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F- Gd. (10)
A- Ex. (20)
S- Gd. (10)
E- Ex. (20)
R- Gd. (10)
I- Gd. (10)
P- Gd. (10)
H- 60
K- 30
R- RM
P- 10
Powers: Magnetic Manipulation Am. (50) 3 mile range
Magnetism Am. (50) 20 area range
Talents: vehicles, Martial Arts.
Contacts: Science Police, LSH.
F- MON (75)
A- MON (75)
S- UN (100)
E- SH-X (150)
R- IN (40)
I- EX (20)
P- AM (50)
H- 400
K- 110
R- RM
P- 10
Powers: Directional Hearing EX (20)
Hypersensitive Hearing IN (40)
Flight CL 5000
Heat Vision AM (50) 20 areas
Body Resistance UN (100)
Microscopic Vision REM (30)
Total Memory MON (75)
Life Support SH-Z
Hyper-Intake/Expulsion AM (50)
Hyper Speed/Running AM (50)
Resist Toxins AM (50)
Telescopic Vision TY 250 miles
Penetration Vision AM
Thermal Vision AM
Super Uniform: Armor Skin- Leather AM (50)
Talents: Engineering, Medicine.
Contacts: Science Police, LSH.
F- Ex. (20)
A- Ex. (20)
S- Ty. (6)
E- Gd. (10)
R- Ex. (20)
I- Ty. (6)
P- Gd. (10)
H- 56
K- 36
R- RM
P- 10
Powers: Phasing Un. (100)
Talents: Martial Arts, vehicles.
Contacts: Science police, LSH.
F- Ex. (20)
A- Ex. (20)
S- Gd. (10)
E- Ex. (20)
R- Ex. (20)
I- Ty. (6)
P- Gd. (10)
H- 70
K- 36
R- RM
P- 10
Powers: Ice Generation Am. (50)
Resistance to Fire & Heat Am. (50)
Talents: Detective/Espionage, vehicles.
Contacts: science police, LSH.
F- EX (20)
A- EX (20)
S- TY (6)
E- EX (20)
R- GD (10)
I- GD (10)
P- GD (10)
H- 66
K- 30
R- RM
P- 10
Powers: Shadowcasting UN (100)
Thermal Vision GD (10)
Absorption UN (100)
Equipment: Wrist Bracers: Force Field vs. Physical Attack GD (10)
Limitations:
1) Absorption only works on heat/radiation attacks; the energy is merely disipated, no gain in health or strength.
2) Wrist bracers only protects against hand to hand attacks.
Talents: Martial Arts G.
Contacts: Science Police, LSH.
F- GD (10)
A- EX (20)
S- GD (10)
E- EX (20)
R- EX (20)
I- TY (6)
P- TY (6)
H- 60
K- 32
R- RM
P- 10
Powers: Mass Increase- others UN (100)
Absorption EX (20)
Limitations:
Absorption is affective only against Force energy attacks; energy is just disipated, no other benefits from it. If attack is greater than EX, the power fails and Star Boy takes full damage.
Mass Increase does no direct damage to target.
Talents: vehicles.
Contacts: Science Police, LSH.
F- Gd. (10)
A- Ex. (20)
S- Gd. (10)
E- Ex. (20)
R- Ex. (20)
I- Ty. (6)
P- Gd. (10)
H- 60
K- 36
R- RM
P- 10
Powers: Fire Generation Mon. (75) 40 areas
Resistance to Fire/Heat Mon. (75)
Light Emission- Blinding flash Mon. (75)
if target is blinded they are -3 cs for 1-10 rds. on all actions
Absorption Rem. (30) flame/heat only
energy is absorbed and then disipated, no health is gained
Weakness: minor fear of darkness
Contacts: Science police, LSH.
F- Gd. (10)
A- Gd. (10)
S- Rem. (30)
E- In. (40)
R- Rem. (30)
I- Ex. (20)
P- In. (40)
H- 90
K- 90
R- RM
P- 10
Powers: Mental Probe IN. (40) 11 areas
Telekinesis REM. (30) 8 areas
Telepathy MON. (75) 4,000 mile range
Water Freedom
Equipment: Life Support Device
AM. material strength
Life Support SH-Y
Weakness: Tellus breathes an atmosphere that is poisonous to humans and takes damage from breathing oxygen. He can last two minutes unprotected in an oxygen atmosphere. Use staying underwater rules to determine results if kept from life support.
Talents: vehicles.
Contacts: science police, LSH.
F- Am. (50)
A- Mn. (75)
S- Mon. (75)
E- Mon. (75)
R- Ty. (6)
I- Am. (50)
P- Ty. (6)
H- 275
K- 62
R- RM
P- 10
Powers: Tracking Am. (50)
Stealth Am. (50)
Danger Sense Am. (50)
Hyper-Running Gd. 4 areas/60 mph
Talents: Acrobatics, Tumbling, Detective/Espionage, Martial Arts G, H.
Contacts: science police, LSH.
F- In. (40)
A- Am. (50)
*S- Gd. (10)/Un. (100)
*E- Ex. (20)/Mon (75)
R- Gd. (10)
I- Ty. (6)
P- Gd. (10)
*H- 120 (210 with str. boost, 175 with end. boost)
K- 26
R- RM
P- 10
Powers: True Flight Cl. 3000 (light speed)
Heat Vision (EE5) Un. (100) 60 areas
Microscopic Vision (DT11) In. (40)
Life Support Sh-Z
Body Resistance MON (75)
Super Breath Am (50)
Hyper Speed/Running Am.
Resist: Toxins Am.
Telescopic Vision Ty. 250 miles
Penetration Vision (DT12) Am.
can't see through energy fields, barriers or Inertron
Hyper-Strength UN (90)
Hyper-Endurance AM (65)
* Limitations: Jo's powers work in groups depending on where he places his ultra-energy
Eyes: Heat Vision, Microscopic Vision, Telescopic Vision, and Penetration Vision
Muscles: Gains Strength and Hyperspeed/Running
Skin and Immune System: Gains Endurance, Body Resistance, and Resistance to Toxins
Throat and Lungs: Life Support and Super Breath
External Thrust: Flight
Body Resistance has no effect vs. radiation
Health increases by the difference between the original strength or endurance rank and the raised ability score.
Talents: Engineering, Medicine.
Contacts: Science police, LSH.
F- Gd. (10)
A- Gd. (10)
S- Pr. (4)
E- Ty. (6)
R- Rem. (30)
I- Ex. (20)
P- Am. (50)
H- 30
K- 100
R- RM
P- 40
POWERS: Magic Detection Ty. 5 area range
SPELLS:
P- Linguistics In. (40)
P- Bio-Physical Ctrl- Damage Transferal Rem. (30)
P- Sensory Link- animals Rem. (30)
P- Empathy Gd. (10)
P- Resist Fire/Heat Gd. (10)
P- Flight Ty. 6 areas
P- Hypersensitive Touch Gd. (10)
P- Invisibility- physics Ex. (20)
P- Immovability Rem. (30)
P- Life Detection Am. (50)
P- Telelocation- objects Un. (100)
P- Postcognition Mon. (75) objects only
P- Life Support Mon. (75)
P- Shrinking Rem. 1% resultant size; -2CS to be hit; +2CS damage when hit
P- Free Spirit Ex. (20)
P- Suspended Animation Ex. (20)
P- Resist Toxins Gd. (10)
P- True Sight Am. (50)
P- Force Field vs. Magic Gd. (10)
U- Matter Animation-Air Animation Rem. (30)
U- Communicate with/Control Animals Ex. (20)
U- Body Transformation- others AND
U- Shape Change- others Ex. (20)
used in conjunction with each other to simulate turning a animal into another type of animal
U- Emotion Ctrl- Fear Gd. 4 area range
U- Shadowcasting Am. (50)
U- Fire Ctrl Gd. (10)
U- Fire Generation Gd. (10) 4 area range
U- Light Emission- blinding flash In. (40)
U- Hypnotic Ctrl Rem. (30)
U- Illusion Casting Rem. (30)
U- Eldritch Beams/Bolts Rem. (30)
U- Mimic In. (40) 11 areas
U- Precognition Mon. (75)
U- Teleportation Pr. 25 miles
U- Weather Ctrl In. (40)
Limitations: She obtains her special powers through intense study and preparation. She can only have up to four spells at any given time and must relearn it before using again. Relearning requires 1 hour of study per spell. She is Dream Girl's sister.
Talents: Occultist, Resist Domination.
Contacts: Science Police, LSH.
F- REM (30)
A- IN (40)
S- AM (50)
E- UN (100)
R- EX (20)
I- TY (6)
P- GD (10)
H- 220
K- 36
R- RM
P- 45
Equipment: Containment suit:
Body Armor AM (50)
Life Support SH-Z
Powers: Energy Blast: MON (75)
Flight- AM
Limitations: The containment suit houses Wildfire's body energies. If the suit is torn or punctured, he must make an Endurance feat roll on the Kill column.
Talents: Energy Sciences, and Physics. Contacts: Science Police, LSH.
rings can link all users together so everyone travels at the fastest characters speed.
TRANSUIT: Life Support SH-Y
EX material strength
-7CS to hit only on called shots