Faserip
Great work, Steelclaw! I used to run a MSH game that lasted about fifteen years and always found it to be one of the most accessible rulesets that ever came out into the market. A true walk-up-and-play ruleset if there ever was one. And I know the stats well...it could use some refinement into the whole numbers that MSH uses, but here's my first ever 50 that was a Hulk tribute originally....
BURNUM (LVL 50 Super Strength/Invulnerability Tank)
----------------------------------------
FIGHTING: 60 (equivalent to better than Captain America)
AGILITY: 18 (Cyclops)
STRENGTH: 108 (Hulk or Thor)
ENDURANCE: 75 (Thing or Magneto)
REASON: 20 (Spider-Man)
INTUITION: 20 (Nick Fury)
PSYCHE: 28 (Hulk, Mr. Fantastic)
He shapes up reasonably well, I have to admit. Unfortunately, you can't then write down the powers which would normally be listed seperately in this situation, which would have some bearing on the final writeup. But a great piece of work nonetheless.
S.
Part of Sister Flame's Clickey-Clack Posse
I decided to stat up Napalm Firestorm, my favorite character (fire/sr scrapper), using your system. I ended up with:
Fighting: 112
Agility: 46
Strength: 46
Endurance: 99
Reason: 65
Intuition: 50
Psyche: 22
As a note, this character is softcapped to all positions, perma-hasten, and regularly solos AVs. Some of his scores seem to be pretty decent, others are way off.
Fighting seems about right. Like I said, this guy can solo archvillains, so his fighting ability is clearly in the top fraction of a percent of all superpowered beings.
Agility seems way too low. I would think a softcapped SR scrapper would have an agility in at least the 80s or something. As a comparison, spiderman and nightcrawler are listed at 50, and they get smacked around a LOT more than my guy does. Mostly I think this doesn't really work out because there is no way to account for set bonuses to defense
Strength seems too high. According to the benchmark page, a 45 means you can press 25 tons. I certainly never pictured my character being that strong. Honestly I never pictured him being even superhumanly strong, perhaps peak human ability at best (around 20).
Endurance seems about right as well. Napalm Firestorm can fight forever.
Reason seems too high. He's smart, but not that smart. He's science origin, but he was essentially created as part of an experiment against his will. Most of his bonus came from being completely slotted with IOs
Intuition seems about right. His instincts and perceptions are definitely superhuman.
Psyche seems about right too. He's not real mentally focused.
The other problem that I had was that several of my powers didn't seem to give me any bonuses. These included:
build up
incinerate
aid self
lucky
You know if this keeps going we'll soon have developed the CoHRPG by accident.
I acctually got to thinking if I could translate CoH into Villains & Vigilantes, which was my Superhero RPG of choice, but two things got in the way. They work in two very different ways and I'm not crazy like Steelclaw.
//Jack
The Kickers base.
Those are my principles, and if you don't like them... well, I have others.
-Groucho Marx
Here's my namesake (in current role of KM/WP/Stalker)
F 76 (Monstrous)
A 30 (Remarkable)
S 72 (Monstrous)
E 99 (Unearthly)
R 28 (Remarkable)
I 110 (Unearthly)
P 60 (Amazing)
Seeing this, I can figure (based off knowing my concept and FASERIP)...Agility to low, Strength WAY to high, and Reason is a bit to high.
I'd give the Intuition to her, as based on Heightened Senses (with great Vision as part of the concept), but even then, I'd say it might not be in the Unearthly rank, but rather a bit lower (Wolverine is only at Monstrous ranking after all).
Also, seemed Manuevears and Tactics were left out of areas, inwhich the equivalent powers were left in for Widows/Soldiers, or Focused Accuracy.
Same with Focus (Claws), Focused Burst (Kinetic Melee), were left out of Agility, being ranged attacks.
Still, all in all, was fun to do
Curious why the +Resist Enhancements didn't give a bonus, but the+Defense Enhancements did though.
BrandX Future Staff Fighter

The BrandX Collection
I didn't find it too difficult to parse Eiko in Mutants and Masterminds. However, my Fire/Dark Corruptor was a lot harder to handle because M&M doesn't deal with debuffs very well.
|
//Jack
The Kickers base.
Those are my principles, and if you don't like them... well, I have others.
-Groucho Marx
The other problem that I had was that several of my powers didn't seem to give me any bonuses. These included:
build up incinerate aid self lucky |
So far I've only done this for a Martial Arts and a Katana scrapper, both Super Reflexes, so my critiques will be limited to those sets.
Under Fighting, the two other SR passives (Dodge and Lucky) are absent. Lucky is also absent from Agility.
Also under Agility, I noticed that Martial Arts gets points for several powers, but Katana only gets points for a single power. Why is this? And why those particular powers? I also see that Ninja Blade gets points for Golden Dragonfly. Katana also has this power, but gets no points for it.
Under Strength, Cobra Strike isn't listed for Martial Arts. While it's understandable since Cobra Strike used to do barely any damage, it was buffed up to the same damage level as Crane Kick in I18. Since Crane Kick is included in this list, Cobra Strike should be as well.
I was also wondering if any thought had been given to the various "extra" powers, like the inherent Origin powers and especially Ninja Run. I know that anyone who's bought the Natural Booster would have access to NR, but surely those running their characters through this system would tally the points only if their character used it as their main mode of travel.
Anyway, here are the results from my Martial Arts/SR character, who generally scored higher than my Katana/SR character:
Fighting: 137 (beyond Unearthly)
Agility: 95 (Awesome)
Strength: 64 (Sensational)
Endurance: 95 (Awesome)
Reason: 39 (Fantastic)
Intuition: 50 (Amazing)
Psyche: 20 (Excellent)
Based on the concept of my character, Strength is waaaaaay too high, and Psyche is just a little bit too low.
It took me approx. 1.5 microseconds to realize why I was so very familiar with FASERIP...
I used to play this a good amount (second only to AD&D 2nd edition) and, in fact, the Electric-Knight was originally created there!
I will have to revisit this when I have more time and work with your numbers to see what's what!
Steel Claw... You, sir, are a delightful mad man! Thank you!
Also... I found just about every single book from this game in PDF format online many moons ago.
It was very cool to sift through it all (Including the extensive tombs of existing characters in the multiple alphabetized catalogs)
and round up everyone that knows more than they do"-Dylan
Hey Steelclaw, Munitions Mastery has Surveillance (maybe I missed it) but shouldn't that be in Intuition or Fighting or Both? MM also has Body Armor
Anyways, this how my L50 tech blaster WarMain weighed out
F = 32 Remarkable (Spider Man, Hulk, She-Hulk, Power Man)
A = 83 Monsterous (Cobra)
S = 40 Incredible (Spider Man, Power, Iron Man)
E = 58 Amazing (She Hulk, Power Man, Storm)
R = 116 Unearthly (Watcher, Immortus)
I = 20 Excellent (Power Man, Nick Fury, Iron Man, Storm, Nightcrawler)
P = 20 Excellent (Nightcrawler, Storm, Colossus)
Les'see how I'd rate War? http://ouroportal.com/wiki/WarMain_(Pinnacle) Despite in game abilities.
F = Remarkable (Experience + Armor System)
A = Excellent ( Normal human ability + Armor System)
S= Incredible ( 11 tons {normal} 17 {max} 21 {emergancy max})
E = Monsterous (can survive in low altitude space for short periods of time)
R = Incredible (easily Stark's equal)
I = Excellent (Armor Sensor Systems are that good)
P = Good (Some training with resisting mind control)

------->"Sic Semper Tyrannis"<-------

LOL @ some of these scores. I used to play this game frequently with my fellow comic nerds.
Bear in mind that if you have "normal" humans, ie, Batman, then there are limits.
The max that a human character can have is
Fighting = Amazing (50)
Agility = Incredible (40)
Strength = Excellent (20)
Endurance = Remarkable (30)
Reason = Amazing (50)
Intuition = Incredible (40)
Psyche = I forget.
All these guys on here with Monstrous and Unearthly fighting levels are the equivalent of gods with centuries worth of experience in frequent combat. Captain America is topped out at Amazing (50), Daredevil and Wolverine are at Incredible (40). Spider-Man is only at Remarkable (30).
If you have armor or technology based characters, you generally have two scores in FASERIP, one suited up, one without. For instance, Tony Stark would have two scores in FASE and Intuition.
Such as:
Fighting = Typical (6)/Remarkable (30)
I don't know if that's really what his is, it's just an example.
I hope the CoH universe never invades the Marvel one, the Marvel guys would be way underpowered to face this onslaught.
Learn modesty, if you desire knowledge. A highland would never be irrigated by river." (Kanz ol-Haghayegh)
Someone should have mentioned that earlier.
While it might take a bit of work, the best way to set the ability range would be figure out how the numbers stack up on a comparitive basis.
Amazing should maybe the upper limit of a six slotted power modified by single origin enhancements using the average score of 50 and super rare enhacements maybe take that to monsterous. I suppose fully optimized and when the alpha slot stuff rolls out Unearthly might capable as purely static numbers. Then again maybe fully optimized powers (best enhancers, fully buffed by other powers, alpha slotted - whatever hits the absolute cap) could or should be Unearthly.
Once you get that comparitive range then working out how the powers effect FASERIP would be more accurate or rather it wouldn't produce god level heros flitting about Paragon as a common sight.
Also it might be worth taking a look at iconic heros/villians and monsters in the game to help set the scale. Is a GM an unearthly level creature? Is Statesman the toughest guy in the game?
It is tough to get a direct translation since even our normal human characters can do some amazing things like fall from the tallest structure and survive. Even the lowliest hero or villian can punch down a bank vault door given enough time (a remarkable or incredible strength material BTW) survive heat that would vaporize the strongest real world materials, ect. Shrug off radiation that would kill a normal human in minutes, ect. Then again, even the normal humans in the game can push aside the strongest heros or villians

------->"Sic Semper Tyrannis"<-------

This is neat.
Without taking into account those caps, here is my 50 Stalker (Elec/Ninj) Stryke of Lightning. She's a Tech-user, with a powersuit; I don't have unsuited stats, though that would basically just remove all her attacks and she'd keep /ninj, so drop FAS to normal human levels /shrug
F = 55
A = 20
S = 25
E = 25
R = 45
I = 80
P = 25
LOL @ some of these scores. I used to play this game frequently with my fellow comic nerds.
Bear in mind that if you have "normal" humans, ie, Batman, then there are limits. The max that a human character can have is Fighting = Amazing (50) Agility = Incredible (40) Strength = Excellent (20) Endurance = Remarkable (30) Reason = Amazing (50) Intuition = Incredible (40) Psyche = I forget. All these guys on here with Monstrous and Unearthly fighting levels are the equivalent of gods with centuries worth of experience in frequent combat. Captain America is topped out at Amazing (50), Daredevil and Wolverine are at Incredible (40). Spider-Man is only at Remarkable (30). If you have armor or technology based characters, you generally have two scores in FASERIP, one suited up, one without. For instance, Tony Stark would have two scores in FASE and Intuition. Such as: Fighting = Typical (6)/Remarkable (30) I don't know if that's really what his is, it's just an example. I hope the CoH universe never invades the Marvel one, the Marvel guys would be way underpowered to face this onslaught. |
Steelclaws little jury rig is fun for what it does


Usually, the stats might have been lower in the PnP game, but you'd usually have Powers/Talents that pushed you into the next (or next two) rankings, which I think Steelclaw was going for in his conversion

BrandX Future Staff Fighter

The BrandX Collection
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.
My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw
Naaa...the Marine Core Sniper would just have the talents in his choosen career path, to move him up multiple ranks.
Likely...Training: Rifles +1 CS (column shift) and Training: Specialized - Sniper (+2 CS).
That just put someone with a GD Agility score up to IN Agility Score for shooting purposes.
What it would fail to do however, is account for the Olympic Level Gymnast who couldn't hit the broadside of the barn
BrandX Future Staff Fighter

The BrandX Collection
While you wouldn't see those numbers normally, it also wasn't impossible to get one of your stats to Monstrous (if not multiple Monstrous ranking in the case of Robots/Aliens (Alternate Dimension) characters), not to mention what power picks could do.
Steelclaws little jury rig is fun for what it does ![]() ![]() Usually, the stats might have been lower in the PnP game, but you'd usually have Powers/Talents that pushed you into the next (or next two) rankings, which I think Steelclaw was going for in his conversion ![]() |
There are other modifiers based on powers and talents. For instance, if you have a unique weapon specialization, such as Cap's shield, Wolverine's claws, or Daredevil's Billy club, you'd get a +2CS (Column Shift since the rolls were on a table with columns), so if Wolverine attacked with his claws he'd be attacking with a score of Monstrous (75) instead of Incredible (40). Certain martial arts give different bonuses (there are martial arts A-E), boxing, wrestling, they give fighting bonuses. Things like gymnastics and tumbling give agility bonuses, etc.
To put this in COH terms with an /SR scrapper, you might have a high agility score for a human, like Remarkable (30) or Incredible (40), but your powers, like focused senses, evasion, etc. would provide with an ability to roll for your success in the Amazing (50) or Monstrous (75) range, but your raw score doesn't change. That's how people should be representing their characters IMO.
Learn modesty, if you desire knowledge. A highland would never be irrigated by river." (Kanz ol-Haghayegh)
Naaa...the Marine Core Sniper would just have the talents in his choosen career path, to move him up multiple ranks.
Likely...Training: Rifles +1 CS (column shift) and Training: Specialized - Sniper (+2 CS). That just put someone with a GD Agility score up to IN Agility Score for shooting purposes. What it would fail to do however, is account for the Olympic Level Gymnast who couldn't hit the broadside of the barn ![]() |
I saw a later version using advanced rules that had Remarkable agility with a power called Ultimate Skill: Ranged Weapons that granted him Unearthly level marksmanship.
The latter made more sense IMO. In the former version he'd be turning flips around Spider-Man.
Learn modesty, if you desire knowledge. A highland would never be irrigated by river." (Kanz ol-Haghayegh)
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. |
Of course it's hard to account for advancement, but bear in mind that in CoH, as your character advances so does the level of your enemies. Some of the above characters falling against a mob of Malta in the game would be the comics equivalent of Thor getting whipped by a tough group of Hydra.
Learn modesty, if you desire knowledge. A highland would never be irrigated by river." (Kanz ol-Haghayegh)
I understand where you're coming from, but I would argue that you need raw attributes. An example of where this would come into play in COH is if your blue bar runs out and your toggles drop. Of course, the scores such people would assign themselves would be largely subjective, but that's part of the fun.
Of course it's hard to account for advancement, but bear in mind that in CoH, as your character advances so does the level of your enemies. Some of the above characters falling against a mob of Malta in the game would be the comics equivalent of Thor getting whipped by a tough group of Hydra. |
CoH doesn't allow one to make Thor's/Hulk, outside of their concepts/description.
What CoH does, and tend to put people at the height of Spider-Man, Wolverine, Dare Devil, Batman, ect...
Heroes who would generally beable to take on mass of badguys, but could be taken down by them just as well.
For concepts like Thor, it would need to be a group of other gods really or at least a group of Spider-Man's/Dare Devil's...ect...ect.
BrandX Future Staff Fighter

The BrandX Collection
I suppose, but FASERIP is only supposed to represent raw physical attributes. Your health score is calculated based off of FASE, and Karma (luck) is based off of RIP. The powers you have or choose don't affect that, unless of course your power is superstrength, then of course you'd have a high strength score.
There are other modifiers based on powers and talents. For instance, if you have a unique weapon specialization, such as Cap's shield, Wolverine's claws, or Daredevil's Billy club, you'd get a +2CS (Column Shift since the rolls were on a table with columns), so if Wolverine attacked with his claws he'd be attacking with a score of Monstrous (75) instead of Incredible (40). Certain martial arts give different bonuses (there are martial arts A-E), boxing, wrestling, they give fighting bonuses. Things like gymnastics and tumbling give agility bonuses, etc. To put this in COH terms with an /SR scrapper, you might have a high agility score for a human, like Remarkable (30) or Incredible (40), but your powers, like focused senses, evasion, etc. would provide with an ability to roll for your success in the Amazing (50) or Monstrous (75) range, but your raw score doesn't change. That's how people should be representing their characters IMO. |
And like I said, while I love Steelclaw's attempt at it

BrandX Future Staff Fighter

The BrandX Collection
This is true, but in CoH terms, I'd say that's more of a concept thing than anything else.
CoH doesn't allow one to make Thor's/Hulk, outside of their concepts/description. What CoH does, and tend to put people at the height of Spider-Man, Wolverine, Dare Devil, Batman, ect... Heroes who would generally beable to take on mass of badguys, but could be taken down by them just as well. For concepts like Thor, it would need to be a group of other gods really or at least a group of Spider-Man's/Dare Devil's...ect...ect. |
//Jack
The Kickers base.
Those are my principles, and if you don't like them... well, I have others.
-Groucho Marx
On Agility I think Stalkers should be rated higher than Scrappers not tied.
now that's that's been said time to work out my Stalker.