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SARAH

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LOUIE

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JAMES

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TOM

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GOALS

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TASHA

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HIGGINS

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QUIRK: STRONGER THAN YOU

Can use perception (Wits and Composure) to get a rough idea of someone's strength (Based on
physical apperance), increase own strength increase to 1 point above that for rounds equal to
Resolve.
May use apperance or Reputation for purpose of gauging strength to work off.
Gain +3 to Perception check if you've seen your target act physically within 24 hours, additionally on
an exceptional success you may reach double target's strength.

Strength is always at 1 higher than highest base level (w/o activated quirks) strength within 100 feet.
Strength immediately modifies when quirks are activated to conform to remaining 1 higher.

QUIRK: FORSAKEN

You are able to summon D8 skeletons (HP: 5 ; Power: 2, Finesse: 1, Resistance: 3) who may act for
you in your turn, these last for turns equal to your Intelligence, you may not act yourself on turns
they do.
You may use your Intelligence and Occult to modify how many Skeletons you can summon (Successes
= more summons)
You become able to move at half speed while maintaining your power.

You may use your Intelligence and Occult successes to either modify your Skeletons stats, at 1 point
per success (Including health) or on exceptional success, you may form an abomination, with all of
their stats combined. (Spending points in this way reduces how many Skeletons you will summon,
furthermore you may elect to spend the exceptional success on the abomination and use leftover
points to modify it's stats instead.)

You are now able to exert greater control allowing you to raise 2 D8 plus double successes worth of
minions, additionally creating abominations does not cost an exceptional success and any ammount
of abominations may be formed provided you have the points / Skeletons to pay for them.

QUIRK: GENTLE WAY TO MASTERY

While compeltely still you become absolutely unmovable, nothing may modify your position nor
separate you from the ground, speeding objects will take damage when colliding with you but so will
you. Lasts for rounds equal to presence.
Take half damage from all sources while power is active.
You may freely activate or deactivate you power while within the turn limit of it's use, this costs 1
half-action.
Become completely immune to all damage while power is active.
You become able to move at half speed while maintaining your power.

QUIRK: UNDYING

You are for all intents and puroses incapable of dying, you still have all human requirements however
(Eat, sleep, breathe, drink, limbs must be attached to operate), and you take damage normally,
however if reattached you will return to full operation shortly.
You no longer need to eat, sleep, drink or breathe.

You cannot be harmed by diseases, poisons, electrical damage, blunt force or piercing damage.
You no longer must meet human requirements to operate. (Limbs may move independantly, talk
without lungs etc...)
You may activate this power for a number of rounds equal to your Composure, take note of all
damage you would have taken or do take in that period, at any point during or within 24 hours after
you may spend 1 further Willpower to transfer all stored damage to 1 individual you are touching.
(Multiple spendings of Willpower may accumulate higher damage)

STAIN'S IDEOLOGUE: You hate all heroes who you percive to be in it for fame or money with few
exceptions (All Might) gain +3 when attacking heroes.
LOOK OUT FOR THE POOR: You're dedicated to protecting those who cannot protect themselves,
when aiding those deemed weak gain +2 to any action.
FANBOY: You carry an autograph book wherever you go, choose either heroes or villains, whenever
you get a signature in your book gain +1 to every rol for 24 hours.

ATAVIST: You refuse the use of technology to aid in your hero-work, take a -2 to all technology skills,
In exchange no weapon is considered improvised to you and gain +2 to Survival and Craft rolls.

M.S.M IS FAKE-NEWS: You can't stand reporters or the media and wont give them the time of day, as
a result your identity as a hero is still a secret, opponents searching for you will take drawbacks on
their rolls.
DIEHARD ENDURANCE: You never take even one step back, while you're the only one performing a
heroic action gain +3 to your rolls.
TECH-MINDED: You believe in using technological advances to aid in your hero-work and are willing
to try out any new device which may be useful, Gain a free point in Ally: Inventor, before each
mission you may make an appropriate roll to gain a new item for the duration.
COLLATERAL DAMAGE: You just love to smash stuff, cars, buildings, anything. When attacking any
structure or inanimate object gain +5 to your roll.

CORRUPTING INFLUENCE: Your outlook on the world and heroes is dour at best and evil at worst and
you seek to force that perception onto anyone you're alone with. When making social rolls with 1
person present gain +2, however your unnerving demenour gives you a -1 in other circumstances.
AVARISTIC: You're in it for the money, that’s it. You're less inclined to help someone if it wont pay,
and pay well. You gain a +3 to social rolls to barter with those you're trying to save.

PROMOTIONALIST: You've been headhunted for a hero agency on the condition you promote their
business during your training. Every time you suitably promote the company you gain 1 point up to 5,
you may spend any number of these points to gain the aid of a pro-hero breifly.

BRAGGART: Either you or your quirk is the best, no-one can tell you otherwise. Your belief in your
own skills is so adament that it seems to actually work, when bragging suitably you will gain a bonus
on rolls equal to how much you brag. (up to +5)

TEAMWORK MAKES THE DREAM WORK: You believe teamwork is the best way to bring down
villains, when working as part of a team gain +1 to all rolls, however when alone you question your
adequacy and lose -1 to all rolls.

LEAGUE OF VILLAINS: Little do they know you're already a member of the League of Villains,
everytime you perform a suitably villainous act gain 1 point up to 5, you may spend any number of
these points to gain the aid of a pro-villain breifly.
ALL MIGHT'S EXISTANCE IS THE ISSUE: He means well, but All Mights existance is so overwhelming
that people are forced to rely on him, if he's ever taken away people wont know what to do and
society will crumble. You class as both a hero and villain and can socialise with both without any
drawback.

REDUCTIONIST: You believe heroes are gettign abad rap for all the colateral damage they cause, you
try to minimise this as much as possible. Gain +3 to any roll where you are protecting structures or
property.

SABATOUR: You're actively trying to get recruited by the League fo Villains, without getting caugth
first at least. Gain +3 to any roll where you're actively trying to sabotage a mission in any meaningful
way.

SAVE THE RICH, GET MONEY: Heores need to get paid right? Otherwise they'd have to hold down
day-jobs, sure the masses pay taxes, but the rich give big grants, whenever aiding those deemed
wealthy gain +2 to every roll.

CANNIBAL: Guess what, yeah you're a freaking cannibal, weird right? But hey here we are. It's not
like you're an animal, but you're no hannibal lector im sure, you have a voracious hunger for human
flesh, whenever you satisfy it gain +1 to all rolls for 24 hours.
SYMBOL OF PEACE: You follow in All Mights Size 20 footsteps, you want to be a symbol the world can
look to with hope. Gain +3 to rolls when atatcking villains.

QUIRK: CREATIVE ARTS CLASS

Using a successful Dexterity and Crafts roll, you can draw in your sketchbook any item of Size 1 or
smaller which then becomes real, if you roll an exceptional Success the item will gain additional
properties for every exceptional success rolled. The object lasts a number of rounds equal to your
Crafts skill.
Objects you create no longer have a time limit for which they last, however only 3 such objects may
exist at any one time.
You can now use any suitable material and surface to draw objects up to size 5.
Using nearby walls or even rooms, you can make objects of any size as long as there is space.
You may create living creatures which act under your cntrol, or modify existing objects by drawing on
the air around them.

QUIRK: ANY-GUN
Any size 1 object you pick up can become used as a gun, firing it's innards as ammunition, make a
regular firearms attack (Dexterity and Firearms) when activating.
You may now pick up any object of up to size 2 to sue as per a rifle or assault weapon.
Your power now extends to any object up to size 5 and allows for Rocket/ Grenade Launchers or seige
weaponry.

You may now combine multiple objects together to create more compelx weaponry, or spend
additional actions to increase the weapons stats equivalent to time spent.

There is no longer a maximum size or damage threshold for weaponry you create, provided you
spend sufficient time, this allows for the creation of weapons up to the potential size and damage of
battleship / gustav cannons etc…
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KEITH PROSSER

CHROMOTIC ANOMILY

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DEREK FOSTER
BROTHER IRONHAUL
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CLAUDE REYES
LORD STOMRSONG

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KYLE BOYER
AQU'SIRR

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GETHIN PETERS
VOL'ZITH THE
WHISPERER

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QUIRK: CHRONOMATIC ANOMALY
On use may stop time for all but himself by holding breath, allowing for a number of round actions
for free equal to Stamina.
While touching someone they become free to act outside of time as well.
May choose whether to allow touched person to become free or not.
Those freed within time-stop no longer need to be touching you to remain unaffected.
Triple Stamina for purposes of how long power may remain active for.

QUIRK: IRONHAUL
May double Strength while attempting to lift objects made at least 90% of metal.
May triple Strength while attempting to lift objects made at least 90% of metal.

May now use modified Strength as base Strength when calculating attacks with Metal objects.
May quintuple Strength while attempting to lift objects made at least 90% of metal.
There is no longer a maximum weight for Metal objects you may lift, your strength will increase
sufficiently to allow you to lift it.

QUIRK: SONG OF STORMS

The user may begin singing to cause the sky to darken, Other storm-like effects will begin to manifest
based on the result of a Presence + Expression roll. User cannot move while channeling this effect,
the effect lasts for rounds equal to Expression.

It is now much more likely that high winds and lightning strikes will manifest while quirk is active.
Additionally the user may now move at half speed while still channeling this quirk.
On exceptional success user may summon a Hurricane with Strength equal to the ammount of
successes they acrued.
User may now direct the lightning strikes and other phenomina summoned by the quirk.

A hurricane can now always be summoned, it's strength is equal to double ammount of successes,
the strength of the storm is also modified by this. Additionally This quirk will remain active for as
long as the user desiers (up to 1 hour).

QUIRK: AQUA SURGE

The user may transform his body into surging water to travel distances of up to 5x his speed. The
water will take the shortest distance between the two points and moves at a strength of 5.
The user cannot be harmed by any physical damage while moving in his water form.
The Strength of the water while moving is increased to Strength 20.
The user may when travelling split into 3 copies of himself, each will have half the strength /
Rsistances, of the original.
The user can at will convert parts of his body into water, rendering him immune to all forms of
phsyical damage.

QUIRK: WHISPERS OF POWER

The user may use a Manipulation + Subterfuge roll to influence one person within 20 foot around
him (This can be contested by a Resolve + Composure roll to resist), On success the user can give the
target 1 single word command to follow (the target cannot be asked to harm itself or place itself in
obvious danger). The target must follow the wording of this order on their turn, after which they
become free to act normally.
The command the user give may now be up to 5 words in length.
On exceptonal success the check to resist can be made only with Resolve.
The command given may now (based on the wording) modify the targets attributes and skills or even
grant or remove merits for an ammount of turns up to Manipulation.
The user can now use this power to affect all targets of their choice within 30 foot. With up to 2
separate commands.
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