Jemal
Adventurer
Out of curiosity I just figured out how far Kid Super can throw someone, figuring this might come up in combat.
For a 200# person the answer is 2500' or about half a mile. Holy crap! According to my math that means if he threw someone up it would be two entire rounds before he had to worry about catching them. 4 if you don't assume they ended the first round at full height with 0 velocity, but that's more physics than comic book usually allow for. Heck at that point it might even be a good way to get someone out of danger for a short fight. ... Assuming of course they don't kill you once they are back on the ground....
As an aside, I note that several character are putting the mutant descriptor on their powers. As we all mutants? Or is it some other source for our power, or do we simply not know yet?
I love stuff like this, so I'm gonna go through this first.
First off, throwing things up has half velocity (At least in D&D, and that's the rule I'll use for M&M as well, cuz it makes sense). SO, they would fly up 1250 feet. Falling speed is 500-600 in the first round, 1200 each round thereafter. therefore it would take a round and a half to go up, and a round and a half to come down. That's a total of 3 rounds before they hit the ground again, assuming no outside interference... like a roof. or a low flying aircraft.

As for power descriptors - None of you are supposed to know where your powers come from or how they work, so I suppose Mutant is a good desciptor as far as you're all concerned.
Binder Fred
I'd prefer if your attack teleport was reduced to short range.
Also, does your teleporting of items to you depend on knowing where they are? (Gun, suit, etc)? If not the cache doesn't matter b/c you could teleport stuff from anywhere. I presume it works similar to how teleport describes you going TO somewhere? (IE you have to either see it or know it well)
I like this. If we assume that his main 'power' is an enhanced life-force and the ability to strengthen objects with said force, it explains his increased physical stature, his teleportation, why his gun/suit/binds/etc are more powerful than normal.BUT, Snares can be layered, increasing their Toughness up to double initial value. AND we have to remember that his cuffs are in fact infused with a part of his lifeforce. Putting the two together, we could say that, unbeknownst to our earnwhile security guard, infused objects are actually stronger/better at what they do the more lifeforce you put into them. So while Nightshift thinks he's tightening bounds, checking knots, etc, he's actually infusing more and more essence into the bindings with each Move action, making them stronger than reason seems to dictate. It would explain why his armored costume is so much more resistant than the equivalent "mundane" armor as well!
I like. What do you think?

Considering this, have you thought of any immunities? Specifically: Aging, Disease, and Fatigue effects would seem to fit in fairly well. He probably wouldn't even KNOW about these powers, as they blend in well with his 'renewed youth'. I'd even give you a discount if you want to take'em.
Rellique
Looks good mechanically, but you may have issues with your attacks and defense being so far under the limits.
Arkhandus
Red Impulse looks good, though I do find it amusing that a speedster has a defense-> toughness trade.
Shayuri
Looks good, I especially like the platform TK flight. very Psi-ops.
Allright everybody, I've got a Rogue's Gallery set up now, and I've decided on a name : Mutant Rising
Please post your characters in that thread so I can give'em a final look-over.
I'd like to get started the game fairly soon.
