[MnM 3E] Betterwatchit's Builds: Raindance

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betterwatchit
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Re: [MnM 3E] Betterwatchit's Builds

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Auric Broder - PL 10 (NPC)

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Strength 3, Stamina 4, Agility 4, Dexterity 4, Fighting 2, Intellect 2, Awareness 3, Presence 5

Advantages: Attractive 2, Benefit, Wealth 3 (millionare), Cult Hero: Fashionistas 2, Fascinate (Deception), Fascinate (Persuasion), Improved Defense, Languages 2

Skills: Athletics 2 (+5), Deception 5 (+10), Expertise: Fashion 4 (+6), Expertise: Magic 4 (+6), Insight 3 (+6), Perception 3 (+6), Persuasion 5 (+10), Vehicles 2 (+6)

Powers
Cleanse: Burst Area Nullify 10 (Counters: Blight upon the soil, DC 20; Burst Area: 30 feet radius sphere, DC 20, Broad, Simultaneous; Reduced Range: close)
Divine Radiance: Environment 2 (Light (Bright), Radius: 60 feet)
Movement: Movement 1 (Sure-footed 1)
Penetrating Glare: Senses 3 (Counters Concealment: Smoke, Mist and Fog, Low-light Vision)

Offense
Initiative +4
Cleanse: Burst Area Nullify 10 (DC Will 20)
Grab, +2 (DC Spec 13)
Throw, +4 (DC 18)
Unarmed, +2 (DC 18)

Complications
Fame: As a famous fashion model.
Honour: Auric is willing to help Scions of the Aesir (except for known Scions of Hel or Loki). This help is usually in the form of large cash loans or invites to exclusive parties.
Secret: He's actually Golden Brother the Alfar (or Elf as modern Scions call them).
Weakness: Alfar are vulnerable to cold iron (wrought iron that's been beat into shape without any heating). Touching it keeps them from using their supernatural abilities and actually being struck with it adds +5 to the DC to resist.

Languages: English, Italian, Old Norse (Native)

Defense: Dodge 4, Parry 4, Fortitude 7, Toughness 4, Will 6

Power Points: Abilities 54 + Powers 39 + Advantages 12 + Skills 14 (28 ranks) + Defenses 8 = 127
---
Affiliation: Aesir
Base: Milan
Occupation: Male Model
Original Book: Scion: Hero

This alfar awoke from a centuries-long slumber some 20 years ago and decided to see what changes had been wrought in the World. He discovered that, while outright religious veneration was now off-limits to him, he could still attain worship of another sort, as both men and women who had never seen an immortal made flesh instantly became enamoured of his perfect features and hypnotic eyes.

As much out of boredom as anything else, the Golden Brother accepted work as a male model and rocketed to stardom. He still remembers his roots though and most Scions of the Aesir can count on him to help out.
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Re: [MnM 3E] Betterwatchit's Builds

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Chiron - PL 8 (NPC)

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Strength 6, Stamina 6, Agility 6, Dexterity 6, Fighting 4, Intellect 6, Awareness 6, Presence 5

Advantages: Animal Empathy, Eidetic Memory, Equipment 2, Languages 1, Leadership, Ritualist, Well-informed

Skills: Athletics 6 (+12), Expertise: History 6 (+12), Expertise: Magic 6 (+12), Expertise: Politics 6 (+12), Insight 4 (+10), Perception 1 (+7), Persuasion 5 (+10), Stealth 2 (+7), Technology 6 (+12), Treatment 6 (+12), Vehicles 2 (+8)

Powers
Centaur Body
. . Growth: Growth 1 (+1 STR, +1 STA, -1 Stealth)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Chiron's Bow (Easily Removable)
. . Damage: Strength-based Damage 3 (DC 24; Feature: Restricted (To Centaurs), Increased Range: ranged)
Comprehend: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All; Quirk: Can't easily write in non-familiar languages)
Immortality: Immunity 1 (Aging)
Multitasking: Quickness 2 (Perform routine tasks in -2 time ranks; Limited to One Type: Mental)
Self-Healing: Regeneration 10 (Every 1 round)
Wireless Interface: Comprehend 2 (Machines / Electronics)

Equipment: Medium Wooden Shield, Sword

Offense
Initiative +6
Damage: Strength-based Damage 3, +6 (DC 24)
Grab, +4 (DC Spec 16)
Sword, +4 (DC 24)
Throw, +6 (DC 21)
Unarmed, +4 (DC 21)

Complication:
Disability: Chiron will be in maddening pain when he returns to his centaur form until the poison is removed.

Languages: Ancient Greek (Native), English

Defense: Dodge 6, Parry 4, Fortitude 6, Toughness 6, Will 6

Power Points: Abilities 86 + Powers 29 + Advantages 8 + Skills 25 (50 ranks)=148
---
Affiliation: Dodekatheon
Base: British Museum (see below)
Original Book: Scion: Demigod

Chiron was wounded accidentally by Heracles (AKA Hercules) in mythic times, and the centaur was unable to heal himself or even mitigate his pain. In order to end his own suffering, Chiron used his magical powers to turn himself to stone, and then to project his own consciousness into a mortal vessel.

While Chiron was immortal, however, his mortal vessels were not, and it was periodically necessary for him to return to his stone body and use it as a conduit to transfer his mind into a new host. One of Chiron’s most famous hosts was the sculptor Phidias, who oversaw the construction of the Parthenon, and Chiron’s statue was incorporated into the design of the outer friezes.

Centuries later, the Parthenon was visited by the British diplomat Lord Elgin, and after possessing Elgin, Chiron oversaw the removal of his statue from the increasingly decaying Parthenon and its conveyance to Great Britain. Chiron’s original form currently resides in the British Museum in a special wing devoted to the so-called Elgin Marbles.

For the past two centuries, some of the most powerful men in the British Empire and Commonwealth have been secretly possessed by the centaur.

NOTE: The stats above are based on Chiron being returned to his centaur form and cured of his poisoning. His Strength, Stamina, Agility and Dexterity will otherwise be affected by who he's currently possessing. The most likely ways to heal the poison would be either a rare plant found in Greece or by use of the Healing power with the Persistent extra. Either of those will get you in Chiron's good books. The exact method that Chiron uses to possess hosts is unknown, but it effectively kills them with Chiron gaining their memories. As a result, he is fully aware of how modern cultures, politics and technology work. It doesn't work on Scions and other legendary beings.
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Re: [MnM 3E] Betterwatchit's Builds

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Hogzilla - PL 10 (NPC)

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Strength 8, Stamina 8, Agility 6, Dexterity 0, Fighting 4, Intellect 2, Awareness 3, Presence 1

Advantages: All-out Attack, Favored Environment: Forests, Improved Initiative, Improved Smash, Improved Trip, Move-by Action, Power Attack

Skills: Athletics 2 (+10), Close Combat: Tusks 4 (+8), Expertise: Survival 4 (+6), Perception 2 (+5)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
Inner Furnace: Immunity 2 (Disease, Poison; Limited: Only affects what's inside food and water.)
Nemean Protective Hide: Protection 4 (+4 Toughness; Impervious [8 extra ranks])
Pig Senses: Senses 1 (Acute: Smell)
Tusks: Strength-based Damage 4 (DC 27; Dangerous, Impressive, Penetrating 8)

Offense
Initiative +10
Grab, +4 (DC Spec 18)
Throw, +0 (DC 23)
Tusks: Strength-based Damage 4, +8 (DC 27)
Unarmed, +4 (DC 23)

Complications
Disability: Hogzilla cannot speak, or use her hooves for fine manipulation.

Defense: Dodge 6, Parry 6, Fortitude 8, Toughness 12, Will 3

Power Points: Abilities 48 + Powers 41 + Advantages 7 + Skills 6 (12 ranks) + Defenses 6=108
---
Last Sighted: Alapaha, Georgia, USA

Original Book: Scion: Hero

Hogzilla is the mother of the wild pig bearing her name which was photographed in 2004. If hunters or National Geographic see her, they will wet themselves.

20 feet long and weighing a ton, this titanspawn of a sow isn't exactly Miss Piggy!

Hogzilla's hide and tusks make her bad news for anyone who gets in her way. And they're also the reward for killing her.

A sufficiently skilled Scion of the Dodekatheon (Greco-Roman pantheon) or anyone else capable of making Relics from animal parts can use her hide to make leather armour that's immune to rifle-calibre ammo and the tusks make for excellent hand weapons.
Last edited by betterwatchit on Sat Nov 05, 2016 11:56 pm, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds

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Nuriko Rothstein - PL 10 (NPC)

Image

Strength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 3, Intellect 4, Awareness 3, Presence 4

Advantages: Attractive 2, Benefit, Wealth 4 (multimillionare), Daze (Deception), Fascinate (Deception), Fascinate (Persuasion), Languages 1, Redirect, Skill Mastery: Deception, Taunt

Skills: Athletics 2 (+5), Deception 6 (+10), Expertise: Magic 2 (+6), Insight 4 (+7), Investigation 2 (+6), Perception 4 (+7), Persuasion 4 (+8), Sleight of Hand 4 (+7), Stealth 4 (+7)

Powers
Fox Senses: Senses 6 (Acute: Smell, Darkvision, Extended: Smell 1: x10, Extended: Hearing 1: x10, Ultra-hearing)
Fox's Grace: Movement 1 (Sure-footed 1)
Illusory Disguise: Morph 3 (+20 Deception checks to disguise; Broad group; Check Required 3: DC 13 - Deception, Limited: Cannot impersonate someone with a higher PL, Quirk 2: Cannot fool Scions or other Kitsune, Resistible: Will, Side Effect: on failure - Each degree of failure leaves one fox feature visible)
Overt Order: Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range 2: perception; Instant Recovery, Limited: Command must be doable in a single action, Sense-dependent: Hearing)
Takes One To Know One: Senses 1 (Detect: Lies 1; Quirk 2: Can't detect falsehood in text or in languages Nuriko can't understand)

Offense
Initiative +3
Grab, +3 (DC Spec 13)
Overt Order: Affliction 10 (DC Will 20)
Throw, +3 (DC 18)
Unarmed, +3 (DC 18)

Complications
Honor: Nuriko will do what she can to help Scions of the Amatsukami.
Secret: Nuriko obtains her wealth by being a black widow. She's already done this at least five times before. That and the fact she's a Kitsune.

Languages: English, Japanese (Native)

Defense: Dodge 3, Parry 3, Fortitude 5, Toughness 3, Will 7

Power Points: Abilities 52 + Powers 15 + Advantages 13 + Skills 16 (32 ranks) + Defenses 6=102
---
Occupation: Widow (Public)/Black Widow (Secret)
Affiliation: Amatsukami
Base: San Francisco
Original Book: Scion: Hero

Nuriko is a Kitsune who specialises in two things: Helping Scions (Children of the Gods) of the Amatsukami (Japanese pantheon) and in being an expert black widow (a woman who kills her husband for financial gain).

If a Scion of the Amatsukami asks her for help, she always asks them to do her a favour. The exact favour varies according to factors including what the Scion wants, how much trouble they're in and how soon they need the help.

As a black widow, Nuriko's preferred method is to marry an old man and then make sure he goes out exhausted but happy. Since exhaustion and heart attacks are likely causes of death for people her usual target's age, this doesn't stand out in an autopsy.

NOTE: Nuriko is capable of changing her appearance effectively at will. The picture above is what she looks like when she isn't shapeshifted.
Last edited by betterwatchit on Thu Aug 18, 2022 9:53 am, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds

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Travis Hunter Jr. AKA Midnight II - PL 10

Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 9, Intellect 2, Awareness 2, Presence 2

Advantages: Benefit, Wealth (well-off), Chokehold, Contacts, Defensive Roll 5, Equipment 3, Favored Environment: Ambush, Favored Environment: Darkness, Hide in Plain Sight, Precise Attack (Close, Concealment), Quick Draw, Startle, Well-informed

Skills: Acrobatics 3 (+5), Athletics 3 (+5), Deception 3 (+5), Expertise: Chemicals 6 (+8), Insight 3 (+5), Intimidation 3 (+5), Perception 4 (+6), Persuasion 5 (+7), Stealth 8 (+10)

Powers
Gas Gun (Easily Removable)
. . Midnight Mist
. . . . Affliction: Cloud Area Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, DC 20)
. . . . Concealment: Cloud Area Concealment Attack 10 (Linked; Extra Ranks 8, Sense - Sight, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Attack: Dodge)
Midnight Mask (Removable)
. . Immunity: Immunity 3 (Custom: Visual Affliction Effects 1, Rare Descriptor: Midnight Mist, Suffocation: Smoke and Mist)
. . Senses: Senses 4 (Infravision, Low-light Vision, Tracking: Infravision 2: full speed)

Equipment: Brass Knuckles, Midnight Manor
Midnight Manor

Toughness 10, Size Huge

Features: Communications, Computer, Laboratory, Library, Living Space, Power System, Security System 3

Equipment Points: Abilities 3 + Features 9 + Defenses 2 = 14 EP
Offense
Initiative +2
Affliction: Cloud Area Affliction 10 (DC Fort 20)
Brass Knuckles, +9 (DC 18)
Concealment: Cloud Area Concealment Attack 10 (DC Dog 20)
Grab, +9 (DC Spec 12)
Throw, +2 (DC 17)
Unarmed, +9 (DC 17)

Complications
Identity: Travis wants to keep quiet about the fact that he's Midnight.
Motivation: Justice
Secret: Travis doesn't want anyone to know that his grandfather is the original Midnight.

Languages: U.S. English

Defense: Dodge 13, Parry 13, Fortitude 10, Toughness 7/2, Will 10

Power Points: Abilities 46 + Powers 36 + Advantages 18 + Skills 19 (38 ranks) + Defenses 31 = 150
---
Occupation: Vigilante
Base: Midnight Manor, Freedom City
Affiliation: The Legacy of Freedom

Travis Hunter Jr. found a hidden laboratory in his grandfather's mansion. What few notes he could read indicated that it was used to produce a gas called "The Mist" that covered its affected area in pitch darkness, while also knocking out any living thing caught up in it.

A scrapbook was also on the desk, that had every article the Freedom City Ledger had on Midnight during the Golden Age. Travis knew that he had stumbled on the old lab of one of the founding members of the Liberty League, a precursor of the present-day Freedom League.

Travis found the original Midnight Mask, designed to see in the dark and counter the Mist. During one raid on the Mob, he got the attention of the new Freedom Eagle, who was performing a simultaneous raid. They decided afterwards to form their own team, the Legacy of Freedom.
Last edited by betterwatchit on Sat Apr 10, 2021 4:11 pm, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds

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Jack O'Connor Freedom Eagle II - PL 10

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Strength 2, Stamina 3, Agility 3, Dexterity 3, Fighting 10, Intellect 3, Awareness 3, Presence 2

Advantages: Accurate Attack, Agile Feint, All-out Attack, Assessment, Benefit, Wealth (well-off), Defensive Attack, Evasion, Fast Grab, Favored Environment: Aerial, Fearless, Improved Initiative, Move-by Action, Power Attack, Set-up

Skills: Acrobatics 6 (+9), Expertise: Freedom City 7 (+10), Expertise: Superhumans 7 (+10), Insight 7 (+10), Intimidation 6 (+8), Perception 7 (+10), Persuasion 6 (+8), Stealth 6 (+9), Technology 6 (+9)

Powers
Freedom Eagle Anti-Gravity Harness (Removable)
. . Armor: Protection 5 (+5 Toughness; Impervious [3 extra ranks])
. . Conceals Identity: Feature 1
. . Eagle's Wings: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . Gauntlets: Strength-based Damage 8 (DC 25; Dangerous)

Offense
Initiative +7
Gauntlets: Strength-based Damage 8, +10 (DC 25)
Grab, +10 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +10 (DC 17)

Complications
Identity: Jack O'Connor is the nephew of Michael O'Connor, former Mayor of Freedom City.
Motivation: Patriotism: Jack O'Connor fights to protect Freedom City.

Languages: English (Native)

Defense: Dodge 12, Parry 12, Fortitude 10, Toughness 8, Will 10

Power Points: Abilities 58 + Powers 24 + Advantages 14 + Skills 29 (58 ranks) + Defenses 25 = 150
---
Occupation: Superhero
Base: Freedom City
Affiliation: Legacy of Freedom

Theme: Surprise In The Skies.

Jack O'Connor got a bit too curious at his uncle Michael's birthday party, and found the Eagle's Wings. Michael only found out about the Wings being stolen at all when the news showed Jack wearing the harness.

When Michael demanded to know what the hell Jack was thinking, Jack said "The second I saw the harness, I knew that I found my purpose. This is the best chance I'll ever have of my life having any meaning, and we both know it!"

That was a few months ago. Jack has been recently thinking about whether or not to try becoming part of the Freedom League...
Last edited by betterwatchit on Sat Apr 10, 2021 2:52 pm, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds

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Ray Jacobs AKA Lightbearer - PL 10

Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 0, Intellect 2, Awareness 4, Presence 2

Advantages: Assessment, Favored Environment: Bright Light, Fearless, Move-by Action, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover)

Skills: Expertise: Pop Culture 7 (+9), Expertise: Streetwise 7 (+9), Insight 6 (+10), Intimidation 6 (+8), Perception 6 (+10), Persuasion 6 (+8), Ranged Combat: Light Blast 8 (+10)

Powers
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Light Control
. . Dazzle: Cumulative Burst Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Cumulative; Limited: Visual)
. . Healing Touch: Healing 7 (Persistent, Restorative, Stabilize)
. . Light Blast: Damage 10 (DC 25; Affects Insubstantial 2: full rank, Dangerous 2, Increased Range: ranged)
. . Lighting the Way: Environment 10 (Light (Bright), Radius: 2 miles; Feature: Equal to Sunlight)
Protection: Protection 8 (+8 Toughness; Impervious [2 extra ranks])

Offense
Initiative +2
Dazzle: Cumulative Burst Area Affliction 10 (DC Will 20)
Grab, +0 (DC Spec 11)
Light Blast: Damage 10, +10 (DC 25)
Throw, +2 (DC 16)
Unarmed, +0 (DC 16)

Complications
Enemy: Overshadow despises all Lightbearers.
Identity: Ray takes measures to keep his identity secret, especially due to his background (See below).
Motivation: Doing Good: Lightbearer doesn't know why he suddenly manifested his power over light, but he might as well put it to good use.

Languages: English

Defense: Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

Power Points: Abilities 30 + Powers 59 + Advantages 6 + Skills 23 (46 ranks) + Defenses 32 = 150
---
When Langston Albright (Beacon) died, the forces of Light looked for the closest person who was worthy of their power. They found one Ray Jacobs, who specialised in underground mediation. As in, he helps the various factions of Freedom City settle matters peacefully when they don't want the law - or worse, the media - involved.

Given the size of the usual egos he has had to contend with, this is far from the easiest job he could undertake. But when the treaties work, there's less general violence, meaning less collateral damage, which means that you can walk the streets of Freedom City in peace.

When Ray was empowered, he figured that he was in one hell of a position. He could continue his mediation of the hidden parts of the city, and as the Lightbearer he could expose or take down the worse threats to the city.
Last edited by betterwatchit on Sat Apr 10, 2021 3:31 pm, edited 2 times in total.
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Re: [MnM 3E] Betterwatchit's Builds

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Jennifer Regan AKA The Scarab Reborn - PL 10

Strength 1, Stamina 1, Agility 2, Dexterity 2, Fighting 0, Intellect 3, Awareness 6, Presence 2

Advantages: Eidetic Memory, Equipment 4, Fearless, Jack-of-all-trades, Trance, Ultimate Effort: Will, Well-informed

Skills: Expertise: Psychiatry 5 (+8), Expertise: Superhumans 5 (+8), Insight 2 (+8), Perception 4 (+10), Persuasion 4 (+6)

Powers
Force Field: Protection 11 (+11 Toughness; Sustained)
Offensive Array
. . Mental Blast: Damage 6 (DC 21; Alternate Resistance: Will, Increased Range 2: perception)
. . Telekinesis: Move Object 8 (6 tons; Increased Range: perception, Precise)
Self-Levitation: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
Telepathy
. . Communication: Mental Area Communication 2 (Linked; Sense Type: Psychic; Area)
. . Comprehend: Comprehend 3 (Linked; Languages - Speak All, Languages - Understand All, Languages - You're Understood)
. . Mind Reading: Mind Reading 5 (Linked; DC 15)

Equipment: Cell Phone (Smartphone), Multi-tool, The Scarab's Lair (HQ)
The Scarab's Lair - PL 10

Toughness 10, Size Huge

Features: Communications, Computer, Concealed 3, Fire Prevention System, Holding Cells, Library, Living Space, Power System, Security System 2

Equipment Points: Abilities 3 + Features 12 + Defenses 2 = 17
Offense
Initiative +2
Grab, +0 (DC Spec 11)
Mental Blast: Damage 6 (DC Will 21)
Mind Reading: Mind Reading 5 (DC Will 15)
Telekinesis: Move Object 8 (DC 18)
Throw, +2 (DC 16)
Unarmed, +0 (DC 16)

Complications
Enemy: Tan-Aktor, whose current incarnation is Wilhelm Kantor, AKA Overshadow, the leader of SHADOW (Earth-Prime's largest terrorist organisation). Overshadow knows that Scarab's back and he is incensed!
Honor: Jennifer has standards when it comes to using her powers. For example, she wouldn't read your mind when playing an honest game of poker, but she would when she needs information out of you that would keep an innocent from being hurt. As a rule of thumb, the more likely that a life's on the line, the more likely it is for her to read your mind.
Motivation: Responsibility: Jennifer seeks to help others, however she can.
Secret: Jennifer is the reincarnation of Alexander Rhodes, the original Scarab.

Languages: U.S. English

Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 12, Will 12

Power Points: Abilities 34 + Powers 69 + Advantages 10 + Skills 10 (20 ranks) + Defenses 27 = 150
---
Occupation: Student (Public)/Superheroine (Secret)
Affiliation: Legacy of Freedom

Jennifer Regan was enjoying herself at the Hunter Museum of Natural History, when she tripped and fell, banging her head on a bust of the Pharaoh Heru-Ra.

She was comatose for three days. When she woke up again, it all came flooding back. She was Heru-Ra reborn! She was the Scarab! And she had a job to do.

Once she was able to safely discharge herself from hospital, she went straight to Pyramid Plaza. Jennifer told Sofia Cruz of the Rhodes Foundation a certain phrase. One that only Cruz and the Scarab would know. The test to prove herself was simple: Go into the old lair and find her old corpse. It didn't take too long for Jennifer to find the concealed burial chamber, the knowledge of which meant that she had to be the Scarab.

Sofia said that she'll make the arrangements needed to give Jennifer her old fortune back, but they might take a while. For the moment however, she could get away with giving Jennifer a full-ride scholarship.

Jennifer was looking for a different team than the Freedom League to hook up with. It didn't take her too long to find out about the Legacy of Freedom, who were all too glad to have someone with her power and reputation on their side.
Last edited by betterwatchit on Thu Aug 18, 2022 9:58 am, edited 2 times in total.
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Re: [MnM 3E] Betterwatchit's Builds

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Annabelle - PL 4 (NPC)

Image

Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 0, Intellect 2, Awareness 2, Presence 3/2

Advantages: Animal Empathy, Benefit, Status 2: Archangel, Connected, Contacts, Daze (Intimidation), Fascinate (Intimidation), Fascinate (Persuasion), Favored Environment: Air, Favored Foe: Demons, Inspire 5, Leadership, Second Chance: Persuasion rolls to persuade someone to turn from evil, Well-informed

Skills: Expertise: Archangel 8 (+10), Expertise: Philosophy/Theology 8 (+10), Insight 8 (+10), Intimidation 5 (+8), Perception 8 (+10), Persuasion 7 (+10)

Powers
Angelic Abilities
. . Gift of Understanding: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
. . Cross the Great Divide: Movement 1 (Dimensional: Heaven & Earth 1: one dimension, 50 lbs.; Portal; Limited: Only through a reflective surface)
. . True Sight: Senses 7 (Counters All Concealment: Vision, Counters Illusion: Vision)
. . Wings
. . . . Enhanced Trait: Enhanced Trait 2 (Linked; Traits: Presence +1 (+3))
. . . . Flight: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Feature: Can hide wings; Wings)

Canine Physiology
. . Fur: Feature 1
. . Senses: Senses 4 (Acute (Type): Smell, Tracking: Smell 1: -1 speed rank, Ultra-hearing; Innate)

Offense
Initiative +2
Grab, +0 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)

Complications
Distinctive Style: Annabelle has pink fur. Everyone who sees her is going to remember that.
Motivation: Doing Good
Quirk: Not from around here: It has been a while since Annabelle has been to Earth. And some reckon she's never been there in the first place.
Reputation: She has been considered to be a bit strict by those under her authority.
Rivalry: With her cousin, the hellhound called Belladonna. The feeling is mutual, and anyone under the authority of either girl will get dragged into it.

Languages: Canine (But her possession of Comprehend means that humans can understand her.)

Defense: Dodge 8, Parry 6, Fortitude 0, Toughness 0, Will 8

Power Points: Abilities 20 + Powers 37 + Advantages 18 + Skills 22 (44 ranks) + Defenses 18 = 115
---
Occupation: Archangel
Affiliation: Angelic Host
Base: Heaven

Annabelle is from the All Dogs Go To Heaven series of films and cartoons. She is usually seen giving advice and assignments to other angels. In the Betterverse, she also serves as the Griffin's commanding officer.
Last edited by betterwatchit on Sun Jun 28, 2020 6:52 pm, edited 3 times in total.
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Re: [MnM 3E] Betterwatchit's Builds

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Belladonna - PL 6 (NPC)

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Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 0, Intellect 2, Awareness 2, Presence 2

Advantages: Artificer, Connected, Contacts, Equipment 1, Fascinate (Deception), Fascinate (Intimidation), Fascinate (Persuasion), Favored Environment: Air, Favored Environment: Extreme Heat, Favored Foe: Angels, Ritualist, Second Chance: Deception rolls to tempt someone into doing evil, Second Chance: Persuasion rolls to persuade someone into doing evil, Taunt, Well-informed

Skills: Deception 8 (+10), Expertise: Magic 8 (+10), Expertise: Philosophy & Theology 8 (+10), Insight 8 (+10), Intimidation 8 (+10), Perception 8 (+10), Persuasion 8 (+10), Ranged Combat: Magic 4 (+6), Stealth 8 (+10)

Powers
Canine Physiology
. . Canine Senses: Senses 2 (Tracking: Scent 1: -1 speed rank, Ultra-hearing; Innate)
. . Fur: Feature 1
Magic: Magic 6 (DC 21)
Demonic Abilities
. . Demonic Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Feature: Can hide wings; Wings)
. . Never Fears the Flame: Immunity 10 (Common Descriptor: Fire)
. . Supernatural Resistance: Immunity 10 (Life Support)
. . Like a Bat out of Hell: Movement 1 (Dimensional: Earth and Hell 1: one dimension, 50 lbs.; Portal; Limited: Only through reflective surfaces or flames, Noticeable: Flames used as portal will burn brighter and hotter)
. . . . Through the Fire and Flames: Teleport 2 (Alternate; 120 feet in a move action, carrying 50 lbs.; Medium: Flames)
. . Speak with a Forked Tongue: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
Summon Fire Imps: Summon 4 (Active, Horde, Multiple Minions 3: 8 minions, Sacrifice; Noticeable: Fire used to summon Fire Imps visibly burns brighter and hotter, Quirk: Can only be summoned through a fire)
Fire Imp - PL 4

Strength -2, Stamina 0, Agility 2, Dexterity 2, Fighting 0, Intellect 0, Awareness 0, Presence 0

Skills: Perception 6 (+6)

Powers
Fireball: Blast 3 (DC 18)
Shrinking: Shrinking 10 (-2 STR, -5 Intimidate, +10 Stealth, +5 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)

Offense
Initiative +2
Fireball: Blast 3, +2 (DC 18)
Grab, +0 (DC Spec 8 )
Throw, +2 (DC 13)
Unarmed, +0 (DC 13)

Complications: Weakness: Splashing them with water instantly banishes them.

Languages: Canine

Defense: Dodge 7, Parry 7, Fortitude 0, Toughness 0, Will 0

Power Points: Abilities 8 + Powers 27 + Skills 3 (6 ranks) + Defenses 2 = 40
Equipment: Leather Vest (Leather Armor)

Offense
Initiative +2
Grab, +0 (DC Spec 10)
Magic: Magic 6, +6 (DC 21)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)

Complications
Distinctive Style: Belladonna has purple fur, and she wears a leather vest and spiked collar. Everyone who sees her is going to remember that.
Motivation: Doing Evil: Belladonna loves to literally raise hell for fits and giggles.
Rivalry: With her cousin, Archangel Annabelle. The feeling is mutual, and anyone under the authority of either girl will get dragged into it.

Languages: Canine

Defense: Dodge 8, Parry 6, Fortitude 0, Toughness 1, Will 8

Power Points: Abilities 20 + Powers 91 + Advantages 15 + Skills 34 (68 ranks) + Defenses 18 = 178
----------------------------
Occupation: Hellhound
Base: Hell

Belladonna is from the All Dogs Go To Heaven series of films and cartoons. She is Annabelle's cousin and her greatest rival, and loves to ruin her cousin's day when she can.

Note: The Fire Imps seen here are from the third movie, An All Dogs Christmas Carol. Belladonna likes using them to distract and harass her opponent.
Last edited by betterwatchit on Sat Dec 17, 2022 11:15 pm, edited 2 times in total.
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Re: [MnM 3E] Betterwatchit's Builds

Post by betterwatchit »

Officer Jill Benbow - PL 10 (NPC)

Strength 1, Stamina 2, Agility 1, Dexterity 1, Fighting 6, Intellect 2, Awareness 2, Presence 2

Advantages
Assessment, Benefit, Security Clearance: Ministry of Powers, Connected, Contacts, Defensive Roll 2, Equipment 4, Favored Foe: Anyone who she has successfully Assessed, Improved Initiative, Ultimate Effort: Will, Uncanny Dodge, Well-informed

Skills
Athletics 5 (+6), Deception 4 (+6), Expertise: Behavioral Sciences 4 (+6), Expertise: Civics 4 (+6), Expertise: Current Events 4 (+6), Expertise: Government Agent 4 (+6), Expertise: Streetwise 4 (+6), Insight 8 (+10), Intimidation 4 (+6), Investigation 8 (+10), Perception 8 (+10), Persuasion 4 (+6), Ranged Combat: Guns 8 (+9), Stealth 5 (+6), Technology 4 (+6), Vehicles 4 (+5)

Powers

Psychic Abilities
Comprehend: Comprehend 3 (Languages - Speak All, Languages - Understand All, Languages - You're Understood; Limited: Only with people contacted through Mind Reading or Telepathy)
Mind Reading: Mind Reading 10 (DC 20; Subtle: subtle)
Feel of the Place: Effortless Mind Reading 10 (Alternate; DC 20; Effortless, Subtle: subtle; Limited to Emotions)
Picking Up Surface Thoughts: Effortless Mind Reading 10 (Alternate; DC 20; Effortless, Subtle: subtle; Limited to Surface Thoughts)<br/>
On Top of It!: Senses 1 (Danger Sense: Mental, Advantages: Uncanny Dodge)
Telepathy: Mental Area Communication Perception (Visual) Perception (One Sense) 4 (Sense Type: Telepathy; Area, Perception (One Sense): Audio, Perception (Visual): Visual)

Equipment: Bulletproof Vest with Plates [Bulletproof Vest with Plates: Protection 4, +4 Toughness], Flashlight, Handcuffs, Heavy Pistol, Lock Release Gun, Next-Gen Smartphone

Offense
Initiative +5
Feel of the Place: Effortless Mind Reading 10 (DC Will 20)
Grab, +6 (DC Spec 11)
Heavy Pistol, +9 (DC 19)
Mind Reading: Mind Reading 10 (DC Will 20)
Picking Up Surface Thoughts: Effortless Mind Reading 10 (DC Will 20)
Throw, +1 (DC 16)
Unarmed, +6 (DC 16)

Complications
Honour: Officer Benbow has some standards concerning the use of her powers. You wouldn't catch her reading minds when playing poker with her co-workers for example, or if she's at a RPG club. She won't hesitate to use it for job-related reasons though.
Motivation: Patriotism: Jill seeks to truly serve her country however she can.

Languages: U.K. English

Defense: Dodge 8, Parry 8, Fortitude 6, Toughness 8/2, Will 10

Power Points: Abilities 34 + Powers 60 + Advantages 14 + Skills 41 (82 ranks) + Defenses 21=170
---
Base: London, UK.

Affiliation: Ministry of Powers.

Jill Benbow is an officer of the Ministry of Powers (The British government agency which focuses on superhumans). Her ability to read minds makes her one of their most valuable assets.
Last edited by betterwatchit on Tue Jul 07, 2020 9:58 am, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds

Post by betterwatchit »

The Aryan Ape - PL 10 (NPC)

Image

Strength 5, Stamina 6, Agility 2, Dexterity 2, Fighting 6, Intellect 7, Awareness 4, Presence 3

Advantages: Agile Feint, Inventor, Languages 3, Power Attack, Takedown

Skills: Acrobatics 5 (+7), Athletics 8 (+13), Insight 7 (+11), Intimidation 8 (+13), Perception 8 (+12), Ranged Combat: Auto-Cannon 4 (+6), Technology 8 (+15)

Powers
Auto-Cannon (Easily Removable)
. . Blast: Damage 10 (DC 25; Accurate 2: +4, Extended Range 2, Increased Range: ranged, Multiattack, Penetrating 10)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
Senses: Senses 2 (Low-light Vision, Tracking: Scent 1: -1 speed rank)

Offense
Initiative +2
Blast: Damage 10, +10 (DC 25)
Grab, +6 (DC Spec 15)
Throw, +2 (DC 20)
Unarmed, +6 (DC 20)

Complications
Motivation: Getting Home: Julius wants to get back to Earth-Ape's Nazi Gibbony, and throwing in with the Nazis of Earth-Prime is the best chance he knows of, of making it happen.
Prejudice: Julius is a sentient ape. Even with the world at war, that's going to stand out!

Languages: English, French, German (Native), Italian, Japanese

Defense: Dodge 7, Parry 10, Fortitude 7, Toughness 6, Will 8

Power Points: Abilities 54 + Powers 37 + Advantages 7 + Skills 24 (48 ranks) + Defenses 18=140
---
Oberst Julius was one of the greatest scientific and military minds in Nazi Gibbony, a totalitarian country on the parallel world of Earth-Ape. On December 8, 1941, he prepared to win his world’s ongoing global war by using his newly built time machine to journey into the past and sabotage the enemy’s war capabilities before they were ever put to use.

However, while making his way through space and time, Julius’ machine collided with that of another extra-dimensional traveller, severely damaging both their conveyances and stranding them all on Earth-Prime. The man he collided with hailed from a parallel Earth known as Erde, but soon found a home on Earth-Prime as the costumed hero Dr. Tomorrow.

In a similar fashion, Julius was made welcome in Nazi Germany and - after affirming his loyalty to this Earth’s Führer - became known as the Aryan Ape, the perfect simian Nazi. In his heart of hearts, Julius most wants to repair his time machine and return to his Earth. His present position offers the best chance for that to happen, since he enjoys both the Nazis’ patronage and the chance to steal scientific secrets from the Allied powers. Regardless of what Earth he’s on, the Ape remains a crafty and ruthless foe.
---
Storm Gorillas - PL 5 (NPC)

Strength 5, Stamina 4, Agility 2, Dexterity 2, Fighting 4, Intellect 1, Awareness 1, Presence 0

Advantages: Equipment 7

Skills: Acrobatics 5 (+7), Athletics 8 (+13), Expertise: Soldier 6 (+7), Expertise: Survival 3 (+4), Expertise: Tactics 2 (+3), Intimidation 3 (+5), Perception 2 (+3), Stealth 3 (+1)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
Senses: Senses 2 (Low-light Vision, Tracking: Scent 1: -1 speed rank)
Protection: Protection 1 (+1 Toughness)

Equipment: Camo Clothing, Fragmentation Grenade, Gas Mask, Knife, Service Rifle, Steel Helmet [Protection: Protection 1, +1 Toughness]

Offense
Initiative +2
Fragmentation Grenade, +2 (DC Dog 15)
Grab, +4 (DC Spec 15)
Knife, +4 (DC 21)
Service Rifle, +2 (DC 21)
Throw, +2 (DC 20)
Unarmed, +4 (DC 20)

Languages: German

Defense: Dodge 4, Parry 4, Fortitude 4, Toughness 5, Will 2

Power Points: Abilities 22 + Powers 11 + Advantages 7 + Skills 16 (32 ranks) + Defenses 7=63

The Storm-Gorillas are fanatically loyal Nazi primates who accompanied the Aryan Ape on his journey through time and now find themselves stranded along with him. Since they know that Julius is their only hope of ever getting home, they obey his orders without question.
Last edited by betterwatchit on Sun Nov 29, 2020 11:25 pm, edited 3 times in total.
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Re: [MnM 3E] Betterwatchit's Builds

Post by betterwatchit »

Dr. X - PL 9 (NPC)

Image

Strength 1, Stamina 3, Agility 1, Dexterity 1, Fighting 1, Intellect 7, Awareness 2, Presence 1

Advantages: Accurate Attack, Improvised Tools, Inventor, Power Attack, Ranged Attack 7

Skills: Perception 8 (+10), Technology 8 (+15)

Powers
Ferrokinesis: Move Object 8 ([0 active, 0/16 PP, 2/r], 6 tons; Increased Range: perception; Limited Material: Ferrous Metals)
. . EMP: Nullify 4 (Alternate; [0 active, 0/16 PP, 4/r], Counters: Electronics, DC 14; Alternate Resistance: Toughness, Broad, Simultaneous)
. . Magnetic Blast: Damage 8 (Alternate; [0 active, 0/16 PP, 2/r], DC 23; Increased Range: ranged)
. . Metallic Projectiles: Damage 5 (Alternate; [0 active, 0/16 PP, 3/r+1], DC 20; Accurate: +2, Increased Range: ranged, Multiattack)
. . Radio Interference: Obscure 16 (Alternate; [0 active, 0/16 PP, 1/2r], Affects: One Sense Type - Radio, Area: 120 miles radius; Reduced Range: close)
. . Snare: Cumulative Affliction 5 (Alternate; [0 active, 0/16 PP, 3/r], 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, Resisted by: Fortitude, DC 15; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Force Field: Protection 8 (+8 Toughness; Impervious [3 extra ranks], Sustained; Limited: To Physical Attacks)

Offense
Initiative +1
EMP: Nullify 4, +8 (DC 14)
Ferrokinesis: Move Object 8 (DC 18)
Grab, +1 (DC Spec 11)
Magnetic Blast: Damage 8, +8 (DC 23)
Metallic Projectiles: Damage 5, +10 (DC 20)
Snare: Cumulative Affliction 5, +8 (DC Fort 15)
Throw, +8 (DC 16)
Unarmed, +1 (DC 16)

Languages: U.S. English

Defense: Dodge 7, Parry 5, Fortitude 4, Toughness 11, Will 4

Power Points: Abilities 34 + Powers 58 + Advantages 11 + Skills 8 (16 ranks) + Defenses 13=120
---
Affiliation: Freedom Brigade
Identity: Secret

Freedom City University professor Dr. Jerry Xavier is one of the country’s leading experts on electromagnetism, and was one of many researchers looking into ways of improving radar systems, vital to America’s defense network. One late night, a power surge triggered an overload in Xavier’s experimental cavity magnetron, bombarding him with powerful electromagnetic rays.

When he regained consciousness, Dr. Xavier discovered his body could generate those same rays, and he could manipulate the Earth’s magnetic field and fly. At first, Xavier was unsure what to do with his newfound abilities, until he read of Commander USA’s call for costumed heroes to join him in fighting enemy agents in Freedom City.

Seeing an opportunity both to continue his research and use his strange gifts for the greater good, Xavier created the identity of Doctor X, Master of Magnetism. In that guise, he became one of the founding members of the Freedom Brigade.
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Re: [MnM 3E] Betterwatchit's Builds

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Invisible Agent - PL 7 (NPC)

Image

Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 8, Intellect 7, Awareness 3, Presence 3

Advantages: Chokehold, Contacts, Defensive Roll 4, Equipment 4, Fascinate (Deception), Improved Aim, Improved Critical 2: Unarmed, Improved Disarm, Improved Grab, Improved Trip, Inventor, Languages 4, Power Attack, Ranged Attack 2, Takedown, Well-informed

Skills: Deception 6 (+9), Expertise: Chemist 10 (+17), Insight 6 (+9), Intimidation 6 (+9), Investigation 6 (+13), Perception 8 (+11), Persuasion 6 (+9), Sleight of Hand 6 (+8), Stealth 10 (+12), Technology 10 (+17), Vehicles 6 (+8)

Powers
Invisiblity Suit (Removable)
. . Concealment: Concealment 4 (All Visual Senses; Selective)

Equipment: Binoculars, Camera, Custom Heavy Pistol (Heavy Pistol, Suppressor), Flashlight, Gas Mask, Handcuffs, Knife, Multi-tool

Offense
Initiative +2
Custom Heavy Pistol, +4 (DC 19)
Grab, +8 (DC Spec 12)
Knife, +8 (DC 18)
Throw, +4 (DC 17)
Unarmed, +8 (DC 17)

Languages: Arabic, English (Native), French, German, Italian, Japanese, Russian, Spanish

Defense: Dodge 8, Parry 8, Fortitude 4, Toughness 6/2, Will 4

Power Points: Abilities 58 + Powers 10 + Advantages 27 + Skills 40 (80 ranks) + Defenses 9=144
---
Affiliation: Freedom Brigade

Little is known about the man aptly known as the Invisible Agent. He claims his real name is Frank Raymond, and his transparency comes from a secret chemical formula only he possesses. The invisibility solution works on contact, and Raymond wears a hooded cloak, mask, gloves, and other items of clothing saturated in the mysterious concoction.

Raymond is rarely visible, even around his teammates, but his mission seems clear. The Invisible Agent is a true man of secrets, and that includes keeping America’s confidential information safe at home and acquiring that of its enemies.

While the Freedom Brigade is never sure of his comings and goings, the Invisible Agent always seems to be around when he’s most needed. It is speculated he spends at least some of his time overseas operating behind enemy lines, because much of the information he passes along to his teammates and the FBI could come from few other places.
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Re: [MnM 3E] Betterwatchit's Builds

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The Magister - PL 7 (NPC)

Image

Strength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 3, Intellect 3, Awareness 7, Presence 4

Advantages: All-out Attack, Connected, Contacts, Equipment 4, Improved Defense, Power Attack, Startle, Takedown, Well-informed

Skills: Expertise: Current Events 9 (+12), Expertise: Law 9 (+12), Insight 8 (+15), Intimidation 9 (+13), Investigation 8 (+11), Perception 6 (+13), Persuasion 9 (+13), Stealth 8 (+11), Vehicles 6 (+9)

Powers
Gavel of Justice (Easily Removable)
. . Gavel (Thrown): Strength-based Damage 3 (bludgeoning, DC 21; Increased Range: ranged)
. . . . Deflect: Deflect 6
. . . . Gavel (Mélee): Strength-based Damage 3 (Alternate; DC 21; Reach (melee): 5 ft.)
Judge's Robe (Removable)
. . Protection: Protection 5 (+5 Toughness)

Equipment: Roadster
Roadster - PL 3

Strength 5, Defense 9, Toughness 7, Size Large

Features: Caltrops, Oil Slick

Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points: Abilities 2 + Powers 5 + Features 2 + Defenses 11=20 EP
Offense
Initiative +3
Gavel (Mélee): Strength-based Damage 3, +3 (DC 21)
Gavel (Thrown): Strength-based Damage 3, +3 (DC 21)
Grab, +3 (DC Spec 13)
Throw, +3 (DC 18)
Unarmed, +3 (DC 18)

Languages: English

Defense: Dodge 6, Parry 6, Fortitude 4, Toughness 8, Will 8

Power Points: Abilities 58 + Powers 8 + Advantages 12 + Skills 36 (72 ranks) + Defenses 8=122
---
Affiliation: Freedom Brigade

Assistant District Attorney James Carrott grew tired of watching Freedom City’s most notorious mobsters beat the rap time and time again due to their illicit power and influence, and in time resolved to do something more about it. Driven by his thirst for justice, by night Carrott became the costumed vigilante known as the Magister, and he began to stalk the criminals the law could not touch.

In a short time, the lawless grew to fear the very sight of the Magister and his mighty Gavel of Justice. The police were soon busy finding once-untouchable criminals helpless in his Prison Bar snares, the evidence needed to make the conviction actually stick this time always nearby. Eventually, the law became so grateful for his help they more or less stopped chasing the costumed vigilante’s trademark jet-black 1940-model roadster.

With the mob on the run, the Magister began to dedicate his efforts towards rounding up the enemy saboteurs who brazenly flaunted the freedoms they’d come to America to destroy. Therefore, with his goals overlapping with Commander USA’s, the Magister accepted the invitation to join the Freedom Brigade.
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