Batgirl III's Character Thread (Tee Hee, Baron Samedi)

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Batgirl III
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Batgirl III's Character Thread (Tee Hee, Baron Samedi)

Post by Batgirl III » Tue Nov 08, 2016 6:32 am

Batgirl III's Character Thread

Welcome to my newest Character Thread for the newest of new forums. I hope to pick up where I left of from my previous Atomic Think Tank Second Edition and Third Edition Threads. In those older threads I have many builds for the JLA, a general guide to Gotham City, a repository for stuff from my home-brew campaigns, random builds, GMing tips, and whatever else I felt like posting. With time, many of my old favorites will be brought over as well as any new stuff as the mood strikes.

Sit back, pour yourself some coffee, and watch out for the bats.

Critiques and comments always welcome, and so are good old fashioned nitpicks.

Image

My Main Characters
Doctor Marvel
Express (Advanced)
Madame Curare

Batgirl III House Rules
Batgirl III's Guide to Capes

Earth-III Setting Information
Timeline

Earth-III Heroic Characters
Batman, The
Captain America
Human Torch
Iron Man
Invisible Girl
Mr. Fantastic
Speedy
Spider-Man
Superman
Thing, The
Thor
Wonder Woman

Film & Television Characters
Alfred Bester (Babylon 5)
Spoo (Babylon 5)

James Bond Characters (Alphabetically by Film)
James Bond, 007 (All Films)
Ernst Stavro Blodfeld (Multiple Films)
Dr. No (Dr. No)
Honey Ryder (Dr. No)
'Red' Grant (From Russia, With Love)
Rosa Klebb (From Russia, With Love)
Auric Goldfinger (Goldfinder)
Oddjob (Goldfinger)
Pussy Galore (Goldfinger)
Aki (You Only Live Twice)
Kissy Suzuki (You Only Live Twice)
Tiger Tanaka (You Only Live Twice)
Emilio Largo (Thunderball)
Tracy Bond (On Her Majesty's Secret Service)
Mr. Wint and Mr. Kidd (Diamonds Are Forever)
Baron Samedi (Live and Let Die)
Dr. Kananga (Live and Let Die)
Solitaire (Live and Let Die)
Tee Hee (Live and Let Die)

Other Original Characters
Ace Assassin
Anioł
Aqua-Marine
Astarte
Bat-Lad
Blitzkind
Chlorofoe
Cowgirl
Cowl
Doctor Aquarius
El Vendaval
Europa
Euryale the Gorgon
Exemplar
Express (Starting)
Freedom Rider
The Futurist
The Golem
Griffin
Hustler
Il Mago
Jackie O'Lantern
Killer Queen
Mary Prankster
Memetic
Nachtstern
Nordmann
Oriflamme
Perfect 10
The Red Professor
Red Spider
Shahb
Singularity Lad
Stormbringer
Spoo
Suicide Kings
Sundown
Supermax
Technobabble
Tower of London
Übermensch
Ultra-Marine
Wing Girl
Zee
Last edited by Batgirl III on Mon Aug 06, 2018 1:18 am, edited 51 times in total.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.

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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III » Tue Nov 08, 2016 6:34 am

Oops! Wrong subforum!

Could a helpful mod please return my Batcave to the proper section of the Multiverse?
BARON wrote:I'm talking batgirl with batgirl. I love you internet.

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Re: Batgirl III's Character Thread

Post by Ken » Tue Nov 08, 2016 6:46 am

It's good to see you. :) I'm sure Ares (our landlord and one and only Admin) will get this squared away.
Does a Winnie poo in the 100-acre wood?

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Re: Batgirl III's Character Thread

Post by Ken » Tue Nov 08, 2016 2:20 pm

Told ya. Thanks, Ares.
Does a Winnie poo in the 100-acre wood?

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Re: Batgirl III's Character Thread

Post by Bladewind » Tue Nov 08, 2016 2:56 pm

Is there anything you want ported over ? Either way, one of my favorites of your original characters deserves to be posted here (IMO at least...)
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Re: Batgirl III's Character Thread

Post by Bladewind » Tue Nov 08, 2016 2:59 pm

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Doctor Marvel
Original Character, Created and Written up by Batgirl III
Power Level 10 (150pp)


[QUOTE=Frank Miller]"The fundament of a superhero is the guy in tights saving innocent people from bad things. It's amazing how infrequently that seems to happen in superhero comics these days."[/QUOTE]

ABILITIES
Strength 0 (10, Lifting: 20), Stamina 1 (7), Agility 3, Dexterity 2
Fighting 1 (5), Intellect 4 (Skills: 12), Awareness 2 (10), Presence 2

POWERS
Ring of Wonder #1 (Array; 35 PP Base) (Flaws: Quirk [Both rings can only activate seperate Effects, -1] Removable [-1 per 5]) [ 27 PP Total ]
Ring of Wonder #2 (Array; 35 PP Base) (Flaws: Quirk [Both rings can only activate seperate Effects, -1] Removable [-1 per 5]) [ 27 PP Total ]

Wisdom of Solomon ( 30 PP)
Comprehend Languages 3 (Speak One at a Time, Understand All, Read All) [6 PP]
Enhanced Advantages 4 (Assessment, Beginner’s Luck, Eidetic Memory, Improvised Tools) [4 PP]
Enhanced Awareness 8 [16 PP]
Enhanced Intellect 8 (Flaw: Limited to Skills) [4 PP]

Strength of Hercules (1 PP)
Enhanced Strength 20 (Partial Flaw: Limited to Lifting [10 ranks]) [30 PP]

Stamina of Atlas (1 PP)
Enhanced Advantage 1 (Great Endurance) [1 PP]
Enhanced Stamina 6 [12 PP]
Immunity 2 (Hunger and Thirst, Need for Sleep; Flaw: Half-Effect) [1 PP]
Impervious Toughness 10 [10 PP]
Protection 6 [6 PP]

Power of Zeus (1 PP)
Blast (Ranged Damage) 8 (Extras: Affects Insubtantial [Half, +1], Area [Line] Indirect 4 [Any Direction], Penetrating, Variable Descriptor [Thunder or Lightning]; Flaws: Activation [Move Action]) [30 PP]

Courage of Achilles (1 PP)
Enhanced Fighting 4 [8 PP]
Enhanced Will 8 [8 PP]
Impervious Will 10 [10 PP]
Enhanced Advantage 6 (Close Attack [2], Fearless, Improved Defense) [6 PP]

Speed of Mercury (1 PP)
Flight 15 (Partial Flaw: Distracting [1 Rank]) [29 PP]
Alternate Effect: Ground Speed (Array; 29 PP) [1 PP]
Enhanced Advantage 9 (Improved Initiative [8], Move-By Action) [9 PP]
Quickness 9 [8 PP]
Speed 12 [12 PP]

EQUIPMENT ( 20 EP )
Marvel Glasses Senses 8 (Visual: Analytical [2], Extended [1], Low-Light [1], Penetrates Concealment [4]) [ 8 EP ]
Commlink [ 1 EP ]
Doctor's Bag [ 1 EP ]

Gotham City Brownstone (Headquarters) [ 10 EP Total ]
Size: Small (0 EP)
Toughness: 8 (1 EP)
Features: Communications (1 EP), Computer (1 EP), Concealed (DC +10; 1 EP), Fire Prevention System (1 EP), Laboratory (1 EP), Living Space (1 EP), Power System (1 EP), Security System (1 EP), Workshop (1 EP)

ADVANTAGES
Accurate Attack; Agile Fient; All-Out Attack; Attractive (1); Benefit [Wealth (1)]; Close Combat (1); Defensive Attack; Defensive Roll (2); Equipment (4); Improved Disarm; Improved Grab; Improved Hold; Improved Trip; Interpose; Inventor; Jack-of-all-Trades; Power Attack; Well Informed

SKILLS
Acrobatics 3 (+6); Athletics 2 (+2 / +12); Close Combat [Unarmed] 4 (+6 / +10); Expertise [Business] 4 (+8 / +16); Expertise [Law] 4 (+8 / +16); Expertise [Medicine] 7 (+11 / +19); Expertise [Mythology] 6 (+10 / +18); Expertise [Psychiatry] 6 (+10 / +18); Expertise [Science] 8 (+12 / +20); Expertise [Sociology] 6 (+10 / +18); Insight 5 (+15); Investigation 2 (+6 / +14); Perception 5 (+15); Persuasion 2 (+4); Ranged Combat [Thrown] 3 (+5); Technology 6 (+10 / +18); Treatment 5 (+9 / +17);

DEFENSE
Dodge: (5) Base 2
Fortitude: (4/10) Base 3
Parry: (1/5) Base 0
Toughness: (1/3; 13/15) Base -
Will: (2/10) Base 0

OFFENSE
Initiative: +3 / +35
Unarmed: +6 / + 10 ; Close, Damage 0 / 10
Power of Zeus: Area of Effect; Damage 8

PL CAPS WORKSHEET
Attack: 10 Effect: 10 (Unarmed) Total: 20
Attack: -- Effect: 8 (Power of Zeus) Total: 8 (of 10)
Dodge: 5 Toughness: 15 Total: 20
Parry: 5 Toughness: 15 Total: 20
Fortitude: 10 Will: 10 Total: 20


COMPLICATIONS
Fame: Doctor Marvel maintains no secret identity and is fairly well-known to the public.
Nemesis: The sociopath sorceress, Black Eve, is a recurring opponent.
Relationships: Doctor Marvel has had some romantic entanglements, but nothing long-lasting as yet.
Responsibility: Doctor Marvel feels a strong sense of responsibility to live up to the example of Captain Marvel and her ideals of the "Heroic Age."

ABILITIES [ 30 pp ] + SKILLS [ 39 pp ] + ADVANTAGES [ 22 pp ] + POWERS [ 54 pp ] + DEFENSES [ 5 pp ] = [ 150 PP TOTAL ]




Real Name: Maureen June Bromfield, D.E.Sc ., Psy.D., D.O.
Occupation: Adventurer (High School Science teacher)
Education: Doctor of Engineering - Gotham University (D.E.Sc.), Doctor of Psychology - Gotham University (Psy.D.) Doctor of Osteopathic Medicine (D.O.) University of New England
Date of Birth: May 31, 1981 (Age 33)
Base of Operations: Gotham City, NJ
Height: 5'10" (1.778 m)
Weight: 145 lbs. (65.770 kg)
Measurments: 34-25-34 (32B)
Eyes: Green
Hair: Blonde
Race: Human
Identity: Public
Religion: Reform Judaism (nonpracticing)
Relationships: Dr. Thomas Bromfield, Sr. (father, deceased); Rebecca Bromfield (mother); 1stLt. Thomas "Tommy" Bromfield, Jr. (younger brother, deceased); Capt. Jaccob "Jake" Bromfield (younger brother)
Legal Status: Citizen of the United States with no criminal record.

Background
Dr. Maureen Bromfield, better known to her friends and family by her middle name, June, has always been a fan of superheroes. As a kid growing up in Fawcett City, she idolized the local heroes - the Marvel Family. Her parents' bitter divorce when she was ten years old began to shake her childhood faith in heroism, and so did the long and messy custody battle that followed. Custody matters were finally settled the week of her eleventh birthday, with sole custody of June given to her engineer father, who promptly packed up June and her younger brothers (twins Tommy and Jake) and relocated the entire family to Gotham City. Needless to say, Gotham City did not suit June at all. The city was dark, gloomy, and grey; her father spent most of his time at work, and paid little attention to June or her younger brothers. June took it upon herself to replace their mother -- she did most of the cooking, helped the boys with their schoolwork, and kept them entertained for hours by spinning tall tales of the great adventures of the superheroes she so loved: Superman, Wonder Woman, and (of course) Captain Marvel.

Eventually her younger brothers grew up, and so did she. June pursued her interests in science -- possibly chasing after her father -- and her brothers pursued their own interests; enlisting in the Marine Corps -- possibly still chasing the tales of heroes their big sister had told them all their lives. Despite her standoffish relationship with her father, June inheireted his knack for electrical engineering and advanced technology. She did very well in school, and was accepted to many of the best colleges. She eventually earned her firest doctorate ar age 26, and was offered many promising jobs in R&D by Lex Corp, Wayne Tech, and other high tech firms. On her brothers' advice, she turned them all down, hoping to make the workld a better place as a humble high school science teacher.

Tommy and Jake were sent to Iraq, which caused the rift between June and her father to grow ever wider. During one argument with her father, shortly after the twins deployment, her father let slip that he hadn't been working for Wayne Tech at all during their time in gotham, but instead of one of the leading weapons engineers at a small and ultra-secretice branch of Lex Corps. Father and daught would speak again for over a year, not until Jake's funeral in 2007. Father and daughter reconciled on that day - he revealed that he was dying of an inoperable cancer and she told him about her great secret desire, to truly make a difference in the world.

Feeling that things had grown to dark during the 2006 disappearnce of Superman, Wonder Woman, and even the Batman, in the wake of yet another in a string of crisises, June vowws to make a difference in the lives of her students and her city. With the help of her father, June has created one of the most powerful weapons the world has ever seen: a pair of rings which grant its wearer incredible powers almost rivaling that of the Marvel Family.

Doctor Marvel debuted shortly after the return of Superman, Wonder Woman, and the Batman; She operated throughout the American North East in addition to her native Gotham City. She rarely came into contact with the Batman or his close allies, but her activities were mostly limited to rescue, emergency response, and direct intervention in supervillain crimes -- Doctor Marvel very rarely "patrols" -- and a sort of mutal agreement to stay out of each others way developed between Marvel and the Batman.

Doctor Marvel has been operating as a hero for nearly ten years, and has grown into an experienced and confident hero.

► Doctor Marvel was a character I originally built under M&M2e rules, both as an initial PL8 and then advanced to PL10. It's been a looong time since I got to play Mutants & Masterminds, but a new game might be starting soon so I have tried to update her for the new rules. I hope I've done okay and would appreciate any feedback you all can give. I used to pride myself on my mastery of the M&M2e rules, but having only played one game of 3e just after it launched -- and barely having a chance to really read the book or follow these forums -- I admit to being way behind the curve.

► The concept is still pretty simple: Ultra-Boy meets Captain Marvel by way of Green Lantern. Each of the two "Rings of Wonder" is an array with seven alternate powers -- each coorsponding to one of the magical traits that Captain Marvel gains from the wizard Shazam -- but Doctor Marvel can only use two powers at a time, one from each ring, and they cannot overlap.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Re: Batgirl III's Character Thread

Post by Bladewind » Tue Nov 08, 2016 3:03 pm

And this deserves a repost too, just because.

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Batgirl III's Guide to Capes
A Mutants & Masterminds 3E Rule Option


Superheroes and capes go together like cowboys and hats, pirates and peg-legs, peanut butter and jelly. For most heroes though, the cape is just a matter of style, an accessory that enhances or complements their flashy and iconic uniform. For other heroes, however, the cape is yet another tool in their arsenal in the fight against crime.

A cape can be part of the super hero's accouterments that is just as effective as their Magic Sword, Batarang, Web Shooters, or Cosmic Staff. But capes are not without their drawbacks. These optional rules are, in fact, just a heavily worked extension of the Equipment rules already present in the M&M3E game, any hero may wear a cape without gaining these benefits or drawbacks even in a campaign where another player uses them. That first character simply never uses their cape to gain the benefits, and the GM never uses any of the drawbacks. This should just be accepted as part of the genre's "polite agreements" like not recognizing a hero's secret identity due to common reading glasses, and not shooting the Big Bad Evil Guy during his monologue.

Image
The Batman Family (L to R): Azrael, Medium Cape; Batman, Extra Long Cape; Robin III, Long Cape; Batgirl III, Long Cape; and Nightwing.... No Cape.

LENGTH
Capes come in all shapes and sizes, but for game purposes we can define them into four distinct categories: Short, reaching between the middle of the back to the waist (e.g. Captain Marvel, Storm); Medium, reaching between the waist and the knees, (e.g. Mary Marvel, Vision); Long, the most common, reaching between the knees to just brushing the floor (e.g. Superman, Thor, Robin, Sentry); and finally, Extra Long, draping on the floor (e.g. The Batman, Dr. Strange).

Short (0 EP)
Capes of Short length are exceptionally limited in their application, although they run the least risk of interfering with any of the hero's actions. If the cape is going to be used for any of the benefits listed herein, it must be removed first, requiring a Move Action.

A hero with a Short cape cannot use the cape for the Dodge, Hide, or Theatricality benefits at all. They are at a -4 to all attempts with the Blind, Melee or Thrown Weapon benefits. Although the hero's cape can be Caught at the normal difficulty, the hero does not run the risk of being Tripped over it unless it has fallen on the ground.

Medium (0 EP)
Capes of Medium length have more versatility but are still somewhat limited. The hero may not use the cape for any benefits without removing it first, requiring a Move Action.

A hero with a Medium cape cannot use it for Theatricality. He can however use the Blind, Dodge, Hide, Melee Weapon, and Thrown Weapon benefits with a -2 penalty. A hero with this length of cape can have it Caught at the normal difficulty, but he can not be Tripped unless the cape is on the ground.

Long (1 EP)
Capes of Long length have several different uses, although the have a greater opportunity for being used against the hero. A cape of Long length offers any of the benefits, whether the hero is wearing the cape or not, with the exception of Thrown Weapon. The hero must remove his cape, requiring a Move Action, to use it as a thrown weapon.

The hero can can be affected by the Caught drawback at a -2 to his Defense. The hero can also be Tripped by the cape while wearing it.

Extra Long (1 EP)
A cape of Extra Long length gives the hero the greatest amount of versatility, but it runs the greatest risk of interfering with the hero as well. All of the benefits can be used while the cape is worn by the hero or after it has been removed.

The hero with an Extra Long cape gains a +2 bonus to all attempts made with any of the benefits. However, he is affected by the Caught drawback at a -4 to his Defense and can be Tripped by the cape while wearing it.

[QUOTE=Iron Man]Doth mother know thou weareth her drapes?[/QUOTE]


MATERIAL
Most capes are made from cotton-polyester blend cloth, but they can also be fabricated from various other types of material. For example, Batman, Robin (Tim Drake), and Huntress (Helena Bertinelli) all wear capes made out of a triple-weave Kevlar and Nomex fabric that is fire retardant and protects against projectiles.

Gamemasters should allow their players to create capes with armor values, immunities, or other special properties. But those with extremely high armor values (+3 or higher) should be made with the Device power rather than the equipment creation rules. The standard "Batman Family" cape grants a Subtle +1 Toughness bonus. The fire retardant descriptor is just for flavor.




BENEFITS
Blind
The hero can blind or disorient his opponent with his cape. The character wraps the head of his opponent either by removing the cape and throwing it around his opponent's head, or whipping the cape around and wrapping the end around his opponent's head while the cape is still attached to the hero's back (this can only be done with a cape of Long or Extra Long length.)

On a successful Close Attack [Melee Weapon] or Ranged Attack [Thrown] attack roll, the opponent must make a Dodge vs. DC 10 Check to resist the Impaired [Visual] condition. This condition lasts until the opponent uses a Move Action to remove the cape.

Dodge
One of the best uses of a cape is for cover or to add to the size and overall presence of the hero. Batman, and many of his allies, use a voluminous scalloped cape that not only gives him the image of having bat wings, but also greatly increases his apparent size, making him harder to hit.

A hero with a cape gains a circumstance bonus to his active defense checks when taking a Defend Action based on the length of the cape: +1 for a Long cape, +2 for an Extra Long cape. But if he rolls a Critical Failure on any active defense, he is Tripped by his cape (see below).

Hide
A dark cape can allow the hero to bled into shadows or the general surroundings, even though his costume may be of a lighter color.

The hero receives an equipment bonus on Stealth checks based on the size of the cape: +2 for a Medium cape, +3 for a Long cape, and +5 for an Extra Long cape. Gamemasters should not allow this benefit if the hero has a cape of a bright color (such as Superman's) and may increase the bonus if the cape is especially suited to the environment (such as Robin's in an urban setting).

Theatricality
The hero uses his cape for dramatic effect to seem more menacing and impressive.

When using the Deception skill for Feinting, Tricking; the Intimidation skill for Demoralizing; or the Slight of Hand skill for Concealing; and actively using his cape in a relevant manner (such as Batman crouching down and partially covering his face his his cape), the hero gains a +2 bonus to his skill check.

Melee Weapon
By weighting the tips of his cape, a hero can lash out at a target with it, much like using a whip. A hero with a Long or Extra Long cape may even strike targets while the cape is still attached to his back, but with Long Capes there is a -4 penalty to the attack roll because of the awkwardness of this maneuver; Short or Medium length capes can be used this way if removed first.. The maximum effective range of this maneuver is the length of the cape, essentially making it no different than a normal Close attack.

If the ends of the cape are weighted, the cape is either a Damage 0 (Strength-based) or Damage 1 (Strength-based) attack. The Damage 0 cape costs the same as listed above, a Damage 1 attack for a heavier weight or edged cape costs an additional +1 EP.

Thrown Weapon
A hero can use their cape to attempt to entangle their foe's feet and tripping their opponent.

Make a Ranged Attack [Thrown] check against your opponent’s Dodge with a circumstance penalty on the check based on the size of the cape: -6 for a Short cape, -4 for a Medium cape, -2 for a Long cape, and +2 for an Extra Long cape. If the attack succeeds, your opponent makes a Acrobatics or Athletics vs. DC 10. Failure to resist the Prone condition. This condition lasts until the opponent uses a Move Action to remove the cape and stand back up.

Image
Dollar Bill demonstrating the Caught Drawback.

DRAWBACKS
Caught
The hero has his cape caught either by an object or an opponent.

A character may make a called shot to grab hold of an opponent's cape. This is treated as a standard Grapple attempt with bonus determined by the cape's size (see above). Also, if the hero rolls a critical failure, or the Gamemaster gives the player a Hero Point as a Complication, the Gamemaster may declare that he may have gotten his cape caught (by a nail, twig, a bank's revolving door, or other hazard).

If the hero has his cape caught, he must either spend a move action removing the cape (if the cape is caught on an inanimate object) or make an opposed Grapple roll against his attacker to pull it free.

Tripped
The hero has tread on his cape and caused himself to stumble.

Heroes with any length of cape can trip on them if they have been removed and are near the hero's feet. Heroes with Long or Extra Long capes can trip on them even if the heroes are still wearing them. If a hero with a Long or Extra Long cape fails an Active Defense check, Acrobatics, Athletics or Stealth check with a critical failure, he has tripped over his cape. Alternatively, the Gamemaster may give the player a Hero Point as a Complication and declare that the hero has tripped. A tripped character falls prone (and if critically failing a Stealth roll is no longer hidden!).

Image
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Shock
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Re: Batgirl III's Character Thread

Post by Shock » Tue Nov 08, 2016 3:08 pm

The Guide to Capes is one of my favorite M&M things ever

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Bladewind
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Re: Batgirl III's Character Thread

Post by Bladewind » Tue Nov 08, 2016 3:26 pm

Which is why, when I saw her shiny new thread and the note about not able to access that I had to copy it over.

I did it without quote tags so that it would be a little easier on the eyes. Make no mistake, that build and that guide belong in whole to Batgirl III.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Doctor Malsyn
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Re: Batgirl III's Character Thread

Post by Doctor Malsyn » Tue Nov 08, 2016 3:50 pm

Hmmm, I'm curious if there's a good way to indicate an 'immunity' to a cape's drawbacks.
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Goldar
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Re: Batgirl III's Character Thread

Post by Goldar » Tue Nov 08, 2016 4:43 pm

Hi there, BGIII!

Good to see you!

Love the Guide to Capes.

Can't wait to see more posts once your time allows.

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Re: Batgirl III's Character Thread

Post by Ken » Tue Nov 08, 2016 5:17 pm

Doctor Malsyn wrote:Hmmm, I'm curious if there's a good way to indicate an 'immunity' to a cape's drawbacks.
These are just my thoughts. Our cape mistress may say otherwise.

Expertise: Cape Wearing would be a way, but that would actually require adding "Check Required" to all the items listed above, so it may not work.

There's the Advantage Second Chance that might be used: Second Chance (Cape being Caught) and Second Chance(Cape Tripping)
They won't absolutely remove the chances, and, one might argue that a Second Chance might be needed for each of the different types of circumstances. I'm inclined to go with catch alls. Heck, I might even allow Second Chance(Cape Problems) and cover them all.

Immunity 1 (Cape Problems) might work, with the Descriptor on the power being "high agility" "practice wearing cape" or "breakaway snaps". I can't see the Immunity being more than 1 point though, which feeds back into the Second Chance thing.

BUT the most obvious way to avoid the problems is to purchase the cape as a Device, rather than Equipment. This would, however, entail purchasing all of the bonuses the cape could give into the device, or at least the ones you want. This could get pricey, but when one considers the bonuses these rules allow whilst using Capes as equipment, the drawbacks are a part of what mitigate the costs.
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Shock
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Re: Batgirl III's Character Thread

Post by Shock » Tue Nov 08, 2016 5:28 pm

If it's 2E, just buy the cape without getting the points for the drawbacks. Then it won't occur.

In 3E, I'd say any cape problems are Complications. If you want to have "cape problems" HPs are awarded when it happens. Otherwise, you just don't have those issues.

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Re: Batgirl III's Character Thread

Post by Horsenhero » Tue Nov 08, 2016 5:54 pm

Well, if anyone checks out my costume designs they'll see I'm generally anti-cape, so I've little to offer to that discussion. What I really wanted to say is it pleases my horsey heart to no end to see this thread.

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Re: Batgirl III's Character Thread

Post by Psistrike » Tue Nov 08, 2016 7:58 pm

I'm sorry, I have to do this. Held out over on Roninarmy, but the joke must be made. *To the theme of Lupin the III* "Batgirl the Third!" :lol: Although it would be fun and funny to see a Lupin the III build up against a Batgirl III build in an adventure.

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