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

If you thought there were a lot of characters when Robinson was writing, you should see all the characters they brought in around the time of Infinite Crisis when Geoff Johns and Alex Ross worked on it.

I won’t have nearly that many characters, and certainly not as many as the Freedom Legion characters I made for this thread (they’re a LEGION, they should have lots and lots of characters). About 8-10. Mainly, I want to do some expys and pastiches that M&M currently doesn’t have. Did you know there isn’t a character that’s like the Batman:The Brave & The Bold version of Aquaman? This needs to be rectified!

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Super Junior

On the edges of C.O.P. space, there exists a planet dedicated to preserving and honoring the legacy of the great super-powered pro wrestlers of years gone by. Rocky Jones, Parts Unknown, The Queen Of Hearts, La Liga De Metaluchadores, and more are all revered here. It was on this planet that Diego Hayashi of Earth studied, learning all of the secrets of grappling, from headlocks to high spots to “cutting a good promo” (his high Persuasion score). He now travels the cosmos with the Freedom Legion as Super Junior, one of the premiere luchadors of the 26th Century!

Powers & Abilities
Super Junior has no metahuman abilities; everything he does comes from extensive training. He can administer almost any type of submission hold, he’s extremely fast and agile, and his bare handed strikes (just bare hands mind you, no kicks or headbutts) pack quite a wallop.

Playing Super Junior
When out on team business, Super Junior almost always keeps “kayfabe”- using official code names and staying “in character”. Unlike many of your “I’ve trained to be one of the greatest hand to hand combatants” types, he’s quite the charmer, and can pour on the charisma when needed. He is a consummate showman, not only wanting to defeat the threat at hand, but do so with plenty of drama and excitement.

In combat, he goes on the offense, taking out who he can and softening up who he can’t for his stronger teammates to finish off. He’s confident in his abilities, but he’s not foolish; he knows when it’s time to make the “hot tag” to one of the more powerful Legion members.

Statistics

Attributes
Strength 4
Stamina 3
Agility 7
Dexterity 2
Fighting 12
Intellect 1
Awareness 5
Presence 4

Skills
Acrobatics 13 (+20), Athletics 9 (+13), Deception 6 (+10), Insight 5 (+10), Perception 5 (+10), Persuasion 10 (+14)

Advantages
Agile Feint, All-Out Attack, Assessment, Defensive Attack, Defensive Roll 3, Fast Grab, Improved Grab, Improved Hold, Improved Trip, Instant Up, Power Attack, Prone Fighting, Redirect, Set-Up, Takedown

Powers
Knife-Edged Chop- Penetrating Strength Damage 4, Limited To Attacks With Bare Hands (2 points)
Master Of 1,004 Holds- Enhanced Advangtage (Chokehold) Variable Descriptor 1 (2 points)
Quicker Than A Hiccup- Leaping 1, Movement 3 (Sure-Footed, Safe Fall, Wall-Crawling), Feature: Can Use Agility Instead Of Strength For Grappling Checks (8 points)

Defenses
Dodge +14, Parry +14, Fortitude +10, Will +10, Toughness +6/+3

Complications
Motivation: 100% Babyface

Spot Monkey Super Junior will often forego simple attacks in lieu of a “cool spot” to “pop the crowd”. Why defeat the supervillain with a simple punch when you can perform a tackling dive from the roof of a building?

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Tomorrow Girl

Alt Pic

Teresa Moreno was an orphan girl living in Emerald City in the 1960s. Rather than bemoan her lot in life, Teresa managed to keep a positive outlook. “Tomorrow is just around the corner, and who knows what great things it will bring?” Then, one day, the time traveling mad scientist Dr. Mayhem (see Freedom’s Most Wanted for M&M 2e! *Ed.) came to town. He soon got into a pitched battle with the Guild Of Justice, Emerald City’s now-forgotten Silver Age team. During the fracas, a stray beam of chronal energy hit Teresa, dazing her momentarily. When she got her bearings, she wasn’t in Emerald City anymore, or, if she was, it was entirely unfamiliar. A man in a black jumpsuit with silver boots and a pocketwatch was standing over her smiling. Closing his pocketwatch, he helped her to her feet. “Ah, good, I’ve been expecting you. You’re a bit early, but that’s fine. I’m the Clockwatcher.” He then gestured skyward, where another super battle was taking place, but this time with heroes and villains that Teresa didn’t recognize. “They’ll need help, you know”, the stranger said. Just then, one of the heroes began falling from the sky. Without realizing it, Teresa flew into the sky and caught the purple-skinned young man with a fire symbol on his chest. And that was how it started.

The chronal energy granted Teresa incredible powers of strength, speed, and durability, as well as limited senses regarding the flow of time. Now, as Tomorrow Girl, she hopes to have more adventures in the 26th century. More than that, she now has something that was missing in the 1960s- friends and family in the Freedom Legion. Tomorrow brought great things indeed.

Powers & Abilities
Tomorrow Girl is incredibly strong and remarkably resilient to physical harm. She’s also quite fast and can fly. She can even survive the vacuum of space, though she can’t quite make the journey to other planets yet, at least without the journey taking a VERY long time.

Playing Tomorrow Girl
Tomorrow Girl is a sweet, optimistic young woman, the kind you’d expect to find in a Silver Age comic book. She is always look at the bright side of everything. She’s a bit naive, especially when it comes to to future technology and alien species, but people are people, and she believes that deep down people are basically good, no matter what planet they’re from.

In combat, Tomorrow Girl doesn’t try anything fancy. Her powers are still new, after all, and she doesn’t quite know the full extent of her potential. So, she sticks with simple punches and follows the lead of her teammates.

Statistics

Attributes

Strength 10*
Stamina 10*
Agility 4
Dexterity 1
Fighting 4
Intellect 2
Awareness 4
Presence 3

Skills
Close Combat: Unarmed 6 (+10)
Insight 4 (+8)
Perception 4 (+8)
Persuasion 4 (+7)
Ranged Combat: Throwing 4 (+5)

Advantages
Beginner’s Luck, Jack Of All Trades, Takedown 2

Powers
Girl Of Tomorrow- Enhanced Strength and Stamina 10 (40 points)
Temporal Senses- Senses 3 (Danger Sense, Temporal Awareness, Time Sense) (3 points)
Time Flies-Flight 8 (16 points), Quickness 2 (2 points)
Tomorrow Never Dies- Enhanced Advantage (Diehard), Immunity 10 (Life Support), Impervious Toughness 10, Regeneration 3 (24 points)

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

Abilities 36 + Skills 11 + Advantages 4 + Powers 85 + Defenses 14 = 150

Complications
Motivation: Goodness Teresa is, quite simply, a nice, cheerful girl who just wants to help everyone.

Anachronism While she likes the 26th Century, there’s still a LOT she has to learn.

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Zero Lad

(Please ignore the Rob Liefeld-esque hands; aside from that, this picture was nearly perfect for the concept I had)

Zerran Null’Cephir comes from a long line of heroes. Family tradition has it that they’re descended from the Zultasian hero Zefir In’Dego, better known to Earthlings as Indigo of The Newcomers, who used the Nightstone (*but Word Of God from the staff at GR before the Atomic Think Tank shut down is that it’s not THE Nightstone used by Blackstar to found the Blackguards; comics, everybody!) to fight crime on Earth and across the galaxy in the 1970s. In the following centuries, his descendants were a key part of the resistance against the Stellar Imperium. Once the Imperium fell only to be replaced by the Grue Unity, Zerran eagerly joined with the Resistance.

When his cell had learned that the Unity discovered an Imperium weapons lab, they decided that letting whatever the scientists there had been working on fall into Grue hands would be a Very Bad Thing. Once there, Zerran found the prototype device, whatever it was, just as the Grue arrived. During the pitched battle, the device was destroyed, but not before bathing Zerran in strange energies. It turns out that it was a Zero Zone projector, and it had linked Zerran to that dimension. Realizing that he was now an increased target to the Grue and a liability to the Resistance, he was smuggled out to C.O.P. space. He joined the Freedom Legion in the hopes that they will help liberate the Zultas system and all the other planets of the former Imperium from the Grue Unity.

Powers & Abilities
Zero Lad is connected to the Zero Zone, a phantom like realm of quantum improbability that has been used as a prison for beings too powerful and too dangerous to be in normal reality. As such, he has two primary abilities tied to that realm.

The first is that he can turn intangible with an impressive degree of control and precision; for example, he can turn his chest intangible while leaving his fists solid. Second, he can channel the quantum improbability of the Zero Zone to manipulate luck, aiding his allies and hindering foes.

Playing Zero Lad
Zero Lad, having been part of a Resistance movement under a tyrannical intergalactic empire, is a bit serious at times. He’s learning that not every second brings a risk of soldiers storming in. Still, he’s trying to convince the rest of the Freedom Legion that they need to be more proactive.

In combat, Zero Lad is absolutely aware that his powers are more suited to stealth and sabotage, and sticks to that.

Statistics

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

Skills
Acrobatics 6 (+10)
Deception 8 (+11)
Insight 8 (+12)
Investigation 6 (+10)
Perception 6 (+10)
Persuasion 6 (+9)
Sleight Of Hand 10 (+14)
Stealth 10 (+14)
Technology 4 (+8)

Advantages
Connected, Contacts, Hide In Plain Sight, Well-Informed

Powers
Probability Manipulation- Luck Control 4, Enhanced Advantage (Luck 5), Affects Corporeal 4 (21 points)

Zero Mass- Insubstantial 4, Precise (21 points), Immunity 10 (Life Support, Limited to While Insubstantial) (5 points), Flight 1 (2 points)

Defenses
Dodge +6
Fortitude +6
Parry +8
Toughness +3
Will +9

Complications
Motivation: Freedom Zero Lad feels duty bound to stand up against all forms of tyranny and oppression.

Living Gateway- While he himself has not figured out how to get in or out of the Zero Zone, items sometimes have a tendency to just… vanish when he’s around. More concerning, there’s always the chance that something, or someONE, could find a way to use him to get OUT of the Zero Zone. And if they were in there in the first place…

And that’s it for all the Freedom Legion characters I currently have at the moment. Next, we return to the modern day for some heroes inheriting the mantle of the Golden Age!

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Sterling Silverback

In the 1940s, Professor Perilous was a C-list mad scientist and foe (more like nuisance) of the original Bowman & The Arrow. He schemed alone in his laboratory hideout, his only company his gorilla, that he kept as a potential subject. While he experimented, he’d leave the gorilla alone to listen to the radio, usually a drama about a popular lawyer. One day, the police raided the “good” Professor’s lab, but he was confident that he’d be left alone. After all, there were no witnesses to any of his many crimes and no evidence. To the shock of everyone, the gorilla spoke! He cooperated with the police, pointing out needed evidence, and pledged to be a material witness, if necessary, provided Professor Perilous got a fair trial. It seems that the radio drama instilled the ape with a love and appreciation for the law and the judicial system. Fletcher Beaumont (the civilian identity of the Bowman) ran the story on the front page for weeks (“Monkeys sell newspapers!”), and offered to pay for the gorilla to attend college and law school. The ape got his degree and passed the bar, thus beginning the legal career of Sterling Silverback, Attorney at Law, one of the strangest lawyers in the history of Earth-Prime.

When Jenni Rocket decided to revive the Liberty League, Sterling was one of the first people she called. In addition to having lived through the Golden Age, he has an incredible legal mind; since the original Liberty League was dissolved in part by an act of Congress, Jenni wanted to make sure there were no legal impediments to the new team’s existence.

Powers & Abilities
… He’s a talking gorilla! Okay, that’s a bit of an oversimplification, but the fact is that he’s very intelligent, but otherwise little different than an average ape. He is remarkably vital considering his age, prompting many to speculate just what the heck Professor Perilous was working on.

In addition to his formidable legal mind, Sterling has an uncanny knack for getting at the truth by engaging someone in conversation. (Whether this is an actual superpower, like a specialized form of telepathy, or simply a talent, not unlike a certain detective who’s known to ask “Just one more question…”, is left for the player and GM to determine.)

Playing Sterling Silverback
Out of the courtroom, Sterling is a jovial fellow with a wry wit. He’s familiar with Earth-Prime’s other famous talking ape of similar origins, the supervillain Dr. Simian, and while he’s sympathetic to the Doctor’s stated goals, he absolutely condemns the methods that Simian undertakes. “Though, I must say, his taste in brandy and cigars is exquisite.”

Sterling is very much built for adventures focused around mysteries and role-playing (speaking of, there are rules for courtroom dramas and trial proceedings found in Danger Zones, from Green Ronin Publishing), though he is more than capable of handling himself in a fight, if need be. An excellent public speaker, he’ll use his mastery of rhetoric to get opponents to hesitate in combat from time to time.

Statistics

Attributes
Strength 6*
Stamina 6*
Agility 2
Dexterity 1
Fighting 6
Intellect 6
Awareness 5
Presence 3

Skills- Acrobatics 6 (+8), Athletics 4 (+10), Close Combat: Unarmed 8 (+14), Deception 10 (+13)Expertise: Law 14 (+20), Expertise: Politics 8 (+14), Insight 9 (+14), Intimidation 4 (+9), Investigation 4 (+10), Perception 6 (+11), Persuasion 11 (+14), Stealth 6 (+4)
Advantages- Agile Feint, Connected, Daze (Deception) Defensive Roll 3, Eidetic Memory, Fascinate (Persuasion), Skill Mastery (Expertise: Law), Well-Informed
Powers
Talking Gorilla- Feature (Prehensile Feet), Growth 4 (Permanent, Innate; +4 Strength & Stamina, +2 Intimidation, -4 Stealth, -2 Dodge & Parry), Senses 2 (Acute Smell, Low-Light Vision) (12 points)
Knows What To Ask- Mind Reading 6 (Sense-Dependent, Subtle) (7 points)
Been Around Awhile- Immunity (Aging) (1 point)

Defenses
Dodge +9
Fortitude +8
Parry +11
Toughness +9/ +6
Will +12

Complications
Motivation- Justice While Sterling believes in the law, he also believes it means absolutely nothing unless applied equally to all, tempered with mercy and wisdom.

Obligation While he lets his law firm run itself, he does on occasion need to appear in court.

Reputation Many supervillains don’t care for him, as he’s stymied many of their plans over the years. Conversely, many heroes an unfair opinion of him, as he’s represented a few supervillains in court. “Even a sorcerer attempting to conquer the world is entitled to plead their case before a jury.”

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Lady Neptuna

House Neptuna was one of the staunchest supporters of King Theseus of Atlantis, better known to surface dwellers as Sea-King of the Freedom Legion. When the lord and lady of the House were murdered in a raid by Deep Ones, their daughter, Ariadne, was named a ward of the Royal Court. However, none of the royal family had time to mentor the young girl, save the Queen Mother Evelynn, who had been the Golden Age heroine Siren from the surface world. Evelynn was delighted to have another child to look after, and regaled young Ariadne with tales of her exploits and those of her teammates, the Liberty League. The young girl always took in every word, enraptured by the stories of grand heroism and high adventure. She resolved that one day, she too would be a superhero.

The years passed and Ariadne grew up, inheriting the title of Lady Neptuna. When Jenni Rocket contacted Theseus about an Atlantean representative in the new Liberty League, he thought back to his last conversation with Ariadne, as she would often try to “advise” him on matters of state.

"Egad, man! No wonder the surface dwellers are so mistrusting of us, the way you always carry on with that foul temper and sourpuss on your face! Are you… not regular? Is that the problem? Quick! Get the King some seaweed! The state of Atlantis, nay, perhaps the entire WORLD, depends on His Majesty getting more dietary fiber!"

Theseus quickly (perhaps TOO quickly) recommended Ariadne, who eagerly accepted.

Powers & Abilities

House Neptuna rose to prominence for the ability of some members to detect and/ or manipulate geological activity, which allowed them to locate geothermal vents to use for power, and Lady Neptuna is no exception, as she has a “tremorsense” that allows her to feel vibrations across a distance, and can even cause the ground to shake with an impressive degree of control. This has come as a shock to many, not expecting a hero from the sea to be able to generate an earthquake! Aside from the that, she’s quite adept at encouraging allies, stirring them to greatness with a rousing speech or even perhaps a rousing song of heroism. (Please note that unlike Siren or Prince Telemachus, she has no skills or advantages that would indicate she’s a good singer. Please also note that this will absolutely not stop her from singing.)

Playing Lady Neptuna
Lady Neptuna is larger than life- big and boisterous with a positive outlook on anything. She’s quick to turn anything into a grand adventure, no matter how mundane (“Come, comrades! It is time to file paperwork! We have case files of our last adventure to document! Record keeping is one of the primary foundations of superheroics!”), and is always ready to offer an encouraging word and a hearty pat on the back.

In combat, she leaps into the fray; being a powerhouse, she knows that she can dish out and take punishment that some of her teammates can’t. She is also quite adept at using her earth tremor powers to keep opponents off of their feet, usually with some kind of pun, like “I think it’s high time we SHOOK things up a bit!” She loves puns.

Statistics

Attributes
Strength 10
Stamina 10
Agility 6
Dexterity 2
Fighting 6
Intellect 1
Awareness 4
Presence 4

Skills- Athletics 6 (+10), Close Combat: Unarmed 4 (+10), Expertise: Golden Age Supers 10 (+11), Perception 6 (+10)
Advantages- Benefit (Atlantean Nobility), Inspire 5, Languages 1 (English, Atlantean native), Leadership
Powers
Atlantean Physiology- Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation: Aquatic), Senses 1 (Low-Light Vision), Swimming 4 (8 MPH) (10 points)
Tremorsense- Senses 3 (Extended Range Acute Touch) (3 points)
Quake- Selective Burst Area Affliction 9 (Resisted By Dodge, Overcome By Fortitude, Dazed & Vulnerable, Stunned & Prone; Extra Condition, Limited Degree, Limited To On The Ground) (18 points)
Defenses
Dodge +10
Fortitude +10
Parry +10
Toughness +10
Will +8

Complications
Motivation- Let’s Go, Old Chum! Lady Neptuna thinks that being a superhero is just about the keenest thing that anyone can do. “Of course, ANYONE can be a hero in their day to day lives, whether it be the baker who bakes a loaf of bread, thus nourishing their customers, or the sports team mascot who runs around in a funny suit! Why, I have a song for just such an occasion…”

Dehydration Like all Atlanteans, if she spends too long without being immersed in water, she’ll gain levels of fatigue.

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Freedom Eagle II

Michael O’Connor Sr. was a brilliant inventor, engineer, and businessman who was also the superhero known as the Freedom Eagle. His son Michael O’Connor Jr. is an incredibly savvy politician currently serving as a United States Senator. His other son, Tommy? Well… Tommy has neither his father’s genius nor his brother’s political acumen and ambition. He’s got a good heart, though. He’s never done much, save trying to make it as a writer (unsuccessfully), though he’s mainly drifted from one job or another.

When Michael Sr. finally passed, Michael Jr. got a call from Tommy, saying he finally knew what he wanted to do with his life. Michael had business in Freedom City anyway, so he decided to pay his little brother a visit, find out what he had planned. Then he saw the flight harness. Tommy saw his brother’s reaction and spoke. “Look, I can’t do what you do, but someone should carry on for dad in someway. I don’t have much going on, so I may as well do this.”

“… Do you even know how to use that thing?”

Tommy looked at the harness he was buckling together, shrugged, then waggled his hand. “Eh.”

Michael sighed, then pulled out his cell phone. “If you’re going to do this…” Then he dialed. “Jenni? It’s Michael. I’ve got a deal for you.”

Powers & Abilities
The flight harness developed by the original Freedom Eagle allows the wearer to fly at great speeds, and provides it’s user with enhanced strength and durability. Before he passed, Michael Sr. also developed gauntlets using the same materials as the harness; so far, Tommy has only figured out how to use them to fire off beams of gravitic force.

Playing Freedom Eagle
Tommy is very new to the superhero business, despite having a superhero for a father. As such, he doesn’t get many of the tropes; he wants to maintain a secret identity, but aside from the goggles, has put zero effort into his costume.

He’s quickly found himself being considered by the rest of the new Liberty League as one of the “heavy hitters”, something he’s not sure he’s comfortable with. After all, it’s basically the suit, right?

In combat, he stays aloft, blasting foes and occasionally mixing it up hand-to-hand. He’s hoping to find some of his dad’s old notes, maybe figure out what else the gear is capable of.

Statistics

Attributes
Strength 0/ 8 With Harness
Stamina 2
Agility 2
Dexterity 2
Fighting 2
Intellect 2
Awareness 2
Presence 3

Skills- Close Combat: Unarmed 10 (+12), Deception 6 (+9), Expertise: Writing 8 (+10), Insight 8 (+10), Perception 6 (+8), Persuasion 6 (+9), Ranged Combat: Gravity Powers 8 (+10),
Advantages- Defensive Attack, Evasion 2, Favored Environment (Air), Improved Critical (Gravity Blasts), Improved Defense, Improved Initiative, Move-By Action, Teamwork
Powers
Winged Harness (Removable, -14 points, 56 points)
Flight 8 (500 MPH) (16 points), Enhanced Strength 8 (16 points), Enhanced Dodge & Parry 10 (20), Protection 6 (Impervious 8) (14 points) Movement 2 (Environmental Adaptation- Zero Gravity, High Gravity) (4 points)

Gravity Gauntlets (Removable, -4 points, 16 points)
Gravity Blasts- Ranged Damage 10 (20 points)

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

Complications
Motivation: Doing Good Tommy is just a nice guy who wants to carry on his father’s heroic legacy, albeit in his off-beat, easygoing way.

Relationship While Michael and Tommy are as different as night and day, they always have each other’s back.

Secret He keeps his identity as the new Freedom Eagle a secret, not so much for his own sake, but to not tarnish the reputation of Michael. Of course, this is one of the few instances where a villain is more likely to try to target the hero to get at the relative than the other way around.

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I’m quite relieved that this character is, in fact, a lawyer. I saw his name and artwork and all I could think of was “Sterling silverback, attorney at law.” Nailed it.

Thanks. I was trying to come up with a really Golden Age-y type of character and “Gorilla who learned to talk by listening to Perry Mason on the radio” is nailing the dismount, if I say so myself.

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Arrow IV

Isabelle “Izzy” Quinn grew up in one of the many boxing gyms founded by her great grandfather Timothy Quinn, who she idolized. Not only did he start a successful chain, but he was also the second hero to take on the name the Bowman. Izzy was determined to take up his mantle, training everyday, so that one day she could be the first Lady Bowman (or Bowgirl, she’s still workshopping the exact alias, but you get the gist). She was crushed when she learned that someone else had beaten her to it, her stupid cousin Fletcher Beaumont III. (“He’s not even my real cousin, he’s like… a sidekick-in-law!”). But she wasn’t dissuaded so easily. Timothy Quinn had another legacy, one that hasn’t been talked about in decades. Before he was the Bowman, he was Arrow, the sidekick of the original Bowman. So Izzy took up that mantle instead. Now, she fights crime, driven by that most honorable motivation… to show that jerk Fletcher who the best superhero in the “family” is. And while he’s still a better shot than she is (“JERK.”), she’s a MUCH better hand-to-hand combatant than he is, as a result of all that time spent around boxers (“Eat it, Fletcher.”)

Powers & Abilities
Arrow has no metahuman abilities, all her skills come from years of training. She’s an accomplished archer, though as noted not quite as good as the current Bowman. She is also an exceptionally talented boxer, a fact that some supervillains have learned to their chagrin, assuming that once they take away her bow she’s helpless.

She also has numerous trick arrows at her disposal; the three listed are just examples of what she might have in her quiver. Players are encouraged to swap them out for other effects costing 18 power points.

Playing Arrow
Arrow is cocky and headstrong. Aside from her admittedly petty rivalry with the Bowman, she is very committed to doing right by the Arrow legacy.

In combat, she’ll keep her distance and use her trick arrows to hinder foes, but, as alluded to, she is MORE than capable of holding her own in a fist fight. She might be the best hand-to-hand combatant on the team.

Summary

Attributes
Strength 2
Stamina 2
Agility 6
Dexterity 6
Fighting 8
Intellect 1
Awareness 3
Presence 3

Skills- Acrobatics 6 (+12), Athletics 10 (+12) Close Combat: Unarmed 10 (+18), Ranged Combat: Bows 4 (+10), Insight 6 (+9), Perception 6 (+9), Stealth 5 (+11), Sleight Of Hand 5 (+11)

Advantages- Accurate Attack, All-Out Attack, Assesment, Defensive Attack, Defensive Roll 4, Evasion, Improved Aim, Improved Critical 2 (Bows), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Instant-Up, Power Attack, Precise Attack 2 (Ranged, Cover & Concealment), Quick Draw, Ranged Attack 4, Skill Mastery (Ranged Combat: Bows), Takedown, Ultimate Effort (Aim)

Powers
Bow & Arrows (Easily Removable -8 points) (12 points)

  • Armor Piercing Arrow (Ranged Penetrating Damage 6) (18 points)
  • Knockout Gas Arrow (Ranged Cloud Area Affliction 6, Resisted & Overcome By Fortitude, Fatigued, Exhausted Asleep) (1 point)
  • Grease Slick Arrow (Ranged Burst Area Affliction 6, Resisted & Overcome By Dodge, Hindered & Vulnerable, Defenseless & Prone; Alternate Resistance, Extra Condition, Limited Degree) (1 point)

Defenses
Dodge +10
Fortitude +9
Parry +14
Toughness +6/ +2
Will +9

Complications
Motivation: Rivalry Arrow really, REALLY wants to show up the Bowman however she can. Hopefully, this is something she’ll move past.

Responsibility Though neither one will admit it, both the Bowman and the Arrow have the same desire to carry on the legacy and make their predecessors proud.

2 Likes

The White Rose

Despite being the age of “The Mystery Man”, the 1930s through the 1950s saw the United States equally fascinated with the Western, tales of cowboys and gunslingers battling injustice (a rose-colored look on American history, to be sure). A curious result of this was the rise in popularity of “The Singing Cowboy”, clean-cut actors and musicians starring in films, serials, comics, and radio programs. Of these, one of the most popular was Gabriel Gonzalez, the so-called “Gallant Gaucho”, whose beautiful voice and chiseled good looks captured the hearts and minds of America. Gabe had a statistically improbable number of adventures for a celebrity during his career, battling Fifth Columnists, mobsters, mad scientists, fiendish cults, and even one time crossing paths with the Crime League member The Maestro; the sonic-supervillain apparently was no fan of Gabe’s music, but admittedly, he’s not a fan of ANY music that isn’t his own. He only had one known adventure with the Liberty League, though his weekly radio program was a fixture in the Liberty League HQ.

Years later, Gabriela Gonzalez, named for her great-grandfather, was an incredibly popular singer in her own right. Called “The White Rose” on account of her beauty and her fondness for wearing all-white outfits, Gabriela has had numerous #1 hits. She was approached by Jenni Rocket because the speedster understandably but incorrectly assumed a connection between Gabriela and the Golden Age heroine known as the White Rose. There wasn’t (as far as anyone knows, anyway), but Gabriela quickly talked herself onto Jenni’s new team regardless, wanting to follow in the footsteps of The Gallant Gaucho.

Powers & Abilities
The White Rose is an incredibly talented singer, and she has a few sonic powers at her disposal (possibly as a result of Gabe’s encounter with the Maestro), most notably a hypnotic voice and a damaging scream. It’s quite possible she’ll develop other talents as time goes by.

She also has the pistol once carried by her great-grandfather; with it, she can “fan the hammer” or make trick shots, bouncing a bullet off of something. Curiously, there have been no documented cases of anyone having died after being shot by the Gallant Gaucho’s revolver.

Playing The White Rose
She certainly looks the part of an adventurer, but skill wise she’s not quite there yet. She’ll use her sonic powers and pistol to soften up foes, then “get out of Dodge” because she can’t take a hit yet.

Her “white hat” image isn’t just a carefully crafted media persona; she genuinely tries to live by the values espoused by Gabriel and the othe cowboy heroes of the Golden Age.

Statistics

Attributes
Strength 1
Stamina 2
Agility 4
Dexterity 5
Fighting 4
Intellect 2
Awareness 4
Presence 6

Skills - Acrobatics 6 (+10), Athletics 10 (+12), Expertise: Singing 14 (+20), Insight 6 (+10), Perception 6 (+10), Persuasion 10 (+16) (24), Ranged Combat: Pistol 8 (+13)
Advantages - Animal Empathy, Attractive 2, Benefit 2 (Indepently Wealthy), Defensive Roll 2, Fascinate (Expertise: Singing), Languages 1 (Spanish, English native), Quick Draw, Skill Mastery (Expertise: Singing)
Powers
What A Voice! (Array, 28 points)

Fascinating Song- Cumulative Hearing Area Affliction 9 (Resisted & Overcome By Will, Entranced, Compelled Controlled), Concentration Duration, Instant Recovery (27 points)
Sonic Blast (Cone Area Damage 10) (1 point)

Pearl Handled Pistol (Easily Removable -4 points, Quirk: Can’t Inflict The Dying Condition -1, 5 points)

Ranged Multiattack Damage 3 (9 point)
Ranged Damage Attack 4, Ricochet 1 (1 point)

Defenses
Dodge +8
Fortitude +8
Parry +8
Toughness +4/ +2
Will +10

Complications
Motivation: The Code Of The West Like her great-grandfather, The White Rose has very well defined notions of what’s right and wrong, including but not limited to never shooting first, always being honest (not easy to do in the entertainment industry!), and helping anyone in need.

Fame Being an incredibly successful recording artist, The White Rose’s celebrity status sometimes is a hindrance.

1 Like

Dr. Atom II

Dr. Andrea Tamayo was just a plain ordinary (if you consider someone with a genius level intellect “ordinary”) physicist in Arizona. Until one day, when she was experimenting with quantum particles. An accident ensued, knocking her over. She was helped up to her feet, a strange occurrence, because she had been alone in the lab at the time. The strangeness continued when she looked up and saw the person who had helped her up looked exactly like her! She gasped, and the double disappeared.

Andrea thought about this, taking time off for about a week to process what happened. During that time, a rampaging monster appeared in the city. She found she could teleport to the scene. She quickly studied the monster (a giant gopher), zapped back to the lab, and came up with a device that returned the creature to normal. Reporters quickly descended on her asking numerous questions. When she answered as best she could, one of the journalists quipped, “She’s a regular Dr. Atom!” The name stuck, despite her protests.

She continued to deal with high strangeness, even meeting the Atom Family, who gave her their blessing to use the alias. Jenni Rocket contacted Dr. Atom, as she felt the team could benefit from her scientific expertise.

Powers & Abilities
Dr. Atom has a brilliant scientific mind, being able to react fast on account of her intellect and whipping up hi-tech gizmos when the situation arises. She has limited teleportation abilities, and she can also summon a quantum duplicate who’s practically indistinguishable from her.

Playing Dr. Atom
Dr. Atom has very much lived the stereotypical “sheltered academic” life, and as such, outside of her scientific prowess, her skills in the field are somewhat limited. Part of the reason she agreed to be on the team was to expand her horizons and become more well-rounded. She doesn’t have a lot of (read: ANY) experience with the supernatural yet, so she’ll struggle when faced with magical opponents, saying things like “That’s scientifically impossible!”

In the field, she’s well aware of her limitations. She’ll use her teleport abilities for recon, and summon her duplicate to help (two heads are better than one). To her credit, she’s quite good at assisting teammates.

Statistics

Attributes
Strength 1
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 10
Awareness 4
Presence 2

Skills- Close Combat: Unarmed 2 (+6), Expertise: Physics 10 (+20), Technology 10 (+20)
Advantages- Defensive Roll 2, Eidetic Memory, Improvised Tools, Inventor, Languages 1 (Spanish, English native), Skill Mastery (Expertise: Physics), Skill Mastery (Technology), Teamwork
Powers
Speed Of Thought- Feature 1 (Can Use Intellect Instead Of Agility For Initative)
Bilocation- Summon Duplicate 8, Heroic (32 points)
Quantum Relocation- Teleport 8 (Change Direction, Change Velocity, Turnabout) (19 points)

  • Castling- Teleport 8 (Accurate- Wherever Duplicate Is, Easy, Extended, Limited To Switching Places With Duplicate, Medium- Duplicate, Subtle) (1 point)

Defenses
Dodge +8
Fortitude +9
Parry +8
Toughness +4/ +2
Will +10

Complications
Motivation: Responsibility Dr. Atom didn’t ask to be a superhero, but if she’s going to have powers, then she’s going to use them and her scientific knowledge to help as many as she can.

Weirdness Magnet “I believe that the accident that gave me my powers fundamentally altered quantum probability on a fundamental, subatomic level, centered on me personally.” Translation- strange things tend to gravitate towards her.

Gumshoe

Steve Gumm was just your average private dick, living from case to case, making enough bread to pay the bills. He had built a solid reputation of never giving up, though. “Steve will stick to something like… Uh…” Until one day when the job he was on put him right in the crosshairs of a group of Fifth Columnists experimenting with a new chemical weapon. Steve was doused with strange chemicals, but instead of killing him, he found he had incredible powers of elasticity! He used his new abilities to knock those Axis back on their heels (or those heels got knocked on their Axis, whichever you prefer), thus beginning the career of Gumshoe, Chicago’s newest mystery man.

Through the years, Gumshoe had many strange capers and cases, and then seemed to disappear. When Jenni Rocket decided to revive the Liberty League, he called her, saying he may have some leads if she was interested.

While some dismiss Gumshoe as noir cosplayer doing a half-baked Bogart impression, he’ll point out that’s not true. “Sometimes I do Cagney, or Edward G. Robinson. Even Peter Falk from time to time.” The truth is that this is a carefully crafted persona hiding a fine investigative mind.

Powers & Abilities
Gumshoe is able to stretch his body to lengths of up to 500 feet away. He can also enlarge his fists to deliver a mighty punch, using his stretchy abilities to wallop opponents from unexpected directions. He’s also able to “bounce” or he can elongate his legs to move somewhat faster than the average human (approximately 8 MPH).

Playing Gumshoe
Gumshoe loves playing up the joke of being a cartoon detective, so he’ll self-narrate and use slang that’s decades out of style. “Fix your peepers on the palooka heading our way!” Much like other famed detectives, he’ll play the fool to lull people into a false sense of security while he’s gather information and hoping they make a critical error.

In combat, Gumshoe is quite adept at tangling foes up with his stretchy form. He’s physically resilient and capable in a fight, though he much prefers to match wits.

Statistics

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

Skills- Close Combat: 10 (+14), Deception 4 (+7), Expertise: Streetwise 8 (+11), Insight 8 (+13), Investigation 10 (+13), Perception 8 (+13), Persuasion 4 (+7), Vehicles 4 (+6), Stealth 4 (+10)
Advantages- Benefit: Ambidexterity, Fast Grab, Improved Grab, Improved Hold, Instant Up, Tracking
Powers
Elastic Locomotion- Movement 6 (Safe-Fall, Slithering, Sure Footed 2, Swinging, Wall-Crawling) (12 points), Speed 2, Leaping 2 (4 points)
Rubbery Body- Protection 4, Immunity (Aging) 1
Stretchy- Elongation 6
Super-Sized Knuckle Sammich- Strength Damage 4 (+6 Damage), Indirect 4 (8 points)

Defenses
Dodge +10
Fortitude +11
Parry +10
Toughness +8
Will +9

Complication
Motivation: Curiosity There are a lot of mysteries that have gone unsolved, and Gumshoe aims to close the book on as many as possible.

Out Of The Past Gumshoe has had many adventures over the years, and something from some of them might come back to haunt him.

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Mr. Spectre

David Hughes had an unremarkable life. He worked a 9-5 job in Emerald City, and, if not happy, he couldn’t say he was unhappy either. It was an average life for an average man. And then, things changed. There was no big catalyst, it’s just that one day, he began to hear whispers, see things out of the corner of his eye. He paid it no mind.

Then, one night, a spectral figure appeared before him. He said he was Tom Kovack, the Golden Age mystery man known as Dr. Spectre. He appeared before Dave because Dave had “the sight”, having the ability to see and communicate with ghosts. Dave’s response was succinct. “… Huh.”

With an initiative that was somehow both brave and laconic, Dave began his career trying to help wayward spirits finish up whatever is keep them here on the mortal realm as Mr. Spectre. When asked why he doesn’t go by “Doctor Spectre” he responds with, “I never went to medical school.” It was Tom who directed Dave towards Jenni Rocket, and Dave went along, with his wry comments and desire to help. After all, he knows there’s SOMETHING afterwards now, might as well curry favor in the meantime.

Powers & Abilities
Mr. Spectre can see and talk to ghosts. And sometimes living people who’s soul is out of their bodies (like astral projectors). He can even sometimes tell when someone is being possessed by a ghost.

In addition, the denizens of the spirit world recognize that Mr. Spectre is their best shot of affecting the material world in a meaningful way, and so do their level best to keep him from harm. They can also sometimes be cajoled into actively aiding a situation, though this is about a 50/50 proposition (the Thieves’ Guild going on a crime spree is none of their business, after all).

Playing Mr. Spectre
Mr. Spectre has, pardon the expression, a deadpan wit about his current situation. He does what he can, but he’s really not used to this super stuff. Still, he’s made of stern stuff. “At breakfast, a woman with grievous wounds started screaming at me while I was eating my oatmeal; no, the rampaging horde of killer robots doesn’t really frighten me.”

In combat, he’ll try to get the ghosts to do something to help. Failing that, since he knows they’ll protect him from all but REALLY dangerous stuff, he’ll rush forward, eating up damage.

Statistics

Attributes
Strength 0
Stamina 0
Agility 0
Dexterity 0
Fighting 0
Intellect 3
Awareness 4
Presence 4

Skills- Deception 4 (+8), Expertise: Current Events 6 (+9), Expertise: Popular Culture 6 (+9), Insight 6 (+10), Perception 5 (+9), Persuasion 7 (+11),
Advantages- Beginner’s Luck, Fearless, Jack Of All Trades, Luck 5
Powers
Friends On The Other Side- Impervious Protection 10 (20 points), Enhanced Dodge & Parry 10 (20 points), Movement 1 (Safe Fall) (2 points)
I See Dead People- Comprehend 2 (Spirits) (4 points) Senses 10 (Vision & Hearing Counter Concealment, Limited To Ghosts And Spirits) (5 points), Senses 4 (Postcognition, Detect Ghosts, Ranged [Mental]) (6 points)
Poltergeist- Perception Ranged Damaging Move Object 10, Unreliable (30 points)
Defenses
Dodge +10
Fortitude +6
Parry +10
Toughness +10
Will +14

Complications
Motivation: There But For The Grace Of God Confirmation of some kind of afterlife does wonders for one’s behavior. Mr. Spectre has resolved to live a good, kind life with no unfinished business or regrets.

The Dead Talk Back Some of the departed tend to have skewed views of what’s important, time not being an issue for them the way it is for the living, and so often ask Mr. Spectre for favors at inopportune times, like in the middle of dinner or during a fight with a supervillain.

Power Loss All of Mr. Spectre’s abilities stem from his connection with the spirit world. In short, if there aren’t any ghosts around, he’s VERY limited in what he can do.

2 Likes

Commander USA II

Lt. Commander Karen Moore was a dedicated member of the U.S. Coast Guard. Young but driven, she was chosen for a mission on a raid on what was believed to be a maritime drug lab vessel. It turned out to be much more than that. The vessel was being used to make some kind of new chemical bio-weapons, or at least that’s what AEGIS believes, and the crew started a leak as they jumped ship. Most of the mission team got incredibly sick, and all were given medical discharges with honors. Karen recovered quickly, incredibly so, and soon found she had powers to change elements and chemical reactions.

Wondering what to do, she spoke with her grandfather, a historian specializing in African-American history and the Civil Rights Movement, and he told her about Commander USA one of the first, if not the first, African-American mystery men. He didn’t have a long career, just about two years before disappearing along with the rest of his team, the Freedom Brigade, right after the Pearl Harbor attack, but he has served as an inspiration to many in the African-American community ever since. Karen decided to follow in his footsteps. She’s still learning to use her powers, only having a few consistent tricks at her disposal currently, but she hopes that serving with the new Liberty League will teach her a few things.

Powers & Abilities
Commander USA has only learned a few tricks with her chemical powers so far, but they are quite formidable. She can produce and hurl a mass of burning chemicals at opponents. She can also transmute water or smoke into breathable air, but thus far it’s a small area that only affects her. Finally, she can transmute her skin into tough material to give her additional protection; she’s been experimenting, sometimes turning into stone, metal, plastic, or ceramic material.

Playing Commander USA II
Due to her Armed Forces background, Commander USA comes at superheroing with a professional, serious demeanor. Get mission, complete mission.

In combat, she’ll mainly use her acid power, though she is a competent hand-to-hand fighter. She can spend a hero point to Power Stunt an ability off of her acid power; see Power Profiles: Element Powers from Green Ronin Publishing for some ideas.

Statistics

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

Skills- Athletics 10 (+14), Close Combat: Unarmed 6 (+10), Expertise: Chemistry 8 (+10), Expertise: Sailor 8 (+10), Perception 6 (+8), Technology 6 (+8), Vehicles 8 (+14)
Advantages- Ranged Attack 4
Powers
Transmutive Skin- Sustained Protection 4, Noticeable, Variable Descriptor 1 (4 points)
Air Filter- Sustained Immunity (Suffocation) (2 points)
Acid Ball- Ranged Damage 10, Secondary Effect (30 points)

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

Complications
Motivation: Patriotism Commander USA believes in her country.

Still Getting The Hang Of This Commander USA is still learning the full extent of her powers, and as such might accidentally turn a key piece of equipment into pudding at inopportune times.

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Gladius

There is a supervillain named Dr. Mayhem. Curiously, there is no record of him being born. He claims that the timeline has been rewritten because of an epic battle between a rogue Timekeeper and Gladius, the son of Earth-Prime’s greatest hero, the Centurion. Dr. Mayhem was outside of the timestream, which is why he is the only one who remembers. He is determined to return Gladius to his proper place in time, so he can finally administer defeat to his old foe. “I can’t very well triumph over someone who doesn’t exist!”

A young man named Eric wanders Freedom City. He doesn’t remember much, outside of trying to help people where he can. He feels drawn to the new Liberty League. He feels that he belongs there, as everything else seems like a different world that has forgotten him.

Powers & Abilities
Gladius is REMARKABLY strong, able to lift nearly 400 tons. He’s also effectively immune to most physical concerns. He can fly at speeds of 2,000 mph and can complete mundane tasks very quickly. Finally, his vision and hearing are much keener than the average human’s.

Playing Gladius
Gladius is a bit of a blank slate right now, but he is at least aware of that. He’s searching for why he’s here and what happened to him.

In combat, he’ll put himself between allies and incoming harm without a second’s thought; he can take it, but others can’t. Offensively, he’ll pretty much just swing his fists. If he CAN do other things, he can’t remember, though he might recall other tricks with time.

Statistics

Attributes
Strength 12*
Stamina 12*
Agility 3
Dexterity 2
Fighting 8
Intellect 1
Awareness 1
Presence 1

Skills- Perception 6 (+7)
Advantages- Interpose, Languages (Latin, English native), Seize Initiative
Powers
Invulnerability- Immunity 10 (Life Support) (10 points), Enhanced Stamina 12, Impervious Toughness 12 (36 points)
Mighty- Enhanced Strength 12 (24 points), Enhanced Strength 2, Limited to Lifting (2 points)
Super Senses- Senses 4 (Extended Vision 2, Low-Light Vision, Ultra Hearing) (4 points)
Swiftness- Flight 10, Quickness 4 (24 points)

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

Complications
Motivation: Doing Good Gladius doesn’t remember much, but he does have deep rooted desire to help others however he can.

Enemy Nobody remembers Eric, but Dr. Mayhem does. Oh, yes, he remembers perfectly

Swiss Cheese Memory Things he remembers don’t exist, and things that exist he’s unfamiliar with, and it’s hard to tell which is which sometimes

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Dr. Blizzard II

Dr. Andrew Leung is a promising young physician from Philadelphia. He’s also a descendant of Dr. Blizzard, quite possibly the first Asian-American mystery man of the Golden Age, who has inherited many of the same powers. The original Dr. Blizzard only had a few adventures with the Liberty League, as he was kept quite busy protecting the Philadelphia Naval Yard and other installations from saboteurs and criminals, though he was considered a staunch ally that could be counted on when needed.

Dr. Leung approached Jenni Rocket when he heard about her efforts to revitalize the Liberty League. Jenni readily accepted, recognizing his formidable ice powers and the need for a team medic.

Powers & Abilities
Dr. Blizzard is immune to any sort of cold damage or effect, and can utilize freezing effects himself for a variety of purposes. He can fire off a blast of ice, zip around on ice slides, create ice structures, neutralize projectiles in balls of ice or snow, and more.

In addition to that, he is an extremely skilled medical professional. He hopes to refine his powers so that they might aid him in medical treatments.

Playing Dr. Blizzard
Possessing a good “bedside manner”, Dr. Blizzard tries to evoke the “cool doctor”, pardon the expression. He’s dedicated but flexible, rarely giving anyone the “cold shoulder” (sorry).

In combat, he stays back, using his powers at range and also playing the defender, doing what he can to protect bystanders behind ice walls or by simply freezing bullets to the ground. His ice armor is a big help should anyone get too close.

Statistics

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

Skills- Deception 5 (+8), Expertise: Physician 7 (+10), Insight 7 (+10), Perception 7 (+10), Persuasion 8 (+11), Ranged Combat: Cold Control 7 (+10), Technology 6 (+9), Treatment 17 (+20)
Advantages- Languages 1 (Cantonese, English native), Second Chance (Treatment), Skill Mastery (Treatment)
Powers
Cold Control (Array)

  • Ice Blast- Ranged Damage 10 (20 points)
    Snowblind- Ranged Cumulative Affliction 10, Resisted By Dodge, Overcome By Fortitude; Vision Impaired, Vision Disable, Vision Unaware; Limited To One Sense (1 point)
    Ice Sculptures- Create Ice 10 (1 point)
    Ice Interception- Deflect 10 (1 point)

Ice Armor- Sustained Protection 7 (7 points)
Ice Slide- Flight 4, Platform (30 MPH) (4 points)
Snow-Ready- Immunity (Cold) (10 points)

Defenses
Dodge +9
Fortitude +10
Parry +10
Toughness +10/ +3 (Without Ice Armor)
Will +10

Complications
Motivation: Responsibility Dr. Blizzard became a doctor because of a desire to heal and help, and he sees superheroing as a natural extension of that.

Weakness A curious side-effect of the intense cold that Dr. Blizzard generates is that electromagnetic abilities are often boosted when directed at him. Dr. Blizzard resists effects with the Electric or Magnetic descriptor as if they were 25% higher. For instance, a Ranged Damage 8 effect is treated as a Ranged Damage 10 if it’s a lightning blast.

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Taking a break from The Liberty League to do a magic team.

The Oz Factor
Earth-Prime has seen a marked increase in the amount of supernatural and paranormal occurrences. Many of these fall outside the capabilities or understanding of the average superhero group. That’s where The Oz Factor comes in.

Brought together by the mysterious Man Behind The Curtain, the team takes names based on fictional characters, primarily from the works of L. Frank Baum (though members can take any name). It’s believed that by doing this, they’re granted a bit of metaphysical protection, not unlike that enjoyed by the European version of the Fables Gang.

The Oz Factor investigates weird happenings, primarily but not necessarily those with supernatural origins. The Man Behind The Curtain has suggested in a cryptic fashion that ALL the rising threats on Earth-Prime are connected, symptoms of a grander metaphysical conundrum; magical threats are just the ones most easy to identify.

Because of their theming, the Oz Factor has encountered many supervillains who are not necessarily driven by supernatural powers or goals, such as the Looking Glass Gang, the aforementioned Fables Gang (both the European incarnation and the U.S. equivalent founded by King Cole II), the Candy Crew, and many others.

Team Template
Powers Senses 1 (Communication Link- The Man Behind The Curtain, Dimensional 3) (4 points)

Dorothy Gale

Dorothy Gallup was a plain, ordinary girl from the Midwest. One time, when visiting Emerald City (the town on the west coast, NOT the one from the Oz books), she was accosted by muggers. All of a sudden, blasts of wind knocked them away. She was startled, to say the least! She was then contacted by The Man Behind The Curtain. They claimed that Dorothy’s powers were mystical in nature, and they had need of someone like her on a new team to deal with magical threats. Dorothy agreed, and has had many strange, bizarre adventures since.

Powers & Abilities
Dorothy Gale can generate intense winds, damaging enemies. She can fly at speeds of over 100 mph, and generate a protective field. This lends some credence to the claims of the Man Behind The Curtain, as her winds can deflect things that shouldn’t be possible by normal air currents, like lasers.

Her most curious ability is the power to someone a whirlwind that can take her and other willing participants to other magical dimensions. She can even take a lot of stuff with her too, about the equivalent of a small van (that will be relevant later).

Playing Dorothy Gale
Dorothy plays the wide-eyed naive ingenue, but she’s no fool. She has a strong moral center and is quick to stand up for what’s right.

She’s no hand-to-hand fighter, so she uses her powers to, forgive the expression, take the wind out of the sails of her opponents.

Statistics

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

Skills- Insight 6 (+8), Perception 6 (+8), Persuasion 10 (+13), Ranged Combat: Wind Powers 8 (+10)
Advantages- Animal Empathy, Inspire 5, Leadership, Teamwork
Powers
Behind The Curtain- Senses 1 (Communication Link- The Man Behind The Curtain, Dimensional 3) (4 points)
Dimensional Whirlwind- Burst Area Movement 2 (Dimensional Travel- Mystical Dimensions), Affects Others, Increased Mass 7 (15 points)
Protective Winds- Sustained Protection 8, Sustained Enhanced Dodge & Parry 8 (24 points)
Ride The Wind- Flight 6 (120 MPH) (12 points)
Wind Control (array)

  • Tornado- Cylinder Area Damaging Move Object 7 (24 points)
    Air Blast- Ranged Damage 10 (1 point)

Defenses
Dodge +10/ +2
Fortitude +8
Parry +10/ +2
Toughness +10
Will +9

Complications
Motivation: Doing Good Dorothy is just a nice sweet girl, but determined to stand up to bullies and others she thinks are up to no good.

Where Are We Now?!? Sometimes, her Dimensional Whirlwind power goes off on it’s own, taking her and others to strange, new lands.

Here’s an alternate picture for Ardor.