Lynch Mob
MUTANTS Who Use Blasters

NAME : varies IDENTITY : Not Secret OPERATIONS : mobile (USA) POWER LEVEL : 8 PLAYER :
non-player character
A Blaster-weilding Mutant

STRENGTH 5 STAMINA 5 AGILITY 5 DEXTERITY 1 FIGHTING 5 INTELLECT 0 AWARENESS 0 PRESENCE 1
Abilities Cost: 44
 
Lifting STR 5 1600 lbs. Flight SPD 5 60 mph Impervious ignores up to 4 Critical Immunity (head)

* - without
Defensive Roll

DODGE (AGL) 7 (DC 17) PARRY (FGT) 7 (DC 17) FORTITUDE(STA) 5 TOUGHNESS(STA) 8/7* WILL (AWE) 0
Defense Cost: 0
Offense:

Unarmed
+7 Close, Damage 5 Blaster +9 Ranged, Damage 7, multiattack

INITIATIVE +5

Daze (Intimidation)

Defensive Roll

Language (Street)
Advantages Cost: 2 Notes:

Acrobatics 8 5 3 Athletics 8 5 3 Unarmed Combat 7 5 2 Deception 5 1 4 Expertise
Streetwise 5 0 5 Insight 0 0 -- Intimidation 5 1 4 Investigation -- 0 --

Perception 0 0 -- Persuasion 1 1 -- Ranged Combat
Blaster 7 1/6 -- Sleight of Hand -- 1 -- Stealth 5 5 -- Technology 1 0 1 Treatment -- 0 -- Vehicles 5 1 4
Skills Cost: 13

Toughened Skin: Protection 2, Impervious Toughness 7 9 Training: Enhanced Traits 6 (+2 Dodge & Parry, +2 Ranged Combat, 6 Defensive Roll)
Powers Cost: 15

Helmet: Immunity 2 (Critical Hits, Unreliable, roll), Senses 2 4 (Low-Light Vision, Radio), Enhanced Trait 2 (+4 Ranged Combat), Removable Blaster: Ranged Damage 7, Accurate, Multiattack, Easily Removable 14 Rocket Pack: Flight 5, Removable 8
Devices Cost: 26 Total Cost: 100 Base Points: 128 ExP Spent: -28 Experience Points Total: 1 Total Points: 100
Complications for All:
Loyalty - These Mutants are loyal to ExMan and, by association, the Lynch Mob.
Rivalry - The Mutants who remained loyal to ExMan don't get on well with The Mutants who follow White Dwarf.
Arrest Warrant - The Mutants are wanted by local law enforcement agencies.


MUTANTS Who Are Super Strong

NAME : varies IDENTITY : Not Secret OPERATIONS : mobile (USA) POWER LEVEL : 8 PLAYER :
non-player character
A Brick Mutant

STRENGTH 9 STAMINA 9 AGILITY 5 DEXTERITY 1 FIGHTING 5 INTELLECT 0 AWARENESS 0 PRESENCE 1
Abilities Cost: 44
 
Lifting STR 9 12 tons Leaping LVL 5 250 ft Impervious ignores up to 4 Critical Immunity (head)

* - without
Defensive Roll

DODGE (AGL) 5 (DC 15) PARRY (FGT) 5 (DC 15) FORTITUDE(STA) 9 TOUGHNESS(STA) 11 WILL (AWE) 0
Defense Cost: 0
Offense:

Unarmed
+7 Close, Damage 9 Energy Knuckles +5 Close, Damage 11

INITIATIVE +5

Daze (Intimidation)

Language (Street)
Advantages Cost: 2 Notes:

Acrobatics 8 5 3 Athletics 12 9 3 Unarmed Combat 7 5 2 Deception 5 1 4 Expertise
Streetwise 5 0 5 Insight 0 0 -- Intimidation 5 1 4 Investigation -- 0 --

Perception 0 0 -- Persuasion 1 1 -- Ranged Combat 1 1 -- Sleight of Hand -- 1 -- Stealth 5 5 -- Technology 1 0 1 Treatment -- 0 -- Vehicles 5 1 4
Skills Cost: 13

Toughened Skin: Protection 2, Impervious Toughness 7 9 Super Human Strength: Enhanced STA 4, STR 4, Leaping 5 21
Powers Cost: 30

Helmet: Immunity 2 (Critical Hits, Unreliable, roll), Senses 2 2 (Low-Light Vision, Radio), Removable Energy Knuckles: STR-based Damage 2, Penetrating 9, Removable 9
Devices Cost: 11 Total Cost: 100

MUTANTS Who Are Cold

NAME : varies IDENTITY : Not Secret OPERATIONS : mobile (USA) POWER LEVEL : 8 PLAYER :
non-player character
The Ice Mutant Cometh

STRENGTH 5 STAMINA 5 AGILITY 5 DEXTERITY 1 FIGHTING 5 INTELLECT 0 AWARENESS 0 PRESENCE 1
Abilities Cost: 44
 
Lifting STR 5 1600 lbs. Skating SPD 4 30 mph Impervious ignores up to 4

* - without
Defensive Roll

DODGE (AGL) 9 (DC 19) PARRY (FGT) 9 (DC 19) FORTITUDE(STA) 5 TOUGHNESS(STA) 7 WILL (AWE) 0
Defense Cost: 0
Offense:

Unarmed
+7 Close, Damage 5 Cold Beam +7 Ranged, Damage 9 Cold Blast -- Ranged, Damage 8, line area

INITIATIVE +5

Daze (Intimidation)

Language (Street)
Advantages Cost: 2 Notes:

Acrobatics 8 5 3 Athletics 8 5 3 Unarmed Combat 7 5 2 Deception 5 1 4 Expertise
Streetwise 5 0 5 Insight 0 0 -- Intimidation 5 1 4 Investigation -- 0 --

Perception 0 0 -- Persuasion 1 1 -- Ranged Combat
Cold Guns 7 1/6 -- Sleight of Hand -- 1 -- Stealth 5 5 -- Technology 1 0 1 Treatment -- 0 -- Vehicles 5 1 4
Skills Cost: 13

Toughened Skin: Protection 2, Impervious Toughness 7 9 Training: Enhanced Traits 9 (+4 Dodge & Parry, +2 Ranged Combat) 9
Powers Cost: 18

Helmet: Immunity 2 (Critical Hits, Unreliable, roll), Senses 2 4 (Low-Light Vision, Radio), Enhanced Trait 2 (+4 Ranged Combat), Removable Rocket Skates: Speed 4, Removable 3 Wrist-mounted Cold Guns Array: Removable 16 AE Cold Beam: Ranged Damage 9 18 AE Cold Blast: Line Area Damage 8 1 AE Ice Bonds: Snare 5, Accurate 2 1
Devices Cost: 23 Total Cost: 100

MUTANTS Who Become Energy

NAME : varies IDENTITY : Not Secret OPERATIONS : mobile (USA) POWER LEVEL : 8 PLAYER :
non-player character
A Mutant Who Becomes Energy

STRENGTH 5 STAMINA 5 AGILITY 5 DEXTERITY 1 FIGHTING 5 INTELLECT 0 AWARENESS 0 PRESENCE 1
Abilities Cost: 44
 
Lifting STR 5 1600 lbs. Teleport LVL 6 1800 ft Impervious ignores up to 4 Critical Immunity (head)

* - without
Defensive Roll

DODGE (AGL) 5 (DC 15) PARRY (FGT) 5 (DC 15) FORTITUDE(STA) 5 TOUGHNESS(STA) 7 WILL (AWE) 0
Defense Cost: 0
Offense:

Unarmed
+7 Close, Damage 5 Phase Touch +9 Close, Damage 7

INITIATIVE +5

Daze (Intimidation)

Language (Street)
Advantages Cost: 2 Notes:

Acrobatics 8 5 3 Athletics 8 5 3 Unarmed Combat 7 5 2 Deception 5 1 4 Expertise
Streetwise 5 0 5 Insight 0 0 -- Intimidation 5 1 4 Investigation -- 0 --

Perception 0 0 -- Persuasion 1 1 -- Ranged Combat 1 1 -- Sleight of Hand -- 1 -- Stealth 5 5 -- Technology 1 0 1 Treatment -- 0 -- Vehicles 5 1 4
Skills Cost: 13

Toughened Skin: Protection 2, Impervious Toughness 7 9
Powers Cost: 9

Helmet: Immunity 2 (Critical Hits, Unreliable, roll), Senses 2 2 (Low-Light Vision, Radio), Removable Energy Belt Array: Removable 30 Blip: Teleport 6 13 Phase Touch alt.: STR-based Damage 2, Accurate 2, Resisted by Fortitude Energy Form: Immunity 10 (Life Support), Insubstantial 3 25 (Energy)
Devices Cost: 32 Total Cost: 100

The Mutants were created and designed by Doug Zeitlin. They are NPCs.

© Copyright 1990, 2024 - Douglas S. Zeitlin

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Last updated on 16 May 2023