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
PL13
ABILITIES
Strength 4, Stamina 4, Agility 4, Dexterity 9, Fighting 4, Intellect 3, Awareness 3, Presence 6
POWERS
Channel the Light: Array
50 points
●…Pinpoint Laser: Blast 15 (heat & radiation), Extended Range (2), Penetrating (8), Precise
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
1 point
●…Devastating Aurora: Nullify Powers 10, Area: Cylinder, Broad, Indirect (from the sky above), Simultaneous
1 …●.point
●…Flash-Blind: Affliction 13 (Impaired/Disabled/Unaware; resisted by Fortitude), Area: Burst (3), Limited: vision …●.only
1 point
●…Healing Light: Healing 8, Affects Objects, Energizing, Persistent, Resurrection, Stabilize
1 point
●…Melting Touch: Strike 8 (heat & radiation), Accurate (2), Penetrating (8)
1 point
●…Solar Flare: Damage 9 (fire & radiation), Area: Line (3), Linked: Strength, Penetrating (5)
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
1 point
●…Sunbeam: Blast 12 (heat & radiation), Accurate (1), Multiattack
1 point
●…Sunlight Forge: Create 13 (hard sunlight, 8,000 cubic feet), Duration: Continuous, Precise
1 point
Merge With the Power of the Sun: 124 points
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
72 points
…Corona: Enhanced Protection 10, Duration: Continuous, Fades, Impervious (10); Enhanced Energy Aura 8, …Duration: Continuous, Fades;
52 points
Radiant Form: Energy Aura 4 (heat & radiation); Immunity 12 (Aging, environmental Radiation, Radiation effects); Impervious Toughness 4
32 points
Solar Winds: Flight 13 (16,000 mph)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.