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

  1. #21
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    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 ?").

  2. #22
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    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.

  3. #23
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    Re: Writeups.org -- M&M stats discussion, repository and pub

    Quote 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.

  4. #24
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    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 at 08:09 AM.

  5. #25
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    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)
    .

  6. #26
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    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).
    .

  7. #27
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    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.
    .

  8. #28
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    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.
    .

  9. #29
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    Re: Writeups.org -- M&M stats discussion, repository and pub

    Quote 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.

  10. #30
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    Re: Writeups.org -- M&M stats discussion, repository and pub

    Quote 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).

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