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

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Re: [Writeups.org] [3E]Johnny Too Bad,Amanda Waller, EQ Gnoll

Postby pawsplay » Tue Jan 17, 2012 1:15 pm

Ghostwise wrote:
pawsplay wrote:Poison is actually Immunity 1. Even "chemical" is considered Immunity 2, which would put it in scooping range of Limited 3 defenses. Second Chance 2 (Poison) looks like it probably doesn't jibe with the core book.


Good point, this is so counter-intuitive (like fear being also a one-pointer) that it didn't even register. Disease is seldom-used in comics (there's only so many different disease-based villains you can have) but poison accounts for a rather large percentage of the Fortitude attacks against super-heroes over the decades. Things can be a bit different nowadays with the modern tools to electrocute, gas, nauseate, deafen, burn, blind, etc. people but still... poison ! The quintessential Fortitude attack along with sonics !

Between this and the fear issue, I'm not sure what to do. I really want to stick with the material rather than creep creep creep toward Edition 3.1 As Ghostwise Sees It in His Own Little World, but I'm just awful at executing on something I think is wrong unless I'm given vast quantities of money.


My current plan is to hold my nose until GR puts out a Power Profiles: Poison Plant Powers. :) Apart from that, the GM's guide makes Acid Damage a 5-point Immunity, leaving me wondering what exactly the core book means by "chemical." Assuming what I might call Chemical is a 10-pointer, that would make Acid Damage a 5-point Immunity for Toughness and Chemical Absorption a 5-point Immunity for Fortitude. It is pretty remarkable that nearly all of Poison Ivy's suite of powers can be wiped out by a 1-point Immunity.
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Re: [Writeups.org] [3E]Johnny Too Bad,Amanda Waller, EQ Gnoll

Postby MisterO » Tue Jan 17, 2012 1:27 pm

Well it could be that poison under Immunity is supposed be be small 'p' poison whilst characters like Poison Ivy or Doctor Poison have big 'p' Poison i.e. their poisons are powers. You're immune to the arsenic put in your soup but Poison Ivy's spores will put you out.

My two-cents at least.
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Re: [Writeups.org] [3E]Johnny Too Bad,Amanda Waller, EQ Gnoll

Postby pawsplay » Tue Jan 17, 2012 6:10 pm

So what would be a small "p" poison?
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Re: [Writeups.org] [3E]Johnny Too Bad,Amanda Waller, EQ Gnoll

Postby MisterO » Wed Jan 18, 2012 5:55 am

pawsplay wrote:So what would be a small "p" poison?


Early for me so might not be totally coherente.

Another way of putting it could be that a character with Immunity to Poison is iumme to generic poison but perhaps not Name Brand poison. If you can get the stuff at the local pharmacy or chemical supply store then it won't hurt you but if it's something a supervillian cooked up in their lair then you mivht have to make that Fort save. It's actual poison versus Poison descriptor I guess.
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Re: [Writeups.org] [3E]Johnny Too Bad,Amanda Waller, EQ Gnoll

Postby Ghostwise » Wed Jan 18, 2012 7:09 am

A very quick one to stay in shape. Meanwhile the DCA backlog builds up, the DCH backlog builds up, the WORG publication backlog builds up, my stock of prepared writeups is running low, but it's OK. Go get 'em, Lantrine ! Doiby will hold da fort !

(∅ indicates an absent value - it renders as an "empty set" symbol)

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

DooM ][ zombie sergeant
Doom II video game


From the classic first-person shooter. Biography, characterisation, pictures, power description and the like at writeups.org

Image

Abilities
Strength 02, Stamina ∅, Agility -2, Dexterity 00, Fighting 01, Intellect ∅, Awareness -2, Presence ∅

Averaged PL 3

Combat Advantages
Chokehold, Close attack 2

Other Advantages
Equipment 2

Skills
Ranged combat (Firearms) 5 (+5)

Equipment
Pump-action shotgun (Shotgun Blast 5)

Offense
Initiative +0
Unarmed +3, Close, Damage 2
Pump Gun +5, Ranged, Damage 5

Defense
Dodge 3, Parry 3
Toughness 4, Fortitude ∅, Will ∅

Complications
Temper DooM zombies will almost always attack whatever just attacked them, with no consideration for what it is

Image

Power levels
Trade-off areas. Attack & Effect PL 5, Dodge/Toughness PL 4, Parry/Toughness PL 4, Fort & Will PL 0
Point total 17 Abilities -2, Defences 11, Skills 3, Powers 0, Advantages 5. Equiv. PL 2
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Re: [Writeups.org] [3E]Johnny Too Bad,Amanda Waller, EQ Gnoll

Postby IronSledge » Wed Jan 18, 2012 8:35 am

Ghostwise wrote:DooM ][ zombie sergeant
Doom II video game


From the classic first-person shooter. Biography, characterisation, pictures, power description and the like at writeups.org

Image


Oh, man! I clicked on the thread because I thought we were getting a zombie Doctor Doom! :(
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Re: [Writeups.org] [3E]Johnny Too Bad,Amanda Waller, EQ Gnoll

Postby pawsplay » Wed Jan 18, 2012 9:00 am

IronSledge wrote:Oh, man! I clicked on the thread because I thought we were getting a zombie Doctor Doom! :(


Well, there's a rotten peanut for you. The idea has potential...
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Re: [Writeups.org] [3E]Johnny Too Bad,Amanda Waller, EQ Gnoll

Postby Ghostwise » Wed Jan 18, 2012 2:32 pm

IronSledge wrote:Oh, man! I clicked on the thread because I thought we were getting a zombie Doctor Doom! :(


It could have been worse, it could have been the ones with the wimpy semi-auto carbine that does as much damage as Doomguy's pistol.
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Re: [Writeups.org] [3E]Johnny Too Bad,Amanda Waller, EQ Gnoll

Postby Ghostwise » Wed Jan 18, 2012 2:39 pm

pawsplay wrote:My current plan is to hold my nose until GR puts out a Power Profiles: Poison Plant Powers. :) Apart from that, the GM's guide makes Acid Damage a 5-point Immunity, leaving me wondering what exactly the core book means by "chemical." Assuming what I might call Chemical is a 10-pointer, that would make Acid Damage a 5-point Immunity for Toughness and Chemical Absorption a 5-point Immunity for Fortitude. It is pretty remarkable that nearly all of Poison Ivy's suite of powers can be wiped out by a 1-point Immunity.


So on one hand... rules modifications creep, and in one year we have DCA stats with 64 attributes arranged in a four-dimensional matrix built using the Feigenbaum sequence.

On the other hand... what we're discussing here is changing pricing. The only impact is on the character points budget, and on notation such as Immunity 2 (Fear) or Immunity 4 (Poisons). "The entries use slightly different prices for the Immunity Power, here is a list of the differences" doesn't strike me as likely to have even purists go into cardiac arrest because the entries are now incomprehensible.

On the gripping hand... rules modification creep.
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Re: [Writeups.org] [3E] EQ Gnoll, Human Torch, Doom Zombie

Postby pawsplay » Wed Jan 18, 2012 4:44 pm

I think, since the entries are concerned least of all with point budgets, we should try to stick with the canon values for Immunity for the time being. If we start to see signs that M&M is being ruled in different ways in different products, then I'm more inclined to come in and start creating house standards. Once H&C vol. 2 is out, along with the print version of the Threat Reports, I think we can start talking about whether an audit of the Immunity list is in order for our writeups.
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Re: [Writeups.org] [3E]Johnny Too Bad,Amanda Waller, EQ Gnoll

Postby pawsplay » Wed Jan 18, 2012 11:00 pm

Ghostwise wrote:On the gripping hand... rules modification creep.


You know, there is no moties entry on WORG. Hmm.
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Re: [Writeups.org] [3E]Johnny Too Bad,Amanda Waller, EQ Gnoll

Postby Ghostwise » Thu Jan 19, 2012 8:41 am

MisterO wrote:
pawsplay wrote:So what would be a small "p" poison?


Early for me so might not be totally coherente.

Another way of putting it could be that a character with Immunity to Poison is iumme to generic poison but perhaps not Name Brand poison. If you can get the stuff at the local pharmacy or chemical supply store then it won't hurt you but if it's something a supervillian cooked up in their lair then you mivht have to make that Fort save. It's actual poison versus Poison descriptor I guess.


If we had more than one point to play with, we could have narrow groups (immune to the venom of the seven most common species of poisonous snake in North America - 1 point), somewhat broader group (immune to plants-derived toxins, 2 points) and a total group (immune to all poisons, 4 points) which scales neatly with pulp-style adventurers, minor superhuman powers and bona fide immunities.

But we don't.
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Re: [Writeups.org] [3E] EQ Gnoll, Human Torch, Doom Zombie

Postby Ghostwise » Thu Jan 19, 2012 9:15 am

Some dude few remember and nobody cares about, but I rewrote the entry yesterday so it's now or never for DCA stats.

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

Synth
DC Universe


A very early opponent of Aztek. Biography, characterisation, pictures, power description and the like at writeups.org

Image

Abilities
Strength 08, Stamina 07, Agility 02, Dexterity 02, Fighting 04, Intellect 04, Awareness 04, Presence 02

Averaged PL 9.6

Powers
Shapeshifter · 14 points
- Growth 1
- Morph 2 (people of roughly his size and gender)
- Protection 2 (Quirk 1 - not against Sharp Impact)

Artificial Genius · 6 points
- Quickness 4 (Limited 1 to mental tasks)
- Jack-of-all-trades, Languages 4

Combat Advantages
Close attack 3, Defensive Roll 1, Ranged Attack 1

Other Advantages
Benefit 1 (Associate to the Vanity mob), Equipment 2, <i>Jack-of-all-trades, Languages 4</i>, Well-Informed

Skills
Athletics 1 (+9), Close combat (Unarmed) 2 (+9), Deception 7 (+9), Expertise (Artistic creation) 6 (+10), Expertise (Organised crime) 4 (+8), Insight 5 (+9), Intimidation 4 (+6), Perception 6 (+10), Persuasion 2 (+4), Ranged combat (Firearms) 4 (+7). Synth is thought to have had various other Expertises.

Equipment
Heavy Pistol

Offense
Initiative +2
Unarmed +9, Close, Damage 8
Heavy Pistol +7, Ranged, Damage 4

Defense
Dodge 9, Parry 10
Toughness 10, Fortitude 11, Will 7

Complications
Disability Every other day from midnight to midnight, Synth is mentally debilitated

Image

Power levels
Trade-off areas. Attack & Effect PL 9, Dodge/Toughness PL 10, Parry/Toughness PL 10, Fort & Will PL 9
Point total 136 Abilities 66, Defences 20, Skills 21, Powers 20, Advantages 9. Equiv. PL 10
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Re: [Writeups.org] [3E]EQ Gnoll, Human Torch, Doom Zombie, Synth

Postby pawsplay » Thu Jan 19, 2012 11:13 am

Trying to round out the FF...

Mr. Fantastic (Reed Richards)
Marvel Universe


This covers Reed in most of his appearances. Note that strictly, his high skill ratings would make him PL 14. Biography, characterisation, pictures, power description and the like at writeups.org

Image


Abilities
Strength 02, Stamina 02 (06), Agility 02, Dexterity 03, Fighting 03, Intellect 09 (11), Awareness 05 (07), Presence 03

Averaged PL 11.2

Powers
Stretching • Descriptors: Cosmic Rays, Physiological

- Rubber body -- Enhanced Stamina 4; Immunity 2 (own slam attacks); Protection 4, Limited to Physical Impact • 12 points
- Malleate -- Elongation 8; Enhanced Skill (Sleight of Hand 11), Limited (Escaping and Contorting only) • 25 points
- Alter Shape -- Array (14 points)
• Morph 3 (simple shapes), Quirk (no color change)• 14 points
• Morph 2 (people of Reed's size and coloration) • 1 point
- Got you! -- Enhanced Advantage (Close Attack 8 ), Increased Action (Move) • 4 points
- Body snare -- Enhanced Advantages (Choke Hold, Fast Grab, Improved Grab); Extra Limbs 2, Limited (only for grabbing or lifting multiple people or things) • 4 points
- Big fist -- Strength-based Damage 6 • 6 points
- Stretching Movement -- Movement 3 (Safe Fall, Slithering, Sure-Footed) • 6 points
- Elastic Consciousness -- Enhanced Ability (Awareness 2, Intellect 2), Enhanced Skill (Perception 4), Enhanced Advantage 1 (Eidetic Memory) • 7 points

Combat Advantages
Chokehold, Close Attack 4 , Defensive Roll 2, Fast Grab, Improved Grab, Ranged Combat 4

Other Advantages
Assessment, Benefit (Member of the Fantastic Four), Benefit 2 (Popularity), Connected, Eidetic Memory, Equipment 4, Inventor, Skill Mastery (Expertise: Science), Skill Mastery (Technology), Ultimate Effort (Technology)

Skills
Athletics 3 (+5), Deception 9 (+12), Expertise: Dimensions 10 (+21), Expertise: Science 13 (+24), Expertise: Space Travel 10 (+21), Insight 12 (+19), Investigation 5 (+16), Perception 4 (+15), Persuasion 9 (+12), Technology 13 (+24), Treament 1 (+12), Vehicles 5 (+8)

Equipment
Skyscraper (17 points)

Offense
Initiative +2
Unarmed +7, Close, Damage 2
Giant fist +7 (+14, with move action), Close, Damage 8
Body snare +7 (+14, with move action), Close, Affliction 8


Defense
Dodge 9, Parry 7
Toughness 8*/6**, Fortitude 10, Will 11
* Against Physical Impact, 12/10**.
** Without Defensive Roll.

Complications
Upholding the Good Reed is an upstanding guy, committed to doing the right thing, no matter how difficult.
Public Identity Reed's identity is well known.
Relationship His wife Sue, their friends Ben and Johnny, the Richards children
Enemies Reed has powerful enemies, including the the vengeful Doctor Doom
Irrational Attraction Reed is obsessed with scientific puzzles, probably the one thing that interferes with his loyalty to friends and family.

Power levels
Trade-off areas. Attack & Effect PL 12, Dodge/Toughness PL 9, Parry/Toughness PL 8, Fort & Will PL 11.
Point total 226 Abilities 58, Defences 19, Skills 47, Powers 79, Advantages 23. Equiv. PL 16.
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Re: [Writeups.org] [3E]Human Torch,Doom Zombie,Synth,Mr Fantasti

Postby Ghostwise » Fri Jan 20, 2012 3:55 am

Publishing the stats for Heather Hudson and Amanda Waller on the site since they're technically unremarkable and that's two out of the way.
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