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Eld's builds:Istvatha V’han Empress of A Billion Dimensions!

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1,053

Postby Arthur Eld » Thu Nov 01, 2012 8:46 am

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Magog
PL 15 181

Abilities

Strength 15, Stamina 14, Agility 2, Dexterity 2, Fighting 13, Intellect 0, Awareness 0, Presence 3

Powers
Large Permanent Innate Growth 5 11
Bone Plates and neurotoxin Strength-based Damage 2, Linked to Cumulative Affliction 12, Resisted by Fortitude, Impaired/Disabled/Incapacitated, Limited-Affliction does not take effect if damage is not successful 14
Toxic Spit Ranged Affliction 7, Resisted by Fortitude, Impaired/Disabled/Incapacitated 1
Sikkai Immunity 3 (cold, disease, heat) 3
Strong Legs Leaping 1 1
Resilient Protection 3, Impervious Toughness 9 12

Advantages: All-out Attack, Precise Attack (close, concealment), Improved Critical (unarmed), Improved Initiative, Improved Trip, Instant Up, Power Attack, Startle, Ranged Attack 8, Takedown, Language 2 (Spanish, English, base-Sikkai)

Skills: Technology 5 (+5), Intimidation 10 (+15), Expertise (tactics) 8 (+8), Perception 6 (+6), Stealth 11 (+8), Insight 6 (+6)

Offense
Initiative +6
Unarmed +13 Damage 17 and Affliction 12

Defense
Dodge 11 (11), Parry 11
Toughness 17, Fortitude 14, Will 8 (8)

Abilities 78+Powers 42+Advantages 19+Skills 23+Defenses 19=181

•Magog (not his real name, which is impossible to pronounce in a human tongue) was the leader of the last of 3 invasions of Earth conducted by the Sikkai, a warrior race living in interdimensional space (the Grey). When the invasion failed, the Sikkai fled and closed their world-spanning portals, leaving their leader behind as punishment for his failure. Since then, he's been in hiding, waging a one-Sikkai war on Earth. As such, his targets can range from secret military installations to population centers and anything else. When the entire planet is your enemy, you can throw a rock out a window and hit your target.

•A genetically altered leader of a warrior race, Magog is a dangerous foe. While not particularly intelligent, he's skilled in warfare and has a commanding personality. In addition to his enormous strength and toughness, his body secretes a neurotoxin he can either strike with or spit (perhaps catching some targets by surprise). Those few that can stand against him (including Hardcore of the Sentinels) only earn themselves even greater hatred. Your average Sikkai soldier is probably a PL 10, but massively undercapped on defense, like Magog, on account of their size and toughness. Just take Magog's stats and turn the dial back a few notches to get a dangerous but not insurmountable group of alien Mooks for PCs to take down in droves.
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Postby Arthur Eld » Thu Nov 01, 2012 9:45 am

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Figment
PL 12 248

Abilities

Strength 5, Stamina -, Agility 8, Dexterity 8, Fighting 6, Intellect 5, Awareness 10, Presence 0

Powers
Psionic Hunter Enhanced Close Attack 3, Limited, only against psionics 2
Shifting Form Morph 3, Extra Limbs 3, Elongation 2 20
Psi-feeder Personal Reaction Healing 5, Triggered by exposure to mental effects 20
Astral Being Concealment 10 (all Senses, Innate, Permanent, Quirk-not against those with mental Awareness or telepaths), Immunity 35 (illusions, Fortitude) 45
Psi-Deflection Deflect 10, Close Range, Limited to mental attacks, Reflection 5
Astral Travel Flight 10, 5 ranks Limited to only on Astral Plane 15
Incorporeal Permanent Innate Insubstantial 4 21
Pain Touch Damage 10, Resisted by Will 20
Mental Feeding Weaken Stamina 10, Affects Corporeal, Limited-target loses one rank per round maximum 1
Paralyzing Touch Cumulative Affliction 6, Resisted by Will, Impaired/Immobile/Paralyzed, Affects Corproreal 1
Resilient Protection 10 10
Astral Senses Senses 12 (Vision Penetrates Darkness, Ranged mental Detect Psionic minds, (Accurate, Acute, Radius, Ranged), Mental Awareness (Radius, Extended)) 12

Advantages: Close Attack 4, Favored Foe (psionics), Evasion

Skills: Intimidation 4 (+4), Perception 8 (+18)

Offense
Initiative +8
Pain Touch +10/+13 Damage 8

Defense
Dodge 8, Parry 6
Toughness 10, Fortitude -, Will 10

Abilities 64+Powers 172+Advantages 6+Skills 6+Defenses 0=248

Complications
Weakness Direct mental contact with those of strong minds can damage Figment, eventually 'killing' it, were it to be exposed for a minute or so.

•Figment is a remnant of a being called Mindstalker, a being of Astral Energy who traveled to Earth, driven by curiosity, eventually joining the heroes called the Pantheon. Mindstalker was believed to be dead after battle with Umbra, but his psyche was instead fragmented and scattered. Members of Ghostworks found a large piece, which they called Figment, and eventually collected others, joining them together. The result was a being of pure Id that fled the area only to return and kill those that had 'created' it, one by one. Since then Figment continues to hunt down those who are psionically active to drain their mental energies and feed them.

•Kind of a strange build, Figment is tricky to hurt without the right power setup, but isn't too tough if you can manage that. Still, the idea of an invisible flying psychic killer has a lot of merit.
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Postby Arthur Eld » Thu Nov 01, 2012 10:30 am

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Nemesis
PL 12 280

Abilities

Strength 2, Stamina 8, Agility 8, Dexterity 8, Fighting 10, Intellect 2, Awareness 0, Presence 1

Powers
Chameleon Harness (Removable) 14
Universal Translator Comprehend 4 (languages)
Mind Shield Enhanced Will 5, Limited to mental effects
Human disguise Morph 1 (human form, continuous, limited to technology)
Scanners Senses 2 (Acute Detect Organic structure)

Chidoro Immunity 3 (pressure, suffocation) 3

Mimic Variable 10 for Powers of nearby targets, Limited-acquires their power Flaws, Flaw-must make a successful touch roll against target 50

Shapeshift Variable 6 for humanoid shapes Continuous, Dynamic 57
Reconstruction Reaction Personal Healing 9, Dynamic 2

Memory Shaping Affliction 6 (Dazed/Stunned/Transformed, Sustained) 18
Telepathy Close Cumulative Mind Reading 6, Mental Communication 3 1

Advantages: All-out Attack, Assessment, Defensive Attack, Evasion, Grabbing Finesse,Improved Defense, Improved Initiative, Luck 2, Move-by Action, Power Attack, Ranged Attack 2, Takedown, Tracking

Skills: Acrobatics 3 (+11), Athletics 3 (+5), Deception 6 (+7), Sleight of Hand 8 (+16), Investigation 7 (+9), Expertise (Current events) 3 (+5), Expertise (pop culture) 3 (+5), Perception 10 (+10), Expertise (bounty hunter) 10 (+10), Insight 8 (+8), Stealth 8 (+16)

Offense
Initiative +12
Unarmed +10 Damage 2
Memory Altering +10 Affliction 6

Defense
Dodge 10 (2), Parry 10
Toughness 8, Fortitude 8, Will 10/5 (5)

Abilities 78+Powers 145+Advantages 15+Skills 35+Defenses 7=280

•Xeregal is a Chidoro-a race that was once powerful only to fall to infighting and chaos after failing to conquer the Saeduun as they had conquered all others in the past. Xeregal was born after that, to the Hunter caste, one-time enforcers who now worked as bounty hunters to keep their species alive. Xeregal doesn't know who he was hired by most recently, only that his was target was called Onyx. After failing, he convinced anti-alien group Majestic 20 that he was a human, mutated by alien experiments and wanted revenge on aliens. It was they who dubbed him Nemesis and he continues to work for them. Somewhat unexpectedly, he's gone kind of native, adopting human slang and being very enamored with human cultures.

•A guy with not one, but two kinds of variable, Nemesis is not to be taken lightly. He can easily use his Shapeshift power to hit his defensive and offensive caps, and he can then get 50 more points of powers from whatever target he's fighting, assuming he makes a to-hit roll. Seeing as how he can use his Shapeshift to get an insane to hit bonus-+22!(and as NPC, that kind of munchkin behavior should be encouraged to make him a challenge), that shouldn't be a problem. He also has mild telepathy, a rarity among his race, which give him even greater versatility.
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Postby Arthur Eld » Thu Nov 01, 2012 11:38 am

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Surefire
PL 12 176

Abilities

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

Powers
Gun TK Move Object 4, Perception Range, Sustained, Limited-only affects Firearms, Precise 9
Ballistikinetic Blast 8, Multiattack, Penetrating, Accurate 2, Improved Critical 4, Precise, Ricochet 3, Quirk-needs guns as a focus. 42
Bullet Boost Blast 12, adds Enhanced Advantage-Improved Critical 4 Limited-must be using a firearm with damage of at least rank 9 1

Advantages: Ranged Attack 8, All-out Attack, Defensive Attack, Defensive Roll 3, Equipment 8, Evasion, Improved Aim, Move-by Action, Precise Attack (Ranged, cover & concealment), Ultimate Aim

Equipment: Body Armor (Protection 4), Commlink, Sniper Eye (Senses 2-extended vision 2), 33 points for guns.

Skills: Technology 4 (+5), Vehicles 6 (+10), Investigation 7 (+8), Intimidation 6 (+8), Expertise (tactics) 6 (+7), Perception 4 (+9), Expertise (soldier) 8 (+9), Stealth 8 (+12)

Offense
Initiative +4
Ballistikinetic blast +16 Damage 8
Boosted gun blast +12 Damage 12

Defense
Dodge 11 (7), Parry 11 (3)
Toughness 10/7, Fortitude 5 (2), Will 10 (5)

Abilities 56+Powers 52+Advantages 26+Skills 25+Defenses 17=176

•Surefire is Winston Dale, a former officer in the US Army. A control freak, he was skilled at managing his unit, but chafed against any authority, and was often charged with insubordination. After a head injury, his psionic powers to manipulate guns emerged and he left the military. He became a mercenary sniper, being well-paid and highly successful. However, he found it too easy, and so shifted his focus to killing superhumans.

•Surefire's power set is a neat little idea-he can turn even weak guns into armor-piercing death machines, able to pull off impossible trick shots, and he has limited TK related to guns. Other than that, he's your basic for-hire gun nut, like Deadshot and many others. Still, it'd be a cool moment for a normally bulletproof hero to confront Surefire and be surprised when he manages to wound them with an otherwise normal .32.
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Postby Arthur Eld » Fri Nov 02, 2012 9:48 am

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Dr. Chiropterus
PL 10 156

Abilities

Strength 5, Stamina 9, Agility 7, Dexterity 7, Fighting 5, Intellect 4, Awareness 2, Presence 4

Powers
Wings Flight 4, Wings 4
Tough Protection 1 1
Sonic Screech Cone Area Auditory Dazzle 8, 24
Sonic Scream Blast 12 1
Claws Strength-based Damage 3 3
Bat Senses Senses 4 (Accurate Hearing, Extended Hearing 2, Ultrahearing) 4

Advantages: Animal Empathy, Equipment 2, Favored Environment (in the air), Move-by Action, Precise Attack (ranged, concealment), Startle

Equipment The Belfry, HQ-Medium, Toughness: 10, Computer, Concealed, Laboratory

Skills: Close Combat (claws) 4 (+9), Technology 6 (+10), Intimidation 4 (+8), Expertise (Science) 8 (+12), Insight 4 (+6), Stealth 4 (+11)

Offense
Initiative +7
Claws +9 Damage 8
Sonic Scream +7 Damage 12

Defense
Dodge 9 (2), Parry 9 (4)
Toughness 10, Fortitude 9 (2), Will 5 (3)

Abilities 86+Powers 37+Advantages 7+Skills 15+Defenses 11=156

•Dr. Nicholas Lewis was a scientist specializing in studying bats, hoping to find a way to transfer their strength of hearts and arms to humans. However, he fell victim to the hereditary heart condition that had claimed his mother when he was, and so he injected himself with super-bat DNA. It saved his life, but it transformed him to a half bat half man and when he awoke, his research assistant was dead, torn to shreds. Hoping to prove himself innocent, Dr. Chiropterus was briefly affiliated with the Aerie, until Cyberhawk turned him over to the authorities.

•A slightly undercapped PL 10, the Doc has to rely on his Favored environment to be at his most effective. He's an intelligent, mobile blaster though, and thus has a lot of options in a fight. He's also a decent techie, although he won't be whipping up a ray gun or teleporter anytime soon.
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Postby Arthur Eld » Fri Nov 02, 2012 10:08 am

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Horus, son of Ra
PL 17 292

Abilities

Strength 15, Stamina 18, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 5, Presence 10

Powers
Mantle of the Sunhawk Removable 63
Sun Blast Blast 15
Sun Beam Visual Dazzle 15
Solar Flare Cone Visual Dazzle 10
Sun Shadow Visual Concealment, Area 13 (16 mile radius)
Banish Darkness Nullify Darkness 15, Simultaneous
Living Sun Nullify Darkness 10, SImultaneous, Reaction, Personal Range
Wings of the Sunhawk Flight 14
Solar Radiance Environment 8 (Light 2, half mile radius)

Invulnerable Protection 2, Immunity 23 (Aging, visual dazzles, Fatigue, Illusions, Life Support) 25
Immortal Regeneration 5 5
God Senses Senses 4 (Darkvision, Ranged Detect Evil) 4
Thunderclap Burst Area Touch Range Auditory Dazzle 15 15

Advantages: Ranged Attack 10, Close Attack 4, All-out Attack, Animal Empathy, Attractive, Precise Attack (Close, concealment), Fearless, Improved Critical (sun powers) 3, Improved Initiative, Inspire 3, Luck 2, Power Attack, Ritualist, Language 1 (English, base-Coptic Egyptian)

Skills: Intimidation 4 (+14), Persuasion 4 (+14), Expertise (magic) 3 (+3), Perception 6 (+11), Insight 10 (+15)

Offense
Initiative +6
Unarmed +12 Damage 15
Sun blast +12 Damage 15

Defense
Dodge 8 (6), Parry 8
Toughness 20, Fortitude 18, Will 15 (10)

Abilities 120+Powers 112+Advantages 30+Skills 14+Defenses 16=292

•Hrous, son of Ra was the jailor of Apophis, known to some as the Serpent Queen. For centuries, after his fellow Heliopolitans withdrew from the earth, he never failed in his duty, except once. During a battle in the desert near his post, he was distracted, and bandits entered the temple that was the physical anchor for the celestial prison. Apophis escaped, and Horus had to follow, but he needed a host, for he was forbidden by his father from fully manifesting on the Earth. As luck would have it, wounded archaeologist Matthew MacTyre entered the temple, a victim of the bandits, and he accepted Horus' offer to be his vessel. Since then, they fought evil wherever they could find it, especially the Serpent Queen. Eventually, both Horus and the Queen were believed dead, but decades later they returned, and MacTyre once more disappeared from his normal life to help battle monsters and evil.

•Horus is only PL 17 on account of his Fortitude and Will. Defensively, he's a PL 14 and offensively he's like a 13.5. Still, he's damn dangerous between his inherent toughness and regeneration, he can Power Attack and Allout attack all the time and not worry too much about taking damage, allowing him to function offensively like a PL 16, enough to take on guys like Superman or even Darkseid with a solid chance at victory.
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Postby Arthur Eld » Fri Nov 02, 2012 10:29 am

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Stiltskin
PL 10 297

Abilities

Strength -1, Stamina 0, Agility 8, Dexterity 8, Fighting 4, Intellect 10, Awareness 8, Presence 3

Powers
Redcap Immunity (age, disease, illusions, poison) 8
Faerie Magic Array, 26 points
Mesmerism Mind Control 6 24
Magic Step Teleport 5, Extended (900 feet/30 miles) 1
Phantasms Illusion 8 (hearing and vision) 1
Shapeshifting Variable 8, 40 points for physical forms, Move Action 64
Gnome Permanent Innate Shrinking 4 9
Faerie Senses Senses 8(Precognition, Mystic Awareness, Accurate, Acute) 8
Mind Magic Cumulative Mind Reading 6, Mental Communication 3 30

Advantages: Artificer, Defensive Roll 6, Daze (Deception), Evasion, Fearless, Improved Defense, Jack of All Trades, Luck 3, Ritualist, Skill Mastery 3 (Deception, Perception, Stealth)

Skills: Deception 10 (+13), Expertise (art) 8 (+18), Persuasion 4 (+7), Expertise (magic) 6 (+16), Expertise (history) 5 (+15), Expertise (current events) 5 (+15), Perception 5 (+13), Insight 5 (+13), Sleight of Hand 5 (+13), Stealth 5 (+13)

Offense
Initiative +8
Unarmed +4 Damage -1

Defense
Dodge 12 (10), Parry 12 (6)
Toughness 6/0, Fortitude 6 (6), Will 10 (2)

Abilities 80+Powers 145+Advantages 19+Skills 29+Defenses 24=297

Complications
Curse Stiltskin's magic will not work on anyone who can invoke his True Name.
Enemy Troll
Arrogance and ill-tempered Stiltskin is both wise and powerful, but his hatred of others and belief in his superiority can trip him up.

•Stiltskin is an anomaly of his kind-Redcaps, a mixture of Sidhe and Fomori designed to be soldiers of the Sidhe. While most came were vicious and murderous, but dim-witted and easily manipulated, Stiltskin was the smallest of the group, dismissed by the Sidhe as too weak. But he was born with great intelligence and cunning, which eventually led him to lead a Redcap rebellion. It came close to victory, but ultimately failed. The Sidhe cursed Stiltskin to never use his powers against them again and cast him out in the world, where he began centuries of trickery and murderous 'games.'

•Only mildly powerful in magic, thanks to having most of his powers stripped from him, Stiltskin can still get up to a lot of trouble. He also sets up situations where a straight confrontation with him won't get the heroes what they want-he likes to play games of cunning. He can be bested-that's where his name comes from (its not his true name, although he has changed that several times with powerful magics), but more often than not he wins against mundanes and kills them in horrible fairy tale fashion.
Last edited by Arthur Eld on Sat Dec 29, 2012 3:57 pm, edited 1 time in total.
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Postby Arthur Eld » Fri Nov 02, 2012 12:05 pm

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Speed Metal
PL 13 160

Abilities

Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 6, Intellect 0, Awareness 1, Presence 2

Powers
Speed Suit Removable 89
Null Friction Field Affliction 10, Resisted by Dodge, Hindered/Prone, Burst Area
Counter Friction Nullify Binding effects 10
Armored Construction Protection 8
Sped-up Reflexes Enhanced Active Defenses 9, Enhanced Advantages-Move By Action, Improved Defense
Laser Emitter Blast 10, Accurate
Sensory Shields Immunity 5 (Sensory Afflictions), Limited to half effect
Sensors and comm system Senses 4 (lowlight vision, direction sense, Time sense), Feature 1 (Commlink)
Magnetic Displacers Speed 11, Affects Others on 9 ranks, Quickness 9, Enhanced Advantage-Improved Initiative 9, Movement 3 (Water Walking, Wall Crawling 2, Limited to when running)
Spinning AE of Speed Sustained Immunity 5 (Entrapment)

Advantages: Agile Feint, Connected, Close Attack 3, Ranged Attack 5

Skills: Deception 5 (+7), Vehicles 10 (+12), Technology 5 (+5), Investigation 6 (+6), Stealth 6 (+8), Insight 6 (+7),

Offense
Initiative +38
Laser blaster +9 Damage 10
Null Friction touch +9 Affliction 10

Defense
Dodge 15/6 (4), Parry 15/6
Toughness 10, Fortitude 6 (4), Will 4 (3)

Abilities 34+Powers 88+Advantages 8+Skills 19+Defenses 11=160

•Ronny Marston was always a skilled driver, and his need for speed led him to criminal racing and eventually working as a get-away driver for thieves and robbers. His skill put him in touch with the Magi who eventually let him test a speed enhancing suit of powered armor for them. However, the suit's neurla interface imprinted on Marston's thought patterns, meaning it wouldn't work for anyone else-including any duplicates they might make. So the Magi let Marston keep the suit in return for working for them-for free. They also get a cut of whatever jobs he pulls for other employers, in return for putting their considerable financial and legal resources at his disposal. For Marston, who's mostly in it just for the chance to go fast and be at risk, the money is just a secondary benefit.

•Speed Metal's PL is deceptive, as he isn't even a PL 10 on offense, he's just very hard to hit and decently tough as well. Still, given that his M.O. is high-speed theft and not combat with anybody, especially superhumans, that's ok. He can also imbue others with speed, leading to a plague of high-speed robberies across a city at once-perfect for distracting heroes from some larger, more terrible threat.
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Postby Arthur Eld » Fri Nov 02, 2012 12:25 pm

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Smog
PL 10 152

Abilities

Strength 1, Stamina 3, Agility 1, Dexterity 1, Fighting 8, Intellect 0, Awareness 1, Presence 1

Powers
Gas Cloud Form Flight 2, Insubstantial 2 (Continuous) 16
Liquid Form Insubstantial 1, Elongation 3, Strength-based Damage 4, Movement 1 (Slithering) 1
Inhuman Immunity 32 (critical hits, Fortitude effects) 32
Acidic Discharge Cone Area Weaken Toughness 7, Affects Objects, Linked to Cone Area Damage 7 35
Toxic Gas Ranged Cumulative Affliction 10 Impaired/Stunned/Incapacitated, Resisted by Fortitude 1
Concealing Gas Burst Area Concealment 3 (vision and scent), Area 8, 1/2 mile radius 1
•b]Slippery Secretion[/b] Cone Area Affliction 10, Resisted by Dodge, Hindered/Prone 1

Advantages: Ranged Attack 7, Startle

Skills: Deception 6 (+7), Intimidation 6 (+7), Perception 6 (+7), Insight 6 (+7)

Offense
Initiative +1

Defense
Dodge 10 (9), Parry 10 (2)
Toughness 3, Fortitude 3, Will 3 (2)

Abilities 32+Powers 87+Advantages 8+Skills 12+Defenses 13=152

Complications
Inhuman Smog is stuck in his current state, while he can switch between gas and liquid forms, he can not turn solid or revert to his previous human body.
Unlucky Even before the accident that made him Smog, Tony was an unlucky guy. This can manifest in all kinds of unfortunate consequences for him.

•Smog used to be Tony Lucien, small time crook who was always jinxed. Eventually he was sent to steal chemicals for his boss, but he accidentally caused a chemical spill and electrical fire that engulfed him, transforming him into his current inhuman state. Since then, he's roamed about in a haze, so to speak, attacking both sources of pollution as well as sites of great beauty-for reminding him what he is and what he once was.

•Smog has some decent powers, but his greatest strength is that he's usually Immune to all physical damage. This gives him a tremendous advantage over conventional authorities, and since he's not really out to conquer the world or kill superheroes, he can cause a lot of damage before those who have the right tools/powers to stop him show up.
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Postby Arthur Eld » Fri Nov 02, 2012 12:57 pm

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Singularity
PL 12 181

Abilities

Strength 1, Stamina 3, Agility 4, Dexterity 4, Fighting 9, Intellect 0, Awareness 2, Presence 2

Powers
Anti-Grav Flight 7 (250 MPH, 1/2 mile per round) 14
Gravity Shields Force Field 12 12
Gravity Control Burst Area Move Object 12, Limited direction-up or down, Increased Area 3, 250 foot radius 60
Precision Gravity Control Move Object 15, Damaging 1
Power Resistance Immunity 1 (own powers) 1
Gravity Radar Senses 5 (Detect Gravity fields/disturbances Accurate, Acute, Radius) 5

Advantages: Improved Initiative, Power Attack, Ranged Attack 5, Taunt

Skills: Investigation 7 (+7), Intimidation 7 (+9), Perception 6 (+8), Expertise (criminal, AWE-based) 6 (+8), Insight 6 (+8), Stealth 6 (+10)

Offense
Initiative +8
Precision Gravity Control +9 Damage 15

Defense
Dodge 9 (5), Parry 9
Toughness 15/3, Fortitude 6 (3), Will 5 (3)

Abilities 50+Powers 93+Advantages 8+Skills 19+Defenses 11=181

•Myron Franklin was a criminal from an early age, and by age 16 he had committed murder, been shot in the head by police, and put in a prison hospital while in a coma. When he awoke, his latent mutant powers had manifested themselves, and in that same day, he was confident enough in their usage to escape. After that, Krusher K, as he called himself, committed crimes, in love with his power. The police couldn't stop him, but he was eventually sent to prison by a superhero, this time a prison for people like him. It wasn't until there was a mass prison break months later that he was back on the street, now calling himself Singularity and hiring himself out to wealthy, experienced criminals. He learned patience in those months in prison, and he's now studying those around him, knowing that some day, he'll call the shots.

•Singularity is a guy that can be used like a regular for-hire supercriminal, but with two notable differences. First, his level of power means he's much more dangerous than the average supermook. Also, while he's no egghead, he's smart enough to learn from his mistakes. GMs should make careful use of him so that he actually seems more dangerous from encounter to encounter, not less. He'll learn how to counter the hero's powers, make creative power-stunts, and has the chops to serve as an effective archvillain to a wide range of heroes.
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Postby Arthur Eld » Sun Nov 04, 2012 2:18 pm

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Mean Machine
PL 13 193

Abilities

Strength 12, Stamina 10, Agility 8, Dexterity 8, Fighting 11, Intellect 0, Awareness 1, Presence 3

Powers
Wrist Laser Blast 11, Accurate 2 24
Datalink Radio Communication 3 12
Metal Legs Speed 4, Leaping 2 6
Omnium Steel Chainsaw Strength-based Damage 3, Improved Critical 4
Cybernetic Armor Protection 4, Impervious Toughness 7 11
Sensory Implants Senses 6 (Extended Hearing, Extended Sight, Infravision, Lowlight vision, radio, ultrahearing) 6

Advantages: All-out Attack, Improved Disarm, Improved Initiative, Power Attack, Ranged Attack 2, Startle

Skills: Technology 3 (+3), Investigation 9 (+9), Perception 4 (+5), Intimidation 8 (+11)

Offense
Initiative +12
Wrist Laser +14 Damage 11
Chainsaw +11 Damage 15

Defense
Dodge 11 (3), Parry 11
Toughness 14, Fortitude 10, Will 3 (2)

Abilities 106+Powers 63+Advantages 7+Skills 12+Defenses 5=193

•Mean Machine, AKA Curt Weathers, was a construction worker who was abducted by the Assembly along with thousands of others as it tried to turn them into cyborg minions. Most of them died, but Curt lived, rescued from being a digital slave by the Best Man and the Sentinels. He couldn't go back to his old job, so he became hired muscle-but he turned on his employer who wanted to kill innocent civilians to get away. Taking down his former criminal boss got him offers to do commercials and other corporate sponsors. This led to his brief membership on the Sentinels team-but the stress, combined with the mental instability his implants were wreaking on him-led him to be fired form the team. He tried to attack the Sentinels when they told him, but Technomancer shut him down easily, earning him Mean Machine's everlasting hatred. Since then, he works for anyone who can pay him what he asks for, doing one dirty job after another.

•Mean Machine is a dangerous foe, but is hampered by his lack of imagination in fights and his temper. Still, there are plenty of folks out there who will shell out good money for a man-killing half-robot enforcer.
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Postby Arthur Eld » Sun Nov 04, 2012 7:40 pm

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Krait
PL 10 212

Abilities

Strength 3, Stamina 4, Agility 2, Dexterity 2, Fighting 9, Intellect 1, Awareness 3, Presence 2

Powers
Psi-Shields Concealment 2 (All mental senses), Permanent, Immunity 5 (mental damage), Enhanced Will 5, limited to mental effects 10
Psychosomatic Invisibility Concealment 6 (all sight, hearing, smell, Limited-only those with minds) 6
Psi-Proof Nullify 10 (Psionics, Simultaneous, Reaction, Close Range, Limited to attacks that target Krait) 30
Psi-Blank Simultaneous Nullify Psionics 10, Concentration, Tiring 20
Mental Paralysis Perception Affliction 6, Resisted by Will, Hindered/Immobile/Paralyzed) 24
Pain Projection Mental Blast 6 1

Advantages: Ranged Attack 9, Connected, Contacts, Defensive Roll 2, Equipment 7, Evasion, Luck 2, Well-Informed

Equipment: Body Armor (Protection 4, Subtle), Commlink, HQ-Abandoned Warehouse, Night vision goggles, Heavy pistol (silencer), Smoke Grenade (Cloud Area visual concealment)

Skills: Deception 6 (+8), Technology 6 (+7), Investigation 12 (+13), Perception 8 (+11), Expertise (spy) 10 (+11), Stealth 8 (+10), Insight 6 (+9)

Offense
Initiative
Unarmed +9 Damage 3
Heavy pistol +11 Damage 4

Defense
Dodge 10 (8), Parry 10 (1)
Toughness 10/6/4, Fortitude 6 (2), Will 13/8 (5)

Abilities 52+Powers 91+Advantages 23+Skills 28+Defenses 18=212

•Joseph Ryan is a psychic assassin, who used to work for the secret branch of the NSA called Ghostworks. Eventually the nature of his work and the fact that his abilities made him an outsider even among his fellow psychics drove him to leave. Those sent to find him were killed, and they accepted his 'resignation'. So Krait, as he's known, continues to be an assassin, he just doesn't work for any one group anymore. He specializes in psi-actives, but goes after others as well.

•In addition to his conventional skills and combat training, Krait's powers make him an expert infiltrator and stealth killer. Against cops and crooks, he's out of their league with his powers to fall back on against tougher, but still 'normal' foes-like a guy inside a suit of power armor or something. And against psychics, he's got a downrught unfair advantage.
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Arthur Eld
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Postby Arthur Eld » Sun Nov 04, 2012 7:55 pm

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Opaque
PL 13

Abilities

Strength 1, Stamina 2, Agility 3, Dexterity 3, Fighting 6, Intellect 9, Awareness 2, Presence 3

Powers
Laser Battle Suit (Removable, Restricted) 73
Protective Shields Force Field 10, Impervious Toughness 13
Flying Flight 10
Sensory Shields Immunity 2 (visual dazzles)
Cloaking Concealment 4 (all visual)
Light Control Environment 14 (Light 2)
Laser Blast 14
Wide Beam Blast 9, Cone Area
Hard-light objects Create 13
Light Drain Burst Area 6 Visual Concealment
Blinding Light Cone Area Visual Dazzle 9
Sensors Senses 3 (lowlight vision, Infavision, Ultravision)

Advantages: Ranged Attack 3, Attractive, Defensive Roll, Favored Enviroment (air), Inventor

Skills: Technology 5 (+14), Expertise (Science) 8 (+17), Perception 6 (+8), Investigation 3 (+12), Insight 3 (+5), Ranged Combat (suit lasers) 5 (+11)

Offense
Initiative +3
Suit Lasers +11 Damage 14

Defense
Dodge 9 (6), Parry 9 (3)
Toughness 13, Fortitude 5 (3), Will 6 (4)

Abilities 58+Powers 73+Advantages 7+Skills 15+Defenses 16=169

•Clauida Weiss was a genius scientist, working for Kessler Technodyne on Project Kaleidoscope-the development of a battlesuit using exotic applications of lasers. While the project had some succes, there was difficulty with the cybernetic interface harness worn between wearer and suit. Worried about the failure, Clauida sneak in after hours to fix the harness. It mostly worked, but when she tried the suit on, there was great pain that eventually forced her unconscious. When she woke up in hospital, the harness had fused to her body and her company was going to fire and prosecute her. Later, when she was alone, the suit came to her on its own. She began to use it to strike back at Kessler, only to be stopped by Onyx, beginning her life as a supercriminal.

•Barely a PL 13, Opaque can act as a PL 13/5 on offense using favored environment, or bump her defenses up to PL 12. Her powers are mostly basic flying blaster stuff, but her Concealment powers and the fact that she has Inventor give her a leg-up on similar characters.
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Arthur Eld
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Postby Arthur Eld » Tue Nov 06, 2012 9:56 am

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Platinum Blonde
PL 15 195

Abilities

Strength 1, Stamina 5, Agility 1, Dexterity 1, Fighting 5, Intellect 10, Awareness 8, Presence 4

Powers
Prehensile 'Hair' Extra Limb 1 1
Datalink Radio Communication 4, Enhanced Technology 4 14
Electrified Hair charge Blast 8 16
Defensive Electric Field Force Field 8 8
Gadgets Easy to Lose Variable 5 21

Advantages: Attractive 2, Benefit 5 (Wealth), Connected, Contacts, Eidetic Memory, Equipment 3, Inventor, Ultimate Investigate, Well-Informed

Skills: Technology 11 (+21/+25), Persuasion 5 (+9/+14), Investigation 9 (+19), Expertise (current events) 15 (+25), Expertise (Science) 10 (+20), Perception 9 (+17), Insight 9 (+17), Expertise (information broker) 13 (+23)

Offense
Initiative +1
Electric charge +5 Damage 8

Defense
Dodge 7 (6), Parry 7 (2)
Toughness 13/5, Fortitude 5, Will 8

Abilities 70+Powers 60+Advantages 16+Skills 41+Defenses 8=195

•Platinum Blonde was born Kathleen Carrington, a successful computer programmer as a young adult. After a terrible skiing accident, a man offered her the chance to walk again, if she agreed to an experimental treatment. She agreed and was taken to a hidden facility where she was given cybernetic implants that replaced her spine and brain, letting her walk and allowing her to mentally interface with computers. She learned through her new powers that the facility was built by a group called the Magi, a criminal organization that wanted to create a legion of cyberthieves to crush the world's electronic security. Perhaps because of the procedure, Kathleen rejected this idea as a crime against technology, and she escaped, damaging the project in the process. Since then, Platinum Blonde has worked as a techno-terrorist, preventing abuse of technology. She is also an information broker, with a network of systems and hacker allies to give information to those who can find her.

•Only PL 15 by virtue of her skills, the Platinum Blonde is a computers expert with few equals. Besides that, she's not much of a combatant, but finding her is hard enough, and she's sure to have a few toys up her sleeves to help her get away.
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Arthur Eld
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Postby Arthur Eld » Tue Nov 06, 2012 10:06 am

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The Lord of Mirrors
PL 15 1,108

Abilities

Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 5, Intellect 10, Awareness 15, Presence 15

Powers
Mirror Speak Communication 1, Medium-Mirrors, Subtle 2, Extra-Dimensional 5
Rha'Zha'Keth Comprehend 4 (Langauges), Immunity 35 (Fortitude, Illusions), Senses 5 (Accurate Radius Ranged Detect Minds, Mystic Awareness) 48
Mirror Spy Remote Sensing 26 (Sight, hearing, Medium-Mirrors, Extra-Dimensional) 53
Extradimensional being Insubstantial 4, Permanent, Innate, Morph 4, Resistible by Will, 37
Immortal Protection 10, Immortality 20 50
Fetches Summon 41 (Multiple Minions 6-64, Heroic, Mental Link, Extra-Dimensional) 412

Wishes (All have Quirk -2, can only be used if others make a wish)
Transmutation Ranged Transformation 11, anything into anything, 1,600 lbs, Dimensional, Continuous 76
Mind Shaping Affliction 8, Dazed/Compelled/Transformed-new mind, Shapeable Area, Increased Area 9, Increased Duration-Continuous, Dimensional 95
Ex Nihilo Create 16, Continuous, Innate, Precise, Subtle, Dimensional, Increased Volume 9-32 million cubic feet 194

Advantages: Daze (Deception), Fascinate 2 (Deception, Persuasion), Ranged Attack 5, Ritualist, Taunt

Skills: Close Combat (unarmed) 6 (+11), Deception 10 (+25), Persuasion 10 (+25), Expertise (magic) 10 (+20), Insight 10 (+25)

Offense
Initiative +0
Unarmed +11 Damage 0

Defense
Dodge 5 (5), Parry 5
Toughness 10, Fortitude 0, Will 20 (5)

Abilities 95+Powers 970+Advantages 10+Skills 23+Defenses 10=1108

Lesser Lord of Mirrors
PL 15 603

Abilities

Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 5, Intellect 10, Awareness 15, Presence 15

Powers
Magic Travel Flight 21 (8,000 miles per round/4 million miles per hour) 42
Spirits Concealment 10 (all senses) 20
Possession Affliction 15 (Dazed/Compelled/Transformed) 15
Mirror Travel Movement 3 (Dimensional travel 3, Medium-mirrors, Quirk-must be invited) 2
Mirror Speak Communication 1, Medium-Mirrors, Subtle 2, Extra-Dimensional 5
Rha'Zha'Keth Comprehend 4 (Langauges), Immunity 35 (Fortitude, Illusions), Senses 5 (Accurate Radius Ranged Detect Minds, Mystic Awareness) 48
Extradimensional being Insubstantial 4, Permanent, Innate, 21
Immortal Protection 10 10

Wishes (All have Quirk, can only be used if others make a wish, -2)
Transmutation Ranged Transformation 11, anything into anything, 1,600 lbs, Dimensional, Continuous 76
Mind Shaping Affliction 8, Dazed/Compelled/Transformed-new mind, Shapeable Area, Increased Area 8, Increased Duration-Continuous, Dimensional 81
Ex Nihilo Create 14, Continuous, Innate, Precise, Subtle, Dimensional, Increased Volume 7-32 million cubic feet 142

Advantages: Daze (Deception), Fascinate 2 (Deception, Persuasion), Ranged Attack 5, Ritualist, Taunt

Skills: Close Combat (unarmed) 6 (+11), Deception 10 (+25), Persuasion 10 (+25), Expertise (magic) 10 (+20), Insight 10 (+25)

Offense
Initiative +0
Unarmed +11 Damage 0

Defense
Dodge 5 (5), Parry 5
Toughness 10, Fortitude 0, Will 20 (5)

Abilities 95+Powers 462+Advantages 10+Skills 23+Defenses 10=603


•The Lord of Mirrors is an ancient Rha'Zha'Keth, extradimensional conquerors, avatars of chaos, powerful and amoral. While the Rha'Zha'Keth that journeyed to our dimension were eventually defeated by the powerful Acathii civilization, not all could be destroyed. One, a lord of his kind, was banished into a pocket dimension designed to hold him for eternity. After eons of imprisonment, the being was contacted by a sorcerer from earth-who was trying to call something else, something the Lord pretended to be. The Lord latched onto the summoner's focus-a small mirror. With that bond, the Rha'Zha'Keth found he could contact the mage's home-Earth, using all mirrors. At first too weak to do anything but communicate, over the centuries the Lord bargained for power in exchange for information, and then used its own mildly restored powers to grant wishes. It was called Wishgiver, the Whisperer, Master of Secrets, and more, but it is most commonly known as The Lord of Mirrors. With vast power (although still not at the level it once had), the Rha'Zha'Keth is sure to have some foul plan to wreak havoc on the universe and free itself, but so far that is unknown.

•By far the most expensive build I've done, the Lord of Mirrors is a powerful but indirect entity. If he was ever to be unleashed from his prison and returned to full power, he'd probably best be dealt with as a plot device character, or at least PL 20 or so. His powers are mostly straight-forward, he just has lots of progression and high area of effects, but his three wish-granting powers can only be used to grant the wishes of others. Honestly, that's probably a -1 per rank Flaw, but the 2E version had it as a -2 point Drawback, so whatever. He can also summon lesser versions of himself to send out into the real world and possess magic users who called upon. They're mostly the same build, but I toned down their wish-granting powers a bit. Algernon Files suggested just calling his Wishgranting powers a plot device, but I think it works fairly well here, as I made it a group of powers, and not an array-which a lot of people complained about in a similar DC character-Blaze.
Last edited by Arthur Eld on Sat Dec 29, 2012 3:58 pm, edited 1 time in total.
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Arthur Eld
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