline:

Deceiving a friend = 5 - 10 bad karma
Committing a misdemeanor = 20 bad karma
Committing a felony = 30 - 40 bad karma [depending on severity]
Unnecessary brutality in combat = 40 bad karma
Leaving someone to their doom = 50 bad karma
Murder = 100 bad karma.

Bad Karma is distributed as soon as a character earns it [as opposed to recieving their award for karma at the end of session]. Bad Karma can be used to assist rolls where the character is attempting to perform a negative action [that would in and of itself potentially earn bad karma]. Bad Karma cannot be used for advancement. When Bad Karma is spent, the amount is added to the character's current BK score. Fore every increment of 100 [100, 200, 300, 400, etc.] the player has the option of exchanging his or her bad karma for a flaw [judge's discretion]. once a character reaches 500 bad karma, their BK is automatically redeemed for a major flaw assigned by the judge. Depending on the amount redeemed, the flaw's severity correllate accordingly.

EX. an exchange of 100 Bad Karma should be a minor flaw [nightmares, bad press]. A 500 BK exchange should represent a major flaw [severed limb, Dr. Doom now hates you more than anyone]

New Combat Phase - the Soak Roll
One thing that never set well with me is the static damage levels of Marvel. Every attack does the same amount of damage. To address the 'toughness' of certain characters, I allow them to roll their Endurance score to 'absorb' some of the damage they take. This roll is made in addition to any damage reductions they would recieve from body Armor, or Force Fields, and karma can be added to this roll. This roll should be made after endurance checks are made for special effects [kills/stuns/slams]. Depending on a character's 'soak' roll, they can take a reduced damage cost:

White - Character takes full damage [after body armor/forcefield reductions, if any]
Green - Character takes 85% damage [after body armor/forcefield reductions, if any]
Yellow - Character takes 65% damage [after body armor/forcefield reductions, if any]
Red - Character takes 25% damage [after body armor/forcefield reductions, if any]

This allows character without any natural protection, and yet are just 'tough' and take a licking to keep on ticking sort of thing.
I hope this is helpful for anyone out there.



Edited 1 time(s). Last edit at 06/02/2008 06:48AM by CapoCastillo.
Re: The Capo Castillo School Of Marvel Super Heroes
June 02, 2008 12:42PM
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pretty neat, even though I'm not normally a big fan of point systems myself..

a couple of the things I like best above are your gaming ideas..

1: the assessment of Bad Karma for unnecessary brutality.. I've long employed similar Karma Penalties for players who seem excessively vicious (I've run into a few who thought they could get away with savagery and maiming because "well, I didn't *kill* the guy..")

I've also used a 'murderous intent' Karma Penalty, for when characters try to kill their foes, even if they don't succeed. And I willingly accepted such karmic penalties myself as a player, when I had my character try to take Sabretooth's head off with a monoblade (sadly, my roll wasn't good enough for a kill)

2: the soak rule.. I've used a similar method for reflecting folks who keep fighting on, taking more punishment than you'd think they could (Cap and Spidey are prime examples of folks who push themselves to the extreme)

Again, very nice overall smiling smiley
Re: The Capo Castillo School Of Marvel Super Heroes
June 03, 2008 04:12AM
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Looks fairly simple and straightforward although how do you handle things like Invulnerability? Someone looking for a CL1000 resistance to disease or radiation would require 500 CP to pull it off, and one couldn't put together the Human Torch or Iceman as things are listed without a campaign carrying around a 700 CP cost range. The streamlined advancement looks nice but even with the cresting costs removed I don't see how someone who has a particularly high rank in a power or ability could ever earn enough karma to move it up a single rank. Just going from Remarkable (26) to Incredible (36) is 3050 karma and the costs ramp up even more at higher levels. When you have to use up some of that karma just to survive how do you feel like you're advancing at all when even if you were saving a busload of kids every day you'd still need a month of that to earn enough karma to cover that karma cost?

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

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Re: The Capo Castillo School Of Marvel Super Heroes
June 03, 2008 04:28AM
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For Invulnerabilities, I allow the player to pay 75 CP for a CL1000 invulnerability. I meant to include that but I knew i was missing something.

As for advancement, to advance an entire rank, yes, that is a significant investment, but it's certainly doable, as i've had players that have advanced in more than one category an entire rank. The thing is to take it one point at a time. in your example, going from 26 to 27 is only 270 karma. if you're a bit economical, and save karma spends on rolls for when it really needs to count, advancement is fairly quick. At least much quicker than it would be under the old guidelines.

Also, i'm a bit freer with my Karma awards. For instance I ran the World War Hulk storyline [sort of] in my game. And even though my players were much more concerned with crowd control than engaging the hulk, for their contribution to such a major event, the median karma award was about 200 points. it's not gonna give you an automatic advancement, but with a little thrift [and I really mean it only takes a little bit], advancement is a much more achievable goal.
Re: The Capo Castillo School Of Marvel Super Heroes
January 26, 2010 12:00PM
Cathy Rivers, Slap Happy Bitch, "Slappy"

F: Rm 30
A: In 40
S: Ty 6
E: Am 50
R: Gd 10
I: Rm 30
P: In 40

Health: 126
Karma: 80
Popularity: 10 ( People don't know her she is just likable. )
Resources: Ty 6

Total Stat Cost: 222

Talents: Total Cost: 40
Martial Arts B
Martial Arts E
First Aid
Real Estate

Powers: Total Cost: 411
Hyper-Spinner: Rm 30
- Power Rank Ground speed: 6 areas/rd or 90 MPH
- Res. vs. Grappling: Power Rank + F: vs. Gp attacks against Slappy
- Endurance Boost power rank added to E: while spinning.
- Speed Perception: Objects appear to be moving at -6cs in speed while she is spinning. This allows for easier Do, Ev, or Ca attempts. She adds her power rank to her F: or A: when making these attempts while spinning.

Limited Circular Vision: Ty 6 Limited to while she is spinning.

Martial Arts Supremacy B : Am 50

Body Resistance: Am 50

Hyper-Speed: Am 50

Hyper-Attack: Mn 75 Able to make up to 3 attacks in a single round with out penalties to hit on a successful power FEAT roll.

Elongation: Rm 30 Total elongation is 30 yards, 90 feet.

Plasticity: In 40
- Res. vs. Ba/Tb: In 40 Able to survive a 40 story fall. ( Stacks with Body resistance for total of 90 Res. vs. Ba/Tb )

Prehensile Hair: Am 50 4 NON-COMBAT actions/round, +2cs to A: or S: for those actions. Combat actions are usable while using hair.

Shapeshifting: Rm 30 She hasn't really used this power yet however it is available.


Power Stunts: Total Cost: 60

"Bad Hair Day": Combining her Prehensile Hair with her Hyper-Speed "Slappy" is able to theoretically do 200 NON-COMBATIVE actions in a single round. Unfortunately for her she is limited by her I: Rm 30. This limits her to 30 ( say it with me ) NON-COMBATIVE actions. She is able to perform a single combative action at -1cs, in a round she choses to use this power stunt.

"Slap Attack": Using her Spinning and Elongation powers along with her Hyper-attack allows her to make combinations of Ba or Gb attacks against everyone she chooses within her same area up to 3 times each within the same round. Ba attacks are made at -1cs to her F:, Gb attacks are at -2cs.
By adding in her Martial Arts Supremacy she may attack held items doing Am 50 damage to these items. (A yellow or better indicates she hit the held item. )

"Slap Happy": By using the full momentum of her Spinning power "Slappy" may move up to 6 areas in a single round attacking anyone she chooses in these areas with a single attack. Ba attacks are made at -1cs to her F:, Gb attacks are at -2cs.
By adding in her Martial Arts Supremacy she may attack held items doing Am 50 damage to these items. (A yellow or better indicates she hit the held item. )

"Slap Down": By focusing on a single target "Slappy" may attack up to 6 times in a single round. Each successful attack adds a +1cs to hit on the following attack. This bonus is cumulative up to a maximum of +5cs to hit on the last attack of the round.
She will frequently hit a target 3-5 times and then aim for their firearms on her last attack.

"Slap Chop": By mixing her Spinner, Elongation and Martial Arts Supremacy "Slappy" is able to imitate her "Slap Down" power stunt on non-living matter. She can do up to 300 points of damage against materials equal to Am 50 or less. She can literally shred through a building.

"The Big Bitch Slap": If "Slappy" spends 1 round to coil herself up, on the following round she may release this tension into one "Bitch Slap of cosmic proportions!!!" This attack is focused on a single target or object and does In 40 Ba damage. She can use her Martial Arts supremacy in conjunction with this attack to do massive damage to an object. A total of 90 points Ba will be dealt to an object.

Strange Quirk:
Cathy is only able to spin in a clockwise rotation. She gets sick if she spins counterclockwise. ( No bonus to points, just flavor to the character. )

Playing "Slappy":
Cathy is a fun loving Hero. She's not really trying so much to save the world. She just likes slapping the hell out of people who try to hurt other people. She gets a lot of enjoyment out of destroying a villains "Super-Ultimate-Weapon that will let me rule the world". Smashing it right out of their hands.
She is a team player and will listen to others on tactics and strategies.

History:
Cathy works as a Real Estate agent. Cathy discovered her powers when she was young but never wanted to be a hero. She used her powers mostly in normal day life. This gave her a great advantage when getting ready in the mornings for work or handling paperwork at the office. She recently was forced to use her powers to defend herself against a group of youths. Her self-defense classes really seemed to have paid off. She felt somehow different after this encounter. She felt like she had done something really important. It was at this point she decided to throw her self into the "Hero business racket". She found she has a real talent for beating down criminals before they even know what was going on.

TOTAL POINTS: 733


I couldn't think of a good concept so I rolled some random powers. I got:
F2 Martial Arts Supremacy ( Good so far.)
S26 Prehensile Hair ( I don't care for this power. I've gotten into too many arguments with players who want to do 5 extra attacks at a +5cs to their S: or shoot 5 Guns again +5cs to A:, I say NO!!! )
T23 Whirlwind ??? ( What the hell is that. )
S12 Elongation ( At this point Slap Happy came to me. )


( Sorry CapoCastillo. I failed to make a 1200 point character, but in my own defense I think Slap Happy Bitch is powerful enough.)



Edited 5 time(s). Last edit at 01/26/2010 04:07PM by Fellupthestairs.
Re: The Capo Castillo School Of Marvel Super Heroes
January 26, 2010 12:05PM
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i'll give a critique for ya tomorrow. i'm too busy laughing right now : )
Re: The Capo Castillo School Of Marvel Super Heroes
January 26, 2010 12:16PM
I debated a bunch of powers. Such as Anatomical Separation (SO GROSS), Self-Duplication (WAY to powerful with this character. ), Natural Weapons (The mobile blender!!! Imagine the mess.). In the end I'm happy with what I'm presenting. I know the multi-attack stuff is going to stir the pot, however I think I can justify it as a whole.



Edited 1 time(s). Last edit at 01/26/2010 04:10PM by Fellupthestairs.
Re: The Capo Castillo School Of Marvel Super Heroes
January 26, 2010 05:29PM
Brian MacMasters, The Boogie Man

F: Am 50
A: In 40
S: Un 100
E: Am 50
R: Gd 10
I: Ex 20
P: In 40

Health: 240
Karma: 70
Popularity: 0
Resources: Ex 20

TOTAL STAT COST: 330

Talents:TOTAL COST: 30
Crime
Intimidation
Psychology

Powers: TOTAL COST: 547
Sleep-Induced: Un 100 Range is touch. Sleep lasts for 1-10 hours. E: or P: FEAT to resist. ( Whichever is higher. )

Hallucinations: Mn 75 CA Range is 40 areas ( 1 mile ) I: FEAT to resist. "Death" results in unconsciousness for 1-20 rounds.

Mental Invisibility: Am 50 Self only.

Speech-Throwing: Fe 2 Range is 2 miles. Character is able to project his voice with 100% clarity.

Weakness Creation: Am 50 power FEAT vs. targets P:

Weakness Detection: Am 50 Brian is able to detect mental and physical weaknesses in a target.

Imitation-Human Changeling: In 40

Invisibility Hallucinatory: Am 50 I: FEAT to notice character.

Self-Duplication: Rm 30 Brian is able to make up to three copies of himself. They are able to act independently but are completely subservient to the original.

Teleport-Self: Am 50 Range is 250 miles. Power Feat or character is stunned for 1 round.
- Brian is no longer stunned by his Teleportation ability.

Clairvoyance: Am 50 Range is 250 miles.

Power Stunts: TOTAL COST: 10
Health/Regeneration: By reforming his duplicates back into himself Brain adds together the total H: score of himself and his duplicates. This number is then divided by four. This new number is Brian's new H: score.

Playing The Boogie Man:
Brian is MEAN, manipulative and cruel. In short he is not a nice person. He doesn't care about fairness in combat. He will seek to use his powers to their fullest and deadliest limits. He will spend K: for Red results against heros and normal people!!! He is not above putting innocent bystanders in harms way in order to distract heros from getting in his way. If he knows he is out matched he will make duplicates of himself. These duplicates keep up the good fight while he teleports out. He will then observe the outcome from a safe distance. If possible he will terrorize a hero who has crossed paths with him. He will make police and or bystanders see the hero as a famous villain, a driver will see a clear road but in fact head straight at the hero.Brian also likes to use children to distract the hero when ever possible. They have the weakest minds he feels and are much easier to manipulate.

For the most part however Brian tries to get what he wants with out people realize he is even there. If he actually gets into combat something went wrong, and everyone around him should suffer because of this.

When in doubt use the following as guidelines:

"People are just objects that move and get in the way. Sometimes you have to break one so the others stay out of your way."

"The world is filled with leaches. Everybody is sucking blood from everybody else... Yeah! The world is full of fleas and ticks and I got the F@CKIN RAID!!!"



History:
Brian grew up in an affluent home. His father a lawyer his mom a nurse. Both were more dedicated to their professions than a family. They didn't have any hostility to each other but it was clear to Brian the marriage was one of connivence not love. During most of Brian's childhood he was ignored. Brian developed a bully mentality while in grade school. He was bigger and better than anyone, why shouldn't he get what he wanted. This lead to him largely being avoided by most other kids. Brian continued his self imposed isolationism throughout school and into college.

Brian did not discover his powers until the day he decided to try LSD. His room mate in college had left some sitting out and Brian decided why not? Brian enjoyed his trip and that was that. Then Brian started seeing weird waves of electricity, with different colors shooting off in all directions. These electrical waves were coming from people. Was Brain still messed up from the drugs? Then a spark of this electricity touch Brian and Brian new this was more than bad acid. Days turned into weeks and the electricity never left the people around him. He started to try manipulating the energy with his hands but this proved fruitless. He then began just thinking about manipulation of the energy and found that he was able to make people see things that weren't there!

Over the years Brian has found he has access to a variety of different powers, he has yet to find something he can not lift, he can beat any cop to the ground instantly. See he has always been bigger and better. Give him what he wants, stay out of his way and maybe he won't mess with you.


TOTAL POINTS: 917


Again some random rolls. I still haven't given you a 1200 point character yet. However this douche bag is about as powerful as he needs to be.

I believe under the correct circumstances he could engage some of the heavy hitters with some degree of success.
Re: The Capo Castillo School Of Marvel Super Heroes
January 27, 2010 05:12AM
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I just did the math on slappy and she's very fun. And while resilient and she has a lot of attacks at her disposal, she's not doing all that much damage, so her speed and special attacks don't come off at all as unbalancing to me. I came up with a tally of @760 points, but still it's waaaay beneath the 1200 that Punstarr had alotted in his challenge, so I would definately see Slappy being acceptable in that sense. Now traditionally when i run a game the point alotments are usually about 350 with the option of taking flaws to get more, but I still think for the most part, this character can still be made. you might not have as many power stunts available and maybe some of the extra stuff you rolled up might get discarded in favor of the powers that really cater to the concept, but i think this is a character that could work in most X-Men/FF level settings.
Re: The Capo Castillo School Of Marvel Super Heroes
January 27, 2010 06:44AM
It's funny incorporating your point system with some random rolls got me a lot of very interesting characters. I can't wait to see what my players bring.

This may seem hard to believe but I find it a little difficult to just make a powerhouse. I start strolling through the UPB and get sidetracked.

My girlfriend looked at your system and wrote this guy out in about 2 minutes: Note she hasn't started playing but she is already power gaming characters she makes up.

Bill Brockner, Smash

F: Rm 30
A: In 40
S: Am 50
E: Sh Z 500
R: Gd 10
I: Rm 30
P: Ex 20

H: 620
K: 60
Res.: Gd 10
Pop.: 0

Total Cost: 690

Talents: 50
Martial Arts A: Stun or Slam targets regardless of S: or E:
Martial Arts B: +1cs to F: in unarmed combat.
Martial Arts C: +1cs to S: for Gb. or Es, +1cs to A: for Do
Martial Arts E: +1 to initiative in unarmed combat.
Wrestling: +2cs to Gb. Stacks w. Martial arts for total +3cs to hit +1cs to damage.

Contacts: 10
Smash has not made any friends at this time.
(He has reserved the right to call in a life line in the future. )

Powers: 450
Hyper-Running: Un 100 10 areas/rd. 150 MPH Sees objects moving at - 10cs to their speed.
Lightning Speed: Un 100 Able to attain full speed in a single round. Make A: FEATs while moving at power rank.
Body Resistance: Sh X 150
True Flight: Un 100 40 areas/rd. 600 MPH

Playing Smash:
Smash is simple to play. Find the biggest, baddest mofo you see. Charge into him. If possible hold the sucker and keep charging through buildings.

If he is part of a team he acts independently but will follow plans.

She points out that Smash will do 500 points of damage due to his E: ( See PHB page 27 ) + 2 points per area Smash has traveled before impact. She also points out that there seems to be no cap on damage.

If Smash scores a GREEN on his Ch the following round he will attempt to Gp if he gets a RED he will then continue his holding the character and smash through the biggest toughest buildings he can find. The held character will then take damage equal to each walls material strength that Smash is able to go through in that round.

( Yes she is vicious I'm almost afraid to let her play. I think she'll wind up hurting everybody. ) >)

TOTAL COST: 1200
Re: The Capo Castillo School Of Marvel Super Heroes
January 27, 2010 06:52AM
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Yeah that is a frightening character to be sure. Luckilly all it takes is someone with a power that like stops time, or takes away kinetic energy/momentum or something to mitigate. But yeah, pretty straight up the middle with concept and certainly could 'fill a role' in a team.
Re: The Capo Castillo School Of Marvel Super Heroes
January 27, 2010 07:15AM
No she is wicked, evil and I love her. She sees problems and finds solutions. This guy is a bit brutal for any campaign I have ever run.
Re: The Capo Castillo School Of Marvel Super Heroes
January 27, 2010 08:11AM
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I should have mentioned for the 1200 point thing that the maximum rank for a power or attribute is Shift X... at least for what I was talking about. Not sure if I mentioned that to Capo. It's all good.

Re: The Capo Castillo School Of Marvel Super Heroes
January 27, 2010 09:04AM
Even if he had E: Sh X 150. He could still do between 150 ( His base E: ) + his distance traveled. 10 areas/rd using hyper-running or 40 areas using flight. He could hit doing 230 points of damage!!! This is pretty high. Now If we drop his E: down he has 350 more points to play with.
SUPA-FLUFFY
January 28, 2010 05:20PM
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SUPA-FLUFFY



1200 Point Character Build


Primary Abilities:

SUPA-FLUFFY

F: MN:75           | R: RM:30            | Race: Werewolf     | Nationality: U.S.A.           |
A: IN:40           | I: AS:80            | Gender: Male       | Residence: COL / COH Servers  |
S: AM:50           | P: AM:50            | Apparent Age: ???? | True Age: 300 years Old       |
E: MN:75           | L: TBD              | Eye Color:  Green  | Life Expectancy: ????         |
                   |                     | Hair Color: Varies | Species: Supernatural / Magic |
Health: 240 / 240  | Karma: 160 / 160    | Blood Type: O+ WW  | Archetype: Brute / Tank       |
                   |                     | Height: 8'2"       | Primary Set: Regen & Invul    |
Initiative: VI:55  | Experience: AM:50   | Weight: 1000 Lbs.  | Secondary Set: Claws & Might  |
Popularity: RM:30  | Appearance: RM:30   | Mass: 2 X 20 = 40  | Epic Set: Body Mastery        |
Resources : TY:05  | Morality  : Neutral |                    |                               |
Job Rank  : TY:06  | Conviction: UN:100  | ATTACK: AW:90      | DEFENSE: GL:125               |
                   |                     |                    |                               |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:               |
AM:50 [+0CS]       | AM:50 [+1CS]        | AM:50 [+1CS]       | AM:50 [+0CS]                  |
                   |                     |                    |                               |
_______________________________________________________________________________________________

CP Spending: 1200 Allotted Points with Max Ranks capped at SX:150

- FASE/RIP         :  400
- Resources        :    5
- Popularity       :   30
- Defensive Powers :  405
- Offensive Powers :  200
- Mobility Powers  :   50
- Talents          :  110
- Total CP Spending: 1200


Powers (Short Script)

+ Defensive Powers: 405 CP
- Regeneration: UN:100
    -Burst Self Healing (10)
    -Reattach / Regrow critical Body tissues (10)
    -Revive from Clinical Death (10)
    -Immortality (100)

- Armored Flesh: RM:30
    -Boost ‘Armored’ Flesh to Conventional Blunt, Bladed and General Energy (10)
    -Set Invulnerability (10)
      - AM:50 verses: Magic / Eldrich / Arcane / Holy / Evil
      - MN:75 verses: Fire / Ice / Acid / Toxins / Temperature / Electricity


+ Offensive Powers: 200 CP
- Melee Brute Force & Savage FASE Combat: Base Damage SP:45 / SV:65 / AW:90 (Auto / Default)
- Claws / Teeth / Axe / CHI Force-Fire:
    -UN:100 Martial Durability
    -Automatic Healing / Repair with Regen (10)
    -Axe Allows [+3CS] Damage to reach SN:60 / AS:80 / UN:110 (15)
    -Project Bladed or Blunt Force Beams (CHI) : MN:75


+ Mobility / Travel Powers: 50 CP
- Super-Jump: AM:50


Talents: 110 CP
- Savage Martial Arts and Melee Battle Supremacy (ABCDE) (50)
- Weapons Specialist: Magic Legacy Battle-Axe (30)
- Languages: English / Werewolf / Animal / Netherworld (20)
- Netherworld Awareness (10) 


Merits/Flaws: +/- 50 Cancellation and becomes Personality Profile

Game Origin:

Basically SUPA-FLUFFY is a novelty RPG Character made in the Digital Video Games of ‘City of Heroes’ and ‘Champions Online’. I’ve also used the Character name “SUPA-FLUFFY” as alias Game Handles in many other Online First Person Shooter Games….

Yes… his name “SUPA-FLUFFY” is in all capital letters because that is how it is properly pronounced…

“SUPA-FLUFFY”

Say it like the lead singer of an All-Hell-Fire-Burnt ’n’ Blistered-Death-Metal Rock Band.

Unfortunately, I have let my subscriptions to ‘City of Heroes’ and ‘Champions Online’ expire because nobody plays ‘City of Heroes’ anymore. The eleven mega-servers are all completely vacant of any players.

On the other hand ‘Champions Online’ is a very intriguing video game with lots of potential. However, Cryptic Studios released the game prematurely and it is still ‘BETA’ software….

I simply fu-king refuse to pay a subscription fee for ‘BETA’ software; Cryptic Studios should pay me for ‘BETA’ testing the game…..


Story / History / Background

Real simple…. “SUPA-FLUFFY” was born a true-blood Werewolf, but as a puppy he was ‘Supa-Fluffy’.

All the other Werewolves teased and bullied him around and never let him play in Werewolf games. Eventually, this flipped a switch in his head and SUPA-FLUFFY became absolutely obsessed with ‘Power’ and using that Power to beat the living daylights out of anything or anybody who opposes him.

Now at nearly 300 years old, SUPA-FLUFFY has mastered a great deal of powers and even permanently subdued his traditional ‘Werewolf’ limitations, such as exposure to natural sunlight, silver, and his Vampire needs to consume human flesh and blood.

SUPA-FLUFFY cannot transform into a Human. He is always in Werewolf form, even in broad daylight. The human form disgusts him to such a degree he will not even disguise himself as a human for infiltration and stealth.

Because of his general distaste and contempt toward Humans he has also subverted his ‘Vampire’ abilities to convert Humans into Werewolves. He feels that humans are not worthy to be bestowed with the Powers of the Werewolf. Although SUPA-FLUFFY will team-up and fight for humans as a Mercenary.


Game Play, Behavior, Personality, and Life Style:

- Game Play: SUPA-FLUFFY is a ‘TANK / BRUTE’ archetype Character with an emphasis of Defensive and Self-Preservation Powers. He walks directly into combat and hostilities laughing at incoming damage and injury. Put some serious hurt on him and it only pisses him off and drives him to fight harder.

If possible, he will spend ‘Earned’ Karma on the spot to evolve a new Power and bring his enemies to their knees. In the event that SUPA-FLUFFY gets defeated by an enemy he has 70 / 30 Probability of taking on a New Defensive Power over a New Offensive Power.

In combat, SUPA-FLUFFY mainly relies on Melee Battle Tactics. But he does have some Range Attacks, which he basically uses to close the distance between him and his enemies. SUPA-FLUFFY also taunts and antagonizes his enemies so they ‘Fight’ him.

- Behavior: SUPA-FLUFFY will normally avoid blatantly ‘Killing’ other Characters; even though he is an ‘A-Hole’ who has the traditional ‘I don’t give a shit’ attitude. In Games terms this means he will beat other Characters to ‘1’ HP if he has to.

If a particular Character defeats him, SUPA-FLUFFY will try to ‘Kill’ them in a ruthless manner unless that Character has some form of Bounty or Political Leverage. In a Death-Match Arena SUPA-FLUFFY’s Behavior truly excels as a brutal ‘KILLER’.

- Personality: SUPA-FLUFFY is basically an insensitive class ‘A’ Jerk and ‘A-Hole’ who refuses to Fail. He is highly driven and disciplined to push himself to gain more Power.

As well, from his perspective his priorities are more important than yours are and he has no problems speaking in the Politically Incorrect context. He also uses heavy profanity and really doesn’t care about others emotions. He is fairly much a ‘Bully’ who believes that good-old-fashioned hazing makes one stronger.

In the event that he is on the business end of the ‘Bullying’ he will fight back. Backing out of a ‘Fight’ is perceived as cowardly. Basically, he would rather fight and lose, and get back up and Fight again rather than come to some form of peaceable ‘Anger-Management’ resolution.

To SUPA-FLUFFY, every problem can, and will be solved with Brute Force and Savage Violence.

- Lifestyle: SUPA-FLUFFY has two different residences. He lives in Millenium City and Paragon City where he his part of a ‘Super-Heroes’ Guild. The Guild pays him a modest salary for doing various ‘Super-Hero’ related work, which closely mirrors ‘Bounty-Hunting’ in situations where the Local, City, and Federal Law Enforcement would rather not tango.

SUPA-FLUFFY is also quite capable of living in the Wilderness. His living quarters within city limits are not listed as public information and should be considered as ‘Safe-Houses’ where he and various teammates can retreat.


Known Powers (Descriptive): SUPA-FLUFFY’s Powers derive from him being born as a True-Blood Netherworld Werewolf and pushing himself to harbor as much strength, power, and fighting potential has he can possibly hold.

However, SUPA-FLUFFY has not dabbled too much into ‘Galactic’ warfare, thus most of his abilities are centered around Melee Battle and Terrestrial Conflicts and Conventional Warfare Tactics. He has yet to tap into his ‘Full Potential’ and is capable of acquiring greater FASERIP / HP / KP and New Powers.


Regeneration: UN:100 SUPA-FLUFFY has full-fledged regeneration allowing him to ‘Heal’ and Recover in virtually every manner conceivable. This Power is an inherent Power for most Werewolves, and SUPA-FLUFFY has invested a great deal in developing this Power as his primary defense.

Under normal conditions SUPA-FLUFFY will heal 10 HP per Game Round regardless of his activity. Currently he can only harbor 240 HP as his Max Health. But as he gains and invests Karma he will increase his FASERIP, HP, and KP Ranks.

SUPA-FLUFFY can also ‘Burst’ or ‘Boost’ his healing and regeneration to recover mass HP on his Defense Rank (GL:125). During a ‘Burst’ his ‘Endurance’ will take a slight deduction, but it will recover.

- Blue: Failed Burst. Regeneration stays at UN:100 recovering 10 HP per Game Round.
- White: Failed Burst. Regeneration stays at UN:100 recovering 10 HP per Game Round.
- Green: Burst Heal 48 HP. Endurance drops to FR:70 for 1 Game Round.
- Yellow: Burst Heal 96 HP. Endurance drops to SV:65 for 1 to 5 Game Rounds.
- RED: Burst Heal 144 HP. Endurance drops to SN:60 for 5 to 10 Game Rounds.
- Karma RED: Burst Heal 192 HP. Endurance drops to VI:55 for 10 to 15 Game Rounds.

Regenerative Re-Assembly and Re-Growth of body parts after critically crippling attacks. The only way to really ‘Kill’ SUPA-FLUFFY is to decapitate his head or virtually pulverize his upper torso into a massive blood splatter.

SUPA-FLUFFY can Re-Assemble his severed limbs and Re-Set his broken bones without medical attention.

- Lost Eye, Jaw, or other Crippling ‘Head’ injury: Hold together for 2 Game Round to Re-Assemble.
- Major Head Injury, but not Full Decapitation. Hold together for 15 Game Rounds to Re-Assemble.
- Major Upper Torso Amputation. Hold together for 30 Game Rounds to Re-Assemble.
- Lower spinal Decapitation or Lower Torso Amputation. Hold together for 20 Game Rounds to Re-Assemble.
- Lost Finger or Toe. Hold together for 1 Game Round to Re-Assemble.
- Lost Hand or Foot. Hold together for 2 Game Rounds to Re-Assemble.
- Lost Forearm or Shin. Hold together for 5 Game Rounds to Re-Assemble.
- Lost Upper Arm or Thigh. Hold together for 10 Game Rounds to Re-Assemble.


Immortality and Revival: GD:10 SUPA-FLUFFY can Revive from Clinical Death with a GD:10 Power FEAT.

- Blue: Failed Revival. He will return to our Earthly Realm based upon the GM’s declared House Rules.
- White: Revive to full Capacity. All FEAT Rolls at [-4CS] for 10 to 15 Game Rounds
- Green: Revive to full Capacity. All FEAT Rolls at [-3CS] for 5 to 10 Game Rounds
- Yellow: Revive to full Capacity. All FEAT Rolls at [-2CS] for 1 to 5 Game Rounds
- RED: Revive to full Capacity. All FEAT Rolls at [-1CS] for 1 to 2 Game Rounds


Armored Flesh: RM:30 SUPA-FLUFFY’s flesh is dense and should be considered as RM:30 ‘Armor’ to most conventional Physical and Energy Attacks. He can also FEAT Roll his Flesh Armor (RM:30) to increase his Armor and Resist greater attacks, impacts, damage, and injuries.

- Blue: Failed, Resistance stays at RM:30.
- White: Resistance increases by [+1CS] reaching FN:35. The Resistance will last for 10 to 20 Game Rounds.
- Green: Resistance increases by [+2CS] reaching IN:40. The Resistance will last for 5 to 10 Game Rounds.
- Yellow: Resistance increases by [+3CS] reaching SP:45. The Resistance will last for 1 to 5 Game Rounds.
- RED: Resistance increases by [+4CS] reaching AM:50. The Resistance will last for 1 to 2 Game Rounds.


SUPA-FLUFFY also has Set Invulnerability to these forms of attacks, impacts, damage, and injuries. These ‘Set’ Invulnerability are imparted to him from his Werewolf Heritage.

- AM:50 verses: Magic / Eldrich / Arcane / Holy / Evil
- MN:75 verses: Fire / Ice / Acid / Toxins / Temperature / Electricity

SUPA-FLUFFY does not have the Traditional Werewolf Limitations to Silver, Sunlight, Religious Symbols and Trinkets. Such attacks aimed at exploiting a ‘Werewolf’ limitation are treated as normal attacks to SUPA-FLUFFY.


Weaponry, Equipment and Offensive Combat:


Unarmed Melee Combat: SP:45 / SV:65 / AW:90 For Base Damage. SUPA-FLUFFY hits ‘HARD’ simply due to his heightened FASE Ranks. To add to his basic ‘Hits’ is he can fight very well even though he has virtually no formal Martial Arts Training.

He is a Savage Beast who uses both Striking and Grappling like an unorthodox wild animal armed with Claws, Teeth, and his ability to manifest a Magic Axe and project CHI-based Force Blasts.

His base Unarmed Melee Damage comes from 3 factors.

- A combined average of his ‘Agility’ and ‘Strength’ at SP:45 (Normally Default MSH-RPG Rules)
- The SV:65 for a yellow score comes from averaging the SP:45 and AW:90 Damage of his full Spectrum.
- A combined average of his ‘Combat’ Attributes which includes his Size, Mass, Experience, and total Combined FASERIP Ranks reaching AW:90 Impact.

- Multiple Hits: 1 to 7 total hits at a single Target. Damage is Divided among the Hits for ‘Jabs’ to ‘Haymakers’
- Multiple Targets: 1 to 7 total targets within 10 feet (1 Area) of each other. Damage is Divided among Targets.
- ‘Fighting’ Charge: Opt to FEAT Roll Charges on the ‘Fighting’ Rank for Tackles, Pounces and complex Charges.
- ‘Endurance’ Charge: Devastation Charge to hit with [+2CS] of Damage to reach UN:100 Impact.




Natural Body Weapons: UN100 Material Durability for his Claws, Teeth, and an Legacy Axe he may manifest though his Werewolf CHI. These weapons allow SUPA-FLUFFY to attack with ‘Bladed’ and ‘Blunt’ melee attacks.

His Axe allows him to up-shift his Damage Output by [+3CS] to reach SN:60 / AS:80 / UN:110 Impact.

While the Axe is magically materialized from his internal CHI energies it functions as a conventional Axe made of UN:100 Physical Materials. Damage to his Axe, Teeth, and Claws are fairly much irrelevant since these also Regenerate like his flesh.


CHI Based ‘Blasts’: MN:75 SUPA-FLUFFY may also project his Werewolf CHI energies into ‘Bladed’ or ‘Blunt’ trajectory Blasts. When using these attacks SUPA-FLUFFY appears to be hurling his Axe (Bladed) or throwing out a long length of Chain (Blunt) in a ‘Whip’ or Chain Mace fashion.

SUPA-FLUFFY has yet to master all his Power Stunts with his Ranged CHI attacks, but he has following Power Stunts.

- FEAT Roll off ‘Fighting’ Rank (MN:75) if Target is less than 20-feet away (2 Areas)
- FEAT Roll off ‘Agility’ Rank (IN:40) to hit Targets at full Range of 100 to 150-feet away (10 to 15 Areas)
- Blast Damage: IN:45 / SN:60 / MN:75 Bladed or Blunt Impact.
- Create a Frontal Battle ‘Shield’ of UN:100 Blocking Capacity. The Shield appears as a huge Double-Bid Axe Head.


Mobility Enhancements: AM:50 SUPA-FLUFFY Travels on foot with his FASE Ranks like most other Characters. His special travel power is a ‘Super-Jump’ used with a Combined Average of his FASE.

- Run: 4 Areas per Round based from IN:40 ‘Agility’. May run for 7 to 8 hours without exhaustion based on Endurance.
- Sprint or Charge: 6 Areas Per Round. May Sprint or Charge for 7 to 8 minutes without exhaustion (70 to 80 Game Rounds)
- Burrowing / Tunneling: 1 Area per Round through RM:30 Solid Mass.
- Swim: 3 Areas Areas per Round.
- Climb / Crawl: 1 Area per Round and may climb generally rough texture surfaces.
- Standard Jump: 3 Areas (30 Feet) in a Flat Bound
- Running Jump: 5 Areas (50 Feet)
- Super Jump: 500 Feet (50 Areas) May engage into Arial Battle for 1 Attack per Jump.


Talents:

- Savage Martial Arts and Melee Battle Supremacy (ABCDE) (50) - Weapons Specialist: Magic Legacy Battle-Axe (30) - Languages: English / Werewolf / Animal / Netherworld (20) - Netherworld Awareness (10)



(\__/)
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(")_(")
TANKERACE


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MOTÖRHEAD
Re: The Capo Castillo School Of Marvel Super Heroes
January 28, 2010 05:37PM
Nice Tank. Tank.
Re: Smash
January 28, 2010 10:17PM
avatar
One little bit of redundancy for Smash, Hyper-Running and Lightning Speed are effectively the same thing so you want one or the other not both. Design-wise seems to be more suited to being a heavy-class villain given how shielded he is from harm and how good he is at inflicting it. At least unless you've got some magical or psionic opposition since that seems to be his weak spot.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

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TANKER-ACE
January 29, 2010 01:50AM
avatar
TANKER-ACE





1200 Point Character Build


Primary Abilities:

TANKER-ACE

F: AS:80           | R: IN:40            | Race: ????         | Nationality: Italian          |
A: IN:40           | I: IN:40            | Gender: Male       | Residence: COL & COH Servers  |
S: FR:70           | P: MN:75            | Apparent Age: ???? | True Age: 600 years Old       |
E: PH:95           | L: TBD              | Eye Color:  Gold   | Life Expectancy: ????         |
                   |                     | Hair Color: Red    | Species: Supernatural / Magic |
Health: 285 / 285  | Karma: 155 / 155    | Blood Type: ????   | Archetype: Tank               |
                   |                     | Height: 3'1"       | Primary Set: Invul & Regen    |
Initiative: VI:55  | Experience: AM:50   | Weight: 1500 LBS.  | Secondary Set: Stone Melee    |
Popularity: GD:10  | Appearance: IN:40   | Mass: -2 X 30 = 60 | Epic Set: Energy Mastery      |
Resources : EX:20  | Morality  : Noble   |                    |                               |
Job Rank  : RM:30  | Conviction: SV:65   | ATTACK: UN:100     | DEFENSE: SX:150               |
                   |                     |                    |                               |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:               |
IN:40 [+0CS]       | IN:40 [+1CS]        | SP:45 [+0CS]       | IN:40 [+1CS]                  |
                   |                     |                    |                               |
_______________________________________________________________________________________________

CP Spending: 1200 Allotted Points with Max Ranks capped at SX:150

- FASE/RIP HP & KP :  440
- Resources        :   20
- Popularity       :   10
- Defensive Powers :  280
- Offensive Powers :  340
- Mobility Powers  :   30
- Talents          :   80
- Total CP Spending: 1200


Powers (Short Script)

+ Defensive Powers: (280)
- Armored True Invulnerability: AM:50 to Conventional Blunt, Bladed and General Energy
    -Boost ‘Armored’ Flesh to Conventional Blunt, Bladed and General Energy (10)
    -Set Invulnerability (10)
    -AM:50 verse all known Attack types except Psychics and Mental Manipulation Powers

- Regeneration: IN:40
    -Burst Self Healing (10)
    -Reattach / Regrow critical Body tissues (10)
    -Immortality (100)


+ Offensive Powers: (340)
- Stone Melee & FASE Brute Force Combat: Base Damage VI:55 / MN:75 / UN:100 (Auto / Default)
- Stone Fists & Cloven Hoofed Feet / Stone Hammer & Shield / Taunt & Range Attacks: (30)
    -UN:100 Material Durability
    -Automatic Healing / Repair with Regen (10)
    -Hammer Allows [+3CS] Damage to reach FR:70 / AW:90 / GL:125 (10)
    -Project Taunt or Hurl Boulders : RM:30 / FN:35 / IN:40
    -Form Frontal Battle Shield made of SX:150 Crystal-Stone


+ Mobility / Travel Powers: (30)
- Super-Jump : RM:30


+ Talents: (80)
- Savage Martial Arts and Stone Melee Combat (BCD) (30)
- Weapons Specialist: Magic Stone Battle-Hammer    (30)
- Languages: English / Italian                     (10)
- Leadership                                       (10)


Merits/Flaws: +/- 50 Cancellation and becomes Personality Profile

Game Origin:

Like SUPA-FLUFFY, Tanker-Ace is an RPG Character made in the Digital Video Games of ‘City of Heroes’ and ‘Champions Online’. Now the Character ‘Tanker-Ace’ is also included in a 1200 Point Character Build for MSH-RPG.

Given the allotted 1200 Points, this system and the amount of points very closely mirrors the actual in-game mechanics and perceived abilities used in these two video games; ‘City of Heroes’ and ‘Champions Online’.

While Tanker-Ace is built in the same 3 formats as SUPA-FLUFFY; Tanker-Ace is slightly more Powerful than SUPA-FLUFFY since he was built up from a pure ‘TANK’ Archetype, rather than a ‘BRUTE’ Archetype.

During the Character Creation, Tanker-Ace did not have to invest as many CP Points into his Defensive Power Sets as SUPA-FLUFFY had to invest. Thus, the 1200 CP Build seems quite accurate in converting such Video Game Characters into a Table-Top Format.

Unfortunately, I have let my subscriptions to ‘City of Heroes’ and ‘Champions Online’ expire because nobody plays ‘City of Heroes’ anymore. The eleven mega-servers are all completely vacant of players.

On the other hand ‘Champions Online’ is a very intriguing video game with lots of potential. However, Cryptic Studios released the game prematurely and it is still ‘BETA’ software….

I simply refuse to pay a subscription fee for ‘BETA’ software; Cryptic Studios should pay me for ‘BETA’ testing the game…



Story / History / Background

This paragraph is mainly geared for those people who have played ‘City of Heroes’ and generally understand the Game Play Mechanics used in City of Heroes.

Very little is known about Tanker-Ace’s past origins. What is known is that Tanker-Ace currently lives in either Paragon City or Millenium City and serves the public trust as a ‘Super-Hero’.

Tanker-Ace’s Powers derive from his Arcane, Supernatural, and Magic Origins. Basically, he is a Spectral Creature of some sort that has manifested on the Earthly coil. As he grew into adulthood (lvl 50) he took on the miraculous Power Sets of an ‘Invul Armor / Stone Melee’ Tank (City of Heros).

The ‘Invul-Stone’ Power-Set of the ‘Tank’ Class was difficult to duplicate in the Game of ‘Champions Online’. Basically, I had to make a choice between which ‘Tanker-Ace’ to convert for this 1200 Point Build. I went with roughly 70/30 in favor of the ‘COH’ Tanker-Ace. SUPA-FLUFFY is just about 50/50 between ‘COL’ and ‘COH’.

To be honest, I have put a great deal of Game Play investment into the Digital Character ‘Tanker-Ace’. He is considered to be in the top 5% to 10% of most other Tanker Class Characters on the COH Freedom Server. He has about 75% of his ‘IO’ Purple enhancements, and is considered approximately as a 2 to 4-Billion Influence Invested Character.

Tanker-Ace currently has 90% Armor to Smash / Lethal Damage (This is the maximum Armor the Game will allow for an Invul Tank). He has about 45% Armor to all other damage types coupled with roughly a 70% Bonus to his Default Regeneration Rates.

Tanker-Ace can hold his ground equally with ‘Stone-Tanks’ which are the most heavily Armored Tanker Class Characters in COH. The only thing that Tanker-Ace cannot achieve in his ‘Tanker’ Role is to ‘Aggro’ a level 54 Lord Recluse in the Statesman’s Task Force.

Unlike a ‘Stone-Armor’ Tank, Tanker-Ace’s Invul build sacrifices some Armor in trade for mobility and damage delivery. ‘Stone-Armor’ Tanks have the Maximum Armor COH will allow, but they are incredibly slow while moving about the Map.


Game Play, Behavior, and Life Style:

- Game Play: Tanker-Ace is a pure ‘TANKER’ Archetype Character with a strong emphasis on Defensive Armor and Self-Preservation Powers. He walks directly into combat and hostilities without fear or hesitation of incoming damage, attacks and injury. He will openly ‘Taunt’ the enemy so that they attack him, rather than attack other members of his Team who cannot endure as much punishment. (Those guys are ‘Squishy’)

If possible, he will spend ‘Earned’ Karma during down time to evolve a new Powers and increase his ‘TANK-NESS’. Tanker-Ace has an 80/20% Probability of taking on a New Defensive Power over a New Offensive Power.

In combat, Tanker-Ace mainly relies on Melee Battle Tactics. But he does have some Range Attacks, which he basically uses to close the distance between him and his enemies. Tanker-Ace also taunts and antagonizes his enemies so they ‘Fight’ him.

- Behavior: Tanker-Ace will normally avoid blatantly ‘Killing’ other Characters and opt for a TKO or a KTFO result. In Games terms this means he will beat other Characters to ‘1’ HP if he has to.

If a particular Character defeats him, Tanker-Ace will try to increase his Power Levels to re-face that enemy and meet the challenge with success. To Tanker-Ace, ruthless ‘Killing’ is Dishonorable, but he also understands that sometimes it needs to be done.

- Lifestyle: Tanker-Ace has two different residences. He lives in Millenium City and Paragon City where he his part of a ‘Super-Heroes’ Guild. The Guild pays him a substantial salary for doing various ‘Super-Hero’ related work, which closely mirrors ‘Bounty-Hunting’ in situations where the Local, City, and Federal Law Enforcement would rather not tango.

Tanker-Ace is also quite capable of living in the Wilderness. His living quarters within city limits are not listed as public information and should be considered as ‘Safe-Houses’ where he and various teammates can retreat.


Known Powers (Descriptive): Tanker-Ace’s Powers derive from him being some form of Spectral and Magic Lifeform that has manifested in our Earthly Realm.

However, Tanker-Ace has only dabbled in ‘Galactic’ and ‘Spectral’ warfare, thus most of his abilities are centered around Melee Battle and Terrestrial Conflicts and Conventional Warfare Tactics. He has yet to tap into his ‘Full Potential’ and is capable of acquiring greater FASERIP / HP / KP and New Powers.


True Invulnerability & Armored Flesh: AM:50 Tanker-Ace’s flesh is extremely dense and he also has a vast array of Energy and Force based Aura Sheaths that reinforce his Natural ‘Armor’.

Notice his height, weight, and general mass. As well, notice in the various images that Tanker-Ace is surrounded by Various Energy and Force Field Auras.

By default, Tanker-Ace’s body should be considered as AM:50 ‘Armor’ to almost all known Physical and Energy Attacks as a Minimum level of ‘Armor’.

Tanker-Ace has ‘Set’ Invulnerability ‘Armor’
-AM:50 verse all known Attack types except Psychics and Mental Manipulation Powers.

He can also FEAT Roll his Armor on his ‘Endurance’ Rank (PH:95) to increase his Armor and Resistance to greater attacks, impacts, damage, and injuries.

- Blue: Failed Resistance. Armor stays at AM:50.
- White: Armor increases by [+1CS] reaching VI:55. This will last for 20 to 30 Game Rounds.
- Green: Armor increases by [+2CS] reaching SN:60. This will last for 15 to 20 Game Rounds.
- Yellow: Armor increases by [+3CS] reaching SV:65. This will last for 10 to 15 Game Rounds.
- RED: Armor increases by [+4CS] reaching FR:70. This will last for 5 to 10 Game Rounds.
- Karma RED: Armor increases by [+5CS] reaching MN:75. This will last for 1 to 5 Game Rounds.

If used in combination with his SX:150 ‘Crystal-Stone’ Shield, Tanker-Ace can ‘Block’ and nullify ‘ALL’ damage types and reduce Stuns, Slams, and Kill score attacks by [-1 Color Shift] with SX:150 Capacity on a FR:70 ‘Strength’ FEAT.


Regeneration: IN:40 Tanker-Ace also has regeneration allowing him to ‘Heal’ and Recover from virtually all known attacks.

Under normal conditions Tanker-Ace will heal 4 HP per Game Round regardless of his activity. Currently he can only harbor 285 HP as his Max Health. But as he gains and invests Karma he will increase his FASERIP, HP, and KP Ranks.

Tanker-Ace can also ‘Burst’ or ‘Boost’ his healing and regeneration to recover mass HP on his Regeneration Rank (IN:40). During a ‘Burst’ his ‘Endurance’ will take a slight deduction, but it will recover.

- Blue: Failed Burst. Regeneration stays at IN:40 recovering 4 HP per Game Round.
- White: Failed Burst. Regeneration stays at IN:40 recovering 4 HP per Game Round.
- Green: Burst Heal 57 HP. Endurance drops to AW:90 for 1 Game Round.
- Yellow: Burst Heal 114 HP. Endurance drops to TR:85 for 1 to 5 Game Rounds.
- RED: Burst Heal 171 HP. Endurance drops to AS:80 for 5 to 10 Game Rounds.
- Karma RED: Burst Heal 228 HP. Endurance drops to MN:75 for 10 to 15 Game Rounds.

Regenerative Re-Assembly and Re-Growth: Tanker-Ace’s body parts may re-grow after he receives critically crippling attacks. The only way to really ‘Kill’ Tanker-Ace is to decapitate his head or virtually pulverize his upper torso into a massive blood splatter.

Tanker-Ace can Re-Assemble his severed limbs and Re-Set his broken bones without medical attention.

- Lost Eye, Jaw, or other Crippling ‘Head’ injury: Hold together for 5 Game Round to Re-Assemble.
- Major Head Injury, but not Full Decapitation. Hold together for 20 Game Rounds to Re-Assemble.
- Major Upper Torso Amputation. Hold together for 40 Game Rounds to Re-Assemble.
- Lower spinal Decapitation or Lower Torso Amputation. Hold together for 30 Game Rounds to Re-Assemble.
- Lost Finger or Toe. Hold together for 1 Game Round to Re-Assemble.
- Lost Hand or Foot. Hold together for 3 Game Rounds to Re-Assemble.
- Lost Forearm or Shin. Hold together for 10 Game Rounds to Re-Assemble.
- Lost Upper Arm or Thigh. Hold together for 15 Game Rounds to Re-Assemble.


Immortality and Revival: GD:10 Tanker-Ace can Revive from Clinical Death with a GD:10 Power FEAT.

- Blue: Failed Revival. He will return to our Earthly Realm based upon the GM’s declared House Rules.
- White: Revive to full Capacity. All FEAT Rolls at [-6CS] for 10 to 15 Game Rounds
- Green: Revive to full Capacity. All FEAT Rolls at [-5CS] for 5 to 10 Game Rounds
- Yellow: Revive to full Capacity. All FEAT Rolls at [-4CS] for 1 to 5 Game Rounds
- RED: Revive to full Capacity. All FEAT Rolls at [-3CS] for 1 to 2 Game Rounds




Weaponry, Equipment and Offensive Combat:


Stone Melee Magic: VI:55 / MN:75 / UN:100 For Base Damage. Tanker-Ace hits exceptionally ‘HARD’ due to his heightened FASE Ranks and his ability to form Stone, Rock, and Crystal ‘Boxing’ Gloves around his Fists and Feet.

Because he hits so hard his Stone / Rock / Crystal ‘Boxing’ Gloves often shatter upon impact leaving broken Stones, Rocks, and Crystals all over the place.

As part of his Stone-Melee Power Set, Tanker-Ace can mold and form ‘Rocks, Gems, and Stones’ into simple shapes out of thin Air. These ‘Rocks’ are Magical and will dissolve in approximately 10 to 20 Game Rounds.

To add to his basic ‘Hit Power’ is he can fight very well with his formal Martial Arts Training in Boxing, Crippling Submissions, and precise Death Strikes (Martial Arts BCD). He is a highly trained Melee Warrior who uses both Striking and Grappling tactics.

His base Stone-Melee Damage comes from 3 factors.

- A combined average of his ‘Agility’ and ‘Strength’ at VI:55 (Normally Default MSH-RPG Rules)
- The MN:75 for a yellow score comes from averaging the VI:55 and UN:100 Damage of his full Spectrum.
- The combined average of his ‘Combat’ Attributes which includes his Size, Mass, Experience, Stone-Melee Magic and his total Combined FASERIP Ranks reaching UN:100 Impact.

- Multiple Hits: 1 to 4 total hits at a single Target. Damage is divided among the Hits from ‘Jabs’ to ‘Haymakers’
- Multiple Targets: 1 to 4 total targets within 10 feet (1 Area) of each other. Damage is divided among Targets.
- ‘Fighting’ Earthquake-Foot Stomp: Summon a 1 Area wide Earthquake to All Targets around Tanker-Ace. Slam Results with a Green
- ‘Fighting’ Charge: Opt to FEAT Roll Charges on the ‘Fighting’ Rank for Tackles, Pounces and complex Charges.
- ‘Endurance’ Charge: Devastation Charge to hit with [+1CS] of Damage to reach GL:125 Impact.




Natural Body Weapons: UN:100 Material Durability for his Horns, Shoulder-Pads, Cloven-Hooves and a Stone / Rock / Crystal Hammer he may manifest though his Stone-Melee Magic. These weapons allow Tanker-Ace to attack with ‘Bladed’ and ‘Blunt’ melee attacks.

His Stone / Rock / Crystal Hammer allows him to up-shift his Damage Output by [+3CS] to reach FR:70 / AW:90 / GL:125 Impact.

While the Hammer is magically materialized from his Stone-Melee Magic energies it functions as a conventional Hammer made of UN:100 Physical Materials. Damage to his Hammer, Horns, Hooves and Shoulder-Pads are fairly much irrelevant since these also Regenerate like his flesh.

Tanker-Ace may also manifest a Frontal Battle ‘Shield’ of SX:150 Stone / Rock / Crystal.

When used in combination with his Armor, Tanker-Ace can ‘Block’ and nullify ‘ALL’ damage types and reduce Stuns, Slams, and Kill score attacks by [-1 Color Shift] with a SX:150 ‘Block’ on his FR:70 ‘Strength’.

The Shield and Hammer will normally Shatter after they are used for various FEAT Rolls. Tanker-Ace merely re-forms these Weapons for each FEAT Roll.


Ranged Attacks & Taunts: IN:40 Tanker-Ace may also use his Stone-Melee Magic to throw and hurl ‘Rocks’ as Range Attacks. When using these attacks Tanker-Ace hurls a beach-ball sized boulder. Since he magically summons this ‘Rock’ he also appears to be pulling the Stone up from the ground.

Tanker-Ace may modify his Magic Rock Throwing into a ‘Psychic’ Taunt that will basically force his targeted enemy to engage and Fight only with him. The Enemy’s attention will be 100% focused on Tanker-Ace to such a degree that the enemy will move in close for Melee Combat.

While the Taunt causes no Damage it basically forces the Enemy Character to move-in and attack Tanker-Ace with Melee Combat.

Tanker-Ace has yet to master all his Power Stunts with his Ranged attacks, but he has following Power Stunts.

- FEAT on the ‘Fighting’ Rank (AS:80) if Target is less than 20-feet away (2 Areas)
- FEAT on the ‘Agility’ Rank (IN:40) to hit Targets at full Range of 80 to feet away (8 Areas)
- FEAT on the ‘Psyche’ Rank (MN:75) to Taunt all Enemies around Tanker-Ace at 10-feet away (Voice).
- Hurled Rock Damage: RM:30 / FN:35 / IN:40 Blunt Impact.
- Taunt Potency: RM:30 / FN:35 / IN:40 Psychic Influence.


Mobility Enhancements: RM:30 Tanker-Ace Travels on foot with his FASE Ranks like most other Characters. His special travel power is a ‘Super-Jump’ used at RM:30 FEAT.

- Run: 4 Areas per Round based from IN:40 ‘Agility’. May run for 10 hours without exhaustion based on Endurance.
- Sprint or Charge: 5 Areas Per Round. May Sprint or Charge for 10 minutes without exhaustion (100 Game Rounds)
- Burrowing / Tunneling: 1 Area per Round through IN:40 Solid Mass.
- Swim: 3 Areas Areas per Round.
- Climb / Crawl: 1 Area per Round and may climb generally rough texture surfaces.
- Standard Jump: 3 Areas (30 Feet) in a Flat Bound
- Running Jump: 5 Areas (50 Feet)
- Super Jump: 300 Feet (30 Areas) May engage into Arial Battle for 1 Attack per Jump.


Talents:

- Savage Martial Arts and Stone Melee Combat (BCD) - Weapons Specialist: Magic Stone Battle-Hammer - Languages: English / Italian - Leadership -



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MOTÖRHEAD
Re: The Capo Castillo School Of Marvel Super Heroes
January 29, 2010 05:30AM
avatar
Wow Tank. When someone says 'make a heavy hitter', you really make a heavy hitter.
Pandora 1200 CP build
January 29, 2010 06:50AM
avatar
Just to toss in someone for the 1200 CP build a retooled Pandora to fit within the boundaries. I think the math’s right.


Super-hero ID: Pandora
Name: Pandora
Power Category-Demihuman: Mouse
Appearance: Pandora is a lusciously curved anthropomorphic mouse covered in rich red fur from head to toe, a spaded tailtip, and a pair of horns curling back from her forehead to just above the back of her skull. Her primary attire reassembles that of Wonder Woman; namely a single piece bustier style bikini with black and blue stripes and golden stars surrounding the top and a pair of black knee-high heeled shoes.
Height: 5’ 6”
Weight: 139 lbs.
Sex: Female
Age: 32

Fighting: Amazing (50)
Agility: Incredible (40)
Strength: Remarkable (30)
Endurance: Shift X (150)
Reason: Remarkable (30)
Intuition: Remarkable (30)
Psyche: Amazing (50)

Health: 270
Karma: 110
Resources: Good (10)
Popularity: 0 (Pandora regularly struggles with the problems her appearance brings, as such her popularity fluctuates wildly with the public, swinging anywhere from 20 to —20 depending on where the wind’s blowing at the time).

POWERS

Enhanced Senses (Hearing, Sight, Smell): Pandora’s natural senses of Hearing, Sight, and Smell all operate at the Amazing level of sensitivity allowing her to detect things relevant to these senses at vastly greater ranges and levels of imperceptibility than normal humans can.

Night-Vision: Possessed of Incredible rank night-vision Pandora can see under conditions of near-total darkness as if it were full daylight (although may not distinguish colors).

Natural Weaponry/Claws: Pandora possesses Remarkable material strength claws allowing her to strike for Remarkable edged damage.

Extra Body Part/Prehensile Tail: Pandora possesses a 5’ long red-furred prehensile tail tipped with a spaded end that she may use with Incredible ability. Common maneuvers include striking for Good blunt damage in combat as an extra attack, tripping opponents, binding, choking foes she’s locked in a wrestling/hold of some sort, or as a distraction. Her control is fine enough to use it as an extra hand in situations where applicable.

Plasma Control: Pandora may manipulate existing plasma with Shift X rank ability, allowing her to increase or decrease it by this power rank as well as engage in the following power stunts:
-Shape existing plasma into restraining devices such as cages possessing power rank material strength to breach and she may charge the plasma with any two side-effects she chooses or choose to eliminate any harmful side-effects if desired.
-Use existing plasma as a Floating Disc instead, capable of supporting up to Unearthly weights and up to one area in diameter and moving at up to Incredible speeds as well as able to hover in place. This latter feature allows for her to use the plasma as a platform in locations where safe support is non-existent.
-Increase the damage and power rank of her trident to Shift Y (300) levels.

Resistance to Plasma: Pandora possesses Shift X resistance to all plasma as well as any associated side-effects. Note that while she’s immune to the side effects of a particular plasma attack she has no special protection from individual attacks. So while a plasma attack might have side effects of cold and electricity that have no ill effect she will take normal damage from an electrical attack from Electro or a cold-based attack from Iceman.

Absorption Power (Plasma): Pandora may choose to absorb plasma in order to heal herself and regenerate lost or damaged tissue with Shift X ability, restoring herself to full health and even burning out toxins and diseases of all sorts. If she chooses to drain plasma energy from her trident for this it is the only action she may take for that turn.

EQUIPMENT

Unique Weapon-Trident: Pandora wields a golden 5’ long trident sporting three razor sharp dagger-like tines as her primary weapon of choice. This trident is a CL1000 material strength item capable of striking for Incredible edged damage in melee as well as ranged attacks (may be thrown up to 4 areas given her current strength) with a number of special properties, with known properties including the following:
-The primary power of the trident is Plasma Generation, allowing Pandora to fire without boosting Shift X rank plasma attacks up to power rank range and any two side-effects desired. Depending on the target these may be harmless (light and magnetism for a living target) or intended to do extra harm (cold and electricity when striking a cold or electricity-vulnerable target).
-By sweeping the trident before her she may raise up a barrier of plasma energy providing power rank protection from attacks coming from the other side, as well as charge it with up to two side-effects for added protection if necessary.
-Only works for Pandora, for anyone else it will generate two plasma side-effects most harmful to anyone attempting to wield it. In the case of someone who can handle these Remarkable rank effects it will be useless beyond the basic properties of a trident in their hands.
-Has an affinity with its owner; this means Pandora can naturally sense where it is with Monstrous ability and have some idea how close or far away it is or even if it’s been transported into another dimension.
-Like many powerful artifacts the trident may be used as a Shift-X rank power source.
-Pandora may mentally trigger the plasma generation ability of the trident as long as it is within range of her plasma control powers, using it to both attack others as well as to wrap the trident in plasma and mentally call it back to her.

TALENTS

Weapon Specialist-Trident; Languages-English, Russian; General Physics; Energy and Particle Physics; Occult Lore; Detective/Espionage; Resist Domination; Journalism;

HISTORY

Pandora herself isn’t sure of her past, having awakened in a meadow one day surrounded by scorched earth with trident in hand. Her initial encounters with humanity proved negative as she was often attacked and derided as a mutant (she does not detect as such on mutant scanners) or a demon due to her appearance. This conflict eventually brought her to the attention of Daimon Hellstrom (during his more heroic days) who sought to investigate the ‘demon’ he’d been hearing about. Fighting to a standstill he eventually realized she wasn’t a demon as he thought in spite of her appearance and called for a truce that she warily agreed to.

Upon hearing her tale Hellstrom escorted her to the abode of Dr. Strange, who verified that she was indeed not a demon and proved unharmed by the light of Agamotto. Unable to determine more about her he did arrange for her to reside at his mansion while she adapted as best she could to her circumstances, berift of memories of her past yet able to remember her name and surprising herself when she proved to have unexpected knowledge about something (such as her ability to speak fluent Russian).

Such association however quickly led to her involvement in the mysteries revolving around Strange as well as those of his allies that came seeking his aid. Proving of help to several of them when Strange wasn’t available and seeing how crime-ridden the city around her was she set herself up providing protection and security in a manner similar to the Heroes For Hire franchise as well as doing pro bono work protecting people in general to garner her help to generate a more durable positive popularity and wealthier clients.

CONTACTS

Dr. Strange; Spider-man; Daimon Hellstrom;

ENEMIES

Just about anyone with a problem with anything that looks like a mutant or demon or might see her as a way to get at her contacts.

PERSONALITY

Pandora has proven able to develop a thick skin when it comes to the difficulties her form brings, and focuses on the positive (although not so in the beginning). While she wishes she had some idea of her past life she doesn’t let it trouble her and works on making her current life the best it can be. She clubs where she can and eats out at the best places around that she can afford and get past their possible problems with her non-human appearance. When it comes to killing she’s very careful not to kill anyone lest it permanently damage her chances for acceptance (and because she has no desire to end up in some prison when she’s already a prisoner of her own lost past).

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

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Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: The Capo Castillo School Of Marvel Super Heroes
January 29, 2010 09:39AM
avatar
To Capo and Punstarr…… And Mr. Happy (I think)...... confused smiley confused smiley confused smiley

Yea the 1200 Point Character Build pretty much covers the overall Power Capacity used in those Video Game Characters….. And the Cap-off at SX:150 seems reasonable…

I guess one could make some minor number adjustments here and there and capture ALL the Powers those Digital Characters hold, or use about a 1500 to 1800 Point Build…..

But 1200 points seems to cover about 90% of the stuff the ‘Player’ actually uses in the video games….


I was debating Posting my ‘Stone-Armor / Supa-Strength’ Tank named ‘TONKA’…..

But he’s basically the same as ‘Tanker-Ace’ with the Armor and Hit-Power swapped…..

TONKA
UN:100 ‘Stone’ Armor
AM:50 ‘Supa-Strength’ Hit Power

Rather than

TANKER-ACE
AM: ‘Invul’ Armor
UN:100 ‘Stone-Melee’ Hit Power

TONKA also has two forms (Normal and Stone) Plus Teleportation… he’s just ‘complicated’…..

I was also gonna post my ‘Dark-Melee / Will-Power Brute’….. But he’d probably take like 20 pages to type out….. He has like 800-Million tiny Powers….

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MOTÖRHEAD
Re: The Capo Castillo School Of Marvel Super Heroes
February 10, 2010 02:06AM
>FASE/RIP - 1 creation point per rank point

>Powers - 1 CP per rank point
>- Powers utilized through a focus that can be damaged or taken away [power armor/magic talisman, etc.] are at half cost
>- Immortality = 100 CP
>*a power can be subject to only 1 price reduction - ex. a power cannot be given a limitation and a focus for 1/4 of actual cost.

Did you just use power armor adjustments for powers, or did you do the same for FASERIP? For example, if someone had fighting of GD(10), and their power armor raised it to RM(30), which of the following calculations did you use under your system?
1) RM(30) = 30 points
2) RM(30)/2 = 15 points
3) GD(10) is 10 points + 1/2 difference between RM(30) and GD(10) is additional 10 points = 20 points
Re: The Capo Castillo School Of Marvel Super Heroes
February 10, 2010 04:25AM
avatar
If you're doing a power armor hero, and they get a boost on their FASERIP, it would work like this:


Base rank (without power armor) = full cost. So if their Fighting is Good, they would pay 10 points for the unmodified rank.

Their boosted rank (the stat they get while wearing armor) would be at half cost because it only comes into play when the armor is on (thus filtered through a focus). So if they get boosted to Incredible they would pay 20 points for the boosted rank.

Total cost would be 30 points. When dealing with the armored types of characters you get more bang for your buck by going cheap on Base FASERIP, and making sure your boosted stat is around +2CS better than the base stat.




Memphis Wrote:
-------------------------------------------------------
> >FASE/RIP - 1 creation point per rank point
>
> >Powers - 1 CP per rank point
> >- Powers utilized through a focus that can be
> damaged or taken away are at half cost
> >- Immortality = 100 CP
> >*a power can be subject to only 1 price reduction
> - ex. a power cannot be given a limitation and a
> focus for 1/4 of actual cost.
>
> Did you just use power armor adjustments for
> powers, or did you do the same for FASERIP? For
> example, if someone had fighting of GD(10), and
> their power armor raised it to RM(30), which of
> the following calculations did you use under your
> system?
> 1) RM(30) = 30 points
> 2) RM(30)/2 = 15 points
> 3) GD(10) is 10 points + 1/2 difference between
> RM(30) and GD(10) is additional 10 points = 20
> points
Re: The Capo Castillo School Of Marvel Super Heroes
February 10, 2010 08:22AM
It actually gets more expensive in some cases.

Base: Ex(20) = 20 Points
+1 CS Boost: RM(30) = 15 points

You'd end up spending 35 points for RM(30)

Your system is simpler (although not as efficient) as my calculation 3 in my post, which would do:
Base: Ex(20) = 20 Points
+1 CS Boost: RM(30)-Ex(20) = 5 points

You'd end up spending 25 points for RM(30)

Basically the idea is that instead of full points for the base level + 1/2 the total boosted level, you pay full points for the base level, and then half the difference.
Re: The Capo Castillo School Of Marvel Super Heroes
February 10, 2010 09:17AM
avatar
I see what you're saying, but i mean, most armored heroes really don't have stats that go beyond Typical - Good. Also, you're gonna get a net benefit if you look at the entirtety of the FASERIP cost. Liike maybe you have one stat at Excellent, and get a +1CS boost from armor. But another stat could be base Typical, and get a +5 CS boost (amazing), and you're only paying a total of 31 points which is a 62% discount. So there's a contextual balance that happens. If you have a character with every FASE at Excellent, you're already dealing with someone who's got 5 times the health of the average human being, so they're already proving to be exceptional. At that point I would probably go with a concept different than 'power armor hero'.
Re: The Capo Castillo School Of Marvel Super Heroes
February 10, 2010 10:41AM
avatar
Hmmm, I imagine that they'd probably have the Strength at Good but I can see wanting the rest of the FASE at Excellent. Sure math-wise you might not be getting a bargain BUT you aren't supposed to be making things about math and rules but about the character concept you're going for. If the armor story-wise wasn't built by them in particular he could have gained it through some adventure pre-game from its creator or been a test-pilot hired by the creator who wanted only the most physically fit to try it out to improve survival in case of disaster and see what the power armor's full limits are that wouldn't be found with someone having lesser FASE. Plus as often as Stark ran into problems outside his armor he could have really used better FASE while trying to get back to his armor and deal with the bigger problem.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: The Capo Castillo School Of Marvel Super Heroes
February 10, 2010 12:12PM
CapoCastillo Wrote:
-------------------------------------------------------
> I see what you're saying, but i mean, most armored
> heroes really don't have stats that go beyond
> Typical - Good. Also, you're gonna get a net
> benefit if you look at the entirtety of the
> FASERIP cost. Liike maybe you have one stat at
> Excellent, and get a +1CS boost from armor. But
> another stat could be base Typical, and get a +5
> CS boost (amazing), and you're only paying a total
> of 31 points which is a 62% discount. So there's
> a contextual balance that happens. If you have a
> character with every FASE at Excellent, you're
> already dealing with someone who's got 5 times the
> health of the average human being, so they're
> already proving to be exceptional. At that point
> I would probably go with a concept different than
> 'power armor hero'.

I was looking at it from a purely mathematical standpoint on this. Basically, points became more efficient the more powerful you make the armor. Weaker suits with small boosts could potentially be negatives on points. I just wanted to point that out as a counterintuitive result of the system, and was why I brought up the question in the first place.

Basically, +1CS shifts are where the questions would arise. (I don't think I've ever used armor anywhere close to +5CS.)

FE (2) --> PR(4) = 4 Points (so point wise, you are better off just going PR)
PR4 --> TY(6) = 7 Points (So you actually lose 1 point by using armor instead of just taking a TY stat)
TY(6) --> GD(10) = 11 points (So you actually lose 1 point by using armor instead of just taking a GD stat)
GD(10) --> Ehot smiley20) = 20 Points (so point wise, you are better off just going EX)
Ehot smiley20) --> RM(30) = 35 Points (So you actually lose 5 points by using armor instead of just taking a RM stat)
RM(30) --> IN(40) = 50 Points (So you actually lose 10 points by using armor instead of just taking a IN stat)
(RM is the highest possible High Tech Hero stat from the random table, so I won't go further.)

So as you can see, if you are trying to efficiently use points, it is always as good or better to raise your base stat up instead of have armor with +1CS.
Re: The Capo Castillo School Of Marvel Super Heroes
February 10, 2010 12:24PM
avatar
Sure, if you're going with +1CS boosts the entire way down the board, you may not get that much of a net benefit in the final analysis to be sure. but when we look at a hero like Iron Man, who has bosts in the +3 CS range or better from the base stat, the mechanic works in a balanced way (also keep in mind, you might not get much bang for your buck in +1CS boosts on FASERIP, but you are going to get all of your powers at half cost, so at that point alone you're saving a lot of creation points). Now halving the difference isn't a bad alternative by any means, I just think when you get to a point economy view of the entire character sheet, you wind up with additional points that could add up to give your armored hero an even bigger alotment of powers and abilities. What I would want to avoid is a view that becomes 'Hell, why not just make armored heroes, because i get so much more to spend and I wind up with waaaay more powers than i would have otherwise.'. not to say that can't happen anyways with my mechanic as written, but the point surplus the discounts from armor give isn't such a large stockpile.
Re: The Capo Castillo School Of Marvel Super Heroes
February 10, 2010 12:32PM
CapoCastillo Wrote:
-------------------------------------------------------
> Sure, if you're going with +1CS boosts the entire
> way down the board, you may not get that much of a
> net benefit in the final analysis to be sure. but
> when we look at a hero like Iron Man, who has
> bosts in the +3 CS range or better from the base
> stat, the mechanic works in a balanced way (also
> keep in mind, you might not get much bang for your
> buck in +1CS boosts on FASERIP, but you are going
> to get all of your powers at half cost, so at that
> point alone you're saving a lot of creation
> points). Now halving the difference isn't a bad
> alternative by any means, I just think when you
> get to a point economy view of the entire
> character sheet, you wind up with additional
> points that could add up to give your armored hero
> an even bigger alotment of powers and abilities.
> What I would want to avoid is a view that becomes
> 'Hell, why not just make armored heroes, because i
> get so much more to spend and I wind up with
> waaaay more powers than i would have otherwise.'.
> not to say that can't happen anyways with my
> mechanic as written, but the point surplus the
> discounts from armor give isn't such a large
> stockpile.

Actually, I think the current mechanic just pushes towards bigger boosts or more focus on powers. Small boosts become an impediment as shown above. I definitely agree that overall balance has to be the consideration, and that you don't want to make armored heroes "too good". Any time I'm looking at a mechanics system, the first thing I look at are the flaws in it. Although this is a minor one that likely almost never comes into play, it is there. (I'm probably the only one who plays power armored heroes that get +1CS boosts. I found the anomaly when converting a character I'm playing into points, just to see where he fit.)
Re: The Capo Castillo School Of Marvel Super Heroes
February 10, 2010 07:26PM
avatar
I think that's an entirely fair assessment of the mechanic. I wouldn't disagree with you that it skews more toward the iron man type than it would the Raiden from Metal Gear Solid type. If you take someone with base good - excellent, and only make a move to remarkable, it might no be so good economically.

20 base stat
30/2 stat boost via power armor = 15

total cost 35 for max remarkable stat with limitation.

But, one could say, "you get to roll at remarkable most of the time in hero ID. But in Secret ID you roll at a -1 CS penalty. I can give that to you for 35 points, with an acknowledgment that there are significant savings to be had downsheet."

But, I do agree moves to +1CS aren't going to be too economical. but i would say you see a savings at +2CS, and the savings gets bigger exponentially the higher you go.


Memphis Wrote:
-------------------------------------------------------
> Actually, I think the current mechanic just pushes
> towards bigger boosts or more focus on powers.
> Small boosts become an impediment as shown above.
> I definitely agree that overall balance has to be
> the consideration, and that you don't want to make
> armored heroes "too good". Any time I'm looking
> at a mechanics system, the first thing I look at
> are the flaws in it. Although this is a minor one
> that likely almost never comes into play, it is
> there. (I'm probably the only one who plays power
> armored heroes that get +1CS boosts. I found the
> anomaly when converting a character I'm playing
> into points, just to see where he fit.)
 
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