Kaladur Posted March 21, 2003 Report Share Posted March 21, 2003 Hello I’m new to the Hero system and I’m thinking about starting a 5th addition game Champion . The Game will be based on the Avengers from the Marvel Universe. I’ve made the write ups on all the main characters expect Captain America. I would really like to write him up as high powered as possible and still stay to Marvel’s limits on him. My friends and I have a debate about how he should be . So if any one could post a good high end version of Cap. that would be Great! Thank you very much for your help. Kaladur Quote Link to comment Share on other sites More sharing options...
Supreme Posted March 21, 2003 Report Share Posted March 21, 2003 Oi. There has been much debate about Cap on previous threads now long gone. There are two broad schools of thought on this. One school of thought is that Cap would have VERY high stats, including a 30 DEX and 6 SPD (or higher). The other school of thought, which I belong to, holds that Cap would either have all of his stats at human limits (20 STR, DEX, etc. 4 SPD) or maybe just a notch above (23 STR, DEX, 5 SPD, etc.) and a LOT of skill levels. I'd do Cap with 23 STR, DEX, CON a 5 SPD and about 8 overall levels. Don't forget martial arts (boxing/wrestling as well as special shield maneuvers). The big question comes down to the shield. Doing it as Missile Deflection vs ranged attacks is fine. However, you can't really do Missile Deflect vs HTH attacks. The fact is, that if Cap gets his shield in the way, then no HTH attack will harm him in the slightest. I suppose you might do it as something like a big bonus to OCV (and even STR) for a block since blocked attacks do no damage. But then that won't block damage shields, so you'll have to address that somehow. Of course he can also hit people with it as an HA and throw it as an EB (with indirect to simulate how he can make it ricochet). Quote Link to comment Share on other sites More sharing options...
Monolith Posted March 21, 2003 Report Share Posted March 21, 2003 There are several different write-ups for Cap on this page. You should take a look at some of them to give you some ideas. http://www.sysabend.org/champions/gnborh/index.html Quote Link to comment Share on other sites More sharing options...
Agent X Posted March 21, 2003 Report Share Posted March 21, 2003 Re: Captain America Originally posted by Kaladur Hello I’m new to the Hero system and I’m thinking about starting a 5th addition game Champion . The Game will be based on the Avengers from the Marvel Universe. I’ve made the write ups on all the main characters expect Captain America. I would really like to write him up as high powered as possible and still stay to Marvel’s limits on him. My friends and I have a debate about how he should be . So if any one could post a good high end version of Cap. that would be Great! Thank you very much for your help. Kaladur I would use the top end of the Legendary Stats that are describes the scale for what is superhuman and what isn't in the rulebook. That would place him higher than many people on these boards would want to put him - but, I at least, think they are still stuck in older editions of Hero. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted March 21, 2003 Report Share Posted March 21, 2003 Here's a powerful version of Cap. Almost with in limits.....an updated version of Sam Bell's Cap. Captain America Player: Val Char Cost 30 STR 20 30 DEX 60 30 CON 40 14 BODY 8 18 INT 8 20 EGO 20 35 PRE 25 20 COM 5 18 PD 9 18 ED 9 8 SPD 40 10 REC -4 50 END -5 50 STUN 6 6"/9" RUN02"/4" SWIM06"/11" LEAP0Characteristics Cost: 241 Cost Power END 40 Multipower: Disc Shield: Multipower, 90-point reserve, all slots: (90 Active Points); OIF (-1/2), Limited Power: All Shiled Powers Lost if Blocked/Deflected (-1/4), Limited Power: Eb's Can Be Blocked (-1/4), Limited Power: All Other Shield Powers inoperative while using Multipower (-1/4) 4u 1) Bouncing Attack: Energy Blast 9d6 (vs. PD), Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (90 Active Points); Limited Power: Must Attack Multiple opponents (-1/4) 3 4u 2) Shield Toss & Return: Energy Blast 14d6 (vs. PD), Reduced Endurance (1/2 END; +1/4) (87 Active Points) 3 2u 3) Hurled Shield: Energy Blast 16d6 (vs. PD) (80 Active Points); 1 Recoverable Continuing Charges lasting 1 Extra Phase each (-1) Disc Shield, all slots: OIF (-1/2) 30 1) Shield Strike: Hand-to-Hand Attack +9d6, Armor Piercing (+1/2) (67 Active Points); Hand-To-Hand Attack (-1/2), Limited Power: All Other Shield Powers Inoperable when using Shield Strike (-1/4) 7 42 2) Shielding: Missile Deflection (Any Ranged Attack; +11 OVC with Deflection), Ranged (Adjacent Hex; +1/2) (63 Active Points) 18 3) Shield Wall: Physical Damage Reduction, Resistant, 50%, Usable By Others: Simultaneous Use (+1/2) (45 Active Points); Limited Power: Only vs Explosion/Area Affect Attacks (-1) 18 4) Shield Wall: Energy Damage Reduction, Resistant, 50%, Usable By Others: Simultaneous Use (+1/2) (45 Active Points); Limited Power: Only Area Affect/Explosion Attacks (-1) 10 Life Support (Immunity: All terrestrial diseases and biowarfare agents) 7 Damage Resistance: Micromail: Damage Resistance (10 PD / 10 ED) (10 Active Points); OIF (-1/2) 6 Running +3" (added to Secondary Value) 1 5 Superleap +5" (6" / 11" forward, 3" / 5 1/2" upward) (added to Secondary Value) 1 2 Swimming +2" (2" / 4" total) (added to Secondary Value) 1 Powers Cost: 188 Cost Martial Arts Maneuver Acrobatic Style with Boxing & Judo Elements 1 1) Weapon Element: Shields, Unarmed Combat 20 2) +5 HTH Damage Class(es) 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Choke : 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4 1/2d6 NND 4 5) Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +35 STR to Disarm roll 4 6) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 7) Escape: 1/2 Phase, +0 OCV, +0 DCV, +40 STR vs. Grabs 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +5d6 +v/5 Strike; You Fall, Target Falls; FMove 3 9) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +7d6 Strike; Target Falls; Must Follow Grab 3 10) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +35 STR for holding on 3 11) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +6d6 Strike, Target Falls 4 12) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4 1/2d6 NND 3 13) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +5d6 +v/5, Target Falls 5 14) Various Kicks: 1/2 Phase, -2 OCV, +1 DCV, STR +9d6 Strike 4 15) Various Strikes: 1/2 Phase, +0 OCV, +2 DCV, STR +7d6 Strike Martial Arts Cost: 69 Cost Skill 9 +3 with Shield 16 +2 with All Combat 30 +3 with Overall Level 5 Defense Maneuver: I-II 3 Fast Draw 15- 3 Acrobatics 15- 3 Analyze: Combat 13- 3 Breakfall 15- 3 Bureaucratics 16- 3 Climbing 15- 3 Combat Driving 15- 3 Contortionist 15- 3 Conversation 16- 3 Criminology 13- 3 Cryptography 13- 3 High Society 16- 3 Mechanics 13- 3 Oratory 16- 3 Paramedic 13- 3 Persuasion 16- 5 Professional Skill: Illustrator 14- 3 Stealth 15- 3 Streetwise 16- 2 Survival (Pick Something) 13- 3 Systems Operation 13- 3 Tactics 13- 2 Transport Familiarity: Ground Vehicles 2 Transport Familiarity: Air Vehicles 1 Transport Familiarity: Horses, Donkeys, Mules 1 Transport Familiarity: Boats 1 Transport Familiarity: Scuba 1 Transport Familiarity: Skiing Skills Cost: 135 Cost Perk 15 Special Van (75 Base, 25 Disad) 15 Motorcycle (75 Base, 25 Disad) 9 Reputation: The Greatest American Hero (A large group, 14-) +3/+3d6 6 Fringe Benefit (Membership: Avengers (Active Membership), Passport) 3 Well-Connected 14 1) Contact: White House (11-) (Contact has: extremely useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (+2) (15 Active Points) 6 2) Contact: Hero Community (14-) (Very Good relationship with Contact) (7 Active Points) 2 3) Contact: Fantastic Four (12-) (3 Active Points) 1 4) Contact: Spiderman (8-) 5 5) Contact: SHIELD (8-) (Good relationship with Contact), Organization Contact (+2) (6 Active Points) 1 6) Contact: Nick Fury (8-) 1 7) Contact: universal (8-) Perks Cost: 78 Cost Talent 20 Combat Sense 18- 3 Lightsleep 5 Resistance: 5 points 6 Combat Luck: 3 PD/3 ED Talents Cost: 34 Total Character Cost: 745 Val Disadvantages 5 Distinctive Features: Perfect Human Specemin, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 5 Hunted: Anti American Forces, Less Powerful, 8- (Occasionally), Harshly Punish 15 Hunted: The Red Skull, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 10 Hunted: Baron Zemo, Less Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 20 Psychological Limitation: American Patriot, Common, Total 20 Psychological Limitation: Code vs Killing, Common, Total 15 Psychological Limitation: Idealist, will always do the right thing, Common, Strong 15 Secret Identity: Steve Rogers, Frequently (11-), Major 15 Reputation : Symbol of America, Almost Always (14-) Disadvantage Points: 120 Base Points: 200 Experience Required: 425 Total Experience Available: 450 Experience Unspent: 25 Quote Link to comment Share on other sites More sharing options...
Agent X Posted March 22, 2003 Report Share Posted March 22, 2003 C'mon. There have to be more versions of Cap that you guys have cooked up. Show us your Captain. Quote Link to comment Share on other sites More sharing options...
Arthur Posted March 22, 2003 Report Share Posted March 22, 2003 Very few things generate as much debate as "how do you do up established character..." It typically boils down to how much you are a fan of the character in question. The more you identify with the character, the more points you tend to build him on. I'm as guilty of that as anyone. In my old SilverAge game, I defined Dr. Doom on well over 1000 points. Quote Link to comment Share on other sites More sharing options...
Monolith Posted March 22, 2003 Report Share Posted March 22, 2003 Originally posted by Arthur [bI'm as guilty of that as anyone. In my old SilverAge game, I defined Dr. Doom on well over 1000 points. [/b] Oh, you mean he was as tough as one of Dr. Destroyer's lackeys? Quote Link to comment Share on other sites More sharing options...
Arthur Posted March 22, 2003 Report Share Posted March 22, 2003 Originally posted by Monolith Oh, you mean he was as tough as one of Dr. Destroyer's lackeys? That's what I get for going from memory. I designed the character on way over the published high-end Dr. Destroyer. Destroyer was just an ersatz Doom anyway. I figured what made Doom especially scary was his being a master of both science and mysticism. Everybody else had to specialize in one or the other. Quote Link to comment Share on other sites More sharing options...
Mavnn Posted March 23, 2003 Report Share Posted March 23, 2003 Well, this guy isn't quite Captain America, but he definately a tribute. He's also built on the standard 350 points, if that makes any difference to you. This particular character is an ex-soldier who has been recruited by an Archmage to help prevent a mystic invasion (yada, yada). He's been given an indestructable Magic Shield and told to get on with it... American Aegis Player: Val Char Cost 20 STR 10 20 DEX 30 20 CON 20 13 BODY 6 20 INT 10 20 EGO 20 25 PRE 15 18 COM 4 8/13 PD 4 8/13 ED 4 5 SPD 20 8 REC 0 40 END 0 34 STUN 1 6" RUN02" SWIM04" LEAP0Characteristics Cost: 144 Cost Power END 11 Predictive Tactics: Clairsentience (Hearing Group; Precognition) (40 Active Points); Requires A Tactics Roll (RSR Skill is subject to Skill vs. Skill contests, Active Point penalty to Skill Roll is -1 per 5 Active Points -1 1/4), Precognition/Retrocognition Only (-1), Time Modifiers (-1/2) 4 10 Armoured Suit: Armor (5 PD / 5 ED) (15 Active Points); OIF (-1/2) (added to Secondary Value) The Aegis Shield 9 1) Shield Bash: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 46 2) Unbreakable Shield of Magic: Force Wall (13 PD / 13 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (114 Active Points); OAF (-1), No Range (-1/2) Powers Cost: 76 Cost Martial Arts Maneuver Shield-jutsu 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs 4 4) Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 1 5) Weapon Element: Empty Hand, Shields Martial Arts Cost: 17 Cost Skill Tactical Genius 3 1) Analyze: Combat 13- 10 2) Defense Maneuver: I-IV 9 3) Tactics 16- 3 4) Teamwork 13- 9 5) +3 with Analyse, Tactics, Teamwork 18 6) +5 with All Combat (40 Active Points); Requires A Tactics Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points, RSR Skill is subject to Skill vs. Skill contests -1 1/4) 5 7) +1 with DCV Natural Leader 3 1) Conversation 14- 3 2) Oratory 14- 3 3) Persuasion 14- Intense Physical Training 3 1) Acrobatics 13- 3 2) Breakfall 13- 3 3) Climbing 13- 3 4) Stealth 13- Life Skills 3 1) AK: America (INT-based) 13- 3 2) KS: Current Events (INT-based) 13- 3 3) KS: Guitar Music (INT-based) 13- 3 4) PS: Play Guitar (DEX-based) 13- 0 5) PS: Soldier (Everyman Profession) 11- 3 6) KS: Superhumans (INT-based) 13- 20 +2 Overall Skills Cost: 113 Total Character Cost: 350 Val Disadvantages 20 Psychological Limitation: Honourable, Common, Total 20 Social Limitation: Secret Identity (Many Enemies) - James Henrys, Frequently (11-), Severe 10 Hunted: Pulsar, As Powerful, 8- (Occasionally), Harshly Punish 10 Hunted: Green Dragon, As Powerful, 8- (Occasionally), Harshly Punish 20 Hunted: Viper, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 20 Psychological Limitation: Fearlessly Heroic, Very Common, Strong 15 Dependent NPC: Jason Henrys (Adopted Son), Incompetent (-20 points or lower), 8- (Infrequently) 15 Hunted: The Arch-Mage Vandorian, More Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence 10 Reputation: Hero Who Will Help Anyone in Need, Frequently (11-) 10 Psychological Limitation: In Love with Sapphire, Common, Moderate Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Let me know if what you think. Hopefully some of the ideas might be useful, if nothing else. Michael Quote Link to comment Share on other sites More sharing options...
Southern Cross Posted March 23, 2003 Report Share Posted March 23, 2003 Captain America I,ve noticed that the first version of Captain America that was posted in this thread had both his REC & END bought down by 4 & 5 points respectively. It states on pg. 25 of FReD that one can only "sell back" one Figured Characteristc at a time.Furthermore,it seems out of the character concept "The peak of human perfection" to have REC & END reduced.The super-soldier serum was supposed to fix those sorts of problems... Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted March 23, 2003 Report Share Posted March 23, 2003 Re: Captain America Originally posted by Southern Cross I,ve noticed that the first version of Captain America that was posted in this thread had both his REC & END bought down by 4 & 5 points respectively. It states on pg. 25 of FReD that one can only "sell back" one Figured Characteristc at a time.Furthermore,it seems out of the character concept "The peak of human perfection" to have REC & END reduced.The super-soldier serum was supposed to fix those sorts of problems... wow, I guess I forgot that the old program doesn't always adjust for the increase in figured characteristics. His rec and end should be 12 and 60 respectively. My bad... Quote Link to comment Share on other sites More sharing options...
Thirdbase Posted March 23, 2003 Report Share Posted March 23, 2003 Don't forget the Distinctive Feature: Red Boots. He always has those boots on and someone will notice them under his trench coat. Quote Link to comment Share on other sites More sharing options...
majorvictory Posted March 24, 2003 Report Share Posted March 24, 2003 Well, after spending several hours digging through old files and converting to 5th ed., here's my version. Since we all have HD, I'll just attach the file, rather than taking up space here. Also, I'm attaching the martial art I created for Cap's shield fighting technique. Quote Link to comment Share on other sites More sharing options...
majorvictory Posted March 24, 2003 Report Share Posted March 24, 2003 Oops! Sorry, couldn't attach more than one file. Here's the style. Quote Link to comment Share on other sites More sharing options...
Kaladur Posted March 24, 2003 Author Report Share Posted March 24, 2003 I’ve been reading all the great posts on the Cap. thread and I think its great that so many players have Cap. write-ups. I have one more Question. Does anyone know If Cap. has gotten more powerful over the years or has he always been at the same power level? If he has changed over the years I would like to know what everyone would feel his power level would be in the 1940s time line. Kaladur Quote Link to comment Share on other sites More sharing options...
Supreme Posted March 24, 2003 Report Share Posted March 24, 2003 Originally posted by Kaladur I’ve been reading all the great posts on the Cap. thread and I think its great that so many players have Cap. write-ups. I have one more Question. Does anyone know If Cap. has gotten more powerful over the years or has he always been at the same power level? If he has changed over the years I would like to know what everyone would feel his power level would be in the 1940s time line. Kaladur I believe there was a temporary period during the 80s when Cap had his strength temporarily increased to about a 40. My details on this are vague and derived from a reference in "Avengers Forever" (a truly GREAT book which is out in TP). Quote Link to comment Share on other sites More sharing options...
majorvictory Posted March 25, 2003 Report Share Posted March 25, 2003 Actually, Cap's strength increase came during the semi-legendary "Secret Empire" run during the '70's. I believe that Kirby was doing the artistic chores at that time. (BTW, the leader of the Empire was Nixon!). Quote Link to comment Share on other sites More sharing options...
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