I’ll be some of you thought I forgot all about Make Mine a Hero didn’t you? Well you were wrong! For those of you who aren’t familiar with it yet here’s the deal, based on your suggestions once a month I’m going to sit down and make a hero using Mutants and Masterminds 3rd Edition. Our new monthly feature kicks off with an original character called The Boy Imagineer, and I hope you’ll pardon me if I take a minute to explain my process concerning the creation of this character. There are so many tech heroes out there that it really wasn’t hard to come up with some inspiration for gadgets, but I came up with a weird blend of personalities based on the way the character was described to me.

I went with a blend of Superboy from Young Justice, Rusty the boy Robot, Shazam/Captain Marvel, and a dash of Inspector Gadget. With that in mind, I didn’t invest too many points into his abilities. Since he’s supposed to be a normalish ten year old boy from the 1950’s I bumped up some of his physical stats a bit to represent a youth spent doing farm chores, and I increased his intelligence largely to represent his ability to whip up inventions.

When it came to skills I wanted to keep things simple. He has a few social skills, but he’s not amazing at them. After all how convincingly can a ten year old lie? I gave him an expertise in pop culture and history because he’s been alive long enough to have a first hand account of almost a century worth of events, and he’s a kid so I imagine he’s up on what kids are into.

The fact that the character’s inventions become increasingly unreliable and the chance that they’ll misfire with each successive use meant I could hand over some crazy inventions. He’s got rocket shoes, a backpack that essentially functions as a storage device for all of his stuff, a blaster that is more powerful than a tank, gloves that give him super strength for lifting, a universal translator, a force field generator he made out of a pin wheel, and a communicator that can reach pretty much anyone, anywhere. You’ll notice all of his devices feature a ton of flaws including: Fades, Quirk, and Removable, or Easily Removable. Those flaws served to reduce the cost dramatically, they also mean his inventions are going to become increasingly less effective, have hiccups during use, and they can all be snatched off of him by bad guys.

As he’s leveled up I could see the Boy Imagineer getting more inventions, or just increasing the effectiveness of the ones that he already has. I had a ton of fun making him and I hope you guys will enjoy him too.

The Boy Imagineer
PL 10

“If he can think it, he can build it.”

Abilities
Strength 0
Stamina 1
Dexterity 2
Agility 2
Fighting 0
Awareness 0
Intelligence 7
Presence 0

Skills
Athletics 4 (+4)
Deception 1 (+1)
Close Combat (Unarmed) 2 (+2)
Expertise (History) 3 (+10)
Expertise (Pop-Culture) 3 (+10)
Perception 4 (+4)
Persuasion 4 (+4)
Ranged Combat (Pop Gun) 6 (+8)
Stealth 2(+4)
Technology 3 (+10)

Powers
Immunity 1 (Aging) 1 point
Backpack: (Fades, Quirk, Removable) (Feature 1: Bigger on the Inside Extra Limbs 6 Continuous, Sustained, Dynamic Array) 6 points
Communicator: (Fades, Quirk, Removable) (Communication 5 [Effectively Anywhere] Area, Dimensional, Selective, Subtle) 17 points
Rocket Shoes: (Fades, Quirk, Removable) (Flight 7 continuous) 10 points
Force Field Generating Pin Wheel: (Fades, Quirk, Easily Removable) (Force Field 10 Impervious, sustained) 0 points
Pop Gun: (Fades, Quirk, Easily Removable)(Blast 10) 7 points
Super Gloves: (Fades, Quirk, Removable) (Power-Lifting 10 Enhanced Strength, Limited to Lifting) (25 tons)
Translator-O-Matic: (Fades, Quirk, Easily Removable): Communication 10 (Animals, Languages, Machines, Plants, Spirits) 7 points
X-Ray Specs: Senses 1 (Fades, Quirk, Removable) (Vision Penetrates Concealment) 2 points

Advantages
Beginner’s Luck, Improved Initiative 1, Improvised Tools, Inventor, Move-by Action, Taunt

Equipment
12 9-volt batteries
Hammer (Damage 2, bludgeoning)
Multi-Tool

Combat
Initiative + 6
Close Combat (Hammer) +0 vs Parry Toughness DC 12
Close Combat (Unarmed) +2 vs Parry Toughness DC 10
Ranged Combat (Pop Gun) +8 vs Dodge Toughness DC 20

Defenses
Dodge 6, Fortitude 5, Toughness 11*/1, Parry 2, Will 7
*With force field

Complications
Motivation: Larry is motivated by an earnest desire to do good in the world and make it a better place.
Forever Young: Even after living for more than half a century Larry exhibits no sign of aging physically or mentally beyond the age of ten. Luckily his mental status helps lessen the effects of his condition, however he is constantly faced with the reality that everyone, and everything around him ages while he does not.
Weakness (Confidence): If Larry’s confidence is broken all of his inventions fall apart.

Biography

Although Larry Upton is physically 66 years old, has the appearance and mental state of a 10 year old boy. Grew up in the 1950s, and in 1959 was struck by lightning while hammering at a meteorite he found in a field. After that, anything he wanted to build technologically he can make in a few minutes from whatever materials are around him.
The devices look like 1950s B movie (or Gilligan’s Island) props, but all function as intended… the first time they are used. Succeeding uses are either less effective or give humorous results. The device will also fall apart if Larry’s confidence is broken.
No super strength, or super speed – just the power of a boy’s imagination, confidence, and a pocket full of 9 volts.

At the moment there’s only one other hero in the line, suggested by my friend Paul, and that’d be Speedball/Penance from the Marvel universe. If you want to suggest a hero of your own post a comment, shoot me an email, look us up on facebook and post a message. Check back next month to see who comes out on top.

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