Making the Penguin in M&M 3rd Edition
Hey there! I am getting ready for an awesome M&M weekend where I'm introducing 3 PL 10 characters to a DC Universe adventure! It will be their first time around, and I have a Green Lantern, a 'Batman' style vigilante, and a 'Hulk' style Powerhouse in the group, treated now like a Teen Titans setting.
The setting will be in Gotham, and I will start the characters off with a few simple thugs in the alleyway to dust off so they get used to the combat system. After a while, the thugs will become mafia bosses until...they realize that the main villain is the king of organized crime: The Penguin!!
I have the DC Heroes and Villains book already, but it stops midway through the alphabet, and thus, I don't have numbers to look at for the Penguin. I came up with this and wanted to see what people thought.
Main points? His physical stats are so so. His advantages and skills should speak for themselves. All of his powers are an array of his special mechanical umbrella. Some of the powers are things I gave him and others are things he has in the comic book. What do you think? Is there something I left out? Is this appropriate for the party I mentioned, given that there will be bunches of goons and penguin robots surrounding him? Is PL 11 about right for the Penguin?
The Penguin - PL 11
Strength 2, Stamina 4, Agility 1, Dexterity 1, Fighting 2, Intellect 6, Awareness 4, Presence 3
Advantages
Accurate Attack, All-out Attack, Benefit, Wealth 3 (millionare), Connected, Defensive Roll 9, Evasion, Improved Critical 3: Trick Umbrella, Power Attack, Precise Attack (All) 4, Set-up 3, Speed of Thought, Uncanny Dodge, Well-informed
Skills
Athletics 3 (+5), Close Combat: Trick Umbrella 9 (+11), Deception 8 (+11), Expertise: Organized Crime 5 (+11), Insight 7 (+11), Intimidation 7 (+10), Investigation 2 (+8), Perception 6 (+10), Ranged Combat: Trick Umbrella 11 (+12), Technology 4 (+10), Treatment 2 (+8)
Powers
Trick Umbrella (Easily Removable)
. . Depressant Gas: Weaken 11 (Affects: Abilities, Resisted by: Fortitude, DC 21)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform)
. . Knockout Gas: Burst Area Sleep 11 (DC 21; Burst Area 2: 60 feet radius sphere)
. . Mustard Gas: Burst Area Blast 11 (DC 26; Burst Area: 30 feet radius sphere, Selective)
. . Umbrella Sword: Strength-based Damage 9 (DC 26)
Offense
Initiative +6
Depressant Gas: Weaken 11, +11 (DC Fort 21)
Grab, +2 (DC Spec 12)
Knockout Gas: Burst Area Sleep 11 (DC Fort 21)
Mustard Gas: Burst Area Blast 11 (DC 26)
Throw, +1 (DC 17)
Umbrella Sword: Strength-based Damage 9, +11 (DC 26)
Unarmed, +2 (DC 17)
Complications
Hatred
Motivation: Greed
Reputation
Languages
Native Language
Defense
Dodge 9, Parry 9, Fortitude 11, Toughness 13/4, Will 11
Power Points
Abilities 46 + Powers 28 + Advantages 30 + Skills 32 (64 ranks) + Defenses 29 = 165
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
The setting will be in Gotham, and I will start the characters off with a few simple thugs in the alleyway to dust off so they get used to the combat system. After a while, the thugs will become mafia bosses until...they realize that the main villain is the king of organized crime: The Penguin!!
I have the DC Heroes and Villains book already, but it stops midway through the alphabet, and thus, I don't have numbers to look at for the Penguin. I came up with this and wanted to see what people thought.
Main points? His physical stats are so so. His advantages and skills should speak for themselves. All of his powers are an array of his special mechanical umbrella. Some of the powers are things I gave him and others are things he has in the comic book. What do you think? Is there something I left out? Is this appropriate for the party I mentioned, given that there will be bunches of goons and penguin robots surrounding him? Is PL 11 about right for the Penguin?
The Penguin - PL 11
Strength 2, Stamina 4, Agility 1, Dexterity 1, Fighting 2, Intellect 6, Awareness 4, Presence 3
Advantages
Accurate Attack, All-out Attack, Benefit, Wealth 3 (millionare), Connected, Defensive Roll 9, Evasion, Improved Critical 3: Trick Umbrella, Power Attack, Precise Attack (All) 4, Set-up 3, Speed of Thought, Uncanny Dodge, Well-informed
Skills
Athletics 3 (+5), Close Combat: Trick Umbrella 9 (+11), Deception 8 (+11), Expertise: Organized Crime 5 (+11), Insight 7 (+11), Intimidation 7 (+10), Investigation 2 (+8), Perception 6 (+10), Ranged Combat: Trick Umbrella 11 (+12), Technology 4 (+10), Treatment 2 (+8)
Powers
Trick Umbrella (Easily Removable)
. . Depressant Gas: Weaken 11 (Affects: Abilities, Resisted by: Fortitude, DC 21)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform)
. . Knockout Gas: Burst Area Sleep 11 (DC 21; Burst Area 2: 60 feet radius sphere)
. . Mustard Gas: Burst Area Blast 11 (DC 26; Burst Area: 30 feet radius sphere, Selective)
. . Umbrella Sword: Strength-based Damage 9 (DC 26)
Offense
Initiative +6
Depressant Gas: Weaken 11, +11 (DC Fort 21)
Grab, +2 (DC Spec 12)
Knockout Gas: Burst Area Sleep 11 (DC Fort 21)
Mustard Gas: Burst Area Blast 11 (DC 26)
Throw, +1 (DC 17)
Umbrella Sword: Strength-based Damage 9, +11 (DC 26)
Unarmed, +2 (DC 17)
Complications
Hatred
Motivation: Greed
Reputation
Languages
Native Language
Defense
Dodge 9, Parry 9, Fortitude 11, Toughness 13/4, Will 11
Power Points
Abilities 46 + Powers 28 + Advantages 30 + Skills 32 (64 ranks) + Defenses 29 = 165
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.



