RangerWickett
Legend
All this quoting. From that alone, I'm impressed.
You quote more here than I usually would in an English thesis.
Anyway, I'll just put in a quick note that the super power rules in Four-Color to Fantasy basically give point values to various powers, and how many points you spend determines the effective ECL that your super powers grant you.
You get 8 Hero Points (HrPs) per level, and the most HrPs you can spend on a single power is equal to your level + 3, like for skills. However, you can go over this limit if you want to, but the cost doubles. You basically take the power again, but each Hero Point is worth half as much. You are again limited to level + 3, so if you need to go even higher, you can, at a 3-to-1 ratio cost, and so on.
Fast Healing 1 costs 9 HrPs in the FCTF system.
Thus, by the system in FCTF, the lowest level you could have Fast Healing would be 2nd. At 2nd level, you'd have 16 Hero Points, and no single power could have more than 5 HrPs spent on it. It would look like this:
Fast Healing (5 HrPs): Persistent. You heal 1 hit point per round. Base rank 9. Partial ranks 5. Only partially paid for.
Fast Healing II (4 HrPs): Cost ratio 2:1. Partial ranks 2. Total ranks 7.
Fast Healing III (3 HrPs): Cost ratio 3:1. Partial ranks 1. Total ranks 8.
Fast Healing IV (4 HrPs): Cost ratio 4:1. Partial ranks 1. Total ranks 9. Power fully paid for.
This would let you have Fast Healing 1 at 2nd level, but that's the only power you'd have. At 2nd level, fast healing is very useful, so even though your BAB is only +1, you only have 5 hit points, and your saves all suck, you're likely to survive fairly well.
If you waited until 3rd level to try to get this, you could do so much more easily. Say you're a Fighter 1/Super Hero 2, and so you could have a maximum of 6 HrPs on a single power. Your powers would look like:
Fast Healing (6 HrPs): Persistent. You heal 1 hit point per round. Base rank 9. Partial ranks 6. Only partially paid for.
Fast Healing II (6 HrPs): Cost ratio 2:1. Partial ranks 3. Total ranks 9. Power fully paid for.
And you'd still have 4 HrPs to spend on something else. The power is not quite as useful as it was at lower level, but it's still very good. Once you reach 6th level, you just need to pay the flat 9 HrP cost, and you can actually start going above the base power level. For 17 HrPs, you could have Fast Healing 5, but you'd need to be at least 14th level.
Perhaps it's over-priced, but if you consider how cool and useful healing ability usually is in stories, especially comics, it seems appropriate that fast healing should be expensive. Regeneration is even more costly, but if you want to be kinda munchkin, you could use up a lot of Hero Points and gain both Fast Healing and Regeneration. The system gives you a lot of flexibility, and you'd probably want to fiddle with it for a while before you try to map out a character.
Oh, and as one extra note, in FCTF, we have an optional rule that gives certain powers reduced costs when taken by minor NPCs and monsters. The assumption is that things like regeneration, energy blasts, and flight aren't nearly as useful for one-off opponents as they are for PCs. It's okay for a flying monster to be CR 1, but for a PC to be able to fly, it needs to be at least an ECL adjustment of +2, since he'll be flying all the time. After 5th level, though, when fly spells are available, it'd only be worth an ECL adjustment of +1. I personally agree that ECL does not equal CR.

Anyway, I'll just put in a quick note that the super power rules in Four-Color to Fantasy basically give point values to various powers, and how many points you spend determines the effective ECL that your super powers grant you.
You get 8 Hero Points (HrPs) per level, and the most HrPs you can spend on a single power is equal to your level + 3, like for skills. However, you can go over this limit if you want to, but the cost doubles. You basically take the power again, but each Hero Point is worth half as much. You are again limited to level + 3, so if you need to go even higher, you can, at a 3-to-1 ratio cost, and so on.
Fast Healing 1 costs 9 HrPs in the FCTF system.
Thus, by the system in FCTF, the lowest level you could have Fast Healing would be 2nd. At 2nd level, you'd have 16 Hero Points, and no single power could have more than 5 HrPs spent on it. It would look like this:
Fast Healing (5 HrPs): Persistent. You heal 1 hit point per round. Base rank 9. Partial ranks 5. Only partially paid for.
Fast Healing II (4 HrPs): Cost ratio 2:1. Partial ranks 2. Total ranks 7.
Fast Healing III (3 HrPs): Cost ratio 3:1. Partial ranks 1. Total ranks 8.
Fast Healing IV (4 HrPs): Cost ratio 4:1. Partial ranks 1. Total ranks 9. Power fully paid for.
This would let you have Fast Healing 1 at 2nd level, but that's the only power you'd have. At 2nd level, fast healing is very useful, so even though your BAB is only +1, you only have 5 hit points, and your saves all suck, you're likely to survive fairly well.
If you waited until 3rd level to try to get this, you could do so much more easily. Say you're a Fighter 1/Super Hero 2, and so you could have a maximum of 6 HrPs on a single power. Your powers would look like:
Fast Healing (6 HrPs): Persistent. You heal 1 hit point per round. Base rank 9. Partial ranks 6. Only partially paid for.
Fast Healing II (6 HrPs): Cost ratio 2:1. Partial ranks 3. Total ranks 9. Power fully paid for.
And you'd still have 4 HrPs to spend on something else. The power is not quite as useful as it was at lower level, but it's still very good. Once you reach 6th level, you just need to pay the flat 9 HrP cost, and you can actually start going above the base power level. For 17 HrPs, you could have Fast Healing 5, but you'd need to be at least 14th level.
Perhaps it's over-priced, but if you consider how cool and useful healing ability usually is in stories, especially comics, it seems appropriate that fast healing should be expensive. Regeneration is even more costly, but if you want to be kinda munchkin, you could use up a lot of Hero Points and gain both Fast Healing and Regeneration. The system gives you a lot of flexibility, and you'd probably want to fiddle with it for a while before you try to map out a character.
Oh, and as one extra note, in FCTF, we have an optional rule that gives certain powers reduced costs when taken by minor NPCs and monsters. The assumption is that things like regeneration, energy blasts, and flight aren't nearly as useful for one-off opponents as they are for PCs. It's okay for a flying monster to be CR 1, but for a PC to be able to fly, it needs to be at least an ECL adjustment of +2, since he'll be flying all the time. After 5th level, though, when fly spells are available, it'd only be worth an ECL adjustment of +1. I personally agree that ECL does not equal CR.