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1602
Feb 18, 2004 5:21:29 GMT -5
Post by sphynx on Feb 18, 2004 5:21:29 GMT -5
Ok, the 1602 is, by far, my most favoritestest series to ever come out of the Marvel Universe (followed closely by any Thanos related stuff such as Infinity Gauntlet and the new Thanos series). As such, I've been analyzing the characters for what powers they have and their stone-spread to cover them. Interestingly enough, I think everyone there can be made on 20 stones, even. Some are kinda pushin it (Carlos Javier for example, as with the Captain), but I think even they can be done in 20 stones. I'm going to sepend the next couple of posts to post the stats I see for each character in that series, as well as comment on some interesting anomalies (like the Human Torch not ever flying) Almost as if the writers 'tried' to keep them at 20 stones.
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1602
Feb 18, 2004 5:31:41 GMT -5
Post by sphynx on Feb 18, 2004 5:31:41 GMT -5
(My 50th post). Ok, one of the hardest ones of them all was Carlos Javier, so lemme start with him. The biggest step having to be taken here is to not give him what we know he has (based on other series) but only what we see him use. Strength, Speed and Agility are all at 1 for 1White. Int at 6 for 8White (Energy Source). Definitely bright, not brighter than a 6. Durability of 1 for 1 White stone as well. Abilities total: 10 White (half the stones) We know he gets to add 5 stones for being unable to walk. I give nobody stones for being a Mutant in 1602 because there aren't Sentinels or anything else that can 'detect' mutations unless they're used, and then, everyone would be considered a 'Witchbreed', regardless of the gene or not. Telepathy 1 (6W) +1 Projection +1 Communicate +2 Int Bonus +1 Empathy +1 Illusions // Side note, he can't seem to take over peoples minds really, the best he has to offer is the ability to 'suggest' that the ship is, where it's not (illusions). The Xavier we know could just make the cannoneers go to sleep. Leadership 6 (4W) Power Boost 2 (4W) -1 Can not be used offensively -1 Mental Powers only +2 Can exceed the target's stone allocation. General Knowlege 2 (1W) + Int Bonus // Seems very knowledgeable about worldly events. The shocker here is that his most powerful power is at a 1 (thank god for the Int Bonus). But he seems infinitely weaker in the books than in other series. This is fair though as the antagonists of a medieval setting won't have the power armours, guns, etc that make a normal mortal into a threat to the mutant crowd. Sphynx
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1602
Feb 18, 2004 5:36:07 GMT -5
Post by sphynx on Feb 18, 2004 5:36:07 GMT -5
Since we have started with Carlos, I'm gonna do the 5 mutants that work with him next.
I gave Scot a 3 in all attributes except Durability which is a 4. He seems alot tougher physically, and definitely more interesting. Total abilites come to 10 White.
Force Blast 8 (4W) -2 Uncontrollable without Device. // Funny, since the only device he has is some rag he wraps around his head/eyes, or at least that is what it looks like.
Targetting 2 (4W) Leadership 3 (1W) // He is the leader of the group. Thieving (Covert skills) 3 (1W) - Hiding - Sneaking // He breaks into and steals a mutant, right from under the noses of the priests.
Sphynx
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1602
Feb 18, 2004 5:46:57 GMT -5
Post by sphynx on Feb 18, 2004 5:46:57 GMT -5
I give her a 1 stone challenge for pretending to be a boy. So, 21 stones here.
Strength, Agility and Speed all set to 2 for 2 White stones Intelligence a 5 (just a bit lower than Carlos) and also her Energy Source for 6 White. Durability of 2 for 2 white. Abilities total 10 White
Basically we see only that she can lift a ship with her mind, and she 'flies' once, into the trees to talk to Werner. I give her a very basic level of Telepathy to help her afford the TK level she needs.
Telepathy 1 (1R) General Knowledge 1 (2R) + Int Bonus Telekinesis 5 (9W) +2 Int Bonus -1 Telepathy Flight 2 (1W) -1 Fits with Telekinesis
Interestingly, she never actually shows she has any telepathic capability. So, I really only give this to her so she can afford a TK of 5.
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1602
Feb 18, 2004 5:49:51 GMT -5
Post by sphynx on Feb 18, 2004 5:49:51 GMT -5
IceMan Cometh.
I give Roberty a 3 in all abilities except for a 4 in Durability for a total cost of 10White. Mastery of Elements - Ice 5 (9W) +1 Create/Manipulate +1 Immune to cold +1 Force Blast General Knowledge 2 (1W)
Plain and simple. A 5 covers everything he's done from making some walls to blasting away at people to turning a downfall into ice-rain.
Sphynx // Most of these were VERY easy to do in 20 stones
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1602
Feb 18, 2004 5:53:47 GMT -5
Post by sphynx on Feb 18, 2004 5:53:47 GMT -5
Hal doesn't look all that human, but he does look alot more human than in other series. I give him a 2 point challenge for his appearance.
Strength, Agility, and even Intelligence I put all at a 6. Speed at a 3 and Durability at a 4 (I tend to always give Mutants a +1 in Durability as I come from Old-School Marvel where they auto-received a +1 to Endurance)
19 White for abilities, doesn't leave much for powers, but Hal hasn't demonstrated any power really, only an interesting intellect, a superior combat skill and amazing acrobatics. With only 3 stones left, we spend 1 White in each of the 3 abilities.
Acrobatics 3 (1White) + Agility Bonus General Knowledge 2 (1White) + Int Bonus Close Combat 3 (1 White) + Agility Bonus or Strength Bonus
Perhaps overly simplistic, but fits everything he's done.
Sphynx
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1602
Feb 18, 2004 5:58:16 GMT -5
Post by sphynx on Feb 18, 2004 5:58:16 GMT -5
Werner is difficult in that 20 points seems like too much actually.
I start with peak human in everything for a 3 in all except durability which I give at a 4. (10 White)
That leaves... flight. That's all he has really. But I generously give him some General Knowledge for having endured a bit more than the mornal populace.
Only thing I can think to do is to allow him a +3 to turn flight into a Modifier. Not 'canon' but since his wings could be 'removed' it seems fair. If he lost his wings, he'd lose his flight.
General Knowledge 2 (1 White) Flight 5 (9 White) -1 Max Speed of 5 -1 Max Speed of 2 w/ others. +3 Modifier.
Sphynx
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1602
Feb 18, 2004 6:03:09 GMT -5
Post by sphynx on Feb 18, 2004 6:03:09 GMT -5
Or perhaps... Former Grand Inquisitor... Having done the WitchBreed first, seemed fitting to do their opposition next. Strength of 2, Speed of 1, Agility of 3, Intelligence of 6 and Durability of 4 for 12 stones. We all know he has Mastery of Magnetism, but with only 8 points left to give, his level in it seems low. However, so far the only thing he's "manipulated" has been a knife. (I think he's done more in 7, but we're only up to 6 here in Netherlands) Anyhows, end result is: Mastery of Magnetism 4 (6 White) +1 Control/Manipulate. Leadership 3 (1 White) Black Ops 2 (1 White) Interesting turn of events with this one... the one who would later try to save mutants from the world, in this series is trying to wipe them out of existance. Sphynx
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1602
Feb 18, 2004 6:06:13 GMT -5
Post by sphynx on Feb 18, 2004 6:06:13 GMT -5
I can't do anything with the Sister. The only thing she's demonstrated at all was being able to 'banish' Doctor Strange with a gesture. So, this post is dedicated to Petros for now. Petros I put at 3 stones each for Strength, Agility and Intelligence and an 8 (Order of actions added for +1) and Durability of 4. Total: 19 stones. That leaves 1 for General Knowledge 2 (1 White) He's fast, he runs alot in the comics, but he doesn't do anything other than run and write (which I think is a General Knowledge skill) throughout the entire thing. Sphynx
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1602
Feb 18, 2004 6:10:23 GMT -5
Post by sphynx on Feb 18, 2004 6:10:23 GMT -5
Another tough one due to the high cost of Stretching.
Obviously one of the smartest men around, but I could only afford to give him a 6 Intelligence, all his other attributes I put at 3 (including Durability, he's not a mutant). That cost half thepoints right there at 10.
I need to give him something to have more of an edge over other people with Intelligence of 6 so I spend 1 white on Technology 2 (1 White) + Int Bonus General Knowledge 2 (1 White) + Int Bonus
That leaves 8 points to squeeze in some Stretching and Toughness which he demonstrates. Then I realize, he doesn't seem to ever look human, always his hands are extended, his neck is extended, I think he qualifies for a 2 point challenge of non-human looking.
Stretching 2 (6 White) still takes up most of those 10 points. Toughness 4 (4 White) finishes them off.
I think we 'barely' got everything under 20 points, and he really hasn't demonstrated more than a level 2 Stretching.
Sphynx
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1602
Feb 18, 2004 6:13:10 GMT -5
Post by sphynx on Feb 18, 2004 6:13:10 GMT -5
Like Werner, too easy, getting TO 20 points is the problem. 2's in Str, Spd, and Agil, with a 3 in Int and Durability only costs (6 White) 14 points left to spend and she's not got a Force Field (or she would have used it on a number of occasions). So, we put as many points as possible into Invis for a huge Invisibility 7 (12 White) General Knowledge 3 (2 White) Overkill on Invis, and might even have been possible to give her more challenge points since she never ever became visible (I don't think she can). Could have been made on 10 points even. Sphynx
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1602
Feb 18, 2004 6:15:38 GMT -5
Post by sphynx on Feb 18, 2004 6:15:38 GMT -5
I give this one a 3 in everything and a 4 Durability (he's gonna need it to fuel those flames). That starts him at half points spent for (10 White). General Knowledge of 2 (1 White) Mastery of Fire 6 (9W) +1 Immune to Fire +1 Control and Manipulate. Interestingly enough, he doesn't fly and even when fighting that dragon, he was sitting on top, not shooting force bolts of fire at it. Maybe later he'll do more and we'll drop that Mastery of 6 to 5, but right now, that covers the basics. Sphynx
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1602
Feb 18, 2004 6:20:05 GMT -5
Post by sphynx on Feb 18, 2004 6:20:05 GMT -5
-4 for being very non-human looking, we have 24 points to spend. But despite that, this one is the toughest of all to get the right spread on for so few points. Strong enough to move mountains, and a durability of stone.
I start with a 6 Strength, 4 Durability and 3's in Intelligence, Agility and Speed. Those could easily be 2 (especially intelligence), but I opted for the higher numbers.
Thats' 13 points and the power to lift 10 tons.
Toughness 5 (9 White)
and that leaves us 2 stones remaining. I think both Strenght and Toughness should be a bit higher, but he's not really demonstrated either, so maybe it's ok.
As the captain of the ship, I give him a Vehicle Operation: 3 (1W) + Ships General Knowledge 2 (1W) + Int Bonus
That's all I can do for 20 points, but it actually seems viable and covers all his demonstrated power.
Sphynx
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1602
Feb 18, 2004 6:25:45 GMT -5
Post by sphynx on Feb 18, 2004 6:25:45 GMT -5
Ms Dame was almost as difficult as the Captain. Fortunately, she only has 1 power, Metamorphis. Unfortunately, that's a +6 power.
I start with a 2 in everything except Intelligence which I put at a 3. That gives her a starting ability total of (5 White)
Metamorphis 6 (15 White) -2 Uncontrollable -1 No memories of events while Metamorphised
But, that's all her points. I decide her power could be dangerous to herself for 1 additional point from Challenges and put that into a Social Skill
Social Skills 3 (1 White) + Etiquette
I'm not sure how many stones would need shifting to create that griffon, but if she moved 1 to Strength, 3 to Durability, 1 to claws and 1 to flying she could fit into a 6 point Metamorphis. Since she can't control the form, it's the GM's call on what she becomes when she 'transforms', so weight/height/etc don't have to be calculated into the cost.
Sphynx
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1602
Feb 18, 2004 6:29:05 GMT -5
Post by sphynx on Feb 18, 2004 6:29:05 GMT -5
The only other people to write stats for are the Humans, Doom, Fury, Rojihaz and Doctor Strange.
Doctor Strange will always exceed the 20 point mark, no matter how much I try. The humans all fall below it unless I 'peak' every attribute. So, I'm not going to try doing those in 20 points. Anyhows, would love thoughts on my attempts to mechanize 1602.
Sphynx
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