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Hot Streak Element Controller

-1 +0 +2 +1 +2 +3
8 10 14 12 14 16

-1 +0 +4* +1 +2 +5*

-1 +2* +4* +1 +0

+2 +3 +3 +0

+3 +5* +4* +2

+1 +7* +1
Julian Jax
Freak Accident +2
Neutral

12 +0 30
8

1d6
17

Personality Trait: I lie about almost everything, 5" 7'


even when there's no good reason to.
162
Ideals: I never target people who can't afford to
lose a few credits. Light Blue

Bonds: I will face any challenge to win the Fair


approval of my parents.
Blonde
Flaws: I am suspicious of strangers and suspect
the worst of them.
Takes trophies from all of his victims.

FREAK ACCIDENT
In a world of science, natural events, cosmic energies, and chemicals, sometimes accidents just happen. Often the victim just happens to be in the wrong place at the wrong time. The character is then exposed to a random sequence of events such as being struck by
lightning, splashed with chemicals or hit with cosmic radiation.

FREAK ACCIDENT TRAITS


The freak accident you were in manifests in strange and unpredictable ways. You have the following traits.
Ability Score Increase. Two different ability scores of your choice increase by 1.
Size. Medium.
Speed. 30 feet.
Languages. Terran
Innate Skills. You gain proficiency in one skill of your choice. (included)
Innate Power. Choose one 1st-level superpower. You know that power and can activate it at its lowest level. Once you activate this power, you must finish a long rest before you can use it again. This power does not count against your number of powers known. (included)

REPORTER
You have spent your life in the service of others. You do this by spending time digging up stories for the local news station. Your day-to-day actions come in the form of interviews with eyewitnesses, thugs, wealthy and everyone in between. Your investigative journalism gets
you leads to helping break some of the best news stories.
Skill Proficiencies: Investigation, Persuasion
Languages: Three of your choice
Equipment: Trench coat, video recorder, a book of contacts, and a letter from a contact whom you owe a favor.

FEATURE: NOTABLE CONTACT


You have a short list of reliable and trustworthy contacts who act as your network liaison. You know how to get messages to and from your contact. For a small price they are always willing to share knowledge of rumors that have hit their ears or send messages on your behalf.

ELEMENTAL ORIGIN (Fire)


Starting at 1st level, your superhero origin powers take the shape of an element of your choosing.
Fire, water, lightning, air and earth. Your choice grants you special features unique to your
element. You gain the Energy Sphere power. This does not count against your total number of
powers known. Additionally, you become immune to the chosen damage type from your own
powers and resistance from external sources.

EXPERTISE
Choose a skill or tool of your choice you are proficient in. Your proficiency bonus is doubled for
any ability check you make that uses the chosen proficiency. *Persuasion + Investigation*
1

Charisma 13 +5
At-Will: HEAT RAY At-Will: OVERHEAT
Activation Time: 1 action Activation Time: 1 action
Range: 100 feet Range: Self
Duration: Concentration, up to 1 minute.
Duration: Instantaneous You emanate a fiery aura from your body. The aura extends 5 feet from
You release a thin beam of heated light from a device or you in every direction, but not through total cover.
your body such as your hands, or eyes. Make a ranged When overheat is activated, all other creatures in your aura, a creature
that starts or ends its turn in your aura takes fire damage each equal to
power attack against the target. On a hit, the target takes your proficiency bonus.
1d10 fire damage. A flammable object hit by this ignites if
it isn’t being worn or carried. The fire ignites any flammable objects in the area that aren’t being worn
or carried.
At Higher Levels. At Higher Levels.
5th level. The damage increases to 2d10. When a hostile 5th level. When an enemy hits you or touches you while within your aura
creature’s movement provokes an opportunity attack from you can use your reaction to flare your heat. If you do, the target must
succeed on a Dexterity saving throw or take an extra 1d4 fire damage.
you, you can use your reaction to activate this power at
the creature, rather than making an opportunity attack. 11th level. You can choose to extend your aura up to 10 feet.

11th level. The damage increases to 3d10 and the range 17th level. You’ve mastered your aura. A creature that starts and ends its
turn in your aura must succeed a Constitution saving throw or become
increases to 120 feet. burning. The creature can repeat this saving throw at the end of each of
their turns. When you activate your aura, you can choose a number of
17th level. The damage increases to 4d10. This power creatures that you can see within your aura, they become immune to the
effects of this activation of your aura.
can score a critical hit on a 19 or 20.

S. Power: ENERGY SPHERE S. Power: FLAMETHROWER S. Power: CAURTERIZE WOUNDS

1st level 1st level 1st level


Activation Time: 1 action Activation Time: 1 action Activation Time: 1 action
Range: 120 feet Range: Self (15-foot cone)
Duration: Instantaneous
Range: Touch
Roles:
Duration: Instantaneous A torrent of flame leaps from your hands, mouth, Duration: Instantaneous
You’re able to launch a 6-inch diameter sphere of gadget or similar device that releases a fiery torrent A rush of life giving flame forms in your
energy at a creature that you can see within of flame. Each creature in a 15-foot cone must make hands. A creature you touch regains a
a Dexterity saving throw. A creature takes 3d6 fire number of hit points equal to 1d8 + your
range. The damage type is based on your
damage on a failed save, or half as much damage
elemental origin (FIRE). Make a ranged power on a successful one.
power ability modifier. This power has no
attack against the target. If the attack hits, the effect on undead or constructs.
creature takes 3d8 damage of that type. The fire ignites any flammable objects in the area
that aren’t being worn or carried. At higher levels. When you activate this
At higher levels. When you activate this power
power using a power slot of 2nd level or
using a power slot of 2nd level or higher, the At higher levels. When you activate this power using
damage increases by 1d8 for each power slot a power slot of 2nd level or higher, the damage higher, the healing increases by 1d8 for
level above 1st. increases by 1d6 for each power slot level above 1st. each power slot level above 1st.
Armor: Kevlar Threaded Clothes
Weapon: Pepper Spray Range (20/30) Spray. On a hit, the target must succeed on a DC 12
Constitution saving throw or have disadvantage on their next attack roll.

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