Mutans And Masterminds Characters - submissions welcome!

Re: Re: Re: Dr. Jones & the Professor

Mark Chance said:
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

Hmmm. The problem there is that Superstrength is 4pp, and taking it as an extra is 1pp. That's a huge difference over several ranks. With force field at +5, you're saving 15pp with that combination.

I think the list of extras under the listed powers is exhaustive, because it deals well with logical (well, for comics) links between powers.

How exactly does having an invisible layer of force around you make you stronger?

I would have to say that with that extra in place, no one would take Superstrength, since you could take Force Field (1pp) with the Superstrength Extra for half the cost! Which is clearly nuts. :D
 

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Re: Dr. Jones & the Professor

Tallarn said:
Hmmm. The problem there is that Superstrength is 4pp, and taking it as an extra is 1pp.

Ah. I see what you're saying. But I didn't do that. :)

I spent 20pp on Force Field +5. 1pp per rank for the base power +3pp per rank for the Super-Strength extra (1pp less than Super-Strength's cost). This is the correct procedure for adding a power as an extra, isn't it: Extra power pp cost -1, minimum 1pp?

Tallarn said:
I think the list of extras under the listed powers is exhaustive, because it deals well with logical (well, for comics) links between powers.


The book isn't big enough to cover all of the comic-book-logical combinations. ;)

Tallarn said:
How exactly does having an invisible layer of force around you make you stronger?

Latent telekinesis? This sort of tact was used by Byrne in his retcon of Superman. Superman had a sort of telekinetic field that enabled him to carry more while flying than he could while on foot. I'd be surprised if there weren't other examples of the same basic idea. After all, I'm not that creative. :D
 

Ah, OK. Now I understand. I hadn't seen that section in the rulebook. In that case, I retract my previous statements. :D

And the latent TK thing works for me, too. Fair enough. I think I didn't really check on what the powers you'd given him cost. No worries.
 

The Mind Flayer

Tallarn said:
Ah, OK. Now I understand. I hadn't seen that section in the rulebook. In that case, I retract my previous statements. :D

I tip my hat to you. :)

And, just because every campaign should have at least one:

The Mind Flayer: PL 19; Init +6 (+2 Dex, +4 Improved Initiative); Defense +22 (+9 base, +2 Dex, +1 dodge); Spd 30 ft., levitate 10 ft.; Base Attack +6; Atk +8 melee (+4L, face tentacles), +10 ranged (+14S, mental blast); SV Dmg +4 (+1 Con, +3 Amazing Save), Fort +1 (Con), Ref +2 (Dex), Will +4 (Wis); Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 18 (+4), Cha 16 (+3).
Skills (Ranks): Bluff +8 (5), Concentration +15 (11), Hide +8 (6), Intimidate +10 (7), Knowledge (ancient texts) +9 (5), Knowledge (psionics) +9 (5), Listen +11 (5), Move Silently +7 (5), Spot +11 (5).
Feats: Alertness, Attack Finesse, Darkvision, Dodge, Improved Initiative, Improved Pin, Penetrating Attack (Natural Weapons), Rapid Strike.
Powers: Amazing Save (Damage) +3 [Source: Alien; Cost 1 pp; Total: 3 pp]; Dimensional Travel +10 [Extras: Astral Projection, Ranged (touch); Source: Psionic; Cost: 7 pp; Total: 70 pp]; Flight +2 [Flaw: Levitation; Source: Psionic; Cost: 1 pp; Total: 2 pp]; Mental Protection +4 [Source: Psionic; Cost: 2 pp; Total: 8 pp]; Natural Weapons (face tentacles) +3L [Source: Alien; Cost: 2 pp; Total: 6 pp]; Telepathy +14 [Extras: Mental Blast, Mind Control; Source: Psionic; Cost: 5 pp; Total: 70 pp].
Weakness: Disturbing.
Total Point Cost: 295.
 

Vengeance

VENGEANCE
Quote: "Your greed is going to cost you more than you can imagine."
Concept: University professor on a quest for revenge
Occupation: Saboteur
Real Name: Robert Obuisi
Height: 5' 8"
Weight: 160 lbs.
Hair: Bald
Eyes: Brown

Stat Block: PL 11; Init +8 (+4 Dex, +4 Super-Speed); Defense 24 (+5 base, +4 Dex, +1 Dodge, +4 Super-Speed); Spd 50 ft. (sprint 1,600 ft.), swing 50 ft.; Base Attack +5; Atk +9 melee (10S, punch), or +9 ranged (Snare +10); SV Dmg +2 (Con), Fort +2 (Con), Ref +10 (+4 Dex, +2 Lightning Reflexes, +4 Super-Speed), Will +3 (Wis); Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 16 (+3), Wis 16 (+3), Cha 12 (+1).

Skills (Ranks): Acrobatic +13 (5), Balance +11 (1), Computers +17 (2), Disable Device +17 (2), Hide +9 (1), Jump +7 (3), Move Silently +9 (1), Open Lock +5 (1), Repair +7 (2), Science (robotics) +7 (2), Survival +5 (2).

Feats: Attack Finesse, Dodge, Evasion, Expertise, Improved Trip, Lightning Reflexes, Talented (Computers & Science [robotics]), Talented (Disable Device & Repair), Track.

Powers: Super-Speed +4 [Extras: Mach One Punch, Super-Dexterity Checks; Source: Mutation; Cost: 8 pp; Total: 32 pp]. Due to mutagenic treatments, Vengeance moves with super-human speed and precision.

Devices:

Armbands +4 [Extra: Strike; Flaw: Device; Source: Super-Science; Cost: 1 pp; Total: 4 pp]. Vengeance's armbands surround his fists with amplifier fields that augment the force of his punches.

Contact Lenses [Darkvision, Detect (super-science); Flaw: Device; Source: Super-Science; Total: 2 pp]. The contact lenses enable Vengeance to see in the dark. Micro-LED displays help locate and identify super-science. The contacts are electric blue in coloration.

Ear Piece [Ultra-Hearing; Flaw: Device; Source: Super-Science; Total: 1 pp]. Vengeance wears a pea-sized ear piece that enables him to hear sounds outside the normal range of human hearing.

Palm Saboteur +10 [Extras: Datalink, Drain (Extra: All Powers; Flaw: Super-Science Only), Super-Skill (Disable Device); Flaw: Device; Source: Super-Science; Cost: 3 pp; Total: 30 pp]. The palm saboteur is Vengeance's chief weapon. It appears to be a highly-flexible, half-inch square of clear plastic in which are visible a complicated array of circuits. The palm saboteur adheres to Vengeance's palm, and interfaces directly with his central nervous system.

Staff +10 [Extra: Snare (Extra: Swinging); Flaw: Device, Uses (Snare fires 8 times/day); Source: Super-Science; Cost: 1 pp; Total: 10 pp]. Vengeance's staff is his back-up weapon. It fires a net a high-tensile micro-fibers, but can only hold eight such nets before it needs to be reloaded. The staff also fires a swing line useful for movement above the street.

Weakness: Quirk (punishes corporate crime). Vengeance actively seeks out instances of what he perceives to be corporate misdeeds, and metes out rough justice as he sees fit. He is not always a saboteur. Blackmail is a good way to earn money.

vengeance.jpg


Added Source for device-based powers. Fixed math error. Adjusted PL rather than take away goodies.
 
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Like the Mind Flayer, very funny. :)

Here's another one, based on a very simple concept. Take max ranks in the Luck power, and then see what occours to me...

The Lady PL10
Str 16, Dex 16, Con 16, Int 14, Wis 14, Cha 14
Melee +10, Ranged +10, Initiative +3
Damage +3, Fort +3, Ref +3, Will +2
Defense 20, Speed 30ft, Hero Points 6
Skills: Move Silently +8, Hide +8
Feats: Dodge, Heroes Luck, Attack Focus (Sword), Expertise
Powers:
Luck +10 (Source: Mutation, 5pp)
Sword of Fate (Weapon +10, Stunt: Sonic Blast, Source: Super Science, Flaw: Device, 1pp)
Equipment:
Helmet (Radio Broadcast, Radio Hearing, Blindsight, All Around Sight, Immunity: Suffocation, Flaw: Device, 5pp)

A well trained Asassain, specialising in politicians. Tries to keep her mutant ability secret as much as possible. Never afraid to bail out on a mission if things are going badly. Relies on her incredible luck to avoid damage.

Attacks:
Sword +11melee, +13L
Sonic Blast +10ranged, +10S
 

Tallarn said:
Like the Mind Flayer, very funny. :)

Danke.

More stuff posted by Tallarn
Here's another one, based on a very simple concept. Take max ranks in the Luck power, and then see what occours to me...

Hey! I was going to do a lucky hero!

I just can't stop quoting Tallarn
Sword of Fate (Weapon +10, Stunt: Sonic Blast, Source: Super Science, Flaw: Device, 1pp)

Shouldn't the Sonic Blast be an Extra?

Oh...and neat assassin! :D
 

Mark Chance said:
Shouldn't the Sonic Blast be an Extra?

Nope. Check the weapon power. The Extra attack option is a stunt, not an extra.

BTW, are you using the 1 for 1 rule on skill points, as it says in the default, or are you using a variant? Your characters seem to have a lot more skill points than me.
 

Tallarn said:
Nope. Check the weapon power. The Extra attack option is a stunt, not an extra.

Hmm. Forgot that. Guess it doesn't matter. Won't really affect the cost. :)

Here we go again
BTW, are you using the 1 for 1 rule on skill points, as it says in the default, or are you using a variant? Your characters seem to have a lot more skill points than me.

1 for 1. I am adding relevant synergy bonuses, ability score mods, feat mods, power mods, et cetera. For example, on Vengeance, I included the +10 bonus to Computer gained from the Datalink power.
 

Zen

ZEN
Quote: "The path of Zen leads to enlightenment. Your path, however, leads to a cracked skull."
Concept: Terribly mysterious philosopher and crime fighter
Occupation: Grocery store owner
Real Name: Bobby Ng
Height: 5' 7"
Weight: 150 lbs.
Hair: Black
Eyes: Brown

Stat Block: PL 10; Init +10 (+2 Dex, +8 Super-Dexterity); Defense 26 (+5 base, +2 Dex, +1 Dodge, +8 Super-Dexterity); Spd 30 ft.; Base Attack +4; Atk +5 melee (9S, punch), or +5 melee (Paralysis +10); SV Dmg +1 (Con), Fort +1 (Con), Ref +10 (+2 Dex, +8 Super-Dexterity), Will +13 (+5 Wis, +8 Super-Wisdom); Str 12 (+1), Dex 14 (+10 with Super-Dexterity), Con 12 (+1), Int 10 (+0), Wis 20 (+13 with Super-Wisdom), Cha 13 (+1).

Skills (Ranks): Acrobatics +15 (5), Balance +15 (3), Concentration +18 (5), Escape Artist +13 (3), Knowledge (Zen) +5 (5), Sense Motive +14 (1).

Feats: Assessment, Blind-Fight, Dodge, Evasion, Indomitable Will, Instant Stand, Rapid Strike, Blindsight, Psychic Awareness.

Powers: Combat Sense +5 [Source: Training; Cost 1 pp; Total: 5 pp]; Mental Protection +2 [Source: Training; Cost: 1 pp; Total: 2 pp]; Paralysis +10 [Flaw: Touch, Source: Training; Cost: 1 pp, Total: 10 pp]; Super-Dexterity +8 [Extra: Strike, Super-Wisdom; Source: Training; Cost: 6 pp; Total: 48 pp].
 
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