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] Pit Bulls, American Ninja, Silver Sable

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] Tigra, Stallion, Trapster, Mink

Postby Ghostwise » Wed Oct 10, 2012 4:08 pm

pawsplay wrote:Her Toughness isn't calculated correctly, I think. I see Stamina 4 + DR 2= 6, unless I missed something. By the way, her Defensive Roll will also drop if she surprised or grappled. As written, she could easily end up with Toughness 0 or even negative with this Complication. My thinking is just to build her up with more levels of Defensive Roll and let her Stamina be lower than expected. Call it The Bucky Effect.


These are good point. And yeah, I think Aunt May with an iron skillet could probably knock Tigra out... if she struck by surprise. The " attack from behind = KO" rule was in effect for Greer.

pawsplay wrote:DCA doesn't have a lot of "stun" attacks. I don't see the Fortitude part coming into play much except with things like tasers and chi punches.


Afflictions seem fairly frequent, and given her track record with guys knocking her out from behind I think those would work. It might be simpler to work her Toughness into DR as suggested and keep a Complication for her Fortitude. That way in game with few Fortitude attacks, well, it'll occupy the place it should.
Last edited by Ghostwise on Wed Oct 10, 2012 4:14 pm, edited 1 time in total.
User avatar
Ghostwise
Firebrand
Firebrand
 
Posts: 802
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Stallion, Trapster, Mink, Tigra, Armor

Postby Ghostwise » Wed Oct 10, 2012 4:12 pm

JoshuaDunlow wrote:I have to admit, I like your character format, and really dig the Armor build. Though some of the construction on her growth seems iffy to me.


The iffiest bit is the Limited. We only see her using Growth in a sustainable manner once - she can't train with it since it's usually Tiring and above PL - but she didn't seem able to see normal-scale stuff like people on the ground.

Essentially with the psychic armour expanded to the max she can only deal with giant monsters and large buildings -- other things are too small.

IIRC the rest was re-used from GR's Giganta entry. We know so little about her giant armour that I went this way to have something standard.
User avatar
Ghostwise
Firebrand
Firebrand
 
Posts: 802
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Stallion, Trapster, Mink, Tigra, Armor

Postby pawsplay » Sat Oct 13, 2012 8:40 am

It seems to me that one way to handle Armor's gigantic form is to grant others the benefit of the Shrinking effect with regard to defenses and Stealth equal to the size difference. M&M doesn't normally treat size as symmetric, but perhaps Armor's capabilities could be handled that way.
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: 1241
Joined: Sat Jun 14, 2008 3:10 pm

Re: [Writeups.org] [3E] Stallion, Trapster, Mink, Tigra, Armor

Postby Ghostwise » Thu Oct 18, 2012 12:04 pm

Tigra modified to rely on Defensive Roll, Complication edited.

Let's see if I have time to lob in a quick one...
User avatar
Ghostwise
Firebrand
Firebrand
 
Posts: 802
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Stallion, Trapster, Mink, Tigra, Armor

Postby Ghostwise » Thu Oct 18, 2012 12:44 pm

This guy is minor and was rewritten and reillustrated recently, plus he's useful.

I'm using the projected new format (available from the writeups.org FAQ) though I haven't tested anything yet. It'll probably be less of a bother in any case.

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

.
Heat-Ray aka Blockbuster
Averaged PL 7.4
<!-- Biography, characterisation, pictures, power description and the like at writeups.org

Image -->

Abilities
Strength_ 00 (09) Stamina_ 01 Agility_ 01 Dexterity_ 02 Fighting_ 02 Intellect_ 02 Awareness_ 00 Presence_ 01

Devices
Blockbuster suit • 52 points (Removable) • Descriptor: Technology
-> Strength augmentation -- Enhanced Strength 8, Quirk (makes the wearer large and bulky)
-> Protection -- Immunity 8 (Disease, poison, environmental cold/heat, environmental radiation, suffocation, bright lights), Second chance (Hazards from a fire)
-> Armoured -- Impervious Protection 8 (Limited 1 to Physical Impacts)
-> Insulation -- Impervious Protection 12, Impervious Enhanced Fortitude 10 (both Limited 3 to fire/heat)
-> Insulation -- Impervious Protection 6, Impervious Enhanced Fortitude 5 (both Limited 3 to cold)
-> Flight 2
-> Radar -- Senses 2 (Visual Counters Concealment (vs. smoke/fog and glare))
-> Attacks (Array)
    - Concussive beam -- Ranged Blunt Damage 7, Diminished Range 1
    - Flamethrower -- Ranged Flame Damage 8, Diminished Range 2
    - Microwave beam -- Ranged Heat Damage 8, Diminished Range 1 (was installed after his original appearance)
    - Ground punch -- Burst Area Affliction 10 (resisted by Fortitude, one degree of failure is Dazed and two is Prone, Limited degree), Quirk (requires standing on a suitable surface)

Combat Advantages
Close Attack 1, Defensive Roll 1, Ranged Attack 4

Other Advantages
Equipment 2

Skills
Athletics 2 (+2), Close combat (Unarmed) 2 (+5), Deception 1 (+2), Expertise (Soldier) 4 (+6), Expertise (Arsonist) 8 (+10), Insight 2 (+3), Intimidation 3 (+4), Perception 3 (+3), Persuasion 1 (+2), Ranged Combat (Blockbuster suit) 3 (+9), Vehicles 2 (+4) (Limited 2 to common land vehicles)

Equipment
Light Pistol Ranged Ballistic Damage 3 • 6 points

Offense
Initiative_ +1
Unarmed_ +5, Close, Damage 0 (9 w/suit)
Firearms +6, Ranged, Damage varies by type
Blocbuster suit wapons +9, Ranged, Damage varies by weapon

Defense
Dodge_ 5
Fortitude_ 3
Parry_ 6
Toughness_ 10**/2/1*
Will_ 3
Defense notes:
* Without suit or Defensive Roll
** With suit and Defensive Roll

Complications
Temper Description of Complication
Power Loss The Blockbuster suit is not too hard to damage given sufficient force, and one such blow is likely to put the entire suit offline.

<!-- Image -->

Power levels
Trade-off areas. Attack/Effect PL 9, Dodge/Toughness PL 9, Parry/Toughness PL 9, Fort/Will PL 3
Point total 104 Abilities 18, Defences 13, Skills 15, Powers 0, Devices 52, Advantages 8. Equiv. PL 7.

.
User avatar
Ghostwise
Firebrand
Firebrand
 
Posts: 802
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Trapster, Mink, Tigra, Armor, Heat-Ray

Postby pawsplay » Fri Oct 19, 2012 10:09 am

Time to expand our Marvel coverage? I think so!

Captain America
Marvel Universe


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

Image

Abilities
Strength 04 (05), Stamina 05, Agility 07, Dexterity 07, Fighting 11, Intellect 06, Awareness 07, Presence 07

Averaged PL 13.2

Powers
Super-Soldier 3 points • Descriptor: Biological, Vita-Rays
- Enhanced Strength 1
- Enhanced Advantage (Great Endurance, Skill Mastery (Acrobatics, Athletics])
Suspended Animation 2 points • Descriptor: Biological
- Immunity 6 (aging, suffocation, thirst and hunger, cold environments), Limited 3 (only while unconscious from cold)

Shield Combat 4 points • Removable (thrown weapon that can ricochet) • Descriptor: Skill
- Enhanced Advantage (Precise Attack [Ranged, Cover]), Limited (thrown shield)
- Enhanced Ranged Attack, Ricochet 2
- Enhanced Skill (Ranged Combat: Thrown weapons 2), Limited (thrown shield)

Devices
Shield Array • 9 points • Easily Removable, Indestructible • Descriptor: Vibranium
•Blocking -- Enhanced Dodge 2; Enhanced Parry 2; Impervious Toughness 10, Limited 1 (attacks that can be blocked)
•Thrown shield -- Strength-based Damage, Ranged 5, Quirk (thrown weapon - this and other effects nullified until recovered, may use one ricochet to recover the shield)
•Indestructible Vibranium -- Protection 13, Concentration, Distracting, Impervious, Limited (attacks that can be blocked) and Enhanced Fortitude 11, Concentration, Distracting, Limited (attacks that can be blocked)
Costume 4 points • Removable • Descriptor: Polymer
- Protection 2, Limited 3 (slashing/piercing)
- Protection 2, Limited 2 (heat and cold); Enhanced Fortitude 2, Limited 2 (heat and cold)
- Insulated Gloves -- Protection 4 and Enhanced Fortitude 4, both Limited 3 (electricity), Limited 3 (gloved hands only)

Combat Advantages
Assessment, Close Attack 7, Defensive Attack, Defensive Roll 3, Evasion, Fearless, Improved Defenses, Improved Smash, Improved Trip, Inspire, Improved Initiative, Instant Up, Leadership, Power Attack, Ranged Attack 11, Redirect, Takedown, Uncanny Dodge

Other Advantages
Benefit 3 (Avengers credentials, including line of credit with commcard), Benefit 2 (Popularity), Benefit 2 (friend of Tony Stark), Benefit 2 (friend of T’Challa), Connected, Contacts, Equipment 3, Great Endurance, Skill Mastery (Acrobatics, Athletics), Track

Skills
Acrobatics 7 (+14), Athletics 8 (+14), Close Combat: Unarmed 1 (+19), Deception 7 (+14), Expertise: Drawing 2 (+8), Expertise: Military 6 (+12), Insight 8 (+15), Intimidation 5 (+12), Perception 9 (+16), Persuasion 6 (+13), Stealth 4 (+11), Treatment 3 (+9, Limited 2 - stabilize only), Vehicles 4 (+11)

Equipment
- Avengers Commcard -- Radio Communication 3, Feature (encrypted key card)


Offense
Initiative +11
Unarmed +19, Close, Damage 5
Thrown shield +20, Ranged, Damage 5

Defense
Dodge 14 (16 with Blocking), Parry 15 (17 with Blocking)
Toughness** 8/5*, Fortitude 9, Will 15
*Without Defensive Roll bonus.
** 10/6* versus piercing/slashing, fire, and cold.

Complications
Doing Good Captain America is an earnest and sacrificing champion of justice, peace, and hope
Patriotism Captain America believes in America, as he believes it can be, opposing not only its enemies but those who would pervert its democracy or spirit for their own ends.
Enemies Captain America’s arch enemy is the Red Skull.
One Life to Give Rogers has a difficult, almost non-existent personal life. Even his secret identity is subject to sacrifice, if need be.
Father Figure Perhaps in part because he has no family of his own, Captain America is driven to train and inspire others. The loss of Bucky and other tragedies that have arisen because of his association are particularly difficult for him to deal with.
Vibranium While virtually indestructible, Captain America’s shield could theoretically be destroyed by by impact with another substance that is equally unyielding or atom-crushing energy.

Image

Power levels
Trade-off areas. Attack & Effect PL 13, Dodge/Toughness PL 13, Parry/Toughness 12, Fort & Will PL 12.
Point total 240 Abilities 108, Defences 23, Skills 36, Powers 22, Advantages 51. Equiv. PL 16.

Previous Stats
- During WWII, change his Benefits Advantages to simply Benefit 2 (Military credentials) and Benefit 2 (Popularity). His costume granted only Protection 1 (Limited 3 to slashing/piercing). His original shield had only the Blocking slot and was not Indestructible, and he did not develop Shield Combat until he acquired his iconic round shield.
- When Captain America was first revived he suffered Guilt over Bucky's death, even going so far as to sometimes cast his new sidekick Rick Jones in Bucky's image. He eventually laid his original partner's ghost to rest and lost this Drawback.
- For a brief period during the 1970s, Captain America had his strength enhanced to superhuman levels (STR 09), which would give him an offensive PL of 14.
- There have been times in Cap's career when the effects of the super-soldier serum have been nullified. In these cases the only noticeable effect has been that Cap's STR is reduced to 05 and he has to train harder to maintain his edge, signified by the loss of his Enhanced Advantages.
- During the deterioration of his super-soldier serum, Captain America would suffer a condition whenever he rolled equal to or under the current range, on a d20, on a check involving Strength, Agility, Dexterity, Stamina, or Fighting. He could avoid this by minimizing his exertions (i.e. using less than full ranks for the check in question). The range begins at 1, and increases by 1 each time the Complication is triggered. When the range reaches 1-10, all of Captain America’s physical Abilities become weakened by one rank; when the range reaches 1-15, he loses another rank, and whenever this Complication is triggered, he also has his Strength debilitated until he can succeed at a Fortitude check (DC equal to 10 + the current range). Cap's range eventually reached 20, leaving him with permanently debilitated Strength, though this condition was soon reversed by a blood transfusion from the Red Skull, who had now the same super-soldier serum in his veins and had ended up in the ironic position of needing his enemy's help.


Notes
- Captain America’s defenses can exceed his stated PL in certain circumstances. His costume includes situational Toughness is not counted. When using his shield to bruntly absorb incoming attacks, his Toughness increases, while his Dodge and Parry are treated as vulnerable. If using this tactic against a close attack that deals fire, cold, or slashing/piercing Damage, his Toughness would be 20 while his Parry would be 8, giving him a defensive PL of 14.
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: 1241
Joined: Sat Jun 14, 2008 3:10 pm

Re: [Writeups.org] [3E] Trapster, Mink, Tigra, Armor, Heat-Ray

Postby pawsplay » Tue Oct 23, 2012 12:20 pm

Cyclops (classic era)
Marvel Universe


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

Image

Abilities
Strength 02, Stamina 03, Agility 03, Dexterity 06, Fighting 06, Intellect 03, Awareness 05, Presence 03

Averaged PL 10.2

Powers
Optic Blast Array (39 points) • Descriptors: Mutation, Energy
• Beam -- Ranged Damage 12, Multiattack, Accurate, Ricochet 2
• Wide beam -- Ranged Damage 12, Area (line)
Energy Absorption 1 point • Descriptors: Mutation, Energy
- Protection 2, Limited 2 (solar, electricity, and attacks such as Havok’s energy blasts)
Empathic Link 5 points • Descriptors: Psychic
- Mind Reading 20, Limited (emotions only), Limited 3 (Jean Grey only)
Mental Defense 1 point • Descriptors: Training
- Enhanced Will 2, Limited (mental effects)
Costume 7 points • Removable
- Protection 1 and Enhanced Fortitude 1, both Limited 3 (cold)
- Radio Communication 2

Combat Advantages
Close Attack 4, Defensive Attack, Defensive Roll 3, Improved Aim, Improved Defenses, Improved Trip, Leadership, Power Attack, Precise Shot (Ranged, Cover), Second Chance (fear/intimidation)

Other Advantages
Benefit 2 (rich friend - Charles Xavier), Benefit 2 (rich friend - Warren Worthington), Benefit 2 (X-Men member), Languages 2 (Japanese, Russian),

Skills
Athletics 4 (+6), Deception 2 (+5), Expert: Cartography 11 (+14), Expertise: Pool 9 (+12), Expertise: Tactics 10 (+13), Insight 5 (+10), Perception 6 (+11), Ranged Combat: Optic blasts 3 (+9), Technology 2 (+5), Technology 2 (+7, Limited 3 to fixed wing aircraft), Treatment 2 (+5, Limited 2 to stabilize), Vehicles 3 (+9), Vehicles 4 (+13, Limited 2 - space vehicles only)

Offense
Initiative +3
Unarmed +10, Close, Damage 2
Optic blast +11, Ranged, Damage 12

Defense
Dodge 10, Parry 10
Toughness 6/3*, Fortitude 7, Will 11
* Without Defensive Roll.

Complications
Responsibility-- Cyclops keenly experiences the burden of leadership.
Mutant-- Mutants are frequently subjected to mistrust and the occasional pogrom in the Marvel universe
Aloof-- Cyclops does not easily reveal his true emotions.
Power Loss -- Cyclops’s optic blasts can be completely absorbed by a certain spectrum of ruby quartz, which forms the basis of his special visor. Without the visor, his optic blast is always on, which means he has a choice between closing his eyes (making him vision unaware) or releasing uncontrolled blasts, either using his Area slot to point the beam in a particular direction or purposefully focusing on one target (which gives partial concealment to everything else). Without his visor, his optic blasts lose the Accurate and Ricochet bonuses and he cannot benefit from Precise Attack.

Power levels
Trade-off areas. Attack & Effect PL 12, Dodge/Toughness PL 8, Parry/Toughness PL 8, Fort & Will PL 10.
Point total 189 Abilities 62, Defences 21, Skills 30, Powers 53, Advantages 23. Equiv. PL 13.

Notes
- His PL estimates do include his mental defenses, which provide a top tier defense, but not his costume, which offers only a very limited scope of protection.
- Cyclops commonly performs power stunts such as Area (cone) attacks and more elaborate ricochets. He can even stunt a less powerful attack, which can be useful if he doesn’t have his visor.
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: 1241
Joined: Sat Jun 14, 2008 3:10 pm

Re: [Writeups.org] [3E] Armor, Heat-Ray, Captain America,Cyclops

Postby Ghostwise » Sun Oct 28, 2012 2:39 pm

Thanks. Roy intends to rebuild the Captain America writeup as a series to better track his variation in competence, but given how damn swamped we all are I think this version of the entry has still some years to live. :mrgreen:
User avatar
Ghostwise
Firebrand
Firebrand
 
Posts: 802
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

Re: [Writeups.org] [3E] Trapster, Mink, Tigra, Armor, Heat-Ray

Postby Goldar » Sun Oct 28, 2012 2:53 pm

pawsplay wrote:Cyclops (classic era)
Marvel Universe


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

Image

Power Loss -- Cyclops’s optic blasts can be completely absorbed by a certain spectrum of ruby quartz, which forms the basis of his special visor. Without the visor, his optic blast is always on, which means he has a choice between closing his eyes (making him vision unaware) or releasing uncontrolled blasts, either using his Area slot to point the beam in a particular direction or purposefully focusing on one target (which gives partial concealment to everything else). Without his visor, his optic blasts lose the Accurate and Ricochet bonuses and he cannot benefit from Precise Attack.


Nice write up.

My questions are about the optic blasts: Does the color we see as Cyclops optic blasts focused through the ruby-quartz lens also somehow color them?

For instance, without the visor, would the color be something other than ruby-red, like maybe yellow?
User avatar
Goldar
Disciple
Disciple
 
Posts: 670
Joined: Thu Apr 28, 2011 7:58 am

Re: [Writeups.org] [3E] Armor, Heat-Ray, Captain America,Cyclops

Postby Batgirl III » Sun Oct 28, 2012 4:02 pm

Nope, they're red everytime he's shown using them without his visor... which happens a lot.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
User avatar
Batgirl III
Luminary
Luminary
 
Posts: 2511
Joined: Wed Jul 13, 2005 2:41 pm
Location: Gotham City, USA

Re: [Writeups.org] [3E] Armor, Heat-Ray, Captain America,Cyclops

Postby Earth-Two_Kenn » Sun Oct 28, 2012 6:51 pm

With beams of red energy constantly being emitted from his eyes, how does light of any other colour ever reach his retina?
Over a thousand DCA/M&M Character builds at http://www.rcuhero.net
User avatar
Earth-Two_Kenn
Compatriot
Compatriot
 
Posts: 494
Joined: Wed Jun 15, 2011 9:13 pm
Location: Outer Chicagoland, Earth-Two

Re: [Writeups.org] [3E] Armor, Heat-Ray, Captain America,Cyclops

Postby pawsplay » Sun Oct 28, 2012 8:05 pm

Earth-Two_Kenn wrote:With beams of red energy constantly being emitted from his eyes, how does light of any other colour ever reach his retina?


[science]Actually, collisions between different colors of light are very infrequent. Two differently colored lasers can pass through each other easily. However, he would have difficulty distinguishing red from white, gray, and black.[/science]
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: 1241
Joined: Sat Jun 14, 2008 3:10 pm

Re: [Writeups.org] [3E] Armor, Heat-Ray, Captain America,Cyclops

Postby Severance » Sun Oct 28, 2012 9:32 pm

pawsplay wrote:
Earth-Two_Kenn wrote:With beams of red energy constantly being emitted from his eyes, how does light of any other colour ever reach his retina?


[science]Actually, collisions between different colors of light are very infrequent. Two differently colored lasers can pass through each other easily. However, he would have difficulty distinguishing red from white, gray, and black.[/science]


And to top it off, I'm pretty sure he sees the world as a shade of red anyway because of his visor/sunglasses. But the whole distinguishing red from other colors is a neat tidbit to know.
User avatar
Severance
Zealot
Zealot
 
Posts: 1287
Joined: Sun Jun 01, 2008 11:55 pm

Re: [Writeups.org] [3E] Armor, Heat-Ray, Captain America,Cyclops

Postby Woodclaw » Mon Oct 29, 2012 6:13 am

Severance wrote:
pawsplay wrote:
Earth-Two_Kenn wrote:With beams of red energy constantly being emitted from his eyes, how does light of any other colour ever reach his retina?


[science]Actually, collisions between different colors of light are very infrequent. Two differently colored lasers can pass through each other easily. However, he would have difficulty distinguishing red from white, gray, and black.[/science]


And to top it off, I'm pretty sure he sees the world as a shade of red anyway because of his visor/sunglasses. But the whole distinguishing red from other colors is a neat tidbit to know.


Actually the brain of a person whose vision is altered tend to slowly adjust to compensate. For the sake of experiment just try to wear a pair of colore sunglasses for a couple of days, after a hwile you'll start to tell the colors apart, although a slight shade will remain.
"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: 2633
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: [Writeups.org] [3E] Armor, Heat-Ray, Captain America,Cyclops

Postby Ghostwise » Wed Oct 31, 2012 4:38 am

Lady Vic's WORG entry was, for no special reasons, one of the first entries to be to the full 2012 format, with nice text and big hi-res pictures. And since it just came up when I hit "Random"...

The Second chance (Detecting ambush) Advantage might be the best way to handle Military Science (Danger recognition) when Uncanny Dodge seems inappropriate. Not sure.


.
Lady Vic
Averaged PL 8
<!-- Biography, characterisation, pictures, power description and the like at writeups.org

Image -->

Abilities
Strength_ 01 Stamina_ 02 Agility_ 04 Dexterity_ 04 Fighting_ 05 Intellect_ 01 Awareness_ 01 Presence_ 01

Powers
Legacy of an empire • 5 points • Descriptor: Skill
-> Weapons mistress -- Enhanced Advantages (Close Attack 3, Ranged Attack 4) both Limited 1 (must wield suitable Marsh-Morton ancestral weapons)
-> Parries and distance control -- Enhanced Parry 3, Limited 1 (must wield Marsh-Morton ancestral melee weapons)

No time for the common rabble • 3 points • Descriptor: Skill
-> Enhanced Advantage (Takedown 1)
-> Enhanced Advantages (Enhanced Parry 4, Enhanced Dodge 4, both Limited 2 - only vs. Minions)

Combat Advantages
Accurate Attack, Close Attack 3, Defensive Roll 2, Evasion 1, Improved Aim, Improved Trip, Power Attack, Ranged Attack 3, <i>Takedown</i>

Other Advantages
Benefit (Ambidexterous), Benefit 2 (Independently Wealthy), Benefit 1 (Noble), Contacts, Equipment 4, Second chance (Detecting ambushes)

Skills
Athletics 4 (+5), Deception 7 (+8), Expertise (Mercenary assassin) 7 (+8), Expertise (British and familial history) 5 (+6), Expertise (Interrogation) 4 (+5), Expertise (Connoisseur) 7 (+8), Insight 3 (+4), Perception 4 (+5), Persuasion 3 (+4), Stealth 3 (+7), Vehicles 3 (+7) (Limited 2 to common land vehicles)

Equipment
Lady Vic will carry up to 20 equipment points in weapons, selected from her arsenal - if using paired weapons, she counts the second weapon as a 1-point Benefit rather than paying the cost again, which is our standard approach for these. The Webleys are Heavy Pistols and everything else is straightforward Equipment, though her shotgun is unusually powerful - Shotgun Blast 6.

Offense
Initiative_ 4
Unarmed_ +8, Close, Damage 1
Various weapons +11, effects vary

Defense
Dodge_ 11
Fortitude_ 6
Parry_ 11**/8
Toughness_ 4/2*
Will_ 7
Defense notes:
* Without Defensive Roll
** With Legacy of an Empire

Complications
Plus expenses Lady Vic has various ancestral duty, the most constraining being to pay for the Marsh-Morton properties - which are a financial black hole and the reason why she's a mercenary

Professionalism Lady Vic occasionally takes huge risks as she feels she must try her utmost to fulfill her contracts.

<!-- Image -->

Power levels
Trade-off areas. Attack/Effect PL 9, Dodge/Toughness PL 8, Parry/Toughness PL 8, Fort/Will PL 7
Point total 114 Abilities 38, Defences 20, Skills 25, Powers 8, Devices 0, Advantages 23. Equiv. PL 8.

Notes
Lady Vic is one of those characters who perform very well against those lower in the pecking order, but normally against peers and superiors. This is a bit difficult to handle when a d20 is used, hence the heavy-handed "No time for the common rabble" Power. In my campaigns I'd let it exceed PLs given precedents in the rulesbook, and it is thus not counted in her PL computations.
.
Last edited by Ghostwise on Sun Nov 04, 2012 6:32 am, edited 1 time in total.
User avatar
Ghostwise
Firebrand
Firebrand
 
Posts: 802
Joined: Sun Dec 21, 2008 10:35 am
Location: www.writeups.org

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Jabroniville and 7 guests