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- https://drive.google.com/file/d/0B4Fj0qle6wbqMnpsMGdOa1N2MjQ/view
- https://www.peginc.com/freebies/SWcore/SW_Super_Powers_1st_to_2nd_Update.pdf
- Attributes: 5
- Skill 15
- Edge: 1 (+Superpowers)
- Hindrance: 1 Major, 2 Minor
- Super-Karma: 1 Major
- Power Points: 15/30?? (+5), max 1/3 on any power
- Gear: 500 (?)
- Outlines
- Gasha:
- Ag d6, Sm d10 (d12+1), Sp d6 (d8), St d4, Vig d6
- Skills: Healing d10, Knowledge (Science) d10 (d12+1), Notice d8, Repair d10
- Edges: Lucky, Great Luck
- Hindrance: Curious (Major), Cautious (Minor), Wanted (Will be charged with crimes if outside the control of the Council) (Minor)
- Super-Karma: Mania (Major, believes morality must never be applied to science, -2 Cha)
- Powers: Healing (8, Touch, Spirit roll to heal damage, Fatigue, Disease, Poison, Failure gives 1 Fatigue to Gasha for 1 hour), Biofield Amplification Fob-watch (10 +2 Switchable -2 Device, Armor 6 (12 Heavy), OR Telekinesis 3 (d12+1, range 12, and d6 Fighting and Throwing, opposed Spirit to lift living creature, move them 2d6/rnd), Super Edge (2, Level Headed), Super Skill (2, +2 Science), Super Attribute (8, +2 Smarts, +1 Spirit, Not Today: 1/session use Smarts instead of any other Attribute roll)
- Harlock:
- Ag d8 (d10), Sm d8 (d10), Sp d6 (d8), St d4 (d6), Vig d4 (d6)
- Skills: Boating d6+2 (d8+2), Fighting d8 (d12), Knowledge (Science) d6 (d10), Notice d4, Persuasion d6+2, Shooting d8 (d10), Swimming d6
- Edge: Ace (+2 Boating, May Soak wounds for your ship), Noble (Wealth, +2 Charisma), Ambidextrous
- Hindrance: Overconfident (Major), Stubborn (Minor), Quirk (Annoyingly Stoic) (Minor)
- Super-Karma: Code of Honor (Major)
- Powers: Super Attribute (2/step (10 for 1 each)), Melee Attack (4 -2 Device (str+2d6), +3 (6 AP), -1 one arm: Total 4)?, Parry (2), Ranged Attack (4 -2 Device (3d6), 12/24/48, +1 heavy, -1 Lethal: Total 2), Gifted (2), Super Edge (4: Dodge, Two-Fisted), Super Skill (6, +2 Science, +2 Fighting, +1 Shooting, +1 Boating)
- Adam:
- Ag d6, Sm d6, Sp d6, St d8 (d12), Vig d8 (d12)
- Skills: Climbing d8, Fighting d8 (d10), Intimidation d8 (d10), Notice d6, Swimming d6
- Edge: Brawny
- Hindrance: Distinctive Appearance (7 feet tall with electrodes in neck) (Minor), Loyal (Minor), Vow (Work for equality and freedom of all created sentients) (Major)
- Super-Karma: Slow (Draw 2 cards in combat and use the worst).
- Powers: Construct (8, +2 to recover from shaken, ignore 1 point of wound penalties, doesn't need to breathe, immune to disease and poison), Super Attribute (8, +2 Str, +2 Vig), Super Skill (2, +1 Fighting, +1 Intimidation), Toughness (3+3 Hardy), Absorption (Electricity) (4, Roll vigor to cancel wounds caused by electricity, each cancelled wound increases Str or Vig by 1 step), Super Edge (2, Brawler)
- H-Man:
- Ag d8 Sm d4 Sp d6 St d6 Vig d10
- Skills: Climbing d6, Fighting d8, Notice d6, Stealth d8 Swimming d10+2
- Edge: Mastery (You can do Power Tricks without the -2 penalty/+2 to resist)
- Hindrance: Weakness: Electricity (Take +4 damage from electricity, -4 on rolls to resist) (Minor), Clueless (Major), Weak-willed (-2 to Tests of Will) (Minor)
- Super-Karma: Allergy: Fire (-4 to all rolls and half Pace for when exposed to fire and for 2d6 rounds after) (Major)
- Powers: Altered Form (3 +1 Viscous +1 Grapple +1 Reach (1) +3 Replenish: Total 9), Aquatic (2, breathe water, Pace 12 in water), Chameleon (3 +3 inanimate objects +2 Voice: Total 8), Decay (4 +1 strong (-1 limited to organic beings?)), Resistance (Kinetic) (5), Resistance (Cold) (1), Wall Walker (1)
- Sarada:
- Ag d10 Sm d6 Sp d6 St d6 Vig d6
- Skills: Climbing d6 (d8), Fighting d8 (d10), Notice d6 (d8), Throwing d8 (d12), Stealth d8 (d12), Taunt d6
- Edge: Quick (Redraw any initiative card less than 5)
- Hindrance: Code of Honor (Be a perfect gentleman) (Major), Vow (Serve the Heterasks and protect their interests) (Minor), Orders (Bring Gasha to justice) (Minor)
- Super-Karma: Dependent (Agatina Heterask) (Major)
- Powers:
- Needed: Ranged Attack (2 (2d6) +6 (2 extra shots): 8), Stun (2+1 Projectile: 3), Uncanny Reflexes (4+2 (-2, ag roll to dodge AoE): 6), Super Edge (6: Levelheaded, Marksman, No Mercy), Super Skill (7, + 1 Climbing, + 1 Fighting, +2 Throwing, +1Notice, +2 Stealth)
- Human Vapour:
- Ag d8, Sm d8, Sp d8, St d4, Vig d6
- Skills: Climbing d6+2, Gambling d4, Notice d6, Lockpicking d6+2, Stealth d8+2, Streetwise d6, Taunt d6
- Edge: Thief (+2 Climbing/Lockpick/Stealth in urban areas (already included))
- Hindrance: Weakness: Fire (+4 damage from fire and -4 to resist) (Minor), Greedy (Major), Big Mouth (Minor)
- Super-Karma: Bloodthirsty (Major)
- Powers: Flight (2, Normal Pace), Intangibility (5 +5 phase), Doesn't Breathe (2), Energy Control (5+2 selective), Invisibility (8), Resistance (Air) (1)
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