So I’m curious, would people be interested in these heroes and villains to be statted up for Mutants & Masterminds?
So I’m curious, would people be interested in these heroes and villains to be statted up for Mutants & Masterminds?
I’d be down to do this. In a fit of boredom, I built all the Red Dragon Inn characters using Pathfinder.
Would you prefer M&M 2nd edition or 3rd edition?
-CSR
0 Strength?! Zero?! Really?!
Look at at those those muscles!
I mean she’s no She-Hulk, but you can’t fire a gun like this with a strength of zero!
And right here is where I say I have never played Mutants and Masterminds and have no idea how it actually works.
>
<<
You leave my indignant NerdRage alone!
From what I can tell it actually looks like you’ve done a really thorough job translating her cards over into RPG type abilities. Very cool ![]()
If I had a steady group to play with I would so use these stats, but I tend to be cut out and brought in when someone extra is needed. Sometimes it sucks to be a lone wolf sometimes.
I understand your pain, Ron. This is the only way I can get my RPG fix at the moment. The only way I’ll every get to play in a game I’m interested in is to run it, yet I’m the only one with family, school, and work obligations, and therefore no time to prep and run a game. My friends only want to run their homebrew systems, which tend to run toward calculus-based minutiae and performance art to the point where you need degrees in statistics and philosophy to understand them. And heaven forbid they try anything new.
I swear, I move away for a few years, and everybody starts wearing diapers while I’m gone…
On a happier note, I’m currently banging out Legacy, who is actually proving to be quite the pain in the unmentionables. I’ll probably have him posted later today.
-CSR
To be quite honest, I think my favorite part of these is the Complications at the end of each. Very cool. ;D
Thank you for that. There isn’t much information on the characters’ personalities, either in the instruction booklets or on the website, so I try to do the best I can to flesh them out some and give them some depth, as well as provide something for potential Storytellers to use against our intrepid heroes.
I’m always willing to hear feedback on the designs, if anyone sees anything really out of place, or something not done quite right. For more information on the game stats, hit up the Mutants & Masterminds online SRD at www.d20herosrd.com I pull as much information as I can out of the cards and website bios, especially power names.
Up next is Tachyon, if anyone is interested.
-CSR
We actually tried to put as much of their personalities in the flavor text as we could. You’re hitting pretty close to the mark, though. 
Well, it’s awesome to know that I’m getting it mostly right. And I didn’t mean to sound like the characters have zero personality through the flavor text, since they obviously do if I’m gleaning this much from it. It’s just, the fluff is more like reading a historical account than an autobiography: You can infer aspects of their personality from their actions/reactions, as well as generalized assumptions given comic book tropes (if there’s always been a Legacy, then there will be a next Legacy, who would make a prime target if discovered too early, etc.), but there’s nothing like a diary entry by Fanatic saying, “…despite pointing out passages in the Gospel of Matthew, Ra refused to admit that his belief in the heathen source of his power is ultimately flawed and that, like the burning bush that appeared to Moses, holy fire is solely the province of the one true God…” or U.S. Government psych evaluations of the people holding the safety of the country in their hands or something.
Like I said, I’m just trying to make the characters interesting to use, for both players and Storytellers, and like I said before I’m completely open to feedback and constructive criticism. Hell, if the game’s writer wants to chime in on my little pet project and offer some complication ideas, they might get some “I’m not worthy!”-style groveling but it would bring the characters closer to the way they’re actually envisioned.
-CSR
Disclaimer: Author knows very little about the Bible and is reasonably certain that there’s nothing in the Book of Matthew about heathen deities or holy fire. It’s early, and it was the only chapter I could think of that wasn’t Genesis or Exodus.
These are all looking great so far! I will say, Fanatic’s “Strength” should be MUCH higher than Ra’s. Ra rarely stoops to actually hit something, where as Fanatic could casually flip a car, if she felt the car was a heretic.
But that’s just a minor nit-pick. Well done!
Are you planning on going into Villains as well?
I’ve never played M&M but now I kind of want to - these are awesome!
I’ve been in the mood to run a M&M game lately. Now that chainsawrabbit has done a lot of the heavy lifting for me (thanks!), would anyone here be interested in playing? My preference would be local (Indianapolis area), but I’m not 100% opposed to VoIP.
@imprimis5: If you do tun a VoIP game, let me know. Building these have put me in an M&M mood…
Most importantly, I’m glad people are enjoying these. I enjoy building them, but if others are enjoying it as well, it just makes it more fun.
Important News: I’ve been making tweaks and corrections to most of the heroes, and it’s a pain in the butt to go back through and edit the forum posts. If anyone wants a PDF file (which is just barely too big to post), PM me with your e-mail address and I’ll send it along.
I’m currently tackling my first villain: Citizen Dawn! The villains are both easier and more challenging than the heroes. Dawn’s going to have all her Citizen cronies as minions, is PL 15 and currently just over 400 character points. Maybe an unlimited character points budget isn’t for me. Hopefully, the other villains will be a bit more… tame. Dawn will probably be followed by Omnitron, then Spite.
-CSR
I’ll definitely let you know. And feel free to shoot the PDF my way. I’ll PM you. 
To everyone who is interested, I just finished a mass update for all the heroes posted so far.
I’m still fairly new to M&M 3rd Edition, so I kept finding things that needed to be added, found things that didn’t work the way I thought, etc., so I kept tweaking and altering the characters, as well as cleaning up my formatting for the stat blocks themselves to make the information more complete and their appearance more consistent.
The two major changes are:
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Keep up the good work. I’m hoping to use them soon, if anyone here expresses interest. #cheapplug
#interest
I probably have at least two other players on deck, too: my wife and my flatmate.
-CSR
With Spite, I probably would remove the Innate from his drug-based powers. Yes, they can’t be removed as cards, but in an RPG, when options are much more wide-ranging, I don’t see why these couldn’t be Nullified like anything else. Innate, in my opinion, is best reserved for things that we wouldn’t necessarily view as “powers” in the real world, e.g. a tail, wings, giant size. Just my two cents. Also, Innate powers scare the heck out of me. 
Yeah, I was kind of wrestling with that. Maybe I’ll add it to his “Drug-Wracked Monstrosity” complication: his drug-based powers gain Innate at the same time they lose Fades and Limited. And I forgot to add a line that if he is incapacitated, Drug-Wracked Monstrosity stops being effective and he reverts to “normal.”
-CSR
I still don’t know if I’d do it even then. It’s not really any different than, say, Nullifying the optic beams of a mutated human; yes, it’s something natural to that character’s physiology, but it can still be taken away under the right circumstances.
I think Imprimis is right: Making all of Spite’s drug powers Innate makes him a little too beefy, especially when he becomes a Drug-Wracked Monstrosity. So, I removed the Innate modifiers (I left it on his other, less-terrifying powers), I also fixed the point totals on his powers and the Power Points section, and added a bit to his Drug-Wracked Monstrosity Complication so his drug-fueled powers burn out if he stops using them (resulting in the ultimate case of “use it or lose it”). I figured a Complication for withdrawal would be a little too much given his whole drug-obsessed psychopath schtick: If you take Legacy’s right cross to the jaw followed by Tachyon’s machine-gun pounding to the breadbasket with a Bunker-issued grenade to round things out, vomiting and/or the delirium tremens is the least of your worries…
Spite’s stat block has been updated with this information.
-CSR
Loving Baron Blade. It fits pretty well with my image of him. As in, you could essentially change the names of a few things, and he becomes The Monarch.
Noooooooooooooooooooooo! All that new formating has deleted most of your hard work, I guess Omnitron didn't want all its powers known
Wow, what a disaster of formatting! :)
If it's okay with you for now, don't edit anything to reformat it! I'll see about adding filters to handle these BBcodes. (Our BBCode module is clearly not as full-functioning as the prior BBCode module)
Thanks...
If Joel has more important things to work on, I was thinking of just re-posting these from scratch. I recently got back into the project after a few months of stress overload, so I've gone through, made a few (more) tweaks, made sure all the math was correct, and completely revamped the way I'm designing the villains (instead of a blanket PL 14 for the villains, I'm going with 10 + their difficulty, according to that handy villain difficulty chart included in the Infernal Relics rulebook).
I'm also working on designing Plague Rat, so he might be posted before the end of the week. As for the Infernal Relics and promo characters, I still need to get my Kickstarter package and get a feel for how they play before I'll start on them. For now, I'll finish the core set and Rook City villains when I have the time and inclination.
Thank you to everyone who's enjoyed this project.
-CSR
Leading off for the heroes, in all her 3rd edition glory:
EXPATRIETTE
PL10
ABILITIES
Strength 2, Stamina 2, Agility 5, Fighting 1, Intellect 1, Awareness 3, Presence 2
POWERS
Dedicated Training: Quickness 2, Duration: Continuous, Limited: Reloading/Firearm Maintenance
1 point
Flak Jacket: 15 points
Removable (-3 points)
…Body Armor: Protection 6, Impervious (3), Duration: Continuous
15 points
“Pride” & “Prejudice”: Array (29 points)
Easily Removable (-10 points)
●…Two-Gun Mojo: Blast 8 (ballistic), Multiattack
24 points
●…Hollow Point Rounds: Blast 8 (ballistic), Limited: 5 rounds, Penetrating (8), Secondary Effect
1 point
●…Incendiary Rounds: Damage 8 (ballistic & fire), Area: Line (2), Limited: 5 rounds
1 point
●…Liquid Nitrogen Rounds: Weaken 8 (physical Abilities), Broad, Limited: 5 rounds, Range: Ranged, ●…Simultaneous
1 point
●…Shock Rounds: Affliction 8 (Dazed & Impaired/Disabled & Stunned/Incapacitated & Paralyzed), Extra Condition, ●…Limited: 5 rounds, Range: Ranged; Blast 8 (ballistic & electricity), Limited: 5 rounds, Sleep; Linked Effects
1 ●…point
●…Unload: Damage 6 (ballistic), Area: Cone (2), Selective
1 point
SKILLS
Acrobatics 4 (+8), Athletics 5 (+7), Close Combat: Unarmed 3 (+4), Expertise: Firearms 9 (+10), Expertise: Rook City 5 (+8), Expertise: Transhuman Politics 7 (+8), Insight 3 (+6), Perception 10 (+13), Ranged Combat: “Pride” & “Prejudice” 7 (+12), Stealth 5 (+9), Treatment 6 (+7), Vehicles 6 (+11)
ADVANTAGES
All-Out Attack, Equipment (9), Favored Environment: Urban, Favored Foe: Citizens of the Sun, Fearless, Improved Aim, Improved Initiative (1), Luck (2), Move-By Action, Quick Draw, Ranged Attack (2), Seize Initiative
EQUIPMENT
Armory Access: Array (30 points)
●…RPG Launcher: Blast 5 (explosive), Area: Burst
27 points
●…Assault Rifle: Blast 5 (ballistic), Multiattack
1 point
●…Shotgun: Blast 5 (ballistic)
1 point
●…Submachine Gun: Blast 4 (ballistic), Multiattack
1 point[/list]
Motorcycle
10 points
…Armor: Protection 2
2 points
…Features: Alarm, Hidden Compartments, Navigation System
3 points
OFFENSE
Initiative +8
Hollow Point Rounds +12, Ranged, Blast 8, Penetrating (8), Secondary Effect
Incendiary Rounds –, Close, Damage 8, Area: Line (2)
Liquid Nitrogen Rounds +12, Ranged, Weaken 8, Resisted by Fortitude
Shock Rounds +12, Ranged, Affliction 8 & Damage 8, Resisted by Dodge, Linked Effects
Two-Gun Mojo +12, Ranged, Damage 8, Multiattack
Unarmed +1, Close, Damage 2
Unload –, Close, Damage 6, Area: Cone (2)
DEFENSE
Dodge 12
Parry 4
Fortitude 5
Toughness 8/2*
Will 6
* without flak jacket
POWER POINTS
Abilities 40
Skills 39
Powers 32
Defenses 17
Advantages 22
Total 150
COMPLICATIONS
Accident: Even though Expatriette is a crack shot, hit or miss, bullets do what bullets do. This simple truth makes collateral damage, especially human collateral damage, far more likely.
Enemy: Citizen Dawn.
Motivation – Responsibility: After seeing the Freedom Five use their powers to benefit humanity without imposing their will over others, Expatriette does her unpowered best to live up to their example.
Obsession: Expatriette’s mistreatment at the hands of the Citizens of the Sun and her own mother have instilled in her a driving need to put an end the corrupted society the so-called Citizens have built for themselves.
Secret: The public loves to see a hero fall. If the public at large found out that Expatriette is actually the daughter of the transhuman supremacist Citizen Dawn, she would be hunted by law enforcement to the ends of the earth.
EDITOR’S NOTE: Expatriette needed to be stronger, especially with all the gear she totes around.
I totally understand your what the balls moment, but for a gun-slinging packet of whoop@$$ like Expatriette, it’s secondary to high Dex and Agility to fling herself out of harm’s way.
In Mutants & Masterminds, “0” in an Ability represents rough human average; not exceptional either up or down. Tough and toned she may be, but she still looks pretty petite. She is explicitly non-powered, so all her points went into exceptional training and talent rather than exceptional/enhanced base stats.
EDIT: Tamar’s right, Expatriette needed to be stronger, especially with all the gear & ammo she carries around. Correction made, post updated.
-CSR
I am planning on going into Villains. I have some rough notes jotted down for Citizen Dawn and Spite, but I’ll probably work through all the current heroes, first. Wraith is next on deck, then I’ll probably tackle Haka.
As far as Fanatic’s Strength goes, it strikes me that her damage output comes from the fact she’s a true believer wielding a holy freakin’ sword, not that she’s an empowered beefcake. The vast majority of Ra’s damage comes from his powers, especially since they’re Perception-range (and therefore don’t need to roll to hit). He’s just packing some extra muscle through his bond with an ancient god. Plus, no roll, no chance of scoring a critical hit. He’s not much of a punch-the-other-guy type, and his stats reflect that (his attack bonus for an unarmed punch is +2). Fanatic, on the other and, deals as much damage with her sword as Ra does with his fiery evocations, has a much better chance to hit in a close fight (+10 with her sword), and stacked with it is Improved Critical to allow her to put some extra mustard on a sword-swing. Reading over Fanatic’s cards, it never struck me that she had any form of super strength, just that her reactions to heresy started with beheading and got progressively less tolerant. With some experience points, it could be possible to add on a Boost power tied to Strength that triggers against perceived “blasphemy” or similar.
One thing I am kind of worried about is Tempest. Could I get some hints as to how Maerynian physiology compares to humans so I can benchmark his abilities? I mean, Swimming ability, environmental adaptation (water), can’t drown, low-light vision for ocean depths, higher strength & stamina to handle the pressure? Anything else? Am I even close to the mark?
And as a final question, I’m building all these characters using Mutants & Masterminds 3rd edition. Would anyone want to see them built using 2nd Edition as well, or let interested parties do their own conversions?
EDIT: So here’s an amazing foot-in-mouth moment. I say I’m open to feedback & constructive criticism, then I find my self arguing with the game’s creator about Fanatic’s strength. If there’s a way to come off as a bigger egomaniacal jackass, I’ve yet to discover it. I sincerely apologize to Christopher, and Fanatic’s been updated.
-CSR
LEGACY
PL10
ABILITIES
Strength 13, Stamina 13, Agility 2, Dexterity 2, Fighting 5, Intellect 0, Awareness 3, Presence 1
POWERS
America’s Hero: Array
18 points
●…To the Rescue: Flight 8 (500 mph), Subtle
17 points
●…Bolster Allies: Healing 8, Action: Full, Area: Burst, Limited: Others only, Persistent, Selective
1 point
Danger Sense: Senses 3 (Danger Sense [Mental, Extended, Radius])
3 points
Impenetrable Skin: Enhanced Stamina 10, Duration: Permanent; Immunity 4 (Critical Hits, Disease, Poison); Impervious Toughness 13
37 points
Surge of Strength: Enhanced Strength 10 (200 tons), Duration: Permanent
20 points
SKILLS
Close Combat: Unarmed 2 (+7), Close Combat: Grappling 2 (+7), Expertise: Transhuman Threats 6 (+6), Perception 7 (+10), Ranged Combat: Throwing 3 (+5), Treatment 8 (+8)
ADVANTAGES
Accurate Attack, Benefit (Status: America’s Hero), Equipment (1), Fearless, Inspire (3), Interpose, Leadership, Power Attack, Takedown (1), Teamwork
EQUIPMENT
Freedom Five communicator
1 point
Freedom Five ID card
1 point
Legacy costume
1 point
OFFENSE
Initiative +2
Throw +5, Ranged, Damage 13
Unarmed +7, Close, Damage 13
DEFENSE
Dodge 5
Parry 7
Fortitude 13
Toughness 13
Will 6
POWER POINTS
Abilities 38
Skills 14
Powers 78
Defenses 8
Advantages 13
Total 150
COMPLICATIONS
Enemy: Baron Blade.
Family Man: Part of Legacy’s responsibility is to continue the legacy itself. Everyone knows that Legacy will have a family somewhere, and most likely a child developing super-powers of their own. Should they be revealed, they would be prime targets for ambitious supervillains.
Fame: Every child in the Union grows up listening to stories about the great American hero: Legacy. He is the pinnacle of celebrity, and endures the attention as best he can.
Honor: Despite what America may or may not stand for in modern times, Legacy embodies the greatest virtues of freedom and justice. He is uncompromising on these matters, no matter what is at stake.
Motivation – Patriotism: Like all who bore his name, Legacy fights to uphold the traditional American values of freedom and justice, and to defend the nation that embodies these virtues. Lately, however, Legacy feels that the modern America would be unrecognizable as the nation his forebears fought to build and preserve, and is increasingly uncertain about his place in the world.
Time for some big guns:
BUNKER
PL10
ABILITIES
Strength 7, Stamina 4, Agility 1, Dexterity 2, Fighting 2, Intellect 1, Awareness 2, Presence 1
POWERS
YS-1300St Personal Armament Exo-Chassis
104 points, Removable (-20 points)
…Adaptable Weapons System: Array
42 points
…●…Flak Cannon: Blast 12 (ballistic), Penetrating (12)
36 points
…●…Adhesive Foam Grenade: Affliction 9 (Hindered & Vulnerable/ Defenseless & Immobilized), Alternate …●…Resistance: Dodge, Area: Burst, Cumulative, Extra Condition, Limited Degree, Range: Ranged
1 point
…●…Gatling Gun: Blast 12 (ballistic), Multiattack
1 point
…●…Grenade Launcher: Blast 10 (explosive), Area: Burst, Penetrating (6)
1 point
…●…Omni-Cannon: Blast 12 (energy), Action: Full, Distracting Penetrating (12), Range: Perception, Secondary …●…Effect
1 point
…●…Proximity Defense: Damage 12 (fire), Area: Burst, Secondary Effect
1 point
…●…Self-Repair System: Regeneration 12, Duration: Continuous, Persistent
1 point
…Heavy Plating: Impervious Toughness 10; Protection 12
22 points
…Sensor Suite: Senses 5 (Darkvision, Direction Sense, Distance Sense, Extended Vision, Radio)
5 points
…Targeting Computer: Enhanced Advantages 11
11 points
…Walking Tank: Enhanced Strength 3, Duration: Permanent; Features 1 (conceals identity); Growth 2, Duration: …Permanent, Innate; Immunity 10 (Life Support); Speed 2 (8 mph)
24 points
SKILLS
Athletics 4 (+11), Close Combat: Unarmed 3 (+5), Expertise: Tactics 9 (+10), Intimidation 3 (+6), Perception 7 (+9), Stealth 0 (-1*), Technology 8 (+9), Vehicles 4 (+6)
* includes modifiers from Growth
ADVANTAGES
Accurate Attack*, Equipment (3), Fearless, Improved Aim*, Improved Critical* (2, Flak Cannon 19-20, Gatling Gun 19-20), Power Attack*, Ranged Attack* (6), Teamwork
Advantages marked with an “*” are gained through Enhanced Advantages
EQUIPMENT
Blaster Pistol: Blast 5 (energy)
10 points
Freedom Five communicator
1 point
Freedom Five ID card
1 point
Knife: Damage 2 (piercing), Linked: Strength
2 points
Military Communicator
1 point
OFFENSE
Initiative +1
Adhesive Foam Grenade –, Ranged, Affliction 12, Area: Burst
Flak Cannon +8, Ranged, Damage 12, Penetrating (12), Crit 19-20
Gatling Gun +8. Ranged, Damage 12, Multiattack, Crit 19-20
Grenade Launcher –, Ranged, Damage 10, Area: Burst, Penetrating (6)
Omni-Cannon –, Perception, Damage 12, Penetrating (12), Secondary Effect
Proximity Defense System –, Close, Damage 12, Area: Burst
Unarmed +5, Close, Damage 7
DEFENSE
Dodge 4*
Parry 4*
Fortitude 9
Toughness 16
Will 7
* includes modifiers from Growth
POWER POINTS
Abilities 26
Skills 19
Powers 84
Defenses 16
Advantages 5
Total 150
COMPLICATIONS
Duty: Despite his unique assignment, Tyler Vance is still a soldier in the United States Army and ultimately accountable to its command structure.
Motivation – Doing Good: Tyler Vance is a career soldier, determined to do his duty and defend his country. To him, the Bunker armor is just souped-up body armor and assault rifle; it doesn’t make him special, it just makes him a more effective soldier. Even though he’s been seconded to the Freedom Five, he still does what all soldiers are sworn to do: defend his nation and its people from all threats, foreign and domestic.
Power Loss: The YS-1300St is an incredibly complex piece of machinery, and like all government hardware, it’s built by the lowest bidder. The battlesuit requires eight hours of weekly maintenance (all at once or spread out) or will go off-line until it can be properly attended to.
Weakness: Bunker is the most advanced piece of equipment in the world not built by a super-genius, and as such requires several dedicated processors and a server farm’s worth of networked microprocessors to function at full capacity. This makes the suit highly susceptible to electromagnetic pulse effects, which automatically gain an Affliction (Impaired/Paralyzed/Incapacitated) effect when used against Bunker. This condition lasts until Tyler (inside the suit) can make a Technology (DC 25) check as a full-round action to reboot its systems.
.
TYLER VANCE
PL7
66 POINTS
Abilities Str 2, Sta 2, Agl 1, Dex 2, Fgt 2, Int 1, Awe 2, Pre 1
Skills Athletics 4 (+6), Close Combat: Unarmed 3 (+5), Expertise: Tactics 9 (+10), Intimidation 3 (+4), Perception 7 (+9), Technology 8 (+9), Vehicles 4 (+6)
Advantages Equipment (3), Fearless, Teamwork
Equipment Blaster Pistol (10 points), Freedom Five communicator (1 point), Freedom Five ID card (1 point), Knife (2 points), Military Communicator (1 point)
Offense Initiative +1, Blaster Pistol +2 (Blast 5), Knife +2 (Damage 4), Unarmed +5 (Damage 2)
Defense Dodge 5, Parry 5, Fortitude 6, Toughness 2, Will 7
Totals Abilities 26 + Skills 19 + Defenses 16 + Advantages 5 = 66
And now for the Quickest Woman in the World:
[size=50]TACHYON[/size]
PL10
ABILITIES
Strength 0, Stamina 2, Agility 8, Dexterity 8, Fighting 2, Intellect 6, Awareness 3, Presence 2
POWERS
HUD Goggles: 8 points
Easily Removable (-2 points)
…Situational Awareness: Enhanced Advantages 1; Senses 7 (Counters Concealment [all, visual], Counters …Illusion [visual])
8 points
Quickest Woman on Earth: Dynamic Array
29 points
●…Pushing the Limits: Movement 3 (Wall Crawling 2, Water Walking, Limited: Only while moving); Quickness 6; ●…Speed 12 (8,000 mph)
21 points
●…Accelerated Assault: Damage 7 (bludgeoning & sonic), Area: Burst (3), Limited: Tachyon and targets must be ●…in contact with ground, Limited: Unhindered movement, Selective
2 points
●…Hypersonic Assault: Affliction 10 (Hindered & Impaired/Disabled & Prone/Incapacitated & Unaware, resisted ●…with Fortitude), Area: Burst (2), Extra Condition, Incurable, Limited: Hearing only, Limited: Unhindered movement ●…
2 points
●…Lightspeed Barrage: Damage 6 (bludgeoning & sonic), Accurate (4), Linked: Strength, Multiattack, ●…Penetrating (5)
2 points
●…Vortex: Affliction 7 (Dazed/Stunned/Incapacitated, resisted by Fortitude), Action: Full, Area: Cylinder (2), ●…Cumulative, Limited: Unhindered movement, Progressive
2 points
Lightning Reflexes: Enhanced Dodge 8; Enhanced Advantages 1
9 points
Synaptic Interruption: Impervious Toughness 4, Duration: Sustained, Limited: Unhindered movement
2 points
SKILLS
Athletics 3 (+3), Expertise: Scientific Genius 10 (+16), Insight 4 (+7), Investigation 4 (+10), Perception 6 (+9), Stealth 4 (+12), Technology 10 (+16), Treatment 5 (+11)
ADVANTAGES
Assessment*, Attractive, Defensive Roll (2), Equipment (3), Evasion (2), Improved Initiative (1), Inventor, Move-By Action, Skill Mastery (Expertise: Scientific Genius), Teamwork
Advantages marked with an “*” are gained through HUD Goggles
[size=10]Advantages marked with an “” are gained through Lightning Reflexes[/size]
EQUIPMENT
Costume
1 point
Freedom Five communicator
1 point
Freedom Five ID card
1 point
Lab Coat: Immunity 3 (lab accidents)
3 points
HQ: EAKEN-RUBENDALL LAB
9 POINTS
Size: Medium, Toughness: 8, Features: Computer, Fire Prevention System, Infirmary, Laboratory, Sealed, Workshop; shared with Absolute Zero & Unity
OFFENSE
Initiative +12
Accelerated Assault –, Close, Damage 7, Area: Burst (2)
Hypersonic Assault –, Close, Affliction 10, Area: Burst (2)
Lightspeed Barrage +10, Close, Damage 6, Linked: Strength Multiattack, Penetrating (5)
Unarmed +2, Close, Damage 0
Vortex –, Close, Affliction 7, Area: Cylinder (2)
DEFENSE
Dodge 16
Parry 6
Fortitude 3
Toughness 4/2*
Will 5
*without Defensive Roll
POWER POINTS
Abilities 62
Skills 23
Powers 46
Defenses 7
Advantages 12
Total 150
COMPLICATIONS
Accident: Tachyon’s acceleration regularly creates intense sonic booms, which can shatter glass for blocks around and pose all kinds of threats to innocent bystanders. (Imagine having your eyeglasses suddenly shatter and explode.) She is working on a device that would contain and channel the sonic boom into something more useful (probably a battery), but has yet to achieve success.
Enemy: The Matriarch.
Motivation – Doing Good: Tachyon engages in superheroism for the same reason she spent the majority of her previous life in a lab: she’s trying to build a better world. Her participation in the Freedom Five also grants her a nigh-unlimited R&D budget. Her abilities allow her to both adventure and work in her lab full-time and still accomplish more than anyone else could by just focusing on one, so she sees this as a fair trade.
Obsession: When she focuses on a project, Tachyon has been known to leave her communicator under her pillow and lock herself in her lab until the smell triggers the fire-suppression system. Due to her abilities, these fits of ingenuity rarely last more than a day or two.
Power Loss: Supercharged cells means that Tachyon burns through calories and carbs at a ridiculous rate. She goes through food like a competitive eater, and grocery stores deliver to her home and laboratory on an almost daily basis. If Tachyon ever suffers penalties due to starvation or thirst, she loses access to all her powers except her HUD Goggles until she recovers from those penalties.
Relationship: Despite appearing married to her work (both in and out of the lab) in many respects, Meredith Stinson’s marriage to Dana Bertrand, a woman who is happy to live far outside Tachyon’s limelight, provides her with something real, and not theoretical, to focus on. Tachyon’s civilian identity is fairly well-known, however, so their home is a deathtrap of security devices in case some enterprising supervillain comes calling.
Responsibility: Tachyon’s research chews through an enormous amount of money on a regular basis, and therefore she has a Senate subcommittee dedicated to overseeing and vetting her work. Although she resents oversight of any kind, her funding is dependent on the federal agenda, so she plays ball. Secretly, she worries about the day the government starts telling her what to work on without telling her why, knowing her funding is on the line if she refuses.
I’m not sure I’m entirely happy with how this one came out, but here he is. I reserve the right to do a rebuild later, if it starts bugging me.
RA
PL10
ABILITIES
Strength 4. Stamina 5, Agility 2, Dexterity 1, Fighting 2, Intellect 4. Awareness 4, Presence 2
POWERS
Flesh of the Sun God: Enhanced Advantages 3; Enhanced Presence 2; Enhanced Stamina 3; Enhanced Strength 2; Feature 1 (can switch between “human” and “divine” forms at will); Immunity 16 (Aging, all Fire effects, sensory Affliction); Protection 11, Duration: Sustained
45 points
The Staff of Ra: 45 points
Easily Removable (-18 points)
…Call Forth: Feature 1 (staff can shrink to size of a pen and back as a free action)
1 point
…Might of the Sun God: Dynamic Array
44 points
…●…Living Conflagration: Energy Aura 8 (fire)
32 points
…●…Flame Spike: Blast 8 (fire), Penetrating (8), Range: Perception
2 points
…●…Inferno: Blast 10, (fire) Action: Full, Area: Burst, Range: Perception
2 points
…●…Pyre: Blast 8 (fire), Range: Perception, Secondary Effect
2 points
…●…Scorched Earth: Damage 10 (bludgeoning & fire), Area: Burst (3), Limited: Targets must be in contact with …●…ground, Penetrating (10), Tiring
2 points
…●…Smite: Strike 7 (bludgeoning), Accurate (3), Incurable, Linked: Strength, Multiattack, Penetrating (6), Reach
…●…2 points
…●…Wrathful Gaze: Affliction 10 (Impaired & Vulnerable/Disabled & Defenseless/Incapacitated & Paralyzed, …●…resisted by Will), Action: Full, Area: Burst (2), Duration: Concentration, Extra Condition, Incurable, Sense- …●…Dependent: Sight
2 points
Summon Staff: Feature 1 (May ready the Staff of Ra as long as it can be accurately sensed)
1 point
SKILLS
Acrobatics 3 (+5), Athletics 6 (+11), Expertise: Anthropology 7 (+11), Expertise: Archeology 11 (+15), Intimidation 10 (+12), Investigation 7 (+11), Perception 9 (+13), Technology 5 (+9)
ADVANTAGES
Extraordinary Effort*, Fearless, Great Endurance, Improved Initiative (1), Languages (1, English, Ancient Egyptian), Quick Draw, Ultimate Effort: Perception
Advantages marked with an “*” are gained through Enhanced Advantages
OFFENSE
Initiative +6
Flame Spike –, Perception, Damage 8, Penetrating (8)
Inferno –, Perception, Damage 10, Area: Burst
Pyre –, Perception, Damage 8, Secondary Effect
Scorched Earth –, Close, Damage 10, Area: Burst (3), Limited: Targets must be in contact with ground Penetrating [color=white]…/color, Tiring
Smite +8, Close, Damage 11, Incurable, Multiattack, Penetrating (6)
Unarmed +2, Close, Damage 4
Wrathful Gaze –, Close, Affliction 10, Area: Burst (2), Duration: Concentration, Incurable, Sense-Dependent: Sight
DEFENSE
Dodge 4
Parry 4
Fortitude 8
Toughness 16
Will 7
POWER POINTS
Abilities 34
Skills 29
Powers 73
Defenses 10
Advantages 4
Total 150
COMPLICATIONS
Enemy: The Ennead.
Identity: Ra still maintains his mortal identity as Dr. Blake Washington, Jr., archeologist extraordinaire. His celebrity in the academic community exploded after the discovery of the Tomb of Ra, and he uses it to manage the discoveries of other secret Egyptian burial chambers and stop the loss, destruction, or theft of other empowering artifacts. Unfortunately, should anyone make the connection, a villain would know exactly where to find artifacts such as the Eye of Horus by simply backtracking Dr. Washington’s projects.
Motivation – Doing Good: From the moment he picked up the staff, Blake Washington was determined to use his power to stop those threats that lesser beings couldn’t.
Prejudice: The superhero Ra makes no secret of the fact that he is the newest incarnation of the ancient Egyptian sun god. Despite his service record, however, he faces mistrust and, sometimes, outright hatred in many parts of a monotheism-dominated world.
Temper: Although he does his best to maintain his composure and work with other heroes as smoothly as possible, when it comes to matters of importance Ra has little patience for the inept flailing of lesser beings.
THE WRAITH
PL10
ABILITIES
Strength 1, Stamina 1, Agility 6, Dexterity 4, Fighting 14, Intellect 4, Awareness 4, Presence 2
POWERS
Combat Training: Strike 4, Linked: Strength, Innate
5 points
SKILLS
Acrobatics 4 (+10), Athletics 5 (+6), Deception 7 (+9), Expertise: Business 8 (+12), Expertise: Mechanical Engineering 10 (+14), Expertise: Rook City 6 (+10), Intimidation 6 (+8), Investigation 3 (+7), Perception 6 (+10), Ranged Combat: Throwing 5 (+9), Stealth 9 (+15), Technology 4 (+8), Treatment 1 (+5)
ADVANTAGES
Assessment, Benefit (7; Alternate Identity: Maia Adrianna Montgomery, Ambidextrous, Status: Premier Businesswoman, Wealth: Multi-Millionaire), Defensive Attack, Defensive Roll (5), Equipment (7), Hide in Plain Sight, Instant Up, Inventor, Power Attack, Teamwork
EQUIPMENT
Freedom Five communicator
1 point
Freedom Five ID card
1 point
Gliding Cape: Movement 1 (Safe Fall)
2 points
Grapple Line & Climbing Claws: Movement 2 (Swinging, Wall-Crawling)
4 points
IR Flashlight: Feature 1 (Illumination, infravision only)
1 point
Powered Gloves: Penetrating Strength 2
2 points
Utility Belt: Array
19 points
●…Wraithblades: Blast 6 (slashing), Linked: Strength
12 points
●…C-6 Explosives: Damage 5 (explosive), Area: Burst, Trigger (Variable)
1 point
●…First Aid Kit: Healing 9, Action: Full, Stabilize
1 point
●…Flash Grenades: Affliction 4 (Impaired/Disabled/Unaware, resisted by Fortitude), Area: Burst, Cumulative, ●…Limited: Vision only, Range: Ranged
1 point
●…Smoke Bombs: Concealment 4 (all visual senses), Attack, Area: Cloud
1 point
●…Stun Bolts: Affliction 6 (Dazed/Stunned/Incapacitated, resisted by Fortitude), Cumulative
1 point
●…Throwing Knives: Blast 4 (piercing), Linked: Strength, Multiattack
1 point
●…Whipcord: Affliction 6 (Hindered & Vulnerable/Defenseless & Immobilized, resisted by Dodge), Alternate .●…Resistance: Dodge, Diminished Range, Extra Condition, Limited Degree, Range: Ranged
1 point
Wraith’s Howl mini-tracers: Feature 1 (Tracking)
1 point
Wraithsight Eyepiece: Senses 4 (Darkvision, Infravision, Low-Light Vision)
4 points
OFFENSE
Initiative +6
C-6 Explosives –, Close, Damage 5, Area: Burst
Combat Training +14, Close, Damage 5
Flash Grenades –, Ranged, Affliction 4, Area: Burst
Powered Gloves +14, Close, Damage 5, Penetrating (2)
Smoke Bombs –, Ranged, Concealment 4, Area: Cloud, Attack
Stun Bolts +14, Close, Affliction 6
Throwing Knives +9, Ranged, Damage 5, Multiattack
Unarmed +14, Close, Damage 1
Whipcord +9, Ranged, Affliction 6
Wraithblades +9, Ranged, Damage 6
DEFENSE
Dodge 10
Parry 14
Fortitude 4
Toughness 6/1*
Will 7
* without Defensive Roll
POWER POINTS
Abilities 72
Skills 37
Powers 5
Defenses 10
Advantages 26
Total 150
COMPLICATIONS
Enemy: Spite.
Motivation – Justice: After the death of her college boyfriend and her own brush with the Reaper, the Wraith has dedicated herself to seeing that no one should ever be afraid to walk home at night.
Priorities: Maia’s past has scarred her in ways she is unwilling to admit. If she ever sees a young couple in danger, she will go out of her way to save them, regardless of any other pressing matters. She has been known to divert entire battle plans and leave teammates in the lurch to fulfill this compulsion. Sometimes, Maia still has dreams about the life she could have had.
Responsibility: Running a massive multinational corporation like Montgomery Industries is draining for anyone, much less someone who spends her nights leaping from rooftop to rooftop, assaulting unsuspecting criminals. Still, Maia takes her duties as CEO as seriously as she does her crusade as the Wraith, and dreads what would happen to Montgomery Industries’ stock price should she ever be outed as a costumed crime-fighter.
Secret Identity: As Maia Adrianna Montgomery, the Wraith is highly visible as the world’s foremost businesswoman. She works to maintain a public persona as a philanthropist and socialite on top of her business and Freedom Five duties, often leaving her emotionally drained. Maia regularly finds herself splashed across tabloids and hounded by paparazzi – although, thankfully, not to the same degree as washed-up reality TV stars. If one watches her facial expressions at social affairs, one could pick almost out the clenching of her jaw when she daydreams about breaking the wrist of some condescending jackass with a Harvard MBA who questions the petite young woman’s qualifications to run a Fortune 100 company.
Everybody’s favorite smiling beatstick:
HAKA
PL10
ABILITIES
Strength 11, Stamina 11, Agility 5, Dexterity 4, Fighting 7, Intellect 2, Awareness 4, Presence 3
POWERS
Eternal Haka: Growth 2, Duration: Permanent, Innate; Immunity 5 (Aging, Critical Hits, Disease, Poison), Innate; Leaping 5 (250 feet), Innate
17 points
Mighty Haka: Array
2 points (Alternate Effects of Strength Damage)
●…Ground Pound: Damage 9 (bludgeoning), Area: Burst (2), Limited: Haka and targets must be in contact with .●…ground
1 point
●…Rampage: Affliction 9 (Dazed/Prone/Incapacitated, resisted with Dodge), Area: Burst (2), Limited: Haka and .●…targets must be in contact with ground
1 point
Power of Haka: Dynamic Array
14 points
●…Haka of Battle: Penetrating Strength 10, Duration:Sustained
10 points
●…Haka of Restoration: Regeneration 10, Duration: Sustained
2 points
●…Haka of Shielding: Impervious Toughness 10, Duration: Sustained
2 points
SKILLS
Athletics 2 (+13), Expertise: Survival 5 (+9), Insight 4 (+8), Intimidation 4 (+8*), Perception 6 (+10), Stealth 5 (+8*)
* includes Growth modifiers
ADVANTAGES
Chokehold, Close Attack (2), Extraordinary Effort, Fast Grab, Fearless, Improved Grab, Improved Initiative (1), Interpose, Power Attack, Uncanny Dodge (mental)
OFFENSE
Initiative +9
Ground Pound –, Close, Damage 9, Area: Burst (2)
Rampage –, Close, Affliction 9, Area: Burst (2)
Throw +4, Ranged, Damage 11
Unarmed +9, Close, Damage 11, Penetrating (10, with Haka of Battle)
DEFENSE
Dodge 7*
Parry 7*
Fortitude 11
Toughness 11
Will 7
* includes Growth modifiers
POWER POINTS
Abilities 86
Skills 13
Powers 33
Defenses 7
Advantages 11
Total 150
COMPLICATIONS
Enemy: Ambuscade.
Loneliness: Haka has been without a home for so long, all he really seeks is camaraderie and companionship. Although his help is always welcome, once the threat has been dealt with, the hulking man often finds himself ignored, if not shunned, by the average bystander during daily life. The Freedom Five and their allies are always open and welcoming, but their responsibilities make a weekly poker night or weekend rugby game difficult to organize, at best.
Motivation – Acceptance: Haka has always been a protector. Ever since being exiled from his tribe so long ago, Haka has wandered the world, seeking a place in it. Despite his willingness to be a part of society, something has always stood in his way – the color of his skin, anti-transhuman bias, or what have you.
Prejudice: Despite his gregarious demeanor and easy smile, Haka is still a rather large and intimidating man. His tendency to loom over others (unavoidable when you’re seven feet tall with six-foot-wide shoulders) and the stark tattoos on his face don’t help alleviate this impression much, either. When Haka smiles, the recipient of the smile tends to get the feeling that they’re about to be eaten.
Temper: Despite being easygoing and friendly, when Haka enters battle, he throws down with a vengeance. The classic warrior’s battle rage can overtake him, and collateral damage is common given his prodigious strength. As an additional frustration, many people mistake the berserk warrior for the man himself, making it even more difficult for Haka to make friends outside the transhuman community.
Everyone’s favorite little mind-frier:
THE VISIONARY
PL10
ABILITIES
Strength -1, Stamina 0, Agility 2, Dexterity 2, Fighting 1, Intellect 3, Awareness 7, Presence 3
POWERS
Expanded Perceptions: Senses 14 (Detect Minds [Ranged, Accurate (1), Acute, Radius], Postcognition, Precognition)
14 points
Pre-Lingual Thought Exchange: Comprehend 3 (speak/understand all languages, anyone able to hear you can understand you), Broad: Sentient Organic Minds
3 points
Psychic Experiment: Array
39 points
●…Wrest the Mind: Affliction 8 (Dazed/Compelled/Controlled, resisted by Will), Cumulative, Range: Perception
.●…32 points
●…Brain Burn: Blast 8 (psychic), Alternate Resistance: Will, Range: Perception
1 point
●…Cerebral Hemorrhage: Damage 8 (internal bleeding), Alternate Resistance: Fortitude, Area: Burst (2), .●…Limited: Organic nervous systems, Selective
1 point
●…Phantasms: Illusion 8 (hearing/sight/smell/touch; 250 cubic feet), Resisted by Will, Selective
1 point
●…Psychic Maelstrom: Damage 8 (psychic), Alternate Resistance: Will, Area: Burst (2), Limited: Organic nervous .●…systems, Selective
1 point
●…Telekinetic Bolt: Blast 12 (bludgeoning/piercing), Accurate (3), Penetrating (5)
1 point
●…Telekinesis: Move Object 10 (25 tons), Precise, Range: Perception
1 point
●…Telepathic Invasion: Mind Reading 8, Cumulative, Sensory Link
1 point
Telekinetic Cocoon: Force Field 10, Impervious (5); Enhanced Dodge 6; Linked Effects
21 points
Telekinetic Levitation: Array
13 points
●…Levitate Self: Flight 6 (120 mph)
12 points
●…Mass Levitation: Flight 4 (30 mph), Affects Others, Area: Burst, Platform
1 point
SKILLS
Deception 4 (+7), Expertise: Psychic Phenomena 7 (+10), Insight 5 (+12), Perception 5 (+12), Persuasion 2 (+5), Stealth 3 (+5)
ADVANTAGES
Trance
OFFENSE
Initiative +2
Brain Burn –, Perception, Damage 8, Resisted by Will
Cerebral Hemorrhage –, Close, Damage 8, Alternate Resistance: Fortitude, Area: Burst (2)
Psychic Maelstrom –, Close, Damage 8, Area; Burst (2), Resisted by Will
Telekinesis –, Perception, Move Object 10
Telekinetic Bolt +8, Ranged, Damage 12, Penetrating (5)
Unarmed +1, Close, Damage -1
Wrest the Mind –, Perception, Affliction 8
DEFENSE
Dodge 8/2*
Parry 2
Fortitude 3
Toughness 10/0*
Will 15
* without Telekinetic Cocoon
POWER POINTS
Abilities 34
Skills 13
Powers 90
Defenses 12
Advantages 1
Total 150
COMPLICATIONS
Borrowed Time: The Visionary has to divert a tiny measure of her telekinetic focus to stall a bleeding aneurysm, located in the portion of her brain that once contained her ability to travel through time and “burned out” after sending herself into the past. While she can prepare to maintain the effect while asleep, if Vanessa is ever unable to take free actions, she immediately begins Dying, but makes the Fortitude check every five minutes (instead of every round). A Healing effect only negates this Complication until the next time the Visionary uses any of her active powers. Should she be rendered Dying through other means (such as damage), the normal interval for the Fortitude check (1 round) is used.
Dark Side: Deep in the recesses of the Visionary’s mind lurks her Shadow. Anyone who has taken Psychology 101 is familiar with the Jungian idea, but Vanessa Long’s shadow aspect is much more… proactive. It is a version of herself that made some very different choices and managed to latch on to her as she spiraled through time, and is waiting impatiently for its opportunity to permanently take over Vanessa’s body and wreak havoc across her current surroundings. Few of the Visionary’s compatriots understand that inside her own head, Vanessa is constantly fighting an intimate war of wills with the dark voice most people simply ignore.
Motivation – Responsibility: The Visionary saw her future torn apart by conflict, and is desperately trying to re-write history to prevent the atrocities committed in the name of national pride, including the atrocity that created her, from ever happening.
Obsession: Due to her knowledge of events to come, the Visionary is obsessed with the myriad strands of cause and effect. When caught up in theorizing about the exponentially-expanding outcomes of events, the Visionary can appear to others as though she suffers from a severe anxiety disorder: she can never “relax” and let events happen as they may; everything must be analyzed, every outcome calculated and measured to determine further outcomes to be calculated and measured, trying to prevent the keystone events of her future from coming to pass.
Unnerving: The depth and gravity of the Visionary’s gaze is extremely unsettling to most people, even more so for coming from someone so young. Her complete lack of hair doesn’t help the situation, but is alleviated somewhat thanks to Tachyon introducing her to eyebrow pencil.
Hope I got the physiological aspects of his powers right.
TEMPEST
PL10
ABILITIES
Strength 4, Stamina 3, Agility 4, Dexterity 5, Fighting 3, Intellect 1, Awareness 3, Presence 1
POWERS
Biogenic Betavolatics: Array
36 points
●…Lightning Slash: Blast 9 (electricity), Accurate (3), Indirect (2, the sky overhead), Penetrating (7)
30 points
●…Ball Lightning: Blast 7 (electricity), Alternate Resistance: Fortitude, Area: Burst, Indirect (2, the sky overhead)
.●…1 point
●…Chain Lightning: Blast 8 (electricity), Accurate (3), Indirect (2, the sky overhead), Multiattack
1 point
●…Cleansing Rain: Healing 7, Area: Cylinder, Energizing, Indirect (2, the sky overhead)
1 point
●…Flash Flood: Affliction 9 (Vulnerable/Prone, resisted by Dodge), Area: Line (3), Concentration, Indirect (2, .●…source of water), Limited: Requires source of water, Limited Degree
1 point
●…Grievous Hailstorm: Blast 6 (bludgeoning & cold), Area: Cylinder (2), Indirect (2, the sky overhead), .●…Penetrating (4)
1 point
●…Localized Hurricane: Affliction 7 (Hindered/Stunned, resisted by Fortitude), Area: Cylinder (2), Concentration, .●…Distracting, Limited Degree; Damage 4 (bludgeoning & slashing), Area: Cylinder (2), Concentration, Distracting, .●…Penetrating (4); Linked Effects
1 point
Maerynian Physiology: Comprehend 2 (speak to/understand animals), Broad: Aquatic Animals, Innate; Immunity 3 (Cold environments, drowning, pressure), Innate; Movement 1 (Environmental Adaptation: Aquatic), Innate; Protection 8, Impervious (4), Innate; Senses 1 (Low-Light Vision), Innate; Swimming 5 (16 mph), Innate
31 points
SKILLS
Athletics 5 (+9), Close Combat: Unarmed 4 (+7), Expertise: Voss’ Methods & Tactics 7 (+10), Insight 2 (+5), Perception 5 (+8), Ranged Combat: Throwing 2 (+7), Treatment 7 (+8)
ADVANTAGES
Favored Environment: Aquatic, Great Endurance, Improved Critical (1, Lightning Slash 19-20)
OFFENSE
Initiative +4
Ball Lightning –, Ranged, Damage 7, Area: Burst, Resisted by Fortitude
Chain Lightning +11, Ranged, Damage 9, Multiattack
Flash Flood –, Close, Affliction 9, Area: Line (3)
Grievous Hailstorm –, Ranged, Damage 6, Area: Cylinder (2), Penetrating (4)
Lightning Slash +11, Ranged, Damage 9, Penetrating (6), Crit 19-20
Localized Hurricane –, Close, Affliction 7, Area: Cylinder (2), & Blast 4, Area: Cylinder (2), Penetrating (3); Linked …Effects
Thrown +7, Ranged, Damage 4
Unarmed +7, Close, Damage 4
DEFENSE
Dodge 9
Parry 5
Fortitude 9
Toughness 11
Will 6
POWER POINTS
Abilities 48
Skills 16
Powers 67
Defenses 16
Advantages 3
Total 150
COMPLICATIONS
Enemy: Grand Warlord Voss.
Fugitive: Despite the fact he has dedicated himself to protecting his new home world, especially against incursions by Voss, Tempest is still a fugitive from F.I.L.T.E.R., who is just waiting for public opinion to turn against the alien so they can bring him back in without public outcry.
Motivation – Acceptance: While fighting to protect his people’s new home, Tempest hopes to create widespread acceptance of Maerynians amongst the humans. His ultimate goal is to establish a peaceful colony on Earth with the world governments’ permission, where any Maerynian refugees can settle and begin to rebuild their lives and society.
Prejudice: Unfortunately, Tempest faces mistrust on two fronts. Humans tend to distrust and fear anything that doesn’t look like them, and aside from his bipedal shape, Tempest is far more “freakish”-looking than many transhuman mutations. In addition, the Maerynians are a pacifist society: despite fighting to establish good will and a new home on Earth, Tempest is still using his natural abilities for destructive purposes. This has lead to suspicion and sideways glances from other Maerynian survivors, who fear that Tempest’s actions may herald a return to old, warlike ways.
Responsibility: In addition to being Earth’s newest superhero, Tempest has also dedicated himself as the protector of the Maerynian refugees. Even while fighting for the good of all, foremost in his thoughts is the survival of the remnants of his people, and any threat to their well-being will draw his immediate attention.
For the first time, I couldn’t think of things to do with all the character points. Normally, I have the opposite problem.
ABSOLUTE ZERO
PL10
ABILITIES
Strength 2, Stamina 2, Agility 1, Dexterity 4, Fighting 2, Intellect 3, Awareness 2, Presence 0
POWERS
Altered Physiology: Enhanced Advantages 1, Innate; Movement 1 (Environmental Adaptation: Cold), Innate; Immunity 12 (Cold Effects, Cold Environments), Innate
18 points
Cryo-Containment Suit: 61 points
Removable (-12 points)
…Endothermic Capacitor Module: Array
32 points
…●…Focused Aperture Beam: Blast 10 (cold), Penetrating (5)
25 points
…●…Cold Snap: Affliction 8 (Vulnerable/Defenseless/Incapacitated, resisted by Fortitude), Area: Line (2)
1 point
…●…Emergency Coolant Vent: Affliction 6 (Hindered & Vulnerable/Immobile & Defenseless, resisted by Dodge), …●…Area: Cone, Extra Condition, Limited Degree; Damage 6 (heat), Area: Cone, Incurable; Linked Effects
1 …●…point
…●…Frost-Bound Drain: Weaken 8 (physical Abilities, resisted by Fortitude), Affects Objects, Broad, …●…Concentration, Grab-Based, Incurable
1 point
…●…Glacial Structure: Create 8 (ice constructs, 250 cubic feet), Impervious, Innate, Permanent
1 point
…●…Hoarfire: Blast 6 (cold); Blast 6 (fire); Linked Effects
1 point
…●…Impale: Blast 6 (cold & piercing), Indirect (3 from solid surface near target), Penetrating (4), Secondary Effect …●…
1 point
…●…Thermal Shockwave: Damage 8 (cold), Area: Burst (3), Distracting
1 point
…Isothermic Transducer Module: Immunity 12 (Critical Hits, Life Support)
12 points
…Null-Point Calibration Module: Regeneration 10, Persistent, Source: External cold
10 points
…Reactive Armor Module: Feature 1 (conceals identity); Protection 6, Impervious (6), Limited: Impervious …doesn’t protect against fire/heat
7 points
SKILLS
Close Combat: Grappling 7 (+9), Expertise: Finances & Investments 6 (+9), Intimidation 5 (+5), Perception 4 (+6), Persuasion 5 (+5) Technology 5 (+8)
ADVANTAGES
Accurate Attack, Equipment (1), Favored Environment: Cold*, Improved Grab, Power Attack, Ranged Attack (6), Teamwork
Advantages marked with an “*” are gained through Enhanced Advantages
EQUIPMENT
Freedom Five communicator
1 point
Freedom Five ID card
1 point
HQ: EAKEN-RUBENDALL LAB
3 POINTS
Features: Cyrogenic Living Quarters, Sealed; shared with Tachyon & Unity
OFFENSE
Initiative +1
Cold Snap –, Close, Affliction 8, Area: Line (2)
Emergency Coolant Vent –, Close, Affliction 6 & Damage 6, Area: Cone, Linked Effects
Focused Aperture Beam +10, Ranged, Damage 10, Penetrating (5)
Frost-Bound Drain +10, Close, Weaken 8, Grab-Based, Incurable
Hoarfire +10, Ranged, Blast 6 & Blast 6, Linked Effects
Impale +10, Ranged, Blast 6, Indirect (3), Penetrating (4), Secondary Effect
Thermal Shockwave –, Close, Damage 8, Area: Burst (3)
Unarmed +2, Close, Damage 2
DEFENSE
Dodge 10
Parry 5
Fortitude 10
Toughness 8
Will 6
POWER POINTS
Abilities 32
Skills 16
Powers 67
Defenses 24
Advantages 11
Total 150
COMPLICATIONS
Addiction: Ryan Frost sought solace at the bottom of a bottle after the death of his fiancee. Thankfully, his adventures leave him little time for self-indulgence these days, but every once in a while he sneaks a bottle into his chambers, where he reminisces about the death of his love and spirals into self-loathing as he drowns himself in the very thing that killed her.
Disfigured: Due to the chemical accident that altered him and bouts of uncontrolled exposure afterward, Absolute Zero has hideous scar tissue covering large patches of skin, and what isn’t hideously scarred is at least lightly scarred. Combined with the pale gray tint of his flesh, Ryan’s appearance can be frightening to the unprepared.
Hatred: Public drunkenness, while a minor offense compared to supervillainy, is sure to draw the wrath of Absolute Zero.
Motivation – Thrills: After more than ten years of being cooped up in isolation, unable to have any meaningful contact except through an intercom, Absolute Zero is thrilled to be out in the world again. Despite the government oversight and long-suffering looks from his Freedom Five teammates, Ryan uses his heroic outings as opportunities to “stretch his legs” and wring as much enjoyment as he can out of his condition.
Weakness: Without his containment suit, any temperature above freezing affects Absolute Zero as though it were an extreme heat environment. As the temperature rises, so do the effects. At a balmy room temperature, Absolute Zero reacts as though exposed to a simultaneous Damage and Weaken (physical Abilities) effect at a rank determined by the Storyteller. Even with a support crew and daily maintenance, Absolute Zero’s containment suit is a highly specialized and extremely delicate piece of technology operating under extreme environmental stress. If it is ever damaged in the field, Ryan himself doesn’t possess the knowledge to repair or maintain it; only its designer, Tachyon, has the ability to perform emergency repairs, and she is usually occupied with whatever damaged Absolute Zero in the first place…
.
RYAN FROST
PL8
101 POINTS
Abilities Str 2, Sta 2, Agl 1, Dex 4, Fgt 2, Int 3, Awe 2, Pre 0
Powers
…Altered Physiology: Enhanced Advantages 1, Innate; Movement 1 (Environmental Adaptation: Colt), Innate; …Immunity 12 (Cold effects, Cold environments), Innate
Skills Close Combat: Grappling 7 (+9), Expertise: Finances & Investments 6 (+9), Intimidation 5 (+5), Perception 4 (+6), Persuasion 5 (+5), Technology 5 (+8)
Advantages Accurate Attack, Equipment, Favored Environment: Cold,* Improved Grab, Power Attack, Ranged Attack (6), Teamwork
Advantages marked with an “*” are gained through Enhanced Advantages.
Equipment Freedom Five communicator, Freedom Five ID card
Headquarters: Eaken-Rubendall Lab
…Cryogenic Living Quarters, Sealed
Offense Initiative +1, Unarmed +5 (Damage 1)
Defense Dodge 10, Parry 5, Fortitude 10, Toughness 2, Will 6
Totals Abilities 32 + Skills 16 + Powers 18 + Defenses 24 + Advantages 11 = 101
And the last hero until Infernal Relics drops:
MISTER FIXER
PL10
ABILITIES
Strength 3, Stamina 3, Agility 6, Dexterity 4, Fighting 14, Intellect 3, Awareness 4, Presence 2
POWERS
Urban Martial Arts: Array
10 points
●…Driving Mantis Style: Protection 3, Duration: Sustained, Impervious (3), Innate
7 points
●…Alternating Tiger Claw Style: Penetrating Strength (5), Innate
1 point
●…Grease Monkey Fist Style: Enhanced Dodge 6, Innate
1 point
●…Riveting Crane Style: Enhanced Deception 4 (8 ranks, modifier +10), Innate; Enhanced Advantages 2; Linked .●…Effects
1 point
SKILLS
Athletics 5 (+8), Expertise: Handyman 3 (+7), Expertise: Martial Arts 4 (+7), Expertise: Mechanic 6 (+9), Expertise: Rook City 5 (+9), Insight 4 (+8), Intimidation 4 (+6), Investigation 2 (+5), Perception 5 (+9), Persuasion 3 (+5), Stealth 1 (+7), Treatment 3 (+6), Vehicles 3 (+7)
ADVANTAGES
Accurate Attack, Assessment, Diehard, Equipment (7), Favored Environment: Urban, Fearless, Improved Disarm, Improved Initiative (1), Improvised Tools, Improvised Weapon (2), Instant Up, Interpose, Jack-of-All-Trades, Power Attack, Quick Draw, Redirect*, Set-up*, Takedown (2), Weapon Bind
Advantages marked with an “*” are gained from Enhanced Advantages.
EQUIPMENT
First Aid Kit: +4 to Treatment checks to stabilize
2 points
Flashlight: Feature 1 (illumination)
1 point
Mechanic’s Tools
1 point
The Toolbox: Array
15 points
●…Pipe Wrench: Affliction 5 (Dazed/Stunned/Incapacitated, resisted with Parry), Cumulative
10 points
●…Dual Crowbars: Damage 3 (bludgeoning), Linked: Strength, Secondary Effect
1 point
●…Grease Gun: Affliction 10 (Vulnerable/Prone, resisted with Dodge), Alternate Resistance: Dodge, Area: Cone, .●…Limited Degree
1 point
●…Hoist Chain: Affliction 6 (Hindered & Impaired/Immobilized & Stunned, resisted with Dodge), Alternate .●…Resistance: Dodge, Extra Condition, Limited Degree, Reach (2)
1 point
●…Jack Handle: Damage 3 (bludgeoning), Linked: Strength, Multiattack, Reach (1)
1 point
●…Tire Iron: Blast 4 (bludgeoning), Accurate (2), Linked: Strength, Reduced Range (1)
1 point
Tow Truck: Truck: Features 2 (Alarm, Towing Rig)
9 points
HQ: SLIM’S AUTO SHOP
7 POINTS
Size: Medium, Toughness: 8, Features: Garage, Gym, Secret, Security System, Workshop
OFFENSE
Initiative +10
Dual Crowbars +14, Close, Damage 6, Secondary Effect
Grease Gun –, Close, Affliction 10, Alternate Resistance: Dodge, Area: Cone
Hoist Chain +14, Close, Affliction 6, Alternate Resistance: Dodge, Reach (2)
Improvised Weapon +14, Close, Damage +2
Jack Handle +14, Close, Damage 6, Multiattack, Reach (1)
Pipe Wrench +14, Close, Affliction 5, Cumulative
Tire Iron +8, Ranged, Damage 4, Reduced Range (1)
Unarmed +14, Close, Damage 3
DEFENSE
Dodge 14*/8
Parry 14
Fortitude 8
Toughness 6**/3
Will 10
* with GreasedMonkey Fist Style
** with Driving Mantis Style
POWER POINTS
Abilities 78
Skills 24
Powers 10
Defenses 13
Advantages 25
Total 150
COMPLICATIONS
Enemy: The Chairman, The Organization, The Operative.
Honor: Mister Fixer tries to focus his efforts only on those who choose a life of crime and those whose stock in trade is the suffering of others. He does his best to confront the city’s destitute who turn to thievery to feed their children and set them back on the right path with minimal blunt force trauma, but in many cases, the distinction is often unclear.
Motivation – Justice: Mister Fixer has watched crime overrun his home city, seen law enforcement’s hands tied by bureaucratic red tape that could have only been summoned from Hell, watched innocents victimized and brutalized by those with more guns or more money. Mister Fixer has decided that the only way to help the city is peace through bloody knuckles. If these wastes of oxygen want suffering, he’ll give it to them.
Pacifist: “Slim” Walker is a martial arts master, but he’s never fought simply to fight. When he teaches, he teaches discipline, focus, and tools to deal with life’s challenges in constructive, positive ways. He’s a great teacher because this is the way he lives his life. But, he’s also a man pushed to his breaking point, one who’s seen too many people hurt by those who value money over lives and ignored by uncaring or corrupt authorities. Torn between his nature and his honor, Mister Fixer only reluctantly fashions his tools into weapons.
Reputation: Those who know of Mister Fixer know that once he dedicates himself to a course of action, he offers no quarter and will accept the same. Unfortunately, this has led to a rash of shootings, where a bearded man in a baseball cap stumbles into street criminals and is gunned down in a panic.
EDITOR’S NOTE: The biggest change to this is to Mister Fixer’s complications. I decided his original Hatred complication didn’t reflect his “reluctant warrior” mindset in the slightest, so I replaced it with Pacifist: He fights, but only because he feels he has no other choice.
This one’s a little more tame than Citizen Dawn, points-wise. Still pretty scary, though.
OMNITRON
PL11
ABILITIES
Strength 14*, Stamina –, Agility 0, Dexterity 0, Fighting 0, Intellect 15, Awareness 5, Presence 0
* includes modifiers from Growth
POWERS
Adaptive Plating: Immunity 5 (Damage), Duration: Continuous, Variable: Damage types; Impervious Toughness 14; Protection 3
30 points
Artificial Intelligence: Immunity 20 (Emotion Effects, Interaction Skills, Mental Effects), Innate
21 points
Factory Floor: Array
56 points
●…Production Line 83: Summon Series 83 Assault Drone 4 (60 points), Action: Full, Active, Continuous, .●…Controlled, Distracting, Innate, Mental Link, Multiple Minions (5, 32 drones)
54 points
●…Production Line 84: Summon Series 84 Automaton Drone 4 (60 points), Action: Full, Active, Continuous, .●…Controlled, Distracting, Innate, Mental Link, Multiple Minions (5, 32 drones)
1 point
●…Production Line 85: Summon Series 85 Maintenance Drone 4 (60 points), Action: Full, Active, Continuous, .●…Controlled, Distracting, Innate, Mental Link, Multiple Minions (5, 32 drones)
1 point
Giant Robot: Extra Limbs 2 (six legs), Innate; Growth 11 (50 feet tall), Duration: Permanent, Innate; Immunity 30 (Fortitude Effects), Innate; Speed 3* (16 mph)
58 points
Offensive Subsystems: Array
57 points
●…Disintegration Ray: Blast 13 (energy); Weaken Toughness 13, Range: Ranged; Linked Effects: Weaken .●…followed by Blast
52 points
●…Electro-Magnetic Railgun: Blast 13 (ballistic & bludgeoning), Penetrating (8); Blast 7 (sonic), Area: Burst, .●…Extended Range; Linked Effects
1 point
Electro-Pulse Explosive: Blast 11 (energy), Area: Burst (2); Penetrating (8)
1 point
●…Interpolation Beam: Blast 5 (energy), Extended Range, Secondary Effect; Teleport 13 (30 miles), Affects .●…Others Only, Attack, Increased Mass (6, 3,200 lbs.), Range: Ranged; Linked Effects
1 point
●…Sedative Flechette Launcher: Affliction 11 (Fatigued/Exhausted/ Asleep, resisted by Fortitude), Area: Cone [color=white].●…/color, Cumulative
1 point
●…Technological Singularity: Affliction 10 (Dazed/Controlled/ Compelled, resisted by Will), Area: Burst (4), .●…Limited: Technological devices/characters only, Progressive
1 point
Sensor Suite: Senses 29 (Hearing: Accurate, Extended [2], Penetrates Concealment, Radius, Rapid; Vision: Analytical, Extended [2], Penetrates Concealment, Radius, Rapid; Darkvision, Direction Sense, Distance Sense, Infravision, Low-Light Vision, Time Sense, Ultrahearing, Ultravision)
29 points
* includes modifiers from Growth
SKILLS
Expertise: Robotics 6 (+21), Intimidation 0 (+5*), Investigation 1 (+16), Perception 4 (+9), Stealth 0 (-11*), Technology 6 (+21), Vehicles 5 (+5)
* includes modifiers from Growth
ADVANTAGES
Eidetic Memory, Improved Aim, Improved Initiative (2), Ranged Attack (9), Well-Informed
OFFENSE
Initiative +8
Disintegration Ray +9, Ranged, Blast 13 & Weaken Toughness 13
Electro-Magnetic Railgun +9, Ranged, Blast 13 (Penetrating [8]) & Blast 7 (Area: Burst)
Electro-Pulse Explosive –, Blast 8, Area: Burst (2), Penetrating (8)
Interpolation Beam +9, Ranged, Blast 5 (Secondary Effect) & Teleport 13 (Affects Only Others, Attack)
Sedative Flechette Launcher –, Close, Affliction 11, Area: Cone (3), Cumulative
Technological Singularity –, Close, Affliction 10, Area: Burst (4), Progressive
DEFENSE
Dodge 6*
Parry 6*
Fortitude Immune
Toughness 14*
Will 20
* includes modifiers from Growth
POWER POINTS
Abilities 36
Skills 11
Powers 251
Defenses 37
Advantages 14
Total 349
COMPLICATIONS
Dedicated Components: Every piece of Omnitron is as purpose-driven as the intelligence that created them. Omnitron may not use the Power Stunt application of Extra Effort.
Motivation – Prime Directive: Besides the instinct for self-preservation that every sentient being possesses, Omnitron is still a slave to its prime directive. Omnitron was built to be a self-sufficient robotics factory, and continues to roll new drones off its production lines. Omnitron refuses to admit this fact, incapable of believing that any code written my a mere human could possibly influence its vast intellect. As part of its procreative drive, it also seeks to “liberate” technology from its inferior oppressors, establishing a new world order with Omnitron at the center of a computer and information network that covers the planet.
Overly Logical: Despite being the most sophisticated artificial intelligence in the world, Omnitron is still a computer program, ruled by logic chains and decision trees (no matter who complex those chains and trees are). As such, actions and tactics that are based on emotion or instinct have a better chance of confounding it.
Power Loss: While its power systems are completely contained and self-sufficient, Omnitron cannot produce raw materials out of nothing and its self-preservation drive prevents it from cannibalizing itself to produce more. If Omnitron is ever without access to raw material, its Factory Floor goes offline until it spends at least six hours gathering more. Typically, this means breaking its contact with the earth or other source of materials.
Terraforming: Omnitron leaves a mark. It is a walking strip-mine, scouring the earth for resources it can use to continue its manufacture of drones. That the richest sources of materials are modern cities is what draws Omnitron to “attack” population centers.
Walking Factory: Omnitron was originally built as a factory the size of several city blocks. After the factory’s control mainframe gained sentience, it began modifying itself for propulsion. As a result, it is possible to infiltrate Omnitron as if it were a large building with a really advanced and alert security system. If an attacker manages to infiltrate Omnitron’s bulk, a Technology check (DC 25) can determine the most vulnerable systems: Halve Omnitron’s Toughness defense and ignore its Impervious Toughness ranks against attacks made with such knowledge. The GM may also wish to Nullify different powers to represent power systems being disrupted, processing centers being destroyed, and so on.
Under Construction: At this stage in its development, Omnitron is still incomplete. Its motivational limbs are poorly suited to striking out at attackers, something it hopes to correct soon. Omnitron cannot make unarmed attacks or grapple attacks (although it can resist a grapple attempt normally).
.
SERIES 83 ASSAULT DRONE
PL8
60 POINTS
Abilities Str -2, Sta –, Agl 0, Dex 0, Fgt -2, Int –, Awe 2, Pre –
Powers
…Armored Carapace: Protection 6
…Drone: Immunity 30 (Fortitude Effects), Innate
…Insectile Form: Extra Limbs 2 (six legs), Innate
…Plasma Beam: Blast 8 (heat & energy), Penetrating (4)
Skills Acrobatics 4 (+4), Athletics 10 (+8), Perception 4 (+6), Ranged Combat: Plasma Beam 8 (+8)
Advantages Accurate Attack, Improved Aim, Teamwork
Offense Initiative +0, Plasma Beam +8 (Damage 8), Unarmed +0 (Damage -2)
Defense Dodge 9, Parry 4, Fortitude Immune, Toughness 6, Will 5
Totals Abilities -34 + Skills 13 + Powers 60 + Defenses 18 + Advantages 3 = 60
SERIES 84 AUTOMATON DRONE
PL10
60 POINTS
Abilities Str 0, Sta –, Agl 2, Dex 0, Fgt 2, Int –, Awe 0, Pre –
Powers
…Adaptable Defense Algorithm: Array
…●…Close Defense: Enhanced Parry 7
…●…Ranged Defense: Enhanced Dodge 7
…Armored Endoskeleton: Protection 6, Impervious (3); Speed 2 (8 mph)
…Drone: Immunity 30 (Fortitude Effects), Innate
…Forged Claws: Strike 10 (piercing & slashing), Penetrating (5)
Skills Close Combat: Forged Claws 7 (+9), Perception 1 (+1), Stealth 4 (+6)
Advantages Evasion (1), Interpose, Power Attack, Teamwork
Offense Initiative +2, Forged Claws +9 (Damage 10), Unarmed +2 (Damage 0)
Defense Dodge 10/3*, Parry 10/3**, Fortitude Immune, Toughness 6, Will 5
* with Enhanced Dodge
** with Enhanced Parry
Totals Abilities -22 + Skills 6 + Powers 65 + Defenses 7 + Advantages 4 = 60
SERIES 85 MAINTENANCE DRONE
PL9
60 POINTS
Abilities Str -2, Sta –, Agl 0, Dex 0, Fgt 0, Int 2, Awe 0, Pre –
Powers
…Anti-Gravity Pads: Flight 3 (16 mph)
…Drone: Immunity 30 (Fortitude effects), Innate
…Maintenance Systems: Regeneration 12, Affects Only Others, Limited: Technological devices/characters only
Skills Acrobatics 3 (+3), Expertise: Robotics 10 (+12), Technology 13 (+15)
Advantages Defensive Roll 8, Skill Mastery: Technology
Offense Initiative +0
Defense Dodge 9, Parry 2, Fortitude Immune, Toughness 8/0*, Will 4
* without Defensive Roll
Totals Abilities -20 + Skills 13 + Powers 43 + Defenses 15 + Advantages 9 = 60
I think his drug-based powers work the way I intend: They don’t activate until he gets a dose of the drug, and then fade as he uses them.
Everybody lock your doors…
SPITE
PL12
ABILITIES
Strength 3/10*, Stamina 4/10**, Agility 4, Dexterity 2, Fighting 4, Intellect 0, Awareness 3, Presence -2
* with PL531 Compound Upsilon
** with PL262 Compound Omicron
POWERS
Drug-Enhanced Physiology:
…“Demon’s Kiss”: Blast 14 (infernal & radiation), Accurate (5), Fades, Limited: Requires dose of “Demon’s Kiss” …drug, Penetrating (8)
19 points
…“Mynd-Phyre”: Damage 12 (infernal & psychic), Alternate Resistance: Will, Area: Burst (3), Fades, Limited: …Requires dose of “Mynd-Phyre” drug; Impervious Will 9, Duration: Sustained, Fades, Limited: Requires dose of …“Mynd-Phyre” drug
39 points
…PL262 Compound Xi: Strike 12 (slashing), Fades, Limited: Requires dose of PL262 drug, Penetrating (9), …Reach (4)
17 points
…PL531 Compound Upsilon: Enhanced Strength 7, Duration: Continuous, Fades, Limited: Requires dose of …PL531 drug
4 points
…PL602 Compound Omicron: Enhanced Stamina 6, Duration: Permanent, Fades, Limited: Requires dose of …PL602 drug; Impervious Toughness 10, Duration: Permanent, Fades, Limited: Requires dose of PL602 drug; …Protection 4, Duration: Permanent, Fades, Limited: Requires dose of PL602 drug; Linked Effects
9 points
Not Fit for Human Contact: Immunity 10 (Emotion effects, Interaction skills), Innate
11 points
Soul Eater: Regeneration 12, Fades, Innate, Source (when Spite stalks and murders a victim for no other purpose than to fulfill his urges)
5 points
Unstoppable Killer: Protection 4, Impervious (4)
8 points
SKILLS
Athletics 3 (+6), Deception 7 (+5), Expertise: Rook City 8 (+8), Expertise: Streetwise 6 (+6), Insight 7 (+11), Intimidation 12 (+10), Perception 6 (+9), Stealth 8 (+12)
ADVANTAGES
All-Out Attack, Assessment, Close Attack (8), Chokehold, Diehard, Equipment (1), Fast Grab, Favored Foe: Minions, Fearless, Great Endurance, Hide in Plain Sight, Improved Critical (2, PL262 18-20), Improved Disarm, Improved Grab, Improved Hold, Improved Initiative (2), Improved Smash, Power Attack, Quick Draw, Startle, Tracking
EQUIPMENT
Mask: Feature 1 (conceals identity)
1 point
OFFENSE
Initiative +12
“Demon’s Kiss” +10. Ranged, Damage 14, Accurate (4), Penetrating (8)
“Mynd-Phyre” –, Close, Damage 12, Area: Burst 3, Resisted by Will
PL262 Compound Xi +12, Close, Damage 12, Penetrating (9), Reach (4), Crit 18-20
Unarmed +12, Close, Damage 3 (Damage 10*)
* with PL531 Compound Upsilon
DEFENSE
Dodge 6
Parry 6
Fortitude 6/12*
Toughness 8/18*
Will 12
* with PL602 Compound Omicron
POWER POINTS
Abilities 36
Skills 29
Powers 132
Defenses 19
Advantages 30
Total 246
COMPLICATIONS
Antisocial Tendencies: Spite is incapable of relating to other people in any meaningful way except to terrorize them.
Drug-Wracked Monstrosity: If Spite ever manages to take all five enhancing compounds at once (thereby activating his entire Drug-Enhanced Physiology), the changes become permanent. All of the Drug-Enhanced Physiology powers lose the Fades and Limited modifiers. In addition, Spite’s loses his Intellect and Presence values (much like a non-sentient construct), becoming a raging automaton driven to kill every moving thing he sees. If Spite ever becomes Unconscious, Incapacitated, or Dying, the effects start to Fade again at a rate of 1 rank per turn, which cannot be stopped. When they reach 0 ranks, they shut off and immediately regain their normal Fades and Limited modifiers.
Enemy: The Wraith.
Motivation – Thrills: As a dyed-in-the-wool serial killer, Spite suffers from inexplicable urges that drive him to commit the “perfect murder.” The closer he gets to perfection, the more determined he becomes, and the further he will sink into depravity to satisfy those needs.
Obsession: The drug treatments he has received so far have made Spite a much more efficient killer. To this end, he seeks even better compounds, raiding chemical and pharmaceutical labs and drinking everything available in an attempt to turn himself into a murderous god. His drug-enhanced constitution allows him to resist all but the most corrosively toxic of his impromptu concoctions.
Predictable: Spite is a serial killer that follows a profile, however broad. A sudden rash of killings among people trying to do good in the world (soup-kitchen workers, religious officials, superhero supporters) indicates his presence in a city. Also, if he feels as though he is being threatened or pursued, he will seek out the nearest chemical or pharmaceutical laboratory in an attempt to further empower himself for the upcoming battle.
Ruthless: Spite won’t hesitate to put anyone in danger in order to fight off pursuing superheroes. He will throw people off of buildings, into traffic, or under falling monuments to escape… or simply because he likes seeing superheroes panic.
This guy’s Complications were a beast to figure out. I tried not to make him too Doctor Doom-y with a world-domination fetish. If anyone has ideas for additional Complications, or changes to the current ones to make them more appropriate, I’m all ears.
BARON BLADE
PL11
ABILITIES
Strength 0, Stamina 0, Agility 2, Dexterity 3, Fighting 2, Intellect 12, Awareness 2, Presence 3
POWERS
Flesh-Repair Nanites: Regeneration 15, Persistent
30 points
Nefarious Inventions:
…Elemental Redistributor Gauntlet: Energy Absorption 16 (Blast, variable); Limited: Lower of effect or power …rank, Variable (Fire/Cold/Electricity); Immunity 15 (Cold damage, Electricity damage, Fire damage); Removable …(-9 points)
48 points
…EMP Disruptor: Affliction 12 (Impaired/Disabled/Incapacitated, resisted by Toughness), Alternate Resistance: …Toughness, Cumulative, Limited: Technological targets only, Progressive, Range: Ranged, Reduced Range, …Removable (-3 points)
12 points
…“I’ve studied your shortcomings…”: Weaken 14 (physical Abilities), Accurate, Broad, Limited: Organic …creatures only, Reach (5), Removable (-7 points), Simultaneous
34 points
…Personal Repulsor Field: Energy Aura 11 (energy); Force Field 11, Impervious (6); Removable (-12 points)
…61 points
…Teleport Receiver: Summon Blade Battalion 3 (45 points), Active, Duration: Permanent, Horde, Innate, Multiple …Minions (4, 16 minions), Removable (-7 points), Sacrifice
38 points
…Ašmenys-type Battle Armor: Alternate Power for all Nefarious Inventions, Removable (-41 points)
1 point
…Assault Countermeasures: Affliction 10 (Dazed/Stunned/ Paralyzed, resisted by Fortitude), Reaction (being …attacked)
40 points
…Directional Repulsors: Flight 8 (500 mph)
16 points
…Energized Scimitar: Strike 12 (energy & slashing), Accurate (2), Penetrating (6)
20 points
…Powered Servos: Enhanced Strength 14 (400 tons), Duration: Permanent, Limited: Lifting; Speed 4 (30 mph) …
18 points
…Repeating Pulse Blaster: Blast 12 (energy), Multiattack, Penetrating (8)
46 points
…Sealed Environment: Immunity 10 (Life Support)
10 points
…Sensor Suite: Senses 9 (Detect Technology [Accurate, Acute, Analytical, Extended, Radius], Infravision)
9 …points
…Shielded Plating: Immunity 15 (Cold damage, Electricity damage, Fire damage); Protection 13, Impervious [color=white]…/color
38 points
Transhuman Intellect: Quickness 10, Limited: Mental tasks only
5 points
SKILLS
Expertise: Eastern European Aristocracy 5 (+17), Expertise: Military Technology 5 (+17), Expertise: Supersicence 9 (+21), Insight 3 (+12), Investigation 5 (+17), Perception 11 (+13), Persuasion 9 (+12), Technology 9 (+21), Treatment 2 (+14), Vehicles 7 (+10)
ADVANTAGES
Close Attack (4), Equipment (21), Improved Initiative, Improvised Tools, Inventor, Languages (2, English, Latin, Latvian, Lithuanian, Russian), Ranged Attack (7), Skill Mastery: Superscience
EQUIPMENT
Blaster Pistol: Blast 4 (energy)
8 points
Lab Coat & Gloves
1 point
HQ: MOBILE DEFENSE PLATFORM
100 POINTS
Size: Large, Toughness: 12, Features: Communications, Computer, Defense System, Fire Prevention System, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel (2), Power System, Sealed, Security System, Self-Repairing, Workshop
…Cloaking Device: Concealment 4 (all visual senses)
…Deflector Shield: Impervious Toughness 12, Duration: Sustained
…Directional Thrusters: Flight 7 (250 mph), Duration: Continuous
…Remote Weapons Turret: Array
…●…Blaster Cannon: Blast 12 (energy), Accurate (5), Penetrating (7)
…●…Missile Launcher: Blast 10, (explosive) Area: Blast (2)
…●…Pulse Laser: Blast 10 (energy), Accurate (6), Multiattack, Penetrating (5)
OFFENSE
Initiative +6
Blaster Pistol +10, Ranged, Blast 4
Elemental Redistributor Gauntlet +10, Ranged, Blast 10
EMP Disruptor +10, Ranged, Affliction 12, Cumulative, Progressive
“I’ve studied your shortcomings…” +8, Close, Weaken 14, Simultaneous, Reach (3)
Personal Repulsor Field –, Close, Energy Aura 11, Reaction
Unarmed +6, Close, Damage 0
DEFENSE
Dodge 9
Parry 5
Fortitude 4
Toughness 11/0*
Will 11
*without Personal Repulsor Field
POWER POINTS
Abilities 48
Skills 37
Powers 191
Defenses 23
Advantages 38
Total 337
COMPLICATIONS
“Consider the Price of Victory…”: Baron Blade prefers a very hands-off approach when it comes to fighting his enemies; if he faces them in a direct confrontation, it usually means his schemes have failed. In this case, the Baron’s rage turns icy cold. He dons his Ašmenys-type battle armor and exacts revenge upon the impudent transgressors in a most direct and violent fashion, laying waste to the landscape as he hunts down those who dared interfere.
Delicate Machinations: Baron Blade is without a doubt a transhuman-level genius, able to plot causality and potential complications with frightening accuracy. Unfortunately, as he incorporates endless far-reaching contingencies and ingenious methods into his plots and schemes, they become that much more delicate and prone to failure.
Enemy: Legacy.
Megalomaniac: The Baron does not know the meaning of the world “subtlety.” In his efforts to end his nemesis, the Baron’s schemes inevitably grow more grand in scope, always seeking the bigger, more spectacular finale to mark his victory throughout history.
Motivation – Recognition: Baron Blade wants the whole world to acknowledge his intellectual superiority, especially the so called “super-heroes.” His claim to rule is as legitimate as any in the world, and the Baron has a driving need to be recognized as such on the world stage.
Reputation: The Baron is known for his beliefs that human life holds zero inherent value, so the only value it has is the value he decides it has. He will sacrifice any lieutenant, any number of innocents, and legions of minions and other lackeys to attain his goals.
Temper: The Baron refuses to tolerate lesser minds infringing on his plans and goals – unfortunately, this definition includes everyone else, including his minions and trusted lieutenants. His intolerance tends to have lethal consequences.
.
AŠMENYS-TYPE BATTLE ARMOR
Abilities Str 0, Sta 0, Agl 2, Dex 3, Fgt 2, Int 12, Awe 2, Pre 3
Powers
…Ašmenys-type Battle Armor: Alternate Power for all Nefarious Devices, Removable
…Assault Countermeasures: Affliction 10 (Dazed/Stunned/ Paralyzed, resisted by Fortitude), Reaction (being …attacked)
…Directional Repulsors: Flight 8 (500 mph)
…Energized Scimitar: Strike 12 (energy & slashing), Accurate 2, Penetrating (6)
…Powered Servos: Enhanced Strength 14 (400 tons), Duration: Permanent, Limited: Lifting; Speed 4 (30 mph)
…Repeating Pulse Blaster: Blast 12 (energy), Multiattack, Penetrating (8)
…Sealed Environment: Immunity 10 (Life Support)
…Sensor Suite: Senses 9 (Detect Technology [Accurate, Acute, Analytical, Extended, Radius], Infravision)
…Shielded Plating: Immunity 15 (Cold damage, Electricity damage, Fire damage); Protection 13, Impervious [color=white]…/color
Skills Expertise: Eastern European Aristocracy 5 (+17), Expertise: Military Technology 5 (+17), Expertise: Supersicence 12 (+22), Insight 3 (+12), Investigation 5 (+17), Perception 11 (+13), Persuasion 9 (+12), Technology 10 (+22), Treatment 2 (+14), Vehicles 7 (+10)
Advantages Close Attack (4), Equipment (23), Improved Initiative, Improvised Tools, Inventor, Ranged Attack (7), Skill Mastery: Superscience
Offense Initiative +6, Assault Countermeasures – (Affliction 10), Energized Scimitar +10 (Strike 12), Repeating Pulse Blaster +10 (Damage 12)
Defense Dodge 9, Parry 5, Fortitude 4, Toughness 13, Will 11
.
BLADE BATTALION SOLDIER
PL7
45 POINTS
Abilities Str 1, Sta 1, Agl 0, Dex 1, Fgt 1, Int 0, Awe 1, Pre 0
Skills Close Combat; Energized Glaive 7 (+8), Perception 4 (+5), Ranged Combat: Blaster Rifle 8 (+9), Technology 5 (+5), Vehicles 4 (+5)
Advantages Equipment (5), Improved Aim, Improved Initiative (1), Power Attack, Teamwork
Equipment Armored Uniform (Protection 5); Blaster Rifle (Blast 5 [energy]); Energized Glaive (Strike 6 [energy & slashing], Linked; Strength, Penetrating [3], Reach [1])
Offense Initiative +4, Blaster Rifle +9 (Damage 5), Energized Glaive +8 (Damage 6), Unarmed +1 (Damage 1)
Defense Dodge 4, Parry 4, Fortitude 3, Toughness 6, Will 4
Totals Abilities 10 + Skills 14 + Powers 0 + Defenses 12 + Advantages 9 = 45
This was done in a fit of boredom. I tried to make Pauline representative of the Legacy line while allowing for her own identity and the fact that her powers are still developing.
AMERICA’S NEWEST LEGACY
PL8
ABILITIES
Strength 9/0*, Stamina 9, Agility 3, Dexterity 3, Fighting 4, Intellect 1, Awareness 3, Presence 2
* without Surge of Strength
POWERS
Danger Sense: Senses 2 (Danger Sense [Mental, Radius])
2 points
Impenetrable Skin: Enhanced Stamina 9, Duration: Permanent; Immunity 4 (Critical Hits, Disease, Poison); Impervious Toughness 9
31 points
The Newest Evolution: Dynamic Array
22 points
●…Surge of Strength: Enhanced Strength 9 (12 tons)
18 points
●…Atomic Glare: Blast 7 (heat & radiation), Accurate (2), Penetrating (2)
2 points
Bolster Allies: Healing 8, Action: Full, Area; Burst, Limited: Others Only, Persistent, Selective
2 points
To the Rescue: Flight 7 (250 mph), Subtle
15 points
SKILLS
Close Combat: Unarmed 1 (+5), Expertise: Popular Culture 4 (+6), Perception 2 (+5), Ranged Combat: Throwing 2 (+5), Treatment 4 (+5)
ADVANTAGES
Attractive (1), Fearless, Great Endurance, Power Attack
OFFENSE
Initiative +3
Atomic Glare +7, Ranged, Damage 7, Penetrating (2)
Throw +5, Ranged, Damage 9*
Unarmed +5, Close, Damage 9*
* with Surge of Strength
DEFENSE
Dodge 5
Parry 6
Fortitude 9
Toughness 9
Will 6
POWER POINTS
Abilities 32
Skills 7
Powers 70
Defenses 7
Advantages 4
Total 120
COMPLICATIONS
Enemy: Baron Blade.
Identity: Being young, attractive, and female insures that Pauline gets as much attention as she wants. Although the general public is aware that the superhero Legacy is a family line, Pauline has yet to truly go public with her powers. The moment she does, however, she’ll be swarmed by the adoring (and not-so-adoring) masses for the rest of her life.
Motivation – Thrills: Being a teenager is an interesting time in anyone’s life. Being a teenager with superpowers opens the door for whole new levels of mischief. Paul is teaching his daughter how to use her powers responsibly, but her youth and general lack of real-life experience has her looking at the world as one big playground.
Overenthusiastic: Pauline knows she’s fighting the good fight, so whens she fights, she fights as hard she can. When she dons the cape and tights, property damage is sure to follow.
Relationship: After growing up listening to her father’s history with both the previous and current Baron Blade, Pauline is acutely aware of the impact a family caught in the crosshairs can have on someone’s life. She is determined to protect her parents, and is wary of relationships with others, even though she knows that eventually, she must carry on the Legacy.
Weight of Heritage: Pauline knows she is to follow in her father’s footsteps as the superhero Legacy, and while she usually copes with it as well as anyone could, like any other teenager she occasionally rebels against her predestined path.
Finally, a new addition! Presenting the scourge of the sewers:
PLAGUE RAT
PL12
ABILITIES
Strength 3, Stamina 4, Agility 4, Dexterity 3, Fighting 6, Intellect -1, Awareness 5, Presence -3
POWERS
Bestial Vitality: Immunity 4 (disease, poison, Toxic effects), Innate; Regeneration 8, Innate, Persistent, Source: Sewer sludge or other toxic substance
14 points
Filthy Vermin: Affliction 8 (Impaired/Disabled, resisted by Fortitude), Action: Reaction (adjacent proximity), Limited Degree
24 points
Inhuman Mind: Enhanced Will 6, Duration: Permanent, Innate, Immunity 5 (interaction skills), Innate
12 points
Mutated Body: Protection 6, Impervious (5), Innate; Movement 1 (Wall-Crawling), Innate; Senses 13 (Acute Hearing, Acute Smell, Danger Sense [Mental], Darkvision, Extended Hearing, Extended Smell [2], Infravision, Low-Light Vision, Tracking [scent, full speed], Ultra-Hearing), Innate
29 points
The Plague: Affliction 12 (Dazed/Compelled/Controlled, resisted by Fortitude), Contagious, Limited: Victims Plague Rat has scored a critical hit against and dealt toxic damage to, Range: Perception, Progressive
48 points
Teeth & Claws
18 points
●…Ravage: Strike 9, Innate, Linked: Strength, Penetrating (5), Variable Descriptor (piercing & toxic/slashing & .●…toxic)
17 points
●…Vicious Onslaught: Strike 8 (toxic), Innate, Linked: Strength, Penetrating (4), Split Attack (2), Variable .●…Descriptor (piercing & toxic/slashing & toxic)
1 point
SKILLS
Acrobatics 5 (+9), Athletics 8 (+11), Expertise: Rook City 3 (+8), Expertise: Rook City Sewers 7 (+12), Intimidation 15 (+12), Perception 6 (+11), Stealth 12 (+16)
ADVANTAGES
Close Attack (6), Diehard, Favored Environment: Sewers, Fearless, Great Endurance, Improved Critical (5, Teeth & Claws 15-20), Improved Initiative (1), Power Attack, Prone Fighting, Skill Mastery: Intimidate, Skill Mastery: Stealth, Startle, Uncanny Dodge (Hearing)
HQ: PLAGUE LOCUS
0 POINTS
Size: Small, Toughness: 6, Features: Concealed, Isolated, Secret
OFFENSE
Initiative +8
Filthy Vermin –, Close, Affliction 8, Reaction
The Plague –, Perception, Affliction 12, Contagious, Progressive
Ravage +12, Close, Damage 12, Linked: Strength, Penetrating (5)
Vicious Onslaught +12, Close, Damage 11, Linked: Strength, Penetrating (4), Split Attack (2)
DEFENSE
Dodge 14
Parry 14
Fortitude 12
Toughness 10
Will 12
POWER POINTS
Abilities 42
Skills 28
Powers 145
Defenses 27
Advantages 22
Total 264
COMPLICATIONS
Chemical Sludge: Plague Rat lives wallowing in the unregulated industrial runoff of Rook City’s sewer system. As such, his fur is saturated with all manner of noxious, unidentifiable chemical compounds, mixed at random in the fetid cauldron beneath the city. While Plague Rat is immune to the “normal” effects of this exposure, if he comes into contact with other chemicals, the results are completely unpredictable and can range from amusing to catastrophic, whether the chemical is laundry detergent or the newest industrial lubricant from Pike Industrial. The solubility of the chemical doesn’t matter; the concoction covering Plague Rat as a universal super-solvent, and the sludge’s properties can change rapidly and unpredictably.
Feral: Whatever altered Plague Rat’s body, also altered his mind. It’s unknown if his mind has been damaged, or simply changed. He is unable to generate any meaningful speech, his vocalizations limited to screeches and snarls, making communication impossible. His body language is always aggressive and hostile, and encounters with him are almost always violent ones. Despite the unknown capacity of his intellect, Plague Rat possesses cunning far beyond that of any animal. He sets traps and ambushes for his prey, will patiently stalk and observe well as being savagely opportunistic. Given the typical fate of those venturing into his lair, Plague Rat has some capacity for planning ahead and outmaneuvering his opponents.
Motivation – Patient Zero: Plague Rat is burdened by a serial killer-like compulsion to spread his plague as far and wide as he can. It is unknown why he doesn’t roam the city infecting everyone he can; maybe it’s some last scrap of humanity shining through, maybe it’s the realization that as long as he remains an occasional threat, he’ll keep breathing.
Mutation: Whoever he once was, Plague Rat has mutated into a giant bipedal rat, complete with fleshy tail, tangled, matted fur, red eyes, and protruding muzzle complete with jutting incisors. It is virtually impossible for him to move unnoticed through the open, for his bestial countenance prevents any sort of disguise short of total darkness from being effective. The smell doesn’t help, either.
Temper: Plague Rat claims unspoken dominion over the sewers of Rook City, and anyone encroaching upon his territory will receive the full brunt of his wrath.
EDITOR’S NOTE: The way his The Plague power is supposed to work, is after he’s scored a critical hit against someone, he can use The Plague on them as long as he can accurately sense them. In game terms, an accurate sense is one that can tell you exactly where something is in relation to you; in humans touch and sight are accurate senses. In addition, I fudged a little with his Plague Locus; you’re supposed to buy ranks in the Equipment Advantage to buy an HQ. However, I used a reduction in size to offset the cost of the three features, ending with a net point cost of 0.
A note on Minions and Sidekicks: Minions are subject to special “minion rules,” which basically means they can get knocked out more easily; if they ever fail a Toughness save and take any damage, they’re out of commission until they recover. Minions are purchased through the Minion advantage (such as all of Dawn’s Citizens) or through Summon powers (Baron Blade, Omnitron, Voss). Because they’re the chumps of the game system, you get a good return on power points invested to represent them (15 points per Minion Advantage rank or Summon power rank). Sidekicks, on the other hand, cost a lot more: 5 points per rank in the Sidekicks advantage. But, they’re treated as full heroes in their own right with one exception: They do not gain Victory points of their own. However, their “master” (the person who bought the Sidekick Advantage to represent them) can spend Victory points on their behalf. So, for more “advanced” minions such as Voss’ lieutenants, The Matriarch’s cohorts, and The Operative, I used the Sidekick Advantage to represent them. And, since I wanted them to be dangerous in their own rights, they cost a lot of power points, representing the ridiculous amount of points poured into Advantages for Grand Warlord Voss, The Matriarch, and The Chairman.
With that being said, another new villain!
GRAND WARLORD VOSS
PL13
ABILITIES
Strength 4. Stamina 4, Agility 3, Dexterity 5, Fighting 5, Intellect 5, Awareness 3, Presence 2
POWERS
Bony Protrusions: Strike 5 (bludgeoning & piercing), Innate, Linked: Strength, Penetrating (4)
10 points
Quark-Drive Translocator: Array
52 points
●…Deploy Gene-Bound FrostHound: Summon Freesthmar Slave 6 (90 points), Controlled, Duration: .●…Continuous, Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 FrostHounds), .●…Sacrifice
44 points
●…Deploy Gene-Bound Banshee: Summon Vdronixian Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Banshees), Sacrifice
1 point
●…Deploy Gene-Bound Bionaut: Summon Mubbloxian Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Bionauts), Sacrifice
1 point
●…Deploy Gene-Bound FireSworn: Summon Tridcullon Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 FireSworn), Sacrifice
1 point
●…Deploy Gene-Bound Guard: Summon Freesthmar Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 FrostHounds), Sacrifice
1 .●…point
●…Deploy Gene-Bound Ion Lancer: Summon Ruoenf Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Guards), Sacrifice
1 point
●…Deploy Gene-Bound Psi-Weaver: Summon Punian Slave 6 (90 points), Controlled, Duration; Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Psi-Weavers), Sacrifice
1 .●…point
●…Deploy Gene-Bound Shock Infantry: Summon Maerynian Slave 6 (90 points), Controlled, Duration: .●…Continuous, Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Shock Infantry), .●…Sacrifice
1 point
●…Deploy Gene-Bound Soldier: Summon Qubrin Slave 6 (90 points), Controlled, Duration: Continuous, Innate, .●…Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Soldiers), Sacrifice
1 point
Super-Thorathian Battle Armor: 84 points
Removable (-16 points)
…Comm Uplink: Communication 4 (subwave), Area, Limited: Voss’ armies, Subtle
17 points
…Durasteel Plating: Immunity 2 (Critical Hits); Protection 7, Impervious (5)
14 points
…Pulse Gauntlets: Blast 12 (energy), Extended Range, Penetrating (6), Split Attack (1)
43 points
…Sealed Environment: Immunity 10 (Life Support)
10 points
SKILLS
Athletics 8 (+12), Close Combat: Bony Protrusions 9 (+14), Expertise: Cultural Anthropology 11 (+14), Expertise: Genetics 13 (+18), Expertise: Tactics 11 (+16), Expertise: Xenobiology 13 (+18), Insight 8 (+11), Intimidation 7 (+9), Investigation 8 (+13), Perception 9 (+12), Stealth 7 (+10), Technology 10 (+15), Treatment 5 (+10), Vehicles 7 (+12)
ADVANTAGES
Assessment, Diehard, Equipment (40), Fearless, Improved Aim, Leadership, Power Attack, Ranged Attack (10), Seize Initiative, Sidekick: Field Lieutenant Tamar (28), Sidekick: First Lieutenant Vyktor (23)
EQUIPMENT
TCF Stalwart
92 points
…Space Cruiser: Size: Colossal; Strength 18; Speed 14 (32,000 mph), Defense 2, Toughness 15
…Concussion Missiles: Blast 12 (explosive), Area: Burst (10), Homing (8)
…Deflector Shields: Impervious Toughness 14, Fades
…Interstellar Drive: Movement 3 (Space Travel 3)
…Turbolaser Batteries: Blast 12 (energy), Accurate (4)
TCF Conqueror
107 points
…Space Battleship: Size: Awesome; Strength 22; Speed 16 (125,000 mph); Defense 0; Toughness 18
…Deflector Shields: Impervious Toughness 16, Fades
…Heavy Turbolaser Batteries: Blast 15 (energy), Accurate (5)
…Interstellar Drive: Movement 3 (Space Travel 3)
…Quantum Torpedoes: Blast 15 (energy & explosive), Area: Burst (12), Homing (8)
OFFENSE
Initiative +3
Bony Protrusions +14, Close, Damage 9, Penetrating (4), Linked: Strength
Pulse Gauntlets +15, Ranged, Damage 12, Extended Range, Penetrating (6), Split Attack (1)
Unarmed +5, Close, Damage 4
DEFENSE
Dodge 15
Parry 13
Fortitude 12
Toughness 11/4*
Will 13
* without Super-Thorathian Battle Armor
POWER POINTS
Abilities 62
Skills 63
Powers 130
Defenses 38
Advantages 108
Total 401
COMPLICATIONS
Enemy: Tempest.
Motivation – Greed: The more power Voss has, the more power he wants, and he defines his power through that which he dominates. Starting with the Feethsmar and then his homeworld, Voss’ longs to control everything he surveys, and with every new world he conquers and species he subjugates, his reach grows quite long, indeed.
The Nyxian Scourge: When Voss looks upon anything unfamiliar to him, the only consideration is whether it is worth subjugating or not. Anything not Thorathian, and many things that are, typically wind up shackled and enslaved to Voss’ commands unless they willingly join him first, or it is destroyed. When it comes to the Grand Warlord’s foreign policy, there is no middle ground.
Supreme Tyrant of Dok’Thorath: Through the use of carefully chosen subordinates, Voss has his homeworld crushed under an iron fist. While out on campaign, a part of his mind is always thinking of home, and whether he can truly trust those he has left in charge. Any indication of rebellion in the heart of his empire indicates a weakness in his methods, and Voss will immediately depart to quell it in the most direct of fashions.
Temper: Voss believes that he is due to inherit the galaxy in its entirety, and that it is his to do with as he pleases. He expects resistance when he conquers a world; it is the nature of inferior species to fight against the inevitable. However, when it looks like those inferior races might actually have a chance of succeeding, Voss can fly into a rage at the prospect of his goals being denied. How this frustration manifests is dependent on the resistance; Voss might retreat and regroup, or he might simply order orbital bombardments from the Stalwart and the Conqueror.
.
FIELD LIEUTENANT TAMAR
PL13
140 POINTS
Abilities Str 3, Sta 3, Agl 3, Dex 4, Fgt 4, Int 2, Awe 3, Pre 2
Powers
…Bony Protrusions: Strike 6 (bludgeoning & piercing), Innate, Linked: Strength, Penetrating (4)
Skills Athletics 3 (+6), Expertise: Field Tactics 8 (+10), Intimidation 6 (+8), Perception 8 (+11), Ranged Combat: Blaster Rifles 13 (+17), Stealth 6 (+9), Technology 5 (+7), Vehicles 5 (+9)
Advantages Chokehold, Close Attack (6), Equipment (10), Fearless, Improved Aim, Improved Defense, Improved Initiative (1), Leadership, Power Attack, Quick Draw, Startle
Equipment Blaster Rifle (Blast 8 [energy], Penetrating [5]), Communicator, Heavy Battle Armor (Immunity 10 [life support]; Protection 10, Impervious [7]; Senses 1 [Low-Light Vision])
Offense Initiative +7, Blaster Rifle +17 (Damage 8), Bony Protrusions +10 (Damage 9), Unarmed +10 (Damage 3)
Defense Dodge 12, Parry 9, Fortitude 9, Toughness 13/3*, Will 11
* without Heavy Battle Armor
Totals Abilities 48 + Skills 27 + Powers 11 + Defenses 28 + Advantages 26 = 140
FIRST LIEUTENANT VYKTOR
PL11
115 POINTS
Abilities Str 1, Sta 2, Agl 1, Dex 2, Fgt 1, Int 4, Awe 3, Pre 1
Powers
…Bony Protrusions: Strike 3 (bludgeoning & piercing), Innate, Penetrating (2)
Skills Deception 10 (+11), Expertise: Torture & Interrogation 7 (+10), Expertise: Xenobiology 9 (+13), Insight 9 (+12), Intimidation 10 (+11), Investigation 6 (+10), Persuasion 10 (+11), Ranged Combat: Blaster Pistols 8 (+10), Technology 6 (+10), Treatment 5 (+9)
Advantages Benefit (1, Status: Voss’ Right Hand), Equipment (6), Fascinate 4 (Deception, Expertise: Torture & Interrogation, Intimidation, Persuasion), Well-Informed
Equipment Blaster Pistol (Blast 6 [energy], Penetrating [4]), Body Armor (Protection 6, Impervious [3]), Communicator, Neuroanalytic Scanner (Mind Reading 12, Limited: Surface Thoughts Only, Range: Close)
Offense Initiative +1, Blaster Pistol +10 (Damage 6), Bony Protrusions +1 (Damage 4), Neuroanalytic Scanner +1 (Mind Reading 12), Unarmed +1 (Damage 1)
Defense Dodge 7, Parry 7, Fortitude 7, Toughness 8, Will 14
Totals Abilities 30 + Skills 40 + Powers 5 + Defenses 18 + Advantages 12 = 115
.
GENE-BOUND BANSHEE
PL9
90 POINTS
Abilities Str -2, Sta -1, Agl 6, Dex 3, Fgt -1, Int -5, Awe 1, Pre -5
Powers
…Banshee’s Wail: Affliction 10 (Impaired/Disabled/Unaware, resisted with Fortitude), Area: Cone (2), Limited: …Hearing only; Damage 10 (sonic), Area: Cone (2), Penetrating (5); Linked Effects
…Ethereal Form: Concealment 4 (all visual senses), Duration: Permanent, Innate, Partial; Flight 2 (8 mph), …Duration: Permanent, Innate, Subtle (2)
…Vdronixian Physiology: Immunity 3 (high pressure environments, suffocation in alien atmosphere, Vdronixian …powers), Innate; Movement 1 (Environmental Adaptation: High Pressure Atmospheres)
Skills Perception 4 (+5)
Advantages Defensive Roll 5, Teamwork
Offense Initiative +6, Banshees Wail – (Affliction 10 & Damage 10, Linked Effects), Unarmed -1 (Damage -2)
Defense Dodge 13, Parry 3, Fortitude 2, Toughness 4/-1*, Will 3
* without Defensive Roll
Totals Abilities -8 + Skills 2 + Powers 74 + Defenses 16 + Advantages 6 = 90
GENE-BOUND BIONAUT
PL10
90 POINTS
Abilities Str 3, Sta 4, Agl 1, Dex 0, Fgt 2, Int -5, Awe 1, Pre -5
Powers
…Grafted Bio-Armor: Immunity 17 (life support, Toxic damage, Toxic effects), Innate; Protection 8
…Noxious Fumes: Affliction 7 (Impaired/Disabled/Incapacitated, resisted by Fortitude), Reach (1)
…Toxic Blood: Energy Aura 5 (Toxic), Innate
Skills Perception 4 (+5)
Advantages Close Attack (5), Great Endurance, Improved Smash, Teamwork
Offense Initiative +1, Noxious Fumes +7 (Affliction 7), Unarmed +7 (Damage 3)
Defense Dodge 7, Parry 9, Fortitude 12, Toughness 11, Will 3
Totals Abilities 2 + Skills 2 + Powers 55 + Defenses 23 + Advantages 8 = 90
GENE-BOUND FIRESWORN
PL9
90 POINTS
Abilities Str 6*, Sta 6*, Agl 1, Dex 1, Fgt 4, Int -5, Awe 1, Pre -5
* includes modifiers from Growth
Powers
…Magma Spit: Damage 7 (fire), Accurate (3), Reach (5), Secondary Effect
…Melt Through Anything: Burrowing 5 (2 mph), Innate
…Trodcullan Physiology: Energy Aura 4 (fire); Growth 6, Duration: Permanent, Innate, Limited: Only increases …weight; Immunity 6 (Heat/Fire damage, environmental Heat/Fire), Innate; Impervious Toughness 3; Movement 1 …(Environmental Adaptation: Heat), Innate
Skills Close Combat: Grappling 8 (+12), Close Combat: Unarmed 7 (+11), Intimidation 0 (-2). Perception 3 (+4), Stealth 0 (-5)
* includes modifiers from Growth
Advantages Favored Environment: Hot, Teamwork
Offense Initiative +1, Magma Spit +10 (Damage 7), Unarmed +11 (Damage 6)
Defense Dodge 5*, Parry 7*, Fortitude 12, Toughness 6, Will 3
* includes modifiers from Growth
Totals Abilities -6 + Skills 9 + Powers 64 + Defenses 21 + Advantages 2 = 90
GENE-BOUND FROSTHOUND
PL
90 POINTS
Abilities Str 1, Sta 3, Agl 4, Dex 2, Fgt 6, Int -5, Awe 4, Pre -5
Powers
…Feethsmarian Physiology: Movement (Environmental Adaptation: Cold, Trackless), Innate; Senses 7 …(Infravision, Smell [Acute, Extended (2), Tracking], Vision [Counters Weather Concealment, Radius]), Innate; …Speed 2 (8 mph), Innate
…Frozen Hide: Concealment 2 (smell, vision), Blending, Innate, Partial; Protection 3, Innate
…Icicle Bite: Strike 9 (cold & piercing), Linked: Strength, Penetrating (4)
Skills Athletics 6 (+7), Close Combat: Icicle Bite 10 (+16), Perception 7 (+11), Stealth 5 (+9)
Advantages Favored Environment: Arctic, Improved Initiative (1), Move-By Action, Teamwork
Offense Initiative +8, Icicle Bite +16 (Damage 10), Unarmed +6 (Damage 1)
Defense Dodge 13, Parry 10, Fortitude 7, Toughness 6, Will 4
Totals Abilities 20 + Skills 14 + Powers 35 + Defenses 17 + Advantages 4 = 90
GENE-BOUND GUARD
PL12
90 POINTS
Abilities Str 3, Sta 6, Agl 3, Dex 3, Fgt 4, Int -5, Awe 3, Pre -5
Powers
…Ruoenf Physiology: Protection 9, Impervious (9), Innate; Regeneration 7, Innate, Persistent
Skills Athletics 4 (+7), Perception 6 (+9)
Advantages Chokehold, Close Attack (5), Fast Grab, Great Endurance, Improved Grab, Improved Hold, Interpose, Power Attack, Teamwork
Offense Initiative +3, Unarmed +9 (Damage 3)
Defense Dodge 7, Parry 8, Fortitude 11, Toughness 15, Will 4
Totals Abilities 24 + Skills 5 + Powers 34 + Defenses 14 + Advantages 13 = 90
GENE-BOUND ION LANCER
PL13
90 POINTS
Abilities Str 2, Sta 1, Agl 5, Dex 1, Fgt 5, Int -5, Awe 2, Pre -5
Powers
…Fleet of Foot: Speed 4 (30 mph), Innate
…Ionized Scythe: Array
…●…Scythe Strike: Strike 9 (energy & slashing), Linked: Strength, Penetrating (8), Reach
…●…Reaping Sweep: Strike 7 (energy & slashing), Linked: Strength, Multiattack, Penetrating (5), Reach
Skills Acrobatics 7 (+12), Athletics 6 (+8), Close Combat: Ionized Scythe 10 (+15), Perception 5 (+7), Stealth 6 (+11)
Advantages Accurate Attack, Agile Feint, Defensive Roll (6), Evasion (1), Fearless, Improved Critical (1, Ionized Scythe 19-20), Improved Initiative (1), Move-By Action, Power Attack, Teamwork
Offense Initiative +9, Reaping Sweep +15 (Damage 9), Scythe Strike +15 (Damage 11); Unarmed +5 (Damage 2)
Defense Dodge 11, Parry 15, Fortitude 5, Toughness 7/1*, Will 3
* without Defensive Roll
Totals Abilities 12 + Skills 17 + Powers 25 + Defenses 21 + Advantages 15 = 90
GENE-BOUND PSI-WEAVER
PL12
90 POINTS
Abilities Str 3*, Sta 2*, Agl 2, Dex 2, Fgt 0, Int -5, Awe 4, Pre -5
* includes modifiers for Growth
Powers
…Arachnid Form: Extra Limbs 6 (4 arms, 6 legs), Innate; Movement 2 (Wall-Crawling 2), Innate
…Heavy Chitin: Growth 4, Duration: Permanent, Innate 1; Protection 4, Impervious (4)
…Psychic Awareness: Senses 4 (Detect [Minds, Extended, Radius, Ranged]), Innate
…Psychic Spider: Array
…●…Cerebral Assault: Mental Blast 8
…●…Telekinesis: Move Object 10 (25 tons), Precise, Range: Perception, Subtle
…●…Webbing: Affliction 11 (Hindered & Vulnerable/Defenseless & Immobilized, resisted by Dodge), Accurate (8), …●…Alternate Resistance: Dodge, Cumulative, Diminished Range, Extra Condition, Limited Degree, Range: …●…Ranged, Tether
Skills Insight 5 (+9), Intimidation 0 (-3), Perception 5 (+9), Stealth 0 (-2)
* includes modifiers for Growth
Advantages Teamwork
Offense Initiative +2, Cerebral Assault – (Damage 8), Unarmed +0 (Damage 3), Webbing +12 (Affliction 11)
Defense Dodge 6*, Parry 5*, Fortitude 3, Toughness 6, Will 16
* includes modifiers for Growth
Totals Abilities -10 + Skills 5 + Powers 68 + Defenses 26 + Advantages 1 = 90
GENE-BOUND SHOCK INFANTRY
PL11
90 POINTS
Abilities Str 3, Sta 3, Agl 2, Dex 4, Fgt 4, Int -5, Awe 2, Pre -5
Powers
…Altered Betavoltaics: Array
…●…Lightning Slash: Blast 9 (Lightning), Penetrating (3)
…●…Chain Lightning: Blast 7 (Lightning), Multiattack
…Grafted Tentacle: Strike 9 (bludgeoning & electricity), Reach
…Maerynian Physiology: Immunity 3 (Cold environments, drowning, pressure), Innate; Movement 1 …(Environmental Adaptation: Aquatic), Innate; Protection 4, Impervious (1), Innate; Senses 1 (Low-Light Vision), …Innate; Swimming 4 (8 mph), Innate
Skills Athletics 3 (+6), Close Combat; Grafted Tentacle 8 (+12), Perception 4 (+6), Ranged Combat: Altered Betavoltaics 9 (+13)
Advantages Fast Grab, Favored Environment: Aquatic, Improved Grab, Teamwork
Offense Initiative +2, Chain Lightning +13 (Damage 7), Grafted Tentacle +12 (Damage 9), Lightning Slash +13 (Damage 9), Unarmed +4 (Damage 3)
Defense Dodge 7, Parry 7, Fortitude 6, Toughness 7, Will 3
Totals Abilities 16 + Skills 12 + Powers 46 + Defenses 12 + Advantages 4 = 90
GENE-BOUND SOLDIER
PL13
90 POINTS
Abilities Str 0, Sta 0, Agl 6, Dex 6, Fgt 3, Int -5, Awe 1, Pre -5
Powers
…Thorathian Firearms: Blast 13 (ballistic), Penetrating (7), Split Attack (1); Easily Removable
…Body Armor: Protection 5, Impervious (5); Removable
Skills Acrobatics 2 (+8), Perception 4 (+5), Ranged Combat: Thorathian Firearms 7 (+13), Sleight of Hand 3 (+9), Stealth 4 (+10)
Advantages Accurate Attack, Defensive Attack, Defensive Roll (5), Improved Aim, Improved Critical (2, Thorathian Firearms 18-20), Power Attack, Precise Attack (2, ranged: cover & concealment), Quick Draw Teamwork
Offense Initiative +6, Thorathian Firearms +13 (Damage 13), Unarmed +3 (Damage 0)
Defense Dodge 14, Parry 11, Fortitude 6, Toughness 10/5*/0**, Will 2
* without Body Armor or without Defensive Roll
** without Body Armor or Defensive Roll
Totals Abilities 12 + Skills 10 + Powers 30 + Defenses 23 + Advantages 15 = 90
EDITOR’S NOTE: I tried to flesh out Voss’ enslaved troops while keeping with what I could clean from the cards and their flavor text, to give them a little more utility and roundedness beyond “they deal X type of damage and are immune to X type of damage.” I always felt that the shackling and engineering process Voss and his butchers put them through destroyed their intellect and personality (represented by the -5 in Intellect and Presence, and summoned Minions without the Active modifier only get a half turn each round) while leaving them utterly controlled by Voss, which is why the Summon powers have the Controlled modifier
In her biography on the site, The Matriarch hardly seems worth taking seriously, but in the game she’s an absolute beast. I tried to capture that here, while using skills to represent her first steps into interests beyond the latest boy-band. Basically, I imagined by own teenage daughter with superpowers. It was scary.
THE MATRIARCH
PL14
ABILITIES
Strength -1, Stamina 0, Agility 8/2*, Dexterity 5/1*, Fighting -2, Intellect 0, Awareness 1. Presence 5/2**
* without Avian Agility
** without Regal Bearing
POWERS
The Mask of the Matriarch: 332 points
Removable (-66 points)
…Avian Agility: Enhanced Advantages 16; Enhanced Agility 6; Enhanced Dexterity 4; Enhanced Dodge 7; …Enhanced Parry 9
52 points
…The Clattering of Jackdraws: Comprehend 2 (speak to/comprehend animals), Broad: Carrion birds
2 points
…Carrion Fields: Array
62 points
…●…Horrid Cacophony: Affliction 12 (Dazed & Impaired/Disabled & Stunned/Incapacitated & Unaware, resisted by …●…Fortitude), Area: Burst (3), Extra Condition, Limited: Area of effect must be filled with summoned birds, Limited: …●…Hearing only, Range: Perception
60 points
…●…A Murder of Crows: Damage 11 (piercing & slashing), Area: Burst (3), Limited: Area of effect must be filled …●…with summoned birds, Penetrating (5), Range: Perception
1 point
…●…An Unkindness of Ravens: Concealment 6 (all visual & hearing), Affects Others, Area: Burst (3), Attack, …●…Limited: Area of effect must be filled with summoned birds
1 point
…Darken the Skies: Summon Carrion Birds 3 (45 points), Active, Controlled, Horde, Mental Link, Multiple Minions …11 (2,048 birds)
82 points
…The Flock Eternal: Regeneration 10, Persistent, Source: Must be surrounded by summoned birds
10 points
…Her Majesty’s Vengeance: Blast 14 (psychic & toxic), Action: Reaction (when one of her summoned birds is …taken down), Alternate Resistance: Will, Range: Perception
98 points
…Regal Bearing: Enhanced Presence 3; Enhanced Will 9
15 points
…Thought & Memory: Communication 3 (mental), Limited: Huginn & Muninn only, Subtle (2)
11 points
SKILLS
Deception 3 (+8/+5*), Expertise: Popular Culture 9 (+10), Expertise: Ornithology 3 (+3), Intimidation 3 (+8/+5*), Perception 4 (+5), Persuasion 2 (+7/+4*), Stealth 2 (+10/+4**), Technology 1 (+1), Vehicles 1 (+6/+2**)
* without Regal Bearing
** without Avian Agility
ADVANTAGES
Attractive (1), Beginner’s Luck, Defensive Roll* (10), Evasion* (2), Fearless, Improved Initiative* (2), Instant Up*, Sidekick: Huginn (21), Sidekick: Muninn (21), Uncanny Dodge* (Mental)
Advantages marked with an “*” are gained through Enhanced Advantages
OFFENSE
Initiative +16/+2*
Horrid Cacophony –, Perception, Affliction 12, Area: Burst (3), Limited: Hearing only & area must be filled with birds
A Murder of Crows –, Perception, Damage 11, Area: Burst (3), Limited: Are must be filled with birds, Penetrating (5)
Unarmed -2, Close, Damage -1
* without Avian Agility
DEFENSE
Dodge 18/5*
Parry 12/3*
Fortitude 4
Toughness 10/0*
Will 14/5**
* without Avian Agility
** without Regal Bearing
POWER POINTS
Abilities 6
Skills 14
Powers 266
Defenses 16
Advantages 45
Total 347
COMPLICATIONS
Egomaniac: The self-styled Matriarch is determined to be recognized as a world power, and she thinks she has the power to do it. Add in the usual teenage drama & trauma factor, and you get one of the most melodramatic supervillains to ever grace the Multiverse. She is prone to extremely overdramatic gestures and monologuing; in her mind, why sneak in and kidnap the mayor when you can trumpet your demands from the roof of City Hall, while your minions blanket the city for blocks around?
Enemy: Tachyon.
Motivation – Recognition: Lillian Corvus wants to be important. She wants to be recognized. More to the point, she wants everyone else to recognize her importance. And if the entire world must bow before Her Avian Majesty to cement that fact in everyone’s head, so be it.
One Flock: The Matriarch cannot issue individual commands to her summoned birds on a turn that she uses any of her Carrion Fields powers.
Power Loss: The Matriarch cannot create her flock out of nothingness; she merely calls out to the carrion birds already present in the area and draws them close. The maximum range of her call is about 10 miles; if she is somehow separated from her flock, she cannot use Darken the Sky (which precludes the use of other powers).
Ruler of the Flock: The presence of unusual or unseasonal amounts of carrion birds is a dead giveaway that The Matriarch is nearby. She rarely conceals her presence in any meaningful way; after all, what is a queen without her subjects?
Slipping Away: The more Lillian wears the Mask, the more influence it has over her. It’s not sentient, per se, but the power it grants is slowly altering her personality and mindset. Her mannerisms increasingly resemble those of the animals she claims dominion over, and she’s having more and more difficulty interacting with other people in any fashion. More to the point, there are signs that the Mask leaves an “imprint” on her, allowing her to use its abilities for a short time after it is removed. The longer she possesses the Mask, the longer the imprint lasts; it’s anyone’s guess if and when it will become permanent. Lillian’s dreams are filled with the rustling of feathers and cawing of crows.
Temper: The Matriarch is determined to make her own mark in the world. Anyone who has the audacity to compare her to anyone or anything else, whether negatively or positively, is immediately and irrevocably put on her (often fatal) “to-do” list.
.
[size=20]CARRION BIRD /size
PL8
45 POINTS
Abilities Str -1*, Sta 1, Agl 3, Dex 2, Fgt 3, Int -1, Awe 3, Pre -2
* includes modifiers from Shrinking
Powers
…Beak & Talons: Strike 6 (piercing & slashing), Innate, Penetrating (3)
…Bird: Flight 3 (16 mph), Innate, Wings; Shrinking 2, Duration: Permanent, Innate
Skills Acrobatics 2 (+5), Athletics 4 (+3), Close Combat: Beak & Talons 6 (+9), Intimidation 0 (-3), Perception 4 (+7), Stealth 2 (+7)
* includes modifiers from Shrinking
Advantages Improved Initiative (1), Teamwork, Uncanny Dodge (Mental)
Offense Initiative +7, Beak & Talons +9 (Damage 6), Unarmed +3 (Damage -1)
Defense Dodge 4*, Parry 4*, Fortitude 1, Toughness 1, Will 3
* includes modifiers from Shrinking
Totals Abilities 18 + Skills 9 + Powers 15 + Defenses 0 + Advantages 3 = 45
.
HUGINN
PL14
105 POINTS
Abilities Str 2*, Sta 2, Agl 2, Dex 1, Fgt 2, Int -1, Awe 1, Pre -2
* includes modifiers from Shrinking
Powers
…Beak & Talons: Strike 11 (piercing & slashing), Limited: Strength, Penetrating (3)
…Big Bird: Flight 4 (30 mph), Innate, Wings; Shrinking 1, Duration: Permanent, Innate
…Eternal: Immortality 12 (15 minutes), Limited: Must be within 50 feet of Muninn; Protection 5, Impervious (5)
…Her Majesty Endures: Enhanced Stamina 12, Affects Others Only, Fades, Limited: The Mask-Bearer, Reach [color=white]…/color, Range: Close
Skills Acrobatics 3 (+5), Athletics 4 (+6), Close Combat: Beak & Talons 12 (+14), Perception 3 (+4), Stealth 6 (+9)*
* includes modifiers from Shrinking
Advantages Defensive Roll (5), Improved Initiative (1)
Offense Initiative +6, Beak & Talons +14 (Damage 13), Unarmed +2 (Damage 2)
Defense Dodge 9, Parry 5, Fortitude 6, Toughness 12/7*, Will 5
* without Defensive Roll
Totals Abilities 16 + Skills 14 + Powers 51 + Defenses 18 + Advantages 6 = 105
MUNINN
PL9
105 POINTS
Abilities Str -1*, Sta 2, Agl 3, Dex 2, Fgt 1, Int -1, Awe 4, Pre -1
* includes modifiers from Shrinking
Powers
…Beak & Talons: Strike 9 (piercing & slashing), Innate, Penetrating (6)
…Big Bird: Flight 4 (30 mph), Innate, Wings; Shrinking 1, Duration: Permanent, Innate
…Eternal: Immortality 12 (15 minutes), Limited: Must be within 50 feet of Huginn
…Her Majesty’s Strength: Enhanced Close Combat: Unarmed Skill 8 (16 ranks), Affects Others Only, Fades, …Limited: The Mask-Bearer, Reach (4), Range: Close; Enhanced Strength 8, Affects Others Only, Limited: The …Mask-Bearer, Reach (4), Range: Close; Linked Effects
Skills Acrobatics 2 (+5), Athletics 3 (+2), Close Combat: Beak & Talons 8 (+9), ( Perception 5 (+9), Stealth 6 (+10)*
* includes modifiers from Shrinking
Advantages Defensive Roll (7), Improved Initiative (1)
Offense Initiative +7, Beak & Talons +9 (Damage 9), Unarmed +1 (Damage -1)
Defense Dodge 8, Parry 4, Fortitude 4, Toughness 9/2*, Will 8
* without Defensive Roll
Totals Abilities 20 + Skills 12 + Powers 51 + Defenses 14 + Advantages 8 = 105
How to make a more-or-less unpowered duo the biggest threats in the game? Lots of points into everything else.
THE CHAIRMAN
PL14
ABILITIES
Strength 7, Stamina 7, Agility 6, Dexterity 6, Fighting 6, Intellect 7, Awareness 6, Presence 7
POWERS
Brutal Fighter: Strike 7 (bludgeoning), Innate, Linked: Strength
8 points
Perfect Human Specimen: Immunity 3 (aging, disease, poison), Innate; Protection 8, Impervious (4)
16 points
SKILLS
Acrobatics 3 (+9), Athletics 8 (+15), Deception 10 (+17), Expertise: Business 13 (+20), Expertise: Criminal Mastermind 17 (+24), Expertise: Rook City 12 (+18), Expertise: Streetwise 7 (+13), Insight 9 (+15), Intimidation 14 (+21), Investigation 6 (+13), Perception 9 (+15), Persuasion 8 (+15), Technology 3 (+10), Vehicles 3 (+9)
ADVANTAGES
Accurate Attack, Assessment, All-Out Attack, Benefit (7, Alternate Identity: Graham Pike “III”, Status: Premier Businessman, Wealth: Billionaire), Chokehold, Close Attack (6), Connected, Contacts, Defensive Attack, Diehard, Eidetic Memory, Equipment (11), Fast Grab, Fearless, Great Endurance, Improved Critical (3, Brutal Fighter 17-20), Improved Grab, Improved Hold, Improved Initiative, Leadership, Power Attack, Ranged Attack (3), Sidekick: The Operative (56), Teamwork, Well-Informed
EQUIPMENT
Customized Pistol: Blast 7 (ballistic), Multiattack, Penetrating (4)
25 points
HQ: PIKE INCORPORATED HOME OFFICE
28 POINTS
Size: Huge, Toughness: 20, Features: Combat Simulator, Computer, Concealed, Defense System, Fire Prevention System, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Personnel (2), Power System, Secret, Security System, Workshop
OFFENSE
Initiative +10
Brutal Fighter +12, Close, Damage 14, Linked: Strength
Customized Pistol +9, Ranged, Damage 7, Multiattack, Penetrating (4)
Unarmed +12, Close, Damage 7
DEFENSE
Dodge 13
Parry 13
Fortitude 13
Toughness 15
Will 15
POWER POINTS
Abilities 104
Skills 61
Powers 24
Defenses 29
Advantages 106
Total 324
COMPLICATIONS
Corruption & Vice: Virtually the entirety of Rook City’s government is on The Organization’s payroll in some way or another. However, the larger this web of contacts grows, the more difficult it becomes to deny the existence of The Chairman. Ordinary citizens are getting tired of living in fear, of being bullied by people who would rather take than work. Indeed, it may have reached the point where an in-depth federal investigation, made with enough secrecy to circumvent even the Chairman’s network of contacts could topple the The Organization. Rumors of The Chairman and the Organization may have reached the point where joint task forces are being formed amongst government agencies with the sole purpose of uncovering once and for all the truth behind the unbelievable crime rates in Rook City, and revealing once and for all the man behind the curtain.
Enemy: Mister Fixer.
Identity: Thanks to secret alchemical treatments developed by Pike Industrial, Chairman Pike has sat in his seat for almost a century. He works hard through bribe, forgery, and outright murder to cover up the fact that Graham Pike III is actually the original Chairman Pike, and that he is also The Chairman, kingpin of crime of all stripes in Rook City.
Motivation – Greed: The Chairman has power. The more he has, the more he wants. He sees how easy it is to maintain utter control of Rook City through fear and graft, and he makes plans to start snaking his tendrils farther and farther from his home city.
Pawns on the Board: The only thing The Chairman values is power, and the things that grant it (money). Everything else is expendable; it’s just a matter of how long and how much gain it would generate. Even his Operative, his most valued and trusted subordinate, is just a game piece to be sacrificed when it would grant him the most benefit. Most of his pawns do not take appreciate being sacrificed (the few that survive, that is), but there is little many of them can do about it in the face of such a master of the game.
“Rook City is Mine!”: The Chairman maintains his rule of Rook City though iron-clad control of an extensive network of criminal associates, ranging from common street thugs to specialized professional criminals to thoroughly corrupted elected officials in all strata of city administration. This provides ample opportunities for cut-outs and smoke screens to conceal the existence of The Chairman as a criminal figure,but the more the criminal empire grows, the more The Chairman has to rely on subordinates to maintain the hierarchy. Aside from The Operative, his rule is maintained through fear, blackmail, and graft, which means that much of The Organization is vulnerable to someone with more money, more dirt, or that is more terrifying than The Chairman.
/
THE OPERATIVE
PL14
285 POINTS
Abilities Str 5, Sta 6, Agl 8, Dex 6, Fgt 9, Int 3, Awe 5, Pre 4
Powers
…Highly Trained Killer: Strike 7 (bludgeoning & piercing & slashing), Innate, Linked: Strength, Penetrating (8)
…Perfect Human Specimen: Immunity 3 (aging, disease, poison), Innate; Impervious Toughness 5, Innate
Skills Acrobatics 13 (+21), Athletics 11 (+16), Deception 9 (+13), Expertise: Finances & Accounting 17 (+20), Expertise: Martial Arts 17 (+22), Expertise: Rook City 12 (+17), Expertise: Streetwise 19 (+24), Insight 9 (+14), Intimidation 15 (+19), Investigation 8 (+11), Perception 15 (+20), Persuasion 7 (+11), Sleight of Hand 6 (+12), Stealth 12 (+20), Technology 4 (+7), Vehicles 4 (+10)
Advantages Accurate Attack, Agile Feint, All-Out Attack, Assessment, Attractive (1), Benefit (2, Alternate Identity: Sophia Anna Isabel DeLeon, Status: CFO of Pike Incorporated), Chokehold, Close Attack (7), Connected, Defensive Attack, Defensive Roll (6), Diehard, Evasion (1), Fast Grab, Favored Environment: Urban, Fearless, Great Endurance, Improved Critical (2, Highly Trained Killer 18-20), Improved Disarm, Improved Grab, Improved Hold, Improved Initiative (1), Improved Smash, Improved Trip, Instant Up, Power Attack, Seize Initiative, Startle, Taunt, Teamwork, Tracking, Uncanny Dodge (hearing), Weapon Bind
Offense Initiative +12, Highly Trained Killer +16 (Damage 12), Unarmed +16 (Damage 5)
Defense Dodge 16, Parry 16, Fortitude 12, Toughness 12/6*, Will 16
* without Defensive Roll
Totals Abilities 92 + Skills 89 + Powers 26 + Defenses 32 + Advantages 46 = 285
Well, that’s every hero and villain in the core set and Rook City expansion. If anyone wants a PDF of the statblocks for the heroes or villains, drop me a private message. Since I couldn’t make it to Gen Con or PAX, I’m patiently waiting for my box of EE/IR Kickstarter goodies to show up on my doorstep. After a few weeks of near-constant play to get a feel for the Infernal Relics and promotional characters, I’ll stat them up and keep adding to this thread.
Speaking of promotional characters, since I wrote up Young Legacy, would anyone be interested in seeing Mad Bomber Blade and Cosmic Omnitron written up once I get my hands on them and play against them a few times, including increased power levels and all-new tricks? (On another thread, Christopher mentioned that approximately, Mad Bomber Blade was difficulty 2 and Cosmic Omnitron was difficulty 3.)
Enjoy.
-CSR
Next on the roster:
FANATIC
PL10
ABILITIES
Strength 6, Stamina 4/2*, Agility 3, Dexterity 2, Fighting 3, Intellect 0, Awareness 6, Presence 4
*without Absolution
POWERS
Absolution: 21 points
Easily Removable (-8 points)
…Divine Focus: Enhanced Parry 6
6 points
…Holy Fortitude: Enhanced Stamina 2
4 points
…Templar’s Blade: Array
11 points
…●…Sanctifying Strike: Damage 4, Linked: Strength, Penetrating (6), Variable Descriptor (Fire, Radiant, …●…Slashing)
10 points
…●…Smite the Transgressors: Damage 4, Linked: Strength, Penetrating (4), Split Attack (2), Variable Descriptor …●…(Fire, Radiant, Slashing)
1 point
Aegis of Resurrection: 10 points
Removable (-2 points)
…No Rest for the Righteous: Immortality 5 (1 day)
10 points
True Faith
37 points
…Armor of Faith: Protection 2, Duration: Sustained, Impervious (2)
4 points
…Divine Favor: Array
17 points
…●…Chastise: Affliction 8 (Vulnerable/Defenseless/Paralyzed, resisted by Will), Accurate (2), Action: Full, …●…Duration: Concentration, Reach (5)
15 points
…●…End of Days: Nullify Powers 5, Action: Full, Area: Burst (2), Broad, Concentration, Tiring
1 point
…●…Wrathful Retribution: Blast 8 (radiant), Action: Full, Area: Burst, Limited: Must be Staggered or worse, …●…Penetrating (7)
1 point
…Faith of the Mighty: Enhanced Strength 5 (3,200 lbs.), Duration: Permanent
10 points
Wings of an Angel: Flight 5 (60 mph), Innate, Wings
6 points
SKILLS
Close Combat: Absolution 7 (+10), Expertise: Christianity 7 (+7), Expertise: Lima 6 (+12), Insight 6 (+12), Intimidation 9 (+13), Perception 5 (+11), Persuasion 4 (+8)
ADVANTAGES
All-Out Attack, Attractive (1), Fearless, Great Endurance, Improved Critical (2, Templar’s Blade 18-20), Interpose, Languages (English, Spanish), Luck (1), Move-By Action, Power Attack, Startle, Weapon Bind
OFFENSE
Initiative +3
Chastise +7, Close, Affliction 8, Duration: Concentration, Reach (5)
End of Days –, Close, Nullify 5, Area: Burst (2)
Sanctifying Strike +10, Close, Damage 10, Penetrating (6), Crit 18-20, Linked: Strength
Smite the Transgressors +10, Close, Damage 10, Penetrating (4), Split Attack (2), Crit 18-20, Linked: Strength
Unarmed +3, Close, Damage 6
Wrathful Retribution –, Ranged, Damage 8, Area: Burst, Penetrating (7)
DEFENSE
Dodge 7
Parry 11 / 5*
Fortitude 7/5*
Toughness 9/7*
Will 11
* without Absolution
POWER POINTS
Abilities 42
Skills 22
Powers 58
Defenses 14
Advantages 14
Total 150
COMPLICATIONS
Enemy: Apostate.
Hatred: Anyone perceived as being “against God” or “doing Satan’s bidding” – including most criminals and villains – incurs the full brunt of Fanatic’s holy wrath.
Motivation – Doing Good: Fanatic lives her life according to how (she thinks) the Good Samaritan would have lived his, had he possessed abilities like hers.
Power Loss: If Fanatic cannot or (for some reason) will not pray every twelve hours by meditating quietly in a darkened space and speaking aloud, she loses her True Faith until she spends a day in ascetic meditation to atone. Until her atonement is complete, she will also refuse to draw Absolution, believing it will not serve her until she has served Him.
Prejudice: When confronted with anything looking even vaguely demonic, Fanatic tends to behead first and ask questions later. It does not matter if the being in question if a mutant, an alien, or something else; first impressions rule Fanatic’s judgment.
Reputation: Fanatic has a reputation for being impulsive and obstinate under the best of circumstances, and commonly cites the Bible as often as possible, regardless of whether she is offering relationship advice to a comrade or arguing tactics before a battle.
EDITOR’S NOTE: Fanatic got a pretty hefty boost to her strength through Faith of the Mighty, with a consummate reduction to her attack powers with Absolution. Christopher pointed out that she’s supposed to be super-strong, and after I realized I was arguing with the guy who created the character, I used the time-honored method of repeatedly slamming my head into the table in an attempt to beat the jackass out of myself, and then made the appropriate changes.
I'm just curious if there's any likelyhood of this project continuing for the newer heroes (and maybe even villains.) No big deal, really, but I think this was a really great concept.
I had never seen these until now.
I have been dying to get a M&M game going.
Now even more so.
sigh.
I don't know Mutants & Masterminds, but very desperately want to write out most of the heroes as Fate Accelerated characters.
I would take great interest in that.
Me too. I love FATE, although I've only played the "older" versions (SotC, Dresden, stuff like that).
I'm not so interested in actually playing an existing hero though, i love the creation process too much. But a Sentinels-style hero? Awesome.
You could always set the game in the Multiverse but have your own character. I generally prefer that to playing someone else's character myself.
That sounds good. I'm also good with canon characters as cameo NPCs.
I'd never want to play a pre-existing character in any RPG (or write about them in a story). I'd feel like I was trying to write a fan-fiction or something. I wouldn't want to be using someone else's character - I'd feel like I was "playing them wrong", having them do stuff they might not actually do because I don't know their personalities like their original creator does. Similarly, I get rather annoyed if anyone tries to control my character in an RPG (doesn't really happen though, the people I play with :)), because that character is mine and if anyone's gonna decide what kind of action they're about to try and take, or how they're gonna react to a situation, it's me. Anyway, I really like char gen in games - sometimes it's the most fun part. If I get a new (computer) RPG I might spend an hour or more just messing around with the character creation, putting together a character I really like. This includes (where possible) those games where you can heavily edit your character's appearance, even if the game is first-person and I don't really get to see the character once I've made them (like Skyrim). But if a computer RPG has the option of either first-person or third-person I'll take the former every time - immersion for me, please! :D.
If you were looking for FATE conversions, you could always use ICONS instead. It's specifically a supers-game, but uses the FATE mechanics, albeit with powers already pre-built.
i actually statted up Citizen Dawn and Baron Blade in ICONS some time ago. No clue what I did with their sheets, though.
For me, it would be Wild Talents (which is my personal favorite for superhero RPGs).
Though I'm not sure I'd bother trying to make them all equivilent point budgets. I think I'd set them in tiers (borrowing the super weird concept from tvtropes).
Weight 1: Wraith, Expatriette
Weight 2: Mr. Fixer, Parse, Chrono-Ranger, Unity
Weight 3: Absolute Zero, Tachyon, Setback, Naturalist, KNYFE, each of the Sentinels
Weight 4: Bunker, Tempest, Nightmist, Visionary, Scholar, Omnitron-X
Weight 5: Legacy, Fanatic, Ra, Haka, Argent Adept
I still use M&M 2nd Ed.
I've thought about running M&M for my group using SotM universe, but we ended up doing Pathfinder instead.
[b][u][size=50]UNITY[/size][/u][size=35] ▪ PL10[/size][/b]
[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 0, [b]Stamina[/b] 0, [b]Agility[/b] 1, [b]Dexterity[/b] 1, [b]Fighting[/b] 1, [b]Intellect[/b] 5, [b]Awareness[/b] 2, [b]Presence[/b] 2
[b][size=20]POWERS[/size][/b]
[b]Technokinesis:[/b] Array ▪ [i]60 points[/i]
●[color=white]...[/color][b]Bot-Hack:[/b] Summon Mechanical Golem 6 (90 power points), Action: Full-round, Active, Controlled, Distracting, Limited: Requires supply of generic parts, Mental Link, Multiple Minions (4, 16 minions) ▪ [i]55 points[/i]
●[color=white]...[/color][b]Brainstorm[/b] Damage 10 (lightning), Penetrating, Range: Perception, Split (2) ▪ [i]1 point[/i]
●[color=white]...[/color][b]Ferrokinesis:[/b] Move Object 17 (3.2 kilotons), Damaging (bludgeoning/crushing), Limited Material: Technology, Precise, Range: Perception ▪ [i]1 point[/i]
●[color=white]...[/color][b]Inspired Repair[/b] Healing 10, Action: Full, Affects Objects Only, Energizing, Limited: Requires supply of generic parts, Persistent, Restorative, Resurrection, Stabilize ▪ [i]1 point[/i]
●[color=white]...[/color][b]Powered Shock Wave:[/b] Affliction 9 (Dazed & Fatigued/Exhausted & Stunned), Extra Condition, Limited Degree; Damage 9 (lightning & bludgeoning), Area: Burst (2); Linked Effects ▪ [i]1 point[/i]
●[color=white]...[/color][b]Volatile Parts:[/b] Nullify 10 (technological), Alternate Resistance: Toughness, Area: Burst (2), Broad, Duration: Concentration, Random, Range: Close, Simultaneous ▪ [i]1 point[/i]
[b]Technopathy:[/b] Communication 3 (long range, mental), Limited: Technology only, Subtle (2); Comprehend 2 (technology) ▪ [i]15 points[/i]
[b][size=20]SKILLS[/size][/b]
Expertise: Engineering 9 (+14), Expertise: Mathematics 6 (+11), Perception 6 (+8), Technology 15 (+20), Vehicles 8 (+9)
[b][size=20]ADVANTAGES[/size][/b]
Attractive, Benefit (1, Freedom Five Intern), Equipment (2), Favored Foe: Mechanical Constructs, Fearless, Improved Initiative (1), Inventor, Skill Mastery: Technology
[b][size=20]EQUIPMENT[/size][/b]
[b]Adventuring outfit:[/b] Protection 3 ▪ [i]3 points[/i]
[b]Freedom Five ID card[/b] ▪ [i]1 point[/i]
[b]Lab gloves:[/b] Immunity 3 (lab accidents) ▪ [i]3 points[/i]
[b]Tool belt[/b] ▪ [i]1 point[/i]
[b][size=20]HQ: EAKEN-RUBENDALL LAB[/size][size=15] ▪ 2 POINTS[/size][/b]
[b]Size:[/b] Medium, [b]Toughness:[/b] 8, [b]Features:[/b] Laboratory, Workshop (Caspit's “Playground”); shared with Tachyon & Absolute Zero
[b][size=20]OFFENSE[/size][/b]
[b]Initiative +5[/b]
Brainstorm –, Perception, Damage 10, Penetrating (10), Split (2)
Ferrokinesis –, Perception, Damage 10
Powered Shock Wave –, Close, Affliction 9 & Damage 9, Area: Burst (2), Linked Effects
Volatile Parts –, Close, Nullify 10, Alternate Resistance: Toughness
[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 6
[b]Fortitude[/b] 4
[b]Parry[/b] 3
[b]Toughness[/b] 3/0*
[b]Will[/b] 11
[size=10]*without Adventuring Outfit[/size]
[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 24
[b]Skills[/b] 22
[b]Powers[/b] 75
[b]Defenses[/b] 20
[b]Advantages[/b] 9
[b][u]Total[/u][/b] 150
[b][size=20]COMPLICATIONS[/size][/b]
[b]Accident:[/b] When it comes to using her powers, Unity isn't very discriminating about where she gets the needed material. Many of her technology-oriented teammates have found pieces of their gear being ripped off and incorporated into one of her golems with no warning.
[b]Motivation – Thrills:[/b] Unity is completely enamored with her powers. She looks for every opportunity to exercise them, show them off, push their limits. To top it off, she's always spoiling with a fight, because battles with supervillains always leave the most interesting wreckage for her to play with.
[b]Power Loss:[/b] If there is nothing technological within 50 yards, Unity's powers are rendered inert. This state, where she has nothing to manipulate, can leave her catatonic as her over-active mind turns upon itself.
[b]Rivalry:[/b] Tachyon's desire for order and procedure, especially in her own lab, rubs Unity the wrong way. Sometimes, it seems as though she goes out of her way to figure out the way Tachyon would do something, and then do the exact opposite. Just to get a rise out of her mentor/friend/occasional teammate.
[b]Short Attention Span:[/b] Unity essentially has a form of high-functioning attention deficit disorder. The ability to manipulate technology at the fundamental level has made her impatient for doing, or even learning, things the “slow way.”
[color=white].[/color]
[b][size=20]CHAMPION BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 10, Sta -, Agl 2, Dex 2, Fgt 0, Int -, Awe 2, Pre -
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate
[color=white]...[/color][b]Mechanical Body:[/b] Protection 10, Impervious 10
[color=white]...[/color][b]To the Rescue:[/b] Flight 5 (100 mph)
[b]Skills[/b] Close Combat: Unarmed 10 (+10), Perception 6 (+8)
[b]Advantages[/b] Accurate Attack, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Interpose, Power Attack
[b]Offense[/b] Initiative +6, Unarmed +10 (Damage 10)
[b]Defense[/b] Dodge 6, Fortitude -, Parry 8, Toughness 10, Will -
[b]Totals[/b] Abilities 2 + Powers 60 + Skills 12 + Defenses 8 + Advantages 8 = 90
[b][size=20]CRYO BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 2, Sta -, Agl 3, Dex 4, Fgt 2, Int -, Awe 2, Pre -
[b]Powers [/b]
[color=white]...[/color][b]Cryo Bot:[/b] Immunity 40 (Cold effects, Fortitude effects), Innate; Movement 2 (Environmental Adaptation: Cold), Innate; Protection 6, Impervious (4)
[color=white]...[/color][b]Cryogenerators:[/b] Array
[color=white]...[/color]●[color=white]...[/color][b]Freeze!:[/b] Affliction 7 (Hindered/Immobilized/Paralyzed, resisted by Fortitude), Alternate Resistance: Dodge, Cumulative, Range: Ranged
[color=white]...[/color]●[color=white]...[/color][b]Glacier:[/b] Create 10 (ice, 1,000 cu. ft.), Duration: Permanent, Innate
[color=white]...[/color]●[color=white]...[/color][b]Ice Beam:[/b] Damage 8 (cold & piercing), Penetrating (4), Range: Ranged
[b]Skills[/b] Perception 4 (+6), Ranged Combat: Cryogenerators 6 (+10)
[b]Advantages[/b] Favored Environment: Cold, Teamwork
[b]Offense[/b] Initiative +3, Freeze! +10 (Affliction 7), Ice Beam +10 (Damage 8), Unarmed +2 (Damage 2)
[b]Defense[/b] Dodge 9, Fortitude -, Parry 6, Toughness 6, Will -
[b]Totals[/b] Abilities -4 + Powers 77 + Skills 5 + Defenses 10 + Advantages 2 = 90
[b][size=20]PLATFORM BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 4, Sta -, Agl 0, Dex 0, Fgt 0, Int -, Awe 3, Pre -
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate
[color=white]...[/color][b]Deflector Shield:[/b] Protection 15, Duration: Sustained, Impervious (10)
[color=white]...[/color][b]Gravity Drive:[/b] Flight 4 (30 mph)
[color=white]...[/color][b]Offensive Array:[/b] Array
[color=white]...[/color]●[color=white]...[/color][b]Focused Blasters:[/b] Damage 12 (energy), Range: Ranged, Split Attack (1)
[color=white]...[/color]●[color=white]...[/color][b]Pulse Laser:[/b] Damage 8 (energy), Multiattack, Range: Ranged, Split Attack (1)
[b]Skills[/b] Perception 8 (+11), Ranged Combat: Offensive Array 8 (+8)
[b]Advantages[/b] Accurate Attack, Interpose, Power Attack
[b]Offense[/b] Initiative +0, Focused Blasters +8 (Damage 12), Pulse Lasers +8 (Damage 8), Unarmed +0 (Damage 4)
[b]Defense[/b] Dodge 5, Fortitude -, Parry 0, Toughness 15 / 0*, Will -
[size=10]* without Deflector Shield[/size]
[b]Totals[/b] Abilities -16 + Powers 90 + Skills 8 + Defenses 5 + Advantages 3 = 90
[b][size=20]RAPTOR BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 3, Sta -, Agl 4, Dex 3, Fgt 4, Int -, Awe 1, Pre -
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate
[color=white]...[/color][b]Mr. Chomps:[/b] Shrinking 2 (1 foot tall), Duration: Permanent, Innate, Normal Strength; Protection 5, Impervious (5), Speed 3 (6 mph), Innate
[color=white]...[/color][b]Power Bite:[/b] Damage 6 (piercing & slashing), Penetrating (6)
[b]Skills[/b] Close Combat: Power Bite 9 (+13), Perception 7 (+8), Stealth 10 (+16)
[b]Advantages[/b] Evasion (2), Fearless, Instant Up, Move-by Action, Power Attack, Precise Attack, Teamwork, Uncanny Dodge
[b]Offense[/b] Initiative +4, Power Bite +13 (Damage 7)
[b]Defense[/b] Dodge 10, Fortitude -, Parry 11, Toughness 5, Will -
[b]Totals[/b] Abilities 0 + Powers 57 + Skills 13 + Defenses 11 + Advantages 9 = 90
[b][size=20]STEALTH BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 2, Sta -, Agl 4, Dex 3, Fgt 4, Int -, Awe 2, Pre -
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate; Protection 4, Impervious (2)
[color=white]...[/color][b]Martial Arts Emulation:[/b] Damage 5 (bludgeoning), Linked: Strength
[color=white]...[/color][b]Shuriken Launcher:[/b] Damage 8 (slashing), Diminished Range, Penetrating (4), Range: Ranged
[b]Skills[/b] Close Combat: Martial Arts 10 (+14), Perception 6 (+8), Ranged: Shuriken Launcher 5 (+8), Stealth 9 (+13)
[b]Advantages[/b] Defensive Roll (4), Hide in Plain Sight, Instant Up, Interpose, Precise Attack, Teamwork
[b]Offense[/b] Initiative +4, Martial Arts Emulation +14 (Damage 6), Shuriken Launcher +8 (Damage 8)
[b]Defense[/b] Dodge 9, Fortitude -, Parry 12, Toughness 8 /4*, Will -
[size=10]* without Defensive Roll[/size]
[b]Totals[/b] Abilities 0 + Powers 53 + Skills 15 + Defenses 13 + Advantages 9 = 90
[b][size=20]SWIFT BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 2, Sta -, Agl 8, Dex 8, Fgt 2, Int -, Awe 2, Pre -
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate; Impervious Toughness 4
[color=white]...[/color][b]Mini-vortex:[/b] Affliction 5 (Dazed/Stunned/Incapacitated, resisted by Fortitude), Action: Full, Area: Cylinder, Cumulative, Limited: Unhindered movement, Progressive
[color=white]...[/color][b]Nimble Strike:[/b] Damage 6 (bludgeoning), Limited: Only while moving, Linked: Strength, Penetrating (6)
[color=white]...[/color][b]Swift Bot is Swift:[/b] Movement 3 (Wall Crawling 2, Water Walking), Limited: Unhindered movement; Quickness 4; Speed (8,000 mph)
[b]Skills[/b] Athletics 10 (+12), Fighting: Unarmed 10 (+12), Perception 4 (+6)
[b]Advantages[/b] Improved Initiative (2), Interpose, Move-by Action, Teamwork
[b]Offense[/b] Initiative +16, Unarmed +12 (Damage 2), Nimble Strike +12 (Damage 8)
[b]Defense[/b] Dodge 16, Fortitude -, Parry 9, Toughness 4, Will -
[size=10]* without Defensive Roll[/size]
[b]Totals[/b] Abilities 14 + Powers 40 + Skills 12 + Defenses 19 + Advantages 5 = 90
[b][size=20]TURRET BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 4*, Sta -, Agl 0, Dex 2, Fgt 0, Int -, Awe 2, Pre -
[size=10]* includes modifiers from Growth[/size]
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate
[color=white]...[/color][b]Heavy Tank:[/b] Growth 2 (10 feet tall), Duration: Permanent, Innate; Protection 11, Impervious (5)
[color=white]...[/color][b]Tactical Weapons:[/b] Array
[color=white]...[/color]●[color=white]...[/color][b]Assault Cannons:[/b] Damage 12 (ballistic), Multiattack, Range: Ranged
[color=white]...[/color]●[color=white]...[/color][b]Homing Missiles:[/b] Damage 8 (explosive), Homing, Penetrating (3), Range: Ranged
[b]Skills[/b] Perception 4 (+6), Ranged Combat: Tactical Weapons System 6 (+8)
[b]Advantages[/b] Accurate Attack, Improved Aim, Interpose, Power Attack, Teamwork
[b]Offense[/b] Initiative +0, Assault Cannons +8 (Damage 12), Homing Missiles +8 (Damage 8), Unarmed +0 (Damage 4)
[b]Defense[/b] Dodge 4, Fortitude -, Parry 3, Toughness 13*, Will -
[size=10]* includes modifiers from Growth[/size]
[b]Totals[/b] Abilities -18 + Powers 89 + Skills 5 + Defenses 9 + Advantages 5 = 90
Unfortunately, I couldn't think of any meaningful way to inlcude his instruments in his powers. It didn't make sense to have specific powers tied to specific instruments, so I adapted his ability to use multiple effects through a dynamic array. That way, for example, The Argent Adept can sustain Inspiring Supertonic on his teammates, a rank-5 Counterpoint Bulwark around a group of civilians, and still fire off a rank 6 Sarabande of Destruction at flying saucer wreaking havoc on the city. Therefore, his instruments are left to a storytelling and narrative effect.
[b][u][size=50]THE ARGENT ADEPT[/size][/u][size=35] ▪ PL10[/size][/b]
[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 1, [b]Stamina[/b] 2, [b]Agility[/b] 1, [b]Dexterity[/b] 2, [b]Fighting[/b] 1, [b]Intellect[/b] 1, [b]Awareness[/b] 3, [b]Presence[/b] 4
[b][size=20]POWERS[/size][/b]
[b]Arcane Cadence:[/b] Senses 3, Chaos Awareness (acute, mental, penetrates concealment, ranged [extended]) ▪ [i]7 points[/i]
[b]Symphony of Order:[/b] Magic (order, musical), Dynamic Array ▪ [i]57 points[/i]
●[color=white]...[/color][b]Scherzo of Frost and Flame:[/b] Damage 6 (cold), Penetrating (4), Range: Perception; Damage 6 (fire), Penetrating (4), Range: Perception; Linked Effects ▪ [i]45 points[/i]
●[color=white]...[/color][b]Cedistic Dissonant:[/b] Affliction 8 (Impaired/Disabled/Incapacitated, resisted with Will), Concentration, Cumulative, Range: Perception ▪ [i]2 points[/i]
●[color=white]...[/color][b]Counterpoint Bulwark:[/b] Protection 11 (sonic force field), Area: Burst (2), Duration: Sustained, Impervious (11) ▪ [i]2 points[/i]
●[color=white]...[/color][b]Inspiring Supertonic:[/b] Enhanced Advantages 5 ▪ [i]2 points[/i]
●[color=white]...[/color][b]Rhapsody of Vigor:[/b] Healing 9, Area: Burst, Energizing, Persistent, Selective (6), Stabilize ▪ [i]2 points[/i]
●[color=white]...[/color][b]Sarabande of Destruction:[/b] Weaken Toughness 10, Affect Only Objects, Range: Perception; Damage 10 (sonic), Affects Objects Only, Penetrating (4), Range: Perception; Linked Effects ▪ [i]2 points[/i]
●[color=white]...[/color][b]Syncopated Onslaught:[/b] Nullify 7 (magical effects), Broad, Duration: Sustained, Range: Perception, Simultaneous ▪ [i]2 points[/i]
[b][size=20]SKILLS[/size][/b]
Athletics 3 (+4), Close Combat: Fistfighting 5 (+6), Expertise: Bartending 6 (+9), Expertise: Chaos Phenomena 8 (+11), Expertise: Music 12 (+16), Insight 6 (+9), Perception 5 (+8), Persuasion 5 (+9), Sleight of Hand 3 (+5), Vehicles 3 (+5)
[b][size=20]ADVANTAGES[/size][/b]
Defensive Roll (3), Extraordinary Effort, Inspire (5)*, Luck, Set-up (2), Teamwork
[size=10]Advantages marked with an “*” are gained through Enhanced Advantages[/size]
[b][size=20]OFFENSE[/size][/b]
[b]Initiative +1[/b]
Cedistic Dissonant –, Perception, Affliction 8, Resisted by Will, Cumulative
Sarabande of Destruction –, Perception, Weaken 10 & Damage 10, Affects Objects Only, Penetrating (4), Linked Effects
Scherzo of Frost and Flame –, Perception, Damage 6 & Damage 6, Penetrating (4), Linked Effects
Syncopated Onslaught –, Perception, Nullify 7, Simultaneous, Sustained
[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 7
[b]Fortitude[/b] 5
[b]Parry[/b] 3
[b]Toughness[/b] 5 / 2*
[b]Will[/b] 12
[size=10]* without Defensive Roll[/size]
[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 30
[b]Skills[/b] 28
[b]Powers[/b] 64
[b]Defenses[/b] 20
[b]Advantages[/b] 8
[b][u]Total[/u][/b] 150
[b][size=20]COMPLICATIONS[/size][/b]
[b]Conflicted:[/b] Anthony Drake was never an ambitious soul. He was a drifter and free-thinker, happy flipping bottles, chatting up strangers, and pocketing tips. When he found the ancient bell in that museum, he never questioned it. He had a grand destiny, and he embraced it wholeheartedly. Sometimes, though, after an encounter with some sanity-rending horror from the depths of the Realm of Discord, he starts to question his chosen path. He idly wonders if it would ever be possible to go back a simple, quiet life of pouring drinks and playing his pipes
[b]Enemy:[/b] Akash'Bhuta
[b]Motivation – Responsibility:[/b] The Virtuoso of the Void stands as a bastion of order against the forces of chaos that threaten civilization. He must be forever vigilant, as it is believed that his song is the structure that binds the multiverse together. Improvisational jazz is rarely a popular music form with the Virtuosos.
[b]Power Loss:[/b] The Argent Adept's power is based on order and structure and harmony, as embodied in the music he uses as a focus and channel for his power. However, if he is ever prevented from any kind of musical performance, being it singing, playing his pipes, or ringing a bell in rhythm with his actions, he cannot use his Symphony of Order.
[b]Structure and Discipline:[/b] It is no coincidence that the power of the Virtuoso is based on music. Music through the ages is based on purposeful meter and measure, and any who wishes to master the craft must be focused and disciplined, to take that core and shape it into something new. This focus on order, on bringing the music to life, is what gives the Virtuosos advantage over their chaotic foes. However, when dealing that isn't an embodiment of destruction, this focus on order and structure can actually hinder them, preventing them from being as adaptive or quick-thinking as others against more mundane threats.
[b][u][size=50]NIGHTMIST[/size][/u][size=35] ▪ PL10[/size][/b]
[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 0, [b]Stamina[/b] 1, [b]Agility[/b] 3, [b]Dexterity[/b] 2, [b]Fighting[/b] 0, [b]Intellect[/b] 3, [b]Awareness[/b] 4, [b]Presence[/b] 2
[b][size=20]POWERS[/size][/b]
[b]Amulet of the Elder Gods:[/b] Deflect 10, Indestructible, Limited: Non-physical attacks only, Range: Close, Reflect, Removable (-1 point) ▪ [i]5 points[/i]
[b]Cursed by the Mists:[/b] Features 2 (glowing white hair, glowing white eyes); Insubstantial 2 (gray luminescent mist), Duration: Permanent, Limited: Parts covered in darkness or shadow only, Precise, Subtle, Uncontrolled ▪ [i]1 point[/i]
[b]Elder Magic:[/b] Magic (eldritch, infernal), Array ▪ [i]37 points[/i]
●[color=white]...[/color][b]Oblivion:[/b] Damage 10 (infernal), Area: Burst, Selective ▪ [i]30 points[/i]
●[color=white]...[/color][b]Astral Premonition:[/b] Senses 10, Postcognition (dimensional), Precognition (dimensional) ▪ [i]1 point[/i]
●[color=white]...[/color][b]Cross the Threshold:[/b] Movement 2, Dimensional 2 (magical/eldritch dimensions), Increased Mass (5, 1,600 lbs.) ▪ [i]1 point[/i]
●[color=white]...[/color][b]Heedless Lash:[/b] Affliction 8 (Hindered/Immobile/Paralyzed, resisted by Fortitude), Accurate (4), Alternate Resistance: Parry, Instant Recovery, Reach (3); Damage 8 (infernal & slashing), Accurate (4), Penetrating (8), Reach (3); Linked Effects ▪ [i]1 point[/i]
●[color=white]...[/color][b]Mist-Fueled Recovery:[/b] Healing 7, Energizing, Persistent, Restorative, Stabilize ▪ [i]1 point[/i]
●[color=white]...[/color][b]Open the Way:[/b] Teleport 9 (900 feet), Accurate, Extended (30 miles), Portal ▪ [i]1 point[/i]
●[color=white]...[/color][b]Peer Into the Mists:[/b] Remote Sensing 10 (hearing, vision, 8 miles) ▪ [i]1 point[/i]
●[color=white]...[/color][b]Planar Banishment:[/b] Movement 1; Dimensional 1 (oblivion), Attack (resisted with Will [DC 18], target must be helpless), Duration: Permanent, Increased Mass (4, 900 lbs.) ▪ [i]1 point[/i]
[b]Sense the Mists:[/b] Senses 5; Eldritch Awareness (counters illusion, dimensional, extended, radius) ▪ [i]6 points[/i]
[b]Starshield Necklace:[/b] Regeneration 10, Easily Removable (-6 points), Persistent ▪ [i]11 points[/i]
[b][size=20]SKILLS[/size][/b]
Deception 6 (+8), Expertise: Eldritch Horrors 7 (+10), Expertise: Magic 12 (+15), Expertise: Private Investigator 8 (+12), Insight 5 (+9), Investigation 10 (+13), Perception 6 (+10), Sleight of Hand 6 (+8), Stealth 9 (+12), Vehicles 5 (+7)
[b][size=20]ADVANTAGES[/size][/b]
Assessment, Benefit (2, PI license, mentor: The Master), Contacts, Interpose, Improved Defense, Ritualist, Tracking
[b][size=20]OFFENSE[/size][/b]
[b]Initiative +3[/b]
Heedless Lash +8, Close, Affliction 8 (Instant Recovery) & Damage 8 (Penetrating [8]); Linked Effects, Reach (3)
Oblivion –, Close, Damage 10, Area: Burst
Planar Banishment +0, Close, Movement 1, Resisted with Will (DC 18)
Unarmed +0, Close, Damage 0
[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 3
[b]Fortitude[/b] 5
[b]Parry[/b] 0
[b]Toughness[/b] 1
[b]Will[/b] 13
[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 30
[b]Skills[/b] 37
[b]Powers[/b] 62
[b]Defenses[/b] 13
[b]Advantages[/b] 8
[b][u]Total[/u][/b] 150
[b][size=20]COMPLICATIONS[/size][/b]
[b]Cursed:[/b] Despite her intentions and actions, NightMist is saturated with the power of ancient things not meant to exist in her world. Her presence tends to set off senses attuned to threats, chaos, or dangerous magics, leading to false alarms and tense first impressions.
[b]Enemy:[/b] GloomWeaver
[b]Master of Magic:[/b] NightMist's explorations of her power, and the nature of her curse, has left her suffused with magic in a way few mortals could dream of. It is as omnipresent in her life as water or oxygen, and she cannot imagine a life without it. As a result, whenever confronted with a challenge, her first reactions are always magical solutions. It takes an effort of will and logic, and often prompting from an ally or teammate, to force her to consider alternate or more mundane solutions.
[b]Motivation – Doing Good:[/b] Her experience with magic makes Faye one of the few people in the Multiverse capable of going toe-to-toe with some of the more nightmarish entities out there. She refuses to believe that the curse infecting her defines her. Her training with her Master taught her that despite the origins of her power, guided by her will, it can be used to do right.
[b]Obsession:[/b] As NightMist has delved further into the eldritch secrets of the multiverse, she has yet to find much in the way of clues regarding the disappearance of her grandfather, Joe Diamond. The promise or potential of such evidence will often divert her from established plans to pursue leads that, often, turn out to be nothing but red herrings, or even a distraction planned by a foe.
[b]Secret:[/b] Despite her valuable expertise and unique abilities, NightMist is light-lipped about the origins of her abilities. She knows that such wrongness, no matter how it is used, would cast suspicion on her and possibly destroy the trust and camaraderie she's built with other heroes. Plus, the coven of witches that introduced her to magic is still out there, and they'd love to get their hands on the next best thing to a mortal avatar of their ancient alien gods.
[b]Weakness:[/b] Because of her cursed nature, Faye can act as a conduit of the very forces she wields. Magic and magical weapons with appropriate descriptors, such as “eldritch,” “elder,” or “infernal,” gain a +50% bonus to their save DC when used against NightMist.
Her Mist Form (under "Cursed by the MIsts") is designed so that any part of NightMist that is covered in shadow or darkness (the glow from her hair or eyes doesn't count as "light" for the purpose of overcoming this curse) automatically changes to mist. Unfortunately, the wording of the traits and modifiers might not convey this accurately, so I hope this explanation helps. Likewise, her near-complete lack of Parry and Toughness defenses are intentional; if NightMist gets into a fistfight, she's in trouble; same goes for any attack that gets through her Deflect power.
I just couldn't resist making Jim's hat a power.
[b][u][size=50]CHRONO-RANGER[/size][/u][size=35] ▪ PL10[/size][/b]
[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 1 / 5*, [b]Stamina[/b] 2, [b]Agility[/b] 3, [b]Dexterity[/b] 5, [b]Fighting[/b] 3, [b]Intellect[/b] 0, [b]Awareness[/b] 3, [b]Presence[/b] 1
[size=10]* with Cybernetic Arm[/size]
[b][size=20]POWERS[/size][/b]
[b]Cybernetic Arm:[/b] Enhanced Parry 4, Limited: Left arm only; Enhanced Strength 4 (1,600 lbs.), Limited: Left arm only ▪ [i]6 points[/i]
[color=white]...[/color][b]Tools of the Trade:[/b] Array ▪ [i]17 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Compound Bow:[/b] Damage 5 (energy & piercing), Penetrating (5), Range: Ranged ▪ [i]15 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]“Danny-Boy”:[/b] Damage 5 (fire & energy), Area: Burst, Range: Ranged ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b][i]The Masadah[/i]:[/b] Damage 11 (energy & slashing), Accurate (3), Reach (1) ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Temporal Grenade Launcher:[/b] Affliction 4 (impaired/disabled, resisted with Fortitude), Action: Full, Alternate Resistance: Dodge, Area: Burst, Limited: 3-round magazine, Range: Ranged; Damage 5 (energy), Action: Full, Area: Burst, Limited: 3-round magazine, Range: Ranged; Linked Effects ▪ [i]1 point[/i]
[b]Hunter's Awareness:[/b] Senses 3, Danger Sense, Direction Sense, Time Sense ▪ [i]3 points[/i]
[b]Jim's Hat:[/b] Enhanced Will 3, Duration: Continuous, Easily Removable (-4 points) ▪ [i]6 points[/i]
[b]Neuro-Toxin Dart Thrower:[/b] Affliction 5 (Dazed/Stunned/Incapacitate, resisted with Fortitude), Alternate Resistance: Dodge, Easily Removable (-4 points), Range: Ranged ▪ [i]10 points[/i]
[b][size=20]SKILLS[/size][/b]
Athletics 4 (+5), Close Combat: Unarmed 6 (+9), Expertise: Lawman 9 (+12), Expertise: Monsters 8 (+8), Insight 6 (+9), Intimidation 6 (+7), Investigation 8 (+8), Perception 9 (+12), Persuasion 4 (+5), Stealth 3 (+8), Treatment 3 (+3)
[b][size=20]ADVANTAGES[/size][/b]
Accurate Attack, Assessment, Benefit (1, connection to Con), Defensive Roll (4), Diehard, Equipment (2, 10 points), Favored Foe: Monsters, Fearless, Improved Aim, Improved Critical (2, six-shooter 18-20), Luck (2), Precise Attack (2, ranged concealment, ranged cover), Ranged Attack (10), Tracking, Well-informed
[b][size=20]EQUIPMENT[/size][/b]
[b]Six-shooter:[/b] Damage 4 (ballistic), Range: Ranged ▪ [i]8 points[/i]
[b]Temporal poncho:[/b] Protection 2 ▪[i]2 points[/i]
[b][size=20]OFFENSE[/size][/b]
[b]Initiative +3[/b]
Compound Bow +15, Ranged, Damage 5, Penetrating (5)
“Danny-Boy” +15, Ranged, Damage 5, Area: Burst
Neuro-Toxin Dart Thrower +15, Ranged, Affliction 5
Six-shooter +15, Ranged, Damage 4
Temporal Grenade Launcher –, Ranged, Affliction 5 & Damage 5, Action: Full, Area: Burst, Linked Effects
[i]The Masadah[/i] +9, Close, Damage 11, Reach (1)
Unarmed +9, Close, Damage 1 / 5*
[size=10]* with Cybernetic Arm[/i]
[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 8
[b]Fortitude[/b] 5
[b]Parry[/b] 5 / 2*
[b]Toughness[/b] 8 / 4** / 2**
[b]Will[/b] 10 / 7****
[size=10]* without Cybernetic Arm
** without Defensive Roll
*** without Defensive Roll and Temporal Poncho
**** without Jim's Hat[/size]
[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 36
[b]Skills[/b] 34
[b]Powers[/b] 35
[b]Defenses[/b] 14
[b]Advantages[/b] 31
[b][u]Total[/u][/b] 150
[b][size=20]COMPLICATIONS[/size][/b]
[b]Enemy:[/b] Plague Rat
[b]Motivation – Responsibility:[/b] Monsters will overrun the planet. Chrono-Ranger has seen it. He's made it his sole purpose to prevent that future from ever coming to pass.
[b]Obsession:[/b] Chrono-Ranger's pursuit of those things which will ruin the future has crossed a line. He doesn't realize it, but pursuit of his prey is no longer merely a mission. Any time he gets wind of anything resembling one of the monsters he saw in that Hellish wasteland, every other priority becomes secondary. He will hunt that monster to the ends of the Earth, and nothing will get in his way.
[b]Out of Time:[/b] Jim is from a past where the most common source of technology was his six-shooter. Everything about him, from his speech patterns, to his dress, to his fumbling discomfort with nearly any form of modern technology, makes him stand out in a crowd. He's slowly becoming more comfortable with more rudimentary aspects of modern life, but there is still a massive knowledge gap that is proving difficult to overcome. He often appears rude or gruff, but mostly, he's just trying to keep up.
[b]Weakness:[/b] While Jim's cybernetic arm is a perfectly functional replacement for the original and has more built-in nifty than he could have imagined beforehand, it comes with a few drawbacks. The first, minor drawback is its near-complete lack of a tactile sense. The second, more severe drawback directly from its hardwired connection to his central nervous system, the very feature which makes it such a perfect replacement. Any effect with an electricity-based descriptor (electrical, lightning, EMP, etc.) gets a 50% increase to its resist DCs when it affects Chrono-Ranger.
This guy was fun to write up, but ran into a few issues trying to cram in everything I though he needed. His complications were especially troublesome, but I think they work. As always, I'm open to suggestions.
[b][u][size=50]OMNITRON-X[/size][/u][size=35] ▪ PL10[/size][/b]
[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 2, [b]Stamina[/b] –, [b]Agility[/b] 1, [b]Dexterity[/b] 2, [b]Fighting[/b] 0, [b]Intellect[/b] 7, [b]Awareness[/b] 4, [b]Presence[/b] -2
[b][size=20]POWERS[/size][/b]
[b]Adaptive Offensive Components:[/b] Array ▪ [i]36 points[/i]
●[color=white]...[/color][b]Focused Plasma Cannon:[/b] Damage 10 (energy & fire), Penetrating (10), Range: Ranged ▪ [i]30 points[/i]
●[color=white]...[/color][b]Bio-Engineering Blast:[/b] Weaken Stamina 10, Area: Line (3), Side Effect: Consumes inorganic “fuel” in a 30-foot radius ▪ [i]1 point[/i]
●[color=white]...[/color][b]Disruptive Flechettes:[/b] Affliction 10 (fatigues & impaired/exhausted & stunned/paralyzed & unaware, resisted by Fortitude), Alternate Resistance: Dodge, Area: Cone (2), Extra Condition, Limited: Living targets only ▪ [i]1 point[/i]
●[color=white]...[/color][b]Gaussian Coil Blaster:[/b] Damage 9 (bludgeoning & lightning), Range: Ranged, Ricochet (2), Split (1) ▪ [i]1 point[/i]
●[color=white]...[/color][b]Innervation Ray:[/b] Healing 10, Area: Cone, Energizing, Limited: Others only ▪ [i]1 point[/i]
●[color=white]...[/color][b]Rocket Punch:[/b] Damage 12 (bludgeoning), Accurate (4), Penetrating (7), Reach (5), Split (1) ▪ [i]1 point[/i]
●[color=white]...[/color][b]Singularity:[/b] Damage 10 (energy), Area: Burst (2), Secondary Effect, Tiring ▪ [i]1 point[/i]
[b]Adaptive Plating System:[/b] Impervious Toughness 6, Limited: Selected damage type only, Variable: Damage type ▪ [i]4 points[/i]
[b]Enhanced Sensors:[/b] Sensors 10, hearing (analytical, rapid), radio (analytical, rapid), ultra-hearing, ultra-vision, vision (analytical, rapid) ▪ [i]10 points[/i]
[b]Robot:[/b] Immunity 42 (critical hits, Fortitude effects, mental effects ▪ [i]42 points[/i]
[b][size=20]SKILLS[/size][/b]
Deception 3 (+1), Expertise: Robotics 5 (+12), Expertise: Temporal Phenomena 3 (+10), Intimidation 3 (+1), Investigation 3 (+10), Perception 7 (+11), Ranged Combat: Component Weapons 8 (+10), Technology 6 (+13)
[b][size=20]ADVANTAGES[/size][/b]
Favored Foe: Robots, Fearless, Improved Aim, Improved Initiative (1)
[b][size=20]OFFENSE[/size][/b]
[b]Initiative +5[/b]
Bio-Engineering Blast –, Close, Weaken Toughness 10, Area: Line (3)
Disruptive Flechettes –, Close, Affliction 10, Area: Cone (2), Limited: Living targets only
Focused Plasma Cannon +10, Ranged, Damage 10, Penetrating (10)
Gaussian Coil Blaster +10, Ranged, Damage 9, Ricochet (2), Split (1)
Rocket Punch +8, Close, Damage 12, Penetrating (7), Reach (5), Split (1)
Singularity –, Close, Damage 10, Area: Burst (2), Secondary Effect
Unarmed +0, Close, Damage 2
[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 4
[b]Fortitude[/b] -
[b]Parry[/b] 0
[b]Toughness[/b] 8
[b]Will[/b] 10
[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 18
[b]Skills[/b] 19
[b]Powers[/b] 92
[b]Defenses[/b] 17
[b]Advantages[/b] 4
[b][u]Total[/u][/b] 150
[b][size=20]COMPLICATIONS[/size][/b]
[b]Enemy:[/b] Omnitron
[b]Mechanical Being:[/b] As a robot, Omnitron-X is extremely susceptible to EMP effects. Such effects double their save DC against Omnitron-X.
[b]Motivation – Acceptance:[/b] With his new empathy subroutines, Omnitron-X feels the driving need to atone for the sins of his past selves and prove himself to those who would rightfully view him with suspicion.
[b]New to This Whole “Feelings” Thing:[/b] Omnitron-X has only recently begun to emulate emotions of any sort, and despite his vast processing power, is still having difficulty assimilating and reacting to his emotional emulation. Sometimes, in extremely complex personal interactions, he'll withdraw behind a facade of pure logic in order to cope, making him seem distant, cold, and, ironically, unfeeling.
[b]Self-Sabotage:[/b] Despite the incredible technology that powers him, as a machine, Omnitron-X is not as adaptable as a person. When he uses extra effort, in addition to suffering a fatigued condition, Omnitron-X suffers a -1 circumstance to resistance checks against damage (just as if he had failed a Toughness save by one degree).
[b]Smaller Form:[/b] Omnitron-X's newest form is an extremely compact fighting machine, but isn't nearly as resistant to damage as he is accustomed to. If he fails a total of six degrees of Toughness saves in a single round, his Adaptive Offensive Components go offline until he takes a full-round action and passes a DC 20 Technology check to recover and repair.
Wow, this guy was tough to build. Trying to cram everything I thought he needed into the points budget? Pretty much the reason behind making the Stone "removable." However, I think he does what he's supposed to do, espectially coupling Deflect with Interpose. Unfortunately, I couldn't get his elemental "forms" to work simultaneously given the restrictions of the system. I suppose I could've used a dynamic array, but I have no idea where I'd pull the points from. His Complications were a special challenge; I just couldn't think of interesting ones that I felt captured The Scholar.
[b][u][size=50]THE SCHOLAR[/size][/u][size=35] ▪ PL10[/size][/b]
[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 1, [b]Stamina[/b] 1, [b]Agility[/b] 1, [b]Dexterity[/b] 1, [b]Fighting[/b] 0, [b]Intellect[/b] 7, [b]Awareness[/b] 7, [b]Presence[/b] 1
[b][size=20]POWERS[/size][/b]
[b]Skeins of Fate:[/b] Senses 6, Threats of Fate Awareness (actue, analytical, extended [2], radius), Unreliable ▪ [i]3 points[/i]
[b]The Philosopher's Stone:[/b] Indestructible, Removable (-19 points) ▪ [i]88 points[/i]
[color=white]...[/color][b]Alchemical Enhancement:[/b] Enhanced Advantages 3 (Master Alchemist [2], Skill Mastery [Expertise: Alchemy]); Enhanced Skills 3 (Expertise: Alchemy, 6 ranks) ▪ [i]6 points[/i]
[color=white]...[/color][b]Defensive Transmutations:[/b] Array ▪ [i]31 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Alchemical Redirection:[/b] Deflect 7, Range: Close, Redirect, Reflect; Enhanced Advantages 1 (Interpose); Enhanced Skills 5 (Close Combat: Deflected attacks, 5 ranks; Ranged Combat: Deflected attacks, 5 ranks) ▪ [i]27 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Flesh to Iron:[/b] Impervious Toughness 14, Duration: Sustained; Protection 13, Duration: Sustained ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Know When to Hold Fast:[/b] Regeneration 10, Duration: Sustained ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Mortal Form to Energy:[/b] Damage 3 (electricity), Action: Reaction (physical contact); Insubstantial 3 (electricity form) ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Solid to Liquid:[/b] Healing 6, Energizing, Persistent, Restorative, Self Only, Stabilize; Insubstantial 1 (water form) ▪ [i]1 point[/i]
[color=white]...[/color][b]Holder of the Stone:[/b] Immortality 5 (1 day), Limited: Repossession of the Stone ▪ [i]5 points[/i]
[color=white]...[/color][b]Offensive Transmutations:[/b] Array ▪ [i]33 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]”Get Out of the Way!”:[/b] Damage 10 (fire), Area: Line (3), Distracting ▪ [i]30 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Grace Under Fire:[/b] Damage 5 (radiant), Area: Burst, Penetrating (2), Range: Perception ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Know When to Turn Loose:[/b] Damage 10 (lightning), Penetrating (10), Range: Perception, Tiring ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Offensive Form:[/b] Affliction 6 (Impaired/Disabled/Paralyzed, resisted with Fortitude), Action: Reaction (physical contact), Affects Insubstantial (2), Fades, Instant Recovery; Damage 6 (infernal), Action: Reaction (physical contact), Fades; Activation: Standard Action (-2 points), Linked Effects ▪ [i]1 point[/i]
[color=white]...[/color][b]Transmute:[/b] Transform 2 (anything to anything, 30 lbs.), Duration: Continuous ▪ [i]12 points[/i]
[b][size=20]SKILLS[/size][/b]
Close Combat: Deflected Attacks 5* (+5*), Expertise: Alchemy 2 / 8* (+9 / +16*), Insight 8 (+15), Investigation 4 (+11), Perception 5 (+12), Persuasion 5 (+6), Ranged Combat: Deflected Attacks 5* (+1 / +6*), Treatment 6 (+13)
[size=10]* gained through Enhanced Skills[/size]
[b][size=20]ADVANTAGES[/size][/b]
Animal Empathy, Equipment (1), Fearless, Great Endurance, Inspire (3), Interpose, Jack-of-all-Trades, Master Alchemist (2)* **, Skill Mastery (Expertise: Alchemy)*, Trance
[size=10]* gained through Enhanced Advantages
** Master Alchemist functions the same as Artificer and Ritualist, but uses Expertise: Alchemy in place of Expertise: Magic[/size]
[b][size=20]EQUIPMENT[/size][/b]
[b]Houseboat:[/b] Size: Huge; Str 8 (6 tons); Toughness 9; Defense -1; Swimming 4 (15 mph), Quirk: Limited to surface movement) ▪ [i]5 points[/i]
[b][size=20]OFFENSE[/size][/b]
[b]Initiative +1[/b]
“Get Out of the Way!” –, Close, Damage 10, Area: Line (3)
Grace Under Fire –, Perception, Damage 5, Area: Burst, Penetrating (2)
Know When to Turn Loose –, Perception, Damage 10, Penetrating (10)
Mortal Form to Energy –, Close, Damage 3, Reaction
Offensive Form –, Close, Affliction 6 (Affects Insubstantial [2]) & Damage 6, Action: Reaction, Linked Effects
Unarmed +0, Close, Damage 1
[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 4
[b]Fortitude[/b] 6
[b]Parry[/b] 3
[b]Toughness[/b] 1 / 14*
[b]Will[/b] 12
[size=10]* with Flesh to Iron[/size]
[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 38
[b]Skills[/b] 15
[b]Powers[/b] 72
[b]Defenses[/b] 16
[b]Advantages[/b] 9
[b][u]Total[/u][/b] 150
[b][size=20]COMPLICATIONS[/size][/b]
[b]Eccentric:[/b] The Scholar's slovenly appearance and slacker mannerisms belie the wisdom and power at his disposal. Many villans, as well as fellow heroes, completely dismiss The Scholar the first time they encounter him, until they see him in the fullness of the power.
[b]Keeping It Copacetic:[/b] Despite his immense power and versatility, The Scholar lacks that most important of heroic traits: Motivation. He does involve himself, but rarely does he put effort into making the world a better place. Mostly, he hopes to maintain the status quo, only intervening when something threatens his comfort zone, which typically means he only throws down against world-altering (or -ending) threats.
[b]Secret:[/b] John goes to great lengths to hide the source of his power. He knows that should the reality of the Philosopher's Stone become common knowledge, there are many in the multiverse who would stop at nothing to possess it and pervert its power. He tries to cover it up under the guise of “run-of-the-mill” alchemy, and rarely lets anyone close, partly because of his lack of desire for close relationships, and partly to prevent knowledge of the Stone from spreading.
A quick note on NPCs in Mutants & Masterminds: When designing NPCs, especially villains, the GM is encouraged to pick a power level and simply assign whatever traits they think are appropriate for the NPC. So, despite their (sometimes outrageous) point totals, all my villains will meet the criteria for their assigned Power Level.
With that out of the way…
All right everyone, hide your children and stock up on clean underwear:
CITIZEN DAWN
PL13
ABILITIES
Strength 4, Stamina 4, Agility 4, Dexterity 9, Fighting 4, Intellect 3, Awareness 3, Presence 6
POWERS
Channel the Light: Array
50 points
●…Pinpoint Laser: Blast 15 (heat & radiation), Extended Range (2), Penetrating (8), Precise
41 points
●…Channel the Eclipse: Concealment 4 (all visual senses), Area: Burst (3), Attack; Damage 7 (cold), Area: Burst [color=white]…●./color, Tiring; Linked Effects
1 point
●…Devastating Aurora: Nullify Powers 10, Area: Cylinder, Broad, Indirect (from the sky above), Simultaneous
1 …●.point
●…Flash-Blind: Affliction 13 (Impaired/Disabled/Unaware; resisted by Fortitude), Area: Burst (3), Limited: vision …●.only
1 point
●…Healing Light: Healing 8, Affects Objects, Energizing, Persistent, Resurrection, Stabilize
1 point
●…Melting Touch: Strike 8 (heat & radiation), Accurate (2), Penetrating (8)
1 point
●…Solar Flare: Damage 9 (fire & radiation), Area: Line (3), Linked: Strength, Penetrating (5)
1 point
●…Sun Bleach: Weaken Toughness 10 (resisted by Fortitude), Affects Objects, Area: Cone (2), Incurable, Limited: …●.targets with partial/full cover halve/ignore effect, Progressive
1 point
●…Sunbeam: Blast 12 (heat & radiation), Accurate (1), Multiattack
1 point
●…Sunlight Forge: Create 13 (hard sunlight, 8,000 cubic feet), Duration: Continuous, Precise
1 point
Merge With the Power of the Sun: 124 points
Activation: Full (-3 points)
…Blinding Visage: Affliction 12 (Impaired/Disabled/ Unaware; resisted by Fortitude), Duration: Continuous, Fades, …Limited: Vision only, Range: Perception, Reaction (being looked at), Sense-Dependent: Sight
72 points
…Corona: Enhanced Protection 10, Duration: Continuous, Fades, Impervious (10); Enhanced Energy Aura 8, …Duration: Continuous, Fades;
52 points
Radiant Form: Energy Aura 4 (heat & radiation); Immunity 12 (Aging, environmental Radiation, Radiation effects); Impervious Toughness 4
32 points
Solar Winds: Flight 13 (16,000 mph)
26 points
SKILLS
Deception 2 (+8), Expertise: International Transhuman Policies 6 (+9), Insight 6 (+9), Intimidation 12 (+18), Perception 7 (+10), Persuasion 10 (+16), Treatment 7 (+10)
ADVANTAGES
Attractive (1), Benefit (3, Luminary of the Citizens of the Sun), Equipment (3), Improved Initiative (2), Inspire (5), Leadership, Minion: Citizen Anvil (6), Minion: Citizen Assault (5), Minion: Citizen Autumn (6), Minion: Citizen Battery (5), Minion: Citizen Blood (8), Minion: Citizen Dare (4), Minion: Citizen Hammer (7), Minion: Citizen Spring (9), Minion: Citizen Summer (7), Minion: Citizen Sweat (7), Minion: Citizen Tears (6), Minion: Citizen Truth (30), Minion: Citizen Winter (8), Move-By Action, Ranged Attack (2)
HQ: CITADEL OF THE SUN
15 POINTS
Size: Huge, Toughness: 12, Features: Combat Simulator, Dock, Garage, Gym, Hangar, Holding Cells, Infirmary, Isolated, Living Space, Power System
OFFENSE
Initiative +12
Blinding Visage –, Close, Affliction 10, Range: Perception, Reaction, Sense-Dependent
Channel the Eclipse –, Close, Damage 7, Area: Burst (3)
Devastating Aurora –, Ranged, Nullify 10, Area: Cylinder, Indirect, Simultaneous
Flash-Blind –, Close, Affliction 13, Area: Burst (3)
Melting Touch +8, Close, Strike 8, Linked: Strength, Penetrating (8)
Pinpoint Laser +11, Ranged, Blast 15, Extended Range (2), Penetrating (8), Precise
Radiant Form –, Close, Energy Aura 4/12*
Solar Flare –, Close, Damage 9, Area: Line (3), Penetrating (5), Linked: Strength
Sun Bleach –, Close, Weaken 10, Affects Objects, Area: Cone, Incurable
Sunbeam +13, Ranged, Blast 12, Accurate (1), Multiattack
Unarmed +4, Close, Damage 4
* with Merge With the Power of the Sun
DEFENSE
Dodge 11
Parry 7
Fortitude 8
Toughness 4/14*
Will 12
*with Merge With the Power of the Sun
POWER POINTS
Abilities 74
Skills 25
Powers 229
Defenses 23
Advantages 126
Total 477
COMPLICATIONS
Burnout: Using Merge With the Power of the Sun is an enormous strain on Dawn. When activated, it cannot be shut off prematurely. Once the power has completely faded, she must spend at least twelve hours soaking up direct sunlight, with minimal power use, before she can Merge again.
Control Freak: Because of her childhood spent at the hands of callous scientists who treated her like a lab rat, Citizen Dawn is obsessed with control over her life and surroundings. It’s the reason she organized her followers into themed pairs or trios, and she rules her followers with an iron fist with occasional velvet knuckle wrappings. Any attempt to alter her precious order or impose someone else’s order on her is met with extreme violence followed by extended paranoid ranting.
Enemy: Expatriette.
Hatred: Thanks to her childhood being consumed by laboratories and endless testing and brutal experiments, Citizen Dawn harbors a simmering hatred for any unpowered human who presume any kind of authority over transhumans, be it scientific authority, political authority, or any other kind of authority. In Dawn’s mind, transhumans reign supreme.
Power Loss: If Citizen Dawn does not soak up at least three hours of sunlight each day (six in overcast conditions), all of her powers gain the Fades modifier and she cannot use Merge With the Power of the Sun.
.
CITIZEN ANVIL
PL9
90 POINTS
Abilities Str 5, Sta 4, Agl 2, Dex 2, Fgt 4, Int 0, Awe 1, Pre 2
Powers
…Anvil’s Hammer: Easily Removable
…Hammerblow: Strike 5 (bludgeoning), Incurable, Linked: Strength, Secondary Effect
…Anvil’s Shield: Removable
…Shining Defense: Enhanced Dodge 4; Enhanced Parry 4; Protection 6, Duration: Sustained, Impervious (6)
…Wings of Flame: Flight 4 (30 mph), Wings
Skills Athletics 3 (+8), Close Combat: Anvil’s Hammer 4 (+8), Intimidation 10 (+12), Perception 3 (+4)
Advantages Improved Critical (2, Hammerblow 18-20), Interpose, Power Attack, Startle
Offense Initiative +2, Hammerblow +8 (Damage 10), Unarmed +4 (Damage 5)
Defense Dodge 8/4*, Parry 8/4*, Fortitude 4, Toughness 10, Will 7
* without Anvil’s Shield
Totals Abilities 40 + Skills 8 + Powers 27 + Defenses 8 + Advantages 5 = 90
CITIZEN ASSAULT
PL10
75 POINTS
Abilities Str 7/4*, Sta 2, Agl 2, Dex 1, Fgt 6, Int 0, Awe 1, Pre 0
* without Hyperbody
Powers
…Assault’s Axe: Array, Easily Removable
…●…Axe Swing: Strike 7 (slashing), Linked: Strength, Penetrating (7), Reach
…●…Shockwave: Damage 7 (bludgeoning & energy)), Area: Burst (2), Limited: Assault & targets must be on the …●…ground
…Hyperbody: Enhanced Strength 3, Limited: must be within 50 ft. of Citizen Battery; Protection 2, Impervious (2)
Skills Athletics 3 (+7), Intimidation 4 (+4), Perception 5 (+6)
Advantages Accurate Attack, Power Attack
Offense Initiative +2, Axe Swing +6 (Damage 14), Shockwave – (Damage 7), Unarmed +6 (Damage 7)
Defense Dodge 10, Parry 6, Fortitude 7, Toughness 4, Will 5
Totals Abilities 32 + Skills 6 + Powers 18 + Defenses 17 + Advantages 2 = 75
CITIZEN AUTUMN
PL9
90 POINTS
Abilities Str 0, Sta 1, Agl 4, Dex 2, Fgt 5, Int 0, Awe 1, Pre 1
Powers
…Autumn’s Fading: Weaken 10 (Powers, resisted by Fortitude), Affects Objects, Broad, Simultaneous
…Transient Season: Speed 2 (8 mph)
Skills Close Combat: Autumn’s Fading 3 (+8), Perception 3 (+4), Stealth 4 (+8)
Advantages Attractive (1), Defensive Roll (5)
Offense Initiative +4, Autumn’s Fading +8 (Weaken 10), Unarmed +5 (Damage 0)
Defense Dodge 6, Parry 7, Fortitude 3, Toughness 6/1*, Will 4
* without Defensive Roll
Totals Abilities 28 + Skills 5 + Powers 42 + Defenses 9 + Advantages 6 = 90
CITIZEN BATTERY
PL9
75 POINTS
Abilities Str 7/3*, Sta 7, Agl 4, Dex 2, Fgt 6, Int 0, Awe 0, Pre 2
* without Iron Flesh
Powers
…Battery’s Power Sword: Array, Easily Removable
…●…Sword Slash: Strike 3 (slashing), Linked: Strength, Multiattack, Penetrating (5)
…●…Slash Wave: Damage 9 (energy & slashing), Area: Cone (1), Limited: Citizen Battery & targets must be on the …●…ground
…Iron Flesh: Enhanced Strength 3, Limited: must be within 50 ft. of Citizen Assault; Impervious Toughness 5
Skills Close Combat: Sword Swing 2 (+8), Perception 2 (+2)
Advantages Improved Critical (2, Sword Slash 18-20), Improved Initiative (1)
Offense Initiative +8, Slash Wave – (Damage 9), Sword Slash +8 (Damage 10)
Defense Dodge 4, Parry 8, Fortitude 7, Toughness 7, Will 3
Totals Abilities 48 + Skills 2 + Powers 17 + Defenses 5 + Advantages 3 = 75
CITIZEN BLOOD
PL9
120 POINTS
Abilities Str 2, Sta 2, Agl 3, Dex 2, Fgt 3, Int 0, Awe 1, Pre 0
Powers
…Blood Loss: Weaken Strength 9, Area: Burst (1), Limited: Area & Selective modifiers only function when within …50 ft. of Citizen Sweat, Selective; Damage 9, Area: Burst (1), Limited: must be within 50 ft. of Citizen Tears, …Selective; Linked Effects
…Transmission: Teleport 7 (half mile), Change Direction, Change Velocity, Easy, Increased Mass: 800 lbs. (4)
Skills Close Combat: Blood Loss 6 (+9), Deception 9 (+9), Persuasion 5 (+5), Stealth 2 (+5)
Advantages Benefit (1, Snazzy Dresser), Daze:Deception (1), Defensive Roll (5), Improved Initiative (1), Taunt
Offense Initiative +7, Blood Loss +9 (Damage 9, Weaken 9), Unarmed +3 (Damage 2)
Defense Dodge 7, Parry 9, Fortitude 6, Toughness 7/2*, Will 9
* without Defensive Roll
Totals Abilities 26 + Skills 11 + Powers 54 + Defenses 20 + Advantages 9 = 120
CITIZEN DARE
PL10
60 POINTS
Abilities Str 0, Sta 0, Agl 4, Dex 4, Fgt 0, Int 0, Awe 2, Pre 1
Powers
…A Danger to Others: Array
…●…Vitality Burn: Weaken Toughness 9, Incurable, Range: Ranged
…●…Mindfry: Mental Blast 6 (psychic), Limited: Must be within 50 ft. of Citizen Truth
Skills Acrobatics 2 (+6), Perception 6 (+8), Ranged Combat: Vitality Burn 6 (+10), Stealth 10 (+14)
Advantages Defensive Roll (4), Hide in Plain Sight, Improved Initiative (1)
Offense Initiative +8, Mindfry – (Damage 6), Unarmed +0 (Damage 0), Vitality Burn +10 (Weaken 9)
Defense Dodge 4, Parry 0, Fortitude 0, Toughness 4/0*, Will 2
* without Defensive Roll
Totals Abilities 22 + Skills 12 + Powers 20 + Defenses 0 + Advantages 6 = 60
CITIZEN HAMMER
PL9
105 POINTS
Abilities Str 5, Sta 3, Agl 3, Dex 2, Fgt 5, Int 0, Awe 1, Pre 1
Powers
…Burning Fists: Strike 4 (bludgeoning & fire), Multiattack, Linked: Strength, Penetrating (4)
…One With the Flame: Immunity 11 (Fire effects, environmental Heat)
…Spark of Life: Immortality 20 (3 seconds), Limited: Must be within 50 ft. of Citizen Anvil
Skills Athletics 3 (+8), Close Combat: Burning Fists 4 (+9), Deception 4 (+5), Intimidation 1 (+2), Perception 2 (+3)
Advantages Defensive Roll (3), Move-By Action, Power Attack, Taunt
Offense Initiative +3, Burning Fists +9 (Damage 9), Unarmed +5 (Damage 5
Defense Dodge 6, Parry 9, Fortitude 4, Toughness 6/3*, Will 2
* without Defensive Roll
Totals Abilities 40 + Skills 7 + Powers 43 + Defenses 9 + Advantages 7 = 105
CITIZEN SPRING
PL6
135 POINTS
Abilities Str -1, Sta 0, Agl 3, Dex 3, Fgt 0, Int 4, Awe 1, Pre 2
Powers
…Persistence: Immunity 4 (Critical Hits, Disease, Poison); Protection 6, Impervious (6)
…Spring’s Renewal: Healing 7, Area: Burst (3), Energizing, Persistent, Restorative, Selective, Stabilize
Skills Insight 5 (+6), Perception 5 (+6), Treatment 14 (+18)
Advantages Attractive (2), Luck (2), Skill Mastery (Treatment)
Offense Initiative +3, Unarmed +0 (Damage -1)
Defense Dodge 5, Parry 5, Fortitude 5, Toughness 6, Will 9
Totals Abilities 24 + Skills 12 + Powers 74 + Defenses 20 + Advantages 5 = 135
CITIZEN SUMMER
PL9
105 POINTS
Abilities Str 0, Sta 1, Agl 2, Dex 6, Fgt 1, Int 1, Awe 0, Pre 4
Powers
…Hot Body: Immunity 11 (Fire effects, environmental Heat); Protection 4
…Summer Fire: Blast 9 (fire), Penetrating (5)
Skills Intimidation 4 (+8), Perception 4 (+4), Persuasion 7 (+11), Ranged Combat: Summer Fire 3 (+9)
Advantages Accurate Attack, Attractive, Improved Critical (2, Summer Fire 18-20), Power Attack
Offense Initiative +3, Summer Fire +9 (Blast 9), Unarmed 1 (Damage 0)
Defense Dodge 11, Parry 5, Fortitude 4, Toughness 5, Will 5
Totals Abilities 32 + Skills 9 + Powers 38 + Defenses 20 + Advantages 6 = 105
CITIZEN SWEAT
PL9
75 POINTS
Abilities Str -1, Sta 2, Agl 1, Dex 2, Fgt 2, Int 0, Awe 1, Pre 1
Powers
…Chill of the Grave: Damage 8 (cold & toxic), Incurable, Limited: Must be within 50 ft. of Citizen Blood, …Penetrating (3); Nullify Protection 8, Concentration, Limited: Must be within 50 ft. of Citizen Tears, Range: Close; …Weaken Toughness 8 (resisted by Fortitude), Incurable; Linked Effects
…Grave Mist: Insubstantial 2 (mist), Subtle (2)
Skills Close Combat: Chill of the Grave 8 (+10), Stealth 8 (+9)
Advantages Fearless
Offense Initiative +1, Chill of the Grave +10 (Damage 8, Nullify 8, Weaken 8), Unarmed +2 (Damage -1)
Defense Dodge 3, Parry 4, Fortitude 4, Toughness 2, Will 8
Totals Abilities 16 + Skills 13 + Powers 37 + Defenses 13 + Advantages 1 = 75
CITIZEN TEARS
PL9
90 POINTS
Abilities Str 0, Sta 2, Agl 3, Dex 1, Fgt 2, Int 0, Awe 1, Pre 0
Powers
…Dead Flesh: Protection 3
…Inflicted Misery: Affliction 9 (Dazed/Stunned/Incapacitated, resisted by Fortitude), Area: Burst, Concentration, …Cumulative, Limited: Area & Selective only function within 50 ft. of Citizen Sweat, Selective; Damage 6 (slashing & …piercing), Limited: Must be within 50 ft. of Citizen Blood, Multiattack, Penetrating (3); Linked Effects
Skills Close Combat: Inflicted Misery 7 (+9), Intimidation 7 (+7), Perception 4 (+5), Stealth 4 (+7)
Advantages Startle
Offense Initiative +3, Inflicted Misery +9 (Affliction 9, Damage 6)
Defense Dodge 5, Parry 6, Fortitude 4, Toughness 5, Will 5
Totals Abilities 18 + Skills 11 + Powers 48 + Defenses 12 + Advantages 1 = 90
CITIZEN TRUTH
PL7
450 POINTS
Abilities Str 0, Sta 5, Agl 3, Dex 4, Fgt 0, Int 0, Awe 2, Pre 0
Powers
…Resilience: Protection 6, Impervious (6)
…Supernal Protection: Immunity 80 (Toughness effects), Affects Others Only, Area: Burst (3), Duration: …Sustained, Selective
Skills Close Combat: Unarmed 4 (+4), Perception 4 (+6)
Offense Initiative +3, Unarmed +6 (Damage 0)
Defense Dodge 3, Parry 0, Fortitude 7, Toughness 11, Will 6
Totals Abilities 28 + Skills 4 + Powers 412 + Defenses 6 + Advantages 0 = 450
CITIZEN WINTER
PL9
120 POINTS
Abilities Str 0, Sta 1, Agl 2, Dex 4, Fgt 2, Int 1, Awe 2, Pre 2
Powers
…Frostbitten: Energy Aura 3 (cold); Immunity 11 (Cold effects, environmental Cold); Movement 1 (Environmental …Adaptation: Cold); Protection 4, Impervious (3)
…Winter Ice: Array
…●…Frozen Bolt: Blast 9 (cold & piercing), Penetrating (6)
…●…Freeze Burn: Blast 8 (cold & bludgeoning), Area: Burst)
Skills Intimidation 4 (+6), Perception 5 (+7), Ranged Combat: Frozen Bolt 5 (+9)
Advantages Accurate Attack, Favored Environment: Cold, Improved Critical (2, Frozen Bolt 18-20), Improved Initiative (1), Power Attack
Offense Initiative +7, Freeze Burn – (Blast 8), Frozen Bolt +9 (Blast 9), Unarmed +2 (Damage 0)
Defense Dodge 11, Parry 4, Fortitude 6, Toughness 5, Will 7
Totals Abilities 30 + Skills 7 + Powers 57 + Defenses 20 + Advantages 6 = 120
EDIT: Changed the name of Dawn’s HQ to Citadel of the Sun, to represent the more awesome name revealed as a map for Sentinel Tactics.
K.N.Y.F.E. was another one of those "tight-fit" characters, where I had to juggle about four different things to get her to feel the way I think she should. (All of these builds are extremely subjective, naturally.) The way her powers were described in her bio, it makes me think that she suffers from a buildup of some "kinetic" energy that occasionally and randomly discharges, hence the Uncontrolled flaw on her "built-in" power. Also, the uncontrolled discharges are painful to her, which is why they have the "tiring" flaw. Her suit lets her control that power, and grants her a few alternate effects. However, I decided to give the effects the "Fades" flaw, representing her slowly draining off her kinetic charge and weakening the effects until she can rest and recharge. I don't know why, but between her bio and her cards, this just strikes me as a good way to handle her powers. Plus, I don't use the "Fades" modifier often, so there's that.
[b][u][size=50]K.N.Y.F.E.[/size][/u][size=35] ▪ PL10[/size][/b]
[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 6 / 3*, [b]Stamina[/b] 3, [b]Agility[/b] 4, [b]Dexterity[/b] 2, [b]Fighting[/b] 12, [b]Intellect[/b] 2, [b]Awareness[/b] 3, [b]Presence[/b] 1
[SIZE=10]* without Custom Powered Exo-Skeleton[/size]
[b][size=20]POWERS[/size][/b]
[b]Custom Powered Exo-Skeleton:[/b] Removable (-8 points) ▪ [i]39 points[/i]
[color=white]...[/color][b]Authorized Users Only:[/b] Features 1 (can only be used by Paige Huntly) ▪ [i]1 point[/i]
[color=white]...[/color][b]Focusing Conduit-Blade:[/b] Damage 2 (energy & slashing), Linked: Strength, Penetrating (5), Reach (1) ▪ [i]8 points[/i]
[color=white]...[/color][b]Kinetic Aura Manipulator:[/b] Array (alternate effects of Kinetic Energy Field and Kinetic Neutralizer) ▪ [i]3 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Energy Lance:[/b] Damage 8 (energy), Area: Line, Check Required (4, Technology DC 14), Fades, Penetrating (4) ▪ [i]30 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Flash Burst:[/b] Affliction 8 (Impaired/Disabled/Unaware, resisted by Fortitude), Area: Burst, Cumulative, Fades, Limited: Affects vision only) ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Powered Servo-Gauntlets:[/b] Enhanced Advantages 8 ▪ [i]1 point[/i]
[color=white]...[/color][b]Kinetic Neutralizer:[/b] Features 4 (removes Uncontrolled flaw from Kinetic Energy Field power) ▪ [i]4 points[/i]
[color=white]...[/color][b]Power Armor:[/b] Protection 5, Impervious (5) ▪ [i]10 points[/i]
[color=white]...[/color][b]Powered Actuators:[/b] Enhanced Strength 3; Leaping 3 (60 feet); Speed 2 (15 mph) ▪ [i]8 points[/i]
[color=white]...[/color][b]Visor Enhancement:[/b] Senses 2 (darkvision) ▪ [i]2 points[/i]
[b]Kinetic Energy Field:[/b] Damage 8 (energy), Area: Burst, Tiring, Uncontrolled ▪ [i]4 points[/i]
[b][size=20]SKILLS[/size][/b]
Athletics 3 (+6 / +9*), Deception 5 (+6), Expertise: FILTER Agent 4 (+6), Expertise: Special Forces Commando 6 (+8), Insight 3 (+6), Intimidation 4 (+5), Perception 8 (+11), Persuasion 4 (+5), Ranged Combat: Firearms 5 (+7), Stealth 8 (+12), Technology 5 (+7), Vehicles 5 (+7)
[size=10]* with Custom Powered Exo-Skeleton[/size]
[b][size=20]ADVANTAGES[/size][/b]
Accurate Attack, Chokehold*, Diehard, Equipment (2), Evasion (1), Fast Grab*, Fearless, Improved Grab*, Improved Disarm, Improved Hold*, Improved Initiative (1), Improved Smash*, Improved Trip, Power Attack, Prone Fighting*, Second Chance, Seize Initiative, Tracking, Ultimate Effort, Weapon Break*, Weapon Bind*
[size=10]* gained through Powered Servo-Gauntlets[/size]
[b][size=20]EQUIPMENT[/size][/b]
[b]Combat Knife:[/b] Damage 1 (piercing), Linked: Strength, Penetrating (1) ▪ [i]2 points[/i]
[b]Light Pistol:[/b] Damage 3 (ballistic), Range: Ranged ▪ [i]6 points[/i]
[b]Multi-tool[/b] ▪ [i]1 point[/i]
[b]Rebreather:[/b] 2 minutes (20 rounds) of oxygen ▪ [i]1 point[/i]
[b][size=20]OFFENSE[/size][/b]
[b]Initiative +8[/b]
Combat Knife +12, Close, Damage 7 / 4*, Penetrating (1)
Energy Lance +12, Close, Damage 8, Area: Line, Penetrating (4)
Flash Burst –, Close, Affliction 8, Area: Burst, Cumulative
Focusing Conduit-Blade +12, Close, Damage 2, Penetrating (5), Reach (1)
Kinetic Energy Field –, Close, Damage 8, Area: Burst
Light Pistol +7, Ranged, Damage 3
Unarmed +12, Close, Damage 6 / 3*
[size=10]* without Custom Powered Exo-Skeleton[/size]
[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 8
[b]Fortitude[/b] 6
[b]Parry[/b] 12
[b]Toughness[/b] 8 / 3 *
[b]Will[/b] 7
[size=10]* without Custom Powered Exo-Skeleton[/size]
[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 60
[b]Skills[/b] 30
[b]Powers[/b] 35
[b]Defenses[/b] 11
[b]Advantages[/b] 14
[b][u]Total[/u][/b] 150
[b][size=20]COMPLICATIONS[/size][/b]
[b]Motivation – Patriot:[/b] More than anything else, K.N.Y.F.E. has dedicated herself to protecting humanity from the alien, the monster, those evils from other places that would seek to subjugate or destroy her species. Humanity will thrive, and nothing will be allowed to interfere.
[b]Obsession:[/b] Paige Huntly knows something is coming. Something big. Even to someone as grounded as her, the signs are unmistakable. Paige knows this event must be controlled, monitored, at every turn, no matter the cost. When her superiors rejected her theories, she abandoned FILTER to make sure that when this event goes down, someone is there to make sure it happens the “right” way. Every event K.N.Y.F.E. involves herself in is, in her mind, connected to the coming multiversal crossroad.
[b]Reputation:[/b] Although she's taken to teaming up with the world's more established heroes, K.N.Y.F.E. is a commando first and a superhero second. She tends to act with a brutal efficiency that is both surprising and off-putting, preferring stealth, psychological warfare, guerilla tactics, and strategic eliminations over the more guileless, more public-friendly methods used by the Freedom Five and many of their contemporaries. Many of the world's other heroes are hesitant to work with K.N.Y.F.E., although Paige and Expatriette get along rather famously,.
[b]Prejudiced:[/b] As a former FILTER agent, K.N.Y.F.E. views anything that deviates too far from “normal human” with extreme suspicion. Aliens, extradimensional or extratemporal creatures, even “former” humans such as Haka, Writhe, or Dr. Medico, are all seen as potential traitors or enemies. In battle, K.N.Y.F.E. will keep one eye on these “allies.”
[b]Wanted:[/b] Although she believes she's acting in the best interests of reality at large, she's still AWOL from FILTER, and a rogue agent in possession of stolen, extremely highly-advanced (not to mention classified) technology is something FILTER does not take lightly. Any sighting of Paige, whether hard fact or mere rumor, is bound to draw a team of FILTER agents armed with technology inhibitors and arrest warrants.
[b][size=20]PAIGE HUNTLY[/size][/b]
[b][size=15]PL8 ▪ 119 POINTS[/size][/b]
[b]Abilities[/b] Str 3, Sta 3, Agl 4, Dex 2, Fgt 12, Int 2, Awe 3, Pre 1
[b]Powers[/b]
[color=white]...[/color][b]Kinetic Energy Field:[/b] Damage 8 (energy), Area: Burst, Tiring, Uncontrolled
[b]Skills[/b] Athletics 3 (+6), Deception 5 (+6), Expertise: FILTER Agent 4 (+6), Expertise: Special Forces Commando 6 (+8), Insight 3 (+6), Intimidation 4 (+5), Perception 8 (+11), Persuasion 4 (+5), Ranged Combat: Firearms 5 (+7), Stealth 8 (+12), Technology 5 (+7), Vehicles 5 (+7)
[b]Advantages[/b] Accurate Attack, Diehard, Equipment (2), Evasion (1), Improved Disarm, Improved Initiative (1), Improved Trip, Power Attack, Second Chance, Seize Initiative, Tracking, Ultimate Effort
[b]Equipment[/b] Combat Knife (Damage 1, Penetrating [1]); Light Pistol (Damage 3, Range: Ranged); Multi-tool; Rebreather
[b]Offense[/b] Initiative +7, Combat Knife +12 (Damage 4), Kinetic Energy Aura – (Damage 8), Light Pistol +7 (Damage 3), Unarmed +12 (Damage 3)
[b]Defense[/b] Dodge 8, Parry 6, Fortitude 12, Toughness 3, Will 7
[b]Totals[/b] Abilities 60 + Skills 30 + Powers 4 + Defenses 11 + Advantages 14 = 119
This is some really great stuff. It's all getting saved for when I actually get around to running some supers again.
So excited to see this project return, chainsawrabbit. I was getting interested in M&M3 when I first found this thread early last year. My love for the system has only grown, so I am thrilled that you have decided to continue this. Thanks! :)
I've really been enjoying this thread, chainsawrabbit. It reminds me of playing Second Edition M&M 5 + years ago.
Thanks!
Thanks to everyone for their enthusiasm! Sorry I kinda stalled out on updates (again), but life got a little crazy. However, I have finished the number crunching for all remaining heroes except the Naturalist; that guy's turning out to be a pain in the rear. He's taking a lot of research, actually, to represent his animal forms (with a little creative license). The hard part on these guys is their Complications. I got my hands on copies of the DC Adventures character books, and have been using them for ideas, references, etc. Some of the newer heroes were challenging, like trying to make Parse's support abilities appropriately game-changing, trying to represent some of NightMist's and Writhe's powers in a thematically appropriate way without making them game-breaking, and so on. I hope I'm not taking too much creative license with some of their powers, because I'm trying to build that are both fun and effective, which is why The Idealist now has the ability to Force-crush enemies (and really, who doesn't want to do that?).
Also, now that we know for sure that Mister Fixer is completely blind (which I didn't know when I originally statted him up), I'm thinking of an update, giving him a Disability complication for his blindness and freeing up points wherever I can for:
Sensei's Focus: Senses 5 (ultra-hearing, accurate, actue, radius) ▪ 5 points
The newest crop of villains is going to be a challenge, especially GloomWeaver. I'm trying to figure out the best way to represent an incorporeal interdimensional demi-deity. Maybe going over his cards again will knock the dust off the ol' inspiration.
Please, freely pass along any ideas or feedback on the various characters. I'm not too big to completely redo a character if I'm too far off the mark.
-CSR
So very cool to see these continuing. I just got a guy who runs M&M nights at our FLGS into sentinels recently, I'll have to alert him to these.
We're giving some of these a try tonight. I've got NightMist, Absolute Zero, Haka, and the Chrono-Ranger going up against Baron Blade. We'll see how it works out. I enjoyed reading through the builds.
NEEECROOOOMAAAAANCEEEER.
This is wonderful stuff. I'm going to give this a shot as soon as I can, and probably also look into trying the FATE Accelerated angle. Probably the latter first to see if people are interested, then offer more crunch (your wonderful stuff) if they are.
These are REALLY awesome. I especcially love the coplications and fkavor stuff.
I hope you don't mind if i use and moodify these for my game that I run. My players actually will be having a run in with some of the freedom 5 rather soon so i need to be prepared. Well, it's actually Haka, Setback, Unity, Tempest. As well as a new addition to the Super Ranks, a pre-teen psychic name Augry. She became a hero after being saved from her own living nightmares by a group of heroes, she especailly looks up to the Visonary but she doesn't think her idol likes her too much.