Starting Pts
150
Stats Cost
0
Items Cost
0
Grand Total
0
Complications
0
XP Remaining
0
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Hit Points (Max / Current)
/
Stun Points (Max / Current)
/
Energy Points (Max / Current)
/
Attributes
AttributeValueBonusTotalCost
Total Stats Cost: 0
Build Points
Defenses & Armor
Base
Bonus
Total
Phys DEF Base
Phys DEF Bonus
Total Phys DEF
Mental DEF Base
Mental DEF Bonus
Total Mental DEF
Physical armor
Base Armor (CON)
Tough Skin / Other
Armor Add
Total Phys Armor
Shoot Around
Mental armor
Mental Armor (PSY)
Resist Mental
Total Mental Armor
Movement (m / AP)
Base
Bonus
Total
Run Base
Run Bonus
Run Total
Swim Base
Swim Bonus
Swim Total
Jump Base
Jump Bonus
Jump Total
Crawl Base
Crawl Bonus
Crawl Total
PtsRank Power NameDescription / Notes NRGRangeStyle / Category
PtsRank Skill NameDescription / Notes AttrBonus
PtsRank Feat NameDescription / Notes AttrBonus
PtsRank Trait NameDescription / Notes Attr
PtsRank Benefit NameTypeDescription
PtsComplication Name / Description
Armor
Base Armor (CON)
Tough Skin / Other
Armor Add
Total Armor
Shoot Around
Mental Armor (PSY)
Resist Mental
Total Mental Armor
Base Recovery (CON)
Recovery Add
Total Recovery
Using Total Recovery
  • Stun: Recover an amount equal to Total Recovery every 30 minutes.
  • Energy: Recover an amount equal to Total Recovery every 1 hour.
  • Hit Points: Recover an amount equal to your Total Recovery rate per day.
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 engineDC −10 (Hearing)
Hear an explosionDC −5 (Hearing)
Hear a jackhammerDC −3 (Hearing)
Hear a battle or gunshotDC −2 (Hearing)
Notice stench of garbageDC 0 (Smell)
Shape, size & color visibleDC 0 (Sight)
Detect smell of smokeDC 5 (Smell)
Hear details of a normal conversationDC 10 (Hearing)
Notice a visible objectDC 10 (Sight)
Determine if food is spoiledDC 15 (Smell)
Hear a whispered conversationDC 20 (Hearing)
Hear a key turned in a lockDC 25 (Hearing)
Notice a Pickpocket (Sight)Opp. Sleight of Hand + 10
Notice someone using StealthOpp. Stealth + 10
Notice someone using ShadowingOpp. Shadowing + 10
Spot a TrapOpp. Trap Skill + 10
Spot someone Hiding (Sight)Opp. Hiding Skill + 10
Wake from Sleep vs sneaking opponentDC 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$ CostWeight (kg)QtyNotes / Description
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Character Type
Starting Points
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Power Cap Max
🧬 Physical Characteristics
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⚔️ Attack Powers
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🛡️ Defense Powers
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✈️ Travel Powers
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⚡ Utility Powers
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🎒 Inventory & Gear
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