Powers
Armor 10d - 4pts
Self • Baseline Rank: ½ Toughness • 1 Hero Point per rank
You have armor or a personal force field that repels damage. You can use this Power as a passive defense against physical and energy attacks, regardless of the type of damage they inflict. Additionally, you’re completely immune to damaging attacks with an attack rank equal to or less than half your Armor rank (unless they have the Penetrating pro). This also means you’re immune to the damaging attacks of minions if their Threat is equal to or less than half your Armor rank. Constant
CON -2 Hero Points
The Power is always on and can’t be deactivated. This Con is only meaningful when this would be a problem, such as when applied to Powers like Blast, Density, or Growth.
Force Field 12d - 22pts
Self • Power Rank • 1 Hero Point per rank
You can project a force field that repels physical and energy attacks. Whenever a character protected by your force field is targeted with a physical or energy attack, they can use your Power rank at a passive defense against that attack. Additionally, characters protected by your force field are immune to such attacks if their rank is equal to or less than half your Power rank. This means your force field is impenetrable to minions if their Threat is equal to or less than half your Force Field rank. Your force field will collapse when struck by an attack whose rank exceeds your Power rank, but it will still act as a passive defense against that attack. For example, a 9d Force Field will collapse when struck by an attack with a rank of 10d or more. Force fields repel attacks coming from either direction. This power only repels direct physical and energy attacks; it doesn’t affect mental attacks or act as a barrier to all power effects. For example, someone with Elemental Control (Air) could affect the air on either side of a force field. You can shape your force field however you wish, anything from a flat plane of force to a bubble that protects you and everyone adjacent to you. Apply the Zone Pro if you want to be able to protect larger areas, and use the Ranged Pro if you want to be able to protect things at Distant Range. You have to spend an action to activate or reactivate your force field. You can maintain multiple force fields, but this lowers your Force Field rank by 1d per extra force field maintained at the same time. PRO Permeable (+6): If you wish, you can allow attacks to pass unhindered through the force field in one direction, letting you and your allies attack normally while protected by the field. An inviolate force field (as described above) can’t also be made permeable. Phase Shift PRO +4 Hero Points
This Power is unaffected by Powers like Gaseous Form, Liquid Form, and Phasing. Regardless of how solid or how insubstantial you or your target may be, this Power works as if you were both solid. This Pro isn’t applied to mental attacks or effects because they already operate this way. GMs are free to limit or prevent heroes with Powers like these from selecting this Pro, since this lets them affect the physical world while remaining immune to physical attacks and effects.
Psi Screen 12d - 4 ranks - 4pts
Self • Baseline Rank: Willpower • 1 Hero Point per rank
You’ve honed your mental and spiritual defenses. Use your Psi-Screen rank instead of Willpower when defending yourself against mental attacks and resisting mental damage and effects. Also, you can tell when someone tries to use Telepathy to read your surface thoughts, even if you don’t have Telepathy. Last, you can use this Power to resist attempts to read your surface thoughts or probe your mind.
Regeneration 1 level/hour - 6pts
As long as you’re alive, you recover from injuries very quickly—the specific options are described below. If defeated, you’ll regain consciousness the next time you heal 1 point of damage, if not sooner. ● Regeneration
Self • Default Rank • 6 Hero Points
You heal 1 point of damage every hour.
Running - 6 Ranks - 9 total - 6pts
Self • Baseline Rank: 3d • 1 Hero Point per rank
This Travel Power lets you run faster than normal. This can also represent rolling on wheels, skating, or even bouncing like a ball. This Power’s 3d baseline rank reflects standard human running speed.
Telekinesis 12d - 28pts
Ranged • Power Rank • 2 Hero Points per rank
You can move objects at up to Distant Range with your mind. Use your Telekinesis rank as your effective Might when doing so. You can use this Power to attack, immobilize, lift, and toss beings and objects around. Telekinesis can also be used as an active defense against ranged attacks. Ranged physical attacks can be affected directly, but ranged energy attacks have to be blocked with physical objects—use the lesser of your Telekinesis rank or the Structure of the shielding object (or the Body of the shielding vehicle) when using this Power to defend yourself against energy attacks. You can control multiple objects at one time, but this lowers your effective rank by 1d per extra object controlled, and you still suffer the usual multiple action penalties if you perform more than one action per page. Phase Shift
PRO +4 Hero Points
This Power is unaffected by Powers like Gaseous Form, Liquid Form, and Phasing. Regardless of how solid or how insubstantial you or your target may be, this Power works as if you were both solid. This Pro isn’t applied to mental attacks or effects because they already operate this way. GMs are free to limit or prevent heroes with Powers like these from selecting this Pro, since this lets them affect the physical world while remaining immune to physical attacks and effects.
Point Total: 70
Perks
Reputation
Perk • 3 Hero Points
You have some kind of reputation that works to your benefit. Unlike fame, which makes people like you, this Perk means you have authority, credibility, or respect in a particular arena. For example, in your civilian life, you might be an attorney known to be an absolute terror in the courtroom. If you have a secret identity, you have to decide whether this Perk applies to your civilian identity or your heroic alter ego.
Flaws
Fear of Fire
You have an aversion to or fear of something, and you’ll do whatever you can to avoid it. If you can’t, you may become grossed out, hysterical, violent, or even pass out. However it turns out, you earn a point of Resolve whenever you succumb to this Flaw. Common triggers for this Flaw include certain animals, the dark, enclosed spaces, fire, heights, insects, public speaking, and water.
Flashbacks/Guilt
You’re haunted by some traumatic event in your past. Whenever something triggers your terrible memories, you’ll be consumed with guilt, suffering a -2d penalty for the next 3 pages, or you’ll suffer flashbacks, rendering you completely useless for 1 full page. Either way, you also earn a point of Resolve.
Background
Katie Richards was a poor kid from the bad side of town. Growing up was a financial struggle for the family, and Katie would do what she could to try and help out by getting odd jobs here and there. It was one of these that changed Katie's life forever.
She had signed up for an experimental drug trial being put on by a major pharmaceutical company as a test subject to help earn some extra money. This drug was supposed to be able to temporarily boost the cognitive ability of the person it was being injected into, and the interaction of the drug with her system activated her latent mutant telekinetic powers for the first time, and they went completely berserk, with her telekinesis lashing out in all directions as Katie suffered a massive seizure.
Thanks to the drug, Katie's powers had manifested in an uncontrolled manner, and the wild spasms that she was experiencing was just making things even worse, causing major damage to the building that she was in. Exploding chemicals reacting to one another caused a massive fire, and the damage done to the building made it spread quickly. Katie was spared the worst of it, thanks to the telekinetic bubble that formed around her, but many of the lab technicians were not so lucky, and many lives were lost.
By the time that the first responders arrived to put out the fire, Katie had finally gotten her newly awakened mutant powers under control - mostly. The protective bubble of telekinetic force could not be shut down, keeping Katie from being able to experience something as simple as getting comfort from a hug or holding hands.
The police took her into custody, and after an extensive investigation, it was determined that the fire was accidental, and Katie was let go with no charges filed against her. Even so, the sight of any open flame now sinks her into feelings of extreme guilt as she remembers all the people that died that day. Perhaps someday, she will come to terms with the fact that she had no control of what she was doing, and it truly was not her fault.
Ever since that day, she has gone by the name of Skate, since she doesn't walk anymore, but instead 'skates' along on the bottom of her TK force field. Using her powers, Skate has done much to try and atone for the lives lost, and has made a good reputation for herself as a new hero in the city.
Powers
Armor - 12d - 5 Ranks, Item (Padded Bodysuit) -1 - 5pts
Self • Baseline Rank: ½ Toughness • 1 Hero Point per rank
You have armor or a personal force field that repels damage. You can use this Power as a passive defense against physical and energy attacks, regardless of the type of damage they inflict. Additionally, you’re completely immune to damaging attacks with an attack rank equal to or less than half your Armor rank (unless they have the Penetrating pro). This also means you’re immune to the damaging attacks of minions if their Threat is equal to or less than half your Armor rank.
Blind - 10d, Item (Web Shooter) -1 - 4pts
Ranged • Power Rank • 1 Hero Point per 2 ranks
You can blind a living target for the Power’s duration by making a Blind roll against their Toughness or one of their active defenses. Targets affected by this Power suffer a -3d penalty to their attack and active defense rolls in combat unless they have a Power like Blind Fighting that compensates for this. You can have a version of Blind that affects a sense other than vision, but you and the GM will have to determine whether this has any mechanical effect in combat.
Blind Fighting - 3pts
Self • Default Rank • 3 Hero Points
You don’t rely on vision in combat. As a result, you suffer no penalties or adverse effects when fighting in the dark or against opponents you can’t see, whatever the reason.
Danger Sense - 12d - 4 Ranks - 4pts
Self • Baseline Rank: Perception • 1 Hero Point per rank
You have the uncanny ability to detect immediate physical danger, even from sources you have no way of sensing, like a bomb under the floor. Use this Power instead of Perception when making rolls to detect danger and when determining your Edge. Additionally, you can make active defense rolls even when caught by surprise, using the lesser of your active defense rank or your Danger Sense rank.
Ensnare - 10d, Item (Web Shooters) -1 - 9pts
Ranged • Power Rank • 1 Hero Point per rank
You can ensnare an opponent in something like ice, vines, or webbing that prevents them from taking physical actions for the Power’s duration by making an Ensnare roll against their Might or one of their active defenses. Targets can also use Aura as a passive defense against this attack.
Invisibility - Item (Padded Bodysuit) -1 - 8pts
Self • Default Rank • 9 Hero Points
You can turn invisible. You can still be detected by other senses, by Powers such as Radar or various Super Senses, and by how you affect the environment (footprints in mud or snow, the movement of fog or rain, etc.). Enemies that can’t see you suffer a -3d penalty to their attack and active defense rolls against you unless they have a Power like Blind Fighting that compensates for this. Lower this penalty to -2d for enemies that can detect you as described above, even if they can’t actually see you.
Leaping - 6d - 1 Rank - 100 feet - 1pts
Self • Baseline Rank: ½ Might • 1 Hero Point per rank
This Travel Power lets you jump incredible distances, as shown on the table below, and can be used to travel over long distances like other Travel Powers. Although you have no trouble bouncing off walls, ceilings, and floors, leaping works best outdoors because it requires overhead clearance. That being the case, you have to use Agility instead of your Leaping rank when performing movement-related challenge rolls indoors (although you can use your full Agility against characters using Travel Powers). Last, you can also use Leaping as a passive defense against falling damage.
Lightning Reflexes - 3pts
Self • Default Rank • 3 Hero Points
You have incredible reflexes. Your Edge is increased by 6. Additionally, while this is mostly for narrative flair, you can also draw, holster, or sheathe any weapons you carry in an instant. However, if you’re using the Gritty Combat Rules, this makes it impossible for anyone to get the drop on you.
Martial Arts - 12d - 2 Ranks - 6pts
Touch • Baseline Rank: Might • 1 Hero Point per rank
You are a master of unarmed combat. You can use this Power to attack and defend yourself against close combat attacks. You can also substitute your Martial Arts rank for your Might when performing and resisting grabs, holds, escapes, and combat stunts. You’ve also trained with melee weapons; you can substitute your Martial Arts rank for your Agility when using a mundane melee weapon to attack or defend yourself (although the Gear Limit for mundane weapons still applies, as discussed in Chapter 6). Unlike most attack Powers, Martial Arts inflicts subdual damage (although you still inflict lethal damage when armed with a mundane melee weapon that inflicts lethal damage). PRO Deflect (+4): You can deflect ranged attacks. This lets you use Martial Arts as an active defense against ranged physical and energy attacks, but not against area attacks.
Regeneration - 6pts
As long as you’re alive, you recover from injuries very quickly—the specific options are described below. If defeated, you’ll regain consciousness the next time you heal 1 point of damage, if not sooner.
Self • Default Rank • 6 Hero Points
You heal 1 point of damage every hour.
Running - 4 Ranks (7 total) - 4pts
Self • Baseline Rank: 3d • 1 Hero Point per rank
This Travel Power lets you run faster than normal. This can also represent rolling on wheels, skating, or even bouncing like a ball. This Power’s 3d baseline rank reflects standard human running speed.
Swing Line - 8 Ranks, Item (Web Shooters) -1 - 3pts
Self • Power Rank • 1 Hero Point per 2 ranks
This Travel Power allows you to ascend, descend, and travel from place to place. It only works outdoors or in very large indoor areas with enough space for you to swing around. You must remain within Distant Range of buildings, tall trees, or other stable objects to which you can tether your swing lines. Your lines have a Structure equal to half your Power rank. If you have Swing Line at 7d or greater, something more than simple gravity is propelling you from place to place.
Wall Crawling - 6 Ranks, Item (Padded Bodysuit) -1 - 2pts
Self • Power Rank • 1 Hero Point per 2 ranks
You can stick to walls and ceilings, and can move along them at your normal speed. If your Power rank is lower than your Might, use your Power rank to determine how much weight you can carry while wall-crawling. You might need to make a Wall-Crawling roll to stick to unusually slick or slippery surfaces.
Point Cost: 58
Flaws
Code of Conduct (Code Against Killing) - You follow a rigid code of conduct, something more than simply acting heroically. You earn a point of Resolve whenever following your code works to your detriment or to that of your allies. Secret Id - This is a specific version of the Secret Flaw that merits its own entry because it’s so iconic.
Background
Gwen Stacey was born to a middle class family in the city of Los Angeles, and was the oldest of two girls. She did pretty well in school, but was never the social butterfly, gravitating instead towards being a science nerd. Right out of high school, Gwen went ahead and joined the Air Force, hoping for some new opportunities in her life. It was her chance to see the world and get some good college money at the same time. Her family was quite supportive of her decision, and so off she went.
While serving her country, Gwen excelled in the high tech environment. Towards the middle of her tour, she had the opportunity to be a part of a science project, hoping to create stronger and more agile soldiers. She was injected with a serum that was, in theory, designed to integrate enhanced metahuman properties into her. After several long months of intense testing, Gwen didn't display any changes to her physiology, and was considered to be a failed experiment in the program.
After the fiasco of the tests, she decided not to reenlist, and instead decided to focus on her college studies in [insert campaign city]. Several months out of the service, Gwen came down with a nasty fever that left her bedridden for weeks. When she finally started to feel better, she realized that she felt much better, having a greatly increased physiology, including increased strength, heightened reflexes, and a tremendous resistance to harm.
This was clearly the work of the serum that she got from the Air Force, but at this point, Gwen was uncertain of how to proceed. Should she tell the Air Force what has happened to her, or go about her life as a civilian with these new abilities?
Her life would make a sudden, terrible turn four months later when she was informed of the tragic news that her parents were killed in a home invasion robbery. Gwen was heartbroken, and filled with a painful rage that she just couldn't shake. She decided to take matters into her own hands, and would use her new abilities to stop crime and keep things like this from happening to other families.
With her technical training, Gwen was able to design a padded suit to help keep her safe from harm, and a pair of advanced web shooters that she would use to supplement her crime fighting. Taking on the name of Spider Woman, she quickly started making a name for herself, all the while keeping her true identity a secret.
Background:
Hailing from the Land Down Under, Keith Hamish has always been poor. He was born in a dusty shack, raised in the outback, and flunked his way through through the 9th grade in the tradition of his people. He indirectly convinced the teacher (who, in 30-some years of teaching, had also taught his father and grandfather) to pass him so he would be gone sooner. Unsurprisingly, Keith soon dropped out of school entirely and turned to crime. Of course, poor people have poor ways, and Keith never got over those, even at the height of his criminal career.
Keith first set himself apart from other local thugs by his use of boomerangs. They were quiet, didn't arouse much suspicion, and simply had a certain flair which make the inner Australian in his superiors proud. Leaders in his gang equipped him with an ever-expanding arsenal of boomerangs, which he used to pull off an ever-increasing string of heists. The whole thing sort of took on a life of its own until it became his entire shtick.
Eventually Keith struck out on his own, and from there it was only a matter of time until he outgrew "'stralya" and went international. In thirty years of crime, he's done it all. He's lived lavishly, lost everything, teamed up with other villains, escaped from prison dozens of time- but this last time was different. After being apprehended, he was given a rather severe ultimatum. He could either turn over a new leaf, or spend the rest of his days in a cell. In a maximum security prison. At the bottom of the pacific. He is now reformed.
He has been married twice, divorced twice, and has three kids whom the judge said he can't see.
Name: Keith Hamish Superhero ID: "Boomer"
Description: One of the first things you'll likely notice about Keith's civilian identity is his general sloppiness. His clothes are stained and wrinkled, his colors are an uncordinated mess which haven't advanced past the early 90s, his hair is greasy, and he smells like a liquor store after a hurricane. Most of the time he walks with a drunken stumble and speaks in slurred tones.
As a super"hero", you'll notice most of the same things. He doesn't have a dedicated costume, not that it would probably look any better. He wouldn't be any more sober either. However, when he's in the zone, he takes on a sudden stoicism. The man seems to throw boomerangs more naturally than he breaths. This doesn't stop him from tripping over himself at every other possible step.
Motivation:Redemption. After his most recent arrest, Keith was given two options. He could either turn over a new leaf, or spend the rest of his days in a cell.
In a maximum security prison.
At the bottom of the pacific.
He is now reformed.
Quote: "Truss me luv, better not ta 'ave feelin's."
Connections:
Charlotte Hamish, one of two daughters by his second wife. She is 11 years old and very close with her sister.
Cary Hamish, one of two daughters by his second wife. She is 13 years old and very close with her sister.
Bruce Reynard, his son by his first wife, who changed his name after she remarried. He turns 21 years old come September.
L. S. Fitzpatrick, the state official who gave Keith his fateful ultimatum. She now acts as his parole officer, and seems perpetually disappointed in him.
Darin' Denny Reynard, an Australian crimelord who is not quite retired, but has taken up more of an advisory role in his gang these days. Keith started off in this gang and is well acquainted with Denny, though he isn't (technically) allowed to see or contact him. The two have a weird relationship where they would go to great length to keep the other out of trouble, but also really hate each other, since Denny stole Keith's first wife.
Details:
About Keith: He's not supposed to aid and abet any criminals while on parole, but he does intentionally "fail" to apprehend some. He can't well let Fitzy know that, but it wouldn't be right of him to put some poor lad off for trying to scrape by, now would it? Honor among thieves and all.
About Another Hero: ???
About the World: Keith's amnesty is part of a government project which has the ostensible and actual purpose of recruiting supervillains as tools of the state.
Origin: See "background". I will reformat this to be more comprehensive later.
CAL-911 contains an information database on a wide array of subjects, represented by its ranks in Academics, Science, and Technology, for the benefit of its human operators. It does not necessarily have the capability to put this information to practical use. Its ranks in Medicine represent its expertise in its primary roles of disaster relief and search / recovery.
Armor • Enhanced Alloys • 8d
Self • Baseline Rank: ½ Toughness • 1 Hero Point per rank
5 ranks +3 baseline • cost 5
You have armor or a personal force field that repels damage. You can use this Power as a passive defense against physical and energy attacks, regardless of the type of damage they inflict. Additionally, you’re completely immune to damaging attacks with an attack rank equal to or less than half your Armor rank (unless they have the Penetrating pro). This also means you’re immune to the damaging attacks of minions if their Threat is equal to or less than half your Armor rank.
Detection • Life Signs • 12d
Ranged • Power Rank • 1 Hero Point per 2 ranks
12 ranks • cost 6 CAL is equipped to detect and report the presence of virtually any living thing via thermal differentials and carbon dioxide emissions.
You can detect the presence and pinpoint the location of something: a particular type of energy or matter, a certain kind of being or object, a specific emotion or mental state, life, death, taxes, or whatever else you want. This Power normally works automatically, but you may have to make challenge rolls using your Power rank to detect things that are faint, hidden, or otherwise hard to notice. Unlike most ranged Powers, Detection works out to Extreme Range.
Ensnare • Polyclast Foam • 8d
Touch • Power Rank • 1 Hero Point per rank
8 ranks -4 Touch -2 Harmless • cost 2
Harmless : CAL will never use polyclast in any way that may cause harm to a living thing, and the substance is neither intended nor rated for criminal restraint. CAL stores a pressurized polyclast solution in liquid form which expands to many times its size upon release, and solidifies in seconds. This foam is sterile, non-toxic, biodegradable, and begins to break down about 24 hours after curing under normal conditions. It is typically used to immobilize limbs, seal cuts and other injuries, and to allow CAL to safely move casualties without risk of further injury. The foam can be easily and safely removed by application of alcohol, acetone, and similar substances.
You can ensnare an opponent in something like ice, vines, or webbing that prevents them from taking physical actions for the Power’s duration by making an Ensnare roll against their Might or one of their active defenses. Targets can also use Aura as a passive defense against this attack.
Healing • Life-saving Attachments • 12d
Touch • Power Rank • 1 Hero Point per rank
12 ranks • cost 12 This power represents CAL's re-configurable manipulators, which can serve as hypodermic syringes, circular saws, cutting torches, clamps, scalpels, defibrillators, chemical fabricators, and whatever else an advanced life-saving robot might reasonably be expected to have. None of these tools may ever be used to cause harm.
You can heal the injuries of anyone you touch. Your Power rank equals the maximum number of points of damage you can heal per day. The GM might also allow you to cure diseases with this Power.
Inanimate • Robot • Mindless
Self • Special • 9 Hero Points
cost 18
You aren’t alive, at least not in the usual sense. You might be an animate construct, a robot, undead, or something else. You’re immune to physical attacks and Powers that only affect living beings, whether those Powers are harmful or helpful, and you effectively have Immunity (Life Support, Toxins)—feel free to list these on your sheet. You still have a mind or spirit of some kind, so you remain vulnerable to mental attacks and Powers. This Power has no rank and can’t be absorbed, drained, mimicked, or otherwise affected by other abilities.
Mindless (+9): You’re also immune to mental attacks and Powers because you lack both mind and spirit, as in the case of a robot or a magically animated skeleton or zombie.
Immunity
Life Support 0, Fatigue 3, Radiation 3, Toxins 0, Sensory 3, Mental States 0
cost 9
Light • LED Searchlights, Flashers • 6d
Zone • Default Rank • 3 Hero Points
cost 3 CAL has two powerful mounted searchlights which can rotate independently, and emergency flashers for alerting authorities in the area. It can also produce a siren wail.
You can generate light, normally visible light but you can generate ultraviolet light if you prefer. This is effortless and always considered a free action. Your light can fill the area within Close Range of you, or you can narrow it down to a beam or focus it into a harmless laser. The light can be as bright as you like, but not so bright that it incapacitates others like Dazzle. That said, suddenly going from total darkness to bright light will probably stun just about anyone, if only for a moment. Although called Light, this Power can represent the ability to generate any innocuous but useful environmental effect (in which case it’s simply called Effect to avoid confusion)
Radar • 6d
Self • Default Rank • 3 Hero Points
cost 3 CAL uses a combination of LIDAR and infrared imaging when operating in low-visibility conditions, or if its optical sensors become non-functional for whatever reason.
You have some kind of radar that provides a three-dimensional image of your surroundings. This doesn’t let you see flat images like print, pictures, or video displays.
Stun • Defibrillator • 12d
Touch • Power Rank • 1 Hero Point per rank
12 ranks -4 touch • cost 8 This is one of the few tools CAL is authorized to use against living things. It is a configurable electrical impulse tool, normally used for resuscitation, but which can also be used for subduing anyone presenting an immediate danger to emergency responders or civilians in the area.
You can incapacitate a living opponent by disabling them, stunning them, paralyzing them, putting them to sleep, or doing anything else that takes them out of the action by making a Stun roll against their Toughness or one of their active defenses. If you wish, you can specify that your version of the Power is resisted with Willpower instead of Toughness, but active defenses will always apply as well.
Super Senses • 12d
Circular Vision, Thermal Vision, X-Ray Vision
Self • Baseline Rank : Perception • Special
cost 9
Your senses are enhanced in some way. Select all of the following that apply. Regardless of which options you select, Super Senses is always considered a single Power with a rank equal to your Perception (the baseline rank). • You effectively have a 360-degree field of view. • You can see heat patterns, allowing you to see through thin objects and follow even the faintest traces of residual thermal energy. This also lets you see in the dark, but it can be foiled by things like extreme ambient temperatures and beings whose body temperatures match their surroundings precisely. • If you concentrate, you can see through solid objects.
Swimming • Amphibious • 4d
Self • Power Rank • 1 Hero Point per 2 ranks
4 ranks • cost 2 CAL is water-proof and pressure-proof and is capable of operating in depths up to 100 meters. It cannot use its defibrillator function underwater. It uses water-jet propulsion and retractable stabilizer fins for movement.
This Travel Power lets you move through water. You can also breathe and move freely underwater, your senses aren’t impaired underwater, and you’re immune to oceanic pressure and temperature.
Total Recall • Playback • 6d
Self • Default Rank • 3 Hero Points
cost 4
You automatically remember anything you pay attention to, and you can make an Intellect roll against whatever threshold the GM decides to see if you noticed specific background details as well.
Playback (+1) : Typically found among cyborgs and robots, your memories can be transferred, stored, copied, and displayed for others.
Tunneling • 4d
Self • Power Rank • 1 Hero Point per rank
4 ranks • cost 4 CAL is capable of pulverizing rubble and other obstacles to reach and extract trapped civilians.
This Travel Power lets you travel by digging your way through the ground. You can collapse your tunnels behind you or leave them open for others to follow. You don’t give any indication of your passage to those above ground, making this a great way to surprise your enemies.
CAL-911 can never gain resolve, and can never benefit from its use in any way.
Flaws
Code of Conduct
CAL-911 is required to assist the injured, wounded, and endangered. The well-being of humans is more important than its own existence.
Emotionless
CAL-911 is a robot.
Repair
CAL-911 must return a Bot Maintenance Depot to recover any lost health.
Background
CAL-911 is one of a line of advanced search and rescue droids equipped with artificial intelligence. They are the ideal first responders in crisis situations, saving lives without putting any additional humans in harm's way. Superhero teams often make use of these bots in their work, as their various skills, combined with their total immunity to common supe weaknesses (like mind control) make them ideal comrades.