Glitch Girl's Freedom Fortress Writer's Guide to Freedom Force Characters version 1.0
by Valandar

NOTE:
This guide is just using Freedom Force game stats as a base, from which to determine "real-world" information for a given character. It's not set in stone, and is not absolute. It's just a guideline.

STRENGTH

A 5 strength in Freedom Force can lift a car. The game claims that's 1100 pounds, but more like 2500, or even 3500 back in the 60's. Sounds good to me.

A 10 strength should be limited to Cosmic Entities and Bad Guys, IMHO

Ergo, a 9 Strength should represent the sort of strength seen on the real powerhouses of the Silver Age (ignoring Superman, who IMHO is "cosmic"), such as the Hulk and Thor. Now, Marvel Comics claims that Thor can lift somewhere over 100 tons, so this sounds right for fanfic purposes. Powerful enough to pull off "unbelievable" feats of strength, yet we're not tossing battleships at each other. And buildings usually can't be lifted because they fall apart, so that's why they don't do it in game.

Now, when it comes to everyone's favorite subject, property damage, let's assume a common character has a melee attack roughly commensurate to his or her Strength... a 1-3 would have the weakest rank attack, while a 9 would have an Extreme damage attack. Your mileage may vary, but this is for example's sake. Heavy Lifter pushes a character's lifting abilities to the bottom end of the next higher rank, but has no effect on non-lifting abilities. Heavy Hitter, since it only applied when wielding one's environment, should best be represented as a form of "proficiency" with wielded or hurled objects.

Working on our example above, a 5 strength can lift 1-3 tons or so. A punch from someone like that could easily rupture an exterior brick wall, or bend an inch-thick iron bar. Examples include the Blob, and Killer Croc.

A 6 could lift 6 - 15 tons or so, and a punch could go arm-deep through a cinder block wall, or twist a steel crowbar. Examples include Spider-man, and the Thing at the beginning of his career.

A 7 could lift 20 - 40 tons or so, and a punch could rupture low-grade steel walls, or rip apart a light armored vehicle, like an armored car. An example would be the Scorpion, or the Rhino at the beginning of his career.

An 8 could lift 50 - 80 tons or so, and a punch could knock a vault door off its hinges, or pulverize a two-foot thick granite slab. An example would be the Thing, from the second year of his career on (when his hide went from simply lumpy to intersecting "rocks"), and a calm Hulk.

And a 9 could lift 100 tons or more, and very few man-made obstacles could stop such an individual for long, barring "Super-metals" like Adamantium, or DC Comics' Prometheum. Examples would include Wonderman, Thor, and most "Heavy Hitters", as well as a moderately angry Hulk.

On the lower end, a Strength of 4 would be absolute peak "normal human", down through athletic human, capable of lifting probably between 300 - 800 lbs overhead. Examples include Batman, Captain America, and most "street-level" fisticuffs heroes, such as Nightwing and Daredevil, and most of the Golden Age "Mystery Men"

A Strength of 3 is dead average human, while a 2 would be a young teen or senior citizen (or general wimp), and a 1 would be a young child or someone nearly totally infirm.

Of course, if a character in game has a 6 Strength, but your story just HAS to have him knock a vault door off the hinges, so be it. There's always adrenaline, and Spiderman once beat the stuffing out of Firelord.


SPEED

Obviously, we compare this to real-world ground (flight) speeds. Note that if a character has "Sprint", double the listed ground speeds for short distances.

Since most in-game characters seem to have a speed of 6 or less, let's put top human speeds about at a 6, for Carl Lewis type performances. In addition, top running speeds in the Silver Age, barring the Flash who could hit lightspeed, seemed to be somewhere around Mach 1 or just under, which would be "sprinting speeds", so we'll arbitrarily put a 10 Ground Speed at about 350 MPH, enough for sonic speed at most altitudes. Flight Speeds tended to be much faster than ground speeds, again, barring speedsters, and rise rapidly towards the upper end of the spectrum, topping out with characters that can do a couple times the speed of sound. Since "Aerial Sprint" is no longer part of the game, we'll consider without that for the purposes of this document.

Don't forget to lower the effective speed of a character with the "Armored" trait by about a rank or so.

I'll be listing approximate ground speeds, Levitation Speeds, and Flight speeds below. This chart is just a reference, and two characters with the same stat may have slightly different actual speeds, but not enough to "matter" in game. They will be listed with an average such speed in miles per hour.
Speed Ground Levitate Flight Example
1 5 mph 3 mph 10 mph Aunt May
2 8 4 30 Perry White
3 12 10 65 J Jonah Jameson
4 16 15 135 Most Heroes
5 20 25 190 Daredevil
6 30 40 300 Captain America
7 70 90 425 Sub-Mariner (Flight)
8 130 175 550 Iron Man (Flight)
9 240 275 Mach 1.3 The Whizzer
10 350 400 Mach 3 Quicksilver


AGILITY

As a measure of coordination and precision, we'll deal mostly with dodging ability and mobility here. Remember, these are just guidelines. I will also give some examples where appropriate.

1-2: Poor coordination and reaction time; at a 1, is barely mobile at all. Examples would include Professor X in his wheelchair, and, at a 2, the Juggernaut.

3: Baseline normal human. Normal range of coordination and mobility. Examples include J. Jonah Jameson and Perry White.

4: Competent human agility, roughly on par with a moderately athletic human. Examples would include Flash Thompson, Cyclops, and many non-melee heroes of various stripes.

5: Athletic human. A character with this level is likely capable of competing on a professional level in activities requiring coordination and precision, such as a martial artist or professional ice skater. The majority of "Street heroes", or Golden Age "Mystery Men", would be at this level. Examples include Blue Beetle, Angel, The Atom (Al Pratt).

6: Peak human agility and reaction time. The best of the best in the world, capable of medal-winning Olympic performances, or absolute mastery of the Martial Arts. Examples include Daredevil, Captain America, and Batman.

7: Metahuman agility, slightly greater than humanly possible. This character has reaction times, coordination, and precision great enough to dodge a bullet after it has been fired at medium to long range, or catch arrows and similar projectiles at close range. Example: Nightcrawler

8: Superhuman physical agility, sufficient to dodge automatic fire at medium to long range, or dodge a bullet after it has been fired at short range. Example: Spider-man.

9: Inhuman agility and reaction time, capable of beginning actions before most sentient beings can fully comprehend what they are attempting. Examples include the Silver Surfer, and Silver Age Superman

10: Cosmic level agility and reaction time, at which level the person's reactions are not only begun but completed before the average human has even begun to form a thought.


ENDURANCE:

As pretty much a measure of durability, we will take a 5 as roughly peak human level, and work from there.

NOTE: This does not take into account being "Bulletproof", as per resistances or defenses. This is assuming all "damage" makes it through any defenses.

1 - 2: This character has a glass jaw, and nearly any solid blow would render them "out for the count". An example would be Aunt May, though anyone daring to knock her out would have hell to pay from Spiderman, no doubt.

3: This character can take a normal human amount of physical punishment. Examples: J Jonah Jameson, Jimmy Olsen

4: A tough individual, the character can take a respectable amount of punishment. Examples: Daredevil, Nightwing

5: The character can take punishment like a heavyweight prize fighter in peak form. Examples include Batman and Captain America.

6: The character has a metahuman durability, and can withstand about as much physical punishment as a grizzly bear. Examples include Spiderman.

7: Incredibly tough, the character can withstand the same amount of punishment as a rhinoceroses or other huge land animal, like a hippo or elephant. Examples include Geo-Force

8: Superhumanly durable, it takes as much damage to render this character unconscious as it would to demolish a tractor trailer. Examples include the Martian Manhunter, and the Rhino.

9: Phenomenal durability, this character is as tough as a reinforced concrete bunker, and keeps going under a seemingly insurmountable amount of punishment. Examples include Thor, the Thing, and the Hulk.

10: Nearly indestructible for a human-sized figure, this character can absorb punishment as well as a fortified installation, or even a small moon. Examples include Galactus or Godzilla.


ENERGY

Energy is a rather abstract statistic. Under normal circumstances, i would say simply use Energy to represent EITHER the character's endurance level (1 = tires every minute, 10 = never gets tired), or the character's relationship with whatever energy empowers him. Use the amount of times in a row a character can use his primary power in game as a guideline.


RANGED ATTACKS:

Using Stun, Knockback, and the like as guidelines, let's look at the actual damage done. by the attack. Obviously, choose the most appropriate attack form, such as Energy or Radiation of a generic "Blast", Crushing for a telekinetic "punch", or Heat for a Laser, et al.

A Very low damage attack is capable of injuring a normal human, or an extremely well placed such attack can even kill. Examples include a .22 caliber firearm or 9mm pistol.

A Low damage attack will usually kill a normal human being with a single well-placed shot. Examples include a .45 caliber handgun, a military assault rifle, or a sniper rifle.

A Medium damage attack can rupture light barriers such as brick walls or car doors, or even the hulls of light armored vehicles. Examples include man-portable rocket launchers, armor piercing grenade launchers, or special ammunition rounds for exceptionally high-caliber firearms.

A High damage attack can rupture even heavy barriers, such as a medium armored vehicle's hull or a concrete wall. Examples include tank weapons, and air-to-air missiles.

A Very High damage attack represents tremendous firepower. For comparison, assume such attacks include non-nuclear cruise missiles, and the 16 inch cannons on Iowa-class battleships.

An Extreme damage attack is capable of feats on proportion with the most vast of Strength scores. For comparison, assume this is the rank of most full-sized starship weaponry for anti-space station or Planetary Assault purposes, or such theoretical weapons as a Thor Satellite.

If a character has Lightspeed, the damage is increased, but not by a full rank; assume it simply moves to the upper limits of the category its damage is in. Also, multi-hit animations tend to split their damage between the contacts; assume the individual shots are as damaging as a single rank lower.


OTHER

Other abilities and powers, especially Active and Passive defenses, are much harder to quantify, especially regenerative active defenses, and mid to high-ranking passive defenses. The best thing to do is simply watch how the character behaves in-game against various known attacks (in the Danger Room, perhaps), and use that to rate him or her.

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