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Captain Wonder: Shazam (PL 12)


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Posted

Captain Wonder

PL: 12 (166 PPs)

Unspent PPs: 2

Abilities: (16)

STR 12/32 (+1/+11)

DEX 16 (+3)

CON 10/30 (+0/+10)

INT 12 (+1)

WIS 14 (+2)

CHA 12 (+1)

Combat: (24)

Attack Bonus: +6, +10 Unarmed

Grapple: +28 (with Super-Strength DAP at full power)

Defense Bonus: +7 (+3 Flat-footed)

Knockback: -11, -0 Normal

Initiative: +7

DC Block:

ATTACKS --- SAVE DC --- DAMAGE TYPE:

Unarmed --- 26/Toughness --- Bludgeoning Damage

Saves: (9)

Toughness +13 (Imp 10), +0 Normal

Fortitude +10, +0 Normal (+0/+10 Con, +0)

Reflex +8 (+3 Dex, +5)

Will +6 (+2 Wis, +4)

Skills: (15)

Bluff 6 (+7)

Craft (Artistic) 4 (+5)

Diplomacy 6 (+7)

Knowledge: Arcane Lore 10 (+11)

Knowledge: History 6 (+7)

Language (Ancient Egyptian, Ancient Greek, Latin, Ancient Norse)

Notice 8 (+10)

Profession: Architect 6 (+8)

Search 8 (+10)

Sense Motive 6 (+8)

Feats: (22)

Assessment

Attack Specialization: Unarmed 2

All-out Attack

Beginner's Luck

Benefit: Champion of the Egyptian Pantheon

Diehard

Dodge Focus 1

Equipment 2 (The Invisible Pyramid!)

Favored Environment 2 (Airborne)

Fearless

Improved Grab

Improved Initiative

Interpose

Jack Of All Trades

Luck 1

Move-by Action

Power Attack

Takedown Attack

Ultimate Effort (Toughness Saves)

The Invisible Pyramid!: Size: Medium; Toughness: 20; Features: Laboratory, Library, Living Space, Power [Concealment (All Visual Senses)], Security System, Workshop; 10ep)

Powers: (77)

Enhanced Constitution 20

Enhanced Strength 20

Immunity 9 (life support)

Impervious Toughness 10

Protection 3

Super-Strength 7 (PFs: Dynamic, 2 Alternate Powers, 1 Dynamic Alternate Power)

- DAP: Flight 7

- AP: Strike 14 (Extra: Penetrating; Flaw: Distracting)*

- AP: Blast 11 (Extras: Burst Area, Penetrating; Flaws: Distracting, Range/Touch)

Drawbacks:

Normal Identity (speak magic word, free action) (-3)

Complications:

Enemy (Dr. Scarab, Overshadow, Superior, Donar, Medea, Jack-of-Knives, Nazis)

Honor

Prejudice (senior [as Frederick])

Responsibility (champion of the Egyptian pantheon, family)

Rivalry (The Modern Age)

Secret (identity: Frederick Fawcett)

Totals: 16-24-9-15-22-81+3=164

tradeoffs

+3 TOU/-3 DEF

+3 Save DC/-3 Attack on the Strike AP (this is essentially Strike 11 with Power Attack)


Back in the Golden Age...

He was a smiling presence in the sky; a cheerful, ever-buoyant figure of boyish charm and fantastic power. Captain Wonder went toe-to-toe with Nazi Ubersoldaten, fifth columnists at home, and battled his own brand of magical supervillians and other threats. His name is a lineage of firsts; he was the first superhero to fly, the first with his own movie serial, and the first great hero to die in action. In 1953, he fell in battle against Dr. Scarab, his greatest enemy, while saving his hometown of Memphis from Apep, the Egyptian god of death.

Many people know his story, a bittersweet one of triumph and tragedy. But the story of Captain Wonder began long before the "Fight at the End of the World", and has yet to come to an end

-

Frederick Fawcett was ten years old in 1940 when the gods of Egypt chose him, Re himself appearing as an elderly African man to select the adopted boy as champion of the gods of Egypt. There were monsters on the Earth in those days; both in America and elsewhere, and the pantheon of Egypt needed a champion pure of heart. There was no choice better than a ten year old boy. (It was a different time.)

Freddie took the form of the champions of the modern era; the superheroes he loved. With a magic word and a flash of inner light, he could transform himself from a little boy to a tall, strapping paragon: Captain Wonder! Bearing the:

The Speed of Shu

The Strength of Horus

The Wisdom of Imhotep

The Courage of Ramses

The Power of Atum-Ra

and

The Stamina of Menthu

Captain Wonder was among the most powerful heroes of his era. His responsibilities at home kept him during the States during most of the war, but he battled enemies ranging from Superior to Donar, a particular menace who he especially loathed. He never joined the Liberty League, but he counted them among his greatest friends. His greatest friend, of course, was his 'big brother', the Centurion. His greatest enemy was Dr. Scarab, a menace who combined super-science with Egyptian power to make him a terrible threat to the world.

He loved being a hero; he loved flying, he loved being a celebrity, too. It was an innocent age, for heroes and everyone else, and he loved every moment of it. Only Alexander Rhodes and Adrian Eldrich deduced his secret on his own, and they both respected his confidence. They both knew much about the gods of Egypt, and the mysteries in which they moved.

In his late teens, with the war over, Fred Freeman finally worked up the nerve to tell his friends about his secret identity. They were...unnerved. The idea of a teenager who could (briefly) go toe-to-toe with the Centurion and who possessed the powers of a god made many in the Liberty League uneasy. Others, however, understood. Under the guidance of Mark Leeds, Fred began spending more time 'out of uniform', concentrating on his studies and his real life. His parents, who had often despaired over their deliquent son, relaxed as he went off to college.

A patriot, Fred joined the Army just in time for Korea. Determined to fight as a man, not a god, he saw the true horror of war face to face. He returned home older and wiser, with a war bride and child on the way. In April of 1953, his old enemy Scarab finally opened the portal to the Underworld, releasing a torrent of Egyptian monsters onto Fred Fawcett's city. Wonder himself battled Apep the Serpent hand-to-hand, while his friends from the Liberty League arrived to fight the other monsters. The Centurion defeated Scarab in hand to hand combat, while Wonder himself grabbed the Serpent and threw him into space.

And never again did he take up his title. He'd seen war with his own eyes now, and learned to respect the power of humanity over the powers of a god. The day he foreswore the powers of Wonder, he never again saw his patron Atum-Ra, and never again saw the gods. The dissolution of the Liberty League only reaffirmed his growing unease with superheroes and the superpowered of the new age.

-

Frederick Fawcett is a successful architect, head of his own firm, recently moved to Freedom City from Memphis. His life has been a checkered one. A divorcee (twice), with children and grandchildren he sees semi-frequently, Frederick moved to Freedom City to be near his son Fred Jr. and twin grandkids. Fawcett has often been struck by the feeling he could be more. At a vigorous 78, he's had several midlife crises, and lived a variety of lives. But through all his life, he's resisted the urge to take up the mantle of Wonder. There are other heroes now, a new generation better suited for the rigors of the Modern Age.

He sits in cafes and drinks tea, sketching a new design or planning the future. He's a personable fellow, despite his age. But when Frederick Fawcett dreams, he dreams of the sky...


Okay, finally getting a chance to play the very first character background I designed on ATT! (Captain Wonder's build draws very heavily from Kruezritter's Captain Marvel, natch.) When he is prompted to transform, Captain Wonder is not as powerful as he was back in the day, but he's still a mighty hero.

How's that?

Captain Wonder looks like this: http://upload.wikimedia.org/wikipedia/e ... vel-1-.gif

Another celebrity from Memphis, inspired by the 'dead' hero, would adopt much of his look for his own persona.

Posted

Captain Wonder

PL: 12 (166 PPs)

Unspent PPs: 2

Abilities: (16)

STR 12/32 (+1/+11)

DEX 16 (+3)

CON 10/30 (+0/+10)

INT 12 (+1)

WIS 14 (+2)

CHA 12 (+1)

Combat: (24)

Attack Bonus: +6, +10 Unarmed

Grapple: +28 (with Super-Strength DAP at full power)

Defense Bonus: +7 (+3 Flat-footed)

Knockback: -11, -0 Normal

Initiative: +7

DC Block:

ATTACKS --- SAVE DC --- DAMAGE TYPE:

Unarmed --- 26/Toughness --- Bludgeoning Damage

Saves: (9)

Toughness +13 (Imp 10), +0 Normal

Fortitude +10, +0 Normal (+0/+10 Con, +0)

Reflex +8 (+3 Dex, +5)

Will +6 (+2 Wis, +4)

Skills: (15)

Bluff 6 (+7)

Craft (Artistic) 4 (+5)

Diplomacy 6 (+7)

Knowledge: Arcane Lore 10 (+11)

Knowledge: History 6 (+7)

Language (Ancient Egyptian, Ancient Greek, Latin, Ancient Norse)

Notice 8 (+10)

Profession: Architect 6 (+8)

Search 8 (+10)

Sense Motive 6 (+8)

Feats: (22)

Assessment

Attack Specialization: Unarmed 2

All-out Attack

Beginner's Luck

Benefit: Champion of the Egyptian Pantheon

Diehard

Dodge Focus 1

Equipment 2 (The Invisible Pyramid!)

Favored Environment 2 (Airborne)

Fearless

Improved Grab

Improved Initiative

Interpose

Jack Of All Trades

Luck 1

Move-by Action

Power Attack

Takedown Attack

Ultimate Effort (Toughness Saves)

The Invisible Pyramid!: Size: Medium; Toughness: 20; Features: Laboratory, Library, Living Space, Power [Concealment (All Visual Senses)], Security System, Workshop; 10ep)

Powers: (77)

Enhanced Constitution 20

Enhanced Strength 20

Immunity 9 (life support)

Impervious Toughness 10

Protection 3

Super-Strength 7 (PFs: Dynamic, 2 Alternate Powers, 1 Dynamic Alternate Power)

- DAP: Flight 7

- AP: Strike 14 (Extra: Penetrating; Flaw: Distracting)*

- AP: Blast 11 (Extras: Burst Area, Penetrating; Flaws: Distracting, Range/Touch)

Drawbacks:

Normal Identity (speak magic word, free action) (-3)

Complications:

Enemy (Dr. Scarab, Overshadow, Superior, Donar, Medea, Jack-of-Knives, Nazis)

Honor

Prejudice (senior [as Frederick])

Responsibility (champion of the Egyptian pantheon, family)

Rivalry (The Modern Age)

Secret (identity: Frederick Fawcett)

Totals: 16-24-9-15-22-81+3=164

tradeoffs

+3 TOU/-3 DEF

+3 Save DC/-3 Attack on the Strike AP (this is essentially Strike 11 with Power Attack)


Back in the Golden Age...

He was a smiling presence in the sky; a cheerful, ever-buoyant figure of boyish charm and fantastic power. Captain Wonder went toe-to-toe with Nazi Ubersoldaten, fifth columnists at home, and battled his own brand of magical supervillians and other threats. His name is a lineage of firsts; he was the first superhero to fly, the first with his own movie serial, and the first great hero to die in action. In 1953, he fell in battle against Dr. Scarab, his greatest enemy, while saving his hometown of Memphis from Apep, the Egyptian god of death.

Many people know his story, a bittersweet one of triumph and tragedy. But the story of Captain Wonder began long before the "Fight at the End of the World", and has yet to come to an end

-

Frederick Fawcett was ten years old in 1940 when the gods of Egypt chose him, Re himself appearing as an elderly African man to select the adopted boy as champion of the gods of Egypt. There were monsters on the Earth in those days; both in America and elsewhere, and the pantheon of Egypt needed a champion pure of heart. There was no choice better than a ten year old boy. (It was a different time.)

Freddie took the form of the champions of the modern era; the superheroes he loved. With a magic word and a flash of inner light, he could transform himself from a little boy to a tall, strapping paragon: Captain Wonder! Bearing the:

The Speed of Shu

The Strength of Horus

The Wisdom of Imhotep

The Courage of Ramses

The Power of Atum-Ra

and

The Stamina of Menthu

Captain Wonder was among the most powerful heroes of his era. His responsibilities at home kept him during the States during most of the war, but he battled enemies ranging from Superior to Donar, a particular menace who he especially loathed. He never joined the Liberty League, but he counted them among his greatest friends. His greatest friend, of course, was his 'big brother', the Centurion. His greatest enemy was Dr. Scarab, a menace who combined super-science with Egyptian power to make him a terrible threat to the world.

He loved being a hero; he loved flying, he loved being a celebrity, too. It was an innocent age, for heroes and everyone else, and he loved every moment of it. Only Alexander Rhodes and Adrian Eldrich deduced his secret on his own, and they both respected his confidence. They both knew much about the gods of Egypt, and the mysteries in which they moved.

In his late teens, with the war over, Fred Freeman finally worked up the nerve to tell his friends about his secret identity. They were...unnerved. The idea of a teenager who could (briefly) go toe-to-toe with the Centurion and who possessed the powers of a god made many in the Liberty League uneasy. Others, however, understood. Under the guidance of Mark Leeds, Fred began spending more time 'out of uniform', concentrating on his studies and his real life. His parents, who had often despaired over their deliquent son, relaxed as he went off to college.

A patriot, Fred joined the Army just in time for Korea. Determined to fight as a man, not a god, he saw the true horror of war face to face. He returned home older and wiser, with a war bride and child on the way. In April of 1953, his old enemy Scarab finally opened the portal to the Underworld, releasing a torrent of Egyptian monsters onto Fred Fawcett's city. Wonder himself battled Apep the Serpent hand-to-hand, while his friends from the Liberty League arrived to fight the other monsters. The Centurion defeated Scarab in hand to hand combat, while Wonder himself grabbed the Serpent and threw him into space.

And never again did he take up his title. He'd seen war with his own eyes now, and learned to respect the power of humanity over the powers of a god. The day he foreswore the powers of Wonder, he never again saw his patron Atum-Ra, and never again saw the gods. The dissolution of the Liberty League only reaffirmed his growing unease with superheroes and the superpowered of the new age.

-

Frederick Fawcett is a successful architect, head of his own firm, recently moved to Freedom City from Memphis. His life has been a checkered one. A divorcee (twice), with children and grandchildren he sees semi-frequently, Frederick moved to Freedom City to be near his son Fred Jr. and twin grandkids. Fawcett has often been struck by the feeling he could be more. At a vigorous 78, he's had several midlife crises, and lived a variety of lives. But through all his life, he's resisted the urge to take up the mantle of Wonder. There are other heroes now, a new generation better suited for the rigors of the Modern Age.

He sits in cafes and drinks tea, sketching a new design or planning the future. He's a personable fellow, despite his age. But when Frederick Fawcett dreams, he dreams of the sky...


Okay, finally getting a chance to play the very first character background I designed on ATT! (Captain Wonder's build draws very heavily from Kruezritter's Captain Marvel, natch.) When he is prompted to transform, Captain Wonder is not as powerful as he was back in the day, but he's still a mighty hero.

How's that?

Captain Wonder looks like this: http://upload.wikimedia.org/wikipedia/e ... vel-1-.gif

Another celebrity from Memphis, inspired by the 'dead' hero, would adopt much of his look for his own persona.

Posted

Captain Wonder

PL: 12 (166 PPs)

Unspent PPs: 2

Abilities: (16)

STR 12/32 (+1/+11)

DEX 16 (+3)

CON 10/30 (+0/+10)

INT 12 (+1)

WIS 14 (+2)

CHA 12 (+1)

Combat: (24)

Attack Bonus: +6, +10 Unarmed

Grapple: +28 (with Super-Strength DAP at full power)

Defense Bonus: +7 (+3 Flat-footed)

Knockback: -11, -0 Normal

Initiative: +7

DC Block:

ATTACKS --- SAVE DC --- DAMAGE TYPE:

Unarmed --- 26/Toughness --- Bludgeoning Damage

Saves: (9)

Toughness +13 (Imp 10), +0 Normal

Fortitude +10, +0 Normal (+0/+10 Con, +0)

Reflex +8 (+3 Dex, +5)

Will +6 (+2 Wis, +4)

Skills: (15)

Bluff 6 (+7)

Craft (Artistic) 4 (+5)

Diplomacy 6 (+7)

Knowledge: Arcane Lore 10 (+11)

Knowledge: History 6 (+7)

Language (Ancient Egyptian, Ancient Greek, Latin, Ancient Norse)

Notice 8 (+10)

Profession: Architect 6 (+8)

Search 8 (+10)

Sense Motive 6 (+8)

Feats: (22)

Assessment

Attack Specialization: Unarmed 2

All-out Attack

Beginner's Luck

Benefit: Champion of the Egyptian Pantheon

Diehard

Dodge Focus 1

Equipment 2 (The Invisible Pyramid!)

Favored Environment 2 (Airborne)

Fearless

Improved Grab

Improved Initiative

Interpose

Jack Of All Trades

Luck 1

Move-by Action

Power Attack

Takedown Attack

Ultimate Effort (Toughness Saves)

The Invisible Pyramid!: Size: Medium; Toughness: 20; Features: Laboratory, Library, Living Space, Power [Concealment (All Visual Senses)], Security System, Workshop; 10ep)

Powers: (77)

Enhanced Constitution 20

Enhanced Strength 20

Immunity 9 (life support)

Impervious Toughness 10

Protection 3

Super-Strength 7 (PFs: Dynamic, 2 Alternate Powers, 1 Dynamic Alternate Power)

- DAP: Flight 7

- AP: Strike 14 (Extra: Penetrating; Flaw: Distracting)*

- AP: Blast 11 (Extras: Burst Area, Penetrating; Flaws: Distracting, Range/Touch)

Drawbacks:

Normal Identity (speak magic word, free action) (-3)

Complications:

Enemy (Dr. Scarab, Overshadow, Superior, Donar, Medea, Jack-of-Knives, Nazis)

Honor

Prejudice (senior [as Frederick])

Responsibility (champion of the Egyptian pantheon, family)

Rivalry (The Modern Age)

Secret (identity: Frederick Fawcett)

Totals: 16-24-9-15-22-81+3=164

tradeoffs

+3 TOU/-3 DEF

+3 Save DC/-3 Attack on the Strike AP (this is essentially Strike 11 with Power Attack)


Back in the Golden Age...

He was a smiling presence in the sky; a cheerful, ever-buoyant figure of boyish charm and fantastic power. Captain Wonder went toe-to-toe with Nazi Ubersoldaten, fifth columnists at home, and battled his own brand of magical supervillians and other threats. His name is a lineage of firsts; he was the first superhero to fly, the first with his own movie serial, and the first great hero to die in action. In 1953, he fell in battle against Dr. Scarab, his greatest enemy, while saving his hometown of Memphis from Apep, the Egyptian god of death.

Many people know his story, a bittersweet one of triumph and tragedy. But the story of Captain Wonder began long before the "Fight at the End of the World", and has yet to come to an end

-

Frederick Fawcett was ten years old in 1940 when the gods of Egypt chose him, Re himself appearing as an elderly African man to select the adopted boy as champion of the gods of Egypt. There were monsters on the Earth in those days; both in America and elsewhere, and the pantheon of Egypt needed a champion pure of heart. There was no choice better than a ten year old boy. (It was a different time.)

Freddie took the form of the champions of the modern era; the superheroes he loved. With a magic word and a flash of inner light, he could transform himself from a little boy to a tall, strapping paragon: Captain Wonder! Bearing the:

The Speed of Shu

The Strength of Horus

The Wisdom of Imhotep

The Courage of Ramses

The Power of Atum-Ra

and

The Stamina of Menthu

Captain Wonder was among the most powerful heroes of his era. His responsibilities at home kept him during the States during most of the war, but he battled enemies ranging from Superior to Donar, a particular menace who he especially loathed. He never joined the Liberty League, but he counted them among his greatest friends. His greatest friend, of course, was his 'big brother', the Centurion. His greatest enemy was Dr. Scarab, a menace who combined super-science with Egyptian power to make him a terrible threat to the world.

He loved being a hero; he loved flying, he loved being a celebrity, too. It was an innocent age, for heroes and everyone else, and he loved every moment of it. Only Alexander Rhodes and Adrian Eldrich deduced his secret on his own, and they both respected his confidence. They both knew much about the gods of Egypt, and the mysteries in which they moved.

In his late teens, with the war over, Fred Freeman finally worked up the nerve to tell his friends about his secret identity. They were...unnerved. The idea of a teenager who could (briefly) go toe-to-toe with the Centurion and who possessed the powers of a god made many in the Liberty League uneasy. Others, however, understood. Under the guidance of Mark Leeds, Fred began spending more time 'out of uniform', concentrating on his studies and his real life. His parents, who had often despaired over their deliquent son, relaxed as he went off to college.

A patriot, Fred joined the Army just in time for Korea. Determined to fight as a man, not a god, he saw the true horror of war face to face. He returned home older and wiser, with a war bride and child on the way. In April of 1953, his old enemy Scarab finally opened the portal to the Underworld, releasing a torrent of Egyptian monsters onto Fred Fawcett's city. Wonder himself battled Apep the Serpent hand-to-hand, while his friends from the Liberty League arrived to fight the other monsters. The Centurion defeated Scarab in hand to hand combat, while Wonder himself grabbed the Serpent and threw him into space.

And never again did he take up his title. He'd seen war with his own eyes now, and learned to respect the power of humanity over the powers of a god. The day he foreswore the powers of Wonder, he never again saw his patron Atum-Ra, and never again saw the gods. The dissolution of the Liberty League only reaffirmed his growing unease with superheroes and the superpowered of the new age.

-

Frederick Fawcett is a successful architect, head of his own firm, recently moved to Freedom City from Memphis. His life has been a checkered one. A divorcee (twice), with children and grandchildren he sees semi-frequently, Frederick moved to Freedom City to be near his son Fred Jr. and twin grandkids. Fawcett has often been struck by the feeling he could be more. At a vigorous 78, he's had several midlife crises, and lived a variety of lives. But through all his life, he's resisted the urge to take up the mantle of Wonder. There are other heroes now, a new generation better suited for the rigors of the Modern Age.

He sits in cafes and drinks tea, sketching a new design or planning the future. He's a personable fellow, despite his age. But when Frederick Fawcett dreams, he dreams of the sky...


Okay, finally getting a chance to play the very first character background I designed on ATT! (Captain Wonder's build draws very heavily from Kruezritter's Captain Marvel, natch.) When he is prompted to transform, Captain Wonder is not as powerful as he was back in the day, but he's still a mighty hero.

How's that?

Captain Wonder looks like this: http://upload.wikimedia.org/wikipedia/e ... vel-1-.gif

Another celebrity from Memphis, inspired by the 'dead' hero, would adopt much of his look for his own persona.

Posted

Okay, just a couple gripes with what I'm seeing here. First, if you could write your modified stats after your normal ones, that would be good for people casually looking at it. Like this: STR 10/30 (+0/+10) Just a little bother, but it would help out. And your INT bonus is +1, not +2. You have all your skills listed correctly, but in your ability write-up it's wrong.

And for clarity, if you could list your combat stats like so, it would be great:

Initiative: +6

Attack Bonus: +6/+10(Unarmed)

Defense Bonus: +7/+6(Flatfooted)

Damage: +10 Unarmed
Just put little (-3) next to your drawbacks like you have for your other headings.
Drawbacks (-3)

Wow, that's a lot of enemies. Some of them are defunct in the new edition, but don't let that stop you! :)

Now as for the rivalry, does that mean you're going to try to show up all these new "superheroes" that claim to be doing good? I really like your background, BTW. It's vintage superhero from back in the day. Most people on this board are all about the new wave. We need somebody like Captain Wonder to show us what heroing is all about. :clap:

Just fix up those few things, and I think you're good to go.

Posted

Okay, just a couple gripes with what I'm seeing here. First, if you could write your modified stats after your normal ones, that would be good for people casually looking at it. Like this: STR 10/30 (+0/+10) Just a little bother, but it would help out. And your INT bonus is +1, not +2. You have all your skills listed correctly, but in your ability write-up it's wrong.

And for clarity, if you could list your combat stats like so, it would be great:

Initiative: +6

Attack Bonus: +6/+10(Unarmed)

Defense Bonus: +7/+6(Flatfooted)

Damage: +10 Unarmed
Just put little (-3) next to your drawbacks like you have for your other headings.
Drawbacks (-3)

Wow, that's a lot of enemies. Some of them are defunct in the new edition, but don't let that stop you! :)

Now as for the rivalry, does that mean you're going to try to show up all these new "superheroes" that claim to be doing good? I really like your background, BTW. It's vintage superhero from back in the day. Most people on this board are all about the new wave. We need somebody like Captain Wonder to show us what heroing is all about. :clap:

Just fix up those few things, and I think you're good to go.

Posted

Okay, just a couple gripes with what I'm seeing here. First, if you could write your modified stats after your normal ones, that would be good for people casually looking at it. Like this: STR 10/30 (+0/+10) Just a little bother, but it would help out. And your INT bonus is +1, not +2. You have all your skills listed correctly, but in your ability write-up it's wrong.

And for clarity, if you could list your combat stats like so, it would be great:

Initiative: +6

Attack Bonus: +6/+10(Unarmed)

Defense Bonus: +7/+6(Flatfooted)

Damage: +10 Unarmed
Just put little (-3) next to your drawbacks like you have for your other headings.
Drawbacks (-3)

Wow, that's a lot of enemies. Some of them are defunct in the new edition, but don't let that stop you! :)

Now as for the rivalry, does that mean you're going to try to show up all these new "superheroes" that claim to be doing good? I really like your background, BTW. It's vintage superhero from back in the day. Most people on this board are all about the new wave. We need somebody like Captain Wonder to show us what heroing is all about. :clap:

Just fix up those few things, and I think you're good to go.

Posted

Wow, that's a lot of enemies. Some of them are defunct in the new edition, but don't let that stop you! :)

Back in the day, he was one of the most powerful heroes of his era. That makes a man a lot of enemies! Of course, he was also a bit more powerful back in his own day...

Now as for the rivalry, does that mean you're going to try to show up all these new "superheroes" that claim to be doing good?

Yeah, that's a big part of it. Fred has a complicated relationship with superheroes and superheroing, and his attitudes don't mesh too well with the heroes of the modern era. It's not enough to be a serious obstacle, but it's enough to...Complicate things. =D

(He's also something of an anachronism in his technical skills, though he at least lived through the era between his heyday and today.)

I really like your background, BTW. It's vintage superhero from back in the day. Most people on this board are all about the new wave. We need somebody like Captain Wonder to show us what heroing is all about. :clap:

Just fix up those few things, and I think you're good to go.

He'll show those kids what for! =D Fred is very much a creature of both the Golden Age and the Modern Age, so I think he'll fit in great. I've made the changes you were after, I think.

Posted

Wow, that's a lot of enemies. Some of them are defunct in the new edition, but don't let that stop you! :)

Back in the day, he was one of the most powerful heroes of his era. That makes a man a lot of enemies! Of course, he was also a bit more powerful back in his own day...

Now as for the rivalry, does that mean you're going to try to show up all these new "superheroes" that claim to be doing good?

Yeah, that's a big part of it. Fred has a complicated relationship with superheroes and superheroing, and his attitudes don't mesh too well with the heroes of the modern era. It's not enough to be a serious obstacle, but it's enough to...Complicate things. =D

(He's also something of an anachronism in his technical skills, though he at least lived through the era between his heyday and today.)

I really like your background, BTW. It's vintage superhero from back in the day. Most people on this board are all about the new wave. We need somebody like Captain Wonder to show us what heroing is all about. :clap:

Just fix up those few things, and I think you're good to go.

He'll show those kids what for! =D Fred is very much a creature of both the Golden Age and the Modern Age, so I think he'll fit in great. I've made the changes you were after, I think.

Posted

Wow, that's a lot of enemies. Some of them are defunct in the new edition, but don't let that stop you! :)

Back in the day, he was one of the most powerful heroes of his era. That makes a man a lot of enemies! Of course, he was also a bit more powerful back in his own day...

Now as for the rivalry, does that mean you're going to try to show up all these new "superheroes" that claim to be doing good?

Yeah, that's a big part of it. Fred has a complicated relationship with superheroes and superheroing, and his attitudes don't mesh too well with the heroes of the modern era. It's not enough to be a serious obstacle, but it's enough to...Complicate things. =D

(He's also something of an anachronism in his technical skills, though he at least lived through the era between his heyday and today.)

I really like your background, BTW. It's vintage superhero from back in the day. Most people on this board are all about the new wave. We need somebody like Captain Wonder to show us what heroing is all about. :clap:

Just fix up those few things, and I think you're good to go.

He'll show those kids what for! =D Fred is very much a creature of both the Golden Age and the Modern Age, so I think he'll fit in great. I've made the changes you were after, I think.

Posted

Combat: (24)

Initiative: +6

Attack Bonus: +6/+10(Unarmed)

Defense Bonus: +7/+6(Flatfooted)

Damage: +10 Unarmed

1. Improved Initiative is a +4 bonus, so your Initiative should be +7 (+3 Dex +4 Improved Init)

2. If you bought +6 for your Defense Bonus, then your total bonus is +7 (with the +1 for Dodge Focus), but your flat-footed Defense Bonus is only +3. You lose your Dodge Focus and half of your normal Defense Bonus when flat-footed.

Powers (76)

Enhanced STR 20

Enhanced Constitution 20

Immunity 9 (life support)

Impervious Toughness 10

Protection 3

Super-Strength 6 [Dynamic]

- DAP: Flight

3. I think this come to 77 PPs.

62 PPs for all the powers down to the dynamic array, but the SS/Flight array costs 15 PPs: 12 PPs for Super-Strength +1 PP to make the base power dynamic +2 PPs for the dynamic Alt Power = 15. 15 + 62 = 77 PPs

Posted

Combat: (24)

Initiative: +6

Attack Bonus: +6/+10(Unarmed)

Defense Bonus: +7/+6(Flatfooted)

Damage: +10 Unarmed

1. Improved Initiative is a +4 bonus, so your Initiative should be +7 (+3 Dex +4 Improved Init)

2. If you bought +6 for your Defense Bonus, then your total bonus is +7 (with the +1 for Dodge Focus), but your flat-footed Defense Bonus is only +3. You lose your Dodge Focus and half of your normal Defense Bonus when flat-footed.

Powers (76)

Enhanced STR 20

Enhanced Constitution 20

Immunity 9 (life support)

Impervious Toughness 10

Protection 3

Super-Strength 6 [Dynamic]

- DAP: Flight

3. I think this come to 77 PPs.

62 PPs for all the powers down to the dynamic array, but the SS/Flight array costs 15 PPs: 12 PPs for Super-Strength +1 PP to make the base power dynamic +2 PPs for the dynamic Alt Power = 15. 15 + 62 = 77 PPs

Posted

Combat: (24)

Initiative: +6

Attack Bonus: +6/+10(Unarmed)

Defense Bonus: +7/+6(Flatfooted)

Damage: +10 Unarmed

1. Improved Initiative is a +4 bonus, so your Initiative should be +7 (+3 Dex +4 Improved Init)

2. If you bought +6 for your Defense Bonus, then your total bonus is +7 (with the +1 for Dodge Focus), but your flat-footed Defense Bonus is only +3. You lose your Dodge Focus and half of your normal Defense Bonus when flat-footed.

Powers (76)

Enhanced STR 20

Enhanced Constitution 20

Immunity 9 (life support)

Impervious Toughness 10

Protection 3

Super-Strength 6 [Dynamic]

- DAP: Flight

3. I think this come to 77 PPs.

62 PPs for all the powers down to the dynamic array, but the SS/Flight array costs 15 PPs: 12 PPs for Super-Strength +1 PP to make the base power dynamic +2 PPs for the dynamic Alt Power = 15. 15 + 62 = 77 PPs

Posted

All right, I edited Cap some. His flat-footed defense bonus, initiative, and power totals are correct. I dropped his Charisma down to 12 because he's still something of a 'grumpy old man", and added the Benefit: Champion of the Egyptian Pantheon. What does this mean?

Captain Wonder is generally recognized, by those who know, as the champion of the gods of Egypt. The symbol of Wonder is respected by those with reason to do so; whether because of magical origin or compatible traditions, and disliked by those of incompatible backgrounds. (Worshippers of, say, Greco-Roman gods will be inclined to be cool.)

Divine entities who don't want trouble with the Egyptian gods will be inclined to leave him unmolested, unless of course they think they can get him when Atum's not looking, or when it serves the story. It is not a get out of jail free card, but it's certainly a magical sign of powerful friends.

The Benefit is also a complication, which means that he may find himself pulled into wars and conflicts between the gods, both on Earth and in the home of the Egyptian pantheon. If Hades shows up again, Wonder will be expected to be front and center in keeping the Greek gods off the planet.

Basically, I'm picturing something like the relationship Wonder Woman generally enjoys with the Greek Gods in the pages of her comics. How it winds up working is up to the GM.

How's that, judges?

Posted

All right, I edited Cap some. His flat-footed defense bonus, initiative, and power totals are correct. I dropped his Charisma down to 12 because he's still something of a 'grumpy old man", and added the Benefit: Champion of the Egyptian Pantheon. What does this mean?

Captain Wonder is generally recognized, by those who know, as the champion of the gods of Egypt. The symbol of Wonder is respected by those with reason to do so; whether because of magical origin or compatible traditions, and disliked by those of incompatible backgrounds. (Worshippers of, say, Greco-Roman gods will be inclined to be cool.)

Divine entities who don't want trouble with the Egyptian gods will be inclined to leave him unmolested, unless of course they think they can get him when Atum's not looking, or when it serves the story. It is not a get out of jail free card, but it's certainly a magical sign of powerful friends.

The Benefit is also a complication, which means that he may find himself pulled into wars and conflicts between the gods, both on Earth and in the home of the Egyptian pantheon. If Hades shows up again, Wonder will be expected to be front and center in keeping the Greek gods off the planet.

Basically, I'm picturing something like the relationship Wonder Woman generally enjoys with the Greek Gods in the pages of her comics. How it winds up working is up to the GM.

How's that, judges?

Posted

All right, I edited Cap some. His flat-footed defense bonus, initiative, and power totals are correct. I dropped his Charisma down to 12 because he's still something of a 'grumpy old man", and added the Benefit: Champion of the Egyptian Pantheon. What does this mean?

Captain Wonder is generally recognized, by those who know, as the champion of the gods of Egypt. The symbol of Wonder is respected by those with reason to do so; whether because of magical origin or compatible traditions, and disliked by those of incompatible backgrounds. (Worshippers of, say, Greco-Roman gods will be inclined to be cool.)

Divine entities who don't want trouble with the Egyptian gods will be inclined to leave him unmolested, unless of course they think they can get him when Atum's not looking, or when it serves the story. It is not a get out of jail free card, but it's certainly a magical sign of powerful friends.

The Benefit is also a complication, which means that he may find himself pulled into wars and conflicts between the gods, both on Earth and in the home of the Egyptian pantheon. If Hades shows up again, Wonder will be expected to be front and center in keeping the Greek gods off the planet.

Basically, I'm picturing something like the relationship Wonder Woman generally enjoys with the Greek Gods in the pages of her comics. How it winds up working is up to the GM.

How's that, judges?

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