
Arknight |

I think I will reroll the extra Pet and TK:
1d100 ⇒ 29 = Heightened Intelligence B
1d100 ⇒ 78 = Telepathy
I'll probably drop the Pet, and crunch together the rest. :)
Oh, power-specific rolls:
Strength: 11
Endurance: 13
Agility: 16
Intelligence: 15
Charisma: 12
Skills:
Natural Weaponry ( 1d6 ⇒ 6 = +3 hit/ +6 damage)
Magic/Psionics:
Astral Projection
Heightened Intelligence B: 3d10 ⇒ (4, 3, 4) = 11
Telekinesis
Telepathy
Magic/Psionic Items:
Dimensional Travel (Type 1)
Paralysis Ray
Sonic Abilities
Transformation (Power Activation)
Extra Powers:
1d100 ⇒ 80 - Telekinesis
1d100 ⇒ 47 - Invulnerability (3d10 ⇒ (7, 9, 8) = 24)
Weakness: 1d100 ⇒ 46
Willpower (A)
Weakness: Vulnerability

Tenro |

What do I need to do to finish up my character? Some more rolls, I assume?
Guess I'll drop the speed bonus and be more lile a brick?
Is there any way to even get more powers?
I guess basically, with the rolls so far, my character was probably experimented on in the future to see if time travel is survivable, and ended up blasted back in time.

The Time Lord |

Finalized my backstory and added an appearance.
Jason Chronos was an intern at a special research facility where he was caught in an lab accident involving the manipulation of time. He kept his newly gained powers a secret from the others not wanting to be made an experiment himself and eventually left the facility and moved around.
He also developed a pair of tech gauntlets that allows him to monitor his powers able to tell how much he distorts time. the gauntlets also allow him to Throw people or things into stasis by drawing on his power to manipulate time.

orionbasher |

Weakness
Control module overide (weakness:low self control)(weakness:Physical Handicap)
In times of great danger, there is a chance where the programing of the HERALD will take over.This initiates the lockdown procedure,where the HERALD will freeze up and become encased in his armor, reverting to his capsule form (this looks like a coffin and is the form the HERALD will take when sleeping/unconscious)In this form, the HERALD is unable to take action and is paralyzed until the danger has passed or the warning system has been disabled by outside sources
i'm attempting to combine both of my weaknesses.Is this okay?

Cardinal aka Dr R Stanton |

Cardinal looms on a rooftop, gazing at Crusader Citadel in the distance. This group was one of the few that got it when it came to the law; not random vigilantes, these were proven heroes who had saved the planet more than once. They showed up to criminal hearings, worked with the government when needed.
Cardinal would be proud to call himself a Crusader. In a flash of red, he began his descent, jumping to nearby lower rooftops until he could reach the street.

Orion of the infinite |

The HERALD scans the current universe for the greatest congregation of anomalies in the galaxy.As his navigation runes lock in on earth, the HERALD repeats the information projected on the runes.
"center city,IL."
Seconds later, Dialkar hears a crackling behind him as a dimensional portal opens up behind him.
"biological anomaly detected.foreign organism present in environment . identify? "

Ice Storm |

Ice storm watches the scene through military grade binoculars from the top of a building. He was only joining the Crusaders due to orders from his superiors to infiltrate the group. He chose his pseudo name through a tongue and cheek attempt to fit in.
The Insectoid was interesting, but wandered around cluelessly.
Orion can you give a physical description?

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Ice Storm
What is the PP cost of your teleportation? This sets your maximum range and the power cost. Remember that you pay the full power cost, even if you just teleport across the street. Your base range is equal to your maximum Power scores in inches. That has a PR of 1. For each additional point that it costs, you multiply the range by 10.

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Name: Flurry
Identity: Jacob Corner
Level: 1
XP: 0
POWERS
Heightened Attack: +1/level accuracy bonus.
Heightened Defense: -4 to be hit while conscious and mobile.
Heightened Endurance A: +11.
Heightened Expertise: +4 to hit in unarmed combat.
Heightened Strength A: +10.
Speed Bonus: +50" to ground movement rate.
Mute: Unwilling or unable to speak.
Strength: 18
Endurance: 24
Agility: 16
Intelligence: 12
Charisma: 14
Basic Hits: 4.5
Hit Points: 40
Power: 70
Reactions from Good/Neutral/Evil: +2/+1/-3
Movement Rates: 108" on ground
Carrying Capacity: 783 lbs.
Basic HTH Damage: 1d8
Healing Rate: 3.2
Accuracy Modifier: +2
Damage Modifier: +0
Detect Hidden: 10%
Detect Danger: 14%
Inventing Points: 1.2 (36%)
Security Clearance: 16

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Name: Firelash
Identity: TBD
Level: 1
XP: 0
POWERS
Adaptation: PR = 1 per hour or use as a defense.
Flame Power: PR = 3 to activate, PR = 3 per attack, PR = 1 per hour of flight. 38 inch range doing 1d12 damage.
Force Field: PR = 1 per attack. 46 inch range doing 1d6 damage. Max. size = 1 inch per side per point of Power character currently has. One action to set up, one action to maintain. PR = ½ per point of damage repulsed from kinetic attacks.
Heightened Charisma B: +14.
Heightened Endurance B: +7.
Telekinesis: TK capacity = 150 lbs., TK defense cost PR 1 to set up and per attack repulsed, with one action to establish; range = 16”. TK blast damage = based on capacity, PR = 1 per attack or per turn, attacks as HTH.
Diminished Senses: Cannot feel pain.
Vulnerability: Damage from water/cold attacks is doubled.
Strength: 15
Endurance: 23
Agility: 16
Intelligence: 10
Charisma: 27
Basic Hits: 3.5
Hit Points: 21
Power: 64
Reactions from Good/Neutral/Evil: +6/+3/-1
Movement Rates: 54" on ground
Carrying Capacity: 472 lbs.
Basic HTH Damage: 1d6
Healing Rate: 2.1
Accuracy Modifier: +2
Damage Modifier: +0
Detect Hidden: 8%
Detect Danger: 12%
Inventing Points: 1 (30%)
Security Clearance: 20

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Name: Dash Gunnar
Identity: Dash Gunnar
Level: 1
XP: 0
POWERS
Absorption Device: Absorb movement rate from any nearby target and add to air movement; range = 14", one action to activate, movement only.
Disintegration Ray: PR = 2 per shot. 11" range doing 1d20 damage.
Heightened Expertise: +4 to hit with all weapons.
Speed Bonus Device: +90" to air movement rate (jetpack).
Willpower: Use as a defense against a variety of attacks.
Diminshed Senses: Hearing (Detect Danger and Detect Hidden scores halved for purposes of hearing)
Strength: 11
Endurance: 16
Agility: 16
Intelligence: 9
Charisma: 13
Basic Hits: 2.7
Hit Points: 7
Power: 52
Reactions from Good/Neutral/Evil: +2/+1/-3
Movement Rates: 43" on ground
Carrying Capacity: 215 lbs.
Basic HTH Damage: 1d4
Healing Rate: 1.1
Accuracy Modifier: +2
Damage Modifier: +0
Detect Hidden: 8% (4%)
Detect Danger: 12% (6%)
Inventing Points: 0.9 (27%)
Security Clearance: 20

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Name: Time Lord
Identity: Jason Chronos
Level: 1
XP: 0
POWERS
Death Touch Device: Victim makes two saves on d20 (Agility and Endurance); if one fails, victim loses all Power points and is fatigued; if both fail, victim is frozen in time for 1d8 hours. Device can work twice before needing an 8 hour recharge.
Heightened Senses – Foresight: Detection scores are quadrupled.
Mutant Power – Time Manipulation: You can manipulate time in a 15” (I) radius, slowing, speeding up, or even stopping time. One action to initiate, one to maintain. PR = 10 to initiate and 5 per turn maintenance.
Speed Bonus: +90 inches, ground.
Weakness Detection: Determines one weakness and gains a +12 modifier to hit after spending one action within one inch of opponent.
Strength: 13
Endurance: 13
Agility: 12
Intelligence: 15
Charisma: 10
Basic Hits: 4.7
Hit Points: 13
Power: 53
Reactions from Good/Neutral/Evil: +1/+0/-4
Movement Rates: 38" on ground
Carrying Capacity: 339 lbs.
Basic HTH Damage: 1d6
Healing Rate: 1.4
Accuracy Modifier: +2
Damage Modifier: +0
Detect Hidden: 48%
Detect Danger: 64%
Inventing Points: 1.5 (45%)
Security Clearance: 20

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Name: Zane Kheldon
Identity: Zane Kheldon
Level: 1
XP: 0
POWERS
Astral Projection: Fly at 12 miles per turn (2,880 mph), pass through most solids; one action and PR 12 to release astral form.
Heightened Endurance A: +12.
Heightened Intelligence B: +20.
Magical Spells:
a) Eldritch Blast: PR = 1 per shot, 24 (A) inch range doing 2d8 damage; attacks and defends as Power Blast.
Speed Bonus: +20 inches, ground.
Weakness Detection: Determines one weakness and gains a +12 modifier to hit after spending one action within one inch of opponent.
Strength: 11
Endurance: 24
Agility: 12
Intelligence: 36
Charisma: 12
Basic Hits: 3.8
Hit Points: 26
Power: 83
Reactions from Good/Neutral/Evil: +2/+1/-3
Movement Rates: 67" on ground
Carrying Capacity: 325 lbs.
Basic HTH Damage: 1d6
Healing Rate: 2.7
Accuracy Modifier: +1
Damage Modifier: +4
Detect Hidden: 26%
Detect Danger: 30%
Inventing Points: 3.6 (108%)
Security Clearance: 15

Dash Gunnar |

With the roar of his jetpack still ringing in his ears Dash Gunnar stands atop the spire of the Crusader Citadel, exhaust fumes filling his lungs as he puffs out his chest and poses proudly, marking out his territory. Behind him, visible for miles, is his sky written message.
DASH GUNNAR SAYS EVERY DAY CAN BE PAY DAY WITH MOOLAH LOANS. VISIT A FRIENDLY STORE TODAY.
The first part of his job done, Dash looks down at the building beneath his feet. Now to kick some evil doer tail to get the boss men some bang for their jet fuel buck

Ice Storm |

How I understand it
Base maximum distance = the character's current Power score for 1 PP
1 additional PP = Base * 10
2 additional PP = Base * 10 * 10
And so on
How I see the power is as follows.
He can feel his way in the ether to get to any point. When he teleports, he moves into a space previously occupied by any matter, his previous position is replaced by that matter. The practical upshot is his teleports are completely silent, and he does not have to fear teleporting into solid matter, although he may become stuck, until he teleports again.
He can either teleport to any place he has seen or been, but he uses direction and distance to aim. He finesse this travel by his agility score in feet to end up in non solid matter.

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Ice Storm
Okay, I think I see what you're saying. As written, the power doesn't work that way. You have to define your maximum range by specifying the PR of each use. For 1 PR, you can teleport up to your maximum Power score in inches. Each additional PR multiplies the maximum range by 10. You can still teleport across the street if you want to, but it costs the same, no matter how far you teleport, up to your maximum range.
That being said, I think I see what you're thinking and I am willing to let your power work that way, if you wish.

Ice Storm |

OK, so if I understand correctly, I can't augment on the fly.
So if I were to set power usage at 3, then at full Power points I can move 7300 inches or 36,500 ft ~7 miles.
Given, he is a spy and would need to travel long distances I will set the power at 5 which should give him 691 mile range fully charged
If you allow me to power it on the fly, I would much prefer it
I assume I can move all matter living or nonliving within my carrying capacity

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Tenro, not unless you want a second weakness.
Orion
1. Astral Projection: Fly at 12 miles per turn (2,880 mph), pass through most solids; one action and PR 12 to release astral form.
2. Dimensional Travel: Can travel between dimensions.
3. Heightened Defense: -4 to be hit if conscious and mobile.
4. Heightened Senses: Detect life forms.
5. Paralysis Ray: PR = 7 per shot. 24” range and renders target unconscious.
6. Psionics (Enter the Infinite): Creates alternate duplicate of individual. PR = 25 per use.
7. Telekinesis: TK capacity = 110 lbs. , TK defense cost PR 1 to set up and per attack repulsed, with one action to establish; range = 12”. TK blast damage based on current capacity, PR = 1 per attack or per turn, attacks as HTH.
8. Weakness Detection: Determines one weakness and gains a +4 modifier to hit after spending one action within one inch of opponent.
9. Physical Handicap/Low Self Control: In times of great stress, may become paralyzed.

Firelash |

Ok, quick backstory for Firelash...university doctoral student doing breakthrough work in micronuclear power generation. He got caught in a meltdown when some tainted uranium was used and exposed him to the radiation. His nerves got fried and he cannot feel pain, but the exposure also caused his new body to not react well with cold/water attacks.