Battlesuit

Not all superheroes have their powers innately granted. This character type grants a character a battlesuit that provides.

On this character's progression are seven ranks of Item Of Power. This represents the battle suit; it is assumed to be the 4 point/rank version -- that is, not able to be taken away. If you desire the 3 point/level version, in which case your 'powersuit' can be taken away in comat, gain a level of Highly Skilled every level in which you gain an Item Of Power.

Powers you may put into the Item Of Power: Armor, Atack Combat Mastery, Block Power, any Combat Technique, Computer Scanning, Elasticity (for 'telescopic punches'), Extra Arms, Extra Defenses, Flight, Force Field, Heightened Awareness, Heightened Senses (for sensors), Hyperflight, Illusion (hologram generators), Immovable, Invisibility, Jumping, Massive Damage, Mind Shield, Power Defense, Projection, Regeneration, Sensory Block, Special Attack, any Special Defense, any Special Movement, Superstrength, Tunnelling, or Water Speed.

Examples of Battlesuits: Booster Gold, Iron Man (with a few levels of Gadgeteer).

Hit Die: d8
Skill Points At 1st Level: (4 + Int modifier) x 4
Skill Points per Level: 4 + Int modifier
Class Skills: City Knowledge, Computers, Demolitions, Driving, Electronics, Gaming, Gun Combat, Heavy Weapons, Interrogation, Intimidation, Law, Management/Administration, Mechancis, Medical, Melee Defense, Military Sciences, Navigation, Physical Sciences, Piloting, Poisons, Police Sciences, Powerlifting, Ranged Defense, Stealth

The Battlesuit
LevelBABRefWillFortSpecial
1 +0 +2 +0 +1 Item Of Power (battlesuit) +1 rank
2 +1 +3 +0 +2 Gadgets +1 rank, Highly Skilled +1 rank
3 +2 +3 +1 +2 Wealth +1 rank, Tough +1 rank
4 +3 +4 +1 +2 Item Of Power (battlesuit) +1 rank
5 +3 +4 +1 +3 +5 Power Points
6 +4 +5 +2 +3 Gadgeteer +1 rank, Highly Skilled +1 rank
7 +5 +5 +2 +3 Item Of Power (battlesuit) +1 rank
8 +6 +6 +2 +4 Wealth +1 rank, Tough +1 rank
9 +6 +6 +3 +4 Enhanced Dexterity +1 rank, Highly Skilled +1 rank
10 +7 +7 +3 +5 +5 Power Points, Item Of Power (battlesuit) +1 rank
11 +8 +7 +3 +5 Enhanced Strength +1 rank, Defence Combat Mastery +1 rank
12 +9 +8 +4 +6 Wealth +1 rank, Tough +1 rank
13 +9 +8 +4 +6 Item Of Power (battlesuit) +1 rank
14 +10 +9 +4 +6 Wealth +1 rank, Highly Skilled +1 rank
15 +11 +9 +5 +7 +5 Power Points, Tough +1 rank
16 +12 +10 +5 +7 Item Of Power (battlesuit) +1 rank
17 +12 +10 +5 +7 Gadgets +1 rank, Defense Combat Mastery +1 rank
18 +13 +11 +6 +8 Wealth +1 rank, Highly Skilled +1 rank
19 +14 +11 +6 +8 Item Of Power (battlesuit) +1 rank
20 +15 +12 +6 +9 +5 Power Points, Tough +1 rank

Chambarac

These monks embody the best of ancient traditions -- or just know how to fight very well. Unfortunately, all these mystic powers don't leave a lot of time for book learning...

The main weapon of the Chambarac is their 'chi blast': a burst of energy created from the figther's spirit. At level 1, this is a Special Attack: 2d6+4 damage, with the Accurate enhancement and the Melee limitation. As the character advances, he will improve his chi blast.

The level of Flight on the Chambarac's progression is the 4 points/rank version.

Five times on the table, the Chambarac may pick a 'Special Maneuver'. These are four-point packages of themed bonuses. When you gain a Special Maneuver, pick one of these packages:

Hit Die: d10
Skill Points At 1st Level: (2 + Int modifier) x 4
Skill Points per Level: 2 + Int modifier
Class Skills: Acrobatics, Archery, Animal Training, Archery, Artisan, Climbing, Controlled Breathing, Cultural Arts, Domestic Arts, Etiquette, Gaming, Languages, Melee Attack, Melee Defense, Occult, Performing Arts, Poisons, Powerlifting, Ranged Defense, Riding, Special Ranged Attack, Stealth, Swiming, Thrown Weapons, Unarmed Attack, Unarmed Defense, Wilderness Survival, Wilderness Tracking, Writing.

The Chambarac
LevelBABRefWillFortSpecial
1 +1 +2 +1 +1 Chi Blast
2 +2 +3 +2 +2 Combat Technique (Any) +1 rank
3 +3 +3 +2 +2 Modified Chi Blast (now 3d6+6 damage)
4 +4 +4 +2 +2 Special Maneuver
5 +5 +4 +3 +3 +5 Power Points
6 +6 +5 +3 +3 Modified Chi Blast (now Short range)
7 +7 +5 +3 +3 Combat Technique (Any) +1 rank, Jumping +1 rank
8 +8 +6 +4 +4 Special Maneuver
9 +9 +6 +4 +4 Modified Chi Blast (now 4d6+8 damage)
10 +10 +7 +5 +5 +5 Power Points
11 +11 +7 +5 +5 Combat Technique (Any) +1 rank, Mind Shield +1 rank
12 +12 +8 +6 +6 Special Maneuver
13 +13 +8 +6 +6 Flight +1 rank
14 +14 +9 +6 +6 Combat Technique (Any) +1 rank
15 +15 +9 +7 +7 +5 Power Points, Modified Chi Blast (now normal range)
16 +16 +10 +7 +7 Special Maneuver
17 +17 +10 +7 +7 Flight +1 rank
18 +18 +11 +8 +8 Combat Technique (Any) +1 rank
19 +19 +11 +8 +8 Modified Chi blast (now 5d6+10 damage)
20 +20 +12 +9 +9 +5 Power Points, Special Maneuver

Feral

The Feral character is a human gone wrong, whether by birth or accident of radiation. As they grow to accept their increasingly inhuman nature, they become more and more powerful, in a purely effective, animalistic way.

The Special Defenses and Special Movements are the 1 point/rank versions.

Examples of Feral superheroes: The Beast (who qualified for this class after taking a few levels of Powerhouse and Superscientist), Cheetah, Kraven.

Hit Die: d8
Skill Points At 1st Level: (4 + Int modifier) x 4
Skill Points per Level: 4 + Int modifier
Class Skills: Acrobatics, Animal Training, City Knowledge, Climbing, Occult, Seduction, Stealth, Street Sense, Swimming, Unarmed Attack, Unarmed Defense, Urban Tracking, Wilderness Survival, Wilderness Tracking

The Feral
LevelBABRefWillFortSpecial
1 +1 +1 +1 +1 Natural Weapons +1 rank, Heightened Senses +1 rank, Sixth Sense +1 rank
2 +2 +2 +2 +2 Combat Technique (Leap Attack) +1 rank, Enhanced Dexterity +1 rank, Special Defense +1 rank
3 +3 +2 +2 +2 Heightened Awareness +1 rank, Enhanced Wisdom +1 rank, Special Movement +1 rank
4 +4 +2 +2 +2 Heightened Senses +1 rank, Enhanced Strength +1 rank, Sixth Sense +1 rank
5 +5 +3 +3 +3 +5 Power Points, Heightened Senses +1 rank, Special Movement +1 rank
6 +6 +3 +3 +3 Jumping +1 rank, Enhanced Constitution +1 rank, Special Defense +1 rank
7 +7 +3 +3 +3 Enhanced Strength +1 rank, Enhanced Constitution +1 rank, Special Defense +1 rank
8 +8 +4 +4 +4 Combat Technique (Lightning Reflexes) +1 rank, Heightened Senses +1 rank, Sixth Sense +1 rank
9 +9 +4 +4 +4 Heightened Awareness +1 rank, Heightened Senses +1 rank, Enhanced Wisdom +1 rank
10 +10 +5 +5 +5 +5 Power Points, Enhanced Dexterity +1 rank
11 +11 +5 +5 +5 Heightened Senses +1 rank, Enhanced Strength +1 rank, Sixth Sense +1 rank
12 +12 +6 +6 +6 Natural Weapons +1 rank, Enhanced Constitution +1 rank, Special Movement +1 rank
13 +13 +6 +6 +6 Jumping +1 rank, Heightened Senses +1 rank, Special Defense +1 rank
14 +14 +6 +6 +6 Heightened Awareness +1 rank, Enhanced Dexterity +1 rank, Enhanced Wisdom +1 rank
15 +15 +7 +7 +7 +5 Power Points, Enhanced Strength +1 rank, Special Movement +1 rank
16 +16 +7 +7 +7 Heightened Senses +1 rank, Sixth Sense +1 rank, Special Movement +1 rank
17 +17 +7 +7 +7 Heightened Awareness +1 rank, Enhanced Dexterity +1 rank, Special Defense +1 rank
18 +18 +8 +8 +8 Jumping +1 rank, Heightened Senses +1 rank
19 +19 +8 +8 +8 Heightened Senses +1 rank, Enhanced Strength +1 rank
20 +20 +9 +9 +9 +5 Power Points, Heightened Awareness +1 rank, Special Defense +1 rank

Superscientist

The character is a very knowledgable person. Unlike the Gadgeteer, who gains powers like Power Flux and Item Of Power, the Scientist is more rooted in 'reality' (well, as real as it gets in your favored theme of comics, anyhow).

The Organizational Ties power is assumed to be the 2 points/rank version. If the character takes the 1 point/rank version, gain an extra level of Highly Skilled whenever you gain that attribute. If the character takes the 3 point/rank version, lose four skill points every level you gain that attribute.

The Henchmen power is assumed to be the 1 point/rank version -- it represents the character's contacts and understudies in the scientific world. You must take buy the Henchmen power a second time with your own free points if you want combat-ready henchmen.

Hit Die: d4
Skill Points At 1st Level: (10 + Int modifier) x 4
Skill Points per Level: 10 + Int modifier
Class Skills: Animal Training, Architecture, Artisan, Biological Sciences, Boating, Computers, Cultural Arts, Demoltions, Electronics, Etiquette, Foreign Culture, Gaming, Languages, Law, Management/Administration, Medical, Military Sciences, Physical sciences, Poisons, Police Sciences, Sleight of Hand, Social Sciences, Visual Arts, Writing

The Superscientist
LevelBABRefWillFortSpecial
1 +0 +0 +0 +0 Enhanced Intelligence +1 rank, Henchmen +1 rank
2 +1 +0 +0 +0 Enhanced Intelligence +1 rank, Highly Skilled +1 rank, Divine Relationship +1 rank
3 +1 +1 +1 +1 Organizational Ties +1 rank, Henchmen +1 rank, Gadgets +1 rank
4 +2 +1 +1 +1 Enhanced Intelligence +1 rank, Divine Relationship +1 rank
5 +2 +1 +1 +1 +5 Power Points, Wealth +1 rank
6 +3 +2 +2 +2 Gadgeteer +1 rank, Highly Skilled +1 rank, Gadgets +1 rank
7 +3 +2 +2 +2 Organizational Ties +1 rank, Henchmen +1 rank, Divine Relationship +1 rank
8 +4 +2 +2 +2 Enhanced Intelligence +1 rank, Henchmen +1 rank
9 +4 +3 +3 +3 Wealth +1 rank, Highly Skilled +1 rank, Gadgets +1 rank
10 +5 +3 +3 +3 +5 Power Points, Enhanced Intelligence +1 rank, Divine Relationship +1 rank
11 +5 +3 +3 +3 Organizational Ties +1 rank, Wealth +1 rank
12 +6 +4 +4 +4 Gadgeteer +1 rank, Highly Skilled +1 rank, Henchmen +1 rank
13 +6 +4 +4 +4 Enhanced Intelligence +1 rank, Divine Relationship +1 rank
14 +7 +4 +4 +4 Organizational Ties +1 rank, Wealth +1 rank, Henchmen +1 rank
15 +7 +5 +5 +5 +5 Power Points, Highly Skilled +1 rank
16 +8 +5 +5 +5 Enhanced Intelligence +1 rank, Divine Relationship +1 rank, Gadgets +1 rank
17 +8 +5 +5 +5 Organizational Ties +1 rank, Wealth +1 rank
18 +9 +6 +6 +6 Gadgeteer +1 rank, Enhanced Intelligence +1 rank, Henchmen +1 rank
19 +9 +6 +6 +6 Organizational Ties +1 rank, Highly Skilled +1 rank, Gadgets +1 rank
20 +10 +6 +6 +6 +5 Power Points, Wealth +1 rank, Henchmen +1 rank