So ... Mutants & Masterminds?

Unfortunately, I couldn't think of any meaningful way to inlcude his instruments in his powers.  It didn't make sense to have specific powers tied to specific instruments, so I adapted his ability to use multiple effects through a dynamic array.  That way, for example, The Argent Adept can sustain Inspiring Supertonic on his teammates, a rank-5 Counterpoint Bulwark around a group of civilians, and still fire off a rank 6 Sarabande of Destruction at flying saucer wreaking havoc on the city.  Therefore, his instruments are left to a storytelling and narrative effect.

[b][u][size=50]THE ARGENT ADEPT[/size][/u][size=35] ▪ PL10[/size][/b]

[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 1, [b]Stamina[/b] 2, [b]Agility[/b] 1, [b]Dexterity[/b] 2, [b]Fighting[/b] 1, [b]Intellect[/b] 1, [b]Awareness[/b] 3, [b]Presence[/b] 4

[b][size=20]POWERS[/size][/b]
[b]Arcane Cadence:[/b] Senses 3, Chaos Awareness (acute, mental, penetrates concealment, ranged [extended]) ▪ [i]7 points[/i]

[b]Symphony of Order:[/b] Magic (order, musical), Dynamic Array ▪ [i]57 points[/i]
[color=white]...[/color][b]Scherzo of Frost and Flame:[/b] Damage 6 (cold), Penetrating (4), Range: Perception; Damage 6 (fire), Penetrating (4), Range: Perception; Linked Effects ▪ [i]45 points[/i]
[color=white]...[/color][b]Cedistic Dissonant:[/b] Affliction 8 (Impaired/Disabled/Incapacitated, resisted with Will), Concentration, Cumulative, Range: Perception ▪ [i]2 points[/i]
[color=white]...[/color][b]Counterpoint Bulwark:[/b] Protection 11 (sonic force field), Area: Burst (2), Duration: Sustained, Impervious (11) ▪ [i]2 points[/i]
[color=white]...[/color][b]Inspiring Supertonic:[/b] Enhanced Advantages 5 ▪ [i]2 points[/i]
[color=white]...[/color][b]Rhapsody of Vigor:[/b] Healing 9, Area: Burst, Energizing, Persistent, Selective (6), Stabilize ▪ [i]2 points[/i]
[color=white]...[/color][b]Sarabande of Destruction:[/b] Weaken Toughness 10, Affect Only Objects, Range: Perception; Damage 10 (sonic), Affects Objects Only, Penetrating (4), Range: Perception; Linked Effects ▪ [i]2 points[/i]
[color=white]...[/color][b]Syncopated Onslaught:[/b] Nullify 7 (magical effects), Broad, Duration: Sustained, Range: Perception, Simultaneous ▪ [i]2 points[/i]

[b][size=20]SKILLS[/size][/b]
Athletics 3 (+4), Close Combat: Fistfighting 5 (+6), Expertise: Bartending 6 (+9), Expertise: Chaos Phenomena 8 (+11), Expertise: Music 12 (+16), Insight 6 (+9), Perception 5 (+8), Persuasion 5 (+9), Sleight of Hand 3 (+5), Vehicles 3 (+5)

[b][size=20]ADVANTAGES[/size][/b]
Defensive Roll (3), Extraordinary Effort, Inspire (5)*, Luck, Set-up (2), Teamwork
[size=10]Advantages marked with an “*” are gained through Enhanced Advantages[/size]

[b][size=20]OFFENSE[/size][/b]
[b]Initiative +1[/b]
Cedistic Dissonant –, Perception, Affliction 8, Resisted by Will, Cumulative
Sarabande of Destruction –, Perception, Weaken 10 & Damage 10, Affects Objects Only, Penetrating (4), Linked Effects
Scherzo of Frost and Flame –, Perception, Damage 6 & Damage 6, Penetrating (4), Linked Effects
Syncopated Onslaught –, Perception, Nullify 7, Simultaneous, Sustained

[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 7
[b]Fortitude[/b] 5
[b]Parry[/b] 3
[b]Toughness[/b] 5 / 2*
[b]Will[/b] 12
[size=10]* without Defensive Roll[/size]

[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 30
[b]Skills[/b] 28
[b]Powers[/b] 64
[b]Defenses[/b] 20
[b]Advantages[/b] 8
[b][u]Total[/u][/b] 150

[b][size=20]COMPLICATIONS[/size][/b]
[b]Conflicted:[/b] Anthony Drake was never an ambitious soul. He was a drifter and free-thinker, happy flipping bottles, chatting up strangers, and pocketing tips. When he found the ancient bell in that museum, he never questioned it. He had a grand destiny, and he embraced it wholeheartedly. Sometimes, though, after an encounter with some sanity-rending horror from the depths of the Realm of Discord, he starts to question his chosen path. He idly wonders if it would ever be possible to go back a simple, quiet life of pouring drinks and playing his pipes

[b]Enemy:[/b] Akash'Bhuta

[b]Motivation – Responsibility:[/b] The Virtuoso of the Void stands as a bastion of order against the forces of chaos that threaten civilization. He must be forever vigilant, as it is believed that his song is the structure that binds the multiverse together. Improvisational jazz is rarely a popular music form with the Virtuosos.

[b]Power Loss:[/b] The Argent Adept's power is based on order and structure and harmony, as embodied in the music he uses as a focus and channel for his power. However, if he is ever prevented from any kind of musical performance, being it singing, playing his pipes, or ringing a bell in rhythm with his actions, he cannot use his Symphony of Order.

[b]Structure and Discipline:[/b] It is no coincidence that the power of the Virtuoso is based on music. Music through the ages is based on purposeful meter and measure, and any who wishes to master the craft must be focused and disciplined, to take that core and shape it into something new. This focus on order, on bringing the music to life, is what gives the Virtuosos advantage over their chaotic foes. However, when dealing that isn't an embodiment of destruction, this focus on order and structure can actually hinder them, preventing them from being as adaptive or quick-thinking as others against more mundane threats.

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

[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 0, [b]Stamina[/b] 1, [b]Agility[/b] 3, [b]Dexterity[/b] 2, [b]Fighting[/b] 0, [b]Intellect[/b] 3, [b]Awareness[/b] 4, [b]Presence[/b] 2

[b][size=20]POWERS[/size][/b]
[b]Amulet of the Elder Gods:[/b] Deflect 10, Indestructible, Limited: Non-physical attacks only, Range: Close, Reflect, Removable (-1 point) ▪ [i]5 points[/i]

[b]Cursed by the Mists:[/b] Features 2 (glowing white hair, glowing white eyes); Insubstantial 2 (gray luminescent mist), Duration: Permanent, Limited: Parts covered in darkness or shadow only, Precise, Subtle, Uncontrolled ▪ [i]1 point[/i]

[b]Elder Magic:[/b] Magic (eldritch, infernal), Array ▪ [i]37 points[/i]
[color=white]...[/color][b]Oblivion:[/b] Damage 10 (infernal), Area: Burst, Selective ▪ [i]30 points[/i]
[color=white]...[/color][b]Astral Premonition:[/b] Senses 10, Postcognition (dimensional), Precognition (dimensional) ▪ [i]1 point[/i]
[color=white]...[/color][b]Cross the Threshold:[/b] Movement 2, Dimensional 2 (magical/eldritch dimensions), Increased Mass (5, 1,600 lbs.) ▪ [i]1 point[/i]
[color=white]...[/color][b]Heedless Lash:[/b] Affliction 8 (Hindered/Immobile/Paralyzed, resisted by Fortitude), Accurate (4), Alternate Resistance: Parry, Instant Recovery, Reach (3); Damage 8 (infernal & slashing), Accurate (4), Penetrating (8), Reach (3); Linked Effects ▪ [i]1 point[/i]
[color=white]...[/color][b]Mist-Fueled Recovery:[/b] Healing 7, Energizing, Persistent, Restorative, Stabilize ▪ [i]1 point[/i]
[color=white]...[/color][b]Open the Way:[/b] Teleport 9 (900 feet), Accurate, Extended (30 miles), Portal ▪ [i]1 point[/i]
[color=white]...[/color][b]Peer Into the Mists:[/b] Remote Sensing 10 (hearing, vision, 8 miles) ▪ [i]1 point[/i]
[color=white]...[/color][b]Planar Banishment:[/b] Movement 1; Dimensional 1 (oblivion), Attack (resisted with Will [DC 18], target must be helpless), Duration: Permanent, Increased Mass (4, 900 lbs.) ▪ [i]1 point[/i]

[b]Sense the Mists:[/b] Senses 5; Eldritch Awareness (counters illusion, dimensional, extended, radius) ▪ [i]6 points[/i]

[b]Starshield Necklace:[/b] Regeneration 10, Easily Removable (-6 points), Persistent ▪ [i]11 points[/i]

[b][size=20]SKILLS[/size][/b]
Deception 6 (+8), Expertise: Eldritch Horrors 7 (+10), Expertise: Magic 12 (+15), Expertise: Private Investigator 8 (+12), Insight 5 (+9), Investigation 10 (+13), Perception 6 (+10), Sleight of Hand 6 (+8), Stealth 9 (+12), Vehicles 5 (+7)

[b][size=20]ADVANTAGES[/size][/b]
Assessment, Benefit (2, PI license, mentor: The Master), Contacts, Interpose, Improved Defense, Ritualist, Tracking

[b][size=20]OFFENSE[/size][/b]
[b]Initiative +3[/b]
Heedless Lash +8, Close, Affliction 8 (Instant Recovery) & Damage 8 (Penetrating [8]); Linked Effects, Reach (3)
Oblivion –, Close, Damage 10, Area: Burst
Planar Banishment +0, Close, Movement 1, Resisted with Will (DC 18)
Unarmed +0, Close, Damage 0

[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 3
[b]Fortitude[/b] 5
[b]Parry[/b] 0
[b]Toughness[/b] 1
[b]Will[/b] 13

[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 30
[b]Skills[/b] 37
[b]Powers[/b] 62
[b]Defenses[/b] 13
[b]Advantages[/b] 8
[b][u]Total[/u][/b] 150

[b][size=20]COMPLICATIONS[/size][/b]
[b]Cursed:[/b] Despite her intentions and actions, NightMist is saturated with the power of ancient things not meant to exist in her world. Her presence tends to set off senses attuned to threats, chaos, or dangerous magics, leading to false alarms and tense first impressions.

[b]Enemy:[/b] GloomWeaver

[b]Master of Magic:[/b] NightMist's explorations of her power, and the nature of her curse, has left her suffused with magic in a way few mortals could dream of. It is as omnipresent in her life as water or oxygen, and she cannot imagine a life without it. As a result, whenever confronted with a challenge, her first reactions are always magical solutions. It takes an effort of will and logic, and often prompting from an ally or teammate, to force her to consider alternate or more mundane solutions.

[b]Motivation – Doing Good:[/b] Her experience with magic makes Faye one of the few people in the Multiverse capable of going toe-to-toe with some of the more nightmarish entities out there. She refuses to believe that the curse infecting her defines her. Her training with her Master taught her that despite the origins of her power, guided by her will, it can be used to do right.

[b]Obsession:[/b] As NightMist has delved further into the eldritch secrets of the multiverse, she has yet to find much in the way of clues regarding the disappearance of her grandfather, Joe Diamond. The promise or potential of such evidence will often divert her from established plans to pursue leads that, often, turn out to be nothing but red herrings, or even a distraction planned by a foe.

[b]Secret:[/b] Despite her valuable expertise and unique abilities, NightMist is light-lipped about the origins of her abilities. She knows that such wrongness, no matter how it is used, would cast suspicion on her and possibly destroy the trust and camaraderie she's built with other heroes. Plus, the coven of witches that introduced her to magic is still out there, and they'd love to get their hands on the next best thing to a mortal avatar of their ancient alien gods.

[b]Weakness:[/b] Because of her cursed nature, Faye can act as a conduit of the very forces she wields. Magic and magical weapons with appropriate descriptors, such as “eldritch,” “elder,” or “infernal,” gain a +50% bonus to their save DC when used against NightMist.

Her Mist Form (under "Cursed by the MIsts") is designed so that any part of NightMist that is covered in shadow or darkness (the glow from her hair or eyes doesn't count as "light" for the purpose of overcoming this curse) automatically changes to mist.  Unfortunately, the wording of the traits and modifiers might not convey this accurately, so I hope this explanation helps.  Likewise, her near-complete lack of Parry and Toughness defenses are intentional; if NightMist gets into a fistfight, she's in trouble; same goes for any attack that gets through her Deflect power.

I just couldn't resist making Jim's hat a power.

[b][u][size=50]CHRONO-RANGER[/size][/u][size=35] ▪ PL10[/size][/b]

[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 1 / 5*, [b]Stamina[/b] 2, [b]Agility[/b] 3, [b]Dexterity[/b] 5, [b]Fighting[/b] 3, [b]Intellect[/b] 0, [b]Awareness[/b] 3, [b]Presence[/b] 1
[size=10]* with Cybernetic Arm[/size]

[b][size=20]POWERS[/size][/b]
[b]Cybernetic Arm:[/b] Enhanced Parry 4, Limited: Left arm only; Enhanced Strength 4 (1,600 lbs.), Limited: Left arm only ▪ [i]6 points[/i]
[color=white]...[/color][b]Tools of the Trade:[/b] Array ▪ [i]17 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Compound Bow:[/b] Damage 5 (energy & piercing), Penetrating (5), Range: Ranged ▪ [i]15 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]“Danny-Boy”:[/b] Damage 5 (fire & energy), Area: Burst, Range: Ranged ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b][i]The Masadah[/i]:[/b] Damage 11 (energy & slashing), Accurate (3), Reach (1) ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Temporal Grenade Launcher:[/b] Affliction 4 (impaired/disabled, resisted with Fortitude), Action: Full, Alternate Resistance: Dodge, Area: Burst, Limited: 3-round magazine, Range: Ranged; Damage 5 (energy), Action: Full, Area: Burst, Limited: 3-round magazine, Range: Ranged; Linked Effects ▪ [i]1 point[/i]

[b]Hunter's Awareness:[/b] Senses 3, Danger Sense, Direction Sense, Time Sense ▪ [i]3 points[/i]

[b]Jim's Hat:[/b] Enhanced Will 3, Duration: Continuous, Easily Removable (-4 points) ▪ [i]6 points[/i]

[b]Neuro-Toxin Dart Thrower:[/b] Affliction 5 (Dazed/Stunned/Incapacitate, resisted with Fortitude), Alternate Resistance: Dodge, Easily Removable (-4 points), Range: Ranged ▪ [i]10 points[/i]

[b][size=20]SKILLS[/size][/b]
Athletics 4 (+5), Close Combat: Unarmed 6 (+9), Expertise: Lawman 9 (+12), Expertise: Monsters 8 (+8), Insight 6 (+9), Intimidation 6 (+7), Investigation 8 (+8), Perception 9 (+12), Persuasion 4 (+5), Stealth 3 (+8), Treatment 3 (+3)

[b][size=20]ADVANTAGES[/size][/b]
Accurate Attack, Assessment, Benefit (1, connection to Con), Defensive Roll (4), Diehard, Equipment (2, 10 points), Favored Foe: Monsters, Fearless, Improved Aim, Improved Critical (2, six-shooter 18-20), Luck (2), Precise Attack (2, ranged concealment, ranged cover), Ranged Attack (10), Tracking, Well-informed

[b][size=20]EQUIPMENT[/size][/b]
[b]Six-shooter:[/b] Damage 4 (ballistic), Range: Ranged ▪ [i]8 points[/i]
[b]Temporal poncho:[/b] Protection 2 ▪[i]2 points[/i]

[b][size=20]OFFENSE[/size][/b]
[b]Initiative +3[/b]
Compound Bow +15, Ranged, Damage 5, Penetrating (5)
Danny-Boy” +15, Ranged, Damage 5, Area: Burst
Neuro-Toxin Dart Thrower +15, Ranged, Affliction 5
Six-shooter +15, Ranged, Damage 4
Temporal Grenade Launcher –, Ranged, Affliction 5 & Damage 5, Action: Full, Area: Burst, Linked Effects
[i]The Masadah[/i] +9, Close, Damage 11, Reach (1)
Unarmed +9, Close, Damage 1 / 5*
[size=10]* with Cybernetic Arm[/i]

[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 8
[b]Fortitude[/b] 5
[b]Parry[/b] 5 / 2*
[b]Toughness[/b] 8 / 4** / 2**
[b]Will[/b] 10 / 7****
[size=10]* without Cybernetic Arm
** without Defensive Roll
*** without Defensive Roll and Temporal Poncho
**** without Jim's Hat[/size]

[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 36
[b]Skills[/b] 34
[b]Powers[/b] 35
[b]Defenses[/b] 14
[b]Advantages[/b] 31
[b][u]Total[/u][/b] 150

[b][size=20]COMPLICATIONS[/size][/b]
[b]Enemy:[/b] Plague Rat

[b]Motivation – Responsibility:[/b] Monsters will overrun the planet. Chrono-Ranger has seen it. He's made it his sole purpose to prevent that future from ever coming to pass.

[b]Obsession:[/b] Chrono-Ranger's pursuit of those things which will ruin the future has crossed a line. He doesn't realize it, but pursuit of his prey is no longer merely a mission. Any time he gets wind of anything resembling one of the monsters he saw in that Hellish wasteland, every other priority becomes secondary. He will hunt that monster to the ends of the Earth, and nothing will get in his way.

[b]Out of Time:[/b] Jim is from a past where the most common source of technology was his six-shooter. Everything about him, from his speech patterns, to his dress, to his fumbling discomfort with nearly any form of modern technology, makes him stand out in a crowd. He's slowly becoming more comfortable with more rudimentary aspects of modern life, but there is still a massive knowledge gap that is proving difficult to overcome. He often appears rude or gruff, but mostly, he's just trying to keep up.

[b]Weakness:[/b] While Jim's cybernetic arm is a perfectly functional replacement for the original and has more built-in nifty than he could have imagined beforehand, it comes with a few drawbacks. The first, minor drawback is its near-complete lack of a tactile sense. The second, more severe drawback directly from its hardwired connection to his central nervous system, the very feature which makes it such a perfect replacement. Any effect with an electricity-based descriptor (electrical, lightning, EMP, etc.) gets a 50% increase to its resist DCs when it affects Chrono-Ranger.

This guy was fun to write up, but ran into a few issues trying to cram in everything I though he needed.  His complications were especially troublesome, but I think they work.  As always, I'm open to suggestions.

[b][u][size=50]OMNITRON-X[/size][/u][size=35] ▪ PL10[/size][/b]

[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 2, [b]Stamina[/b] –, [b]Agility[/b] 1, [b]Dexterity[/b] 2, [b]Fighting[/b] 0, [b]Intellect[/b] 7, [b]Awareness[/b] 4, [b]Presence[/b] -2

[b][size=20]POWERS[/size][/b]
[b]Adaptive Offensive Components:[/b] Array ▪ [i]36 points[/i]
[color=white]...[/color][b]Focused Plasma Cannon:[/b] Damage 10 (energy & fire), Penetrating (10), Range: Ranged ▪ [i]30 points[/i]
[color=white]...[/color][b]Bio-Engineering Blast:[/b] Weaken Stamina 10, Area: Line (3), Side Effect: Consumes inorganic “fuel” in a 30-foot radius ▪ [i]1 point[/i]
[color=white]...[/color][b]Disruptive Flechettes:[/b] Affliction 10 (fatigues & impaired/exhausted & stunned/paralyzed & unaware, resisted by Fortitude), Alternate Resistance: Dodge, Area: Cone (2), Extra Condition, Limited: Living targets only ▪ [i]1 point[/i]
[color=white]...[/color][b]Gaussian Coil Blaster:[/b] Damage 9 (bludgeoning & lightning), Range: Ranged, Ricochet (2), Split (1) ▪ [i]1 point[/i]
[color=white]...[/color][b]Innervation Ray:[/b] Healing 10, Area: Cone, Energizing, Limited: Others only ▪ [i]1 point[/i]
[color=white]...[/color][b]Rocket Punch:[/b] Damage 12 (bludgeoning), Accurate (4), Penetrating (7), Reach (5), Split (1) ▪ [i]1 point[/i]
[color=white]...[/color][b]Singularity:[/b] Damage 10 (energy), Area: Burst (2), Secondary Effect, Tiring ▪ [i]1 point[/i]

[b]Adaptive Plating System:[/b] Impervious Toughness 6, Limited: Selected damage type only, Variable: Damage type ▪ [i]4 points[/i]

[b]Enhanced Sensors:[/b] Sensors 10, hearing (analytical, rapid), radio (analytical, rapid), ultra-hearing, ultra-vision, vision (analytical, rapid) ▪ [i]10 points[/i]

[b]Robot:[/b] Immunity 42 (critical hits, Fortitude effects, mental effects ▪ [i]42 points[/i]

[b][size=20]SKILLS[/size][/b]
Deception 3 (+1), Expertise: Robotics 5 (+12), Expertise: Temporal Phenomena 3 (+10), Intimidation 3 (+1), Investigation 3 (+10), Perception 7 (+11), Ranged Combat: Component Weapons 8 (+10), Technology 6 (+13)

[b][size=20]ADVANTAGES[/size][/b]
Favored Foe: Robots, Fearless, Improved Aim, Improved Initiative (1)

[b][size=20]OFFENSE[/size][/b]
[b]Initiative +5[/b]
Bio-Engineering Blast –, Close, Weaken Toughness 10, Area: Line (3)
Disruptive Flechettes –, Close, Affliction 10, Area: Cone (2), Limited: Living targets only
Focused Plasma Cannon +10, Ranged, Damage 10, Penetrating (10)
Gaussian Coil Blaster +10, Ranged, Damage 9, Ricochet (2), Split (1)
Rocket Punch +8, Close, Damage 12, Penetrating (7), Reach (5), Split (1)
Singularity –, Close, Damage 10, Area: Burst (2), Secondary Effect
Unarmed +0, Close, Damage 2

[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 4
[b]Fortitude[/b] -
[b]Parry[/b] 0
[b]Toughness[/b] 8
[b]Will[/b] 10

[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 18
[b]Skills[/b] 19
[b]Powers[/b] 92
[b]Defenses[/b] 17
[b]Advantages[/b] 4
[b][u]Total[/u][/b] 150

[b][size=20]COMPLICATIONS[/size][/b]
[b]Enemy:[/b] Omnitron

[b]Mechanical Being:[/b] As a robot, Omnitron-X is extremely susceptible to EMP effects. Such effects double their save DC against Omnitron-X.

[b]Motivation – Acceptance:[/b] With his new empathy subroutines, Omnitron-X feels the driving need to atone for the sins of his past selves and prove himself to those who would rightfully view him with suspicion.

[b]New to This Whole “Feelings” Thing:[/b] Omnitron-X has only recently begun to emulate emotions of any sort, and despite his vast processing power, is still having difficulty assimilating and reacting to his emotional emulation. Sometimes, in extremely complex personal interactions, he'll withdraw behind a facade of pure logic in order to cope, making him seem distant, cold, and, ironically, unfeeling.

[b]Self-Sabotage:[/b] Despite the incredible technology that powers him, as a machine, Omnitron-X is not as adaptable as a person. When he uses extra effort, in addition to suffering a fatigued condition, Omnitron-X suffers a -1 circumstance to resistance checks against damage (just as if he had failed a Toughness save by one degree).

[b]Smaller Form:[/b] Omnitron-X's newest form is an extremely compact fighting machine, but isn't nearly as resistant to damage as he is accustomed to. If he fails a total of six degrees of Toughness saves in a single round, his Adaptive Offensive Components go offline until he takes a full-round action and passes a DC 20 Technology check to recover and repair.

Wow, this guy was tough to build.  Trying to cram everything I thought he needed into the points budget?  Pretty much the reason behind making the Stone "removable."  However, I think he does what he's supposed to do, espectially coupling Deflect with Interpose.  Unfortunately, I couldn't get his elemental "forms" to work simultaneously given the restrictions of the system.  I suppose I could've used a dynamic array, but I have no idea where I'd pull the points from.  His Complications were a special challenge; I just couldn't think of interesting ones that I felt captured The Scholar.

[b][u][size=50]THE SCHOLAR[/size][/u][size=35] ▪ PL10[/size][/b]

[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 1, [b]Stamina[/b] 1, [b]Agility[/b] 1, [b]Dexterity[/b] 1, [b]Fighting[/b] 0, [b]Intellect[/b] 7, [b]Awareness[/b] 7, [b]Presence[/b] 1

[b][size=20]POWERS[/size][/b]
[b]Skeins of Fate:[/b] Senses 6, Threats of Fate Awareness (actue, analytical, extended [2], radius), Unreliable ▪ [i]3 points[/i]

[b]The Philosopher's Stone:[/b] Indestructible, Removable (-19 points) ▪ [i]88 points[/i]

[color=white]...[/color][b]Alchemical Enhancement:[/b] Enhanced Advantages 3 (Master Alchemist [2], Skill Mastery [Expertise: Alchemy]); Enhanced Skills 3 (Expertise: Alchemy, 6 ranks) ▪ [i]6 points[/i]

[color=white]...[/color][b]Defensive Transmutations:[/b] Array ▪ [i]31 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Alchemical Redirection:[/b] Deflect 7, Range: Close, Redirect, Reflect; Enhanced Advantages 1 (Interpose); Enhanced Skills 5 (Close Combat: Deflected attacks, 5 ranks; Ranged Combat: Deflected attacks, 5 ranks) ▪ [i]27 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Flesh to Iron:[/b] Impervious Toughness 14, Duration: Sustained; Protection 13, Duration: Sustained ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Know When to Hold Fast:[/b] Regeneration 10, Duration: Sustained ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Mortal Form to Energy:[/b] Damage 3 (electricity), Action: Reaction (physical contact); Insubstantial 3 (electricity form) ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Solid to Liquid:[/b] Healing 6, Energizing, Persistent, Restorative, Self Only, Stabilize; Insubstantial 1 (water form) ▪ [i]1 point[/i]

[color=white]...[/color][b]Holder of the Stone:[/b] Immortality 5 (1 day), Limited: Repossession of the Stone ▪ [i]5 points[/i]

[color=white]...[/color][b]Offensive Transmutations:[/b] Array ▪ [i]33 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]”Get Out of the Way!”:[/b] Damage 10 (fire), Area: Line (3), Distracting ▪ [i]30 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Grace Under Fire:[/b] Damage 5 (radiant), Area: Burst, Penetrating (2), Range: Perception ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Know When to Turn Loose:[/b] Damage 10 (lightning), Penetrating (10), Range: Perception, Tiring ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Offensive Form:[/b] Affliction 6 (Impaired/Disabled/Paralyzed, resisted with Fortitude), Action: Reaction (physical contact), Affects Insubstantial (2), Fades, Instant Recovery; Damage 6 (infernal), Action: Reaction (physical contact), Fades; Activation: Standard Action (-2 points), Linked Effects ▪ [i]1 point[/i]

[color=white]...[/color][b]Transmute:[/b] Transform 2 (anything to anything, 30 lbs.), Duration: Continuous ▪ [i]12 points[/i]

[b][size=20]SKILLS[/size][/b]
Close Combat: Deflected Attacks 5* (+5*), Expertise: Alchemy 2 / 8* (+9 / +16*), Insight 8 (+15), Investigation 4 (+11), Perception 5 (+12), Persuasion 5 (+6), Ranged Combat: Deflected Attacks 5* (+1 / +6*), Treatment 6 (+13)
[size=10]* gained through Enhanced Skills[/size]

[b][size=20]ADVANTAGES[/size][/b]
Animal Empathy, Equipment (1), Fearless, Great Endurance, Inspire (3), Interpose, Jack-of-all-Trades, Master Alchemist (2)* **, Skill Mastery (Expertise: Alchemy)*, Trance
[size=10]* gained through Enhanced Advantages
** Master Alchemist functions the same as Artificer and Ritualist, but uses Expertise: Alchemy in place of Expertise: Magic[/size]

[b][size=20]EQUIPMENT[/size][/b]
[b]Houseboat:[/b] Size: Huge; Str 8 (6 tons); Toughness 9; Defense -1; Swimming 4 (15 mph), Quirk: Limited to surface movement) ▪ [i]5 points[/i]

[b][size=20]OFFENSE[/size][/b]
[b]Initiative +1[/b]
Get Out of the Way!” –, Close, Damage 10, Area: Line (3)
Grace Under Fire –, Perception, Damage 5, Area: Burst, Penetrating (2)
Know When to Turn Loose –, Perception, Damage 10, Penetrating (10)
Mortal Form to Energy –, Close, Damage 3, Reaction
Offensive Form –, Close, Affliction 6 (Affects Insubstantial [2]) & Damage 6, Action: Reaction, Linked Effects
Unarmed +0, Close, Damage 1


[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 4
[b]Fortitude[/b] 6
[b]Parry[/b] 3
[b]Toughness[/b] 1 / 14*
[b]Will[/b] 12
[size=10]* with Flesh to Iron[/size]

[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 38
[b]Skills[/b] 15
[b]Powers[/b] 72
[b]Defenses[/b] 16
[b]Advantages[/b] 9
[b][u]Total[/u][/b] 150

[b][size=20]COMPLICATIONS[/size][/b]
[b]Eccentric:[/b] The Scholar's slovenly appearance and slacker mannerisms belie the wisdom and power at his disposal. Many villans, as well as fellow heroes, completely dismiss The Scholar the first time they encounter him, until they see him in the fullness of the power.

[b]Keeping It Copacetic:[/b] Despite his immense power and versatility, The Scholar lacks that most important of heroic traits: Motivation. He does involve himself, but rarely does he put effort into making the world a better place. Mostly, he hopes to maintain the status quo, only intervening when something threatens his comfort zone, which typically means he only throws down against world-altering (or -ending) threats.

[b]Secret:[/b] John goes to great lengths to hide the source of his power. He knows that should the reality of the Philosopher's Stone become common knowledge, there are many in the multiverse who would stop at nothing to possess it and pervert its power. He tries to cover it up under the guise of “run-of-the-mill” alchemy, and rarely lets anyone close, partly because of his lack of desire for close relationships, and partly to prevent knowledge of the Stone from spreading.

A quick note on NPCs in Mutants & Masterminds: When designing NPCs, especially villains, the GM is encouraged to pick a power level and simply assign whatever traits they think are appropriate for the NPC. So, despite their (sometimes outrageous) point totals, all my villains will meet the criteria for their assigned Power Level.
With that out of the way…

All right everyone, hide your children and stock up on clean underwear:

CITIZEN DAWN :black_small_square: PL13

ABILITIES
Strength 4, Stamina 4, Agility 4, Dexterity 9, Fighting 4, Intellect 3, Awareness 3, Presence 6

POWERS
Channel the Light: Array :black_small_square: 50 points
Pinpoint Laser: Blast 15 (heat & radiation), Extended Range (2), Penetrating (8), Precise :black_small_square: 41 points
Channel the Eclipse: Concealment 4 (all visual senses), Area: Burst (3), Attack; Damage 7 (cold), Area: Burst [color=white]…●./color, Tiring; Linked Effects :black_small_square: 1 point
Devastating Aurora: Nullify Powers 10, Area: Cylinder, Broad, Indirect (from the sky above), Simultaneous :black_small_square: 1 …●.point
Flash-Blind: Affliction 13 (Impaired/Disabled/Unaware; resisted by Fortitude), Area: Burst (3), Limited: vision …●.only :black_small_square: 1 point
Healing Light: Healing 8, Affects Objects, Energizing, Persistent, Resurrection, Stabilize :black_small_square: 1 point
Melting Touch: Strike 8 (heat & radiation), Accurate (2), Penetrating (8) :black_small_square: 1 point
Solar Flare: Damage 9 (fire & radiation), Area: Line (3), Linked: Strength, Penetrating (5) :black_small_square: 1 point
Sun Bleach: Weaken Toughness 10 (resisted by Fortitude), Affects Objects, Area: Cone (2), Incurable, Limited: …●.targets with partial/full cover halve/ignore effect, Progressive :black_small_square: 1 point
Sunbeam: Blast 12 (heat & radiation), Accurate (1), Multiattack :black_small_square: 1 point
Sunlight Forge: Create 13 (hard sunlight, 8,000 cubic feet), Duration: Continuous, Precise :black_small_square: 1 point
Merge With the Power of the Sun: 124 points :black_small_square: Activation: Full (-3 points)
Blinding Visage: Affliction 12 (Impaired/Disabled/ Unaware; resisted by Fortitude), Duration: Continuous, Fades, Limited: Vision only, Range: Perception, Reaction (being looked at), Sense-Dependent: Sight :black_small_square: 72 points
Corona: Enhanced Protection 10, Duration: Continuous, Fades, Impervious (10); Enhanced Energy Aura 8, Duration: Continuous, Fades; :black_small_square: 52 points
Radiant Form: Energy Aura 4 (heat & radiation); Immunity 12 (Aging, environmental Radiation, Radiation effects); Impervious Toughness 4 :black_small_square: 32 points
Solar Winds: Flight 13 (16,000 mph) :black_small_square: 26 points

SKILLS
Deception 2 (+8), Expertise: International Transhuman Policies 6 (+9), Insight 6 (+9), Intimidation 12 (+18), Perception 7 (+10), Persuasion 10 (+16), Treatment 7 (+10)

ADVANTAGES
Attractive (1), Benefit (3, Luminary of the Citizens of the Sun), Equipment (3), Improved Initiative (2), Inspire (5), Leadership, Minion: Citizen Anvil (6), Minion: Citizen Assault (5), Minion: Citizen Autumn (6), Minion: Citizen Battery (5), Minion: Citizen Blood (8), Minion: Citizen Dare (4), Minion: Citizen Hammer (7), Minion: Citizen Spring (9), Minion: Citizen Summer (7), Minion: Citizen Sweat (7), Minion: Citizen Tears (6), Minion: Citizen Truth (30), Minion: Citizen Winter (8), Move-By Action, Ranged Attack (2)

HQ: CITADEL OF THE SUN :black_small_square: 15 POINTS
Size: Huge, Toughness: 12, Features: Combat Simulator, Dock, Garage, Gym, Hangar, Holding Cells, Infirmary, Isolated, Living Space, Power System

OFFENSE
Initiative +12
Blinding Visage –, Close, Affliction 10, Range: Perception, Reaction, Sense-Dependent
Channel the Eclipse –, Close, Damage 7, Area: Burst (3)
Devastating Aurora –, Ranged, Nullify 10, Area: Cylinder, Indirect, Simultaneous
Flash-Blind –, Close, Affliction 13, Area: Burst (3)
Melting Touch +8, Close, Strike 8, Linked: Strength, Penetrating (8)
Pinpoint Laser +11, Ranged, Blast 15, Extended Range (2), Penetrating (8), Precise
Radiant Form –, Close, Energy Aura 4/12*
Solar Flare –, Close, Damage 9, Area: Line (3), Penetrating (5), Linked: Strength
Sun Bleach –, Close, Weaken 10, Affects Objects, Area: Cone, Incurable
Sunbeam +13, Ranged, Blast 12, Accurate (1), Multiattack
Unarmed +4, Close, Damage 4
* with Merge With the Power of the Sun

DEFENSE
Dodge 11
Parry 7
Fortitude 8
Toughness 4/14*
Will 12
*with Merge With the Power of the Sun

POWER POINTS
Abilities 74
Skills 25
Powers 229
Defenses 23
Advantages 126
Total 477

COMPLICATIONS
Burnout: Using Merge With the Power of the Sun is an enormous strain on Dawn. When activated, it cannot be shut off prematurely. Once the power has completely faded, she must spend at least twelve hours soaking up direct sunlight, with minimal power use, before she can Merge again.
Control Freak: Because of her childhood spent at the hands of callous scientists who treated her like a lab rat, Citizen Dawn is obsessed with control over her life and surroundings. It’s the reason she organized her followers into themed pairs or trios, and she rules her followers with an iron fist with occasional velvet knuckle wrappings. Any attempt to alter her precious order or impose someone else’s order on her is met with extreme violence followed by extended paranoid ranting.
Enemy: Expatriette.
Hatred: Thanks to her childhood being consumed by laboratories and endless testing and brutal experiments, Citizen Dawn harbors a simmering hatred for any unpowered human who presume any kind of authority over transhumans, be it scientific authority, political authority, or any other kind of authority. In Dawn’s mind, transhumans reign supreme.
Power Loss: If Citizen Dawn does not soak up at least three hours of sunlight each day (six in overcast conditions), all of her powers gain the Fades modifier and she cannot use Merge With the Power of the Sun.

.
CITIZEN ANVIL
PL9 :black_small_square: 90 POINTS
Abilities Str 5, Sta 4, Agl 2, Dex 2, Fgt 4, Int 0, Awe 1, Pre 2
Powers
Anvil’s Hammer: Easily Removable
Hammerblow: Strike 5 (bludgeoning), Incurable, Linked: Strength, Secondary Effect
Anvil’s Shield: Removable
Shining Defense: Enhanced Dodge 4; Enhanced Parry 4; Protection 6, Duration: Sustained, Impervious (6)
Wings of Flame: Flight 4 (30 mph), Wings
Skills Athletics 3 (+8), Close Combat: Anvil’s Hammer 4 (+8), Intimidation 10 (+12), Perception 3 (+4)
Advantages Improved Critical (2, Hammerblow 18-20), Interpose, Power Attack, Startle
Offense Initiative +2, Hammerblow +8 (Damage 10), Unarmed +4 (Damage 5)
Defense Dodge 8/4*, Parry 8/4*, Fortitude 4, Toughness 10, Will 7
* without Anvil’s Shield
Totals Abilities 40 + Skills 8 + Powers 27 + Defenses 8 + Advantages 5 = 90

CITIZEN ASSAULT
PL10 :black_small_square: 75 POINTS
Abilities Str 7/4*, Sta 2, Agl 2, Dex 1, Fgt 6, Int 0, Awe 1, Pre 0
* without Hyperbody
Powers
Assault’s Axe: Array, Easily Removable
Axe Swing: Strike 7 (slashing), Linked: Strength, Penetrating (7), Reach
Shockwave: Damage 7 (bludgeoning & energy)), Area: Burst (2), Limited: Assault & targets must be on the …●…ground
Hyperbody: Enhanced Strength 3, Limited: must be within 50 ft. of Citizen Battery; Protection 2, Impervious (2)
Skills Athletics 3 (+7), Intimidation 4 (+4), Perception 5 (+6)
Advantages Accurate Attack, Power Attack
Offense Initiative +2, Axe Swing +6 (Damage 14), Shockwave – (Damage 7), Unarmed +6 (Damage 7)
Defense Dodge 10, Parry 6, Fortitude 7, Toughness 4, Will 5
Totals Abilities 32 + Skills 6 + Powers 18 + Defenses 17 + Advantages 2 = 75

CITIZEN AUTUMN
PL9 :black_small_square: 90 POINTS
Abilities Str 0, Sta 1, Agl 4, Dex 2, Fgt 5, Int 0, Awe 1, Pre 1
Powers
Autumn’s Fading: Weaken 10 (Powers, resisted by Fortitude), Affects Objects, Broad, Simultaneous
Transient Season: Speed 2 (8 mph)
Skills Close Combat: Autumn’s Fading 3 (+8), Perception 3 (+4), Stealth 4 (+8)
Advantages Attractive (1), Defensive Roll (5)
Offense Initiative +4, Autumn’s Fading +8 (Weaken 10), Unarmed +5 (Damage 0)
Defense Dodge 6, Parry 7, Fortitude 3, Toughness 6/1*, Will 4
* without Defensive Roll
Totals Abilities 28 + Skills 5 + Powers 42 + Defenses 9 + Advantages 6 = 90

CITIZEN BATTERY
PL9 :black_small_square: 75 POINTS
Abilities Str 7/3*, Sta 7, Agl 4, Dex 2, Fgt 6, Int 0, Awe 0, Pre 2
* without Iron Flesh
Powers
Battery’s Power Sword: Array, Easily Removable
Sword Slash: Strike 3 (slashing), Linked: Strength, Multiattack, Penetrating (5)
Slash Wave: Damage 9 (energy & slashing), Area: Cone (1), Limited: Citizen Battery & targets must be on the …●…ground
Iron Flesh: Enhanced Strength 3, Limited: must be within 50 ft. of Citizen Assault; Impervious Toughness 5
Skills Close Combat: Sword Swing 2 (+8), Perception 2 (+2)
Advantages Improved Critical (2, Sword Slash 18-20), Improved Initiative (1)
Offense Initiative +8, Slash Wave – (Damage 9), Sword Slash +8 (Damage 10)
Defense Dodge 4, Parry 8, Fortitude 7, Toughness 7, Will 3
Totals Abilities 48 + Skills 2 + Powers 17 + Defenses 5 + Advantages 3 = 75

CITIZEN BLOOD
PL9 :black_small_square: 120 POINTS
Abilities Str 2, Sta 2, Agl 3, Dex 2, Fgt 3, Int 0, Awe 1, Pre 0
Powers
Blood Loss: Weaken Strength 9, Area: Burst (1), Limited: Area & Selective modifiers only function when within 50 ft. of Citizen Sweat, Selective; Damage 9, Area: Burst (1), Limited: must be within 50 ft. of Citizen Tears, Selective; Linked Effects
Transmission: Teleport 7 (half mile), Change Direction, Change Velocity, Easy, Increased Mass: 800 lbs. (4)
Skills Close Combat: Blood Loss 6 (+9), Deception 9 (+9), Persuasion 5 (+5), Stealth 2 (+5)
Advantages Benefit (1, Snazzy Dresser), Daze:Deception (1), Defensive Roll (5), Improved Initiative (1), Taunt
Offense Initiative +7, Blood Loss +9 (Damage 9, Weaken 9), Unarmed +3 (Damage 2)
Defense Dodge 7, Parry 9, Fortitude 6, Toughness 7/2*, Will 9
* without Defensive Roll
Totals Abilities 26 + Skills 11 + Powers 54 + Defenses 20 + Advantages 9 = 120

CITIZEN DARE
PL10 :black_small_square: 60 POINTS
Abilities Str 0, Sta 0, Agl 4, Dex 4, Fgt 0, Int 0, Awe 2, Pre 1
Powers
A Danger to Others: Array
Vitality Burn: Weaken Toughness 9, Incurable, Range: Ranged
Mindfry: Mental Blast 6 (psychic), Limited: Must be within 50 ft. of Citizen Truth
Skills Acrobatics 2 (+6), Perception 6 (+8), Ranged Combat: Vitality Burn 6 (+10), Stealth 10 (+14)
Advantages Defensive Roll (4), Hide in Plain Sight, Improved Initiative (1)
Offense Initiative +8, Mindfry – (Damage 6), Unarmed +0 (Damage 0), Vitality Burn +10 (Weaken 9)
Defense Dodge 4, Parry 0, Fortitude 0, Toughness 4/0*, Will 2
* without Defensive Roll
Totals Abilities 22 + Skills 12 + Powers 20 + Defenses 0 + Advantages 6 = 60

CITIZEN HAMMER
PL9 :black_small_square: 105 POINTS
Abilities Str 5, Sta 3, Agl 3, Dex 2, Fgt 5, Int 0, Awe 1, Pre 1
Powers
Burning Fists: Strike 4 (bludgeoning & fire), Multiattack, Linked: Strength, Penetrating (4)
One With the Flame: Immunity 11 (Fire effects, environmental Heat)
Spark of Life: Immortality 20 (3 seconds), Limited: Must be within 50 ft. of Citizen Anvil
Skills Athletics 3 (+8), Close Combat: Burning Fists 4 (+9), Deception 4 (+5), Intimidation 1 (+2), Perception 2 (+3)
Advantages Defensive Roll (3), Move-By Action, Power Attack, Taunt
Offense Initiative +3, Burning Fists +9 (Damage 9), Unarmed +5 (Damage 5
Defense Dodge 6, Parry 9, Fortitude 4, Toughness 6/3*, Will 2
* without Defensive Roll
Totals Abilities 40 + Skills 7 + Powers 43 + Defenses 9 + Advantages 7 = 105

CITIZEN SPRING
PL6 :black_small_square: 135 POINTS
Abilities Str -1, Sta 0, Agl 3, Dex 3, Fgt 0, Int 4, Awe 1, Pre 2
Powers
Persistence: Immunity 4 (Critical Hits, Disease, Poison); Protection 6, Impervious (6)
Spring’s Renewal: Healing 7, Area: Burst (3), Energizing, Persistent, Restorative, Selective, Stabilize
Skills Insight 5 (+6), Perception 5 (+6), Treatment 14 (+18)
Advantages Attractive (2), Luck (2), Skill Mastery (Treatment)
Offense Initiative +3, Unarmed +0 (Damage -1)
Defense Dodge 5, Parry 5, Fortitude 5, Toughness 6, Will 9
Totals Abilities 24 + Skills 12 + Powers 74 + Defenses 20 + Advantages 5 = 135

CITIZEN SUMMER
PL9 :black_small_square: 105 POINTS
Abilities Str 0, Sta 1, Agl 2, Dex 6, Fgt 1, Int 1, Awe 0, Pre 4
Powers
Hot Body: Immunity 11 (Fire effects, environmental Heat); Protection 4
Summer Fire: Blast 9 (fire), Penetrating (5)
Skills Intimidation 4 (+8), Perception 4 (+4), Persuasion 7 (+11), Ranged Combat: Summer Fire 3 (+9)
Advantages Accurate Attack, Attractive, Improved Critical (2, Summer Fire 18-20), Power Attack
Offense Initiative +3, Summer Fire +9 (Blast 9), Unarmed 1 (Damage 0)
Defense Dodge 11, Parry 5, Fortitude 4, Toughness 5, Will 5
Totals Abilities 32 + Skills 9 + Powers 38 + Defenses 20 + Advantages 6 = 105

CITIZEN SWEAT
PL9 :black_small_square: 75 POINTS
Abilities Str -1, Sta 2, Agl 1, Dex 2, Fgt 2, Int 0, Awe 1, Pre 1
Powers
Chill of the Grave: Damage 8 (cold & toxic), Incurable, Limited: Must be within 50 ft. of Citizen Blood, Penetrating (3); Nullify Protection 8, Concentration, Limited: Must be within 50 ft. of Citizen Tears, Range: Close; Weaken Toughness 8 (resisted by Fortitude), Incurable; Linked Effects
Grave Mist: Insubstantial 2 (mist), Subtle (2)
Skills Close Combat: Chill of the Grave 8 (+10), Stealth 8 (+9)
Advantages Fearless
Offense Initiative +1, Chill of the Grave +10 (Damage 8, Nullify 8, Weaken 8), Unarmed +2 (Damage -1)
Defense Dodge 3, Parry 4, Fortitude 4, Toughness 2, Will 8
Totals Abilities 16 + Skills 13 + Powers 37 + Defenses 13 + Advantages 1 = 75

CITIZEN TEARS
PL9 :black_small_square: 90 POINTS
Abilities Str 0, Sta 2, Agl 3, Dex 1, Fgt 2, Int 0, Awe 1, Pre 0
Powers
Dead Flesh: Protection 3
Inflicted Misery: Affliction 9 (Dazed/Stunned/Incapacitated, resisted by Fortitude), Area: Burst, Concentration, Cumulative, Limited: Area & Selective only function within 50 ft. of Citizen Sweat, Selective; Damage 6 (slashing & piercing), Limited: Must be within 50 ft. of Citizen Blood, Multiattack, Penetrating (3); Linked Effects
Skills Close Combat: Inflicted Misery 7 (+9), Intimidation 7 (+7), Perception 4 (+5), Stealth 4 (+7)
Advantages Startle
Offense Initiative +3, Inflicted Misery +9 (Affliction 9, Damage 6)
Defense Dodge 5, Parry 6, Fortitude 4, Toughness 5, Will 5
Totals Abilities 18 + Skills 11 + Powers 48 + Defenses 12 + Advantages 1 = 90

CITIZEN TRUTH
PL7 :black_small_square: 450 POINTS
Abilities Str 0, Sta 5, Agl 3, Dex 4, Fgt 0, Int 0, Awe 2, Pre 0
Powers
Resilience: Protection 6, Impervious (6)
Supernal Protection: Immunity 80 (Toughness effects), Affects Others Only, Area: Burst (3), Duration: Sustained, Selective
Skills Close Combat: Unarmed 4 (+4), Perception 4 (+6)
Offense Initiative +3, Unarmed +6 (Damage 0)
Defense Dodge 3, Parry 0, Fortitude 7, Toughness 11, Will 6
Totals Abilities 28 + Skills 4 + Powers 412 + Defenses 6 + Advantages 0 = 450

CITIZEN WINTER
PL9 :black_small_square: 120 POINTS
Abilities Str 0, Sta 1, Agl 2, Dex 4, Fgt 2, Int 1, Awe 2, Pre 2
Powers
Frostbitten: Energy Aura 3 (cold); Immunity 11 (Cold effects, environmental Cold); Movement 1 (Environmental Adaptation: Cold); Protection 4, Impervious (3)
Winter Ice: Array
Frozen Bolt: Blast 9 (cold & piercing), Penetrating (6)
Freeze Burn: Blast 8 (cold & bludgeoning), Area: Burst)
Skills Intimidation 4 (+6), Perception 5 (+7), Ranged Combat: Frozen Bolt 5 (+9)
Advantages Accurate Attack, Favored Environment: Cold, Improved Critical (2, Frozen Bolt 18-20), Improved Initiative (1), Power Attack
Offense Initiative +7, Freeze Burn – (Blast 8), Frozen Bolt +9 (Blast 9), Unarmed +2 (Damage 0)
Defense Dodge 11, Parry 4, Fortitude 6, Toughness 5, Will 7
Totals Abilities 30 + Skills 7 + Powers 57 + Defenses 20 + Advantages 6 = 120

EDIT: Changed the name of Dawn’s HQ to Citadel of the Sun, to represent the more awesome name revealed as a map for Sentinel Tactics.

K.N.Y.F.E. was another one of those "tight-fit" characters, where I had to juggle about four different things to get her to feel the way I think she should.  (All of these builds are extremely subjective, naturally.)  The way her powers were described in her bio, it makes me think that she suffers from a buildup of some "kinetic" energy that occasionally and randomly discharges, hence the Uncontrolled flaw on her "built-in" power.  Also, the uncontrolled discharges are painful to her, which is why they have the "tiring" flaw.  Her suit lets her control that power, and grants her a few alternate effects.  However, I decided to give the effects the "Fades" flaw, representing her slowly draining off her kinetic charge and weakening the effects until she can rest and recharge.  I don't know why, but between her bio and her cards, this just strikes me as a good way to handle her powers.  Plus, I don't use the "Fades" modifier often, so there's that.

[b][u][size=50]K.N.Y.F.E.[/size][/u][size=35] ▪ PL10[/size][/b]

[b][size=20]ABILITIES[/size][/b]
[b]Strength[/b] 6 / 3*, [b]Stamina[/b] 3, [b]Agility[/b] 4, [b]Dexterity[/b] 2, [b]Fighting[/b] 12, [b]Intellect[/b] 2, [b]Awareness[/b] 3, [b]Presence[/b] 1
[SIZE=10]* without Custom Powered Exo-Skeleton[/size]

[b][size=20]POWERS[/size][/b]
[b]Custom Powered Exo-Skeleton:[/b] Removable (-8 points) ▪ [i]39 points[/i]

[color=white]...[/color][b]Authorized Users Only:[/b] Features 1 (can only be used by Paige Huntly) ▪ [i]1 point[/i]

[color=white]...[/color][b]Focusing Conduit-Blade:[/b] Damage 2 (energy & slashing), Linked: Strength, Penetrating (5), Reach (1) ▪ [i]8 points[/i]

[color=white]...[/color][b]Kinetic Aura Manipulator:[/b] Array (alternate effects of Kinetic Energy Field and Kinetic Neutralizer) ▪ [i]3 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Energy Lance:[/b] Damage 8 (energy), Area: Line, Check Required (4, Technology DC 14), Fades, Penetrating (4) ▪ [i]30 points[/i]
[color=white]...[/color]●[color=white]...[/color][b]Flash Burst:[/b] Affliction 8 (Impaired/Disabled/Unaware, resisted by Fortitude), Area: Burst, Cumulative, Fades, Limited: Affects vision only) ▪ [i]1 point[/i]
[color=white]...[/color]●[color=white]...[/color][b]Powered Servo-Gauntlets:[/b] Enhanced Advantages 8 ▪ [i]1 point[/i]

[color=white]...[/color][b]Kinetic Neutralizer:[/b] Features 4 (removes Uncontrolled flaw from Kinetic Energy Field power) ▪ [i]4 points[/i]

[color=white]...[/color][b]Power Armor:[/b] Protection 5, Impervious (5) ▪ [i]10 points[/i]

[color=white]...[/color][b]Powered Actuators:[/b] Enhanced Strength 3; Leaping 3 (60 feet); Speed 2 (15 mph) ▪ [i]8 points[/i]

[color=white]...[/color][b]Visor Enhancement:[/b] Senses 2 (darkvision) ▪ [i]2 points[/i]

[b]Kinetic Energy Field:[/b] Damage 8 (energy), Area: Burst, Tiring, Uncontrolled ▪ [i]4 points[/i]

[b][size=20]SKILLS[/size][/b]
Athletics 3 (+6 / +9*), Deception 5 (+6), Expertise: FILTER Agent 4 (+6), Expertise: Special Forces Commando 6 (+8), Insight 3 (+6), Intimidation 4 (+5), Perception 8 (+11), Persuasion 4 (+5), Ranged Combat: Firearms 5 (+7), Stealth 8 (+12), Technology 5 (+7), Vehicles 5 (+7)
[size=10]* with Custom Powered Exo-Skeleton[/size]

[b][size=20]ADVANTAGES[/size][/b]
Accurate Attack, Chokehold*, Diehard, Equipment (2), Evasion (1), Fast Grab*, Fearless, Improved Grab*, Improved Disarm, Improved Hold*, Improved Initiative (1), Improved Smash*, Improved Trip, Power Attack, Prone Fighting*, Second Chance, Seize Initiative, Tracking, Ultimate Effort, Weapon Break*, Weapon Bind*
[size=10]* gained through Powered Servo-Gauntlets[/size]

[b][size=20]EQUIPMENT[/size][/b]
[b]Combat Knife:[/b] Damage 1 (piercing), Linked: Strength, Penetrating (1) ▪ [i]2 points[/i]
[b]Light Pistol:[/b] Damage 3 (ballistic), Range: Ranged ▪ [i]6 points[/i]
[b]Multi-tool[/b] ▪ [i]1 point[/i]
[b]Rebreather:[/b] 2 minutes (20 rounds) of oxygen ▪ [i]1 point[/i]

[b][size=20]OFFENSE[/size][/b]
[b]Initiative +8[/b]
Combat Knife +12, Close, Damage 7 / 4*, Penetrating (1)
Energy Lance +12, Close, Damage 8, Area: Line, Penetrating (4)
Flash Burst –, Close, Affliction 8, Area: Burst, Cumulative
Focusing Conduit-Blade +12, Close, Damage 2, Penetrating (5), Reach (1)
Kinetic Energy Field –, Close, Damage 8, Area: Burst
Light Pistol +7, Ranged, Damage 3
Unarmed +12, Close, Damage 6 / 3*
[size=10]* without Custom Powered Exo-Skeleton[/size]

[b][size=20]DEFENSE[/size][/b]
[b]Dodge[/b] 8
[b]Fortitude[/b] 6
[b]Parry[/b] 12
[b]Toughness[/b] 8 / 3 *
[b]Will[/b] 7
[size=10]* without Custom Powered Exo-Skeleton[/size]

[b][size=20]POWER POINTS[/size][/b]
[b]Abilities[/b] 60
[b]Skills[/b] 30
[b]Powers[/b] 35
[b]Defenses[/b] 11
[b]Advantages[/b] 14
[b][u]Total[/u][/b] 150

[b][size=20]COMPLICATIONS[/size][/b]
[b]Motivation – Patriot:[/b] More than anything else, K.N.Y.F.E. has dedicated herself to protecting humanity from the alien, the monster, those evils from other places that would seek to subjugate or destroy her species. Humanity will thrive, and nothing will be allowed to interfere.

[b]Obsession:[/b] Paige Huntly knows something is coming. Something big. Even to someone as grounded as her, the signs are unmistakable. Paige knows this event must be controlled, monitored, at every turn, no matter the cost. When her superiors rejected her theories, she abandoned FILTER to make sure that when this event goes down, someone is there to make sure it happens the “right” way. Every event K.N.Y.F.E. involves herself in is, in her mind, connected to the coming multiversal crossroad.

[b]Reputation:[/b] Although she's taken to teaming up with the world's more established heroes, K.N.Y.F.E. is a commando first and a superhero second. She tends to act with a brutal efficiency that is both surprising and off-putting, preferring stealth, psychological warfare, guerilla tactics, and strategic eliminations over the more guileless, more public-friendly methods used by the Freedom Five and many of their contemporaries. Many of the world's other heroes are hesitant to work with K.N.Y.F.E., although Paige and Expatriette get along rather famously,.

[b]Prejudiced:[/b] As a former FILTER agent, K.N.Y.F.E. views anything that deviates too far from “normal human” with extreme suspicion. Aliens, extradimensional or extratemporal creatures, even “former” humans such as Haka, Writhe, or Dr. Medico, are all seen as potential traitors or enemies. In battle, K.N.Y.F.E. will keep one eye on these “allies.”

[b]Wanted:[/b] Although she believes she's acting in the best interests of reality at large, she's still AWOL from FILTER, and a rogue agent in possession of stolen, extremely highly-advanced (not to mention classified) technology is something FILTER does not take lightly. Any sighting of Paige, whether hard fact or mere rumor, is bound to draw a team of FILTER agents armed with technology inhibitors and arrest warrants.


[b][size=20]PAIGE HUNTLY[/size][/b]
[b][size=15]PL8 ▪ 119 POINTS[/size][/b]
[b]Abilities[/b] Str 3, Sta 3, Agl 4, Dex 2, Fgt 12, Int 2, Awe 3, Pre 1
[b]Powers[/b]
[color=white]...[/color][b]Kinetic Energy Field:[/b] Damage 8 (energy), Area: Burst, Tiring, Uncontrolled
[b]Skills[/b] Athletics 3 (+6), Deception 5 (+6), Expertise: FILTER Agent 4 (+6), Expertise: Special Forces Commando 6 (+8), Insight 3 (+6), Intimidation 4 (+5), Perception 8 (+11), Persuasion 4 (+5), Ranged Combat: Firearms 5 (+7), Stealth 8 (+12), Technology 5 (+7), Vehicles 5 (+7)
[b]Advantages[/b] Accurate Attack, Diehard, Equipment (2), Evasion (1), Improved Disarm, Improved Initiative (1), Improved Trip, Power Attack, Second Chance, Seize Initiative, Tracking, Ultimate Effort
[b]Equipment[/b] Combat Knife (Damage 1, Penetrating [1]); Light Pistol (Damage 3, Range: Ranged); Multi-tool; Rebreather
[b]Offense[/b] Initiative +7, Combat Knife +12 (Damage 4), Kinetic Energy Aura – (Damage 8), Light Pistol +7 (Damage 3), Unarmed +12 (Damage 3)
[b]Defense[/b] Dodge 8, Parry 6, Fortitude 12, Toughness 3, Will 7
[b]Totals[/b] Abilities 60 + Skills 30 + Powers 4 + Defenses 11 + Advantages 14 = 119

This is some really great stuff. It's all getting saved for when I actually get around to running some supers again.

So excited to see this project return, chainsawrabbit.  I was getting interested in M&M3 when I first found this thread early last year.  My love for the system has only grown, so I am thrilled that you have decided to continue this.  Thanks! :)

I've really been enjoying this thread, chainsawrabbit. It reminds me of playing Second Edition M&M 5 + years ago.

Thanks!

Thanks to everyone for their enthusiasm!  Sorry I kinda stalled out on updates (again), but life got a little crazy.  However, I have finished the number crunching for all remaining heroes except the Naturalist; that guy's turning out to be a pain in the rear.  He's taking a lot of research, actually, to represent his animal forms (with a little creative license).  The hard part on these guys is their Complications.  I got my hands on copies of the DC Adventures character books, and have been using them for ideas, references, etc.  Some of the newer heroes were challenging, like trying to make Parse's support abilities appropriately game-changing, trying to represent some of NightMist's and Writhe's powers in a thematically appropriate way without making them game-breaking, and so on.  I hope I'm not taking too much creative license with some of their powers, because I'm trying to build that are both fun and effective, which is why The Idealist now has the ability to Force-crush enemies (and really, who doesn't want to do that?).

Also, now that we know for sure that Mister Fixer is completely blind (which I didn't know when I originally statted him up), I'm thinking of an update, giving him a Disability complication for his blindness and freeing up points wherever I can for:

Sensei's Focus: Senses 5 (ultra-hearing, accurate, actue, radius)  ▪ 5 points

The newest crop of villains is going to be a challenge, especially GloomWeaver.  I'm trying to figure out the best way to represent an incorporeal interdimensional demi-deity.  Maybe going over his cards again will knock the dust off the ol' inspiration.

Please, freely pass along any ideas or feedback on the various characters.  I'm not too big to completely redo a character if I'm too far off the mark.

-CSR

So very cool to see these continuing.  I just got a guy who runs M&M nights at our FLGS into sentinels recently, I'll have to alert him to these.

We're giving some of these a try tonight. I've got NightMist, Absolute Zero, Haka, and the Chrono-Ranger going up against Baron Blade. We'll see how it works out. I enjoyed reading through the builds.

NEEECROOOOMAAAAANCEEEER.

 

This is wonderful stuff. I'm going to give this a shot as soon as I can, and probably also look into trying the FATE Accelerated angle. Probably the latter first to see if people are interested, then offer more crunch (your wonderful stuff) if they are.

These are REALLY awesome. I especcially love the coplications and fkavor stuff.

I hope you don't mind if i use and moodify these for my game that I run. My players actually will be having a run in with some of the freedom 5 rather soon so i need to be prepared. Well, it's actually Haka, Setback, Unity, Tempest. As well as a new addition to the Super Ranks, a pre-teen psychic name Augry. She became a hero after being saved from her own living nightmares by a group of heroes, she especailly looks up to the Visonary but she doesn't think her idol likes her too  much.