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Re: [Writeups.org] [3E] Mayme, Crossbones, Foolkiller,Blue Eagle

Postby Ghostwise » Wed Aug 01, 2012 6:47 am

I need a break from trying to make sense of my own terrible PHP (not being able to migrate the site yet is quite frustrating), so here's an old-school DC villain. His PL is surprisingly low since most of his defences are awful.

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

Icicle (Dr. Joar Makent)
DC Universe


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

Image

Abilities
Strength 00, Stamina 02, Agility 02, Dexterity 03, Fighting 01, Intellect 07, Awareness 03, Presence 01

Averaged PL 7.2

Powers
'Cold ray' technology • 4 points • Descriptor: Skill
Enhanced Intellect 4 (Limited 1 to his cold technology)

Devices
Insulated suit • 6 points (Removable) • Descriptor: Technology
- Immunity 1 (Environmental cold)
- Impervious Protection 8 and Impervious Enhanced Fortitude 8 (both Limited 3 to Cold)
- Special soles -- Movement 1 (Sure-footed, Limited 1 to icy surfaces), Movement 2 (Wall-crawling 2, Limited 1 to icy surfaces, Limited 1 (works on steep inclines but not vertical or inverted surfaces)

Cold gun MkI • 30 points (Easily Removable) • Descriptor: Cold ray technology
- Shoots a wide beam -- Ranged attack 2, Precise Attack (Ranged Concealment), Takedown
- Cold beam applications (Array)
    - Sweeping cold beam -- Environment 2 (Extreme cold with a 30 metres radius)
    - Sweeping cold beam -- Environment 1 (Impede movement by 1 Rank using ice with a 15m radius)
    - Focused cold beam -- Ranged Cold Damage 11, Feature (-3 Ranks of Burst Area)
    - Entrap in ice -- Ranged Affliction 10 (Resisted by Dodge, break-out done with Strength or Effects with a heat descriptor, Cumulative, Effects - Hindered & Vulnerable, Defenceless & Immobilised, Paralysed & Asleep) w/Feature (Paralysed & Asleep targets are in suspended animation) and Feature (-3 Ranks of Burst Area)
    - Ice structures - Create 10 (Limited 1 - needs a mass of water weighing as many Ranks as the Ranks of Create)
    - Affect weather -- Environment 10 (-2 Perception over a 8km radius through snow, hail, sleet, etc.) Linked w/Feature (lowers temperature through the area, but not significantly in game terms)
Replaced by the MkII Cold Ray Gun during the 1960s. The Mk2 version costs 33 points - it has one more Rank of Affliction, Create and Damage, and its Environment effect to impede movement impedes by 2 rather than 1. Furthermore the Create effect is no longer Limited.

Combat Advantages
Defensive roll 2, Evasion 1, Improved Initiative, Ranged attack 3

Other Advantages
Benefit 2 (Independently Wealthy), Contacts, Language 1 (Norwegian)

Skills
Athletics 3 (+3), Close combat (Unarmed) 2 (+3), Deception 1 (+2), Expertise (Criminal) 4 (+11), Expertise (Physics) 11 (+18), Insight 6 (+9), Perception 7 (+10), Persuasion 1 (+2), Ranged combat (Handguns) 2 (+8), Stealth 5 (+7), Technology 11 (+16), Vehicles 3 (+6)

Offense
Initiative +6
Unarmed +3, Close, Damage 0
Cold gun +10, Ranged, Damage 12 or Affliction 11 (assuming Mk2 gun)

Defense
Dodge 10, Parry 3
Toughness 4/2*, Fortitude 6, Will 4
*Without Defensive Roll bonus

Complications
Identity Dr. Makent was soon unmasked but latter subplots involved hiding his past or being mistaken for a criminal
Disability Dr. Makent seemed farsighted

Image

Power levels
Trade-off areas. Attack & Effect PL 11, Dodge/Toughness PL 7, Parry/Toughness PL 4, Fort & Will PL 5
Point total 135 Abilities 38, Defences 15, Skills 28, Powers 4, Devices 39, Advantages 11. Equiv. PL 9.

Notes
Early on the Icicle had some Minions - 3 basic thugs with handguns and weaker versions of his costume. Much later in his career his Benefit (Wealth) rose to 3 then 4, and he built a Headquarters.



EDIT - mmm, this looks surprisingly nice. If you like detailed profiles, of course.
Last edited by Ghostwise on Wed Aug 01, 2012 8:16 am, edited 2 times in total.
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Re: [Writeups.org] [3E] Mayme, Crossbones, Foolkiller,Blue Eagle

Postby pawsplay » Wed Aug 01, 2012 7:56 am

Ghostwise wrote: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...


I think it will probably be okay for now, especially considering how different some of the versions of the characters are. With that in place, I want to present revisions to Spiderman, which I think are probably a better representation (the ony skill rating change is that his Technology is lowered from +12 to +11, gisted from his lower Gadgetry APs and typical depictions of the character):

Spiderman
Average PL 14.8
Intellect 4
Skills: Acrobatics 5 (+19), Athletics 5 (+13), Close combat: Unarmed Strikes 3 (+16), Deception 7 (+9), Expertise: Photography 5 (+9), Expertise: Science 8 (+12), Insight 6 (+10), Intimidation 3 (+5), Perception 7 (+13, +17 for Spider-Sense), Persuasion 6 (+8), Ranged Combat: Web-Shooters 9 (+15), Stealth 1 (+11), Technology 7 (+11), Vehicles 2 (+8) (Limited 2, Common land vehicles only)

Point total 253 Abilities 52, Defences 18, Skills 37, Powers 129, Advantages 17. Equiv. PL 17.
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Re: [Writeups.org] [3E] Mayme, Crossbones, Foolkiller,Blue Eagle

Postby pawsplay » Wed Aug 01, 2012 8:04 am

Ghostwise wrote:
Icicle (Dr. Joar Makent)
DC Universe


Devices
Insulated suit • 6 points (Removable) • Descriptor: Technology
- Immunity 1 (Environmental cold)
- Impervious Protection 8 and Impervious Enhanced Fortitude 8 (both Limited 3 to Cold)
- Special soles -- Movement 1 (Sure-footed, Limited 1 to icy surfaces), Movement 2 (Wall-crawling 2, Limited 1 to icy surfaces, Limited 1 (works on steep inclines but not vertical or inverted surfaces)

Cold gun MkI • 30 points (Easily Removable) • Descriptor: Cold emission technology
- Shoots a wide beam -- Ranged attack 2, Precise Attack (Ranged Concealment), Takedown
- Cold beam applications (Array)
    - Sweeping cold beam -- Environment 2 (Extreme cold with a 30 metres radius)
    - Sweeping cold beam -- Environment 1 (Impede movement by 1 Rank using ice with a 15m radius)
    - Focused cold beam -- Ranged Cold Damage 11, Feature (-3 Ranks of Burst Area)
    - Entrap in ice -- Ranged Affliction 10 (Resisted by Dodge, break-out done with Strength or Effects with a heat descriptor, Cumulative, Effects - Hindered & Vulnerable, Defenceless & Immobilised, Paralysed & Asleep) w/Feature (Paralysed & Asleep targets are in suspended animation) and Feature (-3 Ranks of Burst Area)
    - Ice structures - Create 10 (Limited 1 - needs a mass of water weighing as many Ranks as the Ranks of Create)
    - Affect weather -- Environment 10 (-2 Perception over a 8km radius through snow, hail, sleet, etc.) Linked w/Feature (lowers temperature through the area, but not significantly in game terms)
Replaced by the MkII Cold Ray Gun during the 1960s. The Mk2 version costs 33 points - it has one more Rank of Affliction, Create and Damage, and its Environment effect to impede movement impedes by 2 rather than 1. Furthermore the Create effect is no longer Limited.


Cool. -- Ha! Get it? Okay. So I find myself wondering if the MkI should have Transform (water to ice) instead of Create, or maybe even Transform (liquids to ice). If so, that could be an alternate effect on the MkII as well. On the one hand, it's strictly accurate, and you can specify the mass affected. On the other hand, the weapon is rather preposterous in function, and with Create, you can specify mass and Toughness.
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Re: [Writeups.org] [3E] Mink, Camorouge, Shatterfist, Tiger-Girl

Postby Ghostwise » Wed Aug 01, 2012 9:23 am

pawsplay wrote:Notes
- Crossbones’s powerful metabolism makes him hard to target for foes like Daredevil, who can sense his vital signs. This is treated as partial concealment.


I'd be inclined to treat this as a Complication on Daredevil's part rather than a characteristic of Crossbones - he had the same problem with Captain America and I can't quite see Cap running around with a super-specialised Concealment.
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Re: [Writeups.org] [3E] Mink, Camorouge, Shatterfist, Tiger-Girl

Postby pawsplay » Wed Aug 01, 2012 12:00 pm

Ghostwise wrote:
pawsplay wrote:Notes
- Crossbones’s powerful metabolism makes him hard to target for foes like Daredevil, who can sense his vital signs. This is treated as partial concealment.


I'd be inclined to treat this as a Complication on Daredevil's part rather than a characteristic of Crossbones - he had the same problem with Captain America and I can't quite see Cap running around with a super-specialised Concealment.


I'm inclined to agree. So change this

Vulnerability (Sensory Overload) Sensory attacks (except for sight-based attacks naturally) have a +5 bonus to their save DC due to Daredevil's enhanced senses.


to this

Vulnerability (Sensory Overload) Sensory attacks (except for sight-based attacks naturally) have a +5 bonus to their save DC due to Daredevil's enhanced senses. Foes with powerful metabolisms (like Crossbones and Cap) or other sources of strong interference may grant partial concealment against Daredevil.

and add a note under the DCH stats that his Attack Vulnerability can apply to his combat AV and AV if sensory overload is present, such as when fighting a character with a powerful metabolism like Crossbones or Cap.

Going back to the Notes section in DCA, much of that can be excised. And under the guidelines, his Intellect would be 6... but is WILL:11 consistent with current benchmarking standards? He is damned smart, but I wasn't part of that conversation. Disregarding his WIL, his Intellect would be 5, which is still high, but he is supposed to be brilliant.
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Re: [Writeups.org] [3E] Mayme, Crossbones, Foolkiller,Blue Eagle

Postby Ghostwise » Thu Aug 02, 2012 3:49 pm

pawsplay wrote:Cool. -- Ha! Get it? Okay. So I find myself wondering if the MkI should have Transform (water to ice) instead of Create, or maybe even Transform (liquids to ice). If so, that could be an alternate effect on the MkII as well. On the one hand, it's strictly accurate, and you can specify the mass affected. On the other hand, the weapon is rather preposterous in function, and with Create, you can specify mass and Toughness.


Create was also chosen because water always behaved just right for his needs.

Transform could have been interesting as he can freeze essentially unlimited masses of water (as long as he can shoot at it), but I decided to abstract that out as an application of the Descriptor.
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Re: [Writeups.org] [3E] Foolkiller, Blue Eagle, Icicle I

Postby Ghostwise » Thu Aug 02, 2012 4:42 pm

About the Batman/Superman Squish, quoting from http://writeups.org/test/faq7.php :

5/ How closely do you stick to official Green Ronin stats for benchmarking purposes?

“Benchmarking” is used here in a specific sense, which is worth explaining if you weren‘t a DC Heroes community member in the 1990s - which is presumably the case.

Since the 1980s, there has been a robust control of the coherence of the stats of the different characters in DC Heroes, run by Ray Winninger (who is also an important contributor to the DC Adventures design and licensing). The DC Heroes community has continued this, always benchmarking character stats against the stats of key characters in the DC Universe. Over time certain keystone scores appear, such as the hand-to-hand skills or detective skills of Batman, Nightwing‘s acrobatics, Superman‘s strength, Wonder Woman‘s charisma, etc. around which entire hierarchies and a sense of scale can be organised.

The same approach is used for DC Adventures stats on writeups.org, so we have to be extra-sure that the keystones are set at the appropriate level. *However*, the keystone scores in the rulesbook are not automatically assumed to be correct for our purposes, since Green Ronin apparently has the key characters statted more or less to PL - they‘re builds more than writeups.

This article has extensive notes discussing the GR values and how we use them for our purposes. It‘s probably more detailed than you need to know, but this useful when wondering about a certain discrepancy. The main differences are explained below.


6/ Green Ronin benchmarks - World's Finest squish

The DC Adventures stats in the three books published as of this writing give a good idea of Green Ronin‘s goals in their stats spread. Playability of the big-name characters seems to have been a concern, and led to squishing the PL range among the JLA major players - with these characters being PL12 to PL15. This narrow spread is presumably meant so they can adventure together, and their less powerful villains can still be fought by PL10-12 adventurers.

However, this means that the two most important benchmarks in the DCU - Batman and Superman - are within 3 PLs of each other, despite their stark difference in power. If one is more interested in documenting the universe, this results in three areas where the documentary approach and the Green Ronin approach noticeably diverge:

-- The Batman Gap — most street-level characters are at most PL10 whereas Batman is a near-cap PL12, towering above the rest by a sizable margin. The OMACS II system has extensive notes about that and strives to reduce the Batman Gap by postulating smaller scores for Bruce. Basically it assumes a difference in power between Batman and other street-level characters that is more in-tune with the comics rather than forcing him to PL12.

-- The World‘s Finest Squish. The 3 PL difference between Bruce and Clark is a small one indeed, and results in surprising effects. For instance Batman‘s most capable opponents, such as Lady Shiva or Ra‘s al Ghul, end up higher in PL than Superman-like characters such as M‘on-El.

-- The Super-Compression. Just like Batman was expanded to fit PL12, Superman was compressed to fit PL15. The resulting trade-offs make it difficult for him to perform some typical Superman feats. This is certainly not absurd — DC‘s powerhouses often use but a small portion of their power for no discernible reason. However, our own numbers for characters of that power level are going to be higher. Strength and durability are only going to be higher if you use our Uncapped scale, but the other half of the tradeoff has no reason to be kept down.

Between these effects, and writeups.org not building to PL, our scores generally have a much wider spread than Green Ronin scores. Both are coherent systems but they're not trying to achieve the same results. The scales are generally comparable as can be seen in OMACS II, but mixing and matching the two can produce some jarring results.
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Re: [Writeups.org] [3E] Foolkiller, Blue Eagle, Icicle I

Postby pawsplay » Fri Aug 03, 2012 2:46 pm

This one turned out to be both easier and more fun than I anticipated.

Arcanna
Marvel Universe


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

Image

Abilities
Strength 01, Stamina 02, Agility 01, Dexterity 00, Fighting 04, Intellect 03, Awareness 04, Presence 02

Averaged PL 8.6

Powers
Sorcery • Descriptor: Magic • 58 points
- Senses 1 (Magic Awareness)
- Illusory Disguise -- Morph 2 • Descriptor: Illusion
- Ride the Winds -- Flight 8, Platform (tree branch or other natural material)
- Magic Manipulation • Array
• Gust of Wind -- Move Object 10, Area (Cone), Close, Limited Direction
• Air Control -- Move Object 10, Limited (lifting objects by cyclones of air)
• Earth Control -- Move Object 10, Limited (earth and stone)
• Fire Control -- Ranged Damage 10, Indirect 4, Limited (requires a flame source)
• Weaken Flames -- Ranged Weaken Fire 10, Affects Objects Only
• Water Control -- Move Object 10, Limited (water)
• Illusion (Auditory, Visual) 11

Combat Advantages
Close Attack 2, Defensive Attack, Defensive Roll 2, Improved Disarm, Improved Grab, Improved Trip, Power Attack

Other Advantages
Artificer, Attractive, Benefit (vast resources, as Squadron member), Connected, Luck, Ritualist, Skill Mastery (Expertise: Magic)

Skills
Athletics 2 (+3), Deception 3 (+5), Expertise: Animal Handling 4 (+7), Expertise: Magic 9 (+12), Insight 9 (+13), Perception 5 (+9), Persuasion 6 (+8 ), Ranged Combat: Sorcery 16 (+16)

Offense
Initiative +1
Unarmed +6, Close, Damage 1
Sorcery +16, Ranged, Damage 10

Defense
Dodge 6, Parry 5
Toughness 4/2*, Fortitude 6, Will 11
* Without Defensive Roll.

Complications
Upholding Good-- Arcanna’s motivation is the betterment of all living things.
Secret Identity-- Formerly Public Identity, Arcanna now masquerades as her former foe, Moonglow.
Married With Children -- Arcanna has a large family, and was even pregnant during the Utopia crisis.
Exile -- Arcanna and the Squadron have been exiled several times to alternate realities.

Power levels
Trade-off areas. Attack & Effect PL 13, Dodge/Toughness PL 5, Parry/Toughness PL 5, Fort & Will PL 9.
Point total 152 Abilities 34, Defences 17, Skills 27, Powers 58, Advantages 16. Equiv. PL 11.
Last edited by pawsplay on Thu Aug 09, 2012 9:46 pm, edited 1 time in total.
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Re: [Writeups.org] [3E] Foolkiller, Blue Eagle, Icicle I,Arcanna

Postby Ghostwise » Sat Aug 04, 2012 11:55 am

She's quite obscure and little is known about her stats, but I'm in a punk mood and I need a break from CSS-tweaking.

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

Layla
DC Universe


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

Image

Abilities
Strength 01 (12), Stamina 02 (05), Agility 04, Dexterity 04, Fighting 04 (05), Intellect 02, Awareness 01, Presence 01

Averaged PL 11

Powers
Super-strength • 59 points • Descriptor: New Blood
- Enhanced Strength 11, Enhanced Stamina 3, Enhanced Fighting 1
- Impervious Protection 4, Impervious Enhanced Fortitude 4
- Immunity 7 (Environmental conditions and suffocation)
- Superhumanly powerful throwing arm -- Throwing mastery 6

Devices
Layla once used her pendant to hypnotise Lobo and keep him mesmerised. What happened is unclear and it was never used or mentioned again.

Combat Advantages
All-out Attack, Chokehold, Close attack 2, Defensive roll 2, Evasion, Instant Up, Ranged Attack 4

Other Advantages
Contacts, Equipment 1, Fearless

Skills
Acrobatics 3 (+7), Athletics 1 (+13), Close combat(Unarmed) 4 (+11), Close combat (Knives) 4 (+11), Deception 1 (+2), Expertise (Police) 4 (+6), Expertise (Bounty hunter) 6 (+8), Insight 3 (+4), Perception 3 (+4), Persuasion 1 (+2), Ranged combat (Firearms) 3 (+11), Ranged combat (Thrown blades) 3 (+11), Vehicles 4 (+8)

Equipment
Throwing spikes -- Piercing Damage 1

Offense
Initiative +4
Unarmed +11, Close, Damage 12
Spikes +11, Ranged, Damage 7

Defense
Dodge 11, Parry 11
Toughness 11/9*, Fortitude 12, Will 8
*Without Defensive Roll bonus

Complications
Appearance Layla insists on sporting her preferred hairstyle and ornaments

Image

Power levels
Trade-off areas. Attack & Effect PL 12, Dodge/Toughness PL 11, Parry/Toughness PL 11, Fort & Will PL 10
Point total 154 Abilities 38, Defences 22, Skills 20, Powers 59, Devices 00, Advantages 15. Equiv. PL 11.

Notes
Layla used to have Benefit 1 (L.E.G.I.O.N. officer) and a few more points in Equipment back when she was with that organisation.
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Re: [Writeups.org] [3E] Blue Eagle, Icicle I, Arcanna, Layla

Postby pawsplay » Sat Aug 04, 2012 12:19 pm

Honestly, it's not at all clear how Lady Lark was considered Squadron Supreme material, but as Skylark, she gained a certain credibility as a strafing attacker. And she has a fantastic sense of 80s style. I decided to rate her Sonic Attack as Penetrating, since although it is not overwhelmingly powerful, it does seem to be regarded as a credible attack against even powerful foes, and this fits with the genre convention of super-bricks covering their ears and cringing when blasted by sound.

Skylark
Marvel Universe


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

Image

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

Averaged PL 7.4

Powers
Altered Vocal Cords • 28 points • Descriptor: Biological
- Sonic Attack -- Ranged Damage 9, Penetrating 9
• Project Voice -- Communication (Auditory) 2
Wings Removable • 4 points • Descriptor: Anti-Gravity
- Flight 5, Winged
Aerial Combat Training Removable • 2 points • Descriptor: Skill
- Enhanced Skill (Acrobatics 6), Limited 2 to aerial maneuvers
- Enhanced Advantage (Favored Environment: in the air)

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

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

Skills
Athletics 3 (+4), Expertise: Singer 10 (+12), Insight 4 (+5), Perception 4 (+5), Persuasion 1 (+3), Ranged Combat: Sonic Attack 7 (+8), Vehicles 4 (+5, Limited 2 to air vehicles)

Offense
Initiative +1
Unarmed +7, Close, Damage 1
Sonic Attack +8, Ranged, Damage 9

Defense
Dodge 9, Parry 7
Toughness 4/2*, Fortitude 6, Will 7
* Without Defensive Roll.

Complications
Unwanted Power-- Skylark wishes to return to her singing career, which was taken away by the experiment that gave her powers.
Vocal Problems -- Skylark’s powerful vocal cords make signing difficult and risky. When this occurs, she loses the ability to use her ranks of Expertise: Singer to perform and may accidentally activate her powers.
Secret Identity-- Periodically.
Exile -- Skylark and the Squadron have been exiled several times to alternate realities.

Power levels
Trade-off areas. Attack & Effect PL 9, Dodge/Toughness PL 7, Parry/Toughness PL 6, Fort & Will PL 7.
Point total 111 Abilities 30, Defences 17, Skills 20, Powers 34, Advantages 10. Equiv. PL 8.

Lady Lark
Early in her career, her Will was only 6, and she lacked Wings and Aerial Combat Training. She also had a Complication: Uncertainty (Lady Lark sometimes feels like an imposter as a hero and may hesitate at critical moments). While under the effects of the behavior medication device she also had a driving Obsession toward Black Archer.
Last edited by pawsplay on Thu Aug 09, 2012 9:47 pm, edited 1 time in total.
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Re: [Writeups.org] [3E] Foolkiller, Blue Eagle, Icicle I,Arcanna

Postby pawsplay » Sat Aug 04, 2012 4:02 pm

Ghostwise wrote:She's quite obscure and little is known about her stats, but I'm in a punk mood and I need a break from CSS-tweaking.


The coding will continue until morale improves. :)

Don't know the character, but nice 'hawk.
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Re: [Writeups.org] [3E] Icicle, Arcanna, Layla, Lady Lark

Postby pawsplay » Sat Aug 04, 2012 5:09 pm

Quagmire
Marvel Universe


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

Image

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

Averaged PL 10.0

Powers
Dark Force Stuff • 78 points • Descriptor: Dimensional, Dark Force
- Dark Force Gate -- Movement (Dimension Travel 2); Immunity 1 (black gunk effects)
- Black Gunk -- Create 5, Continuous, Innate; Enhanced Black Gunk 6, Limited (may only add one rank per round for each round he maintains it as a standard action after the first)
- Quagmire -- Snare 11, Area (burst)
• Gunk Storm -- Area (burst) Ranged Damage 5

Combat Advantages
Close Attack 4, Defensive Roll 3, Leadership, Second Chance (fear/intimidation)

Other Advantages
None demonstrated

Skills
Athletics 5 (+7), Close Combat: Unarmed 2 (+11), Deception 3 (+5), Expertise: Criminal 8 (+10), Insight 4 (+5), Intimidation 4 (+6), Perception 4 (+5), Persuasion 2 (+4), Sleight of Hand 6 (+7), Stealth 6 (+8), Technology 5 (+7, Limited 2 to security)

Offense
Initiative +2
Unarmed +11, Close, Damage 2
Quagmire, Area (burst) Ranged, Affliction 11
Gunk storm, Area (burst), Ranged, Damage 5

Defense
Dodge 11, Parry 11
Toughness 7/4*, Fortitude 9, Will 8
* Without Defensive Roll.

Complications
Psychopath-- Quagmire is an amoral, cruel being.
Rage -- Quagmire occasionally flies off the handle, attacking with deadly force and little regard for his own safety.
Black Gunk Everywhere -- As shown in the events of the Utopia crisis, if he loses consciousness while his powers are active, or he somehow activates them in a delirium, they will manifest as Uncontrolled.

Power levels
Trade-off areas. Attack & Effect PL 11, Dodge/Toughness PL 9, Parry/Toughness PL 9, Fort & Will PL 9.
Point total 178 Abilities 38, Defences 27, Skills 26, Powers 78, Advantages 9. Equiv. PL 12.

Notes
- Quagmire’s ability create black gunk is essentially unlimited, making him far more dangerous than he might appear at first glance. In seven rounds, he can entirely fill a space the size of a tiny room or a large closet with viscous, durable (Toughness 11) goo, and it will persist until he banishes it. His ability to create barriers and shields means that his defensive capabilities may be stronger than his strict PL.

Previous Stats: (during his days as a Squadron member)

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

Averaged PL 10.0

Powers
Dark Force Stuff • 75 points • Descriptor: Dimensional, Dark Force
- Dark Force Gate -- Movement (Dimension Travel 1), Uncontrolled; Immunity 1 (black gunk effects)
- Black Gunk -- Create 5, Continuous, Innate; Enhanced Black Gunk 6, Limited (may only add one rank per round for each round he maintains it as a standard action after the first)
- Quagmire -- Snare 11, Area (burst)
• Gunk Storm -- Area (burst) Ranged Damage 5

Combat Advantages
Close Attack 4, Defensive Roll 3, Leadership, Second Chance (fear/intimidation)

Other Advantages
Connected

Skills
Athletics 3 (+5), Close Combat: Unarmed 2 (+10), Deception 3 (+5), Expertise: Criminal 8 (+10), Insight 3 (+4), Intimidation 4 (+6), Perception 4 (+5), Persuasion 2 (+4), Sleight of Hand 6 (+7), Stealth 6 (+8), Technology 5 (+7, Limited 2 to security)

Offense
Initiative +2
Unarmed +10, Close, Damage 2
Quagmire, Area (burst) Ranged, Affliction 11
Gunk storm, Area (burst), Ranged, Damage 5

Defense
Dodge 10, Parry 10
Toughness 6/3*, Fortitude 8, Will 8
* Without Defensive Roll.

Complications
Responsibility of Power-- Quagmire responds to the needs of others.
Rage -- Quagmire occasionally flies off the handle, attacking with deadly force and little regard for his own safety.
Black Gunk Everywhere -- As above.

Power levels
Trade-off areas. Attack & Effect PL 11, Dodge/Toughness PL 8, Parry/Toughness PL 8, Fort & Will PL 8.
Point total 172 Abilities 34, Defences 27, Skills 26, Powers 75, Advantages 10. Equiv. PL 12.
Average PL 9.4
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Re: [Writeups.org] [3E] Icicle, Arcanna, Layla, Lady Lark

Postby pawsplay » Sat Aug 04, 2012 6:31 pm

Skrullian Skymaster
Marvel Universe


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

Image

Abilities
Strength 08, Stamina 10, Agility 02, Dexterity 04, Fighting 06, Intellect 03, Awareness 03, Presence 02

Averaged PL 16.4
Powers
Shapechanging Powers 29 points • Descriptor: Physiological
- Morph 4
- Elongation 9
Hypnotism 28 points • Descriptor: Mental
- Mind Control 7
Super-Skrull Program Enhancements 128 points • Descriptor: Mutate
- Enhanced Advantage (Improved Initiative)
- Impervious Toughness 10; Protection 2, Impervious 1, Limited (physical impacts)
- Immunity 8 (need to breathe, hunger and thirst, all environments)
- Flight 5
- Force Fields -- Create 18, Limited (simple geometric shapes), Stationary, Subtle 2
- Invisibility -- Concealment 4 (Visual)
- Flame Being -- Damage 6, Reaction, Precise; Impervious Protection 6, Limited 2 to heat/flame, Sustained; Enhanced Fortitude 6, Limited 2 to heat/flame, Sustained
- Power Reserve -- Array
• Flame Project -- Ranged Damage 15 • Dynamic
• Flame Control -- Ranged Damage 14, Indirect 4, Limited (requires source of flame) • Dynamic
• Extinguish Flames -- Nullify Fire 14 • Dynamic
• Afterburner -- Enhanced Flight 5 • Dynamic
• Rocky Limbs -- Enhanced Strength 5; Enhanced Strength 2, Limited to lifting • Dynamic
• Stretching -- Enhanced Elongation 5; Insubstantial 1 • Dynamic


Combat Advantages
Close Attack 4, Improved Initiative, Improved Trip, Ranged Attack 4, Uncanny Dodge

Other Advantages
Fearless

Skills
Deception 7 (+9), Expertise: Astronavigation 10 (+13), Expertise: Military 9 (+12), Insight 5, Perception 6, Persuasion 4 (+6), Ranged Attack: Fire powers 12 (+20), Sleight of Hand +7 (+11), Stealth 9 (+11), Technology 8 (+11, Limited to demolition and security only), Vehicles 7 (+11, Limited 2 to space vehicles)

Offense
Initiative +6
Unarmed +10, Close, Damage 13
Flame Project +20, Ranged, Damage 12

Defense
Dodge 10, Parry 10
Toughness 11 (13 versus physical impact), Fortitude 12, Will 10

Complications
Responsibility of Power-- The Skrullian Skymaster has adopted Earth as his new planet and seeks to defend and improve it.
Creepy Appearance -- His natural form is clearly inhuman. Strangers may react with indifference or hostility to his overtures.

Power levels
Trade-off areas. Attack & Effect PL 16, Dodge/Toughness PL 11, Parry/Toughness PL 11, Fort & Will PL 11.
Point total 331 Abilities 76, Defences 21, Skills 38, Powers 185, Advantages 11. Equiv. PL 23.
Kickstarter: Tripod Machine presents Do Not Approach (Super-powered by M&M)
http://writeups.org - a big and growing collection of dual-statted character writeups!
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Re: [Writeups.org] [3E] Lady Lark, Quagmire, Skrullian Skymaster

Postby Ghostwise » Mon Aug 06, 2012 1:32 pm

Still buried in code, so here's a typical Chuck Dixon street-level goon.
----------------------------

Slyfox
DC Universe


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

Image

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

Averaged PL 5.6

Combat Advantages
Close attack 1, Defensive Roll 2, Ranged attack 2

Other Advantages
Contacts, Equipment 3

Skills
Athletics 3 (+5), Close combat (Unarmed) 2 (+8), Close combat (Knives) 2 (+8), Deception 1 (+2), Expertise (Heists) 8 (+9), Insight 1 (+2), Perception 3 (+1), Persuasion 1 (+2), Ranged combat (Firearms) 2 (+8), Stealth 5 (+7), Vehicles 6 (+9) (Limited 2 to common land vehicles)

Equipment
Light Pistol • 7 points (Feature: one extra pistol)
Knife • 3 points (Feature: one extra knife)
Occasionally uses a machine pistol instead of one of the pistols
Occasionally keeps a submachinegun in his current vehicle
Often steals a loud, high-performance sports car

Offense
Initiative +2
Unarmed +8, Close, Damage 2
Light pistol +8, Ranged, Damage 3
Knife +8, Close, Damage 3 Piercing, Critical 19-20

Defense
Dodge 8, Parry 8
Toughness 4/2*, Fortitude 6, Will 4
*Without Defensive Roll bonus

Complications
Temper Slyfox enjoys action and violence
Identity Slyfox seems to have a civilian identity
You can best believe that, he's a macho man Slyfox is easily distracted by attractive women, and behave around them like a slimy, over-the-top macho imbecile

Image

Power levels
Trade-off areas. Attack & Effect PL 6, Dodge/Toughness PL 6, Parry/Toughness PL 6, Fort & Will PL 5
Point total 74 Abilities 34, Defences 16, Skills 15, Powers 0, Devices 0, Advantages 9. Equiv. PL 5.
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Re: [Writeups.org] [3E] Quagmire, Skrullian Skymaster, Slyfox

Postby pawsplay » Mon Aug 06, 2012 10:33 pm

I'd probably just make Expertise: Heists into Expertise: Criminal.
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