Savage Worlds - Super Powers Unleashed
Savage Worlds - Super Powers Unleashed
Writing: Tommy Brownell, Lee F. Szczepanik, Jr., and Lee F. Szczepanik, III
Editing: Anna Lunsford
Cover Art: Dave Anderson
Interior Art: Dave Anderson, Butch Mapa
Book Design & Layouts: Dave Anderson
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group, Inc.
at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality,
viability, or suitability for purpose of this product.
Superpowers Unleashed also uses the following sources from Daring Entertainment in its design:
• Dawn of Legends
• Hellbrood: Countdown to Invasion
• Daring Comics Role-Playing Game
• Apocalypse Campaign Guide
Superpowers Unleashed is © 2017 Daring Entertainment. All rights reserved. Any reference to characters or events published by Marvel Comics and
DC Comics in this book is not intended as a challenge to any associated trademark or copyright, and is used for references purposes only.
Table of Contents
Super Powers Unleashed 1 Power Loss (Minor/Major) 20
Psychologically Unstable (Minor/Major) 20
Series Creation 6 Responsibility to Others (Minor/Major) 21
Series Level 6 Vulnerability (Minor/Major) 21
Gritty Realism 6 Weakness (Minor/Major) 21
Urban Protectors 6 New Edges 21
Super-Heroic7 Background Edges 21
Earth’s Mightiest 7 Determination21
Off the Charts 7 Eidetic Memory 21
Series Tone 7 Inventor21
Near Realistic 7 Power-Tech22
Dark & Grim 8 Scientific Genius 22
Four Color 8 Combat Edges 22
Battle Cape 22
Character Creation 9 Last Ditch Recovery 22
Race9 No Vital Areas 22
Traits9 Social Edges 22
Attributes9 Extensive Contacts 22
Skills9 Never Back Down! 22
New Skill 10 Renown23
Controlling Skill (Magic/Mental/Power) 10 Seducer23
Super Edges 23
Secondary Statistics 10
Crimefighting Vehicle 23
Motivation10 Headquarters23
Hindrances and Edges 10 Immortal23
Powers10 Power Points 23
Gear10 Power Stunt Expert 23
The Importance of Backstory 10 Power Stunt Mastery 23
Creating the Backstory: Fate and Destiny 11 Vigilante Arsenal 23
Work Area 23
Motivations16
Heroic and Villainous Motivations 16 Genre Rules 24
Heroic Motivations 17 Collateral Damage 24
Villainous Motivations 18 Clearing Collateral Slots 24
New Hindrances and Edges 19 Fastball24
GM Bennies 25
New Hindrances 19 Heroic Determination 25
Alternate Form (Minor/Major) 19 Interpose25
Amnesia (Minor) 19 Knockback25
Cape (Minor) 19 Pushing26
Dead Man Walking (Major) 19 Reputation26
Disability (Minor/Major) 19 Ricochet Attack 26
Fixation (Minor or Major) 19 Scenery as Weapons 26
Guilt (Minor) 20
Gruff (Minor) 20 Super Teams 27
Haunted Memories (Minor/Major) 20 Step One: Super Team Name 27
Inhuman Anatomy (Minor) 20 Step Two: The Rogues Gallery 27
Married (Major) 20
2
Step Three: Team Hindrance and Edges 27 Adaptation (2) 40
Super Team Hindrances 27 Adoptive Muscle Memory (4) 40
Arch-Nemesis (Major) 27 Adrenaline Surge (1) 40
Corporate Investor (Major) 27
Age Shift (5) 41
Dark Secret (Minor) 27
Media Animosity (Major) 29
Anatomical Separation (2) 41
Rogues Gallery (Major) 29 Affliction (7) 42
Unwanted Attention (Minor) 29 Air Control (2) 42
Super Team Edges 29 Animal Control (4) 42
Combat Edges 29 Animal Mimicry (2) 43
Heroes Assemble 29 Animate (5) 43
United We Stand 29
Animate Dead (3) 43
Signature Fast Ball 29
Team Attack 29
Armored (1/Power Level) 44
Team Bond 29 Armory Summoning (4) 44
Vengeance29 Astral Projection (1) 44
Ultimate Vengeance 29 Blast (2/Power Level) 45
Social Edges 29 Boost (2) 47
Brotherhood29 Burrowing (1) 47
Iconic29
Chameleon (2) 47
Media Liaison 30
Public Relations Specialist 30 Cold Control (4) 47
Reserve Member 30 Color Manipulation (1) 48
Team Base 31 Confusion (2) 48
The Expanded Super Team 31 Darkness Control (2) 48
Required Edge 32 Death Speak (1) 49
Forming the Expanded Super Team 32 Deflection (2) 49
Fatigue and Wounds 32 Density (3/Power Level) 49
Expanded Super Team Traits 32
Dimensional Pocket (1) 51
Team Points 33
Bennies33 Dimensional Travel (1) 51
Super Team Adventures 33 Drain (2) 51
Defining the Adventure 33 Dream Control (1) 51
Beginning the Adventure 33 Duplication (5) 52
The Adventure: An Important Point 34 Earth Control (2) 53
Running the Adventure 34 Electrical Control (1) 53
The Combat Adventure 34
Emotion Control (2) 53
The Conflict Adventure 34
EMP (1) 53
Powers35 Empower (4) 53
Power Levels 35 Enhanced Edge (1) 53
Skills and Powers 35
Enhanced Parry (1/ Power Level) 53
Controlling Skill and Automatic Power Uses 36
Enhanced Trait (1/2) 53
Special Effects and Limits 36
The Power Set 36 Entangle (2) 54
Linking Powers 37 ESP (1) 54
Power Network 37 Evasion (2) 54
Power Stunts 37 Extra Limbs (2) 54
Purchasing Powers 38 Extraordinary Intellect (3) 54
Powers List 39 Fire Control (2) 55
Absorption (4/Power Level) 39 Flight (1-4) 55
3
Force Control (3) 55 Resilience (2/Power Level) 69
Forcefield (2/Power Level) 56 Self-Destruct (2,4,6) 69
Friction Control (2) 56 Sensory Shield (1) 69
Gravity Control (2) 57 Serial Reincarnation (2) 69
Growth (2,4,6,8,10,12) 57 Shapeshift (5) 69
Hardy (1) 57 Shrinking (1-6) 70
Healing (2) 57 Sicken (1) 70
Hyper-Movement (1) 58 Sleep (1) 70
Hyper-Sense (1) 58 Spatial Control (1) 71
Illusion (3) 59 Spinning (2) 71
Immunity (1,3,5) 59 Stretching (3) 71
Situational Immunity (1) 60 Strike (1/Power Level) 71
Type Immunity (3) 60 Suffocate (1) 74
Source Immunity (5) 60
Summon (5) 74
Intangible (1) 60 Super-Speed (1-4) 74
Interface (1) 61 Super-Strength (1-12) 75
Invisibility (2,4,6) 61 Telekinesis (1) 76
Invulnerability (4/Power Level) 61 Telepathy (1-6) 76
Leaping (1-4) 61 Teleportation (1-6) 76
Life Support (1) 61 Time Travel (1) 77
Light Control (2) 61 Two-Dimensional (2) 77
Living Séance (2) 62 Vampirism (2) 77
Magnetic Control (2) 62 Water Control (4) 78
Matter Control (3) 63 Weather Control (5) 78
Memory Augmentation (2) 63 Special Effects 78
Mental Blast (1-6) 63 Advantageous (1) 78
Mental Invulnerability (1-6) 63 Area Effect (Variable) 78
Mind Control (3) 63 Charge Object (1) 78
Mind Probe (1) 64 Countering/Nullify Resistance (1) 78
Mind Switch (5) 64 Dazing (2) 78
Deadly (2) 79
Molecular Chameleon (2) 64
Demolishing (1) 79
Paralyze (3) 65 Durable (1) 79
Plant Control (1) 65 Gaseous (1) 79
Postcognition (1) 65 Ghostly (1) 79
Power Mimicry (5) 65 Homing (2) 79
Power Nullify (1,3,5) 66 Impervious (4/8) 79
Single Power Nullification (1) 66 Indirect (1) 79
Type Nullification (3) 66 Mega-Attack (2/4) 79
Source Nullification (5) 66 Multi-Targeting (2) 80
Precognition (1) 67 Penetrating (2) 80
Power Stress (3) 80
Probability Control (2) 67
Range (Variable) 80
Psychic Blades (1-6) 68 Reroute Power (1) 80
Psychic Forcefield (1-6) 68 Trans-Dimensional (1) 80
Psychic Resilience (2/Power Level) 68 Unnoticeable (1) 81
Radiation Control (1) 68 Useable on Others (1) 81
Regeneration (4) 68 Volley (1) 81
4
Limits81 Power-Armor86
Always On (–1) 81 Power-Armor Toughness 86
Cannot Use Power Stunts (–1) 81 Power Armor and Healing Damage 86
Damaging (–2) 81 Special Power-Armor Features 86
Distracting (–1) 81 Alternate Armors 86
Fatiguing (–1) 81 Power-Armor Dealership (Edge) 87
Grappling Attack (–1) 81 Let’s Throw a House Party! 87
Longer Activation (–1) 81 Calling All Armors (Edge) 88
Reduced Range (-2) 81 More Armor Options 88
Restricted (–1) 81 Defensive Systems 88
Sense Reliant (–1) 81 Offensive Systems 88
Unstable (–3) 81 Propulsion System 88
Wild Power (–3) 81 Computer System Hacking 88
Super-Science Devices 82 Sealed Systems 89
Sensor Array 89
Devices and Character Creation 82
Shutdown Technology 89
Building A Device During Play 82
Design the Device 82 Telling Stories, the Comic Book Way 90
Device Controlling Skill 83 Know Your Heroes 90
Jury Rigging 83 Choosing the Opposition 91
Common Device Special Effects 83 We Meet Again 91
Artificial Intelligence 83 New Faces 92
Auto-Pilot83 Forces of Nature 93
Concealable83 Good Friends, Better Enemies 94
Database83 Organizational Issues 94
Expert Wiring 83 Plotting the Course 95
Independent Attack 83 A Sense of Scale 96
Power Ability 84 Baiting the Hook 97
Restricted84 Location, Location, Location 98
Remote84 Meanwhile, Back At The… 101
Targeting84 What A Twist! 102
Device Limits 84 Putting It All Together 103
Headquarters84
Headquarters Quality 84
Headquarters Features 84
Sample Headquarters 85
Vigilante Base 85
Mystic Brownstone 85
Mansion86
Orbital Station 86
Trans-Dimensional Ship 86
5
Series Creation
The first step in beginning a Superpowers Unleashed Gritty Realism
campaign is to determine what type of stories you want
to tell. To do that, the players and the gamemaster This type of campaign focuses on people with more-
should gather around the table for the first session of than-human abilities existing in a normal, everyday
the game— series and character creation. world. Whether they go public with their abilities or
keep them secret is dependent upon the flavor of the
Series Level
The first thing to decide is the Series Level, which
series. More than likely, however, the normal good,
evil, and gray areas will be explored through the
stories; and the government is likely to have a secret
agency whose sole purpose is the apprehension and
will determine beginning Power Points, the general control (or study) of the Metahuman population.
types of stories that can be expected, and the overall
strength of the opposition. Base Power Points: 15
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Base Power Points: 25 of a god with a magic word. Villains often rule their
own planets or dimensions.
Power Points Edge: 3
Base Power Points: 50
Super-Heroic Power Points Edge: 5
Characters in this genre are capable of amazing feats
and can take on most small military forces. Although
not necessarily among the most powerful on the planet,
they run a wide range of abilities and specialties.
Series Tone
While the Series Level tells you how many power
Base Power Points: 30 points you have, and sets the benchmark for how
powerful your heroes will be, the Series Tone sets the
Power Points Edge: 5 stage for the types of stories you intend to tell.
7
Beginning Bennies: 3 Four Color
Natural Healing: Five days This type of series is the more traditional style
of comic book storytelling. Heroes are generally
Golden Hour: One hour loved by the public. Falling out of favor does
occur, but rarely has the ultra-serious effects of the
Dark & Grim grimmer tones. Flashy powers and hero vs. villain
confrontations are frequent, as are team dynamics
While the series maintains the feel of a comic book, in and out of costume. Although personalities and
it’s much darker than the normal super-hero style. ideologies on a team might cause tension and
Heroes might not be heroes at all, but questionable even splinter some members away, the team still
anti-heroes who operate outside the law, and could continues to fight for truth and justice.
find themselves hunted by law enforcement as much
as the criminals. Physical and mental combat is Beginning Bennies: 5
painful. Teams often find themselves facing an internal
rift due to a conflict of ideologies and personalities. Natural Healing: One day
8
Character Creation
After determining your series level and tone, the next Attributes
step is to create your characters.
Players start with d4 in each attribute, and have
Character creation uses the same process that’s five free dice to spend to increase them. Additional
found in Savage Worlds, with a few minor additions. attribute dice can be purchased with power points,
with each die costing two power points.
Race
Although humans are the common race, they are
Attributes purchased directly with power points
represent natural abilities, and as such are not
subject to negation. If die steps in an attribute can be
not the only race. Players can create other races by negated, purchase them through the Enhanced Trait
combining powers with special effects and limits, as power instead.
well as Edges and Hindrances.
No attribute can be raised higher than d12+12.
Humans begin with one free Edge as normal in
Savage Worlds. Skills
Traits
After determining the type of character, the next step
Player have 15 free dice to place into skills. But
unlike attributes, each skill starts with no die rating.
Additional skill dice can be purchased with power
points, on a one-for-one basis.
is to determine the traits that will help define him.
Like with attributes, skills purchased this way are
not subject to negation. If die steps in a skill can
be negated, purchase them through the Enhanced
Trait power instead.
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Choose what made your character become a hero
New Skill or villain, why they battle the forces of evil, and what
helps make them tick.
Controlling Skill (Magic/ Motivations for your character can be found in later
in this chapter.
Mental/Power)
A special set of skills used only in the control of certain
super powers, which skill you choose depends on the
source of your powers. Arcane powers use the Magic
Hindrances and Edges
After determining race and traits, it’s time to choose
skill (linked attribute: Spirit), while psychic powers use
Mental (linked attribute: Smarts). If your powers are your character’s Hindrances and Edges. This process
more traditional in nature (such as from a mutation, works the same as in Savage Worlds, with the
accident of birth, or accident of science), you’ll use following change: in addition to using Hindrances to
Power (linked attribute: Vigor). purchases Edges, players can also purchase Edges
with power points on a one-for-one basis. Like with
The skill doesn’t have to be taken individually for normal Edges, this represent ability that cannot be
each super power it applies to (though it can be, negated. If some of your Edges are subjected to
if you really want to differentiate your capabilities somehow being negated, purchase them through the
with different powers). Simply add the appropriate Enhanced Edge power instead.
skill to your character sheet, and it applies to all
relevant powers.
Powers
Secondary Statistics
The normal Savage Worlds secondary statistics exist
Players are not required to purchase an Edge to gain
power points. All characters possess the number of
power points granted by the Series Level; and any
in Superpowers Unleashed: Charisma, Pace, Parry, character can take the Power Points Edge. Whether
and Toughness. They are determined as per the you spend those power points is up to you.
normal Savage Worlds rules.
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Would they care if a bank was robbed or a politician
Suit Card Result
was taken hostage? If a person had the ability to turn
invisible, how would they use that Power? Would they N 2-5 Bashful and secretive
be like the ancestor of Gyges when he found the ring
and used its power of invisibility to commit adultery N 6-10 A rebel, violent and
with the king’s wife, attacked the king with her help, anti-social tendencies
and then assumed the throne and ruled the kingdom? N Ace or Cold, proud or
Would they, instead, use the power to uphold the Face Card arrogant demeanor
moral good of the community?
M 2-5 Brash, headstrong,
If so, why? “moody”
Base Personality
Draw one card and compare the suit and number to
the chart below. Should a Joker be drawn, discard
and draw again.
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Who Is Most Important to You? Your View of The World
12
Events in your Childhood Choose your character’s age and draw one card for
each year over the age of 18. Compare each card
Some sort of terrible crisis took place during your to the charts below to determine the notable events
childhood! Draw a single card and refer to the in your life.
charts below.
Events in your Life
Red: A single or multiple members of your family were…
Dirty Secrets NK
2-5 Believed to have committed a
terrible crime (did they?). On
an 8, they were imprisoned
for 2d4 years ; on a 9, they
escaped but are still Wanted.
6-10 Thought to possess a unique
ability, status or legacy.
Jack- Queen An enigma- you grew up
alone and know nothing
of your heritage.
King-Ace A fake! You were adopted,
and determined to find
your real family.
Joker Draw two more cards
and take both results.
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Positive and Some Negative
Red: Something Positive
Card Result
Positive ML
2-4 A Connection. Someone in town with some power has befriended you. The character
gains the Connections Edge. Determine who your connection is and how you met them.
5-6 The Mentor. Somewhere in your life, you had a trusted instructor
or mentor who helped guide you. Their teachings remain with
you to this day– gain one skill of your choosing at a d4.
7-10 Debt owed. Someone owes you a favor… a big one. Treat as a one-time use of
the Connections Edge and the player had rolled a Raise on the Persuasion roll.
Ace or V.I.P. You managed to get into an exclusive club or organization.
Face Decide the nature of the club and okay it with your GM. When dealing
Card with members of the club, you have a +2 to Charisma.
Joker Discard and draw again.
Negative NK
2-4 Jailed: You’ve been imprisoned, banished or were a hostage (take
your pick). Roll 2d4 to determine the number of years you were
jailed. This is a great one for a Hindrance to come from.
5-7 Quarry: You made a powerful enemy, be it a single individual or a
large group. This is a good reason for the Enemy Hindrance.
8-10 Loss: Someone you cared for was lost to you. On an 8, they killed
themselves or simply left and were never heard from again. On a 9, they
were murdered. On a 10, they died due to illness or an accident.
Jack- I didn’t do it!: You were falsely accused and set up. Now you’re looking at prison,
Queen or worse. This is a good reason for the Enemy or Wanted Hindrances.
King-Ace Serious Injury or Accident: You suffered some kind of awful accident or were
injured in some other manner. This is a good reason for physical Hindrance.
Joker Mental, Physical Illness: You suffered a mental or physical illness of some
sort. This is an excellent reason for a number of Hindrances.
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Allies and Enemies The Whirlwind of Love and War
Red: Allies Red: Joyous affair of the heart, enjoy!
15
Present Life Outlook: How do you Heroic and Villainous
feel about your life right now? Motivations
Draw a single card and refer to the chart below. The following Motivations are suited for either heroic
Discard Jokers. or villainous characters.
Motivations
The character’s Motivation helps tell why they
Living in the Past: The character was once a
famous face, but age and time have passed him by.
The character has once again decided to don the
became a hero or Villain, what their core reasons are costume, but more as a need to recapture his past
for battling the various criminal elements, declaring glory than out of any sense of previous motivation.
war against humanity and the world, and what might It could be that the character no longer feels useful,
(or might not) make them tick. or perhaps is lonely, or simply misses the fame that
once came with a costumed career. Whatever the
Characters can choose one or two Motivation from reasons, the character is now risking it all in the vain
the list below, which represents their core reason for hope of once again becoming the Metahuman they
becoming good or evil. Whenever the player role- were in the past.
plays the Motivations during a pivotal encounter in
the adventure, the GM should award that character Puppet on a String: The character is a tool of
an immediate Benny. Motivations need not be from a greater force, be it a more powerful entity, a
the same category. For example, a street vigilante corporation, the media, or a government. Although
in a corrupt city, whose parents were killed when the character believes in what he does for the people
he was young, might view himself as a Protector of of the city or world, the controlling agency usually has
Innocents. Meanwhile, a vigilante in the Big Apple its own agenda, and regularly attempts to manipulate
whose family was killed by organized crime might the character to further its own ends. This could lead
find himself driven by both Revenge (villainous to conflict between the character and the agency, or
motivation) and the need to be a Protector of even between the character and the public should he
Innocents (heroic motivation). also share the agency’s goals.
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book rights, movie deals, and merchandise royalties. Heroic Motivations
Characters with this motivation do what they do in
order to rake in the cash. The following Motivations are specifically tailored for
heroes, and offer a more noble reason for battling
Thrill-Seeker: It’s all about the adrenaline rush and the forces of evil.
the danger. These characters hunger for the next big
risk and the excitement it brings. They will regularly Champion of Good: The hero fights the good fight
take chances in combat, rarely thinking of anything because it is the right thing to do. This can be due
but keeping their blood pumping. to a good upbringing that instilled in him the value of
morality, justice, and a faith in societies laws, or due to
a negative upbringing that made him seek a different
path. Whichever the case, the hero believes strongly
in truth, justice, faith, and other moral centers, and is
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steadfast in never over stepping the boundaries or Villainous Motivations
breaking the law.
The following Motivations are for villains only, and
Defense of Family: The hero is first and foremost a offer reasons for joining the forces of evil that are
family person. He battles crime and attempts to bring typically reserved for such characters in comic books.
those responsible to justice due to a drive to protect
his family. If crime can strike people unknown to the Mercenary: The villain is more businessman than
hero, it can strike his loved ones as well. psychotic killer, and commits crimes for the money.
Mercenaries usually operate under a certain Code
Need for Redemption: The hero became a hero of Conduct, a set of rules they will not break. Such
because something in his past has instilled within him Codes of Conducts can cause just as many problems
a sense of humiliation or guilt. It could be a history with certain clients as it fosters a sense of trust.
of committing crimes, or a resultant death due to his Fees for crimes are usually negotiated, with murder
inability to (or choice not to) act in a situation. Or it typically requiring a higher fee.
could be a need to redeem himself with the public.
Whatever the past situation was, the hero now Nihilist: These villains are among the most
protects the normal folks and risks his life, in the hope dangerous in the world, and nearly redefine the term
of someday finding the mental or spiritual redemption “psychotic”. A nihilist desires the destruction of all
that he feels that he needs. things, and will commit suicide to achieve that goal.
Driven by an intense and insane hatred against the
Protector of Innocents: These heroes walk a thin entire world (or universe), little will stop such a villain
line between upholding the law and breaking it. Such short of killing him.
heroes are driven by a near unhealthy need to see
justice done and the criminals put behind bars. Rarely Power Lust: These villains desire power; whether it
will they ever let anything stand in the way of them is personal, over a certain group of people, a nation,
and their targeted prey. Although such heroes seem a planet, or the universe. Typically, such villains are
like they could easily become the criminals they hunt, rationale and reasonable, if things go their way. They
they also have a strong personal code that they will rarely kill for the sake of killing, and usually enjoy stating
never violate, such as never breaking-and-entering, their motivations to the heroes who oppose them.
always seeking hard evidence first, or not killing.
Psychopath: Next to a nihilist, these villains are
Weight of the World: These heroes were gifted with the most dangerous. Driven by a mental disorder,
the superhuman abilities or advanced technology extreme negative emotions, or some other mental or
for a reason, and that reason was to show the world emotional illness, such villains are not afraid to kill to
that anyone can make a difference. These heroes achieve whatever delusional goal they might concoct,
view their power as the ultimate responsibility, both sometimes even taking their own life in the process.
as a gift and a moral duty. Such heroes, similar to Psychopaths seem to operate under an entirely alien
the Champion of Good, strive to be the best they set of moral rules, usually rules that are self-imposed
can be and will always uphold the laws of society, and unique to the villain.
feeling that they are a symbol and example to others.
This disciplined life, usually more rigid than the Revenge: The villain seeks revenge, pure and simple;
hero might have chosen had they not received their whether it is against an individual, group, nation,
powers, sometimes tries their patience and causes planet, or the entire universe. Their entire reason
the occasional crisis of faith. for existing has been twisted and consumed by
vengeance, and they will go to any means– rational
and irrational– to get even. Although such villains
create schemes and plans on a general scale, most
of their plots tend to involve- and least in their minds-
the eventual end of the target of their vengeance.
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New Hindrances and Edges
The following Hindrance and Edges are designed to Cape (Minor)
better define characters battling crime and fighting
for justice in a comic book universe. Due to preferring capes as a part of the hero’s attire
and not really knowing how to use them properly, all
New Hindrances grapple rolls against the hero are at a +2. A hero with
this Hindrance may not have the Battle Cape Edge.
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Guilt (Minor) being lied to, she might both leave the hero and reveal
his identity to the public as a form of revenge (not
The hero suffers a deep guilt over some past action thinking beforehand of the target this makes her, and
or failure to act in either his heroic or civilian identity. any children, to the hero’s enemies).
As a result, the hero must make a Spirit roll at the
beginning of each session. A failure on the roll Power Loss (Minor/Major)
indicates the hero begins with two less Bennies (to a
minimum of one Benny). The hero faces a loss of some or all of his powers
when exposed to a certain object or substance. For
Gruff (Minor) a Minor cost, the hero loses no more than half of his
powers. For a Major cost, he loses over half of them—
The hero isn’t necessarily mean or ugly, but his perhaps even all of them.
personality is a general turn-off to others. It could be
that he’s abrasive, generally antisocial, or just has an Generally, speaking, the range the hero can be from
aura about him. His Charisma is reduced –1. his power loss trigger can be touch to around 12”. The
powers are usually recovered within a few minutes of
being removed from the trigger’s range.
Haunted Memories
(Minor/Major) The GM and player should work out the exact range
and trigger when the Hindrance is taken.
The hero is susceptible to reliving a past tragedy. The
trigger must be chosen when this Hindrance is taken
(for example: a smell, a specific location, a certain Psychologically
song, a specific phrase, et cetera). If the Hindrance Unstable (Minor/Major)
is Minor, the hero must make a Spirit roll each round
or be unable to take any actions. If the Hindrance is The hero is just not all there. For a Minor Hindrance,
Major, the hero must make a Spirit roll each round at a the hero suffers from brief memory lapses,
–2 or be unable to take any actions. The Spirit rolls are depression, or tends to argue with himself. For a
only required while the hero is still within the vicinity Major Hindrance, the hero contains more than one
of what triggered (or could trigger) the flashback personality (determine a trigger for a personality
(for example: at the location, in the presence of the switch), or some similar problem.
person that uttered the phrase, while the song is
playing, while the aroma is still in the air, et cetera).
Married (Major)
The hero is married and keeps his life as a hero secret
from his spouse. Should the spouse ever discover
the truth, the GM is encouraged to complicate the
hero’s life as much as possible. Perhaps the hero
will have to make a final decision on whether he will
continue as a hero or retire. Perhaps the spouse files
for divorce (and custody of any children they have)
no matter what the hero does to avert the situation.
Maybe, if the spouse is particularly vengeful over
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Responsibility to Weakness (Minor/Major)
Others (Minor/Major) You have a specific need for something, and without it
The hero has a friend or family member for which they you become weaker in some way (typically a Fatigue
are responsible. The responsibility is defined when level every so often, or a loss of one or more die steps
the Hindrance is gained. It could be a spouse, child, in certain traits). It could be the need to submerge
sibling, parent, lover, friend, ex-spouse, et cetera. yourself in water every so often, a need to drink
Whatever the nature, the person can be either a NPC blood, or even a need to absorb solar energy. Without
or a fellow player-hero. If the person used power it, actions become more and more difficult.
points, then the Hindrance is Minor. If the person is a
non-powered person, the Hindrance is Major. As a general rule of thumb, for a Minor Hindrance you
must fill the specific need at least once every couple
The GM is encouraged to be creative with this of days. For a Major Hindrance, it might be every
Hindrance when using it during an adventure. The eight to 24 hours. The exact time is chosen when the
person could be known for getting into trouble and Hindrance is taken.
biting off more than they can chew, constantly forcing
the hero to rush to the rescue. If the person is a player-
hero, the hero could be constantly trying to keep
them out of fights, or always rushing to protecting
New Edges
them during battle, much to the person’s annoyance. Background Edges
Should the person ever die, the hero is grief stricken
and feels responsible. All Spirit-based rolls are at Determination
–4 until the hero brings the party responsible for the Requirements: Novice, Wild Card
person’s death to justice.
The hero was born lucky, but not without a price.
Vulnerability (Minor/Major) Whenever the hero takes two more would from a
single attack (after Soaking) they gain one Benny.
You’re vulnerable to some type of element or
substance. Typically, this will result in an attack against
your character by the substance or an increase to Eidetic Memory
damage when attacked by a weapon utilizing the Requirements: Novice, Smarts d8+
element or substance. For a Major Hindrance, your
vulnerability is to something common and plagues The character has perfect memory and canrecall
you on a regular basis. For a Minor Hindrance, the information and experiences with complete accuracy.
vulnerability doesn’t come into play on a regular basis. He receives a +2 bonus to Common Knowledge
rolls. Additionally, the character receives a +2 to rolls
Players and GMs should work out the exact details of against a power that can alter or erase memory (such
the vulnerability, as the variations found throughout as the mind wipe modifier for Mind Control).
comic books are extreme wide. Below are a few ideas
on how to handle it:
Inventor
• Exposure to the element (typically being with 6”)
causes one level of Fatigue per minute. Requirements: Novice, Knowledge (Type) d8+
• Being attacked with a weapon composed of the The hero regularly creates super-science devices way
element causes 2d6 of additional damage. ahead of anything possible with normal technology.
• Being in with 6” of the element forces a Vigor roll When using the device inventing rules, he gains +2 to
at –4. For every four points the hero fails, they the roll. If purchased twice, the bonus increases to +4.
take a wound.
21
involving the cape, as well as a +2 to grapple rolls
(using the cape to help bind an opponent). A hero
with this Edge may not have the Cape Hindrance.
No Vital Areas
Requirements: Novice
Social Edges
Extensive Contacts
Requirements: Seasoned, Streetwise d10+
Combat Edges Player heroes may also gain the benefits of this Edge.
Battle Cape
Requirements: Novice, Fighting d8+
22
Renown the Ally has partial information that the character
is looking for, and it may or may not be accurate.
Requirements: Novice On a Raise, the character knows enough to send
the hero in the right direction, and the information
The hero or villain often receives greater attention than is completely accurate. Each Ally can only be called
normal, whether from everyday people, the media, or upon once per adventure.
both. His Reputation is increased by +1
Power Points
Seducer
Requirements: Novice
Requirements: Novice, Attractive
The hero gains a number of power points as determined
The hero knows how to stymie or distract the opposite by the Series Level. This Edge can only be taken once
sex by using his or her charms. per experience rank, including at Novice rank.
Requirements: Novice, Slow Aging Instead of a full headquarters, you only have a work
area for inventing or research, and the type must be
The hero does not age, or ages very slowly, though he defined when this stunt is taken: Infirmary, Laboratory,
can die through normal means. His extended life has Library, Workshop (Mystic or Technology). Each time
allowed him to see and experience many things, and this Edge is taken, your designated work area gains
get to know a variety of people. Once per character +1 quality rating.
rank, the character may create a new Ally. The Ally
is an old friend, and is always found at or near the
same location (for example, the Police Headquarters;
the Double Tap Lounge, The Gentleman’s Club,
and so forth). The Ally will assist the character with
information. A Success on a Persuasion roll means
23
Genre Rules
The following new rules are designed to mimicked some The GM decides that the downed wires are going to
of what we see happen in our favorite comic books. cause some problems for the remainder of the fight.
24
If the Throwing roll fails, the character being tossed If the hero has already acted, apply the multiple action
reached the target, but in such a way that he can’t penalty to this maneuver.
make the attack and has also been left open to a
counterattack. The opponent receives a +1 bonus to The hero must first move in a straight line from his
hit the character that just landed awkwardly near him. present position to between the attacker and the
If the Throwing die is a “1” (regardless of Wild Die), target. The hero then makes an opposed Agility roll
the tossed character also takes a level of Fatigue versus the opponent’s attack roll. On a success, the
from bumps and bruises. The Fatigue recovers after hero takes half the damage from the attack (round
1 minute (10 rounds). down) and the adjacent ally takes the remaining
damage from the attack (for example, on a damage
value of 17, the interposing herowould take 8 points
GM Bennies and the original target would take the remaining 9.)
The GM has an unlimited number of Bennies that can On a Raise, thehero takes all the damage.
be used. Anytime the GM spends a Benny on a roll
(including for Soak rolls), the player that the action is Knockback
against immediately gains an extra Benny.
Fights in comic books regularly see combatants flying
If the action was an area effect, then every player- in all directions from the force of a well-placed punch,
character under the template (regardless of whether the kick, or powerful blast.
action was successful against them), receives a Benny.
Any time a hero with a Strength d12+4 or more, or an
GM Bennies spent to fuel powers (such as the attack power with 4d6, 3d8, or 2d10, or more damage
requirement for Empower) do not grant the players dice, hits a target, he causes knockback. The target is
an extra Benny. knocked back 1d4” on a success and for each raise
on the attacker’s attack roll. The d4 roll for knockback
Heroic Determination distance cannot Ace.
The character may spend a Benny and gain the benefit Calculate the knockback distance before the original
of any one Combat Edge for the duration of the round. damage is rolled. If the hero strikes an obstacle with
The character need not meet the requirements for the a Toughness less than the hero’s Toughness, +1 is
Combat Edge, except for other Edges (for example, added to the damage for each inch traveled before
Improved Nerves of Steel requires Nerves of Steel). striking the obstacle. The hero breaks through the
This represents the character pushing his natural obstacle and continues along the knockback.
ability beyond its threshold.
If the hero strikes an obstacle a with a Toughness
Legendary Edges cannot be gained through Heroic equal to or greater than the hero’s Toughness, +2 is
Determination. added to the damage for each inch traveled before
Interpose
A hero may attempt to
interpose himself in the
way of an attack against
any other character
within his movement
range (6” for a normal
moving character, or the
distance of a Movement
Power), in effect acting
out of initiative turn.
Doing so incurs a normal
multiple action penalty
for all other actions that
round on the hero’s turn.
25
striking the obstacle. An object with a Toughness Characters possess one point of Reputation per
greater than the hero’s ends the knockback. experience rank, and Reputation can also be
modified by Edges.
Distance traveled to any obstacle is calculated from
the original point of the knockback. A character can use his Reputation when rolling the
following interaction skills: Persuasion, Streetwise,
After any intervening obstacles have been determined, and any Test of Wills. Additionally, the opponent must
roll the original attack’s damage dice and add the +1 have human level intelligence, so using Reputation
or +2 damage per inch for any obstacles along the against an average Hellspawn would be impossible.
knockback trajectory.
To use Reputation, the character simply spends some,
Toon of the Vignette gang hits and opponent and or all, of his Reputation bonus and adds it to the total
gets a Raise, knocking his opponent back 2d4” and of the relevant die roll. In other words, if a character
rolls a total of 7”( 36 feet) . Along the way, the poor possessed Reputation +4 and was attempting to use
guy hits an object with a lower Toughness than his Intimidation in a Test of Wills, he could apply up to
own at 2” away, and then slams into a brick wall with +4 points to the die roll as a bonus. The Reputation
a higher toughness than his own 5” later, coming to bonus must be applied before the dice are rolled.
a stop at 7” away. Whether the roll is a success or a failure, the applied
points are spent and are no longer available for the
Toon now rolls damage equal to his Strength rest of the session.
(d12+8), +2 (+1 per inch traveled for the first object
with a Toughness lower than his opponent’s, and Reputation automatically replenishes at the start of
+10 for the second object with a Toughness higher each game session.
than his opponent’s) and another 1d6 for his Raise
on the Fighting roll.
Ricochet Attack
Toon rolls a total of d12+20+1d6 damage against A hero can cause a thrown or other ranged attack
his opponent. to ricochet off of surfaces, bounding from one to the
other to strike at a target that might be otherwise
Pushing hidden (effects of cover are negated).
Comic book heroes are always pushing their abilities To perform a ricochet attack, the hero subtracts –2
beyond their limits. To push a trait, roll the trait die in from his Throwing or Shooting roll for each surface
an opposed roll against itself (i.e. against the trait die). the attack bounces from before hitting the target. The
For each success and raise, the trait die is increased target, however, no longer receives any benefit from
+1 die step for a single round. being behind cover, except for full cover.
26
Super Teams
Extraordinary beings in comic books often form
unique groups with other super-powered individuals,
all working together for a common cause or goal. Step Three: Team
Super teams are as much a staple of the genre as
flashy powers and strange attire.
Arch-Nemesis (Major)
Step One: Super Team Name
Although we probably don’t have to state it, we’re
The team has an enemy with resources and power
greater than normal that has become a serious threat.
The arch-nemesis can either reroll or add +1d6 to the
going to anyway: the first thing you should do is total when spending Bennies against the team.
determine what to call your little band of crime-
fighters. Come up with something cool, because it’s
going to be the name you’ll be best known by. Corporate Investor
(Major)
27
28
Media Animosity (Major) nature. The throwing character receives +2 to the
Throwing roll.
The team has made an enemy either in the media, or
with strong media contacts and influences. Typically, Team Attack
the media organization in question will attempt to
sway public opinion against the heroes. Exactly The super team has trained and learned to work
what form this takes will depend on the nature of together and can perform ranged attacks using the
your game. It might result in the penalty to clear Gang—Up maneuver
Collateral Damage slots increasing by an additional
point, or a negative penalty to Persuasion with the
media, and so forth.
Team Bond
The super team has faced all manner of challenges
Rogues Gallery (Major) together and has come out stronger as a result. Its
members know exactly what each other will do under
The members of the team’s Rogues Gallery are more fire and they use that knowledge to their advantage
capable than normal. Whenever a member of the in the field.
Rogue’s Gallery spends a Benny, they can reroll the
dice, but roll two of whatever trait die is currently being Subtract 4 points of damage from every attack that
used. They still only choose one die for the result, but hits the character for every other super team member
now they have an additional chance of rolling well. within 6”, up to a maximum of –12.
29
from the public, media, and authorities gives them Public Relations Specialist
+2 to Charismas when at social functions, such as a
press conference, charity gathering, and so forth. (Requires Media Liaison)
30
Once per issue, any team member can spend a
Benny to call a reserve member to the scene. The
reserve member sticks around as long as it makes
narrative sense.
The Expanded Super Team
The expanded super-team represents the heroes
outside of the main characters (i.e. the player-
Team Base characters). Except for when the players had taken a
super team Edge such as Reverse Member, the team
Your team has a base of operations. Each time this
is considered an abstraction when it comes to the
stunt is taken, the team gains 10 Headquarter points.
narrative. That means that the specific members need
not be determined and created; the team works as a
single unit and the details are created on a narrative
basis as needed.
31
This expanded super team, though likely comprised Series Level Dice
of many heroes, is considered a single character.
Series Level Additional Trait Dice
Required Edge Gritty Realism +5
Using an expanded super team in your Superpowers Urban Protectors +10
Unleashed series requires the players to take the
following super team Edge when building the core team. Super-Heroic +15
Earth’s Mightiest +20
32
Bennies
The team begins with a number
of Bennies on the Series Tone.
Super Team
Adventures
An adventure for the expanded
super-team is a periphery scene
that should take no more than
15 to 20 minutes to play. These
adventures can only happen
once per Issue, and can be called
for by the players or the GM.
Defining the
Adventure
An expanded super team adventure
must somehow link to the main
storyline of what the player-
characters are going through. It
could be secondary raids on villain
safe houses that were discovered,
the tracking down and questioning
of a suspect, or even the analysis
of strange technology that was
discovered and taken back to the
base.
33
The Adventure: An is relevant in the main story to this side adventure.
The points can be used all at once, or split between
Important Point different rolls, but once points are spent they’re no
The important thing to remember is that the adventure longer available.
is meant to be an abstract representation of the
background members of the super team. That means The Conflict Adventure
that the exact who and what of the membership is
not vital. Cover the member descriptions, the types The conflict adventure is great for what the expanded
of powers going off under the Combat trait, and the super-team must achieve an objective, but direct
details from a narrative perspective. conflict is not involved. Examples might include
tracking down a suspect or interrogating someone,
trying to uncover the secrets of a piece of alien tech
Running the Adventure before something happens, and so forth.
Running an expanded team adventure comes into
two types: Combat and Conflict. These adventures are run with the same mechanics
as a Social Conflict.
Resolving the Combat Team Failure: If the players fail the contest, each
player loses a Benny.
Conflict is resolved the same as any other combat
encounter. It’s broken down into rounds. Collateral Team Tie: Each player immediately gains a Benny
Damage slots are not available to the expanded
super-team. Team Wins by 1-2: Each player gets a Benny for their
main-character. The player group also gets 2 points
Once the combat is over, the player-characters or GM each, which can be applied as a bonus to a roll made
get a reward. These reward is to be used in the main that is relevant in the main story to this side adventure.
brunt of the story— in other words by or against the The points can be used all at once, or split between
main player-characters at some point in the Issue. different rolls, but once points are spent they’re no
longer available.
Villains Win: The GM gets a total of 8 points that he
can use to apply one or more penalties against the Team Wins by 3-4: Each player gets a Benny for their
player-characters’ rolls during the remainder of the main-character. The player group also gets 4 points
adventure. The points can be used all at once, or split each, instead of 2 points.
between different rolls, but once points are spent
they’re no longer available. Team Wins by 5+: Each player gets a Benny for
their main-character. The player group also gets 6
Heroes Win: Each player gets a Benny for their main- points each.
character. The player group also gets 6 points each,
which can be applied as a bonus to a roll made that
34
Powers
Powers are what separate
the heroes from the
everyday people. Some
can move at super-human
speeds or soar through
the skies. Others can pass
through solid objects as
if they were vapor. Some
have claws that pop from
their hands, or energy
beams that fire from their
eyes.
Power Levels
Some powers come in
variable power levels,
representing the vertical
potency we see in comic
books. Powers such
as Absorption, Blast,
Growth, and Strike, can
have different power
levels when purchased;
whereas powers like Air
Control, Mind Control,
and Chameleon, only
have a single power level
and rely more strongly on
the controlling skill roll for
success.
Other powers will enhance or use a normal skill that
you’re likely to already have. Blast uses the Shooting
Skills and Powers skill to function, while Deflection and Strike both use
There are a wide range of powers, and how they Fighting. Chameleon pits Persuasion against Notice
operate alongside the skills will vary. Some powers to discover who you really are.
require one of the controlling skills to function at all.
The character need not have the skill, it just defaults Each power entry lists the relevant skill at the top,
to d4-2 as normal. Spending points in the power is beneath the name, and further explains any special
enough to possess it, though the character obviously uses within the power’s description.
has no solid training in it yet.
35
Controlling Skill and different power set. One popular example would be
Marvel’s Dr. Doom, who possess a power set for his
Automatic Power Uses mystic abilities as well as a power set for his power-
Some powers are granted an automatic usage based armor.
on the die steps, or even die type, in the controlling
skill. Edges can also be placed into power sets if they
represent something specific about a power in the set,
In the case of the hero being unskilled in the use of or the set as a whole. For example, a street vigilante
their powers and not possessing a controlling skill, highly trained in martial arts might have a series
which defaults to d4–2 as already explained, they still of Edges related to fighting under a single power
get a “1” toward the automatic usage of the power. set called: Extreme Martial Training. In another
This represents the simple raw ability of the power. example, a speedster might add the Counterattack
(or Improved Counterattack) Edge to his super-speed
Powers that grant such automatic uses can sometimes power set, to represent being able to use his speed to
gain increased benefits by making a skill roll. Making take advantage of an opponent’s mistakes in combat.
the roll, however, counts as an action, so it incurs the
multi-action penalty for anything else you want to do Whether Edges are applied to a power set is really a
that round. matter of the narrative you’re going for, and in many
cases, it will come down to a character concept
choice for the Edges.
Special Effects and Limits
The power set also provides a bonus during play.
While each power has a base effect (or few effects)
Once per scene, you can spend a Benny on a roll
that it can do, special effects are enhancements you
involving the power set to add +1d6 to the already
can purchase to expand the scope of your power.
rolled total. The d6 can Ace.
At its most basic, a Blast power simply does a few
dice worth of damage. But apply the Concussive or How you narrate spending a Benny for the power set
Corrosive special effects, and you’ve just changed bonus is up to you. For example, if you had Strike
the scope and capabilities of your attack. (Claws) and were dodging an attack using the Evasion
power, you could spend a Benny for an additional
Special effects do not always have to be used. You
+1d6 to your roll, and narrate how you’re using your
can choose whether they are currently active each
claws to try to cut the projectiles out of the air instead
time you use the power.
of dodging them.
Special effects add to the cost of the power. If the
Be creative in using your Bennies in this fashion, but
power has variable levels, the special effect is added
remember that the GM always has final say.
to the total cost of the power, not each level’s cost.
36
Linking Powers stunt uses more than one power or special effect to
achieve its goal, the penalty is increased by another
One or more powers can be linked together into a single –1 for each additional power or special effect. For
effect. To do so, pay the total cost of both powers, and each success and raise generated on the roll, you get
list them as [linked to] in the power set. Once linked, to use the power stunt for one round.
the powers always function together. To possesses a
version of linked powers that function independently, Performing a power stunt counts as a free action, so
purchase the powers again, but separately. the player can both get the stunt and use it in the
same round. Any roll the new power requires to use,
No linked powers can stack the same effect. In other however, counts as a normal action. So, if a character
words, linking two Blast powers together does not received an Energy Blast as a power stunt, the roll to
combine the damage dice. You can, however, link the perform the power stunt was free, but the roll to use
special options under the Blast power together, such the Energy Blast is his normal action.
as fire and radiation.
If the Power Stunt roll is a failure, the character gains
1 level of Fatigue from pushing himself too hard. If
Power Network the trait die is a “1”, regardless of the Wild Die, the
Powers within the same power set can be networked character is Incapacitated from the Fatigue.
together, basically having a primary power with
various secondary powers. Fatigue levels recover every 30 minutes.
37
If the power stunt would involve gaining access to
a power with multiple power levels, the power stunt
has an effective Power Level 1. Raises generated on
the roll can be divided between increasing the power
level and the base number of rounds it can be used.
When doing so, however, at least the success must
be put into the single round of time.
The player spends the Benny and rolls Agility Then decide what, if any, Limits the power would
at –2 penalty. He gets a Success and two have. Each Limit reduces the total cost of the power
raises. Not only will can he use the whirlwind by 1-point, to a minimum cost of 1-point.
effect for three rounds, but any attempts to
escape it face –3 penalty.
38
• Boost: Increase one attribute, skill, or derived
Powers List
In the pages ahead, you’ll find a robust list of powers
statistic, chosen when this benefit is taken, at
a cost of +1 per absorbed wound used. The
increase lasts a number of rounds equal to your
power level, and the total amount of increase
we’ve already made for you—over 100 powers, (even from subsequent uses of the power)
and nearly as many special effects and limits to cannot exceed your power level. If you purchase
customize your powers with. Simply purchase the this benefit multiple times, each additional
powers and any special effects or limits, spend your purchase applies to a different type of boost.
points, and start playing. When increasing multiple attributes, skills, or
derived statistics, the combined increase across
At the end of the powers section, we also provide all boosts cannot exceed your power level.
you with guidelines on how to create your own unique
powers, special effects, and limitations. • Power: Each wound absorbed can be used
to fuel a power, including special effects. The
Each power is broken down into the following format: specific power must be chosen when this benefit
is taken, but you can choose to purchase special
• Name (Cost, either flat or per power level) effects when the power is activated. You need
• Relevant Skills not possess the power before using this benefit.
Each wound absorbed grants two power points
• Description of core effects to spend on the power, so some powers might
• Unique Special Effects require multiple absorptions to fuel (up to your
power level limit as normal). The power lasts for
• Unique Limits a number of rounds equal to half your Absorption
power level (round up). Additional powers
Special Effects
The character can absorb either energy or physical Energy Sponge (2): The character can make a normal
(kinetic) damage from attacks, which is chosen when action to absorb ambient energy of his chosen type
this power is taken. from the environment (if it exists). Each success and
raise counts as though the hero absorbed one wound.
Subtract the power level of Absorption from the
number of wounds you suffer from an attack (before
Limits
Soaking). If the character suffers only a Shaken result
from low damage, it counts as though one wound Living Bomb (–2/–3/–4): The same as Self Damaging,
was absorbed. The character cannot absorb more except the exploding energy damages the character
than his power level in maximum wounds, including and everyone within a blast template based on the
energy that has not been used or dissipated yet. degree of limitation. A two-point limitation is a small
Additional wounds must be Soaked as normal. burst template. Three points causes a medium burst
template explosion. For four points, the explosion
The character can use the absorbed energy for the covers a large burst template
following benefits. Choose one when you purchase
the Absorption power. Additional benefits cost two Requires Block (–1): The ability to absorb the attack
power points each. Energy that is not used dissipates requires you to succeed at a Fighting roll against the
after the character’s next turn. attack. This might be because your power is contained
with a shield, sword, or some other type of object that
• Recovery: Heal one wound for each wound
must be positioned between you and the attacker.
absorbed.
• Counterattack: Shoot a Blast or swing with If you fail, you take the full damage and absorb none
a Strike that does one damage die per wound of it. If you succeed, you absorb the damage. Your
absorbed, up to the original attack’s damage opponent rolls damage as though for a hit, even
dice. The type of damage die is the same as per though you technically blocked it. You still take any
the original attack. damage that exceeded your absorption ability.
39
Self-Damaging (–1): Instead of simply dissipating, the If you are watching a group of people, you can mimic
energy explodes within the character if not used. Each the skills (highest rating) and Edges of everyone you
absorbed wound still held causes 1-wound. Because are watching, but your attention is not as focused and
the damage comes from inside the character, Toughness your roll suffers -1 penalty per each additional person.
and Invulnerability does not negate the damage.
Although you do not maintain the skills for good,
Specific Energy (–4): You can only absorb a specific you do continue to receive a long-lasting bonus.
type of energy, such as fire, ice, radiation, and so Whenever you face an opponent whose movements
forth, chosen when this limit is taken. you’ve duplicated in the past, you receive +2 to Agility
related skills and actions against them.
Adaptation (2)
Skills: None
Special Effects
Advanced Muscle Memory (2): You can view and
mimic your target faster, requiring only one round
The hero can adapt to hostile environments. Some of observation.
examples include allowing him to grow gills in
water, change his lungs to breathe a poisonous Rapid Power (1): The roll to use the power counts as
atmosphere, or even gain immunity to fire and heat a free action instead of a normal action.
if in a volcanic environment.
After one minute (10 rounds) in the environment, the Hey! I Know you!
hero gains appropriate immunity to any environment
When you meet an opponent for the first time
hazards caused by the environment.
in play, you may spend a Benny and declare
After the hero leaves the environment, the changes that you’ve observed him in the past, and
revert to normal after one minute. therefore gain the Agility bonus against them.
40
Special Effects Separated parts maintain the hero’s normal Toughness
and Vigor and suffer damage as though they are
Additional Skill (1): For each extra point of cost, the a Wild Card. If a separated body part is somehow
character has an additional attribute skill increased killed, it does not grow back unless the hero also
by the activation of the trigger. has Regeneration (Regrowth). Once a damaged
part is reattached, the hero immediately suffers all
Rapid Power (1): The roll to use the power counts as cumulative Wound levels. So, if a separated hand
a free action instead of a normal action. was Wounded 1 and a leg was Wounded 1, the hero
is now Wounded 2.
41
Affliction (7)
Skills: Magic, Mental, or Power
Air Control (2)
Skills: Magic, Mental, or Power
Your character can infect others with disease or Your character can control air and winds.
poison. To infect the target, first make a Touch attack
against the target. If successful, make a skill roll You can create barriers made of air by making skill roll.
opposed by the target’s Vigor (or Spirit or Smarts for This represents intense winds that prevent others from
a unique type of mystic or psychic disease) as a free passing through, or winds to knock them off their feet.
action. For a success and each raise, the target’s To get through the barrier, they must make a Strength
Vigor suffers –2 penalty rolls against the affliction. roll. To remain standing if your winds are meant to
knock them down, they must make an Agility roll. The
Once infected, the target is attacked by the affliction Strength or Agility roll suffers a –2 penalty for each
on the following exchange. Roll the target’s Vigor and success and raise you gained on the power’s roll.
apply any penalty caused by the initial power roll. On
a failure, the target takes a level of Fatigue. Special Effects
Each day after the initial attack, the affliction attacks Area Effect (+4): Your ability to control the winds
the target again, and will continue to do so until it is is very powerful, allowing you affect targets in a
defeated. If the victim is Incapacitated, he is dead. cone template, or a small, medium, or large burst
template. You choose which type of area effect the
If the target succeeds at the Vigor roll, the character power encompasses each time you use the power. If
no new effect that day. Once the target succeeds the power can only use a single, specific type of area
at two Vigor rolls in a row, the character’s immune effect, the special effect costs only +1 point.
system has beaten it and he is no longer infected.
42
animals, divide them into groups of five, and use the
Group Roll option, as well as combat maneuvers
such as Gang-Up. Animate (5)
Skills: Magic, Mental, or Power
Special Effect
Mental Connection (1): You share a mental You can imbue inanimate objects with the ability
connection with the animals under your control, and to move and behave as though they were alive.
can both issue commands telepathically, as well as The controlling skill governs the maximum physical
receive “impressions” from them in return. Attributes of any animated objects, as well as the
number of objects that can be animated at one time.
Rapid Power (1): The roll to use the power counts as
a free action instead of a normal action. To animate an object, make a skill roll. On a Success,
the animated object has physical Attributes equal to
Ready to Rumble (1): The animals act as soon as the Controlling skill –1 die step (so a skill die d8 would
they are summoned. animate objects with an Agility, Strength, and Vigor of
d6). For each Raise, the animated objects gain a +1 die
step to physical Attributes. Smarts and Spirit are at d4.
Rapid Power (1): A roll to use the power counts as a The animated corpse suffers a –2 die step to its Agility
free action instead of a normal action. (value based on when the corpse was alive, minimum
of d4) and all Agility-based skills (minimum of d4-2),
and automatically has a Smarts of d4. The corpse,
43
however, retains its original Spirit, Strength, and Impervious (6): Each power level grants you +4 armor
Vigor. If the corpse possessed powers while living, bonus to Toughness, up to a maximum bonus of +24.
it retains those as well. All Smarts-based and Spirit-
based skills are lost.
Armored (1/Power Level) Rapid Power (1): The roll to use the power counts as
a free action instead of a normal action.
Skills: None
44
Astral heroes can make themselves visible and
communicate to a corporeal hero at will. Otherwise,
corporeal heroes trying to sense an astral form
must make a Notice roll at –2, providing they have a
sensory power that would allow them to do so.
45
Electrical (1): When attacking metal opponents, such Vigor die. A character can be resuscitated within five
as robots, you gain an extra damage die. minutes with a Healing (skill) roll at –4, or a use of the
Healing power with no penalty.
Energy (2): When you succeed with a raise on
an attack, you may spend a Benny to ignore a Special Effect
target’s Imperviousness, as well as bypass 1 level
of Invulnerability. If the target is not Impervious, you Area Effect (1/2/3): For one point, the blast can strike
ignore 2 levels of Invulnerability. in either a cone template or a small burst template
(chosen when the special effect is purchased). For
Fire (3): Whenever you successfully strike an two points, it can strike in a medium burst template.
opponent who is wearing flammable materials, they And for three points, the blast covers a large burst
must roll a d6. On a 5 or 6, your attack continues to template.
roll its damage dice against them automatically each
subsequent round. The fire can be extinguished with Armor Piercing (1): Your blast gains AP 2 for each
an Agility roll at –4 (rolling on the ground), another power point spent.
character somehow patting the flames with an Agility
roll at –2, or spending one round (and taking no other Demolishing (4): The blast ignores the armor bonus
action) in water or any other appropriate substance. to Toughness of inanimate objects whose armor type
is the same, or lower, than the blast’s weapon type.
Light (2): When you hit your opponent, they must So, a demolishing mega-weapon blast ignores the
make a Vigor roll or become blinded for a number armor bonus against inanimate objects with normal,
of rounds equal to your power level in Blast. Your heavy, or mega level armor. A heavy weapon ignores
opponent can attempt to recover from being blinded the armor bonus for objects with normal or heavy
by making a Vigor roll at –4 penalty. armor, and so on.
Radiation (2): You can spend a Bennie after a Increased Range (1): Each time this special effect
successful attack to cause your opponent to take is purchased, your blast’s range increases along
a level of Fatigue. The Fatigue is caused even if the the following increments: 24/48/96, 50/100/200,
attack does no actual damage against them. Fatigue 75/150/300, 100/200/400.
levels are recovered after an hour of rest.
Increased Damage (3): Your blast’s damage dice
Sonic (2): When your attack causes your opponent to increase from d6 per power level to d8. A raise on the
become Shaken (including from taking a wound), all Shooting roll still only grants +1d6.
rolls to recover from it suffer –4 penalty. If your attack
got a raise, then in addition to the penalty, a Benny Heavy Weapon (1): The attack is considered a heavy
cannot be spent by your opponent to recover from weapon attack.
being Shaken. Against opponents with enhanced
hearing, the attack gains a +4 attack bonus. Ultra-Damage (6): Your blast now does d10 per
power level in damage. A raise on the Shooting roll
Vibration (1): Your vibration attacks can shatter still only grants +1d6.
objects and people. When destroying objects, your
power does double damage to the object. Against Mega-Weapon (4): A mega-weapon is much more
living opponents, you can sacrifice the extra die powerful than just a simple heavy weapon. When
of damage on a raise to cause a –2 to Soak rolls. attacking a mega-armored character or object,
Each additional raise after the first then causes an damage is rolled normally. When attacking a heavy
additional –2 penalty, as long as the extra damage die armored target, a raise on the Shooting roll adds d8 to
for a raise was sacrificed. the damage instead of d6. When attacking a normally
armored or non-armored target, a raise adds d10 to
Water (1): Your opponent must also make a Vigor the damage instead of d6. The special effect does not
roll against drowning, with a –1 to the roll for each apply against Forcefields.
damage die sacrificed. Each increment of four points
of failure on the roll causes a level of Fatigue. So, a Volley (1): Your blast’s rate of fire increase by +1, up
failure by 1-4 points is one level, 5-8 points is another, to a maximum RoF: 6.
and so forth. If the character reaches Incapacitated,
they will die in a number of rounds equal to half their
46
Boost (2)
Skills: Magic, Mental, or Power
Chameleon (2)
Skills: Persuasion
A hero with Boost can temporarily increase a trait of The hero can alter his appearance and voice to
another person, willing or unwilling. resemble any other living being. The new appearance
should be of the same relative size and weight as the
To boost a trait, the character must succeed at an hero with this power. Although the hero’s clothing,
opposed roll of Controlling Skill versus the trait to be gear, and equipment change to resemble the target’s
boosted. Each success and raise increases the trait items, these items do not become functional. In other
by +1 die step. words, the hero appears to be wearing a gun when
impersonating a police officer, but the gun cannot be
The boosted skill lasts for number of rounds equal drawn or fired.
to twice the boosted die steps— so a success and
a raise, which boosted the trait +2 die steps, lasts Shifting into another character does not require a roll,
for four rounds. After the boosted trait drops back to but does constitute your action for the round. When
normal, the character takes a level of Fatigue from the in the other form, you do not gain any powers the
experience. The Fatigue is automatically recovered at original person might possess. To be able to do that,
the end of the scene. you must also have Power Mimicry (maybe even with
the ranged mimic special effect).
A character can only be under one effect of Boost
at a time. To notice that the hero is not actually the simulated
person, the viewer must make a Notice check against
Limits the hero’s Persuasion skill.
Burrowing (1)
Skills: None
Rapid Transformation (1): You can assume another’s
form as a free action.
47
the first, the target’s Vigor roll suffers a –1 penalty, up On a Success, the target cannot spend Bennies
to a –3 maximum. that round and must roll a 1d20 on the Confusion
Chart. For each Raise, the target suffers the effects
You can create ice constructs to encase those under for an additional round.
the large burst template instead of lowering the overall
ambient temperature. Doing so requires a controlling
1d20 Result
skill roll. On a success, the targets are partially
Roll
encased and can take non-movement actions at a
–2 penalty. If you take a called shot penalty to your 1-4 The character flees the area at
controlling skill roll, some actions might be negated the highest speed possible (full
if you encased specific body parts. On a raise, the Movement Power, or a pace of 12”
target is completely encased. The encasement’s without a Movement Power).
Toughness is equal to your controlling skill die type.
5-8 The character receives
For each raise above the first one, the encasement’s
a -2 to all actions.
toughness is increased by +1. The encasement
process is not instantaneous, though, and targets 9-12 The character receives
can make an Agility roll at –2 to avoid being trapped. a -4 to all actions.
13-16 The character is Shaken, and all
Confusion (2)
Skills: Magic, Mental, or Power
becomes pitch darkness.
Special Effects
Hungering Darkness (1): As long as you maintain
The hero can affect the minds and perceptions of darkness in an area, you can use your darkness to
others, causing them to become confused and find instill fear in others. Doing so counts as an action.
their actions hindered.
Make a controlling skill roll against the target’s Spirit
To do so, the hero must make a Touch Attack against or Guts (if your setting uses Guts). The target’s roll
the target. If successful, the hero makes an opposed suffers a –1 penalty if under dark conditions, and a
skill roll versus the target’s Smarts. –2 penalty for pitch darkness. If successful, the target
48
must roll on the Fear effects table. The roll suffers a target if the Fighting roll penalty was taken.
+1 for each raise you got on the opposed roll.
Mental Deflect (0): Instead of physical and energy
If you’re attempting to simultaneously instill fear in attacks, the hero can only deflect mental and psychic
more than one target under your darkness, regardless based attacks.
of how many targets total, your roll suffers –2 penalty.
Thrown Weapon (2): Whatever allows you to deflect
Deflection (2)
Skills: Fighting
that some platforms, such as a boardwalk pier or
rooftop, can no longer support your weight. If the
GM determines that you fall through something, it
costs you an action for the round, and any additional
actions incur a multi-action penalty. But in exchange,
The hero can deflect incoming attacks, either due to you gain a Benny.
metallic skin, a weapon or shield, or whatever creative
means you can come up with. For two Bennies, the GM can have you partially
fall through. You lose all actions for that round.
Instead of the range attack rolling against the normal Additionally, since you’re then effectively trapped,
TN 4, or a melee attack against the character’s Parry, likely from the waist down, you are considered prone
the attacker makes an opposed roll against your until you can extract yourself.
Fighting skill. On a success, you deflect the attack
and take no damage. On a raise, you reflect the Special Effects
attack back at your attacker causing half the amount
of damage (round up). If you choose to take a –2 Inherent Density (1): The power levels of Density are
penalty to your Fighting roll, then on a raise you can always active and cannot be shut off, not even by
deflect the attack to hit any other target within the power negation.
attack’s range.
Limits
Special Effects
Slow Moving (2): The hero’s Pace decreases by –1
Fall Protection (1): The character can deflect damage per power level, to a minimum Pace: 1.
caused by falling. Make a Fighting roll. On a success,
damage from the fall is halved (round down). On a
raise, the character takes no damage.
Drain (2)
Skills: Magic, Mental, or Power
awake by making a one-time Spirit roll at –2 penalty.
A success removes a level of Fatigue, and a raise
removes both. Otherwise, the Fatigue only recovers
after eight hours of peaceful sleep.
The opposite of the Boost power, drain allows you to If you spend a Benny after giving the target Fatigue,
lower the trait of a target. First, make a touch attack then the Fatigue (regardless of whether it’s one or two
against the target. If successful, make an opposed levels) can only be removed by getting a full night of
roll against the trait to be drained. On a success, the uninterrupted sleep.
skill is lowered by –1 die step, and an additional –1
step for each raise. The effect lasts for a number of
rounds equal to the number of die steps the trait was
drained.
51
Special Effects
Duplication (5)
Skills: Magic, Mental, or Power
Damage Soaking (3): Once per session, the hero can
“absorb” a duplicate to automatically heal 1 wound.
The Duplication power allows you to make exact copies Sacrificial Lamb (2): The hero can spend a Benny
of yourself. You can always call forth a number of to transfer any damage suffered by himself to one or
duplicates equal to half the die type of your controlling more of his duplicates. Any damage that cannot be
skill (so a d6 can summon three duplicates) with no applied to a duplicate is taken by the hero.
roll needed, though it does cost an action. To call forth
additional duplicates, make a skill roll. Each success Horde (2): By spending a Benny, the hero can choose
and raise creates an additional duplicate. to summon a horde of duplicates to assist him when
needed, but doing so always requires a roll. The hero
The duplicates have all your attributes, skills, cannot summon part of the horde automatically.
Hindrances, Edges, and powers (except the
Duplication power), and are always Extras. Multiply the successes and number of raises gained
on roll by five to determine the number of duplicates
Duplicates last until incapacitated. The hero cannot created. So, gaining a success and one raise creates
have more than his die type x2 in active duplicates. 10 duplicates. Divide the duplicates into groups of 5
for purposes of actions, and treat them as a group roll.
Duplicates cannot take an action until the turn after
they’re created.
Limits
Shared Damage (–1): Any damage suffered by
the hero or one of the duplicates is suffered by all
duplicates and the hero.
Duplicate Duplication
We’ll put this Special Effect as a side idea,
only because we’ve seen it in comic books.
Allowing this option can greatly affect the
balance of a game, however, and requires
additional paperwork for the player if used.
So, include it as a playable option with care.
52
Earth Control (2)
Skills: Magic, Mental, or Power
Empower (4)
Skills: Magic, Mental, or Power
You can control and manipulate the very earth under The hero can imbue others with a vast array of powers.
your feet, whether because you are a mutant, a form
of elemental being, or through arcane means. To use Empower, make an opposed roll against the
target’s Vigor. If successful, hero must spend a Benny
You can use your power to create barriers of earth by and can then imbue a number of powers and special
making a skill roll. The barrier’s Toughness is equal to effects upon the target; up to his own controlling skill
your controlling skill die type, +2 for each raise. die steps in point cost, plus an additional power point
for each raise gained on the roll.
You can also encase others in earth by rolling in an
opposed roll against their Agility. The Toughness is The imbued powers remain until the empowering
determined the same as for a barrier. character chooses to take them back. The character
can never have more than his controlling skill die
EMP (1)
Skills: Magic, Mental, or Power
hero can react faster than normal in a fight. For each
power level, the hero gains an additional Parry +2, up
to a +12 maximum
Entangle (2)
Skills: Magic, Mental, or Power
a range attack (he must be aware of the incoming
attack), he can make a skill roll. On a Success and for
each Raise, all range attack rolls against the hero are
reduced by –2 for that round.
The hero can bind his opponents, either hindering
If the hero has already acted in a round and wants
their movement or ensnaring them completely. To
to evade incoming attacks out of initiative order, the
Entangle a target, make a skill roll.
hero can spend a Benny to make the attempt, with
On a Success, the target is partially restrained. He the normal multiple action penalties.
suffers a –2 to Pace and all skills linked to Agility
and Strength. On a Raise, the target is completely
bound and cannot move or use any skills linked to
Agility and Strength.
Extra Limbs (2)
Skills: None
On the target’s turn, and each round thereafter,
an attempt to break free can be made. To do this, This power only needs to be purchased once, and the
the target rolls an opposed Agility or Strength roll exact number and nature of the limbs are left to the
versus the controlling skill. On a Success, the target description. For example, the power is the same cost
is free but has used his action this round (no other whether it represents a prehensile tail, two additional
actions may be taken). On a Raise, the target is free arms, or a mane of living hair.
and can act normally this round. A failure means
the target is still bound. When the power is taken, the player and GM should
decide what one or two types of actions the limb(s)
provide a +2 bonus toward. For example, a mane of
ESP (1)
Skills: None
living hair might offer a +2 bonus to grapples and
Parry, while a prehensile tail might offer a +2 to Agility
rolls for balance and to Climbing skill rolls.
54
Once per session, you may add your Smarts die Special Effects
to any single attribute or skill roll. For example,
using your Smarts with your Fighting in a combat Living Flame (3): The hero can bring fire to life with
round, representing your knowledge of numerous the same type of action as mentioned above, granting
fighting arts and being able to accurately predict the it die steps in an attack skill equal to the number of
incoming attack by reading your opponent’s stance, successes and raises gained on the roll.
muscle movement, eye movement, and so forth. Or
using your Smarts with Persuasion, representing
your vast knowledge of the human psyche and Flight and Super-Speed
behavioral sciences.
If the hero has both Flight and Super-Speed,
consider only requiring the greater rank
When adding the Smarts die to another attribute or
of the two powers to be purchased in full,
skill roll, you compare all three dice (the two Trait dice
and apply the desired equal or lower speed
and the Wild Die), but still only choose one die for the
of second movement mode as a 1-Point
result. If the Smarts die is included in a roll that uses
Special Effect. Chase Card bonuses do not
a Smarts linked skill, you still gain the +4 bonus for
stack, however. Use whichever bonus the
having this power.
hero is granted based on the movement
mode in play at the time.
You can use your controlling skill die steps as though Resistant Field (2): The forcefield possesses 5-points
it was Super-Strength power level, allowing you to of Toughness per power level.
strike with increased damage, or lift objects that are
up to 12” away. Limits
56
Gravity Control (2)
Skills: Magic, Mental, or Power
Power
Level
1
Height
20’
Bonus
Super-Strength 1
2 40’ Super-Strength 2, Density 1
You can control and manipulate one of the fundamental 3 60’ Super-Strength 3
forces of the universe, allowing you to reduce or
increase the pull of gravity over an area or individual. 4 75’ Super-Strength 4, Density 2
5 90’ Super-Strength 5
You can use your controlling skill as Super-Strength
for lifting objects, with the die steps in the skill being 6 100’+ Super-Strength 6, Density 3
your Super-Strength power level. To lift another
person, make an opposed roll against their Agility.
Growth (2,4,6,8,10,12)
Skills: None
the target and making a controlling skill roll,
minus any wound or fatigue modifiers the target
possesses). The hero heals one wound or fatigue
level per success and raise.
You can grow to immense size as shown on the table A failure on the power roll causes the target to take
below. Each level of growth increases your movement an additional wound or fatigue level, depending on
by +2 Pace per power level. which the hero was attempting to heal.
When you increase your size, you gain an equal number Healing can also remove a Shaken result from another
of levels in Super-Strength, which does not stack with character. To do so, the Healing character must touch
the normal Super-Strength power if you have it (use the the target and make a skill roll.
highest rating). Every 2 levels of Growth also provide
you with one power level of Density. Special Effects
Whether growth is a permanent feature of the character, Regrowth (1): The character can regrow lost limbs
or is something that can be turned on and off as a free in others.
action, is determined when the power is taken.
Restoration (1): You can counter the effects of
powers that have hindered your patient (typically
through a situation aspect placed on the character),
such as from Confusion, Daze, Mind Control,
Paralyze, and Transform. To do so, you must make a
skill roll at –4 penalty.
57
can resurrect the target if the number of hours they swing line). In chases, the hero uses Agility and gains
were dead do not exceed the power’s skill die steps. +4 bonus to the roll when determining Chase Cards.
For each raise gained on the roll, the number of
hourss the target can be dead prior to the resurrection Wall-Crawling: This power allows you to move along
attempt is increased by +1. The target revives with vertical and inverted surfaces as though moving
three wounds, and can then be further healed. across level ground. The GM may require an Agility
roll to move over slick or slippery surfaces.
Trait Damage (1):The hero can attempt to heal trait
damage. Make a Healing roll with a –1 for each die Water Walking: You can walk across water as though
step lost in the target trait. On a Success and for it was solid ground. Once per battle you may spend a
eachraise, the trait recovers 1 die step. Bennie to ignore all damage from a single attack that
is ground level based, as you turn off the power and
Limits drops below the water’s surface. Even if you reactivate
the power and return to the water’s surface, you can
Empathic Healer (1): The hero takes whatever only pull that trick once per battle.
damage he heals into himself.
Particulate: You move through extremely small Danger Sense: The hero can sense impending
openings, such as the cracks under a door or key danger and cannot be the target of The Drop.
holes, as though you were made of sand, water, gas,
or some other likely substance. It takes three rounds Darkvision: The hero can see in all but Pitch Darkness
to move your entire body through the opening. If you as though it was normal lighting.
are in a rush, you can attempt an Agility roll. On a
success, you only take a full round to get through. Directional Hearing: When making Notice rolls to
On a raise, you pass through the opening as part of pin-point the exact location of a sound, the hero
regular movement. gains +4 bonus.
Swimming: You can move through water as easily as Full Vision: The hero can see in 360 degrees
air, swimming at speeds fast enough to catch even simultaneously. Groups do not receive a Gang-Up
the fastest boats. bonus against the character.
Swinging: The hero has a swing line that provides Hyper-Hearing: The hero can hear sounds inaudible
a +2 bonus to grapples, which you can make with to the normal ear. When detecting heroes that can
your Shooting or Throwing skill (based on the type of hide from normal senses (such as stealth, camouflage,
58
invisible, and so forth) heroes with this power receive Toughness. Additionally, unless characters using
+4 to their Notice roll. Stealth, Invisibility, or other concealing abilities also
have a means of masking their heat patterns, the hero
Hyper-Olfactory: The hero can detect a target by can see them normally.
scent. When following a target by scent, the hero can
make a Notice at –2. Stealth rolls against the hero True Sight: The hero can see through illusions and
suffer –2 penalty as well (the penalties do not stack). other mentally-created visual effects. The hero gains
a +4 bonus to Notice check against them.
Hyper-Touch: The hero can sense tremors and acute
details (such as fine grains of sand in an object, X-Ray Vision: The hero can automatically see through
conversations through glass, sensing tremors along objects of any Toughness as though the barrier was
a surface, and so forth) through touch. Although a not there.
roll is not usually required, if the GM rules there is
opposition, then the hero makes any necessary
Notice check with +2 bonus.
59
Situational Immunity (1) major threats in a campaign, it’s highly recommended
that the particular source immunity option be
The hero gains three types of Immunity listed below excluded.
for each power point spent. The hero can still take
damage from attacks that use the environmental A special and uncommon type of immunity, the hero
energy as the source (for example, Heat, Cold, or is immune to all effects (including damage) from a
Radiation) as normal. specific source of power. Examples of power sources
include divine, magical, mental, mutant, and so forth.
• Called Shots Choosing a broad source that makes the character
• Environmental Cold completely immune to everyday effects, such as
physical or technological, is not allowed. While such
• Disease powers might exist, they are purely within the realm
• Drowning of NPCs who represent a major enemy in the story.
• Emotion (or type of emotion, such as fear) A character may never have more than one type of
• Environmental Heat source immunity.
• Grapple/Entangle
• Hunger
• Knockback (i.e. Immoveable)
Intangible (1)
Skills: Magic, Mental, or Power
• Lack of Sleep
• Poison You can become insubstantial and pass through
any object. There is no roll to use the power, unless
• Pressure (such as from the deep ocean) certain special effects are used.
• Environmental Radiation
• Suffocation Special Effects
• Thirst Phase Attack (4): You can also solidify portions
of yourself (such as an arm) inside of people and
• Vacuum
objects, using your phasing ability to damage them.
To perform the attack, you must first make a Touch
Type Immunity (3) Attack against the target. If successful, you deal
The hero is immune to the effects of a specific power 2d6 damage. Since the attack is literally through
type, such as Ice, Fire, Radiation, Plasma and so the character, Toughness and Invulnerability do not
forth. This means that the hero cannot be damaged by negate it.
attacks from that specific power, and is also immune
Against objects, the attack is automatic.
to any environmental effects (such as heat, if immune
to Fire Blast) associated with the power type.
Bio-electrical Discharge (Requires Phase Attack)
(2): When you attack electrical targets (including
Only one type of power immunity can be purchased,
Power Armor) using the Phase attack, you cause 4d6
unless the GM approves additional purchases.
worth of damage.
Source Immunity (5) Phase Others (1): You can extend your phasing to
anyone in contact with you, and even to those in
This immunity level is included because— well— it contact with that person! To do so, make a roll with
exists within comic books, but could prove an issue in a penalty equal to the number of people who are
some campaigns. Before source immunity is available going to phase (excluding yourself). If the people are
to the heroes, talk it over with the GM and rest of the unwilling, the roll instead becomes a Touch Attack
group. After all, allowing the player-characters to have against them.
Source Immunity: Magical in a campaign based on
the mystic community and supernatural threats might
not be a good idea. If the source immunity makes the
heroes completely immune to the common type of
60
Interface (1)
Skills: Knowledge (Computers) or Smarts
Leaping (1-4)
Skills: None
You can access computers from a distance. The You can leap distances greater than even the best
exact distance is left to the narrative, since nearly human athlete. Unlike some other modes of super-
any range could be explained thanks to satellites. movement, Leaping does not provide you with
When accessing or hacking into secured computer specific bonuses to rolls. As a matter of fact, because
systems, make a roll with a penalty set by the GM. a leap of your magnitude causes you to hang in the
air a bit, attackers receive a +1 bonus per your power
Invisibility (2,4,6)
Skills: None
level to hit you.
Power Level)
Skills: None
each success and a raise when using the power to
illuminate an area (up to a large burst template) reduces
the penalties for darkness by one step.
61
psychic or mystic abilities. Although they cannot
Special Effects
Phase Attack (2): The spirits have the Phase Attack
special effect from the Intangible power.
Limits
Draining (–1): Summoning spirits is extremely tiring
to the hero. At the end of each scene in which the
hero had summoned spirits under his command,
he suffers –2 to all rolls going forward. The penalty
does not clear until the end of a full scene in which no
spirits were under his command.
62
If you are simply using magnetic forces to grapple To regain the lost memories after that hour, the target
them, then your controlling skill acts as your strength must succeed at a Spirit roll at –2.
on subsequent rounds.
Paralyze (3)
Skills: Magic, Mental, or Power
roll with a –1 penalty for each power in the power set
you’re trying to mimic. If successful, you mimic their
powers until the end of the scene. If the target has a
power you already have, you mimic the power at the
higher of the two rankings if the power has a variable
The hero can render a target immobile through touch.
level.
To paralyze the target, the hero must first make a
Only NPCs can maintain a mimicked power
Touch Attack. Then, they make an opposed roll
indefinitely, and such characters should prove to be
against the target’s Vigor or Spirit, depending on the
major opposition. If the GM has such an NPC keep a
nature of the power. If successful, the victim cannot
player-character’s power template, he must give the
move or physically act for the remainder of the scene.
player Benny at the end of the scene the powers were
If the target tries to get free early, she must roll Vigor mimicked— the scene where they are first mimicked,
or Spirit with a –2 penalty for each raise gained on the not future scenes where the powers are used again.
original activation roll.
Special Effects
65
Leach (2): Instead of simply mimicking the powers, To nullify a power, make skill roll with a –1 penalty
you actually steal them from the target. To steal for each power beyond the first. If successful, the
another’s powers, you must make a roll with a –2 powers are shut down until the whatever is nullifying
penalty for each power stolen. them is somehow removed (such as a breaking a
collar, countering a spell, or knocking the character
If successful, you steal their powers until end of the unconscious). Otherwise, recovering the powers
scene. The target can attempt to regain their powers requires spending a Benny and succeeding at
early by spending a Benny and making an appropriate a roll with a –2 penalty for each raise gained on
roll with a –2 penalty for each raise you gained on the nullification’s roll. The exact skill rolled will be
the original roll. Which skill is used for the roll is determined by the narrative. It might be Strength
determined by the narrative. It might be a controlling (breaking the collar), or a controlling skill, or Spirit
skill, Spirit, or even Vigor. (psychic suppression), and so forth.
66
Precognition (1)
Skills: Magic, Mental, or Power
Psychic Resilience (2/ with a penalty equal to the Fatigue or wound penalty.
It still takes a number of minutes to heal the damage,
Power Level)
Skills: None
but you’ve officially started the process.
The hero is tough and more difficult to damage. Each You have a power suit or some other method (even
power level grants +2 Toughness per Power Level up inborn) of protecting your various senses against
to a maximum +12. overload, granting you +4 bonus to Vigor roll to resist
such attempts.
Special Effects
Heavy Toughness (1): Your Toughness is akin to
Heavy Armor, and you can only be damaged by
Heavy Weapons and Mega-Weapons.
Serial Reincarnation (2)
Skills: None
Resistant (1): Each power level grants you +3 Whenever the hero dies, he reincarnates as a new
Toughness, up to a maximum bonus of +18. person after a few hours. The hero maintains his
memories and skills, but can purchase new powers
Mega-Toughness (3): Your Toughness is the and Edges using the same number of power points
equivalent of mega-armor, and you can only be he was originally created with.
damaged by mega-weapons.
Skills: None
69
You can maintain the form until the end of the scene
Power Level Height
or until incapacitated.
1 6”
While in a shapeshifted form, you lose access to your
2 4”
normal powers, except the Shapeshift ability.
3 2”
A hero with Shapeshift and a d8 Controlling
skill, decides to roll and gets a success. The 4 Small Insect
character has 5 power levels with which
5 Dust Particle
to build the abilities. He might gain Claws
3, Super-Speed 1, and Invisibility 2 (Limit: 6 Microscopic
darkness only).
Shrinking (1-6)
Skills: None
Make a Touch Attack against the target. If successful,
then make an opposed roll with your controlling skill
versus the target’s Vigor. On a success and for each
raise, the target suffers a –2 penalty to all actions that
round.
The hero may decrease his size at will, allowing him
to get into areas impossible for a normal sized person
to navigate. Shrinking takes an entire round and it
takes another entire round to return to normal size.
A hero may choose to shrink to a size less than that
Sleep (1)
Skills: Magic, Mental, or Power
allowed by his power level. Whether the hero retains
his normal density while reduced in size is up to them, The hero can cause another living target to enter a
but they retain their normal Strength and Vigor. deep sleep. Doing so requires an opposed power roll
against the target’s Vigor for a physical attack (such
At Power Level 5 and above, normal sized people as a gas), or Spirit for a mental attack or mystical
cannot target the hero unless the individual possesses attack. If successful and the target is an Extra, they
some way of seeing them, such as microscopic vision. fall asleep and remain that way for the rest of the
They also cannot interact with normal sized people scene. Against a Wild Card, the target falls asleep for
(such as a direct attack). Additionally, at Power Level a number of rounds equal to the controlling skill die
6 the hero can enter an alternate dimension such type, plus an additional round for each raise.
as a “microverse,” if such a place exists within the
campaign. Sleeping characters can be awakened normally.
70
Spatial Control (1)
Skills: Magic, Mental, or Power
Stretching (3)
Skills: None
You possess the ability to twist and bend the very The hero is able to stretch his limbs up to 24” away,
fabric of space, altering distances between two allowing him to make attacks and manipulate objects
points with ease. at a distance.
By making a controlling skill roll, you can decrease The hero also gains a +2 to Parry and Toughness
or increase the distance between two points by 12” due to his malleable body, basically allowing him to
for each success and raise achieved on the roll. For absorb most attacks, and a +2 to grapple attempts.
example, if you gained a success and raise on the roll,
you could warp space so that you now occupy an area The hero can also seep through any non-airtight
that was 24” away. Likewise, you could extend the opening as a full round action.
distance so that the area was now an extra 24” away.
Special Effects
By applying the Area Effect and Multi-Target
special effects to the power, you can achieve Area Effect (1/2): The hero can expand his body to
some wild effects. fill a medium burst template or a large burst template.
Treat the hero’s Toughness as an obstacle for
The warping effect lasts only until the beginning of attacking anything that he blocks.
your next turn.
Extended Stretching (1): Each time this special effect
Skills: None
71
72
Concussive (1): For each damage die you sacrifice Light (2): When you hit your opponent, they must
from the attack, you can knock your opponent back make a Vigor roll or become blinded for a number
6” (or an additional 6” if you would have already of rounds equal to your power level in blast. Your
caused knockback). opponent can attempt to recover from being blinded
by making a Vigor roll at –4 penalty.
Corrosive (2): When destroying objects, your power
does double the amount of damage. When striking Radiation (2): You can spend a Bennie after a
living opponents, instead of gaining an extra damage successful attack to cause your opponent to take
die on a raise, your corrosive substance instead a level of Fatigue. The Fatigue is caused even if the
continues to automatically do its damage dice against attack does no actual damage against them. Fatigue
them for the next two rounds, unless they find some levels are recovered after an hour of rest.
way to neutralize the substance.
Sonic (2): When your attack causes your opponent
Darkness (2): When you strike a target, it also to become Shaken, all rolls to recover from it suffer
diminishes their sight so that their surrounding area –4 penalty. If your attack got a raise, then in addition
appears one step darker in illumination. So, a normally to the penalty, a Benny cannot be spent by your
lighted area becomes dim, while a dim area becomes opponent to recover from being Shaken.
dark, and a dark area becomes pitch darkness. The
effect lasts for a number of rounds equal to your Vibration (1): Your vibration attacks can shatter
power level. objects and people. When destroying objects, your
power does double damage to the object. Against
Earth/Force/Ice (1): When you hit your opponent, you living opponents, you can sacrifice the extra die
can choose to not do damage and instead partially of damage on a raise to cause a –2 to Soak rolls.
encase your opponent. Although the target cannot Each additional raise after the first then causes an
move, they can take other actions at –2 penalty. If additional –2 penalty, as long as the extra damage die
you hit with a raise, you can completely encase them, for a raise was sacrificed.
and they can take no actions except breaking free.
The encasement’s Toughness is equal to twice your Special Effect
Power Level in Blast, with an additional +2 for every
raise you received over the first one. Aura (2): Your Strike also acts as an aura around your
body, causing its damage (and any secondary effects)
Electrical (2): When attacking metal opponents, such to anyone who strike you in hand-to-hand combat.
as robots, you gain an extra damage die.
Armor Piercing (1): Your blast gains AP 2 for each
You may also use your power level as a number of die power point spent.
steps, and roll that die instead of a normal skill when
attempting to short out or bypass electronic locks. Demolishing (4): The blast ignores the armor bonus
to Toughness of inanimate objects whose armor type
Energy (2): When you succeed with a raise on is the same, or lower, than the blast’s weapon type.
an attack, you may spend a Benny to ignore a So, a demolishing mega-weapon blast ignores the
target’s Imperviousness, as well as bypass 1 level armor bonus against inanimate objects with normal,
of Invulnerability. If the target is not Impervious, you heavy, or mega level armor. A heavy weapon ignores
ignore 2 levels of Invulnerability. the armor bonus for objects with normal or heavy
armor, and so on.
Fire (2): Whenever you successfully strike an
opponent who is wearing flammable materials, they Increased Damage (3): Your blast’s damage dice
must roll a d6. On a 5 or 6, your attack continues to increase from d6 per power level to d8. A raise on the
roll its damage dice against them automatically each Shooting roll still only grants +1d6.
subsequent round. The fire can be extinguished with
an Agility roll at –4 (rolling on the ground), another Heavy Weapon (1): The attack is considered a heavy
character somehow patting the flames with an Agility weapon attack.
roll at –2, or spending one round (and taking no other
action) in water or any other appropriate substance. Ultra-Damage (6): Your blast now does d10 per
power level in damage. A raise on the Shooting roll
still only grants +1d6.
73
Mega-Weapon (4): A mega-weapon is much more longer without taking additional action requires
powerful than just a simple heavy weapon. When spending one Benny per additional scene.
attacking a mega-armored character or object,
damage is rolled normally. When attacking a heavy Special Effects
armored target, a raise on the Shooting roll adds d8 to
the damage instead of d6. When attacking a normally Ready to Rumble (1): The minions act as soon as
armored or non-armored target, a raise adds d10 to they are summoned.
the damage instead of d6. The special effect does not
apply against Forcefields. Sacrificial Lamb (2): The hero can spend a Benny
to transfer any damage suffered by himself to one
Suffocate (1)
Skills: Magic, Mental, or Power
or more of his minions. Any damage that cannot be
applied to a minion is taken by the hero.
Summon (5)
Skills: Magic, Mental, or Power
Power
Level
Combat
Speed
Chase
Card
Out of Combat
Speed
Bonus
You can summon minions to your side, whether 1 Pace x2 +1 Pace x2
they are human thugs, demons, or some other form. 2 Pace x4 +2 Pace 48
The exact type of minion must be chosen when the
power is purchased. 3 Pace x6 +3 Mach-1
4 Pace x8 +4 Supersonic
You can always call forth a number of minions equal Speed or greater
to the die steps in your controlling skill (so a d8 can
summon three minions) with no roll needed, though it
does cost an action. To call forth additional minions, Special Effects
make a skill roll. Each success and raise creates an
React in a Flash (1): You may spend a Benny to go
additional minion. The hero cannot have more than
first in an exchange, regardless of your Action Card.
his die type x2 in active duplicates.
If multiple people with this special effect exercise this
ability, they go in turn of their normal initiative, but before
The minions cannot act until the round after they are
those who don’t have the special effect get a chance to
summoned. All minions operate as Extras, should
act. If the exchange has already started, and you have
have the same traits and Edges, and last until the end
not yet acted, you may instead choose to automatically
of the scene unless Taken Out. Keeping them around
interrupt another’s action to take your own.
74
Super-Strength (1-12)
Skills: None
+6 You can move large buildings Enhanced Lifting (1): You can roll your Strength vs
Your Strength in a push maneuver. Each success
+7 With your strength, Battleships
and raise increases your placement on the Lifting
can be carried
Benchmark chart by +1 steps for the round.
+8 You are strong enough to
raise an aircraft carrier Ground Slam (1/2/3): The hero can use Strength to
strike the ground and hit everyone in a medium or
+9 At this level, your strength large burst template place directly in front of you.
can lift a skyscraper Targets must make an Agility roll with a penalty equal
+10 You could lift the Great to your Super-Strength damage bonus, or fall prone.
Pyramid of Giza
For one point, the area if effect is a cone template,
+11 You could lift an island instead.
+12 Your strength is a plot
device, congrats!
75
Telekinesis (1)
Skills: Magic, Mental, or Power
Power Level
1
2
Distance
A few miles
Several hundred Miles
3 Several Thousand Miles
The hero is able to move and manipulate objects that
he can see, without physically touching them, from 4 Anywhere on the planet
up to 12” away. Use your controlling skill as your
5 Anywhere within the
Strength for determining how much you can lift.
same star system
If attacking someone with the lifted object, use your 6 Anywhere in the universe
controlling skill as the attack skill, with a –4 penalty.
Special Effect
Special Effects
Omega Telepath (1): The character makes the
Omega Telekinesis (2): When lifting objects with your skill roll to link more people than his die type in the
mind, you can lift weight from the Super-Strength controlling skill as a free action.
Lifting Benchmark table, using your die steps in the
controlling skill as the power level.
Telepathy (1-6)
Skills: Magic or Mental
The hero can travel a distance from one point to
another instantaneously without traversing through
the intervening space.
Special Effects
Gateway (1): The hero opens a portal that allows
others to teleport through it.
76
Limits
The Laws of Time Travel
Must See Destination (–1): The hero must see the
location to which they are Teleporting. If the hero The exact laws of moving throughout the
cannot see the destination, he must make a roll with time stream are left to the GM to decide, and
–4 penalty (increased as appropriate if attempting to may or may not be completely understood
also teleport a greater than normal distance). Failure by time travelling characters. For example,
indicates the hero has collided with an object and can the time stream be altered by travelling
takes 1d6 damage for evet 2-points of the object’s into the past, or do time travelers enter an
Toughness. alternate time stream where their actions
create new branches that will never affect
Power level 1
TimeRange
A few minutes
Vampirism (2)
Skills: Mental or Power
Power level 2 Several hours
Power level 3 Several months The hero can take the life force or psychic energy of
others, and use it to heal himself.
Power level 4 Several years
You must first successfully grapple your opponent.
Power level 5 Several decades
Once the target is grappled, make a roll of your
Power Level 6 A century or more controlling skill versus their Vigor or Spirit, depending
on whether you are a blood or psychic vampire. Each
Limits success and raise causes a wound.
Limited Travel (–1): The hero can travel into the past Additionally, for wound you cause, you heal an equal
or future, but not both. As a result, he can’t return to number of wounds.
his home time.
77
Creating Undead
Usually within the realm of NPCs, if the
character is a member of the Undead (such
Special Effects
Below is a list of special effects that can be applied
as an actual vampire), then anyone killed by to a wide range of powers, along with the cost for
the vampiric attack rises within three days applying each to a power. The cost for a special effect
as one of the Undead, usually under the is always flat, regardless of how many Power Levels
domination of the one who created them. the power might possess. It only adds to the total
cost of the power.
If the GM wishes to allow such an option
to a player-character, increase the cost of
Vampirism by 4-points. Anyone transformed Advantageous (1)
into an Undead rises as Extra under their You gain +2 to rolls to perform Tricks with the power.
mental domination. If it is a Wild Card, the
victim remains a Wild Card, and may or may
not remain under the thrall of their master Area Effect (Variable)
depending on the needs of the story.
You can attack everyone within a small burst template
for 1-point, a medium burst template with 2-points,
and a large burst template for 3-points. Expanding
You can control the flow of water, causing it to move Charge Object (1)
at your command.
The hero can touch an object, charging it with his Blast
Anyone caught within the water must make an power. Whatever comes into contact with the object
opposed Swimming against your controlling skill after it is charged triggers the power’s release. This
each round. If they fail, they can take no other actions effectively allows him to create a Blast attack with a
that round as they struggle not to drown. time delay on when it goes off. Avoiding the blast once
the charge is triggered requires an Agility roll at –2.
If they succeed, they can act, but all actions suffer
a –2 penalty. If they succeed with a raise, they act Countering/Nullify
normally that round.
Resistance (1)
You can command the very forces of nature, allowing Dazing (2)
you to create storms or diminish existing storms. The power can also daze and stun targets. Whenever
the target is affected by the power, they must make
The hero can command the winds as though he
a Vigor roll with a penalty equal to the attacker’s
possessed the Air Control power, and can bring about
controlling skill die steps, or the number of damage
arctic storm conditions as though he possessed the
dice in the attack power. If the roll fails, the target
Cold Control power. Additionally, he can lightning
is Shaken for 1d6 rounds. The target cannot attempt
strike a target up to 24” away as an Attack action
to make a Spirit roll to remove the Shaken result, or
using the controlling skill, causing 1d6 damage per
spend a Benny to negate it, until that time has passed.
die steps in the controlling skill.
78
Deadly (2) or lower. At Highly Impervious, he is immune to
damage from five damage dice or lower conventional
Once per scene, you can spend a Benny to cause attacks. The character cannot be harmed by the
an opponent to take one additional wound (after attack, period.
they Soak).
Sometimes, an attack will fall between the cracks
and will have to be judged on a case-by-case basis.
Demolishing (1) A Concussive Force blast could be argued to be a
When destroying objects, your power does double physical attack against a character Impervious to
the amount of damage. damage dice in energy attacks, but as shown in
comics it might sometimes affect the character as
though it were an energy based attack.
Durable (1)
Regardless of whether a character is Impervious, they
You can spend a Benny to automatically Soak one
can still suffer knockback from an attack as normal,
wound.
even if they can’t be damaged by it.
Gaseous (1)
Indirect (1)
Your damaging attack power is no longer instant,
The attack power originates from a source other
but takes on a life of its own as it slowly fills an area
than where the hero is physically located. The power
of effect. Any area it covers is attacked each round
ignores obstacles and cover when hitting the target,
with a skill rating equal in die steps to the number of
but does not ignore Forcefields.
damage dice of the power. If the power did not have
damage dice (such as the Emotion Control power),
then the gas attacks with d6 skill. Mega-Attack (2/4)
Typically, this special effect is found in power-armor
Ghostly (1) themed powers, but can be applied to just about any
type of character with the right explanation.
The power can affect astral and intangible targets.
Once per session, you can double the number of
Homing (2) damage dice of an attack power, and can exceed
the normal maximum damage dice for a power. The
The attack power receives another chance to hit the increase lasts for one attack only. There are two levels
target of a missed attack on the next round on the to this special effect.
Character’s initiative turn. The power gets a number
of attempts to hit the target equal to the number Basic: The power immediately shuts down after
of times this special effect is applied to the Power. the attack.
This secondary attack attempt does not cost the
character an action. For example, let’s say you had Energy Beam 4 (five
damage dice), and used the special effect to double
Impervious (4/8) that to ten damage dice. After the attack, Energy
Beam is shutdown.
This special effect is optional and requires GM and
group consensus before being added to a campaign. Energy Beam is automatically recovered at the end
of the scene. To recover it during the scene requires
A character with the Impervious special effect is spending a round on an appropriate skill roll (such
immune to all damage of a type and threshold. It could as a controlling skill, Knowledge (Technology), and so
be applied to energy damage, physical damage (such forth) with a –1 penalty for each power level in the
as blades, bullets, and low-yield explosives), mental power. Of course, you could decide to recover only a
damage, or even damage from arcane spells (such as portion of it, say Energy Beam 2, for only a –2 penalty
a mystic themed blast). instead of –4.
At the Low Impervious level, the character is immune The recovery action, though, can only be attempted
to damage from attacks rated at four damage dice once during the scene.
79
Advanced: The power still shuts down after the use of the effect this scene, lower two powers by one
attack, but this version allows you to first apply those level, a second power by two levels.
levels to reduce your other powers. These changes
last until the end of the scene in which the special The power levels recover only at the end of the scene.
effect was used, then your power levels return to
normal. Range (Variable)
If you don’t have enough overall power levels to This special effect allows you to increase the range of
absorb the required reduction, then all your powers your power.
are completely shut down.
For ranged attacks that begin at a range of 12/24/48,
If a power does not have variable power levels, the each 1-point in this special effect increases the range
power can take 1 point of reduction and is shut down. along the following increments: 24/48/96, 50/100/200,
75/150/300, 100/200/400.
Just as in the basic version, you can attempt to
recover the lowered powers during the scene. Doing For personal or touch ranged powers, spending
so requires a skill roll with a –1 penalty equal to the 1-point increases the range to 12”.
total number of reduced levels to be recovered. So,
if Energy Beam 4 had been shut down, plus you had Powers with a range of 12” are increased an additional
spread the reduction to lower Super-Strength by 1 12” per point spent in this special effect.
and Flight by 1, then the penalty is a whopping –6.
80
Unnoticeable (1) Fatiguing (–1)
The power, whether it is a physical blast or some Each use of the power’ causes the hero one level of
other sort of obvious attack, is completely invisible Fatigue. The hero can resist the fatigue by spending
to the naked eye, making it almost impossible to tell a Benny. Each level of Fatigue recovers after 30
where it came from simply by sight. minutes.
Limits
The following list covers some of the more common
Each time this limit is taken, a ranged power has its
range reduced by half.
Restricted (–1)
forms of Limits that powers can take, along with the
overall power set cost reduction for applying them to The power is restricted in some way. Perhaps it’s not
the power. The cost reduction is a flat rate subtracted effective against a certain substance, usable only on
from the power’s total cost. No power can be reduced objects or only on living beings, the hero must chant
below a 1-point cost. or perform gestures, and so forth.
81
Super-Science Devices
Super-science is as much a staple of comic books as
colorful costumes and extraordinary powers. From a
villain’s freeze gun or fear inducing gas, to dimensional
portals that allow travel and exploration into foreign
Building A Device During Play
With the right Knowledge skills, you can make
realms, to highly advanced power-armor, the inventions
and technologies of comic books have been a sense your own specialized devices— chemical formulas,
of wonder since the debut of the super-hero genre. weapons, and armors, capable of extraordinary feats
thanks to super-science or sorcery. Such devices are
This chapter gives you the means of creating your created as temporary power sets, just as you would
own super-science inventions. For those of you create a normal power set for your character.
who have the Headquarters or Team Base Edges,
this is the chapter where you get to spend those Design the Device
points to build your secret base of operations, be it
a remodeled cave, volcanic fortress, orbital satellite, To create a new device during the series, first
mansion, flying aircraft carrier, or even a city-sized determine what powers it possess (and determine
trans-dimensional organic vessel. how the powers are arranged into Power Sets). After
you determine the total cost of all powers, special
Devices and Character effects, and limits, divide the total by half (round up).
The result is the success and number of raises you
must roll to create the device, and you only have five
Creation
The invention rules are for creating devices after the
rolls to do it in.
82
The workshop is Quality 4, so he doesn’t system. If a device special effect would make sense,
suffer a penalty to the Knowledge roll, since however, it can be applied to any type of power set.
the workshop’s quality is higher than half the Each special effect (or rank of special effect) costs 1
power point cost of the device (which would power point.
be three power points).
Artificial Intelligence
If you succeed, great! You’ve created the device. For
each additional raise you get over the requirement to Your device is an artificial intelligence capable of
invent the device, you lower the construction time by acting on its own. Each level gives the A.I. a specific
one hour, to a minimum of one hour. number of skill dice.
The device lasts for one session of use. Keep in • Basic Intelligence (2): 5 skill dice.
mind, it’s one issue of use. That means you can carry • Improved Intelligence (4): 10 skill dice
the device for a few issues before using it, but the • Advanced Intelligence (6): 15 skill dice
moment you use it even once, it lasts until that issue
is over. When the issue concludes, it is assumed to Auto-Pilot
be lost, deconstructed, or whatever reasoning makes
sense to remove it from play. Typically applied to vehicles, it can now fly or drive
itself with d6 skill. This special effect can be applied
You can only have one device in active use at a time. three more times, up to a maximum d12 skill rating.
Jury Rigging
When time is of the essence and you absolutely must
Database
The device is either a walking library or has remote
access to one. Each time this is applied, the device
construct that device “Now!” you can attempt a jury- has the two Knowledge skills at d6 rating. You can
rig. You’re basically rushing the job and risking failure take this multiple times, and either apply it to two
in exchange for getting that emergency device built additional skills, or increase the skill rating up to a
and in the field as quickly as possible. maximum of d12+2.
You build the device using the same rules as building You can also apply a +2 bonus to a single skill instead
a device, but it takes only one minute per needed of taking a pair of skills, up to a maximum of d12+2.
success and raise. But, the number of success and
raises needed is increased by +1 due to the rushed job.
Expert Wiring
Jury-Rigged devices last for a single scene of use, Typical of explosives, rolls to disarm the weapon
though they can last longer if you spend a Benny suffer –2 penalty.
point for each additional scene.
Independent Attack
Common Device The weapon can attack on its own, such as an
Special Effects
Devices are constructed using the powers system for
automated turret. The Shooting skill is d6 for a single
application of this special effect, and increases by
+1 die steps for each additional application, up to a
maximum of d12+2.
abilities. However, the following special effects are
examples of what we’ve seen in comic books, and
represent things not normally covered by the powers
83
Power Ability Headquarters Features
Each time this special effect is taken, your device’s Finally, with any points you have remaining after
power level is increases a level (if the power has variable purchasing the Quality Rating, you can purchase
levels), or controlling skill improves +1 die steps. any of the following features for your headquarters.
Each feature (or level of a feature) costs 1
Restricted Headquarters Point.
The device is restricted from just anyone using Artificial Intelligence: Your device is an artificial
it, whether it is through a DNA scan, a mystic intelligence capable of acting on its own. Each level
enchantment for worthiness, or some other high gives the A.I. a specific number of skill dice.
security means that typically cannot be overcome. • Basic Intelligence (2): 5 skill dice.
• Improved Intelligence (4): 10 skill dice
Remote • Advanced Intelligence (6): 15 skill dice
Usually a special effect for explosive devices, you can Command Center: A central room to monitor
detonate the bomb from a distance. When applied happenings around the city or planet.
once, the range is roughly a half-mile. When applied
twice, you can remote detonate from up to a mile away. Database: Your base has an extensive database
covering one or more areas of knowledge. Each time
Targeting this is applied, the device has the two Knowledge
skills at d6 rating. You can take this multiple time, and
Whether through special stabilizers, a target scope, or either apply it to two additional skills, or increase the
some other method, the weapon provides a +2 bonus skill rating up to a maximum of d12+2.
to your Shooting roll when you take the time to aim.
You can also apply a +2 bonus to a single skill instead
Device Limits
Your device can have limits built into it the same as
of taking a pair of skills, up to a maximum of d12+2.
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Mansion Power-Armor (Power)
Features: Command Center, Defense Systems, The hero has a suit of special power-armor that
Dock/Hangar/Garage, Infirmary, Laboratory, Library, contains its own, three wound slots. Wounds against
Living Quarters, Personnel (one Good Quality), Power the hero are first taken by the power-armor, and
Supply, Workshop any penalties apply as normal. If the power-armor
takes more than three wounds, it is automatically
Cost: 15 incapacitated and shutdown from the damage.
Power-Armor
Power-armor works just like any other power set as far
wound modifiers no longer apply to the character’s
actions. Of course, the downside is that the character
also no longer has access to the suit’s powers.
as having the powers that make it go. You purchase
the powers with any special effects and Limitations,
add them to your character sheet, give the power set
an aspect, and game-on!
Special Power-Armor Features
A power-armor can have any power, special effect,
and even device special effect in its power set
Power-Armor is considered a power set, not a device
(including the Artificial Intelligence device special
(it’s talked about here because most people are going
effect). Below are a couple of additional special
to look for Power-Armor stuff in the device sections).
features, drawn from one of the most popular comic
Power-Armor can be handled two ways. The first is to book power-armor heroes of all time.
simply name the power set appropriately, purchase
powers you want in your power-armor, and get to Alternate Armors
fighting crime.
The hero can have more than one suit of armor to
The second is to create the power-armor as just switch into and out, but can only do so once per
mentioned, but you also purchase the special Power- session. Doing so also requires first purchasing the
Armor power, as described below. Power-Armor Dealership Edge
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Although the hero can only switch to an alternate Power-Armor
armor once per session, they can switch back to
their original armor for free at any point. Doing so, of
Dealership (Edge)
course, completes the usage of the alternate armor Requirements: Novice, Knowledge (Engineering)
for the session. d12+
If the original armor was incapacitated before the The hero has more than one version of power-armor
switch, then it’ll still need to be repaired as normal. waiting and ready.
Likewise, if the alternate armor is incapacitated before
the hero switches back to the original, that alternate Once per session, you can spend a Benny to switch
armor cannot be called again in subsequent sessions out your current power-armor power set for a new
until the time and efforts are taken to repair it. version, but the total cost of the power set cannot
change. The new version lasts until you switch back,
If a new session begins with the hero inside an or until it is Incapacitated.
alternate suit of armor, consider allowing them to
switch back to the original suit and still have access The hero can have as many alternate suits and
to another alternate armor for that session. A good different power sets as they want, but can only switch
caveat for this is that they must switch back to the suits once a session.
original during the first scene of the new session. This
allows them access to the stunt as normal, especially
if the previous session ended in such a way that Let’s Throw a House Party!
switching back to the original wasn’t really possible, If your power-armored player has seen a certain
but doesn’t abuse the Edge. super-hero movie, they’ll probably want to throw a
house party at some point.
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The first thought any GM would likely have is: How If the suit can self-repair, purchase the Regeneration
the heck am I supposed to handle that? power for the suit with the Limit: Armor Only. If the
suit has hi-tech medical systems onboard, maybe
Don’t worry, we’ll tell you how. The first step is for the through narcotic or adrenal injections, purchase the
player to purchase the Calling All Armors Edge. Healing power with the Limit: Occupant Only. Since
the Healing power requires a skill roll, unless the suit
Calling All Armors (Edge) is artificially intelligent with the necessary controlling
skill, the roll is made as though unskilled. Otherwise,
Requirements: Seasoned, Power-Armor Dealership, consider giving the device special effect Power Ability
Artificial Intelligence device special effect. to increase the skill rating.
Once per adventure, the power-armored hero can Finally, if your suit also provides defense against
spend a Benny to call in a team of his alternate psychic attacks, you might want to look at the Mental
armors, all operated by an artificial intelligence. The Invulnerability or Psychic Forcefield powers.
armors act on their own group initiative.
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Sealed Systems
Most power-armors have a sealed system set-up,
and yours is probably no different. The Life Support
power is pretty much necessary for this effect, as
might be some other 1-point Immunities.
Sensor Array
The various Hyper-Sense abilities cover a majority of
any armor’s sensor arrays. Likewise, reskinning the
narrative of the ESP power could represent hacking
into top-of-the-line surveillance satellites.
Shutdown Technology
If you can shut down mundane technology in your
area, purchase the Blast power with the EMP effect
and Area Effect special effect. To be able to shut down
mundane technology and have a chance at doing it to
devices and technology based power sets, purchase
the 5-point Power Nullify with type: technology.
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Telling Stories, the Comic Book Way
By now, you and your group have created the heroes, weaknesses and their concepts. If you have a super-
established the world they inhabit, and set all the hero team consisting of a One-Man War on Crime, a
basic assumptions for the series you’re going to Blind Avenger of the Streets, a Supernatural Spirit of
play. Now you have a pile of aspects and NPCs, all Vengeance and a Genetically Engineered Super Spy
of it brimming with dramatic potential and waiting to Defector, then your plot featuring an Earth Controlling
come to life. Servant of a Force of Nature seeking cosmic artifacts
on Earth may not be the most suitable story hook
What do you do with them? for those guys. Similarly, drug dealers, gun thugs
and police corruption are not the best elements for
It’s time to get into the real meat of the series: creating an adventure built around cosmic heroes trapped on
and playing through story arcs the comic book way. earth.
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additional element to play with: When the Masked
Avenger thwarts a police extortion shakedown,
maybe they are left wondering if their detective pal is
involved, or if they are aware and turning a blind eye.
Choosing the Opposition
As a rule, your adventure needs an opposing force.
Maybe the detective comes to them first, knowing
that they are dealing with rampant corruption that Sometimes the opposing force is an obvious,
is beyond what one cop can deal with, and so they overwhelming evil, sometimes it is an uncaring,
need the heroes to help them drag the skeletons out unfeeling force of nature, and sometimes it is actually
of the closet. Make sure that approaching alien army another well-meaning presence, such as the police,
isn’t hitting just any planet: Point it at the homeworld the military, or even another super-hero or team. It is
of the Cosmic Sentinel PC in your game, to give them important to note that the opposition is not always the
extra incentive make sure the line is drawn in the sand. mastermind. Sometimes the opposition are minions,
If the adventure feels like any character could have henchmen and mercenaries serving a smarter and
been dropped in to deal with it, then it’s probably not more capable villain. Sometimes they are hapless
a strong hook anyway. pawns, being used by the true villain in order to
distract the heroes.
Once you feel confident that you have a good fit for
your heroes and the plot, you also need to be aware We Meet Again
of the heroes’ abilities and how it may impact the
adventure. Mutant Psychics are great characters, but Odds are, the heroes either have a few villains in their
are going to overly complicate your murder mystery backstory, or will pick up a few villains pretty quickly.
adventure unless you address how their psychic Super-heroes tend to combat a lot of familiar faces,
powers are not unraveling the plot five minutes into no matter what kind of asylum or prison they lock
the adventure. This is a double-edged sword, as well, those villains away in. In fact, the heroes (and their
because you want to challenge your players and their players) can expect to face off with archenemies again
characters, but you don’t want to constantly block and again, or they wouldn’t be archenemies. When
their best powers and abilities, either. deciding to use an archenemy in your adventure,
there are a few ways to approach this:
Use all of their traits to guide you in establishing
just how they are most likely to interact with your • Revenge: If this isn’t the first time the hero
adventure and how it “speaks” to them. During and archenemy have crossed paths, whether
character creation, your players are giving you from a prior adventure or from an event in
guidance on what kind of adventures appeal to them the hero’s backstory, then the villain could
by the kinds of characters they are making, so go always be seeking revenge. Perhaps they
form a new super team of bad guy to take on
with that. Give them what they want. Have vengeful
the heroes, especially if they aren’t powerful
villains kidnap their old high school buddy. Reveal
enough to combat the whole squad instead.
their bullying stepbrother as being in league with the
The archenemy could be sending other villains
alien invasion threatening to engulf Earth. A little basic
after the heroes while waiting in the background.
research (and a refresher, even after the game has
Bigger, dumber, more powerhouse villains tend
been going on for a few sessions) can go a long way
to simply rampage in the streets to draw out their
towards keeping the players invested and making the
heroic counterparts (like Marvel’s Juggernaut
characters feel like real parts of the universe and not
and Rhino), while villains like Sabretooth tend
just ciphers stepping into a role.
to stalk their adversary directly and make it very
personal.
This isn’t to say that you need to make the adventure
a cake walk for the heroes, not at all. You just need to • Fate: Some heroes and villains just seem like their
make the adventure relevant to the heroes, from the fates are intertwined. Whether it is fate, or it’s just
hooks to the villains to the subplots to the challenges. professional courtesy, other heroes tend to miss
Similarly, this helps you avoid putting them in a the archenemy’s evil deeds, leaving the heroes to
situation that they are incredibly ill-equipped to save the day in repeated clashes. In this case. The
solve— or even participate in (that aquatic adventure reaction from the villain can range from outrage
to Atlantis seemed like a great idea at the time, until (“Why must you keep interfering in my plans?!”) to
the player playing a living fire elemental suddenly felt a sense of playful respect (“You won this round…
kind of left out). but I will find a way to escape prison once more,
and we will dance our dance again!”.
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salt will be making preparations for the heroes
and their unique powers and abilities, absolutely
convinced that— this time— they will thwart the
heroes once and for all. Regardless, when facing
archenemies, the familiarity and ongoing struggle
between the heroes and their foes should be
a central element, whether it is manifesting as
unrelenting hatred or grudging respect.
New Faces
Fighting the same villains all the time is no fun, so
you should mix it up now and then. A few ideas for
introducing new villains for your heroes to fight are
provided below:
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damage control, and the heroes will likely have
to utilize their powers and abilities in new and
unique ways in order to succeed.
• Giant Monsters: Monsters as opposition doesn’t
always spring to mind when designing super-hero
adventures, but super-hero comics and stories
over the years have had many nods to both 1950s
giant atomic monsters, as well as more traditional
horror. A rampaging Kaiju like Godzilla, played
completely straight, is practically like dealing
with a natural disaster. A giant monster like that
is going to be very difficult to just “punch out”,
so the heroes will need to focus at least as much
energy on saving lives and diverting damage as
they will in combat. Lovecraftian Elder Gods are
another form of Giant Monster, typically having
even harder to understand motivations than the
“common” Kaiju.
• Invading Forces: A full blown invasion by troops
looking to overwhelm with numbers instead
of fighting a real war are another example of a
Force of Nature in conflict. The Chituari in the
Avengers movie were not a functional military
unit, alien or otherwise, they were wave after
wave of ferocious alien warriors who exhibited no
range of emotion (and even included Big Giant
Monsters to get knocked out). Super-heroes in
Forces of Nature a zombie apocalypse (large scale or small scale)
will be similar to this. Hordes of oncoming, brain-
Your opposition doesn’t have to be something that eating beasties who know no fear or hesitation
can be talked to or reasoned with. Powerful forces of presents a very different challenge than a super-
nature make for interesting opponents, even though powered thief out to rob a luxurious penthouse or
they lack that human element. In these cases, the a maniacal masked terrorist with designs on ruling
heroes may even face threats that they can’t just the world. Legions of faceless terrorist mooks
punch or blast (or it may be all they can do). Some generally do not fall into this category because
applications of Forces of Nature include: a) they tend to be weaker and less capable
than zombies/aliens/robot armies and b) they
• Natural Disasters: Sometimes a natural disaster tend to have more human motivations and self-
is spawned directly from the efforts of another preservation instincts.
adversary. An enraged Lord of the Underground
type may trigger a fault line, whether using Other monsters, such as vampires, mummies,
innate abilities, super-science, a mystic artifact and werewolves, are often insanely powerful,
or a minion with such powers, and the heroes but usually have clearer motivations and greater
have to focus on the destruction, saving lives cunning or intelligence.
and infrastructure before they can hunt the true
villain. The natural disaster may be completely
naturally occurring. After all, hurricanes and
earthquakes do happen, as does flooding and
wildfires. Super-heroes who are explorers first
and face-punchers second may discover a rift in
reality that threatens to consume their dimension
if they don’t stop it, which often requires
breaking the laws of physics…again. In each
of these cases, the focus is on saving lives and
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Good Friends, fighting methods placing heroes at odds, to
full blown civil wars over whether or not super
Better Enemies beings have the right to fight crime without
It is an incredibly common trope in super-hero stories government oversight. These conflicts tend to
for the heroes to find themselves battling other heroes have the longest lasting ramifications on the
for any number of reasons. heroes and their world, as friendships can be
strained or even severed, and public perception
1. Misunderstanding: This is incredibly common of some or all involved can be drastically
if one or both of the parties involved tend to be transformed by their actions.
“darker”, more “monstrous” or antiheroes. In
this scenario, one or both sides involved in the When using hero versus hero conflict in a super-hero
conflict are searching for a villain on the loose and RPG, you also have to consider whether the opposing
believe they have found the villain when they have heroes are all NPCs, or if the player character group
actually stumbled across the other hero(es). The is facing a conflict that is coming to blows. Intraparty
fight usually lasts until one side says something conflict with the wrong group of players can destroy a
that clues the other in on why they are fighting, game, but can be a compelling and interesting session
and the heroes then team up and go hunting (or series of sessions, depending on the scope of the
for the villain. Another common set-up for this situation) if all of the players involved are capable of
scenario involves a villain actively manipulating handling the conflict in its intended spirit. As always,
the sides into fighting, either by framing one side it is best to know your players before you put them in
or— embarrassingly enough— just pointing one situations such as this.
group at the other and letting human nature take
its course. How the heroes react to each other Organizational Issues
after fighting can vary wildly. Sometimes they
become vitriolic best buds and sometimes those Whole organizations can provide interesting conflict
tempers flare wildly whenever they come face to for your heroes as well. While there will almost certainly
face in the future. be one or more distinct personalities at the head of
the organization that the heroes will eventually have
• Mind Control: Facing a mind controlled hero is to deal with, the bulk of the conflict is going to be with
uniquely difficult, in that the non-controlled hero numbers of faceless mooks. As noted above, what
usually doesn’t actually want to hurt the mind separates foot soldiers of organizations from an Alien
controlled hero, whereas the mind controlled Robot Zombie army is the presence of more human
hero generally has no such qualms. A challenge thinking, coordination and tactics, as well as self-
like this leaves the heroes on the defensive preservation instincts, though there is certain to be
against their mind controlled comrade, who may some crossover in the feel of the opposition groups.
be every bit as powerful (or even more so) as
they are. Bonus points if they mind controlled • Wrong Side of the Law: This scenario puts the
hero is capable of taunting their foe, mentioning heroes squarely in the crosshairs of one or more
a deep seeded wedge issue between them law enforcement agencies, military branches, or
(such as assumed position on a team roster, multinational paramilitary organizations named
or even a romantic conflict). Expect the mind after weapons and/or defensive implements.
controlled hero to vehemently insist that they Sometimes this is because the organization in
are not controlled, but are “showing (their) true question is inherently corrupt. This happens a lot
self at last!” Using mind controlled heroes can with police departments in crime-ridden cities.
lead to great subplots after the fact, especially if That’s the best scenario for heroes to deal with,
something happens during the fight to truly test because their opposition are at least bad guys,
the friendship. even if they still have legal authority. It gets
• Opposite Sides of the Line: There are those trickier when the rank and file of an organization
occasions in which heroes fight and there is no are well-meaning individuals trying to do their
mind control, misunderstanding or manipulation duty, but the leadership has become corrupted.
involved. Philosophical divides lead to heroes This places the heroes in the unique position of
coming to blows more often than is probably having to survive and avoid the enforcement arm
healthy, whether it is something as simple as of the organization, while targeting the corrupt
an obnoxious jerk getting punched out by a head of the opposition and hopefully exposing
teammate, to profound disagreements in crime their insidious nature. The most complex
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scenario involves the heroes being hunted by Using organizations like these can be useful in making
the organization for legitimate reasons, either the heroes feel like the powerful beings that they are,
because they have been framed for a crime, given that most of the foes they encounter are going
or because they have crossed a boundary, to be largely outmatched unless they are fielding
perhaps in pursuit of another villain. In this case, either truly overwhelming numbers, or extremely
cutting loose against their opposition is almost advanced tech. Battling a whole organization will
impossible to do and still save face. Murdering have a completely different feel than taking on a
a villain and then killing the cops trying to arrest supervillain team, much less a single powerful villain,
you pretty firmly takes you out of hero territory. even if the organization has a few super-powered
• Terrorists: Luckily for super-heroes, terrorist beings on retainer to join in the fight.
groups in a world of superpowers tend to not
be very subtle or complicated. Whether trying
to overthrow world leaders, acquire alien tech
or eradicate life on Earth, terrorist groups
Plotting the Course
Super-hero adventures, more so than most, tend to be
super heroes face gravitate towards menacing
acronyms (often invoking spiders, snakes and more reactive than proactive. Generally a villain has a
the like) and colorful uniforms that clearly mark plan, they begin to enact that plan, and the super-hero
them all as being members of the same evil gets involved. Sometimes, the villain goes hunting
organization. Members of these organizations for the hero specifically. Depending on your heroes
tend to have an overreliance on technology, and their method of operation, they may be more
and are commonly serving supervillains who proactive than reactive (Marvel’s X-Force, in most of
care little for their safety. It is not uncommon its incarnations, being a prime example of this).
for leadership in these groups to change from
time to time, as a new villain wrests control from There are few plots that are outright inappropriate for
the previous leader. Ninja clans also fall into supers games, given the broad nature of the genre. A
this category, as they like to attack heroes en “typical” supers universe can easily handle any, or all,
masse and are treated as little more than cannon of the following (and, depending on how you handle
fodder by heroes and villains alike. Terrorist it, maybe even all of them in the same campaign):
groups tend to have confusing alignments as
well, and heroes are just as likely to find a group • Atlantis invading the mainland in response to
of deranged scientists at war with an ancient global pollution.
ninja clan as they are to see the two groups in • An immortal Nazi gathering the relics of Hitler’s
an (uncomfortable) alliance brokered by their lost occult collection.
leadership (at least one of whom has only
recently assumed power). Anti-superhuman hate • A sentient machine seeking to obliterate human
groups are also going to fall under this category. life in order to “preserve” the planet.
• Crime Doesn’t Pay: Gangs and organized crime • A super-powered bank robbery.
can also provide a suitable threat for heroes. • A drug kingpin launching a gang war in the
Unlike acronym terrorist groups and color coded streets.
ninja clans, their methods and schemes tend to
• A cosmic force of nature venturing to earth in
be more direct and more grounded, with less
order to devour the planet’s energy and sate its
emphasis on giant freeze rays and alien artifacts
infinite hunger.
and more emphasis on racketeering and drug
running. What they lack in tactics and zealotry, The first key towards selecting the plot is to make
they make up for in ferocity and a sense of loyalty sure that it makes sense in the context of the setting.
that a hooded terrorists tend to lack. The big If it was established three sessions ago that an
bosses of crime rings may have super powers, international peacekeeping force has placed an
but even if they don’t, they tend to employ at one energy field around earth, then be prepared to explain
or more lieutenants who are either superhuman to your players why an alien ship has suddenly
or straddling the line between peak human ability appeared over New York. Don’t have Megalomaniacal
and superhuman ability. It is a common trope for Dictators with Magic Powers robbing the downtown
any crime boss worth their salt to have friends in bank, or a villain that the heroes spent half a dozen
high places to make things difficult for any heroes adventures reforming go on a murderous rampage
looking to shut down their operation. unless you have amazing reasons to explain these
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inconsistencies. If you do happen to run a plot that Streel level adventures with a supernatural flavor
the contradicts past adventures, and your players call may involve vampires stalking neighborhoods or
you out on it, call an audible: A major villain has been minor demons preying on the weak. Street level
locked up in a maximum security prison for crimes conflict doesn’t have to be violent and gritty, it just
against humanity, and there is virtually no chance isn’t likely to have ramifications to throughout the
that he could have escaped without every hero with world, or even the region. One-trick, gimmicky
a connection to government and law enforcement villains are every bit at home here as drug dealers
knowing about it? What if it’s an imposter? Or a and vampires are.
clone? You are playing in a big, wacky, wondrous • City scale adventures can occupy a similar
sandbox. Don’t be afraid to use all the toys. space with street level, though the possibility of
wider-spread damage tends to be much higher.
A Sense of Scale Rampaging muscle men, destructive super
groups, powerful superhuman leaders and their ilk
Be aware of the scope of your plot. If you are running threaten to eradicate a whole city, or murder large
a gritty, street level game, then a European dictator’s segments of the population. If mobsters or street
quest to free his mother’s tortured soul from Hell might gangs are involved, then they are either fielding
not be an appropriate adventure for your heroes. super-powered soldiers or massive numbers,
Same with mad scientists attempting to use a super- leading to full-scale, open warfare that can level
science tractor beam to pull the moon into the Earth, buildings and rack up a large body count. To
or a rogue AI’s plan to overwhelm the planet with use a comic book example, Daredevil is typically
an army of machines. Your team of super-powered, trying to protect Hell’s Kitchen…Batman is
interdimensional explorers may have bigger fish to generally trying to protect Gotham City.
fry than a counterfeit jewelry ring. Revealing that the
• Regional threats endanger more than just a
leader of that jewelry ring is an insane, cosmic titan
city. Large segments of the population are at
who worships death doesn’t prove that the scope is risk, and it is very likely that either a full team
global or galactic…it just means you have set yourself is required in order to cover the necessary
up for a very hard sale with your players. ground, or fairly strong movement powers (such
• Personal scale adventures are appropriate for a flight, teleportation or super speed). As threats
any heroes or villains. A God who has fallen in get larger, the likelihood of other heroes being
love with a mortal woman who is dying of cancer, called to the action increases, especially if the
and his quests to save her, is a personal scale player character heroes are in danger of being
adventure, just the same as a gun toting vigilante overwhelmed. The villains behind these threats
who is trying to save his estranged daughter from are either naturally powerful, or have access to
a psycho predator before she runs out of time. destructive weaponry. Failing to stop a regional
Villains for personal scale adventures can be scale threat will dramatically alter the area, such
of any power level or capability, they really just as when Mongul destroyed Coast City in the
need the means to threaten the hero (whether Reign of the Supermen arc.
with physical damage or the ability to upend their • Global scale threats endanger the entire world
lives, by endangering loved ones or perhaps (not surprisingly). Whether these are full blown
even having the ability to ruin their reputation or invasions, or mass mind control plots, these
livelihood) and a reason for doing so. conflicts go far beyond the borders of a single
• Street level adventures are generally geared nation and typically require considerable
towards lower powered, unsanctioned masked resources in order to cover the necessary ground
vigilantes, martial artists and antiheroes who have to end the villain’s schemes. Property damage
less flashy powers, though some supernatural the likes of which disaster films are made of
characters and lower-end super-powered beings tend to be the order of the day, and the entire
may find themselves embroiled in street level world will be irrevocably altered if the heroes
plots. These adventures usually only threaten fail (and maybe if they succeed). Team-ups with
a neighborhood or two, but can extend to other heroes are extremely common, due to the
threatening a whole city. Heroes embroiled in cataclysmic nature of hazards on this scale. It is
these missions are apt to run afoul of (and maybe not uncommon for the heroes to be approached
even work with) the police (whether corrupt or by one of their villains, extending an olive
not), as well as street gangs and organized crime. branch in order to prevent the mastermind of
the scheme from succeeding, especially if there
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is a chance of a large body count. This doesn’t makes them forget about the reasons they became
necessarily mean the villain has turned over a heroes in the first place.
new leaf, just that they have a vested interest in
stopping the opposition’s plan. Once the threat
Baiting the Hook
of imminent danger has passed, the villain is very
likely to go back to their own nefarious schemes How do you convince the heroes to take the hook?
and cross paths with the heroes later – or seize Bait it. This can be the easiest thing in the world in
control of whatever terrible force the opposition a supers game, if the players are fully invested in
was bringing to bear and turn it on the heroes. playing super-heroes.
• Cosmic scale threats can endanger anything
• Super-heroes, by their nature, tend to be roving
from the galaxy to the universe to the multiverse
crusaders who patrol nightly and rush to the site
to reality itself. The heroes are almost certainly
of danger when folks call for help. Street level
going to require assistance, though whether that
heroes often do this at the expense of their social
manifests itself in the form of a grand coalition
life, putting considerable strain on their personal
of heroes, or in the aid of a cosmic entity looking
relationships in order to fight crime. Heroes with
out for the well-being of the universe (and there
this level of overdeveloped responsibility make
is nothing keeping both from happening), the
it extremely easy to involve in the plots…all they
heroes are rarely expected to counter these
need is a report of a supervillain, or an innocent
threats on their own. After all, thwarting the
in danger, and they are on their way, especially if
opposition in a Cosmic scale threat almost
they are already on patrol and looking for criminal
always requires some combination of space
activity in the first place.
travel and dimensional travel, and time travel
can even prove to be a necessity here. At least • Government sponsored heroes, or any hero
one villain is almost guaranteed to offer their with legal authorization, can simply be assigned
assistance, but the likelihood of betrayal is even missions. Heroes of this sort have some form
higher. When cosmic entities are involved in of commanding officer or handler who can
events, they often had indecipherable motives point them in the direction of the nearest plot
and it can make telling the good guys from the hook (often like a loaded gun). The whole thing
bad guys maddeningly difficult, which makes can even scream “bad idea”, but heroes in
teaming with an enemy who has clearer motives this position tend to have little room to refuse
a much more appealing idea. For a change of or negotiate. These heroes usually get a full
pace, you may split the heroes into groups with debriefing to go along with their orders, but
other, NPC heroes, and allow the players to take the agency intelligence is sometimes suspect,
control of those NPCs to experience playing a either due to intelligence gaps or due to law
different character for a change of pace. enforcement agencies in super-hero universes
having the unfortunate habit of being infiltrated
Don’t be afraid to play around with the tropes and and corrupted (the large the agency, the more
expectations. If you are running a gritty, street level likely it will become compromised over the
game set in a “standard” super-hero universe, you course of the campaign. Depending on the
can show the fallout of larger scale events, affecting nature of the mission and the sponsoring
the ground level, something Marvel Comics has done agency, the heroes may find themselves
a nice job of in the last eight years or so. If demons are with troublesome directives, or even outright
ripping through reality, your street level vigilantes may conflicting orders
have to team up against a lone demon that slipped
away from the main conflict. • Supernatural heroes are often drawn to
trouble. A Hellish Spirit of Vengeance may
Remember that, no matter the power level of your sense when innocent blood has been spilled
heroes, not every event or conflict has to be world and find themselves rushing headlong into the
shaking or earth shattering in order to be entertaining fray. Alternately, the heroes could be cursed
to your players and relevant to your heroes. Quite the so that they are drawn together against their
opposite, in fact: Too many repeated global or cosmic will whenever trouble is brewing, whether they
actually get along with one another or not. The
threats, and it can become exhausting for everyone
common thread that heroes drawn in this way
involved, as “event fatigue” sets in. It can even have
share is that they often don’t have a choice, as
the interesting side effect of making your heroes lose
mystical forces forcibly dictate them into action.
sight of why they are heroes, when crisis after crisis
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Heroes beholden to mystical forces that use type to play mind games? Do they have all the
them like pawns and foot soldiers have been subtlety of a sledgehammer? Do they want
known to go too far in attempting to stem the to kill the hero, or are they more interested in
flow of darkness around them so they can cease destroying everything the hero believes in?
their team-ups. A hi-tech variant of this would The villain’s mindset goes a long way towards
be an advanced satellite detection system that helping you determine just how they would
draws the hero that controls it into the conflict attack your heroes. Marvel’s Sabretooth used to
after the latest round of villainous deeds, though stalk Wolverine on his birthday and tear out his
the High Tech Hero usually has the ability to throat, forcing his healing factor to save him, just
refuse the call, whereas mystical beings are often to prove a point. The Red Skull wasn’t content
forced into conflict by the powers they serve. with killing Captain America at the end of Civil
War, he needed the gun shots to come from
• Heroes have connections. Villains can target
Cap’s brainwashed girlfriend. Doctor Doom is
those connections, accidentally or intentionally. A
more concerned with humiliating Reed Richards
bank robbery is a standard super-hero scenario.
than he is killing him, and so on. If your villain is
A bank robbery with a hostage situation certainly
going to outright target the hero, make sure their
complicates things. If the hostage is the spouse
methods are consistent with their personalities.
or significant other of one of the heroes, the whole
mess becomes more sensitive. Even calm and Ultimately, the better the bait you provide to the
reserved heroes are more apt to get emotional heroes, the more invested they feel and the less
and make mistakes, because the consequences likely they are to feel like you are just pushing them
of failure have a much bigger price. A brutal villain in a certain direction. Give them a reason to want
targeting a police officer is enough to make any to interact with the plot, above and beyond “so you
decent hero’s blood boil, but when the officer that have something to do”.
is down happens to be the one friend the heroes
have on the force, the villains will almost certainly
invoke the ire of their more even-tempered Location, Location,
counterparts. These situations are all incidental, Location
but common. Imagine a villain who intentionally
targets a friend, ally or loved one of the heroes. When you know who is involved (the heroes and their
The reason many heroes have secret identities is opposition), what is going on (the plot) and why the
so that their loved ones can be protected from the heroes care (the hook), put some thought into the
psychos and villains they commonly face. When where. Location can make an encounter every bit as
one of those psychos realizes that the attractive memorable as the villains or the plots. Many powers
couple in the community pages of the newspaper and abilities can become more useful, or more
is a super-hero and her “normal” spouse, they problematic, depending on the locations the heroes
may well decide to target the hapless husband. are visiting over the course of the adventure, and
Just be careful not to overdo this trope. You don’t some locations may play into specific weaknesses of
want to punish your players for having human the heroes or villains involved.
connections to their characters. While tragedy is a
common motivator for super-heroes, it’s also one • City Streets: Fighting on city streets is incredibly
that’s largely better off left to backstory instead of commonplace stuff in super-hero adventures,
an in-game misery tour. daytime or night time. Most city streets offer
interactive elements such as cars, lamp
• The hero can become the target themselves. posts, street signs and manhole covers for
Whether blatant (a villain emerges, or returns, the characters to use. Crowds can become an
and wreaks havoc, directly calling the heroes issue, especially when a fight first begins. If the
out) or subtle (a villain in the background sends hero is pursuing a villain through a crowd, then
hired guns after the hero, perhaps to strike flashy displays of power in order to stop them is
during the conflict), you can take the guesswork liable to lead to collateral damage. Hostages are
out of it by making it very personal and direct also in abundant supply for villains needing an
and urgent. Having the team headquarters advantage. The skies are usually open enough
bombed after a stressful mission is going to put that fliers and the like can jockey for prime
your heroes on high alert against your villains, position, and multiple fliers can find themselves
no doubt. Consider the personality of your in a dogfight pretty quickly.
villain when you utilize this option: Are they the
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• Dogfighting: Flying characters don’t have to and mystical, leaving the heroes to dodge
limit themselves to hovering a few feet above poisonous darts and infernal fire alike. Dormant
the ground, in arm’s reach of their opponents. guardians may come to life and seek to destroy
What’s the fun in that? Whether the characters all intruders, or the villain may have already
are wearing flying powered armor, are propelled acquired the means of controlling the guardians
by cosmic energy or have bonafide wings, they (or at least becoming invisible to them). Mystic
can take the fighting high above ground in a sites, especially older ones, can be particularly
battle of aerial superiority. The skies can be fairly unstable, and extended conflicts can lead to the
wide open, but a cunning fighter can pull the whole area caving in around them, which can
fight near building tops and use those structures be hazardous for all parties. Some sites are also
to gain the upper hand. One huge danger of connected to other dimensions, and the super
fighting in the skies is that the landing is typically powers adventures could tear a hole in reality,
long and rough, and a hero or villain defeated in leading to any number of complications.
the sky many not have the strength or capability
• Other Dimensions: Venturing to another
to soften their landing.
dimension, by choice or by accident, can prove
• Under the Sea: On or below sea level can to be a grab bag of new elements for the heroes
make for a change of pace, for sure. Characters to deal with. Whole new, unrecognizable species,
with connections to undersea kingdoms are powers acting in usual manners (like a character
occasionally underestimated, but an aquatic with magnetic or gravity control powers learning
character fighting a land dwelling character that those forces are dramatically altered in
can have a huge advantage, as a land dwelling another dimension, for better or for worse),
character will need special equipment in order spontaneous eruptions of magic or energy.
to breath underwater, or superpowers that allow These are the kinds of hazards that dimension
them to survive without air, and even then they hopping heroes may face. Dimensions that
are less likely to have the freedom of movement are very similar to their own may actually be
that an aquatic hero does. The deeper the fight alternate realities, where they meet familiar faces
goes underwater, the more visibility is reduced in unfamiliar roles. Whole campaigns can be set
(at least for those not used to it) and the greater in alternate dimensions, with the heroes being
the chance of a powerful underwater creature pulled from individual realities and shuffling
or two getting involved…and that’s not taking through time and space, never knowing what
into account an aquatic character being able to strange twist awaits them in their travels as they
control the animals themselves. try to get back home.
• Urban Combat: Dark alleyways and abandoned • Wilderness: This really applies to any area that’s
warehouses tend to be the order of the day for not heavily settled. From tracking rampaging
gritty, street level combat, and we are discussing green goliaths into desert nuclear testing sites
them together because they share certain to hunting furry, cannibalistic creatures into
similar characteristics. For one, the police are the Canadian wilderness, not every adventure
rarely quick to respond, and they are not always has to feature the bright lights of the big city.
working on the side of law and order when Hunting a villain in subzero temperatures before
they do. Visibility tends to be low, between the they can reach their hidden superweapon in the
darkness and the claustrophobic arrangement of Arctic Circle can make for every bit as intense
the area. This allows stealthy melee characters and memorable of an adventure as a fight
opportunities to create ambush situations through downtown Washington D.C. Heroes
against their opponents, and skilled heroes or tend to have less collateral damage to worry
villains can eliminate a numbers disadvantage about in these areas, though eco-conscious
by utilizing the environment. Enhanced senses characters will want to avoid wrecking the local
can help a hero avoid surprises, but big, flashy eco system by throwing around radioactive
powers are going to either be limited in their blasts and destroying creature habitats. This
effectiveness or do a lot of property damage. level of damage tends to get hand-waved unless
the hero and/or villain are particularly nature or
• Mystic Sites: A villain looking to acquire
industry focused, for some reason.
ancient power can lead the heroes to mystical
sites of power, creating a fantasy cat and Don’t be afraid to take advantage of the fact that super-
mouse game. Magical temples of lost societies hero games envelope a large range of genres and
are often filled with traps both mundane
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subgenres and let the locations for your adventures own right and try to destroy the hero upon
reflect that. Using wide spread of environments can discovering their identity. Alternately, there may
force your heroes into using their superpowers in not be anything remotely subtle about the bad
new ways, developing new tactics to account for boss at all. They spend their days railing on
the unusual circumstances, helping each encounter about horrible the hero and their allies are, and
stand out in their minds and challenging their players maybe even bankroll the very supervillains that
to find new ways to approach situations. attack and attempt to kill the hero, unaware that
they are employing the very focus of their anger.
In cases like this, it is much harder for the hero
Meanwhile, Back At The… and Bad Boss to come to terms, but stranger
A good super-hero story is about more than just guys things have happened.
in spandex beating each other up, and the same thing • Home is Where the Heart Is: Heroes with
is true of super-hero games. The best heroes tend to a family have an extra layer of responsibility.
have lives and loves and troubles and struggles. It As discussed above, heroes with family
matters that your hero can’t pay the bills, and they are members can find those attachments targeted
about to have their electricity cut off because they got (accidentally or on purpose), but that is hardly
fired from their fourth job in six months. Sometimes, the extent of the complications a family can add
these outside commitments intersect with the to a hero’s life. Super Parents have all the anxiety
primary conflict (like when a supervillain happens to of parenting, combined with constantly fighting
accidentally pick out the hostage that’s married to a supervillains. In a super-powered world, drug
super-hero), but plots like these tend to be secondary dealers don’t try to hook your kid on marijuana,
to the alien invasions, super-prison breakouts and they try to hook them on Meta Human Hormones
interdimensional struggles. that give users super powers and rage problems.
Spouses who are constantly being abandoned
Many times, Subplots are personal storylines so their significant other can fight giant monsters
that help the heroes become three dimensional and alien invasions are likely going to have their
characters, rather than cardboard cutouts with patience tested after a while, even though their
colorful costumes and flashy powers. Thematically, super-spouse is simply trying to secure a world
they often run alongside the main plot in a for their family. Depending on how superpowers
complementary manner. Other times, subplots can are treated in your campaign, a young wife who
be slow-brewing schemes by villains that grow into finds herself pregnant with a superhuman’s baby
major plots in later adventures. The importance of could provide for a whole other type of “Mom-to-
subplots, as well as the types of subplots used in be” nerves.
your games, should be dictated by the interests of • The Dating Game: Romance can be a touchy
you and your players. More so than any other aspect subject in tabletop games, with some groups
of a super-hero adventure, a subplot should be steering around out, some groups lightly
constructed with your specific heroes in mind, but touching on it, and some groups embracing it
there are some common ideas that can be used: fully. It is a very common trope in super-hero
• Bad, Bad Bosses: If a hero in your game has stories, and so it merits discussion here. At its
a day job, they could easily have the boss simplest, this subplot involves the hero trying to
from Hell. Just how horrible is up to you. They balance dating and being a hero, with the hijinks
could just constantly hound the hero at their of having to run off in the middle of a date – or
day job, giving them work assignments that ditch the date altogether – in order to fight crime.
make it difficult to slip away and fight crime, The typical resolutions either involve the date
or constantly hounding them for disappearing getting fed up with the treatment and growing
on the job. In these cases, the boss isn’t a cold towards the hero, or the date discovering
bad guy per se, as they are merely living up the hero’s identity (and accepting or rejecting
to their responsibilities, but they do become the hero at that point). Other times, the flirtation
an antagonist by default, as they are actively begins with another hero. This can have an
impeding our heroes. One payoff to this scenario adverse effect on the team’s dynamic, especially
may see the boss learning of the hero’s double if (would be) couple begin ignoring orders
life and deciding to help them fulfill their societal or altering tactics because of their romantic
responsibilities. Another outcome could see interest. It can get incredibly tense if two heroes
the boss reveal themselves as a villain in their on a team begin dating and it doesn’t work
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out. A third variant can have a hero becoming a predictable situation on its ear. Some common plot
attracted to a villain. Played out over time, this twists have been discussed above, but there are
can lead to the hero’s judgement involving the many ways to surprise your players and their heroes:
villain being questioned, or the villain intervening
to assist the hero on occasion. Eventually, the • Discovering that a fellow hero is another
hero and villain have to decide if their goals and supporting character that the heroes are already
desires are compatible, or if they are doomed connected to, especially if the supporting
to be enemies. A final variant has a romantic character is a love interest, or a typically
interest revealed as a villain, who may or may antagonistic character.
not have been aware they were dating a hero. • Learning the identity of a villain and discovering
This can be shocking and unnerving for both that they are already connected to the villain,
sides, realizing they have been sleeping with the especially if it is a friend or love interest.
enemy. Using romance in a game can be tricky
and your players may want nothing to do with • Discovering that the villains the heroes are battling
it. Be open about the possibility of romantic are in the thrall of another, more powerful villain,
subplots and handle with care. who has organized them for a sinister purpose.
• A Phantom Menace: Maybe you have a cool, • Investigating a series of crimes and discovering
new villain you want to use (or a cool, old villain that the authorities have named the hero the
to bring back). Maybe you don’t want to just prime suspect: Due to evidence that points firmly
spring the villain on the heroes just like any other in their direction.
adventure. One subplot destined to become a • A character is revealed as having been replaced
full blown A plot is the rise of a powerful villain. by a shapeshifter or decoy (robots, aliens and
This can be handled in a number of ways, such shapeshifting characters all apply).
as the heroes clashing with the villain’s agents,
• The villains are being backed by government
or another powerful villain falling prey to the new
entities. Bonus points if it’s not a shadow
rising power. Clues and signs about the villain can
government, but the actual authorities funding
be sprinkled across multiple adventures, subtle
villains to attack the heroes.
at first, then growing in prominence so the heroes
can both dread and anticipate its arrival. Another • As the heroes are outmanned and outgunned,
variation of this is to provide the heroes with a they are rescued by a known supervillain who
series of seemingly unrelated adventures, only to fends off their foes and offers them escape. The
reveal that they were all linked to the plans of a villain gives their reasons for helping, and it’s up to
villainous Mastermind. In that event, be prepared the heroes to decide if they can trust the villain.
to have the villain explain exactly what he did and
• A character appears who claims to be the long
when, especially if the heroes inadvertently helped
lost parent of one of the heroes (or the true
him by taking out the competition.
parent, if both biological parents are accounted
Regardless of the subplot, or subplots, that you for).
employ, they should enhance the game experience • A character appears who claims to be one of
for player and GM alike. If you and your players want the heroes from the future, sent back to avert a
a heavy focus on super-hero slugfests, and identities horrible catastrophe.
and characterizations are low priority for everyone,
then don’t include ‘em. There have been several • One or more of the heroes is revealed to be an
successful comic books that have been story-lite and alien/clone/robot and was unaware of it all along.
action heavy and that’ alright: There is no wrong way Be incredibly careful with this one, unless you
to play unless people aren’t having fun. know your players incredibly well.
• A hero’s business or place of employment has
What A Twist! been bought out in a hostile takeover…by a
businessman that the hero knows is actually a
Sometimes, when you scratch the surface of supervillain.
a situation, you find more surface underneath.
Twists for twists sake aren’t recommended. If you
Sometimes, you find something dark and dangerous
have a perfectly good plot and twist, and the players
and completely unexpected. Plots often have twists,
figure it out early on, it may be that you did a good job
and this is true in fiction and roleplaying games. Plot
of setting clues, and they picked up on them. Kudos.
twists can keep your players on their toes, and turn
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Don’t then throw in a nonsensical twist for the purpose is a dicey proposition in any roleplaying game, but
of getting one up on them. There is nothing wrong can be particularly constricting in the gonzo genre
with giving the players what they expect, and giving stew that is super-hero RPGs. Getting too hung up
them what they expect (and making it make sense) is on the “right” way to resolve a conflict can rob you
always preferable to throwing them a curveball that is and your players of some brilliant stories as super-
completely out of left field, all in the name of surprise. hero characters often have the ability to not only think
outside the box, but to teleport the box to another
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This doesn’t mean you can’t challenge them, or that me alone!” battles with the military and other heroes,
things should never go wrong. Quite the opposite. If but did you know he was involved in Desert Storm-like
the heroes have suffered a crushing setback, it is all conflict to overthrow a brutal Middle Eastern dictator?
the more important that they get the chance to show
off and make an impact. If the last adventure ended Super-hero adventures are science fiction, fantasy,
in horrible tragedy and the villain beat them down and horror, crime drama, comedy, soap opera, wuxia
got away, then it might be a great time to work in a and political thriller all in one. They are big, sweeping
rescue scenario so people they are saving can remind epics, but they work best when grounded in quiet
them that they are larger than life beings to them. They character moments. It is not only possible to
don’t have to win all the time, but if every adventure is embrace the absurdity of telepathic gorillas trying
a losing proposition, then the heroes aren’t going to to take over the world, possibly while aligned with
feel very heroic. mind controlling star fish, but to play that absurdity
completely straight. Batman takes his maniacal,
Be prepared, but be flexible. Super-hero adventures clown-faced archnemesis as seriously as he does
are notorious for being easy to shred due to the undead creature that haunts his city’s swamps,
unforeseen consequences of how certain powers and he treats them both with the same gravity that
interact with certain situations. When you are he does white-skinned Martian invaders. There is
planning an adventure, you are trying to account literally no limit to the elements that can be believably
for the capabilities of every hero in your game. The introduced into a “standard” super-hero adventure,
individual players are only looking at each situation as as long as it is fun and interesting.
it applies to their hero, so they are generally way more
focused on how their ability to control mammals can
help them solve a situation than you are because their
character is their sole interface with the situation you
have crafted for a whole group. That’s okay. Super-
heroes break limits and bend the laws of reality all
the time. Your players are almost certainly going to
surprise you with what they do and how they do it.
That’s generally a good thing. Don’t punish them for
being creative, but let villains adapt to their tactics if
they use the same ones over and over.
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