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[Writeups.org] [3E] Old West guns, Gamble, Pit Bulls

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Re: [Writeups.org] [3E] Marianne, Word, Ultima, the Thing

Postby pawsplay » Sun Apr 08, 2012 2:55 pm

Ghostwise wrote:Image

pawsplay wrote:Firebrand II (Danette Reilly)
DC Universe

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


Whilst dusting up the DCH entry to include DCA stats I've lowered her STR to 03 and gave her Martial Arts 4 instread of STR 04. STR 04 was Ray's thing for anybody who can throw a punch, but we're a bit more detailed nowadays. :wink: Want to reflect the change in the DCA stats ?


Sure. That would make her Strength 1, but she should pick up the Power Attack Advantage.

Presumably the Array's cost is 30 rather than 27 points ?


Total, yes. I've been following DCA house style, which lists the size of the array, then prices the main power and each AE separately.

Flame Being • 18 points • Quirk (Fortitude and Toughness are impaired against ice and cold), Sustained • Descriptors: Fire, Mutation
Damage 3, Reaction
Flight 6, Limited (while flaming)


"While flaming" strikes me as a weak case of a Limited - I can't justify it, especially since it placed in the same container as her flame aura.


True, that should really be the equivalent of Quirk (maximum force), since she can't turn off the damage effect. Call it

Flight 6, Quirk (only to a maximum speed proportionate to the number of ranks of Damage she has active in the aura).

I assume you hesitated between Quirk and Complication for the ice/cold thing ? How did the decision go ?

And as pure aesthetic pedantry I'd call the container "flame aura" or something since "flame being" is a DCHism that can mistakenly lead people to think she's actually made of fire. As I said, pedantry. 8)


Flame Aura works for me. As for the Quirk/Complication thing, I decided that she shouldn't be able to turn her Complication on and off.

I'll specify "environmental heat" for her immunity to be extra-clear. Do you want to have her some Enhanced Fortitude against flame/heat attacks ?


I wasn't sure what do about that. It's not something explicit in DC Heroes, since most Fortitude type effects would be rolled up under Environmental Heat. It would really just affect flame-based Afflictions. Perhaps it would be better to ditch Immunity (Environmental heat) and simply add Enhanced Fortitude 10, Limited 3 (Fire/Heat).
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Re: [Writeups.org] [3E] Marianne, Word, Ultima, the Thing

Postby Ghostwise » Mon Apr 09, 2012 8:27 am

pawsplay wrote:As for the Quirk/Complication thing, I decided that she shouldn't be able to turn her Complication on and off.


I've noted in the entry that the Quirk is only active whilst the Power is, so readers won't miss your intent.

I'll specify "environmental heat" for her immunity to be extra-clear. Do you want to have her some Enhanced Fortitude against flame/heat attacks ?


I wasn't sure what do about that. It's not something explicit in DC Heroes, since most Fortitude type effects would be rolled up under Environmental Heat. It would really just affect flame-based Afflictions. Perhaps it would be better to ditch Immunity (Environmental heat) and simply add Enhanced Fortitude 10, Limited 3 (Fire/Heat).


I was thinking of attacks like what Sunfire does in an early Exiles issue, super-heating the air about a target's head so they'll pass out - basically a less-than-lethal use of a flame attack. Of course it depends whether the GM wants that to be taken as a Fortitude-resisted attack, or accepts it as techno-babble to have a Ranged Damage (Flame) attack that takes people down without actually burning them.
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Re: [Writeups.org] [3E] Ms. Marvel, Shatterfist, Shadowoman

Postby Ghostwise » Mon Apr 09, 2012 2:11 pm

Let's finish Jillian - who gained four PLs when she became Sepulcre, though it's difficult to say whether these are still her stats.

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

Sepulchre
Marvel Universe


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

Image

Abilities
Strength 00 (05), Stamina 00 (05), Agility 01 (2), Dexterity 02, Fighting 04, Intellect 01, Awareness 01, Presence 01

Averaged PL 9.6

Powers
Augmented vitality • 20 points • Descriptor: Shade nature
- Enhanced Strength 5, Enhanced Stamina 5, Enhanced Agility 1, Enhanced Fortitude 5
- Immortality 10 (Limited 1 - doesn't work if her link to the Darkforce is severed)
- Defensive Roll 2
- Feature (can instantly change to her costume), Feature (Jillian is not considered a living being for those effects that only affect the living)

Darkforce dimension interface Array • 9 points • Descriptor: Shade nature
    Dark energy infusion -- Enhanced trait 4, Affects Only Other, Concentration, Can be applied to any trait with a Descriptor such as Darkforce, Shadow, Dark Energy, Necromancy, Undead, etc.
    Sucks back to the Darkforce dimension -- Movement 1 (Dimensional travel to Darkforce dimension), Reaction, Attack, Limited 2 (Only affects creatures from the Darkforce dimension or a very similar one)
Darkforce powers • 83 points • Descriptor: Shade nature, Darkforce
- Expanding herself into a darkness field -- Insubstantial 2 Linked w/Burst Area 2 Concealment Attack 5 (all Visual senses, Concentration Flaw)
- Darkforce blasts -- Ranged Damage 9
- Giant clawed hands -- Strength-based Close Slashing Damage 3
- Elongated arms or shadow tendrils -- Improved grab, Elongation 2
- Flight 9, Move-by Action
- Darkforce-proof -- Protection 10 and Enhanced Fortitude 10 (both Limited 3 to Darkforce and similar energies), Second Chance (Darkforce)
- Slippery, shadowy, silent -- Sleight of hand 18 (+19)

Combat Advantages
Close attack 2, Defensive Roll 2 <i>(3)</i>, <i>Move-by Action</i>

Other Advantages
<i>Second Chance (Darkforce)</i>, Ritualist

Skills
Athletics 2 (+7), Deception 2 (+3), Expertise (Occultism) 8 (+9), Insight 2 (+3), Perception 3 (+4), Persuasion 1 (+2), Ranged combat (Darkforce blasts) 6 (+8), <i>Sleight of hand 18 (+19)</i>, Vehicles 2 (+3) (Limited 2 to common land vehicles)

Offense
Initiative +2
Unarmed +10, Close (Elongated 2), Damage 5
Giant claws +10, Close (Elongated 2), Damage 8 Slashing
Darkforce blasts +8, Ranged, Damage 9

Defense
Dodge 10, Parry 10
Toughness 8/5*, Fortitude 10, Will 8
* Without Defensive Roll Bonuses

Complications
Vulnerability Jillian craves companionship and is thus easily manipulated
Identity Weak secret ID
Disability Jillian has some mystical property that makes most people dislike her
Exile For several years Jillian fled the US and worked for Roxxon to avoid registration
Addiction Something of an alcohol problem

Image

Power levels
Trade-off areas. Attack & Effect PL 9, Dodge/Toughness PL 9, Parry/Toughness PL 9, Fort & Will PL 9
Point total 169 Abilities 20, Defences 21, Skills 11, Powers 112, Devices 0, Advantages 5. Equiv. PL 12
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Re: [Writeups.org] [3E] Shatterfist, Shadowoman, Sepulchre

Postby Ghostwise » Tue Apr 10, 2012 7:19 am

Let's lob in another Cadre guy - Crowbar. He's a guy with a crowbar. Those were the days, man.

Also fixed a mistake in Shatterfist I's ground punch budget.

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

Shatterfist I
DC Universe


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

Image

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

Averaged PL 8.2

Powers
Augmented strength • 10 points • Descriptor: Overmaster enhancement
Enhanced Strength 2, Enhanced Stamina 1, Enhanced Fortitude 4

Crowbar-jutsu • 10 points (Easily Removable - must wield a crowbar) • Descriptor: Skill
Close attack 4, Ranged attack 4, Enhanced Parry 2, Enhanced Dodge 1, Power attack

Crowbar-kinesis Array • 17 points (Easily Removable - must have a crowbar) • Descriptor: Overmaster enhancement
    Charged crowbar -- Strength-based Close Damage 2
    Thrown charged crowbar -- Strength-based Ranged Damage 1
    Ground strike -- Burst-Area Close Affliction 7 (resisted by Dodge or Toughness, one degree is dazed & hindered and two degrees is stunned & prone)
    Crowbar flies back to his hand -- Feature 1 (requires a Move Action)
Combat Advantages
Close attack 4, Defensive roll 4

Other Advantages
Benefit 1 (Cadre member), Equipment 1

Skills
Athletics 2 (+7), Deception 3 (+4), Expertise (Streetwise) 4 (+4), Insight 3 (+3), Perception 3 (+3), Persuasion 2 (+3), Ranged combat (Thrown weapons) 4 (+6), Stealth 2 (+4)

Equipment
Crowbar • Strength-based Damage 2, Feature (Damage rank can be used to pry things open) • 3 points

Offense
Initiative +2
Unarmed +7, Close, Damage 5
Charged crowbar +11, Close, Damage 9
Thrown charged crowbar +10, Ranged, Damage 8

Defense
Dodge 8/7**, Parry 10/8**
Toughness 8/4*, Fortitude 9, Will 4
* Without Defensive Roll Bonuses
** When not wielding a crowbar

Complications
Greed Crowbar can attempt unreasonable schemes to get rich

Image

Power levels
Trade-off areas. Attack & Effect PL 10, Dodge/Toughness PL 8, Parry/Toughness PL 9, Fort & Will PL 7
Point total 102 Abilities 28, Defences 15, Skills 12, Powers 37, Devices 0, Advantages 10. Equiv. PL 7
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Re: [Writeups.org] [3E] Shadowoman, Sepulchre, Crowbar

Postby Ghostwise » Tue Apr 10, 2012 9:43 pm

Few people care about Jimmy Woo (just look at Agents of Atlas sales) but I'm reorganising the entries, he's easy to write up and he's part of Marvel's history.

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

Jimmy Woo (writeup 1 - 1950s-1960s)
Marvel Universe


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

Image

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

Averaged PL 6

Combat Advantages
Close attack 1, Defensive Roll 2, Evasion, Precise Attack (Close, Concealment), Ranged attack 2

Other Advantages
Benefit (Beloved of Su Wan), Benefit (FBI special agent), Equipment 2, Language (Cantonese Chinese), Well-Informed

Skills
Athletics 4 (+5), Acrobatics 2 (+4), Close combat (Unarmed) 2 (+7), Deception 5 (+6), Expertise (FBI agent) 9 (+12), Expertise (All things Chinese) 8 (+11), Expertise (Science) 4 (+7), Expertise (Streetwise) 5 (+8), Expertise (Military) 5 (+8), Insight 4 (+6), Perception 4 (+6), Persuasion 3 (+4), Ranged combat (Firearms) 2 (+6), Stealth 2 (+4), Vehicles 6 (+8) (Limited 2 to common land vehicles)

Equipment
Light Pistol

Offense
Initiative +3
Unarmed +7, Close, Damage 1
Light pistol +6, Ranged, Damage 3

Defense
Dodge 7, Parry 7
Toughness 4/2*, Fortitude 6, Will 5
* Without Defensive Roll Bonuses

Complications
Relationship Jimmy is in love with the daughter of the monstrous Yellow Claw
Duty Agent Woo is a duty-bound patriot

Image

Power levels
Trade-off areas. Attack & Effect PL 5, Dodge/Toughness PL 6, Parry/Toughness PL 6, Fort & Will PL 6
Point total 93 Abilities 36, Defences 14, Skills 30, Powers 0, Devices 0, Advantages 13. Equiv. PL 7

Notes
In the 1960s he had more Equipment Ranks for spy-type gadgetry.
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Re: [Writeups.org] [3E] Shadowoman, Sepulchre, Crowbar,Jimmy Woo

Postby Ghostwise » Thu Apr 12, 2012 11:59 am

I just lobbed the second part of Jimmy's entry on writeups.org - basically a quick recap of his scattered appearances between Yellow Claw and Agents of Atlas with new illustrations. The stats are much the same with S.H.I.E.L.D. trainign stapled on top.

The Benefit for interrogation is a bit kludgy, but DCA's social skills tend to have low scores whilst Expertise tend to have high scores (at least in published characters) so that's what looks like the cleaner approach for now.

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

Jimmy Woo (writeup 2 - 1960s-2000s)
Marvel Universe


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

Image

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

Averaged PL 6.4

Devices
S.H.I.E.L.D. jumpsuit • 9 points (Noticeable, Removable)
- Protection 3 w/ 2 Ranks of Impervious (both Limited 2 to Sharp Impact)
- Protection 4, Enhanced Fortitude 4 (both Limited 3 to Fire)
- Communication 2 (Radio)

S.H.I.E.L.D. super-machine-pistol • 11 points (Easily Removable)
Ranged Multiattack Ballistic Damage 5 Armour-Piercing 2

Combat Advantages
Close attack 1, Defensive Roll 2, Evasion, Precise Attack (Close, Concealment), Ranged attack 2

Other Advantages
Benefit 2 (Senior agent of S.H.I.E.L.D.), Benefit 1 (Interrogator - Jimmy can use his Expertise as an agent of S.H.I.E.L.D. as his bonus to interrogate suspects), Equipment 2, Language (Cantonese Chinese), Well-Informed

Skills
Athletics 4 (+5), Acrobatics 3 (+5), Close combat (Unarmed) 2 (+7), Deception 5 (+6), Expertise (Agent of SHIELD) 9 (+12), Expertise (All things Chinese) 8 (+11), Expertise (Science) 4 (+7), Expertise (Streetwise) 5 (+8), Expertise (Military) 5 (+8), Insight 4 (+6), Perception 4 (+6), Persuasion 3 (+4), Ranged combat (Firearms) 2 (+6), Stealth 2 (+4), Technology 2 (+5) (Limited 1 to Operating, Demolitions and Security), Vehicles 6 (+8)

Equipment
Light Pistol (backup revolver)

Offense
Initiative +3
Unarmed +7, Close, Damage 1
Light pistol +6, Ranged, Damage 3
S.H.I.E.L.D. gun +6, Ranged, Damage 5 Multiattack

Defense
Dodge 7, Parry 7
Toughness 4/2*, Fortitude 6, Will 5
* Without Defensive Roll Bonuses

Complications
Duty Agent Woo is a duty-bound patriot and S.H.I.E.L.D. agent
Disability From 1993 to 2005 his personality seemed altered as a consequence of the Deltite conspiracy

Image

Power levels
Trade-off areas. Attack & Effect PL 6, Dodge/Toughness PL 6, Parry/Toughness PL 6, Fort & Will PL 6
Point total 117 Abilities 36, Defences 14, Skills 33, Powers 0, Devices 20, Advantages 14. Equiv. PL 8

Notes
In the 1960s he had more Equipment Ranks for spy-type gadgetry.
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Re: [Writeups.org] [3E] Shadowoman, Sepulchre, Crowbar,Jimmy Woo

Postby Ghostwise » Fri Apr 13, 2012 11:24 am

I hear the crowd clamouring for more Cadre entries (well, figuratively speaking) so here's Fastball, whose writeups.org entry I just rewrote for style and efficiency.

The first illustration is from rapsheet.co.uk, which is a nice site.

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

Fastball I & II
DC Universe


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

Image

Abilities
Strength 01, Stamina 02, Agility 01, Dexterity 03, Fighting 02, Intellect 00, Awareness 00, Presence 01

Averaged PL 7.4

Devices
Body armour • 19 points (Removable) for the second costume
- Protection 3, Enhanced Fortitude 4
- The second costume reportedly added Protection 4 (Limited 2 to Structural Impact) and Second Chance (Structural Impacts)
- Throws-enhancing arms brace -- Enhanced Range 2 (applicable to all one-handed throws)
- Charges metallic balls -- Explosive Damage 8 (thrown like a baseball, small explosive radius)

Skyplate • 5 points
Flight 5 (Platform Flaw)

Powers
Catcher • 2 points (Removable - requires a sufficiently tough catcher's glove) • Descriptor: Skill • Note: This Power seems likely but wasn't actually demonstrated
Enhanced Dodge 6 (Limited 2 to projectiles he can credibly block with his glove)

Combat Advantages
Defensive Roll 2, Improved critical (Thrown weapons), Throwing Mastery 2

Other Advantages
Benefit 1 (Cadre member)

Skills
Athletics 2 (+3), Close combat 3 (+5), Deception 2 (+3), Expertise (Mob assassin) 5 (+5), Expertise (Baseball) 8 (+8), Expertise (Streetwise) 6 (+6), Insight 4 (+4), Perception 3 (+3), Persuasion 1 (+2), Ranged combat (Firearms) 2 (+5), Ranged Combat (Thrown weaponry) 8 (+11) (Limited 1 to baseball-like objects), Vehicles 2 (+5) (Limited 2 to common land vehicles)

Offense
Initiative +1
Unarmed +5, Close, Damage 1
Thrown explosive ball +11, Damage 10, Critical 19-20

Defense
Dodge 12**/6, Parry 5
Toughness 7**/4/2*, Fortitude 9**/5, Will 4
* Without Defensive Roll Bonuses
** With body armour and catcher's glove, Dodge is only boosted against some projectiles

Complications
Greed Fastball can attempt unreasonable schemes to get rich

Image

Power levels
Trade-off areas. Attack & Effect PL 11, Dodge/Toughness PL 7, Parry/Toughness PL 6, Fort & Will PL 7
Point total 86 Abilities 20, Defences 14, Skills 20, Powers 2, Devices 24, Advantages 6. Equiv. PL 6
Last edited by Ghostwise on Sun Apr 22, 2012 12:31 pm, edited 1 time in total.
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Re: [Writeups.org] [3E] Sepulchre, Crowbar, Jimmy Woo, Fastball

Postby Jabroniville » Fri Apr 13, 2012 3:01 pm

There's some great old Jobbers on here. And I find the whole Jimmy Woo/Agents of Atlas thing interesting. The guy was an ASIAN HERO in a time where that just the rarest thing imaginable. The whole "Atlas" thing was kind of a misfire for Marvel Comics, though- they somehow got it into their heads to push this set of nobodies down the fans' throats for a year or so, giving them TONS of cross-overs and Limited Series, as if the fans were supposed to make these guys the next big thing. I assume the whole thing fell completely apart.
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Re: [Writeups.org] [3E] Sepulchre, Crowbar, Jimmy Woo, Fastball

Postby Ghostwise » Sat Apr 14, 2012 5:21 am

Jabroniville wrote:There's some great old Jobbers on here. And I find the whole Jimmy Woo/Agents of Atlas thing interesting. The guy was an ASIAN HERO in a time where that just the rarest thing imaginable.


The weirdest thing in Yellow Claw (1956-57) is that nobody ever comments on Jimmy's ethnicity - everybody thinks it's perfectly normal. And given the surreal plots ("their combined IQ of over 30,000 can warp all laws of physics across the United States !") that's saying something. 8)

There's some orientalist crap that pops up in his 1967 return - about the "Eastern mind" - but thankfully that's but a few pages.


Jabroniville wrote:The whole "Atlas" thing was kind of a misfire for Marvel Comics, though- they somehow got it into their heads to push this set of nobodies down the fans' throats for a year or so, giving them TONS of cross-overs and Limited Series, as if the fans were supposed to make these guys the next big thing. I assume the whole thing fell completely apart.


It has often been commented that the reason why so few new characters have been successful since 1978 or so was a lack of commitment and exposure. That is, the new series and mini-series were killed too quickly if they didn't sell, and people didn't have time to discover the characters and be convinced.

I assume that Marvel tried the opposite strategy, committing and giving the characters a real chance with the readers.
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Re: [Writeups.org] [3E] Sepulchre, Crowbar, Jimmy Woo, Fastball

Postby Ghostwise » Sun Apr 15, 2012 6:18 am

FWIW the illustrations for the recently-discussed Shatterfist I, Fastball and Crowbar have been enhanced.

To better showcase the sheer 80s-ishness of it all.
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Re: [Writeups.org] [3E] Sepulchre, Crowbar, Jimmy Woo, Fastball

Postby Ghostwise » Sun Apr 15, 2012 7:02 am

Nightfall is a flying blaster who doesn't speak and does very little. Perfect for overworked GMs.

As noted in the entry her darkness field ability is very poorly documented.

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

Nightfall
DC Universe


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

Image

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

Averaged PL 6.8

Powers
Flying blaster type • 45 points • Descriptor: Overmaster enhancements
- Flight 7
- Enhanced Dodge 6, Enhanced Parry 2, Defensive Roll 2 (all three share the Quirk - have to be in flight)
- Darkness blasts -- Ranged Blunt Damage 8, Ranged attack 6

Darkness field • 60 points
Ranged Cloud Visual Concealment Attack 6, Linked w/Ranged Cloud Affliction 8 (resisted by Fortitude, hindered/immobile/paralyzed)

Combat Advantages
None demonstrated

Other Advantages
Benefit 1 (Cadre member), Equipment 1

Skills
Athletics 1 (+1), Insight 1 (+1), Perception 3 (+3), Ranged combat (Darkness blasts) 3 (+9)

Equipment
Goggles • Enhanced Fortitude 4 (Limited 3 to bright lights)

Offense
Initiative +0
Unarmed +3, Close, Damage 0
Darkness blasts +9, Ranged, Damage 8

Defense
Dodge 10**/4, Parry 5**/3
Toughness 4**/2, Fortitude 5, Will 3
* Without Defensive Roll Bonuses
** While in the air

Complications
Passive Nightfall doesn't do much, and in some cases her passivity may rise to Complication-worthy level (ofr instance if she panics or freezes up)

Image

Power levels
Trade-off areas. Attack & Effect PL 9, Dodge/Toughness PL 7, Parry/Toughness PL 5, Fort & Will PL 4
Point total 130 Abilities 6, Defences 13, Skills 4, Powers 105, Devices 00, Advantages 2. Equiv. PL 9
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Re: [Writeups.org] [3E] Crowbar, Jimmy Woo, Fastball, Nightfall

Postby Ghostwise » Mon Apr 16, 2012 12:46 pm

Shrike was also straightforward, though she could do a surprising amount of damage. Her entry had its illustrations improved not too long ago. Her DCA stats are surprisingly neat, but then I sort of like DCA.

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

Shrike III
DC Universe


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

Image

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

Averaged PL 6.8

Powers
Flight • 26 points • Descriptor: Overmaster enhancements
- Flight 10 (originally had the Winged Flaw)
- Enhanced Dodge 4, Move-by Action, Improved Defense (all three share Quirk - only in flight), Favored Environment (Aerial)

Scream Array • 67 points • Descriptors: Overmaster enhancements, shockwave
    - Ranged Line-Area Shockwave Damage 9
    - Ranged Sonic Damage 9 w/Takedown
    - Line-Area 3 Move Object 3 (Limited 2 - only in the direction of her scream) Linked w/ Line-Area 3 Affliction 14 (resisted by Dodge, dazed & fighting impaired/stunned & prone)

Combat Advantages
All-out Attack, Close Attack 2, Defensive Roll 2

Other Advantages
Benefit 1 (Cadre member)

Skills
Athletics 1 (+1), Expertise (Theology) 2 (+0), Insight 1 (+1), Perception 3 (+3), Ranged combat (Scream) 7 (+8)

Offense
Initiative +0
Unarmed +3, Close, Damage 0
Scream +8 (usually +10 w/Favored Environment), Ranged, Damage 9
Scream +8 (usually +10 w/Favored Environment), Line Area 3, Move Object + Affliction

Defense
Dodge 8**/4, Parry 2
Toughness 4**/2, Fortitude 6, Will 3
* Without Defensive Roll Bonuses
** While in the air. May receive further bonuses from Favoured Environment

Complications
Disability Shrike is severely neurotic and possibly schizophrenic
Vulnerability Shrike is easily manipulated if preying on her obsession about God
Temper Psychotic aggression, occasionally without realising that she's attacking
Prejudice Shrike is visibly mutated

Image

Power levels
Trade-off areas. Attack & Effect PL 11, Dodge/Toughness PL 6, Parry/Toughness PL 3, Fort & Will PL 5
Point total 122 Abilities 4, Defences 12, Skills 7, Powers 93, Devices 00, Advantages 6. Equiv. PL 9


Boxed section - Hawwkaa !
During the "Peregrine" appearance (see the Starshrike entry for more), several new abilities were demonstrated or mentioned. There's no reason to assume that Shrike and Starshrike lack similar abilities.
-- Strength-based Slashing Damage 3. Shrike's fingers and toes have been drawn as talon-like; so the Claws power is credible.

-- Senses 3 (Extended Visual, Darkvision). "Peregrine" mentioned having raptor eyes that could see in the dark. Given the generally avian-like body adaptations of Shrike and Starshrike, GMs are probably justified in adding those to Shrike's stats if they feel like it.
Last edited by Ghostwise on Sun Apr 22, 2012 12:39 pm, edited 1 time in total.
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Re: [Writeups.org] [3E] Jimmy Woo, Fastball, Nightfall, Shrike

Postby Ghostwise » Tue Apr 17, 2012 2:31 pm

I had forgotten the "Hawwkaa !" boxed section stats in the Shrike DCA stats. The horror, the horror !

It's now edited back in.

The "Peregrine" appearance is explained in the Starshrike entry - basically it seemed that somebody wrote Starshrike in, IIRC, a JSA story but either got the name wrong or had her change her name without warning. We can't even be sure it's the same person. It was odd.
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Re: [Writeups.org] [3E] Jimmy Woo, Fastball, Nightfall, Shrike

Postby Ghostwise » Sun Apr 22, 2012 1:17 pm

Next up is Devastator, who was very very 1990s. He once killed Booster Gold by hacking his arm off with a huge axe, because in the 1990s everything was EXTREME. His entry's text and illustrations were just improved, though it's a capsule entry given the lack of material.

In the illustrations he's the guy with the grey-blue armour and the axe.


Devastator
DC Universe


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

Image

Abilities
Strength 03, Stamina 03, Agility 01, Dexterity 01, Fighting 04, Intellect 00, Awareness 01, Presence 01

Averaged PL 10

Devices
Power armour • 26 points (Removable) • Descriptor: Alien technology
- Enhanced Strength 9
- Enhanced Fortitude 4 (Quirk - not against gasses)
- Impervious Protection 6

Power axe • 5 points (Easily Removable) • Descriptor: Alien technology
- Strength-Based Slashing Damage 3, Improved Critical 3, Takedown 1

Combat Advantages
All-out Attack, Close Attack 4, Defensive Roll 3, Improved Initiative, Improved Critical (Unarmed) 1, Power Attack

Other Advantages
None demonstrated

Skills
Athletics 1 (+4), Close combat (Pole weapons) 1 (+9), Insight 1 (+2), Perception 3 (+4)

Offense
Initiative +5
Unarmed +8, Close, Damage 3 (12 if wearing his armour), Critical 19-20
Poleaxe +9, Close, Damage 15 (w/armour on), Critical

Defense
Dodge 8, Parry 9
Toughness 12**/6*/3, Fortitude 11**/7, Will 8
* Without Defensive Roll Bonuses
** With armour on

Complications
Temper Snyder is a psychopatic serial killer
Vulnerability His Will Defense is 2 against attacks preying on his murderous insanity (magic, telepathy, social interactions, etc.)

Image

Power levels
Trade-off areas. Attack & Effect PL 12, Dodge/Toughness PL 10, Parry/Toughness PL 11, Fort & Will PL 10
Point total 96 Abilities 28, Defences 23, Skills 3, Powers 00, Devices 31, Advantages 11. Equiv. PL 7
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Re: [Writeups.org] [3E] Fastball, Nightfall, Shrike, Devastator

Postby Ghostwise » Tue Apr 24, 2012 11:26 am

Starshrike is Shrike's successor and has the exact same powers (or rather, we assume she does - not much material). Her entries just had its illustrations and text redone, it's much better now. Based on her few significant appearances, her character sheet is her predecessor's minus the crazy and with more cunning.

Note that for both Shrike and Starshrike, the second line of her Flight Power is a riff off the fact the Flight Power in DC Heroes automatically includes evasive abilities. The version for DCA is more detailed and probably more accurate.

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

Starshrike
DC Universe


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

Image

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

Averaged PL 6.8

Powers
Flight • 31 points • Descriptor: Overmaster enhancements
- Winged Flight 10
- Enhanced Dodge 4, Move-by Action, Improved Defense (all three share Quirk - only in flight), Favored Environment (Aerial)

Scream Array • 67 points • Descriptors: Overmaster enhancements, shockwave
    - Ranged Line-Area Shockwave Damage 9
    - Ranged Sonic Damage 9 w/Takedown
    - Line-Area 3 Move Object 3 (Limited 2 - only in the direction of her scream) Linked w/ Line-Area 3 Affliction 14 (resisted by Dodge, dazed & fighting impaired/stunned & prone)

Combat Advantages
Close Attack 2, Defensive Attack, Defensive Roll 2

Other Advantages
None demonstrated

Skills
Athletics 1 (+1), Insight 2 (+2), Perception 3 (+3), Ranged combat (Scream) 7 (+8)

Offense
Initiative +0
Unarmed +3, Close, Damage 0
Scream +8 (usually +10 w/Favored Environment), Ranged, Damage 9
Scream +8 (usually +10 w/Favored Environment), Line Area 3, Move Object + Affliction

Defense
Dodge 8**/4, Parry 2
Toughness 4**/2, Fortitude 6, Will 3
* Without Defensive Roll Bonuses
** While in the air. May receive further bonuses from Favoured Environment

Complications
Prejudice Shrike is visibly mutated


Power levels
Trade-off areas. Attack & Effect PL 11, Dodge/Toughness PL 6, Parry/Toughness PL 3, Fort & Will PL 5
Point total 132 Abilities 10, Defences 12, Skills 7, Powers 98, Devices 00, Advantages 5. Equiv. PL 9


Boxed section - Hawwkaa !
During the "Peregrine" appearance (see the History section), several new abilities were demonstrated or mentioned. There's no reason to assume that Shrike and Starshrike lack similar abilities.
-- Strength-based Slashing Damage 3. Shrike's fingers and toes have been drawn as talon-like; so the Claws power is credible.

-- Senses 3 (Extended Visual, Darkvision). "Peregrine" mentioned having raptor eyes that could see in the dark. Given the generally avian-like body adaptations of Shrike and Starshrike, GMs are probably justified in adding those to Shrike's stats if they feel like it.
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