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

Eureka!*

The cat girl inventor known as Eureka doesn’t say much about her past. “Science is about looking FORWARD, blast it! … That philosophy also applies to zombie fighting by the way, YOU’RE WELCOME!” What IS known is that she’s quite smart, having built a “Master Key” capable of delivering lightning blasts, as well as an outfit that renders her practically invulnerable to harm. “Key word- PRACTICALLY. I’m still working out some design flaws. Speaking of, hand me that tennis racket…”

*She INSISTS on her name being pronounced with the exclamation point. Those that don’t get a weathering glare.

Powers & Abilities
Eureka has cat-like senses and agility. In addition, she’s very adept with gadgets and gizmos. She has a more intuitive understanding of technology rather than book learning (hence the lack of any Expertise skill). Her “Master Key” can zap foes at a distance, and her “Garment” protects her from all physical damage.

Playing Eureka!
Imagine your pet cat. Cute, little weird, frequent naps interspersed with bouts of chasing a light on the ground. Now, imagine if your cat could build a death ray. THAT is Eureka.

Eureka is still trying to figure out the best options for combat. She’s immune to physical damage while she’s wearing her outfit, but she’s not really a hand-to-hand fighter. And she’s also not one who can take a hit from laser blasts.

Statistics

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

Skills- Perception 5 (+8), Ranged Combat: Key 7 (+10), Technology 10 (+16)
Advantages- Improvised Tools, Inventor
Powers
Behind The Curtain- Senses 1 (Communication Link- The Man Behind The Curtain, Dimenisonal 3) (4 points)
Catlike Senses- Senses 4 (Acute Smell, Analytical Smell, Low-Light Vision, Tracking: Smell) (4 points)
Catlike Reflexes- Leaping 2, Movement 2 (Safe Fall, Surefooted) (6 points)
Master Key Of Electricity (Easily Removable, -8 points, 12 points)

  • Electric Blast- Ranged Damage 10 (20 points)

Garment Of Protection (Removable, - 8 points, 32 points)

  • Invulnerability- Immunity 80 (Toughness, Limited To Physical Attacks) (40 points)

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

Complications
Motivation: SCIENCE! The forces of darkness shy away from the light of truth and knowledge, so OBVIOUSLY the answer is to BUILD BIGGER LIGHT BULBS! Take that, Evil!

Curiosity Eureka LOVES poking around with things she’s never seen before.

2 Likes

The Lonesome Duck

Malachi Mallard is from Ani-Earth, the universe in which everyone resembles an anthropomorphic cartoon animal. Specifically, Mallard is from Ani-Earth’s past, the Wild West. He was accidentally pulled to modern day Earth-Prime as a side effect of the schemes of the incorporeal time-traveling entity known as Zeitgoose (the Ani-Earth equivalent of Zeitgeist). “Welp”, he said, “may as well make the best of it.” He was contacted by The Man Behind The Curtain some time later.

Powers & Abilities
Being a duck, he has keen vision, quite handy for his chosen profession. The Lonesome Duck is quite the pistolero, having a quick draw and steady hand. He’s so good that he can even accurately unleash a barrage of bullets, only hitting enemies while leaving allies unscathed. He’s also got quite an intimidating demeanor, very impressive considering that he is a cartoon duck.

Playing The Lonesome Duck
The Lonesome Duck is very much a caricature of the gunslinger archetype, so every Old West trope is turned up to 11, producing comical reactions. This isn’t an affectation, by the way; everyone on Ani-Earth has exaggerated personalities.

In combat, Malachi relies on what brung him to the dance, so to speak, letting bullets fly. He’s also quite capable of intimidating foes to gain the upper hand.

Statistics

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

Skills- Athletics 5 (+7), Close Combat: Knife 7 (+10), Deception 6 (+8), Insight 8 (+10), Intimidation 9 (+11), Perception 6 (+8), Ranged Combat Pistol 6 (+16), Sleight Of Hand 6 (+12), Stealth 5 (+10)
Advantages- Accurate Attack, Assessment, Daze (Intimidation), Defensive Roll 3, Equipment 2 (Gun, Knife), Evasion 2, Fascinate (Intimidation), Fearless, Improved Aim, Improved Critical, Improved Initiative (Pistols), Precise Attack 2 (Ranged, Cover & Concealment), Quick Draw, Ranged Attack 4, Startle, Throwing Mastery, Tracking, Uncanny Dodge
Powers
Behind The Curtain- Senses 4 (Communication Link- The Man Behind The Curtain, Dimensional 3) (4 points)
Duck Senses- Senses 3 (Direction Sense, Distance Sense, Extended Vision, Rapid Vision) (4 points)
Hail Of Gunfire- Burst Area Selective On Pistol Damage (8 points)
Equipment- Pistol (Ranged Damage 4), Knife (Strength Damage 2) (10 points)
Defenses
Dodge +14
Fortitude +10
Parry +10
Toughness +6/ +3
Will +10

Complications
Motivation: Code Of The West The Lonesome Duck ain’t never gonna shoot first, and he ain’t never gonna spit tobaccky in front of widows and orphans.

What’s The Big Idea?!? Being a cartoon duck, the Lonesome Duck sometimes falls victim to humorous misfortunes. He can dodge a fireball cast by a wizard with no problem, but then get his foot stuck to a piece of gum.

2 Likes

Ojo The Lucky

Joseph “Joey” Oliver was… charmed. He was naturally good at everything in school, despite never really applying himself. Things just seemed to go his way. It turns out he was lucky. Supernaturally so. He was contacted by The Man Behind The Curtain who explained that most everything that happened to Joey was the result of extreme good luck. Not wanting to get anymore unfair advantages, he took up the offer to join the Oz Factor.

Powers & Abilities
Ojo is, obviously, lucky. He’s naturally good at pretty much any skill with putting next to zero effort into it. He somehow dodges or absorbs damage with ease. And even seemingly fatal accidents? Well, he’ll just show up later dusting himself off.

In addition, he has a knack for picking up random items and handling them like King Arthur with Excalibur, whether that be a spatula, a sofa cushion, or a roll of paper towels.

Playing Ojo The Lucky
Ojo is a bit of an easy-going sort, but that’s because he’s never REALLY had to work for anything. Still, he’s got a good heart and is now hoping to spread the luck around.

In combat, he rushes right in, being a surprising effective hand-to-hand combatant. Since there’s not much that can actually successfully HURT him, long term, he’ll try to stay on the front lines.

Statistics

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

Skills- Close Combat: Unarmed 11 (+13), Persuasion 5 (+9)
Advantages- Evasion 2, Improvised Weapon 6 (+5 Damage), Improved Critical (Improvised Weapons) 4, Luck 5, Uncanny Dodge
Powers
Behind The Curtain- Senses 1 (Communication Link- The Man Behind The Curtain; Dimensional 3)
Breakfall- Movement 1 (Safe Fall, Reaction) 3 points
Effortlessly Good At Everything- Variable 2 (Skills & Advantages, Move Action) (16 points)
Just Missed 'Im!- Enhanced Dodge & Parry 8, Sustained (16 points)
Let Me Tell You How I Escaped…- Immortality 10 (Limited To Circumstances Of Plausible Survival) (10 points)
Perfect Timing- Feature: Edit Scene To Appear In It (1 point)
That Wasn’t As Bad As I Thought…- Regeneration 2 (2 points)
What?!? How Did That Not Hurt Him?!?- Sustained Protection 8, Impervious 10 (18 points)
Defenses
Dodge +10
Fortitude +8
Parry +10
Toughness +10/ +2
Will +12

Complications
Motivation: Responsibility While it wasn’t a conscious choice, Ojo feels bad that he’s been so lucky when so many aren’t. Being in the Oz Factor is his way of settling up the scores.

What Are The Odds Of That Happening?!?- Perhaps as a side effect of his good fortune, Ojo often finds himself the epicenter for weird stuff happening. If he’s at the DMV, then THAT is when a young occultist will just happen to accidentally summon a demon in the Driver’s Ed car.

1 Like

The Shaggy Man

Roger Norville is something of an anachronism, straight out of a 1960s sit in. He could often be found at protests and gatherings, demonstrating for a variety of progressive causes. He makes for quite the notable presence as he can hold multiple signs with his prehensile hair. When asked how he got that, as well as his other abilities (violent counter-protestors have quickly learned not to mess with Roger, as he can give them psychedelic hallucinations which quickly takes them out of a fight), he’ll just say, “Live in the NOW, not the past. I’m here, you’re here, let’s make the world a better place.”

He didn’t have many specific goals, just driving from one demonstration to the next in his van, “The Love Magnet” (which he claims runs entirely on “good vibes”, and, since no one has ever seen him fueling up at a gas station, might be completely accurate), until he was contacted by The Man Behind The Curtain, who had to assure Roger that the Oz Factor didn’t represent “THE Man”, as it were. Roger agreed, because “Demons and monsters need to learn to peace out and be cool just like everybody else.”

Powers & Abilities
The Shaggy Man has glorious hair that’s always in perfect condition. In fact, it can’t be cut unless he WANTS it to be cut. More than that, he can animate and elongate his hair, being able to stretch out up to four moving locks that can tangle up enemies.

He can also bombard an opponent’s senses with extreme psychedelia, quickly rendering them helpless. Finally, he has “The Love Magnet”, which is one SWEET van, and often accompanies The Oz Factor across other dimensions. (And NOW you know why Dorothy has the Increased Mass extra!)

Playing The Shaggy Man
The Shaggy Man is… well, he’s a hippie. He’s got a strong conscience, tempered by a lack of focus.

In combat, he’ll either use his “Bad Trip” or just try to tangle up foes. He’s not one for dealing out damage, and wouldn’t if he could. “That’s what THE MAN does, man!” He’d rather try to talk down a situation, though he’s usually not successful at that. Still, he tries.

Statistics

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

Skills- Close Combat: Unarmed 4 (+6), Insight 7 (+10), Perception 5 (+8), Persuasion 6 (+11), Vehichles 4 (+6)
Advantages- Attractive 2, Defensive Roll 2, Equipment 2 (“The Love Magnet”), Evasion 2,
Powers
Bad Trip- Perception Range Cumulative Affliciton 10 (Resisted & Overcome By Will; Impaired, Disabled, Incapacitated) (40 points)
Behind The Curtain- Senses 1 (Communication Link- The Man Behind The Curtain, Dimensional 3) (4 points)
Hair Today, Gone Tomorrow- Movement 4 (Safe Fall, Swinging, Wall Crawling 2) 8 points)
Prehensile Hair- Sustained Projection Extra Limbs 4 (8 points), Elongation 4 (Limited to Extra Limbs) (2 points)
That Hair Is Perfect- Feature 2 (Hair Always Looks Good, Can’t Be Cut Unless Desired) (2 points)

Equipment- “The Love Magnet” (Use Stats For Truck On Page 224 Of Deluxe Hero’s Handbook, Increasing Defense & Toughness By 1 Each And Adding Feature: Never Runs Out Of Fuel)

Defenses
Dodge +10
Fortitude +12
Parry +8
Toughness +4/ +2
Will +8

Complications
Motivation: Peace & Love The Shaggy Man is all about trying to convince everyone to chill and be groovy.

Pacifist The Shaggy Man isn’t much for combat, and he’ll try to talk his way out of confrontations.

Up next- quite possibly my favorite background I’ve ever written, and that’s including the gorilla who learned to talk by listening to old-timey radio dramas.

2 Likes

Scraps, The Patchwork Girl

Approximately 900 years ago, a demon escaped from hell, raising terror. The Master Weaver of the day (see Atlas Of Earth Prime: The Middle East) trapped the demon inside a piece of mystically prepared cloth. But that wasn’t the end of it.

The piece of cloth got lost, and found it’s way into the hands of an unsuspecting trader. The demon used it’s arcane abilities to devour the merchant, and then another patch of cloth appeared. This went on for years, with the demon absorbing souls and adding more patches. The cursed item eventually became known in occult circles as… uh… Death Quilt, The Quilt That Eats People. Not a succinct or catchy name, but very accurate.

In the 21st century, a young college student named Patricia Scratton saw an odd quilt in a second-hand store. Having eclectic tastes, she bought it and took it home. The demon struck, absorbing Patricia and adding another patch. But the demon didn’t count on the free-spirited girl’s tenacity and strong will. Her response to the demon was… not something that can be printed in a code-approved comic, but, in summation, was something like “#$%* this and #$%* you!” The two engaged in a mighty battle of wills that saw Patricia triumph, exorcising the demon back to the netherworld it came from and releasing the souls from the quilt. But it came with a cost.

Patricia’s body was restored, but it had been changed. She was now partially made of fabric and cloth. So, she decided to become a superhero. Eventually, she was contacted by The Man Behind The Curtain.

Powers & Abilities
Being a living rag doll, Scraps is immune to poisons, disease, starvation, pretty much all mortal concerns. More impressive is that her fabric body has retained some of the supernatural properties imbued by the Master Weaver. She can harmlessly absorb magic cast against her. She hasn’t yet figured out how to utilize this magic for anything practical, or even if she can, but it does come in handy.

Playing Scraps
Scraps was a little weird BEFORE she become a living quilt. Her experiences with the supernatural have turned that up to 11. She’ll tumble about, making nonsensical statements, and generally just being purposely whimsical. She can’t really have a normal life anymore, at least in her view, so may as well have fun with it.

In combat, Scraps will caper about. She’s not quite as capable as others (Editor’s Note: Scraps doesn’t even come close to meeting any of her PL caps), so she’ll try to work laterally. She’ll throw herself between allies and incoming magical spells, and then let her allies handle the rest.

Statistics

Attributes
Strength 0
Stamina 4
Agility 5
Dexterity 0
Fighting 4
Intellect 0
Awareness 4
Presence 3

Skills- Acrobatics 4 (+9), Close Combat: 8 (+12), Persuasion 4 (+7), Stealth 4 (+9)
Advantages- Agile Feint, Defensive Roll 2, Interpose, Second Chance (Nullify)
Powers
Behind The Curtain- Senses 1 (Communication Link- The Man Behind The Curtain, Dimensional 3) 4 points
Fabric Body- Immunity 30 (Fortitude Effects) (30 points)
Super-Absorbent Quilting Action!- Reaction Nullify Magic 7, Broad, Effortless, Simultaneous, Close Range (42 points)

Defenses
Dodge +10
Fortitude +4
Parry +10
Toughness +6/ +4
Will +12

Complications
Motivation: Outcast Being not quite normal anymore, Scraps feels the need to protect others from the sorts of dangers that befell her.

I Contain Multitudes While all the souls that had been in the quilt have moved on to whatever awaits them, some remnants remain. Scraps occasionally demonstrates personality quirks of those that had been imprisoned in the quilt, sometimes even those of the demon.

2 Likes

And now, back to the Liberty League!

Jenni Rocket*

*Jenni Rocket initially appeared in artwork in Mutants & Masterminds 2e before making her first official appearance in the 2e adventure "Time Of Vengeance; what follows is my attempt to update and reimagine her for 3rd edition.

Jennifer Alexander was an optimistic young high school history teacher until a random accident in the high school chemistry lab gave her super powers. She was unable to control them until she was found by Johnny Rocket, who began tutoring her in the use of her newfound speed. She became very close with Johnny and his family, particularly his grandfather John Wade, who had been the original Johnny Rocket during the Golden Age. Despite this, she had no desire to become a superhero, telling herself she was training so she wouldn’t have any accidents.

Then came the Time Of Vengeance.

Coming face-to-face with a literal incarnation of the Wrath of God changes a person, and Jenni was no exception.

She looked at the current superhero culture and decided there needed to be a change. She believed there needed to be a unified support network for heroes, and there needed to be active researchers in superhero history. So, she took a sabbatical from teaching and, to honor the memory of the now passed John Sr., decided to reform the Liberty League.

Powers & Abilities
Jenni is very fast, being able to reach ground speeds of up to 4,000 MPH. She can also accomplish tasks very quickly; what might take someone an hour to do, she can do in approximately 3 seconds (useful for grading papers!) She’s also fast enough to run across water or up walls.

She’s figured out how to use her speed in combat in a few ways. First, by concentrating, she can go full defensive, being impossible to hit by melee attacks; she can still be hit by ranged attacks or area affects, like explosions, though she’s quite adept at dodging, so that’s no guarantee.

Second, anyone she can see, she can run up to, wallop upside the head, and then return to her original position in the blink of an eye, the only indicator that she ever did anything being a bump on the person’s head.

Finally, she can deliver super-charged punches, her fists vibrating slightly out of phase, thus being able to bypass armor and certain natural defenses (like super-tough skin, for instance).

Playing Jenni Rocket
Jenni is a teacher at heart, and she sees her new endeavor with the Liberty League as a natural extension of that. She’s hoping to educate society at large about superhuman history, and culture at large.

Jenni is very close with Johnny Rocket, so much so that some tabloids have speculated that they’re romantically linked. Such rumors amuse both heroes, because such sensational headlines ignore that Johnny is a) married and b) gay. Jenni is likewise close with Johnny’s husband, Chris Pine, and Johnny’s cloned daughter Jonni Rocket; Jenni is one of the few people Johnny trusts for babysitting and chaperoning; certainly, few other people can keep up with Jonni!

In combat, she’s quite formidable despite still being somewhat inexperienced. She can’t really take a hit, but she’s fast enough that that doesn’t come up very often.

Statistics

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

Skills- Acrobatics 4 (+7), Close Combat: Unarmed 5 (+10), Expertise: History 7 (+8), Deception 6 (+7), Expertise: Teaching 7 (+9), Investigation 6 (+8), Perception 6 (+7), Technology 5 (+7)
Advantages- Agile Feint, Defensive Roll 4, Evasion, Instant Up, Move-By Action
Powers
Super-Speed- Speed 11 (4,000 MPH) (11 points), Quickness 10 (10 points), Enhanced Advantage: Improved Initiative 10 (10 points), Movement 3 (Wall Crawling 2, Water Walking; Limited To While Running) (3 points)
Super-Speed Tricks (Array)

  • Untouchable- Immunity 40 (Attacks Resisted By Parry, Concentration Duration, Subtle 2) (22 points)
    Vibrating Punch- Penetrating Strength Damage 10, Improved Critical 2 (1 point)
    You Won’t See This Coming- Perception Range Strength Damage 6, Subtle 2 (1 point)

Defenses
Dodge +13
Fortitude +8
Parry +11
Toughness +5/ +1
Will +8

Complications
Motivation: Idealism Jenni wants to change the world.

Overthinking Unlike some speedsters, Jenni doesn’t rush headlong into trouble. Rather, she’ll sometimes come up with TOO many courses of action.

*Freedom City 3e says Jenni is a chemistry teacher, but Time Of Vengeance lists her as a history teacher. I went with the latter, as I feel that matches up the mission goal of the Liberty League concept better.

1 Like

Emissary

Emissary first appeared in “Hero High Exchange Students” for Mutants & Masterminds 2e, true believers!

In the 1940s, a hidden enclave of advanced humans decided to send a representative to the outside world. A challenge was held, and a young man named Sarlyn was victorious. He became known as the hero “Envoy” and joined the Liberty League, having many adventures before returning to Utopia Isle.

Decades later, he selected his son Xymert to attend Claremont Academy and eventually become the new representative for a new era. Xymert was thrilled, at first, but quickly became doubtful of his abilities and position. He overcame these, to a degree, but still felt very unsure of himself. He was frustrated because there was only so much he could do as long as Utopia remained isolationist, hidden from the world. Then, he met Jenni Rocket.

He had been offered to join other teams before, like Next-Gen at Claremont or the Renegades after graduating, but never felt that just punching villains was enough. Jenni’s message of a team that would do MORE, actively try to change society for the better beyond what most super-teams do, appealed to the young man. He joined the team, hoping to bring the ideals of Utopia to the rest of the world.

Powers & Abilities
Like all Utopians, Emissary ages at about half the rate as regular humans. He’s also more resilient against diseases (though not immune). While at Claremont, he learned he had a knack for studying an opponent so well that he can he bypass their defenses. Finally, he has a chain made of the mythical alloy orichalcum.

Playing Emissary
Xymert is often doubtful about his status as a “superhero”, possibly because of his upbringing. He went from an island where everyone had the same powers as he did to Claremont Academy, where everyone had much more impressive abilities than he did. There’s also the long shadow cast by his father. So, he focuses on the areas where he is 100% confident in his abilities.

In combat, he’ll mix it up in the front lines, being a solid hand-to-hand combatant, particularly with his chain. He’ll specifically try to zero in on one particular opponent, using his gift for sizing up adversaries, and whittle them down before moving onto the next.

Statistics

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

Skills- Acrobatis 8 (+12), Athletics 8 (+12), Close Combat: Chain 6 (+14), Notice 4 (+6), Persuasion 4 (+7), Stealth 4 (+8),
Advantages- Accurate Attack, Agile Feint, Attractive, Close Attack 2, Defensive Roll 2, Eidetic Memory, Evasion, Great Endurance, Improved Initative, Instant Up, Jack Of All Trades, Languages 3 (English, Hindustani, Mandarin, Spanish, Utopian Native), Precise Attack (Close, Concealment), Quick Draw, Teamwork, Trance
Powers
Advanced Immune System- Immunity 2 (Aging, Disease, Limited To Half-Effect) (1 point)
Analyze Style*- Perception Ranged Affliction 10 (Resisted & Overcome By Will, Vulnerable, Defenseless, Conditions Limited To Your Attacks, Limited Degree, Insidious, Subtle) (11 points)
Orichalcum Chain (Easily Removable -4 points, 6 points)

  • Strength-Based Damage 2, Reach 3 (15 feet), Improved Critical 2, Improved Disarm, Improved Trip, Split Attack (10 points)

Power Lifting- Enhanced Strength 3, Limited To Lifting (3 tons) (3 points)
Windfall Training- Movement 1 (Safe Fall, Limited To Within Reach Of A Surface) (1 point)

Defenses
Dodge +14
Fortitude +10
Parry +14
Toughness +6/ +4
Will +10

Complications
Motivation: Proving Himself Since Emissary was selected rather than earning his position like his father did, he feels a great need to demonstrate, to himself if no one else, that he truly belongs among the superheroes of Earth.

Doubt While he has grown a bit, Xymert still suffers from doubt. As a result, he’ll underperform at times, not quite living up to his full potential.

*Analyze Style comes from Power Profiles: Martial Powers

1 Like

Miss Micro

On one of the worlds of the subatomic realm known as the Infraverse, a princess named Qulora grew restless. Since she had several sisters, she wasn’t in line for the throne, so she threw herself into various scientific endeavors. One such invention backfired, and she seemingly vanished.

On Earth-Prime, the Liberty League fought many battles, winning the day through teamwork, determination, and sometimes, what appeared to be dumb luck. Sometimes, the team was so lucky it defied the realm of probability. It was the Centurion with his enhanced senses who first got an idea of the truth- Princess Qulora had traveled to Earth from the Infraverse, right into the heart of the Liberty League’s headquarters, but stuck at 3 inches high and not speaking the language, there wasn’t much she could do. But she could see that the League was good, so decided to help them whenever she good surreptiously. Dr. Atom helped her get control of her size changing powers, and Adrian Eldritch would usually cast a spell to allow her to be understood. By the end of World War II, she had figured out a way to return home, but promised to come back to her friends, who in return promised they would make her a full member of the team.

She spent a few years back on her world, who were concerned about the growing threat of Elzaya (see Rogues Gallery). Since the so-called “Empire Of Seventeen Worlds” was declaring war on the “big dimension”, Qulora decided it was time to return to Earth. There was one thing she didn’t count on.

Time can get weird because of subatomic travel, and Qulora’s journey back proved no different. Nearly 75 years had passed on Earth-Prime, and the original Liberty League had disbanded and new, unfamiliar heroes had taken their place. Qulora was about to return home dejected when she encountered Jenni Rocket. Having been told about the “puny princess” by the Golden Age Johnny Rocket (his words, honest!), Jenni invited Qulora to the new Liberty League.

Powers & Abilities
Qulora can shrink to 3 inches high. (Of course, from her perspective, she grow to human size). Since returning to Earth-Prime, she’s learned to grow in size, being able to reach heights of approximately 30 feet! She can return to the Infraverse whenever she wants, though she is reluctant to, given what happened last time (she needn’t worry, such a thing only happens when the Game Master wants to hand out a Complication and resultant Hero Point, because the atmosphere of the Infraverse is 75% handwavium). While in the Infraverse, she had a translator implanted (technology pilfered from the Empire Of 17 Worlds). Finally, she can bring forth a variety of gadgets from the Infraverse, but she can only do so when she’s 6 inches tall or smaller. In game terms, she has a pool of 10 points to use, provided the effects she gains can be described as coming from some kind of gadget (though, given she’s from a retro-futuristic planet in another dimension, that can cover quite a bit!). If she’s ever disarmed, the gizmos disappear back to the Infraverse (hence the lack of any Removable modifier on her Variable power).

Playing Miss Micro
Qulora is surprisingly humble, for a princess. Since she wasn’t in the line of succession, she was often overlooked by the royal family, so helping the Liberty League without being noticed was not too different. She was glad to hide along and knock out a bad guy when no one was looking, or do upkeep on the headquarter and equipment when the team was absent or sleeping.

Now, she’s getting used to being noticed. She’s not used to a lot of the changes since she was last on Earth, though she’s acclimating quickly. “I can listen to swing music on this ‘app’ thing whenever I want? KEEN!” She is ESPECIALLY not used to other people looking up to her like some sort of “elder hero”, given she’s about the same age as the rest of the team.

She’s not used to combat, or at least, not with her newfound ability to grow, or access to equipment, or even with people knowing she’s there! She’ll shrink when she needs to be stealthy (and at 3 inches high, she can be VERY stealthy!), or grow to full size when she needs to make an impression. Of course, there are many occasions where growing is NOT recommended, like indoors.

Statistics

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

Skills- Close Combat: Unarmed 8 (+10), Perception 4 (+7), Stealth 2 (+4/ +20 Shrunken), Technology 6 (+11)
Advantages- Benefit 1 (Princess), Hide In Plain Sight, Inventor, Ranged Attack 3
Powers
Incredible Shrinking Woman- Shrinking 16 (+8 to Dodge & Parry, +16 To Stealth) (Normal Strength, Continuous) (64 points)

  • Colossal Woman- Growth 8, Continuous (+8 Strength & Stamina, +4 Intimidation, +1 Speed, -8 Stealth, -4 Dodge & Parry) Linked To Continuous Enhanced Dodge & Parry 12 (+10 Total When Fully Grown), Linked To Continuous Enhanced Advantages (Fast Grab, Improved Grab, Improved Hold, Interpose) (1 point)

OrganiTech Translator- Comprehend 3 (Speak All, Undertand & Understood By All) (6 points)
Shrinking Gadgets- Variable 2, Limited To When Size Rank -5 (6 inches) Or Smaller (12 points)
To The Infraverse- Movement 1 (Dimensional Travel 1) (2 points)
Defenses
Dodge +10/ +2 Normal Size
Fortitude +5/ +13 Fully Grown
Parry +10/ +2 Normal Size
Toughness +2/ +10 Fully Grown
Will +7

Complications
Motivation: Doing Good Miss Micro, as she was dubbed by the Bowman, is just a good-hearted young woman.

Guilt Miss Micro feels responsible for the Liberty League’s dissolution. It wasn’t her fault, and on an intellectual level, she knows that, but she can’t help but wonder what might have happened if she stayed just a bit longer.

Culture Shock From her perspective, the 1940s weren’t that long ago. “What do you mean, people don’t listen to Bing Crosby anymore? He was swell!”

Since she was active in the 1940s, Miss Micro is perfect for a Times Past story set in the Golden Age. Here are her stats for a PL8 adventure set during that time.

Golden Age Statistics

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

Skills- Close Combat: Unarmed 8 (+10), Technology 6 (+11)
Advantages- Inventor
Powers
Incredible Shrinking Woman- Shrinking 16 (+8 to Dodge & Parry, +16 To Stealth) (Normal Strength, Continuous) (64 points)

Defenses
Dodge +10/ +2
Fortitude +5
Parry +10/ +2
Toughness +2
Will +7

Finally, here are some sample “gadgets” that Miss Micro can use her Variable pool on.

Space Suit- Immunity 10 (Life Support)
Jet Pack- Flight 5 (60 MPH)
Power Knuckles- Strength Based Damage 8, Improved Critical 2

2 Likes

Her legs look a little awkward, like she’s about to check her posture !

movement knee GIF

I did a few remixes, and the legs look even odder. Still, I think the picture looks pretty good. AI might be perfect, but it’s no worse at human anatomy than Rob Liefeld. HEY-O!

1 Like

Liefeld makes AI look like Caravaggio !

Back to making characters again, and we’re headed all the way to the future!

InTheYear2000
“The future, Conan?”

That’s right, picture of Andy Richter! We’re going all the way to the year 2525 with another Freedom Legion character!

Star Prophet

During the era of the Lor Republic, the Assembly Of The Star Prophets held prominence, reading the will of the “Star Gods” and searching for Preserver artifacts. The Assembly’s power waned over the years, as more and more Lor citizens put more faith in science and technology than the Star Gods. Then, the Republic fell. The head of the Assembly met with the Star-Khan, and the Star Prophets once again rose to power.

Centuries passed, and as it became clear that the Stellar Imperium’s days were numbered, the current Star-Khan sent agents to the Assembly for guidance.

All the churches were empty, all the seers and prophets had vanished. Without the benefit of the precognitive abilities of the Assembly, the Stellar Imperium fell. The Assembly Of The Star Prophets once again began to fade into memory.

Then, one day, a young man wearing raiments similar to the Prophets of old showed up at the Freedom Legion HQ to try-out. He said, “I am K’Tla*, the Star Prophet. I was sent here by my visions.” The Legion was skeptical, but “Star Prophet” quickly proved that he had impressive abilities. What connection he has with the old Assembly remains to be seen.

Powers & Abilities
Star Prophet is a precog, being able to see possible futures. He can use these abilities in combat, knowing when someone is going to hit him. Even further, he can use his precognitive abilities ahead of time, setting traps for foes. (Either version of the Unreliable flaw can be used for Star Prophet’s Perception Ranged Damage power, reflecting that foes might find his traps ahead of time, or that even knowing ahead of time what’s coming, there are only so many traps he can plausibly set. The specific version of the flaw is up to the player.)

Playing Star Prophet
Star Prophet plays up the part of the wise, benevolent monk. He likes giving cryptic answers to questions (“Can you believe someone pulling that crap? The nerve!”- Jetblast Jaguar, without a hint of irony). He often has spirited discussions with the Clockwatcher about the proper course of the future.

Statistics

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

Skills- Close Combat: Staff 10 (+12), Expertise: Theology & Philosophy 11 (+13), Insight 12 (+18), Perception 9 (+15), Persuasion 10 (+12),
Advantages- Assessment, Defensive Roll 4, Evasion 2, Fearless, Seize Initiative, Trance, Uncanny Dodge, Well-Informed
Powers
Power Staff (Easily Removable -4, 6 points)

  • Strength Based Damage 6, Improved Critical 2, Reach 1, Split Attack 1 (10 points)

Predictive Combat- Enhanced Sustained Dodge & Parry 12 (24 points)
Prep Time- Perception Ranged Damage 10 (Unreliable), Indirect 4, Variable Descriptor 1 (25 points)
Right Where I Need To Be- Feature 1 (Edit Scene To Appear In It) (1 point)
See What’s To Come- Senses 4 (Precognition) (4 points)

Defenses
Dodge +14
Fortitude +7
Parry +14
Toughness +6/ +2
Will +13

Complications
Motivation: Faith Star Prophet truly believes he is following the will of the Star Gods.

Reputation The memory of the Assembly Of The Star Prophets is not a fond one. Those who fought against the Imperium view them as collaborators, and those few Imperium loyalists left view them as traitors, abandoning the Imperium in its hour of need. Therefore, Star Prophet often gets a chilly reception from people.

Dedicated to the memory of Keith Giffen

*Let’s see if anyone picks up the joke here

1 Like

Pompadour Paragon

While on another mission in deep space, the Freedom Legion encountered a bright flash of light. There, floating in front of their vessel was what appeared to be a space motorcycle with a young man on top of it, surprisingly not dying of exposure to the cold void of space. They brought him and his vessel onboard.

He said his name was Pompadour Paragon, the Coolest Cat In The Cosmos. He was one of the famed Wyldriders of the Terminus, and band of bikers and rebels who stand up to Omega and the Annihilists. Well, STOOD. Dak Bane, the Twenty-One Gun Kid, lead a horde of Omega’s forces against the Wyldriders, intent on wiping them out. Pompadour was hit by stray blaster fire. The last thing he remembers is Hard Mama, the leader of the band, smacking his Wyldride and saying, “You’re both banged up. You need to get out.” Next thing he remembered is being saved by the Freedom Legion.

Now, he’s got four main goals. 1) Square up with the Freedom Legion for saving his bacon. 2) Fix his bike to full functionality and get back to the Terminus. 3) Find out what happened to the Wyldriders and square up with Dak Bane. 4) Look cool the whole time.

Powers & Abilities
Pompadour Paragon is an ace at operating any vehicle, especially his Wyldride bike, which can fly at terrific speeds, hit warp drive and for a joyride around the cosmos, and lay a hurting on any bad trips like the Annihilists.

Paragon’s Warpband protects him from the vacuum of space and other hazards and allows for communication with other sapient beings.

Last but not least, give him a little time, and he can fix anything.

Playing Pompadour Paragon
Tomorrow Girl said, “He reminds me of Elvis”, and she’s not wrong. He seems more at home at a sockhop than deep space, but it’s all the same to him.

Statistics

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

Skills- Deception 7 (+9), Technology 10 (+14), Vehicles 15 (+20)
Advantages- Attractive 2, Equipment 14, Improvised Tools, Move-By Action, Quick Draw, Ranged Attack 7, Second Chance (Vehicle Checks), Skill Mastery (Vehicles)
Powers
Eat Blaster Fire!- Multiattack 5 On Blaster Damage (5 points)
I Can Fix It- Healing 8 (Affects Objects, Only Affects Objects, Technology Check DC 12 Required) (13 points)
Warpband (Removable -4 points, 16 points)

  • Immunity 10 (Life Support), Protection 6, Comprehend 2 (Speak All Languages, Understand All Languages) (20 points)

Equipment
Wyldride 60 Equipment points
Size: Medium Strength: 5 Speed: 10 (Space) Defense: 10 Toughness: 15 Powers: Cosmic Blaster (Ranged Damage 8), Space Travel 3, Regeneration 4
Blaster Pistol (2 equipment points) (Ranged Damage 5)

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

Complications
Motivation: Be Cool, Daddy-O

Enemy Pompadour Paragon is itching to get even with the forces of the Terminus, especially Dak Bane. For Dak, the feeling is mutual. He hates loose ends.

Dedicated to the memory of Keith Giffen and Scott Bennie.

1 Like

Dune Girl

The desert planet of Szolta is hot, harsh, and unforgiving, but those few who live there are a hardy lot, living solitary lives, only occasionally meeting others of their kind. And so it was with Li’era, who spent her days traveling the dunes. But she always wondered if there was more. And then, one day, everything changed.

She came upon a crashed star vessel. Curious enough, but even more so, there was this strange white substance all over! (She later learned that this was “snow and ice”.) It was cold and different, but new and wonderful. And there, at the center, was a young man, unconscious. She stayed with him until a rescue vessel came. Once he had and the other strangers departed, Le’ira vowed to go out into the stars and meet the young man again, and whatever other wonderful new people were out there. It took some time (Szolta isn’t really a travel hub), but she eventually made her way off-world.

She learned the young man’s name was Geoff Miklas, now going by the name of Chiller as a member of the Freedom Legion. So, Le’ira went to Earth to try out for the Freedom Legion. She impressed the attending Legionnaires with her ability to transform into sand and was granted membership. She’s very excited to have adventures and make new friends.

Powers & Abilities
All Szoltans are naturally resistant to heat and dehydration. Dune Girl takes things a step further, being able to transform into living sand. As such, she can stretch out, blast enemies with particulates, and is incredibly resilient against physical damage, with punches just going right through her.

Playing Dune Girl
Dune Girl is outgoing and bubbly, wanting to know more about everyone and everything. She’s not entirely sure how some things out in C.O.P. space work just yet, but she’s learning.

In combat, she’s mostly a straight-up brawler, getting in close and unloading with sand. She’s hoping to learn a few more tricks, like being stealthier, but for now, she sticks to what she’s good at.

Statistics

Attributes
Strength 2
Stamina 6
Agility 2
Dexterity 0
Fighting 2
Intellect 2
Awareness 4
Presence 2

Skills- Close Combat: Unarmed 10 (+12), Perception 4 (+8), Stealth 4 (+8)
Advantages- Hide In Plain Sight
Powers
Heat Resistant- Immunity 2 (Dehydration, Environmental Heat) (2 points)
Sand Form (Move Action, -1 point, 88 points total)- Burrowing 6, Elongation 4, Enhanced Dodge 10 (Sustainted), Enhanced Parry 6 (Sustained), Flight 4 (Gliding), Immunity 28 (Balistic Damage, Bludgeoning Damage, Life Support, Sustained), Insubstantial 1, Movement 1 (Slithering), Protection 2 (Sustained), Sand Blast: Cone Area Damage 10, AE Sand Burst: Burst Area Damage 10, AE Sand Strike: Shapeable Area Strength Based Damage 8

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

Complications
Motivation: I Wanna Be Where The People Are…!* Dune Girl, more than anything, was unsatisfied with the semi-solitary lifestyle of Szolta, and so she wants to explore the universe, particularly if it means meeting new people.

Naive Dune Girl can count on her hands the number of times she had interactions with her own people, let alone people from other worlds, before she met Chiller. As such, she’s a little unfamiliar with how things should go. For example, were Gigantress to attack, Dune Girl might cheerfully introduce herself and try to engage in conversation rather than fighting or fleeing. Of course, in that specific example, it’s not like Gigantress can do much to hurt someone made of living sand…

Dedicated to the Memory Of Keith Giffen

*Subtlety is for cowards!

Omnivorous Girl

One night, several members of the Freedom Legion decided to go out for a night on the galaxy. They found their way to a somewhat seedy bar and decided to do what young superheroes of legal age with a night off do- get drunk! (Please drink responsibly.) At some point, they got into a drinking contest with the bartender, who said her name was Ybrik, “Ybby” to her friends. Ybrik proceeded to drink the majority of the assembled Legionnaires under the table, until she met her match. (Which specific member is left to the player and/ or GM to decide.) The team carefully and tiredly made their way home.

A day or two later, while they were still recuperating, Ybby showed up at Freedom Legion HQ with all her stuff. When asked WHY she was there, she responded, “The bet, remember? I beat you, you work at the bar. You beat me, I work for you. Put 'er there, teammate!”

The team, still somewhat hungover, went to Professor Danger for a ruling, who sighed, and then shrugged. “A bet’s a bet.”

Powers & Abilities
Omnivorous Girl, as Ybby calls herself now, can eat damn anything. Wood, metal, stone, radioactive sludge, a moss-covered three-handled antique family gradunza, you name, she can probably eat it with no ill effect. She can also put away… “food” very quickly. Finally, she can take on the properties of whatever she eats. She eats a blaster pistol, she can fire energy beams out of her eyes. She eats a vial containing some sort of noxious gas, she can turn into caustic vapors.

Playing Omnivorous Girl
Being a former bartender, OG has seen it all, or so she thinks. She at times has a bit of an off-color sense of humor, but she’s got a good heart.

In combat, she’ll target foes with equipment first, using her Improved Smash and Weapon Break abilities to good effect. She’ll particularly target those who have weapons with special properties or, well, stuff that just looks tasty.

Her Variable power gives her a pool of 40 points to allocate, provided she eats something with the properties she’d like to have. The player should work with the GM on what might be available to eat, and to make sure the niche skills of any other characters don’t get stepped on.

Statistics

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

Skills- Close Combat: Bite 6 (+8), Deception 6 (+8), Expertise: Bartender 5 (+7), Expertise: Streetwise 5 (+7), Insight 6 (+8)
Advantages- Diehard, Great Endurance, Improved Critical 4 (Bite), Improved Smash, Second Chance (Fortitude Saves), Seize Initiative, Weapon Break
Powers
Nom Nom Nom- Feature 1 (Can Eat Anything), Immunity 1 (Ingested Materials), Weaken Toughness 8 (Affects Objects), Linked To Penetrating Damage 8 (34 points)
Speed Eating- Quickness 6 (Limited To Eating) (2 points)
You Are What You Eat- Variable 8, Mimics Materials She Can Eat (32 points)

Defenses
Dodge +6
Fortitude +12
Parry +6
Toughness +2
Will +8

Complications
Motivation: Let’s Have Fun OG is a good-natured sort who wants to enjoy life provided no one gets hurt. And, if there are any “buzzkills” out in the universe who want to cause trouble, well, it wouldn’t be the first time she’s acted as a bouncer.

That Looks Tasty…! OG will often snack on things she shouldn’t.

Ooh, That’s Not Sitting Right… Occasionally, OG’s eyes are bigger than her stomach, and something she eats might cause a bad reaction, altering her behavior or changing her body in unexpected ways. This often happens with magical items.

The extra fingers on her right hand? That’s… uh… a temporary mutation from an alien crystal she ate. Yeah, that’s it! That’s the ticket.

1 Like

Signal

Tam Cantor is a Korvald heavy-worlder, who worked for a deep space mining outfit. Very intelligent, he quickly made his way up to a position monitor data and communications. A bit too smart for his own good sometimes, he learned that the mining company was ignoring safety measures and, what’s more, was in deep with Gauntlet’s criminal syndicate. He quickly made his way to the authorities to contact the Freedom Legion. The Legion was impressed with the young man’s moral character and inventive skill, so they offered him membership.

Powers & Abilities
Heavy-worlders are adapted to living in high-gravity, and as a result, Signal is much stronger and tougher than the average human. However, his greatest asset is his keen scientific mind. He built some sensor goggles that lets him understand (though not speak) any language, analyzes combat situations, hack into sensor networks, and even shut down selected technological devices.

Playing Signal
Tam is very much a blue-collar sort. He’ll speak plainly, and prefers the most direct solutions. This can sometimes put him at odds with Legionnaires from privileged backgrounds, like Metalla. “Oh, you had to escape your planet because they were worshiping you like a goddess? How awful.”

Many underestimate Signal, looking at his size and expecting a big, dumb bruiser. He’ll play into that, using his Deception skill. While he’s no slouch in combat, it’s not his preferred solution. He’ll use his network abilities to gather intel, and then try to shut down as much enemy equipment as possible, hopefully forcing a surrender.

Statistics

Attributes
Strength 7
Stamina 2
Agility 2
Dexterity 0
Fighting 2
Intellect 5
Awareness 5
Presence 1

Skills- Close Combat: Unarmed 7 (+13), Deception 8 (+9), Expertise: Physical Sciences 9 (+14), Perception 8 (+13), Technology 10 (+15), Vehicles 6 (+6)
Advantages- Inventor
Powers
Goggles (Removable -15 points, 60)

  • Combat Computer- Enhanced Dodge & Parry 10. Enhanced Advantages Close Attack 4, Evasion 2, Precise Attack 2 (Close Cover & Concealment), Uncanny Dodge
    Overide- Nullify Technology 6, Burst Area (30 foot radius), Broad (Technological), Selective, Simultaneous
    Sensor Network- Remote Sensing 7 (Visual & Auditory), Limited to Technological Sensors
    Translator- Comprehend 1 (Understand All)

Heavy-Worlder Physiology- Immunity 1 (Pressure), Movement 1 (Environmental Adaptation: Heavy Gravity) (3 points)
Tough As Nails- Protection 3

Defenses
Dodge +12
Fortitude +8
Parry +12
Toughness +5
Will +10

Complications
Motivation: Truth Tam feels strongly about presenting the facts as they are and letting people make up their own mind. Data doesn’t lie, and he wishes people wouldn’t either.

Enemy The mining corporation and Gauntlet’s criminal cartel are not pleased with Signal’s perceived betrayal.

Somnambula

One day, the Freedom Legionnaires on duty went into the meeting room and were surprised to find a young woman with blue skin and pink hair already there. When they asked her what she was doing, she languidly but pleasantly responded with, “I don’t know, but I think I’m where I need to be.”

Somnambula, as she calls herself, is a creature with ties to dreams. She might even BE an actual dream herself! But, she’s got a good heart and is willing to use her unique abilities to aid the Freedom Legion.

Powers & Abilities
Somnambula has several abilities related to dreams and dreaming. First, she is remarkably hard to hit in combat, because who can hurt a dream? Second, she can speak to any sapient being. She can also talk to cats, as they spend a lot of time in the Dream Dimension (see Book Of Magic for Mutants & Masterminds 2e!). Speaking of, she can create a portal to travel INTO the dream dimension. She can also cause people to fall asleep. She doesn’t need to sleep herself, or, perhaps there’s a part of her that’s ALWAYS asleep, because of her last, and possibly, most unusual power.

Somnambula can switch between the two hemispheres of her brain. When one is “awake”, the other is “asleep”. When her left brain is dominant, she is VERY intelligent and logical, and can process information very quickly. When her right brain is in charge, she becomes even more dreamlike, constantly floating in the air, becoming harder to hurt, and healing whatever damage does accumulate.

Playing Somnambula
Even when her logical side is in charge, Somnambula is somewhat odd, living life on dream logic. She’ll often spout non sequiturs that make perfect sense to her. She very much lives in the now and doesn’t dwell on setbacks. She doesn’t really dwell on anything.

In combat, she’ll move around (floating, if her right brain is in charge), putting foes asleep if she can. She’s not very good at using her skill at evading attacks to practical use, like feinting in combat, but she’ll get there. Hopefully.

Statistics

Attributes
Strength 0
Stamina 5
Agility 1
Dexterity 0
Fighting 1
Intellect 2/ 10
Awareness 5
Presence 2

Skills- Insight 4 (+9) Perception 4 (+9), Persuasion 5 (+7)

Powers
Can’t Kill A Dream- Immortality 1 (2 points)
Dreamscape- Movement 1 (Dream Dimension, Portal) (4 points)
Dreamspeak- Comprehend 3 (Speak, Understand, Understood) (6 points)
Like A Dream- Enhanced Dodge & Parry 9 (Sustained) (18 points)
Two Minds (Array, 33 points)

  • Left Brain- Continuous Enhanced Intellect 8, Continuous Mental Quickness 6, Continuous Enhnaced Advantages 1 (Jack Of All Trades) (32 points)
    Right Brain- Continuous Immunity 5 (Interaction Skills), Continuous Flight 2, Continuous Regeneration 3, Continuous Enhanced Extra 5 (Impervious Toughness) (1 point)

Sleep- Perception Ranged Cumulative Affliction 6 (Resisted & Overcome By Will; Fatigued, Exhausted, Asleep) (24 points)
Sleepless- Immunity 3 (Dream Powers, Sleep) (3 points)
Talk To Cats- Comprehend 2 (Speak To And Understand Animals, Limited To Felines) (2 points)

Defenses
Dodge +15
Fortitude +5
Parry +15
Toughness +5
Will +15

Complications
Motivation: Peace People are so peaceful when they’re asleep and dreaming, and Somnambula is determined (well, as determined as she can be) to teach people that they can be peaceful and content when they’re awake too.
Hazy Memories Somnambula has trouble recalling things, switching between two minds and constantly living in a dream-like state. When she needs to recall something, she will have a circumstance penalty between -2 and -5 to remember it correctly.

1 Like

Ormiach

In ages gone by, an off-shoot of the Atlanteans settled in the British Isles. They became known as the Tuatha De Danann. They used a mixture of science and sorcery, having many wars with the Formorians. During one of these wars, the Tuatha king Nuada lost his arm. The healer of the Tuatha, Dian Cecht, used his magical abilities to fashion a prosthetic for Nuada. (See Atlas Of Earth-Prime: Australasia for more on Nuada). But Dian Cecht had two sons, Miach and Ormiach. Together, they grew an arm for Nuada out of flesh and blood. Dian Cecht was less than pleased. He argued that the world wasn’t ready for such progress yet. Miach insisted that his father was jealous. A fight broke out, which resulted in the deaths of the brothers. Their sister Airmid buried them, and 365 herbs grew from the graves, which Dian Cecht scattered.

They just didn’t STAY dead.

The brothers had tested their biotech on themselves before attempting to clone an arm for Nuada. As such, they could now heal up from practically any injury. Miach had a new purpose in life, uplift humanity to overthrow the Tuatha De Danann. Ormiach said, “Whoa, hey, hold on now, let’s not be rash here.” Paraphrased, obviously, but that was the gist of it. The brothers split. Over the centuries, Miach set himself up as a patron of mad scientists, rarely experimenting himself for fear of drawing the Tuatha De Danann. They had withdrawn from Earth’s dimension to Avalon, but Miach took no chances. For his part, Ormiach, lacking his brother’s genius, wandered the Earth for centuries, occasionally “napping” for years at a time. He often associated with the Unhumans of the Cryptid Clans, peaceful descendants of the Formorians who lived in the mountains outside of Emerald City. And so it went for centuries.

And then, after awakening from another hiatus, Ormiach went to the Cryptid Clans. He was shocked to see that they were now living openly amongst the humans! It was the 26th Century, and humanity had (slowly) become more and more tolerant of other sapient beings, so much so that other alien cultures were traveling to and from the Earth.

Ormiach went to the Freedom Legion, stirred by something he hadn’t felt in millenia. Perhaps he missed the camaraderie of the Tuatha De Danann, or perhaps he just wanted something to do. Whatever the reason, he pledged his services to the Freedom Legion. He hopes that they might help him locate his sister, as he never learned if she left Earth with the others. And he’s also hoping to keep tabs on his brother, who’s still out there. With a whole universe opened up to him, Miach could very well become more brazen…

Powers & Abilities
Ormiach is, quite simply, immortal. His body has regenerative properties that speeds up the healing process, and even death is a minor inconvenience for him, as he’ll be up and around again in less than a week. He doesn’t need to worry about aging, poison, disease, eating, anything.

The changes to his body have given him the ability to disrupt cellular activity in others, causing harm if need be. He also has a sword forged from Orichalcum, which he’s quite proficient with. While his skills at medicine are far exceeded by his brother, he can quickly diagnose someone’s physical condition, making him an excellent assistant for medical procedures.

Playing Ormiach
Ormiach spent years playing the brooding immortal, and he’s grown past it. He’ll often make jokes of a dry, sarcastic nature, but these are to mask that he still feels quite a bit of guilt, as he wonders if he was blinded to his brother’s ambitions centuries ago.

In combat, he’ll throw into melee head first, putting himself in front of allies, knowing that he’ll eventually get better. He’ll put his sword to good use, and he’ll also liberally use his cellular disruption ability as a “shortcut” for foes who can’t be harmed by traditional means.

Statistics

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

Skills- Close Combat: Sword 2 (+12), Deception 5 (+7), Treatment 3 (+5)
Advantages- Close Attack 4, Interpose, Set-Up, Taunt, Teamwork
Powers
Cellular Disruption- Damage 10, Alternate Resistance (Fortitude) (10 points)
Intuitive Diagnosis- Senses 3 (Detect Health, Analytical) 3 points
Orichalcum Sword (Easily Removable -6, 9 points)

  • Strength Based Damage 4, Penetrating 8, Improved Critical 3 (15 points)

Undying- Immortality 3 (4 days). Immunity 30 (Fortitude Effects), Protection 4, Regeneration 5 (45 points)

Defenses
Dodge +10
Fortitude +4
Parry +12
Toughness +8
Will +10

Complications
Motivation: Responsibility Considering that his brother has developed full on megalomania and a Messiah Complex, Ormiach is beginning to suspect that his father MIGHT have been on to something.

Enemy Aside from his brother, who still fumes at the perceived betrayal and abandonment, Ormiach has lived a long time, and has crossed paths with other immortals over the years, many of whom don’t care for him. Others would love to learn the secrets of immortality.

Pyroclasm

Prince Scorian is one of many princes from a volcanic world. Like many in the royal family, Scorian exhibited superpowers at a young age, but failed to do much with them. A good-natured slacker, he was content to lounge about in one of the many palaces, doing nothing in particular. He wasn’t in line for the throne, after all. Eventually, the rest of the family got tired of it, pulled some strings and got Scorian into the Freedom Legion. Pyroclasm, as he calls himself now, shrugged and went along with it. He’s still somewhat of layabout, but he is slowly maturing into a decent man.

Powers & Abilities
Like all on his planet, Pyroclasm is solidly built, being much tougher, stronger, and heavier than the average human. He is a bit slower, however, which is only natural considering he weighs nearly 2 tons. He’s also immune to heat and fire of any kind.

His strength and durability alone would make him an incredibly formidable opponent, but in addition, he can take on a form coated in what appears to be magma. In this form, he generates intense heat; anyone trying to attack him is going to be in for severe burns, not that any attack would do much, as he’s even tougher. He also has a burning touch, slagging armor and most materials.

Playing Pyroclasm
Pyroclasm is a bit spoiled and used to getting his own way, but he’s very easy-going about it. Much like a lava flow, he’ll plow ahead and overcome any resistance eventually.

In combat, he doesn’t do much outside of “Wreck NOT CODE APPROVED, Leave”. He’ll wade right in, knowing that he can do much more damage simply giving foes a target than waiting for them to come to him. He is learning a few tricks, like putting himself between incoming damage and his more fragile allies.

Statistics

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

Skills- Close Combat: Unarmed 6 (+10), Persuasion 6 (+8)
Advantages- Benefit 1 (Minor Noble), Fast Grab, Interpose
Powers
Dense Physiology- Growth 4 (+4 Strength, Stamina, & Mass; No Size Increase, -1 Speed), Permanent, Innate (9 points)
Heat Resistant- Immuntity 10 (Heat Effects) (10 points)
Magma Form (Activation: Move Action, -1 point, 60 points)

  • Reaction Fire Damage 10 (When Touched), Melt: Weaken Toughness 10 (Affects Only Objects), Alternate Effect: Penetrating Strength Damage 10; Impervious Toughness 10

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

*Includes Growth Modifier

Complications
Motivation: Obligation While not crazy about being asked by his family to actually DO something for once, he does love and respect them, so he goes along with it. As it turns out, being a superhero is kind of fun.

Heavy A lot of things aren’t made for someone of his mass, so objects might break. Forks when eating, or a floor might give way as he’s charging an enemy.

Miss Anomaly

Anna Mullen was a young woman in her freshman year at Freedom City University. She was visiting her father, an astrophysicist, who was conducting an experiment on gravitational forces. An accident occurred, and Anna was seemingly killed in the explosion. She didn’t die, however, but was transformed into a sort of living gravitational anomaly. She had zero control over her new form, and was quickly becoming a danger to Freedom City. The Freedom Legion and her father worked quickly, building her a containment suit that allowed her control over her new powers.

Powers & Abilities
Miss Anomaly, as Anna refers to herself, can generate blasts of gravitic force, even being able to create a miniature black hole. She can fly at terrific speeds, even to other planets, and, being made of gravitational waves and energy, doesn’t need to eat or drink or breathe.

Her containment suit, combined with her powers, grants her a limited degree of enhanced strength, though she’s yet to master things enough to be useful in combat.

Playing Miss Anomaly
Despite everything that’s happened to her, Miss Anomaly is a cheerful, optimistic person. She tries not to let anything, pardon the expression, pull her down. It’s not always easy, granted, but she could have died, and now, she gets to help people. Besides, the Freedom Legion has enough brainy people that SOMEONE should be able to figure out a way to get her back to normal, or at least not need the suit anymore.

In combat, she sticks to ranged attacks. She never learned how to fight, but she never really needed to. Now, she especially needs to be careful. While her suit can take a good deal of punishment, if it ever gets damaged, she’ll have no way to interact with the world.

Statistics

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

Skills- Insight 6 (+10), Ranged Combat: Gravity Control 6 (+10), Persuasion 6 (+8)
Advantages- Agile Feint, Evasion 2, Move-By Action
Powers
Altered Physiology- Immunity 12 (Life Support, Gravity Effects), Movement 2 (Enivromental Adaptation- High Gravity, Zero Gravity) (16 points)
Containment Suit (Removable -9 points, 36)

  • Enhanced Advantages: Improved Initiative, Enhanced Dodge 8, Enhanced Parry 10, Enhanced Strength 8 Limited To Lifting, Impervious Protection 9

Gravitic Flight- Flight 10, Movement 1 (Space Travel 1) (22 points)

Gravity Control (Array, 23 points)

  • Gravity Blast- Ranged Damage 10 (20 points)
    Gravity Burst- Burst Area Damage 10 (1 point)
    Gravity Deflection- Deflect 10, Reflect (1 point)
    Singularity- Burst Area 2 Damaging Move Object 5, Limited To Pulling Towards Center Of The Area (1 point)

Defenses
Dodge +10
Fortitude +6
Parry +10
Toughness +9
Will +10

Complications
Motivation: Optimism Miss Anomaly stays with the Freedom Legion out of hope that they might cure her condition and in the meantime, serve as a figure of hope to others.

Containment Suit If it gets damaged or destroyed, Miss Anomaly becomes Insubstantial 4 (you’ll note the lack of Affects Corporeal on any of her abilities) and can’t speak.