Matt's Mutant & Masterminds Character Thread, Now Featuring The White Dot!

People who have been reading some of the other threads in this forum might know that I’ve been on a kick recently, making characters for the Mutants & Masterminds 3rd Edition game from Green Ronin Publishing, a superhero tabletop game using a heavily modified version of the D20 system.

In this thread, I will post those characters, answering any questions anybody might have regarding the system, the Earth-Prime setting that M&M generally uses, or any other related questions. The characters in question are all members of the Freedom Legion, M&M’s pastiche of the Legion Of Super-Heroes, detailed in the Cosmic Handbook supplement. All the characters are designed to be starting characters of Power Level 10, built with 150 power points. Art has been generated by Playground AI. Here we go!

2 Likes

Agatha Frankenstein

The creation of Victor Frankenstein, the eponymous “monster” spent his immortal existence trying to be a better person than his “father”. Frankenstein became a contemporary of various heroes throughout the eras, fighting alongside both Adam Prophet and his son “Doc”, various “mystery men” of the Golden Age, and more well into the 21st century before disappearing a few years before the “Great Crisis” when Omega invaded the Earth-Prime dimension once more.

In the 26th Century, the Freedom Legion were investigating a meteor that, of all things, had a castle. Gangsters working for the crime lord Gauntlet also were there, and naturally, a battle began. A stray bolt from the electric Legionnaire Charger hit some sort of life support device. The connected machines began to hum, and then a woman stepped forth from the chamber. She made quick work of the criminals. The Freedom Legion asked her name, and she responded simply, “Agatha”. She didn’t recall anything beyond that, so she eagerly accepted the Legion’s invitation to return to Earth. Once there, the mystery deepened as it was discovered she had a large sum of money and property in her name, set up decades, if not centuries, prior by shell companies.

Agatha Frankenstein, as she calls herself, is a physical and mental exemplar. She hopes to use both her phenomenal strength and formidable mental talents to discover the secrets of her origins. In the meantime, she is happy to help her new allies in the Freedom Legion, who have accepted her without question.

Powers & Abilities
Agatha is a powerhouse, and her great strength becomes even more so when exposed to electricity, though this fades after a short time. Electricity also triggers her formidable regenerative abilities; as long as there is some form of electricity, she will quite possibly never truly die.

In addition to her physical might, she’s also a polymath; with a few moments, she’s quite capable of being proficient in any number of skills.

Playing Agatha Frankenstein
Agatha is, initially, quiet and introspective. She is somewhat shy, fearing that others won’t accept her (the fact that she associates with aliens, mutants, and a host of other strange individuals hasn’t quite dawned on her yet).

Physically strong and tough, she usually charges in with fists flying, as she is quite durable, though her Variable skills ability does give her a few tricks to fall back when that fails.

Statistics

Attributes
Strength 10*
Stamina 10*
Agility 1
Dexterity 1
Fighting 6
Intellect 2
Awareness 2
Presence 2

Skills- Close Combat: Unarmed 4 (+10)

Advantages- Benefit: Wealth 2, Diehard, Eidetic Memory, Great Endurance, Ultimate Effort (Strength Checks)

Powers
Post-Modern Promethean- Enhanced Strength 6, Enhanced Stamina 6 (24 points), Immunity (Electrical Effects, Aging, Poison, Disease) (13 points)
Spark Of Life- Regeneration 10 (Source: Electricity) (5 points), Immortality 1 (Limited: Requires Electricity) (1 point)
Super Charged Physique- Enhanced Strength 10, Limited to Lifting, Fades, Reaction: When Exposed to Electricity (10 points)
Turbo Charged Brain- Variable 2 (Skills & Advantages) (14 points), Quickness 4 (Limited to Mental Tasks) (2 points)

Defenses
Dodge + 8
Fortitude +12
Parry +10
Toughness +10
Will +8

*Includes Enhanced Trait

Complications
Motivation: Mysterious Past Agatha would like to know who she is and how she came to be and what connection, if any, exists between her and the Frankenstein of legend.

Existential Crisis Agatha often loses herself in deep thought about her identity, and occasionally becomes morose.

3 Likes

Alacrity

The Dotrae are hive-minded bald humanoids with antennae who travel territory formerly claimed by the Lor Republic and the Stellar Imperium. Working together, a “node” of Dotrae are very efficient, and many nodes travel the space ways as dependable traders. On one such excursion, a Dotrae trading ship fell into a cosmic storm. The node deployed Alqa, one of the younger Dotrae aboard, to make repairs. While setting about the task, Alqa was hit by cosmic rays. When she came too, she was horrified to learn that the groupmind of the node had gone silent. Fearing the worst, she rushed back to the bridge. She was stunned to see the node motionless. She soon realized that there was nothing wrong with the node, but something had changed with her- she was moving at super-speed, so fast that the rest of the Dotrae onboard seemed like statues, and thinking so fast that the rest of the group mind couldn’t keep up with her. She eventually got control and slowed down, but by then, she was changed by the experience. She now wished to venture separately from the collective. The node agreed, as her fast thoughts were often distracting. Going by the name Alacrity, she now finds herself among a new “collective” of unique individuals such as herself.

Powers & Abilities
Alacrity is capable of moving at very, very fast speeds. Aside from crossing great distances in the blink of an eye, she can accomplish mundane tasks much faster than the average person. Her Burst Area Damage effect reflects that she can unload on several enemies at once.

She is also still connected to the Dotrae hivemind, allowing her a small degree of access to skills and insight (the Jack Of All Trades, Well Informed, and Beginner’s Luck advantages).

Playing Alacrity
Alqa is a study in contrasts, at times being very gregarious and outgoing with the Freedom Legion, and other times being withdrawn. In truth, she’s still trying to find a balance between “me” and “us”.

In combat, she prefers hit and run tactics. She also frequently wears her helmet, not out of any practical reason (it has no game effects) or because she’s ashamed of her heritage, but because, “You try running at Mach 5 with antennae flopping around your head”.

Statistics

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

Skills
Close Combat: Unarmed 10 (+14), Insight 4 (+6), Perception 4 (+6), Sleight Of Hand 6 (+11)

Advantages
Agile Feint, Beginner’s Luck, Dodge Roll 3, Eidetic Memory, Evasion 2, Jack Of All Trades, Move-By Action, Well Informed

Powers
Dotrae Physiology- Senses 1 (Communication Link [Groupmind]) (1 point)
Super Speed- Enhanced Advantage (Improved Initiative 10) (10 points) Movement 3 (Wall Crawling 2, Water Walking, Limited To While Moving) (3 points), Regeneration 1 (1 point), Senses 1 (Rapid Vision) (1 point), Quickness 10 (10 points), Speed 10 (10 points)
Fast Defenses- Enhanced Dodge 11, Enhanced Parry 12 (23 points)
Rapid Attack- Selective Burst Area Damage 6 (18 points)

Defenses
Dodge +16
Fortitude +6
Parry +16
Toughness +4/ +1
Will +7

Complications
Motivation: Individualism Alqa revels in her newfound uniqueness, and wishes to share her experiences other individuals.

Groupthink While she is separate from the Dotrae groupmind node, she is still connected to it. Sometimes, she can get distracted at inopportune moments by stray thoughts.

2 Likes

Ardor

On one of her many archaeological expeditions, Professor Danger chanced upon a strange slender ceramic jar. She was about to attempt to translate the inscription on the vessel when soldiers sent by the Queen Wasp began to attack. During the fray, Danger dropped the jar. Suddenly, a young woman wreathed in fire appeared before her. “Ah, my thanks for freeing me. I am Salen. To repay your kindness, I am prepared to offer one boon. What would you ask of me?” she said with a smile. Professor Danger was stunned briefly, looked back at the ensuing battle, and then back to the being in front of her. “Could you help us with that? Non-lethally, if possible?” Salen’s smile broadened even further. “As you wish. This should be fun.”

It turns out that Salen was an ifrit who had been imprisoned in the jar centuries ago by the alchemist Doctor Azoth. Now freed, she has opted not to return to the realm of djinn, ifrits, and marids (“Traveling the Cosmic Coil is SO tedious!”), opting to remain among her new mortal friends.

Powers & Abilities
Salen, or Ardor as she calls herself (“Code names? How droll! You mortals have the most whimsical traditions!”), is an ifrit, a being of “smokeless fire”. As such, she is completely immune to fire and heat of all kinds, as well as some of the concerns that humans (and humanoid aliens) have.

In combat, her unarmed strikes can leave a bit of flame, continuing to damage the target after her initial hit. Perhaps her strongest ability, however, is her ability to adopt illusory disguises which, combined with her natural talent for deception, is enough to fool most people, though particularly strong-willed individuals can see through her disguises. She can also change her outfits on a whim, a snap of her fingers causing her ensemble to change in a puff of fire.

Playing Ardor
Ardor is naturally gregarious and outgoing, loving new experiences of all kinds. She is a sensuous individual who is trying to encourage her new teammates to fully embrace life.

In combat, she’ll rarely engage the main threat in a straightforward confrontation. More likely, she’ll try to use her disguise ability to sow confusion among any henchmen or minions.

Statistics

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

Skills
Deception 10 (+15), Insight 6 (+11), Perception 6 (+11), Expertise: Magic 4 (+6), Close Combat: Unarmed 6 (+12)

Advantages
Attractive 2, Daze, Fascinate, Taunt, Improved Initiative, Jack Of All Trades, Artificer

Powers
Immunity 13 (Fire/ Heat Effects, Aging, Poison, Disease) (13 points)
Feature 2: Quick Change (2 points)
Protection 5 (5 points)
Igniting Touch- Strength Based Damage 2, Secondary Effect (Flames) 4 (6 points)
Comprehend 2 (Speak & Understand All) (4 points)

Defenses
Dodge +12
Fortitude +8
Parry +12
Toughness +8
Will +12

Complications
Motivation: Passion & Sensation As her name would suggest, Ardor has a zeal for life and new experiences, and the Freedom Legion promises to offer plenty!

Honorbound Should she give her word, Ardor is compelled to keep it. Likewise, she will always repay a favor with a favor. However, being a trickster at heart, she is only compelled to honor the letter of the bargain, rather than the spirit…

2 Likes

Bramble

Lucas Thorne was one of the top-rising superstars of MarsTech’s Martian office, being a key figure in the Red Planet’s eco-development. That came to a halt when saboteurs bombed one of the hydroponic labs. Lucas quickly recovered and found he now had the ability to generate plant-like material. MarsTech CEO Maximilian Mars (yes, he’s still around) suggested that Lucas join the Freedom Legion as a PR move. Lucas agreed; he’s found the switch from corporate culture to superteam membership difficult, but he’s growing into the role. (See Emerald City for more details on MarsTech and Maximilian Mars.)

Powers & Abilities
Bramble can shoot out a blast of sharp thorns, or a mass of vines that can entangle several people at once. He can also animate a bunch of vines to serve as extra arms, using these to entangle enemies or to move about more quickly (so basically, Spider-Man & Doc Ock, but with vines instead of webbing or tentacles).

He can also turn his flesh into bark-like covering. His Athletics skill reflects MarsTech corporate culture; baseball is the favorite sport of company founder Maximilian Mars, and anyone who really wants to advance joins the company baseball team.

Playing Bramble
Bramble takes a no-nonsense, business-like approach; superheroing is his job, in his view, and like his previous career, he sets about it in a professional manner.

In combat, Bramble prefers a ranged approach, entangling foes with vines for either his allies to deal with more easily, or simply following up with a volley of thorns. While he’s reluctant for melee, between his woodskin and vine arms, he can hold his own.

Statistics

Attributes
Stregnth 1
Stamina 3
Agility 3
Dexterity 3
Fighting 3
Intellect 5
Awareness 4
Presence 4

Skills
Athletics 5 (+6), Expertise: Life Sciences 13 (+18), Expertise: Business 7 (+12), Ranged Combat: Plant Powers 9 (+12)

Advantages
Close Attack 5, Grabbing Finesse, Improved Trip

Powers
Photosynthesis: Regeneration 3, Immunity 1 (Starvation & Thirst)

Plant Powers (Array)

  • Tanglevines: Ranged Burst Area Affliction 8, Resisted By Dodge, Overcome By Damage, Hindered & Vulnerable, Defenseless & Immobilized, Extra Condition, Limited Degree (24 points)
  • Thorn Attack: Ranged Multiattack 8 (1 points)

Vine Arms: Sustained Projection Extra Limbs 4, Elongation 2 (Limited to Vines) (+6 To Grab) (9 points)
Vine Travel: Movement 4 (Safe Fall, Swinging, Wall Crawling 2) (8 points)
Woodskin: Sustained Protection 8, Noticeable (7 points)

Defenses
Dodge +6
Fortitude +12
Parry +8
Toughness +11
Will +8

Complications
Motivation: Responsiblilty Bramble believes in using his knowledge of botany and life sciences to help people, which is why he joined MarsTech in the first place. Membership in the Freedom Legion is just the next logical step.

Flammable Fire effects are considered 25% higher, rounded up. So, for instance, a Ranged Damage 8 effect with the fire descriptor is considered to be Rank 10 for Bramble.

Out Of The Shark Tank While MarsTech is relatively friendly, as far as corporations go (at least compared to other companies), MarsTech has it’s share of ruthless executives. Bramble is still adjusting to the fact that superteams don’t have that mentality.

1 Like

Crimson Girl

The Morbians (see Atlas Of Earth Prime: Eastern Europe) are a kind of living vampire, needing to feed on both blood and the psychic essence of negative emotions. Vatya Kalsas has perhaps the strongest psychic potential of any Morbian seen in generations, but she does not wish to feed indiscriminately. She joined the Freedom Legion because, if Morbians need to feed on pain and suffering, then those the Legion helps have a great deal of it. As Crimson Girl, she sees this as a perfectly elegant solution to her psychic hunger, helping alleviate the suffering of others while getting what she needs at the same time. As far as blood goes, the Confederation has had a synthetic blood fluid available for decades.

Crimson Girl seems like a cute, innocent psychic, but many villains have learned the hard way that there is a storm raging under the bubbly persona. While she is reluctant to use her full abilities, she absolutely will if it means protecting innocents.

Powers & Abilities
Crimson Girl can read minds and establish a telepathic network with her teammates. However, when using this ability, both her eyes and the eyes of the person whose mind she’s in contact with glow rid.

Unlike other Morbians, she can quickly drain psychic energy from individuals. Alternatively, she can simply assault someone’s mind with pure telepathic force.

She is remarkably hard to hit; this comes not from any sort of advanced martial training but rather from the fact that she is always telepathically scanning opponents, so she knows when to get out of the way.

Playing Crimson Girl
Vatya seems like a very nice, responsible young lady. She often tries to play the big sister, though because of her vampiric nature, she sometimes tries to overcompensate. She is often a “shoulder to cry on”, though in part this is simply another way for her to feed easily. She feels very conflicted at times; is it really helping if you get something out of it?

In combat, she stays back, coordinating efforts by her teammates, occasionally taking out enemies who can’t resist her mental influences.

Statistics

Abilities
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 4
Awareness 6
Presence 4

Skills
Insight 6 (+12)
Perception 8 (+14)
Persuasion 8 (+12)

Advantages
Ultimate Effort (Will Saves)

Powers

Mental BlastMental Blast- Perception Ranged Damage 4 , Alternate Resistance (Will) (16 points)

  • Alternate Effect: Psychic Vampirism- Perception Ranged Cumulative Affliction 4 (Fatigued, Exhausted, Incapacitated), Resisted And Overcome By Will, Linked To Healing 4, Energizing Only, Self Only (1 point)​

Telepathy- Mind Reading 5 Linked to Area Mental Communication 2; Noticeable (Glowing Red Eyes For Herself And Who She’s In Communication With, -1 point) (19 points)

Telepathic Translation-Comprehend 3 (Languages), Affects Others, Perception Area (Hearing) (12 points)

Morbian Senses- (Senses 4 [Acute Hearing, Danger Sense, Darkvision) (4 points)

Vampiric Feeding- Regeneration 5 (Source Blood), Immunity 1 (Aging, Half Effect) (3 points) Weaken Stamina 3 (Resisted By Fortitude, Grab-Based, Limited to One Rank Per Round) (1 point)

Predictive Defense- Enhanced Dodge & Parry 10, Quirk (Not Against Opponents Immune To Mental Defenses, -2 points) (18 points)

Dodge +12
Fortitude +6
Parry +14
Toughness +2
Will +14

Totals Abilities 52 + Skills 11 + Advantages 1 +Powers 74 + Defenses 12= 150

Complications
Motivation: Compassion Vatya, at heart, doesn’t want to see anyone hurt needlessly.

Hunger Morbians need to eat, both physically and psychically, once a week. Synthetic blood is readily available in C.O.P. space, but if Crimson Girl is on an away mission with the team on a far away planet and something goes wrong…

2 Likes

Dijan The Umbral

Using his Shadow Bands, the former Star Knight now known as Blackstar located the legendary Night Stone and formed lesser versions. With these, he found a group of ambitious and power-driven individuals who became known as the Blackguards. As they grew in number, they soon realized that they would be nothing but pawns, at best, of Rojan Lhar in his neverending blood feud against the Star Knights. When the final confrontation between Lhar and the Star Knights took place, he soon found that the Blackguards were “invariably detained due to other obligations.” Quite frankly, they all collectively realized that Blackstar would betray them just as he had betrayed so many others, so they found the Night Stone, consolidated their power and positions, and struck a bargain with the Star Knights. The Star Knights defeated Lhar and placed him into stasis. After that, the Blackguards went about following their own objectives, some being villains, others being, well, not QUITE heroes.

When Blackstar escaped, he swore revenge against any remaining Blackguards. Most Blackguards were nonplussed, as Rojan Lhar has sworn to kill a LOT of people, and it’s believed that the Blackguards fall somewhere between the last Star Knight & the Freedom Legion and Omega himself. Still, a few take the threat of Blackstar seriously, though they all go about preparing for the inevitable confrontation in different ways.

Dijan Fekt never had grand designs to rule the cosmos or impose some vision of his will. He merely wanted security and freedom, and the Shadow Bands all but guarantee that. When Blackstar returned, many of the Blackguard felt confident in their abilities should Lhar ever come for them. But Dijan had doubts. It would be foolish to think that, even without access to the Night Stone, Blackstar didn’t have some sort of means to neutralize the Shadow Bands that he himself created. So, Dijan attended to a Freedom Legion tryout. He told the judges, “You may not trust me, but I hope you’ll trust that I have no desire to be murdered by the man who’s murdered everyone else he once considered allies.” To the surprise of many, he was granted probationary membership. If nothing else, Dijan is often to the one to say what no other Legionnaires will.

Powers & Abilities
All of Dijan’s powers stem from the Shadow Bands that he wears. With them, he can fly, and even travel through space, protected from the rigors of the cosmic void. He can fire energy blasts made of darkness, blind opponents, and even create objects out of solid shadow (no, it doesn’t make sense; comics, everybody!)

Playing Dijan The Umbral
Dijan plays the charming rogue to the hilt, often trying to cut down opponents with acerbic, dry wit before blasting them. He’s been trying to reign that in a bit among his new colleagues; he realizes there’s a fine line between “lovable ne’er-do-well” and “nuisance”.

When a fight breaks out, he usually tries to the simplest solution first, blasting opponents with shadow-force. He considers himself a pragmatic sort, and so he prefers to end fights as quickly as possible, though when pressed he can be quite creative with shadow constructs.

He’s still learning to play as part of a team; the Blackguards are more like a loose coalition of individuals than any sort of faction with goals, nothing at all like the camaraderie the Freedom Legion boasts.

Statistics

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

Skills
Deception 8 (+13)
Insight 3 (+5)
Intimidation 4 (+9)
Persuasion 6 (+11)
Ranged Combat: Shadow Control 9 (+10)

Advantages- Move By Action, Taunt

Powers Shadow Bands (81 points total)
Darkflight- Flight 10, Space Travel 3 (26 points)

Shadow Control (20 point array) (23 points)

  • Blinding- Ranged Cumulative Affliction 10 (Resisted by Dodge, Overcome By Will; Disabled, Unaware), Limited to Vision (20 points)
  • Dark Blast- Ranged Damage 10 (1 point)
  • Darkness- Ranged Cloud Area 2 (30 feet), Concealment Attack 4 (Visual) (1 point)
  • Shadow Constructs- Create Shadow Constructs 10 (1 point)

Shadow Shield- Immunity (Life Support), Impervious Protection 10 (30 points)
Shadow Sight- Senses 2 (Darkvision) (2 points)

Defenses
Dodge +5
Fortitude +5
Parry +8
Toughness +12
Will +5

Abilities 36 + Powers 81 + Skills 15 + Advantages 2 + Defenses 14 = 150

Complications
Motivation: Self-Preservation- Dijan is very much of the philosophy of “Self-interest, if sufficiently advanced, is indistinguishable from altruism.” As a member of the Legion, he enjoys a host of allies (uneasy as some might be) and the adoration of millions across the galaxy.

Reputation- The Blackguards have a bit of a dodgy reputation, one not entirely undeserved.

Power Loss-It’s hard to separate a Blackguard from their Shadow Bands (hence the lack of Removable modifier, as per the Cosmic Handbook), but there certainly are means of doing so.

2 Likes

Graywing

“Captain” Blina Malkra, better known as Graywing, is an Ealas who lived on the pirate planet of Rotuga. When The Buccaneer joined the Tyranny Legion, she was incensed. “Yar! That makes me blood simmer, it does! Him, joining up with those blimey bilge rats! I’m so full of rage, I’m liable to fill me soup with fresh parsley!” (No one present quite understood what she meant by that.) So, she decided to travel to Earth. It turns out that neither the Freedom Legion nor the Confederation Of Planets issues letters of marque. She was instead offered membership in the Legion.

Like many Ealas, Graywing has psychokinetic abilities. More than that, she’s got a dedication that borders on foolhardiness (“Yar, fools wish they be half as hardy as me, they do!”). She’s an odd bird (pardon the pun), so much so that sometimes the things she says are so ridiculous that some people’s brains have temporarily shut down trying to make sense of it.

Powers & Abilities
All Ealas possess wings, increased agility, and a natural affinity for the sky, and Graywing is no exception. Many Ealas also exhibit psychokinetic powers, and Graywing is an exceptional example. She can telekinetically lift or move anything she sees weighing up to 25 tons! Alternatively, she can use her telekinesis as a weapon, “punching” opponents at a distance. She also continuously projects a protective field, though this has no effect against energy attacks like blaster pistols or freeze rays.

Perhaps her strangest ability is the fact that she can, consciously or no, offensively use the quite frankly bonkers statements that can out of her mouth. She can pick any target she can perceive, say something of the wall (“Puppies eat applesauce to save the Ozone layer!”), and, as long as the target can hear her, they must make a Will save or else risk being dazed or stunned by the profound nincompoopery.

Graywing’s Fearless advantage and high Will score does not reflect any powerful mental reserve or enhanced strength of character but rather it’s really, REALLY hard to deceive, cajole, or intimidate someone who says things like “Squirrels and cellists are in cahoots, think about it” with a straight face.

Playing Graywing
Graywing is brave, honorable, and true. She is also silly, impulsive, and prone to unpredictable flights (no pun intended) of fancy.

In combat, she’ll use her aerial mastery to stay at a safe distance while she uses her psychokinesis to wreak havoc on foes. Well, usually. This doesn’t account for her propensity for zany schemes that aren’t rooted in logic (“If a plan is rooted in logic, then it can never actually take flight!”)

Statistics

Attributes
Strength 1
Stamina 2
Agility 8
Dexterity 3
Fighting 4
Intellect 1
Awareness 4
Presence 5

Skills
Acrobatics 12 (+20), Ranged Combat: Telekinesis 7 (+10), Sleight Of Hand 7 (+10)

Advantages
Agile Feint, Favored Environment (Aerial), Redirect, Evasion 2, Fearless

Powers
Ealas Physiology- Flight 3 (Wings) (3 points)

Psychokinesis- Perception Ranged Move Object 10 (30 points)

  • Damaging Move Object 10 (1 point)

Telekinetic Field- Sustained Protection 8, Impervious 10, Limited to Physical Attacks (9 points)

Weaponized Idiocy- Perception Ranged Affliction 10, Dazed, Stunned, Resisted and Overcome By Will, Limited Degree, Sense-Dependent (Hearing) (10 points)

Defenses
Dodge +10
Fortitude +8
Parry +10
Toughness +10/ +2 (Without Telekinetic Field)
Will +12

Complications
Motivation: A Pirate’s Life For Me! Graywing wants nothing more than a swashbuckling life of adventure.

Nautical Nonsense Graywing’s plans are often impractical, at best, and usually absolutely ludicrous, though to her they make perfect mathamalogical sense.

2 Likes

I was trying to do these in alphabetical order (or at least, for the one’s I currently have written up), but…

The White Dot

During the early years of the 21st Century, the planet Llania was conquered no less than three times in the span of two decades, first by the Grue Unity, then by the Kash’rodan Empire, then by the Stellar Imperium. When the Imperium finally fractured and fell to the Grue Unity, the Llanians vowed to never be victim to tyranny again. But just what that means is a matter of some debate. One faction wants nothing less than complete independence, with Llania being completely self-sufficient. Another group believes that Llania can only be free by allying with other planets, not as subjects but as equals. Dorathalia “Dottie” Elga is firmly in the latter camp. Using her brilliant inventive mind, she created a pair of portal gauntlets and has set out to join the Freedom Legion, hoping to prove the benefits of the Confederation Of Planets to the rest of her people.

Powers & Abilities
The White Dot, like all Llanians, is quite intelligent and can communicate with machinery. She’s an inventor specializing in physics.

Using her scientific prowess, she invented a pair of gauntlets that allow her to create interspatial portals that take the shape of white dots. In addition to the obvious benefit of traveling quickly, she can use these portals to deflect incoming attacks, channel energy from various locales (like a shot of plasma from the interior of a star or torrent of water from beneath the sea), or simply wallop somebody upside the head from a distance. She can even “throw” a portal at a troublesome foe, sending them elsewhere for a time.

Playing The White Dot
Dottie is a confident, strong-willed young woman who believes in the goals of the Confederation Of Planets. She is VERY quick to share her views to anyone who will listen.

In combat, she’ll use her portals to zip around the battlefield, attacking enemies from directions they didn’t expect. With enough time, she can use her Inventor advantage to create one-time use specialized devices should the situation call for it.

Statistics

Attributes
Strength 2
Stamina 2
Agility 1
Dexterity 1
Fighting 1
Intellect 8
Awareness 1
Presence 1

Skills
Expertise: Physics 10 (+18)
Perception 10 (+11)
Ranged Combat: Portals 10 (+11)
Stealth 6 (+7)
Technology 12 (+20)

Advantages
Dodge Roll 2, Eidetic Memory, Improved Initiative, Improvised Tools, Inventor, Move-By Action, Skill Mastery (Technology, Expertise: Physics)

Powers

Speed Of Thought: Feature (Uses Intellect instead of Agility for Initiative) (1 point)

Technopathy: Comprehend 2 (Machines) (4 points)

Portal Gauntlets: (Removable -17 points) (68 points)

Teleportals:
Teleport 8 (Portal, Change Direction, Turnabout) (34 points)

  • Alternate Effect: Movement (Space Travel 3, Portal) (1 point)​

Portal Space: Feature 3 (Extradimensional Storage Of Mass Rank in Material) (3 points)

Portal Shenanigans (Array)
Deflect 8 (Reflect, Redirect) (24 points)

  • Portal Punch (Ranged Strength Damage, Indirect 4, Improved Critical 5) (1 point)
  • Apport (Ranged Teleport Attack 8) (1 point)
  • Portal Blast (Ranged Damage 9, Variable Descriptor 1 [Environmental Effects], Indirect 4) (1 point)

Defensive Portals: Enhanced Dodge 10, Enhanced Parry 10 (20 points)

Defenses
Dodge +11
Fortitude +7
Parry +11
Toughness +4/+2
Will +6

Abilities 34 + Skills 24 + Advantages 9 + Powers 73 + Defenses 10 = 150

Complications
Motivation: Idealism- The White Dot is a strong believer in the C.O.P.'s message of community and cooperation.

Smarter Than You - Dottie is sometimes too smart for her own good, deciding on a particular course of action that is rational, logical, and obviously better than anything anyone else can come up with. Anytime things don’t go how she plans, well clearly that’s the fault of unseen variables that she hadn’t calculated in yet, not hers.

It should be noted that a few weeks ago, I did a poll on who should be team leader, and The White Dot was the clear favorite.

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Kaguya-Hime

In Japan, there is a tale of a princess from the Moon, who was sent to Earth, lived among mortals, and then was taken back, her memories of her time among mortals fading like a dream. It is a bittersweet story, but, like many things on Earth-Prime, there is a nugget of truth. Princess Kaguya-Hime DID come to Earth, but she wasn’t from the moon (though her people did use the Moon as a staging area, without the permission or knowledge of Farside City).

The whole thing was an elaborate scheme by a corrupt chancellor who wanted a ruler that he could control, an amnesiac puppet with both great influence and formidable physical might. And the whole thing went along without a hitch for nearly two millennia. Until one day when the Freedom Legion came to the planet on another case. They quickly got embroiled in courtly intrigue, exposing the chancellor’s scheme, and restoring the memories of Kaguya-Hime. Free and independent for the first time in centuries, she quickly set about undoing the damage the chancellor had done. Her planet is now a probationary member of the Confederation Of Planets, and Kaguya-Hime has finally returned to Earth, not as a punishment, but as a willing ambassador and proud member of the Freedom Legion.

Powers & Abilities
Kaguya-Hime is a fairy tale princess come to life, with all that entails- grace, beauty, kindness, and a propensity for talking to animals. She is strong and tough, and can even augment those abilities, with the catch that she can only use one of these additional abilities at a time. She can fly through the air at great speeds, even traveling through space, OR see at great distances, subatomic details, or even through walls, OR increase her toughness, becoming practically invulnerable to most attacks, even being able to send some of it back at her opponents.

Playing Kaguya-Hime
At times wistful and dreamlike, other times focused and determined, Kaguya-Hime strives to be a champion. Her life is now her own, her fate finally her own to determine. She is often quiet, not out of shyness, but because she is taking everything in, experiencing every moment, not ever wanting to forget again. When she speaks, it is with grace and authority, gentle but firm.

In combat, she tries to be careful. She has many abilities at her disposal, but the question becomes using the right ability at the right time.

Statistics

Attributes
Strength 4
Stamina 4
Agility 4
Dexterity 3
Fighting 4
Intellect 2
Awareness 3
Presence 3

Skills- Close Combat: Unarmed 6 (+10), Insight 4 (+7), Perception 4 (+7), Persuasion 4 (+7)
Advantages- Animal Empathy, Attractive 2, Benefit (Royalty), Interpose, Leadership

Powers
Princess In Any Language: Comprehend 3 (Speak, Understand, Understood) (6 points)
Immortal Heroine: Enhanced Strength & Stamina 6 (24 points) Immunity 11 (Life Support, Aging)
Nth Physiology (20 point array) (22 points)

  • Nth Invulnerability- Impervious Toughness 10, Reflect (20 points)
  • Nth Flight- Flight 9, Space Travel 1 (1 point)
  • Nth Vision- Senses (Vision Penetrates Concealment, Microscopic Vision 4, Extended Vision 4, Darkvision, Analytical Vision, Rapid Vision) (1 point)

Defenses
Dodge +8
Fortitude +8
Parry +10
Toughness +10
Will +8

Complications
Motivation: Responsibility Kaguya-Hime feels an obligation to serve her people as the official liaison between them and the C.O.P., as well as a desire to repay the people of Earth for the kindness showed to her by the bamboo cutter two thousand years ago.

Enemy Though now essentially a figurehead, there are many who would like to see Kaguya-HIme eliminated.

Obligation Kaguya-Hime must occasionally return home to offer advice to the new government or set about some other task.

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Back to alphabetical order (for now)…

Jetblast Jaguar

The catman known only as Jaren showed up at a Freedom Legion tryout. When asked why he wanted to join, he gave a shrug and a mischievous smile and said, “Something to do.” Little is known about his past (“You’ve got psychics, you tell me.”), but what is known is that he lived for a time on the planet Kronus (home of the legendary Terran hero the Space Ranger) before coming to Earth. Those who know of such things wonder if there is some connection between “Jet” and Ku Tu the Eternal, the infamous “space mummy” who terrorized 21st century Earth with an army of jaguar men. Jet has made no comment on that speculation, much preferring another adventure.

Powers & Abilities
Jet is an anthropomorphic jaguar man, and as such has pretty much all the powers you’d expect- he sees well in the dark, has a keen sense of smell, is an exemplary hunter, with strong claws and a piercing bite.

He also has a jetpack, but he doesn’t use it often (“Too loud, scares the prey”) preferring to save it for missions in space or other hazardous environments (gas planets with little ground, for instance).

Playing Jetblast Jaguar
Jet acts like an overgrown housecat. Now, whether this is ACTUALLY his personality or just an act he thinks is hilarious is a matter for some debate.

In the field, he’s all business. He’ll make excellent use of his stealth prowess, ambushing enemies when their guard is down.

Statistics

Attributes
Strength 6
Stamina 5
Agility 5
Dexterity 2
Fighting 6
Intellect 1
Awareness 2
Presence 2

Skills- Close Combat: Teeth and Claws 8 (+14), Stealth 15 (+20), Intimidation 11 (+13), Athletics 11 (+17), Acrobatics 11 (+16)

Advantages- Agile Feint, Daze (Intimidation), Dodge Roll 3, Equipment 3, Evasion 2, Fascinate (Intimidation) Great Endurance, Hide In Plain Sight, Improved Initiative, Instant Up, Skill Mastery (Stealth), Startle

Powers
Catlike Senses- Senses 4 (Acute Smell, Analytical Smell, Low-Light Vision, Tracking: Smell) (4 points)

Catlike Reflexes- Leaping 2, Movement 4 (Safe Fall, Surefooted, Wall Crawling 2) (10 points)

Teeth And Claws (Array)

  • Claw Frenzy- Multiattack On Strength Damage (6 points)
  • Crushing Bite- Penetrating On Strength Damage (1 point)

Equipment
Space Suit (Immunity: Vacuum, Radiation, Suffocation, Pressure) (5 points), Jet Pack (Flight 4) (8 points), commlink, multi-tool

Defenses
Dodge +12
Fortitude +12
Parry +12
Toughness +6/ +3
Will +8

Complications
Motivation- Challenge Jet loves pushing himself, seeing if he can take on the biggest threats in the galaxy with nothing more than his claws.

Mischievous & Mysterious Jet is playful and sneaky, often trying to play good-natured pranks on his teammates. He also rarely gives any straightforward answers about himself.

Kid Asteroid

Kran Dartus was the star player for the Galactic Goblins, the Drik gravball team. Kran, being stronger than average for a Drik, quickly became a stand-out athlete. That all came to a crashing halt when the criminal syndicate run by Gauntlet (see The Cosmic Handbook) tried to fix a game by taking Kran out entirely with a bomb (subtlety was not a strong suit of this plan). The explosion did not kill Kran, but rather unlocked the dormant genetic potential he had. Now able to fly about at incredible speeds, leaving a trail of fire, ice, radiation, or particulate matter in his wake, Kid Asteroid auditioned for the Freedom Legion. Whether playing gravball or fighting crime, the Kid is the ultimate team player.

Powers & Abilities
Like all Drik, Kid Asteroid has very keen hearing (I mean, just look at those ears!), and is smaller than average. Unlike most Drik, he’s also stronger than average, his small stature having no effect on his strength. Kid Asteroid can fly at speeds or roughly 500 mph, and he can leave a damaging trail in his wake, which can take the form of fire, ice, radiation or particulate matter.

Playing Kid Asteroid
Kid Asteroid is very much like a living pep talk from a half-time scene of a sports movie. He believes in good sportsmanship, and he loves nothing more than trying to rally his teammates, not caring if those are sports teammates or super teammates.

In combat, he zips around the battlefield. He has few direct offensive maneuvers, so he uses his wake to upset things, all the while trying to use his skills to trick and confuse opponents, setting them up for his allies.

Statistics

Attributes
Strength 2
Stamina 3
Agility 4
Dexterity 4
Fighting 2
Intellect 1
Awareness 2
Presence 1

Skills
Acrobatics 4 (+8)
Athletics 8 (+10)
Perception 4 (+6)
Stealth 4* (+8)

Advantages- Agile Feint, Evasion 2, Inspire, Interpose, Leadership, Move-By Action, Set-up, Takedown 2, Teamwork, Uncanny Dodge

Powers

Drik Physiology- Shrinking 4 (Permanent, Innate, Normal Strength) (+2 Active Defenses, +4 Stealth) (13 points), Senses 2 (Danger Sense, Ultra Hearing) (2 points)

Fast As A Comet- Flight 8 (16 points), Immunity 6 (Cold, Heat, Radiation, Suffocation, Vacuum) (6 points), Movement 2 (Environmental Adaptation- Zero G, Space Travel 1) (4 points)

Little Meteor- Protection 5 (5 points), Comet Wake (Reaction Line Area Damage 5, Limited to Directly Behind You, Variable Descriptor 1) (21 points), Enhanced Dodge 6, Enhanced Parry 8 (14 points)

Defenses
Dodge +12*
Fortitude +9
Parry +12*
Toughness +8
Will +6

Attributes 38 +Skills 8 + Advantages 12 + Powers 81 + Defenses 11 = 150

Complications
Motivation: Fair Play- Kid Asteroid believes in good sportsmanship and doesn’t care for criminals and tyrants, who he considers “poor sports”.

Hey, Aren’t You…?- Being a famous former athlete, Kid Asteroid’s fame sometimes precedes him, often hampering missions calling for discretion.

*Includes Shrinking Modifier

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Ms. Magus

Alt Picture

Laron’ah was a young member of the Grue off-shoot known as the Arcane. A group of elders had invited her to a ritual. But something went wrong. Laron’ah made contact with… something that rattled her and shook her faith in everything she had previously believed. Forsaking the darker rituals of her kin, she hopes to use her magical insight in aiding the Freedom Legion, protecting the galaxy from the Nameless Ones.

She keeps her nature as a member of the Arcane secret; when she does use her Grue abilities, she usually tries to pass them off as simple spells (using her Deception skill.)

Powers & Abilities
The Arcane are an offshoot of the Grue, and all Grue can shift their bodies, disguising themselves and even altering their abilities. In game terms, Ms. Magus has a pool of 30 points that she can use to boost her abilities, provided it falls into the category of something plausible (for a superhero setting, anyway) that her body can change. For instance, she CAN give herself enhanced strength or heat vision, but she CAN’T give herself any additional powers that have the Magic descriptor.

Grue also have limited telepathic abilities. There’s no language barrier for Laron’ah, and she can also read minds and drain someone’s mental defenses, provided she touches them.

Finally, the Arcane offshoot of the Grue are sorcerers, and Ms. Magus has a bit more raw power than the average Arcane. She can fire powerful mystic blasts and has a handful of other spells she uses on a regular basis. The exact nature of these spells has been left for the player. Choose 3 effects with a power point total of 24 points; she can switch between these and the Mystic Blast.

Playing Ms. Magus
Between her shapeshifting and magic, Ms. Magus is one of the most versatile members of the Freedom Legion, with the caveat that she is very reluctant to use her full abilities out of fear. She’ll rely on her magic first and foremost, using a Power Stunt or the Ritualist advantage to come up with new spells not covered by her Magic Array.

When she uses her shapeshifting ability, she’ll go for subtle changes first, boosting her physical defenses or hand-to-hand abilities. She’ll also use her abilities to give her an ace in the hole against other magic users who may have powerful eldritch abilities that can counter her magic; more than one warlock has tried to counterspell Ms. Magus only to get blasted in the face with a shot of heat vision.

The one exception to her reluctance to shapeshifting is her appearance. She almost always has her guise up.

Ms. Magus seems like a very focused and driven individual, and she is, but this is more because she doesn’t want to open up about her background. She focuses on the now, and quickly defects any questions that might lead to someone learning that she is a member of an alien species of conquerors. She’ll also keep a friendly distance from any psychics and mages that may be working with the Freedom Legion, as they’re the most likely to see through her ruse.

Statistics

Attributes
Strength 1
Stamina 1
Agility 1
Dexterity 0
Fighting 2
Intellect 2
Awareness 1
Presence 2

Skills
Deception 7 (+9)
Expertise: Magic 8 (+10)
Insight 4 (+5)
Perception 4 (+5)
Ranged Combat: Magic 8 (+8)
Stealth 5 (+6)

Advantages- Ritualist, Improved Initiative

Powers

Grue Physiology

Brain Drain- Weaken Will 6 (6 points)
Shapeshifting- Morph 3 (Humanoids) (15 points), Variable 6 (Physical Traits) (42 points)
Telepathy- Comprehend 2 (Languages, Understand & Understood) (4 points), Mind Reading 6
(Close Range) (6pts)

Magic Array
Mystic Blast- Ranged Damage 12
Choose 3 Alternate Effects equaling 24 power points

Defenses
Dodge +3
Fortitude +3
Parry +4
Toughness +1
Will +5

Attributes 20 + Skills 18 + Advantages 2 + Powers 100 + Defenses 10 = 150

Complications
Motivation: Responsibility Ms. Magus has taken it upon herself to protect the universe from threats from beyond.

Secret The Grue are not well-liked, so Ms. Magus keeps her origins a secret, even from most of her teammates (ESPECIALLY Colonel Colossus).

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Mycelia

Alt Pic

Mycelia is a mycanoid, one of the famed “Mushroom Men Of Venus”, though she looks and identifies as a female. (Mycanoid gender is… complex to say the least, though Mycanoids who spend a lot of time near “zoologicals” will often select a gender identity to learn more.) Her spore colony landed on the outskirts of the Kash’rodan Republic (formerly part of the Stellar Imperium, formerly the Kash’rodan Empire, now hoping to join the C.O.P.) and, unlike what happened on Earth in the “Golden Age”, the Mycanoids there peacefully coexisted with their neighbors, particularly those on the planet Llania (see The Superteam Handbook). When the Mycanoids decided they wanted to send a representative to join the Freedom Legion to learn more about them and the Confederation Of Planets, Mycelia eagerly volunteered, as she has quite the interest in xenobiology.

Powers & Abilities
As a Mycanoid, Mycelia is more or less immune to any of the concerns that humans have. Aside from that, she can release a variety of spores, one kind making people temporarily very ill, and another boosting the subject’s immune system, prompting regeneration. Of course, both kinds puff out in a cloud around her, so Mycelia needs to be very aware of her surroundings, as she doesn’t want to hurt an ally. She’s learning to use her spores more offensively; currently, she can project a spray of virulent spores, which is a step in the right direction. Finally, she can cause things like bone, leather and wood to quickly rot by touch, though in the 26th century, this doesn’t come up that often.

Playing Mycelia
Mycelia is somewhat unsure of herself as a superhero. While she volunteered to audition, she figured she’d tryout, get rejected, and then spend the next few weeks meeting all the aliens on Earth before it was time to return home. She never expected to be admitted. She feels her powers aren’t as useful as those of her teammates; she’s very physically resilient, but that describes a lot of Legion members, and her other powers can be very situational. Still, she’s not one to give up. She’s committed herself to doing the best she can and focus on what she’s good at, serving as the team’s field medic on missions.

Mycelia is a very earnest and friendly mushroom girl. She loves meeting new people, especially if they’re from a species she’s unfamiliar with. She’s quickly settled into what she sees as a support role, always ready to help out her teammates with a kind word or a helping hand.

Statistics

Attributes
Strength 2
Stamina 3
Agility 3
Dexterity 3
Fighting 6
Intellect 3
Awareness 4
Presence 1

Skills
Close Combat: Unarmed 4 (+10)
Expertise: Xenobiology 8 (+11)
Perception 8 (+12)
Treatment 6 (+9)

Advantages
Diehard, Improved Smash, Weapon Break, Tracking

Powers
Mycanoid Physiology- Immunity (Fortitude Effects) (30 points), Regeneration 5 (5 points), Protection 7 (7 points)

Spore Effects (Array)

  • Spore Cloud- Cloud Area Affliction 10 (Resisted & Overcome by Fortitude, Fatigued, Exhausted, Incapacitated) (20 points)
  • Healing Spores- Cloud Area Restorative Healing 5 (1 point)
  • Spore Breath- Cone Area Progressive Weaken Stamina 5 (1 point)

Decompose- Weaken Toughness 10, Only Affects Objects, Limited to Non-Living Organic Matter (5 points)

Defenses
Dodge +9
Fortitude +3
Parry +10
Toughness +10
Will +8

Abilities 50 + Skills 13 + Advantages 4 + Powers 69 + Defenses 14 =150

Complications
Motivation- Curiousity Mycelia wants to learn more about everyone and everything.

Weirdness Magnet Mycelia is a little strange, not understanding a lot of other cultures, and she draws a lot of strangeness towards her. If the Fae were to return to Earth-Prime’s dimension, they’d probably visit her first.

Fungal Mycanoids are vulnerable to ultraviolet radiation.

When I did a poll here to determine which character should be leader, Mycelia currently sits at second place, which would mean she’s Deputy Leader, which makes me smile, as it just feels like it fits her character.

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Cascade

There is a planet where the inhabitants are made of a sort of organic rubber. As such, they boast one of the most impressive gravball leagues in the galaxy. Mallya Biil’s parents were two of the greatest gravball players in history, and they had high hopes that their daughter would follow in their footsteps. But Mallya always believed that maybe there was something more than sports. She wanted to bounce her own path, so she left and tried out for the Freedom Legion.

Powers & Abilities
Cascade is very physical resilient; being made of rubber, she can take many, many hits with far less damage than the average individual, and is also immune to electricity. She can also bounce, effectively being immune to ever being prone. She’ll… uh… get knocked down, but she’ll get up again.

Playing Cascade
Cascade primarily focuses on ranged combat, though she can handle herself in melee. Her “high velocity impact sphere” are capable of many trick shots, like hitting an enemy, bouncing off, and then hitting that enemy again, or bouncing off several opponents in rapid succession.

Cascade lives in the now. She doesn’t dwell on setbacks very long and doesn’t carry a grudge. She’ll… SIGH… bounce back quickly. The only exception involves her parents, as her confidence gets replaced with anxiety and family melodrama.

Statistics

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

Skills- Acrobatics 8 (+14), Athletics 4 (+6), Ranged Combat: Spheres 10 (+14), Close Combat: Unarmed 4 (+8)
Advantages- Accurate Attack, Agile Feint, All-Out Attack, Great Endurance, Improved Aim, Power Attack, Quick Draw

Powers
High Impact Rebounding Velocity Spheres (Easily Removable -8, 12 points)

  • Ranged Damage 6, Secondary Effect (18)
    Ranged Multiattack 6 (1 point)
    Ranged Damage 6, Ricochet 3, Improved Critical 3 (1 point)

Rubber Body- Immunity 80 (Toughness, Limited To Physical Damage, Limited To Half Effect), Immunity 10 (Electricity) (37 Points), Protection 4
Bouncy- Leaping 4, Movement 1 (Safe Fall), Enhanced Advantage (Instant Up) (7 points)
Rubbery Fists- Strength Based Damage 2

Defenses
Dodge +12
Fortitude +8
Parry +12
Toughness +8
Will +6

Complications
Motivation: Independence- Cascade wishes to step out of the shadow of her parents.

Relationship Her parents will often visit, trying to get her to change her mind.

Sent Flying While having a rubbery body is generally pretty handy, occasionally some attacks might send her flying more so than usual.

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Phantasmic

On the outskirts of the former Lor Republic, there is a planet where the inhabitants study magic and science, seeing no reason to differentiate one form of knowledge from any other. The name of the planet has been scrubbed from memory, an arcane defense as many powerful spells require the knowledge of true names. Most people call it “Planet Hex”. Such precautions proved wise, as they were spared from what befell the rest of the Lor Republic, weathering the threats of Collapsar The Devourer, the Stellar Imperium, and now the Grue Unity.

Tristan Dramis is a young “Hexer” who wants to see the universe. A powerful illusionist, he hopes to attend a Freedom Legion try-out and have grand adventures (that’s what wizards are supposed to DO, right?).

Powers & Abilities
Phantasmic is an incredibly skilled illusionist, able to make detailed images and mirages that can fool nearly all the senses. He has two specific variations that he uses. The first is to create illusions so powerful that they can injure someone (with only strong-willed individuals being able to successfully “disbelieve”). His second trick? He spams mirror images of himself, blurs the perceptions of surroundings, and generally attempts to overwhelm people’s senses to such a degree that he is practically untouchable in combat. This takes a lot of concentration to maintain, but it is HIGHLY effective. He can also see right through any illusions others might pass off (so, while he CAN’T see through Ms. Magus’s disguises, as she is literally changing her shape, he can, for example, see through Ardor’s disguises.)

He has two mystic trinkets at his disposal. The first is a Ring Of Protection, a common enough magic charm that grants a bit of magic armor. The second is the Cloak Of Communication. It generates a sort of “translation field”, allowing everyone in Phantasmic’s general area to understand each other. It also allows him (and him only) to READ any language (quite handy when trying to decipher ancient arcane scrolls) and makes him slightly more appealing.

Playing Phantasmic
Tristan is an earnest and adventurous young man. He comes at superheroing from the perspective of a fantasy hero, and some superhero traditions are a bit odd to him. “Wait, you mean we DON’T go to the tavern to get info on the Tyranny Legion?!?”)

In combat, he uses his illusions to trick foes and aid allies, like hiding teammates behind an illusory wall to give them time to recover.

Statistics

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

Skills- Expertise: Magic 16 (+20), Sleight of Hand 16 (+20), Persuasion 6 (+8)
Advantages- Ritualist

Powers
Illusion Magic (Array)

  • Illusion 8 (All Senses) (40 points)
    Illusory Damage- Perception Range Damage 9, Alternate Resistance Will, Variable Descriptor 2 (Illusory Effects) (1 point)
    Where The @#$% Is He?!?- Immunity 80 (Dodge & Parry based attacks, Limited- Not Against Sufficiently Large Area Effects, Concentration Duration) (1 point)

Cloak Of Communication (Removable, -3 points, 12 points)

  • Comprehend 3 (Speak, Understand, Understood; Affects Others, Perception Range [Hearing]) Comprehend 1 (Read All Languages), Enhanced Advantage: Attractive (15 points)

Ring Of Protection (Removable, -5 points, 20 points)

  • Protection 8, Enhanced Dodge & Parry 8, Regeneration 1 (25 points)

You Can’t Fool Me- Senses 5 (All Senses Counter Illusions) (10 points)

Defenses
Dodge +9
Fortitude +4
Parry +8
Toughness +8
Will +15

Complications
Motivation: We’re Going To Strange & Distant Lands! Phantasmic is very much a fantasy wizard in outer space, and as such plays up the part.

Power Loss Like many wizards, Phantasmic can’t cast spells when he’s unable to move his hands or speak. Though with his skill in Sleight Of Hand, that may not be an issue for long…

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Sun Sobek

In the 20th century, the Egyptian God-hero Horus had countless adventures during what has been dubbed by Earthlings as “The Silver Age” and more than a few of these occurred in the vast reaches of space. On one such occasion, Horus found himself on the homeworld of the Jereid Hegemony, the so-called “alien-gators”. Horus’ ancient enemy, Set, manipulated events so that the Jereid ordered the Hawk Of Heliopolis, who had been separated from his weapon the Ankh Of The Avenger, to be put to death. But one member of the Jereid, Kebossk, saw through Set’s manipulations, and set out to right this grave injustice. Before Horus could be executed, Kebossk picked up the Ankh and, to the surprise of all (especially Set!), found he himself had the full powers of Horus and thus rescued the hero.

The Gods Of Heliopolis rewarded Kebossk’s valor by granting him the Flail Of Light, a weapon very similar to the Ankh, and Horus dubbed him “Sun Sobek”, in honor of his old friend, the crocodile-headed champion. The mantle of Sun Sobek has been passed down to other worthy Jereid throughout the years, with the current wielder of the Flail Of Light being Gargg’kin, a young Egyptologist who aided the Freedom Legion when Set tried to incite a war between the Hegemony and the Confederation of Planets.

Powers & Abilities
The Jereid are, essentially, humanoid alligators, and thus have many of the traits one would expect- they’re very strong and resilient, they can swim, and they can lay a hurtin’ on ya with their teeth and claws.

The Flail Of Light turns the bearer into Sun Sobek. It allows the bearer to fly, travel through space and to the realm of Heliopolis, and can generate bright light. Obviously, you can also hit someone with it, if you were so inclined.

The Flail Of Light is Indestructible, and can only be used by the Gods Of Heliopolis, those deemed “worthy” (GM’s call), and certain other beings of divine origins (ditto). Now, on very rare occasions, someone might wield the Flail who doesn’t meet these criteria; such instances count as a Complication, and the players should be awarded a Hero Point. When Gargg’kin is in his normal identity, the Flail appears as a normal umbrella.

Playing Sun Sobek
Sun Sobek tries to project great authority and presence. He will speak in a commanding, formal voice. This works when fighting villains, who will often hesitate when they hear “HO, VILLAINS! SURRENDER NOW OR THOU SHALT HAVE TO DEAL WITH THE RIGHT HAND OF HORUS!” Less so when he’s doing something more mundane. “GREETINGS, RESTAURANT WORKER! MY COMRADES AND I HAVE WORKED UP A MIGHTY HUNGER BATTLING THE FORCES OF INEQUITY, SO WE REQUEST THE LARGE SAMPLER PLATTER!

When he’s Gargg’kin, he tries to act like a mild-mannered, meek individual, wearing purposely ill-fitting tweed suits and glasses, stuttering and stammering his way through conversations. This works about as well as you would expect, as there aren’t many 7-foot tall alligator men on Earth to begin with, let alone in the Egyptology graduate program at Freedom City University.

In terms of raw damage, Sun Sobek might be one of the heaviest hitters in the Freedom Legion. He will often lead the charge, trying to take out as many foes as possible and draw their fire, knowing he can weather a LOT of damage, thereby protecting his teammates.

Statistics

Attributes
Strength 8*
Stamina 5*
Agility 5
Dexterity 0
Fighting 8
Intellect 0
Awareness 1
Presence 0

Skills
Ranged Combat: Flail 8 (+8)
Expertise: Egyptology 4 (+4)

Attributes
Interpose

Powers

Jereid Physiology- Claws (Strength-Based Damage 1) (1 point), Growth 4 (Permanent, Innate [+4 Strength, +4 Stamina, +2 Intimidation, -4 Stealth, -2 Dodge, -2 Parry]) (9 points), Protection 2 (Impervious) (4 points), Regeneration 1 (1 point), Senses 1 (Low-Light Vision) (1 point), Swimming 1 (1 point)

The Flail Of Light- (Removable, -19 Points, Indestructible, Feature: Restricted, Feature: Disguise) (78 points)

24 point Array

  • Ranged Damage 12 (24 points)
    Strength-Based Damage 4, Improved Critical, Improved Disarm, Reach 1, Penetrating 12 (1 point)
    Dazzle 12 (1 point)
    Environmental Control: Light 12 (1 point)

Feature 1 (Instant Change) (1 point)
Flight 10 (20 points)
Immunity (Life Support) (10 points)
Movement 4 (Dimensional Travel 2 [Mystical Dimensions], Space Travel 2) (8 points)
Senses 7 (Vision Counters All Concealment And Illusions) (7 points)
Protection 5, Impervious 10 (15 points), Super-Strength (Enhanced Strength 6, Limited to Lifting) (6 points)

Defenses
Dodge +3*
Fortitude +5*
Parry +6*
Toughness +12
Will +5

*Includes Growth modifiers

Abilities 38 + Skills 12 + Advantages 1 + Powers 95 + Defenses 4 = 150

Complications
Motivation: JUSTICE! Sun Sobek has sworn to cast the Flail Of Light across the cosmos, banishing the shadows of evil.

Enemy Sun Sobek has sworn to cast the Flail Of Light across the cosmos, banishing the shadows of evil.

Obligation The Gods Of Heliopolis occasionally may task Sun Sobek with a mission of great importance.

This was, if not the first character I wrote up for this project, then one of the first, and it shows, as he’s not QUITE as optimized as some of the other characters. In my defense, I hadn’t made up characters in some time, so I was getting back into practice. Still, I think he’s fun.

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I know nothing about model railroading, but I love going to the annual model train show in town because they’re just so into it and the work they put into it is impressive. This thread is like that, strong work Matt.

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Thank you. I’ve got a few more Freedom Legion characters, and then I’m going to switch over to a Liberty League Returns project. In Earth-Prime, the Liberty League was the M&M Justice Society pastiche, and I’ve always wanted to do something that’s an homage to the 90s JSA comic, which was just so awesome. (We’ll just kinda gloss over everything that happened in the mid-2000s.)

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I collected James Robinson’s Starman, but bailed on the JSA stuff afterward, I think because there were so many characters to keep track of.

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