Fuzzyboots Character Archive

Where in all of your character write ups will go.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: Fuzzyboots Character Archive

Post by FuzzyBoots »

Submitted for Ysariel's 2E Emerald City Knights Campaign

Mockingbird
Image
Real name: Ivan Vasil'yevich Egorov
Citizen name: John Christopher Levinson

Power Level: 10; Power Points Spent: 150/150

STR: +4 (18), DEX: +5 (20), CON: +6 (22), INT: +3 (16), WIS: +2 (14), CHA: +3 (16)

Tough: +6/+10, Fort: +7, Ref: +10, Will: +7

Skills: Acrobatics 8 (+13), Bluff 12 (+15), Climb 6 (+10), Concentration 5 (+7), Diplomacy 2 (+5), Disable Device 4 (+7), Disguise 4 (+7/+12), Drive 4 (+9), Escape Artist 4 (+9), Intimidate 10 (+13), Knowledge (history) 5 (+8), Knowledge (tactics) 10 (+13), Language 1 (+1), Medicine 2 (+4), Notice 8 (+10), Pilot 4 (+9), Profession (Handiman) 4 (+6), Sense Motive 5 (+7), Stealth 8 (+13), Survival 6 (+8), Swim 8 (+12)

Feats: Accurate Attack, Attack Specialization 3 (Hammered Sickle (Device 2)), Challenge - Face in the Crowd*, Cult Hero (Communists)**, Defensive Attack, Defensive Roll, Dodge Focus 5, Equipment 1, Evasion, Improved Disarm, Improved Initiative, Inspire 2 (+2), Leadership, Master Plan, Power Attack, Quick Draw, Seize Initiative, Uncanny Dodge (Auditory)
* You can craft a disguise that is less likely to draw attention. Only people who specifically single you out and try to notice your deception receive Notice checks to do so. Guards and other passive observers take no special notice of you unless you draw attention to yourself or interact directly with them. The feat bypasses the normal -5 penalty to do this.
** Such characters are well-known, beloved figures within a subculture and receive a +4 bonus per rank on all Charisma-based skill checks involving anyone belonging to that particular group. This bonus cannot increase your total effective skill rank higher than the campaign's power level limit.

The downside is they're considered infamous and distrusted by at least one other group equal or larger in size to the one that adores them. When dealing with detractors, all Charisma-based skill checks are penalized by -2 per rank.


Powers:
Morph 1 (morph: broad group - humans, +5 Disguise) - From equipment
Hammered Sickle (Device 2) (Easy to lose)
. . Strike 4 (DC 23; Penetrating; Mighty)
. . . . Blast 3 (Alternate; DC 21; Mighty 3 (+3 to damage)) - He throws his weapon Captain America-style, catching it pretty infallibly on the rebound.
Driven (Immunity 6) (interaction skills, sleep; Limited - Half Effect) - Due to his training, he can get by on little sleep and finds it easier to resist attempts to influence him.
Leaping 1 (Jumping distance: x2)
Speed 1 (Speed: 10 mph, 88 ft./rnd)
Sound Mimic (Features 1) -
Super-Senses 4 (analytical: Hearing, danger sense: Auditory, direction sense, extended: Hearing 1 (-1 per 100 ft))

Equipment: Chain-Mail, Disguise Kit [Morph 1, morph: broad group - humans, +5 Disguise]

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +10)

Attacks: Blast 3, +12 (DC 21), Strike 4, +12 (DC 23), Unarmed Attack, +6 (DC 19)

Defense: +10 (Flat-footed: +3), Knockback: -5

Initiative: +9

Languages: English, Native Language (Russian)

Totals: Abilities 46 + Skills 30 (120 ranks) + Feats 25 + Powers 16 + Combat 22 + Saves 11 + Drawbacks 0 = 150

Background
Ivan Vasil'yevich Egorov was born in Rostov-on-Don in 1921, and proudly fought against the menaces of the Axis powers in World War II. During that time, he participated in various trials to attempt to engineer a Russian super-soldier. Much to his chagrin, he repeatedly failed to distinguish himself in that area. The chemicals made him a little bit faster. The radiation made him a little bit stronger. The work with the psychics augmented his own natural ability to perform impressions of others. Still, he was barely a single step above the common soldier, and others continued to be promoted ahead of him. During the Cold War, he served the Communist government proudly, but he wasn't as strong as Sovena or the Proleterian. He lacked the mechanical genius of Red Death. He lacked the infiltration abilities of Ivanova, often known in the U.S. informally as the Molotov Cocktease for her ability to seduce prominent American figures and worm secrets from them. And so he languished, fighting minor battles as The Mockingbird versus U.S. heroes and occasionally trotted out for publicity stunts. That is, until his final mission in 1983.

Ivan crossed into the United States over the Canadian border and assumed an identity as John Christopher Levinson, Slavic immigrant and a citizen of Emerald City. His stated job was to maintain his cover until the time when the Soviet government would activate him and he would use his mimicry abilities to forge certain key vocal orders. And so he settled in to wait. And wait he did. Unbeknownst to him, his file was lost in the general chaos and inefficiency of the Communist bureaucracy. No orders ever came. Ivan met and married Maria Woszcnya, a Polish immigrant. Maria died in 2005, their union completely fruitless, and Ivan gave up all hope for making an impact on the world. He was about to send his old costume and weapons off to the museum when the Silver Storm struck. Donning his old garb and limbering his creaking bones, he set out to find what had happened.

Complications
* Is Youth Fleeting? - The effects of the Silver Storm have seemingly restored Ivan's youthful prowess. At the beginning of the adventure, he's suffering from reduced attributes of a 12 Strength, 10 Dexterity, and 12 Constitution and his powers are unreliable. It's possible something may temporarily or permanently rob him of his enhanced status again.
* Secret Origin - Ivan has all of the trappings of an American citizen, but as a sleeper agent, he could readily be deported if his true identity were discovered
* Long History - While Mockingbird was never an A-list Communist threat, he does have a bit of a reputation. Sometimes it works for him and sometimes it works against him
* Old Fashioned - Ivan has lived a long life. He's at that stage where he does not adapt easily to the changing times
* Loyalty - Ivan is torn a bit between his two identities. He has come to love his adopted country, but he spent most of his life serving Mother Russia. Should it come to a choice between the two, he feels like he would be forced in the position of Buriden's Ass.

----

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FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: Fuzzyboots Character Archive

Post by FuzzyBoots »

Built for XLS's Silver Age Freedom City campaign, although I'm replacing him with Mary Marvel from a bit earlier in the thread so as to be a bit more accurate to the period.

Trip
Image
Power Level: 8; Power Points Spent: 120/120
Height: 5' 10" Weight: 153 lbs
Eyes: Pale blue Hair: Mousy brown

STR: -1/+4 (9/18), DEX: +1 (12), CON: +2/+7 (15/24), INT: +5 (20), WIS: +2 (14), CHA: +1 (12)

Tough: +2/+3 (Base) / +7/+8 (Adrenal Surge), Fort: +2/+7, Ref: +5, Will: +4

Skills: Bluff 6 (+7), Craft (chemical) 10 (+15), Gather Information 6 (+7), Knowledge (life sciences) 6 (+11), Knowledge (physical sciences) 6 (+11), Knowledge (streetwise) 2 (+7), Medicine 2 (+4), Notice 4 (+6), Sense Motive 2 (+4)

Feats: Attack Focus (ranged) 2, Attack Specialization (Expectorated Drugs (Array 10)), Attack Specialization (Unarmed Attack), Challenge - Fast Work (Craft (Chemical)), Chemist - Inventor with Knowledge (Physical Sciences / Life Sciences) and Craft (Chemical), Defensive Roll, Dodge Focus 5, Fearless

Powers:
Expectorated Drugs (Array 10) (default power: Nauseate) [20 pp + 4 pp of Alternates = 24 pp]
. . Adrenal Surge 9 (Array; +9 STR/CON; Affects Others; Slow Fade (1 minute), Subtle (subtle))
. . Dazzle 6 (Array; affects: 1 type + visual - visual + tactile, DC 16; Accurate (+2), Reversible, Notes: Induces visual and tactile hallucinations that render that sense useless.)
. . Emotion Control 6 (Array; DC 16; Contagious (skin contact), Duration (continuous); Range (ranged); Accurate (+2), Reversible)
. . Nauseate 6 (Default; DC 16; Range (ranged); Accurate (+2)), Notes: Pleasure based. Puts the target in a state of bliss.)
. . Poison (Blast 8) (Array; DC 23; Incurable, Reversible, Sedation, Variable Descriptor (Narrow group - Various chemical descriptors), Notes: By using various drug combinations, he can cause massive pain in the subject's body, but can administer an antidote that will reverse the effects.)
Trippy Skin (Confuse 10) (DC 20; Aura, Permanent, Duration 2 (sustained); Range (touch), Notes: His skin constantly exudes a drug that induces a variety of unpredictable effects in those that touch it.) [30 pp]

Attack Bonus: +4 (Ranged: +6, Melee: +4, Grapple: +8)

Attacks: Dazzle 6, +10 (DC Fort/Ref 16), Emotion Control 6, +10 (DC Staged/Will 16), Nauseate 6, +10 (DC Fort/Staged 16), Poison (Blast 8), +8 (DC 23), Trippy Skin (Confuse 10), +4 (DC Will 20), Unarmed Attack, +6 (DC 19)

Defense: +8 (Flat-footed: +2), Knockback: -4

Initiative: +1

Languages: English (Native)

Totals: Abilities 22 + Skills 11 (44 ranks) + Feats 13 + Powers 54 + Combat 14 + Saves 6 + Drawbacks 0 = 120

Background
Trip's parents are members of The Tick-Tock Doc's Counter-Clock-Culture. Well, at least the people who raised him definitely were. The Tick-Tock Doc never expounded at length at Trip's background. As long as Trip remembered, he was surrounded by hippies, beatniks, and other peace-loving folk that The Doc had gathered. According to The Doc, he's at least sixteen of Earth's years, but time not being a priority, he might be younger or older. As it is, The Tick-Tock Doc dropped him off at the foot of the Beaumont mansion a few months ago, telling Trip that he was welcome to return at any time, but, well... Trip's powerset had kicked in, causing his skin to constantly exude a hallucinogenic coating. At first, people had been content to get a contact high by touching Trip. Then, some of them had started licking to get a higher concentration and a few started suggesting other ways of transmitting the high by involving more surface area. The Doc was a big fan of free love, but worried that Trip's natural state of mellowness meant he might be acquiescing more out of the spirit of not making waves rather than because it was what he wanted. Plus, The Doc felt that Trip needed to be out and among the world and share his talents with the squares out there. Trip, ever agreeable, went with the flow and wished The Doc well and that he'd see him soon, hopefully. The Freedom League has come to accept Trip as a sort of a junior ward. Due to the risk of accidents from skin contact, he is tutored at the mansion and seems to be shaping up to be a bright, if ambitionless, child. Attempts to get him to answer to something either than Trip have failed because, as he sees it, "My name's my name. I don't need another label."

Personality
The cocktail of chemicals that run through Trip's system generally keep him in a constant state of relaxation that most Zen masters would envy. Very little fazes him and he's extremely tolerant of mild discomforts, at least to himself. If someone else is in trouble, he tends to act decisively, although he's prone to relatively non-violent solutions, preferring inducing a state of blissful peace in others rather than to induce a more violent overdose reaction in their system. The one burr in his saddle currently is his inability to turn off the hallucinogenic chemicals in his skin. Before his power kicked in, he was a very tactile person, prone to comfort with a hug or to clap a fellow friend on the back to congratulate him. Now, he has to be careful of any contact with another human being. He can't even cover up because the chemicals inevitably move their way to the surface. He yearns to gain control over his skin, even if it's just to be able to change the composition to something less likely to induce the wide range of reactions.

Complications
  • Addiction - While Trip's never felt the need to take any drugs due to the unique nature of his bodily system, attempts by the League to temporarily nullify his powers have left him in a state comparable to withdrawal. Additionally, the effects he can induce in others aren't physically addictive, but can be very mentally addictive.
  • Blithe Spirit - Trip seldom means to hurt anyone, but he's seldom serious about anything for long, which means that he occasionally offends by not having sufficient gravity on a given subject such as death or loss.
  • Blue and Orange morality - Trip grew up in what was essentially an endless summer of love. He doesn't entirely get the concepts of firm possessions, and sees nothing wrong with people hooking up, or deciding to escape reality through chemistry, meditation, or magic.
  • Family ties - Trip feels a certain loyalty to the Counter-Clock Culture, and is likely to move Heaven and Earth to help them should he find they need him again.
  • Loneliness - Trip misses the ability to make physical contact with others without possibly inducing a bad trip in them. Sometimes, he forgets and makes contact. Sometimes, he "forgets".
  • Unknown history - The Doc has never elaborated on who Trip's parents were, where they came from, or even when they came from, something uncertain with The Doc's time machine. Trip's never really worried about finding out, but it could come back to bite him.
  • Unpredictable changes - Trip's body chemistry is constantly in flux. Sometimes, his powers work differently for a while. Sometimes, the chemicals changes wreak havoc on his personality. In the past, he's undergone everything from mania to depression to rage states.
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FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: Fuzzyboots Character Archive

Post by FuzzyBoots »

An experiment with recovering posts from the Ronin Army forum dump.

Magical Pretty Princess Loli-Chan
Image
"In the name of love, you will be punished! And stop staring!"

Real Name: Satosaka Kohaku (if I translated this right, "Amber of the Small Town with Great Beer")

Power Level: 10 Power Points Spent: 150/150

STR: +1/+6(12/22), DEX: +1/+3(12/16), CON: +1/+3(12/16), INT: -1(8), WIS: -1(8), CHA: +1/+4(12/18)

Tough: +8/+11 (Imp: +4), Fort: +6, Ref: +7/+11, Will: +5

Skills: Acrobatics 8 (+11), Bluff 4 (+8), Climb 0 (+6), Concentration 0 (-1), Diplomacy 0 (+4), Disguise 0 (+4), Escape Artist 4 (+7), Gather Information 0 (+4), Handle Animal 0 (+4), Intimidate 0 (+2), Knowledge (arcane Lore) 4 (+3), Notice 6 (+5), Perform (oratory) 10 (+14), Search 0 (-1), Sense Motive 6 (+5), Stealth 6 (+13), Survival 0 (-1), Swim 0 (+6)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Pretty Princess Wand (Device 7)), Defensive Roll, Diehard, Dodge Focus 3, Elusive Target, Evasion 2, Fascinate (Perform), Fearless, Improved Critical 2 (Pretty Princess Wand (Device 7)), Improved Initiative, Luck 2, Move-by Action, Power Attack, Precise Shot 2, Rage

Powers:
  • Features 1(Notes: Pretty Princess uniform reforms itself intact every time she shifts although it does tear and burn away at the most inopportune times and in unfortunate places.) - [1 PP]
  • Leaping 3(Jumping distance: x10) - [3 PP]
  • Magical Girl Traits (Enhanced Trait 28)(Traits: Strength +10 (22, +6), Constitution +4 (16, +3), Dexterity +4 (16, +3), Charisma +6 (18, +4), Reflex +4 (+11)) - [28 PP]
  • Pretty Princess Wand (Device 7)(Easy to lose) - [21 PP]
    • Blast 11(DC 26, Notes: Brilliant pink light shoots forth from the tip of the wand and strikes with concussive force) - [27 PP]
      • AP:Emotion Control 7(DC 17; Contagious, Duration (continuous); Limited to Emotion; Subtle (subtle)) - [1 PP]
      • AP:Exorcism 11(Notes: Pink symbols are emitted from the wand and blanket the target, fighting the icky evil within it.) - [1 PP]
      • AP:Healing 10(DC 20; Persistent, Stabilize, Notes: Loli-Chan touches the tip of the wand to the target and heals them of their ills as the flitting image of a Naughty Nurse outfit covers her.) - [1 PP]
      • AP:Snare 11(DC 21, Notes: Gaudy ribbons of a rainbow of colors fly out to snare the target) - [1 PP]
      • AP:Strike 5(DC 26; Duration 2 (sustained), Independent, Penetrating; Affects Insubstantial (half ranks), Mighty, Notes: With a flick of the wrist, Loli-Chan expands the wand out into a mighty scepter and lays about her with it, its head blazing with a pink fire that clings to her targets. The fire is extinguished by the target not attacking for a round.) - [1 PP]
    • Comprehend 1(languages - speak all) - [2 PP]
    • Enhanced Trait 4(Feats: Fascinate (Perform), Fearless, Precise Shot 2) - [4 PP]
    • Force Field 2(+2 Toughness) - [2 PP]
  • Protection 6(+6 Toughness; Impervious [4 ranks only]) - [10 PP]
  • Shrinking 4(-1 Toughness, -1 size category, 3/4 movement speed; Normal Strength; Permanent) - [8 PP]
  • Speed 3(Speed: 50 mph, 440 ft./rnd) - [3 PP]
  • Super-Movement 3(perfect balance, sure-footed 2 (50% penalty reduction)) - [6 PP]
  • Super-Strength 2(+10 STR carry capacity, heavy load: 3.1k lbs; +2 STR to some checks) - [4 PP]
Attack Bonus: +5 (Ranged: +7, Melee: +5, Grapple: +6/+8)

Attacks: Blast 11, +9 (DC 26) [110ft. range incr.]; Emotion Control 7, +9 (DC 17) [Perception range incr.]; Exorcism 11, +9 (DC 20) [Perception range incr.]; Snare 11, +9 (DC 21) [110ft. range incr.]; Strike 5, +7 (DC 26); Unarmed Attack, +5 (DC 21)

Defense: +9 (Flat-footed: 5), Knockback: -6
Initiative: +7
Encumbrance: Light: 1k lbs, Medium: 2.1k lbs, Heavy: 3.1k lbs, Maximum: 3.1 tons, Push / Drag: 7.8 tons
Languages: Japanese

Drawbacks:
Vulnerable (Uncommon - Mind Control, Moderate - +50% DC)

Gender: Female Age: 6
Eyes: Blue Hair: Blonde, princess curls
Height: 3' 6" Weight: 40 lb.

COMPLICATIONS
  • Duty - Loli-chan must defend goodness and true love (here, "true love" includes any and all forms of love, including many which may be illegal in a given country) at all times.
  • Enemies - Professor H (still believes Loli-Chan belongs to him, has Mind Control and Transform (Mental) powers), Pervert Patrol (believes Loli-Chan is an aberration which must be healed or cleansed, mostly non-powered but there are some mystics (primarily wielding uncontrolled artifacts) and anyone could be a member of them), various demons and moral rights groups
  • Reputation - Loli-chan is, well, clearly underage and dressed terribly provocatively. The fanfiction written by her fan club doesn't help matters either.
  • Reputation / Duty - Loli-Chan has a fan club. Kohaku doesn't want this fan club, as they largely run into fights to get panty shots and post said shots on the internet along with lemon fanfiction. Loli-chan, however, has to defend them because, after all, they are advancing the cause of "true love"
  • Secret - Kohaku must hide the fact that she is Loli-chan from the public, both because enemies might target her in her non-powered form and because it would ruin her life.
BACKGROUND
Satosaka Kohaku was your typical high schooler. She wasn't extremely popular, but she had her friends and she had her club activities. One day, as she was heading home from school, she saw a little old man being set upon by a group of young thugs. Kohaku was galvanized into action and charged in, backpack swinging wildly. The old man thanked her profusely and claimed that the young men were not just thugs, but were enemies of his who sought to prevent him from spreading love and joy in the world. Before Kohaku could speak a word in question, the old man straightened up and thrust one hand up in the air. Rainbows shot down from the sky and the seeming old man transformed into a dashing sorcerer in his mid-30's. He took Kohaku's hand and asked her if she would stand with him, to protect the world and to help his cause, offered to make her a magical girl, a defender of love from all of those who would oppose it. Kohaku had heard of magic before and, as a child, had dreamed of growing up to be a magical girl. And now, here was her chance. She eagerly said yes and he pressed a rainbow colored brooch into her hands. "Take this," he said and she could feel a tingle from the broach as she held it closer to her face to examine its details, "It is now attuned to you and, no matter what forces you face, you now can never lose it. Come to the playground around the corner at midnight tonight and I will instruct you in your duties." And, with that, he vanished. Kohaku stumbled home, in a daze, wondering whether this could have all been a dream. But, when she went to the playground that night, the sorcerer stood there. proud and tall. He told her to hold the brooch above her head. "This first time, I will have to empower the brooch. Thereafter, you will be able to transform whenever there is trouble, whenever evil fills the air." Rainbows streamed from his fingertips and encircled Kohaku. She could feel a definite change, although it was subtle. The world became a little bit more clear. Her body felt full of energy, ready to perform at a moment's notice and she... was shrinking? Much to Kohaku's horror, she felt herself getting shorter, her arms and legs getting stubbier. She tried to let go of the brooch, but it stuck to her hands. A rustling in the bushes made the sorcerer's head shoot up. "My enemies have found me. I just need to magically impress upon you your mission..." and his hands shot forward, the rainbows redoubling. Kohaku could feel her mind twisting, reshaping itself. The master is right... the master must be obeyed. Love must be free and not persecuted no matter the size, the shape, the age... She fought as best she could, but she could feel the voices overwhelm her, crushing her sense of self and replacing it. That's when the rock struck the sorcerer. He fell to one knee, blood streaming down one side of his face, and the rainbows ceased. Kohaku fell to one stubby knee, a distance of maybe ten inches at most from her standing position and fought the remaining voices in her head. "There's the pervert!" a voice cried and one of the young boys from before leaped out of the bushes. The sorcerer, still bleeding, looked straight into Kohaku's eyes and spoke, "This isn't over. You are mine now." And then, he vanished once more. The boy skidded to a halt and spoke a harsh curse into the night. He then turned to Kohaku and recoiled. "What... what are you?" Smite the unbeliever! Topple the tyrant! The master is... Kohaku once more fought down the voices and looked down at her arms and legs. The clothing she'd been wearing had been transformed into what looked like a child's version of a seifuku. Pink... of course, it was pink. With a flush of embarrassment, she realized that the skirt, while a somewhat more pleasing white color, was mildly translucent and was currently showing that her undergarments had been transformed as well. "I... I'm..." and the voices took hold once more, bring her to her feet, one arm above her head suddenly clutching a wand covered in ribbons. "I am Magical Pretty Princess Loli-Chan, Defender of Free Love and you will be punished!" And there, she wound to a halt. The boy must be punished! But... why? I don't even know him. The master says... She closed her eyes and forced the voices back down. When she opened her eyes, all of the boys she'd seen that morning attacking the man were standing to one side of the playground, arguing quietly but fiercely. She could only catch a few words of it. "... transformed... tainted by him... needs to be cured... destroyed" As much as Kohaku wanted answers, she valued self-preservation more. She turned and pumped her chubby little legs, moving almost impossibly fast as she sped out of the playground. With no effort at all, she cleared a ten foot chain link fence. What... what am I? I am Magical Pretty Princess Loli-Chan, Defender of Free Love and... Oh, shut up. To her amazement, the voices stilled and let her be. Still, what was she?

Since that fateful day, Kohaku has grown to accept that she is stuck with this role, but she fights to conquer the overrides the sorcerer (who she now knows goes by the name of Professor H) placed on her, but she's found that her magical girl form is all too prone to suggestion. On the other hand, it sports impressive physical attributes despite her diminutive size, and said attributes have only increased with intensive training. Lacking any source of formal source of training, Kohaku has turned her magical girl form into a bit of a brawler. Not terribly fast or accurate, but able to take a great deal of punishment and able to inflict said punishment back, although her ability to fight is greatly decreased without her wand. Still, she has accounted well enough for herself, fighting various demonic creatures and the occasional pervert (although she generally has to marshal her will to keep from defending said pervert). As Kohaku, she's managed a fairly normal high school life, although she's starting to think that her friends suspect something is going on with her, but she's pretty sure they haven't figured out the specifics.

PERSONALITY
As Magical Princess Loli-Chan, Kohaku is alternately perky and friendly or sullen and argumentative. The nature of the form is to be friendly, really to be... overly friendly, but Kohaku is constantly battling this aspect. Despite the mental overlay, Kohaku retains her maturity in the other form, although she finds her thinking more than a tad fuzzy.

TACTICS
Magical girls are, by a rule, supposed to fight in teams, with each member's strength supporting the other's weakness. Their ignorance is compensated by wise spiritual advisors. They are generally dependent on a mysterious defender who arrives in their time of greatest need. Loli-Chan has never been a proper magical girl and has therefore largely learned for forge for herself. Her natural inclination is to charge in and start blasting bad guys indiscriminately, trusting in her magical protection to keep her from harm. She has also picked up a most un-magical-girl tendency to pick up objects around her like telephone poles and uninhabited cars and to use them as improvised weapons.

Total: Abilities 4 + Skills 12 + Feats 21 + Powers 84 + Combat 18 + Saves 13 + Drawbacks -2 = 150

[HR][/HR]
Davies ran a Mecha and Manga game on the Atomic Think Tank named Freedom Panic!. It unfortunately fell apart after the first adventure, but I built Loli-Chan for that. Original build can be found here. In some ways, I'm very proud of her. She was a fairly powerful build with some interesting hooks. In others... well, most people don't build underage magical girls. Some things didn't translate right when I rebuilt her. I had two extra pp on the Sceptre and I was less than happy with some of the drawbacks. Also, it was a Davies houserule that Defensive Roll gave +2 toughness for the first rank to compensate it going away when stunned.

Sneaks the Clown
Image

Abilities: [52 pp]
[TABLE="class: cms_table, width: 500"]
[TR]
[TD]STR 2[/TD]
[TD]AGI 5[/TD]
[TD]FGT 4[/TD]
[TD]AWA 2[/TD]
[/TR]
[TR]
[TD]STA 8/2[/TD]
[TD]DEX 5[/TD]
[TD]INT 0[/TD]
[TD]PRE 8[/TD]
[/TR]
[/TABLE]

Advantages: [18 pp]
Close Attack 4, Daze (Deception), Hide in Plain Sight, Improvised Weapon 2, Power Attack, Redirect, Set-Up 2, Skill Mastery (Deception, Stealth), Throwing Mastery 4

Skills: [19 pp]
Acrobatics 5 (+10)
Athletics 2 (+4)
Close Combat [Slapstick Array] 4
Deception 8 (+16)
Expertise (Clowning) 6 (+14) [assumed Presence-Based]
Ranged Combat [thrown objects] 4
Stealth 6 (+11)
Sleight of Hand 3 (+8)

Powers: [36 pp]
  • Unnoticeable (Concealment 10) [All Senses, Quirk: Shows up on recordings, Precise (can temporarily not conceal one sense at a time)] [20 pp]
  • Slapstick (Insidious, Subtle) [Variable Descriptor 2 (melee weapons), Detectable via DC 20 Perception check] [4 pp]
  • Clown Body [Enhanced Stamina 6] [12 pp]

Equipment: [2 pp]
  • Slapstick Array [5 EP + 4 Alternates]
    • Honking Big Mallet (Strength-Based Damage 3, Reach, Improved Critical)
    • Joy Buzzer (Stun Gun) (Affliction 5 [daze / stun / incapacitate])
    • Snare Loop (Touch Snare Affliction 5 [Hindered + Impeded / Defenseless + Immobile])
    • Stinkbomb Whoopie-Cushion (Touch-Range Triggered Affliction 4 [Impaired / Disabled], Burst Area, Triggered (physical contact))
    • Banana Peel (Linked Damage 1 + Affliction 6 [Impaired / Prone, Limited Degree, Instant Recovery], Triggered 2 (1 for each) (Physical Contact))
  • Deck of Playing Cards

Toughness: +8, Fortitude: +10/+4 [2 pp], Will: +10 [8 pp]
Dodge: +8 [3 pp]
Parry: +10 [6 pp]
Initiative: +5

Attacks: +5 for ranged, +8 for melee
General Ranged: +5
General Melee: +8
Thrown Cards: +9 [DC 19 Toughness]
Slapstick Array: +12
  • Whoopie Cushion (DC 14 Fortitude : Impaired/Disabled)
  • Honking Big Mallet (DC 20 Toughness, 19-20 Crit)
  • Joy Buzzer (DC 15 Fortitude : Daze/Stun/Incapacitate)
  • Snare Loop (DC 15 Dodge : Hindered + Impeded/Defenseless + Immobile)
  • Banana Peel (DC 16 Dodge : Vulnerable/Prone | DC 16 Toughness)

Abilities 56 + Advantages 18 + Skills 19 + Powers 36 + Equipment 2 + Defenses 19 = 149 pp / 150

Background
All that Brenton Simmons wanted was to be a clown. As a child, he delighted in making people laugh. As he grew up, he trained himself in pratfalls and amateur magic, and slowly built up his persona. He even attended a clown school to gain a grounding in the professional aspects and registered his makeup, carefully painted on an emptied eggshell. A few weeks before his debut, he was performing in the local park to a semi-attentive audience when a gag he performed involving a bright red balloon, a small schnauzer, and 10 lbs of cooked noodles distracted a carriageman at just the wrong time, causing him to swerve and run down an old woman. Brenton immediately broke off his routine and rushed over to help the woman, but she was rapidly dying. As the last sparks of life were leaving her body, she grabbed Brenton's shoulders and cursed him for his clowning, proclaiming that from now on, he would be a clown, an excellent clown, but would labor in complete obscurity. True to her dying curse, it was suddenly like he longer existed to the world. No one could see him. No one could hear him. Faced with an inability to really do any job at all, Brenton eventually turned to petty crime, quickly learning from news reports that, while no one saw him during the perpetration of the crime, there was no lack of video footage. His makeup was matched up to the official registry and soon, both his real identity and his clown identity had been declared criminals. True, they couldn't catch him, but it meant he also lost access to bank accounts, rented properties... in short, his life was an ironic Hell. And the makeup no longer came off. This was his face now.

He found a level of tolerability in his new life. True, he could never really perform directly for an audience, but he came to enjoy the idea of his thefts being performance art on a grand scale, only appreciated in retrospect. Indeed, for a while, people believed that his endeavours were actually the result of a viral advertising campaign, or maybe a flash mob. But eventually, tying together the shoelaces of security guards and drawing obscene pictures on cue cards began to get dull, and he started going for bigger targets. Corporations, military bases, even the odd minor-league superhero team, they all suffered incursions from Sneaks the Clown. But all good things come to an end. The first few times that Brenton got caught by booby traps, they didn't notice his inert body until waking, but eventually, a retired Silver Age superhero named Monitor Man (a gadgeteer whose main gadget involved what was essentially a vacuum tube-based HUD in the form of a CRT mashed up against his face) rigged up a surveillance system that let them coordinate efforts to take him down and his crime spree was put to an end.

His crimes amounted to misdemeanours, and his lawyer was able to argue that their evidence was largely circumstantial in that they couldn't really prove that Brenton had been the perpetrator other than through what could yet be doctored footage or copycats. He wasn't going to get off scott-free, but his lawyer was able to get his sentence converted to community service, in this case membership on a hero reality show being filmed in-town with his wages being garnished to pay off fines. He has yet to find a way to break the gypsy curse, but he has learned that, with sufficient willpower, he can at least get people to see or hear him for a brief period, something which he's found adds even more to his performance. He's actually wearing a rubber clown mask over his own permanent features because the network decided he "wasn't scary enough". As compensation, they also provided him with a series of slapstick gags he could use versus the heroes. It's an opportunity to perform in front of an audience again...

Complications
  • Addiction — Brenton has a complexity addiction problem. He could probably settle for cherry-tapping the heroes with blunt objects while they wondered why they got more and more tired and sore, but he feels the need to set up more elaborate scenes.
  • Nemesis — Tactile Lass has never quite forgiven Brenton for goosing her on-camera. And Monitor Man has made noise of getting onto the show so that he can "show those whippersnappers how a real hero comports himself".
  • Obsession — Brenton has dual obsessions of breaking the curse and resuming his work in clowning. Unfortunately, he's got a sneaking suspicion that these obsessions are working against each other...
  • Prejudice — Mistrusted by the law due to his criminal background and mistrusted by many for his clown persona
  • Power Loss — Brenton's inability to be perceived is not truly controlled by him. It happens without his will, and occasionally lapses, revealing him to everyone. He thinks that it has some tie to his mentality. Those times he's been revealed have always involved him losing the thread of entertaining people. It's just one more twist of the knife that Brenton knows that he might be able to return to a normal life, but only if he completely gives up on his dream of being a clown.

Tactics
Brenton relies heavily on being unseen, attempting to set up chains of practical jokes that will spring when the heroes arrive. Most of his abilities are low-impact, but they're annoyances, and ones that Brenton can leverage to distract the enemies for his teammates. If he runs into someone who actually can see him, he's picked up a surprising amount of stealth, and has been known to adopt very unorthodox costumes, such as the time he disguised himself as a vending machine when facing Tactile Lass during Sweeps week.

[HR][/HR]The campaign had an option for operating at PL 9 with 165 pp. Here's a version that takes advantage of that to move the slap stick array to Devices, which makes him much more powerful in some ways.


Abilities: [52 pp]
[TABLE="class: cms_table, width: 500"]
[TR]
[TD]STR 2[/TD]
[TD]AGI 5[/TD]
[TD]FGT 4[/TD]
[TD]AWA 2[/TD]
[/TR]
[TR]
[TD]STA 8/2[/TD]
[TD]DEX 5[/TD]
[TD]INT 0[/TD]
[TD]PRE 8[/TD]
[/TR]
[/TABLE]

Advantages: [18 pp]
Close Attack 4, Daze (Deception), Hide in Plain Sight, Improvised Weapon 2, Power Attack, Redirect, Set-Up 2, Skill Mastery (Deception, Stealth), Throwing Mastery 4

Skills: [21 pp]
Acrobatics 5 (+10)
Athletics 2 (+4)
Close Combat [Slapstick Array] 5 (+9)
Deception 8 (+16)
Expertise (Clowning) 6 (+14) [assumed Presence-Based]
Insight 3 (+5)
Ranged Combat [thrown objects] 4 (+9)
Stealth 6 (+11)
Sleight of Hand 3 (+8)

Powers: [53 pp]
  • Unnoticeable (Concealment 10) [All Senses, Quirk: Shows up on recordings, Precise (can temporarily not conceal one sense at a time)] [20 pp]
  • Slapstick (Insidious, Subtle) [Variable Descriptor 2 (melee weapons), Detectable via DC 20 Perception check] [4 pp]
  • Clown Body [Enhanced Stamina 6, Enhanced Strength 2] [16 pp]
  • Slapstick Array [13 pp, Removeable (he's got the gags stashed in a Super-Science Utility Belt provided by the Network. Disarming him of one means he'll draw another, but mugging him while he's down or sundering it takes them all out)]
    • Banana Peel (Linked Affliction 9 / Strike 3) [Impaired / Prone, Limited Degree, Instant Recovery, Triggered 4 (2 each for 2 uses)]
    • Honking Big Mallet (Strike 6) [Strength-Based, Reach, Innate, Improved Critical 2]
    • Instant Makeover (Morph 2) [Attack, Narrow: Limited to a few identities chosen by the network at the beginning of filming]
    • Laughing Gas Lapel Flower (Affliction 9) [Fatigued / Exhausted, Contagious, Reach, Limited Degree]
    • Rubber Decoy (Illusion 3) [8 cubic feet, 4 senses (sight, hearing, touch, and smell), Limited to images of himself, Instant Recovery (after first physical interaction, auto-success against that decoy), Subtle (DC 20 for a Notice check before physically interacting), Innate, Independent]
    • Snare Loop (Affliction 9) [Hindered + Vulnerable / Defenseless + Immobile, Extra Condition, Limited Degree, Triggered]
    • Stinkbomb Whoopie Cushion (Affliction 9) [Dazed / Stunned, Limited Degree, Burst Area, Triggered]

Toughness: +8, Fortitude: +9/+4 [1 pp], Will: +9 [7 pp]
Dodge: +8 [3 pp]
Parry: +10 [6 pp]
Initiative: +5

Attacks: +5 for ranged, +8 for melee
General Ranged: +5
General Melee: +8
Thrown Cards: +9 [DC 23 Toughness]
Slapstick Array:
  • Whoopie Cushion (DC 19 Fortitude : Impaired/Disabled)
  • Honking Big Mallet +8 (DC 25 Toughness, 19-20 Crit)
  • Snare Loop (DC 19 Dodge : Hindered + Impeded/Defenseless + Immobile)
  • Banana Peel (DC 19 Dodge : Vulnerable/Prone | DC 18 Toughness)
  • Instant Makeover +9 (DC 12 Dodge)
  • Laughing Gas (DC 19 Will, Dazed/Stunned)

Abilities 56 + Advantages 18 + Skills 21 + Powers 53 + Defenses 17 = 165 pp / 165

[HR][/HR]

Pratfall is a modified version that I submitted to Tattooedman's Mystic Troubleshooters game. The Concealment was dropped and I beefed his attacks up to actual powers. Also, the skills changed due to a house rule that non-combat skills cost 1 pp per 3 skill points. I like how he turned out, and I find myself wondering what would have happened if I'd gotten a chance to play him.

Pratfall - PL 10
Image

Strength 4, Stamina 8, Agility 3, Dexterity 5, Fighting 10, Intellect 0, Awareness 2, Presence 6

Advantages
Daze (Deception), Hide in Plain Sight, Improved Critical 2: Honking Big Mallet: Strength-based Damage 6, Improvised Weapon 4, Power Attack, Redirect, Set-up, Teamwork, Skill Mastery: Deception, Skill Mastery: Stealth

Skills
Acrobatics 7 (+10), Athletics 3 (+7), Close Combat (Unarmed / Improvised Weapons) 2 (+12), Deception 10 (+16), Expertise (PRE): Clowning 8 (+14), Insight 6 (+8), Intimidation 4 (+10), Perception 6 (+8), Sleight of Hand 3 (+8), Stealth 10 (+13)

Powers
Immortality: Immortality 1 (Return after 2 weeks)
Regeneration: Regeneration 5 (Every 2 rounds)
Slapstick Array
. . Banana Peel
. . . . Affliction: Affliction 9 (Linked; 1st degree: Impaired, 2nd degree: Prone, Resisted by: Acrobatics, DC 19; Triggered 2: 2 uses - Physical Contact; Instant Recovery, Limited Degree)
. . . . Damage: Damage 4 (Linked; DC 19; Triggered 2: 2 uses - Physical Contact)
. . Honking Big Mallet: Strength-based Damage 6 (DC 25, Advantages: Improved Critical 2; Insidious, Reach (melee) 2: 10 ft.)
. . Laughing Gas Lapel Flower: Affliction 9 (1st degree: Fatigued, 2nd degree: Exhausted, Resisted by: Will, DC 19; Accurate: +2, Contagious, Insidious; Limited Degree)
. . Snare Loop: Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Extra Condition, Triggered: 1 uses - Physical Contact; Limited Degree)
. . Stinkbomb Whoopie Cushion: Cloud Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Triggered: 2 uses - Physical Contact; Limited Degree)
Overcrank: Quickness 2 (Limited to Physical, 5x speed)
Slapstick: "Naked" Power 2 (Broad range; Insidious, Subtle: subtle, Notes: Applies to melee weapons) — Essentially, when Pratfall smashes a vase over someone's head, it doesn't seem like an attack. It doesn't feel like it hurts. It does. DC 20 Notice or Detect (Magic) to figure it out.

Offense
Initiative +3
Banana Peel: Affliction: Affliction 9, +10 (DC Acrobatics 19) / Damage: Damage 4, +10 (DC 19) — Kinetic / Bludgeonic
Grab, +10 (DC Spec 14)
Honking Big Mallet: Strength-based Damage 6, +10 (DC 25) — Kinetic / Bludgeoning
Instant Makeover: Morph Attack 2, +10 (DC Dodge 12) — Magic / Transformation
Laughing Gas Lapel Flower: Affliction 10, +10 (DC Will 20) — Magic / Chemical
Snare Loop: Affliction 10, +10 (DC Dodge 20) — Physical
Stinkbomb Whoopie Cushion: Cloud Area Affliction 10 (DC Fort 20) — Magic / Smelly
Throw, +5 (DC 19)
Unarmed, +12 (DC 19)
Improvised Weapon, +12 (DC 23)

Languages
English

Defense
Dodge 5 (+8), Parry +10, Fortitude 4 (+12), Toughness +8, Will 6 (+8)

Power Points
Abilities 76 + Powers 27 + Advantages 12 + Skills 20 (59 ranks) + Defenses 15 = 150

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

BACKGROUND
Paul Stubbs was your everyday wage slave with a wife and son until the fateful day of his son's 8th birthday party. His son loved clowns. A clown was arranged to appear at the birthday party. Said clown called at the last minute and said they couldn't make it. Paul remembered that, up in the attic, there was an old-fashioned clown outfit which he was fairly certain he'd inherited from one grandparent or the other, so he quickly went up and changed into it. That was the last day that Paul got to enjoy humanity. After the birthday, he reached up to pull off the nose... and found that it wouldn't budge. He didn't panic, at least not immediately, but he quickly learned that none of it came off. He was no longer wearing a costume. That was his skin. That was his hair. That was his nose. Even surgical intervention failed; when the round parts of the nose were sliced off, they healed almost as fast as the doctor could cut. Then, came the compulsions.

It started out as innocuous. Paul found himself compelled to jump out and startle his wife, to weave minor magic tricks and gags into every part of life. Then, one day, it struck him that it would be funny if he smashed that dinner plate over his wife's head. Action followed thought and, to his horror, she stood there, blood streaming down from her lacerated scalp, giggling over how silly he was being. That night, after bandaging her head, Paul wrote a note to his family, apologizing, and left them to search for a cure. After weeks of hiding from humanity and struggling to conquer his nature, he encountered Nathan Colt on the streets of Arcadia. As much as his new body's instincts struggled to surge up, he refused to fight and was soon at the mercy of Nathan, a glowing blade to his throat. Then, Nathan withdrew the blade and helped him up. That was when he learned his new true nature. What he had donned was not a costume, not even a cursed one, but rather the flayed skin of a demon. There was a reason why humanity had long feared clowns, and these demons were the source of those fears, luring children to their deaths. Paul was transformed, but not entirely. Somehow, his soul was still fighting the change. Under Nathan's tutelage, Paul learned to harness the powers of the demon and find ways to salve its bloodlust by channeling the aggression into fighting the minions of the Brimstone House, using the name of Pratfall.

COMPLICATIONS
  • Relationship (Nathan Colt) — Paul sees Nathan as a mentor and depends on him to provide guidance on how to deal with his condition.
  • History (Former life as Paul Stubbs) — Paul doesn't dare return to his wife and child yet, but he still cares for them, and hopes to one day return to them.
  • Prejudice (Clown) — Some people just really don't like clowns, and few people take them seriously.
  • Enemy (Brimstone House) — Paul is still a small blip on their radar, but they are aware of him. Flay, in particular, seems to hold a grudge.
  • Bloodlust — The demon inside yearns for blood and pain. When the bloodlust comes upon him, he gains a more fearsome aspect, but his actions remain seemingly innocuous to those not able to see past it to the truth.
  • Obsession (Clowning) — Whether it's the demonic nature, a method of coping, or simply hidden depths, Paul is constantly cracking jokes and attempting gags. It can really wear on a person around him.
[HR][/HR]
Yes, the character is basically a heroic version of the as-yet-unreleased Eli Roth film, Clown. He wields a number of slapstick powers as well as the ability to grab random objects and smash them over a person's head without most people noticing anything wrong."
"Ghost Whisperers

I've had three different builds of a character who could talk to ghosts, two for games that never materialized and then a success in My Velociraptor Ate My Homework, a game about a school for children with superpowers, or who were related to superpowered individuals.

[HR][/HR]

First is Lyle Mirra. He was built for White Sands, Dark Nights, a proposed 2E paranormal game involving largely normal people getting mixed up in the paranatural, less Cthulhu and more Ghost Hunters. He's not combat optimized, but he's a decent shot with a pistol and he has tremendous information-gathering capability.

Lyle Mirra

Power Level: 6; Power Points Spent: 90/90

STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +4 (18), WIS: +3 (16), CHA: +3 (16)

Tough: +0/+4, Fort: +2, Ref: +5/+2, Will: +6

Skills: Bluff 5 (+8), Concentration 6 (+9), Diplomacy 4 (+7), Gather Information 9 (+12), Knowledge (arcane Lore) 1 (+5), Knowledge (behavioral science) 8 (+12), Knowledge (current events) 6 (+10), Knowledge (history) 8 (+12), Knowledge (popular culture) 2 (+6), Knowledge (theology & philosophy) 2 (+6), Language 2 (+2), Notice 6 (+9), Search 5 (+9), Sense Motive 8 (+11)

Feats: Attack Focus (ranged) 3, Attack Specialization (Guns), Beginner's Luck, Benefit (common sense), Benefit (Unlimited public transit), Challenge - Discrete Inquiry, Connected, Conspiracy Theorist 3, Defensive Roll 3, Dodge Focus 3/1, Equipment 3, Evasion 1, Improved Initiative 2/1, Light Sleeper, Luck, Uncanny Dodge (Hearing), Well-Informed

Powers:
Enhanced Trait 1 (Feats: Benefit (Unlimited public transit))
Comprehend 1 (spirits) [2 pp]
Super-Senses 2 (counters concealment: Visual; Limited (Limited to Spirits)) [1 pp]
Can Wrestle Ghosts Ineptly (Strength-modifier: Affects Insubstantial 2 (Limited to Spirits)) [1 pp]
Ghost Advice (Enhanced Trait 12) (Feats: Beginner's Luck, Connected, Dodge Focus 2, Evasion 1, Improved Initiative, Uncanny Dodge (Hearing), Reflex +3, Attack +1) [12 pp]

Equipment: Bus card [Enhanced Trait 1, Feats: Benefit (Unlimited public transit)], Camera, Cell Phone, Digital Audio Recorder, Flashlight, Leather Jacket, Light Pistol, Bicycle (Speed 1, Off-Road Capability, Collapsible)

Attack Bonus: +2/+1 (Ranged: +5/+4, Melee: +2/+1, Grapple: +2/+1)

Attacks: Light Pistol, +7/+6 (DC 18), Unarmed Attack, +2/+1 (DC 15)

Defense: +6 (Flat-footed: +2), Knockback: -2

Initiative: +9/+5

Languages: English, Latin, Spanish

Totals: Abilities 22 + Skills 18 (72 ranks) + Feats 20 + Powers 16 + Combat 8 + Saves 6 + Drawbacks 0 = 90

Background
Lyle knew he was in trouble when he saw the man in the bowler hat. Worse, the man with the bowler hat saw that Lyle saw him. That was the beginning of the end. Lyle had been studying psychology prior to that point, and he found that he was going to be able to continue using those skills. Thing is, he expected to be using them on the living. Lyle can see and hear ghosts. Lyle does not necessarily want to be able to see and hear ghosts, partly since most ghosts have been starved for years for attention, but moreso because not all spirits are benign. There are some out there who would love to make a meal of a promising young mystic, and Lyle will do as an hors d'oeuvre.

In order to survive, Lyle has trained his mind and, to a lesser degree, his body. Never one for physical confrontation, he's largely done his best to be a good runner, and to spot trouble before it spots him. He's picked up a very eclectic variety of knowledge, and is good at bringing bits together to gain new insights. He's a decent shot, can physically manhandle ghosts (fortunately, most of them have completely forgotten how to use their physical abilities), and gets running commentary from ghosts around him on everything from obscure facts to warnings of danger. Between those skills and a healthy dose of paranoia, he's survived, and even makes a decent living helping to clear out hauntings by convincing ghosts to move on, a task which largely consists of sitting down and talking to them.

Most recently, he's arrived in White Sands, a community which sports far too many ghosts for its populace, many of them very angry ghosts...

Complications
  • Reputation — Lyle is known among the spirit community and, all too often, he is sought out, whether he likes it or not. He also has a bit of reputation among the living for exorcising homes of ghosts, albeit a fairly low-key one. The latter is partly by choice and partly because his methodology lacks a lot of the flash that others use; he basically sits there and talks the ghosts into resolving their problems.
  • Coward — Lyle is not a brave person in the least.
  • Obligations — Lyle owes favors to members of the spirit community. The favors have been traded and he's lost track of who owns them. They may get called in.
  • Distracted — Lyle is easily distracted, the legacy of seeing a lot of things no one else has to deal with seeing. He can't turn his Sight off, and sometimes he won't see or hear something because there's a ghost in the way.
  • Power Loss — Lyle's "Ghost Advice" powers are dependent on communicating with the constant background noise of ghosts around in. Sometimes, the ghosts just aren't there, or aren't interested in relaying information.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.

[HR][/HR]

Next was Joshua "Binder" Lopez, a more criminal version built for another flopped game, this time 3E, The Freedom City Job.

Part of the concept of the game was that every member of the group had a "Secret Motivation" for why they were doing it. My intent on his was that he was, himself, a ghost, the result of a patient interaction gone bad. With Extra Effort, I would have stunted Insubstantial and the like. The name is a mild in-joke. I was trying to think of a good "supervillain" name and I'd just read the latest Dresden Files book, Skin Game, which has a character named Binder that summons spirits of a sort. I have a friend named Joshua Lopez-Binder, so sticking the superhero name in the middle tickled my fancy. Joshua is not a heavy hitter — he's under caps, for the most part — but he's competent. I debated the Summon power except that there was no real guarantee that Ghosts would be present in the world, plus there's a chance that he can provide more of an impact on the plot if he can summon a reasonable threat via the ghosts (although said threat is a bit iffy given core ghostly powers take up about 50 of the possible 90 pp).

Joshua "Binder" Lopez

ABILITIES
[table="width: 500"]
[tr]
[td]STR 2[/td]
[td]AGI 1[/td]
[td]FGT 1[/td]
[td]AWA 2[/td]
[/tr]
[tr]
[td]STA 1[/td]
[td]DEX 2[/td]
[td]INT 3[/td]
[td]PRE 2[/td]
[/tr][/table]

ADVANTAGES
Defensive Roll 1, Eidetic Memory, Equipment 2, Ranged Attack 2

With Ghostly Feedback: Beginner's Luck, Defensive Roll 3 (+2), Evasion, Ranged Attack 4 (+2), Uncanny Dodge, Well-Informed

SKILLS
Expertise (Psychologist) 4 (+7)
Expertise (Streetwise) 2 (+5)
Insight 2 (+4)
Intimidation 1 (+3)
Perception 5 (+7)
Persuasion 6 (+8)
Ranged Combat (Pistols) 4 (+6)

POWERS
  • Can Touch Ghosts - Affects Insubstantial 2 (Limited to Ghosts, Narrow Variable Descriptor - handheld weapons/bare hands) [2 pp]
  • Comprehend (Spirits) [2 pp]
  • Ghostly Feedback - Enhanced Traits [8 pp]
    • Beginner's Luck
    • Defensive Roll +2
    • Evasion
    • Ranged Attack +2
    • Uncanny Dodge
    • Well-Informed
  • Sense Spirits - Senses 5 (Counters Concealment [all], Limited [Ghosts]) [3 pp]
  • Summon Spirit - Summon 6 (Heroic, Mental Link, Narrow Type (Ghosts), Attitude: Indifferent) [25 pp]
  • See Through Spirits - Remote Sensing 3 (All Sense Types, Range: 250 feet, Medium (Spirits), Subtle) [13 pp]
EQUIPMENT
Heavy Pistol (Blast 4)
Undercover Shirt (+2 Toughness)

DEFENSES
Dodge: 7 (+8) [+10 vs. Area Attacks]
Parry: 3 (+4)
Fortitude: 4 (+5)
Toughness: 1 (+6)
Will: 7 (+9)

COMBAT
Melee: +1
Ranged: +6
Initiative: +1
* Heavy Pistol: +12 (DC 19 Toughness)
* Unarmed Attack: +1 (DC 16 Toughness)

BACKGROUND
Joshua was a therapist in Freedom City, specializing in counseling people through divorce cases. Truth be told, he wasn't great at his job. He was smart enough, and he studied hard, but he just didn't have that knack for understanding people that was necessary for really helping people with their problems. Then, one day, his eyes were opened. He stepped out of his office, tired, and swerved out of the way of a slightly translucent fellow with a mumbled excuse before double-taking and turning. Ghosts. Hundreds of ghosts roamed the streets of Freedom City from every era and time. The first thing that Joshua did was to go home and have several strong drinks. Then, the next day, he tried to go back to work. The problem was, the ghosts started to figure out that he knew about them. They began to pester him at all hours of the day, asking him to help resolve their problems.

It didn't take long before he had to close his practice. He couldn't concentrate past the ghosts. Then, one day, he snapped and punched one. Much to his and the ghost's surprise, his fist made solid contact. It wasn't a strong hit, but the ghost had grown disused to being touched, and had no way to retaliate, and retreated rapidly. Word must have quickly spread on the spiritual realm that Joshua was no longer a chump because the requests for help went down to a trickle. Unfortunately, Joshua's reputation in the physical world was already pretty much ruined as too many people knew him as the psychologist who talked to thin air. And so, he turned to a life of crime. Well, not right away... he tried to make money by locating lost caches of money, bringing comfort to the forlorn, and so on, but it just didn't quite work out. Most caches of hidden money got found pretty quickly and the con artists playing spiritualist were better at consoling those with lost loved ones than Joshua. But ghosts get just about everywhere and there was a market for information on things like the combination of a security system or the layout of a vault. Initially, he just got information for others, but he eventually became more bold, and started doing his own retrieval missions, training in the off-time with a former Marshal from Freedom City's early days of cattle drives until he got pretty good with a gun.

Now, he's heard about a big job... one which might help him with his primary concern...

COMPLICATIONS
  • Reputation — Joshua is known among the spirit community and, all too often, he is sought out, whether he likes it or not. He also has a bit of reputation among the living for exorcising homes of ghosts, albeit a fairly low-key one. The latter is partly by choice and partly because his methodology lacks a lot of the flash that others use; he basically sits there and talks the ghosts into resolving their problems.
  • Reputation — In the psychology world, Joshua is known as a bit of a nutcase.
  • Obligations — Joshua owes favors to members of the spirit community. The favors have been traded and he's lost track of who owns them. They may get called in.
  • Distracted — Joshua is easily distracted, the legacy of seeing a lot of things no one else has to deal with seeing. He can't turn his Sight off, and sometimes he won't see or hear something because there's a ghost in the way.
  • Power Loss — Joshua's "Ghostly Feedback" powers are dependent on communicating with the constant background noise of ghosts around in. Sometimes, the ghosts just aren't there, or aren't interested in relaying information.
  • Secret — Joshua has a secret motivation for wanting a big score...
Abilities 28 + Skills 12 + Powers 53 + Advantages 6 + Defenses 21 = 120 pp

[hr][/hr]

Lastly, Joshua got a new life as a middle-schooler in My Velociraptor Ate My Homework. He went through several iterations of design, including adding then removing the gun, and changing his interests more toward history than psychology.

Joshua Lopez
Image

ABILITIES
[table="width: 500"]
[tr]
[td]STR -1[/td]
[td]AGI 1[/td]
[td]FGT 0[/td]
[td]AWA 3/2[/td]
[/tr]
[tr]
[td]STA 1[/td]
[td]DEX 2[/td]
[td]INT 5/3[/td]
[td]PRE 2/1[/td]
[/tr][/table]

[table][tr][td]Height: 4'3"[/td] [td]Weight: 89 lbs[/td][/tr]
[tr][td]Hair: Brown, usually combed.[/td] [td]Eyes: Brown[/td][/tr]
[/table]


ADVANTAGES
Conspiracy Theorist 2 (on a roll of 19 or 20 on an Expertise check or Investigate, can immediately reroll on a skill of the GM's choice for additional information), Defensive Roll 1, Equipment 1, Luck, Ranged Attack 1, Second Chance (History check), Teamwork

With Ghostly Feedback: Benefit (Common Sense), Beginner's Luck, Defensive Roll 4 (+3), Eidetic Memory, Evasion, Ranged Attack 3 (+2), Uncanny Dodge, Well-Informed

SKILLS
Expertise (History) 4 (+9/+7)
Expertise (Local Events) 2 (+7/+5)
Expertise (Toys) 2 (+7/+5)
Insight 4 (+7/+6)
Intimidation 1 (+3/+2)
Investigate 2 (+7/+5)
Perception 5 (+8/+7)
Persuasion 4 (+6/+5)

POWERS
  • Can Touch Ghosts - Affects Insubstantial 2 (Limited to Ghosts, Narrow Variable Descriptor - handheld weapons/bare hands) [2 pp]
  • Comprehend (Spirits) 2 [4 pp] - Allows both direct communication and psychic mediumship.
  • Ghostly Feedback - Enhanced Traits [21 pp]
    • Awareness +1
    • Benefit (Common Sense) - When about to do something really dumb, gets a Will check to realize it aforehand
    • Beginner's Luck
    • Defensive Roll +3
    • Dodge +1
    • Eidetic Memory
    • Evasion
    • Intellect +2
    • Parry +1
    • Presence +1
    • Ranged Attack +2
    • Uncanny Dodge
    • Well-Informed
  • Sense Spirits - Senses 2 (Counters Concealment [Visual, Ghosts]) [2 pp]
  • Receive History Lesson - Senses 4 (Postcognition) [4 pp]
  • Early Warning - Senses 1 (Danger Sense [Sight]) [1 pp]
EQUIPMENT
  • Hobby Toolkit [1 EP]
  • Bicycle (Speed 1, Off-road capability) [2 EP]
  • Smartphone [2 EP]
DEFENSES
Dodge: 3 (+5/+4) [+7/+6 vs. Area Attacks]
Parry: 2 (+3/+2)
Fortitude: 1 (+2)
Toughness: 0 (+5/+4/+1)
Will: 5 (+8/+7)

COMBAT
Melee: +0
Ranged: +5/+4
Initiative: +1
  • Unarmed Attack: +0 (DC 14 Toughness)
BACKGROUND
Joshua had a decent life. He was a lackluster student, bright but uninspired. He had some friends. Then, he saw his first ghost. There had been reports that a girl at school, Marcia Stout, had committed suicide, but Joshua kept seeing her around the school, so he figured that the rumor mill was just out of whack. One day, he literally ran into her in the hall. He reached down to pick her up and she recoiled, yelling something about how he wasn't supposed to see her. He reflexively looked around to see who might have noticed the outburst, but no one seemed to have reacted. When he looked back, Marcia was gone. The next time he saw her, she was watching him warily from the edges of the campus and wouldn't let him get near. He'd also learned that she had been buried the past week. Joshua quickly learned that there were many ghosts wandering the streets of his town, people who had died and something had kept them from moving on. Some are very nice people who're desperately lonely for having had no one to talk to for decades. Others, well, there's a certain sort of person that clings to this world because they're afraid of the afterlife.

Joshua tried to keep his newfound ability unknown, only talking to the spirits when he thought he was alone, and trying to avoid relying on the ghosts too much for the constant stream of advice and information he received from some of the more chatty ones, but he slipped a few times. People figured out his abilities, both those involved in the spirit community and outside of it, and Joshua found himself forced into figuring out how to best use his abilities without making himself vulnerable. Eventually, he came clean to his parents and they sent him to Vaughan Academy, where they're hoping he can learn to best use his talents.

Personality wise, he comes off as a bit wise beyond his years, the result of frequently holding conversations with the ghosts. They've also hammered into him a lot of mildly old-fashioned etiquette. Outside of ghosts, he's a big fan of model kits, and has been known to make use of his network of ghost friends to scout out new ones.

COMPLICATIONS
  • Affiliation — Joshua is a Roman Catholic, albeit one who has yet to be Confirmed as an adult (he's more than a bit conflicted about his ability to speak with the dead and what it might say about the afterlife).
  • Distracted — Joshua is easily distracted, the legacy of seeing a lot of things no one else has to deal with seeing. He can't turn his Sight off, and sometimes he won't see or hear something because there's a ghost in the way.
  • Power Loss — Joshua's "Ghostly Feedback", "Early Warning", and "History Lesson" powers are dependent on communicating with the constant background noise of ghosts around him. Sometimes, the ghosts just aren't there, or aren't interested in relaying information.
  • Prejudice — Joshua's trafficking with deceased spirits draws the ire of some.
  • Relationship — Joshua has a family including a father, a mother, and two older sisters. He gets along with them, although his mother is uncomfortable with the idea of her child consorting with the spirits of the dead. He definitely has not told her that her father, among the people she "knows" to be in Heaven, is one of the ghosts he speaks with.
  • Reputation — Joshua is somewhat known among the spirit community and he is sometimes sought out, whether he likes it or not, for helping exorcise areas of ghosts. His methodology lacks a lot of the flash that others use; he basically sits there and talks the ghosts into resolving their problems.
  • Reputation — Among his peers in the school, Joshua is considered more than a bit odd, talking to people no one else can see, and a bit of a nerd with his tendency to sprinkle random facts, particularly historical facts, into the conversation. The teachers are also a little leery of him, since they're still figuring out measures to ensure that he can't cheat on tests by getting advice.
Abilities 18 + Skills 12 + Powers 34 + Advantages 8 + Defenses 11 = 83 pp"
"Re: Builds of FuzzyBoots

Another build for the new boards, Cloacina, a sewer worker empowered by an obscure Roman goddess of sewers and menstruation (yes, they were linked for the Romans), was submitted for another failed game, The Mythic World. His powers were partially based off of a character in Mur Laffertty's Playing For Keeps who had the superpower of being able to exude blasts of excrement from his hands.

[hr][/hr]
Cloacina

Power Level: 10; Power Points Spent: 150/150

STR: +2 (14), DEX: +1 (12), CON: +6 (12/22), INT: +1 (12), WIS: +4 (12/18), CHA: +0 (10)

Tough: +6/+7, Fort: +12, Ref: +7, Will: +7

Skills: Bluff 5 (+5), Climb 2 (+4), Computers 2 (+3), Concentration 2 (+6/+12), Disable Device 8 (+9), Navigate 5 (+6), Notice 7 (+11), Profession (Sanitation) 8 (+12/+18), Search 9 (+10), Sense Motive 5 (+9), Stealth 3 (+4), Survival 4 (+8), Swim 4 (+6)

Feats: Attack Focus (ranged) 4, Attack Specialization 2 (Sewer Blast (Linked)), Benefit (common sense), Defensive Roll, Dodge Focus 3, Endurance (+4), Equipment 1, Hardy, Iron Stomach

Powers:
Can induce menstruation in any female (Features 1)
Divine Mantle (Enhanced Trait 27) (Traits: Constitution +10 (22, +6), Wisdom +6 (18, +4), Concentration +6 (+12), Profession (Sanitation) +6 (+18), Attack Bonus +3 (+4), Dodge Focus 3 +2 (+3))
Sewer Array 20
. . Sewer Blast (Linked)
. . . . Blast 8 (Linked; DC 23)
. . . . Nauseate 8 (Linked; DC 18; Range (ranged))
. . Smelly Pile (Create Object 10) (Alternate; Max Size: 10x 5' cubes, DC 20; Duration (continuous), Movable (Radius: 50 ft., Strength: 50, Force: 12.8 tons))
. . Dazzle 8 (Alternate; affects: 1 type + visual - smell and visual, DC 18; Duration 2 (sustained))
. . Pressurized Blast (Climbing Kick 8) (Alternate; DC 23; Range (ranged); Improved Range (200 ft. incr), Indirect 3 (any point, any direction))
. . Teleport 11 (Alternate; 1100 ft. as move action, 2 million miles as full action; Portal; Medium (Sewers); Change Direction, Change Velocity, Easy, Progression, Mass 4 (carry 2500 lbs))
Super-Senses 10 (accurate: Detect (Sewers), acute: Detect (Sewers), analytical: Detect (Sewers), detect: Sewers 2 (ranged), direction sense, extended: Detect (Sewers) 2 (-1 per 1k ft), radius: Detect (Sewers))

Equipment: First Aid Kit, Flashlight, HAZMAT Suit, PDA, Toolkit (Basic)

Attack Bonus: +1/+4 (Ranged: +5/+8, Melee: +1/+4, Grapple: +3/+6)

Attacks: Blast 8, +12 (DC 23), Dazzle 8, +12 (DC Fort/Ref 18), Nauseate 8, +12 (DC Fort/Staged 18), Pressurized Blast (Climbing Kick 8), +12 (DC Stability +8/Tou 23), Unarmed Attack, +4 (DC 17)

Defense: +8 (Flat-footed: +3), Knockback: -3

Initiative: +1

Languages: English

Totals: Abilities 12 + Skills 16 (64 ranks) + Feats 13 + Powers 82 + Combat 12 + Saves 15 + Drawbacks 0 = 150

BACKGROUND
Reggie Granger was your average sewer worker. Unseen by most of the public, yet vital to their continued existence, he kept the pipes running. Then, one day, in the midst of a tricky repair, he was visited by a goddess. Cloacina, Roman goddess of the sewers, had gained the opportunity to endow one worthy worshiper. Lacking proper worshipers, she instead chose a man who seemed to embody her ideals, a man of the soil, the night soil specifically. Reggie, for his part, isn't sure what to make of the situation. He can now transport himself instantaneously from one drain to the next. He can summon large amounts of excrement, often at great pressure. And he can... induce menstruation? The last was a great puzzle to him until he did more research and learned that this too was under the duties of Cloacina.

COMPLICATIONS
* Responsibility — Reggie is still employed by the city. His abilities have made transportation between locations easy, but none of his other abilities seem to directly lend themselves to it.
* Responsibility — So far, Cloacina has demanded nothing for her gifts. That might yet change...
* Prejudice — It's really hard to wash all of the smell off despite his suit. Reggie has been barred from more bars than most brawlers.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved."
"Re: Builds of FuzzyBoots

I know... pretty pitiful that I haven't ported more of the builds over. But here is "Stretch" Armstrong, submitted to Heroes Without Borders. The challenge involved taking one of Horsenhero's pictures and building a character to match it. I immediately latched onto this guy's foreshortened arms, and found myself thinking of a shapechanger, initially thinking action figures with Shrinking, then moving towards a stretcher with Elongation, then sort of molding the two. He started out as a Quickstart Generator character and then I modified a few things.


Arnold "Stretch" Armstrong
Image

ABILITIES
[table="width: 500"]
[tr]
[td]STR 2[/td]
[td]AGI 2[/td]
[td]FGT 2[/td]
[td]AWA 1[/td]
[/tr]
[tr]
[td]STA 2[/td]
[td]DEX 0[/td]
[td]INT 7[/td]
[td]PRE 0[/td]
[/tr][/table]

ADVANTAGES
Close Combat 4, Defensive Roll 3, Inventor, Move-by Action, Skill Mastery (Technology)
From powers: Accurate Attack, Chokehold, Close Attack 6, Evasion, Fast Grab, Improved Grab, Improved Hold, Improved Trip, Improvised Tools, Interpose, Power Attack, Precise Attack 2 (Close, Cover/Concealment), Takedown 2

SKILLS
Athletics 3 (+5)
Expertise (Scientist) 6 (+13)
Persuasion 3 (+3)
Technology 12 (+19)

POWERS
  • Springy Fists — Strength-based Damage 6 [6 pp]
  • Elongation Array (22 pp, 4 dynamic powers) [29 pp] (Default Allocation of Elongation 6, Movement 6, Speed 4)
    • Elongation 6 (500 feet)
    • Morph 2 (Humanoid Forms) [Distracting]
    • Movement 6 (Environmental Adaptation - Tight Spaces, Safe Fall, Slithering, Sure-footed, Swinging, Wall-crawling)
    • Speed 4 (30 MPH)
  • Enhanced Advantages 14 (Accurate Attack, Chokehold, Close Attack 6, Evasion, Fast Grab, Improved Grab, Improved Hold, Improved Trip, Interpose, Power Attack, Precise Attack (Close, Cover), Takedown 2) [18 pp]
  • Impervious Toughness 8 (Limited—Physical Damage) [4 pp]
  • Insubstantial 1 (Liquid) [Precise] [6 pp]
  • Protection 7 [7 pp]
DEFENSES
Dodge: 6 (+8) [+10 vs. Area Attacks]
Parry: 6 (+8)
Toughness: 0 (+12/+9/+5/+2) Combined / Vulnerable / No powers / No powers and Vulnerable
Fortitude: 7 (+9)
Will: 6 (+7)

COMBAT
Melee: +12
Ranged: +0
Initiative: +2
  • Springy Fists: +12 (DC 23 Toughness)
  • Grab: +12 (DC 18)
  • Unarmed: +12 (DC 17)
Abilities 32 + Skills 12 + Powers 71 + Advantages 10 + Defenses 25 = 150 pp

Background
Arnold Kelvin Armstrong Jr was, at the time of his accident, an up and coming scientist with DuPont Chemical specializing in polymers. An arrogant man when it came to his field, he had few friends, but he was brilliant in his field, and he was close to finishing a prototype design that generated coherent fields of buckytubes. Not only that, but he had found a way to change the shape and volume of the buckytubes without changing their density through application of tuned electric fields, effectively raising and lowering their mass to seemingly create material from nowhere. This could have been a breakthrough for the ages. He was a rising star, at least until the accident.

No one is entirely certain what happened that night. Some stories have industrial saboteurs attacking Armstrong, throwing him across the room and into his machine. Others posit that Armstrong took his experimentation too far and overloaded the machine. Still others claim that the aliens who gifted Armstrong with the technology arrived and punished him for the hubris of claiming to have invented it. Whatever the true story, when the lab personnel came in the next day, they found a transformed Armstrong lying next to his shattered machine, and it seemed to have imbued him with its powers. He could stretch his body to great lengths, mold his features, even reduce himself down to the diameter of a piece of string to move through small holes. And his durability was impressive, able to bounce attacks up to small arms fire. Due to the combination of his new abilities and his surname, he quickly gained the nickname of "Stretch" Armstrong, named after the doll popular in the 80s.

Being an arrogant but brilliant scientist before his transformation, Armstrong decided to make the transition to being a famous and brilliant, albeit still arrogant, celebrity. He quit his job at DuPont and went off to become a famous superhero. Much to his chagrin, there were many people out there with powers, and his empowerment did not bestow any sort of public speaking skills, but he still did his best to carve out a niche, signing on with the Super Hero Network to appear on their show. Sure, he only got the job after agreeing to help them maintain their equipment, but it was still a form of fame, out in front of the cameras. They've also licensed the Stretch Armstrong trademark from Kenner toys, allowing Armstrong to use it as his chosen appellation.

Complications
  • Addiction (Fame) — Armstrong has finally made his way to his rightful place, viewed by tens of thousands — maybe hundreds of thousands — on SHN. He'll do whatever is necessary to ensure that the camera stays on him.
  • Motivation (Arrogance) — Armstrong is used to being the smartest person in the room. The competition is a lot stiffer now, but he still strives to maintain that position. When he's not doing superhero work, or working on SHN's equipment, he's tinkering in their workshop. That's not to say that he can't work on a team. He's just happier when he's the one coming up with the ideas... or at least thinks he is.
  • Obligation — Armstrong is under contract with SHN, so he has to do jobs for them, in addition to occasionally being called in to ensure that their mobile camera pods are in working order.
  • Power Loss / Weakness — The buckytube material that Armstrong's body is now composed of still reacts to electrical fields, albeit less predictably than his prototype. Sometimes, it can disable his powers. Sometimes it causes them to go out of control. Needless to say, Armstrong tries to avoid being booked to fight any electricity-based villains.
  • Secret — Armstrong invented the device to extrude the buckytube material. DuPont has received plans for it from him. Except, when others have built it, it can be reshaped through fields, but the density decreases with increased volume and Armstrong has refused to disclose the trick. The thing is... he didn't do that. He built the machine, designed the reshaping through electrical fields, but that weird fold in space-time was a complete accident, and even Armstrong's own attempts to replicate it have failed.
  • Secret — Armstrong also doesn't know exactly how he was empowered. He'd finished up the evening having had a few too many Red Bulls in an effort to reach his peak of creative genius, and was feeling jittery, so he swiped some unlabeled pills from a co-worker. They interacted badly with the energy drink and his memories of the night are hazy until he woke up the next morning.
"
"Sovena Red

Originally submitted to Heroes of the Motherland, an adaptation of the heroine of Once Upon a Caper

Sovena Red

Image

Real name: Sovena Alexandrovich Lovstok

Hair: Blonde, long, straight Eyes: Blue

Power Level: 10; Power Points Spent: 150/150

STR: +12 (34), DEX: +0 (10), CON: +13 (36), INT: +0 (10), WIS: +1 (12), CHA: +3 (16)

Tough: +13 (+8 Impervious), Fort: +13, Ref: +4, Will: +7

Skills: Acrobatics 2 (+2), Bluff 5 (+8), Concentration 4 (+5), Diplomacy 8 (+11), Intimidate 2 (+5), Notice 6 (+7), Search 5 (+5), Sense Motive 4 (+5)

Feats: All-Out Attack, Attack Focus (melee) 3, Attack Specialization (Unarmed Attack), Benefit (Fame) 2, Beautiful Voice (Diplomacy)*, Connected, Eidetic Memory, Interpose, Move-by Action, Takedown Attack
(*) Beautiful Voice (Source: Mecha and Manga) Your voice has a soothing quality that puts others at ease. Choose Diplomacy or a vocal Perform skill when acquiring this feat. You are subject to the normal guidelines for interaction skills, but you can use this feat during combat. Take a standard action and make an interaction skill check against your target's opposing check (the same skill, Sense Motive, or Will save, whichever has the highest bonus). If you succeed, the target becomes amenable to talk things out rather than fight.

Powers:
Flight 5 (Speed: 250 mph, 2200 ft./rnd)
Immunity 1 (aging)
Immunity 9 (life support)
Impervious Toughness 13
Super-Strength 6 (+30 STR carry capacity, heavy load: 89.6 tons; +6 STR to some checks)

Attack Bonus: +3 (Ranged: +3, Melee: +6, Grapple: +18/+24)

Attacks: Unarmed Attack, +8 (DC 27)

Defense: +7 (Flat-footed: +4), Knockback: -13

Initiative: +0

Languages: Native Language

Totals: Abilities 58 + Skills 9 (36 ranks) + Feats 13 + Powers 40 + Combat 20 + Saves 10 + Drawbacks 0 = 150


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.

Background
Sovena was a perfectly normal girl, born in 1921 in Rostov-on-Don, her father a factory-worker and her taking in laundry at home. Then one day, on her 11th birthday, she cut into her fruit pie, her father having secured her favorite of cherries on the black market, and there was a bright flash of light. When Sovena's parents blinked away the after-images, they found Sovena still sitting at the table, her eyes wide, staring at where she'd accidentally punched the knife completely through the thick oak table. Sovena's father, Sasha, was a loyal party member, so he promptly reported Sovena's newfound abilities of great strength, flight, and near-invulnerability to government officials. Sovena was immediately pulled away from her home and groomed to become an icon for the Communist movement.

Now, ten years later, Sovena has proven to be close to immortal, having not aged since that day, and her powers remaining more or less static. She enjoys being in the public limelight as much as she enjoys a good scrap, but she's starting to tire of always being underestimated for her appearance and her naturally cheerful disposition is starting to show cracks as she's forced to face the horrors of war, especially seeing the effects of the war on people who don't have super-powers.

Complications
  • Prejudice (Appearance) - Sovena is almost 20, but still has the body of a young girl. This is supremely frustrating to her, particularly as people often don't take her seriously as a result.
  • Affiliation (Communism) - Sovena believes strongly in the Party and the role that it will play in elevating the common people. She's a bit blind to its faults and doesn't take well to those who criticize it.
  • Immature - Whether it's an ingrained personality trait or a side-effect of her unchanging body, Sovena is still, in many ways, an 11-year-old girl. She will sometimes go into sulks or become enamored with a recent fad in fashion.
  • Family Ties - One of the ways that the Party has kept Sovena in line is by reminding her that her parents still depend on her, that without her, all sorts of things might happen... (since they still live in an apartment building in Rostov-on-Don, depending on the timeline, the Battle of Rostov may have a particular effect on her)
  • Unknown Power Source - Thus far, no one knows why Sovena has the powers that she does. As a result, she may have vulnerabilities or other complications that she is unaware of.
[HR][/HR]
It's a fairly standard Paragon build. The Eidetic Memory doesn't have a major effect due to her average-for-an-adult Intelligence. I added the Beautiful Voice feat because I liked the idea that she often at least tries to talk things out. I shifted her birthdate out from her canonical version so that she had some degree of the "unaging" angst at the time of World War II."
"Mystic

Built for a player confused by 2E, a modified version of the Mystic archetype that relies a bit more heavily on implements.

Mystic

Image

Power Level: 10; Power Points Spent: 150/150

STR: +0 (10), DEX: +1 (12), CON: +5 (14/20), INT: +5 (20), WIS: +5 (20), CHA: +4 (18)

Tough: +5/+12, Fort: +5, Ref: +6, Will: +13

Skills: Bluff 5 (+9), Concentration 10 (+15), Craft (artistic) 2 (+7/+15), Gather Information 2 (+6), Intimidate 4 (+8), Knowledge (arcane Lore) 4 (+9/+17), Knowledge (technology) 2 (+7/+15), Language 3 (+3), Notice 5 (+10), Search 5 (+10), Sleight of Hand 8 (+9)

Feats: Artificer, Contacts, Dodge Focus 3, Eidetic Memory, Equipment 3, Luck 2 - restricted to Ritualist / Artificer checks, Quick Change (from regular clothes to wizard costume and back), Ritualist, Ultimate Effort (Ritualist / Artificer checks)

Powers:
Magic 13 (Primary power of Mystic Arrows)
. . Deflect 7 (Alternate; deflects: all ranged attacks) / Impervious Toughness 12 (Alternate; Power Loss (Requires Staff))
. . Concealment 10 (Alternate; all senses) (Power Loss (Requires Staff))
. . Insubstantial 4 (Alternate; Incorporeal) (Power Loss (Requires Staff))
. . ESP 6 (Alternate; affects: 2 types, inc. visual - vision and hearing) / Super-Senses 9 (Alternate; blindsight: Awareness (Magic), danger sense: Hearing, darkvision, detect: Magic (Ranged)) (Power Loss (Requires Orb))
. . Fatigue 12 (Alternate; DC 22; Accurate 2 (+4), Sedation; Power Loss (Requires wand))
. . Fireball (Blast 9) (Alternate; DC 24; Burst Area (45 ft. radius); Power Loss (Requires wand))
. . Hold Person (Paralyze 12) (Alternate; DC 22; Accurate 2 (+4), Reversible; Power Loss (Requires wand))
. . Mystic Arrows (Blast 12) (Default; DC 27; Accurate 2 (+4), Homing (1 attempt); Power Loss (Requires wand))
. . Snare 12 (Alternate; DC 22; Accurate 2 (+4), Affects Insubstantial (half ranks); Power Loss (Requires wand))
Magic Book (Device 2) (Hard to lose)
. . Enhanced Trait 10 (Traits: Knowledge (arcane Lore) +8 (+17), Knowledge (technology) +8 (+15), Craft (artistic) +8 (+15), Feats: Artificer, Luck 2 - restricted to Ritualist / Artificer checks, Ritualist, Ultimate Effort (Ritualist / Artificer checks))
Mystic Boots (Device 2) (Hard to lose)
. . Super-Movement 5 (air walking 2 (full speed), slow fall, sure-footed 1 (25% penalty reduction), trackless)
Mystic Cloak (Device 3) (Hard to lose)
. . Enhanced Trait 6 (Traits: Constitution +6 (20, +5))
. . Flight 1 (Speed: 10 mph, 88 ft./rnd)
. . Force Field 7 (+7 Toughness)
Super-Senses 1 (awareness: Magic (Mental))

Equipment: HQ: Sanctum Sanctorum, Toolkit (Basic), Wizarding Tools (Wand, Staff, Orb) 3

HQ: Sanctum Sanctorum

Power Level: 10; Equipment Points Spent: 11

Toughness: +15

Features: Concealed 2, Laboratory, Library, Living Space, Pool, Security System 1, Workshop

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 8 + Powers 0 + Combat 1 + Saves 2 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 11


Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +4)

Attacks: Fatigue 12, +8 (DC Fort 22), Fireball (Blast 9) (DC 24), Hold Person (Paralyze 12), +8 (DC Staged/Will 22), Mystic Arrows (Blast 12), +8 (DC 27), Snare 12, +8 (DC Ref/Staged 22), Unarmed Attack, +4 (DC 15)

Defense: +8 (Flat-footed: +3), Knockback: -6

Initiative: +1

Languages: English, Greek, Infernal, Latin

Totals: Abilities 34 + Skills 13 (50 ranks) + Feats 9 + Powers 63 + Combat 18 + Saves 13 + Drawbacks 0 = 150

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved."
"Xerxes Gregorson (Red Ranger)

An attempt at updating from the 2E version, submitted to zeone3000's Super Sentai Mash Up game.

Xerxes Gregorson (Red Ranger) - PL 10

Image

Strength 6/1, Stamina 8/3, Agility 11/3, Dexterity 3/0, Fighting 7/2, Intellect 0, Awareness 2, Presence 1

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Conspiracy Theorist, Defensive Attack, Defensive Roll, Eidetic Memory, Equipment 1, Evasion 2, Improved Critical: Martial Arts: Strength-based Damage 5, Improved Initiative, Improved Initiative 3, Improved Trip, Jack-of-all-trades, Luck, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Prone Fighting, Skill Mastery: Acrobatics, Uncanny Dodge

Skills
Acrobatics 9 (+20), Athletics 4 (+14/+10), Close Combat: Martial Arts: Strength-based Damage 5 2 (+9), Expertise (AGL): Capoeira 4 (+15), Expertise: Theology 5 (+5), Insight 9 (+15/+11), Perception 5 (+7)

Powers
Enhanced Trait: Enhanced Trait 2 (Advantages: Conspiracy Theorist, Eidetic Memory)
Quickness: Quickness 3 (Perform routine tasks in -3 time ranks; Limited to One Task: Research)
Smart Phone: Feature 2
Ginga: Concealment 4 (All Visual Senses; Activation: move action, Blending, Partial)
Martial Arts: Strength-based Damage 5 (DC 26; Reach (melee): 5 ft.; Limited: Only versus Vulnerable targets [2 ranks only])
Ranger Form (Advantages: Assessment, Jack-of-all-trades)
. . Enhanced Trait: Enhanced Trait 65 (Traits: Strength +5 (+6), Fighting +5 (+7), Agility +8 (+11), Stamina +5 (+8), Will +5 (+10), Evasion 2 +1 (+2), Athletics +4 (+14), Insight +4 (+15), Dexterity +3 (+3), Advantages: Improved Initiative 3)
. . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Equipment
Enhanced Smart Phone [Enhanced Trait: Enhanced Trait 2, Advantages: Conspiracy Theorist, Eidetic Memory; Quickness: Quickness 3, Perform routine tasks in -3 time ranks; Limited to One Task: Research; Smart Phone: Feature 2]

Offense
Initiative +27
Grab, +7 (DC Spec 16)
Martial Arts: Strength-based Damage 5, +9 (DC 26)
Throw, +3 (DC 21)
Unarmed, +7 (DC 21)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 10, Toughness 9/8, Will 10/5

Power Points
Abilities 24 + Powers 81 + Advantages 17 + Skills 19 (38 ranks) + Defenses 9 = 150

BACKGROUND
Xerxes is a Theology student who settled on the major more because he enjoyed arguing than because of a vested nature in the subject. On his own, he's very much a live-and-let-live kind of guy. For the last few years, he's been studying Capoeira and has found that the philsophy of the style greatly appealed to him. He recently applied for the Ranger program, not so much for philosophical reasons as that he's come to realize that his major probably won't guarantee him much of an income.

PERSONALITY
Phleghmatic to the extreme. Oddly tense and rigid for a capoeiristra, but within the roda, or in the rare times he's gotten into fights, he becomes relaxed, able to easily dazzle people with his acrobatics and then strike from an opportune position.

COMPLICATIONS
  • Argumentative - Xerxes was a contrary child. The academic atmosphere hasn't helped. He'll argue a point just because he wants to try a different point of view. And when someone tries to argue from authority, he's automatically opposed. When they try to appeal from false authority ("I'm a doctor, so I know all about building construction"), it takes a crowbar to peel him away from trying to prove them wrong.
  • Reckless - Like many empowered people who started out normal, Xerxes has a slightly inflated sense of his durability and he will often leap before he looks, getting himself in over his head.
  • Legacy - Xerxes never really got a chance to learn much about what the Power Rangers stood for. Ranger Corp was attacked before the capabilities and limitations of the "morphing process" could be explained and as far as Xerxes knows, the Power Rangers haven't re-established a public presence. For all he knows, he may have inherited their enemies, the suit may be weakened by exposure to tungsten, or there may be a collection agency in pursuit of him, hoping to regain the suit.
  • Lone Ranger - Xerxes isn't great at teamwork. He'd just become part of the Power Rangers before the attack and since then, he's been on his own. Combined with his Argumentative nature, that makes him very much the person who, when asked to jump, may decide he wants to ask why, or jump in another direction, or simply do what he feels is right.
VITAL STATISTICS
Height: 5' 11"
Weight: 183 lbs
Build: Slender, slightly elongated. He keeps in good shape, maintaining a fair amount of muscle on his frame without being bulky.
Hair: Blonde, almost white, generally kept close-cropped.
Eyes: Blue, generally somewhat unfocused, but when he gets passionate, they have a tendency to be uncomfortably focused on the subject of his gaze.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved."
"Amorphous

Amorphous - PL 8
Image
Strength 0, Stamina 8, Agility 2, Dexterity 1, Fighting 4, Intellect 2, Awareness 0, Presence 1

Advantages
Diehard, Eidetic Memory, Instant Up

Skills
Athletics 4 (+4), Close Combat: Natural Weapons, Unarmed 4 (+8), Deception 6 (+7), Insight 4 (+4), Perception 6 (+6), Persuasion 6 (+7)

Powers
Elongation: Elongation 3 (Elongation: 60 feet, +3 to grab)
Morph: Morph 4 (+20 Deception checks to disguise; Any form; Feature: Can replicate biometrics)
Offensive Morphing Array
. . Acupuncture: Affliction 5 (Resisted by: Fortitude, DC 15; Enhanced Trait (Close Combat: Offensive Morphing Array) 3, Expertise (Acupuncture) 1, Variable Condition (All))
. . Enhanced Trait: Enhanced Trait 16 (Traits: Strength +8 (+8), Precise)
. . Natural Weapons: Strength-based Damage 8 (DC 23; Multiattack, Variable Descriptor (various slashing, piercing, and bludgeoning))
Regeneration: Regeneration 5 (Every 2 rounds)
Shapeshift: Variable 1 (Action: move)

Power Settings
  • Armed and Dangerous (Powers: Extra Limbs: Extra Limbs 4; Enhanced Advantage: Ambidextrous)
  • Fluid Form (Powers: Insubstantial: Insubstantial 1)
  • Glider (Powers: Flight: Flight 5, Flaw: Gliding)
  • Spring Form (Powers: Leaping: Leaping 5)
  • Swiss-Army Knife (Traits: Expertise (DEX) +8 (+9), Advantages: Improvised Tools)
  • Wall-climber (Powers: Movement: Wall-crawling 2, Acrobatics +2 (+4))
Offense
Initiative +2
Acupuncture: Affliction 5, +11 (DC Fort 15)
Grab, +4 (DC Spec 13)
Natural Weapons: Strength-based Damage 8, +8 (DC 23)
Throw, +1 (DC 15)
Unarmed, +8 (DC 15)

Languages
English

Defense
Dodge 2, Parry 8, Fortitude 8, Toughness 8, Will 6

Power Points
Abilities 36 + Powers 56 + Advantages 3 + Skills 15 (30 ranks) + Defenses 10 = 120

Background
Amorphous is uncertain where it comes from. Its earliest memory was gazing down at a farmhouse, and trying to take the shape of the odd bipedal figures walking outside. It took many days, but it eventually figured out not only how to simulate the body, but all of those weird bits like the coverings and the tendrils coming off of its head. It strolled into the farmhouse and managed to pass for some hours before giving itself away at the latrine. It escaped with some new holes courtesy of a shotgun loaded with buckshot, but it continued to stay in the vicinity and watch. Weeks later, it made more peaceful contact with one of the children at the compound, and it was introduced to the clan.

It seems that Jebediah Kroft and his family had, after many years of watching the goings-on of Freedom City, decided to make their living in an environment they felt more conducive to the raising of children, a bucolic lifestyle in the hills outside Freedom City, raising their own food and largely eschewing civilization. After hearing the description of its form, it took the name of Amorphous, as it thought that sounded like a fine and beautiful name, just rolls off of the tongue. And it was helpful around the farm, able to summon additional limbs at will and stretch to reach high places. At night, Jebediah would narrate bits of folklore and sometimes, the children would let it read from their comic books, where it learned all about how the residents of Freedom City could fly and shoot rays from their eyes, and no one stayed dead for long.

Then, one day, the ATF barreled onto the property. Apparently, Jebediah's departure from the city had been less than fully voluntary. He'd been involved in gun-smuggling for the Labyrinth, and was wanted in conjunction with an investigation regarding a warehouse that had caught fire and then exploded. The agents surrounded the farm, but held off on attacking in favor of trying to negotiate with the bunkered-in family, and to buy time for one of the superheroes to be able to aid them. All it took was one agent not properly observing trigger discipline, tripping, and firing off their weapon. Jebediah and his family returned fire and it became a bloody battle. It was an extremely one-sided one fight, as the Krofts only had conventional weaponry, but when one of the daughters took a bullet to the head, the balance shifted as Amorphous took to the field and began taking the fight to the agents.

One bloody massacre later, it awoke in captivity, the pain in its body suggesting that it'd been gunned down in the field. After a brief escape by turning liquid, it wound up held within a reinforced sack, not airtight, but sufficient that it could not get out. At its trial, it learned that it had caused the death of seven agents, and maimed many others. The Krofts were all dead, some through gunshot wounds and some from the poison that they drank together to avoid capture. The prosecutor played up fears of killer aliens. The defense tried to argue that, based on the scanty documentation found in the diary of one of the Kroft children, the Amorphous was no more than a child himself. His arguments convinced the jury not to seek the death penalty, but were insufficient to save Amorphous from multiple life sentences... however long its life might be.

Sentenced to the Buckner Ridge facility, it proved to be a fairly model prisoner, willing to help out wherever it could in exchange for people to talk to. After it demonstrated that it was willing to let himself be held, it even graduated to not having its powers constantly suppressed, although it always gets ushered into a suppression cell when any outside visitors are brought in to avoid the chance of him swapping identities. It fancies himself more a lover than a fighter, although its ability to manifest impossibly sharp blades on its limbs makes him a decent combatant, not to mention its most recent hobby of acupuncture, learned furtively from Red Lotus Monk when he was briefly held at the facility. Eventually, it'd like to learn some of the healing applications of acupuncture, but currently, the only use is offensive.

Complications
  • Prejudice (Genderfluidity) - Amorphous finds fascinating the distinction that humans make regarding gender and sex, and it changes on a regular basis based on its whims.
  • Prejudice (Obviously Alien) - When not taking on a particular form, Amorphous is a blank humanoid shape of gleaming blue protoplasm.
  • Quirk (Blue and Orange morality) - Amorphous is not human, and is still a child in many ways. It will oten act oddly as it tries to learn something more of the planet it is on.
  • Vulnerable (Electricity) - Electricity disrupts its ability to maintain its form, as does Anti-Grue technology.
  • Mystery (Origin) - Amorphous has been examined by Pseudo and Changeling and both have opined that it is not a Grue despite some similarities in abilities. Amorphous's kind might have further weaknesses. Someone might be looking for it.
  • Enemy (Federal law enforcement) - The surviving agents have spread tales of Amorphous's bloodthirsty nature and it is unlikely to find any friendly quarter there.


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

[HR][/HR]

And an alternate, more monstrous, version for Arthur Eld's The Dirty Half Dozen game:

Amorphous - PL 8
Image
Strength 0, Stamina 8, Agility 2, Dexterity 1, Fighting 4, Intellect 2, Awareness 0, Presence 1

Advantages
Diehard, Eidetic Memory, Instant Up

Skills
Athletics 4 (+4), Close Combat: Natural Weapons, Unarmed 4 (+8), Deception 6 (+7), Insight 4 (+4), Perception 6 (+6), Persuasion 6 (+7)

Powers
Elongation: Elongation 3 (Elongation: 60 feet, +3 to grab) [3 pp]
Morph: Morph 4 (+20 Deception checks to disguise; Any form; Feature: Can replicate biometrics) [21 pp]
Offensive Morphing Array [17 + 2 pp]
. . Acupuncture: Affliction 5 (Resisted by: Fortitude, DC 15; Enhanced Trait (Close Combat: Offensive Morphing Array) 3, Expertise (Acupuncture) 1, Variable Condition (All))
. . Enhanced Trait: Enhanced Trait 16 (Traits: Strength +8 (+8), Precise)
. . Natural Weapons: Strength-based Damage 8 (DC 23; Multiattack, Variable Descriptor (various slashing, piercing, and bludgeoning))
Regeneration: Regeneration 5 (Every 2 rounds) [5 pp]
Shapeshift: Variable 2 (Action: move) [16 pp]
Speed 2 [2 pp]

Power Settings
  • Armed and Dangerous (Powers: Extra Limbs: Extra Limbs 4; Enhanced Advantage: Ambidextrous)
  • Fluid Form (Powers: Insubstantial: Liquid)
  • Glider (Powers: Flight: Flight 5, Flaw: Gliding)
  • Spring Form (Powers: Leaping: Leaping 5)
  • Swiss-Army Knife (Traits: Expertise (DEX) +8 (+9), Advantages: Improvised Tools)
  • Wall-climber (Powers: Movement: Wall-crawling 2, Acrobatics +2 (+4))
  • Swell in size (Powers: Growth 10 (Flaw 2: Restricted to increasing size only))
Offense
Initiative +2
Acupuncture: Affliction 5, +11 (DC Fort 15)
Grab, +4 (DC Spec 13)
Natural Weapons: Strength-based Damage 8, +8 (DC 23)
Throw, +1 (DC 15)
Unarmed, +8 (DC 15)

Languages
English

Defense
Dodge 2, Parry 8, Fortitude 8, Toughness 8, Will 6

Power Points
Abilities 36 + Powers 66 + Advantages 3 + Skills 15 (30 ranks) + Defenses 10 = 130

Background
There are many strange things that come from space. Monsters, aliens, cosmic rays, colors... and sometimes blobs. One day, 1933, in the town of Downingtown, Pennsylvania, a meteorite landed in a vacant lot, and a multicolored goo oozed out... and hungered. Fortunately, it was busy enough consuming fields of crops and cattle that it had not made it to the town itself before it was confronted by the army. Much to their surprise, the goo was intelligent, albeit initially only at the level of a precocious toddler. Since then, they have found that its ravenous appetite for organic material is only matched by its hunger for knowledge. Unfortunately, its hunger had included a canoodling couple in the corn, and it truly could not comprehend why consumption of organic matter could be wrong, so they were forced to capture and confine it for study. They've nicknamed it Amorphous. Although it now often assumes a human form — and much to the researcher's horror, it is practically indistinguishable from a human in that form — it is still a monster, albeit one that can be reasoned with.

Now, with the Axis menace looming, perhaps they can fight a monster with a monster...

Complications
  • Nemesis (Doc Savage) - Doc Savage was the man on the scene when Amorphous was taken down. The Man of Bronze was appalled at the creature's lack of morality, particularly as his alien physiology was immune to the Doctor's approach of his Crime College to reform villains. Were he to learn that this creature has been unleashed upon the world, he might be tempted to rid the world of it permanently.
  • Nemesis (Phineas T. Horton) - Dr. Horton was one of the scientists brought in to study Amorphous on account of his unique insight into nonhuman biology. When Horton started to claim that Amorphous was an active threat to human civilization and, failing to convince the U.S. Government to eradicate him, attempted his own bid to destroy the alien via his invented phlogiston, he was removed from the project. He still considers Amorphous a threat to humanity, although his studies gave him some ideas on how he might create life of his own...
  • Power Loss (Fire) - Amorphous's regeneration works badly on damage done by fire, and might fail entirely with sufficiently high temperatures, as with Dr. Horton's phlogiston and similar devised flames.
  • Prejudice (Obviously Alien) - When not taking on a particular form, Amorphous is a blank humanoid shape of gleaming rainbow protoplasm.
  • Quirk (Blue and Orange morality) - Amorphous is not human, and is still a child in many ways. It will often act oddly as it tries to learn something more of the planet it is on.
  • Vulnerable (Electricity) - Electricity disrupts its ability to maintain its form, as does Anti-Grue technology (if it exists at this time).
  • Ravening Hunger - Amorphous is constantly hungry. It can be readily distracted by sources of organics.


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved."
"Starkitty

Submitted for FirefighterSaint's Amalgam Universe game.

Starkitty

Image

Hair: Purple, runs as a mane down her neck
Eyes: Yellow, blank
Civilian identity: Sharon Coriander

Power Level: 8; Power Points Spent: 120/120

STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +3 (16), WIS: +2 (14), CHA: 0 (10)

Tough: +5/+7, Fort: +7, Ref: +10, Will: +5

Skills: Acrobatics 6 (+11), Climb 12 (+17), Escape Artist 4 (+9), Handle Animal 8 (+7), Notice 8 (+10), Search 3 (+6), Sense Motive 10 (+12), Stealth 6 (+11), Survival 6 (+8)

Feats: Attack Focus (melee) 3, Attack Specialization (Claws and Teeth), Defensive Roll 2, Dodge Focus, Eidetic Memory, Endurance, Improved Grab, Improved Grapple, Improved Trip, Truth Sense

Powers:
Claws and Teeth (Strike 2) (DC 22; Mighty) [3 pp]
Leaping 2 (Jumping distance: x5) - running 75 ft, standing 37 ft, vertical 18 ft. [2 pp]
Mental void (Concealment 1) (other sense: Mental; Close Range) [3 pp]
Speed 2 (Speed: 25 mph, 220 ft./rnd) [2 pp]
Super-Movement 1 (wall-crawling 1 (half speed)) [2 pp]
Super-Senses 5 (extended: Scent 1 (x10), extended: Vision 1 (x10), low-light vision, scent, tracking: Scent 1 (half speed)) [5 pp]
Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple) [1 PP]
Language Assimilation (Comprehend 2) (Understand/Speak any language, Quirk: Requires physical contact to acquire) [3 PP]

Attack Bonus: +4 (Ranged: +4, Melee: +7, Grapple: +13)

Attacks: Claws and Teeth (Strike 2), +9 (DC 22), Unarmed Attack, +7 (DC 20)

Defense: +8 (Flat-footed: +4), Knockback: -3

Initiative: +5

Languages: English

Totals: Abilities 40 + Skills 16 (63 ranks) + Feats 13 + Powers 21 + Combat 20 + Saves 10 + Drawbacks 0 = 120

Background:
Koriand’r was born the younger of two daughters to King Myand’r of planet Tamaran. Because her older sister, Komand'r, suffered from a childhood defect that deprived her of the Tamaranean ability to process sunlight for flight and thus was deemed unfit to rule, the nation's hopes were high that Koriand’r would be eligible for inclusion in the line of succession. Much to the royal family's horror, Koriand’r was born with a tail, evidently a genetic throwback to some early stage of Tamaranean genetics. As she grew up, her more bestial traits became clear, and it became more evident that her sister, Komand'r, was the only option. The populace of Tamaran demanded that Koriand’r be eliminated to prevent her from sullying the genetic pool and, already under great political pressure due to his lack of appropriate heir, King Myand’r yielded partially, staging an incident where Koriand’r was seemingly executed, but instead sending her off to exile in the galaxy. Her ship, set on a random path and then programmed to find a livable planet, settled her on Earth, where she hooked up with the Young Titans, a junior team to the JLA, adopting a civilian identity of Sharon (chosen in honor of Sharon Flagg, noted World War II operative for SHIELD) Coriander.

When Koriand’r first arrived, she was naive of Earth's ways. Now, a year after her arrival, she has less excuse, but continues to cheerfully confuse Earth customs to the point that her teammates are convinced that she's just playing a game with them. The truth of the matter is that Sharon's mind is alien, even for a Tamaran, and her brain keeps actively pruning things that it doesn't find useful such as concepts of personal space or table manners in favor of what it views as survival traits.

Complications
  • Obvious alien/mutant - Starkitty has thick purple hair (it's an actual mane with hair follicles that proceed down to her lower back), blank yellow eyes, and slightly pointed teeth. She can hide most of her feline aspects with the benefit of contacts, but doesn't always think to.
  • Offputting - Starkitty frequently exhibits feline behavior. Among other things, she thinks nothing of rubbing up against people as a sign of affection and she can be easily distracted by quickly moving small things.
  • Ignorance of Earth Customs - Starkitty has difficulty retaining information on how to act properly. That doesn't bother her much. That sort of thing is silly when there are things to chase.
  • Exiled Royal - Starkitty is unaware that Tamaran was conquered by the Citadel, a race of conquerors who had warred with Tamaran for over a century. They negotiated a peace, but part of the terms was to search for Koriand’r and bring her back to be properly executed.
  • Rival - Also unbeknownst to Starkitty, her sister, Komand'r, bitter from being seen as a second choice for succession, allied with the Citadel to help conquer Tamaran. Komand'r knows that her sister was only exiled, and wants Koriand’r executed both as a matter of spite and to eliminate a potential embarrassment to the Tamaran people.
  • Rival - Starkitty has had several encounters with Lethal, who seems to feel that Starkitty would be an ideal trophy for their wall.
  • Ally - Ka-Zar the Changeling (Beast Boy / Ka-Zar) is a member of the Young Titans and often works alongside Starkitty, their animalistic powers working well together. Starkitty has decided that Ka-Zar will be her mate. Ka-Zar is decidedly less enthusiastic about the situation. He likes Starkitty well enough as a teammate, but doesn't feel the urge to settle down, plus sometimes Starkitty is just a little too animalistic for him.
"
"Atom-Smasher II

Submitted for Bladewind's Justice League Academy game.

Atom-Smasher II
Image

ABILITIES
[table="width: 500"]
[tr]
[td]STR 12/4[/td]
[td]AGI 2[/td]
[td]FGT 4[/td]
[td]AWA 1[/td]
[/tr]
[tr]
[td]STA 13/5[/td]
[td]DEX 0[/td]
[td]INT 4[/td]
[td]PRE 0[/td]
[/tr][/table]

Advantages
Accurate Attack, All-out Attack, Benefit 2 (Good with Computers, worth a +5 bonus on some skill checks), Fast Grab, Great Endurance, Improved Critical: Unarmed, Improved Grab, Improved Hold, Improved Smash, Interpose, Power Attack, Skill Mastery: Technology, Takedown, Teamwork, Ultimate Effort: Toughness Check

Skills
Acrobatics 2 (+4)
Athletics 5 (+17)
Close Combat: Unarmed 2 (+6)
Expertise: Current Events 2 (+6)
Expertise: History 2 (+6)
Expertise: Popular Culture 4 (+8)
Insight 4 (+5)
Intimidation 7 (+8)
Perception 6 (+7)
Persuasion 4 (+4)
Stealth 0 (+0)
Technology 8 (+12)
Vehicles 2 (+2)

POWERS
  • Giant Size: Growth 8 (30 feet tall; +8 Str, +8 Sta, +8 Impervious Toughness, -4 Dodge, -4 Parry, -8 Stealth, +4 Intimidation, +1 Speed), Continuous, Impervious Toughness, Dynamic [4 pp / rank + 1 PP = 33 pp]
    DAP: Dense Form: Growth 8 (Density (size, speed, skills, and defenses don't change); +8 Str, +8 Sta, +8 Impervious Toughness), Continuous, Impervious Toughness, Dynamic [2 pp]
    AP: Mass Dispersal [1 pp]
    • Air Walking: Flight 2 (Speed: 8 miles/hour, 60 feet/round; Subtle: subtle; Quirk: prone condition causes you to fall)
    • Density Decrease: Insubstantial 4 (Incorporeal, Continuous, Subtle, Precise, vulnerable to gravitic/spatial attacks)
    • Movement: Movement 1 (Safe Fall)
  • Naturally Big: Growth 2 (8 feet tall; +2 Str, +2 Sta, -1 Dodge, -1 Parry, -2 Stealth, +1 Intimidation), Innate [5 pp]
  • Immunity 7 (Bullets, Critical Hits) [7 pp]
  • Impervious Toughness 5 [5 pp]
  • Powerlifting 2 [2 pp]
  • Flight Harness (Removable) [15 - 3 = 12 PP]
    • Flight: Flight 5 (Speed: 60 miles/hour, 1800 feet/round; Limited: Not usable when using Growth/Density array) [5 PP]
    • Sensors: Senses 6 (Analytical: Vision, Direction Sense, Distance Sense, Radio, Time Sense, Extended (Vision)) [6 PP]
    • Self-contained breathing apparatus: Immunity 4 (Suffocation (All), Uncommon Descriptor (inhaled toxins and contaminants)) [4 PP]
DEFENSES
Dodge: 4 (+5/+1)
Parry: 1 (+4/+0)
Toughness: 0 (+13/+5)
Fortitude: 0 (+13/+5)
Will: 4 (+5)

COMBAT
Melee: +4
Ranged: +0
Initiative: +2
  • Grab: +6 (DC 22)
  • Unarmed: +6 (DC 27)
Abilities 32 + Skills 24 + Powers 67 + Advantages 16 + Defenses 9 = 148 / 148 pp

Background
Jeremiah Rothstein is the son of Courtney Whitmore aka Stargirl and Albert Rothstein aka Atom-Smasher. Much to his chagrin, he inherited a full slate of Atom-Smasher's powers when he hit puberty, blossoming from 4'10" to 7' 3" in a matter of months with mass to match. His parents, both Justice League veterans, encouraged him to take up the path of a hero. He's played along, his father teaching him how to use his ability to alter size and density, his mother coaching him on use of technology to round himself out. Much to his parent's surprise, he even manages a trick that Al can no longer pull off, dispersing his mass to the point of being able to move through objects, and even walk through the air. Meanwhile, outside of superhero training, he's finding that he has some talents in the area of computers and other technology and has occasionally considered whether he should pursue that direction . He hangs out with Pat Dugan whenever he can, and is thinking of trying to build his own car from parts.

Personality-wise, he's generally very cheerful and easygoing guy, although his temper can boil over when he gets frustrated. He's a bit sensitive about his size. He's happy to have more in common with his father, but he doesn't like the fact that he stands out so much in the crowd.

Complications
  • Accident - Jeremiah is still getting used to his powers in some ways. He can generally manage his strength, but he still sometimes forgets to ensure the surfaces below him can support his own weight.
  • Relationship - Jeremiah gets along fairly well with his parents, but he resents a bit that they seem to be pushing him into a superhero career. He feels more comfortable talking to Pat. He's friends with Fred "The Blob" Dukes. He hasn't had a large number of romantic relationships, in part because he's self-conscious about his size.
  • Reputation (Meathead) - Due to his size, Jeremiah is sometimes assumed to be unintelligent. It doesn't help that he's friends with Fred "The Blob" Dukes, a noted bully on campus.
  • Temper - Jeremiah has a long fuse, but when he finally gets fed-up, it doesn't tend to be pretty.
  • Shy - His self-consciousness about his size makes Jeremiah reluctant to put himself out there in social situations.
  • Legacy - Jeremiah is the son of two heroes, one of which helped conquer a third-world country and was the enforcer for its new dictator, Black Adam. He's bound to face some trouble for this from old enemies to people who expect him to be just like Al, or just like Courtney.
[HR][/HR]
His primary power is being able to increase his Strength and Stamina, optionally choosing whether his size increases at the same time. In his base form, he's huge for his age, much like his father. He's smart, too, although he's yet to really find an outlet for it (I started off with Inventor in his Advantages, but it seemed a bit odd for a teenager). When he grows, he becomes a big target, of course. He meets his caps better in his dense form, but of course, he has to be careful about being fully dense, mass per surface area and all that."
"Yvonne / Bug

Submitted for Kenseido's Hero High - Hawkes Academy game.

Yvonne Pigmon - PL 8

Image

Strength -1, Stamina 2, Agility 0, Dexterity 0, Fighting 0, Intellect 1, Awareness 2, Presence 1

Advantages
Attractive, Defensive Roll 2, Uncanny Dodge, Well-informed

Skills
Athletics 1 (+0), Deception 1 (+2), Expertise (PRE): Social Scene 5 (+6), Expertise: Entomology 3 (+8/+4), Insight 2 (+4), Perception 2 (+8/+4), Persuasion 4 (+5)

Powers
Bug Feedback: Enhanced Trait 18 (Traits: Expertise +4 (+7), Perception +4 (+8), Parry +2 (+5), Dodge +2 (+5), Will +5 (+7), Fortitude +1 (+4), Advantages: Defensive Roll 2, Uncanny Dodge) [18 pp]
Bug Swarm [24 pp + 5 Alts]
. . Directed Swarm: Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range 2: perception)
. . Obscure: Cloud Area Concealment Attack 3 (Sense - Hearing, Sense - Sight, DC 13; Cloud Area 5: 250 feet radius sphere, DC 13, Attack: Dodge, Increased Range: ranged)
. . Spy through Insects: Remote Sensing 6 (Affects: 3 Types, inc. Visual - Sight, hearing, smell, Range: 1800 feet; Simultaneous; Medium: Insects)
. . Stinging Attack: Damage 8 (DC 23; Increased Range 2: perception)
. . Summon Insect Swarm: Summon 4 (Active, Controlled, Indirect 3: any point in fixed direction or fixed point in any direction, Mental Link, Type (General): Insects)
. . Surrounding Swarm: Burst Area Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, DC 18, Variable Condition: Third)
Cover Self With Bugs (Activation: Move Action) [11 - 1 PP]
. . Amorphous Outline: Enhanced Trait 2 (Traits: Dodge +1 (+5), Parry +1 (+5)) [2 pp]
. . Covered with Bugs: Morph 1 (+20 Deception checks to disguise; Single form) [5 pp]
. . Protective Bug Cushion: Protection 3 (+3 Toughness; Sustained) [3 pp]
. . Scary Appearance: Enhanced Trait 2 (Traits: Intimidation +4 (+5)) [2 pp]
Master of Her Domain: Immunity (Own Powers) [1 pp]
Sense Insects: Senses 8 (Accurate: Detect (Insects), Acute: Detect (Insects), Analytical: Detect (Insects), Danger Sense: Detect (Insects), Detect: Insects 1, Extended: Detect (Insects) 1: x10, Radius: Detect (Insects)) [8 pp]
Speak With Animals: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Insects and Arachnids) [2 pp]

Offense
Initiative +0
Directed Swarm: Affliction 8 (DC Fort 18)
Grab, +0 (DC Spec 9)
Obscure: Cloud Area Concealment Attack 3
Stinging Attack: Damage 8 (DC 23)
Surrounding Swarm: Burst Area Affliction 8 (DC Fort 18)
Throw, +0 (DC 14)
Unarmed, +0 (DC 14)

Languages
English

Defense
Dodge 5/2, Parry 5/2, Fortitude 5/4, Toughness 7/2, Will 7/2

Power Points
Abilities 10 + Powers 68 + Advantages 2 + Skills 9 (18 ranks) + Defenses 6 = 95

Background
Life is tough for a teenage girl. If you're not part of the "in crowd", you're invisible at best and bullied at worst. Yvonne quickly learned to navigate her way in the jungle of her peers, who to befriend and who to avoid, how to dress and how to act. Then, her life was upended when, while filling out applications for her freshman year of high school, she blacked out. When she awoke, she was suddenly aware of how many flies were in her room (8), how many spiders (23, including one black widow), and every other bit of information one probably does not want to know about the presence of insects and spiders in one's environs. She can speak with and command insects and arachnids within her immediate environment.

Now, she goes to Hawkes Academy, a prestigious prep school. The prestigious part is cool. Being seen as a bit of a nerd, not so cool. Being mentally tied to a bunch of bugs? Totally uncool. Still, she hasn't clawed her way to the upper echelons of juvenile social circles just to give up on it now...

Complications
  • Identity - Yvonne doesn't want anyone to know about her powers. Fortunately, she has a way to readily hide her identity by summoning a swarm of insects to cover her body. Even her voice gets disguised by the buzz of the insects.
  • Prejudice - Not everyone is into bugs. Yvonne is terribly hot on them either, but she seems stuck with them now.
  • Power Loss - All of Yvonne's powers require the presence of bugs. Something which nullifies her communication (she's unsure as to how she does it, really) or removes insects from the immediate area are likely to, at the least, bar her from her "Bug Feedback" powers.
  • Quirk - The communication with the insects is a bit of a two-way street, Yvonne has learned. It's minor things, but she's occasionally found herself staring at a rubbish heap, or fascinated by a field of flowers.
  • Relationship/Reputation - Yvonne attempts to maintain her position as one of the "popular girls" despite now having a totally uncool interest in insects and having to attend a weird school. As a result, she has a bit of a reputation as a Mean Girl.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved."
"The Plastic Hunchback - 3E

3E adaptation of The Plastic Hunchback for Nintendogeek's Time of Crisis game.

The Plastic Hunchback
PL 9 / 136 pp

Image

Abilities: [24 pp]
[TABLE]
[TR][TD]STR 11[/TD][TD]AGI 0[/TD][TD]FGT 7[/TD][TD]AWA 4[/TD][/TR]
[TR][TD]STA -[/TD][TD]DEX 0[/TD][TD]INT 0[/TD][TD]PRE -1[/TD][/TR]
[/TABLE]

Advantages: [5 pp]
Eidetic Memory, Fast Grab, Improved Smash, Language (Sign Language), Power Attack, Improvised Tools

Skills: [13 pp]
Expertise (History) 2 (+2)
Expertise (Mechanical) 12 (+12)
Investigation 5 (+5)
Perception 7 (+11)

Powers: [77 pp]
Almost Human
. . Enhanced Trait: Enhanced Trait 5 (Traits: Will +5 (+9)) [5 pp]
. . Immunity: Immunity 5 (Emotion Effects) [5 pp]
Malleable Metal: Enhanced Trait 1 (Advantages: Improvised Tools) [1 pp]
Massive: Growth 4 (+4 Str, +4 Toughness, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks, Permanent) [4 pp]
True Sight: Senses 7 (Counters All Concealment: Sight, Counters Illusion: Sight) [7 pp]
Unliving: Immunity 37 (Critical Hits, Immunity to Fortitude Effects, Sensory Affliction Effects) [37 pp]
Unnatural Toughness: Impervious Toughness 11 [11 pp]
Unstoppable: Regeneration 2 (Every 10 rounds [first rank makes for normal healing]) [2 pp]
Deceptively Fast: Speed 1 (60 ft) [1 pp]

Defenses: [17 pp]
Toughness: 11 (Impervious 11) [7 pp]
Will: 9
Fortitude : - (Immune)
Parry: 7 [2 pp]
Dodge: 6 [8 pp]

Offense:
Initiative +0
Grab, +7 (DC Spec 21)
Throw, +0 (DC 26)
Unarmed, +7 (DC 26)

Power Points:
Abilities 24 + Powers 77 + Advantages 5 + Skills 13 (26 ranks) + Defenses 17 = 136 (of 137)

Background:
In a small village in the Appalachian mountains, there stood an iron statue. It is said that a century ago, the statue possessed mystical powers and would animate to perform labors for the village and to protect it, but the magical word to bring it to life was lost along with the secrets of its creation. Or so most of the village believed. In truth, the magic word became known only to the elders of the village, and they passed it down from generation to generation, unused for fear of losing the potential power of the golem. And then, one day, the coal seam caught fire. Much of the village collapsed into the void created in the earth. One of the surviving elders, at the foot of the statue, intoned its activation word with his dying breaths, commanding it to go forth and protect others. Even as the golem marched through the flames, its form warped, not built for such great heat. The inner core, made of earth and lesser metals, melted and fell away, leaving the hollow structure of enchanted iron. When it emerged from the flames, the structural integrity of the iron had been lost, but the enchantments held enough that the golem resolidified, albeit looking like a melted wax model. It lurched out of the mountains and into a world that recoiled from its hideous melted visage. Still, it was told to protect, and protect it shall.

In its early escapades, the media noted how its body dented and bowed under blows, deforming even as it was struck, and deemed it the Plastic Hunchback for its malleability and deformity. Although large in size and strange in shape, the Plastic Hunchback is deceptively deft and clever, able to reform its fingers into instruments to work with locks and devices. It has an odd affinity with mechanical machines, which has led to a mild obsession with cars, coupled with a mild frustration at being too big and heavy for most models. Its origins are even weirder than that, though, having been awoken just prior to World War II in an alternate universe and having been shunted off to this universe by a mystic foe.

Complications:
* Disability (Mute) - The Plastic Hunchback cannot speak, and few people know sign language.
* Prejudice - The Plastic Hunchback is ugly and inhuman in appearance, and exudes a slight odor of corrosion and decay. This can result in others viewing it unfavorably.
* Quirk - The Plastic Hunchback is actually from an alternate history, similar to ours, but different. Information it provides, particularly regarding historical events, are sometimes wrong even with a successful check.
* Relationship - The Plastic Hunchback fought alongside The Defenders Six in an alternate World War II, helping to defend the city of New York against Axis incursions.
* Weakness (Fire/Heat) - Fire and extreme heat causes its metal to deform faster
* Weakness (Magnetic) - Due to largely being made of rusted metal, The Plastic Hunchback is vulnerable to magnetic forces
* Weakness (Words of Power) - While it does not bear the traditional symbol across its forehead, it is still powered by some sort of magic. Someone who knows its activation word could attempt to control it, although years of independent existence has left it with some resistance."
"Sidekick

Submitted to Horsenhero's Seven Soldiers of Victory game:

Sidekick - PL 8

Strength 2, Stamina 4, Agility 4, Dexterity 2, Fighting 8, Intellect 1, Awareness 3, Presence 5

Advantages
Agile Feint, Beginner's Luck, Diehard, Equipment 6, Evasion, Improved Disarm, Improvised Weapon 4, Luck, Throwing Mastery 6
From Presence: Connected, Attractive (cute), Well-Informed, Setup, Teamwork

Skills
Acrobatics 9 (+13), Athletics 5 (+7), Close Combat: Unarmed 2 (+10), Deception 9 (+14), Expertise: Sidekick 4 (+5), Insight 4 (+7), Investigation 4 (+5), Perception 5 (+8), Persuasion 2 (+7), Ranged Combat: Throw 6 (+8), Sleight of Hand 4 (+6), Stealth 8 (+12), Vehicles 4 (+6)

Powers
Disguise Kit
. . Quick Change: Morph 2 (+20 Deception checks to disguise; Narrow group [Humanoids of a similar build])
Climbing Cable
. . Movement: Movement 1 (Wall-crawling 1: -1 speed rank; Platform)
Swing Line
. . Movement: Movement 1 (Swinging)

Well-preserved (Advantages: Diehard)
. . Enhanced Ability: Enhanced Stamina 2 (+2 STA)
. . Immortality: Immortality 1 (Return after 2 weeks)
. . Immunity: Immunity 1 (Aging)

Equipment
Binoculars, Disguise Kit [Disguise Kit], Flashlight, Grapnel [Climbing Cable; Swing Line], Motorcycle, Multi-tool, Night Vision Goggles, Undercover Shirt

Offense
Initiative +4
Grab, +8 (DC Spec 12)
Throw, +8 (DC 23 [21 for lightweight objects that don't allow strength damage])
Unarmed, +10 (DC 17)
Improvised Weapons, +10 (DC 20)

Complications
  • Fame (multiple roles): Bucky has played many different roles over the years and there's always a chance that someone will recognize his fighting style, or general build, and realize that he was Bullet Boy, the Flying Ferret, or one of his multitudinous identities.
  • Motivation: Patriotism: Bucky truly believes in serving his country. In whatever way is necessary.
  • Prejudice (looks like a kid): Bucky is 33, but currently looks about 12. That can make things difficult. Drinking at a bar is basically impossible, and don't ask about his love life...
  • Quirk - Catchphrase: Bucky has an addiction to catchphrases, quips, and puns and will sprinkle them into his combat wherever possible. If he can't come up with one, he may be at a penalty during combat while he tries to figure something out.
  • Responsibility - Intelligence Community: While Bucky no longer serves any particular organization, his days in the field means he owes a complex web of favors that might be called upon the future. Also, some people out there will be convinced that he knows more than he actually does.
  • Secret: Bucky has been sidekick to a number of war heroes over the years. It could be damaging to have it come out just who he worked for, and what he did while Major Justice was socking bad guys. Lastly, the GM may decide additional secrets that Bucky holds, some of which he may not realize are considered to be as important as they are.
Background
The exploits of the various costumed heroes of World War II almost always included the kid sidekick, a spunky character who seemed to exist entirely to humanize the soldier, to provide merchandising opportunities to kids back home, and to occasionally be kidnapped to provide motivation. Some of the more cynical people suggested that these sidekicks existed only on soundstages, maybe even adults made to appear to be kids in the midst of the action. After all, the military wouldn't be so callous as to employ child soldiers on the battlefield, right? The truth is stranger than it seems... Buchanan (Bucky) Carr was always small for his age, and shortly after he volunteered for active duty on the front and was deployed, it was determined that he'd only passed the minimum height requirements through the use of lifts in his shoes. About to be shipped back home, he pitched a desperate plan, to be used as a "child sidekick" in filmed war footage in Germany. The brass wanted to get this promotional reel out in a hurry, so they agreed. And so was born Bucky's career as a professional sidekick.

Whether he was playing Bullet-boy, the Flying Ferret, or Skip the Boy Wonder, Bucky put on the costume and played his role. It was up in the air as to whether the heroes themselves bought in on it. Bucky put a lot of effort into adopting a given role's mannerisms, and he's pretty sure that he convinced some of the heroes who had sidekicks States-side that their particular sidekick had been flown in for a non-combat role, but that it had coincided with unexpected enemy action. Meanwhile, while the cameras, and the grunts, saw the hero punching Nazis and generally taking names, Bucky was ensuring that the real work was getting done whether it was securing documents or ensuring that particular targets were eliminated. While he never graduated to the upper levels of tradework, Bucky worked as a highly deniable asset. After all, who would suspect the boy in bright yellow underpants spouting catchphrases to be the one who planted a playing card into a Nazi general's windpipe? Or scooping up the blueprints for the death ray so that weapons engineers could study it?

Things got even weirder after the incident with the Cosmic Quadrilateral... Bucky was doing his usual role, impersonating a well-known hero's sidekick for a reel involving the recovery of the mystic artifact, which was reputed to trade a person's life for their most sincere wish. Little did he know that the sidekick that he was impersonating was, in fact, deceased on a mission before the hero was shipped over. The hero brandished the artifact and wished to have his sidekick live on forever and then promptly vanished. Bucky is currently in his early 30s and some days he looks in the mirror and wonders if his aging has halted, or if it's reversed itself. He seems to be unable to die, although he doesn't heal any faster than the average person. He just... survives.

After the war, Bucky found himself at loose ends. The military considered him a joke. The intelligence community continued to deny him as an asset, this time with no work. And now, with the backlash against Mystery Men, his nascent business plan of essentially being a celebrity impersonator is DOA. Fortunately, into this void came Lance Gallant, who hadn't forgotten Bucky's work in Europe, and has offered him a role on the team, to act as the glue to hold them together.

Languages
English

Defense
Dodge 8, Parry 10, Fortitude 7, Toughness 6, Will 9

Power Points
Abilities 54 + Powers 8 + Advantages 21 + Skills 22 (66 ranks) + Defenses 15 = 120


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved."
"Mr. A

Submitted to Glitter's Another Night in Gotham game:

Mr. A

Image

Power Level: 6; Power Points Spent: 90/90
[table]
[tr][TD]Height: 5' 11"[/TD][TD]Weight: 181 lbs[/TD][/TR]
[TR][TD]Hair: Brown[/TD][TD]Eyes: Hazel[/TD][/TR]
[/TABLE]

STR: +2 (14), DEX: +0 (10), CON: +1 (12), INT: +2 (14), WIS: +1 (12), CHA: +0 (10)

Tough: +1/+6, Fort: +7, Ref: +4, Will: +7

Skills: Climb 4 (+6), Concentration 5 (+6), Disable Device 2 (+4), Disguise 4 (+4), Gather Information 8 (+8), Intimidate 10 (+10), Investigate 6 (+8), Knowledge (current events) 8 (+10), Knowledge (popular culture) 4 (+6), Knowledge (streetwise) 4 (+6), Notice 6 (+7), Profession (Reporter) 6 (+7), Search 4 (+6), Sense Motive 4 (+5), Stealth 9 (+9)

Feats: All-Out Attack, Attack Focus (melee), Attack Specialization 2 (Strike 5), Challenge - Improved Demoralize, Contacts, Defensive Attack, Defensive Roll, Dodge Focus, Elusive Target, Fearsome Presence 10, Fighting Style: Boxing, Improved Block, Improved Critical (Strike 5), Lionheart, Luck, Power Attack, Startle, Steadfast, Takedown Attack, Well-Informed

Powers:
Steel Face and Hands (Device 3) (Hard to lose)
. . Protection 4 (+4 Toughness; Extras: Impervious)
. . Strike 5 (DC 22; Power Feats: Mighty)
. . . . Enhanced Trait 10 (Alternate; Feats: Fearsome Presence 10; Flaw: Distracting)

Attack Bonus: +0 (Ranged: +0, Melee: +1, Grapple: +3)

Attacks: Strike 5, +5 (DC 22), Unarmed Attack, +1 (DC 17)

Defense: +6 (Flat-footed: +3), Knockback: -5

Initiative: +0

Languages: Native Language

Totals: Abilities 12 + Skills 21 (84 ranks) + Feats 19 + Powers 12 + Combat 10 + Saves 16 + Drawbacks 0 = 90

BACKGROUND
Rex Graine is a newspaper reporter for the Daily Crusader. He is known for his uncompromising principles and incorruptibility. In order to fight crime, Graine wears metal gloves and a steel mask that resembles a placid face, thus becoming Mr. A. True to his beliefs of objectivism, all crimes are equal and excuses mean nothing before the steely fist of Mr. A.

COMPLICATIONS
  • A is A - "You must choose one side or the other. Any compromise between good and evil only hurts the good and helps the evil." Mr. A does not deal with ambiguities. You are either good or you are evil. Committing a crime for a good reason is no more moral than committing it for an evil reason. The men who steals to feed his family is as guilty as he who steals to cause pain.
  • Uncompromising dedication to justice - Rex Graines has dedicated his life to ending crime.
  • Enemies - Criminals, in particular organized crime, have it out both for Mr. A and for Rex Graines.
  • Responsibility - Rex Graines needs to meet deadlines for his news stories. Sometimes, his two jobs have to compete for time.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.

[HR][/HR]
For those unfamiliar with the character, Mr. A is a creation of Steve Ditko after he became a huge proponent of Ayn Rand's Objectivism. He's a classic two-fisted detective in many ways. For this campaign, he lacks his death-traps and is a much more straightforward brawler. Imagine The Question with less investigation, or Rorschach a little less psychotic. For my build, I kept the largely bullet-proof nature of the gloves and mask, and added a Fearsome Presence that represents him standing still and delivering one of his monologues about Objectivism. He loses his dodge bonus when he does so, but can use his impressive Intimidation skill to send people fleeing."
"Flip

Submitted to The Sleeper's Mystery Solving Teens and their Wacky Companion game:

Flip - PL 5

Image

Strength 2, Stamina 3, Agility 5, Dexterity 1, Fighting 2, Intellect 0, Awareness 3, Presence 1

Advantages
Agile Feint, Conspiracy Theorist 4 (functions on 17-20), Defensive Roll 2, Equipment 1, Favored Environment: Urban, Fearless, Great Endurance, Improvised Weapon, Prone Fighting, Skill Mastery: Acrobatics, Skill Mastery: Athletics

Skills
Acrobatics 5 (+10), Athletics 9 (+11), Close Combat: Unarmed 2 (+4), Expertise: Streetwise 4 (+4), Expertise: Pop Culture 4 (+4), Insight 3 (+6), Investigation 9 (+9), Perception 4 (+7), Stealth 2 (+7)

Powers
At a Glance: Senses 2 (Distance Sense, Rapid: Vision 1)
Parkour: Movement 5 (Environmental Adaptation: Urban, Safe Fall, Sure-footed 2, Wall-crawling 1: -1 speed rank; Limited: Moving in Urban Environments [4 ranks only])

Equipment
Camera remote trigger (pushbutton, motion-activated) 2, Climbing equipment 1, Video Camera

Offense
Initiative +5
Grab, +2 (DC Spec 12)
Throw, +1 (DC 17)
Unarmed, +4 (DC 17)

Complications
Motivation: Thrills: Flip is an adrenaline junkie and gets a kick out of pushing himself to his limits. While he's got a good idea of what his capabilities are, he's convinced that he can push himself past those limits. Mechanically, this can manifest itself in the form of attempting jumps that he's only going to succeed on if he rolls high.
Obsession: Climbing things: Give him something high and he'll make his way up there. More importantly, he has to make sure that other people see him, so he'll often put a lot almost as much, if not more, effort into setting up the scene and his camera as he will with the actual climb.
Rivalry: Flip videos his exploits and occasionally swaps tapes with local clubs, as well as sharing low-res versions via LimeWire and on alt.binaries Usenet groups. He is in informal, but fierce, competition with several traceurs for more impressive tricks and runs.

Languages
Native Language (English)

Defense
Dodge 5, Parry 5, Fortitude 6, Toughness 5/3, Will 4

Power Points
Abilities 34 + Powers 8 + Advantages 15 + Skills 11 (42 ranks) + Defenses 7 = 75

Role
He's decent at spotting things (high Notice and Investigate) and but he's good at spotting things that don't quite fit in as well as coming up with off-the-wall facts that tie into what he sees. He can get into odd places or check things out that are higher up, and he's pretty good at not getting hit, so he can serve as a distraction while the others set up an ambush.

Background
I'm largely seeing him as the street-smart kid, not so great once he's out somewhere like the woods, but in the city, or within the environs of a house, he's pretty good at what he does. The rest of his background would probably depend on what sort of traits are binding us together.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved."
"Doppelgänger

Submitted to jec86n's experimental Serenity Peaks City game where everyone started at PL 1 but with powers.

Doppelgänger - PL 1

Strength 0, Stamina 1, Agility 0, Dexterity 0, Fighting 1, Intellect -1, Awareness 0, Presence 0

Advantages
Eidetic Memory

Skills
Close Combat: Unarmed 1 (+2), Deception 2 (+2), Insight 1 (+1), Persuasion 2 (+2)

Powers
Morph: Morph 2 (+20 Deception checks to disguise; Narrow group (Humanoid); Activation 2: standard action)

Offense
Initiative +0
Grab, +1 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +2 (DC 15)

Languages
Native Language (English)

Defense
Dodge 0, Parry 1, Fortitude 1, Toughness 1, Will 1

Power Points
Abilities 2 + Powers 8 + Advantages 1 + Skills 3 (6 ranks) + Defenses 1 = 15

Background
No one is entirely certain of where Doppelgänger came from, not even itself. One day, outside of a small genetics research lab, one of the researchers passed by a young blond boy begging for spare change. Just after he passed by, he remembered that he'd left his wallet in the lab, and he turned to find a brunette girl in the same place, with the same sign and clothing. One warm meal and a lot of conversation later, and Doppelgänger's story, such as it was, came out. Its earliest memories were of making friends with people on the street, learning to reshape its face to best suit the situation. It was constantly changing neighborhoods and appearances, driven by an obsession to experience new things and new faces.

The situation at the labs was nearly ideal for it. The researchers have provided it with access to the internet, much more than it ever managed to garner through furtive visits to the library, and they brought in many people to study it and talk with it. Their data on it are inconclusive. Apparently, it shifts on a genetic level. The DNA is human, but changes with the different forms. Its ability to shift seems dependent on its perceptions, which means that biometrics, including DNA, are not copied, and currently, it can't simulate clothing. Nonetheless, nothing inherently harmful was found about Doppelgänger, so they're allowing it to attend school under a cover identity of Ford Prefect (one researcher picked out the name when he came back with some very official-looking forged documents he claimed to have gotten from a second cousin. When asked about the name, he tries to keep a straight face while informing them that "it's a very common name.") and is enjoying the experience immensely.

Complications
  • Prejudice - Doppelgänger is genderfluid, and can't remember an original sex. When unconscious, it is entirely sexless, "smooth as a Barbie doll" as one of the researchers stated in her report. It freely switches sexes more or less at will, which has not gone over well with some of the more conservative members of the research group.
  • Connections - Doppelgänger is devoted to its research team.
  • Power Loss - Doppelgänger sometimes changes form without intending to, usually based on someone it's looking at.
  • Obsession - Doppelgänger is enamored with the idea of love, and is constantly seeking out new paramours.
  • Obsession - Doppelgänger is always looking for new knowledge and trivia. Despite not being terribly bright in the sciences or maths, its brain is like a sponge for knowledge and it loves to learn and share trivia.
  • Secret - Doppelgänger does not know where it came from.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved."
"Pretty Deadly

Submitted to Glitter's So 90s It Hurts game:

Adapted from a combination of my PL 10 and PL 8 builds for Pretty Deadly.

She can summon any weapon to her hands, is fairly fast and tough, and can change her outfit at will. I dropped a number of things specifically tied to her origin universe such as her advantages when fighting Magical Girls and her contact, Murray aka the Finn (originally her animal sidekick, a vulture, he started his own life as The Finn, essentially an arms and information broker for criminals).

Pretty Deadly
Image

Power Level: 8 Power Points Spent: 160/160

Str: +0/+2 (10/14) Dex: +0/+4 (10/18) Con: +0/+6 (10/22) Int: +2 (14) Wis: +1 (12) Cha: +0/+2 (10/14)

Tough: +6/+8 Fort: +6 Ref: +9 Will: +5

Skills:
Acrobatics +5 (+9), Bluff +6 (+8), Climb +0 (+2), Computers +1 (+3), Concentration +4 (+5), Diplomacy +0 (+2), Disguise +2 (+4), Drive +2 (+6), Escape Artist +0 (+4), Gather Information +8 (+10), Handle Animal +0 (+2), Intimidate +0 (+2), Knowledge (current events) +3 (+5), Knowledge (popular culture) +1 (+3), Knowledge (streetwise) +4 (+6), Knowledge (tactics) +6 (+8), Notice +6 (+7), Search +0 (+2), Sense Motive +6 (+7), Stealth +2 (+6), Survival +0 (+1), Swim +0 (+2)

Feats:
All-Out Attack, Attack Focus (ranged) 3, Attack Specialization 2 (Weapons Summoning (Variable 5)), Chokehold, Defensive Roll 2, Diehard, Dodge Focus 3, Evasion 2, Fearless, Fighting Style: Krav Maga, Grappling Finesse, Improved Block, Improved Disarm, Improved Grapple, Improved Trip, Move-by Action, Power Attack, Precise Shot 2, Quick Change 2, Quick Draw 2

Powers:
  • Guns don't run out of ammo (Features 1) - [1 PP]
  • Leaping 4 (Jumping distance: x25) - [4 PP]
    • AP: Speed 4 [50 MPH, 880 feet per round]
  • Lovely Field Medic (Healing 4) (DC 14; Extras: Total) - [12 PP]
  • Magical Girl Transformation (Enhanced Trait 28) (Traits: Charisma +4 (14, +2), Constitution +12 (22, +6), Strength +4 (14, +2), Dexterity +8 (18, +4)) - [28 PP]
  • Weapons Summoning (Variable 5) (acquire: all of (type) - weapons powers; Extras: Action 2 (free)) - [40 PP]
    • Assault Rifle (Power Setting) (Powers: Assault Rifle (Blast 6)) - [1 PP]
      • Assault Rifle (Blast 6) (DC 21; Extras: Autofire 2 (interval 1, max +5); Power Feats: Subtle (subtle)) - [25 PP]
    • Dual Desert Eagles (Power Setting) (Powers: Fusillade (Blast 6)) - [1 PP]
      • Fusillade (Blast 6) (DC 21; Extras: Shapeable Area (6-300 cubes of 125 cu. ft. (5x5x5) - Targeted); Power Feats: Knockback, Progression, Increase Area 5 (area x50)) - [25 PP]
        • AP:Skill shot (Blast 8) (DC 23; Extras: Range (perception)) - [1 PP]
    • Pretty Can of Whupass (Power Setting) (Powers: Blast 8) - [1 PP]
      • Blast 8 (DC 23; Extras: Burst Area (35-40 ft. radius - General); Power Feats: Progression, Decrease Area (-1 ranks)) - [25 PP]


Attack Bonus: +3 (Ranged: +6, Melee: +3, Grapple: +7)

Attacks: Assault Rifle (Blast 6), +10 (DC 21) [60ft. range incr.]; Blast 8, +10 (DC 23) [80ft. range incr.]; Fusillade (Blast 6), +10 (DC 21) [60ft. range incr.]; Skill shot (Blast 8), +6 (DC 23) [Perception range incr.]; Unarmed Attack, +3 (DC 17)

Defense: +8 (Flat-footed: +3), Knockback: -4

Initiative: +4

Encumbrance: Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs, Maximum: 350 lbs, Push / Drag: 875 lbs

Gender: Female Age: 18
Eyes: Brown Hair: Brown, tied back in a braid
Height: 5' 5" Weight: 90 lb.

Totals: Abilities 6 + Skills 14 + Feats 29 + Powers 86 + Combat 16 + Saves 9 + Drawbacks 0 = 160

BACKGROUND
Aika had always been a bit of a military otaku. She loved guns and studying military tactics and held a private dream of becoming a soldier of fortune. This dream was foiled by a lack of access to any kind of real gun and by her slight frame. One day, while drooling over a display of Airsoft guns in a mall in Tokyo, she was caught in the crossfire of a magical battle. She awoke to find that the combination of magic that had struck her had given her the ability to transform into a magical girl. The magic had conformed to her desires and she found that her fuku was camouflage-patterned and that she had the ability to summon various weaponry on command. Through an odd twist of fate, she became friend with the Magical Girl Hunters, two friends out of work who'd decided on a whim to pursue the route of eliminating the pestilence of Magical Girls infesting Japan. She had many bizarre adventures with them including becoming the lover of Koi, then transformed into a magical girl himself, later transformed into a god of chaos and part of a cosmic scheme that included turning much of Tokyo into chocolate pudding... or at least she dreamed extremely vivid and realistic dreams of this scenario before waking in her hospital bed. She tried to seek out Koi and Itami but it seemed they had never existed in this world. Part of her still believes that this other reality she dreamed of had to be more than just a fantasy, but she has found no evidence of the pair. Still, her newfound abilities had made her a popular mercenary despite her odd appearance.

PERSONALITY
Not entirely emotionless, but she is not a terribly passionate fighter. She fights calmly and precisely, using her ability to bound about the battlefield to attempt to keep her range and snipe her enemies from a distance. The one exception is magical girls. Perhaps it's a remnant of that other life, perhaps she's their natural predator, or perhaps she doesn't like their faces, but she slaughters any magical girls she encounters on the spot.

COMPLICATIONS
  • Temper - She cannot suffer a magical girl to live
  • Obsession - Somewhere out there, there is a way to be reunited with her Koi once more
  • Honor - Her word is her bond. She has on occasion broken contracts, but only where she believed that she had been betrayed first.
"
"Hangman

Adapted from Michael Hangman and submitted to Omnipotent Being's Protectors of the Night game.

Hangman
Image

Power Level: 10; Power Points Spent: 150/150

STR: +2 (14), DEX: +3 (16), CON: +9/+1 (12/28), INT: +1 (12), WIS: +3 (16), CHA: +1 (12)

Tough: +10/+2, Fort: +9/+1, Ref: +5, Will: +10

Skills: Acrobatics 6 (+9), Bluff 9 (+10), Climb 5 (+7), Craft (artistic) 8 (+9), Diplomacy 6 (+7), Disable Device 7 (+8), Drive 3 (+6), Investigate 11 (+12), Knowledge (arcane Lore) 8 (+9), Knowledge (streetwise) 4 (+5), Language 1, Profession (Antiques) 4 (+7), Search 9 (+10), Sense Motive 10 (+13), Sleight of Hand 2 (+5), Stealth 11 (+14)

Feats: Attack Focus (melee) 2, Beautiful Voice (Diplomacy), Dodge Focus 3, Equipment 2, Fearless, Improved Critical (Sickle (Strike 2)), Improved Trip (limited to Sickle), Sneak Attack, Tough

Powers:
  • Like a Shadow (Concealment 10) (all senses; Flaw: Blending, Flaw: Partial; Close Range) [6 pp + 2 pp AP]
    • AP: Veil of Kali (Morph 5) (morph: broad group - generic humanoids, +25 Disguise, Feats: Challenge - Face in the Crowd; Flaw: Limited (Limited to use as Face in the Crowd))
    • AP: Stride of Silk (Enhanced Trait 6) (Stealth +4, Hide in Plain-Sight, Challenge - Accelerated Stealth 2, Challenge - Slip Between Cover 2)
  • Emotion Control 10 (DC 20; Perception Area (Sense: Hearing), Selective Attack; Flaw: Limited to Emotion (Fear), Flaw: Range 2 (touch), Subtle) [11 pp]
  • Supernatural Vigor (Enhanced Trait 17) (Traits: Constitution +16 (28, +9), Fearless) [17 pp]
  • Inhuman (Immunity 5) (Starvation & Thirst, Poison, Disease, Suffocation (All)) [5 pp]
  • Punjab Lasso (Suffocate 9) (DC 19; Accurate 2 (+4), Extended Reach 3 (15 ft.), Subtle) [24 pp]
  • Super-Movement 1 (trackless) [2 pp]


Equipment: Antique Shop, Sickle [Sickle (Strike 2), DC 19, Feats: Improved Critical (Sickle (Strike 2)), Improved Trip; Mighty]

Antique Shop
Power Level: 10; Equipment Points Spent: 5
Toughness: +5
Features: Library, Personnel, Security System 1, Workshop
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 4 + Powers 0 + Combat 1 + Saves 0 + Drawbacks 0 = 5


Attack Bonus: +3 (Ranged: +3, Melee: +5, Grapple: +7)

Attacks: Emotion Control 10, (DC Staged/Will 20), Punjab Lasso (Suffocate 9), +9 (DC Fort 19), Sickle (Strike 2), +5 (DC 19), Unarmed Attack, +5 (DC 17)

Defense: +8 (Flat-footed: +3), Knockback: -5

Initiative: +3

Languages: Native Language, Punjabi

Totals: Abilities 22 + Skills 26 (104 ranks) + Feats 10 + Powers 67 + Combat 16 + Saves 9 + Drawbacks 0 = 150

History: Vash Jaswal is the owner of a small Antiques shop. An irreligious man, he believed in little but what he saw before his eyes and considered religion mere superstition. Then, one might, he awoke to a vision of Kali. Unable to move, he lay there as he was informed in dulcet thundering words that he had been chosen as her avatar, that he would spread a righteous fear of her to the people. With frozen throat, he tried to protest, but was greeted with an awful smile and an assurance that he would walk as her avatar, whether he chose to or not.

Since then, Vash has transformed every evening into a dark and veiled figure bearing a sickle in one hand and a noose in the other. And yet, few saw him until he chose to be seen. Either their eyes would skip over him entirely, or he would be seen as a harmless background pedestrian. He quickly learned that the only way to appease Kali was to appear to the unbelieving and wreak her wrath upon them. He need not kill his targets, but he must instill in them a great fear. He has since devoted himself to a study of any strange texts that pass through his store, in an effort to better understand what is happening to him, but the research has done little to quell his condition. He attempts to reserve his attacks to the criminal element, and has acquired a nickname of Hangman from a witness seeing his cast his punjab lasso around the neck of a malefactor, drawing him up to the ceiling.

Complications:
  • Responsibility - Vash is dependent on his store for his income. That means he needs to put a certain amount of time in keeping it running.
  • Bloodlust - Whatever has empowered Vash calls out for blood. If he avoids using his strangulation ability, he starts sleepwalking in his mystical guise, killing without distinction. As it is, by choosing his targets, he feels he can at least avoid attacking innocents. This is his derangement.
  • Religion - Vash was not a religious man prior to his empowerment. From his standpoint, religion was needless superstition. Except now, it's all too real. His belief system is a mishmash of traditional Hindu beliefs and additional mystic rites he's learned from the books in his shop.
  • Temper - Vash is prone to getting angry very easily. It doesn't take much to goad him into taking a swing at someone. Strangely enough, when he puts on the veil of Michael Hangman, he is cool and imperturbable.
  • Responsibility - As Kali's avatar, he is occasionally given a specific target. He has not yet dared defy her.
"
"Re: Builds of FuzzyBoots

Submitted to dreamking89's Emerald City's Wicked villain game:

This is Zzzzt, a sentience that inhabits swarms of insects. If he can summon enough insects, he can occupy a humongous area at once, effectively standing at a height of 1600 feet. He's usually at a more modest size of 60 feet in height and a mass of... let's just say that there are way too many creepy-crawlies inside of him. His origin is debated with some people claiming that he's the product of the combined intelligence of insects working as a hive mind. Others claim that he's a psychic presence that controls the insects. Others claim that a certain Melvin Throckmorton, former entomologist, who disappeared around the time that Zzzzt appeared, is the being behind the creature. Zzzzt has never deigned to answer such questions. His motivations are mysterious other than that he seems to be amassing resources for... something.

Zzzzt was taken down when at a more human size by virtue of fogging an area with thick smoke after killing a large number of the insects in the area. Zzzzt is being transported inside a container which is being kept at a temperature where the insects he is currently made of are hibernating.

Zzzzt - PL 12

Image

Strength 12, Stamina 16, Agility 0, Dexterity 0, Fighting 4, Intellect 2, Awareness 3, Presence 0

Advantages
Fearless

Skills
Close Combat: Unarmed 8 (+12), Expertise: Entomology 8 (+10), Insight 6 (+9), Perception 10 (+13)

Powers
Alternate Form (Swarm) (Permanent)
. . Affliction: Concentration Cumulative Affliction 12 (Resisted by: Fortitude, DC 22; Concentration, Cumulative, Variable Condition (All))
. . . . Damage: Burst Area Damage 12 (Alternate; [0 active, 0/60 PP, 5/r], DC 27; Burst Area 3: 120 feet radius sphere, DC 22, Selective)
. . . . Damage: Shapeable Area Damage 12 (Alternate; [0 active, 0/60 PP, 5/r], DC 27; Shapeable Area 3: 125 cft., DC 22, Selective)
. . . . Obscure: Obscure 12 (Alternate; [0 active, 0/60 PP, 5/r], Affects: All Sense Types, Area: 8 miles radius)
. . Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
. . Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks)
. . Immunity: Immunity 7 (Critical Hits, Interaction Skills)
. . Inhabit Other Bugs: Teleport 6 (1800 feet in a move action, carrying 50 lbs.; Extended: 60 miles in 2 move actions; Medium: Insects)
. . . . Remote Sensing: Remote Sensing 12 (Alternate; Affects: 2 Types - Hearing, Smell, Range: 16 miles; Medium: Insects)
. . Insubstantial: Insubstantial 1 (Fluid)
. . Mass Dispersal
. . . . Growth: Growth 20 (+10 Intimidate, -20 Stealth, -10 active defenses, +5 size categories, +2 speed ranks; Limited to Increasing Size Only)
. . Regeneration: Regeneration 10 (Every 1 round; Limited: Source: Insects)
. . Senses: Senses 8 (Acute: Detect, Analytical: Detect, Detect: Insects 2: ranged, Extended: Detect 3: x1k, Rapid: Vision 1)

Offense
Initiative +0
Affliction: Concentration Cumulative Affliction 12, +4 (DC Fort 22)
Damage: Burst Area Damage 12 (DC 27)
Damage: Shapeable Area Damage 12 (DC 27)
Grab, +4 (DC Spec 22)
Throw, +0 (DC 27)
Unarmed, +12 (DC 27)

Languages
Native Language

Defense
Dodge -6, Parry -2, Fortitude 16, Toughness 16, Will 8

Power Points
Abilities 26 + Powers 132 + Advantages 1 + Skills 16 (32 ranks) + Defenses 5 = 180

Complications:
  • Inhuman — Zzzzt is no longer entirely human, and sometimes just does not comprehend others.
  • Instincts — Zzzzt can be distracted if the things appeal to the insects that he is currently inhabiting.
  • Vulnerable — Zzzzt has additional weakness in accordance to the insects he's inhabiting. Insecticides will hurt him more. Smoke will make him sleepy.
  • Power Loss — Zzzzt depends on masses of insects to grow in size. It will take more for the non-size-only growth. His attacks, especially the Affliction, are also dependent on what insects are making him up at the moment.
  • Disability — Zzzzt has limited fine control, dependent on getting the insects to move precisely in concert. The GM can invoke this to give him additional skill checks or penalties for tasks involving fine motor control. Also, he effectively has no additional lifting strength from either form of Growth, as even insects working in concert have difficulty moving much.
  • Vulnerable - Physical Area Attacks bypass his Insubstantiality as they smash large parts of the insects that make him up.
  • Prejudice - Zzzzt looks like a vaguely humanoid shape of insects and his voice is formed from the buzzing and rattling of the insects that make him up.



Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved."
"Re: Builds of FuzzyBoots

This is a QCG build for Glyph's Lake Haven Defenders game. Not my submission, but someone asked to have someone run their rolls through the QCG. The only unique bit here is the weapon. Just goes to show how a small bit of customization goes a long way.

[HR][/HR]

Chainsaw Monk - PL 10
Real name: Huáng Daquan

Image

Strength 3, Stamina 3, Agility 7, Dexterity 5, Fighting 13, Intellect 0, Awareness 5, Presence 0

Advantages
Agile Feint, All-out Attack, Assessment, Daze (Intimidation), Defensive Roll 4, Diehard, Equipment 2, Evasion, Fearless, Great Endurance, Improved Critical: Unarmed, Improved Initiative 2, Improved Trip, Improvised Weapon, Move-by Action, Power Attack, Quick Draw, Seize Initiative, Skill Mastery: Acrobatics, Startle, Takedown 2, Trance, Uncanny Dodge

Skills
Acrobatics 10 (+17), Athletics 8 (+11), Close Combat: Unarmed 4 (+17), Deception 4 (+4), Expertise: Philosophy 6 (+6), Insight 6 (+11), Perception 10 (+15), Sleight of Hand 6 (+11), Stealth 6 (+13), Treatment 4 (+4)

Powers
Saw 'Em Good: Strength-based Damage 4 (DC 22; Dangerous, Impressive, Multiattack)

Equipment
Chainsaw [Saw 'Em Good: Strength-based Damage 4, DC 22; Dangerous, Impressive, Multiattack]

Offense
Initiative +15
Grab, +13 (DC Spec 13)
Saw 'Em Good: Strength-based Damage 4, +13 (DC 22, Critical 19-20, +2 to interaction checks with the chainsaw)
Throw, +5 (DC 18)
Unarmed, +17 (DC 18)

Languages
English

Defense
Dodge 13, Parry 13, Fortitude 9, Toughness 7/3, Will 10

Power Points
Abilities 72 + Powers 0 + Advantages 29 + Skills 32 (64 ranks) + Defenses 17 = 150

Background
Deep in the Minnesota forests, there was a monastery founded by Chinese immigrants. Melding their heritage as Chinese monks with their new profession as lumberjacks, they designed a unique form of martial arts that incorporated their primary piece of work equipment, the chainsaw. Huáng Daquan was the premier student of the monastery, and was sent out into the world to understand it better before returning to settle down as a teacher. The world outside was strange. People were noisy, and distressingly informal, and for some reason, they took offense to him carrying his ancestral chainsaw with him into establishments of dining. However, the world also had amazing things in it, and he found himself pulled toward another calling, defending the weak. Not that he let his chainsaw cut into unworthy flesh, but it was amazing how easy it was to fend off a mugger by simply clubbing him in the head with the blunt end. Why, even playing the song of his order by revving up his meditative instrument was often enough to cause the weak and cowardly to flee. Alas, all good things come to an end, and Daquan returned to the site of the monastery only to find it gone, with only a clean-cut forest in its wake and rumors in the nearby town that a group of developers had set their sights on the site, but had left seemingly empty-handed a day after the cutting happened.

Daquan has returned to the outside world, to defend the weak and to seek out signs of his order. He is the Chainsaw Monk.

Complications
  • Code of Honor - While Daquan is not a pacifist, he believes that violence should always be carefully considered before performing it.
  • Fish Out of Water - Daquan is not stupid. He largely understands the customs of the outside world. However, he is ill at ease with it, and will often pretend ignorance so that he can avoid having to conform.
  • Mystery - Daquan does not know what happened to the monastery, and will actively seek out any clues.
  • Legacy - Daquan knows that one of his duties, as the only extant member of his Order that he knows of, that he is obliged to pass down its traditions. He is on the lookout for a worthy apprentice to train.


Notes
Multiattack is only available when not using Strength damage, which results in a base damage of 4. Still, along a row of enemies, or applied against low defenses, it can be pretty devastating.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved."
"Re: Builds of FuzzyBoots

I really need to catch up on builds I submitted elsewhere..."
"Dr. Moleman

Submitted for Arthur Eld's Crinoverse: San Francisco Supers game.

Dr. Leonard, PhD, Mole man - PL 10

Image

Strength 4, Stamina 6, Agility 2, Dexterity 2, Fighting 8, Intellect 5, Awareness 2, Presence 1

Advantages
Benefit, Status: Doctorate (Tenured), Close Attack 2, Defensive Roll 4, Diehard, Eidetic Memory, Evasion 2, Improved Defense, Improved Smash, Blindfight (Precise Attack (Close, Concealment)), Uncanny Dodge, Weapon Break

Skills
Athletics 6 (+10), Expertise: Geology 10 (+15), Insight 5 (+7), Investigation 4 (+9), Perception 7 (+9), Persuasion 5 (+6), Stealth 5 (+7), Technology 4 (+9), Treatment 2 (+7)

Powers
Burrowing: Burrowing 10 (Speed: 500 miles/hour, 4500 feet/round)
Mole Powers (Advantages: Eidetic Memory, Evasion 2, Improved Defense, Improved Smash, Precise Attack (Close, Concealment), Uncanny Dodge, Weapon Break)
. . Mole Senses: Senses 6 (Acute: Smell, Analytical (Type): Touch, Direction Sense, Distance Sense, Low-light Vision)
. . Tremorsense: Senses 3 (Acute: Tremorsense, Danger Sense: Tremorsense, Ranged: Touch)
Sharp Claws: Strength-based Damage 6 (DC 25; Penetrating 5)

Offense
Initiative +2
Grab, +10 (DC Spec 14)
Sharp Claws: Strength-based Damage 6, +10 (DC 25)
Throw, +2 (DC 19)
Unarmed, +10 (DC 19)

Languages
Native Language (English)

Defense
Dodge 8, Parry 10, Fortitude 8, Toughness 10/6, Will 12

Power Points
Abilities 60 + Powers 38 + Advantages 8 + Skills 24 (48 ranks) + Defenses 20 = 150

Complications
  • Prejudice (Obviously not human) - Dr. Toupeira is obviously no longer entirely human, and occasionally faces people who hold that against him.
  • Obligation (Professor) - While he is tenured, Dr. Toupeira is obliged to provide for the University both as an instructor and as a researcher. Much the the Administration's pride, he's provided a rather extensive survey of the state of the state of underground geography of the area. Much to their chagrin, the EPA put a stop to said survey after claiming there was no proof that Dr. Toupeira was not causing environmental damage with his explorations.
  • Obligation (Unknown) - Whatever spirit gave Dr. Toupeira his powers could possibly come back to settle up on his debt. If they exist.
  • Weakness (Nearsighted) - Dr. Toupeira was fairly myopic before his transformation. Now, his glasses barely manage to compensate for being extremely near-sighted and astigmatic. If he were to lose them, he would suffer penalties to any check requiring sight past a few feet.
  • Quirk (non-combative) - Dr. Toupeira tries to go to lengths to avoid a fight despite not being the most charismatic individual.
  • Accident (environmental damage) - While Dr. Toupeira can collapse the tunnels after him, it does still disrupt the earth in a way that can cause issues with the surrounding architecture, as he learned after accidentally undermining the Tau Delta Zeta sorority's sauna. Although, in his defense, their construction was not up to code...


Background
Dr. Leonard Toupeira was a professor and researcher at San Francisco State University, doing what was intended to be a routine exploration and survey of Bear Gulch Cave in Paicines, CA when, while squeezing through a tight passageway, he experienced the event all spelunkers fear, a cave-in. Trapped under tons of earth and stone, he found himself desperately praying for survival and, much to his surprise, he received an answer. In his panic, he either never asked for a name, or forgot it, but what visited him claimed to be an animal spirit sacred to the local tribes (in later, more lucid moments, he reflected that it never said which tribe, and in fact used terms more apropos for someone whose knowledge of the First People was gained from mass media or high school texts) and offered to grant him power in return for serving it in the future. Never previously a religious man, he was willing to do anything to live just a little longer, and so he agreed. Whatever it was that spoke out to him in the darkness reached out and touched him with an incredibly moist hand, and he passed out in agony as his body reconfigured itself.

When he awoke, he was at the surface, next to a newly built tunnel, and no longer human. Whatever had granted him the powers had turned him into some hybrid of a mole and a man. His senses were heightened, he gained an innate sense of direction and distance, he possessed supernatural levels of strength and toughness, and he could dig like nothing else out there. Aside from that... well, his first impulse was to go back to the university and try to go back to his regular life. After a battery of tests, including him proving he remembered all of the salient details of his previous life, including his university passwords and answers to the personal questions he'd set in the university's two-factor authentication, and his signing of a document stating that he was not claiming any increase in salary for his abilities, the administration shrugged and let him continue teaching.

Since then, despite himself, Dr. Leonard has occasionally gotten pulled into the odd brawl with superpowered individuals on the university campus. He doesn't seek out fights, but it seems to be a truth of life that those with powers will find situations where they are forced to use them. Meanwhile, years after the incident, he has yet to hear back from whatever it was that imbued him with these powers. Part of him has started wondering if perhaps it was a hallucination brought about from sensory deprivation and depleted oxygen and his was a more "natural" transformation due to unknown metagene, X-factor, residual magic energy, or what-have-you.

And yes, he's heard jokes about his last name (which translates to "mole" in Portuguese) ever since the transformation. They haven't gotten any funnier. Prior to said transformation, he'd never given his last name a second thought, as his family has lived in the United States and spoken only English for generations.

[HR][/HR]

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.

Karl Immerman
Displaced Ambulance Driver
Image

ATTRIBUTES: STR 14 (+2), DEX 14 (+2), CON 16 (+3), INT 16 (+3), WIS 18 (+4), CHA 14 (+2)
SKILLS: Bluff 2(+4), Computers 2 (+5), Concentration 6 (+10), Craft: Mechanical 4 (+7), Diplomacy 4 (+6), Disable Device 2 (+5), Drive 6 (+8), Intimidate 4 (+6), Knowledge [life sciences] 4 (+7), Knowledge [streetwise] 4 (+7), Medicine 6 (+10), Notice 6 (+10), Profession [EMS] 10 (+14), Sense Motive 2 (+6), Language 6
LANGUAGES: English, Spanish, French, Japanese, Chinese (Mandarin dialect), Korean, ASL
FEATS: Attack Focus (Melee 4), Defensive Roll 1, Dodge Focus 4, Benefit (reputation as a healer), Chokehold, Endurance, Equipment (30ep) 6, Fearless, Improvised Tools, Luck 3, Rage 4 (+6 STR, +3 to Fort and Will saves, -2 to defense for up to 15 rounds), Skill Mastery (Driving, Medicine, Profession [EMS], Knowledge [life sciences]), Ultimate Effort (Medicine)
POWERS:
*Immunity: Need for Sleep [1 pp]
*Super-Senses 3: Detect injury (ranged, accurate) [mental] [3 pp]
EQUIPMENT: Baseball bat (+2 damage, 1 ep), Taser (Stun, Fort 17 , 14 ep), Leather Jacket (+1 toughness, 1 ep), Ambulance (Van, CB radio, Navigation System, Infirmary 11 pp), 3 pp for other materiel
COMBAT: Attack +4 Melee / +0 ranged [Unarmed +2 (+5 during rage) Baseball bat +4 (+7 during rage)], Defense 14 (flat-footed 10), Init +2
SAVES: Toughness +5 (+4 sans jacket or flatfooted, +3 without jacket and flatfooted), Fortitude 4 (+6), Reflex 2 (+4), Will 4 +7
Abilities 32 + Skills 18 (72 ranks) + Feats 29 + Powers 4 + Combat 0 + Saves 7 – Drawbacks 0 = 90

BACKGROUND
Karl was an ambulance driver for the city of Seattle, WA. He was a good EMS worker, known throughout the staff for both his nearly miraculous ability to save lives and his corresponding obsession with saving lives. Eventually, that obsession caught up with him. He failed to save the life of a little girl who'd gone into cardiac arrest. CPR was started within minutes of arrest. His technique was flawless. He was supported by the best medical equipment available in the field. He still failed. Karl was inconsolable and found himself unable to sleep. He threw himself into his work, calling in favors and using other workers' names to work shift after consecutive shift. Before long, he was hallucinating, seeing the girl everywhere, seeing... things out there. After he swerved to miss an apparition of the girl and nearly crashed his ambulance, someone in dispatch realized how long he'd been out there, and without a partner, and ordered him to return. Karl kept driving, knowing that if he came back, they'd take him off duty. The miles blurred together until Karl suddenly realized that the buildings around him were familiar, but different... empty. He no longer felt tired anymore - in fact he felt great - and the constant drone of the dispatcher's voice begging him to come home had fallen silent. Karl was in paradise. That is, until he started spotting his hallucinations again. Except, this time, they were real. But there were still people out there who needed to be helped. Karl could feel them out there. There was a world to save and he would save it one person at a time. Karl doesn't sleep anymore. He's happy that way.

COMPLICATIONS
Duty - Compelled to save lives, no matter who it is or whether he exposes himself to danger doing so
Unhinged - Karl is not entirely sane. So long as he's saving lives, he manages to keep himself going, but every time he fails, he snaps for a while. During those times, he's been known to do everything from go on the offense against the evils of the night (not a wise idea since he's not exactly built for combat) or he goes into fugue states where he just drives for hours on end.
Obsession - That one girl that Karl failed to save while he was on the other side, he's seen her since. It's always out of the corner of his eye, or a glimpse among the crowd, but every time, he runs after her, sure that this time, he'll save her.
Debt - Replacement medical supplies aren't cheap or readily available and Karl has run up some substantial tabs with the black market. He pays some of it off in services, but he knows that he's still far into the red side of the ledger.

DESCRIPTION
Karl is caucasian, stands about 5' 10", weighs about 170 lbs although he looks much skinnier, almost gaunt. One of those wiry sorts. His eyes are blue. Hair is black and short cut. He generally sports rings under his eyes, some degree of stubble, and various small nicks and cuts that are in the process of healing.
[HR][/HR]Karl was built for some sort of "supernatural starts to seep into the regular world" campaign that sadly didn't really go anywhere. I'd recently watched Bringing Out the Dead, so the idea of doing an ambulance driver who didn't sleep was appealing to me."
"BAKI HANMA
Mighty Grappler
"Once I get hold of you, it's your end."

APPEARANCE
Gender: Male
Age: 17
Size: Medium
Height: 7' 10”
Weight: 473 lb
Hair: Bald, but normally black
Eyes: Green

POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 8
Max Defense: 6
Max Save DC: 12
Max Toughness: 14

ABILITIES
STR: 34 (+12/+4)
DEX: 10 (+0)
CON: 38 (+14/+4)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 12 (+1)

COMBAT
Attack 4 (Melee 6, Ranged 4, Unarmed 8) [Unarmed +12 (Bruise)]
Defense 6 (3 flat-footed)
Initiative 0
Grapple bonus: 6 + 12 + 4 = +24

SAVES
Toughness 14 (14 flat-footed)
Fortitude 14
Reflex 4
Will 6

SKILLS
Bluff (+1)
Climb (+12)
Concentration (+1)
Diplomacy (+1)
Disguise (+1)
Escape Artist (+0)
Gather Info (+1)
Handle Animal (+1)
Intimidate 15 (+16)
Notice 5 (+6)
Search 4 (+4)
Sense Motive 8 (+9)
Stealth (+0)
Survival 4 (+5)
Swim (+12)

LANGUAGES
Chinese

FEATS
Improved Pin
Power Attack
Attack Focus, Melee (2)
Attack Specialization (1) [unarmed]
Improved Grab
Chokehold
Improved Throw
Improved Trip
Instant Up
Prone Fighting
Interpose
Crushing Pin - Inflict unarmed damage against grappled opponent when they're pinned
Grappling Block - Follow an unarmed block with a grapple attempt
Damaging Escape - Make an unarmed attack when escaping from a grapple
Defensive Throw - Gain trip attempt against attacker who missed you
Elusive Target
Startle
Takedown Attack (2)

POWERS
Enhanced Constitution 20
Enhanced Strength 16
Snare 12 (Touch range)
AP: Trip 6 (Touch Range, Knockback)
POWER[10] Impervious Toughness 10
Leaping 3: x10 distance
Super-Strength 4 [Light load of 7.5 tons]
Speed 2 (25 MPH)

DRAWBACKS
None

COMPLICATIONS
* Honor/Pride - He will not refuse a fight, even when terribly outclassed
* Thin-skinned - Baki is prone to picking fights at the least sign of insult
* Reputation - Baki has little respect for rank. This has in the past led to troubles with nobles that he refuses to bow to.

SUMMARY
Abilities 20 + Skills 9 (36 ranks) + Feats 20 + Powers 72 + Combat 20 + Saves 9 – Drawbacks 0 = 150 / 150

BACKGROUND
Hanma Baki was born of an unassuming peasant couple at an early age of 6 months and a rather astounding birth weight of 15 lbs despite the early delivery. He grew up unnaturally strong and large, with many of his neighbors whispering none too quietly that his mother must have played foul with an ox. He was fighting in impromptu tournaments with adults at the age of 8 and winning them fairly handily. He quickly tired of the bucolic life of a farmer and set out to make his fortune and to enjoy his love of brawling.

PERSONALITY
Baki is very focused on bettering his skills. While he is willing to work with others, he does not easily form ties. However, when he does decide someone is his friend, he will stick with them until the bitter end.

TACTICS
Baki is far from subtle. He tends to wade into combat and try to get his opponent into a clinch. He knows well enough to remain in the thick of combat when there are opponents with ranged attacks, but otherwise, he tends to rely on his surprising quickness for a man of his bulk to catch opponents. Over the years, he has become very proficient at hojojutsu,seemingly drawing a rope from nowhere to bind opponents in combat.

-----------------------------------------------------
For the Way of the Fist campaign, I submitted a slightly modified version that tones down on the Impervious Toughness in favor of some more options.

Move enhanced ability scores to regular ability scores. Take CON down to 34. Raise Defense by 2. Give him six ranks of Craft (Artistic) and seven ranks of Handle Animal. Lower Survival to 2 and add English as a language. Give him a rank of Equipment (rope, tent, camping supplies). Make Snare innate, but add a 1-pt drawback requiring a rope-like object with which to do the tying. Do the same with the APed trip attack. Reduce Impervious to 6. Add 4 ranks of Immovable (Unstoppable) as an AP of the Super-Strength. Add the Illiteracy Drawback. His saves (other than toughness and fortitude) are still low, but he has a few more options and he's more accessible to low damage opponents.

Abilities 52 + Skills 12 (48 ranks) + Feats 21 + Powers 33 + Combat 24 + Saves 9 – Drawbacks -1 = 150 / 150"
"GERALD BUFORD

Power Level: 4; Power Points Spent: 60/60

STR: +2 (14), DEX: +1 (12), CON: +1 (12), INT: +0 (10), WIS: +3 (16), CHA: +0 (10)

Tough: +1/+4, Fort: +3, Ref: +3, Will: +3

Skills: Bluff 1 (+1), Climb 4 (+6), Concentration 2 (+5), Disable Device 4 (+4), Handle Animal 2 (+2), Intimidate 4 (+4), Knowledge (earth sciences) 1 (+1), Medicine 1 (+4), Navigate 2 (+2), Notice 9 (+12), Profession (Trapper) 5 (+8), Ride 1 (+2), Search 4 (+4), Sense Motive 3 (+6), Stealth 9 (+10), Survival 7 (+10), Swim 1 (+3)

Feats: Attack Focus (melee), Attack Specialization (Hunting Rifle (Blast 2)), Attack Specialization (Knife (Strike 1)), Defensive Roll 2, Dodge Focus 2, Environmental Adaptation (Forest), Equipment 5, Improved Aim, Improved Critical (Knife (Strike 1)), Improved Initiative, Improvised Tools, Precise Shot 2, Sneak Attack

Powers:
Protection 1 (+1 Toughness)
Knife (Strike 1) (DC 18, Feats: Improved Critical (Knife (Strike 1)); Mighty, Subtle (subtle))
Hunting Rifle (Blast 2) (DC 17; Improved Range 2 (100 ft. incr))
Super-Senses 4 (danger sense: Hearing, tracking: Visual 3 (all-out))

Equipment: Buckskin Jacket [Protection 1, +1 Toughness], Camo Clothing, Camoflage Pup Tent, Flashlight, Hunting Knife [Knife (Strike 1), DC 18, Feats: Improved Critical (Knife (Strike 1)); Mighty, Subtle (subtle)], Hunting Rifle [Hunting Rifle (Blast 2), DC 17; Improved Range 2 (100 ft. incr)], Multi-Tool, Vehicle: Pickup Truck

Attack Bonus: +1 (Ranged: +1, Melee: +2, Grapple: +4)

Attacks: Hunting Rifle (Blast 2), +3 (DC 17), Knife (Strike 1), +4 (DC 18), Unarmed Attack, +2 (DC 17)

Defense: +3 (Flat-footed: +1), Knockback: -2

Initiative: +5

Languages: Native Language

Totals: Abilities 14 + Skills 15 (60 ranks) + Feats 19 + Powers 4 + Combat 4 + Saves 4 + Drawbacks 0 = 60

HISTORY:
Gerald shot his first gun at the age of 5. His uncle handed him a shotgun, pointed him the right direction, and told him to pull the trigger. The force of the shotgun knocked Gerald ass over teakettle, which became a longstanding family story dragged out whenever someone wanted a laugh at Gerald's expense. Generally forgotten was that, despite the fall, the shot hit the can that he'd been aiming for. Gerald was a fairly ordinary child growing up. His parents noticed that he took every chance he could to go hunting, but everyone in the family hunted, so they thought nothing of it. It was in high school that Gerald started showing that he was not quite like all of the other kids. One day, walking home from school, he took a sharp turn into the forest and didn't return that night. His parents assumed he went off with a friend. The school thought nothing of it when he showed up early the next day and made use of the school showers -- they assumed that the water was out at his place -- and he came back home that night, so his parents assumed nothing was wrong. Except, the trips out into the forest became more frequent, and longer in duration. Before long, Gerald had stopped paying much attention in class and stopped at home only for the occasional supply run. His parents assumed it was a phase of being a teenager and that he was staying with friends, but calls around town revealed that he had stayed with no one. Gerald made it through high school and graduated before deciding that the forest was his only home.

For last several years, Gerald has been living the life of a recluse, hunting in the forest and occasionally venturing into town to sell pelts and meat. No one is entirely certain where he lives (he has a collapsible tent with various camo fittings for the change in seasons and sleeps in the open when the weather is not too inhospitable). His family maintains a pickup truck for him, always parked in front of the family trailer. He seldom makes use of it, but it has on occasion disappeared from the lot and been gone for several days when Gerald is not seen. His family keeps it filled with gas and in good repair. It was stolen for a joy-ride by a group of high schoolers once. The next morning, each of the teens in question woke up in the morning with a severed deer's head sharing their bed. The truck has not been stolen since. While most of the townspeople know Gerald by sight, he is viewed with great suspicion and not a small bit of trepidation. Some of the landowners swear that he's been hunting on their land, but no one has ever caught him trespassing, so there is little proof. Lately, Gerald's been heard muttering about the "voice of the forest" and that "something big is coming, something big and bad". Like most mutterings of semi-vagrants, these have been ignored.

COMPLICATIONS:
* Reputation - Gerald is known to be a bit of a nutter. Whispered rumors have him behind every mysterious livestock or pet disturbance and there are suspicions of trespassing. While Gerald is fairly articulate when he chooses to speak, his constant earthy odor probably does not help matters.
* Aversion - Gerald doesn't like city life. He feels distinctly uncomfortable just heading into town to sell his goods and feels even worse when he's forced to stay for any length of time, as with the time when he caught pneumonia and had to be laid up in the hospital.
* Family - While he doesn't talk to them much, Gerald still feels an obligation to his family and, if they were ever threatened, he would be out there trying to help. Admittedly, due to his hunting prowess, the family has never lacked for a turkey at Thanksgiving time."
"BLUE EYES
Bounty Hunter
"“The wheels of justice are slow but fine. I'll get to you.”"
Real Name: Jebediah Kroft

APPEARANCE
Gender: Male
Age: 22
Size: Medium
Height: 5' 5”
Weight: 140 lbs
Hair: Black bowl cut
Eyes: Pale blue

Max Attack: 3 Max Defense: 3 Max Save DC: 5 Max Toughness: 5

ABILITIES
STR: 14 (+2)
DEX: 10 (+0)
CON: 16 (+3)
INT: 8 (-1)
WIS: 16 (+3)
CHA: 8 (-1)

COMBAT
Attack 1 (Melee 3, Ranged 1) (+2 Damage unarmed, +3 with knuckles, +5 for rope snare)
Defense 3 (2 flat-footed)
Initiative 0
Grapple bonus: +10 = 3 + 2 + 4 + 1 (+14 versus people trying to break pin)

SAVES
Toughness 5 (3 flat-footed)
Fortitude 3
Reflex 0 (Up to +2 via defensive roll if not flat-footed)
Will 3

SKILLS
Bluff 6 (+5)
Climb (+2)
Concentration (+3)
Diplomacy (-1)
Disable Device 4 (+3)
Disguise 4 (+3)
Escape Artist (+0)
Gather Info 6 (+5)
Handle Animal (-1)
Intimidate (-1)
Notice 8 (+11)
Ride 4 (+4)
Search 4 (+3)
Sense Motive 8 (+11)
Stealth 4 (+4)
Survival (+3)
Swim (+2)

LANGUAGES
English (native)

FEATS
Attack Specialization (Grapple) 2
Assessment
Defensive Roll (2)
Equipment (2) - 2 points unspent
Improved Grab
Improved Pin
Attack Focus, Melee (2)
Improved Grapple
Well-Informed
Endurance (1)
Luck (1)

POWERS
True Sight (automatically see through any Concealment, Illusion, or Obscure effect, see the true form of any disguised creature (including traits that grant a Disguise bonus, like Morph and Shapeshift), and see any deliberately hidden or concealed item (secret door, hidden panel, etc.), although the GM may require a Notice check to detect the latter. Vision Counters Concealment, Counters Illusion, Counters Obscure (all), Detect Hidden.)
Super-Sense [Tracking – Sight]
Super-Strength 1 [light: 116 lb. Medium: 233 lb. Heavy: 350 lb. Maximum: 700 lb. Push/Drag: 1,750 lb.]
EQ: Snare 5 (rope) [PF: Tether] – treated as Hard-to-lose (15:REF) [7 points seemed about right for a touch snare + the hard-to-lose + Tether]
EQ: Brass Knuckles [Strike 1]

COMPLICATIONS:
* Can't turn off true sight, often forgets that he might see (or not see) things others don't (or do)
* The Man with Odd Eyes - Jeb has never seen him since that day, but he's heard of similarly deserted ranches preceded by a man dressed in archaic formal clothing.
* Stubborn as a mule - Jeb refuses to admit failure when he really ought to. This has led to him getting in over his head many times.
* Dumber than he thinks - Jeb knows that he's slow, but the fact that he sees the world so radically differently makes him often think he knows more than anyone else.

SUMMARY
Abilities 12 + Skills 12 (48 ranks) + Feats 15 + Powers 13 + Combat 8 + Saves 0 – Drawbacks 0 = 60 / 60

BACKGROUND
Jeb was probably born of common stock and has parents like everyone else. He doesn't know and has never cared to try to find out. Since he could remember, he'd worked on the ranch, first as a kid, fetching things for the cowboys and generally being underfoot, then later as a ranch hand himself, tracking down lost cattle and helping handle the ones that got unruly. From an early age, he got a reputation for being strong, slow and clumsy, and more than a bit dim. It never bothered him much when the kids made fun of him. He just kept his head down and pushed on through. If they got in his way... he pushed on through. If they tried to hinder him, he did the minimum he needed to to get them out of his way, and he would continue. He never really gave much thought to what the future held until the day that his eyes truly opened.

Jeb was 18 when he talked to the invisible man. He'd been sent to town to fetch supplies and noticed with dull amazement that a man was walking down the street with an ax dripping with blood dangling in the dirt behind him. More to the point, the people around the man seemed to be ignoring the man and even acting surprised when they'd bounce off of him when trying to walk through. Jeb wasn't certain what was going on, so he walked up to the man, tapped him on the shoulder, and asked about the ax. The man turned to him quietly and stared with bloodshot eyes, and intoned a single sentence, "you can see me," before drawing back the axe for a mighty swing. Jeb immediately barreled forward and tackled the man. Years of cowpunching guided his movements and before he knew it, the man lay before him, neatly hogtied with Jeb's belt. People stopped to gape at the belt hanging in mid-air. They also noticed the ax, which had seemed to appear out of thin air when it spun out of the madman's hands. Someone trying to investigate it stumbled over the man's head, eliciting a shriek of pain from him. The townspeople reacted to the bizarre mystery with panic and soon, they were grabbing loose debris and striking the groaning but apparently empty space. Jeb just stood back and watched, brow crinkled furiously as he tried to figure out what was going on. It took almost half an hour, but eventually, the strange man breathed his last and, from the startled reaction (including throwing the improvised weapons away in horror at what they'd done) of the crowds, Jeb realized that now they too could see the man. He quietly made his way home to the ranch, troubled by what he had seen.

Over the ensuing years, Jeb saw more and more things that no one else did, but he learned that here, even more than ever, it was important to keep his head down and act as if he'd seen nothing. He withdrew even further from human contact and played up his dimness so that no one would think that he was anything more than lucky in how he could always find the lost cattle. Then, one day, The Man with Odd Eyes arrived. Jeb heard descriptions of him before he hove into view, a man in archaic formal clothing walking the long road to the ranch without any appearance of sweating or slowing. Jeb was curious and worked his way towards the main house to eavesdrop. There, along with many of the other workers, he heard the man offering to buy the ranch from its owner. Peculiarly, the owner began the conversation utterly unwilling to sell, but quickly acquiesced, even though the strange gentleman had seemingly offered nothing more or made any better arguments. Jeb was one of many who took a quick peek through the window and when Jeb saw him, he was struck with the man's eyes. They were a peculiar shade of purple, almost luminous, and the pupils were shaped like teardrops. He must have muttered something about it under his breath, because soon a fellow ranchhand was harassing him as to what he'd seen. The ranchhand had lost his temper as Jeb tried to feign confusion and took a swing. It took a while for Jeb to wrestle him down with an armbar and by then, Jeb's phlegmatic temperament had frayed. He explained exactly what was wrong with the man's eyes and at great length when he realized that the yard had gone completely silent. He looked up to see the gentleman in question standing there, an odd grin on his face. "Funny," the man said, "most people can't see what's right in front of their face and yet you see beyond it. I'll be seeing you some day, Jeb." And then the man turned and walked away from the ranch. After he had left, Jeb quickly fled the scene, taking as excuse that a calf had wandered away earlier that day and that he needed to find it. Jeb tried to tell himself that the calf was being unnaturally canny, or that the ground was too rugged to cover quickly, but when he finally made it back to the ranch at early evening, he had to admit to himself that he'd been rattled by the earlier encounter. He arrived to an utterly silent ranch. Everywhere he went, there were signs that people had been there only hours before. In the dining hall, the table was lined with plates, a few still steaming. One biscuit on the table had already had a bite taken out of it. And, when Jeb tried to focus on where they had gone, his unusual vision failed him. He could see where people had been moving, but in every case, the trail would suddenly stop, with every indication that the person had up and vanished. Jeb quickly gathered his scant possessions and fled the ranch.

From the start, Jeb had trouble finding work. He was a competent cowhand, but he appeared pudgy and lazy to most eyes and he found that his years of enforced social isolation meant that he had no idea how to deal with people and the jobs he did get ended quickly when he'd offend his employers and fellow cowhands. Then, one day, he looked up and saw a man staring at his own Wanted poster. Jeb started, expecting the man to be jumped at any moment, but even when people looked directly from the poster to the man, their eyes just slid off of him as if he were no one of consequence. Jeb realized that this man, like so many others he had seen, had found a way to hide his identity. Jeb adopted his best slackjawed look and scanned the man up and down, quickly noticing the oddly prominent feather fetish hanging from the man's neck. Acting on impulse, he walked up, yanked off the fetish, and tackled the man. Caught by surprise, the man offered little resistance at first and Jeb quickly trussed him up and frog-marched the man towards the sheriff's office, snagging the poster on his way over. Soon, he'd left with his first bounty and he knew that he had found his calling.

APPEARANCE
Jeb is a pudgy little repulsive bowlegged man. His hair tends to be greasy and matted, and is roughly cut into a bowl shape because he finds it easy to trim himself. His eyes are extremely pale blue, and he tends to stare a inch past people when talking to them. He wears the facial expression of slack jaw and apparently vacant eyes, both because he knows it makes people underestimate him and because he's worn the mask so long that it's become part of who he is. When he's just normally walking about, he affects a slumping awkward gait. When he finally springs to attack, he moves with a fluid grace that belies his mass and he attacks without mercy or reservation.

PERSONALITY
Jeb has spent so long as an outsider that he doesn't really know how to relate to people. He'll try to adopt the behaviors and personalities of others, but since he doesn't understand how people tick, he usually comes off worse than before. Still, he can work with a group, although he's prone to striking his own course despite any set plans when he's certain that he's right (and he's often certain that he's in the right).

TACTICS
Jeb knows what he's good at and he takes full advantage of it. Years of working with the cows has endowed him with strong arms and back and a wide variety of tricks to use to take down an opponent. A chance encounter with a "Chinaman" (actually a Japanese immigrant) led to him swapping techniques and learning some rudimentary elements of Jujitsu, including Hojōjutsu, the art of tying up a person during combat, and he keeps lengths of rope secreted on his body for quick deployment to snare people. Jeb knows he's not terribly bright and that he doesn't get along with people, so he generally plays the fool, gathering his information by virtue of that no one expects the simpleton to be eavesdropping on nearby conversations. Once he's located his quarry, he pursues them with dogged and implacable persistence that has earned him a reputation of indestructibility in some quarters. In truth, Jeb is well aware that he is all too vulnerable, but he's started to buy into the mythos and will continue on even when he's well over his head and half-dead from wounds and exhaustion.

-----
Niú, a transplanted and slightly modified analogue was submitted and accepted to the Legendary Disciples game."
"PRESTO THE MAGICIAN
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Mentalist extraordinaire
"The mind is a plaything of the body. And of me."
Real Name: Odrej Medvedík
Identity: Secret ID

Updated Build

APPEARANCE
Gender: Male
Age: 73 (looks in his mid-40s)
Size: Medium
Height: 6' 4”
Weight: 183 lbs
Hair: Black, neatly cut
Eyes: Very dark brown, almost black
Clothing: His "super hero uniform" consists of a black tuxedo complete with cane and cape with red lining, classic stage magician garb. His concession to hiding his identity is to don a black domino mask and fake whiskers (pencil mustache and a Van Dyk beard).

POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 10
Max Defense: 12
Max Save DC: 10
Max Toughness: 8

ABILITIES
STR: 12 (+1)
DEX: 14 (+2)
CON: 12 (+1)
INT: 16 (+3)
WIS: 16 (+3)
CHA: 14 (+2)

COMBAT
Attack 2 (Melee +2, Ranged +5) [Unarmed +1 (Bruise)]
Defense 12 (2 flat-footed)
Initiative 2

SAVES
Toughness 8 (1 flat-footed)
Fortitude 5
Reflex 6
Will 9

SKILLS
Acrobatics 4 (+6)
Bluff 12 (+14)
Climb (+1)
Concentration (+3)
Craft
-Mechanical 8 (+11)
Diplomacy 6 (+8)
Disable Device 8 (+11)
Disguise 6 (+8)
Escape Artist 12 (+14)
Gather Info (+2)
Handle Animal (+2)
Intimidate 4 (+6)
Knowledge
-Behavioral Sciences 8 (+11)
Notice 8 (+11)
Perform
-Stage Magic 12 (+14)
Search 8 (+11)
Sense Motive 14 (+17)
Sleight of Hand 10 (+12)
Stealth 10 (+12)
Survival (+3)
Swim (+1)

LANGUAGES
Slovak, English, Latin

FEATS
Defensive Roll (7)
Dodge Focus (8)
Uncanny Dodge (1) - Visual sense
Gaslighting (Basically Inventor, except using Behavioral Sciences as the Knowledge check and Perform: Stage Magic for the Craft check, models him creating elaborate magical effects in advance)
Hide in Plain Sight
Elusive Target
Attractive (1)
Equipment (2) - Spent on equipment array as seen in powers.
Taunt
Distract (1) - Bluff
Eidetic Memory
Attack Focus, Ranged (3)

POWERS
Substitution 10 - From MeMa - Power Check against an aimed attack to have attack only hit a decoy and to "teleport" up to 100 ft away (where you were in the first place, presumably) - In the case of Presto, a cape is always left behind.
ARRAY[10] Manipulation Power Array 5 (Sense Dependent - Hearing) (20 pp of powers) - All are based on his rapid hypnosis techniques and depend upon the target hearing his commands. None have the Mental modifier on account of all of them being done through physical methods.
[a] Mind Control 10 (Concentration [Lasting]) Drawback: Simple commands only
[a] Confuse 10 (Instant [Lasting])
[a] Emotion Control 10 (Sustained [Lasting])
[a] Illusion 10 (All senses, single subject, phantasms)
[a] Stun 7 (Will Save) - Sense-dependent (Visual), touch perception (bought up to perception, flawed one point to only be able to do a perception attack at touch range)
[a] Nauseate 7 (Will Save) Sense-dependent (Visual), touch perception
[a] Mind Reading 10 Subtle x 2 - Performed by careful study of the target's face and reactions - Not actually sense-dependent

Partial Immunity (Aging, poison, heat, cold, starvation and thirst, need for sleep)

Equipment Array:
Flash-powder (Dazzle (visual) 4 – Area (touch range)) (8 ep)
[a] Smoke bomb (ranged Obscure 2 [all senses] radius 10 ft) (1 ep)
[a] Knives (Blast 4) (1 ep)

DRAWBACKS
None

COMPLICATIONS
Enemies - In his days of mob-busting, Presto acquired a wide range of enemies. He's outlived many of them, but their progeny still see him as an open bounty.
Obsession - Presto has some old-fashioned beliefs about proper behavior and human nature. He "cured" a few members of his rogue's gallery back in the day by effectively brainwashing them to become completely different people.
Reputation - Odrej performed for years as Medvedik the Magician in venues across the country. While he's not been nearly as high profile in recent years (he now bills himself as Marlo the Magnificent for his non-profit gigs), there's a good chance of stage magic buffs recognizing him and causing trouble by drawing attention to him.

SUMMARY
Abilities 24 + Skills 33 (132 ranks) + Feats 28 + Powers 39 + Combat 12 + Saves 14 – Drawbacks 0 = 150 / 150

BACKGROUND
Presto grew up as Odrej Medvedík in the Slovak Republic during the second World War. He saw the Nazis as no worse or better than many other governments. He just kept his head down and tried to avoid trouble. After the war, he managed to get smuggled to the United States where used his natural talents in card tricks and petty theft to become a street magician. To his amazement, he had great gifts in this area and he quickly became a well-known stage magician under the name of The Great Nikolai. One night, the mob members decided to hold up the nightclub where he was performing. Olav managed to sneak off stage during the initial confusion and proceeded to take out one mobster after another using various tricks he'd learned from doing close magic in the street. He was hailed as a hero for the event, but thought little of it until more mobster ambushed him later that night at his penthouse. Again, he managed to divide and conquer the gang through trickery. He then realized that they weren't likely to let him get away with this, so he walked away from his identity, shaved off his beard and hair to travel across the U.S. as an itinerant street magician.

Along the way, he was introduced to the art of hypnosis and was fascinated. Again, his interest was rewarded with suddenly discovered competency and he developed his own techniques to rapidly induce hypnotic states, even in unwilling or combative subjects using a number of previously unknown backdoors in the human consciousness. Encountering by chance an attempt at bank robbery, he was able to use his rapid induction techniques to not only stop the robbery without injury on either side, but he also met with the man later and, through repeated sessions, was able to help the man become an upstanding citizen. He embarked on a dual life of being a highly paid stage magician and fighting crime (primarily organized crime) in the evenings as Presto. Over the years, through repeated self-hypnosis, he has managed to train himself to resist extreme temperatures, lack of sleep, even the effects of old age. After years of crime-fighting, he realized that sooner or later, the odds were going to go against him, so he hung up his mask and retired in 1964 (date adjustable according to concept) although he kept his hand in on the stage magic front, mentoring various young magicians and doing performances for schools and nursing homes (one of his more memorable performances in the latter was for a largely senile Boss Cierzynski who'd wound up in the nursing home after serving 50 years in prison for mob-related crimes and had in fact been put away by Presto). When Apex Corp started calling for heroes, he dusted off his old domino mask and stage magician garb, and headed in. They recognized the publicity potential of engaging one of the early masked heroes and put him through the "Tomorrow Man" process. The results were modest from their point of view -- Presto's ability to mesmerize subjects became almost effortless -- but combined with the potential good publicity and his natural talents, it was sufficient for them to advertise him as one of their successes.

PERSONALITY
Very precise, quite melodramatic. Presto secretly is not a big believer in free will. He things that we're all machines that can be tuned and modified, that our supposedly free actions are all the results of environment and genetics. Imagine B.F. Skinner crossed with Svengali. Still, he knows well enough that appearance is nine-tenths of the game, so he projects an image of a benevolent old-timer, dispensing anecdotes and tips to the team members. In action, he is somewhat more ruthless, having learned long ago that knocking out a mook takes them out of the game for maybe an hour. Slipping a stilleto between their ribs takes them out somewhat more permanently.

TACTICS
Presto knew he'd lose in a straight fight with most super-villains, so he generally picked his battles in locations he'd carefully prepared. He would then proceed to take out the thugs one at a time. He had limited luck fighting super-powered crime. He ran far too much risk of getting pasted by a lucky blast of fire or super-strength-enhanced punch. The successes he had very largely gaslighting affairs where he psychologically imbalanced them prior to officially encountering them.

---------------------------------------------------------------
He does not meet offensive caps, but since most of his powers are based off of perception range, it's not as bad as it may seem. He's at risk of getting caught flat-footed though, as most of his ability is based off of seeing danger coming."
"Richard Barnes

APPEARANCE
Gender: Male
Age: 18
Size: Medium
Height: 5' 9"
Weight: 153 lb
Hair: Sandy Brown. Shaggy. Bangs tend to fall in his eyes
Eyes: Grey

POWER LEVEL
Power Level: 4
PP: 60
Max Attack: 4
Max Defense: 4
Max Save DC: 4
Max Toughness: 4

ABILITIES
STR: 10 (+0)
DEX: 12 (+1)
CON: 10 (+0)
INT: 14 (+2)
WIS: 18 (+4)
CHA: 22 (+6)

COMBAT
Attack 0 (Melee 0, Ranged 0) [Unarmed +0 (Bruise)]
Defense 0 (0 flat-footed)
Initiative 1

SAVES
Toughness 0 (0 flat-footed)
Fortitude 1
Reflex 1
Will 4

SKILLS
Acrobatics (+1)
Bluff 8 (+14)
Climb (+0)
Computers 1 (+3)
Concentration (+5)
Craft (+2)
Diplomacy 9 (+15)
Disable Device (+2)
Disguise (+6)
Drive (+1)
Escape Artist (+1)
Gather Info 6 (+12)
Handle Animal (+6)
Intimidate (+7)
Investigate 2 (+4)
Knowledge (+2)
-Streetwise 5 (+7)
-Behavioral Sciences 9 (+11)
-Current Events 4 (+6)
Medicine (+5)
Notice 6 (+11)
Perform (+6)
Pilot (+1)
Profession (+5)
Ride (+1)
Search 4 (+6)
Sense Motive 8 (+13)
Sleight of Hand (+1)
Stealth (+1)
Survival (+5)
Swim (+0)

LANGUAGES
English, Spanish, ASL

FEATS
Connected - If Richard doesn't know someone, he knows someone who would know.
Contacts - Through his deals on campus, Robert has a number of people who owe him a favor should he desire to call upon them.
Eidetic Memory
Ultimate Effort (2) [Bluff, Diplomacy]
Challenge (2) [Combat Diplomacy, no penalty for Diplomacy during combat]
Assessment
Jack-Of-All-Trades
Luck 1
Taunt
Minions (3) [5 Students who owe him favors. Use Scientist template from Core book]
Well-Informed - Robert keeps his ear tuned towards the current gossip and has shown an amazing ability to pull information out when needed.
Equipment (1) - Linked: Cell phone/Camera/PDA (Library feature) (3 EP), Laptop (1 EP), Bicycle (1 EP)

POWERS
None

DRAWBACKS
None

SUMMARY
Abilities 26 + Feats 16 + Skills 17 + Saves 0 + Combat 0 +

BACKGROUND
Richard was the eighth child of ten in his family. His parents were blue-collar workers; money was always tight, so he learned to fend for himself at an early age. Fortunately, he found that he was a fast talker. He ran a number of minor scams growing up, but he found that the best results came from setting up situations where everyone benefited. The study of psychology fascinated him and so he started making arrangements for college. He was never an outstanding scholar, but he had a good memory and standardized tests were as much about knowing how to take tests as it was actual intelligence, so his test scores were sufficient for Yale. Scholarships have so far covered most of his costs, the result of wheeling and dealing with companies in his hometown prior to departing. So far, he's been able to bluff his way through his more technical class largely by networking and arranging deals between students on campus. As the saying goes, he may not be able to do all of the work himself, but he knows people who can. He has no criminal record yet, but he has gotten in over his head a few times.

He doesn't publically trumpet his views, but he privately disapproves of the more totalitarian measures of the current government. He feels that most systems work best when occupied by free agents -- trying to chain people to specific behaviors isn't beneficial in the long run. However, he also feels that, as with most government, many people will suffer the effects, but the rich and the talented will always find ways to bypass or use the rules. He considers himself one of the people who can skirt such rules.

PERSONALITY
Richard is very easy-going and loquacious. He loves to make new friends and is frankly fascinated by the infinite variety of humanity despite the patterns that almost always crop up. He's a little bit worried sometimes that he'll fall into the habit of just using people, so he takes extra effort to get to know anyone he's working with. He figures that as long as he remembers birthdays, family details, and favorite foods, he's not seeing them as just another tool.

TACTICS
Richard doesn't fight if he can help it and it's been years since he's had to rely on running. He will always do his best to talk his way out of a situation and he has no problem with acknowledging defeat, even faking having been injured, only to strike back later through called-in favors. He thinks little of such deceptions as promises made under duress are worthless."
"Submitted for the Death Usurped game which was a multiversal one based roughly off of Kingdom Hearts. The build is far too complicated for what it is.

Base form of Ma-Ti:
GAEA'S FIST
Real Name: Ma-Ti
Identity: Public ID

APPEARANCE
Gender: Male
Age: 23
Size: Medium
Height: 5' 8"
Weight: 125 lbs
Hair: Black
Eyes: Brown

POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 10
Max Defense: 12
Max Save DC: 10
Max Toughness: 8

ABILITIES
STR: 12 (+1)
DEX: 18 (+4)
CON: 12 (+1)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 12 (+1)

COMBAT
Attack 3 (Melee 3, Ranged 5) [Unarmed +1 (Bruise)]
Defense 12 (2 flat-footed)
Initiative 4

SAVES
Toughness 4 (1 flat-footed)
Fortitude 6
Reflex 8
Will 8

SKILLS
Acrobatics 4 (+8)
Bluff 4 (+5)
Climb 4 (+5)
Concentration 6 (+8)
Craft
-Chemical 6 (+7)
-Mechanical 4 (+5)
Diplomacy 4 (+5)
Disable Device 2 (+3)
Disguise (+1)
Drive 2 (+6)
Escape Artist 8 (+12)
Gather Info (+1)
Handle Animal 10 (+11)
Intimidate 6 (+7)
Notice 6 (+8)
Ride 4 (+8)
Search (+1)
Sense Motive 5 (+7)
Stealth 6 (+10)
Survival 6 (+8)
Swim 4 (+5)

LANGUAGES
Portuguese, English

FEATS
Defensive Roll (3)
Attack Focus, Ranged (2)
Dodge Focus (8)
Luck (2)

POWERS
Container Ma-Ti Powers / Skills / etc (60 pp)
{
--Hard to Lose Device 12 [Ring of Heart] (51 pp) PF: Indestructible, Restricted 2 (Only Ma-Ti)
--{
--Ring of Heart Array (40 pp)
--AP: Animal Control 10 (Extras: Burst Area, Mind Link)
--AP: Emotion Control 10 (Extras: Burst Area, Progression 5 each way)
--DP: Telepathy 10
--DP: Telelocation 10
--AP: [8] Mind Control 8 (Extras: Burst Area, Mind Link, Sustained)
--AP: [10] Mental Transform 10 (Total)
--Mind Shield 4
--Protection 4 (Impervious 4)
--}
Enhanced Feats: Animal Empathy, Master Plan, Elusive Target (3 pp)
Enhanced Skills: Knowledge: Tactics 10 (+11), Behavioral Sciences 4 (+5), Streetwise 4 (+5), Technology 2 (+3) (5 pp)
Enhanced Reflex 1 (1 pp)
}
AP: Kwame container
AP: Gi container
AP: Wheeler container
AP: Linka container
AP: Summon Captain Planet 15 (Continuous, Heroic) (60 pp)

Feature: Gains the appearance of the various Planeteers when he takes their forms.

DRAWBACKS
Power Loss (All Powers, Exposed to Pollution, Major, Common) [-4]
Power Loss (All Powers, Unable to Speak) [-1]

SUMMARY
Abilities 20 + Skills 23 (92 ranks) + Feats 15 + Powers 65 + Combat 14 + Saves 15 – Drawbacks -5 = 148 / 150

BACKGROUND
Ma-Ti and the other Planeteers were empowered by Gaea to protect the environment. Each of the five teen Planeteers were given a power ring with power over an element. By combining the power of all five rings, they could summon Captain Planet. Ma-Ti got the element of Heart. He was a bit bitter about it at first, but came to realize that his powers, while not as strong offensively, were extremely powerful in subtle ways. And so they strove mightily against many extremely obvious super-powered villains who threatened the world's ecology. And Ma-Ti came to realize that while they battled Duke Nuke'em and Captain Blight, even more damage was being done by regular people, ranchers and factory owners. And so, he set out to do something about it. He started using his power to influence his teammates, increasing their outrage against the common polluters, guiding them away from the more prominent enemies to strike at the root. Somewhere during the destruction of a coal power plant, the deception fell apart. His teammates realized that they had been manipulated and turned on him. He reflexively struck out and somehow... drew them in. He found that he could wield their power rings, but only one at a time, and when he did, he gained that Planeteer's knowledge and appearance. Using his newfound powers, he waged a one man war upon those who would dare despoil the Earth. Not everything's beer and skittles -- the powers of the other Planeteers are relatively unrefined compared to his since they're largely frozen at the time of assumption, he's still a relatively squishy target, and Captain Planet is no longer the fanatic ally he once was -- but Ma-Ti feels that he is ultimately helping the Earth.

PERSONALITY
Very no-nonsense. He's fighting a war and it's one man versus a world of polluters.

TACTICS
When possible, Ma-Ti uses his Heart Ring to take control of the minds of others and to let them do the fighting for him. When that is not possible, he borrows the powers of the rings. He only summons Captain Planet as a last resort, because some part of him realizes that one day, Captain Planet will be summon and will decide that Ma-Ti is the greater evil.

Alt Forms:
Kwame
Abilities 16, Skills 6, Powers 31, Feats 3, Saves 2
Enhanced STR 4, Enhanced CON 4, Enhanced INT 4, Enhanced WIS 2, Enhanced CHA 2
Enhanced Skills Diplomacy 8, Knowledge (Life Sciences) 7, Pilot 4, Enhanced 4, Language (Ghana Dialect)

Enhanced Feats: Leadership, Set-up, Teamwork, Endurance, Enhanced Defensive Roll 1
Enhanced Fortitude 2
"Planeteer Ring of Earth" Device 7 (hard to lose) (Feats: Indestructible, Restricted 2- Only Kwame) [31]
Earth Control 13 (26)
AP: Snare 10 (Feats: Reversible, Obscures Senses 5 (all))
AP: Trip 10 (Extras: Area-Burst, PF: Improved Trip)
AP: Blast 10 (Feats: Indirect 3, Precise, Accurate 2)
AP: Blast 8 (Area-Shapeable, PF: Progression 2 (smaller area))
AP: Environmental Control 8 (Hamper Movement 2, Extra: Selective Attack)
AP: Burrowing 12 (Ranged, Subtle 2)
Super-Senses 3: Tremorsense

Wheeler
Abilities 8 + Skills 8 + Feats 13 + Powers 31 = 60 pp
Enhanced STR 2, Enhanced CON 4, Enhanced CHA 2
Enhanced Bluff 6, Drive 2, Diplomacy 4, Knowledge: Pop Culture 10, Profession: Athlete 6, Pilot 4
Enhanced Feats: All-Out Attack, Blind-Fight, Defensive Roll 2, Diehard, Distract (Bluff), Fascinate (Bluff), Improved Defense, Improved SUnder, Luck 1, Power Attack, Taunt, Teamwork

"Planeteer Ring of Fire" Device 7 (hard to lose) (Feats: Indestructible, Restricted 2- Only Wheeler) [31]
Fire Blast 10 (Feats: Progression 1 [20 cubes]) (Extras: Area-Shapeable) (31)
AP: Fire Blast 10 (Extras: Area-Cone, PF: Progression (Smaller 1))
AP: Fire Control 10 (PF: Precise)
AP: Ignite 10 (PF: Reversible)
AP: Melt 10 [UP 157]

Gi
Abilities 12 + Powers 31 + Skills 12 + Feats 5 = 60
Enhanced Intelligence 6, Enhanced Wisdom 4, Enhanced CHA 2
Enhanced Bluff 2, Computers 4, Diplomacy 8, Investigate 4, Knowledge (Earth Sciences) 8, Knowledge (Life Sciences) 8, Language: Thai, Pilot 5, Swim 6, Search 4
Enhanced Feats: Accurate Attack, Improved Defense, Inspire, Teamwork 2

"Planeteer Ring of Water" Device 7 (hard to lose) (Feats: Indestructible, Restricted 2- Only Gi) [31]
Water Control 11 (PF: Precise) (23)
AP: Water Blast 10 (Feats: Knockback 3) (Extras: Area-Shapeable) (Flaws: Requires Water)
AP: Water Blast 10 (Feats: Knockback 3) (Extras: Area-Cone) (Flaws: Requires Water)
AP: Trip 10 (Feats: Knockback 3) (Extras: Area-Shapeable) (Flaws: Requires Water)
AP: Dehydrate 7 (Perception Drain Constitution, PF: Slow Fade 1, Reversible)
AP: "Current Control" - Reduce or enhance Swimming by Rank.
Immunity: Drowning
Super-Senses 6: Detect Water (Ranged, Acute, Accurate, Analytical)

Linka
Abilities 10 + Skills 6 + Powers 35 + Feats 9 = 60
Enahnced Dex 2, Enhanced INT 2, Enhanced WIS 2, Enhanced CHA 4
Enhanced Computers 4, Diplomacy 6, Knowledge (Life Sciences) 6, Pilot 5, Language (Russian), Drive 2
Enhanced Feats: Attack Specialization 2 (Air attacks), Attractive, Improved Defense, Improved Disarm, Grappling Finesse, Setup, Teamwork 2
"Planeteer Ring of Wind" Device 8 (hard to lose) (Feats: Indestructible, Restricted 2- Only Linka) [35]
"Tornado" Blast 9 (Feats: Knockback 2) (Extras: Area-Burst) (29)
AP: Air Blast 10 (Feats: Knockback 6, Accurate 3)
AP: Air Control 14 (PF: Precise)
AP: Deflect Slow Projectiles 9 (Extras: Reaction, PF:Subtle)
AP: Trip 9 (PF: Knockback 2) (Extras: Knockback, Area-Shapeable)
AP: "Wind" (UP)
AP: Suffocation 7 (Perception range, PF: SUbtle)
AP: Environmental Control 9 - Windstorm (Distraction DC 10, Movement 1/2 speed)
Flight 2

Captain Planet - for now, using Jabroni's build as a placeholder"
"PL 10 build for some game or another that I was in.

CHANGELING
Naïve (?) Shapeshifter

Real Name: <Unpronouncable>
Identity: Secret ID

APPEARANCE
Gender: Female (usually)
Age: Appears to be a teenager
Size: Medium
Height: 5'3&#8221; in default form
Weight: 125 lbs in default form
Hair: Blonde in default form
Eyes: Blue in default form

POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 10
Max Defense: 10
Max Save DC: 10
Max Toughness: 10

ABILITIES
STR: 12 (+1)
DEX: 14 (+2)
CON: 14 (+2)
INT: 12 (+1)
WIS: 10 (+0)
CHA: 16 (+3)

COMBAT
Attack +6 (Melee +10, Ranged +6) [Unarmed +1 (Bruise)]
Defense +10 (+4 flat-footed)
Initiative +2

SAVES
Toughness +5 (+3 flat-footed)
Fortitude +5
Reflex +7
Will +7

SKILLS
Bluff (+3)
Climb (+1)
Concentration (+0)
Diplomacy 6 (+9)
Disguise 8 (+11)
Escape Artist (+2)
Gather Info (+3)
Handle Animal (+3)
Intimidate (+3)
Knowledge
-Popular Culture 4 (+5)
Notice (+0)
Search 6 (+7)
Sense Motive (+0)
Stealth (+2)
Survival (+0)
Swim (+1)

LANGUAGES
Due to Comprehend, all. Otherwise, she is a native speaker of the Grue tongue.

FEATS
Attack Focus, Melee (4)
Dodge Focus (2)
Defensive Roll (2)
Eidetic Memory
Set-Up
Teamwork (1)
Defensive Attack
Iron Stomach - Can eat anything that is not toxic (W&W feat)

POWERS
Shapeshift 7
Comprehend 3 (all languages &#8211; speak and listen)
Communication 8 (Mental) &#8211; 2000 miles

DRAWBACKS
None

SUMMARY
Abilities 18 + Skills 6 (24 ranks) + Feats 13 + Powers 70 + Combat 28 + Saves 15 &#8211; Drawbacks 0 = 150 / 150

BACKGROUND
Changeling is a member of the Grue in an alternate universe where the Grue are a peace-loving knowledge-seeking race who enjoy meeting new races and people because it allows them to learn new things to integrate into their culture. When the Alterni-Teens (teenage Sliders, essentially) bounced through this dimension and got into the usual super-powered misunderstanding fight, the Grue of this dimension were appalled that their race could be considered warlike and sent a youngling of their race to accompany the Alterni-Teens and one day bring back the new knowledge she has learned. Changeling has taken to this with great gusto and altogether too much perkiness.

PERSONALITY
Imagine the brightest, most cheerful person you can. Multiply that by five. Imagine that they're constantly on a caffeine high and take great joy in learning everything possible and thinks that every aspect of Earth culture is cool and novel. Changeling has managed to maintain this attitude for several years now.

TACTICS
Obviously, Changeling is front-loaded for Shapeshifting. In addition to forms inspired by Earth creatures (and late-night horror, sci-fi, and fantasy movies), Changeling has a number of alien forms from growing up as a Grue. She doesn't tend to be an offensive powerhouse, preferring to take forms that will help protect her friends, but she is capable of getting very angry when her friends get hurt. She has been known to play the cuteness card, employing her Shapeshift for ranks of Disarming (Hero High feat that allows one to prevent a villain from attacking until attacked if they fail a Will save), Attractive, or Emotion Control to convince a villain to leave her and her teammates alone.

COMPLICATIONS
* Prejudice - Not everyone may realize that this particular Grue is friendly. While her default appearance is human, she can assume some horrific forms and her physiology will still detect as Grue for any scanners that specifically check for the markers.
* Naiveté - Changeling wants to believe the best of everybody that she meets. This means that she has occasionally been the subject of various pranks and mean tricks and she's always a sucker for a villain who claims that they're willing to give up or reform.
* Alien Ways - Changeling grew up in an entirely different culture from ours. While she's picked up on a number of Earth concepts, she's still prone to bizarre feats like guzzling drain cleaner (she likes the taste and hadn't realized it was poisonous to humans) or altering her appearance or behavior to try to fit in with a given group and not understanding why they don't automatically accept her (the Hero High book as a very charming anecdote where she tries to be "elmo" like Seven). The jury's out on whether some of her behavior is intentional because she knows she can get away with it.
* Enemies - Changeling has acquired a number of enemies in her exploits at Hero High and the local Grue are known to hate what she stands for."
"This was my submission for a former DC game. Basic history in the comics for the character was that he was a firefighter who got exposed to chemicals related to the original Clayface while trying to fight a fire in an abandoned warehouse. He found himself transforming against his will and was eventually subverted by Hush (admittedly under threat of harm to his wife and child) to impersonate Alfred in order to implicate him in a crime. By the end of the comic book, he'd realized his error and stood against the villains, but died in the process. For the character, I assumed that he wasn't as dead as everyone thought, and eventually clawed his way back out of the grave, subsequently contacted by Batman to be tapped as a potential agent. For the sake of this game, this went far enough as to have Batman sponsor him.
-----
Liberally cribbed from Taliesen's build and modified to better fit Johnny Williams, the 7th Clayface.

Clayface
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/upload.wikimedia.org\/wikipedia\/en\/b\/b1\/Gothamknights69.jpg"}[/IMG2]
Power Level: 10; Power Points Spent: 150/150

STR: +0 (10), DEX: +2 (14), CON: +12 (34), INT: +2 (14), WIS: +0 (10), CHA: +3 (16)

Tough: +12, Fort: +12, Ref: +6, Will: +6

Skills: Bluff 12 (+15), Disguise 4 (+7/+42), Drive 4 (+6), Knowledge (streetwise) 4 (+6), Profession (Firefighter) 8 (+8), Stealth 8 (+10)

Feats: Attack Focus (melee) 4, Attractive (+4), Challenge - Durable Lie, Distract (Bluff), Dodge Focus, Improved Grab, Power Attack, Set-Up, Skill Mastery (Bluff, Diplomacy, Perform (Acting), Disguise)

Powers:
- Linked Powers -
. . Body Weaponry (Strike 10) (Alternate; DC 25; Penetrating [5 ranks only]; Knockback, Precise, Split Attack 2 (3 targets), Subtle (subtle))
. . Corrosion 10 (Alternate; DC 25; Custom (Non-Objects only on the Drain))
. . Enhanced Strength 20 (Alternate; +20 STR)
. . Total Acting Package
. . . . Enhanced Trait 6 (Linked; Traits: Perform (acting) +8 (+11), Diplomacy +8 (+11), Feats: Attractive (+4), Skill Mastery (Bluff, Diplomacy, Perform (Acting), Disguise))
. . . . Morph 7 (Linked; morph: broad group - any humanoid, +35 Disguise)
. . Snare 10 (Alternate; DC 20; Engulf)
. . Suffocate 10 (Alternate; DC 20)
Elongation 5 (Elongation: 100 ft., range incr 50 ft., +5 Escape & Grapple)
Immunity 6 (critical hits, disease, poison, suffocation (all))
Impervious Toughness 12 (Limited 2 (Blunt only))
Insubstantial 1 (Fluid)
Regeneration 8 (recovery rate (disabled) 5 (recover 1 / minute), recovery rate (injured) 3 (recover 1 / minute); Source (Natural Earth); Diehard, Regrowth)
Super-Movement 3 (slithering, sure-footed 1 (25% penalty reduction), wall-crawling 1 (half speed))
Super-Strength 4 (+20 STR carry capacity, heavy load: 1.6k lbs; +4 STR to some checks; Bracing, Groundstrike (Radius: 100 ft., DC 20))

Carrying capacity: Light 532 lbs/4.3 tons, Medium 1.1 tons/8.5 tons, Heavy 1.6 tons/12.8 tons

Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +10/+19)

Attacks: Body Weaponry (Strike 10), +10 (DC 25), Corrosion 10, +10 (DC Fort/Tou ), Snare 10, +10 (DC Ref/Staged 20), Suffocate 10, +10 (DC Fort 20), Unarmed Attack, +10 (DC 15)

Defense: +8 (Flat-footed: +4), Knockback: -12

Initiative: +2

Drawbacks:
* Vulnerable, common, moderate, Fire / Heat Attacks
* Vulnerable, common, moderate, Ice / Cold Attacks
* Weakness, very common, moderate, Water, 20 minutes, CON drain, Fatal

Languages: English

Complications
* Temper - Since he was infected, Johnny has been prone to losing his temper in times of stress. In the comics, this also led to him losing whatever facade he was temporarily taking on and going to his clay form.
* Villainous appearance - When in his clay form, Johnny looks just like everyone's favorite amorphous psychopath. No, not Schlock, but the other Clayfaces. He's bound to run into complications from people who don't realize or don't believe he's on the side of angels
* Legally deceased - Johnny's body was tagged and buried. His wife and children survived him (or at least were shown as such when he died in the comics). When in his regular appearance, the chances are decent that a random associate will recognize him or at least think that they do. Fellow firemen and family will be the most likely cases.

Totals: Abilities 38 + Skills 10 (40 ranks) + Feats 10 + Powers 67 + Combat 26 + Saves 10 - Drawbacks 11 = 150


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2011 Green Ronin Publishing, LLC. All rights reserved."
"PRETTY DEADLY
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/www.improfanfic.com\/mgh\/omake\/fanart-mgh-005.jpg"}[/IMG2]
Magical Girl Mercenary

Real Name: Aika
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 18
Size: Medium
Height: 5' 5&#8221;
Weight: 90 lbs
Hair: Brown, tied back in a braid
Eyes: Brown

Power Level: 10; Power Points Spent: 150/150

STR: +1 (12), DEX: +5 (12/20), CON: +4 (12/18), INT: +1 (12), WIS: +0 (10), CHA: +1 (10/12)

Tough: +4/+10, Fort: +8, Ref: +9, Will: +8

Skills: Acrobatics 6 (+11), Bluff 4 (+5), Climb 4 (+5), Computers 2 (+3), Craft (chemical) 2 (+3), Disable Device 4 (+5), Drive 2 (+7), Gather Information 6 (+7), Intimidate 6 (+7), Knowledge (current events) 2 (+3), Knowledge (history) 2 (+3), Knowledge (popular culture) 4 (+5), Knowledge (tactics) 8 (+9), Language 1 (+1), Notice 6 (+6), Pilot 1 (+6), Profession (Soldier) 5 (+5), Search 6 (+7), Sense Motive 6 (+6), Stealth 6 (+11), Survival 5 (+5)

Feats: Acrobatic Bluff, Attack Focus (ranged) 5, Attack Specialization (Summoned Guns (Variable 4)) 3, Dodge Focus 5, Elusive Target, Equipment 1, Evasion 2, Fearless, Grappling Finesse, Improved Initiative 2, Luck 3, Move-by Action, Power Attack, Quick Draw 2, Uncanny Dodge (Visual)

Powers:
Enhanced Trait 16 (Traits: Constitution +6 (18, +4), Dexterity +8 (20, +5), Charisma +2 (12, +1))
Sailor Suit (Device 2) (Hard to lose)
..Protection 6 (+6 Toughness; Impervious [4 ranks only])
Speed 3 (Speed: 50 mph, 440 ft./rnd)
..Leaping 3 (Alternate; Jumping distance: x10)
Summoned Guns (Weapon Creation 4) (acquire: single powers - limited to: weapons; Action (free); Duration (Continuous))

Power Settings:
Assault Rifle (Power Setting) (Powers: Assault Rifle (Blast 4))
..Assault Rifle (Blast 4) (DC 19, Feats: Improved Critical (Assault Rifle (Blast 4)) 2; Autofire 2 (interval 1, max +2); Subtle (subtle), Improved Range (100 ft. incr))

Combat Knife (Power Setting) (Powers: Strike 9)
..Strike 9 (DC 25; Penetrating 9; Mighty, Subtle (subtle))

Concertina Wire (Power Setting) (Powers: Concertina Wire (Constricting Snare 4))
..Snare 4 (DC 14; Constricting, Trail Area (100 ft. trail - General), Duration 2 (sustained), Independent; Range (touch))

Dual Desert Eagles (Default Power Setting) (Powers: Dual Desert Eagles (Blast 5))
..Dual Desert Eagles (Blast 5) (DC 20, Feats: Precise Shot 2; Shapeable Area (5 cubes of 5 cu. ft. - Targeted); Knockback, Progression, Incr. Area Extra 2 (area x5 - 25 cubes of 5 cu ft.))

Flamethrower (Power Setting) (Powers: Flamethrower (Cone) (Damage 5))
..Flamethrower (Cone) (Damage 5) (DC 20; Duration 2 (sustained), Independent, Cone Area (50 ft. cone - General))

Grenade Launcher (Power Setting) (Powers: Fragmentation Grenade (Blast 5))
..Fragmentation Grenade (Blast 5) (DC 20; Explosion Area (50 ft. explosion - General); Improved Range (125 ft. incr))
....Flashbang Grenade (Dazzle 4) (Alternate; affects: three sense types - visual, hearing, DC 14; Burst Area (20 ft. radius - General); Improved Range (100 ft. incr); Full Power)
....Sleep Grenade (Fatigue 4) (Alternate; DC 14; Cloud Area (20 ft. diameter, lingers - General), Range (ranged); Improved Range (100 ft. incr); Full Power)
....Smoke Grenade (Obscure 4) (Alternate; affects: all sense types, Radius: 50 ft.; Independent; Improved Range (100 ft. incr); Full Power)
....Tear Gas Grenade (Nauseate 4) (Alternate; DC 14; Explosion Area (40 ft. explosion - General), Range (ranged); Improved Range (100 ft. incr); Full Power)

Landmine (Power Setting) (Powers: Land Mine (Damage 7))
..Land Mine (Damage 7) (DC 22; Penetrating [3 ranks only], Cone Area (70 ft. cone - General); Triggered 2 (any trigger), Subtle (subtle))

Sniper Rifle (Power Setting) (Powers: Sniper Rifle (Blast 5), Super-Senses 1)
..Sniper Rifle (Blast 5) (DC 20, Feats: Improved Aim, Improved Critical (Sniper Rifle (Blast 5)) 5; Subtle 2 (undetectable), Improved Range 2 (250 ft. incr))

Stun Gun (Power Setting) (Powers: Stun 6)
..Stun 6 (DC 16; Knockback; Accurate 2 (+4))

Thermite (Power Setting) (Powers: Corrosion 6)
..Corrosion 6 (DC 21; Slow Fade (1 minute))

Attack Bonus: +4 (Ranged: +9 , Melee: +4, Grapple: +9)
Weapons Summoning Ranged: +15, Weapons Summoning Melee: +10

Attacks: Assault Rifle (Blast 4) +15 (DC 19), Thermite (Corrosion 6) +10 (DC Fort/Tou 16/21), Dual Desert Eagles (Blast 5) +15 (DC 20), Flamethrower (Cone) (Damage 5) (DC Reflex/Tou 15/20), Flashbang Grenade (Dazzle 4) (DC Fort/Ref 14), Fragmentation Grenade (Blast 5) (DC 20), Land Mine (Damage 7) (DC Reflex/Tou 17/22), Sleep Grenade (Fatigue 4) (DC Ref/Fort 14), Concertina Wire (Snare 4) (DC Ref/Tou 14/19), Sniper Rifle (Blast 5) +15 (DC 20), Combat Knife (Strike 9) +10 (DC 25), Stun Gun (Stun 6) +14 (DC Fort/Trip 16), Tear Gas Grenade (Nauseate 4) (DC Fort/Ref 14), Unarmed Attack, +4 (DC 16)

Defense: +10 (Flat-footed: +3), Knockback: -7

Initiative: +13

Languages: English, Japanese

Equipment:
Cell Phone, Camera, Binoculars, Night-Vision Goggles, Gas Mask

DRAWBACKS
None

SUMMARY
Abilities 8 + Skills 22 (88 ranks) + Feats 30 + Powers 56 + Combat 18 + Saves 16 &#8211; Drawbacks 0 = 150 / 150

BACKGROUND
Aika had always been a bit of a military otaku. She loved guns and studying military tactics and held a private dream of becoming a soldier of fortune. This dream was foiled by a lack of access to any kind of real gun and by her slight frame. One day, while drooling over a display of Airsoft guns in a mall in Tokyo, she was caught in the crossfire of a magical battle. She awoke to find that the combination of magic that had struck her had given her the ability to transform into a magical girl. The magic had conformed to her desires and she found that her fuku was camouflage-patterned and that she had the ability to summon various weaponry on command. Through an odd twist of fate, she became friend with the Magical Girl Hunters, two friends out of work who'd decided on a whim to pursue the route of eliminating the pestilence of Magical Girls infesting Japan. She had many bizarre adventures with them including becoming the lover of Koi, then transformed into a magical girl himself, later transformed into a god of chaos and part of a cosmic scheme that included turning much of Tokyo into chocolate pudding... or at least she dreamed extremely vivid and realistic dreams of this scenario before waking in her hospital bed. She tried to seek out Koi and Itami but it seemed they had never existed in this world. Part of her still believes that this other reality she dreamed of had to be more than just a fantasy, but she has found no evidence of the pair. Still, her newfound abilities had made her a popular mercenary despite her odd appearance.

PERSONALITY
Not entirely emotionless, but she is not a terribly passionate fighter. She fights calmly and precisely, using her ability to bound about the battlefield to attempt to keep her range and snipe her enemies from a distance. The one exception is magical girls. Perhaps it's a remnant of that other life, perhaps she's their natural predator, or perhaps she doesn't like their faces, but she slaughters any magical girls she encounters on the spot.

COMPLICATIONS
* Temper - She cannot suffer a magical girl to live
* Obsession - Somewhere out there, there is a way to be reunited with her Koi once more
* Honor - Her word is her bond. She has on occasion broken contracts, but only where she believed that she had been betrayed first.

Edit: Considering making Weapons Summoning a variable power (6 pt for Military Descriptors, make it a Move Action to switch) and remove 3 pp from Luck but ultimately, I prefer the idea of a stable arsenal with additional options bought by Hero Points. Also, fixed the cost for Independent flamethrower (forgot about Concentration duration) and changed the thermite to straight Corrosion with Penetrating on the Damage part for about the same reason.
Further Edit: In a playtest, realized that the third level of Autofire makes absolutely no sense with a +3 damage attack. [IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/www.atomicthinktank.com\/images\/smilies\/icon_razz.gif"}[/IMG2] Changed it to Autofire 2, +4, no Accurate. Still a wee bit under caps, but it will do.
Another Edit: Decided that I had enough spherical explosives and changed the Landmine into a cone. Call it a Claymore if you will. Should help reduce collateral damage in some situations. And I keep going back and forth on whether to implement as Weapons Summoning or the Variable effect... the main concern I have with using Hero Points to simulate new equipment is that said power goes away right away, which eliminates things like generating a parachute, SCUBA gear, a gas mask, a riot shield, etc. Advice? Anyone? Bueller?
Yet Another Edit: *cricket* *cricket* Well, while inputting this into Hero Lab, I took advantage of the Power Settings to play with the Variable and I think I like it better. Example power settings can be seen above. Her favorite is the Desert Eagles. She's got a fair amount of options from 10/10 to 15/5 in terms of damage and she can shift toward further damage using Power Attack and/or improved criticals. Also, came to realize Autofire 3 does let her do up to 4 pts of Autofire damage instead of the current 2, but I think half ranks for the Autofire suit her better.
More and More Edits: After more thought, I went ahead and moved her into the Weapon Creation power, restricting me down to a single power at a time (removing the Extended Vision from the Sniper Rifle) and only weapons (which... I feel like I'm eventually going to regret if I suddenly need a parachute) but also changing the Action to Free and the Duration to Continuous.

Aika is currently battling her way across Providence Asylum in Aika's Asylum Assaeult: Pretty Deadly in Providence in the Story Hour. She's doing alright for herself so far, having taken down the Maestro, Choke Chain and minions, and Buzz (OC) and her duplicates."
"^_^ Just for variety, a speedster powerhouse. Och... ever since I read the breakdown of Toughness vs. Defense and Attack Bonus vs. Save DC, I've found myself prone to skewing my characters towards the Tough and Hard-Hitting side.

Inertia
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/www.neo-geo.com\/reviews\/special-reviews\/wh3project\/wh3q.gif"}[/IMG2]
Power Level: 7; Power Points Spent: 130/130

STR: +10 (30), DEX: +0 (10), CON: +7 (24), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +10, Fort: +7, Ref: +5, Will: +5

Skills: Bluff 4 (+4), Concentration 4 (+4), Intimidate 12 (+14), Medicine 2 (+2), Notice 6 (+6), Profession (Football Player) 8 (+8), Sense Motive 8 (+8)

Feats: All-Out Attack, Attack Focus (Melee) 3, Attack Specialization (Unarmed Attack), Defensive Throw, Endurance 2, Fast Overrun, Improved Grab, Improved Overrun, Improved Throw, Interpose, Power Attack, Startle, Takedown Attack 2, Withstand Damage

Powers:
(Saving Throw) Protection 4 (saving throw: toughness; Impervious)
Density 6 (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent)
Immovable 2 (Resist Movement: +8, Resist Knockback: -2; Unstoppable)
Super-Strength 2 (+10 STR carry capacity, heavy load: 6.4 tons; +2 STR to some checks; Groundstrike (Radius: 70 ft., DC 17), Thunderclap (Area: 35 ft., DC 17))
Growth 4 (+8 STR, +4 CON, +1 size category; Permanent)
Immovable 4 (Resist Movement: +16, Resist Knockback: -4; Unstoppable)
Super-Speed 5 (+20 Initiative, Adds: Quickness 5, Speed 5; Rapid Attack (Radius: 25 ft.))
Quickness 5 (Perform routine tasks at 50x speed)
Speed 5 (Speed: 250 mph, 2200 ft./rnd)

Attack Bonus: -1 (Ranged: -1, Melee: +2, Grapple: +17/+19)

Attacks: Unarmed Attack, +4 (DC 25)

Defense: +4 (Flat-footed: +2), Size: Large, Knockback: -18

Initiative: +0/+20

Languages: English

Totals: Abilities 10 + Skills 11 (44 ranks) + Feats 18 + Powers 71 + Combat 10 + Saves 10 + Drawbacks 0 = 130

Xerxes Harrington was your typical college sports scholarship kid. He came from a comfortable middle-class family, he got OK grades in class, he attended parties every weekend on the University of Dayton campus, and he had steady girlfriend who he would hang out with. And, in his spare time, he trained obsessively. He knew that the difference between being on the primary team and on the reserves was not just a matter of natural talent or even of training to perfect technique, but rather a resolve to endure no matter what. The key was to keep moving constantly, and he who stopped moving forward would fall back. And so, he pushed his body, lifting weights until his muscles felt like rubber, doing sprints until he'd collapse in the grass. While running, while lifting, he felt contentment, knowing that he was always pushing a little faster, a little harder. His efforts were won by him consistently being in the starting lineup. Scouts were starting to pay attention to him and he was certain that he had it made. Then, one day, he woke up to find that he'd gained two inches of height and another ten pounds of muscle. Overnight.

It seemed to be a complete anomaly at first and no one seemed to notice, ascribing his sudden increase in muscle to a more gradual change that they hadn't noticed. And still, Xerxes pushed himself, putting aside the event in his mind. Surely, he'd just not noticed the difference either. And late growth spurts were known to happen. It was nothing to worry about. And then it happened again. This time, it was a half foot of height and none of his clothes fit him anymore. He couldn't hide his state and so he went to his coach. His coach took one look at his sudden increase in physique and shook his head. Even were this natural, he said, no one would believe that Xerxes wasn't doing something to force this growth. Suddenly, all of Xerxes dreams were dashed. He was off of the team, his scholarship was ended as of this year, and no one cared for him anymore, not even his ex. He dealt with his plight just as he's always done so, plunging himself into training. He stopped attending classes, didn't bother with parties. If he wasn't lifting weights, he was running. If he wasn't running, he was doing calisthenics. And the growth spurts kept happening. Soon, he was well over eight feet in height and his weight could be measured in tonnage. His bed had long since collapsed and Xerxes slept on the floor. He knew that he was being observed as this happened, but he couldn't bring himself to care. Then, one day, he reached a breakthrough. While running, he found that his legs were moving faster and faster as the world seemed to crawl to a halt. Always obsessed with keeping moving, Xerxes had discovered superhuman levels of speed and so he ran. By the time he'd managed to tire himself out, he was several states away. He padded to a halt and looked back on where he'd come from. Really, what was there left for him there?

The next town was midsized, a hamlet really, but it had a bank whose franchise had merged with his. Xerxes entered it to withdraw the totality of his savings and ran into a robbery in progress. Looking back on it, it was a dumb move, rushing in and tackling the guy holding the shotgun. The next minute passed in a literal blur as Xerxes proceeded to take apart the entire gang, the blasts of their guns not even brusing him with their impacts on his muscled flesh. After the last one was collapsed in a blubbering heap, Xerxes walked up to the nearby teller and asked if he could make a withdrawl from his account. Stunned, the teller did just that and did nothing but stare as Xerxes walked out. Since then, he's taken to roaming from town to town, keeping on the move and foiling crimes as he comes across them, with some wit among the press naming him Inertia after he tried to explain his theory of remaining in motion at all times. He barely bothers with the vestige of a costume -- he figures that there aren't many lumbering giants over eight tall and almost six wide -- merely sporting football garb picked up from the towns he's passed through. It's a motley array of high school, college, and professional gear, but it feels like home to him. Sooner or later, he figures he'll figure out what he's supposed to do with his life. Until then, he figures he'll just keep running in some direction and hoping to keep from falling behind.

Complications
* Obsession - Xerxes is very single-minded in his pursuits. He's also very used to going through obstacles rather than around them.
* Does not relate - Prior to his change, Xerxes didn't have many real friends, although he had a lot of acquaintences. Now, he feels entirely removed from humanity. He's likely to be loyal to his teammates (No I in Team after all) but he's probably not going to be entirely close with them until he comes to grips with what he's become.
* Enemies - Xerxes is unaware that prior to his disappearance, he was being monitored by a few organizations, both governmental and criminal, for his potential talents. At least some of these organizations have recognized the similarities between a certain overgrown college junior and the roaming vigilante he's become."
"Originally, I was writing this guy up for Project Freedom when they were recruiting (Tuo-Fa and Robin wound up winning the spots). My concept started out as a general explosives guy who scrupulously did bombings in such a way to destroy buildings without casualties and specifically for various political causes he supported. For a little while, I toyed with using a Toon template on him with his background being that he was an animated character from a kid's show, always blowing things up for the fun of it. Finally, I wound up with the following build. The Powers are a bit messy due to issues in Hero Lab with attaching extras and feats to an array.

Boomer
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/ia.media-imdb.com\/images\/M\/MV5BMjA5ODU1NTAzNV5BMl5BanBnXkFtZTcwNTE5NTgwMw@@._V1._SX295_SY400_.jpg"}[/IMG2]
Power Level: 10; Power Points Spent: 150/150

STR: +1 (12), DEX: +4 (18), CON: +3 (16), INT: +2 (14), WIS: +0 (10), CHA: +1 (12)

Tough: +3/+9, Fort: +7, Ref: +10, Will: +7

Skills: Acrobatics 4 (+8), Bluff 8 (+9), Climb 4 (+5), Computers 1 (+3), Concentration 8 (+8), Craft (chemical) 12 (+14), Craft (structural) 8 (+10), Disable Device 12 (+14), Disguise 4 (+5), Drive 3 (+7), Knowledge (physical sciences) 6 (+8), Knowledge (streetwise) 4 (+6), Language 3 (+3), Notice 12 (+12), Profession (Demolitions) 5 (+5), Search 6 (+8), Sense Motive 6 (+6), Sleight of Hand 4 (+8), Stealth 6 (+10)

Feats: Attack Focus (ranged) 4, Contacts, Defensive Roll 3, Dodge Focus 6, Equipment 3, Fearless, Inventor (explosives) - Knowledge (Physical Sciences), Craft (Chemical), Light Sleeper, Luck, Second Chance (Disarm Devices checks), Skill Mastery (Craft (Chemical), Disable Device, Notice, and Stealth), Throwing Mastery 2, Well-Informed

Powers:
Burst Explosion (Blast 10) (DC 25; Range (perception), Burst Area (250 ft. radius - Targeted); Action (full); Indirect 2 (any point, directed away), Progression, Incr. Area Extra 2 (area x5), Triggered 2 (any trigger); Power Loss (Can't snap fingers))
__Cone Explosion (Blast 10) (Alternate; DC 25; Cone Area (200 ft. cone - Targeted), Range (perception); Action (full); Indirect 3 (any point, any direction), Progression, Incr. Area Extra (area x2), Triggered 2 (any trigger); Power Loss (When unable to snap fingers))
__Contact Blast (Linked)
____Strike 10 (Linked; DC 25; Accurate 5 (+10))
____Trip 10 (Linked; Knockback; Range (touch); Knockback 4, Improved Trip)
__Cylinder Explosion (Blast 10) (Alternate; DC 25; Cylinder Area (250 ft. radius + height - Targeted), Range (perception); Action (full); Indirect 2 (any point, directed away), Progression, Incr. Area Extra 2 (area x5), Triggered 2 (any trigger); Power Loss (When unable to snap fingers))
__Line Explosion (Blast 10) (Alternate; DC 25; Line Area (5x500 ft. line - Targeted), Range (perception); Action (full); Progression, Increase Area (area x2), Indirect 3 (any point, any direction), Triggered 2 (any trigger); Power Loss (When unable to snap fingers))
__Rapid Explosion (Blast 10) (Alternate; DC 25; Shapeable Area (50 cubes of 5 cu. ft. - General); Triggered 2 (any trigger), Indirect 2 (any point, directed away), Progression, Incr. Area Extra 2 (area x5); Power Loss (When unable to snap fingers))
__Shapeable Explosion (Blast 10) (Alternate; DC 25; Range (perception), Shapeable Area (50 cubes of 5 cu. ft. - Targeted); Action (full); Progression, Incr. Area Extra 2 (area x5), Indirect 2 (any point, directed away), Triggered 2 (any trigger); Power Loss (When unable to snap fingers))
ESP 10 (affects: 1 type - tactile; Simultaneous; Limited (Limited to directing perception attacks), Limited (Limited to locations he's been to))
Throwing Knives (Blast 5) (piercing, DC 20; Subtle (subtle))

Equipment: Throwing Knives [Throwing Knives (Blast 5), piercing, DC 20; Subtle (subtle)], Undercover Vest

Attack Bonus: +0 (Ranged: +4, Melee: +0, Grapple: +1)

Attacks: Burst Explosion (Blast 10), +4 (DC 25), Cone Explosion (Blast 10), +4 (DC 25), Cylinder Explosion (Blast 10), +4 (DC 25), Line Explosion (Blast 10), +4 (DC 25), Rapid Explosion (Blast 10), +4 (DC 25), Shapeable Explosion (Blast 10), +4 (DC 25), Strike 10/Trip 10, +10 (DC 25/20), Throwing Knives (Blast 5), +4 (DC 23), Unarmed Attack, +0 (DC 16)

Defense: +11 (Flat-footed: +3), Knockback: -4

Initiative: +4

Languages: British Sign Language, English, French, Gaelic

Totals: Abilities 22 + Skills 29 (116 ranks) + Feats 26 + Powers 46 + Combat 10 + Saves 17 + Drawbacks 0 = 150"
"Details to be filled out later as well as putting the sheet into a more readable format... but the intent (as seen by the name) was a Tarot homage. Submitted to the Wild Cards: Aces and 8's game.

Tarot
Character Name: Angela-Marie Talbot
Age: 17
Height: 6'1"
Weight: 143 lb
Hair: Red, long and straight
Eyes: Cerulean
Power Level: 8
Power Points: 120
Appearance: On the tall and reedy side, her features are a little too strong and aquiline to be beautiful, but she has a certain appeal to her. Her movements tend to be spare and terse, lacking elegant grace. Her typical garb is a dark green long-sleeved shirt and brown leather pants with combat boots on her feet and a simple full-face cloth mask to hide her identity. The staff is a simple oaken staff that's been polished to a dark brown sheen by constant use.

----------Background---------
When Angela encountered late 16th century Europe in class in High School, it was the beginning of what was to become a mad affair. She read every book she could on the the subject, watched the movies, even wrote to historians to try to understand it better. The SCA at the local college happily accepted her encyclopaedic knowledge and art skills and repayed her with staff lessons that she took to like a fish to water. Particularly fascinating to Angela was the origins of Tarot cards. At first, she feared them as possibly being an occult influence but the more she studied their background, the more she found the prominent Catholic imagery in early decks. She designed her own deck based on the fragmentary art work she could find and was considering trying to sell it online when the Event happened.

When the Event happened, Angela thought she'd been untouched. She went home to friends and family and tried her best to put her life back together despite so many people dying, so many people gaining strange powers, so many people... changing into monstrous and illogical forms. She thought she was one of the lucky ones who showed no sign until one day, she dropped one of her cards and had three strapping young men appear before her, staffs in hand, ready to do battle for her sake. It wasn't long before she found that she could animate any of her cards, indeed any drawing at all. More experimentation proved that she could even draw upon the symbolism of her own personal deck to gain aspects of the trumps. Knowing that she had this power, she started to view the chaos outside not so much as a dire danger, but more as a possibility, a chance to carve her own life out in a world filled with mystery and magic, just like the people in the 16th century. And so, staff in hand, fine chain mail hidden below her clothing, and cards always at the ready, she started to walk the streets, occasionally acting as a hero, but more often just enjoying the experience.
--------------------------------------

STR: +1 (12), DEX: +4 (18), CON: +2 (14), INT: +2 (14), WIS: +4 (18), CHA: +2 (14)

Tough: +2/+7, Fort: +4, Ref: +8, Will: +6

Skills: Acrobatics 4 (+8), Bluff 7 (+9), Computers 2 (+4), Concentration 9 (+13), Craft (artistic) 10 (+12), Diplomacy 4 (+6), Knowledge (streetwise) 2 (+4), Knowledge (history) 6 (+8), Notice 6 (+10), Perform (singing) 4 (+6), Pilot 2 (+6), Sense Motive 8 (+12), Sleight of Hand 4 (+8), Stealth 6 (+10), Swim 2 (+3)

Feats: Attack Focus (melee) 4, Attack Specialization (Quarterstaff), Attractive, Defensive Roll 2, Dodge Focus 6, Equipment 3, Luck 3, Power Attack, Quick Draw, Seize Initiative, Skill Mastery (Acrobatics, Craft (Artistic), Sense Motive, Sleight of Hand)

Powers:
Animate Images (Animate Object 7) (Custom (Animate Images); Progression, # Objects 3 (10 objects))
AP: Tarot Guises (Variable 4) (Alternate; acquire: multiple powers; Limited (to Tarot images))

Power Settings:
Chariot Trump (Power Setting) (Powers: Speed 5)
Fool Trump (Power Setting) (Powers: Luck Powers (Container, Passive 4))
..Enhanced Trait 3 (Traits: Notice +7 (+17), Sense Motive +5 (+17))
..Enhanced Trait 5 (Feats: Conspiracy Theorist 5)
..Luck Control 4 (bestow hero points, force a re-roll, negate gm fiat, spend hero point for another)
Minor: Ten of Swords (Power Setting) (Powers: Blast 5)
Strength Trump (Power Setting) (Powers: Super-Strength 6, Strength +4 (16, +3))

Equipment: Art supplies, Camera, Cell Phone, Multi-Tool, PDA, Quarterstaff, Tarot deck, Undercover Vest

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +9)

Attacks: Blast 5, +4 (DC 20), Quarterstaff, +10 (DC 18), Unarmed Attack, +8 (DC 16)

Defense: +9 (Flat-footed: +2), Knockback: -3

Initiative: +4

Languages: English

Totals: Abilities 30 + Skills 19 (76 ranks) + Feats 24 + Powers 25 + Combat 14 + Saves 8 + Drawbacks 0 = 120

Complications:
* In over her head - Angela hasn't quite realized just how dangerous this new world can be. She's been lucky so far to not get hurt, but her luck isn't going to hold forever.
* Belief system - While she was never a holy roller, Angela maintains her Catholic faith and often struggles with whether she should be doing more with her gifts.
* Family - Angela's father died in the Event, but her mother still lives as do a younger brother and a younger sister. her mother knows that Angela walks the streets at night occasionally, and knows that she does so with staff and armor, so therefore knows that Angela is seeking trouble and is bound to find it."
"Ubik
"He is everywhere"
Power Level: 8; Power Points Spent: 120/120

STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Tough: +3/+8, Fort: +6, Ref: +6, Will: +6

Skills: Concentration 12 (+15)

Feats: Attack Focus (ranged) 2, Defensive Attack, Defensive Roll 5, Dodge Focus 5, Eidetic Memory, Equipment 8, Jack-of-All-Trades, Light Sleeper, Lionheart, Online Research

Powers:
Comprehend 3 (languages - read all, languages - speak all, languages - understand all)
Download Skillset (Variable 1) (acquire: any trait)
Regeneration 2 (resurrection 2 (1 day), DC 12; True Resurrection) - The body stays dead, but another Ubik arrives.
Shared Mindset (Array 18) (default power: ESP)
..Combat Powers (Container, Passive 7) (Array; Duration (continuous); Tiring)
....Enhanced Trait 29 (Traits: Attack Bonus +4 (+6), Defense Bonus +5 (+8), Dodge Focus +1 (+3), Defensive Roll +4 (+5), Feats: Attack Focus (ranged) 2, Defensive Attack, Lionheart)
....Mixed Bag of Tricks (Variable 1) (acquire: all of (type), limited to: combat feats)
..Duplication 8 (Array; Heroic, Duration (continuous), Survival; Action (full); Progression, # Duplicates 2 (5 duplicates), Mental Link)
..ESP 9 (Default; affects: all types, Notes: Not truly ESP, just a matter of Ubik hitching a mental ride on one of his duplicates.)

Power Settings:
Computer Geek (Power Setting) (Traits: Computers +13 (+16))

Equipment: Binoculars, Camera, Cell Phone, Flashlight, Heavy Pistol, Kukri, Laptop Computer, Lock Release Gun, Multi-Tool, Personal House, Vehicle: Compact Car, Video Camera

Vehicle: Compact Car
Power Level: 8; Equipment Points Spent: 9
STR: +10 (30)
Toughness: +8
Powers:
Speed 5 (Speed: 250 mph, 2200 ft./rnd)
Defense: -1, Size: Large
Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 5 + Combat 1 + Saves 1 + Drawbacks 0 = 9


HQ: Personal House
Power Level:
8; Equipment Points Spent: 7
Toughness: +5
Features: Garage, Library, Living Space, Power System, Security System 1, Workshop
Size: Large
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 6 + Powers 0 + Combat 1 + Saves 0 + Drawbacks 0 = 7

Attack Bonus: +2/+6 (Ranged: +4/+8, Melee: +2/+6, Grapple: +5/+9)

Attacks: Heavy Pistol, +8 (DC 19), Kukri, +6 (DC 19), Unarmed Attack, +6 (DC 18)

Defense: +5/+8 (Flat-footed: +2), Knockback: -4

Initiative: +3

Languages: English

Totals: Abilities 36 + Skills 3 (12 ranks) + Feats 15 + Powers 53 + Combat 4 + Saves 9 + Drawbacks 0 = 120

Background: Ubik is many. Ubik is ubiquitous. Ubik is certain that he was at one time an individual, but all of that seems somewhat hazy now. As it stands, there are thousands of Ubiks scattered around the world, living their individual lives, their mindsets linked in a hive mind. As brains are limited things, a given Ubik can only truly channel one of the group's skills at a time, but when they do, they are masters at what they do. An Ubik can bud to form new Ubiks who can aid him. An Ubik can also draw upon the combat prowess of one of their number who went into Private Military Contracting, although the strain will tell on the Ubik's body from their mind pushing the body to do things it has not trained for. Lastly, an Ubik can choose to borrow the eyes of another Ubik, effectively allowing them to see any other place on Earth they wish, limited only by the existence of an Ubik at that location.

Complications:
Prejudice - Ubiks are not the most sociable people and their odd intonations and tendency to stare through an individual, not to mention a tendency to refer to themselves in third person as one entity, has a tendency to freak people out.
Web of Favors - Although of one mind, there is a complex system of favors and gifts exchanged among the Ubiks for aid and knowledge. At any time, an Ubik may be called upon to fulfill one of these favors, much as he might choose to ask another Ubik for a favor.
Detached - Ubiks are placid individuals who seldom form strong bonds with those who are not Ubik.

Notes:
^_^ A silly little character that came into mind when I was playing 1st Edition. I originally wrote him up with Duplication with many levels of Progression, then realized that his multiples were more description than anything else. The Variable skills was troublesome too, until the clarification with Pocket UP that Variable was not supposed to have a rank limitation. Thus, his 5 pp of skills is more than enough for him to max out any skill he chooses to use. I don't know how well he would work as a PC... he's more of a skill-monkey than anything else, although the AP off of his ESP does allow him to reach his caps in combat. Note that were an Ubik separated from the rest of the group, their native skills are pitiful. Such an Ubik would be a sad little lonely thing."
"^_^ I was trying to put together generic builds to show up when Tarot invoked the images on her Minor Arcana cards. Even with cards as rich in imagery as the Rider-Waite decks, there are limits on what can be drawn from animating them. So, instead, I separated it out into one per suit. My favorite were the Coins. Big hulking bits of round metal that can't get up without an Acrobatics check, leaving it down to a 50/50 chance of them rocking up on edge.

Staff-wielder - Rods

Power Level: 8; Power Points Spent: 105/105

STR: +4 (18), DEX: +3 (16), CON: +0 (-), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +6/+8, Fort: Immune, Ref: +5, Will: +5

Skills: Intimidate 4 (+4), Notice 4 (+4), Sense Motive 6 (+6), Stealth 2 (+5)

Feats: All-Out Attack, Attack Flurry (Quarterstaff) 4, Attack Focus (melee) 2, Cunning Fighter, Dodge Focus 3, Equipment 2, Improved Disarm, Improved Sunder, Improved Throw, Improved Trick, Improved Trip, Power Attack, Precise Strike, Redirect, Set-Up, Teamwork 2

Powers:
Strike 2 (DC 21; Mighty, Extended Reach (5 ft.), Accurate 2 (+4))
..Climbing Kick 2 (Alternate; DC 21; Mighty, Up in the Air)
..Trip 4 (Alternate; Range (touch); Extended Reach (5 ft.), Accurate 3 (+6))
Super-Movement 6 (perfect balance, sure-footed 4 (no penalty), trackless)

Equipment: Quarterstaff [Strike 2, DC 21; Mighty, Extended Reach (5 ft.), Accurate 2 (+4)], Studded leather

Attack Bonus: +4 (Ranged: +4, Melee: +6, Grapple: +10)

Attacks: Climbing Kick 2, +6 (DC Stability/Tou), Strike 2, +10 (DC 21), Trip 4, +12 (DC 14), Unarmed Attack, +6 (DC 19)

Defense: +8..(Flat-footed: +3), Knockback: -4

Initiative: +3

Languages: Native Language

Totals: Abilities 4 + Skills 4 (16 ranks) + Feats 24 + Powers 12 + Combat 18 + Saves 43 + Drawbacks 0 = 105

Swordsman - Swords

Power Level: 8; Power Points Spent: 105/105

STR: +3 (16), DEX: +2 (14), CON: +0 (-), INT: +0 (10), WIS: +2 (14), CHA: +1 (12)

Tough: +3/+8, Fort: Immune, Ref: +8, Will: +4

Skills: Acrobatics 4 (+6), Intimidate 9 (+10), Medicine 2 (+4), Notice 5 (+7), Ride 4 (+6), Sense Motive 8 (+10)

Feats: Accurate Attack, All-Out Attack, Ambidexterity, Attack Focus (melee), Attack Specialization (Longsword (Strike 4)) 2, Blind-Fight, Challenge - Improved Demoralize, Defensive Attack, Defensive Strike, Dodge Focus, Elusive Target, Equipment 2, Fighting Style: Fencing, Fighting Style: Sword-fighting, Improved Block, Improved Disarm, Improved Initiative 2, Improved Startle, Improved Sunder, Interpose, Lightning Strike, Lionheart, Passing Attack, Power Attack, Rage, Startle, Sweeping Strike, Swift, Takedown Attack, Taunt, Teamwork 2, Wallop, Weapon Bind, Weapon Break

Powers:
Longsword (Strike 4) (DC 22; Mighty)

Equipment: Longsword [Longsword (Strike 4), DC 22; Mighty], Plate-Mail

Attack Bonus: +2 (Ranged: +2, Melee: +3, Grapple: +6)

Attacks: Longsword (Strike 4), +7 (DC 22), Unarmed Attack, +3 (DC 18)

Defense: +6..(Flat-footed: +3), Knockback: -4

Initiative: +10

Languages: Native Language

Totals: Abilities 6 + Skills 8 (32 ranks) + Feats 36 + Powers 0 + Combat 14 + Saves 41 + Drawbacks 0 = 105

Giant Coin - Coins

Power Level: 8; Power Points Spent: 105/105

STR: +7 (24), DEX: +4 (18), CON: +0 (-), INT: +0 (-), WIS: +3 (16), CHA: +0 (-)

Tough: +9, Fort: Immune, Ref: +7, Will: Immune

Skills: Acrobatics 5 (+9), Concentration 4 (+7)

Feats: All-Out Attack, Attack Focus (melee) 3, Endurance 2, Evasion, Fast Overrun, Improved Initiative 3, Improved Overrun, Improved Throw, Interpose, Move-by Action, Ninja Run 3, Passing Attack, Stunning Attack, Swift 2, Takedown Attack 2, Wallop, Zig-Zag 3

Powers:
Flaming Wheel (Damage 2) (DC 24; Line Area (20 ft. line - Targeted); Selective Attack; Mighty (+7 to hit))
Growth 4 (+8 STR, +4 CON, +1 size category; Permanent)
Immovable 8 (Resist Movement: +32, Resist Knockback: -8; Custom (While moving))
Roll Up (Super-Movement 2) (wall-crawling 2 (full speed); Limited (While moving))
Super-Movement 1 (perfect balance)

Attack Bonus: +1 (Ranged: +1, Melee: +4, Grapple: +16)

Attacks: Flaming Wheel (Damage 3), +4 (DC Staged/Tou), Unarmed Attack, +4 (DC 22)

Defense: +5..(Flat-footed: +3), Size: Large, Knockback: -16

Initiative: +16

Drawbacks: Disability, common, moderate, Cannot use move action to rise from prone

Languages: Native Language

Totals: Abilities -10 + Skills 3 (9 ranks) + Feats 28 + Powers 31 + Combat 16 + Saves 40 - Drawbacks 3 = 105

Cup-Bearer - Cups

Power Level: 8; Power Points Spent: 105/105

STR: -1 (8), DEX: +2 (14), CON: +0 (-), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Tough: +0/+4, Fort: Immune, Ref: +7, Will: +9

Skills: Craft (chemical) 9 (+12), Knowledge (arcane Lore) 6 (+9), Knowledge (physical sciences) 7 (+10), Medicine 3 (+6), Notice 7 (+10), Sense Motive 4 (+7)

Feats: Attack Focus (melee) 2, Attack Specialization (Magic Vessel (Device 5)) 2, Defensive Roll 4, Dodge Focus 5, Equipment 1, Teamwork

Powers:
Magic Vessel (Device 5) (Easy to lose)
..Alchemical Array (Array 10) (default power: healing)
....Acid Splash (Acid 8) (Array; DC 23; Extended Reach 3 (15 ft.), Incurable)
....Fog of Feelings (Emotion Control 8) (Array; DC 18; Shapeable Area (8 cubes of 5 cu. ft. - General); Range (ranged); Mind Blank, Progression, Increase Area 2 (area x5), Reversible)
....Healing Draught (Healing 6) (Default; DC 16; Total, Restoration; Limited to Others; Persistent, Regrowth)
....Liquid Power (Boost 5) (Array; boost: all traits, DC 15; Others Only)
....Sapping Fog (Fatigue 4) (Array; DC 14; Insidious, Burst Area (20 ft. radius - General), Selective Attack)
....Universal Solvent (Linked)
......Damage 4 (Linked; DC 19; Duration 2 (sustained), Independent)
......Drain 8 (Linked; drains: single trait - toughness, DC 18; Affects Objects (Only))
Super-Senses 11 (acute: Smell, analytical: Smell, analytical: Sight, microscopic vision 4 (atom-size), rapid: Smell 2, rapid: Sight 2)

Equipment: Sickle, Undercover Shirt

Attack Bonus: +2 (Ranged: +2, Melee: +4, Grapple: +3)

Attacks: Acid Splash (Acid 8), +8 (DC 23), Damage 4, +4 (DC Staged/Tou {ref multisave}{macro star}{ref}), Drain 8, +4 (DC Fort/Staged 18), Fog of Feelings (Emotion Control 8), +6 (DC Staged/Will 18), Sapping Fog (Fatigue 4), +8 (DC Fort 14), Sickle, +4 (DC 15), Unarmed Attack, +4 (DC 14)

Defense: +5..(Flat-footed: +0), Knockback: -2

Initiative: +2

Languages: Native Language

Totals: Abilities 10 + Skills 9 (36 ranks) + Feats 15 + Powers 26 + Combat 4 + Saves 41 + Drawbacks 0 = 105"
"Sailor H
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/www.improfanfic.com\/mgh\/omake\/fanart-mgh-001.jpg"}[/IMG2]
Power Level: 10; Power Points Spent: 150/150

STR: +5 (10/20), DEX: +3 (16), CON: +7 (10/24), INT: +1 (12), WIS: +2 (14), CHA: +7 (10/24)

Tough: +7/+11, Fort: +7, Ref: +10, Will: +7

Skills: Acrobatics 12 (+15), Concentration 4 (+6), Escape Artist 6 (+9/+12), Intimidate 12 (+19), Medicine 2 (+4), Notice 8 (+10), Profession (Librarian) 2 (+4), Search 4 (+5), Sense Motive 6 (+8), Stealth 10 (+13), Survival 2 (+4)

Feats: Acrobatic Bluff, Attack Focus (melee) 2, Attack Specialization (Grapple) 3, Attack Specialization (Whip powers (Container, Passive 6)) 2, Attractive 2, Chokehold, Defensive Throw, Dodge Focus 6, Elusive Target, Evasion, Fascinate (Intimidate), Favored Opponent (Magical Girls), Fearless, Grappling Finesse, Hide in Plain Sight, Improved Disarm, Improved Grab, Improved Grapple, Improved Pin, Improved Trip, Monkey Climber, Startle

Powers:
Jaded (Immunity 5) (interaction skills)
Magical Girl Traits (Enhanced Trait 44) (Traits: Strength +10 (20, +5), Constitution +14 (24, +7), Charisma +14 (24, +7), Dodge Focus 6 +4 (+6), Feats: Attractive 2)
Sailor Suit (Device 2) (Hard to lose)
. . Immunity 2 (environmental condition: Extreme Heat, environmental condition: Extreme Cold)
. . Protection 4 (+4 Toughness; Impervious)
Speed 1 (Speed: 10 mph, 88 ft./rnd)
Whip powers (Container, Passive 6)
. . Elongation 3 (Elongation: 25 ft., range incr 30 ft., +3 Escape & Grapple; Projection; Limited (Limited to whip))
. . Enhanced Trait 12 (Feats: Attack Specialization (Grapple) 3, Chokehold, Defensive Throw, Fascinate (Intimidate), Improved Disarm, Improved Grab, Improved Grapple, Improved Pin, Improved Trip, Monkey Climber)
. . Strike 6 (DC 26; Mighty)
. . . . Gimp (Paralyze 7) (Alternate; DC 17; Alternate Save (Fortitude); Slow)
. . . . Snag and Fling (Trip 6) (Alternate; DC +6 Stability check; Range 1 (touch), Knockback, Up-in-the-Air (choose direction of knockback))
. . Super-Movement 3 (slow fall, swinging, wall-crawling 1 (half speed))

Attack Bonus: +2 (Ranged: +2, Melee: +4, Grapple: +15/+18)

Attacks: Gimp (Paralyze 7), +8 (DC Fort/Staged 17), Snag and Fling (Trip 6), +8 (DC Stability +6), Strike 6, +8 (DC 26), Unarmed Attack, +4 (DC 20)

Defense: +9 (Flat-footed: +2), Knockback: -7

Initiative: +3

Drawbacks: Normal Identity, uncommon

Languages: Native Language

Totals: Abilities 12 + Skills 17 (68 ranks) + Feats 14 + Powers 88 + Combat 10 + Saves 12 - Drawbacks 3 = 150

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-------

Another adaptation from Magical Girl Hunters, Sailor H is a classic example of a Dark Magical Girl. Her origin was that she started out Warrior Raspberry, a member of the Mystic Citrus Warriors. Sadly, her animal companion, a purple raccoon, was suffering from rabies at the time when Yoi and Itami caught up with the group and the combination of an unhinged animal mentor and having said animal mentor blown in half while it was verbally berating her left her more than a tad mentally unhinged. She was next seen in a black vinyl Sailor Uniform and a bullwhip, having declared war on cute. And she had a bit of a crush on Itami. And thus, we have yet another ally of the Magical Girl Hunters...

After some perusal of the board, I decided to make her whip attack effectively her unarmed attack, just with a longer range, so that I could use Improved Grab to model her tendency to simultaneously strike her opponents and also catch them in a chokehold. It also fits because she never seems to be without the whip. From there, I built the basic framework within the first 140 points or so, and spent the next 10 adding little details. She's slightly under caps for anything but Magical Girls."
"Revenant

Power Level: 8; Power Points Spent: 120/120

STR: +4 (18), DEX: -1 (8), CON: +0 (-), INT: +7 (24), WIS: +6 (22), CHA: +1 (12)

Tough: +5, Fort: Immune, Ref: +1, Will: +10

Skills: Climb 4 (+8), Computers 4 (+11), Craft (chemical) 4 (+11), Craft (mechanical) 8 (+15), Diplomacy 4 (+5), Disable Device 4 (+11), Disguise 4 (+5), Escape Artist 4 (+3), Knowledge (arcane Lore) 10 (+17), Knowledge (theology & philsophy) 4 (+11), Language 8 (+8), Notice 6 (+12), Perform (keyboards) 2 (+3), Sense Motive 4 (+10)

Feats: All-Out Attack, Artificer, Attack Specialization (Sword), Dodge Focus 3, Equipment 1, Jack-of-All-Trades

Powers:
Regeneration 22 (recovery bonus 14 (+14 to recover), resurrection 8 (1 round), DC 32; True Resurrection [8 ranks only]; Uncontrolled Reincarnation 2 [8 ranks only]; Reincarnation, Custom (Retains Mental characteristics)) - When he dies, he rises again in the nearest body, retaining his Intelligence and Wisdom, but acquiring the body's strength, dexterity, and charisma.

Equipment: Sword

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +7)

Attacks: Sword, +5 (DC 22), Unarmed Attack, +3 (DC 19)

Defense: +4 (Flat-footed: +1), Knockback: -2

Initiative: -1

Drawbacks: Weakness, common, moderate, Decay (Charisma) every 5 hours, Deadly - His body slowly decays unless he performs embalming rituals each day. This reduces his Charisma as his body degenerates and begins to smell. Should his Charisma reach 0, the body proceeds to rapidly decay and he "dies" to arise in his next body.

Languages: Aramaic, Chinese (Mandarin), English, French, Italian, Latin, Russian, Spanish, Sumerian

Complications:
* Amnesia - Does not remember his life further than about 14 years back. Has no idea how he got cursed.
* Prejudice - Even before he starts rotting, people notice something off about him. Animals can't stand him.
* Obsession - Finding a way to die.

Totals: Abilities 24 + Skills 18 (70 ranks) + Feats 8 + Powers 24 + Combat 8 + Saves 41 - Drawbacks 3 = 120



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I created this guy for a PbP horror-based campaign quite a while ago. The GM rejected it, saying that a character who couldn't die lacked sufficient tension for a horror campaign. The background behind him was that somewhere in his murky past, he'd apparently been cursed to always rise again. Every time he died, he would rise again, taking over the nearest human corpse. Over the last 14 years, he has been just about every combination of gender, race, and age. He seeks a way to be able to die finally.

^_^ I thought this guy was terribly clever when I made him, but in retrospect, he's PL 5 at best offensively and defensively. His main strength is his ability to die repeatedly and still keep coming back. I did not intend to play him as a Lemming, constantly throwing himself into danger (if nothing else, he never knows what body he might rise in next, so he prefers to keep with what he knows) but in retrospect, other than his knowledge and craft skills, that was his sole power."
"Submitted for the Disgaea: Twilight Symphony game.

Prinny Y
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/x0e.xanga.com\/35bf4a1a77030266603907\/w212654012.jpg"}[/IMG2]

Power Level: 10; Power Points Spent: 150/150

STR: +2 (14), DEX: +1 (12), CON: +6 (22), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)

Tough: +7/+9, Fort: +6, Ref: +7/+9, Will: +8

Skills: Bluff 3 (+3), Concentration 6 (+8), Notice 7 (+9), Sense Motive 8 (+10)

Feats: Attractive 3, Defensive Roll 2, Jack-of-All-Trades, Precise Shot, Tough

Powers:
Immunity 1 (aging)
Leaping 2 (Jumping distance: x5)
Regeneration 1 (Resurrection 1 [if all of the stitches on his skin are cut, he cannot come back until it's re-sewn] (1 week))
Magic Scarf (Device 7) (Hard to lose, Only you can use)
. . I'm Replaceable, DooD! (Regeneration 10) (recovery bonus 4 (+4 to recover, total +10), resurrection 7 (8) (1 round), DC 20; True Resurrection)
. . To Arms, DooD! (Summon 7) (Horde; Action (full); Progression, # Minions 3 (10 minions))
Oversized Bomb (Device 6) (Easy to lose)
. . Bomb Array (Array 13) (default power: strike)
. . . . Bomb Throw (Strike 9) (Default; DC 24; Burst Area (45 ft. radius - General); Thrown 4 (Range: 200 ft., incr 40 ft.), Ricochet 2 (2 bounces), Variable Descriptor 2 (Broad group - Elemental))
. . . . Cluster Bomb (Strike 10) (Array; DC 25; Line Area (5x250 ft. line - General); Knockback 3, Progression, Incr. Area Extra 3 (area x10))
. . . . Dud Strike (Strike 6) (Array; DC 23; Autofire 2 (interval 1, max +5); Mighty, Extended Reach 7 (35 ft.), Notes: Bomb is thrown and fails to go off. The character quickly runs up, bludgeons the other person with it, then dashes back bomb in hand.)
. . . . Landmine (Damage 6) (Array; DC 21; Range 2 (perception), Cone Area (60 ft. cone - Targeted); Indirect 3 (any point, any direction); Full Power)
. . . . Smoke Bomb (Obscure 5) (Array; affects: all sense types, Radius: 100 ft.; Selective Attack, Independent; Variable Descriptor (Narrow group - Various colors of smoke))
Pouch (Device 4) (Hard to lose)
. . Prinny Attack Array 7
. . . . Prinny Dance (Alternate; Linked)
. . . . . . Confuse 4 (Linked; DC 14; Range (touch))
. . . . . . Drain 4 (Linked; drains: single trait - constitution, DC 14; Poison)
. . . . . . Paralyze 4 (Linked; DC 14; Slow)
. . . . Prinny Barrage (Blast 7) (Alternate; DC 22)
. . . . Prinny Strike (Strike 6) (Alternate; DC 23; Autofire (interval 2, max +5); Mighty, Accurate (+2))
. . Shield 4 (+4 dodge bonus)
Prinny Explosion (Strike 6) (DC 21; Burst Area (30 ft. radius - General), Action 3 (reaction); Side-Effect 2 (always - Kills Prinny), Uncontrolled (can't activate at will), Notes: When thrown or in the explosion of another Prinny)

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +8)

Attacks: Bomb Throw (Strike 9), +6 (DC 24), Cluster Bomb (Strike 10), +6 (DC 25), Confuse 4, +6 (DC Will 14), Drain 4, +6 (DC Fort/Staged 14), Dud Strike (Strike 6), +6 (DC 23), Landmine (Damage 6), +6 (DC Staged/Tou 21/18), Paralyze 4, +6 (DC Staged/Will 14), Prinny Barrage (Blast 7), +6 (DC 22), Prinny Explosion (Strike 6), +6 (DC 21), Prinny Strike (Strike 6), +8 (DC 23), Unarmed Attack, +6 (DC 17)

Defense: +9 (Flat-footed: +3), Knockback: -4

Initiative: +1

Languages: Native Language

Totals: Abilities 22 + Skills 6 (24 ranks) + Feats 9 + Powers 79 + Combat 22 + Saves 12 + Drawbacks 0 = 150

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Prinny Minion

Power Level: 7; Power Points Spent: 105/105

STR: +0 (10), DEX: +1 (12), CON: +5 (20), INT: +0 (10), WIS: -1 (8), CHA: +0 (10)

Tough: +5/+6, Fort: +5, Ref: +5, Will: +5

Skills: Bluff 4 (+4), Concentration 6 (+5), Knowledge (current events) 2 (+2), Notice 4 (+3), Sense Motive 2 (+1)

Feats: All-Out Attack, Attractive 2 (freaking adorable), Defensive Roll 1, Improved Initiative, Jack-of-All-Trades, Precise Shot, Set-Up, Taunt, Teamwork 3

Powers:
Immunity 1 (aging)
Pouch (Device 4) (Hard to lose)
. . Prinny Dance (Linked)
. . . . Confuse 4 (Linked; DC 14; Range (touch))
. . . . Drain 4 (Linked; drains: single trait - constitution, DC 14; Poison)
. . . . Paralyze 4 (Linked; DC 14; Slow)
. . . . Alternate Powers:
. . . . Prinny Barrage (Blast 7) (Alternate; DC 22)
. . . . Prinny Bomb (Blast 4) (Alternate; DC 19; Explosion Area (40 ft. explosion - General); Progression, Incr. Area Extra (area x2), Ricochet (1 bounce))
. . . . Prinny Stab (Strike 6) (Alternate; DC 21; Autofire (interval 2, max +5); Accurate (+2), Precise)
. . Shield 3 (+3 dodge bonus)
Prinny Explosion (Damage 6) (DC 21; Action 3 (reaction), Burst Area (30 ft. radius - General); Side-Effect 2 (always - Destroys Prinny); Full Power, Uncontrolled (can't activate outside of reaction conditions), Notes: In reaction to being thrown or being caught in the explosion of another Prinny.)
Regeneration 6 Disabled 5 (1 minute)
Shrinking 4 (-1 size category; Normal Abilities; Permanent; Innate)

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +1)

Attacks: Confuse 4, +6 (DC Will 14), Drain 4, +6 (DC Fort/Staged 14), Paralyze 4, +6 (DC Staged/Will 14), Prinny Barrage (Blast 7), +6 (DC 22), Prinny Bomb (Blast 4 Area), (DC 19), Prinny Explosion (Damage 6), (DC 16), Prinny Stab (Strike 6), +8 (DC 21), Unarmed Attack, +6 (DC 15)

Defense: +8 (Flat-footed: +3), Size: Small, Knockback: -2

Initiative: +5

Languages: Native Language

Totals: Abilities 10 + Skills 7 (26 ranks) + Feats 12 + Powers 56 + Combat 12 + Saves 8 + Drawbacks 0 = 105

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Complications
* Amnesia - Can't remember the life for which he is repenting, but every once in a while, something strikes him with an odd sense of déjà vu like... tennis rackets and chickens?
* Butt Monkey - If something bad can happen to someone in the area, it happens to the Prinny. It is fate.
* Second-class Citizen - Prinnies are expendable cannon fodder in the Underworld and nothing sets Prinny Y apart from the rest appearance-wise which means he's frequently subject to abuse from random strangers.
* Prinny speech, d00d! - Prinnies, for whatever reason, speak in... a very distinctive manner. It unfortunately means they're not always all that easy to follow when they try to say anything more complex. Even among themselves, they're frequently misunderstood.

I was once... someone. Who, I don't know, but I think it might have been someone bad. Like most Prinnies, Prinny Y is a sinner who was reborn as a Prinny to suffer in atonement for his sins. Unlike most of them, he retained a good deal of his sense of self. He doesn't need to serve anyone and he's a lot more clear-headed than most Prinnies. Which... isn't saying much. Still, he's been able to chart his own course, more or less, which has more or less consisted of him roaming the Underworld and getting into the kind of random encounters that are said to give experience and build character. He has a sort of a semi-immortality in that whenever he dies (which is actually fairly often), another Prinny takes his place with his memories, his purpose. It has something to do with the magic scarf that he found... before that, he just had the usual ability of Prinnies to eventually recover even from death so long as their costume was whole enough to hold the soul... now, he spring back into action almost as fast as he dies, and he can even summon more Prinnies to back him up, lesser shades of himself. He doesn't know why he exists or what his purpose is, but he's determined to make his mark on the world even if it's a smoking crater.

Build Notes: Understrength for his PL, but the ability to "come back to life" rapidly and the ability to summon more copies of himself make him a reasonable threat. ^_^ Or at least as reasonable a threat as a zombie penguin who speaks like a surfer dude can be."
"^_^ I was fiddling with a Golden Age name generator posted by Doug McCrae on the boards and a few of the names were just too good to pass up, so I wound up building up a mini-team (not terribly balanced overall, really) of Golden Age heroes:

Defenders Six
The Flaming Dwarf - Former stuntman, current hero, this pint-sized powerhouse is ready to use his flamesuit to wreak havoc on evil-doers.
The Plastic Hunchback - A melted golem searching for a purpose in a world that recoils from him.
Lady TNT - During her popular comedy act, Bella Hindman faced gangsters trying to hold up the joint. A misspent youth playing with pyrotechnics and tremendous timing allowed her to face them down and begin her one-woman fight against the mob.
Michael Hangman - Raised by Thugee mystics to be their ultimate instrument of vengeance, he rebelled against his training and now uses his mystic powers and his punjab lasso to fight evil.
Radar Doc - A gadgeteer genius who discovered ways to use electro-magnetic waves to find, attack, and defend against criminals.
Face Cook - A living caricature pulled from cartoon serials. Attacks her enemies with kitchen implements including her signature "face cooking" attack where she slams a frying pan on an ememies face and pulls it off to reveal that their face has been changed to someone else's.

Still to be added is some reasonable backstory as to why they may have banded together. [IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/www.atomicthinktank.com\/images\/smilies\/icon_biggrin.gif"}[/IMG2]"
"The Flaming Dwarf
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/www.orlandoweekly.com\/blog\/images\/D4208ManOnFire2.jpg"}[/IMG2]
Power Level: 10; Power Points Spent: 150/150

STR: +6 (22), DEX: +4 (18), CON: +3 (16), INT: +0 (10), WIS: +2 (14), CHA: +1 (12)

Tough: +2/+3 (suit, no roll)/+7 (roll, no suit)/+8 (defensive roll and suit), Fort: +8, Ref: +10, Will: +6

Skills: Acrobatics 10 (+14), Concentration 12 (+14), Escape Artist 5 (+9), Gather Information 6 (+7), Intimidate 11 (+10), Knowledge (Popular Culture) 2 (+2), Notice 6 (+8), Sense Motive 6 (+8), Stealth 2 (+10)

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization (Unarmed Attack), Chokehold, Defensive Attack, Defensive Roll 5, Defensive Throw, Dodge Focus 5, Elusive Target, Evasion 2, Fighting Style: Jujutsu, Fighting Style: Sumo, Fighting Style: Wrestling, Grappling Finesse, Improved Disarm, Improved Grab, Improved Grapple, Improved Pin, Improved Trip, Power Attack, Stunning Attack, Takedown Attack 2, Uncanny Dodge (Scent), Up The Wall

Powers:
Stunt Training (Immunity 20)
(training, Non-lethal physical damage, Flaw: Partial immunity) [10 pp]
Flame Suit (Device 5) (Hard to lose) [20 pp]
. . He's On Fire! (Strike 6) (fire, DC 21; Aura, Duration 2 (sustained)) [24/25]
. . Padding (Protection 1) [1/25]
Short Stature (Shrinking 4) (-1 size category; Normal Strength; Permanent; Innate) [9 pp]

Attack Bonus: +2 (Ranged: +2, Melee: +6, Grapple: +7)

Attacks: He's On Fire! (Strike 6), +6 (DC 21), Unarmed Attack, +8 (DC 21 [DC 27 with Aura])

Defense: +12 (Flat-footed: +4), Size: Small, Knockback: -3

Initiative: +4

Languages: Native Language

Totals: Abilities 32 + Skills 15 (60 ranks) + Feats 35 + Powers 39 + Combat 14 + Saves 15 + Drawbacks 0 = 150

History: One of the "little people" of Hollywood, Charlie Robertson specialized in acrobatic stunts including falls that no one else was willing to attempt. His short stature left him playing dwarvish monsters and children, but it was steady enough employment. When about to perform his signature "man on fire" stunt, a getaway car crashed into the movie lot and armed gangsters spilled out and started shooting in the air. Unwilling to let innocents get hurt, Charlie ignited his suit and leapt from the third story of the set. The gangsters never even knew what hit them as a tiny fireball pummeled them to an inch of their life. Afterwards, Charlie couldn't stop remembering the sheer thrill of the event and he began targeting criminals, first petty ones, but moving up to more organized crime and the occasional super-villain.

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Edit: Removed Normal Abilities from his Shrinking, replaced with Normal Strength. Realized the flame suit had a spare pp (I think I was originally going to make it Selective so he could just light up one hand, but it conflicted with my conception of how the flame suit worked), so I added Protection 1 in the form of padding. Changed Bouncing 2 for Immunity (Nonlethal physical damage, Partial Immunity) and used the last two pp for Takedown Attack 2. I feel like it makes him a little more normal and better reflects his stunt training."
"The Plastic Hunchback
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/xc4.xanga.com\/60cf461302d31272352273\/w217210325.jpg"}[/IMG2]
Artwork by AlienMastermind
Power Level: 10; Power Points Spent: 150/150

STR: +13 (16/36), DEX: +1 (12), CON: +12 (30/34), INT: +1 (12), WIS: -1 (8), CHA: -2 (6)

Tough: +15 (+10 Impervious, +7 Reflective (Kinetic)), Fort: +12, Ref: +5, Will: +4

Skills: Climb 5 (+8), Craft (mechanical) 14 (+15), Disable Device 11 (+12), Drive 3 (+4), Intimidate 8 (+8), Notice 10 (+9), Pilot 3 (+4), Search 3 (+4), Survival 3 (+2)

Feats: All-Out Attack, Attack Focus (melee), Attack Specialization (Unarmed Attack), Chokehold, Dodge Focus, Improved Critical 2 (Unarmed Attack), Improved Sunder, Improvised Tools

Powers:
(Saving Throw) Protection 7 (saving throw: toughness; Impervious, Reflective (Kinetic); Ablative)
(Strength Bonus) Strike 1 (Affects Insubstantial 2 (full power))
Golem Body (Container, Passive 7) (Innate; Noticeable)
. . Density 6 (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent)
. . . . Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
. . . . Super-Strength 2 (+10 STR carry capacity, heavy load: 14.7 tons; +2 STR to some checks)
. . Growth 4 (+8 STR, +4 CON, +1 size category; Permanent)
. . Super-Senses 10 (true sight; Distracting)
Immunity 29 (aging, common descriptor: Biological, critical hits, emotion effects, life support, sleep, starvation & thirst)
Regeneration 6 (recovery rate (bruised) 1 (recover 1 / round), recovery rate (injured) 3 (recover 1 / minute), resurrection: While metal is not scattered 2 (1 day), DC 16)

Attack Bonus: +4 (Ranged: +4, Melee: +5, Grapple: +23/+25)

Attacks: Unarmed Attack, +7 (DC 28)

Defense: +5 (Flat-footed: +2), Size: Medium/Large, Knockback: -16/-18

Initiative: +1

Drawbacks:
Disability, common, major, Mute: Can't speak
Vulnerable, common, minor, Fire: +1 Damage from fire attacks

Languages: English (native)

Totals: Abilities 24 + Skills 15 (60 ranks) + Feats 9 + Powers 79 + Combat 20 + Saves 9 - Drawbacks 6 = 150

History: In a small village in the Appalachian mountains, there stood an iron statue. It is said that a century ago, the statue possessed mystical powers and would animate to perform labors for the village and to protect it, but the magical word to bring it to life was lost along with the secrets of its creation. Or so most of the village believed. In truth, the magic word became known only to the elders of the village, and they passed it down from generation to generation, unused for fear of losing the potential power of the golem. And then, one day, the coal seam caught fire. Much of the village collapsed into the void created in the earth. One of the surviving elders, at the foot of the statue, intoned its activation word with his dying breaths, commanding it to go forth and protect others. Even as the golem marched through the flames, its form warped, not built for such great heat. The inner core, made of earth and lesser metals, melted and fell away, leaving the hollow structure of enchanted iron. When it emerged from the flames, the structural integrity of the iron had been lost, but the enchantments held enough that the golem resolidified, albeit looking like a melted wax model. He lurched out of the mountains and into a world that recoiled from his hideous melted visage. Still, he was told to protect, and protect he shall.

In his early escapades, the media noted how his body dented and bowed under blows, deforming even as he was struck, and deemed him the Plastic Hunchback for his malleability and deformity. Although large in size and strange in shape, the Plastic Hunchback is deceptively deft and clever, able to reform his fingers into instruments to work with locks and devices. He has an odd affinity with machines. This has most recently led to a mild obsession with cars, coupled with a mild frustration at being too big and heavy for most models.

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"Lady TNT
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Lady TNT

Power Level: 10; Power Points Spent: 151/151

STR: +0 (10), DEX: +5 (20), CON: +1 (12), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Tough: +1 (no Undercover Shirt)/+3 (Flatfooted)/+6, Fort: +6, Ref: +9, Will: +8

Skills: Acrobatics 1 (+6), Climb 8 (+8), Craft (Explosives) 9 (+12), Craft (structural) 3 (+6), Disable Device 4 (+7), Disguise 2 (+5), Gather Information 6 (+9), Knowledge (physical sciences) 9 (+12), Notice 8 (+11), Perform (comedy) 6 (+9), Sense Motive 10 (+13), Stealth 10 (+15)

Feats: Assessment, Attack Focus (ranged) 4, Attractive, Cat's Feet, Challenge - Accelerated Stealth, Challenge - Discrete Inquiry, Challenge - Restealth (Counters -5 per rank of the penalty for hiding after making a ranged attack) 2, Defensive Attack, Defensive Roll 3, Dodge Focus 6, Equipment 3, Evasion, Fighting Style: Aikido, Grappling Finesse, Improved Grapple, Improved Pin, Improved Throw, Improved Trip, Lionheart, Make Pyrotechnics: Use Knowledge: Physical Sciences for research and Craft (Explosives) for build, Precise Shot, Quick Change, Slap Silly, Sneak Attack 3, Truth Sense, Uncanny Dodge (Hearing)

Powers:
Super-Senses 2 (counters obscure: Smoke)
Plant Explosive (Damage 8) (DC 23; Burst Area (40 ft. radius - General), Range (ranged); Progression, Decr. Area Extra 6 (-6 ranks), Triggered 2 (any trigger); Reduced Range (max range 400 ft.))
Obscure 3 (affects: two sense types - visual, Radius: 25 ft.; Action (move), Independent)

Equipment: Caltrops, Thermal Imaging Goggles [Super-Senses 2, counters obscure: Smoke], Smoke Grenade [Obscure 3, affects: two sense types - visual, Radius: 25 ft.; Action (move), Independent], Undercover Shirt

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +9)

Attacks: Plant Explosive (Damage 8) (DC Staged/Tou ), Unarmed Attack, +4 (DC 15)

Defense: +10 (Flat-footed: +2), Knockback: -3

Initiative: +5

Languages: English

Totals: Abilities 30 + Skills 19 (76 ranks) + Feats 40 + Powers 31 + Combat 16 + Saves 14 + Drawbacks 0 = 150

History: Bella Hindman grew up in New York, playing about much like most kids. Her disarming wit helped her get out of trouble. Her uncanny ability to make homemade firecrackers made her popular with her peers. Once she reached her majority, she started performing a nightclub act, a somewhat more sophisticated form of vaudeville comedy consisting of series of jokes about the various eccentricities of the Big Apple. Then came the hold-up. Apparently the night-club hadn't been paying its protection money and the gangsters were here to collect. Bella thought quickly and ducked into the kitchen. Using various chemicals and materials found there, combined with the knowledge from her misspent youth, she was able to cobble together several simply pyrotechnic effects which she used to great effect on the scattered gangsters. The next day, she found that performing her comedy act paled compared to the excitement of the night before. And so by day, she performed her act and gathered information on local mob activities. At night, she attacked them as Lady TNT, Dame of Demolition.

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Edit: So, after some play-testing, she never used her hold-out pistol and the smoke grenade suffered due to her not being able to use it at the same time as attacking. I re-allocated her equipment to provide a move-action smoke grenade and a way of being able to see through her own smoke. Then, with the points I freed up from her attack specialization for the pistol, I created a custom challenge for being able to re-stealth after attacking. She's still a bit fragile defensively."
"Michael Hangman

Power Level: 10; Power Points Spent: 150/150

STR: +2 (14), DEX: +3 (16), CON: +9 (12/28), INT: +1 (12), WIS: +3 (16), CHA: +1 (12)

Tough: +9, Fort: +9, Ref: +5, Will: +9

Skills: Acrobatics 6 (+9), Bluff 9 (+10), Climb 10 (+12), Craft (artistic) 8 (+9), Diplomacy 6 (+7), Disable Device 7 (+8), Drive 3 (+6), Investigate 11 (+12), Knowledge (arcane Lore) 8 (+9), Knowledge (streetwise) 4 (+5), Language 1, Profession (Antiques) 4 (+7), Search 9 (+10), Sense Motive 12 (+15), Sleight of Hand 2 (+5), Stealth 4 (+7)

Feats: Attack Focus (melee) 2, Beautiful Voice (Diplomacy), Dodge Focus 2, Equipment 2, Improved Critical (Sickle (Strike 2)), Improved Trip, Sneak Attack

Powers:
Concealment 10 (all senses; Blending, Duration (concentration); Close Range)
Emotion Control 10 (DC 20; Burst Area (50 ft. radius - General), Selective Attack; Limited to Emotion (Fear), Range 2 (touch))
Enhanced Trait 16 (Traits: Constitution +16 (28, +9))
Immortality
Morph 5 (morph: broad group - generic humanoids, +25 Disguise, Feats: Challenge - Face in the Crowd; Limited (Limited to use as Face in the Crowd))
Punjab Lasso (Suffocate 9) (DC 19; Accurate 2 (+4), Extended Reach 3 (15 ft.))
Sickle (Strike 2) (DC 19, Feats: Improved Critical (Sickle (Strike 2)), Improved Trip; Mighty)
Super-Movement 1 (trackless)

Equipment: Antique Shop, Sickle [Sickle (Strike 2), DC 19, Feats: Improved Critical (Sickle (Strike 2)), Improved Trip; Mighty]

Antique Shop
Power Level: 10; Equipment Points Spent: 5
Toughness: +5
Features: Library, Personnel, Security System 1, Workshop
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 4 + Powers 0 + Combat 1 + Saves 0 + Drawbacks 0 = 5


Attack Bonus: +3 (Ranged: +3, Melee: +5, Grapple: +7)

Attacks: Emotion Control 10, +5 (DC Staged/Will 20), Punjab Lasso (Suffocate 9), +9 (DC Fort 19), Sickle (Strike 2), +5 (DC 19), Unarmed Attack, +5 (DC 17)

Defense: +8 (Flat-footed: +3), Knockback: -4

Initiative: +3

Languages: Native Language, Punjabi

Totals: Abilities 22 + Skills 26 (104 ranks) + Feats 8 + Powers 68 + Combat 18 + Saves 8 + Drawbacks 0 = 150

History: Vash Jaswal was kidnapped and raised by a remnant cult of Thugees to be their instrument of vengeance upon the world. They bestowed upon him mystic powers of concealment and fear and trained him in the arts of noose and knife. However, part of him remembered his upbringing before living with the cult, and rebelled against their ways. He emigrated to America on a steamer and, through diligence in salvaging items from the local junkyard, managed to make a tidy business for himself in the area of restoring and repairing antiques. Unfortunately, the spirit of Vengeance will not let him lie still and Vash finds that he must periodically sate a lust for death. So far, he has been able to restrict his activities to the local criminal element, but one day, his nature will out...

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"Radar Doc

Power Level: 10; Power Points Spent: 150/150

STR: +0 (10), DEX: +2 (14), CON: +1 (12), INT: +6 (22), WIS: +2 (14), CHA: +1 (12)

Tough: +1/+12, Fort: +5, Ref: +5, Will: +9

Skills: Computers 2 (+8), Craft (electronic) 14 (+20), Disable Device 4 (+10), Drive 1 (+3), Investigate 2 (+8), Knowledge (physical sciences) 10 (+16), Knowledge (technology) 12 (+18), Language 4 (+4), Notice 2 (+4), Pilot 5 (+7), Profession (Scientist) 4 (+6)

Feats: Attack Focus (ranged) 4, Conspiracy Theorist 5, Dodge Focus 4, Jack-of-All-Trades, Equipment 5, Genius, Improved Defense 1, Improvised Tools, Interface (Craft (Electronics)), Inventor, Lightning Calculator, Luck 3, Mechanical Genius (Radar)

Powers:
Radar Gun (Device 5) (Easy to lose)
. . Irradiate (Blast 10) (radiation, DC 25; Accurate (+2), Indirect (in front of you, directed away))
. . . . Concussion Blast (Damage 10) (Alternate; kinetic, DC 25; Cone Area (100 ft. cone - General); Knockback 2)
. . . . Ignite 7 (Alternate; DC 22; Incurable, Subtle (subtle); Lethal)
. . Super-Senses 1 (distance sense)
Radar Headset (Device 4) (Hard to lose, Restricted use (Requires DC 20 Knowledge (Physical Sciences) to use))
. . Radar Senses (Super-Senses 20) (accurate: Radar, acute: Radar, analytical: Radar, counters concealment: Radar, counters illusion: Radar, counters obscure (all), extended: Touch (Radar) 2 (x100), penetrates concealment: Radar, radius: Radar)
Radar Shield Belt (Device 5) (Hard to lose)
. . Immunity 7 (ensnarement, suffocation (all))
. . Protection 11 (+11 Toughness; Force Field, Impervious [7 ranks only])

Equipment: Electronics Shop, Vehicle: Autogyro

Vehicle: Autogyro
Power Level: 10; Equipment Points Spent: 12
STR: +10 (30)
Toughness: +9
Powers:
Flight 5 (Speed: 250 mph, 2200 ft./rnd)
Defense: -2, Size: Huge
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 10 + Combat 2 + Saves 0 + Drawbacks 0 = 12

Electronics Shop
Power Level: 10; Equipment Points Spent: 10
Toughness: +5
Features: Communications, Computer, Defense System, Fire Prevention System, Hangar, Library, Power System, Security System 1, Workshop
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 9 + Powers 0 + Combat 1 + Saves 0 + Drawbacks 0 = 10


Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +4)

Attacks: Concussion Blast (Damage 10), +4 (DC Staged/Tou ), Ignite 7, +8 (DC Staged/Tou ), Irradiate (Blast 10), +10 (DC 25), Unarmed Attack, +4 (DC 15)

Defense: +8 (Flat-footed: +2), Knockback: -9

Initiative: +2

Languages: French, Greek, Latin, Native Language, Russian

Totals: Abilities 24 + Skills 15 (60 ranks) + Feats 29 + Powers 52 + Combat 16 + Saves 14 + Drawbacks 0 = 150

History: Michael Young was a nebbish little man, content with his electronics shop and with his tinkering in the basement. One day, while tinkering with a simple RADAR device, he started thinking about how one could use a device like this to detect many other things, or even as an offensive weapon. Struck with sudden inspiration, he cobbled together the first versions of the Radar Headset and the Radar Gun. He went out to confront two vandals in the alley and promptly got cold-cocked by the third one who he hadn't noticed. After nursing his wounds and rebuilding his devices, he devised a third device that used radar waves to repulse incoming attacks, the Radar Shield Belt. Now, he feels ready to take on the world! Well, at least a small segment of New York...

Created With Hero Lab® - try it for free at http://www.wolflair.com!

Notes: I almost built him with a primitive mecha as an exoskeleton, but it just didn't completely gibe with the concept I wanted."
"^_^ And because I felt like I needed a sixth member to round out the team, FACE COOK, a living cartoon who played the omnipresent matronly housekeeper in the serials, brought to life.

Face Cook
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Power Level: 10; Power Points Spent: 150/150

STR: +1 (12), DEX: +2 (14), CON: +4 (18), INT: +1 (12), WIS: +2 (14), CHA: +0 (10)

Tough: +10, Fort: +8, Ref: +6, Will: +8

Skills: Diplomacy 7 (+7), Gather Information 5 (+5), Intimidate 5 (+5), Knowledge (popular culture) 4 (+5), Medicine 8 (+10), Profession (Cook) 5 (+7), Profession (Housekeeper) 5 (+7), Sense Motive 1 (+3)

Feats: All-Out Attack, Attack Focus (ranged) 4, Attack Specialization (Cooking Array (Array 16)) 2, Blind-Fight, Dodge Focus 3, Well-Informed, Well-Known

Powers:
Bounce Back (Regeneration 29) (recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 6 (recover 1 / round), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest), recovery rate (unconscious) 1 (recover 1 / round), resurrection: When remains not doused in paint thinner 7 (10 rounds), DC 39)
. . Healing 9 (Alternate; DC 19; Total; Persistent, Regrowth)
Cartoon Physiology (Protection 6) (+6 Toughness)
Cooking Array (Array 16) (default power: morph)
. . Clingy Custard Pie (Dazzle 8) (Array; affects: all sense types, DC 18)
. . Face Bake (Morph 10) (Default; morph: broad group - humanoids, +50 Disguise, DC 20; Attack (Fortitude), Insidious; Slow Fade 2 (5 minutes))
. . Frying Pan Assault (Strike 10) (Array; DC 25; Autofire 2 (interval 1, max +5); Affects Insubstantial (half ranks), Accurate (+2))
. . Thrown Kitchen Implements (Blast 8) (Array; DC 23; Insidious; Homing 3 (5 attempts), Indirect 3 (any point, any direction), Affects Insubstantial 2 (full power))
Immortality
Out of Frame (Features 1) (Notes: Face Cook's face is always obscured in photographs and video recordings. The most common way in which it will occur is that her head is just out of frame.)

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +5)

Attacks: Clingy Custard Pie (Dazzle 8), +12 (DC Fort/Ref 18), Face Bake (Morph 10), +8 (DC Fort 20), Frying Pan Assault (Strike 10), +10 (DC 25), Thrown Kitchen Implements (Blast 8), +12 (DC 23), Unarmed Attack, +4 (DC 16)

Defense: +8 (Flat-footed: +3), Knockback: -5

Initiative: +2

Drawbacks: Vulnerable, uncommon, moderate, Slapstick / Cartoon

Languages: Native Language

Totals: Abilities 20 + Skills 10 (40 ranks) + Feats 13 + Powers 77 + Combat 18 + Saves 14 - Drawbacks 2 = 150

History: In the cartoon serials, there was a common figure that appeared in many of them. Never named, but sometimes nicknamed "Mammy" after the traditional caricature design, she was the housekeeper and cook, and was the "only sane man" figure, dealing with everything from the feuds of the talking animals in the household to inept crooks trying to use the house to stash jewels, to alien invasions. She fended them all off with a combination of good humor and kitchen supplies, her trademark attack being a frying pan which, when pried off the face of her target, often left them with a vastly changed appearance. She might have gone on to only become a footnote in animation history were it not for the fateful incident at the Freedom City Arts Theatre.

During one of the movie showings, a gang of bank robbers had taken the people of the theater hostage during a failed attempt at escape. They repelled all attacks from the police and were threatening to start killing hostages when a loud clang was heard from the back of the theater. There, apparently having stepped straight off the screen, was "Mammy" and beside her apparently stood Midnight, albeit still dressed in the clothing of the crook. "We's gonna clean house here," Mammy cried, and pushed the figure of Midnight forward while pulling a large bowl out of thin air and winging it at one of the crooks in the back. Even as that robber fell, the others opened up on the apparently revealed Midnight, who was quickly knocked to the ground by the force of the bullets. It was an epic battle of flying bullets and flying crockery. The pots and pans seemed to come from every direction, and when dodged, would often curve around like boomerangs to still hit their target. Strolling through the carnage, apparently unaffected by the bullets, Mammy struck left and right with her frying pan, occasionally leaving another confused crook with the face of one of the local vigilantes, or the appearance of a police officer, causing the crooks to fire upon their transformed compatriot by accident. Soon, there was just one left. Mammy reared back her frying pan and slugged him across the head, crying, "Are y'all hungry? 'Cause I's a face cook!" Mammy then strode out of the theater and into a life as a crime fighter. The name of "Mammy" turned out to be trademarked by one of the major cartoon studios, so the newspapers picked up on her quote in the theater and started calling her by the appelation of "Face Cook" and cheered her efforts.

When the Defenders Five formed, they sought out Face Cook and asked her to join. She agreed, but only on condition that she be allowed to keep house for the group, cooking and cleaning. They agreed to these somewhat unusual terms and she fought with them for the decade or so that the group stayed together. When they dissolved, Face Cook continued her one-woman spree of vigilante justice, but found that her publicity was beginning to turn against her. At the time when her cartoons debuted, a black housekeeper was a fact of life, and her speech patterns were only mildly exaggerated. As time passed, and Freedom City became more racially sensitive, Face Cook found herself branded a racist symbol, a living caricature. The cartoons she'd starred in were quietly pulled from distribution and the masters burned. As her films slowly slid to obscurity, Face Cook found that she started fading away, becoming less powerful, people's memories of her fading. She was a mere shade, occasionally appearing during crimes commited when the elderly were present, but only as a brief image that attacked once before fading. One day, a woman named Meryl Dawson, a child in the audience at Face Cook's debut who had wished for a hero, stepped into traffic without looking, and was struck by a car. As she breathed her last breath, Face Cook faded away entirely, remembered only by old film buffs and then only for her cartoon appearances.

Future: Although the masters were destroyed, copies of Face Cook's films still exist. If they were to come back into public display once more, the general zeitgeist might be enough to revive Face Cook.

Description: Face Cook is a living caricature of the "mammy" type. She always appears in housedress and house slippers, and somehow, her face is never in view. In pictures of any sort, her head is coincidentally out of frame, or covered by a foreground object. In person, people remember seeing a face, but find that they can't describe it with any degree of detail. Face Cook's distinctive mode of dress and cartoon appearance means that she can be recognized despite this loss of face. In battle, she ignores most attacks since her cartoon physiology means they seldom last long. In terms of personality, she's caring towards most people, but when her dander gets up, she has a bad temper. In either case, she speaks in the stereotypical argot of her portrayal in the films.

Created With Hero Lab® - try it for free at http://www.wolflair.com!"
"So, I was rereading the stories and I realized that, in my attempt to bring her up to PL 10, I'd greatly expanded upon Pretty Deadly's powers. A much closer PL 8 approximation. Basically, she uses regular guns to deadly advantage, has a fair amount of speed, leaping, and super-human stamina, and she can change outfits at will. Murray probably should just come under contacts, but I figured I'd go ahead and make him a full minion complete with his later role as The Finn, local arms-dealer:

Pretty Deadly

Power Level: 8; Power Points Spent: 120/120

STR: +2 (10/14), DEX: +4 (10/18), CON: +6 (10/22), INT: +2 (14), WIS: +1 (12), CHA: +2 (10/14)

Tough: +6/+8, Fort: +6, Ref: +9, Will: +5

Skills: Acrobatics 5 (+9), Bluff 6 (+8), Computers 1 (+3), Concentration 2 (+3), Drive 4 (+8), Knowledge (current events) 1 (+3), Knowledge (popular culture) 1 (+3), Knowledge (streetwise) 4 (+6), Knowledge (tactics) 6 (+8), Notice 6 (+7), Sense Motive 6 (+7), Stealth 2 (+6)

Feats: All-Out Attack, Attack Focus (ranged) 3, Attack Specialization 2 (Heavy Pistol), Chokehold, Defensive Roll 2, Diehard, Dodge Focus 3, Equipment 2, Evasion 2, Favored Opponent 2 (Magical Girls), Fearless, Fighting Style: Krav Maga, Grappling Finesse, Improved Block, Improved Disarm, Improved Grapple, Improved Trick, Improved Trip, Minions 3, Move-by Action, Power Attack, Precise Shot 2, Quick Change 2, Quick Draw 2

Powers:
Enhanced Trait 28 (Traits: Charisma +4 (14, +2), Constitution +12 (22, +6), Strength +4 (14, +2), Dexterity +8 (18, +4))
Guns don't run out of ammunition, but might jam (Features 1)
Leaping 4 (Jumping distance: x25)
Magical Girl Array (Array 5) (default power: blast)
. . Lovely Field Medic (Healing 3) (Array; DC 13; Total; Stabilize)
. . Pretty Can of Whupass (Blast 4) (Default; DC 19; Explosion Area (40 ft. explosion - General); Reduced Range 2 (max range 100 ft.))
Speed 1 (Speed: 10 mph, 88 ft./rnd)

Equipment: Binoculars, Cell Phone, Heavy Pistol

Attack Bonus: +3 (Ranged: +6, Melee: +3, Grapple: +7)

Attacks: Heavy Pistol, +10 (DC 19), Pretty Can of Whupass (Blast 4) (DC 19), Unarmed Attack, +3 (DC 17)

Defense: +8 (Flat-footed: +3), Knockback: -4

Initiative: +4

Drawbacks: Normal Identity, common (when deprived of magic Maglite)

Languages: Native Language

Totals: Abilities 6 + Skills 11 (44 ranks) + Feats 37 + Powers 45 + Combat 16 + Saves 9 - Drawbacks 4 = 120

Created With Hero Lab® - try it for free at http://www.wolflair.com!

Murray

Power Level: 8; Power Points Spent: 45/45

STR: -4 (2), DEX: +2 (14), CON: +4 (18), INT: +2 (14), WIS: +0 (10), CHA: -2 (6)

Tough: +2, Fort: +4, Ref: +3, Will: +2

Skills: Knowledge (current events) 6 (+8), Knowledge (streetwise) 10 (+12), Profession (Arms Dealer) 12 (+12)

Feats: Benefit (common sense) (Always cuts to the chase), Benefit (organizational ties) (He's the Finn), Connected, Contacts, Equipment 2

Powers:
Flight 2 (Speed: 25 mph, 220 ft./rnd; Innate; Forward Only, Power Loss (Wings))
Shrinking 8 (-8 STR, -2 Toughness, -2 size categories, 1/2 movement speed; Permanent; Innate)
Super-Senses 9 (accurate: Detect Aika, detect: Aika 2 (ranged), detect magic, extended: Detect Aika 2 (x100), scent)

Equipment: HQ: Finn's Warehouse
HQ: Finn's Warehouse
Power Level: 8; Equipment Points Spent: 10
Toughness: +10
Features: Communications, Computer, Concealed 1, Garage, Gym, Living Space, Power System, Security System 1
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 8 + Powers 0 + Combat 1 + Saves 1 + Drawbacks 0 = 10


Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: -12)

Attacks: Unarmed Attack, +2 (DC 11)

Defense: +2 (Flat-footed: +1), Size: Tiny, Knockback: +1

Initiative: +2

Drawbacks: Disability, common, moderate, No hands, Impatient, uncommon, minor

Languages: Native Language

Totals: Abilities 12 + Skills 7 (28 ranks) + Feats 6 + Powers 21 + Combat 0 + Saves 3 - Drawbacks 4 = 45


Created With Hero Lab® - try it for free at http://www.wolflair.com!"
"Modified version without Duplication for the Toledo Knights game

Buzz
Power Level: 8; Power Points Spent: 120/120

STR: +2 (14), DEX: +4 (18), CON: +1 (12), INT: +1 (12), WIS: +1 (12), CHA: +0 (10)

Tough: +5/+7, Fort: +4, Ref: +9, Will: +4

Skills: Acrobatics 11 (+15), Computers 2 (+3), Disable Device 5 (+6), Knowledge (current events) 4 (+5), Knowledge (popular culture) 6 (+7), Notice 6 (+7), Sense Motive 6 (+7)

Feats: Attack Focus (melee) 3, Attack Specialization (Club) 2, Attractive, Defensive Roll 2, Dodge Focus 4, Elusive Target, Equipment 1, Evasion 2, Improved Disarm, Improved Initiative 3, Luck, Takedown Attack 2, Uncanny Dodge (Visual)

Powers:
Duplication / Super-Speed Array
. . AP: Duplication 8 (Survival, Heroic, Duration (Continuous); Limited (Cannot dismiss duplicates); Mental Link, Progression, # Duplicates 2 (5 duplicates))
. . AP: Super-Speed (Alternate Power; Container, Passive 7)
. . . . Enhanced Trait 3 (Feats: Improved Initiative 3)
. . . . Dynamic Speed/Quickness Array 4
. . . . . . Quickness 8 [Dyn: 1/r, +3max 0PP] (Perform routine tasks at 100x speed)
. . . . . . Speed 8 [Dyn: 1/r, max 6PP] (Alternate; Speed: 500 mph, 4400 ft./rnd)
. . . . Super-Movement 2 (wall-crawling 2 (full speed); Limited (While moving))
. . . . Super-Speed Attack Array (Array 7) (default power: climbing kick; All Subtle (subtle))
. . . . . . Climbing Kick 6 (Default; DC 23; Mighty)
. . . . . . Snare 7 (Array; DC 17; Transparent; Range (touch))
. . . . . . Strike 6 (Array; DC 23; Autofire (interval 2, max +3); Mighty, Precise)
. . . . . . Stun 7 (Array; DC 17)
. . . . Leaping 1 - Running 24 ft, Standing 12 ft, High Jump 6 ft
Protection 4 (+4 Toughness)

Equipment: Cell Phone, Club

Attack Bonus: +5 (Ranged: +5, Melee: +8, Grapple: +10)

Attacks: Climbing Kick 6, +8 (DC Stability/Tou +6/23), Club, +12 (DC 19), Snare 7, +8 (DC Ref/Staged 17), Strike 6, +8 (DC 23), Stun 7, +8 (DC Fort/Staged 17), Unarmed Attack, +8 (DC 17)

Defense: +9 (Flat-footed: +3), Knockback: -3

Initiative: +16

Languages: Native Language

Totals: Abilities 18 + Skills 10 (40 ranks) + Feats 21 + Powers 40 + Combat 20 + Saves 11 + Drawbacks 0 = 119 / 120

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-------

Buzz was a character in a 1E campaign I was in some time back. The basic concept was that Amalda Krull was caught at ground zero of a super-hero battle and after getting hit by two magical blasts at once, awoke to find she had super-speed powers. Naturally, she decided to become a superhero, there not being much else to do in Trafford, PA (the setting of our adventures, a small town just east of Pittsburgh), calling herself Buzz and dressing in a variety of thrift store purchases including baggy cargo pants with lots of pockets and a set of glasses with non-refractive lenses (going for the opposite of Clark Kent's usual method for disguising himself). One of the complications she faced in life was that while she could use her super-speed to somehow create a duplicate of herself, she lacked the ability to dismiss the duplicate. By the time she realized this, there were three of them, resulting in much comedic farce as she tried to hide this fact from her parents. One of the duplicates eventually decided to lead her own life, getting multiple piercings, dressing in black leather, and calling herself "Buzzkill". When the two heroines were seen contesting during a routine foiling of a bank robbery, the press decided that Buzzkill must be the mirror universe version of Buzz and both went along with that idea for the sake of avoiding having to come up with their own story.

There were a few other aspects of her backstory, including the fact that the original Buzzkill died in combat and one of the duplicates took her place. Although they'd lost track by that time, the first Buzzkill was also the original Amalda, now survived by her unwitting duplicates. Since the bodies don't disappear when dead, rumors abound that Buzz and Buzzkill have some sort of Phoenix-like ressurection ability since every body has gone up in flames shortly after death (The products of other duplicates, gasoline, and lighters).

----

I had to play a bit fast-and-loose with the Duplication. Really, it probably should be some variant on Independent, but that required adding many ranks of Slow Fade/Total Fade and it just wasn't worth the pain. She's a fragile speedster with a few tricks. [IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/www.atomicthinktank.com\/images\/smilies\/icon_smile.gif"}[/IMG2] A decent neophyte hero, but definitely needs some polishing."
"Built for the Ranger Corps game. Current build for the game available here (to be updated as we gain power points). Right now, we're just trained martial artists, but hopefully we'll be gaining Ranger-ish powers soonish... Basic concept behind the build is that he's slightly damage/defense shifted with a good bit of his damage being dependent on catching his opponent by surprise (Acrobatic Bluff). If free to stay in one place, he can use his Combat Concealment to create a miss chance against opponents he's engaged in combat with, a way of modeling how the constant movement of Capoeira makes them hard to target. He can also modify all of his caps except Toughness to employ a wide variety of possible attacks.

Xerxes Gregorson

Power Level: 5; Power Points Spent: 75/75

STR: +1 (12), DEX: +3 (16), CON: +3 (16), INT: +0 (10), WIS: +2 (14), CHA: +1 (12)

Tough: +3/+4, Fort: +3, Ref: +6, Will: +3

Skills: Acrobatics 10 (+13), Knowledge (popular culture) 2 (+2), Knowledge (streetwise) 1 (+1), Knowledge (theology & philosophy) 5 (+5), Language 1 (+1), Notice 4 (+6), Perform (dance) 6 (+7), Sense Motive 7 (+9)

Feats:
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Focus (melee) 2
Attack Specialization (Strike 3)
Blind-Fight
Combat Concealment - W&W [modified], Move action Acrobatics check versus Sense Motive to gain Partial Concealment versus attacks this round. Full action to gain Total Concealment - Models the deceptive movement of the ginga which often causes an opponent to miss on what they thought was a sure hit.
Defensive Attack
Defensive Roll
Defensive Throw - Free trip attempt against a missed melee attack
Distract (Acrobatics)
Dodge Focus
Elusive Target
Equipment 1 (Smart Phone: Cell-Phone, Feats: Conspiracy Theorist, Jack-Of-All-Trades/Quickness 1 Limited to Knowledge Checks, Video Camera)
Evasion
Evasive Retreat - Move 5 feet as a reaction when missed in combat
Grappling Finesse
Improved Critical (Strike 3)
Improved Initiative
Improved Throw
Improved Trick (applies to Acrobatic Bluff)
Luck
Power Attack
Prone Fighting
Skill Mastery (Acrobatics, Perform (Dance), Sense Motive, Notice)
Sneak Attack
Uncanny Dodge (Hearing) - It's closer to a form of situational awareness, but this was the closest sense.

Powers:
Strike 3 (DC 19; Mighty)

Attack Bonus: +0 (Ranged: +0, Melee: +2, Grapple: +5)

Attacks: Strike 3, +4 (DC 19, 21 with Sneak Attack), Unarmed Attack, +2 (DC 16, 18 with Sneak Attack)

Defense: +6 (Flat-footed: +3), Knockback: -2

Initiative: +7

Languages: Native Language, Portuguese

Totals: Abilities 20 + Skills 9 (36 ranks) + Feats 28 + Powers 4 + Combat 10 + Saves 4 + Drawbacks 0 = 75

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BACKGROUND
Xerxes is a Theology student who settled on the major more because he enjoyed arguing than because of a vested nature in the subject. On his own, he's very much a live-and-let-live kind of guy. For the last few years, he's been studying Capoeira and has found that the philsophy of the style greatly appealed to him. He recently applied for the Ranger program, not so much for philosophical reasons as that he's come to realize that his major probably won't guarantee him much of an income.


PERSONALITY
Phleghmatic to the extreme. Oddly tense and rigid for a capoeiristra, but within the roda, or in the rare times he's gotten into fights, he becomes relaxed, able to easily dazzle people with his acrobatics and then strike from an opportune position.

Updates: We've done the ranger transformation, which apparently bestows the following: [INDENT]Str +8
Attack +6
Defense +4
Protection 6 (Impervious)
Fort +5
Reflex +5
Immovable 1
Leaping 3
Super-Speed 3
Super-Strength 3[/INDENT]
Furthermore, we've been told that we'll be gaining 3 pp to spend on our effects. I'm planning on upgrading his Combat Concealment by 1 to allow him to get Partial Concealment as a Free Action, adding Extended Reach to his Strike to model his ability to strike at a fair distance with his kicks, and considering Takedown Attack 1 just to make him more in-genre for minion sweeping.

Xerxes, Red Ranger
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/x87.xanga.com\/7c1f9a64d5330281324277\/m224144801.jpg"}[/IMG2]

Power Level: 10; Power Points Spent: 150/150

STR: +5 (20), DEX: +3 (16), CON: +3 (16), INT: +0 (10), WIS: +2 (14), CHA: +1 (12)

Tough: +9/+10, Fort: +8, Ref: +11, Will: +3

Skills: Acrobatics 10 (+13), Knowledge (popular culture) 2 (+2), Knowledge (streetwise) 1 (+1), Knowledge (theology & philosophy) 5 (+5), Language 1 (+1), Notice 4 (+6), Perform (dance) 6 (+7), Sense Motive 7 (+9)

Feats:
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Focus (melee) 2
Attack Specialization (Strike 3)
Blind-Fight
Combat Concealment - W&W [modified], Move action Acrobatics check versus Sense Motive to gain Partial Concealment versus attacks this round. Full action to gain Total Concealment - Models the deceptive movement of the ginga which often causes an opponent to miss on what they thought was a sure hit.
Defensive Attack
Defensive Roll
Defensive Throw - Free trip attempt against a missed melee attack
Distract (Acrobatics)
Dodge Focus
Elusive Target
Equipment 1 (Smart Phone: Cell-Phone, Feats: Conspiracy Theorist, Jack-Of-All-Trades/Quickness 1 Limited to Knowledge Checks, Video Camera)
Evasion
Evasive Retreat - Move 5 feet as a reaction when missed in combat
Grappling Finesse
Improved Critical (Strike 3)
Improved Initiative
Improved Throw
Improved Trick (applies to Acrobatic Bluff)
Luck
Power Attack
Prone Fighting
Skill Mastery (Acrobatics, Perform (Dance), Sense Motive, Notice)
Sneak Attack
Uncanny Dodge (Hearing) - It's closer to a form of situational awareness, but this was the closest sense.

Powers:
Strike 3 (DC 19; Mighty)
Protection 6 (Impervious)
Immovable 1
Leaping 3
Super-Speed 3 (No SS array defined yet)
Super-Strength 3

Attack Bonus: +6 (Ranged: +6, Melee: +8, Grapple: +23)

Attacks: Strike 3, +10 (DC 23, 25 with Sneak Attack), Unarmed Attack, +8 (DC 20, 22 with Sneak Attack)

Defense: +10 (Flat-footed: +5), Knockback: -8

Initiative: +19

Languages: Native Language, Portuguese

Totals: Abilities 28 + Skills 9 (36 ranks) + Feats 28 + Powers 41 + Combat 30 + Saves 14 + Drawbacks 0 = 150"
"^_^ Submitted to the X-Men Reboot. Largely cribbed from Jabroniville's build.

Catseye
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/media.comicvine.com\/uploads\/1\/15776\/1005082-catseye5_super.jpg"}[/IMG2]
Hair: Purple, runs as a mane down her neck
Eyes: Purple, cat-slitted
Civilian identity: Sharon Smith

Power Level: 8; Power Points Spent: 120/120

STR: +5 (10/20), DEX: +5 (16/20), CON: +5 (12/20), INT: +3 (16), WIS: +2 (14), CHA: -2 (6)

Tough: +5/+7, Fort: +7, Ref: +10, Will: +5

Skills: Acrobatics 6 (+11), Climb 12 (+17), Escape Artist 4 (+9), Handle Animal 8 (+6), Notice 8 (+10), Search 3 (+6), Sense Motive 10 (+12), Stealth 6 (+11), Survival 6 (+8)

Feats: Attack Focus (melee) 4, Defensive Roll 2, Dodge Focus, Eidetic Memory, Endurance, Improved Grab, Improved Grapple, Improved Trip, Truth Sense

Powers:
Claws and Teeth (Strike 2) (DC 22; Mighty)
Enhanced Trait 22 (Traits: Strength +10 (20, +5), Dexterity +4 (20, +5), Constitution +8 (20, +5))
Leaping 2 (Jumping distance: x5) - running 75 ft, standing 37 ft, vertical 18 ft.
Mental void (Concealment 1) (other sense: Mental; Close Range)
Morph 1 (morph: broad group - cat forms, +5 Disguise)
Shrinking 8 (-8 STR, -2 Toughness, -2 size categories, 1/2 movement speed; Limited (Only during morph))
Speed 2 (Speed: 25 mph, 220 ft./rnd)
Super-Movement 1 (wall-crawling 1 (half speed))
Super-Senses 5 (extended: Scent 1 (x10), extended: Vision 1 (x10), low-light vision, scent, tracking: Scent 1 (half speed))
Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +13)

Attacks: Claws and Teeth (Strike 2), +8 (DC 22), Unarmed Attack, +8 (DC 20)

Defense: +8 (Flat-footed: +4), Knockback: -3

Initiative: +5

Languages: English

Totals: Abilities 14 + Skills 16 (63 ranks) + Feats 12 + Powers 46 + Combat 22 + Saves 10 + Drawbacks 0 = 120

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Complications
* Obvious mutant - Sharon has thick purple hair (it's an actual mane with hair follicles that proceed down to her lower back), slitted eyes, and slightly pointed teeth in her human form. She can hide most of her feline aspects, but doesn't always think to.
* Offputting - Sharon considers herself a cat and frequently acts like one. Among other things, she thinks nothing of rubbing up against people as a sign of affection.
* Family Ties - Sharon considers Doc her family and would fight to protect him and his ship.

History
Catseye vaguely remembers an early life involving a soft voice and a hard voice, soft blankets and milk until the day she was carried away in a basket and left in an alley. No matter how much she cried for the soft voice to come back, no one came, so she wandered the city until she accidentally wound up on the S.S. Aquarius, a small fishing boat on the Boston harbor. The captain, Doctor Ronald Smith (PhD in Fisheries), took a liking to her and made her the ship mascot. As Catseye grew larger, and showed signs of higher intelligence and opposable thumbs, the crew became more wary, but considered her one of their own and protected her existence. Then, one day, there was a frightened little girl in the cat basket. Nearly inconsolable over having lost her fur and claws, Doc discreetly sought help for a "strange child" and he was soon approached by Xavier.

Xavier found Sharon's lack of mental presence astounding, but was nonetheless able to use his advanced knowledge of psychology to guide Sharon into learning to resume her preferred form and how to shift back. Now, years later, he's returned to offer her a position on a new team he is forming to help protect mutants...

Background
As far as Sharon is concerned, she is a cat who can periodically turn into a human. Nonetheless, she is brilliantly intelligent in her own way, and she quickly forms fast friendships with those she meets (sometimes a bit too fast for Xavier, who's been trying to convince her that not every person she meets must become her friend).

Addendum: Since Catseye wasn't always the best fleshed-out in the official books, a good bit of her history is being drawn from Bottroff's "Go West" fanfic."
"Originally posted for badpenny's Sidekicks game before that folded. Basic premise was that we were sidekicks of established heroes and, at the beginning of the campaign, the main superhero bar gets bombed, leaving us to our own devices. Sadly, there was some confusion as to PL of characters and badpenny decided to scrap the campaign before it started.

Mary Marvel
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/duggan.files.xanga.com\/2014\/01\/Mary-Marvel-recolored.png"}[/IMG2]
Most of the image sourced from here with the substitution of a head from stock photo site and some photomanipulation to change the color of the clothing and match skin tones.

Power Level: 8; Power Points Spent: 120/120

STR: +7 (12/24), DEX: +1 (12), CON: +9 (14/28), INT: +2 (14), WIS: +0 (10), CHA: +3 (16)

Tough: +9, Fort: +9, Ref: +3, Will: +6

Skills: Acrobatics 3 (+4), Climb 2 (+9), Concentration 6 (+6), Craft (cooking) 4 (+6), Diplomacy 7 (+10), Escape Artist 4 (+5), Knowledge (civics) 3 (+5), Knowledge (current events) 3 (+5), Notice 8 (+8), Sense Motive 8 (+8)

Feats: Accurate Attack, Attack Focus (melee) 4, Attractive (+4), Cult Hero (Future Homemakers of America), Dodge Focus 4, Eidetic Memory, Elusive Target, Improved Disarm, Improved Sunder, Interpose, Luck, Second Chance (Diplomacy Checks), Takedown Attack 2

Powers:
Enhanced Trait 26 (Traits: Strength +12 (24, +7), Constitution +14 (28, +9))
Flight 4 (Speed: 100 mph, 880 ft./rnd; Gliding, Enhanced Feat: Move-By Action)
. . Leaping 5 (Alternate; Jumping distance: x50)
Impervious Toughness 8 (Limited (Physical attacks))
Strike 2 (DC 24; Penetrating; Mighty)
. . Climbing Kick 1 (Alternate; DC 23; Mighty, Up in the Air)
Super-Senses 2 (extended: Hearing 2 (-1 per 1k ft))
Super-Strength 3 (+15 STR carry capacity, heavy load: 2.8 tons; +3 STR to some checks)

Attack Bonus: +3 (Ranged: +3, Melee: +7, Grapple: +14/+17)

Attacks: Climbing Kick 1, +7 (DC Stability/Tou +8/DC 23), Strike 2, +7 (DC 24), Unarmed Attack, +7 (DC 22)

Defense: +7 (Flat-footed: +2), Knockback: -8

Initiative: +1

Languages: English

Totals: Abilities 18 + Skills 12 (48 ranks) + Feats 20 + Powers 50 + Combat 12 + Saves 8 + Drawbacks 0 = 120

Background
Mister Marvel was a super's super. Able to outrun locomotives, pace jet engines, lift small buildings, and bounce bullets off of his toned pectorals, he excelled in almost every area. One of the areas he was bad at was public speaking. Whatever his background (he's downright cagey about where he got his powers from), he lacked eloquence and spoke with a bad stutter. For a long time, he tried to let his actions speak for him, but then along came Mary.

Mary was an orphan on a bus hijacked by the Mad Maven. After Mister Marvel foiled the evildoer's plans, he was besieged by reporters asking him question after question. As Mister Marvel got progressively redder in the face trying to frame his words, a golden-haired toddler somehow pushed through the crowd and hugged his leg, shouting, "Mister Marvel saved me. I love Mister Marvel!" Much to Mister Marvel's surprise, this entirely derailed the press as they proceeded to take picture after picture of the adorable moppet. Seeing the benefit of good press, Mister Marvel applied on the spot to adopt the child, naming her Mary Marvel (previously, the nuns of the orphanage had saddled her with the unwieldy name of Austerity). The actual raising of Mary was left to hired nursemaids, but Mister Marvel doted on her, and took to having her accompany him on his missions, depositing her on the sidelines while he battled evil. As she got older, she devoted her life to making sure that Mister Marvel's praises were properly sung, and she became quite good at it.

Somewhere in the passing years, Mary gained superpowers, and ones very similar to her benefactor. Again, Mister Marvel was surprisingly closemouthed about how this came to pass, even with his adoptive daughter. Despite growing evidence that her strength and resilience were beginning to approach that of her adoptive father, he still kept her on the sidelines and she respected his wishes, always trying to stay out of the fray and dressing in the manner he considered appropriate involving long-sleeve sweaters and angle-length dresses. She did refuse the idea of a head covering, citing that it would blow off far too easily. For a while, she was happy being Mister Marvel's spokesman, but then the Sidekick Project came into play.

Much to Mister Marvel's chagrin, he was forced to send Mary off to classes on how to fight and to defend herself. Much to her chagrin, she turned out to be quite good at it. She's currently in her "Junior" year phase, having learned much of what the school has to teach and now itching for a chance to gain some practical knowledge. Another side effect of her schooling is her exposure to a wider range of media. One of her roommates was a major fan of rock-and-roll and she's become a closet fan of Paul Revere and the Raiders. She's also amassed a small private collection of science fiction, particularly enjoying the works of Phillip K. Dick. Still, in all ways, she's the same blonde-haired, blue-eyed, soft-spoken Christian that Mister Marvel raised her to be.

Complications
* Secret (from herself) - Mary doesn't know who her parents were or where her powers come from.
* Secret (from others) - Abovementioned new choices in music and literature. Also, she nurses a strong crush on her adoptive father, although she'd never admit it to anyone and she prays nightly to be rid of it.
* Affiliation - Mary is a devout Christian of a fairly fundamentalist bent. An exposure to the wider world is leading her to think that there's a possibility she may have to decide whether her religious worldview can accommodate the changes the world is undergoing or if she'll be called to be a beacon of righteousness in a corrupt world.
* Dedication - Mary is dedicated to Mister Marvel. She'd do just about anything he'd ask. She's also firmly dedicated to helping the helpless. Before her training with the Sidekick Project, she'd thought of the latter in terms of helping to ferry goods to the needy, and serving as a symbol. Now, she knows that she can do so much more and is itching to prove herself.
* Reputation - Few people take Mary seriously, still seeing her as the "cute kid" that Mister Marvel picked up to distract reporters. Complicating matters, she still has a sizable contingent of people who feel she should continue to represent that sort of hapless sidekick despite her powers, especially since she's a girl.
* Peacemaker - Mary always wants to believe that there's a way to settle conflicts without violence and she'll do her level best to try to do so. She also can't stand discord among others and will actively try to help, even long after her efforts have been shown to be fruitless.

----

Mister Marvel is, of course, a Superman/Captain Marvel expy. Mary's powers are a toned-down version of his. Oddly enough, he has several weaknesses that Mary has not shown. I'm undecided as to how pure and selfless Mister Marvel really is and what secrets he's hiding about his past."
"Submitted to Kenseido's Force Ops game. He's a slight retooling of Radar Doc.

Zdolno&#347;&#263;

Power Level: 9; Power Points Spent: 150/150

STR: +0 (10), DEX: +2 (14), CON: +1 (12), INT: +7 (24), WIS: +2 (14), CHA: +1 (12)

Tough: +1/+11, Fort: +5, Ref: +7, Will: +9

Skills: Computers 10 (+17), Craft (electronic) 14 (+21), Disable Device 7 (+14), Drive 1 (+3), Intimidate 4 (+5) Investigate 2 (+9), Knowledge (physical sciences) 6 (+13), Knowledge (technology) 12 (+19), Language 4 (+4), Notice 6 (+8), Pilot 5 (+7), Profession (Scientist) 4 (+6), Sense Motive 5 (+7)

Feats: Attack Focus (ranged) 3, Dodge Focus 4, Jack-of-All-Trades, Equipment 3, Improved Defense 1, Improvised Tools, Interface (Craft (Electronics)), Inventor, Lightning Calculator, Luck 2

Powers:
Ray Gun (Device 5) (Easy to lose)
. . Irradiate (Blast 9) (radiation, DC 24; Accurate (+2), Indirect (in front of you, directed away), Incurable, Progression (Range increment) - 5 increments of 180 ft)
. . . . Concussion Blast (Damage 9) (Alternate; kinetic, DC 24; Cone Area (80-225 ft. cone - General); Knockback 2, Increased Area 1, Decreased Area 1)
. . . . Ignite 7 (Alternate; DC 22; Incurable)
. . Super-Senses 1 (distance sense)
Power Belt (Device 6) (Hard to lose)
. . Immunity 7 (ensnarement, suffocation (all))
. . Protection 10 (+11 Toughness; Force Field, Impervious [8 ranks only])
. . Flight 2
Gestalt Understanding (Super-Senses 4) [Detect Technology, acute, ranged, analytical]
Summon Components (Create Object 5) [Max size: 5 10x10x10 cubes, Innate, Precise, Progression: Object Size, Subtle (Realistic), Permanent]
. . Gestalt Troubleshooting (Transform 7) [Alternate; 1->1 (Broken to Fixed), 125 lbs, DC 17, Range (Touch), Drawback: Requires Craft check, Innate]


Equipment: Electronics tools (Masterpiece), Gas mask, Night-vision goggles, Cell phone, Electronics Shop

Electronics Shop
Power Level: 10; Equipment Points Spent: 10
Toughness: +5
Features: Communications, Computer, Defense System, Fire Prevention System, Hangar, Library, Power System, Security System 1, Workshop
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 9 + Powers 0 + Combat 1 + Saves 0 + Drawbacks 0 = 10[/i]


Attack Bonus: +4 (Ranged: +7, Melee: +4, Grapple: +4)

Attacks: Concussion Blast (Damage 9), +4 (DC Staged/Tou 24), Ignite 7, Perc (DC Staged/Tou 22), Irradiate (Blast 9), +9 (DC 24), Unarmed Attack, +4 (DC 15)

Defense: +7 (Flat-footed: +2), Knockback: -9

Initiative: +2

Languages: French, Greek, Latin, English, Polish

Totals: Abilities 26 + Skills 20 (80 ranks) + Feats 16 + Powers 58 + Combat 14 + Saves 16 + Drawbacks 0 = 150

History: From an early age, Xavier Woszczyna just "knew" things. The teacher would ask a question and the answer would pop into his head. He touched the lawnmower and instantly knew that there was a clog in the fuel line. In time, he learned to further channel this power, touching a machine and somehow manipulating it to make it right once more. The real shock came the day he absently reached across a bench for a hammer and found it already in his hand... and also still on the bench. Somehow, he was able to pull components and tools from mid-air. Initially, he could only pull very simple objects, but his ability grew and soon he could pull just about anything he wanted out of thin air with the minor drawback that he had no way to put it back. In some corner of his mind, he's certain that he's actually pulling this object from a specific location... he's mildly afraid that one day, the butcher's bill will come due on his ability.

Nevertheless, his skills ensured a steady day-to-day living alternately fixing appliances and tinkering on his own devices. After much fiddling, he developed a working ray gun and a belt that not only provided a protective force field, but also allowed him counter the forces of gravity. All that's left is field-testing... and so he's started appearing as Zdolno&#347;&#263;, coined after the Polish word for "ability".

Complications:
* Pride: Xavier is used to being the smart man in the room. He has something to say on every subject. He's very knowledgable when it comes to scientific fields and he has the occasional startling insight on just about any other topic under the sun, but he's not as smart as he thinks he is.
* Diedrick's Syndrome: Sometimes, Xavier gets incredibly carried away when it comes to his scientific ideas. Mad, they called him, mad... well, he'll show them.
* Family: Xavier's parents are still alive and well, as are three sisters and one kid brother. His family is proud immigrant stock and has refused to let him do anything more than provide upkeep on family appliances. Perhaps his mother never quite forgave him for providing a "better" blender; 50 HP proved too much for her. In his mind, she's been enacting revenge ever since by constantly bringing by a new "nice Polish girl" for him to take on a date.
* Power Source: Xavier is uncertain whether he generates the materials he summons or if he's "borrowing" them from somewhere. All he knows is that once he summons them, he can't make them disappear, and sometimes he doesn't get quite what he asked for, making his suspect that he's somehow pulling the objects from another location.

Appearance:
Age: 27
Height: 5' 9"
Weight: 150 lbs
Hair: Black, slightly shaggy, hanging to just below his ears. Starting to thin a bit around the temples.
Eyes: Dark brown, almost black
General: Sports a thick black handlebar moustache set above a strong jaw. His eyebrows are bushy, like little black caterpillars. So far, the only wrinkles to form are generous smile crinkles around his eyes. His face is rough-cut, more severe than handsome, and his body is reasonably trim, but far from muscled. When doing his super-heroing, he goes around in a dark blue set of coveralls with a silver P in the center, his waist adorned by his gunmetal-black shield belt, which generates a golden glow around the outline of his body. His Ray Gun draws its sensibilities from Art Deco, a burnished piece of plastic, rubber, and chrome. Across his face, he wears a smooth helmet, also dark blue, with a heavily tinted yellow visor across the top of his face and a second strip of metal across the bottom of his face which contains the gas-mask. In between, his upper lip is visible with moustache proudly on display.

Created With Hero Lab® - try it for free at http://www.wolflair.com!"
"Submitted for Ysariel's 2E Emerald City Knights Campaign

Mockingbird
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/bbsimg.ngfiles.com\/1\/3127000\/ngbbs41323c46d8876.jpg"}[/IMG2]
Real name: Ivan Vasil'yevich Egorov
Citizen name: John Christopher Levinson

Power Level: 10; Power Points Spent: 150/150

STR: +4 (18), DEX: +5 (20), CON: +6 (22), INT: +3 (16), WIS: +2 (14), CHA: +3 (16)

Tough: +6/+10, Fort: +7, Ref: +10, Will: +7

Skills: Acrobatics 8 (+13), Bluff 12 (+15), Climb 6 (+10), Concentration 5 (+7), Diplomacy 2 (+5), Disable Device 4 (+7), Disguise 4 (+7/+12), Drive 4 (+9), Escape Artist 4 (+9), Intimidate 10 (+13), Knowledge (history) 5 (+8), Knowledge (tactics) 10 (+13), Language 1 (+1), Medicine 2 (+4), Notice 8 (+10), Pilot 4 (+9), Profession (Handiman) 4 (+6), Sense Motive 5 (+7), Stealth 8 (+13), Survival 6 (+8), Swim 8 (+12)

Feats: Accurate Attack, Attack Specialization 3 (Hammered Sickle (Device 2)), Challenge - Face in the Crowd*, Cult Hero (Communists)**, Defensive Attack, Defensive Roll, Dodge Focus 5, Equipment 1, Evasion, Improved Disarm, Improved Initiative, Inspire 2 (+2), Leadership, Master Plan, Power Attack, Quick Draw, Seize Initiative, Uncanny Dodge (Auditory)
* You can craft a disguise that is less likely to draw attention. Only people who specifically single you out and try to notice your deception receive Notice checks to do so. Guards and other passive observers take no special notice of you unless you draw attention to yourself or interact directly with them. The feat bypasses the normal -5 penalty to do this.
** Such characters are well-known, beloved figures within a subculture and receive a +4 bonus per rank on all Charisma-based skill checks involving anyone belonging to that particular group. This bonus cannot increase your total effective skill rank higher than the campaign's power level limit.

The downside is they're considered infamous and distrusted by at least one other group equal or larger in size to the one that adores them. When dealing with detractors, all Charisma-based skill checks are penalized by -2 per rank.


Powers:
Morph 1 (morph: broad group - humans, +5 Disguise) - From equipment
Hammered Sickle (Device 2) (Easy to lose)
. . Strike 4 (DC 23; Penetrating; Mighty)
. . . . Blast 3 (Alternate; DC 21; Mighty 3 (+3 to damage)) - He throws his weapon Captain America-style, catching it pretty infallibly on the rebound.
Driven (Immunity 6) (interaction skills, sleep; Limited - Half Effect) - Due to his training, he can get by on little sleep and finds it easier to resist attempts to influence him.
Leaping 1 (Jumping distance: x2)
Speed 1 (Speed: 10 mph, 88 ft./rnd)
Sound Mimic (Features 1) -
Super-Senses 4 (analytical: Hearing, danger sense: Auditory, direction sense, extended: Hearing 1 (-1 per 100 ft))

Equipment: Chain-Mail, Disguise Kit [Morph 1, morph: broad group - humans, +5 Disguise]

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +10)

Attacks: Blast 3, +12 (DC 21), Strike 4, +12 (DC 23), Unarmed Attack, +6 (DC 19)

Defense: +10 (Flat-footed: +3), Knockback: -5

Initiative: +9

Languages: English, Native Language (Russian)

Totals: Abilities 46 + Skills 30 (120 ranks) + Feats 25 + Powers 16 + Combat 22 + Saves 11 + Drawbacks 0 = 150

Background
Ivan Vasil'yevich Egorov was born in Rostov-on-Don in 1921, and proudly fought against the menaces of the Axis powers in World War II. During that time, he participated in various trials to attempt to engineer a Russian super-soldier. Much to his chagrin, he repeatedly failed to distinguish himself in that area. The chemicals made him a little bit faster. The radiation made him a little bit stronger. The work with the psychics augmented his own natural ability to perform impressions of others. Still, he was barely a single step above the common soldier, and others continued to be promoted ahead of him. During the Cold War, he served the Communist government proudly, but he wasn't as strong as Sovena or the Proleterian. He lacked the mechanical genius of Red Death. He lacked the infiltration abilities of Ivanova, often known in the U.S. informally as the Molotov Cocktease for her ability to seduce prominent American figures and worm secrets from them. And so he languished, fighting minor battles as The Mockingbird versus U.S. heroes and occasionally trotted out for publicity stunts. That is, until his final mission in 1983.

Ivan crossed into the United States over the Canadian border and assumed an identity as John Christopher Levinson, Slavic immigrant and a citizen of Emerald City. His stated job was to maintain his cover until the time when the Soviet government would activate him and he would use his mimicry abilities to forge certain key vocal orders. And so he settled in to wait. And wait he did. Unbeknownst to him, his file was lost in the general chaos and inefficiency of the Communist bureaucracy. No orders ever came. Ivan met and married Maria Woszcnya, a Polish immigrant. Maria died in 2005, their union completely fruitless, and Ivan gave up all hope for making an impact on the world. He was about to send his old costume and weapons off to the museum when the Silver Storm struck. Donning his old garb and limbering his creaking bones, he set out to find what had happened.

Complications
* Is Youth Fleeting? - The effects of the Silver Storm have seemingly restored Ivan's youthful prowess. At the beginning of the adventure, he's suffering from reduced attributes of a 12 Strength, 10 Dexterity, and 12 Constitution and his powers are unreliable. It's possible something may temporarily or permanently rob him of his enhanced status again.
* Secret Origin - Ivan has all of the trappings of an American citizen, but as a sleeper agent, he could readily be deported if his true identity were discovered
* Long History - While Mockingbird was never an A-list Communist threat, he does have a bit of a reputation. Sometimes it works for him and sometimes it works against him
* Old Fashioned - Ivan has lived a long life. He's at that stage where he does not adapt easily to the changing times
* Loyalty - Ivan is torn a bit between his two identities. He has come to love his adopted country, but he spent most of his life serving Mother Russia. Should it come to a choice between the two, he feels like he would be forced in the position of Buriden&#8217;s Ass.

----

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2012 Green Ronin Publishing, LLC. All rights reserved."
"Built for XLS's Silver Age Freedom City campaign, although I'm replacing him with Mary Marvel from a bit earlier in the thread so as to be a bit more accurate to the period.

Trip
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/duggan.files.xanga.com\/2013\/12\/hm3-beta.png"}[/IMG2]
Power Level: 8; Power Points Spent: 120/120
Height: 5' 10" Weight: 153 lbs
Eyes: Pale blue Hair: Mousy brown

STR: -1/+4 (9/18), DEX: +1 (12), CON: +2/+7 (15/24), INT: +5 (20), WIS: +2 (14), CHA: +1 (12)

Tough: +2/+3 (Base) / +7/+8 (Adrenal Surge), Fort: +2/+7, Ref: +5, Will: +4

Skills: Bluff 6 (+7), Craft (chemical) 10 (+15), Gather Information 6 (+7), Knowledge (life sciences) 6 (+11), Knowledge (physical sciences) 6 (+11), Knowledge (streetwise) 2 (+7), Medicine 2 (+4), Notice 4 (+6), Sense Motive 2 (+4)

Feats: Attack Focus (ranged) 2, Attack Specialization (Expectorated Drugs (Array 10)), Attack Specialization (Unarmed Attack), Challenge - Fast Work (Craft (Chemical)), Chemist - Inventor with Knowledge (Physical Sciences / Life Sciences) and Craft (Chemical), Defensive Roll, Dodge Focus 5, Fearless

Powers:
Expectorated Drugs (Array 10) (default power: Nauseate) [20 pp + 4 pp of Alternates = 24 pp]
. . Adrenal Surge 9 (Array; +9 STR/CON; Affects Others; Slow Fade (1 minute), Subtle (subtle))
. . Dazzle 6 (Array; affects: 1 type + visual - visual + tactile, DC 16; Accurate (+2), Reversible, Notes: Induces visual and tactile hallucinations that render that sense useless.)
. . Emotion Control 6 (Array; DC 16; Contagious (skin contact), Duration (continuous); Range (ranged); Accurate (+2), Reversible)
. . Nauseate 6 (Default; DC 16; Range (ranged); Accurate (+2)), Notes: Pleasure based. Puts the target in a state of bliss.)
. . Poison (Blast 8) (Array; DC 23; Incurable, Reversible, Sedation, Variable Descriptor (Narrow group - Various chemical descriptors), Notes: By using various drug combinations, he can cause massive pain in the subject's body, but can administer an antidote that will reverse the effects.)
Trippy Skin (Confuse 10) (DC 20; Aura, Permanent, Duration 2 (sustained); Range (touch), Notes: His skin constantly exudes a drug that induces a variety of unpredictable effects in those that touch it.) [30 pp]

Attack Bonus: +4 (Ranged: +6, Melee: +4, Grapple: +8)

Attacks: Dazzle 6, +10 (DC Fort/Ref 16), Emotion Control 6, +10 (DC Staged/Will 16), Nauseate 6, +10 (DC Fort/Staged 16), Poison (Blast 8), +8 (DC 23), Trippy Skin (Confuse 10), +4 (DC Will 20), Unarmed Attack, +6 (DC 19)

Defense: +8 (Flat-footed: +2), Knockback: -4

Initiative: +1

Languages: English (Native)

Totals: Abilities 22 + Skills 11 (44 ranks) + Feats 13 + Powers 54 + Combat 14 + Saves 6 + Drawbacks 0 = 120

Background
Trip's parents are members of The Tick-Tock Doc's Counter-Clock-Culture. Well, at least the people who raised him definitely were. The Tick-Tock Doc never expounded at length at Trip's background. As long as Trip remembered, he was surrounded by hippies, beatniks, and other peace-loving folk that The Doc had gathered. According to The Doc, he's at least sixteen of Earth's years, but time not being a priority, he might be younger or older. As it is, The Tick-Tock Doc dropped him off at the foot of the Beaumont mansion a few months ago, telling Trip that he was welcome to return at any time, but, well... Trip's powerset had kicked in, causing his skin to constantly exude a hallucinogenic coating. At first, people had been content to get a contact high by touching Trip. Then, some of them had started licking to get a higher concentration and a few started suggesting other ways of transmitting the high by involving more surface area. The Doc was a big fan of free love, but worried that Trip's natural state of mellowness meant he might be acquiescing more out of the spirit of not making waves rather than because it was what he wanted. Plus, The Doc felt that Trip needed to be out and among the world and share his talents with the squares out there. Trip, ever agreeable, went with the flow and wished The Doc well and that he'd see him soon, hopefully. The Freedom League has come to accept Trip as a sort of a junior ward. Due to the risk of accidents from skin contact, he is tutored at the mansion and seems to be shaping up to be a bright, if ambitionless, child. Attempts to get him to answer to something either than Trip have failed because, as he sees it, "My name's my name. I don't need another label."

Personality
The cocktail of chemicals that run through Trip's system generally keep him in a constant state of relaxation that most Zen masters would envy. Very little fazes him and he's extremely tolerant of mild discomforts, at least to himself. If someone else is in trouble, he tends to act decisively, although he's prone to relatively non-violent solutions, preferring inducing a state of blissful peace in others rather than to induce a more violent overdose reaction in their system. The one burr in his saddle currently is his inability to turn off the hallucinogenic chemicals in his skin. Before his power kicked in, he was a very tactile person, prone to comfort with a hug or to clap a fellow friend on the back to congratulate him. Now, he has to be careful of any contact with another human being. He can't even cover up because the chemicals inevitably move their way to the surface. He yearns to gain control over his skin, even if it's just to be able to change the composition to something less likely to induce the wide range of reactions.

Complications
  • Addiction - While Trip's never felt the need to take any drugs due to the unique nature of his bodily system, attempts by the League to temporarily nullify his powers have left him in a state comparable to withdrawal. Additionally, the effects he can induce in others aren't physically addictive, but can be very mentally addictive.
  • Blithe Spirit - Trip seldom means to hurt anyone, but he's seldom serious about anything for long, which means that he occasionally offends by not having sufficient gravity on a given subject such as death or loss.
  • Blue and Orange morality - Trip grew up in what was essentially an endless summer of love. He doesn't entirely get the concepts of firm possessions, and sees nothing wrong with people hooking up, or deciding to escape reality through chemistry, meditation, or magic.
  • Family ties - Trip feels a certain loyalty to the Counter-Clock Culture, and is likely to move Heaven and Earth to help them should he find they need him again.
  • Loneliness - Trip misses the ability to make physical contact with others without possibly inducing a bad trip in them. Sometimes, he forgets and makes contact. Sometimes, he "forgets".
  • Unknown history - The Doc has never elaborated on who Trip's parents were, where they came from, or even when they came from, something uncertain with The Doc's time machine. Trip's never really worried about finding out, but it could come back to bite him.
  • Unpredictable changes - Trip's body chemistry is constantly in flux. Sometimes, his powers work differently for a while. Sometimes, the chemicals changes wreak havoc on his personality. In the past, he's undergone everything from mania to depression to rage states.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2012 Green Ronin Publishing, LLC. All rights reserved."
"Created for XeroKhan's Desperation Heist game. One of the options was PL 6 with 120 pp, so I went with that. I don't particularly like the image I have for him currently, but the runner-up image was too recognizable as an extant property. One of the items I've been debating is whether to move the Dazzle etc out of the dynamic array and just have them as properties of the summoned swarms, but that seemed to edge towards power-gaming.

Bug
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/wspucla.files.wordpress.com\/2011\/07\/man-covered-in-bees.jpg"}[/IMG2]
Bug

Power Level: 6; Power Points Spent: 120/120

Age: 10
Height: 4'1"
Weight: 65 lbs
Eyes: Yellow
Hair: Black, birds nest

STR: -2 (6), DEX: +1 (12), CON: -1 (8), INT: +2 (14), WIS: +1 (12), CHA: +0 (10)

Tough: -1/+5, Fort: +3, Ref: +5, Will: +4

Skills: Bluff 5 (+5/+9), Climb 3 (+1), Gather Information 4 (+4), Handle Animal 2 (+2), Intimidate 1 (+1/+5), Knowledge (life sciences) 2 (+4/+12), Knowledge (streetwise) 4 (+6), Search 4 (+6), Sense Motive 4 (+5), Stealth 4 (+5), Survival 3 (+4)

Feats: Defensive Roll, Dodge Focus 3

Powers:
Dynamic Insect Array 25 (default power: summon)
. . ESP 4 (Array; [4 active, 50/50 PP, 6/r+2], affects: all types; No Conduit, Simultaneous; Custom 2 (Quickness 4 on the ESP (25x speed)), Notes: Senses the area through the senses of her insects)
. . Nullify 6 (Array; [0 active, 50/50 PP, 3/r], counters: all powers of (type) - electrical and mechanical devices, DC 16; Range (perception), Notes: Cues insects to chew on wires and clog the works)
. . Snare 6 (Array; [0 active, 50/50 PP, 3/r+1], DC 16; Range (perception); Tether (600 ft.), Notes: Hornets carrying spiders add multiple layers of silk.)
. . Summon 5 (Default; [5 active, 50/50 PP, 4/r+4]; Fanatical, Type (Narrow) (Insect swarms); Mental Link, Progression, # Minions 3 (10 minions))
. . Various Dazzles (Variable [IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/www.atomicthinktank.com\/images\/smilies\/icon_cool.gif"}[/IMG2] (Array; [0 active, 50/50 PP, 5/r], acquire: any one of (type) - dazzle; Action (move)) &#8212; This is the one that's a bit of a compromise. I'd like to have him use various dazzles, but didn't want to have to build all of the variations.
Bug Decoys (Mirror Image) &#8212; When in combat, he maintains humanoid swarms of harmless insects and often tricks those attacking them to hit the insects instead.
Communication 4 (sense type: unknown; Custom (Two-Way); Limited (Limited to Insects))
Comprehend 2 (animals - speak to, animals - understand; Broad Group (Insects))
Constant bug feedback (Enhanced Trait 4) (Traits: Concentration +10 (+11), Notice +6 (+7)) &#8212; Being able to always draw on the presence and senses of bugs around him makes him much calmer and able to notice what's around him.
Enhanced Trait 2 (Traits: Knowledge (life sciences) +8 (+12); Limited (Insect biology only), Notes: Not really enhanced, but this was the best way to add a limit.)
Morph 3 (morph: single appearance - covered in bugs, +15 Disguise, Notes: He covers the entire surface of his body with bugs and coordinates the insect noises with his voice to further mask it.)
Spider-silk Armor (Device 3) (Hard to lose)
. . Enhanced Trait 2 (Traits: Bluff +4 (+9), Intimidate +4 (+5)) &#8212; Namely, his mask prevents any facial tells and makes him look more intimidating than his real face.
. . Immunity 16 (common descriptor: Slashing, damage type: Ballistic, suffocation: Strangulation; Limited - Half Effect) &#8212; Spider-silk is amazingly resistant to being cut or pierced, and he has some armoring built into it, but he still feels the impacts.
. . Protection 5 (+5 Toughness)

Power Settings:
Ranged Area - All Senses (Power Setting) (Powers: Dazzle 6)
-- Dazzle 6 (affects: all sense types, DC 16; Burst Area (30 ft. radius - General), Selective Attack; Progression, Increase Range 4 (max range x25, 15000 feet))

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +0)

Attacks: Dazzle 6 (DC Fort/Ref 16), Nullify 6 (DC Will 16), Snare 6 (DC Ref/Staged 16), Unarmed Attack, +2 (DC 13)

Defense: +4 (Flat-footed: +1), Knockback: -2

Initiative: +1

Drawbacks: Disability, uncommon, minor, Illiterate

Languages: Native Language

Totals: Abilities 2 + Skills 9 (36 ranks) + Feats 4 + Powers 89 + Combat 6 + Saves 11 - Drawbacks 1 = 120



Background
Bug is uncertain of his birth name, where exactly he came from, or what his age really is. His earliest memories were being surrounded by masses of dirty boys and doing something which caused him to be tossed out into the cold. He was adopted into a gang of child beggars and eventually graduated up to serving as a distraction for pickpocketing and heists. It wasn't a good life, and he grew up undernourished and constantly hurting from the daily beatings and buffets of life, but it was all he knew. Then, one day, a heist he was on failed. As far as he knows, he did his job properly, but the team inside didn't get the signal that the police had arrived, or ignored it, or the police were just too well prepared. However it happened, the entire team was arrested and Bug was designated as the scapegoat. He survived the beating and they dumped him in a garbage dump, trusting that the roaming packs of feral dogs would take care of them. At that moment, his Event happened. Unable to move his broken body, he mentally cried out for help, and the insects answered. In a moment's time, he went from being completely alone to never being alone again.

Since then, he's struggled without how to make use of his powers to work his way up from poverty. He can call insects to his location. He can guide them. He's even learned a great deal from paying attention to the interactions of the insects with general humanity. He's seldom hungry because the insects bring him food. Now how does he make money? He did hear that there was a big heist going on with that shipment...

Complications
  • Power Loss - Bug needs insects to perform most of his powers. The selection of insects at a given site may reduce his options.
  • Guttersnipe - Bug has lived most of his life on the streets. He doesn't trust easily and is prone to acting hastily to hold onto what he has or to acquire new items.
  • Unsettling - They say that having a connection to nonhumans affects you. In Bug's case, constantly interfacing with insects has left him with
  • Prejudice - Bug is a child, and often doesn't get respect unless he commands it.
  • Notoriety - Not much yet, but he has some enemies among those he's defended himself against, and he has been associating with crimes, albeit without a criminal record yet.
Example Minion:
Mass of Hornets
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"https:\/\/encrypted-tbn0.gstatic.com\/images?q=tbn:ANd9GcQcE-9j4AOlzooFd_6MET5u3REQvC-AGSA91tmPhdeTA0mf-cot"}[/IMG2]
Power Level: 6; Power Points Spent: 75/75

STR: -3 (4), DEX: +1 (12), CON: +0 (10), INT: -3 (4), WIS: -3 (4), CHA: -4 (2)

Tough: +6, Fort: +2, Ref: +5, Will: +2

Skills: Intimidate 10 (+6), Notice 8 (+5), Search 8 (+5), Stealth 4 (+5), Survival 8 (+5)

Feats: Dodge Focus 3, Fearless, Improved Critical 2 (Hornet stings (Linked))

Powers:
Communication 2 (sense type: chemical markers; Omni-Directional Area; Limited (Only insects))
Dispersed Mass (Concealment 2) (sense - sight; Partial)
Flight 1 (Speed: 10 mph, 88 ft./rnd)
Growth 8 (+2 size categories; Dispersal)
Hornet stings (Linked)
. . Drain 6 (Linked; drains: single trait - constitution, DC 16; Shapeable Area (6-12 cubes of 125 cu. ft. (5x5x5) - General); Progression, Increase Area (area x2), Slow Fade (1 minute))
. . Strike 6 (Linked; DC 21; Shapeable Area (6-12 cubes of 125 cu. ft. (5x5x5) - General); Progression, Increase Area (area x2))
. . Suffocate 8 (Alternate; DC 18; Poison; Accurate 2 (+4), Extended Reach (5 ft.))
Insubstantial 2 (Gaseous; Custom (Needs openings the size of a hornets body to penetrate barriers))
Morph 3 (morph: any form, +15 Disguise; Custom (Limited to making forms out of massed hornet bodies))
. . Hidden in Plain Sight (Linked)
. . . . Concealment 4 (Linked; all visual senses; Passive; Close Range)
. . . . Enhanced Trait 2 (Linked; Traits: Stealth +8 (+13))
Protection 6 (+6 Toughness; Impervious; Ablative)
Super-Senses 5 (blindsight: Scent, scent)

Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: -3)

Attacks: Drain 6 (DC Fort/Staged 16), Strike 6 (DC 21), Suffocate 8, +4 (DC Fort 18), Unarmed Attack, +0 (DC 12)

Defense: +6 (Flat-footed: +2), Knockback: -6

Initiative: +1

Drawbacks: Vulnerable, very common, major, Area attacks deal double damage

Languages: Native Language

Totals: Abilities -24 + Skills 10 (38 ranks) + Feats 6 + Powers 71 + Combat 6 + Saves 11 - Drawbacks 5 = 75


The game never got picked up, but I also built the following as a variant of his "insect control array":
Bug Control (Array 28) (default power: summon)
. . Animal Control 6 (Array; [6 active, 56/56 PP, 4/r+8], DC 16; Burst Area (30-7500 ft. radius - General), Instant Command, Mental, Sensory Link; Limited (Insects only); Mental Link, Progression, Increase Area 7 (area x250))
. . Summon 7 (Default; [5 active, 56/56 PP, 4/r+4]; Fanatical, Type (Narrow) (Insect swarms); Mental Link, Progression, # Minions 3 (10 minions))"
"Submitted into mrdent12's Wild Cards Agents of FBI game.

Hosea "Ace" Skaggs
[IMG2=JSON]{"data-align":"none","data-size":"full","src":"http:\/\/cdn.androidpolice.com\/wp-content\/uploads\/2013\/02\/nexusae0_unnamed_thumb9.png"}[/IMG2]
Power Level: 8; Power Points Spent: 120/120

STR: +3 (16), DEX: +4 (18), CON: +3 (16), INT: +1 (12), WIS: +1 (12), CHA: +1 (12)

Tough: +3/+7, Fort: +8, Ref: +9, Will: +5

Skills: Acrobatics 4 (+8), Climb 2 (+5), Concentration 6 (+7), Disable Device 4 (+5), Escape Artist 3 (+7), Intimidate 6 (+7), Investigate 2 (+3), Knowledge (current events) 1 (+2), Knowledge (popular culture) 1 (+2), Knowledge (streetwise) 1 (+2), Knowledge (tactics) 6 (+7), Knowledge (technology) 2 (+3), Medicine 2 (+3), Notice 6 (+7), Pilot 2 (+6), Profession (Agent) 2 (+3), Search 2 (+3), Sense Motive 7 (+8), Stealth 7 (+11), Survival 6 (+7), Swim 8 (+11)

Feats: All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Assault Rifle), Chokehold, Diehard, Dodge Focus 4, Equipment 5, Favored Opponent 2 (Aces), Fighting Style: Krav Maga, Grappling Finesse, Improved Aim, Improved Block, Improved Critical (Assault Rifle), Improved Disarm, Improved Grapple, Improved Sunder, Improved Trip, Luck 2, Move-by Action, Power Attack, Precise Shot, Quick Draw 2, Startle, Swift

Powers:
Parkour (Super-Movement 3) (training, sure-footed 3 (75% penalty reduction))

Equipment: Arsenal (Assault Rifle, Flash-Bang, Fragmentation Grenade, Taser), Multi-Tool, Night Vision Goggles, Tactical Vest

Attack Bonus: +5 (Ranged: +7, Melee: +5, Grapple: +9)

Attacks: Assault Rifle, +9 (DC 20), Flash-Bang, (DC Fort/Ref 14), Fragmentation Grenade, (DC Ref 15), Sleep Gas Grenade, (DC Fort/Ref 14), Taser, +8 (DC Fort 15), Unarmed Attack, +5 (DC 18)

Defense: +9 (Flat-footed: +3), Knockback: -3

Initiative: +4

Languages: English

Totals: Abilities 26 + Skills 20 (80 ranks) + Feats 34 + Powers 6 + Combat 20 + Saves 14 + Drawbacks 0 = 120

Background
Hosea Skaggs was born into poverty in a small town in the Appalachian mountains named Booneville. It was a matter of fact in the town that if you were born poor, you'd never leave and you'd die poor. Hosea decided that he, the youngest of eight, would flaunt that destiny. Whenever he wasn't working the mines, he was training himself into a paragon of physical fitness and studying any book that he could find. When he turned eighteen, he said goodbye to his family and hitchhiked his way to Quantico. There, he learned that they only accepted candidates with a college education or prior military or law enforcement experience. Fortunately, he caught the attention of one of the administrators, who secured a scholarship for him to Northern Virginia Community College and thereafter Strayer University, graduating with a degree in Criminal Justice. He applied for the academy and distinguished himself in training, earning the nickname of "Ace" for the running joke that the only way he could excel like he did was because he had a Wild Card talent. Among his other training, Ace has been taught how to quickly cover broken ground and how to best combat out-of-control Carders.

Complications
  • Background - Hosea grew up poor, and is still frugal to a point that occasionally rubs people the wrong way. He doesn't outright condemn the excess of society, but the way that he sets himself aside can read as contempt.
  • Responsibility - Hosea still has family in Booneville. He sends a portion of his salary back home in hopes that it will buy a few nice things for them. Unfortunately, his family seems to have felt that he betrayed them as they have never sent a return letter since he left for the academy.
  • Responsibility - Hosea has taken an oath to help protect the United States and he is adamant on that line.
  • Prejudice - It cuts both ways. Hosea is sometimes looked down on for his pronounced drawl and old-fashioned ways. He, in turn, believes that Aces don't know the proper meaning of hard work and have had far too much just handed to them.
Notes
Most of the build is lifted from the Navy Seal build in Agents of Freedom. The Parkour bit was because I liked the idea of him compensating for his lack of powers by increasing his mobility on the ground. The Appalachian background came with the name when I decided on it. I realized afterwards that I could probably have said that the equipment was free from the FBI, but I like the idea that he's got his own set of equipment where he doesn't have to worry about requisitioning it for assignments.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

The Giggle

Post by FuzzyBoots »

Submitted unsuccessfully for The Outsiders

The Giggler - PL 11
Real name: Duela Dent

Not my best work, but an image:
Spoiler
Strength 2, Stamina 2, Agility 4, Dexterity 3, Fighting 10, Intellect 2, Awareness 4, Presence 3

Advantages
Agile Feint, Defensive Roll 3, Equipment 4, Evasion 2, Fascinate (Deception), Hide in Plain Sight, Improved Initiative, Improvised Weapon 5, Jack-of-all-trades, Power Attack, Skill Mastery: Acrobatics, Skill Mastery: Stealth, Takedown 2, Uncanny Dodge, From Presence: Cool (Persuasion), Well-informed, Attractive, From Power: Diehard

Skills
Acrobatics 9 (+13), Athletics 4 (+6), Close Combat: Unarmed and Improvised Weapons 6 (+16), Deception 7 (+10), Expertise: Youth Culture 6 (+8), Insight 7 (+11), Investigation 7 (+9), Perception 7 (+11), Persuasion 1 (+4), Ranged Combat: Throwing Discs 9 (+12), Sleight of Hand 8 (+11), Stealth 9 (+13), Technology 7 (+9)

Powers
From Equipment:
  • Protection: Protection 4 (+4 Toughness)
  • Quick Change: Morph 2 (+20 Deception checks to disguise; Narrow group (Humans); Activation 2: standard action)
  • Movement: Movement 3 (Safe Fall, Swinging, Wall-crawling 1: -1 speed rank)
  • Gag Gadgets: Removable Array [21 PP - 4 PP = 17 PP]
    • Banana Peel: Linked Effects [18 PP]
      • Trip: Affliction 12 (Linked; 1st degree: Vulnerable, 2nd degree: Prone, Resisted by: Acrobatics/Agility,, DC 22; Subtle: subtle, Triggered 2: 2 uses - Walk over it; Limited Degree) [9 PP]
      • ... and Fall: Damage 12 (Linked; DC 27; Subtle: subtle, Triggered 2: 2 uses - Walk over it; Resistible: Acrobatics) [9 PP]
    • Crook's Crook: Strength-based Damage 6 (Alternate; DC 23; Accurate 2: +4, Alternate Resistance: Acrobatics [2 extra ranks], Grabbing, Choking) [18 pp]
    • Oversized Mallet: Strength-based Damage 10 (Alternate; DC 27; Dangerous 2, Defensive, Disarming, Reach (melee) 2: 10 ft., Smashing, Tripping) [18 pp]
    • Super-Bounce Balls: Strength-based Damage 4 (Alternate; DC 21; Accurate: +2, Disarming, Homing 2: 2 extra attempts, Increased Range: ranged [2 extra ranks], Ricochet: 1 bounce, Smashing, Split: 2 targets, Tripping) [18 pp]
  • Just Knocked Silly: Enhanced Advantage (Diehard): Being from a Silver Age universe, what would normally be a fatal blow just knocks her silly [1 PP]
  • Hit Cards and Sound Effects: Feature 1: By default, in critical fights, Duela's blows land with a hit card (BAM! POW! ZIFF!) and an instrument squawk [1 PP]
  • Waif-Fu: Strength-based Damage 4 (DC 21) [4 PP]
Equipment
Commlink (Radio watch), Costume [Protection: Protection 4, +4 Toughness], Quick Disguise Kit [Morph: Morph 2, +20 Deception checks to disguise; Narrow group (Humans); Activation 2: standard action], Multi-tool, Swingline [Movement: Movement 3, Safe Fall, Swinging, Wall-crawling 1: -1 speed rank]

Offense
Initiative +8
Crook's Crook: Strength-based Damage 6, +14 (DC Acro 23)
Oversized Mallet: Strength-based Damage 10, +10 (DC 27)
Grab, +10 (DC Spec 12)
Waif-Fu: Strength-based Damage 4, +16 (DC 21)
Improvised Weapons: +16 (DC 21)
Throw, +3 (DC 17)
Super-Bounce Balls: Strength-based Damage 4, +14 (DC 21)
Banana Peel Trip: Affliction 12, +10 (DC Fort/Will 22)
... and Fall: Damage 12, +10 (DC Tou/Acro 27)

Languages
English

Defense
Dodge 13, Parry 13, Fortitude 11, Toughness 9/2, Will 11

Power Points
Abilities 60 + Powers 23 + Advantages 25 (plus 3 from Presence) + Skills 29 (87 ranks) + Defenses 28 = 165

Complications
  • Enemy: Duela has particular heat with The Man, one of the few super-powered foes she's faced in her tenure, a figure in a dark suit who literally saps the fun and freedom from an area just by his presence as well as a fair amount of the Batman and Teen Titans rogues gallery.
  • Honor: Duela won't take unfair advantage of someone, although she does enjoy her tricks.
  • Identity: Duela knows the value of keeping her identity a secret.
  • Motivation: Justice: Duela is out to make the world a better place by bringing lawbreakers to justice.
  • Motivation: Having Fun: Outside of combat, Duela loves to cut loose, and she sometimes has trouble treating crimefighting seriously.
  • Reckless: Duela has a tendency to get in over her head by leaping when she ought to look.
  • Alien Philosophy: Duela is from an alternate DC-verse where most criminals are wacky colorful figures that seldom have powers, tend toward elaborate schemes and death-traps, and have themed gangs. Combat is cinematic, and involves instrumental sound effects and hit decals that flash up. While the world still works that way a bit for her (although she's learned how to suppress the sound effects when she needs to be stealthy), she's still a bit weirded out by just how dark and unrealistic some of these alternate Teen Titans are...
History
In Earth-66, Batman and Robin successfully defended crime in Gotham City with the help of Commissioner Gordon and Chief O'Hara, and the occasional wacky escapade trying to avoid Aunt Harriet realizing their true identities. But, after several years of crime fighting, Bruce Wayne both realized that he was lacking a certain understanding of the rising youth culture and also that he might be depriving Dick Grayson of some of the benefits of being a child, and so he established and funded a group of teenagers to fight crime that he could not, the groovy Teen Titans. Dick never quite fit in with the rest of the crew, being a little too serious compared to the rocket-powered skater Kid Flash, the flamboyant swimmer, Aqualad, the flashy feminist fighter Wonder Girl... but nevertheless, a dynamic formed where Dick basically acted like the adult of the group, among other things, mentoring a young girl and former street criminal named Duela Dent, aka Ragdoll, aka Alice, aka Joker's Daughter, aka The Giggler...

Duela proved to be an apt pupil in many ways, quickly developing her own custom question-marked boomerangs, and fighting with a shepherd's crook with which she not only hit amazingly hard, but also often took out tougher foes by virtue of joint-locks and tripping them into awkward positions with the crook-end. In other aspects, she was... frustrating. She proved to have a tendency to change costumes the way most people change clothing, with a distinct tendency to pattern herself after villains in Gotham City, of all things.

Notes
The character started off as a PL 8 build in a game involving Batman mentoring potential sidekicks, and then, when I noticed the alternate realty versions of Teen Titans, it got me thinking about what an Earth-66 (the Adam West Batman universe) Teen Titans might be like, and something like The Mod Squad came to mind. Part of the concept is that she's a heavier hitter than she ought to be, but that's in part because, in the universe she comes from, muscles don't matter as much as being able to generate those hit cards and instrument flourishes, and slapstick can take someone out in a single blow. Other than that, she's got attacks that hit a couple different tradeoffs, as well as one, her Crook attack, that does damage resisted by Acrobatics (Agility if they have no ranks) as she basically maneuvers people into joint locks or stretching further than their muscles/joints support (imagine her yanking a musclebound henchman into an unintended full-split) with the flexible or agile escaping damage entirely. Outside of combat, she relies on being able to schmooze with the youth, use her looks to her advantage, and do quick changes to show up in another disguise (she's particularly fond of sneaking into criminal hide-outs by dressing up as a delivery-person).

Obviously, she's from one of the less depressing alternate realities...

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Last edited by FuzzyBoots on Fri May 07, 2021 2:15 pm, edited 1 time in total.
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Davies
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Re: Fuzzyboots Character Archive

Post by Davies »

Cute! A really funky take on Duela.
"I'm sorry. I love you. I'm not sorry I love you."
FuzzyBoots
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Re: Fuzzyboots Character Archive

Post by FuzzyBoots »

Golem
PL 10 / 150 PP

Age: 33
Hair: None
Eyes: Green, glowing

Strength 12, Stamina 12, Agility 0, Dexterity 0, Fighting 4, Intellect 4, Awareness 4, Presence 0

Advantages
Benefit 2: AEGIS, Diehard, Eidetic Memory, Equipment 3, Improved Disarm, Improved Smash, Improvised Weapon, Interpose, Well-informed

Skills
Athletics 2 (+14), Close Combat: Unarmed 4 (+8), Expertise: Alchemy 4 (+8), Expertise: Streetwise 2 (+6), Insight 4 (+8), Intimidation 5 (+7), Investigation 12 (+16), Perception 6 (+10), Persuasion 6 (+6), Ranged Combat: Guns 2 (+2), Technology 2 (+6), Treatment 1 (+5)

Powers
  • Enhanced Movement [8 PP]
    • Burrowing: Burrowing 4 (Speed: 1 mile/hour, 15 feet/round)
    • Leaping: Leaping 4 (Dynamic, Leap 120 feet at 30 miles/hour)
    • Speed: Speed 4 (Dynamic, Speed: 30 miles/hour, 500 feet/round)
  • Elongation: Elongation 1 (Elongation: 30 feet, +1 to grab) [1 PP]
  • Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Permanent) [8 PP]
  • Immunity: Immunity 12 (Critical Hits, Life Support) [12 PP]
  • Living Catalyst: Transform 2 (Affects: Broad > Broad - Liquids to Liquids, Transforms: 3 lbs., DC 12; Increased Duration: continuous) [10 PP]
  • Senses: Senses 8 (Accurate: Smell, Acute: Smell, Analytical: Smell, Analytical: Tactile, Danger Sense: Smell, Tracking: Smell 1: half speed, Ultravision) [8 PP]
Offense
Initiative +0
Grab, +4 (DC Spec 22/23)
Living Catalyst: Transform 2, +4 (DC Dodge 12)
Throw, +0 (DC 27)
Unarmed/Improvised Weapons, +8 (DC 27)
Blaster Pistol, +2 (DC 20)

Languages
English

Defense
Dodge 6, Parry 8, Fortitude 12, Toughness 12, Will 8

Equipment
Armored Uniform (Protection 2) [stored at HQ for formal occasions], Blaster Pistol (Ranged Damage 5), commlink, handcuffs
AEGIS package:
Skills: Athletics 2, Expertise: AEGIS Officer 2, Ranged Combat: Guns 2, Technology 2
Advantages: Benefit 2 (AEGIS), Equipment 3
AEGIS Gear: Armored Uniform (Protection 2), Blaster Pistol (Ranged Damage 5), commlink, handcuffs
Power Points
Abilities 56 + Powers 47 + Advantages 7 + Skills 22 (44 ranks) + Defenses 18 = 150

Complications
  • Prejudice: Monstrous - Golem no longer looks human, instead looking like a roughly hewn rock statue.
  • Prejudice: Former criminal, current LEO - Not all of Golem's colleagues are willing to give him the benefit of the doubt that he's turned over a new leaf. Many of his former colleagues hold a grudge over him turning to the other side of the law, and are convinced that he'll reveal some of their secrets.
  • Quirk: Secretive - Golem spent years acting like dumb muscle. Even though he disclosed his full capabilities to AEGIS, he still habitually avoids showing off his capabilities and will not suggest using them unless prompted.
  • Relationship: Family - Nicodemus was an only child, but his parents are still alive and living in Michigan City. When he first transformed, his civilian identity was declared missing, and he couldn't think of any way to prove to his family that he was who he was, lacking fingerprints or DNA to test against, so he resigned himself to his new identity, and his only contact with his parents was monitoring their Facebook pages, and sending an anonymous gift ever year for Christmas. After joining AEGIS, he learned there are protocols in place for just such a situation, and he's reunited with his parents, claiming amnesia for the period he was absent. The relationship is strained, in part because they spent over a decade thinking he was dead, and in part because he's spent that time as a common criminal. To this day, he doesn't know if his father is more disappointed that he turned to crime, or that he didn't attempt to rise above common labor.
  • Quirk: No Normal Identity - With his original civilian identity legally declared missing, and then dead, Nicodemus only has his cape persona. AEGIS makes it fairly painless, having created an official identity under which he can vote, keep a bank account, own property, etc, but he's keenly aware that this means they have potential power over him. He's considered undergoing the legal process to get his original identity reinstated, but for one, it would add another level of complication in his life and for two, he feels his family is safer without a formal record of his identity.
  • Quirk: Mildly Inhuman - Golem remembers being human, but it's been a long time since he's even been able to eat, drink, or breathe, coming up on a time where he's been inhuman longer than he was human. Sometimes, this leaks into his self-identity and what he assumes the experience of others is.
Background
Nicodemus Arnold was a middling Chemistry student at Freedom College when he came upon The Book. In his mind, he still capitalizes that title, in part because his brain fuzzes around the actual title. He remembers that it was mostly English, or at least it looked that way to him, but other parts were odd symbols and diagrams that seemed to change slightly every time he looked away and looked back. It purported itself to a treatise of alchemy, and Nicodemus was particularly interested in the section on creating a Philosopher's Stone because hey, free gold. His studies suffered a bit as he began attempting recipes from the book until one night, he embarked on creating the Stone and things get a little fuzzy there. He remembers going through all of the steps, pouring the final reagent into the bowl and then... there was a gas, and flames, and then an explosion, and he woke up several blocks away, hideously transfigured into a creature of rock. No longer recognizable as his former self, and initially unable to even speak or write cogently to explain himself, Nicodemus eventually turned to crime to finance the materials to research his condition, hiring himself out as muscle, whether it was to haul stolen goods, to provide cover for more squishy villains, or for the intimidation factor.

He never considered himself a terrible person, and he managed to avoid killing anyone that he knew of in his 13 year tenure as a crook, but he certainly created a lot of property damage, and he wasn't afraid to slug it out with the occasional hero. As he researched his condition, he grew more aware of his capabilities. He hadn't managed to create a Philosopher's Stone, but rather seems to have transformed himself into one, something that he finds darkly amusing given the modern view of alchemy as self-refinement more than transformation of materials. He has found that he can change any liquid to any other liquid he can conceive of, his sense of smell is off the charts, everything he's learned since is instantly able to be recalled, and he ceased to need any sort of scale, instead being able to judge weights and volumes innately of anything that he handles. He also now sees somewhere in the ultraviolet scale, not that that's really come up as often as he first thought it might. Moreover, he has proven to every extent he can find that he is now stone, through and through, no vital organs, no perceivable brain, and... well... there's no danger of him continuing his family line. On the plus side, he was able to relearn English, although he found that the less he talked on the job, the smoother it went.

Then, one day, the aliens attacked. At first, it was no different from any other job. He protected the guy who hired him, and tried to stay out of it all, but his moral center, neglected for years, started bugging him and he started spending his free time helping to fend off the aliens, then skiving off a bit from his duties. And, when his employer walked a little too close to a death ray, he started fighting the aliens full-time. No longer needing to eat or sleep, he was indefatigable, and even found some ways to use his hidden talents to fight them. And at the end of the invasion, when pardons were being offered, he stepped forward and turned himself in, and he has not regretted the decision since. Sure, it means he has to be a lot more forthcoming about his nature, but sometimes, it's nice to have people recognize him as an intelligent colleague rather than someone has dumb as the rock he's made out of.

Appearance
Golem is about 12 feet tall, and looks a bit like a crudely hewn statue made out of reddish-brown stone with glowing green eyes and only suggestions of facial features. He habitually paints an emet on his forehead each morning, having initially played into the idea that he was an actual golem, and enjoying the occasional situation when he's been able to catch someone unaware because they assume that messing with that word will deactivate him. HR has had some quiet conversations with him about the possibility of it being seen as cultural appropriation, but he's been wearing the word for long enough that he's come to consider it a part of his identity as an individual, even though he feels no real draw to actually practicing that faith.

Due to the abrasive nature of his skin, he's found that uniforms, even the reinforced ones provided by AEGIS, wear down pretty quickly, and so he's reached a compromise that he carries a badge on a chain around his neck, and he wears a regulation color set of shorts with an equipment belt. Periodically, he wears a uniform peaked cap, simply because he feels it makes him look more "official", although the glue necessary to keep it on his head, and the annoyance of getting said glue off, means he seldom bothers.

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FuzzyBoots
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Duke Cagliostro

Post by FuzzyBoots »

A silly concept that would not leave my head.

Duke Cagliostro - PL 8
Image
Real Name: Robert Lincoln
Age: 15
Height: 5'10"
Weight: 160 lbs
Eyes: Blue
Hair: Brown

Abilities
Strength 2, Stamina 3, Agility 3, Dexterity 0, Fighting 4, Intellect 0, Awareness 3, Presence 1

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Improved Disarm, Improved Smash, Improved Trip, Improvised Weapon, Power Attack, Prone Fighting, Defensive Roll 5, Fascinate (Expertise: Martial Arts), Improved Critical 3: Martial Array, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Skill Mastery: Acrobatics, Takedown, Uncanny Dodge

Skills
Acrobatics 7 (+10), Athletics 5 (+7), Close Combat: Martial Array 4 (+8), Expertise: Martial Arts 10 (+10), Insight 5 (+8), Intimidation 8 (+9), Investigation 2 (+2), Perception 4 (+7), Stealth 3 (+6)

Powers
Martial Array
. . Announce Martial Lineage: Progressive Perception Area Affliction 5 (1st degree: Vulnerable, Impaired, 2nd degree: Defenseless, Disabled, Resisted by: Will, DC 15; Perception Area: DC 15 - Hearing, Extra Condition, Insidious, Progressive, Subtle: subtle; Limited: Effects limited to actions against self, Limited Degree)
. . Disrupt the center line: Cumulative Affliction 8 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, DC 18; Alternate Resistance (Dodge), Cumulative, Extra Condition, Subtle: subtle; Limited Degree)
. . More damaging than he looks: Strength-based Damage 6 (DC 23; Insidious, Multiattack [2 extra ranks], Precise, Subtle: subtle)
. . Tie into Knots: Strength-based Damage 6 (DC 23, Advantages: Fast Grab, Grabbing Finesse; Alternate Resistance: Acrobatics/Athletics, Incurable, Subtle 2: subtle, and hard to spot the effects) - through clever redirection of the opponent's momentum, Robert forces them to hurt themselves, straining muscles and tearing tendons as he guides them into awkward positions)
Wasn't as bad as he thought: Regeneration 2 (Every 5 rounds)
Martial Feats: Enhanced Advantages 14 (Defensive Roll 5, Fascinate (Expertise: Martial Arts), Improved Critical 3: Martial Array, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Skill Mastery: Acrobatics, Takedown, Uncanny Dodge)

Offense
Initiative +3
Announce Martial Lineage: Progressive Perception Area Affliction 5 (DC Will 15)
Disrupt the center line: Cumulative Affliction 8, +8 (DC Parry 18)
Grab, +4 (DC Spec 12)
More damaging than he looks: Strength-based Damage 6, +8 (DC 23)
Throw, +0 (DC 17)
Tie into Knots: Strength-based Damage 6, +8 (DC Athletics/Acrobatics 23)
Unarmed, +8 (DC 17)

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 7, Toughness 8/3, Will 9

Power Points
Abilities 32 + Powers 36 + Advantages 9 + Skills 24 (48 ranks) + Defenses 19 = 120

Complications
  • Pride - Robert won't refuse a martial challenge, and won't back down once the fighting starts, even if it becomes evident he's in over his head.
  • Power Loss - While it's difficult for most targets to disbelieve his martial prowess, some individuals have managed to instill doubt in him through deception or by citing martial arts details. So far, Robert has always managed to re-convince himself of his abilities through further study and practice, but it may result in his powers being reduced during a given combat. Also, under strong psychic dampers, his powers disappear, although it seems to require levels of damping enough that even unpowered people start to feel fillings rattle and notice a hum in their skull.
  • Prejudice - While, again, it doesn't seem to register on scans, it seems that part of Robert's effectiveness in battle is due to a low-level psychic field that causes people to underestimate him. This, unfortunately, reflects in his interactions with people, with him often having difficulty in getting people to take him seriously, even outside of martial arts.
  • Delusion - Robert is convinced that he is not special, and will attempt to teach his martial art to anyone who shows a glancing interest. He finds it increasingly frustrating that no one else seems to be able to learn to do the things he does, although he faults himself as a teacher.
Background
You know those ads you used to see in the back of comic books? The ones that promise deadly fists in just 10 easy lessons available for $5 Shipping & Handling and an SASE? Robert sent out for one of those, and for him, it paid off. He practiced the techniques, mastered the secret meaning of the movements, and became a martial artist whose hands ought to be licensed as deadly weapons. Or at least, in his mind he has. And, well, it can be hard to argue with results. In truth, he's honed his body into a marvel of martial excellence for his age, likely able to hold his own against trained professional martial artists. He also looks mildly ridiculous with his high-pitched fighting cries, his deep stances, and his insistence on warning his enemies that they are facing the deadly secrets of not only the Orient, but also the obscure traditions of European boxers, of Russian bear-wrestlers, and of African monkey-fighters, but... it works. The school has ascertained that his power is likely Psychic in nature, labeling him as a mutant, but the effect is subtle, to the point that many opponents refuse to believe that he didn't just get a lucky shot in on them, and many of them will be beaten near to the point of unconsciousness and still insisting that they're able to fight and just need a moment to clear their head from the cheap shot he took.

Since joining the school, Robert has refused to believe that his powers come from anything else than rigorous training, and having opened his mind to the secrets of martial arts. He's good natured in general, but under his assumed title of Duke Cagliostro, he snaps into a much more severe character, unwilling to back down even in the face of overwhelming odds.

Notes
This is a concept that I have not been able to get out of my head ever since a discussion with a friend about what it would take to make Traditional Martial Arts superior to a more pragmatic MMA approach. The basic concept behind the Subtle on most of his powers is not that the powers themselves are hard to see (although his Tie Into Knots attack doesn't leave the visible bruises that most attacks would), but rather that it's hard to detect that he has powers at all. He's built like the typical martial artist build, able to modify his caps every which way to adjust to the situation. Otherwise, he's basically a balanced PL 8 on defense and offense.


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FuzzyBoots
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Re: Fuzzyboots Character Archive

Post by FuzzyBoots »

Submitted to the NPC Investigations game, inspired by a Reddit writing prompt.

Princess Fedora
Image

Age: 33
Skin: Light-brown
Hair: Dark brown, shoulder-length


Power Level: 8; Power Points Spent: 120/120

STR: +2 (10/14), DEX: +4 (10/18), CON: +6 (10/22), INT: +2 (14), WIS: +1 (12), CHA: +5 (10/14/20)

Tough: +6/+8, Fort: +6, Ref: +9, Will: +5

Skills: Acrobatics 2 (+6), Bluff 5 (+5/+10/+18), Concentration 7 (+8), Diplomacy 5 (+5/+10/+18), Disable Device 1 (+3), Disguise 3 (+3/+8), Drive 1 (+5), Gather Information 13 (+13/+18), Intimidate 3 (+3/+8), Investigate 2 (+4), Knowledge (Streetwise), 3 (+4), Notice 9 (+10), Profession (Cleaner/"Cleaner") 3 (+4), Search 5 (+7), Sense Motive 10 (+11), Sleight of Hand 1 (+5), Stealth 5 (+9)

Feats: Attack Focus (ranged) 3, Attack Specialization 2 (Heavy pistol), Attractive 2 (+8), Beautiful Voice (Diplomacy), Contacts, Defensive Roll 1, Dodge Focus 3, Equipment 3, Fascinate (Diplomacy), Inspire 3 (+3), Power Attack, Precise Shot 2, Quick Draw 2, Rousing Speech (Diplomacy), Sneak Attack (+2), Uncanny Dodge (Hearing), Well-Informed

Powers:
A Little Bird Told Me - (Comprehend 2) (animals - speak to, animals - understand, Feats: Contacts, Uncanny Dodge (Hearing), Well-Informed)
Compelling Voice (Container, Active 3)
. . Enhanced Trait 14 (Charisma +6 (20, +5), Feats: Attractive 2 (+8), Beautiful Voice (Diplomacy), Fascinate (Diplomacy), Inspire 3 (+3), Rousing Speech (Diplomacy))
. . . . Musical Number (Mind Control 7) (Alternate; DC 17; Perception Area (General); One Command (Musical Number))
Princess Form (Enhanced Trait 28) (Traits: Charisma +4 (18, +4), Constitution +12 (22, +6), Strength +4 (14, +2), Dexterity +8 (18, +4))

Equipment: Hair trigger heavy pistol (Flash Suppressor, Stun ammo, Ranged Autofire Damage 4), Burner phone

Attack Bonus: +3 (Ranged: +6, Melee: +3, Grapple: +5)

Attacks: Hair trigger heavy pistol, +10 (DC 19/21), Musical Number (Mind Control 7) (DC Will 17), Unarmed Attack, +3 (DC 17/19)

Defense: +8 (Flat-footed: +3), Knockback: -4

Initiative: +4

Languages: Native Language (Brazilian Portuguese), English

Complications
  • Accident - Her Compelling Voice and Musical Number powers aren't entirely under her control, which has occasionally led to people suddenly falling in love with her or team members being compelled to sing during missions.
  • Power Loss - Unbeknownst to her, her powers are the result of a childish wish by her daughter, who claimed her mother to be a true princess. Somehow, this evolved to being a Disney Princess. These powers could possibly disappear, or the source might require her to serve their biddings.
  • Power Loss - Her feats associated with A Little Bird Told Me are dependent on having animals around to talk to (or talk to her).
  • Prejudice - She has, so far, stayed one step ahead of the Disney lawyers, despite her attempts to claim that she has generic fairy tale princes powers, not one specific to the Great Mouse.
  • Responsibility - Her daughter, Coruja, is her pride and joy. Coruja is unaware of her mother's alternate identity, although Aparecida plans to reveal it soon.
  • Responsibility - Although she officially was allowed to retire from the family, they may still approach her in the future.
  • Secret - While she was unable to keep the other members of the organization completely unaware of her powers, she thinks that few other people were aware of her identity as a hired killer previously. She hopes to keep it that way.
Totals: Abilities 6 + Skills 20 (80 ranks) + Feats 19 + Powers 50 + Combat 16 + Saves 9 + Drawbacks 0 = 120

Background
Aparecida De Santos Eva Ramon was an immigrant to the United States from South America. Fleeing poverty and an oppressive regime, she managed to travel to the land of opportunity with her daughter, Coruja Amelia. Unfortunately, she quickly learned that "opportunity" involved poverty menial roles as a cleaner. Through a series of chance circumstances, she found herself in the position to be useful to a Brazilian organized crime family as a hired killer. Masquerading as a cleaning lady, a job she was intimately familiar with, Aparecida eliminated several targets, fleeing with the seemingly innocent staff. Then, one day, something strange happened. A rat in the building she was working in spoke to her. Men she encountered started falling for her. Occasionally, people would break into musical numbers at convenient times. Once more not entirely in control of her circumstances, Aparecida used her skills to rise to the top of the ranks of hired killers in the organization.

After an incident where she saved a high-ranking official in her organized crime family, thanks to a helpful tip from a kitchen mouse of the birthday cake having been liberally dosed with poisonous substances, Aparecida was able to request a retirement from the family. Still gifted with extranormal powers, she has parleyed this into a minor heroic career. Her moniker of Princess Fedora was unplanned. After she had made her heroic turn, her daughter saw her on a new report on TV, dressed in a smart blue suit with wide-brimmed hat, and dubbed her Princess Fedora. Well, what mother couldn't take steps to ensure that her daughter was proven right? Afterwards, she started answering to that name, and it stuck with the media, who seemingly found it charming.
Last edited by FuzzyBoots on Fri Jan 06, 2023 2:06 pm, edited 1 time in total.
Harnos
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Joined: Fri Mar 27, 2020 2:03 am

Re: Fuzzyboots Character Archive

Post by Harnos »

FuzzyBoots wrote: Mon Apr 13, 2020 6:16 pm Ghost Whisperers
Joshua "Binder" Lopez

ABILITIES
STR 2 AGI 1 FGT 1 AWA 2 STA 1 DEX 2 INT 3 PRE 2
ADVANTAGES
Defensive Roll 1, Eidetic Memory, Equipment 2, Ranged Attack 2

With Ghostly Feedback: Beginner's Luck, Defensive Roll 3 (+2), Evasion, Ranged Attack 4 (+2), Uncanny Dodge, Well-Informed

SKILLS
Expertise (Psychologist) 4 (+7)
Expertise (Streetwise) 2 (+5)
Insight 2 (+4)
Intimidation 1 (+3)
Perception 5 (+7)
Persuasion 6 (+8)
Ranged Combat (Pistols) 4 (+6)

POWERS
  • Can Touch Ghosts - Affects Insubstantial 2 (Limited to Ghosts, Narrow Variable Descriptor - handheld weapons/bare hands) [2 pp]
  • Comprehend (Spirits) [2 pp]
  • Ghostly Feedback - Enhanced Traits [8 pp]
    • Beginner's Luck
    • Defensive Roll +2
    • Evasion
    • Ranged Attack +2
    • Uncanny Dodge
    • Well-Informed
  • Sense Spirits - Senses 5 (Counters Concealment [all], Limited [Ghosts]) [3 pp]
  • Summon Spirit - Summon 6 (Heroic, Mental Link, Narrow Type (Ghosts), Attitude: Indifferent) [25 pp]
  • See Through Spirits - Remote Sensing 3 (All Sense Types, Range: 250 feet, Medium (Spirits), Subtle) [13 pp]
EQUIPMENT
Heavy Pistol (Blast 4)
Undercover Shirt (+2 Toughness)

DEFENSES
Dodge: 7 (+8) [+10 vs. Area Attacks]
Parry: 3 (+4)
Fortitude: 4 (+5)
Toughness: 1 (+6)
Will: 7 (+9)

COMBAT
Melee: +1
Ranged: +6
Initiative: +1
* Heavy Pistol: +12 (DC 19 Toughness)
* Unarmed Attack: +1 (DC 16 Toughness)

BACKGROUND
Joshua was a therapist in Freedom City, specializing in counseling people through divorce cases. Truth be told, he wasn't great at his job. He was smart enough, and he studied hard, but he just didn't have that knack for understanding people that was necessary for really helping people with their problems. Then, one day, his eyes were opened. He stepped out of his office, tired, and swerved out of the way of a slightly translucent fellow with a mumbled excuse before double-taking and turning. Ghosts. Hundreds of ghosts roamed the streets of Freedom City from every era and time. The first thing that Joshua did was to go home and have several strong drinks. Then, the next day, he tried to go back to work. The problem was, the ghosts started to figure out that he knew about them. They began to pester him at all hours of the day, asking him to help resolve their problems.

It didn't take long before he had to close his practice. He couldn't concentrate past the ghosts. Then, one day, he snapped and punched one. Much to his and the ghost's surprise, his fist made solid contact. It wasn't a strong hit, but the ghost had grown disused to being touched, and had no way to retaliate, and retreated rapidly. Word must have quickly spread on the spiritual realm that Joshua was no longer a chump because the requests for help went down to a trickle. Unfortunately, Joshua's reputation in the physical world was already pretty much ruined as too many people knew him as the psychologist who talked to thin air. And so, he turned to a life of crime. Well, not right away... he tried to make money by locating lost caches of money, bringing comfort to the forlorn, and so on, but it just didn't quite work out. Most caches of hidden money got found pretty quickly and the con artists playing spiritualist were better at consoling those with lost loved ones than Joshua. But ghosts get just about everywhere and there was a market for information on things like the combination of a security system or the layout of a vault. Initially, he just got information for others, but he eventually became more bold, and started doing his own retrieval missions, training in the off-time with a former Marshal from Freedom City's early days of cattle drives until he got pretty good with a gun.

Now, he's heard about a big job... one which might help him with his primary concern...

COMPLICATIONS
  • Reputation — Joshua is known among the spirit community and, all too often, he is sought out, whether he likes it or not. He also has a bit of reputation among the living for exorcising homes of ghosts, albeit a fairly low-key one. The latter is partly by choice and partly because his methodology lacks a lot of the flash that others use; he basically sits there and talks the ghosts into resolving their problems.
  • Reputation — In the psychology world, Joshua is known as a bit of a nutcase.
  • Obligations — Joshua owes favors to members of the spirit community. The favors have been traded and he's lost track of who owns them. They may get called in.
  • Distracted — Joshua is easily distracted, the legacy of seeing a lot of things no one else has to deal with seeing. He can't turn his Sight off, and sometimes he won't see or hear something because there's a ghost in the way.
  • Power Loss — Joshua's "Ghostly Feedback" powers are dependent on communicating with the constant background noise of ghosts around in. Sometimes, the ghosts just aren't there, or aren't interested in relaying information.
  • Secret — Joshua has a secret motivation for wanting a big score...
Abilities 28 + Skills 12 + Powers 53 + Advantages 6 + Defenses 21 = 120 pp
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Abilities 18 + Skills 12 + Powers 34 + Advantages 8 + Defenses 11 = 83 pp
Using ghosts as spies so he could do profitable crimes, I liked that concept
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