Goals:

Defeat Blossom's evil by using her bossiness against her - foil her evil schemes by completing them first until she gets so angry she breaks through the brainwashing so she can be the Leader of the PP Gs? and tell Buttercup what to do!

Become the Custodian of Excalibur until the King can be found?

more convictions

- Play with your Food - Love everything in its own right - Demonstrate to Villians the Errors of their ways

Immediate purchase list

⚠ (:showhide div=imm init=hide:)

Hypermind +2 points

(new power)

Hypermind 1d (2pts per die; 2 points)

Mind, Locational (Head) -1, Willpower Investment -1

Power of the Day +12 points

(add 2h)

Manifestation of Perfected Form +4 points

(add new Useful quality)

Useful (Extra Tough)

Permanent +4, Always On -1, Engulf +2, Full Power Only -1, Self-Only -3, Attached to Improved Resilient Body -2

Hyperbody +2 points

(add No Upward Limit +2)

Power of the Day +12 points

(add 2h)

Power of the Day +12 points

(add a second identical Useful quality)

Flight +8 points

(change to)

Flight 1d (18pts per die; 18 points)

Useful, No Physics +1, Booster (Speed) +6, Spray (8d+1wd) +12, Attached to Improved Resilient Body -2, No Obvious -1

Capacity, Speed: 1,280,000,000

Hyberbody sans Spray

Hyperbody 1hd+5wd (1pts per die; 22 points)

Body, Native Power +1, Locational (Arms) -2, If/then (Supersitious, she would be unable to use her strength if her keepsake were to be lost) -1, Obvious -1

Hyperbody 1d (11pts per die; 11 points)

Body, Native Power +1, Locational (Arms) -2, If/then (Supersitious, she would be unable to use her strength if her keepsake were to be lost) -1, Obvious -1, Augments +4, If/then (Only for Augments) -1, If/then (Only for skills) -1, If/then (Only for Extras) -1,
Booster +6, Interference +3, Radius +2

Power goal 430 points

⚠ (:showhide div=pug init=hide:)

285 points (+155 points)

Manifestation of Perfected Form 2hd (4pts per die; 16 points) Useful (Can't be destroyed, mutilated, or permanently killed) Useful (Custom Hit Locations) Useful (Extra Tough) Useful (Extra Tough) Permanent +4, Always On -1, Engulf +2, Full Power Only -1, Self-Only -3, Attached to Improved Resilient Body -2

Immunity 2hd (3pts per die; 12 points)

Extended Immunity 4hd (1pts per die; 8 points)

Resilient Body 1d [+6hd] (18pts per die; 18 points)

Improved Resilient Body 1d [+3hd] (11pts per die; 11 points)

 (add High Capacity (Touch) +2)

Revived by Love 2h (1pts per die; 4 points)

Flight 1d (18pts per die; 18 points) Useful, Booster (Speed) +6, Spray (8d+1wd) +12, Attached to Improved Resilient Body -2, No Physics +1, Obvious -1 Capacity, Speed: 1,280,000,000

Eyes of Brilliant Light 2d+wd (1pts per die; 6 points)

Hyperbody 1d [+1hd+5wd] (94pts per die; 94 points) Extra Attack +6, Extra Defend +4, Extra Useful +6 Body, Native Power +1, Spray (5wd+5hd) +30, No Physics +1 Duration +2, Radius +2, Area +10, Penetration +10, Traumatic +1 Controlled Effect (Allies Only) +1, Controlled Effect (Enemies Only) +1, Controlled Effect (Inanimate Only) +1, Booster (Mass) +4, Booster (Throw) +4, Booster (Speed) +1, Booster (Jump) +1 High Capacity (Mass) +1, No Upward Limit +2, Daze +1, Engulf +2, Power Capacity (Range) +2, On Defends Only: Interference +1 Obvious -1, Locational (Arms) -2

Hypersense 1d (14pts per die; 14 points) Sense, No Physics +1, Fragile -1, Spray (1wd) +4, Booster (Range) +10, Locational (Head) -1, Willpower Investment -1 Range: 400,000,000,000

Hypercoordination 8d (2pts per die; 16 points) Coordination, Locational (Legs) -2

Hypercharm 4d (1pts per die; 4 points)

Hypermind 1d (8pts per die; 8 points) Mind, Extra Useful +4, Spray (1wd) +4, Locational (Head) -1, Willpower Investment -1

Hypercommand 1d (8pts per die; 8 points) Command, Spray (3hd) +6, Interference (Defends Only) +1, Locational (Head) -1

Power of the Day 6h (4 pts per die; 48 points)

⚠ (:showhide div=fup init=hide:)

Buttercup at full power?

Buttercup N (571 points) - Earth Shaking Entity

Archetype (15 point)

Artificial

Source: Technological
Permissions: Super
Intrinsic: Mandatory Powers (Resilient Body, Indestructible, Revived by Love, Hyperbody, Flight, Eyes of Brilliant Light)
Intrinsic: Allergy (Antidote X, immediately lose all powers except Indestructible & Revived by Love until exposed to Chemical X)

Stats (100 points)

 Body 2d [+1d+10wd]
 Coordination 3d [+4d+1wd]
 Sense 3d [+1d+1wd]
 Mind 3d [+1d+1wd]
 Charm 5d [+3d+1wd]
 Command 4d [+1d+1wd]

 Base Will 9

Convictions

 Never Let a Crime Go Unpunished 4
 Prove I'm the Best Fighter 3
 I've got an Attitude! 2

Skills (82 points)

 Superhero Training (B/F/I) 5d
 Hero of the Empire (B/F/-) 5d
 Languages New and Old (B/-/-; Mind) 4d
 Student of History (B/-/-; Mind) 3d
 Inspiring Attitude (B/-/-; Charm) 2d
 Guitars Reading Sheet Music (B/-/-; Charm) 2d
 Kerberan Brat (-/-/I; Command) 4d
 Cultist of Isis (-/-/I; Command) 2d
 Stability (-/-/-; Command) 5d
 Perfect Little Angel (B/-/-; Charm) 4d
 Block (-,-,-,Body) - [+1d]
 Break Through (-,-,-,Body) - [+1d]

Powers (374 points)

Perfected Form 2hd (7 pts per die; 28 points)

Useful (immunity)

Useful, Native Power +1, Permanent +4, Always On -1, Self Only -3, Variable +4, If/then (Only for Variable Effect) -1, If/then (Variable only works) -1, If/then (Does not work against radiation) -1

Useful (custom hit locations)

Useful, Native Power +1, Attached (IRB,D) -2, Endless +3, Self Only -3

Useful (indestructable)

Useful, Native Power +1, Permanent +4, Always On -1, Self Only -3, Horrifying -1

Extended Immunity 6h (1 pts per die; 12 points)

Useful (immunity)

Useful, Attached (IRB,D) -2, Endless +3, Self Only -3, Variable +4, If/then (Only for Variable) -1, If/then (Variable only works) -1, If/then (Does not work against radiation) -1

Revived by Love 2hd (1 pts per die; 4 points)

Useful (regeneration)

Useful, Native Power +1, Permanent +4, Always On -1, Full Power Only -1, Self Only -3, Engulf +2, Depleted (Recharged by other's expression of Love) -1, If/then (Only heals when dead/dying and stops again when fully healed) -2

Resilient Body

Defense (LAR) 10hd (5 pts per die; 100 points)

Defense, Native Power +1, Permanent +4, Always On -1, Armored Defense -2, Hardened Defense +2, Full Power Only -1, If/then (Soft skin, Doesn't Work against Friendly Bonks on the Head) -0

Improved Resilient Body 3hd (8 pts per die; 48 points)

Defense (HAR)

Defense, Endless +3, Interference +3, Full Power Only -1

Useful (Extra Hit Boxes)

Useful, Attached (IRB,D) -2, Automatic -1, Endless +3, Self Only -3, Engulf +2

Flight 1d (17 pts per die; 17 points)

Useful (Floating about and such)

Useful 2, Duration +2, Spray (1wd) +4, Attached (IRB,D) -2, Locational (Head, Body) -2, Go Last -1, Willpower Investment -1

Useful (flying faster than the speed of light)

Useful 2, Spray (4d+1wd) +8, Booster (Speed) +7, No Physics +1, Attached (IRB,D) -2, Obvious -1

Eyes of Brilliant Light 1d (8pts per die; 8 points) Attack (Eyebeams!) Attack, Spray (2wd) +8, Obvious -1, Locational (Head) -1

Hyperbody 1d (64 pts per die; 64 points)

Hyperstat (Body) 4, Spray (10wd) +40, Native Power +1, No Physics +1, High Capacity (Mass) +1, Power Capacity (Range) +2, Speeding Bullet (Sense) +2, Engulf +2, Penetration +6, Daze +1, Booster (Mass) +2, No Upward Limit +2

Hypersense 1d (8 pts per die; 8 points)

Hyperstat (Sense) 4, Spray (1wd) +4, No Physics +1, Fragile -1

Hypercoordination 1d (9 pts per die; 9 points)

Hyperstat (Coordination) 4, Spray (3d+1wd) +7, Locational (Legs) -2

Hypermind 1d (7 pts per die; 7 points)

Hyperstat (Mind) 4, Spray (1wd) +4, Locational (Head) -1

Hypercommand 1d (7 pts per die; 7 points)

Hyperstat (Command) 4, Spray (1wd) +4, Locational (Head) -1

Hypercharm 3d+1wd (1pts per die; 7 points)

Hyperstat (Charm), No Physical Change -1, Attached (Charm) -0, Automatic -1, Erratic -1, Duration +2, Delayed Effect -2, If/then (Duration and Delayed Effect Extras only applies to excess Erratic pairs) -0

Hyperblock 1d (3pts per die; 3 points)

Hyperskill (Block (-,-,-,Body)), Interference +3

Hyperskill (Break Through) 1d (12 pts per die; 12 point)

Hyperskill (Break Through (-,-,-,Body)), Penetration +11, Traumatic +1

Power of the Day 6h (4 pts per die; 48 points)

Useful (Buttercup's specially practiced abilities are useful)

Useful, Variable +4, Endless +3, Attached (Mind+Superhero Training) -2, If/Then (must be used for Variable Effect) –1, Slow -2, Depleted –1, Go Last -1, If/then (No Ice Powers, or Speaking with Animal powers) -1

Attacks & Defends & more Useful (...and dangerous!)

A,D,U - Variable +4, Permanent +4, Always On -1, Attached (first Useful quality) -2, If/Then (must be used for Variable Effect) –1, Slow -2, Depleted –1, Go Last -1, If/then (No Ice Powers, or Speaking with Animal powers) -1

Future?

⚠ (:showhide div=nah init=hide:)

maybe, it depends, and it gets less likely as things go on. Or if she gets married before '53, Majorie is a good name for a kid.

If game progresses past 1853, Buttercup 'disappears', leaving behind her ten year old 'daughter', Majorie. Later rumors are spread that Buttercup died fighting in the Crimeran War. I Cly?, Buttercup tires of a dead end reputation as an castoff orphan, and uses her ability to control her physical age in conjunction with an political arrangement to be brought up by an upper class family. For her part, she takes to the lessons, and enjoys a peaceful second childhood. Her reduced Keberan outings mostly involve her older form. If anyone notices, well, it must've been her mother's ghost visiting old friends.

This lasts until the unveiling of the HMS Queen in 1859, when, as Majorie, she approaches Queen Victoria and makes a desperate wager to gain a officer's commission and train Her Aero Navy in combat tactics. Despite winning the bet via a feat of tactical brilliance, Queen Victoria saw through the ruse and while granting the commission, still demands she marry and, knowing the purpose of the Girl's creation and a safe bet when she sees one, sets her up with her son Edward. Her tactics and training regimens go into the Navy's textbooks, but she finds herself in a whirlwind romance of the Queens' design, only for The Queen to have Majorie fake her death in childbirth only 3 years later so that Prince Edward can make a political marriage. Buttercup blames the Queen's having been soured by Prince Albert's desertion for her loss, and, not wanting to go through childhood again so soon, decides to pretend to be a refugee from the American South - an immigrant.

Taking the name Carmen, and affecting the British idea of a southern accent, she finds the social freedoms accorded to an immigrant more relaxing and enjoys the notoriety accorded to her (now more acceptable) crime-stopping ways. But her desire to see the Empire survive becomes an oath of eternal vigilance over Britain and the Royal Family, as her several (entirely normal) children's fate, and eventually that of all her descendants, now rise and fall with the nation. Buttercup's past eventually fades into history, leaving an immortal guardian angel with inscrutable motivations.

Skill/Power Descriptions

Superhero Training (B/F/I)

Represents the skill required to use their powers without causing extreme collateral damage, as well as pretty much any skill needed in the day-to-day life of a superhero, from beating up bad guys to graceful meetings to the press to calling on the authorities for help.

Hero of the Empire (B/F/-)

A more fancy way of saying 'Tactics'.

Modern Languages (B/-/-; Mind)

Buttercup speaks Queens' English fluently and with great eloquence. But she can also speak in a number of other languages, mainly French and Spanish.

Student of History (B/-/-; Mind) 1d

She and her sisters were able to attend a public school and had a private tutor. She was particularly skilled in history, as well learning to keep track of current events in the British Empire.

Inspire (B/-/-; Charm) 1d

Buttercup has a simple and direct way of getting people motivated. Sometimes, it's wise. Sometimes, it's violent. Sometimes it's completely adorable.

Guitar (-/-/-; Charm) 1d

She plays the Guitar. Loudly. I think she probably prefers whatever's popular in Spain.

Kerberan (-/-/I; Command) 3d

Well versed in the ways of the Keberan Club, Buttercup has been a member for a while and knows the game, and probably has been around long enough to make up a few rules of her own.

Stability (-/-/-; Command) 5d

Keeping cool in a fight isn't difficult, hell, she wouldn't even take a bath if it didn't irritate other people so much, she probably didn't even notice she was covered in soot and oil when she worked at the factory.

Perfect Little Angels (-/-/-; Charm) 4d

"I didn't do it" is her first line of defense... and man, what hasn't she done? Only hard evidence can contradict her, and even the mysterious has a way of being made absurd, from if someone caught her heating her bath with laser eyes to strange lights in the sky the night before she has the latest Torres guitar.

Hit Locations

1 Head 4 [ ][ ][ ][ ]
2 L Leg 4 [ ][ ][ ][ ]
3 R Leg 4 [ ][ ][ ][ ]
4 L Arm 4 [ ][ ][ ][ ]
5 R Arm 4 [ ][ ][ ][ ]
6-10 Torso 14 [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] Brain Boxes: [ ][ ][ ][ ]

Immunity

The ability to withstand harsh environments that would kill even the best protected people, from the temperatures and pressures inside a volcano to vats of acid and the worst of poisons and disease. It is somewhat reliant on some time to adjust to a given threat. Though not necessarily requiring preparation, sudden blasts of cold or fire can still sting.

Resilient Body

Their body is almost impossible to damage without repeated damage; even the greatest blows only bruise and stun. Although impossible to completely shut off, their flesh is still soft and human to the touch, though any physician or surgeon would be confounded by the resilience.

Improved Resilient Body

... but Buttercup has trained to improve her body's natural defenses so that she can block deadly attacks without taking damage. Simple knives cannot even scratch her flesh. It also represents that her seat of consciousness is not in any of her organs; I'll add more powers to this and buy extras.

Indestructible

This represents the ability to heal any injury completely, even death. They cannot be torn apart, dismembered, or, even dead, burnt to dust. Witnessing their bodies surviving such tortures or coming back from the dead is proof of their inhumanity and so is horrifying to the viewer. That said, if dead, they do not heal except by the Revived by Love power, excepting some outside power. It also means they don't die of old age. But with their ability to control their physical age (some sort of time power), that hardly matters.

Revived by Love

Chemical X gave the girls their super powers, but it's the power of Love that keeps them ticking - Love from their father and from the people they saved as Heroes. (In fact their bodies actually seem to create Chemical X from Love - maybe Chemical X is a liquid form of Love extracted from whoever is supposed to be their 'father'?) More than once the girls were beaten and seemed to be dead, but from the tears of those who loved them were healed to save the day. Without being loved, this power is pretty useless.. rendering the girls mortal. With 1d in this power, its still possible to get a pair eventually with extra time, given enough tries.

Flight

The basic Flight powers create a brilliant green contrail that persists for several seconds unless traveling extremely slowly. Though Buttercup can alter this to fly stealthily or faster or even affect others, it is easiest for her to use the power in this form.

Eyes of Brilliant Light

Although it says eyes, actually Buttercup has been seen to shoot the lasers from her hands, also. This is a form of four-color radiation. Exposure has been known to trigger super powers.

Hyperbody

Buttercup's powers make her super tough, strong and fast ensuring success at any physical task - though it's obvious that her exertions break the laws of physics, sometimes her feats are even accompanied by flashes of light and sound.

Hypersense

The No Physics represents the ability to sense without the proper medium; being able to hear sounds in a vacuum at the speed of light; being able to see in darkness or through materials. I'm not sure what Touch/Smell/Taste could possibly mean. But it doesn't let them do the impossible such as seeing the invisible or hear things that don't make a sound or filter out noise.

Hypercoordination

To be able to dodge bullets! Buttercup doesn't have two left feet, but nobody would ever confuse her perfect balance and incredible reaction time for grace.

Hypercharm

Despite not becoming physically more beautiful or changing the sometimes sarcastic tone that come out of her mouth, something about Buttercup and her sisters is inherently charming to the casual observer, smoothing over dramatic outbursts and momentary lapses of behavior with what used to be a sense of childlike innocence. Now that she's older, it often brings attention in unwanted forms, though still working to keep her socially acceptable. While her unique charm is stylish, it is impossible to imitate, and enemies may fume and see through the power to point out that her seemingly amuzing manners is just bad habits picked up from too much time spent among the lower classes (though the makers of such scandalous claims would likely fare poorly as well). The only way to avoid the excessive accusations of being "Cute" and "Girlish" is for her to make an effort to disguise her charm completely, explaining why she was always caked with layers of oil and coal dust and raggy clothes when she worked in the factories despite being able to steal better. The way I see this power working is that it provides Buttercup with the ability to convince anyone of anything, given enough time - but that after any situation where her charm is in effect some interesting complication will occur that generally makes her seem like a proper lady. Perhaps a comment about women's rights gets "seen" from a different angle where it's totally acceptable, but not what Buttercup meant to say. Or maybe people will be convinced of something totally separate in addition to what she said. Or maybe someone will take too much of a liking - whatever. It may take some time to work, so in a brief social situation, Buttercup may cause a charming effect and leave before even finding out what it is.

Hyperblock - Hyperskill (Block (-,-,-,Body))

Buttercup can block attacks by literally punching them out of the way, dissipating them harmlessly - even things like gouts of flame or laser beams.

Hyperlift (Lift) 1d (Lift (-,-,-,Body))

To increase the weight limit on picking up (or catching) objects.

Power of the Day

Buttercup has exhibited numerous powers that she only used once or twice; this ability represents a large repertoire of powers that are never used simultaneously. This is especially true of the girls' elemental powers, group tactics, and special techniques. This power could also be used to represent gadgets created by the Professor or someone else for Buttercup to use, but, Buttercup will have to find and collect these gadgets.

Powers of the Day: The Too Many Powers of the Powerpuff Girls

Hyperskill (Superhero Training)

For being more likely to do the things she's trained to at her maximum potential (in fights, getting help from the authorities, etc)

Hyperskill (Superhero Training), If/then (Not Attached to Power) -0

Ultrasonic Hearing (1 pts per die; 1 point)

Hyperskill (Search), Booster (Range) +3, If/Then (It makes a noise) -1, One Use -4, Spray +2

If it makes a noise, the girls can hear it from across a city and home in on it's location.

Supercharge

A: Augments +4, One Use -4, Self Only -3, optional: Full Power Only -1, Locational (Head) -1

Add 2HD to Eyes of Brilliant Light with options like Spray +1 HD, Speeding Bullet, Disintegrate, Engulf, etc.

Farsense

Using this power, Buttercup can extend her senses all the way to the Moon!

>''Hypersense, One Use -4, Booster Range +7, Full Power Only -1, Go Last -1, Fragile -1

Break Through

Use this to destroy anything

Hyperskill (Break Through (-,-,-,Body)), Penetration +4, Full Power Only –1, Limited Damage (Killing Only) –1, Locational (Left Arm, Right Arm) -2

Burrow

This could also be represented by Break Through, a manifestation of Buttercup's super strength!

Useful (Punching your way through the earth), Booster (Speed) +3, Attached to Coordination+Superhero Training -2, Obvious -1, Locational (Left Arm, Right Arm) -2, Duration +2

Skill Replacement

As it can emulate any skill, it's sometimes better to replace a skill with 2HD than to try and augment it.

The Power of Song

The Power of Song slowly cancels out any active powers over the course of playing a song, gently but firmly returning the area to normality in an ever expanding radius. It takes a few rounds to get started (until a Coordination roll can be made), afterwards, continuing to play the music doesn't interrupt the character from taking any other action, including moving around. I put a lot of points into this despite being a rarely used power on the show as I think that it makes sense considering the Club's activities in suppressing the Strange.. it gives her a role to play when beating stuff up isn't appropriate.

Useful (Nullify technological powers), Power Capacity: Range, Duration +2, Controlled Effect (Everyone but Friends) +1, Radius +8, Variable +4, Delayed Effect -2, Direct Feed –2, Exhausted -3, Obvious -1, Uncontrollable –2, Loopy -1, Locational (Head, An Arm) -2, Attached to Charm+Superhero Training -2

Speed Demon

This may actually be Buttercup's special power; the one time she uses it, the other girls accuse her of cheating. Changing time may be possible, but the in-game rationalization for not cheating and using it is similar to the many-worlds theory, that you can only change the past if you have already succeeded in changing the present - it either being impossible to change the past, or pointless, as a tragedy once experienced cannot be un-experienced. The power allows the user to generate a wormhole allowing them to travel to any point in space or time. Although the spatial dimension is the same, no additional user travel time is required for the time travel.
Success or Failure depends on the roll.
Failure: Travel to a time of the G Ms? choice.
Width 2: No time travel possible, but time is stopped while within the wormhole, allowing for instantaneous travel.
Width 3+: Travel to the approximate point in time.
Width 3+, Height 7: Travel to the exact time desired.
Width 3+, Height 10: Travel to the time required to succeed in the purpose of the trip.
Because it allows predicting the future or changing historical events, the power costs an additional 1 Willpower per die you roll, 2 per Hard Die, and 4 per Wiggle Die.

Useful (Time Travel), Power Capacity Ranged, Radius +2, Spray (1d or 1hd) +2, One Use –4, Attached to Mind+Superhero Training -2

Create (Elements)

This power not only represents their ability to create elemental attacks and defenses (although only Blossom can create Ice), but also their Power of the Week. Most of their special attacks are elemental based, so this can also represent creating a Hyperskill for boosting Hyperbody to attack with. Observed elements: static electricity, wind, fire, sonic. (A,D,U - Variable +4, Slow -2, If/then (Variable Effect Only) -1, If/then (Not Ice) -1) examples:

Electric Force Shield

''Defense, Augments +4, One Use -4, Full Power Only -1, Obvious -1, Hardened +2, Duration +2

Can cause Improved Resilient Body to gain Hardened, or

''Defense, Defense +5, Duration +2, Armored Defense -2, One Use -4, Obvious -1,

Gives 7 LAR which stacks with Resilient Body.

Earthshock

By creating a ball of condensed energy and placing it into the ground, this power can destroy an entire building at range in a matter of seconds.

Attack, Power Capacities: Range, Penetration +4, Electrocute +1, Power Capacity (Mass) +2, Booster (Mass) +3, If/then (target must be a structure) -1, If/then (must touch ground) -1, If/then (target must touch ground) -1, Full Power Only -1, Limited Damage (Killing) -1, Obvious -1, One Use -4

Sonic Scream

The girls scream extremely loud, shattering absolutely everything inside the radius.

Attack, Power Quality Range, Radius +6, Full Power Only -1, Obvious -1, One Use -4

Only Stunned

This power clears wounds like Regeneration, but it leaves the character stunned until the damage is healed unless a Coordination roll is made every round it is active. Instead of actually healing wounds, it turns out, the damage was just superficial. Any distractions delay the healing process.

Useful (shaking off hits), Endless +3, Engulf +2, Self Only -3, Loopy -1, Fragile -1

Silent Running

This version of the Powerpuff flight power doesn't leave glowing contrails, and so, it's possible to use it without giving away her presence. The drawback being that if hit, she can get knocked out of the sky, and there's no adjusting for Speed when you only have Hard Dice anyway. With the smaller dice pool, it's also a touch slower than she is capable of.

Useful (flight), Booster (Speed) +2, Subtle +1, Full Power Only -1, Power Capacity (Touch) +1, Locational (Torso, Legs) -3

Phase Jump

This form of short range teleportation requires no physical action, only the decision to use it - thus it takes effect almost instantly, with the user seeming to "smear out" for a few moments before disappearing completely. A few seconds later the user reappears somewhere else within range, wherever in range they desire to be at the time.

Useful (teleportation), Duration +2, Booster (Range) +1, Speeding Bullet (Coordination) +2, Delayed Effect -2, Power Capacity (Touch) +1, Obvious -1, Locational (Torso, Head) -2, If/then (Cannot attack on the same turn as using this power) -1

Multiplication

This power allows the user to create duplicates that can assist them in their attacks. The limitation being that they all mirror EXACTLY all movements of the original, meaning there is no capacity for independent action. The duplicates can only attack or defend once, but dissapear once they have defended. The purpose of this power is to amplify one of their attacks: Normally, they would use teamwork to combine their use of an attack power into one super attack, but with this power, they can each do the special attack at full power themselves, which would triple the effectiveness.

''Attack, Attached (Useful (group)) -2, One Use -4, Locational -2 (Head, Torso), Spray (+4 HD) +8

Defends, Attached (Useful (group)) -2, One Use -4, Locational -2 (Head, Torso), Interference +3, Hardened Defense +2, Armored Defense +2, High Capacity (Range) +1''

Useful (group), Duration +2, Obvious -1, If/then (All duplicates mimic your actions precisely) -1

Moon Shot

This variation on flight allows the user to travel at a significant fraction of the speed of light, placing them in lunar orbit in a matter of seconds. It takes a few seconds to aim, and only works in space. In combination with Buttercup's normal flight powers to get out of the atmosphere, it would take half a minute to get to the surface of the moon and back, unless it was on the other side of the Earth. Then it would take about a minute.

Useful (flight), Full Power Only -1, Go Last -1, Slow -2, Locational (Head, Torso) -2, If/then (limited to environment: space) -1, Obvious -1

Collateral Damage

All the powers currently attached to Superhuman Training were at one time attached to this power, representing the untold destruction caused by a lack of control. While the girls can choose to be careless, for the most part, they've developed their powers into techniques that have focused effects and dissipates excess buildups of energy without accidentally destroying the city. Or that could destroy the city even better.

Area +7, Endless +3, Delayed Effect -2, Full Power Only -1, Go Last -1, Horrifying -1, If/then (This power automatically explodes with damage when an attached power is used) -1, If/then (This power doesn't actually do anything besides explode with Area dice) -1, Obvious -1, Scattered Damage -1, Uncontrollable -2

Living Dynamo

an expression of the girl's ability to manipulate the elements of nature.

Attack (Shoot bolts of lightning),

Attacks, Electrocuting +1, Non-Physical (The only defense is proper grounding) +2, Area +1, Full Power Only -1, Obvious -1, Attached (Living Dynamo's Useful Quality) -2

Defends (Almost impossible to hit due to automatically moving to avoid charged particles)

Defends, Endless +3, Obvious -1, Attached (Living Dynamo's Useful Quality) -2

Useful (Fight non-phyiscal beings! or if that's pointless, gives Extra Tough)

Useful, Endless +3, Exhausted -3

This power costs 0 WP and allows her to shoot bolts of lightning (2HD SK each), while automatically dodging weak attacks (2x10) and becoming a glowing manifestation of power, shooting sparks off everywhere, that can fight other non-physical beings. Using a transformation power changes her Convictions, so maybe 'Demonstrate Inhuman Grace'? replacing a point of 'Never Let a Crime Go Unpunished' and 'Prove I'm the Best Fighter'!

Neutralizing Music Box

Focus -3 (Focus -1, Accessible -1, Adaptation -2, Immutable -1, Manufacturable +2)

Nullify 2hd (1 pt per die; 4 WP) Useful (Can be built to nullify different power sources and to different sizes)

Useful, Native Power +1, Variable +4, If/then (Variable Effect is only for nullify) -1, If/then (Requires a cylinder appropriate to the power source to be nullified, which only Buttercup can design) -1, If/then (Must use the flaws listed below) -3, One Use Only -4, Permanent +4, Always On -1

Useful (Nullify all effects from a power source in radius)

Useful, Native Power +1, Duration +2, Radius +2, If/then (Using Radius is obvious) -1, If/then (Takes time to wind based on Radius and Duration) -1, Focus -3
The prototype is a small music box about the size of a matchbox. Once a pin has been pushed to begin the effect, the music plays for a 20-30 minutes (eventually needing to be rewound), negating any strange powers in the area. There have been a few modifications, and this music box includes magnets, capacitors, spinners, and coils of wire in addition to the simple comb/cylinder/spring/ratchet design. It typically can have a rubber band around the comb to mute the sound; in such a state, it still works, but only for the person wearing it. When removed the sound can be heard clearly in the area under its effect. It can be easily concealed on the body when not in use. There is not much difficulty in using it, as the device only has two settings, 'on' and 'off'.
Later, new devices can be built off the original design that have a bigger Radius of effect (adapted into say, an air raid siren instead of a music box) or even to be powered by machines (waterwheels, steam, or later, ducks, replace Duration with Endless). Although the design itself cannot be changed, it might be reasonable to swap Accessible for Bulky in the case of larger instruments, or add Interference to an array of the music boxes to allow them to stack effects.
However this requires spending the necessary willpower during construction. Buttercup must be the one to design new pin configurations as their creation is beyond the mathematics and science of the time and she must use her own powers, along with trial and error, to find new ones. But, it might eventually become possible with time and refinement to find a simple rhythmic beat that any compatible music can be laid on top of.