Insight's M&M2 Hero & Villain Vault

Insight

Adventurer
This thread will be a repository for M&M2 heroes and villains of various PLs and power sets. Feel free to borrow any of these for your own games if you so desire. I may at some point use these for my own M&M game, who knows...

THE BUILDS
These characters are all built using the standard rules presented in both the M&M2 core rules and Ultimate Power. Where needed, I use my judgment from a GM's perspective to determine viability of a power, extra, flaw, or other ability. This judgment may not apply to your own game, so YMMV and all that.

Some of the characters may make references to Freedom City, the default setting for M&M. Keep an eye out for these references if you're not playing in Freedom City or if you are in some sort of alternate history, etc.

The determination of whether a character is a hero or a villain is entirely my own opinion based on the character's alias and power set. Feel free to disregard this distinction if you wish to borrow one of my heroes to use as a villain, or vice versa.

Each of the characters will have a section on how to adjust the character for an alternate PL. Characters above PL 10 will usually drop 2 or 3 PL, while characters below PL 10 will adjust up 2 or 3 PLs.

Characters marked as 'Incomplete' indicates they are still under construction.

HERO ROSTER
Afterthought [PL12]: Special federal agent who investigates supers who abuse their powers. Specializes in hunting down fellow mentalists. (Complete)
Firebloom [PL10]: A newly-minted hero with fire powers, the control of which he hasn’t quite mastered. He can be quite dangerous to himself and others. (Complete)
Homonculus [PL12]: Built by a mad sorcerer, he is a tiny magical dynamo, stronger and faster than he looks. (Complete)
The Metal Kid [PL10]: Teen permanently transformed into titanium, with plenty of strength and protection, and a bit of leaping ability. (Complete)
Zephyr [PL8]: Speedster with the ability to work quickly, dodge bullets and flying objects, and even the ability to run up walls or across water. - Incomplete
Check back later for more heroes!

VILLAIN ROSTER
Amethyst [PL12]: Member and Leader of the villain team, Girl Power. With the ability to influence random chance, she can manipulate the destiny of those around her. (Complete)
Cyber-Magus [PL15]: The master of two worlds, he uses both magic and technology to wreak havoc on the world at large. (Complete)
Emerald [PL12]: Member of Girl Power. A mix of mischief and mayhem, she likes to bend the wills of others to do her bidding. (Complete)
Shiver [PL10]: The master of cold and air-based powers, this villain can create areas of bitter cold, gusts of wind, and even create ice constructs. - Incomplete
Topaz [PL12]: Member of Girl Power. She controls light and illumination and can blind foes or zap them with laser beams. - Incomplete
Check back later for more villains!
 
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DEFAULT FORMAT
This is the default format for these characters.

NAME [PL XX] XXXpp
Concept: One to two sentence synopsis of the character. If the character is a member of a team, it will be listed here.
Appearance: The basics, including height, weight, age, hair color/style, eye color, any costume notes.
Trade-Offs: If the character uses any trade-offs, list them here.

[sblock=ABILITY SCORES]
ABILITY SCORES
STR XX
DEX XX
CON XX
INT XX
WIS XX
CHA XX
Subtotal: XXpp.[/sblock]

[sblock=ATTACK, DAMAGE, SAVES]
ATTACK, DAMAGE, SAVES
BAB +X
BDB +X
TOUGH +X (total)
FORT +X (total)
REFLEX +X (total)
WILL +X (total)
Subtotal: XXpp.[/sblock]

[sblock=SKILLS]
SKILLS
List each as (Skill name) [X ranks] +X total bonus.
XX ranks total
Subtotal: XXpp.[/sblock]

[sblock=FEATS]
FEATS
List each as (Feat name) [X ranks].
Subtotal: XXpp.[/sblock]

[sblock=POWERS]
POWERS
POWER X RANKS [XXpp array based on power x; Ex: list; Fl: list; PF: list; special notes]. XXpp.
Subtotal: XXXpp.[/sblock]

[sblock=COMPLICATIONS]
1. entry
2. entry
... and so forth[/sblock]
* Note: Villains do not have a Complications section.

[sblock=BACKGROUND IN BRIEF]
A short three to five paragraph description of the character's history.[/sblock]

[sblock=PL X VERSION]
A list of adjustments to shift the character up or down to the stated PL.[/sblock]
 
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AFTERTHOUGHT [PL 12] 180pp
Concept: Special federal agent who investigates supers who abuse their powers. Specializes in hunting down fellow mentalists.
Appearance: 6'0", 180lbs, short graying hair and goatee, always wears dark sunglasses, costume consists of a gray full-length trench-coat, with a black bodysuit beneath, bearing a scripted 'A' on the chest.
Trade-Offs: None.

[sblock=ABILITY SCORES]
ABILITY SCORES
STR 13
DEX 15
CON 18
INT 18
WIS 20
CHA 14
Subtotal: 38pp.[/sblock]

[sblock=ATTACK, DAMAGE, SAVES]
ATTACK, DAMAGE, SAVES
BAB +8
BDB +9
TOUGH +9 (total)
FORT +6 (total)
REFLEX +6 (total)
WILL +10 (total)
Subtotal: (45+38) 83pp.[/sblock]

[sblock=SKILLS]
SKILLS
Diplomacy [4] +6, Drive [4] +6, Gather Information [4] +6, Intimidate [4] +6, Investigate [10] +14, Knowledge (streetwise) [8] + 12, Notice [10] +15, Profession (law enforcement) [4] +9, Search [8] +12, Sense Motive [12] +17, Stealth [4] +6.
68 ranks total
Subtotal: (17+83) 100pp.[/sblock]

[sblock=FEATS]
FEATS
Assessment, Benefit (security clearance), Connected, Contacts, Defensive Roll [5], Dodge Focus [3], Equipment (20pp) [4], Well-Informed.
Equipment: Cell Phone (1), Commlink (1), Flashlight (1), Heavy Pistol (Dmg +4) (8), Night-Vision Goggles (1), PDA (1), Undercover Vest (+3 Toughness) (4). 3 equipment points can be assigned as needed.
Subtotal: (17+100) 117pp.[/sblock]

[sblock=POWERS]
POWERS
HYPNOTISM 10 [Paralysis effect; Fl: Sense-Dependent (-1)]. 10pp.
MIND SHIELD 7 [Ex: Impervious (+1)]. 14pp.
SUPER-SENSES 12 [Danger Sense 1 rank, Tracking Mental Awareness 2 ranks, Postcognition (Fl: Limited - Objects Only (-1), D: Action (Move) (-1pp)) 2 ranks, Precognition (Fl: Uncontrolled (-1)) 3 ranks, Time Sense 1 rank, Uncanny Dodge (mental) 3 ranks]. 12pp.
TELEPATHY 12 [PF: AP - Mental Blast (Fl: Full-Round Action (-1), Requires Mental Grapple (-1)), AP - Mind Control, Can Maintain Mental Contact using APs]. 27pp.
Subtotal: (63+117) 180pp.[/sblock]

[sblock=COMPLICATIONS]
1. Duty to the Government
2. Looking for Wife, who was Thought Dead
3. Enemy - Mindbreaker[/sblock]

[sblock=BACKGROUND IN BRIEF]
Afterthought was once your run-of-the-mill FBI agent who always found himself assigned to strange cases, usually involving supers or the paranormal. One case, however, would change his life forever. The villain Mindbreaker, who was terrorizing Freedom City, took Afterthought’s wife hostage and when Afterthought arrived at Mindbreaker’s base to free her, the villain seemingly killed the captive wife. Afterthought’s life was turned upside-down, and in that instant, he began to develop his own mental powers. Afterthought lashed out at Mindbreaker using this new undeveloped and poorly-controlled powers and while he was able to drive the villain away, Afterthought could not save his wife. For many years, Afterthought believed his wife dead, and has sought to find Mindbreaker and bring him to justice. In that time, Afterthought has joined AEGIS as a special agent, and also works with the federal government in hunting down errant supers. Afterthought recently learned that his wife may not be dead; Mindbreaker commonly placed mental illusions and hypnotic suggestions within his victims, and Afterthought now believes that his wife may yet be alive… somewhere, without her own memory or identity. Afterthought’s main drive now is to somehow locate his wife and finally bring Mindbreaker to justice.[/sblock]

[sblock=PL 10 VERSION]
Drop WIS to 18 (-1 to Will Save and the following skills: Notice and Sense Motive). –2pp.
Drop BAB to +6 and BDB to +6. –10pp.
Drop 8 ranks of Skills (-2 ranks each from Investigate, Notice, Search, and Sense Motive). –2pp.
Drop 2 ranks of Defensive Roll. –2pp.
Drop Hypnotism to 8. –2pp.
Drop Mind Shield to 6 and lose the Impervious extra. –8pp.
Drop Super-Senses to 10 (lose Danger Sense and Time Sense). –2pp.
Drop Telepathy to 10. –2pp.
[/sblock]
 
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AMETHYST [PL 12] 180pp
Concept: Member and Leader of the villain team, Girl Power. With the ability to influence random chance, she can manipulate the destiny of those around her.
Appearance: 5’4”, 120lbs, black and violet shoulder length hair, costume consists of a multi-shade violet bodysuit with yellow and white stars of various sizes and shapes here and there, as well as a bandit mask to cover the area of the eyes and bridge of the nose.
Trade-Offs: None.

[sblock=ABILITY SCORES]
ABILITY SCORES
STR 13
DEX 17
CON 16
INT 14
WIS 15
CHA 20
Subtotal: 35pp.[/sblock]

[sblock=ATTACK, DAMAGE, SAVES]
ATTACK, DAMAGE, SAVES
BAB +6
BDB +8
TOUGH +6 (total)
FORT +6 (total)
REFLEX +8 (total)
WILL +8 (total)
Subtotal: (42+35) 77pp.[/sblock]

[sblock=SKILLS]
SKILLS
Bluff [12] +17, Diplomacy [12] +17, Gather Information [8] +13, Knowledge (civics) [10] +12, Knowledge (pop culture) [8] +10, Notice [6] +8, Profession (lawyer) [8] +10, Sense Motive [8] +10.
72 ranks total
Subtotal: (18+77) 95pp.[/sblock]

[sblock=FEATS]
FEATS
Attractive [3], Benefit (wealth), Connected, Contacts, Distract [2], Dodge Focus [2], Fascinate [2], Inspire [4], Leadership, Master Plan, Taunt, Teamwork [3], Well-Informed.
Subtotal: (23+95) 118pp.[/sblock]

[sblock=POWERS]
POWERS
FORCE FIELD 3. 3pp.
PROBABILITY CONTROL 8 [Ex: Area Burst Selective (+2), Fortune (+1), Jinx (+1); Fl: Side Effect (if the outcome Amethyst is trying to alter still succeeds or fails in spite of her power, Amethyst suffers Jinx on her next action; -1); PF: AP – Penetrating Damage (Perception Range), AP – Deflect (all), AP – Move Object (Move Action, Perception Range)]. 59pp.
Subtotal: (62+118) 180pp.[/sblock]

[sblock=BACKGROUND IN BRIEF]
Amethyst formed the Girl Power team while still in high school, when it was more of a social club than a gang of supervillains. Amethyst has always had a lust for power and influence over others, and the development of her super powers did nothing to sate this passion.

An attorney by trade, Amethyst has used her powers to influence a rise to prominence, and has enjoyed many perks, and has used insider information and “strange coincidences” to bolster her personal wealth and political power. She was the youngest deputy U.S. attorney on record, and has the ear of some of the powerful people in the nation.

And, on the side, Amethyst runs the supervillain team known as Girl Power. Not a hardcore, world domination type team of villains, Girl Power is more about enjoying the ultimate freedoms that come with possession of super powers. The members of Girl Power use their abilities for hedonistic purposes, or to put stuffy male power figures in their place.[/sblock]

[sblock=PL 10 VERSION]
Drop STR and WIS by 1 each. –2pp.
Drop 4 ranks each from the following skills: Bluff, Diplomacy, and Knowledge (civics). –3pp.
Drop the Attractive, Distract, Fascinate, Inspire, and Teamwork feats by one rank each. –5pp.
Drop Probability Control to 6 ranks and drop the Fortune extra. –20pp.[/sblock]
 
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CYBER-MAGUS [PL 15] 228pp
Concept: The master of two worlds, he uses both magic and technology to wreak havoc on the world at large.
Appearance: 7’4”, 350lbs, body composed of both flesh and metal parts, with cybernetic right eye and hand, left arm, both legs, and exoskeleton, whose metal parts are inscribed with arcane magical symbols, wearing a red and black cape, with matching belt, boots, and skullcap.
Trade-Offs: None.

[sblock=ABILITY SCORES]
ABILITY SCORES
STR 18
DEX 13
CON 20
INT 24
WIS 20
CHA 15
Subtotal: 50pp.[/sblock]

[sblock=ATTACK, DAMAGE, SAVES]
ATTACK, DAMAGE, SAVES
BAB +12
BDB +10
TOUGH +15 (total)
FORT +8 (total)
REFLEX +7 (total)
WILL +12 (total)
Subtotal: (60+50) 110pp.[/sblock]

[sblock=SKILLS]
SKILLS
Computers [18] +25, Knowledge (arcane arts) [18] +25, Knowledge (technology) [18] +25, Language (Arcane, Diabolic) [2], Notice [8] +13, Sense Motive [8] +13.
72 ranks total
Subtotal: (18+110) 128pp.[/sblock]

[sblock=FEATS]
FEATS
Artificer, Benefit (wealth) [2], Defensive Roll [5], Eidetic Memory, Fearless, Improved Initiative [2], Inventor, Leadership, Master Plan, Minions [5], Power Attack, Ritualist.
Subtotal: (22+128) 150pp.[/sblock]

[sblock=POWERS]
POWERS
CYBER-GEAR 15 [30pp array based on Datalink (3pp/rank); PF: Dynamic (applied to array), AP – Boost (STR, Ex: Total Fade; Fl: Personal; PF: Slow Fade [2]; 2pp+1pp/rank) (Dynamic), AP – Deflect (All; Fl: Limited (Electronically targeted/guided only); 1pp/rank) (Dynamic), AP – Device (Easy to Lose; 3pp/rank) (Dynamic), AP – Flight (2pp/rank) (Dynamic), AP – Move Object (Machines Only; 1pp/rank) (Dynamic)]. 35pp.
IMMUNITY 1 [Own Powers]. 1pp.
PROTECTION 5. 5pp.
SORCERY 15 [30pp array based on Blast (magic); PF: AP – Air Control, AP – Blast (magic; Ex: Area Burst (+1); Fl: No Range (-1)), AP – Earth Control, AP – Fire Control, AP – Water Control]. 35pp.
Subtotal: (76+150) 226pp.[/sblock]

[sblock=BACKGROUND IN BRIEF]
Cyber-Magus was not born of our world, but in another dimension beyond time and space that we understand. There, Cyber-Magus was the son of a god, and afforded many luxuries and personal power. When the god inexplicably died, the dimension Cyber-Magus knew began to crumble. Before his world was utterly destroyed, Cyber-Magus performed an infernal ritual that siphoned the remaining essence of his dimension into a single receptacle, his own body.

With his world gone, Cyber-Magus was shunted to our dimension, but was badly damaged in the process. With his great knowledge of technology and magic, Cyber-Magus was able to rebuild his body, and gained much personal power in the process, becoming far more powerful than he ever was back home.

Cyber-Magus still believes himself to be destined to rule, and always seeks ways to build his personal empire. He lives outside the norms of society, and on occasion, makes attacks against Freedom City or other places, and is especially keen on destroying symbols of what he calls a weak society.[/sblock]

[sblock=PL 12 VERSION]
Drop INT to 20 (-2 to the following skills: Computers and Knowledge). –4pp.
Drop WIS to 16 (-2 to Will Save and the following skills: Sense Motive). –4pp.
Drop BAB by 2 and BDB by 1. –6pp.
Drop 3 ranks each from the following skills: Computers, Knowledge (arcane arts), and Knowledge (technology), 2 ranks from Notice, and 1 rank from Sense Motive. –3pp.
Drop the following feats: Fearless, Leadership, Master Plan, and Minions and 1 rank each from Benefit (wealth) and Improved Initiative. –10pp.
Drop Cyber-Gear to 12 ranks. –6pp.
Drop Protection to 3 ranks. –2pp.
Drop Sorcery to 12 ranks. –6pp. [/sblock]
 
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EMERALD [PL 12] 180pp
Concept: Member of Girl Power. A mix of mischief and mayhem, she likes to bend the wills of others to do her bidding.
Appearance: 5’3”, 110lbs, flaming red hair, green eyes, wearing a multi-hued green metallic bodysuit, silver and red stars of various shapes and sizes throughout, wearing a matching bandit mask covering the eyes and bridge of the nose.
Trade-Offs: None.

[sblock=ABILITY SCORES]
ABILITY SCORES
STR 11
DEX 14
CON 14
INT 10
WIS 20
CHA 20
Subtotal: 29pp.[/sblock]

[sblock=ATTACK, DAMAGE, SAVES]
ATTACK, DAMAGE, SAVES
BAB +8
BDB +8
TOUGH +12 (total)
FORT +6 (total)
REFLEX +7 (total)
WILL +17 (total)
Subtotal: (48+29) 77pp.[/sblock]

[sblock=SKILLS]
SKILLS
Bluff [8] +13, Diplomacy [8] +13, Disguise [8] +13, Knowledge (arts) [6] +6, Knowledge (pop culture) [10] +10, Profession (interior designer) [4] +9, Sense Motive [8] +13.
52 ranks total
Subtotal: (13+77) 90pp.[/sblock]

[sblock=FEATS]
FEATS
Attractive [2], Benefit (wealth), Connected, Contacts, Defensive Roll [2], Dodge Focus, Fascinate, Power Attack, Teamwork.
Subtotal: (14+90) 104pp.[/sblock]

[sblock=POWERS]
POWERS
FORCE FIELD 5 [Ex: Mind Shield (+1)]. 10pp.
MENTAL BLAST 8. 32pp.
TELEPATHY 12 [24pp array based on Mind Reading and Communication (2pp/rank); PF: Dynamic (applies to array), AP – Dazzle (Vision; Ex: Alt Save (Will Primary; +1); PF: Dynamic; 2pp/rank), AP – Emotion Control (PF: Dynamic; 2pp/rank), AP – Illusion (all senses; Ex: Selective (+1); Fl: Phantasm (-1); PF: Dynamic; 4pp/rank) 6, AP – Mind Control (PF: Dynamic; 2pp/rank), AP – Sleep (Ex: Perception Range; 4pp/rank) 6]. 34pp.
Subtotal: (76+104) 180pp.[/sblock]

[sblock=BACKGROUND IN BRIEF]
Emerald grew up a on the wrong side of the tracks, and has for her entire life been trying to forget her origins. In high school, Emerald made friends with the members of Girl Power, and, after proving herself worthy, has been a member ever since.

Using her powers to gain favor amongst the power elite, Emerald has worked as an interior designer, and briefly as a fashion consultant. Like the other members of Girl Power, Emerald has a lust for personal power and wealth, and uses her abilities to get both.

Rather than completely dominating her subjects, Emerald tends to lull them into submission, or corrupt them utterly, making her targets think they want to do her bidding. Emerald has found her way into many a wealthy man’s heart (and pocketbook) this way.[/sblock]

[sblock=PL 10 VERSION]
Drop CON to 12 (-1 to Toughness and Fort Saves). –2pp.
Drop WIS to 18 (-1 to Will Saves and the following skills: Profession and Sense Motive. –2pp.
Drop CHA to 18 (-1 to the following skills: Bluff, Diplomacy, Disguise. –2pp.
Drop BAB and BDB by 1 each. –4pp.
Drop 2 from base Will Save and 1 each from base Fort and Reflex Saves. –4pp.
Drop 1 rank each from Attractive and Defensive Roll feats, and the following feats entirely: Connected, Contacts, Fascinate, and Power Attack. –6pp.
Drop Force Field to 4. –2pp.
Drop Telepathy to 10 and the Alt. Powers Dazzle and Illusion. –8pp.[/sblock]
 
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FIREBLOOM [PL 10] 150pp
Concept: A newly-minted hero with fire powers, the control of which he hasn’t quite mastered. He can be quite dangerous to himself and others.
Appearance: 5’10”, 165lbs, age 38, shoulder length rough blond hair, a week’s stubble, burn scars on his arms, chest, and face, costume consists of a white bodysuit with yellow, orange, and red flames on the gloves, boots, belt, and collar, with a matching mask.
Trade-Offs: None.

[sblock=ABILITY SCORES]
ABILITY SCORES
STR 15
DEX 12
CON 16
INT 13
WIS 16
CHA 12
Subtotal: 25pp.[/sblock]

[sblock=ATTACK, DAMAGE, SAVES]
ATTACK, DAMAGE, SAVES
BAB +5
BDB +6
TOUGH +8 (total)
FORT +8 (total)
REFLEX +5 (total)
WILL +6 (total)
Subtotal: (36+25) 61pp.[/sblock]

[sblock=SKILLS]
SKILLS
Climb [10] +12, Concentration [8] +11, Craft (structural) [6] +7, Drive [10] +11, Knowledge (physical sciences) [4] +5, Medicine [8] +11, Notice [6] +9, Profession (fire fighter) [10] +13, Survival [6] +9, Swim [8] +10.
76 ranks total
Subtotal: (19+61) 80pp.[/sblock]

[sblock=FEATS]
FEATS
All-Out Attack, Defensive Roll [5], Endurance, Evasion, Improved Initiative [2], Luck [2], Power Attack, Second Chance (failed Concentration check), Ultimate Effort.
Subtotal: (15+80) 95pp.[/sblock]

[sblock=POWERS]
POWERS
FIRE CONTROL 10 [20pp array based on Move Object (fire); PF: AP – Blast (Fire/Heat; Ex: Area Cloud or Line(+1), Duration – Concentration (+1); Fl: Check Required – Concentration DC 20, failure causes Side Effect (Firebloom affected instead of target) (-2); PF: Can Switch Area Type, Reversible), AP – Blast (Fire/Heat; PF: Reversible), AP – Dazzle (Vision), AP – Ignite (Ex: Duration – Concentration (+1); Fl: Check Required – Concentration DC 20, failure causes Side Effect (Firebloom affected instead of target) (-2); PF: Reversible), AP – Melt, AP – Obscure (Visual), AP – Suffocate (Ex: Area Burst (+1), Ranged (+1); Fl: Check Required – Concentration DC 20, failure causes Side Effect (Firebloom affected instead of target/area) (-2)]. 30pp.
LEAPING 4 [Ex: Affects Others (+1), Ranged (+1); PF Progression 3 (5 additional subjects)]. 15pp.
SUPER-SENSES 10 [Detect Fire (Mental; Add Accurate, Acute, Analytical, Counters Concealment and Obscure)]. 10pp.
Subtotal: (55+95) 150pp.[/sblock]

[sblock=COMPLICATIONS]
1. Secret Identity (working fireman)
2. Duty to Family and Friends[/sblock]

[sblock=BACKGROUND IN BRIEF]
Firebloom’s life was fairly normal for the first 25 years. Born into a family of firefighters, Firebloom served first in the U.S. Army as a firefighter, then returned to civilian duty in the same capacity when he retired. Within one month of Firebloom’s return to Freedom City, the Terminus Invasion occurred.
Along with the rest of the emergency services in Freedom City, Firebloom worked to help with the recovery following the Terminus Invasion. During the events of those fateful days, Firebloom somehow contracted what he thought was to a strange alien disease, and was out of commission for nearly a year fighting off the effects of this “disease”. Firebloom continued to work as a fireman, and once he had his bearings back, rose quickly through the ranks, and last year, replaced his father as precinct captain.
But as soon as he took the reins, Firebloom’s “disease” came back. Instead of laying the fireman low for several months, Firebloom began to notice that he could control the movement of fire. As his powers grew, Firebloom began to lose the grasp on his powers, and has slowly been trying to learn how to control his substantial abilities. [/sblock]

[sblock=PL 12 VERSION]
Increase DEX to 15 (+1 Reflex Saves and to the following skills: Drive). (+2pp)
Increase WIS to 18 (+1 Will Saves and to the following skills: Concentration, Medicine, Notice, Profession, and Survival). (+2pp)
Increase BAB and BDB by 2 each. (+8pp)
Increase the following skills by 2 ranks each: Climb, Concentration, Medicine, Notice, Profession, and Survival. (3pp)
Add Precise Shot feat. (+1pp)
Increase Defensive Roll feat by 2 ranks and the Evasion feat by 1 rank. (+3pp)
Increase Fire Control to 12. (+4pp)
Add Force Field 2. (+2pp)
Add Immunity 5 (Fire/Heat Damage). (+5pp)
[/sblock]
 
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HOMONCULUS [PL 12] 180pp
Concept: Built by a mad sorcerer, he is a tiny magical dynamo, stronger and faster than he looks.
Appearance: 3'6", 180lbs, red-gray skin, humanoid in shape, with glowing red eyes.
Trade-Offs: Toughness +15 / Defense +9.

[sblock=ABILITY SCORES]
ABILITY SCORES
STR 20/44
DEX 13
CON 20/36
INT 10
WIS 10
CHA 13
Subtotal: 26pp.[/sblock]

[sblock=ATTACK, DAMAGE, SAVES]
ATTACK, DAMAGE, SAVES
BAB +8
BDB +6
TOUGH +15 (total) (Impervious 2)
FORT +13 (total)
REFLEX +8 (total)
WILL +13 (total)
Subtotal: (43+26) 69pp.[/sblock]

[sblock=SKILLS]
SKILLS
Climb [6] +23, Notice [6] +6.
12 ranks total
Subtotal: (3+69) 72pp.[/sblock]

[sblock=FEATS]
FEATS
All-out Attack, Attack Focus – Melee [2], Dodge Focus [2], Endurance [2], Fearless, Improved Grab, Improved Grapple, Improved Pin, Improved Throw, Improved Trip, Power Attack, Takedown Attack.
Subtotal: (15+72) 87pp.[/sblock]

[sblock=POWERS]
POWERS
DENSITY 4 [Ex: Duration Continuous (+1); Fl: Permanent (-1); PF: Innate; +8 Strength, +2 Toughness (Impervious), Immovable 1, Super-Strength 1, Mass x3]. 12pp.
ENHANCED STRENGTH 16 [Ex: Enhanced Constitution (PF: Innate); PF: Innate]. 34pp.
IMMUNITY 17 [Aging, critical hits, fatigue effects, life support; PF: Innate]. 18pp.
LEAPING 5. [/b]5pp[/b].
MIND SHIELD 5. 5pp.
QUICKNESS 2. 2pp.
SHRINKING 4 [Ex: Duration Continuous (+1), Normal Abilities (+3); Fl: Permanent (-1); PF: Innate; Small-Sized (+1 attack/defense, ¾ movement, -4 grapple, +4 Stealth, -2 Intimidate)]. 17pp.
Subtotal: (93+87) 180pp.[/sblock]

[sblock=COMPLICATIONS]
1. Enemy – Dragolas, the sorcerer who created Homonculus is always trying to recapture his creation.
2. Outsider – Homonculus is not a human being, a fact of which he is constantly reminded.[/sblock]

[sblock=BACKGROUND IN BRIEF]
The interdimensional sorcerer, Dragolas, though a powerful magician and ruler of his own pocket dimension, was sorrowful that he had never sired an heir to his great empire. Among many attempts to ‘create’ such an offspring, Dragolas created several small artificial beings, one of which eventually became the hero Homonculus.

With the influence of Dragolas’ magic, Homonculus became powerful, though the artificial being could not learn to wield magic, as Dragolas had hoped. Cast out of the pocket dimension as one of Dragolas’ many failures to create a scion, Homonculus soon found himself in Freedom City, which seems to be a magnet for all manner of strangeness. Homonculus, new to this world, slowly learned about Freedom City and its many inhabitants (though he is still not fully accustomed to human society and makes frequent social gaffes).

Though simple, Homonculus soon realized that his physical abilities were far above those of most people. Homonculus did come across a few beings that could match his physical strength and toughness, and learned that such beings used their abilities to help the less fortunate. Thus, Homonculus has been doing the same, using his powers to help others and thwart evil.[/sblock]

[sblock=PL 10 VERSION]
Drop CHA to 10. –3pp.
Drop BAB by 1. –2pp.
Drop 2 from Reflex save and 1 from Will save. –3pp.
Remove the Fearless and Improved Trip feats. –2pp.
Drop Enhanced Strength to 12 (also dropping the Enhanced Constitution extra to 12; this lowers STR to 20/40 and CON to 20/32, lowers Toughness bonus to +13 and Fort bonus to +11, these should be within PL with the appropriate trade-offs). –8pp.
Drop Immunity by 4 ranks (change ‘fatigue effects’ to ‘no need to sleep’). –4pp.
Drop Leaping to 4. –1pp.
Remove Mind Shield and Quickness powers. –7pp.
[/sblock]
 
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THE METAL KID [PL 10] 150pp
Concept: Teen permanently transformed into titanium, with plenty of strength and protection, and a bit of leaping ability.
Appearance: 5’5”, 2000lbs, appears 15-16, skin and hair permanently transformed into metal, usually wears blue and white shorts and dark shades.
Trade-Offs: Toughness +13 / Defense +7.

[sblock=ABILITY SCORES]
ABILITY SCORES
STR 20/40
DEX 13
CON 20
INT 11
WIS 12
CHA 16
Subtotal: 32pp.[/sblock]

[sblock=ATTACK, DAMAGE, SAVES]
ATTACK, DAMAGE, SAVES
BAB +6
BDB +7
TOUGH +13 (total; all Impervious)
FORT +10 (total)
REFLEX +4 (total)
WILL +4 (total)
Subtotal: (37+32) 69pp.[/sblock]

[sblock=SKILLS]
SKILLS
Climb [3] +18, Drive [3] +4, Intimidate [6] +9, Knowledge (physical sciences) [3] +3, Knowledge (pop culture) [3] +3, Notice [6] +7, Pilot [3] +4.
27 ranks total
Subtotal: (9+69) 78pp.[/sblock]

[sblock=FEATS]
FEATS
All-out Attack, Attack Spec – Punch [2], Improved Grapple, Move-by Action, Power Attack.
Subtotal: (6+78) 84pp.[/sblock]

[sblock=POWERS]
POWERS
LEAPING 5. 5pp.
METAL FORM 12 [60pp passive container array; Density 10 (Includes +20 Str, +5 Toughness, Immovable 3, Super-Strength 3, and Mass x12), Immunity 14 (all Cold effects, critical hits, heat and radiation environmental effects), Impervious 13, Protection 3; PF: Innate; weighs 2,000lbs]. 61pp.
Subtotal: (66+84) 150pp.[/sblock]

[sblock=COMPLICATIONS]
1. Cannot change back to flesh form (gets stares from people on the street, weight/mass issues, etc)
2. Metal skin tends to get very cold to the touch, which can freeze liquids or harm fragile objects.[/sblock]

[sblock=BACKGROUND IN BRIEF]
The Metal Kid was once just a kid. Not too long ago, he and his mother were shopping for new school clothes at the mall when the supervillain The Templar attacked the mall. The Templar, wielding a magic sword, hacked several unsuspecting shoppers to bits during his rampage, but for some reason, stopped when he came to the future Metal Kid. The Templar spoke to an invisible someone or something, said an inaudible prayer, then thrust the Kid through with his magic weapon.

Instead of killing the boy, the Templar’s magic sword disappeared, and the youth’s body slowly transformed from flesh to metal. While he stayed the same size and age, the boy was changed forever into a titanium-like metal substance.

While his mom tries to hide her bizarrely-transformed son, the Metal Kid has learned to deal with his transformation, and has even revealed the change to a few close friends. Scientists have studied the Metal Kid, and have determined that nothing truly harmful has befallen him, aside from the transformation itself.

The Metal Kid now tries to use his superhuman strength and toughness to aid others, and is learning the ropes in truly becoming a superhero.[/sblock]

[sblock=PL 12 VERSION]
Increase BAB by 2. 4pp.
Increase Fort by 2, Reflex by 4, and Will by 4. 10pp.
Increase Metal Form to 14 (and increase Density to 12 (+4 STR, +1 Toughness, +1 Immovable, +1 Super-Strength, 4150lbs), Immunity by 1 (high-pressure environment), Impervious by 2, and Protection by 1). 10pp.
Add Cold Control 5 (Fl: Full-round Action (-1); PF: Weaken (Fl: Full-round Action (-1))). 6pp.
Trade-Off becomes +15/+7[/sblock]
 
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SHIVER [PL 10] 150pp
Concept: The master of cold and air-based powers, this villain can create areas of bitter cold, gusts of wind, and even create ice constructs.
Appearance: 6'1", 165lbs, male, long spiky white hair, pale skin, ice blue eyes, wearing a white and ice blue jumpsuit with matching gloves, boots, and mask.
Trade-Offs: entry.

Under Construction.
 
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