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Split Decision

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Posts posted by Split Decision

  1. Re: 275 Point Project Psi: Midnight

     

    If you are looking to build a mentallist, then this is a good kernel of an idea. I like the skill levels. If you are instead looking to make someone in the Batman/Daredevil/Moon Knight/Nighthawk (Marvel)/etc. mold, then you have a tremendous candidate. Aside from the somewhat pedestrian DEX (and really it's not that low), you have a good martial artist. And the skills set and gadgets are likewise very robust, tight and elegant sets.

     

    I can't remember who you made up for a martial artist or gadgeteer. But even blind to the other candidate you built, I would bet that this one is better.

     

    Excellent job as usual, Jim

  2. Re: Captain America and Cast

     

    Bucky (Golden Age)

    James Buchanan Barnes (formerly deceased)

     

    Val Char Cost

    15 STR 5

    18 DEX 24

    15 CON 10

    15 BODY 10

    13 INT 3

    1 EGO 2

    15 PRE 5

    14 COM 2

     

    6 PD 3

    6 ED 3

    4 SPD 12

     

    6 REC 0

    40 END 5

    33 STUN 2

     

    9" RUN 6

    4" SWIM 2

    3" LEAP 0

    Characteristics Cost: 92

     

    Cost Power END

    60 Military Ordinance VPP Bucky was skilled at using most standard Army weapons, such as the M-1 Rifle, bazookas and hand grenades.

    15 Control Cost: Only Changes at Base (-1/2), Must be OIF or OAF (-1/2).

    ---

    10 Lucky Bucky: 2d6 Luck

    Powers Cost: 85

     

    Cost Perk

    9 Contact: Unnamed US Army General 11-

    12 Contact: Captain America 14-

    12 Contact: Kid Commandos or Liberty League (depending upon year) 14-

    Perks Cost: 33

     

    Cost Talent

    24 Lucky Bucky: 12PD 12ED Combat Luck

    Talents Cost: 24

     

    Cost Skill

    3 Acrobatics 13-

    3 Breakfall 13-

    3 Climbing 13-

    3 Combat Driving 13-

    3 Stealth 13-

    3 Teamwork 13-

    ---

    3 Demolitions 12-

    3 Paramedics 12-

    3 Tactics 12-

    ---

    2 PS: Army Mascot 11-

    2 KS: Industrial cooking 11-

    ---

    7 Marksman training: +2 CSLs w/Ranged Combat, OCV Only (-1/2)

    ---

    Commando Training

    4 Martial Disarm: -1 +1, Disarm, STR 35

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

    3 Martial Grab: -1 -1, Grab Two Limbs, 35 STR for holding on

    4 Martial Strike: +0 +2, 7d6 Strike

    8 +2 Damage Classes (figured in)

    15 +3 CSLs with Hand-to-Hand Combat

    Skills Cost: 76

     

    Total Character Cost: 310 = 92 + 85 + 33 + 24 + 76

     

    Val Disadvantages

    20 Normal Characteristic Maxima

    15 Social Limitation: Sectret Identity

    10 Social Limitation: Age (approx. 15 or 16)

    10 Social Limitation: Subject to the orders of the US Army

    15 Social Limitation: Famous symbol of America

    15 Social Limitation: Dark Secret. Actually a US Army operative tasked with spying on Captain America

    25 Hunted: Enemies of Captain America 14-

    Disadvantage Points: 110

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    Wikipedia Page

     

    Pictures here

     

    Real Name

    James Buchanan Barnes

     

    Aliases

    None

     

    Identity

    Known to authorities

     

    Occupation

    Sidekick to Captain America

     

    Citizenship

    USA

     

    Place of Birth

    Shelbyville, Indiana

     

    Known Relatives

    George and Winnifred Barnes (parents, deceased), Ida (aunt, presumed deceased), Rebecca P. Barnes Proctor (sister), Proctor (first name unrevealed, brother-in-law), unidentified niece and nephew, Scott Proctor (grandnephew), Kimberly Proctor (grandniece)

     

    Group Affiliation

    Formerly Kid Commandos, Liberty Legion, Invaders (wartime), Young Allies; former partner of Captain America

     

    Education

    High school dropout

     

    Height

    5'9"

     

    Weight

    160 lbs.

     

    Eyes

    Brown

     

    Hair

    Brown

     

    Powers

    None.

     

    Abilities

    skilled hand-to-hand combatant, extremely accurate marksman

     

    Weapons

    Various firearms

     

    First Appearance

    (as Bucky) Captain America Comics #1

     

    Origin

    Captain America #11

     

    Significant Issues

    Avengers #4 - Bucky's supposed "death"

  3. Re: Captain America and Cast

     

    Obviously I don't know what campaign guidelines you have laid out' date=' but the potential 27 OCV with the shield is a bit perplexing...[/quote']

     

    Thank you for bringing that up. There are a couple things that led me to such an outrageous number.

     

    One: OCV 27 makes truly impossible feats routine, such as using a single throw to disarm a roomful of thugs with hostages while riding a motorcycle through a pane-glass window over a police car in New York City traffic at midnight. (And yes, you could certainly do that in a different way.)

     

    Two: with 18 CSLs with the shield, you can safely fit any other weapons master of any competence under him without cramping anyone's style.

     

    Three (sorta): Not a justification of the high number of skill levels, but please feel free to trim him down as your needs and tastes dictate. As I have said, I have made this version of Cap the fattest I could while still keeping him Cap, and it's reasonable to make a Cap on 350 pts that's just as valid.

     

    Up next: Crossbones and Golden Age Bucky

  4. Re: Captain America and Cast

     

    Yes, Vann, the other thread's Diamondback is the Cap-trained version.

     

    I'm not familiar with Winter Soldier/New Cap from primary sources, so I'm not sure whether I will post him or not. Although I don't mind putting up a controversial or unpopular build, I do want to be able to defend my choices, which may be impossible in his case.

     

    But please, if someone likes Winter Soldier/New Cap and would like to post him, you certainly have my permission to put him in this thread (as if you needed it :D).

  5. Re: Captain America and Cast

     

    I think that just about does it for Cap himself. Thank you again for your interest and input. But I'm still open to suggestions if I missed something or recorded something in a suboptimal way. Coming up in the next few days, I will post:

     

    Bucky (as a sidekick in WWII), Both Baron Zemos, Baron von Strucker, the Falcon.

     

    I have a good grasp on what to write but I still have to write them up for your consumption.

     

    I have a list of about thirty people in his extended cast that I want to write. If you have a favorite Cap cast member that deserves writing up, get me a message about it and I will put it on the list.

  6. 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.

  7. Re: Power Level of a the Mafia

     

    In Spidey's case, though, he probably had the police as a very low-level Hunted, maybe just a five-pointer if that. It is not like they were going out of their way to "get" him either - don't believe they called up the Avengers or the FF or the military, as they certainly would if a major villain started rocking around NYC.

     

    Possibly, he did not have a Police Hunted at all - most police confrontations in his case seem to have been the results of having J Jonah Jamison (and the Daily Bugle) as a Hunted, plus fall-out from the machinations of various villains.

     

    There was a stretch in the late 90s when someone put a bounty on his head, and he was hunted by everybody... and it really did cramp his style. That was why he invented his four alternate identities and hung up Spidey for a few months.

     

    I think Spidey has a Hunted: New York Police Dept. (mild) (More Powerful, NCI, Limited Geography) 8-. That's a 10 I think.

  8. 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.

  9. 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.

  10. 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.

  11. 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

  12. 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.

  13. Re: Power Level of a the Mafia

     

    You don't need to compare point values. The normal police are usually more powerful than a superhero built on any number of pionts, since the superhero is at least apparently law-abiding. The rule of law (or in the case of the mafia, the rule of the street) usually trumps an individual over the long run.

  14. Re: Split's Serpent Society Thread

     

    Let me be the first to say fantastic job on the whole set!! Really well done and thought out. I have to admit I'm curious to see how you'd write up Cap so he could take on this slithery bunch.

     

    Actually, with some smarts and luck, it wouldn't take any more than a 1000-point Cap to take these jokers down. I think Batman would be capable; Daredevil, probably not. Two of the things that help tremendously is some resistant defense to electricity, and some sort of immunity to snake-based poisons.

     

    But you know, I've been searching for the next challenge. OK. Cap, Peggy, Fabian & John, the Cap motorcycle, the Avengers skycycle, John's airplane, the Battle Van, maybe Bernie; Nomad, Falcon and Redwing, Paladin, Vagabond, D-Man, Jack Flagg and Free Spirit, Agent 13, and whoever else I can dig up. And, of course, who could forget Red Skull, Mother Night, Crossbones, Cutthroat, Batwing, Machinesmith...

     

    All of a sudden, this is a bigger project than the Serpent Society. We'll see how it goes!

  15. Re: Split's Serpent Society Thread

     

    Constrictor

    Frank Schlicting (Formerly Frank Payne)

     

    Val Char Cost

    15 STR 5

    15 DEX 15

    19 CON 18

    18 BODY 16

    8 INT -2

    10 EGO 0

    15 PRE 5

    10 COM 0

     

    8 PD 5

    8 ED 4

    4 SPD 10

    7 REC 0

    38 END 0

    36 STUN 0

     

    8" RUN 4

    2" SWIM 0

    3" LEAP 0

    Characteristics Cost: 85

     

    Cost Power END

    16 Constrictor Battlesuit: 8 PD, 8 ED Armor, OIF (-1/2)

    12 Constrictor Battlesuit: 50% Resistant Damage Reduction, Electricity Only (-1), OIF (-1/2)

    10 Electronic Countermeasures: 20 Points Power Defense, Only protects suit abilities, not inborn (-1/2), OIF (-1/2)

    11 Questionite/Adamantium Cables: 5" Stretching, No NCM (-1/4), Hands Only (-1/4), Limited Manipulation (-1/4), OIF (housings on arms, -1/2) END: 2

    12 Questionite/Adamantium Cables: +30 STR, No Figured Characteristics (-1/2), OIF (-1/2), Cables Only (-1/2). END: 4. (Note: all 45 STR runs off of suit's battery END Reserve.)

    3 Multiple Engagement: Extra Limbs (two cables can each engage two foes), OIF (-1/2)

    20 Tactical Flexability: +6 with Hand-to-Hand Combat, OIF (cables, -1/2)

    10 Capacitor: 150 END 0 REC END Reserve, OIF (-1/2). Runs all suit powers. plus

    3 Recharger: 10 REC for END Reserve, OIF (-1/2), Only when plugged into a wall outlet (-2)

    44 Capacitor Discharge: 5d6 NND (+1, defense is Resistant ED Damage Reduction), Does BODY (+1), Continuous (+1), OIF (cables, -1/2), No Range (-1/2), Linked to Grab (-1/4). END: 10

    Powers Cost: 141

     

    Cost Perk

    4 Contact: Justin Hammer 11-

    Perks Cost: 4

     

    Cost Skill

    3 Streetwise 12-

    3 Interrogation 12-

    2 KS: Beers of the world 11-

    2 KS: The Bar With No Name 11-

    Skills Cost: 10

     

    Total Character Cost: 240 = 85 + 141 + 4 + 10

     

    Val Disadvantages

    20 Normal Characteristic Maxima

    15 Social Limitation: Secret Identity

    10 Psychological Limitation: Thinks "small-time"

    10 Psychological Limitation: Loner, not a team player

    15 Hunted: Police 8-

    20 Watched: S.H.I.E.L.D 14-

    10 Watched: The Serpent Society 11-

    10 Watched: Justin Hammer 11-

    10 Professional Rivalry: Other reptile-themed heroes and villains

    15 DNPC: Mia Payne, Daughter 8-

    Disadvantage Points: 135

    Base Points: 150

    Experience Required: 0

    Total Experience Available: 45

    Experience Unspent: 45

     

    Note: Frank Schlicting (as the Constrictor) was at the first official meeting of the Serpent Society, but declined the invitation to join the team. He clearly has some firepower with his indestructable cables, and would make a good foil for a lone hero or a new addition to the Serpent Society under King Cobra. His main weakness is that he's still a street thug who just happens to have a nice battlesuit- he's perfectly happy using it to knock over liquor stores and banks even though he could play in the big leagues with a change in attitude.

     

    Recently, there has been a retroactive continuity change that makes Frank Schlicting actually Frank Payne, a former S.H.I.E.L.D. agent who went deep undercover, had a nervous breakdown, and somehow forgot who he used to be- becoming, in essence, a new man.

     

    He subsequently lost his hands in battle with KIA, and was rebuilt with the cables coming directly from his robotic hands. And gave up crime. And then had the cables replaced with Vibranium ones in order to save Sabretooth's life. And a lot of other incredible things (even by superhero standards), all in an effort to get this guy where Marvel thought he should be. Blah, blah, blah. I honestly don't know if anyone there had a clue as to how to use him.

     

    The most interesting version of Constrictor to me was the one with the chutzpah to spit on the assembled might of the Serpent Society and decide he was better off as a solo operator (For Justin Hammer's Corporation, in this case), and go one-on-one with the likes of the Hulk, Captain America, and Iron Man. That Constrictor is the one presented here.

     

    Wikipedia Page

     

    Pictures here

     

    Real Name

    Frank Schlichting (formerly Frank Payne)

     

    Aliases

    None

     

    Identity

    Known to authorities

     

    Occupation

    Mercenary, idle rich; former S.H.I.E.L.D. agent

     

    Citizenship

    U.S.A.

     

    Place of Birth

    Racine, Wisconsin

     

    Known Relatives

    Mia Payne (daughter), Ex-wife (deceased)

     

    Group Affiliation

    Initiative; formerly S.H.I.E.L.D., Six Pack, Masters of Evil; former agent of the Corporation and Justin Hammer; former ally of Copycat (who posed as Titania), Deadpool, Sabretooth, and Viper

     

    Education

    unspecified college degree

     

    Height

    5’ 11”

     

    Weight

    190 lbs.

     

    Eyes

    Blue-gray

     

    Hair

    Black

     

    Powers

    None

     

    Abilities

    The Constrictor is an above-average athlete and skilled in conventional military and espionage training.

     

    Weapons

    The Constrictor's signature weapons are two Vibranium cables that launch from special gauntlets above his wrist. Cybernetically-controlled, the cables can be used as whips, can constrict his victims, and can deliver a powerful electrical charge. (Originally, the cables were composed of Adamatium, but even though they have been replaced, they remain virtually indestructible.) The Constrictor's battlesuit is electrically-insulated and partially bullet-proof.

     

    First Appearance

    Incredible Hulk #212 (1977)

  16. Re: Split's Serpent Society Thread

     

    Eel

    Leopold Stryke

     

    Val Char Cost

    13 STR 3

    20 DEX 30

    20 CON 20

    20 BODY 20

    20 INT 10

    10 EGO 0

    10 PRE 0

    10 COM 0

     

    6 PD 3

    6 ED 2

    4 SPD 10

    7 REC 0

    40 END 0

    37 STUN 0

     

    6" RUN 0

    2" SWIM 0

    3" LEAP 0

    Characteristics Cost: 98

     

    Cost Power END

    30 Eel Blast: 6d6 EB NND (+1, Defense is insulated rED covering entire body or ED Force Field), OIF (-1/2, Eel Battlesuit), 8 Charges (-1/2)

    8 Eelskin Battlesuit: 4 PD, 4 ED Armor, OIF (-1/2)

    18 Slick Eelskin Coating: +30 STR, 0 END (+1/2), OIF (-1/2), Only to escape from Grabs and Entangles (-1)

    4 Slick Eelskin Coating: +5 to Contortionist, OIF (-1/2), Only to escape form Grabs (-1)

    7 Reaction Enhancers: +1 SPD, OIF (-1/2)

    9 Reaction Enhancers: +6 DEX, No Figured Characteristics (-1/2), OIF (-1/2)

    3 Rebreather: Life Supoprt: Breathe Water, OIF (-1/2)

    24 Electricity Immunity: 75% Resistant ED Damage Reduction, Electricity Only (-1), OIF (-1/2)

    Powers Cost: 103

     

    Cost Perk

    3 Contact: Delazny (movie) Studios 8-

    3 Contact: Count Nefaria 8-

    Perks Cost: 6

     

    Cost Skill

    10 +2 CSLs with Eel Blast

    3 Electronics 13-

    3 SC: Electrical Engineering (INT-based) 13-

    2 KS: Supervillains 11-

    2 KS: Superheroes 11-

    3 Teamwork 14-

    3 Tactics 13-

    3 PS: Marine Biologist (INT-based) 13-

    Skills Cost: 29

     

    Total Character Cost: 236 = 98 + 103 + 6 + 29

     

    Val Disadvantages

    20 Normal Characteristic Maxima

    15 Social Limitation: Public Identity

    15 Hunted: Viper II 8-

    25 Hunted: Police 14-

    20 Hunted: Avengers 8-

    Disadvantage Points: 95

    Base Points: 150

    Experience Required: 0

    Total Experience Available: 9

    Experience Unspent: 9

     

    Wikipedia Page

     

    Pictures Here

     

    Note: Although an Eel is a fish and not a snake, Leopols Stryke (Eel 1) was briefly a member of the Serpent Squad, and therefore tangentially related to the Serpent Society. Additionally, even though he's been around since the beginning of the Silver Age (first appearance: 1963), he's not a particularly canny or powerful foe. But go ahead and add him to the roster if you think he would join; he's certainly a likely candidate.

     

    Real Name

    Leopold Stryke

     

    Aliases

    None

     

    Identity

    Known to the authorities

     

    Occupation

    Criminal; former marine biologist

     

    Citizenship

    U.S.A.

     

    Place of Birth

    Unrevealed

     

    Known Relatives

    Jordan Stryke (a.k.a. Jordan Dixon, Viper, brother, deceased)

     

    Group Affiliation

    Serpent Squad; (formerly) partner of Porcupine, agent of Count Nefaria and Cowled Commander

     

    Education

    Unrevealed

     

    Height

    5’8”

     

    Weight

    180 lbs.

     

    Eyes

    Green

     

    Hair

    Brown

     

    Powers

    None

     

    Abilities

    Stryke was a skilled electrician and hand-to-hand combatant.

     

    Weapons

    None

     

    Paraphernalia

    The Eel derived his powers from his "eel suit," which allowed him to fire bolts of electricity and to provide a (direct current) electrical touch. It even could glow in the dark. The suit protected him from electrical attacks and exuded a grease-like substance so opponents may fail to grab him.

     

    First Appearance

    Strange Tales #122

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