Jump to content

Captain America and Cast


Split Decision

Recommended Posts

Here, I will post Captain America, and those heroes, villains and NPCs that are most memorably linked to him.

 

For Cap himself, I am going to try to be as thorough as possible. This means an obsessive level of statting out the details and an astronomical point total. Trim to taste. You can certainly make a 350 point Cap who is functionally similar.

Link to comment
Share on other sites

  • Replies 72
  • Created
  • Last Reply

Top Posters In This Topic

Re: Captain America and Cast

 

Captain America

Steve Rogers

 

Val Char Cost

25 STR 15

26 DEX 48

30 CON 40

30 BODY 40

13 INT 3

20 EGO 20

30 PRE 20

18 COM 4

 

25 PD 20

25 ED 19

6 SPD 24

 

15 REC 8

60 END 0

60 STUN 2

 

13" RUN 14

5" SWIM 3

6" LEAP 0

Characteristics Cost: 299

 

Cost Power END

133 Captain America's Unique Shield Multipower, 200-point reserve, OIF (-1/2)

8u Protection I: Force Wall (20 PD/20 ED), Hardened x2 (+1/2), 0 END (+1/2), OIF (-1/2), No Range (-1/2), Restricted Shape (-1/4), Cannot Englobe (-1/4)

10u Protection II: Armor (20 PD/20 ED), Hardened x2 (+1/2), Useable Simultaneously (by self and one other person, +1/2), Nonpersistent (-1/4), OIF (-1/2), Second Person must be in same hex (-1/4)

2u Protection III: Missile Deflection (all Ranged attacks), Range (adjacent +1/2), Lockout (Multipower -1/2)

1u Shield-Bash: HA +6d6, OIF (-1/2), Standard Hand-to-Hand Lim (-1/2) END: +3

1u Shield Edge: HKA 1d6 (up to 2d6 with STR) OIF (-1/2) END: 1 or 3

1u Thrown Shield I: 10d6 Energy Blast vs PD, OIF (-1/2), 1 Recoverable Charge with Skill Level (-1), Lockout (-1/2, cannot use MP until recovered), Range: 30" (-1/4) END: 5

3u Thrown Shield II: 10d6 Energy Blast vs PD, Area of Effect: 20" Line (+1), OIF (-1/2), 1 Recoverable Charge with Skill Level (-1), Lockout (-1/2, cannot use MP until recovered), Range: 30" (-1/4) END: 10

3u Thrown Shield III: 10d6 Energy Blast vs PD, Area of Effect (Any Area 5"; +1), OIF (-1/2), 1 Recoverable Charge with Skill Level (-1), Lockout (-1/2, cannot use MP until recovered), Range: 30" (-1/4) END: 10

3u Thrown Shield IV: HKA 1d6 (up to 2d6 w/STR), Range: 30" (+1/4), OIF (-1/2), 1 Recoverable Charge with Skill Level (-1), Lockout (-1/2, cannot use MP until recovered), Range: 30" (-1/4) END: 10

1u I Pack My Own Shade: 20 Points Sight Group Flash Defense, Hardened (+1/4), OIF (-1/2), Activation 14- (-1/2), Nonpersistent (-1/4), Lockout (Multipower -1/2)

Note: You may substitute Restrainable (-1/2) for OIF (-1/2) if you want.

---

45 Supreme Concentration, Supreme Focus I: Find Weakness, All Attacks, 14-

9 Supreme Concentration, Supreme Focus II: +3 to PER rolls (15-)

---

42 Avengers, Assemble! Summon up to six superheroes of up to 750 points each, Expanded Class (Any superhuman inclined to join, +1/2), Loyal (+1/2), No Consious Control (Summoned supers reflect those who agree to join, -1), Extra Time: 30 Days (-5)

---

60 World's Biggest Boyscout is Always Prepared: 60-point Variable Power Pool

75 Control Cost: No Skill Roll Required (+1), Can Change as a half-phase action (+1/2)

---

250 Searching for America: 250-pt Variable Power Pool

22 Control Cost: Multiform Only (-2), No Consious Control (Triggered by Accidental Change Disadvantage, and no choice as to how abilities change, -2) Keeps Characteristics, Talents and Skills, loses Perks, Loses Well-Connected Skill Enhancer. Additional abilities and specific Limitations are defined by GM. Multiform may be built on signifigantly fewer than 1250 points, GMO (-1/2).

---

Avengers Communicard Suite:

5 Communication: HRRP (Radio Group), OAF (-1), Affected as Sight and Hearing Group as well as Radio Group (-1/2)

12 Broadcast Tracking: Detect Source of Radio Transmissions (PER roll) (Radio Group), Discriminatory, Analyze, Increased Arc (360 Degrees), Range, OAF (-1)

5 Scrambled: Variable Power Pool, 4 base + 2 control cost, OAF (-1), Only for One Language At a Time (-1)

3 Onboard Computer: Computer "secretary" in Communicard. OAF (-1)

---

60 Uncanny Inspiration: 2 Overall Skill Levels, Useable Simultaneously (by self and up to 7 people with him, +1), Ranged (+1/2), Persistent (+1/2, LOS not needed once established)

---

1 Super-Soldier Syrup: LS: Extended Breathing: 1 END/Turn

1 Super-Soldier Serum: LS: Character Only Needs to Sleep 1/Week

1 Super-Soldier Serum: LS: Longevity: Ages at Half Normal Rate

10 Super-Soldier Serum: LS: Immunity to Alcohol, Bacterial Infections, Common cold/flu, Fungal infections, Neurotoxins, Viral Infections, Zootoxins.

5 Super-Soldier Serum: Healing 1d6 (1 BODY per Hour), 0 END (+1/2), Persistent (+1/2), Extra Time + Increased Time Increment (1 BODY per Hour, -2 1/4), Self Only (-1/2)

8 Super-Soldier Serum: Luck 6d6, Only to convert certain death into suspended animation or other form of uncontrolled removal from game (-2), Lockout (all Powers, recover when found and brought back to health by an outside force, -1/2)

---

12 Chainmail or Scalemail Armor (your choice of descriptor): 6PD, 6 ED Amor, OIF (-1/2)

Powers Cost: 782

 

Cost Perk

6 Computer Link: Access to all US Federal, State, Local and Military databases, Top Secret Clearance

11 Contact: Nick Fury 14-

9 Contact: Agent 13 Sharon Carter 13-

1 Contact: Nomad 8-

0 Contact: D-Man 8- (two 8- Contacts for 1 point due to Well-Connected skill enhancer)

2 Contact: All former Avengers 8-

10 Heroic Legacy: Any 10 Favors, GMO

5 International Police Powers

3 Diplomatic Immunity, overseas only (-1/2)

10 License to Kill

6 Reputation: The world's most famous superhero +3/3d6, 14-

70 Vehicles: Cap's motorcycle, Mobile command center van, Avengers Skycycle, Capwing jet. 300-point maximum.

10 Contribution to current Avengers East base

Perks Cost: 167

 

Cost Talent

9 Full Ambidexterity

3 Bump of Direction

27 Danger Sense: Immediate viscinity, out of combat, any danger, sense, intuitional (PER roll)

5 Eidetic Memory

3 Environmental Movement: Aquatic

1 Environmental Movement: Icewalking

3 Environmental Movement: Narrow ledges, balance situations

4 Environmental Movement: Zero-G training

3 Lightning Calculator

3 Lightsleep

5 Resistance: 5 points (EGO roll: 18-)

4 Speed Reading 10x

Talents Cost: 70

 

Cost Skill

20 +2 Overall Skill Levels

3 Well-Connected

---

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Combat Piloting 14-

3 Lockpicking 14-

3 Power: Use Shield 14-

3 Sleight of Hand 14-

3 Stealth 14-

3 Teamwork 14-

---

1 FAM w/Computer Programming 8-

3 Concealment 12-

10 Cramming x2

3 Criminology 12-

3 Cryptography 12-

3 Deduction 12-

3 Demolitions 12-

2 KS: Forensic Medicine 11-

3 Forgery 12-

3 Lipreading 12-

3 Mechanics 12-

2 KS: Mimicry 11-

3 Navigation 12-

3 Paramedics 12-

3 Security Systems 12-

3 Shadowing 12-

16 Survival: Arctic/Subarctic, Mountain, Temperate/Subtropical, Tropical, Desert, Marine, Urban, Space 12-

3 Systems Operation 12-

3 Tactics 12-

3 Tracking 12-

---

3 Bureaucratics 15-

3 Interrogation 15-

3 Oratory 15-

3 Persuasion 15-

3 Streetwise 15-

---

2 PS: Commercial Artist 11-

2 PS: Soldier 11-

2 PS: Diplomat 11-

2 PS: Spy 11-

2 PS: Superteam Leader 11-

2 KS: Drawing and Inking 11-

2 KS: Simple Cooking 11-

3 KS: Superheroes (INT-based) 12-

3 KS: Supervillains (INT-based) 12-

3 KS: United States and International Military Structure (INT-based) 12-

3 KS: Terrorism and Terrorists (INT-based) 12-

---

3 Traveler

1 AK: Brooklyn 11-

1 AK: New York City 11-

1 AK: Midwest US 11-

1 AK: United States 11-

1 AK: Germany 11-

1 AK: France 11-

1 AK: Middle East 11-

1 AK: Japan 11-

1 AK: Washington, DC 11-

1 AK: Florida 11-

1 CuK: German 11-

1 CuK: Soviet/Russian 11-

1 CuK: Japan 11-

1 CuK: Southeast Asia 11-

1 CuK: Arab Culture 11-

1 CuK: Western European 11-

1 CuK: Kree Culture 11-

1 CuK: Skrull Culture 11-

---

0 Language: 5-pt English (native)

3 Language: 3-pt Russian

1 Language: 1-pt Arabic

2 Language: 2-pt German

1 Language: 1-pt Japanese

---

2 TF: Common Motorized Ground Vehicles

1 TF: 2-Wheel Motorized Ground Vehicles

1 TF: Tracked Military Vehicles

1 TF: Wheeled Military Vehicles

1 TF: Small Planes

1 TF: Large Planes

1 TF: Combat Aircraft

1 TF: Helicopters

1 TF: Snowmobiles

1 TF: Small Motorized Boats

1 TF: Large Motorized Boats

1 TF: Small Military Watercraft

1 TF: Jetskis

1 TF: Hanggliders

1 TF: Parachute Basic

1 TF: Parachute Advanced

1 TF: SCUBA

1 TF: Snow Skiing

2 TF: Science Fiction and Space Vehicles

---

2 Weaponsmith: Firearms 11-

2 Weaponsmith: Missiles and Rockets 11-

2 Weaponsmith: Chemical Weapons 11-

2 Weaponsmith: Biological Weapons 11-

Note: These Weaponsmith skills reflect his intimate knowledge of these forms of weaponry, not necessarily his ability to design them from scratch.

---

24 +8 Combat Skill Levels with Shield

48 +6 Combat Skill Levels with All Combat

10 Defense Maneuver I-IV

5 Rapid with Hand-to-Hand Attacks

Commando Training

4 Martial Disarm: -1 +1, Disarm, STR 45

4 Martial Block: +2 +2, Abort

4 Martial Dodge: - +5, Abort

4 Flying Dodge: - +4, Full Move, Abort

4 Martial Escape: +0 +0, 50 STR vs Grabs

4 Choke Hold: -2 +0, Grab, 3d6 NND

5 Killing Strike: -2 +0, 1d6 HKA (2d6 w/STR)

3 Legsweep: +2 -1, 8d6 Strike, Opp Falls

3 Martial Grab: -1 -1, Grab Two Limbs, 45 STR for holding on

4 Martial Strike: +0 +2, 9d6 Strike

4 Nerve Strike: -1 +1, 3d6 NND

5 Offensive Strike: -2 +1, 11d6 Strike

3 Martial Throw: +0 +1, (7 + v/5)d6 Strike, Opponent Falls

8 +2 Damage Classes (figured in)

1 Weapon Elements: barehanded and with Shield

Skills Cost: 375

 

Total Character Cost: 1693 = 299 + 782 + 167 + 70 + 375

 

Val Disadvantages

15 Accidental Change: Whenever Steve becomes disillusioned with American government, politics or the military 14- (triggers Multiform)

5 DNPC: Fabian Stankowicz 8- (normal, useful)

5 DNPC: Peggy Carter 8- (normal, useful)

0 DNPC: Col. John Jameson 8- (less powerful, useful)

10 Distinctive Feature: Captain America's Shield

20 Distinctive Feature: Quintessence of America. The Sentinel of Liberty, the Living Legend, etc.

25 Hunted: Red Skull 11-

20 Hunted: HYDRA 8-

25 Hunted: Cap's Rogues Gallery 14- (As Powerful, including the Zemos, Viper II, Hatemonger, Nefaria, Kingpin, Superia, Mr. Hyde, Serpent Society, Loki, the Secret Empire, random Avenger villains, some crime bosses, etc.)

15 Watched: SHIELD 14-

15 Watched: US Military 14-

20 Psychological Limitation: Overconfidence "on the job"

20 Psychological Limitation: Overly passive in civilian life. Avoids socializing. Feels as if he does not have the luxury of having a social life.

20 Psychological Limitation: Feels the weight of America and the Free World on his shoulders

10 Psychological Limitation: Questions the message his origin and career send to the public

15 Social Limitation: Famous

15 Social Limitation: Subject to orders from the President and the US military

10 Social Limitation: Subject to Avengers bylaws

10 Rivalry: Hawkeye, professional

10 Rivalry: USAgent, professional

Disadvantage Points: 285

Base Points: 200

Experience Required: 1208

Total Experience Available: 1500

Experience Unspent: 292

Link to comment
Share on other sites

Re: Captain America and Cast

 

I don't know if the characteristics are right. I have never thought of him being much beyond 20 on any physical stat. Like Teleos in this regard to being the perfect human specimen but not above (at least not by much).

 

Also what is the resistance to? Torture I assume, but it isn't specified.

 

Other than those two comments GREAT JOB! Do you have an HD3 file version of him?

 

La Rose

Link to comment
Share on other sites

Re: Captain America and Cast

 

As with the Serpent Society thread, I sadly do not have any hdc files, since I don't have Hero Designer. Sorry!

 

As for his statistics, they are based roughly upon the FASERIP stats provided in various Marvel Superheroes supplements. I can see building him as a NCM, paying double for the last two points of SPD, to 6, and various skills and talents to get him up into super territory for CV and initiative, but I decided to go with the Marvel published stats.

Link to comment
Share on other sites

Re: Captain America and Cast

 

I like the build. A couple of comments/ questions:

 

* INT of 13 seems low to me

* His perception should be upped from 12-

* Tactics of 12- seems light

* I'm guessing that's a placeholder on Powers or am I wrong? If I am shouldn't he have missile deflection and and an EB for his Shield?

* To save you the point Brooklyn is part of NYC, AK for NYC should cover you there

Link to comment
Share on other sites

Re: Captain America and Cast

 

I don't know if the characteristics are right. I have never thought of him being much beyond 20 on any physical stat. Like Teleos in this regard to being the perfect human specimen but not above (at least not by much).

 

Also what is the resistance to? Torture I assume, but it isn't specified.

 

Other than those two comments GREAT JOB! Do you have an HD3 file version of him?

 

La Rose

 

All of Teleios' Characteristics peg at "CU Human Maximum" which is 30 for everything, except INT which is 50. 15 PD and ED. 7 SPD.

 

Resistance does not need to be specified - it is built as +1 EGO Skill Roll; Only To Resist Interrogation/Questions(-1).

Link to comment
Share on other sites

Re: Captain America and Cast

 

All of Teleios' Characteristics peg at "CU Human Maximum" which is 30 for everything, except INT which is 50. 15 PD and ED. 7 SPD.

 

Resistance does not need to be specified - it is built as +1 EGO Skill Roll; Only To Resist Interrogation/Questions(-1).

 

He was set to 30 in each? Wow I guess it has been quite some time since I last looked at his profile. I for some reason thought he was set to 20s. I must of got the NCM confused with Normal Human maximum. I also seemed to mix up Resistance as well. I remember the other options for it, like, Blase or Unfriendly and thought the default of the talent was 1pt for +1 ego to resist X and you have to define X.

 

Thanks for the correction GA.

 

Then correcting my previous Post.

 

GREAT JOB! with no additional commentary!

 

La Rose.

Link to comment
Share on other sites

Re: Captain America and Cast

 

INT is low, tactics is way low

 

Needs a shield MP (Take a look at Aegis of my 275 point project or the questinite shield write up in a variety of books and online somewhere)

 

ALSO for CAP I might give his shield some offensive PRE, according to Marvel it will keep inspiring people for milleniums (See Guardians of the Galaxy quest for the shield)

 

Remember that the costume provides armor as well

Link to comment
Share on other sites

Re: Captain America and Cast

 

I also seemed to mix up Resistance as well. I remember the other options for it, like, Blase or Unfriendly and thought the default of the talent was 1pt for +1 ego to resist X and you have to define X.

 

Thanks for the correction GA.

 

no problem.

 

For the record - your version of Resistance is a better idea over all, so you can define resistances instead of assuming it's interrogation. Even if it is the most common.

Link to comment
Share on other sites

Re: Captain America and Cast

 

I haven't added in his powers- in fact, jst placed his shield in the original post. As far as his PER and certain INT skills being low, you are correct. But he has two levels of Overall Skill Levels for himself, and will have two that are Useable Simultaneously by himself and whoever he's with at the time- reflecting his ability to just make everyone around him better. Essentially, you can give him a +4 to any skill roll listed when it really matters.

 

He will also have +3 to PER rolls, which I will now add, and Find Weakness with all attacks 14-, reflecting his supreme concentration and focus.

 

He's never revealed much technical expertise or leaps of scientific logic, often falling back on Tony Stark, Reed Richards and Hank Pym for the smart stuff. So I don't feel like he needs to be really far above average. I gave him the 8 for being Normal plus 5 points for 13. Although I know it's not exactly the same thing, my reasoning is, 5 STR doubles lifting capacity, so 5 INT ought to double thinking capacity- which is where I think he belongs.

 

For the record - your version of Resistance is a better idea over all' date=' so you can define resistances instead of assuming it's interrogation. Even if it is the most common.[/quote']

 

I totally agree- but in this case, it is vanilla resistance to interrogation.

 

As far as Brooklyn being a borough of New York, you're right- I put both AKs in to reflect his great knowledge of New York City as well as a truly intimate relationship with his local neighborhoods.

Link to comment
Share on other sites

Re: Captain America and Cast

 

I saw the overalls and see your logic there, but I'd still give Cap a 15- on PER rolls. That's just me. Correct me if I'm wrong as I'm not a rules-guy, but if he was using those levels to help with another skill at that moment (i.e. acrobatics or combat driving) wouldn't they be unavailable?

 

I'd also add a couple points of LS, as he's immune to some poisons and diseases.

Link to comment
Share on other sites

Re: Captain America and Cast

 

I saw the overalls and see your logic there, but I'd still give Cap a 15- on PER rolls. That's just me. Correct me if I'm wrong as I'm not a rules-guy, but if he was using those levels to help with another skill at that moment (i.e. acrobatics or combat driving) wouldn't they be unavailable?

 

I'd also add a couple points of LS, as he's immune to some poisons and diseases.

 

You will note that I gave him a PER roll of 15- and a great Find Weakness, reflecting his supreme concentration and focus.

 

On the Overall Levels, you are right. Using it in one place means it's unavailable in another. But if I give him, say 100 Overall levels so that he could be perfect in everything at once, he would essentially never fail at any game interaction. In the comics he does experience setbacks, even though his overall (har, har) performance is stellar.

 

I hope you will agree that the the Life Support he now has is sufficient. If I missed something critical, please let me know.

Link to comment
Share on other sites

Re: Captain America and Cast

 

While the VPP's are interesting I don't think they are really needed.

 

The summon power would be IMO a matter of the other players making a team, or the GM having a group. Still it is interesting idea that I will rep you for

 

The Super soldier luck power, if the character does not die but is still out of the game, what is the difference? I don't think it should be a power, or at the least it should be some kind of triggered healing from death type of power. Or add resurection to his regen...

 

The world's biggest boy scout, he just does not strike me as having this kind of VPP while the Finding america is more of a radiation accident IMO

Link to comment
Share on other sites

Re: Captain America and Cast

 

First of all, thank you for all your great comments! I have no argument with any of them. Everyone has great ideas.

 

As far as some of the powers and skills, comma, the necessity of: You're right. A heck of a lot of this is not necessary.

 

However, I've statted up such things as his "radiation accident" (thanks Jim) and his "Boy Scout" VPP in order to show what sorts of things I think are relevant to the discussion of Captain America. I speculated in the beginning of the thread that you can probably make a serviceable Cap on 350 points. All the rest is detail.

 

And certainly, the "Avengers Assemble" Summon is overkill. But... if you want to form the Avengers, you had better get Cap to lead them. That's all.

 

Let me say again: trim to taste. This is the fattest Cap I can devise, and have him still be Cap. He can lose a lot of points and still be just as effective and authentic.

Link to comment
Share on other sites

Re: Captain America and Cast

 

First of all, thank you for all your great comments! I have no argument with any of them. Everyone has great ideas.

 

As far as some of the powers and skills, comma, the necessity of: You're right. A heck of a lot of this is not necessary.

 

However, I've statted up such things as his "radiation accident" (thanks Jim) and his "Boy Scout" VPP in order to show what sorts of things I think are relevant to the discussion of Captain America. I speculated in the beginning of the thread that you can probably make a serviceable Cap on 350 points. All the rest is detail.

 

And certainly, the "Avengers Assemble" Summon is overkill. But... if you want to form the Avengers, you had better get Cap to lead them. That's all.

 

Let me say again: trim to taste. This is the fattest Cap I can devise, and have him still be Cap. He can lose a lot of points and still be just as effective and authentic.

 

 

Well then I can definatly see keeping the avengers assemble power, for that matter I can see upping it...he does have Thor and Iron man on speed dial for these things after all.

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...