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 !