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F- EX (20)
A- RM (30)
S- TY (6)
E- AM (50)
R- GD (10)
I- RM (30)
P- RM (30)
H- 106
K- 70
R- GD
P- 0
Powers: Weather Control MN
Flight EX, up to 5 passengers
Protection from Weather AM
Weather Prediction AM
Create Fog AM intensity and thickness
Lightning Bolts MN (75)
Create AM strength winds (cyclones etc.)
Reduce weather effects with AM ability, failure means the effects will increase.
Talents: Leadership, Lockpicking, Pick Pockets, Escape techniques, general thieving, Knives, Guns, Aerial Combat, Martial Arts A, C, Multi-lingual (Russian, English and Kenyan), Resist Domination.
F- EX (20)
A- EX (20)
S- GD (10)
E- RM (30)
R- GD (10)
I- RM (30)
P- EX (20)
H- 80
K- 60
R- GD
P- 0
Powers: Optic Blasts MN (75) Force damage at 3 areas. For each area beyond decrease damage by 1 rank.
Break Fall: Short controlled bursts to slow the fall with only TY damage on target.
Attack multiple targets on a successful Agility FEAT. Up to 8 targets if sufficient reflectors are available. Damage is decreased to AM
Wide Angle Beam for IN damage to 2 entire areas.
Transform energy into optic blasts. Cyclops must make a Red Psyche FEAT to do so or he takes normal damage.
Equipment: Ruby Quartz visor, should they be damaged he cannot control his blasts when he opens his eyes.
Talents: Leadership, Spacecraft & Aircraft Pilot, Spatial Geometry, Martial Arts A, C, Multi-lingual (Russian, English, Japanese).
Contacts: JLX.
F- GD (10)
A- EX (20)
S- TY (6)
E- GD (10)
R- EX (20)
I- GD (10)
P- GD (10)
H- 46
K- 40
R- GD
P- 10
Powers: Fire Generation RM (30)
Energy Sheath - Fire EX (20)
Flight RM (15 areas)
Talents: Martial Art D, Thief, Melee Weapons.
Contacts: JLX.
F- EX (20)
A- GD (10)
S- EX (20)
E- IN (40)
R- TY (6)
I- TY (6)
P- GD (10)
H- 90
K- 22
R- GD
P- 0
Powers: Ice Body - Iceberg's entire body is composed of ice, it gives her the following powers:
Ice Generation MN (and all power stunts)
Elongation GD
Body Armor IN (40)
Shape Alteration EX
Self-Healing- up to MN (75) damage/turn
Molecular Conversion AM (50) ability to freeze someones water molecules inside their body.
Talents: Accounting.
F- EX (20)
A- UN (100)
S- GD (10)
E- RM (30)
R- EX (20)
I- TY (6)
P- TY (6)
H- 160
K- 32
R- TY
P- 0
Powers: Lightning Speed SH-X land speed (12 areas)
SH-X strength for breaking a grappling attack.
Extra attacks with SH-X ability or multiple attacks that inflict up to AM damage, ignoring body armor (only one to hit roll is made).
create cyclones for GD (10) damage and SH-X stunning or slamming
catch arrows
increase speed to CL1000 (endurance FEAT every 2 rounds or pass out)
water running (1000 feet with a 100-foot approach)
wall runnning (300 feet with a 500-foot approach)
invisibility by moving extremely fast, Red Intuition FEAT to notice
Thick Skin GD (10) body armor
Resistance to Cold IN (40)
Enhanced metabolism IN (40) resistance to drugs or alcohol.
F- RM (30)
A- AM (50)
S- GD (10)
E- RM (30)
R- GD (10)
I- EX (20)
P- EX (20)
H- 120
K- 50
R- GD
P- 5
Powers: Teleportation AM (3 miles). Nightcreeper can perform the following power stunts:
Exceed normal range by 2 miles. He must make a End FEAT or be confused for 1-10 rounds.
Teleport 1 or 2 passengers. Passengers must make an End FEAT or be knocked out for 1-10 rounds.
Teleport part of an object (usually non-organic), causing AM damage on the object (and a possible kill result).
Triple normal attacks by teleporting multiple times. When attempting to hit Nightcreeper the attacker must have initiative or succeed in a MN Int. FEAT, otherwise Nightcrawler will have teleported away.
Prehensile Tail: Use as additional arm, an extra attack with GD Fighting.
Wall-Crawling: AM, 3 areas/turn. He cannot adhere tO frictionless or slippery surfaces.
Talents: Leadership, First Aid, Electronics, Mechanical Repair, Piloting, Martial Arts B, Tumbling, Acrobatics, Weapon Specialist: Sword.
Powers: Flight RM (15 areas)
Body Armor IN (40)
Resistance AM (50) vs. Drugs and Disease
Combat Sense IN Intuition
Power Absorption UN (100) on physical contact
If Runaway has contact for 1 round, she gains the individuals memories, abilities, talents and powers for 6-60 rounds. The target falls unconscious.
machines are immune as are energy beings.
If any of the victims ranks are SH-Y or greater she must make an End FEAT vs. slam and stun.
If any absorbed ability is M or greater she must make a Psyche FEAT or be overcome by that person's personality.
If Runaway maintains contact for more than 1 round she must make a Psyche FEAT or permanently take over the powers with a loss of 1 rank psyche.
Talents: Bilingual (Russian, English), Martial Arts A, C, Detective/Espionage.
All JLX stats by David Fryer