heroic archetypes

The following archetypes can be use as templates to build your hero, or for a GM looking to create a quick villian or NPC hero. Just give them a name, a colorful costume, and an origin story then you’re ready to start playing.

Battlesuit

The Battlesuit relies on a Device, namely a suit of powered armor, to provide powers including Armor, Super-Strength, and Flight. This version of the Battlesuit is likely either the inventor of the armor, or at least someone technically capable enough to maintain and repair it, and perhaps even improve upon it (as the player spends earned power points).

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6[d12+3], Vigor d6
Charisma: 0, Pace: 6"[flying 12"], Parry: 5, Toughness: 5[14(9)]
Skills: Fighting d6, Knowledge (Engineering) d8, Notice d4, Repair d8, d6 Shooting, and four additional skills points to spend.
Hinderances: Any two Major and two Minor.
Edges: AB (Super Powers), Power Points, plus any one Edge.
Gear: Power armor.
Powers:

  • Armor (8PP): Device, Heavy Armor. The battlesuit provides the hero with +9 Heavy Armor.
  • Attack, Ranged (4PP): Device, Extra Damage. Ranged 12/24/48 ROF 1 Damage 3d6. The battle suit also has blasters equipped.
  • Awareness (1PP): Device, Requires Activation. The armor is equiped with sensors that must be activated, negating any environmental penalties to actions.
  • Flight (3PP): Device. The battlesuit provides the hero with 12" flying.
  • Super Attributes (4PP): Device. The suit increase the character’s Strength +6 steps.
Costumed Adventurer

The costumed adventurer relies on a combination of superhuman training and an array of devices to fight crime and injustice. Although lacking some of the more spectacular powers of other heroes, the adventurer can handle a wide range of challenges.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d8
Charisma: 0, Pace: 6"[swinging 12"], Parry: 7, Toughness: 6[9(3)]
Skills: Climbing d6, Fighting d10, Investigation d8, Notice d6, Stealth d10, Streetwise d8, Throwing d8.
Hindrance: Cautious, any two Major and one Minor.
Edges: AB (Super Powers), Investigator, Power Points.
Gear: Kevlar-reinforced costume, combat motorcycle, smoke pellets, shurikens, autograpnel.
Powers:

  • Armor (4PP): Device, Heavy Armor. Lacking super powers, the costumed adventurer makes sure to be prepared with kevlar-reinforced armor.
  • Gifted (1PP): To compensate for lacking super powers, the costumed adventurer puts himself through intensive training and study. He has a working knowledge of nearly every topic.
  • Super Attributes (4PP): Agility +1 step, Smarts +1 step, Strength +1 step, and Vigor +1 step. The costumed adventurer pushes himself to peak human abilities.
  • Super Edges (4PP): Brawler and Level Headed.
  • Super Skills (3PP): Climbing +1 step, Fighting +1 step, Notice +1 step, Stealth +2 steps, and Throwing +1 step.
  • Swinging (2PP): Device. Costumed adventurer’s are never far from their autograpnels.
  • Vehicle (2PP): Lacking the ability to fly or super speed, the adventurer has to rely on vehicles to get from crime scene to crime scene.
Energy Controller

The Energy Controller wields the power of a particular form of energy (such as cold, light, or electricity) or a particular element (air, earth, fire, or water).

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Charisma: 0, Pace: 6"[flying 12"], Parry: 4, Toughness: 6(1)
Skills: Fighting d4, Knowledge (choose any) d8, Notice d6, Shooting d8, Taunt d6, and four additional skills points to spend.
Hindrances: Any two Major and two Minor.
Edges: AB (Super Powers), Power Points, plus any one Edge.
Gear: Duraweave armor (+1 Heavy Armor).
Powers:

  • Attack, Ranged (6PP): Extra Damage. Ranged 12/24/48 ROF 1 Damage 3d6. The energy controller tends to fit nicely in a heavy artillery role with their heavy-damage ranged strikes.
  • Energy Control (6PP): Elemental Trick. Energy controllers can mute and intensify the damage the energy source of their choice, along with a few tricks related to that energy type.
  • Flight (4PP): The energy controller has the ability to fly at Pace 12".
  • Immunity (4PP): Energy controllers are typically immune to their energy of choice.
Gadgeteer

The Gadgeteer specializes in creating and using technological devices.

Attributes: Agility d8, Smarts d12+1, Spirit d6, Strength d4, Vigor d6
Charisma: 0, Pace: 6", Parry: 5, Toughness: 6(1)
Skills: Fighting d6, Investigation d4, Knowledge (Technology) d8, Notice d4, Shooting d8, Taunt d6 and three additional skills points to spend.
Hindrances: Curious, any one Major and two Minor.
Edges: AB (Super Powers), Luck, Power Points.
Gear: Forcefield belt (+1 Heavy Armor), heavy blaster pistol, and bag of tricks.
Powers:

  • Attack, Ranged (4PP): Device, Extra Damage. Ranged 12/24/48 ROF 1 Damage 3d6. The gadgeteer’s heavy blaster pistols backs a mean punch.
  • Extra Actions (3PP): A gadgeteer’s quick wit and resourcefulness allows them to act in rapid sucession.
  • Invent 5 (10PP): The gadgeteer has the incredible talent to invent wonderous devices on the fly.
  • Super Attributes (3PP): Smarts +3 step. The gadgeteer possesses super-human intelligence.
Martial Artist

The Martial Artist is a master of unarmed combat (as opposed to the Weapon-Master). Although lacking powers, the Martial Artist makes up for it with a wide range of Edges and peerless combat abilities.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d10, Vigor d8
Charisma: 0, Pace: 8", Parry: 9, Toughness: 7(1)
Skills: Fighting d12+2, Intimidation d6, Notice d6, Stealth d10, Throwing d10, Taunt d6.
Hindrances: Code of Honor (Minor), one additional Minor and two Major.
Edges: AB (Super Powers), Power Points, Sweep.
Gear: Duraweave suit (+1 Heavy Armor).
Powers:

  • Attack, Melee (3PP): Non-Lethal. Damage Str+d6. The martial artist’s iron fists pack a wallop.
  • Extra Actions (3PP): The martial artist possesses lightning-quick reflexes.
  • Super Attributes (5PP): Agility +2 steps, Strength +2 step, and Vigor +1 step. While not truly super-human, the martial artist vigorously pushes himself to his physical limits.
  • Super Edges (6PP): Combat Sense, Fleet Footed, and Strong Willed. Intense training has provided the martial artist with keen insight into combat.
  • Super Skills (3PP): Fighting +4 step, Stealth +1 step, and Throwing +1 step.
Mimic

The Mimic duplicates the traits of others. He specializes in turning the powers of his foes against them.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6.
Charisma: 0, Pace: 6", Parry: 5 , Toughness: 6(1)
Skills: Fighting d6, Notice d6, Shooting d6, Throwing d6, Taunt d8, and four additional skill points to spend.
Hindrances: Any two Major and two Minor.
Edges: AB (Super Powers), Power Points, plus one additional Edge.
Gear: Duraweave armor (+1 Heavy Armor)
Powers:

  • Copy Cat 7 (20PP): Savant, Versatility. The mimic has no powers of his own, but is capable of copying the powers of his allies and foes, sometimes to even greater effect.
Mystic

The Mystic is a wielder of the magical arts: a magician, sorcerer, or witch. Mystics tend to be mysterious and often speak in cryptic riddles and rhyming spells. They also tend to serve powers outside of universe, as represented by the Servitude Hindrance.

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
Charisma: 0, Pace: 6"[flying 12"], Parry: 5, Toughness: 6(1)
Skills: Fighting d6, Knowledge (Arcane) d8, Notice d6, Spellcasting d10, and four additional skill points to spend.
Hindrances: Servitude, plus on additional Major and two Minor.
Edges: AB (Super Powers), Power Points, one additional Edge.
Gear: Ornate robes, forcefield belt (+1 Heavy Armor).
Powers:

  • Flight (4PP): The mystic can fly at Pace 12".
  • Super Attributes (1PP): Smarts +1 step. While not at the level of super-human intelligence, the mystic understands the secrets of the universe better than most.
  • Super Sorcery 5 (15PP): The mystic is capable of incredible feats of sorcerery.
Paragon

Stronger, faster, tougher, the Paragon is all these things and more. The Paragon is what many people think of when they think “super-hero”: superstrong, nigh invulnerable, immune to mundane concerns, and able to fly through the air at great speed.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+4, Vigor d12
Charisma: +2, Pace: 6"[flying 12"], Parry: 6, Toughness: 13(1)
Skills: Fighting d8, Notice d4, Persausion d6, Throwing d8, +4 additional skills.
Hindrances: Heroic, plus any one Major and two Minor.
Edges: AB (Super Powers), Attractive, Power Points
Gear: Duraweave suit.
Powers:

  • Flight (4PP): The paragon can fly at Pace 12".
  • Heightened Senses (1PP): The paragon possesses super-human senses.
  • Super Attributes (9PP): Strength +6 steps and Vigor +3 steps.
  • Toughness (6PP): +4 Toughness. The paragon’s ability to resist damage beyond mere mortals.
Powerhouse

Strength is the Powerhouse’s specialty, strength enough to lift train cars and take tank fire. While some may underestimate a Powerhouse based on this specialty, they usually end up regretting it.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+6, Vigor d12.
Charisma: 0, Pace: 6", Parry: 6, Toughness: 14(1)
Skills: Climging d10, Fighting d8, Notice d4, Throwing d8, and two additional skill points to spend.
Hindrances: Any two Major and two Minor.
Edges: AB (Super Powers), Brawny, Power Points.
Powers:

  • Super Attributes (10PP): Strength +8 steps and Vigor +2 steps.
  • Tough (10PP): Hardy, +4 Toughness. The powerhouse’s body is incredibly durable and resistant to damage.
Psionic

A Psionic wields mental powers of telepathy and telekinesis, providing both strength in combat and a measure of stealth and surveillance.

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6.
Charisma: +2, Pace: 6", Parry: 5, Toughness: 6(1)
Skills: Fighting d6, Knowledge (Psychology) d10, Notice d4, Persausion d8, Shooting d6, and three additional skill points to spend.
Hindrances: Any two Major and two Minor.
Edges: AB (Super Powers), Charisma, Power Points.
Gear: Duraweave suit.
Powers:

  • Attack, Ranged (3PP): Ranged 12/24/48 ROF 1 Damage 2d6. The physic can defend himself a mental assault, causing the target’s synapsis to fire wildly.
  • Mind Control (6PP): Mind Wipe. The psychic can control his foe’s actions, afterwhich the target can’t remember that he was commanded by the psychic to do it.
  • Mind Reading (6PP): Mind Reader. The psyhce’s ability to read minds is so great that he can actually experience the target’s five sense while mind reading.
  • Super Attributes (2PP): Smarts +1 step and Spirit +1 step.
  • Telepathy (3PP): More Range. The psyche can transmit the thoughts of myself and his allies up to 1,000 miles.
Shapeshifter

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6.
Charisma: 0, Pace: 6"[swing 12"], Parry: 6, Toughness: 8(1)[12(1) vs matter/kinetic attacks]
Skills: Fighting d8, Notice d6, Stealth d8, and seven additional skill points to spend.
Hindrances: Any two Major and two Minor.
Edges: AB (Super Powers), Power Points, plus any one Edge.
Powers:

  • Altered Form (7PP): Doppleganger, Fall Proof, More Elastic 2. The shapeshifter’s elastic form allows him to take on the appear of others, resistant to falls and physical damage, and also gain a 3" Reach.
  • Ensnare (3PP): Shapeshifter’s elastic form allows them to envelop foe’s in their malleable limbs.
  • Swinging (3PP): Using his rubbery limbs, the shapeshifter can swing from rafters and rooftops.
  • Tough (7PP): Hardy, +2 Toughness. The shapeshifter’s elastic body provides him with greater durable than the average person.
Speedster

The Speedster is fast! Speedsters specialize in the Speed power, moving in the blink of an eye, able to accomplish many tasks in the same amount of time.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: 0, Pace: 24", Parry: 9, Toughness: 7(1)
Skills: Fighting d8, Investigate d8, Notice d6, Throwing d8, Taunt d6, +2 additional skills.
Hindrances: Any two Major and two Minor.
Edges: AB (Super Powers), Fleet Footed, Power Points.
Powers:

  • Extra Actions (3PP): The speedsters superhuman reaction time, speed, and wit allows him to act more often than his foes can in combat.
  • Parry (6PP): Catch and Throw, +3 Parry. The speedster has incredible reflexes and quickness, increase his ability to defend himself and to catch then return fire with projectiles.
  • Speed (8PP): Pummel, -2 against incoming attacks while in motion. At maximum speed, the speedster can hit upwards of 120 mph.
  • Super Attributes (3PP): Agility +1 step, Smarts +1 step, and Vigor +1 step.
Weapon Master

The Weapon-Master is devoted to expertise in a particular type of weapon. It can be an archaic weapon like a sword or bow, modern firearms, or even futuristic energy weapons. Even archaic weapons are often enhanced with modern technology or magic, giving them special capabilities.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8.
Charisma: 0, Pace: 6", Parry: 5-10, Toughness: 9(3)
Skills: Fighting d6/d12+2 or Shooting d6/d12+2, Investigation d6, Notice d8, Taunt d8, and three additional skill points to spend.
Hindrances: Overconfident, plus one Major and two Minor.
Edges: AB (Super Powers), Power Points, Trademark Weapon.
Powers:

  • Armor (4PP): Device, Heavy Armor. +3 Heavy Armor. Not possessing any real super powers, the weapon master makes sure to prepare for battle.
  • Darkvision (1PP): Device. The weapon master has a special mask that has darknvision built in.
  • Super Attributes (4PP): Agility +1 step, Spirit +1 step, Strength +1 step, and Vigor +1 step. The weapon master has pushed himself to his physical limit.
  • Super Skills (2PP): Fighting or Shooting +3 steps, and Notice +1 step. The weapon master has no equal with his choosen weapon.
  • Attack, Melee (6PP): Armor Penetration, Device, Extra Damage, Focus. AP 2 Damage Str+2d6. The weapon master is a kensei – a master swordsman without peer.
  • Super Edges (4PP): Block, Sweep. Intense training has provided increased the weapon master’s prowess.
    or
  • Attack, Ranged (8PP): Armor Penetration, Device, Extra Damage, Focus. Ranged 12/24/48 ROF 1 AP 2 Damage 3d6. The weapon master is either a master archer or sharpshooter.
  • Super Edges (2PP): Marksman. Intense training has made the weapon master a marksman without peer.

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heroic archetypes

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