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Alpha/Omega

The Premise Tomorrow night at 1:32 am PST, the sky around the world will flash white for precisely 16 seconds. In the wake of this event, 1% of the world will develop amazing new abilities. You will be among them. What will you do with your new powers, and what will the world do to you? Your Character The premise here is very simple: your character is you. Anything you can do, your character can do. Anything you know, your character knows. The only difference comes in the form of the superpowers you will gain. Abilities When your abilities first manifest, they are powerful but out of control. Your results will be variable, but over time you will gain greater control and greater power. Abilities come in three grades of power: Alpha abilities are powerful and flashy, but highly variable. They tend to have a high degree of destructive potential. Beta abilities are highly useful in their own way, but tend to be less overtly dangerous or variable than Alpha abilities. Sigma abilities are relatively inconspicuous, but still give the possessor highly useful capabilities.

During character creation, the player picks one Alpha, one Beta, and one Sigma ability for themselves. These various abilities can be mixed and matched (except for Mimics, who have their own rules). Alternately, a person can sacrifice one of their abilities to gain a rank (see Character Advancement for an explanation of ranks) in another ability. The exchange rate is as follows: Sacrifice your Alpha ability for: 1 rank in your Beta ability OR 2 ranks in your Sigma ability OR 1 additional Sigma ability. Sacrifice your Beta ability for: 1 rank in your Alpha ability OR 1 rank in your Sigma ability Sacrifice your Sigma ability for: 1 rank in your Beta ability. Sacrifice your Alpha AND your Beta for 4 Sigma abilities. Character Advancement As your character grows more practiced with their abilities, they will gain ranks. These ranks can take multiple forms, but the most common two come in the following forms: A +/- 1 on a given dice roll (costs 1 rank) Example: John is a teleporter and wants to teleport 6 squares onto a ledge outside a building. He rolls a total of 8 squares, which would usually cause him to overshoot the ledge. However, John has 3 ranks in teleportation, which allows him to subtract 2 from his result to get 6, and thus land safely on the ledge. A static +1 on non-roll factors (costs 2 ranks)

Example: Jane has Beta telekinetic ability and creates a barrier around herself. Usually this would reduce the amount of damage she takes by 1 rank, but since she has 4 ranks in her barrier, she can avoid three ranks of damage. Other ability-specific examples exist, which are detailed within the ability descriptions. Upgrading is meant to be a fluid process, to be decided on between the individual GM and players. The above is merely a guideline. Injury and Health Unlike many RPG's, Alpha/Omega does not require the calculation of hit points. Instead, the characters exist in the following conditions: Typical Conditions Fine: Like the description, you're just fine. Injured: You're still up and about, but your injuries are slowing you down somewhat. -1 to movement and all dice rolls. Heavily Injured: You've taken a beating. -2 to all dice rolls and your movement is halved. Incapacitated: You're still standing, but just barely. Your movement is reduced to 1 and your power results are halved. Down: You're unconscious and possibly dying. Being hit while Downed will kill you.

A note on force listings in this book: All force is expressed in terms of what effect it would have on an unaugmented human being in fine health. So, for instance, an injured human being would be downed if hit with enough force to incapacitate a healthy human being. Temporary Injuries: Some abilities confer temporary damage upon the given target. This damage lasts as long as the effect producing it lasts plus one round, and then ceases to affect the victim. Temporary and permanent damage stack. Example: David is intangible for 2 rounds, causing him to temporarily be Injured. Upon arriving at this extremity, David ends his intangibility effect. Until the end of his next turn, David will be treated as Injured. This means that if David gets seriously stabbed (Incapacitating force) he will be treated as Downed until the end of his next turn, at which point he is merely Incapacitated. Alpha and Omega States A character can once/day make an attempt to enter Alpha State as a Minor Action. Roll 1d10. At a roll of 9 or 10, the character enters Alpha State until the end of the encounter. While in Alpha State, the character does not need to roll dice for one of their abilities, instead declaring what they have rolled for themselves. If the character rolls a 1, they instead overload their abilities and cannot use any of them for the next round. Rolling a 2-4 does nothing. The character has expended their chances to attempt Alpha State for the day. Rolling a 5-8 causes the character to enter Omega State. While in Omega State, all of the characters abilities are at their numerical maximum until the end of the encounter. Alpha and Omega State both last for two rounds Action system: Standard, move, and minor. (stolen A note on weapons: Most weapons you will wield are graded in terms of their equivalencies. Some abilities allow you to treat your basic attacks as some of these

weapons. Range varies on a case-by-case basis, but force is all on a 1d20 roll and is calculated as follows: Fists: 1-12 miss, 13-19 injure, 20 heavily injure Nonlethal Weapons: 1-8 miss, 9-14 injure, 15-18 heavily injure, 19-20 incapacitate Lethal Weapons: 1-8 miss, 9-13 injure, 14-17 heavily injure, 18-19 incapacitate, 20 down. Powers (Grades) Healing (Beta, Sigma) Telekinesis (Alpha, Beta) Pyrokinesis (Alpha, Beta) Hydrokinesis (Alpha, Beta) Electrokinesis (Alpha, Beta) Super Speed (Alpha, Beta, Sigma) Super Strength (Alpha, Beta) Flight (Beta) Telepathy (Alpha, Beta, Sigma) Technopathy (Alpha, Beta, Sigma) Invulnerability (Sigma) Shapeshifting (Beta, Sigma) Physiological Augmentations (Sigma) Danger Sense (Sigma) Blind Sense (Sigma) Teleportation (Beta) Invisibility (Beta) Density Control (Alpha, Beta) Amplifier (Alpha) Mimic (Alpha, Beta, Sigma)* Wall-Crawling (Sigma) Instinctive Acrobatics (Sigma)

Eyebeams (Alpha) Enhanced Hand-Eye Coordination (Sigma) Kinetic Charging (Alpha) *If you are a Mimic, you can take no other abilities. Healing Beta: As a standard action, reduce the injury of a living being 1 square away by 1d4 levels. You take a temporary injury equal to that level of injury. Sigma: You have a healing factor. You heal at the following rate: Down -> 4 rounds -> Incapacitated -> 3 rounds -> Heavily Injured -> 2 rounds -> Injured -> 1 round -> Fine Kinetics (Telekinesis, Pyrokinesis, Hydrokinesis, Electrokinesis) Alpha: You can control your chosen power source for powerful bursts and blasts. You cannot produce your element if you are a non-telekinetic, and you cannot lift or manipulate objects as a telekinetic, unless you have Beta kinesis. Blasts/Bursts: 1d4 Range: 5 + 1d10 Force: 1d20. 1-10 injure, 11-18 heavily injure, 19-20 incapacitate. Additional effects: Telekinesis: Knock down and slide 1d4. Pyrokinesis: Ongoing 1 damage per round unless the target takes one round to put themselves out. Hydrokinesis: All hit lose 2 movement. Electrokinesis: All hit take a -1 to their force rolls.

Beta: Your command over your given element is less powerful, but it becomes an innate part of your being. You gain fine control over your element (i.e. charging a phone, making ice cubes, lighting a match, moving a pencil) within burst 1. You also have the following benefits, depending on your element: Telekinesis: You can sheathe yourself in telekinetic force. This allows you to reduce damage taken by a factor of 1, and levitate at speed 4. You can also use Tossing (see below). You can choose to shield another person aside from you. Pyrokinesis: You sheathe yourself in flame, causing all enemies attacking you in melee to Injure themselves. You can blast off and fly, albeit at a slightly slower rate (follow the flight speed rules, but your base speed is 6 + 2d8 and you have double turning radius). Electrokinesis: You can heal yourself when within burst 1 of an electric current at healing factor rates. You can also send yourself through currents for a limited distance, effectively teleporting along conductive surfaces (follow Teleportation rules, but only along a surface upon which a current could reasonably be conducted i.e. through electrical wires or along metal surfaces). Hydrokinesis: You can heal yourself while in contact with water external to you at healing factor rates (aka, only water that is not actually a part of your mass). You can also sheathe yourself in ice to reduce damage taken by a factor of 1. Super Speed Alpha: By concentrating, you become a dynamo of speed for a brief period, allowing you to move and attack and tremendous speeds. This creates a strain on your body. As a move action, you can enter Speedster Stance. While in Speedster Stance, your attacks are minor actions and are one degree more lethal than they otherwise would be (normal to nonlethal, nonlethal to lethal, lethal to super strength, etc). However, Speedster Stance is highly damaging to the body, and the following rates apply:

1 rounds = Injured 2 rounds = Heavily Injured 3 rounds = Incapacitated 4 rounds = Downed, and Speedster Stance ends Beta: You lack the full-being super speed capabilities of an Alpha speedster, but your running speed remains ridiculous. Your combat movement speed is now 10 + 1d20. You can run across water and up vertical surfaces at speed 20 or higher. However, turning radius becomes an issue at that speed: when you begin to turn while running at super speed, roll a 1d4. You must continue forward for that number of squares while moving an equal number of squares in the direction you are turning. Turning radius is x3 out of combat and x6 at hyperspeed Example: David wants to make a left turn while running at 18 squares/round. He rolls a 1d4 to determine his turning radius and gets a 2. Thus, for the first 2 squares of his leftward movement, he also goes 2 squares in the direction he had previously been running. Out of combat, your movement speed is (10 + 4d20) x 3. To go from your combat to out of combat movement speed, you must run in a straight direction for 3 rounds. For each round, you accelerate by 1d20. When you have accelerated to 10 + 4d20, you must spend one additional round to accelerate into out-of-combat movement. Super Speed Acceleration Note: Acceleration requires constant forward motion without turning. Round 1: 10 + 1d20 Round 2: 10 + 2d20 Round 3: 10 + 3d20 Round 4: 10 + 4d20

Round 5: (10 + 4d20) x 3 Round 6 (Hyperspeed): (10 + 4d20) x 6 Round 7: Max speed (360 mph) Sigma: Your reflexes, while hardly prescient, are superhumanly fast. Once per round (as an interrupt), you may evade an attack by moving your speed (including the roll of 1d20). Super Strength Alpha: You are capable of prodigious bursts of strength, but not for an extended time period. This power is mostly channeled into forceful blows. Blasts and Bursts: 1d2 (flip a coin: Heads is 1, tails is 2) Range: 1 Force: 1d10. 1-4 injure, 5-7 heavily injure, 8-9 incapacitate, 10 down. Also causes knockback by injury factor, i.e. injure knocks back one square, heavily injure knocks back two, etc. Beta: Your strength is less pronounced than that of an Alpha, but you can channel it with greater endurance. You can lift heavy objects, (weight at the GMs discretion). If you have both Alpha and Beta super strength, you can use Tossing (see below). If you have only Beta super strength, your unarmed attacks are considered one class more dangerous than they are by default (i.e. fists -> nonlethal weapons -> lethal weapons -> Super Strength levels of force). Furthermore, you are able to move with huge leaps and bounds. These can be dangerous to whatever you land on . . . Blast/Burst: Personal (can be upgraded to burst 1, and then further by burst size) Range: 3 + 1d12 Force: 1d3, 1-2 injure, 3 heavily injure

Tossing: Alpha/Beta Telekinetics and Super Strength enhanciles can pick up and throw heavy objects. Note that Telekinetics may only lift and toss within the range of their Beta Telekinesis. Range: 5 + 1d10 Force: 1d20. 1-8 injure, 9-14 heavily injure, 15-18 incapacitate, 19-20 down.

Flight Beta: You gain an in-combat flight speed of 9 + 2d8. As with super speed, a turning radius penalty applies (at speeds above 17). Out of combat speed is (9 + 8d8) x 3. Accelerating from in-combat to out-of-combat takes 4 rounds (+2d8/round to OOC speed, and then 1 extra round for the x3). Flight Acceleration Note: Acceleration requires constant forward motion without turning. Round 1: 9 + 2d8 Round 2: 9 + 4d8 Round 3: 9 + 6d8 Round 4: 9 + 8d8 Round 5: (9 + 8d8) x 3 Round 6 (Hyperspeed): (9 + 8d8) x 6 Round 7: Max speed (~300 mph) Hyperspeed: If you have Beta level super speed or flight, you can choose to go into Hyperspeed mode, wherein you move at x2 your out-of-combat speed. You can only take move actions during this time, and you cannot use super speed or flight for twice as long as the duration of your hyperspeed afterwards. To accelerate up to

this rate, you must spend 1 further round going in a straight direction, and can choose to go 1 further round to go at maximum possible speed. Technopathy/Telepathy Alpha: You command a great degree of brute mental power, whether against man or machine. Youre not disposed to read your subjects so much as control them or harm them with mental exertions of force. Range: 10 + 1d10 Blast/Burst: 1d6 Force: 1d10. 1-4 injure, 5-7 heavily injure, 8-9 incapacitate, 10 down. Note: Telepaths and technopaths cannot do actual injury to any of their subject in of themselves. They can only make their subjects believe themselves to be hurt or damaged. Thus, any damage that a telepath or technopath deals only lasts as long as they sustain it as a minor action. If the damage is not maintained, the target sheds the Injury levels at the rate of two per turn. Example: Rob mindblasts Carrie with Incapacitating force, but does not maintain the mindblast. Carrie begins her next turn Incapacitated, but since Rob did not maintain it, she will merely be Injured the turn after that. Rob can re-attack her, but he cannot choose to maintain injury after the first level of damage. Controlling: Telepaths and technopaths can take varying degrees of control over their given subject matter. Instead of making an attack, the techno/telepath exerts a certain degree of control over one individual (can upgrade number, but every additional subject means a -2 to the control roll. This -2 is also upgradable). Control lasts for as long as the telepath or technopath maintains as a move action. Range: 2 + 1d3 Roll a 1d10

1-6 Light Control: Telepath can steer subject towards courses of action they might rationally take. Technopaths can turn things on or off and fiddle with settings. 7-9 Deep Control: Telepath can force subjects to take one action per turn against their will (although the subject cannot take any actions that they would not rationally do under any circumstances, such as kill a loved one or commit suicide). Technopaths can give specific commands to technology as standard actions. These actions take place during the character/devices turn. 10 Total Control: Telepath/Technopath gains full control over the subject/device in question, and can take their turn to act from the individuals/devices standpoint in place of their own. Beta: You do not have the capacity to control or batter your subjects. Instead, you are skilled at reading and dissecting thoughts or programs, even rewriting them sometimes. The telepath/technopath can perform in-depth searches of individuals/machines to look for specific thoughts/information. Furthermore, technopaths can power devices as a minor action, ensuring that they never need to worry about running out of juice. Range: 2 + 1d3 Force: 1d6 1-3 Surface scan: The telepath/technopath accesses surface thoughts/frequentlyaccessed information. The subject does not register the intrusion. 4-5 In-Depth scan: The telepath/technopath can access all conscious thoughts and knowledge/previously run programs. The subject registers the intrusion. 6 Root scan: The telepath/technopath gains access to unconscious thoughts/the basic information of the technology in question. This is highly intrusive and temporarily Injures the scanned subject. Note: Augments can ameliorate consequences or help go deeper. Rewriting: The telepath/technopath can rewrite one individual thought/piece of programming of whatever level they roll as a standard action. To do so, they must

twice duplicate the initial 1d6 result they made to achieve this rewrite. The subject reacts one level worse than they otherwise would have. Sigma: You have low-level telepathy/technopathy. You are aware of all surface thoughts/wireless transmissions within burst 2+1d3. Telepaths can speak mind-tomind at this distance, and technopaths can access the Internet or unsecured devices within this range. Note: A/B/S Telepaths and Technopaths have access to the following abilities: Hieronymus Machine (Technopath): The original Hieronymus machine was a bunk piece of technology that only worked when under the auspices of its creator. It has since become slang for a machine that only works to the makers intent by pure chance and force of will. However, for technopaths, Hieronymus machines are less of an accident and more of an expression of their will imposed upon the workings of technology. A technopath can, out of ambient technology and junk (GMs discretion), create machines that (to a limited extent) replicate the powers of certain other enhanciles. Creating these is a standard action, and the technopath can only have one active at a time. While using the Hieronymus machine, the technopath cannot use any other of their powers. The technopath must make a saving throw when hit to keep control of their Hieronymus machine (upgradable). It takes 2 ranks to learn a new Hieronymus machine form. Upgrading their capabilities costs one rank more than it usually would. Flamethrower (Alpha Pyrokinesis, force rolls of 1-4 cause a miss) Freeze Ray (Alpha Hydrokinesis, force rolls of 1-4 cause a miss) Stun Gun (Alpha Electrokinesis, force rolls of 1-4 cause a miss) Laser Gun (Eyebeams, force rolls of 1-2 cause a miss) Jetpack (Beta Pyrokinesis, flight feature ONLY, no hyperspeed) Exosuit (Alpha Super Strength, force rolls of 1-2 cause a miss) Forcefield (Beta Telekinesis, shield function ONLY) Scanner (Blind Sense, no modifications)

Climbing Apparatus (Wall-Crawling, no modifications) Pain Nullification (Telepath): As gym teachers and coaches across the nation are so fond of reminding us, pain is in the mind. There have been many documented cases of human beings who, when pushed to the extremity, have utterly ignored the demands of pain and performed feats which should not be physically possible with their level of injury. Sufficiently skilled telepaths can unlock this potential in their allies, allowing them to act unimpaired even as theyre one foot in the grave. A telepath can make a mind blast attack against a single ally. Instead of taking damage, the ally acts as though they had been healed by that magnitude (i.e. a Heavily Injured ally hit with Injuring force would merely be Injured). This effect remains only as long as the telepath maintains it as a minor action. If the telepath does not maintain it, the subject deteriorates at a rate of one Injury level/turn. If the ally is downed during this effect, the telepath is temporarily injured. Invulnerability Sigma: Reduce damage levels taken by 2. Works 100% against physical attacks, 50% against energy attacks (i.e. kinetics). Vulnerability to energy weapons cannot be upgraded. Shapeshifting Beta: You have brute control over the shape of your various body parts. As a move action, can shift extremities into lethal or nonlethal weapons, or gain the benefit of one physiological augmentation for 1d3 rounds. Note: Additional ranks can make shapeshifted weapons more powerful or increase duration of physiological augmentations.

Sigma: You have minute control over your bodys appearance. You can alter own physical appearance as a minor (must remain humanoid) for 1d12 rounds. As a standard action, you can double or halve your size for 1d6 rounds. Physiological Augmentation Sigma: After the White Event, your body has fundamentally changed. This is the most common type of Sigma ability. There are three predominant physiological augmentations present. General Physiological Augmentation: You are in peak human physical condition. +2 to speed and your physical attacks become nonlethal weapons. Underwater Physiological Augmentation: You have become distinctly better adapted for underwater environments. +4 to speed underwater, physical attacks are nonlethal weapons while out of water, lethal while in water, and you can breathe underwater. Bestial Physical Augmentation: Your body has taken a highly visceral and obvious turn for the animalistic, granting you substantial advantages at the cost of immediately marking you as something other than human. Exact benefits depend on the animal type in question: Canine: +2 to speed (+4 when quadrupedal), physical attacks are lethal weapons, and you gain an enhanced sense of smell. Feline: +2 to speed (+4 when quadrupedal), physical attacks are lethal weapons, and you can see in the dark. Insectoid: +2 to speed, physical attacks are nonlethal weapons, and you gain a carapace which decreases the amount of physical damage you take by 1. Arachnid: +2 to speed, physical attacks are nonlethal weapons, every opponent hit by a melee attack becomes envenomed (Every round, must roll a saving throw (11+ on a 1d20) to avoid taking an additional level of injury. Two consecutive saving throws nullify the effects altogether). Avian: +4 to aerial speed (can fly at speed 10 as a default), physical attacks are nonlethal weapons.

Reptilian: +2 to speed, physical attacks are nonlethal weapons, gain the ability to see heat signatures. Danger Sense Sigma: You have a constant awareness of the danger sources in your environment, as well as their severity, within burst 5 of your physical person. As an immediate interrupt to any sensed danger source, subject can shift 1 square 1/round. Note: Augments increase this burst by a factor of 5. Blindsense Sigma: You have a radar-like sixth sense that helps you sense all objects within burst 5 of your body. Note: Augments increase this burst by a factor of 5. Teleportation Beta: You can teleport yourself and your immediate physical possessions 3 + 1d12 squares. You can injure yourself to take an additional subject or large object within physical contact. You can heavily injure yourself to teleport x5 your usual range. Invisibility Beta: You are undetectable to the naked eye. This can be activated/deactivated as a minor action. You can remain invisible for as long as you want, but you gain temporary injuries at the following rate: 2 rounds = Injured 4 rounds = Heavily Injured 6 rounds = Incapacitated 8 rounds = Downed, and invisibility ends Invisibility also ends if the subject is injured or uses other powers. Note: Both conditions in bold can be upgraded to not be an issue, but cost 2 points each.

Density Control Alpha: You are able to increase your density as a minor action, causing you to resist more physical damage and hit harder. Roll a 1d8: 1-5: Increase your unarmed attacks by one level of lethality (i.e. regular becomes nonlethal, nonlethal becomes lethal, lethal becomes Super Strength, etc) and reduce all damage you take by 1. You lose 2 squares of movement. 6-8: Increase your unarmed attacks by two levels of lethality, and reduce all damage you take by 2. You lose 4 squares of movement. Beta: You can reduce your density enough walk through solid objects. This is activated as a minor action. You can remain intangible for as long as you want, but you gain temporary injuries at the following rate: 1 rounds = Injured 2 rounds = Heavily Injured 3 rounds = Incapacitated 4 rounds = Downed, and intangibility ends Invisibility also ends if the subject is injured or uses other powers. Note: Both conditions in bold can be upgraded to not be an issue, but cost 2 points each. Amplifier Alpha: You have the ability to interact with the biologies and energies of other enhanciles to make their abilities more or less powerful. You can: Enhance an ability of one subject within melee range. By so doing, you increase the size of their range and blast/burst by 1d6, and give them one temporary rank in one aspect of their ability. This is activated as a standard action and sustained as a minor. Disrupt another enhanciles abilities. Disruption works as follows: Range: Burst 1d6 Force: 1d10. 1-4 opponent takes -1 to their abilities, 5-7 opponent takes -2, 8-9 opponents abilities are halved, 10 opponents abilities are entirely negated.

Mimic Alpha/Beta/Sigma: Your ability is the absorption of other abilities for yourself. You can absorb a power from a friendly enhancile in melee range, at the cost of injuring them for 1 round. You retain this power for 1d10 rounds. You can only absorb 2 abilities at once. When upgrading, you can spend 2 ranks to give yourself a +/-1 in one aspect of any ability you absorb, or 4 ranks for a static +1 or other highcost benefits (such as ameliorating the negative effects of healing). Example: Frank is a mimic who has spent 2 ranks to give himself a generalized +/-1. When Frank absorbs Alpha Pyrokinesis, he decides to apply this +/-1 to his force rolls. Later, Frank swaps Alpha Pyrokinesis for Kinetic Charging, and instead applies his +/-1 to the stability of the charge. Mimics also have the capacity to acquire the proficiencies and trainings of other humans. The mimic must be able to observe the person with the given proficiency or training in action for three rounds in a row. The mimic can retain these trainings permanently, but can only retain one proficiency and two trainings at a time. While retaining proficiencies, the Mimic cannot acquire Alpha abilities. While retaining trainings, the Mimic cannot acquire Beta abilities. Mimics have the option to permanently acquire one Alpha, Beta, or Sigma power, at the expense of being able to mimic another version of that power ever again. Wall-Crawling Sigma: You can crawl on walls at speed 4, and stick to walls. Instinctive Acrobatics Sigma: You are naturally fast and fluid in your movements. You ignore movement penalties based on the terrain, can stand from prone as a minor action, and have a 50% chance of evading one attack you see coming. Eyebeams Alpha: You can emit scorching beams of heat and light from your eyes.

Range: 3 + 2d6 Blast: 1 (Upgrade to 1d6 4, always minimum one) Force: 1d10, 1-5 injure, 6-8 heavily injure, 9-10 incapacitate. Enhanced Hand-Eye Coordination Sigma: You are significantly more accurate than the average person in your physical motions. Take a +/- 2 to all weapon and unarmed attacks. Kinetic Charging Alpha: You have the ability to excite the molecules of a given object, causing it to become charged with a unique energy. This energy can enhance the lethality of the object you charge, or cause the object to explode, depending on the stability of the charge. The subject can charge objects up to half their size. Roll a 1d20 to determine if the charge is stable or unstable. 1-10: Stable charge. The object can be used as a weapon of 1 degree of lethality higher than previously, with a +2 to force. 11-20: Unstable charge. The object explodes in one round or on impact. Range: Varies with object in question (GMs discretion, based off of players throwing ability) Burst/Blast: 1d4-1 Force: 1d20. 1-6 injure, 7-15 heavily injure, 16-18 incapacitate, 19-20 down. Knockback 1 square per degree of force.

DSA AGENTS
You are among the select that know of the existence of metahuman enhanciles. You may have a military background, or have been the result of a laboratory experiment, or are simply possessed of vast degrees of natural tenacity and skill. Regardless, the Department of Superhuman Affairs has snapped you up, and youre ready to stand toe to toe against any of metahumanity and make them bleed. Conversions A DSA agent can have certain abilities that are roughly equivalent with Alpha/Beta/Sigma abilities. Alpha: Enhancements Beta: Proficiencies Sigma: Training It is possible to create superpowered DSA Agents, but they receive less intensive physical training than their baseline human counterparts. The conversion rate works as follows: An Alpha ability can be exchanged for an Enhancement. A Beta ability can be exchanged for a proficiency and two training regimens. A Sigma ability can be exchanged for a proficiency and a training regimen. Training Pick 3: Physical Conditioning (i.e. General Physiological Augmentation)

Marksmanship (i.e. Enhanced Hand-Eye Coordination, except it costs 2 ranks for every plus but can apply to all weapons) Agility Training (i.e. Natural Acrobatics) Reaction Training (i.e. Danger Sense) Stealth Training (can blend into your surroundings, requires a d20 roll for visibility: 1-10 is unnoticeable unless they are actually looking for you, 11-16 is unnoticeable by normal senses, 17-20 is unnoticeable by blindsense, scanners, danger sense, and most mechanical means of detection) Krav Maga (increase unarmed attacks by one level of lethality) Jiujitsu (Can counterattack as an attack of opportunity when an enemy makes a physical attack) Aikido (Can lessen the force of physical injury by one level and lessen knockback effects by half (rounding down).) Mental Conditioning (Can lessen the force of all telepathic attacks by making an opposed roll to the telepaths action (i.e. a mind blast requires a d20 roll, mind control requires a d10, etc). Telepaths cannot detect you with Sigma-level scans, and Danger Sense does not warn against you) Computer training (Can lessen the force of all technopathic attacks by making an opposed roll to the technopaths action while in range of a given piece of technology. Can disrupt Hieronymous Machines when in melee range, and make it so that technopaths cannot detect or use a chosen device with Sigma-level exertions of power.) Proficiencies Pick 2 Every agent starts out with light pistol and combat knife proficiencies. Carrying capacity: Every weapon has a size rating. The total size rating of weapons carried may not exceed 10. Nonlethal Weapons (follow Nonlethal Weapon rules) Collapsible Baton (+1 to force, size rating: 2.5) Taser (one use, +4 to force, size rating: 5)

Bo Staff (+2 to force, attacks higher than Heavily Injure cause knockdown, size rating: 8) Nunchucks (+3 to force, rolls of 1-3 cause them to hit the wielder with Injuring force, size rating: 3) Lethal Weapons (follow Lethal Weapon rules) Combat Knife (+1 to force, can be thrown 4 squares, size rating: 2) Shurikens (thrown at range 4 squares, no reload necessary, size rating: 0.5) Compound Bow (+2 to force, range of 20 squares, minor action to reload, size rating: 8) Broadsword (+5 to force, +1 to physical attacks and knockback vs. wielder after an attack with the broadsword, size rating: 8) Katana (+2 to force, +1 to attacks of opportunity, size rating: 6) Naginata (+3 to force, can only hit when opponent is 2 squares away, size rating: 7) Firearms Light Pistol Reload: Minor. Clip size: 8. Range: 10 squares. Size rating: 2. Damage: 1-8 miss, 9-14 injure, 15-17 heavily injure, 18-19 incapacitate, 20 down Special: Can have one in each hand at -4 to accuracy Heavy Pistol Reload: Minor. Clip size: 12. Range: 10 squares. Size rating: 4. Damage: 1-8 miss, 9-12 injure, 13-15 heavily injure, 16-18 incapacitate, 19-20 down Special: Ignores 1 point of damage reduction (i.e. invulnerability, shields, etc) Submachine Gun Reload: Minor. Clip size: 100. Range: 10 squares. Size rating: 4. Damage: 1-8 miss, 9-14 injure, 15-17 heavily injure, 18-19 incapacitate, 20 down. Special: Each shot costs 5 bullets. Can lay down suppressing fire at a 45 angle. Anyone passing within the zone of suppressing fire is Incapacitated if within 3 squares, Heavily Injured if within 6 squares, and Injured if within 10. Every round of suppressing fire costs 50 bullets.

Machine Gun Reload: Minor. Clip size: 200. Range: 15 squares. Size rating: 8. Damage: 1-8 miss, 9-12 injure, 13-15 heavily injure, 16-18 incapacitate, 19-20 down Special: Each shot costs 5 bullets. Can lay down suppressing fire at a 60 angle. Anyone passing within the zone of suppressing fire is Incapacitated if within 5 squares, Heavily Injured if within 10 squares, and Injured if within 15. Every round of suppressing fire costs 50 bullets. Shotgun Reload: Move. Clip size: 4. Range: 4 squares. Size rating: 8. Damage: 1-8 miss, 9-12 injure, 13-15 heavily injure, 16-18 incapacitate, 19-20 down Special: Every shot hits within a cone of 4 squares. The shotgun gains a +6 to force with enemies within melee range, +4 if within 2 squares, and +2 within 3 squares. The shotgun hits everything in range, unless blocked by something else taking the bullets (meaning enemies can take cover behind other enemies). At point-blank range, the shotgun ignores 2 points of damage reduction. Sniper Rifle Reload: Move. Clip size: 6. Range: 100 squares. Size rating: 10 (collapsible) Damage: 1-14 miss, 15-17 incapacitate, 18-20 down Special: Ignores 3 points of damage reduction. Is automatically collapsible (see below), but setup takes 2 standard actions. Explosives and Miscellanea A note on Lobbing: A grenade-style weapon can be thrown or lobbed. A lobbed weapon has half the range of a thrown weapon. Grenades Thrown weapon. Range: 2+1d10 squares. Burst: 2. Size rating: 2. Damage: 1 injure, 2-3 heavily injure, 4-8 incapacitate, 9-10 down. Special: Comes in fragmentation and stun varieties. Frag grenades deal permanent damage. Stun grenades deal temporary damage. Explodes at the beginning of the throwers next turn. Tear gas

Thrown weapon. Range: 2+1d10 squares. Burst: 5. Size rating: 2. Special: All enemies within the radius can only take one action. Anti-tank gun Reload: Standard. Range: 10+1d10 squares. Burst: 2. Size rating: 10 Damage: 1-3 heavily injure, 4-6 incapacitate, 7-10 down. Special: Ignores 4 levels of damage reduction. Can have no attachments. All movement is halved while carrying this weapon. C4 detonator Set explosive. Burst: 4. Size rating: 4. Damage: 1 injure, 2-3 heavily injure, 4-8 incapacitate, 9-10 down. Special: Does double damage to structures. Must be set as a standard action, can be detonated as a minor action. Diffusing a C4 detonator is a minor action. Flashbang Thrown weapon. Range: 2+1d10 squares. Burst 3. Size rating: 2. Special: All enemies within the radius are blinded. Psychic abilities and Danger Sense cannot be used until the end of their next turn. Blindsense works as normal. Attachments and Weapon Qualities Pick 2 Armor (kinetic/energy, physical, mental) Reduce a force roll by half from the chosen damage source. If the armor is hit with Incapacitating force, its effects end. Bayonet Can be attached to a firearm, allowing it to be used as a lethal weapon while in melee. Increases size rating by 1. Grenade Launcher Can be attached to a firearm, allowing it to fire grenades and tear gas. Cannot lob. Increases size rating by 2. Laser Sight When attached to a pistol, machine gun, or sniper rifle, this causes a force roll of 1 to hit with Injuring force. No effect on size rating.

Collapsible For carrying purposes, can half the size rating of an object as a minor. Armor Penetrating The weapon ignores one additional point of damage reduction.

Enhancements Choose 1 Healing nanites: The agent is injected with special nanites that coordinate with the bodys repair center at high speeds. Works like Sigma Healing, but with the following progression: Incapacitated -> 2 rounds -> Heavily Injured -> 1 round -> Injured -> 1 round -> Fine If the agent is downed, the nanites go to backup power, requiring 10 rounds to get back to Incapacitated. Cybersymbiotic suit: The agent is given a cybernetic suit that partially meshes with their central nervous system. The agent gains a +1 to speed, a +/-1 to range and force rolls, has a carrying capacity of size 15, and can now reload one degree faster (i.e. a standard reload becomes a move reload, etc). Pain Editor: The agent is implanted with a device that selectively shuts off parts of their central nervous system. The agent still takes damage, but the effects are ameliorated by two degrees. Hyperconditioning: The agent has received extensive virtual reality training and psychological conditioning, all in the name of their cause. Gain either two additional trainings or a new proficiency.

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