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Post by gamedave on Jan 19, 2020 18:23:30 GMT -5
THE POWERHOUSE Your Hero is an engine of destruction. They might be an oddly-colored rampaging monster or a font of barely-controlled energy.
Powerhouse Gifts Your Hero has the Berserker and Tough Gifts.
Powerhouse Stunts Your Hero has the following Stunts. Mass Destructionist: Your Hero has +2 to any Adventure rolls to Overcome physical obstacles by destroying them using their Powers. Scaled Damage: Your Hero inflicts extra Shifts of Stress on a successful Attack if your Power's Scale is higher than the Scale of the target's relevant resistances.
Powerhouse Powers Pick one of the following arrays: Basher or Blaster. Your Hero gains all of the features of that array. The features of the other array are available as Stunts (each feature is a separate Stunt).
Basher Talent for Bashing You may switch your Hero's Brawling Talent rating with any Talent your Hero has with a higher rating.
Gift for Bashing Your Hero has the Brawny Gift.
Invulnerability Your Hero has Scale resistance to Trauma, and can ignore common environmental effects, like exposure and biting insects, as well as any effects that require direct skin contact.
Super-Strength Your Hero is strong. Really strong. They can lift weights at Scale, and inflict and resist Trauma at Scale as well.
Blaster Talent for Blasting You gain a new Talent, Blasting. This Talent is at +0. You may switch the rating of this Talent with the rating of a Talent that your Hero has with a higher rating.
Gift for Blasting Your Hero has the Immunity {} Gift for their specific Blast.
Blast Your Hero can fire damaging blasts at range. Common Powerhouse Blast types include force, fire, "cosmic energy", and electricity. Pick whether the Blasts inflict Shock or Trauma; the other is available as a Stunt. Blasts are usually difficult if not impossible to use in close Combat or for precision work, at least without a Stunt.
Super-Endurance Your Hero system is used to channeling energy. They have Scale resistance to Shock.
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Post by gamedave on Jan 19, 2020 20:12:41 GMT -5
THE WIZARD WORK IN PROGRESS - This one may take a while You're a Wizard, Hero. Your Hero might be a literal wizard with magic spells, or a tech wiz with gadgets, or the power to create hard light constructs, or a psionic ability to create spirit forms. Regardless of the source of their Powers, your Hero can make stuff that does stuff. This Power Set is extremely broad and versatile.
Wizard Theme Pick one of the following Themes.
Gadgeteer Your Hero creates gadgets that give them their Powers. Depending on the narrative, these might be gadgets your Hero's already built and happen to have on them, or gadgets that they assemble on the fly. Either way, their Powers can be disabled by EMPs and other anti-tech measures, or simply by having their stuff taken from them.
Gadgeteer Ability Increase your Hero's Intellect by +1. You must still have "The Best There Is" Stunt to increase it to +3.
Gadgeteer Talent Your Hero has "The Best There Is" Stunt for Technology and has the Technology Talent at +3.
Gadgeteer Stunt Your Hero has the "Bag o' Tricks" Stunt. They have any small, mundane gizmo, gadget, or object it makes narrative sense for them to have. This could include a mini computer, night-vision goggles, a gas mask, lock picks, or small tools.
Mage Your Hero casts spells. This is probably the broadest Wizard Theme, so it needs to be narrowed down further. Work with your table to create a theme for your spells.
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Post by gamedave on Jan 20, 2020 10:17:17 GMT -5
THE SPEEDSTER Your Hero can move, just, super fast. That's it. Pretty straightforward. This Power Set is relatively limited to start, but has a lot of room for growth through Stunts.
Speedster Gifts Your Hero has the following Gifts: Computer Brain {}, Fast.
Speedster Powers Your Hero has the following Powers.
Super-Endurance Your Hero runs a lot and channels tremendous amounts of energy, metabolic or otherwise. They have Scale resistance to Shock and pretty much never get tired or fatigued.
Super-Speed Your Hero can move at Scale speed. Unlike, say, Flight, your Hero also has the reflexes to match. Any physical Combat Attack that your Hero is aware of must match their Super-Speed Scale to hit them. Area Attacks, Social Attacks, and some magical and psionic Attacks that don't need to be physically aimed can still hit you just fine. You can also use your Super-Speed in Combat to match defensive Powers like Super-Agility.
Speedster Power Stunts Your Hero can also take the following Powers with Stunts.
Blast Some Speedsters can create targeted sonic booms. Others can channel nebulous "speed energy" to create energy Blasts. Either way, your Hero can Blast their foes at range. Pick whether your Hero's Blast inflicts Trauma or Shock. Creating a Speed Blast requires a running start, but this can be done as part of the same action as long as there's enough room. This is a bit of a stretch for Speedster Powers, so the range of the Blast is one less than your Hero's regular Scale.
Climbing Well, not so much climbing as running straight up a wall. Your Hero moves so fast they can run straight up a wall! Unlike most other forms of Climbing, Speed Climbing can't be used to move upside down on a horizontal surface or under an overhang or obtuse angle, but you can move up sheer surfaces and even across stretches of water!
Intangibility ?? Your Hero can move so fast that they can vibrate their molecules through solid matter. They can walk through solid barriers and are completely unaffected by Attacks which inflict Trauma. Use Scale for attempts to pass through energy barriers and the like. It takes an Action (but not usually a roll - use Adventure + Athletics if it's an issue) to change between Intangible and solid, so this Power is of limited utility in Combat. It's great for getting away from a fight, though...Even with those limitations, however, this can be a unbalancing Power - discuss it with your table before taking it.
Regeneration Your Hero's Super-Metabolism allows them to heal from physical injuries almost instantly. When your Hero takes a physical Consequence, note the Scale of the Power or effect that inflicted it. You can use an Overcome Action to downgrade that Consequence, comparing the Scale of your Hero's Regeneration Power to the Scale of the effect that inflicted it. The difficulty is equal to the level of the Consequence (2, 4, or 6). Your Hero normally rolls Adventure + Athletics, but some other Talent might be appropriate.
Speed Punch Your Hero can reel off a lighting-fast barrage of punches. Effectively, this lets them inflict Trauma at their Scale.
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Post by gamedave on Jan 20, 2020 14:07:02 GMT -5
THE VIGILANTE Your Hero relies on their own brains and brawn to deal out justice. They might be a self-trained street fighter, a martial artist from a kung fu monastery, or just a home-town hero in over their head. Unlike other Power Sets, the Vigilante doesn't actually have Powers, just their Abilities, Talents, and Gifts. As they don't have Powers, the Vigilante has a couple of special rules. It is only available to a Hero with the Training Origin, and the Vigilante Power Set is only Normal Scale. On the plus side, unlike other Power Sets, the Vigilante can never have their Powers reduced or negated, because they don't have any.
Vigilante Abilities Increase either your Hero's Adventure or Combat by +1. You must still have the "The Best There Is" Stunt to increase it to +3.
Vigilante Talents Pick 4 of the following Talents and increase them by +1: Athletics, Brawling, Driving, Evasion, Healing, Intimidation, Investigation, Melee, Perception, Shooting, Sneaking, Streetwise, Survival, Technology, Thievery. You must still have "The Best There Is" Stunt to increase a Talent to +3.
Vigilante Gifts Your Hero has the Tough Gift. Pick three other Gifts: Artifact, Berserker, Blind, Contacts, Extended Family, Fast, In the Know, Leadership, Night Vision, Presence, Sanctum.
Vigilante Stunts Pick a signature Stunt. Create a Stunt for one of your Abilities, Talents, or Gifts, or pick a second Stunt off of this list.
Bag o' Guns Your Hero has a bag full of guns. Whenever they want any kind of mundane firearm, ammo, or accessory, they can pull it out of their bag. This isn't magic, and it doesn't apply in situations that don't make narrative sense, like after your Hero has been strip-searched, and it doesn't let you pull a rocket launcher out of your pocket, but your "bag" could also be your tricked out van or an armory in your Sanctum.
Bag o' Tricks Your Hero has a utility belt, a bandoleer, a rucksack, or just a bunch of pockets and pouches. They can pull out any small, mundane tool or item that it's reasonable for them to be carrying.
Diehard Your Hero is extremely hard to put down. They don't know when to stop. They don't know the meaning of "quit". They have an extra 6-Stress Consequence box. They...ok, they won't stop, but I will.
Scrounging If there is even the slightest chance that a mundane object your Hero wants might be around here somewhere, your Hero finds it. It's probably a makeshift item that more or less does what they need, then breaks, falls apart, or explodes, but it'll do for now.
The Best There Is Pick one Ability or Talent. You may increase it to +3. This Stunt does not advance the Ability or Talent by itself; you must still have an Advancement available.
Walking Arsenal Your Hero is a walking arsenal. They have a wide variety of melee weapons, bows, slings, and such secreted about their person, home, and vehicle. Whenever your Hero needs such a weapon, they can pull it out. This isn't a magical ability, and it doesn't work if it doesn't make sense narratively, but short of that...you've always got a knife.
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Post by gamedave on Mar 10, 2020 19:09:43 GMT -5
THE METAMORPH Your Hero isn't what they appear to be. Or, perhaps more accurately, they often don't appear to be what they are. They can alter their appearance, their shape, maybe even their very substance.
Metamorph Milestones Metamorphs are nothing if not changeable. Once per session, you may spend a Fate Point to give your Hero a single Minor Milestone benefit: switch the ratings of two Talents, switch a +0 Talent for a Talent you don't have, switch one Stunt for another Stunt, or switch one Gift for another Gift. Whenever you achieve a Minor Milestone (usually at the end of a session), your Hero may select two Minor Milestone benefits instead of the single benefit most characters get.
Metamorph Gifts Your Hero's variable physiology gives them the Tough Gift.
Metamorph Powers Pick of the three of the following options. The others are available as Stunts.
Giant Form Your Hero can go big. Really big. It takes an action to "activate" this Power, but while it's active, they can the Gargantuan Gift, and Super-Strength. They can lift Scale weight, Overcome most physical obstacles with their Scale, Inflict Trauma at Scale with a Close Combat Attack, and Resist Trauma at Scale.
Elasticity Your Hero has an elastic, malleable form. They can stretch and contort their body, reaching up to a distance of one Scale less than their Power Scale. They can Overcome most physical obstacles with their full Power Scale, and can apply that Scale to Resist Trauma.
Hyper-Density Your Hero can massively increase their...mass. It takes an action to activate this Power. While active, your Hero has Scale mass, and can apply their Scale to Resist both Trauma and Shock. They tend not to be very mobile, though: they can only move a few yards during a single action while this Power is active.
Insubstantial Your Hero can decrease their density, to the point where they're effectively intangible. It takes an action to "activate" this Power. While it's active, your Hero effectively has True Immunity to Trauma, and Resists Shock at Scale. They can pass through most physical barriers at will, and can pass through energy barriers with an Overcome action using their Scale. While in this form, however, they are equally unable to affect the physical world.
Micro-Form Your Hero can shrink to a tiny size. While at this size, they can apply their Scale to Combat Defend actions. They can also use their Scale to Overcome any physical obstacle that could be bypassed by being small (for example, fitting through a hole or gap). They also can apply their Scale to Overcome actions to hide, sneak, and bypass visual and auditory sensors. It takes an action to "activate" this Power. On the downside, while in micro-form, any Trauma or Shock they Inflict operates at an inverse Scale (Marginal for Epic Micro-Form, Minimal for Legendary Micro-Form, and off the chart for Mythic+ Micro-Form).
Super-Strength Your Hero can re-shape themselves to gain massive strength, but this isn't really their forte, so they only gain this Power at one Scale less than their regular Scale. It allows them to Inflict Trauma at that Scale with a Close Combat Attack. It takes an action to "activate" this Power, but it also gives your Hero the Brawny Gift while it's active. Variable Gifts As an action, your Hero can alter their form to gain physical Gifts. These Gifts remain until the end of the Scene, or until your Hero uses an action to change them. When they do, pick four: Aquatic, Brawny, Extra Limbs, Fast, Gargantuan, Gorgeous, Natural Weapons, Night Vision, Scent, Wings.
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