Re: Gods with Off Switches vs. Loaded Guns. DC vs. Marvel in Character Design.
Because of what they are capable of, they literally run circles around normal people, that means they need at least one more spd to accomplish that. The benchmark has already been set, they act more often than an ordinary person does, not just faster, but more often. Thus is the benchmark already set. 10% of the population quite handily describes the physically active in sports and of them, most are not fast enough to be professional, so if they were speed 3, the average professional sports player would have to be speed 4. Simply because that's how fast they are and Jordan was faster than most of them.
Your standard super, isn't Superman, in fact it's a rare superhuman who can survive being hit by an artillery shell, much less only take minor injuries from it. The rules dictate that the weapons of the calibers used in tanks back during WWII had those stats, even with real weapon, it doesn't mitigate the fact that such a weapon will nearly kill "Superman" outright, he hasn't the body, or the defenses. For example: my brick has 40 pd/ed 26 resistant both sides 16 hardened, 25% reduction, with 20 body, 35 Con, and 74 stun. Were this character hit by the same shell, it would take 31.5 stun, and 7 body. This would almost stun my character and put a lot of body on it. That is what you are looking for. This "Superman" would be killed as a result of the same weapon.
The better way to do it is to give him more strength or build him on more points. Your average superhuman isn't 250 points either. More to the point, Cassandra's "Superman" is 50 strength, he's not going to be tossing around any of the WWII tanks except the lightest of the time. What you're saying is that you want to rewrite the world around your under-powered Superman, instead of scaling him to that world, and that is an incredibly tedious way to go about that.
I wouldn't say minimal collateral damage, I'd actually say there is lots of collateral damage, buildings, veritable skyscrapers, are wrecked when rangers go out. They can't really show it (because wrecking so many vehicles a season would bankrupt them), but the implication is that when something is hit by a ranger or their enemies, it's wrecked unless it's really tough.
12 DC being the max is positively ludicrous, especially when dealing with 50m-tall monsters (which the Rangers deal with on a regular basis), we are talking something closer to 16 or 20 DCs. Keep this in mind: to get to 30-60 meters, we are talking 14-15 levels of growth, and they are closer to 60 than 30, so we'd use 15 levels of growth. This is above and beyond what they do at normal size (which again, can wreck hilltops) so the macro-sized combatants would be hovering around the 30 DCs range, which is enough to knock over a skyscraper readily enough. The Rangers have been shown being able to take hits from a macro-sized combatant, it hurts, they don't want to take it more than once, and they've been shown capable of damaging those macro-sized combatants as well at that size, so there will be a lot of damage reduction on most of these characters, but still relatively low defenses (probably 25-35).
Superman also fights giant monsters, the Rangers aren't supposed to be his equal, much less his superior. Which is exactly what they would be against "Superman".
Here's the absolutely biggest mistake you are making: You are taking a tank and reducing it in power to make it so infantry can fight it. That is not how it should work. When something is more powerful, it should be shown as being more powerful, on paper. An F-22 is not built on the same points as a P-51. Superman is not built on 250 points. Your average superhuman is also not built on 250 points.