Lets Stat: Thundercats

Posted by BelleReeve 
Lets Stat: Thundercats
December 25, 2009 04:34PM
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I wanted to get the ball rolling on some Thundercats write ups. I also wanted to start a new way of organization, instead of a a thread for each individual Thundercat character or item, I will post any Thundercat related info I have here.

Here's a rough idea for the Sword of Omens, Eye of Thunder, Claw Gauntlet Combo.



The Sword of Omens: Class 1000 Material Strength, The Sword possesses the following abilities:
-The Sword will not harm a Thundercat. If used to do so the sword will shatter upon contact.
-The Sword can only be wielded by those with noble intentions.
-Energy Beam: Remarkable 30 Energy up to 3 areas away.
-Force Field: Remarkable 30 vs. Physical, Energy
-Sword Extension: The Sword possesses Three lengths:
Dagger: +2cs Fighting, Excellent 20 Edged
Short Sword: +1cs Fighting, Remarkable 30 Edged
Long Sword: Incredible 40 Edged

-Claw Shield Gauntlet
: Class 1000 Material Strength, The Gauntlet acts as a sheath for the Sword of Omens.
-With a successful Fighting Feat, the Claw Shield offers Monstrous 80 Body Armor vs. Physical and Energy attacks.
+1cs Blunt Damage.
-Grapple Hook Claws: Allows the wielder to swing or climb up to 3 areas.

-Eye of Thundera: Class 1000 Material Strength, Embedded within the hilt of the Sword of Omens. The Eye of Thundera possesses the following Powers:
-Magic Negation: Monstrous 80, With a Red Power Feat, The Eye of Thundera possesses the ability to negate any magic it encounters.
-Second Sight: Class 1000 Remote Viewing of any area in which the Eye senses danger.
-Thundercat Empowerment: Class 1000, The Eye of Thundera allows each Thundercat their individual powers.
--Sky Signal: The Eye of Thundera possesses the ability to raise a call-to-arms to all Thundercats in the surrounding 30 areas. Each Thundercat that gazes upon the Sky Signal receives +1cs to all Powers for 1d100 rounds. The light from the Eye of Thundera may penetrate through material strength Amazing 50, though it deals no damage to living matter.
Re: Lets Stat: Thundercats
December 26, 2009 06:35AM
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These are pretty good write ups BelleReeve. Let me go ahead and start working our way from the top down.

I understand the urge to give the Sword of Omens CL1000 (or even 3000) material strength, but the fact is, that pig sticker was broken on the show like 3 or 4 times from forces that seemed less than that in intensity (except for times when the sword was used against other Thundercats). I think SH Z material is closer to the truth. Otherwise it would have been that much tougher to reforge the sword all those times.

Also with the Sword, Lion-O can call it to his hand with probably Excellent or Remarkable ability.

Instead of an energy beam, i'd call it an Eldritch Bolt that way the attack can circumvent body armor. The sword is magical after all.

I'm a little thrown off by the column shifts to fighting for the different lengths, why do you have those? Also, the 'short sword' length I don't think ever actually got used. It seemed like a transitional length that would only be around when Lion-O summoned the Thundercats. Otherwise, it was the dagger length, or Lion-O would cry out 'Ho!' and the sword would just go to full length. Further I think it's fair to say that the edged attacks ignore body armor.

With the Claw Shield, I don't think there's anything about it that's nearly as durable as the sword of Omens. So I'd give it an Uneathly - Sh X material strength. To the best of my knowledge that particular item wasn't magical, just tough Thundarian technology. And I would simply give it the normal rules for blocking and let it absorb up to Monstrous damage. And also, i think it should count as a reflective surface. That's not such a big deal unless dealing with Mumm-Ra, or maybe blocking an eyebeam of Cyclops'.

The Eye seems to have some good stats written up for it. I would say the magic negation doesn't necessarilly need a red feat to work. just make it a contested power-feat.

On the -Sight Beyond Sight- thing, I think that the clarification that it can only provide a vision od the danger it senses currently happening, it never provided anything like precog or postcog.

On Thudercat empowerment, I'm not entirely sure what you mean by that.

And the sky signal i think affects Thundercats at a much longer range than 30 areas. I mean, I've seen episodes where people are really far away and see the signal. Like Lion-O's trapped at the mutant castle, and then the signal is seen as far away as Cat's Lair. So I'd give it a range of 20 miles. And of course, the tech at the Thundercat Tower can expand that range probably all over Third Earth.



BelleReeve Wrote:
-------------------------------------------------------
> I wanted to get the ball rolling on some
> Thundercats write ups. I also wanted to start a
> new way of organization, instead of a a thread for
> each individual Thundercat character or item, I
> will post any Thundercat related info I have here.
>
>
> Here's a rough idea for the Sword of Omens, Eye of
> Thunder, Claw Gauntlet Combo.
>
> [img.photobucket.com]
> wordofOmens.jpg
>
> The Sword of Omens: Class 1000 Material Strength,
> The Sword possesses the following abilities:
> -The Sword will not harm a Thundercat. If used to
> do so the sword will shatter upon contact.
> -The Sword can only be wielded by those with noble
> intentions.
> -Energy Beam: Remarkable 30 Energy up to 3 areas
> away.
> -Force Field: Remarkable 30 vs. Physical, Energy
> -Sword Extension: The Sword possesses Three
> lengths:
> Dagger: +2cs Fighting, Excellent 20 Edged
> Short Sword: +1cs Fighting, Remarkable 30 Edged
> Long Sword: Incredible 40 Edged
>
> -Claw Shield Gauntlet: Class 1000 Material
> Strength, The Gauntlet acts as a sheath for the
> Sword of Omens.
> -With a successful Fighting Feat, the Claw Shield
> offers Monstrous 80 Body Armor vs. Physical and
> Energy attacks.
> +1cs Blunt Damage.
> -Grapple Hook Claws: Allows the wielder to swing
> or climb up to 3 areas.
>
> -Eye of Thundera: Class 1000 Material Strength,
> Embedded within the hilt of the Sword of Omens.
> The Eye of Thundera possesses the following
> Powers:
> -Magic Negation: Monstrous 80, With a Red Power
> Feat, The Eye of Thundera possesses the ability to
> negate any magic it encounters.
> -Second Sight: Class 1000 Remote Viewing of any
> area in which the Eye senses danger.
> -Thundercat Empowerment: Class 1000, The Eye of
> Thundera allows each Thundercat their individual
> powers.
> --Sky Signal: The Eye of Thundera possesses the
> ability to raise a call-to-arms to all Thundercats
> in the surrounding 30 areas. Each Thundercat that
> gazes upon the Sky Signal receives +1cs to all
> Powers for 1d100 rounds. The light from the Eye
> of Thundera may penetrate through material
> strength Amazing 50, though it deals no damage to
> living matter.
Re: Lets Stat: Thundercats
December 26, 2009 06:48AM
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CapoCastillo Wrote:
-------------------------------------------------------
> On the -Sight Beyond Sight- thing, I think that
> the clarification that it can only provide a
> vision od the danger it senses currently
> happening, it never provided anything like precog
> or postcog.

I think the sword has shown visions of past events at least related to the current events it's getting ready to display.

> On Thudercat empowerment, I'm not entirely sure
> what you mean by that.

The Thundercats all have the 'Energy Source' limitation, with the Sword of Omens as the Energy Source. So long as it's intact they're fine but if the Eye (not the blade) is damaged or destroyed they're all immediately left weak as kittens. This was seen in the episode where Mumm-ra tricked the lady of the lake into giving him Excalibur. The two blades fought and Excalibur pierced the Eye blinding it and everyone immediately collapsed. Only recognizing Mumm-ra's true evil and the ghost of I think Arthur managed to restore it.

> And the sky signal i think affects Thundercats at
> a much longer range than 30 areas. I mean, I've
> seen episodes where people are really far away and
> see the signal. Like Lion-O's trapped at the
> mutant castle, and then the signal is seen as far
> away as Cat's Lair. So I'd give it a range of 20
> miles. And of course, the tech at the Thundercat
> Tower can expand that range probably all over
> Third Earth.

The Sky Signal's range was pretty massive, over more than I think 20 miles, likely hundreds of miles and it had a tendency to blast holes in roofs and mountains to reach the sky to properly display.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

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Re: Lets Stat: Thundercats
December 26, 2009 07:06PM
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I understand the urge to give the Sword of Omens CL1000 (or even 3000) material strength, but the fact is, that pig sticker was broken on the show like 3 or 4 times from forces that seemed less than that in intensity (except for times when the sword was used against other Thundercats). I think SH Z material is closer to the truth. Otherwise it would have been that much tougher to reforge the sword all those times.

The sword has been broken 4 times:
-Lion-O used the sword against Tygra while under mind-control by Mumm-ra,
Reflamer reforged the Sword with the “heat of a star”.

-Tugmug, enchanced by 3rd Earth's lesser gravity managed to snap the sword in two with his barehands.
Bengali reforged the sword with the Hammer of Thundera, possibly the same hammer that originally forged the sword.

-Gruun manages to destroy the sword in one episode, It was mended by a man flying a blimp with a hot furnace. The 4th time he also mended the blade.

Ok, I think even Shift-Z is pushing it at that point. Unearthly 150 Material strength? I imagine that it is tough! But get it near some of the more super powered beings and it could be broken. I


“Also with the Sword, Lion-O can call it to his hand with probably Excellent or Remarkable ability.”


I completely overlooked the the Call to Hand ability. Should it be a power of the Claw Shield, giving the wielder the power to call the Sword, or does the Sword only recognize the Lord of the Thundercats?

“Instead of an energy beam, i'd call it an Eldritch Bolt that way the attack can circumvent body armor. The sword is magical after all.”

Agree!

“I'm a little thrown off by the column shifts to fighting for the different lengths, why do you have those?”

This was total flavor on my part, coming from a D20 background also, Why should the sword have multiple lengths if not for some sort of bonus? I was thinking along the lines of a +CS Fighting for the shorter sword would emulate its speed over its damage capability.


“Also, the 'short sword' length I don't think ever actually got used. It seemed like a transitional length that would only be around when Lion-O summoned the Thundercats. Otherwise, it was the dagger length, or Lion-O would cry out 'Ho!' and the sword would just go to full length. “


Does the Sword of Omens shrink down to dagger size only for ease of carrying?
Ha! Nothing to do with the write up stats, But this post made me think of Robot Chicken. “Just keep saying Thunder!” and Lion-O's sword grew several feet each time :p


“Further I think it's fair to say that the edged attacks ignore body armor.”

I'm not sure I agree with it, ignoring Body Armor is a big plus! Thats the Ebony Blade's entire shtick, Does the Sword of Omens cut through Iron Man's Extremis armor in one swipe?


“With the Claw Shield, I don't think there's anything about it that's nearly as durable as the sword of Omens. So I'd give it an Uneathly - Sh X material strength. To the best of my knowledge that particular item wasn't magical, just tough Thundarian technology. And I would simply give it the normal rules for blocking and let it absorb up to Monstrous damage. And also, i think it should count as a reflective surface. That's not such a big deal unless dealing with Mumm-Ra, or maybe blocking an eyebeam of Cyclops.”


Agree with the Claw being less then the Sword. Monstrous 90 Material Strength, 80? I'm completely out of whack on Blocking rules. I assumed Blocking took a Fighting Feat.

I again, overlooked the reflective nature of the Claw. What power would that have? Reflectiveness: Monstrous 80, the Claw reflects any energy directed toward it.

“The Eye seems to have some good stats written up for it. I would say the magic negation doesn't necessarilly need a red feat to work. just make it a contested power-feat.”

Agreed!

On the -Sight Beyond Sight- thing, I think that the clarification that it can only provide a vision od the danger it senses currently happening, it never provided anything like precog or postcog.

Agreed!

“On Thudercat empowerment, I'm not entirely sure what you mean by that.”

Nightmask nailed this in his reply,


And the sky signal i think affects Thundercats at a much longer range than 30 areas. I mean, I've seen episodes where people are really far away and see the signal. Like Lion-O's trapped at the mutant castle, and then the signal is seen as far away as Cat's Lair. So I'd give it a range of 20 miles. And of course, the tech at the Thundercat Tower can expand that range probably all over Third Earth.


If we set the beacon at Unearthly, then the wielder would call every Thundercat within 12.5 miles. Thats a long way!

I think the sword has shown visions of past events at least related to the current events it's getting ready to display.


From what I remember and read, no, the Eye only shows the current happenings.
Re: Lets Stat: Thundercats
December 28, 2009 07:41AM
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BelleReeve Wrote:
> Ok, I think even Shift-Z is pushing it at that
> point. Unearthly 150 Material strength? I imagine
> that it is tough! But get it near some of the more
> super powered beings and it could be broken. I
>

Well something to remember here is that as an 80's cartoon, 'rules' weren't followed continuity wise as much between different writers. But when the sword does get broken the times it does it's supposed to be a big deal. If you think SH Z is too high though, I think SH Y works fairly well.

> This was total flavor on my part, coming from a
> D20 background also, Why should the sword have
> multiple lengths if not for some sort of bonus? I
> was thinking along the lines of a +CS Fighting for
> the shorter sword would emulate its speed over its
> damage capability.

I can see a damage reduction aspect for the lengths, but I wouldn't give fighting shift bonuses. If you think about it, Lion-O is already going to get Weapons Specialist: Sword of Omens, that's all the fighting bonuses he'll need.

>

> Does the Sword of Omens shrink down to dagger size
> only for ease of carrying?
> Ha! Nothing to do with the write up stats, But
> this post made me think of Robot Chicken. “Just
> keep saying Thunder!” and Lion-O's sword grew
> several feet each time :p

Ease of carrying is one thing for sure. but also lethality. Even though noone ever killed in T-cats, it is a sword. It probably didn't need to be 'killing size' all the time, since it's an artifact of good. So there was the shorter 'scratch' length for times when blood letting isn't the main priority.


>
>
> “Further I think it's fair to say that the edged
> attacks ignore body armor.”
>
> I'm not sure I agree with it, ignoring Body Armor
> is a big plus! Thats the Ebony Blade's entire
> shtick, Does the Sword of Omens cut through Iron
> Man's Extremis armor in one swipe?

In my view, yes it most certainly would if IM's forcefield isn't up. The Sword of Omens is shown to cut through the most durable of materials (certainly steel and stone) as if it were a speeding bullet going through soft butter. The only things that really seemed to parry the sword of Omens were other items that were extremely resilient or magical in and of themselves.

>
>
> “With the Claw Shield, I don't think there's
> anything about it that's nearly as durable as the
> sword of Omens. So I'd give it an Uneathly - Sh X
> material strength. To the best of my knowledge
> that particular item wasn't magical, just tough
> Thundarian technology. And I would simply give it
> the normal rules for blocking and let it absorb up
> to Monstrous damage. And also, i think it should
> count as a reflective surface. That's not such a
> big deal unless dealing with Mumm-Ra, or maybe
> blocking an eyebeam of Cyclops.”
>
>
> Agree with the Claw being less then the Sword.
> Monstrous 90 Material Strength, 80? I'm completely
> out of whack on Blocking rules. I assumed Blocking
> took a Fighting Feat.

Blocking is a strength feat as I recall. So it'd have Monstrous strength for purposes of blocking. Also, Lion-O called the sword to his hand in instances without the Claw Shield, so it might be a thing only the Lord of the Thundercats can do as opposed to anyone who has the Claw Shield.

>
> I again, overlooked the reflective nature of the
> Claw. What power would that have? Reflectiveness:
> Monstrous 80, the Claw reflects any energy
> directed toward it.

I think that would work. or at least any energy that would be affected by reflective surfaces.
Lets Stat: The Sword of Omens
December 29, 2009 03:30PM
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Here is a reworked version of the set. I'm pretty happy with the results. The only thing I'm not sure about is the Eye's material strength. Shift-Z 500




The Sword of Omens:
Shift-Z 500 Material Strength, The Sword possesses the following abilities:
-The Sword will not harm a Thundercat. If used to do so the sword will shatter upon contact.
-The Sword can only be wielded by those with noble intentions.
-The Sword ignores Body Armor.
-The Sword answers the Lord of the Thundercat's call with Unearthly 100 ability.
-Eldritch Bolt: Remarkable 30 Magical Energy up to 3 areas away.
-Force Field: Remarkable 30 vs. Physical, Energy
-Sword Extension: The Sword possesses Three lengths:
Dagger: Good 10 Edged
Short Sword: Excellent 20 Edged
Long Sword: Incredible 40 Edged

-Claw Shield Gauntlet: Shift-X 150 Material Strength, The Gauntlet acts as a sheath for the Sword of Omens.
-Monstrous 80 Body Armor vs. Physical and Energy attacks.
- +1cs Blunt Damage.
-Grapple Hook Claws: Good 10 Edged,Allows the wielder to swing or climb up to 3 areas.
-Reflective Surface: Monstrous 80

-Eye of Thundera: Shift-Z 500 Material Strength, Embedded within the hilt of the Sword of Omens. The Eye of Thundera possesses the following Powers:
-Magic Negation: Monstrous 80, The Eye of Thundera possesses the ability to negate any magic it encounters.
-Second Sight: Class 1000 Remote Viewing of any area in which the Eye currently senses danger.
-Thundercat Energy Source: Class 1000, The Eye of Thundera is the source of the Thundercats various powers.
-Thundercat Distrell Signal: The Eye of Thundera possesses the ability to raise a call-to-arms to all Thundercats in the surrounding 800 areas/20 Miles. Each Thundercat that gazes upon the Sky Signal receives +1cs to all Powers for 1d100 rounds. The light from the Eye of Thundera may penetrate through material strength Unearthly 100, though it deals no damage to living matter.
Snarf-Ra
December 29, 2009 03:38PM
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While you're at it don't forget to include stats on Snarf-Ra the Ever Living. grinning smiley

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

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Lets Stat: Thundercats - Cheetara
December 29, 2009 03:47PM
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Here's my take on Cheetara. Her Endurance might be high as she can run 4 miles before tiring where as the show stated only 2. Anyway, if she makes all of her Endurance Feats she could run 16 miles in 8 minutes.



Cheetara

F) Remarkable 30
A) Incredible 40
S) Typical 6
E) Excellent 20
R) Typical 6
I) Amazing 50
P) Excellent 25


Health: 116 Karma: 81
Popularity: Remarkable 30 Resources: Excellent 20

Powers: Cheetara receives her powers from the Eye of Thundera. She possesses the following:
-Hyper Running: Amazing 50 / 8 areas per round. She can maintain her speed up to her Endurance rank in rounds.
-1st Endurance rank turns exhausted: Cheetara must make a successful Endurance FEAT or be exhausted for 1d10 rounds
-2nd Endurance rank turns exhausted: Cheetara must make a yellow Endurance FEAT or be exhausted for 2d10 rounds.
-3rd Endurance rank turns exhausted: Cheetara must make a red Endurance FEAT or be exhausted for 3d10 rounds.
-4th Endurance rank turns exhausted: Cheetara must stop or fall unconscious for 3d10 rounds.
Cheetara has developed the following power stunts:
-Use power rank in place of fighting to determine multiple attacks
-Use power rank in place of fighting/agility for purposes of evasion and dodging
-Cheetara may run up a vertical surface as if she had Remarkable 30 Wall-Crawling for 1 round.


-Sixth Sense: Excellent 25, Tigra possess a form of pre-cognition and post cognition much to her dismay. When shown a vision. she must make a Red Psyche Feat or suffer consequences for a time.
White result: -3cs to FASE for 1d10 days.
Green result: -2cs to FASE for 1d10 Hours
Yellow result: -1cs to FASE for 1d10 Minutes
Red result: No Effect

Equipment:

Bo-Staff: Material Strength Remarkable 30, Excellent 20 Blunt. The Staff can extend up to 10 feet in length.
-By twirling her staff at super speed Cheetara creates a Remarkable 30 Force Field vs Physical and Energy attacks.
-By striking her staff on the ground, it extends and strikes all within her area for Good 10 Blunt damage.
Body Armor: Typical 6 vs. Physical and Energy attacks.

Talents:
Acrobatics: +1cs Dodging, Evading and Escaping
Attractive: Cheetara gains +1cs popularity when dealing with those who find her attractive.
Martial Arts:
A: Cheetara may stun or slam opponents regardless of comparative Strength or Endurance.
B: Cheetara gains +1cs to Fighting Ability when in unarmed combat.
E: Cheetara gains +1cs to Initiative when in unarmed combat.
Pilot: +1cs when operating the Thunder Tank or the Feliner
Quick Striking: Cheetara gains +1 Iniative, +1CS Fighting FEATs when checking a Multiple attack Feat.
Swimming: Cheetara gains +1cs Endurance when determining water movement speed.
Tumbling: Cheetara may make an Agility FEAT to land feet-first after any fall that does not inflict damage.
Weapon Specialist — Bo Staff: Cheetara gains +2CS with the Bo Staff..She also gains +1CS to initiative when using the Staff.



Edited 11 time(s). Last edit at 12/30/2009 08:18AM by BelleReeve.
Re: Lets Stat: Thundercats
December 30, 2009 05:19AM
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Pretty nice write-up on Cheetara. I do have some feedback on her below:

For her hyperspeed she should have a few powerstunts
- Use power rank in place of fighting to determine multiple attacks
- Use power rank in place of fighting/agility for purposes of evasion and dodging
- Twirl her staff at super speed acting as a Remarkable Force Field (i believe that's what you gave the material strength of the staff)

I'd reduce her pre/postcog down to her Psyche rank. At Amazing i would think the flashes she got would have happened waaaaay more frequently than they did. I'd also make a Psyche feat to avoid negative consequences as opposed to Endurance.

I seem to remeber something about her staff where she struck it on the ground and like 4 ends of the staff emerged to strike foes that were surrounding her. It might have been one of those wierd one off things though.
Re: Lets Stat: Thundercats - Cheetara
December 30, 2009 06:22AM
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I'm all for details Capo and took all of your suggestions and added it to her character sheet. I also remember her running up walls and so gave her a Power Stunt for scaling vertical surfaces.

Here's a question, I use the expanded FEATS table, if she uses her power in place of her fighting for multiple attacks, with quick striking and weapon specialist, does she roll on Monstrous? It would be +3cs her Power rank.

How many attacks would she be able to make?



Edited 1 time(s). Last edit at 12/30/2009 06:26AM by BelleReeve.
Re: Lets Stat: Thundercats - Cheetara
December 30, 2009 06:40AM
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I'll be the first to admit that I'm not a big fan of the expanded table. Now there are two versions of modified tables here on the site, so i think you mean the one with extra ranks like Spectacular, Fantastic, Awesome, etc. If she uses her power rank in place of fighting, then that puts her at Amazing. She gets +2CS for her Weapons Specialization, +1CS for her quick striking, so that would shift her up to Awesome. If the multiple attack benchmarks are still the same as listed in the book, that means Chetara makes 3 combat actions per round automatically, 4 on a successful red feat.

On the standard Advaanced rules table, that would make Cheetara's effective fighting with poer rank and talent bonuses ShX, which means she would get 4 combat actions on a green feat, 3 automatically.


BelleReeve Wrote:
-------------------------------------------------------
> I'm all for details Capo and took all of your
> suggestions and added it to her character sheet. I
> also remember her running up walls and so gave her
> a Power Stunt for scaling vertical surfaces.
>
> Here's a question, I use the expanded FEATS table,
> if she uses her power in place of her fighting for
> multiple attacks, with quick striking and weapon
> specialist, does she roll on Monstrous? It would
> be +3cs her Power rank.
>
> How many attacks would she be able to make?
Re: Lets Stat: Thundercats - Cheetara
December 30, 2009 07:20AM
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CapoCastillo Wrote:
-------------------------------------------------------
> I'll be the first to admit that I'm not a big fan
> of the expanded table. Now there are two versions
> of modified tables here on the site, so i think
> you mean the one with extra ranks like
> Spectacular, Fantastic, Awesome, etc. If she
> uses her power rank in place of fighting, then
> that puts her at Amazing. She gets +2CS for her
> Weapons Specialization, +1CS for her quick
> striking, so that would shift her up to Awesome.
> If the multiple attack benchmarks are still the
> same as listed in the book, that means Chetara
> makes 3 combat actions per round automatically, 4
> on a successful red feat.
>
> On the standard Advaanced rules table, that would
> make Cheetara's effective fighting with poer rank
> and talent bonuses ShX, which means she would get
> 4 combat actions on a green feat, 3
> automatically.

I don't see where you're getting 4 combat actions when the Advanced book is capped at 3 attack actions/turn for someone who can clear an Amazing Fighting feat. Which given Cheetara's Hyper-Speed quickly multiplies into some impressive attack levels before she's exhausted.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

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Re: Lets Stat: Thundercats - Cheetara
December 30, 2009 07:42AM
avatar
The book doesn't give a hard ceiling for 3 actions max per turn. It just stops giving examples after the 3 actions as an Amazing Feat. But the staggering of actions to ranks is pretty clear at every other rank on the standard chart. 2 actions = Remarkable intensity, 3 = Amazing Intensity. There's innumerable examples of more than 3 combat actions in a round in the comics, so it logically follows 4 combat actions = Unearthly intensity. If a player were to say 'I want to make 4 combat actions this round', the response should be 'Well if you can make the proper Intensity feat, ok.' not 'Sorry it's impossible, 3 combat actions per round, no and then.'.



Nightmask Wrote:
>
> I don't see where you're getting 4 combat actions
> when the Advanced book is capped at 3 attack
> actions/turn for someone who can clear an Amazing
> Fighting feat. Which given Cheetara's Hyper-Speed
> quickly multiplies into some impressive attack
> levels before she's exhausted.
Re: Lets Stat: Thundercats
December 30, 2009 08:15AM
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The table I like to use adds Fantastic 60, Spectacular 70 and Wondrous 90 to the possible class shifts. I don't stat characters at those levels as I would like them to be compatible with each table. However I think that means that the characters will be more powerful with the smaller table.

I enjoy the modified table because it adds a more accurate look at what characters can do. With her Amazing power rank bumped up +3cs, she has to travel through Fantastic, Spectacular and finally stop at Monstrous 80.
Re: Lets Stat: Thundercats
December 30, 2009 08:24AM
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Ok, so then if Amazing is still your benchmark for 3 actions, and Unearthly your benchmark for 4, then Cheetara gets 3 actions automatically, and 4 is impossible.


BelleReeve Wrote:
-------------------------------------------------------
> The table I like to use adds Fantastic 60,
> Spectacular 70 and Wondrous 90 to the possible
> class shifts. I don't stat characters at those
> levels as I would like them to be compatible with
> each table. However I think that means that the
> characters will be more powerful with the smaller
> table.
>
> I enjoy the modified table because it adds a more
> accurate look at what characters can do. With her
> Amazing power rank bumped up +3cs, she has to
> travel through Fantastic, Spectacular and finally
> stop at Monstrous 80.
Re: Lets Stat: Thundercats - Cheetara
December 30, 2009 10:14AM
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CapoCastillo Wrote:
-------------------------------------------------------
> The book doesn't give a hard ceiling for 3 actions
> max per turn. It just stops giving examples after
> the 3 actions as an Amazing Feat. But the
> staggering of actions to ranks is pretty clear at
> every other rank on the standard chart. 2 actions
> = Remarkable intensity, 3 = Amazing Intensity.
> There's innumerable examples of more than 3 combat
> actions in a round in the comics, so it logically
> follows 4 combat actions = Unearthly intensity.
> If a player were to say 'I want to make 4 combat
> actions this round', the response should be 'Well
> if you can make the proper Intensity feat, ok.'
> not 'Sorry it's impossible, 3 combat actions per
> round, no and then.'.

Given the layout there's certainly the implication that your attacks/turn without the benefit of some kind of special power is capped at 3 attacks/turn. Which is quite a lot given that's one every 2 seconds. There's only so much time available to do everything you're doing in that combat turn and more actions just because you're able to stack CS or ranks to get Unearthly+ on the Fighting column stretches plausibility quite a bit. So it's just as logical that without special powers you're capped at 3 attacks/turn, which given what I've seen of general rank discussion the ability to even get on the Unearthly column is unlikely anyway. The extension ends up something of a house rule that if used in a write-up does need listed as such rather than treated as if canon to the rules.

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Re: Lets Stat: Thundercats
December 30, 2009 10:32AM
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NM, if you like, we should move this conversation to the discussion thread so we don't jack bellereeve's T-cats page.
Lets Stat: Thundercats - Tygra
December 31, 2009 08:28AM
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Tygra, an elder wiser Thundercat who's next in line for Leadership if something should happen to Lion-O. I like how all of the characters are ending up so specialized, its no wonder they won one the show when they worked as a team. Anyone would be hard pressed to take on the entire team. Anyway..




Tygra

F) Remarkable 30
A) Remarkable 30
S) Good 13
E) Remarkable 30
R) Remarkable 30
I) Remarkable 30
P) Excellent 25


Health: 103 Karma: 75
Popularity: Remarkable 30 Resources: Incredible 40

Powers:
Illusion -”Mind Power”:
Amazing 50, Tygra must charge his Illusion power for three rounds. Targets must make a Psyche FEAT vs. Amazing 50 Intensity. Failure indicates the target sees life-like illusions created by Tygra.
-Tygra suffers -2CS FASE for 1d100 rounds following the use of “Mind Power”

Equipment:
Body Armor:
Good 10 vs. Physical, Energy attacks.
Bola Whip: Remarkable 30 material strength. Excellent 20 Blunt.
-Tygra may use the bola to restrain targets.
-Tygra may strike targets in adjascent areas.
-Energy Blast: Good 10
-Fire Blast: Good 10
-Ice Blast: Good 10
-Invisibility: Remarkable 30, Tygra masks himself from the visible spectrum.

Talents:
Architecture: +1cs in architecture FEATs
Climbing: Tygra gains +2cs Agility when scaling or traversing trees, telephones poles, buildings, cliffs, etc.
Engineering:
-Astronautic Engineering: Tygra may design, build and modify out of atmosphere space craft. Tygra gains the benefit of having his projects cost -1CS less in resource rank to build.
-Aviation and Aeronautics: Tygra understands the development of flight principles and aircraft design. Tygra gains the benefit of having his projects cost -1CS less in resource rank to build.
-Mechanical: Tygra is capable of building complex machines for an assortment of tasks.
-Structural: Tygra may design, build and modify structural complexes (buildings, bases, tunnels, mines, etc.) Building bases or hideouts are -1CS to cost.
Leadership: +50 to Karma Pool if designated Leader.
Martial Arts:
A: Tygra may stun or slam opponents regardless of comparative Strength or Endurance.
B: Tygra gains +1cs to Fighting Ability when in unarmed combat.
C: Tygra gains +1cs to Grapple checks, including Damage. Also he gains +1cs Agility for Dodging.
D: Tygra may ignore Body Armor when checking for Stun or Slam results. No damage need be inflicted to require a Stun or Slam check. 2 rounds of concentration on the target is required before the attack may be made.
Pilot: +1cs when operating Thundertank, Feliner
Repair/Tinkering: Modification of existing machines or equipment.
Security: Tygra gains +1CS Reason to create or remove Security devices. Tygra gains +1CS Intuition for noticing installed security devices.
Stealth: Tygra causes -2cs to Intuition FEATS for anyone trying to locate him while he moves silently or hides.
Weapon Specialist — Bola Whip: Tygra gains +2CS with a the bola whip. Tygra also receives a +1CS to initiative when using that weapon.



Edited 1 time(s). Last edit at 12/31/2009 07:23PM by BelleReeve.
Re: Lets Stat: Thundercats
December 31, 2009 08:50AM
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Very good write up on Tygra. You hit most of the stuff that anyone has ever seen him perform on the show, even the esoteric stuff like architecture, design, and being the second in command. I'd only offer a few small suggestions:

Reason down to Incredible (maybe even Remarkable). Tygra is one of the strongest minds on the Thundercats without question, but he doesn't seem to be a 'go-to genius'. When the Thundercats face things that are off the wall and not too easy to understand, Tygra seems just as befuddled as the rest of the team.

I would trade Martial Arts E for Martial Arts D. Tygra never seemed to be one of the 'quick strike fighters on the team. Instead he seemed to wait for his openings and capitalize which makes me lean towards MA D. Combine that with his invisibility, and Tygra can become a very dangerous fighter.

I would also give Tygra some sort of leaping and climbing ability. Along with Wily Kit and Wily Kat, Tygra was one of the T-Cats that did a lot of 'jumping through trees' and climbing up stuff, moreso than Cheetara, Lion-O, or Panthro.

I believe the Whip had an ice and Fire attack in addition to the energy blast.

Otherwise, great job.
Re: Lets Stat: Thundercats
December 31, 2009 07:17PM
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Reason down to Incredible (maybe even Remarkable). Tygra is one of the strongest minds on the Thundercats without question, but he doesn't seem to be a 'go-to genius'. When the Thundercats face things that are off the wall and not too easy to understand, Tygra seems just as befuddled as the rest of the team.

Agreed; I originally set his Reason at Remarkable 30. But after reading that he modified an alien spacecraft and made it function once more, I set it at Amazing 50. However, with his various talents he could reach such Classes.

I would trade Martial Arts E for Martial Arts D. Tygra never seemed to be one of the 'quick strike fighters on the team. Instead he seemed to wait for his openings and capitalize which makes me lean towards MA D. Combine that with his invisibility, and Tygra can become a very dangerous fighter.

Agreed; it makes sense for his character build.


I would also give Tygra some sort of leaping and climbing ability. Along with Wily Kit and Wily Kat, Tygra was one of the T-Cats that did a lot of 'jumping through trees' and climbing up stuff, moreso than Cheetara, Lion-O, or Panthro.


Climbing: Tygra gains +2cs Agility when scaling or traversing trees, telephones poles, buildings, cliffs, etc. ?

I believe the Whip had an ice and Fire attack in addition to the energy blast.


Further research confirms this! I also found a new resource that will be handy in stats for the remaining characters.

I edited Tygra's original post to reflect the changes



Edited 1 time(s). Last edit at 12/31/2009 07:24PM by BelleReeve.
Lets Stat: Thundercats - WilyKat and WilyKit
January 03, 2010 05:54PM
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These two were fun to stat out. Though they are nearly identical, Wily-kit possesses a rolling attack and higher RIP, Wily-Kat enjoys a higher FASE. Their teamwork should be emphasised, they could trap up several areas in little to no time.



WilyKat

F) Good 10
A) Incredible 40
S) Typical 6
E) Excellent 25
R) Good 10
I) Excellent 20
P) Excellent 20


Health:
81 Karma: 50
Resources: Good 10 Popularity: Good 10

Powers:

"Sibling Teamwork": If Wily-Kit and Wily-Kat are in the same area, they gain +1cs Intuition for noticing, creating, arming and disarming traps.

Equipment:
Body Armor: Typical 6 vs. Physical, Energy

Utility Belt:
-Lasso: Remarkable 30 Material Strength
-Swing up to 3 areas away
-Remarkable 30 Entanglement.

-Magic Pellets: Thrown for various effects:
-Bomb: Typical 6 explosive damage, Excellent 20 Flash. Targets must make an opposed Endurance FEAT or be blind for 1-10 rounds.
-Itching: Typical 6, Target must make an Endurance FEAT or suffer -2cs to all FEATS for 1d10 rounds.
-Smoke: Poor 4, 1 area, All those within effected area suffer -2cs to all FEATs as long as they remain in the effected area.
-Sneeze: Good 10, Target must make an Endurance FEAT or suffer -2cs to all FEATS for 1-10 rounds.
-Spark: Typical 6 Fire
-Thousand Bubbles: Typical 6 area of effect/1 area, Causes the release of 1000 bubbles. This bubbles contain a reflective property and will reflect up to Excellent 20 energy.
-Thousand Pellets: Typical 6 area of effect/1 area, Causes the release of 1000 marble like spheres, causing -2cs to all land movement speed.

Space Board: Incredible 40 Material Strength. Remarkable 30 air speed/15 areas per round.


Talents:
Acrobatics:
+1cs Dodging, Evading and Escaping
Aerial-Combat: +1cs Fighting while in mid-air.
Climbing: Wilykat gains +2cs Agility when scaling or traversing trees, telephones poles, buildings, cliffs, etc.
Martial Arts:
E: WilyKat gains +1cs to Initiative when in unarmed combat.
Pilot: Space Board
Stealth: WilyKat causes -2cs to Intuition FEATS for anyone trying to locate her while she moves silently or hides.
Thrown Weapons: +1CS to Agility for Spears, disks, shurikens, snowballs, etc.
Traps: Can build traps, and receive a +1cs to all FEATs involving them.
Thievery: WilyKat gains +1cs to all FEATS involving pick-pocketing, lock picking or knowledge of security systems
Tumbling: WilyKat may make an Agility FEAT to land feet-first after any fall that does not inflict damage.

----------------------------------------------------------------------------------------------------------------------------------------------


WilyKit

F) Good 10
A) Incredible 40
S) Poor 4
E) Excellent 20
R) Excellent 20
I) Remarkable 30
P) Excellent 20


Health: 74 Karma: 70
Resources: Good 10 Popularity: Good 10

Powers:
Rolling Attack:
Wily-Kit may engage in a high velocity somersault attack, she may target those in adjacent areas. Kit gains +1cs Agility to hit and +1cs Endurance damage.
"Sibling Teamwork": If Wily-Kit and Wily-Kat are in the same area, they gain +1cs Intuition for noticing, creating, arming and disarming traps.

Equipment:
Body Armor: Typical 6 vs. Physical, Energy

Utility Belt:
-Lasso: Remarkable 30 Material Strength
-Swing up to 3 areas away
-Remarkable 30 Entanglement.

-Magic Pellets: Thrown for various effects:
-Bomb: Typical 6 explosive damage, Excellent 20 Flash. Targets must make an opposed Endurance FEAT or be blind for 1-10 rounds.
-Itching: Typical 6, Target must make an Endurance FEAT or suffer -2cs to all FEATS for 1d10 rounds.
-Smoke: Poor 4, 1 area, All those within effected area suffer -2cs to all FEATs as long as they remain in the effected area.
-Sneeze: Good 10, Target must make an Endurance FEAT or suffer -2cs to all FEATS for 1-10 rounds.
-Spark: Typical 6 Fire
-Thousand Bubbles: Typical 6 area of effect/1 area, Causes the release of 1000 bubbles. This bubbles contain a reflective property and will reflect up to Excellent 20 energy.
-Thousand Pellets: Typical 6 area of effect/1 area, Causes the release of 1000 marble like spheres, causing -2cs to all land movement speed.

Space Board: Incredible 40 Material Strength. Remarkable 30 air speed/15 areas per round.


Talents:
Acrobatics:
+1cs Dodging, Evading and Escaping
Aerial-Combat: +1cs Fighting while in mid-air.
Climbing: WilyKit gains +2cs Agility when scaling or traversing trees, telephones poles, buildings, cliffs, etc.
Martial Arts:
E: WilyKit gains +1cs to Initiative when in unarmed combat.
Pilot: Space Board
Stealth: WilyKit causes -2cs to Intuition FEATS for anyone trying to locate her while she moves silently or hides.
Thrown Weapons: +1CS to Agility for Spears, disks, shurikens, snowballs, etc.
Traps: Can build traps, and receive a +1cs to all FEATs involving them.
Thievery: WilyKit gains +1cs to all FEATS involving pick-pocketing, lock picking or knowledge of security systems
Tumbling: WilyKit may make an Agility FEAT to land feet-first after any fall that does not inflict damage.



Edited 1 time(s). Last edit at 01/04/2010 06:40AM by BelleReeve.
Re: Lets Stat: Thundercats
January 04, 2010 04:52AM
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They're darn near perfect, belleReeve, bravo. The only thing I might suggest is on intuition, bump it +1CS for Wily Kat and maybe +1 or 2 CS for Wily Kit to reflect their cunning and ability to sniff out the traps set by Mutants and so forth. And maybe give them a stunt that while working together, they get a +1CS bonus to Intuition. (might not seem like much, but the Initiative bonus each would enjoy could be quite significant.)
Re: Lets Stat: Thundercats - WilyKat and WilyKit
January 04, 2010 06:41AM
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agreed on all counts Capo, I hope "Sibling Teamwork" gets the idea across.
Re: Lets Stat: Thundercats
January 04, 2010 07:09AM
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I think it gets the point across swimmingly.
Lets Stat: Thundercats - Panthro
January 09, 2010 06:08AM
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Photobucket

Panthro

F) Incredible 40
A) Excellent 20
S) Incredible 40
E) Remarkable 30
R) Excellent 20
I) Excellent 20
P) Excellent 20


Health: 130 Karma: 60
Resources: Incredible 40 Popularity: Good 10

Powers:
Natural Weaponry — Claws:
Material Strength Remarkable 30, Typical 6 Edge

Equipment:
Harness & Belt
: Remarkable 30 material strength, it offers the following:
-Body Armor: Typical 6 vs. Physical, Energy
-Grapple Hook: The spikes of Panthro's harness may fire up to 3 areas away and function as a grapple hook. Good 10 Edge.
-Remote Control Thundercat Logo Camera Disc: Material Strength Excellent 20, Remarkable 30/15 areas per round airspeed. Allows Panthro remote viewing of whatever the Disc is able to gaze upon.

Clawed Nun-Chucku: Remarkable 30 material strength, Remarkable 30 Blunt.
-Excellent 20 Energy up to 2 areas.
-Heat Ray: Excellent 20
-Cold Ray: Excellent 20
-Deflection: Panthro may deflect energy and physical attacks up to Good 10.
-Communicator: Unearthly 100, Allows radio transmission with the others Thundercats Weapons with the exception of the Sword of Omens
-Explosive Pellets: Good 10, range of 3 areas.
-Smoke Emission: Target receives -2cs to all FEATS as long as they remain in the area.


Talents:
Acrobatics:
+1cs Dodging, Evading and Escaping
Electronic Counter Measures: Panthro understands how to operate, and detect the use of bugs, jammers, and decoders. +1CS to Reason in using them, Intuition for finding them.
Engineering:
-Computer
-Electrical
-Mechanical
-Weapons
Gadgetry: Panthro can build gadgetry, and receive a +1cs to all FEATs involving them
Martial Arts:
A: Panthro may stun or slam opponents regardless of comparative Strength or Endurance.
B: Panthro gains +1cs to Fighting Ability when in unarmed combat.
C: Panthro gains +1cs to Grapple checks, including Damage. Also he gains +1cs Agility for Dodging.
D: Panthro may ignore Body Armor when checking for Stun or Slam results. No damage need be inflicted to require a Stun or Slam check. 2 rounds of concentration on the target is required before the attack may be made.
E: Panthro gains +1cs to Initiative when in unarmed combat.
Pilot: +1cs when operating Thundertank, Feliner, Thundarian Spacecraft
Repair/Tinkering: Modification of existing machines or equipment.
Weapon Specialist - Nun-chucku: +2cs Fighting when wielding the Nun-Chucku, +1 Initiative.
Weapons Tinkering: Modification of existing weapons.

Limitations:
Paralyzing Fear — Spiders, Bats
: If Panthro encounters a spider or a bat he must make a green Psyche FEAT or he will suffer -3cs to all FEATS until he leaves the area.



Edited 1 time(s). Last edit at 01/09/2010 07:10AM by BelleReeve.
Re: Lets Stat: Thundercats
January 09, 2010 06:54AM
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Oh boy, my favorite Thundercat of all time...

Of course I do have some feedback (having the series on DVD is pretty helpful for some of the run of the mill Thundercats. I still say Mumm-Ra is gonna be a beast, but I digress...)

I would drop Panthro's Fighting to Incredible, and give him the weapons specialist talent with his Nunchacku. With talents he'll be able to get 3 attacks per round on a yellow unarmed, and 3 attacks on a green with the chucks. But as skilled as Panthro is, he's doesn't quite have the reputation for being the best fighter of all time, as much as being known for being the strongest.

I would also drop his strength to Incredible. At Amazing, Panthro wouldn't have needed Lion-O's help to hold back the boulder that would crush the robear berbil village during Lion-O's trials. It took the both of them to slow it down, so if Panthro had Incredible, Lion-O had Remarkable, then they would have had an effective Amazing strength to hold back the giant boulder. Also, it took Panthro great effort to do things like right the Thundertank when it'd get turned over and such. Amazing strength shouldn't be too tough to lift a tank.

For the chucks, I seem to remember the blue end released a cold energy, and the red end released heat. Also the damage at Excellent would make it a bit of a tough pill to swallow in terms of damage, especially as Panthro's base strength is much higher. At that point, why use the chucks? I would give them Remarkable damage (same as Daredevil's billy club), and then it's a trade off for slightly less damage than natural in exchange for an easier chance to get multiple attacks. I'd also give a blurb about Panthro's ability to deflect projectiles using the chucks.


For talents, I'd give Panthro the following: Tumbling, Computers, Electronics

Great write up. I hope my feedback doesn't come off as too heavy handed. i really do commend your effort.
Re: Lets Stat: Thundercats
January 09, 2010 07:04AM
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Not at all, feedback is welcome. Panthro has the coolest music in the show. smiling smiley

-I agree with your analysis on Fighting, it fits Panthro perfectly. Weapon Specialist completely slipped my mind. Panthro is fierce with his Remarkable damage chucks.

-I went with Amazing since I saw him struggle to move the Thundertank. He was able to do it but he barely lifted it past his waist and had to set it down right away. But I like Incredible Strength better, I figure I over estimated the weight of the Thundertank.

-All the info for the Chucks I agree upon, I'll edit the original post.

I'm saving Mumm-Ra, he's going to need extensive study since he's in nearly every episode with a variety of powers.
Re: Lets Stat: Thundercats
January 10, 2010 12:57PM
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So I've been on a Thundercats marathon today and its made me realize a # of things about th eye of Thundera. You were all correct about it being able to be seen far away, the darn thing shot up in to the atmosphere so the other cats could it from their spaceship.

Lion-O's writeup will feature a reworked Sword of Omens and Eye. Back to the episodes, I forgot the coolness of the music!
Lets Stat: Thundercats - Lion-O
January 25, 2010 08:37AM
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Its been about 35 episodes since I've seen Lion-O do anything new, I've just reached the episodes where the Luna-tacks appear in the story. But, here's a write-up for Lion-O.

Photobucket

Lion-O
Lord of the Thundercats

F) Incredible 40
A) Incredible 40
S) Remarkable 30
E) Incredible 40
R) Excellent 20
I) Excellent 20
P) Excellent 20


Health: 150 Karma: 60
Resources: Excellent 20 Popularity: Amazing up on 3rd Earth.

Powers:
Lord of the Thundercats:
Unearthly 100, Lion-O, as Lord of the Thundercats, has dominion over Cats:
-Animal Control — Cats: Unearthly 100
Natural Weaponry — Claws: Material Strength Remarkable 30, Typical 6 Edge

Equipment:
The Sword of Omens:
Shift-Z 500 Material Strength, The Sword possesses the following abilities:
-The Sword will not harm a Thundercat. If used to do so the sword will shatter upon contact.
-The Sword can only be wielded by those with noble intentions. It will not function if used for an Evil cause.
-The Sword answers the Lord of the Thundercat's call with Excellent 20 ability.
-The Sword ignores Body Armor when checking for Edged damage.
-Danger Sense: Class 1000 ability to sense when Lion-O's allies are in danger; it will alert Lion-O with a Good 10 Growl and Light.
-Deflection: Monstrous 80 vs. Energy, Magic
-Eldritch Bolt: Remarkable 30 Magical Energy up to 3 areas away. This may be increased to Incredible 40 with 1 round of charge time.
-Force Field: Remarkable 30 vs. Physical, Energy, The Force Field protects from attacks from the direction in which Lion-O is facing.
-Sight Beyond Sight: Class 1000 Remote Viewing of any area in which Lion-O wishes.
-Sword Extension: The Sword possesses Two lengths:
Dagger: Good 10 Edged
Long Sword: Incredible 40 Edged

-Claw Shield Gauntlet: Shift-X 150 Material Strength, The Gauntlet acts as a sheath for the Sword of Omens.
-Monstrous 80 Body Armor vs. Physical and Energy attacks.
- +1cs Blunt Damage.
-Grapple Hook Claws: Allows the wielder to swing or climb up to 3 areas.
-Reflective Surface: Monstrous 80

-Eye of Thundera:
Class 1000 Material Strength, Embedded within the hilt of the Sword of Omens. The Eye of Thundera possesses the following Powers:
-Magic Negation: Monstrous 80, The Eye of Thundera possesses the ability to negate any magic it encounters.

-Thundercat Energy Source: Class 1000, The Eye of Thundera empowers the Thundercats,
-Cat's Signal: Class 1000, The Eye of Thundera possesses the ability to raise a call-to-arms to all Thundercats. Each Thundercat within a 100 mile range of Cat's Signal receives +2cs to all FEATS for 1d100 rounds. The light from the Eye of Thundera may penetrate through material strength Class 1000, But will deal no damage to living matter.

Talents:
Acrobatics
: +1cs Dodging, Evading and Escaping
Climbing: Lion-O gains +2cs Agility when scaling or traversing trees, telephones poles, buildings, cliffs, etc.
Leadership: +50 Karma Pool if designated as Leader of the group.
Pilot: Feliner, Thunder-Tank, Thunder-Claw, Hover-Cat
Repair/Tinkering: Modification of existing machines or equipment.
Thrown Weapons: +1CS to Agility for Spears, disks, shurikens, snowballs, etc.
Tracking: This allows Lion-O to track others and to cover his own trail with +1CS.
Tumbling: Lion-O may make an Agility FEAT to land feet-first after any fall that does not inflict damage.
Weapon Specialist — The Sword of Omens: Lion-O gains +2cs Fighting and +1 Initiative when wielding the Sword of Omens.
Wrestling: +2CS Grappling attacks

Limitations:
Thundranium Weakness
: For every round of exposure to Thundranium, a Thundarian receives -1CS to FASE. FASE cannot fall past Feeble 2 due to Thundranium exposure. Once exposure to Thundrainum is removed, the Thundarian will receive their FASE ranks at +1CS per turn.



Edited 2 time(s). Last edit at 01/26/2010 05:45AM by BelleReeve.
Re: Lets Stat: Thundercats
January 26, 2010 05:34AM
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I think Lion-O is pretty much perfect. I /might/ boost his Endurance +1CS, as he was able to outlast Cheetara in a marathon race, by keeping up a fast, but prolonged pace. But I think Remarkable is perfectly ok, so don't get me wrong here. Otherwise, very impressive. i don't have any real big items of feedback. Great job.
 
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