Steelclaw

Gold Plated SteelClaw
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  1. Steelclaw

    Faserip

    Okay, I've taken some time to think about all this and have to agree and disagree with several points raised...

    When I made the conversion I had to keep in mind that the FASERIP system held a strong distinction between attributes and powers. CoH does not have an attribute system. You can search your character stats all you want and won't find a single Strength, Dexterity, Constitution or Charisma score. This immediately raised some serious questions about how to proceed as well as my probably sanity should I choose to attempt it at all.

    FASERIP would consider most (if not all) the powers in City to be just that... powers. So, I had to figure out a way to translate and also base it on level advancement so the character would get stronger as they progressed. Powers such as Targeting Drone or Build Up COULD be interpreted as "hey... they provide to hit buffs so they should count towards Fighting and Agility... and Build Up even boosts Damage... so it can help out Strength too!"

    I didn't include either for different reasons. Build Up I didn't count because it is not a constantly active power. It only provided it's benefit when clicked so it almost certainly was a power rather than a characteristic. FASERIP are ALWAYS there... they are the base line.. not the bonus. Now, it could be argued that Targeting Drone, as a toggle, could theoretically always be there. I agree, however TD is also a separate device which provides a bonus. Once again, a BONUS... not a base line. Targeting Drone is a piece of equipment... if it were possible to destroy it then the hero would lose the bonus.

    Most of the other powers I did not include likely fell under those two arguments.

    Okay, now let's look at my mistakes.

    My first (and biggest) mistake was thinking I could apply linear math (that is... addition) to a decided non-linear system. The FASERIP ranking system seems to move uniformly (10,20,30, etc) between the ranks, however the effects of those ranks are rather different. Let me explain... Strength is the best example...

    A character with a 30 strength can press around 1 ton. Let's jack that strength up 10 points and we have a 40 strength character who can press roughly 10 tons. Pretty linear, right? But if you add another 10 pts of strength to 50, now THIS guy can press 50 tons, a 40 ton increase! While the points may move up uniformly, the effects of those points increase much more dramatically.

    Fighting and Agility I stand by... at least as much as I can. Agility irks me because FASERIP combines Acrobatics and Ranged Combat into one stat. So Spiderman should be able to plug a fly-in-the-eye with a gun while your average Marine Corps Sniper should be an olympic level gymnast. Still, I at least got in the general ball-park.

    I really fudged it with Strength. I worked off the basis of any Melee attack that has enhance-able damage should count. The problem is the FASERIP system counts weapons as powers with their own damage, etc. Now, what that means is the only way to "fairly" do it would be to have Super Strength be the only power capable of getting a Strength score of over 30. All others can get you close to 30, but not beyond it. Of course, then you run into the ol' question of "Hey... Thor is a War Mace Brute/Tank, right? But he can lift 100 tons over his head... what gives?"

    What gives is the fact that no straight translation system... no matter how elaborate... can take into account everything... especially role playing elements.

    Endurance was another one with which I likely made some major mistakes. What I should have done there was ignore EVERYTHING having to do with the CoH version of Endurance. Ideally the Endurance conversion should have included every power that either increased max hit points permanently (no click powers), was an auto-power that increased damage resistance with no endurance cost or was a regeneration power (although these would have counted MUCH less since regeneration is a power). Endurance ended up much higher than it should have been.

    I like the system for Reason, Intuition and Psyche. The only changes I would really make here would be to get rid of the slotted IO rules and replace it entirely with a system of bonuses from the Invention badges. Intuition works just fine because it's all about Perception, baby. Psyche could have used a little more tooling than it got, but, let's be perfectly honest here, it was the last attribute I worked on, and by then I was so exhausted and desperate just to get this all to heck OVER WITH that I did some cost cutting.

    Anyway, thanks everyone for your constructive criticisms. Several of you made some very valid points. If ever I come out with FASERIP 2nd Edition, or Advanced FASERIP or FASERIP II or what-all, I will definitely take them into consideration.
  2. Quote:
    Originally Posted by ResidentBaka View Post
    * The greater the number of SteelClaw lists on the forums at a given time, the higher the chance that I will dangle him by a pair of chains over a giant bonfire or tie him to a weighted dolly and throw him in a fountain.
    I am hereby announcing my retirement.
  3. Conspiracy theories abound... here's a few of mine regarding the Developers and those who coded the game...

    * There is code in the game that has a 90% probability that the attack directly following popping a yellow inspiration will automatically miss.

    * Through sensors installed in my keyboard the game can measure the chemicals of my fingertips to determine my impatience level. The higher my impatience level the less likely Wentworths/Blackmarket will immediately accept my bid for a needed salvage item. Indeed, even if there are 1843 available and I am the only bidder... it will not accept my initial bid or any other until I am in the five or six digit range.

    * When I am running one of my solo characters the game will manufacture team invites at random intervals. When I am playing one of my team-requiring characters it will blank my team search window and add my character's name to everyone's global ignore list.

    * If I am in a long story arc which has only one defeat-all mission, the coding will generate a cumulative random chance equal to the percentage of enemies I have eliminated to have Mapserver issues and eject me from the game.

    * The Forum Servers communicate directly with the Game Servers. When I enter a "looking for team" text in the chat window the Game Server will consult with the Forum Server to find every player who, either in PMs or in a thread, has stated that they hate my sense of humor. These people will be the only ones who receive my team request in-game.

    * The CoHUpdater accesses my spreadsheets. When the Updater determines my current tournament is picking up speed and proceeding well, it sends a notification to the Devs. The Devs, in turn, choose that time to release the next awesome Issue which requires me to start over again.

    * While I am writing this text and my attention is focused on the words in the text window, both Sister Psyche and Ghost Widow are looking at me. When I jerk my eyes up to return their gaze, they have already looked away.

    * Nemesis has taken over my local post office. It's the only logical explanation.

    * If I decide to use my AE tickets to get a piece of common salvage that I need desperately but is in too short a supply at WW/BM, the chance of me getting it with the tickets I have available is roughly equivalent to leaving a Las Vegas casino with more money than I entered it.

    * If I go to a contact wanting a specific badge-mission, temp power mission or the first mission of a good story arc, I can be sure that the contact will make up missions on the spot or have me get their dry cleaning before I'll get the one I want.

    * If I have just left a city zone and travelled across town to my contact I am guaranteed to be sent directly back to the zone I just left. I can also be certain that when I return from this cross-town mission the contact will finally give me their cell phone number.

    * If I complain enough and am vocal about my suspicions, I will be determined to be paranoid and a possible threat to society. People will immediately discount my theories and scoff at them. These same people will wonder why they always seem to miss their first attack after popping a yellow inspiration.
  4. Feel bad for 'em?

    You gotta be kidding....

    Let's see...

    1) The bad guys next to never get the purse.

    2) Even when they stop struggling for the purse the civillian usually just stands around casually right next to the "mugger" until a hero drops by.

    3) When I HAVE saved these so-called victims, what do they do? Run straight away from me and right through the door leading to the Hellions Mission I'm supposed to be running. You KNOW they are security standing outside the door to let the gang know when a hero shows up.

    4) Don't even get me started about the so-called "victims" hanging around as bait in the Hollows.

    5) Have you ever noticed how many of the Hellions and Skulls girlfriends look like that mugging victim you "saved" just last week? And now they're with their former mugger... It's not a purse-snatching... it's a g***amned mating ritual!
  5. I filled it out.

    I learned dark, horrible things about myself.

    I will now go buy a ski mask and extra large beach towel and pursue a life of cold, hard justice.
  6. Steelclaw

    Faserip

    Quote:
    Originally Posted by Oliin View Post
    Interesting.

    Kind of idly curious here, but why nothing for any of the devices powers in the intuition category? Both a stealth and a fairly significant + perception powere there. Oh, and while I'm thinking of it Munitions has a version of surveillance too.
    Because the character isn't the one with the power, the device is. A man with a pair of binoculars has vision of x20 normal while using them but that doesn't mean his actual vision improves.
  7. Steelclaw

    Faserip

    Quote:
    Originally Posted by Balanced View Post
    Tiny question from the massive walls of text:

    For Endurance, you seem to be looking chiefly at the character's ability to boost or restore their own health and/or energy, and at powers that would help them resist environmental effects (like Resist Elements or Temperature Protection). That seems intuitively correct, based on the system you're working with.

    Why, then, is Absorb Pain on the Endurance list for Empathy? It damages the user, makes them briefly unable to heal, and doesn't restore any energy. Did you mean Healing Aura?
    I was looking at that one more from a "spirit of the power" rather than a "rule of the power" perspective. The concept behind that power is the Empath takes on another person's injuries and pain. I assumed that such an act would require a certain amount of endurance/fortitude to gain such injury and still function normally. Healing others really doesn't indicate you yourself can endure pain or damage, while Absorb Pain has that description sort of built into it.
  8. Steelclaw

    Faserip

    Tying It All Together

    Now, you’ve probably noticed that low level characters pretty much get shafted with this system. A low percentage of a low number doesn’t leave you with very heroic stats.

    Use the following tables for the minimum scores in each category. If your character’s score is lower than the value listed then raise it to the indicated minimum. Of course, this is optional. If you have a Neanderthal Brute who has a brain pan the size of a thimble then you are fully justified in keeping their Reason at 1.

    Blaster: Fighting 6, Agility 16, Strength 6, Endurance 6
    Brute: Fighting 16, Agility 6, Strength 16, Endurance 10
    Controller: Fighting 6, Agility 6, Strength 6, Endurance 6
    Corruptor: Fighting 6, Agility 16, Strength 6, Endurance 6
    Defender: Fighting 6, Agility 10, Strength 6, Endurance 6
    Dominator: Fighting 6, Agility 10, Strength 6, Endurance 6
    MasterMind: Fighting 6, Agility 6, Strength 6, Endurance 6
    Peacebringer: Fighting 6, Agility 10, Strength 10, Endurance 6
    Scrapper: Fighting 16, Agility 6, Strength 10, Endurance 10
    Soldier of Arachnos: Fighting 10, Agility 10, Strength 10, Endurance 10
    Stalker: Fighting 16, Agility 6, Strength 6, Endurance 6
    Tank: Fighting 10, Agility 6, Strength 10, Endurance 16
    War Shade: Fighting 6, Agility 10, Strength 10, Endurance 6
    Widow: Fighting 10, Agility 10, Strength 6, Endurance 10

    Natural, Mutant: Reason 6, Intuition 6, Psyche 6
    Magic: Reason 6, Intuition 6, Psyche 16
    Science/Technology: Reason 16, Intuition 6, Psyche 6

    Just so we’re all on the same page and I haven’t completely confused everyone, I’ll provide an example using one of my own characters.

    D’Shan Steelclaw (Level 23, Claws/Regeneration, Scrapper)

    Fighting gives a base score of 50 for being a Scrapper. D’Shan has Strike(+5), Slash(+10), Spin(+5) and Follow Up(+20) from the Claws power set. He also has Combat Jump(+5) from Leaping. So far he has a percentage of 95, however he also has 6 Accuracy enhancements slotted in the Claw powers and a Defense Buff slotted in Combat Jump for a bonus of +7 for a total of 102. 102% of his current level of 23 is 23.46. Rounded off this gives him a current Fighting score of 23.

    Agility gives 30 points to start for Scrappers. D’Shan has Spin(+5) Swift(+5), Combat Jump(+15) and Super Jump(+15) from the list for a grand total of 70 pts. He also gets +2 for an Accuracy slotted in Spin and +1 for the Defense Buff in Combat Jump. Since he only has one Jump enhancement slotted in Super Jump he gets no bonus there. Total percentage is 73% which when applied to his level of 23 gets 16.79. Rounded off this gives him an Agility of 17.

    Scrappers start out with 40 pts towards strength. D’Shan has Strike(+5), Slash(+5), Spin(+10) and Super Jump(+20) in powers with 1 Damage enhancement per attack (+3) for bonuses. This gives him a percentage of 83% applied to level 23 for 19.09. D’Shan currently has an effective Strength score of 19.

    Scrappers begin with 50 pts towards Endurance. D’Shan has Swift(+10), Super Jump(+10), Fast Healing(+20), Reconstruction(+10), Quick Recovery(+30), Dull Pain(+15) and Resilience(+5). This brings him to a percentage of 150%. He does not have any Endurance Reduction enhancements slotted in any power so gets no bonus for that. He does have 3 Endurance Modification enhancements in Quick Recovery so gets +3, bringing his total to 153%. Applied to his level of 23 this gives him an Endurance score of 35.19 or 35.

    D’Shan is a Natural Origin hero, which gives him a base score of 30 towards Reason. He has the Inventor badge which grants him a +10 bonus and has 37 Invention Origin Ehancements slotted; 37 divided by 3 is 12(dropping fractions) so he has final percentage of 30+10+12 or 52%. At level 23 this gives him a Reason score of 11.96 or 12.

    Intuition gives a flat rate of 40, regardless of Archetype or Origin. D’Shan does not have any of the powers listed nor does he have any bonuses to his Perception through set powers or the like. 40% of his level 23 gets an Intuition of 9.2 or 9.

    Psyche for Scrappers has a base of 20. D’Shan has Integration(+15) and Resilience(+5) from Regeneration for a total of 40. He is Natural Origin so he gets no bonus from Magic and he’s a Scrapper so no Control Set bonus either. 40% of 23 is 9.2 which gives him a Psyche score of 9.

    So, D’Shan Steelclaw is currently:

    F:23 A:17 S:19 E:35 R:12 I:9 P:9

    Consider that another Claws/Regen guy from Marvel by the name of Wol… Wol-something-or-other had stats:

    F:40 A:30 S:10 E:30 R:10 I:75 P:40

    If you want to compare your character’s stats with your favorite comic-book-hero then just blip on over to this site:

    http://www.angelfire.com/comics/benriely/

    Follow the path to your favorite and they will give you the original FASERIP values as published by the game.

    Author’s note: Yes, I know this system is likely wildly inaccurate and there are more inconsistencies in it than a political speech 48 hours before election day. My only defense is I did it for the fun of it rather than pure scientific accuracy.
  9. Steelclaw

    Faserip

    Psyche:

    Blaster: 40
    Brute: 20
    Controller: 60
    Corruptor: 50
    Defender: 50
    Dominator: 60
    MasterMind: 30
    Peacebringer: 40
    Scrapper: 20
    Soldier of Arachnos: 40
    Stalker: 20
    Tank: 30
    War Shade: 30
    Widow: 50

    Powers:
    Bane Spider Training (sos): Bane Spider Armor Upgrade +35

    Crab Spider Training (sos): Crab Spider Armor Upgrade +35, Fortification +15

    Dark Armor (brs/scs/sts/tap): Obsidian Shield +25

    Dark Miasma (crs/dep/mms): Shadow Fall +10

    Demon Summoning (mmp): +25 for entire set (still receives bonuses from Magic Origin as explained below)

    Electric Armor (brs/scs/sts/tap): Static Shield +20, Power Surge +10

    Empathy (cns/dep): Clear Mind +15

    Energy Aura (brs/sts): Entropy Shield +15

    Fiery Aura (brs/scs/tap): Fire Shield +5, Plasma Shield +10

    Force Field (cns/mms/dep): Dispersion Bubble +10

    Force Mastery (Ancillary Power): Force of Nature +10

    Fortunata Teamwork (wis): Mask Presence +5, Mind Link +15, Confuse +5, Aura of Confusion +15

    Fortunata Training (wip): Mental Blast +5, Telekinetic Blast +5, Subdue +10, Aim +5, Psychic Scream +10, Dominate +15, Psychic Tornado +10, Scramble Thoughts +10, Total Domination +20, Psychic Wail +25

    Ice Armor (tap): Wet Ice +15

    Illusion Control (cnp): +25 for entire set (still receives bonuses from Magic or Control set as explained below)

    Invulnerability (brs/scs/tap): Unyielding +15, Unstoppable +10

    Kinetic Melee (brp/scp/stp/tas): +10 for entire set (still receives bonuses from Magic Origin as explained below)

    Kinetics (cns/cos/dep): Increase Density +5

    Leadership (power pool): +10 per power taken from this pool (receives NO further bonus from Magic Origin)

    Luminous Aura (pbs): White Dwarf +35, Light Form +35

    Martial Arts (scp/stp): Focus Chi +10

    Medicine (power pool): Stimulant +15

    Mental Manipulation (bls): Subdual +5, Mind Probe +5, Telekinetic Thrust +5, Psychic Scream +10, Concentration +5, Drain Psyche +10, World of Confusion +10, Scare +5, Psychic Shockwave +15

    Mercenaries (mmp): +15 for entire set (still receives bonuses from Magic Origin as explained below)

    Mind Control (cnp/dop): Mesmerize +10, Levitate +5, Dominate +10, Confuse +10, Mass Hypnosis +15, Telekinesis +10, Total Domination +15, Terrify +10, Mass Confusion +15

    Mu Mastery (Patron Power): Each power taken grants +5. (still receives bonuses from Magic Origin as explained below)

    Necromancy (mmp): +25 for entire set (still receives bonuses from Magic Origin as explained below)

    Night Widow Training (wip): Mental Blast +5, Psychic Scream +15

    Ninjas (mmp): +20 for entire set (still receives bonuses from Magic Origin as explained below)

    Ninjutsu (sts): Kuji-In Rin +20

    Pain Domination (crs/mms): Enforced Morale +15, World of Pain +5

    Poison (mms): Antidote +15

    Presence (power pool): +10 per power taken from this pool (receives NO further bonus from Magic Origin)

    Psionic Assault (dos): Psionic Dart +5, Mind Probe +5, Telekinetic Thrust +5, Mental Blast +10, Psychic Scream +10, Drain Psyche +10, Subdue +5, Psionic Lance +20, Psychic Shockwave +15

    Psionic Mastery (Ancillary Power): Mental Blast +10, Indomitable Will +10, Mind Over Body +5, World of Confusion +10, Psionic Tornado +10, Link Minds +5

    Psychic Blast (blp/crp/des): Psionic Dart +5, Mental Blast +10, Telekinetic Blast +5, Psychic Focus +5, Will Domination +10, Psionic Lance +20, Psionic Tornado +10, Scramble Thoughts +10, Psychic Wail +25, Psychic Scream +15

    Psychic Mastery (Ancillary Power): Dominate +10, Mass Hypnosis +15, Mind Over Body +5, World of Confusion +10, Telekinesis +10

    Radiation Emission (cns/crs/dep): Accelerate Metabolism +10

    Regeneration (scs/sts): Integration +15, Resilience +5, Moment of Glory +10

    Shield Defense (brs/scs/tap): Active Defense +15, One With the Shield +10

    Sonic Resonance (cns/crs/dep): Sonic Dispersion +10, Clarity +15

    Soul Mastery (Patron Power): Each power taken grants +5. (still receives bonuses from Magic Origin as explained below)



    Stone Armor (brs/tap): Rooted +10, Minerals +15, Granite Armor +10

    Storm Summoning (cns/crs/dep/mms): O2 Boost +5, Steamy Mist +5

    Super Reflexes (brs/scs/sts): Practiced Brawler +10

    Teamwork (wis): Indomitable Will +25, Tactical Training Assault +5, Tactical Training Leadership +10, Foresight +40

    Thermal Radiation (cns/crs/mms): Thaw +15

    Thugs (mmp): +15 for entire set (still receives bonuses from Magic Origin as explained below)

    Training and Gadgets (sos): Wolf Spider Armor +30, Tactical Training Assault +5, Tactical Training Leadership +10, Mental Training +10

    Umbral Aura (wss): Black Dwarf +35

    Widow Teamwork (wis): Mask Presence +5, Mental Training +10, Mind Link +15

    Willpower (brs/scs/sts/tap): High Pain Tolerance +5, Mind Over Body +5, Fast Healing +10, Indomitable Will +30, Rise to the Challenge +10, Quick Recovery +10, Heightened Senses +5, Resurgence +15, Strength of Will +25

    Okay, here’s another test of your honesty. Psyche is a measure not only of willpower but also of magical or psychic aptitude. If your character has a Magic Origin then you need to determine what the nature of that Origin is. If the hero/villain uses magical items/weapons for their powers then you can stop here and happily go on about your business. If, on the other hand, they cast spells, ARE magical creatures or impose their will upon items or creatures of magic and force them to perform then the character gets a bonus. These Magic Origin characters get a +5 bonus for every power they have regardless of whether it appears on the list above or not. The exceptions to this are any power that lists most/all of the powers in the set (any psychic power set and Willpower are examples of this) and any power that does not come from their magical source. So, a mage with Fire Blast would count every power under that set since they cast spells to get them, but if they had the Devices secondary might NOT count those since they use magic items for those powers.

    The other bonus for Psyche is for Controllers and Dominators. This is another test of honesty. If your character’s powers operate because they impose their will on the element involved then they will get a bonus. If their powers are due to a machine, technology or some other non-personal-effort source, then no bonus is earned. Any Control set power not already listed above will garner the character a +5 bonus per power.
  10. Steelclaw

    Faserip

    Intuition:

    Every character starts out with a base Intuition of 40.

    Powers:
    Bane Spider Training (sos): Cloaking Device +15, Surveillance +30

    Body Mastery (Ancillary Power): Focused Accuracy +60

    Cold Domination (cns/dos/dep): Arctic Fog +20

    Concealment (power pool): Stealth +10, Invisibility +20

    Dark Armor (brs/scs/sts/tap): Hide +60, Cloak of Darkness +60

    Dark Miasma (crs/dep/mms): Shadow Fall +10

    Electric Armor (brs/scs/sts/tap): Hide +60

    Empathy (cns/dep): Clear Mind +20

    Energy Aura (brs/sts): Hide +60

    Energy Mastery (Ancillary Power): Focused Accuracy +60

    Fortunata Teamwork (wis): Mask Presence +20

    Illusion Control (cnp): Superior Invisibility +60, Group Invisibility +20

    Leadership (power pool): Tactics +60

    Ninjutsu (sts): Hide +60, Danger Sense +60

    Pain Domination (crs/mms): Enforced Morale +30

    Regeneration (scs/sts): Hide +60

    Sonic Resonance (cns/crs/dep): Clarity +30

    Stone Armor (brs/tap): Minerals +60

    Storm Summoning (cns/crs/dep/mms): O2 Boost +20, Steamy Mist +20

    Super Reflexes (brs/scs/sts): Hide +60, Focused Senses +60

    Teamwork (wis): Tactical Training Leadership +60

    Training and Gadgets (sos): Tactical Training Leadership +60

    Umbral Aura (wss): Shadow Cloak +60

    Willpower (brs/scs/sts/tap): Hide +60, Heightened Senses +60

    Intuition also receives +30 for any bonus given to perception from set bonuses, enhancement bonuses, accolade powers, etc. This is per occurrence.
  11. Steelclaw

    Faserip

    Reason:

    Reason is handled differently than the attributes thus far. This is where you may have to do a little decision making with regards to your character’s origins and biography. Since Reason is primarily the ability to create advanced technologies and sciences, we shall determine the Reason score based on Origin rather than Archetype.

    Technology/Science will actually be divided into two categories. This is where you need to know your character’s origin story. If the character is a tech/science origin who either created the technology they are using OR they are the technology itself (robot, cyborg, etc.) then they are listed as Tech/Sci Creator. If they only use the technology that someone else created they get Tech/Sci Operator credit.

    For simplicities sake we’ll assume that every power your character has derives from their technology.

    Technology/Science Creator has a base score of 100. The bonuses come from improvements made to the original technology. A +1 is given for every 5 Training Origin Enhancements, every 4 Dual Origin Enhancement, every 3 Single Origin Enhancement and every 1 Invention Origin or Special (Hami, Set, etc) enhancement. Also, every completed Set will grant an additional +3 bonus over and above the normal slotting bonus.

    While not the creator, still the Operators have some knowledge of the tech they use. Technology/Science Operators has a base score of 40. A +1 is given for every 6 Dual Origin Enhancements, every 4 Single Origin Enhancements and every 2 Invention Origin Enhancements. No bonuses are given for completed sets. They also receive a +10 bonus for the Inventor badge.

    Magic Origin: 40
    Mutant Origin: 30
    Natural Origin: 30

    The non-science/tech origins Reason is based entirely on their in-game Inventions. The above score is used as a base with a +10 bonus if they have earned the Inventor badge. They get a +1 bonus for every 3 Invention Origin Enhancement they have slotted (set or standard).
  12. Steelclaw

    Faserip

    Endurance:

    Blaster: 30
    Brute: 50
    Controller: 30
    Corruptor: 30
    Defender: 30
    Dominator: 30
    MasterMind: 40
    Peacebringer: 40
    Scrapper: 50
    Soldier of Arachnos: 50
    Stalker: 40
    Tank: 60
    War Shade: 40
    Widow: 50

    Powers:
    Body Mastery (Ancillary Power): Conserve Power +20, Physical Perfection +25, Superior Conditioning +20

    Chill Mastery (Ancillary Power): Hibernate +10

    Cold Mastery (Ancillary Power): Hibernate +10

    Crab Spider Training (sos): Fortification +15, Serum +5

    Dark Armor (brs/scs/sts/tap): Dark Embrace +5, Dark Regeneration +10

    Dark Mastery (Ancillary Power): Dark Embrace +5

    Dark Melee (brp/scp/stp/tas): Siphon Life +5, Dark Consumption +5

    Electric Armor (brs/scs/sts/tap): Static Shield +5, Grounded +5, Energize +20, Power Sink +25

    Electrical Blast (blp/crp/des): Short Circuit +10

    Electric Control (cnp/dop): Conductive Aura +15

    Electrical Mastery (Ancillary Power): Surge of Power +20

    Electricity Manipulation (bls): Power Sink +25

    Electricity Mastery (Ancillary Power): Power Sink +25

    Empathy (cns/dep): Absorb Pain +25, Recovery Aura +10, Regeneration Aura +10

    Energy Aura (brs/sts): Energy Drain +20

    Energy Manipulation (bls): Conserve Power +20

    Energy Mastery (Ancillary Power): Superior Conditioning +20, Physical Perfection +25, Conserve Power +20

    Energy Melee (brp/stp/tas): Energy Transfer +10

    Fiery Aura (brs/scs/tap): Healing Flames +10, Temperature Protection +5, Consume +20

    Fighting (power pool): Tough +25

    Fire Manipulation (bls): Consume +20

    Fire Mastery (Ancillary Power): Consume +20

    Fitness (power pool): Swift +10, Hurdle +5, Health +20, Stamina +30

    Ice Armor (tap): Hoarfrost +10, Permafrost +10, Energy Absorption +20

    Ice Mastery (Ancillary Power): Hoarfrost +10

    Invulnerability (brs/scs/tap): Resist Physical Damage +10, Dull Pain +15, Resist Elements +5, Resist Energies +5

    Kinetics (cns/cos/dep): Siphon Power +5, Transference +10

    Leaping (power pool): Super Jump +10

    Luminous Aura (pbs): Incandescence +10, Essence Boost +10, White Dwarf +15, Reform Essence +20, Conserve Energy +20

    Luminous Blast (pbp): Bright Nova +10

    Mental Manipulation (bls): Drain Psyche +10

    Mu Mastery (Patron Power): Conserve Power +20

    Necromancy (mmp): Life Drain +10

    Ninjutsu (sts): Kuji-In Sha +10

    Pain Domination (crs/mms): Share Pain +25

    Power Mastery (Ancillary Power): Conserve Power +20

    Primal Forces Mastery (Ancillary Power): Conserve Power +20

    Radiation Emission (cns/crs/dep): Accelerate Metabolism +10

    Regeneration (scs/sts): Fast Healing +20, Reconstruction +10, Quick Recovery +30, Dull Pain +15, Resilience +5, Instant Healing +15

    Shield Defense (brs/scs/tap): True Grit +20

    Speed (power pool): Super Speed +25

    Stone Armor (brs/tap): Stone Skin +10, Earth’s Embrace +15

    Stone Mastery (Ancillary Power): Earth’s Embrace +15

    Super Reflexes (brs/scs/sts): +15 for entire set (no bonuses for individual powers)

    Umbral Aura (wss): Absorption +10, Black Dwarf +15, Stygian Circle +20, Eclipse +25

    Umbral Blast (wsp): Dark Nova +10, Essence Drain +10

    Willpower (brs/scs/sts/tap): High Pain Tolerance +15, Fast Healing +20, Quick Recovery +30

    In addition to the above the character earns a +1 bonus for every Endurance Reduction enhancement slotted in ANY power. Also, any power listed above which has an Endurance Modification enhancement slotted in it gets a +1 bonus per EM slotted.
  13. Steelclaw

    Faserip

    Strength:

    Blaster: 30
    Brute: 60
    Controller: 20
    Corruptor: 30
    Defender: 20
    Dominator: 30
    MasterMind: 20
    Peacebringer: 40
    Scrapper: 50
    Soldier of Arachnos: 50
    Stalker: 40
    Tank: 60
    War Shade: 40
    Widow: 40

    Powers:
    Arachnos Soldier (sop): Pummel +10, Bayonet +5

    Archery (blp/crp/des): Aimed Shot +5, Fistful of Arrows +5, Ranged Shot +10, Rain of Arrows +5

    Bane Spider Soldier (sop): Bash +5, Pulverize +10, Shatter +10, Crowd Control +10

    Battle Axe (brp/tas): Beheader +10, Chop +10, Gash +15, Build Up +5, Swoop +15, Whirling Axe +10, Cleave +15, Pendulum +20

    Body Mastery (Ancillary Power): Physical Perfection +5, Superior Conditioning +5

    Broad Sword (scp/stp): Hack +5, Slash +10, Slice +15, Build Up +5, Parry +5, Whirling Sword +10, Disembowel +15, Head Splitter +20

    Claws (brp/scp/stp): Swipe +5, Strike +5, Slash +10, Spin +10, Focus +10, Eviscerate +5, Shockwave +15

    Crab Spider Soldier (sop): Slice +10, Arm Lash +10

    Dark Melee (brp/scp/stp/tas): Shadow Punch +5, Smite +5, Shadow Maul +10

    Dual Blades (brp/scp/stp/tas): Nimble Slash +5, Power Slice +10, Ablating Strike +5, Blinding Feint +5, Vengeful Slice +5, Sweeping Strike +5, One Thousand Cuts +5

    Earth Assault (dop): Stone Mallet +5, Hurl Boulder +5, Heavy Mallet +10

    Electrical Melee (brp/scp/stp/tas): Charged Brawl +5, Havoc Punch +5

    Electricity Assault (dos): Charged Brawl +5, Havoc Punch +5

    Electricity Manipulation (bls): Charged Brawl +5, Havoc Punch +5

    Energy Assault (dos): Bone Smasher +5, Total Focus +10

    Energy Manipulation (bls): Power Thrust +5, Energy Punch +5, Bone Smasher +5, Total Focus +10

    Energy Mastery (Ancillary Power): Superior Conditioning +5, Physical Perfection +5

    Energy Melee (brp/stp/tas): Barrage +5, Energy Punch +5, Bone Smasher +5, Whirling Hands +5, Total Focus +10

    Fiery Melee (brp/scp/tas): Fire Sword +5, Fire Sword Circle +5, Greater Fire Sword +5

    Fighting (power pool): Boxing +5, Kick +5, Tough +5

    Fire Manipulation (bls): Fire Sword +5, Fire Sword Circle +5

    Fitness (power pool): Hurdle +5, Health +5

    Ice Armor (tap): +10 for entire set (no bonuses for individual powers or enhancements)

    Ice Manipulation (bls): Frozen Fists +5, Ice Sword +5

    Ice Melee (tas): Frozen Fists +5, Ice Sword +5, Greater Ice Sword +10

    Icy Assault (dos): Ice Sword +5, Ice Sword Circle +5, Ice Slash +5

    Invulnerability (brs/scs/tap): +25 for entire set (no bonuses for individual powers or enhancements)

    Katana (scp): Sting of the Wasp +5, Gambler’s Cut +5, Flashing Steel +5, Build Up +5, Divine Avalanche +5, The Lotus Drops +5, Soaring Dragon +5, Golden Dragonfly +10

    Kinetic Melee (brp/scp/stp/tas): Quick Strike +5, Body Blow +10, Smashing Blow +10, Burst +10, Concentrated Strike +15, Assassin’s Strike +10

    Leaping (power pool): Super Jump +20

    Leviathan Mastery (Patron Power): Knockout Blow +20

    Luminous Aura (pbs): White Dwarf +10

    Luminous Blast (pbp): Radiant Strike +5, Incandescent Strike +5, Solar Flare +5

    Mace Mastery (Patron Power): Shatter Armor +10

    Martial Arts (scp/stp): Thunder Kick +5, Storm Kick +5, Crane Kick +10, Crippling Axe Kick +5, Dragon’s Tail +10, Eagle’s Claw +10, Assassin’s Blow +15

    Night Widow Training (wip): Build Up +5, Slash +10, Eviscerate +10

    Ninja Blade (stp): Sting of the Wasp +5, Gambler’s Cut +5, Flashing Steel +5, Assassin’s Blade +5, Build Up +5, Divine Avalanche +5, Soaring Dragon +5, Golden Dragonfly +5

    Power Mastery (Ancillary Power): Power Build Up +5, Temp Invulnerability +5, Total Focus +10

    Primal Forces Mastery (Ancillary Power): Temp Invulnerability +5

    Shield Defense (brs/scs/tap): +20 for entire set (no bonuses for individual powers or slotting)

    Spines (scp/stp): Lunge +5, Build Up +5, Impale +5, Ripper +5

    Stone Armor (brs/tap): +30 for entire set (no bonuses for individual powers or slotting)

    Stone Mastery (Ancillary Power): Hurl Boulder +10, Rock Armor +5, Seismic Smash +15

    Stone Melee (brp/tas): Stone Fist +5, Stone Mallet +10, Heavy Mallet +20, Build Up +5, Seismic Smash +15, Hurl Boulder +10

    Super Strength (brp/tas): Jab +5, Punch +10, Haymaker +15, Hand Clap +10, Knockout Blow +20, Rage +10, Hurl +10, Foot Stomp +20

    Thorny Assault (dos): Skewer +5, Impale +5, Ripper +5

    Umbral Aura (wss): Black Dwarf +10

    War Mace (brp/tas): Bash +5, Pulverize +10, Jawbreaker +10, Build Up +5, Clobber +15, Whirling Mace +10, Shatter +15, Crowd Control +10

    Weapon Mastery (Ancillary Power): Physical Perfection +5

    Widow Training (wip): Swipe +5, Strike +5, Spin +5, Lunge +10

    Willpower (brs/scs/sts/tap): +10 for entire set (no bonuses for individual powers or slotting)

    All offensive powers above will grant an additional +1 bonus for every slotted Damage enhancement. White Dwarf and Black Dwarf will get the +1 bonus for every Damage enhancement slotted in any of their sub-powers.
  14. Steelclaw

    Faserip

    Agility:
    Keeping in mind that in this game Agility indicated the ability to hit with ranged attacks as well as your basic acrobatic talent.

    Blaster: 60
    Brute: 30
    Controller: 20
    Corruptor: 60
    Defender: 40
    Dominator: 40
    MasterMind: 30
    Peacebringer: 50
    Scrapper: 30
    Soldier of Arachnos: 40
    Stalker: 30
    Tank: 20
    War Shade: 50
    Widow: 30

    Powers:
    Arachnos Soldier (sop): Single Shot +5, Burst +5, Heavy Burst +10, Venom Grenade +5, Frag Grenade +5

    Archery (blp/crp/des): Snap Shot +5, Aimed Shot +10, Fistful of Arrows +10, Blazing Arrow +5, Explosive Arrow +5, Ranged Shot +20, Stunning Shot +5, Rain of Arrows +20

    Arctic Mastery (Ancillary Power): Ice Blast +5, Shiver +5

    Assault Rifle (blp/crp/des): Burst +5, Slug +10, Buckshot +5, M30 Grenade +5, Beanbag +5, Sniper Rifle +20, Full Auto +10

    Bane Spider Soldier (sop): Mace Beam +5, Mace Beam Blast +5, Mace Beam Volley +5, Poisonous Ray +10

    Battle Axe (brp/tas): Whirling Axe +5

    Blaze Mastery (Ancillary Power): Fire Blast +5, Fire Ball +5

    Body Mastery (Ancillary Power): Focused Accuracy +10, Laser Beam Eyes +5

    Broad Sword (scp/stp): Whirling Sword +5

    Chill Mastery (Ancillary Power): Ice Blast +5

    Claws (brp/scp/stp): Spin +5, Eviscerate +10

    Crab Spider Soldier (sop): Channel Gun +5, Long Fang +10, Suppression +5, Venom Grenade +5, Frag Grenade +5

    Dark Blast (crp/des): Dark Blast +5, Gloom +5, Moon Beam +20, Night Fall +5, Torrent +5

    Darkness Mastery (Ancillary Power): Dark Blast +5, Night Fall +5

    Demon Summoning (mmp): Corruption +5, Crack Whip +5

    Dual Blades (brp/scp/stp/tas): +15 for entire set (no bonus for individual powers or slotting)

    Dual Pistols (blp/crp/des): Pistols +5, Dual Wield +10, Empty Clips +5, Bullet Rain +10, Suppressive Fire +10, Executioner’s Shot +5, Piercing Rounds +5, Hail of Bullets +15

    Earth Assault (dop): Hurl Boulder +10

    Electric Armor (brs/scs/sts/tap): Lightning Reflexes +20

    Electrical Blast (blp/crp/des): Charged Bolts +5, Lightning Bolt +5, Ball Lightning +5, Zapp +20, Thunderous Blast +5

    Electrical Mastery (Ancillary Power): Static Discharge +5

    Electricity Assault (dos): Charged Bolts +5, Lightning Bolt +5, Zapp +20, Static Discharge +5

    Electricity Mastery (Ancillary Power): Shocking Bolt +5

    Energy Assault (dos): Power Bolt +5, Power Push +5, Power Blast +5, Whirling Hands +10, Sniper Blast +20

    Energy Blast (blp/crp/des): Power Bolt +5, Power Blast +5, Energy Torrent +5, Power Burst +5, Sniper Blast +20, Power Push +5, Explosive Blast +5

    Energy Manipulation (bls): Boost Range +5

    Energy Mastery (Ancillary Power): Focused Accuracy +10, Laser Beam Eyes +5, Energy Torrent +5

    Energy Melee (brp/stp/tas): Whirling Hands +5

    Field Mastery (Ancillary Power): Power Blast +5, Energy Torrent +5, Explosive Blast +5

    Fiery Assault (dos): Flares +5, Fire Blast +5, Blazing Bolt +20, Blaze +5

    Fighting (power pool): Weave +10

    Fire Blast (blp/crp/des): Flares +5, Fire Blast +5, Fire Ball +5, Blaze +5, Blazing Bolt +20

    Fire Mastery (Ancillary Power): Fire Blast +5, Fire Ball +5

    Fitness (power pool): Swift +5, Hurdle +20

    Flight (power pool): Hover +10, Fly +10

    Force Field (cns/mms/dep): Force Bolt +5

    Gravity Control (cnp/dop): Propel +10

    Heat Mastery (Ancillary Power): Fire Blast +5, Fire Ball +5

    Ice Blast (blp/crp/des): Ice Bolt +5, Ice Blast +5, Freeze Ray +5, Bitter Ice Blast +5, Bitter Freeze Ray +5

    Ice Mastery (Ancillary Power): Ice Blast +5

    Icy Assault (dos): Ice Bolt +5, Ice Blast +5, Bitter Ice Blast +5

    Katana (scp): The Lotus Drops +10

    Leaping (power pool): Jump Kick +10, Combat Jumping +15, Super Jump +15, Acrobatics +30

    Luminous Blast (pbp): Gleaming Bolt +5, Glinting Eye +5, Gleaming Blast +10, Bright Nova +10, Proton Scatter +5, Luminous Detonation +5

    Mace Mastery (Patron Power): Mace Blast +5, Disruptor Blast +5, Mace Beam Volley +5, Focused Accuracy +10, Poisonous Ray +5, Mace Beam +5

    Martial Arts (scp/stp): Storm Kick +5, Crippling Axe Kick +5, Dragon’s Tail +5, Eagle’s Claw +20

    Mercenaries (mmp): Burst +5, Slug +10, M30 Grenade +5

    Mu Mastery (Patron Power): Mu Lightning +5, Ball Lightning +5, Mu Bolts +5, Zapp +20

    Munitions Mastery (Ancillary Power): Cryo Freeze Ray +5, Sleep Grenade +5

    Necromancy (mmp): Dark Blast +5, Gloom +5

    Night Widow Training (wip): Smoke Grenade +5, Eviscerate +10

    Ninja Blade (stp): Golden Dragonfly +5

    Ninjas (mmp): Snap Shot +5, Aimed Shot +10, Fistful of Arrows +5

    Ninjutsu (sts): Ninja Reflexes +5, Kuji-In Retsu +10

    Primal Forces Mastery (Ancillary Power): Power Blast +5, Energy Torrent +5

    Pyre Mastery (Ancillary Power): Fire Blast +5, Fire Ball +5

    Radiation Blast (blp/crp/des): Neutrino Bolt +5, X-Ray Beam +5, Electron Haze +5, Proton Volley +20, Neutron Bomb +5

    Robotics (mmp): Pulse Rifle Blast +5, Pulse Rifle Burst +5, Photon Grenade +5

    Shield Defense (brs/scs/tap): Battle Agility +15, Shield Charge +5

    Sonic Attack (blp/crp/des): Shriek +5, Scream +5, Shout +5, Screech +5

    Soul Mastery (Patron Power): Gloom +5, Night Fall +5, Moonbeam +20

    Speed (power pool): Super Speed +10, Whirlwind +5

    Spines (scp/stp): Impale +5, Ripper +10

    Stone Mastery (Ancillary Power): Hurl Boulder +5

    Stone Melee (brp/tas): Hurl Boulder +5

    Super Reflexes (brs/scs/sts): Agile +20, Dodge +10, Quickness +10, Elude +10

    Super Strength (brp/tas): Hurl +5

    Teamwork (wis): Combat Training Offensive +10

    Thorny Assault (dos): Thorny Darts +5, Fling Thorns +5, Impale +5, Ripper +10

    Thugs (mmp): Pistols +5, Dual Wield +10, Empty Clips +5

    Training and Gadgets (sos): Combat Training Offensive +10

    Traps (crs/dep/mms): Web Grenade +5

    Trick Arrow (cns/crs/dep/mms): Entangling Arrow +5, Flash Arrow +5, Glue Arrow +5, Ice Arrow +5, Poison Gas Arrow +5, Acid Arrow +5, Disruption Arrow +5, Oil Slick Arrow +5, EMP Arrow +5

    Umbral Blast (wsp): Shadow Bolt +5, Ebon Eye +5, Dark Nova +10, Shadow Blast +5, Dark Detonation +5, Unchain Essence +5

    War Mace (brp/tas): Whirling Mace +5

    Weapon Mastery (Ancillary Power): Web Grenade +5, Shuriken +5, Targeting Drone +10, Exploding Shuriken +5

    Widow Teamwork (wis): Elude +5

    Widow Training (wip): Poison Dart +5, Dart Burst +5, Spin +5

    Every attack listed above gets a +2 bonus for every Accuracy slotted in the power. The exceptions are Bright Nova and Dark Nova from the Kheldian sets; these get the flat value with no bonuses due to slotting. Any defensive power that has Defense Buff slotted in it gets a +1 per enhancement bonus. Hurdle and Leaping Powers with Jump enhancements get a +3 bonus for every Jump BEYOND THE FIRST ONE. (So +3 for two Jumps, +6 for three, etc)
  15. Steelclaw

    Faserip

    Fighting:

    Blaster: 30
    Brute: 60
    Controller: 20
    Corruptor: 30
    Defender: 10
    Dominator: 30
    MasterMind: 20
    Peacebringer: 30
    Scrapper: 60
    Soldier of Arachnos: 40
    Stalker: 50
    Tank: 40
    War Shade: 30
    Widow: 50

    Powers:
    Arachnos Soldier (sop): pummel +10, bayonet +10

    Archery (blp/crp/des): +20 for entire set (no bonus for individual powers or slotting)

    Assault Rifle (blp/crp/des): +10 for entire set (no bonus for individual powers or slotting)

    Bane Spider Soldier (sop): bash +10, Pulverize +10, Shatter +15, Crowd Control +20

    Bane Spider Training (sos): Surveillance +20

    Battle Axe (brp/tas): Beheader +5, Chop +5, Gash +5, Swoop +10, Whirling Axe +10, Cleave +15, Pendulum +20

    Body Mastery (Ancillary Power): Focused Accuracy +10

    Broad Sword (scp/stp): Hack +5, Slash +5, Slice +10, Parry +20, Whirling Sword +10, Disembowel +10, Head Splitter +20

    Charge Mastery (Ancillary Power): Thunder Strike +5

    Claws (brp/scp/stp): Swipe +5, Strike +5, Slash +10, Spin +5, Follow Up +20, Focus +5, Eviscerate +15, Shockwave +5, Assassin’s Claw +15

    Crab Spider Soldier (sop): Slice +10, Arm Lash +15, Frenzy +10

    Dark Melee (brp/scp/stp/tas): Shadow Punch +5, Smite +5, Shadow Maul +10, Siphon Life +5, Dark Consumption +5, Soul Drain +5, Assassin’s Eclipse +10

    Demon Summoning (mmp): Corruption +5, Lash +10, Crack Whip +10

    Devices (bls): +5 for entire set (no bonus for individual powers or slotting)

    Dual Blades (brp/scp/stp/tas): Nimble Slash +5, Power Slice +5, Ablating Strike +10, Typhoon’s Edge +10, Blinding Feint +20, Vengeful Slice +15, Sweeping Strike +10, One Thousand Cuts +15, Assassin’s Blades +15

    Dual Pistols (blp/crp/des): +15 for entire set (no bonus for individual powers or slotting)

    Earth Assault (dop): Stone Mallet +10, Heavy Mallet +10, Seismic Smash +5

    Electric Armor (brs/scs/sts/tap): Lightning Reflexes +10

    Electrical Melee (brp/scp/stp/tas): Charged Brawl +5, Havoc Punch +5, Jacobs Ladder +5, Thunder Strike +5, Chain Induction +10, Lightning Rod +5, Assassin’s Shock +5

    Electricity Assault (dos): Charged Brawl +5, Havoc Punch +5, Thunder Strike +5

    Electricity Manipulation (bls): Charged Brawl +5, Havoc Punch +5, Thunder Strike +5, Shocking Grasp +5

    Electricity Mastery (Ancillary Power): Thunder Strike +5

    Energy Assault (dos): Bone Smasher +5, Whirling Hands +10, Total Focus +10

    Energy Manipulation (bls): Power Thrust +5, Energy Punch +5, Bone Smasher +5, Stun +10, Total Focus +10

    Energy Mastery (Ancillary Power): Focused Accuracy +10

    Energy Melee (brp/stp/tas): Barrage +5, Energy Punch +5, Bone Smasher +5, Whirling Hands +10, Stun +10, Energy Transfer +15, Total Focus +10

    Fiery Melee (brp/scp/tas): Scorch +5, Fire Sword +5, Cremate +10, Fire Sword Circle +10, Greater Fire Sword +10

    Fighting (power pool): Boxing +10, Kick +10, Weave +10

    Fire Manipulation (bls): Fire Sword +5, Fire Sword Circle +10

    Flight (power pool): Air Superiority +5

    Ice Manipulation (bls): Frozen Fists +5, Ice Sword +5, Freezing Touch +5

    Ice Melee (tas): Frozen Fists +5, Ice Sword +5, Freezing Touch +5, Greater Ice Sword +10

    Icy Assault (dos): Ice Sword +5, Ice Sword Circle +10, Ice Slash +10

    Katana (scp): Sting of the Wasp +5, Gambler’s Cut +5, Flashing Steel +10, Divine Avalanche +20, The Lotus Drops +10, Soaring Dragon +15, Golden Dragonfly +20

    Kinetic Melee (brp/scp/stp/tas): Quick Strike +5, Body Blow +5, Smashing Blow +10, Power Siphon +5, Repulsing Torrent +10, Burst +10, Focused Burst +15, Concentrated Strike +15, Assassin’s Strike +15

    Leaping (power pool): Jump Kick +5, Combat Jump +5

    Leviathan Mastery (Patron Power): KnockOut Blow +10

    Luminous Blast (pbp): Radiant Strike +10, Incandescent Strike +10

    Mace Mastery (Patron Power): Shatter Armor +10

    Martial Arts (scp/stp): Thunder Kick +5, Storm Kick +5, Cobra Strike +15, Focus Chi +5, Crane Kick +10, Crippling Axe Kick +15, Dragon’s Tail +20, Eagle’s Claw +25, Assassin’s Blow +15

    Mercenaries (mmp): +10 for entire set (no bonus for individual powers or slotting)

    Mu Mastery (Patron Power): Thunder Strike +5

    Night Widow Training (wip): Slash +10, Eviscerate +15

    Ninja Blade (stp): Sting of the Wasp +5, Gambler’s Cut +5, Flashing Steel +10, Assassin’s Blade +15, Divine Avalanche +20, Soaring Dragon +15, Golden Dragon Fly +20

    Ninjas (mmp): +15 for entire set (no bonus for individual powers or slotting)

    Ninjutsu (sts): Ninja Reflexes +5, Danger Sense +5, Kuji-In Retsu +15

    Power Mastery (Ancillary Power): Total Focus +10

    Primal Forces Mastery (Ancillary Power): Energy Transfer +15

    Shield Defense (brs/scs/tap): Deflection +5, Battle Agility +5, Active Defense +5, Against All Odds +20, Phalanx Fighting +10, Grant Cover +10, Shield Charge +10, One With the Shield +15

    Speed (power pool): Flurry +5, Hasten +10

    Spines (scp/stp): Barb Swipe +5, Lunge +5, Impale +10, Ripper +15, Throw Spines +10

    Stone Mastery (Ancillary Power): Seismic Smash +10

    Stone Melee (brp/tas): Stone Fist +5, Stone Mallet +5, Heavy Mallet +10, Seismic Smash +10

    Super Reflexes (brs/scs/sts): Focused Fighting +10, Focused Senses +5, Agile +5, Practiced Brawler +5, Evasion +10 Quickness +15, Elude +15

    Super Strength (brp/tas): Jab +5, Punch +5, Haymaker +5, KnockOut Blow +15, Foot Stomp +5

    Teamwork (wis): Combat Training Defensive +10, Combat Training Offensive +10

    Thorny Assault (dos): Skewer +5, Ripper +10

    Thugs (mmp): +10 for entire set (no bonus for individual powers or slotting)

    Training and Gadgets (sos): Combat Training Defensive +10, Combat Training Offensive +10

    Trick Arrow (cns/crs/dep/mms): +5 for entire set (no bonus for individual powers or slotting)

    War Mace (brp/tas): Bash +5, Pulverize +5, Jawbreaker +10, Clobber +10, Whirling Mace +10, Shatter +10, Crowd Control +15

    Weapon Mastery (Ancillary Power): +20 for entire set (no bonus for individual powers or slotting)

    Widow Training (wip): Swipe +5, Strike +10, Follow Up +20, Spin +10, Lunge +15

    Willpower (brs/scs/sts/tap): Heightened Senses +10

    Bonus Points: On any power listed individually above the character earns points towards fighting for every Accuracy (offensive powers) or Defense Buff (defensive powers) in the amount of +1 per slotted enhancement (regardless of origin/type). In the case of Set Enhancements that have multiple benefits (ie- acc/dmg/rech), if at least one of them is Accuracy or Defense Buff then that slot gets the full bonus of +1.
  16. Steelclaw

    Faserip

    So, years ago when I was still playing the PnP role playing games, I got into Marvel Universe. They had an attribute system marked by the acronym FASERIP, which is basically Fighting, Agility, Strength, Endurance, Reason, Intuition and Psyche.

    I mention this because I have often wondered how some of my characters here in the wonderful City of Heroes would stack up against the Marvel counterparts I have read and loved for a good portion of my life.

    So, because I am WAY too into calculations and spreadsheets and because I have FAR too much free time on my hands… I give you the City of Heroes to FASERIP translation worksheet!

    First, the scoring spread is from 1 to 100 (generally) in each category. In any given attribute a score of 6 was considered Typical (that is, normal human potential with little to no training). 1 would indicate a severe weakness, while 100 was Unearthly or at the highest end of super power capability without being Cosmic. To give you further insight, a score of 16 in Strength, Agility or Endurance would indicate Olympic Level athleticism, so the scale is definitely geared towards super powered beings.

    For a more detailed explanation of this system and the attributes, please go to http://en.wikipedia.org/wiki/FASERIP

    Okay, now that you know what the attributes stand for, the next step is to explain the math. This is easy! I swear! Get a piece of paper and have the stats on your character handy. On the paper write down the above attributes in a column. Once that’s done just go down through the following list and write the appropriate numbers next to the applicable attribute. Now, once you’ve gone through the entire list you add all the numbers up to get totals. These 7 numbers are percentages and should then be applied to your character’s current level. So, say you added up all the numbers and got 120 next to your fighting attribute. Then let’s say your current level is 42. 120% of 42 is 1.2x42 or 50.4. Dropping the fraction you get a Fighting rating of 50; which (if memory serves) is about the same fighting skill as Spiderman.

    This also means that as your character advances they add both levels (which increases your base number) and powers/slots (which increases your percentage) thus gaining attribute points quickly.

    Abbreviation Key: blp (blaster primary), bls (blaster secondary), brp(brute primary), brs(brute secondary), cnp(controller primary), cns(controller secondary), crp(corruptor primary), crs(corruptor secondary), dep(defender primary), des(defender secondary), dop(dominator primary), dos(disk operating sy… er… dominator secondary), mmp(mastermind primary), mms(mastermind secondary), pbp(peacebringer primary), pbs (peacebringer secondary), scp(scrapper primary), scs(scrapper secondary), sop(soldier of arachnos primary), sos (in need of aid due to emergency… also soldier of arachnos secondary), stp (oil or stalker primary), sts (stalker secondary), tap(tank primary), tas(very short thief or tank secondary), wsp (warshade primary), wss (warshade secondary), wip(widow primary), wis(widow secondary)

    If a power set is NOT listed in a given section it means that power set does not contribute to that attribute and counts as 0 pts.
  17. Must.... resist.... urge.... to delete.... characters!
  18. 1) I'd set the Trains so that randomly a "spot mission" would occur where the train was either being taken over by para-military (Council, 5th Column, Arachnos, etc) or the passengers were being robbed (Hellions, Skulls, Freakshow, etc) or someone had glitched the controls so it was going to go faster and faster until it crashed. In any case the map is the train interior and you need to make your way to the conductor's cab to complete it. This would only happen when you're not on a team and not set up to run a timed mission.

    2) Mirror Carnival. When first approached it is inhabited by civillians, gang members and the like. Perhaps some mini-games at the carnie booths or a targetable Test-Your-Strength platform to ring the bell. However, if you enter the House of Mirrors it transports you to an evil, mirror-dimension of the Carnival. Here it is always night time. The Carnival looks old and derelict. The Carnies come in various and deadly varieties. The Workers are the base variety and are found everywhere in the Carnival, they resemble concentration-camp survivors (Barely) wearing uniforms of faded colors. The Big Top tent precincts are home to the Carnie Beasts; bizarre half-human, half-animals of the kind you'd expect to see at a Carnival (lions, tigers, bears (oh my), elephants and the like). Also in the Big Top is the Ring Master who is the EB/AV of the zone. Along one dangerous (red-zone) edge of the Carnival is Side Show Row where the geeks and freaks exist; fire-eaters, sword-swallowers, goat-boys, snake-women and a host of other hopeless and deformed creatures. There is also the Rides and Amusements area of the Carnival where you find the Ferris Wheel, Roller Coaster, etc. The Merry Go Round has crouched creatures for the kiddies to ride instead of horses, these creatures attack in hordes if approached. The Roller Coaster tracks are festooned with Gremlins (not the electrical kind) who are busy tearing up the rails, removing support pins, etc. Other rides are similarly dangerous. Every so often the Ferris Wheel will shudder and groan into a deadly half-life becoming Feral Wheal, the GM for the zone; consisting of long iron beam arms, a huge wheel that serves as its legs/locomotion, two seats atop one another forming its mouth and a large spot light as its cyclopsian eye.
  19. Quote:
    Originally Posted by Mandu View Post
    My cat just told me he's now working for DCUO. Either that or she was asking for some of the cheese I'm eating. I'm not too good at this whole cat translation thingy.
    So... your cat is working for DCUO now, hmm? Killer.
  20. Quote:
    Originally Posted by Dark_Respite View Post
    I'd make a quick vid for him as a sendoff, but I'm not sure what music to use - part of me wants to use Chris Isaak's "The End of Everything," while another part of me wants to use the Reprise of "Blue Blue Sky" by Alan Parsons.

    Michelle
    aka
    Samuraiko/Dark_Respite
    Let me re-write the lyrics to "Candle In The Wind"....

    ....

    ......

    Okay... maybe someone other than ME should do it... I think the whole "respectful solemnity" thing would go south.... quickly.
  21. Reactivation Week-End?

    REACTIVATION WEEK-END?!?!

    LEMME MAKE A SMALL SUGGESTION ON WHO YA SHOULD BE FARGING RE-ACTIVATING!!!
  22. I'll be there... dressed in my Thorn Of The Fire Rose best.
  23. Quote:
    Originally Posted by Jack Power View Post
    Hey Steel.. Try this one. Lyrics.

    //Jack
    While I don't mind taking requests and I LOVE this movie (and the song... although topping Steve Martin is a steep climb)... this song is currently listed as "Gold Membership Only" at the website I use to record them.

    However I WILL do a version of this song when I finally get around to buying the membership. (Once my truck is fixed, taxes are paid, living room and office are renovated... dear lord, I'm depressing myself)

    I even thought of the chorus already...

    Son be a Stalker... You have a talent for skulking around...
    Son be a Stalker.... You're at your best when you just can't be found!
  24. I had originally posted this in another thread as a joke.

    Considering this current news I re-link it here as a memorial.

    Wherever you go Chris... You will ALWAYS be BABs to us... may you always kick the Devil's a**...

    Back Alley Brawler's Last Stand: http://www.singsnap.com/snap/r/ad8309b4e
  25. Fire Imps: Atient, Ossible and Otent.