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Post by adam9586 on Sept 26, 2008 0:08:26 GMT -5
It seems to me the best way to get this started is to actually get this started... so here goes.
Sub-Mariner Namor McKenzie Height: 6'2" Weight: 320 lbs Eye color: blue-grey Hair: black Species: Atlantean
Intelligence: 4 Strength: 10* Speed: 5 Agility: 4 Durability: 7*
Close Combat: 6 - strength bonus
Telepathy: 2 - some but not all marine animals only - cant be improved by lines - read minds of marine animals
Fly: 4 (I dont know about this one, most of this stuff comes from the marvel website, but they dont list a flying speed, only that he can fly)
Swimming: 6 - 60 miles per hour - may combine with close combat
Statecraft: 5
Business skills: 4 - oracle corp
Social skills: 3 -homeless - superhero community - Atlantean culture
Enhanced vision: 3 (underwater) Reflexive dodge: +3* Toughness: +5* Extended life Self contained life form (breath underwater and withstand the temperatures and pressures of the deep sea)
Manic-depressive mood swings when without sceintific or magical means to alleviate blood oxygen imbalance.* *Strength, durability, reflexive dodge, and toughness drops by 1 point for each interval on the duration row of the D&R chart, replenished to the full value when in contact with water. Mood swings taken care of by spliting time between water and air if no sceintific or magical means to deal with the blood oxygen imbalance are present.
Ok, so tell me what needs fixed, and does anyone want to do the writeup of the character or should I?
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Post by adam9586 on Sept 26, 2008 0:31:25 GMT -5
Terrax Tyros Height: 6'6" Weight: 2750 lbs Eyes: Grey Hair: none Species: Need help on this one... I know he was from the planet Birj, but is he human or what?
Intelligence: 5 Strength: 10 Speed: 3 Agility: 3 Durability: 9
Mastery of earth and rock: 7 - Force blast - area effect - automatically cuases collateral damage - create/manipulate element - exists as the element
Fly: 5 - bought with mastery - must remain in contact with earth or rock
Close combat: 3 - Strength AND weapon modifier
Statecraft: 1
Self contained life form Toughness: 8 - no ap - no 2x damage Imunity to heat and cold Reconstitue self
Terrax's axe: +6 to close combat - Force blast: 10 - Force shield: 6 All stones from the axe are from the general pool.
As with Namor, what needs fixed and anyone want to write the bio?
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Post by adam9586 on Sept 26, 2008 0:41:15 GMT -5
I'm not sure Thanos should be put onto a CAD. The things he has done are just amazing. www.marvel.com/universe/Thanos will tell most of the major events. To me this is a gm tool, not a character.
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Post by Jet on Sept 26, 2008 5:23:55 GMT -5
Namor seems pretty nice, except for his Durability and toughness maybe. He's not THAT strong. Terrax however... the problem is, I dont really know much of him, aside from cartoons and few guest stars in few comic books. Durability of 9 is WAAAAY too much (7 tops), Statecraft is a HELL NO for him (although this is debatable). Plus, his Axe seems a bit too strong, even for that kind of guy.
And Thanos is so powerfull, Im not sure there is a way to comprehand his strenght- see what they did to Collector and High Evolutionary? But if someone manages to make a proper CAD for him, then Kudos, Kudos.
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Post by adam9586 on Sept 26, 2008 11:47:20 GMT -5
Namor seems pretty nice, except for his Durability and toughness maybe. He's not THAT strong. Terrax however... the problem is, I dont really know much of him, aside from cartoons and few guest stars in few comic books. Durability of 9 is WAAAAY too much (7 tops), Statecraft is a HELL NO for him (although this is debatable). Plus, his Axe seems a bit too strong, even for that kind of guy. For Namor's toughness there is another writeup for him that dorknight23 did (http://murpg.proboards19.com/index.cgi?board=Hero&action=display&thread=570) that puts his toughness at +6 while underwater and +3 when out of water. I thought it worked better by haveing it start at one number and then fade away which matches the descriptions on the marvel site about namor since they say he gets weaker the longer he is away from water instead of just gets a lot weaker the instant he steps out of the water... thats all debateable though, just giveing my reasoning. Keep in mind though, that the +5 toughness drops to +4 the panel after he leaves water, and just a few panels later is down to +3. For his durability I meant to tie that in to being in water as well. I felt 7 was the right number to start with because like the toughness and strength it will drop quickly. After one panel out of water it would be 6 and a few panels later it would be 5. I felt like he should be one of the most powerfull guys around in the water but quickly fade to just super powerfull after a few panels. Again, this is all debateable, just my opinion... more feedback is appreciated, thats what this is about, all of us makeing the FF guide that Marvel refuses to make and the only way to do that is to work together and give lots of feedback. Ok, for Terrax, yea, the statecraft was very hard to justify, but I was floundering around for a way to 'stat' his background story of haveing been the dictator of Lanlak on Birj (http://www.marvel.com/universe/Terrax). I thought about giveing him social skills at 2 or something and calling this intimidation, but it seemed he should be a little more rounded. I made the statecraft level 1 just because I agree it really dosnt fit the character concept, but I just couldnt think of another way to properly 'stat' that background story. For his durability, I just dont know. I kind of based this on his few appearances in the early New Warriors title. There is a story there where Terrax fights Justice, Firestar, Namorita, Nova, Speedball, Night Thrasher, and maybe someone else. The story talkes about it beeing an hours long fight where he is traveling across from state to state, and fighting off the attempts by the Warriors to stop him even though they are giveing no time to catch his breath. In game turns that would mean he's putting stones into his version of flying as well as stones into fighting and he never gets tired. Also, from that fight he's shown takeing a lot of hits, but it all adds up to basicaly nothing. The fight isnt won untill Nova leaves to get the Fantastic Four who bring some kind of guns that stop Terrax from absorbing cosmic energy... hmm... that might be the clue there. (P.S. they stoped him from absorbing the cosmic energy which bought time for the Silver Surfer to show up and take him away to an uninhabited planet). Ok, so if we lower the durability how about giveing him a mastery of cosmic energy with the only option he has being absorb 5 stones of energy a round. Yes, thats a LOT, but the whole Warriors group pounding on him for hours couldnt tire him down, it took Reed Richards to use some kind of guns that blocked the energy from being absorbed. That suggests its a LOT of energy or the FF would have just attacked him along with the Warriors and beat him down. If we did that we could drop the durability from 9 down to something more reasonable, like 7 or even 6 (tires after a couple days, similar to Thing). How does that sound? Last, for his axe. Yes, it is extreamly powerfull, but I think in this case it fits and might even have stats lower than what Marvel thinks of it. I gave it a +6 to close combat on the thought that it couldnt possibly be weaker than Captain America's shield since it is described as a "cosmic axe". I really felt it should be at least as powerfull as Thor's hammer, but felt that letting him use strength and weapon modifier would model that fairly well. The 10 force blast comes from him haveing used it to blast a hole in Galactus's ship (again from the marvel website, I havnt read the comic where he does that). The description on marvel's site actually seems to suggest that its a rank 10 force blast with area effect or something. The D&R chart says hardness 10 is alien alloys which is probably even weaker than Galactus's ship... so to blast a hole in it he'd need the axe to have a force blast of at least 10. I decided to give it a 6 in force shield because its described as projecting "highly impervious force shields". I am not sure what that would mean in numbers, but I'd think it should at least be enough to make most hero's need sit mods to break through it, meaning in my mind it needs to block 8 or 10 stones of effort. Once again, all of this is debateable, I'm just giveing my reasons for what I put it at. If the concensus is that it needs changing then speak up so we can get it right.
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Post by adam9586 on Sept 26, 2008 12:57:07 GMT -5
Diablo Estaban De Ablo Height: 6'3" Weight: 190 lbs Eyes: brown Hair: black Species: human
Intelligence: 5 Strength: 3 Speed: 3 Agility: 2 Durability: 4
Mastery of Magic: 3 - restriction: only useable on alchemical creations - intelligence bonus Alchemy: 6 - intelligence bonus General knowledge: 4 - Alchemy - chemisty - black magic (he sold his soul to the devil!) - 9th century Spain Social skills: 4 - 9th century Spain - modern Transylvania
Close Combat: 2 Ranged Combat: 4 - thrown alchemical pellets
Pellets: Hardener pellets: 3 - adds 3 to toughness of material, duration 3, area 2 Plant growth: 1 - plants grow up to 20' larger, area 2, duration 3 Paralysis: +3 - adds +3 to range combat, if damage occurs paralysis for panels = to damage Explosive: +3 - adds +3 to range combat, area effect 10' diameter
I thought for this character that a mastery of potions or inventing: alchemy or something would work better, but every guide needs a few new actions, so I decided to try to make a magic based "alchemy" power. That is why he has mastery of magic, but with the disadvantage that it is only useable to make alchemy stuff.
Anyway, the way I see Alchemy would be
Alchemy AN+2
Alchemy lets you make potions, powders, pellets, oils, lotions, and lubricants that can do pretty much anything the gm allows. No aspect of the creation may be higher than Mastery of Magic AN. The total aspects of the creation can not exceed the items AN + duration + area. The total time to create the potion is equal to the aspects number on the duration row of the D&R chart. To make the same creation further takes time equal to the original aspects - 2 on the duration row of the D&R chart, and any creation used frequently the GM may agree to allow up to AN each issue. Alchemy has a restriction that no more than one alchemy effect may be on any person at any one time.
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Post by WildKnight on Sept 26, 2008 13:18:45 GMT -5
Let me ask you a question.
Are you trying to balance these with the CADs in the published books?
If so, theres no way Namor's Durability should be 7. Hulk has a 7
If you're trying to make them as they SHOULD BE... well he probably still shouldn't be 7. 6, but not 7.
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Post by adam9586 on Sept 26, 2008 13:18:54 GMT -5
Example alchemy items made with AN 6 and intelligence bonus of 5 useing mastery of magic 3 with the intelligence bonus of 5
Elixir of eternal life: +3 (I am giveing it a +3 an because extend life/imortality costs 3 white stones) -Duration 5 weeks (long enough to extend the life of the creator with repeated doses) (duration 8 = 5 weeks)
Elixir of love: +3 (3 stones vs mental defense + intelligence, if damage occurs victim is in love with first person seen after drinking. Would be like telepathy 3 with +1 level for create/edit memories, giveing this a total of 4 aspect points) -duration 1 week (with 4 aspect points into the effect we only have 7 points left (an 6 + int 5 - effect 4), and 7 on the duration row is 1 week)
Hallucigenic (sp, I know) gas: +6 (6 stone illusion attack. Illusion is cost = an, so 6 aspect points) - area 2 (2 aspect points) - duration 1 hour (3 aspect points)
Salve of healing: +6 (magical healing is AN+2, so this is 8 aspect points, creates a healing 6 effect) - duration 1 hour (3 points, this would heal you for a while, but the damage would return an hour later... hope you won the fight!)
Salve of real healing: +1 (magical healing is AN+2, giveing this 3 aspect points for a healing 1 effect) - duration permanent (after spending 3 aspect points we have 8 left over which could buy a duration of 5 weeks... seems fair to me to assume after 5 weeks natural healing would have repaired the wound anyway, so we can assume that by the time the salve has worn off the wound is healed naturally)
Potion of durability: +1 (durability is 3 x the an, so we start with 1 point for the effect, x 3 for durability = 3 aspect points, but it adds to durability and when something adds to another action/modifier/ability as per the Avengers guide it gets another +3... so we have 6 aspect points for an increase of 1 durability) - duration 1 day (with 5 aspect points left over we give this a duration of 5 which is 1 day)
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Post by adam9586 on Sept 26, 2008 13:29:17 GMT -5
Let me ask you a question. Are you trying to balance these with the CADs in the published books? If so, theres no way Namor's Durability should be 7. Hulk has a 7 If you're trying to make them as they SHOULD BE... well he probably still shouldn't be 7. 6, but not 7. I guess I'm trying to do both. When I chose 7 it was with the intent that it would diminish while out of water. While in water I see him being just as durable as Hulk but that drops to the level of the Thing the panel he leaves the water... and down to Wolverine or Iron Man levels after only 5 minutes. Since most fighting would not take place in the water it is probably safe to say that his normal stats would be close to 8 strength, 5 durability, toughness 3, and reflexive dodge 1. He would only be the superdurable/powerfull guy while in water. However, that is the first two people who read it that think his durability is too high, so maybe it should be adjusted... lets see what a few more people think then we can take a vote on it.
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Post by Jet on Sept 26, 2008 15:08:57 GMT -5
No more comments on Namor, except I still think durability of 6 is a tops of him. But I'll bail out, as I really know not that much.
And yeah, I remember when Terrax fought New Warriors in their origin issue. Believe me, Durability of 7, Toughness of 8 are enough to withstand their attacks. Look at their stats from Spidey guide- they arent really THAT strong, not to mention that they were weaker earlier (no experiance and stuff). And reason I'd lower his Force Blast is purely becouse its a free 10 stone attack, rendering his Mastery of Earth useless. And If you pay attention to his battles- he uses earth attacks way more often.
And I cant say anything about Diablo, mostly becouse I have no idea who he is. Fantastic Four has a lot of enemies and Diablo is one of the lower ones. Sorry, cant rate that one. But alchemy seems nice
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Post by WildKnight on Sept 26, 2008 15:20:06 GMT -5
Namor should probably be Dur 6 under water, 5 above. Even when out of water... Namor is one bad mothertrucker.
As far as fighting the New Warriors... it depends. Was Vance Astrovik there? If so, and if Terrax took the beating, thats pretty impressive.
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Post by Jet on Sept 26, 2008 15:31:16 GMT -5
Yeah, he was there. If I remember correctly, at that time they had Justice, Night Trasher, Namorita, Nova and Speedball. And they actually got beaten pretty badly most of the times.
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Post by Kaimontfendo on Sept 26, 2008 16:56:00 GMT -5
Sigh. Stats for a few characters don't make a guide. New Actions, Options, Challenges, and rules are all important, too. And then there's all the background information on the characters, the examples of how new actions work, an adventure, and probably a few things I'm forgetting. (Granted, it sometimes seems I'm the only person who cares about anything other than stats, but still...)
My point is, all the character write-ups in the world still don't make a whole guide. And while it's great that you've got some enthusiasm, making a guide takes several skills, and since most people don't possess all the skills required, teamwork is important, too.
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Post by adam9586 on Sept 26, 2008 17:23:28 GMT -5
Sigh. Stats for a few characters don't make a guide. New Actions, Options, Challenges, and rules are all important, too. And then there's all the background information on the characters, the examples of how new actions work, an adventure, and probably a few things I'm forgetting. (Granted, it sometimes seems I'm the only person who cares about anything other than stats, but still...) My point is, all the character write-ups in the world still don't make a whole guide. And while it's great that you've got some enthusiasm, making a guide takes several skills, and since most people don't possess all the skills required, teamwork is important, too. Yea, thats why I did the alchemy skill that way instead of just inventing. I'm trying to think of what the next character I should start on that will give me a new ability to play with. For the character bio's are we allowed to copy the stuff on the marvel site for the character or do we need to paraphrase it? I'm not sure what the legalities here are. On one hand I know just useing what they have is copyright infringement, but on the other hand makeing anything like this is copyright infringement without their consent... and if we were to get their consent I am almost certain they would want "official" backgrounds for each character.
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Post by WildKnight on Sept 26, 2008 17:58:43 GMT -5
I think what Kai is trying to say (and if I'm right, It may be the first time I've ever been on the same side of a point with him...) is that if you want to mount a source book project, there are a lot of important steps before you start creating CADs and stuff.
Organizing the project so you have all your ducks in a row and so that the project will actually come to fruition is much more important. If you're serious about it, you should probably consider working on the organizational structure first, get enough people to actually complete the project, and then go from there, dividing up the tasks and so on.
If you just want to create CADs and/or Actions, there are sections of the board for that kind of stuff
(None of this is intended as an insult, its purely my way of saying that if you want to put together something like this, there may be a better way to go about it)
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