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

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Re: [Writeups.org] [3E] Mystery Men, Heavy Mettle, Joker (ME)

Postby pawsplay » Thu Aug 30, 2012 11:54 am

Ghostwise wrote:The Squadron Supreme stuff has been published on writeups.org.




Cool! I am fairly happy with those writeups for the time being. Two corrections: Lark has a typo under Complications that says "signing" instead of "singing." The Mink's coat is listed as a Removable Device but is actually equipment. The Black Archer's longbow is Equipment, Equipment 12 to be exact and should be included in his Advantages.
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Re: [Writeups.org] [3E] Mystery Men, Heavy Mettle, Joker (ME)

Postby Ghostwise » Fri Aug 31, 2012 1:37 pm

pawsplay wrote:Cool! I am fairly happy with those writeups for the time being. Two corrections: Lark has a typo under Complications that says "signing" instead of "singing." The Mink's coat is listed as a Removable Device but is actually equipment. The Black Archer's longbow is Equipment, Equipment 12 to be exact and should be included in his Advantages.


Out of curiosity, why would you consider these Equipment rather than Device ? It's non-standard, more powerful than commercial equipment and they built this stuff themselves.

I've checked Mink's appearance, it's in the single digits and I have everything. I might as well redo that entry this week.
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Re: [Writeups.org] [3E] Mystery Men, Heavy Mettle, Joker (ME)

Postby pawsplay » Fri Aug 31, 2012 2:09 pm

Ghostwise wrote:
pawsplay wrote:Cool! I am fairly happy with those writeups for the time being. Two corrections: Lark has a typo under Complications that says "signing" instead of "singing." The Mink's coat is listed as a Removable Device but is actually equipment. The Black Archer's longbow is Equipment, Equipment 12 to be exact and should be included in his Advantages.


Out of curiosity, why would you consider these Equipment rather than Device ? It's non-standard, more powerful than commercial equipment and they built this stuff themselves.


In the case of Black Archer's bow, I strongly considered making it a Device. However, I arrived at several counter-arguments. First of all, the Green Arrow's bow is built as Equipment. And Green Arrow's bow is a better bow. The thing he's carrying these days looks all kinds of high-tech and apparently has really sharp arrowheads. So for consistency's sake, "Make it look a lot like Green Arrow's bow" seemed like a good design choice. Second, only the freeze arrow seemed really weird, and compared to some of the things that are also Equipment in DCH (such as all vehicles) it's just not that weird. It didn't seem worthwhile to build the whole thing into a Device based on just the freeze arrow and acetyline torch arrow slots. Third, I'm pretty sure his arrows have most of the logical constraints associated with equipment. He has to stock the right sort of arrows, for instance, his bow probably wouldn't like being submerged, and so forth. He exists in a somewhat gritty, high-tech setting. His equipment is probably grittier than it would be in an X-men book, and the bar for what passes for "normal" technology in his setting is probably higher. There are several situations in the Utopia book where he realizes that shooting an arrow at something probably isn't going to do much. Fifth, I asked myself, "What would happen if you destroyed his bow?" I'm pretty sure the answer is that he would just grab another bow, tighten the fittings, and starting replacing some of his arrowheads with minigrenades, and he'd be back in business. He'd still be the Black Archer even with a storebought hunter's weapon. You could even argue that some of his less-used arrows are inventions, which means his usual arrows are all pretty much standard tips of various kinds, grenades, and grappling lines.

As far as Mink's coat goes... AFAIK there's nothing exotic about it at all. Certainly, I don't think it should stack with a force field or anything else that would imply it's a significant defense. It's bulky enough that it might help explain how she takes such a beating, and it might be as effective against energy attacks as against physical ones. But it's not really a "power." Even less so than Robin's costume. I'm not absolutely convinced it's any kind of armor at all.
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Re: [Writeups.org] [3E] Mystery Men, Heavy Mettle, Joker (ME)

Postby Ghostwise » Sat Sep 01, 2012 10:43 am

I'm preparing DCH entries for Mink, Remnant and Pinball. The stats for Mink will likely end up being lower so Paws, if you want to take a snapshot of the current ones it'll be replaced soon-ish.
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Re: [Writeups.org] [3E] Mystery Men, Heavy Mettle, Joker (ME)

Postby pawsplay » Sat Sep 01, 2012 3:47 pm

Ghostwise wrote:I'm preparing DCH entries for Mink, Remnant and Pinball. The stats for Mink will likely end up being lower so Paws, if you want to take a snapshot of the current ones it'll be replaced soon-ish.


Lower? Her Acrobatics seems like it might be ambitious, but she can present at least a credible threat to Nighthawk. And judging from the last few panels in the Utopia book, she is a lot more resilient than her background would suggest.
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Re: [Writeups.org] [3E] Mystery Men, Heavy Mettle, Joker (ME)

Postby Ghostwise » Sun Sep 02, 2012 4:55 am

pawsplay wrote:Lower? Her Acrobatics seems like it might be ambitious, but she can present at least a credible threat to Nighthawk. And judging from the last few panels in the Utopia book, she is a lot more resilient than her background would suggest.


We don't actually see her doing much, she immediately surrender to Cap and a pregnant Arcanna takes her down with one gust of wind. The notes will prolly be on the DCH side for peer reviewing tomorrow.
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Re: [Writeups.org] [3E] Mystery Men, Heavy Mettle, Joker (ME)

Postby pawsplay » Sun Sep 02, 2012 10:45 am

Ghostwise wrote:
pawsplay wrote:Lower? Her Acrobatics seems like it might be ambitious, but she can present at least a credible threat to Nighthawk. And judging from the last few panels in the Utopia book, she is a lot more resilient than her background would suggest.


We don't actually see her doing much, she immediately surrender to Cap and a pregnant Arcanna takes her down with one gust of wind. The notes will prolly be on the DCH side for peer reviewing tomorrow.


Actually, she gets up again after being blasted by wind, then gets blasted by maddened and enraged Blue Spectrum, and is still standing on the opposite page!
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Re: [Writeups.org] [3E] Mystery Men, Heavy Mettle, Joker (ME)

Postby Ghostwise » Sun Sep 02, 2012 12:42 pm

pawsplay wrote:Actually, she gets up again after being blasted by wind, then gets blasted by maddened and enraged Blue Spectrum, and is still standing on the opposite page!


Don't worry, it'll be on the DCH side tomorrow so you can comment. :-)

Pinball is written up and Remnant will be done by the evening. I might do Foxfire one of these days, but given the ginormous workload when we migrate the site...

My next entries in this thread will prolly be our three Tigra entries, then Armor (Hisako Ikichi) and possibly Hairball (Niels the cat).
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Re: [Writeups.org] [3E] Mystery Men, Heavy Mettle, Joker (ME)

Postby pawsplay » Sun Sep 02, 2012 1:29 pm

Silver Dagger
Marvel Universe


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

Image

Abilities
Strength 02, Stamina 03, Agility 02, Dexterity 03, Fighting 06, Intellect 04, Awareness 04, Presence 07

Averaged PL 11.2

Powers
Sorcery Array • 36 points • Descriptor: Mystical
• Magic Blast -- Perception Ranged Affliction 5 (resisted by Will; dazed, stunned, unconscious)
• Crimson Bands of Cyttorak -- Snare 7, Accurate 2
• Hypnotism -- Mind Control 8
• Move Object 5
• Summon Fangs of Faralloh -- Perception Ranged Attack Movement (Dimensional Travel)

Occultist 17 points • Descriptor: Skill, Mystical
- Reliquarian -- Enhanced Skill (Expertise: Magic 4), Limited 2 (only for identifying artifacts)
- Mystic Connection (Agamotto) -- Enhanced Mind Control 2; Enhanced Skill (Expertise: Magic 4), Limited 2 (only for casting rituals that mimic Ranged Damage, Mind Control, Mind Reading, Mental Communication, Senses [Vision Penetrates Illusion], Mind Reading, Dazzle, or Nullify Chaotic Creature)

- Mystic Connection (Cytorrak) - Enhanced Crimson Bands of Cytorrak 2; Enhanced Skill (Expertise: Magic 2), Limited 2 (only for casting rituals that create something, such as Create, Ranged Damage, Protection, and Snare)

Original Eye of Agamotto • 33 points • Descriptor: Mystical
- Energy Blast -- Ranged Damage 8, AE (Flash -- Visual Dazzle 4)
- Mystical Senses -- Senses (Magical Awareness, Vision Counters Illusion, Vision Counters Invisibility)
- Spirit Travel -- Insubstantial 4, Limited 2 (leaves behind defenseless and unaware body), Quirk (in spirit form, the effect ranks of the Eye are reduced by 5)

Devices
Destroyer of Demons, the Silver Dagger Easily Removable • 5 points • Descriptor: Mystical, Silver
- Strength-based Damage 1, Improved Threat
- Demon-Slaying -- Enhanced Damage 7, Limited 2 (only versus mystically powered defenses); Penetrating 10, Limited 2 (only versus mystically powered defenses)
Silver throwing daggers Easily Removable • 2 points • Descriptor: Mystical, Silver
- Strength-based Damage 1, Improved Threat, Ranged 3
- Holy Water -- Enhanced Ranged Damage 2, Limited 2 (only versus the supernatural)

Combat Advantages
Close Attack 4, Defensive Roll 2, Inspire, Leadership, Power Attack, Ranged Attack 8

Other Advantages
Artificer, Benefit (leader of the Sword of the Lord), Fearless, Languages 2 (Italian, Latin), Ritualist

Skills
Athletics 3 (+5), Close Combat: Small blades 3 (+13), Deception 11 (+18), Expertise: Magic 11 (+15), Expertise: Military 8 (+12), Expertise: Theology 10 (+14), Insight 9 (+13), Intimidate 9 (+16), Perception 6 (+10), Persuasion 5 (+12), Ranged Combat: Guns 2 (+13), Ranged Combat: Thrown 2 (+13), Stealth 8 (+10)

Offense
Initiative +2
Unarmed +10, Close, Damage 2
Silver Dagger +13, Close, Damage 3 (10 versus supernatural), Threat 19-20
Object (Move Object) +11, Ranged, Damage 5
Thrown silver dagger +13, Ranged, Damage 3 (5 versus supernatural), Threat 10-20
Hurled silver dagger (Move Object) +11, Ranged, Damage 6 (8 versus supernatural), Threat 19-20
Magic Blast, Perception Ranged, Affliction 5 (Will DC 15)
Crimson Bands of Cyttorak +15, Ranged, Affliction 9 (Dodge DC 19 to avoid, Strength/Damage/Sleight of Hand DC 19 to recover)


Defense
Dodge 12, Parry 12
Toughness 5/3*, Fortitude 8, Will 11
* Without Defensive Roll.


Complications
Hatred-- The Silver Dagger hates magic-users and supernatural beings of all types. He has studied the dark arts himself in order to become a better weapon.
Psychopathic-- The Silver Dagger’s mission is little more than a pretext to engage in the violence and the forbidden paths to power he craves.
Power Loss-- The enhancements granted by his Mystical Connections are granted by actual entities, and are therefore subject to being disrupted in obscure circumstances.
Missing Left Eye-- The Eye replaces his own missing left eye.

Power levels
Trade-off areas. Attack & Effect PL 12, Dodge/Toughness PL 9, Parry/Toughness PL 9, Fort & Will PL 10.
Point total 228 Abilities 62, Defences 28, Skills 44, Powers 71, Advantages 23. Equiv. PL 16.
Last edited by pawsplay on Mon Sep 03, 2012 3:27 pm, edited 1 time in total.
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Re: [Writeups.org] [3E] Mystery Men, Heavy Mettle, Joker (ME)

Postby BlindPugh » Mon Sep 03, 2012 10:40 am

That's awesome! Thanks a lot :D
Would you use the soldier template to model the members of the Sword of the Lord?
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Re: [Writeups.org] [3E] Mystery Men, Heavy Mettle, Joker (ME)

Postby pawsplay » Mon Sep 03, 2012 3:29 pm

I'd use the soldier template. They may be equipped with silver throwing daggers, or silver bullets treated with holy water (which is probably just a Feature that allows them to overcome certain kinds of Impervious).
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Re: [Writeups.org] [3E] Heavy Mettle, Joker, Silver Dagger,Tigra

Postby Ghostwise » Tue Sep 04, 2012 3:56 pm

Our first Tigra entry corresponds to the first, short-lived concept as a horror character before she became a super-heroine. See writeups.org for details.


Tigra (very early)
Marvel Universe


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

Image

Abilities
Strength 02 (05), Stamina 00 (01), Agility 04 (06), Dexterity 01, Fighting 04 (06), Intellect 01, Awareness 01, Presence 01

Averaged PL 7.8

Powers
Cat power • 37 points • Descriptor: Cat People science and magic
- Increased strength and agility -- Enhanced Strength 3, Enhanced Stamina 1, Enhanced Agility 2, Enhanced Fighting 2, Enhanced Skills (5 Ranks of Acrobatics, 5 Ranks of Athletics, 2 Ranks of Stealth), Enhanced Dodge 1
- Enhanced senses -- Senses 4 (Extended hearing, Extended Tracking Olfactory), Enhanced Skill (4 Ranks of Insight (Quirk - no Resist Influence and, most devastatingly, no Innuendo))
- Fur -- Immunity 1 (Cold environments, Limited to half-effect)
- Run Tigra run -- Leaping 2, Speed 4, Evasion
- Catfall -- Movement 1 (Safe fall (Limited 1 - needs ways to break her fall), Sure-footed (Limited 1 - works on unstable surfaces but not slippery ones)

Claws • 3 points
- Strength-based Slashing Damage 1
- Lashing out -- Strength-based Damage, Accurate, Improved Threat, Limited 1 - only vs. targets with no STA ability (usually robots) • Descriptor: Skill

Enticing • 1 point • Descriptor: Hybrid appearance
Attractive, 2 Ranks of Persuasion, both Limited 2 to man-beast hybrids

Sacrificial image • 1 point • Descriptor: Cat People magic ?
Feature 1 (might be able to project a sacrificial image, see the Powers & Abilities section)

Combat Advantages
Close attack 2, Defensive Roll 4, <i>Evasion</i>

Other Advantages
Benefit 1 (Champion of the Cat People), Benefit 1 (Friend of Dr. Tumolo)

Skills
Acrobatics 2 <i>(+13)</i>, Athletics 2 <i>(+12)</i>, Close combat (Unarmed/claws) 1 (+9), Deception 2 (+3), Expertise (Streetwise) 2 (+3) (Limited 1 to Chicago), Insight 2 (+3) <i>(+7 for most applications)</i>, Perception 3 (+4), Persuasion 1 (+2), Stealth 1 <i>(+9)</i>, Treatment 2 (+3) (Limited 2 to Stabilise and Revive)

Offense
Initiative +6
Unarmed +9, Close, Damage 5
Claws +9, Close, Damage 6
Claws vs. non-living target +11, Close, Damage 6, Crit. 19-20

Defense
Dodge 10 (11), Parry 10
Toughness 5/1*, Fortitude 7, Will 7
*Without Defensive Roll bonus

Complications
Exotic looks Tigra isn't frightening, but she's certainly unusual-looking
Blow to the head Tigra's Fortitude is lowered by 4 against effects she cannot dodge or otherwise react to
Temper Greer find it difficult to rein in her new animal instincts
Working poor Ms. Nelson has next to no income and mostly operates using money from Dr. Tumolo and other Cat persons

Image

Power levels
Trade-off areas. Attack & Effect PL 8, Dodge/Toughness PL 8, Parry/Toughness PL 8, Fort & Will PL 7
Point total 106 Abilities 28, Defences 20, Skills 8, Powers 42, Devices 0, Advantages 8. Equiv. PL 8.

Notes The Claws are treated as having a +10 Offence bonus for PL computations. The surprisingly low Stamina is compensated for by a high Defensive Roll to model her tendency to be knocked out by surprise attacks.
Last edited by Ghostwise on Thu Oct 18, 2012 12:01 pm, edited 4 times in total.
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Re: [Writeups.org] [3E] Heavy Mettle, Joker, Silver Dagger,Tigra

Postby pawsplay » Wed Sep 05, 2012 12:14 am

Ghostwise wrote:Our first Tigra entry corresponds to the first, short-lived concept as a horror character before she became a super-heroine. See writeups.org for details.


Tigra (very early)
Marvel Universe


- Claws - Close Attack 2 (Limited 1 - only vs. non-living targets), Strength-based Slashing Damage 1


Unless she uses he claws for tripping, grabbing, or disarming, I think this should be:

- Claws - Strength-based Damage, Accuracy (Limited 1 - only vs. non-living targets); Strength-based Slashing Damage 1

or, based, on the original writeup:

- Claws --Strength-based Slashing Damage 1
- Reluctance -- Strength-based Damage, Accuracy (Limited 1 - only vs. non-living targets) * Descriptor: Psychological

However, in that construct, it would be up to GM fiat how to handle the issue if she were tricked or mind-controlled. That suggests:

- Claws - Strength-based Slashing Damage, Accuracy, Improved Threat

Complications
- Reluctance - Tigra takes a -2 circumstance penalty when using her claws against a living foe because of her reluctance to make deadly attacks and she does not gain the improved Threat range. At the GM's discretion, this may not apply against foes who are clearly not in any deadly danger from her attacks. Conversely, being tricked or controlled into using her claws at full force may result in a sense of guilt (treat as impaired).

If she commonly uses her claws against weapons and such, and not just robots or undead and the like, Improved Smash might be a good fit for her.
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Re: [Writeups.org] [3E] Heavy Mettle, Joker, Silver Dagger,Tigra

Postby Ghostwise » Wed Sep 05, 2012 6:32 am

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Re: [Writeups.org] [3E] Heavy Mettle, Joker, Silver Dagger,Tigra

Postby BlindPugh » Thu Sep 06, 2012 9:47 am

Ghostwise wrote:Short on time, but the following now's on the site :

I'll definitely be giving that a look.
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