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

  1. #11
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    Re: Writeups.org -- M&M stats discussion, repository and pub

    For both Clev and Eir I've treated their size/Rank of Growth as a cosmetic matter.

    It's factored into their Strength and Stamina (the sole effect of a single rank of Growth) and it implicitly raises their body mass Rank. But the Rank of Growth is but a marker, an acknowledgement that they're big.

    Had their size been narratively important I'd have brought much more focus on it, with a full use of Growth and various Advantages, Skills, etc. rolled into a Growth-fronted Power. This is for instance the approach taken for Big Ben Donovan.

    It didn't feel quite fitting for these characters, though. Yes, Travis Clevenger is enormous, but a good part of his extraordinary ability to keep going (modelled via Extraordinary Effort, Ultimate Effort, Second Chance, his Defences, etc.) is due to his mindset and psychological issues. It and his sheer mass and musculature make him the monster he is.

    And for Ms. Stegalkin you could easily read the entire novel and end end up forgetting that she's 8'6". It plays little role, and she isn't that much more resilient that a human-sized person - a good axe blow would take her down, she's just flesh. Heh, even in the MMORPG most people who meet her are also Norn so she looks "normal" to them in terms of height and mass. :-)

    Hence the use of a flat "Already Factored In" notation as discussed in our M&M Rules File, to also downplay it mechanically.


    EDIT - also added a few words about an additional Complication for Gunhawk, since the breakup with Gunbunny was one of his big character arcs.
    Last edited by Ghostwise; 06-23-2016 at 08:22 AM.

  2. #12
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    Re: Writeups.org -- M&M stats discussion, repository and pub

    Quote Originally Posted by Ghostwise View Post
    Hence the use of a flat "Already Factored In" notation as discussed in our M&M Rules File, to also downplay it mechanically.
    I've been thinking about it a bit more. A single Rank of Growth is a specific situation, because it only does 3 simple things (Strength, Stamina, mass).

    The complex effects with intimidation, defences, speed and whatever only start with 2 Ranks of this Power. Which means that in the case of Growth 1, the simplest and more low-key notation is to use the Power normally. So I'm changing Clev and Eir to take that path.

    I've also fixed a mistaken calculation in the previous post, and adjusted the proposed mechanics for narrative hierarchies in Eir's M&M writeups to better reflect likely PL differences.

    Incidentally, anybody knows how to determine the base Ranks of land speed for a character ? I remember being stymied by this in the past, but I don't remember the solution.
    Last edited by Ghostwise; 06-23-2016 at 08:23 AM.

  3. #13
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    Re: Writeups.org -- M&M stats discussion, repository and pub

    .
    Executioner (Skurge (profile #1 - pre-Simonson (1964 to 1977)))
    Averaged PL11.6

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

    ~

    Abilities
    Strength 06 (14) Stamina 04 (11) Agility 02 Dexterity 01 Fighting 03 Intellect 01 Awareness 01 Presence 02

    Powers
    Hybrid Asgardian physiology • 38 points (Permanent) • Descriptor: Physiology, density
    -> Growth 1, Feature 1 (the Executioner has 5 Ranks of body mass in total)
    -> Enhanced Strength 07, Enhanced Stamina 06
    -> Nigh-immune to disease -- 8 Ranks of Impervious Fortitude (Limited 2 to diseases)
    -> Super-dense physiology -- 4 Ranks of Impervious Toughness
    -> Goliath-like strength -- Enhanced Strength 2 (Limited 1 to Lifting)
    -> Near-immortal -- Feature 1 (Ages very little)

    Falcon-like eyes • 4 points • Descriptor: Physiology
    -> Enhanced Perception 4
    -> Senses 2 (Extended Visual) (Quirk - actual "magnification" is x30, not x100)
    -> Quickness 3 (Limited 2 to visual scans)

    Aura of Fear • 2 points • Descriptor: Magic (?)
    Burst Area 1 Will-based Affliction 4 (Dazed, Compelled); Limited Degree ; Limited 1 to fleeing in fear

    Devices
    The Executioner's Axe • 26 points (Easily removable) • Descriptor: Asgardian blacksmithing and enchantment
    -> Strength-based Slashing Damage 3
    -> Quirk - the haft has a Toughness of 12 (the head would be closer to 22-ish)
    -> Slashes through space and dimensions -- Array
    • Movement 3 (Dimension Travel ; Additional Mass)
    • Movement 3 (Dimension Travel ; Additional Mass ; Attack)
    • Ranged fire Damage 13 (Diminished Range 1)
    • Ranged cold Damage 12 (Diminished Range 1)
    • Freezing cold -- Ranged Affliction 10 (Resisted by Dodge; Hindered, Immobile, Incapacitated)
    • Environment (not demonstrated so no numbers, but would be highly logical)


    Combat Advantages
    Close Attack 4, Defensive Roll 1, Interpose, Power Attack, Takedown

    Other Advantages
    None demonstrated

    Skills
    Close combat (Axes) 5 (+12), Deception 3 (+5), Expertise (Low-tech melee weapons) 6 (+7), Expertise (Low-tech military commander) 7 (+8), Insight 2 (+3), Perception 1 (+7), Persuasion 1 (+3), Stealth 5 (+7), Vehicles 3 (+4) (Limited 1 to common land and air vehicles from Midgard or Asgard)

    Offense
    Initiative +2
    Unarmed +7, Close, Damage 14
    Enchanted axe +12, Close, Damage 17

    Defense
    Dodge 08
    Fortitude 13
    Parry 09
    Toughness 11*/12
    Will 08
    Defense notes:
    * Without Defensive Roll

    Complications
    Outcast Skurge suffers from racial prejudice from Asgardians, and generally lives on his own
    Appearance The Executioner is huge and looks scary
    Amora amore Skurge is in love with Amora the Enchantress, though she uses him and it cannot go anywhere
    Exile During much of the 1960s, the Executioner is exiled to Midgard

    ~

    Power levels
    Trade-off areas. Attack/Effect PL 15, Dodge/Toughness PL 10, Parry/Toughness PL 11, Fort/Will PL 11
    Points total 15( Abilities 40, Defences 21, Skills 16, Powers 44, Devices 26, Advantages 8. Equiv. PL 11.

    Uncapped scale
    If you're using our uncapped scale:
    • Strength becomes 15, damage rises accordingly (no PL change)
    • Remove the lifting-only strength

    .
    Last edited by Ghostwise; 10-18-2016 at 01:09 PM.

  4. #14
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    Re: Writeups.org -- M&M stats discussion, repository and pub

    M&M stats for our second Frenzy profile, covering her time with the Acolytes of Magneto.

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

    .
    Frenzy (profile #2 - Acolyte)
    Averaged PL8.6

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

    ~

    Abilities
    Strength 02 (09) Stamina 03 (06) Agility 02 Dexterity 01 Fighting 03 (05) Intellect 01 Awareness 01 Presence 01

    Powers
    Mutant strength and steel-hand skin • 30 points • Descriptor: Mutation
    -> Enhanced Strength 7, Enhanced Stamina 3, Enhanced Fighting 2
    -> Protection 2 (Limited 1 to Physical Impact)
    -> Protection 2 (Limited 2 to cold/freezing)
    -> Immunity 5 (Half-effect vs. flame)

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

    Other Advantages
    Equipment 1

    Skills
    Athletics 1 (+10), Close combat (Hand to hand) 3 (+10), Expertise (Knitting) 5 (+6), Expertise (Space operations) 5 (+6), Insight 2 (+3), Intimidation 3 (+4), Perception 3 (+4), Vehicles 3 (+4)

    Equipment
    Headset radio (Feature 1 – a cell phone, basically)

    Offense
    Initiative +2
    Unarmed +10, Close, Damage 9

    Defense
    Dodge 09
    Fortitude 10
    Parry 10
    Toughness 8/8**/10*
    Will 04
    Defense notes:
    * With Defensive Roll vs. most non-energy attacks
    ** With Defensive Roll vs. most energy attacks

    Complications
    Minority Cargill is Black, mutant and female – she runs into lots of prejudice
    Temper As her name suggests, Frenzy has a considerable anger and attitude problem
    Manipulated The Acolytes have been used time and again, using their faith against them
    Honour Cargill has a rough sense of honour and may violently oppose harming people who helped her in the past

    ~

    Power levels
    Trade-off areas. Attack/Effect PL 10, Dodge/Toughness PL 9, Parry/Toughness PL 10, Fort/Will PL 7
    Points total 97 Abilities 28, Defences 19, Skills 13, Powers 30, Devices 0, Advantages 7. Equiv. PL 7.

    Late-era Cargill
    Late during this era, her Strength and Stamina both rise by 1 Rank. Her Fort/Will trade-off thus rises to PL7, and her Averaged PL goes up to 8.8 as a consequence.
    .
    Last edited by Ghostwise; 07-16-2016 at 12:45 PM.

  5. #15
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    Re: Writeups.org -- M&M stats discussion, repository and pub

    I'm currently refurbishing some early Ms. Marvel (Carol Danvers) characters, so let's M&M them up as well.

    Here I'm doing this little thing again with a Skill Descriptor Power making him a whiz with all sorts of applications at a very specific subject. I'm going straight at the Attribute level rather than making that Skills modifiers, both because this is a clearer notation and because it catches more odd applications that might come up in a game. The latter is more comic-bookish, IMO.

    In DCH the suit gives him a blocky /BODY/ 08. Here I went *slightly* more detailed, since the Descriptor-based approach M&M system is better at it. Still, the blocky aspect is kept via enhanced Stamina, due to the impression that the suit probably had clever if minor protections against unusual attack forms (though this is mostly based on seeing how he trapped his lab).

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    .
    Destructor (Kerwin Korman)
    Averaged PL 8.4

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

    ~

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

    Powers
    Likely inventor of the tachyon beam • 4 points • Descriptor: Skill
    -> Enhanced Intellect 4 (Limited 2 to tachyon-beam related matters)
    -> Enhanced Dexterity 4 (Limited 2 to tachyon-beam related matters)

    Devices
    Destructor battle suit • 43 points (Removable) • Descriptor: Technology, tachyon beam
    -> Reinforced and armoured -- Enhanced Stamina 6, Impervious Protection 2
    -> Protective visor -- Protection 2, Enhanced Fortitude 2 (both Limited 2 to attacks against his eyes, including bright lights)
    -> Radiation-proofed -- Immunity 1 (Radiation)
    -> Multitude of sensors and analyzers -- Variable 1 (Limited 1 to scientific sensors of a general nature)
    -> Helm-mounted tachyon beam -- Ranged energy Damage 14

    Flying platform • 3 points (Easily Removable) • Descriptor: Technology
    Flight 5 (Platform)

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

    Other Advantages
    Assessment, Benefit 1 (Decent AIM security credentials)

    Skills
    Athletics 2 (+2), Close combat (Unarmed) 1 (+5), Deception 1 (+2), Expertise (Physics and related sciences) 10 (+14), Insight 5 (+7), Perception 3 (+5), Persuasion 1 (+2), Ranged combat (High-tech lab prototypes) 2 (+5), Technology 8 (+12)

    Equipment
    Korman can easily procure scientific equipment, but this is bought off-the-shelf when specifically needed and not Equipment in game terms

    Offense
    Initiative +1
    Unarmed +5, Close, Damage 0
    Helm-mounted tachyon beam +9, Ranged, Damage 14

    Defense
    Dodge 05
    Fortitude 03/09**
    Parry 05
    Toughness 01*/02/10**
    Will 04
    Defense notes:
    * Without Defensive Roll
    ** With suit on and Defensive Roll if applicable

    Complications
    Field work is hard Korman is not used to physical battle, and may get overwhelmed due to lack of experience
    Ambition Korman wants excitement, wealth and power. This can easily lead to problems.

    ~

    Power levels
    Trade-off areas. Attack/Effect PL 12, Dodge/Toughness PL 8, Parry/Toughness PL 8, Fort/Will PL 7
    Points total 102 Abilities 24, Defences 11, Skills 17, Powers 4, Devices 46, Advantages 7. Equiv. PL 7.

    Notes
    After he suffers from brain damage, Korman seems very diminished. Dropping his Intellect, Awareness and Presence to minus one, and giving him an addition Complication (impulsively and incautiously driven to power) might cover his sorry state.

    Uncapped scale
    On the Uncapped Scale, his tachyon blast is Damage 15. No changes in PLs.

    Laboratory
    Apparently, Korman always sets up a number of traps in his Labs, presumably to persuade his clients of the necessity of paying when they receive his creations. In the Brooklyn labs, the traps were fairly typical:
    • Doors and walls had a Toughness of 12
    • The entrance was protected by a heat-seeking laser projector right after the door – [Ranged laser Damage 11]. Avoiding the fast-reacting laser in a narrow corridor is very difficult, giving an attack bonus of +16 to the projector and preventing the use of defensive manoeuvres (including Defensive Roll).
    • A metal door slides down to shut the corridor if the laser is bypassed. It has a Toughness of 16 (18 on the Uncapped Scale), though people beating the door’s Initiative (+1) and with a movement speed of 5 Ranks or better can slip under it before it slams shut.
    • Right after it is a trapdoor, ideally positioned to trap an intruder who just rushed under and past the metal door – avoiding falling into the pit under those circumstances is a DC 25 Acrobatics roll. What lies at the bottom is unrevealed.
    • The back entrance is also protected, though less heavily so – one trapdoor (DC 12 Acrobatics roll, the Evasion Advantage gives a +5 to the roll) and a corridor with two slower heat-seeking laser projectors [Ranged laser Damage 9] with a +11 attack bonus. The corridor is large enough to allow for various evasive manoeuvres.


    Design Notes
    Design notes in intro will go there.
    .
    Last edited by Ghostwise; 07-13-2016 at 08:50 AM.

  6. #16
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    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.

  7. #17
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    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.

    .

  8. #18
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    Re: Writeups.org -- M&M stats discussion, repository and pub

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

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    .
    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.
    .

  9. #19
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    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).
    .

  10. #20
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    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 at 12:59 PM.

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