HJ Education roll 1d20: [6] = 6
Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Academics at d6 and increases Common Knowledge one die type.
William Davis
Rank: Novice 1
Advances Left:
Race: Demigod (No Mechanical Benefit)
Iconic Framework: Mega-Super
Attributes:
- Agility d8
- Smarts d8
- Spirit d6
- Strength d6
- Vigor d6
Skills:
- Academics d6*
- Athletics d4
- Battle*
- Common Knowledge d6*
- Electronics d4*
- Fighting d8
- Focus d6+2
- Gambling*
- Healing d8*
- Intimidation
- Language: American (Native) d8
- Notice d4*
- Occult*
- Performance d4
- Persuasion d4*
- Repair d4*
- Research*
- Science d6*
- Shooting d6
- Spellcasting d6*
- Stealth d4
- Survival*
- Taunt*
- Thievery
Hindrances
- Environmental Weakness - Cold (Minor): Character takes +4 damage when hit by an attack of this type, and subtracts 4 from resistance rolls of this power type. (Super Powers Companion, page 8)*
- Environmental Weakness - Darkness (Minor): Character takes +4 damage when hit by an attack of this type, and subtracts 4 from resistance rolls of this power type. (Super Powers Companion, page 8)*
- Heroic (Major): The character always helps those in need.*
- Secret (Major): "I'm the Demigod Love Child of Apollo"
- Quirk (Minor): Always trying to learn about the history and culture of a new place he travels to like some types of tourists do.
- Reckless (Major): Anytime the character Critically Fails a roll to activate or use a power, it goes wildly out of control. (Super Powers Companion, page 8)*
- Vow (Minor): To His Father Apollo]
Edges and Iconic Abilities
- Arcane Background (Magic): Enables one to cast spells. (Super Edge)
- Connections (Apollo) : Contacts provide aid or other favors once per session.
- Dodge : -2 to be hit by ranged attacks.
- Danger Sense Notice at +2 to sense ambushes or similar events. (Super Edge)
- Filthy Rich: Began with 25,000 credits, gets 4 rolls on the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables. (Free With Juicer Uprising Game)
- Comic-Book Combat: This collection of Setting Rules from the Super Powers Companion applies to the super and his abilities, with the exception of Knockback.
- Four Color Fun: The character gains 45 Super Power Points, with a Power Limit of 15 points. The super may take Edges and Hindrances from the Super Powers Companion, subject to GM approval.
- Collateral Damage: The super gains the Reckless Hindrance, but is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
- Enemies: Major factions have heard of the hero's unusual abilities and want to study or dissect her.
- No Race: Supers do not choose a Race.
- Reputation: The super's uniqueness makes them an occasional topic of conversation in the world. Anyone may roll Common Knowledge at -2 to know about the super, including their Thematic Problems - This increases +1 for every Rank above Novice.
- Thematic Problems: Every super has a weakness or two! Choose one Major Hindrance or two Minor ones from Dependency, Environmental Weakness, Power Negation, Transformation or Vulnerability, for no extra benefit.
- With Great Power: Depending on how they see themselves relative to the average person, the super must choose the Arrogant, Heroic or Overconfident Hinderance for no extra benefit.
Super Power Points: 45
Heritage of Divinity - Abilities common to most with divine parentage.
- Ageless (Cost 1) The hero never grows old. (Super Powers Companion, page 49)
- Chameleon (Cost 3) Assume the appearance of another creature within 2 Size levels. (Super Powers Companion, page 55)
- Immune to Disease (Cost 1) The character is immune disease. (Super Powers Companion, page 67)
- Regeneration (Cost 5) The hero regenerates a Wound on a successful Focus roll (two on a raise) every hour. (Super Powers Companion, page 81)
- Skill Bonus (Focus) (Cost 4) Add +2 to a single skill. (Super Powers Companion, page 83)
- Super Edge 1 (Cost 2) A non-Legendary Edge is granted for each level taken (Arcane Background - Magic). (Super Powers Companion, page 85)
- Toughness 2 (Cost 2) Increases Toughness by +1 for each level. (Super Powers Companion, page 88)
- Absorption: Fire (heat), Light (lasers), Magic (spiritual, supernatural), Radiation [Additional Power Types (+2), Transmute (+3) ]. (Cost 7) Free Soak roll vs damage from a Power Type; each Wound Soaked generates an Absorption Token for the scene. Tokens add damage, Toughness, or allow a Power Stunt. (Super Powers Companion, page 48)
- Dodge 2 (Cost 2) Ranged attacks at the hero subtract one per level. (Super Powers Companion, page 57)
- Genius [Fast Learner (+1)] (Cost 3) The character gets a free reroll on Smarts and Smarts-based skills. The hero ignores the -2 penalty when making unskilled, Smarts-based rolls. (Super Powers Companion, page 64)
- Healing [Requires Touch (-2)] (Cost 1) Focus roll as an action to heal one Wound, two with a raise. (Super Powers Companion, page 65)
- Melee Attack 2 (Cost 4) Increases the damage of the hero's melee attacks 1d6 per level. (Super Powers Companion, Page 73)
- Parry 4 (Cost 4) The character's Parry increases by +1 per level of the power. (Super Powers Companion, page 78)
- Super Attribute (Smarts) 1 (Cost 2) Each level increases an Attribute and its maximum by one die type. (Super Powers Companion, page 85)
- Super Edge 1 (Cost 2) A non-Legendary Edge is granted for each level taken (Arcane Background - Danger Sense). (Super Powers Companion, page 85)
- Super Skill (Healing) 2 (Cost 2) Buys or increases a skill & its maximum one die type per level. (Super Powers Companion, page 86)
Arcane Background: Magic
PPE: 10 - Recovery: 5/hour
- Detect/Conceal Aura (2 PPE, Range: Smarts, Duration: S) Detects supernatural for Duration 5 or conceals it for one hour.
- Invisibility (3 PPE, Range: Personal, Duration: 5) Target is invisible (-4/-6 to effect).
- Teleport (2 PPE, Range: Smarts, Duration: Instant) Character teleports up to 12" (24 yards) in distance, double with a Raise.