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Hit Points (Max / Current)
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Stun Points (Max / Current)
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Energy Points (Max / Current)
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Attributes
AttributeValueBonusTotalCost
Total Stats Cost:
0
Build Points
Defenses & Armor
Base Phys DEF
Total Phys DEF
Base Mental DEF
Total Mental DEF
Phys Armor
Total Phys Armor
Mental Armor
Total Mental Armor
Movement (m / AP)
Run Base
Run Bonus
Swim Base
Swim Bonus
Jump Base
Jump Bonus
Crawl Base
Crawl Bonus
| Pts | Rank | Power Name | Description / Notes | NRG | Range | Style / Category |
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| Pts | Rank | Skill Name | Description / Notes | Attr | Bonus |
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| Pts | Rank | Feat Name | Description / Notes | Attr | Bonus |
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| Pts | Rank | Trait Name | Description / Notes | Attr |
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| Pts | Rank | Benefit Name | Type | Description |
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| Pts | Complication Name / Description |
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Armor & Defense
Base
Bonus
Total
Base Armor (CON/10)
Armor Add
Total Armor
Mental Armor (PSY/10)
Resist Mental
Total Mental Armor
Base Recovery (CON/5)
Recovery Add
Total Recovery
Resist AP Level
Resist AP Value
10 CP = 5 resist, 20 CP = 10 resist (reduces AP applied to armor)
Defenses
Base
Bonus
Total
Phys DEF (AGI/5 + 10)
Phys Bonus
Total Phys DEF
Mental DEF (PSY/5 + 10)
Mental Bonus
Total Mental DEF
Initiative
Base (DEX/5 + AGI/5 + PSY/5)
Bonus
Total Initiative
Inherent Luck
Base DC
Bonus
Total Bonus
Roll 1d20 against DC 15 minus bonus. On success, re-roll one failed roll.
Morale
Uses Psyche bonus vs adjusted DC.
Martial Arts
Martial Arts Feats set a style. Roll Mod = bonus to-hit, Def Mod = bonus to defense.
Regeneration
Applied at start of turn. 0 = no regeneration.
Perception
Base = INT. Standard rolls at DC 10. Zero or negative DC = obvious, no roll needed. Penalty field is negative (e.g. −2).
Base PER (INT÷5)
PER Bonus
PER Penalty
Total PER
👁 SIGHT
Line of sight only. Blocked by walls, doors, opaque objects. DC 0 for shape, size, and color.
👂 HEARING
360° — not blocked by LOS. DC +1 per 2 armor+HP of a barrier. Can hear through walls.
👃 SMELL
DC 0 for common smells. DC 20 to identify exactly. All smell rolls −5 unless Ultra-Smell active.
✋ TOUCH & TASTE
DC 0 for textures. Cannot determine color or function. Taste: DC 0 for salty/sweet/bitter.
Perception Chart
| Detail to Perceive | DC Target |
|---|---|
| Hear a jet engine | DC −10 (Hearing) |
| Hear an explosion | DC −5 (Hearing) |
| Hear a jackhammer | DC −3 (Hearing) |
| Hear a battle or gunshot | DC −2 (Hearing) |
| Notice stench of garbage | DC 0 (Smell) |
| Shape, size & color visible | DC 0 (Sight) |
| Detect smell of smoke | DC 5 (Smell) |
| Hear details of a normal conversation | DC 10 (Hearing) |
| Notice a visible object | DC 10 (Sight) |
| Determine if food is spoiled | DC 15 (Smell) |
| Hear a whispered conversation | DC 20 (Hearing) |
| Hear a key turned in a lock | DC 25 (Hearing) |
| Notice a Pickpocket (Sight) | Opp. Sleight of Hand + 10 |
| Notice someone using Stealth | Opp. Stealth + 10 |
| Notice someone using Shadowing | Opp. Shadowing + 10 |
| Spot a Trap | Opp. Trap Skill + 10 |
| Spot someone Hiding (Sight) | Opp. Hiding Skill + 10 |
| Wake from Sleep vs sneaking opponent | DC 15 + Opp. Stealth |
Waking from Sleep: Unusual noise → Hearing DC 10. No noise → DC 15 Hearing check. A character that cannot perceive a threat is −5 to hit.
| Item Name | $ Cost | Weight (kg) | Qty | Notes / Description |
|---|
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Character Type
Starting Points
Comp Target (pts)
Power Cap Max
🧬 Physical Characteristics
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📊 Statistics (Attributes)
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⚔️ Attack Powers
Heroes/Villains only.
🛡️ Defense Powers
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✈️ Travel Powers
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⚡ Utility Powers
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🎓 Miscellaneous (Skills & Benefits)
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🏅 Feats & Traits
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⚠️ Complications
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🎒 Inventory & Gear
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