Archetypes: Hero Level

The Archetypes are very generic and should be customized slightly when used as a character.
This can be done just by describing the various looks of the powers. (For example a supernatural attack can be a plain energybeam, sprinkling stars flying around, a mystical bullet that disapears after hit or a jet of fire....
For those archetypes who store and channel energy charges the energytype should be chosen. (For example, biological, magic, electricity or even something like shadow energy or other energy form that only exists in comic reality)

Characters of this level are most suitable for a game that features beginners in the realm of superheros. (For example if the game features teenagers who just have acquired powers and still need to come to terms with those)

Gadgeteer/ Battlesuit

Abilities

Strength: 4(8)
Dexterity: 4
Constitution: 4
Willpower: 4

Hitpoints: 40
Luck: 10

Skills

Fighting:1
Crime:1
Special Quality:4
  • Gadgeteering: Natural Armor
  • Gadgeteering: Enhanced Attribute(Strength)
  • Gadgeteering: Flying
  • Gadgeteering: Supernatural Attack
  • Equipment

    $300
    Battlesuit (cost $1,200)
  • Enhanced Attribute (Strength) Level 4
  • Natural Armor Level 4
  • Flying Level 1
  • Supernatural Attack (ranged) Level 1
  • Explanations

    The Gadgeteer made his Battlesuit himself. This not only allowed him to buy the Battlesuit cheap, but he can also make repairs and improvements to it over time.
    As it is, the suit increases his strength by a factor of 5, gives him as much protection as a suit of chainmail, flying at the speed of 16 mph and a build in weapon that is not very dangerous. (It only does the damage bonus of a good hit, but no basic damage. But as a typical gadgeteered item has unlimited ammunition)

    Costumed Adventurer

    Abilities

    Strength: 4
    Dexterity: 4
    Constitution: 4
    Willpower: 4

    Hitpoints: 40
    Luck: 10

    Skills

    Fighting: 2
    Crime:2
    Science: 1
    Sport: 1

    Equipment

    $330
    Kevlar Vest
    Grappling Hook Gun
    2 Flash Grenades
    2 Smoke Grenades

    Explanations

    This is the early stage for a normal human who goes into the superhero business.
    At this point he isn't very skilled and his list of useful items is very limited.
    But he does have more skill points to use and so can hold his own in comparisionto the other supers of this class.

    Energy Controller Variant 1

    Abilities

    Strength: 4
    Dexterity: 4
    Constitution: 4
    Willpower: 4

    Hitpoints: 40
    Luck: 10

    Skills

    Special Quality: 6
  • Spell like Ability (Energy Control see explanation text) Level 6
  • Reduced Damage Level 4; Limitation only against the energyform he controlls (80%)
  • Natural Armor Level 8; Limitation only against the energyform he controlls (80%)
  • Supernatural attack (ranged) Level 1
  • Equipment

    $750
    Kevlar Vest

    Explanations

    The energy controller has some control over some form of energy like Temperature, sound, fire, light, electricity... (Okay some of those aren't really form of energy, but we talk comic reality here)
    The spell like ability to controll energy differs for some forms of energy somewhat. All forms can be manipulated up to 150' away in an 30' radius.

  • Sound can be manipulated up to a loudness of 250dB!
  • Temperature can be changed by up to 25 degrees Fahrenheit per round


  • In all cases the controll over the energy form is absolute.
    The actual spellparts are as following.

    Illusion disguise

    Spellseed: Fire, Earth, Water, Earthor Electricity (+2) Alternate: Temperature or Sonic (+1)
    Amount of change/control: incredible+1 (+4) Alternate <250dB or Will *0.25F (+5)
    Range: 150' (+2)
    Duration:Seconds (-1) Area: 30' (+3)
    Total modifier: 10

    if the controll effect is used to cause damage then it deals 2*Willpower points of damage per round. (A sound of more than 130 dB is always considered to cause damage)
    As usual for energy attacks one fifth of the damage caused is actual health damage.
    But the control can also be used for the opposite. (For example someone with fire control can lessen the damage done by a fire)
    If some attack with his chosen energyform is used against him, his Reduced Damage and Natural armor helps him to ignore anything doing 80 points of damage or less. if something does more damage, the amount over 80 gets still divided by 5 before it gets applied as stun damage.

    Energy Controller Variant 2

    Abilities

    Strength: 4
    Dexterity: 4
    Constitution: 4
    Willpower: 4

    Hitpoints: 40
    Luck: 10

    Skills

    Special Quality: 6
  • Charge with energy Level 1
  • Spell like Ability (Energy Control see explanationtext) Level 6; Limitation costs 60 charges per Minute of use (70%)
  • Reduced Damage Level 4; Limitation only against the energyform he controlls (80%)
  • Natural Armor Level 8; Limitation only against the energyform he controlls (80%)
  • Supernatural attack (ranged 10' area) Level 5; Limitation costs 10 charges of energy per level per use
  • Spell like Ability (Forcefield) Level 4; Limitation use costs 40 charges of energy per Minute
  • Equipment

    $750
    Kevlar Vest

    Explanations

    All the information about the variant also apply for variant 2.
    He can charge his own body with some form of energy. The rate of charging is 5 units per round (or 50 per minute). The attack power is improved to 60 points of damage and can cover an area. (Count it as a +5 on attack rolls).
    The attack can certainly be used on a smaller area or as a single beam, but that doesn't enhance the damage per level.
    The Forcefield can only protect the Energy Controller himself, and uses some variant of the energy he controlls. The damage resistance it grants is 3 times his Willpower. (So DR 12 in this case)

    Mystik

    Abilities

    Strength: 3
    Dexterity: 3
    Constitution: 3
    Willpower: 7

    Hitpoints: 30
    Luck: 9

    Skills

    Fighting: 1
    Magic: 3
  • Illusion: 3

  • Levitation: 3

  • Equipment

    $1,500
    Wand (Skill: 3, lasts 81 days)

    Explanations

    The Mystik is your standard magician. At this power level his magic is more about pretending to do something then actually do it.
    Of course a good Illusion might be just as effective as a real effect.
    The wand doesn't necessarily have to be an actual wand. It might as well be an amulet he grasps when casting a spell, or a ring he turns around.
    Important is that it is clearly visible that he uses the item when casting a spell.
    The spell to make the wand has a TR of 20. To reach that the first time the Mystik used a luck point and a casting time of 1 day (for another +5 to skill)

    Paragon Variant 1

    Abilities

    Strength: 7 (12)
    Dexterity: 3
    Constitution: 3
    Willpower: 3

    Hitpoints: 30
    Luck: 10

    Skills

    Fighting: 2
  • Unarmed: 2

  • Special Quality: 3
  • Charge with energy Level 1
  • Enhanced Attribute (Strength) Level 5; Limitation uses 10 points of energy per used level per Minute
  • Fly Level 1; Limitation uses 10 points of energy per used level per Minute
  • Natural Armor Level 3; Limitation uses 10 points of energy per used level per Minute
  • Reduced damage Level 1; Limitation uses 10 points of energy per used level per Minute
  • 1 unspent point
  • Equipment

    $1,500

    Explanations

    The Paragon can charge his own body with some form of energy. The rate of charging is 5 units per minute.
    He can use that energy to enhance his Strength, to fly or to become hard to hurt.
    If he gets attacked his Natural armor and Damage Resistance kick in automatically, as long as he has the energy to fuel them.
    At this level the Paragon is far from bulletproof, but he can already shrug of a fair amount of damage.

    Paragon Variant 2

    Abilities

    Strength: 7 (11)
    Dexterity: 3
    Constitution: 3
    Willpower: 3 (5)

    Hitpoints: 30
    Luck: 10

    Skills

    Fighting: 2
  • Unarmed: 2

  • Special Quality: 3
  • Charge with energy Level 1
  • Enhanced Attribute (Strength) Level 4; Limitation uses 10 points of energy per used level per Minute
  • Fly Level 2; Limitation uses 10 points of energy per used level per Minute
  • Natural Armor Level 4; Limitation uses 10 points of energy per used level per Minute
  • Enhanced Attribute (Willpower) Level 2; Limitation works only in regard to the amount of energy he can store (90%)
  • Equipment

    $1,500

    Explanations

    The Paragon can charge his own body with some form of energy. The rate of charging is 5 units per minute.
    He can use that energy to enhance his Strength, to fly or to become hard to hurt.
    If he gets attacked his Natural armor kicks in automatically, as long as he has the energy to fuel them.
    At this level the Paragon is far from bulletproof, but he can already shrug of a fair amount of damage.

    Speedster

    Abilities

    Strength: 4
    Dexterity: 4
    Constitution: 4
    Willpower: 4

    Hitpoints: 40
    Luck: 10

    Skills

    Fighting: 2
  • Unarmed: 2

  • Special Quality: 3
  • Charge with energy Level 1
  • Enhanced Movement Level 5; Limitation uses 10 points of energy per used level per Minute
  • Increased Timerate Level 1; Limitation uses 10 points of energy per used level per Minute
  • Increased Timerate Level 2; Limitation uses 100 points of energy per used level per Minute
  • Equipment

    $750
    Kevlar Vest

    Explanations

    The Speedster can charge his own body with some form of energy. The rate of charging is 5 units per minute.
    He can use that energy to increase his speed (Hence the name)
    He does have a total of 3 levels of increased timerate, but two of those impair a greater energy cost.
    His top running speed is 768 mph ( a bit over the speed of sound), but he can only keep that up for under a minute. (His constitution score only grants him 40 seconds)
    He can easily keep up a speed of 100 mph for a period of 20 minutes. (The time his constitution score lets him jog)
    If it is really important he could try to jog at a speed of 384 mph. But if he does so he would run out of energy after 3 to 4 minutes (depending on his weight)