So here are Aquaman, Flash and Batman
Lost Prince of Atlantis
F- Remarkable-30 Health-150
A- Excellent-20
S- Amazing-50 Karma-70
E- Amazing-50
R- Good-10 Resources-Excellent
I- Remarkable-30
P- Remarkable-30 Popularity-+ 2 as you / +15 as costumed identity.
Powers:
Atlantean Biological Adaptation: The Atlantean are an offshoot of humanity that is biologically adapted to the deep ocean environment. For most Atlanteans, this means that they can breathe underwater, endure the pressures of the deep (among other adaptations), and can only spend a very limited time out of water. You also possess superhuman levels of strength, speed, endurance and durability, all by-products of his body being adapted to survive unprotected in the tremendous pressures of the ocean depths. Although other Atlanteans possess similar adaptations, you are a super-Atlantean as well as super-human, and as such you have greater physical capabilities than does a typical Atlantean.
Water Breathing / Freedom: you, as an Atlantean, can breathe both water and air, but must return to the aquatic environment at various intervals; this length can be prolonged by the humidity in the atmosphere.
Hyper Swimming: You are capable of swimming at speeds of up to Shift-X speed or 150 knots (175 mph).
-While in the water you are able to create giant whirlpools using his speed to slam attack an entire area at Amazing rank.
Enhanced Senses: Sight, Olfactory and Hearing: your senses are adapted to 6,000 fathoms (or 36,000 feet below the surface of the water) depth and on the surface are considered to be superhuman in ability. These powers function at Excellent rank and have a range of 20 areas.
-Night vision: As a side effect of being adapted for such depths you have no problem seeing in the dark on land, even in the absence of light or in near dark conditions he functions without any problem. This power functions at Remarkable rank.
Electrical Generation: Like an electric eel you can generate a charge from your body to shock and harm others. Furthermore you can discharge the electricity from a distance At Incredible rank.
Body Resistance: your enhanced physiology enables you to withstand impacts that would kill an ordinary human, and critically injure an average Atlantean. You have been seen in ocean depths as deep as 20,000 feet (3.79 miles) below the surface of the water. That amount of pressure is 800 atmospheres, which is enough to turn an ordinary human into a smear of blood and bone dust. You have been able to travel as deep as 36,000 feet (6.82 miles) and your eyes have been adapted to see at that depth. You're not completely durable against large fire arms, but you are able to take a direct hit by small arms fire without incapacitation. As a result of these adaptations you are considered to have the following protective abilities on land…
-Excellent-20 protection vs. Physical attacks
-Good-10 protection vs. most energy based attacks
-Amazing protection vs. Heat, Cold and electricity
-Class 1000 protection vs. oceanic pressure depths
Marine Telepathy: you have the ability to communicate directly with sea life. Lately though you seem to possess a greater range of control that can actually force sea creatures to obey your whims. This power functions as ‘Animal Communication and Control’ at Monstrous ability for the purposes of range and ability.
-Telepathy: As a result of your ability to communicate with marine life, you are also an accomplished telepath. This ability functions at Excellent rank and range, over time he developed the following power stunts…
-Mind Control: Good ability to influence the human mind, line of sight range.
-Mind Probe: Good ability to probe human minds for information.
Equipment:
Talents:
Military: Not only were you raised in a military home, but you've been officially inducted into the Navy and serve under your father at Montauk Base. You are considered to have Excellent Reason when deal with matters of military protocol, regulations or conduct. Furthermore, should you have need to use a sidearm (highly unlikely to be sure...) then you can do so with Excellent Agility. You have also received SEAL training at Camp Pendleton and are proficient in Demolitions, tactics and hand to hand combat as a result of your training you bear the designation SEAL-7.
Marine Biology: Due to your extensive knowledge of the seas as well as your amphibious nature, you have Remarkable Reason when it comes to the field of Marine Biology.
Boating: You were raised around boats and on the water your entire life, you have Remarkable Reason when it comes to dealing with the operation, upkeep and maintenance of boats as well as navigation while operating one.
Ichthyology: Due to your extensive knowledge of the seas as well as your amphibious nature you have Remarkable Reason when it comes to the field of Ichthyology, which is the study of fish.
Oceanography: Due to your extensive knowledge of the seas as well as your amphibious nature you have Remarkable Reason in the field of oceanography which deals with organisms, bacteria and life in the oceans of the world.
Ocean geography: Due to your extensive knowledge of the seas as well as your amphibious nature you have Remarkable Reason when it comes to ocean geography and is knowledgeable of where various societies, life forms and topographical locations are located on the floors of the oceans.
Contacts:
The U.S. Navy, SEAL team 4, your family, U.S. Coast Guard.
Limitations:
Hydro-dependent: You need to immerse yourself in water for at least an hour every 24 hrs to keep your powers and stats at peak levels. For every two hours past that point, reduce all physical stats and powers 1 rank. This affects his Health too. One hour's immersion in water will immediately restore all lost ranks and health.
A child of neither world: Being that you’re the offspring of a hybrid mutant you don’t fit into either world perfectly. Atlanteans want nothing really do with you and humans think your some water-breathing weirdo (Not all of them, but enough for it to sting…) you don’t really feel comfortable or at ease in both worlds and are constantly trying to seek out your own place in the world. As a result of all this you gain popularity slower than most (as a mutant…) and when attempting to make popularity feats to influence people you suffer a -1 color penalty (meaning red feats are impossible…)
History:
Twenty-seven years ago your mother lived in New York and met a man with whom she had a brief relationship with before meeting your father and getting married. You're actually the oldest of two sons, your younger brother Orm(and) and you never really got along despite your mom and dad's best efforts. You're dad was a captain in the Navy and you spent your life growing up in coastal towns up and down the east coast before the family settled at Montauk Bay in upstate New York at the Montauk Naval base, Camp Hero. Your father worked with highly restricted materials and at the age of thirteen you began to undergo certain physiological changes including the ability to breath underwater when you almost drown while surfing. It was initially thought that it was something that your father had came into contact with in his time as a naval officer that somehow got passed on to you. Things came to a head when your mom and dad finally deduced that whatever it was wasn't induced but rather something that you carried with you since your birth. When your parents got married, your mother was already pregnant, your father knew but it didn't change his feelings for her or you. Who or what your father was remained a mystery until The Sub-mariner's first public battle with the Fantastic Four, it was then that she knew who your father really was. It was decided that the truth about your parentage shouldn't be addressed in public and you and your father worked in secret for you to master your powers and abilities. You can't fly like Namor, but you have several powers that are different from his. You have been working with the navy, under your father the base C.O. as a result of the Montauk Project to help deal with water based menaces as a result of your having battled the Montauk Monster.
Super-speedster
F- Good-10 Health-76
A- Good-10
S- Typical-6 Karma-30
E- Amazing-50
R- Good-10 Resources-Good-10
I- Good-10
P- Good-10 Popularity- +2 as you, +15 as costumed ID
Powers:
Hyper-speed: Shift Y rank ability to move at accelerated speeds, you can perform tasks at 300 times faster than normal. You can accelerate to full speed within a round and stop within the space of an area. As a result of your heightened metabolism and speed, you heal faster than normal as if you have the Regeneration power at Typ-6 (this doesn't allow you to re-grow limbs or organs, but does allow you to recover health at an accelerated rank.) You also recover from illness and toxic attacks faster than a normal human would (Amazing Resistance to Disease and Toxins). Your bursts of speed cause disruptions in the local flow of air.
-Water-walking: Shift-X Speeds, as long as you maintain your speed and concentration there doesn't appear to be a limit to how long you can do this.
-You move as though you have Unearthly Agility when it comes to turning or performing agility feat rolls.
-You move fast enough to attack entire areas of people, pummeling them with blows for Excellent-20 damage.
Air Control: Amazing ability to disrupt the flow of air around you. You don't generate air or control the weather but this ability, through your movement at super speed, allows you to shift air around but only in the area you occupy.
-Air blast-Incredible ability to unleash a blast of air with a 1 area range through the movement of your hands.
Vibration Control (Self Only): Amazing ability to control your molecular vibratory rate, with practice you might be able to pass through solid objects...
Talents:
First Aid: You're in medical school to become a doctor, you’re due to graduate in two years and at that time you can buy the Medicine talent.
Student: You're a student and in medical school, as a result you are able to buy talents at a reduced cost of 800 Karma.
Crime: at one point you weren’t a medical student and in fact were a petty criminal, you got out of the life but have some debts that have yet to be paid. You know how to break into a car and hotwire it in under sixty seconds if you have too.
Contacts:
You’re in medical school with access to teachers, the college and advisors. You also have friends in low places and in all walks of life.
Limitations:
Hyper metabolism: If there is a downside to your power, then this is it. A normal human has to consume 2500 calories a day, not that you've measured it but yours is closer to 25000 on a slow day. Your body operates much more efficiently than normal as a result you can't get drunk, rarely get sick and your heart races faster than a hummingbird causing anyone you meet in the medical industry on a professional basis to assume you're having a heart attack.
ADHD (Mild): As a result of the ability to race around at superhuman speeds your mind races as well. You have trouble, at times, focusing. It doesn't happen all of the time, just when you get bored and as a result you have to make a psyche feat roll to stay focused on the matter at hand.
Skurge Soda: You were part of a national trial for this Norwegian soda, after drinking it several of your fellow taste testers got sick. It was discovered that a bad batch of the soda had slipped through customs, everyone was compensated for their troubles and you discovered shortly thereafter that you had developed superpowers as a result of having ingested whatever was in the soda. The problem has become that you must periodically ingest more of the soda to maintain your powers. One soda per game and since the soda isn't sold in the states you have to buy it online and have it imported. Presently you have 3 cans.
History:
You were born twenty-five years ago and were raised in the inner city by your single father after your mother walked out on the family when you were ten years old. You hung out with the wrong crowd and got into your share of trouble in your teenage years, your father used some connections that he had with the police department to keep you from doing jail time over the stupid things you got involved in. You walked away from the bad influences and lost some friends in the process, this left some debts unpaid to old friends who may someday come looking to collect on them but for now you're content to live in the moment. You wanted to be a cop like your dad; instead he made sure that you got into med school instead. You had always gotten good grades despite the brief spats of trouble, but there was simply never enough money to make ends meet. As a med student you supplemented your income by taking part in food trials and were part of test trials for a Scandinavian soda about to hit the U.S. market, you got a bad batch (along with a dozen others) and nearly died from the exposure of whatever was in the soda. The drink was never released in the U.S. but when you got out of I.C.U. You discovered that you now had super-speed but must on occasion (at least once a game...) ingest more of the soda, which you have to order online and have shipped from overseas. What was wrong with the original batch of soda isn't known and as far as you know, you're the only person who developed powers from the batch...
Billionaire playboy turned costumed vigilante.
F- Amazing-50 Health-130
A- Remarkable-30
S- Excellent-20 Karma-90
E- Remarkable-30
R- Remarkable-30 Resources-Monstrous
I- Remarkable-30
P- Remarkable-30 Popularity-+ 10 as billionaire playboy / 0 as costumed identity, thought of as an urban legend.
The following should not be considered a power as it falls more under the auspice of "Training".
Stealth: Ex
Equipment:
Uniform: The costume is made of Nomex fire-resistant material and lined with triple-weave Kevlar. His coat is also made of Nomex and triple-weave Kevlar, and its points are weighted for use as an offensive weapon (Excellent damage). The suit provides: Body Armor Good vs. physical attacks, Excellent vs. energy attacks.
His cowl is a Kevlar-lined helmet with aramid-fiber and exotic-metal threads. Built into the cowl in the forehead, between the eyes, and across the throat are trauma plates for extra protection, impact dissipation, and edged weapon attenuation. The suit is electronically cooled and contains:
- Starlight night-vision lenses that collects & focuses ambient light, permitting normal vision in any are not completely devoid of light (Remarkable Ultra-vision),
- A radio receiver/transceiver,
- An audio processor with voice command equipment,
- A field of view display projector
- An inertial GPS system
The costume also has a taser built into hit, which delivers a Excellent, low-amperage electrical shock to anyone who comes into contact with it. This taser is good for one use before needing recharging.
Utility Belt: he never goes into action without his utility belt. Equipped with twelve pockets of varying size. Fail-safe in the belt will cause it to explode (Remarkable damage) and be completely destroyed should the buckle or pouches be opened incorrectly. The utility belt contains a wide array of devices such as:
De-Cel Monofilament Jumpline: Slows user's fall the further he descends. Remarkable strength, supports 400 lbs. indefinitely and 800 lbs. for shorter periods.
Launching Grappling Hook: Fires a hook that snaps open after firing and clamps shut once the button at its joint hits its target. Contains 200 ft. of de-cel cord (above). Wall Penetrating Grappel: Fires diamond-bit piercing darts that can attach to up to Remarkable materials. Contains 200 ft. of thermoplastic line (Incredible strength, can support up to 600 lbs.).
Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2 CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink. Can be handheld or attached to cowl by electrostatic clips.
Finger-light: Small flashlight that clips onto one finger. Negates all modifiers from darkness. Can project white, red, or infrared light.
Nerve-agent Rated Gas Mask: Contains pullout face protector that seals itself over the nose and mouth opening in cowl. Allows for normal operation when exposed to nuclear, chemical, and biological toxins, and all forms of nerve gas.
Conventional Gas Mask: Allows for freedom of operation under exposure to any airborne noncontact toxins. Normally always carried in magazines of six.
Rebreather: Provides oxygen for 2 hrs.
Explosives:
Pellet Grenades: Can be strung together with bungee-prima cord (below). Can be attached to surfaces with an internal contact cement reservoir or thrown for a 5-sec. delay. Remarkable EA damage, 12-ft. blast radius.
Concussion Grenades: Can be set for explosive or flash-bang detonation and for a delay of 3 sec. to 40 min. Can also be set off by radio remote. Remarkable EA damage, 12 ft. blast radius.
Bungee-Prima Cord: Ropelike explosive normally used to link larger charges. Must be set off by a separate charge. 6 ft. blast radius, Good EA damage.
Universal Tool: Used to aid in electronics work. Tip contains various Phillips and flathead screwdrivers, wrenches, lock-picking device, drill bits, and other implements. Inside the base are full lineman's kit, multiline analyzers, cell-phone analyzers, and other electrical analysis gear. Can record and play back audio and video signals. Tool can be safely used as a hammer.
Aerosol Sprays:
-Rapid Room-Filling Fogger: Fills an entire area with Remarkable intensity fog for 10 rounds. Single-use only.
-Infrared Paint Marker: Contains 8 oz. of paint, virtually invisible unless looked at through infrared optics.
-Foaming Explosive: Contains 8 oz., detonates when charged electrically. Incredible Edged Attack damage.
-Electronic Device Freezer: Disables electronics for 10 min.
Quick-Acting Knockout: Renders targets unconscious for 3 hrs. and without memory of the 5 min. preceding exposure unless Incredible Endurance FEAT is made
Tracer Devices:
-Burr: Just over an inch wide, attached by foil spring snags on each of its four corners. One-month battery life, 1,500-ft. range
-Throwing: Less than an inch in diameter, 3-mile range.
zip-tie cuffs: Based on police-issue Ty-Cuffs, these restraint devices are made of sapphire-impregnated nylon with a stranded metal cable center. Considered to have Remarkable material strength.
Throwing Crescents:
30 CRESCENT-DARTS: These crescent shaped throwing darts, also made of a Titanium alloy, can be thrown up to 3 areas away, and inflict Good edged damage. On a called shot you can pin someone to the wall with these darts. ("Bullseye"-Yellow feat)
Mini Computer: 3 1/2 by 4 1/2 in. in size. Operates as a standard personal computer in game terms. Equipped with fax modem, GPS system, and minidisk rewritable drive. Can be used to remote-control the tornado.
Capsules:
-K.O. Gas: Remarkable intensity, 1-area range. Those in the area must make Endurance FEAT or k.o. for 2 hrs. and lose their memory of the 5 min. preceding exposure.
-Regurgitive: Excellent intensity, 1-area radius. Those in the affected area must make Endurance FEAT or become violently ill for 10 rounds.
-Smoke: Excellent intensity, 1-area radius. All in the affected area at -2 CS to performing actions.
-Tear Gas: Excellent intensity, 1-area radius. Must make Endurance FEAT or be unable to perform any action until one round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first.
Crime Scene Investigation Kit: Contains sample bags, blood-drying bags, fingerprinting kit, odor-analyzing chromatograph, independent detachable video camera. Linked directly to your uniform, the Tornado, and the lair computer.
Taser: Delivers Amazing electrical jolts.
Incidentals (normally always carried): Keys, money, lock-picks, first aid kit, mini-cell-phone, antitoxin assortment, signal flares, wireless listening devices, small halogen flashlight.
Black Tornado
His primary mode of transportation is the sleek and silent black muscle car. The current Tornado uses one of your sports cars as a basis and then redesigning it completely. The body is an advanced plastic/polymer composite with Amazing damage resistant properties. The windows are all bulletproof, polarized one-way glass, and the mirrors, headlights, and taillights are all bulletproof. The tires are self-sealing (two turns to seal and re-inflate, five to replace completely). The Tornado has an internal computer that allows for limited voice-activated controls. It also has an internal navigation system with global positioning system hookup, video and radio receivers/transceivers, scanner set to monitor police, fire, medical, and military emergency frequencies at all times, and a satellite hookup to the mainframe in the lair. Room for 1 passenger, 6 cubic feet of cargo capacity, Speed 162 mph.
The current Tornado is a low slung two-seater sports car roughly the size of a .1985 Corvette. The headlights, located in the hood, contain powerful lasers, useful for disabling getaway cars or for vaporizing the occasional road hazard left by criminals. The body of the automobile and dual-bubble windscreen are coated with a unique bullet-proof ceramic. The exhaust system allows for smokescreen generation. A microwave-linked terminal allows you access to your computer in your lair. The Tornado is also capable of off-road movement.
Control Speed Body Protection
Remarkable Unearthly Remarkable Remarkable
Smokescreen: (from rear exhaust) of Excellent rank and intensity.
Laser-Beam Headlights: causes Remarkable damage at a 5 area range.
Portable-Lab (in trunk): Allows for Excellent rank chemical analysis.
On-board computer: Excellent information storage/analysis/retrieval with linkup to the lair mainframe .
Radio-Telephone: Excellent range, has direct link-up to police and private bands.
Ejection Seats: Allows for Remarkable rank leap.
Snow Tires: allows Remarkable rank traction in snow and ice.
May be self-sealed (security mode) with bands of steel-alloy and wheel-sheaths allowing Amazing rank protection from outside forces.
Self-sealing/inflating tires: two rounds to seal and re-inflate in case of a blowout
Limited voice-controlled driving either while in car or via remote GPS system (+2CS to Navigation)
Bulletproof windows, headlights, taillights, and mirrors
Multi-band scanner
Audio and video transceivers
THE WING (PLANE)
The current Wing is the latest in a long line of planes. This one is a customized F-4 Phantom that has VTOL capabilities. It is capable of vertical takeoff and landing and silent running. In addition to its two man crew, the Wing can carry 25,000 pounds of ordinance on its wing pylons. The wing is armed with various weaponry, making it one of the most formidable aircraft in the skies. An on-board terminal access the lair via microwave link.
CONTROL SPEED BODY PROTECTION
REM INC REM EXC
Abilities:
Missiles- 10 missiles (Sin each wing), 20 area range, Incredible explosive damage.
Wing-Mounted Machine Guns- 15 area range, causes Remarkable damage.
THE BOAT
The boat, a modified two seat hydrofoil, is one of the world's fastest small warships, capable of speeds over 100 MPH. Its radar/sonar system is state-of-the-art.lt is coated with the same bulletproof ceramic that protects the Tornado. It also shares the microwave link with your computers in the lair.
CONTROL SPEED BODY PROTECTION
EXC REM EXC EXC
Abilities:
Torpedoes- 10 area range, Remarkable rank sonar/radar tracking, Incredible explosive damage.
Radar/Sonar- Remarkable rank and range.
Ejection Seat- allows a Remarkable rank leap.
The boat also has full scuba and underwater gear onboard.
MOTORCYCLE
A modified heavy-duty motorcycle capable of high speeds. It also has a microwave link to the computers in the lair. You sometime uses this silent-running bike in you missions.
CONTROL SPEED BODY PROTECTION
EXC REM EXC GD
Abilities:
Snow Tires- allow Remarkable rank traction in snow and ice.
If wearing a helmet when riding this cycle that lessens the damage from impacts by -1 CS.
Talents:
You have searched the world for people to help train you, learning from the best teachers and paying for bits of arcane or esoteric knowledge that has allowed you to train your body and mind to the peak of human perfection and efficiency.
Acrobatics: You have been trained in Acrobatics and Gymnastics and as such receives +1 C/S to Dodge, Evade and Escape rolls
Computers: Incredible reason when dealing with Computers, their installation, repair, programming and hacking into databases
Scholar of Detective/Espionage: You receive a +3 C/S when making feat rolls for Deductive Reasoning
Engineer: Incredible Reason when attempting to Build equipment and on resource feat rolls for the money needed.
Escape Artist: Incredible Agility for the purposes of Escaping from locks and bindings. (Assuming you have a lockpick or something that could be fashioned into a makeshift lock-pick.)
Law/Crime: Incredible Reason in either field as you're intimately familiar with both Criminal law and Criminology.
Marksman and Weapon Master: Receives a +1 C/S when using any H2H weapon and or hand based Missile weapon, You don't suffer from Range penalties as a result.
Martial Arts A, B, C, D, E: May stun or slam an opponent regardless of their strength or Endurance, +1 C/S to Fighting when Unarmed, +1 C/S to grapple rolls (Including damage), an additional +1 C/S to dodge and Escape Rolls, May stun or slam someone who has body armor after watching them for two rounds and +1 to all Initiative rolls.
Vehicle Operations & Repair: You have been trained to operate Land, Water and Air based vehicles and receives applicable bonuses for doing so (+1 on Control feats), you have also been trained in the general repair and upkeep of said vehicles (Getting an additional +1 C/S for Feats from Engineering.)
Psychology-Incredible Reason when dealing with the human mind and its inner workings.
Languages: English is your native language, you are however Conversational in German, Japanese, Chinese, Spanish and at least 2 others. You can't speak Russian, but can read it.
Business/Finance: You have Incredible Reason when dealing with money and running a business; as a result you also get +1 to all resource feat rolls. People tend to think that you're not to knowledgeable about money matters and you let them make that mistake all on their own.
Heir to Fortune.
Contacts:
Your family's foundation and various business holdings, various movers and shakers in the world of both business and politics as well as the family doctor, your personal servant or a close family member (an uncle or aunt) and a highly placed police contact who slips you information but can't officially endorse your actions.
Limitations:
Moral Code: You have a strict moral code that you're not willing to break that involves killing, beyond that punishment of criminals for their actions and acts is often times strict, swift and decisive.
Only at night: You operate only at night, this leads to an interesting social life as most of your days are spent trying to catch up on sleep.
High falutin' ways: You are the head of several multi-billion dollar corporations and while the money allows you to do all the things you do to help people, you could care less about the high society functions or people who act superior to 'normal folk'. You've never had to go without money and likely never will, but you've always treated people no matter who they are or where they came from as human beings.
History:
You grew up in the shadow of your parent’s death. To you, they were perfect people and loving parents. Your father was a wealthy philanthropist, your mother a caring doctor who slaved helping the people of the city. One night they were unexpectedly gunned down and you were left to mourn their loss. The Criminal escaped and people treated the death of your parents as though it were just something that you would eventually 'get over'. You swore on their grave that you would avenge their deaths and give meaning to their loss at the age of thirteen you were sent off to a series of boarding schools that resulted in you traveling the world and seeing the sites. At fifteen you graduated from high school and went on to be privately tutored by the best teachers that money could buy when you made a horrifying discovery amongst your father's journals and belongings, your father was the head of a shadowy criminal syndicate that had its fingers in various criminal enterprises. He has drug the city into hell and left it there to make his money and control the fates of millions of innocent people. You came to a crossroads in your life and realized that you owed it to the people of the city you grew up in to make a change for the better. You spent the next fifteen years traveling the world and learning the necessary skills to save the people of the city and atone for your father's sins.