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The Essential Capes and Cowls

When one book about Superheroes isn't enough!

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.

Character Creation: Rewritten with Erratas


You create your character using the following mechanics
FIRST LEVEL
At first level, you receive your choices from your character creation process. You receive the following.
Statistics as per your Point Buy
30 Hit Points
(2 + Intelligence Modifier) x4 Skill Points for Base Skills
(6 + Intelligence Modifier) x4 Skill Points for Core Skills
Your Starting 6 Feats.
3 Action Dice per game session
Reputation +1
Renown: 1d6 + Charisma Modifier
Infamy: 1d6 + Charisma Modifier
100 Super Points
Any Number of Flaws (GM Permission and Limitation (Usually 2))
Any Number of Traits (GM Permission and Limitation (Usually only 1))
EVERY LEVEL
At every level after first, you receive the following.
One Feat
5 Hit Points
(2 + Intelligence Mod) Skill Points / Base Skills
(6 + Intelligence Mod) Skill Points / Core Skills
Profession Check to increase Wealth
10 Super Points
EVERY SECOND LEVEL
At level 2 and every second level thereafter you receive
the following:
Reputation +1
EVERY THIRD LEVEL
At level 3 and every third level afterward you receive
the following
One Additional Feat
EVERY FOURTH LEVEL
At level 4 and every fourth level afterward you receive
the
following
2 Statistic Points to distribute
EVERY FIFTH LEVEL
At level 5 and every fifth level afterward you receive the
following
An additional Action Dice per game session
EVERY TENTH LEVEL
At tenth level and every ten levels afterward your
receive
the following
1 Statistic Point to each of your statistics.

Feats; New and Rewritten


SUPERIOR HEROICS [CHARACTER, SOUL]
Prerequisites: Any 2 Base Skills 4+ Ranks
Benefit: You immediately gain 5 Super Points
Special: You may take this feat multiple times, Each time increase the skill prerequisites by 3 and you gain 5
more Super Points.
ENHANCED STRIKES [CHARACTER, SOUL] (Rewritten)
Prerequisites: Any one Attack Skill 4+ Ranks
Benefit: Choose one attack form you possess. It deals it's [BW] damage + it's [BW] damage per 5 ranks of the
requisite Attack Skill above 1 you possess.
Special: You may take this multiple times, Once per each attack form you possess other than Super Powered
ones like Power Blast. You may take this feat a second time per option to increase the [BW] dice size one size
category.
CALCULATED SHOOTING [GENERAL, COMBAT]
Prerequisite: Ranged Shot 4+ Ranks.
Benefit: You may use your Intelligence modifier instead of your Wisdom modifier on ranged attack rolls.
RANGED FINESSE [GENERAL, COMBAT]
Prerequisite: Ranged Shot 4+ Ranks
Benefit: You may use your Dexterity modifier instead of your Wisdom modifier on ranged attack rolls.
SIDEKICK [GENERAL, COMBAT]
Prerequisites: Level 4+
Benefit: You gain a Sidekick. A sidekick is an NPC built 2 levels lower than you. They level up on their own, but
cannot be higher than your level. Should they ever gain enough experience to become higher level than you,
they stop being your sidekick, and become a hero/villain of their own. Alternatively, you may select an already
existing PC to be your Sidekick. They MUST be willing. They gain +2 Super Points/Level, and this applies
retroactively. If they ever out level you, they stop gaining this bonus per level, but keep any extra super points
they gained before that happens.
Special: You may select this feat multiple times, each time build a new sidekick, or select another willing PC to
become a sidekick.
MINIONS [GENERAL, COMBAT]
Prerequisites: Level 4+
Benefit: You gain all the benefits of Leadership, but no cohort. Should you ever take Leadership, you gain the
followers again, and gain a cohort.
DEVOTED TRAINING [CHARACTER, SOUL]
Benefit: A character may take this feat before performing the point buy for his stats, to avoid mess. This feat
allows the character to select a single statistic, that ability is no longer subject to the limitation of not being able
to invest points in it beyond 18, however they must also select two other stats that may not exceed 10 until after
the character's points have been spent (IE Via Feats and Level Up Points).
Special: This feat may be taken twice, the second time it may be applied for a different stat, but the stats that
cannot exceed 10 must also be different than the first two selected.
THE HERO WE WANT [GENERAL, FAME]
Prerequisites: Fame of 20+
Benefit: You immediately gain 5 Fame
Special: You may take this multiple times. It's effects stack. Should you die and come back, you cannot spend
this fame on Super Points or to rid yourself of Infamy, and immediately gain it back again. This fame cannot be
gotten rid of unless you choose to retrain this feat.

THE HERO WE NEED [GENERAL, FAME]


Prerequisites: Infamy of 20+
Benefit: You immediately gain 5 Infamy
Special: You may take this multiple times. It's effects stack. This infamy cannot be gotten rid of by any means
unless you choose to retrain this feat.

Powers; New and Rewritten


SUMMONING [SOUL]
Cost: 3 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: You summon into the world a creature under your control. It takes a standard action to
summon the creature, and a move action each turn to command the creature. This is the same creature each
time it is summoned. The creature has 30 hit points + 10 hit points per this power's level. It has 10+It's
Intelligence Modifier Skill Points x4 for the first level of this power and gains 10+It's Intelligence Modifier Skill
Points per level of this power to place in any of the skills in the game. It's maximum skill ranks are Power Level
+3. Once set, you cannot change it's skill point allocation except as you level this power. It has it's own pool of
Feats equal to 4 + 1 per this Power's Level. Once set you cannot change it's feat selection unless you level it up.
It has a 15 in all statistics and gains 2 Statistic Points per 4 levels of this power to distribute among it's statistic
points. It has it's own pool of Super Points to pull from equal to half yours. It cannot purchase Summoning as a
power, nor can it select Duplication as a power. It cannot choose Magic or Hyper Power either.
Special: This may be taken above level 20 at GM digression
Advantages:
Superior Summons: (One of your Summons has three quarters the number of Super Points you have
instead of one half. You only have to pay for this once, but may place this on any of your summons once
purchased.) (+1 Super Points/Level)
Perfect Summons : (One of your Summons has the same number of Super Points as you do. You only
have to pay for this once, but may place this on any of your summons once purchased.) (+2 Super
Points/Level)
Additional Summons: (You gain an additional summons. It is built as a normal summons but you may
apply any advantage or disadvantage to it at your deisre that you have purchased. May be taken
multiple times to gain more summons) (3 Points per Additional Summon)
Swift Control: (You take a swift action to command your summons) (+1 Super Points/Level)
Free Control: (You take a free action to command your summons, they still act on your initiative.) (+2
Super Points/Level)
Merging: (You may merge with one of your Summons, pooling your Abilities, Skills, Hit Points and Feats.
You gain any skills you have separately, and a +2 bonus on all skills you have in common. Take the
higher of the two character's stats. You only have to pay for this once, but may place this on any of your
summons once purchased.) (+2 Super Points/Level)
Interceptor: (One of your summons gains the Harm's Way ability for you as long as you are within 30
feet. You only have to pay for this once, but may place this on any of your summons once purchased.)
(+1 Super Point/Level)
Flaws:
Familiar: (One of your summons has 1/4 the super points you do instead of one half and has only as
many hit points as one half yours. May only be gain the refund once, but may place this on any of your
summons once purchased.) (-2 super points/level)
PHOTOGRAPHIC MUSCLE MEMORY [BODY]
Cost: 2 Super Points/Level
Level Range: 1-20
Relevant Statistic: Constitution
Power Description: You gain the uncanny ability to remember what other people have done with their physical
skills. By observing another being performing an action that is equatable to a skill check, whether remotely or in
person, you gain a bonus when performing that skill equal to X where X = this power's level. Mark on your
character sheet Skill applications you have seen. Only these skill applications gain the bonus. You must be able
to see some sort of physical action to gain the benefits of this power and you cannot copy the Flash Step Skill.
Special: You may take this power higher than level 20 with GM Permission
Flaws:
Limited Cognition: Your bonus is 1/2X instead of X (-1 Super Point/Level)
Advantages:
Superior Cognition: Your understanding of skills is so vast, that you gain the bonus of X to any
application of an observed skill, not just the specific application you witnessed (+3 Super Points/Level)

PLANT CONTROL [MIND]


Cost: 2 Super Points/Level
Level Range: 1-20
Relevant Statistic: Wisdom
Power Description: You may control plants in an area up to or equal to 10ft per this power's level. You may cause
plants to grow or shrivel. Grown plants cause difficult terrain within the area you designate. Shriveled plants
remove difficult terrain caused by plants in the area you designate.
Special: You may take this power beyond level 20 with GM permission
Flaws:
Blighter: You may not cause plants to grow, only shrivel (-1 Super Points/Level)
True Druid: You may not cause plants to shrivel, only grow (-1 Super Points/Level)
Advantages:
Animated Plants: You may cause your plants to animate, making melee attacks using your highest
attack skill. You may make this attack to any one creature/object within the area. You may take this
ability multiple times. Each time increase the number of targets of one of your attacks by 1 (+1 Super
Points/Level)
Intelligent Plants: You may ingrain intelligence into one plant of your choice. It gains an intelligence equal
to three quarters of your own. This doesn't grant any special knowledge to the plant, and it answers
questions to the best of it's ability. The intelligence lasts for either a permanent duration or 1 hour/Power
Level, at your choice. (+2 Super Points/Level)
Restorative Fruit: You may grow fruit within the area that heal hit points of damage. Each fruit that you
grow heals your Wisdom Modifier hit points per level of this power. You may grow one fruit per two levels
of this power (Minimum 1) per encounter. (+2 Super Points/Level)
Entangle: You may cause the plant matter in the area to entangle your foes causing all opponents within
the area to make a Wisdom based Reflex save or become entangled. On the next round after being
entangled, they must make a second Wisdom based Reflex save or become Immobilized. (+1 Super
Points/Level)
New Life: You may cause new plant matter to appear within the area you use Plant Control. This plant
matter grows after one round,and then may be controlled by you normally (+1 Super Points/Level)
GOOD LUCK [SOUL]
Cost: 7 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: You have uncanny good luck. Whenever you roll a d20 roll, and you fail by less than X, you
actually succeed, but only minimally. The value of X is equal to 1 + The Power's Level (Minimum 2). A critical
failure still fails. Whenever you roll Y or less on a damage dice, you may re-roll that dice once and accept the
higher number. Y equals 1/5th this power's level rounded down. This cannot automatically maximize your
damage.
Special: You may take this power beyond level 20 with GM permission
Flaws:
No Brutal: Your luck is only for the d20. No rerolling damage (-1 Super Points/Level)
Brutality: Your luck is not applied to d20 rolls only damage (-1 Super Point/Level)
Advantages:
Controlled Luck: Once per day, at the start of the day, roll 1d20 and add your Power's Level. Record the
result. Once per day per this power's level, you may substitute this total for a dice roll. You may do this
after you know the result of the roll. (+3 Super Points/Level)
Grant Luck: Others may benefit from your Good Luck. You gain a pool of points equal to this power's
level. You may as a free action on anyone's turn, expend one of these points to grant your Luck Power to
another character. You lose this power for the duration of the grant, and the target gains the power at
your full power level. The transfer lasts for 1 round per power level and once used cannot be rescinded.
(+3 Super Points/Level)
Enduring Luck: Requires Grant Luck: You retain your Luck Power when you grant it to another person.
(+1 Super Points/Level)
Failure Schmaliure: You can no longer critically miss on d20 rolls as long as the critical failure meets the
criteria for this power's activation. (+5 Super Points/Level)

BAD LUCK [SOUL]


Cost: 7 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: You have the uncanny ability to act like the proverbial black cat. Your bad luck only extends
to those attacking you. Anyone that attacks you and hits by X or less actually misses, if they fail a Charisma
Based Will save, but just barely. X equals the level of this power +1 (Minimum 2). A critical hit still hits you. Also,
damage against you is reduced. As long as an attack has multiple dice, your power causes you to ignore the
lowest rolled damage dice + the next lowest rolled damage dice per 1/5th level of this power (Rounded down).
This cannot completely mitigate damage, and you still at least take the highest rolled damage dice if it breaks
your normal defenses.
Special: You may take this power beyond level 20 with GM permission
Flaws:
No Mitigation: Your initial Bad Luck power only effects Attack rolls (-1 Super Points/Level)
No Fudging It: Your initial Bad Luck power only effects damage, not attack rolls (-1 Super Points/Level)
Advantages:
Tempered Fate: Once per day, at the start of the day, roll 1d20 and subtract (20-Power Level) from the
roll. Once per day per this power's level, you may incur this number as a penalty to one d20 roll made by
a character within line of sight. (+3 Super Points/Level)
Critical Schmitical: As long as your opponent's roll would trigger this power, and they fail their Charisma
Based Will save, they cannot critically hit you (+5 Super Points/Level)
HYPER POWER [SOUL] (Rewritten)
Cost: 7 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: This powerful superpower grants the user 10 Super Points per level of this power to
rearrange at will. It takes a standard action to rearrange your Super Points and they remain as changed till you
rearrange them, or you fall asleep at which time they revert to being just Hyper Power.
Special: You may take this power beyond level 20 with GM permission
Flaws:
Once set, you cannot change your powers till the end of combat (-2 Super Points/Level)
It takes a full round action to rearrange your powers (-1 Super Point/Level)
Weakness: Your power has a weakness that is relatively easy to exploit (-2 Super Points/Level)
Advantages:
It takes a swift action to switch up your powers (+1 Super Point/Level)
It takes a Free action to switch up your powers (+2 Super Points/Level)
You may grant some or all of your Super Point pool to someone else instead of, or in addition to yourself
(Split points as needed) (+2 Super Points/Level)
Gain +5 Super Points/This Power's Level to rearrange (+3 Super Points/Level)
EXTENDED LIFE/IMMORTALITY [BODY] (Rewritten)
Cost: 1/Level
Level Range: 1-5
Relevant Statistic: Constitution
Power Description: When you pay into this power, your aging slows. At Level 1 you age slightly slower than
average taking 2 years to age 1. At Level 2 it takes 10 years for you to age 1. At level 3 it takes 100 years for you
to age 1. At level 4 it takes 1,000 Years for you to age 1, and at rank 5 you are truly ageless. When you take this
power, you cannot be aged or de-aged at all. If you are truly ageless, you never age past maturity. If a character
achieves this power after maturity, but before death, they revert back to their prime keeping all aging bonuses,
but none of the penalties. You may never gain aging bonuses or penalties again if you are ageless other than
what you've already gained.

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)

EXTRA DIMENSIONAL SPACE [BODY]


Cost: 1 Super Points/Level
Level Range: 1-20
Relevant Statistic: Strength
Power Description: You can, at your option, store up to your heavy load either in a container of your choice, or
inside your own body. This doesn't change the weight of yourself or the container in question. You must choose
which option this power represents when you buy this power. It cannot be changed later. At every level of this
power, add your Strength Modifier to your effective Lifting Capacity, but only once per Power Level.
Special: You may take this power beyond level 20 with GM permission. You may take this power multiple times.
Each time select either yourself, or another container to use.
SHAPE SHIFTING [BODY] (Rewritten)
Cost: 4/Level
Level Range: 1-10
Relevant Statistic: Constitution
Power Description: As a Standard Action, you may become any small to large being of a type chosen by you
from the following list (Construct, Dragon, Elemental, Humanoid, Magical Beast, Ooze, Plant, Undead, Vermin).
Once chosen this choice cannot be changed. You cannot become any specific creature, but must be more
generic.
When you use shape shifting you gain the bonuses of losing or gaining a size category. While shape shifted you
gain the type you chose when you gained this power gaining all the benefits and penalties of that type. While
shape shifted, you gain a choice from each category on the following list per this power's level.

Category 1: +2 to any one Statistic and +1 to any one other Statistic


Category 2: +2 to any three Core Skills and +1 to any two Base Skills
Category 3: If you chose any form that's not humanoid, gain a natural weapon of your choice that is
plausible of your new form. (IE: If you're an Elephant, you shouldn't have Claws) The natural weapons
deal 1d6[BW] damage +1d6 damage per 5 ranks in Unarmed Strike above 1. Being larger than medium
does not increase the damage, Being smaller does not decrease the damage. If you're a Humanoid
Form do not choose anything from this option.
Category 4: +2[BW] damage to any one attack form of your new form, and +1[BW] to any one other
attack form of your new form.

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)

MOMENTUM SWING [BODY]


Cost: 1 Super Point/Level
Level Range: 1-20
Relevant Statistic: Strength, Dexterity or Constitution
Power Description: Choose one statistic from the Relevant Section, and one type of action/emotion. While you
are feeling that emotion, or doing that action, your chosen stat increases by +2 per level of this power every
three turns. Your statistic cannot more than double with this power. The effects of this power last till the end of
combat at which point it bleeds off instantly.
Examples:
Berserker: Increasing your Strength Score while Enraged
Battle Dancer: Increasing your Dexterity Score while moving 10 or more feet in a round
Special: You may take this power beyond level 20 with GM permission
Advantages:
Swift Burn: Your Statistic Bonus comes every other round instead of every third round (+1 Super
Point/Level)
Super Swift Burn: Requires Swift Burn: Your Statistic Bonus comes every round instead of every other
round (+1 Super Point/Level)
Berserker's Brand: For each iteration of bonus you receive, you gain a +2 bonus to all Fortitude and Will
Saving Throws. (+2 Super Points/Level)
Double Rage: You now gain this power's benefits to two stats using the same action/emotion (+2 Super
Points/Level)
Triple Rage: You now gain this power's benefits to all three stats using the same action/emotion (+4
Super Points/Level)
Increased Wick: Increase the multiplier to which you can increase your statistic/s to by 1 (+1 Super
Points/Level)
Versatile Momentum: You may now choose a second action/emotion that triggers your Momentum
Swing (+1 Super Point/Level)
PHEROMONES [BODY]
Cost: 4 Super Points/Level
Level Range: 1-20
Relevant Statistic: Constitution
Power Description: You release pheromones in an burst area equal to 5 ft per level of this power. Those within
the area must make a Fortitude Save or be struck by an emotional response. You choose what emotion you
engender when you choose this power, and it cannot be changed later. The Emotion garnered lasts in victims for
as long as they are within the aura and for 1 round/power level thereafter.
Example Emotions:
Lust, Obedience, Sorrow, Rage, Fear
Special: You may take this power beyond level 20 with GM permission
Flaws:
Mind Weakness: Your opponents gain a bonus to their Fortitude Rolls equal to the modifier of their
lowest Mental Statistic (-1 Super Point/Level)
Advantages:
Long Charge: Rounds becomes Minutes (+2 Super Points/Level)
Grand Charge: Rounds becomes Hours (+4 Super Points/Level)
Mental Fortitude: You may add your highest mental modifier to the DC of the Fortitude Save to resist this
power. (+3 Super Points/Level)
Selective Aura: You may choose to exclude up to this power's level number of people from your
Pheromones (+1 Super Point/Level)
Super Selective Aura: You may choose to effect only one person with your pheromones (+2 Super
Points/Level)

CREATURE SUMMONING [BODY]


Cost: 2 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: You gain the ability to summon and control creatures of one type. When you take this
power, you must choose what kind of creature you wish to summon. It cannot be changed later and cannot be a
broad category (Example: You may summon dogs or spiders, but may not summon all mammals nor all
arachnids). You may summon a number of creatures who's hit dice equals or is less than this power's level. They
arrive in 1d6 rounds unless there is a ready supply of animals you can summon on hand, in which case they
form up in 1d3 rounds. Once summoned, the creatures serve you loyally until they are killed or one hour per
power level has passed.
Special: You may take this power beyond level 20 with GM permission.
Flaws:
Refined: Your list of creatures that you can summon is more refined. (Example: Instead of Dogs, you
may only summon German Shepards) Pick one species of a type of animal instead of one type. (-1
Super Points/Level)
Advantages:
Broad Category: Your category is more broad than normal. Instead of say Dogs, you may choose all
Mammals (+2 Super Points/Level)
All the Animalz!: You may summon any creature in the animal kingdom (+5 Super Points/Level)
Infinite Puppiez!: You may summon one animal per power level instead of having the hit dice restriction.
If the animals summoned have less than 1 hit dice, you may summon multiple ones per power level as
long as each group equals one hit dice (+2 Super Points/Level)
CORROSIVE TOUCH [BODY]
Cost: 3 Super Points/Level
Level Range: 1-20
Relevant Statistic: Strength or Dexterity
Power Description: You may make a touch attack against an opponent to deal 1d6 damage per level of his
power. You may make this attack as part of a full attack action, and each attack may be a deadly touch. The
damage dealt by this attack is Negative Energy.
Special: You may take this power beyond level 20 with GM permission.
Advantages:
Paralytic Attack: Instead of dealing damage, your attack paralyses your foe if they fail a fortitude save.
(+1 Super Point/Level)
Sleep Touch: Instead of dealing damage, your attack puts opponents that fail a fortitude save to sleep.
(+1 Super Point/Level)
Ignite Flammable Objects: In addition to dealing damage, your touch ignites flammable objects. Anyone
you touch with this attack must make a reflex save or catch fire for 1 round/power level. (+2 Super
Points/Level)
Poisonous Reach: Choose one statistic. Instead of dealing hit point damage, your touch deals damage
to that statistic at a rate of 1d3 damage per this power's level per touch. Your opponent gets a saving
throw to stave off this effect. (+3 Super Points/Level)
Death Touch: Your attack still deals damage, but if the opponent is brought to 0 hit points or lower by this
effect they are disintegrated instead of becoming dying. (+3 Super Points/Level)

GRAVITY MANIPULATION [MIND]


Cost: 4 Super Points/Level
Level Range: 1-20
Relevant Statistic: Intelligence
Power Description: You may manipulate the gravity around you in an area equal to 5 feet per this power's level.
All within the area must make a Fortitude Save or be slowed (Only able to take a partial action on their turn.) If
they fail by 11 or more, they are instead immobilized. This effect lasts as long as they are within the aura.
Special: You may take this beyond level 20 with GM permission
Flaws:
Only one target: You may only target one creature within the area (-1 Super Points/Level)
Advantage:
Local Gravity Well: You may cast this ability at medium range (100ft +10ft/Level) (+1 Super Points/Level)
Superior Gravity Well: Any target within the area that fails the save by 11 or more is, instead of
restrained, pinned. (+2 Super Points/Level)
Selective Field: You may select a number of people up to this power's level. Those people are not
effected by your aura (+1 Super Points/Level)
Selective Gravity: You may select where your down is when you activate this power. You gain the power
Flight at an equal Power level to this power's Level (+2 Super Points/Level)
Forced Selective Gravity: Everyone within your aura that fails their fortitude save versus it's effects is
instead of being slowed, tossed into the air and held aloft at the edge of the aura (+2 Super Points/Level)
Gravitic Speed: You can force your gravity to lessen, reducing it's effects on you. While your aura is
active, you are hasted (You gain an additional Partial Action on your turn, and a +2 bonus to Defense)
(+2 Super Points/Level)
Gravitic Control: You can use your Gravity Manipulation in fine manipulation. You gain Telekinesis at this
power's level. (+3 Super Points/Level)
POWER MANIPULATION [SOUL, MANIPULATION]
Cost: 6 Super Points/Level
Level Range: 1-50
Relevant Statistic: Your Highest Statistic
Power Description: You gain the ability to increase your abilities as thus. You gain +1 to Strength and
Constitution per level of this power. You gain +1 Damage Mitigation per level of this power. You gain the ability to
increase the levels of your own powers as per the Overclock ability using levels in this power as your Overclock
Level. You can only use this function of the power on your own Super Point bought abilities and cannot be used
to increase the level of this power, Overclock, ESP or any other Manipulation Power. Your maximum Power
Level for all other powers that have a maximum is Level +X instead of Level +5. X is equal to one tenth the level
of this power + 6. You may power any machine that you can see. You can power multiple machines at once in an
area equal to 1,000ft per this Power's Level.
Special: You may take this beyond level 50 with GM permission. This doesn't have a maximum Power Level.
Flaws:
No Strength Boost: You don't gain Bonus Strength from this power. (-1 Super Points/Level)
No Constitution Boost: You don't gain Bonus Constitution from this power. (-1 Super Points/Level)
No Damage Mitigation: You don't gain Bonus Damage Mitigation from this power. (-1 Super
Points/Level)
No Overclock: You cannot Overclock your abilities (-2 Super Points/Level)
No Increased PL: You do not gain a higher Maximum Power Level for your other powers (-2 Super
Points/Level)
Advantages:
Lower Power Costs: All Super Powers besides Wealth and this one cost 1 Super Point/Level less to
purchase (Minimum 1 Super Points/Level). This is a retroactive effect. Reselectable, Stackable. (+2
Super Points/Level)
Lower Advantage Cost: All Advantages but this one cost 1 less Super Points/Level less to purchase.
This is a Retroactive Effect. Reselectable, Stackable. (Minimum +1 Super Points/Level, unless it states
+/- 0 in the initial Advantage.)(+2 Super Points/Level)
Higher Disadvantage Rebate: All Flaws grant back one additional Super Point/Level. This is a
Retroactive Effect. Reselectable, Stackable. You cannot more than double the rebate of a Flaw.(+3
Super Points/Level)

REALITY MANIPULATION [SOUL, MANIPULATION]


Cost: 15 Super Points/Level
Level Range: 1-20
Relevant Statistic: Wisdom
Power Description: You gain the ability to dictate what reality is within an area equal to 5 feet per power level. With this power you may
accomplish any Physical, Mental or Magical action within your sphere of influence. You are only limited by your imagination. If you attempt to
effect anyone else with this power, they must be within the area and they receive a Fortitude save to resist the effect unless the effect is
harmless/helpful. You may target individual creatures/objects within your aura instead of effecting everything in a giant swath. Effects created
with this power can be instantaneous, permanent or timed at your option. Also you can make it so that a saving throw can end the effect by
increasing your DC by +4. If you do so, the targets gain a saving throw every round to remove the effect. Each target makes each save
individually. You are never effected by your own Reality Manipulation unless you wish to be.
Targets gain a bonus to their save if the change to their reality would be harmful based on the severity of the danger.

Harmless/Helpful: +0

Mildly Dangerous: +2

Moderately Dangerous: +4

Dangerous: +6

Very Dangerous: +8

Immediately Deadly: +10


Also your relationship with the target increases the DC.

Intimate Connection: +20

Moderate Connection: +16

Acquaintance: +12

Encountered More Than Once: +8

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)

TIME MANIPULATION [SOUL, MANIPULATION]


Cost: 4 Super Points/Level
Level Range: 1-20
Relevant Statistic: Intelligence
Power Description: You gain the ability to speed up or slow down time. Speeding up time is a personal effect and slowing
down time is a single target effect. When you speed up time for yourself, you gain an additional partial action per round,
Doubled all Movements and a +2 to Defense and Reflex Saves for a number of rounds equal to this power's level. When you
slow down time, the target must make a will save or become slowed, gaining only a partial action each round, halved all
movements and a -2 penalty to Defense and Reflex Saves.
Special: You may take this higher than level 20 with GM's permission
Flaws:

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)

SOUL MANIPULATION [SOUL, MANIPULATION]


Cost: 4 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: You gain the ability to manipulate souls in various manifestations. Firstly you can revivify a character that has been
dead no longer than one round per Power Level rounds. You gain the ability to sense how close a target is to death (Hit Points Remaining,
Current Constitution Score). You also gain the ability to sense Spirits at a range of 30 feet per this power's level.
Special: You may take this power beyond level 20 with GM's permission
Flaws:

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)

No Sensing: You can't sense spirits (-1 Super Points/Level)


Advantages:

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)

HYPER STATS [BODY/MIND] (Rewritten)


Cost: 4/Level
Level Range: 1-20
Relevant Statistic: Any
Power Description: Your body or mind has been expanded. Choose one statistic, you gain a +8 bonus to that
statistic per this power's level. You cannot more than double a statistic in this manner. If you buy this higher than
you can increase a statistic, the bonus exists in limbo till you could legally gain the points.
Special: You may take this power multiple times, Once for each statistic. You may take this beyond level 20 with
GM permission
Flaws:
Activation: This power now requires a swift action to activate your enhanced stats (-1 Super
Points/Level)
Advantages:
Multiplier Up: The multiplier by which you can increase your chosen statistic is increased by 1 (+2 Super
Points/Level)
Dual Activation: Choose one Statistic you already have Hyper Stat for, you may now enhance that
statistic using the opposite option (Static/Activation) that you had it enhanced by. (+1/Super
Points/Level)
ALIEN PHYSIOLOGY [BODY]
Cost: 5 Super Points/Level
Level Range: 1-5
Relevant Statistic: Constitution
Description: Depending on the level of this power, you gain different benefits. These benefits overlap where
applicable.
Level 1: You take three quarters damage from Sneak Attacks. Also you gain Self Contained Life Form at
your Power Level.
Level 2: You reduce any Critical Multiplier used against you by 1 (Minimum 1.5x).
Level 3: You take half damage from Sneak Attacks.
Level 4: You reduce any Critical Multiplier used against you by 2 (Minimum 1.5x).
Level 5: You take one quarter damage from Sneak Attacks.

New Options for Powers


The following options supplement the ones for powers in The Complete Capes and Cowls.
TELEKINESIS
For +1/Level super points you may double your Telekinesis Lifting Capacity. You may take this option
multiple times.
For +1/Level super points you may count any weapon you wield as a Melee or Ranged weapon
whenever beneficial.
Tactile Telekinesis: The Telekinesis power may only affect targets that the character may make a
successful touch attack against (-2 Super Points/level)
Telekinetic Brawling: The score for your telekinesis is now able to be substituted for your strength score
when making unarmed strike attacks against a target (+3 Points/level)
ENERGY BARRIER
Enhanced Barrier: You may add your Constitution or Charisma Modifier to the damage per level that it
can prevent. You choose one or the other stat when you take this option, and it cannot be changed
afterwards. You may take this a second time to gain both modifiers.(+2 Super Points/Level)
Healing Barrier: You grant fast healing equal to your Charisma Modifier to anyone contained within your
shield. (+3 Super Points/Level)
Ranged Shielding: You may place your shield on a target within close range. reselectable to increase
range. Short becomes Medium becomes Long (+1 Super Points/Level)
Layering!: You may place an additional shield or layer an existing one on a target you have shielded.
Each layer adds 1 level of Energy Barrier to the stack of damage resistance. reselectable for extra
targets/layers (+2 Super Points/Level)
Imbued Armor: Your Armor grants you a bonus to Defense and Saving Throws equal to one half this
power's level (+1 Super Points/Level)
Expanded Re-Release: If you stop all damage from an energy or ranged attack with your energy barrier,
you may save the effect for up to 1d6+4 rounds instead of merely stopping it. Should you choose to do
so, you may release that energy or ranged attack at any time during that time as a standard action.
Releasing that energy or ranged attack, attacks a different target than you with the energy or ranged
attack as a ranged attack that deals equal damage to what you would have taken should your barrier not
stopped the attack (+3 Super Points/Level)
POWER BLAST
+1 Super Point/Level: You may add a +1 Enhancent Bonus to your Power Blast, Reselectable,
Stackable, Multi-Choice (Meaning you could add weapon options to the blast if you want.)
+1 Super Point/Level: You may add one Statistic Modifier to your Power Blast's damage.
WALL WALKING
Super Climbing: You can climb up to your land speed including bonuses from Super Speed up to your
Level of Wall Walking. (+1 Super Points/Level)
OVERCLOCK
Group Overclock: When you use Overclock's effects, you may, instead of splitting between targets, effect
all allies within a 5ft radius per power level with the same level of overclock. You choose what each
target gains. (+2 Super Points/Level)
ESP

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)

Universal Power Flaws and Advantages


The following Flaws and Advantages can be placed on any power.
Flaws:
Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2
Super Points/Level)
Bad Luck Power: Every time you activate a power with an activation, you must roll a d20. On a roll of a
1-2 your power fails to activate. On a natural one, you take damage equal to the power's level x 1d4 (-2
Super Points/Level)
Exhausting Power: Every time you use your power, you must make a fortitude save or become winded (1 Super Point/Level, You may take this multiple times, each time increase the fatigue level by one step
to a maximum of unconsciousness.)
Severely Exhausting Power: Requires Exhausting Power: You no longer gain a Fortitude save to resist
the effects of Exhausting Power (-2 Super Points/Level)

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.

Boon: (+21 Super Points, +1/Level Thereafter.)


OLD MAN
Description: You're an old man, and are very frail. Reduce your Physical Ability Scores by 4 Each, and increase
your Mental Scores by 2 each. Your land speed is halved.
Boon: (+16 Super Points +1/Level thereafter)
VULNERABILITY TO MATERIAL
Description: You have a incredible weakness to a particular material. If you take damage from a source of the
chosen material, it ignores all damage mitigation as well as dealing an extra 1 point of damage per character
level.
Boon: (+11 Super Points, +1/Level thereafter)
ELEMENTAL BODY
Description: Your body is composed of an element, and in the right conditions could become unstable. Choose
one element, your body is composed of that element exclusively. In a condition not conducive to your element,
you begin suffering penalties, and could possibly be killed. EX: A Fire Body would consist of fire. If left in an
oxygen deprived area for too long, the fire would burn itself out. EX: A Water body left out in the desert for to long
would evaporate, etc.
Boon: (+21 Super Points, +1/Level thereafter)
SOLD SOUL
Description: Youve sold your soul for power. When you would die, you do not roll against your Fame/Infamy,
you are simply dead and your soul is dragged to Hell. It is impossible for you to be resurrected by normal means,
and your GM is encouraged to run a story line to retrieve your soul.
Boon: (+100 Super Points)
Special: Your GM may limit the amount of super points gained from this Flaw by any amount, and/or limit it as
they see fit. Also this flaw is setting specific, and shouldn't be included if Demons/Evil Gods aren't in your
campaign.
SINGLED GENDER MINDED
Description: You're mind is only one one gender, and one gender only. You begin one one step less friendly
towards any member of the gender you aren't attracted to. Also, if you are near a person you are attracted to,
there is a 50% chance that on your turn you do nothing but stare, blush or in some other fashion fawn over the
object of your affection.
Boon: (+16 Super Points, +1/Level Thereafter)
LOOKS INHUMAN
Description: There's something off about you. Pick a severity from 1 to 4. 1 being minor, cosmetic differences,
and 4 being something like being an Anthropomorphic creature, or being an animal. You gain Super Points at 1 st
level based on the severity.
Boon: (+5 Super Points/Severity (+1), +1/Level Thereafter)

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 Super Powered Master


You're more powerful than the average superhero of your ilk for better or worse.
Prerequisites:
Feats: Superior Heroics x3
Powers: 160 Points worth of Super Powers.
Skills: Any one Base Skill 10+ Ranks, Any four Core Skills 10+ Ranks
1 - ENHANCED SUPER HEROICS [PRESTIGE]
You immediately gain +1 Super Points/Level. This applies retroactively as well.
2 - Bonus Feat or 5 Super Points
3 - SUPERIOR SUPER HEROICS [PRESTIGE]
You immediately gain +1 Super Points/Level. This stacks with Enhanced Super Heroics, and is also retroactive.
4 - Bonus Feat or 5 Super Points
5 - PERFECTED SUPER HEROICS [PRESTIGE]
You immediately gain +1 Super Points/Level. This stacks with Superior Super Heroics, and is also retroactive.

Hero For Fun


You are out to become the best, and defeat your opponents in one strike, to do this you've spent countless hours
training.
Prerequisites:
Feats: Devoted Training, Enhanced Strikes, Heroic Attribute taken at least three times.
Powers: Any combination of 190 points worth of powers, but must include Damage 6+ and Super Strength 3+
Special: Has gained at least a single character level while engaging in some sort of regular, active, training.
1 IMPROVED TRAINING [PRESTIGE]
The character is now able to benefit from training more than normal. By making a fortitude save against a DC
equal to (15 + Your Level + The Number of Hours trained that day) you gain 2% of the experience needed to
level per feat in this tree per hour trained.
2 - Bonus feat
3 THE TALLEST MOUNTAIN STARTED AS A STONE [PRESTIGE]
When an encounter is succeeded, the character gains an additional 25% to experience gained.
4 - Bonus Feat
5 I ONCE WAS WEAK, BUT NOW I'VE GROWN [PRESTIGE]
Once per Encounter per target, You may, as a free action as part of an attack, enact a Coup de Grace on a
target. Should the target fail their save against the Coup de Grace, they instantly die.

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.

The Barrier Hellion


You've learned to use Energy Barriers better than just about anyone else
Prerequisites:
Feats: Superior Heroics
Skills: Any two Base Skills 4+ Ranks
Powers: Energy Barrier (Layering and (Telekinesis or Create Objects) Advantages) (6+ Ranks)
Special: Must have stopped an attack dealing more than 50 points of damage with Energy Barrier. You may also
qualify for this prestige path if you have Telekeinesis or Create Objects by themselves instead of as part of
Energy Barrier. You still need the Layering advantage.
1 - IMPROVED LAYERING [PRESTIGE]
When you use the layering option, your shields stop two additional damage per layer that is on the target (This
includes yourself).
2 - Bonus Feat
3 - CREATE COMPLEX OBJECT/MANIPULATE FINE OBJECTS [PRESTIGE]
If you have Telekeinesis, you may now manipulate an object as if you were using both hands instead of just one.
If you have Create Objects you may make a complex working object such as a gun or computer. You may create
any complex object that has a DC equal to 8 + 2/Power Level. Any object you create has a hardness equal to 10
+ The Power's Level and has hit points equal to 10x the Power's Level.
4 - Bonus Feat
5 - MANIPULATE BARRIER DENSITY [PRESTIGE]
Instead of stopping 5 damage per power level, you may choose to have your barrier stop 4 damage per power
level. If you do so, your Shield and any layers you add that have this option, gain 2 Power Levels for free. Your
Barrier can now grant people Self Contained Life Form at Rank 10 + Your Barrier's Level. And if you so choose
you can create air tight barriers around people. They have 20 Energy Barrier level round's worth of air before
they have to hold their breath. You cannot use both objects simultaneously and if your barrier takes more
damage than it can stop, it pops ending either effect.

The High Roller


Prerequisites:
Feats: Skill Focus (Any Charisa or Dexterity Based Skill)
Skills: Any two Charisma or Dexterity Based Skills 6+ Ranks
Powers: Good Luck (6+ Levels), Bad Luck (6+ Levels)
Special: Must have and have activated either Critical Schmitical or Failure Schmailure at least once.
1 - THEY SEE ME ROLLIN... [PRESTIGE]
Whenever Critical Schmitical or Failure Schmailure are activated you may roll a d20, and use the chart below to
see what happens
Roll

Critical Schmitical

Failure Schmailure

Critical Actually Happens

Failure Actually Happens

2 to 5

-2 to Opponent's Next d20 Roll

+2 to your next D20 Roll

6 to 8

-4 to Opponent's next d20 Roll

+4 to your next D20 Roll

9 to 11

-6 to Opponent's Next d20 Roll

+6 to your next D20 Roll

13 to 15

-8 to Opponent's next d20 roll

+8 to your Next D20 Roll

16 to 19

-10 to opponent's Next d20 roll

+10 to your next D20 Roll

20

AoO on Opponent plus 16-19's effects

AoO on Opponent plus 16-19's effects

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.

The Body Manipulator


Prerequisites:
Feats: Superior Heroics
Skills: Any 2 Base Skills 8+ Ranks,
Powers: Growth/Shrinking (Both) (4+), Stretching (All Advantages) (4+), Regeneration (4+), Manipulate Body
Density (4+)
1 - SELF-INJURIOUS MANIPULATION [PRESTIGE]
You gain the ability to heal your own wounds by closing them with your body manipulation powers. You gain
Healing at rank 4, but only for yourself. You can turn this into regular Healing for 8 Super Points. From then on
you may buy Advantages.
2 - Bonus Feat
3 - SUPER REGENERATION
[PRESTIGE]
Not only do you regenerate on your turn,
you regenerate on one selected enemy's
turn. Select one enemy at the beginning
of combat as a free action. When that
enemy's initiative comes up, treat it as
your own for the purposes of
Regeneration.
4 - Bonus Feat
5 - ENHANCED BODY MECHANICS
[PRESTIGE]
Firstly, all powers you used as
prerequisites, and the Healing power you
gained from Self-Injurious Manipulation
gain 1 Power Level for free. Secondly,
your Strength no longer decreases for
stretching. You gain any advantages from
Growth/Shrinking you might be missing
for free and any two Regeneration
Advantages for free.

The Power Cosmic


You're a force on a cosmic level
Prerequisites:
Feats: Heroic Attribute or equivalent Stat raising Feat for Charisma or Wisdom
Skills: Any Two Charisma or Wisdom based skill 10+ ranks
Powers: Either Hyper Power or Reality Manipulation 6+ Ranks
Special: Charisma or Wisdom 22+
1 - REALITY MALESTROM [PRESTIGE]
When you effect someone with Reality Manipulation, the Bonus you gain from a connection to the target
increases by 2, the bonus to their save that they gain for Deadly Effects is reduced by 2 (Minimum 0), and the
duration of the effect DC modifier is reduced by 2 (minimum 0).
If you have Hyper Power instead of Reality Manipulation, you gain +2 Super Points/Power Level to manipulate
and you may keep a power set indefinitely even through sleep/unconsciousness.
2 - Bonus Feat
3 - ENHANCED CONNECTION [PRESTIGE]
You immediately gain a +8 bonus to the relevant statistic of your prerequisite power. If you have both powers at
the same time without using Hyper Power to gain Reality Manipulation, you instead gain a +6 bonus to both
statistics.
4 - Bonus Feat
5 - THE TRUE POWER COSMIC [PRESTIGE]
When you gain this feat, you immediately gain the power you didn't have as a prerequisite power as a power at
equal rank to the power you used as a prerequisite for free. If you already bought both powers, you instead gain
+2 Power Levels for each power, or 1 free Advantage and +1 Power Level

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.

Sample Widget: The Infinity Gauntlet


The Infinity Gauntlet was designed to hold six of the 'soul gems', better known as the Infinity Gems. When used
in combination their already impressive powers make the wearer able to do anything he/she wants.
ESP: All Advantages, Mind Repair 5x (120 Points)
Teleportation: All Advantages: 10 (410 Points)
Reality Manipulation: All Advantages: 10 (252 Points)
Time Manipulation: All Advantages: 10 (600 Points)
Soul Manipulation: All Advantages: 10 (570 Points)
Power Manipulation: All Advantages: 50 (650 Points)
Total Points: 2602
Initial DC: 867
Easily Removable: It's a Glove (-5 DC)
Indestructible (+20 DC)
Creating a Whole New Power to you x6 (+30 DC)
Total DC: 912

Sample Widget: The Space Gem


The space gem allows its user to manipulate space anyway one sees fit.
Teleportation: All Advantages: 10 (410 Points)
Super Speed: 10 (20 Points)
Total Points: 430 Points
Initial DC: 143
Indestructible (+20 DC)
Creating a Whole New Power to You x2 (+10 DC)
Total DC: 173

Sample Widget: Mjolnir, Thor's Hammer


Mjolnir is the hammer wielded by Thor, the Norse god of thunder.
Elemental Mastery: Weather: All Advantages: 20 (100 Points) (Hyper Power 20 (140 Points))
Hyper Stats: Strength, Constitution and Charisma: 3 (24 Points)
Super Strength: 10 (20 Points)
Thick Skin, All Advantages: 10 (80 Points)
Flight, Max Load Advantage: 20 (100 Points)
Total Points: 324
Initial DC: 108
Indestructible (+20 DC)
Creating a Whole New Power to You x7 (+35 DC)
Total DC: 153

Secrets of the Superheroes


DISCOVERING SOMEONE'S SECRET IDENTITY
In the world of comics, sometimes people want to know who you are, either for nefarious purposes, or for legal
matters. When this happens your Public and Private identities may become muddled, if not destroyed.
To discover someone's secret identity, you must roll a Reputation Check with a DC equal to 15 + (100 The
Higher of their Infamy an Fame) + Their Level. This check, as normal, is Intelligence based. Should you
succeed, you have figured out their secret identity.
Certain factors come into play when determining a secret identity. Obviously if someone announces themselves
as X hero/villain, they automatically become known.
Table: Secret Identity Modifiers
Action taken/Modifier
Wears a Domino Mask/Glasses/Goggles
Wears a a partial face mask
Wears a full face mask
Takes off or loses Mask/Domino Mask
Leaves a Blood Sample/Genetic Marker
Actively hiding Identity
Leaves a personal effect behind
Lies to your face
Has a power to hide themselves from detection
You have a power to detect their identity

Modification to your roll


-2
-4
-10
Add 5
Add 10
- Bluff Modifier
Add 4
Opposed Sense Motive/Bluff
- Power Level or Charisma Modifier whichever is higher.
+ your Power Level or Charisma Modifier, whichever is higher.

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


When one book about Superheroes isn't enough!
The Essential Capes and Cowls is the companion book to The Complete Capes and Cowls. It contains
new powers, prestige paths, power advantages/flaws, universal flaws/advantages, and more.

Several new Super Powers


Several Rewritten Super Powers
12 New Prestige Paths
8 New Feats
1 Rewritten Feat
A section of Widgets, Artifacts so powerful they have to be Plotkaied into existence
A guide to revealing someone's super identity.

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.

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