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Captain America


Kaladur

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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

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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).

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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.
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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

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:eek:

 

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.

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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.

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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

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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...

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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...

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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

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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).

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