I'm NEVER satisfied with my characters. I must have two dozen Maces and even more "Lumions."
This is my more "baby Thor/Cap" style of A Man Called Mace.
All New Mace 2 - PL 10
This artwork is a gift from Kent Clark - that's his real name - aka Vagabondx on Deviantart. Had to show this off.
Strength 7/3, Stamina 7/3, Agility 6, Dexterity 4, Fighting 10, Intellect 1, Awareness 4, Presence 4
Advantages
Agile Feint, Move-by Action, Power Attack, Ranged Attack 4
Skills
Acrobatics 4 (+10), Close Combat: Unarmed 3 (+13), Expertise: Tactics 4 (+5), Insight 4 (+8), Intimidation 3 (+7), Investigation 4 (+5), Perception 6 (+10), Ranged Combat: Magnetic Mastery 6 (+10), Stealth 4 (+10)
Powers
Electromagnetic Radar: Senses 6 (Accurate: Radio, Acute: Radio, Analytical: Radio, Radio, Radius: Radio)
Magnetic Levitation: Flight 1 (Speed: 4 miles/hour; Levitation Only)
Magnetic Mastery
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1 Magnetic Fields: Move Object 6 (3200 lbs., Advantages: Improvised Tools; Precise; Limited Material: Ferromagnetic Metals)
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2 Magnetic Pulse: Damage 6 (DC 21; Increased Range: ranged)
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3 Whirling Mace: Deflect 13 (Quirk: Requires Warhammer)
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4 Whirlwind: Cone Area Affliction 10 (1st degree: Hindered, 2nd degree: Prone, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Extra Condition; Distracting, Instant Recovery, Limited Degree, Quirk: Requires Mace)
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5 Bootstrap Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Quirk: Requires Metal of Opportunity)
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6 Bouncing War Mace: Shapeable Area Damage 3 (DC 18; Shapeable Area: 30 cft., DC 13, Increased Range: ranged; Quirk: Requires War Mace)
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7 Groundstrike: Burst Area Affliction 10 (1st degree: Dazed, Hindered, 2nd degree: Stunned, Prone, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Extra Condition; Custom: Instant Recovery on Hindered/Prone, Limited: Mace and Targets Must Be On Same Surface, Limited Degree, Quirk: Requires War Mace)
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8 Thrown Mace: Strength-based Damage 5 (DC 27; Increased Range: ranged; Diminished Range, Inaccurate 4: -8, Quirk: Requires War Mace)
Magnetic Reinforcement: Enhanced Trait 16 (Traits: Stamina +4 (+7), Strength +4 (+7))
War Mace: Strength-based Damage 5 (Easily Removable, DC 27; Inaccurate: -2)
Offense
Initiative +6
1 Magnetic Fields: Move Object 6, +14 (DC 16)
2 Magnetic Pulse: Damage 6, +14 (DC 21)
4 Whirlwind: Cone Area Affliction 10 (DC Fort 20)
6 Bouncing War Mace: Shapeable Area Damage 3 (DC 18)
7 Groundstrike: Burst Area Affliction 10 (DC Dog/Fort/Will 20)
8 Thrown Mace: Strength-based Damage 5, +6 (DC 27)
Grab, +10 (DC Spec 17)
Throw, +8 (DC 22)
Unarmed, +13 (DC 22)
War Mace: Strength-based Damage 5, +8 (DC 27)
Complications
Fame
Identity
Motivation: Responsibility
Quirk
Relationship
Languages
English
Defense
Dodge 10, Parry 13, Fortitude 7, Toughness 7, Will 7
Power Points
Abilities 70 + Powers 44 + Advantages 7 + Skills 19 (38 ranks) + Defenses 10 = 150
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> Arnold J. Dolenz wanted to be a superhero ever since he was a little kid. With big ears and a goofy grin and a not very athletic build, he knew he could never really be a caped crusader with years of training. When his mutant powers did manifest, he was overjoyed. He had the power of MAGNETISM! He could shift a ton and a half of mass with ease, and hurl chunks of metal with the force of a small rocket launcher. The trouble was, when it came time to fight crime, he found himself suddenly in the middle of the park during a chase. His sole saving grace was that he was able to disarm the criminals of their guns, but they came after him with tree branches and lead pipes (which he learned were not that keenly effected by magnetic fields).
Beaten to within an inch of his life, he was rescued by Morning Knight at the last minute. Daryl saw a kindred spirit in Arnold, and had the superhuman medic Remedy restore Arnold to full health. It was then that Arnold realized that powers weren't everything. Morning Knight was a living example of that. Flaming fists gave Daryl the ability to hang with superhumanly tough opponents, but his skills and training were necessary to keep him from being labelled a murderer.
Arnold began his intensive training, and bolstered his powers with equipment, namely his namesake Mace, a heavy duty metal club, and his chainmail. Now, mentally and physically equipped to handle the worst the world could throw at him, Mace, the Magnetic Ace takes to the night to battle the forces of evil.
> Mace utilizes his iron mace and magnetic powers for multiple effects. He has grown so skilled with the combination of his mace as a blast that hits with the power of a rocket launcher, or in hand to hand combat with even more ferocious force. The newer version of Mace has a natural built-in compass, as well as the ability to detect radio frequencies, magnetic fields and ferrous metals. Mace's iron club is considered a device, but has no actual attack traits inherent in it (though the "feature" is actually simply equipment - iron mace). When used, his magnetism grants it a structural integrity able to hit with power on scale with most paragons and powerhouses. With range, he's not as brutally powerful, but he is still quite skillful, and can use his mace indirectly, able to smack opponents from behind and by surprise. He also, being a comic nerd, emulates some old Thor tricks, like spinning his iron club so fast, he produces a powerful whirlwind, or smash the ground with enough force to hurl people from their feet.
> This version is more directly a "bootstrap flier." When he was the teenaged sidekick of the Morning Knight, he used a pair of C-Clamps that he hung onto as he propelled them (and used one as a throwing weapon). Now, Mace can hover under his own power while he waits for his War Mace to return.
> As Mace is a personal identification character, I've taken two favorite people to give him his character's name. Mickey Dolenz and Chris Barrie's wonderfully nuanced Arnold Judas Rimmer supply this lovable goof who won't quite give up his name. From Mickey, he has the mischevious energy. From Rimmer, he gets the depth of a bit of self-loathing (okay a lot) that he's not quite good enough to be a superhero, needing to have been trained by someone better, and needing tricks to give his natural abilities the versatility he needs to survive as a superhero.
> The new take on Mace comes from focusing on the fact that Dolenz can actually do most of his stunts with any old mass of metal as long as it's smaller than his "Move Object" weight. The War Mace itself provides a focus for his alternate Damage effects (in game terms, it's only a +3 club), as well as allowing him to bootstrap fly and pull off the Groundstrike and the Whirlwind, or just whip something big and heavy as hard and fast as an anti-tank missile. I also stole my own "mook sweeping" Shapable Area Damage from my Silver Sentinel. Because Mace loves pulling a Captain America as well as a Thor.