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Enforcer84
Jan 23rd, '06, 09:52 PM
Vigil's request will be answered, tomorrow night or wednesday. But in the space saver post I want to say: Steve Long, your "Questionite Shield" Write up in Gadgets and Gear saved me A whole lot of time and effort. A tip of the "Cap" to you my friend.


Having said that, any die hard Captain America fans who have seen him use (on a quasi-regular basis) abilities not listed in G&G's shield let me know. I'll see what I can do.

Another question. And I expect Hermit to chime in here eventually, what do you think is an adequate PRE score and what would be the optimal skill sets for Captain America?

I thank you for your time and hope you all aprove.

Enforcer84
Jan 23rd, '06, 10:08 PM
As I am looking at this, Captain America, though I'd hesitate to call him or his adventures dark, necessarily, seems to have a lot more Tragedy in his "Cap - Family" characters than Bruce Wayne does. He's lost Buckey, Nomad, and Sharon (or has he?), The "Caps" that followed all died trying to fulfill his legacy; the recent story about the man who wore the costume and it cost him his mind (to the point that he's got the mind of a child), and though his parents were not taken from him by criminals, he lost them just the same as the world went by as he sat entombed in ice. I dunno.
But Anyon know anything about the "Truth"? A black man with a Captain America style scale shirt, a silver badge shield and a red mask? The poster they have of him looks cool as all get out.

Pendaran
Jan 23rd, '06, 10:12 PM
Yeah, that was part of a really painful retcon where Cap was not the first supersoldier, the government secretly experimented on African American soldiers beforehand, killing and messing up a lot of them. One of them happened to have the serum actually take, or something, and it similarly manifested in his son. Somethingish like that. I'm sketchy on the full details.

Vanguard00
Jan 23rd, '06, 11:03 PM
I didn't the comic ("Truth: Red, White & Black") but essentially the super-soldier serum was tested on black men before they decided to offer to whites. One of those was the man who could have (should have?) been Captain America.

It should be noted that the son of this forgotten black Captain America is the Cap knockoff in the "Young Avengers".

That's all I gots.

Enforcer84
Jan 23rd, '06, 11:05 PM
I didn't the comic ("Truth: Red, White & Black") but essentially the super-soldier serum was tested on black men before they decided to offer to whites. One of those was the man who could have (should have?) been Captain America.

It should be noted that the son of this forgotten black Captain America is the Cap knockoff in the "Young Avengers".

That's all I gots.
Now there is also a more current user of the title and costume? I remember seeing him working with ...Iron Fist? ...PErhaps not. Thanks for the info!

Pendaran
Jan 23rd, '06, 11:27 PM
Here, though the accuracy isn't quite top notch

Isaiah Bradley, the original test subject:

http://en.wikipedia.org/wiki/Isaiah_Bradley

Josiah X, his kid:

http://www.marveldatabase.com/wiki/index.php/Justice_%28Josiah_X%29


Patriot, his (Josiah's) nephew:

http://www.marveldatabase.com/wiki/index.php/Patriot_%28Elijah_Bradley%29

Josiah is the one who worked with War Machine, who is sort of Iron Man. Ish.

Bloodstone
Jan 23rd, '06, 11:41 PM
The Young Avengers version of Cap is a young man by the name of Elijah Bradley. He's the grandson of Isaiah Bradley, who was the black Captain America. Elijah does not have any inherent super powers. He previously relied on MGH to boost his physical abilites.

Regarding Cap's Presence: I think Frank Miller said it best when he wrote this:

http://photos1.blogger.com/hello/198/4480/640/daredevil233b.jpg

Also, Cap has a utility belt now. The only thing's I've seen him pull out of there are some explosives, but with Stark and S.H.I.E.L.D as contacts, you may just want to make it a very small gadget pool.

Supreme Serpent
Jan 24th, '06, 04:58 AM
Another question. And I expect Hermit to chime in here eventually, what do you think is an adequate PRE score and what would be the optimal skill sets for Captain America?

I thank you for your time and hope you all aprove.

I dunno about a full skill list, but I'd say PRE would depend on where you're setting other folks at.

(looks at some of Enforcer84's DC writeups)

Hmm. I was going to say 30 PRE plus a few levels with Oratory and Persuasion, but given some of the PRE scores of the DC folks, I'd say 40-45 for Cap.

GoldenAge
Jan 24th, '06, 06:30 AM
If you're doing Steve Rogers, don't forget to give him an Artist skill. :doi:

Hawksmoor
Jan 24th, '06, 08:04 AM
Also, Cap has a utility belt now. The only thing's I've seen him pull out of there are some explosives, but with Stark and S.H.I.E.L.D as contacts, you may just want to make it a very small gadget pool.

I have also seen him pull out lockpicks and a demokit from his gloves in his book in the late 80s/ early 90s. So yeah a small VPP is in order.

Hawksmoor

austenandrews
Jan 24th, '06, 08:14 AM
Regarding Cap's Presence: I think Frank Miller said it best when he wrote this:

http://photos1.blogger.com/hello/198/4480/640/daredevil233b.jpg
Link doesn't work for me, but I assume it's the "voice that could command a god" sequence..? I kinda liked Miller's angsty Cap.


Also, Cap has a utility belt now. The only thing's I've seen him pull out of there are some explosives, but with Stark and S.H.I.E.L.D as contacts, you may just want to make it a very small gadget pool.
Cap with a utility belt? Weird.

Enforcer84
Jan 24th, '06, 10:25 AM
Here, though the accuracy isn't quite top notch

Isaiah Bradley, the original test subject:

http://en.wikipedia.org/wiki/Isaiah_Bradley

Josiah X, his kid:

http://www.marveldatabase.com/wiki/index.php/Justice_%28Josiah_X%29


Patriot, his (Josiah's) nephew:

http://www.marveldatabase.com/wiki/index.php/Patriot_%28Elijah_Bradley%29

Josiah is the one who worked with War Machine, who is sort of Iron Man. Ish.
That's it! Thanks was Black Panther with them too?

Pendaran
Jan 24th, '06, 11:02 AM
Kinda sorta not really. One of the guys in his "team" the Crew was at one point Black Panther when T'challa was presumed dead, but then became the White Tiger, further confusing things with that there are a bunch of people under that moniker.

Bloodstone
Jan 24th, '06, 01:11 PM
Link doesn't work for me, but I assume it's the "voice that could command a god" sequence..? I kinda liked Miller's angsty Cap.

Yep, that's the one. " A soldier with a voice that could command commmand a god... and does."

Enforcer84
Jan 24th, '06, 08:27 PM
Okay, I am working Caps Skills, does anyone want to hazard a guess at his "flavor" skills? Does Cap speak any other languages? Any AK's or CK's I should definately have? KS?

Thanks fans. :)

Trained Chicken
Jan 24th, '06, 08:43 PM
Vigil's request will be answered, tomorrow night or wednesday. But in the space saver post I want to say: Steve Long, your "Questionite Shield" Write up in Gadgets and Gear saved me A whole lot of time and effort. A tip of the "Cap" to you my friend.


Having said that, any die hard Captain America fans who have seen him use (on a quasi-regular basis) abilities not listed in G&G's shield let me know. I'll see what I can do.

Another question. And I expect Hermit to chime in here eventually, what do you think is an adequate PRE score and what would be the optimal skill sets for Captain America?

I thank you for your time and hope you all aprove.

It comes when he whistles.

When he has enough space to throw it, he can seemingly toss it away, then have it hit his target from an odd angle after a short interval- say, three or four panels. This seems like an Indirect and Time Delay.

Hermit
Jan 24th, '06, 08:49 PM
Another question. And I expect Hermit to chime in here eventually, what do you think is an adequate PRE score and what would be the optimal skill sets for Captain America?

I've been reluctant to join in, because what I want to do is take the parody comments about Chuck Norris and apply them to Cap ;)

EDIT:
And to answer your question, 30 PRE at minimum would be my suggestion. This with high Oratory, and a reputation perk from hell...particularly with our armed forces or other 'guys on the line' figures (Cops, soldiers, etc almost become free followers in Cap's presence whether they are supposed to be working for him or not).

It would not be unrealistic to give him all three versions of Analyze mentioned in Fred (combat, Style, and Agility), Tactics out the wazzoo... Acrobatics, Breakfall, Climbing, Stealth, Shadowing,....KSes in areas such as History (he was there for WW2, and has researched what he missed), various styles of martial arts, Art (he's an artist), Supervillains, Superheroes, and yes, Motorcycles. PS: Artist and Mechanics both are appropriate, the man knows his "hawgs" and can draw a comic.

Heck, depending on who's writing him you could almost just lift the skill list... it's actually probably easier to just say what he DOESN'T have. Okay, I exagerate, but not by much.
I would seriously suggest taking a peek at the non power powers mentioned in other genre books like Pulp Hero or Dark Champions. Damage Reduction (Stun only) based on EGO rolls ... that sort of thing would not be inappropriate.

Enforcer84
Jan 24th, '06, 09:09 PM
We have a first version!

Captain America

Player: NPC

Val Char Cost
30 STR 20
30 DEX 60
30 CON 40
30 BODY 40
18 INT 8
20 EGO 20
40 PRE 30
20 COM 5

18/26 PD 12
18/26 ED 12
7 SPD 30
15 REC 6
60 END 0
60 STUN 0

12" RUN 12
4" SWIM 2
8" LEAP 2
Characteristics Cost: 299

Cost Power
100 The Shield: Multipower, 200-point reserve, (200 Active Points); all slots OAF (-1)
1u 1) Cover Your Eyes!: Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points); OAF (-1), Activation Roll 14- (-1/2), Nonpersistent (-1/4)
7u 2) Protection I: Force Wall (20 PD/20 ED), Requires An Use Shield Skill Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2) (200 Active Points); OAF (-1), No Range (-1/2), Restricted Shape (-1/4), Cannot Englobe (-1/4)
5u 3) Protection II: Armor (20 PD/20 ED), Requires An Use Shield Skill Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Usable Simultaneously (up to 2 people at once; self and one other person; +1/2) (120 Active Points); OAF (-1), Nonpersistent (-1/4), Second Person Must Stand In Same Hex As Shield-Holder To Gain Its Protection (-1/4)
1u 4) Protection III: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF (-1)
1u 5) Shield Edge: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1)
1u 6) Shield-Bash: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
1u 7) Thrown Shield I: Energy Blast 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4)
2u 8) Thrown Shield II: Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4)
2u 9) Thrown Shield III: Energy Blast 10d6, Area Of Effect (5" Any Area; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4), Requires An Use Shield Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
1u 10) Thrown Shield IV: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1)
Avengers Communicator , all slots OAF (-1)
12 1) Broadcast Tracking: Detect Source Of Radio Transmissions A Large Class Of Things 13- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OAF (-1)
5 2) Communications: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1), Sense Affected As Sight and Hearing Groups As Well As Radio Group (-1/2)
Combat Genius
40 1) Combat Genius: Find Weakness 13- with All Attacks
22 2) Skilled Tosser: Indirect (Same origin, any direction; +1/2) for up to 100 Active Points of "Thrown Shield" Powers (50 Active Points); OAF Unbreakable ('The Shield'; -1), Requires A Use Shield Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
Leadership Powers
11 1) Heroic Inspiration: Aid PRE 1d6, Area Of Effect (1" Radius; +1), Selective (+1/4) (22 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (voice range; -1/4)
41 2) Tactical Genius: +4 with All Combat, Usable By Other (+1/4), Area Of Effect (4" Radius; Voice Radius; +1) (72 Active Points); Extra Time (Delayed Phase, -1/4), Requires A Tactics Roll And A Teamwork Roll (No Active Point penalty to Skill Roll; -1/4), Incantations (Voice Range; -1/4)
Physical Marvel
7 1) Efficient Musculature: Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR
10 2) Iron Willed: Mental Defense (14 points total)
10 3) Physical Marvel: Lack Of Weakness (-10) for Resistant Defenses
12 4) Physical Marvel: Life Support (Extended Breathing: 1 END per Turn; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years)
Standard Equipment
20 1) MircroChainmail Mesh Armor: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF (-1/2)
Powers Cost: 312

Cost Martial Arts Maneuver
Acrobatic Style with Boxing & Judo Elements
16 1) +4 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Choke : 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
4 4) Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 60 STR to Disarm roll
4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 6) Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs
3 7) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 10d6 +v/5 Strike; You Fall, Target Falls; FMove
3 8) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike; Target Falls; Must Follow Grab
3 9) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on
3 10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls
4 11) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 10d6 +v/5, Target Falls
5 13) Various Kicks: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike
4 14) Various Strikes: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike
1 15) Weapon Element: Shields, Unarmed Combat
Martial Arts Cost: 65

Cost Skill
40 +5 with All Combat
10 Penalty Skill Levels: +5 vs. Throwing modifiers with Shield
15 +5 with Shield
3 Acrobatics 15-
3 Analyze: Agility Skills 13-
3 Analyze: Combat 13-
3 Breakfall 15-
3 Bureaucratics 17-
3 Climbing 15-
3 Combat Driving 15-
3 Combat Piloting 15-
10 Defense Maneuver I-IV
3 Fast Draw 15-
3 High Society 17-
3 Interrogation 17-
3 KS: Small Unit Tactics 13-
3 KS: The Avengers 13-
3 KS: The Martial World 13-
3 KS: The Miltiary/Mercenary/Terrorist World 13-
3 KS: The Superhuman World 13-
3 KS: World War II era Superhumans & Costumed Agents 13-
3 Navigation (Air, Land) 13-
3 Oratory 17-
3 PS: Illustrator 12-
3 Parachuting 15-
3 Paramedics 13-
3 Persuasion 17-
3 Security Systems 13-
3 Shadowing 13-
13 Shield Use Skill 20-
3 Stealth 15-
4 Survival (Arctic/Subarctic, Urban) 13-
3 Systems Operation 13-
4 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Two-Wheeled Motorized Ground Vehicles
2 TF: Quinjet
7 Tactics 15-
3 Teamwork 15-
2 WF: Small Arms
Skills Cost: 191

Cost Perk
5 Fringe Benefit: Membership: The Avengers (Active Membership)
5 Vehicles & Bases: Quinjets, Avengers Mansion, other offices - Individual Contribution
5 Access: Avengers Mansion
8 Computer Link: AVENGERS Database
1 Money: Well Off
40 Vehicle: Souped up Motorcycle
40 Vehicle: Custom armored Van
2 Reputation: Member of the Avengers (A small to medium sized group) 14-, +2/+2d6
15 Reputation: Hero most associated with America (A large group) 14-, +5/+5d6
3 Well-Connected
7 1) Contact: Nick Fury: Agent of SHIELD (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) (8 Active Points) 12-
3 2) Contact: Fantastic Four (Contact has very useful Skills or resources, Good relationship with Contact) (4 Active Points) 8-
5 3) Contact: The Old Guard (Heroes who were active during the 40's) (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-
14 4) Contact: The White House (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact limited by identity), Organization Contact (x3) (15 Active Points) 11-
11 5) Contact: US Military (Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-
Perks Cost: 164

Cost Talent
17 Combat Sense 15-
6 Combat Luck (3 PD/3 ED)
8 Lightning Reflexes: +5 DEX to act first with All Actions
Talents Cost: 31

Total Character Cost: 1062

Pts. Disadvantage
5 Distinctive Features: Perfect Human Specemin: Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Hunted: Anti-American Supervillains/Organizations 8- (As Pow, NCI, Harshly Punish)
10 Hunted: Avengers Liason 11- (As Pow, NCI, Watching)
20 Hunted: Cpatain America's Rogues Gallery 11- (As Pow, NCI, Harshly Punish)
15 Hunted: Foes of the Avengers 11- (As Pow, Harshly Punish)
15 Psychological Limitation: Avenger for Life (Common, Strong)
20 Psychological Limitation: Dedicated American Patriot (Very Common, Strong)
20 Psychological Limitation: True Hero (Common, Total)
15 Reputation: American Sponsored Stooge Hero, 11- (Extreme)
10 Social Limitation: Must honor Avengers Bylaws & Charter or face expulsion (Occasionally, Major)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 160
Base Points: 500
Experience Required: 402
Total Experience Available: 402
Experience Unspent: 0

Pendaran
Jan 24th, '06, 09:12 PM
Looks decent, though like with Batman, I still think the ego is kinda low, though less so. Cap's one of those guys with the legendary willpower and all. Admittedly has less willpower feat kinds of things than Bats though.

Enforcer84
Jan 24th, '06, 09:13 PM
Well, Hermit, what do you think? :)
Acutally I was going to give him "can take a punch" (Dam Red for PD (stun only)) and forgot, so consider that added too. Like I said, I'd like to know if he's displayed any language or nice AK's.

Hermit
Jan 24th, '06, 09:18 PM
Looks good. I like the leadership set especially :)

Mind you, "skilled tosser" might get him snickered at in English pubs...

Enforcer84
Jan 24th, '06, 09:19 PM
Looks good. I like the leadership set especially :)

Mind you, "skilled tosser" might get him snickered at in English pubs...
I know...that was intended. :D

Enforcer84
Jan 24th, '06, 09:23 PM
Is the National COmmittee on Superhuman Affairs still on his butt? I thoght about making them a watched but decided against it as I think that ship has sailed. Anyone in the gubment want to put puppet strings on Cap these days?

Hermit
Jan 24th, '06, 09:26 PM
Like I said, I'd like to know if he's displayed any language or nice AK's
I am not 100% sure, but I think Cap learned the basics (1pt) of most of the languages of the Axis and allied powers if not more... though I'm not sure about Italian. He had a romantic interest in the French underground, and he and bucky infiltrated deep into Nazi HQs once posing as german soldiers.

As for AK

Europe... but make it an 8 or less to reflect him going "Wait... I've been in this field before... but so much has changed." Que flashback to black and white memory ;)

Same for East Asia perhaps.

Hermit
Jan 24th, '06, 09:31 PM
Is the National COmmittee on Superhuman Affairs still on his butt? I thoght about making them a watched but decided against it as I think that ship has sailed. Anyone in the gubment want to put puppet strings on Cap these days?

Well, Nick Fury is playing games with Spider-Woman, and dragged Cap into it, but as Nick is... shall we say on the outs even in some SHIELD circles... I wouldn't say it is the same.

There are times the goverment tries to treat Cap like a mushroom... that is, they try to keep him in the dark, and feed him manure... but it rarely lasts long.

Pendaran
Jan 24th, '06, 09:31 PM
Is the National COmmittee on Superhuman Affairs still on his butt? I thoght about making them a watched but decided against it as I think that ship has sailed. Anyone in the gubment want to put puppet strings on Cap these days?

Not really. SHIELD's been pretty chummy with him lately actually as far as working with him on the Winter Soldier thing and giving him files on it. Though that might change with them for some demented reason sending Nick Fury underground for the eight hundred millionth time for no reason.

This is also admittedly if you ignore New Avengers, where SHIELD is apparently all rival factions and corrupt and.. something.

megaplayboy
Jan 25th, '06, 06:06 AM
I'd swap out one combat and one shield level to give him two overall levels, but otherwise looks really good to me.

A good example of a "non-powered" hero built on 1000+ points.:thumbup:

Enforcer84
Jan 27th, '06, 07:46 PM
This one worked its way out quickly.

Captain America
Val  Char  Cost  Roll  Notes
30    STR     20      15-    Lift 1600.0kg; 6d6 [1]
30    DEX     60      15-    OCV:  10/DCV:  10
30    CON     40      15-
30    BODY    40      15-
18    INT       8      13-    PER Roll 13-
20    EGO     20      13-    ECV:  7
40    PRE      30      17-    PRE Attack:  8d6
20    COM     5      13-

18/26    PD         12      Total:  18/26 PD (0/8 rPD)
18/26    ED         12      Total:  18/26 ED (0/8 rED)
7    SPD       30      Phases: 2, 4, 6, 7, 9, 11, 12
15    REC       6
60    END     0
60    STUN   0      Total Characteristic Cost:  299

Movement:
Running:  12"/24"
Leaping:  8"/16"
Swimming:  4"/8"


Cost  Powers  END
100  The Shield:  Multipower, 200-point reserve, (200 Active Points); all slots OAF (-1)
1u  1) Cover Your Eyes!:  Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points); OAF (-1), Activation Roll 14- (-1/2), Nonpersistent (-1/4)
7u  2) Protection I:  Force Wall (20 PD/20 ED), Requires An Use Shield Skill Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2) (200 Active Points); OAF (-1), No Range (-1/2), Restricted Shape (-1/4), Cannot Englobe (-1/4)
5u  3) Protection II:  Armor (20 PD/20 ED), Requires An Use Shield Skill Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Usable Simultaneously (up to 2 people at once; self and one other person; +1/2) (120 Active Points); OAF (-1), Nonpersistent (-1/4), Second Person Must Stand In Same Hex As Shield-Holder To Gain Its Protection (-1/4)
1u  4) Protection III:  Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF (-1)
1u  5) Shield Edge:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1) 1
1u  6) Shield-Bash:  Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 3
1u  7) Thrown Shield I:  Energy Blast 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]
2u  8) Thrown Shield II:  Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]
2u  9) Thrown Shield III:  Energy Blast 10d6, Area Of Effect (5" Any Area; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4), Requires An Use Shield Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) [1 rc]
1u  10) Thrown Shield IV:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1) 2
  Avengers Communicator , all slots OAF (-1)
12  1) Broadcast Tracking:  Detect Source Of Radio Transmissions A Large Class Of Things 13- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OAF (-1)
5  2) Communications:  High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1), Sense Affected As Sight and Hearing Groups As Well As Radio Group (-1/2)
  Combat Genius
40  1) Combat Genius:  Find Weakness 13- with All Attacks
22  2) Ricochet Master:  Indirect (Same origin, any direction; +1/2) for up to 100 Active Points of "Thrown Shield" Powers (50 Active Points); OAF Unbreakable ('The Shield'; -1), Requires A Use Shield Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 5
  Leadership Powers
11  1) Heroic Inspiration:  Aid PRE 1d6, Area Of Effect (1" Radius; +1), Selective (+1/4) (22 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (voice range; -1/4)
41  2) Tactical Genius:  +4 with All Combat, Usable By Other (+1/4), Area Of Effect (4" Radius; Voice Radius; +1) (72 Active Points); Extra Time (Delayed Phase, -1/4), Requires A Tactics Roll And A Teamwork Roll (No Active Point penalty to Skill Roll; -1/4), Incantations (Voice Range; -1/4)
  Physical Marvel
12  1) Can Take A Punch:  Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll 12- (assumes CON Roll of 12- or 13-; -3/4), STUN Damage Only (-1/2), Character Must Be Aware Of Attack (-1/4)
7  2) Efficient Musculature:  Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR
10  3) Iron Willed:  Mental Defense (14 points total)
10  4) Physical Marvel:  Lack Of Weakness (-10) for Resistant Defenses
12  5) Physical Marvel:  Life Support (Extended Breathing: 1 END per Turn; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years)
  Standard Equipment
20  1) MircroChainmail Mesh Armor:  Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF (-1/2)
Acrobatic Style with Boxing & Judo Elements
Maneuver OCV DCV Notes
16  +4 HTH Damage Class(es)
4  Block +2 +2 Block, Abort
4  Choke -2 +0 Grab One Limb; 4d6 NND
4  Disarm +2 -2 Disarm, 60 STR to Disarm roll
4  Dodge -- +5 Dodge, Affects All Attacks, Abort
4  Escape +0 +0 65 STR vs. Grabs
3  Flying Tackle +0 -1 10d6 +v/5 Strike; You Fall, Target Falls; FMove
3  Grappling Throw +0 +2 12d6 Strike; Target Falls; Must Follow Grab
3  Hold -1 -1 Grab Two Limbs, 60 STR for holding on
3  Legsweep +2 -1 11d6 Strike, Target Falls
4  Nerve Strike -1 +1 4d6 NND
3  Throw +0 +1 10d6 +v/5, Target Falls
5  Various Kicks -2 +1 14d6 Strike
4  Various Strikes +0 +2 12d6 Strike
1  Weapon Element: Shields, Unarmed Combat
Perks
5  Avengers Assemble:  Fringe Benefit: Membership: The Avengers (Active Membership)
5  Avengers Gear:  Vehicles & Bases: Quinjets, Avengers Mansion, other offices - Individual Contribution
5  Avengers ID Card:  Access: Avengers Mansion
8  Avengers ID Card:  Computer Link: AVENGERS Database
1  Avengers Stipend:  Money: Well Off
40  Captain Americycle...:  Vehicle: Souped up Motorcycle
40  It's the Van, man!:  Vehicle: Custom armored Van
6  Oh my God! The Avengers!:  Reputation: Member of the Avengers (A large group) 14-, +2/+2d6
15  The American Icon:  Reputation: Hero most associated with America (A large group) 14-, +5/+5d6
3  Well-Connected
7  1) Again with the Shields!:  Contact: Nick Fury: Agent of SHIELD (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) (8 Active Points) 12-
3  2) Contact: Fantastic Four (Contact has very useful Skills or resources, Good relationship with Contact) (4 Active Points) 8-
5  3) Contact: The Old Guard (Heroes who were active during the 40's) (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-
14  4) Contact: The White House (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact limited by identity), Organization Contact (x3) (15 Active Points) 11-
11  5) Contact: US Military (Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-
Talents
17  Combat Genius:  Combat Sense 15-
6  Combat Genius:  Combat Luck (3 PD/3 ED)
8  Initiative Bonus:  Lightning Reflexes: +5 DEX to act first with All Actions
Skills
32  Combat Genius:  +4 with All Combat
20  Experience:  +2 Overall
10  Keen Eye:  Penalty Skill Levels: +5 vs. Throwing modifiers with Shield
12  Shield Specialist:  +4 with Shield
3  Acrobatics 15-
3  Analyze: Agility Skills 13-
3  Analyze: Combat 13-
3  Analyze: Style 13-
3  Breakfall 15-
3  Bureaucratics 17-
3  Climbing 15-
3  Combat Driving 15-
3  Combat Piloting 15-
10  Defense Maneuver I-IV
3  Fast Draw 15-
3  High Society 17-
3  Interrogation 17-
3  KS: Small Unit Tactics 13-
3  KS: The Avengers 13-
3  KS: The Martial World 13-
3  KS: The Miltiary/Mercenary/Terrorist World 13-
3  KS: The Superhuman World 13-
3  KS: World War II era Superhumans & Costumed Agents 13-
0  Language: English (idiomatic) (4 Active Points)
1  Language: French (basic conversation)
1  Language: German (fluent conversation) (2 Active Points)
1  Language: Italian (basic conversation)
2  Language: Japanese (basic conversation) (1 Active Points)
1  Language: Russian (basic conversation)
3  Navigation (Air, Land) 13-
3  Oratory 17-
3  PS: Illustrator 12-
3  Parachuting 15-
3  Paramedics 13-
3  Persuasion 17-
3  Security Systems 13-
3  Shadowing 13-
13  Shield Use Skill 20-
3  Stealth 15-
4  Survival (Arctic/Subarctic, Urban) 13-
3  Systems Operation 13-
4  TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Two-Wheeled Motorized Ground Vehicles
2  TF: Quinjet
13  Tactics 18-
3  Teamwork 15-
2  WF: Small Arms

Total Powers & Skill Cost:  803
Total Cost:  1102

500+ Disadvantages
5  Distinctive Features: Perfect Human Specemin: Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15  Hunted: Anti-American Supervillains/Organizations 8- (As Pow, NCI, Harshly Punish)
10  Hunted: Avengers Liason 11- (As Pow, NCI, Watching)
20  Hunted: Cpatain America's Rogues Gallery 11- (As Pow, NCI, Harshly Punish)
15  Hunted: Foes of the Avengers 11- (As Pow, Harshly Punish)
15  Psychological Limitation: Avenger for Life (Common, Strong)
20  Psychological Limitation: Dedicated American Patriot (Very Common, Strong)
20  Psychological Limitation: True Hero (Common, Total)
15  Reputation: American Sponsored Stooge Hero, 11- (Extreme)
10  Social Limitation: Must honor Avengers Bylaws & Charter or face expulsion (Occasionally, Major)
15  Social Limitation: Secret Identity (Frequently, Major)
442 Experience Points

Total Disadvantage Points:  1102



Background/History:  The only hero who is a legacy of himself. Fought the good fight in WWII and the was frozen. Thawed out in the present and has eclipsed his own rep from WWII which is impressive in itself. Since he's been thawed he's been a nigh constant Avenger. He is the team's heart, soul, and icon. No one represents us better.

Personality/Motivation:  Captain America is the stewart and defender of the best ideals of man. He's goody goody with out bugging you about it.

Quote:  "And now I'm calling all citizens from all over the world, this is Captain America calling (calling)!" - The Kinks
"Captain America, is that you? Flying down the highway in your red, white, and blue!" - Styx

Powers/Tactics:  Tactics - See Captain America.

Cap is a skilled martial artist, acrobat, and military leader. He is considered one of, if not the greatest, Metaunit tactician (ie small teams of superhumans). He's an excellent motivator and skilled in creating a team that's greater than the sum of its parts.

Campaign Use:  

Appearance:  Classic Costume, Blue pants, blue chest and shoulders, white arms, red boots and gloves and the vertical striped red and white. Wings on his head. All this and he looks cool Damit.

Gary
Jan 27th, '06, 08:56 PM
Too much damage. Your writeup tops him out at 20d6 with an offensive strike and the shield. I would cut him down to +2 DCs with martial arts and +2 DCs with shield to top him out at 14d6 before pushing.

Body seems too high as well. And the shield's defensive capabilities should probably be higher than 200 Active Points... :eek:

Other than that, excellent writeup! :thumbup:

Enforcer84
Jan 28th, '06, 12:23 PM
Good Point, Gary, but unfortunately Cap's Damage was precedented by Batman's and...I need to work on the shield bash I guess. I suppose I could simply say that the shield damage circumvent's his martial art's DC's but that kind of implies that he isn't as profiicient with it as your average martial artist. I will ponder. BODY score is high I know but I think I'll keep it. I fear you are correct about the shield too... but for now I'll leave it where it is. Perhaps I'll bump it up...I dunno.

Steve Long
Jan 28th, '06, 01:38 PM
But in the space saver post I want to say: Steve Long, your "Questionite Shield" Write up in Gadgets and Gear saved me A whole lot of time and effort. A tip of the "Cap" to you my friend.

Thanx! Glad it came in handy. I don't know that the plethora of "homage" gadgets in G&G has forestalled any arguments, but hopefully they've at least saved some folx a little time. ;)

Sketchpad
Jan 28th, '06, 02:22 PM
I would also give him a contact with the Invaders (both old and new), as well as possibly Diamondback. I agree with Hermit ... that's an awesome Leadership group that you've made ... may have to "borrow" that some time ;) How about a WWII variant? ;)

Enforcer84
Jan 28th, '06, 02:58 PM
The Inspiration aid is from Fantasy Hero (thanks again Steve !)

massey
Jan 28th, '06, 08:48 PM
Too much damage. Your writeup tops him out at 20d6 with an offensive strike and the shield. I would cut him down to +2 DCs with martial arts and +2 DCs with shield to top him out at 14d6 before pushing.

Body seems too high as well. And the shield's defensive capabilities should probably be higher than 200 Active Points... :eek:

Other than that, excellent writeup! :thumbup:

Special effects would seem to preclude the use of the shield with his offensive strike, as that maneuver is defined as "various kicks". That would limit him to 18DC before pushing.

Vorsch
Jan 28th, '06, 09:19 PM
While i like the write up i just cant see cap as a heavy hitter, and depending on what Thor and wonderman have hes definately up ther as far a other CU characters are concerened.

Cap shouldnt be able to take down bricks by sheer slugging power, his best shield hit should get there attention but not make them fearful for there lives.

Enforcer84
Jan 28th, '06, 09:23 PM
While i like the write up i just cant see cap as a heavy hitter, and depending on what Thor and wonderman have hes definately up ther as far a other CU characters are concerened.

Cap shouldnt be able to take down bricks by sheer slugging power, his best shield hit should get there attention but not make them fearful for there lives.
:cry: I know, but I am a power addict! *sob*

Enforcer84
Jan 28th, '06, 09:32 PM
Okay, I halved the bonus for the Shield Bash Bringing it in line with his 1d6 KA for the Edge. I'll admit I'm considering upping the Shield's defensive abilities to 250pts considering the power levels he's going up against....
so with his shield and martial strike he's at 15, pushed he can get to 19. That gives him one more DC than Batman's pushed kick. Considering Supes' push is 29 DC that's good, right?

Vorsch
Jan 29th, '06, 06:15 AM
Its just a reacuring problem i have when i build cap ripoffs, the damage just keeps increasing. say in a 12dc game you have a brick with 60str they generally cant buy MA and should have lower cv, cap on the otherhand starts withs str 30ish, MA strike or offencive strike, +2dc with MA to show hes good and +4dc HA with shield and then there his 3ptMA or 5pt levels to consider +2dc if he wants, for 16-18dc before pushing and hes got the highest spd and dex allowed as well. None of these things are by themselves over the top, or against concept, its just the way they stack.

hes also generally unable to remotely take a hit from a copy of himself, unless he successfully blocks with a generous pd of 16 maybe 8 more from armour costume

Hes a bit of a nightmare on all counts, and hes meant to be low powered. A USAgent clone is worse cos he has str 40-50.

Archon
Jan 29th, '06, 06:28 AM
Considering the damage levels you're going to have Thor kicking out, you might want to upgrade Cap's shield. After all, it has a 20 Def and your Thor sans hammer will have around a 115 str. That's 23 body and blows the shield away. Cap's shield has taken direct hits from a Thor powered Mijolnir and never flinched.

austenandrews
Jan 29th, '06, 07:31 AM
The shield should definitely give more defense. It's supposed to totally shrug off all but the most absurdly high-powered hits. I'm thinking 75% Damage Reduction with all the bells and whistles, on top of the other defenses. (Missile Deflection alone doesn't do it. The shield can stop a Haymaker from the Hulk. The mid-80's version I'm familiar with could, anyway.)

The PRE seems a bit over the top. I'd put him in the 20-30 range with a couple of plusses on his Oratory roll.

You've spent 25 pts on his being an Avenger. Seems a bit much. I'd call it 5 pts: Avenger plus 1 pt: Wealth. His contribution to the bases and whatnot is fair, but I probably wouldn't bother with it.

Something about the 10 total combat levels seems off to me. That means he can regularly pull a 25 DCV plus the shield's defenses. Yikes.

Enforcer84
Jan 29th, '06, 12:12 PM
Its just a reacuring problem i have when i build cap ripoffs, the damage just keeps increasing. say in a 12dc game you have a brick with 60str they generally cant buy MA and should have lower cv, cap on the otherhand starts withs str 30ish, MA strike or offencive strike, +2dc with MA to show hes good and +4dc HA with shield and then there his 3ptMA or 5pt levels to consider +2dc if he wants, for 16-18dc before pushing and hes got the highest spd and dex allowed as well. None of these things are by themselves over the top, or against concept, its just the way they stack.

hes also generally unable to remotely take a hit from a copy of himself, unless he successfully blocks with a generous pd of 16 maybe 8 more from armour costume

Hes a bit of a nightmare on all counts, and hes meant to be low powered. A USAgent clone is worse cos he has str 40-50.
True, but at least with the US Agent Clone you can cap the DC's and Levels because he just isn't the same caliber of fighter...

Enforcer84
Jan 29th, '06, 12:13 PM
Considering the damage levels you're going to have Thor kicking out, you might want to upgrade Cap's shield. After all, it has a 20 Def and your Thor sans hammer will have around a 115 str. That's 23 body and blows the shield away. Cap's shield has taken direct hits from a Thor powered Mijolnir and never flinched.
*sob*
I know! I am painting myself into a corner!

Enforcer84
Jan 29th, '06, 12:19 PM
let's see, 18 d6 strike assume he hits cap clone with average damage 63? 18 body? take off his combat luck -3, his armored costume -8 and his PD -18; he takes 0 Body and 34 stun, take 50% of that for his "can take a punch" power and he takes 17, so Captain America can take four average direct hits from himself. If he's surprised he takes 37 and is stunned, that seems about right to me.

Of course if Thor ever hits him with the Massive Strike I just described over on that thread, Cap is toast.

massey
Jan 29th, '06, 02:11 PM
Its just a reacuring problem i have when i build cap ripoffs, the damage just keeps increasing. say in a 12dc game you have a brick with 60str they generally cant buy MA and should have lower cv, cap on the otherhand starts withs str 30ish, MA strike or offencive strike, +2dc with MA to show hes good and +4dc HA with shield and then there his 3ptMA or 5pt levels to consider +2dc if he wants, for 16-18dc before pushing and hes got the highest spd and dex allowed as well. None of these things are by themselves over the top, or against concept, its just the way they stack.

hes also generally unable to remotely take a hit from a copy of himself, unless he successfully blocks with a generous pd of 16 maybe 8 more from armour costume

Hes a bit of a nightmare on all counts, and hes meant to be low powered. A USAgent clone is worse cos he has str 40-50.

Cap is not low powered.

Rage
Jan 29th, '06, 04:42 PM
well, he is low powered, but in concept, not in points.

Metaphysician
Jan 29th, '06, 05:10 PM
An aside, but just because the shield is indestructible, doesn't mean it should automatically provide a million points of defense. The indestructibility itself is covered by it being an Indestructible Focus. OTOH, there is plenty of precedent that a sufficiently powerful attack would, if nothing else, cause dangerous knockback.

massey
Jan 29th, '06, 06:54 PM
An aside, but just because the shield is indestructible, doesn't mean it should automatically provide a million points of defense. The indestructibility itself is covered by it being an Indestructible Focus. OTOH, there is plenty of precedent that a sufficiently powerful attack would, if nothing else, cause dangerous knockback.

No it wouldn't. The shield absorbs energy. If the Hulk punches it, Cap doesn't budge.

austenandrews
Jan 29th, '06, 07:27 PM
Yep. The shield definitely needs Knockback Resistance.

Enforcer84
Jan 29th, '06, 09:56 PM
Yep. The shield definitely needs Knockback Resistance.
Good Point! The Adamantium/Vibranium alloy does absorb alot of KB...Dang...

Rage
Jan 29th, '06, 10:07 PM
No it wouldn't. The shield absorbs energy. If the Hulk punches it, Cap doesn't budge.
oh snap!

austenandrews
Jan 30th, '06, 08:24 AM
He needs 0 END on his STR, with his whole "doesn't get tired" schtick.

I might give him a smidge of Gliding with his shield. He often uses it to alter the direction of a fall.

Chuckg
Jan 30th, '06, 08:57 AM
And yet when the Maestro punches the shield when it's being held by someone other than Cap (an elderly future Rick Jones, to be precise), they *DO* go flying, across the room, to die when they land, impaled on something sharp.

The Knockback Resistance appears to come from Cap's own skill, in knowing how to brace himself against impact. (I'm also remembering a scene from some comic over 10 years ago whose name I can't recall, where a sudden explosion knocks everybody except Cap and Spider-Man sprawling. Spidey goes 'Um, Cap, I stick to things... but how did *you* not fall down?' Cap goes 'It's all a matter of balance and knowing how to react.')

Given that Hero System allows superhero martial artists to buy truly bodacious amounts of Knockback Resistance defined as super-skill, Tai Chi stance, the Root maneuver, etc, etc. this is easy to stat up for Cap.

austenandrews
Jan 30th, '06, 10:57 AM
And yet when the Maestro punches the shield when it's being held by someone other than Cap (an elderly future Rick Jones, to be precise), they *DO* go flying, across the room, to die when they land, impaled on something sharp.
That would either be a different shield, a continuity error or a more recent retcon of the shield's properties. Back in the day Cap took a full-out punch from Gladiator without budging, just a few minutes after Glads lifted the entire Baxter Building. It was axiomatic that the shield stopped all force from transferring to the holder. (How that reconciles with Cap bouncing it around like a Superball is a question best left for another day. ;))

Pendaran
Jan 30th, '06, 11:30 AM
Of course, in an even earlier appearance than the Gladiator incident, when Iron Fist does an IF strike on the shield, Cap goes flying, though the shield ensures the damage is blocked.

Hermit
Jan 30th, '06, 11:43 AM
That would either be a different shield, a continuity error or a more recent retcon of the shield's properties. Back in the day Cap took a full-out punch from Gladiator without budging, just a few minutes after Glads lifted the entire Baxter Building. It was axiomatic that the shield stopped all force from transferring to the holder. (How that reconciles with Cap bouncing it around like a Superball is a question best left for another day. ;))

I also recall a scene in some comic where Cap ends up stuck on a very tall location... and he has to get down "quickly"... so he leaps off the darn thing while standing on his shield. He goes down like four stories, the shield takes the impact, and he's fine and dandy :)


In one description of Cap's shield online, I remember a theory on how the center of the shield has the best kinetic dampening properties due to the shape and structure, thus explaining why sometimes he was knocked back a bit. It sounded like someone was gunning for a no-prize, but it was well done. Wish I could remember it better.

Enforcer84
Jan 30th, '06, 12:56 PM
I'm keen on the Vibranium portion of the alloy absorbing some kinetic damage and I'll give him some Knockback Resistance for it.

austenandrews
Jan 30th, '06, 01:17 PM
In one description of Cap's shield online, I remember a theory on how the center of the shield has the best kinetic dampening properties due to the shape and structure, thus explaining why sometimes he was knocked back a bit. It sounded like someone was gunning for a no-prize, but it was well done. Wish I could remember it better.
Sounds like as good a way as any to reconcile the discrepancy.

Archon
Jan 30th, '06, 03:06 PM
Cap has used the shield to absorb the damage from a terminal velocity fall. He did do a breakfall roll after hitting the ground, but I think that argues for a Def of at least 30 for the shield.

Gary
Jan 31st, '06, 09:59 PM
Since a vault door is 16 Def and I don't believe that Cap could damage the door itself even with a Pushed Offensive Strike with the shield, my scale would be as follows:

14d6 Cap with shield.
12d6 Cap with punch or kick.
11d6 Batman with punch or kick.

And scale all other martial artists from there.

Xtian
Aug 25th, '06, 10:34 PM
I have another spot.
I remember an old John Byrne's 80's drawned comic of Cap where he travel to england and fight an old enemy vampire. I can remember it because it is one of my favourite ones. After an hand to hand battle he ripped of the head of the vampire with the shield.:eek:
By this way I think it's difficult with 1d6 HKA (2d6 with STR) to kill a Champions character...

MonkeyBoyJim
Dec 29th, '06, 11:30 AM
A couple of observations regarding Cap's shield and game mechanics.

In an old issue of Captain America, he did get knocked back when he deflected a manhole cover that Armadillo threw at him. Othertimes, he has taken mightier blows without moving.

As far as game mechanics go, this is easy to explain. Some times the shield is just providing straight up PD/ED. Damage is reduced per the appropriate defense, but knockback can still happen. Other times Cap is performing the block maneuver which prevents all damage and knockback.

Just my $.02

Lightning91
Dec 29th, '06, 12:24 PM
I realize it is a different continuity.... :confused: but didn't Cap get knocked 40 to 50 meters after the Hulk punched his shield in the first Ultimate Avengers movie?

Regarding the various damage levels for Cap with shield, Cap w/o shield, and the Bat.... I would like to express my fervant belief that the quality of modern comics would be greatly improved if they would somehow stat out the different characters, so that the writers would be more consistent with the various capabilities. One of the reasons I no longer read comics is that I could only handle so much of The Absorbing Man giving Thor a run for his money, but Spider-Man knocking him out with one blow, then Spider-Man having trouble knocking out the King-Pin :idjit: ......

JmOz
Dec 29th, '06, 01:50 PM
On the presence:

I would lower it to 30 then +10 for costume, and another +10 for the shield

Don't beleive me...Guardians of the Galaxy: Earth is united how? By Vance Astro (yes Justice of an alternate timeline) finding the shield.

This also gives Cap a Pre of 50 when he is in full regal...the cloths do make the man...

JmOz
Dec 29th, '06, 01:55 PM
Good Point! The Adamantium/Vibranium alloy does absorb alot of KB...Dang...

No adamantium in the shield

Adamantium was made as an attempt to reproduce the Steel/Vibranium mix that is unique to caps shield...My comic Fu is STRONG

http://en.wikipedia.org/wiki/Adamantium_%28comics%29

and the reason for the mistake

http://en.wikipedia.org/wiki/Captain_America%27s_Shield#The_indestructible_shie ld

radioKAOS
Dec 29th, '06, 03:26 PM
So sure, there's debate over how hard Cap should be able to hit, but let's not forget that he's got Find Weakness 13- with all attacks and 2 Overall levels to go with it. Granted the more dangerous foes will have some Lack of Weakness, but 15- is pretty damn good odds.

Enforcer84
Dec 29th, '06, 08:09 PM
On the presence:

I would lower it to 30 then +10 for costume, and another +10 for the shield

Don't beleive me...Guardians of the Galaxy: Earth is united how? By Vance Astro (yes Justice of an alternate timeline) finding the shield.

This also gives Cap a Pre of 50 when he is in full regal...the cloths do make the man...
interesting Idea.

Enforcer84
Dec 29th, '06, 08:10 PM
I realize it is a different continuity.... :confused: but didn't Cap get knocked 40 to 50 meters after the Hulk punched his shield in the first Ultimate Avengers movie?

Regarding the various damage levels for Cap with shield, Cap w/o shield, and the Bat.... I would like to express my fervant belief that the quality of modern comics would be greatly improved if they would somehow stat out the different characters, so that the writers would be more consistent with the various capabilities. One of the reasons I no longer read comics is that I could only handle so much of The Absorbing Man giving Thor a run for his money, but Spider-Man knocking him out with one blow, then Spider-Man having trouble knocking out the King-Pin :idjit: ......
agreed. But some of that's going to happen for Storytelling effect...

Vestnik
Dec 29th, '06, 11:52 PM
Enforcer, your writeups rock. have you thought about doing the Fantastic Four?

TheQuestionMan
Dec 30th, '06, 02:21 AM
Captain America has always been one of my favourite Marvel Comics Characters. Continuity has always been an issue with Marvel Comics and I do not expect it to get any better.

Captain America (Marvel Comics)
http://en.wikipedia.org/wiki/Captain_America

Ultimate Marvel Universe (Marvel Comics)
http://en.wikipedia.org/wiki/Ultimate_Marvel_Universe

Secret War (Marvel Comics)
http://en.wikipedia.org/wiki/Secret_War_%28comics%29

Civil War (Marvel Comics)
http://en.wikipedia.org/wiki/Civil_War_%28comics%29

Illuminati (Marvel Comics)
http://en.wikipedia.org/wiki/Illuminati_%28Marvel_Comics%29



"Surrender?! Do you think this A on my head stands for FRANCE?!" - Fighting against evil alien Nazis in Ultimates Vol.1

QM

P.S.: Wikiquote: Captain America
http://en.wikiquote.org/wiki/Captain_America

Bloodstone
Dec 30th, '06, 04:29 AM
Not too long ago Sharon Carter (Agent 13) asked Steve how he was able to doge bullets so easily. His answer?

"I see faster."

I'm pretty sure that's mechanically covered by his high SPD, DEX and Levels, but the comment still made me think he should have Rapid for Sight Group.

Enforcer84
Dec 30th, '06, 10:28 AM
*sniff* I love it when my thread brings people together....
:cry:





even if it is to beat eachoter with Wikireferences :)

JmOz
Dec 30th, '06, 02:29 PM
interesting Idea.

Thank you, I also would use it for Batman (just his costume obviously)

Enforcer84
Sep 3rd, '09, 10:01 AM
oy vey. I have to ask. Did anyone ever put my Cap Writup into their own HD files...I lost mine in a computer crash. I can use the write up to get him back but I was gonna try for lazy first

aylwin13
Sep 3rd, '09, 11:44 AM
I had him half done. I'll finish him up, and post him here.

TheQuestionMan
Sep 3rd, '09, 05:19 PM
Captain America HDv3


Cheers


QM

Enforcer84
Sep 4th, '09, 01:19 PM
Aw shucks guys!