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

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Re: [Writeups.org] [3E] Pumaman, Blue Raja, Montoya, Madam Fatal

Postby Ghostwise » Sun Aug 19, 2012 5:40 am

pawsplay wrote: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.


The Presence of zero sounds about right - I'd even suggest a Presence of minus one to represent how everyone kept ignoring him. He's just a case where you have to compensate for that with an unusual number of Persuasion Ranks because he exists below the usual social benchmarks. :-)

I haven't seen the movie in years, but perhaps his Persuasion might be Limited to people who'd be touched by his earnest character. Callous people would presumably be unmoved.
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Re: [Writeups.org] [3E] Pumaman, Blue Raja, Montoya, Madam Fatal

Postby Ghostwise » Sun Aug 19, 2012 8:24 am

pawsplay wrote: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?


Will think about it to see whether I have something intelligent to say on the subjet.
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Re: [Writeups.org] [3E] Montoya, Madam Fatal, Mystery Men

Postby Ghostwise » Sun Aug 19, 2012 9:25 am

The tail end of the Killer Shrike discussion occured months and months ago while I was mostly AFK, and the poor guy fell by the wayside for so long that he's no longer in-format.

Since it's been so long here's a rerun of the stats by Mister O, with proposed tweaks to reflect the changes that have since been developed in our statting methods. I've also averaged his appraisal and mine, resulting in lots of score that are different by, err, about one point. All comments welcome, particularly over the modernisation.

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

Killer Shrike
Marvel Universe


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

Image

Abilities
Strength 03 (05) (07), Stamina 02 (04), Agility 00 (02), Dexterity 02, Fighting 04 (07), Intellect 02, Awareness 00, Presence 01

Averaged PL 8.8

Powers
Enhancements • 33 points • Descriptor: Implants and surgery
- Augmented strength -- Enhanced Strength 2, Enhanced Stamina 2, Enhanced Agility 2, Enhanced Fighting 3, Enhanced Fortitude 2, Close attack 1, Defensive Roll 2
- Anti-gravity implant -- Flight 5

Devices
Body Armour • 6 points (Removable) • Descriptor: Technology
- Enhanced Strength 2 (Note - the first version of the armour didn't have this)
- Impervious Protection 2 (Limited 1 to Sharp Impact)
- Protection 3, Enhanced Fortitude 4, Diehard, Ultimate Toughness (all are Limited 3 to Electricity)

Talons Array • 13 points (Removable) • Descriptor: Technology
    - Steel blades -- Strength-based Slashing Damage 1
    - Lightning emitter -- Ranged Electrical Damage 9, Diminished Effect (-1 Damage rank per range increment), Diminished Range 3 (18/15/90 ft.)
    - Electrified steel blades -- Strength-based Slashing Damage 1 Linked w/Close Electrical Damage 9
Combat Advantages
<i>Close attack 1</i>, Defensive Roll 2 <i>(4)</i>, Improved trip, Ranged attack 3

Other Advantages
None demonstrated

Skills
Athletics 2 (+7), Close combat (Unarmed, talons) 2 (+10), Expertise (Military) 4 (+6), Insight 1 (+1), Perception 3 (+3), Ranged combat (Firearms) 5 (+8), Ranged combat (Killer Shrike talons) 6 (+9), Technology 4 (+6), Vehicles 2 (+4) (Limited 2 to common land vehicles)

Offense
Initiative +2
Unarmed +10, Close, Damage 5 (7 w/Armour)
Talon blades +10, Close, Damage 8
Talon bolts +9, Ranged (Reduced 3), Damage 9 (less at higher range increments)
Electrified talon blades +10, Close, Damage 8 Slashing plus Damage 9 Electrical

Defense
Dodge 10, Parry 11
Toughness 10**/8/4*, Fortitude 9, Will 1
*Without Defensive Roll bonus
**With Body Armour and Defensive Roll

Complications
Big Score Simon Maddicks is always after the "big score". This usually leads to him going up against a superhuman opponent that far outclasses him.
On File Simon Maddicks does have a public, though obscure, identity.
Design Flaw The older version of his electricity-generating wrist-talons could, when slammed together, send the electric current (Damage 10) into Killer Shrike and bypass his armour. Use the Disarm rules to attempt to bash them together.
Panic Death Spiral If Maddicks feels overwhelmed and loses his confidence, doubt and rising panic diminish all his offense bonuses and his Will and Fortitude defenses by a cumulative 1 per round. When his Will hits -5 he becomes Dazed by panic. This death spiral can be halted or even annulled if events restore his confidence.

Image

Power levels
Trade-off areas. Attack & Effect PL 10, Dodge/Toughness PL 10, Parry/Toughness PL 11, Fort & Will PL 5
Point total 106 Abilities 28, Defences 16, Skills 14, Powers 33, Devices 19, Advantages 6. Equiv. PL 8.

Notes NPCs do not have to gain Hero Points from Complications, but if you allow the Killer Shrike to do so he'll blow it on some unwise stunt such as emulating Power Attack. It'll probbaly miss, but if it doesn't he might land a telling blow out of desperation.
<br>
This profile mixes good stats (Killer Shrike is quite powerful against street-level opponents) with a lack of flexibility, half his Toughness in Defensive Roll and a mean Complication that combine to make him brittle when outgunned.
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Re: [Writeups.org] [3E] Madam Fatal, Mystery Men, Killer Shrike

Postby Ghostwise » Sun Aug 19, 2012 9:29 am

The following entries from this thread are now published on writeups.org :


EDIT - I've also cleaned up the layout of the section explaining the evolution of the Falcon's gear and abilities, if Pawsplay wants to add details to the M&M stats for Sam.
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Re: [Writeups.org] [3E] Madam Fatal, Mystery Men, Killer Shrike

Postby Ghostwise » Sun Aug 19, 2012 10:51 am

Not only is No-Name awesome, but her writeups.org entry was recently rewritten for style and clarity.

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

No-Name of the Brood
Marvel Universe


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

Image

Abilities
Strength 02 (05), Stamina 02 (07), Agility 02, Dexterity 01, Fighting 03, Intellect 01, Awareness 01, Presence 01

Averaged PL 9.8

Powers
Warrior-Prime of Broodworld • 31 points • Descriptor: Brood physiology
- Tentacles -- Strength-based Damage 1, Reach 1, Chokehold
- Insectile wings -- Flight 5
- Too many legs -- Improved Hold, Enhanced Skill 2 (Athletics +8, Limited 2 to Climbing), Enhanced Skill 4 (Acrobatics +6, Limited 2 to Balancing)
- Twin poison stingers -- Close Venom Damage 6, Chronic 3, Linked w/Strength-based Piercing Damage 1 (both are Limited 1 - No-Name's offense bonus with her stingers is but +3)
- Chemming -- Feature (can communicate via chemical aerosol)
- Sort-of-telepathy -- Comprehend (Languages 3, also applies to chemming)
- Semi-hibernation -- Immunity 1 (Fit Brood can go for years without food or water if they enter a sort of demi-hibernation)

Super-Brood • 36 points • Descriptor: Undisclosed
- Augmented strength -- Enhanced Strength 3, Strength-based Damage 3
- Augmented durability -- Enhanced Stamina 5, Impervious Enhanced Fortitude 4, Protection 2, Diehard, Great Endurance
- Augmented durability -- Protection 4 (Limited 1 to Energy)
- Enhanced smell -- Senses 3 (Extended tracking acute olfactory)
- (Benefit 1 -- before the destruction of her womb, No-Name was universally fertile)

Combat Advantages
All-Out Attack, <i>Chokehold</i>, Improved Critical (Tentacles) 1, Improved Initiative, Power attack

Other Advantages
<i>Diehard</i>, Fearless, <i>Great Endurance</i>

Skills
Athletics 1 (+6), Close combat (Natural weapons) 5 (+8), Deception 1 (+2), Expertise (Warrior-Prime) 5 (+6), Expertise (Caretaker for babies and children) 4 (+5), Insight 3 (+4), Perception 3 (+4), Persuasion 1 (+2), Ranged combat (Energy small arms) 4 (+5), Stealth 1 (+3)

Offense
Initiative +6
Unarmed +8, Close (Reach 1), Damage 9, Critical 19-20
Stingers +3, Close, Damage 10 plus poison (practically never used)

Defense
Dodge 8, Parry 9
Toughness 13*/9, Fortitude 11, Will 8
* Against Energy Descriptors only

Complications
Prejudice No-Name is of the Brood, and thus feared and reviled across multiple galaxies.
Responsibility No-Name must ensure the survival of the clan at all costs - and seem to have physically mutated into a Queen to do that
Disability However, her womb was destroyed by the Earth's insect collective
Caretaker No-Name has a strong rapport with babies and children of all species, and is driven to protect them
Temper No-Name still has all her normal Brood instincts - she just chooses to ignore those

Image

Power levels
Trade-off areas. Attack & Effect PL 9, Dodge/Toughness PL 10, Parry/Toughness PL 11, Fort & Will PL 10
Point total 131 Abilities 26, Defences 19, Skills 14, Powers 67, Devices 00, Advantages 5. Equiv. PL 9.

Notes No-Name's Toughness was averaged at 11 for PL computation purposes.
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Re: [Writeups.org] [3E] Iron Maiden, Pumaman, Blue Raja, Montoya

Postby pawsplay » Sun Aug 19, 2012 12:03 pm

Ghostwise wrote:
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.


Right, because it's basically "the damage you against someone who would otherwise be Impervious to you." IMO, a derringer that seems mysteriously able to blast through hard targets is probably a good candidate for classic Penetrating. Because its armor penetrating value isn't going to carry over from DCH, it might need a slight Damage bump.
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Re: [Writeups.org] [3E] Pumaman, Blue Raja, Montoya, Madam Fatal

Postby pawsplay » Sun Aug 19, 2012 12:06 pm

Ghostwise wrote:
pawsplay wrote: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.


The Presence of zero sounds about right - I'd even suggest a Presence of minus one to represent how everyone kept ignoring him. He's just a case where you have to compensate for that with an unusual number of Persuasion Ranks because he exists below the usual social benchmarks. :-)

I haven't seen the movie in years, but perhaps his Persuasion might be Limited to people who'd be touched by his earnest character. Callous people would presumably be unmoved.


I don't think I can rate him Presence -1, simply because he seems to connect with people pretty well. His problem seems to be that he doesn't match other people's expectations, and his family seems to neglect him. Based on his networking skills, I think he's probably good with the full Persuasion skill rather than a Limited version. However, I've realized he probably does need a Complication to reflect how he is typically ignored and discounted.
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Re: [Writeups.org] [3E] Pumaman, Blue Raja, Montoya, Madam Fatal

Postby Ghostwise » Sun Aug 19, 2012 2:22 pm

pawsplay wrote: However, I've realized he probably does need a Complication to reflect how he is typically ignored and discounted.


Complications are always good when concerned about side effects from low scores, yeah.
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Re: [Writeups.org] [3E] Madam Fatal, Mystery Men, Killer Shrike

Postby pawsplay » Sun Aug 19, 2012 10:13 pm

Ghostwise wrote:The following entries from this thread are now published on writeups.org :


EDIT - I've also cleaned up the layout of the section explaining the evolution of the Falcon's gear and abilities, if Pawsplay wants to add details to the M&M stats for Sam.


Just noticed, Falcon's Acrobatics is listed as 2 (+12) when it should be 7 (+12), and you left Gareth Lewis taking all the blame. Thanks for the update!
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Re: [Writeups.org] [3E] Montoya, Madam Fatal, Mystery Men

Postby pawsplay » Sun Aug 19, 2012 10:30 pm

Ghostwise wrote:The tail end of the Killer Shrike discussion occured months and months ago while I was mostly AFK, and the poor guy fell by the wayside for so long that he's no longer in-format.

Since it's been so long here's a rerun of the stats by Mister O, with proposed tweaks to reflect the changes that have since been developed in our statting methods. I've also averaged his appraisal and mine, resulting in lots of score that are different by, err, about one point. All comments welcome, particularly over the modernisation.


I think we're closing in a final version. Just some final questions:

Killer Shrike
[size=120]Devices

Body Armour • 6 points (Removable) • Descriptor: Technology
- Enhanced Strength 2 (Note - the first version of the armour didn't have this)
- Impervious Protection 2 (Limited 1 to Sharp Impact)
- Protection 3, Enhanced Fortitude 4, Diehard, Ultimate Toughness (all are Limited 3 to Electricity)


Limited Diehard and Ultimate Toughness seem particularly convulated. If he really needs normalization against massive attacks, half Immunity seems like a cleaner way to slice it. In which case, his Protection and Enhanced Fortitude can be lowered.

Talons Array • 13 points (Removable) • Descriptor: Technology
- Lightning emitter -- Ranged Electrical Damage 9, Diminished Effect (-1 Damage rank per range increment), Diminished Range 3 (18/15/90 ft.)


I'm pretty sure I've already asked this, but, is the reduced damage actually documented, or is this an artifact of being translated from DC Heroes, where diminishing attacks work that way? If the latter, Diminished Range 1 or 2 would be more appropriate. If the former, so be it, although I would be surprised if comic book electricity worked that way.

Panic Death Spiral If Maddicks feels overwhelmed and loses his confidence, doubt and rising panic diminish all his offense bonuses and his Will and Fortitude defenses by a cumulative 1 per round. When his Will hits -5 he becomes Dazed by panic. This death spiral can be halted or even annulled if events restore his confidence.


I'm pretty sure this is going to create some unintended consequences, especially in the Fortitude department, and I'm not sure he loses the ability to hit normals entirely, although he is probably worse. What about this?


Panic Death Spiral If Maddicks feels overwhelmed and loses his confidence, he will immediately expend Extra Effort. The GM should probably pay the Hero Point fee to negate the fatigue penalty the first couple of times. Every round thereafter, he has to make a Will check (DC 15) or use Extra Effort again, until he is exhausted, or something happens to restore his confidence. If he uses Extra Effort on a check and fails, he is immediately dazed for one round.
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Re: [Writeups.org] [3E] Madam Fatal, Mystery Men, Killer Shrike

Postby Ghostwise » Mon Aug 20, 2012 12:18 pm

pawsplay wrote:Just noticed, Falcon's Acrobatics is listed as 2 (+12) when it should be 7 (+12), and you left Gareth Lewis taking all the blame. Thanks for the update!


Don't worry about Gareth - your name is properly exposed to the jeerings of the crowds, it's just that you're hidden at the end of a big Helpers section. :mrgreen:

(Which is actually a good argument to move M&M stats writers to the author line, now that I think about it...)

Say, I think the Falcon would be a good candidate for this stuff I did with Shrike of the Cadre - something like - Enhanced Dodge 4, Move-by Action, Improved Defense (all three share Quirk - only in flight), Favored Environment (Aerial).

Maybe not exactly that of course, but Falcon has higher OV in DCH whilst in flight, so it might work for him. What do you think ?
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Re: [Writeups.org] [3E] Iron Maiden, Pumaman, Blue Raja, Montoya

Postby Ghostwise » Mon Aug 20, 2012 12:20 pm

pawsplay wrote:Right, because it's basically "the damage you against someone who would otherwise be Impervious to you." IMO, a derringer that seems mysteriously able to blast through hard targets is probably a good candidate for classic Penetrating. Because its armor penetrating value isn't going to carry over from DCH, it might need a slight Damage bump.


Yeah, should work. When I'm not running on fumes I'll whip up proper DCA stats for him. Writeups with lots of weird gear tend to be a pain in the derrière.
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Re: [Writeups.org] [3E] Mystery Men, Killer Shrike, No-Name

Postby Ghostwise » Mon Aug 20, 2012 1:21 pm

Another street-level character, but I'm tired and Joséphine kicks seventeen shades of arse.

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

Mademoiselle Marie (Joséphine Tautin)
DC Universe


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

Image

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

Averaged PL 8.4

Devices
Tactical jumpsuit • 3 points (Removable) • Descriptor: Kevlar, Nomex, etc.
- Protection 4 (Limited 1 to Sharp Impact)
- Protection 2, Enhanced Fortitude 2 (both Limited 1 to heat/cold/flames)

Tata flingueuse Array • 18 points (Removable) • Descriptor: Her tactical mission go-bag
    - .357 SIG Sig P-226 pistol -- Ranged Ballistic Damage 3
    - .357 SIG Steyr-S backup pistol -- Ranged Ballistic Damage 3, Reduced Range 1
    - Sig SG-551 SWAT assault carbine -- Ranged Multiattack Ballistic Damage 5, Senses 1 (Extended Visual)
    - Flashbangs -- Burst-Area Damage 1 Linked With Burst-Area 2 Visual+Audial Dazzle 6, Limited 1 (two grenades)
    - Binoculars -- Senses 2 (Extended visual, Night vision)
    - Fighting knife - Strength-based Piercing Damage 1, Improved Critical 1
    - .338 Lapua Magnum PGM Mini-Hecate rifle -- Ranged Ballistic Damage 6, Improved Range 1, Improved Critical 1, Senses 1 (Extended visual 1), Quirk 1 (Fragile)
Combat Advantages
Chokehold, Close attack 3, Defensive Attack, Defensive Roll 3, Improved Aim, Improved Critical (Unarmed) 2, Improved Critical (Firearms) 2, Improved Critical (Knife) 1, Improved Initiative, Quick Draw, Ranged attack 3, Takedown 1

Other Advantages
Benefit 1 (DGSE officer), Benefit 1 (Checkmate Knight), Connected, Contacts, Equipment 4 (mission-specific gear), Extraordinary effort, Languages 3 (French, several Arabics, presumably others), Luck 2 (Limited 1 to surviving wounds), Second Chance (Fear/Intimidation), Tracking

Skills
Athletics 7 (+8), Deception 4 (+6), Expertise (Intelligence officer) 8 (+11), Expertise (Military) 8 (+11), Insight 5 (+7), Intimidation 3 (+5), Investigation 5 (+8) (Limited 1 to Search, Gather Information, Surveillance), Perception 5 (+7), Persuasion 4 (+6), Sleight of Hand 4 (+6) (Limited 1 to Concealing and Escaping), Stealth 6 (+8), Technology 5 (+8) (Limited 1 - no Jury-rigging or Inventing), Treatment 3 (+6) (Limited 2 to Stabilise and Revive), Vehicles 4 (+8) (Limited 1 to common land and sea vehicles)

Offense
Initiative +6
Unarmed +8, Close, Damage 1, Critical 18-20
Knife +8, Close, Damage 2, Critical 18-20
Firearms +10, Ranged, by type, Critical 18-20 (17-20 with the Hecate)

Defense
Dodge 9, Parry 8
Toughness 6/3*, Fortitude 8, Will 9
* Without defensive roll

Complications
Responsibility Jo Tautin is an extraordinarily driven and focused officer who'll stop at nothing to get her mission accomplished
Responsibility Being Mademoiselle Marie means that she can't have a personal life

Image

Power levels
Trade-off areas. Attack & Effect PL 8, Dodge/Toughness PL 8, Parry/Toughness PL 7, Fort & Will PL 9
Point total 150 Abilities 44, Defences 20, Skills 30, Powers 00, Devices 21, Advantages 35. Equiv. PL 10.
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Re: [Writeups.org] [3E] Madam Fatal, Mystery Men, Killer Shrike

Postby pawsplay » Mon Aug 20, 2012 2:00 pm

Ghostwise wrote:
Say, I think the Falcon would be a good candidate for this stuff I did with Shrike of the Cadre - something like - Enhanced Dodge 4, Move-by Action, Improved Defense (all three share Quirk - only in flight), Favored Environment (Aerial).

Maybe not exactly that of course, but Falcon has higher OV in DCH whilst in flight, so it might work for him. What do you think ?


Falcon already has Improved Defense (he's acrobatic even on the ground), and actually, should probably have Move-by Action, and while I'm thinking about it, Agile Feint as well. Favored Environment (aerial ) works, and his Enhanced Dodge score should be, it appears, 2. So I would say:

Add to Combat Advantages: Agile Feint, Move-by Action

Create a new Power, Aerial Superiority:
- Enhanced Dodge 2, Limited (while in flight)
- Enhanced Advantage (Favored Environment [Air])
- Enhanced Skill (Acrobatics 2), Limited (while in flight)

and add Acrobatics 5 (+10) to his Skills (aha!).
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Re: [Writeups.org] [3E] Killer Shrike,No-Name,Mademoiselle Marie

Postby pawsplay » Mon Aug 20, 2012 11:16 pm

Bowler II (Carol)
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 02, Intellect 01, Awareness 00, Presence 01

Averaged PL 4.8

Powers
- Bowling -- Array • 25 points • Descriptor: Skill, Spirit Medium
• Strike -- Strength-based Damage 1, Ranged 2, Homing 1, Ricochet 2
• Haunted Bowling Ball -- Summon 6, Active, Concentration Heroic
- Rapport -- Senses 1 (Communication Link) • 1 point • Descriptor: Spirit Medium

Combat Advantages
Precise Attack (Ranged Cover)

Other Advantages
None demonstrated

Skills
Athletics 2 (+3), Deception 1 (+2), Expertise: Bowling 5 (+6), Insight 3 (+3), Perception 3 (+3), Persuasion 1 (+2), Ranged Combat: Bowling 8 (+9)

Offense
Initiative +1
Unarmed +5, Close, Damage 1
Bowling ball +9, Ranged, Damage 3

Defense
Dodge 6, Parry 5
Toughness 2, Fortitude 3, Will 4

Haunted Bowling Ball
STR 0, STA -, AGI 0, DEX 0, FGT 6, INT 1, AWE 0, PRE 1; Powers: Damage 5, Flight 4, Immunity 30 (all Fortitude effects), Protection 14, Senses 1 (Communication Link), Shrinking 8 (Innate, Permanent); Advantages: All-Out Attack, Power Attack, Precise Attack (Close Cover); Skills: Close Combat: Strike 3 (+9), Intimidate 4 (+5), Perception 2 (+2); Offense: Initiative +0, Strike +9 (Damage 5); Defense: Dodge 4 , Parry 10, Fortitude -, Will 4, Toughness 14. Costs: Abilities 10, Powers 65, Skills 5, Advantages 3, Defenses 4; Total: 87.


Complications
Seeking Vengeance Bowler is seeking revenge for the death of her father, Carmine the Bowler.
Enemy The Bowler faces the enmity of Tony P, who killed her father.
Talks to Her Ball Bowler’s contentious conversations with her father may represent the natural course of their relationship after his becoming a haunting spirit. Then again, it could be a sign of a severe dissociative disorder. Either way, it’s disturbing.



Power levels
Trade-off areas. Attack & Effect PL 7, Dodge/Toughness PL 4, Parry/Toughness 4, Fort & Will PL 4
Point total 70 Abilities 18, Defences 13, Skills 12, Powers 26, Advantages 1. Equiv. PL 5.

Power levels
- The Bowler's Attack and Effect PL is based on the ball's powerful attacks. However, her defenses are not, since the bowling ball can continue to act only as long as she maintains the power.
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