So ... Mutants & Masterminds?

This guy’s Complications were a beast to figure out. I tried not to make him too Doctor Doom-y with a world-domination fetish. If anyone has ideas for additional Complications, or changes to the current ones to make them more appropriate, I’m all ears.

BARON BLADE :black_small_square: PL11

ABILITIES
Strength 0, Stamina 0, Agility 2, Dexterity 3, Fighting 2, Intellect 12, Awareness 2, Presence 3

POWERS
Flesh-Repair Nanites: Regeneration 15, Persistent :black_small_square: 30 points
Nefarious Inventions:
Elemental Redistributor Gauntlet: Energy Absorption 16 (Blast, variable); Limited: Lower of effect or power rank, Variable (Fire/Cold/Electricity); Immunity 15 (Cold damage, Electricity damage, Fire damage); Removable (-9 points) :black_small_square: 48 points
EMP Disruptor: Affliction 12 (Impaired/Disabled/Incapacitated, resisted by Toughness), Alternate Resistance: Toughness, Cumulative, Limited: Technological targets only, Progressive, Range: Ranged, Reduced Range, Removable (-3 points) :black_small_square: 12 points
“I’ve studied your shortcomings…”: Weaken 14 (physical Abilities), Accurate, Broad, Limited: Organic creatures only, Reach (5), Removable (-7 points), Simultaneous :black_small_square: 34 points
Personal Repulsor Field: Energy Aura 11 (energy); Force Field 11, Impervious (6); Removable (-12 points) :black_small_square: 61 points
Teleport Receiver: Summon Blade Battalion 3 (45 points), Active, Duration: Permanent, Horde, Innate, Multiple Minions (4, 16 minions), Removable (-7 points), Sacrifice :black_small_square: 38 points
Ašmenys-type Battle Armor: Alternate Power for all Nefarious Inventions, Removable (-41 points) :black_small_square: 1 point
Assault Countermeasures: Affliction 10 (Dazed/Stunned/ Paralyzed, resisted by Fortitude), Reaction (being attacked) :black_small_square: 40 points
Directional Repulsors: Flight 8 (500 mph) :black_small_square: 16 points
Energized Scimitar: Strike 12 (energy & slashing), Accurate (2), Penetrating (6) :black_small_square: 20 points
Powered Servos: Enhanced Strength 14 (400 tons), Duration: Permanent, Limited: Lifting; Speed 4 (30 mph) :black_small_square: 18 points
Repeating Pulse Blaster: Blast 12 (energy), Multiattack, Penetrating (8) :black_small_square: 46 points
Sealed Environment: Immunity 10 (Life Support) :black_small_square: 10 points
Sensor Suite: Senses 9 (Detect Technology [Accurate, Acute, Analytical, Extended, Radius], Infravision) :black_small_square: 9 points
Shielded Plating: Immunity 15 (Cold damage, Electricity damage, Fire damage); Protection 13, Impervious [color=white]…/color :black_small_square: 38 points
Transhuman Intellect: Quickness 10, Limited: Mental tasks only :black_small_square: 5 points

SKILLS
Expertise: Eastern European Aristocracy 5 (+17), Expertise: Military Technology 5 (+17), Expertise: Supersicence 9 (+21), Insight 3 (+12), Investigation 5 (+17), Perception 11 (+13), Persuasion 9 (+12), Technology 9 (+21), Treatment 2 (+14), Vehicles 7 (+10)

ADVANTAGES
Close Attack (4), Equipment (21), Improved Initiative, Improvised Tools, Inventor, Languages (2, English, Latin, Latvian, Lithuanian, Russian), Ranged Attack (7), Skill Mastery: Superscience

EQUIPMENT
Blaster Pistol: Blast 4 (energy) :black_small_square: 8 points
Lab Coat & Gloves :black_small_square: 1 point

HQ: MOBILE DEFENSE PLATFORM :black_small_square: 100 POINTS
Size: Large, Toughness: 12, Features: Communications, Computer, Defense System, Fire Prevention System, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel (2), Power System, Sealed, Security System, Self-Repairing, Workshop
Cloaking Device: Concealment 4 (all visual senses)
Deflector Shield: Impervious Toughness 12, Duration: Sustained
Directional Thrusters: Flight 7 (250 mph), Duration: Continuous
Remote Weapons Turret: Array
Blaster Cannon: Blast 12 (energy), Accurate (5), Penetrating (7)
Missile Launcher: Blast 10, (explosive) Area: Blast (2)
Pulse Laser: Blast 10 (energy), Accurate (6), Multiattack, Penetrating (5)

OFFENSE
Initiative +6
Blaster Pistol +10, Ranged, Blast 4
Elemental Redistributor Gauntlet +10, Ranged, Blast 10
EMP Disruptor +10, Ranged, Affliction 12, Cumulative, Progressive
“I’ve studied your shortcomings…” +8, Close, Weaken 14, Simultaneous, Reach (3)
Personal Repulsor Field –, Close, Energy Aura 11, Reaction
Unarmed +6, Close, Damage 0

DEFENSE
Dodge 9
Parry 5
Fortitude 4
Toughness 11/0*
Will 11
*without Personal Repulsor Field

POWER POINTS
Abilities 48
Skills 37
Powers 191
Defenses 23
Advantages 38
Total 337

COMPLICATIONS
“Consider the Price of Victory…”: Baron Blade prefers a very hands-off approach when it comes to fighting his enemies; if he faces them in a direct confrontation, it usually means his schemes have failed. In this case, the Baron’s rage turns icy cold. He dons his Ašmenys-type battle armor and exacts revenge upon the impudent transgressors in a most direct and violent fashion, laying waste to the landscape as he hunts down those who dared interfere.
Delicate Machinations: Baron Blade is without a doubt a transhuman-level genius, able to plot causality and potential complications with frightening accuracy. Unfortunately, as he incorporates endless far-reaching contingencies and ingenious methods into his plots and schemes, they become that much more delicate and prone to failure.
Enemy: Legacy.
Megalomaniac: The Baron does not know the meaning of the world “subtlety.” In his efforts to end his nemesis, the Baron’s schemes inevitably grow more grand in scope, always seeking the bigger, more spectacular finale to mark his victory throughout history.
Motivation – Recognition: Baron Blade wants the whole world to acknowledge his intellectual superiority, especially the so called “super-heroes.” His claim to rule is as legitimate as any in the world, and the Baron has a driving need to be recognized as such on the world stage.
Reputation: The Baron is known for his beliefs that human life holds zero inherent value, so the only value it has is the value he decides it has. He will sacrifice any lieutenant, any number of innocents, and legions of minions and other lackeys to attain his goals.
Temper: The Baron refuses to tolerate lesser minds infringing on his plans and goals – unfortunately, this definition includes everyone else, including his minions and trusted lieutenants. His intolerance tends to have lethal consequences.

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AŠMENYS-TYPE BATTLE ARMOR
Abilities Str 0, Sta 0, Agl 2, Dex 3, Fgt 2, Int 12, Awe 2, Pre 3
Powers
Ašmenys-type Battle Armor: Alternate Power for all Nefarious Devices, Removable
Assault Countermeasures: Affliction 10 (Dazed/Stunned/ Paralyzed, resisted by Fortitude), Reaction (being attacked)
Directional Repulsors: Flight 8 (500 mph)
Energized Scimitar: Strike 12 (energy & slashing), Accurate 2, Penetrating (6)
Powered Servos: Enhanced Strength 14 (400 tons), Duration: Permanent, Limited: Lifting; Speed 4 (30 mph)
Repeating Pulse Blaster: Blast 12 (energy), Multiattack, Penetrating (8)
Sealed Environment: Immunity 10 (Life Support)
Sensor Suite: Senses 9 (Detect Technology [Accurate, Acute, Analytical, Extended, Radius], Infravision)
Shielded Plating: Immunity 15 (Cold damage, Electricity damage, Fire damage); Protection 13, Impervious [color=white]…/color
Skills Expertise: Eastern European Aristocracy 5 (+17), Expertise: Military Technology 5 (+17), Expertise: Supersicence 12 (+22), Insight 3 (+12), Investigation 5 (+17), Perception 11 (+13), Persuasion 9 (+12), Technology 10 (+22), Treatment 2 (+14), Vehicles 7 (+10)
Advantages Close Attack (4), Equipment (23), Improved Initiative, Improvised Tools, Inventor, Ranged Attack (7), Skill Mastery: Superscience
Offense Initiative +6, Assault Countermeasures – (Affliction 10), Energized Scimitar +10 (Strike 12), Repeating Pulse Blaster +10 (Damage 12)
Defense Dodge 9, Parry 5, Fortitude 4, Toughness 13, Will 11

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BLADE BATTALION SOLDIER
PL7 :black_small_square: 45 POINTS
Abilities Str 1, Sta 1, Agl 0, Dex 1, Fgt 1, Int 0, Awe 1, Pre 0
Skills Close Combat; Energized Glaive 7 (+8), Perception 4 (+5), Ranged Combat: Blaster Rifle 8 (+9), Technology 5 (+5), Vehicles 4 (+5)
Advantages Equipment (5), Improved Aim, Improved Initiative (1), Power Attack, Teamwork
Equipment Armored Uniform (Protection 5); Blaster Rifle (Blast 5 [energy]); Energized Glaive (Strike 6 [energy & slashing], Linked; Strength, Penetrating [3], Reach [1])
Offense Initiative +4, Blaster Rifle +9 (Damage 5), Energized Glaive +8 (Damage 6), Unarmed +1 (Damage 1)
Defense Dodge 4, Parry 4, Fortitude 3, Toughness 6, Will 4
Totals Abilities 10 + Skills 14 + Powers 0 + Defenses 12 + Advantages 9 = 45

This was done in a fit of boredom. I tried to make Pauline representative of the Legacy line while allowing for her own identity and the fact that her powers are still developing.

AMERICA’S NEWEST LEGACY :black_small_square: PL8

ABILITIES
Strength 9/0*, Stamina 9, Agility 3, Dexterity 3, Fighting 4, Intellect 1, Awareness 3, Presence 2
* without Surge of Strength

POWERS
Danger Sense: Senses 2 (Danger Sense [Mental, Radius]) :black_small_square: 2 points
Impenetrable Skin: Enhanced Stamina 9, Duration: Permanent; Immunity 4 (Critical Hits, Disease, Poison); Impervious Toughness 9 :black_small_square: 31 points
The Newest Evolution: Dynamic Array :black_small_square: 22 points
Surge of Strength: Enhanced Strength 9 (12 tons) :black_small_square: 18 points
Atomic Glare: Blast 7 (heat & radiation), Accurate (2), Penetrating (2) :black_small_square: 2 points
Bolster Allies: Healing 8, Action: Full, Area; Burst, Limited: Others Only, Persistent, Selective :black_small_square: 2 points
To the Rescue: Flight 7 (250 mph), Subtle :black_small_square: 15 points

SKILLS
Close Combat: Unarmed 1 (+5), Expertise: Popular Culture 4 (+6), Perception 2 (+5), Ranged Combat: Throwing 2 (+5), Treatment 4 (+5)

ADVANTAGES
Attractive (1), Fearless, Great Endurance, Power Attack

OFFENSE
Initiative +3
Atomic Glare +7, Ranged, Damage 7, Penetrating (2)
Throw +5, Ranged, Damage 9*
Unarmed +5, Close, Damage 9*
* with Surge of Strength

DEFENSE
Dodge 5
Parry 6
Fortitude 9
Toughness 9
Will 6

POWER POINTS
Abilities 32
Skills 7
Powers 70
Defenses 7
Advantages 4
Total 120

COMPLICATIONS
Enemy: Baron Blade.
Identity: Being young, attractive, and female insures that Pauline gets as much attention as she wants. Although the general public is aware that the superhero Legacy is a family line, Pauline has yet to truly go public with her powers. The moment she does, however, she’ll be swarmed by the adoring (and not-so-adoring) masses for the rest of her life.
Motivation – Thrills: Being a teenager is an interesting time in anyone’s life. Being a teenager with superpowers opens the door for whole new levels of mischief. Paul is teaching his daughter how to use her powers responsibly, but her youth and general lack of real-life experience has her looking at the world as one big playground.
Overenthusiastic: Pauline knows she’s fighting the good fight, so whens she fights, she fights as hard she can. When she dons the cape and tights, property damage is sure to follow.
Relationship: After growing up listening to her father’s history with both the previous and current Baron Blade, Pauline is acutely aware of the impact a family caught in the crosshairs can have on someone’s life. She is determined to protect her parents, and is wary of relationships with others, even though she knows that eventually, she must carry on the Legacy.
Weight of Heritage: Pauline knows she is to follow in her father’s footsteps as the superhero Legacy, and while she usually copes with it as well as anyone could, like any other teenager she occasionally rebels against her predestined path.

Finally, a new addition! Presenting the scourge of the sewers:

PLAGUE RAT :black_small_square: PL12

ABILITIES
Strength 3, Stamina 4, Agility 4, Dexterity 3, Fighting 6, Intellect -1, Awareness 5, Presence -3

POWERS
Bestial Vitality: Immunity 4 (disease, poison, Toxic effects), Innate; Regeneration 8, Innate, Persistent, Source: Sewer sludge or other toxic substance :black_small_square: 14 points
Filthy Vermin: Affliction 8 (Impaired/Disabled, resisted by Fortitude), Action: Reaction (adjacent proximity), Limited Degree :black_small_square: 24 points
Inhuman Mind: Enhanced Will 6, Duration: Permanent, Innate, Immunity 5 (interaction skills), Innate :black_small_square: 12 points
Mutated Body: Protection 6, Impervious (5), Innate; Movement 1 (Wall-Crawling), Innate; Senses 13 (Acute Hearing, Acute Smell, Danger Sense [Mental], Darkvision, Extended Hearing, Extended Smell [2], Infravision, Low-Light Vision, Tracking [scent, full speed], Ultra-Hearing), Innate :black_small_square: 29 points
The Plague: Affliction 12 (Dazed/Compelled/Controlled, resisted by Fortitude), Contagious, Limited: Victims Plague Rat has scored a critical hit against and dealt toxic damage to, Range: Perception, Progressive :black_small_square: 48 points
Teeth & Claws :black_small_square: 18 points
Ravage: Strike 9, Innate, Linked: Strength, Penetrating (5), Variable Descriptor (piercing & toxic/slashing & .●…toxic) :black_small_square: 17 points
Vicious Onslaught: Strike 8 (toxic), Innate, Linked: Strength, Penetrating (4), Split Attack (2), Variable .●…Descriptor (piercing & toxic/slashing & toxic) :black_small_square: 1 point

SKILLS
Acrobatics 5 (+9), Athletics 8 (+11), Expertise: Rook City 3 (+8), Expertise: Rook City Sewers 7 (+12), Intimidation 15 (+12), Perception 6 (+11), Stealth 12 (+16)

ADVANTAGES
Close Attack (6), Diehard, Favored Environment: Sewers, Fearless, Great Endurance, Improved Critical (5, Teeth & Claws 15-20), Improved Initiative (1), Power Attack, Prone Fighting, Skill Mastery: Intimidate, Skill Mastery: Stealth, Startle, Uncanny Dodge (Hearing)

HQ: PLAGUE LOCUS :black_small_square: 0 POINTS
Size: Small, Toughness: 6, Features: Concealed, Isolated, Secret

OFFENSE
Initiative +8
Filthy Vermin –, Close, Affliction 8, Reaction
The Plague –, Perception, Affliction 12, Contagious, Progressive
Ravage +12, Close, Damage 12, Linked: Strength, Penetrating (5)
Vicious Onslaught +12, Close, Damage 11, Linked: Strength, Penetrating (4), Split Attack (2)

DEFENSE
Dodge 14
Parry 14
Fortitude 12
Toughness 10
Will 12

POWER POINTS
Abilities 42
Skills 28
Powers 145
Defenses 27
Advantages 22
Total 264

COMPLICATIONS
Chemical Sludge: Plague Rat lives wallowing in the unregulated industrial runoff of Rook City’s sewer system. As such, his fur is saturated with all manner of noxious, unidentifiable chemical compounds, mixed at random in the fetid cauldron beneath the city. While Plague Rat is immune to the “normal” effects of this exposure, if he comes into contact with other chemicals, the results are completely unpredictable and can range from amusing to catastrophic, whether the chemical is laundry detergent or the newest industrial lubricant from Pike Industrial. The solubility of the chemical doesn’t matter; the concoction covering Plague Rat as a universal super-solvent, and the sludge’s properties can change rapidly and unpredictably.
Feral: Whatever altered Plague Rat’s body, also altered his mind. It’s unknown if his mind has been damaged, or simply changed. He is unable to generate any meaningful speech, his vocalizations limited to screeches and snarls, making communication impossible. His body language is always aggressive and hostile, and encounters with him are almost always violent ones. Despite the unknown capacity of his intellect, Plague Rat possesses cunning far beyond that of any animal. He sets traps and ambushes for his prey, will patiently stalk and observe well as being savagely opportunistic. Given the typical fate of those venturing into his lair, Plague Rat has some capacity for planning ahead and outmaneuvering his opponents.
Motivation – Patient Zero: Plague Rat is burdened by a serial killer-like compulsion to spread his plague as far and wide as he can. It is unknown why he doesn’t roam the city infecting everyone he can; maybe it’s some last scrap of humanity shining through, maybe it’s the realization that as long as he remains an occasional threat, he’ll keep breathing.
Mutation: Whoever he once was, Plague Rat has mutated into a giant bipedal rat, complete with fleshy tail, tangled, matted fur, red eyes, and protruding muzzle complete with jutting incisors. It is virtually impossible for him to move unnoticed through the open, for his bestial countenance prevents any sort of disguise short of total darkness from being effective. The smell doesn’t help, either.
Temper: Plague Rat claims unspoken dominion over the sewers of Rook City, and anyone encroaching upon his territory will receive the full brunt of his wrath.

EDITOR’S NOTE: The way his The Plague power is supposed to work, is after he’s scored a critical hit against someone, he can use The Plague on them as long as he can accurately sense them. In game terms, an accurate sense is one that can tell you exactly where something is in relation to you; in humans touch and sight are accurate senses. In addition, I fudged a little with his Plague Locus; you’re supposed to buy ranks in the Equipment Advantage to buy an HQ. However, I used a reduction in size to offset the cost of the three features, ending with a net point cost of 0.

A note on Minions and Sidekicks: Minions are subject to special “minion rules,” which basically means they can get knocked out more easily; if they ever fail a Toughness save and take any damage, they’re out of commission until they recover. Minions are purchased through the Minion advantage (such as all of Dawn’s Citizens) or through Summon powers (Baron Blade, Omnitron, Voss). Because they’re the chumps of the game system, you get a good return on power points invested to represent them (15 points per Minion Advantage rank or Summon power rank). Sidekicks, on the other hand, cost a lot more: 5 points per rank in the Sidekicks advantage. But, they’re treated as full heroes in their own right with one exception: They do not gain Victory points of their own. However, their “master” (the person who bought the Sidekick Advantage to represent them) can spend Victory points on their behalf. So, for more “advanced” minions such as Voss’ lieutenants, The Matriarch’s cohorts, and The Operative, I used the Sidekick Advantage to represent them. And, since I wanted them to be dangerous in their own rights, they cost a lot of power points, representing the ridiculous amount of points poured into Advantages for Grand Warlord Voss, The Matriarch, and The Chairman.

With that being said, another new villain!

GRAND WARLORD VOSS :black_small_square: PL13

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

POWERS
Bony Protrusions: Strike 5 (bludgeoning & piercing), Innate, Linked: Strength, Penetrating (4) :black_small_square: 10 points
Quark-Drive Translocator: Array :black_small_square: 52 points
Deploy Gene-Bound FrostHound: Summon Freesthmar Slave 6 (90 points), Controlled, Duration: .●…Continuous, Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 FrostHounds), .●…Sacrifice :black_small_square: 44 points
Deploy Gene-Bound Banshee: Summon Vdronixian Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Banshees), Sacrifice :black_small_square: 1 point
Deploy Gene-Bound Bionaut: Summon Mubbloxian Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Bionauts), Sacrifice :black_small_square: 1 point
Deploy Gene-Bound FireSworn: Summon Tridcullon Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 FireSworn), Sacrifice :black_small_square: 1 point
Deploy Gene-Bound Guard: Summon Freesthmar Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 FrostHounds), Sacrifice :black_small_square: 1 .●…point
Deploy Gene-Bound Ion Lancer: Summon Ruoenf Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Guards), Sacrifice :black_small_square: 1 point
Deploy Gene-Bound Psi-Weaver: Summon Punian Slave 6 (90 points), Controlled, Duration; Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Psi-Weavers), Sacrifice :black_small_square: 1 .●…point
Deploy Gene-Bound Shock Infantry: Summon Maerynian Slave 6 (90 points), Controlled, Duration: .●…Continuous, Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Shock Infantry), .●…Sacrifice :black_small_square: 1 point
Deploy Gene-Bound Soldier: Summon Qubrin Slave 6 (90 points), Controlled, Duration: Continuous, Innate, .●…Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Soldiers), Sacrifice :black_small_square: 1 point
Super-Thorathian Battle Armor: 84 points :black_small_square: Removable (-16 points)
Comm Uplink: Communication 4 (subwave), Area, Limited: Voss’ armies, Subtle :black_small_square: 17 points
Durasteel Plating: Immunity 2 (Critical Hits); Protection 7, Impervious (5) :black_small_square: 14 points
Pulse Gauntlets: Blast 12 (energy), Extended Range, Penetrating (6), Split Attack (1) :black_small_square: 43 points
Sealed Environment: Immunity 10 (Life Support) :black_small_square: 10 points

SKILLS
Athletics 8 (+12), Close Combat: Bony Protrusions 9 (+14), Expertise: Cultural Anthropology 11 (+14), Expertise: Genetics 13 (+18), Expertise: Tactics 11 (+16), Expertise: Xenobiology 13 (+18), Insight 8 (+11), Intimidation 7 (+9), Investigation 8 (+13), Perception 9 (+12), Stealth 7 (+10), Technology 10 (+15), Treatment 5 (+10), Vehicles 7 (+12)

ADVANTAGES
Assessment, Diehard, Equipment (40), Fearless, Improved Aim, Leadership, Power Attack, Ranged Attack (10), Seize Initiative, Sidekick: Field Lieutenant Tamar (28), Sidekick: First Lieutenant Vyktor (23)

EQUIPMENT
TCF Stalwart :black_small_square: 92 points
Space Cruiser: Size: Colossal; Strength 18; Speed 14 (32,000 mph), Defense 2, Toughness 15
Concussion Missiles: Blast 12 (explosive), Area: Burst (10), Homing (8)
Deflector Shields: Impervious Toughness 14, Fades
Interstellar Drive: Movement 3 (Space Travel 3)
Turbolaser Batteries: Blast 12 (energy), Accurate (4)

TCF Conqueror :black_small_square: 107 points
Space Battleship: Size: Awesome; Strength 22; Speed 16 (125,000 mph); Defense 0; Toughness 18
Deflector Shields: Impervious Toughness 16, Fades
Heavy Turbolaser Batteries: Blast 15 (energy), Accurate (5)
Interstellar Drive: Movement 3 (Space Travel 3)
Quantum Torpedoes: Blast 15 (energy & explosive), Area: Burst (12), Homing (8)

OFFENSE
Initiative +3
Bony Protrusions +14, Close, Damage 9, Penetrating (4), Linked: Strength
Pulse Gauntlets +15, Ranged, Damage 12, Extended Range, Penetrating (6), Split Attack (1)
Unarmed +5, Close, Damage 4

DEFENSE
Dodge 15
Parry 13
Fortitude 12
Toughness 11/4*
Will 13
* without Super-Thorathian Battle Armor

POWER POINTS
Abilities 62
Skills 63
Powers 130
Defenses 38
Advantages 108
Total 401

COMPLICATIONS
Enemy: Tempest.
Motivation – Greed: The more power Voss has, the more power he wants, and he defines his power through that which he dominates. Starting with the Feethsmar and then his homeworld, Voss’ longs to control everything he surveys, and with every new world he conquers and species he subjugates, his reach grows quite long, indeed.
The Nyxian Scourge: When Voss looks upon anything unfamiliar to him, the only consideration is whether it is worth subjugating or not. Anything not Thorathian, and many things that are, typically wind up shackled and enslaved to Voss’ commands unless they willingly join him first, or it is destroyed. When it comes to the Grand Warlord’s foreign policy, there is no middle ground.
Supreme Tyrant of Dok’Thorath: Through the use of carefully chosen subordinates, Voss has his homeworld crushed under an iron fist. While out on campaign, a part of his mind is always thinking of home, and whether he can truly trust those he has left in charge. Any indication of rebellion in the heart of his empire indicates a weakness in his methods, and Voss will immediately depart to quell it in the most direct of fashions.
Temper: Voss believes that he is due to inherit the galaxy in its entirety, and that it is his to do with as he pleases. He expects resistance when he conquers a world; it is the nature of inferior species to fight against the inevitable. However, when it looks like those inferior races might actually have a chance of succeeding, Voss can fly into a rage at the prospect of his goals being denied. How this frustration manifests is dependent on the resistance; Voss might retreat and regroup, or he might simply order orbital bombardments from the Stalwart and the Conqueror.

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FIELD LIEUTENANT TAMAR
PL13 :black_small_square: 140 POINTS
Abilities Str 3, Sta 3, Agl 3, Dex 4, Fgt 4, Int 2, Awe 3, Pre 2
Powers
Bony Protrusions: Strike 6 (bludgeoning & piercing), Innate, Linked: Strength, Penetrating (4)
Skills Athletics 3 (+6), Expertise: Field Tactics 8 (+10), Intimidation 6 (+8), Perception 8 (+11), Ranged Combat: Blaster Rifles 13 (+17), Stealth 6 (+9), Technology 5 (+7), Vehicles 5 (+9)
Advantages Chokehold, Close Attack (6), Equipment (10), Fearless, Improved Aim, Improved Defense, Improved Initiative (1), Leadership, Power Attack, Quick Draw, Startle
Equipment Blaster Rifle (Blast 8 [energy], Penetrating [5]), Communicator, Heavy Battle Armor (Immunity 10 [life support]; Protection 10, Impervious [7]; Senses 1 [Low-Light Vision])
Offense Initiative +7, Blaster Rifle +17 (Damage 8), Bony Protrusions +10 (Damage 9), Unarmed +10 (Damage 3)
Defense Dodge 12, Parry 9, Fortitude 9, Toughness 13/3*, Will 11
* without Heavy Battle Armor
Totals Abilities 48 + Skills 27 + Powers 11 + Defenses 28 + Advantages 26 = 140

FIRST LIEUTENANT VYKTOR
PL11 :black_small_square: 115 POINTS
Abilities Str 1, Sta 2, Agl 1, Dex 2, Fgt 1, Int 4, Awe 3, Pre 1
Powers
Bony Protrusions: Strike 3 (bludgeoning & piercing), Innate, Penetrating (2)
Skills Deception 10 (+11), Expertise: Torture & Interrogation 7 (+10), Expertise: Xenobiology 9 (+13), Insight 9 (+12), Intimidation 10 (+11), Investigation 6 (+10), Persuasion 10 (+11), Ranged Combat: Blaster Pistols 8 (+10), Technology 6 (+10), Treatment 5 (+9)
Advantages Benefit (1, Status: Voss’ Right Hand), Equipment (6), Fascinate 4 (Deception, Expertise: Torture & Interrogation, Intimidation, Persuasion), Well-Informed
Equipment Blaster Pistol (Blast 6 [energy], Penetrating [4]), Body Armor (Protection 6, Impervious [3]), Communicator, Neuroanalytic Scanner (Mind Reading 12, Limited: Surface Thoughts Only, Range: Close)
Offense Initiative +1, Blaster Pistol +10 (Damage 6), Bony Protrusions +1 (Damage 4), Neuroanalytic Scanner +1 (Mind Reading 12), Unarmed +1 (Damage 1)
Defense Dodge 7, Parry 7, Fortitude 7, Toughness 8, Will 14
Totals Abilities 30 + Skills 40 + Powers 5 + Defenses 18 + Advantages 12 = 115

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GENE-BOUND BANSHEE
PL9 :black_small_square: 90 POINTS
Abilities Str -2, Sta -1, Agl 6, Dex 3, Fgt -1, Int -5, Awe 1, Pre -5
Powers
Banshee’s Wail: Affliction 10 (Impaired/Disabled/Unaware, resisted with Fortitude), Area: Cone (2), Limited: Hearing only; Damage 10 (sonic), Area: Cone (2), Penetrating (5); Linked Effects
Ethereal Form: Concealment 4 (all visual senses), Duration: Permanent, Innate, Partial; Flight 2 (8 mph), Duration: Permanent, Innate, Subtle (2)
Vdronixian Physiology: Immunity 3 (high pressure environments, suffocation in alien atmosphere, Vdronixian powers), Innate; Movement 1 (Environmental Adaptation: High Pressure Atmospheres)
Skills Perception 4 (+5)
Advantages Defensive Roll 5, Teamwork
Offense Initiative +6, Banshees Wail – (Affliction 10 & Damage 10, Linked Effects), Unarmed -1 (Damage -2)
Defense Dodge 13, Parry 3, Fortitude 2, Toughness 4/-1*, Will 3
* without Defensive Roll
Totals Abilities -8 + Skills 2 + Powers 74 + Defenses 16 + Advantages 6 = 90

GENE-BOUND BIONAUT
PL10 :black_small_square: 90 POINTS
Abilities Str 3, Sta 4, Agl 1, Dex 0, Fgt 2, Int -5, Awe 1, Pre -5
Powers
Grafted Bio-Armor: Immunity 17 (life support, Toxic damage, Toxic effects), Innate; Protection 8
Noxious Fumes: Affliction 7 (Impaired/Disabled/Incapacitated, resisted by Fortitude), Reach (1)
Toxic Blood: Energy Aura 5 (Toxic), Innate
Skills Perception 4 (+5)
Advantages Close Attack (5), Great Endurance, Improved Smash, Teamwork
Offense Initiative +1, Noxious Fumes +7 (Affliction 7), Unarmed +7 (Damage 3)
Defense Dodge 7, Parry 9, Fortitude 12, Toughness 11, Will 3
Totals Abilities 2 + Skills 2 + Powers 55 + Defenses 23 + Advantages 8 = 90

GENE-BOUND FIRESWORN
PL9 :black_small_square: 90 POINTS
Abilities Str 6*, Sta 6*, Agl 1, Dex 1, Fgt 4, Int -5, Awe 1, Pre -5
* includes modifiers from Growth
Powers
Magma Spit: Damage 7 (fire), Accurate (3), Reach (5), Secondary Effect
Melt Through Anything: Burrowing 5 (2 mph), Innate
Trodcullan Physiology: Energy Aura 4 (fire); Growth 6, Duration: Permanent, Innate, Limited: Only increases weight; Immunity 6 (Heat/Fire damage, environmental Heat/Fire), Innate; Impervious Toughness 3; Movement 1 (Environmental Adaptation: Heat), Innate
Skills Close Combat: Grappling 8 (+12), Close Combat: Unarmed 7 (+11), Intimidation 0 (-2). Perception 3 (+4), Stealth 0 (-5)
* includes modifiers from Growth
Advantages Favored Environment: Hot, Teamwork
Offense Initiative +1, Magma Spit +10 (Damage 7), Unarmed +11 (Damage 6)
Defense Dodge 5*, Parry 7*, Fortitude 12, Toughness 6, Will 3
* includes modifiers from Growth
Totals Abilities -6 + Skills 9 + Powers 64 + Defenses 21 + Advantages 2 = 90

GENE-BOUND FROSTHOUND
PL :black_small_square: 90 POINTS
Abilities Str 1, Sta 3, Agl 4, Dex 2, Fgt 6, Int -5, Awe 4, Pre -5
Powers
Feethsmarian Physiology: Movement (Environmental Adaptation: Cold, Trackless), Innate; Senses 7 (Infravision, Smell [Acute, Extended (2), Tracking], Vision [Counters Weather Concealment, Radius]), Innate; Speed 2 (8 mph), Innate
Frozen Hide: Concealment 2 (smell, vision), Blending, Innate, Partial; Protection 3, Innate
Icicle Bite: Strike 9 (cold & piercing), Linked: Strength, Penetrating (4)
Skills Athletics 6 (+7), Close Combat: Icicle Bite 10 (+16), Perception 7 (+11), Stealth 5 (+9)
Advantages Favored Environment: Arctic, Improved Initiative (1), Move-By Action, Teamwork
Offense Initiative +8, Icicle Bite +16 (Damage 10), Unarmed +6 (Damage 1)
Defense Dodge 13, Parry 10, Fortitude 7, Toughness 6, Will 4
Totals Abilities 20 + Skills 14 + Powers 35 + Defenses 17 + Advantages 4 = 90

GENE-BOUND GUARD
PL12 :black_small_square: 90 POINTS
Abilities Str 3, Sta 6, Agl 3, Dex 3, Fgt 4, Int -5, Awe 3, Pre -5
Powers
Ruoenf Physiology: Protection 9, Impervious (9), Innate; Regeneration 7, Innate, Persistent
Skills Athletics 4 (+7), Perception 6 (+9)
Advantages Chokehold, Close Attack (5), Fast Grab, Great Endurance, Improved Grab, Improved Hold, Interpose, Power Attack, Teamwork
Offense Initiative +3, Unarmed +9 (Damage 3)
Defense Dodge 7, Parry 8, Fortitude 11, Toughness 15, Will 4
Totals Abilities 24 + Skills 5 + Powers 34 + Defenses 14 + Advantages 13 = 90

GENE-BOUND ION LANCER
PL13 :black_small_square: 90 POINTS
Abilities Str 2, Sta 1, Agl 5, Dex 1, Fgt 5, Int -5, Awe 2, Pre -5
Powers
Fleet of Foot: Speed 4 (30 mph), Innate
Ionized Scythe: Array
Scythe Strike: Strike 9 (energy & slashing), Linked: Strength, Penetrating (8), Reach
Reaping Sweep: Strike 7 (energy & slashing), Linked: Strength, Multiattack, Penetrating (5), Reach
Skills Acrobatics 7 (+12), Athletics 6 (+8), Close Combat: Ionized Scythe 10 (+15), Perception 5 (+7), Stealth 6 (+11)
Advantages Accurate Attack, Agile Feint, Defensive Roll (6), Evasion (1), Fearless, Improved Critical (1, Ionized Scythe 19-20), Improved Initiative (1), Move-By Action, Power Attack, Teamwork
Offense Initiative +9, Reaping Sweep +15 (Damage 9), Scythe Strike +15 (Damage 11); Unarmed +5 (Damage 2)
Defense Dodge 11, Parry 15, Fortitude 5, Toughness 7/1*, Will 3
* without Defensive Roll
Totals Abilities 12 + Skills 17 + Powers 25 + Defenses 21 + Advantages 15 = 90

GENE-BOUND PSI-WEAVER
PL12 :black_small_square: 90 POINTS
Abilities Str 3*, Sta 2*, Agl 2, Dex 2, Fgt 0, Int -5, Awe 4, Pre -5
* includes modifiers for Growth
Powers
Arachnid Form: Extra Limbs 6 (4 arms, 6 legs), Innate; Movement 2 (Wall-Crawling 2), Innate
Heavy Chitin: Growth 4, Duration: Permanent, Innate 1; Protection 4, Impervious (4)
Psychic Awareness: Senses 4 (Detect [Minds, Extended, Radius, Ranged]), Innate
Psychic Spider: Array
Cerebral Assault: Mental Blast 8
Telekinesis: Move Object 10 (25 tons), Precise, Range: Perception, Subtle
Webbing: Affliction 11 (Hindered & Vulnerable/Defenseless & Immobilized, resisted by Dodge), Accurate (8), …●…Alternate Resistance: Dodge, Cumulative, Diminished Range, Extra Condition, Limited Degree, Range: …●…Ranged, Tether
Skills Insight 5 (+9), Intimidation 0 (-3), Perception 5 (+9), Stealth 0 (-2)
* includes modifiers for Growth
Advantages Teamwork
Offense Initiative +2, Cerebral Assault – (Damage 8), Unarmed +0 (Damage 3), Webbing +12 (Affliction 11)
Defense Dodge 6*, Parry 5*, Fortitude 3, Toughness 6, Will 16
* includes modifiers for Growth
Totals Abilities -10 + Skills 5 + Powers 68 + Defenses 26 + Advantages 1 = 90

GENE-BOUND SHOCK INFANTRY
PL11 :black_small_square: 90 POINTS
Abilities Str 3, Sta 3, Agl 2, Dex 4, Fgt 4, Int -5, Awe 2, Pre -5
Powers
Altered Betavoltaics: Array
Lightning Slash: Blast 9 (Lightning), Penetrating (3)
Chain Lightning: Blast 7 (Lightning), Multiattack
Grafted Tentacle: Strike 9 (bludgeoning & electricity), Reach
Maerynian Physiology: Immunity 3 (Cold environments, drowning, pressure), Innate; Movement 1 (Environmental Adaptation: Aquatic), Innate; Protection 4, Impervious (1), Innate; Senses 1 (Low-Light Vision), Innate; Swimming 4 (8 mph), Innate
Skills Athletics 3 (+6), Close Combat; Grafted Tentacle 8 (+12), Perception 4 (+6), Ranged Combat: Altered Betavoltaics 9 (+13)
Advantages Fast Grab, Favored Environment: Aquatic, Improved Grab, Teamwork
Offense Initiative +2, Chain Lightning +13 (Damage 7), Grafted Tentacle +12 (Damage 9), Lightning Slash +13 (Damage 9), Unarmed +4 (Damage 3)
Defense Dodge 7, Parry 7, Fortitude 6, Toughness 7, Will 3
Totals Abilities 16 + Skills 12 + Powers 46 + Defenses 12 + Advantages 4 = 90

GENE-BOUND SOLDIER
PL13 :black_small_square: 90 POINTS
Abilities Str 0, Sta 0, Agl 6, Dex 6, Fgt 3, Int -5, Awe 1, Pre -5
Powers
Thorathian Firearms: Blast 13 (ballistic), Penetrating (7), Split Attack (1); Easily Removable
Body Armor: Protection 5, Impervious (5); Removable
Skills Acrobatics 2 (+8), Perception 4 (+5), Ranged Combat: Thorathian Firearms 7 (+13), Sleight of Hand 3 (+9), Stealth 4 (+10)
Advantages Accurate Attack, Defensive Attack, Defensive Roll (5), Improved Aim, Improved Critical (2, Thorathian Firearms 18-20), Power Attack, Precise Attack (2, ranged: cover & concealment), Quick Draw Teamwork
Offense Initiative +6, Thorathian Firearms +13 (Damage 13), Unarmed +3 (Damage 0)
Defense Dodge 14, Parry 11, Fortitude 6, Toughness 10/5*/0**, Will 2
* without Body Armor or without Defensive Roll
** without Body Armor or Defensive Roll
Totals Abilities 12 + Skills 10 + Powers 30 + Defenses 23 + Advantages 15 = 90

EDITOR’S NOTE: I tried to flesh out Voss’ enslaved troops while keeping with what I could clean from the cards and their flavor text, to give them a little more utility and roundedness beyond “they deal X type of damage and are immune to X type of damage.” I always felt that the shackling and engineering process Voss and his butchers put them through destroyed their intellect and personality (represented by the -5 in Intellect and Presence, and summoned Minions without the Active modifier only get a half turn each round) while leaving them utterly controlled by Voss, which is why the Summon powers have the Controlled modifier

In her biography on the site, The Matriarch hardly seems worth taking seriously, but in the game she’s an absolute beast. I tried to capture that here, while using skills to represent her first steps into interests beyond the latest boy-band. Basically, I imagined by own teenage daughter with superpowers. It was scary.

THE MATRIARCH :black_small_square: PL14

ABILITIES
Strength -1, Stamina 0, Agility 8/2*, Dexterity 5/1*, Fighting -2, Intellect 0, Awareness 1. Presence 5/2**
* without Avian Agility
** without Regal Bearing

POWERS
The Mask of the Matriarch: 332 points :black_small_square: Removable (-66 points)
Avian Agility: Enhanced Advantages 16; Enhanced Agility 6; Enhanced Dexterity 4; Enhanced Dodge 7; Enhanced Parry 9 :black_small_square: 52 points
The Clattering of Jackdraws: Comprehend 2 (speak to/comprehend animals), Broad: Carrion birds :black_small_square: 2 points
Carrion Fields: Array :black_small_square: 62 points
Horrid Cacophony: Affliction 12 (Dazed & Impaired/Disabled & Stunned/Incapacitated & Unaware, resisted by …●…Fortitude), Area: Burst (3), Extra Condition, Limited: Area of effect must be filled with summoned birds, Limited: …●…Hearing only, Range: Perception :black_small_square: 60 points
A Murder of Crows: Damage 11 (piercing & slashing), Area: Burst (3), Limited: Area of effect must be filled …●…with summoned birds, Penetrating (5), Range: Perception :black_small_square: 1 point
An Unkindness of Ravens: Concealment 6 (all visual & hearing), Affects Others, Area: Burst (3), Attack, …●…Limited: Area of effect must be filled with summoned birds :black_small_square: 1 point
Darken the Skies: Summon Carrion Birds 3 (45 points), Active, Controlled, Horde, Mental Link, Multiple Minions 11 (2,048 birds) :black_small_square: 82 points
The Flock Eternal: Regeneration 10, Persistent, Source: Must be surrounded by summoned birds :black_small_square: 10 points
Her Majesty’s Vengeance: Blast 14 (psychic & toxic), Action: Reaction (when one of her summoned birds is taken down), Alternate Resistance: Will, Range: Perception :black_small_square: 98 points
Regal Bearing: Enhanced Presence 3; Enhanced Will 9 :black_small_square: 15 points
Thought & Memory: Communication 3 (mental), Limited: Huginn & Muninn only, Subtle (2) :black_small_square: 11 points

SKILLS
Deception 3 (+8/+5*), Expertise: Popular Culture 9 (+10), Expertise: Ornithology 3 (+3), Intimidation 3 (+8/+5*), Perception 4 (+5), Persuasion 2 (+7/+4*), Stealth 2 (+10/+4**), Technology 1 (+1), Vehicles 1 (+6/+2**)
* without Regal Bearing
** without Avian Agility

ADVANTAGES
Attractive (1), Beginner’s Luck, Defensive Roll* (10), Evasion* (2), Fearless, Improved Initiative* (2), Instant Up*, Sidekick: Huginn (21), Sidekick: Muninn (21), Uncanny Dodge* (Mental)
Advantages marked with an “*” are gained through Enhanced Advantages

OFFENSE
Initiative +16/+2*
Horrid Cacophony –, Perception, Affliction 12, Area: Burst (3), Limited: Hearing only & area must be filled with birds
A Murder of Crows –, Perception, Damage 11, Area: Burst (3), Limited: Are must be filled with birds, Penetrating (5)
Unarmed -2, Close, Damage -1
* without Avian Agility

DEFENSE
Dodge 18/5*
Parry 12/3*
Fortitude 4
Toughness 10/0*
Will 14/5**
* without Avian Agility
** without Regal Bearing

POWER POINTS
Abilities 6
Skills 14
Powers 266
Defenses 16
Advantages 45
Total 347

COMPLICATIONS
Egomaniac: The self-styled Matriarch is determined to be recognized as a world power, and she thinks she has the power to do it. Add in the usual teenage drama & trauma factor, and you get one of the most melodramatic supervillains to ever grace the Multiverse. She is prone to extremely overdramatic gestures and monologuing; in her mind, why sneak in and kidnap the mayor when you can trumpet your demands from the roof of City Hall, while your minions blanket the city for blocks around?
Enemy: Tachyon.
Motivation – Recognition: Lillian Corvus wants to be important. She wants to be recognized. More to the point, she wants everyone else to recognize her importance. And if the entire world must bow before Her Avian Majesty to cement that fact in everyone’s head, so be it.
One Flock: The Matriarch cannot issue individual commands to her summoned birds on a turn that she uses any of her Carrion Fields powers.
Power Loss: The Matriarch cannot create her flock out of nothingness; she merely calls out to the carrion birds already present in the area and draws them close. The maximum range of her call is about 10 miles; if she is somehow separated from her flock, she cannot use Darken the Sky (which precludes the use of other powers).
Ruler of the Flock: The presence of unusual or unseasonal amounts of carrion birds is a dead giveaway that The Matriarch is nearby. She rarely conceals her presence in any meaningful way; after all, what is a queen without her subjects?
Slipping Away: The more Lillian wears the Mask, the more influence it has over her. It’s not sentient, per se, but the power it grants is slowly altering her personality and mindset. Her mannerisms increasingly resemble those of the animals she claims dominion over, and she’s having more and more difficulty interacting with other people in any fashion. More to the point, there are signs that the Mask leaves an “imprint” on her, allowing her to use its abilities for a short time after it is removed. The longer she possesses the Mask, the longer the imprint lasts; it’s anyone’s guess if and when it will become permanent. Lillian’s dreams are filled with the rustling of feathers and cawing of crows.
Temper: The Matriarch is determined to make her own mark in the world. Anyone who has the audacity to compare her to anyone or anything else, whether negatively or positively, is immediately and irrevocably put on her (often fatal) “to-do” list.

.
[size=20]CARRION BIRD /size
PL8 :black_small_square: 45 POINTS
Abilities Str -1*, Sta 1, Agl 3, Dex 2, Fgt 3, Int -1, Awe 3, Pre -2
* includes modifiers from Shrinking
Powers
Beak & Talons: Strike 6 (piercing & slashing), Innate, Penetrating (3)
Bird: Flight 3 (16 mph), Innate, Wings; Shrinking 2, Duration: Permanent, Innate
Skills Acrobatics 2 (+5), Athletics 4 (+3), Close Combat: Beak & Talons 6 (+9), Intimidation 0 (-3), Perception 4 (+7), Stealth 2 (+7)
* includes modifiers from Shrinking
Advantages Improved Initiative (1), Teamwork, Uncanny Dodge (Mental)
Offense Initiative +7, Beak & Talons +9 (Damage 6), Unarmed +3 (Damage -1)
Defense Dodge 4*, Parry 4*, Fortitude 1, Toughness 1, Will 3
* includes modifiers from Shrinking
Totals Abilities 18 + Skills 9 + Powers 15 + Defenses 0 + Advantages 3 = 45

.
HUGINN
PL14 :black_small_square: 105 POINTS
Abilities Str 2*, Sta 2, Agl 2, Dex 1, Fgt 2, Int -1, Awe 1, Pre -2
* includes modifiers from Shrinking
Powers
Beak & Talons: Strike 11 (piercing & slashing), Limited: Strength, Penetrating (3)
Big Bird: Flight 4 (30 mph), Innate, Wings; Shrinking 1, Duration: Permanent, Innate
Eternal: Immortality 12 (15 minutes), Limited: Must be within 50 feet of Muninn; Protection 5, Impervious (5)
Her Majesty Endures: Enhanced Stamina 12, Affects Others Only, Fades, Limited: The Mask-Bearer, Reach [color=white]…/color, Range: Close
Skills Acrobatics 3 (+5), Athletics 4 (+6), Close Combat: Beak & Talons 12 (+14), Perception 3 (+4), Stealth 6 (+9)*
* includes modifiers from Shrinking
Advantages Defensive Roll (5), Improved Initiative (1)
Offense Initiative +6, Beak & Talons +14 (Damage 13), Unarmed +2 (Damage 2)
Defense Dodge 9, Parry 5, Fortitude 6, Toughness 12/7*, Will 5
* without Defensive Roll
Totals Abilities 16 + Skills 14 + Powers 51 + Defenses 18 + Advantages 6 = 105

MUNINN
PL9 :black_small_square: 105 POINTS
Abilities Str -1*, Sta 2, Agl 3, Dex 2, Fgt 1, Int -1, Awe 4, Pre -1
* includes modifiers from Shrinking
Powers
Beak & Talons: Strike 9 (piercing & slashing), Innate, Penetrating (6)
Big Bird: Flight 4 (30 mph), Innate, Wings; Shrinking 1, Duration: Permanent, Innate
Eternal: Immortality 12 (15 minutes), Limited: Must be within 50 feet of Huginn
Her Majesty’s Strength: Enhanced Close Combat: Unarmed Skill 8 (16 ranks), Affects Others Only, Fades, Limited: The Mask-Bearer, Reach (4), Range: Close; Enhanced Strength 8, Affects Others Only, Limited: The Mask-Bearer, Reach (4), Range: Close; Linked Effects
Skills Acrobatics 2 (+5), Athletics 3 (+2), Close Combat: Beak & Talons 8 (+9), ( Perception 5 (+9), Stealth 6 (+10)*
* includes modifiers from Shrinking
Advantages Defensive Roll (7), Improved Initiative (1)
Offense Initiative +7, Beak & Talons +9 (Damage 9), Unarmed +1 (Damage -1)
Defense Dodge 8, Parry 4, Fortitude 4, Toughness 9/2*, Will 8
* without Defensive Roll
Totals Abilities 20 + Skills 12 + Powers 51 + Defenses 14 + Advantages 8 = 105

How to make a more-or-less unpowered duo the biggest threats in the game? Lots of points into everything else.

THE CHAIRMAN :black_small_square: PL14

ABILITIES
Strength 7, Stamina 7, Agility 6, Dexterity 6, Fighting 6, Intellect 7, Awareness 6, Presence 7

POWERS
Brutal Fighter: Strike 7 (bludgeoning), Innate, Linked: Strength :black_small_square: 8 points
Perfect Human Specimen: Immunity 3 (aging, disease, poison), Innate; Protection 8, Impervious (4) :black_small_square: 16 points

SKILLS
Acrobatics 3 (+9), Athletics 8 (+15), Deception 10 (+17), Expertise: Business 13 (+20), Expertise: Criminal Mastermind 17 (+24), Expertise: Rook City 12 (+18), Expertise: Streetwise 7 (+13), Insight 9 (+15), Intimidation 14 (+21), Investigation 6 (+13), Perception 9 (+15), Persuasion 8 (+15), Technology 3 (+10), Vehicles 3 (+9)

ADVANTAGES
Accurate Attack, Assessment, All-Out Attack, Benefit (7, Alternate Identity: Graham Pike “III”, Status: Premier Businessman, Wealth: Billionaire), Chokehold, Close Attack (6), Connected, Contacts, Defensive Attack, Diehard, Eidetic Memory, Equipment (11), Fast Grab, Fearless, Great Endurance, Improved Critical (3, Brutal Fighter 17-20), Improved Grab, Improved Hold, Improved Initiative, Leadership, Power Attack, Ranged Attack (3), Sidekick: The Operative (56), Teamwork, Well-Informed

EQUIPMENT
Customized Pistol: Blast 7 (ballistic), Multiattack, Penetrating (4) :black_small_square: 25 points

HQ: PIKE INCORPORATED HOME OFFICE :black_small_square: 28 POINTS
Size: Huge, Toughness: 20, Features: Combat Simulator, Computer, Concealed, Defense System, Fire Prevention System, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Personnel (2), Power System, Secret, Security System, Workshop

OFFENSE
Initiative +10
Brutal Fighter +12, Close, Damage 14, Linked: Strength
Customized Pistol +9, Ranged, Damage 7, Multiattack, Penetrating (4)
Unarmed +12, Close, Damage 7

DEFENSE
Dodge 13
Parry 13
Fortitude 13
Toughness 15
Will 15

POWER POINTS
Abilities 104
Skills 61
Powers 24
Defenses 29
Advantages 106
Total 324

COMPLICATIONS
Corruption & Vice: Virtually the entirety of Rook City’s government is on The Organization’s payroll in some way or another. However, the larger this web of contacts grows, the more difficult it becomes to deny the existence of The Chairman. Ordinary citizens are getting tired of living in fear, of being bullied by people who would rather take than work. Indeed, it may have reached the point where an in-depth federal investigation, made with enough secrecy to circumvent even the Chairman’s network of contacts could topple the The Organization. Rumors of The Chairman and the Organization may have reached the point where joint task forces are being formed amongst government agencies with the sole purpose of uncovering once and for all the truth behind the unbelievable crime rates in Rook City, and revealing once and for all the man behind the curtain.
Enemy: Mister Fixer.
Identity: Thanks to secret alchemical treatments developed by Pike Industrial, Chairman Pike has sat in his seat for almost a century. He works hard through bribe, forgery, and outright murder to cover up the fact that Graham Pike III is actually the original Chairman Pike, and that he is also The Chairman, kingpin of crime of all stripes in Rook City.
Motivation – Greed: The Chairman has power. The more he has, the more he wants. He sees how easy it is to maintain utter control of Rook City through fear and graft, and he makes plans to start snaking his tendrils farther and farther from his home city.
Pawns on the Board: The only thing The Chairman values is power, and the things that grant it (money). Everything else is expendable; it’s just a matter of how long and how much gain it would generate. Even his Operative, his most valued and trusted subordinate, is just a game piece to be sacrificed when it would grant him the most benefit. Most of his pawns do not take appreciate being sacrificed (the few that survive, that is), but there is little many of them can do about it in the face of such a master of the game.
“Rook City is Mine!”: The Chairman maintains his rule of Rook City though iron-clad control of an extensive network of criminal associates, ranging from common street thugs to specialized professional criminals to thoroughly corrupted elected officials in all strata of city administration. This provides ample opportunities for cut-outs and smoke screens to conceal the existence of The Chairman as a criminal figure,but the more the criminal empire grows, the more The Chairman has to rely on subordinates to maintain the hierarchy. Aside from The Operative, his rule is maintained through fear, blackmail, and graft, which means that much of The Organization is vulnerable to someone with more money, more dirt, or that is more terrifying than The Chairman.

/
THE OPERATIVE
PL14 :black_small_square: 285 POINTS
Abilities Str 5, Sta 6, Agl 8, Dex 6, Fgt 9, Int 3, Awe 5, Pre 4
Powers
Highly Trained Killer: Strike 7 (bludgeoning & piercing & slashing), Innate, Linked: Strength, Penetrating (8)
Perfect Human Specimen: Immunity 3 (aging, disease, poison), Innate; Impervious Toughness 5, Innate
Skills Acrobatics 13 (+21), Athletics 11 (+16), Deception 9 (+13), Expertise: Finances & Accounting 17 (+20), Expertise: Martial Arts 17 (+22), Expertise: Rook City 12 (+17), Expertise: Streetwise 19 (+24), Insight 9 (+14), Intimidation 15 (+19), Investigation 8 (+11), Perception 15 (+20), Persuasion 7 (+11), Sleight of Hand 6 (+12), Stealth 12 (+20), Technology 4 (+7), Vehicles 4 (+10)
Advantages Accurate Attack, Agile Feint, All-Out Attack, Assessment, Attractive (1), Benefit (2, Alternate Identity: Sophia Anna Isabel DeLeon, Status: CFO of Pike Incorporated), Chokehold, Close Attack (7), Connected, Defensive Attack, Defensive Roll (6), Diehard, Evasion (1), Fast Grab, Favored Environment: Urban, Fearless, Great Endurance, Improved Critical (2, Highly Trained Killer 18-20), Improved Disarm, Improved Grab, Improved Hold, Improved Initiative (1), Improved Smash, Improved Trip, Instant Up, Power Attack, Seize Initiative, Startle, Taunt, Teamwork, Tracking, Uncanny Dodge (hearing), Weapon Bind
Offense Initiative +12, Highly Trained Killer +16 (Damage 12), Unarmed +16 (Damage 5)
Defense Dodge 16, Parry 16, Fortitude 12, Toughness 12/6*, Will 16
* without Defensive Roll
Totals Abilities 92 + Skills 89 + Powers 26 + Defenses 32 + Advantages 46 = 285

Well, that’s every hero and villain in the core set and Rook City expansion. If anyone wants a PDF of the statblocks for the heroes or villains, drop me a private message. Since I couldn’t make it to Gen Con or PAX, I’m patiently waiting for my box of EE/IR Kickstarter goodies to show up on my doorstep. After a few weeks of near-constant play to get a feel for the Infernal Relics and promotional characters, I’ll stat them up and keep adding to this thread.

Speaking of promotional characters, since I wrote up Young Legacy, would anyone be interested in seeing Mad Bomber Blade and Cosmic Omnitron written up once I get my hands on them and play against them a few times, including increased power levels and all-new tricks? (On another thread, Christopher mentioned that approximately, Mad Bomber Blade was difficulty 2 and Cosmic Omnitron was difficulty 3.)

Enjoy.

-CSR

Next on the roster:

FANATIC :black_small_square: PL10

ABILITIES
Strength 6, Stamina 4/2*, Agility 3, Dexterity 2, Fighting 3, Intellect 0, Awareness 6, Presence 4
*without Absolution

POWERS
Absolution: 21 points :black_small_square: Easily Removable (-8 points)
Divine Focus: Enhanced Parry 6 :black_small_square: 6 points
Holy Fortitude: Enhanced Stamina 2 :black_small_square: 4 points
Templar’s Blade: Array :black_small_square: 11 points
Sanctifying Strike: Damage 4, Linked: Strength, Penetrating (6), Variable Descriptor (Fire, Radiant, …●…Slashing) :black_small_square: 10 points
Smite the Transgressors: Damage 4, Linked: Strength, Penetrating (4), Split Attack (2), Variable Descriptor …●…(Fire, Radiant, Slashing) :black_small_square: 1 point
Aegis of Resurrection: 10 points :black_small_square: Removable (-2 points)
No Rest for the Righteous: Immortality 5 (1 day) :black_small_square: 10 points
True Faith :black_small_square: 37 points
Armor of Faith: Protection 2, Duration: Sustained, Impervious (2) :black_small_square: 4 points
Divine Favor: Array :black_small_square: 17 points
Chastise: Affliction 8 (Vulnerable/Defenseless/Paralyzed, resisted by Will), Accurate (2), Action: Full, …●…Duration: Concentration, Reach (5) :black_small_square: 15 points
End of Days: Nullify Powers 5, Action: Full, Area: Burst (2), Broad, Concentration, Tiring :black_small_square: 1 point
Wrathful Retribution: Blast 8 (radiant), Action: Full, Area: Burst, Limited: Must be Staggered or worse, …●…Penetrating (7) :black_small_square: 1 point
Faith of the Mighty: Enhanced Strength 5 (3,200 lbs.), Duration: Permanent :black_small_square: 10 points
Wings of an Angel: Flight 5 (60 mph), Innate, Wings :black_small_square: 6 points

SKILLS
Close Combat: Absolution 7 (+10), Expertise: Christianity 7 (+7), Expertise: Lima 6 (+12), Insight 6 (+12), Intimidation 9 (+13), Perception 5 (+11), Persuasion 4 (+8)

ADVANTAGES
All-Out Attack, Attractive (1), Fearless, Great Endurance, Improved Critical (2, Templar’s Blade 18-20), Interpose, Languages (English, Spanish), Luck (1), Move-By Action, Power Attack, Startle, Weapon Bind

OFFENSE
Initiative +3
Chastise +7, Close, Affliction 8, Duration: Concentration, Reach (5)
End of Days –, Close, Nullify 5, Area: Burst (2)
Sanctifying Strike +10, Close, Damage 10, Penetrating (6), Crit 18-20, Linked: Strength
Smite the Transgressors +10, Close, Damage 10, Penetrating (4), Split Attack (2), Crit 18-20, Linked: Strength
Unarmed +3, Close, Damage 6
Wrathful Retribution –, Ranged, Damage 8, Area: Burst, Penetrating (7)

DEFENSE
Dodge 7
Parry 11 / 5*
Fortitude 7/5*
Toughness 9/7*
Will 11
* without Absolution

POWER POINTS
Abilities 42
Skills 22
Powers 58
Defenses 14
Advantages 14
Total 150

COMPLICATIONS
Enemy: Apostate.
Hatred: Anyone perceived as being “against God” or “doing Satan’s bidding” – including most criminals and villains – incurs the full brunt of Fanatic’s holy wrath.
Motivation – Doing Good: Fanatic lives her life according to how (she thinks) the Good Samaritan would have lived his, had he possessed abilities like hers.
Power Loss: If Fanatic cannot or (for some reason) will not pray every twelve hours by meditating quietly in a darkened space and speaking aloud, she loses her True Faith until she spends a day in ascetic meditation to atone. Until her atonement is complete, she will also refuse to draw Absolution, believing it will not serve her until she has served Him.
Prejudice: When confronted with anything looking even vaguely demonic, Fanatic tends to behead first and ask questions later. It does not matter if the being in question if a mutant, an alien, or something else; first impressions rule Fanatic’s judgment.
Reputation: Fanatic has a reputation for being impulsive and obstinate under the best of circumstances, and commonly cites the Bible as often as possible, regardless of whether she is offering relationship advice to a comrade or arguing tactics before a battle.

EDITOR’S NOTE: Fanatic got a pretty hefty boost to her strength through Faith of the Mighty, with a consummate reduction to her attack powers with Absolution. Christopher pointed out that she’s supposed to be super-strong, and after I realized I was arguing with the guy who created the character, I used the time-honored method of repeatedly slamming my head into the table in an attempt to beat the jackass out of myself, and then made the appropriate changes.

I'm just curious if there's any likelyhood of this project continuing for the newer heroes (and maybe even villains.)  No big deal, really, but I think this was a really great concept.

I had never seen these until now.

I have been dying to get a M&M game going.

Now even more so.

sigh.

I don't know Mutants & Masterminds, but very desperately want to write out most of the heroes as Fate Accelerated characters.

I would take great interest in that.

Me too. I love FATE, although I've only played the "older" versions (SotC, Dresden, stuff like that).

I'm not so interested in actually playing an existing hero though, i love the creation process too much. But a Sentinels-style hero? Awesome.

You could always set the game in the Multiverse but have your own character.  I generally prefer that to playing someone else's character myself.

That sounds good. I'm also good with canon characters as cameo NPCs. 

I'd never want to play a pre-existing character in any RPG (or write about them in a story). I'd feel like I was trying to write a fan-fiction or something. I wouldn't want to be using someone else's character - I'd feel like I was "playing them wrong", having them do stuff they might not actually do because I don't know their personalities like their original creator does. Similarly, I get rather annoyed if anyone tries to control my character in an RPG (doesn't really happen though, the people I play with :)), because that character is mine and if anyone's gonna decide what kind of action they're about to try and take, or how they're gonna react to a situation, it's me. Anyway, I really like char gen in games - sometimes it's the most fun part. If I get a new (computer) RPG I might spend an hour or more just messing around with the character creation, putting together a character I really like. This includes (where possible) those games where you can heavily edit your character's appearance, even if the game is first-person and I don't really get to see the character once I've made them (like Skyrim). But if a computer RPG has the option of either first-person or third-person I'll take the former every time - immersion for me, please! :D.

If you were looking for FATE conversions, you could always use ICONS instead.  It's specifically a supers-game, but uses the FATE mechanics, albeit with powers already pre-built.

i actually statted up Citizen Dawn and Baron Blade in ICONS some time ago. No clue what I did with their sheets, though.

 

For me, it would be Wild Talents (which is my personal favorite for superhero RPGs).

Though I'm not sure I'd bother trying to make them all equivilent point budgets.  I think I'd set them in tiers (borrowing the super weird concept from tvtropes).

Weight 1: Wraith, Expatriette

Weight 2: Mr. Fixer, Parse, Chrono-Ranger, Unity

Weight 3: Absolute Zero, Tachyon, Setback, Naturalist, KNYFE, each of the Sentinels

Weight 4: Bunker, Tempest, Nightmist, Visionary, Scholar, Omnitron-X

Weight 5: Legacy, Fanatic, Ra, Haka, Argent Adept

 

 

I still use M&M 2nd Ed.

I've thought about running M&M for my group using SotM universe, but we ended up doing Pathfinder instead.

[b][u][size=50]UNITY[/size][/u][size=35] ▪ PL10[/size][/b]

[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 0, [b]Stamina[/b] 0, [b]Agility[/b] 1, [b]Dexterity[/b] 1, [b]Fighting[/b] 1, [b]Intellect[/b] 5, [b]Awareness[/b] 2, [b]Presence[/b] 2

[b][size=20]POWERS[/size][/b]
[b]Technokinesis:[/b] Array ▪ [i]60 points[/i]
[color=white]...[/color][b]Bot-Hack:[/b] Summon Mechanical Golem 6 (90 power points), Action: Full-round, Active, Controlled, Distracting, Limited: Requires supply of generic parts, Mental Link, Multiple Minions (4, 16 minions) ▪ [i]55 points[/i]
[color=white]...[/color][b]Brainstorm[/b] Damage 10 (lightning), Penetrating, Range: Perception, Split (2) ▪ [i]1 point[/i]
[color=white]...[/color][b]Ferrokinesis:[/b] Move Object 17 (3.2 kilotons), Damaging (bludgeoning/crushing), Limited Material: Technology, Precise, Range: Perception ▪ [i]1 point[/i]
[color=white]...[/color][b]Inspired Repair[/b] Healing 10, Action: Full, Affects Objects Only, Energizing, Limited: Requires supply of generic parts, Persistent, Restorative, Resurrection, Stabilize ▪ [i]1 point[/i]
[color=white]...[/color][b]Powered Shock Wave:[/b] Affliction 9 (Dazed & Fatigued/Exhausted & Stunned), Extra Condition, Limited Degree; Damage 9 (lightning & bludgeoning), Area: Burst (2); Linked Effects ▪ [i]1 point[/i]
[color=white]...[/color][b]Volatile Parts:[/b] Nullify 10 (technological), Alternate Resistance: Toughness, Area: Burst (2), Broad, Duration: Concentration, Random, Range: Close, Simultaneous ▪ [i]1 point[/i]

[b]Technopathy:[/b] Communication 3 (long range, mental), Limited: Technology only, Subtle (2); Comprehend 2 (technology) ▪ [i]15 points[/i]

[b][size=20]SKILLS[/size][/b]
Expertise: Engineering 9 (+14), Expertise: Mathematics 6 (+11), Perception 6 (+8), Technology 15 (+20), Vehicles 8 (+9)

[b][size=20]ADVANTAGES[/size][/b]
Attractive, Benefit (1, Freedom Five Intern), Equipment (2), Favored Foe: Mechanical Constructs, Fearless, Improved Initiative (1), Inventor, Skill Mastery: Technology

[b][size=20]EQUIPMENT[/size][/b]
[b]Adventuring outfit:[/b] Protection 3 ▪ [i]3 points[/i]
[b]Freedom Five ID card[/b] ▪ [i]1 point[/i]
[b]Lab gloves:[/b] Immunity 3 (lab accidents) ▪ [i]3 points[/i]
[b]Tool belt[/b] ▪ [i]1 point[/i]

[b][size=20]HQ: EAKEN-RUBENDALL LAB[/size][size=15] ▪ 2 POINTS[/size][/b]
[b]Size:[/b] Medium, [b]Toughness:[/b] 8, [b]Features:[/b] Laboratory, Workshop (Caspit's “Playground”); shared with Tachyon & Absolute Zero

[b][size=20]OFFENSE[/size][/b]
[b]Initiative +5[/b]
Brainstorm –, Perception, Damage 10, Penetrating (10), Split (2)
Ferrokinesis –, Perception, Damage 10
Powered Shock Wave –, Close, Affliction 9 & Damage 9, Area: Burst (2), Linked Effects
Volatile Parts –, Close, Nullify 10, Alternate Resistance: Toughness

[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 6
[b]Fortitude[/b] 4
[b]Parry[/b] 3
[b]Toughness[/b] 3/0*
[b]Will[/b] 11
[size=10]*without Adventuring Outfit[/size]

[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 24
[b]Skills[/b] 22
[b]Powers[/b] 75
[b]Defenses[/b] 20
[b]Advantages[/b] 9
[b][u]Total[/u][/b] 150

[b][size=20]COMPLICATIONS[/size][/b]
[b]Accident:[/b] When it comes to using her powers, Unity isn't very discriminating about where she gets the needed material. Many of her technology-oriented teammates have found pieces of their gear being ripped off and incorporated into one of her golems with no warning.

[b]Motivation – Thrills:[/b] Unity is completely enamored with her powers. She looks for every opportunity to exercise them, show them off, push their limits. To top it off, she's always spoiling with a fight, because battles with supervillains always leave the most interesting wreckage for her to play with.

[b]Power Loss:[/b] If there is nothing technological within 50 yards, Unity's powers are rendered inert. This state, where she has nothing to manipulate, can leave her catatonic as her over-active mind turns upon itself.

[b]Rivalry:[/b] Tachyon's desire for order and procedure, especially in her own lab, rubs Unity the wrong way. Sometimes, it seems as though she goes out of her way to figure out the way Tachyon would do something, and then do the exact opposite. Just to get a rise out of her mentor/friend/occasional teammate.

[b]Short Attention Span:[/b] Unity essentially has a form of high-functioning attention deficit disorder. The ability to manipulate technology at the fundamental level has made her impatient for doing, or even learning, things the “slow way.”

[color=white].[/color]
[b][size=20]CHAMPION BOT[/size][/b]

[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 10, Sta -, Agl 2, Dex 2, Fgt 0, Int -, Awe 2, Pre -
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate
[color=white]...[/color][b]Mechanical Body:[/b] Protection 10, Impervious 10
[color=white]...[/color][b]To the Rescue:[/b] Flight 5 (100 mph)
[b]Skills[/b] Close Combat: Unarmed 10 (+10), Perception 6 (+8)
[b]Advantages[/b] Accurate Attack, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Interpose, Power Attack
[b]Offense[/b] Initiative +6, Unarmed +10 (Damage 10)
[b]Defense[/b] Dodge 6, Fortitude -, Parry 8, Toughness 10, Will -
[b]Totals[/b] Abilities 2 + Powers 60 + Skills 12 + Defenses 8 + Advantages 8 = 90

[b][size=20]CRYO BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 2, Sta -, Agl 3, Dex 4, Fgt 2, Int -, Awe 2, Pre -
[b]Powers [/b]
[color=white]...[/color][b]Cryo Bot:[/b] Immunity 40 (Cold effects, Fortitude effects), Innate; Movement 2 (Environmental Adaptation: Cold), Innate; Protection 6, Impervious (4)
[color=white]...[/color][b]Cryogenerators:[/b] Array
[color=white]...[/color]●[color=white]...[/color][b]Freeze!:[/b] Affliction 7 (Hindered/Immobilized/Paralyzed, resisted by Fortitude), Alternate Resistance: Dodge, Cumulative, Range: Ranged
[color=white]...[/color]●[color=white]...[/color][b]Glacier:[/b] Create 10 (ice, 1,000 cu. ft.), Duration: Permanent, Innate
[color=white]...[/color]●[color=white]...[/color][b]Ice Beam:[/b] Damage 8 (cold & piercing), Penetrating (4), Range: Ranged
[b]Skills[/b] Perception 4 (+6), Ranged Combat: Cryogenerators 6 (+10)
[b]Advantages[/b] Favored Environment: Cold, Teamwork
[b]Offense[/b] Initiative +3, Freeze! +10 (Affliction 7), Ice Beam +10 (Damage 8), Unarmed +2 (Damage 2)
[b]Defense[/b] Dodge 9, Fortitude -, Parry 6, Toughness 6, Will -
[b]Totals[/b] Abilities -4 + Powers 77 + Skills 5 + Defenses 10 + Advantages 2 = 90

[b][size=20]PLATFORM BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 4, Sta -, Agl 0, Dex 0, Fgt 0, Int -, Awe 3, Pre -
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate
[color=white]...[/color][b]Deflector Shield:[/b] Protection 15, Duration: Sustained, Impervious (10)
[color=white]...[/color][b]Gravity Drive:[/b] Flight 4 (30 mph)
[color=white]...[/color][b]Offensive Array:[/b] Array
[color=white]...[/color]●[color=white]...[/color][b]Focused Blasters:[/b] Damage 12 (energy), Range: Ranged, Split Attack (1)
[color=white]...[/color]●[color=white]...[/color][b]Pulse Laser:[/b] Damage 8 (energy), Multiattack, Range: Ranged, Split Attack (1)
[b]Skills[/b] Perception 8 (+11), Ranged Combat: Offensive Array 8 (+8)
[b]Advantages[/b] Accurate Attack, Interpose, Power Attack
[b]Offense[/b] Initiative +0, Focused Blasters +8 (Damage 12), Pulse Lasers +8 (Damage 8), Unarmed +0 (Damage 4)
[b]Defense[/b] Dodge 5, Fortitude -, Parry 0, Toughness 15 / 0*, Will -
[size=10]* without Deflector Shield[/size]
[b]Totals[/b] Abilities -16 + Powers 90 + Skills 8 + Defenses 5 + Advantages 3 = 90

[b][size=20]RAPTOR BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 3, Sta -, Agl 4, Dex 3, Fgt 4, Int -, Awe 1, Pre -
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate
[color=white]...[/color][b]Mr. Chomps:[/b] Shrinking 2 (1 foot tall), Duration: Permanent, Innate, Normal Strength; Protection 5, Impervious (5), Speed 3 (6 mph), Innate
[color=white]...[/color][b]Power Bite:[/b] Damage 6 (piercing & slashing), Penetrating (6)
[b]Skills[/b] Close Combat: Power Bite 9 (+13), Perception 7 (+8), Stealth 10 (+16)
[b]Advantages[/b] Evasion (2), Fearless, Instant Up, Move-by Action, Power Attack, Precise Attack, Teamwork, Uncanny Dodge
[b]Offense[/b] Initiative +4, Power Bite +13 (Damage 7)
[b]Defense[/b] Dodge 10, Fortitude -, Parry 11, Toughness 5, Will -
[b]Totals[/b] Abilities 0 + Powers 57 + Skills 13 + Defenses 11 + Advantages 9 = 90

[b][size=20]STEALTH BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 2, Sta -, Agl 4, Dex 3, Fgt 4, Int -, Awe 2, Pre -
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate; Protection 4, Impervious (2)
[color=white]...[/color][b]Martial Arts Emulation:[/b] Damage 5 (bludgeoning), Linked: Strength
[color=white]...[/color][b]Shuriken Launcher:[/b] Damage 8 (slashing), Diminished Range, Penetrating (4), Range: Ranged
[b]Skills[/b] Close Combat: Martial Arts 10 (+14), Perception 6 (+8), Ranged: Shuriken Launcher 5 (+8), Stealth 9 (+13)
[b]Advantages[/b] Defensive Roll (4), Hide in Plain Sight, Instant Up, Interpose, Precise Attack, Teamwork
[b]Offense[/b] Initiative +4, Martial Arts Emulation +14 (Damage 6), Shuriken Launcher +8 (Damage 8)
[b]Defense[/b] Dodge 9, Fortitude -, Parry 12, Toughness 8 /4*, Will -
[size=10]* without Defensive Roll[/size]
[b]Totals[/b] Abilities 0 + Powers 53 + Skills 15 + Defenses 13 + Advantages 9 = 90

[b][size=20]SWIFT BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 2, Sta -, Agl 8, Dex 8, Fgt 2, Int -, Awe 2, Pre -
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate; Impervious Toughness 4
[color=white]...[/color][b]Mini-vortex:[/b] Affliction 5 (Dazed/Stunned/Incapacitated, resisted by Fortitude), Action: Full, Area: Cylinder, Cumulative, Limited: Unhindered movement, Progressive
[color=white]...[/color][b]Nimble Strike:[/b] Damage 6 (bludgeoning), Limited: Only while moving, Linked: Strength, Penetrating (6)
[color=white]...[/color][b]Swift Bot is Swift:[/b] Movement 3 (Wall Crawling 2, Water Walking), Limited: Unhindered movement; Quickness 4; Speed (8,000 mph)
[b]Skills[/b] Athletics 10 (+12), Fighting: Unarmed 10 (+12), Perception 4 (+6)
[b]Advantages[/b] Improved Initiative (2), Interpose, Move-by Action, Teamwork
[b]Offense[/b] Initiative +16, Unarmed +12 (Damage 2), Nimble Strike +12 (Damage 8)
[b]Defense[/b] Dodge 16, Fortitude -, Parry 9, Toughness 4, Will -
[size=10]* without Defensive Roll[/size]
[b]Totals[/b] Abilities 14 + Powers 40 + Skills 12 + Defenses 19 + Advantages 5 = 90

[b][size=20]TURRET BOT[/size][/b]
[b][size=15]PL10 ▪ 90 POINTS[/size][/b]
[b]Abilities[/b] Str 4*, Sta -, Agl 0, Dex 2, Fgt 0, Int -, Awe 2, Pre -
[size=10]* includes modifiers from Growth[/size]
[b]Powers[/b]
[color=white]...[/color][b]Construct Traits:[/b] Immunity 30 (Fortitude effects), Innate
[color=white]...[/color][b]Heavy Tank:[/b] Growth 2 (10 feet tall), Duration: Permanent, Innate; Protection 11, Impervious (5)
[color=white]...[/color][b]Tactical Weapons:[/b] Array
[color=white]...[/color]●[color=white]...[/color][b]Assault Cannons:[/b] Damage 12 (ballistic), Multiattack, Range: Ranged
[color=white]...[/color]●[color=white]...[/color][b]Homing Missiles:[/b] Damage 8 (explosive), Homing, Penetrating (3), Range: Ranged
[b]Skills[/b] Perception 4 (+6), Ranged Combat: Tactical Weapons System 6 (+8)
[b]Advantages[/b] Accurate Attack, Improved Aim, Interpose, Power Attack, Teamwork
[b]Offense[/b] Initiative +0, Assault Cannons +8 (Damage 12), Homing Missiles +8 (Damage 8), Unarmed +0 (Damage 4)
[b]Defense[/b] Dodge 4, Fortitude -, Parry 3, Toughness 13*, Will -
[size=10]* includes modifiers from Growth[/size]
[b]Totals[/b] Abilities -18 + Powers 89 + Skills 5 + Defenses 9 + Advantages 5 = 90