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  • #16
    Re: Writeups.org -- M&M stats discussion, repository and pub

    Added some uncapped scale and laboratory traps notes to the Destructor stats above. Better now.

    Comment


    • #17
      Re: Writeups.org -- M&M stats discussion, repository and pub

      More stuff from MS. Marvel (Carol Danvers)'s late 1970s early career. This one's a heavyweight who originally fought the Silver Surfer.

      ------

      .
      Doomsday Man (Early)
      Averaged PL 15
      ~Biography, characterisation, pictures, power description and the like at writeups.org

      ~

      Abilities
      Strength 15 Stamina 20 Agility 02 Dexterity 01 Fighting 03 Intellect 00 Awareness 00 Presence ∅

      Powers
      I, indestructible robot • 99 points • Descriptor: Robotic, armoured
      -> No physiology, no mind -- Immunity 60 (Fortitude and Will effects)
      -> Impregnable armour -- 16 Ranks of Impervious Toughness, Ultimate Effort (Toughness)
      -> Space-proofed -- Immunity 10 (Half-effect from both cold and heat/fire)
      -> Immense strength -- Enhanced Strength 3, Limited 1 to Lifting Only
      -> Underwater propulsion unit -- Swimming 9

      I, killer robot • 29 points • Descriptor: Technology
      Array :
      • Arm lasers -- Ranged laser Damage 14
      • Mouth cannon -- Ranged energy Damage 15, Limited 2 (can only be used every 10th round)


      Combat Advantages
      Interpose, Ranged Attack 8, Ultimate Effort (Toughness)

      Other Advantages
      Great Endurance

      Skills
      Close Combat (Unarmed) 4 (+7), Perception 2 (+2), Ranged Combat (Thrown object) 1 (+10)

      Offense
      Initiative +2
      Unarmed +7, Close, Damage 15
      Thrown objects +10, Ranged, Damage by object
      Arm lasers +9, Ranged, Damage 14
      Mouth cannon +10, Ranged, Damage 15

      Defense
      Dodge 07
      Fortitude N.A.
      Parry 08
      Toughness 20
      Will N.A.
      Defense notes:

      Complications
      I, giant robot The Doomsday Man is very large
      Failsafe The Doomsday Man has at least one hidden shutdown failsafe, but one needs detailed knowledge of the robot to locate those

      ~

      Power levels
      Trade-off areas. Attack/Effect PL 12, Dodge/Toughness PL 14, Parry/Toughness PL 14, Fort/Will PL X
      Points total 224 Abilities 72, Defences 10, Skills 4, Powers 128, Devices 0, Advantages 10. Equiv. PL 15.

      Notes
      To average the PL I've arbitrarily considered that the Fort/Wil trade-off was an equivalent of PL20. Having this guys ends up at the same PL as the official Superman sounds about correct.

      Uncapped Scale
      Indeed ! Apply the following if using the Uncapped Scale:
      • Strength becomes 18, ditch the Lifting Strength
      • Stamina becomes 26
      • Damage for the mouth cannon becomes 18
      • Attack/Effect trade-off becomes 13, Dodge/Toughness 17, Parry/Toughness 17, the PL for the points total becomes 17, so averaged PL is about 17.

      .

      Comment


      • #18
        Re: Writeups.org -- M&M stats discussion, repository and pub

        Sticking with the same theme as the last two...

        ------

        .
        Grotesk
        Averaged PL 10.8

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

        ~

        Abilities
        Strength 02 (13) Stamina 03 (11) Agility 02 Dexterity 01 Fighting 05 Intellect 02 Awareness 01 Presence 02

        Powers
        Hulking mutate • 28 points • Descriptor: Radiation-induced mutation
        -> Hulking -- Growth 01
        -> Heightened strength -- Enhanced Strength 05, plus Enhanced Strength 1 (Limited 1 to Lifting)
        -> Heightened durability -- Enhanced Stamina 03, plus 4 Ranks of Impervious for Fortitude
        -> Heightened durability -- Immunity 4 (Environment heat, environment radiation, suffocation) (Limited 1 to half-effect)
        -> Heat-resistant -- Protection 2 and Enhanced Fortitude 2, both Limited 2 to heat/flame/smoke
        -> Mild anti-psi -- Enhanced Will 5 (Limited 2 to psionic effects)

        Gortokian born • 20 points • Descriptor: Deviant genetic manipulation
        -> Engineered for strength -- Enhanced Strength 5, Enhanced Stamina 4
        -> Subterranea native -- Senses 2 (Darkvision)

        Enduring in darkness • 2 points • Descriptor: Willpower, radiation-induced mutation
        Regeneration 1 and Diehard, both Limited 1 (Only when underground)

        Devices
        Harness with trick studs • 13 points (Removable) • Descriptor: Deviant technology
        Array:
        • "Solid smoke" grenade -- Create 10, Continuous, Limited 2 to a static "cloud" of stone-like matter
        • Energy reflection orbs -- Deflect 14 (Reflect, Redirect, Limited 2 to ranged energy attacks, Feature: changes the Descriptor of redirected and reflected attacks to a generic "energy")
        • Energy reflection orbs -- Ranged energy Damage 7 (Limited 2 - only if Deflect was successfully used within the previous 6 rounds, and the Rank is capped to that of the highest Deflected attack during that time]


        Combat Advantages
        Accurate Attack, All-Out Attack, Chokehold, Close Attack 4, Defensive Roll 1, Diehard, Ranged Attack 3

        Other Advantages
        Benefit 3 (King of the lava men, with access to their Deviant tech stashes), Equipment 1

        Skills
        Close combat (Unarmed) 1, Deception 2 (+4), Expertise (Subterranea under the New York State) 6 (+8), Expertise (Deviant technology) 6 (+8), Insight 3 (+4), Perception 5 (+6), Persuasion 1 (+3), Ranged combat (Deflection using studs) 5 (+9), Technology 6 (+8)

        Equipment
        Battle club Strength-Based blunt Damage 2, Quirk (reinforced, but not tough enough to repeatedly withstand Grotesk's full strength) • 1 point
        Grotesk might also use some Deviant equipment, but this is rare.

        Offense
        Initiative +2
        Unarmed +10, Close, Damage 13
        Battle club +9, Close, Damage 15

        Defense
        Dodge 09
        Fortitude 12
        Parry 09
        Toughness 11*/12
        Will 7**/12
        Defense notes:
        * Without Defensive Roll
        ** Against non-psionic effects

        Complications
        Appearance Grotesk looks brutal, mutated, towering
        Vulnerability Defenses are lowered by 6 against bright lights, and any Impervious Ranks are moot against those
        At least it's an ethos Grotesk wants to destroy the world. People react badly to that.

        ~

        Power levels
        Trade-off areas. Attack/Effect PL 12, Dodge/Toughness PL 11, Parry/Toughness PL 11, Fort/Will PL 10
        Points total 150 Abilities 36, Defences 18, Skills 18, Powers 50, Devices 13, Advantages 15. Equiv. PL 10.

        Uncapped scale
        Strength rises to 14, ditch the Lifting Strength, dance the Subterranea Lambada to celebrate.
        .

        Comment


        • #19
          Re: Writeups.org -- M&M stats discussion, repository and pub

          .
          Colonel Rick Flag (post-Crisis, pre-Skartaris)
          Averaged PL 7.6

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

          ~

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

          Powers
          Duty-bound • 1 point • Descriptor: Discipline, sense of duty
          -> Enhanced Will 3 (limited 2 to effects that would have him abandon his duty as an officer)
          -> Second Chance (limited 1 to effects that would have him abandon his duty as an officer)

          Combat Advantages
          Close attack 1, Defensive Roll 2, Improved Trip, Ranged Attack 4

          Other Advantages
          Benefit 2 (US Military connections and rank), Contacts, Equipment 4, Leadership, Tracking

          Skills
          Athletics 5 (+6), Close combat (Unarmed) 2 (+10), Deception 4 (+6), Expertise (Special Operations soldier) 10 (+13), Expertise (Military intelligence operative) 8 (+11), Expertise (Small unit tactics) 7 (+10), Expertise (Lip-reading) 3 (+6), Expertise (Wilderness survival) 6 (+9), Insight 4 (+6), Intimidation 3 (+5), Perception 5 (+7), Persuasion 3 (+5), Ranged combat (Firearms) 4 (+10), Stealth 5 (+7), Treatment 1 (+4)

          Equipment
          .45 pistol Light pistol • 6 points
          Wrist radio Commlink • 1 point
          Mission-specific equipment has included:
          Low-light binoculars -- Senses 4 (Extended visual 2, Darkvision) • 4 points
          Uzi -- Ranged Multiattack ballistic Damage 4 • 12 points
          Laser rifle -- Ranged Penetrating laser Damage 5, Quirk 2 (fragile, 2 shots) • 13 points
          Combat knife -- Strength-based piercing Damage 1, Improved Critical 1 • 2 points

          Offense
          Initiative +2
          Unarmed +10, Close, Damage
          Firearms +10, Ranged, Damage by type

          Defense
          Dodge 08
          Fortitude 07
          Parry 09
          Toughness 03*/05
          Will 07
          Defense notes:
          * Without Defensive Roll

          Complications
          Baggage Flag lives with crushing levels of guilt, PTSD, survivor's guilt
          Danger trail Flag's job is hideously dangerous. Furthermore his interests and his superiors' do not align, and many of them are complete bastards
          Service Rick deeply believes in duty and honour, and is the inheritor of the Suicide Squad unit tradition of sacrifice and chain of blood. He also feels he has to measure up to his father's extraordinary example
          Mind control Flag is implanted with an irresistible post-hypnotic compulsion to freeze then do Gen. Eiling’s binding when he hears the words “dies irζ”.

          ~

          Power levels
          Trade-off areas. Attack/Effect PL 7, Dodge/Toughness PL 7, Parry/Toughness PL 7, Fort/Will PL 7
          Points total 148 Abilities 78, Defences 17, Skills 35, Powers 1, Devices 0, Advantages 17. Equiv. PL 10.

          Notes
          The Limited on the Second Chance in his Power is debatable. I considered that it was narrower than usual for Second Chance, mostly based on the fact it didn't come up much (the incident with the Thinker's helmet being the main example).
          .

          Comment


          • #20
            Re: Writeups.org -- M&M stats discussion, repository and pub

            I cannot believeth I didn't doth M&M stats f'r mine own Sif profile. Verily, this is lacking valor and I'm asham'd.

            Note: credit Pawsplay as helper.


            .
            Sif (profile #1 - 1960s)
            Averaged PL 11.4

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

            ~

            Abilities
            Strength 01 (10) Stamina 02 (06) Agility 02 Dexterity 03 Fighting 04 (07) Intellect 02 Awareness 02 Presence 02

            Powers
            Asgardian body • 30 points • Descriptor: Asgardian physiology
            -> Superhuman Strength -- Enhanced Strength 9, Enhanced Stamina 4, Close Attack 3
            -> Disease-resistant -- Second chance (Disease)
            -> Superhuman tissue density -- Feature (3 Ranks of body mass (0 pts))
            -> Near-immortal -- Benefit 1 (Nigh-unageing)

            Swordsmaiden • 8 points (Easily removable - must wield a sword) • Descriptor: Skill
            -> Enhanced Fighting 3, Enhanced Will 1, Enhanced Dodge 1
            -> Defensive Roll 2

            Magical intuition • 3 points • Descriptor: Asgardian magic
            -> Senses 3 (Magic Awareness, Cosmic Awareness, Divine Awareness)
            -> Senses 1 (Mental Communication Link w/Thor, Dimensional, Limited 2 to sensing whether he's still alive and/or in great danger, Uncontrolled)

            Ethereal travel • 28 point • Descriptor: Asgardian magic
            -> Ethereal dimension shift -- Movement 2 (Dimension Travel to the Asgardian Nine World and perhaps related dimensions), Activation 2, Tiring, Feature (can take along persons she is touching)
            -> Ethereal flight -- Flight 10 (Subtle 2, Tiring) Combined with Invisibility 1 (Visual Concealment 4, Tiring) and Magical Insubstantial 4 (Tiring, Absent Strength) with the Quirk (Only after using Ethereal Dimension Shift)

            Combat Advantages
            Close Attack 2 (5), Defensive Roll 2 (4 w/Swordsmaiden), Ranged Attack 5

            Other Advantages
            Attractive, Benefit 1 (Asgardian noble), Connected, Equipment 1, Languages 2 (Germanic languages group (Old Norse, proto-Germanic, English, etc. plus European runic alphabets)), Second chance (Fear/Intimidation)

            Skills
            Deception 2 (+4), Expertise (Asgardian history) 5 (+7), Expertise (Asgardian occult lore) 6 (+8), Expertise (Equestrienne) 4 (+6), Insight 5 (+7), Perception 6 (+8), Persuasion 4 (+6), Ranged combat (Asgardian bows and javelins) 4 (+12)

            Equipment
            Broadsword Strength-based slashing Damage 3, Improved Critical, Feature (Asgardian steel) • 5 points

            Offense
            Initiative 2
            Unarmed +9, Close, Damage 10
            Broadsword +12, Close, Damage 13, Critical 19-20

            Defense
            Dodge 9**/10
            Fortitude 11
            Parry 08**/11
            Toughness 06*/10
            Will 11**/12
            Defense notes:
            * Without Defensive Roll
            ** Without Swordsmaiden

            Complications
            Duty & Honour Sif is very big on serving and defending Asgard unto death
            Famous about town Sif is famous in Asgard, easily recognised, and has a reputation to nurture
            The All-Father forbids it! As a noble of Asgard,Sif must receive approval from Odin for certain activities, particularly when these involve leaving Asgard

            ~

            Power levels
            Trade-off areas. Attack/Effect PL 13, Dodge/Toughness PL 10, Parry/Toughness PL 11, Fort/Will PL 12
            Points total 164 Abilities 36, Defences 25, Skills 18, Powers 69, Devices 0, Advantages 16. Equiv. PL 11.

            Notes
            Her Sense (Communication Link) is so limited that I ended up considering it free. As a GM I'd consider that it's useful to move the plot along so a break is OK (since that's how it's always used in the comics).

            Swordsmaiden is a "little rubber duck" Power (see our New Rules for M&M discussion), but she certainly seems less adept without a sword in hand. Specifically she is more passive, less capable, and markedly easier to take down and capture when she doesn't have a sword. Part of the effect is that people facing her have to be more careful and measured in their attacks if she has a sword in hand, rather than just walk up to her and conk her out.

            Ethereal Travel looks slightly odd... and it should. From what we see in the comics this is an impressive ability. But she seldom uses it, nobody in the book cares about it, and at this point Sif's mostly here to look pretty anyway. This is represented by the pile of Tiring Limitations, forcing her to burn too many Hero Points (which she isn't earning since the story seldom lets her do anything cool) so this neat ability remains languishing and unused.

            Likewise she's low on Combat Advantages since she seldom if ever gets to do something technical or impressive. As usual we stats what's on the page, not what we think such a character should have.

            "Flashback Sif"
            As noted in the Powers & Abilities section, the teenage Sif depicted in flashbacks seems more competent than the older Sif in 1960s stories.

            For the flashback version:
            • Raise Fighting by 3
            • Raise Agility by 2
            • Add 4 Ranks of Acrobatics
            • Add 6 Ranks with each of the following Expertises – Low-tech infantry tactics, Wilderness survival, Shepherding
            • Add 1 or 2 points of Equipment for adventuring/combat gear

            .
            Last edited by Ghostwise; 09-18-2016, 11:59 AM.

            Comment


            • #21
              Re: Writeups.org -- M&M stats discussion, repository and pub

              With Sif, methinks... sorry, I think it's the second time we run into the Marginal Limitation and shoehorn it as Tiring.

              I'll explain - the Marginal Limitation was developed in DCH for characters who have a useful power and use it much less than they logically should, for no discernible reason. Sif's dimension travel/astral flight thing is a good example. It looks really useful, no side effect/prerequisite/cost/whatever is ever mentioned, and she almost never does it. Even with the dimmest, most asleep player would see it on their character sheet and goes "hey, maybe I should use that".

              So in DCH, Marginal costs Hero Points to activate, which is pretty good at simulating inexplicably under-used powers. The Hero Points are used as a "narrative currency". It comes in three severities (Minor, Serious, Catastrophic) depending on how many Hero Points must be burned for the ability to be bought into play.

              I wonder how a M&M Flaw costing scheme for this would work.

              (You can also think of it as the character yelling at the writer "you do remember that I have that power, right ?").

              Comment


              • #22
                Re: Writeups.org -- M&M stats discussion, repository and pub

                It could be modelled as an occasional power-stunt off of an existing power, which is generally how M&M handles such situations. So maybe it's just something she can stunt off of the sword's damage while giving it a penetrating modifier to allow for enough points?
                Formerly Narsil.

                Comment


                • #23
                  Re: Writeups.org -- M&M stats discussion, repository and pub

                  Originally posted by Scots Dragon View Post
                  It could be modelled as an occasional power-stunt off of an existing power, which is generally how M&M handles such situations. So maybe it's just something she can stunt off of the sword's damage while giving it a penetrating modifier to allow for enough points?
                  Unfortunately, there isn't much of a logical connection between the damage and the ethereal/astral projection thing. I suppose you could link it to her magical intuition, but that's a *real* stretch (plus Balder has similar magical intuition powers, so why doesn't he do astral projection ?).

                  IMO it's a separate animal ("Power can be unlocked for a while with a HP fee, no side effects ΰ la Extra Effort"), but I'm not certain what numbers would work. And in M&M it can probably exist in only one "size", given how Flaws pricing works.

                  Comment


                  • #24
                    Re: Writeups.org -- M&M stats discussion, repository and pub

                    I just refreshed the text, redid the illustrations in HD, did a video in 1080p with mods, etc. so I might as well throw in M&M stats for the Grand Theft Auto: San Andreas protagonist.


                    .
                    Car "CJ" Johnson (early)
                    Averaged PL4.8

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

                    ~

                    Abilities
                    Strength 02 Stamina 02 Agility 01 Dexterity 03 Fighting 04 Intellect 00 Awareness 00 Presence 01

                    Powers
                    Can be perceptive, if he focuses for a change • 1 point (Sustained) • Descriptor: Skill
                    Enhanced Skill (Insight 1), Enhanced Skill (Perception 3)

                    Combat Advantages
                    Close attack 2, Defensive Roll 2, Quick Draw, Ranged Attack 2

                    Other Advantages
                    Connected, Equipment 6

                    Skills
                    Athletics 1 (+3), Expertise (Streetwise) 4 (+4), Insight 1 (+1), Perception 3 (+3), Ranged Combat 1 (+6), Vehicles 4 (+7) (Limited 2 to common land vehicles, at this point)

                    Equipment
                    At this stage of the game, the following frequently appears in his equipment pool:
                    Nomex body stocking Immunity 5 (Fire, Limited to half-effect), Subtle • 6 points • A rationalisation for the fireproof perk gained from firefighting side missions – perhaps CJ grabbed some sort of cutting-edge fireproof body glove from the LSFD.)
                    Undercover shirt Protection 2, limited to Ballistic, Subtle • 3 points • These good-quality vests are fairly common – better ones exist but CJ hasn’t done the Vigilante missions at this point. CJ usually gets undamaged vests from an old stash hidden close to his mother’s house.
                    Brass knuckles Strength-based bludgeoning Damage 1 • 1 point
                    Baseball bat Strength-based bludgeoning Damage 2 • 2 points • A baseball bat, taken from a defeated enemy when CJ and Ryder expelled Ballas pushers from Grove Street.
                    Glock 17 Ranged ballistic Damage 3 • 6 point • A workhorse gat, best using from a crouching stance to line up headshots. Clearly meant to be a Glock 17, but has a Colt M1911 model for some reason.
                    Micro-Uzi Ranged Multiattack ballistic Damage 3 • 9 points • This weapon is useful when outnumbered or to shoot from a vehicle – as a drive-by shooting or to stop another vehicle. It seems to be a micro-Uzi.
                    Spray paint can Feature 1 (green paint) • 1 point
                    1992 cell phone Feature 1 • 1 point

                    Offense
                    Initiative +1
                    Unarmed +6, Close, Damage 2
                    Baseball bat +6, Close, Damage 4
                    Firearm +6, Ranged, Damage by type

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

                    Complications
                    Gang loyalty CJ is loyal toward his old gang, though very little is left of it
                    A friend in need CJ is liable to get into trouble because he needs, and wants, money. I blame society.
                    A friend indeed CJ's friends and allies find it easy to pressure him into doing stuff that gets him lots and lots of trouble

                    ~

                    Power levels
                    Trade-off areas. Attack/Effect PL 5, Dodge/Toughness PL 5, Parry/Toughness PL 5, Fort/Will PL 5
                    Points total 59 Abilities 26, Defences 14, Skills 5, Powers 1, Devices 0, Advantages 14. Equiv. PL 4.

                    Notes
                    As always for our low-powered character we ignore the heroically high stats for the NPCs in the back of the rulesbook.

                    CJ is somewhat customisable. These stats are for my own version early in the game, after I’ve completed numerous side missions to build up stats before starting the storyline missions.

                    Thus this is a CJ who already has high Muscle and Stamina, decent shooting and driving skills, a spawned vest and machine pistol, a good amount of cash, the first tier fighting moves, etc. He also has a high-end haircut and, as can be seen, a wardrobe that’s heavy on representing his set (and will hopefully impress the local lasses).

                    Having his Perception and Insight be Sustained reflects numerous cutscenes when he's caught unaware by someone whose presence he should have noticed much earlier. This issue is much less present in the actual gameplay.

                    Poor guy's trade off PLs all got rounded up, so I reckon he's more of a PL 4.5 bloke at this stage.
                    .
                    Last edited by Ghostwise; 11-05-2016, 08:09 AM.

                    Comment


                    • #25
                      Re: Writeups.org -- M&M stats discussion, repository and pub

                      .
                      Sasquatch (profile #1 - early career)
                      Averaged PL11

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

                      ~

                      Abilities
                      Strength 02 (15) Stamina 02 (09) Agility 01 (03) Dexterity 01 Fighting 02 (04)Intellect 05 Awareness 03 Presence 01

                      Powers
                      Sasquatch form • 67 points (Activation - 2 Standard Actions, 3pts) • Descriptor: Great Beasts physiology
                      -> Huge -- Growth 4 (Quirk - all Ranks must be in use when transformed), Improved Grab
                      -> Immense strength -- Close Attack 4, Enhanced Parry 5, Enhanced Strength 9, Ultimate Effort (Strength), plus Enhanced Strength 2 (Limited 1 to Lifting)
                      -> Immense robustness -- Enhanced Stamina 3, Regeneration 2
                      -> Anthropoid body -- Enhanced Agility 2, Enhanced Fighting 2, Enhanced Dodge 4, Leaping 4, Speed 4
                      -> Thick Fur -- Enhanced Protection 2, Enhanced Fortitude 2 (both Limited 3 to Cold), Immunity (Environmental cold)
                      -> Thick Fur -- Impervious Protection 2 (Limited 2 to blunt damage)
                      -> Claws -- Feature 1 (small claws, too short to be useful in superhuman combat)

                      Gamma expert • 2 points • Descriptor: Skill
                      -> Enhanced Intellect 2 (Limited 2 to the effect of radiation on super-powers)
                      -> Enhanced Intellect 2 (Limited 2 to highh-energy and gamma radiation physics)

                      Combat Advantages
                      Close Attack 2, Defensive Roll 2, Improved Grab, Interpose, Ranged Attack 2

                      Other Advantages
                      Benefit 1 (Famous tenured physicist), Benefit 3 (Millionaire), Connected, Ultimate Effort (Strength)

                      Skills
                      Athletics 2 (+4) (+17), Close combat (Unarmed) 1 (+5) (+9), Deception 2 (+3), Expertise (Physics) 11 (+16), Expertise (Biophysics) 8 (+13), Expertise (Gridiron football) 4 (+9), Expertise (Survival) 4 (+9) (Limited 2 to Arctic forests), Insight 4 (+7), Intimidation 2 (+3), Perception 5 (+8), Persuasion 2 (+3), Technology 3 (+8), Vehicles 3 (+4) (Limited 1 to common land and water vehicles)

                      Offense
                      Initiative +1 (+3)
                      Unarmed (human form) +5, Close, Damage 2
                      Unarmed (Sasquatch form) +9, Close, Damage 15

                      Defense
                      Dodge 05**/09
                      Fortitude 05**/12
                      Parry 05**/10
                      Toughness 03**/09*/11
                      Will 09
                      Defense notes:
                      * Without Defensive Roll
                      ** In human form

                      Complications
                      Big walking carpet In superhuman form, Langkowski is rather noticeable
                      Public ID That Sasquatch is Langkowski is known
                      Near-sighted This only seems to be significant in human form
                      Strongest there is Langkowski is fascinated by his strength as Sasquatch and will likely want to test it even when it's obviously a bad idea
                      True son of the North Walter is a patriot, always ready to defend Canuckistan
                      Alpha male Langkowski is domineering, privileged and not always too empathic

                      ~

                      Power levels
                      Trade-off areas. Attack/Effect PL 12, Dodge/Toughness PL 10, Parry/Toughness PL 11, Fort/Will PL 11
                      Points total 154 Abilities 34, Defences 18, Skills 22, Powers 69, Devices 0, Advantages 12. Equiv. PL 11.

                      Uncapped scale !
                      On the Uncapped Scale Strength goes up to 17, ditch the Lifting Strength, Attack/Effect PL rises to 13, Averaged PL becomes 11.2

                      Notes
                      He ends up with a surprisingly low PL for a dude with a Strength of 15, but it is true that he's not that impressive or technical as a fighter (as Colossus quickly established) and his durability never was as high as his strength.

                      The Enhanced Parry and Dodge in his Power also compensate for the Growth penalties (i.e., each has two extra Ranks)
                      .

                      Comment


                      • #26
                        Re: Writeups.org -- M&M stats discussion, repository and pub

                        Another profile I've been adding pictures too so heh, let's throw M&M stats in and make it a full upgrade.

                        It's my old Everquest ranger. Though as usual for Player Character writeups desperate efforts were made to turn the entry into an overview of relevant aspects of the game world. To avoid the "LET ME TELL YOU ABOUT MY CHARACTER !!" syndrome, y'see.

                        ---------

                        .
                        Gitane (Ezmirella of the Karanas Gypsies)
                        Averaged PL9.8

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

                        ~

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

                        Powers
                        Half-Elf • 2 points • Descriptor: Ayr'dal physiology
                        -> Senses 1 (Low-light vision)
                        -> Feature 1 (Extended lifespan)

                        Pupil of Maesyn Trueshot • 6 points • Descriptor: Skill
                        -> Much stronger than she looks -- Enhanced Strength 3 (Limited 1 to drawing bows)
                        -> Endless quiver -- Feature 1 (Unlimited ammunition when shooting bows)
                        -> Throwing Mastery (Bows) 1, Improved Critical (Archery) 1

                        Druidic magic • 74 points • Descriptor: Druidic, magic
                        -> Spirit of the eagle -- Movement 5 (Water walking, Trackless, Sure-footed 2, Safe Fall)
                        -> Spirit of the wolf -- Speed 4
                        -> Strength of the Elements -- Protection 4 and Enhanced Fortitude 4 (both Limited 2 to heat/cold), plus Immunity 2 (Environmental heat/cold)
                        -> Sylvan fire/frozen wind -- Ranged fire damage 4 (Variable descriptor: cold)
                        -> Ensnare -- Snare 4
                        -> Magical sight -- Senses 6 (Magical Awareness, Counters Invisibility, Counters Illusion, Direction Sense)
                        -> Healing spells -- Regeneration 5 (Concentration, Source (Mana), Reach 3)
                        -> Wolf form -- Feature 1 (Can turn into a wolf, but this is cosmetic)
                        -> More obscure spells -- Variable 4 (Everquest ranger spells), Activation (Standard Action)

                        Devices
                        Magical chainmail • 8 points (Removable) • Descriptor: Body armour, enchanted, planar
                        -> Vitality enchantment -- Enhanced Strength 1, Enhanced Stamina 1
                        -> Armour -- Protection 2, Enhanced Fortitude 2
                        -> Gauntlets -- Strength-based bludgeoning Damage 1
                        -> Silenced -- Feature 1(as noisy as cloth would be)

                        Greatstaff of the four winds • 8 points (Easily Removable) • Descriptor: Weapon, enchanted, planar
                        -> Strength-based slashing Damage 3
                        -> Quick-Draw, Improved Critical 2
                        -> Extremely hard to break -- Feature 1
                        -> Thunderstrike -- Linked lightning Damage 3

                        Combat Advantages
                        Close Attack 1, Defensive Attack, Defensive Roll 1, Improved Initiative, Move-by Action, Ranged attack 4

                        Other Advantages
                        Animal Empathy, Benefit (Ambidextrous), Connected, Equipment 3, Hide in Plain Sight, Languages 5 (Barbarian, Combine, Dark Elvish, Dark Speech, Erudian, Elvish, Ogre, Thieves Cant, Troll, Vah Shir, some Elder Elvish, possibly more), Tracking, Well-Informed

                        Skills
                        Acrobatics 3 (+7), Athletics 7 (+8), Close combat (Ranger weapons) 4 (+9), Deception 3 (+5), Insight 3 (+5), Perception 5 (+7), Persuasion 2 (+4), Ranged combat (Archery) 4 (+11), Stealth 3 (+7), Treatment 2 (+4) (Limited 2 to Revive and Stabilise)

                        Skills (Expertises)
                        Expertise (Riding and caring for mounts) 4 (+6), Expertise (Brewer) 4 (+6), Expertise (Potter) 4 (+6), Expertise (Bowyer) 7 (+9), Expertise (Cartographer/geography/first-hand knowledge of the land) 10 (+12), Expertise (Magic lore) 5 (+7), Expertise (Fisherwoman) 6 (+8), Expertise (Combine era lore) 4 (+6), Expertise (Gypsy lore) 6 (+8), Expertise (Wilderness survival) 9 (+11)

                        Equipment
                        Big-arse knives Strength-based piercing Damage 2, Improved Critical 1 • 3 points
                        Stonewood compound bow Ranged ballistic Damage 3 • 6 points
                        Several metallic bottles of coffee, enchanted to stay hot inside for several days • 1 point
                        A fireproofed, waterproofed scroll case with an impressive collection of annotated maps • 1 point

                        Offense
                        Initiative +8
                        Unarmed +5, Close, Damage 1
                        Unarmed but armoured +5, Close, Damage 3
                        Big-arse knives +9, Close, Damage 3 (4 w/Chainmail), Crit 19-20
                        Greatstaff +9, Close, Damage 4 (5 w/Chainmail) plus 3, Crit 18-20
                        Stonewood bow +11, Ranged (5 Ranks), Damage 4

                        Defense
                        Dodge 10
                        Fortitude 06/09**
                        Parry 10
                        Toughness 02*/03/06***
                        Will 08
                        Defense notes:
                        * Without Defensive Roll
                        ** With Chainmail

                        Complications
                        Challenger of the Unknown Gitane is very curious, and a born explorer
                        Motormouth She keeps talking... and talking... and talking...

                        ~

                        Power levels
                        Trade-off areas. Attack/Effect PL 8, Dodge/Toughness PL 8, Parry/Toughness PL 8, Fort/Will PL 9
                        Points total 230 Abilities 40, Defences 22, Skills 47, Powers 82, Devices 16, Advantages 23. Equiv. PL 16.

                        Notes
                        I ended up splitting the Expertises to facilitate parsing her Skills. She may look like a space cadet, but girl got science.

                        This is an EQ1 that was at a high level of development *for the times*. So the numbers are significantly more robust than for a run-of-the-mill EQ character. Especially since the narration angle is that she was one of the few persons in the world who made it possible to recover the epic swords, Swiftwind and Windcaller.

                        Throwing Mastery (bows) simply applies to archery rather than thrown weapons. It also means that her Strength is considered the applicable Rank when calculating Range (her Enhanced Strength applies).
                        .

                        Comment


                        • #27
                          Re: Writeups.org -- M&M stats discussion, repository and pub

                          These are meat-and-potatoes, low PL stats for an obscure character. But I'm fond of our series of profiles about the Tigress/Huntress legacy in the DC Universe.

                          Plus for this one we had Roy Thomas clarify an oddity in the Who's Who for us. :-)

                          ----

                          .
                          Tigress (Early Golden Age)
                          Averaged PL 4

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

                          ~

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

                          Combat Advantages
                          Close attack 2, Defensive Roll 2, Improved Aim, Improved Initiative, Ranged Attack 3

                          Other Advantages
                          Attractive 2, Beginner's Luck, Benefit 2 (Wealthy), Connected, Contacts, Equipment 4, Luck

                          Skills
                          Athletics 1 (+1), Deception 7 (+8), Expertise (International criminal) 6 (+9), Expertise (Riding animals) 2 (+5), Insight 4 (+6), Perception 6 (+8), Persuasion 2 (+4), Ranged combat (Firearms) 1 (+5), Stealth 8 (+9), Vehicles 5 (+7)

                          Equipment
                          Lόger P08 pistol (Light pistol) and/or a holdout .32 ACP pistol (Ranged Damage 1, Feature 1 (Tiny)). The rest of her Equipment pool will be mission-specific gear if needed. She often fields high-powered period cars and planes.

                          Offense
                          Initiative +5
                          Unarmed +3, Close, Damage 0
                          Firearms +5, Ranged, Damage by type

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

                          Complications
                          Power and riches, mmrrrr The Tigress is always plotting to increase her wealth, power and influence

                          ~

                          Power levels
                          Trade-off areas. Attack/Effect PL 4, Dodge/Toughness PL 3, Parry/Toughness PL 3, Fort/Will PL 5
                          Points total 74 Abilities 22, Defences 10, Skills 21, Powers 0, Devices 0, Advantages 21. Equiv. PL 5.
                          .

                          Comment


                          • #28
                            Re: Writeups.org -- M&M stats discussion, repository and pub

                            Why not, eh ?

                            .
                            Transonic
                            Averaged PL 5.8

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

                            ~

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

                            Powers
                            Power of flight • 43 points • Descriptor: Mutant physiology
                            -> Flight 12, Subtle 1
                            -> Aerial Combat Manoeuvrability -- Close Combat (Unarmed) 4, Enhanced Parry 6, Enhanced Dodge 6, Move-by Action, Agile Feint, Evasion 2

                            Physical adaptations to flight • 25 points • Descriptor: Mutant physiology
                            -> Stronger -- Enhanced Strength 1, Enhanced Stamina 3, Enhanced Dexterity 01, Enhanced Fighting 1
                            -> Tougher -- Enhanced Parry 2, Enhanced Dodge 2, Enhanced Fortitude 3, Protection 1
                            -> Heat- and Cold-proofed -- Immunity 2 (Environmental heat and cold)
                            -> Heat- and Cold-proofed -- Enhanced Fortitude 4, Protection 4 (both Limited 2 to temperature extremes)
                            -> Thin atmosphere adaptation -- Immunity 1 (can function with 1/50<sup>th</sup> the normal air density)

                            Combat Advantages
                            Agile Feint, Defensive Roll 1, Evasion 2, Move-by Action

                            Other Advantages
                            Second Chance (Forgetting something she studied)

                            Skills
                            Athletics 1 (+2), Insight 2 (+3), Perception 2 (+3), Ranged Combat (Firearms) 1 (+2), Vehicles 2 (+3) (Limited 2 to common land vehicles)

                            Skills (Expertises)
                            Sociology 3 (+5), Political science 2 (+4), Musicology 2 (+4), Psychology 3 (+5), Geography 3 (+5), Mutant history 4 (+6)

                            Offense
                            Initiative +0
                            Unarmed +3, Close, Damage 1
                            Unarmed (in flight) +7, Close, Damage 1

                            Defense
                            Dodge 04**/10
                            Fortitude 07
                            Parry 04**/10
                            Toughness 04*/05
                            Will 01
                            Defense notes:
                            * Without Defensive Roll
                            ** If not in fast flight

                            Complications
                            Mutant
                            Appearance Transonic clearly looks mutated, in an hard-to-conceal manner
                            Need for speed Laurie's "Aerial Combat Manoeuvrability" and "Thin atmosphere adaptation" only work if she's flying and has at least 5 Ranks of movement speed engaged
                            Not a soldier Transonic doesn't handle stress that well, and may screw up in crisis and combat situations
                            A little light in the dark Transonic, like the other Lights, is susceptible to Hope Summers' influence to near-mind-control levels.&emsp;However, while Hope is here the Five Lights get Enhanced Will 4 and are more collected (Laurie's "Not a soldier" complication will not trigger when Hope is nearby).

                            ~

                            Power levels
                            Trade-off areas. Attack/Effect PL 4, Dodge/Toughness PL 7, Parry/Toughness PL 7, Fort/Will PL 4
                            Points total 094 Abilities 08, Defences 04, Skills 12, Powers 68, Devices 00, Advantages 02. Equiv. PL 7.

                            Notes
                            The Attack/effect thing is a bit deceptive since she goes for Slam Attacks when in flight.&emsp;So I suppose she's PL 6 in a way.
                            .

                            Comment


                            • #29
                              Re: Writeups.org -- M&amp;M stats discussion, repository and pub

                              Originally posted by Ghostwise View Post
                              I cannot believeth I didn't doth M&M stats f'r mine own Sif profile. Verily, this is lacking valor and I'm asham'd.

                              -> Disease-resistant -- Impervious Enhanced Fortitude 2 (Limited 3 to diseases)
                              Unless you can cite a specific numeric target we need to hit, this looks like a job for Second Chance (disease). Second Chance is usually going to grant about +3 to +3.5 on each roll.

                              Swordsmaiden • 8 points (Easily removable - must wield a sword) • Descriptor: Skill
                              -> Enhanced Fighting 3, Enhanced Will 1, Enhanced Dodge 1
                              -> Defensive Roll 2
                              I don't object to this structure, but cluster of traits amounts to a change of personality. this writeup doesn't make use of Close Combat: Swords, which seems obvious. Instead of enhanced will, how about Second Chance (fear/intimidation), showing her greater resolve? Ah, but I see she already has that Advantage, so maybe Enhanced Will is better. The Enhanced Dodge looks like an oddity but maybe she is adept at deflecting ranged attacks. Enhanced Parry seems more "she is good with a sword" than full Enhanced Fighting.

                              Is she probably better at taking gunfire while holding a sword? I'm squinting at Enhanced Dodge and the unlimited Defensive Roll.

                              -> Senses 1 (Mental Communication Link w/Thor, Dimensional, Limited 2 to sensing whether he's still alive and/or in great danger, Unreliable)
                              This is probably the most elaborate writeup I've ever seen for a character's propensity to guess. To make it more into a thing, is Uncontrolled maybe better than Unreliable? How much does she consciously invoke this ability? What about Check Required 1 (Insight) instead of unreliable? That seems kind of cute, right?

                              Ethereal travel • 28 point • Descriptor: Asgardian magic
                              -> Ethereal dimension shift -- Movement 2 (Dimension Travel to the Asgardian Nine World and perhaps related dimensions), Activation 2, Tiring, Feature (can take along persons she is touching)
                              -> Ethereal flight -- Flight 10 (Subtle 2, Tiring) Combined with Invisibility 1 (Visual Concealment 4, Tiring) and Magical Insubstantial 4 (Tiring, Absent Strength) with the Quirk (Only after using Ethereal Dimension Shift)
                              If she doesn't use it often, and not as a tactical move, perhaps it has Activation (move) and Distracting, as well? 28 points is a lot of points for something that does next to nothing. Depending on the methodology, a nominal level of Check Required based on her occult Asgard lore is not a bad call.
                              [url]http://www.drivethrurpg.com/product/211267/Do-Not-Approach[/url]

                              Comment


                              • #30
                                Re: Writeups.org -- M&amp;M stats discussion, repository and pub

                                Originally posted by Ghostwise View Post
                                Since having no fresh profile looks odd, here's a very simple one because I'm rusty. Guy's a minor Batman/Birds of Prey baddie from back in the days. Just a "named" sniper, really.

                                ----

                                .
                                Gunhawk
                                Averaged PL 7

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

                                Powers
                                40/20 eyesight • 1 point • Descriptor: Natural
                                Senses 1 (Extended visual), Quirk 1 ("magnification" is x3-ish, not x10)
                                How about Enhanced Skill (Perception) 2, Limited (only up to amount of distance penalty)?

                                Expert sniper • 3 point • Descriptor: Skill
                                Enhanced Advantages (Accurate attack, All-out attack, Improved Aim, Improved Critical 1, Power attack, Skill Mastery (Ranged Combat)) (Limited 1 - only when aiming with a marksman's or sniper's weapon)
                                I think this is going to be the non-Device case of Easily Removable (requires a marksman's or sniper's weapon).
                                [url]http://www.drivethrurpg.com/product/211267/Do-Not-Approach[/url]

                                Comment

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