Post on 02-Jun-2018
8/10/2019 Prowlers & Paragons Quickstart Hero 11 (6500081)
1/4
ie roan (order #6500081)
8/10/2019 Prowlers & Paragons Quickstart Hero 11 (6500081)
2/4HEALTH TRACK
GENERATORALIAS:Peter Donovan
HERO GROUP:None
MOTIVATION:Guardian
TRAITS:Absorption (electricity)
6d (Limited: boost effect can
only be applied to electricity
powers, Might, and Toughness;
Siphon), Blast (electricity) 9d,
Flight 7d, Machine Control 4d
(Limited: only electronics),Might
3d, Science 4d, Technology 8d,
Toughness 6d,Willpower 4d
PERKS:Immunity (electricity)
(Limited: can be overwhelmed and
incapacitated if he absorbs too
much too quickly), Super Senses
(Detection: electricity; Radar)
(Inhibited: impaired by strong
electromagnetic fields)
GEAR:High-tech tool kit
FLAWS:Compulsion (scientific
curiosity), Quirk (can be coldlylogical), Secret (secret identity)
QUOTE:That is your doomsday
device? Honestly, dont you take
any pride in your work?
Magic Natural Psionic Super Tech Training
HEALTH12 EDGE8
ORIGIN:Peter Donovan was a mutant with the very weak ability to control electric currents. He lived his life
not giving his minor power a second thought, right up until he was kidnapped by goons working for Pinnacle
Labs. One of their areas of research was activating or enhancing the powers of latent and low-powered
mutants. The project worked better than anyone anticipated: Petes power level skyrocketed, turning him
into an electrified juggernaut. He immediately started using that power to drain electricity from the rest ofthe facility, and things just got more fun from there. Peter started doing the Minion Mash as he rampaged
through the place, and that was all well and good until he ran smack into the head of Pinnacle, Alpha Black.
Black was less than pleased at having his facility dismantled, and made his displeasure known to Peter as
painfully as possible. Pete was on the brink of defeat when Gatecrasher, a second escaping test subject,
interfered. The two of them managed to overpower Alpha Black and escape the lab. Petes powers eventually
stabilized, and since then, hes been using them to fight crime as the hero named Generator.
ie roan (order #6500081)
8/10/2019 Prowlers & Paragons Quickstart Hero 11 (6500081)
3/4
Absorption: You can absorb electricity.You could use this trait as your passive defense against electricity,
but that doesnt matter since youre immune to electricity anyway (see below). Whenever you get hit with an
electrical attack, you gain a number of bonus dice equal to the lesser of your 6d rank or the attacks rank.
You can use these bonus dice to increase one or more of your traits for one page (your traits cant exceedthe games trait cap, even when boosted), to fire a ranged attack that works exactly like the Blast trait, or
to heal yourself of up to 1 point of Health per bonus die spent. Bonus dice are lost once used, but you can
hold them in reserve until the end of the scene in which you earn them. (Limited: you can only apply your
bonus dice to your electricity powers and your Might and Toughness ranks; Siphon: you can spend an action
to draw electricity from nearby power sources).
Academics:Your knowledge of all scholarly subjects.
Athletics:Agility and acrobatics; used for attacking with ranged weapons and for defense.
Blast:You can shoot bolts of electrical energy; roll 9d when using this trait to attack.
Charm:Your attractiveness, empathy, social skills, and force of personality.
Command:This is your ability to get others to do what you want.
Flight:You can fly. At 7d, you can travel up to 120 miles per hour.
Gear:You carry a high-tech toolkit with you pretty much everywhere you go.
Immunity:You are completely immune to electricity. (Limited: although you wont actually suffer any damage,
you can be overwhelmed and knocked unconscious if you are hit with truly insane amounts of electricity).
Machine Control: You can control machines and electronic devices within distant range; roll 9d (your
Technology rank +1d) when making any necessary trait rolls. (Limited: unlike the normal version if this trait,
your ability only applies to electronic systems).
Medical:This trait covers everything from basic first aid to neurosurgery.
Might:Your physical strength; its used when attacking with melee weapons or your bare hands and when
throwing heavy objects (use Athletics when throwing light objects); its also used when grappling . You can
lift up to 500 pounds.Perception:Your physical senses, empathy, intuition, and general level of awareness.
Professional:Reflects what you know as a result of your career or profession.
Riding:Combines riding, caring for animals, and mounted combat.
Science:Your knowledge of all scientific topics.
Stealth:Your ability to do things like hide, move quietly, and follow people surreptitiously.
Streetwise:Your knowledge of the criminal underworld and your ability to interact with it.
Super Senses:You have superhuman senses. Detection (electricity) allows you to detect and follow sources
of electricity (use Perception to make any necessary trait rolls). Radar gives you a 360-degree spatial
picture of everything around you. (Inhibited: both abilities are impaired by strong electromagnetic fields).
Survival:Wilderness survival in all environments.Technology:The use, repair, and even creation of mechanical and technological items.
Thievery:This trait concerns intrusion and theft.
Toughness: Your physical resilience; used as your passive defense against physical attacks and to resist
agents like diseases, drugs, and poisons.
Vehicles:Your ability to operate land vehicles. At 2d, you can only operate everyday vehicles.
Willpower:Your spirit; used as your passive defense against mental attacks and powers.
ie roan (order #6500081)
8/10/2019 Prowlers & Paragons Quickstart Hero 11 (6500081)
4/4
2013 LakeSide Games, Inc. Prowlers & Paragons, LakeSide Games, and all related
marks and logos are trademarks of LakeSide Games, Inc. All rights reserved.
ie roan (order #6500081)