Kreuzritter Heroes Unlimited
Kreuzritter Heroes Unlimited
Dragonclaw
PL 11
Strength 3
Stamina 5
Agility 4
Dexterity 4
Fighting 8
Intellect 2
Awareness 2
Presence 1
Skills: Acrobatics 8 (+12), Athletics 6 (+9), Deception 12 (+13), Expertise [Criminal] 12 (+14), Expertise
[Soldier] 8 (+10), Insight 8 (+10), Perception 8 (+10), Stealth 10 (+14), Vehicles 6 (+10)
Advantages: Agile Feint, Close Attack 5, Defensive Roll, Equipment 11, Evasion 2, Hide In Plain Sight,
Improved Defense, Improved Initiative, Languages 2 [Base: Racial; English, Intergalactic], Move-By
Action, Power Attack, Precise Attack [melee; concealment], Precise Attack [ranged; cover], Quick
Draw, Ranged Attack 8, Set-Up, Teamwork
Offense: Initiative +8
Melee Attack +13
Ranged Attack +13
Complications:
High Standards: Dragonclaw has a strict set of standards when it comes to considering other people
allies or simply tools and pawns to be used as his current needs dictate. As a result Dragonclaw
normally spends his down time alone, using his duplicates to keep himself company (which is slowly
pushing him mentally to the point that he’s almost developed a split personality – if that were to
finally happen his duplicates would manifest his other personalities….which could be troublesome
for Dragonclaw).
Costs: Abilities 58+ Skills 39+ Advantages 40+ Powers 188+ Defenses 27= 352 pts.
an alien ninja who found refuge in the criminal underworld after the prison ship he was aboard
crashed on earth, Krizam Dekart is a master of water jutsu, particulary the art of creating water-
based copies himself. he's worked with the Black Hand, but would like a few more years to get used
to this world before he signs on full time
Riproar:
PL: 10
Strength 12
Stamina --
Agility 6
Dexterity 6
Fighting 8
Intellect 3
Awareness 2
Presence 0
Skills: Athletics 2 (+14), Expertise [Criminal] 8 (+11), Insight 8 (+10), Perception 8 (+10), Stealth 6
(+12)
Advantages: All-Out Attack, Accurate Attack, Benefit [Alternate Identity], Cunning Fighter, Fearless,
Improved Defense, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 2
Defense: Dodge +8
Parry +8
Toughness +12
Fortitude N/A
Will +10
Complications:
Motivation ~Greed: Riproar seeks to make as much money as he can to support himself (as in
maintain his cover identity as well as any repairs he might need).
Secret: Riproar hides the fact he is actually a kill-o-bot that has gained his independence.
Costs: Abilities 64+ Skills 16+ Advantages 10+ Powers 97+ Defenses 10= 197 pts.
Model 99 was yet another attempt to create the perfect humanoid robot death machine, only for his
corrupted programming to lead him to wander off. he's powerful, but also got all the creativity and
personality of a brick, yet has enough initiative to understand the fastest means to ensuring survival
and security in this world is through the accumulation of money
Point Blank:
PL: 10
Strength 3
Stamina 4
Agility 4
Dexterity 2
Fighting 7
Intellect 2
Awareness 3
Presence 1
Skills: Athletics 6 (+9), Expertise [Criminal] 9 (+11), Expertise [Gun Smithing] 12 (+14), Expertise
[Soldier] 7 (+9), Insight 7 (+10), Intimidation 8 (+9), Investigation 2 (+4), Perception 7 (+10), Ranged
Combat [Firearms] 6 (+12), Stealth 8 (+12), Technology 6 (+8), Treatment 2 (+4), Vehicles 4 (+8)
Powers: Custom Combat Armor: (Removable –13 pts) [55 pp] Hard Armor: Protection 4 (Extra:
Impervious 8) Electric Discharge System: Electrical Damage 8 (Extra: Reaction [being touched]) Built-
In Sub-Machinegun: Ranged Ballistic Damage 8 (Extra: Multiattack); (Flaw: Quirk [ammo limits])
-Retractable Arm Blade: Strength-Based Slashing Damage 3 (Feat: Improved Critical 2)
Offense: Initiative +8
Melee Attack +12
Ranged Attack +6 // Firearms Attack +12
Equipment: Commlink, Fire Extinguisher, Flash Goggles (built into Combat Armor), Gas Mask (built
into Combat Armor), GPS
Complications:
Motivation ~Money, Thrills & Combat: Point Blank enjoys making money by living a adventurous life
by testing his combat skills.
Costs: Abilities 52+ Skills 42+ Advantages 20+ Powers 85+ Defenses 25= 224 pts.
hailing from Brazil, Marrin Cortez up the underworld ladder from a drug war child soldier, to point
man on brazilian death squads, to one of the worlds top mercenaries, snipers and assassins. Point
blank is a frequent partner of Electron viewing the gadgeteer as his brother in all but blood.
MEGASAUR! GOD-KING OF THE LEMURIAN PRIMORDIUM!
PL 14 (210)
Abilities (78)
STR 20 AGI 4 FIT 8 AWA 4
STA 20 DEX 2 INT 0 PRE 5
Powers (89)
MEGASAUR, THE GREAT AND TERRIBLE!: Growth +12 (extra: continuous +1, impervious +1, flaw:
permanent -1) (36)
POWER OF MEGASAUR!: array (40)
- Eye beams: Damage +16 (extra: accurate 5, range +1) [37]
- fearsome prescence: Affliction +9 (dazed & vulnerable/denseless & stunned, will resists, extras:
concentration +1, cumulative +1, extra condition +1, perception area +1, flaw: limited degree -1) [36]
- Rampage: Burst area +2 on unarmed DMG 14 [28]
- Strafing Eye Beams: Damage +12 (extra: cone area +2) [36]
MEGASAUR IS ETERNAL!: Immunity +3 (age, disease, extreme heat) (3)
MEGASAUR SEES ALL!: Senses +5 (Extended Sight, vision penetrates concealment) (5)
NONE COMMAND MEGASAUR!: immunity +5 (control effects) (5)
Advantages (3)
fascinate (intimidation), fearless, move-by action
Skills (16/32)
expertise: tyrant +8
insight +6
intimidation +10
perception +8
Defenses (24)
TOU +20 DODGE +8 FORT +20 PARRY +8 WILL +8
complications
Motivation - Divinity: Megasaur seeks to be worshipped as an invincible god-king as he was in days
long past
Primate Pretenders: Megasaur DESPISES the Ultimen, Bay City Sentinels and Mastermind
puny humans: Megasaur knows it is the right of reptiles to rule the world, not the hairless mammals
Total
abilities 78 + powers 89 + advantages 3 + skills 16/32 + defenses 24 = 210
:arrow: A colossal, eyebeam shooting serpentman and self-proclaimed "God-King of the Lemurian
Primordium", Megasaur received his power from experimentation by the Preservers, before they
turned their attention towards early humans. defeated and imprisoned by the first Ultimen (as well
as the time-travelling Bay City Sentinels and the caveman who would one day become Mastermind),
Megasaur slept for centuries until his tomb was finally breached by a combination of oil drilling and
an earthquake, turning the Lemurian god-king loose upon the world once more. Preferring warmer
climes, Megasaur generally focusses his attention on Mexico and Central America, and is pleased
that the Serpent-people of this era still recognize his true divinity. And while Megasaur has suffered
defeats at the hands of such heroes as the freedom League, Champions, Avengers and those "Thrice
accursed!" Bay City Sentinels, his confinements have resulted in the Initiates of the Hidden Coil
establishing greater presence in the cities about his latest prison, as they plot their God-King's
inevitable release.
:arrow: yeah. body of Godzilla, brain of a sword & sorcery barbarian warlord
Electron:
PL: 10
Strength 2
Stamina 4
Agility 3
Dexterity 4
Fighting 6
Intellect 5
Awareness 3
Presence 2
Skills: Athletics 6 (+8), Expertise [Computers] 10 (+15), Expertise [Criminal] 6 (+11), Expertise
[Current Events] 3 (+8), Expertise [Science] 12 (+17), Expertise [Soldier] 9 (+14), Insight 7 (+10),
Perception 7 (+10), Ranged Combat [Firearms] 4 (+10), Stealth 8 (+12), Technology 12 (+17), Vehicles
4 (+8)
Advantages: Close Attack 2, Cunning Fighter, Equipment 7, Improved Feint, Improved Initiative,
Improvised Tools, Inventor, Power Attack, Quick Draw, Set-Up, Skill Mastery [Expertise (Science)],
Speed Of Thought, Task Focus 2 [Expertise (Science): Electronics], Teamwork
Variable Configuration Stun Blaster: (Easily Removable –12 pts) [21 pp]
Configuration 1: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra:
Cumulative)
-Configuration 2: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra:
Cumulative)
-Configuration 3: Ranged Electrical Damage 10
-Configuration 4: Ranged Electrical Damage 10 (Extra: Penetrating)
Offense: Initiative +9
Melee Attack +8
Ranged Attack +6 // Firearms Attack +10
Equipment: Audio Recorder, Binoculars, Commlink, Concealable Microphone, Digital Camera, Fire
Extinguisher, Flash Goggles (built into Combat Armor), Gas Mask (built into Combat Armor), GPS,
Lock Picks [+2 to Security skill checks], Laptop [+2 to Hacking skill checks], Mini-Tracers (work at 2x
range), Multi-Tool, Parabolic Mic, Restraints
Complications:
Motivation ~Money & Thrills: Electron enjoys making money and living an adventurous life.
Costs: Abilities 58+ Skills 42+ Advantages 21+ Powers 69+ Defenses 23= 213 pts.
an electronics genius and AEGIS field agent, Carter Wells went rogue after realizing that international
mercenaries got paid better. And with the bevy of electricity-based weapons he's designed and used,
he's proven himself quite successful, often partnering with Point Blank. Electron assisted Dr. Stratos
in creating many of the fakes prior to the Return of Captain Thunder, but Stratos threw him under
the bus in the aftermath. escaping in the aftermath, Electron doesn't hold too much of a grudge
against stratos, since he was planning to do the same thing. so if he gets a contract to take the doc
out, he'll charge his normal rates. Electron prefers working with point blank, as the two of them are
more like brothers than friends
Shadow Dragon:
PL: 10
Strength 2
Stamina 4
Agility 4
Dexterity 4
Fighting 8
Intellect 2
Awareness 2
Presence 2
Skills: Acrobatics 8 (+12), Athletics 4 (+6), Deception 10 (+12/+14), Expertise [Assassin] 10 (+12),
Expertise [Criminal] 6 (+8), Insight 6 (+8), Perception 6 (+8), Persuasion 10 (+12/+14), Ranged
Combat [Weapon Of Darkness Array] 2 (+10), Stealth 8 (+12/+18), Treatment 4 (+6)
Advantages: Agile Feint, Attractive, Benefit [Up The Walls (Use Acrobatics instead of Athletics for
Climb Checks)], Close Attack 2, Evasion, Hide In Plain Sight, Improved Defense, Improved Initiative,
Languages 3 [Base: Japanese; Cantonese, English, Mandarin, Russian], Power Attack, Precise Attack
[melee; concealment], Ranged Attack 4, Takedown 2
Nightstalking:
Enhanced Advantage 1 [Improved Initiative] (Flaw: Limited [Only in dark/low-lit areas])
Senses 2 [Darkvision] (Flaw: Limited [Only in dark/low-lit areas])
Inspire Fear:[/COLOR][COLOR=black] Ranged Affliction 8 [Dazed, Compelled, Controlled] (Extra:
Perception); (Flaws: Limited [Only makes targets run away]), Limited [Only in dark/low-lit areas],
Sense Dependent [vision])
Complications:
Code Of Honor: Being raised by a ninja clan has instilled in Shadow Dragon a devotion to keeping any
verbal or written agreements she makes.
Dependent Upon Life Force Of Others: Shadow Dragon must use her Life Force Vampire power at
least once a day to sustain herself, otherwise she will eventually become Impaired, Disabled, then
Incapacitated and eventually suffer the Dying Condition until she does feed.
A Mind Of It’s Own: The Chaos Sword has its own agenda to accomplish, but what that exactly could
be is anyone’s guess. Even Shadow Dragon’s and she suspects that this unknown goal is the reason
the Chaos Sword betrayed its former owner and thus she is always watching it for signs of dishonor
or treachery (as it did to its former owner by not allowing him access to the full extent of the powers
it bestows in a critical moment).
Costs: Abilities 56+ Skills 37+ Advantages 18+ Powers 48+ Defenses 26= 185 pts.
Nimiko Kusami was a skilled and seductive ninja assassin, until the enchanted chaos sword of her
then current target turned on him in order to offer itself to her. Left with little choice at the time,
Nimiko accepted and became the new Shadow Dragon, completing the mission, but at the cost of
her honor. cast out of her clan, Nimiko has begun a 'quest' to redeem herself in their eyes, all the
while keeping close watch on her blade, knowing that it may well betray her in turn if it finds
someone even more suited. Nimiko's Sword has yet to reveal its name, but it has demonstrated
numerous unholy powers, cheif of which is that it drains the souls of those it cuts, and is the only
way she can feed and heal herself now
Shock:
PL: 11
Strength 1
Stamina 6
Agility 2
Dexterity 2
Fighting 8
Intellect 2
Awareness 3
Presence 4
Skills: Athletics 6 (+7), Close Combat [Shocking Strike] 2 (+10), Expertise [Civics] 6 (+8), Expertise
[Criminal] 10 (+12), Deception 8 (+12/+14), Insight 8 (+11), Intimidation 8 (+12), Perception 8 (+11),
Persuasion 6 (+10/+12), Ranged Combat [Electrical Generation Array] 6 (+10), Stealth 8 (+10)
Energy Resistant: Immunity 20 [All Energy Damage] (Flaw: Limited [Half Effective])
Increased Mass:
Enhanced Stamina 5
Protection 2
Strength-Based Damage 5
Offense: Initiative +6
Melee Attack +8 // Shocking Strike Attack +10
Ranged Attack +4 // Electrical Generation Array Attack +10
Complications:
Almost Carries Her Weight Well: Shock’s body became extra denser as a result of the experiment she
was subjected to, as a result she suffers a –5 penalty to any Acrobatics, Athletics or Stealth skill
checks.
Code Of Conduct: While she is a thief and a crook, there are a few things Shock won’t do.
Costs: Abilities 56+ Skills 37+ Advantages 15+ Powers 123+ Defenses 17= 248 pts.
Soundwave
PL 10 (150)
Abilities (48)
STR 2 AGI 4 FIT 4 AWA 2
STA 4 DEX 0 INT 6 PRE 2
Powers (51)
Sonic disruptor: array (flaw: easily removable) (15)
- focussed beam: Damage +10 (extra: line area +1) [20]
- Sonic pulse: affliction +10 (hearing impaired/hearing disabled/hearing unaware, fort resists, extra:
cone area +1) [20]
- sonic stunner: affliction +10 (daze/stun/incapacitate, extra: cone area +1) [20]
- Wide beam: Damage +10 (extra: cone are +1) [20]
Sonic grenade: affliction +5 (impaired/disabled, fort resists, extra: cloud area +1, range +1, linked:
Damage +5 [extras: cloud area +1, range +1), flaws: limited degree -1, easily removable) (15)
sonic suit: immunity +10 (sonic effects), Protection +4, senses +6 (hearing penetrates concealment,
radio, ultrahearing), flaw: removable (16)
Wave rider: Flight +8 (extra: agile feint, move-by action, flaw: platform -1, easily removable) (5)
Advantages (2)
improvised tools, inventor
Skills (19/38)
expertise: sonics +10
expertise: surfing +8
insight +6
perception +6
technology +8
Defenses (30)
TOU +8/4 DODGE +12 FORT +10 PARRY +12 WILL +10
complications
motivation - science: Soundwave is bent on proving his technology and the power of sound. but to
do that, he needs a lot of money
unhinged: Soundwave is prone to wild, unpredictable mood swings
Total
abilities 48 + powers 51 + advantages 2 + skills 19/38 + defenses 30 = 150
a genius inventor, Zane Carter was already unhinged when his sonic weapons project took a severe
budget cut, and now working with substandard equipment, the subsonic frequencies took further
toll until he finally snapped and became a gadgeteer supercriminal
a good one-shot journeyman villain, or the tech-guy for your villain team (so long as the master plan
involves some sort of sonic device)
U235
PL 12 (180)
Abilities (32)
STR 4 AGI 2 FIT 4 AWA 2
STA 4 DEX 0 INT 0 PRE 0
Powers (104)
Atomic blast: Damage +16 (extras: accurate 4, range +1) (37)
- Atomic fire: weaken TOU +7 (extras: affects objects +1, cone area +1, linked: Damage +6 [extra:
cone area +1]) [35]
energy Shield: Protection +12 (extra: Impervious 16, sustained +0) (28)
living nuclear reactor: immunity +15 (radiation effects, fire/heat damage) (15)
radioactive: weaken STA +4 (extras: cloud area +1, incurable, reaction +3, flaw: uncontrolled -1) (20)
x-ray vision: senses +4 (vision penetrates concealment) (4)
Advantages (2)
improved initiative, move-by action
Skills (14/28)
deception +4
expertise: streetwise +4
insight +4
intimidation +10
perception +6
Defenses (28)
TOU +16/4 DODGE +8 FORT +14 PARRY +8 WILL +10
complications
healthy green glow: U235's radioactivity extends into the visible spectrum, causing him to constantly
glow a pale green
motivation - destruction: Mean, nasty, violent and aggressive, U235 delights in the destruction and
pain he can cause
Total
abilities 32 + powers 104 + advantages 2 + skills 14/28 + defenses 28 = 180
from the pages of Heroes Unlimited's Villain Unlimited sourcebook, Johnny Taggert was a career
crook who should have died when he took a wrong turn while on a job to steal uranium from a
nuclear materials refinery and received several minutes of radiation poisoning, but instead awoke a
day later a living nuclear reactor. becoming U235, Taggert made his supervillain debut by ravaging
Vicksburg, Tennessee, and has since terrorized the western united states and Canada in a crie spree
stretching from Texas to British Columbia
Usurper
PL 13 (300)
Abilities (70)
STR 12/4 AGI 4 FIT 10/0 AWA 8
STA 10/4 DEX 0 INT 7 PRE 8
Powers (165)
Telekinetic field: create +13 (extra: impervious +1, movable +1, stationary +0) (53)
- Telekinetic force: move object +13 (extra: Damaging +1, range +1) [52]
XLR-5 Armor: (flaw: removable) (112)
- Achillium construction: immunity +20 (energy damage, flaw: limited-half effect -1), Protection +6
(extra: impervious 16) [32]
- combat computer: Enhanced Dodge +6, Enhanced FIT +10 [26]
- Forearm laser: Damage +10 (extras: accurate 8, range +1) [28]
- Power armor: Enhanced STR +8, Enhanced STA +6 [28]
- rocket boots: flight +6 [12]
- sealed systems: immunity +10 (life support) [10]
- sensor suite: senses +4 (extended sight, infravision, radio, ultravision) [4]
Advantages (15)
benefit 8 (diplomatic immunity, status-Emperor of Val Verde 3, wealth 4), contacts, connected,
eidetic memory, inventor, languages 2 (german, spanish, english native), well-informed
Skills (42/84)
close attack: XLR-5 armor +4
deception +8
expertise: dictator +10
expertise: drug lord +10
expertise: science +10
insight +6
intimidation +10
investigation +8
persuasion +8
technology +10
Defenses (8)
TOU +16/4 DODGE +10/4 FORT +10/4 PARRY +10/0 WILL +16
complications
egotist: even Usurper's superhuman charisma cannot disguise his monumental arrogance, seizing
any oportunity to monologue at length on the subject of his own greatness
face of the usurper: Usurper becomes enraged at any reminder of his facial deformities
motivation - Power: Usurper believes he is destined to rule the world
secret identity: Usurper goes to great lengths to make the world think that he and 'Emperor Danilek'
are two different people
Total
abilities 70 + powers 165 + advantages 15 + skills 42/84 + defenses 8 = 300
An incredibly brilliant yet equally self absorbed genius superscientist, Harrison Danilek had forged a
career of triumph after triumph, advancing fields such as robotics, artificial intelligence and weapons
technology, before turning to the field of human augmentation. As his sponsors felt Danilek's work
was incredibly dangerous quackery, so did Danilek believe his process would work, reaching the
point where he subjected himself to it, believing it would give him a godlike body to match his
intellect. but, while he did survive the experiment with superhuman charisma and telekinetic
abilities, it also horribly disfigured his face and drove him mad. Danilek blew up the facility to not
only fake his death, but to destroy evidence and kill those who'd stood in his way.
Fleeing the country, Danilek set up operations in the troubled yet wealthy South American country
of Val Verde, acting as a 'scientific advisor' to its most recent president-for-life, and using the mans
resources to build not only an army of robots, but the XLR-5 armor he'd wear under his new identity
as The Usurper, an armored super-mercenary Danilek would "hire" to overthrow Val Verde's
government to instate Danilek as Emperor, having already gained the military's support.
Today, the Usurper still keeps his identities separate, making most of the world think his armored
alter ego is simply the emperor's go-to hired gun, receiving political sanctuary for his services. In
reality, the Usurper is using his supposed 'freelance' status to conceal the state-sponsored weapons
development and illegal supersoldier research, and other terrible crimes as he builds up the
resources for his ultimate goal of world domination.
Apex
PL 12 (180)
Abilities (64)
STR 12 AGI 6 FIT 6 AWA 2
STA 12 DEX 2 INT 0 PRE 4
Powers (64)
Blast gauntlets: array (flaw: removable) (23)
- catchweb: affliction +8 (extras: cumulative +1, extra condition +1, Range +1, flaw: limited degree -1)
[24]
- energy blast: damage +12 (extras: range +1) [24]
- explosive: damage +8 (extra: burst area +1, range +1) [24]
- stun gel: affliction +8 (daze/stunned/incapacitated, extras: cumulative +1, range +1) [24]
- thermite plasma: Weaken TOU +4 (extras: affects objects +1, range +1, linked-Damage +5 [extra:
range +1]) [24]
healing factor: Regeneration +5 (5)
Jet-pack: Flight +7 (flaw: removable) (12)
Super soldier: Enhanced STR +6, Enhanced STA +6 (24)
Advantages (7)
assessment, improved initiative, inspire, leadership, move-by action, teamwork, uncanny dodge
Skills (23/46)
close combat: unarmed +6
expertise: military +8
intimidation +6
insight +6
perception +6
persuasion +4
ranged combat: blast gauntlets +10
Defenses (22)
TOU +12 DODGE +12 FORT +14 PARRY +12 WILL +10
complications
Last Call: Apex is slowly dying from a unique super-cancer. it may in fact be treatable, but he refuses
to admit anything's wrong in order to maximize what time he has left
motivation - The Mission: Apex has devoted his entire life to his sworn duty as both soldier and
superhero, sacrificing any chance at a normal life in order to do the most good.
Total
abilities 64 + powers 64 + advantages 7 + skills 23/46 + defenses 22 = 180
:arrow: An American supersoldier, Javier Ortega is the leader of the Centurions, a government and
corporate backed super-hero team dedicated to bringing peace and prosperity back to the troubled
district of Century Station, unaware they're working for the Labyrinth to clean up the mess it'd made
of its fiefdom. Apex may be rigid and humorless, but he's every bit the hero the public thinks of him,
sacrificing any shot at normalcy, or even curing the disease that's slowly killing him to serve his city
and country.
Alpha Prime
PL 12 (180)
Abilities (66)
STR 4 AGI 8 FIT 8 AWA 2
STA 10 DEX 0 INT 0 PRE 1
Powers (70)
energy being: immunity +10 (life support) senses +1 (radio) (11)
plasma bolt: Damage +14 (extra: accurate 4, range +1) (32)
Starflight: Flight +8, movement +2 (space travel 2) (20)
universal translator: comprehend +3 (understand/understood in all languages) (6)
Advantages (3)
benefit (Spectre), improved initiative, move-by action
Skills (20/40)
expertise: Earth +8
insight +6
intimidation +8
perception +8
Technology +10
Defenses (22)
TOU +10 DODGE +14 FORT +12 PARRY +14 WILL +12
complications
Alpha Bitch: Alpha Prime is greatly disliked by the bulk of humanity for confiscating any alien-derived
technologies or science
Covenant of the Prime Directive: Like many Lor officers, Alpha Prime has an almost religious take on
this ancient vow of non-interference with undeveloped worlds.
Dark Stars: Alpha Prime is ashamed of those Bhlaze who turn to evil, such as Cygnus or her
progentitor, Pyron, and will drop everything to stop them
inflexible: Alpha Prime adheres to the letter of the law, and refuses to bend it for any one, thing or
cause
Motivation - responsibility: Alpha Prime's first duty is to uphold the laws of the Lor Republic.
Terraphile: only her fellow Centurions know that Alpha Prime is madly in love with everything about
earth and its people
Total
abilities 66 + powers 70 + advantages 3 + skills 20/40 + defenses 22 = 180
:arrow: The most contraversial member of the Centurions, Alpha Prime is a Spectre, an interstellar
law officer tasked to do whatever it takes to preserve the peace and safety of the galaxy, and in her
case, to prevent the exploitation of developing worlds. In following this duty, Alpha Prime had a
direct hand in the downfall of Century Station, confiscating the Daedelus reactor and all derived
sciences and technologies. She has not apologized for her actions, insisting they were for humanity's
own good. but, while she may be cold, Alpha Prime is not heartless, and chose to remain on earth to
take responsibility for the consequences of her actions.
Durandal
PL 12 (180)
Abilities (82)
STR 8 AGI 8 FIT 8 AWA 2
STA 10 DEX 2 INT 1 PRE 2
Powers (47)
Durandal (flaw: removable) (23)
- blade beam: Damage +10 (extras: accurate 6, range +1) [26]
- blessed blade: Healing +8 (extra: restorative +1) [24]
- Singing sword: Damage +6 (strength based, extras: accurate 2, affects insubstantial 2, improved crit
4, improved disarm, improved smash, precise, weapon break) [18]
dragon's bane: immunity +10 (fire effects) (10)
knight vision: senses +4 (darkvision, vision counters invisibility) (4)
soaring swordsman: flight +5 (10)
Advantages (7)
fearless, improved initiative, move-by action, takedown 2, skill mastery (expertise; history), uncanny
dodge
Skills (20/40)
expertise: history +8
intimidation +8
insight +8
persuasion +8
perception +8
Defenses (24)
TOU + DODGE +14 FORT +12 PARRY +14 WILL +12
complications
motivation - doing good: the sword chose Phineas to become a champion of justice, and he lives up
to this responsibility
power word: Phineas must hold aloft his sword and speak its name to become durandal. as Phineas,
he has no powers or advantages (except skill mastery), all attributes except INT, AWE and PRE revert
to 0, and halve all skills except expertise and insight
secret identity: Durandal has not neglected his life as phineas tenpenny.
Total
abilities 82 + powers 47 + advantages 7 + skills 20/40 + defenses 24 = 180
:arrow: an assistant curator for the Century Station Museum of Antiquities (department of
acquisitions), Phineas Tenpenny was astonished one day to find the legenday sword Durandal, once
weildd by the legenday hero Roland. he'd merely hoped to catalogue the item, to share it with the
world, but Durandal itself chose Phineas to become a champion of justice, to oppose the dark forces
of wickedness and tyranny. it was a responsibility Phineas accepted with some trepidation, but he
has long since proven every bit as worthy as the blade deemed him to be
Haven
PL 12 (180)
Abilities (64)
STR 16 AGI 4 FIT 4 AWA 4
STA 16 DEX 2 INT 2 PRE 4
Powers (63)
Armor of summer: Impervious TOU +16 (16)
fey-touched: immunity +1 (age) (1)
Summer mantle: Enhanced STR +10, Enhanced STA +10 (40)
7 league stride: Leaping +7 (7)
Advantages (10)
attractive, benefit 4 (wealth 4), fearless, improved initiative, move-by action, takedown, uncanny
dodge
Skills (30/60)
close combat: unarmed +4
deception +8
expertise: archeology +8
expertise: magic +8
intimidation +8
insight +8
persuasion +8
perception +8
Defenses (12)
TOU +16 DODGE +8 FORT +16 PARRY +8 WILL +8
complications
changeling: Haven has no powers as Iian Mackenzie, and is gradually abandoning his mortal life.
fae's bane: Haven is vulnerable to the touch of iron.
motivation - Summer Knight: Haven is the protector of both the mortal and fae realms of Century
Station
Proud Titania: Haven obeys any direct order from his Faerie Queen.
Total
abilities 64 + powers 64 + advantages 10 + skills 30/60 + defenses 12 = 180
:arrow: a wealthy gadabout playboy with a hobby of archaeology, Iian Mackenzie's life changed
forever when he unearthed a Scottish tomb and freed the Faerie Queen that'd been imprisoned
within. out of gratitude, she gifted Iian with the power and responsibility of a Summer Knight, to
guard men and fae from each other's depradations. however, as the years have gone by, Iian has
spent more and more time as Haven, and may soon abandon his human identity altogether.
Iron Lotus
PL 12 (180)
Abilities (80)
STR 8 AGI 8 FIT 8 AWA 4
STA 10 DEX 2 INT 0 PRE 0
Powers (37)
ancient master: array (12)
- chi strike: Affects will on unarmed DMG +8 [8]
- iron fist: Penetrating on Unarmed DMG +8 [8]
- flurry of blows: Multiattack on unarmed DMG +8 [8]
- pressure points: Affliction +8 (impaired/disabled/paralyzed, fort resists) [8]
- venom strike: Weaken STA +8 [8]
mantis leap: Leaping +2 (2)
well-travelled: comprehend +2 (understand/speak languages) (4)
Xian Long's love: immortality +6 (1 day), immunity +2 (age, disease), regeneration +5 (19)
Advantages (16)
agile feint, assessment, evasion, fearless, hide in plain sight, improved disarm, improved initiative,
improved trip, instant up, move-by action, prone fighting, redirect, set-up, takedown 2, uncanny
dodge
Skills (25/50)
athletics +6
acrobatics +8
close combat: unarmed +8
insight +6
sleight of hand +6
perception +8
stealth +8
Defenses (22)
TOU +10/8 DODGE +14 FORT +12 PARRY +14 WILL +12
complications
Motivation - Responsibility: Iron Lotus lives by the teachings of Shamballa Vale
Outsider: Iron Lotus has spent so long either cloistered or on her quest that she has trouble relating
to others socially
Xian Long: Iron Lotus has sworn to defeat the immortal aclchemist, but fears the only way to do so is
to kill him. Xian Long is equally obsessed, hoping to take Iron Lotus as his lover
Total
abilities 80 + powers 37 + advantages 16 + skills 25/50 + defenses 22 = 180
:arrow: a warrior monk from Shamballa Vale, Iron Lotus has been a champion for good throughout
her seven and one half centuries of life, her immortality a 'gift' from her nemesis, the wizard Xian
Long, that she would never die so long as he lived, knowing her morals are so strong she would
never take a human life. centuries of battles between them later, Iron Lotus has tracked him to
Century Station, and has joined the Centurions so their resources will aid her search.
Leviathan
PL 12 (180)
Abilities (46)
STR 16/4 AGI 4 FIT 8 AWA 2
STA 16/4 DEX 0 INT 0 PRE 1
Powers (67)
Aquatic: Immunity +3 (drowning, extreme cold, pressure), movement +1 (environmental adaptation
(aquatic), senses +4 (accurate hearing, darkvision) (9)
colossal: Growth +12 (extra: continuous +1, Impervious TOU +1) (48)
strong swimmer: Swimming +8 (8)
talk to fish: comprehend +2 (animals, flaw: type-sea creatures -1) (2)
Advantages (15)
all-out attack, fast grab, favored environment: aquatic, fearless, improved grab, improved hold,
improved initiative, language 3 (atlantean, english, hungarian, russian, serbian native) move-by
action, power attack, startle, takedown 2
Skills (30/60)
athletics +8
expertise: atlantis +6
expertise: the sea +10
intimidation +16
insight +6
perception +6
ranged combat: thrown object +8
Defenses (22)
TOU +16/4 DODGE +8/14 FORT +16/4 PARRY +8/14 WILL +8
complications
fish guy: even at human size, Leviathan is recognizable due to his green skin, hair and black eyes
motivation - acceptance: the Centurions are Leviathan's family, and their cause is his cause
vigilante: Leviathan has been suspected of capsizing whaling vessels off the coast of Century station
Total
abilities 46 + powers 67 + advantages 15 + skills 30/60 + defenses 22 = 180
:arrow: A Serbian-born metaman with an aquatic appearance, Djole Karamovic is the team's 'fish
guy', able to thrive underwater, swim at incredible speeds, 'see' by sonar and similar 'useless' traits,
but he can also become a whale-sized giant, making him the team's powerhouse. an angry young
man who loves the ocean, leviathan has been suspected of secretly swimming out to sea and
personally sinking/capsizing whaling ships that have been going down off the coast of Century
Station.
Psynapse
PL 12 (180)
Abilities (34)
STR 0 AGI 4 FIT 0 AWA 4
STA 2 DEX 2 INT 1 PRE 4
Powers (74)
Psionics: array (52)
- Mental blast: Damage +12 (extras: range +2, will resists +1) [48]
- Mind control: affliction +12 (extras: cumulative +1, perception area +1, selective +1) [48]
- Mind games: Illusion +9 (all senses, extras: selective +1, flaw: resistable -1) [45]
- Telepathy: Mind reading +12 (extra: cumulative +1, effortless +1) [48]
- Telekinesis: move object +12 (extra: Damaging +1, range +1) [48]
psi-flight: flight +5 (10)
Psi-Shield: Protection +12 (12)
Advantages (8)
attractive, contacts, connected, improved initiative, move-by action, set-up, taunt, well-informed
Skills (30/60)
deception +10
expertise: finance +8
expertise: streetwise +8
insight +8
perception +8
sleight of hand +8
persuasion +10
Defenses (34)
TOU +14/2 DODGE +10 FORT +8 PARRY +10 WILL +16
complications
motivation - thrills: Psynapse has learned that being a superhero is just the sort of excitement he
needs
secret identity: Psynapse is actually Century Station Stockbroker Gerry Heinz
SHUT UP!: Psynapse: is a fast talking motormouth who can't resist needling his own team-mates
Total
abilities 34 + powers 74 + advantages 8 + skills 30/60 + defenses 34 = 180
:arrow: A Canadian born psionist, Gerry Heinz came south to Century Station to work as a
stockbroker and would-be con artist, before the latter got him caught and forced to join the
centurions to avoid exposure and jail. Ironically, Gerry absolutely enjoys being Psynapse and the
hero thing, although he still acts as their resident lovable scoundrel
Spartacus
PL 12 (180)
Abilities (70)
STR 10 AGI 8 FIT 8 AWA 6
STA n/a DEX 2 INT 2 PRE 2
Powers (62)
auto-run: Speed +6 (6)
jump jets: leaping +6 (6)
robot: Immunity +30 (fort), Protection +10 (extra: impervious +1) (50)
Advantages (6)
improved initiative, interpose, move-by action, takedown, uncanny dodge, well-informed
Skills (24/48)
close combat: unarmed +6
Expertise: Police officer +6
Insight +6
Intimidation +6
Investigation +6
Perception +6
technology +6
vehicles +6
Defenses (18)
TOU +10 DODGE +14 FORT n/a PARRY +14 WILL +12
complications
clicker: Spartacus is an object of anti-robotic prejudice
motivation - To serve and Protect: however morose he's gotten, Spartacus swore an oath to defend
the people and uphold the law of Century Station
more machine than man: Spartacus is deeply afraid he'll succumb to cyberpsychosis
Total
abilities 70 + powers 62 + advantages 6 + skills 24/48 + defenses 18 = 180
:arrow: a CSPD officer and mech jockey, Jason Stickley's life changed when he participated in a raid
on a Foundry facility that had Talos himself in attendance. his own mech disabled in the firefight,
Jason wound up using a device that transferred his mind into one of the prototype warbots the
foundry was working on, and slaved the others to his will, turning the tide against the foundry, but
not before talos killed his human body, trapping him forever within his robotic shell. to his credit,
Jason refused to let his new existence drive him mad, before his freinds, family and fiancée rejected
him as an abomination. shattered, he abandoned his old identity and became Spartacus, robot hero
and member of the centurions, while secretly fearing that one day, his lost humanity will indeed
drive him to the depths of cyberpsychosis. A friend of fellow 'freak cop' Frank Meltzer prior to
Meltzer's political imprisonment and being rendered comatose, Spartacus is rallying every other
supercop he knows for a nationwide manhunt for Frank's attacker.
Whiz Kid
PL 12 (180)
Abilities (52)
STR 0 AGI 4 FIT 2 AWA 4
STA 2 DEX 2 INT 10 PRE 2
Powers (65)
flight harness: Flight +6 (flaw: removable) (10)
Force Field belt: Protection +10 (extra: impervious +1, flaw: removable) (16)
Genius gun: array (flaw: easily removable) (20)
- Gauss bullet: Damage +10 (extras: Penetrating +1, range +1) [30]
- multilaser: Damage +10 (extras: multiattack +1, range +1) [30]
- Stun ray: Affliction +10 (daze/stun/incapacitate, extras: cumulative +1, range +1) [30]
Grav skates: enhanced defenses +18 (dodge +8, Parry +8, flaw: removable) (13)
Supershades: senses + (infravision, danger sense, darkvision, feature-WIFI internet, radio, time
sense, flaw: removable) (6)
Advantages (13)
assessment, benefit 4 (multimillionaire), contacts, connected, improvised tools, inventor, move-by
action, skill mastery (technology), speed of thought, well-informed
Skills (30/60)
expertise: science +10
insight +6
investigation +10
perception +6
persuasion +4
ranged combat: Genius gun +12
technology +12
Defenses (20)
TOU +12/2 DODGE +12 FORT +10 PARRY +12 WILL +14
complications
motivation - recognition: Whiz Kid hopes to inspire Century Station's youth to greatness and make a
difference
Total
abilities 52 + powers 65 + advantages 13 + skills 30/60 + defenses 20 = 180
:arrow: the team's newest member, 18 year old supergenius and self-made multimillionaire
inventor, Damien Latrell applied his gadgets towards crimefighting at first for the thrill and to rub
elbows with the real superbeings, then after joining the Centurions, realizing he could be a positive
role model for america's black and inner city youths. he's also Spartacus' closest confidante, and is
helping organize the Cyber-cop's growing network of fellow super-powered police officers
Punch & Judy
PL 8 (120)
Abilities (72)
STR 6 AGI 8 FIT 8 AWA 2
STA 8 DEX 2 INT 0 PRE 2
Advantages (12)
agile feint, fearless, fast grab, improved initiative, improved trip, improvised weapon 2, move-by
action, set-up, startle, takedown, taunt
Skills (30/60)
acrobatics +8
deception +8
expertise: clowns +4
close combat: unarmed +2
insight +4
intimidation +8
perception +6
sleight of hand +6
ranged combat thrown objects +6
stealth +8
Defenses (6)
TOU +8 DODGE +8 FORT +10 PARRY +8 WILL +6
complications
motivation - violence: Punch and Judy are violent psychopaths and murderers whose only passion is
fighting
that's the way to do it: given sufficient reason, Punch & Judy will drop everything to fight each other
to the death
Total
abilities 72 + advantages 12 + skills 30/60 + defenses 6 = 120
:arrow: the clowns, Punch and Judy are a pair of tough as nails brawlers who fight each other almost
as much as their enemies, infighting that marks them as having the highest turnover rate in the
bunch
Sigmund 'Roid
PL 10 (150)
Abilities (48)
STR 14 AGI 2 FIT 6 AWA 2
STA 14 DEX 0 INT 0 PRE 2
Powers (61)
didn't feel a thing: Impervious TOU +14, (14)
outta my way: Burrowing +4 (extra: penetrating +1) (8)
overmuscled: Enhanced STR +8, Enhanced STA +8,immunity +2 (disease, poison) (34)
second wind: regeneration +5 (5)
Advantages (13)
all-out attack, chokehold, fascinate (intimidation), fearless, fast grab, improved grab, improved hold,
improved initiative, move-by action, power attack, startle, takedown 2
Skills (20/40)
expertise: bodybuilder +12
intimidation +12
insight +4
perception +6
ranged combat: thrown object +6
Defenses (8)
TOU +14 DODGE +6 FORT +14 PARRY +6 WILL +6
complications
bully: Sigmund will ALWAYS go after the weakest looking opponent if he has a choice of targets
dumb muscle: no, seriously, Sigmund is one of the single dumbest bad guys going. just be careful,
he's smart enough to know when he's being laughed at...
motivation - brute: Sigmund Roid is a psychotic killer
Total
abilities 48 + powers 61 + advantages 13 + skills 20/40 + defenses 8 = 150
:arrow: the strongman, 'Roid's a joker-ace whose body is a grotesque parody of extreme
bodybuilding and 90's era comic book art. Roid is also a bully, going after the weakest looking people
he can find and cruelly toying them to death with his great strength
sticky pete
PL 8 (120)
Abilities (56)
STR 1 AGI 8 FIT 8 AWA 2
STA 4 DEX 2 INT 0 PRE 1
Powers (31)
human flty: movement +2 (wall crawling 2) (4)
goo spit: affliction +8 (hindered & vulnerable/helpless & immobilized, dodge resists, extras: accurate
3, cumulative +1, extra condition +1, range +1, flaw: limited degree -1) (27)
Advantages (5)
agile feint, hide in plain sight, improved initiative, move-by action, set-up
Skills (14/28)
acrobatics +8
deception +4
insight +4
perception +4
stealth +8
Defenses (18)
TOU +4 DODGE +12 FORT +8 PARRY +12 WILL +8
complications
day the clown cried: Sticky Pete is the only member of the Fun Bunch to show remorse for the
deaths they've caused, but knows the others will torture and kill him if they find out
motivation - fun: while not a serial killer like the rest of the Fun bunch, Sticky pete still delights in
mayhem
Total
abilities 56 + powers 31 + advantages 5 + skills 14/28 + defenses 18 = 120
:arrow: the human fly, Sticky Pete is able to crawl walls an ensnare his foes by the glue-like
substance he gives off in place of sweat or spit. curiously, Pete seems to be the only member of the
bunch to express remorse for their actions
Twinkletoes
PL 10 (150)
Abilities (56)
STR 12 AGI 8 FIT 2 AWA 2
STA 12 DEX 0 INT 0 PRE 0
Powers (68)
Gravity field: affliction +10 (hindered & vulnerable/helpless & immobilized, dodge resists, extras:
burst area +1, concentration +1, cumulative +1, extra condition +1, selective +1, flaw: limited degree
-1) (50)
light as a feather: Enhanced AGI +8, leaping +2 (18)
Advantages (5)
agile feint, fast grab, improved grab, improved hold, improved initiative, move by action
Skills (9/18)
acrobatics +4
close combat: unarmed +6
insight +4
perception +4
Defenses (12)
TOU +12 DODGE +8 FORT +14 PARRY +8 WILL +6
complications
child safe: Twinkletoes will never deliberately harm a child. not that she'd lift a finger to stop the rest
of the Fun Bunch from doing the same...
motivation - madness: like the rest of the Fun Bunch, Twinkletoes is a psychotic murderer
Total
abilities 56 + powers 68 + advantages 5 + skills 9/18 + defenses 12 = 150
:arrow: true to her nature as the fat lady, Twinkletoes is a morbidly obese, super-strong latex 'fetish
model' while giving off a disturbing veneer of perky friendliness and. worse yet, Twinkletoes is a
gravity controller as well, keeping herself light as a feather while crippling those out of reach of her
bone-crushing 'hugs' under their own magnified weight
Cain & Able
PL 10 (150)
Abilities (40)
STR 4 AGI 2 FIT 6 AWA 2
STA 4 DEX 0 INT 0 PRE 2
Powers (73)
Shapeshifter: variable +9 (animal forms, 45 points, extra: move action +1) (73)
- Domination: affliction +10 (extra: concentration +1, cumulative +1, perception area +1, selective
+1) [50]
Advantages (4)
def roll 3, set up, taunt, teamwork
Skills (8/16)
close combat: unarmed +4
deeption +6
intimidation +6
perception +6
Defenses (20)
TOU +7/4 DODGE +8 FORT +8 PARRY +8 WILL +10
complications
animal act: Cain and Able have a strange relationship, where they alternate between who gets to be
the animal and who gets to be the master
kings of the jungle: Cain & able like to force others to serve as their trained beasts
Motivation - madness: Like the rest of the Fun Bunch, Cain & Able are psychotic murderers
Total
abilities 40 + powers 73 + advantages 4 + skills 8/16 + defenses 20 = 150
:arrow: the animal act, Cain & Able kick off the Fun Bunch, a set of ten circus-themed super-psycos
who've cut a swath of murder and mayhem across the U.S. for decades, using dark rituals to replace
any of their fallen number. In Cain and Able's case, they're a chaotic evil BDSM version of Siegfried
and Roy.
dr. Bones
PL 8 (120)
Abilities (60)
STR 6 AGI 6 FIT 6 AWA 2
STA 6 DEX 2 INT 0 PRE 2
Powers (12)
claws: Damage +4 (strength-based, extra: improved crit 3) (7)
long lived: immunity +1 (age) (1)
stretchy: Elongation +4 (4)
Advantages (10)
agile feint, fast grab, improved grab, improved hold, hide in plain sight, improved initiative, move-by
action, set-up, startle, takedown
Skills (22/44)
acrobatics +8
insight +6
intmidation +8
perception +6
sleight of hand +8
stealth +8
Defenses (16)
TOU +6 DODGE +10 FORT +8 PARRY +10 WILL +8
complications
ambush: Dr. bones will often split off from the rest of the Fun Bunchto stalk and kill his own victims
motivation - murder: Dr. Bones is a psychotic murderer
mute: Dr. Bones refuses to talk under any circumstance
Total
abilities 60 + powers 12 + advantages 10 + skills 22/44 + defenses 16 = 120
:arrow: the india rubber man, Doctor bones is the longest lived of the Bunch, and is an ambush
predator, sneaking off on his own to pick off his helpless prey one-by-one.
Heckler
PL 10 (150)
Abilities (78)
STR 3 AGI 8 FIT 8 AWA 4
STA 6 DEX 4 INT 2 PRE 4
Advantages (14)
agile feint, equipment, improved initiative, improved trip, move-by action, redirect, set-up, startle,
taunt, throwing mastery 4, uncanny dodge
Skills (36/72)
acrobatics +6
close combat: knives +8
deception +10
insight +8
intimidation +10
perception +8
ranged combat: thrown objects +8
sleight of hand +6
stealth +8
Defenses (22)
TOU +6 DODGE +14 FORT +8 PARRY +14 WILL +12
equipment
throwing Knives: Damage +1 (strength based, extras: improved crit 3, range +1) [5]
complications
Motivation - Madness: Heckler is a psychotic killer who thrives on the chaos and death the Fun
Bunch leave in their wake
showman: Heckler's vain and likes to talk, taunt, leave clues or otherwise hog the spotlight and take
credit for his and the Fun Bunchs crimes
Total
abilities 78 + advantages 14 + skills 36/72 + defenses 22 = 150
:arrow: And finally, we have the Heckler, the leader of the Fun Bunch and no matter what his official
write-up says otherwise, is clearly meant to be a similar-to-yet-legally distinct expy of The Joker.
granted, heckler's particular style fits with Heath Ledger's portrayal of the clown prince of crime, so
he's got that going for him
Jojo Farenheit
PL 8 (120)
Abilities (40)
STR 2 AGI 4 FIT 2 AWA 2
STA 10 DEX 0 INT 0 PRE 0
Powers (53)
adamant stomach: immunity +2 (anything ingested) (2)
Firebreath: Damage +8 (extra: shapable area +2, selective +1, quirk-requires "hooch") (31)
fireproof: immunity +5 (fire/heat damage), impervious TOU +10 (15)
m'okay: regeneration +5 (5)
Advantages (3)
move-by action, seize initiative, startle
Skills (14/28)
intimidation +12
insight +6
perception +6
stealth +4
Defenses (10)
TOU +10 DODGE +6 FORT +10 PARRY +6 WILL +6
complications
DA HOOCH!: Jojo needs to be drinking SOMTHING, be it booze or gasoline
motivation - madness: Jojo Faneheit is a psychotic killer
Total
abilities 40 + powers 53 + advantages 3 + skills 14/28 + defenses 10 = 120
:arrow: the firebreather, Jojo appears to be little more than the stereotypical drunken hobo, until
after a pull he lets loose a gout of fire hot enough to liquify steel in seconds. Jojo is the bunch's 'new
guy', and anonymous letters addressed to him in the prison mail have implied that the Bunch
replenish their ranks through kidnapping and the performance of some profane ritual.