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  • Re: Writeups.org -- M&M stats discussion, repository and pub

    A note on Bulldozer: immunity to your own slam attacks is 2 ranks of Immunity.

    Also, I want a Supergirl movie in which Kate McKinnon plays Brains. Also, also, I think her DCH Scientist APs are the kind that might give her Investigation ranks, especially since she's the ring-leader.
    Last edited by pawsplay; 08-31-2018, 12:40 AM.
    [url]http://www.drivethrurpg.com/product/211267/Do-Not-Approach[/url]

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    • Re: Writeups.org -- M&M stats discussion, repository and pub

      .
      Juanita Jean Sachs
      Averaged PL6.4

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

      ~

      Abilities
      Strength 01 Stamina 02 Agility 04 Dexterity 02 Fighting 06 Intellect 01 Awareness 01 Presence 01

      Combat Advantages
      All-out Attack, Chokehold, Close Attack 3, Defensive Roll 1, Improved critical 1 (Whip), Improved Critical 1 (Shuriken), Improved Initiative, Improved Trip, Seize Initiative.

      Other Advantages
      Attractive, Equipment 2, Fearless, Instant Up, Language (Some Spanish)

      Skills
      Acrobatics 3 (+7), Athletics 5 (+6), Close combat (Whip) 2 (+11), Close combat (Sword) 1 (+10), Deception 2 (+3), Expertise (Porn modelling) 4 (+5), Insight 3 (+4), Perception 4 (+5), Persuasion 1 (+2), Ranged combat (Firearms) 5 (+7), Ranged combat (Thrown) 8 (+10).

      Equipment
      Big whip Slashing Damage 1, Reach 3, Improved Grab • 5 points
      Brass knuckles Bludgeoning Damage 1 • 1 point
      Shuriken Ranged Multiattack Damage 1 • 3 point

      Offense
      Initiative +8
      Unarmed +9, Close, Damage 1 (2 w/brass knuckles).
      Whip +11, Close (Reach 3), Damage 2, Crit 19-20.
      Shuriken +10, Raged, Multiattack Damage 1, Crit 19-20.

      Defense
      Dodge 10
      Fortitude 05
      Parry 10
      Toughness 02*/03
      Will 04
      Defense notes:
      * Without Defensive Roll

      Complications
      Panther of the concrete jungle Juanita is protective of her friends and of defenceless people. She has little problem entering lethal combat if such persons are threatened.
      Hot-blooded J.J. has a strong temper, and she fights for keeps. Combat and danger also turn her on, and she has to cool down afterwards (usually by shagging).
      An item Sachs and Violens are strongly devoted to each other.

      ~

      Power levels
      Trade-off areas. Attack/Effect PL 7, Dodge/Toughness PL 7, Parry/Toughness PL 7, Fort/Will PL 5.
      Points total 88. Abilities 36, Defences 16, Skills 19, Powers 0, Devices 0, Advantages 17. Equiv. PL 6.
      .
      Last edited by Ghostwise; 12-25-2018, 07:33 AM.

      Comment


      • Re: Writeups.org -- M&M stats discussion, repository and pub

        .
        Ernie "Violens" Schultz
        Averaged PL6.8

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

        ~

        Abilities
        Strength 01 Stamina 02 Agility 02 Dexterity 03 Fighting 05 Intellect 02 Awareness 01 Presence 01

        Powers
        Chief Enforcer of Bęte Noire • 8 points • Descriptor: Bęte Noire
        -> Senses 5 (Ranged mental Detect, Extended 3, Events that threaten the peace in Bęte Noire).
        -> Benefit 1 (Favoured by Bęte Noire).
        -> Enhanced Advantages (Well-Informed and Connected, both Limited 1 to Bęte Noire).
        -> Enhanced Skill (8 Ranks of Investigation, Limited 2 to Gather Information & Surveillance, Limited 1 to Bęte Noire).

        Combat Advantages
        All-out Attack, Chokehold, Close Attack 2, Defensive Roll 1, Improved Critical (Viet-nam era US CQB weapons) 1, Improved Initiative, Takedown.

        Other Advantages
        Equipment 8.

        Skills
        Athletics 4 (+5), Close combat (Knives) 3 (+10), Deception 1 (+2), Expertise (Photographer) 5 (+7), Expertise (New York City lore) 3 (+5), Expertise (New Orleans lore) 2 (+4), Expertise (Soldier) 5 (+7), Insight 4 (+5), Perception 3 (+4), Persuasion 1 (+2), Ranged attack (Viet-nam era US CQB weapons) 8 (+11), Treatment 2 (+4) (Limited 2 (Limited to Revive and Stabilise)).

        Equipment
        To fill Ernie's equipment pool, see his DCH stats.

        Offense
        Initiative +6
        Unarmed +7, Close, Damage 1
        K-bar knife +10, Close, Damage 2, Crit 19-20
        Firearms +11, Ranged, Damage by type, Crit 19-20.

        Defense
        Dodge 11
        Fortitude 06
        Parry 08
        Toughness 02*/03
        Will 04
        Defense notes:
        * Without Defensive Roll

        Complications
        Concerned citizen Ernie helps and protects people whenever possible, even when that involves grave risks.
        PTSD Violens had nightmares associated with the war. He's also easily angered when the Viet Nam war is brought up.
        An item Sachs and Violens are strongly devoted to each other.

        ~

        Power levels
        Trade-off areas. Attack/Effect PL 8, Dodge/Toughness PL 7, Parry/Toughness PL 6, Fort/Will PL 5.
        Points total 97. Abilities 34, Defences 19, Skills 20, Powers 8, Devices 0, Advantages 16. Equiv. PL 7.
        .

        Comment


        • Re: Writeups.org -- M&M stats discussion, repository and pub

          More "gritty detective" older material.

          ----

          .
          Cinder Dubois
          Averaged PL4.6

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

          ~

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

          Combat Advantages
          Defensive Roll 1.

          Other Advantages
          Benefit 1 (Access to Ashe's townhouse and armoury), Benefit 1 (Well-off), Connected, Equipment 2, Language (Vietnamese, French).

          Skills
          Athletics 4 (+5), Close combat (Unarmed) 3 (+5), Deception 4 (+5), Expertise (Art history) 4 (+6), Expertise (Detective) 6 (+8), Expertise (Fashion & Style) 2 (+4), Insight 4 (+5), Perception 3 (+4), Persuasion 2 (+3), Ranged combat (Firearms) 3 (+5), Sleight of hand 4 (+6) (Limited 2 to Concealing), Stealth 2 (+5), Vehicles 4 (+6) (Limited 2 to common land vehicles)

          Equipment
          .45 handgun Ranged ballistic Damage 3 • 6 points

          Offense
          Initiative +3
          Unarmed +5, Close, Damage 1
          Light pistol +5, Ranged, Damage 3

          Defense
          Dodge 06
          Fortitude 05
          Parry 05
          Toughness 02*/03
          Will 04
          Defense notes:
          * Without Defensive Roll

          Complications
          Damage control Cinder works to save and salvage lives, even if there's no money in it.
          Distinctive appearance

          ~

          Power levels
          Trade-off areas. Attack/Effect PL 4, Dodge/Toughness PL 5, Parry/Toughness PL 4, Fort/Will PL 5.
          Points total 68. Abilities 28, Defences 12, Skills 20, Powers 0, Devices 0, Advantages 8. Equiv. PL 5.
          .
          Last edited by Ghostwise; 12-26-2018, 08:30 AM.

          Comment


          • Re: Writeups.org -- M&M stats discussion, repository and pub

            .
            Jacob Ashe
            Averaged PL5

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

            ~

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

            Combat Advantages
            Close attack 1, Defensive Roll 1, Improved Grab, Improved Trip.

            Other Advantages
            Benefit 1 (Centrally located townhouse with an armoury), Benefit 1 (Well-off), Connected, Equipment 5, Language (Cajun French, French), Second chance (Fear/intimidation).

            Skills
            Athletics 2 (+3), Deception 1 (+2), Expertise (Detective) 4 (+6), Expertise (Soldier) 6 (+8), Expertise (Cajun culture, fishing and music) 3 (+5), Insight 3 (+4), Perception 3 (+4), Persuasion 1 (+2), Ranged attack (Firearms) 4 (+6), Treatment 2 (+4), (Limited 2 (Limited to Revive and Stabilise)), Vehicles 4 (+6) (Limited 1 to land and water)

            Equipment
            .45 handgun Ranged ballistic Damage 3 • 6 points

            His main gun will usually be a micro-uzi (Machine Pistol) or a M14 (Assault Rifle), depending upon circumstances.

            Offense
            Initiative +2
            Unarmed +5, Close, Damage 1
            Firearms +6, Ranged, Damage by type

            Defense
            Dodge 06
            Fortitude 06
            Parry 05
            Toughness 02*/03
            Will 04
            Defense notes:
            * Without Defensive Roll

            Complications
            Damage control Ashe works to save and salvage lives, even if there's no money in it.
            Sucettes ŕ cancer Ashe is a chain smoker.

            ~

            Power levels
            Trade-off areas. Attack/Effect PL 6, Dodge/Toughness PL 5, Parry/Toughness PL 4, Fort/Will PL 5.
            Points total 72. Abilities 30, Defences 12, Skills 16, Powers 0, Devices 0, Advantages 14. Equiv. PL 5.
            .

            Comment


            • Re: Writeups.org -- M&M stats discussion, repository and pub

              Mostly because my random musical playlist just suggested something that fits nicely.

              -----------


              .
              Emmanuelle Chekhov, the Imperial Slayer
              Averaged PL9.2

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

              ~

              Abilities
              Strength 00 (04) Stamina 01 (06) Agility 02 (04) Dexterity 04 Fighting 02 (04) Intellect 02 Awareness 01 Presence 02

              Powers
              Opportunities for eternity • 45 points • Descriptor: Vampire
              -> Vampire potence -- Enhanced Strength 4, Enhanced Stamina 5, Enhanced Fighting 2, Close Attack 3.
              -> Vampire potence -- Leaping 1.
              -> Vampire alacrity -- Enhanced Agility 2, Defensive Roll 3, Close Attack 2, Ranged Attack 2.
              -> Vampire senses -- Senses 2 (Extended Tracking scent (Limited 2 to blood), Low light vision).
              -> Claw/Claw/Bite -- Strength-based slashing Damage 2.
              -> Taste me drink my soul -- Regeneration 5 + Diehard (Both have source: human blood), Benefit 1 (Unaging as long as she drinks Deathless blood with some regularity).

              Crossbow expert • 3 points • Descriptor: Skill
              -> Enhanced Advantages (Power Attack, Improved Aim - both Limited 1 to crossbows).
              -> Increased Critical 2 (Crossbows).

              Combat Advantages
              All-Out Attack, Close Attack 5, Defensive Roll 1 (4), Diehard, Evasion, Prone Fighting, Ranged attack 2, Takedown.

              Other Advantages
              Equipment 2, Fearless.

              Skills
              Acrobatics 3 (+7), Athletics 4 (+8), Deception 2 (+4), Expertise (Commando) 7 (+9), Expertise (Vampire hunter) 8 (+10), Insight 3 (+4), Perception 4 (+5), Persuasion 1 (+3), Ranged combat (Missiles) 5 (+11), Stealth 5 (+9), Technology 6 (+8) (Limited 1 to Security, Demolitions), Vehicles 2 (+6) (Limited 1 to common air vehicles).

              Equipment
              Crossbow Ranged piercing Damage 3, Improved Critical • 7 points

              Offense
              Initiative +4
              Unarmed +9, Close, Damage 4
              Claw/Claw/Bite +9, Close, Damage 6
              Wrist crossbow +11, Ranged, Damage 3, Crit 17-20

              Defense
              Dodge 10
              Fortitude 11
              Parry 10
              Toughness 06*/10
              Will 07
              Defense notes:
              * Without Defensive Roll

              Complications
              Everything you love will burn up in the light Emmanuelle is fanatically devoted to destroying vampires.
              We'll burn up in the light Sunlight is deadly to her, though the specifics are unrevealed.
              Games of undeath and deceit Ms. Chekhov apparently changed sides several times during the civil wars, likely making enemies.

              ~

              Power levels
              Trade-off areas. Attack/Effect PL 8, Dodge/Toughness PL 10, Parry/Toughness PL 10, Fort/Will PL 9.
              Points total 130. Abilities 28, Defences 23, Skills 23, Powers 48, Devices 0, Advantages 8. Equiv. PL 9.

              Notes
              Having only air vehicles is Limited 1 rather than 2 since the "horses" effectively replace land and sea vehicles.
              .
              Last edited by Ghostwise; 03-06-2019, 08:58 AM.

              Comment


              • Re: Writeups.org -- M&M stats discussion, repository and pub

                .
                Agent Helen "Sky-High" Helligan
                Averaged PL4

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

                ~

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

                Powers
                She's a brainiac, brainiac on the floor • 1 point • Descriptor: Skill
                Quickness 1 and Enhanced Advantage (Luck) (both Limited 2 to deductive reasoning and information perusal).

                Combat Advantages
                Close Attack 2, Defensive attack, Defensive Roll 1, Ranged attack 1.

                Other Advantages
                Benefit 2 (Reputed FBI agent), Connected, Eidetic Memory, Equipment 2, Well-Informed.

                Skills
                Athletics 1 (+1), Deception 2 (+3), Expertise (Metahuman activity) 7 (+10), Insight 4 (+5), Investigation 5 (+8), Perception 4 (+5), Persuasion 1 (+2), Ranged combat (Firearms) 2 (+4), Vehicles 4 (+5) (Limited 2 to common land vehicles).

                Equipment
                Light pistol Ranged ballistic Damage 3 • 6 points

                Offense
                Initiative +1
                Unarmed +3, Close, Damage 0
                Light pistol +4, Close, Damage 3

                Defense
                Dodge 03
                Fortitude 04
                Parry 03
                Toughness 01*/02
                Will 05
                Defense notes:
                * Without Defensive Roll.

                Complications
                Atypical thinker Helligan has unusual deductive heuristics, which do not make her a good fit anywhere.
                Dependants Her sister and mother, and perhaps other family members.

                ~

                Power levels
                Trade-off areas. Attack/Effect PL 4, Dodge/Toughness PL 3, Parry/Toughness PL 3, Fort/Will PL 5.
                Points total 57. Abilities 18, Defences 11, Skills 14, Powers 1, Devices 0, Advantages 12. Equiv. PL 4.

                Notes
                As usual, this isn't scaled with the very high stats for stock NPCs in the DCA rulesbook.
                .

                Comment


                • Re: Writeups.org -- M&M stats discussion, repository and pub

                  .
                  Marvel Boy (Robert Grayson) (Atlas Comics 1950s)
                  Averaged PL10.2

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

                  ~

                  Abilities
                  Strength 01 (04) Stamina 03 Agility 02 (04) Dexterity 02 Fighting 02 (06) Intellect 04 Awareness 01 (04) Presence 01 (02)

                  Powers
                  Uranian • 34 points • Descriptor: Physiology
                  -> Enhanced Strength 03, Enhanced Agility 2, Enhanced Fighting 4, Enhanced Awareness 3, Enhanced Presence 1
                  -> Leaping 5 (Limited 1 (5 uses per adventure)).
                  -> Speed 3.

                  Mental telepathy • 9 points • Descriptor: Telepathy
                  -> Comprehend (Languages 3).
                  -> Mind reading 2 (Limited 1 to Surface Thoughts).
                  -> Benefit 1 (Marvel Boy's intuitions are strangely accurate, and the GM should support that).

                  Devices
                  Wristbands • 15 points (Removable) • Descriptor: Uranian technology
                  Dazzle (Visual) 9

                  Silver Bullet • 57 points • Descriptor: Uranian technology, vehicle
                  Gargantuan Size, Strength 12, Flight 12, Movement (Space Travel 2), Communication (Radio) 5, Immunity 8 (All environments, all suffocation, starvation/thirst)

                  “Hydrogenised uranium capsules” • 3 points • Descriptor: Uranian technology
                  -> Immunity 1 (These seem to allow him to function without sufficient food and water).
                  -> Array that is Limited 2 (Unreliable - one use per adventure):
                  • Burst-Area 1 explosive Damage 14, Limited 1 (must be prepared then placed by hand using Technology (Demolition).
                  • Enhanced Strength 1. This likely doesn't work on himself.
                  • And possibly others.


                  Combat Advantages
                  Close attack 3, Defensive Roll 3, Ranged attack 3, Takedown.

                  Other Advantages
                  Attractive, Benefit 1 (Advised by Professor Grayson), Benefit 1 (Widely admired), Connected, Contacts, Eidetic Memory, Extraordinary Effort, Language (Uranian).

                  Skills
                  Athletics 5 (+9), Close combat (Unarmed) 2 (+11), Deception 3 (+5), Expertise (Insurance) 4 (+8), Expertise (Physics) 8 (+12), Insight 6 (+10), Investigation 12 (+16) (Limited 2 to Search), Perception 5 (+9), Persuasion 4 (+6), Ranged combat (Wristband flash) 6 (+11), Technology 4 (+8) (Limited 2 to Operating, Demolitions), Vehicles 4 (+6) (Limited 1 to land and space vehicles).

                  Offense
                  Initiative +4
                  Unarmed +11, Close, Damage 4
                  Wristbands flash +11, Ranged, Dazzle 9

                  Defense
                  Dodge 10
                  Fortitude 08
                  Parry 11
                  Toughness 03*/06
                  Will 09
                  Defense notes:
                  * Without Defensive Roll.

                  Complications
                  Bushwhacked! Marvel Boy's Perception bonus when it comes to detecting ambushes and attacks from behind is zero.
                  Lack of Uranian atmosphere Outside of an Uranian atmosphere, Marvel Boy must take his uranium pill daily or lose both his Powers.
                  Our hero! Marvel Boy is a goodie-goodie, driven to help and protect his fllow man. Except, of course, Communists.

                  ~

                  Power levels
                  Trade-off areas. Attack/Effect PL 10, Dodge/Toughness PL 8, Parry/Toughness PL 9, Fort/Will PL 9.
                  Points total 215. Abilities 32, Defences 22, Skills 25, Powers 43, Devices 75, Advantages 18. Equiv. PL 15.

                  Notes
                  The Investigation (Search) Skill models his ability to spot minute clues when he's a detective story. GMs should thus let him use this instead of Perception even if it's more of a visual scan than a physical search.

                  The Unreliable Limitation to Jumping represents the fact he doesnb't use it much even when that would be advantageous.
                  .

                  Comment


                  • Re: Writeups.org -- M&M stats discussion, repository and pub

                    I'm polishing and splitting one of our sample Star Wars - the Old Republic characters. Since the explanations about the Old Republic and the Cold War did make it a a bit long.

                    So heh, why not throw in some M&M stats.

                    It's for nigh-immediate publication, so it won't be liste in the first post but in the lists in the posts after it.

                    ----

                    .
                    “Jaevna Shilo”
                    Averaged PL6.2

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

                    ~

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

                    Combat Advantages
                    Close attack 1, Defensive Roll 2, Increased Initiative, Quick Draw, Ranged attack 2.

                    Other Advantages
                    Benefit 1 (A safe apartment on Coruscant), Benefit 1 (The excellent Havoc Squad reputation), Benefit 1 (NCO then Lieutenant), Diehard, Equipment 6, Second chance (Fear/intimidation).

                    Skills
                    Athletics 2 (+5), Close combat (Unarmed) 1 (+6), Deception 4 (+5) (Limited 2 to pretending to be Jaevna Shilo), Expertise (Republic commando) 3 (+4), Expertise (Shoul) 3 (+4), Insight 1 (+2), Intimidation 1 (+2), Perception 4 (+5), Ranged combat (Republic infantry weapons) 4 (+9), Stealth 2 (+5), Technology 4 (+5) (Limited 1 to Operating, Jury-Rigging, Security, Demolitions (EOD only)), Vehicles 1 (+4) (Limited 1 to land speeders and light spaceships).

                    Equipment
                    Command blaster carbine Ranged blaster Damage 5 • 10 points
                    Old body armour Protection 2, plus Protection 2 (Limited 1 to blasters) • 3 points
                    Specops mini-grenades Burst Area 1 explosive Damage 6 • 12 points
                    Passive jammer Benefit 1 (+5 circumstances bonus for evading technological detection) • 1 point
                    Odds and ends Holocom, backup blaster pistol, small set of electronic and computer tools • 2 points

                    Offense
                    Initiative +7
                    Unarmed +6, Close, Damage 3
                    Infantry weapons +9, Ranged, Damage by type

                    Defense
                    Dodge 08
                    Fortitude 06
                    Parry 06
                    Toughness 04
                    Will 04
                    Defense notes:
                    * Without Defensive Roll

                    Complications
                    Cyborg freak Distinctive appearance, social stigma, occasional glitches in her systems.
                    Identity thief Tia must hide that she's not Jaevna Shilo.
                    Driven defender of the Republic "Jaevna" holds herself to very high ethical standards in adverse circumstances.
                    Liar and murderess Tia has a terrible self-image and a major case of impostor symptom. She cannot accept that she didn't actually do anything awful.

                    ~

                    Power levels
                    Trade-off areas. Attack/Effect PL 7, Dodge/Toughness PL 7, Parry/Toughness PL 6, Fort/Will PL 5.
                    Points total 80. Abilities 36, Defences 14, Skills 12, Powers 0, Devices 0, Advantages 18. Equiv. PL 6.
                    .
                    Last edited by Ghostwise; 02-08-2019, 05:59 AM.

                    Comment


                    • Re: Writeups.org -- M&M stats discussion, repository and pub

                      Originally posted by Ghostwise View Post
                      .
                      Marvel Boy (Robert Grayson) (Atlas Comics 1950s)

                      .
                      Marvel Boy's Enhanced abilities should be noted as Permanent.
                      [url]http://www.drivethrurpg.com/product/211267/Do-Not-Approach[/url]

                      Comment


                      • Re: Writeups.org -- M&M stats discussion, repository and pub

                        Originally posted by pawsplay View Post
                        Marvel Boy's Enhanced abilities should be noted as Permanent.
                        And Innate
                        [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

                        Comment


                        • Re: Writeups.org -- M&M stats discussion, repository and pub

                          Originally posted by kenseido View Post
                          And Innate
                          I don't imagine so.
                          [url]http://www.drivethrurpg.com/product/211267/Do-Not-Approach[/url]

                          Comment


                          • Re: Writeups.org -- M&M stats discussion, repository and pub

                            .
                            Mister X
                            Averaged PL003

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

                            ~

                            Abilities
                            Strength -1 Stamina 000 Agility 000 Dexterity 001 Fighting 000 Intellect 001 Awareness 001 Presence -1

                            Powers
                            Mister X Schtick • 003 points, Removable (requires Mister X disguise) • Descriptor: Skilled
                            -> Confident Performance -- Enhanced PRE 2, Enhanced Skill (Intimidation 3, Persuasion 1)

                            Combat Advantages
                            None demonstrated

                            Other Advantages
                            Benefit: Unrecognizable (+5 circumstance bonus to Deception checks to disguise himself as Mister X and to be unrecognizable as Mousey), Minion 3 (a thug, Mister X can be assigned as many thugs as needed for the scenario)

                            Skills
                            Close Combat: Unarmed 1 (+1), Deception 2 (+1, +3 as Mister X), Expertise: Criminal 3 (+4), Insight 2 (+3), Intimidation 0 (+4 as Mister X), Investigation (Limited 2, gather information only) 2 (+3), Perception 3 (+4), Persuasion 0 (+2 as Mister X), Ranged Combat: Guns 2 (+3), Vehicles (Limited 2 to land vehicles only) 2 (+3)

                            Equipment
                            Padded and reinforced Mister X suit Protection 4, Enhanced Fortitude (Quirk, not versus diseases or airborne hazards) 5 • 008 points
                            Snub-nosed revolver Ranged Ballistic Damage 2, Diminished Range 1 • 003 points
                            Hidden file
                            Trick shoes (+2 circumstance bonus to hide small objects in the heel)

                            Offense
                            Initiative +0
                            Unarmed +1, Close, Damage -1
                            Revolver +3, Ranged, Damage 2

                            Defense
                            Dodge 001
                            Fortitude 005 (0 without suit)
                            Parry 001
                            Toughness 004 (0 without suit)
                            Will 003
                            Defense notes:
                            * Without Defensive Roll

                            Complications
                            Unimpressive Mousey is a small man with an odd appearance. He is frequently bullied.
                            Mousey Mousey is diminuitive (actually a mass rank of 0).
                            Secret Identity Mousey is Mister X, the leader of a somewhat successful criminal operation. Sometimes he appears as Mousey and attempts to join his gang, to throw off the scent.
                            Packing Heat Mousey's ownership of a firearm is illegal.

                            ~

                            Power levels
                            Trade-off areas. Attack/Effect PL 003, Dodge/Toughness PL 003, Parry/Toughness PL 003, Fort/Will PL 004
                            Points total 021 Abilities 002, Defences 004, Skills 008, Powers 003, Devices 000, Advantages 004. Equiv. PL 002.

                            Notes
                            NOTES
                            .
                            Last edited by pawsplay; 04-06-2019, 05:01 PM.
                            [url]http://www.drivethrurpg.com/product/211267/Do-Not-Approach[/url]

                            Comment


                            • Re: Writeups.org -- M&M stats discussion, repository and pub

                              .
                              Concussion
                              Averaged PL 5.2

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

                              ~

                              Abilities
                              Strength 000 Stamina 002 Agility 000 Dexterity 001 Fighting 001 Intellect 001 Awareness 000 Presence 001

                              Powers
                              Concussive Force • 025 points • Descriptor: Mutant, concussion
                              -> Array :
                              • Concussion Blast -- Ranged Damage 8, Multiattack
                              • Wide Angle Blast -- Damage 8, Cone


                              Combat Advantages
                              Defensive Roll 2, Evasion, Improved Initiative

                              Other Advantages
                              Languages 1 (English, Russian is native)

                              Skills
                              Athletics 2 (+2), Close Combat: Unarmed 2 (+3), Expertise: Current Affairs 2 (+3), Insight 1 (+1), Perception 2 (+3), Ranged Combat: Concussive force 6 (+7)

                              Offense
                              Initiative +4
                              Unarmed +3, Close, Damage 0
                              Concussive Blast +7, Ranged, Damage 8
                              Wide Angle Blast DC 18, Area (Cone), Damage 8

                              Defense
                              Dodge 005
                              Fortitude 006
                              Parry 003
                              Toughness 004/2*
                              Will 002
                              Defense notes:
                              * Without Defensive Roll

                              Complications
                              Loyalty Mikhail is loyal to the mutant dissident cause.
                              Mutant dissident Mikhail was targeted for capture or termination by the authorities.

                              ~

                              Power levels
                              Trade-off areas. Attack/Effect PL 008, Dodge/Toughness PL 005, Parry/Toughness PL 004, Fort/Will PL 004
                              Points total 063 Abilities 012, Defences 013, Skills 008, Powers 025, Devices 000, Advantages 005. Equiv. PL 005.

                              Notes
                              NOTES
                              .
                              [url]http://www.drivethrurpg.com/product/211267/Do-Not-Approach[/url]

                              Comment


                              • Re: Writeups.org -- M&M stats discussion, repository and pub

                                .
                                Death-Man
                                Averaged PL 5

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

                                ~

                                Abilities
                                Strength 001 Stamina 004 Agility 001 Dexterity 002 Fighting 002 Intellect 002 Awareness 001 Presence 002

                                Powers
                                Whatcha Doin', Yogi? • 002 points • Descriptor: Skilled, Yogic Techniques
                                -> Dead End -- Enhanced Advantage (Trance), Insidious (Treatment DC 20 to detect he is alive)

                                Combat Advantages
                                Fearless, Move-by Attack, Takedown

                                Other Advantages
                                Equipment 5, Minions (various, typically about six thugs)

                                Skills
                                Athletics 2 (+3), Close Combat: Unarmed 3 (+5), Deception 3 (+5), Expertise: Criminal 4 (+6), Expertise: Mysticism 2 (+4), Insight 4 (+5), Intimidation 3 (+5), Perception 4 (+5), Persuasion 2 (+4), Ranged Combat: Guns 3 (+5), Vehicles (Limited 2, land only) 4 (+6)

                                Equipment
                                Colt M1911A1 .45 Ranged Damage 3 • 006 points
                                Black Funeral Coach Size L, STR 5, Speed 5, Defense 8, Toughness 10, Impervious Toughness 10 • 018 points

                                Offense
                                Initiative +1
                                Unarmed +5, Close, Damage 1
                                Colt M1911A1 +5, Ranged, Damage 3
                                Unarmed +5, Close, Damage 1

                                Defense
                                Dodge 005
                                Fortitude 006
                                Parry 005
                                Toughness 004
                                Will 006
                                Defense notes:
                                * Without Defensive Roll

                                Complications
                                Psychopathic Evil Inititally satisfied with performing crimes with impunity, in later appearances, he has escalated to causing as much mayhem, chaos, and suffering as possible.
                                Face of Death Death-Man has his weird costume surgically grafted to his body.

                                ~

                                Power levels
                                Trade-off areas. Attack/Effect PL 004, Dodge/Toughness PL 005, Parry/Toughness PL 005, Fort/Will PL 006
                                Points total 070 Abilities 030, Defences 014, Skills 016, Powers 002, Devices 000, Advantages 008. Equiv. PL 005.

                                Notes
                                Big in Japan
                                35 year after his original appearance, Death-Man returned. He now called himself Lord Death-Man. There were important evolutions while he was off-panel, namely:
                                The main difference is that he demonstrates supernatural immunity to harm, represented by a rank of Regeneration. Furthermore, one remark strongly implies that he also has either the Diehard advantage or possibly Immortality (perhaps approximately 5 ranks) and maybe Immunity 1 (aging).
                                The hearse was replaced by a loud muscle car, and his henchmen drove sports convertibles following Lord Death-Man’s car. These cars probably have the stats of stock sports cars.
                                Lord Death-Man was often armed with a 1928 Thompson submachinegun with the distinctive drum magazine (Ranged Multiattack Ballistic Damage 4).
                                This changes raise his averaged PL to 5.4.
                                He tends to theme his traps, the equipment of his henchmen, and the like to his current crime – or the country he’s currently in. Lord Death-Man is deliberately cheap and clichés-happy with it, though. For instance in Japan his henchmen had katanas, and his death-traps relied on grabbing women with giant tentacles.

                                .
                                [url]http://www.drivethrurpg.com/product/211267/Do-Not-Approach[/url]

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