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From the Laboratory of Dr Archeville

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Seems I'm the only RedName without a thread here. No more!
All builds are PL 10/150 PP unless otherwise noted.


Doktor Archeville, PL 12 (15), 250pp (post-depseudonaturalization, post-technorganic'd)

(Alternate Versions of Doktor Archeville)
Dead Head, PL 12 (15), 250pp

Protectron, PL 12 (15), 250pp


The Metaceptor (a Grue with the powers of the Interceptors! Or is it?) (PL 10/161PP)

R'K'Vll/Dokthulhu (the pseudonatural beastie that's been germinating inside the Archevilles for 13 generations) (PL 16/390PP)

Sinister Science Squad (enemies of Dok from Europe)

Champions (and Champions-Inspired) Builds

Brainchild: Gadgeteer/Psychic Hybrid (includes PL 7 version)

Dr. Simian: Super-Scientist Simian (Super-Simian Scientist?)

Grond: Four-Armed Fighter

Hummingbird: Miniscule Mentalist (and here's a PL 7 version)

Lady Blue: Robin Hood-esque force field-themed battlesuit (includes PL 7 version)

Lazer: This little light of mine / I'm gonna let it shine

Masquerade: Metamorphic Mercenary of Much Mystique

Mechassassin: Better than Mangassassin

Monster: Monstrous Mechanical Menace (PL 10/180PP)

Photon: Felonious Photokinetic (includes PL 7 version)

Steel Commando: Autofire > Autotune

Tesseract: Now You're Thinking With Portals

Der Westgote/The Visigoth: Martial Artist/Powerhouse Hybrid

Zig-Zag: Stretchy Taunter (includes PL 7 version)

Zorran the Artificer: Master of Mechano-Mysticism (includes PL 7 version)

White Wolf-Inspired Builds

Imaginaut: For SCIENCE DISCOVERY! (Void Engineers)

Pharmacopeist: DRUUUGS! (Progenitors)

Transhuman Cyborg: Human.2 (Iteration X)

Vampire Costumed Detective: Bat-Man (Nosferatu)

Vampire Costumed Detective/Necromancer: Blood Calls Out For Blood (Giovanni)

Vampire Martial Artist: Be like water blood (Toreador)

Vampire Paragon: Tooth, Justice, and the Transylvanian Way (Brujah)

Vampire Psion: Look into her eyes... (Tremere)

Vampire with a Power (Shadow) Ring: Dark Shadows (Lasombra)

Vampire Shapeshifter: Boy-Beast (Gangrel)

Vampire Soldier of Fortune: Malk Merc with a Mouth (Malkavian)

Vampire Wealthy Thrillseeker: Proving blood + money need not equal blood money (Ventrue)

Vampire Weather Controller: Russian Weather Witch (Tzimisce)

Other Experiments

Atlantean Powerhouse: Scion, Son of the Avenging Son

Anti-Supernatural Lawyer: The Devil's Persecutor

Benandante: Hounds of God

Biomancer: Magical Plastic Surgeon (includes PL 7 version)

Blobby McGee: Shapeshift-less Shapechanger

Coppertop: Shockingly powerful

Gravity Guy: Breaking some Laws to uphold others. (includes PL 7 version)

Intergalactic Psi-Cop: "I have been thinking. I have been thinking about thought."

Martial Artist with a Power Ring: The Force is strong with this one.

Muscle Mage: "Muscle Wizard casts FIST!"

Mystic Librarian: "In D&D, a Wizard is a person who achieves ruinous power, creates abominations against gods and nature, ruins cities, lives and entire worlds, all through the power of reading.  Support your local library."

Omnipotus: Captain Infringement (no stats)

Paragon in Powered Armor: Man & Machine, Power Extreme!

Phosphoros: Powerhouse with a terrible secret

Poseur Mage: He's a FAAAKE!

Powerhouse with a Power Ring: Power2

Predator: Alien Hunter

PsiSoldier: of the Cult of the Blue Oyster

Psychic Ninja: Killing you softly with her miiind

Quarantine: Salmonella, Shigella, Clostridium perfringens

USMCorpse: Dead Man Walkin'... and Shootin'!

Serpent Folk with a Power Ring: Complication (Barbarians)

Speedster Scientist: Build ALL The Things! (includes PL 7 version)

Speedster Sorcerer: You cannot run from Fate!

Thermovore: Cryokinetic Vampire

V(ibro) Man: Good Vibrations

Vampire Electrokinetic Gadgeteer: Blood has iron, and iron is conductive! (Living Vampire, Undead Vampire, and pre-vamp'd PL 7 Electrokinetic Gadgeteer)

Vampire in Power Armor: Hemoglobin Man


Gygax-K-Isolate/Retro/Self-24: Nede (Athas expy)


Cyberkinesis/Cyberpathy Builds & Questions

ESP / Telelocation Question

Fun with Science!: General SCIENCE!

Fun with Science!: Electricity & Electrical Powers

Fun with Science!: Electromagnetic Radiation (radio waves, microwaves, infrared/visible/ultraviolet light, x-rays, gamma rays)

Fun with Science!: Gravity & Gravity Powers

Fun with Science!: Magnetism & Magnetic Powers

Fun with Science!: Radiation, Radioactivity, & Radiation Powers

Fun with Science!: Sonics & Sonic Powers

Fun with Science!: Thermal (Cold and Fire/Heat)
Fun with Science!: Time & Temporal Powers

Magic! Disciplines, Schools, and Styles (Comic Book Versions)

Nuclear Weapons: big ba-da-boom.

"Shoot through me!": How to be a lousy human shield

Yet More Super-Strength Options: It's not how strong you are, it's how you apply your strength

Note: The statements and opinions expressed herein are solely those of Dr Archeville and do not automatically constitute official/canonical statements or necessarily reflect the views of the other Moderators and Admins. -Dr Archeville

Edited by Dr Archeville
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The Metaceptor

PL: 10 (161PP)

Grue Drone base (salvaged a few from the latest invasion).

Powers copied from Colt (his guns), Dynamo (pre-Time Warp), Fulcrum, Grimalkin, Jack of all Blades, and Jill O'Cure.

Archeville can't/won't do magic, so the powers the Metaceptor has from Grim, JoaB and Jill are biological/mutant copies. (Since JoaB's strikes & energy senses, and Jill's Healing, are mutant, it does have those, but it does not have the magic that lets JoaB shape his energy forms into swords, or Jill to shape her Healing into Death-Touch and Create Object. The powers it mimics from Grim are completely artificial, taken from several different Metahumans Dok had studied over the years.)

It lacks the "requires concentrated energy source" on the JoaB Corrosion/Strike b/c it always has an abundance of concentrated energy forms within it to draw on (both from the gravimetric flight implants, and the energy-generating processes used in Colt's Blasts).

Fighting skills taken from hours of recorded training sessions & in-field work, programmed into their mind. Telepathic hive mind set up to make teamwork easier.

Created in his labs at Nichtuberall, mass-produced in super-secret labs under Schloss Wissenschaft, teleported to spots around the world.

Sent in groups of three.

Their mission: Whatever Evil!Archeville commands!

Appearance: A blank featureless humanoid, with crimson skin. Its outfit (morphic molecules that shift with it) combines elements of all the Interceptors' costumes: a blue duster over a gray body suit, with black boots. The body suit has a chest insignia, three lightning bolts (blue on bottom, red on left, green on right) arranged in a triangle.

When manifesting Colt's powers, its hands & forearms morph into technorganic guns. When manifesting JoaB's or Jill's powers, its hands become sheathed in energy. When manifesting Grim's powers, it becomes either more fluid or more solid and resolved (depending on which is used). When using Dynamo's powers, its entire body crackles with electricity; when using Fulcrum's power, it grows a few feet.

Abilities: 4+6+6+0+2+2 = 20 pp

STR 36 [14] (+13/+2)

DEX 16 (+3)

CON 16 (+3)

INT 10 (+0)

WIS 12 (+1)

CHA 12 (+1)

Combat: 16+12 = 28 pp

Initiative: +7

Attack: +7 (Fulcrum's Might), +8 (base, Dynamo's Lightning), +12 (Colt's Speed Fire, Colt's Sniper Shot, Grim's Claws, Jack's Fists), +14 (Dynamo's Electro-Fists)

Damage: Unarmed 2, Dynamo's Electro-Fists & Grim's Claws 6, Colt's Blasts & JoaB's Fists & Grim's Claws w/ SnkAttk 8, Dynamo's Lightning 12, Fulcrum's Str 13

Grapple: +10, +14 Grimalkin, +25 Fulcrum

Defense: +12 (Base 6, Dodge Focus 6), +3 flat-footed (+11 w/ Growth)

Knockback: -6, -9 w/ Fulcrum's Might

Saves: 3+3+4 = 10 pp

TOU +8 (+3 Con, +5 Protection [imp 5]), +9 (Imp 9) w/ Fulcrum's Might

FORT +6 (+3 Con, +3)

REF +6 (+3 Ref, +3)

WILL +5 (+1 Wis, +4)

Skills: 52 r=13 pp

Acrobatics 12 (+15)SM

Disguise 0 (+1, +11 w/ Morph, +41 w/ Grimalkin's Morph)

Intimidate 9 (+10, +12 w/ Fulcrum's Might)SM

Languages 1 (English [base], Spanish)

Notice 14 (+15)SM

Sense Motive 14 (+15)SM

Stealth 2 (+5, +1 w/ Fulcrum's Might)

Feats: 15 pp

Acrobatic Bluff

Dodge Focus 6

Elusive Target


Improved Initiative

Move-By Action

Power Attack

Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive)

Takedown Attack

Uncanny Dodge (auditory)

Powers: 3 + 10 + 1 + 51 + 4 + 10 = 79 pp

Enhanced Feats 3 (Teamwork 3 [hive mind]) [3PP]

Flight 5 (graivmetric flight implants; 250 MPH / 2,500 feet) [10PP]

Immunity 1 (own powers) [1PP]

Interceptors' Array 21 (42 PP; PFs: Alternate Power x9) [42+9=51 pp]

BE: Blast 12 (lightning) {24} + Enhanced Flight 4 (total of Flight 9 (5,000 MPH / 100,000 feet) {8} + Quickness 8 (x500) {8} {24+8+8=40/42} "Dynamo's Speed & Lightning"

AP: Blast 8 (Extras: Autofire 3; Flaw: Action [Full]; PFs: Accurate 2, Affects Insubstantial 2, Improved Critical 2, Improved Range [160-ft range increment], Variable Descriptor 2 [any]) {41/42} "Colt's Speed Fire"

AP: Blast 8 (Extras: Penetrating 4 [12 total]; PFs: Accurate 2, Affects Insubstantial 2, Improved Critical 2, Improved Range 3 [800 ft. Range Increments], Progression [Range] 1 [25 Range Increments], Ricochet, Subtle, Variable Descriptor 2 [any]) {34} + Super Senses 7 (Vision: Counters Concealment, Extended [100-ft Range Increments], Penetrates Concealment) {7} {34+7=41/42} "Colt's Sniper Shot & Sniper Scope"

AP: Concealment 8 (auditory, olfactory, visual; Extras: Affects Others [Others + Self]; Flaws: Blending, Passive; PFs: Close Range, Selective) {10} + Elongation 4 (50ft) {4} + Insubstantial 1 (Liquid) {5} + Strike 4 (claws; PFs: Accurate 2, Improved Crit 2, Mighty, Sneak Attack) {10} + Super-Movement 3 (Slithering, Wall-Crawling 2) {6} + Super-Senses 7 (Accurate 2 for Normal Hearing, Acute & Tracking for Olfactory, Danger Sense [Olfactory], Vision Counters Obscure 2 [Darkvision]) {7} {10+4+5+10+6+7=42/42} "Grimalkin's Freakishness"

AP: Corrosion 6 (energy fists; Extra: Penetrating 4 [12 total]; PFs: Accurate 2, Mighty, Variable Descriptor 2 [Any Non-Magical Energy]) {27} + Super-Senses 9 (Detect Energy [Mental, Extras: Accurate 2, Acute, Radius, Ranged], Energy Awareness, Uncanny Dodge 2 [Mental/Energy Awareness, Visual]) {9} {27+9=36/42} "Jack of all Blades' Energy Fists & Super-Senses"

AP: Emotion Control 10 (Extra: Alt Save [Fort], Area [50-ft. Burst, General]; Flaw: Sense-Dependent [Olfactory]; PF: Subtle) {21} + Morph 0 (expands Grue Drone Morph 2 to "any form of same mass" level) {2} + Morph 6 (+30 Disguise, Any form of same mass) {18} {21+2+18=41/42} "Grimalkin's Mystique"

AP: Enhanced Flight 5 (total of Flight 10 (10,000 MPH / 100,000 feet) {10} + Quickness 10 (x2,500) {10} + Strike 4 (electro-fists; Extras: Area 6 [30-ft. Burst, Targeted], Selective Attack 6; PFs: Accurate 3, Mighty, Progression [Area] 2 [150-ft. Burst]) {22} {10+10+22=42/42} "Dynamo's Speed & Electro-Fists"

AP: Enhanced Str 22 (to 36/+13) {22} + Growth 4 (Large; Flaw: Dispersal) {4} + Immunity 9 (life support) {9} + Impervious Toughness 3 {3} + Protection 1 (Extra: Impervious) {2} + Super-Str 1 (effective Str 41) {2} {22+4+9+3+2+2=42/42PP} "Fulcrum's Might"

    Growth Modifiers (+5 ft Speed, -1 Attack, -1 Defense, +4 Grapple, -4 Stealth, +2 Intimidate, Space 10 ft, Reach 10 ft)
    Atk +7, Dmg 13; Defense +11, Toughness 9 [imp 9]

AP: Healing 10 (Extra: Total; PFs: Persistent, Regrowth) {32} + Immunity 2 (Disease, Poison) {2} {32+2=34/42} "Jill O'Cure's Cure"

AP: Strike 6 (flurry of energy fists; Extras: Autofire [for Damage 8] x3, Penetrating 4 [12 total]; Flaw: Action [Full Round] for Damage 8; PFs: Accurate 2, Mighty, Variable Descriptor 2 [Any Non-Magical Energy]) {31} + Super-Senses 9 (Detect Energy [Mental, Extras: Accurate 2, Acute, Radius, Ranged], Energy Awareness, Uncanny Dodge 2 [Mental/Energy Awareness, Visual]) {9} {31+9=40/42} "Jack of all Blades' Flurry of Energy Fists & Super-Senses"

Morph 2 (humanoids, +10 Disguise) [4PP]

Protection 5 (pliant flesh; Extra: Impervious) [10PP]

Drawbacks 3 + 1 = 4pp

Disability (Confused while in an area of Mental Obscure or if under the effects of a Mental Dazzle or Mental Nullify) [3pp]

Power Loss (Enhanced Feats/Teamwork, if in an area of Mental Obscure or if under the effects of a Mental Dazzle or Mental Nullify) [1pp]

DC Block:

Unarmed Touch DC17 Toughness (Staged) Damage (Physical)
Colt's Sniper Shot Ranged DC 23 Toughness (Staged) Damage (Variable)
Colt's Speed-Fire Ranged DC 23 Toughness (Staged) Damage (Variable); Autofire
Dynamo's Electro-Fists Touch DC 21 Toughness (Staged) Damage (Energy); Area
Dynamo's Lightning Ranged DC 27 Toughness (Staged) Damage (Energy)
Fulcrum's Might Touch DC 28 Toughness (Staged) Damage (Physical)
Grim's Claws Touch DC 21/23* Toughness (Staged) Damage (Physical)
Grim's Emotion Control Perception DC 20 Fort Emotion Control; Area
JoaB's Fists Touch DC 16 Fort (Staged) Drain Toughness
Touch DC 23 Toughness (Staged) Damage (Energy)
JoaB's Flurry of Fists Touch DC 23 Toughness (Staged) Damage (Energy); Autofire

* Sneak Attack

costs : Abilities 20 + Combat 28 + Saves 10 + Skills 13 (52r) + Feats 15 + Powers 79 - Drawbacks 4 = 161 PP

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R'K'Vll (aka Dokthulhu)

Power Level: 16 (390PP)

Trade-Offs: +5 Toughness/-5 Defense, +5 Damage/-5 Attack

In Brief: The Thing that has been gestating in the Archeville family line for thirteen generations!

Description: R'K'Vlls colossal and hideous body is in a constant state of flux. One moment, giant compound eyes and antennae dominate his head, the next, acid-spewing vents open along his sides. Now, its bones liquefy and it slithers around like a slug, later, dozens of human arms and legs sprout out of it, with lamprey mouths in the palms and soles.

History: When Evil!Archeville went back in time, he met his ancestor Vischer, and wound up almost killing him. Deep Ones attacked the city of Freiburg, and if not for Archeville's intervention, they would have wiped it out. As it was, they did capture Vischer, and carted him back to their cave under Lake Constance; during transit, he drowned. Archeville pursued, and revealed his own Deep One-esque form, which lead to them bowing in worship of him. (His presence at Freiburg, foretold by their prophets, was the reason they attacked the city in the first place.) Archeville's science alone was unable to restore his ancestor, so he demanded they help him by providing raw materials, and they did -- by summoning forth their god. (Deep Ones, like the Serpent People they descended from, all worshiped Elder Evils, entities vast and alien from beyond -- some scholars say from before -- the known Universe. Most revere the Unspeakable One, but there are scores of such entities, many of whom had never been named by human tongues.)

They worked their magic, a frustrated Evil!Archeville speeding it up by offering blood sacrifice in the form of slaughtering the Deep Ones themselves. A creature came forth, great and bloated and pulsating, and Archeville hacked at it and harvested what useful bits he could to repair his ancestor. But, unknowingly, he did more than merely heal his ancestor and ensure that he would come to be born. He ensured that Vischer's descendants, Viktor's ancestors, would all be touched by madness and pseudonatural power, as the grafts to Vischer spread to places Viktor had not intended, tainting his reproductive materials (just as the Deep One prophet knew). Down through the generation this corruption passed, until, thirteen generations later, in Viktor, it fully blossomed once it was stimulated by exposure to the mystical energies from a Elder Evil cultists spellbook. But this was merely a larval stage, and it waited, gathering itself, exerting more influence over Archeville to kill those who might stand in its way (or anyone who had even lightly crossed Archeville, continuing to feed and feed on the darker aspects of Archeville's mind), until at last it broke free and fully manifested upon the Earth. And now that it has fully manifested, it will twist all reality to its mad whims, and bring in more of its horrid brethren to this plane!

Personality & Motivation: Like all Elder Evils, R'K'Vll is domineering, cold, and utterly alien. (Well, almost utterly alien -- there are bits of Archevilles that bubble up from time to time, both in body and personality.) Power and survival are about the only concepts the Elder Evils share with humanity. R'K'Vll regards mortals, even the Deep Ones that serve and work to free it, as little more than somewhat useful animals. And animals, of course, must keep their place.

Powers & Tactics: R'K'Vll is gigantic, tough, and strong. Its numerous limbs can clutch at anyone who comes near it, and its ever-changing body creates a panoply of noxious effects. Only the strongest of heart and mind can look upon it and not go mad. Worse, this Elder Evil has vast quasi-psionic powers, able to open warps in space and dimensions (to transport itself or just one striking tentacle) and force deadly, sanity-shattering sensations into people's minds.

Abilities: 0 - 2 + 10 + 18 + 18 + 8 = 52PP

Strength: 42 (+16) (includes +32 Str from Growth)

Dexterity: 8 (-1)

Constitution: 36 (+13) (includes +16 Con from Growth)

Intelligence: 28 (+9)

Wisdom: 28 (+9)

Charisma: 18 (+4)

Combat: 18 + 16 = 34PP

Initiative: -1

Attack: +11 (includes -8 from Growth) melee, +1 (includes -8 from Growth) ranged

Grapple: +54 (base attack 8, +10 melee focus, +16 Str, +16 size, +4 Super-Str), up to +9 more w/ Additional Limbs & Elongation

Defense: +11 (+8 Base, +11 Shield, -8 Growth), -4 Flat-Footed

Knockback: -33 (Imp 14, +3 from non-Imp Toughness, Growth 16), -26 flat-footed

Saving Throws: 2 + 0 + 6 = 8PP

Toughness: +21 (+13 Con, +8 Protection), Impervious 14 (not when flat-footed)

Fortitude: +15 (+13 Con, +2)

Reflex: -1 (-1 Dex, +0)

Will: +15 (+9 Wis, +6)

Skills: 28R = 7PP

Intimidate 8 (+12, +20 w/ size)

Knowledge (Arcane Lore) 12 (+21)

Notice 8 (+17)

Stealth 0 (-17; includes -16 from size)

Feats: 21PP


Attack Focus 10 (melee)


Fearsome Presence 8 (40 ft., DC 18)


Powers: 5 + 11 + 4 + 12 + 1 + 49 + 16 + 19 + 8 + 65 + 42 + 11 + 13 + 8 = 268PP

Additional Limbs 5 (25 additional limbs) [5PP]

Communication 10 (mental, anywhere on Earth or Moon; PF: Dimensional) [11PP]

Elongation 4 (50 feet [65 ft. combined w/ Growth]) [4PP]

Environmental Control 6 (secondary reality-warping effect; 250-ft. radius, distraction [DC 10]; Extra: Duration [Continuous]; Flaw: Range [Touch]) [12PP]

Feature 1 (dimensional inertia, cannot be summoned involuntarily) [1PP]

Growth 16 (Colossal; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [49PP]

    +32 Str, +16 Con, -8 Atk/Def, +16 Grapple, -16 Stealth, +8 Intimidate, 64 ft. tall, weight ~ 1,125,000 lbs., Space 30 ft., Reach 15 ft., +20 Str Carrying

Immunity 21 (aging, life support, mental effects, own powers; Flaw: Limited [1/2 Effect] on Mental Effect Immunity) [16PP]

Impervious Toughness 14 (note: Active Sustained effect; Extra: Linked [shield]; Flaw: Limited [Not When Flat-Footed]) [7PP] + Shield 11 (Extras: Linked [impervious Toughness]; PFs: Variable Descriptor) [12PP] (Dodge, Insubstantial, Precognition, Reality Warping, Telekinesis, Telepathy) [7 + 12 = 19PP]

Protection 8 (only partially manifests in three dimensions) [8PP]

Pseudonatural Power Array 30 (60PP; PFs: Alternate Power x3, Incurable, Innate) [65PP]
BE: Confuse 12 (sanity-warping presence; Extras: Area [60-ft. Burst, General], Duration 2 [sustained], Range [Perception]) {60/60PP}

AP: Mental Blast 15 (mind-shattering contact) {60/60PP}

AP: Nauseate 15 (reality-warping presence; Extras: Aura, Duration 2 [sustained]; Flaw: Unreliable [50/50 chance]) {60/60PP}

AP: Super Movement 2 (dimension-boring tentacles; Dimensional Movement 2 [mystical dimensions]) [4PP] and Teleport 10 (space-boring tentacles; 1,000 feet/anywhere on Earth or the Moon; Extra: Accurate) [30PP] {4+30=34/60}

Shapeshift 6 (30 points; Flaw: Uncontrolled) [42PP]

Roll 1d20 each round. On an 11-20, R'K'Vl takes a Move Action to shapeshift.

Roll 1d20 each time it attempts to use Shapeshift
Remember that Shapeshift is Sustained, so it turns off when unable to take free actions. and any creatures created through a Summon power here also disappear when the Shapeshift changes.
    01 - Shapeshift turns off!
    02 - Acidic Mist: Strike 10 (Extras: Area [50-ft. Burst], Secondary Effect) {30/30}. Or Acidic Spew: Strike 15 (Extras: Area [150-ft. Cone]) {30/30}
    03 - Alien Senses: Super-Senses 26 (accurate for all hearing [4], acute for olfactory [1], extended on all visual [2], radius on all vision [2], ranged tactile [1]; darkvision [2], infravision [1], radio [1], true sight [10], ultra-hearing [1], ultravision [1]) {26/30}
    04 - Armstrong: Enhanced Additional Limb 3 (total 8, 250 additional limbs) + Enhanced Super-Str 2 (total Str 112; PFs: Bracing, Countering Punch, Groundstrike, Shockwave, Super-Breath, Thunderclap) + Strike 0 (Extra: Secondary Effect for Unarmed Damage 16) {3+10+16=29/30}
    05 - Bilious Blast: Nauseate 6 (Extra: Area [60-ft. Line]) + Strike 6 (Extra: Area [60-ft. Line]) {18+12=30/30}
    06 - Chameleon Skin: Concealment 4 (all visual) {8/30}
    07 - Damaging Skin: Strike 7 (Extras: Aura, Duration 2 [sustained]; PFs: Variable Descriptor 2 [electric eel, porcupine quills, biting maws]) {30/30}
    08 - Fearsome Form: Enhanced Charisma 22 (to 40/+15; Intimidate +31) + Enhanced Feats 8 (Challenge [Fast Intimidate], Fearsome Presence 7 [to 15, DC 25, 75 ft.]) {30/30}
    09 - Frankenstein Feeding: Healing 6 (Recovery +19; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source ["Electrical" Attacks]) {30/30}
    10 - No change, retains current stats, though appearance may change
    11 - Frogs!: Summon 9 (PL 10 Frog-Men, lower Int, Wis, and Cha by 4 points each, remove Craft & Profession skills; Extra: Horde; PFs: Progression 3 [10 Frogs]) {30/30}
    12 - Keening: Confuse 15 (Extra: Area [75-ft. Burst]; Flaw: Range [Touch] + Auditory Dazzle 15 (Extra: Area [75-ft. Burst]; Flaw: Range [Touch]) {15+15=30/30}
    13 - Mind Control Fungus: Drain Ability Scores 5 (Extras: Area [150-ft. Cone], Linked [Mind Control]; PFs: Progression [Area] 2, Slow Fade [1pp/minute]) {23} + Mind Control 15 (Extras: Alt Save [Fort], Area [150-ft. Cone], Linked [Drain Ability Scores]; Flaws: One Command [move to top of highest structure, sing praises to your new god, and wait to be eaten], Range 2 [Melee]; Drawback: Noticeable) {6.5} {23+6.5=29.5/30}
    14 - Mucosal Coat: Snare 7; Extras: Aura, Duration 2 [sustained]; Flaw: Range [Touch]) {28/30}
    15 - Ovipositor: Strike 10 (Extras: Alt Save [Fort], Secondary Effect) {30/30}
    16 - Primordial Oozes/Everted Stomachs: Summon 9 (PL 10 Amoeba, lower Int and Cha by 6 point each, Wis by 4 points, and remove Luck; Extra: Horde; PFs: Progression 3 [10 Amoebae]) {30/30}
    17 - Reflective Carapace: Reflective 2 for Imp Toughness 14) {28/30}
    18 - Truly Sickening Form: Nauseate 0 (remove Unreliable from Nausea, add Secondary Effect) {30/30}
    19 - Vampiric Lamprey Maws: Strike 0 (Extra: Vampiric 21) {21/30}
    20 - Weird Wasp Swarm: Summon 10 (PL 9 Swarm {pg.11, Villainous Archetypes 2], replace Drain Con with Drain Dex, and add Environmental Control 3 [distraction {DC 10} and visibility, 25-ft. radius; Extra: Selective Attack; Flaw: Range {Touch}], total 147/150pp; Extra: Horde; Flaw: Action [Full Round]; PF: Progression 3 [10 Swarms]) {23/30}

Strike 5 (dimension-boring tentacles; PFs: Affects Insubstantial, Dimensional, Indirect 3, Mighty) [11PP]

Super Senses 13 (extended 3 {10,000 ft. increment} for all mental senses; psychic blindsight [accurate acute radius ranged mental sense], cosmic awareness [mental]) [6 + 6 + 1 = 13PP]

Super Strength 4 (effective carrying Str 102; lite load 5,668 tons, med load 11,337 tons, hvy load: 17,039 tons) [8PP]

Drawbacks: (-0) + (-0) = -0PP


DC Block:

ATTACK         RANGE       SAVE                        EFFECT
Unarmed Touch DC31 Toughness (Staged) Damage (Physical)
Confuse Touch DC22 Will Confused
Mental Blast Perception DC30 Will (Staged) Damage (Energy/Mental)
Nauseate Touch DC25 Fortitude (Staged) Nausea
Strike Touch DC36 Toughness (Staged) Damage (Physical)

Abilities (52) + Combat (34) + Saving Throws (8) + Skills (7) + Feats (21) + Powers (268) - Drawbacks (0) = 390 Power Points

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[goto=Take1]Take 1 (Dok as Dude w/ Devices [and some cyborg-ing])[/goto]

[goto=Take2]Take 2 (Dok as Transhuman Cyborg w/ Internalized Gear)[/goto]


[floatr]DoktorArchevilleHF.png[/floatr]Players Name: Dr Archeville

Characters Name: Doktor Archeville

Power Level: 12 (15) (250/250PP)

Trade-Offs: -4 Attack/+4 Damage, or +2 Att/-2 Dmg (-5 Att/+5 Dmg, or +3 Att/-3 Dmg unarmed and -1 Att/+1 Dmg all others); -2 Defense / +2 Toughness (-2 Defense/+2 Toughness or -5 Defense/+5 Toughness)

Unspent PP: 0

Summary of Changes


Reduce (combat) PL to 12 (skills stay at PL 15). The changes to the Force Field (below), plus removal of the Shrinking AP from his Belt, reduces the Belt's contents by 10 points, so the Belt can lose 2 ranks. [8pp freed]

(Why reduce combat PL? Because the vast majority of the villains in the books are rated for heroes PL 8-12, so once you hit PL 12 combat caps, advancing beyond doesn't help that much.)

  • Reduced Shield by 2 (to 2), Force Field by 4 (to 10), Impervious by 3 (to 8). Total Defense +10 (8 Base, 2 Shield), +4 Flat-Footed, Toughness 14 (Imp 12) w/ Coat & Force Field.
    In-game reasoning: during the battle, several unique & irreplaceable components to his Grav Belt were destroyed.

    • Can use Inventor to bring him back up to PL 15

  • Force Field 3 (Imp 3) + Shield 3 = Defense +13, Toughness +17 (Imp 15) (- Def/+2 Tough), with a 9pp Invention.
    Or, Force Field 6 (Imp 3) = Defense +10, Toughness +20 (Imp 15) (-5 Def/+5 Tough), with a 9pp Invention.

-2 to Dexterity (OOC reason, it's doing him almost no good; IC reason, posthuman physiology concerned more with mental alacrity than physical coordination) [2pp freed]

-2 to Wisdom (Touched by Old Ones) [2pp freed]

-2 to Charisma (shaken and guilty over all that's happened) [2pp freed]

-2 Defense (rearranging Defense) [4pp freed]

Remove 4 ranks from Bluff [1pp freed]

  • A slight readjustment he has made to his brain/personality so it's harder for him to be duplicitous.

Remove Fascinate (Perform [Oratory]), Online Research, Sneak Attack, and Well-Informed feats [4pp freed]


  • He's never used Fascinate in-play, so that can be stunted as-needed with HP. Online Research isn't that useful for him: if he's got access to the internet, he's got access to a Library, and so can Take 20 on any Knowledge checks. And since his untrained Know checks without Enhanced Int are better than his Gather Info checks with his Enhanced Cha (and the Know skills he actually has ranks in are far better), Well-Informed gives zero mechanical benefit. Sneak Attack's useful, but it makes bookkeeping more convoluted (and this thing's already a bear!).


Remove Immunities (he's human!) [3pp freed]

Remove Morph (he's human!) [2pp freed]

Remove Subtle PF from Pseudonaturally Enhanced Mind Array [1pp freed]

Remove Enhanced Charisma AP from Enhanced Mind array ( :aaaaa: ) [1pp freed]

8+2+2+2+4+1+4+3+2+1+1 = 30PP to work with


Move 1 skill rank from Bluff to Perform (Oratory)

Skills Mastery: Replaced Know (Life Sci, Phys Sci) with (Investigate, Medicine).

Reduced Affects Insub 2 to Affects Insub 1 on all HQ Defense Systems ('cuz Affects Insub 2 is boring; if needed he can add a 2nd rank of Affects Insub, but he'd have to be there to do so).

Added Defense System (Snare) to ArcheTech HQs (I'd meant to add that months ago).

Rearrange/reduce Gravimetric Belt's Gravitic Defense Systems APs due to lowered ranks/cost. [0PP]

  • Cloaking Field was already under, so simply lower Force Field by 3, to 8. Effective PL 10 when Cloaked. And move the Selective PF from the Force Field to the Concealment, so he can do Cheshire Cat-like stuff.

    • Alternate Power: Concealment 10 (All Senses; Flaws: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {13PP} + Enhanced Skills 20 (Stealth 20 [+21]) {5PP} + Force Field 8 (PF: Subtle) {9PP} {13+5+9=27/27PP}

  • With Labcoat, total Toughness is +12 [imp 4] and Defense is +8 (+4 flat-footed).
  • Intangibility Field: Reduce FF by 8, to 6 (Toughness +10 w/ Labcoat when on), remove Selective from Incorporeal. Effective PL 9 when Intangible.

    • Alternate Power: Force Field 6 + Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; PF: Subtle) [5+22=27/27PP]

  • With Labcoat, total Toughness is +10 [imp 4] and Defense is +8 (+4 flat-footed).

Reduce rank of Gravimetric Belt's Gravitic Movement Systems Teleport by 1 rank (to 6), which is still good enough to get around anywhere in Freedom City in one hop. Add Easy and Turnabout PFs.[0PP]

Rename Pseudonaturally Enhanced Mind Array to Nanotech Enhanced Brain Array (enhancing his brain with nano-scale self-replicating bioceramic structures based on neural networks :science: ) [0PP]

Change Descriptors on Enhanced Mind and Quickness from "magical/pseudonatural enhancement" to "super-science/nanotech enhancement" [0PP]

Change Comprehend/Enhanced Int AP in Enhanced Mind Array to the following [0PP]

  • Comprehend 1 (Languages [speak Any Languages]) {2PP} + Enhanced Charisma 14 (to 22 [+6]) {14PP} {2+14=16/16PP}

Rearrange the two Combat Mode APs.[0PP]

Add Dodge Focus 2 [2pp]
Add another rank of Luck (5 ranks total) [1PP]
Add Comprehend 4 (electronics 2 [speak to, understand] languages 2 [understand all, read all]) [8PP]
Add Datalink 2 (100 feet, radio; PF: Machine Control) [3PP]
Added a fourth rank in Gadgets [7PP]
Add Immunity 12 (aging, immutability [effects that alters your traits, including-but not necessarily limited to-Boost, Drain, and similar trait effects, as well as Transform and other alteration effects used as attacks], own powers; Flaw: Limited [1/2 effect]) [6PP]


  • Self-repair nanites.
    Immunity (own powers) represents failsafes in his Devices - his Belt and Screwdriver - so that they shut partially down if anyone tries to use them on him (as identified by the IFF signals emitted by his nanites). It also applies to the Defense Systems and Attack Powers of his HQs when used against him. It does not extend to any tech created by ArchTech, as that would be ridiculous.


Add 1 new Alt Power for his Nanotech Enhanced Mind [1PP]

  • AP: Enhanced Datalink 0 (adds to Datalink 2; Extra: Area; PF: Rapid 2 [x100], Selective, Subtle) {6pp} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [sustained]; Flaw: Medium [machines]) {10pp} (Geist in der Maschine/"Ghost in the Machine") {6+10=16/16pp}
    Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink.

Add Regeneration 1 (disabled 1 [5 hours]) [1PP]

  • Self-repair nanites

Add Super-Senses 1 (radio) [1pp]
2+1+8+3+7+6+1+1+1 = 30/30PP

Misc Notes
Why, yes, I have read Extremis. (Well, saw the motion comic, via Netflix.)
I'm keeping his Enhanced Mind and Gadgets at their Move Action to switch configurations, because not being able to switch them around as a Free action is one of Archeville's few real weak spots. (His other big weakness: his Saves, particularly Reflex.)




Enemies: Assorted supervillains from Germany and the rest of the European Union, as well as ones in America. In particular, both the Power Corps and Doc Otaku have it in for him, as do Captain Knievel and Malice.
Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him, and his fans can make tempting targets for unscrupulous villains.
Hatred: Archeville has a dislike of magic users and other supernatural beings (viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand, and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others), but outright hates entities that are decidedly inimical to human life and sanity (like pseudonatural entities).
My Own Worst Enemy: Archeville's divided has caused him no end of trouble, and continues to do so from beyond in the form of caches of ultra-tech and mutagenic compounds spread throughout the world, waiting for some unscrupulous person (or innocent victim!) to find them.
Obsession: To say Archeville is obsessed with science and technology is like saying the Sun is warm and the oceans are damp.
Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist. And several of Freedom City's heroes know the evil he did do.
Responsibility: Membership in the Freedom League and his personal relationship with Fulcrum would be enough for most, but Archeville is devoting much of his time to healing/repairing everything (and everyone) he harmed.
Rivalry: Archeville has a friendly rivalry with most other battlesuit and gadgeteer superheroes, and many battlesuit and gadgeteer supervillains see him as the one to best.
Secret: Archeville's pseudo-Multiple Personality Disorder was not widely known, nor is the extent of his involvement in the ArchEvil events.

Abilities: 0 + 0 + 0 + 14 + 8 - 2 = 20PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 40/24 (+15/+7)
Wisdom: 34/18 (+12/+4)
Charisma: 22/8 (+6/-1)

Combat: 16 + 12 = 28PP
Initiative: +15/+7
Attack: +18 unarmed in Melee mode, +14 other melee in Melee mode/+14 ranged in Ranged mode/+8 base
Grapple: +8, +14 in Melee mode
Defense: +10/+8 (+6 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed
Knockback: -13/-8/-7/-4

Saving Throws: 4 + 5 + 3 = 12PP
Toughness: +14/+12/+10/+4 (Impervious 12/4/4/4) (+0 Con, +4 [4] Labcoat, +10 [8]/+8 [0]/+6 [0] Gravimetric Belt)
Fortitude: +10/+4 (+0 Con, +6/+0 Gravimetric Belt, +4)
Reflex: +5 (+0 Dex, +5)
Will: +15/+7 (+12/+4 Wis, +3)

Skills: 152R = 38PP
Bluff 0 (-1, +3 w/ Attractive; +6/+10 w/ Enhanced Cha)
Computers 14 (+21, +27 at HQ or with Electromagnetic Screwdriver.; +29/+35 w/ Enhanced Int) SM
Craft (Chemical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SMUE
Craft (Electronic) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SMUE
Craft (Mechanical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SMUE
Craft (Artistic or Structural) 0 (+7, +13 at HQ or with E.S.; +16/+21 w/ Enhanced Int)
Diplomacy 5 (+4, +8 w/ Attractive; +11/+15 w/ Enhanced Cha)
Disable Device 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SM
Disguise 0 (-1, +5 at HQ; +6/+12 w/ Enhanced Cha)
Gather Information 0 (-1, +5 at HQ or with E.S.; +6/+12 w/ Enhanced Cha)
Investigate 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int) SM
Knowledge (Earth Sciences) 9 (+16, +22 at HQ or with E.S.; +24/+30 w/ Enhanced Int)
Knowledge (Life Sciences) 9 (+16, +22 at HQ or with E.S.; +24/+30 w/ Enhanced Int)
Knowledge (Physical Sciences) 9 (+16, +22 at HQ or with E.S.; +24/+30 w/ Enhanced Int)
Knowledge (Technology) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SM
Knowledge (Any Other) 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int)
Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish)
Medicine 6 (+10, +16 at HQ or with E.S.; +18/+24 w/ Enhanced Wis) SM
Notice 5 (+9, +15 at HQ or with E.S.; +17/+23 w/ Enhanced Wis)
Perform (Oratory) 9 (+8; +15 w/ Enhanced Cha)
Search 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int)
Sense Motive 5 (+9; +17 w/ Enhanced Wis)
Stealth 0 (+0; +20 w/ Cloaking Field)

Feats: 28PP
Beginner's Luck
Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich])
Dodge Focus 2
Eidetic Memory
Equipment 30 (150EP) (Veteran Reward)
Improvised Tools
Luck 5
Master Plan
Quick Draw
Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Investigate, Knowledge [Technology], Medicine)
Speed of Thought
Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks)








Equipment-HQs said:

50 + 5 = 55EP

Archeville's Array of HQs (45 + 5 Alternate HQs = 50ep)

HQ no.1: Haus von Archeville (Doktor Archeville's Hanover Home) (45/45ep)
Location: Hanover, Freedom City, USA, between the Albright Institute and ASTRO Labs.
Appearance/Details: See here and here.
Size: Gargantuan/Small (Skyscraper/House-sized); Toughness: 20 (Imp 15); Features: Combat Simulator 2 (Attacks & Realistic Illusions), Communications, Computer, Concealed (appears to be a Small house), Defense System no.1 (Blast 13 [PFs: Affects Insubstantial, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 (Snare 14 [PFs: Affects Insubstantial], +15 to hit), Dual Size, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no. 3 (ESP/Comprehend; as Power x2), Power no. 4 (Impervious Toughness), Power no. 5 (Regeneration), Power no. 6 (Super-Senses; as Power x2), Power no. 7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Think-Tank, Workshop. Cost 4+3+38 = 45/45ep.

Power no.1: Communication 10 (audio, radio and visual; Extra: Area [entire globe and the Moon]; PF: Selective, Subtle) and Linked Comprehend 4 (languages 4 [can transmit & receive multiple languages simultaneously, voice and text]) ("Communications Override") [22*3 + 8 = 74/90p]

Power no.2: Enhanced Skills 162 (+6r to Computers, Craft [Artistic], Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [structural], Disable Device, Disguise, Gather Information, Investigation, Knowledge [Arcane Lore], Knowledge [Art], Knowledge [behavioral Sciences], Knowledge [business], Knowledge [Civics], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [History], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [streetwise], Knowledge [Tactics], Knowledge [Technology], Knowledge [Theology and Philosophy], Medicine, Notice and Search; Useable By Others) ("Cutting-Edge Equipment, Masterful Libraries, Pattern Recognition Software, and Uber-RSS Feeds") [42/60p]

Power no.3: ESP 10 (all senses, 200,000 mile range [entire planet, as well as satellites in orbit]; Extras: Duration [sustained], No Conduit; Flaw: Medium [cameras for visual, microphones/listening devices for auditory and radio, chemsniffers for olfactory, pressure sensors for tactile, etc.]; PFs: Rapid 5 [x100,000], Subtle) and Linked Comprehend 2 (languages; understand and read all) ("Sensor Tap, with Instant Translation") [56+4=60/60p]

Power no.4: Impervious Toughness 15 (force screen; Sustained Active effect) [15/30p]

Power no.5: Regeneration 12 (Recovery +9, Recovery Rate: Injured 1 [20 minutes], Staggered 1 [20 minutes], Disabled 1 [5 hours]; Extras: Affect Others, Area [General, Burst, 60ft radius]; Flaws: Limited [Others]; PFs: Regrowth, Selective) ("Arzthelferin") [26/30p]

Power no.6: Super-Senses 50 (Accurate, Analytical, and Extended 2 [1,000 ft. increment] on all Radio senses [10]; Radius for all Visual senses [2]; communication link 6 [with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, and two ArcheTech facilities {the corporate HQ in Freedom City, and the Berlin facility}] [radio] [6]; tracking extradimensional awareness [radio] [2]; tracking detect energy [radio] [2]; detect metahuman/mutant powers [radio] [1]; detect technology [radio] [1]; detect time [radio] [1]; infravision [1]; low-light vision [1]; microscopic vision 4 [4]; acute analytical precognition [Flaw: Only for predicting macro-scale trends and behaviors] [mental] [3]; radio (with accurate, this is also radar) [1]; analytical scent [analytical and acute for olfactory {i.e., gas chromatographs & chemsniffers}] [2]; trace teleport [radio] [1]; extended tremorsense [accurate extended {100 ft. increment} ranged touch {i.e., seismographs & motion detectors}] [3]; ultra-hearing [1]; ultravision [1]; x-ray vision [Drawback: not through lead] [3]) ("Oodles of Sensors and Analytical Equipment") [10+2+6+2+2+1+1+1+1+1+4+3+1+2+1+3+1+1+3 = 46/60]

Power no.7: Teleport 10 (200,000 miles; Flaw: Limited [only to any Arche-Tech facility, ArcheStern, Fjölnirskraft, and Haus von Archeville]; PFs: Change Direction, Progression 6 [10 tons of cargo]) ("Schwarzschild Wormwole Aperture Producer") [17/30p]
Note: since the teleporters do not have the Accurate extra, they can only send people to places where the user's own accurate senses (enhanced by the ESP and Super-Senses of the HQ) can perceive, in addition to only being able to send people to a few select spots. And since most of his long-range sensors are Radio-based, then if, say, the Freedom City ArcheTech HQ is in an Obscure (Radio & Visual) effect, that will block any of his teleporters from evacuating anyone from or sending anyone to that place (and he'd need to go in personally).




HQ no.2: ArcheTech Facilities (41/45ep)
Location: Worldwide. Corporate HQ is in Hanover, Freedom City, USA.
Appearance/Details: See here and here.
Size: Large; Toughness: 15 (Imp 10); Features: Animal Pens, Communications, Computer, Defense System no.1 (Snare 14 [PFs: Affects Insubstantial], +15 to hit), Defense System no.2 (Stun 9 [Extra: Range/Ranged; PF: Sedation], +14 to hit), Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells x2 (Nullify Metahuman/Mutant Powers 15, Toughness 20), Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Enhanced Feats & Skills; as Power x2), Power no.2 (Enhanced Skills/Others), Power no.3 (ESP/Super-Senses), Power no.4 (Impervious Toughness), Power no.5 (Regeneration), Power no. 6 (Super-Senses; as Power x2), Power no.7 (Teleport), Power no.8 (Teleportal), Power System, Security System x6 (DC 45), Think-Tank, Workshop. Cost: 2+2+36 = 41/45ep.

Power no.1: Same Enhanced Feats & Skills as at Haus von Archeville. [2+41=43/60p]

Power no.2: Enhanced Skills 72 (+6r to Computers, Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [structural], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [Technology], and Medicine; Useable By Others; PFs: Progression 10 [up to 2,500 users simultaneously]) ("ArchTech Databases & Equipment") [18+10=28/30p]

Power no.3: ESP 4 (visual and auditory, 1 mile [entire interior of building & adjoining parking lots/decks]) and Super-Senses 13 (accurate for auditory senses [motion detectors], acute radius detect metal [radio sense], infravision, radio, ultra-hearing, ultravision, x-ray vision [Drawback: not through lead]) ("Sensor Net") [12+12=24/30p]

Power no.4: Impervious Toughness 10 (force screen; Sustained Active effect) [10/30p]

Power no.5: Same Regeneration as at Haus von Archeville. [26/30p]

Power no.6: Same Super-Senses as at Haus von Archeville, plus 4 additional Communication Links. Communications links with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Haus von Archeville, and six ArcheTech facilities [the corporate HQ in Freedom City, and five other facilities with similar areas of focus.] [52/60p]

Power no.7: Same Teleporter as at Haus von Archeville. [17/30p]

Power no.8: Teleport 6 (600 feet/20 miles; Extras: Duration [sustained], Portal; Flaw: Others Only; PFs: Change Direction, Easy, Progression [Portal Size] 2 [25ft x 25ft]). [28/30p]
Note: Portal is a +2 Extra because it's basically Duration (Instant to Concentration) & Affects Others + Self (+1). But the HQ itself can't pass through the portals it creates, thus, the Limited (Others Only) Flaw becomes viable.






HQ no.3: Fjölnirskraft ("Fjölnir's Power/Strength") (42/45ep)
Location: The Pacific Ocean.
Appearance/Details: See here and here.
Size: Gargantuan; Toughness: 20 (Imp 15); Features: Communications, Computer, Defense System no.1 (Blast 9 [Extra: Penetrating; PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System no.2 (Paralyze 9 [Extras: Alt Save {Fortitude}, Range {Ranged}, PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System 3 (Stun 8 [Extra: Range {Ranged}, PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}, Sedation; max range ~1.0 miles]; +15 to hit), Dock, Fire Prevention System, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; Power x3), Power no.2 (Additional Limbs/Concealment/Elongation/Swimming), Power no.3 (Enhanced Feats & Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Impervious Toughness), Power no.6 (Super-Senses; as Power x2), Power no.7 (Super-Strength), Power no.8 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [4+3+36 = 43/45ep]

Power no.1: Same Communication/Comprehend as at Haus von Archeville. [74/90p]

Power no.2: Additional Limbs 4 (8 tentacles fore, 2 midships; "Manipulatory Tentacles"), Concealment 4 (all auditory and all radio; PF: Close Range; "Anechoic Radar Absorbent Coating"), Elongation 8 (1,000 feet; Flaw: Only for Additional Limbs; "Manipulatory Tentacles"), and Swimming 6 (100 mph/87 knots; PF: Subtle; "Magneto-Hydrodynamic Propulsion System") [4+9+4+7=24/30p]

Power no.3: Same Enhanced Feats & Skills as at Haus von Archeville. [2+41=43/60p]

Power no.4: Same ESP/Comprehend as at Haus von Archeville. [51/60p]

Power no.5: Impervious Toughness 15 (force screen; Sustained Active effect) [15/30p]

Power no.6: Same Super-Senses as at Haus von Archeville, but replace precognition & trace teleport (-4 ranks) with accurate and extended 2 for ultrasonic hearing (i.e., extended 2 [1,000 ft. increment] sonar). [46/60p]

Power no.7: Super-Strength 15 (effective Str 75) [30/30p]

Power no.8: Same Teleporter as at Haus von Archeville. [17/30p]






HQ no.4: Archestern ("Arche-Star") (45/45ep)
Location: Geosynchronous orbit (approximately 22,000 miles above sea level) over South America.
Appearance/Details: See here and here.
Size: Colossal; Toughness: 20; Features: Communications, Computer, Defense System no.1 (Blast 12 [PFs: Improved Range 3 {1,200 ft. increments}, Progression 3 {100 increments}; max range ~22.7 miles], +15 to hit), Defense System no.2 (Move Object 13 [tractor beams, Str 65; PFs: Indirect 2, Subtle], +15 to hit), Fire Prevention System, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend/Flight; as Power x3), Power no.2 (Universal Translator; as Power x2), Power no.3 (Enhanced Feats/Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Gravity Control; as Power x2), Power no.6 (Regeneration), Power no.7 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [5+3+37 = 45/45ep]

Power no.1: Same Communication/Comprehend as at Haus von Archeville, and Flight 2 (25mph; "Positional Adjustment Jets"). [74+4=78/90p]

Power no.2: Comprehend 4 (languages; Extras: Affects Others, 10,000-ft. Burst Area [entire satellite]; PFs: Progression 8 [2,500 ft. per rank]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix; "Near-Universal Translators") [16+8-1=23/30 points]

Power no.3: Same Enhanced Feats & Skills as at Haus von Archeville. [2+41=43/60p]

Power no.4: Same ESP/Comprehend as at Haus von Archeville. [51/60p]

Power no.5: Gravity Control 10 (50-to-5,000-ft. radius, Str 50, Hvy Load 12 tons; Extras: Range [Perception], Selective Attack; PFs: Precise, Progression 6 [500 ft. per rank radius], Subtle). [48/60PP]

Power no.6: Same Regeneration as at Haus von Archeville. [26/30p]

Power no.7: Same Super-Senses as at Haus von Archeville, minus tremorsense (-3 ranks), add extended 2 for all radio and extended 4 to visual sensors (total of extended 4 for all radio and visual senses, for 100,000 ft. [18.9 miles] increment). [55/60p]

Power no.7: Same Teleporter as at Haus von Archeville. [17/30p]






HQ no.5: Nichtuberall ("Not Anywhere") (41/45ep)
Location: Top Secret
Appearance/Details: See here.
Size: Medium (House-sized); Toughness: 20; Features: Communications, Computer, Concealed x7 (+40 to DC), Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Concealment/Enhanced Feats/Skills), Power no.2 (Enhanced Feats/Skills/Flight; as Power x2), Power no.3 (ESP Dimensional; as Power x3), Power no.4 (Nullify Insubstantial), Power no.5 (Obscure), Power no.6 (Regeneration), Power no.7 (Super-Senses; as Power x2), Power System, Sealed, Security System x6 (DC 45), Self-Repairing, Workshop. [1+3+38 = 41/45ep]

Power no.1: Concealment 4 (all mental and radio; PFs: Close Range, Selective) and Enhanced Feats 1 (Hide in Plain Sight) and Enhanced Skills 20 (Stealth +20) [10+1+5=16/30p]

Power no.2: Same Enhanced Feats & Skills as at Haus von Archeville, and Flight 2 (25mph; "Positional Adjustment Jets"). [2+41+4=47/60p]

Power no.3: ESP 14 (all, 2 billion miles [can reach Earth]; Extras: Duration [sustained]; PFs: Dimensional 3 [any dimension tech-based ESP could reach, such as parallel dimensions and the Zero Zone], Rapid 5 [x100,000], Subtle) [79P] and Linked Comprehend 4 (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix) [7P] [79+7=86/90]

Power no.4: Nullify 4 (all Insubstantial effects; Extras: 400-ft. Burst Area [entire HQ], Duration 3 [Continuous], No Save; Flaws: Range [Touch]; PFs: Progression [Area] 4, Subtle) [29/30p]

Power no.5: Obscure 7 (mental and radio, 500-ft. radius [entire HQ]; Extras: Duration [Continuous], Selective Attack; PF: Subtle) [29/30p]

Power no.6: Same Regeneration as at Haus von Archeville. [28/30p]

Power no.7: Same Super-Senses as at Haus von Archeville, minus the Communications Links and tremorsense (-7 ranks), add extended 4 to all visual sensors (100,000 ft. [~18.9 miles] increment) and extended 2 to all radio senses (total extended 4/100,000 feet [~18.9 miles] increment). [51/60p]








5 EP contributed to Interceptor's Communal Equipment


Equipment-Vehicle said:

Coming Soon!

Equipment-Utility Coat said:

Archeville's "Utility Coat" (16+9=25ep)


Detailed here.
Free: Cell phone, Digital camera, Digital audio recorder, Flashlight

BE: Blast 10 (assorted explosives; Extra: Area [General, Burst, 30-50-ft.-radius]; Flaws: Action [Full], Unreliable [5 uses]; PFs: Progression [Reverse Area] 4, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 100-ft. increments]) {16/16EP}

AP: Blast 3 (throwing discs; Extra: Autofire [5]; PFs: Mighty, Ricochet 2, Variable Descriptor [bludgeoning, piercing, or slashing]) {15/16EP}

AP: Corrosion 4 (PFs: Precise, Variable Descriptor [acids or cutting torch]) {14/16EP}

AP: Dazzle Auditory & Visual 6 (flash-bangs; Extra: Area [General, 30-ft. Burst]; Flaw: Unreliable [5 uses]; Drawback: Full Power, Reduced Range 1 [5 60-ft. increments]) {16/16EP}

AP: Dazzle Visual 6 (pepper spray; Flaw: Range [Touch]; Drawback: Full Power) + Linked Stun 6 (pepper spray; Drawback: Full Power) {5+11=16/16EP}

AP: Obscure 3 (25-ft. radius, Visual + Olfactory Senses, smoke pellets; Extras: Independent, Total Fade; PFs: Ricochet; Drawback: Reduced Range 1 [5 30-ft. increments]) {15/16EP}

AP: Paralyze 6 (paralytic darts; Extras: Range [Ranged], Secondary Effect; Flaws: Unreliable [5 Uses]; Drawbacks: Full Power, Reduced Range 1 [5 60-ft Increments]) {15/16EP}

AP: Snare 4 (Extra: Autofire 2 [+1 rank per 2 points attack exceeds Defense, maximum +4 ranks]; PF: Variable Descriptor [steel-wire bolos or quick-hardening glue-goo]; Drawback: Reduced Range 1 [5 40-ft Increments]) {16/16EP}

AP: Strike 5 (a veritable armory of weapons; PFs: Extended Reach 2, Improved Critical 2, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor [bludgeoning, piercing, or slashing]) {14/16EP}

AP: Stun 6 (stun bomb v2; Extras: Area [General, 30-ft. Burst], Range [Ranged]; Flaw: Unreliable [5 uses]; Drawbacks: Full Power, Reduced Range [5 60-ft. increments]) {16/16EP}


Powers: 8 + 3 + 8 + 45 + 29 + 6 + 20 + 3 + 1 + 1 = 124PP

Comprehend 4 (electronic 2 [speak to, understand], languages 2 [understand all, read all]) [8PP]

Datalink 2 (100 feet, radio; PF: Machine Control) [3PP]

Device 2 (Armored Labcoat v1.1.2, 10PP, Flaws: Hard-To-Lose) [8PP]

Dimensional Pocket 1 (100 lbs; Flaw: Grapple Required) [1PP]

Immunity 2 (Cold Environments, Hot Environments; Flaw: Limited [1/2 Effect]) [1PP]

Protection 4 (Extras: Impervious; Feats: Subtle; Drawbacks: Weak Point) [8PP]

Device 11 (Gravimetric Belt v1.1.5.e, 55PP; Flaws: Hard-To-Lose; PF: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus]) [45PP]

Gravitic Defensive Systems 13.5 (27 points; PFs: Alternate Power x3) [29PP]
BP: Enhanced Fortitude 6 + Force Field 10 (Extras: Impervious 8; PF: Selective) + Shield 2 {6+19+2=27/27PP}

With Labcoat, total Toughness is +14 [imp 12] and Defense is +10 (+4 flat-footed), and Fort save is +10. He is defensively PL 12.

AP: Concealment 10 (All Senses; Flaws: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {13PP} + Enhanced Skills 20 (Stealth 20 [+21]) {5PP} + Force Field 8 (PFs: Subtle) {9PP} {13+5+9=27/27PP}

With Labcoat, total Toughness is +12 [imp 4] and Defense is +8 (+4 flat-footed). He is defensively PL 10.

AP: Force Field 6 + Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; PFs: Subtle) {6+21=27/27PP}

With Labcoat, total Toughness is +10 [imp 4] and Defense is +8 (+4 flat-footed). He is defensively PL 9.

Gravitic Movement Array 8 (16 points; PF: Alternate Power) [17PP]

BP: Flight 7 (1,000 mph / 10,000ft [~1.9 miles] per Move Action; PFs: Instant Up, Move-By Action) {16/16PP}

AP: Teleport 6 (600ft per Move Action, 20 miles per Full Action; PFs: Change Direction, Change Velocity, Easy, Turnabout) {16/16PP}

Immunity 9 (Life Support) [9PP]

Gadgets 4 (Elektromagnetischer Schraubenzieher ["Electromagnetic Screwdriver"], 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move]; Flaws: Easy-To-Lose 2; Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus]) [29PP]

Sample Settings said:
  • Blast 20 (Flaws: Action [Full Round] or Unreliable; PFs: Accurate [+10 Attack], Variable Descriptor [any electromagnetic]; Drawbacks: Reduced Range 2 [2 200-ft. increments]) (EM Spectrum Blast, Biggest [PL 15 w/out Ranged Combat Mind]) {20/20}
  • Blast 16 (Flaw: Action [Full Round] or Unreliable; PF: Variable Descriptor [any electromagnetic]; Drawbacks: Reduced Range 2 [2 160-ft. increments]) (EM Spectrum Blast, Bigger [PL 12 w/out Ranged Combat Mind or PL 15 w/ Ranged Combat Mind]) {15/20}
  • Blast 10 (PF: Variable Descriptor [any electromagnetic]; Drawbacks: Reduced Range [5 100-ft. increments]) (EM Spectrum Blast) (EM Spectrum Blast, Standard [PL 12 w/ Ranged Combat Mind]) {20/20}
  • Cold, Electrical, Fire, Light, Magnetic, Microwave, or Radiation Control 10 and associated APs as alternative settings (electromagnetic manipulation; Cold & Fire = infrared) {20/20}
  • Drain Dexterity 15 (Flaw: Limited [people in battlesuit or with cyborg limbs]; Extra: Total Fade) (mobility systems overloader) {15/20}
  • Drain Toughness 12 (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [12PP] and Blast 12 (Extra: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [6PP] (Electromagnetic Pulse Blast) {12+6=18/20}
  • Drain Toughness 12 (Extras: Affects Objects, Area [burst, General], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [12PP] and Strike 12 (Extras: Area [burst, General], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [6PP] (Electromagnetic Pulse) {12+6=18/20}
  • Enhanced Datalink 0 (Extra: Area 2; PFs: Rapid 3 [x1,000], Selective, Subtle) {7} + Enhanced Datalink 4 (total Datalink 6 [20 miles]; Extra: Area) {8} (city-wide computer overrider) {7+8=15/20}
  • Enhanced Datalink 2 (to Datalink 4 [1 mile]; Extra: Area) {4pp} + Enhanced ESP 2 (to ESP 4; all senses, 1 mile; Extras: Action [Free], Duration [sustained]; Flaw: Medium [machines]) {10} (Enhanced "Ghost in the Machine") {4+10=14/20}
  • Enhanced Flight 7 (to Flight 14 [250,000 mph / 2,500,000 feet {473 miles} per Move action]) (Maximum Overdrive) {14/20}
  • Enhanced Skills 12 (+6 Notice, +6 Search) and Super-Senses 9 (analytical for all vision [2], extended for all vision [2], distance sense [rangefinder], infravision, ultravision, x-ray vision) (Goggles Do Something Useful) {3+11=14/20}
  • Enhanced Skills 48 (+6 to any 8 skills that his home HQ can help with) plus Super-Senses 1 (communication link with home HQ & perfect tools) {12+1=13/20}
  • Enhanced Teleport 0 (Extra: Portal on the 6 ranks of Teleport from his Belt; PF: Progression 3 [50-ft. portal]) (mass transit mode) {15/20}
  • Enhanced Teleport 4 (adds to Teleport 6 from his Belt for a total of Teleport 10 [1,000 feet/Earth to Moon]; PFs: Progression 4 [2,500 lbs. cargo]) {12/20}
  • Power Control 15 (Flaw: Limited [Only technological powers]) (universal remote) {15/20}
  • Strike 20 (Flaw: Action [Full Round] or Unreliable; PFs: Accurate [+10 attack], Extended Reach, Improved Crit 2, Split Attack, Variable Descriptor [any electromagnetic]) (Elektromagnetischesäbel, Grösstes/Electromagnosaber, Biggest [PL 15 w/out Melee Combat Mind]) {17/20}
  • Strike 16 (PF: Improved Critical 2, Variable Descriptor [any electromagnetic]) (Elektromagnetischesäbe, Grösser/Electromagnosaber, Bigger [PL 12 w/out Melee Combat Mind]) {19/20}
  • Strike 11 (PFs: Extended Reach, Improved Crit 2, Split Attack, Variable Descriptor [any electromagnetic]) (Elektromagnetischesäbel, Grosses /Electromagnosaber, Big [PL 15 w/ Melee Combat Mind]) {16/20}
  • Strike 5 (PFs: Extended Reach, Improved Crit 2, Split Attack, Variable Descriptor [any electromagnetic]) (Elektromagnetischesäbel, Standard/Electromagnosaber, Standard [PL 12 w/ Melee Combat Mind]) {10/20}
  • Super-Senses 6 (analytical extended tracking detect electromagnetic radiation 3 [radio]) (tricorder) {6/15}
  • Super-Senses 6 (analytical extended tracking detect physical objects 3 [radio]) (tricorder) {6/15}
  • Super-Senses 6 (penetrates concealment detect metal 2 [radio]) (metal detector) {6/15}


Immunity 12 (aging, immutability [effects that alters your traits, including-but not necessarily limited to-Boost, Drain, and similar trait effects, as well as Transform and other alteration effects used as attacks], own powers; Flaw: Limited [1/2 effect]) [6PP]


Nanotech Enhanced Brain 8 (16PP Array, Feats: Alternate Power x5; Drawbacks: Action [Move]) [20PP]


BP: Enhanced Intelligence 16 (to 40 [+15]; Erhöht Intellekt/"Enhanced Intellect") {16/16PP}

AP: Comprehend 1 (Languages 1 [speak Any Languages]) {2PP} + Enhanced Charisma 14 (to 22 [+6]) {14PP} (Linguistische Analyse und Erhöht Gegenwart/"Linguistic Analysis & Enhanced Presence") {2+14=16/16PP}

AP: Enhanced Datalink 0 (adds to Datalink 2; Extra: Area; PFs: Rapid 2 [x100], Selective, Subtle) {6pp} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [sustained]; Flaw: Medium [machines]) {10pp} (Geist in der Maschine/"Ghost in the Machine") {6+10=16/16pp}

Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink.

AP: Enhanced Feats 16 (Attack Focus [Melee] 6, Attack Specialization [unarmed] 2, Improved Disarm, Power Attack, Sneak Attack 4, Takedown Attack 2) (Anatomisches Wissen/Anatomical Knowledge) {16/16PP}

Melee Attack +14, Unarmed Attack +18, Unarmed Damage +0, +5 w/ Sneak Attack. The Unarmed Attack Specialization does not apply to any weapons he pulls from his Utility Coat, not even brass knuckles, though the Melee Attack Focus does.

AP: Enhanced Feats 16 (Attack Focus [Ranged] 6, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ricochet, Throwing Mastery 5) (Berechnung der Winkel und der Vektoren/Calculating Angles & Vectors) {16/16PP}

Ranged Attack +14, Damage +5 w/ any thrown object (+7 w/ Sneak Attack), +8 w/ Throwing Discs (+10 w/ Sneak Attack).

AP: Enhanced Wisdom 16 (to 34 [+12]; Erhöht Bewusstsein/"Enhanced Awareness") {16/16PP}

Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP]


Can Take 20 on a Computer check to Write a Program (normally 1 hour) in 36 seconds/6 rounds.

Can Take 20 on a Knowledge check (normally 1 hour) in 36 seconds/6 rounds.

Can Take 20 on a Notice check (normally 1 minute) in 0.6 seconds/free action.

Can Search a 100-ft. diameter area (normally 5 minutes) in 3 seconds/1 action. Can Take 20 on that same Search (normally 100 minutes) and do it in 1 minute.

Regeneration 1 (disabled 1 [5 hours]) [1PP]

Super-Senses 1 (radio) [1PP]

Drawbacks: -0PP

DC Block


ATTACK                RANGE     SAVE                         EFFECT

Unarmed               Melee     DC 15 (20*)    Toughness     Damage

Acids/Cutting Torch   Melee     DC 14 Fort                   Drain Toughness

                                DC 19 (24*) Toughness        Damage

Bolos/Glue            Ranged    DC 14 Reflex                 Snare

Explosives            Ranged    DC 20 Reflex                 Area

                                DC 25/20 Toughness           Damage

Flash-Bangs           Ranged    DC 16 Reflex                 Area

                                DC 16/13 Reflex              Blinded & Deafened

Paralytic Darts       Ranged    DC 16 Fort                   Paralyze

Pepper Spray          Melee     DC 16 Reflex                 Blinded

                                DC 16 Fort                   Stun

Stun Bomb             Ranged    DC 16 Ref                    Area

                                DC 16/13 Fort                Stun

Throwing Disc         Ranged    DC 18       Toughness        Damage

  w/ RCM                        DC 23       Toughness        Damage

Thrown Items, RCM     Thrown    DC 20       Toughness        Damage

Weapons               Melee     DC 20 (25*)    Toughness     Damage

Blaster I             Ranged    DC 35       Toughness        Damage

Blaster II            Ranged    DC 31       Toughness        Damage

Blaster III           Ranged    DC 25       Toughness        Damage

EMP Blast             Ranged    DC 20 Fort (or Ref)          Drain Toughness

                                DC 25/20 Toughness           Damage

Lightsaber I          Melee     DC 35       Toughness        Damage

Lightsaber II         Melee     DC 31       Toughness        Damage

Lightsaber III        Melee     DC 26 (31*) Toughness        Damage

Lightsaber IV         Melee     DC 20 (25*) Toughness        Damage

RCM = Ranged Combat Mind

MCM = Melee combat Mind

* Daamage w/ Sneak Attack from Melee Combat Mind

Or by Gadget or Invention

Abilities (20) + Combat (28) + Saving Throws (12) + Skills (38) + Feats (28) + Powers (124) - Drawbacks (0) = 250/250 Power Points



Skills Notes: With his mind set to Enhanced Charisma (the default when he's interacting with people), and without using his home tools/Screwdriver, he's at +16 on Know (Earth/Life/Physical Science) and +21 on Computers, Crafts (Chem/Elec/Mech), Disable Device, & Know (Tech). This puts him slightly ahead of Daedalus (the Hank Pym/Tony Stark expy) on Computers (+18) and Life Sci (+14), almost equal on Crafts (+20), DisDev (+22), and Tech (+22), but noticeably behind on Phys Sci (+22).

With his home tools/Screwdriver, Dok is at +22 on Know (Earth/Life/Physical Science) and +27 on Computers, Crafts (Chem/Elec/Mech), Disable Device, & Know (Tech). This puts him equal to Daedalus on Phys Sci, and at least 5 points ahead on everything else.

Sample Power Stunts for Enhanced Mind 8 (16PP), Force Field (36PP), and Mental Quickness 6 (3PP) can be found here.

Also, since nanites are enhancing his brain and body, a new AP stunt:

  • Healing 7 (Extra: Total; Flaw: Personal; PFs: Persistent & Regrowth) {16/16}



Dok as Transhuman Cyborg w/ Internalized Gear

Reduce INT a bit & trim Skills (lowers those +30s & +35s to +25, rely on Beginner's Luck more), remove redundant Immunites (ex.: both Coat and Belt have Immunity to Cold and Heat), take Incorporeal AP off Force Field (I don't think he's ever actually used it on-panel, and it can easily be stunted), reduce Flight by a rank and add Evasion & Defensive Roll PFs; remove Device Flaw from Belt, Coat, and Screwdriver, bump up CON, replace Immunities w/ Half-Immunity to FORT Effects. Remove Enhanced Skills from HQs, replace with MW Computer/Infirmary/Laboratory/Library/Workshop.
Basic storyline: Dok gets grievously injured, his internal nanites are unable to heal him with what's available in his body, so they cannibalize/incorporate his Belt, Coat, and Screwdriver. He looks like a mess, but he comes to see the advantage in having internalized powers, so after he gets out of whatever the predicament is he works in his lab to 'tidy up' so that he looks like his normal self.





Abilities: 0 + 0 + 14 + 10 + 6 - 2 = 28PP

Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 24 (+7)
Intelligence: 34/20 (+12/+5)
Wisdom: 32/16 (+11/+3)
Charisma: 22/8 (+6/-1)

Combat: 16 + 12 = 28PP
Initiative: +12/+5
Attack: +14 melee in Melee mode/+14 ranged in Ranged mode/+8 base
Grapple: +8, +14 in Melee mode
Defense: +10/+8 (+6 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed
Knockback: -13/-7, -12/-6 flat-footed

Saving Throws: 0 + 5 + 3 = 8PP
Toughness: +14 (Impervious 12/0) (+7 Con, +2 Defensive Roll, +5 Protection; Imp 12 w/ Primary Defense Field), +12 flat-footed (Imp 12/0)
Fortitude: +7 (+7 Con, +0), Immune (Half Effect)
Reflex: +5 (+0 Dex, +5), Evasion (when flying)
Will: +14/+6 (+11/+3 Wis, +3)

Skills: 136R = 34PP
Bluff 0 (-1, +3 w/ Attractive; +6/+10 w/ Enhanced Cha)
Computers 11 (+16, +18 at HQ or with Electromagnetic Screwdriver.; +23/+25 w/ Enhanced Int) SM
Craft (Chemical) 11 (+13, +18 at HQ or with E.S.; +23/+25 w/ Enhanced Int) SM UE
Craft (Electronic) 11 (+13, +18 at HQ or with E.S.; +23/+25 w/ Enhanced Int) SM UE
Craft (Mechanical) 11 (+13, +18 at HQ or with E.S.; +23/+25 w/ Enhanced Int) SM UE
Craft (Structural) 6 (+11, +13 at HQ or with E.S.; +18/+20 w/ Enhanced Int)
Craft (Artistic) 0 (+5, +7 at HQ or with E.S.; +12/+14 w/ Enhanced Int)
Diplomacy 0 (-1, +3 w/ Attractive; +6/+10 w/ Enhanced Cha)
Disable Device 11 (+16, +18 at HQ or with E.S.; +23/+25 w/ Enhanced Int) SM
Gather Information 0 (-1, +5 at HQ or with E.S.; +6/+12 w/ Enhanced Cha)
Investigate 6 (+11, +13 at HQ or with E.S.; +18/+20 w/ Enhanced Int) SM
Knowledge (Behavioral Sciences) 6 (+11, +13 at HQ or with E.S.; +18/+20 w/ Enhanced Int)
Knowledge (Life Sciences) 11 (+16, +18 at HQ or with E.S.; +23/+25 w/ Enhanced Int)
Knowledge (Physical Sciences) 11 (+16, +18 at HQ or with E.S.; +23/+25 w/ Enhanced Int)
Knowledge (Technology) 11 (+16, +18 at HQ or with E.S.; +23/+25 w/ Enhanced Int) SM
Knowledge (Any Other) 0 (+5, +7 at HQ or with E.S.; +12/+14 w/ Enhanced Int)
Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish)
Medicine 6 (+9, +11 at HQ or with E.S.; +17/+19 w/ Enhanced Wis) SM
Notice 0 (+3, +5 at HQ or with E.S.; +11/+13 w/ Enhanced Wis)
Perform (Oratory) 9 (+8; +15 w/ Enhanced Cha)
Search 0 (+5, +7 at HQ or with E.S.; +12/+14 w/ Enhanced Int)
Sense Motive 9 (+12; +20 w/ Enhanced Wis)
Stealth 0 (+0; +8 w/ Cloaking Field)

Feats: 28PP
Beginner's Luck
Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich])
Dodge Focus 2
Eidetic Memory
Equipment 0 (+16 [80EP] Veteran Reward)
Improvised Tools
Luck 5
Master Plan
Quick Draw
Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Investigate, Knowledge [Technology], Medicine)
Speed of Thought
Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks)

coming soon



Powers: 4 + 8 + 15 + 17 + 15 + 37 + 20 + 5 + 2 + 1 = 124PP

Comprehend 2 (languages 2 [understand all, read all]) [4PP]

Cyberkinetic Container 1.6 (8 points) [8PP]



Comprehend 2 (electronic 2 [speak to, understand]) [4PP]

Datalink 2 (100 feet, radio; PF: Machine Control) [3PP]

Super-Senses 1 (radio) [1PP]


Gravitic Defensive Systems 7 (14 points; PF: Alternate Power) [15PP]


BP: Impervious Toughness 12 (note: Sustained Active effect) {12pp} + Shield 2 {2pp} {12+2=14/14PP}
Toughness is +14 (Imp 8), Defense +10 (+3 flat-footed), Knockback -11. Defensive PL 12.

AP: Concealment 10 (All Senses; Flaw: Blending; PFs: Close Range, Hide in Plain Sight, Selective; Drawback: Action 1 [Move]) {12pp} + Enhanced Skills 8 (Stealth 8 [+8]) {4pp} {12+2=14/14PP}
Toughness is +14, Defense +8 (+3 flat-footed), Knockback -7. Defensive PL 11.


Gravitic Movement Array 7.5 (15 points; PFs: Alternate Power, Move-By Action/Turnabout) [17PP]


BP: Flight 6 (500 mph / 5,000ft per Move Action; PFs: Defensive Roll, Evasion, Instant Up) {15/15PP}

AP: Teleport 6 (600ft per Move Action, 20 miles per Full Action; PFs: Change Direction, Change Velocity, Easy) {15/15PP}


Immunity 30 (Fortitude effects; Flaw: Limited [1/2 effect]) [15PP]

Nanotech Enhanced Brain Array 8 (16PP Array; PFs: Alternate Power x5; Drawbacks: Action [Move]) [20PP]


BP: Enhanced Intelligence 14 (to 34 [+12]) {14PP} + Enhanced Quickness 4 (to Quickness 8 [x500]; Flaw: Limited [Mental Tasks]) {2PP} (Erhöht Intellekt/"Enhanced Intellect") {14+2=16/16PP}

AP: Comprehend 1 (Languages 1 [speak Any Languages]) {2PP} + Enhanced Charisma 14 (to 22 [+6]) {14PP} (Linguistische Analyse und Erhöht Gegenwart/"Linguistic Analysis & Enhanced Presence") {2+14=16/16PP}

AP: Enhanced Datalink 0 (adds to Datalink 2; Extra: Area; PFs: Rapid 2 [x100], Selective, Subtle) {6pp} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [sustained]; Flaw: Medium [machines]) {10pp} (Geist in der Maschine/"Ghost in the Machine") {6+10=16/16pp}
Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink. The Rapid from this combines with Dok's Mental Quickness 4 to get Quickness 10 (x2,500).

AP: Enhanced Feats 16 (Attack Focus [Melee] 6, Improved Crit [unarmed] 2, Improved Disarm, Power Attack, Sneak Attack 4, Takedown Attack 2) (Anatomisches Wissen/Anatomical Knowledge) {16/16PP}
Melee Attack +14, Unarmed Damage +0 (PL 7), +5 w/ Sneak Attack (PL 9.5).

AP: Enhanced Feats 16 (Attack Focus [Ranged] 6, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ricochet, Throwing Mastery 5) (Berechnung der Winkel und der Vektoren/Calculating Angles & Vectors) {16/16PP}
Ranged Attack +14, Damage +5 w/ any thrown object (PL 9.5), +8 w/ Throwing Discs (PL 11).

AP: Enhanced Wisdom 16 (to 34 [+12]) (Erhöht Bewusstsein/"Enhanced Awareness") {16/16PP}


Protection 5 ('force field') [5PP]

Quickness 4 (x25; Flaw: Limited [Mental Tasks]) [2PP]

Regeneration 1 (disabled 1 [5 hours]) [1PP]

Shapeshift 4 (Internalized Electromagnetic Screwdriver; 20PP Variable Power, Any Power, Multiple Powers At Once [8pp/rank]; Extra: Action [Move]; PF: Subtle) [37PP]


Sample Settings said:
  • Blast 20 (Flaws: Action [Full Round] or Distracting or Unreliable; PFs: Accurate [+10 Attack], Variable Descriptor [any electromagnetic]; Drawbacks: Reduced Range 2 [2 200-ft. increments]) (EM Spectrum Blast, Biggest [PL 15 w/out Ranged Combat Mind]) {20/20}
  • Blast 16 (Flaw: Action [Full Round] or Distracting or Unreliable; PF: Variable Descriptor [any electromagnetic]; Drawbacks: Reduced Range 2 [2 160-ft. increments]) (EM Spectrum Blast, Bigger [PL 12 w/out Ranged Combat Mind or PL 15 w/ Ranged Combat Mind]) {15/20}
  • Blast 10 (PF: Variable Descriptor [any electromagnetic]; Drawbacks: Reduced Range [5 100-ft. increments]) (EM Spectrum Blast) (EM Spectrum Blast, Standard [PL 12 w/ Ranged Combat Mind]) {20/20}
  • Cold, Electrical, Fire, Light, Magnetic, Microwave, or Radiation Control 10 and associated APs as alternative settings (electromagnetic manipulation; Cold & Fire = infrared) {20/20}
  • Drain Dexterity 15 (mobility systems overloader; Flaw: Limited [people in battlesuit or with cyborg limbs]; Extra: Total Fade) {15/20}
  • Drain Toughness 12 (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [12PP] and Blast 12 (Extra: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [6PP] (Electromagnetic Pulse Blast) {12+6=18/20}
  • Drain Toughness 12 (Extras: Affects Objects, Area [burst, General], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [12PP] and Strike 12 (Extras: Area [burst, General], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [6PP] (Electromagnetic Pulse) {12+6=18/20}
    [*:382h23sl]Enhanced Datalink 0 (Extra: Area 2; PFs: Rapid 3 [x1,000], Selective, Subtle) {7} + Enhanced Datalink 4 (total Datalink 6 [20 miles]; Extra: Area) {8} (city-wide computer overrider) {7+8=15/20}
    Rapid 3 combines with Dok's Quickness 6 to get Quickness 15/Rapid 5 [x100,000]
  • Enhanced Datalink 2 (to Datalink 4 [1 mile]; Extra: Area) {4pp} + Enhanced ESP 2 (to ESP 4; all senses, 1 mile; Extras: Action [Free], Duration [sustained]; Flaw: Medium [machines]) {10} (Enhanced "Ghost in the Machine") {4+10=14/20}
  • Enhanced Flight 7 (to Flight 13 [100,000 mph / 1,000,000 feet per Move action]) (Maximum Overdrive) {14/20}
  • Enhanced Skills 4 (+2 Notice, +2 Search) {1} + Super-Senses 11 (analytical for all vision [2], extended for all vision [2], distance sense [rangefinder], infravision, ultravision, x-ray vision) {11} (Goggles Do Something Useful) {1+11=12/20}
  • Enhanced Skills 16 (+2 to any 8 skills that his home HQ can help with [perfect tools]) {4} + Super-Senses 1 (communication link with home HQ) {1} {4+1=5/20}
  • Enhanced Teleport 0 (mass transit more; Extra: Accurate and Portal on the Teleport 6 he already has; PF: Progression 2 [25-ft. portal]) {20/20}
  • Enhanced Teleport 4 (adds to his own Teleport 6 for a total of Teleport 10 [1,000 feet/Earth to Moon]; PFs: Progression 4 [2,500 lbs. cargo]) {12/20}
  • Power Control 15 (universal remote; Flaw: Limited [Only technological powers]) {15/20}
  • Shield 6 (deflecting lightsaber) {6} + Strike 11 (lightsaber; PFs: Improved Crit 2 [18-20]) {13} {6+13=19/20}
  • Defense 16/Toughness 14, Melee Attack 14/Damage 11 (16 w/ Sneak Attack) = PL 15
  • Strike 20 (Flaw: Action [Full Round] or Unreliable; PFs: Accurate [+10 attack], Extended Reach, Improved Crit 2 [18-20], Split Attack, Variable Descriptor [any electromagnetic]) (Elektromagnetischesäbel, Grösstes/Electromagnosaber, Biggest [PL 15 w/out Melee Combat Mind]) {17/20}
  • Strike 16 (PF: Improved Critical 2, Variable Descriptor [any electromagnetic]) (Elektromagnetischesäbe, Grösser/Electromagnosaber, Bigger [PL 12 w/out Melee Combat Mind]) {19/20}
  • Strike 11 (PFs: Extended Reach, Improved Crit 2, Split Attack, Variable Descriptor [any electromagnetic]) (Elektromagnetischesäbel, Grosses /Electromagnosaber, Big [PL 15 w/ Melee Combat Mind]) {16/20}
  • Strike 5 (PFs: Extended Reach, Improved Crit 2, Split Attack, Variable Descriptor [any electromagnetic]) (Elektromagnetischesäbel, Standard/Electromagnosaber, Standard [PL 12 w/ Melee Combat Mind]) {10/20}
  • Super-Senses 12 (analytical for all radio [2], extended for all radio [2], tracking for all radio [2]; detect electromagnetic radiation 3 [radio], detect physical objects 3 [radio]) (tricorder) {12/20}
  • Super-Senses 6 (analytical extended tracking detect technology 3 [radio]) (tech scanner) {6/20}
  • Super-Senses 6 (penetrates concealment detect metal 2 [radio]) (metal detector) {6/20}




Drawbacks: -0PP


Abilities (28) + Combat (28) + Saving Throws (8) + Skills (34) + Feats (28) + Powers (124) - Drawbacks (0) = 250/250 Power Points



Explosively Overclocking My Brain:

Enhanced Intelligence 24 (to 44 [+17]; Flaw: Side-Effect) {12PP} + Enhanced Quickness 12 (to Quickness 16 [x250,000]; Flaws: Limited [Mental Tasks], Side Effect) {4PP} {12+4=16/16}

Craft & Know/Tech to +28, +30 w/ MW gear

Side-Effect: Confuse 12 {12} + Damage 10 (Extra: Alternate Save [Will]) {20} {12+20=32/32PP}

Edited by Dr Archeville
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Image result for science!

Matter (i.e., "stuff") is made up of molecules.

Molecules are made up of atoms. Molecules are held together by the electromagnetic force.

Atoms are made up of a cloud of electrons around a nucleus made of protons and neutrons.

Electrons (negatively charged) stay near protons (positively charged) due to the electromagnetic force, but neutrons (no charge) and protons stay together due to the strong nuclear force.

Protons are made up of quarks, held together by the strong nuclear force.

Neutrons are also made up of quarks, held together by the strong nuclear force.

Electrons have no components or substructures; they are an elementary particle.

Atomic Mass: The number of protons and neutrons in an atom. (Technically, protons, neutrons, and electrons, but electrons contribute so little mass that they are frequently left out of the count.) Changing an atom's atomic mass (typically by changing the number of neturons) creates isotopes; some isotopes are radioactive. Carbon has an atomic mass of 12 (6 protons, 6 neutrons), but Carbon-14 (14C) has an atomic mass of 14 (6 protons, 8 neutrons).

Atomic Number: The number of protons in an atom. The atomic number uniquely identifies a chemical element; a change in the atomic number means a change in what that atom is. Carbon has an atomic number of 6 (6 protons).


SI (Système International) Prefixes

Y = Yotta = 1024 = 1,000,000,000,000,000,000,000,000

Z = Zetta = 1021 = 1,000,000,000,000,000,000,000

E = Exa = 1018 = 1,000,000,000,000,000,000

P = Peta = 1015 = 1,000,000,000,000,000

T = Tera = 1012 = 1,000,000,000,000

G = Giga = 109 = 1,000,000,000

M = Mega = 106 = 1,000,000

k = Kilo = 103 = 1,000

h = Hecto = 102 = 100

de = Deca = 101 = 10

d = Deci = 10-1 = 0.1

c = Centi = 10-2 = 0.01

m = Milli = 10-3 = 0.001

μ = Micro = 10-6 = 0.000 001

n = Nano = 10-9 = 0.000 000 001

p = Pico = 10-12 = 0.000 000 000 001

f = Femto = 10-15 = 0.000 000 000 000 001

a = Atto = 10-18 = 0.000 000 000 000 000 001

z = Zepto = 10-21 = 0.000 000 000 000 000 000 001

y = Yocto = 10-24 = 0.000 000 000 000 000 000 000 001


SI (Système International) Base Units

Ampere (A): measures electric current. Originally defined as "the current required to deposit 1.118 milligrams of silver per second from a solution of silver nitrate." It is now defined as "constant current which, if maintained in two straight parallel conductors of infinite length, of negligible circular cross-section, and placed 1 metre apart in vacuum, would produce between these conductors a force equal to 2 × 10-7 newton per metre of length." Named for French mathematician and physicist André-Marie Ampère.

Candela (cd): measures luminous intensity. Originally defined as "the light produced by a pure spermaceti candle weighing one sixth of a pound and burning at a rate of 120 grains per hour." Now defined as "the luminous intensity, in a given direction, of a source that emits monochromatic radiation of frequency 540 × 1012 hertz and that has a radiant intensity in that direction of 1/683 watt per steradian."

Kelvin (K): measures thermodynamic temperature. The Kelvin scale uses the degree Celsius for its unit increment, but is a thermodynamic scale (i.e., 0 K is absolute zero). It is defined as "the fraction 1/273.16 of the thermodynamic temperature of the triple point (the pressure/temperature point at which a substance can exist as gas, liquid and solid in a stable equilibrium) of water; this definition refers to water having the isotopic composition defined exactly by the following amount of substance ratios: 0.000 155 76 mole of 2H per mole of 1H, 0.000 379 9 mole of 17O per mole of 16O, and 0.002 005 2 mole of 18O per mole of 16O." Named for Scottish engineer & physicist William Thomson, 1st Baron Kelvin.

Kilogram (kg): measures mass. Defined as "mass of one litre (one thousandth of a cubic metre) of water."

Metre/Meter (m): measures length. Originally defined as "1â„10,000,000th of the distance from the Earth's equator to the North Pole measured on the circumference through Paris, France". It is now defined as "the length of the path traveled by light in vacuum during a time interval of 1/299,792,458th of a second."

Mole (mol): measures amount of substance. Defined as "the amount of substance of a system which contains as many elementary entities (atoms, molecules, ions, electrons, other particles, or specified groups of such particles) as there are unbound atoms in 0.012 kilogram of carbon 12 (12C) at rest and in their ground state."

Second (s): measures time. Originally defined by dividing 1 day into 24 hours, each hour into 60 minutes, and each minute into 60 seconds (so 1 / [24x60x60] or 1/86,400th of a day). Now defined as "the duration of 9,192,631,770 periods of the radiation corresponding to the transition between the two hyperfine levels of the ground state of the caesium-133 (133Cs) atom at rest at a temperature of 0 K."


SI Derived Units

Becquerel (Bq): measures radioactivity. 1 Bq = 1/s (the activity of a quantity of radioactive material in which one nucleus decays per second). Named for French physicist Antoine Henri Becquerel.

Coulomb ©: measures electric charge or quantity of electricity. 1 C = 1 A * s (the charge transported by a steady current of one ampere in one second). Named for French physicist Charles-Augustin de Coulomb.

Farad (F): measures electrical capacitance. 1 F = 1 C/V (the charge in coulombs which a capacitor will accept for the potential across it to change 1 volt; 1 C = 1 A*s, so a capacitor with a capacitance of 50 mF [millifarads] will increase by 1 volt per second with a 50 mA [milliampere] input current). Named for English physicist Michael Faraday.

Gray (Gy): measures absorbed dose (D) of ionizing radiation. 1 Gy = J/kg (one joule of ionizing radiation by one kilogram of matter). Named for British physicist Louis Harold Gray.

Henry (H): measures inductance. 1 H = V*s/A = Wb/A (if the rate of change of current in a circuit is one ampere per second and the resulting electromotive force is one volt, then the inductance of the circuit is one henry). Named for American physicist Joseph Henry.

Hertz (Hz): measures frequency. 1 Hz = 1/second. Named for German physicist Heinrich Hertz.

Joule (J): measures energy, heat, and work. 1 J = 1 N*m (i.e., the energy expended in applying a force of 1 Newton through a distance of 1 metre) = 1 C*V (the energy expended in moving an electric charge of one coulomb through an electrical potential difference of one volt) = 1 W*s (the work required to produce one watt of power for one second). Named for English physicist James Prescott Joule.

Katal (kat): measures catalytic activity. 1 kat = 1 mol/s (the amount that breaks 1 mole of peptide bonds per second).

Lumen (lm): measures luminous flux (the power of light perceived by the human eye; the "amount" of light present). 1 lm = cd*sr (if a light source emits one candela of luminous intensity uniformly across a solid angle of one steradian, the total luminous flux emitted into that angle is one lumen).

Lux (lx): measures illuminance (the intensity of illumination) and luminous emittance. 1 lx = lm/m2 (one lumen per square metre).

Newton (N): measures force and weight. 1 N = 1 kg (m / ss) (i.e., the amount of net force required to accelerate a mass of one kilogram at a rate of one meter per second squared). Named for English alchemist/astronomer/mathematician/natural philosopher/physicist Sir Isaac Newton.

Ohm (Ω): measure of electrical impedance, electronic reactance, and electric resistance. 1 Ω = 1 V/A (a resistance between two points of a conductor when a constant potential difference of 1 volt, applied to these points, produces in the conductor a current of 1 ampere). Named after German physicist Georg Simon Ohm.

Pascal (Pa): measures pressure and stress, as force per unit area. 1 Pa = 1 N / m2 (i.e., the force of 1 Newton applied over a 1 square meter area). Named after French mathematician/physicist Blaise Pascal.

Radian (rad): measures angle (dimensionless unit). Radian is the ratio between the length of an arc and its radius.

Siemens (S): measures electrical conductance. 1 S = 1/Ω = A/V (for a device with a conductance of one siemens, the electric current through the device will increase by one ampere for every increase of one volt of electric potential difference across the device; the conductance of a resistor with resistance five ohms is G = 1/(5 Ω) = 0.200 S = 200 mS). Named after German inventor and industrialist Ernst Werner von Siemens.

Sievert (Sv): measures equivalent dose (H) of ionizing radiation. 1 Sv = J/kg (one joule of ionizing radiation by one kilogram of matter). Named after Swedish medical physicist Rolf Maximilian Sievert.

Steradian (sr): measures solid angle (dimensionless unit). Steradian is used to describe two-dimensional angular spans in three-dimensional space, analogous to the way in which the radian describes angles in a plane.

Tesla (T): measures magnetic field strength, magnetic flux density. 1 T = Wb/m2 (one weber per square meter) = V*s/m2 = N/(A*m) (a charge of 1 coulomb passing through a magnetic field of 1 tesla at a speed of 1 meter per second experiences a force of 1 newton). Named after Croatian physicist/engineer Nikola Tesla.

Volt (V): measures electrical potential difference, electromotive force, voltage. 1 V = 1 W/A (a current of one ampere dissipating one watt of power) = 1 J/C (one joule of energy per coulomb of charge). Named after Italian physicist Alessandro Volta.

Watt (W): measures power and radiant flux. 1 W = 1 J/s (one Joule per second) = 1 V*A (the rate at which work is done when one ampere of current flows through an electrical potential difference of one volt). Named after Scottish engineer James Watt.

Weber (Wb): measures magnetic flux. 1 Wb = 1 V*s (the magnetic flux which, linking a circuit of one turn, would produce in it an electromotive force of 1 volt if it were reduced to zero at a uniform rate in 1 second) = 1 J/A (1 joule per ampere). Named for German physicist Wilhelm Eduard Weber .

For every SI unit whose name is derived from the proper name of a person (ex.: Tesla), the first letter of its symbol is upper case (T). When an SI unit is spelled out in English, it should always begin with a lower case letter (tesla), except where any word would be capitalized, such as at the beginning of a sentence or in capitalized material such as a title. Note that "degree Celsius" conforms to this rule because the "d" is lowercase.


Commonly Used Non-SI Units

Ångström/Angrstom (Å): measure of length. 1 Å = 0.1 nm = 10−10 m Named after Swedish physicist Anders Jonas Ångström.

Arcminute (arcmin): measure of angle (dimensionless unit). 1 arcmin = 1 ' (1 minute of arc).

Arcsecond (arcsec): measure of angle (dimensionless unit). 1 arcsec = 1 " (1 second of arc).

Astronomical Unit (AU or ua): measure of distance. 1 ua = average/mean distance between Earth and the Sun = 1.49597870691 x 1011 m = 149,597,870.7 km

Atmosphere (atm): measure of pressure. 1 atm = 1.01325 bar = 1013.25 mbar = 1.01325 x 105 Pa = 1,013.25 hPa

Atomic Mass Unit (u): measure of mass. 1 u = one twelfth of the rest mass of an unbound atom of carbon-12 (12C) in its nuclear and electronic ground state = 1.660538291 x 10-27 kg = approximate mass of 1 neutron or 1 proton.

Bar (bar): measure of pressure. 1 bar = the (approximate) atmospheric pressure on Earth at sea level = 105 Pa = 100 kPa

British Thermal Unit (BTU): measure of energy. 1 BTU = amount of energy needed to heat 1 pound (0.454 kg) of water from 39 oF (3.9 oC) to 40 oF (4.4 oC) = 1,055.05585 J = 1.055 kJ = 0.293071 W·h (watt hours)

Calorie (cal): measure of energy. 1 cal = the energy needed to increase the temperature of 1 gram of water by 1 oC = 4.184 J.

Calorie (kcal or Cal): measure of food energy. 1 Cal = 1,000 cal = the energy needed to increase the temperature of 1 kilogram of water by 1 oC = 4.184 kJ. Carat (CD): measure of mass. 1 CD = 200 mg

Curie (Ci): measure of radioactivity. 1 Ci = the activity of 1 gram of the radium isotope 226Ra = 3.7×1010 Bq = 37 GBq. Named for French physicists Marie & Pierre Curie.

Dalton (Da): measure of mass. 1 Da = 1 u (atomic mass unit). Named after English chemist/physicist John Dalton.

Day (d): measure of time. 1 d = 24 h = 1,440 min = 86,400 s.

Decibel (dB): dimensionless ratio of field quantities or power quantities. 1 dB = 0.1 bel.

Degree/Degree of Arc (o): measure of angle (dimensionless unit). 1 o = (Ï€/180) rad

Degree Celsius (oC): measure of temperature. 1 oC = 1 K = 1.8 oF. At a pressure of 1 atm, 0 oC is the freezing point of water, and 100 oC is the boiling point of water; absolute zero is -273.15 oC.

Degree Farenheit(oF): measure of temperature. 1 oF = 5/9 oC = 5/9 K. At a pressure of 1 atm, 32 oF is the freezing point of water, and 212 oF is the boiling point of water; absolute zero is -459.67 oF.

Dyne (dyn): measure of force and weight. 1 dyn = 1 g (cm / ss) (i.e., the amount of net force required to accelerate a mass of one gram at a rate of one centimeter per second squared) = 10-5 kg (m/ss) = 10-5 N

Electron Volt/Electronvolt (eV): measure of energy. 1 eV = the amount of kinetic energy gained by a single unbound electron when it accelerates through an electric potential difference of one volt = 1.60217653 x 10-19 J

Erg: measure of energy and mechanical work. 1 erg = 1 dyne per centimeter = 10−7 J = 100 nJ

Foot (ft): measure of length. 1 ft = 12 inches = 0.3048 m

Gauss (G): measure of magnetic flux density/magnetic induction. 1 G = 1 maxwell per square centimeter = 10-4 tesla.

Grain (gr): measure of mass. 1 gr = the average mass of 1 wheat grain and 1 barley grain = 64.79891 milligrams

Hectare (ha): measure of area. 1 ha = 10,000 meters2 (100 m x 100 m) = 0.01 km2

Horsepower (HP): measure of power. Definition varies widely, based on application and geographical region, but is roughly equal to 740 Watts.

Hour (h): measure of time. 1 h = 60 min = 3,600 s.

Inch (in): measure of length. 1 in = 25.4 x 10-3 m = 25.4 mm

Kilowatt Hour (kW h): measure of energy. 1 kW h = 1,000 watt hours = 3.6 MJ = 3.6 x 106 J. (Using a 60 watt light bulb for one hour consumes 0.06 kilowatt hours of electricity; using a 60 watt light bulb for one thousand hours consumes 60 kilowatt hours of electricity.)

Knot (kt): measure of speed. 1 kt = 1 nm/hour = 1,852 m / 3,600s

Light Year (ly): measure of length. 1 ly = the distance that light travels in a vacuum in one Julian year (365.25 days of 86,400 SI seconds each, totalling 31,557,600 seconds) = 9.461x1012 km = 63.24 x 103 AU

Litre/Liter (l or L): measure of volume. 1 L = 1 dm3 = 0.001 m3

Maxwell (Mx): measure of magnetic flux. 1 Mx = 1 gauss per cm2 = 10-8 weber. Named for Scottish physicist and mathematician James Clerk Maxwell.

Mile (mi): measure of length. 1 mi = 1.609344 km = 5,280 ft

Minute (min): measure of time. 1 min = 60 s.

Minute of Arc ('): measure of angle (dimensionless unit). 1 ' = (1/60)o = (Ï€/10,800) rad

Nautical Mile (nm): measure of length. 1 nm = 1,852 m

Parsec (pc): measure of length. 1 pc = the distance from the Sun to an astronomical object which has a parallax angle of one arcsecond = 30.857 x 1012 km = 206.26 x103 AU = 3.26156 ly

Pound (lb): measure of mass. 1 lb = 0.45359237 kilograms.

Rad (rad): measure of absorbed dose (D) of ionizing radiation. 1 rad = the dose causing 100 ergs of energy to be absorbed by one gram of matter = the dose causing 0.01 joule of energy to be absorbed per kilogram of matter = 0.01 Gy.

Rem (rem): measure of equivalent dose (H) of ionizing radiation. 1 rem = 0.01 Sv.

Roentgen ®: measure of exposure to ionizing radiation. 1 R = the amount of radiation required to liberate positive and negative charges of one electrostatic unit of charge (esu or StatCoulomb) in one cubic centimeter of dry air at standard temperature and pressure (STP) = 2.58 x 10-4 C per kg. Named for German physicist Wilhelm Röntgen.

Second of Arc ("): measure of angle (dimensionless unit). 1 " = (1/60)' = (1/3,600)o = (Ï€/648,000) rad

Ton, UK/Long Ton: measure of mass. 1 long ton = 2,240 lbs = 1,016.047 kg

Ton, US/Short Ton: measure of mass. 1 short ton = 2,000 lb = 907.1847 kg

Tonne/Metric Ton (t): measure of mass. 1 t = 103 kg = 1 Mg = 2,204.623 lb


Size Comparisons -- Quarks to Universes


Edited by Dr Archeville
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 Science!: Electrical Powers

Image result for Black Lightning

Comics Examples: Black Lightning, Captain Marvel, Electro, Lightning Lad, Lightning Lass/Spark, Static, Surge, Thor, Zzzax

FC Examples: Bolt, Captain Thunder. Citizen, Doktor Archeville's Electromagnetic Screwdriver, Dynamo (pre-Time Warp), Thrude, Voltage, Zap

Tropes: Electric Torture, Harmless Electrocution, Lightning Can Do Anything, Lightning Gun, Psycho Electro, Ride the Lightning, Shock and Awe


Wikipedia said:
Electricity is a general term encompassing a variety of phenomena resulting from the presence and flow of electric charge (positively charged protons and negatively charged electrons). These include many easily recognizable phenomena, such as lightning, static electricity, and the flow of electrical current in an electrical wire. In addition, electricity encompasses concepts such as the electromagnetic field and electromagnetic induction.

     POWER! UNLIMITED POWER!!! Though your heroic PC should not be emulating the Dark Lord of the Sith. But it does illustrate a point: electrical powers are flashy, which is why they're so prevalent in the visual medium of comic books! (Not just comics, of course: throughout history, lightning has been associated with the gods, particularly the heads of pantheons [like Indra and Jupiter/Zeus and Perun] and thus with royalty.) Electricity is also a hallmark of development and progress, since it powers so much technology, so the ability to manipulate electricity is the ability to manipulate the things that make life so much easier and more pleasant that it was for our grandparents.


Since electricity is so prevalent, there are a lot of terms used with it, many of which you may have heard.

  • Amp / Ampere (A): Unit of measurement for electric current, or the amount of electric charge per second.
  • Ohm (Ω): Unit of measurement for electrical impedance or resistance. If 1 volt of electricity causes a current of 1 ampere to flow in a device, that device has 1 ohm of resistance. Similarly, a device that uses 1 ampere of current to dissipate 1 watt of electric power has 1 ohm of resistance.
  • Volt (V): Unit of measurement for electric potential difference, or electromotive force (the ability of electricity to "do stuff"). When a 1 ampere current releases 1 watt of power, you have 1 volt of electricity. (A bolt of lightning is about 100 megavolts, or 100 million volts.)
  • Watt (W): Unit of measurement for the rate at which a device produces or uses electric power. A 60-watt light bulb converts electricity to light at the rate of 60 watts; power plants generate megawatts (millions of watts) of power. (The flux capacitor of Doc Brown's DeLorean time machine requires 1.21 gigawatts -- 1,210,000,000 watts -- of electrical power to operate.)


     Current also comes in two flavors, Alternating (AC) and Direct (DC). DC (the unidirectional flow of electric charge) is produced by such sources as batteries, thermocouples, solar cells, and commutator-type dynamos; it is used in some telephone and communications lines and in subway "third rails." In AC, the movement of electric charge periodically reverses direction, and is the form in which electric power is delivered to businesses and residences. When a person is hit with an AC charge, their muscles spasm and throw them away from the source of the attack; when a person touches a source of DC power, their muscles tend to lock themselves onto the source. Rectifiers are used to convert AC power to DC, and Inverters can change DC to AC.

     Electrical batteries are electrochemical cells (or, more often, a collection of electrochemical cells) that convert stored chemical energy into electrical energy. It consists of a number of voltaic cells; each voltaic cell consists of two half cells connected in series by a conductive electrolyte (a substance containing free ions that make the substance electrically conductive) containing anions (negatively charged ions) and cations (positively charged ions). One half-cell -- the anode -- includes electrolyte and the electrode to which anions migrate. The other half-cell -- the cathode -- includes electrolyte and the electrode to which cations migrate. In the redox reaction that powers the battery, cations are reduced (electrons are added) at the cathode, while anions are oxidized (electrons are removed) at the anode. The electrodes do not touch each other but are electrically connected by the electrolyte. A separator between half cells allows ions to flow, but prevents mixing of the electrolytes.

     Each half cell has an electromotive force (or emf), determined by its ability to drive electric current from the interior to the exterior of the cell. The net emf of the cell is the difference between the emfs of its half-cells. The electrical driving force across the terminals of a cell is known as the terminal voltage (difference) and is measured in volts. The voltage developed across a cell's terminals depends on the energy release of the chemical reactions of its electrodes and electrolyte: alkaline and carbon-zinc cells have different chemistries but approximately the same emf of 1.5 volts; likewise NiCd and NiMH cells have different chemistries, but approximately the same emf of 1.2 volts; the high electrochemical potential changes in the reactions of lithium compounds give lithium cells emfs of 3 volts or more.

     Batteries are classified into two broad categories, each type with advantages and disadvantages. Primary batteries irreversibly (within limits of practicality) transform chemical energy to electrical energy. When the initial supply of reactants is exhausted, energy cannot be readily restored to the battery by electrical means. Secondary batteries can be recharged; that is, they can have their chemical reactions reversed by supplying electrical energy to the cell, restoring their original composition. Secondary batteries cannot be recharged indefinitely, due to dissipation of the active materials, loss of electrolyte, and internal corrosion. Batteries can also be wet cell (with a liquid electrolyte) or dry cell (in which the electrolyte immobilized as a paste, with only enough moisture in the paste to allow current to flow).

     Three factors determine how bad an electric shock will hurt you: the volts, the amps, and how grounded you are. Electricity, being American by birth, prefers the lazy path of least resistance, with the end goal being to head down into the ground via the most conductive material. A grounded target (standing in a puddle, or in contact with a metal pole in the ground) is going to have more current flow through them than one who is insulated (flying, standing on a rubber mat, et cetera).

     Speaking of water, pure water is actually a very good insulator. But you'll only find pure water in certain laboratories; water from lakes, rivers, and your kitchen sink contain enough impurities to be excellent conductors, and sea/saltwater is even better. A GM could rule that any electrical attack used underwater adds the Area (Burst, General) Extra.

     Electricity also generates heat whenever it flows through something with resistance; incandescent light bulbs work by passing an electric current through a metal filament until it gets so hot it glows. A GM might rule that when an Electricity attack strikes something that’s potentially flammable, it catches fire (an excellent manifestation of the Accident Complication!). Electricity is bright due to its heat and thus can provide light to a character who can manipulate it; the passage of an electrical current through an appropriate electrolyte can also generate light (a phenomenon called galvanoluminescence). Electricity can interfere with nearby magnetic fields, which could possibly affect magnetic data storage and some types of sensitive electronic equipment.



Electricity Example


Automobile battery, Household current (Japan)


Household current (North America)


Electric vehicle battery, Household current (Africa, Asia, Australia, Europe)


Subway third rail


High-speed train overhead power lines


High-voltage electric power transmission lines


Lightning bolt



Related Abilities

  • Cyberkinesis/Cyberpathy: Controlling machines by controlling the flow of electricity to and within them, reading and altering data by sensing/manipulating electrons.
  • Magnetic Manipulation: Electricity and Magnetism are closely related, hence the term "electromagnetic force." Moving metal through a magnetic field creates an electric charge -- the technology behind metal detectors works on this principle -- and running an electric current through a wire creates a magnetic field around that wire.
  • Radiation Control: Certain forms of radioactive decay/transmutation are initiated when an atom takes in or gives off an electron. By manipulating electrons, you can cause certain materials to become radioactive, or certain radioactive materials to become stable/nonradioactive.


Electricity and Other Descriptors

  • Chemical: Acids are excellent conductors of electricity. Electricity can break down certain compounds, via electrolysis. Some types of batteries generate electrical power from the chemical interaction between an acid and another chemical substance (such as lead). Depending on how an Acid-using character's powers work, their interaction with other substances might generate electrical energy that an Electricity Controller could use.
  • Cold/Ice: Ice-based defenses are typically made of water ice, and water is a superb conductor. Additionally, for at least some conductive materials, such as some non-ferrous metals, cooling them reduces their resistance to electricity (drastically so, in the case of superconducting materials like tin, aluminum, and some ceramics).
  • Earth/Stone: Earth & stone are excellent insulators.
  • Light: Some Light-based attacks (such as lasers) may ionize the air, thus creating a "trail" for an Electricity attack to more easily travel down.
  • Mental/Psionic: Nerve impulses are electrical, so Electricity Control could counter some mental effects.
  • Metal: Metal is an excellent conductor of electricity. However, being wrapped in metal -- as in a Faraday Cage -- does offer better protection against electrical attacks.
  • Water: As mentioned earlier, pure water is a good insulator, but pure water is something most character won't ever encounter. Impure water is an excellent conductor.





Chemical Bond Breaking: Most molecules -- groups of two or more atoms -- are held together by covalent bonds or ionic bonds, both of which involve electrons. Electrons that you can control.

Disintegration (PF: Reversible) [1PP + 5pp/rank]


Conductivity Channeling: You can control the flow of your attacks involving Electricity so that they move through conductive materials (such as a metal floor or wall) to strike the target from an unusual angle.

Add Indirect 3 (any direction, any angle) to your Electrical attack effects


Direct Current Paralysis: With a touch, you can project direct current (DC) electricity into a target's body, causing their muscles (or wiring) to lock up and prevent them from moving. You must maintain this touch on the subject; as soon as you let go, the effect ends (hence the Limited flaw).

Paralyze (Extra: Alt Save [Fort], Duration [Concentration {lasting}]; Flaw: Limited [must maintain contact with the victim with at least one hand; loss of contact immediately negates paralysis]) [cost 2pp/rank]

Variant: Paralysis Field: Instead of having to touch your victim, you can project a field of direct current around yourself that paralyzes everyone nearby.

Paralyze (Extras: Alt Save [Fort], Area [burst, General, Stationary], Duration [Concentration {lasting}]; Flaw: Limited [must maintain field; loss of field immediately negates paralysis]) [cost 3pp/rank]


Electrical Arc: You can generate a blindingly bright arc of electricity between your hands, which can blind onlookers.

Dazzle Visual (Extras: Area [Cone, General], Range [Perception]; Flaw: Sense-Dependent [Visual]) [3pp/rank]


Electroconvulsive Therapy: Electroconvulsive therapy (ECT), formerly known as electroshock, is a psychiatric treatment in which seizures are electrically induced in anesthetized patients for therapeutic effect. ECT is most often recommended for use as a treatment for severe depression which has not responded to other treatment, and is also used in the treatment of mania and catatonia.

Emotion Control (Flaws: Limited [Calm], Range 2 [Touch]) [1pp/3 ranks]

Variant: Memory Mangling: One nasty side-effect of ECT is amnesia, both retrograde (for events occurring before the treatment) and anterograde (for events occurring after the treatment). The vast majority of these effects are short lived.

Mental Transform (memories; Flaws: Limited [only to remove memories, not edit or add], Range 2 [Touch]) [1pp/3 ranks]

Variant: Memory Mangling, Long-Term: The amnesia you create is more permanent.

Mental Transform (memories; Extra: Duration [Continuous]; Flaws: Limited [only to remove memories, not edit or add], Range 2 [Touch]) [1pp/2 ranks]


Ionize: You can electrically charge an opponent's body, making him easier to hit with electrical, magnetic, or metal-based attacks.

Aid Another (descriptor)


Combined Attack (descriptor)


Drain Defense (Extra: Range [Ranged]; Flaw: Limited [only applies to electrical, magnetic, and metallic attacks]) [cost 1pp/rank]


Jangled Nerves: You can confuse a target by messing with the electrical impulses in their brain.

Confuse [1pp/rank]


Lightning Blast: A straightforward blast of electricity.

Blast [cost 2pp/rank]

Variant: Ball Lightning: A sphere or field of electrical energy, projected at your foes, big enough to hit many at once.

Blast (Extra: Area [burst, General]) [3pp/rank]

Variant: Bright Lightning: The flare of your Lightning Blast is powerful enough to blind your opponents.

Blast (Extra: Linked Dazzle) + Dazzle Visual (Extra: Linked [blast]) [4pp/rank]

Variant: Chain Lightning: You project a bolt of electricity that hits its target and then spreads outward, affecting other nearby targets.

Blast (Extra: Area [burst, Targeted]) [3pp/rank]

Variant: Chain Lightning, Controllable: You can project a bolt of lightning that hits multiple targets in a given area of effect one after the other. The bolt hits the first target, then the second, and so on, and in the process it travels over or around any obstacles or targets the character wishes it to ignore.

Blast (Extra: Area [burst, Targeted], Selective Attack) [4pp/rank]

Variant: Cutting Lightning: Your Lightning Blast is better able to overcome reinforced defenses.

Blast (Extra: Penetrating) [3pp/rank]

Variant: Lightning Barrage: You can fire several bolts of electrical energy at once.

Blast (Extra: Autofire) [3pp/rank]

Variant: Lightning Cone: You fill an area directly in front of you with blasts of lightning.

Strike (Extra: Area [Cone, Targeted]) [2pp/rank]

Variant: Thunderbolt: Your Lightning Blast is accompanied by a deafening clap of thunder.

Blast (Extra: Linked Dazzle) + Dazzle Auditory (Extra: Linked [blast]) [3pp/rank]


Lightning Touch: You have a shockingly powerful touch.

Strike [1pp/rank]

Variant: Lightsaber: You can generate an elegant blade of plasma (ionized gas), less clumsy and random than a ranged Lightning Blast.

Corrosion (PFs: Accurate, Improved Critical 2) [3pp + 3pp/rank]


Ozone Suffocation: Ozone (O3) is a triatomic molecule, consisting of three oxygen atoms. It has a vast range of industrial and consumer applications. It is also an air pollutant, with harmful effects on the respiratory systems of animals and will burn sensitive plants. By generating a high voltage alternating current charge around a target, you can split the diatomic oxygen (O2) and water vapor around them into single atoms, which recombine into ozone (and hydrogen gas).

Note that the Suffocation power is not that good a power for what it's supposed to do, so I (and other RedNames) tend to use an Alt Save/.Fort Blast or Drain Con to represent the effect.

Blast (Extras: Alt Save [Fort], Range [Perception]) [4pp/rank]


Drain Con (Extras: Range 2 [Perception]) [3pp/rank]


Personal Electric Field: You can surround your body with a potent field of electrical energy that injures anyone who touches you, or with whom you Grapple.

Strike (Extras: Aura, Duration 2 [sustained]) [4pp/rank]


Power Down: You have such control over electricity that you can inhibit or shut off the flow of electrical power to a device, or do the same to another metahuman's electricity powers.

Drain Electrical Powers (any electrical power, one at a time; Extra: Range [Ranged]) [3pp/rank]

Variant: Long-Lasting Power Down: You can keep a device or power from receiving or using electricity for some time.

Add Slow Fade power feat.

Variant: Power Down Touch: You must touch a device or person to drain their electricity-based powers.

Drain Electrical Powers (any electrical power, one at a time) [2pp/rank]

Variant: Wide-Effect Power Down: You can affect all electrical powers simultaneously.

Drain Electrical Powers (any electrical power, all at once; Extra: Range [Ranged]) [4pp/rank]


Taser Blast: You can create high voltage, low amp electrical discharges that, while not strong enough to kill or seriously harm anyone, can knock someone out.

Stun (Extra: Range [Ranged]) [3pp/rank]

Variant: Taser Touch: You can generate such electrical discharges with a touch.

Stun [2pp/rank]


Thunder Boom: You can generate a deafening burst of thunder.

Dazzle Auditory (Extra: Area [burst, General, Attached]; Flaw: Range [Touch]) [1pp/rank]





Absorb Power: You can absorb electrical energy, using it to increase your own power and resilience. Typically you absorb the power from other metahumans' electricity attacks, but you can also absorb from things like ordinary household current if necessary.

Healing (Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Electrical Attacks]) [5p/rank]


Electric Shield: A shimmering field of electrical energy to protect you from attacks.

Force Field [1pp/rank]


Mental Static: Your mind is resistant to mental/psionic influence.

Mind Shield [1pp/rank]


Ohm Effect: It is impossible to hurt you with electricity.

Immunity 5 (electricity/lightning damage) [5PP]

Variant: Ohm Effect, Alternate: It is very difficult to hurt you with electricity.

Impervious Toughness (Flaw: Limited 3 [only vs. electricity/lightning damage]) [1pp/3 ranks]

Variant: Ohm Effect, Enhanced: It is impossible to effect you with electricity.

Immunity 10 (electricity/lightning effects) [10PP]





Arc Travel: You can transform you body to electricity, arc over to another location, and re-form as your normal self. To do this, you'll need some sort of conductive material or wires to travel along or between. For example, you could Teleport from one room to another using the electric wiring in the walls, or from one metal pole to another as an arc of electricity, through a metal vault door, or along the metal floors of a supervillain's secret satellite headquarters. But you couldn't Teleport through a wooden door, along a wooden floor or ordinary ground, or through the open air unassisted, as none of those substances are sufficiently conductive.

Teleport (Flaw: Medium [conductive surfaces/wires]) [1pp/rank]


Lightning Bolt Form: You turn into a bolt of lightning, and go wherever you want!

Teleport [2pp/rank]


Ride the Lightning: You uses you control of electricity to "latch onto" the electricity in cables or wires and travel along with it. You can only fly where such cables and wires exist. This usually isn't too much of a problem in urban areas (though it may lead to some unusual flight paths), but it's often a significant problem in rural regions or unusual locales. (Since FC PbP is primarily an urban setting, these flaws are treated as a Complication.)

Flight [2p/rank]





Detect Corpses: The chemicals given off by rotting bodies are electrically charged. This is why it's so hard to get the smell of rot & decay out of an area: the compounds stick to surfaces like lint to a balloon after you rub it against a carpet. Groundwater from the soil above a freshly-interred corpses is approximately 30 times more conductive than groundwater from non-corpse grounds, due to these compounds seeping into the soil. Some electrokinetics can sense electrically-charged compounds, and use this ability to find hidden bodies, or locate unmarked graves.

Super-Senses 1 (detect corpses [radio]) [1PP]


Electrosense: You have the innate ability to detect electrical fields, those given off by electrical current or technological devices, and those emitted by living bodies. This makes it difficult to "blind" you in combat or at night.

Super-Senses 3 (detect electrical fields [radio]; Enhancement: accurate 2) [3PP]





Arc Welding: The character can focus his control of electricity to generate a super-hot arc that welds two metal objects together. He has to know how to do it, though; the power takes the place of equipment, but doesn’t provide the necessary skill.

Transform 1 (a narrow group of targets into one of a narrow group of results [two pieces of metal into one]; Extra: Duration [Continuous]; Flaw: Range [Touch]; PFs: Precise, Progression [mass] as needed) [5+ PP]


Body of Electricity: You can convert your body to electricity, thus allowing you to pass through conductive materials. For example, you could "walk" right through a metal vault door, or the metal hull of a battleship, but not through a wooden door, a brick wall, or the rubber padding of an asylum cell.

A character with this power should also buy several other powers Linked to or otherwise dependent on it. Examples include Lightning Touch, Personal Electric Field, and Electric Shield (and Immunities such as Life Support), but he could buy just about any other power in this section. The Affects Corporeal extra may be required.

Insubstantial 3 (electricity) [15PP]


Defibrillation: You've seen it at least once in some media: a character flatlines (technically speakings, 'goes into asystole'), medical professionals wheel out the shock cart, place two paddles on the patient, and shock him back to health. In reality, defibrillators are used only in certain cases -- and "flatlined" is generally not one of them. Defibrillators are used when a patient's heart is beating erratically; the shock (of direct current) 'resets' the heart to a standard rhythm. (Why two paddles? Because electricity flows in a circuit, and the two paddles make a circuit, with the heart in the middle.) These can be used as part of a treatment for a flatlined patient: administer epinephrine to the heart to get it beating again, but the patient then goes into ventricular tachycardia/fibrillation (an uncoordinated series of very rapid and ineffective heart beats/contractions), so a shock is administered to stop the fibrillation (hence 'de-fibrillator').

Healing 9 (Flaw: Limited [Others only], Limited 2 [Only to stabilize a dying character]) [cost 3PP]


Electrolysis/Ozonolysis: Ozone (see Ozone Suffocation, above) has a vast array of uses and applications. It will oxidize most metals (causing iron to rust) and polymers, breaks carbon-carbon bonds, can combine with sulfur and water to form sulfuric acid (H2SO4), detoxify cyanide by turning it into cyanate (and eventually to carbon dioxide), deodorize air and objects, and more. By electrolytically creating ozone from the oxygen and water vapor in the atmosphere, you can do many of these things, too!

Transform (inanimate to inanimate; Flaw: Limited [see above]) [4pp/rank]

Variant: Chemical Bond Breaking & Making: your control over covalent & ionic bonds allows you to create a wide variety of substances.

Transform (inanimate to inanimate) [5pp/rank]


Mental Enhancement: Some Australian researchers have found that transcranial direct-current stimulation -- for example, applying electricity to left brain in order to suppress its "linear" style of thinking while applying a different kind of current sent to the right brain in order to increase cognitive flexibility -- has been shown to not only help people with certain forms of brain injuries, but also enhance language and mathematical ability, attention span, problem solving, memory, and coordination in otherwise healthy individuals.

Enhanced Intelligence


Edited by Dr Archeville
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Science!: Electromagnetic Radiation/Spectrum (i.e., Light) Powers

Image result for Monica Rambeau light

Comics Examples: Doctor Light (Arthur Light and Kimiyo Hoshi), Doctor Spectrum, Firestar, Green Lanterns (and most of the other Lanterns), Halo, Quasar, Rainbow Raider, Monica Rambeau

FC Examples: Lady Liberty (magical), Tesla Atom. Doktor Archeville's Electromagnetic Screwdriver, Supercape

Tropes: Frickin' Laser Beams, Hard Light, Hologram, Light The Way. And, yes, Green Lantern Ring.



Wikipedia said:
     Electromagnetic radiation (often abbreviated E-M radiation or EMR) is a form of energy exhibiting wave-like behavior as it travels through space. EMR has both electric and magnetic field components, which oscillate in phase perpendicular to each other and perpendicular to the direction of energy propagation.

     Electromagnetic radiation is classified according to the frequency of its wave. The electromagnetic spectrum, in order of increasing frequency and decreasing wavelength, consists of radio waves, microwaves, infrared radiation, visible light, ultraviolet radiation, X-rays and gamma rays. The eyes of various organisms sense a small and somewhat variable window of frequencies called the visible spectrum. The photon is the quantum of the electromagnetic interaction and the basic "unit" of light and all other forms of electromagnetic radiation, and is also the force carrier for the electromagnetic force. Electromagnetic radiation carries energy and momentum that may be imparted to matter with which it interacts.


     I already covered some aspects of light in my section on Light Magic, but for completeness I will be repeating some of that here. And some of my information on X-rays and gamma ray will be repeated in my Science! section on Radiation. I'm also going to be using a lot of SI (Système International) prefixes; refer back to the first post in this thread for their definitions.

Radio waves -- which you use to listen to music in your car or to control RC models -- have the shortest frequency, ranging from 3 Hz (hertz, or cycles/second) 300 GHz (Gigahertz), and the longest wavelength, ranging from 100 Mm (Megameters) to 1 dm (Decimeter). Radio wave are further divided into "bands":

  • ELF: Extreme Low Frequency, the band from about 3-30 Hz (100-10 Megameters wavelength), used to transmit signals to submerged submarines because those frequencies penetrate water well. However, the low frequency means messages take longer than normal to send, so they’re usually restricted to short phrases and/or codes.
  • VLF: Very Low Frequency, from about 6,000 Hz (or 6 kHz/kilohertz) to 30 kHz (100-10 km wavelength), used primarily for maritime communication and navigation signals, and wireless heart monitors.
  • LF: Low Frequency, from 30-300 kHz (10-1 km wavelength), also used primarily for maritime communication and navigation signals, and RFID tags.
  • MF: Medium Frequency, from 300 kHz to 3 megahertz (MHz; 1 km-100 m wavelength). AM broadcasting uses this band, as do avalanche beacons.
  • HF: High Frequency, from 3-30 MHz (100-10 m wavelength). Ham radios, CB (citizen's band) radios, law enforcement radios, international shortwave broadcasts, most alarm systems, over-the-horizon radar and radio, garage door openers, most cordless phones, walkie-talkies, baby monitors, and RC (radio-controlled) toys use this band. (Some versions of some of these technologies use the VHF band instead.)
  • VHF: Very High Frequency, from 30-300 MHz (10-1 m wavelength). Most bugs (listening devices) use the VHF band, as does FM radio and most television stations. For example, FM radio is assigned the band of frequencies between 88 and 108 MHz.
  • UHF: Ultra-High Frequency, from 300 MHz to 3 GHz (1m-100 mm wavelength). UHF television broadcasters, police repeaters, and cell phones use this band, as do radio telescopes, wireless LANs, and Bluetooth.
  • SHF: Super High Frequency, from 3-30 GHz (100-10mm wavelength), is a microwave band used for various high-end communications and navigation purposes, satellite transmissions, the GPS system, and the like.
  • EHF: Extreme High Frequency, from 30-300 GHz (10-1 mm wavelength), approaching the realm of infrared light, is also used in high-end communications and satellites.Lower frequency radio waves are "ground waves," meaning they follow the curvature of the Earth and so tend to have limited range (though shortwave signals, such as in ham radio, can go all around the world). However, they can bounce off the "Heaviside layer" in the ionosphere ("skywave") and thus travel further, especially at night. (The seasons and sunspot activity also affect how far a radio transmission can travel.) In the upper bands used with satellite transmissions and the like, a radio broadcast can reach anywhere in the world. Radio waves can be made to carry information by varying a combination of the amplitude, frequency and phase of the wave within a frequency band.

When EM radiation impinges upon a conductor (like an antenna), it couples to the conductor, travels along it, and induces an electric current on the surface of that conductor by exciting the electrons of the conducting material. EM radiation may also cause certain molecules to absorb energy and thus to heat up, causing thermal effects and sometimes burns. This is exploited in microwave ovens.

Microwaves are typically defined as electromagnetic energy with frequencies ranging from 1 to 1,000 GHz (Gigahertz), though alternate definitions exist and there's some overlap with Radio waves (SHF and EHF, 3-300 GHz) and infrared light (300+ GHz). The most common uses for microwaves are in the 1-40 GHz range, well-known to modern humans because of microwave ovens, which pass microwaves through food to heat the water, fat, and sugar molecules in them. (Volumetric heating, as used by microwaves, transfers energy through the material electromagnetically, not as a thermal heat flux; the benefit of this is a more uniform heating and reduced heating time.) Other uses include broadcasting and communications (mobile phone networks use 1.8-1.9 GHz, satellites use 4-40 GHz), some radar applications, some wireless and networking technology (mobile broadband uses 1.6-2.3 GHz range, and wireless LAN protocols such as Bluetooth use microwaves in the 2.4-5 GHz range), radio astronomy, masers (which are like lasers, but operate at microwave frequencies), long-range power transmission (at least experimentally), and cable television/Internet access.

Terahertz radiation (sometimes called Tremendously High Frequency, or THF, radiation) is a region of the spectrum between far infrared and microwaves, with frequencies from 300-3,000 GHz (or 3 Terahertz, THz) and wavelength from 1 mm-100 μm. Until recently, the range was rarely studied and few sources existed for microwave energy at the high end of the band, but applications such as imaging (especially medical imaging, as this radiation does not damage living tissues as X-rays do but penetrates almost as well) and communications are now appearing. Scientists are also looking to apply terahertz technology in the armed forces, where high frequency waves might be directed at enemy troops to incapacitate their electronic equipment.

Infrared light/radiation is the part of the electromagnetic spectrum covers the range from roughly 300 GHz (1 mm wavelength) to 400 THz (750 nm wavelength), and includes most of the thermal radiation emitted by objects near room temperature. It can be divided into three parts:

  • Far-infrared, from 300 GHz (1 mm) to 30 THz (10 μm). The lower part of this range may also be called microwaves. This radiation is typically absorbed by gas-phase molecules, by molecular motions in liquids, and by phonons (a collective excitation in a periodic, elastic arrangement of atoms or molecules in condensed matter) in solids. The water in the Earth's atmosphere absorbs so strongly in this range that it renders the atmosphere effectively opaque. However, there are certain wavelength ranges ("windows") within the opaque range which allow partial transmission, and can be used for astronomy. The wavelength range from approximately 200 μm up to a few mm is often referred to as "sub-millimetre" in astronomy, reserving far infrared for wavelengths below 200 μm. Humans at normal body temperature radiate chiefly at wavelengths around 12μm.
  • Mid-infrared, from 30 to 120 THz (10 to 2.5 μm). Hot objects (black-body radiators) can radiate strongly in this range. It is absorbed by molecular vibrations, where the different atoms in a molecule vibrate around their equilibrium positions. In guided missile technology, the 3-5 µm portion of this band is the atmospheric window in which the homing heads of passive IR 'heat seeking' missiles are designed to work, homing on to the infrared signature of the target aircraft (typically the jet engine exhaust plume). This range is sometimes called the fingerprint region since the mid-infrared absorption spectrum of a compound is very specific for that compound.
  • Near-infrared, from 120 to 400 THz (2,500 to 750 nm). Physical processes that are relevant for this range are similar to those for visible light. CD players focus a 780 nm wavelength laser through the bottom of the polycarbonate layer of the disc, which as a spiral track of "pits" molded into it, each 100 nm deep, 500 nm wide, and 850 nm - 3.5 μm long. The change in height between pits and "lands" (the space between the pits) results in a difference in the way the light is reflected; by measuring the intensity change with a photodiode, the data can be read from the disc.

Infrared radiation is popularly known as "heat" or sometimes known as "heat radiation", since many people attribute all radiant heating to infrared light and/or all infrared radiation to heating. This is a widespread misconception, since light and electromagnetic waves of any frequency will heat surfaces that absorb them. Infrared light from the Sun only accounts for ~50% of the heating of the Earth, with the rest being caused by visible light that is absorbed then re-radiated at longer wavelengths. Visible light or ultraviolet-emitting lasers can char paper and incandescently hot objects emit visible radiation. Objects at room temperature will emit radiation mostly concentrated in the 8 to 25 micrometer (μm) band, but this is not distinct from the emission of visible light by incandescent objects and ultraviolet by even hotter objects. Heat is energy in transient form that flows due to temperature difference. Unlike heat transmitted by thermal conduction or thermal convection, radiation can propagate through a vacuum. The concept of emissivity (how its thermal emissions deviate from that of an ideal black body) is important in understanding the infrared emissions of objects: two objects at the same physical temperature will not "appear" the same temperature in an infrared image if they have differing emissivities.

Visible light, with a frequency of 400-790 THz (wavelength 760-380 nm), is the range in which the sun and stars similar to it emit most of their radiation, and the range to which the human eye is most sensitive. Visible light (and near-infrared light) is typically absorbed and emitted by electrons in molecules and atoms that move from one energy level to another. The light we see with our eyes is really a very small portion of the electromagnetic spectrum. A rainbow shows the optical (visible) part of the electromagnetic spectrum; infrared (if you could see it) would be located just beyond the red side of the rainbow with ultraviolet appearing just beyond the violet end.

Color    Frequency     Wavelength
red      400-484 THz   620-750 nm
orange   484-508 THz   590-620 nm
yellow   508-526 THz   570-590 nm
green    526-606 THz   495-570 nm
cyan     606-630 THz   476-495 nm
blue     631-668 THz   450-475 nm
violet   668-789 THz   380-450 nm

     Indigo was in the 420-450 nm range, but modern color scientists do not usually recognize indigo as a separate division and generally classify wavelengths shorter than about 450 nm as violet.If radiation having a frequency in the visible region of the EM spectrum reflects off an object -- say, a bowl of fruit -- and then strikes our eyes, this results in our visual perception of the scene. Our brain's visual system processes the multitude of reflected frequencies into different shades and hues, and through this (not-entirely-understood) psychophysical phenomenon, most people perceive a bowl of fruit. At most wavelengths, however, the information carried by electromagnetic radiation is not directly detected by human senses. Natural sources produce EM radiation across the spectrum, and our technology can also manipulate a broad range of wavelengths. Optical fiber transmits light which, although not suitable for direct viewing, can carry data that can be translated into sound or an image. The coding used in such data is similar to that used with radio waves.

     DVD players use a 650 nm red laser to read discs, and Blu-ray machines use a 405 nm "blue" (really violet) laser to read its discs.

Ultraviolet (UV) light comes next, at 800 THz -30 PHz (400-10 nm wavelength). This is radiation whose wavelength is shorter than the violet end of the visible spectrum, and longer than that of an X-ray. It can be further broken down into

  • UVA: Ultraviolet A, aka long wave UV, aka black light, in the 400-315 nm wavelength range.
  • NUV: Near Ultraviolet, in the 400-300 nm wavelength range.
  • UVB: Ultraviolet B, aka medium wave UV, in the 315-280 nm wavelength range.
  • MUV: Middle Ultraviolet, in the 300-200 nm wavelength range.
  • UVC: Ultraviolet C, aka short wave UV, in the 280-100 nm wavelength range.
  • FUV: Far Ultraviolet, in the 200-122 nm wavelength range.
  • VUV: Vacuum Ultraviolet, in the 200-100 nm wavelength range.
  • LUV: Low Ultraviolet, in the 100-88 nm wavelength range.
  • SUV: Super Ultraviolet, in the 150-10 nm wavelength range.
  • EUV/XUV: Extreme Ultraviolet, in the 121-10 nm wavelength range.

Although ultraviolet is invisible to the human eye, most people are aware of the effects of UV through the painful condition of sunburn (caused by the disruptive effects of UV radiation on skin cells) and skin cancer (caused when the radiation irreparably damages the complex DNA molecules in the cells; UV radiation is a proven mutagen). However, the UV spectrum has many other effects, both beneficial and damaging, to human health. It can cause chemical reactions (being very energetic, UV can break chemical bonds, making molecules unusually reactive or ionizing them), and causes many substances to glow or fluoresce. Most ultraviolet is classified as non-ionizing radiation.

     The sun emits ultraviolet radiation in the UVA-UVC bands. The Earth's ozone layer blocks 97-99% of this UV radiation from penetrating through the atmosphere. Of the ultraviolet radiation that reaches the Earth's surface, 98.7% is UVA. Ordinary glass is partially transparent to UVA but is opaque to shorter wavelengths, whereas Silica or quartz glass, can be transparent even to vacuum UV wavelengths. Ordinary window glass passes about 90% of the light above 350 nm, but blocks over 90% of the light below 300 nm. UVB exposure induces the production of vitamin D in the skin. Vitamin D has regulatory roles in calcium metabolism (vital for normal functioning of the nervous system, as well as for bone growth and maintenance of bone density), immunity, cell proliferation, insulin secretion, and blood pressure. An appropriate amount of UVB (which varies according to skin color) leads to a limited amount of direct DNA damage; this is recognized and repaired by the body, then melanin production is increased, which leads to a long-lasting tan. UVA and UVB have also been used in treatment of skin conditions such as psoriasis and vitiligo. Too little UVB radiation may lead to a lack of vitamin D, but too much UVB radiation may lead to direct DNA damage, sunburn, and skin cancer; UVA, UVB, and UVC can all damage collagen fibers and therefore accelerate aging of the skin, and both UVA and UVB destroy vitamin A in skin, which may cause further damage. High intensities of UVB light are hazardous to the eyes, and exposure can cause photokeratitis ("wleder's flash", or "arc eye"; a corneal sunburn) and may lead to cataracts, conjunctival pterygium, and pinguecula formation. (Note: images of eye trauma may be NSFW.)

     "Vacuum UV" is so named because it is absorbed strongly by air and is, therefore, used in a vacuum. In the long-wave limit of this region, roughly 150–200 nm, the principal absorber is the oxygen in air. Work in this region can be performed in an oxygen-free atmosphere, pure nitrogen being commonly used, which avoids the need for a vacuum chamber. Technology for VUV instrumentation has been largely driven by solar physics for many decades, and more recently used in some photolithography applications for semiconductors.

     Extreme UV is characterized by a transition in the physics of interaction with matter. Wavelengths longer than about 30 nm interact mainly with the chemical valence electrons (the electrons of an atom that can participate in the formation of chemical bonds with other atoms) of matter, whereas wavelengths shorter than that interact mainly with inner shell electrons and nuclei. EUV/XUV is strongly absorbed by most known materials, but it is possible to synthesize multilayer optics that reflect up to about 50% of XUV radiation; this technology has been used to make telescopes for solar imaging and for nanolithography (printing of traces and devices on microchips).

X-rays (or Roentgen rays, after the German physicist generally credited with discovering them) are a form of electromagnetic radiation with frequencies ranging from 30 PHz (petahertz) to 30 EHz (exahertz), and a wavelength in the range of 0.01 to 10 nm (nanometers). X-rays from about 10 to 0.10 nm wavelength are classified as "soft" X-rays, and from about 0.10 to 0.01 nm wavelength as "hard" X-rays, due to their penetrating abilities. (Hard X-rays can penetrate solid objects, soft X-rays hardly penetrate matter at all.) X-Rays are also measured in rems, measuring the absorbed dose of the radiation. Because they can pass through solid matter and make images of it on a medium behind that matter, "hard" X-rays are often used for medical and dental imaging. Exposure to X-rays, which are a form of ionizing radiation, can be dangerous, though the average person is exposed to about 360 millirems of X-rays every year from various background sources. Neutron stars and accretion disks around black holes emit X-rays, which enable us to study them. X-rays are given off by stars and are strongly emitted by some types of nebulae. X-rays can be seen by a dark-adapted eye under certain conditions, and when broadcast with sufficient intensity ionize the air with a white glow.

     The distinction between X-rays and gamma rays has changed in recent decades. Originally, the electromagnetic radiation emitted by X-ray tubes had a longer wavelength than the radiation emitted by radioactive nuclei (gamma rays). Older literature distinguished between X- and gamma radiation on the basis of wavelength, with radiation shorter than some arbitrary wavelength, such as 10−11 m, defined as gamma rays. However, as shorter wavelength continuous spectrum "X-ray" sources such as linear accelerators and longer wavelength "gamma ray" emitters were discovered, the wavelength bands largely overlapped. The two types of radiation are now usually distinguished by their origin: X-rays are emitted by electrons outside the nucleus, while gamma rays are emitted by the nucleus.

Gamma rays, famed among comic book fans for having created the Hulk and many of his foes, have the shortest wavelength (1 picometer) and the highest frequency (300+ EHz, or exahertz) and energy (300+ keV, or kiloelectronvolts), of any part of the electromagnetic spectrum. This also makes them the most dangerous: as a form of ionizing radiation, exposure to them can lead to leukemia and many other forms of cancer. People are exposed to low amounts of gamma radiation normally; shielding people from higher doses usually requires lots of mass (such as soil, concrete, or lead). Gamma rays are used commercially to sterilize equipment, for some types of medical imaging, astronomy and astrophysics, and similar purposes. Gamma rays are produced by high energy sub-atomic particle interactions in natural processes and man made mechanisms, including electron-positron annihilation (i.e., matter/antimatter interactions), neutral pion decay (pions are the lightest mesons [subatomic particles] and play an important role in the low-energy properties of the strong nuclear force), nuclear fusion and fission, lightning strikes, and synchrotrons. Gamma ray production events range from production of a single gamma photon to explosive bursts that are the most powerful observed in the visible universe.


     All forms of electromagnetic energy have several properties in common. All save visible light are invisible to the human eye, which could justify the Subtle power feat. All penetrate most physical barriers easily (and the higher the frequency of the Electromagnetic Energy, the better the penetration), which can justify the Penetrating extra or the Indirect power feat. However, it can be relatively easy to shield oneself against them: conductive metal surrounding the target can block harmful EM radiation, even if it's just a metal mesh like the ones in microwave oven doors -- the mesh's openings just have to be smaller than the radiation's wavelength (12 mm for a 2.45 GHz microwave oven). The effects of exposure to electromagnetic radiation usually follow a spectrum based on the intensity of the energy, the length of the exposure, and similar factors; these effects result from the Electromagnetic Energy heating up tissue (i.e., depositing energy into it). From least to worst harmful, they can include the following: temporary sterility; erythema (redness of the skin, i.e., minor burning); burns (potentially very bad ones from ionizing radiation like x-rays and gamma rays, relatively mild ones from radio waves or microwaves); cataracts; permanent sterility; cancer. Obviously, in the real world most of these effects don't manifest themselves right away, taking days, months, or years to show themselves. But in a setting like FC PbP, where characters can manipulate EM radiation in ultra-intense amounts, they might show up within seconds -- in other words, they might be combat-effective Electromagnetic Energy powers, bought as Drains, Transforms, and so on.


Related Abilities

  • Electrical Control: Compton scattering is a type of scattering that X-rays and gamma rays undergo in matter. The inelastic scattering of photons in matter results in a decrease in energy (increase in wavelength) of an X-ray or gamma ray photon, called the Compton effect. Part of the energy of the X/gamma ray is transferred to a scattering electron, which recoils and is ejected from its atom (which becomes ionized). Bombarding an object with X/gamma rays can generate an electric current.
  • Light Control/Manipulation
  • Microwave Control/Manipulation
  • Radiation Control/Manipulation


Electromagnetic Energy and Other Descriptors

  • Biological: UV and higher frequency energies are known mutagens, so can be used to counter certain biokinetic powers.
  • Chemical: Many natural and synthetic polymers are attacked by ultraviolet radiation and products made using these materials may crack or disintegrate (that is, if they are not UV-stable). The problem is known as UV degradation, and is a common problem in products exposed to sunlight. Many pigments and dyes can also be affected, and organic fibres and textiles lose strength and flexibility when exposed to UV light, a phenomenon known as phototendering.
  • Darkness: Darkness/Visual Obscures are totally impenetrable to sight, and thus to light. Characters can't see into, out of, or through it, light generated inside it by Illusions or other sources cannot be seen at all, a Dazzle that affects sight can't penetrate it, and so forth. However, that doesn't mean Darkness/Obscure stops all powers with a Light descriptor; just because it blocks ordinary light doesn't convert it into a "Drain/Nullify/stop all Light-based powers" ability. A Light-based attack, such as a Blast, will penetrate a Visual Obscure to affect a target inside it. The GM can rule otherwise if desired, but Darkness is not an absolute defense to Light powers (particularly those that can cause physical damage). Similarly, just putting something opaque -- be it a shield, a wall, an opaque Created Object, a piece of thick cloth, or something else -- does not automatically stop a Light-based power. That could easily constitute shielding one's eyes from a Light-based Sensory power (like a Visual Flash), but if a Light attack has physical effects and can cause actual injury, it's not going to be stopped just because ordinary light can't pass through some obstacle; damaging Light is a far cry from normal illumination. On the other hand, just because a defense is transparent to light doesn't mean it offers no protection against Light-based attacks. Most Force Fields are not opaque, but they still stop Light-based Damage attacks.
  • Electricity: Electricity has no special interaction with Electromagnetic Energy. In fact, in a technical sense it's simply a subset of Electromagnetism.
  • Light: Electromagnetic Energy has no special interaction with Light (which, as discussed above, is a form of electromagnetic radiation itself).
  • Radiation: Electromagnetic Energy has no special interaction with Radiation; technically speaking they're all basically the same thing.





Aiming Pulse: You can emit a short, extremely low-power laser pulse microseconds before firing your Laser Beam (or any other attack you choose) so that you can adjust you aim for maximum accuracy.

Add Accurate power feat to attacks


Electromagnetic Pulse: You can generate a burst of electromagnetic radiation, and the resulting rapidly changing electric & magnetic fields couple with electrical/electronic systems to produce damaging current and voltage surges.

Nullify (all effects of an electronic circuit descriptor at once; Extra: Area [burst, General]; Flaw: Range [Touch]) [2pp/rank]

Normal equipment doesn't function until it's repaired, requiring a Craft (electronics) skill check.

Variant: EMP v2: A different version of an electronics-destroying effect.

Drain Toughness (Extras: Affects Objects, Area [General, Burst], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Strike (Extras: Area [General, Burst], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank]

Variant: EMP Blast: You project a blast of concentrated EM radiation, frying the circuits of any devices and equipment on the target.

Nullify (all effects of an electronic circuit descriptor at once) [2pp/rank]

Variant: EMP Blast, v2: It's like Disintegration, but for electronics!

Drain Toughness (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Blast (Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank]


Flare Blast: You project a beam of concentrated light so bright that it temporarily blinds the target.

Dazzle Visual [2pp/rank]

Variant: Flare Burst: You can project a short-range burst of blinding light.

Dazzle Visual (Extras: Area [burst, General], Range [Perception]) [4pp/rank]

Variant: Flare Cone: You can project a short-range cone of blinding light.

Dazzle Visual (Extras: Area [Cone, General], Range [Perception]) [4pp/rank]

Variant: Strobe Blast: You can fire multiple beams of blinding light.

Dazzle Visual (Extra: Autofire) [3pp/rank]

Variant: Stunning Flare: This beam of light is so intense that it overloads the victim's optic nerves, causing pain as well as temporary blindness.

Dazzle Visual (Extra: Linked [stun]) [2pp/rank] + Stun (Extras: Linked [Dazzle], Range [Ranged]) [3pp/rank] [5pp/rank total]


Gamma Blast: You can project a powerful blast of deadly gamma rays.

Disintegration (PF: Indirect [always originates with character and projects in a straight line from him, but passes through intervening barriers]) [1pp + 5pp/rank]


Hard Light Constructs: You can create constructs of 'solid light' energy.

Create Object [2pp/rank]

Variant: Mobile Constructs: You can move the constructs you create.

Create Objects (Extra: Movable) [3pp/rank]


Holograms: You control over light allows you to create holograms so real that they fool most people. However, they're not tangible and emit neither odors nor sounds, which may give them away if you aren't careful.

Illusion (visual) [2pp/rank]

Variant: Holodisguise: You can generate a hologram over yourself that can make you look like someone else.

Morph (any humanoid) [2pp/rank]


Ionize: You can bombard a target with high frequency UV rays/X-rays/Gamma rays to ionize them, making him easier to hit them with electrical, magnetic, or metal-based attacks.

Aid Another (descriptor)


Combined Attack (descriptor)


Drain Defense (Extra: Range [Ranged]; Flaw: Limited [only applies to electrical, magnetic, and metallic attacks]) [cost 1pp/rank]


Laser Beam: A laser (an acronym for "light amplification by stimulated emission of radiation") is a specially-generated beam of light. Using a gain medium and an optical cavity, a laser device emits a beam of coherent light, one in which all the light waves are in phase with one another. This makes the "laser beam" perfectly straight, allows it to remain tightly concentrated over long distances, and gives it a defined color (based on the medium) and significant burning power. Higher-powered lasers use more energetic photons, like ultraviolet light, x-rays, or gamma rays. As weapons, lasers do damage by suddenly superheating the surface of whatever they hit. The energies are modest, but concentrated into so tiny an area that they cause significant damage. Solid materials melt and shatter, living tissue burns. More powerful lasers pierce better, and x-rays do additional damage from radiation effects. A sufficiently powerful laser can "cut" through almost anything, leaving a tiny hole the size of the beam; move the beam slowly across an object and it will cut through that object.

     Alternately, it could be a bolt of 'densely packed' light energy, like a Hard Light Construct, that hits with Physical force.

Blast [2pp/rank]

Variant: Blinding Laser: You have trained to aim your laser blasts at/near the eyes of a target, inflicting blindness as well as damage.

Blast (Extra: Linked [Dazzle]) [2pp/rank] + Dazzle Visual (Extra: Linked [blast]) [2pp/rank] [4pp/rank total]

Variant: Invisible Laser: Contrary to what's seen in the movies, laser beams aren't visible to the naked eye. A spot of light can be seen where they're generated, and a spot of light where the light impacts a solid object, but there's no "beam" connecting the two points; they only show up in the air if smoke or other particulates render them visible. The Laser Beams of metahumans and super-science devices often are visible, but you can make one that is not.

Blast (PF: Subtle) [1pp + 2pp/rank]

Variant: Pulse Laser: You can fire a series of laser beam blasts.

Blast (Extra: Autofire) [3pp/rank]

Variant: Reflected Laser: You can "bounce" your Laser Beam off highly reflective surfaces (such as mirrors, polished metal, or calm bodies of water) to strike at a foe from any angle.

Blast (PF: Ricochet) [1pp + 2pp/rank]


Laser Sword: You can generate a blade of laser light (or hard light).

Strike [1pp/rank]

Variant: Blazing Sword: Your light-blade is potent indeed.

Corrosion [3pp/rank]


Lightfield: You can generate a field of light so brilliant and blinding that no one can see into, out of, or through it.

Obscure (Visual) [2pp/rank]


Mesmerizing Lights: You can create a pattern of swirling, hypnotic lights that weakens the will of anyone who looks at it, making that person more susceptible to Mental Powers (by lowering their Will save) and other forms of suggestion (by lowering both their Will and Sense Motive).

Drain Wisdom (Extra: Area [Cone, General], Range 2 [Perception]; Flaw: Sense-Dependent [Visual]) [4pp/rank]


Microwave Blast: You can project a powerful blast of microwave radiation.

Blast (Extra: Penetrating; PF: Indirect [always originates with character and projects in a straight line from him, but passes through intervening barriers]) [1pp + 3pp/rank]

Variant: Microwave Beam: Your microwave beam bypasses any armor and cooks the target from the inside out.

Blast (Extras: Affects Objects, Alt Save [Fort]; PF: Indirect) [1pp + 4pp/rank]


Radar Ghosts: You can generate false images on radar screens.

Illusion (Radio) [1pp/rank]


Radiation Accident: You can project a blast of radiation that can mutate a target, changing their mutation-derived powers. You have no control over what their powers will change to, and their body's self-repair mechanisms will eventually reverse the change, but it can be a great too for sowing chaos and confusion!

Transform (living being to living being with new/different superpowers; Flaw: Uncontrolled [can control activation of power, but has no control over the result]) [4pp/rank]


Radio Static: You project a beam radio frequency static at a target, temporarily 'blinding' their radio senses.

Dazzle Radio (PF: Subtle) [1PP + 1pp/rank]

Variant: Radio Jamming: You create radio static in an area, 'blinding' all radio senses in the area.

Obscure Radio [1pp/rank]

Variant: Radio Static Burst: You emit a burst of radio frequency static, temporarily 'blinding' the radio senses of all in the area.

Dazzle Radio (Extras: Area [burst, General], Range [Perception]; PF: Subtle) [1PP + 3pp/rank]





Electromangetic/Photonic Shield: You can surround yourself with a "shield" of electromagnetic force/glowing light that protects you from attacks.

Force Field [1pp/rank]


Eyes of Light: Because you have a body (including eyes) made of or sheathed in light, or simply due to long exposure to bright lights, you are less vulnerable to the effects of bright lights than others.

Sensory Shield (vision; Flaw: Limited [only vs. light-based effects]) [cost 1pp/2 ranks]


Laser Point Defense: You use laser beams to destroy incoming projectiles.

Deflect (slow and fast projectiles) [2pp/rank]


Feats (Defensive Attack, Improved Defense 2, Ultimate Save [Toughness]) and Luck Control 1 (force rerolls; Flaw: Limited 2 [Only Ranged Physical Projectile Attack Rolls Against You])


Force Field (descriptor)


Shield (descriptor)


Lightbending: You can conceal yourself by bending light waves around his body. Unless someone hears you or happens to bump into you accidentally, no one will ever know you're there.

Concealment 2 (visual; PF: Close Range) [5PP]


Concealment 4 (all visual; PF: Close Range) [9PP]

Variant: EM Bending: You can blend light and radio waves around yourself, making you invisible to both sight and radar.

Concealment 3 (visual and radio; PF: Close Range) [7PP]


Concealment 6 (all visual and radio; PF: Close Range) [13PP]





Electromagnetic Flight: By either transforming your body into EM energy, or sheathing it in a field of EM energy that heats the air to provide lift and propulsion, you can soar through the air!

Flight [2pp/rank]


Electromagnetic Teleportation: You transform you body to pure electromagnetic energy, nigh-instantaneously travels to any location, and then rematerialize.

Teleport [2pp/rank]


Lightspeed Travel: You transform our body into vacuum UV radiation (or some form of EM energy of a higher frequency/shorter wavelength), and can move at the speed of light! But only when in the vacuum of space, not in a planetary atmosphere.

Space Travel 1 (1c) [1PP]





Detect Invisibility: Your innate awareness of light and its properties allows you to detect when someone is bending light to become invisible.

Super-Senses 2 (vision counters concealment) [2PP]


Electromagnetic Sense: You can naturally perceive all sorts of electromagnetic waves, allowing you to receive radio and television broadcasts, sense radar emissions, and so forth. You cannot yourself broadcast, only receive.

Super-Sense 1 (radio) [1PP]


Light Manipulation: This ability represents a suite of powers; Light-based characters can purchase as many of them as they wish, in whatever order they wish. All involve bending and manipulating light waves to carry visual information to the character. Th e Far-Off Light power is particularly useful for characters who can travel at lightspeed.

Distant Light: Super-Senses 2 (extended for all vision) [2PP]

Enhanced Light: Super-Senses 1 (low-light vision) [1PP]

Enhanced Light, Improved: Super-Senses 2 (darkvision) [1PP]

Far-Off Light: ESP (visual) [2pp/rank]

Starlight Eyes: Super-Senses 1 (ultravision) [2PP]

Surrounding Light: Super-Senses 2 (radius for all vision) [2PP]

Thermal Vision: Super-Senses 1 (infravision) [1PP]

X-Ray Vision: Super-Senses 4 (vision Penetrates Concealment; Drawback: Power Loss [cannot see through more than 1 inch of metal, 1 foot of stone, or 3 feet of dirt or wood]) [3PP]

X-Ray Vision, Improved: Super-Senses 4 (vision Penetrates Concealment) [4PP]


Radar: By sending out radiowave emissions that bounce off solid surfaces, you can build an accurate picture of your surroundings.

Super-Senses 3 (radio sense; Enhancement: accurate 2) [3PP]


Radio Communication: The ability to emit and control radio waves gives you the ability to broadcast and receive like a living radio.

Communication (radio) [1pp/rank]





Body of Light: You can convert your body into pure light, thus allowing you to pass through solid objects that aren't opaque (like glass or plexiglass) as well as through tiny spaces of air (such as through a pipe or between the bars of a jail cell).

     A character with this power should also buy several other powers Linked to or otherwise dependent on it, such as the assorted Movement power (and Immunities such as Life Support), but he could buy just about any other power in this section. The Affects Corporeal extra may be required.

Insubstantial 3 (light energy) [15PP]


Hot Zone: You can create a field of intense ionizing radiation, equal to standing next to a poorly-shielded nuclear reactor.

Environmental Control (radiation 2) [2pp/rank]


In Brightest Day: You can generate light equal to sunlight.

Environmental Control (light 2) [2pp/rank]


Nuclear Transmutation: Though manipulation of ionizing radiation, you can convert one chemical element or isotope into another.

Transform (inanimate to inanimate) [5pp/rank]


Edited by Dr Archeville
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Science!: Gravity Powers

Graviton (Franklin Hall) playing chess upside down

Comics Examples: Alex Power, Geo-Force, Graviton, Gravity, Light Lass, Star Boy, Starman (especially Ted Knight)

FC Examples: Dark Star, Doktor Archeville's Gravimetric Belt.

Tropes: Artificial Gravity, Gravity Is A Harsh Mistress, Gravity Master, Gravity Sucks, No Gravity For You, Selective Gravity



     Gravitation, or gravity, is a natural phenomenon by which physical bodies attract with a force proportional to their mass. In everyday life, gravitation is most familiar as the agent that gives weight to objects with mass and causes them to fall to the ground when dropped. Gravitation causes dispersed matter to coalesce, and coalesced matter to remain intact, thus accounting for the existence of the Earth, the Sun, and most of the macroscopic objects in the universe. Gravitation is responsible for keeping the Earth and the other planets in their orbits around the Sun; for keeping the Moon in its orbit around the Earth; for the formation of tides; for natural convection, by which fluid flow occurs under the influence of a density gradient and gravity; for heating the interiors of forming stars and planets to very high temperatures; and for various other phenomena observed on Earth.

     Gravitation is one of the four fundamental interactions of nature, along with electromagnetism, and the nuclear strong force and weak force. Modern physics describes gravitation using the general theory of relativity by Einstein, in which it is a consequence of the curvature of spacetime governing the motion of inertial objects. The simpler Newton's law of universal gravitation provides an accurate approximation for most physical situations.

     In the decades after the discovery of Einstein's general relativity, it was realized that general relativity is incompatible with quantum mechanics (a branch of physics providing a mathematical description of the dual particle-like and wave-like behavior and interaction of matter and energy). It is possible to describe gravity in the framework of quantum field theory like the other fundamental forces, such that the attractive force of gravity arises due to exchange of gravitons, in the same way as the electromagnetic force arises from exchange of photons. This reproduces general relativity in the classical limit (i.e., this seems to work in accordance with the physical laws with which most people are familiar), but this approach fails at short distances of the order of the Planck length (i.e., "subatomic weirdness"), where a more complete theory of quantum gravity (or a new approach to quantum mechanics) is required. Many believe the complete theory to be string theory (which posits that the electrons and quarks within an atom are not 0-dimensional objects, but rather 1-dimensional oscillating lines or "strings"), or more currently M-theory (an extension of string theory in which eleven dimensions are identified), and, on the other hand, it may be a background independent theory such as loop quantum gravity ("space can be viewed as an extremely fine fabric or network 'woven' of finite quantised loops of excited gravitational fields called 'spin networks'") or causal dynamical triangulation.


"Gravity. It Isn't Just a Good Idea. It's the Law."


     Gravity is one of the fundamental forces of reality. It's responsible for the creation of the galaxies and their contents (and thus for the existence of life on Earth), and it affects everything: all matter, all energy. All objects have a gravitational field that exerts an attracting force on all other things. In other words, all objects constantly try to pull all other things to themselves (or, in more scientific terms, apply acceleration to them in the direction of the object). The strength of an object's gravitational field depends on the object's size & mass, is proportional to the target's size & mass, and varies inversely with the square of the distance from the object. The gravitational field is constant: it keeps applying and applying its acceleration to the target object. Thus, a person falling falls at increasing speed, every second (on Earth, 9.81 meters [32.2 feet] per second per second), until he reaches a "terminal velocity" dictated by wind resistance. Furthermore, according to Newton's Third Law ("to every action there is always an equal and opposite reaction"), the object doing the gravitational attracting experiences an equal and opposite force to the target. To put it another way, as gravity makes a person fall toward the Earth, Newton's Third Law makes the Earth fall toward that person. It's just that the Earth has so much mass that its actual movement in this situation is practically imperceptible.

     A note on mass and weight: In everyday usage, the mass of an object is often referred to as its weight, though these are in fact different concepts and quantities. In scientific contexts, mass refers loosely to the amount of "matter" in an object, whereas weight refers to the force experienced by an object due to gravity. In other words, an object with a mass of 1.0 kilograms will weigh 9.8 newtons (newton is the unit of force, while kilogram is the unit of mass) on Earth (its mass multiplied by the gravitational field strength). Its weight will be less on Mars (where gravity is weaker, ~38% of Earth's), more on Saturn (where gravity is stronger, 1.065 times that of Earth), and negligible in space when far from any significant source of gravity. While the weight of a mass is a function of the strength of gravity, the mass of an object is constant for any given observer, so long as no energy or matter is added to the object.

     A better scientific definition of mass describes it as having inertia, the resistance of an object to being accelerated when acted on by an external force. Gravitational "weight" is the force created when a mass is acted upon by a gravitational field and the object is not allowed to free-fall, but is supported or diminished by a mechanical force, such as the surface of a planet. Such a force confers weight.

     Modeling Gravity in game terms can prove tricky due to the fundamental and absolute nature of gravity as a force; if they affect a character, they do so to an extreme degree -- either normal gravity applies to him, or it doesn't. For many forms of gravity manipulation, the most applicable effect is Move Object. The gravity manipulator simply alters one or more gravitational fields to move the target around, hold him in place, or the like. This isn't an entirely accurate model of how gravity works -- among other things, it gives the victim a chance to break free from the gravity field(s), which technically is impossible -- but for most in-game circumstances it works perfectly well. Gravity-based defenses often involve moving physical objects (bullets, biological spores, clouds of gas, thrown rocks, etc.) to the side or dragging them to the ground. In this case, the substance in question isn't necessarily dissipated or neutralized; it may remain in the environment, still able to affect anyone who contacts it (at least until the substance fades way, "burns out," or is otherwise rendered ineffective).


Related Abilities

  • Density Alteration: You cannot affect the mass of a target, but you can alter its weight. On the other hand, if you're altering gravity by manipulating mass (instead of some exotic particle), then you are manipulating density!
  • Electromagnetic/Light Control/Manipulation: Gravity affects everything, including energy -- sufficiently intense gravitational fields can even bend electromagnetic energy. Since a character's control over gravity usually allows for rather intense, focused uses, that could justify a wide range of primarily defensive powers, such as Force Field, Deflect and even Concealment (bending light and radio waves so they go around the character), and the ability to counter them.
  • Telekinesis: Your manipulation of gravitic fields could allow you to do many of the tricks telekinetics can do.


Gravity and Other Descriptors

  • Dimensional: It's possible that opening dimensional portals and otherwise altering the "fabric of reality" will interfere with gravitational fields in ways that none of the characters involved can predict.
  • Time: Since gravity can distort spacetime, the intense gravitic fluctuations caused by Gravity powers may weaken Time attacks and defenses.





Black Hole Field: You create an area where gravity pulls in all electromagnetic radiation, including radio waves, microwaves, and visible light.

Obscure (visual and radio) [3pp/rank]


The Big Squeeze: Through Gravitic Manipulation, you squeeze the target throughout his body, disrupting many of his metabolic processes, driving the air from his lungs, and inflicting intense pain.

Blast (Extra: Alt Save [Fort]) [3pp/rank]


Gravitic Blast: You can project a blast of concentrated gravitic energy that hits the target like a sledgehammer.

Blast [2pp/rank]

Variant: Disabling Blast: The lingering gravitic effects of your blast make it difficult for the target to move his limbs.

Blast (Extra: Linked [snare]) [2pp/rank] + Snare (Extra: Linked [blast]) [2pp/rank] [4pp/rank total]

Variant: Tenpins Blast: The gravitic force of your blast has a much greater chance than normal of knocking the target head over heels.

Blast (PF: Knockback) [1PP + 2pp/rank]


Gravitic Drag: You manipulate gravity to interfere with another character's ability to move. In effect, you enhance the gravitic pull on the target to slow him down, perhaps even stopping him from moving altogether.

Drain Movement Powers (any one Movement Power at a time; Extra: Range [Ranged]) [3pp/rank]

Variant: Group Drag: You can make everyone in a wide area around you suffer the same diminished movement effect.

Drain Movement Powers (any one Movement Power at a time; Extra: Area [burst, General]) [3pp/rank]


Gravitic Manipulation: You can alter or manipulate gravitic forces to move objects without having to touch them.

Move Object [2pp/rank]

Variant: Attraction/Repulsion: You can only pull objects towards you (by increasing gravity's pull on targets towards you) or push them away (by generating 'anti-gravity' that repels them from you).

Move Object (Extra: Range [Perception]; Flaw: Limited [Only to pull targets directly to or push away from self]) [2pp/rank]

Variant: Damaging Move Object: You can squeeze or "punch" the targets you hold.

Move Object (Extra: Damaging) [3pp/rank]

Variant: Precise Gravitic Manipulation: Your control over gravity is very precise.

Move Object (PF: Precise) [1PP + 2pp/rank]

Variant: True Gravitic Manipulation: If you can see it (or sense it with some other accurate sense), you can affect it.

Move Object (Extra: Range [Perception]) [3pp/rank]


Gravitic Vertigo: You manipulate gravity to interfere with the bones and tissues in the target's inner ear so that he can't maintain his balance, doesn't know which way is "up" or "down," and otherwise loses control of his body. Alternately, you grab a target with Gravitic Manipulation and spin them like a top, inducing severe dizziness.

Drain Dexterity (Extra: Range [Ranged]) [2pp/rank]

Variant: Group Vertigo: You can make everyone in a wide area around him suffer the same disorienting effect.

Drain Dexterity (Extra: Area [burst, General, Attached]) [2pp/rank]

Variant: Vertigo Sickness: Your vertigo also makes targets sick and nauseous.

Drain Dexterity (Extras: Linked [Nauseate], Range [Ranged]) [2pp/rank] + Nauseate (Extras: Linked [Drain], Range [Ranged]) [3pp/rank] [5pp/rank total]


Gravity Alteration: You can create a field of altered gravity. You can either increase the gravity, pinning everyone inside the affected area to the ground, or you can cancel gravity and hold them all motionless off the ground. You must choose one or the other each time you use the power; you cannot pin some people down while holding others up in the air.

Unlike the Gravity Control power in Ultimate Power, this power works the same way Move Object does: to pin someone or hold someone up, you make a Grapple check.

Move Object (Extra: Area [burst, General, Stationary]; Flaw: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground])

Variant: Gravitic Pressing: When you increase gravity to pull something down, you can increase the pull so much it damages them.

Move Object (Extras: Area [burst, General, Stationary], Damaging; Flaw: Limited [Down/Up]) [3pp/rank]

Variant: Selective Gravity Alteration: You can choose who to affect within the area covered; some people can walk through it freely, others cannot.

Move Object (Extras: Area [burst, General, Stationary], Selective Attack; Flaw: Limited [Down/Up]) [3pp/rank]


Selective Gravity Manipulation: You can cause parts of a target to become extremely heavy, while leaving other parts unaffected. As a result, the target tears itself apart. In a living target, this would cause grievous wounds.

Disintegration [5pp/rank]

Variant: Gadget Cracking: You create a tiny but immensely potent gravity field inside a technological device -- a suit of powered armor, a car, a lock, etc. -- which makes it collapse in upon itself.

Drain Toughness (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects]) [2pp/rank] + Blast (Extras: Linked [Drain]; Flaws: Limited [Objects]) [1pp/rank] [or 3pp/rank]


Too Heavy To Move: You increase the effect of gravity of an opponent to the point where they, dragged down by their own weight, cannot move.

Snare (Extras: Regenerating, Transparent) [4pp/rank]





Gravitic Point Defense: You can instantly make any physical missile fired at you so heavy that it drops to the ground. Since gravity can also affect energy, this can protect you from energy attacks, too.

Deflect (slow and fast projectiles, or all) [2 or 3pp/rank]


Feats (Defensive Attack, Improved Defense 2, Ultimate Save [Toughness]) and Luck Control 1 (force rerolls; Flaw: Limited 2 (Only Ranged Physical Projectile Attack Rolls Against You)


Force Field (descriptor)


Shield (descriptor)


Gravitic Shield: You can manipulate gravitic energy to create a protective field around yourself.

Force Field [1pp/rank]


Gravitic Stabilization: If you do not want to move from a spot, you gravtically anchor yourself to the surrounding region of spacetime, and you do not move.

Immovable [1pp/rank]

Variant: Gravitic Destabilization: If you want others to move, you manipulate gravity to disconnect them from the surrounding region of spacetime.

Immovable (Extra: Unstoppable) [2pp/rank]


Lightbending: Your control over gravity allows you to bend light waves so they go around you.

Concealment 2 (visual; PF: Close Range) [5PP]


Concealment 4 (all visual; PF: Close Range) [9PP]

Variant: EM Bending: You can blend light and radio waves around yourself, making you invisible to both sight and radar.

Concealment 3 (visual and radio; PF: Close Range) [7PP]


Concealment 6 (all visual and radio; PF: Close Range) [13PP]


Variable Terminal Velocity: You can reduce the effect of gravity on your body to prevent damage from any fall. This power is reflexive, and will work even if you're unconscious.

Immunity 5 (falling damage) [5PP]





Graviton Manipulation: Your control over the effects of gravity on your own body is so fine that you can fly!

Flight [2pp/rank]


Moonleaping: You minimizes the effect of gravity on yourself so that you can make prodigious leaps.

Leaping [1pp/rank]


Personal Gravity Bubble: You can create a gravity well in a thin field around yourself (or at least your hands and feet) that lets you walk up walls and along ceilings.

Super-Movement 2 (wall-crawling 2) [4PP]


Wormhole: You manipulate gravity to connect two points in spacetime, and move instantaneously between them.

Teleport [2pp/rank]

Variant: Wormhole Portal: You can create and maintain a wormhole, and allow other to go through it.

Teleport (Extra: Portal) [4pp/rank]

Variant: Transdimensional Wormhole: Your wormhole crosses more than space, it can cross dimensions!

Super-Movement 2-3 (dimensional 2 [any of a group] or 3 [any]) [4 or 6PP]




Gravity Lens: You can use gravity to bend light so you can easily see things at a distance.

ESP (visual) [2pp/rank]


Super-Senses (extended for all vision) [2pp/rank]


Sense Gravitic Field: You have the innate ability to sense the local gravitic field. You can evaluate its strength, determine what (if anything) is manipulating it, and so on.

Super-Senses 3 (detect gravity [tactile]; Enhancements: analytical, ranged) [3PP]





Gravity Adaptation: Your innate sense for and ability to manipulate gravity allows you to function without hindrance in zero-gravity environments.

Feat (Environmental Adaptation [zero g])


Edited by Dr Archeville
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Science!: Magnetism Powers

Related image

Comics Examples: Cosmic Boy, Doctor Polaris, Magneto, Static

FC Examples: No canon examples. Among PCs, Doktor Archeville's Electromagnetic Screwdriver.

Tropes: Selective Magnetism, and Green Lantern Ring and Superpower Lottery (due to how much Marvel's Mutant Master of Magnetism Magneto has done with his powers). Has nothing to do with Chick Magnet or Weirdness Magnet.

Wikipedia said:
     Magnetism is a property of materials that respond at an atomic or subatomic level to an applied magnetic field. Ferromagnetism is the strongest and most familiar type of magnetism. It is responsible for the behavior of permanent magnets, which produce their own persistent magnetic fields, as well as the materials that are attracted to them. However, all materials are influenced to a greater or lesser degree by the presence of a magnetic field. Some are attracted to a magnetic field (paramagnetism); others are repulsed by a magnetic field (diamagnetism); others have a much more complex relationship with an applied magnetic field. Substances that are negligibly affected by magnetic fields are known as non-magnetic substances. They include copper, aluminium, gases, and plastic. However, the magnetic state (or phase) of a material depends on variables (such as pressure and temperature) so that a material may exhibit more than one form of magnetism, depending on its conditions and environment.

     A magnetic field is a field of force produced by moving electric charges, by electric fields that vary in time, and by the 'intrinsic' magnetic field of elementary particles (bosons, leptons, and quarks) associated with the spin of the particle. There are two separate but closely related fields to which the name 'magnetic field' can refer: a magnetic B field (magnetic flux density/magnetic induction, measured in teslas) and a magnetic H field (magnetic field intensity/magnetic field strength, measured in webers). The magnetic field at any given point is specified by both a direction and a magnitude (or strength); as such it is a vector field. The magnetic field is most commonly defined in terms of the Lorentz force it exerts on moving electric charges.

     The relationship between the magnetic and electric fields, and the currents and charges that create them, is described by the set of Maxwell's equations. Both magnetism lacking electricity, and electricity without magnetism, are inconsistent with special relativity, due to such effects as length contraction, time dilation, and the fact that the magnetic force is velocity-dependent. However, when both electricity and magnetism are taken into account, the resulting theory (electromagnetism) is fully consistent with special relativity. In particular, a phenomenon that appears purely electric to one observer may be purely magnetic to another, or more generally the relative contributions of electricity and magnetism are dependent on the frame of reference. Thus, special relativity "mixes" electricity and magnetism into a single, inseparable phenomenon called electromagnetism, analogous to how relativity "mixes" space and time into spacetime. However, in quantum physics, the electromagnetic field is quantized and electromagnetic interactions result from the exchange of photons.

     F*ckin' magnets, how do they work? Spinnin' 'lectrons, foo'!

     Magnetism, at its root, arises from two sources:

     In magnetic materials, sources of magnetization are the electrons' orbital angular motion around the atomic nucleus, and the electrons' intrinsic magnetic moment (a quantity that determines the force the magnet can exert on electric currents and the torque that a magnetic field will exert on it) caused by the spin of the electrons themselves. (The neutrons and protons in the nucleus of the atom have their own "nuclear" magnetic moments; these are so much smaller than the electron's magnetic moments that they are negligible in the context of the magnetization of materials, but these nuclear magnetic moments are important in other contexts, particularly in nuclear magnetic resonance [NMR] and magnetic resonance imaging [MRI]). Ordinarily, the enormous number of electrons in a material are arranged such that their magnetic moments (both orbital and intrinsic) cancel out. This is due, to some extent, to electrons combining into pairs with opposite intrinsic magnetic moments (as a result of the Pauli exclusion principle), or combining into filled subshells (electron "orbits") with zero net orbital motion. However, sometimes -- either spontaneously, or owing to an applied external electric or magnetic field -- each of the electron magnetic moments will be, on average, lined up. Then the material can produce a net total magnetic field, which can potentially be quite strong. The magnetic behavior of a material depends on its structure, particularly its electron configuration, and also on the temperature: at high temperatures, random thermal motion makes it more difficult for the electrons to maintain alignment.

     A very common source of magnetic field shown in nature is a dipole, with a "South pole" and a "North pole", terms dating back to the use of magnets as compasses, interacting with the Earth's magnetic field to indicate North and South on the globe. (Since opposite ends of magnets are attracted, the north pole of a magnet is attracted to the south pole of another magnet. The Earth's North Magnetic Pole -- currently in the Arctic Ocean, north of Canada -- is physically a south pole, as it attracts the north pole of a compass.) A magnetic field contains energy, and physical systems (being lazy) move toward configurations with lower energy. When diamagnetic material is placed in a magnetic field, a magnetic dipole tends to align itself in opposed polarity to that field, thereby lowering the net field strength; when ferromagnetic material is placed within a magnetic field, the magnetic dipoles align to the applied field, thus expanding the magnetic domain.

     Diamagnetism appears in all materials, and is the tendency of a material to oppose an applied magnetic field, and therefore, to be repelled by a magnetic field. However, in a material with paramagnetic properties (that is, with a tendency to enhance an external magnetic field), the paramagnetic behavior dominates. Thus, despite its universal occurrence, diamagnetic behavior is observed only in a purely diamagnetic material. In a diamagnetic material, there are no unpaired electrons, so the intrinsic electron magnetic moments cannot produce any bulk effect. In these cases, the magnetization arises solely from the electrons' orbital motions. Notable diamagnetic materials (from least to strongest diamagnetic) include water, Copper, graphite (Carbon), Lead, diamond (Carbon), Silver, Mercury, Gold, and Bismuth. Superconducting materials are also diamagnetic.

     In a paramagnetic materials, there are unpaired electrons, i.e. atomic or molecular orbitals with exactly one electron in them. While paired electrons are required by the Pauli exclusion principle to have their intrinsic ("spin") magnetic moments pointing in opposite directions, causing their magnetic fields to cancel out, an unpaired electron is free to align its magnetic moment in any direction. When an external magnetic field is applied, these magnetic moments will tend to align themselves in the same direction as the applied field, thus reinforcing it. (In other words, paramagnetic materials are only magnetic when in the presence of an externally applied magnetic field.) Notable paramagnetic materials include Sodium, Magnesium, Lithium, Aluminum, Cesium, and Tungsten.

     Ferromagnetic materials, like a paramagnetic substance, have unpaired electrons. However, in addition to the electrons' intrinsic magnetic moment's tendency to be parallel to an applied field, there is also in these materials a tendency for these magnetic moments to orient parallel to each other to maintain a lowered energy state. Thus, even when the applied field is removed, the electrons in the material maintain a parallel orientation, and the material remains magnetic. (These small regions of more or less uniform alignment are called magnetic domains.) Ferromagnetism is a property not just of the chemical makeup of a material, but of its crystalline structure and microscopic organization: there are ferromagnetic metal alloys whose constituents are not themselves ferromagnetic, and nonmagnetic alloys (such as some types of stainless steel) composed almost exclusively of ferromagnetic metals. Notable ferromagnetic materials include Nickel, Iron, Cobalt, and Gadolinium.

     In antiferromagnetic materials, unlike a ferromagnet, there is a tendency for the intrinsic magnetic moments of neighboring valence electrons to point in opposite directions. When all atoms are arranged in a substance so that each neighbor is 'anti-aligned', the substance is antiferromagnetic. Antiferromagnets have a zero net magnetic moment, meaning no field is produced by them. Antiferromagnets are less common compared to the other types of behaviors, and are mostly observed at low temperatures. In varying temperatures, antiferromagnets can be seen to exhibit diamagnetic and ferrimagnetic properties.

     Ferrimagnetic materials, like ferromagnetic ones, retain their magnetization in the absence of an external magnetic field. However, like antiferromagnets, neighboring pairs of electron spins like to point in opposite directions. These two properties are not contradictory, because in the optimal geometrical arrangement, there is more magnetic moment from the sublattice of electrons that point in one direction, than from the sublattice that points in the opposite direction. The oldest-known magnetic substance, magnetite (iron(II,III) oxide; Fe3O4), is actually a ferrimagnet; other ferrimagnetic materials are YIG (yttrium iron garnet) and ferrites composed of iron oxides and other elements such as Aluminum, Cobalt, Nickel, Manganese and Zinc.

     As mentioned earlier, all moving charged particles produce magnetic fields. Moving point charges, such as electrons, produce complicated but well known magnetic fields that depend on the charge, velocity, and acceleration of the particles. Magnetic field lines form in concentric circles around a cylindrical current-carrying conductor, such as a length of wire. Bending a current-carrying wire into a loop concentrates the magnetic field inside the loop while weakening it outside, and ending a wire into multiple closely-spaced loops to form a coil or helix (or solenoid) enhances this effect. A device so formed around an iron core (called an armature) may act as an electromagnet, generating a strong, well-controlled magnetic field.

     Similarly, moving metal through a magnetic field creates an electric charge, a property used in dynamos (which produces direct current with the use of a commutator) and alternators (which convert mechanical energy to electrical energy in the form of alternating current).

     A dynamo consists of a stationary structure, called the stator, which provides a constant magnetic field, and a set of rotating windings (called the armature) which turn within that field. The motion of the wire within the magnetic field causes the field to push on the electrons in the metal, creating an electric current in the wire. On small machines the constant magnetic field may be provided by one or more permanent magnets; larger machines have the constant magnetic field provided by one or more electromagnets, which are usually called field coils. The first dynamos actually produced alternating current -- when a loop of wire rotates in a magnetic field, the potential induced in it reverses with each half turn, generating AC power -- but in those early days AC power had no known uses. Thus was developed the commutator, essentially a rotary switch consisting of a set of contacts mounted on the machine's shaft, combined with graphite-block stationary contacts (called "brushes", because the earliest such fixed contacts were metal brushes). The commutator reverses the connection of the windings to the external circuit when the potential reverses, so instead of alternating current, a pulsing direct current is produced.

     An alternator generates electricity using the same principle as DC generators: when the magnetic field around a conductor changes, a current is induced in the conductor. Typically, a rotating magnet (called the rotor) turns within a stationary set of conductors wound in coils on an iron core (the stator), the field cuts across the conductors, generating an induced emf (electromotive force) as the mechanical input causes the rotor to turn. The rotating magnetic field induces an AC voltage in the stator windings. Often there are three sets of stator windings, physically offset so that the rotating magnetic field produces a three phase current, displaced by one-third of a period with respect to each other; a three-phase system transmits 73% more power than a single-phase system, but uses only 50% more wire.

     Alternators are used in modern automobiles to charge the battery and to power the electrical system when its engine is running. Early cars used DC generators to recharge the batteries (which store/convert chemical energy into DC electrical energy), but alternators are simpler, lighter, less costly and more rugged than a DC generator. (A set of rectifiers is used to convert the AC power generated by the alternator to DC power for the battery.)

     Speaking of motors, many simple electric motors use magnetic torque in their operation. In one simple motor design, a magnet is fixed to a freely rotating shaft and subjected to a magnetic field from an array of electromagnets; by continuously switching the electric current through each of the electromagnets, thereby flipping the polarity of their magnetic fields, like poles are kept next to the rotor, and the resultant torque is transferred to the shaft.

     The Earth's magnetic field, also called the geomagnetic field, which effectively extends several tens of thousands of kilometres into space, forms the Earth's magnetosphere. The Earth is largely protected from the solar wind (a stream of energetic charged particles emanating from the Sun) by its magnetic field, which deflects most of the charged particles. Some of the charged particles from the solar wind are trapped in the Van Allen radiation belt, but a smaller number of particles from the solar wind manage to travel, as though on an electromagnetic energy transmission line, to the Earth's upper atmosphere and ionosphere in the auroral zones. The only time the solar wind is observable on the Earth is when it is strong enough to produce phenomena such as the aurora: bright auroras strongly heat the ionosphere, causing its plasma to expand into the magnetosphere, increasing the size of the plasma geosphere, and causing escape of atmospheric matter into the solar wind. The Earth's magnetic field is mostly caused by electric currents in the liquid iron-nickel outer core.  Convection of molten iron within the outer liquid core, along with a Coriolis effect caused by the overall planetary rotation, tends to organize these "electric currents" in rolls aligned along the north-south polar axis. When conducting fluid flows across an existing magnetic field, electric currents are induced, which in turn creates another magnetic field. When this magnetic field reinforces the original magnetic field, a dynamo is created, and it sustains itself.

     The human body contains as much as 3-4 grams of iron, a substance that's necessary for life but toxic in high concentrations. (A poorly-nourished person might have significantly less than 3-4 grams.) About 2.5 of those grams are in hemoglobin, which allows blood to carry oxygen throughout the body; another 400 milligrams are used by cellular proteins for various biological processes like storing oxygen or performing redox reactions. Iron is crucial for oxygen transportation; anemia (iron deficiency) can become severe enough to cause death or organ damage.

     "Realistically," a Magnetic Manipulator should only be able to affect ferromagnetic (and paramagnetic and ferrimagnetic) materials, but most Magnetic Manipulators in comics have been shown to use their powers to equal effect on any metal, even diamagnetic ones. Magnetism, being an invisible force, is a prime candidate for the Subtle power feat.

     A sufficiently broad definition of Magnetism powers, even ones restricted to only ferrous materials, would allow a Magnetism-based character to manipulate aspects of the human body by affecting the iron in the body. At the simplest level the iron would let a Magnetism character magnetokinetically pick up or affect someone even if that person wasn't wearing/carrying any ferrous metal. More sophisticated or delicate uses could include:

  • altering the blood flow to the brain to cause unconsciousness, hallucinations, loss of memories, or even outright Mind Control
  • cause aneurysms, heart attacks, strokes, and similar medical conditions (note: heroes should not do this!)
  • killing someone by removing all the iron from his body, inducing fatal anemia, or the like (heroes should not do this, either!)


Ferromagnetic Object



22 pounds per foot; a 10-foot I-beam weighs 220 lbs.

Lamp post

100-250 lbs.

Manhole cover

100-400 lbs.

AIM-9 Sidewinder Air-to-Air Missile

200 lbs.

M61A1 Vulcan 20mm Multibarrel Cannon

250 lbs., plus 150 lbs.of ammo

Compact car

3,000 lbs.

Mid-sized car

3,500 lbs.

Compact truck or SUV

3,500 lbs.

Mid-size truck or SUV

4,250 lbs.

Large car

4,400 lbs.

Shipping container (20 ft. long, 8'6” high, 8' wide)

4,750 lbs., plus up to 62,400 lbs. of cargo

Large truck or SUV

5,400 lbs.

Shipping container (40 ft. long, 8'6” high, 8' wide)

8,250 lbs., plus up to 59,000 lbs. of cargo

F-16 Fighter

9.85 tons without fuel or armaments; carries 3.5 tons of fuel, 2 tons of bombs, and half a ton of Air-to-Air missiles

Boeing 737 airplane

45 tons (plus up to 20 tons of fuel, and up to 22.5 tons of passengers & cargo)

Los Angeles-class nuclear submarine

6,000 tons (plus up to 800 tons ballast)

Virginia-class nuclear submarine

8,800 tons (includes ballast)

Typhoon-class nuclear submarine

25,000 tons (plus up to 23,000 tons ballast)

Golden Gate Bridge

887,000 tons


Related Abilities

  • Cyberkinesis/Cyberpathy: Given how many machines feature metallic parts, and how modern information systems often uses magnetic technology to store data and the like, Magnetism powers may allow a character to control machinery in Cyberkinesis-like ways.
  • Electricity Manipulation: Technically speaking, Electricity and Magnetism are closely related (hence the term "electromagnetic force"). Moving metal through a magnetic field creates an electric charge -- the technology behind metal detectors works on this principle -- and running an electric current through a wire creates a magnetic field around that wire.


Magnetism and Other Descriptors

  • Cold/Ice: Typically Magnetism has no special interaction with Cold/Ice; it neither gains nor loses against this special effect. But extreme cold might actually enhance Magnetism powers by making the Magnetism-based character into a sort of "living superconductor" or the like. A character might buy this as a power (such as a Self-Only Boost, or Enhanced Magnetic Control), or the interaction could arise spontaneously in combat. In the latter case, as a rule of thumb, when a Magnetism-based character is exposed to Cold/Ice powers in a way that would make him extremely cold, all his Magnetism powers gain a Boost equal to 1/5 the power point cost of the Cold/Ice power. (Ex.: hit by a cold Blast 10 [20pp], Magnetic powers increase by 4pp.) The gained points do not fade as long as the character remains exposed to the extreme cold; for Instant effects (like Blast), the Boost lasts for one full round, then starts to fade.
  • Earth/Stone: In general, Earth/Stone has no special interaction with Magnetism; it neither gains nor loses against this special effect. However, if the Ref rules that a mass of soil or rock contains a high concentration of ferrous material or particles, that soil/rock may be more susceptible to Magnetism powers.
  • Fire/Heat: Just as cold temperatures can enhance magnetism, high temperatures can reduce them. Heating a ferromagnetic and ferrimagnetic material beyond its Curie point makes it become paramagnetic, and lose its magnetism; heating an antiferromagnetic material beyond its Néel temperature will have a similar effect. (Heat-induced ferromagnetic-paramagnetic transitions is used in magneto-optical storage media, such as the Sony Minidisc format, for erasing and writing of new data.)





Atomic Discorporation, Offensive: Atoms are held together by the attraction of the negatively charged electrons in orbits to the positively charged protons in the nucleus. By disrupting that attraction, you disrupt matter.

Disintegration [5pp/rank]

Electromagnetic Pulse: You can generate a burst of electromagnetic energy, and the resulting rapidly changing electric & magnetic fields couple with electrical/electronic systems to produce damaging current and voltage surges.

Nullify (all effects of an electronic circuit descriptor at once; Extra: Area [burst, General]; Flaw: Range [Touch]) [2pp/rank]
Normal equipment doesn't function until it's repaired, requiring a Craft (electronics) skill check.

Variant: EMP v2:different version of an electronics-destroying effect.

Drain Toughness (Extras: Affects Objects, Area [General, Burst], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Strike (Extras: Area [General, Burst], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank]

Variant: EMP Blast: You project a blast of concentrated EM radiation, frying the circuits of any devices and equipment on the target.

Nullify (all effects of an electronic circuit descriptor at once) [2pp/rank]

Variant: EMP Blast, v2: It's like Disintegration, but for electronics!

Drain Toughness (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Blast (Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank]


Metallic Disruption: Your powers allows you to disintegrate or rip apart objects made of (ferrous) metals. In the case of characters who have powers based on metals (such as metahumans or robots with metal bodies [Protection], or characters with metal claws ), you can 'turn them off' (by disrupting their physical manifestation).

Nullify Metal Powers (one power at a time) [1pp/rank]

Variant: Enhanced Disruption: You can disrupt all the metal on a person.

Nullify Metal Powers (all at once) [2pp/rank]

Variant: Metallic Weakening: You disrupt a target's metal in a slightly different way; rather than an all-or-nothing effect, this is a weakening of their metal.

Drain Ferrous Metal Powers (one power at a time; Extra: Range [Ranged]) [3pp/rank]


Gauss Blast: You use your control over magnetism to pick up small metal objects and "throw" them at a target with tremendous force.

Since FC PbP is primarily an urban game, requiring metal objects of opportunity is a Complication.

Blast (PF: Variable Descriptor [metal, bludgeoning/piercing/edged]) [1PP + 2pp/rank]

Variant: Rapid Fire Gauss Blast: If you have enough small metal objects available, you can quickly shoot several of them at one target, or one each at multiple targets.

add Autofire extra [+1pp/rank]


Intense Magnetic Field: You create a field of intense magnetic energy that interferes with the use of radar, the transmission or reception of radio waves, and the functioning of other Radio Group senses.

Obscure (radio) [1pp/rank]


Ionize: You can electrically charge an opponent's body, making him easier to hit with electrical, magnetic, or metal-based attacks.

Aid Another (descriptor)


Combined Attack (descriptor)


Drain Defense (Extra: Range [Ranged]; Flaw: Limited [only applies to electrical, magnetic, and metallic attacks]) [cost 1pp/rank]


Magnetic Blast: You can project a bolt of pure, concentrated magnetic energy to damage your foes.

Blast [2pp/rank]

Variant: Metal-Shredding Magnetic Blast: Your bolt of magnetic force is particularly effective against metal targets, or targets protected by metallic armor.

add Linked Drain Toughness (Extras: Affects Objects, Link [blast], Range [Ranged]; Flaw: Limited [metal and metal-protected targets]) [+2pp/rank; 4pp/rank total]

Variant: Radio-Interfering Magnetic Blast: The energies of your magnetic blast creates static that blocks the use of Radio sense group senses for a short time.

add Linked Dazzle (radio; Extra: Linked [blast]) [+1pp/rank; 3pp/rank total]


Magnetokinesis: The most basic of Magnetism powers, the one from which all others typically derive, is the ability to move and manipulate ferrous metal objects without touching them.

Move Object (Flaw: Limited [metals]) [1pp/rank]

Variant: Diamagnetokinesis: Your control over magnetic fields is so great you can affect the minute fields present in all matter.

Remove Limited flaw. [+1pp/rank; 2pp/rank total]

Variant: Invisible Magnetokinesis: With the basic Magnetokinesis power, there is a noticeable side-effect when you use your power, typically glow or aura around you and the items you are manipulating. But you do not generate such a side-effect.

add Subtle power feat [+1PP]

Variant: Magnetic Attraction: You can attract all metal objects nearby towards you, or repel them away from you.

Move Object (Extra: Area [burst, General]; Flaws: Limited [metals], Limited [towards or away from you]) [1pp/rank]

Variant: Line-of-Sight Magnetokinesis: If you can see (or otherwise accurately sense) a ferrous metallic object, you can affect it.

add Range [Perception] extra [+1pp/rank; 2pp/rank total]

Variant: Precise Magnetokinesis: Your control over magnetic energy is so well-developed that you can perform tasks requiring a high degree of dexterity.

add Precise power feat [+1PP]


Metallic Wrap-Up: If you have a sufficient supply of metals available -- a length of chain-link fence, girders from a construction site, railroad tracks, chains, scrap metal, car bodies, or the like -- you can wrap them around someone, preventing that person from moving or attacking.

Since FC PbP is primarily an urban setting, Medium is a Drawback for this Snare, not a flaw.

Snare (Drawback: Power Loss [requires sufficient supply of metals]) [2pp/rank, -1pp]

A particularly low rank in this power could represent how process of moving and bending the metals weakens them, making them more brittle and thus easier to break out of. A particularly high rank could represent magnetically strengthening and enhancing the metal used, making it even harder for the target to escape.


Thrombosis: Your control of magnetic energy is so precise that you can disrupt the flow of blood within the human body, causing intense headaches and pain.

Blast (Extra: Alt Save [Fort]) [3pp/rank]

Variant: Migraine: Your disruption is incredibly painful, but has little chance of doing any lasting harm.

Stun (Extra: Range [Ranged]) [3pp/rank]





Atomic Discorporation, Defensive: By manipulating the attraction of the electron and neutrons of your own body, you can become incorporeal.

Insubstantial 4 (incorporeal, affected by electrical and magnetic effects) [20PP]


Magnetic Repulsion: Your control over magnetism allows you to repel metal missiles fired at you, and even to re-direct such missiles at the person who fired them or any other convenient target.

Deflect (all physical; Extras: Redirection, Reflection; Flaw: Limited [only works against ferrous attacks]) [3pp/rank]


Force Field and/or Shield, and Blast (PF: Variable Descriptor [any ferrous]; Drawback: Power Loss [must be targeted by metal attack first]) [2pp/rank]


Magnetic Shield: You can manipulate magnetic energy to create a protective field around yourself.

Force Field [1pp/rank]





Magnetic Bonding: You can cling to any metal object like a fly clings to a wall. You could, for example, walk right up the side of a steel-frame skyscraper (provided the steel "skeleton" were near the building's surface), or attach yourself to the hull of a steel-framed vehicle and ride along.

Since FC PbP is primarily an urban game, Limited (can only cling to ferrous metals) is a Complication.

Super-Movement 2 (wall-crawling 2) [4PP]


Magnetic Force Riding: By manipulating the Earth's magnetic field, you can pick yourself up and fly through the air!

At the Ref's option, a character using this power moves slightly faster (+1 rank) when flying north or south (parallel to the magnetic lines of the Earth), and slightly slower (-1 rank) when flying east or west (perpendicular to Earth's magnetic field).

Flight [2pp/rank]





Electromagnetic Radar: You emit pulses of electromagnetic energy, then "read" the pulses as they bounce off objects and return to you to perceive the world around you without having to use your eyes. The presence of large amounts of physical matter around you -- such as when you''re in a sandstorm, rainstorm, or blizzard -- may create "static" that hinders or blinds this radar. Also, it does not work in an intense magnetic field or other conditions which hinder Radio Group senses.

Super-Senses 3 (radio sense; Enhancement: accurate 2) [3PP]

Variant: Magnetic Field Awareness: Your innate awareness of magnetic fields, and how the presence of objects alters those fields, allows you to perceive things the naked eye cannot.

add the Analytical enhancement. [+1PP]


Living Compass: You always know which way is magnetic north.

Super-Senses 1 (direction sense) [1PP]


Magnetic Resonance Imaging: Using a powerful magnetic field to align the magnetization of the protons of the hydrogen atoms in the water molecules in a body, and then systematically alter the alignment of this magnetization, you can causes the nuclei to produce a rotating magnetic field detectable by you, which you can use to 'see' inside the scanned area of the body.

Super-Senses 4 (vision penetrates concealment; Flaw: Limited [only vs. targets that are 60% or more water, like human bodies]) [2PP]

Variant: Expanded MRI: You can affect the protons of any atoms, and thus 'see' inside anything.

Remove Limited Flaw, increasing total cost to 4PP

Variant: Functional MRI: You can cause measures signal changes in the brain that are due to changing neural activity. This opens up a host of effects: reading emotions, reading surface thoughts, detecting the use of psionic powers, and so on.

Mind Reading (Flaw: Limited [surface Thoughts] or Limited [Emotional States])

Super-Senses 1 (mental awareness)





Computer Manipulation: Your control over magnetism allows him to work with magnetic and digital storage media without the need for a keyboard or monitor.

Datalink [1pp/rank]


Erase/Alter Records: Your control over magnetism is so precise that you can add, alter, or remove software and files to or from a computer with your mind.  Against sentient & sapient machines (i.e., technological Constructs), this is effectively a Mental Transform power.

Transform (add, alter, or remove computer Mental Traits, programs, or records [4pp/rank]; Extras: Affects Objects, Duration [Continuous; undone through application of the same power, reprogramming, and/or re-entering the data], Mental; Flaw: Range [Touch]) [5pp/rank]

Variant: Distant Erasure: You don't need to touch a computer to alter or erase its records, merely be able to accurately perceive it.

remove Range [Touch] Flaw, add Range [Perception] Extra.  6pp/rank.

Variant: Scrambling The Electrons: This form of Erase/ Alter Records doesn't function like a Mental Power, so the character cannot use it to alter a sentient machine's Mental Traits.

Transform (add, alter, or remove computer programs or records [4pp/rank]; Extras: Affects Objects, Duration [Continuous; undone through application of the same power, reprogramming, and/or re-entering the data]; Flaws: Limited [Objects Only], Range [Touch]) [4pp/rank]


Shape Metal: You can shape and mold any ferrous metallic objects you can see (or otherwise accurately sense) like clay.

Transform (shape of ferrous metal objects [4/rank]; Extras: Duration [Continuous], Range [Perception]) [6pp/rank]


Edited by Dr Archeville
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Science!: Radiation Powers

Image result for Blight Powers

Comics Examples: Blight, Captain Atom, Cyclotron, Fallout, Firestorm, Presence, Radioactive Man (both Marvel's and the one from The Simpsons), X-Ray. In addition, many characters -- Daredevil, the Fantastic Four, the Hulk, and Spider-Man -- received their powers from exposure to radiation.

FC Examples: Gamma the Atom-Smasher, Hiroshima Shadow, Tess Atom. Dark Star.

Tropes: I Love Nuclear Power

Wikipedia said:
     Radiation is a process in which energetic particles or energy or waves travel through a medium or space. There are two distinct types of radiation: ionizing and non-ionizing. The word radiation is commonly used in reference to ionizing radiation only (i.e., having sufficient energy to ionize an atom), but it may also refer to non-ionizing radiation (e.g., radio waves or visible light). The energy radiates (i.e., travels outward in straight lines in all directions) from its source. This geometry naturally leads to a system of measurements and physical units that are equally applicable to all types of radiation. Both ionizing and non-ionizing radiation can be harmful to organisms and can result in changes to the natural environment.

     Ionizing (or ionising) radiation consists of particles or electromagnetic waves that are energetic enough to detach electrons from atoms or molecules, therefore ionizing them. Direct ionization from the effects of single particles or single photons produces free radicals, which are atoms or molecules containing unpaired electrons, that tend to be especially chemically reactive due to their electronic structure. Examples of ionizing particles are alpha particles, beta particles, neutrons. The ability of an electromagnetic wave to ionize an atom or molecule depends on its frequency, which determines the energy of its associated particle, the photon. Radiation on the short-wavelength end of the electromagnetic spectrum -- high-frequency ultraviolet, X-rays, and gamma rays -- is ionizing, due to its composition of high-energy photons.

     Lower-energy radiation -- such as visible light, infrared, microwaves, and radio waves -- are not ionizing. While these types of low-energy non-ionizing radiation can damage molecules, the effect is generally indistinguishable from the effects of simple heating. But I've already covered that.

Ionizing Radiation is what most people are thinking of when they hear "look out, radiation!" Ionizing radiation comes in three main forms, produced by radioactive decay, nuclear fission and nuclear fusion, and by particle accelerators and naturally occurring cosmic rays.

     Alpha Particles (α or 4He2+) consist of two protons and two neutrons bound together into a particle identical to a helium nucleus. They have low penetration depth, able to be stopped by a few centimeters of air, or by the skin. Because of the short range of absorption, alphas are not, in general, dangerous to life, unless the source is ingested or inhaled, in which case they become extremely dangerous. Because of this high mass and strong absorption, if alpha-emitting radionuclides do enter the body (upon being inhaled, ingested, or injected), alpha radiation is the most destructive form of ionizing radiation. It is the most strongly ionizing, and with large enough doses can cause any or all of the symptoms of radiation poisoning. It is estimated that chromosome damage from alpha particles is anywhere from 10 to 1,000 times greater than that caused by an equivalent amount of gamma or beta radiation.

     Beta Particles (β− or β+) are high-energy, high-speed electrons or positrons emitted by certain types of radioactive nuclei. Of the three common types of radiation given off by radioactive materials, beta has the medium penetrating power and the medium ionizing power. Although the beta particles given off by different radioactive materials vary in energy, most beta particles can be stopped by a few millimeters of aluminum. Being composed of charged particles, beta radiation is more strongly ionizing than gamma radiation. When passing through matter, a beta particle is decelerated by electromagnetic interactions and may give off bremsstrahlung x-rays.

     Neutrons are subatomic particle with no net electrical charge, so do not interact electromagnetically with electrons, and so cannot directly cause ionization. However, fast neutrons will interact with the protons in hydrogen (in the manner of a billiard ball hitting another, head on, sending it away with all of the first ball's energy of motion), and this mechanism produces charged protons that interact with matter.

     Cosmic rays are a mix of protons (~89%), alpha particles (~10%) and beta particles (~1%).

     The units used to measure ionizing radiation are rather complex. The ionizing effects of radiation are measured by units of exposure, coulomb per kilogram (C/kg), and measures the amount of radiation required to create 1 coulomb of charge in 1 kilogram of matter. However, the amount of damage done to matter (especially living tissue) by ionizing radiation is more closely related to the amount of energy deposited rather than the charge. This is called the absorbed dose. The gray (Gy), with units J/kg, is the SI unit of absorbed dose, which represents the amount of radiation required to deposit 1 joule of energy in 1 kilogram of any kind of matter. (The rad [radioactivity absorbed dose] is the corresponding traditional unit which is 0.01 J deposited per kg; 100 rad = 1 Gy.) However, equal doses of different types or energies of radiation cause different amounts of damage to living tissue -- for example, 1 Gy of alpha radiation causes about 20 times as much damage as 1 Gy of X-rays. Therefore the equivalent dose was defined to give an approximate measure of the biological effect of radiation, calculated by multiplying the absorbed dose by a weighting factor (WR) which is different for each type of radiation. The sievert (Sv) is the SI unit of equivalent dose. Although it has the same units as the gray, J/kg, it measures something different: it is the dose of a given type of radiation in Gy that has the same biological effect on a human as 1 Gy of x-rays or gamma radiation. (The rem [Roentgen equivalent man] is the traditional unit of equivalent dose; 1 sievert = 100 rem. Because the rem is a relatively large unit, typical equivalent dose is measured in millirem [mrem], 10-3 rem, or in microsievert (μSv), 10-6 Sv; 1 mrem = 10 μSv.)

     The average 'background' dose of natural radiation received by a person is around 2.4 mSv (240 mrem) per year, 3.6 mSv (360 mrem) per year in the USA. A standard medical x-ray's strength is about 0.02 mSv (2 mrem) but can be over ten times that, depending on the equipment used; a dental x-ray optimally has a dose as low as 0.0033 mSv, but poor machines and technique can give doses as high as 0.11 mSv. The lethal full-body dose of radiation for a human is around 4–5 Sv (4,000-5,000 mSv, or 400–500 rem/400,000-500,000 mrem).

     Ionizing radiation has many uses, including killing cancerous cells and power generation. Of course, too much of anything can be hazardous to human health. For example, at one time, assistants in shoe shops used X-rays to check a child's shoe size, and radium was used in glow-in-the-dark paints for watches, but this practice was halted when it was discovered that ionizing radiation was dangerous.

     How are these particles formed/released? Nuclear reactions, primarily radioactive decay. Normal (nonradioactive) matter is made of stable atoms, which have an equal number of negatively charged electrons, in orbit, and positively charged protons, in the nucleus. (Neutrons, which have no charge, help keep the protons together in the nucleus; without them -- and the strong nuclear force that binds them together -- the like-charged protons would repel each other.) Isotopes are atoms with a different number of neutrons; these are labeled as [element]-[mass number] (ex.: uranium-235) or mass numberElement (ex.: 235U). Some isotopes are stable (and will remain as they are forever), while others are unstable (and will decay/transmute into other atoms as time passes, realizing ionizing particles along the way). These unstable isotopes, which are radioactive, are also called radionuclides.

  • Alpha Decay is a process in which an atomic nucleus emits an alpha particle, and thereby transforms (or 'decays') into an atom with a mass number 4 less and atomic number 2 less. Ex.: uranium-238 (238U) decays to thorium-234 (234Th) and 1 alpha particle (4He2+).
  • Beta decay is a process in which a beta particle (an electron or a positron) is emitted. In β− decay, a neutron is converted into a proton and in the process releases an electron; in β+ decay, a proton is converted to a neutron and in the process releases a positron. Since the number of protons & neutrons remains the same, the atomic mass remains constant, but since the number of protons changes, the atomic number changes. Ex.: cesium-137 (137Cs) undergoes β− decay and changes to barium-137 (137Ba), emitting 1 electron; sodium-22 (22Na) undergoes β+ decay and changes to Neon-22 (22Ne), emitting 1 positron.
  • Spontaneous fission, like induced nuclear fission (see below), is a process in which a heavy isotope (atomic mass 100+, usually 230+) decays into two or more smaller atoms, releasing neutrons (and sometimes other particles) along the way. Ex.: an atom of fermium-256 (256Fm) will decay into one atom of xenon-140 (140Xe), one atom of palladium-112 (112Pd), and four neutrons (140+112+4 = 256).

     Tied to radioactive decay is half-life, the period of time it takes for a substance undergoing decay to decrease by half. It is defined in terms of probability: it is the time when the expected value of the number of entities that have decayed is equal to half the original number. Start with a single radioactive atom, wait its half-life, and measure whether or not it decays in that period of time. Maybe it hads decayed, maybe it has not, but if this experiment is repeated again and again, it will be seen that - on average - it decays within the half life 50% of the time. Half-lives can range anywhere from microseconds (polonium-214 decays, through alpha-emission, with a half-life of 160 microseconds, to lead-210) to billions of years (uranium-238 decays, through alpha-emission, with a half-life of 4.5 billion years, to thorium-234).

     Nuclear power uses another nuclear reaction -- nuclear fission -- to generate energy. Nuclear power plants actually aren't that different from coal-burning plants: both use something giving off heat to turn water to steam which powers turbine-driven electrical generators. When a relatively large fissile ("able to undergo fission") atomic nucleus -- usually uranium-235 or plutonium-239 -- absorbs a neutron, the atom into two or more smaller nuclei and also releases gamma radiation and free neutrons. A portion of these neutrons may later be absorbed by other fissile atoms and create more fissions, which release more neutrons, and so on; such self-perpetuating/sustaining processes are called chain reactions. This can be controlled by using neutron absorbers/poisons (which absorb neutrons) and neutron moderators (which reduce the speed of neutrons) to change the portion of neutrons that will go on to cause more fissions; control rods are neutron absorbers, and the water in the cooling system acts as a neutron moderator.

     Enriched uranium is what goes in to a nuclear reactor. Most of the uranium mined is 99.2% uranium-238 (which is not fissile) and 0.8% uranium-238. Through assorted enrichment methods, this can be changed to low-enriched (reactor-grade) uranium (2-4% uranium-235); further enriching can turn it into highly-enriched (weapons-grade) uranium (90% uranium-235). The uranium-238 remaining after enrichment is depleted uranium, a very dense material (68% denser than lead) used in radiation shielding and armor-piercing bullets.

     Eventually the nuclear fuel decays to the point where there is not enough to sustain a reaction. Nuclear reprocessing can recover some of the usable material, but the rest is not potent enough to be used for fissions reactions. These spent fuels, and other radioactive wastes (byproduct of other applications of nuclear fission or nuclear technology such as research and medicine) must be disposed of safely, away from organisms and the environment so they can continue to decay to stable, non-radioactive elements.

     Surprisingly, nuclear reactors are theorized to have formed naturally a few times in Earth's past.

     Nuclear fusion is the reverse of nuclear fission, in which two or more atomic nuclei join (or fuse) together to form a single heavier nucleus. The fusion of two nuclei with lower masses than iron generally releases energy, while the fusion of nuclei heavier than iron absorbs energy, so fusion typically occurs only in lighter elements (since matter, being lazy, prefers to give up energy rather than take it in). The best-known fusion reactor we know of is the Sun, which fuses hydrogen into helium.

  • The Sun actually uses fusion and fission: it fuses 4 atoms of hydrogen (1H) into 2 deuterium (2H) atoms (and releases 2 positrons in doing so), then fuses 2 atoms of hydrogen (1H) and 2 of deuterium (2H) into 2 helium-3 (3He) atoms (and releases 2 gamma ray photons in doing so), then splits the 2 helium-3 (3He) atoms into 1 helium-4 (4He) atom and 2 atoms of hydrogen (1H).

     For fusion to happen, you must get past the energy barrier of electrostatic forces that repeal the positively charged protons from each other. Once you get the nuclei close enough, though, the strong nuclear force will keep them together. In stars, gravity does this: a gravitational instability causes a cloud of interstellar medium to become attracted to one point, growing as the mass of collected material begins exerting its own gravitational pull on its surroundings. The cloud collapses in on itself, density continues to increase, pressure and heat build, and a self-sustaining fusion reaction ignites.

     Nuclear fission and nuclear fusion are also seen in nuclear weapons. Only two nuclear weapons have been used in the course of warfare; both were fission type bombs, also called atomic or A-bombs. Little Boy was a "gun-triggered" fission bomb, which propelled a slug of uranium-235 of sub-critical mass down a barrel to collide with another slug of 235U (of sub-critical mass) at the other end of the tube. When they collided, they exceeded critical mass (the amount of fissile material needed to start an exponentially growing nuclear chain reaction), or became supercritical; its explosive force was roughly equal to 15,000 tons of TNT. Fat Man was an implosion-triggered fission bomb, using conventional explosives to generate shock waves that compressed a 6kg sphere of plutonium-239 into a supercritical mass; its explosive force was roughly equal to 21,000 tons of TNT.

  • Fusion bombs (aka thermonuclear, hydrogen, or H-bombs) use a fission reaction as a trigger. In it, the heat from the X-rays generated by the fission bomb and the pressure of the shock wave generated by the fission bomb are both focused onto a mass of fuel, lithium-6 deuteride, which initiates a fusion reaction.

     Both weapons had many of the same effects: a massive fireball, ionizing radiation, a blinding thermal flash, thermal blast, electromagnetic pulse, a blast wave (tornado-force winds), and raging fires and lingering radiation from the material that fell to Earth. This scattered radioactive material is known as fallout. (Generating fallout is the primary primary purpose of a dirty bomb, which uses conventional explosives to disperse radioactive material across an area.)


     So just what are the (Real World) effects on living organisms being exposed to ionizing radiation? Unfortunately, there are many, all grouped under radiation sickness, which has both acute (rapid onset, short duration) and chronic (long, often lifelong, duration). The best-known long-term effect is cancer: particles of ionizing radiation can damage chromosomes and even knock out portions of your DNA sequence, leading to all sorts of errors in how your cells replicate and function. Other chronic symptoms can include anemia (low red blood cell count, possibly due to damage to the red blood cell-producing mechanisms in the body), susceptibility to infections (due to decreased white blood cell count), and assorted neurological problems (due to damage to nerve cells that do not self-repair properly). Acute symptoms vary according to exposure:

  • A Mild exposure, 1-2 Sv (1,000-2,000 mSv), shows no immediate effects. About a month after exposure, you may experience some nausea and vomiting for about a day, a minor headache and fever, and general fatigue and weakness (partly due to decreased white blood cell count). Chance of death is very low (0-5%), and usually only occurs if there are already some severe medical problems in place.
  • A Low exposure, 2-6 Sv (2,000-6,000 mSv) also shows no immediate effects. 1-3 weeks after exposure, you may experience nausea, vomiting, diarrhea, headache, slight fever, and some minor cognitive impairment, along with purpura (red-purple blotches on the skin), hemorrhaging (due to low platelet count), susceptibility to infections (due to lowered white blood cell count), and epilation (permanent hair loss).
  • A Moderate exposure of 6-8 Sv (6,000-8,000 mSv) has symptoms that show within 1 week: nausea, vomiting, diarrhea, moderate headache, high fever, moderate cognitive impairment, dizziness and disorientation, hypotension (abnormally low blood pressure), and electrolyte disturbance. Without medical treatment, you will die in 2-4 week; with (conventional) medical treatment, you have a 50/50 chance.
  • A High exposure of 8-30 Sv (8,000-30,000 mSv) causes immediate nausea, vomiting, severe diarrhea, severe headache, severe fever, incapacitation, electrolyte disturbance, and shock (inadequate blood flow to body's tissues, due to internal bleeding). Death comes in 2-14 days, even with (conventional) medical treatment.
  • A Severe exposure, 30+ Sv (30,000+ mSv), has much the same effect as a high level of exposure, but death comes in 1-2 days.

     Treatment methods includes the use of antibiotics, blood products, colony stimulating factors (glycoproteins which bind to receptor proteins on the surfaces of hemopoietic stem cells and thereby activate intracellular signaling pathways which can cause the cells to proliferate and differentiate into a specific kind of blood cell), and stem cell transplant. If radioactive contamination is from ingested, inhaled or injected radioactive metals, chelating agents (chemicals that form soluble, complex molecules with certain metal ions, inactivating the ions so that they cannot normally react with other elements or ions) may be used to flush the contaminant out.


     So what does all this mean for an M&M game? The penetrating power of radiation can be statted with the Penetrating extra, or with the Indirect (always originates with character and projects in a straight line from him, but passes through intervening barriers) power feat, though if you use Indirect you'll still need some way to accurately sense the target on the other side of the barrier! Radiation is also difficult to treat, making Incurable a valid power feat. Subtle can be used for 'realistic' invisible radiation blasts (though Comic Book radiation tends to have a sickly green glow), and the Disease, Poison, or Secondary Effect extras can reflect radiation's long-lasting effects.



Radiation Example


Lingering irradiation


Nuclear fallout


Exposure to radioactive materials


Stellar radiation (deep space)


Nuclear reactor


Nuclear blast


Related Abilities

  • Electrical Control: β− decay reactions generate electrons, and electrons = electricity.
  • Electromagnetic Control: Other types of radioactive decay give of gamma rays, which are high energy photons.


Radiation and Other Descriptors

  • Radiation has no special interaction with other descriptors.



Deadly Radiation: You can project a blast of radiation that's so intense it can kill living beings instantly through cellular disruption and decay. It has no effect on non-living material.

Blast (Extra: Alt Save [Fort]) [3pp/rank]

Variant: Radiation Pulse: Your attack takes the form of pulses of deadly radiation.

add Autofire extra. [+1pp/rank; 4pp/rank total]

Variant: Sickening Deadly Radiation: Your attack also causes the target to become sick and weak.

add Linked Drain Con (Extra: Linked [blast], Range [Ranged]) [+2pp/rank; 5pp/rank total]


Electromagnetic Pulse: By initiating a β− decay reaction, you generate a burst or stream of electrons that wreck havoc with electronics.

Nullify (all effects of an electronic circuit descriptor at once; Extra: Area [burst, General]; Flaw: Range [Touch]) [2pp/rank]
Normal equipment doesn't function until it's repaired, requiring a Craft (electronics) skill check.

Variant: EMP v2: A different version of an electronics-destroying effect.

Drain Toughness (Extras: Affects Objects, Area [General, Burst], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Strike (Extras: Area [General, Burst], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank]

Variant: EMP Blast: You project a blast of concentrated EM radiation, frying the circuits of any devices and equipment on the target.

Nullify (all effects of an electronic circuit descriptor at once) [2pp/rank]

Variant: EMP Blast, v2: It's like Disintegration, but for electronics!

Drain Toughness (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Blast (Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank]


Gamma Blast: You can project a powerful blast of deadly gamma rays.

Disintegration (PF: Indirect [always originates with character and projects in a straight line from him, but passes through intervening barriers]) [1pp + 5pp/rank]


Radiation Accident: You can project a blast of radiation that can mutate a target, changing their mutation-derived powers. You have no control over what their powers will change to, and their body's self-repair mechanisms will eventually reverse the change, but it can be a great too for sowing chaos and confusion!

Transform (living being to living being with new/different superpowers; Flaw: Uncontrolled [can control activation of power, but has no control over the result]) [4pp/rank]


Radiation Blast: You can fire a bolt of radiation so intense that it can inflict serious physical injury, and even propel a target backwards.

Blast [2pp/rank]


Radiation Field: An area of intense radiation surrounds your body. Anyone who comes close to you or touches you, or whom you grapple, suffers radiation burns and the like.

Strike (Extras: Aura, Duration 2 [sustained]) [4pp/rank]

Variant: Radiation Field II: Your aura of radiation works in a slightly different way.

Drain Con (Extras: Aura, Duration 2 [sustained]) [4pp/rank]


Radiation Sickness: You can project a blast of withering radiation that makes living beings sicken.

Drain Con (Extra: Range [Ranged]) [2pp/rank]

Variant: Prolonged Radiation Sickness: It can take a long time for a target to shake off the effects of your radiation.

add Disease Extra [+2pp/rank; 4pp/rank total]

Variant: Sickness Field: You can create a field of sickening radiation.

add Area [burst, General] extra. [+1pp/rank; 3pp/rank total]





Radiation Feeding: Radiation alone sustains your body, removing the need for food.

Immunity 1 (starvation & thirst) [1PP]


Radiation Resistance: Your powers make him naturally immune to the effects of ordinary radiation.

Immunity 1 (radiation [environmental]) [1PP]

Variant: Radiation Bastion: You Radiation Powers make it difficult to weaken or sicken you with radiation.

Immunity 10 (radiation effects; Flaw: Limited [half effect]) [5PP]

Variant: Radiation Bastion, Group: You can absorb the harmful effects of radiation into yourself, shielding your allies.

Immunity 10 (radiation effects; Sustained Active effect; Extras: Affects Others [Others Only], Area [50-ft. Burst]; Flaws: Duration [Concentration], Limited [half effect]) [5PP]

Variant: Radiation Invulnerability: Your Radiation Powers make you immune to any negative effects of radiation.

Immunity 10 (radiation effects) [10PP]


Radiation Shield: You can create a screen of protective radiation around yourself.

Force Field [1pp/rank]


Radiation Sponge: You can absorb radiation, using it to increase your own power and resilience. Typically you absorb the power from other metahumans' radiation attacks, but you can also absorb from things like radioactive materials (but not simple background radiation) if necessary.

Healing (Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Radiation Attacks]) [5p/rank]





Electromagnetic Flight: By either transforming your body into radiation, or sheathing it in a field of radiation that heats the air to provide lift and propulsion, you can soar through the air!

Flight [2pp/rank]


Lightspeed Travel: You transform our body into cosmic rays, and can move at the speed of light! But only when in the vacuum of space, not in a planetary atmosphere.

Space Travel 1 (1c) [1PP]


Quantum Tunneling: You transform you body to pure radiation, nigh-instantaneously travel to any location and through any barrier, and then rematerialize.

Teleport [2pp/rank]




Human Geiger Counter: You can perceive and analyze radiation (not all types of energy, or even all types of electromagnetic radiation, but the sort of hard radiation that geiger counters detect).

Super-Senses 2 (detect radiation [radio]; Enhancement: analytical) [2PP]





Hot Zone: You can create a field of intense radiation, equal to standing next to a poorly-shielded nuclear reactor. Characters exposed to such intense radiation often sicken, and may die.

Environmental Control (radiation 2) [2pp/rank]

Variant: Permanent Hot Zone: You constantly emit a field of intense radiation. Characters with this power typically have a containment suit (a Hard to Lose Device that buys off the Permanent flaw, changing the duration to Continuous) or an AP in their Radiation Control array that they can use to 'power down' (in other words, when not actively using their powers, they're fine, but when firing Blasts and such, they irradiate the area.)

Environmental Control (radiation 2; Extra: Duration [Continuous]; Flaws: Permanent, Range [Touch]) [1pp/rank]


Nuclear Transmutation: Though manipulation of ionizing radiation, you can convert one chemical element or isotope into another.

Transform (inanimate to inanimate) [5pp/rank]


Edited by Dr Archeville
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  • 2 weeks later...

Science!: Sonic Powers

Image result for Black Canary Cry

Comics Examples: Angar the Screamer/Scream, Black Bolt, Black Canary, The Doctor (Sonic Screwdriver), Fiddler, Klaw, (Pied) Piper, Screaming Mimi/Songbird, Sonar, Tyroc, Virtuoso

FC Examples: Coda, Erinyes/Furies Three, Fear Master (II), Maestro, Mary Minstrel, Rant, Silencer, Siren (I), Sonic. Gabriel, Rift, Wail. (quotemyname has said Breakdown is a vibrations, not sonic.)

Tropes: Make Me Wanna Shout

Wikipedia said:
Sound is a mechanical wave that is an oscillation of pressure transmitted through a solid, liquid, or gas, composed of frequencies within the range of hearing and of a level sufficiently strong to be heard, or the sensation stimulated in organs of hearing by such vibrations.
  • Captain Jack Harkness: Okay, this can function as a sonic blaster, a sonic cannon, and a triple and full sonic disruptor. Doc, what you got?
  • The (9th) Doctor: I've got a sonic... errr, never mind.
  • Captain Jack Harkness: What?
  • The Doctor: It's sonic, okay, let's leave it at that.
  • Captain Jack Harkness: Disruptor? Cannon? What?
  • The Doctor: It's sonic, totally sonic, I am soniced up!
  • Captain Jack Harkness: A sonic what?
  • The Doctor: Screwdriver!
  • Captain Jack Harkness: Who has a sonic screwdriver?
  • The Doctor: I do!
  • Captain Jack Harkness: Who looks at a screwdriver and thinks "Oooh, this could be a little more sonic"?
  • The Doctor: What? You never been bored? Never had a long night? Never had a lot of cabinets to put up?
    --from the Doctor Who episode, "The Doctor Dances"


   Generally speaking, sound falls into three categories: sound that's audible to the human ear; ultrasound (frequencies too high for the human ear to hear unaided); and infrasound (frequencies too low for the human ear to hear unaided). The upper limit of the human ear is about 20,000 Hertz (20 kiloHertz); the lower limit about 20 Hertz. These limits exist because the middle ear serves as a filter; if sound contacts the skull bone and cochlea without having to pass through the middle ear, a human can hear frequencies up to about 50 kHz. Younger people can often hear sounds of higher frequency than older people, since the ability to hear deteriorates with age; some shopping districts in the United Kingdom have reportedly used ultrasonic devices to discourage teenagers from lingering in the area, since they can hear -- and be discomforted by -- the ultrasonic sound but older customers cannot. Many animals (such as dogs, bats, dolphins, various rodents, and some insects) can hear higher frequencies than humans.


Loudness (Volume)

     Sound is rated in deciBels (dB). (Technically, deciBels are used to measure the effective sound pressure, the local pressure deviation from the ambient average atmospheric pressure caused by a sound wave.) It becomes painful to humans in the 120-130 dB range, and sustained exposure to sound as low as 90-95 deciBels can cause hearing loss. The deciBel scale is logarithmic: for every 10 dB, the energy involved goes up by a factor of 10. This sounds simple, but increases exponentially fast: a sound of 140dB is ten times as powerful as a sound of 130db, but a hundred times more powerful than a sound of 120dB, 100,000 times more powerful than a sound of 90dB, and 1,000,000,000 times more powerful than a sound of 50dB.

     The accompanying Decibel Table has a list of some common sources of noise rated in their average deciBels, for purposes of comparison.

DeciBel   Situation/

Level     Source Of Sound

  0        Faintest possible perceptible sound

  10       Quiet recording studio

20-30      Quiet living room or office

  40       Quiet conversation

  50       Average living room or office

  60       Average conversational speech

  70       Normal piano music, a small orchestra

  80       Typical home stereo listening level; a busy street; telephone dial tone

  90       Heavy truck traffic; train whistle 500 feet away.  Prolonged exposure

           can cause hearing loss

 100       A subway; most musical instruments are in the 85-115 dB range

 110       Typical power tools; lawnmower

 120       Amplifier at full volume; planes on an airport runway; a cymbal crash;

           a jackhammer.  At this level, sound becomes physically painful.  

 130       Threshold of pain for humans; pneumatic riveter

 140       Loud rock concert. Short term exposure can cause hearing loss due to

            eardrum rupture.            

 150       Drums or trumpets played at full volume 5-6 inches away

 160       A jet engine (close up)

 165       Air begins to heat up due to compression

 180       Hearing tissue is killed

 194       Loudest non-distorted sound possible; above this, sound waves act like

            shock waves

 200       Epicenter of a 1.0 earthquake.  This level of sound can kill a human.

 212       Sonic boom from jet

 220       Saturn V Rocket launch

 230       Epicenter of a 4.0 earthquake

 240       F5 tornado

 250       Thunderclap

 257       A 1 megaton nuclear bomb

 286       Mount St. Helens 1980 explosion

 302       Tunguska event (estimated)



     Ultrasound (or ultrasonics; sound that is higher in frequency than 20 kHz) is used for a wide variety of applications. Ultrasound sensors can reveal a wide range of medical problems without the need for invasive surgery, and can help track the progress of pregnancies. Sonar uses some ultrasound, which allows for very precise close-up measurements of range but doesn't work as well as audible sound over long distances. Ultrasonics can clean jewelry, lenses, and the like, be used to find flaws in industrial materials, help to speed up or initiate certain chemical processes, humidify the air and administer inhaled medications (via nebulization), and can disintegrate cells and bacteria (for example, ultrasound is sometimes used to sterilize sewage).

     In game terms, characters with the ultra-hearing super-sense (usually defined as belonging to the Hearing Group) can perceive the full range of ultrasound. Even though normal humans can't hear it, ultrasound can still affect the mind (the "hypersonic effect").


     Infrasound (or infrasonics; sound that is lower in frequency than 20 Hz) also has many uses. Seismographs use this range of sound to detect earthquakes. (Infrasound can also result naturally from volcanoes, meteors, tornadoes, waves, and avalanches.) Because nuclear and chemical explosions can generate infrasound, agencies who monitor for such things use infrasonic detection devices.

     Many animals have the ability to perceive infrasound on some level. Because they can sense the advancing infrasonic wave from an impending disaster (like an earthquake or tidal wave), they know to flee the area long before humans are aware of any problem. Some animals (including whales, giraffes, elephants, rhinoceri, alligators, and hippopotami) use infrasound to communicate -- infrasound can cover long distances and travel around obstacles with relatively little dissipation.

     Experiments have shown that exposure to infrasound can induce feeling of anxiety, uneasiness, extreme sorrow, nervous feelings of revulsion or fear, as well as chills down the spine and feelings of pressure on the chest. (Some older reports go so far as to claim infrasound can induce nausea and vomiting -- the "Brown Note" -- though modern experts question this, primarily because air is a poor conductor of low-frequency sound.) Some scientists suggest that ambient infrasound may explain some hauntings or similar "supernatural" phenomena -- in addition to the feelings mention previously, infrasonic sounds at the proper frequency (around 18-19 Hz) can cause the human eyeball to resonate, generating visual distortions (such as seeing indistinct blobs out of the corner of one's eye).

     In game terms, the ultra-hearing super-sense allows characters to perceive the full range of infrasound.

Sonic Weapons

     Researchers have experimented with the use of sound as a weapon. The most blatant and crude sonic weapons simply use intensely loud audible sound to rupture victims' eardrums, cause pain, or possibly induce vertigo, but many more sophisticated or less obvious uses might be possible:

  • infrasonic shock waves can knock people over and injure them
  • infrasonic sound can cause feelings of mild nervousness and discomfort (and possibly nausea) in groups, making it easy to disperse crowds nonviolently
  • high-decibel ultrasound can cause headaches, feelings of nausea, confusion, vertigo, and similar symptoms with no visible cause
  • infrasound in sufficient volume can shake buildings and rupture internal organs in some cases
  • infrasound can vibrate the eyeballs, causing distortion of vision

     Some sonic weapons are designed for direct, offensive use, while others are more passive/defensive. For example, a "sonic barrier" might keep people out of secured areas by making them feel sick and dizzy when they try to cross it. Some sonic weapons can even penetrate buildings to affect the occupants (in M&M terms, they're Indirect).

     Sound requires a medium to propagate through -- typically air or water, but it could be a solid substance, an acid, or the like. Thus, in the vacuum of space, Sonic powers generally don't work. This could be represented with a Power Loss (Does Not Work In A Vacuum) Drawback (which is really a shorthand way of saying "doesn't work in any situation where there's no medium for sound waves to propagate through"). However, since FC PbP's adventures are mostly on Earth, in urban areas, characters are rarely exposed to vacuum or similar situations, so such a limitation is treated as a Complication.

     The speed of sound depends on the medium the waves pass through, and is a fundamental property of the material. In general, the speed of sound is proportional to the square root of the ratio of the stiffness of the medium to its density. Those physical properties and the speed of sound change with ambient conditions. For example, the speed of sound in gases depends on temperature. In 20 oC (68 oF) air at the sea level, the speed of sound is approximately 343 m/s (1,230 km/h, or 767 mph). In fresh water, also at 20 oC, the speed of sound is approximately 1,482 m/s (5,335 km/h, or 3,315 mph). In steel, the speed of sound is about 5,960 m/s (21,460 km/h, or 13,330 mph).

     Related to this is Mach number, the speed of an object moving through air (or any other fluid substance) divided by the speed of sound as it is in that substance for its particular physical conditions (including those of temperature and pressure). Subsonic speeds are anything below Mach 1.0, Mach 1 is sonic, and Mach 0.8-1.2 is called transonic. Mach 1.2-5 is supersonic, and Mach 5-10 is hypersonic; anything above Mach 10 is high-hypersonic. Most modern fighter aircraft are supersonic, but there have been supersonic passenger aircraft; most modern firearm bullets are supersonic, with rifle projectiles often travelling at speeds approaching and in some cases largely exceeding Mach 3.

     A sonic boom is the sound associated with the shock waves created by the supersonic flight of an aircraft. Sonic booms generate enormous amounts of sound energy, sounding much like an explosion. (The crack of a bullet passing overhead at supersonic speeds is an example of a sonic boom in miniature, as is the crack of a bullwhip.) When an object passes through the air, it creates a series of pressure waves in front of it and behind it, similar to the bow and stern waves created by a boat in water. These waves travel at the speed of sound, and as the speed of the object increases, the waves are forced together/compressed, eventually merging into a single shock wave at the speed of sound. In smooth flight, the shock wave starts at the nose of the aircraft and ends at the tail; because directions around the aircraft's direction of travel are equivalent, the shock forms a Mach cone behind the craft, with the aircraft at its tip. There is a rise in pressure at the nose, decreasing steadily to a negative pressure at the tail, followed by a sudden return to normal pressure after the object passes; this "overpressure profile" is known as an N-wave because of its shape. The "boom" is experienced when there is a sudden change in pressure, so the N-wave causes two booms, one when the initial pressure rise from the nose hits, and another when the tail passes and the pressure suddenly returns to normal, leading to a distinctive "double boom" from supersonic aircraft. An observer hears the boom when the shock wave, on the edges of the cone, crosses their location. Since the boom is being generated continually as long as the aircraft is supersonic, it fills out a narrow path on the ground following the aircraft's flight path, like an unrolling red carpet, and hence known as the "boom carpet."

     An acoustic shadow is an area through which sound waves fail to propagate, due to topographical obstructions absorbing the sound or disruption or refraction of the waves via warm or rapidly moving layers/pockets of air; it is to sound what a mirage is to light. For example, at the Battle of Iuka, a northerly wind prevented General Ulysses S. Grant from hearing the sounds of battle (a mere six miles away) and so he kept his two divisions of Union soldiers out of the battle. Many other instances of acoustic shadowing were prevalent during the American Civil War, including the Battles of Seven Pines, Gaines' Mill, Perryville and Five Forks; persons nearby would see the smoke and flashes of light but not the corresponding roar of battle, while those in more distant locations would hear the sounds distinctly yet see nothing.


Related Abilities

  • Thermal: Thermoacoustics, a relatively new field of science and engineering, is about the interaction between thermodynamic and acoustic phenomena. (Per the Ideal Gas Law, a change in pressure or volume will cause a change in the temperature of a gas, and vice versa.) Thermoacoustic engines (sometimes called "TA engines") are thermoacoustic devices which use high-amplitude sound waves to pump heat from one place to another, or conversely use a heat difference to induce high-amplitude sound waves; a certain ice cream manufacturer has invested heavily into thermoacoustic coolers as they have fewer moving parts and do not use toxic refrigerant chemicals.
  • Vibration: Since sonics involve vibrations, it's possible that a Sonic attack could be particularly "harmonious" (or disharmonious) with a Vibration defense, making it more (or less) effective; the same could apply in reverse.


Sonic and Other Descriptors

  • Silence: Silence/Auditory Obscures are totally impenetrable to hearing, and thus to sound. Characters can't hear into, out of, or through it, sound generated inside it by Illusions or other sources cannot be heard at all, a Dazzle that affects hearing can't penetrate it, and so forth. However, that doesn't mean Silence/Obscure stops all powers with a Sonic descriptor; just because it blocks ordinary sounds doesn't convert it into a "Drain/Nullify/stop all Sonic powers" ability. A Sonic attack, such as a Blast, will penetrate an Auditory Obscure to affect a target inside it. The GM can rule otherwise if desired, but Silence is not an absolute defense to Sonic powers (particularly those that can cause physical damage). Similarly, just putting something sound-muffling -- headphones, earmuffs, plugging ears with wax or cotton, or so on -- does not automatically stop a Sonic power. That could easily constitute shielding one's ears from a Sonic Sensory power (like an Auditory Dazzle), but if a Sonic attack has physical effects and can cause actual injury, it's not going to be stopped just because ordinary sound can't pass through some obstacle; damaging Sound is a far cry from normal sound. On the other hand, just because a defense is transparent to sound doesn't mean it offers no protection against Sonic attacks. Most Force Fields are not sound-muffling, but they still stop Sonic Damage attacks.
  • Water: Sonic powers are particularly effective underwater; water conducts sound well (in fact, sound travels about 4.5 times faster in water than in air), so Sonic powers become more effective beneath the waves.





Feedback: You can generate feedback, distortion, and opposing harmonics that distort, cancel out, and ruin other sounds. The effect is often temporary -- especially if whoever or whatever generated the opposing effect can easily create another sound -- but you can use this ability defensively to block (i.e., counter) incoming attacks if you times it right.

Nullify (any one sonic effect at a time) [1pp/rank]

Variant: Extreme Feedback: Your feedback and counterharmonics are so strong they can potentially nullify all sonic powers at once.

Nullify (all sonic effects simultaneously) [2pp/rank]


Infrasonic Dread: You can emit an infrasonic pulse that makes the target feel edgy, nervous, even fearful.

Drain Charisma (Extra: Range [Ranged]) [2pp/rank]


Paralyzing Roar: You can mimic the infrasonic roar of a tiger to paralyze your foes.

Paralyze (Extra: Area [Cone, General]) [3p/rank]


Psychoacoustics: You can generate infrasonic waves that can cause intense feelings of fear, anxiety, dread, unease, revulsion, sorrow, and nervousness.

The somewhat limited range of emotions isn't sufficient for a power flaw; it's just in-line with the power's descriptors.

Emotion Control [1pp/rank]


Quiet Zone: Your control of sound allows you to cancel out all sound within a certain radius. In that area, no one can speak, play music, or otherwise generate sound, nor can they hear sounds created outside the area.

Obscure (auditory) [1pp/rank]

Variant: Personal Quiet Zone: You can create a zone of silence only around yourself, though you remains able to hear.

Add Immunity 1 (own powers) [+1PP] and the Range [Touch] flaw [-1pp/rank; 1pp/2 ranks total]

Variant: The Sounds of Silence: You control sound so precisely that you can hear sounds from within or without the zone.

Add Immunity 1 (own powers) [+1PP]

Variant: This Is Not Bat Country: You can cancel out ultrasonic sounds, making the echolocation abilities of bats (and certain metahumans) useless, without interfering with regular sounds.

Obscure (auditory; Flaw: Limited to One Sense [ultrasonics]) [1pp/2 ranks]

Variant: What Did You Say?: Instead of creating a zone in which sound cannot propagate at all, you create a zone that interferes with the transmission of sound, making it difficult (but not impossible) for anyone inside the zone to hear.

add Limited [partial concealment] flaw [-1pp/rank; 1pp/2 ranks total]


Shriek: You can project a beam of sound so loud that it temporarily deafens whomever it hits.

Dazzle Auditory [1pp/rank]

Variant: Deafening the Crowd I: Your shriek can deafen multiple people in the chosen area.

add Area [burst, General] extra. [+1pp/rank; 2pp/rank total]

Variant: Deafening the Crowd II: Your shriek can deafen multiple people before you.

add Area [Cone, General] extra and Range [touch] flaw. [+0pp/rank; 1pp/rank total]


Siren Song: You can create sounds so haunting, they are hypnotic. You delivers your orders to the victim by words in the sounds (singing or the like).

Mind Control (Flaw: Sense-Dependent [auditory]) [1pp/rank]

Variant: Group Song: Anyone in earshot can be swayed by your words.

add Area [burst] extra. [+1pp/rank; 2pp/rank total]


Solid Sound: You have the ability to create constructs out of soundwaves so densely packed that they're effectively solid. If you create chains or a wall of sound, it can stop people from moving; if you creates a sound-tiger, it can hurt people with its sound-claws. The only restriction on the power is that you cannot create sound-constructs in areas where sound cannot propagate (such as vacuums), or have them move through such areas.

Create Object [2pp/rank]


Summon [2pp/rank]


Sonic Blast: You can project a beam of focused sound capable of inflicting serious damage.

Blast [2pp/rank]

Variant: Deafening Blast: You blast not only inflicts damage, it temporarily deafens the target.

add Linked Dazzle Auditory (Extra: Linked [blast]) [+1pp/rank; 2pp/rank total]

Variant: Shattering Blast: Your power works especially well against rigid, nonliving matter, such as glass, walls, and metal armor (as worn by people or as makes up the skin of robots).

add Linked Drain Toughness (Extras: Affects Objects, Range [Ranged]; Flaws: Limited [rigid objects & constructs only]) [+2pp/rank; 4pp/rank total]

Variant: Sonic Bomb: Your Sonic Blast affects everyone in a large area, though the effect diminishes away from the center.

add Explosion extra [+1pp/rank; 3pp/rank total]

Variant: Vertigo Blast I: You blast not only inflicts damage, it temporarily dizzies the target.

add Linked Drain Dexterity (Extras: Linked [blast], Range [Ranged]) [+2pp/rank; 4pp/rank total]

Variant: Vertigo Blast II: You blast not only inflicts damage, it temporarily dizzies the target.

add Linked Nauseate (Extras: Linked [blast], Range [Ranged]) [+3pp/rank; 5pp/rank total]


Sonic Cone: You can project a cone of focused sound, immediately in front of you, capable of inflicting serious damage.

Strike (Extra: Area [Cone, General]) [2pp/rank]


Sonic Discomfiture: You emit a combination of sound that induces feelings of nausea and sickness. After sufficient exposure, targets may vomit, lose control of their bowels, or suffer similarly unpleasant physical effects.

Nauseate (Extras: Range [Ranged]) [3pp/rank]


Sound Manipulation: You can create fictitious sounds -- a conversation taking place where there's no one, footfalls approaching from behind, or whatever else you want. Since this power has range, it allows you to become a superb "ventriloquist" -- you can generate any kind of sound you want at a distance without moving your lips at all.

Illusion (auditory) [1pp/rank]


Stunning Sound: You can project a beam of focused sound that does not damage, but rather causes dizziness, disorientation, and even unconsciousness.

Stun (Extra: Range [Ranged]) [3pp/rank]





Body of Sound: You can convert your body to pure sound so that you can pass through any physical object that's not soundproof.

Insubstantial 4 (incorporeal; affected by sonic and vibratory attack) [20PP]


Silent Self: You use you control over sound to make you movements absolutely silent. However, you can only negate sounds in the normal auditory range -- infrasonic and ultrasonic sensors can still detect you.

Concealment 1 (normal auditory) [2PP]

Variant: Silent Self, Improved: You can cancel out those pesky infrasonic and ultrasonic sounds, too

Concealment 2 (all auditory) [4PP]


Sonic Immunity: Thanks to your control over sound, you reflexively negates most of the effect from any sonic attack made against you.

Immunity 10 (sonic effects; Flaw: Limited [1/2 effect]) [5PP]


Sonic Screen: You can create a screen or shield of intensely-focused sound waves to protect your body. The compact sound waves disrupt energy attacks, and either disintegrate or deflect physical attacks.

Force Field [1pp/rank]





Riding the Soundwaves: You can use focused sound waves to propel yourself through the air, either by generating 'sonic construct' wings or a platforms (which may call for the Platform Flaw), or by simple sonic levitation.

Flight [2pp/rank]


Soundwave Travel: You can transform yourself into pure sound and travel near-instantaneously to a location. You cannot travel to or through areas where soundwaves cannot propagate, such as vacuums.

Teleport [2pp/rank]





Augmented Hearing: Your control over sound allows you to enhance his ability to hear.

You may buy one, some, or all of the abilities listed below.

Combat Hearing: Super-Senses 2 (accurate 2 for normal hearing) [2PP]

Parabolic Hearing: Super-Senses 1 (extended for normal hearing) [1PP]

Ultrasonic Hearing: Super-Senses 1 (ultra-hearing) [1PP]


Diagnostic Sonography: Like a medical ultrasound, you can see inside people by generating an ultrasonic tone, and interpreting the echoes as visual images. There are limits -- you have difficulty seeing through bones, pockets of gas (as in the lungs or intestines), and large amounts of fatty tissue, and you must be touching the patient because air between you & them can disrupt the scan -- but the technique is far safer than that freak with the x-ray-emitting, cancer-causing eyes!

Super-Senses 4 (vision penetrates concealment; Flaw: Limited [see above]) [2PP]


Echolocation: Like bats, dolphins, whales, and certain shrews and cave-dwelling birds, you can send an ultrasonic call out to the environment and listen to the echoes of those calls that return from various objects in the environment, which you can use to locate, range, and identify the objects.

Super-Senses 3 (ultra-hearing; Enhancement: accurate 2) [3PP]


Far Hearing: You can "bend" sound waves, causing sounds too distant for you to hear to reach your ears.

ESP (auditory) [1pp/rank]



Secret Speech: You can broadcast messages in infrasonic or ultrasonic tones (choose one when you take the power), inaudible to humans but detectable by certain animals, sensors, and super-senses (ultra-hearing).

Communication (ultrasonic or infrasonic beam) [1pp/rank]





Sonic Fire Extinguisher: The good people at DARPA have figured out a way to extinguish fires with sound waves -- using an acoustic field to shake the fuel, thus disrupting its surface, and using sound waves to increase the speed of the air in the area, thus thinning it out and disrupting combustion -- and so can you!

Nullify Fire Effect (all simultaneously) [2PP/rank]


Sonic Skillfulness: You can use his ability to manipulate sonic energy to improve your ability to perform tasks. Bluff, Diplomacy and Intimidate can often benefit (making your voice more impressive or soothing), as can Disable Device (manipulating parts inside mechanical looks with subtle sonic vibrations, masking characters from sound monitors and sonic-based motion detectors), Craft Skills (manipulating parts, ultrasonic/resonance scans, sonocatalysis), and even Medicine (imaging, soothing white noise).

Assorted Skills or Enhanced Skills [1pp/4 ranks]


Edited by Dr Archeville
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  • 1 month later...

Science!: Time Powers

Related image

Comics Examples: The Doctor, Epoch the Lord of Time, Hiro Nakamura, Immortus, Kang the Conqueror, Professor Zoom/Reverse Flash, Waverider

FC Examples: Dr. Tomorrow, Downtime, the Tick-Tock Doc, the Time Keepers. Zephyr. AA's Temporal Conqueror.

Tropes: Time Travel and Time Travel Tropes


Wikipedia said:
     Time is a part of the measuring system used to sequence events, to compare the durations of events and the intervals between them, and to quantify rates of change such as the motions of objects. The temporal position of events with respect to the transitory present is continually changing; future events become present, then pass further and further into the past. Time has been a major subject of religion, philosophy, and science, but defining it in a non-controversial manner applicable to all fields of study has consistently eluded the greatest scholars. A simple definition states that "time is what clocks measure".

     Time is one of the seven fundamental physical quantities in the International System of Units. Time is used to define other quantities -- such as velocity -- so defining time in terms of such quantities would result in circularity of definition. An operational definition of time, wherein one says that observing a certain number of repetitions of one or another standard cyclical event (such as the passage of a free-swinging pendulum) constitutes one standard unit (such as the second), is highly useful in the conduct of both advanced experiments and everyday affairs of life. The operational definition leaves aside the question whether there is something called time (apart from the counting activity just mentioned) that flows and that can be measured. Investigations of a single continuum called spacetime bring questions about space into questions about time, questions that have their roots in the works of early students of natural philosophy.

     The international unit of time, the second, was defined as 1/86,400th of a day (one solar day divided into 24 hours, each divided into 60 minutes, each divided into 60 seconds; 1 / [24x60x60]). Since 1967, it has been defined as "the duration of 9,192,631,770 periods of the radiation corresponding to the transition between the two hyperfine levels of the ground state of the caesium-133 (133Cs) atom at rest at a temperature of 0 K."

     Temporal measurement has occupied scientists and technologists, and was a prime motivation in navigation and astronomy. Periodic events and periodic motion have long served as standards for units of time; examples include the apparent motion of the sun across the sky, the phases of the moon, the swing of a pendulum, and the beat of a heart. Time is also of significant social importance, having economic value ("time is money") as well as personal value (due to an awareness of the limited time in each day and in human life spans).


"Time... is what keeps everything from happening at once."

- Ray Cummings, later repeated by C. J. Overbeck and John Archibald Wheeler.


"Time is the fire in which we burn."

-Tolian Soran (quoting Delmore Schwartz), Star Trek: Generations


"Time begins and then Time ends

and then Time begins once again.

It is happening now,

it has happened before,

it will surely happen again."

- from the LEXX episode, "Brigadoom"


Einstein: Time.

[Crichton looks confused]

Einstein: Time.

John Crichton: 's up.

Einstein: Time.

John Crichton: Flies.

[Einstein begins walking towards Crichton]

Einstein: Time.

John Crichton: Bandits.

Einstein: Time.

John Crichton: Wounds all heals.

Einstein: Time.

John Crichton: [sings] Rosemary and...

Einstein: Time.

John Crichton: Stop!

[Crichton shoots Einstein with his pulse pistol, but the energy bolt stops in midair.]

Einstein: Time.

[Einstein turns, walks away]

Crichton: You either stop pointing guns at people are get a bigger gun.

Einstein: Time is.

Crichton: Infinite... Relative.

[Einstein turns back to Crichton]

Einstein: You are quite a simple organism to possess the knowledge you do.

Crichton: You only say that because you don't know me.

Einstein: Time is meaningless and yet it is all that exists.

-from the Farscape episode, "Unrealized Reality"


People don't understand time. It's not what you think it is. … People assume that time is a strict progression of cause to effect... but actually, from a non-linear, non-subjective viewpoint, it's more like a big ball of wibbly-wobbly... timey-wimey... stuff.

- The Tenth Doctor, in the Doctor Who episode "Blink"


"All this has happened before, and it will happen again... again... again... again... again... again... again... again... again..."

-The first Hybrid, Battlestar Galactica (2003) episode/movie "Razor"


Virtual Six: All of this has happened before.

Virtual Baltar: But the question remains, does all of this have to happen again?

Virtual Six: This time I bet no.

Virtual Baltar: [stops] You know, I've never known you to play the optimist. Why the change of heart?

Virtual Six: Mathematics. Law of averages. Let a complex system repeat itself long enough and eventually something surprising might occur.

- From the Battlestar Galactica (2003) episode, "Daybreak, Part 2"


     As with gravity, modeling Time in game terms can prove tricky due to the fundamental and absolute nature of time as a force. If they affect a character, they do so to an extreme degree -- either normal time applies to him, or it doesn't.

     Two contrasting viewpoints on time divide many prominent philosophers. One view is that time is part of the fundamental structure of the universe, a dimension in which events occur in sequence. Sir Isaac Newton subscribed to this realist view, and hence it is sometimes referred to as Newtonian time. Time travel, in this view, becomes a possibility as other "times" persist like frames of a film strip, spread out across the time line advancing from the past to the future.

     The opposing view is that time does not refer to any kind of "container" that events and objects "move through", nor to any entity that "flows", but that it is instead part of a fundamental intellectual structure (together with space and number) within which humans sequence and compare events. This second view, in the tradition of Gottfried Leibniz and Immanuel Kant, holds that time is neither an event nor a thing, and thus is not itself measurable nor can it be traveled.

     But where's the fun in that?


Time Travel

"I warned you that time travel is for immortals and fools. I'm the only immortal hereabouts. You do the math."

- Professor Paradox to Gwen Tennyson, after she tried (and botched) an attempt to go to the past to set right what once went wrong, in the Ben 10: Alien Force episode "Time Heals"

     The theories behind time travel vary on the flexibility of the past. Two theories stress the immutability of the timestream. The first theory -- Predestination Paradox or Causality Loop -- states that all events are fixed; if you travel into the past, you are destined to perform those actions or some unknown force either prevents or negates your actions. (Doktor Archeville goes back in time, winding up in the distant past, saving a village from being overrun by Deep Ones but also causing his ancestor to become infused with pseudonatural traits which lead to his descendant -- Viktor -- being smart enough to invent a time travel machine. See also the Futurama episode "Roswell That Ends Well," or any episode of Quantum Leap.) The second theory -- Many Worlds Interpretation -- states that the traveler actually travels to an alternate timeline that closely resembles the desired segment of the past. By changing this timeline, the hero cuts himself loose from his original timeline and is now linked to the one he has created. (Thomas Morgen goes back in time to try and stop the Nazis who have dominated his world, and does so with the aid of many costumed heroes from that era. But when he returns to his present he finds nothing has changed. He realizes he did not travel to Erde's past, he had traveled to Earth-Prime's past; he takes some comfort knowing he saved one world from Nazi domination.)

     The third theory -- 'Flexible Time' -- states that there is only one timestream but it can be completely changed at any point when a traveler from the future alters a part of the past. Villains and well-meaning but misguided types tend to believe the third theory; this is a false belief since the structure of the Freedom City multiverse follows the first and second theories.

     Refs are fully entitled to mangle the plans of any characters who intend to alter the timestream. After all, the players are going to create a lot of paperwork for the Refs if they succeed.


Related Abilities

  • Cold/Ice Powers: Slowing down molecular and atomic motion can allow chronomanipulator to mimic the effects of various cold/ice powers. Similarly...
  • Fire/Heat Powers: ... speeding up molecular and atomic motion can be used to mimic some fire/heat powers.
  • Precognitive Powers: Various precogntive abilities (such as the ones seen in angrydurf's thread here) can be done with Time Control.
  • Speedster Powers: As both Downtime and Zephyr have shown, many of the abilities of a classic Speedster can be done with Time Control.


Time and Other Descriptors

  • Chaos/Entropy/Terminus: It's said that in the long term, Chaos/Entropy wins out over everything and the Termnius devours all; all things decay and dissolve. But Time defenses tend to involve very long periods of time, or manipulation of time in ways that thwart Chaos. Chaos/Entropy attacks may be less effective against Time defenses.
  • Gravity: Since Gravity can distort spacetime, the intense gravitic fluctuations caused by Gravity powers may weaken Time attacks and defenses.





Age Manipulation: You can advance a person backward or forward through time, making him into a younger or older version of themselves. This may cause related changes as well; for example, a metahuman whose powers manifested during puberty loses those powers if he's regressed to age 5, and a person aged to the point of senility probably loses most (if not all) of their abilities.

Transform (anything into older/younger/newer version of itself [4/rank]; Extra: Duration [Continuous]) [5pp/rank]


Decrepitude: With a touch, you can rapidly accelerate a target's age -- possibly aging them to death! -- though they slowly return to their original age (assuming they do not die from it).

Drain All Ability Scores (PFs: Precise, Slow Fade [1 per Minute]) [2PP + 3pp/rank]


No Sleep 'Till Brooklyn: You rapidly accelerates the target through time for a day or more, until the target is too sleepy to stay awake.

Stun (Extra: Range [Ranged]) [3pp/rank]


Slow Time Bubble: You can put another person in a bubble of slow time, thus making the subject look and act as if he is moving in "slow motion" while the rest of the world moves at normal speed.

Paralyze (Extra: Range [Ranged]; Flaw: Slow Only) [2pp/rank]

Variant: Stop Time Bubble: You don't just slow targets down, you stop them completely!

remove Slow Only flaw. [+1pp/rank; 3pp/rank total]


Stand There While I Hit You: You speed up time around yourself so you can punch a target dozens, hundreds, or even thousands of times in a split-second. From your perspective, it's as if the target has stopped moving and can't do anything but stand there and take it.

Strike 0 (Extra: add Autofire to unarmed Str damage) [1p/point of Str modifier]


Temporal Acceleration: You accelerate a person through time so rapidly the victim ages, withers, and eventually dies/collapses.

Blast (Extra: Duration [Concentration]; Flaw: Limited [not vs. targets with Immunity to Aging, or dimensional or temporal manipulation powers]) [2pp/rank]


Temporal Ambush: You stop time throughout reality, put a big physical object (like a rock) over his target's head, slightly redirect an attack or moving object, or otherwise puts your target in harm's way. Then you return to where you were standing and start time again. The rock falls (or the like), hurting the target. To the target and everyone else, it's as if the rock appeared out of nowhere to fall on him!

Blast (PFs: Indirect 3, Variable Descriptor [anything readily available]) [5PP + 2pp/rank]


Temporal Disharmony: You "jerk" the target backward and forward through time, stressing their systems.

Blast [2pp/rank]





Dorian Gray'd: You've used your time manipulation powers to take a 'snapshot' of yourself at some physical prime. Whenever something happens to you to change you from this 'saved image,' your temporal powers work to rewind the events and restore you to your uninjured state.

Assorted Immunities [cost varies] and Regeneration [1p/rank]


Forewarned is Foredefended: You glance forward in time a second or two to see what's going to happen. This gives you a good chance of avoiding any attacks made against you.

Shield [1pp/rank]


Gone Out For Food: You stop time throughout reality, walks to whatever restaurant you feel like eating at, start time in that one area so you can get something to eat, then reverses time and walks back to where you were.

Immunity 1 (starvation and thirst) [1PP]

Variant: Food For All: You can bring food back to your friends, keeping it in a stop time bubble so it remains fresh. ("Hey, great burgers, where'd you get 'em?" "California, 1967. These are some of the first Big Macs.")

add Affects Others (Others + Self) and Progression 2 (up to 5 others) [4PP]


Outside of Time: Your chronal powers essentially place you "outside" the time-stream, making you ageless.

Immunity 1 (aging) [1PP]


Temporally Anchored: You are a fixed point in the space-time continuum, making you immune to changes in history. You recall the "true" version of historical events, even if no one else does.

Feature 1 (Temporal Inertia) [1PP]


Time Shift Field: You surround yourself with a time manipulation field and advance time within the field by a microsecond. The temporal barrier thus created provides protection against attacks. Only strong attacks can overwhelm the time differential horizon and injure you.

An alternate description is that you intercept incoming physical missiles and instantly age them until they disintegrate; energy blasts are 'aged' so they disperse harmlessly.

Force Field [1pp/rank]





Rapid Transit: You stop time throughout reality, walks up to 200 feet from where you started, and then start time again. (Although you do have to cross the intervening space, this is not taken as a Limitation because you have all the time you need to avoid any obstacles.) To others, you seem to have vanished from your starting point and reappeared instantly at your destination.

Teleport 2 (200 feet) [4PP]

Variant: Walkin' To Jerusalem: You stop time throughout reality, walks across Earth to get to wherever you want to go, and then re-start time. If you want to cross the ocean, you selectively reverse time around Earth until you reach the point where the continents are joined together, walks to where you want to be, and then fast-forwards time back to the present day.

Teleport 9 (900 feet/anywhere on Earth) [18PP]


Time Travel: You can travel through time, instantly reaching any date you desire. This power can cause significant problems in the game, and requires a lot of reasonable interpretation by the GM.

Super-Movement 3 (temporal 3 [any date in the history or the future]) [6PP]

Variant: Timegate: You can open up a portal through the time-stream that anyone can move through. People can travel either way through the portal, or fire attacks through it.

add the Portal Extra. [12PP]





Foresight: By maintaining a partial glimpse into the future of the immediate vicinity, you can perceive (and hopefully avoid) dangers before they occur.

Super-Senses 1 (danger sense [mental]) [1PP]


Look Around: You stop time around yourself just long enough to look around in all directions and see what's going on.

Super-Senses 2 (radius for all vision) [2PP]


Omnichronometer: Not only can you tell what time it is right now, you can tell what point in time you're at in the entire timestream, can keep track of the time between or until multiple events, and so on.

Super Senses 4 (Detect Time [mental; enhancements: acute, analytical, radius, ranged]) [4PP]


Quick Study: You put yourself in a bubble of accelerated time, allowing you to read and research much faster. This allows you to Take 20 on a Knowledge check in an instant (7.2 seconds, or a little over one round) instead of one hour, though you still require access to a Library to do so.

(Of course, anyone with Quickness 8 can do the same thing.)

Quickness 8 (x500; Flaw: Limited [Knowledge checks]) [4PP]


Timeview: Your ability to manipulate time allows you to "fast forward" or "replay" events in your mind's eye, thus giving you a crystal-clear view of the future and the past.

Super-Senses 8 (precognition, postcognition) [8PP]





All The Time In The World: You slow down the passage of time around yourself so that you can focus on the task at hand, performing it flawlessly even though, to the rest of the world, it looks like you did several minutes' worth of work in the blink of an eye.

In game terms, this power consists of the Fast Task Challenge feat (from Masterminds Manual), allowing you to reduce the time needed to complete a task without taking a penalty to the skill check/increasing the skill DC.

Enhanced Feats (Challenge [Fast Task {chosen skill/use}]) [1pp/rank]


Best Possible Future: With this power you can, whenever you choose, stop time for half a second, scan forward into the timestream to evaluate the possible futures branching out from your current point in time, and choose the best one for yourself -- thus making it more likely you'll succeed at tasks and actions you undertake.

Probability Control [4pp/rank]


Variable 1 (any feat [5/rank]; Extra: Action 3 [Reaction]; Flaw: Limited [second Chance feat only]) [7PP]


Fast Time Bubble: You can put yourself in a bubble of fast time, thus making it look and act as if you are moving in "fast forward" while the rest of the world moves at normal speed.

Quickness [1pp/rank]

Variant: Fast Time Touch: You can put someone else in a fast time bubble.

add Affects Others (Others Only) [no change]

Variant: Fast Time Field: You can make multiple people move faster.

add Affects Others (Others + Self) and Area (Burst) extras, and Progression [Area] 2 (25-ft. Burst) [2PP + 2pp more/rank; total 3pp/rank + 2pp]


Future Self: You can summon one of your future selves to assist yourself in the present day. When you no longer need help, you returns your future self to its normal time-frame. You cannot control exactly when your future self comes from, though it's far enough in the future that you will never be in a situation in which you reaches the future self's normal timeframe in your own timeframe.

Although highly useful, this power has two significant drawbacks (though both are Complications). First, from the point in time at which you begin to use the power, you are subject to suddenly vanishing without warning and re-appearing in your past to help your "past self." This could cause major problems if you vanish in the middle of a crisis, or during a date! Second, if one of your future selves is killed, you have just prematurely ended your own life. You yourself goes on living, but you know that one day you will "vanish" and never re-appear, because you were killed in the past.

Duplication [3pp/rank]


Rapid Healing: You place an injury in a bubble of "fast time" so that it heals in seconds.

Healing [2pp/rank]

Variant: Refresh: You place an injury in a bubble of reversed time, negating the damage so that it never happened.

add Persistent and Regrowth [+2pp]


Edited by Dr Archeville
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So here's where I'm thinking of taking Protectron, proud ambassador from Robonia (a land he did not make up)! Unlike Dok (who's mostly skill- and feat-based) and Dead Had (who has 'withstand anything' as his shtick), Protectron's going to be my heavy hitter, what with all his attacks & his Accurate/All-Out/Power Attack feats giving it a great deal of flexibility. And if need be, it can stunt a Blast 20 (Flaw: Action [Full]; PFs: Accurate 2 [+10 Attack]) {22/35} effect off its Energy Systems Array!

Of course, Protectron's not all about destruction -- quite the opposite! Which is why it has Create Object and Healing. (Since the Healing power can quickly defang any threats & drain threads of drama, though, I'll probably change the Healing to a Self-Only version, and leave Healing of Others to stunts.)

As is so often the case, there is much more I'd like to get for it. Beginner's Luck to help with the skills it lacks (like Diplomacy and Know [behavioral and Life Sciences] and Medicine and Sense Motive!), Benefit (Wealth) from valuables it synthesizes, Improved Throw (to better trip high-Str, low-Dex foes), and Luck (always useful). Increase the Action on his Anatomic Separation? (Reaction: Head pops off!) Super-Senses (Detect Technology 3 [radio])? Super-Senses 2 (Detect Weakness [Radio]; enhancement: analytical), like its good friend Caradoc?




Players Name: Dr Archeville

Characters Name: Protectron

Power Level: 12 (250/250PP)

Trade-Offs: -3 Defense/+3 Toughness

Unspent PP: 0


Disability (Protectron's mind is susceptible to effects that target the minds of living sapient beings as well as those that target the 'minds' of non-sentient machines)

Prejudice (Protectron is a robot, and one that simply appeared from out of nowhere. He is bound to face difficulties from others.)

Responsibility (Protectron must preserve all organic life!)

Abilities: 0 + 6 - 10 + 18 + 6 + 0 = 20pp

STR 35/16 (+12/+3); effective Str 60/21

DEX 16 (+3)

CON ---

INT 28 (+9)

WIS 16 (+3)

CHA 10 (+0)

Combat: 12 + 12 = 24pp

Initiative: +9

Attack: +6, +12 melee, +12 w/ Blasts & Snare

Grapple: +31; +16 without Enhanced Str

Defense: +9/+7 (+6 Base, +3/+1 Dodge), +3 Flat-Footed

Knockback: -14 in Super-Str mode, -14 vs. Energy, -8 vs. Physical otherwise

Saving Throws: 2 + 7 = 9pp

Toughness: +15 [imp 11/1] (+1 Density, +14 Protection) (Imp 11 in Super-Str mode; Imp 11 vs. Energy, Imp 1 vs. Physical otherwise)

Fortitude: ---

Reflex: +5 (+3 Dex, +2)

Will: +10 (+3 Wis, +7), half immunity to mental effects

Skills: 40r = 10pp

Computers 11 (+20)

Craft (electronic) 6 (+15)

Craft (mechanical) 6 (+15)

Craft (all others) 0 (+9)

Knowledge (technology) 6 (+15)

Knowledge (all others) 0 (+9)

Medicine 2 (+5)

Notice 7 (+10)

Sense Motive 2 (+5)

Feats: 18PP

Accurate Attack

All-Out Attack

Attack Focus (melee) 6

Dodge Focus

Eidetic Memory

Equipment 0 (+1 Veteran Reward)


Improved Grab

Improved Grapple

Improvised Tools


Jack of all Trades

Power Attack

Speed of Thought

5 EP contributed to The Lab

Powers: 1 + 2 + 12 + 10 + 10 + 5 + 40 + 1 + 12 + 1 + 35 + 5 + 14 + 5 + 2 + 5 + 13 = 175PP

Additional Limbs 2 (2 tiny robotic arms in the neck; Note: Sustained Duration; Flaw: Limited [only when Anatomical Separation is active]) [1PP]

Anatomic Separation 1 (head) [2PP]

Communications Systems 5.5 (11pp; PF: Alternate Power) [12PP]

BE: Communication 10 (radio, entire Earth + Moon; PF: Subtle) {11/11}

AP: Datalink 4 (radio, 1 mile; Extra: Area; PFs: Machine Control, Selective, Subtle) {11/11}

Comprehend 5 (electronics 2, languages 3 [read, speak, understand all]) [10PP]

Density 3 (+6 Str, +1 Impervious Toughness, Immovable 1, Super-Strength 1 [effective Str 21, hvy load 460 lbs.], x2 mass; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [10PP]

Device 1 (Cape, 5 points; Flaw: Easy to Lose 2; PFs: Restricted 2 [Only Protectron]) [5PP]

Enhanced Feats 5 (Dodge Focus 2, Luck 3) [5DP]

Energy Systems 17.5 (35 points; PFs: Alternate Power x5) [40PP]

BE: Enhanced Strength 19 (to 35/+12; Extra: Penetrating 3 [total 15]) {22} + Impervious Toughness 10 (structural support field; note: Sustained Active effect; Flaw: Limited [Only vs. Physical]) {5PP} + Super-Strength 4 (total Super-Str 5; total effective Str 60; Lt Load 16 tons, Med Load 32 tons, Hvy Load 50 tons, Max Load 100 tons) {8} {22+5+8=35/35}

AP: Blast 12 (assorted blasters; PFs: Accurate 3, Improved Aim, Improved Ranged Disarm, Indirect 2 [can fire beams from its hands, eyes, mouth, and the daka crystals in the center of its chest, on its shoulderpieces, and on its forehead], Precise 2, Split Attack, Variable Descriptor [any electromagnetic]) {35/35}

AP: Create Object 15 (replicators; Extra: Duration [Continuous]; Flaw: Action [Full]; PFs: Innate, Precise, Progression [15-30 5-ft. cubes], Subtle) {33/35}

AP: Dazzle Radio & Visual 11 (EM Flare; Extra: Area [110-ft. Cone, General]; Flaw: Range [Touch]) {33/35}

AP: Healing 6 (bio-enhancer/reconstructive nanites; Extras: Affects Objects, Restoration, Total; PF: Regrowth) {31/35}

AP: Snare 12 (tangle cables; PFs: Accurate 3, Improved Critical 2, Precise 2, Reversible, Tether) {33/35}

Feature 1 (Temporal Inertia) [1PP]

Flight 6 (500 mph / 5,000 feet Move action) [12PP]

+ Enhanced Flight 2 (to Flight 8 [2,500 mph / 25,000 feet per Move action]; Flaw: Limited [Detached Head only]) [1PP]

Immunity 40 (Fortitude effects, mental effects; Flaw: Limited [1/2 Effect] for mental effects) [35PP]

Impervious Toughness 10 (energy absorption; Flaw: Limited [only vs. Energy]) [5PP]

Protection 14 [14PP]

Quickness 5 (x50) [5PP]

+ Enhanced Quickness 4 (total Quickness 9 [x1,000]; Flaw: Limited [Mental Only]) [2PP]

Regeneration 5 (+0 Recovery Bonus) [5PP]

Super-Senses 13 (accurate 2 for ultra-hearing [sonar], extended for all vision [2]; infravision, microscopic vision 2, radar [radio; enhancement: accurate] [3], radio, ultra-hearing, ultravision) [13PP]

Drawbacks: 3 + 3 = 6pp

Vulnerability (Gravitics, Frequency: Uncommon, Intensity: Major [x2] [-3PP]

Vulnerability (Magnetism, Frequency: Uncommon, Intensity: Major [x2] [-3PP]

DC Block:


ATTACK      RANGE     SAVE                          EFFECT

Unarmed     Touch     DC 18/27 Toughness (Staged)   Damage

Blast       Ranged    DC 27 (Staged)                Damage

Dazzle      Touch     DC 21 Ref                     Blinded; Area Cone

                      DC 21 Fort                    Blinded

Snare       Ranged    DC 22 Ref (Staged)            Snare; crit 18-20

Abilities (20) + Combat (24) + Saving Throws (9) + Skills (10) + Feats (18) + Powers (175) - Drawbacks (6) = 250/250 Power Points (0 left)



Power Stunts for Energy Systems

  • Blast 7 (micro-missile spray; Extras: Area [35-ft. Burst or 70-ft. Cone, Targeted], Selective Attack; PFs: Accurate 5 [+16 to hit], Variable Descriptor) {34/35}
  • Blast 10 (micro-missile spray; Extras: Area [50-ft. Burst or 100-ft. Cone, Targeted], Selective Attack; Flaw: Action [Full]; PFs: Accurate 3 [+12 to hit], Variable Descriptor) {35/35}
  • Blast 11 (assorted micro-rockets & mini-missiles; Extra: Area [55-ft. Burst, General]; PFs: Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]) {34/35}
  • Blast 12 (Attuned Blast; PFs: Accurate 3 [+12 to hit], Affects Insubstantial 2, Indirect 2, Precise, Split Attack, Variable Descriptor [any electromagnetic]) {34/35}
  • Blast 10 (Neural Agonizer; Extra: Alt Save [Will]; PFs: Accurate 3 [+12 to hit]) {33/35}
  • Blast 10 (Neutron Bolt; Extra: Alt Save [Fort]; PFs: Accurate 3 [+12 to hit]) {33/35}
  • Corrosion 11 (Destructive Nanites or Focused Energy; PF: Precise) {34/35}
  • Corrosion 11 (Unshielded Power Core; Extras: Area 2 [110-ft. Cone or Line, General]; Flaws: Action 2 [Full for Drain & Strike]) {33/35}
  • Create Object 20 (replicators; Extra: Continuous; Flaws: Action [Full], Permanent; PFs: Innate, Precise, Progression [15 10-ft. cubes], Subtle) {24/35}
  • Disintegration 10 (Unshielded Power Core; Extras: Secondary Effect 2 [for Blast & Drain]; Flaws: Action 2 [Full for Blast & Drain], Tiring 2 [Exhausted after use]; PFs: Accurate 3 [+12 to hit]) {34/35}
  • Drain Ability Scores 10 (Bio-Dissipator; any ability score, one at a time; Extra: Range [Ranged]; PFs: Accurate 3 [+12 to hit], Slow Fade) {34/35}
  • Snare 12 (tangle cables; Flaw: Unreliable [generates 5/hour]; PFs: Accurate 3, Improved Critical 2, Precise 2, Reversible, Tether) {21} + Trip 12 (Flaw: Unreliable [generates 5/hour]; PFs: Improved Trip) {7} {21+7=28/35}
  • Strike 11 (Electro-Touch; Extra: Linked [stun]) {11} plus Stun 11 (Electro-Touch; Extra: Linked ) {22} {11+22=33/35}
  • Strike 11 (Neutron Pulse; Extras: Alt Save [Fort], Area [55-ft. Burst, General]) {33/35}

(I could do Insubstantial 4 (incorporeal, affected by gravitic and magnetic; Extra: Duration [Continuous]; PF: Subtle) [25/35], but Protectron's supposed to be a Good!Ultron expy, not a Vision expy.)


Personal HQ for Protectron (within The Lab)

Location: An apartment-sized space somewhere between Levels 6 and 10 of The Lab

Appearance/Details: In what should be another personal living space for a member of The Lab is a stark facility. It is heated and cooled only to the extent necessary for the equipment within to work, not for the function of human visitors, though thermal shields insure no adjoining Lab spaces are unduly heated or cooled. Some areas contain toxic gases, which are either necessary for equipment to function or which are a waste product of the functioning of certain devices (which are not immediately vented away because they pose no threat to its robotic inhabitants), though no such gases escape into the rest of The Lab. Some areas are highly radioactive, since such energies pose no threat to Protectron, though there is shielding to prevent anyone outside the personal quarters from being irradiated. Many areas are quite dim by human standards, using infrared or ultraviolet light for illumination. The most frustrating "feature" for visitors is that nothing is labeled or listed, no signs giving directions or names to areas: the knowledge of where everything is, and what every button or switch does, is programmed into Protectron and any robot that needs to know it. Most of the computers do not even have keyboards or monitors (since Protectron can wirelessly interface with it, and other robots can plug in directly), and the few that do use unlabeled non-QWERTY keyboards and monitors that stream data in ways different from standard human computers.

Size: Diminutive (apartment-sized); Toughness: +15; Features: Communications, Computer, Fire Prevention System, Laboratory, Library, Personnel, Power System, Security System 3 (DC 30), Workshop. Cost: -2 + 2 + 11 = 11 EP (Equipment 2)


Protectron's Vehicle: Stealth Craft

There is one area of technology about which Protectron has some reservations: teleportation. Due to its susceptibility to gravitic and magnetic forces (and partly related to the 'blind spot' it has regarding chronal manipulation), Protectron is concerned that most forms of teleportation would cause damage to certain sensitive components. It thus avoids teleportation when possible, preferring instead to use a wedge-shaped stealth hovercraft.

Size: Gargantuan (military helicopter/private jet/fighter jet size), Strength 40, Defense 6, Toughness 11

Med load 2 tons, hvy load 3 tons, drag/pull 15 tons

Features [7P]

Alarm 3 (DC 30)



Navigation System

Remote Control

Powers [16 + 19 + 38 = 73P]

Concealment 8 (auditory, radio, and visual) [16P]

Flight 9 (5,000 mph / 50,000 feet per Move action; PF: Subtle) [19P]

Super-Senses 38 (Accurate 2, Analytical, and Extended 4 [100,000 ft. {18.9 miles} increment] on all Radio senses [14], Analytical, Extended 4 and Radius for all Visual senses [12]; communication link 2 [with The Lab and with Personal HQ] [radio] [2]; danger sense [radio] [1], direction sense [1], distance sense [1], infravision [1], low-light vision [1], radar [radio] [1], radio [1], time sense [1], ultravision [1], uncanny dodge [radio] [1]) [14+12+2+1+1+1+1+1+1+1+1+1+1 = 38P]

Cost: Size 3 + Str 0 + Toughness 0 + Features 7 + Powers 73 = 83 EP (Equipment 17)

Edited by Dr Archeville
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  • 2 weeks later...

Gygax-K-Isolate/Retro/Self-24: Nede


Gygax: Denotes a "sword-and-sorcery" "fantasy" world.

K: Inhabitants extremely hostile to visitors.

Isolate: A universe that is unaware of its position in the multiverse, and/or with no close sister universes

Retro: A universe where technology is substantially behind that of Prime, by choice or otherwise.

Self: A universe where Earth suffers from extreme self-inflicted damage.

24: This is the 24th such world discovered. (Also, the product number for TSR's Dark Sun materials started with 24.)


     Nede was once a lush and mighty world of fantastic magic and beasts, where dwarves and elves lived alongside humans and other sapients, with two moons (large, golden Guthay and small, mottled green Ral). But long centuries of ecological and magical abuses turned Nede's landscape to a savage and primal one, and unquenchable thirsts for power threaten to plunge the world into the Terminus. Now, Nede is a hellish world where water is more precious than gold, metals of all sorts are scarce, and the only things in abundance are heat, blood, and dust. And heroes -- those who seek to make the world a better place -- are as rare as steel.

     The world was not always as this. Once, endless seas covered it, dotted with marshes, swamps, and the occasional mountain ranges sprinkled with forests, all beneath an azure sun. In time a sapient race arose and created a mighty empire, not through the magic or psionics that would come to later define the world (though cleric and druids who worked 'divine' magic from the elements were known) but with biotechnology, at first taming and cross-breeding the myriad beasts of the world, and in time learning to engineer living beings from scratch. (These were not the first sapient race to arise on the planet; the Thri-Kreen mantis-men had been hunting for some time, but the two races mostly kept to themselves.) Cities grew on immense lily pads; their homes, their tools, their clothing was all grown. They knew much about life... but not everything. Attempts to improve the fecundity of the seas resulted in a new algal bloom, which quickly choked out all other life from it and turned the clear waters into murky sludge. Panic grew as all their attempts to stop it failed, until at last a mad plan was concocted, one that would irrevocably alter the face of the world: change the sun.

     Through advanced and highly experimental methods (developed in a research outpost which came to be known as the Pristine Tower), the First Ones changed their sun from blue to yellow, and under this hotter, brighter light, the brown plague was stopped. As the brown plague disappeared, so did portions of the sea, evaporated by the intense new sun, exposing vast swaths of dry land. The First Ones wished to explore and colonize these lands, and see what resources could be drawn from them, creating new beasts with which to explore and exploit these places. In time they turned their biomanipulations on themselves, altering their forms, either out of necessity or whim, into the myriad humanoid species. (Which race these progenitors most resembled beforehand -- whether they were humans who turned some of their number into dwarves and elves and giants and gnomes and goblins and orcs and reptile men and so on, or some other race that turned itself into humans and other species -- is unknown and perhaps unknowable, since each race claims theirs was the prime one, and all attempts at postcognitive views shows the First Ones as closely resembling the viewer's own species.) Psionics arose during this time, too, appearing at first through random mutation and later through intentional bioengineering, providing all manner of conveniences and setting a new high standard of life (for those able to master them, or at lease benefit from those who had mastered them).

     However, as unity of form was lost, unity of purpose was abandoned, and each new race crafted their own agendas, their own cultures and traditions; in time the old ways of their life-shaping progenitors was lost. Wars broke out, as they are wont to do, distant cousins fighting one another over resources or ideals. Great devastation was unleashed, and the few biotech centers still remembered were reactivated and used to birth terrible new monsters for the war efforts. Arcane Magic, too, was discovered, a new way to manipulate the forces of the world, in ways far broader than psionics or even clerical magic could, though its first manifestations were slow. These first practitioners learned to carefully gather energy from the environment and manipulate it for a variety of effects, but these were slow and time consuming. Time and practice lead to better and faster techniques, but few could match the speed of psionics.

     But as always, there were those who wanted greater power, and a faster means to it, and so it came to pass that Crimson Sorcery (also known as Defiling, due to its effect on the surroundings) was developed. By this technique, energy and matter and creatures could be taken directly from some other dimension, rather than slowly altering the existing ambient energies to suit one's needs. But there came with this a terrible price: the process of opening the brief-lived rifts to other dimensions (which glowed a hazy red, hence the practice's title) allowed entropic energies in, which hastened the decay of the caster's surroundings. Not all turned to this path of easier power -- some, calling themselves Green Warden (or Preservers), adhered to the older, safer ways, and tried to undo the ecological devastation their power-hungry counterparts wreaked.

     What no one knew is that these rifts are opening to the Terminus, and drawing in energy, matter and creatures from the worlds the Doom Coil devoured, in the process allowing some of the Terminus energies out, corrupting the land. But the Crimson Sorcerers did not care: it was a faster path to power, and that was all they needed to know. Massive ecological devastation followed as Crimson Sorcerers attained greater and greater power and waged wars of conquest... and genocide. A small cadre the most powerful Crimson Sorcerers took it upon themselves to purify the world by returning it to the ancient Progenitors, by murdering every 'deviant' and 'offshoot' race. Dozens of sapient races were wiped off the planet in these 'Cleansing Wars,' and in an attempt to boost their already considerable power these so-called "Champions of Purity" used the ancient tower (the one the Progenitors used to stem the algal tide) to siphon energy from their sun, turning it into a bloated, dark crimson sphere. In time these Sorcerers turned on each other, due either to falling too deep to paranoia or realizing the full horror of their actions and repenting at the eleventh hour. Many of these powerful Crimson Sorcerers were killed or imprisoned in a pocket dimension, and of the survivors, one was transformed into a mighty dragon to guard the prison, while the others went on to become Sorcerer-Kings, creating city-states from the ragtag survivors of their wars in which they would be worshiped as gods. The world is slowly being rebuilt, on the broken backs of countless slaves.

     Nede is far from safe, though. The Sorcerer-Kings and other Crimson Sorcerers continue to use their defiling, tainted magic, and their universe has already begun to slide into the Terminus. The Terminus energies they unknowingly (or uncaringly) bring in stream out, invisibly, to the edge of their universe, and has been slowly eating it away from the outside in. Astrologers and Navigators, so used to scanning the night skies, have begun to notice some of the stars are vanishing, but they do now know what it means. Unless drastic steps are taken, the entire universe will all into the Terminus, which interests both Omega and Tarvon the Undying greatly: if more worlds can be made to fall to the Terminus, simply through nurturing ambition and recklessness in mages, without any real pushing from Annihilists, their jobs would be much easier.



There are no PL 0 Bystanders here, everyone is at least PL 2. The Sorcerer-Kings are in the PL 12-16 range; the most powerful antagonist is The Dragon, who is PL 17.


Sentient Races

Aarakocra: Winged bird-men; arms form the leading eds of their wings, plumage white to blue-gray. Dislikes confinement, both physical (claustrophobic) and social (i.e., long-term commitments or obligations). Str 8, Dex 14; Notice 4; Flight 1 (restrainable), Strike 1 (Mighty), Super-Senses 1 (low-light vision).

Dwarves: Short, stocky, long-lived monomaniacs who focus on one task to an obsessive degree; those who die before completing a major focus are often condemned to live out their afterlives as banshees. Con 14, Wis 12, Cha 8, Immunity 1 (poison). Many possess clerical/elemental Magic.

Elves: Pointed-eared desert dwellers as fast -- and mercurial -- as the sirocco. Known as untrustworthy thieves and bandits, a reputation many take perverse pride in. Dex 14, Con 8; Notice +4, Search +4; Endurance; Speed 1.

Half-Elf: Regarded as outsiders in both the human-dominated city-states and the elven tribes of the wilderness. Have become socially adept, keenly perceptive, and diplomatic simply to get through the day in a world that sees them as half-breed mongrels, and to deflect prejudice. Dex 12; Diplomacy +4, Gather Information +4, Notice +2, Search +2; Immunity 1 (sleep), Super-Senses (low-light vision).

Half-Giants: 7 to 8 feet tall, 250-400 lbs. Force-bred into existence by cruel sorcerer-kings. Quick to pick up local tastes, morals, customs and habits. Str 12, Dex 8, Con 12, Immunity 10 (fire effects; Flaw: Limited [half effect]), Super-Strength 1 (PF: Shockwave [Cone Area Damage]).

Halflings: Cannibalistic, feral, pierced, savage, tattooed, war-painted, hobbits who live in (And fiercely protect) the few forests remaining. Dex 12, Wis 12; Acrobatics 4, Stealth 4; many have druidic Magic.

Muls: Sterile crossbreeds of dwarves and humans, bred as slaves by templars, noble families and merchant houses for their great stamina. Squat and muscular, gruff and taciturn. Str 12, Con 14, Immunity 1 (Sleep; Half effect), Regeneration 1 (Disabled 1).

Thri-Kreen: Mantis-men from the desert wastes. Six limbs, poisonous bite, obsessed with hunting, exoskeletons range from yellow to brown to gray. Str 12, Dex 14, Int 8, Wis 12, Cha 6; Additional Limbs 2 (four arms), Immunity (sleep), Leaping 2 (x5), Paralyze (poison bite), Protection 2, Speed 1, Super-Senses 2 (darkvision).


Nedeian Critters

Cistern Fiend (PL ~10): 40 to 50-foot long translucent green worm with a great mass of coiling, 10-foot-long pinkish tentacles surrounding a hideous mouth, though it is nearly invisible while totally submerged in water. Lives in water (indeed, dies if out of water for more than a minute or so), which it filters, a benefit to any community's water supply. Touch of tentacles can Paralyze (Fort save), bite is a Drain CON effect as it greedily sucks out all bodily fluids. Animal intelligence, but a few minor psionic powers, which it uses to turn away other creatures from the water supply it inhabits/protects: Drain Any One Psionic Power (mind thrust; Slow Fade [regain 1pp/day]), Mental Blast (psionic blast), Nullify Psionics Field (synaptic static), Stun (ego whip/inflict pain), and Super Senses (Detect Life).

Critic: Tiny (12-to-17-inch long, 2.5-to-5 pound), multicolored, spiny-backed lizards, said to be the prettiest of all lizards on Nede. Considered good luck in any household, primarily because of their psionic powers: all have Super-Senses (danger sense [mental], mental awareness, precognition).

Erdlu: Flightless, featherless birds covered in flaky gray scales. 7 feet tall, up to 200 lbs.; razor-sharp toe-claws, fast runners. Eggs are an excellent food. Hard scales of wings can be turned into shields or armor (Protection 3); beaks used for spearheads, claws for daggers.

Gaj (PL ~7): 6-foot-long reptile-beetle thing; scaly rust-orange shell, six four-jointed legs ending in webbed, clawed feet, six compound eyes on the white head, foot-long barbed mandibles, six finger-like appendages over the mouth, and three feathery stalks rise from the forehead. As intelligent as a human, feeds on flesh and thoughts; touch of antennas probe thoughts (touch-range Mind Reading) and drain mental energies (Drain WIS). Also has other psionic powers: Communication (send thoughts), Illusion (all senses; Phantasm), Mind Control (domination), Mind Control (mass domination; Area), Paralyze (id insinuation), and Stun (ego whip/inflict pain), all in an Array, and Super-Senses (detect sapient life). Much larger specimens (10 feet long or more) are not unknown.

Inix: Large (16 foot long, 2 ton) lizard, with a thick shell protecting its back. Spirited mounts; riders often travel on howdahs. Herbivorous, but requires lots of forage. Shells can be used for armor (Protection 3), and scaly underbellies can be used to make fine leather armor (Protection 2). Inix tail makes excellent dining.

Jankx: Tiny (one-foot-long) furred mammals that live in burrow communities in the desert. Very much like a gopher, but the fur is golden, they have cheek pouches (like a hamster) and poisonous spurs on each limb (like a platypus); the toxin causes tremendous pain in the limb it hit (Stun). Jankx meat is gamey but palatable, but the smell of cooking jankx meat will send other jankx into a murderous rage.

Kank: Large (8 feet long, 400 lbs.) docile insects with black chitinous exoskeletons. Used as caravan mounts, and make decent herd animals. Food Producer caste secretes melon-sized globules of green honey (which humans & the like can live on along for up to 3 weeks); Soldiers protect area (pincers inject a paralytic poison) while Brood Queens lay eggs. Meat emits a foul odor when killed, not even carrion eaters will touch it. Chitinous exoskeletons can be turned into armor (Protection 3). Nectar can be fermented into a drink called broy.

Kip: A shy, small (2-to-4-foot long) six-legged, armored creature that digs and eats the roots of plants and trees. Kip herds provide a staple of meat and leather goods in most dwarven communities. Kips tend to amble away from threats, but can release a cloud of invisible pheromones that induce extreme apathy; some dwarves 'milk' the Kips for their pheromones.

Mekillot: Huge (30 foot long, 6 ton) lizards, with thick shells covering their backs and heads. Vicious, but often used as caravan beasts. Known to swallow would-be handlers whole. Mekillot steaks make excellent dining.

Tembo (PL ~4): Furless, tawny-colored beast covered in loose folds of scaly hide. Three to six feet long, about as hgh as a human's thigh. Canine fangs protrude from beneath flappy lips of squarish snouts, and has huge square ears that can turn in any direction independently of each other. Attacks vary: some go for stealth, some leap into the fay immediately. Frighteningly intelligent (INT 13-14), with vast psionic powers: Concealment (chameleon power; Blending), Concealment + Insubstantial (shadow form), Immovability, Insubstantial (ectoplasmic form), Shield (displacement), Strike (death field; Area, Side Effect [takes same damage]), Strike (life drain; Vampiric), Super-Senses (analytical olfactory, extended hearing & visual, low-light vision, scent, tracking scent). They also feed on life-force: bite has a Drain All Traits 1 effect (necromantic). Favored food is the young of any other race; Tembo fat is used to make high-quality candles.

Z'tal: Small (2-to-3-foot long), upright (kangaroo-like) lizards that hop in shepherded leaps across Athas. They are very stupid and are known to stampede when panicked. Z'tal emit a piercing scream when frightened, an Area Nauseate (vertgio) effect; one screaming z'tal will soon stampede the entire leap of lizards. Z'tal meat is dense and coarse, though the hind quarters (drumsticks) and tail of an adult z'tal make excellent eating

Edited by Dr Archeville
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And here is my vision for a maxed-out Dead Head. Most of his traits are as for a PL 12, with one notable exception: his Toughness, which is as for a max-Toughness shifted PL 15. (His Defense is low enough that it average out to PL 12.) This accentuates the one thing about him I'd like most accentuated: his inhuman resilience.

Added two new Complications, ones I've been meaning to add for a while.

Bumped up his Wisdom some. He's learnin'!

Increased several skills; added Gather Info (so he can actually make use of his Contacts & Well-Informed feats!) and Notice.

Moved his Contacts & Well-Informed feats out from his Comprehend power and into regular feats; by now he's dealt with enough mystics, morgue attendants and morticians to call on them as well as the spirits of the dead. Similar deal with Jack of all Trades -- he's been doing enough things he doesn't need friendly ghosts peeking over his shoulder guiding him.

Restored his Corpse Animation power, and his expanded Comprehend (friendly spirits help him translate), and his Corpse-Senses (which he needs to animate corpses in the ground, otherwise he'd need to dig them up first).

Added some new Necromancy tricks, Strike (body weapons) and Teleport. Also added a Communication Link with Mutt.

Edited Mutt a bit, too. Some formatting errors, and I realized he didn't need so much 'base' Attack (he only needs 1/3rd, and it's not like he's going around blasting fools). Gave him a Communication Link w/ Dead Head.

3pp unspent, which I'll leave (for now). If nothing else, some Luck's always an option.


Characters Name: Dead Head

Power Level: 12/15 (248/250PP)

  • Toughness, he's PL 15, in all other ways he's PL 12

Trade-Offs: +1 Attack / -1 Damage or -3 Attack / +3 Damage; -5 Defense / +5 Toughness
Unspent PP: 2



Appearance: It's a zomumbie! Eek!
Creepy and Kooky, Mysterious and Spooky: Even when he's trying to present himself as 'normal,' Dead Head always has an 'Addams Family vibe' about him.
Enemies: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up.
Forever Bound: Dead Head's spirit is permanently tied to his corpse. Upside, this is why his body's so enduring. Downside, he's incapable of astral projection, unless his body's completely disintegrated first or a portal for his physical body is provided.
Pain Don't Hurt: Dead Head is so inured to pain that he rarely notices it. This could get problematic if he's in a situation where he's being damaged but doesn't directly see it.
Spare Change? Chaaange? : No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or Avenger's closet).
Temper/Hatred: Dead Head has a special dislike of those who harm children or disturb the dead.

Abilities: 14 + 4 + (-10) + 2 + 6 + 2 = 18PP
Strength: 24 (+7), 29 Lifting (Shovel)
Dexterity: 14 (+2)
Constitution: ---
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 12 (+1)

Combat: 10 + 4 = 14PP
Initiative: +2
Attack: +5 Ranged, +9 Melee, +13 Shovel
Grapple: +16, +17 Shovel
Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed
Knockback: -17, -10 vs Blessed, Magic, or Silver

Saving Throws: 0 + 4 + 9 = 13PP
Toughness: +20 (Impervious 14 [not vs Blessed, Magic, or Silver])
Fortitude: ---
Reflex: +6 (+2 Dex, +4)
Will: +12 (+3 Wis, +9)

Skills: 68R = 17PP
Disguise 0 (+1, +31 Morph)
Gather Information 14 (+15)
Intimidate 16 (+17)
Knowledge (Arcane Lore) 9 (+10)
Knowledge (Life Sciences) 4 (+5)
Knowledge (Popular Culture) 4 (+5)
Knowledge (Theology & Philosophy) 9 (+10)
Notice 8 (+11)
Sense Motive 4 (+7)

Feats: 24PP
All-Out Attack
Attack Focus (Melee) 4
Attack Specialization (Shovel) 2
Dodge Focus 2
Equipment 0 (+1 Veteran Reward)
Jack of all Trades
Luck 3
Minion 0 (+15 Veteran Reward)
Power Attack
Sneak Attack
Startle 2 (Move Action)
Takedown Attack 2
Ultimate Save (Toughness)





5 EP contributed to Parkhurst Hotel


Powers: 3 + 13 + 8 + 4 + 2 + 1 + 30 + 1 + 7 + 3 + 17 + 20 + 34 + 1 + 16 + 2 = 162PP

Anatomic Separation 1 (Extras: Variable Split) [3PP]

Animate Objects 2 (animate dead; Extras: Horde, Range [Perception], Type; Flaws: Action [Full], Limited [to corpses]; PFs: Mental Link, Progression 4 [up to 25 zombies]) [2x4 +5 = 13pp]

Comprehend 4 (Languages 3 [read any, speak any one at a time, understand any], Spirits) [8PP]

Device 1 (Shovel, 5 points; Flaw: Easy to Lose; PF: Subtle [shrinks down]) [4PP]




Shovel 1.5 (3 points; PFs: Alternate Power 2) [5PP]
BE: Strike 2 (PF: Mighty) {3/3}

AP: Burrowing 3 (digging; Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action) {3/3}

AP: Super-Strength 1 (leverage; STR 27 [Heavy Load: 1,040 lbs.]; PF: Breaking) {3/3}


Enhanced Strength 0 (Feats: Affects Insubstantial 2) [2PP]

Features 1 (Internal Compartment) [1PP]

Immunity 30 (Fortitude Effects) [30PP]

Immunity 2 (Critical Hits; Flaws: Limited [Not vs Blessed, Magic, or Silver]) [1PP]

Impervious Toughness 14 (Flaws: Limited [Not vs Blessed, Magic, or Silver]) [7PP]

Insubstantial 1 (disturbingly limber; Drawbacks: Action 2 [standard]) [3PP]

Necromancy 6.5 (13PP Array; Feats: Alternate Power 4) [17PP]



Base Power: Anatomic Separation 2 ("Fall To Pieces"; Total Rank 3; Extras: Action [Free] [3], Variable Split [2]) {9pp} + Flight 1 ("Aspect of The Penanggalan"; 10mph / 100ft per Move Action; Flaws: Limited [Only when head is detached]) {1pp} {9+1=10/13}

Alternate Power: Enhanced Feats 12 ("Boo!"; Fearsome Presence 12 [60-ft. radius, DC 22]) {12/13}

Alternate Power: Morph 6 ("Faces of Death"; Any Humanoid, +30 Disguise; Flaws: Limited [Dead People]; PFs: Covers Scent, Precise, Voice Mimicry) {9} + Shrinking 4 ("Creepy Dead Kid"; Small) {3} {9+4=13/13}

Alternate Power: Strike 6 (body weapons; PFs: Extended Reach, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor [bludgeoning/piercing/slashing]) {12/13}

Alternate Power: Teleport 9 (900 feet/anywhere on Earth; Flaw: Limited [only places of death {cemeteries, morgues, etc.}]; PFs: Easy, Progression [250 lbs. cargo], Subtle, Turnabout) {13/13}


Protection 20 [20PP]

Regeneration 32 (Recovery 14 [+9], Recovery Rate: Injured 6 [No Action], Disabled 5 [1 minute], Resurrection 7 [1 minute], Feats: Persistent, Regrowth) [34PP]

Speed 1 (undead stamina; 10mph / 100ft per Move Action) [1PP]

Super-Senses 17 (Communication Link [mental, with Mutt], Darkvision [Drawbacks: Noticeable], Detect Corpses [Mental, Extras: Accurate 2, Radius, Ranged], Magic Awareness 3 [Mental], Mental Awareness 2 [Mental], Postcognition) [16PP]



  • Enhanced Super-Senses 4 (Acute Analytical Mental Senses [All], Flaws: Limited [Necromantic Effects]) [2PP]


Drawbacks: -0PP


DC Block

ATTACK             RANGE        SAVE                             EFFECT

Unarmed            Touch        DC 22 (24*) Toughness (Staged)   Damage (Physical)

Necromancy         Touch/Area   DC 22 Will (Staged)              Shaken/Frightened/Panicked

Body Weapons       Touch        DC 28 (30*) Toughness (Staged)   Damage (Physical)

Shovel             Touch        DC 24 (26*) Toughness (Staged)   Damage (Physical)

Shovel, Breaking   Touch        DC 17 Fort (Staged)              Drain Toughness; Objects Only 

                                DC 22 Toughness (Staged)         Damage (Phys); Objects Only

* Sneak Attack

Abilities (18) + Combat (14) + Saving Throws (13) + Skills (17) + Feats (24) + Powers (162) - Drawbacks (0) = 248/250 Power Points {2 left}

Characters Name: A Mutt (a pun on the name of a certain other critter)
  • Alternate names: Carcass, Scraps

Power Level: 6/10 (149/150pp)

Trade-Offs: None

Unspent PP: 1


Ain't he the cutest thing?![/floatr]

In Brief: Dead Head's faithful hound!


Abilities: [6 + 4 + 10 + -4 + 4 + 0 = 20pp]

Str 16 (+3)

Dex 14 (+2)

Con 20 (+5)

Int 6 (-2)

Wis 14 (+2)

Cha 10 (+0)


Combat: [4 on Attack, 8 on Defense = 12pp]

Attack +2 (ranged), +6 (melee)

Grapple +9

Damage +4 (bite); +2 more w/ Sneak Attack

Defense +6 (+4 Base, +2 Dodge Focus), +2 flat-footed

Knockback -3

Initiative +2


Saves: [0 + 3 + 3 = 6pp]

Toughness +6

Fort +5 (+5 Con, +0)

Ref +5 (+2 Dex, +3)

Will +5 (+2 Wis, +3)


Skills: [48 ranks = 12pp]

Intimidate 14 (+14) SM

Notice 13 (+15) SM

Stealth 13 (+15) SM

Survival 8 (+10) SM


eats: [20 feats]

Attack Focus (Melee) 4

Dodge Focus 2

Fearsome Presence 10 (50 ft., DC 20)

Improved Trip

Skill Mastery (Intimidate, Notice, Stealth, Survival)

Sneak Attack



Powers: [21 + 3 + 12 + 22 + 10 + 1 + 4 + 10 = 83pp]

Concealment 10 (all non-Mental senses; PFs: Selective) [21PP]

  • Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be un-concealed, and if unable to sustain the power, he goes completely concealed.

Flight 1 ("air walking"; 10 mph / 100 feet per Move Action; PF: Subtle) [3PP]

mmunity 12 (aging, life support, need for sleep, starvation/thirst) [12PP]

Insubstantial 4 (ghost form; affected by blessed, magical or silver attacks; PFs: Selective, Subtle) [22PP]

  • Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be corporeal, and if unable to sustain the power, he goes completely incorporeal.
Mighty Jaws of Doom 4.5 (9 points; PF: Alternate Power) [10PP]
BE: Strike 1 (standard jaws of doom; Extra: Affects Corporeal 4; PFs: Affects Insubstantial 2, Incurable, Mighty) {9/9}
AP: Strike 1 (spirit-shredding jaws of doom; Extras: Affects Corporeal 4, Alternate Save [Fort] 4; Flaw: Action [Full round] 4; PFs: Affects Insubstantial 2, Incurable, Mighty) {9/9}

Protection 1 [1PP]

Super-Movement 2 (mystical dimensions) [4PP]

Super-Senses 6 (communication link [mental, with Dead Head], darkvision, scent, tracking [olfactory; Extra: Extended; PFs: Dimensional 3], ultra-hearing) [10PP]


Drawbacks: [-4PP] Disability (no hands; very common, moderate; -4PP)


DC Block

ATTACK             RANGE      SAVE                    EFFECT

Unarmed/Claws      Melee      DC 18 (20*) Toughness   Damage (Staged)

Jaws, Standard     Melee      DC 19 (21*) Toughness   Damage (Staged)

Jaws, Soul-Shred   Melee      DC 19 Fortitude         Damage (Staged)

* Sneak Attack



Abilities 20 + Combat 12 + Saves 6 + Skills 12 (48 ranks) + Feats 20 + Powers 83 - Drawbacks 4 = 149/150 Power Points


Stunts for Dead Head's Necromancy

Healing 10 (Extra: Resurrection [up to 30 months]; Flaws: Distracting, Resurrection only, Unreliable [sometimes they Come Back Wrong]; PFs: Progression 8 [3 months per rank]) {13/13}

Edited by Dr Archeville
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Image result for Clayface DCAU

Character Name: Blobby McGee

Power Level: 10 (150/150PP)

Trade-Offs: -2 Defense/+2 Toughness



Abilities: 10 + 6 + 16 + 6 + 4 + 6 = 48PP

Strength: 26/20 (+8/+5)

Dexterity: 16 (+3)

Constitution: 26 (+8)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 16 (+3)


Combat: 10 + 18 = 8PP

Initiative: +7

Attack: +5 Ranged, +10 Melee

Grapple: +18, +15 if Morphed

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -11, -6 if Morphed or in "softbody" form


Saving Throws: 0 + 5 + 5 = 10PP

Toughness: +12 (+8 Con, +4 Protection) (Impervious 10 in "hardbody" form)

Fortitude: +8 (+8 Con, +0)

Reflex: +8 (+3 Dex, +5); Evasion 2 w/ "softbody form"

Will: +8 (+3 Wis, +5)


Skills: 28R = 7PP

Bluff 7 (+10, +20 to imitate sounds when Shapechanged)

Concentration 4 (+7)

Disguise 0 (+3, +33 w/ Morph)

Knowledge (Life Sciences) 3 (+5)

Medicine 2 (+5)

Notice 7 (+10)

Perform 0 (+3, +13 to imitate sounds when Shapechanged)

Stealth 5 (+8)


Feats: 12PP

Accurate Attack

All-out Attack

Attack Focus (Melee) 5

Improved Grab

Improved Grapple

Improved Initiative

Improved Pin

Power Attack


Powers: 1 + 12 + 24 + 4 + 5 + 1 + 8 = 55PP

Features 1 (Internal Compartment) [1PP]

Immunity 12 (critical hits, life support, suffocation & thirst) [12PP]

Metamorphic Body 10.5 (21 points; PFs: Alternate Power 3) [24PP]

BE: Feature (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {1+20=21/21} (shapechanger)

AP: Enhanced Strength 6 (to 26/+8) {6} + Impervious Toughness 10 {10} + Strike 2 (PFs: Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {4} {6+10+4=20/21} (hardbody form)

AP: Elongation 3 (25 feet) {3} + Enhanced Feats 2 (Evasion 2) {2} + Insubstantial 1 (liquid) {5} + Strike 5 (PFs: Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {7} + Super-Movement 2 (slithering, wall-crawling) {4} {3+2+5+7+4=21/21} (softbody form)

AP: Healing 10 (Extras: Restoration, Total; Flaws: Empathic, Limited to Others; PF: Regrowth) {21/21}

Protection 4 [4PP]

Regeneration 4 (Bruised 1 [1 round], Injured 1 [20 mins], Staggered 1 [20 mins], Disabled 1 [5 hours]; PF: Regrowth) [5PP]

  • Enhanced Regeneration 2 (Injured +2 [to rank 3, 1 minute]; Flaw: Limited [Only damage conditions from Empathic Healing]) [1PP]

Super-Senses 8 (radius for all vision, extended for all vision; infravision, microscopic vision, scent, ultravision) [8PP]


Drawbacks: (-0) + (-0) = -0PP


DC Block:

ATTACK                RANGE     SAVE                         EFFECT

Unarmed               Touch     DC 20 Toughness (Staged)     Damage (Physical)

Unarmed, Hardbody     Touch     DC 23 Toughness (Staged)     Damage (Physical)

Strikes               Touch     DC 25 Toughness (Staged)     Damage (Physical)

Totals: Abilities (48) + Combat (18) + Saving Throws (10) + Skills (7) + Feats (12) + Powers (55) - Drawbacks (0) = 150/150 Power Points



So I may as well throw my hat in the "assorted characters" ring.

This is a char I played in the first M&M game I was in (looong before joining here), and fits my love of shapeshifters (which is second only to my love of gadgeteers and other tech-heads) and of Body Horror (which I've done once before). He was basically a Clayface/Morph expy (I Exiles). Yes, the name's a Janis Joplin reference (another favorite; I know she didn't write the song, but she is the one that made it popular).

This fellow gained his powers from an experimental stem cell treatment for his aggressive leukemia. What the doctors did not realize was that some of the stem cells had been taken from what would have been a mutant with fantastic regenerative powers. Some years after the treatment, when he hit puberty, the stem cells mutant nature asserted itself, but not quite as they should. His body became a mass of undifferentiated cells, yet his consciousness remained; with practice he could control them and force them into certain states. At first he could just assume humanoid forms, but in time he learned more exotic forms, such as thick bone armor, boneless jelly-man forms, and even to alter the structure and components of his eyes and nose (as well as his number of eyes!). Perhaps his most disturbing power, though, is to heal the injuries of others... by touching a wound, having some of his own protoplasmic flesh flow over and into it, and replacing any damaged organs and tissues with perfect matches of the target's own tissues! (It also let him stunt assorted effects against the people he'd healed, like Emotion and Mind Control....) This hurts him as much as it does them, though his own regenerative abilities make the damage less of a bother than it would be for the person he'd healed.

This sheet's also a good way to show how you can make a shapeshifter without the Shapeshift power. Coincidentally (and fittingly), there are many similarities between this build and the build used for Clayface in DC Adventures: Heroes and Villains, vol. 1, as well as to Fox's xenometamorph Wraith.

Would this character work as a PC in FC PbP? ... maybe. The two big issues are the Body Horror thing (the acceptance of which varies from Ref to Ref and player to player), and the Healing power (which, as stated elsewhere, can be problematic in that it can quickly remove the sense of threat from an encounter; heroes should be able to fight on despite their wounds, not rely on another to quickly patch them up as soon as they're scratched.) The Empathic Flaw on the Healing does help mitigate this latter issue, but it may be better (as in "easier to get approved") is you drop the Healing (and Flawed Regeneration) and change the descriptors and background around. That way you'd have a perfectly serviceable shapeshifter; rearrange the skills and feats some and you could have an ex-con, an actor, or a snarky computer genius, or even a 'stunted' Grue somehow caught halfway between Drone and Metamorph states. You could also rearrange his abilities and attack/defense some, putting more of them as Enhanced Traits; as he is now, even with all his powers Nullified he'd be a PL 8 combatant, which may or may not work for you. If you need more points, a Vulnerability may be fitting -- the Clayfaces & Plastic Man have been shown to have varying levels of vulnerability to cold, acid & fire are good against many things that regenerate, and axiomatic/law magic would be a good vulnerability if the char gained his powers from an infusion of anarchic/chaos magic.

Edited by Dr Archeville
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Character Name: Coppertop

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness



Abilities: 6 + 4 + 6 + 0 + 6 + 0 = 22PP

Strength: 35/28/16 (+12/+9/+3), effective lifting Str 38 or 70

Dexterity: 14 (+2)

Constitution: 28/16 (+9/+3)

Intelligence: 10 (+0)

Wisdom: 16 (+3)

Charisma: 10 (+0)


Combat: 16 + 8 = 24PP

Initiative: +6

Attack: +8

Grapple: +27 w/ Enhanced Str, +19 without; +11 without powers

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -13 w/ Force Field, -9 without FF; -1 without powers


Saving Throws: 3 + 0 + 5 = 8PP

Toughness: +12 (+9/+3 Con, +3 Density; Impervious 10/3), +3 without powers

Fortitude: +12/+6 (+9/+3 Con, +3)

Reflex: +2 (+3 Dex, +0)

Will: +8 (+3 Wis, +5)


Skills: 44R = 11PP

Intimidate 14 (+14)

Knowledge (Streetwise) 5 (+5)

Knowledge (Tactics) 5 (+5)

Notice 10 (+13)

Sense Motive 10 (+13)


Feats: 9PP

All-out Attack

Dodge Focus 4

Improved Initiative


Power Attack



Powers: 25 + 18 + 12 + 17 + 4 = 76PP

Bioelectricity Array 12 (24 points; PF: Alternate Power) [25PP]

BE: Enhanced Strength 7 (to 35/+12) {6} + Impervious Toughness 7 (force field; note: Active Sustained effect) {7} + Super-Strength 5 (total Super-Str 7 from Density; effective Str 70) {10} {7 + 7 + 10 = 24/24}

AP: Blast 12 {24/24}

Density 6 (Enhanced Str 12 [to 28/+9], Imp Toughness 3, Immovable 2, Super-Str 2 [effective Str 38], x5 Mass; Extra: Duration [Continuous]; Flaw: Permanent) [18PP]

Enhanced Constitution 12 (to 28/+9) [12PP]

Immunity 22 (cold, disease, electricity effects, fatigue effects, heat, high pressure, poison, radiation, vacuum; Flaw: Limited [half effect] on electricity effects) [17PP]

Leaping 4 (x25; running long jump 400/325 feet, standing long jump 200/162 feet, vertical jump 100/81 feet [with/without Enhanced Str]) [4PP]


Drawbacks: (-0) + (-0) = -0PP


DC Block:

ATTACK      RANGE     SAVE                           EFFECT

Unarmed     Touch     DC 27/24 Toughness (Staged)    Damage (Physical)

Blast       Touch     DC 27 Toughness (Staged)       Damage (Energy)

Totals: Abilities (22) + Combat (24) + Saving Throws (8) + Skills (11) + Feats (9) + Powers (76) - Drawbacks (0) = 150/150 Power Points



Another char I made some years back, Coppertop. He was a security guard at a super-science lab (in FC, ASTRO Labs, or maybe ArcheTech or The Lab) who was caught in a supervillain-caused explosion and showered in the molten form of an experimental hyperconductive metal. He survived, to find he'd been changed into a living battery! I'd planned for him to work on a way to regain his human form (not permanently, mind you -- having powers is awesome!), but he never saw much play so I never got to do much with him. He was also a departure from my penchant for playing genius bruisers, though in time I'm sure I would've had him pick up some Knowledge (Physical Sciences) and learn all sorts of tricks he could do with his bioelectrical powers. As he is now, he's a fairly straightforward Blaster/Powerhouse mashup. The Impervious Toughness is in the Array with his Enhanced/Super-Str because, when he's Blasting, he doesn't have the juice to amp himself up or to shield him. He is immune to fatigue effects (which should, IMO, include sleep); he keeps going and going and going... (Yes, I know that's a different brand of battery. Silence! Though it would be easy enough to add in some Unstoppable to his Immovable.)

I also had ideas for some minor shapeshifting powers -- Elongation, Variable Descriptor for his unarmed strikes as he changes his hands into blades or hammers or spiky bits on his knees & shoulders, Enhanced Skills/Disable Device as he morphs his fingers into lockpicks & uses his bioelectricity to futz with security systems, etc. -- as well as some Mind Shield/Immunity to Mental Effects (as his bioelectricity provides interference that's hard for mind-meddlers to break through) and Super-Senses (radar/electroreception, maybe Ranged for his Tactile senses). You could rearrange things and get some of those now, or wait to do so with earned points. You could give him some Drawbacks to free up a few points; Vulnerability (Magnetic effects) would fit, though as he is now (without that Vulnerability) I'd said he's using his own bioelectricity to mitigate any extra effects from Magnetic assaults.

Without his powers, he's still a PL 6 combatant, roughly equal to a SWAT Officer, which works out pretty well.

(I'd had vague ideas for an evil counterpart for him -- mostly the same build, but different descriptors -- with a basalt or obsidian body and flame powers; he'd go by the name Ifrit.)

Edited by Dr Archeville
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âThe Incredible Infringement Man,âby Jim Lee [source] Shall I try to come up with an origin for him? Sure. (Inspired partly by the song âSuper Powersâ by Ookla the Mok.) Background: Formed from magic clay by the chief Sorcerer-Scientist of a doomed...

(Inspired by the song Super Powers by Ookla the Mok. Lyrics are here, fan vid here.)


Name: Omnipotus


Background: Formed from magic clay by the chief Sorcerer-Scientist of a doomed and dying alien world, the infant N'Frnj'mnt was sent off-world to spread his alien values to other worlds and bring them the peace and prosperity his own enjoyed. Crash-landing in a secret government project facility (disguised as a farm in Kansas), the blank-featured child was raised by the scientists there. They later injected it with a "Super Soldier Serum," designed to bring a human to peak physical perfection, in the hopes of giving it a more humanoid form, which it did. The child became more and more rebellious in his teen years as its alien hormones raged, and finally escaped in a wild rage, though in so doing he was exposed to radioactive waste and lost his vision. Blind and half-crazed, the wandering teen was found by another crashed alien, who bestowed upon him a Power Ring, knowing the supercomputer in the ring could calm and soothe the teen and allow him to focus his will enough to use it and do great deeds. The ring had been damaged in the crash, though; it was able to soothe him, and teach him to use his other radiation-enhanced senses to serve as a replacement for his vision, but that was all. Able to think clearly (and for himself), he made his way across the world, helping others where he could, always trying to stay one step ahead of the secret government project that wanted him back. He eventually fled to the isolated Himalayas, where he found the Ancient One, who knew he was coming. The Ancient One took him in and tutored him in magic, sensing a great destiny within him; in his spare time he worked on a personal project, a magical potion that would allow him to shrink ()so as to better evade his pursuers) or grow (so as to better fight them). However, the Ancient One's other pupil, a dark-hearted soul, tried to kill the new student by sending summoned hell-spiders after him and the Ancient One. As the swarm attacked, the young hero's ring lashed out and destroyed the spiders with a blast of weird radiation, but one irradiated arachnid survived long enough to bite him. He fell ill for a time, but later awoke and found he had the proportional powers of a spider. Alas, his salvation cost him the Ancient One's life -- the Ancient One had taken much of the venom into himself, and his frail body would not take the strain. With his dying breath, the Ancient One taught the Unknown his final lesson, a magical word of immense power.

Leaving the Himalayan monastery, the young man set out to try and make the world a better place... and was soon re-captured by the government agents, who ambushed and knocked him out before he could say the magic word. They implanted strips of iron along his bones so as to hinder his magics; the added weight and pain made it impossible for him to properly pronounce the magic word and so he could not call on its power, or most any verbal component for any spell. After many months of study, the scientists were still unable to replicate the exact conditions of his series of accidents (or get his alien power ring to work properly), so they decided to dispose of him and any evidence of him (such as the Uru driveshaft that served as the core to the rocket that had originally brought him to Earth) by shooting him into space on an experimental hyperdrive-equipped rocket. The rocket hit an unexpected cosmic storm, and the energies catalyzed his own extraterrestrial clay-form's latent ability to absorb and store solar energies (an ability dormant due to his excessive stays in underground government bunkers or secluded Himalayan monasteries). Breaking out of his restraints, the hero forced the ship back to Earth and escaped, and has been on the run ever since. While saving some children who had accidentally wandered onto a Gamma Bomb test range, he was exposed to massive amount of Gamma radiation, which his new body soaked up like a sponge. The Gamma rays transmuted his iron skeleton into an Adamantium one, but also made undergo a startling metamorphosis into a rampaging green-skinned giant whenever he got enraged. It later turned out that these "children" were members of the pan-galactic organization that equipped worthies with Power Rings, like the one he'd been given years earlier, and in gratitude they fully repaired his ring (after reviewing the records it had been keeping on him and seeing his noble soul). The newly-repaired ring was able to erase the pain of his metal skeleton, and N'Frnj'mnt was finally able to properly pronounce the magic word. He now uses his ungodly powers to protect not just the people of Earth but all peoples of the galaxy, but still tries to maintain a semblance of a normal life on Earth (for his own mental stability); the salvaged Uru driveshaft can can temporarily drain off some of his powers and store them for later use, allowing him to live a normal and unpowered life of mild-mannered shipping magnate Clark Anthony Wayne-Rogers. But when duty calls, the all-power Omnipotus will be there to save the day!


Quote: "Time to fight crime... where are my pajamas?!"


Personality: Fearless Boy Scout imaginaut trying to fit into Human's World.


Powers & Tactics: Power Ring. Superhuman strength, invincibility, and flight fueled by yellow sun radiation. Potent spellcasting powers, including memory-wiping hypnosis. Blind, but other senses are heightened, including a "radar" sense. Unbreakable skeleton. Can boost all powers by either shouting "SHAZAM!" or when enraged; enraged boost is more physically powerful (stronger and tougher) than SHAZAM boost, but SHAZAM boost adds enhanced awareness/wisdom and mystical senses.

Edited by Dr Archeville
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Image result for wrath amon

"In foulest day, in sweetest night,

beware the serpents coiled so tight.

Let those who try to stop what's right,

burn like his power... the Great Set's might!"

Character Name: Serpent-Person Ring-Bearer

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack/+2 Damage, -2 Defense/+2 Toughness



Abilities: 10 + 6 + 10 + 4 + 6 + 2 = 38PP

Strength: 20 (+5)

Dexterity: 16 (+3)

Constitution: 20 (+5)

Intelligence: 20/14 (+5/+2)

Wisdom: 16 (+3)

Charisma: 12 (+1)


Combat: 12 + 8 = 20PP

Initiative: +7

Attack: +6, +7 melee, +8 Magic

Grapple: +12, +16 w/ Move Object

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -6, -3 without Black Ring


Saving Throws: 0 + 0 + 5 = 5PP

Toughness: +12/+6 (+6 Con, +1 Protection, +6 more Protection from Black Ring)

Fortitude: +5 (+5 Con, +0)

Reflex: +3 (+3 Dex, +0)

Will: +8 (+3 Wis, +5)


Skills: 32R = 8PP

Concentration 12 (+15)

Disguise 0 (+2, +22 w/ Morph)

Intimidate 8 (+9)

Knowledge (Arcane) 5 (+10/+7)

Stealth 7 (+10)


Feats: 8PP


Dodge Focus 4


Improved Initiative


Equipment said:
Sword & Fanged Bracer: Strike 2 (PFs: Improved Block, Improved Disarm, Mighty) [5EP]


Powers: 44 + 12 + 2 + 10 + 1 + 2 = 71PP

Device 11 (Black Ring, 55 points; Flaw: Hard to Lose) [44PP]

Enhanced Intelligence 6 (to 20/+5) [6PP]

Magic 13 (26 points; PFs: Accurate, Alternate Power 4) [31PP]

BE: Blast 12 (mystical blasts; PFs: Indirect, Variable Descriptor [any elemental]) {26/26}

AP: Create Object 12 (PFs: Precise, Subtle) {26/26}

AP: Create Object 8 (Extra: Movable; PFs: Precise, Subtle) {26/26}

AP: Enhanced Drain Wisdom 6 (venom enhancement, to Drain Wisdom 12; Extras: Range [Ranged] [12], Secondary Effect [6]; PFs: Incurable, Slow Fade [1/minute]) {26/26}

AP: Move Object 8 (Str 40, Hvy Load 3 tons; Extra: Range [Perception]; PFs: Indirect, Subtle) {24/26}

Feature 1 (Library) [1PP]

Immunity 7 (cold, disease, pressure, radiation, suffocation, vacuum) [7PP]

Protection 6 [6PP]

Super-Senses 4 (communication link [mental, with Set], detect magic 3 [visual]) [4PP]

6+31+1+7+6+4 = 55/55

Drain Wisdom 6 (venomous bite; Extra: Secondary Effect) [12PP]

Immunity 2 (heat, poison) [2PP]

Morph 4 (any humanoid, +20 Disguise; PFs: Covers Scent, Voice Mimicry) [10PP]

Protection 1 [1PP]

Super-Senses 2 (infravision, scent) [2PP]


Drawbacks: (-0) + (-0) = -0PP


DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC 20 Toughness (Staged)    Damage (Physical)

Sword       Touch     DC 22 Toughness (Staged)    Damage (Physical)

Drain       Touch     DC 16 Fortitude (Staged)    Drain Wisdom; Secondary Effect

Blast       Touch     DC 27 Toughness (Staged)    Damage (Energy, Magic)

Drain       Ranged    DC 22 Fortitude (Staged)    Drain Wisdom; Secondary Effect

Totals: Abilities (38) + Combat (20) + Saving Throws (5) + Skills (8) + Feats (8) + Powers (71) - Drawbacks (0) = 150/150 Power Points



     So The Hub has been airing Conan: the Adventurer lately, one of the many 80s/90s cartoons with which I grew up. (Someone who worked on the Silver Age book must have been a fan of the series, as the outfit Set wears is very close to Wrath-Amon's.) As a part of the Conan mythos, it's pretty (ironically) fangless -- Conan & his evil wizard foe both had talking animal sidekicks (a phoenix and naga, respectively), and rather than bloodily beheading/disemboweling his foes the touch Conan's starmetal sword banishes the Serpent-Men to the Abyss (it is a kid's cartoon!) -- but for what it was, the writing was fairly solid, as was the voice acting (a top-tier VA cast of Kathleen Barr, Arthur Burghardt, Jim Byrnes, Gary Chalk, Michael Donovan, Janyse Jaud, Scott McNeil, and Doug Parker), and the numerous references it made to the Conan mythos lead some curious viewers (like myself) to seek out Howard's works (and from him to Lovecraft...). The fellow shown above is Wrath-Amon, the evil sorcerer who turned Conan's parents to stone after stealing his village's starmetal, which he'd used to forge seven discs for seven pyramids in order to summon the demon-god Set to Earth. (His former master/creator, Ram-Amon, was more a direct Thoth-Amon expy.) Even without his Ring, he was still a bruiser and able to take Conan on in melee combat, which is why he's still a PL 7 combatant without it. With it, he can blast meddlesome barbarians, summon all manner of creatures and demons, commune with his demon-god master, concentrate & project his own maddening venom, and see mystical energies before him. The Enhanced INT in the Ring gives a Fridge Brilliance reason why he was so eager to get it back when it was taken (aside from the obvious loss of power) -- without it, he's just a bit more beastly (though still cunning), which he hates.

     What does any of this have to do with Freedom City? Well, for one, this sheet could be used as a Master Villain for a Warriors & Warlocks-esque game (perhaps during a jaunt to Freedom's Reach or Quinn's War-Earth); in a world of PL 6-8s, a PL 10 is a major threat. Or, like Marvel's Kulan Gath (another Thoth-Amon expy), he could find himself in the modern era (though perhaps with a power boost), intent on remaking the modern world into the pinnacle of Serpent Person csssivilisssation it once was. Note that, unlike FC's Serpent-Folks, he has infravision & scent instead of darkvision (which is closer to what actual serpents have), and an immunity to heat & poison (the former makes sense for reptile-people, the latter for supernatural serpent-people). The Library Feature is another aspect of his communication link with Set, allowing him to commune with his master for answers even when away from the library in his (un-statted) headquarters.

     But could this build be used for a hero? Certainly, though it would need some changes to the background and descriptors. Perhaps this Serpent Man turned on his fellows (say, due to falling in love with a human he'd been sent to spy on), and found a way to cleanse the eviler aspects of the Ring so he could use it against his ophidian brethren. Or perhaps the ring is some Preserver artifact (part of a larger device's power core?), and its onboard computer showed him a better way, a way where reptiles and mammals and all other sapient beings could co-exist peacefully. As it is now, the build does have some noticeable weaknesses -- no Movement powers, and the Saves could stand to be improved -- but these can be quickly added with earned points, or you could rearrange some things (drop the ring's Immunity to radiation, vacuum, and reduce immunity to suffocation to immunity to drowning, and you could add Flight 3 [50 mph/500 feet per Move action; Flaw: Platform {summoned wyvern-drawn chariot}]) to get them now.

Edited by Dr Archeville
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Image result for Benandanti_Battle_by_Emryswolf

"I kick arse for the Lord!"

Character Name: Ben N. Dante

Power Level: 10 (150/150PP)

Trade-Offs: None



Abilities: 6 + 6 + 6 + 0 + 6 + 6 = 30PP

Strength: 30/16 (+10/+3)

Dexterity: 16 (+3)

Constitution: 30/16 (+10/+3)

Intelligence: 10 (+0)

Wisdom: 24/16 (+7/+3)

Charisma: 16 (+3)


Combat: 12 + 12 = 24PP

Initiative: +7, +3 in human form

Attack: +6 ranged, +10 melee; +6 in human form

Grapple: +18, +9 in human form

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed; +6 (+6 Base), +3 flat-footed in human form

Knockback: -5, -1 in human form


Saving Throws: 0 + 3 + 3 = 6PP

Toughness: +10 (+10/+3 Con, +0 [Other]), +3 in human form

Fortitude: +10 (+10/+3 Con, +0), +3 in human form

Reflex: +6 (+3 Dex, +3)

Will: +10 (+7/+3 Wis, +3), +6 in human form


Skills: 44R = 11PP

Concentration 8 (+15; +11 in human form)

Intimidate 6 (+13; +9 in human form) SM

Knowledge (Theology and Philosophy) 4 (+4)

Language 1 (English, Italian [base])

Medicine 8 (+15; +11 in human form)

Notice 9 (+20; +12 in human form) SM

Sense Motive 4 (+15; +7 in human form) SM

Survival 4 (+15; +7 in human form) SM


Feats: 6PP

All-out Attack

Move-by Action

Power Attack

Skill Mastery (Intimidate, Notice, Sense Motive, Survival)

Takedown Attack 2


Powers: 65 + 3 + 5 = 73PP

Alternate Form 13 (Werewolf) [65PP]

  • Enhanced Constitution 14 (to 30/+10) [14PP]

    Enhanced Feats 14 (Attack Focus [Melee] 4, Challenge [Fast Startle], Dodge Focus 4, Fearless, Improved Critical [unarmed] 1, Improved Initiative, Second Chance [tracking checks], Startle) [14PP]

    Enhanced Skills 16 (Intimidate 4, Notice 4, Sense Motive 4, Survival 4) [4PP]

    Enhanced Strength 14 (to 30/+10; PF: Variable Descriptor [bludgeoning fists/piercing fangs/slashing claws]) [15PP]

    Enhanced Wisdom 8 (to 24/+7) [8PP]

    Features 1 (insulating fur) [1PP]

    Leaping 1 (x2; running long jump 20 feet, standing long jump 10 feet, vertical jump 5 feet) [1PP]

    Speed 1 (10 MPH / 100 feet per Move Action) [1PP]

    Super-Senses 7 (danger sense [olfactory], scent [acute for olfactory; enhancement: tracking 3 {full-speed}], ultra-hearing, uncanny dodge [olfactory] ) [7PP]

    14 + 14 + 4 + 15 + 8 + 1 + 1 + 1 + 7 = 65

Device (iron whip, 5 points; Flaw: Easy to Lose) [3PP]

Strike 0 (PFs: Extended Reach 2 [10 ft.], Improved Disarm, Improved Trip, Mighty)

Super-Senses 5 (magic awareness 3 [mental; enhancements: radius, ranged]) [5PP]


Drawbacks: (-0) + (-0) = -0PP


DC Block:

ATTACK      RANGE     SAVE                           EFFECT

Unarmed     Touch     DC 18/25 Toughness (Staged)    Damage (Physical); crit 19-20 as werewolf

Totals: Abilities (30) + Combat (24) + Saving Throws (6) + Skills (11) + Feats (6) + Powers (73) - Drawbacks (0) = 150/150 Power Points



     Think werewolves can't be heroes? Think again! (Also, history'd!)

     The Benandanti (singular Benandante) are men and women from the lands around the Baltic and Mediterranean seas, marked at birth by a caul (a fetal membrane enclosing the head) who were believed to be blessed with the ability to take on a monstrous man-wolf form to protect their countrymen from the predations of strige (witches), stregoni (warlocks), undead, and demons of all kinds. They would gather three or four times a year, called by the sounding of a war-drum, to march upon the very gates of Hell itself to beat back the dark forces. Details on how vary: some traditions changed (and warred) physically (with or without weapons, such as the iron whips used by the Friuli tradition), others astrally projected a wolf-form, to scout & fight incorporeal evils. Though many such groups existed, they are all known as "benandanti" after the tradition of Friuli, a northeastern province of Italy, who were the best known of these bands. Being known as forces for good, their membership was something of an open secret, and they enjoyed the gratitude and respect of the people they protected, such as the farmers (whose crops & livestock would otherwise be destroyed or stolen by the forces of Hell), midwives (who helped identify the next generation of Benandanti), and local clergy (who were at worst merely tolerant of what they saw as a harmless peasant tradition, a holdover from earlier fertility-cults, or actively supported them in their battles). Inevitably, the Inquisition came down, concerned about such enthusiastic deviation from medieval Catholic dogma, but the self-proclaimed werewolves proved a match for the Inquisition, remaining firm in their conviction that they fought witches and worked for God (and that Hell was "at the end of the sea," rather than underground).

     In a superhero setting where supernatural elements exist -- like FC PbP -- such a tradition could be quite real, and continuing. In many ways, they're already stereotypical superheroes: highly ethical men and women, gifted with powers, devoted to the community in which they live and to protecting humanity. Though they traditionally came from eastern and southeastern European ethnic groups, the massive immigrations of Baltic people to other lands means a Benandante could appear anywhere; a person might not know they were one until they were attacked by supernatural evil and erupted into the beastly form! In modern times, they'd be attracted towards professions in which they protect and serve others: police, military, medical (especially paramedics and other emergency personnel), even security guards and private investigators. Like AA's Hellhound (who makes a natural enemy or rival), I represented the claws & fangs as the Improved Critical feat (and Variable Descriptor power feat) rather than Strike, and the iron whip serves mainly to give bonus feats; even though most of the things Benandanti traditionally fight would fall under the "Acceptable Targets" categories (and are so horrific the concept practically requires Fearless), this way gives them the ability to simply punch mortal foes with monstrous strength (and the player needs not worry about different caps for different attacks). No vulnerability to (or Impervious Toughness flawed to not work against) silver, as their primary foes mainly used black magic and hideous claws & fangs (plus, silver traditionally works against weres and other evils because it is a 'pure' [i.e., good] metal and/or due to its Lunar connection, but Benandanti are already pure-hearted hounds of God and aren't tied to the Moon!). Benandanti typically changed whenever needed, though hearing the seasonal call to arms (via war-drum) would cause an automatic shift; being forced into werewolf form when hearing war drums -- or any extended drumming! -- would make a fitting Complication. Their assertion that Hell lies "at the end of the sea" could mean they fight Deep Ones and other sea-devils as well as more traditional devils.

When in human form, this fellow is barely PL 5, but the numerous combat feats (and the Intimidate skill) will help fend off harassment from any mortal muggers. My bare-bones background for this one is that he is a paramedic (perhaps a curmudgeonly one), and was raised in a "Little Italy" section of West End fully aware of his heritage (hence the numerous combat feats and decent Attack/Defense even in human form, and the Concentration skill needed to maintain the form when distracted in battle).

     For the astrally projecting 'spirit wolf' version, you could drop the Alternate Form (65PP) and take Astral Form 8 (continental; PFs: Dimensional 2 [any mystical], Subtle) [43PP] and 22PP worth of assorted precognitive powers (such as the ones angrydurf wrote up); Enhanced Attack 4, Enhanced Feats 7 (Defensive Roll 3, Dodge Focus 4), Enhanced Skills 12 (Notice 4, Sense Motive 4, Survival 4) and Super-Senses 6 (Danger Sense [mental], Uncanny Dodge [mental], Precognition [Flaw: Unreliable]) would do nicely.

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Image result for iron man vampire

Character Name: Vampire in Powered Armor
Power Level: 10 (150/150PP)
Trade-Offs: -2 Attack / +2 Damage (or none); -2 Defense / +2 Toughness

Abilities: 0 + 2 + (-10) + 8 + 2 + 0 = 2PP
Strength: 34/18/10 (+12/+4/+0); effective lifting Str 49
Dexterity: 12 (+1)
Constitution: ---
Intelligence: 18 (+4)
Wisdom: 12 (+1)
Charisma: 10 (+0)

Combat: 8 + 8 = 16PP
Initiative: +9
Attack: +6, +8 melee, +10 laser; +4, +6 melee out of armor
Grapple: +23 w/ armor's Enhanced/Super-Str; +10 out of armor
Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed; +6 (+4 Base, +2 Dodge Focus), +2 flat-footed out of armor
Knockback: -11/-7/-4/-0

Saving Throws: 3 + 6 = 9PP
Toughness: +12 [imp 10], +8 [imp 6] against blessed/holy, magic, or silver in armor; +4 [imp 4], +0 against blessed/holy, magic, or silver out of armor
Fortitude: ---
Reflex: +4 (+1 Dex, +3)
Will: +7 (+1 Wis, +6)

Skills: 24R = 6PP
Computer 6 (+10)
Craft (electronic) 6 (+10)
Craft (mechanical) 6 (+10)
Knowledge (technology) 6 (+10)

Feats: 5PP
Attack Focus 2 (melee)
Dodge Focus 2

Powers: 52 + 4 + 1 + 2 + 8 + 30 + 10 + 4 + 2 + 1 + 4 + 4 = 122PP

Device 13 (65 points; Flaw: Hard to Lose) [52PP]


Drawback 2 (removes Super-Senses [tracking scent]) [-2PP]

Energy Systems 11 (22 points; PF: Alternate Power) [23PP]
BE: Enhanced Strength 16 (to 34/+12) {16} + Super-Strength 3 (effective Str 49) {6PP} {16+6=22/22}

AP: Blast 10 (laser; PFs: Accurate 2) {22/22}

Enhanced Attack 2 [4PP]

Enhanced Defense 2 [4PP]

Feature 7 (Mitigates Weakness to Sunlight) [7PP]

Flight 3 (50 mph / 500 feet per Move action) [6PP]

Protection 8 (Extra: Impervious 6) [14PP]

Super-Senses 9 (extended on all vision [2]; direction sense, distance sense, radar [accurate radio sense; Enhancement: extended] [4], time sense) [9PP]

(-2) + 23 + 4 + 4 + 7 + 6 + 14 + 9 = 65/65


Concealment 4 (all visual; Extra: Duration [Continuous]; Flaws: Limited [Machines only], Permanent) [4PP]

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

Enhanced Feats 2 (Improved Initiative 2) [2PP]

Enhanced Strength 8 (to 18/+4) [8PP]

Immunity 30 (Fortitude effects) [30PP]

Insubstantial 2 (gaseous) [10PP]

Protection 4 (Extra: Impervious; Flaw: Limited [not against blessed/holy, magic, or silver]) [4PP]

Quickness 2 (x5) [2PP]

Regeneration 2 (Recorvery 1 [-4 total], Resurrection 1 [1 week]; Flaw: Source [blood]) [1PP]

Super-Senses 4 (darkvision, scent [acute for olfactory; enhancement: tracking]) [4PP]

Unholy Movement Array 1 (2 points; PFs: Alternate Power x2) [4PP]


BE: Leaping 2 (x5; running long jump 70 feet, standing long jump 35 feet, vertical jump 17 feet) {2/2}

AP: Speed 2 (25 mph / 250 feet per Move action) {2/2}

AP: Super-Movement 1 (wall-crawling) {2/2}



Drawbacks: (-0) + (-3) + (-7) = -10PP
Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp)

Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp)

Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp)

DC Block:



Unarmed Touch DC 19/27 Toughness (Staged) Damage (Physical)
Laser Ranged DC 25 Toughness (Staged) Damage (Physical)


Totals: Abilities (2) + Combat (16) + Saving Throws (9) + Skills (6) + Feats (5) + Powers (122) - Drawbacks (10) = 150/150 Power Points




So a young engineering genius got the idea to make himself a suit of powered armor, with which to fight the forces of crime and villainy which plague his fair city. It's got protective plating, strength augmentation, an advanced combat computer, assorted sensory enhancements, and flight via boot-jets. It wouldn't make him a top-tier hero, but definitely up to the task of protecting his corner of Freedom City against "routine" supervillainy.

Then a vampire attacked him, drained him of his blood, and replaced it with some of its own unholy ichor.

Three nights later the young inventor clawed his way from his grave, now an unholy monster cursed to feed on the blood of the living and to never know the purifying rays of the Sun again! But his horrific transformation did not completely snuff his heroic soul; fighting against his terrible hungers, he altered the suit (a task made slightly easier due to no longer needing sleep and his inhuman celerity) so he could still use it to fight crime in public, cannibalizing the suit's life support systems (which he now no longer needed) to provide a completely air- and light-tight environment (to shield himself from both sunlight and the scent of blood).

Vampires have been seen in both superheroic comics (Andrew Bennett, Confessor, Morbius the Living Vampire) and as heroic figures in television (in Angel and Forever Knight), as well as on this very site (Avenger). The "struggling with inner demons"/"atoning for one's past sins" thing is often seen in heroes, which may be one reason why vampire heroes are so enduring.

Before getting vamped, he'd be PL 7 in the armor, a puny PL 3 without. Now, he's a PL 10 in it, and PL 5 without. As befits both the image above and another famed alcoholic man of metal, a lack of blood impairs him, making him uncoordinated, slow to react, and basically, well, drunk!



Edited by Dr Archeville
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Image result for Airtight Renegades


Character Name: Quarantine

Power Level: 10 (150/150PP)

Trade-Offs: None



Abilities: 2 + 0 + 14 + 2 + 6 + 6 = 30PP

Strength: 12 (+1)

Dexterity: 10 (+0)

Constitution: 24 (+7)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 16 (+3)

Combat: 8 + 12 = 20PP


Initiative: +0

Attack: +4 Melee, +10 Contagion Array

Grapple: +5

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -5, -3 out of suit


Saving Throws: 7 + 0 + 3 = 10PP

Toughness: +10 (+7 Con, +3 Protection), +7 out of suit

Fortitude: +14 (+7 Con, +7)

Reflex: +3 (+0 Dex, +3)

Will: +6 (+3 Wis, +3)


Skills: 48R = 12PP

Intimidate 15 (+18) SM

Knowledge (Life Science) 9 (+10)

Medicine 7 (+10) SM

Notice 7 (+10) SM

Stealth 10 (+10) SM


Feats: 10PP

Challenge (Fast Startle)

Dodge Focus 4

Equipment 3


Skill Mastery (Intimidate, Medicine, Notice, Stealth)

Equipment 14 + 0 + 1 = 15EP


Abandoned Warehouse

Size: Medium; Toughness: 10; Features: Communications, Computer, Concealed, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Living Space, Pool, Power System, Security System. Cost: 1+1+12 = 14 EP


Standard Pickup Truck (0 EP)

Str 40 (med load 2 tons), Speed 5, Defense 8, Toughness 9, Huge


Cellphone [0EP]

Fire Extinguisher [0EP], in truck

Flashlight [0EP]

MW Paramedics Kit (+2 to Medicine checks) [1EP], in truck

Multitool [0EP]

Radio [0EP], in truck


Powers: 59 + 4 + 2 = 65PP

Contagion Array 25 (50 points; PFs: Accurate 3, Alternate Power 4, Triggered 2) [59PP]

BE: Drain Ability Scores 6 (chronic disease; Extras: Contagious, Disease, Range [Ranged]; PFs: Reversible, Selective, Slow Fade 5 [1/5 hours], Subtle) {50/50}

AP: Blast 10 (incredibly acute disease v1; Extras: Alternate Save [Fortitude], Secondary Effect; PFs: Precise, Reversible, Split Attack, Subtle) {44/50}

AP: Drain Ability Scores 10 (acute disease; Extras: Range [Ranged], Secondary Effect; Flaw: Action [Full]; PFs: Precise, Reversible, Selective, Slow Fade 5 [1/5 hours], Split Attack, Subtle) {50/50}

AP: Healing 10 (disease absorption/rebalancing; Extras: Area [burst], Restoration, Selective Attack) {50/50}

AP: Nauseate 10 (incredibly acute illness v2; Extras: Contagious, Range [Ranged], Secondary Effect) {50/50}

Device 1 (Armored HazMat Suit, 5 points; Flaw: Hard to Lose) [4PP]

Immunity 2 (suffocation effects) [2PP]

Protection 3 [3PP]

Immunity 2 (disease, poison) [2PP]


Drawbacks: -0PP


DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC 16 Toughness (Staged)    Damage (Physical)

Blast       Ranged    DC 25 Fort (Staged)         Damage (Physical)

Drain       Ranged    DC 20 Fort (Staged)         Drain Ability Scores

Drain       Ranged    DC 16 Fort (Staged)         Drain Ability Scores; Disease

Nauseate    Ranged    DC 20 Fort (Staged)         Sickened/Nauseated/Helpless

Totals: Abilities (30) + Combat (20) + Saving Throws (13) + Skills (12) + Feats (10) + Powers (65) - Drawbacks (0) = 150/150 Power Points



     This idea's been rolling around in my head for a while; Aoiroo's hazmat suit-wearing Catalyst spurred it on, and my recent trip to a hospital cemented my resolve to build it.

     Control over disease-causing microbes, from viruses to bacteria and parasitic fungi, is a powerset that seems to lend itself more to villainy than heroism, but if it allows you to cure diseases, it can easily be quite heroic. And if you can cause symptoms to rapidly manifest in a target, in a controlled -- and reversible -- manner, is it that much worse than someone lobbing around fireballs or lightning bolts?

     Lots of potential origins for this guy. A paramedic who ran into a contaminated area to save others, and found his latent mutant powers activated to absorb the diseases and save everyone? A member of an alien race that evolved directly from amoeba, and can exert a weird influence over its Earthly brethren? Someone kidnapped off the streets by the Labyrinth for use as a guinea pig for some biological warfare experiments (or by a scientist hired by White Knight to develop a 'race plague,' similar to what happened in the MAX imprint series U.S. War Machine), left for dead in a sewer, who rose up with strange new powers? Well-meaning mutant whose powers caused his father's medical experiments to exceed all expectations, only to have the discovery of your involvement bring disgrace and shame to his work? A natural ally (or rival!) would be AA's Amoeba.

     The build above represents someone with some emergency services experience, who plays up the "I'm rife with disease!" and "let me tell you exactly how this lil' microbe and his friends are going to make you wish you were dead" scares (but only against villains, of course!). The Healing power is for both removing diseases & their effects and general injury-tending (upping the good bacteria, getting them to knit wounds together, and so on); something similar going on in his own body is responsible for his peak human Constitution and Immunities. Triggered 2 lets him set up an "incubation" period for his effects, and the Selective power feat on his Drain All Ability Scores powers lets him choose which scores he drains (Con, or Str, or Str & Con, or Str, Dex and Con, etc.) Lots of choices for stunts: microbial corrosion is a thing (and it gets weirder), so Corrosion and Disintegrate effects are certainly possible (and about the only way this fellow can deal with robots and undead!), as are Touch Range Area effect versions of all his attacks, or things like Visual Dazzle (blinding sickness) and Confuse. Earned points could be spent on tricking out his armored HazMat suit with jets (and Communication and Immunities and Super-Senses and...); his trusty pickup truck is his only Movement power! No Incurable on his attacks or Persistent on his Healing, as I generally feel those are something that should be stunted/gained via HPs.

Edited by Dr Archeville
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Image result for Force Clayton Wilson

Character Name: V

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness



Abilities: 2 + 0 + 2 + 10 + 2 + 0 = 16PP

Strength: 12 (+1)

Dexterity: 10 (+0)

Constitution: 12 (+1)

Intelligence: 26/20 (+8/+5)

Wisdom: 12 (+1)

Charisma: 10 (+0)


Combat: 12 + 12 = 24PP

Initiative: +0

Attack: +8, +6 without armor

Grapple: +9, +7 without armor

Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed

Knockback: -11 vs. concussive force attacks, -6 vs. others; -0 out of armor


Saving Throws: 4 + 4 + 4 = 12PP

Toughness: +12 (+1 Con, +11 Armor; Impervious 10 vs. concussive force attack); +1 without armor

Fortitude: +5 (+1 Con, +4)

Reflex: +4 (+0 Dex, +4)

Will: +5 (+1 Wis, +4)


Skills: 48R = 12PP

Computers 7 (+15/+12)

Craft (electronic) 7 (+15/+12)

Craft (mechanical) 7 (+15/+12)

Disable Device 7 (+15/+12)

Knowledge (physical science) 7 (+15/+12)

Knowledge (technology) 7 (+15/+12)

Notice 6 (+7)


Feats: 4PP

Dodge Focus 2

Improvised Tools



Powers: 77 + 7 + 2 = 86PP

Device 19 (V Suit, 95 points; Flaw: Hard to Lose; PF: Restricted [Know/Physical Science 10 or better]) [77PP]

Enhanced Attack 2 (combat computer) [4PP]

Enhanced Feats 3 (combat computer; Accurate Attack, Improved Aim, Power Attack) [3PP]

Immunity 10 (life support, own powers) [10PP]

Impervious Toughness 10 (Flaw: Limited [only vs concussive force attacks {see below}]) [5PP]

  • Impervious Toughness 0 (note: Active Sustained effect; Extra: Reflective [10] [concussive force attacks]) [10PP]

Movement Array 2.5 (5 points; PF: Alternate Power) [6PP]

BE: Burrowing 4 (10 mph / 100 feet per Move action through soil & sand, 5 mph / 50 feet per Move action through clay & packed earth, 2.5 mph / 25 feet per Move action through solid rock; PF: Subtle) {5/5}

AP: Speed 5 (250 mph / 2,500 feet per Move Action) {5/5}

Obscure Auditory 5 (100 feet; Extra: Selective Attack) [10PP]

Protection 11 [11PP]

Super-Senses 9 (accurate for all hearing [4], extended for all hearing [2]; tremorsense [ranged tactile sense] [2], ultra-hearing [1]) [9PP]

Vibrational Attacks 12 (24 points; PFs: Alternate Power 3) [27PP]

BE: Blast 12 (force blast) {24/24}

AP: Disintegrate 8 (shatter bolts; Flaws: Objects Only for Drain and Damage [-2]) {24/24}

AP: Drain Dexterity 11 (vertigo generation; Extra: Range [Ranged]; PFs: Subtle, Slow Fade 1 [1 Minute]) {24/24}

AP: Strike 10 (mini-quake; Extras: Area [50-ft. Burst, General], Linked [Trip]; Flaw: Action [Full]) {10} + Linked Trip 10 (Extras: Area [50-ft. Burst, General], Knockback, Linked ; Flaws: Action [Full], Range [Touch]; PF: Improved Trip) {11} {10+11=21/24}


4+3+10+5+10+6+10+11+9+27 = 95/95



Enhanced Intelligence 6 (to 26/+8; PF: Eidetic Memory) [7PP]


Quickness 4 (x25; Flaw: Limited [Mental]) [2PP]



Drawbacks: (-4) = -4PP

Normal Identity (full-round to put on & power up suit; common, major) [-4PP]


DC Block:

ATTACK      RANGE     SAVE                             EFFECT

Unarmed     Touch     DC 16 Toughness (Staged)         Damage (Physical)

Blast       Ranged    DC 27 Toughness (Staged)         Damage (Physical)

Quake       Touch     DC 20 Reflex                     Area Damage

                      DC 25/20 Toughness (Staged)      Damage (Physical)

                      DC 20 Reflex                     Area Trip

                      Contested +10/+5 vs Dex or Str   Tripped & Knocked Back

Shatter     Ranged    DC 18 Fort (Staged)              Drain Toughness

                      DC 23 Toughness (Staged)         Damage (Physical)

Vertigo     Ranged    DC 21 Fort (Staged)              Drain Dexterity

Totals: Abilities (16) + Combat (24) + Saving Throws (12) + Skills (12) + Feats (4) + Powers (86) - Drawbacks (4) = 150/150 Power Points



     Here we have a PL 10 build for the very first character I played in a superhero RPG (TSR's Marvel Super Heroes RPG), back in the early 1990s. Vergil Blackwell was smart and African-American, two things that made growing up in the South difficult. His hard work paid off in the form of scholarships and grants that allowed him to pursue a college education; he graduated with honors with degrees in electrical engineering and materials science. This combination opened the doors to Stark Enterprises, exactly as he wanted: Iron Man had long been one of his favorite heroes, and he'd hoped to work at SE one day for both the chance to work on the armor worn by Tony Stark's bodyguard, and to make more affordable versions available for other sectors (such as construction or search & rescue). SE kept him quite busy on other projects, though -- military ones -- but his slight distaste for the projects was more than made up by the promise of all the things he could do. He couldn't complain about the money, either: within a year he'd made enough to get his family out of their run-down home and into a far nicer place up in New York. Eventually, Stark approached him: he was impressed with Vergil's work (both assigned and the special projects he'd been working on), and he wanted Vergil to accompany Iron Man & him to Wakanda for some Avenger's business. Vergil naturally jumped at the chance. King T'Challa was impressed by the young man's intellect, which allowed the proposal for exchange of Vibranium for Starktech to go through. (A fact Stark was all too cognizant of...) Vergil headed the Vibranium research laboratories, funneling just enough resources to allow him to cobble together his own suit of Vibranium-based armor.

     He worked as an armored vigilante in some of the neighboring East African countries (Somalia, Kenya, Ethiopia, Rwanda...), which put quite a strain on him. Some pointers from Iron Man himself helped him better juggle things, but his hero work combined with growing responsibilities at the SE facility lead him to take radical measures. Pilfering designs for an experimental cybernetic implant that cold increase cognitive ability, he had it built and installed by an underworld doctor... but he has no idea who, as the doctor wiped his memories after the procedure. The implant worked better than hoped, he could multitask as never before and had near-perfect recall; the occasional migraine wasn't so bad a tradeoff. Then the blackouts started, as did reports of a mysterious figure in powerful armor brutally attacking diamond and ivory shipments... (Eventual plan was to reveal the doctor he'd gone to worked for Doctor Doom, and the blackouts were when Doom was taking control of Blackwell's body; Doom planned to use him to rob both Iron Man & Black Panther, and leave the young hero to face all charges.)

     With his suit, Vergil can absorb, project, and re-direct vibrational energies (including kinetic and sonic). The suit is extremely resistant to concussive force attacks (sonics, shock waves, force beams, and bludgeoning physical damage), and provides decent protection against other physical (piercing & slashing) and energy attacks; he eventually figured out how to redirect some projected force attacks back at the user. It can project standard force blasts, pulses that disrupt gyroscopes and the inner ear, localized mini-quakes, or blasts that set up destructive vibrations throughout a target's molecular structure, causing it to shake to pieces; the suit can also set up counter-vibrations to negate all noise in an area. Unlike most armored supers, he could not fly, but could set up vibrations beneath him to 'skate' along the ground at fantastic speeds, as well as use vibrations to burrow through the earth (noiselesly, if desired). Sensory systems were also atypical: enhanced hearing and tremorsense.

     (The character is inspired, obviously, by Iron Man, but also by Ivory, one of four S.H.I.E.L.D. Super-Agents [who were all fairly quickly killed when it turned out fellow agents Knockabout, Psi-Borg, and Violence were all HYDRA moles]. I was rather tickled to learn, some years later, that around the time I was playing my Vergil, another young black superhero named Vergil [well, Virgil] was debuting in the comics. This was also some years before Reginald Hudlin or Christopher Priest had their [in]famous runs on the Black Panther title, another reason the BP/IM exchange happened. The pic above is of Force, an Iron Man villain; V's armor was darker -- like IM's Stealth Suits -- but I couldn't find any decent pics of that [most all are of it flying], and Force's color scheme is somewhat similar to that of Vibraxas, an African kid with Vibranium-derived vibrational powers.)

     Could this chap be ported over to FC PbP? Easily! Just replace Stark Enterprises, Black Panther/T'Challa, Wakanda, and vibranium with their FC equivalents -- ASTRO Labs (or ArcheTech or The Lab or etc.), White Lion/M'Balla, Dakana, and Daka Crystals -- and you're a good way there; Daka crystals can channel & direct many forms of energy, and kinetic/sonic could easily be among them. Perhaps this chap came back to Freedom to oversee some new projects, or to keep Star of Africa (the Claremont student featured in Hero High Exchange Students) company & help him develop his powers. This build would be a bit of a challenge, due to the low saves and lack of standard powered armor gear (like a radio), but I don't think these make him unplayable. Keep or drop the blackouts Complication; I think it'd be an excellent source of conflict, drama, and mystery, but what would I know? Alternatively, he could be a Freedom City native (or from one of the many Latin American countries) who designed a suit giving him powers similar to the late, great Tectonic, who had inspired him to be a hero.

Edited by Dr Archeville
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Even More Super-Strength Options!

Geez3r wrote up a fine treatise on Super-Strength, but there's always room for expansion and improvement, so here's a few more Super-Strength power feats.

X = your Str bonus, i.e., your normal modifier from your Strength score (including Enhanced Strength), not including any modification from Super-Strength. Area (General) effects should of course be limited to your PL.

Barrier Penetration: Damage X (PF: Indirect)

You're so strong that you can punch your fist through a wall, Created Object, or other barrier, creating a hole just small enough for you to reach through and hit or grapple a target without collapsing the barrier. Note that you'd still need some way to accurately perceive the target on the other side of the barrier in order to attack them! "Realistically," this should only work if your Str bonus is greater than the Toughness of the barrier -- someone with a Str of +7 could punch through a stone wall, but not a steel one -- but that's up to the GM.

Bearhug: Damage X (Extra: Alternate Save [Fortitude]; Flaw: Requires Grapple)

After you grapple & pin a foe, you can squeeze the victim so quickly and so hard that you drives all the air from the victim's lungs and keeps him from breathing in, possibly causing him to pass out.

A more lethal version, Crushing Grip, would shatter bones and burst organs, but that's not something anyone here would do.

Big Wrap-Up: Snare X (Flaw: Range [Touch]; Drawback: Limited [Toughness of Snare = Toughness of materials uses]; Complication: May cause considerable damage to environment)

You use available materials -- I-beams, chainlink fences, rolled-u asphalt, etc. -- to snare a target. The effectiveness of this tactic depends largely on the Toughness of the materials with which you have to work.

This is actually something I'd be willing to allow any character to do, without buying or even stunting the feat, as long as the material used had a Toughness less than or equal to the character's Str bonus.

Boxer's Flurry: Damage X (Extra: Autofire)

Autofire's not as useful for melee attacks -- you cannot use the Covering Fire or Suppression Fire aspects in melee -- and the Takedown Attack feat is a better version of the Multiple Targets aspect, but extra damage from rapidly flying fists is always good.

Breaking: Drain Toughness X (Extras: Affects Objects, Linked [Damage]; Flaw: Limited [Objects Only]) + Linked Damage (Extra: Linked [Drain]; Flaw: Limited [Objects Only])

Similar to the Demolish stunt Geez3r came up with; more effective (as it does Damage as well as Drains Toughness), but less useful in that it can only Affect Objects. An excellent stunt for Pulp-era Powerhouses, who are always smashing through doors with casual ease!

Comin' Through!: Damage X + Immovable X (Extra: Unstoppable; Flaw: Limited [does not add Immovable effect, only Unstoppable effects])

You are really good at barreling through foes, and knocking over the un-knockback-able.

Crack the Whip: Strike X-2 (Extra: Area [Line]; PFs: Indirect 3)

You can rip up some appropriate material -- such as the asphalt of a road, cement of a sidewalk, a length of chain-link fence, or the side of a building -- and "whip" it so that a wave travels down its length and causes it to smack the target from an unexpected angle.

Dust Storm: Environmental Control X (vision; Flaw: Range [Touch])

By strongly and rapidly fanning your arms, you can kick up a tremendous cloud of dust and dirt to blind you enemies... though you're stuck in the middle of the cloud yourself. This power even works underwater, provided there's enough silt, mud, sediment, or like material to cloud the waters.

Eye Poke: Dazzle Visual X (Flaw: Range [Tough])

He poke you so hard, you'll wish he hadn't poked you so hard.

an alternate, more permanent version, Eye Gouge -- Transform X (sighted person to blind person; Extra: Duration [Continuous]; Flaws: Range [Touch], Requires Grapple) -- could hypothetically be done. But it really shouldn't.

Freight Train: Damage X (Extra: Area [Trail])

You are a master at running into and over/through foes.

Improvised Weaponry: Blast X-1 (PFs: Variable Descriptor 2 [any, see below]; Complication: May cause considerable damage to environment)

A favorite tactic of many powerhouses is to make use of "weaponry" in and around the battlefield that only their great strength allows them to "wield." A torn-up length of pipe or cable makes a good bashing weapon. A steam pipe, ripped in two, emits a powerful blast of steam; a water pipe, or a water hydrant when the water's directed at the right angle by super-strong hands, projects a blast of water. A ripped-up electrical cable delivers a nasty shock to a foe, while a gas main, in conjunction with a spark created by the powerhouse running his fingernail along the metal pipe, makes an impromptu flamethrower. The possibilities are nearly endless for a powerhouse with imagination!

Intimidatingly Powerful: Enhanced Charisma 2X (Flaw: Limited [Only for Intimidation])

By virtue of their size and obvious brawn, powerhouse can be very intimidating. A menacing stare, a low growl, or the cracking of super-strong knuckles at just the right time can do wonders for frightening people.

Irresistible Strength: Damage X (Extra: Penetrating)

Even the toughest so-called "impervious" defenses cannot resist you!

Like Hitting a Brick Wall: adds Reflective X (melee Damage) to the Powerhouse's existing Impervious Toughness, as an Active Sustained effect

Like the Bracing power feat, you can brace & tense yourself to take a punch. But rather than increasing your resistance to Knockback, this effect "bounces" the Damage back on a melee attacker, hurting them!

Mega-Leaping: Leaping X

Generally speaking, Paragons fly, Powerhouses leap. But some powerhouses can leap really well, and this power feats lets you do so. (And given the cost-for-effect of Leaping, you really shouldn't be buying more than 4 ranks of the power directly anyway.)

Muscle-Tearing Grip: Drain STR (Flaw: Requires Grapple; PFs: Slow Fade 7 [1pp/week])

After grappling & pinning a victim, a powerhouse can apply his immense strength just so to tear the victim's muscles, ligaments, and tendons. Until he heals -- which takes months, barring superpowered assistance -- the victim can't exercise his own strength nearly as effectively.

Important Note: Slow Fade 7 is actually ridiculously high, and will likely not be approved. It's also a bit of a waste: since combats typically don't last more than a minute, and most foes who go down stay down for the rest of a given thread, having such a long recovery time is something of a waste of points (and a bit of a bookkeeping nightmare for anyone else planning to use the Drained character later, when some of the Drain may still be in effect).

Numbing Grip: Drain DEX (Flaw: Requires Grapple; PFs: Slow Fade 2 [1pp/5 minutes])

After grappling & pinning a victim, a powerhouse can apply his immense strength just so, squeezing one of the victim's limbs so hard that it becomes numb and useless for a short time (or a pretty long time, if using the Slow Fade).

Ring the Bell: Damage X (PF: Indirect 2)

With this, a powerhouse can strike the ground, using the force of the blow to cause the ground to erupt upward beneath his foe (though his foe has to be standing within his melee reach). It's a good way to take an enemy by surprise, or avoid some forms of barriers/Created Objects.

Shake 'N' Bake: Damage X-1 (Extra: Area [burst]; PF: Indirect 2)

Sometimes powerhouse confront foes who are in a vehicle, protected by a Create Object dome, or otherwise inside something the powerhouse can pick up. Using this power, the powerhouse simply picks up the object up and shakes it vigorously, battering his foes around inside.

In game terms, this power is bought as an Area Damage effect. The extent of the Area is limited to the size of the object he picks up; the Reflex save to halve the Damage represents being able to "roll with" the shaking. The Indirect power feat lets the powerhouse "reach through" the "walls" of the object and affect the people inside it without the "walls" reducing the damage.

Stratospheric Punch: Damage X (PFs: Knockback X)

When you punch someone, they're not just knocked back a few feet, they're knock back a few miles.

Super-Digging: Burrowing X

You can use your super-strong arms to burrow through the ground (and other substances) at incredible speeds.

Edited by Dr Archeville
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Image result for Grond Champions

Character Name:

Power Level: 10 (150/150PP)

Trade-Offs: -4 Attack / +4 Damage, -4 Defense / +4 Toughness



Abilities: 26 + 0 + 12 + 2 + 0 + 6 = 46PP

Strength: 38 (+14); effective lifting Str 88

Dexterity: 10 (+0)

Constitution: 28 (+9)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 16 (+3)


Combat: 8 + 8 = 16PP

Initiative: +0

Attack: +3, +6 melee (includes -1 size)

Grapple: +33, +35 w/ additional limbs

Defense: +6 (+4 Base, +3 Dodge Focus, -1 Size), +1 Flat-Footed (includes -1 size)

Knockback: -16 (includes -4 from Large size)


Saving Throws: 3 + 0 + 8 = 11PP

Toughness: +14 (+9 Con, +5 Protection) (Impervious 10)

Fortitude: +12 (+9 Con, +3)

Reflex: +0 (+0 Dex, +0)

Will: +8 (+0 Wis, +8)


Skills: 32R = 8PP

Craft (Structural) 7 (+8)

Disable Device 5 (+6)

Intimidate 5 (+10, includes +2 from size)

Knowledge (Technology) 5 (+5)

Notice 5 (+6)

Search 5 (+6)

Stealth 0 (-4)


Feats: 10PP

Accurate Attack

Attack Focus (melee) 3

Dodge Focus 3

Improved Critical (unarmed)

Improved Initiative

Power Attack


Powers: 3 + 19 + 1 + 10 + 5 + 21 + 4 = 63PP

Additional Limbs 2 (two extra arms; PF: Innate) [3PP]

Growth 6 (Large; +12 Str, +6 Con, -1 Combat, +4 Grapple, -4 Stealth, +2 Intimidation, 12 ft. tall & 18k pounds, space 10 ft., reach 10 ft., +5 Str carrying; Extra: Continuous; Flaw: Permanent; PF: Innate) [19PP]

Immunity 2 (critical hits; Flaw: Limited [not against Penetrating attacks]) [1PP]

Impervious Toughness 10 [10PP]

Protection 5 [5PP]

Super-Strength 9 (effective Str 88; Lt Load 819 tons, Med Load 1,638 tons, Hvy Load 2,457 tons; PFs: Mega-Leaping, Shockwave, Stratospheric Punch) [21PP]

Super-Strong Limbs 1.5 (3 points; PF: Alternate Power) [4PP]

BE: Leaping 3 (x10; running long jump 240 feet, standing long jump 120 feet, vertical jump 60 feet) {3/3}

AP: Swimming 3 (10 mph / 100 feet per Move action) {3/3}


Drawbacks: (-2) + (-2) = -4PP

Vulnerability (to Fire; common, minor [+1 DC]) (-2P)

Vulnerability (to Mental effects; common, minor [+1 DC]) (-2PP)


DC Block:

ATTACK       RANGE     SAVE                         EFFECT

Unarmed      Touch     DC 29 Toughness (Staged)     Damage (Physical)

Shockwave    100 ft.   DC 20 Reflex                 Area (Cone)     

                       DC 25/20 Toughness (Staged)  Damage (Physical)

Strat Punch  Touch     DC 29 Toughness (Staged)     Damage (Physical); KB 28

Totals: Abilities (46) + Combat (16) + Saving Throws (11) + Skills (8) + Feats (10) + Powers (63) - Drawbacks (4) = 150/150 Power Points


This is Grond (well, sorta; see below), one of my favorite villains from the Champions RPG due largely to the sheer lunacy of his origin story:

     Three-time loser Sidney Potter figured he'd finally caught a break.  The warden had asked for volunteers for some special medical experiments; anyone who participated would earn substantial "good conduct" reductions in his sentence.  Sidney was more than willing to let a few eggheads poke him with needles if it meant he could get out of prison early.

     Things didn't quite work out.  When he heard the medical technician say "Oops," he began to panic.  When he learned the tech had injected him with the wrong serum -- some sort of reptile-derived immune factor booster instead of the experimental cold remedy -- he became agitated and started to leave.  The tech tried to stop him, and a struggle ensued.  Sidney was thrown into a shelf-full of medicines and chemicals; dozens of sera and formulae entered his body through the cuts the glass bottles made.  But he escaped, fighting his way past the guards with manic strength.  Screaming with terror, he ran outside, right into the middle of a thunderstorm.  With the guards in hot pursuit, he dove right into a heavily polluted river... just as lightning struck!

     No one ever saw Sidney Potter again.  The prison officials assumed he'd drowned and his body had been washed downstream.  They were unpleasantly surprised when, a few days later, a huge, green-skinned, four-armed monster calling himself "Grond" went on a rampage downtown.  It took three teams of superheroes to stop him, and tests soon confirmed that this man-monster was once Sidney Potter.  But no one could find a way to transform him back; the doctors didn't even understand how he'd been turned into Grond in the first place!

     You don't often see near-mindless man-monsters who name themselves after devices from Tolkien's works!

     Of course, a character with the mindset of an enraged four-year-old really doesn't really make for a good superheroic PC, so the Four-Armed Bruiser has a bit more going on upstairs than his inspiration; in this regard, he's a bit more like Marvel's Forearm, or Ben 10's Four Arms.  Well, better than them -- the mindset of a mutant terrorist or a bratty ten year old's not much better!  So this version has decent Mental Ability scores and some skills; say he was a construction worker hired to do some work on a super-science facility who got doused in chemical wastes (or hit by an errant Gamma beam or what have you) and was mutated into a six-limbed one-man wrecking crew... and he's okay with that!  (Grond from the Champions tabletop game would have an INT of 6/-2, no Skills except Intimidate, and major Vulnerabilities to both Fire and Mental effects.  He'd also be PL 13: +6 Attack, +10 melee, a Str of 36/+13, Defense +6, and Toughness +20 vs. Physical, +15 vs. Energy.)

     He's got horns on his head, but rather than represent them with Strike, I used the Improved Critical feat; even if your version doesn't have horns, you can still use Improved Crit to represent lucky hits where he lands a blow with multiple fists for more damage.  (Using Extra Effort to surge for a second attack can also be used to represent being in a position to bring all four arms to bear down on a foe.)  Lots of room for customization, starting with the Super-Strength power feats (which are essentially Alternate Powers for your Strength).  In addition to the ones in Ultimate Power, Geez3r wrote up quite a few nice ones, here, and the few I made one post earlier (which is where you'll find Mega-Leaping and Stratospheric Punch).

Edited by Dr Archeville
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