03-08-2014, 09:36 PM | #31 | |
Join Date: Aug 2004
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Re: Captain America Falling
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03-08-2014, 09:42 PM | #32 | |
Join Date: Aug 2004
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Re: Captain America Falling
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If he's ST/HP 30-40, but only on the order of HP 12-15 for purposes of calculating collision damage (including inflicted/incurred by Slams, but also taken from falling), 'massless' HP being an option, that alone would make him more tolerant of long falls. Throw in some DR and/or IT:DR good against Crushing (to allow him brawling durability against comparable foes even without wearing armor or shield), a very high DX for use in Swimming and Acrobatics rolls to take falls in the best possible manner, and these feats seem very doable. Last edited by vitruvian; 03-08-2014 at 09:48 PM. |
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03-08-2014, 11:18 PM | #33 |
Join Date: Oct 2009
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Re: Captain America Falling
The Marvel Cinematic Universe borrows a lot from the Ultimate Marvel Comics (for instance, the very sans-parachute scene that we're talking about. Over there, Captain America is explicitly a low-grade superhuman, not just the peak of human condition or whatever.
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03-09-2014, 12:32 AM | #34 |
Join Date: Mar 2013
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Re: Captain America Falling
I was always under the impression that serum that transformed Cap gave him abilities around the limits of human physicality in pretty much every area (stamina, strength, coordination, etc.). It would then stand to reason that his ST, DX, and HT are all around 18+. At that level, it would only take a few points in Swimming to make his jump relatively sound.
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03-09-2014, 12:56 AM | #35 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Captain America Falling
The no-parachute scene also occurred in one of the X-Men cartoons (not the 90s one with the classic theme song, maybe X-Men: Evolution?). It was a flashback to Wolverine's sketchy memories of WWII (not that my memory of the scene is that great), and Logan and Rogers were being dropping onto a German prison camp (without parachutes) to lead a breakout.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
03-09-2014, 01:16 AM | #36 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Captain America Falling
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03-09-2014, 09:49 AM | #37 | |
Join Date: Aug 2004
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Re: Captain America Falling
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03-10-2014, 02:50 AM | #38 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Captain America Falling
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03-10-2014, 12:27 PM | #39 | |
Join Date: Aug 2004
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Re: Captain America Falling
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He can grab and throw a full grown enemy soldier with no discernible pause, so without Extra Effort those soldiers need to be within his Basic Lift, at the very least. At ST 30, his BL would be 180 lbs, probably able to cover a lot of adult males, and his max lift without Extra Effort would be 1640 lbs, a lot but not as much as even a compact car. At ST 40, his BL would be 320 lbs, safely covering most combatants apart from sumo wrestlers and some football players, and his max lift would 2560 lbs, a bit more than a ton and maybe enough to allow him to lift up (but not throw) some smaller cars. I'd put him somewhere in that range, the main argument for going all the way up to 40 being the nice shock/healing multiplier. |
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03-10-2014, 01:12 PM | #40 |
Join Date: Aug 2004
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Re: Captain America Falling
If we are building on a budget, sure. If we're just modeling a fictional character, there doesn't seem to be much reason to feel constrained in our choice of traits in the name of efficiency. Which is not to say that Super ST is necessarily the right way to go, but just an idea I tossed out there. If it's felt that ST 20, for instance, is a reasonable maximum given his build, then a few points of Super ST could model his apparent lifting and striking abilities.
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Tags |
captain america, falling damage, supers |
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