Tag Archives: Mutants and Masterminds

Re: Roll20Con

So the D&D5E game I applied for went south, so I withdrew my application and found a different one. He requested we build 2 characters, a primary and a backup. My primary is a basic wizard, Fireballs, Lightning Bolts and other heavy artillery, if I say I am casting a spell, its a good idea to wait before running into the room. My secondary character is a straight forward Rogue, Pick locks, Find/remove traps, sneaking silently through the shadows. If you see me standing behind someone, they are either about to loose their purse, or get a dagger in the back.

Anyone who has seen me as a player, knows my preference is for fighters, and that was definitely my first choice. The problem was, when I looked at the other players, I saw at least one each, Fighter, Ranger and Paladin, so there were sword arm a plenty. I did see another person who wanted to play a spell caster, but I figured if necessary, I could always fallback to the Rogue, seeing as no one else has as of yet chosen a Rogue as their primary.

 

 

Titan

Titan (E42) – PL 10

Strength 12, Stamina 10, Agility 2, Dexterity 2, Fighting 6, Intellect 0, Awareness 1, Presence 1

Advantages
All-out Attack, Daze (Intimidation), Diehard, Power Attack, Ultimate Effort: Toughness checks

Skills
Acrobatics 2 (+4), Athletics 2 (+14), Close Combat: Unarmed 2 (+8), Expertise: Retail Sales 2 (+2), Intimidation 6 (+7), Investigation 2 (+2), Ranged Combat: Throwing 2 (+4), Technology 2 (+2), Vehicles 2 (+4)

Powers

  • Titanic Endurance
    •    Enhanced Ability: Enhanced Stamina 6 (+6 STA)
    •    Immunity: Immunity 10 (Life Support)
    •    Impervious Defense: Impervious Toughness 10
    •    Regeneration: Regeneration 5 (Every 2 rounds)
  • Titanic Strength
    •    Enhanced Ability: Enhanced Strength 8 (+8 STR)
    •    Leaping: Leaping  12 (Leap 4 miles at 250 miles/hour in 1 minute)
    •    Power-lifting: Power-lifting 8 (+8 STR for lifting, 25 kton Load Limit)

Offense
Initiative +2
Grab, +6 (DC Spec 22)
Strike: Strike 5, +6 (DC 20)
Throw, +4 (DC 27)
Unarmed, +8 (DC 27)

Complications
Enemy: Iron Mask
Motivation: Doing Good

Languages
English

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

Power Points
Abilities 40 + Powers 73 + Advantages 5 + Skills 11 (22 ranks) + Defenses 21 = 150

Background
Titan always wanted to be a super hero and when his power expressed itself he was happy and elated. What he discovered though was he is not very good at it. He crossed paths with several major villains and lost to all of them. He now keeps to rescue and recovery work staying out of the way of better and more competent heroes. Business Man occasionally recruits him for jobs where he needs muscle, primarily because Titan knows how to stay out of the way and not break anything.

Notes
This is another Champions transplant, this was my character. He his a basic powerhouse and not terribly imaginative. On earth 42, Titan is kind of a super looser. In his personal life he has trouble keeping relationships, he works a dead end job and lives with his mother. His superhero life is not much better.

The Architect

The Architect (E42) – PL 10

Strength 0, Stamina 2, Agility 2, Dexterity 4, Fighting 2, Intellect 10, Awareness 7, Presence 0

Advantages
Equipment 16, Great Endurance, Inventor, Jack-of-all-trades, Speed of Thought, Trance, Well-informed

Skills
Acrobatics 2 (+4), Athletics 2 (+2), Deception 2 (+2), Expertise: Science 6 (+16), Insight 2 (+9), Investigation 6 (+16), Perception 6 (+13), Persuasion 4 (+4), Sleight of Hand 4 (+8), Stealth 4 (+6), Technology 6 (+16), Treatment 2 (+12), Vehicles 4 (+8)

Powers

  • Gallifreyan Physiology
    •    Immortality: Immortality 15 (Return after 2 minutes; Limited: Can only regenerate 13 times)
    •    Immunity: Immunity 3 (Aging, Environmental Condition: Radiation, Sleep)
    •    Two Hearts: Enhanced Trait 1 (Advantages: Great Endurance)
  • Psychic Paper
    •    Illusion: Illusion 1 (Linked; Affects: One Sense Type – Sight, Area: 2 cft., DC 11; Limited: Limited to credentials)
    •    Mind Reading: Mind Reading 1 (Linked; DC 11; Limited: Limited to credentials)
  • Sonic Screwdriver: Variable 2
  • Time Lord
    •    Comprehend: Comprehend 4 (Languages – Read All, Languages – Speak All, Languages – Understand All, Languages – You’re Understood)
    •    Mind Reading: Mind Reading 4 (DC 14)
    •    Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
    •    Time Awarness: Senses 2 (Acute: Time Awareness, Awareness: Time (Mental))

Equipment
Psychic Paper [Psychic Paper], Sonic Scewdriver [Sonic Screwdriver: Variable 2], Tardis

Offense
Initiative +10
Grab, +2 (DC Spec 10)
Mind Reading: Mind Reading 1 (DC Will 11)
Mind Reading: Mind Reading 4 (DC Will 14)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)

Complications
Enemy
Motivation: Thrills

Languages
Gallifreyan

Defense
Dodge 3, Parry 3, Fortitude 8, Toughness 2, Will 10

Power Points
Abilities 54 + Powers 39 + Advantages 21 + Skills 25 (50 ranks) + Defenses 11 = 150

Tardis – PL 10

Strength 10, Defense 4, Toughness 14, Size Medium

Powers

  • Features
    • Artificial Intellegence: Feature 1
    • Bigger on the inside: Feature 1
  • Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
  • Hide in Plain Sight: Concealment 2 (Sense – Sight, Advantages: Hide in Plain Sight)
  • Space Travel: Movement 4 (Environmental Adaptation: Space Travel, Space Travel 3: other galaxies)
  • Time Travel: Movement 4 (Environmental Adaptation: Time Travel, Time Travel 3: any time)

Power Points
Abilities 10 + Powers 37 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 13 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 60

Notes:
This started out as an experiment to see if I could do the Doctor in Mutants and Masterminds. Surprisingly, in terms of the game, the Doctor is not that high of powered character, on the other hand, the ability to move freely through time and space makes him incredibly powerful. I can totally see Thor playing this character and viewing Titan and Business Man as his “Companions” and complains that the Doctors companions are always cute redheads..

Business Man

Business Man (E42) – PL 10

Strength 0, Stamina 0, Agility 1, Dexterity 3, Fighting 4, Intellect 10, Awareness 5, Presence 1

Advantages
Beginner’s Luck, Benefit, Wealth 4 (multimillionaire), Daze (Deception), Equipment 4, Fascinate (Persuasion), Hide in Plain Sight, Inventor, Jack-of-all-trades

Skills
Close Combat: Unarmed 1 (+5), Expertise: Business and Accounting 4 (+14), Expertise: Engineering 4 (+14), Insight 4 (+9), Investigation 4 (+14), Perception 4 (+9), Technology 4 (+14), Vehicles 4 (+7)

Powers

  • Brief Case (Easily Removable)
    •    Bigger on the inside than the outside: Feature 1
    •    Dazzle: Dazzle 10 (Affects Sense: Sight, Resisted by: Fortitude, DC 20)
    •    Impervious Defense: Impervious Toughness 10
    •    Various Gadgets: Variable 5 (technological; Limited: Small Technological devices)
  • Business Suit (Removable)
    •    Protection: Protection 10 (+10 Toughness)
  • Fedora (Easily Removable)
    •    Communication: Radio Communication 3
    •    Senses: Senses 2 (Analytical: Sight, Infravision)
  • Trench Coat (Removable)
    •    Concealment: Concealment 4 (All Visual Senses)
    •    Gliding: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Gliding)

Equipment
Audio Recorder, Car, Cell Phone (Smartphone), Concealable Microphone, Flash Goggles, Flashlight, Gas Mask, Handcuffs, Lock Release Gun, Mini-tracer, Multi-tool

Offense
Initiative +1
Dazzle: Dazzle 10, +3 (DC Fort 20)
Grab, +4 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +5 (DC 15)

Complications
Motivation: Acceptance: Accepts that he is a total weirdness magnet for super hero/villain activity
Responsibility: Has  a job

Languages
English

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 10, Will 5

Power Points
Abilities 48 + Powers 63 + Advantages 14 + Skills 15 (29 ranks) + Defenses 10 = 150

Background
Business Man is one of the great inventors and engineers of modern history. However he much prefers to “Crunch the Numbers” than build trinkets. Early in his life he realized for some unknown reason he is a magnet for Superhero/Super Villain activity. After being hurt a couple of times for being in the wrong place at the wrong time, he started developing defenses that were integrated into stylish three piece suits. He also maintains some offensive abilities, but he only tends to use them to keep Mooks and Henchmen away from himself and other innocent bystanders.

Business Man is generally considered to be an Urban Legend, but there are websites dedicated to this “Unknown man” who mysteriously appears in the background photos taken of various Super battles.

Notes
Business Man was originally conceived for a Champions game by my friend Bruce. To this day, I believe Bruce never actually put him on paper, although I suspect he will deny that. This is my re-imaging of Business Man for earth 42. I picture him, not as a member of a super team, but rather someone who just has incredible bad luck and ends up at the center various super battles, sort of a super powered innocent bystander,

Hacker (Earth 42)

Hacker (E42) – PL 8

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

Advantages
Benefit 4: Root privileges on all Digitronix machines, Benefit: High level security consultant, Benefit: Support Team – Speed Metal Kids, Skill Mastery: Expertise: Computer Science

Skills
Close Combat: Mace: Strength-based Damage 5 1 (+2), Deception 4 (+5), Expertise: Computer Science 12 (+17), Insight 3 (+4), Investigation 1 (+6), Perception 3 (+4), Persuasion 2 (+3), Ranged Combat: Blast: Blast 8 2 (+3), Technology 9 (+14), Vehicles 4 (+5)

Powers

  • Apokoliptian Armor (Removable)
    •    Enhanced Ability: Enhanced Stamina 5 (+5 STA)
    •    Enhanced Ability: Enhanced Strength 5 (+5 STR)
    •    Force Field
      •       Immunity: Immunity 5 (Enviromental Conditions (All))
      •       Impervious Defense: Impervious Toughness 5
  • Cybernetic Implant
    •    Communication: Radio Communication 4
    •    Comprehend: Comprehend 2 (Machines / Electronics)
  • Mega Rod (Array, Easily Removable)
    •       Blast: Blast 8 (DC 23)
    •       Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
    •       Mace: Strength-based Damage 5 (DC 25)
    •       Teleport: Teleport 5 (900 feet in a move action, carrying 50 lbs.)
  • Mother Box (Removable)
    •    Boom Tube: Movement 3 (Space Travel 3: other galaxies)
    •    Healing: Healing 8
    •    Intelligent: Feature 2

Offense
Initiative +0
Blast: Blast 8, +3 (DC 23)
Grab, +1 (DC Spec 15)
Mace: Strength-based Damage 5, +2 (DC 25)
Throw, +1 (DC 20)
Unarmed, +1 (DC 20)

Complications
Motivation: Anarchist
Obsession: Curious, doesn’t like to be kept out

Languages
English

Defense
Dodge 1, Parry 1, Fortitude 5, Toughness 5, Will 4

Power Points
Abilities 18 + Powers 70 + Advantages 7 + Skills 21 (41 ranks) + Defenses 4 = 120

Background:
Before the war with Apokolips, Jack Marshall was world class programmer and computer hacker. He nearly single handedly wrote the operating system for Digitronix computers, system used by nearly every major company and government in the world. When the war came, the forces of Darkseid kidnapped Jack for his ability to effortlessly manipulate computers and communication system on earth, he was brainwashed and enhanced into a weapon against mankind. Jack did Darkseids bidding for months until he was rescued by the forces of New Genesis. After that he went underground until the war was over, then he tried to return to his old life. The cybernetic implant Jack now possesses allows him access all electronic systems in the world. He then uses his technology (Hacking) skills to manipulate those systems.

Jack has the standard issue of Apokolips equipment, armor, mega rod and motherbox, but even so, he is not a terribly effective combatant and only engages in direct combat to defend himself and bystanders, he much prefers to work from behind the scenes.

Notes:
This character is based on Jack Marshal for the 1992/1993 comic book mini series The Hacker Files by DC Comics. The events of that comic book took place on Earth 42 about a year after the war with Apokolips, it was those events that spurred jack to becoming a Super Hero.

I started out wanting to make Hacker a PL 10 hero, but as i worked on him, I realized Mind Control (Machine Only) was too much. In keeping with the spirit of the character I removed the Mind Control (Machine Only), so He has to rely on his technology skill to manipulate the systems he is in communication with. This reduced him down to a PL 8 character, which I think works better for him since he was not originally meant to be a real super hero.

Earth 42 Backstory

As with Earth 1 and Earth 2, Darkseid invaded earth 42 5 years ago. The difference for Earth 42 was there were no high powered superheroes on earth to take him on. Fortunately the Green Lantern Corp at the behest of HighFather, the leader of the New Gods on Genesis, came to the rescue of Earth 42. The New Gods and six Green Lanterns, each leading a Manhunter battalion beat back Darkseid and his para-demons in a three year bloody struggle. This was the advent of meta humans on earth, the Green Lantern of Space Sector 2814, Abin Sur was killed late in the conflict and was replaced Hal Jordan, Atlantis and Themescyra came out of hiding and helped defend the planet and Metron of the New Gods was responsible for putting Clark Kent back together after his near fatal accident. Although none of the Justice League members was active during the war. High Father and the Guardians of the Universe both agree that none of earth heroes can stand against Darkseid, should he return, but as they grow and mature things will change.

In this world, Superman and Wonder Woman are both teenagers. Green Lantern and Cyborg are both older and experienced military men. Aquaman, Batman and the Flash fall somewhere in the middle of this. The start of the campaign would be these heroes coming together to fight Steppenwolf, Darkseid’s son whom got left behind when the para-demon army was finally driven off planet.

Aquaman

Aquaman (E42) – PL 10

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

Advantages
All-out Attack, Favoured Environment: Under water, Inspire, Languages 1, Leadership

Skills
Athletics 2 (+10), Close Combat: Trident 3 (+7), Close Combat: Unarmed 4 (+8), Expertise: Marine Biology 4 (+5), Insight 4 (+6), Intimidation 6 (+8), Perception 8 (+10), Persuasion 6 (+8)

Powers

  • Atlantean Armour (Removable)
    • Impervious Defence: Impervious Toughness 8
  • Atlantean physiology
    • Breath under water: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
    • Deep sea vision: Senses 2 (Darkvision)
    • Swimming: Swimming 10 (Speed: 500 miles/hour, 1 mile/round)
  • King of the sea
    • Comprehend: Comprehend 2 (Animals – Speak To, Animals – Understand; Limited: Marine Life)
    • Mind Control: Mind Control 6 (DC 16; Limited: Marine life)
    • Telepathy: Mental Communication 3 (mind)
  • Trident (Removable)
    • Damage: Strength-based Damage 2 (piercing, DC 25; Penetrating 2)

Offence
Initiative +2
Damage: Strength-based Damage 2, +7 (DC 25)
Grab, +4 (DC Spec 18)
Mind Control: Mind Control 6 (DC Will 16)
Throw, +0 (DC 23)
Unarmed, +8 (DC 23)

Complications
Motivation: Responsibility: King of the Sea
Power Loss: Can not be out of water for extended durations

Languages
Atlantean, English

Defence
Dodge 8, Parry 8, Fortitude 10, Toughness 8, Will 6

Power Points
Abilities 54 + Powers 56 + Advantages 5 + Skills 19 (37 ranks) + Defences 16 = 150

After a violent storm at sea, the inert body of a man is found on the beach near the Naval Undersea Center. But this is no ordinary man. He can breathe underwater, swim faster than a dolphin and dive to depths of at least seven miles. He is nursed back to health by Doctor Elizabeth Merrill and given the name Arthur Curry. In return Arthur agrees to help the United States Navy recover a lost missing submarine carrying top military officials. Deep in the ocean, Arthur discovers an enormous undersea habitat constructed by Mr. Schubert, a maniacal scientist who has gained the assistance of kidnapped scientists from various nations via mind-control bracelets and plans to destroy all the nations of the world with their own nuclear weapons. Arthur thwarts the plan by flooding the undersea habitat and helping the scientists escape, although the fate of Schubert is unknown. He decides to return to his aquatic life and has spent most of the last several years deep in the ocean, occasionally resurfacing to help Dr Merril.

Cyborg

Cyborg (E42) – PL 10

Strength 8, Stamina 8, Agility 0, Dexterity 2, Fighting 3, Intellect 5, Awareness 2, Presence 1

Advantages
Accurate Attack, Improved Initiative 2, Inventor, Power Attack, Teamwork

Skills
Athletics 3 (+11), Insight 3 (+5), Intimidation 3 (+4), Perception 3 (+5), Persuasion 3 (+4), Technology 3 (+8)

Powers

  • Armoured Body: Impervious Toughness 8
  • Computer interface: Comprehend 2 (Machines / Electronics)
  • Cyborg Strength
    •    Leaping: Leaping 10 (Leap 1 mile at 250 miles/hour in 12 seconds)
    •    Power-lifting: Power-lifting 2 (+2 STR for lifting)
  • Self Repair System: Regeneration 4 (Every 2.5 rounds)
  • Sensor System: Senses 2 (Infravision, Ultra-hearing)
  • Ultimate Internet connection: Other Communication 4 (Sense Type: Wireless)
  • White Noise Generator: Blast 8 (DC 23; Accurate 2: +4)

Offence
Initiative +8
Grab, +3 (DC Spec 18)
Throw, +2 (DC 23)
Unarmed, +3 (DC 23)
White Noise Generator: Blast 8, +6 (DC 23)

Complications
Motivation: Acceptance
Motivation: Responsibility

Languages
English

Defence
Dodge 6, Parry 6, Fortitude 8, Toughness 8, Will 6

Power Points
Abilities 58 + Powers 64 + Advantages 6 + Skills 9 (18 ranks) + Defences 13 = 150

When astronaut Vic Stone is severely injured in the crash of an experimental Lifting Body aircraft, he is “rebuilt” by the US Government. Stone was chosen because he was close friends with Dr Rudy Wells, the man behind the invention of cybernetic/human integration and Oscar Goldman, the head of the OSI. Stone works for the OSI handling missions requiring a meta human touch.

The Flash

The Flash (E42) – PL 10

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

Advantages
Agile Feint, Close Attack, Defensive Roll 5, Improved Initiative 5, Instant Up, Power Attack, Takedown 2

Skills
Acrobatics 4 (+6), Athletics 6 (+7), Close Combat: Unarmed 6 (+8), Expertise: Forensic Science 4 (+6), Insight 3 (+4), Intimidation 2 (+4), Investigation 3 (+5), Perception 4 (+5)

Powers
Flurry of Fists: Damage 5 (DC 20)
Movement: Movement 2 (Wall-crawling 1: -1 speed rank, Water Walking 1: you sink if stopped; Limited: Only while running)
Quickness: Quickness 10 (Perform routine tasks in -10 time ranks)
Speed Aura: Immunity 2 (Uncommon Descriptor: Friction)
Speed: Speed 15 (Speed: 64000 miles/hour, 120 miles/round)
Whirl Wind: Cone Area Move Object 8 (6 tons; Cone Area 2: 120 feet cone; Limited Direction: Away from)

Offence
Initiative +22
Flurry of Fists: Damage 5, +3 (DC 20)
Grab, +3 (DC Spec 11)
Throw, +4 (DC 16)
Unarmed, +9 (DC 16)
Whirl Wind: Cone Area Move Object 8 (DC 18)

Complications
Relationship: Wife Iris West-Allen
Weakness: Extra effort on super speed can draw flash into the speed force

Languages
English

Defence
Dodge 10, Parry 10, Fortitude 6, Toughness 6/1, Will 10

Power Points
Abilities 30 + Powers 58 + Advantages 16 + Skills 16 (32 ranks) + Defences 30 = 150

Barry Allen was in college studying forensic science when a freak accident in the near by particle accelerator lab left Barry in a coma for 6 weeks. When he awoke he found the world stopped in time around him. He wandered around for what seemed to him like hours looking at all the people standing perfectly still before he realized they were moving, just very slowly. He then realized it was not that the world was moving too slow, but that he was moving too fast. It took him what felt like days to figure out how to control his new powers. He has since graduated from college and id now working in the Central City Crime Lab and fighting crime as the Flash.

Batman

Okay some notes on Batman. I was tempted to move beyond the stereotypical Batman here. In the Earth 2 series, Batman uses the Miraclo drug used by Hourman to enhance his Strength and Stamina into meta Human ranges, I kind of like the idea of a drug enhanced Batman. I am also considering a “Spirit of Vengeance” Batman where he is possessed by a Spectre like entity and Batman is the latest in a long line of masked vigilantes stretching back centuries or even millennia to be possessed by this spirit. For right now, I am sticking with the iconic Batman.

Batman (E42) – PL 10

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

Advantages
Beginner’s Luck, Benefit, Wealth 5 (billionaire), Equipment 4, Evasion, Inventor, Jack-of-all-trades, Startle, Takedown, Throwing Mastery

Skills
Acrobatics 3 (+5), Athletics 1 (+5), Close Combat: Unarmed 8 (+12), Expertise: Criminals 3 (+8), Insight 3 (+5), Intimidation 7 (+10), Investigation 7 (+12), Perception 5 (+7), Stealth 2 (+4), Technology 2 (+7), Vehicles 2 (+6)

Powers

  • Bat Suit (Removable)
    • Armored: Protection 2 (+2 Toughness)
    • Gliding: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Gliding)
    • Night Vision: Senses 2 (Darkvision)
    • Swinging: Movement 1 (Swinging)
    • Utility Belt: Variable 3
  • Batarang (Removable)
    • Strength Effect (Reach (ranged) 5: 25 ft.)

Equipment
Audio Recorder, Binoculars, Camera, Commlink, Flashlight, Handcuffs, Motorcycle, Toolkit (Basic)

Offence
Initiative +2
Grab, +4 (DC Spec 14)
Throw, +4 (DC 20)
Unarmed, +12 (DC 19)

Complications
Motivation: Justice
Motivation: Responsibility

Languages
English

Defence
Dodge 10, Parry 10, Fortitude 8, Toughness 6, Will 8

Power Points
Abilities 56 + Powers 27 + Advantages 16 + Skills 22 (43 ranks) + Defences 24 = 145

When Thomas Wayne’s wife and two sons were killed in a mugging, The wealthy Thomas Wayne put a great deal of time and money into cleaning up Gotham city. He always felt there had to be a better way to strike at the heart of crime. Many Years later a young Dick Grayson watches as his parents are murdered before his very eyes. The orphaned Grayson is taken in by Thomas and adopted. Thomas brings the boy up on tales of avengers like the Scarlet Pimpernel, Zoro, Robin Hood, and the Crimson Avenger. As he gets older he comes up with the idea of fighting crime in Gotham as the Batman. Grayson’s first forays into crime fighting are mildly successful, but it does not take Thomas long to figure out who the Batman is. At first he is angry with Dick because he was endangering himself, but eventually started helping him with his wealth and connections.

Superman

Superman (E42) – PL 10

Strength 12, Stamina 10, Agility 1, Dexterity 0, Fighting 4, Intellect 2, Awareness 3, Presence 4

Advantages
Extraordinary Effort, Interpose, Languages 1, Power Attack, Ultimate Effort: Toughness, Ultimate Effort: Will

Skills
Athletics 2 (+14), Close Combat: Unarmed 2 (+6), Expertise: Journalism 2 (+4), Perception 2 (+5), Persuasion 2 (+6), Ranged Combat: Heat Vision: Blast 5 2 (+2), Ranged Combat: Throw 1 (+1), Technology 2 (+4), Vehicles 2 (+2)

Powers

  • Faster than a speeding bullet (Array)
    •    Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
    •    Movement: Movement 2 (Environmental Adaptation: Space, Space Travel 1: within solar system)
    •    Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
  • More powerful than a locomotive
    •    Immunity: Immunity 10 (Life Support)
    •    Impervious Defence: Impervious Toughness 10
    •    Power-lifting: Power-lifting 7 (+7 STR for lifting)(Str 19 12,000 Tons)
  • Powers far beyond those of mortal men (Array)
    •    Heat Vision: Blast 5 (DC 20)
    •    Microscopic Vision: Senses 4 (Microscopic Vision 4: atom-size)
    •    Super Breath: Move Object 5 (cold, 1600 lbs.; Limited Direction: Away)
    •    Super Hearing: Senses 4 (Acute: Hearing, Extended: Hearing 3: x1k)
    •    Super Vision: Senses 5 (Acute: Vision, Extended: Vision 4: x10k)
    •    X-Ray Vision: Senses 4 (Penetrates Concealment: Vision; Limited: Cannot see through Lead)

Offence
Initiative +1
Grab, +4 (DC Spec 22)
Heat Vision: Blast 5, +2 (DC 20)
Super Breath: Move Object 5, +0 (DC 15)
Throw, +1 (DC 27)
Unarmed, +6 (DC 27)

Complications
Power Loss: Looses all powers under a Red Sun
Weakness: Kryptonite

Languages
English, Kryptonian

Defence
Dodge 5, Parry 5, Fortitude 10, Toughness 10, Will 5

Power Points
Abilities 72 + Powers 56 + Advantages 6 + Skills 9 (17 ranks) + Defences 7 = 150

The Superman (???) of Earth 42 was not rocketed from Krypton as a baby. He and his friends were out in the country late at night, drinking and driving around the back roads. When an alien ship appeared, the driver of the truck crashed the vehicle, everyone inside was killed except Clark Kent.

The aliens rebuilt him good as new using the only compatible DNA they had of the long dead race of Krypton. Then placed him back at the scene of accident, where it appeared as though he was thrown clear. Clark only has vague memories of the accident and the aliens who saved his life.

Shortly after the accident he began manifesting Kryptonian super powers. At first he could not use more than one power at a time, but in the last two years he has learned to control his powers better and they continue to grow with him.

He is currently 17 years old and insists on being called Superman, but most everyone calls him Superboy. While he tries to be grown up and responsible, he often acts like the teenage boy he is.

Wonder Woman

Wonder Woman (E42) – PL 10

Strength 10, Stamina 10, Agility 3, Dexterity 3, Fighting 6, Intellect 1, Awareness 2, Presence 3

Advantages
Attractive, Benefit, Diplomatic Immunity, Languages 1

Skills
Acrobatics 3 (+6), Athletics 1 (+11), Close Combat: Unarmed 2 (+8), Expertise: Greek Mythos 5 (+6), Insight 4 (+6), Perception 3 (+5), Persuasion 4 (+7), Ranged Combat: Lasso of truth 6 (+9)

Powers

  • Bracelets of Aegis (Removable)
    • Impervious Defence: Impervious Toughness 8
  • Daughter of Zeus
    • Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
    • Forever Young: Immunity 1 (Aging)
    • Super Strength: Power-lifting 3 (+3 STR for lifting)
  • Lasso of truth (Removable)
    •  Compel Truth: Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 18; Limited Degree)
    • Move Object: Move Object 8 (6 tons)

Offence
Initiative +3
Compel Truth: Affliction 8, +6 (DC Will 18)
Grab, +6 (DC Spec 20)
Move Object: Move Object 8, +9 (DC 18)
Throw, +3 (DC 25)
Unarmed, +8 (DC 25)

Complications
Motivation: Doing Good
Motivation: Thrills

Languages
English, Greek

Defence
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 76 + Powers 38 + Advantages 3 + Skills 14 (28 ranks) + Defences 19 = 150

Diana is the daughter of Hippolyta, the Queen of Themescyra and Zeus the Father of the Greek pantheon of gods. She was raised among the Amazon woman of Themescyra to be a warrior without peer. However she has lived an extremely sheltered life and is naive about the world. Two years ago she ran away from her over bearing mother into the world of man for adventure and excitement. Zeus has since intervened with Hippolyta to allow her to stay. While Diana looks to be 17 years old, she is actually considerably older, although no one knows for sure her true age except Hippolyta and Zeus, Diana herself may not know how old she truly is.

Green Lantern

Green Lantern (E42) – PL 10

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

Advantages
Accurate Attack, Benefit: Military Rank, Ultimate Effort: Will vs Fear

Skills
Close Combat: Unarmed 3 (+6), Expertise: Galactic Law 4 (+6), Insight 2 (+5), Investigation 4 (+6), Perception 4 (+7), Persuasion 4 (+5), Ranged Combat: Force blast: Blast 10 5 (+7), Vehicles 5 (+7)

Powers
Power Ring (Removable)

  • Flight
    • Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
    • Movement: Movement 4 (Environmental Adaptation: Space, Space Travel 3: other galaxies)
  • Force field
    • Immunity: Immunity 10 (Life Support)
    • Protection: Protection 7 (+7 Toughness)
  • Green Lanterns Light
    • Force blast: Blast 10 (DC 25)
    • Force Construct: Create 10 (Volume: 1000 cft., DC 20; Movable)
    • Life bubble: Burst Area Immunity 17 (Environmental Conditions (All), Life Support, Suffocation (All); Affects Others Only, Burst Area: 30 feet radius sphere, Reach (ranged) 6: 30 ft.)
    • Lifting: Move Object 10 (25 tons)
  • Quick Change: Feature 1
  • Senses: Senses 6 (Acute (Type): Visual, Acute (Type): Auditory, Acute (Type): Chemical)
  • Universal translator: Comprehend 3 (Languages – Speak All, Languages – Understand All, Languages – You’re Understood)

Offence
Initiative +0
Force blast: Blast 10, +7 (DC 25)
Grab, +3 (DC Spec 12)
Lifting: Move Object 10, +2 (DC 20)
Throw, +2 (DC 17)
Unarmed, +6 (DC 17)

Complications
Power Loss: Rings need to be recharged
Power Loss: Ring doesn’t work against the colour yellow

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 10, Will 12

Power Points
Abilities 32 + Powers 74 + Advantages 3 + Skills 16 (31 ranks) + Defenses 25 = 150

Lieutenant Hal Jordan was flying sorties over Afghanistan when Abin Sur’s space ship crash landed on earth. The ring retrieved Jordan out of his Air Force jet, letting the plane crash. Once he became the ring bearer, he was whisked off to OA where he trained for 6 months with the GL corp. When he returned to earth he found he had been reported killed in action and his old life was gone.

That was almost two years ago, today Hal Jordan spends most of his time in space patrolling his space sector. When he does come home he visits his ex-girl friend Carol Ferris, she is the only person who knows he is alive and knows he is Green Lantern.

In the universe of Earth 42, the Green Lantern Corp is a much more militant organization. While each sector has 2 Green Lanterns, there is also a Manhunter battalion deployed. The Green Lanterns are the officer cadre, the Manhunters are the enlisted troops. More than a millennia ago the Guardians tried to replace the Manhunters with an android army, which failed spectacularly when the rogue Guardian Chronos reprogrammed them to go on a murderous rampage in Space Sector 666. Now only sentient beings are recruited and used in the Manhunter battalions.

The Low Powered Justice League

So a friend on Google+ wanted to talk about the possibility and building the Justice League using the Champions rule set and building those characters on starting character points. We barely made it through Green Lantern before I became frustrated with this project. Champions is just not my game, I think it is too generic of a game system to do this and GURPS has this problem as well. These games work well with one power wonders, but quickly breaks down when dealing with characters that have a wide array of powers. Superman can not be done in 150 points in Champions, he can not be done in 250 points and I would argue 500 isn’t enough. Same is true of Green Lantern or the Martian Manhunter. Mutants and Masterminds (M&M) 3rd edition is a much better game system for this type of game.

In M&M the starting character power level (PL) is 10 and it is very easy to do a low powered Superman that is still obviously Superman. It is also very easy to built characters like Green Lantern who has too many utility powers to count. So this is my project for the next couple of weeks, to build a PL 10 Justice League. Superman, Batman, Wonder Woman, Green Lantern, The Flash, Aquaman and Cyborg. The kicker here is my version of these characters, while iconic, will be significantly different from the originals. This is the Justice League of Earth 42, my version.