Archetypes: Veteran 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 fatures established teams of heroes. (Still on the lower end of the spectrum)

Gadgeteer/ Battlesuit

Abilities

Strength: 5 (15)
Dexterity: 5
Constitution: 5
Willpower: 5

Hitpoints: 50
Luck: 20

Skills

Fighting:4
Crime:2
Science: 1
Special Quality:5
  • Gadgeteering: Natural Armor
  • Gadgeteering: Enhanced Attribute(Strength)
  • Gadgeteering: Flying
  • Gadgeteering: Supernatural Attack
  • Gadgeteering: Reduced Damage
  • Equipment

    $50
    Battlesuit (cost $29,950)
  • Enhanced Attribute (Strength) Level 10
  • Natural Armor Level 10
  • Flying Level 5
  • Supernatural Attack (ranged) Level 4
  • Reduced Damage Level 2
  • 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 50, gives him enough protection to stop the bullet out of most rifles, flying at the speed of 272 mph and a build in weapon that is more dangerous than most rifles (Base damage 60. But as a typical gadgeteered item has unlimited ammunition)

    Costumed Adventurer

    Abilities

    Strength: 5 (15)
    Dexterity: 5
    Constitution: 5
    Willpower: 5

    Hitpoints: 50
    Luck: 20

    Skills

    Fighting: 3
  • Unarmed: 3

  • Crime:3
  • investigate: 3

  • Science: 2
    Sport: 2

    Equipment

    $11,350
    Armored Costume (Natural Armor Level 4; reduced damage Level 2)
    Grappling Hook Gun
    5 Mini Tracer
    2 Wireless Minicams
    Gliding wings
    Powered Exo-Skeleton(Enhanced Strenght Level 10)
    Climbing Boots and Claws
    Utility Belt
  • 2 Bolas
  • 4 Foldable Boomerangs
  • 4 Flash Grenades
  • 4 Smoke Grenades
  • Cutting torch
  • Rebreather
  • Pepper Spray
  • small Flashlight
  • Handcuffs
  • Explanations

    The Costumed adventurer has by now extended his equipment to surpass the abilities of most normal criminals.
    The armor provides protection from small handguns, the Powered exoskeleton is worn under the costume and grants him seemingly super strength.

    Energy Controller Variant 1

    Abilities

    Strength: 5
    Dexterity: 5
    Constitution: 5
    Willpower: 5

    Hitpoints: 50
    Luck: 20

    Skills

    Fighting: 2
  • Energy Blast: 2

  • Crime:1
    Special Quality: 8
  • Spell like Ability (Energy Control see explanationtext) Level 7
  • Reduced Damage Level 5; Limitation only against the energyform he controlls (80%)
  • Natural Armor Level 10; Limitation only against the energyform he controlls (80%)
  • Supernatural attack (ranged) Level 1
  • Fly Level 1
  • Equipment

    Good Armored Costume (Natural Armor Level 7; reduced damage Level 3)

    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.
    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 100 points of damage or less. if something does more damage, the amount over 10 gets still divided by 5 before it gets applied as stun damage. (Note while wearing his costume the damage resistance against his energy form is heightened to 306) The Energy controller has by now refined his abilities to the point where he can use them to fly.

    Energy Controller Variant 2

    Abilities

    Strength: 5
    Dexterity: 5
    Constitution: 5
    Willpower: 5

    Hitpoints: 50
    Luck: 20

    Skills

    Fighting: 2
  • Energy Blast: 2

  • Crime:1
    Special Quality: 8
  • Charge with energy Level 1
  • Spell like Ability (Energy Control see explanationtext) Level 7; Limitation costs 60 charges per Minute of use (70%)
  • Reduced Damage Level 5; Limitation only against the energyform he controlls (80%)
  • Natural Armor Level 10; Limitation only against the energyform he controlls (80%)
  • Supernatural attack (ranged 10' area) Level 6; Limitation costs 10 charges of energy per level per use
  • Spell like Ability (Forcefield) Level 7; Limitation use costs 70 charges of energy per Minute
  • Fly Level 2; Limitation costs 10 charges of energy per level per use
  • Equipment

    Good Armored Costume (Natural Armor Level 7; reduced damage Level 3)

    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 80 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 6 times his Willpower. (So DR 30 in this case)

    Mystik

    Abilities

    Strength: 3
    Dexterity: 3
    Constitution: 3
    Willpower: 11

    Hitpoints: 30
    Luck: 19

    Skills

    Fighting: 4
    Magic: 5
  • Illusion: 5

  • Levitation: 5

  • 1st Pick5

  • Equipment

    $30,000
    Wand (Skill: 5, lasts 81 days)

    Explanations

    The Mystik is your standard magician. At this power level his magic finally gets to the point where he can achieve impressive results.
    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 21. To reach that the first time the Mystik used a luck point and a casting time of 3 hours (for another +4 to skill)
    The 1st Pick is some Specialisation in Magic. The individual skill is up to the player to pick as there are a lot of options.
    Should the chosen specialisation be the life seed, the mage can create new wands without the use of a luck point. (Best if he does it before his current wand expires tho)

    Paragon

    Abilities

    Strength: 7 (17)
    Dexterity: 4
    Constitution: 4
    Willpower: 5

    Hitpoints: 40
    Luck: 20

    Skills

    Fighting: 4
  • Unarmed: 4

  • Crime: 2
    Special Quality: 5
  • Charge with energy Level 1
  • Enhanced Attribute (Strength) Level 10; 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 6; Limitation uses 10 points of energy per used level per Minute
  • Reduced damage Level 2; Limitation uses 10 points of energy per used level per Minute
  • 2 unspent points
  • Equipment

    Good Armored Costume (Natural Armor Level 7; reduced damage Level 3)

    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 at the speed of 32 mph 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.
    The levels from his costume and those of his power do stack, making him impervious to the damage of most guns.
    When he powers his strength up he can lift 13000 lbs (that is enough to lift a light truck, even using a SUV as an improvised weapon)

    Paragon Variant 2

    Abilities

    Strength: 7 (15)
    Dexterity: 4
    Constitution: 4
    Willpower: 5 (11)

    Hitpoints: 40
    Luck: 20

    Skills

    Fighting: 4
  • Unarmed: 4

  • Crime: 2
    Special Quality: 5
  • Charge with energy Level 1
  • Enhanced Attribute (Strength) Level 8; Limitation uses 10 points of energy per used level per Minute
  • Fly Level 4; Limitation uses 10 points of energy per used level per Minute
  • Natural Armor Level 5; 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
  • Enhanced Attribute (Willpower) Level 6; Limitation works only in regard to the amount of energy he can store (90%)
  • Equipment

    Good Armored Costume (Natural Armor Level 7; reduced damage Level 3)

    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 at the speed of 128 mph 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.
    The levels from his costume and those of his power do stack, making him impervious to the damage of most guns.
    When he powers his strength up he can lift 6000 lbs (that is enough to lift a big car or even to use a compact car as an improvised weapon)

    Speedster

    Abilities

    Strength: 4
    Dexterity: 8
    Constitution: 4
    Willpower: 4

    Hitpoints: 40
    Luck: 20

    Skills

    Fighting: 2
  • Unarmed: 2

  • Crime: 2
    Special Quality: 7
  • Charge with energy Level 1
  • Enhanced Movement Level 5; Limitation uses 1 points of energy per used level per Minute
  • Increased Timerate Level 6; Limitation uses 10 points of energy per used level per Minute
  • Increased Timerate Level 1; Limitation uses 100 points of energy per used level per Minute
  • Equipment

    Armored Costume (Natural Armor Level 4; reduced damage Level 2)

    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 7 levels of increased timerate but the last level ha a far higher energy consumption than the rest.
    His top running speed is 15,360 mph ( around 4 mile per second), 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 7,680 mph for around 4 minutes. And a speed of 3,840 mph for 9 to 10 minutes.