4C Archetypes

Randomised characters which follow a theme for 4C System.

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Read the licence here. In effect, the work is in the public domain.

Instead of rolling for your character on the regular tables, which can create a hodgepodge or unfocused character, you can choose (or roll randomly to determine) an archetype from the list below. This will produce a character with more appropriate abilities.

Roll Archetype
00-09 Elementalist
10-19 Martial Artist
20-29 Paragon
30-39 Psychic
40-49 Shapeshifter
50-59 Suit
60-69 Tank
70-79 Twinkletoes
80-89 Ubermensch
90-99 Reroll

Elementalist

The Elementalist is brash, confident and a charmer. Used to manipulating people as easily as she warps and shapes energy, she can be arrogant but also great fun to be with.
Though she has enormous power at her fingertips, the Elementalist is rarely as responible as one might hope. Nonetheless, she is a fierce warrior against evil.

Origins

Roll Origin
00-16 Alien
17-33 Mystic human
34-50 Changed human
51-67 Mythic
68-84 Mutant
85-99 Magically enhanced

Traits

The Elementalist is more often graceful than strong, with a formiddable willpower but a wandering eye that neglects detail.

Melee Coordination Brawn Fortitude
Roll Rank Value Rank Value Rank Value Rank Value
00-04 1 3 1 1
05-09 3 6 1 3
10-19 6 10 3 6
20-39 10 20 6 10
40-59 20 30 10 20
60-79 30 40 20 30
80-95 40 50 30 40
96-99 50 50 40 50
Intellect Awareness Willpower
Roll Rank Value Rank Value Rank Value
00-04 1 1 3
05-09 3 1 6
10-19 6 3 10
20-39 10 6 20
40-59 20 10 30
60-79 30 20 40
80-95 40 30 50
96-99 50 40 50
Lifestyle Repute
Roll Rank Value Rank Value
00-04 1 1
05-09 3 3
10-19 6 6
20-39 10 10
40-59 20 20
60-79 30 30
80-95 40 40
96-99 50 50

Skills

Roll Number of Skills
00-19 1
20-59 2
60-89 3
90-99 4
Roll Skill
00-09 Charm
10-19 Command
20-29 Athletics
30-39 Martial Arts
40-49 Geography
50-59 History
60-69 Occult
70-79 Intimidation
80-89 Agility
90-99 Listening

If you roll the same skill twice, you gain it as an advanced skill.

Powers

Roll Number of Powers
00-19 2
20-59 3
60-89 4
90-99 5

Roll the rank value for each power.

Dice Roll Rank Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50
Dice Roll Focus
00-23 Air
24-47 Earth
48-61 Fire
62-85 Water
86-99 All
Roll Air Earth Fire Water All
00-24 Elemental/Energy Control
25-39 Elemental/Energy Generation
40-49 Amplified Elemental/Energy Control
50-54 Absorption
55-59 Animal Command
60-64 Physical Metamorphosis
65-69 One-of-a-Kind Weapon
70-74 Celebrity
75-79 Flight Body Armor Combat Awareness Elasticity Flight
80-84 Levitate Burrowing Fast Attack Growth/Shrinking Burrowing
85-89 Force Field Mind Shield Flight Plant Control Water Native
90-94 Invisibility Mind Shield Superspeed Water Native Plant Control
95-99 Phasing Paralysing Touch Regeneration Reflection Phasing

Martial Artist

The Martial Artist has studied a vast array of fighting styles under a number of instructors. Frequently, odysseys into the wilderness and to distant monasteries are a mainstay of the Artist's rise to power.
The master can specialise in a weapon or fight unarmed. Either way, he trusts in his abiltiies without being cocky. He is measured and centred.

Origins

Roll Origin
00-16 Robot
17-33 Skilled human
34-50 Simian
51-67 Mystic human
68-84 Changed human
85-99 Mutant

Traits

The Martial Artist has few faults, either physically or mentally. Physically, the Artist is strong and graceful and mentally the Artist is alert and disciplined. That said, the Artist lives simply and few recognise him despite his good deeds.

Melee Coordination Brawn Fortitude
Roll Rank Value Rank Value Rank Value Rank Value
00-04 3 3 3 1
05-09 6 6 6 1
10-19 10 10 10 3
20-39 20 20 20 6
40-59 30 30 30 10
60-79 40 40 40 20
80-95 50 50 50 30
96-99 50 50 50 40
Intellect Awareness Willpower
Roll Rank Value Rank Value Rank Value
00-04 1 3 3
05-09 1 6 6
10-19 3 10 10
20-39 6 20 20
40-59 10 30 30
60-79 20 40 40
80-95 30 50 50
96-99 40 50 50
Lifestyle Repute
Roll Rank Value Rank Value
00-04 1 1
05-09 1 1
10-19 3 3
20-39 6 6
40-59 10 10
60-79 20 20
80-95 30 30
96-99 40 40

Skills

Roll Number of Skills
00-19 1
20-59 2
60-89 3
90-99 4
Roll Skill
00-09 Drive
10-19 Meditation
20-29 Intimidate
30-39 Athletics
40-49 Occultism
50-59 Religious Lore
60-69 History
70-79 Defensive Martial Arts
80-99 Offensive Martial Arts

If you roll the same skill twice, you gain it as an advanced skill.

Powers

Roll Number of Powers
00-19 1
20-59 2
60-89 3
90-99 4

Roll the rank value for each power.

Dice Roll Rank Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50
Roll Power Rationale
00-03 Animal Command The Artist has learned the secret language of animalkind.
04-08 Astoundingly Wealthy The Artist has won much money - perhaps through prize fighting, as an inheritance or from a mysterious benefactor.
09-12 Body Armor The Artist is trained to resist and ignore even the most severe of blows.
13-16 Celebrity The Artist has become famous, perhaps through fighting or acts of heroism.
17-21 Chameleon Using techniques learned from ninjas and assassins, the Artist can hide himself from sight.
22-25 Claws The Artist's fists are as severe as some beast's claws.
26-35 Combat Awareness The Artist's alertness has been honed to almost supernatural accuracy.
36-40 Contaminent Resistance A trying and rigorous training regime and a healthy diet, accompanied with regular meditation, renders the Artist almost immune to disease and illness.
41-43 Fast Attack The Artist can loose a flurry of blows.
44-48 Headquarters The Artist has a place to shelter and hide - perhaps a monastery or hidden grove.
49-53 Improved Skills The Artist has a wide range of skills and abilities.
54-58 Mind Shield Meditation and inner calm has left the Artist able to shake off most mental interference.
59-63 Nine Lives Few are more finely in-tune with fate than the Artist.
64-68 One-of-a-Kind Weapon The Artist has a potent weapon, perhaps granted by a master fond of her student or won off a supernatural being.
69-73 Paralysing Touch The Artist has learned how to strike a woman to render her motionless.
74-78 Superleap The Artist can leap astonishing distances.
79-83 Superspeed The Artist has honed his body to perfection.
84-93 Trait Boost By focusing his chakra, the Artist can strengthen the part of his body he needs most.
94-99 Weapon The Artist has specialised in the use of some sort of weapon.

Paragon

The Paragon has achieved amazing things while remaining perfectly and absolutely human - a true gift, when one considers the despair and destruction superpowers can cause. Taking to the streets or the podium to change the world, the Paragon can do remarkable things but needs no obscure chemicals or colourful suits to be an astonishing person.

Origins

Roll Origin
00-98 Skilled human
99 Robot

Traits

Paragons can excel in any area.

Melee Coordination Brawn Fortitude
Roll Rank Value Rank Value Rank Value Rank Value
00-04 1 1 1 1
05-09 3 3 3 3
10-19 6 6 6 6
20-39 10 10 10 10
40-59 20 20 20 20
60-79 30 30 30 30
80-95 40 40 40 40
96-99 50 50 50 50
Intellect Awareness Willpower
Roll Rank Value Rank Value Rank Value
00-04 1 1 1
05-09 3 3 3
10-19 6 6 6
20-39 10 10 10
40-59 20 20 20
60-79 30 30 30
80-95 40 40 40
96-99 50 50 50
Lifestyle Repute
Roll Rank Value Rank Value
00-04 1 1
05-09 3 3
10-19 6 6
20-39 10 10
40-59 20 20
60-79 30 30
80-95 40 40
96-99 50 50

Skills

Roll Number of Skills
00-19 1
20-59 2
60-89 3
90-99 4

There is truly no limit to the scope or variety of the paragon's skills. She could specialise in athletics, science, the arts, persuasion, or even branch out into more obscure disciplines like the study of the occult or hypnotism.

Powers

Roll Number of Powers
00-19 2
20-59 3
60-89 4
90-99 5

Roll the rank value for each power.

Dice Roll Rank Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50
Roll Power Rationale
00-03 Alter-Ego The Paragon has cultivated another identity.
04-08 Animal Command The Paragon is a skilled animal handler.
09-12 Astoundingly Wealth The Paragon has used her natural talents to accumulate wealth.
13-16 Body Armor The Paragon never goes without a bullet-proof vest.
17-21 Celebrity The Paragon's astonishing talent attracts attention.
22-25 Chameleon The Paragon is stealthy.
26-35 Contaminant Resistance The Paragon has a naturally hardy physique.
36-40 Combat Awareness The Paragon is alert and has trained her senses.
41-43 Fast Attack The Paragon is an accomplished martial artist.
44-48 Headquarters The Paragon has used state-of-the-art technology to build a home.
49-53 Improved Skills The Paragon is versatile and diverse.
54-58 Mind Shield The Paragon is disciplined and stubborn.
59-78 Nine Lives The Paragon has the devil's own luck.
79-83 One-of-a-Kind Weapon The Paragon has a technologically-advanced or well-crafted weapon.
84-88 Paralysing Touch The Paragon knows a secret martial arts manoeuvre targetting pressure points.
89-93 Trait Boost The Paragon's adrenaline rush can empower her.
94-97 Trait Increase The Paragon was born talented.
98-99 Vehicle The Paragon has customised her own vehicle.

Psychic

The Psychic uses the power of his mind to control and influence people and the world around him. His powers may spring from rigorous mental training, drug abuse or simply by unlocking a hitherto unknown brain function.

Origins

Roll Origin
00-16 Alien
17-33 Simian
34-50 Changed human
51-67 Mystic human
68-84 Mutant
85-99 Technologically enhanced

Traits

Psychics surrender physical strength and hardiness in return for acute mental facilities. They can escape fame and publicity by judiciously and secretly exercising their subtle magic.

Melee Coordination Brawn Fortitude
Roll Rank Value Rank Value Rank Value Rank Value
00-04 1 1 1 1
05-09 3 3 1 1
10-19 6 6 3 3
20-39 10 10 6 6
40-59 20 20 10 10
60-79 30 30 20 20
80-95 40 40 30 30
96-99 50 50 40 40
Intellect Awareness Willpower
Roll Rank Value Rank Value Rank Value
00-04 1 3 3
05-09 3 6 6
10-19 6 10 10
20-39 10 20 20
40-59 20 30 30
60-79 30 40 40
80-95 40 50 50
96-99 50 50 50
Lifestyle Repute
Roll Rank Value Rank Value
00-04 1 1
05-09 3 1
10-19 6 3
20-39 10 6
40-59 20 10
60-79 30 20
80-95 40 30
96-99 50 40

Skills

Roll Number of Skills
00-19 1
20-59 2
60-89 3
90-99 4
Roll Skill
00-09 Hypnotism
10-19 Psychology
20-29 Athletics
30-39 Meditation
40-49 Religious Lore
50-59 Astrology
60-69 Persuasion
70-79 Intimidation
80-89 Promotion
90-99 History

If you roll the same skill twice, you gain it as an advanced skill.

Powers

Roll Number of Powers
00-19 2
20-59 3
60-89 4
90-99 5

Roll the rank value for each power.

Dice Roll Rank Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50
Roll Power Rationale
00-03 Animal Command The Psychic can mentally dominate animals.
04-08 Chameleon The Psychic clouds the minds of those looking at him.
09-12 Combat Awareness The Psychic has a sixth sense that warns of approaching danger.
13-16 Detection The Psychic can "douse" for all manner of substances and energies.
17-21 Force Field Using the sheer force of his mind, the Psychic can erect a tangible barrier.
22-25 Growth/Shrinking The Psychic can rearrange his own molecular structure.
26-35 Invisibility The Psychic controls light to curve around his body.
36-40 Mind Control The primary skill of the Psychic, to exert his will over others.
41-43 Mind Shield The Psychic is shielded against the interference of others.
44-48 Nullification The Psychic uses her own powers to dampen the powers of others.
49-53 Phasing The Psychic can slip into another dimension to pass through matter.
54-58 Physical Metamorphosis The Psychic can change his own body through meditation.
59-78 Protected Sense The Psychic has permanent shields around key organs.
79-83 Reflection The Psychic can manifest a shield that deflects attacks.
84-88 Supersense The Psychic has a sixth sense.
89-93 Telekinesis The Psychic can move matter by the power of his mind.
94-97 Telepathy The Psychic can open a mind-to-mind link with others.
98-99 New Powers| Levitate The Psychic can elevate himself or others through concentration.

Shapeshifter

The Shapeshifter's form is flexible. She can change her identity, her face and even her abilities with a single thought.
The Shapeshifter often feels ignored or neglected, or is treated like a freak by those around her. She experiences sensations and mindsets alien to normal humans, and her ability to hide and spy makes her distrusted.

Origins

Roll Origin
00-16 Alien
17-33 Changed human
34-50 Mutant
51-67 Simian
68-84 Mystic human
85-99 Mythic

Traits

The Shapeshifter is a wild card - she could have any strengths or weaknesses.

Melee Coordination Brawn Fortitude
Roll Rank Value Rank Value Rank Value Rank Value
00-04 1 1 1 1
05-09 3 3 3 3
10-19 6 6 6 6
20-39 10 10 10 10
40-59 20 20 20 20
60-79 30 30 30 30
80-95 40 40 40 40
96-99 50 50 50 50
Intellect Awareness Willpower
Roll Rank Value Rank Value Rank Value
00-04 1 1 1
05-09 3 3 3
10-19 6 6 6
20-39 10 10 10
40-59 20 20 20
60-79 30 30 30
80-95 40 40 40
96-99 50 50 50
Lifestyle Repute
Roll Rank Value Rank Value
00-04 1 1
05-09 3 3
10-19 6 6
20-39 10 10
40-59 20 20
60-79 30 30
80-95 40 40
96-99 50 50

Skills

Roll Number of Skills
00-19 1
20-59 2
60-89 3
90-99 4
Roll Skill
00-09 Wilderness Survival
10-19 Physics
20-29 Chemistry
30-39 Biology
40-49 Occultism
50-59 Animal Handling
60-69 Listening
70-79 Deceit
80-89 Meditation
90-99 ?

If you roll the same skill twice, you gain it as an advanced skill.

Powers

Roll Number of Powers
00-19 2
20-59 3
60-89 4
90-99 5

Roll the rank value for each power.

Dice Roll Rank Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50
Roll Power Rationale
00-12 Alter-Ego The Shapeshifter can transform into another human or human-like being.
13-16 Burrowing The Shapeshifter can grow claws for digging.
17-21 Chameleon The Shapeshifter's skin changes to match her surroundings.
22-25 Claws Large, scything claws grow from the Shapeshifter's hands.
26-29 Flight The Shapeshifter can sprout wings.
30-48 Growth/Shrinking The Shapeshifter can alter her body's size and features.
49-64 Physical Metamorphosis The Shapeshifter can transform into an insubstantial form, such as electricity or fire.
65-68 Regeneration The Shapeshifter's alterable body allows her to close wounds and knit flesh.
69-89 Shapeshift The Shapeshifter can change into a diverse number of forms.
90-99 Water Native The Shapeshifter can transform into a mermaid, a fish or the like.

Suit

The Suit derives his powers from the impressive array of devices and features built into his mechanical (or enchanted) suit of armor. The Suit tends to be a gearhead: a scientist and engineer who prefers his own company to anyone else's. Sometimes the Suit merely inherited or stole his armor: then, he is more likely to be a playboy or a rogue than a hard-working and shy techie.

Origins

Roll Origin
00-16 Simian
17-33 Skilled human
34-50 Changed human
51-67 Mystic human
68-84 Tech enhanced
85-99 Magically enhanced

Traits

The battle armor improves the Suit's resistance to pain and contaminants, as well as improving his strength, but it is stiff and slows him down. As a techie, he is likely more intelligent than most, but the armor restricts his vision and muffles his hearing. An inventor is usually provided for in terms of resources, but lacks the people skills and friendly face to become popular.

Melee Coordination Brawn Fortitude
Roll Rank Value Rank Value Rank Value Rank Value
00-04 1 1 3 3
05-09 3 1 6 6
10-19 6 3 10 10
20-39 10 6 20 20
40-59 20 10 30 30
60-79 30 20 40 40
80-95 40 30 50 50
96-99 50 40 50 50
Intellect Awareness Willpower
Roll Rank Value Rank Value Rank Value
00-04 3 3 1
05-09 6 6 3
10-19 10 10 6
20-39 20 20 10
40-59 30 30 20
60-79 40 40 30
80-95 50 50 40
96-99 50 50 50
Lifestyle Repute
Roll Rank Value Rank Value
00-04 3 1
05-09 6 1
10-19 10 3
20-39 20 6
40-59 30 10
60-79 40 20
80-95 50 30
96-99 50 40

Skills

Roll Number of Skills
00-19 1
20-59 2
60-89 3
90-99 4
Roll Skill
00-09 Chemistry
10-19 Computer Programming
20-29 Engineering
30-39 Intimidation
40-49 Martial Arts
50-59 Mechanics
60-69 Physics
70-79 Promotion
80-89 Robotics
90-99 Security

If you roll the same skill twice, you gain it as an advanced skill.

Powers

Roll Number of Powers
00-19 2
20-59 3
60-89 4
90-99 5

Roll the rank value for each power.

Dice Roll Rank Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50
Roll Power Rationale
00-04 Absorption The battle armor can absorb excess energy.
05-09 Alter-Ego The Suit's out-of-armor abilities are very different to those when suited up.
10-14 Astoundingly Wealthy The Suit's other inventions have made him rich.
15-24 Body Armor The armor is thick and plated to mitigate wounds.
25-29 Celebrity The Suit's alter-ego is an influential scientist or doctor well-known and respected.
30-34 Chameleon The armor includes some sort of camouflage or haze effect.
35-39 Combat Awareness The armor comes with processing units to identify threats.
40-44 Detection The armor has devices to detect a particular form of radiation.
45-49 Extra Body Part The armor comes with additional robotic limbs.
50-54 Fast Attack The armor's helmet-based computer can act independently of the Suit.
55-59 Flight The Suit has built thrusters or anti-gravity into his armor.
60-64 Force Field The armor comes with a force field device.
65-69 Mind Shield The armor shelters the Suit's mind from external influence.
70-74 One-of-a-Kind Weapon The armor comes with a unique and dangerous weapon.
75-79 Protected Sense The armor shelters the Suit's senses.
80-84 Reflection The armor comes with a localised force field that can knock back effects.
85-89 Regeneration The armor repairs itself and can take over when parts of the Suit's body are injured.
90-94 Super Leap The armor comes with thrusters or strengthened legs.
95-99 Trait Boost The armor contains chemicals in a serum that can be injected when needed.

Tank

The Tank has an astonishing physique. Her heavy musculature makes her able to throw cars, lift shipping containers and crash through brick walls.
The Tank is not a simplistic figure, and it is a mistake to underestimate her. She is a terrifying warrior but she has other skills as well.

Origins

Roll Origin
00-16 Simian
17-33 Changed human
34-50 Mutant
51-67 Alien
68-84 Mythic
85-99 Technologically enhanced

Traits

The Tank is ungainly, but she is strong and hardy. She may not hit often, but when she does she leaves a mark. The Tank is not known for her quick wit or alertness, but they are stubborn and thick-headed.

Melee Coordination Brawn Fortitude
Roll Rank Value Rank Value Rank Value Rank Value
00-04 1 1 23 23
05-09 3 1 26 26
10-19 6 3 30 30
20-39 10 6 40 40
40-59 20 10 50 50
60-79 30 20 60 60
80-95 40 30 70 70
96-99 50 40 70 70
Intellect Awareness Willpower
Roll Rank Value Rank Value Rank Value
00-04 1 1 3
05-09 1 1 6
10-19 3 3 10
20-39 6 6 20
40-59 10 10 30
60-79 20 20 40
80-95 30 30 50
96-99 40 40 50
Lifestyle Repute
Roll Rank Value Rank Value
00-04 1 1
05-09 3 3
10-19 6 6
20-39 10 10
40-59 20 20
60-79 30 30
80-95 40 40
96-99 50 50

Skills

Roll Number of Skills
00-19 1
20-59 2
60-89 3
90-99 4
Roll Skill
00-09 Athletics
10-19 Demolitions
20-29 Throwing and Catching
30-39 ?
40-49 ?
50-59 ?
60-69 ?
70-79 ?
80-89 ?
90-99 ?

If you roll the same skill twice, you gain it as an advanced skill.

Powers

Roll Number of Powers
00-19 0
20-59 1
60-89 2
90-99 3

Roll the rank value for each power.

Dice Roll Rank Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50
Roll Power Rationale
00-04 Absorption The Tank's thick skin simply absorbs even powerful attacks.
05-09 Alter-Ego The Tank has a regular - probably meek and scholarly - form as well as her brutish one.
10-19 Body Armor Few attacks can penetrate the Tank's hard flesh.
20-24 Combat Awareness The Tank has a powerful sense - perhaps hearing or scent.
25-34 Fast Attack The Tank can unleash a rain of blows.
35-44 Extra Body Parts The Tank has an extra pair of arms, allowing her to deal out even more injury.
45-49 Fear It would take a brave man or woman to confront the force of nature that is the Tank.
50-64 Growth/Shrinking It is the chemical, biological or magical control over her body that makes the Tank so strong.
65-69 Mind Shield The Tank's mind is as rigid as her body.
70-74 Superspeed The Tank's well-developed muscles make her surprisingly quick.
75-89 Trait Boost The Tank can channel her adrenaline to boost her physical ability.
90-99 Trait Increase The Tank is even stronger and fitter than her counterparts.

Twinkletoes

The Twinkletoes has one defining feature - she is fast. Her powers are based on a supernatural ability to travel at incredible speeds. Without the ability to move, she loses her powers - but when unfettered her speed grants her an astonishing array of abilities.
The Twinkletoes tends to be charming and daring, prone to taking risks and ignoring the advice of more conservative friends. That said, her ready sense of humour makes it hard to stay mad at her.

Origins

Roll Origin
00-16 Robot
17-33 Alien
34-50 Changed human
51-67 Mutant
68-84 Tech enhanced
85-99 Magically enhanced

Traits

The Twinkletoes is fast and agile, but lacks the physical might to be a particularly strong combatant. Not as wise or reasonable as other characters, the Twinkletoes is instead strong of will and charming.

Melee Coordination Brawn Fortitude
Roll Rank Value Rank Value Rank Value Rank Value
00-04 1 6 1 1
05-09 1 10 1 1
10-19 3 20 3 3
20-39 6 30 6 6
40-59 10 40 10 10
60-79 20 50 20 20
80-95 30 50 30 30
96-99 40 50 40 40
Intellect Awareness Willpower
Roll Rank Value Rank Value Rank Value
00-04 1 1 3
05-09 1 3 6
10-19 3 6 10
20-39 6 10 20
40-59 10 20 30
60-79 20 30 40
80-95 30 40 50
96-99 40 50 50
Lifestyle Repute
Roll Rank Value Rank Value
00-04 1 3
05-09 3 6
10-19 6 10
20-39 10 20
40-59 20 30
60-79 30 40
80-95 40 50
96-99 50 50

Skills

Roll Number of Skills
00-19 1
20-59 2
60-89 3
90-99 4
Roll Skill
00-04 Archery
05-09 Engineering
10-14 Ballistics and Demolitions
15-19 Detective Work
20-24 Driving
25-29 Engineering
30-34 Escape Artist
35-39 Martial Arts
40-44 Persuasion
45-49 Physics
50-54 Pick Pocket
55-59 Piloting
60-64 Promotion
65-69 Stealth
70-74 Street Smarts
75-79 Swordplay
80-84 Thievery
85-89 Tracking
90-94 Whips and Lassos
95-99 Wilderness Survival

If you roll the same skill twice, you gain it as an advanced skill.

Powers

Roll Number of Powers
00-19 2
20-59 3
60-89 4
90-99 5

Roll the rank value for each power.

Dice Roll Rank Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50
Roll Power Rationale
00-03 Astounding Wealth The Twinketoes may be a thief or a professional athlete, or do product endorsements.
04-08 Celebrity Perhaps the Twinkletoes competed in the Olympics or similar.
09-12 Chameleon The Twinkletoes oscillates her body to become a blurred and indistinct haze.
13-16 Combat Awareness The Twinkletoes' reaction time is super fast.
17-21 Dimension Jump By oscillating her particles, the Twinkletoes can fall into a nearby dimension.
22-25 Elasticity The Twinkletoes can accelerate certain particles, causing her body to stretch.
26-35 Fast Attack The Twinkletoes can act very quickly.
36-40 Flight The Twinkletoes can leap extraordinarily far, or move so fast that she glides through space.
41-43 Improved Skills The Twinkletoes is not exclusively focused on speed.
44-48 Invisibility The Twinkletoes vibrates her body to bring it out of line of the viewer's vision.
49-53 Phasing The Twinkletoes can oscillate her particles so they slip past obstructions.
54-58 Super Leap The Twinkletoes has extraordinarily strong legs.
59-78 Superspeed The Twinkletoes can move quickly.
79-83 Teleportation The Twinkletoes travels so fast she smashes through space via a wormhole.
84-88 Wall-Crawling The Twinkletoes races up the wall before gravity can catch up.
89-93 Energy/Element Control (wind) The Twinkletoes creates sonic booms, cyclones and shockwaves through her movement.
94-97 New Powers| Water-Walking The Twinkletoes races across water so fast she doesn't fall through.
98-99 New Powers| Levitate The Twinkletoes creates a cushion of air through her movement.

Ubermensch

The Ubermensch has extraordinary and traditional superpowers. There is little an ubermensch fears, and there are few limits on her power.

Origins

Roll Origin
00-16 Alien
17-33 Changed human
34-50 Mutant
51-67 Mystic human
68-84 Mythic
85-99 Robot

Traits

The Ubermensch is physically impressive, although her bulk limits her agility. She lives simply, but is famous across the world for her exploits.

Melee Coordination Brawn Fortitude
Roll Rank Value Rank Value Rank Value Rank Value
00-04 1 1 3 1
05-09 3 1 6 3
10-19 6 3 10 6
20-39 10 6 20 10
40-59 20 10 30 20
60-79 30 20 40 30
80-95 40 30 50 40
96-99 50 40 50 50
Intellect Awareness Willpower
Roll Rank Value Rank Value Rank Value
00-04 1 1 1
05-09 3 3 3
10-19 6 6 6
20-39 10 10 10
40-59 20 20 20
60-79 30 30 30
80-95 40 40 40
96-99 50 50 50
Lifestyle Repute
Roll Rank Value Rank Value
00-04 1 3
05-09 1 6
10-19 3 10
20-39 6 20
40-59 10 30
60-79 20 40
80-95 30 50
96-99 40 50

Skills

Roll Number of Skills
00-19 1
20-59 2
60-89 3
90-99 4
Roll Skill
00-09 Agriculture
10-19 Art
20-29 Craft
30-39 Inspiration
40-49 Intimidation
50-59 Journalism
60-69 Law Enforcement
70-79 Mechanics
80-89 Persuasion
90-99 Wilderness Survival

If you roll the same skill twice, you gain it as an advanced skill.

Powers

Roll Number of Powers
00-19 2
20-59 3
60-89 4
90-99 5

Roll the rank value for each power.

Dice Roll Rank Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50
Roll Power Rationale
00-04 Absorption Some substances simply have no effect on the Ubermensch.
05-09 Body Armor The Ubermensch's skin is as hard as steel.
10-14 Celebrity Though they rarely seek it out, Ubermensches find fame follows them.
15-19 Contaminant Resistance The hardy physique of the Ubermensch leaves them invulnerable towards contamination.
20-24 Combat Awareness The senses of an Ubermensch are acute.
25-29 Detection The Ubermensch can 'see' beyond the visible spectrum.
30-34 Fast Attack The Ubermensch has lightning reflexes.
35-39 Flight The Ubermensch has the superpower of flight.
40-44 Force Field The power of the Ubermensch's mind is such that she can repel bullets.
45-49 Headquarters Many Ubermensches come from island paradises or alien satellites.
50-54 Invisibility The Ubermensch can cloud the minds of all who see her, rendering her effectively invisible.
55-59 Mind Control The Ubermensch can exert her influence over weaker minds.
60-64 Mind Shield The Ubermensch is shielded against interference.
65-69 Protected Sense The Ubermensch's alien or supernatural body proves resistant to attack.
70-74 Reflection The skin of the Ubermensch reflects energy and attacks.
75-79 Regeneration The Ubermensch's body can remake itself.
80-84 Super Leap The Ubermensch's strength extends to her legs.
85-89 Supersense The Ubermensch often has a sense others lack.
90-94 Trait Boost The Ubermensch can be radically transformed by adrenaline.
95-99 Trait Increase The Ubermensch comes from naturally formiddable stock.