Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Re: [Writeups.org] [3E] Killer Shrike, Marianne, Word, Ultima

Postby pawsplay » Thu Jan 26, 2012 9:26 am

Ghostwise wrote:
pawsplay wrote:Tough Break: Things just don't seem to go Killer Shrike's way. The first time in a session he rolls an odd number on a check, he becomes impaired (which can jinx his current roll). At the end of each round, roll a d20; on an 11+, the impaired condition goes away. Killer Shrike almost never benefits from the GM spending a HP on his behalf.


The trigger for Maddicks is not that random - it only occurs when he realises he's probably outmatched and he's gonna get thrashed again. Really, my suggestion does a fine job at simulating what happens in the comics. 8)

He realises he's facing a more powerful opponent, his Complication triggers, he enters a death spiral when he becomes rapidly less of a threat as his bully confidence deflates and he panics, and if the GM allows NPCs to gain HPs from Complications (why not) then Maddicks burn it on something irrational like getting himself Improved Critical 1 or All-Out Attack for the rest of the fight as he gets less predictable and it has a slim chance of actually making him more dangerous.

The rest of the time, he's pretty damn dangerous.


What about this?

On the Ropes When Killer Shrike suffers an embarrassing setback, he becomes impaired. An example would be a round in which he both misses an opponent and his opponent hits him. Further setbacks cause him to become debilitated and then dazed. He loses these conditions if he does something effective, like landing a blow or using a clever strategem. Otherwise, they go away once he leaves the scene and accepts defeat. He rarely benefits from the GM spending Hero Points on his behalf, except to represent acts of desperation.
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!
pawsplay
Zealot
Zealot
 
Posts: 1213
Joined: Sat Jun 14, 2008 3:10 pm

Re: [Writeups.org] [3E] Synth, Mr Fantastic, Nemesis, Fury

Postby Ghostwise » Thu Jan 26, 2012 1:10 pm

pawsplay wrote:It's totally possible to make a barrier that is all but impentrable to IR that is nonetheless transparent to normal vision. As written, Intravision with Penetrates Concealment would let Batgirl see through a wall of raging fire, which is exactly what should not happen. Infravision natively penetrates a lot of barriers, just as sound does. Low-light vision is effectively Counters Concealment, but it's not as if without it, you can't see in dim lighting at all. I'm not sure what Infravision does, exactly, if it can't use normal temperature gradients as a replacement for normal vision. If you can't tell see someone with IR through a hanging sheet, you basically can't see them. That's what Infravision does, and if Batgirl's allows her to see through walls, then her version is correct and other versions are not. A character whose "infravision" is imprecise, short range, and poorly sensitive is probably better described as having Low-light Vision of some sort, particularly if they can't be "blinded" by heat sources. While Infravision isn't spelled out in much detail in DCA, in DCA it would lack Acute but be somewhat penetrating and have some limited Tracking capabilities.


I agree at about 65%. :lol:

A possible approach would be to use - for certain types of IR visions - a Limited 1 version of Penetrate Concealment that only penetrates light cover -- say, common depths of foliage and brush, thick fog, "cold" smoke, tinted windows, these things.

This way we can have "somewhat penetrating" infravision which as we note models common depictions of IR vision (for instance in video games and war movies), and "seriously penetrating" infravision which allows the sniper in that old Navy Seals movie to see people through concrete walls (!), Steph to see the mugger she's looking for through several shipping containers (!!), and other physically impossible things.

At (1 + (4/2=2)) =3 points, "somewhat penetrating infravision" sounds like something more or less in-line with other costs in Senses, and basic infravision with very little penetration sounds about balanced with darkvision (1 pt. vs 2), unless it's a zombie apocalypse campaign or the enemies are all reptiles. Or its a campaigns about zombie reptiles.
http://www.writeups.org - the biggest, bestest character profiles site for comics and movies. Now 4900+ entries and improved navigation.

Current fav - Ageing in super-hero comics
User avatar
Ghostwise
Daredevil
Daredevil
 
Posts: 791
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Nemesis, Fury, Batgirl, Cammi

Postby pawsplay » Thu Jan 26, 2012 2:32 pm

So what's the evidence her vision actually won't penetrate thermal insulation?

EDIT: What would you think of pairing Penetrates Concealment with Reduced Trait (Perception)? The price-equivalent to Darkvision would let you penetrate Concealment, but with -4 on your checks. Depending on distance, that might be sufficient. Kind of an Inaccurate for expensive senses.

Another idea that might work as a simple Limited (only reduces concealment by one step).
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!
pawsplay
Zealot
Zealot
 
Posts: 1213
Joined: Sat Jun 14, 2008 3:10 pm

Re: [Writeups.org] [3E] Nemesis, Fury, Batgirl, Cammi

Postby Ghostwise » Mon Jan 30, 2012 10:04 am

My SHRPG time is currently eaten by redoing our poor coverage of the 1974 volume of Sandman, so here's a quick one for a recent WORG entry so the thread doesn't stay dark too long.

It includes power armour, so it again raises the question wherein a stronger man than Clarke probably wouldn't have more than 14 Ranks of Strength while wearing the armour, which isn't modelled by Enhanced Traits (likewise agile and skilled people would benefit much less, if at all, of the Enhanced Agility and Fighting). Making that a Quirk is IMO not fruitful, since it's by definition not a problem for the character.

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

Rampage (Stuart Clarke)
Marvel Universe


Maniac in power armour (doesn't cover his 2007 return in Punisher).Biography, characterisation, pictures, power description and the like at writeups.org

Image

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

Averaged PL 10.8

Devices
Rampage power armour • 68 points (Removable)
- Boosted strength and durability -- Protection 4 (Limited 1 to Physical Impact), Enhanced Strength 14, Enhanced Stamina 8, Close Attack 2
- Boosted speed -- Enhanced Agility 3, Enhanced Fighting 5, Enhanced Dodge 4, Enhanced Parry 3
- Jet-boots -- Flight 5
- Goggles -- Enhanced Fortitude 6 (Limited 3 to Bright Lights)

Ionic fligth pack • 10 points (Removable)
Flight 6

Ion-tracer • 5 points (Easily Removable)
Senses 7 (Ranged Detect (Ionic superhuman powers), Extended 5)

Ion dampener pellets • 39 points (Removable)
Weaken (Ionic powers) 16, Broad, Simultaneous

While his legs were crippled Clarke used a mind-control gas (Affliction 8, Resisted by Fortitude, Entranced/Compelled/Controlled), and a force field (Protection 6, Quirk: implodes if hit by a large electrical discharge).


Combat Advantages
None demonstrated

Other Advantages
Inventor

Skills
Athletics 1 (+1) <i>(+15 w/Rampage armour)</i>, Deception 2 (+3), Expertise (Applied hard sciences) 10 (+14), Expertise (Business) 2 (+6), Insight 2 (+4), Perception 5 (+7), Persuasion 2 (+3), Technology 12 (+16), Vehicles 2 (+2) (Limited 2 to Common Land Vehicles)

Offense
Initiative +0 <i>(+3 w/Rampage armour)</i>
Unarmed +2, Close, Damage 0
<i>Unarmed w/Rampage armour +9, Close, Damage 14</i>

Defense
Dodge 10*/3, Parry 10*/2
Toughness 13*/1, Fortitude 11*/3, Will 7
* With Rampage armour active

Complications
Obsession Clarke forever sees himself as the virtuous victim of tainted systems and envious imbeciles
Obsession Rampage is bitter and tends to overestimate his skills ; this eventually focused on a maniacal resentment toward Tony Stark
Identity Clarke is known to be Rampage
Quirk Clarke would never be described as a lucky person

Image

Power levels
Trade-off areas. Attack & Effect PL 12, Dodge/Toughness PL 12, Parry/Toughness PL 12, Fort & Will PL 9
Point total 133 Abilities 20, Defences 10, Skills 19, Powers 0, Devices 83, Advantages 1. Equiv. PL 9

Note The PLs and points above do not include the Ionic Dampeners since this is a very specific weapon. Against a ionic-powered opponent Rampage's Attack and Effect PL goes up to 13 and his points total to 182 (equiv. PL 13), making his Averaged PL 11.9.
http://www.writeups.org - the biggest, bestest character profiles site for comics and movies. Now 4900+ entries and improved navigation.

Current fav - Ageing in super-hero comics
User avatar
Ghostwise
Daredevil
Daredevil
 
Posts: 791
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Nemesis, Fury, Batgirl, Cammi, Rampage

Postby Goldar » Mon Jan 30, 2012 11:23 am

I was Hoping that "Rampage" was the DC version, since I'm not sure she will make it into the book.

However, I do remember this guy from an old X-Men issue and I like your build of him. :)
User avatar
Goldar
Partisan
Partisan
 
Posts: 620
Joined: Thu Apr 28, 2011 7:58 am

Re: [Writeups.org] [3E] Nemesis, Fury, Batgirl, Cammi

Postby pawsplay » Mon Jan 30, 2012 4:19 pm

Ghostwise wrote:It includes power armour, so it again raises the question wherein a stronger man than Clarke probably wouldn't have more than 14 Ranks of Strength while wearing the armour, which isn't modelled by Enhanced Traits (likewise agile and skilled people would benefit much less, if at all, of the Enhanced Agility and Fighting). Making that a Quirk is IMO not fruitful, since it's by definition not a problem for the character.


I think that's basically the power armor descriptor, as opposed to a power cosmic descriptor or a magic amulet descriptor, etc. Making use of captured or borrowed devices as always the purview of the GM. This is one of those cases wherein the gear is clearly a Device in M&M terms, but in the comics, is more Equipment-like in functioning. M&M is not being helpful here.

Ionic fligth pack • 10 points (Removable)
Flight 6


Flight is misspelled.

Ion dampener pellets • 39 points (Removable)
Weaken (Ionic powers) 16, Broad, Simultaneous


Even after reading the writeup, I have no idea what "ionic powers" are.
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!
pawsplay
Zealot
Zealot
 
Posts: 1213
Joined: Sat Jun 14, 2008 3:10 pm

Re: [Writeups.org] [3E] Nemesis, Fury, Batgirl, Cammi

Postby Ghostwise » Tue Jan 31, 2012 2:49 pm

pawsplay wrote:Even after reading the writeup, I have no idea what "ionic powers" are.


Simon Williams, Erik Josten, Dallas Riordan, Luchino Nefaria, the Crazy Eights, those guys.
http://www.writeups.org - the biggest, bestest character profiles site for comics and movies. Now 4900+ entries and improved navigation.

Current fav - Ageing in super-hero comics
User avatar
Ghostwise
Daredevil
Daredevil
 
Posts: 791
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Nemesis, Fury, Batgirl, Cammi, Rampage

Postby pawsplay » Wed Feb 08, 2012 9:44 pm

Invisible Woman (Sue Richards, current)
Marvel Universe


Member of the Fantastic Four. Biography, characterisation, pictures, power description and the like at writeups.org

Image


Abilities
Strength 01, Stamina 03, Agility 02, Dexterity 04, Fighting 07, Intellect 01, Awareness 03, Presence 02

Averaged PL 13.8

Powers
Invisible Force Manipulation • 97 points • Descriptors: Cosmic Radiation, Psionic
- Invisibility -- Concealment 4 (Visual), Precise
- Neutralize Invisibility -- Nullify Invisibility 6, Perception Ranged
- Force Manipulation (Array, 70 points)
• Simple Shapes -- Create 16, Feedback, Impervious 16, Movable, Subtle 2, Dynamic (3 points/rank)
• Barrier -- Protection 14, Affects Others, Area (Burst), Impervious 16, Selective, Subtle 2, Dynamic (5 points/rank)
• Invisible Platform -- Flight 15, Affects Others, Platform, Subtle 2, Dynamic (2 points/rank)
• Force Grab: Move Object 16, Subtle 2, Dynamic (2 points/rank)
• Force Snare: Snare 16, Subtle 2, Dynamic (3 points/rank)
• Force Blast: Ranged Damage 16, Subtle 2, Dynamic (2 points/rank)
• Force Barrage: Ranged Damage 16, Multiattack, Subtle 2, Dynamic (3 points/rank)

Combat Advantages
All-Out Attack, Close Attack 4, Connected, Defensive Attack, Defensive Roll 3, Favored Environment (child endangement), Improved Disarm, Improved Grab, Improved Trip, Leadership, Power Attack, Second Chance (fear/intimidation)

Other Advantages
Benefit 1 (millionaire), Connected, Equipment 4

Skills
Athletics 4 (+5), Deception 6 (+8), Expertise: Acting 6 (+8), Insight 6 (+9), Intimidation 6 (+8), Perception 5 (+8), Persuasion 5 (+7), Ranged Combat: Force manipulation 7 (+11), Stealth 4 (+6), Vehicles 5 (+9)

Offense
Initiative +2
Unarmed +11, Close, Damage 1
Force manipulation +11, Ranged, Damage varies (up to 16, may have Multiattack)

Defense
Dodge 10, Parry 11
Toughness 6*/3**, Fortitude 7, Will 10
* She can reach an impressive Toughness 20 by centering her force field on herself.
*Without Defensive Roll bonus

Complications
Upholding Good Sue is a believer in the principles of righteousness, even to the edge of vengeance
Relationships Reed (husband), Franklin (son)

Power levels
Trade-off areas. Attack & Effect PL 14, Dodge/Toughness PL 15, Parry/Toughness PL 16, Fort & Will PL 9
Point total 216 Abilities 46, Defences 23, Skills 27, Powers 97, Advantages 23. Equiv. PL 15.

Invisible Woman Uncapped
If using the unscapped scale, increase the Protection ranks of her barrier to 16, allowing her to reach Toughness 22 against attacks targeted at her.
Averaged PL 14.2.
Trade-off areas. Attack & Effect PL 14, Dodge/Toughness PL 16, Parry/Toughness PL 17, Fort & Will PL 9
Point total 224 Abilities 46, Defences 23, Skills 27, Powers 105, Advantages 23. Equiv. PL 15.
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!
pawsplay
Zealot
Zealot
 
Posts: 1213
Joined: Sat Jun 14, 2008 3:10 pm

Re: [Writeups.org] [3E] Batgirl, Cammi, Rampage, Invisible Woman

Postby Ghostwise » Fri Feb 10, 2012 5:30 am

Updated title and first post to point toward the writeup for Sue, will try to cram in a John Henry Irons (early) entry today - week has been a mess.
http://www.writeups.org - the biggest, bestest character profiles site for comics and movies. Now 4900+ entries and improved navigation.

Current fav - Ageing in super-hero comics
User avatar
Ghostwise
Daredevil
Daredevil
 
Posts: 791
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Batgirl, Cammi, Rampage, Invisible Woman

Postby Ghostwise » Sun Feb 12, 2012 7:37 am

Grmblmblmbl.

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

John Henry Irons aka Steel (Early)
DC Universe


John Henry during the first two years of his career. Biography, characterisation, pictures, power description and the like at writeups.org

Image

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

Averaged PL 12.6 (in Steel Mk2 suit)

Devices
Steel armour Mk1 • 57 points (Noticeable, Removable) • Descriptor: Power armour
- Boosted strength -- Enhanced Strength 8, Close combat (Unarmed) 1, Enhanced Parry 1
- Super-durable -- Enhanced Stamina 7, Immunity 5 (Environement, Limited to Half-Effect)
- Jet boots -- Flight 7
- Jet boots -- Close Fire Damage 5 Linked w/Close Move object 8 (Limited 2 - straight away from the armour's soles)
- Rivets launcher -- Ranged Piercing Damage 6 Armour-Piercing 2

Suceeded by Steel armour Mk2 • 63 points (Noticeable, Removable) • Descriptor: Power armour
- Boosted strength -- Enhanced Strength 8, Close combat (Unarmed) 1, Enhanced Parry 1
- Super-durable -- Enhanced Stamina 7, Immunity 5 (Environement, Limited to Half-Effect)
- Energy-proofed -- Protection 2, Enhanced Fortitude 2, both Limited 1 to EM Energies
- Jet boots -- Flight 8
- Jet boots -- Close Fire Damage 5 Linked w/Close Move object 14 (Limited 2 - straight away from the armour's soles)
- Rivets launcher -- Ranged Piercing Damage 6 Armour-Piercing 2
- Onboard computer -- Feature 1 (hard drive, standard connectors, DVD burner)

Sledgehammer • 4 points (Noticeable, Easily Removable)
Strength-Based Blunt Damage 3, Feature 1 (Extremely tough, very long handle)

Homing devices • 1 point
Feature 1 (mini-tracers)

Combat Advantages
Close attack 5, Defensive Roll 3, Improvised weapon (Thrown objects), Move-by Action, Power Attack, Precise Attack (Ranged, cover), Ranged attack 9

Other Advantages
Fearless, Improvised tools, Inventor

Skills
Acrobatics 1 (+5), Athletics 3 (+7), Close combat (Simple, large melee weapons) 2 (+12), Deception 4 (+7), Insight 6 (+9), Intimidation 4 (+7), Perception 6 (+9), Persuasion 4 (+7), Technology 15 (+19) (Limited 1 - lacks Demolition and Security applications), Vehicles 2 (+6) (Limited 2 to common land vehicles)

Offense
Initiative +4
Unarmed +10, Close, Damage 4
Unarmed (armoured) +11, Close, Damage 12
Sledgehammer +12, Close, Damage 15
Ranged attacks +13, Ranged, variable
Thrown weapons +13, Ranged, Damage +1

Defense
Dodge 10, Parry 10 (armoured: 11)
Toughness 6/3* (armoured 13/10*), Fortitude 7 (armoured 14), Will 9
* Without Defensive Roll Bonuses

Complications
Identity His identity as Steel is secret, though not a closely-guarded one
Quirk John Henry is huge, very charismatic and with a very deep voice, making it hard for him to be discreet
Honor Steel is a big-H Hero walking in the footsteps of Superman himself
Relationship John Henry is very close to his large family
Obsession Destroying the weapons he created. This disappears near the end of this era.

Image

Power levels
Trade-off areas. Attack & Effect PL 14, Dodge/Toughness PL 12, Parry/Toughness PL 12, Fort & Will PL 12
Point total 194 Abilities 60, Defences 22, Skills 20, Powers 0, Devices 68 (assuming Mk2 suit), Advantages 24. Equiv. PL 13
http://www.writeups.org - the biggest, bestest character profiles site for comics and movies. Now 4900+ entries and improved navigation.

Current fav - Ageing in super-hero comics
User avatar
Ghostwise
Daredevil
Daredevil
 
Posts: 791
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Cammi, Rampage, Invisible Woman, Steel

Postby Ghostwise » Sun Feb 12, 2012 9:07 am

As long as the books are open and since the DCH stuff ate up my DCA time for a while... another martial artist to keep practising.

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

Snapdragon (Sheoke Sanada)
Marvel Universe


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

Image

Abilities
Strength 02, Stamina 03, Agility 03, Dexterity 04, Fighting 07, Intellect 02, Awareness 01, Presence 01

Averaged PL 8.2 (PLs and points assume the 1980s loadout)

Devices
1980s loadout • 22 points
- Mask -- Enhanced fortitude 6 (Limited 3 to Bright Lights), Senses 2 (Darkvision)
- Armour -- Protection 4 (Limited 3 to Piercing)
- Weapons -- Array
    Metal bo staff -- Strength-based Blunt Damage 2
    Cutlass -- Strength-based Slashing Damage 2
    Bola used as flail -- Strength-bases Blunt Damage 2
    Bola used normally -- Snare 5
1990s loadout • 9 points
- Mask -- Enhanced Fortitude 4 (Limited 3 to Bright Lights), Senses 2 (Darkvision)
- Armour -- Protection 4 (Limited 1 to Physical Impact), Enhanced Fortitude 2
- Reinforced striking surfaces on the armour -- Strength-based Blunt damage 2

2010s loadout • 5 points
- Katana -- Strength-Based Slashing Damage 3
- Cell phone -- Feature 2 (Encrypted)

Combat Advantages
Close attack 5, Defensive Roll 2, Grabbing finesse, Improved Initiative, Improved trip, Power attack, Quick Draw, Ranged attack 8 (Limited 1 to archaic weapons)

Other Advantages
None demonstrated

Skills
Acrobatics 3 (+6), Athletics 5 (+7), Deception 1 (+2), Expertise (Organised crime) 4 (+6), Insight 3 (+4), Intimidation 2 (+3), Perception 4 (+5), Persuasion 1 (+2), Stealth 3 (+6), Vehicles 2 (+6) (Limited 1 to common land and water vehicles)

Offense
Initiative +7
Unarmed +12, Close, Damage 2
Various weapons +12, see specifics in Devices

Defense
Dodge 12, Parry 11
Toughness 5/3*, Fortitude 7, Will 6
* Without Defensive Roll Bonuses

Complications
Honor Snapdragon has a strong sense of keeping face
Obsession Snapdragon is ambitious and wants to develop her rep

Image

Power levels
Trade-off areas. Attack & Effect PL 9, Dodge/Toughness PL 9, Parry/Toughness PL 8, Fort & Will PL 7
Point total xxx Abilities 46, Defences 22, Skills 14, Powers 0, Devices 22, Advantages 16. Equiv. PL 8
http://www.writeups.org - the biggest, bestest character profiles site for comics and movies. Now 4900+ entries and improved navigation.

Current fav - Ageing in super-hero comics
User avatar
Ghostwise
Daredevil
Daredevil
 
Posts: 791
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Batgirl, Cammi, Rampage, Invisible Woman

Postby pawsplay » Sun Feb 12, 2012 2:56 pm

Ghostwise wrote:Grmblmblmbl.

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

[size=125]John Henry Irons aka Steel (Early)

Sledgehammer • 4 points (Noticeable, Easily Removable)
Strength-Based Blunt Damage 3, Feature 1 (Extremely tough, very long handle)


It's not Continuous or Permanent, so it doesn't qualify for Noticeable. But that's ok, because I don't think you included the point reduction anyway. :)

In contrast, Super-durable is probably a good candidate on both suits for it.
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!
pawsplay
Zealot
Zealot
 
Posts: 1213
Joined: Sat Jun 14, 2008 3:10 pm

Re: [Writeups.org] [3E] Rampage, Invisible Woman, Steel, Snapdra

Postby Ghostwise » Fri Feb 24, 2012 6:53 pm

As a quick note - I'm currently on the February break (hottest month of the year, which makes it difficult to sleep).

I'm using the time to play Mass Effect instead and there will be extensive articles on writeups.org. I'm a bit puzzled as to how I can model kinetic shields (basically an obstacle against projectiles with a set number of hit points, and that constantly regenerates those) in DC Adventures, though.
http://www.writeups.org - the biggest, bestest character profiles site for comics and movies. Now 4900+ entries and improved navigation.

Current fav - Ageing in super-hero comics
User avatar
Ghostwise
Daredevil
Daredevil
 
Posts: 791
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Rampage, Invisible Woman, Steel, Snapdra

Postby pawsplay » Fri Feb 24, 2012 11:35 pm

Regeneration with Sustained?
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!
pawsplay
Zealot
Zealot
 
Posts: 1213
Joined: Sat Jun 14, 2008 3:10 pm

Re: [Writeups.org] [3E] Rampage, Invisible Woman, Steel, Snapdra

Postby Woodclaw » Sat Feb 25, 2012 3:21 am

In 2E it should have bee a Ablative Force Field with an out of combat regenerative boost.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2607
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Google [Bot] and 3 guests