Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills:
- Athletics d10
- Common Knowledge d4
- Fighting d10
- Focus d12
- Notice d8
- Persuasion d4
- Shooting d10
- Stealth d10
Pace: 24; Parry: 10; Toughness: 14 (6)
Hindrances:
- Enemy (major) - Pain’s is a hideous monster that has been on video killing many CS soldiers. Those who recognize him want him dead.
- Grim (minor) - provoked on Taunt even if taunter does not have provoke (minor)
- Overconfident (major) - Pain often forgets the strength of others and underestimates their ability to harm him.
- Transformation (minor) - Pain requires an action to change between his forms.
- Vulnerability (major) - Sonic attacks, is automatically distracted and must make a Vigor roll of suffer potentially fatal fatigue.
Powerhouse Iconic Framework
- Superhuman Enhancements: The character gains 45 Super Power Points, with a Power Limit of 20 points.
- Exponential Growth: The character gains 5 power points as they reach Seasoned, Veteran and Heroic Ranks.
- Quirk of the Empowered: The character must take 2 additional points in Physical or Super Hindrances and 2 additional points of Hindrances of a social nature (such as Enemy, Outsider, or Vow (such as to an organization) - this does not include personality-based Hindrances such as Arrogant, Bloodthirsty, Loyal, or Quirk). No points are awarded for these hindrances. Additionally, a GM might allow the use of a negative racial abilities instead.
- Cybernetic Strain: The character may take Cybernetics, however each point of Strain reduces available power points by 2 points. (Characters with regeneration may not select cybernetics.)
- Hero's Journey: The character may make 2 Hero's Journey rolls from any table except Magic & Mysticism or Psionics.
- Begin with Standard Gear, but they may substitute their armor with an Armored Cloak (see Empires of Humanity) instead.
Powers:
- Additional Actions (5) - Pain can coordinate his limbs and ignores -2 in Multi-Action penalties in addition to edges or other traits.
- Altered Form (9) - In his transformed state Pain’s body is amorphous. Fall Proof (+1), Grappler (+1), Reach (+5)
- Dodge (4) - Pain’s spider nature is prescient allowing him to perceive and easily evade incoming attacks. Ranged attacks suffer a -4 to hit Pain
- Environmental Resistance (6) Pain’s body is semi liquid and reforms when penetrated, making him completely immune to damage from acid, biological, fire, and metal. Immunity (+2), Additional Power Type (+3)
- Extra Limbs 2 (4) - Pain has dozens of tentacles forming and deforming around him.
- Heightened Senses (2) - Pain can see heat energy and ultraviolet spectrum. Infravision (+1), Low Light Vision (+1)
- Immune to Poison & Disease (2)
- Leaping (2) - Pain can leap up to 4” high and 8” long
- Melee Attack (5) - Pain's supernatural nature allows him to do significant damage with his blows. They inflict Str + 2d6 MD. (heavy +1)
- Regeneration (12) - Pain makes a Focus roll to heal once per turn. Regrowth (+2), may regrow severed limbs.
- Speed (4) - Pain is fast, scary fast and moves at a pace of 24” on the table.
Advancements & Edges:
- Bonus Points: Additional Attribute
- Bonus Points: Additional Attribute
- Hindrance: Additional Attribute
- Hindrance: Additional Attribute
- Hindrance: Additional Attribute
- Hindrance: Additional Attribute
- Human Free: Arcane Background (Dark Talents) - Detect/Conceal Arcana
- Heroes Journey - Education 17: +3 Smarts based Skill points
- Heroes Journey - Experience & Wisdom 7: Danger Sense Notice roll at +2 to sense ambushes or similar events.
- Heroes Journey - Ranged Weapons 4: Your hero came across a cache of grenades! She’s got 6 armor piercing, 8 fragmentation, 6 high explosive, and 4 plasma grenades, see page 99. Even after these run out, she always seems to find more, beginning each session with 1d4 fragmentation grenades (unless the GM feels circumstances prevent it)
- Heroes Journey - Training 1: +3 Combat Skills
- Heroes Journey - Training 15: Sweep Fighting roll at –2 to hit all targets in weapon’s Reach, no more than once per turn.
- N1: Ambidextrous
- N2: Quick The hero may discard and redraw Action Cards of 5 or lower.
- N3: Power Points (20)
- S1: New Powers - Smite and Warrior’s Gift
- S2: Free Runner Ignore Difficult Ground and add +2 to Athletics in foot chases and Athletics (climbing).
- S3: Block +1 Parry, ignore 1 point of Gang Up bonus.
- S4: Improved Block +2 Parry, ignore 2 points of Gang Up bonus.
- V1: Improved Sweep As above, but ignore the –2 penalty.