You are a sidekick! A faithful and loyal companion of one of the city’s greatest heroes (or villains)! You still have a lot to learn from your teacher but everyone agrees- you have a lot of potential. In this game you will play both a sidekick and your mentor.
Character Creation Powers
When creating characters, picking To find a sidekick or mentor’s powers, a sidekick with higher potential results in a roll 2d6 and check the table below. weaker mentor, and vice versa. Your mentor starts at +0, and your potential starts at 1d6. 2. Fire or ice 8. Super senses In character creation you have two points 3. Genius 9.Tough to spend on both your sidekick and the 4. Flying 10. Strong mentor. One point can either be spent to 5. Mental 11. Fast Increase the mentor’s skill by one (aka 6. Energy beams 12. Invisibility their modifier), or the sidekicks number of 7. Growth or shrinking dice by one. Therefore, you could have Antagonists a sidekick with 3d6 and a mentor with 2. Evil organization 8. Civilian +0, a mentor with +1 and a sidekick with 3. Super genius 9. Country 2d6, or a mentor with +2 and a sidekick with 4. Vigilante 10. Alien 1d6. 5. Politician 11. A.I. 6. Gang 12. Super villain Actions 7. Superhero Whenever there is a risk of danger, Goal Object/Person the sidekick must act first. Roll the sidekick’s 1. Destroy/kill 1. World set number of d6s. A roll of 5 or more is a 2. Save/protect 2. Country success. For each roll under a 5, a failure or 3. Invade/capture 3. Leader complication occurs (instead of having 2 4. Blackmail/seize 4. City failures, the GM can combine them into one 5. Betray 5. Moon massive one). If all of the sidekick’s rolls fail, 6. Roll twice 6. Superhero the mentor must now act. They roll 1d6 and add their modifier. Once again, if the roll is 5 or more it is a success.