Right now, I'm planning on just running Module #0 to reduce my scope of commitment. Anyone interested in taking this road with me?
Claimed:
- NGM - Bill from Accounting
- Catalyst - RainOnTheSun
- Junior - Zero Prime
- Miss Kitty - Captain Chaos
- Charger - pathfinderq1
- Seven - JDRook
Blue Bolt - PL 8
Strength 1, Stamina 4, Agility 2, Dexterity 4, Fighting 2, Intellect 3, Awareness 2, Presence 1
Advantages
Improved Initiative 2, Second Chance: Mental control effects
Skills
Expertise: Science 3 (+6), Insight 3 (+5), Perception 4 (+6), Ranged Combat: Electrical Control 3 (+7), Technology 3 (+6)
Powers
Electrical Control
. . Blackout: Burst Area Nullify 3 (Counters: Electronics, DC 13; Burst Area 3: 120 feet radius sphere, DC 13, Increased Duration: concentration, Simultaneous; Reduced Range: close)
. . Chain Lightning: Damage 6 (DC 21; Increased Range: ranged, Multiattack)
. . Lightning Bolt: Damage 9 (DC 24; Increased Range: ranged)
. . Lightning Flash: Cumulative Perception Area Affliction 8 (1st degree: Visually Impaired, 2nd degree: Visually Disabled, 3rd degree: Visually Unaware, Resisted by: Dodge / Fortitude, DC 18; Perception Area: DC 18 - Visual, Cumulative; Limited: Only visual)
. . Taser: Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Increased Range: ranged)
Electrical Resistance: Immunity 10 (Common Descriptor: Electrical; Limited - Half Effect)
Electromagnetic Field: Protection 4 (+4 Toughness; Sustained)
Electrosense: Senses 3 (Acute: Detect (Electricity), Detect: Electricity 2: ranged)
Lightning Flight: Teleport 3 (250 feet in a move action, carrying 50 lbs.; Accurate, Easy, Extended: 8 miles in 2 move actions; Limited: Must pass through intervening space)
Mental Static: Enhanced Trait 5 (Traits: Will +4 (+10), Advantages: Second Chance: Mental control effects)
Power Features
. . Charger: Feature 1 (Notes: Can power electrical devices when touching them)
. . Jump Start: Feature 1 (Notes: Can jump start or reset constructs by touch)
. . Static Electricity: Feature 1 (Notes: Can move items in arm’s reach of about 1 lb.)
Offense
Initiative +10
Blackout: Burst Area Nullify 3 (DC Will 13)
Chain Lightning: Damage 6, +7 (DC 21)
Grab, +2 (DC Spec 11)
Lightning Bolt: Damage 9, +7 (DC 24)
Lightning Flash: Cumulative Perception Area Affliction 8 (DC Fort/Will 18)
Taser: Affliction 9, +7 (DC Fort 19)
Throw, +4 (DC 16)
Unarmed, +2 (DC 16)
Complications
Accident: Blue Bolt sometimes loses control of his electrical powers, inadvertently damaging electronics and other sensitive equipment nearby.
Disability: When Blue Bolt is immersed in water or has his excess electricity drained from him, he immediately becomes fatigued, then after an hour, he becomes exhausted, and finally, after a few hours, he is incapacitated. He recovers quickly when removed from such situations.
Identity: Blue Bolt keeps his identity as Jae Murphy, one of the students at Claremont Academy, a secret from everyone but his teammates.
Motivation: Thrills: The fun and excitement of having super powers is still new and fresh to Blue Bolt. He’s in love with the idea of being a hero and gets a kick out of the adventures he has.
Languages
Native Language
Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 8, Will 10/6
Power Points
Abilities 38 + Powers 54 + Advantages 2 + Skills 8 (16 ranks) + Defenses 18 = 120
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Catalyst - PL 8
Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 0, Intellect 6, Awareness 2, Presence 0
Advantages
Eidetic Memory, Inventor, Languages 1, Speed of Thought, Well-informed
Skills
Deception 4 (+4), Expertise: Science 2 (+8), Investigation 1 (+7), Perception 3 (+5), Ranged Combat: Bio-Energy Control Rod 4 (+6), Technology 2 (+8)
Powers
Bio-Blast: Damage 10 (mutant, DC 25; Increased Range: ranged; Fades, Tiring)
Bio-Energy Control Rod (Removable)
. . Bio-Energy Blast (Custom 2: Buys off Fades and Tiring from the Bio-Blast Power)
. . Bio-Energy Burst: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Bio-Feedback Aura: Damage 5 (DC 20; Reaction 3: reaction)
. . Bio-Shock Blast: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Dodge / Fortitude, DC 16; Cumulative, Increased Range: ranged)
. . Healing Energy: Healing 4 (Energizing, Persistent, Restorative, Stabilize)
Force Field: Protection 10 (+10 Toughness; Impervious [6 ranks only], Sustained)
High Speed Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Life Support: Immunity 10 (Life Support)
Offense
Initiative +6
Bio-Blast: Damage 10, +6 (DC 25)
Bio-Energy Burst: Burst Area Damage 6 (DC 21)
Bio-Feedback Aura: Damage 5, +0 (DC 20)
Bio-Shock Blast: Cumulative Affliction 6, +6 (DC Fort/Will 16)
Grab, +0 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)
Complications
Accident: Catalyst is both unlucky and accident prone. In addition, her energy blasts often cause unintended scorch marks, fire, or damage.
Identity: Catalyst is careful to keep her identity as Reena Sarin a secret from everyone except her teammates.
Motivation: Acceptance: Catalyst’s powers are inherently difficult for her to channel and use effectively. In her early experimentation with them, she caused a lot of unintended damage and injury, and felt terrible about it. She now uses her powers to prove she’s not a danger and can actually be very helpful—she hopes.
Languages
English, Hindi
Defense
Dodge 5, Parry 5, Fortitude 6, Toughness 11, Will 10
Power Points
Abilities 26 + Powers 60 + Advantages 5 + Skills 8 (16 ranks) + Defenses 21 = 120
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Miss Kitty - PL 8
Strength 5/2, Stamina 3/1, Agility 7/3, Dexterity 3, Fighting 6/2, Intellect 1, Awareness 3/1, Presence 2
Advantages
Agile Feint, Animal Empathy, Beginner's Luck, Close Attack 3, Defensive Roll 2, Improved Grab, Move-by Action
Skills
Acrobatics 4 (+11), Athletics 4 (+9), Insight 1 (+4), Perception 4 (+7), Stealth 4 (+11), Technology 1 (+2)
Powers
Blessings of Bastet (Advantages: Animal Empathy)
. . Comprehend: Comprehend 2 (Animals - Speak To, Animals - Understand; Narrow Type: Felines)
. . Divine Advisor: Feature 1 (Notes: Can get hints and guidance, but also lectures)
. . Favored by Cats: Feature 1 (Notes: Cats are always friendly to her)
Feline Form (Activation: Move Action)
. . Cat Senses: Senses 5 (Acute: Scent, Darkvision, Tracking: Olfactory 1: -1 speed rank, Ultra-hearing)
. . Cat-like Abilities: Enhanced Trait 30 (Traits: Agility +4 (+7), Awareness +2 (+3), Fighting +4 (+6), Stamina +2 (+3), Strength +3 (+5))
. . Cat-like Agility: Movement 5 (Environmental Adaptation: Urban, Safe Fall, Sure-footed 2, Wall-crawling 1: -1 speed rank)
. . Claws: Strength-based Damage 2 (DC 22)
. . Concealment: Concealment 7 (All Aural Senses, All Visual Senses, Sense - Smell; Limited: Limited to Shadows and Darkness, Passive)
. . Healing Factor: Regeneration 2 (Every 5 rounds; Limited: Shadows and Darkness)
. . Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Offense
Initiative +7
Claws: Strength-based Damage 2, +9 (DC 22)
Grab, +9 (DC Spec 15)
Throw, +3 (DC 20)
Unarmed, +9 (DC 20)
Complications
Divinely Chosen: As the chosen Emissary of Bastet, Miss Kitty has certain mystical responsibilities and duties she is only beginning to learn.
Motivation: Doing Good: Inheritor of a proud legacy, Miss Kitty is devoted to doing her heritage proud and using her abilities for good.
Languages
Native Language
Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 5/3, Will 7
Power Points
Abilities 30 + Powers 56 + Advantages 8 + Skills 9 (18 ranks) + Defenses 17 = 120
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NGM - PL 8
Strength 10/2, Stamina 8/2, Agility 4, Dexterity 2, Fighting 4, Intellect 0, Awareness 2, Presence 2
Advantages
Close Attack 2
Skills
Acrobatics 1 (+5), Insight 3 (+5), Intimidation 5 (+7), Perception 4 (+6), Persuasion 3 (+5), Ranged Combat: Golden Light 6 (+8)
Powers
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Force Field: Protection 2 (+2 Toughness; Sustained)
Gold Vision: Senses 2 (Darkvision)
Golden Light
. . Golden Glow: Environment 3 (Light, Radius: 120 feet)
. . Light Blast: Damage 8 (DC 23; Increased Range: ranged)
Infused with Energy: Enhanced Trait 28 (Traits: Stamina +6 (+8), Strength +8 (+10))
Offense
Initiative +4
Grab, +6 (DC Spec 20)
Light Blast: Damage 8, +8 (DC 23)
Throw, +2 (DC 25)
Unarmed, +6 (DC 25)
Complications
Identity: NGM is the grandson of the disgraced Civil Rights-era hero and ex-con known as the Golden Marvel. In fact, NGM stands for “New Golden Marvel.” He keeps his identity as Martin Conte a secret to avoid trouble with his grandfather’s enemies, to keep people around him safe, and so his friends at home don’t realize who he is and what he’s doing.
Motivation: Recognition: NGM has had a difficult life and has had very little support. He says he’s training to be a hero because that’s what others expect of him, but really, he’s hoping someone pays attention to him and recognizes him for being good at something.
Overconfident: NGM believes he can handle anything that comes at him. He thinks he’s the strongest, toughest, fastest, most powerful member of Next-Gen and he shouts down anyone who says otherwise.
Languages
Native Language
Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 10, Will 6
Power Points
Abilities 36 + Powers 63 + Advantages 2 + Skills 11 (22 ranks) + Defenses 8 = 120
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Seven - PL 12
Strength 0, Stamina 3, Agility 1, Dexterity 1, Fighting 5, Intellect 3, Awareness 4, Presence 3
Advantages
Benefit 4: Master Mage, Inspire 2, Languages 3, Ritualist, Trance
Skills
Athletics 2 (+2), Deception 6 (+9), Expertise: History 4 (+7), Expertise: Magic 7 (+10), Insight 5 (+9), Perception 5 (+9), Ranged Combat: Magic 10 (+11), Stealth 4 (+5)
Powers
Defensive Magic
. . Fourth Wheel of Weyan: Burst Area Deflect 11 (Burst Area: 30 feet radius sphere, DC 21)
. . Shining Shield of Sirrion: Protection 11 (+11 Toughness; Impervious, Sustained)
. . Spell of Deflection: Deflect 11 (Reflect)
Magic
. . Abjuration of Abbridon: Nullify 12 (Counters: Magic, DC 22; Broad, Precise)
. . Baleful Bindings of Bal'Hemoth: Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 22; Affects Insubstantial: half ranks, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Crooked Path of Kar'Kradas: Teleport 12 (16 miles in a move action, carrying 50 lbs.; Accurate; Medium: Shadows)
. . Elemental Mastery of Ghorummaz: Move Object 12 (100 tons; Increased Range: perception; Limited Material: Air, Earth, and Water)
. . Magic of the Modrossus: Damage 12 (DC 27; Affects Insubstantial: half ranks, Increased Range: ranged)
. . Second Wheel of Weyan: Remote Sensing 20 (Affects: 2 Types, inc. Visual, Range: 4000 miles; Feedback, Medium: Reflective Surface)
. . Shining Suns of Sirrion: Affliction 12 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 22; Increased Range: ranged; Limited: to Vision)
Senses: Senses 2 (Awareness: Magical, Extended: Magical Awareness 1: x10)
Whirling Winds of Weyan: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Offense
Initiative +1
Abjuration of Abbridon: Nullify 12, +11 (DC Will 22)
Baleful Bindings of Bal'Hemoth: Affliction 12, +11 (DC Dog/Fort/Will 22)
Elemental Mastery of Ghorummaz: Move Object 12 (DC 22)
Grab, +5 (DC Spec 10)
Magic of the Modrossus: Damage 12, +11 (DC 27)
Shining Suns of Sirrion: Affliction 12, +11 (DC Will 22)
Throw, +1 (DC 15)
Unarmed, +5 (DC 15)
Complications
Insecurity: Unsure she is ready to inherit the title of Master Mage
Motivation: Responsibility
Power Loss: Can't fly or cast spells when she can't speak or gesture.
Languages
Atlantean, Latin, Native Language, Sanskrit, Spanish
Defense
Dodge 10, Parry 9, Fortitude 7, Toughness 14, Will 9
Power Points
Abilities 40 + Powers 65 + Advantages 11 + Skills 22 (43 ranks) + Defenses 22 = 160
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