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Forward
So it was stated in the Complete Capes and Cowls that it was incomplete. Here we include new feats, powers
and prestige paths that compliment a Superhero universe along with a plethora of new and rewritten information.
POISON [BODY]
Cost: 4 Super Points/Level
Level Range: 1-20
Relevant Statistic: Intelligence or Constitution
Power Description: Choose one statistic or Hit Points. You gain the ability to create an Injury based Poison that
lowers that statistic or Lowers Hit Points. Creating the poison is a swift action, and delivering the poison is an
Attack action. You may only deliver one such attack per round, but you may deliver it as part of a full-attack
action. The poison prompts a Relevant Statistic based Fortitude Save or it deals it's damage to the effected
party. Then every round there after, they roll the save again or take the damage again. Statistic Damage begins
as 1d4 damage. Hit Point damage begins as 4d6. Each level of this power increases the damage another dice
iteration (1d4/4d6) with no maximum cap. You are immune to any poison you can create. This damage
overcomes damage reduction/Mitigation and No Penetration. Poison lasts for 1 round/Power Level.
Special: You may take this power beyond level 20 with GM permission. You may take this power multiple times.
Once for each choice you can make above.
Flaws:
Slow Poison: The effected party rolls their second save every minute, not every round (-2 Super
Points/Level)
Weak Poison: Your Poison does one size category smaller damage (-1 Super Points/Level)
Advantages:
Contact Poison: Your poison is Contact based, not Injury Based, delivering the Poison can be done as a Touch Attack instead of a
regular attack, but can still be made as part of a full attack action. (+2 Super Points/Level)
Inhaled Poison: Your poison can be delivered as a vapor. You may deliver your poison to anyone within line of effect within medium
range (100ft + 10ft/Level). (5 Super Points/Level)
Poison Healing: When a target takes damage from one of your poisons, you regain hit points. If the poison deals Statistic Point
damage, you regain 5 hit points per point of Statistic damage dealt. If the attack dealt hit point damage you regain twice the
number of hit points dealt. (+4 Super Points/Level)
Poison Cloud: Requires Inhaled Poison. Your poison can be delivered in a cloud around you at a distance of 5 feet per this power's
level. (+3 Super Points/Level)
Poison Bomb: Requires Inhaled Poison. Your poison can be delivered in a burst cloud of 5ft/Power Level anywhere within long
range (400ft +40ft/Level) (+2 Super Points/Level)
Weird Toxin: Instead of dealing Statistic or Hit Point Damage, your poison reduces the level of Super Point bought powers within
the area. If the target fails it's fortitude, you assign levels equal to five times this power's level as a reversed Overclock effect,
reducing powers the levels granted instead of boosting them. This effect only lasts for 1 round/Power Level + Relevant Statistic
Modifier rounds. If you gain this option, you may select Poison again for a different option. (+5 Super Points/Level)
Bleed Poison: Your poison does Hit Point damage automatically, but deals only one quarter damage. This damage is Bleed
damage, being dealt each turn until the target is healed as per the Bleed Status Effect or 1 round/Power level has passed. (+1
Super Point/Level)
Blind Poison: Your poison does no damage, but if it hits and the target fails their fortitude save, they are blinded for 1 minute/Power
Level or until healed. (+1 Super Points/Level)
Confusion Poison: Your poison does no damage, but if it hits and the target fails their fortitude save they are confused for 1
minute/Power Level or until healed. (+1 Super Points/Level)
Fear Poison: Your poison deals no damage, but if it hits and the target fails their fortitude save, they are rendered Shaken,
Frightened, Panicked or Cowering depending on how badly they failed their fortitude save. If they failed by 1-5 they are Shaken, 610 they are frightened, 11-15 they are Panicked, and 16+ They are cowering. This effect lasts for 1 round/Power Level or until
removed. (+1 Super Points/Level)
Daze Poison: Your poison deals no damage, but if the target is hit, and the target fails their fortitude save they are dazed for 1
round per this power's level. (+1 Super Points/Level)
Deafness Poison: Your poison does no damage, but if it hits and the target fails their fortitude save, they are Deafened for 1
minute/Power Level or until healed. (+1 Super Points/Level)
Fatigue Poison: Your poison deals no damage, but if the target is hit, and fails their fortitude save, they gain levels of fatigued
based on how badly they failed. 1-5 they are winded, 6-10 they are fatigued, 11-15, they are exhausted, and 16+ They are
unconscious. The fatigue effect lasts for 1 minute/Power Level or until cured.
Nauseous Poison: Your poison deals no damage, but if the target is hit, and fails their fortitude save, they gain levels of sickness
depending on how badly they fail. 1-5 They are Sickened, 6+ They are Nauseated. The effect lasts for 1 round/Power Level or until
cured. (+1 Super Points/Level)
Paralytic Poison: Your poison deals no damage, but if the target is hit, and then fails their fortitude save, they are paralyzed for 1
round/Power Level (+3 Super Points/Level)
Mix-n-Match: You may now select multiple effects to place on one poison. You must have pay for each option you select
separately. Status Effect Poison besides Bleed Poison cannot deal statistic or hit point damage. (+2 Super Points/Level)
Damage.. With a Twist: Requires Mix-n-Match. You may now mix Damage and Status Effect Poisons together (+3 Super
Points/Level)
The shape shift lasts for one hour per Shape Shifting Level.
Special: You may take this beyond level 20 with GM permission.
Advantages:
Increase or Decrease the size categories available to you by one (+5 Points per Size Category chosen)
Choose one creature type that isn't the one you chose. Your Shape Shifting now allows you to become
one of them (+5 Points per type chosen)
May become a specific being (You do not gain their super powers unless you buy the option later) (+4
Super Points/Level)
May add non-existent qualities to your forms that are Extraordinary abilities (+4 Super Points/Level)
Add Super-Powers to your form (+3/Level: You gain 15 Super Points per Power Level to create powers
for your new form. When you assume a form not your own you lose any other super powers you have
except for shape shifting options and the powers you gain through this option. You may switch powers
any time you shift forms.
Swift Shift (You may Shape Shift as a Swift Action) (+1 Super Point/Level)
Immediate Shift (You may Shapes Shift as an Immediate Action. Requires Swift Shift) (+1 Super
Point/Level)
Visual Shifting: You may shift your visual appearance instead of becoming another creature of a different
type. You don't gain anything from the categories above. Instead you gain a +10 bonus to Disguise
checks. (+/- 0 Super Points)
Harmless/Helpful: +0
Mildly Dangerous: +2
Moderately Dangerous: +4
Dangerous: +6
Very Dangerous: +8
Acquaintance: +12
Encountered Once: +4
Described: +2
No Connection: +0
The duration also plays a factor in the DC.
Permanent: -10
Days/Power Level: -8
Hours/Power Level: -6
Minutes/Power Level: -4
Rounds/Power Level: -2
Instantaneous: +/-0
Special: You may take this power beyond level 20 with GM's permission. The GM reserves the right to reject any effect that ruins the game.
Flaws:
Orihime Sama!: You can only reverse or change events that have already happened, cannot create them (-2 Super Points/Level)
Limited Scope: You can only target one target at a time (-1 Super Points/Level)
Limited Influence: You cannot perform certain actions/powers. Discuss this with your GM to determine what you cannot do. (-X
Super Points where X is 1 Super Points/Three Prevented Actions/Level)
Kami's Will: You can only perform actions within your general power scale (IE: If you had a Strength of 10 you couldn't destroy
mountains) (-2 Super Points/Level)
Dragonballs?: Your Reality Manipulation has a Recharge Time. This power requires recharge after each encounter it is used in.
Discuss this with your GM to determine what your recharge time is. (-X Super Points/Level where X = Severity Level: Minute/s =1,
Hour/s =2, Day/s =3, Year/s =4)
Mentality Serves as Resistance: Your Reality Manipulation requires either a Fortitude or Will Save, the target gets to choose the
save. (-1 Super Points/Level)
Limited Power: Your reality manipulations that are not instantaneous can never be permanent (-2 Super Points/Level)
Advantages:
Mentality is a Weakness: Your Reality Manipulation requires either a Fortitude or Will Save, you choose the save used. (+1 Super
Points/Level)
Mental Power!: Add your Intelligence Modifier to the DC of the save of this power. (+6 Points)
Power of the Soul!: Add your Charisma Modifier to the DC of the save of this power (+6 Points)
Automated Defenses: Your Power automatically comes to your defense. Any time you would be forced to make a saving throw,
defense roll or initiative check, you roll a (21- The Number of Times this Advantage has activated this day). How this activates is up
to you, but cannot be a counterattack. You may still roll, and take the higher result. (+2 Super Points/Level)
Extended Range: Instead of being able to effect everything within 5ft/power level, you target anything within Close Range (25ft +
5ft/2 levels). This increases the DC by your Intelligence Modifier automatically. If you have Mental Power! as an advantage, add
your Intelligence Modifier twice. You can also select this multiple times to increase the range by one step (Short -> Medium ->
Long) (+3 Super Points/Level)
Extended Power: Your effective area doubles. Reselectable, stackable (+3 Super Points/Level)
Only Haste: You may only haste yourself, you cannot slow targets (-2 Super Points/Level)
Only Slow: You may only slow a target, you cannot haste yourself (-2 Super Points/Level)
Advantages:
Haste Other: You may touch one target and use the Speed Up function of Time Manipulation on them (+1 Super
Points/Level)
Bullet Time: You may slow down time in an area. This area is equal to 5ft per Power Level. This effect lasts for one
round per power level. While active, all unattended objects within the area move at one half speed, all attended
objects and creatures that you designate gain a will save or suffer the slow effect of this power. (+3 Super
Points/Level)
Age: You may age a target, whether an object or non-immortal creature. Touching an object reduces it's Hardness
by 1 per this Power's Level as it's aged. Attended objects gain a fortitude save to resist. Creatures are aged 1 year
per this power's level per touch if they fail a fortitude save. (+8 Super Points/Level)
De-Age: You may de-age a target, whether an object or non-immortal creature. Touching an object increases it's
Hardness by 1 per this Power's Level as it's de-aged. Creatures are de-aged 1 year per this power's level if they fail
a fortitude Save per touch. (+8 Super Points/Level)
Age Fail: You gain the ability to stop the aging of an object or creature with a touch. By doing so, you effectively stop
the aging process of that creature or object. Creatures and attended objects are allowed a fortitude save to resist,
and the effect is permanent or until you choose to remove the effect (A swift action) (+1 Super Point/Level)
Injury Rewind: You can rewind time to a time when an injury didn't take place. You gain the Healing power at your
Power's Level, but you use your Intelligence Score instead of your Wisdom Score to determine healing.(+2 Super
Points/Level)
Accelerated Probability: You gain the ability to see possible outcomes of your actions. This functions as the See
Through Time application of Clairvoyance (+2 Super Points/Level)
Temporal Duplication: You may pull alternate versions of yourself from different time periods. This functions as the
Duplication power with the Army of None flaw. (+3 Super Points/Level)
Time Lock: You may ensure that an event in the past, present or future that you've witnessed comes to pass
regardless of what transpires with Time Travel events. If this effects a creature, or group of creatures, they receive a
fortitude save to resist. Only one fortitude save is made regardless of how many people are effected, and it's the the
being with the highest fortitude save that makes the save. You may have 1 Time Lock per this Power's Level. (+4
Super Points/Level)
Infinity Loop: You can create a loop event and trap beings within it. You may only create one loop at a time, and you
must set a parameter, a meet-able parameter that ends the loop. Creatures within the area of effect receive a
fortitude save to resist this effect. The loop traps all creatures you designate within a time loop that replays over and
over again. Creatures at the end of the time loop are transported through time to the beginning of the time loop and
lose all memories of the passed time unless they make a successful Will save. Even if they remember what
happened last time, they still must find the perameter to release themselves from the time loop. (+4 Super
Points/Level)
Temporal Crack: You may travel through time as per the Time Travel option from Teleportation (+10 Super
Points/Level)
Enhanced Haste: Your bonus to Defense and Reflex Saves while you are hasted increase to be +1/Power Level (+1
Super Point/Level)
Enhanced Slow: The penalty to Defense and Reflex Saves while someone is slowed increases to be -1/Power Level
(+1 Super Point/Level)
Permanent Haste: You're always considered Sped up and no longer have to activate this aspect of the power (+8
Super Points/Level)
No Revivify: You can't bring back the dead (-2 Super Points/Level)
No Targeting: You can't tell how close someone is to death (-1 Super Points/Level)
Soul Sending: You gain the ability to separate your soul from your body. You may send your soul out to scout for you at a range of
up to 1 mile per this power's level. Your Spirit senses things as you do, including extra sensory capabilities. It automatically can
see Spirits even if you cannot. It's invisible and intangible unless the other being is also a spirit. (+2 Super Points/Level)
Animate Dead: You gain the ability to animate vessels without souls. You may only animate corpses of creatures in this way, and
only if they are dead. You may have no more levels worth of creatures animated in this fashion than this power's level. Animated
dead lose all Feats and abilities, but keep their stats. They use your skills to attack and can only use their unarmed strikes to
attack. (+3 Super Points/Level)
Superior Animate Dead: Requires Animate Dead: Your animated dead retain their skills, abilities and feats. They act as their old
selves, except that their first allegiance changes to Master. You are their master. (+2 Super Points/Level)
Expanded Soul: You gain the ability to expand your soul to absurd lengths. When you do this, a swift action, your Death Sense and
Spirit Sense increases to all creatures within 30 feet per power level. (+1 Super Points/Level)
Possession: You gain the ability to possess a target. As a Standard action choose a target within close range (25ft + 5ft/2 Levels).
The target must make a Will Save. If they fail, you and the target merge into one being. The target temporarily loses their mental
statistics and gains yours,and you temporarily lose your physical statistics and gain theirs. While merged, you use your skills and
feats, but use their body and hit points. The possessed victim gains a save every minute to stave off your possession. Should you
make the target do something that violates their Allegiances, they immediately gain a save and the counter resets. (+3 Super
Points/Level)
Exorcism: You gain the ability to end any mental domination or possession on a target. To do so, you target one possessed or
dominated being within medium range (100ft +10ft/Level) and force the dominating or possessing party to make a Will Save.
Should they fail the possession or domination immediately ends, and the possessing or dominating being is stunned for 2d6
rounds. (+3 Super Points/Level)
Resurrection: Your ability to revivify the dead increases to one minute per power level. You may take this ability multiple times.
each time increases the time scale one step (Minutes -> Hours -> Days -> Weeks -> Months -> Years -> Decades) Decades is the
longest increment of time that you can revive the dead. (+1 Super Points/Level)
Reincarnate: You may, at your option, reincarnate a target into a new body. Doing so instantly creates a new body for them at their
old level. Their physical attributes (Skin Color, Hair Color, even Gender) are chosen anew. Their Statistics, Skills and Feats may
remain the same, as they remember their old lives. Their Super Points are rearranged, but may have the same arrangement as
before. The reincarnation's new allotments are chosen by the reincarnated being. (+2 Super Points/Level)
Soul Absorption: You gain the ability to absorb the souls of the fallen. By doing so, you gain a temporary powerup. Absorbing a
soul prevents resurrection of any form unless you're killed. To absorb a soul, you must target one spirit within short range (25ft +
5ft/Level). That target makes a special Will Save that can be made even though the target is dead. If they fail, the soul is absorbed
and the absorber gains a bonus to all statistics equal to the modifiers of the absorbed. The absorber also gains half the super
points of the absorbed. These bonuses last for one hour per this power's level (+6 Super Points/Level)
Soul Channeling: You gain the ability to speak with spirits that have already moved on. To do so, you must know the name and
cause of death of the target. Once you do, you may ask one question per power level. The target answers to the best of it's ability.
Once you have asked the questions of the target, you must wait 24 hours before you can ask again. (+1 Super Point/Level)
Soul Creation: You gain the ability to create new souls. Doing so creates a body for the soul at an age you designate. You
designate whether it gains Super Points or not, but in all ways it's level 1 when created. (+8 Super Points/Level)
Soul Destruction: You gain the ability to destroy souls and prevent any form of resurrection. To do so, you target a soul within short
range. They must make a will save or be utterly destroyed. (+10 Super Points/Level)
Soul Morphing: You may morph your soul, or the soul of another. Doing so rearranges the Super Points of the selected being for
one hour per this power's level. Unwilling targets gain a will save to resist (+4 Super Points/Level)
Soul Sharing: You gain the ability to share pieces of your soul with others. Choose any number of targets up to this Power's Level.
Those targets receive one half the number of Super Points you have to empower themselves. The targets must not have had
Super Points previously. They then level up as normal. (+5 Super Points/Level)
Strong Soul: You have an abnormally strong soul. You gain your Charisma Modifier to your Saving throws (+2 Super Points/Level)
Soul Transferal: You gain the ability to place a soul from one being into an empty shell, or exchange souls between two targets.
Doing so grants the soul dominion over their new vessel regardless of what it is. If the vessel is an object, the object animates
under the target's control. If souls are exchanged, the targets gain the physical statistics of their new form, but retain their mental
statistics. They use the Super Powers of the new form, but retain the feats and skills of their old form. Unwilling targets gain a Will
Save to resist (+6 Super Points/Level)
RESISTANCE [MIND/BODY]
Cost: 1 Super Points/Level
Level Range: 1-20
Relevant Statistic: Constitution or Dexterity or Wisdom
Power Description: Choose one Condition/Status Effect that isn't unconsciousness, death or dying. You gain a
+2 bonus to resist that Condition/Status Effect per this power's level.
Special: You may take this power beyond level 20 with GM permission. Reselectable, Rechoosable.
POWER ABSORPTION [BODY]
Cost: 5 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: By making a touch attack against a target you may steal one of their Super Point bought
powers (Besides Wealth) per level of this power. You choose one power they have that you know of and they
lose that power and you gain it for 3 + Charisma Modifier rounds. If you don't know what powers they have, the
GM chooses for you. If you steal all of their powers, they must make a Fortitude Save or go unconscious for up
to 1d6+2 rounds.
Flaws:
Duplication, not Stealing: You don't steal superpowers, you merely copy them by touch. The target does
not lose their powers, but you gain copies of them. (-1 Super Points/Level)
Memory Backlash: Your stealing power also changes your personality temporarily. You gain aspects of
those you steal from, even going so far as to pick up their flaws while you have their powers without
rebate. (-1 Super Points/Level)
Advantages:
Area Stealing: You may force all targets, as chosen by you, within a 20 foot burst to make a Fortitude
Save or have this power effect them. (+3 Super Points/Level)
Semi-Permanent Stealing: When you steal a power, it lasts till you're more than one mile away from the
target (+3 Super Points/Level)
Permanent Stealing: If you keep touch on a target for too long their powers become permanently yours.
You must hold the target, making a successful grapple check against them, for 5 consecutive rounds. If
you do so, all powers you would have stolen temporarily are yours permanently and the target loses
them (Unless you have the "Duplication, not Stealing" Flaw). If you have the Area Stealing power, the
target must remain within your activated aura for the 10 rounds. The target may regain super points
stolen from them at GM fiat gaining the same or new powers. (+10 Super Points/Level)
Memory Stealing: You gain some of the memories of those you touch. When you steal a super point
bought power from a target you also gain 1d4 memories that target had. If you make a Will Save, you
can choose what you're looking for. Reselectable. Each time increase the number of memories by one
dice size. (+2 Super Points/Level)
ENERGY WEAPON [MIND]
Cost: 3 Super Points/Level
Level Range: 1-20
Relevant Statistic: Intelligence
Power Description: You gain the ability to create a singular melee weapon made of untyped energy as a move action. You choose one type
of melee weapon when you take this power, it cannot be changed later. The weapon itself deals 1d6[BW] damage +1d6[BW] damage per
this power's level. Your weapon, if sundered, can be recreated as a move action on your next round.
Flaws:
Light Weapon: Your weapon deals 1d4[BW] damage intead of 1d6. (-1 Super Points/Level)
Advantages:
Enhancement Bonus: You may add a +1 enhancement bonus to your energy weapon per level in this power. You may grant
weapon enhancemetns to your weapon as well as long as you have at least a +1 enhancement bonus left after granting abilities.
(+1 Super Points/Level)
Any Weapon Will Do: You may create any melee weapon as an energy weapon instead of selecting only one type. (+1 Super
Point/Level)
Alternate Energy: Your energy weapon's energy makeup has a type, and that type is one of the 9 types of energy (Fire, Cold, Acid,
Electricity, Sonic, Water, Psychic, Negative Energy or Force). (+1 Super Point/Level)
Ranged Weapon: You may create a ranged weapon instead of a melee weapon. You must still select one type, and that is all you
can create unless you have "Any Weapon Will Do", in which case you can create any ranged weapon that has less than 3 dice of
[BW] damage. (+1 Super Points/Level)
Area of Effect: Choose one option from ESP or the base ESP power itself. You may use that option in a
20 foot burst, 30 ft Cone, 20ft wide, 40ft tall Cylinder or 120ft Line. Reslectable, Stackable, Rechoosable
(+3 Super Points)
Multi-Target: Choose one option from ESP or the base ESP power itself. You may target a number of
beings equal to this power's level with that option. Reselectable, Stackable, Rechoosable (+3 Super
Points)
HEALING
Revivify: You may revivify a target that died no more than 1 minute per level ago. The target is returned
to full hit points and acts as if they had a day of rest for daily ability. You may take this multiple times.
Each time increase the time iteration by one step (Minutes -> Hours -> Days -> Weeks -> Months ->
Years -> Decades) (+2 Super Points/Level)
Soothing Breeze: Any healing you give to a target may be delayed. Doing so causes the target to, as an
immediate action upon taking damage once per round, heal any amount, up to double the amount spent
on them. They may spread this emergency healing over multiple uses until the pool reaches 0. (+1
Super Point/Level)
Cup of Life: Whenever you or an ally recovers/gains hp, or is healed, if that amount exceeds their max
hp, the excess is divided evenly amongst their allies. (+1 Super points/Level)
Panacea: When you heal a target, you may remove one status condition from them, plus 1 per 2 healing
Power Levels. (+1 Super Points/Level)
Kick-start regeneration: after healing a target, they get fast healing equal to their con mod for 3+your cha
mod rounds. (+2 Super Points/Level)
Medical Expertise: you may add your treat injury ranks to your healing pool/level (+1 Super Point/Level)
DUPLICATION
Pocket Full of Quarters: If you die with clones in existence, you choose one clone, that clone instantly
becomes your level and essentially becomes the new you. (+2 Super Points/Level)
ENERGY DRAINING TOUCH
Ranged Drain: You may use your Energy Draining Touch at short range (25ft +5ft/2 Levels). You may
select this again to make it Medium Range (100 Ft +10ft/Level) and may take it a third time to make the
range Long (400ft +40ft/Level). (+1 Super Points/Level)
Drain after Dark: If you die in a grapple or by an Unarmed Strike with someone your energy drain
immediately sparks and attempts to revive you by dealing it's damage automatically without an attack roll
to the grappling or offending target. If the healing puts you to higher than one half your maximum hit
points below 0, you are revived. (+1 Super Points/Level)
Great Drain: Instead of dealing only 5 damage, your draining touch now deals 5d2 damage. You may
take this option multiple times, each time increase the dice size by one to a maximum of d8's (+1 Super
Point/Level)
Profane Drain: Your Drain is Profane damage instead of Negative Energy Damage. Profane damage
cannot be mitigated (+3 Super Points/Level)
ENERGY ABSORPTION
Absorb any element: You can absorb any element but only at half efficiency (5 Damage/Power Level).
(+3 Super Points/Level)
True Absorb any Element: Requires Absorb any Element: Your absorption becomes 10 Damage/Power
Level (+3 Super Points/Level)
Absorb and Power: You may used stored energy to power devices instead of healing. Every point of
healing that you would have received counts as 1 round of power for a medium or smaller sized device.
Double the required power for each size category above medium (2 points of healing/round for Large, 4
for Huge, etc) (+1 Super Point/Level)
FLIGHT
Double Time: Double your Flight Speed (+1 Super Points/Level, Reselectable, Stackable)
Malevolently Artificially Intelligent: Your power has an Ego Score and does it's best to make your life a
living hell. This ego score is equal to 10 + 1 per Power Level. This cannot be placed on a power with 5 or
less Power Levels. (-3 Super Points/Level)
Weak Power: The DC to resist your power is reduced by 2 (-1 Super Point/Level, Reselectable,
Stackable)
Hard to Aim: Whenever you attack with the attatched power reduce your attack roll by 2 (-1 Super
Point/Level, Reslectable, Stackable)
Self Only: Requires a power that is usually usable on someone else. The power only effects you (-2
Super Points/Level)
Non-Lethal Exclusive: The attached power deals only Non-Lethal Damage (-1 Super Points/Level)
Only in X: Choose one environment that isn't a normal one for you, the attached power only works in that
environmen (Examples are Space, Underwater, Another Dimension) (-3 Super Points/Level)
Advantages:
Immediate Response: You may activate the chosen power as an immediate action (+2 Super
Points/Level)
Artificially Intelligent: Your power has an Ego score and can activate, or keep the attached power
activated through unconsciousness, or even when you're surprised (+2 Super Points/Level)
Hard to Resist: The DC to resist the attached power is increased by 1 (+2 Super Points/Level,
Reslectable, Stackable)
Easy to Aim: Whenever you attack with the attached power, increase your attack roll by 1 (+2 Super
Points/Level, Reselectable, Stackable)
Multi-Target Power: You may elect to attack one additional target with the attached power (+1 Super
Point/Level, Reselectable, Stackable)
Area Effect: Choose one from the following list (Either a 100ft long, 5ft wide Line, a 30ft Cone, a 20ft
Blast or a 20ft Burst within long range (400ft + 40ft/Level (Reflex Save for Half Damage)) The attached
power may be used as this area instead being a single target effect. (+2 Super Points/Level,
Reselectable, Stackable)
Non-Lethal Substitution: You may turn the attached damaging power into Non-Lethal Damage (+1 Super
Point/Level)
Traits
Unlike Pathfinder, Traits in Capes and Cowls are a bit different. They represent a fundamental flaw in your
character in exchange for an increased amount of Super Points at first level and every level thereafter. You may
have as many traits as your GM deems worthy, but it is recommended that you keep the number lower to
remove min/maxing. Below are some example traits, created by playtesters. This idea was inspired by
A_Shadow_Of_Life and her online game SuperHero: A Clash of Gods.
Example Traits:
TRANSFORMATION REQUIRED
Description: Build 2 character sheets, One with Super Powers as normal, the other with only Trait and Feat based Super Points. You
must transform from one form to the other, and it takes a full round to transform. Should you be KO'ed or Killed in your more powerful state,
you revert to your less powerful state. Your transformed state lasts for an entire encounter, or until the GM tells you to stop if it's not in
combat. Transforming is a Full-Round Action.
LOST A SENSE
Description: You are Blind (No sense of Sight), Deaf (No sense of Hearing), Anosmiac (No sense of Smell),
Ageusiac (No sense of Taste) or Analgesiac (No sense of Touch.) Based on the sense lost you gain Super Points
Boon: (Blind or Deaf (+11 Super Points), Anosmiac or Ageusiac (+16 Super Points), Analgesiac (+21 Super
Points), +1/Level Thereafter)
MUTE
Description: You cannot speak. You may communicate in any other fashion but speech.
Boon: (+11 Super Points, +1/Level Thereafter)
ILLITERATE
Description: You cannot read or write. You cannot buy the skill Read/Write Language without GM permission
and a lot of training.
Boon: (+11 Super Points, +1/Level Thereafter)
MISPLACED CREDIT!
Description: Someone's always getting credit for your hard work. You never gain World Fame or World Infamy
beyond your starting totals. You may still garner Personal Fame and Personal Infamy.
Boon: (+16 Super Points, +1/Level Thereafter)
POWER NEGATION
Description: There is now a situation, material, or other modifier, that negates one or more of your character's
powers. Select one stimulus, that particular variable now negates one or more of your character's power for the
amount of time they are exposed. Lower the Severity 1 level if your power/s are negated one power level at a
time per round of exposure.
Boon: (1 + 5 Super Points per level of Severity. If only one power is negated, 6 Points are Gained, if 2-4 Powers
are negated 11 points are gained, if 5-7 Powers are negated you gain 16 Points if all powers are negated you
gain 21 Points [Conflicting results use the higher severity level], +1/Level Thereafter)
POWER LOOPHOLE
Description: For some reason, your power does not affect a certain type of material or object. When using your
powers on materials or objects of this type they are either ineffective, or in the case of powers that increase your
base stats your stats do not benefit from powers you have taken.
Boon: (+11 Super Points, +1/Level Thereafter)
EXTERNAL POWER SOURCE
Description: Your character's powers are contingent upon an external source in order top function. Exposure or
possession of the source is needed in order for them to function.
Boon: (+21 Super Points - 2 Super Points for each Super Point bought power that doesn't have an external
source, minmum 1, +1/Level Thereafter)
VULNERABLE LOVED ONES THAT DON'T KNOW YOUR A SUPER HERO
Description: You have one or more persons that don't know you're a super hero and are vulnerable to death,
kidnapping or a great many other things. You have to protect them at all costs, because they're your [Insert
Relation Here]. You gain Super Points based on the number of vulnerable loved ones you have.
Boon: (+11 Super Points for 1-2 VLO's, +16 Super Points for 3-5 VLO's and +21 Super Points for 6+ VLO's +1
Super Point /Level thereafter)
Creating Traits
You can create traits easily, and it is a collaborative effort between you and your GM. A trait should always be a
large flaw in your character such as those listed above. Once you have your super-flaw, your GM determines
how detrimental that is to your character, and grants Super Points at first level equal to a multiplier of 5, then
adding one. You then gain +1 Super Point/Level thereafter. Alternatively, you can set a large set portion of SuperPoints (Like Sold Soul) for a major flaw. Either way, the reward is always up to the GM as to the rewards you
garner with a trait.
Losing Traits
At any time, you may lose a trait by buying it off with an amount of Super Points equal to half the amount you
gained at first level (Rounded Up). You may also lose a Trait with GM permission, such as Learning to read while
you have the Illiterate Trait. If a GM grants you permission to lose a trait, you don't lose any super points for
having lost it. If you buy it off, you only lose the points you bought it off with.
Prestige Paths
The following prestige paths supplement all others
The Lifebringer
I decide who lives and who dies!
Prerequisites:
Skills: Treat Injury 8+ Ranks
Powers: Healing 6+ (All Advantages)
Special: Must have successfully revivified someone
1 - ENHANCED LIFEBRINGING [PRESTIGE]
You now add your Charisma Modifier to your Healing per Power Level. In addition, Your healing and all options
bought for your healing cost 1 less (Minimum 1), this is a retroactive change.
2 - Bonus Feat
3 - LIFE WARD [PRESTIGE]
While a target is benefiting from your healing, their HP cannot drop below 10% from hit
point damage. The healing must be constant (Fast Healing/Regeneration) or delayed
healing to benefit from this feat.
4 - Bonus Feat
5 - ULTIMATE HEALER [PRESTIGE]
All powers that were used to take this prestige path are increased by 2 levels. All options
that you have taken with the requisite power are bought one more time. All these bonuses
are free. For options you cannot select again, you gain back 1 Super Point/Option. In
addition, you may add your highest physical modifier to your Healing per Power Level.
Lastly, when you revivify someone or heal someone from unconsciousness, they gain a +1
Power bonus on all Power Levels (Besides Wealth) they possess without limits or price
and a +1 bonus to all combat related d20 rolls per level of healing you have for 3 + Your
Charisma or Wisdom Modifier rounds.
The Lifedrinker
You may decide who lives and who dies, I just kill people...
Prerequisites:
Feats: Weapon Skill Focus (Unarmed)
Skills: Unarmed Strike 8+ Ranks, Concentration 8+ Ranks
Powers: Energy Drain (8+ Levels)
Special: Must have drained a target to at least 0 hit points.
1 - WHIRLWIND DRAIN [PRESTIGE]
You may now use your energy drain all targets adjacent to you. You must roll a separate attack roll for each
target to hit them, and if you miss you don't gain healing from them. You deal your damage to each target, and
heal the total damage dealt. You may do this once per day per energy drain power level.
2 - Bonus Feat
3 - STATUS DRAIN [PRESTIGE]
You may drain a positive status effect off a target and apply it to yourself instead of receiving healing. Your touch
still does damage. Positive Status Effects are stuff like Rage, Whirling Frenzy... Anything that benefits the target
that isn't a Release or Transformation. You steal the effect and the effect ends for the target. You gain the
identical effect for their timer. The target cannot use the effect again while you're using it if it can be used again
that day/encounter.
4 - Bonus Feat
5 - WORLD DRAIN [PRESTIGE]
You may at your option drain all targets within 20 feet of you. You make one unarmed attack roll versus the
defenses of all within the area instead of the normal Reflex save. In addition, you may forgo 5 points of healing
per Power Level to remove one condition on yourself or pass that condition to one target within the area/being
targeted by you. They gain the normal save to resist as if they were the original target. Lastly when you drain a
target you gain a +1 to all Physical Statistics for 3 + Charisma Modifier rounds. This counts for all targets drained
by one draining.
You may only use
World Drain's area
effect once per day
per Energy Drain's
power level.
Critical Schmitical
Failure Schmailure
2 to 5
6 to 8
9 to 11
13 to 15
16 to 19
20
2 - Bonus Feat
3 - THEY HATIN... [PRESTIGE]
Whenever your Good or Bad Luck triggers while you're in combat, you may, as a free action, choose to have the
Good or Bad Luck not trigger in exchange for healing. Roll 1d20 + Charisma Score and heal that many hit
points.
4 - Bonus Feat
5 - THEY TRYIN TO CATCH ME RIDIN DIRTY [PRESTIGE]
Whenever you trigger Good or Bad Luck, you gain a bonus equal to the triggering power's level on your next d20
roll. These rolls don't stack if multiple iterations are triggered. Whenever
you choose to use "They Hatin..." Your opponent takes a penalty to their
next d20 roll equal to the triggering power's level.
The Neo-Immortal
You can regenerate from just about anything! AAAAAAAnd Proably kill what did it to you.
Prerequisites:
Feats: Enhanced Strikes 3x
Skills: All 3 Attack Skills 8+ Ranks
Powers: Regeneration (Regrow Limbs, Regrow Life) (2+), Momentum Swing (Swift Burn, Super Swift Burn,
Double Rage) (6+ Ranks), Extended Life/Immortality (5), Sixth Sense (Any) (5+)
Special: Constitution 20+
1 - SUPERIOR MOMENTUM SWING [PRESTIGE]
When you gain stat bonuses from Momentum Swing, you gain double the bonuses. Also you gain a +2 bonus to
Reflex Saves per +4 bonus you gain from Momentum Swing for as long as you have Momentum.
2 - Bonus Feat
3 - ENHANCED REGENERATION [PRESTIGE]
Your Fast Healing Halves and becomes Regeneration. Choose two types of damage that overcome your
regeneration from the following list (Bludgeoning, Piercing, Slashing, Ballistic, Acid, Cold, Electricity, Fire, Sonic,
Water, Psychic, Negative Energy or Force). Divine and Profane damage automatically overcomes your
Regeneration.
4 - Bonus Feat
5 - SUPERIOR REGENERATION [PRESTIGE]
Choose one type that overcomes your regeneration, You take half damage from that type of damage. You cannot
choose Divine or Profane damage. Also, When you heal, you heal one half your regeneration rate in Lethal
Damage as well as your full regeneration rate in Non-Lethal damage.
The Inevitable
Oh we're gonna find ya....
Prerequisites:
Feats: Superior Heroics, Enhanced Strikes (Unarmed)
Skills: Any Two Knowledge Skills 6+ Ranks, Any two Base Skills 6+ Ranks
Powers: Manipulate Body Density (Phase Attack) (10+), Flight (Max Load) (3+), Power Blast (4+)
Special: Must have successfully used Phase Attack to defeat an opponent at least once.
1 - ENHANCED MANIPULATE DENSITY [PRESTIGE]
When you use Manipulate Body Density to shift up in weight, you gain a +1 Bonus to Strength and Constitution
per 2 Power Levels per category shifted. When you shift downward, you gain a +1 bonus to Dexterity and
Intelligence per 2 Power Levels per category shifted.
2 - Bonus Feat
3 - SUPERIOR INCORPOREALITY [PRESTIGE]
While Incorporeal (Shifted 10 categories down), you gain the following benefits: Instead of Spiritual Weapons
and Kido having a 50% miss chance, the miss chance becomes 75%. You ignore the Ghost Touch quality on
anything you wish to, and you may go invisible as per the power with the Greater Invisibility Advantage.
4 - Bonus Feat
5 - SUPERIOR PHASE ATTACK [PRESTIGE]
When you attack as a touch attack because of being incorporeal, you deal double damage, triple on a critical. If
you have Heavy Handed or Superior Fists,
these bonuses count towards the extra
damage. Also, you may make your Power
Blast as a Ranged Touch attack as long as
you can use your Phase Attack. The bonus
of this feat counts towards your Power
Blast in this case.
The Lifecaster
You bring life to the lifeless
Prerequisites:
Feats: Animal Form, Mind of the Beast, Sidekick
Skills: Disguise 10+ Ranks, Survival 5+ Ranks
Powers: Plant Control (All Advantages) (5+), Healing (Revivify, Soothing Breeze, Cup of Life) (4+), Shape
Shifting (Swift Shift, Immediate Shift) (5+ Ranks)
Special: Must have the ability to change into at least 3 different types of creatures with Shape Shifting
1 - EXTENDED ANIMALISTIC TRAITS [PRESTIGE]
You may stay in your animal form indefinitely, and may choose from any animal or vermin instead of just within
the constraints of the feat. You may choose a different animal than your original one if you wish at this time.
While in animal form, you gain a +8 bonus to Strength, Dexterity and Constitution. When you use Mind of the
Beast on an animal you have the Animal Form feat with, you may expend one action dice. Should you do so, the
Awakening is permanent and the creature gains a +10 bonus to Intelligence.
2 - Bonus Feat
3 - SUPERIOR SHAPE SHIFTING [PRESTIGE]
When you are in a form other than your own, You gain the benefits of Categories 1, 2 and 4 twice, but not for the
same benefits as you gained them for the first time. Also while in a form not your own, your Revivify advantage
count as if you'd taken it one
additional time.
4 - Bonus Feat
5 - ENHANCED SIDEKICK
[PRESTIGE]
Your Sidekick, if it's a creature
you've awakened, gains a
permanent bonus from your Shape
Shifting Categories. It gains the
benefits of each Shape Shifting
category once, though it gains them
again if it has Shape Shifting on it's
own. Also, your sidekick must be
two levels above you before it'll
leave your service.
New Flaws
Unwanted Hero
Whether your a Mutant in the Marvel Universe, or a White Martian in the DC Universe. You're instantly going to
accrue infamy, and gain more infamy than normal.
Effect: You instantly gain 5 Infamy for taking this flaw, this can go above the maximum level 1 Infamy of 10.
Every time the GM grants you Infamy add 2 to the total.
Fame/Infamy Guidelines
Since fame and infamy are a fluid, fleeting mechanic, we thought we should provide a few guidelines for the
aspiring GM to monitor his Players' and his villain's Fame/Infamy. Remember, important NPC's have Fame and
Infamy just like Player Characters, except that Important NPC's are not constrained by the 10 limit on level 1
characters. NPC's can have as much fame/infamy as you need them to have (maximum 100 minimum 0).
Remember, when reading this guide, that this is only a guideline for your adjudicating of the rules of
Fame/Infamy. In no way should you feel constrained by these guidelines. If you feel that someone deserves
more or less fame/infamy than is recommended, feel free to adjust the amount.
A shorthand guideline is that if you lower one, you should up the other by double the lowering.
Circumstance
Special Condition
Character Murders
...and no one witnesses it
someone/Let's someone
die...
...In front of a witness that is allowed to live
...In front of a large crowd
...On live television!
Character saves the
and no one witnesses it
city/world/universe/
multiverse...
...in front of less than 10 witnesses
...in front of at least 100 witnesses
...on live television!
Character brought up on ...and is found innocent
charges...
...and is found guilty
...and has a mistrial
...accepts a plea deal
Character successfully ...and the figure gets off
proves a public figure is
guilty of a crime...
...and the figure is punished and stays in jail
...and the figure is punished and escapes from jail
...and the figure incriminates themselves
Good Character defeats ...and no one witnesses it
their evil archnemesis...
...and one to ten people witness it
...and up to 100 people witness it
...on live television!
Good character is
...and no one witnesses it
defeated by their evil
archnemesis...
...and up to 10 people witness it
...and up to 100 people witness it
...on live television!
Character is part of of a ...and no one knows
hated race/group...
...and one person knows
...and a lot of people know
...and everyone knows
Character is part of a
...and no one knows
beloved race/group...
...and one person knows
...and a lot of people know
...and everyone knows
You betray a beloved
...and no one knows
figure...
...and a few people know
...and a lot of people know
...and everyone knows!
Infamy/Fame Gain/Reduction
-2 Fame, +4 Infamy
-5 Fame, +10 Infamy
-7 Fame, +15 Infamy
-10 Fame, +20 Infamy
-2 Infamy, +4 Fame
-5 Infamy, +10 Fame
-7 Infamy, +15 Fame
-10 Infamy, +20 Fame
-2 Fame, +4 Infamy
-10 Fame, +20 Infamy
-5 Fame, +10 Infamy
-7 Fame, +15 Infamy
-2 Infamy, +4 Fame
-10 Infamy, +20 Fame
-7 Infamy, +15 Fame
-5 Infamy, +10 Fame
-1 Infamy, +2 Fame
-3 Infamy, +6 Fame
-8 Infamy, +16 Fame
-10 Infamy, +20 Fame
-2 Fame, +4 Infamy
-5 Fame, +10 Infamy
-7 Fame, +15 Infamy
-10 Fame, +20 Infamy
+0 Infamy
+5 Infamy
+10 Infamy
+20 Infamy
+0 Fame
+5 Fame
+10 Fame
+20 Fame
+2 Infamy
+5 Infamy
+10 Infamy
+20 Infamy
Widgets
Widgets are gadgets that are too powerful to realistically be created by any mortal or immortal. They are
incomparable power wise to other gadgets. Generally they are plotkai'ed into existence by a GM. Some
examples are marked here for consideration.
Should the world discover your Secret Identity, multiple things happen.
Firstly, your Reputation becomes one quarter of your (Fame + Infamy) / 2, instead of what it normally was.
Secondly, your Fame or Infamy (Chosen by the GM) Gains a bonus (After the above math) equal to your
Intelligence Modifier.
Lastly, all that have personal ratings for you, and didn't know you were a superbeing, have their personal
Fame/Infamy for you shifted one category. If your Fame is higher than your Infamy, it's shifted up one category, if
it's your Infamy that's higher than your Fame, it's shifted down one category.
Credits
Tite Kubo: Writer and Illustrator of the Bleach Manga (Because in the end this is still a Bleach d20 Classless
supplement)
Marvel, DC, Image, Dark Horse, ETC: For making such wonderful comic books.
Draxredd: This is the guy that created the Classless Bleach d20 system
Dionon: This is Me, I created all the content within this booklet that is not copyrighted already or created by
someone else. Feel free to use it as you see fit, as long as I get credit for it.
Orphen: For half suggesting this book by giving me new ideas!
Maddwaffles: For Hero for Fun and
Dedicated Training
Jusditz and Jeroitz: Helping me balance
this thing and coming up with a good
number of abilities and feats..
A_Shadow_Of_Life: For Balancing and
suggesting stuff and for the Traits system.
Google: For having wonderful images to
borrow.
The Hypertext D20 SRD (Open Gaming
Licence)
Peter Kisner for the classless d20
inspiration
The Essential Capes and Cowls is meant for use with the Bleach D20 Classless System.
LEAGALISE
All content within is the intellectual property of Brian Korot, AKA Dionon. It may be used by anyone that
wishes, and may be changed to fit your campaign. If you are going to publish this in any format, or add
to it, please be kind and give me credit, as I am going to be giving credit to those that inspired me to
create this supplement for the d20 classless system. All mentions of the Bleach and One Piece anime
and Manga including mentions of the Spider-Man, Marvel, DC, Superman, Captain America, etc, are used
with fair use from Stan Lee, Marvel Comics, DC Comics and anyone else I am forgetting to give credit to.