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<blockquote data-quote="Mark Chance" data-source="post: 1177746" data-attributes="member: 2795"><p><strong>MATTER MASTER</strong></p><p><strong>Quote:</strong> "Defeating you is simply mind over matter."</p><p><strong>Concept:</strong> Son of the Silver Age Villain</p><p><strong>Occupation:</strong> Research scientist and crime-fighter</p><p><strong>Real Name:</strong> Philip Mandrill</p><p><strong>Height:</strong> 5 ft. 9 in.</p><p><strong>Weight:</strong> 175 lbs.</p><p><strong>Eyes:</strong> Blue</p><p><strong>Hair:</strong> Blonde</p><p></p><p><strong>Background:</strong> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Powers:</strong> 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.</p><p></p><p><strong>Stat Block:</strong> 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.</p><p></p><p><strong>Skills (Ranks):</strong> 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).</p><p></p><p><strong>Feats:</strong> Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Talented (Science [chemistry] & Science [metallurgy]), Toughness.</p><p></p><p><strong>Powers:</strong> Amazing Save (Will) +10 [<em>Source:</em> Training; <em>Cost:</em> 1 pp]; Shape Matter +10 [<em>Extras:</em> Absorption (<em>Extras</em>: Both Types, Energy Blast; <em>Flaws:</em> Duration - Sustained); Animation (<em>Extra:</em> Imbue with Power*); Create Object; Super-Skill - Disable Device (<em>Extra:</em> Super-Skill - Repair); <em>Flaw:</em> Range - Touch; <em>Source:</em> Mutation; <em>Cost:</em> 8 pp]; Super-Intelligence +6 [<em>Source:</em> Training; <em>Cost</em>: 2 pp].</p><p></p><p>* 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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p><strong>Weakness:</strong> Susceptible to Mentachem. Ironically, Philip has a deadly allergy to the very substance from which his powers were derived.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 1177746, member: 2795"] [b]MATTER MASTER[/b] [b]Quote:[/b] "Defeating you is simply mind over matter." [b]Concept:[/b] Son of the Silver Age Villain [b]Occupation:[/b] Research scientist and crime-fighter [b]Real Name:[/b] Philip Mandrill [b]Height:[/b] 5 ft. 9 in. [b]Weight:[/b] 175 lbs. [b]Eyes:[/b] Blue [b]Hair:[/b] Blonde [b]Background:[/b] 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. [b]Powers:[/b] 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. [b]Stat Block:[/b] 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. [b]Skills (Ranks):[/b] 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). [b]Feats:[/b] Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Talented (Science [chemistry] & Science [metallurgy]), Toughness. [b]Powers:[/b] Amazing Save (Will) +10 [[i]Source:[/i] Training; [i]Cost:[/i] 1 pp]; Shape Matter +10 [[i]Extras:[/i] Absorption ([i]Extras[/i]: Both Types, Energy Blast; [i]Flaws:[/i] Duration - Sustained); Animation ([i]Extra:[/i] Imbue with Power*); Create Object; Super-Skill - Disable Device ([i]Extra:[/i] Super-Skill - Repair); [i]Flaw:[/i] Range - Touch; [i]Source:[/i] Mutation; [i]Cost:[/i] 8 pp]; Super-Intelligence +6 [[i]Source:[/i] Training; [i]Cost[/i]: 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). [b]Weakness:[/b] Susceptible to Mentachem. Ironically, Philip has a deadly allergy to the very substance from which his powers were derived. [/QUOTE]
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