Archetypes: Legendary 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 fatures lonely heroes or high powered teams of heroes.
Gadgeteer/ Battlesuit
Abilities
Strength: 7 (31)
Dexterity: 8
Constitution: 7
Willpower: 6
Hitpoints: 70
Luck: 50
Skills
Fighting:8
Crime:4
Investigate:4
Science: 5
Special Quality:6
Gadgeteering: Natural Armor
Gadgeteering: Enhanced Attribute
Gadgeteering: Flying
Gadgeteering: Supernatural Attack
Gadgeteering: Reduced Damage
Acute Senses
Equipment
$44,850
Battlesuit (cost $705,150)
Enhanced Attribute (Strength) Level 24
Natural Armor Level 22
Flying Level 11
Supernatural Attack (ranged) Level 11
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 1,650 tons, gives him enough protection to withstand the explosion of Anti Vehicle Missiles,
flying at the speed of 19,456 mph (5.4 miles per second) and
a build in weapon that is more dangerous than an assault cannon (Base damage 180. But as a typical gadgeteered item has unlimited ammunition)
Costumed Adventurer
Abilities
Strength: 7 (17)
Dexterity: 8
Constitution: 7
Willpower: 6
Hitpoints: 70
Luck: 50
Skills
Fighting: 6
Unarmed: 6
Crime:6
investigate: 6
Science: 5
Sport: 4
Rope Swinging: 4
Equipment
$208,850
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
Supercar (Top Speed 300 mph)
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.
If the streets are empty enough he uses his special car to achieve greater travel speeds.
Energy Controller Variant 1
Abilities
Strength: 6
Dexterity: 8
Constitution: 6
Willpower: 8
Hitpoints: 60
Luck: 50
Skills
Fighting: 4
Energy Blast: 4
Unarmed: 4
Crime:3
investigate: 3
Special Quality: 14
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 4
Fly Level 4
Equipment
$570,000
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 more than most rifles could do
and can fly at a speed of 160 mph.
Energy Controller Variant 2
Abilities
Strength: 6
Dexterity: 8
Constitution: 6
Willpower: 8
Hitpoints: 60
Luck: 50
Skills
Fighting: 4
Energy Blast: 4
Unarmed: 4
Crime:3
investigate: 3
Special Quality: 14
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 12; Limitation only against the energyform he controlls (80%)
Supernatural attack (ranged 10' area) Level 12; Limitation costs 10 charges of energy per level per use
Spell like Ability (Forcefield) Level 16; Limitation use costs 11 charges of energy per Minute
Fly Level 7; Limitation costs 10 charges of energy per level per use
1 unspent point
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 200 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 15 times
his Willpower. (So DR 120 in this case)
Mystik
Abilities
Strength: 4
Dexterity: 4
Constitution: 4
Willpower: 16
Hitpoints: 40
Luck: 50
Skills
Fighting: 8
Magic: 12
Illusion: 12
Levitation: 12
1st Pick 12
2nd Pick 12
Equipment
$30,000
Wand (Skill: 12, 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 casting time of a month
(for a +7 to skill) and then just tried his luck
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.
With the use of the wand the Mystik ca create new wands within seconds.
Paragon
Abilities
Strength: 10 (35)
Dexterity: 8
Constitution: 4
Willpower: 6
Hitpoints: 40
Luck: 50
Skills
Fighting: 5
Unarmed: 5
Crime: 4
investigate: 4
Special Quality: 13
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 20; Limitation uses 10 points of energy per used level per Minute
Fly Level 10; Limitation uses 10 points of energy per used level per Minute
Natural Armor Level 15; Limitation uses 10 points of energy per used level per Minute
Reduced damage Level 5; Limitation uses 10 points of energy per used level per Minute
Regeneration Level 1; Limitation uses 1 points of energy per used level per Minute
Equipment
$770,000
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 10,240 mph (2.8 miles per second)
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.
(even without his suit it takes several Anti Vehicle missiles to bring him down)
When he powers his strength up he can lift over 8000 tons (that is enough to lift a freight train or a nuclear submarine)
His strength bonus now drains different amount of power. The first 5 levels are very cheap
and still enable him to lift 6,000 lbs.
Paragon Variant 2
Abilities
b>Strength: 10 (30)
Dexterity: 8
Constitution: 4
Willpower: 6 (26)
Hitpoints: 40
Luck: 50
Skills
Fighting: 5
Unarmed: 5
Crime: 4
investigate: 4
Special Quality: 13
Charge with energy Level 2
Enhanced Attribute (Strength) Level 20; Limitation uses 10 points of energy per used level per Minute
Fly Level 10; Limitation uses 10 points of energy per used level per Minute
Natural Armor Level 11; 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
Enhanced Attribute (Willpower) Level 20; Limitation works only in regard to the amount of energy he can store (90%)
Increased Timerate Level 1; Limitation uses 10 points of energy per used level per Minute
Regeneration Level 1; Limitation uses 10 points of energy per Minute
Equipment
$770,000
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 10 units per minute.
He can use that energy to enhance his Strength, to fly at the speed of 20,4800 mph (5.7 miles per second)
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 and most explosives
When he powers his strength up he can lift over 1,000 tons.
Speedster
Abilities
Strength: 5
Dexterity: 13
Constitution: 5
Willpower: 5
Hitpoints: 50
Luck: 50
Skills
Fighting: 5
Unarmed: 5
Crime: 4
investigate: 4
Special Quality: 13
Charge with energy Level 1
Enhanced Movement Level 6; Limitation uses 1 points of energy per used level per Minute
Increased Timerate Level 6; Limitation uses 1 points of energy per used level per Minute
Increased Timerate Level 4; Limitation uses 10 points of energy per used level per Minute
Equipment
$770,000
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 10 levels of increased timerate, the first 6 of those only expend 1 charge per minute, while the later 4
still use the 10 charges they needed at earlier stages.
His top running speed is 179,200 mph ( around 50 miles per second), but he can only keep that up for under a minute. (His constitution score only grants him 50 seconds)
He can keep up a speed of 89,600 mph for a period of 25 minutes. (The time his constitution score lets him jog, but his energy reserve would also be fully drained after that)
If he has to move for a long time he can maintain a speed of 400 mph for around 16 hours.