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Surveillance Gear: Advanced multi-spectrum binoculars: Advanced pair of collapsible binoculars which can see in various spectrums, see through any form of concealment and in any lighting, has built-in range viewer and allows the user to see for miles. [Senses 15 [Counters Concealment 5 [visual], Distance Sense, Extended Vision 2, Infravision, Ultravision] • Cost: 15 ep
Electronics: Advanced Order Commlink: A simple looking white disc placed behind the ear [or equivalent organ], it allows thought project for communication with any other being wearing one. [Communication 5 [telepathic transmission], Area, Selective, Subtle, Limited to Other Advanced Order Commlinks] • Cost: 26 ep
Survival Gear: Life support field generator: A bracelet appearing to be made of solid gold with advanced circuitry hidden inside, it allows the wearer to survive in any environment and even provides for unique lifeform needs. [Immunity 9 [Disease, Poison, all environmental conditions, suffocation[; Feature 1 [Provides for wearer’s lifeform needs] • Cost: 10 ep
Melee Weapons: Impact Staff: A variable length staff, up to 1’ shorter than the wielders height, which generates a powerful kinetic field to enhance impact. [Strength-Based Damage 6, Feature: Variable length] • Cost: 7 ep
Vibro Weapons: Any bladed or edged weapon can be turned into a vibro weapon. Such modifications increase Damage by 1 rank and add Penetrating equal to total Damage. • Cost: Variable
Phase-Shift Weapons: Any weapons can be made a phase-shift weapon. Simply adds Affects Insubstantial 2 • Cost: +2 ep
Beam Sword: An advanced hilt which can generate a sword of solid force contained by a force field. Requires Benefit [Beam Sword Training] or wielder risk injuring self anytime they miss an attack by 5 or more. [Penetrating Damage 8, Quirk: Missing by 5 or more will cause wielder to injure self. -1 point [Overcome by Benefit feat] • Cost: 15 ep
Mage Disabler Cuffs: A pair of oversized gloves with a bar holding them close together, when placed on a magic user it disables their ability to perform magic. [Nullify 8 [magic-descriptor], Broad, Continuous Duration, Simultaneous, Close Range, Grab-Based] •Cost: 32 ep
Ranged Weapons: Variable Stun Blasters: An optional mod for Blaster pistols and rifles, it allows them to switch to non-lethal stun mode. Simple add Ranged Affliction # [Resisted and Overcome by Fortitude, Dazed, Stunned], Cumulative, Limited to 2 Degrees. # means at same rank as blaster’s Damage. • Cost: 1 ep
Laser Weapons: Simple adds Penetrating to Blaster pistols and rifles and change descriptor to laser. • Cost: +5 ep [blaster pistol] or +8 ep [blaster rifle]
Teleportation Rifle: An advanced rifle of alien design which fires a beam of crimson energy which seems to vaporize anything hit. [Ranged Attack Teleport 12, Extended, Limited to Extended, Limited to local Order base in holding cell] • Cost: 24 ep
Grenades and Explosives: Magic Destroyer Grenade: A purple baseball-sized sphere made of an alien metal, when activated it sends out a powerful pulse wave of energy designed to disable and overload magical items. Despites being called a grenade, it can be picked up and reused. [Ranged Area Burst Damage 8 linked to Ranged Area Burst Weaken Toughness 8, Affects Objects only, both Limited to Magical objects only] •Cost: 32 ep
Base Leveler Explosive: A powerful explosive in the form of a Frisbee-sized discus, when placed on a building it can level it through powerful vibrations. These take a lot of resources to create and are only used when other methods have been exhausted. [Area Burst 3 [120 ft. radius] Damage 10, Limited to Inanimate objects linked to Area Burst 3 [120 ft. radius] Weaken Toughness 10, Affects Objects Only, Triggered on both [remote detonator] •Cost: 72 ep
Armor: Basic Order Armor: A black armor of alien materials, designed to adjust to the wearer. It provides powerful protective qualities and even protects the wearer’s senses. [Immunity 5 [sensory Affliction effects], Protection 6, Impervious] •Cost: 17 ep
Advanced Order Armor: Similar in appearance to the basic armor, it includes built-in force field generators for additional protect. These are worn by the personal guard of the Order council. Add Protection 4, Impervious, Sustained to the Basic Order Armor. •Cost: +8 ep
Field Officer Armor: An advanced armor composed of alien materials, black with blue trim on the joints. In addition to powerful protective qualities and shielding the wearer’s senses, it has chameleonic properties both to disguise the wearer using holograms and even providing limited invisibility.
[Morph 3 [humanoids], Alt Effect: Concealment 2 [normal vision], Blending; Immunity 5 [sensory Affliction effects], Protection 6, Impervious, Protection 6, Impervious 4, Sustained] •Cost: 27 ep
Barrier Generator: A toolbox sized device of black metal with various buttons and dials on it, it can generator a powerful force field barrier of any configuration within size parameters. [Create 12, Continuous, Impervious 10, Selective, Stationary, Limited to Barriers] •Cost: 58 ep
Vehicles: The Order Space Fighter: Basic Space Fighter with Speed 15, Toughness 14, and stronger blaster cannons [Ranged Damage 12] •Cost: 63 ep
The Order Space Cruiser: Basic Space Cruiser with Speed 15, Alt Effect: Space Travel 3, Toughness 18, and stronger weapons [beam weapons [Ranged Damage 14], energy torpedoes [Ranged Damage 14, Burst Area 10, Homing 8]. •Cost: 116 ep
The Order Space Battleship: Basic Space Battleship with Speed 17, Alt Effect: Space Travel 3, Toughness 20, Impervious 12, and powerful weapons [blaster cannons [Ranged Damage 17], High-powered energy torpedoes [Ranged Damage 17, Burst Area 12, Homing 8] •Cost: 146 ep
The Order Land Tank: A massive hovercraft twice the size of a semi-truck, it has powerful armor, can move at great speeds and two turret-mounted blaster cannons. Used for Earth-based operations over relatively short distances, such as the same continent. [Vehicle: Size: Colossal, Strength: 17, Speed: 8 [Flight, Quirk: Limited Altitude [10 ft.] [-2 points], Defense: -6, Toughness 15, Impervious 11, Features: Navigation System, Turret-Mounted Blaster Cannons: Ranged Damage 12, Alt Effect: Explosive Blast: Burst Area Ranged Damage 8] •Cost: 60 ep
Note: The Order has counterparts of the advanced gear listed under the Center entry, with the exception of the Containment Unit.
Headquarter(s): Each Order base is built inside an artificial pocket dimension the size of a large city, the only means in and out being teleportation or a teleportation gate leading directly inside. A massive garage structure is connected to the main facility and houses all Order vehicles. When in use they are teleported directly out of the pocket dimension by a dedicated system.
Some of the advanced technology built into each base includes: A teleportation gate which leads out of and into the base’s pocket dimension; tractor beam system with units in every sector of the base for easy transport of large acquisitions or Order creations; and scanning systems capable of detecting anything down to microscopic level.
An advanced forced field shields the base from direct attack, with more limited units having dedicated systems in specific sectors, especially the holding cells. The scanning systems include: DNA and genetic level scans for identification, multi-spectrum scanning, and hidden advanced cameras in all sector. Each base is powered by a plasma energy generator contained in an induridium shell, the design stolen by Order agents from the Center.
One of the most advanced computer arrays in existence controls the base systems and holds data on anything studied by the Order in any reality. It is constantly monitored by a 10 being team at all times for signs of glitches, hacking, etc. Inside the base the com system is routed through a massive server to control all telepathic communications and prevent intruders from infiltrating them.
There are no dorms or living space upon the base, each being in the Order is given their own private living space away from the base to prevent greater losses in the event of a base being attacked. Advanced defense systems and labs take up the majority of the base, one section set aside for security details to relax in when off-duty. And medical bay is available in case of emergency as well. Base PL is 15.
Headquarter Stats: Size: Large; Toughness: 18; Features: Communications, Computer, Concealed 3 [+20 DC], Defense System [advanced alien and technological weapons], Dimensional Portal 2 [all alternate realities], Dual Size: Awesome+2, Environmental Control [Any room can create any environment as needed], Fire Prevention System; Force Field Systems: Impervious Toughness 15; Garage, Hanger, Holding Cells [Toughness 27], Infirmary, Isolated, Laboratory, Library, Personnel [various staff members], Power System, Security System 5 [DC 40], Self-Repairing, Teleportation Gate: Feature: Allows exit and entry into the base’s pocket dimension; Tractor Beam: Move Object 15 [800 tons]; Sensor Systems: Senses 20 [Ranged Acute, Analytical, Detect DNA/Genetics; Counters Concealment 5 [visual]; Infravision, Microscopic Vision 4, Ultravision]; Workshop • Cost: 42 ep
Basic Clone Staff PL:5 Minion Rank: 3
Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 0, Intellect 2, Awareness 1, Presence 0
Alien-Hybrid Mind: Quickness 2, Limited to Mental Tasks; Feature 1 [Telepathic potential] • 2 points
Alien-Hybrid Body: Extra Limbs 2 [arms], Subtle [retractable]; Immunity 2 [aging, sleep; Limited to Half Effect] • 4 points
Equipment: Advanced multi-spectrum binoculars [15 ep], Advanced Order Commlink [26 ep], Life support field generator [10 ep], Basic Order Armor [17 ep], 2 ep in additional gear.
Advantages Benefit [Ambidexterity], Equipment 14, Improvised Tools
Skills Perception 4 [+5], Technology 4 [+6]
Unarmed +0, Close, Damage 0
Dodge 2, Parry 0
Toughness 7*, Fortitude 2, Will 3
*Impervious 6, 1 without Basic Order Armor
Abilities 16 + Powers 6 + Advantages 16 + Skills 4 [8 ranks] + Defenses 3= 45 Total
Clone: Due to being a clone, they have no rights and are seen are property. They are programmed with loyalty to the Order above all else.
Motivation: They are driven by a sense of duty to the Order, programmed into them. Nothing else matters but serving the Order, not even their lives.
Description:The basic clone used as a template for security, maintenance and engineering staff, they are all based upon human-Grey hybrids with strength greater than their alien part but lesser intellect. They are programmed with common knowledge, basic social skills, and whatever else is need for their job. All have certain equipment in common to all staff of the Order. Add templates [below] for each job type.
Maintenance crew: Going into the depths of the Order base to fix and repair things, they are programmed with more advanced technological knowledge than other clones. Add 8 ranks to Technology skill and spent their 2 ep in additional gear on Advanced toolkit [+5 to Technology checks, 2ep]. Increase minion rank by 1. The engineering crew is the same but with a different focus for their technology skills, helping build the creations of the Order. +4 points.
Basic security: The security crews keep order with the other clone staff, preventing riots and monitoring for enemy infiltrators and facing attackers. They are programmed with more advanced combat skills and given advanced weapons and armor. Increase Strength, Stamina, Agility and Dexterity all by 1, Fighting by 4, Insight 4 [+5], 2 more ranks of Perception, +1 rank of Equipment, Teamwork 1, and have an Impact Staff. Increase PL to 6, Minion rank to 5. +21 points.
Personal council security: Those security members who have proven themselves time and again get advanced to personal security for the Order council. 3 guards per council member at all times is the minimum. Increase Strength and Stamina 1 each, Agility and Dexterity 2 each, Fighting by 6, Close Combat: Beam Sword 4 [+10], Insight 6 [+7], Ranged Combat: Energy pistols 8 [+12], 4 more ranks of Perception, +8 ranks of Equipment, Benefit [Beam Sword Training], Improved Critical [Beam sword] 1, Improved Initiative, Interpose, Precise Attack 4 [Close and Ranged, Cover and Concealment], Quick Draw, Teamwork 2, wield a Beam sword [15 ep], laser pistol [15 ep], and wear Advanced Order Armor. Increase PL to 9, Minion rank to 7. +54 points
Field agent: Taken from basic security stock clones and programmed with greater skills, interpersonal skills and stealth. They seek out things in the outside world away from the Order base to bring back for study, whether technology or creatures. Increase Strength and Stamina by 1 each, Agility and Dexterity by 3 each, Fighting by 8, Acrobatics 6 [+11], Athletics 4 [+5], Deception 6 [+6], Insight 8 [+9], Stealth 6 [+11], 4 more ranks of Perception, 4 more ranks of Technology, +16 ranks of Equipment, Improved Disarm, Precise Attack [Ranged, Cover], Ranged Attack 5, Teamwork 1, equipped with Impact Staff with Subtle [8 ep], Field Officer Armor [27 ep, replaces basic armor], Teleportation Rifle [24 ep] and up to 38 ep of additional gear as needed per mission. Increase PL to 11, Minion rank to 8. +75 points.
Order Scientist PL: 4 Minion Rank: 4
Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 4, Awareness 2, Presence 0
Energy Dampening Bracelet: Removable [-2 points]
Energy Dampening Field Immunity 20 [Energy descriptor, Limited to Half Effect] • 10 points
Translator Implant: Comprehend 3 [Speak, understand, be understood in all languages] • 6 points
Equipment: Advanced multi-spectrum binoculars [15 ep], Advanced Order Commlink [26 ep], Life support field generator [10 ep], Basic Order Armor [17 ep], 2 ep in additional gear, normally advanced tools which add +2 to checks with Expertise: Science or Technology.
Advantages Equipment 14
Skills Expertise: Science 8 [+12], Expertise: Choose one 6 [+10], Investigation 8 [+12], Technology 8 [+12]
Unarmed +0, Close, Damage 0
Dodge 1, Parry 0
Toughness 6*, Fortitude 2, Will 4
*Impervious 6, 0 without Basic Order Armor
Abilities 12 + Powers 14 + Advantages 14 + Skills 15 [30 ranks] + Defenses 5= 60 Total
Order Scientist: As a scientist of the Order, they must work long hours studying possibly dangerous items and not reveal themselves to the world at large.
Motivation: All Order scientist are driven by a need to understand the universe and everything within it.
Description: The basic template for Order scientist, they come from many different species with varied abilities. Almost anything can be added to them as long as it makes sense for an alien species to possess such ability. Common alien species examples include:
Grey: A typical big-headed, large eyed, grey skinned alien that most humans think of when aliens are mentioned. They are physically under-developed but have great intellect and psychic powers. Abilities: -1 Strength, -1 Stamina, +4 Intellect, +2 Awareness, Advantages: Eidetic Memory, Skill Mastery [Technology], Powers: Grey: Multiple powers as one [Innate] Grey Physiology: Extra Limbs 2 [extra arms, Subtle [retractable]; Immunity 3 [Aging; Disease, Sleep, Limited to Half-Effect]• 5 points, Grey Mind: Quickness 6, Limited to Mental Tasks • 3 points; Telepathic Race: Mental Communication 3, Mind Reading 6 • 24 points Cost: +43 points for Grey. Increase PL to 6 for Mind Reading and skills, Minion rank to 7.
Drowat: A race of large humanoid beings that appear to be apes made of metal around 10’ tall, in truth a race of living machines. They are some of the best builders and engineers in all the known multiverse, having designed and built the Order bases and many of their structures and vehicles. Like the metal they are made out of, they are sturdy and hard to hurt. Abilities: +2 Strength, +2 Stamina, +4 Awareness, [b]Skills: Expertise: Either Engineering or Structural Engineering 8 [+12], other Expertise as Scientist in other Expertise., Advantages: Diehard, Great Endurance, Improvised Weapon, Skill Mastery [One Expertise skill], Powers: Large Living Machine: Multiple powers as one [Innate] Large: Permanent Growth 2 [+2 Str and Sta, +2 mass, +1 Intimidation, -2 Stealth, -1 Dodge/Parry], Power-Lifting 4 [Lift: 6 tons] • 8 points, Living Machine: Immunity 11 [Aging, life support] • 11 points Cost: +44 points for Drowat. Increase PL to 7, Minion rank to 7.
Authorion: A race of golden skinned, tall and lanky humanoids with slender fingers and great manual dexterity allowing them to perform delicate work no other race can. They are immortal by nature, fearless and driven by a need to create order. Abilities: +6 Dexterity, +2 Intellect, +6 Awareness, +2 Presence, Skills: Expertise: Micro-engineering 8 [+14], Insight 8 [+16], Perception 8 [+16], Advantages: Eidetic Memory, Fearless, Skill Mastery [Micro-engineering], Powers: Immortal Authorion:[/b] Multiple powers as one [Innate] Authorion Immortality: Immortality 10 [1 hour], Immunity 3 [Aging, disease, poison] • 23 points, Authorion Mind: Immunity 15 [Interaction skills, Mental-descriptor], Quickness 6, Limited to Mental Tasks • 18 points, Feature 1 [Slender fingers: +2 circumstance bonus to work requiring a delicate touch.] • 1 point Cost: +90 points for Authorion. Increase PL to 6, Minion rank to 10.