The second wave of New Mutants were more powerful than the first, except for Aqualad (I mean Cypher). As more and more adventures became dimension-hopping misadventures (turning the exceptionally interesting/deep Magik into a time-travel cliche) soaked in madcap muppet-like madness (turning Warlock from a thought-provoking sf concept into Fozie the Bear), they became hard to take seriously. I'm not even going to bother with the subsequent members of the team.
Many heroes are more powerful than this batch of New Mutants, but in game terms they aren't easily playable.
Magma Weight: 120 lbs., Basic hits: 3 1. Heightened Endurance: +10 2. Chemical Power: her body turns to magma, defends as the better of flame/chemical power, attacks as the better of flame/disentigration ray, 2d8 damage, PR = 8 per attack (with disintegration effects). With her chemical power active, she can tunnel through substances at speeds similar to vibratory powers, PR = 2 per turn. 4. Mutant Power: can create earthquakes, radius = Strength x 10" (PR = 10 per turn) or Strength x 100" (PR = 20 per turn). Everyone on the ground must exercise special care or save vs. Agility (d20) to avoid suffering 1-6 points of damage (similar to the consequences of darkness control). GM/player's discretion: some areas also randomly effected as if hit by a small grenade: attacks at fourth level, +2 to hit, 1d10 damage).
Though introduced as a plot device, Magma has her earthquakes under control by the time she officially joins the New Mutants.
Magik Weight: 120 lbs, 3 Basic Hits 1. Dimension Travel Type 1: PR = 4 to travel to limbo. After she is there, she can spend one action to return anywhere on earth. Doing this, however, operates as Dimension Travel Type 2: time travel. As a result, she may not return to earth exactly when she likes. 2. Astral Projection 3. Willpower B: automatically resistant to telepathy, mind/emotion control 4. Special Weapon: With once action she can summon her Soul Sword: +4 to hit, HTH +1d8 damage, automatically penetrates mystical defenses and can disspell magical/psionic influences. 5. Armor B: Magik cannot voluntarily summon her mystical Eldritch amror. Beginning at 2nd level, whenever Magik is physically hit but still conscious, there is an 80% chance per hit point lost that 10 points of the armor will mystically materialize. Later, 30 points automatically appear when she draws her Soulsword. Maximum ADR = 80. 6. Low Self-Control: see notes under dimension travel and armor.
Cypher Weight: 150 lbs., 3 Basic Hits 1. Psionics: By spending one action to listen/read a foreign language can become fluent if he saves vs. Intelligence (d20 for conversational human languages, d100 for extraterrestrial languages), PR = 2 per attempt. This same power allows him to decipher computer codes (d20 for logical systems) or the meaning behind cultural symbols (d100 for highly subjective codes), PR = 2 per attempt.
Cypher is very intelligent, but he does not have heightened intelligence as a separate power.
In retrospect, Warlock could be considered Cypher's animated servant.
Warlock Estimated weight: 240 lbs. (or higher), Basic Hits 5 (or higher) 1. Robotic Body (mechanoid life form): 40% human appearance, +20 Strength 2. Transformation/Shapeshifter: functional mechanical objects/vehicles at least as large as a helicopter. Through training he also learns to create a persona that looks 100% human 3. Stretching Powers 4. Adaption 5. Death Touch 6. Special Requirement: With little understanding of cultural norms (such as the difference between life and death), Warlock requires constant supervision.
In time, Warlock and Cypher merge into a composite being called Douglock, jumping more sharks than Fonzie.
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