Professional Documents
Culture Documents
Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Time
3 seconds (1 action)
6 seconds (1 round)
1 minute (10 rounds)
5 minutes
20 minutes
1 hour
5 hours
1 day
1 week
1 month
3 months
1 year
5 year
10 years
50 years
100 years
500 years
1.000 years
5.000 years
10.000 years
EXTENDED RANGE
Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Range
10 feet
100 feet
1,000 feet
1 mile
5 miles
20 miles
200 miles
2,000 miles continental
20,000 miles anywhere on Earth
200,000 miles Earth to the Moon
(approximately)
2 million miles
20 million miles
200 million miles
2 billion miles
Anywhere in the same solar system
Nearby star systems
Distant star systems
Anywhere in the same galaxy
Nearby galaxies
Anywhere in the universe
Value
1
2
5
10
25
50
100
250
500
1,000
2,500
5,000
10,000
25,000
50,000
100,000
250,000
500,000
1 million
2,5 millions
SUBSTANCE TOUGHNESS
SUBSTANCE
Paper
Soil
Glass
Ice
Rope
Wood
Stone
Iron
Steel
Titanium
Super-Alloys
TOUGHNESS
0
0
1
1
1
3
5
8
10
15
20+
These scores are for about an inch of the material. Heavier objects
lower their thresholds on the Toughness Saving Throw Table by 1
per increase in thickness on the Time and Value Progression Table
Thickness
Damaged (-1)
Disabled
Destroyed
1-9
10-14
15+
1-10
11-15
16+
1-11
12-16
17+
10
1-12
13-17
18+
2 1
1-13
14-18
19+
42
1-14
15-19
20+
8 4
1-15
16-20
21+
20 10
1-16
17-21
22+
41 8
1-17
18-22
23+
83 4
1-18
19-23
24+
208 4
1-19
20-24
25+
Break Object: If you want to attack an object that you have in-hand
or that no one is preventing you from attacking, you can apply force
more effectively. Assume the objects Toughness save result is
equal to (5 + Toughness), +1 per Super-Strength. If your damage
bonus is equal to the objects Toughness, you break it, 5 or more
than the objects Toughness, you destroy it automatically.
Improvised Weapons: The object should be no more than a light
load. The damage bonus is equal to the wielders Strength bonus. If
the weapons Toughness exceeds your Strength, you get a damage
bonus equal to the difference, up to +2 (like a club). If you inflict
damage with an improvised weapon greater than its Toughness, the
impact of the attack breaks it.
Area Attacks: Large objects that miss the attack for an amount
equal or less than their size modifier hit anyway, target can make a
Ref. save for damage.
Throwing Objects: The base range increment is one-fifth the
characters maximum throwing distance. Each additional increment
is a 2 penalty on the attack roll.
CARRYING CAPACITY
EF.
STR
1
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD
MAXIMUM
LOAD
PUSH/
DRAG
EF.
STR
10
20
50
35
13
20
40
100
10
20
30
60
150
13
26
40
80
200
16
33
50
100
250
20
40
60
120
300
23
46
70
140
350
26
53
80
160
400
30
60
90
180
450
10
33
66
100
200
500
11
38
76
115
230
575
12
43
86
130
260
650
13
50
100
150
300
750
14
58
116
175
350
875
15
66
133
200
400
1000
16
76
153
230
460
1150
17
86
173
260
520
1300
18
100
200
300
600
1500
19
116
233
350
700
1750
20
133
266
400
800
2000
21
153
306
460
920
2300
22
173
346
520
1040
2600
23
200
400
600
1200
3000
24
233
466
700
1400
3500
25
266
533
800
1600
4000
26
306
613
920
1840
4600
27
346
693
1040
2080
5200
28
400
800
1200
2400
6000
29
466
933
1400
2800
7000
30
532
x4
1064
x4
1600
x4
3200
x4
8000
x4
+10
MEDIUM
LOAD
HEAVY
LOAD
MAXIMUM
LOAD
PUSH/
DRAG
1t
2t
3t
7.5 t
40
LIGHT
LOAD
1,064
lb
1t
2t
3t
6t
15 t
45
2t
4t
6t
12 t
30 t
50
4t
8t
12 t
24 t
60 t
55
8t
16 t
24 t
48 t
125 t
60
16 t
32 t
50 t
100 t
250 t
65
32 t
64 t
100 t
200 t
500 t
70
64 t
125 t
200 t
400 t
1000 t
75
125 t
250 t
400 t
800 t
2000 t
80
250 t
500 t
800 t
1600 t
4000 t
85
500 t
1000 t
1600 t
3200 t
8000 t
90
1000 t
2000 t
3200 t
6400 t
16 Kt
95
2000 t
4000 t
6400 t
12.5 Kt
32 Kt
12.5
100
4000 t
8000 t
25 Kt
64 Kt
Kt
+5
x2
x2
x2
x2
x2
Lift: Characters can lift up to the maximum load off the
ground, but can only stagger around with it. While
overloaded in this way, characters lose any dodge bonus to
Defense and can move only 5 feet per round as a full action..
Throw: You can throw your heavy load 5 feet. For every 5
points of Strength you have over the minimum required to
lift an object as a heavy load, move the distance you can
throw it one step up the Time and Value Progression Table
So, a Strength 40 character has 30 points more Strength than
needed to lift 100 lbs. as a heavy load. That means (30
divided by 5) 6 steps up the Time and Value Progression
Table. So a Strength 40 character can throw a 100-lb. object
up to 500 feet!.
EFFECT
No Effect
Bruised
Stunned + Bruised
Staggered + Stunned
Unconscious
LETHAL DAMAGE
Saving Throw
Succeeds
Fails
Fails by 5-9
Fails by 10-14
Fails by por 15+
EFFECT
No Effect
Bruised + Injured
Stunned + Bruised + Injured
Staggered + Stunned + Injured
Unconscious + Dying
POWER DURATION
Duration
Description
The powers effect occurs and ends instantly, although its results may linger. Most attack effects are
Instant.
Instant
Concentration
Sustained
Continuous
Lasting
Permanent
The power lasts as long as you concentrate on maintaining it. Concentration is a standard action (see
Standard Actions, page 154) and distractions may cause your concentration to lapse (see the
Concentration skill, page 44, for details). If your concentration lapses (voluntarily or because of a failed
Concentration check) the power stops working. You can maintain a Concentration power as a move
action rather than a standard action with a Concentration skill check (DC 10 + power rank) once per
round. A failed check means the power lapses.
The power lasts as long as you wish, requiring only a free action each round to maintain it. If you are
incapable of taking free actions (stunned or unconscious, for example), the power turns off. You can
maintain a Sustained power as a reaction (allowing you to attempt to maintain it if you are stunned, for
example) with a Concentration skill check (DC 10 + power rank). A failed check means the power lapses.
The power lasts as long as you wish, without concentration or effort on your part. Once activated, it
stays that way until you deactivate it, even if stunned or knocked out.
A Lasting duration denotes a power with a lasting effect the target must recover from by making
additional saving throws, with a cumulative +1 bonus per previous save. A successful save ends the
powers effect. An Instant Lasting power allows a new saving throw each round on the initiative count
when the effect occurred. A Concentration Lasting power allows a new save for each interval on the
Time and Value Progression Table (see below) that passes, starting one minute after the power takes
effect. A Sustained Lasting power allows new saves at the same intervals, except it requires only a free
action to maintain, and if you concentrate during a time inter-val (taking a standard action each round),
the subject does not gain the cumulative +1 save bonus for that interval. If you stop maintaining a
Sustained Lasting power, its effects continue until the target successfully saves to shake off the powers
effects. A Continuous Lasting power does not allow new saves against it at all; it lasts until the powers
effect is countered or reversed in some way, even if you switch to an Alternate Power (see page 108).
Always active even if you dont want to, cant be deactivated.
POWER RANGES
Range
Personal
Touch
Ranged
Perception
Extended
Description
The power only affects yourself, the one using it
Any person of thing that you can touch. You need to make an unarmed attack against
the target.
The power works at a distance with a range increment of (rank 10 feet) and a
maximum range of ten increments. So a ranged rank 10 power has a range increment
of 100 feet and a maximum range of 1,000 feet. A ranged power suffers a 2 penalty
to attack rolls for every range increment past the first.
The power works on any target you can perceive with an accurate sense, such as sight,
without any need for an attack roll.
The power works at a fixed range determined by its rank, as shown on the Extended
Range Table.
FORMULAS
Initiative Check
Attack Bonus
Defense
Melee Damage Bonus
Power Damage Bonus
Toughness Save DC
Combat
d20 + Dex modifier + miscellaneous modifiers
Base attack bonus + size modifier + miscellaneous modifiers range penalty
10 + defense bonus + size modifier + miscellaneous modifiers
Strength modifier + weapon damage
Power rank
15 + attacks damage bonus
Knockback
Check
Skill
Power
Power Saving Throw DC
Saving Throw
Ability Modifier
KNOCKBACK
Dato
When
Distance
Modifiers
Damage
Descripcin
A character who is stunned (or worse) by an attack may be knocked back.
Attacks damage bonus one-half Toughness save bonus modifiers
Rank of the targets Immovable power + 4 for each size category larger than Medium
1 for each size category smaller than Medium
The character suffers damage equal to the knockback result or the Toughness of any obstacle (such as a
wall), whichever is less. The obstacle suffers damage equal to the knockback result (which may damage or
break it). If the character breaks through the obstacle, he keeps going the remainder of the knockback
distance. If the obstacle is another character, treat the result as a slam attack (see page 158) doing damage
equal to the knockback result to both parties.
Stand Up
The character suffering knockback falls prone and needs to stand up in that characters turn.
SIZE
Awesome
Colossal
+16
16
+8
+20 Str
48
16
Gargantuan 4
+12
12
+6
32-64 ft.
32K-250K lb
20 ft. 15 ft.
+15 Str
36
12
Huge
+8
+4
16-32 ft.
4K 32K lb.
15 ft. 10 ft.
+10 Str
24
Large
+4
+2
8-16 ft.
500-4K lb.
10 ft. 10 ft.
+5 Str
12
Medium
+0
+0
+0
+0
4-8 ft.
60-500 lbs.
5 ft.
5 ft.
x1
Small
+1
+4
2 ft.-4 ft.
8-60 lbs.
5 ft.
5 ft.
Tiny
+2
+8
1-2 ft.
1-8 lbs.
Diminutive
+4
12
+12
6 in.-1 ft.
0.25-1 lb.
1 ft.
0 ft.
12
Fine
+8
16
+16
3 in.-6 in.
0.9-0.1 lb.
6 in.
0 ft.
x1/8
16
Miniscule
+12
20
+20
10
3 in.
0 ft.
x1/16
20
SIZE
WEIGHT
2 mil lbs. +
SPC
REACH
40 ft. 20 ft.
CARRY
PT GROWTH
CAPACTY COST RANK
+25 Str
60
20
COMBAT ACTIONS
Name
Action
Standard
Effect
Atk Check vs. Armor 10 If success, give a friend a +2 to hit or +2 defense against that
AID
opponent
Full
+5 next attack for melee, +2 for rang, loose dodge bonus. If struck or distracted before an
AIM
attack, a Concentration check is made to maintain the aim.
BLOCK
Standard Atk roll vs. the ennemy atk roll, if you win, you block, each others blocks in round at -2.
CHARGE
Full
Move at least 10fts. One attack at -2 defense, +2 to hit, move up to twice your speed.
Standard The attackers must all delay to the same point in the initiative order (slowest character).
COMBINED ATTACK
Each attacker makes an attack roll against the target. Take largest save DC modifier that
hit, for each other attack within 5 points of that attacks bonus that hits, add +2.
COMMAND
Move
Issuing a command to a mind Controlled creature.
CONCENTRATE
Standard Concentrating to maintain a particular power or effect, cannot attack but can move.
Standard Normal RA. Delay until whenever. If distracted (by a failed concentration check), you lose
COVERING
your attack.
DEMORALIZE *
Standard Intimidate check to demoralize an opponent.
Standard Attack, RAB at -4. Attacks damage vs the defenders STR.
DISARM
A disarm attempt with a melee weapon that fails, the defender may immediately make a
disarm check as a reaction, without an attack roll.
FEINT *
Standard Make bluff check to feint as a standard action
Standard Grapple check : Attack bonus + Str + Super Str + Size ; Melee atk to grab, opposed grapple
check. Choose effect : Damage : deal normal unarmed damage. Throw : Throw the ennemy
as a inanimate object. Pin : Hold opponent immobile for one round. Break : Break a hold of
GRAPPLE
an ally. Escape : escape the grapple or a pin. While grappling, you lose your dodge bonus
against opponents youre not grappling. Up to four can grapple an opponent at the same
time
MANIPULATE OBJECT
Move
In most cases, moving or manipulating an object is a move action.
Full
Move up to four times your speed in straight line, no dodge bonus. Movement powers, +2
MOVE ALL OUT
for each rank in the power to the defense. Move all out up to your constitution score
rounds. After, constitution check (DC10) to continue with +1 each. Fatiguated.
Standard Can only make one overrun attempt per action. Move action or part of a Charge.
Must move => 10 feet in a straight line toward the target. Target avoids or blocks.
Avoids = keep moving, target lets you pass.
Blocks = make a trip attack (page 159). Using a movement power = +1 bonus per rank on
OVERRUN
the trip check. If successful continue movement as normal.
Fail and tripped in return = fall prone. Fail but not tripped = move 5 feet back, end the
movement there (i.e. stopping directly in front of your opponent). If that space is occupied,
fall prone**.
REFOCUS
Full
Take 20 on your initiative check.
Standard Move adjacent to the target as Move action or part of a Charge. Opposed STR, each rank of
Super-STR & movement power = +1. If different sizes, larger gets +4 per difference. Target
RUSH
gets +4 for more than two legs. If the check is won, opponent pushed back up to speed.
Amount won by read as a rank on Time & Value Progression Table.
If lost = move 5 feet back, end the movement there. If that space is occupied, fall prone**.
Full
Like a charge, make melee attack without the +2 bonus from a charge. Damage bonus is +2
for normal move, +4 for accelerated move, use this in place of your normal strength.
SLAM
Movement power add to damage bonus (provided you move this distance). You suffer half
the damage (round down).
TOTAL DEFENSE
Standard Instead of attacking, you get a +4 to dodge bonus for the round
Standard Melee attack. If successful, a STR or DEX vs STR, DEX, or Acrobatics (highest modifier).
Combatants get a +4 each size over Medium or 4 each size below. The defender gets +4 if
TRIP
theyve more than two legs. If won, the defender trips. If lost, defender may immediately
trip with no attack roll.
Tripped character is prone**, 4 on melee attack rolls.
* This Action can be performed as a Move Action instead of Standard Action with a -5
** Prone characters have 4 Defense against attacks from adjacent opponents and +4 Defense against ranged attacks.
CONDITION SUMMARY
BLINDED
BRUISED
DAZED
DEAFENED
DISABLED ATTACK
DYING
ENTANGLED
EXHAUSTED
FASCINATED
FATIGUED
FLAT-FOOTED
FRIGHTENED
GRAPPLED
HELPLESS
INCORPOREAL
INJURIED
INVISIBLE
NAUSEATED
PANICKED
PARALYZED
PINNED
PRONE
SHAKEN
SICKENED
SLOWED
STAGGERED
STUNNED
CONDITION SUMMARY
IMPROVE ROLL
HEROIC FEAT
DODGE
INSTANT COUNTER
CANCEL FATIGUE
RECOVER
ESCAPE DEATH
INSPIRATION
Re-roll any dire roll you make and take the better. On a result of 1-10 on the 2nd roll, add +10 to the
result. You must use this option before the DM announce the result.
You can gain the benefits of a feat (regular or power) for 1 round. No fortune feats.
Double the dodge bonus for one round OR retain your dodge bonus if still able to take an action.
Attempt to counter a power used against you as a reaction. (p70).
Any time you would suffer fatigue, you can spend a hero point to reduce the amount of fatigue by one
level.
Allow to shake off a stunned or fatigued condition. Immediate recovery check as a full-round action
(165) 2 rounds for a staggered hero.
While disabled, you can take 1 strenuous action without dying. If used for injuried or bruised, they all
are removed.
Automatically stabilize a dying character.
Tip, hint, clue. Take control of the environment
EXTRA EFFORT
Check bonus
+2 on ability, skill or power check, does not include attack rolls.
Increase carrying capacity +5 str for carrying capacity, pour un round
Increase movement
Double the movement for a round
Increase power
Increase a power by 2 ranks for a round
Power stunt
Add a power feat to a power temporarily for an encounter until you stop maintaining it.
Willpower
Gain another saving throw against a power with a lasting effect.
Gain another action before or after your normal actions for the round (your choice)
Surge
At the beginning of the round immediately after extra effort, the hero becomes fatigued (see Fatigue, page 167). A fatigued hero
becomes exhausted and an exhausted hero becomes unconscious the round after using extra effort. If you spend a hero point at
the start of the round following extra effort to shake off the fatigue, the hero suffers no adverse effects.
INTERACTION ABILITIES
CHANGE ATTITUDE WITH DIPLOMACY
Hostile
Unfriendly
Indifferent
Doesnt much
care
Friendly
Helpful
Initial
Attitude
Hostile
Unfriend
Indiff.
Friendly
Helpful
Feint
Innuendo
Trick
Bluff
Startle - Feat
Standard Action*
Intimidate vs. Bluff, Sense Motive, or Will +1 per Startle
attempt. You can make an Intimidate check rather than a
Bluff check to Feint in combat.
Standard Action *
Demoralize
Intimidate vs Intimidate, Sense Motive, or Will in combat to
demoralize an opponent. If it succeeds, your target is Shaken
(2 on all attack rolls and checks) for one round.
Distract - Feat
Standard Action*
Bluff or Intimidate vs. same skill, Sense Motive, or Will +1
per attempt to make target dazed for 1 turn (defending
normally, but taking no action).
Standard Action*
Feint
-5
+0
+5
+10
+20
Taunt - Feat
Command
Standard Action*
Move Action
Recover
Full Action
POWER LEVEL
MAX.
SAVE DC
MDFR
MAX.
TOUH
GNESS
ATTACK MODIFIERS
MAX.
SAVE/
ABILITY
BONUS
PL
MAX.
ATK/
DEF
MAX.
ABLTY
SCORE
+1
+1
+6
22
+2
+2
+7
24
+3
+3
+8
26
+4
+4
+9
28
+5
+5
+10
30
+6
+6
+11
32
+7
+7
+12
34
+8
+8
+13
36
+9
+9
+14
38
10
10
+10
+10
+15
40
11
11
+11
+11
+16
42
12
12
+12
+12
+17
44
13
13
+13
+13
+18
46
14
14
+14
+14
+19
48
15
15
+15
+15
+20
50
16
16
+16
+16
+21
52
17
17
+17
+17
+22
54
18
18
+18
+18
+23
56
19
19
+19
+19
+24
58
20
20
+20
+20
+25
60
Attacker is
Charging
Dazzled
Entangled
On higher ground
Prone
Shaken
Sickened
Difficulty
DC
Very Easy
Easy
Average
10
Tough
Challenging
15
20
Formidable
25
Heroic
30
Super-Heroic
35
Nearly
Impossible
40
Example
Notice something large in
plain sight
Climb a knotted rope
Hear a group walking 30
feet away
Disarm an explosive
Walk a thightrope
Break into a secure
computer system
Overcome a sophisticated
security system
Bluff your way past very
wary guards
Open
an
impossibly
complex lock in 1 round
50/50
Mod
(auto)
-5
+0
+5
+10
+15
+20
+25
+30
Ranged
N/A
-1
-2
+0
+0
-2
-2
DEFENSE MODIFIERS
Defender is...
Melee
Ranged
Behind cover
+4
+4
Blinded
-2
-2
Charging
-2
-2
Concealed
Special
Special
Dodging
+4
+4
Entangled
-2
-2
Flat-footed
+0
+0
Grappling
+0
+0
Helpless
-9
-4
Kneeling or Sitting
-2
+2
Moving all out
*
*
Pinned
-4
-4
Prone
-4
+4
Stunned
-2
-2
Surprised
-2
-2
* moving all-out applies a Defense modifier based on speed.
CONCEALMENT
Concealment
Melee
+2
-1
-2
+1
-4
-2
-2
Partial
Total
Example
Fog, moderate darkness,
foliage, precipitation
Total darkness, invisibility,
attacker blind, dense fog
Miss Chance
17 or higher
11 or higher
BRUISED / UNCONSCIOUS
1 Round
Standard Action
No action
INJURED / STAGGERED
20 Minutes
5 Minutes
1 Minute
1 Round
Standard Action
No Action
DISABLED / ABILITY
5 Hours
1 Hour
20 Minutes
5 Minutes
1 Minute
1 Round
Standard Action
No Action
RESURRECTION
1 Week
1 Day
5 Hours
1 Hour
20 Minutes
5 Minutes
1 Minute
1 Round
Standard Action
No Action