Tuesday, June 23, 2009
Meanwhile ... yeah, it's been a while.
Thursday, December 25, 2008
Star Wars Conversions: Seperatist Droids
- notice 4 (+4)
- equipment 4 (20 equipment points)
- immunity 30 (fortitude)
- protection 1
- attack +2 (base attack)
- damage +5 (blaster carbine), +2 (unarmed)
- defense +1
- initiative +0
- toughness 2 (+3)
- fortitude --
- reflex 0 (+2)
- will 0 (+2)
- blaster carbine (damage +5, crit 20, energy, autofire, range increment 50ft, large) 16 EP
- comlink 1 EP
- Limited: no on-board computer; requires a remote processor to operate (Uncommon, Major, 3 points)
- Vulnerable to electricity: double toughness save DC (Common, Major, 4 points)
- Notice 8 (+8)
- Power attack
- Equipment 4 (20 points)
- immunity 30 (fortitude)
- protection 3
- attack +3 (base attack)
- damage +5 (wrist blaster), +3 (unarmed)
- defense +1
- initiative +0
- toughness 2 (+5)
- fortitude --
- reflex 0 (+2)
- will 0 (+2)
- wrist blaster (damage +5, crit 20, energy, autofire, range increment 50ft) 16 EP
- commlink 1EP
- Vulnerable to electricity: double toughness save DC (Common, Major, 4 points)
- notice 12 (+14)
- Improved Initiative 2 (+8)
- Equipment 4 (20 points)
- Immunity 30 (fortitude) [30]
- Growth 4 (Power feat: Innate; Flaw: Permanent) [13]
- Protection 1 [1]
- Force Field 8 (Extra: Impervious) [16]
- attack 6 (+6)
- damage +8 (laser cannons)
- defense 5 (+4) (including -1 due to size)
- initiative +10
- toughness 3 (+4)
- fortitude --
- reflex 3 (+5)
- will 3 (+5)
- 2 laser cannons (with blaster rifle stats + autofire capability):
- damage +8, crit 20, energy, autofire, range increment 80ft, size large)
- EP 16
- comlink; EP 1
- Vulnerable to electricity: double toughness save DC (Common, Major, 4 points)
Friday, December 12, 2008
First M&M game evar!!
- this is my player who just lives to annoy the DM (we all have one; this guy just happens to be entertaining enough to get away with it)
- having just finished watching those old SNL celebrity jeopardy skits (highly recommeded if you have never seen them; hilarious), his character naming inspiration was obvious...
- his character concept was a highly skilled ranged blaster with one annoying power, a few cool gadgets, and more skills and feats than you could poke a stick at
- a skin-tight suit which gives him enhanced Con, Str, and Dex as well as a force-field
- innate concealment from hearing allowing him to make surprise attacks basically at will (the jerk)
- 2 plasma pistols (with disintegration for those pesky obstacles)
- one of his favourite tricks is beating down opponents, then raiding their bodies for anything and everything, then asking me if he can use anything he finds to make jury-rigged explosives of electronic devices *sigh*
- as background, he was actually the fabled game-show host
- based on the martial artist archetype in chapter one, this is your classic no-powers, melee-focused combatant
- my player chose to pack a light pistol too, for when he was too lazy to get close to his foes
- as background, he chose to be a small business owner who runs his own car wash ... points for originality
- this player chose to go with the energy controller archetype from chapter 1, focusing on gravity control
- she took telekinesis and gravity blast as alternate powers, and she somehow talked me into letting her have teleport (based on the theory that her control of gravity could let her form wormholes allowing her to teleport)
- the one of my players who worked to create an original character (Game Breaker) ahead of time told me that character creation was a harrowing experience he will relive in his nightmares (probably a little melodramatic, but an understandable sentiment); in trying (and succeeding) to be customisable, M&M character creation is also not noob-friendly and ends up being a complex and lengthy affair. For this reason I'm glad they included the archetypes in chapter 1. I could tell the others to just pick one, maybe customising it a little, and it did not take long, with some encouragement and guidance.
- I had major difficulty in estimating what my players would be able to handle. There are 0 (zero) guidelines in the core rulebook regarding this. I suppose on one hand, due to the wide range of possible characters, something that might severely challenge or kill one character might be a mere speed-bump in the path of another character. On the other hand, it means that you have to have a few options prepared, and be able to modify things on the fly, fake a few rolls/modifiers, and just generally use description and fluff to awesome things up, if they don't cut it.
- the actual combat system takes a lot of getting used to, having been raised on a diet of D&D and star wars; the attacker makes an attack roll against a fixed defense, then the defender makes a toughness save against a fixed damage? on one hand, it's awesome that both parties get to participate in the process (D&D is very one-sided; if you're the defender, you just get to suck it up and lose hit points without feeling like you're doing anything). on the other hand, it's different and a little maths intensive. I have a feeling that we'll get used to it soon enough, and it'll seem as natural as hit points.
- speaking of toughness saves, the rules on taking damage are also a little odd (the rules for non-lethal damage):
- If you miss by less than 5, you take a -1 on further toughness saves
- If you miss by less than 10, you miss a turn, and take a -1 on further saves (so far so good)
- If you miss by less than 15, you miss a turn, and only get one action per round
- this is where it gets annoying. repeated failures of less than 10 reduce your defenses, meaning that a critical failure will statistically occur more often
- however, when you reach the point where you are missing by between 10-15, you just keep missing turns. There doesn't seem to be any additional penalty re: toughness, and if you're staggered already, you just stay staggered. It means that at this point, you just need a really poor roll to be knocked out ... There's no suspense. It just seems weird
- If you miss by more than 15, you are unconscious (fair enough)
- the sheer number of combat options and powers meant that as a relatively new GM, I spent a lot of time looking up rules for various powers, feats, skills, etc etc; also, when the players wanted to do something I had no immediately obvious rules for, I was a bit at a loss as to what to let them do. I have a feeling this will improve with time and experience. I will get better at saying yes to my players (letting them use hero points, power stunts, extra effort, making up skill DCs and things like that on the spot), but it's really hard at first. Luckily my players were very understanding about this, and had fun anyway, but players like Game Breaker make this quite painful, wanting to use every skill and feat and just making shit up as they went ;)
- I think I needed to make more use to minions coupled with one or two strong enemies, to give the feeling I wanted where they beat through the guards at the door without breaking a sweat, but had to work to defeat the squad leader. This is really my fault, and I'm sure will improve with time.
- The disappointing end to my BBEG was ... well, disappointing. I suppose with time and experience, I will learn what constitutes a good fight for the players. Maybe more minions around, not letting the player sneak up on him, traps, etc might have made a difference... The next fight with this guy will be very different *evil laugh*
Monday, December 1, 2008
Married!!
Friday, November 21, 2008
Books I want
- Mutants and Masterminds: Ultimate Power

Powers are potentially the most confusing part of mutants and masterminds, due to their sheer potential complexity. The amazing number of modifiers that give that incredible customisation that we know and love are one of the ways that people who are indecisive (like me) can become stuck. Also, there are a number of generic modifiers that are clear in themselves, but can be unclear as to their actual implementation with each power.
This book has an entire section devoted to a detailed description about how powers actually work, how they can be modified, and so on. It then goes on to describe power effects (which are the actual-things-that-powers-do), how they can be modified, reasonable alternate powers for each of them, reasonable flaws, and examples of each. Then it goes on to introduce more powers, and give more details about selected powers from the core rulebook, similar to their treatment of effects.
One of the really cool things in this book is that it actually explains power constructs: arrays, dynamic arrays, etc... This is not clearly explained in the core rulebook (probably due to lack of space), but is worth knowing about, for that added layer of flexibility/customisation.
Anyway, I'm looking forward to getting this one. Looks awesome. Ultimate, if you will.... *eeexcellent* - Mutants and Masterminds: Book of Magic

As the title clearly states, this is a book about magic. How it might work in your campaign, for your heroes, some sample spells/spell-books, sample magic items, monsters, new hero and villain archetypes, and more magic than you can poke a stick at.
As someone who loves magic in its many forms (I almost always play a mage of some sort), this is a must have for me. The only problem I foresee is that when I finally get a group together to run an M&M campaign, I won't know whether to run a superhero campaign, mystic/occult campaign, or a fantasy campaign (thanks to W&W, which I'll come to next). Truly are we spoilt for choice *drooool*
- Mutants and Masterminds: Warriors and Warlocks

Alright, the reason my gaming store didn't have this one is that it's technically not out yet. According to amazon.com, it's due out November 29th (the day before my wedding), which is pretty soon, so I guess you can call it a pre-order.
Basically, this is the way to finally replace D&D with M&M. Presumably including new hero and villain archetypes, fantasy equipment, weapons, and so on. Also going to include a cruchy re-working of Green Ronin's fantasy setting Freeport, which I admit I've never read, but a lot of people on Atomic Think Tank seem to be excited about.
At the same time as this book, Green Ronin is also releasing another supplement called Mecha and Manga, which is supposed to be devoted to running anime-style campaigns. Sounds cool, but I'm not really into that. For those of you that are, of course, visit the mutants and masterminds web page, amazon.com, and Atomic Think Tank for more details.
Monday, November 17, 2008
Kineticist Picture

Sunday, November 16, 2008
Play example: Jason the Kineticist and some poor assassins
- kineticist (as described in previous post)
- 2 assassins (as described and statted on page 226 of the core rulebook, except these guys are carrying katanas [+3 damage] and light pistols [+3 damage] rather than rifles)
Setting:
- Jason Randall's (aka. the kineticist) 15th floor inner-city apartment
- 7pm, dinner time
Jason sits down in front of the TV for yet another dinner. While flicking through one useless inane channel after another, he hears the microwave finish nuking his dinner. Leaning forward slightly so he can peer into the kitchen, he uses his powers to pop open the microwave and bring his dinner to him. (what? wouldn't you use your powers to be even lazier than you are? I would). At this point, he hears a door close in the other room.
Getting up to investigate, he reaches instinctively for the balaclava he keeps in his jacket pocket. Slipping it on over his glasses (custom-made to fit snugly against his face for this very purpose), he takes one more bite of his meal before pulling it down to his neck. He readies his mind to form a force field, while at the same time, crackles of living energy form around his hand, ready to throw a kinetic blast at any intruder (mechanically, just readying the force field). Pulling open the door to the next room, he peers inside.
Opposed stealth + notice checks ensue:
- Jason = notice 19+5 = 24
- assassin 1 = stealth 10+11 = 21
- assassin 1 = stealth 6+11 = 17
Jason bursts open the door, and sees two men dressed like ninjas rifling through the drawers in his bedroom.
Noone is surprised, so round 1 ensues. Jason uses non-lethal damage on the intruders so he can question them later. The assassins obviously attempt to use lethal damage.
Initiative:
- J = 12
- A1 = 14
- A2 = 18
Round 1:
- Jason uses his readied free action to activate his force field. A shimmering field of air surrounds him. His toughness save becomes +11 (10 impervious, bwahaha)
- The assassin to Jason's right (A2) turns around and draws his sword as he sees Jason enter the room. He draws his katana, leaps and swings wildly at Jason.
- Attack roll = 10 vs DC 15 (miss)
- The other assassin (A1) is across the room from Jason. He drops to one knee and fires off a few shots from his pistol.
- Attack roll = 24 vs DC 15 (hit)
- Toughness roll = since the forcefield is impervious 10, this is an automatic save
- The bullets ricochet harmlessly off Jason's shield
- Jason unleashes a kinetic blast on the nearest assassin (A2)
- Attack roll = 30 (natural 20, hit)
- Toughness roll = 5 (natural 1) vs DC 32 (normally 27, +5 from critical hit)
- Failure by> 15 = unconsciousness
- The assassin flies across the room, hitting his head on a bookshelf and losing consciousness immediately, slumping to the floor.
Round 2:
- Assassin A1 looks surprised at this turn of events, then suddenly turns, takes a run-up, and bursts out of the nearby window. As he falls, he uses a grappling gun to hook onto a neighbouring building's roof, and starts climbing up
- Jason says "I don't think so, buddy. It's not going to be that easy for you", and takes a running leap out of the window, activating his flight power as he does. He dives at the assassin, who is still climbing up the side of the building, and delivers his paralysis attack.
- Attack roll = 16 vs DC 15 (hit)
- Will save = 6 vs DC 22 (save failed by>5, so paralysis complete)
As the assassin fell, Jason swooped down and plucked him out of the air, taking him back to his apartment to tie to a chair.
The first thing the assassins saw when they awoke from their slumber was a gun to their face. "I think you'd better start talking before my friend here ..." Jason nodded at the gun "has some fun. Who do you work for?"
Friday, November 14, 2008
Character Stats: Kineticist
Hey all. Sorry it's been so long since I've posted. Suffice to say, I've been swamped since exams (studying for another one), not to mention preparing to get married. I think you have to be some sort of hero to just survive that .... Not just physically (heavy suits and dresses in potentially 30-40 degree weather), but mentally (dealing with photographers that won't call back, dress-makers that lose dresses, and so on). Let's just say I won't be sorry to just be married and move on. My fiance has been a whole lot of awesome about the whole thing. She's been organising it since January, and therefore there's actually surprisingly little for me to really do (just confirming things, and running around after musicians). So, yeah. Hopefully it'll all go well. November 30th = the big day.
Anyway, on to why you're actually here. I was thinking about doing a little actual play example, so I figured I'd create a quick and easy character to beat up some bad guys with. One of the beautiful things about M&M is the hero archetypes. It makes it so easy to build a character and customise it to your liking without hours and hours of prep time.
I have just been watching Heroes Season 1, so I had the idea of building a Kinetic Controller (aka. one of Sylar's powers). So, turning to page 18 of the core rulebook, and picking Kinetic Control as the energy control power, I have my ready-made hero. A bit of tweaking of abilities and skills (I wanted someone who relied more on reflexes and intelligence), and I'm done. This guy can blow your face off with a kinetic blast, deflect your bullets with a force-field, and fly away when he's done. For more infiltrative missions, he's got good computer use, and his Dex gives him a decent stealth.
So, here they are. All he needs is a back-story, a motivation and one of Greywulf's awesome DAZ renders, and he's good to go.
Kineticist, PL 10, 150pp
STR 12, DEX 20, CON 12, INT 16, WIS 12, CHA 10
Tough +11/+1 (without forcefield), Fort +6, Ref +14, Will +5
Attack +10, Defense +5, Init +5
Acrobatics +13, Computers +11, Concentration +9, Notice +5, Profession: Computer Engineer +5
Accurate Attack, All-out Attack, Power Attack, Precise Shot, Quick Change, Acrobatic Bluff
Flight 6 (500mph)
Force field 10 (extra: impervious)
Immunity 5 (kinetic damage)
Kinetic Control 12 (DC 27, Feat: Accurate):
- AP: Paralyse 12
- AP: Telekinesis 12
Wednesday, October 22, 2008
M&M/SWSE Crossover - Races (Part 1)
- Enhanced Trait (+4 in any skill) [1]
- Any feat [1]
- Total 2PP
- +2 Dex [2]
- -2 Con [-2]
- Enhanced Trait (+4 Gather Information) [1]
- Total = 1PP
- +2 Int [2]
- +2 Wis [2]
- -2 Dex [-2]
- Second Chance 1 (reroll any Initiative check) [1]
- Improved Initiative 1 (+4 to Initiative) [1]
- Total = 4PP
- +2 Dex [2]
- +2 Int [2]
- -2 Con [-2]
- Second Chance 1 (reroll any Pilot check) [1]
- Total = 3PP
- +2 Dex [2]
- -2 Str [-2]
- Small size: Shrinking 4 (Normal strength, Permanent) [4]
- Super-senses (accurate and radius smell) [3]
- Second Chance 1 (reroll any Stealth check) [1]
- Enhanced Trait (+4 Survival) [1]
- Drawback: Language: Ewokese (speak only) (very common, moderate) [-4]
- Drawback: Primitive (-5 to attack rolls with blasters, rifles and heavy weapons) (common, minor) [-2]
- Total = 3PP
Primitive is an interesting little mechanic. In SWSE game terms, it takes away whatever weapon proficiency you have with blasters, rifles and heavy weapons, whether your class gives it to you or not. This means that you take a -5 to attacks with these weapons. The only way I could think of to emulate this was to make this a character drawback. I'm not sure how common it is (depends on roleplaying), and how serious it is depends on whether you're trying to use those weapons anyway (so I went for moderate).
- +2 Str [2]
- -2 Dex [-2]
- -2 Int [-2]
- Drawback: Primitive (-5 to attack rolls with blasters, rifles and heavy weapons) (common, minor) [-2]
- Enhanced Trait (+2 Fort save) [2]
- Protection 2 [2]
- Total = 0PP
- +2 Dex [2]
- -2 Int [-2]
- -2 Cha [-2]
- Enhanced Trait (+4 Swim) [1]
- Second Chance 1 (reroll any Swim check) [1]
- Immunity (underwater suffocation); Limited (works for 25 x Con score rounds before normal conditions apply) [1]
- Enhanced Trait (+2 Reflex save) [2]
- Super-senses (low-light vision) [1]
- Total = 4PP
- +2 Wis [2]
- +2 Cha [2]
- -2 Dex [-2]
- Bellow: Blast 3 (sonic energy, area: 30ft cone, tiring) [6]
- Second Chance 1 (reroll any Survival check) [1]
- Enhanced Trait (+4 Knowledge: Life Sciences) [1]
- Total = 10PP
Saturday, October 4, 2008
Warriors and Warlocks coming!
The cover, as seen on the most recent M&M super-vision, is thus:

I like it. Makes me want to play it. Amazon.com has it for release on the 29th of November, at U$19.77, which is not bad. Might be worth a pre-order.
Tuesday, September 30, 2008
Mutants and Masterminds Core Rulebook Arrived!!
Sunday, September 28, 2008
Character Stats: Frozone
"Girl, I don't wanna know about your mild-mannered alter ego or anything like that. You tell me you're a… super-mega-ultra lightning-babe, that's fine with me. I'm good. I'm good." - Frozone

(picture from Movie City News; direct link)
Long time friend of Mr Incredible, Lucius Best (aka. Frozone) is a superhero with the power to manipulate the water molecules in the air and freeze them. This power gives him the ability to freeze foes, slow them down and create platforms of ice which he can skate on. He has specially designed boots which he can transform at will into ice skates, skis, or a disc which he uses as a snowboard. He is limited only by extreme heat (in which he loses use of his powers).
Frozone, PL 10
Str 10, Dex 26, Con 14, Int 12, Wis 14, Cha 16
Toughness +2/+8, Fort +10, Ref +15, Will +10
Attack: Base +6, Ranged +10, Melee +6
- Unarmed attack +6 (DC 15)
- Ice bolt +10 (DC 25)
- Snare +10 (DC Ref 20)
Defense: +12, Flat-footed +6, Initiative +16
Acrobatics 15 (+23), Bluff 10 (+13), Notice 6 (+8), Stealth 9 (+17), Survival 4 (+6)
Acrobatic Bluff, Attack Focus (Ranged) 4, Defensive Roll 6, Distract (Bluff), Environmental Adaptation (Ice/snow) 1, Evasion 2, Favoured environment (Ice/snow) 1, Improved Initiative 2, Move-by Action, Quick Change 1, Uncanny dodge (vision, hearing)
Cold Control 10 (5000ft)
- Ice bolt (Blast 10)
- Create object 6 (ice shapes; Feat: stationary, Extra: Duration – continuous)
- Super-freeze object (Drain Toughness 10; Extra: Ranged, Flaw: Limited [objects])
- Ice slick (Environmental Control 10 – Hamper move [25%])
- Blinding snow (Environmental Control 10 – Distraction [DC 10])
- Ice bind (Snare 10)
Equipment:
- protective visor
- specially designed boots - change as a free action into skis, ice skates, or a disc
PP: 149
As for the rest, I figure he's very dexterous, but not that strong or tough (hence the trade-off with defense/toughness). As with Mr Incredible, I gave him distract (bluff), representing his ability to get villains "monologuing" (one of my favourite concepts from the film).
Anyway, let me know what you think. Comments, questions, ideas for improvement, things you would do differently.
Thursday, September 25, 2008
Character Stats: Medic 3659

(Picture from Starcraft Wiki; credit to them; direct link to picture)
The result of an extensive secret military program to correct a perennial problem, the MediSuit program was initiated to allow medical personnel to get to injured soldiers on the battlefield, perform first aid, and evacuate the injured soldiers without being destroyed as a priority target.
The MediSuit P3-X7 model is equipped with a jet-pack allowing for superior maneouverability on the field, as well as powerful hydraulic servos allowing extraction of soldiers from under heavy objects. Massive armour plating gives protection under heavy fire, and the arm-mounted auto-cannon and missile launcher allow the MediSuit to lay down cover fire or disable attacking forces. A large array of sensor technology allows the wearer to operate in poor light conditions (even blind, using radar), as well as scan patients with IR and X-Ray on the field.
Medic 3659 is part of a cross-over program between the MediSuit Development Unit and the Genetic Engineering Department, placing genetically engineered healers (with innate healing ability, but little to no combat ability) in front-line “heal-and-retrieve” positions. With their ability to even resurrect falling soldiers, the army has noted a significant increase in soldier retention and morale.
Note: When I imagined this character concept, it started with a simple battle-suit idea, then the idea of a front-line medic came to mind, and it grew on me. In the end, I kind of envisioned the character as being somewhat like the Medics from Starcraft (also, because I have no artistic skill, that is where I went searching for my reference picture).
Medic 3659 (in MediSuit P3-X7), PL 10
Str 10/30, Dex 10, Con 10, Int 20, Wis 18, Cha 12
Toughness +10, Fort +3, Ref +3, Will +7
Attack +3 (Ranged +7, Melee +3, Grapple +13)
- Unarmed Attack +3 (DC 25)
- Auto-cannon +7 (Blast 5, DC 20)
- Homing Missile +7 (Explosive Blast 4, DC 19)
Defense +6, Flat-footed +3, Init +0
MediSuit P3-X7 (Device 17) – Restricted to use by Genetically engineered medics
- Flight 4; Alt Power: Super-Strength 4
- Auto-cannon (Blast 5, Extra: Autofire 1); Alt Power: Missile Launcher (Blast 4, Extra: Area, Explosion, Feat: Homing)
- Enhanced Strength 20
- Protection 10 (Extra: Impervious)
- Communication 6 (Radio, Feat: Subtle)
- Datalink 1 (Radio)
- Super-Senses 12 (Darkvision, Distance, Direction, Infravision, Low-light, Radio, Ultravision, X-ray)
Healing 5 (Feats: Persistent, Regrowth; Extras: Resurrection)
Hope you like it. Please post comments, let me know if/where I went wrong, how you think it could be improved, anything you'd like to see, etc.
Tuesday, September 16, 2008
Character Stats: Mr Incredible
"You know, I was right to idolise you. You truly are Mr Incredible!” – Syndrome

Bob Parr (a.k.a. Mr Incredible) is the superhero of superheroes. One of the iconic supers of the “old days”, Mr Incredible was admired by many around the world, and reknowned for his acts of heroism and bravery. At the time of the film (The Incredibles, Disney/Pixar), he spends his days helping customers navigate the murky world of insurance claims until he is fired for attacking his boss.
PL 10 (150 PP)
Str 30 (base 20, power 10), Dex 14, Con 30 (base 20, power 10), Int 10, Wis 14, Cha 16
Toughness +14 (blunt damage, +10 normally), Fortitude +10, Reflex +10 (+2 dex, +8 ranks), Will +2
Skills:
Bluff 8 (+11), Acrobatics 8 (+10), Intimidate 10 (+13), Notice 8 (+10), Profession (insurance broker) 4 (+6), Swim 6 (+26), Search 8 (+8)
Feats:
Attack focus (melee) +4, Improved Initiative +1 (+4 to initiative), Power attack, Stunning attack, Endurance +2 (+8 to various saves), Quick change +1 (free action), Improved critical +3 (crit on 17-20 with unarmed attacks), Distract (bluff)
Enhanced Constitution 10, Enhanced Strength 10, Leaping 5 (25x normal leap distance), Immovable 8, Protection (Flaw: blunt damage only) 4, Super-senses (acute vision and hearing), Super-strength 9 (heavy load = 250 tons)
Attack +10 (+6 base, +4 attack focus) melee, Damage +10 (unarmed), Defense +6 (trade-off with toughness), Init +6 (+2 dex, +4 feat)
Equipment:
Costume (with homing device)
Notes:
I love The Incredibles. It’s kind of what got me into the superhero groove I’m in. Since I started reading about M&M, I figured I could practice creating a few characters and get used to the system by statting out some of the characters from The Incredibles.
I gave him a toughnes/defense trade-off, because while he’s not that hard to hit, he’s very tough to take down and damage.
I gave him ranks in Bluff, and the Distract (bluff) feat to represent his ability to get villains “monologuing”.
Mr Incredible is very hard hitting, with a high strength, attack focus, power attack, stunning attack, and 3 ranks in improved critical.
Total PP = 149 (I think/hope)
Look forward to more Incredibles characters, when I get time.
P.S. The Incredibles, Mr Incredible, pictures, logos, symbols, colours, concepts, ideas, and so on, are the exclusive rights of Disney/Pixar/Dark Horse comics, and noone else.


