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[M&M] How would YOU make....?
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<blockquote data-quote="DarkCrisis" data-source="post: 560179" data-attributes="member: 1788"><p>I like the Magneto. I think he would hav a higher INT though. Maybe not an 18 but maybe a 15 or 16.</p><p></p><p>DareDevil huh? Not mine though. I found in on another forum. Looked good.</p><p></p><p>Daredevil (150 PP) </p><p></p><p>Game Statistics (33 PP) </p><p></p><p>STR 15 +2 </p><p>DEX 18 +4 </p><p>CON 14 +2 </p><p>INT 16 +3 </p><p>WIS 16 +3 </p><p>CHA 14 +2 </p><p></p><p>Matt's training has left him strong and almost at the human maximum for dexterity. He is smart (good lawyer) and street wise and has a ready manner with people he meets. </p><p></p><p>His main abilities are good reflexes, unarmed combat, radar vision, enhanced senses and swinging (via his Billy Club). </p><p></p><p>Lets start with Feats. </p><p></p><p>Feats (20 PP) </p><p></p><p>2 PP each </p><p></p><p>*Blind Sight </p><p>*Blind Fight </p><p>*All Around Sight </p><p>*True Sight </p><p>*See Invisibility </p><p></p><p>These Feats represent his Radar Vision, they all have [Source - Mutation] </p><p></p><p>*Accurate Attack </p><p>*Dodge </p><p>*Expertise </p><p>*Richochet Attack </p><p>*Throwing Mastery </p><p></p><p>These Feats bring in his Combat training, they all have [Source - Training] </p><p></p><p>Let's throw in </p><p></p><p>*Scent </p><p>*Ultra-Hearing </p><p></p><p>These Feats represent his enhanced senses, they all have [Source - Mutation] </p><p></p><p>Now to Super-Powers. </p><p></p><p>Super-Powers (18 PP) </p><p></p><p>There's only two that I could think of </p><p></p><p>*Amazing Save(Reflexes) Rank 6 (6 PP) </p><p>*Super-Senses Rank 6 (12 PP) [Sight not Affected] </p><p></p><p>The Reflexes are an advantage that his training and Radar Vision give him. Although sight is not affected with Super Senses I didn't rate this enough to apply a flaw although a referee might feel like subtracting 1 PP from the cost. </p><p></p><p>Devices (10 PP) </p><p></p><p>Of course we can't Forget his Billy Club. He uses it for Swinging via the coiled rope and he has been know to deflect attacks with it (including Bullets) However it would't do an excessive amount of damage. </p><p></p><p>Thus Using the formula on pg 110; </p><p></p><p>Quote: </p><p>Device cost per Rank = (number of Effects + number of Extras) - Number of Flaws </p><p></p><p></p><p>2 PP / Rank = (Movement(Swinging) + Defence(Deflection) + Extras(Automatic) ) - (Flaws(Only Projectile Attacks)) </p><p></p><p>Billy Club (Rank 6; Save DC 23; Damage Bonus 6) </p><p>Swinging, [Deflection; Automatic; Only Projectile Attacks] - Stun </p><p></p><p>He is a trained fighter so </p><p></p><p>Attack/Defence (25 PP) </p><p></p><p>*Base Defence 6 (10 PP) </p><p>*Base Attack 5 (15 PP) </p><p></p><p></p><p>We've Used 110 PP so far, now I could increase his Defence or Attack or purchase skills. I wasn't sure here so I went for skills. We would normally only have 40 PP, but his blindness is a weakness. </p><p></p><p>Weakness </p><p></p><p>*Blind (+10 PP) </p><p></p><p>Skills (50 PP) </p><p></p><p>Total </p><p>Acrobatics Rank 8 +12 </p><p>Balance Rank 6 +12 </p><p>Climb Rank 5 +7 </p><p>Concentration Rank 6 +9 </p><p>Escape Artist Rank 2 +6 </p><p>Gather Information Rank 4 +8 </p><p>Intimidate Rank 6 +8 </p><p>Knowledge(Law) Rank 8 +11 </p><p>Profession(Lawyer) Rank 5 +8 </p><p></p><p>Finally </p><p></p><p>Saves and Attack/Defence </p><p></p><p>Damage 2 </p><p>Fortitude 2 </p><p>Reflex 10 (remember Amazing Save) </p><p>Will 3 </p><p></p><p>Defence 21 (When Using Dodge) </p><p>22 (When using Dodge vs 1 Person) </p><p>Flat Footed 17/18 (Defence - Dex Bonus) </p><p></p><p>Melee Attack 7 </p><p>Ranged Attack 7</p><p></p><p>How about something simple next: Elektra</p></blockquote><p></p>
[QUOTE="DarkCrisis, post: 560179, member: 1788"] I like the Magneto. I think he would hav a higher INT though. Maybe not an 18 but maybe a 15 or 16. DareDevil huh? Not mine though. I found in on another forum. Looked good. Daredevil (150 PP) Game Statistics (33 PP) STR 15 +2 DEX 18 +4 CON 14 +2 INT 16 +3 WIS 16 +3 CHA 14 +2 Matt's training has left him strong and almost at the human maximum for dexterity. He is smart (good lawyer) and street wise and has a ready manner with people he meets. His main abilities are good reflexes, unarmed combat, radar vision, enhanced senses and swinging (via his Billy Club). Lets start with Feats. Feats (20 PP) 2 PP each *Blind Sight *Blind Fight *All Around Sight *True Sight *See Invisibility These Feats represent his Radar Vision, they all have [Source - Mutation] *Accurate Attack *Dodge *Expertise *Richochet Attack *Throwing Mastery These Feats bring in his Combat training, they all have [Source - Training] Let's throw in *Scent *Ultra-Hearing These Feats represent his enhanced senses, they all have [Source - Mutation] Now to Super-Powers. Super-Powers (18 PP) There's only two that I could think of *Amazing Save(Reflexes) Rank 6 (6 PP) *Super-Senses Rank 6 (12 PP) [Sight not Affected] The Reflexes are an advantage that his training and Radar Vision give him. Although sight is not affected with Super Senses I didn't rate this enough to apply a flaw although a referee might feel like subtracting 1 PP from the cost. Devices (10 PP) Of course we can't Forget his Billy Club. He uses it for Swinging via the coiled rope and he has been know to deflect attacks with it (including Bullets) However it would't do an excessive amount of damage. Thus Using the formula on pg 110; Quote: Device cost per Rank = (number of Effects + number of Extras) - Number of Flaws 2 PP / Rank = (Movement(Swinging) + Defence(Deflection) + Extras(Automatic) ) - (Flaws(Only Projectile Attacks)) Billy Club (Rank 6; Save DC 23; Damage Bonus 6) Swinging, [Deflection; Automatic; Only Projectile Attacks] - Stun He is a trained fighter so Attack/Defence (25 PP) *Base Defence 6 (10 PP) *Base Attack 5 (15 PP) We've Used 110 PP so far, now I could increase his Defence or Attack or purchase skills. I wasn't sure here so I went for skills. We would normally only have 40 PP, but his blindness is a weakness. Weakness *Blind (+10 PP) Skills (50 PP) Total Acrobatics Rank 8 +12 Balance Rank 6 +12 Climb Rank 5 +7 Concentration Rank 6 +9 Escape Artist Rank 2 +6 Gather Information Rank 4 +8 Intimidate Rank 6 +8 Knowledge(Law) Rank 8 +11 Profession(Lawyer) Rank 5 +8 Finally Saves and Attack/Defence Damage 2 Fortitude 2 Reflex 10 (remember Amazing Save) Will 3 Defence 21 (When Using Dodge) 22 (When using Dodge vs 1 Person) Flat Footed 17/18 (Defence - Dex Bonus) Melee Attack 7 Ranged Attack 7 How about something simple next: Elektra [/QUOTE]
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