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Power Level: 8 (128/149PP)
Unspent Power Points: 21

Trade-Offs: None

In Brief: Four armed mutant baseball girl
Alternate Identity: Jasmine "Jazzy" Rita Jagger
Birthplace: San Francisco
Residence: Emerald City
Occupation: Commercial Endorsements
Affiliations: None
Family: Jimmy Jagger, Brother (Mutated Coast Guard), Uncle Billy "Boomer" Bootwell (Boxing Coach)

Age: 21
Apparent Age: 21
Gender: Female
Ethnicity: (Mainly) Caucasian
Height: 5'7"
Weight: 68 Kgs
Eyes: Blue-Green
Hair: Short Blonde


History: Jazzy and her twin Brother, Jimmy were blossoming professional athletes (she liked baseball, he liked swimming). At the age of 20, just beginning to make a little headway in a highly professional field (they were on route to being professional sportsmen/women, although would fall short of Olympic elite status), they both were hit by a Darwin-X outbreak in East Berlin that claimed the lives of a few dozen, including their parents.

Jazzy and Jimmy survived, their bodies adapting to their field of sports. Jimmy became aquatic, able to breathe underwater and swim incredibly fast; although his skin turned grey and he looked pretty ugly afterwards (hairless, and finned). Jazzy grew an extra pair of arms and found an ability to throw baseballs at incredible speed.

Such mutations disqualified them from any professional sports career. Jimmy turned his mutation to good use, although bitter about his appearance. He has become an extremely valued coastguard, and has saved countless lives already.

Unfortunately, Jazzy had a less overtly useful mutation. What good was a batting and bowling if she couldn't play sports? She managed to get a little local fame as a "freak on TV", doing advertising, and even got a little bit of a cult following (with some weird stalkers with it). She wasn't exactly happy with this, so when uncle "Boomer", a boxing coach, suggested she take up the superhero business, she jumped!


Personality & Motivation:
Jazzy is a competitive person (she had to be, being an ex-athlete) but doesn't trash talks, she actually really respects and admires athletes. She has a lingering bitterness that her dream career got torn away from her, and she does harness this anger from time to time. She likes physical activity and exercise and can be a bit obsessive about it.

She has developed a bit of a comradery with other freaks and weirdoes. She particularly likes campaigning for the living and dead victims of Darwin-X.

Part of being a superhero is simply a job; more fame, more money, more sponsorship. But aside from all of that, she feels it is good in that it turns her condition to a positive use; and besides, it helps others when all is said and done.


Powers & Tactics:
Jazzy was always athletic, but her physical abilities are slightly improved, in particular, she is a lot stronger than she looks (although not superhuman). An obvious mutation is the fact she has grown an extra pair of arms under her normal ones (although on close inspection her "normal" arms are an inch above normal height in placement).

Her arms are no adjusted to provide incredible throwing power and speed, although only for light objects.


Her eyes have equally adapted, and she is able to see at incredibly long distances (all the better for long distance throws!)

Curveball arms herself with four baseball bats strapped to her costume, often holding more than one at a time. She also has a bandolier with a half-dozen baseballs ready to throw at skulls for a knockout. She fights in a straightforward, even reckless manner, charging in, throwing stuff, and swinging her bats.

Pop! Whilst Curveballs mutation is generally helpful, her incredible throwing arm physiology means her arms easily pop out of their sockets. Impact or falling damage can particularly do this, but other effects, even things like punching an impervious object / target, may also do that.

The other Left: Her throwing is amazing thanks to an adapted arm and brain, but as a side effect, curve ball pretty much always gets left and right mixed up, and never admits to this...

Morning Stiffy: Curveball wakes up with very stiff joints in her arms. She usually needs an hour of stretching to get herself going. Physiotherapy or medical treatments can cut this down. This happens even if she gets knocked out.

Reckless: Young and foolish, Curveball is impatient and reckless, and will charge in without properly assessing situations or noticing pitfalls (potential or actual).

Sponsored by: Curveball doesn't have a job. She lives by making kooky commercials for sports equipment or other stuff. She doesn't really have the skills or wit to capitalise on this, so whilst not poor she is not well off either, and is often called to make strange commercials. If on TV she will often turn around and try to get sponsorship or the like. She is actually quite famous in a Z-list way. A frequent request of her is to write her signature with all four limbs at the same time.


Abilities: 2 + 8 + 6 + 0 + 0 + 4 = 20
Strength: 12/20 (+5)
Dexterity: 18/20 (+5)
Constitution: 16/20 (+5)
Intelligence: 10
Wisdom: 10
Charisma: 14 (+2)


Combat: 18 + 18 = 36
Initiative: +9
Attack: +9
Defense: +7,+4 Flat Footed
Grapple: +12 (+16 Using All four arms)
Knockback: -3


Saving Throws: 5 + 5 + 5 = 15
Toughness: +7 (+5 Con, +2 Protective Vest)
Fortitude: +10 (+5 Con, +5)
Reflex: +10 (+5 Dex, +5)
Will: +5 (+5)


Skills: 15 PP = 60 R
Acrobatics 8 (+13) Skill Mastery
Bluff 4 (+6)
Climb 8 (+13) Skill Mastery
Intimidate 4 (+6)
Knowledge [Pop Culture] 6 (+6)
Knowledge [Streetwise] 2 (+2)
Notice 4 (+4)
Perform [Acting] 4 (+6)
Sense Motive 4 (+4)
Stealth 8 (+13) Skill Mastery
Swim 8 (+13) Skill Mastery


Feats: 15 PP
Acrobatic Bluff
Bounce the Ball [Applies Ricochet 1 to thrown attacks with balls and similar]
Equipment 2
Evasion 2

Improved Aim
Improved Critical 2 (Thrown Baseball) 
Improved Initiative 1
Precise Shot 2
Quick Draw 1 (Draw)
Skill Mastery 1 (Acrobatics, Climb, Stealth, Swim)

Takedown Attack 1

Equipment: 2PP = 10EP
Four Baseball Bats (Strike 2, Mighty, Thrown, Multiple Weapon 3) [7 EP]
Undercover Shirt (Protection 2, Subtle) [3 EP]
A half dozen baseballs ready for throwing [0 EP]


Powers: 2 + 14 + 1 +1 + 5 + 3 = 26 (All powers have mutant descriptor)

Additional Limbs (2 Extra Arms) [2 PP] "Four armed"

Enhanced Traits 14 (Strength +8, Dexterity +2, Constitution +4) [14 PP] "Physiological boost"

Leaping 1 (x2 Distance; Running 30’, Standing 15’, High Jump 5’) [1 PP]

Speed 1 (10mph) [1 PP]


Super Senses 5 (Extended Normal Vision 3 [x1000/-2 Per 2 Miles], Low-Light Vision, Microscopic Vision [Dust] ) [5 PP]

Super Strength 2 (Feats: Throwing Mastery 2, Flaws: Limited [-2], Applies only to throwing distance for objects that would have been light anyway) [3 PP] "Perfect throwing arms"


Throwing Distances For Light Load (14 Kgs / 133 Lbs max)



Light Load: 133 lbs/14 Kgs has an effective throwing STR of 30
E.g Weight               Range Incr     Max Range
1 Lb or under (Baseball) 1000’          5000’ / 1 Mile
2 Lbs / 1 Kgs            500’           2500’
5 Lbs / 2 Kgs            200’           1000’              
10 Lbs /4.5 Kgs          100’           500’

50 lbs / 22.5 Kgs        50'            250'
100 lbs / 45 Kgs         20'            100'



Drawbacks: None


DC Block
ATTACK              RANGE      SAVE                      EFFECT
Unarmed             Touch      DC 20 Tough               Damage
Baseball Bat        Touch      DC 22 Tough               Damage
Thrown Baseball     Ranged     DC 22 Tough               Damage
Thrown Paperclip    Ranged     DC 17 Tough               Damage  


Abilities 20 + Skills 15 + Feats 15 + Powers 26 + Combat 36 + Saves 15 = 128/149 PP

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Super Strength 2 (Feats: Throwing Mastery 2, Flaws: Limited [-2], Applies only to throwing distance for objects that would have been light anyway) [3 PP] "Perfect throwing arms" - okay, the mechanic here took me aback, but I see what you're going for here. 


Why not just do it w/a Blast with the Medium flaw?


I ask that because otherwise this seems like a cheaper-but-complicated way of doing an effect more easily represented as something slightly more expensive - and that makes us go hmm.. 

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I am not entirely sure it would be the same thing? Blast is damage, this represents being able to throw things long distances? Also. Blast doesn't need someone to pick an object up (a move action)?


To put it another way, lets take out the Super Strength Power and just have throwing mastery 2 feat. Mechanically this would allow a thrown attack +7 attack, +7 Damage. 


The Super Strength power (without limitations) just adds in the ability to throw stuff further. And the Super Strength with limitations to throwing means cant lift heavier stuff, no grapple bonus, or destruction bonus or save vs disarm bonus etc?


I am not sure it makes things complicated myself, as its just shifting the distance chart two places for light object distances. However, if its a problem, Ill just drop Super Strength and keep the throwing feat (and throw the spare PP somewhere else). 

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