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- Baron Bizarre
- Archetype: Mystic
- >Magical Heritage: Your family has a long history of being blessed with magical powers... or perhaps it’s a curse.
- >Str 0 Sta 0 Agl 1 Dex 3 Fgt 4 Int 2 Awe 7 Pre 4
- >Equipment 3 (Headquarters), Ranged Attack 5, Trance, and also roll
- on the table below.
- >Headquarters—Size: Medium, Toughness: 10; Features: Concealed,Dual-size (Huge), Laboratory, Library, Living Space, Personnel, Sealed,Security System, Self-repairing, Workshop
- >Student of the Arts: You study and research constantly in order to keep informed.
- >Advantages: Ritualist, Well-Informed
- >Affecting Presence: You have the skills necessary to explore new places.
- >Skills: Intimidation 4, Persuasion 4,Expertise: Magic 10, Insight 6, Perception 4
- Offensive Powers
- >Magic Spells: Array (24 points, plus 5 points of Alternate Effects)
- >Magical Blast: Ranged Damage 12
- >Mystic Constructs: Create 7, Continuous, Innate, Precise
- >Dispel Magic: Nullify 8, Broad (Magic), Simultaneous
- >Maddening Blast: Ranged Damage 8, Resisted by Will
- >Enervation: Ranged Weaken 8, Broad (Physical Abilities (one at a time))
- >Mystic Bindings: Ranged Affliction 12 (Resisted by Will; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited Degree
- Seconday Powers
- >Astral Projection: Remote Sensing 8 (Visual, Auditory, Mental),Limited—Physical body is defenseless, Subtle 2
- >Levitation and Mystic Shield: Flight 4 (30 MPH); Sustained Protection 12, Impervious 6
- Other powers
- >Additional Magic Spells
- >Illusory Appearance: Morph 2, Attack,Burst Area, Selective
- >Teleportation: Teleport 3 (250 feet), Accurate,
- Easy, Extended (8 miles), Portal
- >Apparition: Immunity 2 (Suffocation);
- Insubstantial 4 (Incorporeal)
- Trinity/Threesome
- Archetype:Summoner
- >Duplicator: You can summon duplicates of yourself.
- >Str 4 Sta 4 Agl 5 Dex 5 Fgt 10 Int 1 Awe 2 Pre 0
- Primary Power
- >Triplets: Summon 7 (Two PL7, 105 point duplicates),
- Heroic, Horde, Mental Link, Multiple Minions 1 (2
- duplicates)
- Advantages
- >Daze (Deception), Improved Initiative, Power Attack, Set-up 2, Teamwork
- Skills
- >Acrobatics 6, Athletics 6, Deception 8, Expertise (Choose one) 7,
- Perception 5, Stealth
- >Expertise (Choose one: Magic or Science) 6, Perception 4, Stealth 4
- Doctor Chase
- Archetype: Gadgeteer
- >Scientist: At heart, you’re a scientist. You’re always
- working on something in the lab, but you like to get
- “out in the field” and test the practical applications
- of your inventions. Plus, there are all sorts of unusual
- things out in the world that you’d never get to experience
- in the lab.
- >Str 1 Sta 2 Agl 2 Dex 2 Fgt 4 Int 10 Awe 4 Pre 0
- Advantages
- >Athletic: You take care of yourself and are physically fit
- >Advantages:Evasion, Improved Initiative, Uncanny Dodge
- Skills
- >Explorer: You have the skills necessary to explore new places.
- >Skills: Athletics 7, Perception 5, Stealth 4,Close Combat: Unarmed or Gadgets 6, Expertise: Science 10,
- Ranged Combat: Gadgets 6, Technology 10, Vehicles 4
- Offensive Power
- >Force Armor: Enhanced Strength 8; AE—Burst Area Affliction 8 (Resisted by Fortitude; Dazed and Vulnerable, Defenseless and Stunned), Extra Condition, Limited Degree; AE—Create 8; AE—Burst Area Damage 8; AE—Reaction Damage 4; AE— Ranged Damage 7, Accurate 2; AE—Move Object 8; Activation—Move Action (-1 point), Removable (-4 points)
- Defensive Power
- >Energy-Absorbing Body Suit: Protection 10, Impervious 6, Removable (-3 points)
- Movement Powers
- >Personal Teleporter: Teleport 4 (500 feet), Increased Mass (100 lbs.), Turnabout, Removable (-2 points)
- Innate Powers
- >Technopath: Comprehend 2 (Machines), Distracting
- Blue Cobalt
- Archetype:Powerhouse
- >Innate Power: You’re an alien or are from some hidden offshoot of humanity with incredible powers.
- >Str 4 Sta 4 Agl 1 Dex 0 Fgt 6 Int 1 Pre 1 Awe 1
- Advantages
- >Power Attack
- >Driven: You’re capable of pushing yourself beyond your
- limits. Regularly.
- >Extraordinary Effort
- Skills
- >Close Combat: Unarmed 2
- >Sharp Mind: You’re difficult to fool.
- >Expertise: (Choose one) 4, Insight 4, Perception 4
- Offensive Powers 1/2
- >Super-Strength: Enhanced Strength 8; Power-lifting 4
- >Cut Loose!: Penetrating 10 on Strength
- >Foot Stomp: Line Area Damage 10, Powerhouse and
- target must be in contact with the same surface
- Defensive Powers:
- >Super-Stamina: Enhanced Stamina 10
- >Thick Skin: Impervious Toughness 10
- Defensive Powers cont.
- >Resistant: Immunity 10 (choose two 5-point immunities:
- Alteration effects, sensory Affliction effects, Fatigue
- effects, or a damage type (Bullets, Cold, Electricity,
- Fire, Magic, Radiation, Sonic))
- Movement Power
- >Super-Leaping: Leaping 12 (4 miles)
- >Like Hitting a Brick Wall: Reaction Damage 1,Penetrating 1
- Psinobi
- Archetype:Psychic
- >In-Born: Your powers are due to the fact that you’re a mutant or a member of a psychic race.
- >Sta 0 Sta 1 Agl 1 Dex 2 Fgt 0 Int 2 Awe 4 Pre 0
- Advantages
- >Contemplative: You are always calm and controlled.
- >Fearless, Trance, Ultimate Effort (Will checks)
- Skills
- >Ninja: You have been trained in the way of the ninja.
- >Student: You’re a high-school, college, or post-graduate student.
- >Skills:Acrobatics 4, Perception 4, Stealth 4, Expertise: (Choose one) 6, Insight 2, Perception 4
- Offensive Powers
- >Telekinesis: Move Object 10, Accurate 4
- >Telekinetic Column: Line Area 2 (60 feet)
- >Telekinetic Snare: Ranged Cumulative Affliction 10 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Accurate 4, Extra Condition, Limited Degree, Limited—There must be materials about to bind the target
- >Telekinetic Bolt: Ranged Damage 10,
- Accurate 4
- Defensive Powers
- >Telekinetic Shield: Impervious Protection 10, Sustained
- >Mental Awareness: Senses (Mental Awareness, Acute,
- Detect, Radius, Range)
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