<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Darclight</div><div class="spoiler_body"><div class="floatright">(http://fc03.deviantart.net/fs36/f/2008/248/b/1/Elemental_Powered_Armor_by_Shimmering_Sword.jpg) (http://fc04.deviantart.net/fs70/f/2011/174/c/d/nayora_sharp_by_shimmering_sword-d3jsk6j.jpg)</div><br/><strong><span class="bbc_size" style="font-size: 18pt;">Darclight</span><br/>Origin: Alien Battle Armor<br/><br/><span class="bbc_size" style="font-size: 18pt;">Affiliations</span><br/>Solo d8<br/>Buddy d6<br/>Team d10<br/><br/><span class="bbc_size" style="font-size: 18pt;">Distinctions</span><br/>Stormwatch - Original Generation, Red Team Leader<br/>Kiss My Acid-Base Complex<br/>Brought You All Together For A Purpose<br/><br/><span class="bbc_size" style="font-size: 14pt;">ALIEN BATTLE ARMOR</span><br/>Enhanced Reflexes d8, Superhuman Durability d10, Superhuman Strength d10, Cybernetic Senses d8, Jump-Jets d10</strong><br/><br/>SFX: <em>Beat the Heat </em>- On a successful reaction against a heat-based energy attack, convert opponent's effect die into an ALIEN BATTLE ARMOR stunt or double a Power for your next roll.  Spend 1PP to gain the benefit on an unsuccessful reaction.<br/><br/>SFX: <em>Internal Nanite Stock </em>- Spend 1 PP to recover your Physical stress and step back your Physical trauma by -1.<br/><br/>SFX: <em>Evasive Maneuvers </em>- Add a d6 to the Doom Pool to add Jump-Jets (or step up by +1 if already in your pool) and reroll all dice on a reaction.<br/><br/>SFX: <em>Built for War </em>- Add d6 and step up effect die by +1 when using BATTLE ARMOR powers to inflict Physical stress.<br/><br/>Limit: <em>Zero-Point Energy Divert </em>- Shut down any BATTLE ARMOR power and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.<br/><br/><strong><span class="bbc_size" style="font-size: 14pt;">CRYO-CONTROL UNIT</span><br/>Cold Weapons d10, Cold Mastery d10, Heat Resistance d10</strong><br/><br/>SFX: <em>Cone of Cold </em>- Target multiple opponents.  For every additional target, add 1d6 to your pool and keep +1 effect die.<br/><br/>SFX - <em>Frozen Grasp</em> - When using CRYO-CONTROL UNIT to create cold-related complications, add 1d6 and step up your effect die by +1.<br/><br/>SFX: <em>Frozen Constructs </em>- When using CRYO-CONTROL UNIT to create cold-related assets, add 1d6 and step up your effect die by +1.<br/><br/>Limit: <em>Ultracoolant Failure </em>- Earn 1 PP and change any CRYO-CONTROL UNIT Power into a Complication or shutdown.  Activate an opportunity or remove the Complication to recover.<br/><br/><br/><strong><span class="bbc_size" style="font-size: 18pt;">Specialties:</span><br/>Combat Master d10<br/>Cosmic Expert d8<br/>Covert Expert d8<br/>Medical Expert d8<br/>Science Master d10</strong><br/><br/><strong><span class="bbc_size" style="font-size: 18pt;">Milestones</span></strong><br/><br/><strong><span class="bbc_size" style="font-size: 14pt;">RIDERS ON THE STORM</span></strong><br/>Stormwatch was once the name in heroic teams.  They're gone now...but nothing is truly gone as long as it is remembered.<br/><br/>1xp - Identify a Watcher character as either an ally, member, or enemy of Stormwatch<br/>3xp - when one or more characters agree to help you rebuild Stormwatch<br/>10xp - Announce to the world (after convincing enough heroes to join you) that Stormwatch has returned - or give up any hope of putting Stormwatch back together.<br/><br/><br/><br/><span class="bbc_size" style="font-size: 14pt;"><strong>IGNORANCE CANNOT DICTATE THE COURSE OF MEN</strong></span><br/>Science.  It is the future.<br/><br/>1xp - when you explain something scientific to an ally.<br/>3xp - whenever you use your Science Specialty to create an Asset or a Resource.<br/>10xp - whenever your Science Specialty saves the day...or causes it to blow up in everyone's face.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gunvolt (MIA)</div><div class="spoiler_body"><strong><span class="bbc_size" style="font-size: 18pt;">Gunvolt</span><br/>Origin: Altered Human<br/><br/><span class="bbc_size" style="font-size: 18pt;">Affiliations</span><br/>Solo d10<br/>Buddy d6<br/>Team d8<br/><br/><span class="bbc_size" style="font-size: 18pt;">Distinctions</span><br/>"I - AM - electricity!"<br/>Ex-NSA Analyst<br/>Only Slightly More Pragmatic<br/><br/><span class="bbc_size" style="font-size: 14pt;">SEPTIMAL PHYSIOLOGY</span><br/>Electrical Blast d10, Enhanced Reflexes d8, Enhanced Stamina, Enhanced Speed d8, Electrical Resistance d10</strong><br/><br/>SFX: <em>Electrical Healing</em>.  When in contact with an outside source of electricity, you may add Electrical Resistance to your dicepool when recovering Physical Stress, or you may spend 1 PP to completely recover your Physical Stress or step back your Physical Trauma by -1.<br/><br/>SFX: <em>Flashfield</em>. Target multiple opponents.  Add a d6 and keep +1 effect die for each extra opponent.<br/><br/>SFX: <em>Luxcalibur</em>. Step up or double Electrical Blast on your next roll, or spend 1PP to do both, then shutdown Electrical Blast. Recover power by activating an opportunity or during a Transition Scene.<br/><br/>Limit: <em>Shorted Out</em>. When in contact with large amounts of water, change Electrical Blast into a Complication and gain 1 PP.  Activate an opportunity or remove the Complication to recover the power.<br/><br/>Limit: <em>Out of Juice</em>. Shutdown any SEPTIMAL PHYSIOLOGY Power to gain 1PP. Recover power by activating an opportunity or during a Transition Scene.<br/><br/><strong><span class="bbc_size" style="font-size: 14pt;">7 DRAGON ARSENAL</span><br/>Weapon d8, Enhanced Durability d8, Cybernetic Senses d6</strong><br/><br/>SFX: <em>Lock-On Targeting</em>. Add a d6 and step up your effect die by +1 when using 7 DRAGON ARSENAL to create Targeting Lock Complications.<br/><br/>SFX: <em>Mizuchi</em>.  Double Weapons die against a single target - remove highest-rolling die and add 3 dice for total.<br/><br/>Limit: <em>Gear</em>. Shutdown a 7 DRAGON ARSENAL power to gain 1 PP.  Take an action against the Doom Pool to recover.<br/><br/><strong><span class="bbc_size" style="font-size: 18pt;">Specialties:</span><br/>Combat Expert<br/>Covert Master<br/>Crime Expert<br/>Menace Expert<br/>Tech Expert</strong><br/><br/><span class="bbc_size" style="font-size: 18pt;"><strong>Milestones</strong></span><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Shovel Knight (MIA)</div><div class="spoiler_body"><strong><span class="bbc_size" style="font-size: 18pt;">Shovel Knight</span><br/>Origin: Trained Human<br/><br/><span class="bbc_size" style="font-size: 18pt;">Affiliations</span><br/>Solo d8<br/>Buddy d10<br/>Team d6<br/><br/><span class="bbc_size" style="font-size: 18pt;">Distinctions</span><br/>Nerves of Steel<br/>The Heart of Red Team<br/>There's More to Magic than Propeller Daggers</strong><br/><br/><strong><span class="bbc_size" style="font-size: 14pt;">KNIGHTLY CONDITIONING</span><br/>Enhanced Reflexes d8, Enhanced Stamina d8, Enhanced Strength d8, Leaping d6</strong><br/><br/>SFX: <em>Focus</em>.  In a pool including a KNIGHTLY CONDITIONING die, replace two dice of equal steps with one die of +1 step.<br/><br/>SFX: <em>An Opening!</em>  Spend 1PP to borrow the highest die from the doom pool and use it as an asset in your next roll.  Step back the die by 1 before returning it.<br/><br/>SFX: <em>Second Wind</em>. Before you make an action including a KNIGHTLY CONDITIONING power, you may move your physical stress die to the Doom Pool and step up the KNIGHTLY CONDITIONING power by +1 for this action.<br/><br/>Limit: <em>Exhausted</em>.  Shutdown a KNIGHTLY CONDITIONING power and gain 1PP.  Recover power by activating an opportunity or during a Transition Scene.<br/><br/><strong><span class="bbc_size" style="font-size: 14pt;">KNIGHT'S ARMAMENT</span><br/>Enhanced Durability d8, Weapon d8, Flight d6</strong><br/><br/>SFX: <em>Charge Handle</em>.  Step up or double Weapon for one action.  If that action fails, shutdown Weapon.  Recover power by activating an opportunity or during a Transition Scene.<br/><br/>SFX: <em>Mobile Gear</em>.  Step up your effect die by +1 when performing Acrobatics stunts.<br/><br/>Limit: <em>Out of Mana</em>. Shutdown a KNIGHT'S ARMAMENT power and gain 1PP. Take an action vs. the Doom Pool to recover.<br/><br/><strong><span class="bbc_size" style="font-size: 18pt;">Specialties:</span><br/>Acrobatic Master<br/>Combat Expert<br/>Mystic Expert<br/>Psych Expert<br/>Vehicle Master<br/><br/><span class="bbc_size" style="font-size: 18pt;">Milestones</span></strong><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fencer (MIA)</div><div class="spoiler_body"></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hound (MIA)</div><div class="spoiler_body"></div></div>