Mutans And Masterminds Characters - submissions welcome!

Mathew_Freeman

Adventurer
This is just a thread in which I can record various M&M characters. Feel free to add to it, steal from it, or argue about it. :D

PAGAN Master of Weather

Abilities:
Str 10, Dex 18, Con 14, Int 12, Wis 14, Cha 12
Saves:
Damage +2, Fortitude +2, Reflex +4, Will +2
Other:
Melee +6, Ranged +10, Initiative +4
Defense 14, Speed 30/50 (Flight), Hero Points 5
Skills:
Knowledge(nature) +6, Concentration +7, Spot +7, Survival +7
Feats:
Dodge, Point Blank Shot, Rapid Shot, Immunity (aging), Power Immunity
Powers:
Weather Control +10 (Extras: Air Control, Fatigue, Flight, Fog, Lightning, Elemental Shield; Flaw: Device - "The Staff of the Earth"; pp 7)

Immortal Defender of Nature, Pagan wields the Staff of the Earth in battle against all those who would despoil the natural habitat. He appears as an old man, dressed in ancient robes, his unkempt beard reaching almost to his waist. He has a strong tendency to be grumpy around younger heroes, and implacably relentless to his foes.

Quote:
"Let the forces of nature strike you down!"
 
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Feralus The Silent Beast

Abilities:
Str 18, Dex 20, Con 20, Int 10, Wis 12, Cha 10
Saves:
Damage +8, Fortitude +6, Reflex +7, Will +1
Other:
Melee attack - Claws +15 (+10 base +4 strength +1 focus) or +13/+13 (rapid strike), +15L (+10 natural weapon +4 strength +1 super strength), crit 19-20 (improved critical)
Ranged +15, Initiative +11 (+4 Improved Initiative +2 Super dex +5 dex), Speed 30, Hero Points 5
Defense 22 (+5 dex, +2 super dex, +5 base)
Skills:
Listen +10 (4 ranks +1 Wis +5 Super Senses)
Spot +10 (as above), Survival +5 (+10 tracking with Supersenses)
Feats:
All Out Attack, Attack Focus (claws), Dodge, Improved Critical (claws), Power Attack, Rapid Healing, Toughness, Rapid Strike, Improved Initiative, Track
Powers:
Regeneration +5
Super Senses +5
Natural Weapons +10
Super Dexterity +2
Super Strength +1
Super Constitution +1
Combat Sense +2

Drawback: Beserker (and with his Will Save, it's a very serious drawback!)

Feralus is a rough looking human with the power to transform his hands into wicked claws. He struggles with himself, trying to do good, but when he goes into battle the familiar red mist descends upon him, and he often recovers from battle amongst injured friends. He prefers to go all out attack, using Power Attack and All Out Attack for maximum damage.

Note: I'm not sure whether he's hero or villain. Certainly, in a four-colour game, he'd be too lethal to be a hero, but in a more modern game he'd be ok. He is, of course, a complete Wolverine rip-off. :D
 

Adding my 2 copper of extra characters in ;)

Lich: PL 10; Init +0 (-4 Dex, +4 Improved Initiative); Defense 10 (+0 Base, -4 Dex, +4 Size); Spd 5 ft., Astral Form 50 ft. (Sprint up to 51,200); Atk -1 melee (-3S Punch), -1 ranged (None); Sv Dmg +10, Fort +0, Ref -4, Will +15; Str 3 Dex 3 Con 10 Int 20 Wis 20 Cha 20.

Skills: Knowledge (Occult) +12 [1]
Feats: Durability, Immunity (Aging, Disease, Exhaustion, Poison, Starvation, Suffocation), Improved Initiative, Indomitable Will, Iron Will, Photographic Memory, Psychic Awareness

Powers:
Alternate Form (Solid) +1 (Flaw: Permanent; 4 pp; Cost: 4 pp)
Astral Projection +10 (Extra: Mind Control (Mind Blank); Flaw: Slow; 6 pp; Cost: 60 pp)
Mental Protection +10 (Extra: Super Intelligence; 3 pp; Cost 30 pp)
Shrink (Up to Diminuitive) +9 (Extra: Protection, Flaw: Full Effect, Permanent; 1 pp; Cost: 9 pp)

Weakness: Disabled (Effectively) Paraplegic

Total:
Stats: 16, Powers: 103, Skills: 1, Feats: 24, Abilities: 16 (+8 Base Will)=160/160

Description: The "Lich" itself is a life forced trapped within a diminuitive gem, through some dark, unearthly ritual. From this "phylactery", he remains inconspicuous, and astral projects a skeletal form into reality in which he uses to gain control of the thoughts of others.
 

Assassin: PL 10; Init +13 (+5 Dex, +4 Super Dex, +4 Improved Initiative); Defense 19 (+0 Base, +5 Dex, +4 Super Dex); Spd 30 ft.; Atk +12 melee (+2S Punch), +15 ranged (Gadgets); +11/+11/+11 Single Needle Launcher or +9/+9/+9/+9/+9/+9 2 Needle Launchers (+10 S/L + 10 S/L Energy Field); Sv Dmg +16, Fort +0, Ref +9, Will +1, Str 14 Dex 20 Con 10 Int 16 Wis 13 Cha 10.

Skills: Acrobatics +15 [5], Disable Device +11 [1], Open Locks +11 [1], Pilot +11 [1]
Feats: Ambidexterity, Assessment, Attack Focus (Ranged Attacks), Blind-Fight, Dodge, Evasion, Far Shot, Immunity (Poison), Improved Critical (Needle Launchers), Improved Initiative, Multishot, Photographic Memory, Point Blank Shot, Precise Shot, Rapid Shot, Surprise Strike, Toughness, Two Weapon Fighting

Armor +10 (Cost 1; Total 10)
Gadgets +10 (Cost 1; Total 10)
2 Needle Launchers (Ranged Weapon) +10 (Powerstunt: Dual Damage, Fatigue; Extras: Autofire, Energy Field [Poison], Subtle; Flaws: Full Effect, Ineffective-Flesh only, Uses [8]; Cost: 1; Total: 20) [Super-Science]
Super Dexterity +4 (Cost: 4; Total: 16) [Mutation]

Weakness: Disturbing

Totaled Up:
Stats: 23, Powers: 56, Skills: 8, Feats: 44, Abilities: 30 (+10 BAB)=160/160
 

BOLT aka Kate Garrison

Abilities:
Str 16, Dex 20, Con 14, Int 16, Wis 10, Cha 16
Saves:
Damage +2, Fortitude +2, Reflex +17, Will +0
Other:
Melee +8, Ranged +10, Initiative +15
Defense 29, Speed 80 (SuperSpeed), Hero Points 5
Skills:
Repair +16
Feats:
Endurance, Lightning Reflexes, Darkvision, Move-By Attack, Dodge, Evasion
Powers:
Super Speed +10 (Water Run, Wall Run)
Energy Control (Electricity) +10
Weakness:
Naive (-5 to Sense Motive, -5 to avoid being surprised)

An English mechanic until recently, Kate Garrison recently suffered a 24 hour period of amnesia. After that gap, she found she had the ability to run at incredible speeds and throw lightning around. She has recently joined up with Qinetiq (see next post) and is working with him against the Supervillains of the world.

Quote: "I'm worried about the giant Eagles. And the Unicorns. And the scary guy with the beard and the big Staff thing."

Note: This character played by randomling
 

Qinetiq Master of Kineticism

Abilities:
Str 10, Dex 15, Con 10, Int 20, Wis 15, Cha 10
Saves:
Damage +10, Fortitude +0, Reflex +2, Will +2
Other:
Melee +6, Ranged +8, Initiative +2, Speed 30, Hero Points 5
Defense 18 (+2 dex, +6 base)
Skills:
Computers +25, Science (Quantum Physics) +25, Concentration +12
Feats:
Aerial Combat
Powers:
Kinetic Control +10 (Drain Energy, Energy Blast, Force Field, Flight)
Immovability +10 (Special - does not have to be braced (unique Power Stunt))
Super-Intelligence +10
Weakness:
Intoxication (Qinetiq is incredibly vulnerable to strong smells, stimulants, drugs etc. Merely sharing a lift with a woman wearing strong perfume would cause him to need to make a Concentration check to use his powers)

Background to follow.

Quote to follow.
 
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Re: Re: Mutans And Masterminds Characters - submissions welcome!

Whoops.

I mean, um, this space reserved for new characters. Honest.
 
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Dr. Jones & the Professor

Real Name: Dr. Andre Jones
Height: 6' 2"
Weight: 265 lbs.
Eyes: Brown
Hair: Black
Quote: "After all I've accomplished, the most common thing the media can say about me is I'm 'remarkably articulate'. I imagine that. A black man who can speak well."

Real Name: The Professor
Height: 4' 11"
Weight: 145 lbs.
Eyes: Orange
Hair: Black
Quote: "You heard what I said. Drop the gun. It's not like you've gotta choice."

History: Dr. Andre Jones was a zoological research program director working for Astro Labs on ways to counteract immuno-deficiency disorders. Aside from the medical aspects of the research, there were defense applications as well. Not only are a sizable number of soldiers infected with HIV/AIDS, but treatments designed to strengthen immune responses could be of use on battlefields when faced with bio/chem weapons. Jones's pet reserach project included teaching chimpanzees American Sign Language, and the chimp called the Professor was Jones's prize pupil.

A radical terrorist cell after new technologies attacked the Astro Labs facility housing Jones's research team. In the ensuing violence, while Jones was trying to lead his team and several key research animals to safety, an explosion in a biochemistry lab bathed Jones and a chimpanzee called the Professor in a highly-mutagenic mixture of substances. Badly burned, both Jones and the Professor recovered under doctors' care only to discover that the accident had profound side effects.

Both Jones and the Professor acquired a degree of superhuman resistance to injury. Jones also developed a primitive form of telekinesis with which he can surround his body with a force field as well as greatly augment his physical strength. The Professor's mutations are more dramatic. The chimpanzee developed human level intelligence, including the ability to speak. Most spectacularly, the Professor now possesses impressive psionic powers, and Jones and the Professor share a telepathic link.

Doctor Jones: PL 10; Init +2 (Dex); Defense +16 (+4 base, +2 Dex); Spd 55 ft.; Base Attack +3; Atk +6 melee (+3S, punch) or +6 melee (+8S, Force Field punch); SV Dmg +9/+14 (+2 Con, +2 Toughness, +5 Amazing Save, +5 Force Field), Fort +2 (Con), Ref +2 (Dex), Will +6 (+1 Wis, +5 Amazing Save); Str 16 (+3, +8 with Super-Strength), Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 12 (+1), Cha 18 (+11 with Super-Charisma).
Skills (Ranks): Bluff +16 (5), Diplomacy +20 (5), Gather Information +17 (4), Handle Animal +15 (4), Intimidate +17 (4), Science (zoology) +13 (10), Sense Motive +6 (5), Taunt +17 (4).
Feats: Attractive, Connected, Durability, Inspire, Leadership, Mental Link (The Professor), Sidekick (The Professor), Startle, Toughness.
Powers: Amazing Save +5 (Damage) [Extra: Amazing Save (Will); Source: Mutation (Training for Amazing Save [Will]); Cost: 2 pp; Total: 10 pp]; Force Field +5 [Extra: Super-Strength; Source: Mutation; Cost: 4 pp; Total: 20 pp]; Running +5 [Source: Mutation; Cost: 2 pp; Total: 10 pp]; Super-Charisma +7[Source: Training; Cost: 2 pp; Total: 14 pp].
Weakness: Quirk (protective of animals).

The Professor: PL 9; Init +6 (+2 Dex, +4 Improved Initiative); Defense +18 (+5 base, +2 Dex, +1 Dodge); Spd 30 ft.; Atk +4 melee (+2S, punch); SV Dmg +8 (+3 Con, +2 Toughness, +3 Amazing Save), Fort +3 (Con), Ref +2 (Dex), Will +8 (+4 Wis, +2 Iron Will, +2 Super-Wisdom); Str 14 (+2), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 18 (+6 with Super-Wisdom), Cha 12 (+1).
Skills (Ranks): Acrobatics +7 (5), Balance +9 (5), Climb +10 (8), Diplomacy +3 (0), Sense Motive +11 (5), Survival +11 (5).
Feats: Dodge, Durability, Improved Initiative, Indomitable Will, Iron Will, Psychic Awareness, Scent, Toughness, Track, Ultra-Hearing.
Powers: Amazing Save +3 (Damage) [Source: Mutation; Cost: 1 pp; Total: 3 pp]; ESP +5 [Source: Mutation; Cost: 2 pp; Total: 10 pp]; Super-Wisdom +2 [Source: Mutation; Cost: 3 pp; Total: 6 pp]; Telepathy +9 [Extras: Illusion, Mind Control; Source: Mutation; Cost: 4 pp; Total: 36 pp].
Weakness: Disturbing (intelligent, talking chimpanzee).

>>>>>>>>>>>>>
drjones.jpg


I took the picture from the Gettosake Gallery.

Edited to fix feat error and change Amazing Save entry. Left out 10 from Defense. Duh. Added synergy bonuses to skills. Added character background stuff. Figured out how to add image to post.
 
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Re: Dr. Jones & the Professor

Mark Chance said:
Doctor Jones: PL 10; Init +2 (Dex); Defense +6 (+4 base, +2 Dex); Spd 55 ft.; Base Attack +3; Atk +6 melee (+3S, punch) or +6 melee (+8S, Force Field punch); SV Dmg +9/+14 (+2 Con, +2 Toughness, +5 Amazing Save, +5 Force Field), Fort +2 (Con), Ref +2 (Dex), Will +8 (+1 Wis, +2 Iron Will, +5 Amazing Save); Str 16 (+3, +8 with Super-Strength), Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 12 (+1), Cha 18 (+11 with Super-Charisma).
Skills (Ranks): Bluff +16 (5), Diplomacy +16 (5), Gather Information +15 (4), Handle Animal +15 (4), Intimidate +15 (4), Science (zoology) +13 (10), Sense Motive +6 (5), Taunt +15 (4).
Feats: Attractive, Connected, Durability, Inspire, Leadership, Mental Link (The Professor), Sidekick (The Professor), Startle, Toughness.
Powers: Amazing Save +5 (Damage) [Source: Mutation; Cost: 1 pp; Total: 5 pp]; Amazing Save +5 (Will) [Source: Training; Cost: 1 pp; Total: 5 pp]; Force Field +5 [Extra: Super-Strength; Source: Mutation; Cost: 4 pp; Total: 20 pp]; Running +5 [Source: Mutation; Cost: 2 pp; Total: 10 pp]; Super-Charisma [Source: Training; Cost: 2 pp; Total: 14 pp].
Weakness: Quirk (protective of animals).

The Professor: PL 9; Init +6 (+2 Dex, +4 Improved Initiative); Defense +8 (+5 base, +2 Dex, +1 Dodge); Spd 30 ft.; Atk +4 melee (+2S, punch); SV Dmg +8 (+3 Con, +2 Toughness, +3 Amazing Save), Fort +3 (Con), Ref +2 (Dex), Will +8 (+4 Wis, +2 Iron Will, +2 Super-Wisdom); Str 14 (+2), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 18 (+6 with Super-Wisdom), Cha 12 (+1).
Skills (Ranks): Acrobatics +7 (5), Balance +7 (5), Climb +10 (8), Sense Motive +11 (5), Survival +11 (5).
Feats: Dodge, Durability, Improved Initiative, Indomitable Will, Iron Will, Psychic Awareness, Scent, Toughness, Track, Ultra-Hearing.
Powers: Amazing Save +3 (Damage) [Source: Mutation; Cost: 1 pp; Total: 3 pp]; ESP +5 [Source: Mutation; Cost: 2 pp; Total: 10 pp]; Super-Wisdom +2 [Source: Mutation; Cost: 3 pp; Total: 6 pp]; Telepathy +9 [Extras: Illusion, Mind Control; Source: Mutation; Cost: 4 pp; Total: 36 pp].
Weakness: Disturbing (intelligent, talking chimpanzee).

Hmmm...well, there are a few errors that I can see, if you want me to go through them...heh, well, I'm going to anyway. :)

Force Field has no effect on melee. Superstrength is not an extra of Force Field...are you getting confused with Energy Field?

Amazing Save (Will) can be taken as an Extra of Amazing Save (Damage) although that's purely something to make the character sheet easier...

You've got Iron Will listed by your Will save for Dr Jones, but not in his selections of feats.

The Professor seems ok.

BTW, I'm planning to use this thread as an archive for M&M characters, suitable for anyone to use. By posting here, I hope to give people villains and heroes to take and use in their own games. Of course, this also means I hope I can take these characters and use them in any game I might create, too. :)
 

Re: Re: Dr. Jones & the Professor

Tallarn said:
Force Field has no effect on melee. Superstrength is not an extra of Force Field...are you getting confused with Energy Field?


No confusion. I did it on purpose. I don't read the lists of Extras in the books as being exhaustive. The Doctor's Force Field makes him stronger. :D

Tallarn said:
Amazing Save (Will) can be taken as an Extra of Amazing Save (Damage) although that's purely something to make the character sheet easier...


I knew that, but for some reason I listed them separately. Hmm.

Tallarn said:
You've got Iron Will listed by your Will save for Dr Jones, but not in his selections of feats.


Aha! That's where it went! When I typed up the first draft of the Professor, I left off the Iron Will feat. Seems instead I added it to the wrong character. Duh. :D

Tallarn said:
BTW, I'm planning to use this thread as an archive for M&M characters, suitable for anyone to use. By posting here, I hope to give people villains and heroes to take and use in their own games. Of course, this also means I hope I can take these characters and use them in any game I might create, too. :)

Well, I would hope so as well. Thanks for the looksee. :)
 

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