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MISTER MIRACLE
Identity: Scott Free, Son of Highfather
Group Affiliation: The New Gods, former member of Justice League International
Base of Operations: Earth, New Genesis
First Appearance: MISTER MIRACLE #1
Side: Good
Sex: Male
Age: Unknown
Height: 6'
Hair: Black
Eyes: Blue
Level: 8th
Experience: 35,000
Training: +1 Intelligence
Powers:
1. Adaptation Device (Costume): The micro-circuitry woven into Mister Miracle's costume provides Adaptation at 0 Power cost.
2. Animated Servant - Type B (Mother Box): Mister Miracle's Mother Box is a living sentient computer with great capabilities (a Mother Box may communicate with its owner through a series of pings). All Mother Boxes have the following traits:
        a. Experience Level: 4th
        b. Intelligence: 35
        c. Detect Hidden (24%)
        d. Detect Danger (56%)
        e. HPs: 30 (Disable), 60 (Destroy)
        f. Structural Rating: 16
        g. Power: 200

Mother Box also has the following powers:
        i. Emotion Control (Calmness/Inner Peace): Mother Box can calm its user negating any ill effects of fear, panic, anger, etc. When the character must make a saving throw against such an effect, his attribute is considered doubled for the purpose of the saving throw (i.e. Mister Miracle's Charisma is considered doubled when making saving throw against negative Emotion Control powers). PR 4 per use.
        ii. Mutant Power (Boom Tube): The Mother Box can open a portal (5' by 5') that allows for movement across vast distances of space and/or dimensions. Maximum distance is unknown as the Boom Tube can reach the farthest reaches of space (this power isn't used for trivial teleportation across a city block or such). PR 20 per portal.
        iii. Willpower (Type A)

3. Disintergration Ray Device (Destructive Corrosion Spray): Range 8", 1d20 damage, 14 charges.
4. Flight Device (Aero-disks): 336 mph (1478" air), PR 1 charge per hour, 24 charges total.
5. Heightened Agility A +14
6. Heightened Charisma A +10
7. Heightened Endurance B +20
8. Heightened Intelligence B +25
9. Mutant Power (Super Escape Artist): Mister Miracle's expertise in making daring escape routines grant him a +16 Initiative Bonus (Int/2). He is used to reacting to dangerous situations with split-second timing.
10. Magnetic Powers Device (Intense Magnetic Repulsion Device in costume): Mister Miracle's costume may exude waves of magnetic force (magnetic capacity = 5600 lbs.). Range 2", 2d8 Damage, PR 4 per shot/manipulation or 1 point for magnetic defense, 28 charges total.
11. Mutant Power Device (Compact Cocoon Spinner): Range 12", Creates yards of plastic material at fantastic speeds. Strength vs. Strength check to break free (roll HTH Damage, higfhest wins). The victim may try to escape per phase at the cost of 2 PR.
12. Mutant Power Device (Laser Jets in boots): He can fire explosive laser jets from the soles of his boots. Range 2", 2d8 Damage, PR 1 charge per attack, 18 charges total.
13. Sonic Powers Device (Hyper-Sound Intensifiers Devices in gloves): Range 2", 1d12 Damage, 56% chance to shatter objects with a special attack to hit, PR 1 charge per attack, 20 charges total.
14. Special Weapon (Multi-Cube): This little device has proven very useful to Mister Miracle over the years. The cube (Power = 60) is small enough to hold in the palm of his hand. It has the following powers:
        a. Light Control (Miniature Laser Beam): Range 44", 2d8 Damage, PR 1 per attack. Note: I would allow the cube to have the rest of the abilities of Light Control (as per the rulebook), but that is up to the individual Game Master.
        b. Paralysis Ray (Electro-somic Signal): A ultrasonic frequency that induces a coma (unconsciousness) in its victim. Range 12" radius, PR 12 per use.
15. Willpower (Type A)
Character Data:
Weight: 185 lbs. Basic Hits: 4 Agility Mod: Nil
Strength: 14 Endurance: 24
Agility: 22 Intelligence: 32
Charisma: 22 Reactions from:   Good: +4     Evil: -4
Hit Mod. (1.2) (3) (2.2) (1.7) = 13.464 Hit Points: 54
Damage Mod.: +5 Healing Rate: 3.5
Accuracy: +4 Power: 92
Carrying Capacity: 478 lbs. Basic HTH Damage: 1d6
Movement Rates: 60" ground.
Det. Hidden: 22% Det. Danger: 26%
Inventing Points: 25.6 Inventing (96%):
Origin and Background: (New Genesis/Apokolips) Visit the New Gods Library.

Knowledge Areas: Research/Technology, Performing Art, & Scientist (Engineering).