Generic Powerpuff Girl

Bubbles Notes Blossom Notes?

Character Sheet (325 points, 158 willpower)

Archetype (15 point)

Artificial

Source: Technological
Permissions: Super
Intrinsic: Mandatory Powers (Resilient Body, 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 (70 points)

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

Skills (60 points)

Varies widely! I don't know this.

Convictions (21+39 points)

Base Will: 15
Spent Base Will: 13 (3pts per BW, 39 points)

Powers (120 Points, 158 Willpower [-13 base will])

Perfected Form 2hd (2pts per die; 12 points)

Useful (Custom Hit Locations)

Useful, Permanant +4, Always On -1, Self Only -3, Loopy -1

Useful (Extra Tough)

Useful, Permanant +4, Always On -1, Self Only -3, Loopy -1

Useful (Can't be destroyed, mutilated, or permanently killed)

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

Effect: The Powerpuff Girls are nearly indestructible. After taking a certain amount of damage to a location, further hits cause the Loopy location. Additionally, whenever Custom Hit Locations is used to redistribute damage, or to redirect damage from the head (Swap locations 10 and 1), it leaves them disoriented for a short time. 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 they 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...

Resilient Body 2HD (3 pts per die; 12 points)

Defense (LAR)

Defense, Native Power +1, Armored Defense -2

Defense (No damage while Blocking)

Defense, Armored Defense -2, Interference +3, Attached (Hyperblock) -2

Defense (HAR)

Defense, Native Power +1, Armored Defense -2, Interference +3, Obvious -1, Backfires -2, If/then (Only activates if they would take more than 1 lethal damage after any other powers) -0

Improved Resilient Body 2d (10 pts, 20 willpower)

Defense (augments Resilient Body with Extras common to all powers)

Defense, Native Power +1, Augments +4, If/then (Only for Augments) -1, If/then (Only for Extras) -1, If/then (Only Augments Resilient Body) -2, Permanent +4, Always On -1, Extra Defends (2) +2, Hardened +2

Effect: This power represents their body being difficult impossible to damage severely. Natively, up to 4 points of Shock can be ignored, but if she takes more than 1 Killing damage, the width of the attack is reduced by 4 as her body releases energy to actively defend. If block an attack, then she can freely subtract 4 Width from any attacks, and thus does not suffer damage from parrying SK with her bare hands. Their 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 with a Stability roll.

Immunity 6hd (2pts per die; 24 points)

Useful (protection against any and all other dangerous, but non-attack sources... except radiation)

Useful, Native Power +1, Permanent +4, Always On -1, 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, Uncontrollable -2

Effect: Almost nothing besides an attack can hurt a PPG. 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. There is no conscious control over the ability.

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

Useful (Regeneration)

Useful, Native Power +1, Permanent +4, Always On -1, Self Only -3, Engulf +2, Loopy -1, Mental Strain -2, If/then (Only brings them back from the dead with an Expression of Love) -1, If/then (Only functions when taking no other action) -0

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.

Flight 1wd (4 pts per die; 4 points)

Useful (flying aboot)

Useful, Obvious -1

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.

Eyes of Brilliant Light 1wd (1pts per die; 4 points)

Attack (Eyebeams!)

Attack, Native Power +1, Locational (Head) -1, Obvious -1

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 2wd (2pts per die; 16 points)

Body, Native Power +1, Locational (Arms) -2, Obvious -1

Hyperbody 2wd (3pts per die; 24 willpower)

Body, Native Power +1, Locational (Arms) -2

Hyperbody 3d (30pts per die; 90 willpower)

Body, Native Power +1, Locational (Arms) -2,
Augments +4, If/then (Only for Augments) -1, If/then (Only for Extras) -1, Power Theme (PP Gs?) -1
No Physics +1, Booster +4, Interference (Defends Only) +1, Radius +2, Duration +2, Spray (1d) +1
Burn +2, Penetration +4, Go First +4, Engulf +2, Disintegrate +2, Daze +1, Area +3

Effect: A PPG's super strength and speed allows her to accomplish incredible feats. 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 them 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.

Hypercoordination 4d (1pts per die; 4 point)

Coordination, Locational (Legs) -2, Limited Width –1

Effect: The girls have good balance but use their legs as counterweights, without their full use her coordination suffers terribly.

Hypersense 1wd (1pts per die; 4 points)

Sense, Native Power +1, Fragile -1, Locational (Head) -1, Attached to Sense+Superhero Training -2

Effect: Although able to use amazing sensory powers, they are still easily distracted, and it takes concentration and training to use those powers. Plus, all the 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.

Hypercharm 2d (3pts per die; 6 points)

Charm, Erratic -1

Effect: The girls are very charming! Even if they don't intend to be... they've got no choice but to be considered cute, for all the trouble it can get them into.

Hyperskill (Hyperblock) 1d (1pts per die; 1 point)

Hyperskill (Hyperblock (-,-,-,Body)), Subtle +1

Effect: Their Block is so hard to detect, it often makes people think their attackers missed, or that they dodged.

Hyperskill (See Through Disguise) 1d (1pts per die; 1 point)

Hyperskill (See Through Disguise (-,-,-,Mind)), Spray (1wd) +4, Locational (Head) -1, Fragile -1, Reduced Capacities (short range) -1

Effect: The girls are great at seeing through mundane disguises, though they have 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.

Power of the Day 8d+3hd (2pts per die; 28 points)

Useful (Their 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 Time Travel powers) -1

Attacks (...and dangerous!)

Attacks, Variable +4, Permanent +4, Always On -1, Attached (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 Time Travel powers) -1

Power of the Day 1wd (6pts per die; 24 willpower)

Useful (Their specially practiced abilities are useful)

Useful, Native Power +1, Variable +4, Endless +3, Attached (Mind+Superhero Training) -2, If/Then (must be used for Variable Effect) –1, Slow -2, If/then (No Ice Powers, Animal Powers, or Time Travel powers) -1

Defends (protection!)

Defends, Variable +4, Permanent +4, Always On -1, Attached (Useful quality) -2, If/Then (must be used for Variable Effect) –1, Slow -2, Depleted –1, Go Last -1, If/then (No Ice Powers, Animal Powers, or Time Travel powers) -1

Attacks (...and dangerous!)

Attacks, Variable +4, Permanent +4, Always On -1, Attached (Useful quality) -2, If/Then (must be used for Variable Effect) –1, Slow -2, Depleted –1, Go Last -1, If/then (No Ice Powers, Animal Powers, or Time Travel powers) -1

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. The wiggle die may be used with the other dice, but behaves as if it had the same extras in that circumstance.

Specific Powerpuff Characters

Blossom: (392 points, 158 willpower)

Stats (137 points)

Body 2d[+4wd] (+1d)(5 points) 
Coordination 2d[+4d]    
Sense 2d[+1d+1wd](+1d)[+1d](5+1 point) 
Mind 3d[+1d+2hd](+1d)[+1d+2hd](5+10 points) 
Charm 5d[+4d] [+2d](+6 points) 
Command 5d[+5d](+2d)[+5d](10+25 points) 

Skills

Supervillain Training (B/F/I)
Strategist (B/F/-)
Linguist (B/-/-; Mind)
Perfect Little Angel (B/F/-)
Mathematics and Natural Philosophy (B/-/-; Mind)
Iron Will (B/-/-; Command)

Powers

Hypermind (2pts per die)

Locational (Head) -1, Willpower Investment -1

Hypercommand (5pts per die)

Locational (Head) -1, Speeding Bullet (Command) +2

Power of the Day

Blossom is allowed Ice Powers

Bubbles: (387 points, 178 willpower)

Stats (100 points)

Body 1d[+4wd]  
Coordination 2d[+4d]  
Sense 1d[+2d+1wd]2d2pts
Mind 2d[+2d]2d4pts
Charm 5d[+3d+2hd]2d+2hd24pts
Command 3d   

Convictions (+6 points)

Compensate for Spent Base Will

Skills

Superheroine Princess (B/F/I)
Artistic! (B/F/I)
Linguist (B/F/-)
Perfect Little Angel (B/F/-)
Investigate (B/F/-)
Stability (-/-/-; Command)
Inspire (B/-/-; Charm)
A Bright Future (B/F/I)

Powers

Hypercharm (4pts per die)

Charm, Duration +2, Erratic -1, If/then (If the 2hd aren't used for something, Erratic automatically triggers the Duration Extra for them, even if combined with dice that don't have Duration on them) -1

Effect: Bubbles has this instead of the normal Hypercharm. No matter what she does, it's ALWAYS charming. Even unintentionally so. She can actively resist this, but... well it does take effort.

Hypermind (2pts per die)

Locational (Head) -1, Willpower Investment -1

Speak with Animals 2hd (5 pts per die; 20 Willpower)

Useful (Omniglot)

Useful, Native Power +1, Endless +3, Locational (Head) -1

Effect: Bubbles uses this power to speak and understand animals; but hell, why stop there. She can speak with anything, animal, vegetable, alien, human. She is a true omniglot. Obviously, she needs to talk, so if she can't, she can only understand what is being said.

Power of the Day

Bubbles may use Animal powers. Beyond talking with them, she can summon them from the world over, heal them, whatever kind of weird animal powers. The other girls can make animal noises, and maybe get an animal companion (if it adopts them), but that's it.

Crazy Time 6d (1 pts per die; 6d)

Useful (Go Crazy)

Duration +2, Locational (Head) -1, Uncontrollable -2

Turbocharge 10hd (1 pts per die; 20 points)

Body, Variable +4, Duration +2, Attached (to Crazy Time) -2, Automatic -1, Uncontrollable -2,
If/Then (must be used for Variable Effect) –1, If/then (Can't spend Will on this power) -1 If/then (No Ice Powers, or Time Travel powers) -1, Power Theme (Powerpuff Girls) -1

Effect: Bubbles... well, goes crazy, sometimes. Sometimes mad with power, sometimes thinking she's someone else, but whatever it is... she isn't in her right mind. When it happens, she uses this power, and god help anyone in her path. She single handedly killed both her sisters at the same time with this once. Change some of her Convictions around to represent whatever has earned her ire.
While in Crazy Time, Bubbles is almost unstoppable, able to manifest many powers and use them ruthlessly.
Although not quite as versatile as Power of the Day, nothing stops her from creating a power with that, and then augmenting it with these dice.

Buttercup

(If Buttercup was built off those base stats) ⚠ (:showhide div=buttercup init=hide:)

Improved Resilient Body 2d (11 pts, 22 points)

Effect: Buttercup's IRB has an extra Extra Defends quality''

Hyperbody 1wd (2pts per die; 8 points)

Body, Native Power +1, Locational (Arms,Body) -3

Effect: Gotta buy more of this...

Hyperbody 1d (19pts per die; 19 points)

Body, Native Power +1, Locational (Arms) -2,
Augments +4, If/then (Only for Augments) -1, If/then (Only for Extras) -1, Power Theme (PP Gs?) -1
No Physics +1, Booster +7, Interference (Defends Only) +1, Radius +2, Duration +2, Spray (1d) +1, Area +1

Effect: So, obviously I have to pay points for this sucker, so there's not as many Extras to add, and if I want it to affect more than 1d I have to pay Will, but it has more Booster.

Power of the Day 2d+2hd (2pts per die; 10 points)

Effect: Buttercup can manifest Time Travel powers. The other girls can retard their aging through other processes, but they can't hop around in their timestreams like Buttercup can.

Immunity 6hd (1pts per die; 12 points)

Useful (protection against any and all other dangerous, but non-attack sources... except radiation)

Useful, Native Power +1, Permanent +4, Self Only -3, Variable +4, If/then (Only for Variable) -1, If/then (Variable is only for Immunities) -1, If/then (Does not work against radiation) -1, Uncontrollable -2, Slow -2

Effect: Buttercup can turn off her version of Immunity with some effort, but it takes a turn to adjust to new or changing environments''

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

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

Effect: Buttercup is not as perfectly charming as Bubbles, but her Charm is more likely to cause a bigger pain in her ass than Blossom's.

Buttercup gets a break on her sisters, because she has an Achillies heel: A Interference attack or Nullify can disable the Useful (Custom Hit Locations) quality on her Perfected Form, thus shutting down all the powers attached to it.

Attached to Perfected Form: Resilient Body > Defense (HAR), Extended Immunity, Flight, Eyes of Brilliant Light and Hyperbody 2wd.
Non-Native but unattached: Perfected Form (Custom Hit Locations), Hypercoordination, Hypercharm, Hyperskill (See Through Disguise), Power of the Day

See Excessively Optimized