⚠ (:showhide div=benton init=hide:)
The Invisible Man, Shade Walker
Shade Walker: The fusion of Inner Will, Eastern Mysticism and the Mastery of Invisibility.
Body 3d Coordination 1d+1wd Sense 3hd Mind 3d+2hd Charm 2d Command 5d
Overcome All Challenges 4 Reform My Siblings 4 Ruffle Special Branch's Feathers 3 Base Will 11
Acrobatics (-/-/-; Coordination) 1wd Deception (B/-/-; Charm) 1d+1hd Esoteric Science (B/-/-; Mind) 3d. Mastery of the Self (B/F/-) 5d. Martial Arts (B/-/-; Body) 5d. Kerberan (-/-/I; Command) 1d. Twisted Upbringing (B/F/-) 4d.
Defends (you can't see him!)
Useful (the ability to become invisible, at will)
⚠ (:showhide div=winters init=hide:)
Countess of Westwick, Lady Westwick, "M"
Agent: Essentially normal, you've been equipped with numerous impressive items and are quite well trained.
Body 2d Coordination 4d Sense 3d Mind 3d Charm 4d Command 4d
First Conviction 1 Second Conviction 1 Base Will 21
Awareness 2d (B/-/-; Sense) Confidential Agent 5d (B/F/I) Educated Abroad 4d (B/F/-) Noble Title 3d (-/-/I; Command) Trained To Kill 4d (B/F/-) Wife of a Wealthy Gadgeteer 1d+2hd (-/-/I; Charm)
Attacks (a storm of hot lead)
Useful (a high-tensile towline and grapple gun)
Focus: Horace Winter's Compact Multi-Role Hand Repeater (-2 focus)
Extras and Flaws: Focus, Accessible, Booby Trapped, Delicate, Operation Skill(Pistols).
Useful (look like someone else)
Focus: Horace Winter's "False Face" Kit; Patent Pending (-1 focus)
Extras and Flaws: Focus, Bulky, Immutable, Manufacturable
Defends (provides 3 LAR)
Effect: When activated, the Lady benefits from 3 LAR and can choose to release stored power in a 1-yard radius burst of Area damage. If she does not use the Friend-Or-Foe identification system in her armor, it can damage her as well.
Useful (generate energy)
Effect: When first powered up, Lady Jayne's Kinetic Armor provides 3 "power points" usable for her Defends power. This pool is increased either through a lengthy recharing process at her husband's lab, or through absorbing the energy from attacks. A hit to the chest that inflicts more than 5 shock or killing damage disables this power until the corset can be repaired.
Focus: Horace Winter's 'Kinetic Corset' Armored Corset (-0 focus) Extras and Flaws: Focus, Booby-Trapped
Useful (Lots of cool items)
A,D -
Focus: Horace Winter's "Technological Armament" Case (-2 focus)
Focus -1, Accessible -1, Booby Trapped +1, Bulky -1, Durable +1, Unwieldy -1
Useful (Make an action when needed)
Effect: Interrupt lets you Declare an additional action at any time, with a base Speed of the Interrupt power's Width. But it's very exhausting. New Extra: the Free Use extra allows a power to be used without taking an action to be activate it first. Treat like Endless, but the power isn't active for more than a single action unless it has some Duration extra as well.
Hyperskill (Variable (B/F/I))
Effect: Yeah, well, this is a flexible skill, so, you can just add 1d to whatever Stat is appropriate for the skill you're trying to make and roll that. Huzzah! It'd be way better as a wiggle die, obviously.
Hyperskill (Trained to Kill)
Effect: In addition to doing damage, the target is Dazed, suffering a penalty that lasts and takes the same damage every turn until he inevitably passes out.
Cut skills⚠ (:showhide div=cut init=hide:)
Hyperskill (Awareness)
Effect: You can notice any detail you need, but the time it takes to do so will eventually keep you from noticing something else. This Extra is only on one die; but you can turn it off and use it like with the other, normal Awareness die.
Hyperskill (Noble Title)
Effect: You had nothing but your title for a long time, so long, that it's all you need to get by. But it's impossible to act properly without a bit of show.
Hyperskill (Feign Death) (-/-/-;Command)
Effect: Put on a performance that leaves anyone seeing it with no doubt in their mind that, well, yup, you're dead, in such a way that makes sure they're not going to check up on you. Only super geniuses might think to check.
Hyperskill (Run) (-/-/-;Body)
Effect: This is effectively a teleport, but that's not what happened, you just used your understanding of human psychology to know where they were heading and get in the way! Wherever you said you were moving before this was just a feint...
⚠ (:showhide div=merlin init=hide:)
Magus: A worker of the occult.
Body 1d Coordination 2d Sense 4d Mind 5d Charm 3d Command 4d
Command the Forces of the Universe 6 Restore Camelot to Glory 4 Use The Threat Of Magic 3 Be Excellent 1 Base Will 14
Arthurian Legendry 1wd (-/-/-; Mind) Old Graybeard 5d (B/F/-) I'm MERLIN! 5d (B/F/I) Thaumatology 5d (B/-/-; Mind)
Useful
Attacks, Defends
Effect: Merlin may use his magic to attack, defend or perform various useful effects-- in addition to any willpower cost required by Variable Effect, Merlin must spend one willpower for each die that he temporarily assigns to another spell or effect, but he gets it back when the magic is released. Once dice are assigned to a spell, they remain so assigned for a maximum duration of several hours, provided Merlin remains active and conscious. The spells which Merlin may use this power to mimic are subject to the Rules of Magic, and must fit into the proper 'theme'.
Useful (Boosters)
Effect: Merlin's magic is far ranging and powerful, but sometimes takes a considerable amount of time to use.
⚠ (:showhide div=henry init=hide:)
Attacks
Useful
Defends
Attacks
Useful
Attacks
⚠ (:showhide div=buttercup init=hide:)
Artificial
Body 1d [+1hd+5wd] Coordination 2d [+4d] Sense 1d [+1wd] Mind 2d [+1d] Charm 5d [+2d] Command 3d
Never Let a Crime Go Unpunished 4 Prove I'm the Best Fighter 3 I've got an Attitude! 3 Occlude Personal Truths with Drama 2 Base Will 12
Buttercup has probably changed her Convictions more times than she's acted like a proper lady. At previous points in her past, her convictions included things such as Be A Normal Little Girl, Get the Gang Back Together, Show That Little Punk Whose Boss, and Whats Love For, Anyway?
Superhero Training (B/F/I) 5d Tactics [Hero of the Empire] (B/F/-) 5d Modern Languages (B/-/-; Mind) 2d Student of History (B/-/-; Mind) 1d Inspire [Inspiring Attitude] (B/-/-; Charm) 1d Guitars [& Reading Sheet Music] (-/-/-; Charm) 2d Kerberan Brat (-/-/I; Command) 3d Stability (-/-/-; Command) 5d Feign Innocence (-/-/-; Charm) 3d Perfect Little Angel (B/F/-) 1d Break Through (-,-,-,Body) - [+1d] See Through Disguise (-,-,-,Mind) - [+1d+1wd]
Useful (Custom Hit Locations)
Useful (Can't be destroyed, mutilated, or permanently killed)
Effect: Buttercup is nearly indestructible, and hard to critically hit. Her super-speed means it's almost impossible to hit her limbs, most hits becoming body shots, and although she can be hurt, her bones can't be broken and her flesh only scraped and bruised. That said, after a critical amount of damage.. Buttercup will be rendered comatose with no vital signs. The power does not bring her back, only ensure that other powers (such as Revived by Love) have a chance to bring her back... Or, if it's true that Kerberos Club members can return from the dead, to possess her body until she can get it healed.
Defense (LAR)
Defense (HAR)
Defense (HAR+)
Defense (augments Resilient Body with Extras common to all powers)
Effect: This power represents Buttercup's body being difficult impossible to damage severely. Natively, up to 5 points of Shock can be ignored, but if she takes more than 1 Killing damage, it is reduced to 1 as her body releases energy to actively defend. However, if Perfected Form is active, then she can freely subtract 5 Width from any attacks, and does not suffer damage from parrying SK with her bare hands. Buttercup's skin doesn't feel any different to the touch, and she can be cut and scraped and bruised. Although it does not provide relief from pain, it's not terrible, and she can block out damage defended through Perfected Form with a Stability roll.
Useful (protection against any and all other dangerous, but non-attack sources... except radiation)
Useful (Immunity, but attached to Improved Resilient Body)
Effect: Almost nothing besides an attack can hurt her. Radiation, however, denatures the proteins in her body that allow the power-giving Chemical X to be absorbed by her body, and it begins accumulating in the stomach until expelled. Severe radiation exposure can cause the black liquid to literally leak out through the skin. Any other physical, or strange, force must overcome her Immunity before affecting her. Though she can take conscious control over most of her Immunity, the rest of the time it unconsciously decides is most threatening to her, protecting her even from things she didn't know she could be protected from (But if it's not threatening, it's low priority).
Useful (Regeneration)
Effect: Almost impossible to kill, this power is what brings them back. If they take damage it heals quickly, but if they die it takes something a little extra to bring them back: An Expression of Love. It has to be real love, but not necessarily romantic love, and it isn't enough that someone somewhere loves her, it has to be displayed in her general vicinity, even if she's dead and can't perceive it.
Useful (flying aboot)
Effect: Telekinesis manifesting itself as flight. It is intended to be used augmented by either Reliable or Hyperbody. It pretty much always leaves a green trail behind them, but not always. It seems to be based on how fast they are accelerating. This power is also somewhat erratic, creating gusts of wind and able to drag objects along with her, but at other times it is possible to pass through clouds without disturbing them so it is more or less a issue of concentration, or Superhero Training.
Attack (Eyebeams!)
Effect: This was the first manifestation of the girls' elemental powers: light. It can vary in power and can also be used to weld or cut through obstacles. It's generally green lasers from the eyes, but they can be shot out of the hands too and change color.
Hyperbody Base Capacities: Mass 3.2t, Throw 800lbs, Sprint 30y, Jump 10y/2.5y
Effect: Buttercup's super strength and speed allows her to accomplish incredible feats. She keeps a locket, and while she doesn't quite believe her powers come from it, she would lose the will and concentration to use her super-strength. And while the power isn't actually in her arms, if damaging manacles were applied or she simply punched something too hard, it would hurt her strength and force her to withdraw. The base power is split in two to allow her to use some of her power constantly without glowing, but at full power it is impossible not to radiate energy, and the feats accomplished with the extra hyperbody would clearly be obvious to anyone, anyway.
The augments power is simply a cheap way to get many expensive wiggle dice of powers. Radius when used with wiggle die allow for a variety of effects, from ranged attacks using static electricity or sonic shouts, or lifting large numbers of people or volumes of fluids, or just attacking everyone in a straight line. In general the things done with Radius are going to be so obvious by themselves that any glowing would hardly be noticed.
It can augment skills, so, adding it to a Body skill is the easiest way to get the full bang out of the Hyperbody dice, but it requires a appropriate skill. If there is no such skill use Power of the Day to get it. If there's no time, a willpower can be spent to increase the augments power to 2d, allowing 2 wiggle dice to be used, and then Duration means that further rolling is unnecessary for a short time. It can augment other powers, such as Flight, to make Buttercup fly faster, or senses, to allow her to hear anyone in england... or hell, the world, calling for help or focus in on the sound of one voice, or see what is happening on the surface of the moon right now. It can also augment powers, so if shooting lightning out of her hands by rubbing them fast doesn't work, a power can be generated via Power of the Day, and then these extras added as appropriate.
Effect: Buttercup has good balance but is used to using her legs as counterweights, without their full use her coordination suffers terribly.
Effect: Although able to use amazing sensory powers, Buttercup is still easily distracted, and it takes concentration and training to use those powers. Plus, all her sensory organs are in her head, so if she gets boxed in the ears enough her sensory super powers aren't going to work until she heals.
Effect: Buttercup is charmed.. beyond simply being attractive and knowing how to behave (even if she doesn't); there is something about her that convinces people to overlook her flaws, and think of her as a proper lady. She doesn't have control over this, and often, she finds people convinced (by her!) of things she never intended and often directly contrary to her wishes.
Effect: Buttercup is great at seeing through mundane disguises, though she has to be right up next to them to do so. She can only do it if she recognizes the person behind the disguise, so she won't learn if someone is disguised that she doesn't know, because she doesn't know how they ought to look.
Useful (Buttercup's specially practiced abilities are useful)
Attacks (...and dangerous!)
Effect: A great number of powers can be acquired through this skill without trouble. Because the girls basically can do anything - it's just the way in which they do it - there is no power theme on this Cosmic Power. And there's plenty of stuff they would be able to do, if it came up in the show, and they can do most things three or four different ways, even. The power qualities have to be used at the same time, defining how the theme of the power, and then deciding how that is useful, and how it can be used to attack. The same theme can be expressed many different ways, so the extras on a power may vary wildly. The power can also be used to provide superhuman competence in skills and physical abilities.