Mutans And Masterminds Characters - submissions welcome!

I added a personal art thread here.

THE GECKO
Quote: "Catch me if you can!"
Concept: Uncatchable sneak thief
Occupation: Criminal
Real Name: Janine Cole
Height: 5 ft. 1 in.
Weight: 100 lbs.
Eyes: Orange-red
Hair: None

Background: Coming eventually!

Appearance: Due to her ability to shapeshift, the Gecko's appearance varies enormously, and no one is quite certain what her true form looks like. It is believed that the Gecko's normal appearance is that of a smooth-scaled, lizard-like humanoid with lanky limbs and over-long, thin fingers and toes.

Powers: Lightning quick and phenomenally agile, the Gecko's powers are largely defensive. In addition to her great speed and dexterity, the Gecko can change color and form, race up walls and across ceilings, and move with near complete silence. In combat, the Gecko is nearly impossible to hit with physical attacks. Even if struck, recovery from her injuries is just a form change away since the act of shapeshifting heals damage as well as alters her appearance. With her knowledge of electronics, security systems, and locks, there are few places safe from her thievery. Combat, even against normal people, is not part of the Gecko's modus operandi, and she loathes to work with partners.

Stat Block: PL 13; Init +19 (+5 Dex, +4 Improved Initiative, +5 Super-Dexterity, +5 Super-Speed); Defense 36 (+10 base, +5 Dex, +1 Dodge, +5 Super-Dexterity, +5 Super-Speed); Spd 55 ft.; Base Attack +3; Atk +4 melee (+1S, punch); SV Dmg +3 (Con), Fort +3 (Con), Ref +17 (+5 Dex, +2 Lightning Reflexes, +5 Super-Dexterity, +5 Super-Speed), Will +1 (Wis); Str 12 (+1), Dex 20 (+5, +10 with Super-Dexterity), Con 16 (+3), Int 18 (+4), Wis 12 (+1), Cha 12 (+1).

Skills (Ranks): Acrobatics +11 (1), Balance +11 (1), Computers +9 (5), Disable Device +9 (5), Escape Artist +19 (1), Hide +15 (2), Open Lock +12 (2), Move Silently +15 (2).

Feats: Amphibious, Darkvision, Dodge, Evasion, Improved Initiative, Instant Stand, Lightning Reflexes, Rapid Healing.

Powers: Blending +3 [Extra: Super-Skill - Move Silently; Source: Mutation; Cost: 2 pp]; Shapeshift +10 [Extras: Healing (Extra: Triggered by Shapeshift, Flaw: Self Only), Movement*, Plasticity; Source: Mutation; Cost: 6 pp]; Super-Speed +5 [Extra: Super-Dexterity; Source: Mutation; Cost: 9 pp].

*The Gecko usually modifies her shape just enough to gain needed movement powers. For example, she alters her fingers and toes to include suction pads in order to Cling. For aerial work, she grows wings for Flight.

Weakness: Quirk - Nonviolent.
 

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FORGOTTEN BOY
Quote: "Mummy Boy? That's original. Not!" ZAP!
Concept: Radioactive teenager
Occupation: Scientist and adventurer
Real Name: James Osterberger
Height: 5 ft. 1 in.
Weight: 120 lbs.
Eyes: Grey
Hair: Blonde

Background: James Osterberger, son of a two nuclear scientists, was born with a progressive, chronic illness resulting from his mutated DNA. James's cells constantly emit bioradiation as part of their otherwise normal processes. This bioradioactivity slowly degrades James's body systems, causing pain, unconsciousness, and eventually death.

In the first years of his life, the levels of bioradioactivity were relatively low. This gave doctors time to develop a biochemical treatment that could stabilize James's body. Wrapped in bandages soaked in these special chemicals, James embarked on his life under the detached, constant supervision of teams of scientists and doctors, perpetually swathed in chemically treated bandages.

Now in his mid-teens, James has lived nearly his entire life in relative isolation from society. Enormously intelligent and scientifically proficient, able to emit and control his natural bioradioactivity, James has embarked on a career as a costumed adventurer. Perhaps among other metahumans, he can find a measure of acceptance, even friendship.

Powers: James's main powers stem from his ability to emit and control his natural bioradioactivity. He uses this unusual energy to fly, project destructive blasts of energy, and protect himself from both physical and psionic harm. He can also form his bioradioactivity into stable, solid shapes such as cubes, walls, and ramps.

Stat Block: PL 10; Init +2 (Dex); Defense 19 (+7 base, +2 Dex); Spd 30 ft., fly 50 ft.; Base Attack +5; Atk +5 melee (+0S, punch), +7 ranged (+10S, energy blast); SV Dmg +4 (Con), Fort +4 (Con), Ref +2 (Dex), Will +0; Str 10 (+0), Dex 14 (+2), Con 18 (+4), Int 20 (+5), Wis 10 (+0), Cha 10 (+0).

Skills (Ranks): Computers +22 (5), Disable Device +20 (5), Open Lock +4 (2), Repair +22 (3), Science (physics) +25 (10).

Feats: Aerial Combat, Move-By Attack, Point Blank Shot, Precise Shot, Rapid Shot, Talented (Computers & Repair).

Powers: Energy Control (Radiation) +10 [Extras: Energy Field, Energy Shapes, Flight, Force Field (Extra: Mental Protection); Power Stunts: Energy Blast; Source: Mutation; Cost: 5 pp]; Super-Intelligence +10 [Source: Training; Cost: 2 pp].

Weakness: Susceptible (to not being wrapped in specially treated bandages).
 
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FREAK-OUT!
Quote: "Time for villains to cry and shout under the mighty fists of Freak-Out!"
Concept: Form-changing doctor
Occupation: Physician and adventurer
Real Name: Jennifer Mercado
Height: 8 ft. 0 in. (as Freak-Out!), 5 ft. 4 in. (as Jennifer)
Weight: 525 lbs. (as Freak-Out!), 125 lbs.
Eyes: Violet (as Freak-Out!), brown (as Jennifer)
Hair: Light green (as Freak-Out!), black (as Jennifer)

Background: Doctor Jennifer Mercado was working the radiology lab late one night when a freak electrical storm caused a massive power surge. In the resultant explosion, Jennifer was bathed in a strange mixture of radiation and electricity, transforming her into a hulking, purple-skinned powerhouse. Jennifer quickly discovered she could control her transformation to and from her giant form. Sensing a chance to do things far more exciting than her work as a radiologist, Jennifer dubbed her alternate identity Freak-Out! and started moonlighting as a superhero.

Powers: As Freak-Out!, Jennifer is amazingly strong and resistant to harm. She can lift 100 tons and leap extraordinary distances. Her muscled yet rubbery body rebounds from falls, and her senses are heightened as well.

Stat Block: PL 10; Init +2 (Dex); Defense 16 (+4 base, +2 Dex); Spd 55 ft., leap 25 ft.; Base Attack +6; Atk +11 melee (+15S, punch); SV Dmg +12 (+5 Con, +2 Toughness, +5 Amazing Save), Fort +12 (+5 Con, +12 Great Fortitude, +5 Amazing Save), Ref +2 (Dex), Will +1 (Wis); Str 20 (+5, +15 with Growth and Super-Strength), Dex 12 (+1), Con 20 (+5), Int 16 (+3), Wis 12 (+1), Cha 14 (+2).

Skills (Ranks): Computers +12 (4), Medicine +17 (5), Profession (doctor) +16 (6), Science (radiology) +12 (4).

Feats: Chokehold, Great Fortitude, Identity Change*, Improved Grapple, Improved Pin, Talented (Medicine & Profession (doctor)), Toughness.

*As Jennifer, change physical abilities to 10 each. Lose Growth power. Lose all feats except Talented.

Powers: Growth +5 [Extras: Amazing Save (Damage) (Extra: Amazing Save (Fortitude)), Continuous (for Growth), Leaping (Extra: Bouncing, Power Stunt: Super-Leaping), Running, Super-Senses, Super-Strength; Flaw: Permanent (for Growth); Source: Mutation; Cost: 13 pp]; Super-Intelligence +5 [Source: Training; Cost: 2 pp].

Weakness: Disturbing, Quirk (speaks in rhyme).
 
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HELLFIRE & BRIMSTONE

Phil Duchense, con man and forger, lived comfortably fleecing wealthy but foolish men and women with fake objets d'art. When circumstances permitted, he also engaged in the theft, smuggling, and illegal sale of cultural treasures ill-gotten from archaeological digs worldwide.

In this way did Phil find in his hands the Idol of Zazuzel, stolen from a dig site in Iraq. While trying to elude Iraqi authorities in the Arabian desert, Phil rolled his jeep at high speed. Poorly packed, the Idol broke, unleashing the demon Zazuzel itself. Phil, never what one could call a good man, found his mind and soul linked to the demon. In the process, Phil gained power of a mystical energy dubbed hellfire.

The duo have been a deadly pair of criminals ever since.

HELLFIRE
Quote: "Gonna set your soul on fire!"
Concept: Wielder of magical fire
Occupation: Criminal
Real Name: Phil Duchense
Height: 6 ft. 1 in.
Weight: 190 lbs.
Eyes: Light green
Hair: Dark red

Powers: Phil summons and wields hellfire, a magical energy that burns only living things. From this hellfire, he creates fiery yet solid structures (Create Object with Shapeable and Energy Field extras). He even animates and controls these structures, creating mindless, destructive automatons. By shaping hellfire into wieldy forms, Phil creates weapons for use in melee combat. Phil also projects hellfire from his feet, launching himself through the air like a guided missile. Furthermore, he enjoys a high degree of invulnerability to fire.

Stat Block: PL 11; Init +4 (Dex); Defense 24 (+9 base, +4 Dex, +1 Dodge); Spd 30 ft., fly 55 ft.; Base Attack +5; Atk +9 melee (+1S, punch), +9 melee (+11S/L and +11S, hellfire weapon with energy field); SV Dmg +3 (Con), Fort +3 (Con), Ref +6 (+4 Dex, +2 Lightning Reflexes), Will +0; Str 12 (+1), Dex 18 (+4), Con 16 (+3), Int 12 (+1), Wis 10 (+0), Cha 14 (+2).

Skills (Ranks): Bluff +12 (10), Craft (Create Object) +11 (10), Diplomacy +4 (0), Forgery +7 (6), Intimidate +4 (0), Sleight of Hand +6 (0), Spot +5 (5).

Feats: Attack Finesse, Dodge, Evasion, Immunity (fire), Lightning Reflexes, Mental Link (with Brimstone), Stunning Attack

Powers: Hellfire +10 [Create Object (Flaw: Range - Touch) with Extras: Animate, Create Attack - Snare, Energy Field (Flaws: Around Created Objects Only, Damages Only Creatures with Con), Flight, Shapeable, Weapon - Melee (Extra: Dual Damage); Source: Mystical; Cost: 5 pp]; Protection +11 [Flaw: Only vs. Fire; Source: Mystical; Cost: 1 pp].

BRIMSTONE
Quote: "Ye shall swim in a depthless ocean of agony before ye die."
Concept: Demon escaped from Hell
Occupation: Agent of Evil
Real Name: Zazuzel
Height: 5 ft., 8 in.
Weight: 225 lbs.
Eyes: Glowing
Hair: None

Powers: Brimstone's powers are straightforward. It travels between dimensions at will, even if only to quickly move from point A to point B without bothering with the intervening distance. It possesses exceptional strength and resistance to harm, and its flesh burns with sulphurous heat.

Stat Block: PL 16; Init +2 (Dex); Defense 24 (+12 base, +2 Dex); Spd 30 ft., teleport 60 ft.; Base Attack +8; Atk +13 melee (+13S and +8L, punch and energy field); SV Dmg +13 (+5 Con, +8 Super-Constitution), Fort +13 (+5 Con, +8 Super-Constitution), Ref +2 (Dex), Will +7 (+5 Wis, +2 Iron Will); Str 20 (+5, +13 with Super-Strength), Dex 14 (+2), Con 20 (+5, +13 with Super-Constitution), Int 10 (+0), Wis 20 (+5), Cha 20 (+5, +13 with Super-Charisma).

Skills (Ranks): Intimidate +23 (10), Listen +10 (5), Spot +10 (5).

Feats: Darkvision, Durability, Indomitable Will, Iron Will, Mental Link (with Hellfire), See Invisibility.

Powers: Dimensional Travel +12 [Extra: Teleportation (Extra: Disorient, Power Stunt: Extended Teleport); Source: Mystical; Cost: 4 pp]; Super-Strength +8 [Extras: Energy Field, Protection, Super-Charisma (Extra: Intimidating Presence), Super-Constitution; Source: Mystical; Cost: 11 pp].

Weakness: Disturbing, Vulnerability (holy attacks).
 

GOOFBALL
Quote: "Boing! Boing! proclaims the gong of justice! Huzzah!"
Concept: Insane shapeshifter
Occupation: Ludicrous champion of justice
Real Name: Louis Lewis
Height: 5 ft. 11 in.
Weight: 150 lbs.
Eyes: Dark brown
Hair: Brown

Background: Sometime in his mid-teens, Louis Lewis broke psychotically with reality. His is an odd psychosis. Not directly dangerous to others. No malicious voices urging him to commit horrible deeds. No, Louis's voices whisper other things. Heroic things. Adventuresome things. Louis heeds these whispers because he believes he is a comic book character. He's even got the super-powers to prove it. So, when the whispers urge, Louis escapes from the asylum yet again and fights crime as Goofball.

Powers: Goofball possesses an uncanny psionic control over his body's shape, size, and function. At will, he alters his appearance, grows to giant size, shrinks to pint size, stretches and contorts his body in impossible ways, and even mimics the super-powers of other metahumans. On top of all of this, Goofball's malleable body is noticeably resistant to physical harm and remarkably agile.

Stat Block: PL 10; Init +10 (+5 Dex, +5 Super-Dexterity); Defense 27 (+6 base, +5 Dex, +1 Dodge, +5 Super-Dexterity); Spd 30 ft.; Base Attack +5; Atk +10 melee (+1S, punch); SV Dmg +2 (Con), Fort +2 (Con), Ref +12 (+5 Dex, +2 Lightning Reflexes, +5 Super-Dexterity), Will -1 (Wis); Str 12 (+1), Dex 20 (+5, +10 with Super-Dexterity), Con 14 (+2), Int 12 (+1), Wis 8 (-1), Cha 12 (+1).

Skills (Ranks): Acrobatics +15 (5), Balance +13 (1), Jump +7 (4), Climb +5 (4), Disguise +11 (10), Taunt +5 (4).

Feats: Attack Finesse, Dodge, Evasion, Immunity (critical hits), Lightning Reflexes, Rapid Strike.

Powers: Shapeshift +5 [Extras: Elongation, Growth, Mimic - Powers, Plasticity, Protection, Shrinking, Super-Dexterity; Source: Psionic; Cost: 15 pp].

Weakness: Quirk (insane).
 




DEEP FREEZE
Quote: "Why can't people just be nice?"
Concept: Ice queen with a heart of cold
Occupation: Cryogenics specialist
Real Name: Daphne Little
Height: 5 ft. 6 in.
Weight: 135 lbs.
Eyes: Ice blue
Hair: Blue-violet

Powers: Deep Freeze's main power is her ability to create and shape enormous amounts of ice. She creates ice slicks to trip up foes or ensnares the bad guys within blocks of ice. By projecting waves of cold, she can slow down biothermal processes, inducing lethargy. Deep Freeze can also lower her body temperature - in whole or in part - so much that physical contact with her induces frost burns. She absorbs extreme heat and converts it to cold energy, but Deep Freeze currently lacks the experience needed to manipulate converted energy. Deep Freeze's intelligence is also notable, and she often carries a variety of experimental super-science devices.

Stat Block: PL 10; Init +1 (+1 Dex); Defense 17 (+5 base, +1 Dex, +1 Dodge); Spd 30 ft.; Base Attack +6; Atk +6 melee (+10S, cold touch), +7 ranged; SV Dmg +2 (Con), Fort +2 (Con), Ref +9 (+1 Dex, +8 Amazing Save), Will +1 (Wis); Str 10 (+0), Dex 13 (+1), Con 14 (+2), Int 16 (+3, +8 with Super-Intelligence), Wis 12 (+1), Cha 12 (+1).

Skills (Ranks): Computers +15 (5), Disable Device +11 (3), Science (cryonics) +15 (5), Repair +10 (2).

Feats: Attractive, Dodge, Evasion, Talented (Computers & Science [cryonics]).

Powers: Amazing Save (Reflex) +8 [Source: Training; Cost: 1 pp]; Energy Control (cold) +10 [Extras: Energy Absorption (fire) (Extra: Energy Conversion), Energy Field (cold) (Extra: Selective), Energy Shapes, Slow (Flaw: Only against living creatures not immune to cold); Power Stunts: Slick, Snare; Source: Super-Science; Cost: 5 pp]; Super-Intelligence +5 [Source: Training; Cost: 2 pp].

Devices: Gadgets +10 [Source: Super-Science; Cost: 1 pp].

Weakness: Naive.
 

MATTER MASTER
Quote: "Defeating you is simply mind over matter."
Concept: Son of the Silver Age Villain
Occupation: Research scientist and crime-fighter
Real Name: Philip Mandrill
Height: 5 ft. 9 in.
Weight: 175 lbs.
Eyes: Blue
Hair: Blonde

Background: While searching for the secret of transmuting lead into gold, Philip's father, Mark Mandrill, found a certain mixture of chemicals that responded to his every thought or command. By experimenting, Mandrill found that he could use the compound to exert control over matter and energy. He dubbed this compound Mentachem, and crafted into into a wand. He then embarked on a long and relatively unsuccessful career as the villain Matter Master.

Even relatively unsuccessful super-villains can attract the attention of groupies. Enter Philip's mother, Josephina, a petty thief and part-time exotic dancer. Josephina left baby Philip with her aunt, a kindly woman named Lisette. Under Lisette's care, Philip had a relatively normal childhood, barring disturbing visits from his mother full of admiring stories about his father's criminal exploits.

Philip grew up ashamed of both his father and mother, and eventually convinced Lisette to send him away to boarding school. In the relative isolation of this academic environment, Philip blossomed. His talent for science became evident, as well as a noteworthy athleticism. Philip finished private high school and went on to university on an athletic scholarship. He finished school six years later with a Master of Science in Chemistry.

Philip also discovered that he had inherited the powers of Mentachem. Apparently prolonged exposure to Mentachem had altered Mark Mandrill's genetic structure. Philip's own DNA was correspondingly altered as well. Where the original Matter Master needed to focus on a wand of Mentachem to control matter, Philip can do so naturally.

Now an adult, Philip has taken up the mantle of the Matter Master in an effort to make amends for the sins of his father. He has been particularly active Metropolis, fighting crime and doing good deeds. Along the way, he made progress toward reforming the Mandrill name, even to the point where Philip attracted the attention of the United Nations when that august body began searching for heroes to form a new super-group.

Powers: Due to in vitro genetic mutation, Philip can exert power control over the form and function of matter and energy. With a touch, he can reshape inanimate matter into new forms and functions (Shape Matter with Range flaw). His cells absorb the energy from incoming attacks, and Philip can redirect this energy in the form of powerful blasts (Absorption with Both Types and Energy Blast extras). He can create objects (Create Object) and even bring inanimate objects to life, imbuing them with movement, limited awareness, and super-powers (Animation with Imbue with Power). His ability to shape matter grants Philip uncanny skill as a saboteur and repairman as well.

Stat Block: PL 12; Init +6 (+2 Dex, +4 Improved Initiative); Defense 20 (+7 base, +2 Dex, +1 Dodge); Spd 30 ft.; Base Attack +5; Atk +5 melee (0S, punch), +7 ranged; SV Dmg +4 (+2 Con, +2 Toughness), Fort +4 (+2 Con, +2 Great Fortitude), Ref +4 (+2 Dex, +2 Lightning Reflexes), Will +13 (+1 Wis, +2 Iron Will, +10 Amazing Save); Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 20 (+5, +11 with Super-Intelligence), Wis 12 (+1), Cha 10.

Skills (Ranks): Acrobatics +7 (5), Balance +4 (0), Computers +12 (1), Disable Device +22 (1), Jump +2 (0), Repair +22 (1), Science (chemistry) +18 (5), Science (metallurgy) +18 (5), Search +6 (0), Spot +5 (1), Taunt +6 (6).

Feats: Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Talented (Science [chemistry] & Science [metallurgy]), Toughness.

Powers: Amazing Save (Will) +10 [Source: Training; Cost: 1 pp]; Shape Matter +10 [Extras: Absorption (Extras: Both Types, Energy Blast; Flaws: Duration - Sustained); Animation (Extra: Imbue with Power*); Create Object; Super-Skill - Disable Device (Extra: Super-Skill - Repair); Flaw: Range - Touch; Source: Mutation; Cost: 8 pp]; Super-Intelligence +6 [Source: Training; Cost: 2 pp].

* Philip can grant an animated object one suitable power with a cost of 2 pp. This suitable power has ranks equal to the Animation power, -1 per size category greater than Medium-size and -1 per each additional object animated in round as a full round action. Philip cannot apply flaws to reduce the cost of an imbued power. He may apply extras, but this divides the ranks by the number of extras plus one. When combined with Create Object and/or Shape Matter, Philip can create powerful automatons that do his bidding.

For example, Philip can create a block of wood and shape that wood into spikey, humanoid form (Create Object and Shape Matter). He can then animate the statue, imbuing it with one power.

Animated Wooden Statue: Hardness 5; Str +5; Dex +5; Wis -5; Cha -5; Base Attack +0 (Atk +10 melee, +10L); Base Defense +0 (Defense 15); Natural Weapons +5 (Extra: Quills).

Weakness: Susceptible to Mentachem. Ironically, Philip has a deadly allergy to the very substance from which his powers were derived.
 
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