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FREEDOM CITY HERO SYSTEM STATS

Mayor Michael O'Connor, Jr.


STR 12, DEX 10, CON 12, BODY 12, INT 14, EGO 15, PRE 18, COM 16, PD 3, ED 3, SPD 2, REC 4, END 24, STUN 24
Skills: Bureaucratics 14-, CK: Freedom City 13-, Conversation 13-, High Society 14-, KS: Freedom City Politics 15-, KS:
State Politics 13-, KS: Federal Politics 13-, Oratory 15-, Persuasion 14-, PS: Politician 13-, Riding 11-, TF: Boats, Horses, Planes,
Perk: Mayor of Freedom City, Wealth: Well Off.
Disadvantages: Hunted by criminals and terrorists (AsPow) 8-, Psych: Puts the city's welfare before his own, Psych:
Dedicated to making a better life for everyone, Public Identity, Reputation: Fair-minded and popular mayor, 11-, Rivalry:
Political Rivals.
C. Horatio Powers, Director of AEGIS
STR 12, DEX 13, CON 13, BODY 12, INT 16, EGO 15, PRE 18, COM 12, PD 4, ED 4, SPD 4, REC 6, END 30, STUN 30
Powers and Skills: Detect Supers (Mental Sense Group, Ranged and 360-degree), Running +2, Martial Arts (Commando
Training): Aikido throw, boxing cross, choke, Jiu-jitsu disarm, Kung fu block, WF: small arms, +2 with small arms, Breakfall
12-, Bureaucratics 13-, Climbing 12-, Combat Driving 12-, Concealment 12-, Criminology 13-, Demolitions 8-, Interrogation
12-, Security Systems 11-, Shadowing 12-, Stealth 12-, Streetwise 12-, Tactics 12-, KS: Supers 12-, KS: FBI 13-, KS: Law 12-,
PS: FBI Agent 13-, Perks: National police powers, AEGIS director, concealed weapon permit.
Disadvantages: DNPCs: wife and daughter (competent) 8-, Distinctive Features: Fed (easily concealed), Hunted by
SHADOW (MoPow) 8-, Psych: Hides his own paranormal abilities, Psych: Patriotic and devoted to duty, Reputation: Director of
AEGIS, 11-, Secret Identity (no one knows he has super powers).
Typical AEGIS Agent
STR 15, DEX 13, CON 15, BODY 13, INT 12, EGO 12, PRE 12, COM 10, PD 6, ED 6, SPD 4, REC 8, END 35, STUN 30
Powers and Skills: Running, +2, Martial Arts (Commando Training): Aikido throw, boxing cross, choke, Jiu-jitsu disarm,
Kung fu block, WF: small arms, rifles, grenade launchers, heavy machine guns, Combat skills: +2 with small arms, +2 with
rifles, Breakfall 12-, Bureaucratics 8-, Climbing 12-, Combat Driving 12-, Concealment 12-, Criminology 11-, Demolitions 8-,
Interrogation 11-, Security Systems 11-, Shadowing 12-, Stealth 12-, Streetwise 12-, Tactics 12-, KS: Supers 8-, KS: AEGIS 11-,
PS: AEGIS Agent 11-, National police powers, concealed weapon permit.
Disadvantages: Distinctive Features: Fed (easily concealed), Psych: Patriotic and dutybound, various other disadvantages
(particularly Psychological Limitations) as the GM sees fit.
Common Equipment
Blaster Pistol: 8d6 Energy Blast (OAF, Charges: 2 clips of 6, Beam Attack)
Composite Cloth Uniform: Armor, 5 PD/5 ED (OIF, Activation 11-)
Radio: Radio Listen and Transmit (OIF)
Handcuffs: Entangle 4d6 (Entangle takes no damage, Entangle has 1 BODY, Only entangles arms, Only on a target at 0 DCV, 1
recoverable charge, No range)
Special Equipment
Night Vision Goggles: Infrared Vision (OAF, Limited Power: Restricted field of vision, -1 PER)
Flash-bang Grenade: 2d6 Flash vs. normal sight and hearing (Area of Effect 4" radius, OAF, 1 Charge)
Tear Gas Grenade: 1d6 Flash vs. normal sight plus 1d6 DEX Drain (Area of Effect 4" radius, OAF, 1 Charge)
Tangler Field: Entangle, 6d6 (OAF, Charges: 3, Activation: 11-)
Pacifiers: Drain 4d6 STUN plus Drain 1d6 REC (OAF, Continuing Charge: 1, No Range, Extra Time: 1 Minute)
MAX Armor
Stats: STR +10, PRE +10 (STR Does Not Affect Figured Characteristics, -1/2).
Powers: END Reserve (50 END, 5 REC); Armor, +10 PD/+10 ED; High Range Radio Hearing; IR Vision; Life Support
(self-contained breathing, all safe environments); Weapons System (Multipower, 45 pts.): 9d6 Energy Blast, 4d6+1 Entangle
(capture web).
Disadvantages: Distinctive Feature: Armored Suit (not concealable), Vulnerability: x2 STUN from Electricity (Common).
Real Cost: 60 pts.
Typical FCPD Officer
STR 13, DEX 12, CON 13, BODY 11, INT 10, EGO 11, PRE 12, COM 10, PD 4, ED 3, SPD 2, REC 6, END 30, STUN 25
Skills: Martial Arts (police self-defense) Boxing Cross, Choke Hold, Disarm, Escape, Legsweep, Weapon Form: Tonfa, +2
with pistol, +2 with martial arts, Combat Driving 11-, Criminology 11-, Deduction 11-, Paramedic 8-, Shadowing 11-, Stealth 11-,

Streetwise 11-, WF: Small arms, tonfa, KS: Law Enforcement 11-, KS: Freedom Underworld 11-, CS: Freedom City 11-, PS:
Police Officer 11-, Perks: Local police powers.
Disadvantages: Distinctive Features: Cop (easily concealed), Watched by Police Department (MoPow, 11-).
Equipment: Sig Sauer P-229 .40 caliber pistol (1d6+1 RKA, 3 clips of 12 charges), tonfa (+3d6 HA, +1 OCV), pepper
spray (2d6 Flash vs. normal sight and smell, plus 2d6 NND [defense is Life Support], 3 charges), handcuffs (4d6 Entangle, takes
no damage, 1 BODY, only entangles arms, only vs. targets at 0 DCV, no range, 1 recoverable charge).
Notes: This is a typical FCPD officer, likely to be encountered on street patrol. For detectives and higher-ranked officers,
increase relevant skills (like Criminology and Deduction) and feel free to add an additional disadvantage or two (particularly
Psychological Limitations) for some color.
Police Commissioner Barbara Kane
STR 10, DEX 11, CON 12, BODY 13, INT 15, EGO 13, PRE 15, COM 10, PD 3, ED 3, SPD 2, REC 4, END 24, STUN 24
Skills: Martial Arts (police self-defense) Boxing Cross, Choke Hold, Disarm, Escape, Legsweep, Weapon Form: Tonfa,
Combat Skills: +3 with pistol, +1 with martial arts, Bureaucratics 12-, Combat Driving 12-, Criminology 13-, Deduction 14-,
Interrogation 13-, Shadowing 11-, Stealth 11-, Streetwise 11-, WF: Small arms, tonfa, KS: Law Enforcement 14-, KS: Freedom
Underworld 14-, CS: Freedom City 13-, PS: Police Commissioner 13-, Perks: Local police powers, Police Commissioner,
concealed weapon permit.
Disadvantages: Age (40+), DNPC (family, normals, 8-), Distinctive Features: Cop (easily concealed), Hunted by the Mafia
(MoPow, 8-), Psych: Dedicated to her work (Str), Psych: Does things "by the book" (Str), Public Identity, Reputation: Tough but
fair (11-)
Capt. Bill "Bulldog" Maddicks, STAR Squad Commander
STR 18, DEX 15, CON 18, BODY 15, INT 13, EGO 15, PRE 15, COM 10, PD 8, ED 6, SPD 4, REC 8, END 40, STUN 35
Skills: Running +3", Martial Arts (Commando Training): Aikido throw, Boxing cross, Choke, Jiu-jitsu disarm, Kung fu
block, Weapon Form: Tonfa, WF: Small arms, grenade launchers, heavy machine guns, tonfa, Combat Skills: +4 with guns,
Breakfall 13-, Bureaucratics 12-, Climbing 13-, Combat Driving 13-, Concealment 12-, Criminology 12-, Demolitions 11-,
Interrogation 13-, Security Systems 11-, Shadowing 11-, Stealth 13-, Streetwise 13-, Tactics 14-, KS: FCPD 11-, KS: Freedom
Underworld 11-, KS: Superhumans 11-, CK: Freedom City 13-, PS: Police Officer 11-, Perks: Local police powers, STAR Squad
commander, concealed weapon permit.
Disadvantages: Distinctive Features: Cop (easily concealed), Hunted by criminals (AsPow, 8-), Psych: Enjoys and take
pride in his work (Str), Psych: Protective of civilians (Str), Reputation: STAR Squad commander (11-), Rivalry (prof.): with other
law-enforcers.
Fire Chief Paul DuMar
STR 13, DEX 11, CON 13, BODY 12, INT 10, EGO 12, PRE 13, COM 10, PD 4, ED 3, SPD 3, REC 5, END 26, STUN 26
Powers and Skills: Bureaucratics 12-, CK: Freedom City 11-, Combat Driving 12-, Paramedic 11-, KS: Freedom City Fire
Department 11-, KS: Firefighting Tactics 11-, PS: Firefighting 13-, PS: Fire Department Management 13-, Fringe Benefit: Fire
Chief, Contacts: State and local emergency agencies.
Disadvantages: DNPCs (family, normals) 11-, Watched by the press (MoPow, NCI) 8-, Reputation: heroic fire chief 8June Asbestos Abados
STR 10, DEX 12, CON 12, BODY 10, INT 11, EGO 11, PRE 10, COM 12, PD 3, ED 3, SPD 3, REC 4, END 24, STUN 22
Powers and Skills: Armor, +25 ED, Only vs. fire and heat (-1), Bureaucratics 11-, Combat Driving 8-, Paramedic 11-, KS:
Freedom City Fire Department 8-, KS: Firefighting Tactics 8-, PS: Firefighting 11-, PS: Secretary 11Disadvantages: DNPC (son, incompetent) 8-, Psych: Sense of duty to others, Watched by the press (MoPow, NCI) 8-,
Reputation: low-power superhuman 8District Attorney Daniel R. Durgan
STR 11, DEX 10, CON 11, BODY 10, INT 12, EGO 11, PRE 14, COM 14, PD 3, ED 3, SPD 2, REC 4, END 24, STUN 22
Powers and Skills: Bureaucratics 11- , High Society 11-, KS: Civil Law 11-, KS: Criminal Law 13-, KS: Freedom City
Legal Scene 12-, KS: Criminal Procedures 11-, Oratory 13-, Persuasion 12-, PS: Attorney 14, District Attorney, License to
Practice Law, Contacts: Judicial and legal community.
Disadvantages: Hunted by Organized Crime (MoPow) 8-, Watched by the press (MoPow, NCI) 11-, Psych: Gloryhound,
Psych: Wants to bring down the Mob, Reputation: Hard-hitting DA, 11-.
Public Defender Caitlin Grenville-Thomas
STR 8, DEX 10, CON 10, BODY 9, INT 13, EGO 11, PRE 13, COM 13, PD 3, ED 3, SPD 2, REC 4, END 20, STUN 20
Powers and Skills: Bureaucratics 11- , KS: Civil Law 11-, KS: Criminal Law 13-, KS: Freedom City Legal Scene 11-, KS:
Criminal Procedures 12-, Oratory 12-, Persuasion 12-, PS: Attorney 14-, License to Practice Law, Contacts: Judicial and legal
community.

Disadvantages: DNPC: husband (competent) 8-, Watched by the press (MoPow, NCI) 8-, Psych: Treats everyone fairly
under the law, Reputation: Bleeding-heart 8Lucius Cabot
STR 10, DEX 11, CON 14, BODY 12, INT 15, EGO 16, PRE 18, COM 16, PD 3, ED 3, SPD 2, REC 5, END 28, STUN 24
Powers and Skills: Life Support (Immune to Aging, Immune to Disease), Acting 15-, Bribery 14-, Bureaucratics 14-,
Conversation 13-, Criminology 13-, Forgery 13-, High Society 14-, Interrogation 14-, Languages (French, Latin, Spanish), KS:
Law 15-, KS: Occult 12-, Oratory 15-, Persuasion 14-, PS: Attorney 15-, Seduction 13-, Trading 13-, TF: Horses; Contacts
(numerous) 13-, Wealthy.
Disadvantages: Distinctive Feature (no soul, detectable by mystic means, easily concealed), Psych: Cares about winning,
not justice (Com, Tot), Psych: Greedy and manipulative (Com, Str), Reputation (killer attorney, 14-), Rivalry (other lawyers),
Susceptibility (2d6/Phase from holy items), Watched by Demon Lord (MoPow, 11-), Watched by Eldrich (MoPow, 8-)
Dr. Clarence Clearwater
STR 8, DEX 10, CON 9, BODY 9, INT 20, EGO 11, PRE 10, COM 10, PD 2, ED 2, SPD 2, REC 4, END 18, STUN 18
Skills: Bureaucratics 11-, Computer Programming 13-, Deduction 13-, Electronics 13-, Mechanics 13-, PS: Research
Scientist 13-, Sciences (Chemistry, Nuclear Physics, Physics, Quantum Physics, all 14-), Systems Operation 14-; Scientist
Disadvantages: Age (40+), Normal Characteristic Maxima, Psych: Absent-Minded (VC, Str), Psych: Scientific Curiosity
(Com, Str)
"Big Al" Driogano
STR 15, DEX 10, CON 15, BODY 15, INT 14, EGO 12, PRE 16, COM 10, PD 5, ED 3, SPD 2, REC 6, END 30, STUN 31
Powers and Skills: +2 levels with pistols, Bribery 12-, Bureaucratics 12-, CK: Freedom City 13-, Concealment 12-,
Conversation 12-, High Society 12-, Interrogation 12-, KS: Mafia 13-, KS: Criminal Underworld 12-, Language (Italian, 1 pt.),
Persuasion 12-, Streetwise 14-, Trading 12-, WF: pistols, Lightsleep, Contacts (numerous) 11-, Wealth (Well-Off), Gun License.
Disadvantages: Hunted by the Freedom City PD (AsPow, 11-), Hunted by the Silencer (AsPow, 11-), Hunted by
Foreshadow (AsPow, 8-), Psych: Greedy (Common, Strong), Reputation (mobster, 11-)
"Boss" Moxie
STR 15, DEX 15, CON 15, BODY 20, INT 11, EGO 12, PRE 13, COM 8, PD 10, ED 10, SPD 4, REC 10, END 30, STUN 40
Powers and Skills: 75% Damage Reduction vs. Physical and Energy, Resistant; Damage Resistance, 10 PD/10 ED; 6d6
Energy Blast, Autofire, 32 charges, OAF (Tommy gun); Luck 2D6; Mental Defense, 15 pts.; Regeneration 5 BODY/turn; +3
levels with Tommy gun.
Disadvantages: Enraged when taunted (11-/11-), Distinctive Features (cartoon character, extreme), Hunted by the Mafia
11-, Hunted by Foreshadow 8-, Hunted by the Raven 8-, Psych: Simple-minded (VC, Total), Public Identity, Reputation (cartoon
gangster, 11-), Rivalry (all other Mob bosses), Unluck 2D6.
Lor Soldier
STR 15, DEX 15, CON 15, BODY 10, INT 11, EGO 11, PRE 12, COM 10, PD 3, ED 3, SPD 2, REC 6, END 30, STUN 26
Skills: +1 Combat Level, Breakfall 12-, Martial Arts (Commando Training), Paramedic 8-, Survival 11-, Systems Operation
11-, Tactics 11-, TF (Anti-grav Vehicles and Starships), WF (Common Melee and Ranged Weapons).
Disadvantages: Psych: Loyal to the Republic (Com, Str), Phys: Subject to Orders (Freq, Great), Normal Characteristic
Maxima, Watched by the Republic (MoPow, NCI, 11-)
Equipment: Blaster Rifle (8d6 Normal or 5d6 Autofire EB, 32 charges), Photon Grenades (8d6 EB Explosion plus 2d6 AE
Radius Flash, 4 charges), Body Armor (+8 PD/+8 ED, Act. 14-), Sealed Helmet (Life Support: Self-Contained Breathing, 5 pts.
Flash Defense sight).
Notes: The above stats represent a typical Lor soldier. Officers have slightly higher EGO and PRE and related skills on
average while specialists (like pilots or medics) will have the appropriate specialty skills.
Lor Mentat
STR 10, DEX 13, CON 15, BODY 10, INT 13, EGO 15, PRE 13, COM 10, PD 2, ED 3, SPD 2, REC 5, END 30, STUN 23
Powers: Mental Multipower (30 pts) with three of the following multi-slots: Clairsentience (sight and hearing), 15 Flight,
+15 PD/+15 ED, Force Field, 6d6 Mental Illusion, 6d6 Mind Control, 6d6 Mind Scan, Telekinesis (STR 20), 6d6 Telepathy, 15
Teleport; Mental Defense (10 pts.). Some mentats have more slots while a few mentats have higher Multipower reserves and
active points in their powers.
Skills: +1 level with Multipower, Bureaucratics 12-, Conversation 12-, High Society 12-, Interrogation 12-, KS: Psionics
12-, Persuasion 12-, Shadowing 11-, Systems Operation 12-, WF (Common Ranged Weapons).
Disadvantages: Psych: Arrogant and Superior (Com, Str), Normal Characteristic Maxima, Watched by the Republic
(MoPow, NCI, 11-)
Equipment: Blaster Pistol (6d6 EB), Light Body Armor (+5 PD/+5 ED, Act. 11-).

Notes: The above is a fairly typical Lor mentat, a sport mutation with psionic abilities. Mentats are specially trained and
make up much of the ruling faction of Lor society, as well as serving as elite operatives. Some mentats have higher power levels
than given here, but they are quite rare (despite Lor efforts to engineer super-mentats).

CAPTAIN THUNDER
Ray Gardener
Val
60
18
30
20
12
13
18
14
30
30
5
20
60
58

CHA
STR 50
DEX
CON
BODY
INT 2
EGO
PRE 8
COM
PD 19
ED 24
SPD 22
REC6
END
STUN

Cost
24
40
20
6
2

0
0

CostPowers
75 Electrical Control: Multipower (75 pts.)
7u Lightning Bolt: 12d6 Energy Blast, 1/2 END
6u Chain Lightning: 6d6 Energy Blast, Area Effect (Cone), 1/2 END
7u Power Arc: 4d6 RKA, 1/2 END
7u Thunderblast: 15d6 Energy Blast
6u Thunderclap: 3d6 Flash vs. Hearing, Area Effect (3" Radius), 1/2 END
7u Overload: 4d6 Suppress vs. all electronic powers (+2), 1/2 END
3u Override: 30 STR Telekinesis with Fine Manipulation, 1/2 END, Only vs. electrical machinery (-1)
20 Electrical Powers: Elemental Control (20 pts.)
20-a Arc Riding: 20" Flight
20-b Battery: 8d6 Absorption vs. Electricity (to END)
20-c Electrical Resistance: 75% Resistant Damage Reduction, Only vs. Electricity (-1)
30 Hardened Skin: Damage Resistance (30 PD/30 ED)
29 Electrical Sense: Sense Electricity, Ranged and Discriminatory, +4 Telescopic, +4 Perception (15-)
CostSkills
Combat Skills
20 +4 levels with Multipower
15 +3 levels with Hand-to-Hand
5
Combat Piloting 147
Tactics 13-

3
3
3

Leadership Skills
Bureaucratics 13Oratory 13Persuasion 13-

4
4
5
3
5
3

Background Skills
AK: American Southwest 13AK: Freedom City 13Electronics 12KS: Aircraft 12Paramedic 12PS: Test Pilot 12Freedom League Package

END
3
3
3
7
3
3
2
4

3
3
10

Federal Police Powers


Commlink: Radio Listen and Transmit, OIF
Donation towards the Freedom League' Base and Vehicles.

100+
Disadvantages
10 DNPC: Nancy Gardener (wife, normal) 810 DNPC: Ray Gardener, Jr. (son, normal) 85
Distinctive Features: white hair (easily concealed)
15 Hunted by: Dr. Stratos (AsPow, 11-)
10 Hunted by: the Hellqueen (AsPow, 8-)
20 Psych: Code Against Killing (Common, Total)
20 Psych: Honorable, always tries to do the right thing (Common, Total)
10 Psych: Uncertain of his leadership abilities (Common, Moderate)
10 Public Identity: Ray Gardener
15 Reputation: Leader of the Freedom League (powerful and honorable hero), 1425 Susceptibility: Takes STUN from Electrical Drains and Transfers (same amount of STUN as rolled on the dice)
15 Watched by AEGIS (MoPow, NCI, 14-)
10 Watched by the Albright Institute (AsPow, 11-)
302 Hero Bonus
Characteristics: 223
Powers & Skills: 354
Total: 577
Disadvantages: 477
Nancy Gardener
STR 8, DEX 10, CON 9, BODY 9, INT 12, EGO 11, PRE 12, COM 13, PD 2, ED 2, SPD 2, REC 4, END 18, STUN 18
Skills: Bureaucratics 13-, Conversation 11-, KS: Aircraft 11-, Persuasion 11-, PS: Secretary 12-, Spanish (fluent), WF:
Pistols, Contact: John Sanchez, VP at Aircraft Company.
Disadvantages: DNPC (Ray, Jr., normal), Psych: Protective of her family (Com, Str), Public Identity (Captain Thunder's
wife)
Ray Gardener, Jr.
STR 8, DEX 11, CON 10, BODY 8, INT 11, EGO 10, PRE 11, COM 12, PD 2, ED 2, SPD 2, REC 4, END 20, STUN 17
Skills: CK: Freedom City 11-, KS: Sports 11-, KS: Supers 11-, KS: Role-playing games 12-, Spanish (basic)
Disadvantages: Distinctive Feature: white hair (Easily Concealed), Epileptic (Infrequently, Fully), Psych: Wishes he was a
super (Com, Mod), Public Identity (Captain Thunder's son)
Dan Cloud
STR 11, DEX 12, CON 10, BODY 10, INT 12, EGO 10, PRE 10, COM 14, PD 3, ED 3, SPD 3, REC 4, END 20, STUN 21
Skills: AK: Desert Southwest 12-, Electronics 12-, KS: Indian Lore 11-, Mechanics 13-, Systems Operation 11-, TF: Planes
Disadvantages: DNPCs (wife and son, normals), Hunted by Captain Thunder's enemies (MoPow, 8-), Psych: Strong sense
of responsibility (Com, Str), Public Identity (Captain Thunder's pal).

LADY LIBERTY
Beth Walton-Wright
Val
50
21
25
14
15
20
20
18
20
20
4
14

CHA
STR 32*
DEX
CON
BODY
INT 5
EGO
PRE 9*
COM
PD 8*
ED 12*
SPD 9*
REC0

Cost
18*
24*
6*
20
4*

50
52

END
STUN

0
0

* Only In Hero ID (-1/4), Beth Walton's normal Characteristics are: STR 10, DEX 12, CON 10, BODY 10, INT 15, EGO 20,
PRE 15, COM 16, PD 3, ED 3, SPD 3, REC 4, END 20, STUN 20 and she lacks all powers marked with (*).
CostPowers
72 The Light of Liberty: Multipower (90 points)*
7u Blinding Light: 6d6 Flash vs. Sight, 0 END
7u Light Beam: 12d6 Energy Blast, 0 END
7u Light of Freedom: 24d6 Dispel vs. Entangles, 1/2 END
7u Light of Freedom: 12d6 Dispel vs. All Mental Powers (+2), 1/2 END
7u Light of Healing: 7d6 Aid (Healing), 1/2 END
7u Light of Protection: Force Wall, 12 PD/12 ED, 0 END
6u Light of Inspiration: 3d6 Aid to END, Area Effect Radius, Selective (+1/4), 0 END
2u Rallying Beacon: +50 PRE, Only to Inspire and Lead Others (-1/2), Costs END (-1/2)
3u Revealing Light: Change Environment (light), x16 radius, 0 END

END
0
0
4
4
3
0
0
5
0

30
3u
3u

Shield of Freedom: Multipower (30 points)


Armor: +10 PD/+10 ED
Missile Deflection vs. all attacks, +5 to roll

15
21
10
11
32
4

Guiding Light: Detect Evil, Ranged, Discriminatory, +2 PER*


Freedom of Will: Mental Defense, 30 pts.*
Freedom from Harm: Damage Resistance (12 PD/12 ED)*
Freedom from Need: Life Support (self-contained breathing, all safe environments)*
Freedom of Movement: 20" Flight, 1/2 END*
Mystic Transformation: Instant Change to and from Lady Liberty, Incantation (For Liberty!)

CostSkills
Combat Skills
15 +3 levels with Multipower
10 +2 levels with Hand-to-Hand

3
3
3
3
3
3
3
3
3
1

Legal Skills
Bureaucratics 13Conversation 13Criminology 13Escape Artist 13Interrogation 13KS: Law 13- (INT-based)
Oratory 13Persuasion 13PS: Lawyer 13- (INT-based)
Perk: Licensed to Practice Law

2
4
3

Background Skills
CK: Freedom City 11CK: New York City 13KS: U.S. History 13- (INT-based)

3
3
10

Freedom League Package


Federal Police Powers
Commlink: Radio Listen and Transmit, OIF
Donation towards the Freedom League' Base and Vehicles.

100+
Disadvantages
15 Accidental Change (to Beth Walton) when her powers are drained or suppressed, 1115 DNPC: Trevor Wright (husband), normal, 11-

10
20
20
10
10
15
20
244

Hunted by Warden (AsPow, 8-)


Psych: Believes in liberty and the law (Com, Tot)
Psych: Compassionate (VC, Str)
Psych: Patriotic (Com, Mod)
Reputation: Guardian of Liberty (11-)
Secret Identity (Beth Walton)
Susceptibility: 1d6 Suppress vs. all powers and STR per turn from being imprisoned
Hero Bonus

Characteristics: 147
Powers & Skills: 332
Total: 479
Disadvantages: 379
Trevor Wright
STR 13, DEX 12, CON 13, BODY 12, INT 11, EGO 12, PRE 12, COM 12, PD 4, ED 2, REC 6, END 26, STUN 26
Skills: Martial Arts (police self-defense) Boxing Cross, Choke Hold, Disarm, Escape, Legsweep, Weapon Form: Tonfa,
Combat Skills: +2 with pistol, +2 with martial arts, Combat Driving 11-, Criminology 11-, Deduction 11-, Paramedic 8-,
Shadowing 11-, Stealth 11-, Streetwise 11-, WF: Small arms, tonfa, KS: Law Enforcement 11-, KS: Freedom Underworld 11-,
CK: Freedom City 11-, PS: Police Officer 11-, Perks: Local police powers, concealed weapon permit.
Disadvantages: Distinctive Features: Cop (easily concealed), Hunted by Warden (MoPow, 8-), Loves Beth (Com, Total),
Watched by Police Department (MoPow, 11-).

THE RAVEN
Callie Summers
Val
15
20
18
12
20
18
30
16
8
8
5
10
40
32

CHA
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN

Cost
5
30
16
4
10
8
20
4
5
4
20
6
2
3

CostPowers
END
13 Terrifying Presence: +20 PRE, Only for Presence Attacks (-1/2)

21 Amazing Stealth: Invisibility to Sight and Hearing, 0 END, Requires a Stealth Roll (-1/2), Sight Invisibility only works in
darkness or shadows (-1/4)
0
7
Intrusion: 10" Teleport, Requires a Stealth Roll (-1/2), Only to "vanish" when no one is looking (-/12), Can only teleport to
places where she could normally go (-1/2), No non-combat multiple (-1/4)
2
4
+2" Running
2
4
+2" Swimming
1
2
+2" Superleap
1
5
Raven Cloak: 10" Gliding, OAF

14 Raven Mask: UV Vision, High-Range Radio Hearing, +1 Perception, IIF

15 Utility Belt: Multipower (30 pts., all OAF)


1u Crime Scene Kit: +2 to Criminology, OAF

1u Disguise Kit: +2 to Disguise, OAF

1u Flashlight: Change Environment, 1" radius (light), 0 END (+1/2), OAF


0
1u Flash Pellets: 2d6 Flash vs. Sight; OAF, 6 Charges (-3/4), Range Based on STR (-1/4)

1u Gas Pellets: 3d6 EB, NND (defense is LS: Self-Contained Breathing); OAF, 6 Charges (-3/4), Range Based on STR (-1/4)
1u Lockpicks: +2 to Lockpicking; OAF

1u
1u
1u
1u
36

Rebreather: LS: Breathe Underwater; OAF, 4 Charges lasting 1 Hour each (+1/4)

Smoke Pellets: 2" radius Darkness to normal sight; Autofire (+1/2), OAF, 8 Charges (-1/2), Range Based on STR (-1/4)
Swing Line: 10" Swinging; OAF
2
Throwing Blades: 1d6 HKA (2d6 w/STR), Ranged (+1/2), OAF, 6 Recoverable Charges (-1/4), Range Based on STR (-1/4)
2
Gadgets: Variable Power Pool (30 pts.), Only Changes at Headquarters (-1/2), OAF (-1)
Var.

CostSkills
Combat Skills
32 Martial ArtsComic Book
Maneuver
OCV
DCV
Notes
Defensive Strike
+1
+3
6d6 Strike
Martial Strike
0
+2
8d6 Strike
Offensive Strike
-2
+1
10d6 Strike
Martial Block
+2
+2
Block, abort
Martial Dodge
0
+5
Dodge, abort
Martial Throw
0
+1
6d6 + v/5; target falls
Nerve Strike
-1
+1
3d6 NND
Martial Disarm
-1
+1
40 STR Disarm
Martial Grab
-1
-1
40 STR Grab
12 +3 Damage Classes with Martial Arts
24 +3 Combat Skill Levels
8
WF: Common Melee, Common Missile, Small Arms, Uncommon Missile

5
3
5
3
5
5
5
3
5
5
9
9
5
3
3
3
9
5
3
5
5
9
5
5
3
5

Crimefighting Skills
Acrobatics 14Acting 15Breakfall 14Bugging 13Climbing 13Combat Driving 14Combat Piloting 14Computer Programming 13Concealment 14Contortionist 14Criminology 16Deduction 16Disguise 12Forensic Medicine 13High Society 15Interrogation 15Languages (all fluent): Japanese, Mandarin Chinese, Spanish
Lockpicking 14Paramedic 13Security Systems 14Shadowing 12Stealth 16Streetwise 16Survival 12Systems Operation 13Tactics 14-

20

Intensive Training
+2 Overall Levels

3
3
9
8

Background Skills
CK: Freedom City 13KS: Criminal Underworld 13Sciences (all 13-): Chemistry, History, Sociology
TF: Riding Animals, Ground Vehicles, Air Vehicles, Water Vehicles

5
5
10
5
3
3

Talents
Combat Sense 14Defense Maneuver
Eidetic Memory
Fast Draw 14Lightsleep
Simulate Death

20
15
75

Perks
10 Contacts (11-)
Filthy Rich
Base (the Rookery) and assorted Vehicles

3
3
10

Freedom League Package


Federal Police Powers
Commlink: Radio Listen and Transmit, OIF
Donation towards the Freedom League' Base and Vehicles.

100+
Disadvantages
10 DNPC: Duncan Summers (LessPow, 8-)
5
Distinctive Feature: spooky (easily concealable)
20 Hunted by Dr. Sin (MoPow, 11-)
20 Hunted by SHADOW (AsPow, NCI, 11-)
20 Psych: Obsessively Driven (Com, Tot)
20 Psych: Code Against Killing (Com, Tot)
10 Psych: Wants to meet a man who's her equal (UC, Str)
20 Reputation: Dark Avenger of the Night (Ext, 14-)
15 Secret Identity (Callie Summers)
5
1d6 Unluck
15 Watched by AEGIS (MoPow, NCI, 14-)
10 Watched by the Albright Institute (AsPow, 11-)
408 Hero Bonus
Characteristics: 137
Powers & Skills: 541
Total: 678
Disadvantages: 578
Duncan Summers
STR 15, DEX 15, CON 15, BODY 15, INT 20, EGO 18, PRE 25, COM 14, PD 5, ED 5, REC 8, END 30, STUN 31
Skills: All the same skills listed for the Raven, but reduce skill rolls by 1, and drop 2 damage classes from Martial Arts.
Disadvantages: Age (40+), Hunted by Dr. Sin (MoPow, 11-), Normal Characteristic Maxima, Physical Limitation: Lame (3" Running, walks with aid of a cane), Psych: Guild-ridden over his wife's death (Com, Str), Psych: Protective of his daughter
(Com, Tot), Secret Identity (the original Raven), 1d6 Unluck

DAEDELUS
"Daniel Daedelus"
Val
10/50*
15/20*
20
15
35
18
15
14
5

CHA
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD

Cost
20
22
20
10
25
16
5
2
3

5
ED
1
4
SPD
15
8
REC
4
40
END
0
35
STUN 5
* OIF (-1/2), Doesn't Add to Figured Characteristics (-1/2)
CostPowers
END
(OIF powers are based on power armor and draw from END Reserve)
13 Solar Batteries: END Reserve 100 END, 10 REC, OIF

40 Weapon Systems: Multipower (60 pts., OIF)


4u Energy Siphon: 12d6 Absorption vs. Energy Attacks to END Reserve

4u Gravitic Beams: 12d6 Energy Blast, OIF


6
4u Mind Maze: 3d6 Entangle, Based on ECV (+1), OIF
6
4u Shield Generator: Force Wall, 12 PD, 12 ED, OIF
6
4u Solar Lance: 4d6 RKA (laser), OIF
6
4u Tractor Beam: Telekinesis, 40 STR, Only to Push or Pull (-1/2), OIF
6
40 Body Armor: +20 PD, +20 ED Armor, OIF

15 Cybernetic Interface: Mind Link with any one mind, Computers Only (0)

16 Encephalic Shielding: Mental Defense, 20 pts.

30 Magnetic Repulsors: 20" Flight, x4 noncombat velocity, OIF


4
13 Sealed System: Self-Contained Breathing, All Safe Environments, OIF

37 Sensor Package: N-Ray Vision (blocked by force fields), Radio Listen & Transmit, Spatial Awareness (gravimetric flux), +4
Telescopic Sight, OIF

37 Gadgets: Variable Power Pool, 30 pts., OAF (-1)


Var.
6
Immortality: LS: Immune to Disease and Aging

CostSkills
Combat Skills
3
Breakfall
5
+1 level with Hand-to-Hand
15 +3 levels with Multipower

3
3
5
9
3
9
14
3
3
10

3
3
27

Scientific Skills
Computer Programming 16Deduction 16Demolitions 12Electronics 14Inventor 16Mechanics 14SC (all 16-): Chemistry, Mathematics, Metallurgy, Nuclear Physics, Physics, Robotics, Subatomic Physics
Security Systems 16Systems Operation 16+2 levels with INT-based skills
Background Skills
AK: World 16- (INT-based)
CK: Freedom City 16- (INT-based)
Languages (all fluent without accent, Ancient Greek native): Arabic, English, French, German, Italian, Japanese, Latin,
Old English, Spanish

3
3
3
15
15

Perks
Lightning Calculator
Linguist
Scientist
Filthy Rich
Vehicle: the starship Icarus

Freedom League Package


Federal Police Powers

3
10

Commlink: Radio Listen and Transmit, OIF


Donation towards the Freedom League' Base and Vehicles.

100+
10
20
20
10
10
15
5
10
15
10
10
349

Disadvantages
Hunted by Taurus (AsPow, 8-)
Psych: Protective of Innocents, especially young people (VC, Str)
Pysch: Thinks technology should be kept out of the wrong hands (Com, Tot)
Psych: Avoids getting too close to people (VC, Mod)
Reputation: Brilliant Inventor (11-)
Secret Identity (Daedelus)
1d6 Unluck
Vulnerability: x1.5 STUN from Electrical Attacks
Watched by AEGIS (MoPow, NCI, 14-)
Watched by the Albright Institute (AsPow, 11-)
Watched by the Greek Pantheon (MoPow, 8-)
Hero Bonus

Characteristics: 148
Powers & Skills: 444
Total: 592
Disadvantages: 492

JOHNNY ROCKET
Johnny Wade
Val
15
24
20
12
12
13
13
16
6
6
10
20
40
30

CHA
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN

Cost
5
42
20
4
2
6
3
3
3
2
66
28
0
0

CostPowers
180 Super-Speed: Multipower, 180 pts.
18u +50" Running, x64 NCM, 0 END
7u +54" Swimming, x64 NCM, 0 END, Only on the Surface of Water (-1/2)
7
Run Up Walls: Clinging, 15 STR, Only While Running (-1/2)
25 Protective Aura: +15 PD, +15 ED Force Field, 1/2 END, Only While Running (-1/2)
62
1u
6u
6u
6u
6u
4u
6u
6u
6u

Super-Speed Stunts: Multipower, 62 pts.


Catch Missiles: Missile Deflection vs. bullets and projectiles (15)
Fast Tasks: Change Environment (fast tasks), 32" radius, 0 END
Molecular Vibration: Desolidification (affected by vibratory attacks), 0 END (60)
Rapid Punch: 5d6 Energy Blast, No Range, Autofire, 0 END (62)
Rapid Work: 5d6 Minor Transform, assembled to disassembled (or vice versa), 1/2 END
Updraft: Telekinesis, 20 STR, Area Effect Radius, No Range, Only While Running (-1/2)
Vibratory Strike: 2d6+1 HKA, Armor Piercing, 1/2 END
Whirlwind Punch: 4d6 Energy Blast, No Range, Any Area Effect, Selective, 0 END
Wrap-Up: 4d6 Entangle, OIF (objects of opportunity), 1/2 END

CostSkills

END
0
0
0
1

0
0
0
2
6
1
0
2

10
3

Combat Skills
+2 levels with Hand-to-Hand
Breakfall 14-

3
4
4
2
3
1
2
1
1

Background Skills
AK: Earth 12AK: United States 13CK: Freedom City 13KS: Dancing 11Oratory 12Paramedic 8PS: Messenger 11Streetwise 8TF: Bicycles

3
3

Perks
Lightning Calculator
Speed Reading

3
3
10

Freedom League Package


Federal Police Powers
Commlink: Radio Listen and Transmit, OIF
Donation towards the Freedom League' Base and Vehicles.

100+
Disadvantages
15 Hunted by Dr. Simian (AsPow, 11-)
20 Psych: Code vs. Killing (Com, Tot)
20 Psych: Impatient and Impulsive (VC, Str)
15 Psych: Sense of Duty to people (Com, Str)
10 Public Identity
10 Reputation: "the gay superhero" (11-)
10 Rivalry (other speedsters)
10 Vulnerability: x 2 STUN from biochemical attacks
15 Watched by AEGIS (MoPow, NCI, 14-)
10 Watched by the Albright Institute (AsPow, 11-)
361 Hero Bonus
Characteristics: 184
Powers & Skills: 402
Total: 586
Disadvantages: 486

SIREN
Dr. Cassandra Vale
Val
40
21
25
15
14
18
18
20
20
20
4
13
50
48

CHA
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN

Cost
24*
28*
25*
8*
4
16
8
5*
10*
12*
9*
0
0
0

* Only In Hero ID (-1/4). Cassandra Vale's characteristics are STR 10, DEX 12, CON 12, BODY 10, COM 14, PD 3, ED 3, SPD
3
CostPowers
END
(All powers but Instant Change are Only In Hero ID, -1/4)
80 Mistress of the Waters: Multipower, 100 pts.
4u Command the Deep: 8d6 Mind Control, AE Radius, 1/2 END, Only vs. Marine Life (-1)
4
7u Dehydrate: 6d6 Energy Blast, NND (defense is force field or non water-based biology), Fully Invisible (+1)
10
8u Mist: Darkness vs. Sight, 8" Radius, 1/2 END
4
8u Rain: Change Environment (rain), x16385 radius (32 km), 1/2 END
4
8u Water Globe: 5d6 Energy Blast, NND (defense is LS: water breathing, +1), AE 1 hex (+1/2), Continuous (+1), 1/2 END 4
6u Water Jet: 10d6 Energy Blast, Stun Only (-1/2), Double Knockback (+3/4), 1/2 END
5
8u Water Spray: 4d6 Flash vs. Sight, NND (defense is hard eye coverings or aquatic adaptations), 0 END
0
4u Water Shaping: Telekinesis, 50 STR, 1/2 END, Only Affects Water (-1)
4
48
5u
3u
5u

Movement Multipower, 60 pts.


Wavedancing: +30" Swimming, x8 NCM, 0 END
Wavejumping: +20" Superleap, 0 END, Only From Water to Air (-1)
Windriding: 20" Flight, 0 END

10
12
2
5

Goddess of the Sea: Life Support (breathe underwater, immune to high pressure, cold, aging and disease)
Toughened Skin: Armor, +5 PD/+5 ED
Mystic Senses: Mystic Awareness (Mental Awareness vs. Magic Only)
Mystic Transformation: Instant Change

63

Siren's Silver Net: 6d6, Entangle, DEF 6, Affects Desolid (+1/2), Entangle Takes No Damage (+1/2), 0 END (+1/2); 12d6
Mind Control, Linked to Entangle (-1/2), 0 END (+1/2), both are One Recoverable Charge (-1), OAF (unbreakable net,
-1), Range Based On STR (-1/4), Only in Hero ID (-1/4).

CostSkills
Combat Skills
10 +2 levels with Hand-to-Hand
9
+3 levels with Mystic Net
3
Acrobatics 13-

4
4
3
4
6
6
3

Background Skills
AK: The Oceans 13AK: Haiti 13CK: Freedom City 12KS: Magic 13KS: Voodoo Lore 15Languages (all fluent, English native): Dahomeny, French
Riding 13-

3
3
4

Professional Skills
Paramedic 12Persuasion 13PS: Psychologist 13-

2
5

Perks & Talents


Contacts (the Voodoo pantheon) 11Well-Off

3
3
10

Freedom League Package


Federal Police Powers
Commlink: Radio Listen and Transmit, OIF
Donation towards the Freedom League' Base and Vehicles.

0
0
0

100+
Disadvantages
10 Distinctive Feature: Goddess (Concealable)
15 Hunted by Baron Samedi (AsPow, 11-)
10 Hunted by Captain Blood (AsPow, 8-)
20 Psych: Devoted to Bettering Humanity (Com, Tot)
15 Psych: Protective of Innocents and Nature (Com, Str)
15 Psych: Imperious (Com, Str)
15 Secret Identity (Cassandra Vale)
10 Watched by the Albright Institute (AsPow, 11-)
15 Watched by AEGIS (MoPow, NCI, 14-)
10 Watched by the Voodoo Pantheon (MoPow, 11-)
20 Vulnerability: x1.5 STUN and BODY from Heat/Fire
265 Hero Bonus
Characteristics: 149
Powers & Skills: 401
Total: 520
Disadvantages: 420

DR. METROPOLIS
Val
45
15
35
20
18
18
20
10
25
25
4
16
70
61

CHA
STR 35
DEX
CON
BODY
INT 8
EGO
PRE 10
COM
PD 16
ED 18
SPD 15
REC0
END
STUN

Cost
15
50
20
8
0

0
0

CostPowers
END
100 City Control: Multipower (150 pts.), only in or vs. urban areas (-1/2)
20m City Animation: Telekinesis, STR 80, 1/2 END
6
20m City Awareness: Clairsentience (sight and hearing), Retrocognition, x1024 range, 0 END
0
20m City Shaping: 5d6 Minor Transform (urban materials into any urban structure, +1/4), Cumulative, Area Effect Radius,1/2
END
7
20m City Walking: 15" Teleportation, x16,384 distance (500 km), 0 END, Full Phase (-1/2)
0
15 Artificial Body: Elemental Control (15 pts.)
16-a Damage Resistance 25 PD/25 ED, Hardened (+1/4)
30-b Desolidification, Affects Mental Powers, Only through urban materials (-1/2)
15-c Full Life Support
9-d Regeneration, 3 BODY/Turn, Only in urban environments (-1/2), Only while touching a structure (-1/4)
21

Impenetrable Mind: 25 pts. Mental Defense

CostSkills
Combat Skills
15 +3 levels with Multipower
City Skills

10
5
5
5
3
7
7
5
8
8
8
9
3
5

AK: Freedom City 20AK: Cities of North America 15Computer Programming 14Concealment 14Deduction 13Demolitions 13Electronics 13Lockpicking 14PS: Architect 18PS: Builder 18SC: Engineering 18Security Systems 16Streetwise 13Systems Operation 14-

26
3

Talents
Danger Sense14-, general area
Lightning Calculator

3
3
10

Freedom League Package


Federal Police Powers
Commlink: Radio Listen and Transmit, OIF
Donation towards the Freedom League' Base and Vehicles.

100+
Disadvantages
15 DNPC: Freedom City (Normal, 11-)
20 Distinctive Features: Artificial humanoid (Not concealable, major reaction)
15 Hunted by Hiroshima Shadow (AsPow, 11-)
25 Psych: Devoted to Freedom City (VC, Total)
20 Psych: Cold and detached (VC, Str)
15 Psych: Secretive and cryptic (Com, Str)
10 Public Identity
10 Reputation: Protector of Freedom City (11-)
5
Susceptibility: to being removed from the urban environment, 1d6 STUN per minute
20 Vulnerability: x1 1/2 STUN and BODY from Magic (Uncommon)
15 Watched by AEGIS (MoPow, NCI, 14-)
10 Watched by the Albright Institute (AsPow, 11-)
349 Hero Bonus
Characteristics: 195
Powers & Skills: 434
Total: 629
Disadvantages: 529
Dr. Atom
DEX 15, INT 25, EGO 20, PRE 15, SPD 4
Perks: Eidetic Memory, Lightning Calculator, Universal Translator
Skills: AK: World 14-, Bugging 14-, Bureaucratics 12-, CK: Freedom 14-, Computer Programming 14-, Deduction 16-,
Electronics 14-, Inventor 14-, Mechanics 14-, Paramedic 14-, Scientist (with the following sciences: Biology, Chemistry,
Engineering, Nuclear Physics, Physics, Probability Mechanics, Subatomic Physics, all 14-), Security Systems 14-, Systems
Operation 14Disadvantages: Hunted (various enemies, AsPow, 11-), Physical: Questionable legal status (Infrequent, Slight), Psych:
Protective of his family (Com, Tot), Psych: Driving curiosity (Com, Str), Public Identity. Note that the relative advantages and
disadvantages of Dr. Atom's current (holographic) form have been included as part of his "computer" package.
Jack Wolf
STR 18, DEX 15, CON 20, BODY 15, INT 12, EGO 14, PRE 16, COM 14, PD 4, ED 4, SPD 3, REC 8, END 40, STUN 34
Powers: Mind Link with Dr. Atom (IIF implant)
Skills: Acrobatics 12-, AK: World 13-, Breakfall 12-, Climbing 13-, Combat Driving 14-, Combat Piloting 14-, Demolitions
12-, Gambling 12-, KS: Military 13-, Languages (Spanish and Russian), Martial Arts (Commando Training, +2d6 damage),

Navigation 12-, Paramedic 11-, Security Systems 11-, Stealth 13-, Streetwise 12-, Survival 13-, Tactics 13-, Weapon Familiarity
(All Melee, Small Arms and Uncommon Weapons).
Disadvantages: Hunted (various enemies, AsPow, 8-), Normal Characteristic Maxima, Psych: Protective of the Atom
Family (Com, Tot), Public Identity, Reputation (mercenary, 8-).

MAXIMUS ATOM
Val
15
15
20
15
15
15
15
16
5
5
4
10
50
33

CHA
STR 5
DEX
CON
BODY
INT 5
EGO
PRE 5
COM
PD 2
ED 1
SPD 12
REC6
END
STUN

Cost
15
20
10
10
3

5
0

CostPowers
67 Molecular Control Powers: Multipower (67 pts.)
7u Growth: 16m tall, 50K kg, +9 BODY & STUN, -6 DCV, +4" reach, +45 STR, -9" KB, 0 END
7u Shrinking: .064M, .0032 kg, -10 PER Rolls Against, +10 CV, +15 KB, 0 END
7u Desolidification (Affected by Radiation Attacks), 0 END
40 Armor: +20 PD/+20 ED, Linked to Growth (-1/2)
8
6 Flight (12 Non-combat), Linked to Desolid (-1/2)

END

18
7

Communicator Implant: Mind Link with Dr. Atom, any distance, any dimension, 0 END, IIF (-1/4)
Morphic Suit: Instant Change to any set of clothes, OIF (-1/2)

CostSkills
Combat Training
15 +3 levels with Hand-to-Hand
3
Breakfall 13-

2
3
3
1
1
2
1
3

Other Skills
CK: Freedom City 11Climbing 13Combat Piloting 13Computer Programming 8Deduction 8Mechanics 11Paramedic 8Systems Operation 12-

5
10

Perks
Wealth (Well-Off)
Donation to Atom Family's Base and Vehicles

100+
Disadvantages
10 DNPC: Jack Wolf (Slightly Less Pow, 11-)
10 DNPC: Dr. Atom (Less Pow, 8-)
5
Distinctive Feature: Mutant (shows up on scanners)
10 Hunted: Gamma, the Atom Smasher (AsPow, 8-)
15 Hunted: Lady Lunar (MoPow, 8-)

0
0
0

15
15
15
10
5
10
89

Psych: Protective of his family (Com, Str)


Psych: Wants to prove himself (Com, Str)
Psych: Very responsible (Com, Str)
Public Identity
Rivalry: Strong guys
Vulnerability: x1.5 STUN from sneak attacks (Com)
Hero Bonus

Characteristics: 99
Powers & Skills: 210
Total: 309
Disadvantages: 209

TESS ATOM
Val
12
18
18
13
20
15
15
16
3
4
4
8
50
30

CHA
STR 2
DEX
CON
BODY
INT 10
EGO
PRE 5
COM
PD 1
ED 0
SPD 12
REC2
END
STUN

Cost
24
16
6
10
3

7
2

CostPowers
62 Nucleonic Energy: Multipower (62 pts.)
6u Nucleonic Beam: 10d6 Energy Blast, 1/2 END
6u Molecular Disintegration: 3d6+1 RKA, 1/2 END
6u Photonic Discharge: 5d6 Flash vs. Sight, 1/2 END
6u Nucleonic Barrier: Force Wall, 10 PD/10 ED, 10" length, 1/2 END
6u Energy Conversion: 10d6 Absorption, Energy Attacks to any one Multipower slot (+1/4)
20 Nucleonic Field: Elemental Control
20-a 20" Flight
20-b +20 PD/+20 ED Force Field

END

18
7

Communicator Implant: Mind Link with Dr. Atom, any distance, any dimension, 0 END, IIF (-1/4)
Morphic Suit: Instant Change to any set of clothes, OIF (-1/2)

CostSkills
Combat Training
5
+1 level with Multipower
5
+1 level with DCV

3
8
3
3

Scientific Skills
Scientist
Sciences (all 13-): Chemistry, Nuclear Physics, Physics, Subatomic Physics
Computer Programming 13Deduction 13-

2
1

Background Skills
CK: Freedom City 11Combat Piloting 8-

2
2
2
2

4
4

1
3

Paramedic 8Systems Operation 13-

5
10

Perks
Wealth (Well-Off)
Donation to Atom Family's Base and Vehicles

100+
Disadvantages
10 DNPC: Jack Wolf (Slightly Less Pow, 11-)
10 DNPC: Dr. Atom (Less Pow, 8-)
5
Distinctive Feature: Mutant (shows up on scanners)
10 Hunted: Gamma, the Atom Smasher (AsPow, 8-)
15 Hunted: Lady Lunar (MoPow, 8-)
20 Normal Characteristic Maxima
15 Psych: Protective of her family (Com, Str)
15 Psych: Studious and intellectual (Com, Str)
15 Psych: Driven by scientific curiosity (Com, Str)
10 Public Identity
20 Vulnerability: x2 Effect from Energy Drains and Transfers
81 Hero Bonus
Characteristics: 100
Powers & Skills: 226
Total: 326
Disadvantages: 226

VICTORIA ATOM
Val
12
15
15
12
18
13
15
16
4
4
4
6
40
30

CHA
STR 2
DEX
CON
BODY
INT 8
EGO
PRE 5
COM
PD 2
ED 1
SPD 15
REC2
END
STUN

Cost
15
10
4
6
3

5
4

CostPowers
40 Shapeshifting: Multipower (40 pts.)
4m Growth: 4m, 800kg, +3 BODY & STUN, -2 DCV, +1 Reach, +15 STR, -3 KB, 0 END
6m Shrinking: .5m, 1.6kg, -4 PER, +4 CV, +6 KB, 0 END
8m Stretching 8 (16 Non-combat)
4u Semisolid Form: Desolidification, Not Through Solids (-1/2)
1u Kite-Shape: 10 Gliding (20 Non-combat)
30 Pliable Body: Elemental Control (30 pts.)
30-a Shapeshift: Any form, 0 END
30-b 50% Resistant Damage Reduction (Energy and Physical)

END

18
7

Communicator Implant: Mind Link with Dr. Atom, any distance, any dimension, 0 END, IIF (-1/4)
Morphic Suit: Instant Change to any set of clothes, OIF (-1/2)

CostSkills

0
0
4
4

5
5

Combat Training
+1 level with Hand-to-hand
+1 level with DCV

Scholarly Skills
3
10

Scholar
KS: Alien Races 13-, Geography 13- History 13-, Supers 13-, Trivia 13-

1
2
1
7
1
3

Background Skills
AK: Terminus 8CK: Freedom City 11Combat Piloting 8Disguise 14Paramedic 8Systems Operation 13-

5
10

Perks
Wealth (Well-Off)
Donation to Atom Family's Base and Vehicles

100+
15
10
10
5
10

15
20
15
15
10
10
5
73

Disadvantages
Accidental Change when hit with energy attacks (Com, 11-)
DNPC: Jack Wolf (Slightly Less Pow, 11-)
DNPC: Dr. Atom (Less Pow, 8-)
Distinctive Feature: Mutant (shows up on scanners)
Hunted: Gamma, the Atom Smasher (AsPow, 8-)
Hunted: Lady Lunar (MoPow, 8-)
Normal Characteristic Maxima
Psych: Takes on adult responsibilities (Com, Str)
Psych: Protective of Chase (Com, Str)
Psych: Shy (Com, Mod)
Public Identity
1d6 Unluck
Hero Bonus

Characteristics: 82
Powers & Skills: 231
Total: 313
Disadvantages: 213

CHASE ATOM
Val
10
14
12
10
15
18
13
14
4
4
5*
5
30
25

CHA
STR 0
DEX
CON
BODY
INT 5
EGO
PRE 3
COM
PD 2
ED 2
SPD 17
REC2
END
STUN

Cost
12
4
0
16
2

3
4

* Phases 5 and 10 usable with Mental Powers only (-1/2)


CostPowers
62 Telepathic Powers: Multipower (62 pts.)
12m 5d6 Ego Attack, 1/2 END
12m 6d6 Ego Attack
12m 10d6 Mental Illusion, 1/2 END
12m 10d6 Mind Scan, 1/2 END
12m 10d6 Telepathy, 1/2 END
30 Telepathic Rapport: Mink Link, any 4 minds, any distance
16 Mind Shield: Mental Defense (20 pts. total)
12 Mental Dodge: +3 DCV, only vs. opponents wth (EGO + Mental Defense) < 30 (-1/4)

END

18
7

Communicator Implant: Mind Link with Dr. Atom, any distance, any dimension, 0 END, IIF (-1/4)
Morphic Suit: Instant Change to any set of clothes, OIF (-1/2)

CostSkills
Combat Training
3 Breakfall 12-

Mental Training
5
3

+1 level with Multipower


KS: Psionics 12-

2
1
3
3
1
3
3

Background Skills
CK: Freedom City 11Combat Piloting 8Conversation 12KS: Chess 12Paramedic 8Persuasion 12Systems Operation 13-

5
10

Perks
Wealth (Well-Off)
Donation to Atom Family's Base and Vehicles

100+
10
10
5
5
10
15
20
15
15
10
10
10
84

Disadvantages
DNPC: Jack Wolf (Less Pow, 11-)
DNPC: Dr. Atom (Normal, 8-)
DNPC: Cosmo (LessPow, Useful Skills, 11-)
Distinctive Feature: Mutant (shows up on scanners)
Hunted: Gamma, the Atom Smasher (AsPow, 8-)
Hunted: Lady Lunar (MoPow, 8-)
Normal Characteristic Maxima
Psych: Wants to be accepted as an adult (Com, Str)
Psych: Team player and peacemaker (Com, Str)
Psych: Doesn't get along with most other kids (Com, Mod)
Public Identity
Susceptibility: 2d6 STUN when telepathic subject takes BODY
Hero Bonus

Characteristics: 72
Powers & Skills: 247
Total: 319
Disadvantages: 219

2
6
2
2
2

ELDRICH
Adrian Eldrich
Val
15
15
23
10
18
30
20
12
6
6
4
10
60
30

CHA
STR 5
DEX
CON
BODY
INT 8
EGO
PRE 10
COM
PD 3
ED 1
SPD 10
REC4
END
STUN

Cost
Notes
200 kg; 3d6
15
OCV:5/DCV: 5
16
0
PER Roll: 1240
ECV: 10
PRE Attack: 4d6
1
Phases: 3, 6, 9, 12
2
1

CostPowers
150 Power Pool (Magic, 100 pts.)
40 Cerotan's Shield: +20 PD/+20 ED Force Field, +10 Mental Defense, Incantation (-1/4)
14 Mental Defense (20 pts.)
23 Danger Sense 14-, any area, only vs. magic (-3/4)
35 Cloak of Flight: 15" Flight, x2 Non-combat, 0 END, IAF (cloak)

END
Var.
4

CostSkills
13 Magic Skill 20- (based on EGO)
15 +5 with Power Pool
5
Escape Artist 133
Scholar
24 KS: Dimensional Geography, Magical Artifacts, Magical Creatures, Magical Dimensions, Magicians, Occult (all 14-)
3
Linguist
6
English (native), Ancient Egyptian, Greek, Latin (all fluent)

3
3
5
3
5
5

Background Skills and Perks


AK: The World 13CK: Freedom City 13PS: Archeologist 14PS: Writer 13Perk: Master Mage of Earth
Well-Off

100+
Disadvantages
15 DNPCs: Victims of the occult (normal, 11-)
20 Hunted by various occult menaces (MoPow, 11-)
20 Code Against Killing (Com, Tot)
20 Sworn Protector of Earth's Dimension (VC, Str)
15 Cryptic Loner (Com, Str)
15 Reputation (powerful mage, 11-, Ext.)
15 Secret Identity (Earth's Master Mage)
10 2d6 Unluck
15 x1.5 STUN from Physical Killing Attacks
226 Hero Bonus
Characteristics: 116
Powers & Skills: 355
Total: 471
Disadvantages: 371

FORESHADOW
David Sloane
Val
15
20
16
11
18
15
20
12
8
8
4
6
40
35

CHA
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN

Cost
5
30
12
2
8
10
10
1
5
5
10
0
0
8

Notes
200 kg; 3d6
OCV:7/DCV: 7
PER Roll: 12ECV: 5
PRE Attack: 4d6

Phases: 3, 6, 9, 12

CostPowers
END
35 Precognition: Clairsentience (sight and hearing), into the future, x32 Range (around 14 km), 0 END, No Conscious Control
(-2)
0
27 Precognitive Dodge: +8 to DCV, requires a Danger Sense Roll (-1/2)
20 Precognitive Parry: Missile Deflection vs. thrown weapons and projectiles, +5 to roll
12 Armored Costume: +8 PD/+4 ED Armor, OIF
10 Grappling Gun: 15" Swinging, OIF
Cost

Skills
Combat Skills
Martial ArtsComic Book
Maneuver
OCV
DCV
Martial Strike
0
+2
Offensive Strike -2
+1
Martial Block
+2
+2
Martial Dodge
0
+5
Martial Throw
0
+1
Nerve Strike
-1
+1
Martial Disarm
-1
+1
Martial Grab
-1
-1
+2 Damage Classes with Martial Arts

10

+2 levels with Hand-to-Hand combat

3
3
3
3
3
3
3
5
3
3
3
3
5
3
3

Crimefighting Skills
Acrobatics 13Breakfall 13Climbing 13Concealment 13Contortionist 13Criminology 13Deduction 13Disguise 12Interrogation 13Lockpicking 13Paramedic 13Security Systems 13Shadowing 12Stealth 13Streetwise 13-

32

Notes
7d6 Strike
9d6 Strike
Block, abort
Dodge, abort
5d6 + v/5; target falls
3d6 NND
35 STR Disarm
35 STR Grab

Tactics 13-

4
3
4

Background Skills
AK: Southside 13CK: Freedom City 12KS: Criminal Underworld 13-

31
5
5

Talents
Danger Sense (in the general area) 14Defense Maneuver
Wealth: Well-Off

100+
5
15
10
20
15
20
10
15
15
10
10
104

Disadvantages
Distinctive Feature: spooky (easily concealable)
Hunted by the Mafia (AsPow, 11-)
Hunted by Lady Tarot (AsPow, Mild, 11-)
Normal Characteristic Maxima
Psych: Must prevent his visions from coming true (Common, Strong)
Psych: Dedicated, cannot have a normal life (Common, Total)
Psych: Loner (Common, Moderate)
Reputation (Dark Vigilante, 11-, Ext.)
Secret Identity (David Sloan)
Susceptibility: 2d6 STUN from Mental Sense Darkness and Flash Attacks
x2 STUN from surprise attacks (Uncommon)
Hero Bonus

Characteristics: 106
Powers & Skills: 253
Total: 359
Disadvantages: 249
Albert Grenville
STR 9, DEX 9, CON 10, BODY 10, INT 13, EGO 12, PRE 13, COM 12, PD 2, ED 2, SPD 2, REC 4, END 20, STUN 20
Skills: Bureaucratics 12-, Gambling 8-, High Society 11-, KS: Stock Market 12-, PS: Investment Broker 12-, SC: Statistics
11-, Trading 13-, Contacts in the Finance Community, Lightning Calculator, Well-Off.
Disadvantages: DNPC (Sarah, wife, 8-), Weak Heart (Infrequently, Greatly), Psych: Protective of David Sloane
THE

SILENCER

Thomas Oliverti
Val
18
20
17
13
15
12
18
14
8
8
4
9
50
35

CHA
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN

Cost
8
30
14
6
5
2
8
2
4
5
10
2
5
4

Notes
300 kg; 3 1/2f6
OCV:7/DCV: 7
PER Roll: 12ECV: 4
PRE Attack: 3 1/2d6

Phases: 3, 6, 9, 12

CostPowers
45 Sonic Rifle: Multipower (90 pts.), 0 END, OAF (rifle)
4
u Sonic Beam: 9d6 Energy Blast, Invisible to Sight

END
0

4
4
4
4
4
23
10
7
13
12

u Stunner: 6d6 Energy Blast, NND (defense is deafness or hard ear coverings), Invisible to Sight
u Screamer: 4d6 Flash vs. Hearing Sense Group, Invisible to Sight
u Screamer Field: 3d6 Flash vs. Hearing Sense Group, Invisible to Sight, Area Effect 3" radius
u Vibration Blast: 3d6 RKA, Invisible to Sight
u Dampening Field: Darkness vs. Hearing Sense Group, 6" radius
Passive Sonar: Spatial Awareness (hearing sense group), 360-degree radius, OIF (mask)
Audio Pickups: Ultrasonic Hearing, Telescopic Hearing +8, OIF (mask)
Ear Shields: 10 pts. Flash Defense vs. Hearing, OIF (mask)
Voice Mask: Images vs. Hearing, 1 hex, -4 to PER rolls, 0 END, Only to imitate voices (-1), OIF (mask)
Bodysuit: Armor (+8 PD/+4 ED), OIF

Cost
9
10
17

Skills
Combat Skills
+3 levels with Multipower
+2 levels with Hand-to-Hand
Martial ArtsComic Book
Maneuver
OCV
Martial Strike
0
Offensive Strike -2
Martial Block
+2
Martial Dodge
0
Martial Grab
-1

DCV
+2
+1
+2
+5
-1

Notes
5 1/2d6 Strike
7 1/2d6 Strike
Block, abort
Dodge, abort
28 STR Grab

7
5
4
3
3

Scientific Skills
Electronics 13Inventor 13SC: Sonics 13Security Systems 12Systems Operation 12-

3
3

Social Skills
Acting 13Persuasion 13-

4
2
5
3
5
3
3

Background Skills
AK: Southside 13CK: Freedom City 11Bugging 13KS: Mafia 12Lipreading 12Mimicry 11Stealth 13-

3
3
4

Talents and Perks


Perfect Pitch
Speed Reading
Contacts: Mafia 11-

100+
10
20
10
20
20
15
10
15
15
83

Disadvantages
DNPC ("family responsibilities," 11-)
Hunted by the Mafia (AsPow, NCI, 11-)
Hunted by the Police (AsPow, 8-)
Normal Characteristic Maxima
Psych: Wants to bring down the Mafia (Common, Total)
Psych: Believes the ends justify the means (Common, Strong)
Psych: Thinks there's a technical solution to every problem (Common, Moderate)
Reputation: Mysterious vigilante 14Secret Identity (Thomas Oliverti)
Vigilante Bonus

0
0
0
0
0

Characteristics 105
Powers & Skills 213
Total 318
Disadvantages 206

ARGO THE ULTIMATE ANDROID


Val
60
24
35
20
12
13
20
12
30
30
10
20
70
70

CHA
STR 50
DEX
CON
BODY
INT 2
EGO
PRE 10
COM
PD 19
ED 23
SPD 66
REC2
END
STUN

Cost

Notes

42
OCV: 8/DCV: 8
50
20
PER Roll: 126
ECV: 5
PRE Attack: 4d6
1
Phases:
0
3

CostPowers
END
150
Duplicated Powers: Multipower (150 pts.)
7u
Blinding Light: 6d6 Flash vs. Sight, 0 END
0
1u
Catch Missiles: Missile Deflection vs. bullets and projectiles

6u
Chain Lightning: 6d6 Energy Blast, Area Effect (Cone), 1/2 END
3
20m
City Animation: Telekinesis, STR 80, 1/2 END, only in or vs. urban areas (-1/2)
6
20m
City Awareness: Clairsentience (sight and hearing), Retrocognition, x1024 range, 0 END, only in or vs. urban areas (1/2)
0
20m
City Shaping: 5d6 Minor Transform (urban materials into any urban structure, +1/4), Cumulative, Area Effect
Radius,1/2 END, only in or vs. urban areas (-1/2)
7
20m
City Walking: 15" Teleportation, x16,384 distance (500 km), 0 END, Full Phase (-1/2), only in or vs. urban areas (-1/2)
0
4u
Command the Deep: 8d6 Mind Control, AE Radius, 1/2 END, Only vs. Marine Life (-1)
4
7u
Dehydrate: 6d6 Energy Blast, NND (defense is force field or non water-based biology), Fully Invisible (+1)
10
6u
Energy Siphon: 12d6 Absorption vs. Energy Attacks to END Reserve

6u
Fast Tasks: Change Environment (fast tasks), 32" radius, 0 END
0
7u
Firebolt: 12d6 Energy Blast, 0 END
0
6u
Gravitic Beams: 12d6 Energy Blast, OIF
6
7u
Light of Freedom: 24d6 Dispel vs. Entangles, 1/2 END
4
7u
Light of Freedom: 12d6 Dispel vs. All Mental Powers (+2), 1/2 END
4
7u
Light of Healing: 7d6 Aid (Healing), 1/2 END
3
7u
Light of Protection: Force Wall, 12 PD/12 ED, 0 END
0
6u
Light of Inspiration: 3d6 Aid to END, Area Effect Radius, Selective (+1/4), 0 END
0
7u
Lightning Bolt: 12d6 Energy Blast, 1/2 END
3
6u
Mind Maze: 3d6 Entangle, Based on ECV (+1), OIF
6
8u
Mist: Darkness vs. Sight, 8" Radius, 1/2 END
4
6u
Molecular Vibration: Desolidification (affected by vibratory attacks), 0 END (60)
0
7u
Overload: 4d6 Suppress vs. all electronic powers (+2), 1/2 END
3
3u
Override: 30 STR Telekinesis with Fine Manipulation, 1/2 END, Only vs. electrical machinery (-1)
2
7u
Power Arc: 4d6 RKA, 1/2 END
3
8u
Rain: Change Environment (rain), x16385 radius (32 km), 1/2 END
4
10u
Rapid Punch: 10d6 Energy Blast, No Range, Autofire, 0 END
0
6u
Rapid Work: 5d6 Minor Transform, assembled to disassembled (or vice versa), 1/2 END
2
6u
Shield Generation: Force Wall, 12 PD, 12 ED, OIF
6
6u
Solar Lance: 4d6 RKA (laser), OIF
6
7u
Thunderblast: 15d6 Energy Blast
7
6u
Thunderclap: 3d6 Flash vs. Hearing, Area Effect (3" Radius), 1/2 END
3

6u
4u
6u
8u
6u
8u
4u
9u
6u

Tractor Beam: Telekinesis, 40 STR, Only to Push or Pull (-1/2), OIF


6
Updraft: Telekinesis, 20 STR, Area Effect Radius, No Range, Only While Running (-1/2)
6
Vibratory Strike: 2d6+1 HKA, Armor Piercing, 1/2 END
1
Water Globe: 5d6 Energy Blast, NND (defense is LS: water breathing, +1), AE 1 hex (+1/2), Continuous (+1), 1/2 END
4
Water Jet: 10d6 Energy Blast, Stun Only (-1/2), Double Knockback (+3/4), 1/2 END
5
Water Spray: 4d6 Flash vs. Sight, NND (defense is hard eye coverings or aquatic adaptations), 0 END
0
Water Shaping: Telekinesis, 50 STR, 1/2 END, Only Affects Water (-1)
4
Whirlwind Punch: 10d6 Energy Blast, No Range, Any Area Effect, Selective, 0 END
0
Wrap-Up: 4d6 Entangle, OIF (objects of opportunity), 1/2 END
2

15
22-c
17-a
22-b
15-d
15-e
22-f
15-g
9-h

Elemental Control: Duplicated Powers


Damage Resistance (30 PD/30 ED), Hardened (+1/4)
Desolidification, Affects Mental Powers, Only through non-living urban materials (-1/2)
Electrical Resistance: 75% Resistant Damage Reduction, Only vs. Electricity (-1)
Full Life Support
Invisibility to Sight Sense Group
Mental Defense, 40 pts.
Protective Aura: +15 PD, +15 ED Force Field, 1/2 END, Only While Moving (-1/2)
Regeneration, 3 BODY/Turn, Only in urban environments (-1/2), Only while touching a structure (-1/4)

180
18u
10u
3u
5u

Movement Multipower, 180 pts.


+50" Running, x64 NCM, 0 END
+54" Swimming, x64 NCM, 0 END
+20" Superleap, 0 END, Only From Water to Air (-1)
20" Flight, 0 END

0
0
0
0

37
87

Change Environment (light), x16 radius, 0 END


0
Enhanced Senses: Electrical Sense (Sense Electricity, Ranged and Discriminatory, +4 Telescopic, +4 Perception),
Mystic Awareness (Mental Awareness vs. Magic Only), N-Ray Vision (blocked by force fields), Radio Listen &
Transmit, Spatial Awareness (gravimetric flux), +4 Telescopic Sight

Cost
1
1
4
5

Skills
Computer Programming 8Electronics 8KS: Superhumans 13KS: Freedom League 14-

100+
15
20
15
15
15
20
20
15
10
15
25
20
20
10
686

Disadvantages
Berserk when he takes BODY damage (Uncommon, 11-/11-)
Distinctive Features (big robot, Not Concealable, Major Reaction)
Hunted by the Freedom League (AsPow, 11-)
Hunted by Talos (Less Pow, NCI, 11-)
Hunted by AEGIS (Less Pow, NCI, 11-)
Psych: Overconfident (Very Common, Strong)
Psych: Wants to Replace Normal Humans (Very Common, Strong)
Psych: Obsessed with the Freedom League (Common, Strong)
Public Identity
Reputation: Dangerous villain (Extreme, 11-)
Susceptibility: Takes STUN from Electrical Drains and Transfers (same amount of STUN as rolled on the dice)
Vulnerability: x1.5 STUN and BODY from Heat/Fire
Vulnerability: x1.5 STUN and BODY from Magic (Uncommon)
2d6 Unluck
Villain Bonus

Characteristics: 294
Powers & Skills: 1,021
Total: 1,315
Disadvantages: 1,215

DR. STRATOS
Dr. Sebastian Stratos
Val
10
15
25
18
18
18
20
14
6
8
8
10
60
45

CHA
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN

Cost
10
15
30
16
8
16
10
2
4
3
37*
6
5
9

Notes
100 kg; 2d6 [1]
OCV: 5/DCV: 5
PER Roll: 13ECV: 6
PRE Attack: 4d6

Phases: 2, 3, 5, 6, 8, 9, 11, 12

*Phases 2, 6, 9, and 11 usable only with Multipower (-1/2)


CostPowers
END
187 Weather Control: Change Environment, Variable, x14 Radius (8192 Hex Radius), 0 END
0
75 Weather Effects: Multipower (112 pts.), Linked to Change Environment (-1/2)
7
u Lightning Bolt: 12d6 Energy Blast, 1/2 END, 2d6 Flash vs. Sight, 1/2 END, Linked to EB
5
7
u Hail: 11d6 Energy Blast (physical), Explosion, 1/2 END
5
7
u Harsh Weather: 8d6 Energy Blast, NND (defense is Life Supportappropriate environment), Variable Special Effect
(heatwave, frostbite, extreme humidity), 1/2 END
5
7
u Wind: 50 STR Telekinesis, 1/2 END, No punch or squeeze damage
5
7
u Whirlwind: 30 STR Telekinesis, Area Effect 5" radius, 1/2 END, No punch or squeeze damage
5
7
u Fog: Darkness vs. Sight, 7" radius, 1/2 END
5
7
u Rain: 5d6 Suppress vs. all fire-based powers, Area Effect 3" radius, 1/2 END
5
30 Elemental Control: Weather Powers (45 pts.), linked to Change Environment (-1/2)
30 a) Windriding: 30" Flight, 0 END
0
30 b) Windscreen: +30 PD/+30 ED Force Field, 0 END
0
31 c) Weather Sense: Sense Weather, Ranged & Discriminatory, 360-degree Radius, Telescopic +20, 16
6
Weather Resistance: Life Support (Gases, Intense Heat/Cold)

CostSkills
Weather Skills
15 +5 levels with Multipower
6
SC: Meteorology 15-

3
3
3
7
2
3
3

Scientific Skills
Computer Programming 13Deduction 13Electronics 11Inventor 15Language: Latin
Navigation 11Systems Operation 13-

5
20

Talents & Perks


Wealth: Well-Off
Base: 100 pts.

100+
Disadvantages
8
Enraged when he is challenged (Uncommon, 11-/11-)
15 Hunted by the Freedom League (AsPow, 11-)
15 Hunted by AEGIS (LessPow, NCI, 11-)

15
20
15
15
10
20
10
10
421

Hunted by the police (LessPow, NCI, 11-)


Arrogant (Common, Total)
Vengeful (Common, Strong)
Urbane and Cultured (Very Common, Moderate)
Public Identity (Dr. Sebastian Stratos)
Reputation: Power-crazed madman, 14- (extreme)
Rivalry: With other scientists
X2 effect from Drains and Transfers (uncommon)
Villain Bonus

Characteristics: 171
Powers & Skills: 507
Total: 678
Disadvantages: 578

THE GREEN MAN


Dr. Nathan Grovemont
Val
25
15
28
14
15
15
15
8
20
18
5
11
56
41

CHA
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN

Cost
15
15
36
8
5
10
5
-1
15
12
25
0
0
0

Notes
800 kg; 5d6 [2]
OCV: 5/DCV: 5
PER Roll: 12ECV: 5
PRE Attack: 3d6

Phases: 3, 5, 8, 10, 12

CostPowers
93 Plant Control: Telekinesis, STR 50, Area Effect 7" Radius, Only vs. Plants (-1), 0 END
50 Pollen Cloud: 5d6 NND, Reduced by Range (-1/4), 0 END
13 Bark Skin: Damage Resistance (15 PD/11 ED)
30 Healing Factor: Regeneration, 3 BODY/Turn
15 Plant Body: Life Support (no need to eat, breathe, or sleep)
CostSkills
Combat Skills
12 +4 levels with Telekinesis

4
2
2
3
4
5
4
3

Scientific Skills
AK: Forests and Jungles 13CK: Freedom City 11CK: New York City 11Inventor 12SC: Biochemistry 13SC: Botany 14SC: Chemistry 13Systems Operation 12-

70

Talents & Perks


Animated Plants: Followers (75 pts.), up to 1024 total

100+

Disadvantages

END
0
0

8
15
15
15
25
20
10
20
20
20
20
97

Enraged by the wanton destruction of plant life (Uncommon, 11-/11-)


Hunted by the Freedom League (AsPow, 11-)
Hunted by AEGIS (LessPow, NCI, 11-)
Hunted by the police (LessPow, NCI, 11-)
Believes plants are superior to animals (Very Common, Total)
Wants to "liberate" the plant kingdom (Common, Total)
Public Identity (Dr. Nathan Grovemont)
Reputation: Crazed eco-terrorist, 14- (extreme)
Susceptibility: 2d6/turn from defoliants and herbicides (Common)
X2 STUN from Fire Attacks (Common)
x2 STUN from Cold Attacks (Common)
Villain Bonus

Characteristics: 145
Powers & Skills: 240
Total: 385
Disadvantages: 188
Animated Tree (automaton)
STR 40, DEX 10, CON 20, BODY 16, INT 8, EGO 0, PRE 0, COM 0, PD 10, ED 10, SPD 2, REC 4, END 0, STUN 31
Powers and Skills: Cannot Be Stunned, Damage Resistance (5 PD/5 ED), Does Not Bleed, Extra Limbs, Growth (30 pts.,
+30 STR, -6" KB, +6 BODY, -4 DCV, +4 vs. all PER rolls, height: 8m, weight: 3200 kilos), 0 END, Always On (effects already
figured in), Takes No Stun, +1 level with grapple and strike
Disadvantages: Distinctive Feature (Walking Tree, Concealable, Extreme), Physical Limitation (Tree, Frequent, Greatly),
Susceptibility: 2d6/Phase from defoliants and herbicides, x2 BODY from Fire Attacks
Total Cost: 75 points

THE HELLQUEEN
Gwen Nugent
Val
30
18
30
12
12
20
20
20
20
24
5
12
60
42

CHA
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN

Cost
20
27
40
4
2
20
10
5
14
18
22
0
0
0

Notes
1600 kg; 6d6 [3]
OCV: 6/DCV: 6
PER Roll: 11ECV: 6
PRE Attack: 4d6

Phases: 3, 5, 8, 10, 12

CostPowers
75 Demon Powers: Multipower (75 pts.)
7
u Hellfire Bolt: 12d6 Energy Blast, 1/2 END
7
u Soulfire Bolt: 6d6 Ego Attack , 1/2 END
7
u Hellfire Trident: 4d6 HKA (6d6 w/STR), 1/2 END
7
u Draining Kiss: 12d6 STUN Drain, 1/2 END
7
u Sidestep: 30" Teleport, 1/2 END
3
u Hellgate: Extra-Dimensional Movement to the Netherworlds
10 Elemental Control: Demonic Powers (10 pts.)
20 a-Demon's Body: Full Life Support
10 b-Demon's Skin: Damage Resistance (20 PD/20 ED)
10 c-Succubus' Shape: Shapeshift, any humanoid form
10 Soul Sight: Sense Living Beings, Ranged

END
3
3
3
3
3
3

CostSkills
Combat Skills
15 +4 levels with Multipower

3
3
2
7
3
4
3
3

Background Skills
AK: The Netherworlds 12Acting 13CK: Freedom City 11Disguise 13Electronics 11KS: Occult 13Persuasion 13Seduction 13-

100+
Disadvantages
10 Enraged when Presence Attacked (Common, 11-, 11-)
15 Hunted by the Freedom League (AsPow, 11-)
15 Hunted by the Church (LessPow, NCI, 11-)
20 Cruel (Common, Total)
15 Toys with her prey (Common, Strong)
15 Would rather seduce than destroy (Common, Strong)
15 Cannot enter holy ground (Infrequent, Fully)
15 Reputation: demoness, 11- (extreme)
15 Secret Identity (Gwen Nugent)
20 2d6/Phase from Holy Objects (cross, holy water, etc.)
20 x2 STUN from magical attacks (Common)
10 x1 1/2 result from Presence Attacks directed at reaching Gwen
128 Villain Bonus
Characteristics: 182
Powers & Skills: 216
Total: 398
Disadvantages: 298

LADY TAROT
Alicia Driogano
Val
10
15
13
12
14
17
15
16
4
4
3
5
32
28

CHA
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN

Cost
0
15
6
4
4
20
5
3
2
1
5
0
3
4

Notes
100 kg; 2d6 [1]
OCV: 5/DCV: 5
PER Roll: 12ECV: 6
PRE Attack: 3d6

Phases: 4, 8 ,12

CostPowers
END
22 Card Reading: Clairsentience (sight), into the future, x32 range (12.4 kilometers), Extra Time: 1 Turn (-1), OAF (Tarot
cards)
6
31 Premonition: Danger Sense (in the general area) 1425 Curse: 3d6 Drain vs. any one Characteristic (+1/4), Based on ECV (+1), Fully Invisible (+1), Ranged (+1/2), Concentrate: 0
DCV (-1/2), Extra Time: 5 minutes (-2), IAF (personal article, -1/2), Gestures and Incantations (-1/2).
11

25
20
13

Blessing: 3d6 Aid vs. any one Characteristic (+1/4), Based on ECV (+1), Fully Invisible (+1), Ranged (+1/2), Concentrate: 0
DCV (-1/2), Extra Time: 5 minutes (-2), IAF (personal article, -1/2), Gestures and Incantations (-1/2).
11
Mystic Link: 10d6 Mind Scan, +5 to ECV roll, 0 END, Concentrate: 0 DCV (-1/2), Only to target mental powers (-1/2), IAF
(personal article, -1/2), Extra Time: 5 minutes (-2)
0
Protective Amulet: +4 to DCV, IAF (amulet, -1/2)

CostSkills
Combat Skills
9
+3 levels with Cursing and Blessing
1
WF: Pistols

3
3
3
3
5
4
3
3

Occult Skills
Acting 12Concealment 12Conversation 12KS: Occult 12KS: Tarot 14KS: Witchcraft 13Language: Italian (fluent)
Sleight of Hand 12-

2
2
1
3

Background Skills
CK: Freedom City 11KS: Mafia11Security Systems 8Streetwise 12-

10

Talents and Perks


2d6 Luck

100+
Disadvantages
15 Hunted by Foreshadow (AsPow, 11-)
10 Hunted by Silencer (AsPow, 8-)
20 Loyal to her family (Common, Total)
15 Cool and aloof (Common, Strong)
10 Reputation: witch and seer, 1115 Secret Identity (Alicia Driogano)
15 Susceptibility: 2d6 STUN when she foresees violence (Common)
15 Watched by the Mafia (MoPow, NCI, 14-)
10 2d6 Unluck
38 Villain Bonus
Characteristics: 72
Powers & Skills: 191
Total: 263
Disadvantages: 163

WHITE KNIGHT
Daniel Foreman
Val
30
16
20
16
11
13
15
10

CHA
STR
DEX
CON
BODY
INT
EGO
PRE
COM

Cost
20
18
20
12
1
6
10
0

Notes
1600 kg; 6d6 [3]
OCV: 5/DCV: 5
PER Roll: 11ECV: 4
PRE Attack: 3d6

15
15
4
10
50
41

PD
ED
SPD
REC
END
STUN

9
11
14
0
5
0

Phases: 3, 6, 9, 12

CostPowers
62 Flame Powers: Multipower (62 pts.)
6
u Flame Bolt: 10d6 Energy Blast, 1/2 END
6
u Plasma Bolt: 4d6 RKA, 1/2 END
6
u Flare: 5d6 Flash vs. Sight, 1/2 END
6
u Heat Blast: 5d6 NND (defense is LS: immunity to heat), 1/2 END
15 Elemental Control: Flame Powers (15 pts.)
25 a-Flame Aura: 1d6+1 RKA (fire), Damage Shield, 0 END
15 b-Plasma Sheath: 10 PD/10 ED Force Field, 0 END
15 c-Rocket Blast: 15" Flight
22 d-Immunity to Fire: 75% Damage Reduction, Resistant, Only vs. Fire and Heat (-1)
3
Temperature Resistant: Life Support (Intense Heat/Cold)
CostSkills
Combat Skills
9
+3 levels with Multipower
10 +2 levels with Hand-to-Hand Combat

3
4
3
2

Background Skills
CK: Freedom City 12KS: White Supremacy/Aryan Nation 13Oratory 12PS: Factory Worker 11-

100+
Disadvantages
10 Enraged when insulted by his "inferiors" (Common, 11-/11-)
10 Distinctive Feature: flaming aura (Easily Concealed, Major Reaction)
15 Hunted by the Freedom League (AsPow, 11-)
15 Hunted by the Freedom City Police Department (LessPow, NCI, 11-)
25 Bigoted (Very Common, Total)
20 Bully (Common, Total)
20 Overconfident (Very Common, Strong)
15 Reputation: Aryan supremacist, 11- (extreme)
15 Secret Identity (Daniel Foreman)
10 x1 1/2 STUN from cold and water attacks (Common)
83 Villain Bonus
Characteristics: 126
Powers & Skills: 212
Total: 338
Disadvantages: 238

END
3
3
3
3
0
0
3