Master Magics

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Master Magics was a student of magic, and he eventually joined Omega Force for reasons of his own. He joined it after their first attack on the Pferdmen, and later when the villain called Omega took over. He was also with the team when they attacked the AEF in America. The team was defeated, and extradited to Canada for trial there.


Real Name: Ralph Machii
Occupation: Criminal Adventurer
Identity: Secret
Legal Status: Unknown, but presumed citizen of Canada
Place of Birth: Unknown
Marital Status: Single
Known Relatives: None
Group Affiliation: Omega Force
Base of Operations: Mobile
Height: 5’10”
Weight: 165 lbs.
Eyes: Brown
Hair: Black
Strength Level: Master Magics can press up to 200 lbs.


Marvel Superheroes Statistics

Master Magics
Fighting Typical
Agility Excellent
Strength Good
Endurance Typical
Reason Excellent
Intuition Incredible
Psyche Incredible


Known Superhuman Powers: Master Magics gains his powers from magic, in three areas-power of mind, power of universe, and power of other dimensions. He gains the ability to raise his Psyche to Amazing with vapors of enhancement, the power to make people forget with Incredible skill, call upon illusions of Excellent skill, and the powers of the Seraphim of Incredible rank.

Other Abilities: Master Magics knows rune work, and is skilled in occult lore.

Contacts: Master Magics may call upon several of the mystic powers, though that contact may be limited by the War of the Seven Spheres.

Mutants and Masterminds Statistics

Master Magics - PL 10

Strength 2, Stamina 0, Agility 0, Dexterity 3, Fighting 0, Intellect 2, Awareness 8, Presence 4

Advantages
Assessment, Beginner's Luck, Benefit, Cipher, Connected, Fascinate (Persuasion), Luck 4, Ritualist, Skill Mastery: Expertise: Magic, Ultimate Effort: Expertise: Magic

Skills
Deception 6 (+10), Expertise: Magic 12 (+14), Insight 11 (+19), Perception 6 (+14), Ranged Combat: Spellcasting 7 (+10), Sleight of Hand 4 (+7)

Powers
Basic Spells (Array): Magic 10 (DC 25)

Illusion: Illusion 4 (Alternate; Affects: Three Sense Types - Vision, Hearing, Tactile, Area: 15 cft., DC 14)
Spell of Forgetfulness: Mind Control 6 (Alternate; DC 16; Limited: Subject forgets a subject of Master Magics's choice, Limited Degree)
Strengthen Will: Enhanced Trait 6 (Alternate; Traits: Will +6 (+18))

Complex Spells (Array)

Aegis: Protection 12 (+12 Toughness; Impervious, Sustained)
Seraphimic Shield: Enhanced Trait 24 (Traits: Dodge +12 (+20), Parry +12 (+20))
Summon Daemon: Summon 12 (Active; Attitude: indifferent)


Offense
Initiative +0
Basic Spells (Array): Magic 10, +10 (DC 25)
Grab, +0 (DC Spec 12)
Spell of Forgetfulness: Mind Control 6 (DC Will 16)
Throw, +3 (DC 17)
Unarmed, +0 (DC 17)

Complications
Motivation: Greed
Power Loss: The Will of Master Magics drops to 6 if he suffers damage or an ill effect involving a Will save.

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 0, Will 12

Power Points
Abilities 38 + Powers 49 + Advantages 12 + Skills 23 (46 ranks) + Defenses 28 = 150

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