Jump to content

CHAR: Captain America


Enforcer84

Recommended Posts

Re: CHAR: Captain America

 

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.

Link to comment
Share on other sites

  • Replies 75
  • Created
  • Last Reply

Top Posters In This Topic

Re: CHAR: Captain America

 

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.

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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:

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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.

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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. ;)

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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? ;)

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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.

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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.

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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*

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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?

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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.

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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.

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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.

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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...

Link to comment
Share on other sites

Re: CHAR: Captain America

 

Considering the damage levels you're going to have Thor kicking out' date=' 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.[/quote']

*sob*

I know! I am painting myself into a corner!

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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.

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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.

Link to comment
Share on other sites

Re: CHAR: Captain America

 

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.

Link to comment
Share on other sites

Re: CHAR: Captain America

 

An aside' date=' 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.[/quote']

 

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

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...