Archetypes: Champion 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.

Gadgeteer/ Battlesuit

Abilities

Strength: 6 (26)
Dexterity: 6
Constitution: 6
Willpower: 6

Hitpoints: 60
Luck: 50

Skills

Fighting:6
Crime:3
  • Investigate:3

  • Science: 2
    Special Quality:6
  • Gadgeteering: Natural Armor
  • Gadgeteering: Enhanced Attribute
  • Gadgeteering: Flying
  • Gadgeteering: Supernatural Attack
  • Gadgeteering: Reduced Damage
  • Acute Senses
  • Equipment

    $44,850
    Battlesuit (cost $255,150)
  • Enhanced Attribute (Strength) Level 20
  • Natural Armor Level 18
  • Flying Level 9
  • Supernatural Attack (ranged) Level 9
  • Reduced Damage Level 6
  • Acute Senses: Darkvision, X-Ray Vision
  • 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 to a point where he can lift over 220 tons, gives him enough protection to withstand the explosion of Anti Vehicle Missiles, flying at the speed of 4,608 mph and a build in weapon that is as dangerous as an assault cannon. ( Base damage 160. But as a typical gadgeteered item has unlimited ammunition)

    Costumed Adventurer

    Abilities

    Strength: 6 (16)
    Dexterity: 8
    Constitution: 5
    Willpower: 5

    Hitpoints: 50
    Luck: 50

    Skills

    Fighting: 5
  • Unarmed: 5

  • Crime:4
  • investigate: 4

  • Science: 3
    Sport: 3
  • Rope Swinging: 3

  • Equipment

    $258,850
    Good Armored Costume (Natural Armor Level 7; reduced damage Level 3)
    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 normal guns (.50 Machine guns still pose a thread), the Powered exoskeleton is worn under the costume and grants him seemingly super strength.
    His standard mode of travel around the city involves use of the grappling hook gun, swinging from the rope and using the glidewings on the highpoint of the swing. He can easily achieve a travel speed of 40 mph this way.

    Energy Controller Variant 1

    Abilities

    Strength: 5
    Dexterity: 8
    Constitution: 5
    Willpower: 6

    Hitpoints: 50
    Luck: 50

    Skills

    Fighting: 3
  • Energy Blast: 3

  • Unarmed: 3

  • Crime:2
  • investigate: 2

  • Special Quality: 10
  • 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 2
  • Fly Level 2
  • Equipment

    $270,000
    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 increase the damage he can do, to that of a handgun and can fly at a speed of 40 mph.

    Energy Controller Variant 2

    Abilities

    Strength: 5
    Dexterity: 8
    Constitution: 5
    Willpower: 6

    Hitpoints: 50
    Luck: 50

    Skills

    Fighting: 3
  • Energy Blast: 3

  • Unarmed: 3

  • Crime:2
  • investigate: 2

  • Special Quality: 10
  • 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 11; Limitation use costs 11 charges of energy per Minute
  • Fly Level 3; Limitation costs 10 charges of energy per level per use
  • Equipment

    $270,000
    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 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 10 times his Willpower. (So DR 60 in this case)

    Mystik

    Abilities

    Strength: 4
    Dexterity: 4
    Constitution: 4
    Willpower: 12

    Hitpoints: 40
    Luck: 49

    Skills

    Fighting: 6
    Magic: 8
  • Illusion: 8

  • Levitation: 8

  • 1st Pick 8

  • 2nd Pick 8

  • Equipment

    $30,000
    Wand (Skill: 8, lasts 81 days)

    Explanations

    The Mystik is your standard magician. At this power level his magic 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 22. To reach that the first time the Mystik used a luck point and a casting time of 5 minutes (for another +2 to skill)
    The 1st and 2nd Pick are 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.

    Paragon

    Abilities

    Strength: 7 (22)
    Dexterity: 8
    Constitution: 4
    Willpower: 5

    Hitpoints: 40
    Luck: 50

    Skills

    Fighting: 5
  • Unarmed: 5

  • Crime: 3
  • investigate: 3

  • Special Quality: 8
  • Charge with energy Level 1
  • Enhanced Attribute (Strength) Level 5; Limitation uses 1 points of energy per used level per Minute
  • Enhanced Attribute (Strength) Level 10; Limitation uses 10 points of energy per used level per Minute
  • Fly Level 5; Limitation uses 10 points of energy per used level per Minute
  • Natural Armor Level 9; Limitation uses 10 points of energy per used level per Minute
  • Reduced damage Level 3; Limitation uses 10 points of energy per used level per Minute
  • 1 unspent points
  • Equipment

    $270,000
    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 320 mph or to become very 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 all guns. (And it takes several Anti Vehicle missiles to bring him down)
    When he powers his strength up he can lift 45 tons (that is enough to lift a heavy truck)
    His strength bonus now drains different amount of power. The first 5 levels are very cheap and still enable him to lift 1,650 lbs.

    Paragon Variant 2

    Abilities

    Strength: 7 (21)
    Dexterity: 8
    Constitution: 4
    Willpower: 5 (17)

    Hitpoints: 40
    Luck: 50

    Skills

    Fighting: 5
  • Unarmed: 5

  • Crime: 3
  • investigate: 3

  • Special Quality: 8
  • Charge with energy Level 1
  • Enhanced Attribute (Strength) Level 14; Limitation uses 10 points of energy per used level per Minute
  • Fly Level 7; Limitation uses 10 points of energy per used level per Minute
  • Natural Armor Level 8; 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
  • Enhanced Attribute (Willpower) Level 12; Limitation works only in regard to the amount of energy he can store (90%)
  • Equipment

    $270,000
    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 1,280 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 all guns. (but Anti Vehicle misiles will still do some damage)
    When he powers his strength up he can lift 67,000 lbs (that is enough to use a medium truck as an improvised weapon)

    Speedster

    Abilities

    Strength: 5
    Dexterity: 9
    Constitution: 5
    Willpower: 5

    Hitpoints: 50
    Luck: 50

    Skills

    Fighting: 4
  • Unarmed: 4

  • Crime: 3
  • investigate: 3

  • Special Quality: 9
  • Charge with energy Level 1
  • Enhanced Movement Level 5; Limitation uses 1 points of energy per used level per Minute
  • Increased Timerate Level 9; Limitation uses 10 points of energy per used level per Minute
  • Equipment

    $270,000
    Good Armored Costume (Natural Armor Level 7; reduced damage Level 3)

    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 9 levels of increased timerate
    His top running speed is 64,512 mph ( around 18 mile per second), but he can only keep that up for under a minute. (His constitution score only grants him 50 seconds)
    He can easily keep up a speed of 32,256 mph for a period of 7 to 8 minutes. (Depending on his weight and so the amount of energy he can store).