THE GREAT AND POWERFUL TURTLE
Solo d10 Buddy d8 Team d6
Distinctions:
Hiding in his ShellThe Strongest Ace In The World
Hard Luck Hero
Power Sets:
The Most Powerful Telekinetic in the WorldFlight d6
Godlike Telekinesis d12
Telekinetic Smash d8
SFX: Unleashed. Step up or double any Most Powerful Telekinetic in the World power
for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
SFX: Grapple. Add d6 and step up your effect die +1 when inflicting a complication on a target
SFX: Area Attack. Target multiple opponents. For everyadditional target, add d6 to your pool and keep +1effect die.
LIMIT: Ace. Step up or add d6 to the doom pool when affected by Wild Card-specific Milestones and tech.
LIMIT: Confidence Based. Outside of his shell, shutdown The Most Powerful Telekinetic in the World and game 1 PP. Take an action vs the doom pool to recover.
Turtle Shell (a VW bug with battleship steel plating)
Superhuman Durability d10
A Video Store's Worth of A/V Gear d6
SFX: Immunity Spend 1 PP to ignore stress, trauma, or complications from environmental effects or concussion damage.
Limit: Gear. Shutdown Turtle Shell and gain 1 PP. Take an action vs. the doom pool to recover gear.
Limit: Big as a Car. Earn 1 PP if the large size of the Turtle Shell hinders Turtle.
Specalties:
Menace Expert
Science Expert
Tech Expert
Milestones:
Wild Card Rights Activist (borrowed from Princess Stacey on rpg.net)1 XP When you voice concern for Wild Card rights
3 XP When you take stress to help Wild Cards
10 XP When your defense of Wild Cards poses a threat to your team or your family, or when you choose to let Wild Cards be harmed in order to avoid posing a threat to your team or family.
Secret Identity in a world of public super-heroes
1 XP: When having a duel ID is first mentioned.
3 XP: When you take Emotional Stress due to your double identity
10XP: When you give up being the Turtle due to "real world" happiness or when you give up on happiness to maintain your dual identity.