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[Writeups.org] [3E] El Jaguar, Ma Mayhem, Old West guns

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Re: [Writeups.org] [3E] Shape, Mink, Camorouge, Shatterfist

Postby pawsplay » Sun Jul 22, 2012 8:24 am

Ghostwise wrote:
pawsplay wrote:DCA Superman would be DEX: 6 in DC Heroes.


It might not be a bad assessment of his defensive abilities when he just bounces it off his chest, but I can't think of too many versions of Supes who were noticeable slower and less accurate than most two-fisted brawling champ action heroes.


It's certainly not faster than a speeding bullet. And he's not going to be punching too many lasers or missiles out of the air with that DEX. I could see the version of Superman in the old black and whites maybe having a low defense, but I think it's reasonable to assume it's because, being very tough, he just does a lot of all-out attacks.
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Re: [Writeups.org] [3E] Shape, Mink, Camorouge, Shatterfist

Postby Ghostwise » Sun Jul 22, 2012 3:12 pm

pawsplay wrote:It's certainly not faster than a speeding bullet. And he's not going to be punching too many lasers or missiles out of the air with that DEX. I could see the version of Superman in the old black and whites maybe having a low defense, but I think it's reasonable to assume it's because, being very tough, he just does a lot of all-out attacks.


Sim. Maybe I should lob a quick explanation about this stuff in the FAQ, since I prefer to have explanations available for folks who wish to know more, but :

- nobody ever reads the FAQs 8)

- I don't want to look like I'm bitching about GR's work. I like their games, they're fine folks and Michelle helped me with some Red Star writeups. :mrgreen:
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Re: [Writeups.org] [3E] Shape, Mink, Camorouge, Shatterfist

Postby pawsplay » Sun Jul 22, 2012 5:13 pm

Well, I would hope that the GR crew would take the whole WORG dual-stat project as a major compliment. :) Considering how much was changed between 2e and 3e, I am sure they are aware that systems evolve. Further, since the DC license is limited, I doubt they'll be losing much sleep over it. In fact, at some point, the WORG entries are going to reflect their legacy, just as it currently reflects the accumulation of effort that went into DCH.

It doesn't have to be phrased as negativity toward the GR writeups. After all, they had certain goals in mind, particularly, being able to assemble the Justice League as a playable group of heroes. I think it would be useful to note certain data that were problematic for our benchmarks, and why, how and if we accounted for them. Down the road, I would like to writte/contribute an essay on "unsquishing" PL-limited heroes, based on new holistic writeups. But first we have to produce the holistic writeups. -- The Squadron Supreme are good practice, as they are benchmarked against immediately post-Crisis versions of the JLA.
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Re: [Writeups.org] [3E] Shape, Mink, Camorouge, Shatterfist

Postby Ghostwise » Tue Jul 24, 2012 1:29 pm

She's horribly obscure but she came up at a touch of the Random button and I have very little time, so...

The stats for Kitten are based on the official lion stats since the main benchmark for it is fighting other tigers.

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

Tiger Girl
Gold Key Publishing


Biography, characterisation, pictures, power description and the like at writeups.org

Image

Abilities
Strength 05, Stamina 03, Agility 04, Dexterity 01, Fighting 06, Intellect 2, Awareness 01, Presence 02

Averaged PL 6.8

Powers
Animals rapport • 2 points
- Animal empathy
- Enhanced Trait (Persuasion 4 (+7) (Limited 1 to felines))

Baby I was born to run • 4 points
Speed 4

Combat Advantages
Defensive Roll 2, Improved Initiative, Improved Trip

Other Advantages
Benefit 1 (Her two circus buddies, Titan and Laughing Boy), Equipment 1, Sidekick 15 (Kitten)

Skills
Acrobatics 5 (+9), Athletics 4 (+9), Deception 2 (+4), Expertise (Circus artist) 4 (+6), Insight 3 (+4), Perception 3 (+4), Persuasion 1 (+3)

Equipment
Tiger Girl's gloves inclide a small themed searchlight, and she carries a grappling hook with a cable.

Offense
Initiative +8
Unarmed +9, Close, Damage 5

Defense
Dodge 8, Parry 9
Toughness 5/3*, Fortitude 7, Will 4
*Without Defensive Roll bonus

Complications
Identity Technically she has a secret identity, but it's paper-thin
Gender Tiger Girl has to follow various 1960s genre convention for female characters (like falling in love with random dudes and regularly getting in over her head)

Image

Power levels
Trade-off areas. Attack & Effect PL 7, Dodge/Toughness PL 7, Parry/Toughness PL 7, Fort & Will PL 6
Point total 101 Abilities 48, Defences 14, Skills 11, Powers 6, Devices 0, Advantages 22. Equiv. PL 7.


---------------------
Sidekick : Kitten the tiger


Abilities
Strength 06, Stamina 03, Agility 03, Dexterity 01, Fighting 06, Intellect -2, Awareness 02, Presence 01

Powers
Hit the jackpot • 16 points
- Growth 2 (Permanent, Innate, Already Factored In)
- Protection 4
- Senses 5 (Low-light vision, Extended Tracking olfactive, Extended hearing, Ultra-hearing)
- Speed 4, Leaping 1

Skills
Athletics 1 (+7), Close combat (Unarmed) 1 (+7), Intimidation 4 (+5), Stealth 2 (+5)

Offense
Initiative +3
Unarmed +7, Close, Damage 6

Defense
Dodge 7, Parry 8
Toughness 7, Fortitude 8, Will 4

Power levels
Point total 73 Abilities 40, Defences 13, Skills 4, Powers 16, Devices 0, Advantages 0. 15-pts Sidekick.
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Re: [Writeups.org] [3E] Shape, Mink, Camorouge, Shatterfist

Postby Ghostwise » Tue Jul 24, 2012 3:20 pm

pawsplay wrote:In fact, at some point, the WORG entries are going to reflect their legacy, just as it currently reflects the accumulation of effort that went into DCH.


Yeah, but GR is going to issue a fourth edition at some point, if only because they'd like to buy shoes for their children. That's kinda a problem on our end. 8)

pawsplay wrote:But first we have to produce the holistic writeups. -- The Squadron Supreme are good practice, as they are benchmarked against immediately post-Crisis versions of the JLA.


This is a point where I have a catch-22 since almost all the benchmark characters have gisted benchmark-grade stats. Actually doing the research to produce a WORG-grade entry rather than a gisted rough benchmark is a very heavy project, as illustrated by the Wonder Woman (Gail Simon take) entry. Which only covers a relatively short era that has been retconned about three times since. :| Even modernising my "Blüdhaven-era Nightwing" entry will be a lot of work because, well, 100+ issues and Chuck Dixon characters that pop up in the weirdest places.

(the Hal Jordan entry was different since 80% of it was system redesign).
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Re: [Writeups.org] [3E] Shape, Mink, Camorouge, Shatterfist

Postby pawsplay » Tue Jul 24, 2012 8:46 pm

Ghostwise wrote:
pawsplay wrote:In fact, at some point, the WORG entries are going to reflect their legacy, just as it currently reflects the accumulation of effort that went into DCH.


Yeah, but GR is going to issue a fourth edition at some point, if only because they'd like to buy shoes for their children. That's kinda a problem on our end. 8)


Well, at that point, we'd have to decide wether 4e similar enough (or different enough) to justify forging ahead...

I'm actually hoping 3e will have a long development life, and the next big thing will be picking up another license.

pawsplay wrote:But first we have to produce the holistic writeups. -- The Squadron Supreme are good practice, as they are benchmarked against immediately post-Crisis versions of the JLA.


This is a point where I have a catch-22 since almost all the benchmark characters have gisted benchmark-grade stats. Actually doing the research to produce a WORG-grade entry rather than a gisted rough benchmark is a very heavy project, as illustrated by the Wonder Woman (Gail Simon take) entry. Which only covers a relatively short era that has been retconned about three times since. :| Even modernising my "Blüdhaven-era Nightwing" entry will be a lot of work because, well, 100+ issues and Chuck Dixon characters that pop up in the weirdest places.

(the Hal Jordan entry was different since 80% of it was system redesign).


Mrm. Well, I think it's not as bad as all that, considering that we have some pretty stable hiearchies, based on Word of DC.
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Re: [Writeups.org] [3E] Shape, Mink, Camorouge, Shatterfist

Postby Ghostwise » Wed Jul 25, 2012 5:15 am

pawsplay wrote:I'm actually hoping 3e will have a long development life, and the next big thing will be picking up another license.


The usual spread is that core books sell well (by RPG standards, that is) supplements sell so-so and adventures sell meh. No idea whether this applies to GR.


pawsplay wrote:Mrm. Well, I think it's not as bad as all that, considering that we have some pretty stable hiearchies, based on Word of DC.


Well, *I* am constrained by my "research everything to death" policy, but you don't have to. 8)
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Re: [Writeups.org] [3E] Mink, Camorouge, Shatterfist, Tiger-Girl

Postby Ghostwise » Wed Jul 25, 2012 6:56 am

The Aryan Brigade/Cadre thugs have been published on the site :
- Backlash
- Blind Faith
- Golden Eagle (Cadre)
- Heatmonger
- Iron Cross
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Re: [Writeups.org] [3E] Mink, Camorouge, Shatterfist, Tiger-Girl

Postby pawsplay » Wed Jul 25, 2012 7:57 am

Preliminary notes. Watchdog probably needs some level of innate Shrinking.

Also, the wirteups.org says his name is Robert "Bob" Roberts, should be Reynolds.

Sentry
Marvel Universe


Biography, characterisation, pictures, power description and the like at writeups.org

Abilities
Strength 01 (19), Stamina 01 (20), Agility 00 (04), Dexterity 00 (04), Fighting 01 (08), Intellect 08, Awareness 05, Presence 04

Averaged PL 18.4

Powers
Superhuman Might • 140 points • Descriptors: Temporal, Solar
- Enhanced Strength 18, Enhanced Stamina 19, Enhanced Agility 4, Enhanced Dexterity 4, Enhanced Fighting 7
-Power Lifting--Enhanced Strength 4, Limited (Lifting Only)
-Life Support-- Immunity 11 (Aging, Life Support)
-Invulnerability--Impervious Toughness 20
-Keen Senses--Senses 1 (Infravision)
Super Speed • 82 points • Descriptors: Temporal, Solar
-Flight--Flight 21
• Acceleration --Speed 8, Quickness 2
-Fast--Quickness 8, Enhanced Advantage (Improved Initiative), Enhanced Dodge 10, Enhanced Parry 6, Enhanced Advantage (Close Attack 8, Ranged Attack 6)
Solar Energy Power • 49 points • Descriptors: Energy, Solar, Temporal
-Explosive Force --Damage 12, Area (Burst, Distance Rank 2)
-Energy Blast --Ranged Damage 14, Accurate
Mental Powers • 15 points • Descriptors: Mental, Temporal
- Memory Alteration -- Perception Ranged Affliction 13 (resisted by Will; impaired, disabled, transformed), Limited (to removing memories of his existence), Uncontrollable
- Psychic Link -- Senses 2 (Psychic Communication Link with C.L.O.C., Psychic Communication Link with Watchdog)
Transformation • 1 point
Feature (turns from Bob Reynolds to Sentry and back as a move action)

Combat Advantages
Close Attack 8, Improved Initiative, Power Attack, Ranged Attack 6, Ultimate Effort (Toughness)

Other Advantages
Benefit 2 (Popularity, sometimes), Inventor

Skills
Deception 4 (+8), Expertise: Animal Handling 2 (+10), Expertise: Computer Science 12 (+20), Insight 6 (+11), Perception 9 (+14), Persuasion 4 (+8), Ranged Combat: Energy Blast 10 (+20), Technology 12 (+20)

Offense
Initiative +8
Unarmed +16, Close, Damage 19
Energy Blast +20, Ranged, Damage 14
Explosive Force, Close Area, Damage 12

Defense
Dodge 14, Parry 14
Toughness 20, Fortitude 20, Will 10

Complications
Psychological Instability -- Sentry, Bob Reynolds, and the Void are different aspects of the same mind. Bob regards himself as a normal person with no powers. He shares memories with the Sentry, his heroic alter ego, but regards the Void as a separate being. Sentry and the Void, however, are aware of and oppose each other.
Upholds Good-- Sentry is a hero’s hero dedicated to saving and improving lives.
Public Identity-- Sentry’s real identity is now known to the public.
Void-- Sentry is aware of the Void’s actions and strives to oppose him, suffering from considerable guilt. In some environments, like the Negative Zone, the Void begins to irresistibly assert itself.
Power Loss -- Sentry will gradually lose his powers without regular exposure to the Sun. This effect is even more pronounced in the Negative Zone.
Forgotten Hero -- Bob sometimes withdraws, not becoming the Sentry at all. Over time, his powers will gradually erase his existence from the minds of others, eventually affecting everyone on Earth. As Sentry becomes more active, this effect begins to fade.
Married -- Rob is married to Lindy.

Power levels
Trade-off areas. Attack & Effect PL 18, Dodge/Toughness PL 17, Parry/Toughness PL 17, Fort & Will PL 15.
Point total 367 Abilities 40, Defences 5, Skills 30, Powers 287, Advantages 5. Equiv. PL 25.

Uncapped Version
If using the optional uncapped benchmarks, replace Power Lifting with 5 more ranks of Enhanced Strength (Damage 24), Energy Blast increases to 16, and he gains Impervious Protection 6 and Enhanced Fortitude 4.
Power levels
Trade-off areas. Attack & Effect PL 20, Dodge/Toughness PL 20, Parry/Toughness PL 20, Fort & Will PL 17.
Point total 387 Abilities 40, Defences 5, Skills 30, Powers 307, Advantages 5. Equiv. PL 26.
Average PL 20.6

Void

Abilities
Strength 18, Stamina 20, Agility 04, Dexterity 05, Fighting 08, Intellect 08, Awareness 05, Presence 04

Averaged PL 19.0

Powers
Superhuman Might • 36 points • Descriptors: Temporal, Negative
-Power Lifting--Enhanced Strength 4, Limited (Lifting Only)
-Life Support-- Immunity 11 (Aging, Life Support)
-Invulnerability--Impervious Toughness 20
-Keen Senses--Senses 1 (Infravision)
Super Speed • 82 points • Descriptors: Temporal, Negative
-Flight--Flight 21
• Acceleration --Speed 8, Quickness 2
-Fast--Quickness 8, Enhanced Advantage (Improved Initiative), Enhanced Dodge 10, Enhanced Parry 6, Enhanced Advantage (Close Attack 8, Ranged Attack 5)
Manifestation • 114 points • Descriptors: Negative, Temporal
- Shifting Form - Elongation 6; Morph 4; Variable (shapeshifting) 2, Action (move)
- Infini-tendrils -- Affliction 12 (resisted by Will; impaired, disabled, incapacitated)
- Darkness -- Atack Ranged Concealment 4, Area (Burst, Distance 2)
- Weather Control -- Variable (weather effects) 4, Action (move)

Combat Advantages
Close Attack 8, Improved Initiative, Power Attack, Ranged Attack 5, Ultimate Effort (Toughness)

Other Advantages
Inventor

Skills
Deception 5 (+9), Expertise: Computer Science 12 (+20), Insight 6 (+11), Intimidation 4 (+8), Perception 9 (+14), Persuasion 4 (+8), Ranged Combat: Guns 6 (+16), Technology 12 (+20)

Offense
Initiative +8
Unarmed +16, Close, Damage 19
Infini-tendrils +16, Close, Affliction 12 (Will DC 22)

Defense
Dodge 14, Parry 14
Toughness 20, Fortitude 20, Will 11

Complications
Pure Evil -- The Void is a manifestation of pure evil as Bob understands it, and is driven by a desire to destroy all life.
Dark Side of Bob --- The Void comes from Bob’s mind. At least part of the time, the Void actually manifests as some kind of psychic construct and roams independently of him. Void can be weakened and even dispelled if Bob is able to calm himself down and acknowledge the truth.

Power levels
Trade-off areas. Attack & Effect PL 21, Dodge/Toughness PL 17, Parry/Toughness PL 17, Fort & Will PL 16.
Point total 416 Abilities 144, Defences 6, Skills 29, Powers 232, Advantages 5. Equiv. PL 28.

Uncapped Version
If using the optional uncapped benchmarks, replace Power Lifting with 5 more ranks of Enhanced Strength (Damage 23), and add Impervious Protection 6 and Enhanced Fortitude 4.
Power levels
Trade-off areas. Attack & Effect PL 23, Dodge/Toughness PL 20, Parry/Toughness PL 20, Fort & Will PL 18.
Point total 432 Abilities 144, Defences 6, Skills 29, Powers 248, Advantages 5. Equiv. PL 29.
Average PL 20.6


Watchdog

Abilities
Strength 13, Stamina 08, Agility 02, Dexterity 01, Fighting 04, Intellect -2, Awareness 00, Presence 00

Averaged PL 10.2

Powers
Super Pet • 58 points • Descriptors: Temporal
-Power Lifting--Enhanced Strength 2, Limited (Lifting Only)
-Life Support-- Immunity 11 (Aging, Life Support)
-Flight--Flight 21
- Tough Guy - Protection 3

Combat Advantages
Improved Initiative

Other Advantages
None demonstrated

Skills
Close Combat: Unarmed 6 (+10)

Offense
Initiative +6
Unarmed +10, Close, Damage 13

Defense
Dodge 10, Parry 10
Toughness 11, Fortitude 14, Will 1

Complications
Watchdog -- Watchdog pretty much does whatever Sentry says.

Power levels
Trade-off areas. Attack & Effect PL 12, Dodge/Toughness PL 11, Parry/Toughness PL 11, Fort & Will PL 8.
Point total 135 Abilities 52, Defences 21, Skills 3, Powers 58, Advantages 1. Equiv. PL 9.
Last edited by pawsplay on Wed Aug 01, 2012 8:07 am, edited 1 time in total.
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Re: [Writeups.org] [3E] Mink, Camorouge, Shatterfist, Tiger-Girl

Postby pawsplay » Wed Jul 25, 2012 5:06 pm

Mayme
DC Universe

80s style villainous lieutenant.

Biography, characterisation, pictures, power description and the like at writeups.org

Image

Abilities
Strength 03, Stamina 03, Agility 01, Dexterity 03, Fighting 05, Intellect 02, Awareness 01, Presence 01

Averaged PL 6.4

Combat Advantages
Close Attack 3, Defensive Roll 3, Improved Grab, Improved Disarm, Leadership, Ranged Attack 5

Other Advantages
Equipment 4

Skills
Athletics 2 (+5), Deception 2 (+3), Expertise: Criminal 4 (+6), Expertise: Military 9 (+10), Insight 3 (+4), Perception 4 (+5), Persuasion 2 (+3), Technology 9 (+10, Limited 2 to demolitions), Vehicles 8 (+11, Limited 2 to land vehicles)

Equipment
- S&W M29 .44 magnum revolver -- Ranged Ballistic Damage 4 • 8 points
- 1976 Ford Gran Torino -- Size L, Str 06, Speed 6, Defense 8, Toughness 8, Feature (radio communicator) • 11 points


Offense
Initiative +2
Unarmed +8, Close, Damage 3
Magnum revolver +8, Ranged, Damage 4

Defense
Dodge 7, Parry 7
Toughness 6/3*, Fortitude 7, Will 5
*Without Defensive Roll bonus.

Complications
Mercenary Mayme is attracted to the money and prestige of working for the big dogs.

Power levels
Trade-off areas. Attack & Effect PL 6, Dodge/Toughness PL 7, Parry/Toughness 7, Fort & Will PL 6
Point total 87 Abilities 38, Defences 15, Skills 16, Powers 0, Advantages 18. Equiv. PL 6.

Notes
- Mayne often obtains specialty equipment for his troops. When he ambushed the Outsiders, he had the vehicles equipped with floodlights (Dazzle 7, Area [Cone, Distance 1], Close) and had his troops attack while the Outsiders were dazzled by the sudden, intense lighting. At least one of his men was armed with a Plastic Gel Gun (Snare 8 ) which was successfully used against Metamorpho, trapping him in a block of hardening clear plastic.
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Re: [Writeups.org] [3E] Mink, Camorouge, Shatterfist, Tiger-Girl

Postby pawsplay » Wed Jul 25, 2012 5:54 pm

Crossbones
Marvel Universe


Biography, characterisation, pictures, power description and the like at writeups.org

Image

Abilities
Strength 05, Stamina 05, Agility 04, Dexterity 06, Fighting 10, Intellect 03, Awareness 02, Presence 02

Averaged PL 10.4

Combat Advantages
Close attack 6, Defensive Attack, Defensive Roll 3, Evasion, Fearless, Improved Disarm, Improved Grab, Improved Initiative, Power Attack, Ranged Attack 10, Takedown 2, Uncanny Dodge

Other Advantages
Equipment 3

Skills
Acrobatics 5 (+9), Athletics 4 (+9), Deception 3 (+5), Expertise: Brainwashing 9 (+12), Expertise: Criminal 4 (+7), Insight 2 (+4), Intimidation 4 (+6), Perception 6 (+8), Persuasion 2 (+4), Stealth 5 (+9), Treatment 6 (+9), Vehicles 5 (+11, Limited 1 to land and air), Technology 6 (+9, Limited 2 to demolitions)

Equipment
- Weaponry -- Array • 13 points
    Throwing knives -- Strength-based Damage 1, Ranged 6
    Singe-edged combat knives -- Strength-based Damage 1, Threat 19-20
    Wrist switchblades -- Strength-based Damage 1, Threat 19-20, Feature (attached to wristbands)
    Collapsible high-powered crossbow pistol -- Ranged Damage 4, Threat 19-20, Activation (move)
    Crossbones-shaped shuriken -- Ranged Damage 1, Multiattack
    Beretta 92F (Ranged Damage 3)
- Crossbones also carries some plastic explosives, mantraps, fishing wire, etc. which he uses for building booby traps when fighting powerful foes.

Offense
Initiative +8
Unarmed +16, Close, Damage 5
Crossbow +16, Ranged, Damage 4, Threat 19-20
Wrist switchblades +16, Close, Damage 6, Threat 19-20

Defense
Dodge 13, Parry 14
Toughness 8/5*, Fortitude 9, Will 8
*Without Defensive Roll bonus.

Complications
Mercenary Crossbones is willing to go to great lengths for the big payoff.
Overconfidence Crossbones does not hesitate to challenge powerful foes, even on their own terms.
Scarred Face Crossbones’s face was horribly scarred, leading to the use of the mask.



Power levels
Trade-off areas. Attack & Effect PL 11, Dodge/Toughness PL 11, Parry/Toughness 11, Fort & Will PL 8
Point total 157 Abilities 74, Defences 23, Skills 28, Powers 0, Advantages 32. Equiv. PL 11.

Notes
- Crossbones’s powerful metabolism makes him hard to target for foes like Daredevil, who can sense his vital signs. Treat it as a Complication that grants partial concealment.
Last edited by pawsplay on Thu Aug 09, 2012 9:38 pm, edited 1 time in total.
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Re: [Writeups.org] [3E] Mink, Camorouge, Shatterfist, Tiger-Girl

Postby pawsplay » Wed Jul 25, 2012 7:35 pm

Because I'm just loving the masked sociopaths today.

Foolkiller III (Kurt Gerhardt)
Marvel Universe


Biography, characterisation, pictures, power description and the like at writeups.org

Image

Abilities
Strength 02, Stamina 03, Agility 01, Dexterity 02, Fighting 04, Intellect 01, Awareness 01, Presence 01

Averaged PL 6.4

Powers
- Purification Gun -- Ranged Damage 11, Easily Removable, Subtle • 13 points • Descriptor: Laser

Combat Advantages
Close Attack 2, Defensive Roll 2

Other Advantages
Equipment 1

Skills
Athletics 3 (+5), Expertise: Streetwise 4 (+5), Insight 2 (+3), Intimidation 3 (+4), Perception 5 (+6), Ranged Combat: Firearms 6 (+8), Vehicles 2 (+4, Limited 2 to land vehicles)

Equipment
- Foolkiller Costume --Protection 2, Limited 2 (ballistics) • 1 point

Offense
Initiative +1
Unarmed +6, Close, Damage 2
Purification Gun +8, Ranged, Damage 11, Threat 19-20

Defense
Dodge 6, Parry 6
Toughness 5/3*, Fortitude 7, Will 2
*Without Defensive Roll bonus.

Complications
Seeking Justice Gerhardt is driven to punish those who disregard others and live their lives without a sense of responsibility.
Rage Foolkiller is driven by a sense of anger, which sometimes manifests in a killing rage.
Psychological Instability Foolkiller does not deal well with frustration, self-doubt, or powerful negative emotions. His vigilantism manifests his evident self-loathing, which he projects onto his targets.



Power levels
Trade-off areas. Attack & Effect PL 10, Dodge/Toughness PL 6, Parry/Toughness 6, Fort & Will PL 5
Point total 72 Abilities 30, Defences 12, Skills 12, Powers 13, Advantages 5. Equiv. PL 5.
Last edited by pawsplay on Fri Jul 27, 2012 9:39 am, edited 1 time in total.
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Re: [Writeups.org] [3E] Sentry, Mayme, Crossbones, Foolkiller

Postby Ghostwise » Fri Jul 27, 2012 5:30 am

Thread title and thread index refreshed.

Still buried in site redesign work. If you want a sneak preview the test page is at http://writeups.org/test/ , though I regularly mangle it (since it's a test page).
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Re: [Writeups.org] [3E] Sentry, Mayme, Crossbones, Foolkiller

Postby pawsplay » Tue Jul 31, 2012 10:31 pm

Blue Eagle
Marvel Universe


Another member of the Squadron Supreme.
Biography, characterisation, pictures, power description and the like at writeups.org

Image

Abilities
Strength 02, Stamina 02, Agility 02, Dexterity 01, Fighting 06, Intellect 02, Awareness 02, Presence 02

Averaged PL 8.2

Powers
Wings Removable • 4 points • Descriptor: Anti-Gravity
- Flight 5, Winged
Winged Combat Removable • 2 points • Descriptor: Skill
- Enhanced Advantage (Favored Environment [in the air])
- Enhanced Skill (Acrobatics 9), Limited 2 (aerial maneuvers)
Eagle Shield Easily Removable • 6 points
- Enhanced Defenses (Dodge 2, Parry 2)
- Mobile Cover -- Protection 1, Impervious Toughness 5, Activation (standard), Sustained
- Shield Charge -- Immunity 2 (own slam attacks)
Eagle Helmet Removable • 2 points
- Senses 1 (Extended Vision)
- Immunity 2 (visual dazzle effects)

Combat Advantages
Accurate Attack, Close Attack 3, Defensive Attack, Defensive Roll 2, Favored Environment (in the air), Improved Disarm, Improved Trip, Move-by Action, Power Attack

Other Advantages
Benefit (vast resources, as Squadron member), Connected, Equipment 1, Inventor

Skills
Athletics 4 (+6), Close Combat: Maces 2 (+11), Close Combat: Shields 2 (+11), Deception 2 (+4), Expertise: Medieval Weapons 4 (+6), Expertise: Science 8 (+10), Insight 4 (+6), Intimidation 4 (+6), Perception 5 (+7), Persuasion 4 (+6), Technology 8 (+10), Vehicles 6 (+8, Limited 2 to air vehicles)

Equipment
- Mace -- Strength-based Damage 3

Offense
Initiative +2
Unarmed +9, Close, Damage 2
Mace +11, Close, Damage 5
Shield +11, Close, Damage 2

Defense
Dodge 12, Parry 12
Toughness 5/3*/2**, Fortitude 6, Will 7
* Without Defensive Roll.
** Without Defensive Roll or shield.

Complications
Seeking Justice-- The Blue Eagle’s sense of justice pits him against evildoers, and occasionally, against friends and loved ones.
Secret Identity-- Earlier in his career.

Power levels
Trade-off areas. Attack & Effect PL 8, Dodge/Toughness PL 9, Parry/Toughness PL 9, Fort & Will PL 7.
Point total 113 Abilities 38, Defences 21, Skills 25, Powers 14, Advantages 15. Equiv. PL 8.
Last edited by pawsplay on Thu Aug 09, 2012 9:45 pm, edited 1 time in total.
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Re: [Writeups.org] [3E] Mayme, Crossbones, Foolkiller,Blue Eagle

Postby Ghostwise » Wed Aug 01, 2012 5:48 am

The Intellect scale has been added to OMACS II.

I will check it against the already published writeups when possible. Normally this would be a bit of a weak policy, but since I'll have to reformat every entry on the site in the not-too-distant future...
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