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, Assassins 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, Assassins 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, Typhoons Edge +10, Blinding Feint +20, Vengeful Slice +15, Sweeping Strike +10, One Thousand Cuts +15, Assassins 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, Assassins 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, Gamblers 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, Assassins 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, Dragons Tail +20, Eagles Claw +25, Assassins 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, Gamblers Cut +5, Flashing Steel +10, Assassins 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.
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw
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, Executioners 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, Dragons Tail +5, Eagles 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)
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw
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, Gamblers 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, Assassins 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, Dragons Tail +10, Eagles Claw +10, Assassins Blow +15
Night Widow Training (wip): Build Up +5, Slash +10, Eviscerate +10
Ninja Blade (stp): Sting of the Wasp +5, Gamblers Cut +5, Flashing Steel +5, Assassins 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.
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw
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, Earths Embrace +15
Stone Mastery (Ancillary Power): Earths 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.
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw
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 characters 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 characters 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 well 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).
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw
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.
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw
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, heres 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 characters 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.
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw
Tying It All Together
Now, youve probably noticed that low level characters pretty much get shafted with this system. A low percentage of a low number doesnt leave you with very heroic stats.
Use the following tables for the minimum scores in each category. If your characters 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 were all on the same page and I havent completely confused everyone, Ill provide an example using one of my own characters.
DShan Steelclaw (Level 23, Claws/Regeneration, Scrapper)
Fighting gives a base score of 50 for being a Scrapper. DShan 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. DShan 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. DShan 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. DShan currently has an effective Strength score of 19.
Scrappers begin with 50 pts towards Endurance. DShan 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.
DShan 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. DShan 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. DShan 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 hes a Scrapper so no Control Set bonus either. 40% of 23 is 9.2 which gives him a Psyche score of 9.
So, DShan 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 characters 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.
Authors 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.
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw
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?
ETA: Also, when calculating bonuses from enhancements, how do you account for enhancements with multiple aspects. HOs should be pretty simple--they would count as one of each aspect. Set IOs might be more complicated.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
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? |
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw
What a painful-sounding acronym
I certainly wouldn't want my fase ripped.
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw
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.
|
Still don't see a reason not to have cloaking device or surveillance count though.
MA Arcs: Yarmouth 1509 and 58812

Okay, based on the initial version posted, my main shapes up as follows:
GOLIATH BIRD EATER (LVL 50 CRAB SPIDER)
----------------------------------------
FIGHTING: 38 (Fantastic)
AGILITY: 66 (Sensational)
STRENGTH: 45 (Spectacular)
ENDURANCE: 84 (Monstrous)
REASON: 35* (Fantastic)
INTUITION: 65 (Sensational)
PSYCHE: 57 (Amazing)
* I tallied up Reason as a Natural SoA, although this particular character has become mostly mechanical by now
Positron: "There are no bugs [in City of Heroes], just varying degrees of features."
My level 50 FF/Energy Blast/Power Mastery Defender didn't cleanly fit into most of your categories since your lists didn't go into the powers of his sets. I had to use the "similar to" method to match up the powers.
He's a 75 month vet, so I included those powers where a similar power was listed. He's also completely slotted with IO sets and Purples, so that drove up the numbers in the bonus category. He's also a full blown inventor, so I used the creator method.
Also, my character has 47.1% defense to the most common types of damage, and 46.8% defense to positional attacks (above soft-cap), 47% resistance to S/L, most (if not all) of the accolades that provide combat boosts, and can use PFF to become practically untouchable. Those numbers are reflected in the Fighting and Agility numbers since they represent the "defense against" abilitites.
Fighting: 70 (Mn)
Agility: 122 (Un)
Strength: 60 (Am)
Endurance: 97 (Un)
Reason: 131 (Shift X)
Intuition: 105 (Un)
Psyche: 110 (Un)
The numbers may look crazy, but they do match up with the various heroes and villains in the Marvel Universe that he's been patterned after. For example, Invisible Woman has Mn for her FF's, and Dr. Doom has Un for his version of PFF. It sort of falls down though when Mr. Fantastic has Reason of 50 while Tony Stark has a 40 in that category.
Your method to calculate the values adds the power abilitites into the base numbers. The MSH:RPG uses powers to replace the values of those categories in most cases. For example, Invisible Woman has a Fighting of Ex 20, but her Force Fields negate things into the Mn range. Figuring out how to do that might with your system might be better than a straight addition and % of level calculation.
Crey Threat Assessment: Bayne
Virtueverse: Bayne
The Defenders of Paragon
Mmm... Classic Marvel w/FASERIP. THAT brings back some memories.
Now I'm gonna have to break out my MSHA Judges Book after I calculate... >.>

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Biggest Troll on the forums? I'll give you a hint:

I ripped Goliath' set up since it looked nice.
JACK POWER (LVL 50 INV/SS TANKER)
----------------------------------------
FIGHTING: 54
AGILITY: 26
STRENGTH: 94
ENDURANCE: 108
REASON: 47
INTUITION: 20
PSYCHE: 27
I'd say his fighting skill and reason is a tad high compared to my picture of my main. And getting 108 in endurance is nice to see in a character who is on the last slivers of blue in many a fight. Although I have never played MSH I just love these kinds of comparative lists and computations.
A+ to Steelclaw for this.
//Jack
The Kickers base.
Those are my principles, and if you don't like them... well, I have others.
-Groucho Marx
Check out this page for benchmarks. I hope they are up to date.
//Jack
The Kickers base.
Those are my principles, and if you don't like them... well, I have others.
-Groucho Marx
Damn it, Steelclaw, now I'll never get my homework done!
Illumineer, my level 26 Ill/Rad troller, science origin, with rocket-boots-based flight:
Fighting 7
Agility 8
Strength 6
Endurance 28
Reason 29
Intuition 26
Psyche 25
Ouch. Time to go do this for my 50s.
Eldrix the Blackbird, level 50 spellcasting Grav/En/Soul dom:
Fighting: 32
Agility: 57
Strength: 25
Endurance: 45
Reason: 39
Intuition: 50
Psyche: 132 (YEAHHH MAGIC DOMINATORS!)
EDIT: I wanted to do this for my Widow but I can't, because a) the entire Widow Teamwork secondary has been mysteriously left out of the Intuition category, and b) why is Tactical Training: Assault worth less Psyche than the Leadership pool version, and Tactical Training: Maneuvers worth none at all?
Also, shouldn't any Natural-origin characters whose powers are psychic in nature get a bonus to Intuition?
OK, got Sav done, ate dinner, came back, and checked my Judges Guide for Rank Names, and comparisons.
Savannah Nightwolf, Level 50 Mutation Martial Arts/Regeneration Scrapper
Fighting - Unearthly (88)
Agility - Monsterous (64)
Strength - Monsterous (63)
Endurance - Shift X (133)
Reason - Remarkable (35)
Intuition - Monsterous (65)
Psyche - Excellent (22)
Compared to other characters in the Judges Guide:
Fighting - Thor, Hercules
Agility - Silver Surfer
Strength - Colossus
Endurance - No comparison. She outranks EVERYONE except entities (and even some of them)
Reason - Shadowcat
Intuition - Daredevil
Psyche - Beast
Note that this guide is from 1986. When it was published, Angel was just Angel, Storm had lost her powers, and was sporting a mohawk, and Spider-Man was using the Symbiote for his new suit.
Now, using the link Jack provided:
Fighting - Thor, Hercules
Agility - Silver Surfer, Mehpisto
Strength - Thing, She-Hulk
Endurance - No comparison. The site only lists up to Unearthly.
Reason - Shadowcat
Intuition - Daredevil
Psyche - Black Widow, Nightcrawler

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Biggest Troll on the forums? I'll give you a hint:

I decided to add up my namesake character, a level 50 Bots/Traps MM (Softcapped and verified AV soloer.) The results were pretty close to what I saw for her, though I have a few notes/caveats to add.
Fighting: 14 (Good)
Agility: 62 (Sensational)
Strength: 25* (Excellent/Good*)
Endurance: 75 (Monstrous)
Reason: 109** (Unearthly)
Intuition: 50 (Amazing)
Psyche: 35 (Fantastic)
*Strength seems a bit high; since 10 points of that comes from her having Super Jump, which I never have played as being strong leg muscles, but just some sort of genetic weirdness in her creation, a 15 seems more reasonable for her Strength. She doesn't even exercise.
** To be perfectly honest, the Reason calculation seems to discount powers just a bit too much for my taste. Both Robotics and Traps are powersets explicitly tied towards her Reason (and relatively unused anywhere else), another bonus for those seems reasonable to me (not included). Also, the Field Crafter Accolade should probably provide another bonus (on top of that for Inventor (also not included here)). After looking at the benchmarks, however, the bonus for IOs/Sets might actually be a bit too high (Eiko has every slot (93 (will be 97 when i19 hits)) slotted with IOs, as well as 8 complete sets), since a 100 here seems to indicate omniscience.
Using a modified Reason calculation of 100 (Creator) + 41 (1 per 2 IOs) + 24 (full sets) + 20 (+5 each for Inventor, Field Crafter, and having most of the powers from both Robotics and Traps (Devices would also qualify for this; maybe other powersets too)) yields a 93 Reason, which is still extremely high but not god-like.
Looking through some of those character listings, scores higher than 50 don't seem to crop up a lot; however, in Eiko's case, the ones she has that high fit reasonably with her powers as defined in game: a high Endurance reflects her faster-than-peak (represented by the base game mechanics) regeneration and the fact that she possesses "perfect" regeneration, meaning she does not scar and is theoretically ageless; a high Agility reflects her ability to avoid damage (being softcapped and a bit); and her high Reason is the very source of her powersets in game, being a genius-level prodigy inventor.
Damn it Steelclaw. I was going to play tonight, but instead I decided to log in two of my characters to see how they compare.
The first is Super Villain, my first level 50, my first Main, and a character I haven't played in years. As a level 50 Illusion / Empathy Controller slotted with almost complete SOs, she did okay:
Super Villain
Fighting: (10) Good
Agility: (36) Fantastic
Strength : (15) Good
Endurance: (76) Monstrous
Reason: (68) Sensational
Intuition: (70) Sensational
Psyche: (72) Sensational
Next up is a little bunny. My newest Main. A level 50 Warshade (tri-form focused) with all IOs and several purple sets, he's a beast with Perma-Hasten and Perma-Eclipse.
a little bunny
Fighting: (22) Excellent
Agility: (62) Sensational
Strength : (42) Incredible
Endurance: (97) Awesome
Reason: (52) Amazing
Intuition: (60) Sensational
Psyche: (40) Incredible
Not bad, all told. a little bunny's Reason could have been 108, but I wasn't sure how a Warshade was classified regarding the Tech/Science powers, so I went with the lower of the two options, partially for the story. I also don't really feel like the powers gained from Dark Nova were represented very well, but that might just be me. And here's Dr Right. My level 27 Electric / Earth Dominator. As an old man, he's not doing too bad for himself, is he?
Dr Right
Fighting: (14) Good
Agility: (20) Excellent
Strength: (17) Good
Endurance: (34) Remarkable
Reason: (14) Good
Intuition: (10) Good
Psyche: (22) Excellent
My Grav/kin Primal controller.. Named Controller Grav. Been playing her since I started the game and she is level 50.
Name: Controller Grav
Origin: Science
Level: 50
Fighting 10 (good)
Agility: 36 (fantastic)
Strength: 15 (good)
Endurance: 56 (amazing)
Reason: 51 (amazing)
Intuition: 20 (execellent)
Psyche: 25 (Excellent)
Not bad overall. Technially she can manipulate gravity to increase her effective str though by reducing the gravity of an object.
I used to love marvel RPG. I even wrote a program for my Ti-85 to generate random heroes.
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 thats done just go down through the following list and write the appropriate numbers next to the applicable attribute. Now, once youve 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 characters current level. So, say you added up all the numbers and got 120 next to your fighting attribute. Then lets 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.
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw