About Sled
Abilities:
STRENGTH 8
AGILITY 8
FIGHTING
AWARENESS 8
STAMINA 10
DEXTERITY
INTELLECT
PRESENCE
Cost: 68
Powers:
Time Manipulation Array:
Time Stop level (Rank 10)
You can put time on “pause”, freezing the entire world and allowing you to move and look around at the tableau at your leisure. You cannot affect anything while time is stopped (for that, see Temporal Ambush). Still, this power allows you considerable opportunity for scouting and surveillance, such as stopping time, walking into a place and having a good look around before walking out and restarting time again. Your effect rank determines how much subjective time you get; with rank 9, for example, you have an hour “outside” of time to do things, then time returns to its normal flow. The Subtle modifier means no one notices you “move” when time is stopped.
Time Stop: Quickness (Subtle 2), Speed (Subtle 2), Quirk: Limited to routine actions while active (–4 points) • 2 points per rank.
Cost: 20 points
Temporal Ambush(Rank 5)
By stopping (or vastly slowing) time, you can “set up” a target for an attack: placing an object to drop onto them, for example, or a projectile to hit them. When you restart time again, from the target’s perspective, the attack appears out of nowhere. This power is often used in conjunction with Temporal Shift, Temporal Movement, and Time Stop, which also rely on stopping time. Temporal Ambush: Perception Ranged Damage (objects and hazards of opportunity), Indirect 4 • 4 points +3 points per rank
Cost: 2 points
Luck Control(Rank 3)
Action: Reaction • Range: Perception
Duration: Instant • Cost: 5 points per rank
Area: Your Luck Control effect works equally on all targets in the affected area. You spend only one hero point, but the subjects are each affected individually. You must apply the same effect to all subjects at once. +1 cost per rank.
Selective: This extra, applied to Area Luck Control, allows you to choose who in the area is or is not affected by it. +1 cost per rank.
You can use hero points or ranks of Luck to affect others in various ways (see Hero Points, page 20). For each rank you have in this effect, choose one of the following capabilities:
• You can bestow your hero point or use of Luck on others. You can use this only once on any given character in a round, but the recipient may use the bestowed point(s) normally.
• You can spend one of your hero point or uses of the Luck advantage to negate someone else’s use of a hero point, use of their Luck advantage, or a Gamemaster-imposed complication (at the GM’s discretion). The latter also eliminates the complication, however, so no hero points are awarded for it.
• You can spend a hero point or use Luck to force someone else to re-roll a die roll and take the worse of the two rolls. The target of this last effect may spend a hero point or use Luck to avoid having to re-roll.
Cost: 2 points
Independant:
Immunity Defence (Rank 3)
Action: None • Range: Personal
You are immune to certain effects, automatically succeeding on any resistance check against them. You assign ranks of Immunity to various effects to gain immunity to them (with more extensive effects requiring more ranks). These assignments are permanent.
• 1 rank: aging
• 2 ranks: suffocation effects (no need to breathe at all)
• 3 ranks: starvation and thirst
Cost: 3 points
Regeneration Persistent(Rank 10)
Action: None • Range: Personal
Duration: Permanent • Cost: 1 point per rank You recover quickly from damage. Remove penalties to your Toughness checks due to damage equal to your Regeneration rank each minute. You then recover other damage conditions equal to your Regeneration rank each minute, starting from your most severe condition. Spread this recovery out evenly over a minute (10 action rounds). So with Regeneration 5, you remove a –1 Toughness penalty every other round (every round with
Regeneration 10, and up to a –2 penalty per round with Regeneration 20).
Regeneration Persistent: You can regenerate even Incurable damage conditions (see the Incurable modifier).• 2 point per rank
Cost: 20 points
Impervious (Rank 20)
A defense with this modifier is highly resistant. Any effect with a resistance difficulty modifier equal to or less than half the Impervious rank (rounded up) has no effect. So, for example, Impervious Toughness 9 ignores any Damage with a rank of 5 or less. Penetrating effects can overcome Impervious Resistance (see the Penetrating extra description). Impervious is primarily intended for Toughness resistance checks, to handle characters immune to a certain threshold of damage, but it can be applied to other defenses with the GM’s permission, to reflect characters with certain reliable capabilities in terms of resisting particular effects or hazards.
Cost: 20 points
Senses Rapid (Rank 2, eyes)
You can read or take in information from a sense faster than normal: each rank increases your perception speed by a factor of 10 (x10, x100, etc.) with a single sense, double cost for an entire sense type. You can use rapid vision to speed read, pick up on rapid flickering between frames of a film, watch video replays in fast-forward speeds, and such, rapid hearing to listen to time-compressed audio “blips,” and so forth
Cost: 2 points
Feature Temporal Inertia:
You are somehow uniquely “anchored” 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.
Cost: 1 points
Total Cost: 70
Skills:
ACROBATICS 12 +8
INSIGHT 12 +8
PERCEPTION 12 +8
ATHLETICS 12 +8
Cost: 16 points
Advantages:
LUCK FORTUNE (Rank 5)
Once per round, you can choose to re-roll a die roll, like spending a hero point (see Hero Points, page 20), including adding 10 to re-rolls of 10 or less. You can do this a number of times per game session equal to your Luck rank, with a maximum rank of half the series power level (rounded down). Your Luck ranks refresh when your hero points “reset” at the start of an adventure. The GM may choose to set a different limit on ranks in this advantage, depending on the series.
ASSESSMENT GENERAL
You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or otherwise exaggerate the target’s bonuses.
ATTRACTIVE SKILL (Rank 2)
You’re particularly attractive, giving you a +2 circumstance bonus on Deception and Persuasion checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing. With a second rank, you are Very Attractive, giving you a +5 circumstance bonus. This bonus does not count as part of your regular skill bonus in terms of the series power level, but also does not apply to people or situations which (in the GM’s opinion) would not be influenced by your appearance. While superheroes tend to be a fairly good-looking lot, this advantage is generally reserved for characters with particularly impressive looks.
UNCANNY DODGE COMBAT
You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility
Cost: 9 points
Gadjets
Space Suit 8 equipment points
Telepathic Transiever 10 equipment points
Supertech Flight belt(Rank 8) 17 equipment points
Cost: 7 points