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[Writeups.org] [3E] Pit Bulls, American Ninja, Silver Sable

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

Postby pawsplay » Wed Oct 31, 2012 9:15 pm

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


or Danger Recognition -- Senses 1 (Visual Danger Sense)

I also suspect Danger Recognition might map to Perception in some way.
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Re: [Writeups.org] [3E] Captain America, Cyclops, Lady Vic

Postby Ghostwise » Thu Nov 01, 2012 6:15 am

.
Queen Clea (pre-Crisis version)
Averaged PL 7
<!-- Biography, characterisation, pictures, power description and the like at writeups.org

Image -->

Abilities
Strength_ 02 Stamina_ 03 Agility_ 02 Dexterity_ 01 Fighting_ 03 Intellect_ 02 Awareness_ 02 Presence_ 02

Combat Advantages
Close attack 4, Defensive roll 3, Improved Initiative, Ranged Attack 4

Other Advantages
Benefit 1 (Probably doesn't age normally), Benefit 3 (Queen of Aurania), Equipment 2

Skills
Athletics 3 (+5), Close combat (Swords) 1 (+8), Deception 5 (+7), Expertise (Military strategy) 4 (+6), Insight 5 (+7), Perception 5 (+7), Persuasion 5 (+7), Vehicles 3 (+4)

Equipment
Broadsword Strength-based Slashing Damage 3, Threat 19-20 • 4 points
Hunting net Burst area Snare 6, Reduced Range 1, Limited 2 (one-shot) • 2 points

Offense
Initiative_ +6
Unarmed_ +7, Close, Damage 2
Sword +8, Close, Damage 5, Threat 19-20

Defense
Dodge_ 7
Fortitude_ 7
Parry_ 8
Toughness_ 6/3*
Will_ 9
Defense notes:
* Without Defensive Roll

Complications
Obsession Clea is particularly power-hungry
Outsider Clea lacks information about the "lost world" of the surface

<!-- Image -->

Power levels
Trade-off areas. Attack/Effect PL 7, Dodge/Toughness PL 7, Parry/Toughness PL 7, Fort/Will PL 8
Point total 89 Abilities 34, Defences 21, Skills 16, Powers 0, Devices 0, Advantages 18. Equiv. PL 6.

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Re: [Writeups.org] [3E] Cyclops, Lady Vic, Queen Clea

Postby Ghostwise » Sun Nov 04, 2012 9:41 am

There's still two very old entries in this thread that need modernising - Marianne and Simone's Wonder Woman - and since my code-cleaning work just reached Marianne's entry...

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Marianne
Averaged PL 15
<!-- Biography, characterisation, pictures, power description and the like at writeups.org

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Abilities
Strength_ 15 Stamina_ 12 Agility_ 04 Dexterity_ 04 Fighting_ 06 Intellect_ 03 Awareness_ 02 Presence_ 03

Powers
Invulnerable and super-strong • 24 points
-> Impervious Fortitude 4, Impervious Toughness 10
-> Enhanced Advantage (Diehard)
-> Immunity 4 (Disease, environmental cold, environmental heat, radiation)
-> Immunity 2 (All suffocation, pressure, vacuum - all Limited 1 to Half Effect)
-> Enhanced Strength 3 (Limited 1 to Lifting)

Super-senses • 13 points
-> Senses 13 (Acute Extended Tracking Olfactory, Extended Tracking Rapid Auditory, Distance Sense (Auditory), Ultra-Hearing, Extended 2 Rapid Visual, Darkvision)

Flight and superspeed • 66 points
-> Superfast fighter -- Enhanced Dodge 3, Enhanced Parry 3, Close Attack 5, Defensive Roll 2, Evasion 2, Improved Initiative 5, Instant Up, Move-by Action, Ranged Attack 4, Takedown
-> Supersonic -- Flight 11, Speed 8
-> Superfast actions -- Quickness 9

Ancestry line • 7 points
-> Ancestral Mentoring -- Variable 1 (Flaws: Limited: Only to use skills from her ancestry line, Quirk: Ancestor must be able to explain to Marianne what to do, Slow)
-> Retrogressive Telepathy -- Comprehend 1 (Spirits along her ancestry line), Feature 2 (Mind link with ancestry line)

Combat Advantages
<i>Close Attack 5, Defensive Roll 2, Evasion 2, Improved Initiative 5</i>, Improved smash, Improved trip, <i>Instant Up, Move-by Action, Ranged Attack 4, Takedown</i>

Other Advantages
Benefit 2 (ESIGN officer), Benefit 1 (Popular in France and beyond), Connected, Contacts, <i>Diehard</i>, Equipment 2, Languages 3 (English, Portuguese, Jamaican English), Leadership

Skills
Athletics 3 (+18), Acrobatics 4 (+8), Deception 3 (+6), Expertise (GIGN operator) 10 (+13), Expertise (Mountain guide and board sports) 6 (+9), Insight 6 (+8), Perception 6 (+8), Persuasion 6 (+9), Ranged combat (Firearms) 1 (+9), Treatment 4 (+7) (Limited 2 to Stabilise and Revive), Vehicles 4 (+8) (Limited 2 to common land vehicles)

Equipment
Heavy Pistol, Radio headset

Offense
Initiative_ +24
Unarmed_ +15, Close, Damage 15
Revolver +9, Ranged, Damage 4

Defense
Dodge_ 13/10*
Fortitude_ 15
Parry_ 13/10*
Toughness_ 14/12*
Will_ 12
Defense notes:
* Without Superspeed

Complications
Responsibility: Marianne is a symbol of her country (almost literally) and leader of its premier superhuman defense force.
Relationships: Her family (mother, father, brother and son)
Secret Identity: Marianne's real name is Sophie Robais.
Old Debts: Individuals on her ancestry line may call upon Marianne to perform certain tasks.

Power levels
Trade-off areas. Attack/Effect PL 15, Dodge/Toughness PL 14, Parry/Toughness PL 14, Fort/Will PL 14
Point total 267 Abilities 98, Defences 23, Skills 23, Powers 110, Devices 0, Advantages 13. Equiv. PL 18.

Uncapped !
On the uncapped scale (see the OMACS II document), her Strength becomes 18 (drop the Limited to Lifting Strength), her Stamina becomes 13, and she gains 2 further Ranks of Enhanced Impervious Fortitude.
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Re: [Writeups.org] [3E] Cyclops, Lady Vic, Queen Clea, Marianne

Postby pawsplay » Mon Nov 05, 2012 12:00 am

Another benchmark entry.

Iron Fist
Marvel Universe


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

Image

Abilities
Strength 03, Stamina 03, Agility 06, Dexterity 04, Fighting 10, Intellect 03, Awareness 05, Presence 02

Averaged PL 11.0

Powers
Mastery of Chi Array (15 points) • Descriptor: Chi
• Iron Fist -- Strength-based Damage 5
• Healing 14, Check Required 1 (Expertise: Martial Arts), Tiring
• Mind Reading 8, Close, Side Effect (subject receives the same result against him, always occurs), Tiring
Awareness 1 point • Descriptor: Chi
- Senses 1(K’un-Lun Mystical Energies Awareness), Check Required 5 (Expertise: Martial Arts)
Keen Sight 1 point • Descriptor: K’un-Lun
- Enhanced Skill (Perception 2), Limited (visual)
Cold Resistance • 2 points • Descriptor: Adaptation
- Protection 2 and Enhanced Fortitude, both Limited 3 (cold)

Combat Advantages
Close Attack 6, Defensive Roll 3, Evasion, Extraordinary Effort, Improved Initiative, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Instant Up, Languages 4 (Kunlunese, Japanese, several Chinese), Power Attack, Ranged Attack 10, Redirect, Second Chance (pain effects), Takedown, Weapon Bind

Other Advantages
Connected, Fearless, Trance

Skills
Acrobatics 7 (+13), Athletics 9 (+12), Deception 5 (+7), Expertise: Martial Arts 7 (+10), Insight 6 (+11), Intimidation 4 (+6), Investigation 4 (+7), Perception 6 (+11), Persuasion 4 (+6), Sleight of Hand 6 (+10, Limited 2 - contorting and escaping only), Stealth 4 (+10), Technology 7 (+10, Limited 3 - security only), Treatment 3 (+6), Vehicles 2 (+6, Limited 2 - land vehicles only)

Offense
Initiative +10
Unarmed +16, Close, Damage 8

Defense
Dodge 13, Parry 14
Toughness 6/3*, Fortitude 8, Will 12
* Without Defensive Roll.

Complications
Responsibility-- Daniel feels he must live up to his legacy as the Iron Fist.
Public Identity -- The Iron Fist’s identity is well known.
Self-Doubt -- When Daniel’s worthiness of the Iron Fist is called into question, he may suffer from extreme self-doubt. When this occurs, he suffers a -5 penalty on Will and Insight checks versus character interaction based on tearing down his identity. His Fearless advantage does not protect against this kind of assault.
Unluck -- This is not a specific Complication, but the GM should be generous in assigning Complications to the Iron Fist, reflecting the misfortune that seems to follow him everywhere. Most of the Hero Points he gains in this fashion are used to fuel extra effort and power stunts.

Power levels
Trade-off areas. Attack & Effect PL 12, Dodge/Toughness PL 10, Parry/Toughness PL 10, Fort & Will PL 10.
Point total 189 Abilities 72, Defences 23, Skills 36, Powers 19, Advantages 39. Equiv. PL 13.
Last edited by pawsplay on Mon Nov 05, 2012 2:40 pm, edited 1 time in total.
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Re: [Writeups.org] [3E] Cyclops, Lady Vic, Queen Clea, Marianne

Postby pawsplay » Mon Nov 05, 2012 12:18 am

Iron Fist (classic)
Marvel Universe


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



Abilities
Strength 03, Stamina 03, Agility 05, Dexterity 04, Fighting 10, Intellect 03, Awareness 04, Presence 02

Averaged PL 11.2

Powers
Mastery of Chi Array (15 points) • Descriptor: Chi
• Iron Fist -- Strength-based Damage 11
• Healing 14, Check Required 1 (Expertise: Martial Arts), Tiring
• Mind Reading 8, Close, Side Effect (subject receives the same result against him, always occurs), Tiring
Keen Sight 1 point • Descriptor: K’un-Lun
- Enhanced Skill (Perception 2), Limited (visual)
Cold Resistance • 2 points • Descriptor: Adaptation
- Protection 2 and Enhanced Fortitude, both Limited 3 (cold)

Combat Advantages
Close Attack 6, Defensive Roll 3, Evasion, Extraordinary Effort, Improved Initiative, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Instant Up, Languages 4 (Kunlunese, Japanese, several Chinese), Ranged Attack 8, Redirect, Second Chance (pain effects), Takedown, Weapon Bind

Other Advantages
Connected, Trance

Skills
Acrobatics 7 (+12), Athletics 7 (+10), Deception 6 (+8), Expertise: Martial Arts 7 (+10), Insight 6 (+10), Intimidation 4 (+6), Investigation 4 (+7), Perception 6 (+10), Persuasion 5 (+7), Sleight of Hand 6 (+10, Limited 2 - contorting and escaping only), Stealth 4 (+10), Technology 7 (+10, Limited 3 - security only), Treatment 3 (+6), Vehicles 2 (+6, Limited 2 - land vehicles only)

Offense
Initiative +9
Unarmed +16, Close, Damage 14

Defense
Dodge 12, Parry 14
Toughness 6/3*, Fortitude 8, Will 11
* Without Defensive Roll.

Complications
Responsibility-- Daniel feels he must live up to his legacy as the Iron Fist.
Public Identity -- The Iron Fist’s identity is well known.
Self-Doubt -- When Daniel’s worthiness of the Iron Fist is called into question, he may suffer from extreme self-doubt. When this occurs, he suffers a -5 penalty on Will and Insight checks versus character interaction based on tearing down his identity.
Unluck -- This is not a specific Complication, but the GM should be generous in assigning Complications to the Iron Fist, reflecting the misfortune that seems to follow him everywhere. Most of the Hero Points he gains in this fashion are used to fuel extra effort and power stunts.

Power levels
Trade-off areas. Attack & Effect PL 15, Dodge/Toughness PL 9, Parry/Toughness PL 10, Fort & Will PL 10.
Point total 176 Abilities 68, Defences 23, Skills 32, Powers 18, Advantages 35. Equiv. PL 12.
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Re: [Writeups.org] [3E] Lady Vic, Queen Clea, Marianne,Iron

Postby pawsplay » Sun Nov 11, 2012 10:34 pm

Frank Castle, The Punisher
Marvel Universe


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

Image

Abilities
Strength 03, Stamina 04, Agility 04, Dexterity 06, Fighting 07, Intellect 05, Awareness 03, Presence 01

Averaged PL 10.6

Combat Advantages
All-Out Attack, Benefit (shotgun blast weapons do not suffer diminished damage over range), Close Attack 4, Contacts, Defensive Roll 3, Fearless, Improved Critical (guns) 2, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Quick Draw, Ranged Attack 5, Seize Initiative, Takedown, Uncanny Dodge

Other Advantages
Assessment, Equipment 6, Tracking

Skills
Athletics 8 (+11), Deception 7 (+8), Expertise: Military 11 (+16), Expertise: Streetwise 7 (+12), Expertise: Underworld 7 (+12), Insight 6, Intimidation 12 (+13), Investigation 4 (+9), Perception 6, Persuasion 2 (+3), Ranged Combat: Guns 4 (+15), Sleight of Hand 4 (+10), Stealth 6 (+10), Treatment 1 (+6, Limited 2 - stabilize only), Technology 5 (+10), Vehicles 4 (+10)

Equipment
- Costume -- Protection 2, Limited 2 (ballistics), Subtle • 2 points
- Weapons Locker -- Array (25 points)
• High-capacity .45 handgun (Ranged Damage 4)
• Gerber MkII combat knife (Strength-based Damage 2, Improved Threat)
• Semmerling LM-4 derringer (Ranged Damage 2, Diminished Range, Feature [Concealable])
• Mini-Uzi (Ranged Multiattack Damage 3)
• Benelli M121 Combat shotgun (Shotgun Blast 5)
• M16 assault rifle (or M4 assault carbine) (Ranged Multiattack Damage 5)
• with grenade launcher (Ranged Damage 6, Burst Area 3, Activation [move])
• Hand grenades (Ranged Damage 6, Burst Area 3)
• M60 machinegun (Ranged Multiattack Damage 6, Quirk 2 (requires STR 1 to use without a bipod, heavy and cumbersome (cutting movement speed by 1) unless your STR is 4+)
• High-powered sniper rifle (Ranged Damage 5, Improved Range, Improved Threat, Quirk (fragile); Improved Aim; Senses [Extended Vision])

Offense
Initiative +8
Unarmed +11, Close, Damage 3
Knife +11, Close, Damage 5, Threat 19-20
Various gun +15, Ranged, see above; damage is mostly 3 to 5, with a Threat of 18-20

Defense
Dodge 12, Parry 11
Toughness* 7/4**, Fortitude 9, Will 12
* 9/6 versus ballistics.
**Without Defensive Roll bonus.

Complications
Obsession The Punisher is dedicated to killing all criminals. Even other vigilantes tend to end up on his guilty list.
Guilt Probably the last tattered remnant of Frank Castle is the memory of his wife and child.
Mistrust The Punisher is viewed as an enemy by criminals, the police, most heroes, and even most vigilantes who are less ruthless in their approach.



Power levels
Trade-off areas. Attack & Effect PL 11, Dodge/Toughness PL 10, Parry/Toughness 9, Fort & Will PL 11.
Point total 172 Abilities 66, Defences 26, Skills 48, Powers 0, Advantages 34. Equiv. PL 12.

Other Depictions
The power level of this character has varied a lot ; the two main variants are :
- The “bull Punisher” (STR 04, with 4 more ranks of Close Attack, plus Improved Grab). His strength, weight, rage and training are emphasized, and he becomes unstoppable in HtH combat. This was seen mostly during the early 90s.
- The “super-Punisher” (has two more ranks of Ranged Attack, Ranged Combat: Heavy weapons 4 (+17), and gains Precise Shot (Ranged Cover), Accurate Attack, Improved Disarm, and Improved Smash).  He is a comic books sharpshooter, and is accuracy is unsurpassed - allowing him to shoot Spidey’s webshooters or DD’s baton. This was mostly seen during his early appearances.
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Re: [Writeups.org] [3E] Queen Clea, Marianne, Iron Fist,Puni

Postby Ghostwise » Mon Nov 12, 2012 10:11 am

Thread title and opening post refreshed to include Frank. I'll prolly catch up with the backlog here when I'm done with the code reviews and enough illustrations on writeups.org, but that's weeks away.
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Re: [Writeups.org] [3E] Queen Clea, Marianne, Iron Fist,Puni

Postby pawsplay » Mon Nov 12, 2012 12:47 pm

I've been going through some of the older entries and grooming them. I've posted a few new ones lately just because, well, I like to. :)
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Re: [Writeups.org] [3E] Queen Clea, Marianne, Iron Fist,Puni

Postby Ghostwise » Tue Nov 20, 2012 2:21 am

pawsplay wrote:I've been going through some of the older entries and grooming them.


Cool, thanks. I expect to be stuck doing code clean-ups and killing bad entries on writeups.org until the end of the year, and then it'll be illustrations work time... It's not easy being green. 8)
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Re: [Writeups.org] [3E] Queen Clea, Marianne, Iron Fist,Puni

Postby Ghostwise » Tue Nov 20, 2012 8:09 am

comicbookdb has a SQL problem so I can't finish my new Catseye illustrations... so I might as well do something here.

El Jaguar is handy - old, obscure, straightforward. GMs can use him quite easily, for instance to fill out a group of foes.

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

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

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Abilities
Strength_ 02 (04) Stamina_ 02 (04) Agility_ 03 (05) Dexterity_ 02 Fighting_ 03 (06) Intellect_ 01 Awareness_ 01 Presence_ 01

Powers
Bestial prowess • 29 points • Descriptor: Super-strength, unknown
-> Boosted strength, agility, speed, etc. -- Enhanced Strength 2, Enhanced Stamina 2, Enhanced Agility 2, Enhanced Fighting 3, Enhanced Skill (4 Ranks in both Athletics and Acrobatics), Close Attack 3
-> Night Vision -- Senses 1 (Low-light vision)
-> <i>Muy macho</i> -- Protection 3 (Limited 1 to Blunt Damage), Second Chance (Fear/Intimidation)

Devices
Clawed, furry gloves • 2 points
-> Slashing Strength-Based Damage 1
-> Feature 1 (+4 Circumstance Bonus to climbing rolls)

Combat Advantages
All-out Attack, <i>Close Attack 3</i>, Evasion 1, Move-by Action

Other Advantages
Benefit 1 (HYDRA associate), Instant Up, Language (Spanish), <i>Second Chance (Fear/Intimidation)</i>

Skills
Acrobatics 1 (+6) <i>(+10)</i>, Athletics 2 (+6) <i>(+10)</i>, Close combat (Unarmed) 2 (+11), Deception 1 (+2), Expertise (Military) 6 (+7), Expertise (Outdoorsman) 4 (+5), Insight 2 (+3), Perception 4 (+5), Stealth 4 (+9), Vehicles 4 (+6) (Limited 2 to common land vehicles)

Offense
Initiative_ +5
Unarmed_ +11, Close, Damage 4
Clawed gauntlets +11, Close, Damage 5

Defense
Dodge_ 11
Fortitude_ 9
Parry_ 11
Toughness_ 10**/7/4*
Will_ 4
Defense notes:
* Without Defensive Roll
** Vs. blunt

Complications
Temper Violent, likes killing, macho, brash

<!-- Image -->

Power levels
Trade-off areas. Attack/Effect PL 8, Dodge/Toughness PL 9, Parry/Toughness PL 9, Fort/Will PL 7
Point total 100 Abilities 30, Defences 19, Skills 14, Powers 29, Devices 2, Advantages 6. Equiv. PL 7.

Notes
Against opponents who only have blunt attacks, the Jaguar's Average PL rises to 8.6 due to his Protection.

The Bravo Commando working alongside him are ordinary soldiers with submachineguns and jetpacks (Flight 4). Some have gas rifles with about 7 Ranks of Afflication (Cumulative, Dazed/Exhausted/Asleep).
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Re: [Writeups.org] [3E] Marianne, Iron Fist, Punisher, el Ja

Postby Ghostwise » Tue Nov 20, 2012 2:29 pm

Also the link on the writeups.org FAQ for the ATT template for this thread has been fixed, since I had apparently forgotten to update the URL.
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Re: [Writeups.org] [3E] Marianne, Iron Fist, Punisher, el Ja

Postby Ghostwise » Sun Dec 02, 2012 7:37 am

A minor entry to keep in shape. She's an old cleaning lady who kills wereweolves with an axe, but it's a disguise.


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Ma Mayhem
Averaged PL 7
<!-- Biography, characterisation, pictures, power description and the like at writeups.org

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

Powers
Just call me Ma • 3 points • Descriptor: Skill
-> Weapons specialist -- Enhanced Fighting 2 (Limited 1 - when wielding specialised anti-monster weapons)
-> Disguise/acting -- Feature (+6 to Deception rolls involving passing herself for a much older woman). Ma's gear include suitable high-quality plastic masks, and wigs.

Devices
Silver monster-killing weapons Array • 10 points
-> Short-handled woodsman's axe -- Strength-based Damage 3 Slashing, Feature 1 (silver weapon)
-> Magical silver whip -- Strength-based Damage 3 Slashing, Improved Grab, Improved Trip, Reach 2, Feature 1 (silver weapon)
-> Small packet of silver dust -- Affliction 4 (resisted by Fortitude, Dazed & Sight/smell impaired, Stunned & sight/smell disabled, Extra Condition, Limited Degree, Feature (dazed and impaired conditions affect two senses), Feature (Silver - Affliction is boosted against creatures with a Vulnerablity Complication toward silver)

It is likely that she has further speciality weapons, usually of a low-tech nature, for vampires, ghosts, demons, etc. Ma's purse may have Feature (holds three times the volume it should and halves the weight of content).

Combat Advantages
Accurate attack, Close attack 4, Defensive Roll 2, Power Attack

Other Advantages
Benefit 1 (Black market and underworld suppliers, including exotic weaponsmiths), Contacts, Equipment 2, Second chance (Fear/Intimidation)

Skills
Athletics 3 (+4), Deception 2 (+4), Expertise (Occult and monstrous lore) 8 (+10), Expertise (Assassin) 6 (+8), Insight 4 (+6), Perception 5 (+7), Persuasion 2 (+4), Stealth 2 (+4), and presumably Vehicles 4 (+5) (Limited 2 to common land vehicles)

Equipment
Ma packs a few bits of equipment that often happen to be just right for the need at hand ; a documented example is a small cartridge of sleeping gas.

Offense
Initiative_ 2
Unarmed_ +8, Close, Damage 1
Melee weapons +10, Close, Damage varies

Defense
Dodge_ 8
Fortitude_ 6
Parry_ 9**/7
Toughness_ 4/2*
Will_ 9
Defense notes:
* Without Defensive Roll
** Must wield a suitable weapon

Complications
Motivation Ma Mayhem is power-hungry, and willing to deal with very dangerous things to gain more of it
Relationship Ma Mayhem seemed to be in a relationship with Baron Thunder and care for him

<!-- Image -->

Power levels
Trade-off areas. Attack/Effect PL 7, Dodge/Toughness PL 6, Parry/Toughness PL 7, Fort/Will PL 8
Point total 95 Abilities 32, Defences 22, Skills 17, Powers 3, Devices 10, Advantages 11. Equiv. PL 7.
.
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Re: [Writeups.org] [3E] Iron Fist, Punisher, el Jaguar,Ma Ma

Postby Ghostwise » Mon Dec 31, 2012 3:45 pm

The code sweep was finished a few days ago -- which means that all the profiles listed and linked in the first post as being on writeups.org are now fully formatted (and stowed into a collapsible section so as not to frighten away non-DCA/M&M players).

There's now a fair bit of backlog to go through, including profiles in this thread that need to be ported to writeups.org, then we can resume publication of new DCA/M&M stats in this thread.
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Re: [Writeups.org] [3E] Quagmire, Skrullian Skymaster, Slyfo

Postby pawsplay » Fri Jan 04, 2013 10:35 pm

Ghostwise wrote:Iron Maiden
Marvel Universe


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

Devices
Iron Maiden Armour • 31 points (Noticable, Removable) • Descriptor: Technology
- Enhanced Strength 4, Close Strength-Based Blunt Damage 6
- Impervious Protection 8, Enhanced Fortitude 6, Immunity 2 (Critical hits)
- Impervious Protection 2 (Limited 3 to Electricity)


I'm looking at that Immunity 2 (Critical hits). If you wanted to translate the DCH No Vital Areas faithfully, it would be Half Effect (more or less) and would affect Power Attack, not critical hits. Critical hits in DCA are more the equivalent of column shifts and HPs on EV in DC... I think a cleaner approach might be to just add more Impervious, although that would actually incentivize power attacks. What about

Immunity 2 (power attack), Limited (half effect)*
* The attacker only gains +1 effect for every -2 to hit.

or simply adding an additional non-Impervious rank to Protection?
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Re: [Writeups.org] [3E] Quagmire, Skrullian Skymaster, Slyfo

Postby Ghostwise » Sat Jan 19, 2013 1:17 pm

pawsplay wrote:
Ghostwise wrote:Iron Maiden
Marvel Universe


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

Devices
Iron Maiden Armour • 31 points (Noticable, Removable) • Descriptor: Technology
- Enhanced Strength 4, Close Strength-Based Blunt Damage 6
- Impervious Protection 8, Enhanced Fortitude 6, Immunity 2 (Critical hits)
- Impervious Protection 2 (Limited 3 to Electricity)


I'm looking at that Immunity 2 (Critical hits). If you wanted to translate the DCH No Vital Areas faithfully, it would be Half Effect (more or less) and would affect Power Attack, not critical hits. Critical hits in DCA are more the equivalent of column shifts and HPs on EV in DC... I think a cleaner approach might be to just add more Impervious, although that would actually incentivize power attacks. What about

Immunity 2 (power attack), Limited (half effect)*
* The attacker only gains +1 effect for every -2 to hit.

or simply adding an additional non-Impervious rank to Protection?


IIRC the idea was to seriously Impervious her - if your Damage Rank isn't high enough you're never going to hurt her even by finessing around - there are no weak spots to hit (the assumption being that if there were a weakness, the Widow would have used it).

But right now I can't check whether Criticals and Power Attacks are meant to raise the "base" Rank of Damage when facing an Impervious Defence.
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