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

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Re: [Writeups.org] [3E] Slyfox, Iron Maiden, Pumaman, Blue Raja

Postby Ghostwise » Mon Aug 13, 2012 10:28 am

I've just realised that there's a Device I have no idea how to write in DCA.

In the 1960s Peacemaker had a derringer (so something like Ranged Ballistic Damage 2, Diminished Range 3, Limited 1 (Two shots), Feature 1 (Tiny size)) with special bullets that could reportedly penetrate three inches of hardened steel.
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Re: [Writeups.org] [3E] Slyfox, Iron Maiden, Pumaman, Blue Raja

Postby Ghostwise » Mon Aug 13, 2012 11:18 am

I'm rewriting the texts of some of my entries whilst waiting for folks to code what I can't, and the third Renee Montoya writeup came up. This entry is chiefly about the Gotham Central and 52 eras.

Assembling the stats for Renee is interesting as it reminds me of how high the NPC stats on pp266-267 of the DCA books are. For instance the average police officer is stronger than the Flash and but one point less athletic than Hal Jordan. While I think that a lower scale is probably for the best, it does create yet another area of divergence from official stats.


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

Renee Montoya (writeup 3)
DC Universe


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

Image

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

Averaged PL 4.4

Combat Advantages
Close Attack 1, Defensive roll 1, Ranged Attack 2, Second chance (Unarmed blows)

Other Advantages
Benefit 1 (GCPD Detective), Contacts, Equipment 3, Language (Spanish)

Skills
Athetics 2 (+3), Close combat (Unarmed) 1 (+5), Close combat (Police weapons) 1 (+5), Deception 3 (+4), Expertise (Police detective) 6 (+8), Expertise (Gotham City) 4 (+6), Expertise (Bodyguard) 3 (+5), Expertise (Urban survival) 2 (+4), Insight 3 (+4), Perception 4 (+5), Persuasion 1 (+2), Ranged combat (Police weapons) 1 (+5), Treatment 2 (+4) (Limited 2 to revive, stabilise), Vehicles 3 (+5) (Limited 2 to common land vehicles)

Equipment
Light pistol • 8 points (Feature 2 - two extra pistols)
Concealed vest -- Protection 2 (Limited to Ballistics) • 2 points
5 points in police equipment

Offense
Initiative +1
Unarmed +5, Close, Damage 1
Light Pistol +5, Ranged, Damage 3

Defense
Dodge 5, Parry 6
Toughness 3/2*, Fortitude 4, Will 4
*Without Defensive Roll bonus

Complications
Responsibility Detective Montoya is a highly driven cop
Identity Renee lives deep in the closet
Obsession Montoya is prone to developping feelings of guilt
Prejudice Racism and sexism
Addiction After Renee breaks she develops addictions to alcohol, tobacco and casual sex

Image

Power levels
Trade-off areas. Attack & Effect PL 4, Dodge/Toughness PL 4, Parry/Toughness PL 5, Fort & Will PL 4
Point total 66 Abilities 26, Defences 12, Skills 17, Powers 00, Devices 00, Advantages 11. Equiv. PL 5.
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Re: [Writeups.org] [3E] Iron Maiden, Pumaman, Blue Raja, Montoya

Postby Foreshadow » Tue Aug 14, 2012 2:47 am

That is one reason I don't know if I like the stock characters, plus things like the power house having a 14 stamina, 12 strength. Fine, but then repeatedly we see powerhouse characters written with lower stamina than strength. So it devalues the archetypes: "here player, start with this'.

It might have been better to have a powerhouse with 14 str, 12 stamina, but really you could have even gone ith 14 and 10, and taken the extra 4 pp and bumped up the Impervious to 14 (considering how impervious works it would not be over the top), and a couple more advantages perhaps. Then it might have fit better.

Just IMO.
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Re: [Writeups.org] [3E] Slyfox, Iron Maiden, Pumaman, Blue Raja

Postby pawsplay » Tue Aug 14, 2012 8:26 am

Ghostwise wrote:I've just realised that there's a Device I have no idea how to write in DCA.

In the 1960s Peacemaker had a derringer (so something like Ranged Ballistic Damage 2, Diminished Range 3, Limited 1 (Two shots), Feature 1 (Tiny size)) with special bullets that could reportedly penetrate three inches of hardened steel.


If I understand you correctly, a similar issue has so far discourage me from tackling Hawkeye, who has a bunch of "normal" trick arrows, then a couple of bombs and a vibranium arrow that are way more powerful.
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Re: [Writeups.org] [3E] Slyfox, Iron Maiden, Pumaman, Blue Raja

Postby Ghostwise » Tue Aug 14, 2012 9:30 am

pawsplay wrote:If I understand you correctly, a similar issue has so far discourage me from tackling Hawkeye, who has a bunch of "normal" trick arrows, then a couple of bombs and a vibranium arrow that are way more powerful.


I'm more stuck with the armour-piercing stuff, but I guess I'll just end up using the Armour-Piercing Extra we designed rather than stay as-RAW-as-possible.

For Hawkeye, the only issue I see with an Array is PL and costs deformation, about which we don't care that much. For a clean effect you could treat these arrows as separate Devices not in his arrows Array, not compute these in costs and PLs, and not that in most adventures he doesn't have access to these.
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Re: [Writeups.org] [3E] Iron Maiden, Pumaman, Blue Raja, Montoya

Postby pawsplay » Tue Aug 14, 2012 11:56 am

Is it going to be a low damage attack? That sounds like something I don't want to be shot with!
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Re: [Writeups.org] [3E] Iron Maiden, Pumaman, Blue Raja, Montoya

Postby Ghostwise » Tue Aug 14, 2012 1:07 pm

pawsplay wrote:Is it going to be a low damage attack? That sounds like something I don't want to be shot with!


Actually a bullet that can pierce that much would cleanly go through your body with no expansion, which medically speaking is a good thing. But then the physics in 1960s Peacemaker stories are more like... vague suggestions than laws. 8)

I have the gun pegged as EV 4 in DCH, so Ranged Ballistic Damage 3 in DCA - making Penetrating pointless since it's capped by Damage.
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Re: [Writeups.org] [3E] Iron Maiden, Pumaman, Blue Raja, Montoya

Postby Ghostwise » Tue Aug 14, 2012 2:04 pm

Madam Fatal's entry was recently rewritten so heh, why not.

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

Madam Fatal
DC Universe


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

Image

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

Averaged PL 6.4

Powers
Convincing acting • 5 points • Descriptor: Skill
- Specialised in his role -- Enhanced Deception Skill 4 (Limited 1 to the Madam Fatal role)
- Looks frail -- Enhanced Parry 2, Enhanced Close Attack 3, Defensive Roll 2 (All Limited 1 to people who believe he's a little old lady and aren't brutal psychopaths)

Combat Advantages
Close attack 2, Defensive Roll 2, Improved Defense, Improved Trip, Ranged Attack 3

Other Advantages
Jack-of-all-trades, Luck 2

Skills
Athletics 2 (+5), Deception 6 (+8 - +12 to maintain the Madam Fatal role), Expertise (Acting) 8 (+11), Expertise (Soldier) 3 (+5), Insight 5 (+6), Perception 4 (+5), Persuasion 3 (+5), Ranged combat (Firearms) 1 (+6), Vehicles 2 (+4) (Limited 1 to common land and sea vehicles)

Equipment
Madame Fatal carries a robust cane, but it doesn't seem to grant a damage bonus. Stanton also owns a powerful 1940s car.

Offense
Initiative +2
Unarmed +7 (+10 with Convincing Acting), Close, Damage 3

Defense
Dodge 8, Parry 9**/7
Toughness 6**/4/2*, Fortitude 6, Will 6
*Without Defensive Roll bonus
**With his Convincing Acting Power

Complications
Justice Madam Fatal is the sworn enemy of crime
Identity Stanton's double identity is occasionally treated as a secret

Image

Power levels
Trade-off areas. Attack & Effect PL 5, Dodge/Toughness PL 7, Parry/Toughness PL 8, Fort & Will PL 6
Point total 89 Abilities 38, Defences 17, Skills 17, Powers 5, Devices 00, Advantages 12. Equiv. PL 6.

Notes The PL calculations assume that Convincing Acting is in effect, significantly raising Fatal's PL.
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Re: [Writeups.org] [3E] Iron Maiden, Pumaman, Blue Raja, Montoya

Postby pawsplay » Tue Aug 14, 2012 10:27 pm

Ghostwise wrote:
pawsplay wrote:Is it going to be a low damage attack? That sounds like something I don't want to be shot with!


Actually a bullet that can pierce that much would cleanly go through your body with no expansion, which medically speaking is a good thing. But then the physics in 1960s Peacemaker stories are more like... vague suggestions than laws. 8)

I have the gun pegged as EV 4 in DCH, so Ranged Ballistic Damage 3 in DCA - making Penetrating pointless since it's capped by Damage.


Pointless in what way? Penetrating is ranked, and at Damage 3, it's theoretically possible to scratch the Martian Manhunter with it.
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Re: [Writeups.org] [3E] Pumaman, Blue Raja, Montoya, Madam Fatal

Postby pawsplay » Tue Aug 14, 2012 11:53 pm

The Shoveler
Mystery Men (movie)


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

Image

Abilities
Strength 01, Stamina 02, Agility 02, Dexterity 01, Fighting 05, Intellect 00, Awareness 01, Presence 01

Averaged PL 6.2

Powers
- I Shovel Well -- Removable (requires a shovel) • 4 points • Descriptor: Skill
- Enhanced Parry 2
- Shovel Better Than Any Man You Know - Quickness 1, Limited 1 (shoveling); Enhanced Strength 1, Limited 2 (shoveling)
- Enhanced Advantages (Improved Disarm, Improved Grab)

Combat Advantages
Close Attack 2, Defensive Roll 1, Improved Critical (shovels), Improved Disarm, Improved Grab, Inspire, Power Attack, Quick Draw

Other Advantages
Equipment 2, Teamwork

Skills
Athletics 4 (+5), Close Combat: Shovels 2 (+9), Deception 1 (+2, Limited to feinting), Expertise: Construction 4 (+4), Insight 2 (+3), Perception 4 (+5), Persuasion 2 (+3), Vehicles 4 (+5, Limited 2 to land vehicles)

Equipment
- Miner’s Helmet - Feature (illumination); Second Chance (resist blunt impact blows to the head, such as structural collapses) • 2 points
- Protective Vest --Enhanced Fortitude 2, Quirk (not versus gasses or environmental extremes); Protection 1, Limited 2 (blunt impact) • 2 points
- Shovel -- Strength-based Damage 2 • 2 points
- Hand Shovel -- Feature (just sort of handy) • 1 point

Offense
Initiative +2
Unarmed +7, Close, Damage 1
Shovel +9, Close, Damage 3, Threat 19-20
Hand shovel +9, Close, Damage 1, Threat 19-20

Defense
Dodge 8, Parry 10/8**
Toughness 3/2*, Fortitude 7/5***, Will 6
*Without Defensive Roll bonus.
** Without shovel.
*** Against gasses or environmental effects, or without his vest.

Complications
God Gave Me a Gift The Shoveler shovels, he shovels well. His entire vocation is based on his belief that his abilities were intended for some good and just purpose.
Relationships The Shoveler is a family man, with a fair and patient wife and two adoring children.



Power levels
Trade-off areas. Attack & Effect PL 6, Dodge/Toughness PL 6, Parry/Toughness 7, Fort & Will PL 7
Point total 68 Abilities 26, Defences 17, Skills 11, Powers 4, Advantages 10. Equiv. PL 5.

Notes
- The Shoveler appears to display the Improved Disarm and Grab advantages in his battle with Tony C.
- The Shoveler was originally a pretty poor superhero. Prior to training with the Sphinx and his baptism by fire against Casanova Frankenstein, he lacked the Improved Disarm, Improved Grab, Inspire, and Teamwork. His AGI, DEX, and FGT were all 1 lower, reducing his skills, defenses, and offense bonuses, and his Close Combat: Shovels skill had one less rank and Perception, two less ranks. He had one less rank of Enhanced Parry. And he couldn't figure out how Lance Hunt would be able to see without his glasses.
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Re: [Writeups.org] [3E] Pumaman, Blue Raja, Montoya, Madam Fatal

Postby pawsplay » Thu Aug 16, 2012 10:43 pm

Mister Furious aka Roy
Mystery Men (movie)


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

Image

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

Averaged PL 6.4

Powers
- Ticking Time Bomb of Fury -- 23 points • Activation (move) • Descriptors: Emotion Control, Informed by Backstory
- Rage -- Enhanced Strength 1, Check Required 5
- Enhanced Strength 1, Enhanced Agility 1, Enhanced Fighting 4, Enhanced Awareness 1 • Limited (when he successfully makes a rage check)
- Enhanced Dodge 8, Enhanced Parry 5, Enhanced Fortitude 2, Enhanced Will 4 • Limited (when he successfully makes a rage check)
- Enhanced Advantage (Close Attack 4, Defensive Roll, Fearless, Taunt) • Limited (when he successfully makes a rage check)
- Enhanced Skill (Athletics 2, Close Combat: Unarmed 1, Deception 1, Investigate 1, Persuasion 1, Stealth 1, Technology 1 - security, Vehicles 4 - land vehicles) • Limited (when he successfully makes a rage check)
-

Combat Advantages
Defensive Roll 1

Other Advantages
Equipment 2, Tracking, Well-Informed

Skills
Athletics 3 (+4), Close Combat: Unarmed 1 (+1), Expertise: Criminology 5 (+6), Expertise: Streetwise 5 (+6), Insight 2 (+2), Investigate 3 (+4), Perception 4 (+4), Stealth 3 (+4), Technology 3 (+4, Limited 2 to security), Vehicles 3 (+4, Limited 2 to land vehicles)

Equipment
- Harley-compatible motorcycle -- Size M, STR 1, Speed 6, Defense 10, Toughness 8 • 10 points

Offense
Initiative +1
Unarmed +1, Close, Damage 1

Defense
Dodge 1, Parry 1
Toughness 3/2*, Fortitude 5, Will 1
*Without Defensive Roll bonus.

Complications
Thrills Mister Furious is a wannabe in the worst way, someone who wants to be a mysterious, intimidating and cool hero-adventurer. He tends to get in way over his head.
Alternate Identity Roy is also Mister Furious, aka Phoenix Darkdirk, and so forth. He maintains a nominal secret identity, although he reveals his first name at one point, and makes little effort to hide his relationship with the junkyard where he works.
Relationships Aside from his fellow superheroes and best friends the Blue Raja and the Shoveler, Mister Furious strikes up an interest in a waitress named Monica, who later becomes a target for his foes.



Power levels
Trade-off areas. Attack & Effect PL 7, Dodge/Toughness PL 7, Parry/Toughness 7, Fort & Will PL 6
Point total 62 Abilities 14, Defences 5, Skills 15, Powers 23, Advantages 5. Equiv. PL 5.

Don't make me angry....
The stats above are for Mister Furious when he's not angry enough - this is by far his most common state. His angry, fully-powered stats are listed below. Although he doesn't physically changes, his physical power, demeanour and presence change so much it’s basically an Alternate Form.
Changing into his enraged, more powerful state requires being in a state of rage. However, Mister Furious is not actually a very angry person - he has to beat a Will DC of 15 by at least one in order to activate his powers. At the GM's call, dramatic circumstances, such as Monica being kidnapped, can make this roll easier.

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

Combat Advantages
Close Attack 4, Defensive Roll 2, Fearless, Taunt

Skills
Athletics 5 (+8), Close Combat: Unarmed 2 (+10), Deception 1 (+2), Expertise: Criminology 5 (+6), Expertise: Streetwise 5 (+6), Insight 2 (+2), Investigate 4 (+5), Perception 4 (+5), Persuasion 1 (+2), Stealth 4 (+6), Technology 4 (+5, Limited 2 to security), Vehicles 7 (+8, Limited 2 to land vehicles)

Offense
Initiative +2
Unarmed +10, Close, Damage 3

Defense
Dodge 10, Parry 10
Toughness 4/2*, Fortitude 7, Will 5
*Without Defensive Roll bonus.
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Re: [Writeups.org] [3E] Pumaman, Blue Raja, Montoya, Madam Fatal

Postby pawsplay » Thu Aug 16, 2012 11:47 pm

Spleen
Mystery Men (movie)


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

Image

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

Averaged PL 6.0

Powers
- Flatulence -- 45 points • Descriptors: Gypsy Curse, Stink
- Silent but Deadly -- Ranged Affliction 10 (dazed and impaired, stunned and disabled, incapacitated), Accurate, Extra Condition, Multiattack • AE -- Area (cone) Affliction, Extra Condition 10 • Activation (move)
- Enhanced Advantage (Precise Attack 1 [Ranged Cover]), Limited (stink attack)
- The Smell -- Enhanced Skill (Intimidate 4), Resistible (Fortitude); Enhanced Advantage (Startle) • Uncontrolled
- Blame Thrower -- Easily Removable • 7 points • Descriptors: Mad Science, Emotion Control
- Area (cone) Affliction 10 (resisted by Will; dazed, compelled, controlled), Cumulative, Limited (only to turn targets hostile), Subtle, Unreliable (5 uses)

Combat Advantages
Defensive Roll 1, Ranged Attack 2

Other Advantages
None demonstrated

Skills
Athletics 2 (+2), Close Combat: Unarmed 2 (+3), Expertise: Tailor 2 (+2), Perception 1 (+1), Ranged Combat: Guns 3 (+6), Ranged Combat: Flatulence 11 (+14)

Offense
Initiative +0
Unarmed +3, Close, Damage 0
Silent but deadly stink blast +14, Ranged, Affliction 10
Blame Thrower, Area, Affliction 10

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

Complications
Unwanted Power The vengeful gypsy’s curse has basically ruined the Spleen’s chances at a normal life, although he makes the best of it.
Public Identity The Spleen can’t really disguise who he is. Most people who have smelled his powers at work are automatically unfriendly to the prospect of being in proximity to him.
Relationships The Spleen is basically a friendless loner seeking out any form of acceptance. He is particularly attracted to the Bowler, who is not only a lovely young woman but does not seem judgmental toward him or his powers. However, the attraction is decidedly not mutual.



Power levels
Trade-off areas. Attack & Effect PL 12, Dodge/Toughness PL 4, Parry/Toughness 3, Fort & Will PL 5
Point total 88 Abilities 10, Defences 12, Skills 11, Powers 52, Advantages 3. Equiv. PL 6.
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Re: [Writeups.org] [3E] Pumaman, Blue Raja, Montoya, Madam Fatal

Postby pawsplay » Sat Aug 18, 2012 1:41 am

Invisible Boy
Mystery Men (movie)


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

Image

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

Averaged PL 3.2

Powers
- Vanish -- 14 points • Action (move) • Descriptors: Reality Alteration
- Concealment 4 (Visual), Limited 2 (only when no person is watching, including himself), Limited (does not affect carried or worn items)
- Insubstantial 4, Limited (only while invisible), Limited (only first round of invisibility)

Combat Advantages
Evasion, Improved Defense

Other Advantages
Well-Informed

Skills
Athletics 2 (+2), Close Combat: Unarmed 1 (+2), Expertise: Superheroes 4 (+4), Insight 2 (+2), Perception 3 (+3), Persuasion 3 (+3), Stealth 4 (+6)

Offense
Initiative +0
Unarmed +2, Close, Damage 0

Defense
Dodge 4, Parry 4
Toughness 2, Fortitude 5, Will 3

Complications
Thrills Invisible Boy aspires to be a superhero like his idols.
Obsession Invisible Boy’s interest in, and knowledge of, superheroes borders on the worshipful.
Youth He’s a teenanger, with little legal or social freedom of his own.
Invisible Invisible Boy is so nondescript in ordinary life he is regularly ignored by others. In a situation where Invisible Boy tries to gain the notice of others, most characters should be treated as unfriendly. Characters who are generally empathetic are not affected by this Complication.

Power levels
Trade-off areas. Attack & Effect PL 1, Dodge/Toughness PL 3, Parry/Toughness 3, Fort & Will PL 5
Point total 50 Abilities 12, Defences 11, Skills 10, Powers 14, Advantages 3. Equiv. PL 4.

Notes
- The limitation on his Insubstantial is surmised. It’s possible he may be not only invisible but intangible, or that he may able to switch this effect on or off at will, but it’s not established in the movie. Given the Invisible Boy’s lack of opportunity to experiment with his powers, it’s possible even he doesn’t know.
Last edited by pawsplay on Mon Aug 20, 2012 10:23 pm, edited 1 time in total.
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Re: [Writeups.org] [3E] Pumaman, Blue Raja, Montoya, Madam Fatal

Postby pawsplay » Sat Aug 18, 2012 11:21 am

I was reminded when I was working on Invisible Boy that I was never happy with the Charisma (Persuasion) estimation. He was specifically given INFL: 2, AURA: 2, Charisa (Persuasion): 4 to indicate his lack of personal gravitas, yet his contagious, Bambi-eyed earnestness. That translates into Presence 0 and no ranks of Persuasion. I know the data points are are kind of messed up because a lot of characters have INFL/AURA rather than a specialized Charisma skill, but I think a case can be made for using the current scale for "everyman" Charisma and tweaking it for skilled Charisma, or even just letting Charisma replace both scores. In point of fact, Charisma (Persuasion) is both AV and EV and INFL/AURA are already baked into the Presence calculation. I don't see any good reason to modulate Charisma (Persuasion) with other scores. In my mind it's very similar to the Athletics and Deception calculations, where most characters have general scores, but when a higher value is called out, it is based on a hierarchy of existing scores.

EDIT: In fact, based on the upper end of the scale, why not just use APs of Charisma (Persuasion) as a final Persuasion bonus? Maybe dither a point down for the lower values, as per the Damage scale?
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Re: [Writeups.org] [3E] Iron Maiden, Pumaman, Blue Raja, Montoya

Postby Ghostwise » Sun Aug 19, 2012 5:32 am

pawsplay wrote:Pointless in what way? Penetrating is ranked, and at Damage 3, it's theoretically possible to scratch the Martian Manhunter with it.


IIRC you can't have more Penetrating than Damage.
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