Eclipsing Domino, and Meditations on Superheroic Equipment

Domino was a generic “action girl with guns” with a afterthought mutant power of “things always going her way”. Of course, rather than having – say – a wonderfully happy and successful life, lots of great sex, friends, family, wealth, and independence, she wound up as a mercenary spy without ANY of that stuff. Instead she got to be shot at and was kidnapped and locked up while a mimic took over her life – duplicating her and her abilities so well that a professionally paranoid telepath that she’d had a relationship with for years never noticed. Said mimic – still apparently using her powers – later got killed by Sabertooth, and had no more success in life than the original Domino up until then. Evidently her power is only effective in the short term and doesn’t really work that well at that.

Fortunately, Domino has some common sense, a certain amount of genre awareness, knows basic tactics, and can see blatant flaws in plans. In a superhero setting, where the usual “plan” is to show up in response to an attack, have the leader demand that the villains stop with the rest of the heroes clustered behind him or her to bolster his or her authority and provide an establishing shot for any new readers who don’t know who all the characters are, and then for the heroes to pair off with the villains and fight, that makes her a very good leader indeed. (Advanced superhero tactics can generally be summed up as “trying to have the hero who’s resistant to something fight the villain who uses whatever it is”.

Anyway, the writeup over HERE gives her high attributes in everything, possibly due to the need to spend the points SOMEWHERE. Domino, however, was lucky, skilled, and had somewhat boosted agility, but (at least according to her Marvel Wiki entries and what appearances I recall) simply wasn’t a high-attributes sort of person outside of her dexterity. She just had bonuses.

Domino

Third Level Mutant Gun Bunny

Four Color Package (24 CP):

  • This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a Minor Benefit (see below).

Pathfinder Package Deal (Free).

Pathfinder Human (Free)

Basic Abilities: Str 13, Int 14, Wis 12, Con 16, Dex 14 (+2 Human +6 Enh = 22), Cha 10. (25 Point Pathfinder Buy).

Mutant Power:

  • Mana-Powered Inherent Spells:
    • Dance Of The Mongoose (Level Three Enhance Attribute from The Practical Enchanter / +6 Dex for one minute per caster level, 6 CP).
    • Personal-Only Greater Heroism (The Practical Enchanter): +4 Morale Bonus to Attacks, Saves, Checks, and Weapon Damage, Immunity to Fear Effects, and +(Level) temporary hit points for ten minutes per level (6 CP).
    • The Advantage Is Mine (L5): The user’s player may roll twice, keeping the best result, on three die rolls of choice made within the next minute of game time (6 CP).
  • Reflex Training: May activate one of her three personal-effect inherent spells / “mutant powers” each round as needed (6 CP).

Skills:

  • Skill Boosters: Upgrade Human Fast Learner to +2 SP/Level (3 CP), Fast Learner, Specialized in Skills for Double Effect, Corrupted/only to keep one set of Adept Skills Maxed Out (4 CP), Adept (Acrobatics, Deception, Expertise (Spy/Mercenary), Perception, 6 CP), Adept (Stealth, Investigation, two Martial Arts, 6 CP).
  • Available Skill Points: 24 (Double Fast Learner) +12 (Int) +6 Purchased, 6 CP) = 42.
  • Purchased Skills (all +4 Morale):
    • Acrobatics 6* (+6 Dex = +16)
    • Athletics 3 (+1 Str = +8)
    • Deception 6* (+0 Cha = +10)
    • Expertise (Spy/Mercenary) 6* (+2 Int = +12)
    • Insight 3 (+1 Wis = +8)
    • Intimidation 3 (+1 Cha = +8)
    • Investigation 6* (+2 Int = +12)
    • Perception 6* (+1 Wis = +11)
    • Sleight of Hand 2 (+6 Dex = +12)
    • Speak Language 2 (Speaks five languages).
    • Stealth 6* (+6 Dex = +16)
    • Tactical Firestorm (Pistol Martial Art) 6* (+6 Dex = +16)
    • Technology 2 (+2 Int – +8)
    • Tigers Claw Style (Knife Martial Art) 6* (+6 Dex = +16)
    • Vehicles 2 (+6 Dex = +12)
      • Tiger Claw Maneuvers: +4 Defenses, Mind Like Moon, Unarmed Kata.
      • Tactical Firestorm Maneuvers: +4 Defenses, Improved Critical, Attack +1
  • +3 Specialty: Feinting with Acrobatics (1 SP).

Basics:

  • BAB: +2, Corrupted/does not contribute to iterative attacks (8 CP).
  • Hit Dice: 12 (L1 2d12, 8 CP) +5 (L2d6, 2 CP) +6 (Con Mod x 2) +2 (Heroism) = 25 HP (Mutants & Masterminds Toughness +6. With X-Man Outfit Toughness +9).
  • Saving Throws:
    • Fortitude +0 (0 CP) +3 (Con) +4 (Mor) = +7
    • Reflex +0 (0 CP) +6 (Dex) +4 (Mor) = +10
    • Will +0 (0 CP) +1 (Wis) +4 (Mor) = +5
  • Proficiencies: All Simple and Martial Weapons (9 CP).
  • Armor Class: 10 (Base) +6 (Dex) +3 (Armor) +4 (M. Art) = 23
  • Attack: +12 (+2 BAB +6 Dex +4 Morale). Additional +1 with guns from her Martial Arts.
    • Knife 1d4+6 Dex) +4 (Morale) Damage, Crit 19-20/x2, Range Increment 10′ (Mutants & Masterminds Damage +6),
    • Unarmed: 1d4+6 Dex) +4 (Morale) Damage, Crit 20/x2, (Mutants & Masterminds Damage +6),
    • Sniper Rifle (d20 Modern, 175 GP): 2d12+4 (Morale), Crit 20/x2, 120′ Range Increment, Single Shot, 11 Round Box Magazine (Mutants & Masterminds Damage +8)
    • Desert Eagle W’ Laser Sight (extra +1 in first range increment) 2d8+4 (Morale), Crit 20/x2, 40′ Range Increment, Single Shot, 8 Round Box Magazine (Mutants & Masterminds Damage +6)
    • Laser Rifle (d20 future, with Heavy Stun option, DC 18 Fort Save or stunned for 1d4 rounds): Damage 3d8+4 (Morale) (Fire), Crit 20/x2, 80′ Range Increment, Single-Shot and Autofire, 50 Round Box Power Pack.
    • Grenades/Missile Launcher: (d20 Modern/Future), 10’/150′ Range Increment, No Critical, damage as per grenade/warhead +4 (I’m giving her ten each Shrapnel (5d6, 20′ R, M&M +8), Sonic Pulse (3d6 Nonlethal Sonic plus special, 15′ R, M&M Affliction 7), Concussion (4d6 Nonlethal, 15′ R, M&M Affliction 7), EMP (Special, 20′ R), Fireflush (3d6 Fire, 10′ R, ignites flammable items, M&M +5 plus ignition), and Tear Gas (Special).

Due to some immunities and her Unarmed Kata, Domino basically has the same modifiers on almost all her attacks.

Minor Abilities:

  • Precision Strike: May use (Dex Mod) in place of (Str Mod) in Melee Combat (6 CP).
  • Improved Initiative (+10 Total, 6 CP).
  • Additional Form Of Natural Magic / Gun Fu (6 CP).
  • Opportunist: Once per round Domino can use Acrobatics for a Bull Rush, Disarm, Feint, Reposition, Steal, or Trip attempt as a move action (6 CP).
  • Immunity to the distinctions between various Small Arms (Very Common, Minor, Major, Specialized and Corrupted / only using the same Martial Arts for all of them, 4 CP).
    • Why is this cheap? Because small arms are really all reasonably similar point-and-shoot devices, while weapons such as clawed gloves, three-sectional staves, rapiers, and spears are all used in wildly different ways. Secondarily, of course, it doesn’t matter a lot; most characters pick out one or two weapons that suit them and stick with them anyway.
  • Privilege: Gets the X-Man equipment package for free (3 CP).

Standard “X-Man” package (13,000 GP):

  • Kevlar Reinforced Costume (“Leather Armor”, but 40 GP and only 5 pounds), Masterwork (+150 GP), +1 (+1000 GP), Amulet of Tears (2300 GP. This can provide up to +36 HP per day. Armor Crystal: a Lesser Iron Ward Diamond (2000 GP). This isn’t a big deal, but every little bit helps.
  • Advanced First Aid Kit / Healing Belt (750 GP).
  • “Pocket Secretary”/Hero Team Comlink: Satellite Smartphone with HUD and hands-free links (250 GP), Smartsearch (As per a Tome of Worldly Memory, 1500 GP), Intelligent (500 GP), Int, Wis, Chr all 10 (0 GP), 30′ senses, uses Message at will (1000 GP). Note that, since smartphones can talk anyway, there is no need to buy speech for it.
  • Reactive Contact Lenses / Raptors Mask (3500 GP).+5 to Spot (Perception), Immunity to being Blinded or Dazzled.
  • Utility Pouch: Keys, LED minilight, multitool, chalk, nylon ties, etc. All the little junk that pops up once in a blue moon (10 GP).

.

Point Costs:

  • Four Color Package: 24 CP
  • Mutant Powers: 24 CP
  • Skill Boosters: 19 CP
  • Purchased Skills: 6 CP
  • BAB: 8 CP
  • Hit Dice: 10 CP
  • Saving Throws: 0 CP
  • Proficiencies: 8 CP
  • Minor Abilities: 31 CP

Total Cost: 130 CP

Available Character Points: 96 (level three base) +10 (Disadvantages: History, Reputation / Mercenary, and Accursed/Existential Uncertainty; Domino’s background is a function of Cables time-traveling, and is more than a bit unstable. She often encounters old enemies, obligations, and allies that she has a history with but has never heard of before) +6 (Duties) +18 (Human, L1, and L3 Feats) = 130 CP.

Remaining Details:

  • Minor Four-Color Ability: Handy Haversack. Domino can carry around unreasonably large quantities of equipment without it messing up the lines of her costume or making her any more complicated to draw and is virtually never effectively searched – not that it would help when she has Gun Fu.

Equipment: as a third level character Domino gets entitled to 3000 GP worth of gear.

  • Barrett Light Fifty Sniper Rifle (d20 Modern, 175 GP).
  • Desert Eagle (d20 Modern, Holster, Laser Sight, 80 GP).
  • Laser Rifle (d20 future, with Heavy Stun option, DC 18 Fort Save or stunned for 1d4 rounds, 450 GP).
  • Grenades/Mini-Rocket Warheads (ten each): Shrapnel, Sonic Pulse, Concussion, EMP, Fireflush, and Tear Gas (600 GP).
    • As Domino is a mercenary who purchases from actual military sources rather than on the civilian or black market, I’m using some actual costs from THIS page (among others) – which tells us that grenades usually cost 2-10 GP ($40 to $200) each – not the absurd prices in the d20 rules. I’m going with 10 GP
  • Mini-Rocket Launcher (d20 Future, 250 GP).
    • Domino is an experienced mercenary in a superhero universe where characters routinely strap guns all over themselves. Ergo, I’m simply going to presume that she carries several more or less standard kits. The actual contents of such kits pretty much never really matter in a superhero universe, but since I have the lists handy anyway, I’m just going to update them a bit and throw them in here. Why not? If you want to use them in a non-superhero universe knowing what tools and equipment you have along can be fairly important.
  • Climbing Kit (80 GP): Includes anchors, approach shoes, binoculars, assorted carabiners, belay carabiner, belay device, cams, chalk and chalk bag, climbing harness, helmet, pack, gloves, and shoes, GPS, hammock-tent, hexes, ice axe, knife, a nut tool, quickdraws, rope (several varieties), runners, slings, stoppers, tape, and tricams.
  • Demolitions Kit, including 550′ 20 Gauge Wire, Wire Winder Reel, LSBS Combo Initiator, Multimeter, Cap Crimper, Cord/Fuse Cutter, Multi-Wire Stripper, Leatherman Supertool, Tape Measure 16′. Stop Watch. Cap Box, Electrical Tape, Folding Shovel, Continuity Tester, and shaped-charge molds (60 GP) with twelve blocks of C4 (30 GP), two rolls of Det Cord (8 GP), and 10 Radio-Controlled Detonators (60 GP). (Total cost of 160 GP with storage bags).
  • Espionage Kit: Includes tracer needles and launcher, bugs, wiretaps, contact microphones, tempest monitor, cellular interceptor, telephone scrambler, mini-camera, parabolic microphone, bug detector, multifrequency jammer, tap detector, white noise generator, tracing powder and detector, voice mask, RF tracer, and laser microphone (400 GP).
  • Escape Kit: This includes several hidden devices built into the users costume as well as some more obvious items in a packet. A body search will reveal the packet, but the concealed items are likely to pass casual scrutiny. Includes several tiny knives, lock picks, a metal-cutting wire saw, explosive and corrosive pellets, a high-voltage electronic scrambler (disguised as a small pen), a small tube of thermite paste and igniter, and a small file (150 GP).
  • Search-And-Rescue Kit (advanced): Includes GPS, headlamp, ration pack, compass (cover doubles as a signal mirror), waterproof matches, three fireproof “space” blankets (also usable as tarps or stretcher beds), thermal packs, adjustable tactical flashlight, nylon rope, smoke grenades (for signaling), flaregun and flares, distress beacon, survival knife, rescue harness, two collapsible poles, water, thermal bag, foam pad, lighter, magnesium firestarters, water, glow sticks, marker, measuring tape, toilet kit, sunscreen and sunglasses, storage baggies, extra batteries, dental kit, camp stove and fuel, collapsible mess kit and pot, freeze-dried stew packs, trail mix, hatchet, whistle, surgical gloves, zip ties, pencils, waterproof paper, duct tape (brightly colored) (100 GP).
  • Survival Pack: Nutrient tablets, two “space blankets” (also usable as tarps or sleeping bags), distress beacon, signal mirror, wire saw, pen-type flare launcher (and six flares), full condenser/heater flask, water purification, stimulant, and salt tablets, fuel blocks, fishhooks and line, lighter, compass (cover acts as a magnifying lens), penlight, cord (500 Lb test), 12 pencil-sized steel pegs, gloves, sunglasses, sewing packet, survival manual (very small print), three filter straws, small telescoper, a memory-metal bar (usable as a hammer, axe, small shovel, knife, saw, .22 rifle barrel and stock), 50 cartridges, and the .22 firing mechanism. The lid functions as a small, collapsible, cooking pot (100 GP).
  • Thieves Kit: Includes some good lockpicks, EM alarm detectors, static jammer, fiber-optic beam diverters (for those classic laser grids), a stethoscope (for classic safecracking), a mini diamond drill, climbing gear, miniature tools, jumper lines, a small prybar, some plastique and a detonator (for when the classic safecracking fails), a powerful magnet, a penlight, a glass cutter, superglue, gloves (monogram optional), IR/UV goggles, and twelve knockout drug darts (400 GP).
  • Minor Items: Business Outfit (10 GP), Casual Outfit (3 GP), Gas Mask (10 GP), Fire Extinguisher (4 GP), Notebook Computer (50 GP)., Smartphone with GPS app (5 GP), and Steel Handcuffs (six sets, 16 GP).

That leaves her about 50 GP/a thousand dollars. I’ll mark it off as being invested in Ammo. With all those guns she must go through quite a lot of the stuff.

While Domino is technically a mutant, you could use pretty much the same build to represent any really top-end near-human soldier type – whether they’re getting their edge from drugs, super-intensive training, computer-controlled acupuncture, minor implants, or magic. She hasn’t got the raw power needed to handle cosmic – or even global – menaces, but she can pretty readily handle a swarm of thugs or a standard throw-away villain with a few minor powers.

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A Wandering Enterprise

And – for a break from the assorted Eclipse-build superheroes… it’s a somewhat silly godling from the Apex setting, where any entity with that gets a notable presence in humanities collective consciousness, and can claim a reasonably unique domain, may turn up…

The wormhole spun ever larger, the brighter flares absorbed into the ember-red filaments of entropic energy that spun out, devouring the nearby stars. Galactic death in slow motion, feeding into a churning void. Yet… there were subtle hints of a path through the whirling chaos, a way to reach the center and – perhaps – to stop the galactic decay.

And the Enterprise led the way, cutting short its five-year mission in search of renewal.

But the time-distortion of the vortex delayed things too much. By the time that the Enterprise erupted from unreality into the offices of Paramount Television on Apex, the original cast and crew were long gone – and six additional television series, thirteen feature films, and an endless stream of toys, books, and games had appeared, feeding the mythology at the expense of its stability.

So now the Enterprise has a NEW mission – to complete its old one, even if the tales must be told in animated form, and to spread the pure doctrine of Roddenberry.

 

Enterprise

Value Characteristic Points
10 STR 0
14 DEX 12
18 CON 16
10 BODY 0
18 INT 11
14 EGO 8
15 PRE 5
10 COM 0
5 PD 3
5 ED 1
4 SPD 16
6 REC 0
18 END -9
24 STUN 0
Total 60

 

Points Powers END
0 Minor Titan Racial Package
(20) Physical Limitation: Shaped By Belief. Titans may be powerful in their fields, but they are limited to a single, and invariably fairly straightforward, domain. A Spirit of Invention makes gadgets and – possibly – provides grants and teaches. Similarly, the spirit of Memorial Day is a formidable soldier, has lots of weapons, and can operate military vehicles – but that’s about it . (Frequently, Fully)
(20) Mental Characteristic Maxima of 15 (-20 Points). People never really think that their “gods” are really much smarter, or more perceptive, or whatever, than they are – no matter what their theme is. The God of Knowledge may have a lot of knowledge skills, but he or she normally won’t actually be much smarter than the average person. If there’s any one thing that the Titans find annoying about their relationship with mortals… this may be it. (All the Time, Greatly)
(20) Psychological Limitation: Themed. Titans aren’t even CAPABLE of getting seriously off-theme. A war god won’t be negotiating, the healing goddess won’t be building gadgets, and the god of justice won’t be letting criminals go, no matter how necessary it may be (Common, Total)
(12) Regeneration (1 BODY/week); Regenerate: From Death, +20
(3) Immune to Aging
15 Domain: 15 Points worth of abilities appropriate to their domain.
(13) 3d6 The Science Department: Aid: Sciences, Languages, Etc. (Fade/hour, Max. 20); Range: 0; Affects: Single Power of Special Effect, +¼; Charges: 16, +0; Concentrate: 0 DCV, -½; Extra Time: 1 turn, -1 0
(2) Contact: Trekkies; Usefulness: Normal, +0 11-
5 Elemental Control: Starship Powers (15-pt reserve); Generic Limitation (Original Series Powers Only): -½; Concentrate: 0 DCV, -½; Concentrate: Throughout & 0 DCV, -1
a-5 Life Support (total)
b-5 Shields / Force Field (10 PD/10 ED); Reduced END: Zero, +½ 0
c-5 Outer Hull / Armor (10 PD/10 ED)
d-5 8″ Impulse Drive / Flight (NC: 32″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 48; Reduced END: Zero, +½ 0
e-5 Sensors / Detect Plot Coupons (+10 to PER); Time Required: Instant, +2; Range: Ranged, +5
f-7 Tractor Beams: Telekinesis (STR 10); Range: 185; Manipulation: Fine, +10; Reduced END: Zero, +½ 0
g-5 Faster-Than-Light Travel (1000 LY/Year)
h-5 Engineering Department / Regeneration (1 BODY/min.); Regenerate: From Death, +20
20 Multipower (60-pt reserve); Generic Limitation (Original Series Powers Only): -½; Concentrate: 0 DCV, -½; Concentrate: Throughout & 0 DCV, -1
u-2 4d6 Phaser Killing Attack (RKA); Range: 300; Charges: +8, +0; Clips: 4 0
u-2 4d6 Phasers On Stun Energy Blast; Range: 300; Versus: ED; No Normal Defense (Versus Force Fields): +1; Area Effect (Radius): 4″ radius, +1; Charges: +8, +0; Clips: 4 0
u-2 1d6 Photon Torpedoes Killing Attack (RKA); Range: 300; Area Effect (One-hex): 1 hex(es), +½; Autofire: 5 shots, ½; Penetrating: +½; Armor Piercing: 1, +½; Charges: 250, +1 0
u-2 Send An Away Team Summon (4 40-point creatures); Range: 0; Summon: Limited Group, +¼; Active Points: 60; Charges: +8, +0; Clips: 4 0
u-2 1d6 Synthesizers / Transform tp Supplies (Major, Limited Class); Range: 280; Area Effect (One-hex): 1 hex(es), +½; Autofire: 5 shots, ½; Reduced END: Zero, +1; Cumulative: +½ 0
u-1 Navigational Sensors
(3) 360-Degree Sensing (Unusual Senses)
(8) Spatial Awareness
(5) Detect Interstellar Environment (+2 to PER); Time Required: Instant, +2; Range: Ranged, +5
(3) Detect Course (+1 to PER); Time Required: Half Phase, +0; Range: Ranged, +5
10 High Range Radio Hearing
5 Flash Defense (Sight, 5 pts)
5 Mental Defense (8 pts); Add to Total
-12 Running (-6″, 0″, NC: 0″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -18 1
-2 Swimming (-2″, 0″, NC: 0″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -6 1
84 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +3 level w/Ranged Combat; OV only, -½
3 Navigation 11-
3 Knowledge: The Galaxy 12-
16 Total Skills, Talents, Perks  

 

100+ Disadvantages
10 Public Identity
10 Reputation: The Enterprise (11-)
20 Distinctive Features: Tiny Starship; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5
20 No limbs (All the Time, Greatly)
60 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
60 + 100 = 160 160 = 60 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5* 5 8 25/20 25/20 3, 6, 9, 12

*Effectively 0; the Enterprise generally takes hits to it’s shields, rather than avoiding being hit.

Height: 122cm (4’0″), Weight: 48kg (106 lbs), Race: Starship

OK, this is silly – but it actually fits the setting and I found the idea amusing – so why not?

Eclipsing Shatterstar

Shatterstar is an “I has swords” rebel guy with bonus points for his swords being ridiculously impractical. He also has a mane that looks like it could out-slice a chainsaw, a broad flat face made for running into walls, and (in many of his appearances) enough muscles and upper body mass to make at least two professional football players. Honestly, I wouldn’t have been surprised if he had turned out to be a battlemech made for gnomes in disguise. There were a lot of attempts at making Shatterstar look like a reasonable human being – really, he changed looks more often than the shapeshifters did – but nothing that left him recognizable worked (literally so; the artists did make him look like a human being eventually, but – not having been following the character – I had to double-check to confirm that the human-looking version was actually supposed to be the same character). His origin apparently involved other dimensions, alternate timelines, mojoverse television productions, time travel, merging with some guy in a coma who looked just like him to “become whole”, mutation, genetic engineering, magic, Mephisto, and becoming his own grandfather. He had a random grab bag of exhausting, incredibly limited, and almost useless, powers – being able to generate vibratory blasts (his requisite mutant power to get into a mutant book), open portals between dimensions (more vibratory stuff, requiring lots of time and with horrible side effects and almost never done), move his internal organs around (er, what? To WHERE?) to avoid attacks, and heal quickly (although not really any more quickly than most superheroes) – but they mostly got mentioned once or twice each and then were forgotten. Similarly, he went from complete disinterest in sex of any kind to polyamorous bisexuality whenever one of the writers needed a relationship complication.

So basically a strong, tough, fast, swordsman and otherwise an amorphous, undefined, blob onto which was projected pretty much anything that the current storyline required.

Oh well. I’ve only got a passing acquaintance with this character and he apparently had a lot of appearances after I quit reading about him, so I’m mostly going with THIS build as a basis, plus some internet references.

Shatterstar

Level Three Mutant Swordsman

Four Color Package (24 CP):

  • This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a Minor Benefit (see below).

Pathfinder Package Deal (Free).

Pathfinder Human (Free)

Basic Attributes: Str 16 (22 Genegrafts), Int 12, Wis 12, Con 16 (18 Minor Four-Color Boost, 24 Genegrafts), Dex 11 (19 Genegrafts, 21 Enh), Chr 10. That’s straight Pathfinder 25-point buy as a base.

Genegrafts:

I’m giving him some Big Cat Genegrafts, simply because that’s a common fictional way to create a super-soldier (wolves are also common) even if it makes no scientific sense. That’s Str +6, Dex +8, and Con +6, +1 Natural Armor, Scent, +8 to Athletics, and +4 to Acrobatics and Stealth. To buy genegrafts take…

  • Shapeshift, with Attribute Modifiers, Hybrid Form, Clear Speech, and Variants (Almost entirely human appearance), Specialized/a single animal form only and Corrupted/cannot actually Change Forms, for a net cost of 9 CP. This, of course, is one of the cheapest long-term to permanent attribute-boosting effects in Eclipse and won’t be allowed in many games – but is most helpful to physical-combat focused characters of races that don’t get a lot of bonuses to their physical attributes and fits into a superhero setting readily enough.

Mutant & Martial Powers:

  • Innate Enchantment (12 CP). All effects Spell Level 1/2 or 1, Caster Level One, Unlimited-Use Use-Activated (x2000 GP) x.7 Personal-Only where relevant. (12 CP)
  • Vibratory Powers:
    • Adamant Strike (1400 GP): Expend a swift action to make your weapons act like Adamantine for one minute.
    • Blood Wind (1400 GP): Expend a Swift action to give your melee attacks a 20′ range increment for a round.
    • Lesser Vigor, 1/Level/Day (1400 GP).
    • Nerveskitter (1400 GP): Spend an immediate action to gain +5 on your initiative.
  • Martial Talents:
    • Dance of War (1400 GP): You may use Acrobatics to Feint as a Move Action.
    • Enhance Dexterity I (1400 GP): +2 Enhancement Bonus to Dex.
    • Evaluate Stance (2000 GP): Make a Perception Cceck with a +5 Insight Bonus against an opponents Deception skill as a Free Action. On a success you get a rough idea of how their combat abilities compare to yours (very poorly, weaker, about equal, better than you, FAR better than you), if you succeed by 5+ you also gain a description of their general abilities, if you succeed by 10+ you gain a description of their usual tactics. If you lose by 5+ they may present false information.
    • Stabilize: Automatically stabilizes when below zero hit points (700 GP).

Advanced Vibratory Powers: Action Hero with Stunt, Specialized and Corrupted for Increased Effect (12 CP bonus, increase available Action Points by 50%) / vibratory power effects only, using stunts is fatiguing; they may be used once per fight scene without penalty, each further use after that causes Fatigue (6 CP).

Legendary Resistance Leader:

  • Mana Powered Inherent Spell / Greater Warding Rune (The Practical Enchanter, +4 plus Caster Level / 6 Resistance Bonus to Saving Throws, Corrupted for Increased Effect / Personal-Only, but can be renewed without taking an action as long as enough Mana is available (6 CP).
  • Mana Powered Inherent Spell II / Stone Ox (The Practical Enchanter, +4 Bonus to Natural Armor), Corrupted for Increased Effect / Personal-Only, but can be renewed without taking an action as long as enough Mana is available (6 CP).
  • Mana Powered Inherent Spell III / Greater Heroism (The Practical Enchanter, +4 Morale Bonus to Attacks, Saves, Checks, and Weapon Damage, Immunity to Fear Effects, and +(Level) temporary hit points. Corrupted for Increased Effect / Personal-Only, but can be renewed without taking an action as long as enough Mana is available (6 CP).

Skills:

  • Skill Boosters: Upgrade Human Fast Learner to +2 SP/Level (3 CP), Fast Learner Specialized in Skills (6 CP), Adept (Acrobatics, Blade Mastery, Intimidation, and Perception, 6 CP).
  • Available Skill Points: 24 (Fast Learner) +6 (Int) = 30.
  • Purchased Skills (All +4 Morale):
    • Acrobatics 5* (+5 Dex = +14)
    • Athletics 2 (+6 Str = +12)
    • Blade Mastery (M, Art) 5* (+6 Str = +15)
    • Cadre Unarmed Combat (M. Art) 3 (+6 Str = +13)
    • Expertise (Military) +5 (+1 Int = +10)
    • Intimidation 5* (+0 Cha = +9)
    • Perception 5* (+1 Wis = +10)
    • Stealth 3 (+5 Dex = +12)
    • Technology 5 (+1 Int = +10)
    • Vehicles 1 (+5 Dex = +10)
  • Skill Specialties: Expertise (Military) (Cadre Alliance) (1 SP),
  • Languages: English and Spanish (Free).
  • Blade Mastery Techniques: +2 Defenses, Cleave, Great Cleave, Improved Sunder, Expertise (Armor Class and Attacks),
  • Cadre Unarmed Combat Techniques: Strike, Attack +2, Battlecry, Instant Stand

Basics:

  • BAB: +1, Corrupted/does not contribute to iterative attacks (4 CP).
  • Hit Dice: 8 (L1 2d4, 8 CP) +5 (L2-3d4, 0 CP) +12 (Immortal Vigor) +42 (Con Mod x 6) +2 (Heroism) = 69 HP (Mutants & Masterminds Toughness +9. With X-Man Outfit Toughness +11).
  • Saving Throws:
    • Fortitude +0 (0 CP) +7 (Con) +4 (Res) +4 (Mor) = +15
    • Reflex +0 (0 CP) +5 (Dex) +4 (Res) +4 (Mor) = +13
    • Will +0 (0 CP) +1 (Wis) +4 (Res) +4 (Mor) = +9
  • Proficiencies: All Simple and Martial Weapons (9 CP).
  • Armor Class: 10 (Base) +5 (Dex) +3 (Armor) +5 (Natural) +2 (M. Art) = 25
  • Attack:
    • Longswords: +12 (+1 BAB +6 Str +4 Morale +1 Masterwork), 1d6 +9 (Str, “Two Blades” is simply a special effect for “Two Handed” in his case) +4 (Mor), Critical 19-20/x2. (Mutants & Masterminds damage +10, Improved Critical II with his existing improved critical ability below). 20′ Range Increment with Vibratory Blast / “Blood Wind”.
    • Unarmed Strike: +13 (+1 BAB +6 Str +4 Morale +2 Martial Art), 1d4+6 (Str) +4 (Mor), Crit 20/x2 (Mutants & Masterminds damage +8).
    • Desert Eagle: +11 (+1 BAB +5 Dex +4 Morale +1 Mastercraft), 2d8+4 (Morale), Crit 20/x2, 40′ Range Increment, 8 Round Magazine (Mutants & Masterminds Damage +6).
      • While I can’t remember Shatterstar using a gun, blaster, or similar weapon, his vibratory blasts are a bit short-range, he has a military background, and he worked with Cable. I really can’t see him leaving that weakness unpatched when picking up a basic gun will give him something to do if his powers are negated or a target is too far away for his swords and vibratory blasts. Some grenades would fit in too, but they draw a lot more attention and are a lot harder to get a permit for.

Minor Abilities:

  • Expertise (Attack Bonus and Damage, 6 CP)
  • Reflex Training (Quick Draw Variant, 6 CP).
  • Privilege: Receives the X-Man equipment package for free (3 CP).

Standard “X-Man” package (13,000 GP):

  • Kevlar Reinforced Costume (“Leather Armor”, but 40 GP and only 5 pounds), Masterwork (+150 GP), +1 (+1000 GP), Amulet of Tears (2300 GP. This can provide up to +36 HP per day. Armor Crystal: a Lesser Iron Ward Diamond (2000 GP). This isn’t a big deal, but every little bit helps.
  • Advanced First Aid Kit / Healing Belt (750 GP).
  • “Pocket Secretary”/Hero Team Comlink: Satellite Smartphone with HUD and hands-free links (250 GP), Smartsearch (As per a Tome of Worldly Memory, 1500 GP), Intelligent (500 GP), Int, Wis, Chr all 10 (0 GP), 30′ senses, uses Message at will (1000 GP). Note that, since smartphones can talk anyway, there is no need to buy speech for it.
  • Reactive Contact Lenses / Raptors Mask (3500 GP).+5 to Spot (Perception), Immunity to being Blinded or Dazzled.
  • Utility Pouch: Keys, LED minilight, multitool, chalk, nylon ties, etc. All the little junk that pops up once in a blue moon (10 GP).

.

  • Minor Favors: The various X-teams (3 CP).
  • Improved Critical (Longswords, 6 CP).

Point Totals:

  • Four-Color Package: 24 CP
  • Genegrafts: 9 CP
  • Mutant Powers: 18 CP
  • Resistance Leader: 18 CP
  • Skill Boosters: 15 CP
  • Purchased Skills: 0 CP
  • Base Attack Bonus: 4 CP
  • Hit Dice: 8 CP
  • Saving Throws: 0 CP
  • Proficiencies: 9 CP
  • Minor Powers: 24 CP

Net Total: 129 CP

Available Character Points: 96 (level three base) +10 (Disadvantages: History, Hunted, and Alien (a variant on Uncivilized; he just doesn’t know how to operate in Earth’s society) +6 (Duties; hero on Earth, Resistance Leader in the Mojoverse) +18 (Human, L1, and L3 Feats) = 130 CP.

This leaves 1 CP left over. Personally, I’d put it into speaking the mojoverse resistance battle language or something like that. It’s true that that will be generally useless – but it’s only one character point, it’s certainly appropriate, and if you buy it a good game master will make sure that it comes up sometime.

Remaining Details:

  • Minor Four-Color Ability: Immortal Vigor
  • Equipment: as a third level character Shatterstar is entitled to 3000 GP worth of gear.
    • Minor Items: Duracable (1 GP), Smartphone (5 GP), Miniaturized Camping/Survival Pack (45 GP),
    • Desert Eagle with Mastercraft +1 (90 GP), Laser Sight (25 GP), and Sound Suppressor (10 GP).
    • Good Motorcycle (600 GP).

That leaves most of his money unspent – which is fair enough, it’s not like Shatterstar is known for carrying a lot of gear OR for shopping. If you want, you can upgrade his gun. I didn’t because giving one at all is a stretch, but if he’s being used as a player character… you can’t expect a player to refrain from looking for the best deal.

Shatterstar is a reasonably effective guy-with-swords, part of a long comic book tradition of guys with swords (Black Knight, Swordsman, Etc, Etc, Etc…). They’re rarely fabulously mighty heroes, but they’re reasonably effective against the smaller-scale opponents.

Eclipsing Boom-Boom

“What are you talking about “eclipsing” ME? Get that !!@#$% Moon out of my way or I’m blowing it up!”

Boom-Boom creates unstable force-constructs (almost always roughly spherical) that blow up after a brief – from near instant to a few seconds – interval. She can at least crudely control the delay and the bigger the construct, the longer it takes to make, and the bigger the blast. Given that they can be thrown around corners, rolled across the floor, kicked away, and bounce off solid surfaces, they obviously behave like real objects until they blow up. She later developed the ability to project streams of energy (with the same basic effect but impossible to knock away) , to re-absorb undetonated constructs, and to (somewhat) reduce the sound of the detonations. Sadly, her powers really have no non-combative, or even defensive, aspects at all. That’s something of a problem. For the most part, Boom-Boom could be replaced by any random air-headed trailer-trash mall brat with general alienation, a hot temper, a bandolier of grenades, and a pocketful of M80s, and no one would ever notice the difference except (possibly) her current lover.

So… Inherent Spells: Bomblet Spray (L3), Greater Fireball (L4), and Plasma Lance (L5) (18 CP), plus a bit of Metamagic (the Sculpting and Triggering theorems) with one level of Streamline to make it free, all, Specialized and Corrupted/only for bomb-making, 6 CP). Fuel them with the endless supply of Mana that comes with being in a superhero setting and throw in an Immunity to the usual minimum level requirements… and there you are. Boom Boom.

Looking at Feral, Skids and Rusty… there’s a pattern here; characters with little or no background complications and with very limited ability sets. That makes it easy to keep track of a characters tactics when you’re writing about a team or running an NPC – but it’s a bit dull when a player has only one character. That’s why Feral was written up with some potential ghostly powers, Skids got a mess of skills and some “bardic” abilities, and Rusty got an option to spend his extra points on learning to generate a wide variety of energies and effects. Ergo, this writeup will include a way to liven up Boom-Boom too, rather than trying to convert the writeup over HERE..

Boom-Boom

Level Two Starting Superhero Explosives Expert.

Four Color Package (24 CP):

  • This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a Minor Benefit (see below).

Pathfinder Package Deal (Free).

Pathfinder Human (Free)

Basic Abilities: Str 10, Int 13, Wis 12, Con 14, Dex 16 (+2 Human = 18), Cha 14 (Pathfinder 25 Point Buy).

Mutant Powers:

  • Equipage with Purchasing, Specialized and Corrupted / Only to produce (or dispose of, although this does not provide any “credit”) grenades and explosive devices (4 CP),
  • Immunity/Having to pay for purchases, Specialized and Corrupted for triple effect / only to “pay” for grenades and explosive devices obtained through Purchasing (above), anything obtained in this fashion is a temporary luminescent energy construct, is only usable by it’s creator, and will disappear quickly. (Very Common, Minor, Major, 12 CP. Grenades and explosives with a purchase DC of 18 or less are effectively free.
  • Immunity / normal limits on equipment availability (Very Common, Major, Major (for +3 Tech Levels over the usual Progress Level Four base), Specialized and Corrupted / only for obtaining grenades and explosive devices (5 CP).
  • Hysteria, Corrupted for Increased Effect and Specialized for Reduced Cost / only to push the limits on her ability to obtain free explosive devices up to Progress Level Eight and Purchase DC 27, extremely fatiguing (only usable once per battle) (3 CP).

This package will let the user produce the equivalent of anti-tank and anti-aircraft missiles, fairly major bombs (up to the equivalent of 20 pounds of C4, all set up and ready to go), fragmentation, smoke, tear gas, thermite, white phosphoreus, shrapnel, sonic pulse, concussion, EMP, fireflush, tangler, dissolver, gravitic, and stun grenades, and various other things-that-go-bang. When using the Hysteria boost, this extends to cyronic, psionic, singularity grenades, and half-ton WWII style blockbuster (so called because it will destroy a city block) bombs. Missile-constructs cover her later use of… well, I shall call them bomb-bolts.

That gives her a LOT of choices when it comes to explosive effects, but still nothing in the way of defenses. I’m going to presume that her ability to generate force-constructs includes the ability to generate a basic force-shield and armor. That really isn’t MUCH defense in superhero terms, but it’s at least SOMETHING.

  • Innate Enchantment: All effects Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x .7 (Personal Only, where applicable). 5200 GP net value, 6 CP.
    • Force Shield : +4 Armor Bonus to AC (1400 GP)
    • Force Armor: +4 Shield Bonus to AC (1400 GP).
    • Launch Item (Grenades Only, x.5, but cannot be personal-only) (1000 GP). This lets her “throw” her bombs accurately for considerable distances.
    • Master’s Touch (Grenades and Explosive Devices Only, x.5) (700 GP). This gives her proficiency with things that explode.
    • Weapon Mastery (Grenades): (L0, +3 Competence Bonus to BAB with Grenades, 700 GP).

Skills:

  • Skill Boosters: Upgrade Human Fast Learner to +2 SP/Level (3 CP), Fast Learner, Specialized in Skills for +2 SP/Level (6 CP), Adept (Acrobatics, Martial Art/Grenadier, Expertise (Street Kid), Sleight of Hand, 6 CP).
  • Available Skill Points: 5 (Int Mod x 5) +20 (Doubled Fast Learner for Skills) +2 SP Purchased (2 CP) = 25
  • Purchased Skills:
    • Acrobatics 5* (+4 Dex = +9)
    • Athletics 3 (+0 Str = +3)
    • Deception 4 (+2 Cha = +6)
    • Expertise (Street Kid) 5* (+1 Int +3 Comp = +9)
    • Martial Art (Grenadier) 5* (+4 Dex = +9). Corrupted/no Occult Techniques, but gets +2 bonus techniques that do not count against the usual limits.
    • Perception 1 (+1 Wis = +2)
    • Persuasion 2 (+2 Cha = +4)
    • Sleight of Hand 5* (+4 Dex = +9)
    • Stealth 2 (+4 Dex = +6)
    • Technology 3 (+1 Int, Specialized and Corrupted for Triple Effect / Dealing with Explosives Only = +12)
  • Net Total: 22 SP
  • +3 Skill Specialties (1 SP Each): Expertise (Street Kid) (Scrounging), Perception (Spotting Opponents).
  • Grenadier Techniques: Attack +4, +2 Synergy Bonus (Specialized and Corrupted/+6 to Technology when dealing with Explosives only), Weapon Kata (Missile Launcher), and Quick Draw.

Basics:

  • BAB: +1, Corrupted/does not contribute to iterative attacks (4 CP).
  • Hit Dice: 4 (L1d4, 0 CP) +3 (L2d4, 0 CP) +4 (Con Mod x 2) = 11 HP (Mutants & Masterminds Toughness +4. With X-Man Outfit Toughness +8).
  • Saving Throws:
    • Fortitude +2 (6 CP) +2 (Con) = +4
    • Reflex +0 (0 CP) +4 (Dex) = +4
    • Will +2 (6 CP) +1 (Wis) = +3
  • Proficiencies: None.
  • Armor Class: 10 (Base) +4 (Dex) +4 (Armor) +4 (Shield) = 22
  • Attack: Explosive Device: +12 (+1 BAB +4 Dex +3 Comp +4 M. Art), Damage varies from none (distracting firecrackers) on up to 20d6 (her once-a-battle Hysteria-Boosted Blockbuster Bomb). (Mutants & Masterminds damage from 0 to +8, once per battle up to +12).
    • In “unarmed” combat she usually uses sticky slap-on minigrenades, making touch attacks at +4 for about 3d6 (Mutants & Masterminds +4 damage).

This is probably more effective than Boom-Boom was on the average – but she was shown blowing up some pretty tough targets with a little effort. Her problem was always a nasty case of glass cannon syndrome; pretty much any hit took her out since her abilities had no defensive aspects at all. I’m presuming that her energy-constructs include a low-grade protective function to make her more playable, but there’s really no justification in her appearances for it.

Minor Abilities:

  • Improved Initiative (6 CP): +4 to Initiative, +8 Total.
  • Teamwork / Mana Powered Luck, Specialized and Corrupted/only for assisting someone else who is making the primary roll (2 CP).
  • Privilege: Gets the “X-Man” equipment package for free (3 CP).

Standard X-Man Equipment Package (13,000 GP):

  • Kevlar Reinforced Costume (“Leather Armor”, but 40 GP and only 5 pounds), Masterwork (+150 GP), +1 (+1000 GP), Amulet of Tears (2300 GP. This can provide up to +36 HP per day. Armor Crystal: a Lesser Iron Ward Diamond (2000 GP). This isn’t a big deal, but every little bit helps.
  • Advanced First Aid Kit / Healing Belt (750 GP).
  • “Pocket Secretary”/Hero Team Comlink: Satellite Smartphone with HUD and hands-free links (250 GP), Smartsearch (As per a Tome of Worldly Memory, 1500 GP), Intelligent (500 GP), Int, Wis, Chr all 10 (0 GP), 30′ senses, uses Message at will (1000 GP). Note that, since smartphones can talk anyway, there is no need to buy speech for it.
  • Reactive Contact Lenses / Raptors Mask (3500 GP).+5 to Spot (Perception), Immunity to being Blinded or Dazzled.
  • Utility Pouch: Keys, LED minilight, multitool, chalk, nylon ties, etc. All the little junk that pops up once in a blue moon (10 GP).

The Mutants & Masterminds version gives her “Move-By Action” and “Power Attack” (the equivalent of Eclipse’s Split Movement and Expertise (for BAB & Damage) abilities) – but I’ve already upgraded both her attack bonus, damage, and array of effects, negating the need for Power Attack and – in her case – dropping a bomb while moving seems to be more of a special effect than anything else. Secondarily, it gives her “Set-Up”. In Eclipse terms that’s Multiple Blessing, Specialized and Corrupted/only to transfer the benefits of a combat-related use of an interaction skill. For example, you could Feint, or Intimidate a target and up to (Cha Mod +1) of your friends could take advantage of it. That would cost four points – but given that she doesn’t yet really have the skills to make it effective, I’m leaving that for a later level. It’s hard to practice tricks that require abilities that you do not yet have.

Point Costs

  • Four Color Package: 24 CP
  • Explosives Mastery: 24 CP
  • Innate Enchantment: 6 CP
  • Skill Boosters: 15 CP
  • Purchased Skills: 2 CP
  • Base Attack Bonus: 4 CP
  • Hit Dice: 0 CP
  • Saving Throws: 12 CP
  • Minor Abilities: 11 CP

Net Total Cost: 98 CP.

Available Character Points: 72 (Level Two Base) +10 (Disadvantages: History, Compulsive (Kleptomania), and Healing Resistant) +12 (Human and L1 Feats) +4 (Duties. Skids is a bit of a reluctant hero, but does it anyway) = 98 CP

The original Boomer would probably qualify for a 6 CP worth of Unique Training for knocking around the universe with the Beyonder for a while – but that doesn’t really work with a starting build. That sort of thing is supposed to happen in play.

Remaining Details:

  • Minor Four Color Abilities: Stabilize (automatically stabilizes if below zero hit points), gets a +3 Competence Bonus on Expertise (Street Kid), and can use her powers to produce flickering lights without causing an explosion (Dancing Lights).
  • Equipment: The trouble here is that Boom-Boom was usually portrayed as an airhead – intelligent enough, but not inclined to think unless pushed into it – and was mostly useful as a diversion. She never really got sensible with equipment (to be fair, most heroes don’t) and rarely carried much of anything. Used as a basis for a player character, I’d expect her to have a bunch of well-chosen military gear designed to let her play a role as a tactical support – firing “missiles”, lobbing “mortar shells”, and generally being the heavy weapons support girl – but that’s best left up to the individual player.

Eclipsing Rusty, a Starting Superhero

Having done Skids, it’s kind of mandatory to do Russell Collins – “Rusty” next. Unfortunately, Rusty was sort of pathetic – and incredibly unlucky. In a world full of serious super-villains, evil alien empires, and true demons, Rusty got chosen as the subject of a major manhunt that included assigning Freedom Force (at that time the USA’s major government metahuman force) to capture him. After all, when you’ve got Sabertooth, Carnage, Selene, Apocalypse, Venom, Mordo, and Ultron on the loose (even without considering entities like Thanos, Mephisto, Surtur, the Dread Dormammu, and Galactus) then your top priority target is OBVIOUSLY going to be a sixteen year old naval recruit (actually, even with parental consent you have to be seventeen to join the navy, although there was a special exemption allowing sixteen year olds with parental consent back in 1942) who accidentally set fire to someone. Admittedly, that’s a bad thing – but even if you think he did it on purpose it hardly seems like a reason for making him a major government target. Even if they were going with the “Muties BAD!” routine and had “make an example” pretty high on their list picking an unknown would be an odd choice.

Anyway, Rusty was immune to fire and could burst into flames – although he had poor control of that ability at first. Later on he learned to project, control, and shape his flames, as well as being able to make them burn underwater and to incinerate incoming projectiles. He never developed much range though. Still, while he showed a variety of useful tricks on one or another occasion, for the most part he could have been replaced by any random schlub with an asbestos suit and a flamethrower without anyone noticing. He got tossed from second-string team to second-string team repeatedly and was eventually casually killed off by Holocaust. Fortunately, his only known family didn’t like him (if they didn’t simply consider him a “mutie terrorist”), he had no social life, and even Skids (his companion in being untouchable / sort-of-girlfriend) seemed to get over his death pretty quickly after she dealt with the immediate shock.

Basically, as metahumans go… Rusty was a loser all around. There’s a Mutants & Masterminds build for him over HERE. This one will probably have a few upgrades in the interests of making him playable.

Russell Collins (A.K.A. “Firefist”, but it didn’t stick)

Not quite second level self-immolator

Four Color Package (24 CP):

  • This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a Minor Benefit (see below).

Pathfinder Package Deal (Free).

Pathfinder Human (Free)

Basic Attributes: Str 14, Int 10, Wis 13, Con 14 (+2 Human = 16), Dex 16, Cha 12 (Pathfinder 25 Point Buy)

Mutant Powers:

  • Flame Aura: Presence, Corrupted for Increased Effect / as per Shocking Grasp, but Flame and +1 die per two dice or part thereof (up to the limit of 8d6 at level five). Any enemy, and the occasional friend, who gets too close to Rusty when his powers are active (and occasionally even when they are not, over which he has very little control) gets blasted with flame (6 CP).
    • Metamagical Theorems: Amplify, Elemental Manipulation, Extension, and Sculpting with Streamline II (-1 level off each Theorem), Specialized and Corrupted / only for his Flame Aura, no more than two theorems may be applied at a time (6 CP).
  • Energy Infusion (Fire), (6 CP). Rusty’s immune to Fire, but does seem to get quite a shock from being doused.
  • Innate Enchantment: (6 CP).
    • Force Shield I (1400 GP): Rusty is a bit tougher than a normal human would be. +4 Shield Bonus to Armor Class. (Mage Armor might be more appropriate, but this works better).
    • Inspiring Word (1400 GP): Rusty still has some youthful optimism. +1 to Saves, Attacks, Checks, and Weapon Damage.
    • Resist Cold (1400 GP): Rusty has Resistance-20 to Cold. Of course, serious cold attacks will hit his vulnerability and hurt anyway, but he can use his own fire to automatically resist minor stuff.
    • Skill Mastery (Fiery Aura Intimidation): +3 Competence Bonus to Intimidation (700 GP).

Skills:

  • Skill Boosters: Upgrade Human Fast Learner to +2 SP/Level (3 CP), Fast Learner Specialized in Skills for Double Effect, Corrupted / only for levels 1-10 (4 CP).
  • Available Skill Points: 20 (Fast Learner)
  • Purchased Skills (All gain +1, Morale): Acrobatics 1 (+3 Dex = +5), Athletics 1 (+2 Str = +4), Expertise (Sailor) 1 (+0 Int = +1), Expertise (Survival) 1 (+1 Wis = +3), Insight 2 (+1 Wis = +5), Intimidation 1 (+3 Com = +5), Martial Art (Dex-Based Generic Hero) +4 (+3 Dex = +8), Perception 3 (+1 Wis = +5), Persuasion 2 (+1 Cha = +4), Stealth 1 (+3 Dex = +5), Vehicles 1 (+3 Dex = +5) = 18 Skill Points.
  • Skill Specialties: +3 to Expertise (Sailor) (US Navy) and Survival (At Sea) (2 SP Total).
    • Generic Hero Style Techniques: Strike, +2 to Attacks.

Basics:

  • BAB: +3, Corrupted/does not contribute to iterative attacks (12 CP).
  • Hit Dice: 8 (L1d8, 4 CP) +5 (L2d8, 4 CP) +6 (Con Mod x 2) = 19 HP (Mutants & Masterminds Toughness +5).
  • Saving Throws:
    • Fortitude +1 (3 CP) +1 (Morale) +3 Con = +5
    • Reflex +0 (0 CP) +1 (Morale) +3 Dex = +4
    • Will +1 (3 CP) +1 (Morale) +1 Was = +3
  • Proficiencies: Small Arms (6 CP). This is purely speculative, since ordinary sailors only get a few hours worth of “firearms training” in boot camp (mostly devoted to safety rules) and you’re never expected to need a gun on board a ship (ships fight at over-the-horizon ranges with missiles and such these days) – but oh well. He’s got a (flimsy) military background, so it will be assumed that he knows how to use a gun.
  • Armor Class: 10 (Base) +3 (Dex) +4 (Shield) +2 (Armor) = 19
  • Attack: Unarmed: +8 (+3 BAB +2 Str +2 M. Art +1 Morale), for 1d4+3 (Str and Morale), may add Flame Aura (3d6 Base) if desired. Optionally, he may make a flame aura only touch attack. (Mutants & Masterminds Damage +2 or +7, +5 for flame aura only). Note that Rusty can add two levels of Metamagic to his Flame Aura – boosting it’s power, altering its properties, shaping it, or giving it a 30-foot range. (If he learns to use Innate Magic/Spell Enhancement to use his Mana to enhance those effects even further he would actually be fairly effective. He never got the chance to learn that though).
    • His flame aura can be used to simply blast everyone who comes within ten feet of him; this requires no roll to hit.

Minor Abilities:

  • None.

Point Costs:

  • Four-Color Package: 24 CP
  • Mutant Powers: 24 CP
  • Skill Boosters: 7 CP
  • Base Attack Bonus: 12 CP
  • Hit Dice: 8 CP
  • Saves: 6 CP
  • Proficiencies: 6 CP

Total Point Costs: 87 CP

Available Character Points: 72 (Level Two Base) +10 (Disadvantages: History, Hunted, and Unluck) +12 (Human and Level One Feats) = 94 CP.

That leaves Rusty with seven extra character points. Given that he’s only level two to start with, that’s really rather sad; to the best of my knowledge, and what the Wiki’s can tell me… he never got enough development to get all the way from “kid with uncontrolled abilities” to “starting d20 superhero”. If you want to bump him up a bit, add Additional Form of Natural Magic / Spell Enhancement, Specialized and Corrupted / only to boost his Flame Aura (2 CP). That will let him use the superheroic supply of mana to boost his damage and/or add another +1 (if boosting his damage) or +2 levels worth of his metamagic to his Flame Aura – allowing him to add quite a few tricks, get a decent range and damage, or otherwise manipulate things. After that? Spend the other five points getting him mana-powered access to the Updraft (Spell Compendium) spell; that will let him get out of reach of the ground-bound melee types and certainly seems thematically appropriate.

Remaining Details:

  • Minor Four-Color Ability: Rusty never really showed enough personality or development to justify any minor abilities – so I’m going to leave this for further development. If you just wanted to make him playable, picking Immortal Vigor for +(12 + 2 x Con Mod HP) will help.
  • Equipment (1000 GP). Rusty is basically a somewhat-thoughtless teenager. As such he likely has a motorcycle (Yamaha YZ250F, 250 GP), a tough costume (as per classic leather armor, 10 GP), a smartphone (5 GP), a +1 mastercraft pocket tool (8 GP), a tactical flashlight (4 GP), a wallet (1 GP), a +1 mastercraft first aid kit (6 GP), and other minor items. He might have a (Desert Eagle and Ammo, 50 GP) pistol – if only because his mutant powers have a maximum range of around thirty feet – but I can’t recall him ever using one. That leaves him a little over 700 GP in cash – if it wasn’t for his being dead, enough to cruise around for several months. Go ahead, bring him back and team him up with Feral to play Bonnie and Clyde.

Rusty doesn’t rely on a steady supply of Mana to do his thing – and so would function perfectly well in a standard d20 fantasy or modern game. While he’d still be a one-trick pony, it would be a much more formidable trick there. He’d be GREAT at intimidating thugs, holding off a swarm of orcs, or burning his way through a dungeon. But as superheroes go… he doesn’t have the raw power or the range to stand back and blast, he isn’t tough or evasive enough to get into the melee (real armor would help some, but probably not enough), he isn’t a sneak, scout, commander, mystic, gadgeteer, detective, or sage and can’t even be the communicator, guy with resources, chauffeur, speedster, or funny one. He’s not even a decent elementalist since his bag of tricks is pretty empty. It’s really no wonder that he got bounced from team to team, and was eventually killed off; he simply didn’t have any role on a serious heroic, mercenary, or villainous team beyond “loser” – and eventually he lost.

Eclipsing Skids / Sally Blevins (Starting Hero)

Skids force field apparently makes her pretty much invulnerable. According to her old FASERIP stats (from the Uncanny X-Men Box Set) she was capable of ignoring every other character in the book (including Gladiator) until she either died of thirst, starvation or old age, or somebody like Death. Eternity, or Galactus arrived to extract her. It may even have protected her against M-Day.

On the other hand, everyone outside her shield enjoyed the same protection from her and from anyone she was protecting. Basically… Skids could get in the way, hit people (as a normal young woman) if she briefly dropped her shield, and acted as a portable bunker. Her secondary effects were being really difficult to grab (the field was frictionless) and the ability to skate around on it, giving her the amazing power of… roller skates.

In theory she might have been vulnerable to gases “leaking” through her field, but I can’t really recall that being tested. It might have been able to filter out harmful contaminants in the same way that it let light and sound (and cell phone signals) through up until the point where they would have been harmful, and then blocked them – and if it couldn’t at first, I’d bet that she could easily get it to do so.

She later developed the ability to project her force field around other people and still later developed the ability to wrap it around an area to contain whatever was there while keeping it separate from her – but that rapidly exhausted her.

Personally, Skids was basically a sidekick to Rusty and shared the standard “alienated from society and with no social skills or ties” background of most of the new X- characters of the time: Skids powers manifested to save her from her abusive father, who then killed her mother because he couldn’t harm Skids any longer. She then ran away to the Morlocks who ALSO rejected her because she was too good-looking – and no outside friends or relatives were ever mentioned as far as I know.

Of course, she was competing with Russell Collins (parents deceased, custodial uncle dumping him, another uncle who pretty much never appeared, no friends or other relatives), Shatterstar (a super-soldier from another dimension – apparently with no friends, relatives, coherent backstory, or interest in sex or social situations even there), Feral (most notable for killing off her “friends” and relatives), and Warpath (his entire tribe wiped out) for the “most alienated” crown. It’s almost as if some mysterious authorial force didn’t want to have to deal with characters with actual backgrounds or something.

Anyway, the Mutants & Masterminds build is over HERE, but she’s not going to function much like that; Skids is effectively invulnerable, not “slightly tougher”. Secondarily, I’m going to give her a lot more skills (emphasizing the fact that she was a reasonably successful thief) and some gear to go with them so that she has some role on a team outside of “somebody’s girlfriend”. “the resident pinata”, and “medical bunker”. After all, as written… she’s pretty boring much of the time;

Skids (Sally Blevins)

Level Two Valley Girl Barrier Warrior, Sneak-thief, and Team Cheerleader.

Four Color Package (24 CP):

  • This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a Minor Benefit (see below).

Pathfinder Package Deal (Free).

Pathfinder Human (Free)

Basic Attributes: Str 10, Int 14, Wis 12, Con 14, Dex 16 (+2 Human = 18), Cha 12 (Pathfinder 25 Point Buy).

Mutant Powers:

Skids power is pretty much defined by her childhood abuse. As long as she is playing a role, and so isn’t really HERSELF, no one can harm her.

And she never really stops.

  • Outside Reality:
    • Mana-Powered Mystic Artist for Deception (Acting) (6 CP), The Art of the Occult: The Hidden Way and Spellweaver (both Specialized, only as a prerequisite, 6 CP), Sphere of Mastery (reality bubble, 6 CP), Immunity/ever having to drop her act to do something else (Very Common, Minor, Major, Specialized/must make a DC 15 Will Save to stop even momentarily, 6 CP).
    • Mana-Powered Luck, Specialized for Reduced Cost and Corrupted for Increased Effect / only to “Take 30″ on Escape (bonds, grabs, etc) checks (3 CP).
    • Blessing with Multiple, Specialized for Reduced Cost and Corrupted for Increased Effect / Only for use with her “Outside Reality abilities”, only to bring things into her “bubble” or to put other creatures and things into their own bubbles, it is rapidly exhausting to put other creatures and things into their own bubbles and requires a ranged attack check (3 CP).

Skids essentially occupies a private little pocket dimension of her very own. As such, if an attack does not include the ability to affect other dimensions, she – and anyone she drops the effect long enough to pull in with her – is invulnerable to it. On the other hand, she can be seen and heard – but cannot attack anyone else without using that same modifier or dropping her defenses.

  • Innate Enchantment: All effects Level 1/2 or 1, Caster Level one, Unlimited-Use Use=-Activated (x2000 GP) x. 7 (Personal-Only) where applicable, (7 CP)
    • Expeditious Retreat: +30′ Ground Movement (“Skating”) (1400 GP).
    • Practiced Thief (Skill Mastery (Group) 1): +3 Competence Bonus to Deception, Sleight of Hand, and Stealth (1400 GP)
    • Inspiring Word: +1 Morale Bonus to Saves, Attacks, Checks, and Damage (1400 GP)
    • Handy Haversack (2000 GP): There’s very little justification for this outside of extrapolating that her Dimensional Bubble effect includes a bit of spacefolding for storage space – but why not?

Skills:

  • Skill Boosters: Human Fast Learner to +2 SP/Level (3 CP), Fast Learner Specialized in Skills for +2 SP / Level (6 CP), Adept x2 (Acrobatics, Deception, Investigation, Martial Art (Capoeira), Perception, Persuasion, Sleight Of Hand, and Stealth, 12 CP)
  • Available Skill Points: 10 (Int Mod x 5) +20 (Fast Learner) +2 (Purchased, 2 CP) = 30
  • Purchased Skills (all +1 Morale):
    • Acrobatics 5* (+4 Dex = +10)
    • Deception 5* (+1 Cha +3 Comp = +10)
    • Expertise (Science) 2 (+2 Int = +5)
    • Insight 1 (+1 Wis = +3)
    • Investigation 5* (+4 Int = +10)
    • Martial Art (Capoeira) +5* (Dex +4 +3 Comp = +13)
    • Perception 5* (+1 Wis = +7)
    • Persuasion 5* (+1 Cha = +7)
    • Sleight Of Hand 5* (+4 Dex +3 Comp = +12
    • Stealth 5* (+4 Dex +3 Comp = +13)
    • Technology 3 (+2 Int = +6)
    • Treatment 2 (+2 Int = +5)

Net total: 28 SP.

  • +3 Skill Specialties: Deception (Acting) (1 SP), Sleight Of Hand (Stealing) (1 SP), Expertise (Sciences) (Biological Sciences) (1 SP), and Technology (Security Systems) (1 SP).
  • Mystic Artist Abilities: Fascinate (Being Outrageous, Will DC 13), Hold Audience (Deadpan Snarking, Will DC 14), Suggestion (Taunting, Will DC 16), Emotion (Will never shut up, Will DC 13 when applicable) and Competence (Cheerleading, Will DC 14 if somehow applicable),
  • Capoeira Techniques (6): Strike, Attack 4, and Crippling (May opt to do 1d4 Con damage rather than hit point damage on a critical hit; this is how she took out Boom-Boom once).

Basics:

  • BAB: +1, Corrupted/does not contribute to iterative attacks (4 CP).
  • Hit Dice: 8 (L1d8, 4 CP) +3 (L2d4, 0 CP) +12 (Immortal Vigor) +8 (Con Mod x 4) = 31 HP (Mutants & Masterminds Toughness +7).
  • Saving Throws:
    • Fortitude +0 (0 CP) +1 (Morale) +2 (Con) = +3
    • Reflex +0 (0 CP) +1 (Morale) +4 (Dex) = +5
    • Will +2 (6 CP) +1 (Morale) +1 (Wis) = +4
  • Proficiencies: None.
  • Armor Class: 10 (Base) +4 (Dex) +2 (Armor) = 16
  • Attack: Punch or Kick with Stunweb: +7 (+1 BAB +4 M. Ar +1 Weapon +1 Morale) Damage 1d4 +1 +4d6 Electrical +DC 18 Fort Save or Stunned for 1d4 rounds). Crit 20/x2 on the d4 OR may choose to do 1d4 Con damage. (Mutants & Masterminds: +8 Damage plus Save or Stunned with Improved Critical).

Minor Abilities:

  • Opportunist: May take an attack for any target within normal movement range once per round (6 CP).

Point Costs:

  • Four-Color Package: 24 CP
  • Outside Reality: 30 CP
  • Innate Enchantment: 7 CP
  • Skill Boosters: 21 CP
  • Purchased Skill Points: 2 CP
  • Base Attack Bonus: 4 CP
  • Hit Dice: 4 CP
  • Saving Throws: 6 CP

Net Cost: 98 CP

Available Character Points: 72 (Level Two Base) +10 (Disadvantages: History, Compulsive (Kleptomania), and Healing Resistant) +12 (Human and L1 Feats) +4 (Duties. Skids is a bit of a reluctant hero, but does it anyway) = 98 CP

Remaining Details:

  • Minor Four Color Ability: Immortal Vigor I (+12 + 2 x Con Mod) HP.
  • Equipment: As a level two character, Skids is entitled to 1000 GP worth of adventuring gear.
    • Primary Transport: Motorcycle (Yamaha YZ250F, 250 GP)
    • Primary Weaponry: Stunweb: “Brass Knuckles” (+1 “Unarmed” damage, DC 5), Compact (1 Size Smaller, +2 DC) Electrified (+4d6 Electricity, +2 DC), Heavy Stun (DC 18 Fort Save or stunned for 1d4 rounds, +6 DC), Masterwork (+1 to Hit, +3 DC) (Net Purchase DC 18, 60 GP).
    • Other Equipment:
      • Binoculars (3 GP)
      • Bolt Cutter (2 GP),
      • Climbing Gear (8 GP)
      • Clothing: Business Outfit (10 GP), 3x Casual Outfits (10 GP),
      • Demolitions Kit (14 GP) with twelve blocks of C4 (30 GP), two rolls of Det Cord (8 GP), and 10 Radio-Controlled Detonators (60 GP)
      • Fire Extinguisher (4 GP)
      • Forgery Kit (10 GP)
      • Lockpick Set (5 GP).
      • Mastercraft +3 Multipurpose Tool (Kit) (60 GP, net +1 on skills that need tools).
      • Medical Kit (DC 15) Miniature (+5 DC) (100 GP): +2 to Treatment.
      • Night Vision Goggles (45 GP)
      • Notebook Computer (50 GP).
      • Portable Stove (5 GP)
      • Search-And-Rescue Kit (DC 12) Miniature (+5 DC, 45 GP): Ration pack, compass, waterproof matches, “space” blanket, a standard flashlight, 50 feet of nylon rope, two smoke grenades, and one signal flare
      • Smartphone (5 GP). With GPS app.
      • Steel Handcuffs (six sets, 16 GP)
      • Tactical flashlight (4 GP)
      • Three Tear Gas Grenades (30 GP)
      • Tough Costume (as per classic leather armor, 10 GP).

This comes to some 640 GP, leaving her 360 GP ($7200) for other purposes.

Skids big decision in combat is when to drop her shield for a moment and try to slug someone versus just cheering her allies on a bit and pulling the wounded to safety – but this version does have a few other options and a reasonable number of out-of-combat skills to use. I still have my doubts – absolute invulnerability with a single gaping Achilles heel doesn’t tend to make for exciting scenes – but at least now she has the skills and the damage-dealing capacity to be playable.