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Introduction

An Avalon Games Product, All rights reserved, Version 1.0, 2017

All comments, suggestions and contacts can be made at…

Avalon Games Company, avalon@comstar-games.com

Or visit
Avalon Games at…

www.avalon-games.com

Or contact our Content Director,


Robert Hemminger
At
Hemdog560@hotmail.com

Written
by
Robert Hemminger, Sean Wilt, Charles Smith
and Ramsey “Tome Wyrm” Lundock

Edited
by
Peter Dodge and Mark Solino

Product Design and Layout


by
Robert Hemminger

Cover Art
by
Phil Simpsom

Interior Art
by
Dan Houser, Robert Hemminger and LPJ

Recolor Art
by
Robert Hemminger

5e D&D conversion
by
Jennifer Povey

1
Index

Introductions Chapter 1, Character Creation Page 3


Building a Character Page 4
The System Page 5
Character Creation Page 6
Origins Page 7
Human Page 7
Enhanced Human Page 8
Mutant Page 10
Strange Visitor Page 12
Chapter 2, Core Classes Page 14
Acrobat Page 15
Brick Page 21
Combat Expert Page 26
Detective Page 31
Energy Manipulator Page 37
Super Human Page 42
Chapter 3, Skills and Feats Page 47
Skills Page 48
Feats Page 50
Chapter 4, Power Page 56
Powers Page 57
Power Templates Page 90
Effect Templates Page 94
Chapter 5, Resources, Flavors and Flows Page 103
Resource Points Page 104
Flavors and Flaws Page 109
Chapter 6, Expanded Game Rules Page 110
Backgrounds Page 113
Combat Page 114
Breaking Things Page 115
NPC Classes Page 118
Assault Trooper

Page 119
Henchmen Page 120
Police Officer Page 121
Thug Page 123
Chapter 7, Super Heroes and RPGs Page 125
Chapter 8, Heroes Inc Page 170
Chapter 9, Brown Out Adventure Page 210

2
Introduction

Dungeons & Dragons has always been a game about bravery and heroism, an
adventurer fighting to survive in a world beset by magic and evil. It's a very
short trip from there to the world of superheroes.

D&D games and superhero fiction have a lot in common. They are both tales
of powerful, extraordinary individuals, some heroic, some definitely not, who
go out and have adventures. Saving a town from being destroyed by a
rampaging monster works equally well as a Dungeons & Dragons sessions
or an issue of a comic book. The core experiences fundamentally click.

The original Heroes Wear Masks sought to bring superheroes to Pathfinder.


This version gives the same treatment to Dungeons & Dragons 5th Edition.

If you are familiar with Fifth Edition, you will recognize most of the rules. If
you are
familiar with superheroes, you will be familiar with most of the setting. If
you are familiar with both, you will be right at home here.

A metropolis strains under the weight of crime. The police are helpless
against a new breed of costumed super-being. The city cries out for heroes.
Will you answer the call, or help burn it to the ground?

3
Building A Character

Characters found in Heroes Wear Masks are superheroes and villains like those you've
read about in comics or seen in movies and television. The character possibilities offered
by the world of superheroes are nearly limitless. You could play anything from a vigilante
detective who has reached the peaks of human potential, to a mysterious alien visitor with
superhuman abilities they barely understand. Wizards, robots, mythic monsters, corporate
ninjas and manufactured soldiers, almost anything you can imagine you can play in
Heroes Wear Masks.

The adventures of
superheroes and
villains are similarly
diverse. These stories
can take the characters
to such exotic locations as
undersea kingdoms, alien
worlds and alternate dimensions,
sometimes all in the same adventure.
Characters might seek to save the world from destruction by
aliens, or to destroy all human civilization as revenge for
mistreatment. Energy flinging fights in the downtown core of a
metropolis, races against time to stop the activation of a doomsday
device, investigations into conspiracies which manipulate entire
governments, adventures of every kind can be found in the world
of Heroes Wear Masks.

There is more to superheroes and villains than just amazing powers


and spectacular fights. The most enduring characters are the ones who
we can identify with through the struggles of their personal lives. Facing
the choice between saving an innocent life and saving your marriage,
trying to find acceptance in a world which fears your power, being forced
to hide your true self from those you love. The trials and tribulations of
superheroes and villains are metaphors for the real problems that people
deal with every day.

The System
The original Heroes Wear Masks was based very heavily on the
Pathfinder d20 rules. This version is based on Dungeons & Dragons
Fifth Edition, and is fully compatible with that system. If you are
already familiar with the Fifth Edition system, you'll find that you
already know most of these rules. The goal with this project was not
to reinvent the wheel, nor to create an entirely new superhero system.
Instead, the goal was to allow players to easily transfer from the Fifth
Edition rules into a different genre, without having to learn an entirely
different rule set. Many of the changes are cosmetic, designed to make the game feel more
like a superhero game and less like a fantasy one.

“You're about to discover the depth of strangeness and beauty the world holds.”
-Warren Ellis, Planetary

5
Building A Character

In reality Dungeons & Dragons is nothing 5) Select Powers


more than super heroes in a fantasy setting, Your origin and class will determine what
so the conversion from one genre to the other kind of powers you receive, and how many.
is simple and easy to master. Powers are detailed in a later chapter.
What You Need to Play 6) Proficiency Bonus
bA copy of this book and the basic books for Each character has a proficiency bonus -
5e D&D this is +2 at first level. Your proficiency
* A set of dice for each player, including a d4, bonus is added to attack rolls using weapons
d6, d8, d12, and d20. you are proficient with, attack rolls using
* Pens, pencils, and paper. your powers, ability checks using skills or
* A battle grid or map, plus miniatures to tools you are proficient with, saving throws
represent characters. you are in proficient in and saving through
DCs for your powers. You should choose
which skills you are proficient in with an
Character Creation eye to long-term character development.
Character creation in Heroes Wear Masks
7) Select Feats
follows the basic structure of
Heroes Wear Masks uses the optional Feat
the Pathfinder system.
rule for D&D 5E, meaning that certain
1) Talk to your Game Master origins may allow for the purchase of feats
Your Game Master may have specific ideas instead of Ability Score Improvement. We
about how he wants his game to run, types of encourage the use of Feats, as they add to
characters he does or does not want to allow. the variety of abilities your character
Before you get cracking on a character, make possesses.
sure you're going to get to play the hero you
create! 8) Select Flavor and Flaws
A player may select one Flavor for free
2) Generate Attribute Scores when a character is first created. The
You will either roll your attribute scores, or character may also buy Flaws, up to three in
choose them through a point-buy method. total. Each purchased Flaw allows an
Talk to your GM to determine which one you additional Flavor to also be selected.
should use, and check with the Fifth Edition
Player's Handbook for details. 9) Determine Hit Points
Your starting Hit Points are based on a
3) Choose Your Origin combination of your class' hit die and your
Your origin will determine your character's constitution modifier. First-level characters
background, and will tell you a bit about begin with the maximum number of hit
where your powers come from. The origins points possible for their character class. You
are Human, Enhanced Human, Mutant, and gain 1 Hit Dice per level, and can "spend"
Strange Visitor. They are detailed in Chapter Hit Dice to regain hit points while resting.
II.
10) Equip Yourself
4) Choose Your Class All characters begin with a small pool of
Your class determines the exact powers and resources, called Resource Points, which are
skills that your character has. The classes are used to buy specialized equipment. How
Acrobat, Brick, Detective, Energy much you have is determined by your class,
Manipulator, Super Human and Combat though this may be modified by your origin
Expert. or by feats.

6
Origins

Origins
The standard "races" in a D&D game have been replaced by Origins,
which describe the character's background.

Human Society
Human superheroes are found in virtually
There are those rare men and women who,
all societies around the world, and bring
despite the lack of supernatural talents or
their own cultural beliefs and norms to their
abilities, have chosen to take up the mantle of
crime-fighting.
the superhero. These heroes make up for their
lack of powers through a combination of
rigorous training and dedication to their cause
which often borders on fanaticism. Many
begin preparing for a life of crime-fighting at
a young age, influenced by an older mentor,
or a tragedy from their youth. Sometimes
older men and women take up the mantle of a
crime-fighter in response to a personal
tragedy or perceived need.

Human Origin Traits


Medium: Humans are Medium creatures and
have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed
of 30 feet.
Ability Score Increase: Your can increase
three ability scores of your choice by +1, you Relations
gain proficiency in one bonus skill of your Because of the challenges they
choice and you gain one feat of your choice. face, Human superheroes are often creatures
However, you do not gain any powers points of extremes. Some embrace superhero
to start, although they can be gained as part culture, happily teaming up with anyone
of a class advancement. and everyone who can give them an edge.
Others, feeling that others will perceive
Languages: Humans begin play speaking them as weak or helpless, fight their own
their native language (most likely English, personal crusades, eschewing help even in
but this will vary depending on the setting). the most desperate circumstances.
Your background may give you access to
additional languages. Adventurers
The wealthy businessman who, disgusted by
Physical Description rising crime rates, builds a suit of powered
Human superheroes can come from all armor to make his city safe again.
around the world. Those who follow more
physical paths, such as the detective or The martial artist who travels the world,
martial artist, are often at the peak of human seeking revenge for the murder of his
physical fitness, while those who rely on master.
powered armor or similar technologies are
more likely to sacrifice physical strength and The millionaire playboy who takes to the
stamina in favor of extra hours in the lab. streets each night to stop criminals like the
ones who killed his parents years ago.

7
Origins

Enhanced Human
Enhanced Humans have been artificially
granted powers beyond those of mortal men.
Some Enhanced Humans are the result of
accidental exposure to cosmic rays,
radioactive bug bites, or mystical talismans,
while others deliberately choose to undergo
procedures designed to make them stronger,
faster, and better.

Enhanced Human Origin Traits


Medium: Enhanced Humans are Medium
creatures and have no bonuses or penalties
due to their size.
Normal Speed: Enhanced Humans have a
base speed of 30 feet.
Ability Score Increase: Enhanced Humans
get a +1 to a single ability scores of their
choice, one Feat and one bonus skill
proficiency.
Bonus Power: Enhanced Humans gain one
power point at 1st level.
Languages: Enhanced Humans begin play
speaking their native language (most likely
English, but this will vary depending on the
setting). Your background may give you
access to additional languages.

Physical Description
Enhanced Humans often exhibit outward
Other Enhanced Humans are forced into this
signs of having been enhanced. Some simply
status. Often the product of secret military
appear to be extremely fit or muscular
projects, these Enhanced Humans spend
humans, while those with psychic abilities
much of their time on the run from the
often have enlarged craniums. Some have
forces that created them.
even more obvious enhancements, such as
visible cybernetics, rock-like skin, or other,
Enhanced Humans created by accident have
odder appearances.
their own struggles. While some are
perfectly capable of blending in with normal
Society
society, others are so obviously changed
Many Enhanced Humans are the products of
that they find that communities of
military, government, or corporate
superheroes or mutants (see below) are the
experiments. These Enhanced Humans
only ones that will accept them. These
sometimes continue to work for their
Enhanced Humans sometimes turn to
creators, receiving funding and sponsorship
crime-fighting out of a sense of
in exchange for services. They may serve as
responsibility, or a belief that the accident
front-line soldiers, or simply as instruments
that changed them had some greater
of public goodwill, presenting a positive
purpose. A few simply feel they have
image of the corporation or government that
nowhere else to go.
created them.

8
Origins

Relations
Enhanced Humans relations with other superheroes vary as widely as they do. Military and
government created Enhanced Humans sometimes look down on other superheroes, seeing
them as undisciplined or unprofessional. Others, particularly those who were the victims of
accidents, are simply delighted to find people to be with who do not reject them for what
they have become.

Adventurers
The Super Patriot, who volunteered to become his country's perfect solider, and now fights
to uphold everything his country stands for.

The scientist accidentally trapped inside his own device during testing, now struggling to
control the strange powers he has been gifted with.

The young man bitten by a radioactive animal, now using the powers he was granted to
uphold the ideals of his murdered father.

9
Origins

Mutant
Some believe that Mutants represent the next
evolution of humanity. Others feel they are
freaks, cursed by the whims of genetics or the
hand of a vengeful god. Whatever the cause,
Mutants are born with their powers, though
many do not manifest superhuman abilities
until sometime during adolescence. Because
the cause and nature of mutations is poorly
understood, Mutants are often feared and
hated by the general population, and many
government officials believe that Mutants
should be regulated or restricted because of
their superhuman abilities. The prejudice that
they face on a daily basis leads many mutants
to form Mutant-only communities, where
they can learn and grow without threat or
interference from the outside world. Such
communities, while often benign, only serve
to heighten the paranoia of those who believe
Mutants are a threat to humanity.

Mutant Origin Traits


Medium: Mutants are Medium creatures and
have no bonuses or penalties due to their size.
Normal Speed: Mutants have a base speed of
30 feet.
Ability Score Increases: Mutants get a +2
bonus to three ability scores and a -2 to one
ability score.
Bonus Powers: Mutants gain two power
points at 1st level.
Languages: Mutants begin play speaking
their native language (most likely English,
but this will vary depending on the setting).
Your background may give you access to
additional languages.

Physical Description
Many Mutants appear to be normal humans, though some exhibit obvious physical traits,
such as wings, fur, or strangely colored eyes. Mutants who have difficulty controlling their
powers sometimes wear special devices designed to help them maintain control (such as a
headband to help a psychic keep his thoughts private).

10
Origins

Society
Mutants often form their own communities, deliberately isolating themselves from the rest
of human society. Others, usually those who are outwardly normal, simply participate in
normal society. Mutant attitudes towards the rest of society vary widely. Some feel a great
deal of sadness at being ostracized, while others feel that it is their duty to show the world
they are not a danger. An increasingly popular view among Mutants holds that they
represent an inherently superior stage in evolution, and that they should be in positions of
power over normal humans.

Relations
Many Mutants find interacting with other
superhumans easier than interacting with
normal humans. They are often distrustful
of government or military sponsored supers,
but find they have much in common with
Strange Visitors or accidentally created
Enhanced Humans (many of whom
experience prejudices very similar to
those experienced by mutants).

Adventurers
The mutant rights activist, who fights
crime in order to demonstrate to the world
that her people are not a threat.

The secret mutant, who conceals his


powers from his high society friends
by day, only venturing out at night
to use his powers for justice.

The high school student with a


strange gift, trying to do the right
thing while navigating conflicts
between adult mutants who want to
use her for their own ends
(and all seem crazy!).

11
Origins

Strange Visitor
Not all of the heroes of Earth were born here;
some come from distant worlds, or even
distant galaxies. Others are products of
mystical realms, heroes whose names were
spoken in the distant past, returned in
humanity's greatest hour of need. Some come
to Earth with a purpose, seeking vengeance,
justice, or simply a place where they can
isolate themselves from whatever society
they were born into. Others arrive by
accident, the last survivors of a dying world,
rocketed towards the one place that might
prove to be their salvation.

Strange Visitor Origin Traits


Medium: Strange Visitors are Medium
creatures and have no bonuses or penalties
due to their size.
Normal Speed: Strange Visitors have a
base speed of 30 feet.
Bonus Powers: Strange Visitors gain three
power points at 1st level. They may choose to
sacrifice one power for a +2 bonus to one
attribute score. This bonus may not be
applied to the same attribute more than
once. (In other words, you cannot give
up all three powers in order to gain a +6
to a single attribute).
Languages: Strange Visitors begin play
speaking their native language, and one
other language of their choice (probably the
default language for the area they adventure
in). Strange Visitors with high Intelligence
scores can choose any languages they want.

12
Origins

Physical Description
In theory, the Strange Visitor can look like almost anything. These are the aliens and gods
of the world, after all. In practice, most Strange Visitors are humanoid, and many
(particularly those based on mythology), appear completely human. Extra-terrestrial
heroes often look essentially human, but with odd skin colors, facial features, or distinctive
markings that clearly distinguish them as non-human.

Society
By their very nature, Strange Visitor's are somewhat outside of human society. They are,
after all, fundamentally not human.

Different types of Strange Visitors may interact with human society in different ways; the
orphan from another planet, raised by humans, may integrate himself into human society
just as any other super-powered being would (and facing many of the same challenges).
The Goddess of War and Wisdom, on the other hand, may view human society as
something largely irrelevant to her. Or she might delight in the amazing advances
humanity has made in the technology of warfare.

Relations
Strange Visitors often offer an outsider's
view of the superhero life. To a three-eyed
police officer from Andromeda, there is
very little difference between Humans,
Enhanced Humans, and Mutants.
Mythological beings may have a certain
fondness for the particular culture that once
worshiped them, or they may simply
embrace modern humanity in all of its
marvels.

Adventurers
The last child of a dying planet, sent to
Earth by his parents, now sworn to protect
the people who gave him a home.

The hero Gilgamesh, brought back to life by


Anu to right the injustices of the world.

An alien police officer in pursuit of a


wanted criminal, who has established Earth
as part of his jurisdiction.

13
Classes

Classes
These core classes cover all the basic arch-types that can be found
in a typical super hero comic. Use these classes to start your
character's career as a hero or villain. Additionally, these
classes have Paths to help you move further.

Acrobat
A high-flying athlete and skilled tumbler, the Acrobat is hard to
fight, hard to get a hand on and even harder to defeat. They are
often skilled at witty banter and high-flying kicks.

Role:
The Acrobat takes the fight to the foe, direct and in
your face. They depend on their skills to win the day
and are often the first to join the fight. They make
excellent scouts and infiltrators.

Prerequisites: Dexterity of 14 or more

Alignment: Any

Hit Die: D8

Proficiencies
Armor: Light Armor
Weapons: Simple weapons
Tools: Cameras, grapple hook
and gun, thieves tools
Skills: Choose three from
Athletics, Acrobatics,
Deception, Perception,
Performance, Persuasion,
Science, Sleight of Hand
and Stealth
Saving Throws:
Dexterity and Constitution
Resource Points Per Level: 1

15
Classes

Level Proficiency Bonus


Features
1 +2 Evasion, Class Ability, New Power, Gear
2 +2 Unarmed Strike, Ability Score Improvement or Bonus Feat
3 +2 High Jump, Class Ability
4 +2 Uncanny Dodge, Ability Score Improvement or Bonus Feat
5 +3 Flurry Of Blows, Class Ability
6 +3 New Power, Ability Score Improvement or Bonus Feat
7 +3 Class Ability, Power Point
8 +3 Improved Uncanny Dodge, Ability Score Improvement or Bonus Feat
9 +4 Class Ability
10 +4 Improved Evasion, Ability Score Improvement or Bonus Feat
11 +4 Class Ability
12 +4 New Power, Ability Score Improvement or Bonus Feat
13 +5 Class Ability, Power Point
14 +5 New Power, Ability Score Improvement or Bonus Feat
15 +5 Class Ability
16 +5 Ability Score Improvement or Bonus Feat
17 +6 Class Ability
18 +6 New Power, Ability Score Improvement or Bonus Feat
19 +6 Class Ability
20 +6 Power Point, Ability Score Improvement or Bonus Feat

The following are class features of the Acrobat.


Ability Score Improvement or Bonus Feat:
The character gains +1 to an ability score or an
extra Feat.

Class Abilities:
Pick one of the following when a Class
Ability is gained with a new level. Some abilities
will require that the character already have one or
more abilities listed here, before the new ability
can be taken. Some abilities can be taken more
than once.

Crawl:
This ability allows the character to move at half
speed while prone. This movement provokes
attacks of opportunity as normal. A character
cannot take 5-foot steps while crawling.

Damn Hard to Hit: (Requires Hard to Hit)


The character gets a +2 bonus to their Armor
Class. This ability stacks with the Armor Class
bonus from Hard to Hit.

16
Classes

Damn Lucky: (Requires Uncanny Dodge)


The character can escape from the most
impossible of situations. Any time the
character fails a Dexterity saving throw, they
can re-roll the die, taking the second result.

Fast Stealth
The character takes no penalty when using
Stealth and moving at full speed.

Hard to Hit:
The character gets a +2 bonus to their Armor
Class. Opportunist:
Once per round, the character can make an
Heightened Initiative: (Requires Initiative) attack of opportunity against an opponent
The character gains a +2 bonus to initiative who has just been struck for damage in
checks. This is cumulative with any Dexterity melee by another character. This attack
modifier, feats and powers. This bonus stacks counts as an attack of opportunity for that
with the one gained from Initiative. round. A Character with the Combat
Reflexes feat cannot use the Opportunist
Impossible Hard to Hit: (Requires Damn ability more than once per round.
Hard to Hit)
The character gets a +2 bonus to their Armor Surprise Attacks:
Class. This ability stacks with the Armor During the surprise round, opponents are
Class bonus from Damn Hard to Hit. always considered flat-footed to a character
with this ability, even if they have already
Initiative: acted. Opponents who cannot be caught
The character gains a +2 bonus to initiative flat-footed (such as those with Improved
checks. This is cumulative with any Dexterity Uncanny Dodge) are immune to this ability.
modifier, feats and powers.
Super Initiative:
Kip Up: (Requires Heightened Initiative)
A character with this ability can stand up The character gains a +2 bonus to initiative
from a prone position as a free action. This checks. This is cumulative with any
still provokes attacks of opportunity for Dexterity modifier, feats and powers. This
standing up while threatened by a foe. bonus stacks with the one gained from
Heightened Initiative.
Ledge Walker:
This ability allows the character to move Evasion:
along narrow surfaces at full speed without The character can avoid unusual attacks
penalty. with great agility. If the character makes a
successful Dexterity saving throw against
an attack, which normally deals half
damage on a successful save, the character
instead takes no damage. Evasion can be
used only if the Acrobat is wearing light
armor or no armor. A helpless character
does not gain the benefit of Evasion.

17
Classes

Flurry of Blows: successful Dexterity saving throw against


When unarmored, the character may strike attacks, he or she now takes only half
with a flurry of blows at the expense of damage on a failed save. A helpless Acrobat
accuracy. When doing so, the character may does not gain the benefit of Improved
make one extra attack in a round at their full Evasion.
proficiency bonus, but with a -2 penalty to all
attacks taken that round. The penalty applies Improved Uncanny Dodge:
for one round, so it also affects attacks of An Acrobat of 8th level or higher can no
opportunity the character might make before longer be flanked. This defense denies
her next action. When a character reaches 9th another Acrobat the ability to sneak attack
level, the penalty lessens to -1, and at 13th the character by flanking him or her, unless
level it disappears. A Character must use a the attacker has at least four more Acrobat
full attack action to strike with a Flurry of levels than the target does. If a character
Blows. When using Flurry of Blows, the already has Uncanny Dodge from another
character may attack only with unarmed class, the character automatically gains
strikes or with simple weapons. The character Improved Uncanny Dodge instead, and the
may attack with unarmed strikes and simple levels from the classes that grant Uncanny
weapons interchangeably as desired. When Dodge stack to determine the minimum
using simple weapons as part of a Flurry of Acrobat level required to flank the
Blows, the character applies his or her full character.
proficiency bonus to the damage rolls for all
successful attacks, whether he or she wields a High Jump:
weapon in one or both hands. The character The character adds his or her level to all
can't use any weapons other than simple Acrobatics checks made to jump, both for
weapons as part of a Flurry of Blows. In the vertical jumps and horizontal jumps. In
case of the quarterstaff, each end counts as a addition, the character always counts as
separate weapon for the purpose of using the having a running start when making jump
Flurry of Blows ability. Even though the checks using Acrobatics.
quarterstaff requires two hands to use, the
character may still intersperse unarmed New Power:
strikes with quarterstaff strikes, assuming When a character gains a New Power, they
they have enough attacks in the Flurry of can either pick a new power at level one, or
Blows routine to do so. When the character raise an existing power by one level.
reaches 16th level, their Flurry of Blows
ability improves. In addition to the standard
single extra attack from Flurry of Blows, he
or she gets a second extra attack at their full
proficiency bonus.

Gear:
The Acrobat gains one extra Resource Point
at 1st level.

Improved Evasion:
The character's Evasion improves. This
ability works like Evasion, except that while
the character still takes no damage on a

18
Classes

Acrobat Paths
Daredevil
The daredevil is the man (or woman) with Aerialist
absolutely no fear. Although seldom high in The aerialist is the acrobat who flies (by
power, the daredevil's startling athletic ability power or technology) or who's experience
combines with the ability to get back up from with the high parts of the city is such that
blows that should have killed them. They they never have to worry about falling.
may lose the first battle, but they almost Some aerialists were indeed trained by the
never lose the war. circus; others have learned to use powers
Fearless and abilities to their best whilst enjoying the
When choosing this path at 3rd level, the heights.
daredevil gets the ability to essentially ignore
fear - or at least to keep fighting regardless. Superhero Landing
The daredevil takes no damage or effect from When choosing this path at 3rd level, the
fear-based attacks even if they fail their aerialist gains the ability to land from flight
Wisdom save. or a controlled jump neatly, regardless of
what might be going on around them. They
Startling Skill never need to make any kind of skill roll to
At 6th level, the Daredevil has developed the land safely and on their feet from jumps of
ability to use their athletic ability and actions up to 30' vertical height.
to intimidate those around them. Assuming
they can move freely, they can use a full Catfall
action to use their own physical prowess to At 6th level, the aerialist can land on their
create a Fear effect on anyone who can see feet, unharmed, from jumps of up to 60'
them. Normal saves apply. vertical height.

Survivor Traceur
At 11th level, the daredevil can get back up By 11th level, the aerialist has become an
from attacks that would almost certainly have expert at negotiating the urban environment
killed them. They get a +2 bonus to rolls to at speed, with or without powers. Their
stabilize. They can then make a second ground speed is not slowed by any normal
stabilization roll, if they succeed on the first, urban obstacle, including traffic, and they
to be able to recover consciousness and can move across the rooftops at their normal
function despite their injuries, albeit at a speed, including leaping across side streets,
disadvantage. However, they will need to roll etc. (If the character can fly, they can also
to stabilize again after the fight (or receive cross highways and main streets at normal
urgent medical attention). speed).

Great Survivor Roofwalker


At 17th level, the daredevil appears to be By 17th level, the aerialist is literally more
almost unkillable. They get a +4 bonus to comfortable on the rooftops than they are on
rolls to stabilize, and if they succeed they are the ground. They can actually traverse the
able to recover consciousness and function rooftops at 50 percent more than their
without penalty. However, they will need to normal speed (i.e., 45' per round rather than
roll to stabilize again after the fight or receive 30'). This is cumulative with any powers,
immediate medical attention. Even if they do, but not with flight speed (although flight can
they will gain a -2 to penalty to all actions be combined with this power for effect).
until they take a Long Rest.

19
Classes

Catburglar
The catburglar, the second story man (or woman) is the acrobatic thief (or occasionally
assassin). Although not all catburglars are of Evil alignment most are, or at least used to
be (the ex-thief turned superhero is a common genre trope). The catburglar operates in
the shadows and does their best not to be spotted...for the only thing to be known about
their passage is that something is missing.

Thiefly Ways
At 3rd level, the catburglar gets free proficiency in Thieves' Tools and Grappling Hook
and Gun.

Second Story
By 6th level, the catburglar is experienced at entering through non-traditional means of
ingress such as upper story windows and skylights. They gain no penalty for breaking
into places based off of height, awkward position or the like. They do not need to make a
roll to keep from falling from ledges or similar.

In The Night
By 11th level, the catburglar is a truly expert thief, and anyone attempting to ascertain
their identity based off of their access to a building, or discover clues that might lead to
them, is at a -4 penalty, regardless of the skill or power used.

Mysterious Entry
By 18th level, the catburglar has learned to get past most security systems and guards.
They automatically succeed on any Dexterity saves to avoid hidden cameras, motion
detectors, and other means of spotting an intruder, and gain a +2 bonus on saves to avoid
lethal or non-lethal automated defenses.

20
Classes

Brick
The thick of battle is the mantra of the brick. They are the brute muscle of a super group.
Physical strength and resistance to injury are the things that separate the brick from anyone
else.

Role:
Bricks excel in hand-to-hand combat, though throwing a car is not always out of the
question. They will plow through anything that gets in the way and at times are very
difficult to stop.

Prerequisites: Strength of 14 or more

Alignment: Any

Hit Die: D12

Proficiencies:
Armor: All, shield
Weapons: Simple weapons
Tools: None
Skills: Choose two from
Athletics, Intimidation,
Perception and Survival
Saving Throws:
Strength and Constitution
Resource Points Per Level: 1

21
Classes

Level Proficiency Bonus


Features
1 +2 Class Ability, New Power
2 +2 Power Point, Ability Score Improvement or Bonus Feat
3 +2 Ability Score Improvement or Bonus Feat
4 +2 Class Ability, Ability Score Improvement or Bonus Feat
5 +3 New Power, Power Point
6 +3 2x Ability Score Improvement or Bonus Feat
7 +3 Class Ability
8 +3 Power Point, Ability Score Improvement or Bonus Feat
9 +4 New Power, Class Ability
10 +4 Ability Score Improvement or Bonus Feat
11 +4 Power Point
12 +4 2x Ability Score Improvement or Bonus Feat
13 +5 Class Ability
14 +5 Power Point, Ability Score Improvement or Bonus Feat
15 +5 New Power, Ability Score Improvement or Bonus Feat
16 +5 Class Ability, Ability Score Improvement or Bonus Feat
17 +6 Power Point
18 +6 2x Ability Score Improvement or Bonus Feat
19 +6 Class Ability
20 +6 New Power, Power Point, Ability Score Improvement or Bonus Feat
The following are class features of the Brick.
Ability Score Improvement or Bonus Feat:
The character gains +1 to an ability score or an extra Feat.

Class Abilities:
Pick one of the following when a Class Ability is gained with a new level. Some abilities
will require that the character already have one or more abilities listed here, before the
new ability can be taken. Some abilities can be taken more than once.

Basher:
The character may ignore the first two hit points of an object when bending or breaking
objects.

Built Tough:
Gain DR 2 / -. This ability may be taken more than once, stacking the DR gained with
each new pick. Note that this DR may stack with the DR gained from powers and feats.

Crusher: (Requires Basher)


The character may ignore the first four hit points of an object when bending or breaking
objects. This will stack with the Basher bonus.

Extreme Effort:
Gain +2 to all strength-based skill checks and strength checks.

Hard Headed:
The character gains +1 hit point per level. This is in addition to any bonus gained from
Constitution or other powers and feats. This ability may be taken more than once.

22
Classes

Super Punch: (Requires Mega Punch)


The character's unarmed attack damage is
increased by +4 per level.

Unstoppable:
The character adds +4 to all Bull Rush
attacks.

Mega Punch: (Requires Power Punch) Wrecking Ball: (Requires Crusher)


The character's unarmed attack damage is The character may ignore the first six hit
increased by +2 per level. points of an object when bending or
breaking objects. This stacks with the
Never Surrender: Crusher bonus.
If the character is brought to less than 5 hit
points, she gains +1 to all attack and saves. New Power:
This ability may be taken more than once and When a character gains a New Power, they
the bonuses stack. (The second time gives +2 can either pick a new power at level one, or
to the rolls, then +3, etc.) raise an existing power by one level.

Power Punch: Power Point:


The character's unarmed attack damage is When a character gains a Power Point, they
increased by +1 per level. can raise an existing power by one level.

Power Stomp:
Any creature standing within a 10-ft.-radius
of the hero must make a DC 15 Dexterity
save or fall down. In addition, they take 2d6
points of damage or 1d6 with a successful
Dexterity save. Structures in the area take
2d6+ the hero's level in damage.

Second Wind:
Usable once per scene. The character regains
hit points equal to his constitution attribute. It
takes a full action to use this ability.

Super Effort: (Requires Extreme Effort)


Gain +2 to all strength-based skill checks and
strength checks. This stacks with the Extreme
Effort bonus.

Super Human Effort: (Requires Super


Effort)
Gain +2 to all strength-based skill checks and
strength checks. This stacks with the Super
Effort bonus.

23
Classes

Brick Paths

Unmovable Object
When a hero needs cover or a civilian needs
Unstoppable Force somebody to hide behind, the Unmovable
Some bricks go on the offensive, plowing Object is always there - an expert at
through the opposition as if they were defensive skills and protecting lives and
matchsticks. Using their powerful fists and property from the kind of damage that super
feet, the Unstoppable Force is something to fights generate.
be reckoned with on the battlefield.
Human Shield
Breaking Blow At 3rd level, when choosing this path, the
When choosing this path at level 3, the Unmovable Object gains the ability to
Unstoppable Force gains a +2 damage to all "deflect" any one attack from a team-mate
unarmed or melee attacks. within 10' to hit themselves instead. This
ability can only be used once per round.
Forceful Charge
At level 6, the character can add a +6 to all Walking Wall
Bull Rush attacks. This bonus stacks with At 6th level, the Unmovable Object is
that from Unstoppable. capable of deflecting three attacks per
round, as long as those attacks are made on
Destructive Charge team-mates within 10', to hit themselves
At level 11, the character can charge through instead.
anything and everything. In addition to a
further +2 to Bull Rush attacks, stacking with Portable Cover
Forceful Charge and Unstoppable, the At 11th level, the Unmovable Object is an
character can ignore the first six hit points of expert at providing cover for his
an object when striking an object with the team-mates. Any ranged attack made
intent to break it. against them is at a disadvantage, as if firing
into cover. However, for each attack, the
Armageddon Attack Unmovable Object must roll a 1d6. On a 1,
At level 18, the character can make a Bull the attack will hit them instead.
Rush attack that creates a forceful area of
affect attack centered around the character. Unmovable
Any creature within 15' on either side of the At 18th level, the Unmovable Object resists
attack must make a DC 20 Dexterity save or all attempts to get them to move from the
fall down. In addition, they take 3d6 points of spot they have chosen. They resist any
damage, halved on a Dexterity save. attack that would cause them to be knocked
Structures in the path take 3d6+ the hero's back or to fall down, they cannot be
level in damage. knocked from their spot by a Bull Rush.
Attackers may still attempt to go around the
Unmovable Object, and if they move, they
lose this ability and cannot regain it for
three rounds. They may still attack, but lose
any dodge bonus to AC, as if flat footed.

24
Classes

Brute
The brute often acts as the thuggish sidekick to a supervillain - although make no mistake,
some brutes are smart enough to have a solid agenda of their own. Using their size and
strength to intimidate - and seldom afraid to kill - brutes are most often found on the evil
side of things, although some serve the almighty pocketbook. Brutes are simple,
unsophisticated, and hugely dangerous.

Flex
At 3rd level, when choosing this path, the Brute gains a +2 to Intimidation rolls, providing
they are not tied up or otherwise restrained from demonstrating their strength.

Precise Destruction
At 6th level, the Brute knows exactly how to smash things to create the most destruction.
They can ignore the first four hit points of an object when hitting an object and do an extra
2d6 of damage if the object has an obvious or specific weak point or moving parts.

Extort
At 11th level, the Brute is brilliant at knowing exactly how to scare their target - often with
calculated destruction and sometimes with injury. They treble their proficiency bonus on
Intimidation rolls, providing they are not tied up or otherwise restrained from
demonstrating their strength. Also, their victims must make a Wisdom check or be
Frightened.

Spectacular Destruction
At 18th level, the Brute knows how to make it look good. Really good. They can do one
attack per combat which does 4d6 extra damage to the target and 2d6 damage to structures
in the area. Anyone witnessing the attack must make a Wisdom check or be Frightened
(this often includes team-mates of the brute).

25
Classes

Combat Expert
Skilled in the art of battle, the combat expert
is a master of hand-to-hand combat and even
alone can be a dangerous opponent. They are
found in the thick of battle, leading the
charge and challenging the hardest foes.

Many Combat Experts dedicate themselves to


mastering a single weapon, becoming almost
god-like in its use.

Role:
The Combat Expert is a focused class
allowing the character the greatest ability in
combat, but at the cost of a broad skill base.

Prerequisites: None

Alignment: Any

Hit Die: D10

Proficiency:
Armor: All
Weapons: All
Tools: None
Skills: Choose two from Athletics,
Acrobatics, Investigation, Insight,
Intimidation, Perception and Stealth,
Saving Throws: Strength and Dexterity
Resource Points Per Level: 1

26
Classes

Level Proficiency Bonus


Features
1 +2 New Power, Ability Score Improvement or Bonus Feat, Unarmed Strike
2 +2 Power Point, Bravery
3 +2 Combat Training
4 +2 New Power, Bonus Feat (Only)
5 +3 Ability Score Improvement or Bonus Feat, Power Point
6 +3 Evasion
7 +3 Bonus Feat (Only)
8 +3 New Power
9 +4 Ability Score Improvement or Bonus Feat, Power Point
10 +4 Improved Evasion
11 +4 Bonus Feat (Only)
12 +4 New Power
13 +5 Ability Score Improvement or Bonus Feat, Power Point
14 +5 Improved Maneuver Training
15 +5 Bonus Feat (Only)
16 +5 New Power
17 +6 Ability Score Improvement or Bonus Feat, Power Point
18 +6 Inspire Heroics
19 +6 Ability Score Improvement or Bonus Feat
20 +6 New Power. Power Point

The following are class features of the Combat Expert.


Ability Score Improvement or Bonus Feat:
The character gains +1 to an ability score or
an extra Feat.

Bravery (Ex):
Starting at 2nd level, a Combat Expert
gains a +1 bonus on Wisdom saves against
fear. This bonus increases by +1 for every
four levels beyond 2nd, to a maximum of
+5 at 18th level.

Evasion (Ex):
At 6th level or higher, if a Combat Expert
makes a successful Dexterity save against
an attack that normally deals half damage
on a successful save, he instead takes no
damage. Evasion can be used only if a
Combat Expert is wearing light armor or
no armor. A helpless Combat Expert does
not gain the benefit of Evasion.

27
Classes

Improved Evasion (Ex): Unarmed Strike:


At 10th level, a Combat Expert 's Evasion At 1st level, a Combat Expert gains
ability improves. She still takes no damage Unarmed Strike as a bonus feat. A Combat
on a successful Dexterity save against Expert's attacks can be made with fists,
attacks, but henceforth she takes only half elbows, knees, or feet. This means the
damage on a failed save. A helpless Combat Combat Expert can make unarmed strikes
Expert does not gain the benefit of Improved with her hands full. There is no such thing
Evasion. as an offhand attack for the Combat Expert
using an Unarmed Strike. The Combat
Improved Maneuver Training (Ex): Expert can apply her full Strength bonus on
At 14th level, a Combat Expert adds his level damage rolls for all unarmed strikes.
to his Proficiency Bonus for determining Usually a Combat Expert's unarmed strikes
attack bonuses only. deal lethal damage, but she can choose to
deal nonlethal damage instead with no
Inspire Heroics (Su): penalty to the attack rolls. She can also
A Combat Expert of 18th level or higher can choose to deal lethal or nonlethal damage
inspire tremendous heroism in herself or a with grappling attacks. A Combat Expert 's
single willing ally within 30 feet. A creature Unarmed Strike is treated as both a
thus inspired gains a +4 morale bonus on manufactured weapon and a natural weapon
saves and a +4 dodge bonus to AC. This for the purpose of powers and effects which
effect lasts for 5 rounds. enhance or improve either manufactured
weapons or natural weapons. A Combat
Combat Training (Ex): Expert also deals more damage with her
At 3rd level, a Combat Expert adds 1/2 of his unarmed strikes than a normal person
Combat Expert level (rounded up) to his would, as shown below.
proficiency bonus for attacks only.
Level: Damage:
New Power: 1st 1D6
When a character gains a New Power, they 2nd 1D6
can either pick a new power at level one, or 3rd 1D6
raise an existing power by one level. 4th 1D8
5th 1D8
Power Point: 6th 1D8
When a character gains a Power Point, they 7th 1D8
can raise an existing power by one level. 8th 1D10
9th 1D10
10th 1D10
11th 1D10
12th 2D6
13th 2D6
14th 2D6
15th 2D6
16th 2D8
17th 2D8
18th 2D8
19th 2D8
20th 2D10

28
Classes

Combat Expert Paths

Weapon Master
The Weapon Master is an expert with their
chosen weapon - ranged or melee. Many Martial Artist
Weapon Masters choose to use weapons, The martial artist needs no weapon - they
which might be considered primitive, but are a weapon. Unarmed and dangerous, they
gunslingers are not unknown and some carry use only their own body and their powers,
futuristic equipment that might even come and eschew the use of weapons and
from another world. anything beyond light armor.

Weapon Focus Unarmed And Dangerous


When choosing this path at level 3, the When choosing this path at level 3, the
Weapon Master must declare a specific Martial Artist gains a +6 bonus, stacking
weapon in which they hold expertise. This with other bonuses, on unarmed strikes.
weapon may also be something not normally However, they gain a -2 penalty if they use
considered a "weapon" such as a shield, anything other than a simple weapon. The
gauntlets, etc. They receive a bonus equal to bonus drops to +2 if they wear anything
their proficiency bonus, stacking with other beyond light armor.
bonuses, on attacks made with that weapon
and an extra 1d6 of damage. Quick to the Fight
By level 6, the Martial Artist is always
Signature Weapon ready to fight. They get an advantage on
By level 6, the Weapon Master has become initiative rolls, and double their proficiency
even better with their preferred weapon. They bonus on rolls that determine whether they
get a further +2 bonus, stacking with Weapon get Surprise.
Focus, and an additional +2 when using their
personal weapon. (For example, Archer gets a Violence Is The Answer
+2 bonus for a +6 total using a shortbow, and By level 11, the Martial Artist is aware of
a further +2 using her personal recurve bow). the violent tendencies of others at a
subconscious level. They double their
Man At Arms proficiency when rolling for initiative, and
By level 11, the Weapon Master has also they cannot be Surprised, even if they
trained extensively with other weapons. They believe the person to be an ally.
receive a +2 bonus (stacking with other
bonus) to all attacks made with a weapon, The Master
regardless of the type, including improvised By level 18, the Martial Artist is known as a
weapons. master of their style (and often of multiple
styles), and they have students approaching
Weapon Fu them constantly. They treble their
By level 18, the Weapon Master is almost proficiency bonus on unarmed strikes and
god-like with any weapon they choose to use. when rolling for initiative. They also get a
In addition to the bonuses listed above, they +2 bonus to Intimidation as long as they can
gain an extra 2d6 in damage when using any move freely, and the benefits of the
kind of weapon. People come to them to learn Reputation flavor.
not just the basics but true expertise.

29
Classes

Assassin
The assassin comes in the night - or broad daylight - to end the life of those they choose.
Or those they are hired to take out. Generally a master of ranged weapons, they are also
capable in close combat, if necessary. Most assassins are villains - but like the catburglar,
this is an archetype that can sometimes become an ex-villain or be chosen by a super spy.

Sniper
When choosing this path at third level, the assassin gains the ability to make shots at a
distance. This ability negates all penalties based off of range, but does not affect the
maximum range of the weapon (or power) being used.

Your Friend
By 6th level, the assassin is well trained in ways to get close to their target. They get an
advantage on all rolls made to bluff, disguise, seduce, etc their way towards the mission
objective.

Fancy Shot
By 11th level, the assassin is a brilliant shot. This ability negates all penalties to ranged
attacks based off of firing into melee, the target having cover, etc.

Trick Shot
By 18th level, the assassin can put a bullet, arrow, or laser beam pretty
much where they want it, including around corners, bouncing off of
mirrors. In addition to suffering no penalties based off of cover or firing
into melee, the Assassin doubles their proficiency bonus on ranged
attacks and as long as they have some way of knowing where the target
is, can fire without needing line of sight.

Superiority Dice
As an optional mechanic, the GM may also allow the Combat Expert
(and potentially other classes) to take Superiority Dice as the Battle Master
instead of one of the given paths. Superiority Dice may also be obtained
from certain feats. This mechanic is found in the Warrior class in the 5th
edition Players' Guide. Superiority Dice can be gained at 3rd level.

30
Classes

Detective
A shadow among shadows. Watching unseen.
The dark shadow of the city. The Detective sees
everything while saying little. She is a
mysterious figure, using knowledge as her
greatest weapon in fighting crime.

Role:
The Detective excels at finding the clues needed
to lead the super team to the next scene and is
often a leader among his peers.

Prerequisites: None

Alignment: Any

Hit Die: D6

Proficiency:
Weapons: All simple and martial
Armor: All, including shields
Tools: Camera, thieves' tools, portable lab,
grapple hook and gun
Skills: Choose four from Athletics, Acrobatics,
Arcana, Deception, History, Insight, Intimidation
Investigation, Medicine, Nature, Religion,
Perception, Persuasion, Sleight of Hand, Stealth
Science and Survival
Saving Throws: Intelligence and Wisdom
Resource Points Per Level: 2

31
Classes

Level Proficiency Bonus


Features
1 +2 Broad Knowledge, Home City, Class Ability, Gear
2 +2 Ability Score Improvement or Bonus Feat
3 +2 Class Ability
4 +2 Bonus Feat (Only)
5 +3 Class Ability
6 +3 Ability Score Improvement or Bonus Feat
7 +3 Class Ability
8 +3 Bonus Feat (Only)
9 +4 Class Ability
10 +4 Ability Score Improvement or Bonus Feat
11 +4 Class Ability
12 +4 Bonus Feat (Only)
13 +5 Class Ability
14 +5 Ability Score Improvement or Bonus Feat
15 +5 Class Ability
16 +5 Bonus Feat (Only)
17 +6 Class Ability
18 +6 Ability Score Improvement or Bonus Feat
19 +6 Class Ability
20 +6 Ability Score Improvement or Bonus Feat

The following are class features of the Detective.


Ability Score Improvement or Bonus Feat:
The character gains +1 to an ability score or an extra Feat.

Broad Knowledge: The character has knowledge of many things. She gains proficiency
in all Intelligence based skills and, additionally, may take an advantage on any
Intelligence based skill roll unless being made during combat or a similarly distracting
situation.

Class Abilities:
Pick one of the following when a Class Ability is gained with a new level. Some abilities
will require that the character already have one or more abilities listed here, before the
new ability can be taken. Some abilities can be taken more than once.

Anticipate Foe:
This talent can be used against a single selected opponent that the character has witnessed
acting in combat for at least one round. By making an Intelligence check (DC 15), the
character is able to analyze and anticipate his opponent's next actions. This allows the
character to make a Dexterity save (DC equal to the attacker's to hit roll) to avoid every
successful attack from that selected foe.

Contacts:
The character has a vast array of hidden agents and contacts throughout her home city.
The character receives one new contact with each level of Detective she gains. These
contacts can provide information, assistance and aid when called upon. The exact nature,
position, influence and type of aid these contacts can provide should be worked out
between the GM and the player.

32
Classes

Evasion:
The character can avoid unusual attacks with
great agility. If the character makes a
successful Dexterity save against an attack, Keen Attacks: (Requires True Attacks, at
which normally deals half damage on a least 8th Level)
successful save, the character instead takes no The character can increase their attack rolls
damage. Evasion can be used only if the by +2. This will stack with True Attacks.
Detective is wearing light armor or no armor.
A helpless character does not gain the benefit Quarry:
of Evasion. The character can, as a standard action,
denote one target within her line of sight as
Expert: (Requires Research) her quarry. When the character is following
The character becomes a master of learning the tracks of, or trailing her quarry, she can
and can take 10 on any Intelligence skill take 10 on her Survival skill checks while
check. The character can choose not to take moving at normal speed, without penalty. In
10 and can instead roll normally. In addition, addition, she receives a +2 insight bonus on
once per scene, the character can take 20 on attack rolls made against this quarry and all
any Intelligence skill check as a standard critical threats are automatically confirmed.
action. The character can use this ability one The character can have no more than one
additional time per scene for every six levels quarry at a time. The character can end this
he possesses. effect at any time as a free action, but she
cannot select a new quarry for 24 hours. If
Fast Learner: the quarry is killed, the character can select
When the character takes this ability she a new quarry during the next scene. This
gains one additional skill proficiencies. This ability does not give the character some
ability may be taken more than once. special power to tell whether or not the
quarry is still alive.
Improved Evasion: (Requires Evasion, at
least 5th Level) Research:
The character's Evasion improves. This The character with a computer is able to sift
ability works like Evasion, except that while through mountains of data and track down
the character still takes no damage on a hidden agendas and clues. A character with
successful Dexterity save against attacks, he a computer and access to the Internet can
now takes only half damage on a failed save. add his Detective Level to his Intelligence
A helpless Detective does not gain the benefit skill checks.
of Improved Evasion.
Sleuthing:
Jack-of-All-Trades: (Requires Expert, at The character can visualize how the crime
least 10th Level) happened in her mind's eye. The character
The character can take 10 on any skill in gains an advantage on Investigate skill
which she is proficient, even if this would not checks.
normally be used and even in unusual
circumstances. Additionally, the character can
add half of her proficiency bonus to rolls in
skills in which she is not proficient.

33
Classes

Swift Pursuit:
The character can move at his normal speed while using Survival to follow tracks or when
trailing someone without taking the normal -5 penalty. The character only takes a -10
penalty (instead of the normal -20) when moving at up to twice normal speed while
tracking.

Tactical: (Requires Anticipate Foe)


Once per scene, the character can add her level in Detective as a modifier to a
single attack roll in addition to any other modifiers.

True Attacks: (Requires Anticipate Foe)


The character can increase his attacks by +2, regardless of the weapon he is using.

Bonus Feat:
The character gains a new feat.

Gear:
The Detective gains 2 extra Resource Points at 1st level.

Home City:
Detectives have a home city that they know like the back of their hand. They get a +1
bonus to History, Investigation, Insight and Survival rolls while made in their home city.
This ability can be taken more than once and the bonuses will stack.

34
Classes

Detective Paths
Super Scientist Crime Fighter
The super scientist is the character who The Crime Fighter is the vigilante - possibly
knows science (or, depending on the theme) an ex cop - who devotes knowledge and
magic, and how to bring it to bear on the task skill to the task of pursuing criminals. He is
of fighting the bad guys. Some super the one called in to check out the crime
scientists work in a lab, but many have used scene and find the bad guys in the first
their knowledge to create the tools they need place.
to fight in the open.
CSI
Lab Rat When choosing this path at level 3, the
At third level, the Super Scientist gets double character doubles her proficiency bonus on
their proficiency bonus, providing they have Investigate checks to investigate a crime
access to a lab (portable labs count) on scene. This stacks with the bonus gained
Investigation, Nature, Science or Medicine from Sleuthing.
rolls. The GM may also allow this bonus to
be added to Arcana rolls. Hidden Shadows
By level 6, the Crime Fighter has become
Experimenter an expert at stealth when pursuing
At 6th level, the Super Scientist gets an criminals. They get an advantage on all
additional +4 bonus to Investigation, Nature, Stealth rolls, and a +4 bonus if they are
Science or Medicine rolls made with access stalking or following an individual.
to a lab. The GM may also allow this bonus
to be added to Arcana rolls. They also get a Investigator
+2 bonus to rolls made to understand a piece By level 11, the Crime Fighter is an expert
of technology, including alien technology at investigating crimes and establishing who
(the GM may allow this to apply to magical might have done the deed. They get double
artifacts). their proficiency bonus on Investigation,
Insight, Medicine and Perception rolls if the
Gadgeteer checks are part of the process of
At 11th level, the Super Scientist gets 2 investigating a crime. If they have access to
"roving" resource points that can be spent on a lab, they treble their proficiency bonus.
one non-powered gadget per scene. They
need not declare the gadget until it comes Master Detective
time to use it. The gadget is considered single By level 18, the Crime Fighter is a true
use and will not be available after the scene master detective. She gets treble her
unless it is declared again. proficiency bonus on Investigation, Insight,
Medicine and Perception rolls if the checks
MacGyver are part of the process of investigating a
At 18th level, the Super Scientist may create crime. If she has access to a lab, she
a gadget during a scene. This gadget may quadruples her proficiency bonus.
grant up to 3 Power points to the user. It will Additionally, once she has identified the
not last beyond the scene in which it is suspect, she gets the benefits of the Quarry
created (unless the Super Scientist or class ability as long as she has seen a
recipient can spend Resource points to make picture of them (i.e., she does not have to
it permanent). have met them).

35
Classes

Mastermind
The mastermind is the intelligence behind a team of villains, the tactician and strategist
who guides their actions. (This path may be taken by heroes, but they should be aware that
it lends itself to a sinister ruthlessness that might only be appropriate in a darker campaign.

Team Tactics
When taking this path at 3rd level, the Mastermind gains her proficiency bonus and an
advantage on any Intelligence roll made to help the team determine a course of action,
regardless of whether she has proficiency in a relevant skill.

Ruthless Guide
At 6th level, the Mastermind doubles his proficiency bonus on any skill rolls made to help
the team determine a course of action. However, he loses his proficiency bonus altogether
if he tries to choose the course of action that will do the least damage, even if he would
normally have proficiency in the skill chosen.

Inspirer of Violence
By 11th level, the Mastermind knows exactly what to say to get their team to work well.
They can make a Performance roll, at an advantage, to give the team a +4 to all attack rolls
made during that scene. However, their team has to be able to see and/or hear them when
the roll is made.

Master of Violence
By 18th level, the Mastermind has absolute control over their team or minions. Their team
gains a +6 to attack rolls as long as they can see or hear the Mastermind. However, if the
Mastermind is incapacitated or captured, they must make a Wisdom check or flee - leaving
the Mastermind in the control of their enemies.

36
Classes

Energy Manipulators
For whatever reason the character has gained the ability to generate and control energy
fields and forces. Some use this ability to jet across the skies while others fling bolts of
cold, fire or bio energy about, blasting their foes. A true icon of the super-powered genre,
the Energy Manipulator is to be feared.

Role:
The Energy Manipulator is an excellent combat fighter, able to stand toe to toe with the
best. They are often fast, able to fly and so can take on the role of scouts and basic shock
and awe fighters

Prerequisites: Any one power with an energy-based power template.

Alignment: Any

Hit Die: D6

Proficiencies:
Weapons: All simple
Armor: Medium and light
Tools: None
Skills: Choose two from
Arcana, Intimidation,
Investigation, Insight, Medicine,
Nature, Perception, Performance and Science
Saving Throws: Dexterity and Wisdom
Resource Points Per Level: 1

37
Classes

Level Proficiency Bonus


Features
1 +2 Class Ability, New Power
2 +2 Power Point
3 +2 Ability Score Improvement or Bonus Feat
4 +2 Class Ability, Power Point
5 +3 New Power, DR 1/ Energy
6 +3 Power Point, DR 2/ Energy
7 +3 Class Ability, DR 3/ Energy
8 +3 Power Point, DR 4/ Energy
9 +4 New Power, DR 5/ Energy
10 +4 Class Ability, DR 6/ Energy
11 +4 Power Point, DR 7/ Energy
12 +4 Ability Score Improvement or Bonus Feat, DR 8/ Energy
13 +5 Class Ability, DR 9/ Energy
14 +5 New Power, DR 11/ Energy
15 +5 Class Ability, DR 12/ Energy
16 +5 Power Point, DR 13/ Energy
17 +6 Ability Score Improvement or Bonus Feat, DR 14/ Energy
18 +6 Class Ability, DR 15/ Energy
19 +6 New Power, Power Point, DR 18/ Energy
20 +6 Class Ability, DR 20/ Energy

The following are class features of the Disaster Zone: (Requires Destroyer)
Energy Manipulator. The character ignore the first two hit points
Ability Score Improvement or Bonus Feat: of an object when attacking objects with a
The character gains +1 to an ability score or specific type of energy attack. This ability
an extra Feat. may be taken more than once, allowing
different types of energy powers to gain the
Class Abilities: modifier. This will stack with the Destroyer
Pick one of the following when a Class bonus.
Ability is gained with a new level. Some
abilities will require that the character already Energy Absorption:
have one or more abilities listed here, before The character can absorb one type of
the new ability can be taken. Some abilities energy, converting the points of damage
can be taken more than once. Some abilities which are stopped by damage reduction into
will require that a specific energy type be hit points. The hit points gained through
chosen. The character may then chose from absorption cannot take the character beyond
those types of energy that he or she is able to their normal hit point total. This ability may
manipulate. An energy-based power is any be taken more than once with a different
power that has an energy-based power type of energy picked each time.
template applied to it.
Energy Sense:
Destroyer: The character can sense one type of energy,
The character ignore the first two hit points of its location, intensity and source. The
an object when attacking objects with a character can detect the energy at a range of
specific type of energy attack. This ability up to 1 mile. This ability may be taken more
may be taken more than once, allowing than once, increasing the range by an
different types of energy powers to gain the additional mile, or allowing the detection of
modifier. a different type of energy.

38
Classes

Energy Amplification:
The character can increase the damage of a
single power by +1 per level. This ability
may be taken more than once, allowing
different types of energy attacks to gain the
damage bonus. This ability can only be taken
once for each type of energy.

Energy Focus: (Requires Energy


Amplification)
All Dexterity saves made to resist one of the
character's energy attacks suffer a -2 modifier.
This ability may be taken more than once,
allowing different types of energy attacks to
gain the modifier to the save. This ability can
only be taken once for each type of energy
attack.
Skilled Attacker:
Energy Mastery: (Requires Energy The character gains +2 to hit with one type
Amplification) of energy attack. This ability may be taken
The character can increase the range of more than once, allowing different types of
Energy Ray by x2. Note: the character must energy attacks to gain the bonus. This
have Energy Amplification before taking this ability can only be taken once for each type
ability. This ability may be taken more than of attack.
once, adding 1 to the range multiplier each
time, i.e. from x2 to x3, then x4 and so on. Urban Renewal: (Requires Disaster Zone)
The character ignore the first two hit points
Energy Spread: (Requires Energy of an object when attacking objects with
Amplification) one of their energy attacks. This ability may
The character can double the area of effect be taken more than once, allowing different
for one energy-based power or power ability. types of energy powers to gain the modifier.
This ability may be taken more than once, This will stack with the Disaster Zone
modifying different powers or abilities. This bonus.
ability can only be taken once for each power
or ability. DR /X
This is based upon one type of energy
Power Ability: chosen by the character, acid, cold, fire,
The character can choose an additional effect or any one of the other types usable in the
template for any one energy-based power. game.
This ability can be taken more than once.
New Power:
When a character gains a New Power, they
can either pick a new power at level one, or
raise an existing power by one level.

Power Point:
When a character gains a Power Point, they
can raise an existing power by one level.

39
Classes

Energy Manipulator Paths


Power Master
The Power Master has devoted himself entirely to studying and understanding the energies
he has been gifted to use. Scientifically inclined, he is noted for the creative use of his
powers.

Power Knowledge
When choosing this path at 3rd level, the Power Master gains a +2 to any skill rolls that
directly involve the use of or understanding of the energy chosen by the player. For
example, a fire manipulator would gain a +2 when rolling Intelligence (Nature) to predict
the path of a wildfire.

Power Understanding
By level 6, the Power Master has an intuitive understanding of the energies she
manipulates. She may take a 10 on any roll to understand or use the energy she
manipulates, even if it would not normally be possible.

Power Attunement
By level 11, the Power Master thinks and feels energy. He doubles his proficiency bonus
on any skill rolls that directly involve the use of or understanding of his chosen energy. He
may also, once per scene, choose to manipulate that energy in some way without the need
for a Power Use roll.

Power Mastery
By level 18, the Power Master is absolutely at one with their chosen form of energy. He
gains complete Immunity to that energy unless it is being used in a direct attack against
him (in which case, the normal DR for his level applies).

40
Classes

Destroyer
The Destroyer has one focus - collateral
Elementalist damage and destruction. When he takes the
The Elementalist has a broad range - although field, enemies flee in advance and civilians
traditionally, this refers to the four classic decide to be, if possible, in a whole other
elements, Elementalists can easily manipulate city. The Destroyer is the energy
a range of energies, although these should be manipulator unleashed, with no scruples.
related in some way (for example, Light,
Magnetism and Fire all fall on the Collateral Destruction
electromagnetic spectrum). At 3rd level when choosing this path, the
Destroyer's attacks become more inclined to
Twice The Power do damage to the environment. They do 2d6
When choosing this path at level 3, the of damage to any structures or inanimate
Elementalist may add a second energy type to objects in their path, including ones behind
all of their powers. This energy type must their target.
somehow be connected to the first one (for
example, Earth and Air are good as classic Destructive Splash
elements, Earth and Electricity...you would At 6th level, the Destroyer's attacks become
have to make a case for). They may only use more spectacular. They do 2d6 of damage to
one type of energy at once. anything within 20' of the target, unless the
Destroyer makes a second Power Use roll to
Elemental Knowledge choose to narrow the beam. Living targets
By level 6, the Elementalist has developed a and mobile constructs (such as mechanoids)
solid knowledge of how their energy and get a Dexterity save for half damage.
related ones work. They may take a 10 on
any roll to understand or use the energies Clear The Area
they manipulate, even if it would not nor- By 11th level, the Destroyer's attacks are
mally be possible. known to create damage. When the
Destroyer moves to attack, all NPCs in the
Elemental Mastery area must make a Wisdom save or flee. PCs
By level 11, the Elementalist has achieved must make the same save if they have faced
access to the "range" of their elemental the Destroyer before. Additionally, the
powers. They may choose between either attacks do 3d6 of damage to anything within
applying up to four related energies to their 20' of the target.
powers, or they may keep it to two and add
an extra 2d6 to damage from all elemental Blitzkreig
attacks. By 18th level, the Destroyer is leveling
neighborhoods. Attacks do 3d6 of damage
Elemental Fusion to anything within 30' of the target, and this
By level 18, the Elementalist has learned how ignore the first two hit points of an
to use their various energies together. They inanimate objects. Living targets and mobile
may choose any two energy templates when constructs get a Dexterity save for half
using an energy-based power and apply them damage. Additionally, any inanimate objects
simultaneously, doing an extra 2d6 damage or structures between the Destroyer and the
and doing damage of both types. target take 3d6 of damage.

41
Classes

Super Human
Whether they are born with super powers, or
altered by some twist of fate, the super human
character is more than a common man, now
closer to a god.

Role:
The Super Human has the broadest selection of
powers, with most having several. As such she
can fill many different roles, based on her power
set.

Prerequisites: One or more powers of any type.

Alignment: Any

Hit Die: D6

Proficiencies
Weapons: All simple
Armor: Light
Tools: None
Skills: Choose two from Athletics,
Acrobatics, Arcana, Insight, Intimidation,
Investigation, Medicine, Nature, Perception,
Performance and Persuasion and Science
Saving Throws: Wisdom and Strength
Resource Points Per Level: 1

42
Classes

Level Proficiency Bonus


Features
1 +2 New Power
2 +2 Power Point
3 +2 Class Ability
4 +2 New Power, Power Point
5 +3 Ability Score Improvement or Bonus Feat
6 +3 Class Ability, Power Point
7 +3 Power Point
8 +3 New Power, Class Ability, Power Point
9 +4 Class Ability
10 +4 Power Point, Ability Score Improvement or Bonus Feat
11 +4 Power Point
12 +4 New Power, Class Ability
13 +5 Power Point
14 +5 Power Point
15 +5 New Power
16 +5 Power Point
17 +6 Power Point
18 +6 Class Ability, Power Point
19 +6 New Power, Bonus Feat
20 +6 Power Point

Ability Score Improvement or Bonus Feat:


The character gains +1 to an ability score or
an extra Feat. Hyper Power (Requires Over Drive)
As the Power Up ability, but now three dice
Class Abilities: can be added.
Pick one of the following when a Class
Ability is gained with a new level. Some Improved Collateral Damage: (Collateral
abilities will require that the character already Damage)
have one or more abilities listed here, before The character ignore the first four hit points
the new ability can be taken. Some abilities of an object when bending or breaking
can be taken more than once. Some abilities objects. This stacks with the Collateral
will require that a specific energy type be Damage bonus.
chosen. The character may then chose from
those types of energy that he is able to Over Drive: (Requires Power Up)
manipulate. Some abilities will require that a As the Power Up ability, but now two dice
specific energy type be chosen. can be added.

+1 Attribute: Power Proficient:


The character increases any one Attribute The character is more proficient with her
Score by +1. This ability can be taken more powers; she gains a +2 bonus to her Power
than once. Activation Check.

Collateral Damage:
The character ignore the first two hit points of
an object when bending or breaking objects.

43
Classes

Power Up:
The character can do an extra die of damage with one of his powers, but doing so causes
him injury. One extra die of damage can be delivered by the attack, but the extra die
causes the character to take the die rolled in subdual damage as well.
Example: Power Eel has a electrical energy bolt that does 3D6 damage. He uses the
Power Up ability to add an extra 1D6 to the damage of his electrical bolt, but in doing so
will himself take 1D6 of subdual damage.

Skilled Use:
The character is skilled in the use of her powers. When making a Power Activation skill
check, she adds +2 to the die roll. This ability stacks with the Power Proficient feat.

New Power:
When a character gains a New Power, they can either pick a new power at level one, or
raise an existing power by one level.

Power Point:
When a character gains a Power Point, they
can raise an existing power by one level.

44
Classes

Super Human Paths


Super Hero
The Super Hero is the ultimate expression of Truth and Justice, absolutely dedicated to
using her powers to the cause of good. If might makes right, the Super Hero is rightness
made into might. She gains great power, but also has to be careful never to step off the
path. If the Super Hero changes to neutral or evil alignment, she loses all benefits of this
path, and cannot regain them without a quest of atonement.

Proud Justice
When choosing this path at 3rd level, the Super Hero gains the ability to attract the positive
attention of others. She gets a +2 to Persuasion roles if talking to cops, first responders and
inexperienced heroes, and to any roll made to convince civilians to clear the area.

Protector
By level 6, the Super Hero is experienced at protecting civilians from harm. Once per
round, he can redirect any attack that would otherwise hit a crowd of civilians to himself or
to a different target (including the villain). However, if he chooses not to use this ability
when it would make sense, he will lose it for the rest of the scene.

Lifesaver
By level 11, the Super Hero's dedication to protecting life becomes a source of confidence.
Every time the Super Hero's actions lead to the protection of the life of either an innocent
or an ally, she gets to treble her proficiency bonus on her next roll.

Guardian of the World


By level 18, the Super Hero works at scales far bigger than any one person. He can treble
his proficiency bonus on any roll that is made in an attempt to prevent mass casualties. He
also gets an extra 3d6 to damage if attacking a threat that could destroy a city, kill
thousands, etc - such as a giant killer robot, invading alien spaceship, etc.

Adventure Seeker
The Adventure Seeker uses their powers to explore, seek, and find excitement. Although
still basically a good guy, the Adventure Seeker is often the one who uncovers the problem
and seems to attract trouble. Fortunately, it's usually trouble they and their team-mates can
deal with. Usually.

Trouble, Trouble
When choosing this path at 3rd level, the Adventure Seeker develops a nose for trouble.
Once per scene, they can make a Wisdom roll and add their proficiency bonus to get an
instinctive knowledge of where the trouble is most likely to start.

Thrillseeker
By level 6, the Adventure Seeker is comfortable going into any kind of danger. If she is
taking a risk in order to protect others or get to the bad guy, she can take an advantage on
any such roll. If the risk is unnecessary (i.e., there's a safer way to resolve the problem),
she can double her proficiency bonus.

45
Classes

Danger, Will Robinson


By level 11, the Adventure Seeker is so used to being in danger that they can handle
almost any threat easily. They get an advantage on any rolls to stabilize, and a +2 to AC as
long as they are in a directly dangerous situation other than combat.

Hold This For Me


By level 18, the Adventure Seeker appears to be all but immune to danger, although this is
an illusion. As long as she keeps her confidence, however, she gains a +6 bonus to AC and
can take an advantage on all saving rolls. However, if she fails a Wisdom save, she loses
this ability for the rest of the scene.

Super Villain
Powerful and profoundly evil, the Super Villain is the greatest threat there is to liberty and
the rule of law (unless you mean his law, of course). If the Super Villain changes to good
or neutral alignment, he loses all benefits of this path, and cannot regain them without a
quest of atonement.

Aura of Evil
At 3rd level, when choosing this path, the Super Villain develops an intimidating aura,
often backed up by a budding reputation. She may make a wisdom roll with her profi-
ciency bonus to induce Fear in another character. A Wisdom save negates.

Inducer of Fear
By 6th level, the Super Villain is known to be what she is. She gains the benefits of the
Reputation Flavor. Additionally, she can make a wisdom roll with her proficiency bonus to
induce Fear in 4 hit dice worth of NPCs. Wisdom save negates.

Power of Destruction
By 11th level, the Super Villain is highly skilled in using their powers for destructive
purposes. Their attacks ignore the first six hit points of an object when turned against in-
animate objects. They can also make an Intelligence roll with their proficiency bonus to
place an attack such that it can destroy a large structure such as a bridge or building.

Kneel Before Me
By 18th level, the Super Villain is a known threat. She is feared by all, and her very
presence induces Fear in 6 hit dice worth of characters, which she can double if she makes
a Wisdom roll with her proficiency bonus. Any character she gives an order to must make
a Wisdom save or they will perform the instruction regardless of the consequences, unless
physically prevented. Good aligned PCs get an advantage on this save.

46
Skills

Skills
Heroes Wear Masks uses the same skill system as Fifth Edition. Starting skills are
determined by your Class and your Background.

If you are trained in a skill, you get to add your Proficiency Bonus, which depends on
your level. Some class abilities and feats may also give bonuses to certain skills. If you
are not trained, then you roll the base stat of the skill.
Because Heroes Wear Masks is set in the modern
world, then the skills cover slightly different areas than
in the Fifth Edition Players' Handbook. The GM may
use her discretion, but the following show which skill
should cover each area.

Skill rolls are also made for power use, which will be
detailed in the Powers chapter.

Animal Handling (Wisdom)


Animal Handling covers handling and training animals,
riding horses, driving horse-drawn vehicles, etc. This
includes alien animals.

Arcana (Intelligence)
Arcana is knowledge of and about magic. The arcana
skill does not grant the ability to cast spells, although it
may (GM's discretion and theme dependent) allow the
character to perform rituals - spells which take a lot of
time and possibly multiple people to perform. (Rituals
should be seen as much the same as the gadgeteer
going to his lab to prepare something, so it may
alternatively be covered by the Crafting rules). If the
setting you are using does not involve magic, this skill
can be left out. It may also be used for knowledge of
highly advanced or "weird" science.

Athletics (Strength)
Athletics covers running, swimming, climbing and
performing feats of strength such as lifting heavy
weights. It also covers proficiency in any sport that
does not involve animals or machinery.

Acrobatics (Dexterity)
Acrobatics covers any kind of acrobatic activity,
including gymnastics and circus skills.

48
Skills

Perception (Wisdom)
Deception (Charisma) Perception is the character's ability to be
Deception is bluff, deceit, and basically any aware of their surroundings and notice
situation where you need to lie to somebody. things which are going on.
It might be used by a supervillain to break
into a facility in disguise, or by a superhero Performance (Charisma)
trying to hide her secret identity from her Performance covers singing, acting, reading
college roommate. out loud, or showing off with your powers
for effect.
History (Intelligence)
History is simply the knowledge of history. Persuasion (Charisma)
Persuasion is the skill for diplomacy or
Insight (Wisdom) convincing somebody to your point of view
Insight is sensing the motives and reading the by talking to them, without the use of fear.
intentions of a person through mundane
means. (Reading the intentions of an animal Religion (Intelligence)
falls under Animal Handling). Religion covers knowledge of religion and
associated culture. Depending on the theme,
Intimidation (Charisma) it may also include the knowledge of certain
Intimidation is using the force of your very powerful aliens (for example, if the
presence to get somebody to do what you Greek Gods were actually an alien colony).
want.
Science (Intelligence)
Investigation (Intelligence) Science allows the character to have a broad
Investigation is the skill used to read clues understanding of all the scientific fields and
and establish what is going on. It also a specialty in one field of science, eh,
includes knowing your way around a CSI lab, chemistry, physics, biology, computer
knowing how to take fingerprints, and other sciences, etc
such "police type" skills.
Sleight Of Hand (Dexterity)
Medicine (Wisdom) Sleight of Hand covers pickpocketing, stage
Medicine is first aid, etc. Although a doctor magic, and other forms of legerdemain.
would have a high Medicine, so would an Escaping from handcuffs is also included
EMT - or a superhero with healing powers. under Sleight of Hand, as is placing a tracer
Medicine is used to stabilize injured on somebody, snapping a picture without
comrades or civilians, work out what is going them noticing, or similar activities.
on with somebody showing strange
symptoms, and even perform surgery. Stealth (Dexterity)
Stealth is sneaking around, hiding,
Nature (Intelligence) following people without being seen, etc.
Nature covers geography and all kinds of
science. (If the GM considers this too broad, Survival (Wisdom)
then they can feel free to split this skill as a In HWM, Survival does not just refer to
house rule). Nature is the skill used to wilderness survival, but covers streetwise -
understand how technology works. Creating tracking bad guys through town, identifying
technology is covered by the Crafting rules. the bad part of town in a strange city,
finding contacts, and how to stay alive when
homeless.

49
Feats

Feats
Feats in HWM work similarly to 5th Edition. Heroes Wear Masks uses the optional feat
rule by default (we do not recommend not using it, as feats allow for the higher variety in
character types for a good superhero campaign, and some classes require the use of feats).

HWM does not allow some of the 5th Edition feats, and adds a few of its own.

Feats which are not available in HWM

Elemental Adept
Mage Slayer
Magic Initiate
Ritual Caster
Spell Sniper
War Caster

New Feats
Blindsense
Prerequisite - 1st level or permanent loss of normal sight.
Effect: A character with blindsense can notice things they cannot see. They do not need
to make Perception checks to locate creatures as long as they have line of sight, but any
opponent which cannot be seen has total concealment. Visibility still affects movement.

50
Feats

Cartwheel Dodge
The character uses his knack for avoiding
damage to reposition himself in combat.
Prerequisites: Evasion (class feature), Medium
Improved Evasion (class feature), Acrobatics The character has a connection with the
12 ranks. afterlife.
Benefit: When the character successfully Prerequisite - One of the following:
uses Improved Evasion to avoid taking Telepathy 1, Super Intelligence 1 or Super
damage he can move up to half his speed as Will 1
an immediate action. Benefit - The character has the ability to
speak with the dead at will with the
Fleet following exceptions. All corpses will resist
The character has several super vehicles, such the speaker by making a Wisdom save.
as super cars, invisible planes, or magical There is no wait time or power roll required
flying chariots. to use this feat.
Prerequisite: Super Vehicle
Benefit: The character creates up to 3 super Oversize Throw
vehicles of her choice, each of which can The character can throw really big objects.
include +2 Resource Points worth of Prerequisites: None
modifications. Benefit: The character can throw objects
two size categories bigger than they are.
Improved Lair Normal: The character can throw objects
The character has a home base. one size category bigger than they are.
Prerequisites: Lair
Benefit: This feat gives the character +4 Power Augmentation
further Resource Points for use in building a The character can enhance or weaken the
lair. ability of others to activate their
superpowers.
Lair Prerequisites: None
The character has a home base. Benefit: Once per round, the character can
Prerequisites: None give an advantage to an ally's Power
Benefit: The character can purchase a Activation roll or give a single opponent a
number of features for use in building a lair. disadvantage to their Power Activation roll.
This feat gives the character +4 Resource The target of Power Augmentation must be
Points which must be used in designing the within 30' of the character.
lair.
Normal: The character can have a place to Power Augmentation, Greater
live but gains no special benefits for it. The character can use Power Augmentation
on a number of targets.
Large Prerequisite: Power Augmentation
The character is larger than most people. Benefit: The character can either give all
Prerequisites: Cannot be taken after 1st allies within 60' an advantage to their Power
level. Activation roll or give all opponents within
Benefit: The character is considered large 60' a disadvantage to their Power Activation
instead of medium sized with all the benefits roll.
and penalties as listed in the 5th Edition core
book.

51
Feats

Super Vehicle
The character has some sort of super vehicle,
such as a super car, an invisible plane, or a
magical flying chariot.
Prerequisite: None
Benefit: The character creates the super
vehicle of his choice, which can include +2
Resource Points worth of modifications.
!
Utility Belt
The character can instantly change
equipment.
Prerequisites: None
Benefit: Once per game session, the character
can choose to change her equipment without
waiting the requisite amount of time. The
character also receives +2 Resource Points to
be spent on gear and equipment.
Normal: The character has to wait to change
equipment.

Well-Equipped
The character has access to more equipment
than most people.
Prerequisites: None
Benefit: The character gains an additional +2
Resource Points per level.

Wealthy
The character has great wealth. Infinite Futures Based Feats
Prerequisite: Well-Equipped These have all been pulled from Infinite
Benefit: The character receives an extra +4 Futures (A Pathfinder supplement) for use in
Resource Points to be spent on any sort of Heroes Wear Masks. Game Masters should
gear or equipment. review these feats to make sure they fit the
group's style of play.
Vastly Wealthy
The character has even greater wealth. Autofire Proficiency (Combat)
Prerequisite: Wealthy The character is proficient in the use of full
Benefit: The character receives an extra +6 automatic weapons.
Resource Points to be spent on any sort of Prerequisite: None
gear or equipment. Benefit: Even if the character is proficient
with a firearm capable of automatic fire, it
takes additional training to make use of the
autofire setting. A character with this feat
suffers no penalty when using autofire.
Normal: A character without this feat is at a
disadvantage on attack rolls made using
autofire.

52
Feats

Connections Hip Fire (Combat)


The character has established a number of The character knows how to brace a
useful and helpful contacts among a selected machinegun against his hip for greater
community of people. (Determined in stability while still pointing it in the right
agreement with the GM). direction.
Prerequisites: None Prerequisite: Autofire Proficiency
Benefit: Gains an advantage on all skill Benefit: When firing a machinegun in
checks when utilizing these contacts for autofire mode, the character can elect to
information. take a disadvantage on the initial attack roll
Special: This feat is specialized, meaning the to target the desired area. If the attack is
character needs to specify which community successful, use double her strength modifier
or group of people she has connections when calculating the DC of the save to
among. For example Connections (Law reduce the damage. A character cannot use a
Enforcement) would mean she has contacts bi-pod or other brace while hip firing.
among police and other law enforcement Normal: The normal save DC is 10+ the
agencies, and is familiar with the type of firer's strength modifier for automatic
people who are part of that community. weapons.
Listed below are a number of different ideas
which might be useful to characters. The Lead Hose (Combat)
character is free to select from among them, The character can wield a machinegun to
or, with the GM's permission, to come up maximum lethality.
with new ones. Prerequisite: Autofire Proficiency
Connections (Academia): The character has Benefit: This feat applies to attacks made
contacts at various universities and research with autofire weapons and flamethrowers
institutes. which force targets along the line effect to
Connections (Corporate): The character has make a save. Add 1/2 the attacker's level to
contacts within the business community. the DC of the save to reduce the damage.
Connections (Government): The character Normal: The normal save DC is ten + the
has contacts with government bureaucrats, firer's strength modifier for automatic
appointed and elected officials. weapons. The DC for flamethrowers is
Connections (High Society): The character listed in each weapon's description.
has contacts among the rich and famous.
Connections (Law Enforcement): The
character has contacts within law
enforcement and investigative agencies.
Connections (Military): The character has
contacts in the military.
Connections (Streetwise): The character has
contacts with and knowledge of dealing with
people from lower levels of society.
Connections (Underworld): The character
has connections and contacts within the
criminal underworld and black markets, and
is familiar with dealing with people from this
element of society.
Special: This feat can be selected multiple
times. The character must pick a new
connection each time this feat is chosen.

53
Introduction
Feats

Lead Rain (Combat) Rock'n Roll (Combat)


The character can blanket an area with The character is a walking death machine.
bullets, rather than firing them all in the same Prerequisite: Autofire Proficiency, Lock'n
direction. Load
Prerequisite: Autofire Proficiency, Lead Benefit: The character knows how to use
Hose her weapon with maximum lethality. When
Benefit: This feat applies to attacks made rolling damage for heavy weapons she rolls
with autofire weapons and flamethrowers an extra die of damage and then takes out
which force targets along the line effect to the die with the lowest roll.
make a save. Instead of a straight line, the
firer can expand the area of effect into a cone Shot on the Run (Combat)
25 feet (five squares) wide at its far end. The character can move, fire a ranged
When blanketing an area like this, reduce the weapon, and move again before his foes can
DC to avoid damage by two. react.
Normal: Normally these weapons affect only Prerequisites: Dexterity 13
a straight line. Benefit: When using an attack action with a
ranged weapon, the character can move
Lethal Burst (Combat) both before and after the attack, as long as
A burst fire attack is intended to hit with at the total distance moved is not greater than
least one bullet; there's no reason why only her speed.
one has to hit.
Prerequisite: None Skip Shot (Combat)
Benefit: When using burst fire to attack a The character can use trick shots to bypass
target at short range, take an advantage on thecover.
damage done. Prerequisites: Sniping
Benefit: If the shooter has a solid, relatively
Lock'n Load (Combat) smooth surface on which to skip a bullet
The character isn't slowed down by carrying (such as a street or a concrete wall), and a
a bulky weapon. target within ten feet of that surface, he can
Prerequisite: Autofire Proficiency ignore the intervening cover. However, he
Benefit: When carrying a heavy weapon a takes a disadvantage on his attack roll, and
character with this feat does not include the his attack deals -1 die of damage
weight of the weapon when determining if his Special: The surface doesn't have to be
speed is reduced due to encumbrance. This perfectly smooth and level; a brick wall or
feat does not allow him to carry more than his an asphalt road can be used. The target can
maximum load, including the weight of the have no more than nine-tenths cover for the
weapon. character to attempt a skip shot.

Quick Draw (Combat)


The character can draw weapons faster than
most.
Prerequisite: Base attack bonus +1.
Benefit: The character can draw a weapon as
a free action. Anyone with this feat can throw
weapons at her full normal rate of attack.
Normal: Anyone can draw a weapon as a
move action.

54
Sniping (Combat)
The character knows how to aim correctly.
Prerequisites: Wisdom 13
Benefit: Before making a ranged attack, the
shooter can take a full-round action to line up
her shot. This grants an advantage on her next
attack roll. Once aiming has commenced, she
cannot move, even to take a 5-foot step, until
after her next attack, or the benefit of the feat
is lost. Likewise, if the shooter's
concentration is disrupted or if she is attacked
before her next action, she looses the benefit
of Sniping.

Vehicle Dodge
The character's training and reflexes allow
him to maneuver away from attacks while
operating a vehicle.
Prerequisites: Dexterity 13, Acrobatics
proficiency
Benefit: When driving a vehicle, during the
character's action the driver designates an
opposing vehicle or a single opponent. The
character's vehicle and everyone aboard it
receive an advantage to Defense against
attacks from that vehicle or opponent. The
character can select a new vehicle or
opponent on any action.

Walk Fire (Combat)


The character can swing a machinegun while
firing it, spraying hot-lead-death over wide
swaths of the battlefield.
Prerequisite: Heavy Weapons Proficiency,
Lead Hose, Lead Rain
Benefit: This feat applies to attacks made
with autofire weapons and flamethrowers
which force targets along the line effect to
make a save. Instead of a straight line, the
firer can expand the area of effect into a 90-
degree cone. When blanketing an area like
this, reduce the DC to avoid damage by five.
Normal: Normally these weapons affect only
a straight line.

55
Powers

Powers bare hands. Powers are different from


Using Powers D&D spells in the following ways. They are
One of the major differences between HWM not magical. Although your world may
and the Dungeons & Dragons 5th Edition include the possibility of magic, powers and
system is the elimination of the Vancian spells cannot affect each other. A magical
magic system. Instead, HWM requires Power shield will not stop a laser beam while the
Activation checks. The basic DC of a power force field power will not stop a magic
check is DC 10 + power level + power missile. Unlike magic spells, a hero or
modifiers. A Power Activation check is a villain can use any power they have any
Wisdom check. A character who has a power number of times per day (dependent on the
is presumed to be proficient in that power, power's definition, of course). There is no
and thus the character's proficiency bonus preparation needed to use powers. Powers
should be added. Additionally, the characters do not require verbal, somatic or material
level is also added to the roll, to reflect the components.
gain in skill in using powers over time. The
two exceptions are if a character has picked As a general rule, HWM will try to use as
up an item or gadget that grants a power that much of the Dungeons & Dragons system
they have no experience with (a character as possible to make the transition between
may decide that they have trained a genres easier. The fantasy and superhero
team-mate in its use) or if a character has genres are different in a number of ways.
been temporarily granted powers by any Some differences will only involve
means, such as a mad scientist enhancing changing the word "spell" to "power". Other
powers, body swapping, etc. Success means differences will be much more drastic.
the power can be used without the character Gaining powers differs from learning spells.
incurring any ill effects. Failure means either As they advance in levels characters gain a
the power cannot be used for one round or the number of Power Points which can be used
character takes subdual damage equal to the to purchase or improve powers. Every
power level. Characters who use their powers Power Point spent on a particular power
as a primary attack only need to roll to allows access to another level of ability with
activate once per scene - if they fail, they that power. For instance, one Power Point is
have to wait another round to try again. If the used to advance from level 2 to level 3 in
power is bought using Resource Points - i.e., Energy Ray. Powers cannot be used to
if the character is using an item that counter other powers. In other words, if a
duplicates a power, such as a highly potent character possesses the same power as an
flamethrower or a power suit - then the opponent, he cannot automatically counter
activation roll should be made using it.
Intelligence, not Wisdom.
Most powers can be modified by applying
Dungeons & Dragons vs. HWM power templates and effect templates. These
power differences modifications represent different uses for
Comic books have heroes and villains the power and expanded abilities. These
performing a wide variety of actions, from variations are covered in the chapter on
flying in the air and firing laser beams from templates.
their eyes, to bending steel bars with their

57
Powers

Power points gained from the character's origin can be used to buy new powers or to
increase those gained from a class.

If a power allows a save, the DC for that save is 10 + the Power's level + the character's
Charisma Modifier.
Powers List
Attribute Drain
The character can choose one of the following attributes: strength, dexterity, constitution,
intelligence, wisdom or charisma. She has the power to weaken her target over a period of
time and gain additional benefits by doing so.

Limitation: The character can only benefit from a number of drained attribute points equal
to the Power Points invested in this power group. For example, if the selected attribute is
Strength and 5 Power Points are invested in the Attribute Drain group, the character can
gain a maximum of +5 strength. This drain / bonus stays in affect even if the character
chooses to drain different attributes. So the character drains Strength from his target,
gaining +5 strength in the process. The character then switches to a Dexterity drain. In
order to gain Dexterity from the drain he would have to give up an equal number of gained
Strength points. The target(s) would still suffer the effects of both drains, even if the
character kept the full benefits of the original Strength drain. Finally, all Attribute Drain
damage is temporary and this power cannot be used to kill. A minimum of one point will
always remain in the target's Attribute Score. This is a touch-based power.

Power Level / Ability:


1. Drain one point
2. Drain 1d2 points
3. Can temporarily add drained points to one of the character's attribute scores. The
increase in the attribute lasts until after the character's action in the next round.
4. Drain 1d3 points
5. Can temporarily add drained points to one of the character's attribute scores. The
increase in the attribute lasts one minute per Power Point invested in this power group.
6. Can add an additional attribute to the drain. In other words, the character can now choose
between two attributes for the drain.
7. Can absorb damage if another power would allow it to be avoided. Six points of damage
can be absorbed for every one point of attribute drain.
8. Can temporarily add drained points to one of the character's attribute scores. The
increase in the attribute lasts for ten minutes per Power Point invested in this power group.
9. Can choose to permanently drain one point. The character does not get to permanently
increase her attribute.
10. Can expand the drain to include an additional attribute. The character can now choose
between three attributes for the drain.
Power Templates Usable:
Cold, Radiation, Energy X, Magical, Alien, Psychic
Enhancement Templates:
Ranged, Increased Range (Requires Ranged), Area of Effect, Beam, Increased Duration,
Cloud, Damage Field, Combined Effect, Poison, Disease, Whirlwind, Damage Field

58
Powers

Animation
The character can animate non-living objects Arcane
at will. The character can move about one The character can tap into the arcane arts
HD worth of object(s) per power level. and can use magical spells and abilities.
Objects gain 1 HD per 10 lbs of weight and Unlike most powers, the arcane power
have the following statistics: offers access to several abilities, i.e. spells,
which the character may chose from. Each
Movement Rate: 20' new level in this power offers access to
HD: 1 per 10 lbs. more spells. The overall power level offers
AC: Equal to Object's Hardness a gauge as to how effective the spell is.
Base Attack: 1/2 character's base attack
Damage: 1D4 +1 per HD. All spells require the character to move
Example: The Evil Toaster forces all the their hands and speak the enchanted words.
toasters in the mall to come to life and attack
the heroes. The villain has the Animate Characters who are bound or silenced in
Object power at level 6 so it can move about some way are unable to cast spells gained
6 HD worth of toasters. Let's say each toaster with this power.
comes in at 10 lbs.; the Evil Toaster can
animate six 1 HD toasters, or one big 60 lb. All spells gained from this list are
toaster with 6 HD total. The object must be considered to be magical in nature and any
within sight of the character. The object saves made against these spells require a
obeys the commands of the character, moving Will save.
around and even making attacks. Each object
remains active for 1 round per power level. All creations generated by these spells have
a hardness of 10 and 3 HPs. per power
Power Templates Usable: level. When selecting spells, the character
Earth (earthen objects only), Water (liquids can choose from the list provided, but must
only), Fire (flames and fire only), Air (gases memorize each spell, which requires a full 5
only), Electrical (electrical wires, cables and minutes of dedicated time. Once the spell
bolts of energy only), Plant (plant life only), has been chosen for the day it cannot be
Magical, Alien, Magnetic (metal objects exchanged until the character has rested for
only), Psychic a full 8 hours. Memorized spells will be
Enhancement Templates: forgotten after a 24-hour period and must be
Combined Effect re-memorized.

Spells can also be cast from items and


books; these do not count toward the
character's daily spell limits.

Spells can be cast as many times as the


character wishes, but each casting requires a
Power Activation skill roll. The character
also gains a +2 to the Power Activation
check's difficulty for each memorized spell,
beyond the first.

59
Powers

Example:
The Great Wizard has the Arcane power at Arcane Bonds
3rd level and thus can memorize and cast up The mage can bind others in bands of
to three spells in one day. He memorizes magical energy. The mage can bind any
Arcane Bolt, Arcane Shield and Arcane Eyes target by touching it. The bindings remain
in that order for the day. When he casts thesefor 1 hour per power level of the mage.
spells they will have the following Power Targets which fail to make a Dexterity save
Activation skill check modifiers. (DC 10 + spell Power level) gain the
Arcane Bolt +0 Entangled condition. Targets which make a
Arcane Shield +2 Dexterity save can move normally. The
Arcane Eyes +4 bonds have a Strength of 10 + power level.
Arcane Eyes
On another day, the Great Wizard can The mage can see into obscured places,
memorize these (or different) spells in a even through walls. The mage can send her
different order, thereby changing the Arcane Eyes up to 50' away per power
modifiers. level. The mage can use all of her senses
while observing the area.
Power Level / Ability: Arcane Flight
1. 1 Spell per day The mage can fly a short distance, up to 30'
2. 2 Spells per day per power level per round. There is no
3. 3 Spells per day maximum altitude.
4. 4 Spells per day Arcane Gate
5. 5 Spells per day The mage can open magical gates to other
6. 6 Spells per day dimensions and magical realms. The mage
7. 7 Spells per day needs knowledge of, or information about,
8. 8 Spells per day the destination dimension and cannot open
9. 9 Spells per day blind gates.
10. 10 Spells per day Arcane Hand
The mage can use this spell to reach out
Possible Spells gained from this power. with a magical hand to grasp, push and hold
Arcane Blast an object. The hand is the same size and
This spell allows the mage to throw a ball of shape as the mage's real hand and has the
magical energy, which explodes. The ball can mage's strength. The hand can reach
be thrown up to 5' per power level and then anywhere within the mage's line of sight.
expands into a blast of magical force up to Arcane Might
20' in diameter. Everything in the area of The mage can increase his Strength
effect takes 1D4 damage per spell power Attribute Score by +2 per power level for a
level; a Wisdom save reduces the damage by duration of 1 round per power level.
half. Arcane Shield
Arcane Bolt The mage can create a magical barrier
This spell allows the mage to fire a bolt of around herself offering a +1 bonus to Armor
magical energy up to 20' per power level Class per power level. The shield remains
doing 1D4 damage per power level; a for 1 round per power level.
Wisdom save reduces the damage by half.

60
Powers

Arcane Sword
The mage can create a magical sword, which Armor
gives +1 to the mage's Base to hit roll when (No Power Activation Roll Required)
used in melee combat. The sword does +1 The hero has greater than normal armor
damage per power level. The “sword” can either in the form of natural protection or
take the form of any melee weapon and something which is worn.
remains for one round per power level. Power Level / Ability:
Arcane Travel 1. Increase armor class by +2
The mage can teleport to a location as long as 2. Increase armor class by +2
she is familiar with it in some way, either by 3. Increase armor class by +2
having seen it or having been there in the 4. Increase armor class by +2
past. The mage can travel up to 10 miles per 5. Increase armor class by +2
power level and can be accompanied by one 6. Increase armor class by +2
per power level. 7. Increase armor class by +2
Arcane Vision 8. Increase armor class by +2
The mage can see hidden, obscured and 9. Increase armor class by +2
invisible objects or persons within their 10. Increase armor class by +2
normal line of sight. The power functions for
one round per power level. Power Templates Usable:
Cold, Radiation, Energy X, Sonic, Earth,
Power Templates Usable: Water, Fire, Air, Electrical, Plant, Magical,
All spells are considered to have the Magical Alien, Magnetic, Light, Darkness, Gravity,
template. Animal (thick hide, carapace, etc), Psychic
Enhancement Templates: Enhancement Templates:
None Damage Field, Combined Effect

61
Powers

Speak to Animals:
Beast Control The character can ask questions of and
The hero can communicate with and control receive answers from animals, but does not
animals. One animal per power level can be make them any more friendly than normal.
controlled and commanded. The animal(s) Wary and cunning animals are likely to be
remain under the character's control for terse and evasive, while less intelligent
1 round per power level. animals may make inane comments. If an
animal is friendly toward the character, it
Animals targeted by Beast Control get a may perform some favor or service.
Wisdom save to resist the power's effect. Control Animal:
Commanding an animal to harm itself or to If the target animal fails the save, the
do something outside its nature requires an character can command it to perform any
Animal Handling roll. action it is normally capable of doing. When
the power ends, control reverts back to the
Power Level / Ability: animal.
1. Speak with Animals. Animal Trance:
2. Control Animals within 10', up to 2 HD of This power compels animals to do nothing
animals may be controlled. but watch the character.
3. Animal Trance, up to 4 HD of animals may Dominate Animal:
be controlled. Dominate Animal establishes a mental link
4. Control animals within 50', up to 6 HD of between the character and the target animal.
animals may be controlled. The animal can be directed by silent mental
5. Dominate Animal, up to 8 HD of animals command as long as it remains in sight. The
may be controlled. character does not receive direct sensory
6. Control animals within 100', up to 10 HD input from the animal, but does know what
of animals may be controlled. it is experiencing. Because the character is
7. Repel Animal, up to 12 HD of animals may directing the animal with his own
be controlled. intelligence, it may be able to undertake
8. Control animals within sight, up to 15 HD actions normally beyond its comprehension.
of animals may be controlled. The character does not need to concentrate
9. Animal Aspect, up to 18 HD of animals exclusively on controlling the animal unless
may be controlled. he is directing it to do something it normally
10. Control animals within 1,000', even out of couldn't do.
sight, up to 20 HD of animals may be Repel Animal:
controlled. An invisible barrier holds back all animals.
A number of HD equal to twice the power
The number of HD is the total number of hit level can be held back for 1 round per
dice which can be controlled, whether it is power level.
one or several animals.

62
Powers

Animal Aspect:
The character gains some beneficial qualities of an animal. The character's base form is
largely unchanged and size remains the same, but some body parts are altered. Armor or
gear adjusts to the new shape for the duration of the power. When using Animal Aspect, the
character chooses one of the following animals to gain the associated benefits. The
character can have only one Animal Aspect or Greater Animal Aspect active at a time.
Frog:
The character's legs become elongated and muscular. The character gains a +4 competence
bonus on Acrobatics checks, and all jumps are performed as if with a running start.
Gorilla:
The character's arms become long, flexible, and strong like those of a great ape. Her
unarmed damage die type increases by one step, and she gains a +4 competence bonus
when using the grapple or reposition combat maneuvers.
Monkey:
The character's hands and arms become dexterous like those of a simian. He gains a +4
competence bonus on Athletics checks made for climbing, and gets a +2 bonus to attacks
made by throwing an object or weapon.
Otter:
The character's hands and feet grow webbing, and lung capacity increases, allowing her to
move through the water with ease. She can Swim at half her normal speed. Additionally,
she can hold her breath for 4 rounds per point of Constitution before being forced to make
Constitution checks to continue holding her breath.
Raccoon:
The character's hands become extremely dexterous, and feet padded. He gains a +2
competence bonus on Sleight of Hand, and Stealth checks.
Cheetah:
The character's legs become built for running speed. She gains a +20 foot bonus to her base
speed.
Lizard:
The character's hands and feet develop climbing claws and pads. He gains a climb speed
equal to half his normal speed with all the benefits of having a natural climb speed.
Tiger:
The character grows claws which do 1D4 damage per power level.
Fish:
The character can breathe water and swims at twice her normal rate.

Power Templates Usable:


Magical, Alien, Animal,
! Psychic
Enhancement Templates:
Increased Range, Increased Duration, Combined Effect

63
Powers

Deflection
The character can cause attacks directed against him to miss, whether due to good luck,
great reaction time or a guardian angel. Note: the character must be aware of the attack to
deflect it.

Power Level / Ability:


1. Deflection bonus +2 to AC against 1 attack.
2. Deflection bonus +4 to AC against 1 attack.
3. Deflection bonus +6 to AC against 1 attack.
4. Deflection bonus +8 to AC against 1 attack.
5. Deflection bonus +10 to AC against 1 attack.
6. Deflection bonus +12 to AC against 1 attack. Deflection bonus +2 to AC against all
attacks. Reflection at -10.
7. Deflection bonus +14 to AC against 1 attack. Deflection bonus +4 to AC against all
attacks. Reflection at -8.
8. Deflection bonus +16 to AC against 1 attack. Deflection bonus +6 to AC against all
attacks. Reflection at -6.
9. Deflection bonus +18 to AC against 1 attack. Deflection bonus +8 to AC against all
attacks. Reflection at -4.
10. Deflection bonus +20 to AC against 1 attack. Deflection bonus +10 to AC against all
attacks. Reflection at -2.

Reflection:
If the attack misses the character can try to aim it back at the attacker. He uses his own
attack bonus but suffers the listed penalty on the to hit roll.

Power Templates Usable:


Cold, Radiation, Energy X, Sonic, Earth, Water,
Fire, Air, Electrical, Plant, Magical,
Alien, Magnetic, Light, Darkness, Gravity,
Animal, Psychic, Whirlwind
Enhancement Templates:
None

64
Powers

Density Control
(Decrease)
This power decreases the character's density making her both weightless and insubstantial.
She does not feel these effects and operates as if she was her normal weight and density.

The density decrease remains as long as the character wills it to.

When activated, the power is centered on the character.

Power Level / Ability


1. Damage reduction 2/energy, weight -x1.5. Can pass through objects with 2 or less
hardness. Can float 1 inch above horizontal surfaces.
2. Damage reduction 4/energy, weight -x1.75. Can pass through objects with 4 or less
hardness. Can float up to 6 inches above horizontal surfaces.
3. Damage reduction 6/energy, weight -x2. Can pass through objects with 6 or less
hardness. Can float up to 1 foot above horizontal surfaces.
4. Damage reduction 8/energy, weight -x3. Can pass through objects with 8 or less
hardness. Can float up to 5 feet above horizontal surfaces.
5. Damage reduction 10/energy, weight -x4.5. Can pass through objects with 10 or less
hardness. Can float up to 10 feet above horizontal surfaces.
6. Damage reduction 12/energy, weight -x6. Can pass through objects with 12 or less
hardness. Can float up to 20 feet above horizontal surfaces.
7. Damage reduction 14/energy, weight -x7.5. Can pass through objects with 14 or less
hardness. Can float up to 50 feet above horizontal surfaces.
8. Damage reduction 16/energy, weight -x9. Can pass through objects with 16 or less
hardness. Can float up to 100 feet above horizontal surfaces.
9. Damage reduction 18/energy, weight -x10.5. Can pass through objects with 18 or less
hardness. Can float up to 500 feet above horizontal surfaces.
10. Damage reduction 20/energy, weight -x12. Can pass through objects with 20 or less
hardness. Can float at any height above horizontal surfaces.

Power Templates Usable:


Energy X, Earth, Air, Magical, Alien, Magnetic, Gravity, Psychic
Enhancement Templates:
! Ranged, Increased Range, Area of Effect, Combined Effect

65
Powers

Density Control
(Increase)
This power increases the character's density making him harder and heavier. The character
, however, does not feel these effects and operates as if he were at his normal weight and
density.

The density increase remains as long as the character wills it to. When activated, the
power is centered on the character.

Power Level / Ability


1. Damage reduction 2/energy, weight x1.5 Unarmed damage 1D4
2. Damage reduction 4/energy, weight x1.75
3. Damage reduction 6/energy, weight x2, +1 bonus to strength, -1 penalty to Dexterity
and -1 penalty to all skills.
4. Damage reduction 8/energy, weight x3, +2 bonus to strength, -2 penalty to Dexterity
and -2 penalty to all skills. Unarmed damage 1D6
5. Damage reduction 10/energy, weight x4.5, +3 bonus to strength, -3 penalty to Dexterity
and -3 penalty to all skills.
6. Damage reduction 12/energy, weight x6, +4 bonus to strength, -4 penalty to Dexterity
and -4 penalty to all skills. Unarmed damage 1D8.
7. Damage reduction 14/energy, weight x7.5, +5 bonus to strength, -5 penalty to Dexterity
and -5 penalty to all skills.
8. Damage reduction 16/energy, weight x9, +6 bonus to strength, -6 penalty to Dexterity
and -6 penalty to all skills. Unarmed damage 1D10.
9. Damage reduction 18/energy, weight x10.5, +7 bonus to strength, -7 penalty to
Dexterity and -7 penalty to all skills.
10. Damage reduction 20/energy, weight x12, +8 bonus to strength, -8 penalty to Dexterity
and -8 penalty to all skills. Unarmed damage 1D12.

Power Templates Usable:


Energy X, Earth, Air, Magical, Alien,
Magnetic, Gravity, Psychic
Enhancement Templates:
Ranged, Increased Range, Area of Effect,
Combined Effect

66
Powers

Duplication
The character can make copies of herself. Empathy
For every Power Point invested in this group, The character can detect and change the
the character can make a duplicate of herself emotions of others.
with the following conditions. The character's
All effects are by touch and last one round
total current hit points are divided equally
per power level.
among all duplicates, i.e. if there is a total of
three - two duplicates plus the original - each
Power Level / Ability
one has 1/3 of the current hit points. In
1. Detect Emotions, detect strong emotions
addition, each duplicate gives a cumulative -2
within 10' radius per power level.
penalty to all skills, power ratings and attack
2. Calm Emotions, within 10' radius per
rolls. Duplicates remain for one round per
power level.
power level. Duplicates appear next to the
3. +4 bonus to resist any powers with Will
character, and must remain in sight of the
saves.
original.
4. Crushing Despair within 10' radius per
power level.
Power Templates Usable:
5. Fear within 10' radius per power level.
Cold, Radiation, Energy X, Sonic, Earth,
6. Heroism
Water, Fire, Air, Electrical, Plant, Magical,
7. +6 bonus to resist any powers with Will
Alien, Magnetic, Light, Darkness, Animal
saves.
(duplicates will be human), Psychic
8. Antipathy/Sympathy
Enhancement Templates:
9. +8 bonus to resist any powers with Will
Ranged (duplicates can be created at a
saves.
distance), Increased Range, Increased
10. Immune to fear and emotion based
Duration, Damage Field (duplicates are
effects
created when the character takes damage),
Combined Effect
Calm Emotions:
This power calms agitated creatures. The
character has no control over the affected
creatures, but Calm Emotions can stop
raging creatures from fighting or joyous
ones from reveling. Creatures so affected
cannot take violent actions (although they
can defend themselves) or do anything
destructive. Any aggressive action against
or damage dealt to a calmed creature
immediately breaks the power's effects.
Crushing Despair:
An invisible cone of despair causes great
sadness in the targets. Each affected
creature takes a -2 penalty on attack rolls,
saves, attribute checks, ability checks, skill
checks, and weapon damage rolls.

67
Powers

Energy Ray
The character can attack with energy rays.
Fear:
An invisible cone of terror causes each living Energy rays are emitted from any part of the
creature in the area to become panicked body, as chosen by the player, but typically
unless it succeeds in a Wisdom save. If most heroes and villains emit Energy Rays
cornered, a panicked creature begins from their eyes, hands or occasionally their
cowering. If the Wisdom save succeeds, the mouth.
creature is Shaken for 1 round.
Heroism: Energy beams are rays and therefore all of
This power imbues a single creature within the rules applying to rays apply to this
the character's line of sight with great bravery power group.
and morale in battle. The target gains a +2
bonus on attack rolls, saves, and skill checks. Energy Rays do 1d6 damage plus dexterity
Antipathy/Sympathy: bonus per power level. The range for
The character causes an object or location to Energy Rays is as shown below. In most
emanate empathic vibrations which repel cases the target does not get a save to avoid
either a specific kind of intelligent creature or the damage, but the character must make a
creatures of a particular alignment, as defined to hit roll against the target.
by you. The kind of creature to be affected
must be named specifically. A creature Power Level / Ability
subtype is not specific enough. Likewise, the 1. 20' range.
specific alignment to be repelled must be 2. 40' range.
named. Creatures of the designated kind or 3. 60' range.
alignment feel an urge to leave the area or to 4. 80' range.
avoid the affected item. 5. 100' range.
6. 150' range.
A compulsion forces them to abandon the 7. 200' range.
area or item, shunning it and never willingly 8. 250' range.
returning to it while the power is in effect. A 9. 500' range.
creature which makes a successful save can 10. 1,000' range.
stay in the area or touch the item but feels
uncomfortable doing so. This distracting Power Templates Usable:
discomfort reduces the creature's Dexterity Cold, Radiation, Energy X, Sonic, Earth,
score by 4 points. Water, Fire, Air, Electrical, Plant, Magical,
Alien, Magnetic, Light, Darkness, Gravity,
Power Templates Usable: Psychic
Energy X, Magical, Alien, Psychic Enhancement Templates:
Enhancement Templates: Increased Range, Area of Effect, Blast,
Ranged, Increased Range (Require ranged), Beam, Aim, Cloud, Splash, Combined
Area of Effect, Increased Duration, Effect, Pinned, Stunning, Explosion,
Combined Effect, Confusion Paralysis, Energy Drain, Nauseated,
Bleeding, Blindness, Confusion, Deafened,
Poison, Disease, Whirlwind, Explosion,
Damage Field

68
Powers

Entanglement
The character can use this power to capture others; the character is also skilled at escaping
from entanglements.

The effect is by touch.

This power causes some sort of material to wrap around a foe. Creatures which fail a
Dexterity save (DC 10 + Power level) gain the Entangled condition. Creatures which make
their save can move normally.

The default strength of the entangling material is 10; this can be changed by a power
temperate.

Power Level / Ability


1. +2 DC to any strength checks or escape artist skill attempts to break free.
2. +4 DC to any strength checks or escape artist skill attempts to break free.
3. +6 DC to any strength checks or escape artist skill attempts to break free.
4. +8 DC to any strength checks or escape artist skill attempts to break free.
5. +10 DC to any strength checks or escape artist skill attempts to break free.
6. +12 DC to any strength checks or escape artist skill attempts to break free
7. +14 DC to any strength checks or escape artist skill attempts to break free
8. +16 DC to any strength checks or escape artist skill attempts to break free
9. +18 DC to any strength checks or escape artist skill attempts to break free
10. +20 DC to any strength checks or escape artist skill attempts to break free

Power Templates Usable:


Cold, Radiation, Energy X, Sonic, Earth, Water, Fire, Air, Electrical, Plant, Magical, Alien,
Magnetic, Light, Darkness, Gravity, Animal, Psychic
Enhancement Templates:
Ranged, Increased Range (requires Ranged), Area of Effect, Increased Duration, Damage
Field, Combined Effect, Pinned, Stunning, Paralysis, Energy Drain, Nauseated, Bleeding,
Blindness, Confusion, Deafened, Poison, Disease, Whirlwind

69
Powers

Flight
The character can fly and maneuver in the air.

Characters with wings or some other natural


means of flying gain the Acrobatics
proficiency bonus. This is either determined
by a minor or major item disadvantage Force Field
template or when the character first acquires
the power. Manipulation
The character can generate force and / or
Power Level / Ability energy fields, which protect from harm.
1. Tactical 20' of flight per round, up to 100' These fields can be used for personal
in height. Overland flight of 10 mph. protection or to defend others.
2. Tactical 30' of flight per round, up to 150'
in height. Overland flight of 20 mph. By default, the field is centered on the
3. Tactical 40' of flight per round, up to 200' character and remains active for one round
in height. Overland flight of 40 mph. per power level.
4. Tactical 50' of flight per round, up to 300'
in height. Overland flight of 80 mph. Power Level / Ability
5: Tactical 60' of flight per round, up to 500'1. Hardness of 2 with 5 HPs, +4 deflection
in height. Overland flight of 160 mph. bonus
6. Tactical 70' of flight per round, up to 1,000'
2. Hardness of 4 with 10 HPs, Resist Energy
in height. Overland flight of 250 mph. (Pick One)
7. Tactical 80' of flight per round, up to 2,000'
3. Hardness of 6 with 15 HPs, 10 ft radius
in height. Overland flight of mach 1. 4. Hardness of 8 with 20 HPs, Protection
8. Tactical 90' of flight per round, up to 4,000'
from Energy (Pick one)
in height. Overland flight of mach 2. 5. Hardness of 10 with 25 HPs, 20 ft radius
9. Tactical 100' of flight per round, up to 6. Hardness of 12 with 30 HPs, Protection
10,000' in height. Overland flight of mach 5. from Energy (Pick two)
10. Tactical 120' of flight per round, can 7. Hardness of 14 with 35 HPs, Multiple
reach orbit. Overland flight of mach 10. fields (requires a Concentration check with
+2 DC for each additional field)
Power Templates Usable: 8. Hardness of 16 with 40 HPs, Protection
Cold (from ice slides, etc), Radiation, Energy from Energy (Pick three)
X, Sonic, Earth (from earth slides), Water 9. Hardness of 18 with 45 HPs, 50 ft radius
(from water spouts, etc), Fire (from heat 10. Hardness of 20 with 50 HPs, Protection
waves, etc), Air (from air currents, etc), from Energy (All)
Electrical (along bolts of energy), Plant (on
vines, etc), Magical, Alien, Magnetic, Light, Resist Energy:
Darkness, Gravity, Animal (Wings, etc), The power gives limited protection from
Psychic damage caused by the selected energy
Enhancement Templates: type(s): acid, cold, electricity, fire, energy X
Combined Effect or sonic. The character has Resist Energy 10
against the selected type, meaning each time
she is subjected to such damage it is
reduced by 10 points before being applied
to the her hit points.

70
Powers

Protection from Energy:


Protection from Energy gives immunity to
Generate Elemental
the selected energy type(s) (When the power
is activated while the Field is active.
Materials
The character can use this power to generate
Available energy types include: acid, cold,
specific materials or elemental force. Stones
electricity, fire, energy X, and sonic. The
appear out of the ground at his call, flames
power absorbs 12 points of energy damage
burst from his hands or water flows. The
per power level (To a maximum of 120 points
material or force must be chosen when the
at power level 10). Absorbed energy is
power is first gained. Note this power does
harmlessly is discharged.
not give the character control of the material
or force, only the ability to generate large
Power Templates Usable:
amounts of it within a given space and time.
Cold, Radiation, Energy X, Sonic, Earth,
Water, Fire, Air, Electrical, Plant, Magical, Generated materials remain for 1 round per
Alien, Magnetic, Light, Darkness, Gravity, power level.
Animal, Psychic
Enhancement Templates: Generated materials appear anywhere
Increased Range, Area of Effect, Increased within the character's line of sight.
Duration, Damage Field, Combined Effect, Power Level / Ability:
Wall 1. Can generate up to 5 cubic feet of
material or force.
2. Can generate up to 10 cubic feet of
material or force.
3. Can generate up to 15 cubic feet of
material or force.
4. Can generate up to 20 cubic feet of
material or force.
5. Can generate up to 25 cubic feet of
material or force.
6. Can generate up to 50 cubic feet of
material or force.
7. Can generate up to 75 cubic feet of
material or force.
8. Can generate up to 100 cubic feet of
material or force.
9. Can generate up to 250 cubic feet of
material or force.
10. Can generate up to 500 cubic feet of
material or force.
Power Templates Usable:
Acid, Air, Alien, Animal, Cold, Darkness,
Earth, Electricity, Energy X, Fire, Gravity,
High, Gravity, Low, Light, Magnetism,
Magical, Plant, Radiation, Sonic, Water
Enhancement Templates:
Area of Effect, Combined Effect, Increased
Duration, Wall, Whirlwind

71
Powers

Grow/Shrink Item
The character can change the size of inanimate objects.
The power remains in effect as long as the character wills it. The character is normally the
only one effected but taking the Area of Effect template allows the power to effect others.

Power Level / Ability


1. x2 increase in size in each dimension, decrease to 1/2 size in each dimension
(effectively changes size of item by one category)
2. x4 increase in size in each dimension, decrease to 1/4 size in each dimension
(effectively changes size of item by one category)
3. x8 increase in size in each dimension, decrease to 1/8 size in each dimension
(effectively changes size of item by one category)
4. x16 increase in size in each dimension, decrease to 1/16 size in each dimension
(effectively changes size of item by one category)
5. x32 increase in size in each dimension, decrease to 1/32 size in each dimension
(effectively changes size of item by one category)
6. x64 increase in size in each dimension, decrease to 1/64 size in each dimension
(effectively changes size of item by one category)
7. x128 increase in size in each dimension, decrease to 1/128 size in each dimension
(effectively changes size of item by one category)
8. x256 increase in size in each dimension, decrease to 1/256 size in each dimension
(effectively changes size of item by one category)
9. x512 increase in size in each dimension, decrease to 1/512 size in each dimension
(effectively changes size of item by one category)
10. x1024 increase in size in each dimension, decrease to 1/1024 size in each dimension
(effectively changes size of item by one category)

Power Templates Usable:


Energy X, Magical, Alien, Animal, Psychic
Enhancement Templates:
Area of Effect, Ranged, Increased Range (requires Ranged), Combined Effect

72
Powers

Growth Healing
The character can change his size, gaining The character can heal with a touch of her
bonuses for doing so. hand. She must be able to touch the target
The power remains in effect as long as the for this power to take effect.
character wills it. Normally, the character is
the only one effected by Growth, but Power Level / Ability
applying the Area of Effect template allows it 1. 1D4 HPs.
to effect others. 2. 1D8 HPs.
3. 2D4 HPs.
Power Level / Ability 4. 3D4 HPs.
1. +1 Strength, height doubles, weight x5, +1 5. 4D4 HPs.
Constitution, +1 natural armor. Large creature 6. 1D4 HPs, up to 10' distance, or 4D4 HPs
modifiers apply. touch.
2. +3 Strength, height tripled, weight x10, +2 7. 5D4 HPs. Heal effects of Poisons, or 1D4
Constitution, +2 natural armor. Large creature HPs, up to 10' distance.
modifiers apply. 8. 2D4 HPs, up to 10' distance, or 5D4 HPs
3. +5 Strength, height x4, weight x15, +3 touch.
Constitution, +3 natural armor. Huge creature 9. 6D4 HPs. Heal effects of Disease, or 2D4
modifiers apply. HPs, up to 10' distance.
4. +7 Strength, height x5, weight x20, +4 10. 3D4 HPs, up to 10' distance, or 6D4
Constitution, +4 natural armor. Huge creature HPs touch.
modifiers apply.
5. +9 Strength, height x6, weight x40, +5 Power Templates Usable:
Constitution, +5 natural armor. Huge creature Energy X, Magical, Alien, Animal, Psychic
modifiers apply. Enhancement Templates:
6. +12 Strength, height x6, weight x40, +6 Ranged, Increased Range (requires
Constitution, +6 natural armor. Gargantuan Ranged), Area of Effect, Combined Effect
creature modifiers apply.
7. +14 Strength, height x6, weight x40, +7
Constitution, +7 natural armor. Gargantuan
creature modifiers apply.
8. +16 Strength, height x6, weight x40, +8
Constitution, +8 natural armor. Gargantuan
creature modifiers apply.
9. +18 Strength, height x6, weight x40, +9
Constitution, +9 natural armor. Colossal
creature modifiers apply.
10. +20 Strength, height x6, weight x40, +10
Constitution, +10 natural armor. Colossal
creature modifiers apply.

Power Templates Usable:


Energy X, Magical, Alien, Animal, Psychic
Enhancement Templates:
Area of Effect, Ranged, Increased Range
(requires Ranged), Combined Effect

73
Powers

Illusions
The character can fool others' senses. Illusions remain for one round per power level and
can be created anywhere within the character's line of sight.

Power Level / Ability


1. Visual images only, no other senses affected. Up to 5 cubic feet in size. Cannot cause
harm or be touched.
2. Sound and Sight illusions. Illusions can be seen and heard; other senses are not affected.
Up to 10 cubic feet in size. Cannot cause harm or be touched.
3. Sound, Sight and smell illusions. Illusions can be seen, smelled and heard; other senses
are not affected. Up to 20 cubic feet in size. Cannot cause harm or be touched.
4. Touch, Smell, Sight and Sound based illusions. Illusions can be seen, heard, smelled
and touched; other senses are not affected. Up to 40 cubic feet in size. Illusions can cause
up to 1D4 damage per power level.
5. Touch, Smell, Sight, Taste and Sound based illusions. Illusions can fool all senses. Up
to 100 cubic feet in size. Illusions can cause up to 1D4 damage per power level.
6. Illusions can fool all senses. Up to 200 cubic feet in size. Illusions can cause up to 1D4
damage per power level.
7. Illusions can fool all senses. Up to 500 cubic feet in size. Illusions can cause up to 1D4
damage per power level.
8. Illusions can fool all senses. Up to 1,000 cubic feet in size. Illusions can cause up to
1D6 damage per power level.
9. Illusions can fool all senses. Up to 2,000 cubic feet in size. Illusions can cause up to
1D6 damage per power level.
10. Illusions can fool all senses. Up to 5,000 cubic feet in size. Illusions can cause up to
1D8 damage per power level.

Power Templates Usable:


Energy X, Sonic, Magical, Alien, Light, Darkness, Psychic
Enhancement Templates:
Increased Range, Area of Effect Increased Duration, Combined Effect

74
Powers

Innate Skill
(No Power Activation Roll Required)
Immunity The character gains one free skill
(No Power Activation Roll Required) proficiency. This can be applied to any skill.
The character is protected from various Once applied, it cannot be changed for 24
effects. Normally this only applies to the hours. For example, Jill of All-Trades has
character but can be extended to others with Innate Skill. Her partner, Jack, is injured in
the Area of Effect template. The effect is battle with the Mellifluous Plumber. Jill
centered on the character. needs to perform First Aid but doesn't have
the Medicine skill. She can use her Innate
Select one immunity when taking this power. Skill to gain her proficiency bonus on
Additional immunities can be selected with Medicine.
additional purchases of this power.
Power Templates Usable:
List of possible Immunities: Energy X, Magical, Alien, Psychic
Poison Enhancement Templates:
Disease Increased Duration, Combined Effect
Vacuum
Energy Drain
Charm / Mind Control
Entanglement
Magic
Endure Elements
Aging
Homeostasis (no eat, drink or sleep)

Endure Elements:
The character suffers no harm from being in a
hot or cold environment. He is comfortable in
conditions between -50 and 140 degrees
Fahrenheit (-45 and 60 degrees Celsius)
without having to make Fortitude saves. His
equipment is also protected.

Endure elements doesn't provide protection


from fire or cold damage, nor does it protect
against other environmental hazards such as
smoke, lack of air, and so forth.

Power Templates Usable:


Energy X, Magical, Alien, Animal, Psychic
Enhancement Templates:
Ranged, Increased Range (requires Ranged),
Area of Effect, Combined

75
Powers

Invisibility
The character can become invisible. Under some conditions, this power can be extended
to others.

The power remains in effect for one round per power level. It is centered on the character.
Gear carried by the invisible character is also invisible.

Items which are dropped or put down by an invisible character become visible; items
picked up by the character disappear if tucked into clothing or pouches. If the character
carries a flashlight or other light source the source is invisible, but the light is not. (The
effect is that of a light with no visible source.) Any part of a carried item that extends
more than 10 feet from the character becomes visible. Of course, while invisible the
character is not silenced, and certain other conditions can render him detectable (such as
swimming in water or stepping in a puddle). If a check is required, a stationary invisible
character has a +40 bonus on his Stealth checks. This bonus is reduced to +20 if he is
moving.

The power ends if the character attacks any creature. For purposes of Invisibility, an
attack includes any power, which targets a foe or has an area or effect which includes a
foe. Exactly who is a foe depends on the invisible character's perceptions. Actions
directed at unattended objects do not end the power. Causing harm indirectly is not an
attack. Thus, an invisible character can open doors, talk, eat, climb stairs, summon
creatures and have them attack, cut the ropes holding a rope bridge while enemies are on
the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If
the character attacks directly, however, he immediately becomes visible along with all his
gear.

Power Templates Usable:


Energy X, Magical, Alien, Magnetic, Light, Darkness, Psychic
Enhancement Templates:
Ranged, Increased Range (requires Ranged), Area of Effect, Combined Effect

76
Powers

Invulnerability
(No Power Activation Roll Required)
The character is immune to most types of
Mimic
The character can change her appearance
physical harm.
with the following restrictions. The effect is
centered on the character. She has to have
Gains DR 2/ - per power level against any
seen the subject to be copied.
physical attack (i.e. fists, arrows, bullets,
thrown weapons, etc). Add +2 to the power
The power remains in effect for 1 round per
check for every 10 points of damage stopped
power level. The effect only applies to the
by this power. The Invulnerability lasts until
character unless modified by a template.
its maximum damage has been reached. At
that point, the character cannot use
Power Level / Ability
Invulnerability for 10 rounds.
1. Minor appearance change, face and slight
size alteration.
When Invulnerability is first taken the player
2. Major appearance change, face, body and
must pick one vulnerability, which the power
slight size alteration.
cannot stop. This can be any material or
3. Clothing can be changed.
energy type.
4. Sex can be changed, as well as major size
alteration.
Example: Power Lad has the power
5. Subtle changes can be made to create
Invulnerability, but is still susceptible to the
slight differences in face or body, clothing.
dark energies of the moon. Whenever he is
Master of control gained.
attacked with powers which have the Dark
6. Major changes to clothing, turning it into
power template his Invulnerability fails him.
altogether different materials and use. Basic
abilities such as water breathing or flight are
Power Templates Usable:
gained if copying a creature that can fly or
Cold, Radiation, Energy X, Sonic, Water,
breath water. Must still be humanoid.
Fire, Air, Electrical, Plant, Magical, Alien,
7. Basic shape can be altered, changing into
Magnetic, Light, Darkness, Gravity, Animal,
different humanoid races and alien
Psychic
creatures. Must still be humanoid.
Enhancement Templates:
8. Major abilities gained if the copied
Combined Effect
creature possessed them. Must still be
humanoid.
9. Can change size by double or half.
10. Complete control of the character's
form. Must still be humanoid.

Power Templates Usable:


Energy X, Plant, Magical, Alien, Light,
Darkness, Animal, Psychic
Enhancement Templates:
Ranged, Increased Range (requires
Ranged), Area of Effect, Increased
Duration, Combined Effect

77
Powers

Multiple Limbs Natural Weapons


(No Power Activation Roll Required) (No Power Activation Roll Required)
The character has enough manual dexterity to A character with Natural Weapons can
use tools, wield weapons, etc. with the choose to deal subdual or lethal damage.
additional limbs. However, there is a -10 The character also gets to choose the form
penalty for each secondary attack or skill of his natural weaponry. (Bite, claw, slam,
which is attempted using the limb(s). The sting)
character can triple her normal number of
limbs. i.e. a human can have an additional Power Level / Ability
four arms and four legs. 1. Increase damage to 1d4.
2. Increase damage to 1d6.
Extra legs increase base movement rate by 3. Increase damage to 1d8.
10' per limb. 4. Increase damage to 2d6.
5. Increase damage to 3d6.
Each power level creates a new limb. 6. Increase damage to 4d6.
7. Increase damage to 6d6.
Power Templates Usable: 8. Increase damage to 8d6.
Cold, Radiation, Energy X, Sonic, Earth, 9. Increase damage to 10d6.
Water, Fire, Air, Electrical, Plant, Magical, 10. Increase damage to 12d6.
Alien, Magnetic, Light, Darkness, Animal,
Psychic Power Templates Usable:
Enhancement Templates: Cold, Radiation, Energy X, Sonic, Earth,
Combined Effect Water, Fire, Air, Electrical, Plant, Magical,
Alien, Magnetic, Light, Darkness, Gravity,
Animal, Psychic
Enhancement Templates:
Ranged, Increased Range (requires
Ranged), Area of Effect, Combined Effect,
Pinned, Stunning, Paralysis, Energy Drain,
Nauseated, Bleeding, Blindness, Confusion,
Deafened, Poison, Disease

78
Powers

Plant Control
The character can control plants within her line of sight. She can also speak with plants.
She can shape and move up to 5 cubic feet of plant life per power level. The effects last
one round per power level. Plants will have 5 Hardness and 10 HPs. per power level per 5'
area.

Plants which are used to attack have 1/2 the character's base attack and do 1D4 damage per
power level.

Power Templates Usable:


Energy X, Plant, Magical, Alien, Psychic
Enhancement Templates:
Area of Effect Increased Duration, Combined Effect, Pinned, Stunning, Wall, Paralysis,
Energy Drain, Nauseated, Bleeding, Blindness, Confusion, Poison, Disease

79
Powers

Plasticity
The character can alter the shape of his body as listed below.

Power Level / Ability


1. Increase length by 50% in exchange for 50% reduction in width and depth or vice versa.
Damage Resistance vs. Bludgeoning/Ballistics 5.
2. Increase length by 50% in exchange for 50% reduction in width and depth or vice versa.
3. Increase length by 50% in exchange for 50% reduction in width and depth or vice versa.
4. Increase length by 50% in exchange for 50% reduction in width and depth or vice versa.
5. Increase length by 50% in exchange for 50% reduction in width and depth or vice versa.
Damage Resistance vs. Bludgeoning/Ballistics 10
6. Increase length by 50% in exchange for 50% reduction in width and depth or vice versa.
7. Increase length by 50% in exchange for 50% reduction in width and depth or vice versa.
8. Increase length by 50% in exchange for 50% reduction in width and depth or vice versa.
9. Increase length by 50% in exchange for 50% reduction in width and depth or vice versa.
10. Increase length by 50% in exchange for 50% reduction in width and depth or vice versa.
Damage Resistance vs. Bludgeoning/Ballistics 15

Power Templates Usable:


Radiation, Energy X, Sonic, Earth, Water, Fire, Air, Electrical, Plant, Magical, Alien,
Magnetic, Light, Darkness, Animal, Psychic
Enhancement Templates:
Combined Effect

80
Powers

Power Absorption
For every point invested in this power group
the character can invest one point in a power
group that another character has as long as it
is observed in action. The power has a touch
range. Once a Power Point has been used in
this manner it cannot be changed for 4 hours.
The character does not have to spend all of
her Power Points on one power group. If
another character has eight Power Points in Psychic Powers
one power, she may only want to gain the The character can perform wonders with his
first three levels, saving her other Power mind. Each level offers a new ability, as
Absorption points for other powers. She can shown below. Each power has a range of 50'
distribute Power Absorption points among per power level and can affect one person
different powers which have been observed. per power level unless otherwise stated.
She does not have to make a Power Each target of the power after the first adds
Activation roll to use Power Absorption but +2 to the Power Activation roll.
the absorbed power may require such rolls.
Additionally, she cannot increase the strength All saves against this power are Wisdom
of her own powers or use power feats with saves.
Power Absorption. For example, KopyKat
sees a villain flying away. She wants to catch
Power Level / Ability
him but does not have any points in the Flight
1. Telepathy. (Communication both ways)
power group. Fortunately, she has Power Save to close connection.
Absorption She spends two points from the 2. Mind Darts, 1D4 damage. (One target
Power Absorption group to gain the first two
only)
levels of the Flight power group. 3. Clairvoyance. See into obscured, hidden,
or out of sight places. (One location only)
Power Templates Usable: 4. Precognition. +2 for initiative, to hit, and
Energy X, Plant, Magical, Alien, Light, skill rolls.
Darkness, Animal, Psychic 5. Mind Shield(s). +1 per power level to
Enhancement Templates: Save vs. mental effects.
Ranged, Increased Range (requires Ranged), 6. Mind Control. Force a single action. Save
Increased Duration, Combined Effect, to negate.
Whirlwind, Explosion, Damage Field 7. Telekinesis. Up to 10 lbs. per power
level. Object must be in line of sight.
8. Implant Thoughts. Place one thought per
power level. Save to negate.
9. Astral Travel. Travel up to 1 mile per
power level with out of body movement.
10. Remove Thoughts. Remove one thought
per power level. Save to negate.

Power Templates Usable:


Energy X, Magical, Alien, Psychic
Enhancement Templates:
Combined Effect

81
Powers

Regeneration
(No Power Activation Roll Required)
The character can heal herself of almost any
amount of damage.

Power Level / Ability


1. Regenerate 1 HP per round.
2. Regenerate 2 HPs. per round.
3. Regenerate 3 HPs. per round.
4. Regenerate 4 HPs. per round.
Shape Shifter
5. Regenerate 5 HPs. per round. Inorganic
6. Regenerate 5 HPs. per round; can The character can alter her form; the
regenerate lost limbs, taking several hours. adopted shape can be any non-organic
7. Regenerate 5 HPs. per round; can object. She can pick one form per power
regenerate lost limbs, taking several minutes. level. The power's duration is one minute
8. Regenerate 5 HPs. per round; can per power level and the effect is centered on
regenerate lost organs, taking several hours. the character.
9. Regenerate 5 HPs. per round; can
regenerate lost organs, taking several Power Level / Ability
minutes. 1. Natural materials: dirt, water, etc.
10. Regenerate 5 HPs. per round; can 2. Manufactured materials: metal, glass,
regenerate lost limbs, taking 1D10 rounds. concrete, etc.
3. Simple devices: wheel, canoe, etc.
Power Templates Usable: 4. Unnatural objects: alien materials, etc.
Energy X, Magical, Alien, Animal, Psychic 5. Complex devices: car, train, plane. etc.
Enhancement Templates: 6. Magical materials
Combined Effect 7. Large or small devices, up to double
normal mass or 1/2 mass.
Resist Energy 8. Huge or tiny devices, up to x4 mass or 1/
4 mass.
(No Power Activation Roll Required)
9. Very complex devices: computer, gun,
The character has limited protection from a
space ship.
selected type of energy damage: acid, cold,
10. Massive objects: up to x10 mass or 1/10
electricity, fire, energy X or sonic. The
normal mass.
character has Resist Energy 12 against the
selected energy type, meaning each time he is
Power Templates Usable:
subjected to such damage it is reduced by 12
Energy X, Electrical, Magical, Alien,
points before the remaining damage is
Magnetic, Psychic
applied to his hit points. Resist Energy
Enhancement Templates:
increases by 12 per power level to a
Combined Effect
maximum of 120 points at power level 10.

Power Templates Usable:


Energy X, Magical, Alien, Animal, Psychic
Enhancement Templates:
Ranged, Increased Range (requires Ranged),
Area of Effect, Combined Effect

82
Powers

Shape Shifter
(Organic)
The character can alter his form; the adopted
shape can be any organic object or creature.
When the character gains this power he must Shrink
choose either objects or creatures. He can The character can reduce his size.
then select one form per power level. The
forms should be chosen from one of the The power remains in effect as long as he
following categories: Alien Creatures, wills it. Normally he is the only one
Magical Creatures, Natural Animals, and affected but taking the Area of Effect
Plants. template allows the power to effect others.

Example: Animal Girl has Shape Change Power Level / Ability


Organic and chooses animals for her 1. Decrease size to 1/2. Gain the small size
allowable forms. She has a power level of 3 modifiers.
so she can pick three types of animals to 2. Decrease size to 1/4. Gain the small size
change into; all three will start from her modifiers.
general body mass of 80 lbs. If she picked a 3. Decrease size to 1/8. Gain the tiny size
Mouse, Dog and Eagle she would be a 26 lb modifiers.
mouse and thus a very large one. If she had 4. Decrease size to 1/16. Gain the tiny size
the power at 8th level she could change her modifiers.
body mass up or down by a factor of 20, 5. Decrease size to 1/32. Gain the
thereby becoming a closer to true-sized diminutive size modifiers.
mouse of only 4 lbs. 6. Decrease size to 1/64. Gain the fine size
modifiers.
The duration is one minute per power level. 7. Decrease size to microscopic (The size of
a single-celled organism)
Power Level / Ability 8. Decrease size to microscopic (The size of
1. No change in body mass. a large molecule)
2. x2 body mass, or 1/2 body mass 9. Decrease size to microscopic (The size of
3. x3 body mass, or 1/3 body mass an atom)
4. x4 body mass, or 1/4 body mass 10. Decrease size to microscopic (The size
5. x6 body mass, or 1/6 body mass of a subatomic particle)
6. x8 body mass, or 1/8 body mass
7. x10 body mass, or 1/10 body mass Power Templates Usable:
8. x20 body mass, or 1/20 body mass Energy X, Magical, Alien, Animal, Psychic
9. x30 body mass, or 1/30 body mass Enhancement Templates:
10. x50 body mass, or 1/50 body mass Area of Effect, Ranged, Increased Range
(requires Ranged), Combined Effect
Power Templates Usable:
Energy X, Electrical, Magical, Alien,
Magnetic, Psychic
Enhancement Templates:
Combined Effect

83
Powers

Summon Animals Super Attribute


The character can summon animals either (No Power Activation Roll Required)
from the surrounding area or out of nowhere. The character has one attribute increased to
The total Hit Dice of animals that can be prodigious levels.
summoned is based on power level.
Power Level / Ability
The animals are under the character's control 1. Increase Attribute Score by 3.
for 1 round per power level. If a summoned 2. Increase Attribute Score by 3.
animal is forced to harm itself or to do 3. Increase Attribute Score by 3.
something outside its nature the character 4. Increase Attribute Score by 3.
must make a Concentration skill roll. 5. Increase Attribute Score by 3.
6. Increase Attribute Score by 3.
Power Level / Ability: 7. Increase Attribute Score by 3.
1. Speak with Animals. Can summon up to 2 8. Increase Attribute Score by 3.
HD of animals. 9. Increase Attribute Score by 3.
2. Can summon up to 4 HD of animals. 10. Increase Attribute Score by 3.
3. Can summon up to 6 HD of animals.
4. Can summon up to 8 HD of animals. Power Templates Usable:
5. Can summon up to 10 HD of animals. Cold, Radiation, Energy X, Sonic, Earth,
6. Can summon up to 12 HD of animals. Water, Fire, Air, Electrical, Plant, Magical,
7. Can summon up to 14 HD of animals. Alien, Magnetic, Light, Darkness, Gravity,
8. Can summon up to 16 HD of animals. Animal, Psychic
9. Can summon up to 18 HD of animals. Enhancement Templates:
10. Can summon up to 20 HD of animals. Combined Effect

Power Templates Usable:


Magical, Alien, Animal, Psychic
Enhancement Templates:
Increased Range, Area of Effect, Duration,
Increased Duration, Combined Effect

84
Powers

Super Leap Super Senses


(No Power Activation Roll Required) (No Power Activation Roll Required)
The character can leap really far. The character has one enhanced sense,
which is selected when the power is gained.
Power Level / Ability
1. Can leap 10' vertically and 15' horizontally. Power Level / Ability
Does not take damage from falling when 1. +2 to all Perception skill rolls when using
using this power. Still takes damage from the super sense.
falling if stunned, flat-footed, etc. 2. +4 to all Perception skill rolls when using
2. Can leap 10' vertically and 15' horizontally. the super sense.
3. Can leap 20' vertically and 25' horizontally. 3. +6 to all Perception skill rolls when using
4. Can leap 30' vertically and 35' horizontally. the super sense.
5. Can leap 40' vertically and 45' horizontally. 4. +8 to all Perception skill rolls when using
6. Can leap 50' vertically and 55' horizontally. the super sense.
7. Can leap 70' vertically and 75' horizontally. 5. +10 to all Perception skill rolls when
8. Can leap 100' vertically and 100' using the super sense.
horizontally. 6. +12 to all Perception skill rolls when
9. Can leap 150' vertically and 150' using the super sense.
horizontally. 7. +14 to all Perception skill rolls when
10. Can leap 200' vertically and 205' using the super sense.
horizontally. 8. +16 to all Perception skill rolls when
using the super sense.
Power Templates Usable: 9. +18 to all Perception skill rolls when
Energy X, Magical, Alien, Gravity, Animal. using the super sense.
Psychic 10. +20 to all Perception skill rolls when
Enhancement Templates: using the super sense.
Combined Effect
Power Templates Usable:
Energy X, Magical, Alien, Animal, Psychic
Enhancement Templates:
Combined Effect

85
Powers

Super Speed
(No Power Activation Roll Required)
The character moves at extreme speeds. The bonuses to tactical ground movement listed
below are cumulative, i.e. +100' total at Power Level 10.

Power Level / Ability


1. +10' per round tactical ground movement; 40 mph overland movement rate.
2. +10' per round tactical ground movement; 60 mph overland movement rate.
3. +10' per round tactical ground movement; 80 mph overland movement rate.
4. +10' per round tactical ground movement; 120 mph overland movement rate.
5. Hyper Self
6. +10' per round tactical ground movement; 160 mph overland movement rate.
7. +10' per round tactical ground movement; 240 mph overland movement rate.
8. +10' per round tactical ground movement; mach 1 overland movement rate.
9. +10' per round tactical ground movement; mach 3 overland movement rate.
10. +10' per round tactical ground movement; mach 5 overland movement rate.

Hyper Self:
The character just moves and acts more quickly than normal. This extra speed has several
effects.

When making a full attack action, a hyper self character can make one extra attack with
one natural or manufactured weapon. The attack is made using her full base attack bonus,
plus any modifiers appropriate to the situation. This effect is not cumulative with similar
effects, such as that provided by a speed weapon, nor does it actually grant an extra action,
so she can't use it to activate another power or otherwise take an extra action in the round.

A hyper self character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and
Reflex saves. Any condition that causes her to lose her Dexterity bonus to Armor Class (if
any) also removes this Hyper Self bonus.

Power Templates Usable:


Energy X, Magical, Alien, Animal, Psychic
Enhancement Templates:
Combined Effect

86
Powers

Teleportation Wall-Crawling
The character is able to travel great distances The character can cling to and climb
in the blink of an eye. surfaces under any condition. Bonuses in
this power group stack with each other.
Power Level / Ability
1. Up to 100', must have a clear view of Power Level / Ability
destination. 1. +2 to Athletics checks to climb surfaces.
2. Up to 200', must have a clear view of 2. +2 to Athletics checks to climb surfaces.
destination. 3. +2 to Athletics checks to climb surfaces.
3. Up to 500', must have a clear view of 4. +2 to Athletics checks to climb surfaces.
destination. 5. +2 to Athletics checks to climb surfaces.
4. Can carry one other person. 6. +2 to Athletics checks to climb surfaces.
5. Up to 1,000', must have been to destination 7. +2 to Athletics checks to climb surfaces.
once before. 8. +2 to Athletics checks to climb surfaces.
6. Up to 1 mile, must have been to the 9. +2 to Athletics checks to climb surfaces.
destination once before. 10. +2 to Athletics checks to climb surfaces.
7. Up to 10 miles, to any destination, even
those not visited before or seen. Power Templates Usable:
8. Can carry up to one person per power Energy X, Electrical, Plant, Magical, Alien,
level. Magnetic, Gravity, Animal, Psychic
9. Up to 50 miles, to any destination, even Enhancement Templates:
those not visited before or seen. Combined Effect
10. Up to 100 miles, to any destination, even
those not visited before or seen.

Power Templates Usable:


Radiation, Energy X, Sonic, Electrical,
Magical, Alien, Magnetic, Light, Darkness,
Psychic
Enhancement Templates:
Combined Effect

87
Powers

Weather Manipulation
The character can change the weather. The effect fills an area centered on the character
with a radius of 10' per power level. The weather remains in effect for 1 round per power
level.

Power Level / Ability


1. Summon Wind, up to 5 mph per power level.
2. Summon Fog; this thick fog obscures the area and makes tracing a line of sight almost
impossible; perception checks in the area are made at -2 per power level.
3. Summon Rain - driving rain. Within the area of effect reduces all forms of movement
by 1', and all perception checks by -1 per power level. Open flames are extinguished and
fire based powers suffer a +2 Power Activation modifier per power level.
4. Call Lightning; calls one bolt of lighting doing 1d6 of damage per power level. Strikes
one target which gets a save for 1/2 effect.
5. Summon Ice Storm; the ground becomes slick with ice; all movement is reduced to 5'
per round. Moving at greater speeds results in a Reflex save to remain standing after the
movement. Apply +1 DC to the save for each additional 5' of movement in the effected
area. All exposed characters suffer from extreme cold and must make a Fort Save at DC
10 (+2 per power level) or suffer -2 to all actions.
6. Call Lightning Bolt, as Call Lighting but the damage is 1D8 per power level.
7. Summon Blizzard - blinding snow covers the area with high winds and hail, dealing
1d6 cold damage per power level to every creature in the area. This damage only occurs
once, when the power is activated. For the remaining duration, heavy snow and sleet
covers the area. Creatures in the area take a -4 penalty on Perception checks and the
entire area is treated as difficult terrain. At the end of the duration, the snow and hail
disappear, leaving no after-effects (other than the damage dealt).
8. Control Weather, Greater; area of effect is expanded to a 5 mile radius; duration is
extended to 1d6+1 days, automatically control all variables.
9. Summon Tornado - creates a massive whirlwind in the area. Any creature sized Large
or smaller in the area of effect must make a Reflex save or take 3d6 points of
bludgeoning damage. Creatures sized Medium or smaller which fail this first save must
make a second save to avoid being pulled into the whirlwind and suspended in the
powerful air currents, taking 1d8 points of damage each round on the character's turn
with no save allowed.
10. Summon Hurricane. This effect creates a severe blast of air (approximately 150 mph)
which originates from the character, affecting all creatures in the area. Ground-based
Tiny or smaller creatures are knocked prone and rolled 1d4x10 feet, taking 1d4 points of
nonlethal damage per 10 feet. Airborne Tiny or smaller creatures are blown back 2d6x10
feet and take 2d6 points of nonlethal damage due to battering and buffeting.
Small creatures are knocked prone by the force of the wind, or, if flying, are blown back
1d6x10 feet.
Medium creatures are unable to move forward against the force of the wind; if flying,
they are blown back 1d6x5 feet.
Large or larger creatures can move normally in a hurricane blast effect.

88
Powers

Hurricane blast cannot push a creature beyond its area of effect. All creatures, regardless of
size, take a -4 penalty on ranged attacks and perception checks in the area of effect. The
force of the gust automatically extinguishes candles, torches, and similar unprotected
flames. It has a 50% chance to extinguish protected flames (such as lanterns).
In addition to the effects noted, a hurricane blast can do anything that a sudden blast of
wind would be expected to do. It can create a stinging spray of sand or dust, fan a large
fire, overturn delicate awnings or hangings, and blow gases or vapors to the edge of its
range.

Power Templates Usable:


Energy X, Magical, Alien, Psychic
Enhancement Templates:
Combined Effect

89
Powers

Power Templates
One power template can be applied to most powers when they are first acquired. Power
templates allow additional effects and/or options to be applied to the power. As a general
rule, a power can only have one Power Template applied to it.

Tiny or smaller creatures on the ground are


knocked prone and roll 1d4x10 feet, taking
Acid 1d4 points of nonlethal damage per 10 feet.
The power is acid-based and has the
following effects applied to its use: Small creatures are knocked prone by the
Exposure to an acid-based power after the force of the wind.
initial effect results in 1D6 damage per
round. Medium or smaller creatures are unable to
This additional damage is only taken if the move forward against the force of the wind
target remains in contact with the acid after unless they make a DC 15 Strength check.
the initial effect.
Large creatures can move normally within a
Example: gust of wind effect.
Miss America is hit by an acid bomb. She
take 10 hits of damage from the initial attack, Any creature, regardless of size, takes a -4
but the attack has a cloud effect and she will penalty on ranged attacks and Perception
therefore continue to take 1D6 of acid checks in the area of a gust of wind.
damage per round as long as she remains in
the area of effect. The force of the gust automatically
extinguishes candles, torches, and similar
Characters with an acid-based power have unprotected flames. It has a 50% chance to
some immunity acids: DR 4 / vs. acid-based extinguish protected flames (such as
attacks and effects. This immunity can be lanterns).
increased by using other powers, templates or In addition to the effects noted, a gust of
class abilities. wind can do anything that a sudden blast of
wind would be expected to do. It can create
Air a stinging spray of sand or dust, fan a large
The power is based on air, one of the four fire, overturn delicate awnings or hangings,
classic elements. keel over a small boat, and blow gases or
In addition to the normal effect of the power, vapors to the edge of its range.
it also generates gusts of wind and strong air
currents. (Up to 50 mph) Note: for any of these effects to take place
the target must have been successfully
All flying creatures affected by the power attacked or affected by the air-based power.
take a -4 penalty on Acrobatics skill checks to
fly. Tiny or smaller flying creatures must Alien
make a DC 25 Acrobatics skill check or be The power is alien in nature and not of this
blown back 2d6x10 feet and take 2d6 points earth.
of damage. Small flying creatures must make
a DC 20 Acrobatics skill check to move All saves against the power are Chr. based
against the force of the wind. and use the target character's Chr modifier
instead of the normal attribute used to
modify the save.

90
Powers

Earth
Animal The power is based on earth, one of the four
The power is based on an animal feature classic elements.
found in nature and considered to be a natural
part of the character. Fur, claws, fangs and Dirt and stone materials have a hardness of
carapace are but a few examples of possible 8 and 15 HPs. per power level.
effects. Moved earth may (clay, loam, sand, and
soil), possibly collapsing embankments,
The power can also deal directly with moving hillocks, shifting dunes, and so
animals, or in some way summon or create forth.
animals. As a general rule these animals are
such as can be found on earth, during the In no event can rock formations be
modern age. Thus dragons and dinosaurs will collapsed or moved. The area to be affected
not arrive if summoned. Of course this is the determines the power level. For every
comic book genre, so if the character is on a power level, 150-foot square (up to 10 feet
lost island where dinosaurs still exist, then all deep) may be moved about, taking 10
the more fun when she summons one. minutes.

Cold This effect does not violently break the


The power is cold-based and generates ice surface of the ground. Instead, it creates
when used. wavelike crests and troughs, with the earth
reacting with glacial fluidity until the
The ice has a hardness of 3 and 3 HPs. per desired result is achieved. Trees, structures,
power level. rock formations, and such are mostly
unaffected except for changes in elevation
Characters must spend 2 squares (10') of and relative topography.
ground movement to enter a square covered
by ice, and the DC for Acrobatics checks The effect cannot be used for tunneling and
increases by +5. Characters in prolonged is generally too slow to trap or bury
contact with ice might run the risk of taking creatures. Its primary use is for digging or
damage from severe cold. filling up areas or for adjusting terrain
contours before a battle.
Darkness
When used, a power with this template Electricity
generates an area of pitch-black darkness. The power is electrical in nature, and the
This darkness causes the illumination level in character is able to manipulate electricity.
the area to drop one step, from bright light to When the power is used the character gets
normal light, from normal light to dim light, +3 on attack rolls if the target is wearing
or from dim light to darkness. This power has metal armor (or is carrying a metal weapon
no effect in an area that is already dark. or is made of metal).
Creatures with light vulnerability or
sensitivity take no penalties in normal light.
All creatures have concealment (20% miss
chance) in dim light. All creatures gain total
concealment (50% miss chance) in darkness.
Creatures with darkvision can see in an area
of dim light or darkness without penalty.

91
Powers

Energy X
The power is based upon the mysterious
Energy X. Speed: Speed decreases by -5 feet per
round (to a minimum of 0 feet) in a
Characters who are vulnerable to Energy X, high-gravity environment. This penalty
are subject to the following penalties when applies to all modes of movement.
they are exposed to a power with this
Carrying Capacity: A character's normal
template:
carrying capacity is halved in a high-gravity
* -2 penalty on attack rolls,
environment. Additionally, the creature
* -2 penalty on weapon damage rolls,
takes a -10 penalty on any Strength check
* -2 penalty on saves,
made to lift or move a heavy, unsecured
* -2 penalty on skill checks,
object.
* -2 penalty on ability checks.
Skill Check Bonuses: Characters in a
Fire high-gravity environment take a -10 penalty
The power is based on fire, one of the four on Athletics skill rolls.
classic elements.
Powers with this template may cause Attack Roll Penalty: Characters take a -2
flammable materials or objects to catch fire, penalty on attack rolls in a high-gravity
this can include the target of the power as environment.
well as objects in the environment or area
Damage from Falling: Characters fall
around the target.
faster in a high-gravity environment. Falling
damage increases from 1d6 points per 10
Any flammable object within 10' of the target
feet fallen to 1d8 points per 10 feet fallen.
will catch fire on a roll of 15+ on 1D20. The
character who is using the power can make a Gravity, Low
DC 15 Concentration skill roll to avoid this The power is gravity-based and can
added effect. Burning objects take 1D6 hits decrease the gravity in a set area. While
per round until extinguished. affected by the power characters suffer
these effects.
Gravity, High
The power is gravity-based and can increase Speed: While in a zero-gravity
the gravity in a set area. environment, a character has a fly speed
equal to his base land speed (or he retains
While affected by the power characters suffer his natural fly speed - whichever is greater).
these effects: Flight, however, is limited to straight lines
only; a character can change course only by
In a high-gravity environment, the pull of pushing away from larger objects (such as
gravity is significantly greater than normal walls).
for Earth. Although an object's mass doesn't
change, it effectively becomes heavier. It Carrying Capacity: A character's normal
becomes harder to carry or move objects or to carrying capacity increases by 10 times in a
perform Strength-related tasks. In addition, zero-gravity environment. In addition, the
characters take more damage from falling. character gains a +20 bonus on any Strength
Even the simple acts of walking or lifting check made to lift or move a heavy,
one's arms become more laborious. unsecured object.

92
Powers

Attack Roll Penalty: Characters take a -4


penalty on attack rolls and skill checks while Plant
operating in a zero-gravity The power is plant-based.
environment unless they are native to that
environment or have the Zero-G Training The plants will have a Hardness of 5 and 10
feat. HPs. per power level per 5' square area.

Light Radiation
The power is photonic in nature and The power is radioactive and dangerous to
generates light when used. living things.

The target of the power must make a save or Any living organism affected by the power
be dazed. The DC for the save is based on the can suffer radiation sickness and burns as
power level: listed below.

Power Level: DC Power Level: Added Effect: DC to avoid:


1-3: 12 (Con Save)
4-5: 15 1-3: -1 Con 12
6-7: 18 4-5: -2 Con 15
8-9: 20 6-7: 1d4-1 Con 18
10: 25 8-9: 1d6-1 Con 20
10: 1d6 Con 25
A dazed character suffers the following
conditions for one round: Con losses can stack with successive
* -1 penalty on attack rolls exposures.
* -1 penalty on sight-based Perception
checks. Sonic
The power is based on sound waves.
Magnetic
The power is based on magnetism. A power with this template can deafen the
target. (Con save DC 15 +1 per power level
A power with this template grants a +3 bonus to avoid.) A deafened character:
on attack rolls if the target is wearing metal * Cannot hear.
armor (or is carrying a metal weapon or is * Takes a -4 penalty on Initiative
made of metal). * Automatically fails sound-based
Perception checks
Magical * Takes a -4 penalty on opposed Perception
The power is magical in nature. checks (i.e. when trying to use stealth).

All saves against the power are Water


Wisdom-based. The power is based on water, one of the
four classic elements.
Items which have the magical template, or A power with this template can extinguish
which are powered by magic, have 3x normal open flames and cause electrical devices to
hardness and even then are difficult to short out or be damaged.
damage.

93
Powers

Effect Templates
Effect templates may be applied to a power, either when it is first gained, or afterward.
Applying an effect template costs one Power Point. Engaging the effect template while
using the power is optional. The power can be used normally, without the effect,
or enhanced with the effect.

When engaged, some effect templates increase the difficulty of using a power,
applying a modifier to the Power Activation DC.

In general, powers can have more than one effect template applied to them.

Blast
Area of Effect A power with this template bursts to cover a
A power with this template effects an area. large area at its termination point.
Benefit: The power effects an area with 5' Benefit: When the power hits the target it
radius per power level. creates a 20' radius blast, effecting
Normal: The power normally only effects everything in the blast radius. The attack
one target. hits automatically - no to hit roll is needed;
Power Activation: This effect increases the all characters and objects in the blast area
Power Activation DC by +4. get a Reflex save for 1/2 damage.
Power Activation: This effect increases the
Auto Aim Power Activation DC by +4.
A power with this effect hits automatically
with no need for a to hit roll.
Benefit: Ray-based powers automatically hit.
A to hit roll is not required.
Normal: Ray-based powers require a
successful to hit roll.
Power Activation: This effect increases the
Power Activation DC by +4.

Beam
A power with this effect acts as a bolt or
beam.
Benefit: The attack does not need a to hit
roll; the target (a character or object) gets a
Reflex save for 1/2 damage.
Power Activation: This effect increases the
Power Activation DC by +4.

94
Powers

Bleeding
A power with this template causes great and
terrible wounds.
Benefit: In addition to the normal power
effects the target must make a Fort save to
Blindness
avoid taking continuing damage from being
A power with this template can blind the
cut and torn.
target.
Power Level: Con Save DC
Benefit: In addition to the normal power
1-3: 12
effects the target must make a Fort save to
4-5: 15
avoid being blinded.
6-7: 18
Power Level: Con Save DC
8-9: 20
1-3: 12
10: 25
4-5: 15
A target subject to bleeding takes continuing
6-7: 18
damage at the beginning of its turn. The
8-9: 20
damage is equal to one HP per power level of
10: 25
the attack.
Power Activation: This effect increases the
Example:
Power Activation DC by +4.
The villain, Slicer, has claws which cause
bleeding (the Natural Weapon power with the
Cloud
Bleeding template). Her Natural Weapon is
A power with this template takes the form
power level 5, so it causes 5 points of
of a cloud.
bleeding damage per round.
Benefit: The power covers a 5' area per
power level and remains until blown away
Bleeding can be stopped by a DC 15 heal
or the duration expires. If the power does
check or through the application of any
not normally have a duration, it lasts for 1
power which cures hit point damage.
round per power level. Perception checks
which pass into, out of, or through the cloud
Bleeding effects do not stack with each other
suffer a -2 penalty.
unless they deal different kinds of damage.
Normal: Most powers with an area of effect
When two or more bleeding effects deal the
have no duration and cannot be moved.
same kind of damage, apply the worst effect.
Power Activation: This effect increases the
In this case, Attribute Drain is worse than
Power Activation DC by +3.
Attribute Damage.
Combined Effect
Power Activation: This effect increases the
A power with this template can be
Power Activation DC by +4.
combined with another power's effect.
Benefit: This template allows the power to
work simultaneously with another power.
Both powers take effect at the same time,
although their effects are applied separately,
with separate saves if called for. Both
powers still need to be activated, and the
normal rule of only activating one power at
a time is in effect.
Power Activation: This effect increases the
Power Activation DC by +4.

95
Powers

Damage Field
Confusion A power with this template is centered on
A power with this template causes the target the character. Anyone who touches the
to become dumbfounded and dazed. character or is touched by the character
Benefit: In addition to the normal power suffers the power's effects. A successful
effects the target must make a Fort save to touch attack is required, and the field is
avoid becoming confused. generally only present within an inch of the
Power Level: Con Save DC character.
1-3: 12 Power Activation: This effect increases the
4-5: 15 Power Activation DC by +2.
6-7: 18
8-9: 20 Deafened
10: 25 A power with this template can deafen the
target.
A confused character is mentally befuddled Benefit: In addition to the normal power
and cannot act normally. A confused effects the target must make a Fort save to
character cannot tell the difference between avoid becoming deafened.
ally and foe and treats all other characters as Power Level: Con Save DC
enemies. Allies wishing to use a beneficial 1-3: 12
power which requires a touch on a confused 4-5: 15
character must succeed with a melee touch 6-7: 18
attack. 8-9: 20
10: 25
Each round, at the beginning of a confused
character's turn, roll on the following table to A deafened character cannot hear.
see what the character does. * -4 penalty to Initiative
* Automatically fail sound-based Perception
Confused Condition checks
Roll 1D20 Behavior * -4 penalty on opposed Perception checks,
01-5 Act normally. i.e. when using Stealth.
6-10 Do nothing but babble incoherently. Power Activation: This effect increases the
11-15 Deal 1d8 points of damage + Str Power Activation DC by +2.
modifier to self with item in hand.
16-20 Attack nearest creature.

Opponents do not have any special advantage


when attacking a confused character. A
confused character, on his next turn,
automatically attacks anyone who attacked
him (assuming he is still confused). Note: a
confused character will not make attacks of
opportunity against anyone who he is not
already devoted to attacking (either because
of his most recent random action or in
response to being attacked).
Power Activation: This effect increases the
Power Activation DC by +3.

96
Powers

Disease
A power with this template carries disease Energy Drain
and illness. A power with this template drains the life
Benefit: In addition to the normal power force from the target.
effects the target must make a Fort save to Benefit: The target gains one or more
avoid becoming diseased for 1 hour per negative levels, which might permanently
power level. drain the target's levels. If the target has at
Power Level: Con Save DC least as many negative levels as Hit Dice,
1-3: 12 she dies. Each negative level inflicts the
4-5: 15 following penalties:
6-7: 18 * -1 on attack rolls
8-9: 20 * -1 on saves
10: 25 * -1 on skill checks
* -1 on attribute checks
A diseased character suffers the following * loss of 5 hit points
effects: * -1 to effective level (for determining the
* -2 penalty on attack rolls, power, duration, DC, and other details of
* -2 penalty on weapon damage rolls, powers or special abilities).
* -2 penalty on saves, The target gets a Constitution save to avoid
* -2 penalty on skill checks, this effect.
* -2 penalty on attribute checks.
Power Level: Constitution Save DC
Power Activation: This effect increases the 1-3: 12
Power Activation DC by 4-5: 15
6-7: 18
Duration 8-9: 20
A power with this template remains in effect 10: 25
for a short period of time.
Benefit: The power remains in effect for 1 Lost levels are regained after one day.
round per power level. (Negative levels are lost after one day.)
Normal: Normally the power lasts no more Power Activation: This effect increases the
than one round. Power Activation DC by +4.
Power Activation: This effect increases the
Power Activation DC by +2. Explosion
A power with this template explodes when
it reaches its point of impact.
Benefit: If the power is successfully used it
will explode at its point of impact. The
explosion has a radius of 5' per power level.
Everything in the area suffers the power's
effects. As a general rule everything caught
in the explosion gets a Reflex save to take
1/2 the power's effect. Barriers and cover
will add to any saves.
Power Activation: This effect increases the
Power Activation DC by +2.

97
Powers

Increased Duration Paralysis


A power with this template remains in effect A power with this template can cause
for a longer period of time. Paralysis.
Benefit: The power remains in effect for Benefit: In addition to the normal power
twice its normal duration. effects the target must make a Fort save to
Power Activation: This effect increases the avoid becoming paralyzed.
Power Activation DC by +2. Power Level: Con Save DC
1-3: 12
Increased Range 4-5: 15
A power with this template has greater range. 6-7: 18
Benefit: The effect doubles the normal range 8-9: 20
of the power. 10: 25
Power Activation: This effect increases the
Power Activation DC by +2. A paralyzed character is frozen in place,
unable to move or act. A paralyzed character
Nauseated has effective Dexterity and Strength scores
A power with this template causes targets to of 0 and is physically helpless, but can take
become sick and ill. purely mental actions.
Benefit: In addition to the normal power
effects the target must make a Reflex save to A winged creature which is flying when it
avoid becoming nauseated. becomes paralyzed cannot flap its wings and
Power Level: Dex Save DC falls. A paralyzed swimmer cannot swim
1-3: 12 and may drown. A paralyzed character does
4-5: 15 not prevent other characters, ally or not,
6-7: 18 from moving through the space they
8-9: 20 occupy. (And obviously, the paralyzed
10: 25 character does not get an Attack of
Opportunity when this happens.) Each
Nauseated characters are unable to attack, square occupied by a paralyzed character,
activate powers, make Concentration skill however, counts as 2 squares for movement
rolls, or do anything else requiring attention. purposes.
The only thing a nauseated character can do
is take a single move action per turn. Power Activation: This effect increases the
Power Activation: This effect increases the Power Activation DC by +4.
Power Activation DC by +4.
!

98
Powers

Pinned
A power with this template pins the target to
one place.
Benefit: In addition to the normal power
effects the target must make a Reflex save to
avoid becoming pinned.
Poison
Power Level: Dex Save DC
A power with this template can poison the
1-3: 12
target.
4-5: 15
Benefit: In addition to the normal power
6-7: 18
effects the target must make a Fort save to
8-9: 20
avoid becoming poisoned.
10: 25
Power Level: Con Save DC
A pinned character is tightly bound and can
1-3: 12
take only limited actions:
4-5: 15
* A pinned character cannot move and is
6-7: 18
flat-footed.
8-9: 20
* A pinned character takes a -4 penalty to his
10: 25
Armor Class (in addition to being
A poisoned character (who failed the save)
flat-footed).
immediately loses one Con point. The
* A pinned character cannot move his arms,
character continues to lose one Con point
legs, head, etc. in order to attack; a pinned
for a number of rounds equal to the power
character can, however, take verbal and
level. Each round, at the beginning of her
mental actions.
turn, the poisoned character gets a new
* A pinned creature can attempt to free
Constitution save to avoid the Con loss and
himself, usually with a combat maneuver or
prevent any further effects from the poison.
Escape Artist check.
* Pinned is a more severe version of
Power Activation: This effect increases the
Grappled and these effects do not stack.
Power Activation DC by +2.
Power Activation: This effect increases the
Power Activation DC by +3.
Ranged
A power with this template can be used at
range.
Benefit: The power can be used at range, up
to 10' per power level.
Normal: Normally the power can only be
used as a touch based attack.
Power Activation: This effect increases the
Power Activation DC by +2.

Splash
A power with this template splashes upon
impact.
Benefit: The power effects all with 5' of the
target, each additional target requires a
separate to hit roll to see if it is hit by the
splash.
Power Activation: This effect increases the
Power Activation DC by +2.

99
Powers

Stunning
A power with this template stuns the target.
Benefit: In addition to the normal power effects the target must make a Reflex save to
avoid being Stunned.
Power Level: Dex Save DC
1-3: 12
4-5: 15
6-7: 18
8-9: 20
10: 25
A stunned character:
* Drops everything he is holding,
* Cannot take any actions,
* Takes a -2 penalty to AC,
* Loses his Dexterity bonus to AC.
Power Activation: This effect increases the Power Activation DC by +3.

Wall
A power with this template takes the form of a wall or barrier.
Benefit: The effect can be shaped into a wall, dome or barrier of any sort. It is up to 10'
long per power level and up to 10' high per power level. It has hardness and HPs. based on
the Power Template being used, or a base hardness of 0 with 3 HPs. per power level for
those effects which do not have hardness or HPs. listed.
Power Activation: This effect increases the Power Activation DC by +2.

Whirlwind
A power with this template swirls around the character.
Benefit: The effect rolls around the character, following her as she moves, etc. It generates
a swirling, wind-like event which extends up to 5' from the character.
Power Activation: This effect increases the Power Activation DC by +2.

100
Powers

Disadvantage Templates
Disadvantage Templates increase the strength of a power (by adding Power Points) but
add some type of complication to its use. Applying a Disadvantage
template to a power does not cost anything.

Power points gained for using a disadvantage template can only be


applied to the power which takes the disadvantage.

Difficult Use, Minor Item, Minor


A power with this template is difficult to use A power with this template is tied to an
and control. item, which is difficult to see or to take
Effect: The Power Activation DC for this away from the character.
power in increased by +2.
Power Point(s) Gained: 1 This can be a ring, some garment, a
weapon, etc.
Difficult Use, Major Effect: If the item is not held or worn, the
A power with this template is very difficult to character cannot use the power tied to the
use and control. item.
Effect: The Power Activation DC for this Power Point(s) Gained: 1
power in increased by +4.
Power Point(s) Gained: 2 Item, Major
A power with this template is tied to an
Exhaustive Use item, which is easy to see or to take away
A power with this template can leave the from the character.
character totally exhausted.
Effect: The power always does subdual This can be a ring, some garment, a
damage, and if the Power Activation check is weapon, etc.
failed the character takes double the effect. Effect: If the item is not held or worn, the
Power Point(s) Gained: 1 character cannot use the power tied to the
item.
Power Point(s) Gained: 2

101
Powers

Limited Use, Minor


A power with this template has a limited number of uses per day.
Effect: The power can be used once per day per power level.
Power Point(s) Gained: 1

Limited Use, Major


A power with this template can only be used once per day.
Effect: The power can only be used once per day.
Power Point(s) Gained: 3

Time Delay, Minor


A power with this template takes longer to activate.
Effect: After making the Power Activation check, the power requires one round before
taking effect.
Power Point(s) Gained: 1

Time Delay, Major


A power with this template takes much longer to activate.
Effect: After making the Power Activation check, the power requires two rounds before
taking effect.
Power Point(s) Gained: 2

102
Resource Points

Finally, a character with the Lair or Super


Resource Points Vehicle feat can invest resource points to
customize his home base or fantastic
In the world of superheroes, the accumulation vehicle. Resource points spent on Lairs and
of vast amounts of money is usually not a Super Vehicles give access to a number of
primary motivation for most heroes. Instead, useful features, but in doing so they are tied
they are motivated by altruism or other up and cannot be reallocated. That is, any
internal ideals. But they still need equipment resource points spent on a special car are
from time to time. Every hero has the ability tied up in that car and cannot be used unless
to keep a certain number of items on hand at the character has access to the super car in
any given time. This is represented by question.
resource points. Every character gains a
number of resource points per level based on General Gear
her current class. This is a sample list of special gear and
equipment that a character can carry and use
There are several different areas in which at just about anytime. Most characters are
resource points can be spent. The first is to assumed to have everyday personal items
have three common, mundane items available such as cell phones, clothing, etc. and
immediately. A hero can switch out a piece of therefore do not need to buy such items.
common equipment by declaring the switch
and spending 1d6 x 10 minutes getting the 1 Point Items:
new item. Single Weapon (Gun, sword, etc, See
weapon chart for more details)
Common equipment is anything available in Light Armor (Can be a part of the
a big box store. Additionally, the only character's uniform, See armor chart for
equipment which needs to be tracked would more details)
be something which is needed to overcome a Large Mundane Item (Car, Bike)
challenge. For instance, if the characters do Apartment, Town House, etc.
not have any sort of traveling powers, and Scientific Equipment
they want to climb up a wall, then a grappling Portable Lab
hook with rope would be considered one Small Concealable Camera
piece of equipment. Some items of equipment Communication Link (Can be a part of the
require that you have proficiency in them character's uniform)
(such as thieves' tools). Small Hidden Tracer (Effective range of 10
miles)
Another way to spend resource points is get Small Gas Mask (Can be a part of the
items which duplicate powers. In this character's uniform)
category each resource point equates to one Night Vision Goggles (Can be a part of the
Power Point. For example, spending a character's uniform)
resource point for a small laser pistol can be Telescopic Goggles (Can be a part of the
equated to Energy Ray level 1 (laser pistol) character's uniform)
which can do 1d6 damage. Cold or Warm Weather Clothing (Can be a
part of the character's uniform)

104
Resource Points

Vehicle Based Items:


(These items are available to characters with
2 Point Items: the Super Vehicle Feat, each costs 1
Cache of Weapons (Collection of guns, melee resource point)
weapons, etc) Super Speed
Medium Armor (Can be a part of the Armored
character's uniform) Weapons
Large Vehicle (Plane, Boat) Auto Pilot
House, Lavish Apartment Super Computer
Research Lab Intelligent
Satellite Invisible
Grapple Hook and Gun Stealth
Servants or Specialized Retainers (Lawyer, Space Capable (If not normally so)
doctor, butler, etc) Water Capable (If not normally so)
Scanners
3 Point Items: Night Vision / Telescopic Enhancement
Arsenal of Weapons (Fully equipped weapon Sonar
cache, with scores of weapons and gear) Radar
Heavy Armor (Can be a part of the character's Satellite Linked
uniform)
Specialized Vehicle (Submarine, space ship, Accommodations
etc) The character has some sort of living
Estate, Farm or Ranch quarters. It is assumed that she either owns
Research facility, with staff and assistance. them or makes monthly payments from her
Satellite Network day job, or ill-gotten gains, or what not.
Large Organization (Corporation, Small Apartment, Town House, etc
government agency, etc) Small but comfortable.
House, Lavish Apartment
Lair Items: A nice house in the suburbs, or a lavish,
(These items are available to characters with well-appointed apartment somewhere in the
the Lair Feat, each costs 1 resource point) city.
Well Hidden (Difficult to find, very private) Estate, Farm or Ranch
Super Computer An estate, ranch, farm or some other large
Vehicle Garage tract of land with a large house or manor.
Quarters Armor
Medical Lab Can be a part of the character's uniform; see
Science Lab armor chart for more details. This type of
Multiple Access Points armor does not stack with the Armored
Prison Cell Power.
Automated Defenses, non-Lethal Light, +2 AC
Automated Defenses, Lethal Medium, +4 AC
Trophy Hall Heavy, +6 AC
Vehicle Launch Bays Camera, Small Concealable
Hidden Entrance A small, digital camera. Usable for taking
Multi-Entry pictures and short movies of the super
brawl, suspects in the act of committing a
crime and interviews. It can be adhesive and
thus placed on walls or other surfaces.

105
Resource Points

Cold or Warm Weather Clothing Satellite, Spy


The character's uniform (or some other An earth orbit satellite used for
device) is made of high tech materials which communication links, high-powered
protect from warm and cold weather. This telescopic images and GPS tracking.
will not protect the character from extremes Single Satellite
of cold and heat, nor from powers. A single, small satellite in high orbit. If it
Communication Link circles the globe it is limited to a few hours
A small comm link, which can be used as a usage each day; if it is in Geo-synchronous
phone and radio to other linked orbit (always stays over the same spot -
communication gear. Can be a part of the such as the hero's home city) it can be used
character's uniform. continuously.
Gas Mask Satellite Network
Will protect the character from smoke, gas An array of linked satellites, offering
and other air-borne dangers. Usually limited continuous worldwide coverage.
to one hour of use. This will not allow the Scientific Equipment
character to breathe underwater or in a Scientific gear of all sorts, from a Geiger
vacuum. Can be a part of the character's counter to an Energy X detector.
uniform. Single Item
Grapple Hook and Gun A single item of scientific equipment.
Small spring or compressed air gun with Collection of Items
attached rope and hook, usable for scaling A large collection of portable gear for use in
walls, swinging from roofs and the like. Note: the field.
this does not give the power to climb walls or Personnel
fly, which must be bought as a power or People who work for the character. Usually
power-based gear. they are on-call, but not necessarily on-hand
Lab right away.
A lab usable for research and forensics. Single Servant or aide
Portable Lab A single personal servant, personal aide or
Small, fits on a table or in a large case, which specialized retainer (such as a lawyer or
can be carried to the scene of a crime. doctor).
Research Lab Servants or Specialized Retainers
A large, well-equipped building with clean A group of servants, household staff,
rooms and lots of test tubes. security personnel, and professionals at the
Research facility, with staff character's beck and call.
Full-blown research facility, with full-time Large Organization
staff, several exotic research labs and all A large corporation, operation or
kinds of goodies for a scientist to play with. organization. Can be worldwide in scale
Mundane Item with thousands of employees.
Any sort of common item, whether a beer can Small Hidden Tracer
or a crowbar. It cannot hold any powers, Effective range of 10 miles. Small enough
however, and cannot grant any abilities to be hidden on someone without being
beyond its normal usage. noticed. Requires a Sleight of Hand roll to
Night Vision Goggles place.
Allows the use of the minor power: Telescopic Goggles
Low-Light Vision. Can be a part of the Allows the use of the minor power:
character's uniform. Telescopic Sight. Can be a part of the
character's uniform.

106
Resource Points

Vehicle
Any sort of mundane vehicle, which the Science
character can buy at a public dealership. Used for pure science research and
Small discovery.
Motor bike, Scooter, car Library
Large A well-appointed collection of books on all
Plane, Boat subjects as well as specialized reference
Specialized Vehicle (probably not available materials.
at public dealerships) Living Quarters
Submarine, space ship, etc. Kitchen, living room, washroom and
Weapons bedroom are all included.
Includes all types of ordinary weapons which Multiple Access Points
would be available to the general public or, The lair has several points of entry. These
possibly, someone with military connections. could be special phone booths with a secret
Does not include power-based items. number that needs to be called or a natural,
Single Weapon cave-like entrance with a sign stating:
A single weapon, melee or ranged. "Warning dangerous bats inside."
Cache of Weapons Prison Cell
A small collection of guns, melee weapons, A holding cell, designed to contain most
etc. super-powered foes.
Arsenal of Weapons Super Computer
Fully equipped weapon cache with scores of A super computer for research, data
weapons, ammunition and gear. collection and information gathering.
Lair Items: Unlimited storage and a high speed CPU.
(These items are available to characters with Trophy Hall
the Lair Feat, each costs 1 resource point) A place to display all the trophies of past
Automated Defenses, non-Lethal adventures and foes heroically defeated.
These can be any non-lethal means of de- Vehicle Garage
fense: nets, pit falls, taser guns, knock-out A well appointed garage for the storage and
gas, what not. maintenance of super vehicle(s).
Automated Defenses, Lethal Vehicle Launch Bays
Lethal and deadly defenses include lasers, Some vehicles require specialized launch
deadly poison gas, pits with spikes, etc. bays. A submarine needs a launch bay into
Hidden Entrance water, while a space ship might need a bay
The entry to the lair is well-hidden and with special blast protection barriers.
requires a Perception DC 25 to spot. Vehicle-Based Items:
Lab (These items are available to characters with
The lair has a lab of some sort. It is well the Super Vehicle Feat, each costs 1
equipped and available at any time. resource point)
Forensic Auto Pilot
Used in crime detection and prevention, The super vehicle can pilot itself, either
evidence collection and analysis. under the hero's command or all on its own.
Medical It has Acrobatics skill at rank 1.
Used for healing, surgery and recovery. Intelligent
Research The vehicle is self-aware and smart. It has a
Used for research and discovery, often base Intelligence of 10; this can be
connected to databases and hidden increased by 2 for each additional resource
information sources. point.

107
Resource Points

Night Vision Capable


The vehicle has some combination of infrared, ultraviolet, or low-light enhancement
equipment which allows the driver, and/or all occupants, to use the Low-Light Vision
power while in the vehicle.
Satellite Linked
The vehicle is linked to a satellite giving it GPS, communication links and other abilities.
It can be piloted remotely.
Scanners
The vehicle has a sophisticated array of sensors which grants a +4 bonus to all Perception
rolls while using the vehicle's scanners. This array could also include energy scanners for
detecting exotic energies, living creatures, and sorts of fun things.
Sonar
The vehicle has sonar for depth finding and echolocation in water.
Space Capable
The vehicle has enough power to reach escape velocity, enough protection to survive
re-entry, and appropriate equipment to protect its occupants from the vacuum and
radiation of outer space. This does not mean it can fly at the speed of light.
Stealth
The vehicle is stealth sheathed making it invisible to radar and most other scanners.
Super Computer
The vehicle has an on-board super computer giving the driver and occupants full computer
access while in the vehicle.
Super Speed
The vehicle has double its normal speed. A character can buy this more than once,
doubling the speed each time.
Telescopic Screens
The vehicle has telescopic sensors giving long distance vision up to x10 the normal
distance.
Water Capable
The vehicle, if not already a boat, is water-capable; it can move on the water's surface at
its base speed. It is not submersible.
Weapons
The vehicle has one weapon system built into it. This is a mundane weapon system such
as a machine gun or missile launcher. Additional weapons systems can be added at a cost
of one resource point each.

108
Flavors & Flaws

Flavor and Flaws


Flavor and flaws add that extra little touch to a character which makes them more
interesting to play. While there may be some game mechanics involved, players and GMs
should think of these two as tools for giving a character, well, more character.

When a character is first created the player can select one Flavor for free. The player can
also buy up to three flaws for the character. Each flaw
can be balanced with an additional Flavor.

Flavors Fabulously Wealthy


Authority The character has an ungodly amount of
The character has some sort of authoritative wealth. She can buy just about anything,
position or title. This can be the chief of given enough time and desire.
police, the president of a corporation, or even
a noble title. The character gets an extra 2 resource
points.
The character can call upon their authority to
gain access to secure areas or information National Leader
which is not normally available to common The character is the leader of a county,
people. This is not a carte blanche access; the galactic empire, or some other large group
GM should, at the very least, restrict it to the of people.
area in which the character has authority.
The character may be the king of a hidden
Educated land or an exiled president from an alternate
Highly educated in the best schools. The universe.
character has a broad base of knowledge on a
wide range of subjects. The character can, on occasion, call upon
vast resources of manpower and wealth, but
The character gets an advantage on all Nature must
and History rolls.
have a legitimate reason, and even then it
Famous may take time to mobilize those resources.
The character is famous. He could be a
well-known actor or pop star, or maybe she is Organizational Rank
the current darling of the media which The character has attained some sort of rank
follows her super heroic exploits. in an organization. She might be a captain
in the armed services, a senior agent in a
It is possible the character is a dastardly spy outfit, or some other group or agency.
villain, well known to the public. The character can issue orders to her
subordinates in the organization, and draw
The character can use his fame in small ways, up the aid and support of the organization
receiving a +2 bonus on all reaction rolls or when needed.
skills which involve interaction with others.

109
Flavors & Flaws

Reputation Flaws
The character has made a name for himself. Alien
This could be a good thing or a bad thing, The character is an alien, whether from the
depending on what he did to get the stars or another dimension, he just does not
reputation. This reputation follows him understand humans and human cultures.
around and he can use it to influence others Emotions might even be unfamiliar to him.
who are aware of it. The character gets +2 to He is the classic duck out of water and
all Charisma-based skill rolls where this should be played with this in mind.
reputation comes into play.
Arch Foe
Scientific Genius The character has an arch foe, an enemy
The character has science in her blood. She who always seems to show up, challenging
may make intuitive leaps when inventing the character time after time. The arch foe
scientific wonders and may well know just can appear at anytime, or work with others
about everything possible in several scientific behind the scenes to make the character's
fields. life hell.

The character gets +4 to all Nature skill rolls, The GM will need to create the arch foe,
and is considered knowledgeable in all who should always be one or two levels
scientific fields. higher than the character.

Sidekick Code of Conduct


The character has a sidekick. This younger The character has a code of conduct which
hero or villain (called lackey of course) she always follows. This can be a personal
follows him around, getting into trouble and code of conduct, or some sworn oath;
being there when he needs them the most. regardless, the character will never go
The player and GM should work together to against her code, even if it means her life.
create the sidekick, who can never reach a
level more than 1/2 the total level of the main Criminal Record
character. The character has a criminal record. He is
known to the police and has been convicted
Sponsored of a crime, possibly even spending time in
The character has a sponsor, who pays for prison. Whether or not he is actually guilty
most of her living expenses. This could is of little matter.
include anything from simple room and board
to specialized high-tech equipment. The Dependents
sponsor could be a governmental agency, a The character has one or more people who
private corporation, or even be a single depend on her - an elderly aunt, a spouse,
benefactor. maybe a child, or romantic interest.
Whoever it is, they always seem to be in the
The character always has one free resource way, getting caught up in the character's
point, which can be used to gain access to battles with her enemies, or needing
most items. attention just as an investigation hits a
critical juncture.

110
Flavors & Flaws

Primitive
Disabled The character is primitive. This does not
The character is disabled in some way. He make him dumb, just not tech savvy. A cell
might be blind or lame. This does not make phone to him is just a rock which sometimes
him helpless, and his powers will often makes a funny noise and cars are metal
compensate to some degree for the disability. beasts. He will have difficulty dealing with
Still the disability is there and does come into technological items which are considered
play. mundane in the game setting.

Disfigurement Secret ID
The character is disfigured in some way and The character has a secret identity. Most
does not look human. She could be hideous characters are assumed to have a public
or just different, completely alien or simply identity - anyone that cares can find out that
odd. Whatever the case she always draws the character has super powers and is a hero
attention to herself and others will initially or villain. The character with a secret ID
have a poor reaction to her. can keep these facts hidden, thereby living
an almost normal life outside the super-
Gullible powered community. She must, however,
The character is not dumb, but he is very protect her secret at all costs, and it is a
trusting and easily talked into things. He is constant concern that her true identity will
just naive it seems and can get into trouble be discovered.
when others talk him into doing things which
are wrong or dangerous. Vulnerability
The character is vulnerable to a substance,
Hunted energy or some other item or condition. If
Someone hunts the character. It might be a he is exposed to this condition he becomes
single foe or some vast underground weak and helpless, his powers fail. When
conspiracy - there are people out to get her. exposed to his vulnerability the character is
They often pop up at the wrong time and considered to be Stunned until the exposure
make her life difficult. is removed.

Insane
The character is nuts. There's just no way
around it. Mad, insane, or deadly crazy,
whatever the extent of the insanity, he is very
chaotic, and once decided on a course of
action, reason is not particularly effective in
talking him out of it.

Phobia
The character has an unreasoning fear of
something. Whether it is spiders, closed
spaces, or something else, she will often lose
control when confronted with the subject of
this fear, possibly becoming a danger to
herself or others.

111
Common Items

Common Item Hardness, Hit Points and Weight


Common Item Hardness, Hit Points and Weight
Item Hardness Hit Points Weight Base Damage Break DC
Bank Vault Door 15 240 500 lbs. 2D6 50
Brick 8 9 per In. 1 lbs. per In. 1D6 35
Brick Wall 8 150 10 lbs. per ft. 1D8 35
Boulder, Large 8 80 500 lbs. 1D10 30
Boulder, Small 8 40 100 lbs. 1D8 30
Bus 10 200 30,000 lbs. 10D6 -
Car, Large 10 120 4,000 lbs. 8D6 -
Car, Midsize 10 80 3,000 lbs. 6D6 -
Car, Small 10 40 2,000 lbs. 4D6 -
Chain, Thin 10 20 1 lbs. per In. 1D4 18
Chain, Thick 10 30 2 lbs. per In. 1D6 30
Fire Hydrant 10 40 50 lbs. 1D8 -
Fire Truck 10 160 28,000 lbs. 10D6 -
Glass 1 1 per In. 1/2 lbs. per In. 1D4 10
Helicopter 10 120 4,000 lbs. 8D6 -
Light Pole 8 30 1,000 lbs. 3D6 -
Jet Fighter 10 100 70,000 lbs. 8D6 -
Man Hole Cover 12 20 100 lbs. 1D6 -
Metal, Alien 20 15 per In. 1/2 lbs. per In. 1D10 40
Metal, Hard 10 10 per In. 3 lbs. per In. 1D6 30
Metal, Soft 5 5 per In. 1 lbs. per In. 1D4 20
Metal, Super 25 20 per In. 1 lbs. per In. 1D8 35
Pipe, Small 10 10 5 lbs. 1D4 30
Pipe, Large 10 20 10 lbs. 1D6 30
Rope 0 2 per In. 1 lbs. per In. 1D3 23
Steel Door 10 80 100 lbs. 1D8 28
Stone 8 8 per In. 3 lbs. per In. 1D4 25
Tank 15 300 100,000 lbs. 12D6 -
Telephone Pole 5 80 3,000 lbs. 4D6 -
Tree, Large 5 200 7,000 lbs. 8D6 -
Tree, Small 5 100 4,000 lbs. 4D6 -
Truck 10 140 4,500 lbs. 6D6 -
Wood 5 10 per In. 2 lbs. per In. 1D4 20
Wooden Door 5 40 20 lbs. 1D6 23

112
Backgrounds

Backgrounds
Backgrounds in Fifth Edition are used to add
some color to your character, and to reveal
something about their life before they became
a superhero. Most of the backgrounds in 5th A signet ring - jewelry of value or similar
edition can be used, with the following notes:
A hunting trap - a hunting rifle or shotgun
Guild Artisan is not a suitable background for
a Heroes Wear Masks character. Ink and quill - art/writing supplies
The Acolyte background can be used for
characters who, for example, trained as a Belaying pin - baseball bat
Catholic priest.
Because of the modern theme, the Noble 50 feet of rope - grappling hook or similar
background has been renamed to Privileged
(which thus covers both the alien princess Lucky charm - use some kind of modern
and the corporate heir). trinket
The Variant Entertainer: Gladiator Bone dice - modern dice
background should be used for characters
who were boxers, MMA fighters, wrestlers,
etc. New Variant Backgrounds
Sailor Variant: Spaceman
The Variant Noble: Noble Knight is not You spent your youth on a starship -
suitable for use in Heroes Wear Masks. perhaps you are an alien, or perhaps you
were abducted from Earth as a child. You
The Sage background is suitable for have learned how to navigate the endless
characters with a background in science. ocean of space, and are comfortable in its
exotic ports of call. Replace the "Ship's
The following equipment substitutions
Passage" feature with the variant feature
should be made:
below. Also replace the Athletics skill
Belt pouch containing money - 1 resource
proficiency with proficiency in Acrobatics.
point, except for Noble/Privileged, which
receive 2.
Variant Feature: Well-Traveled
Common or fine clothes - characters in HWM You have traveled the stars, and are familiar
are assumed to have both normal clothes and with cultures on a thousand worlds. If you
a uniform regardless of their background. do not have proficiency in Nature, History
or Investigation, you can still add your
Artisan's tools - either tools or a computer, proficiency bonus to rolls that have to do
depending on the details of the character. with alien cultures. If you do, then you can
An iron pot - replace with a modern tool of double your proficiency bonus. You can also
the player's choice. choose one free alien language, which
should be one in widespread use.
A scroll case full of notes - a flash drive full
of notes OR a notebook (if the character
genuinely dislikes technology)

A herbalism kit - a first aid kit

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Introduction

Sage Variant: Scientist


You are a scientist - a lab rat. You probably
have at least one degree in your field and a Combat
strong aptitude for science. As a child, you The rules of combat in D&D and Heroes
were always in the science fair - and doing Wear Masks are essentially the same except
well. You know your way around a lab and for the following. In the comic-book
you know physics, chemistry, biology...or all superhero genre combat is generally less
three...like the back of your hand. lethal. To reflect this fact characters can take
x2 their Con in negative hits before they
If rolling for your specialty (the GM may also automatically die. The default assumption
allow you to choose one), replace Alchemist for combat is that lethal damage is being
with Chemist, Astronomer with Physicist, done. Characters can, however, choose to do
Wizard's Apprentice with Biologist and subdual damage.
Scribe with Computer Scientist. Also, replace
the Arcana proficiency with proficiency in Also in holding with the superhero genre,
Nature. any time an attack does more than 10 hit
points of damage it has the potential to do
Additionally, if your background allows a knockback as well. For every point over 10
proficiency in Vehicles (Land), you may damage the target can be knocked back one
alternatively select Vehicles (Air), Vehicles foot. For example, Thunder Lass uses her
(Space) or Vehicles (Water). lightning bolt power to do 23 points of
damage to an enemy agent. If the agent fails
his Constitution save he will be thrown
backward (23 - 10 =) 13 feet. The DC for
the save is equal to the total amount of
damage. In this example, in order to resist
knockback, the agent must make a DC 23
Constitution save. Failing the knockback
save means the target is prone in addition to
being moved backwards. Moreover, if the
target is knocked back into a wall or other
similar obstacle, she takes damage as if she
had fallen the same distance. If she has the
skill, she is entitled to an acrobatics roll to
reduce the “falling” damage.

Area Attacks
Slow, strong characters (bricks, in the comic
book vernacular) often have difficulty
hitting small, fast opponents. In the comics,
they throw buses or other large objects in an
effort to overcome this challenge. To use
this technique, the character must throw an
object which is in the Large size category or
bigger.

114
Introduction

The thrower designates a 5' square to be his Breaking Things


target. If the projectile is a large object it The villain pulls a stop sign from the
effects only that square. A huge object effects concrete and swings it at the hero. The hero
three squares, and a gargantuan object effects breaks off a car door to use as a makeshift
nine squares. In each case, the target square is shield. To accomplish these actions, in game
the center. Everyone within the object's area terms, the characters did enough damage to
of effect gets a Reflex save to avoid being hit the items to use them as intended without
by dodging. The save DC is 15 for a large actually destroying them. To do this, the
object, 20 for a huge object and 30 for a size and primary material of the item is
gargantuan object. The thrower is limited to considered. It's easier to break a branch off
throwing objects which are one size category of a tree than to rip up asphalt to throw at an
larger than he is unless he has the Oversize opponent. The character has to declare what
Throw feat. Damage is based on the size of he wants to accomplish by “breaking” the
the object - a large object does 2d6 plus 1.5x object and then do 50 percent damage to it.
Strength bonus, a huge object does 4d6 plus Don't worry, several examples are listed
1.5x Strength bonus, and a gargantuan object below with the amount of damage needed to
does 6d6 plus 1.5x Strength bonus. The range reach 50%.
increment depends on the size of the object
and the thrower's Strength - for large objects Breaking a telephone pole and using it as a
it is x3 Strength modifier, for huge objects it club: (Gargantuan wooden object) hardness
is x2, and for gargantuan objects it is x1. 5, 60 hp damage to use item.

Of course all of this assumes the thrower has Ripping a car door off to use as a shield or
enough strength to even lift the object in the to enter the car: (Large to huge object),
first place. In order to throw an object the hardness 10, 15 hp damage since hinges are
addition of its weight cannot exceed the the weakest point.
thrower's heavy encumbrance limit.
Smashing a fire hydrant to create a
Another common maneuver for super-strong high-pressure water blast: (small metal
characters is to use objects as makeshift object) hardness 10, 10 hp.
weapons, particularly extremely large and
unwieldy objects. For game purposes these Ripping up a chuck of asphalt from a road
items are treated as improvised weapons with to throw later: (Large stone object)
the usual penalties. However, they also Hardness 8, 90 hp.
extend the wielder's reach allowing her to
make melee attacks against distant targets. A Bending a steel bar to bind an incapacitated
large object gives a 10 ft reach, a huge object opponent: (medium metal object) hardness
gives 20 ft and gargantuan objects give 30 ft. 10, 15 hp.
Colossal objects will break under their own
weight when muscle-bound bricks try and use Hardness in Pathfinder is different then in
them as weapons. The damage for these D&D. Using the 5e D&D system the best
weapons is the same as for throwing them. way to use Pathfinder’s Hardness is to use it
as the base AC of the object. Any object has
an AC of 10+ the Hardness of the material.
While you do not need to roll a to hit to grab
ahold of the object in question, you do have
to beat the material’s basic Hardness to do
any damage to it.

115
Introduction

Common Weapons

Melee Weapons
Weapon Type Damage (s) Damage (m) Critical
Knife 1D3 1D4 19-20 / x2
Spear 1D6 1D8 x3
Sword 1D6 1D8 19-20 / x2
Trident 1D6 1D8 x2
Unarmed Strike 1D2 1D3 x2

Ranged Weapons Damage (s) Damage (m) Critical Range


Alien Blaster 1D6 1D6 x2 250 ft.
Arrow 1D6 1D6 x2 100 ft.
Assault Rifle 1D6 1D8 x2 200 ft.
Cannon 1D8 1D10 x2 500 ft.
Dart 1D3 1D4 x2 20 ft.
Thrown Knife 1D3 1D4 x2 10 ft.
Laser, Industrial 1D8 1D8 x3 50 ft.
Laser, Pistol 1D6 1D6 x3 50 ft.
Laser, Rifle 1D6 1D6 x3 200 ft.
Machine Gun 1D6 1D6 x2 100 ft.
Missile 1D10 1D10 x2 500 ft.
Pistol, Heavy 1D6 1D8 19-20/ x2 100 ft.
Pistol, Small 1D6 1D6 19 - 20 / x2 100 ft.
Rifle 1D6 1D8 19 - 20 / x2 250 ft.

116
Introduction

Strength Carry Weight Maximum Lift with Maximum Weight


Attribute Light Medium Heavy Stagger Movement that can be Dragged
1 3 lbs. 6 lbs. 10 lbs. 20 lbs. 50 lbs.
2 6 lbs. 13 lbs. 20 lbs. 40 lbs. 100 lbs.
3 10 lbs. 20 lbs. 30 lbs. 60 lbs. 150 lbs.
4 13 lbs. 26 lbs. 40 lbs. 80 lbs. 200 lbs.
5 16 lbs. 33 lbs. 50 lbs. 100 lbs. 250 lbs.
6 20 lbs. 40 lbs. 60 lbs. 120 lbs. 300 lbs.
7 23 lbs. 46 lbs. 70 lbs. 140 lbs. 350 lbs.
8 26 lbs. 53 lbs. 80 lbs. 160 lbs. 400 lbs.
9 30 lbs. 60 lbs. 90 lbs. 180 lbs. 450 lbs.
10 33 lbs. 66 lbs. 100 lbs. 200 lbs. 500 lbs.
11 38 lbs. 76 lbs. 115 lbs. 230 lbs. 560 lbs.
12 43 lbs. 86 lbs. 130 lbs. 260 lbs. 650 lbs.
13 50 lbs. 100 lbs. 150 lbs. 300 lbs. 750 lbs.
14 58 lbs. 116 lbs. 175 lbs. 350 lbs. 875 lbs.
15 66 lbs. 133 lbs. 200 lbs. 400 lbs. 1,000 lbs.
16 76 lbs. 153 lbs. 230 lbs. 460 lbs. 1,150 lbs.
17 86 lbs. 173 lbs. 260 lbs. 520 lbs. 1,300 lbs.
18 100 lbs. 200 lbs. 300 lbs. 600 lbs. 1,500 lbs.
19 116 lbs. 233 lbs. 350 lbs. 700 lbs. 1,750 lbs.
20 133 lbs. 266 lbs. 400 lbs. 800 lbs. 2,000 lbs.
21 153 lbs. 306 lbs. 460 lbs. 920 lbs. 2,300 lbs.
22 173 lbs. 346 lbs. 520 lbs. 1,040 lbs. 2,600 lbs.
23 200 lbs. 400 lbs. 600 lbs. 1,200 lbs. 3,000 lbs.
24 233 lbs. 466 lbs. 700 lbs. 1,400 lbs. 3,500 lbs.
25 266 lbs. 533 lbs. 800 lbs. 1,600 lbs. 4,000 lbs.
26 306 lbs. 613 lbs. 920 lbs. 1,840 lbs. 4,600 lbs.
27 346 lbs. 693 lbs. 1,040 lbs. 2.080 lbs. 5,200 lbs.
28 400 lbs. 800 lbs. 1,200 lbs. 2,400 lbs. 6,000 lbs.
29 466 lbs. 933 lbs. 1,400 lbs. 2,800 lbs. 7,000 lbs.
30 532 lbs. 1,064 lbs. 1,600 lbs. 3,200 lbs. 8,000 lbs.
31 612 lbs. 1,224 lbs. 1,840 lbs. 3,680 lbs. 9,200 lbs.
32 692 lbs. 1,384 lbs. 2,080 lbs. 4,160 lbs. 10,400 lbs.
33 800 lbs. 1,600 lbs. 2,400 lbs. 4,800 lbs. 12,000 lbs.
34 932 lbs. 1,864 lbs. 2,800 lbs. 5,600 lbs. 14,000 lbs.
35 1,064 lbs. 2,132 lbs. 3,200 lbs. 6,400 lbs. 16,000 lbs.
36 1,224 lbs. 2,452 lbs. 3,680 lbs. 7,360 lbs. 18,400 lbs.
37 1,384 lbs. 2,772 lbs. 4,160 lbs. 8,320 lbs. 20,800 lbs.
38 1,600 lbs. 3,200 lbs. 4,800 lbs. 9,600 lbs. 24,000 lbs.
39 1,864 lbs. 3,732 lbs. 5,600 lbs. 11,200 lbs. 28,000 lbs.
40 2,128 lbs. 4,256 lbs. 6.400 lbs. 12,800 lbs. 32,000 lbs.
41 2,448 lbs. 4,896 lbs. 7,360 lbs. 14.720 lbs. 36,800 lbs.
42 2,768 lbs. 5,536 lbs. 8,320 lbs. 16,640 lbs. 41,600 lbs.
43 3,200 lbs. 6,400 lbs. 9,600 lbs. 19,200 lbs. 48,000 lbs.
44 3,728 lbs. 7,456 lbs. 11,200 lbs. 22,400 lbs. 56,000 lbs.
45 4,256 lbs. 8,528 lbs. 12,800 lbs. 25,600 lbs. 64,000 lbs.
46 4,896 lbs. 9,808 lbs. 14,720 lbs. 29,440 lbs. 73,600 lbs.
47 5,536 lbs. 11,088 lbs. 16,640 lbs. 33,280 lbs. 83,200 lbs.
48 6.400 lbs. 12,800 lbs. 19,200 lbs. 38,400 lbs. 96,000 lbs.
49 7,456 lbs. 14,928 lbs. 22,400 lbs. 44,800 lbs. 112,000 lbs.
50 8,512 lbs. 17,024 lbs. 25,600 lbs. 51,200 lbs. 128,000 lbs.

117
!
Introduction

Assault Trooper No Retreat:


The Assault Trooper is at his best when the
This character may be a soldier, special odds get worse. The Assault Trooper's
forces operative, SWAT cop, or someone else command of hopeless situations grants him
with similar training. an edge when the chips are down. In a
situation where the Assault Trooper is
Role: clearly outnumber or outmatched, he gains a
Whatever the background, they are a +2 morale bonus to attack rolls. In addition,
tough-as-nails fighter and a skilled killer. the Assault Trooper gains a number of
temporary hit points equal to his class level
Prerequisites: None plus his Wisdom score.
Alignment: Any
Hit Die: 1d10 One Shot, One Kill:
Resource Points Per Level: 0 The Assault Trooper has learned how to kill
Proficiencies: Strength an opponent with a single shot from a
Weapons: All, personal firearms ranged weapon. Whenever the character
Armor: All, shields. makes an attack with a ranged weapon from
Tools: None more than one range increment away, he or
Skills: Choose two from Athletics, Stealth, she may do the maximum damage possible
Perception or Intimidation by the weapon.

Level
Proficiency
Notes Shrug It Off:
1
+2

Blood Makes


The Assault Trooper has learned how to



The Grass Grow force himself to keep fighting when
2
+2

No Retreat wounded. Once during any battle, the
3
+2

Shrug It Off Assault Trooper can regain a number of lost
4
+2

The Good Death hit points equal to twice his total character
5
+3

One Shot, One Kill
level. Hit points gained from this ability
cannot cause the Assault Trooper to go over
The Good Death: his normal hit point total. At the end of the
The Assault Trooper becomes a master of the battle, any remaining hit points gained this
art of death. A target hit by the Assault way are lost. If this leaves the Assault
Trooper in combat takes +2 hits of extra Trooper with a negative number, reduce his
damage. hit points to 1 instead.

Blood Makes the Grass Grow:


The Assault Trooper has learned to cause
bleeding damage with a melee attack. If the
Assault Trooper makes a successful melee
attack roll against an opponent who is denied
his Dexterity bonus, then the target of the
attack must make a Fortitude saving throw
(DC 10 + the amount of damage dealt) or
begin taking bleeding damage. A bleeding
character takes 1 point of damage every
round until his wounds are tended to
(Healing, DC 18).

119
Introduction

Hero Hater:
Henchman The Henchman has been beaten up so many
The Henchmen are professional criminals, times by heroes that they really don't like
often hired by super villains to act as muscle costumed freaks. While fighting any
and lackeys. They are often dressed in the costumed super hero, the Henchman gains a
villain's uniform of some sort, be it a T-shirt +1 to all to hit and damage rolls.
with the villain's logo on it, or some other
silly outfit. Looking Good for The Boss:
Any time Henchmen are within line of sight
Role: of their villain boss, they try a bit harder to
Pure muscle; the Henchmen are not to smart, impress and gain a +1 to all to hit and
otherwise they would know they are cannon damage rolls.
fodder for their boss.
Menacing:
Prerequisites: None At 5th level, the Henchman gets to double
Alignment: Evil his Charisma modifier when applying it to
Hit Die: 1D10 Intimidate skill checks.
Resource Points Per Level: 0
Proficiencies: Constitution Sneak Attack:
Weapons: All simple and martial and The Henchman hits hardest when he catches
personal firearms. a foe by surprise. They gain the ability to
Armor: All, plus shields. perform a sneak attack that deals an
Tools: None additional 1d6 points of lethal or nonlethal
Skills: Choose two from Athletics, damage whenever they catch an opponent
Acrobatics, Perception and Intimidation flat-footed. The Henchman sneak attack
damage increases to +2d6 at 5th level.
Level Proficiency Bonus
Features
1 +2 Looking Good For The Boss
2 +2 Sneak Attack 1d6
3 +2 Menacing
4 +2 Hero Hater
5 +3 Sneak Attack 2d6

Treat Trick

120
Introduction

Police Officer
This character is an honest, hard-working
officer of the law. He isn't necessarily a
stickler for rules and regulations, but he
knows what right and wrong are all about.
This “good cop” doesn't hesitate to stand up
to his fellow police officers if he thinks that
they are crossing the line. This character may
be an internal affairs agent, a straight-laced
private investigator, or an ex-cop who was
discharged for the wrong reasons.

Role:
They might not be there when you need them,
but they will show up there sooner or later.

Prerequisites: None
Alignment: Any
Hit Die: 1D8
Resource Points Per Level: 0
Proficiencies: Strength
Weapons: All simple and personal firearms.
Armor: None
Tools: None

Level Proficiency Bonus


Features
1 +2 Run Down
2 +2 Car Chase
3 +2 Incapacitate
4 +2 Real Police Work
5 +3 Years On The Street

121
Introduction

Run Down:
A Police Officer learns to master the art of the
chase. The Police Officer can gain a
temporary increase to his base speed when in
pursuit of another character. The character's
base speed increases by 10 feet for a number
of rounds equal to his character level.

Car Chase:
The Police Officer is an expert driver with
plenty of experience chasing down suspects.
At 2nd level, the Police Officer gains a +4
bonus to all Acrobatics checks made while
attempting to catch up to another vehicle or
force it to stop.

Incapacitate:
At 3rd level, the Police Officer gains an
extraordinary knack for rendering someone
helpless. The character gains a bonus equal to
his class level on any roll used to grapple,
trip, or disarm an opponent.

Real Police Work:


At 4th level the Police Officer has become a
master of his trade and the truth rarely gets
past him. This character receives a bonus
equal to his class level whenever he performs
any of the following skills: Investigate,
Perception, Profession, or Sense Motive.

Years on the Street:


The Police Officer is an experienced veteran
with enough time on the job to know that you
can never be too careful. The character's
hard-earned experience serves him well when
it comes to avoiding attacks. The Police
Officer is allowed to add his Wisdom
modifier to his AC. The Police Officer does
not lose this bonus even in situations where
he is caught flat-footed (but still loses this
bonus if he is immobilized).

122
Introduction

Thug
The Thug is a lowlife criminal, a gangster,
and a punk. Whether it takes a punch in the
nose, a knife in the pack or a gun in
someone's face, this crook has nothing better
to do all day than to hurt other people and
take their stuff.

Role:
Street criminals and low level gangsters, the
Thug is a common enough foe for heroes to
beat up on and for villains to hire.

Prerequisites: None
Alignment: Evil
Hit Die: 1D8
Resource Points Per Level: 0
Proficiencies: Constitution
Weapons: All simple and personal firearms
Armor: None
Tools: None

Level Proficiency Bonus


Features
1 +2 Gang Up
2 +2 Sneak Attack +1d6
3 +2 Menacing
4 +2 Sneak Attack +2d6
5 +3 Fast Getaway

123
Introduction

Gang Up:
The Thug works best when his pals are around. Whenever one or more Thugs are attacking
the same target, each gains a bonus to their to hit and damage rolls of +1 per extra Thug
involved in the fight.

Example: The Cat is being attacked by three thugs and so each thug gains a +2 to hit and
damage while they are fighting this heroine.

Fast Getaway:
At 5th level, the Thug has become a master of escape and evasion, gaining a +10 bonus on
Drive or Stealth skill checks performed for the purpose of avoiding danger. Activating this
ability also grants the Thug a movement bonus of +5 ft. for one round (this movement
bonus only applies while traveling on foot).

Menacing:
At 3rd level, the Thug gets to double his Charisma modifier when applying it to Intimidate
skill checks.

Sneak Attack:
The Thug hits hardest when he catches a foe by surprise. At 2nd level, the Thug gains the
ability to perform a sneak attack that deals an additional 1d6 points of lethal or nonlethal
damage whenever he catches an opponent flat-footed. The Thug's sneak attack damage
increases to +2d6 at 4th level.

124
Superhero RPGs

Super Heroes and RPGs


What Makes A Hero?.
What makes someone a hero? It is not merely
opposition to evil, there is something more.
The concept originally referred to the
demi-gods of greek mythology (the
precursors to the modern-day superhero) but
over time it has expanded to cover a wide
range of peoples and behaviors.

Heroes do not exist in a vacuum. Most people


will go through their entire lives without
being presented with even a single
opportunity for heroics, but when such rare
dangers present themself there are those who Determination - The unwillingness to give
rise to the challenge with courage, moral up. A hero must be willing to see things
fortitude and self-sacrifice. These are the through or die in the process. Often a hero is
people we name heroes, born as much of fate the person who keeps fighting long after
as their intrinsic personality traits. One of the things seem futile, especially when the
primary pleasures of Heroes Wear Masks is it succeed at a task others thought impossible.
presents us with the opportunities to play the Conviction - An unshakable belief. The
hero that are absent from our daily lives. ability to hold onto what you know is right
in the face of extreme opposition. A hero
So what are the qualities of a hero? will have the moral certitude to do what is
Self-Sacrifice - The willingness to sacrifice right when the chips are down. Often a hero
the things one cares about, even one's own is someone with the courage to stand up for
life, for the sake of others. It is the will to what they believe in. This does not mean
make the sacrifice, not the sacrifice itself, that that heroes are perfect. It is their
makes a hero. Often a hero is the person who larger-than-life traits which make them
is willing to do the right thing regardless of heroes, but it is their flaws which make
what it will make others think of them. them human. Flawed characters are all the
more heroic for overcoming their
Courage - Bravery, both inside and outside shortcomings and still striving to do what's
of combat. A hero must not shirk from what right. Often the very character traits that
needs to be done, they must not let fear make someone a hero, taken in excess, can
overcome them. There are many kinds of be their greatest flaw as well. A hero whose
courage. Often a hero is the person who is obsession with fighting crime causes him to
willing to admit to themselves hard truths and treat those around him as mere tools in his
take the appropriate actions. crusade, another whose unshakable morality
causes her to hold others to an impossible
standard of behavior, yet another whose
desire to protect his people causes him to
put others in danger. Some of the most
interesting situations in superhero fiction
come from when the very thing that makes a
person a hero is the thing that causes them
to occasionally play the villain.

126
Superhero RPGs

Heroism comes in many shapes and sizes. The Culture Hero - A Culture Hero is a
There is no universal definition for what representative of some culture or group who
constitutes a hero. There are, however, many changes the world in such a way to make it
common heroic archetypes from history and safer or more suitable for them. A demi-god
fiction, which crop up time and again. who tames the wilderness, a mutant who
Examples include: achieves civil rights for her people, a man
who makes people believes in the American
The Selfless Public Servant - When asked to Dream again. The Culture Hero changes (or
describe what a hero is, many people would seeks to change) the world for the better-
quickly point to the police, firefighters and ment of their people.
other public servants who in the course of
their daily jobs put their lives in danger for The Reluctant Hero - The Reluctant Hero
the sake of the public. While perhaps not as is someone with the ability to do some act
glamorous as radioactive supermen, the of great good but has reservations about
selfless public servant is an enduring and real doing it. Often a conflicted figure, the
archetype of modern heroism. Reluctant Hero must overcome themselves
in order to become the hero they are
The Vigilante - The flipped side of the destined to be. A hero's reluctance could
Selfless Public Servant, the Vigilante picks come from a lack of self-confidence, from
up where the system fails. When the law is being unsure of the rightness of their
powerless to help, when criminals go free actions, or a simple lack of motivation. The
due to technicalities, when corruption turns important thing is that, when push comes to
the law against the people, the Vigilante shove, the Reluctant Hero eventually does
rights what is wrong. Working outside the what is required of them.
bounds of the law but for the good of society,
the Vigilante is a polarizing figure. The Christ Figure - A spiritual hero whose
life draws parallels to the life of Jesus
The Paragon - An archetype which has Christ, the Christ Figure is a very specific
fallen out of vogue for being somewhat but still very popular heroic model. The
unrealistic, the Paragon is a hero who Christ Figure is a martyr who sacrifices
embodies all that is just and right. The themselves for the greater good, for
Paragon is a hero not just because of their something larger than themselves.
actions, but because of what they represent.
They are a role model, a guide, someone who
shows others how to be a better person. The
Paragon often comes off as stereotypical or
disingenuous, but when done right they can
be some of the most inspirational of heroes.

The Protector - The Protector is someone


who has a group of people so important to
them they will protect it at any cost. From the
fierce mother protecting her children, to the
wise ruler fighting for his people, the
protector seeks to preserve those they value
most. The Protector can be a controversial
figure: a hero to those they fight for and a
villain to those they fight against.

127
Superhero RPGs

So what do heroes do?


To understand what makes a hero, it is good
to examine what actions taken by such people
are considered heroic in and of themselves.
Concrete actions can often tell you more
about what makes a hero than a million pages Fight Corruption - Not all crimes are on
of waxing philosophical on the subject. They the street level. There are police to protect
also make great jumping off points for people from muggers, but who protects the
deciding what kind of heroic character you people from the police? When those in
want to make for yourself, and what things positions of authority abuse their power it
that character might do. The examples has a negative impact that dwarfs that of
include simple crime. Crooked cops, judges on the
take, even entire governments sometimes
Save the Innocent - When ordinary people fall to the lure of power or easy money.
get caught up in events beyond their control, Going after such authority figures is often
it is heroes who come to their rescue. socially unacceptable, making those with
Whether stopping and out of control subway the courage to do so all the more heroic.
train, pushing someone out of the way of a
laser blast or holding up a collapsing building Fight Intolerance - One of the most
so that those inside can escape, saving insidious cancers on society, bigotry, hatred
innocent lives is the bread and butter of the and intolerance are subtle foes which are
superhero. difficult to defeat. Such attitudes cannot be
changed with a fist fight, no matter how
Save the World - Saving the innocent writ impossibly strong the combatants might be.
large, Saving the World (or sometimes merely Fighting intolerance is difficult and slow,
“a world”) involves stopping a but the gains that can be made make all the
planetary-level threat. Thwarting an alien effort worthwhile. It's not nearly as flashy as
invasion, stopping a mad scientist from some of the things that heroes do, but
unleashing an unstoppable plague, or heroism is about doing what's right, not
preventing a third World War, saving the what's popular.
world is one of the most important things any
hero can do. The opportunity to do so does Righteous Vengeance - On rare occasion,
not present itself often but when it does no there can be no balancing of the scales of
true hero will shirk the call to duty. justice. Sometimes those who work within
the laws of society are its greatest foes.
Fight Crime - Murderers, thieves and drug When there is no way to work within the
dealers all walk the streets of any major city. system, no way to right the wrongs that
Often the police know who these people are, have been done, sometimes the only right
but simply cannot prove it to the level society thing to do is to make an example of the
demands. When crime runs out of control it is perpetrator. Vengeance is a treacherous
heroes who answer the call and pick up the path, it is easy to do great harm when one
slack. Everything from preventing a mugging has a self-righteous belief in the correctness
to breaking up a Mafia crime family, bringing of their cause, but in a corrupt world
those who operate outside of the laws of sometimes the only justice is revenge.
society is a staple of the superhero.
Vigilantism itself is against the law, meaning
than two crime fighting heroes who would
otherwise get along often find themselves at
odds.

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What Makes A Villain?


What makes someone a villain? Where is that
threshold between a flawed person and an
actual villain? The line here is even more Madness - Being insane is not evil, but
blurry and indistinct than that of the hero. madness can be a breeding ground for the
One man's arch villain is another man's war kinds of twisted logic that creates villains. A
hero. Almost everyone plays the “bad guy” in madman might do horrible things for
someone else's story at some point in their reasons that make sense only to him. These
life, but a villain in a comic-book sense is utterly insane villains are capable of some
something much rarer. A person who acts of the most heinous and incomprehensible
against the interests of the majority of of acts.
humankind is a good start but still perhaps
too specific. More generally a villain is Of course, few people actually see
someone who hurts others for reasons of hate, themselves as 'villains'. Everyone is the hero
selfishness, ego or even warped morality. A of their own story. A villain might be a
villain can be a totally corrupt monster or a sociopath, completely oblivious to others
tragic figure doing what they believe is right. feels. They may justify their evil actions to
themselves. They may feel what they are
So what are the qualities of a villain? doing is the right thing to do. Not all villains
Selfishness - Many seemingly evil acts are are so self-deceptive, but most truly
somewhat forgivable if done for noble memorable villains believe in some small
reasons, but selfish acts are held in near way that they're not the one in the wrong.
universal contempt. Selfishness is putting the
good of oneself above the good of others, Villains come in many varieties; there is no
especially when one disproportionately one mold from which they are all cast.
favors oneself. Selfishness in-and-of-itself There are, however, many common
does not a villain make, but when it is the villainous archetypes from history and
motive for other villainous acts it serves to fiction which crop up time and again.
magnify their immorality. Examples include:

Cruelty - Wanton cruelty is a classic mark The Monster - The Monster is one who is
of a villain. Even other people capable of utterly corrupt and irredeemable. The
reprehensible acts often look down on those Monster is unflinching and uncaring. It
who are unnecessarily cruel to their victims. cannot be reasoned or bargained with. The
Torture, both physical and psychological, is Monster destroys because it is a destroyer, it
an important tool of the cruel villain. Some kills because it is a killer. It is the mindless
villains are even sadists, taking a twisted rampaging beast, the serial killer without
pleasure in the misery they inflict. remorse or pity. The monster is a creature
out of nightmares. Whatever humanity it
Hatred - Hatred breeds evil actions, but not may or may not have had has long since
all hate is equal. Racism, sexism, religious been abandoned.
persecution, the most damaging forms of hate
are those who target large swaths of people
for inherent qualities rather than actions.

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The Tortured Soul - The Tortured Soul does


evil acts because they believe it is necessary
or in the greater good, but they still struggle
with the burden of what they are doing. They The Other - The Other is not necessarily
may see their actions in as dim a light as the evil, but its inherent opposition to humanity
heroes, but they believe it is something that means that humans will paint it as a villain.
must be done and they are willing to shoulder The Other could be a predator who sees
that moral burden. In stark contrast to the humans as a food source, it could be an
Monster, the Tortured Soul is conflicted, and alien Star God to whom humans are less
could potentially be reasoned with, even than ants, it could be an intelligent plague
redeemed. which needs human hosts to reproduce. The
Other is often alien and incomprehensible.
The Madman (or Woman) - The Madman is
someone whose view of reality is so utterly The Fallen Hero - The Fallen Hero is one
twisted that evil acts which would mortify who fought the darkness until the darkness
most normal people seem necessary to them, consumed them. They are a former hero
or even routine. The Madman is terrifying who has lost their way, either by giving up
because of their unpredictability, but the most on their moral code or else adopting
memorable Madmen have a method to their unacceptably extreme methods in the
madness. There should be some thread of pursuit of their “heroism”. The Fallen Hero
logic, however warped and twisted, to their makes a great foil for a conflicted hero,
goals and actions. personifying as they do the consequences of
a fall from grace. See also: the Anti-Hero
The Corrupt Authority Figure - The below.
Corrupt Authority Figure is, as the name
suggests, someone in a position of authority What do villains do?
who abuses that power. These can be some of The Same Thing We Do Every Night
the most insidious villains as their position Pinky - “...try to take over the world!” It's a
often grants them a degree of immunity from nice ambitious and understandable goal,
the consequences of the evil acts. A Corrupt who doesn't think the world would be a
Authority Figure can often even turn the tools better place under their “benevolent” rule?
of legitimate society against the heroes who Taking over the world may be a cliché, but
oppose them. clichés only become clichés because they
were such resonant ideas to begin with.
The Egomaniac - The Egomaniac is
motivated by an obsessive preoccupation Enrich Themselves - The classic
with themself. They are extremely self bank-robbing supervillain is engaging in
centered and seek to gratify their ego and this, but there are other ways to enrich
prove their superiority at every available oneself besides stealing money. A villain
opportunity. Nothing is more insulting to an might seek power, whether political or
Egomaniac than someone implying that they supernatural, or seek status and respect.
the Egomaniac's equal, or heaven forbid their There are as many different things a villain
superior. Egomaniacs will often enact might want to gain as there are underhanded
elaborate schemes to gain revenge for or duplicitous ways to gain them.
extremely petty slights, real or imagined.
They cannot tolerate a challenge to their
superiority.

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Feed Urges - Some villains commit their


heinous acts because of some innate drive,
whether natural or unnatural. The serial killer
who feels compelled to commit ritualistic
murder, the vampire who craves the taste of
human blood, the megalomaniac who seeks
power to the exclusion of all else, there are
many dark urges which a villain might seek
to feed.

Prove a Point - The entire purpose of some


Anti-Heroes and Other Grey Areas
evil acts might be to prove a point. Political
The line between hero and villain can be a
Terrorism is the classic example of this, but it
vague one, and there are always those who
could be as complex as driving a man insane
straddle it. Anti-heroes are those characters
to prove a point to a foe about the nature of
whose actions or methods preclude them
sanity. Committing evil acts in to prove
from being true heroes, but whose goals
something to a person or group of people is
often align closely with their more heroic
not the act of a completely sane individual,
cousins. Anti-Heroes subvert the standard
but it can be one of the most impactful things
expectations of the hero, but so too do they
a villain can do.
defy the definition of “villain”. The
Anti-Hero plays by her own rules.
Seek Vengeance - Righteous Vengeance can
be a good act in the rarest of occasions,
An Anti-Hero could be a heroic character
which means in all other instances it is an act
with one or more villainous attributes. They
of petty selfishness. Matching darkness with
could be someone who does the right thing
more darkness, destruction with destruction,
for the wrong reasons, or the wrong thing
only perpetuates the cycle of misery. The
for the right reasons. They might be
more petty the vengeance, the more pointless
conflicted and ever unsure of what the right
it is, the more evil the act. The self-centered
thing to do even is. The Anti-Hero is, in
and egomaniacal cannot bear to let the
essence, a rejection of the concept of the
smallest slights go unanswered.
perfect incorruptible hero. In comic-book
terms, the Anti-Hero is usually an isolated,
Bring About the Apocalypse - If you can't
brooding, troubled loner who, although
rule the world, the next best thing is
often acting in the role of a hero, adheres
destroying the world. This is an extreme
more to a personal moral code which can be
option as, unless you have a very good
at odds with society at large. This often puts
contingency plan, you're going down with the
them at odds with more traditional heroes,
world when you destroy it. Still, if you want
sometimes leading them to split from the
to get back at all those fools who doubted
team to pursue their own agenda. One can
you, there's no flashier way to prove your
quickly see how this particular archetype
superiority than by being the person who
might not be the most appropriate for
brings about the end of the world.
Roleplaying Games, wherein group
coherency is important. However, that does
not preclude the Anti-Hero as a legitimate
character type in RPGs

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Making an Anti-Hero which can play well Another grey area in heroic morality is the
with others can be tricky, but it is far from so-called 'Dark Hero'. The Dark Hero has
impossible. It's not even necessary to all of the traits of a hero but the methods
de-emphasize the brooding loner aspect, they use to pursue their goals are extreme
which in a lot of cases is the main appeal of and tend towards the grim. A Dark Hero
the archetype. These kinds of Anti-Heroes does not merely work outside the law, they
play by their own rules, so one of the best reject it. A Dark Hero might murder a
ways to make sure they stick with the group criminal rather than turn them over to a
is to integrate this goal into their own rules. broken justice system which could let them
An Anti-Hero could care more about the good go free. A Dark Hero might be willing to
work they are doing with the team than their use torture in order to get information that
temporary personal grievances with any of will save innocent lives. The Dark Hero is
their team mates. Another could have a willing to do what others will not in order to
personal problem with “quitters” and will not what they believe is right. They are
leave the team no matter how much pressure sometimes tragic figures who do what they
they might find themselves under to do so. do so that the more morally upright heroes
Yet another might, while not admitting this do not have to. Dark Heroes are often the
fact even to themselves, see the team as a product of dark settings, where the methods
surrogate family and the closest thing to a of the more pure heroes are ineffective.
positive relationship in their life. Such an They might also be tormented individuals
Anti-Hero would be very protective of the who merely see the world in this light.
team if threatened, and would likely not even
consider leaving it. The important thing to Anti-Heroes and Dark Heroes work best in
remember is to find a way to integrate a games where they match the tone. In a gritty
desire to remain on the team into the game they are very much at home, whereas
character's personality, so that doing so is in in a more light-hearted 'four-color' game
keeping with the character's nature and not an they can be frightfully inappropriate.
affront to it. Although it is usually a good idea to check
with your GM to find out what style of
game is being run before making any sort of
character, this is even more important when
making these kinds of morally grey heroes.

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Building Memorable Characters


Trying to build a fun and memorable A central image can be almost anything. It
character can be a daunting prospect, but if can be a symbol, like a flag or am animal
you break the process down and make use of silhouette. It could be a profession, such as
some of the tools outlined below it can be a fire fighter or a clown. You could even
made a great deal simpler. build the costume around a specific article
of clothing or gear, such as rocket boots or a
The first thing a lot of people think about trench coat. Whatever you choose should be
when they think of a superhero or villain is somewhat flashy and it should tie into the
the costume. A great iconic costume is very impression you want to give with your
much a part of most successful superheroes; costume.
it's no coincidence that the artists who design
these costumes are considered co-creators of Once you have the central image you can
the character. A costume should give us a start to add extra little details. Try to strike a
broad but meaningful idea of who the balance between a bland largely empty
character is. In a way it's like a brief look into costume and an excessively busy costume.
the character's subconscious. Superhero Two to four costume details in addition to
costumes are highly symbolic, and the exact the central image is a good rule of thumb.
symbols the character chooses gives a clue as These extra details should complement or
to their beliefs and thought processes. A contrast the central image.
woman who decides to fight crime while
dressed as a wolf tells a different story about The next most prominent aspect of most
her personality than a similar woman who superhero or villain characters is the origin
fights crime in a spandex costume patterned story. An elaborate backstory can be fun to
after an American flag (which itself would be write, but when deciding on a backstory
a different impression from that same there are certain things you should keep in
costume patterned after a Confederate flag). mind in order to make sure it will be
The costume gives a very calculated first relevant to play. A backstory that never
impression; the character is wearing it for a comes up in play is never as fun as one that
reason. What is the impression your character has a real impact.
wants to give? To whom to they wish to give
it? These are good first questions to ask when A good backstory (that is to say, one that
deciding on a costume design. will influence play) involves people whom
the character feels strongly about, either
Once you know what the basic message of positively or negatively. Such people make
the costume is going to be, you need to excellent NPCs for the GM to use in play,
decide how to go about it. Many superhero allowing such relationships to grow and
costumes focus on a single central image. If evolve. Characters are the bread and butter
you already have a theme in mind for your of this technique, but it can apply to
character, it could be something which anything. Organizations, ideals, social
pertains to this. Dogman's costume is, in all classes, anything your character has strong
likelihood, going to incorporate dogs or dog emotional ties to is something the GM is
related symbolism. If you don't have a theme going to be able to use to spice up play.
in mind, now might be a good time to give Most GMs love these kinds of tools, so
the idea some thought. It's also a good idea to including them in your backstory is a very
think of a color-scheme, two to three colors good way of ensuring it will impact play.
are a good rule of thumb for most costumes.

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Another element which you can incorporate costume and going out at night to get into
into your backstory is unresolved issues. high powered fist fights in the rain is not
Anything you character is still dealing with is something the average person would
something they'll have to deal with in game. consider. It takes a certain breed of person
In addition to being something the GM can to make that decision, and there's always a
incorporate into play, unresolved issues are reason. They might be seeking atonement
something you can directly bring into play for past misdeeds, revenge for mistreatment,
yourself. Trying to deal with the loss of a or simply a way of coping with the loss of a
parent, or trying to overcome an abusive loved one. The decisions you've already
childhood, unresolved issues affect play by made about who your character is should
affecting the way you play your character. inform this decision.

That's not to say that other extraneous Now you should have all the bits and pieces
elements can help enrich a backstory. Most you will use to construct your character's
people will find, however, that it's the personality. Start with broad strokes. If you
elements that influence play that really make know who your character is in general, if
a backstory help a character come to life. you know which stereotypes they adhere to
and which they subvert, you can slowly
Another good way to make sure you build up the nuance through play. Deciding
character can influence play is to have goals too much beforehand can be limiting. If the
and ambitions. A character without goals can personality you have in mind is broad you're
only deal with what the GM puts in front of free to develop the finer points through play
them. A character with goals will always have which leaves you with more options.
something to do. The best kinds of goals and Sometimes learning who your character is
ambitions are large in scope, this is a game as you go along can be as much fun as
about superheroes after all. Something that deciding who they are.
can be pursued over a number of different
adventures is far more useful than something When you're making a character for
that can be quickly resolved in a single long-term play, having a lot of open-ended
encounter. Goals like “take vengeance for my goals and a backstory full of important
parent's death against all criminals” or “bring NPCs is extremely helpful. By contrast,
down the United States government” are most of this extra detail is wasted when
better than goals like “find a place to live” or making a character for a one-shot. A
“kill Jimmy the Fink” simply because they short-term character should be more
will take longer to achieve and therefore offer streamlined. Just as you want to make sure
more possibilities. most of the elements of your backstory are
things that could influence play, you want to
By now you should have a pretty good idea make sure all of the elements of a
of who your character is and what their core short-term character are things that could
beliefs are. What you'll need to determine influence a single session of play. That's not
next is one of the most important questions to say a character intended for a one-shot
you can ask when creating a superhero or can't or shouldn't have long-term goals, but
villain character: why does this person fight they should only have long-term goals that
(or commit) crime? Dressing up in a colorful might reasonably be addressed at some
point during the session.

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There are techniques which make


Stealing Memorable Characters describing this sort of “widescreen” combat
Or, “how to rip-off your favorite comic-book much easier than it seems. The first and
character without ripping them off.” It's all most obvious thing to keep in mind is the
well and good to create a unique and complex way you describe the effects of attacks.
character for yourself, but if you just want to What makes an attack feel super isn't the
play Batman you might as well just play raw numbers behind it, but the impact that
Batman. The trick is to make a character that the attack has on the story. A character
can give you the experience of Batman elbowing another into the pavement so hard
without making everyone else at the table roll his head leaves an indentation “feels”
their eyes. This is easier than it looks. powerful. It doesn't matter what the
numbers are behind it. Now, in order to
The first step is to identify what it is about the have the actual mechanics and numbers
character that you like. What is the have real meaning you need to scale your
experience you're trying to capture? Make a descriptions up along with the numbers. The
list wherein you write down all the things point is it isn't the numbers themselves that
about the character that attracts you to them. give the epic feel to the combat, it's the
It can be a long or as short as you like. Now descriptions.
discard every other assumption that the
character you're imitating brings to the table.If this is something you have trouble with,
Keep only the things on your list. Now go you might consider making a literal scale.
through the steps outlined in Building Write out a damage scale based on some
Memorable Characters, keeping in mind the benchmarks. For example if the largest
items on your list. When making choices be amount of damage likely to be dealt in my
as different from the source character as campaign currently is 20, I might make a
possible without sacrificing your vision of scale with 1, 5, 10, 15 and 20. Now beside
what you want to play. By the time you're each of these damage numbers come up
finished you should have a character that has with a nice iconic description of what that
suitably obfuscated its source of inspiration. level of damage should “feel” like. Once
You may be surprised at how different a you have this, you can reference it in game.
character you were able to produce. You don't want to use the same descriptions
you wrote down (although writing down a
Combat bunch to use is often a good idea if you
The Scale of Super Combat have trouble with this) the idea is to use
The primary difference between running them as benchmarks. If you know 5 damage
combat in Dungeons & Dragons and running is equal to smashing a stack of wooden
it in Heroes Wear Masks is the scale. The planks, you know that having a 5 damage
actual rules are much the same, the thing that attack destroy the foundations of a building
will get across the epic nature of a fight or having the same attack bounce off some
between superhumans is the descriptions. A drywall are both equally inappropriate. The
damage roll might be numerically identical in great thing about having a damage scale is
D&D and Heroes Wear Mask, but the story that the impact of attacks will naturally
impact has to be bigger. The only way to increase as the characters gain levels and
really get this across is through narration. become capable of producing larger amount
of damage.

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Bystanders
Fights in populated areas are likely to
Collateral damage is another good way of involve innocent (and not-so-innocent)
communicating scale. A missed punch which bystanders. These can be an effective tool to
dents a mailbox is perceived as weaker than spice up combats, especially those involving
one which shatters pavement, even though heroic characters. Innocent bystanders are a
both are misses. Traditionally superhero great complication to fights. Between
fights involve the terrain being torn up quite a area-of-effect attacks, collateral damage
bit, and it's an excellent way to get across the (like falling buildings) and all the other
magnitude of what is happening. Really big myriad hazards of a super-powered fight,
examples of collateral damage can even there are lots of ways to put bystanders in
change the nature of the battlefield, causing peril. This serves the two-fold goals of 1)
craters, moving vehicles, collapsing walls and adding complications to the fight beyond
otherwise altering the theatre of combat. This “whittle away the bad-guy's HP” and 2)
kind of collateral damage is also takes a bit of gives the characters an opportunity for
the sting out of misses for the players. It heroics. Players who play heroic characters,
keeps the characters seeming powerful and by and large, want those characters to feel
cool despite the failure of the attack. heroic. Saving innocent civilians, in the
process putting yourself at a disadvantage in
One thing to keep in mind when including a large-scale fight, is an excellent way of
large-scale collateral damage is it will change demonstrating that. It also gives more
the way most heroic characters think about morally ambiguous characters an
fights. If they know they're going to largely opportunity to contrast themselves against
destroy any place they fight in, they're going the more pure characters._Who does and
to start thinking about not just who they fight who doesn't stop to save the innocent is a
and when they fight them, but where they very good gauge of relative heroism.
fight. Luring enemies to a safe place for a
battle can become an entire encounter in and Villains can make use of bystanders in a
of itself. In many groups this is a feature, not much more proactive way. Imperiling a
a bug, but for more “beer and pretzels” play bunch of innocents is a great way to create
where the idea is to have some super- the kind of distraction necessary to escape a
powered rumbles without giving a lot of losing fight and live to steal another day. It's
thought as to the specifics it can end up being a classic villain move for good reason: the
a potential problem. heroes almost have to save the innocent
lives rather than pursue you. That's what
Remember to save something for the finish separates the heroes from the villains. If
line. If you use all your best ideas and they let those people die to chase you
descriptions in the first fight, the later they're not much better than the villains they
ostensibly more epic fights will feel repetitive chase. Just remember to endanger them, not
or flat. Give yourself room to grow. Don't kill them. You can't save a dead person.
hold back so much that the early fights are Rather than throwing your high explosive
uninteresting, but make sure to save your grenades at the group of onlookers, throw it
biggest and most epic ideas for when the at the nearby building. Then while the
characters have grown somewhat. As the heroes are trying to hold the building up and
characters grow in level, slowly dial up the digging through rubble, you're fleeing back
scale of the combat. to your lair with the bag full of diamonds
you need to fuel your death ray.

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Location, Location, Location


There are too many other potential hazards
The location of a fight is the most influential
and complications to list them all. You can
factor on the direction a fight will go after
include places to hide, falling debris, a
who the participants are. It's easy to assume
rapidly spreading fire, altered physical laws.
all fights take place on an empty, perfectly
There are millions of ways the location of a
level plane, but it's far more interesting to
fight can have a significant impact on the
create dynamic environments that will change
fight itself.
the nature of the fight all by themselves.
The physical attributes of a location are not
When creating an interesting location try to
the only ways in which a location can
start with the aspects that will influence play
influence a fight. The emotional resonance
and then build around that. It's far easier to
of a location can be just as important. A
add flavor details to a mechanical base than
fight on the home front, in a place where the
to try and come up with interesting
characters have a great deal of personal or
mechanical effects for an existing location.
emotional investment, is going to play out a
That's not to say it's never appropriate to start
lot different than a fight in the antagonist's
with the location, if the story demands a fight
lair for example. Suddenly objects which
take place in a specific location it's best to
much have no mechanical effect can
serve the story, but all else equal it's easier to
influence play merely for their sentimental
start with the game mechanics.
value. A character might not want to attack
someone standing in front of a treasured
There are many different kinds of hazards
heirloom lest they risk missing and
and other complications you can add to a
destroying it. On the flip side, in the lair of
location. The most straightforward is an area
the enemy doing damage to one's
which triggers a saving throw if entered. An
surroundings might be as effective as doing
oil slick might require a Reflex save to keep
damage to the other combatants. If the goal
your footing, a psychic dream-fog might
is to stop the antagonist's plan more than to
require a Will save to not become dazed
stop the antagonist the tactics can change
when within it. These kinds of hazards, while
considerably.
not being the most exciting, are quick and
easy to come up with on the fly.
Example Fight Locations
A Mad Scientist's Lab: A mad scientist's
Another good complication is the fragile
lab will have lots of fragile high-tech
object. Imagine a fight in a room with a vat
equipment scattered about. Missing an
full of acid. Any attack targeting a character
attack targeting a character standing in front
standing on a square in front of the vat which
of a piece of said equipment destroys it. In
misses hits the vat instead. When the vat's hit
addition to upsetting the mad scientist, this
points are depleted, the acid spills into the
has the effect of creating an electrical
room. This one object can change the entire
hazard. Anyone moving within one square
dynamic of the fight. Things get even more
of the hazard must succeed in a Dexterity
complex if the vat is atop a building and the
save or take a certain amount of electrical
acid could spill onto the crowds gathered
damage.
below.

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Atop A Moving Train: A moving train is


hard to maintain balance on. Any time a To keep things interesting, try to varying the
character is successfully hit with an attack, encounter types within that framework.
regardless of whether that attack deals Throw some strange locations or other
damage or not, they must succeed in a complications into some of the fights to mix
Dexterity save or fall off the train, taking things up. Make each combat a unique
falling damage as appropriate. Charging experience. This doesn't solely come from
requires a similar Reflex save. Characters unique combatants; you could have an
capable of flight, or with other superpowers entire adventure about fighting ninjas in
which confer extraordinary stability of some which the PCs fight ninjas in dozens of
sort, do not need to make these Dexterity vastly different ways.
saves.
It's usually a good idea to give PCs a decent
The Arena of Pain: This alien gladiatorial amount of time to rest and recuperate
torture arena uses wireless neural scourges to between fights, given the general rarity of
constantly stimulate a pain centers in the healing effects in Heroes Wear Masks.
brains of those inside it. Each round Rather than a large number of short and
combatants must succeed in a Will save or punchy fights, this game works best with a
become paralyzed with pain and unable to act smaller number of more important fights
for the round. spaced out.

Pacing That's not to say putting the PCs through


In the long run, when you include a fight can 'The Gauntlet' on rare occasion isn't fun.
be as meaningful as how the fight goes down. Running a number of fights in rapid
The amounts and types of combats succession with no break is exciting, but
contribute_to the game's pace. A large very difficult. Just make sure in this instance
number of quick fights will create a frantic that each individual fight is easily within the
pace, whereas long fights with a great deal of capabilities of the PCs to win. The
time between them creates a slower, more challenge here isn't winning the fight, it's
ponderous pace. Unless you are deliberately winning the fight with the resources to spare
trying to create a specific mood with the pace to win the next one. It's also a very good
of your fights there are some basic guidelines idea to give some indication to the PCs that
which it is a good idea to adhere to. they're going to be involved in a large
number of fights with little to not downtime
The first few fights should be relatively easy. in-between. Otherwise by giving the PCs a
These are an opportunity to demonstrate just false sense of security you're essentially
how super everyone's superheroes are. This setting them up to fail.
part of the adventure will probably involve
some amount of investigation and Thugs vs. Genuine Threats
interrogation, and the PCs fight low-level A thug is an NPC combatant whose purpose
goons in order to find out what's actually is to be defeated and in the doing so make
going on. The next fights should be standard, the PCs feel super and heroic. A genuine
well balanced fights. Neither particularly easy threat is an NPC combatant whose purpose
or particularly challenging. The PCs should is to provide an actual challenge for the
be starting to encounter the middle PCs. Knowing which of these to use and
management and lieutenants of whoever is when to use them is important for designing
behind what is going on. The last fight should combat encounters.
be the most challenging. The “boss”
encounter so to speak.

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ever plan to defeat the PCs, this will happen


You use thugs early on in an adventure. They on its own occasionally. When a GM tries to
help establish the power of the PCs and force it the players can usually tell and often
create a contrast for the more difficult lose interest as a result.
high-powered fights later on. It's important to
keep these fights relatively simple. Nobody While thugs almost always come in packs,
likes to lose to Cat-Themed Minion #4 and it the decision of whether to make a genuine
there shouldn't be a serious danger that this threat an individual or a team is an
will happen. The fickle luck of the dice important one. Individual threats have the
makes fools of us all, but excluding flukes of advantage of being more powerful. It's
probability it's usually fairly easy to make usually more satisfying to bring down a
thug encounters low-impact. single very powerful entity than a small
number of moderately powerful entities. A
That's not to say encounters with thugs team has the advantage of diversity. You
should be boring, far from it. Any time you have a lot more characters and powers to
spend doing boring stuff you could be work with when designing a team of threats
spending doing fun stuff. So the trick is to rather than an individual one.
make the fights with thugs fun, even if they
aren't particularly challenging. Rather than When designing an individual threat, you
fight four relatively weak thugs, it might be should make sure that they could soundly
more interesting (and impressive) to fight 10 beat any of the PCs in a straight one-on-one
really weak thugs. The numbers game isn't fight (unless you have only one PC in your
the only way to spice up an encounter with group, in which case don't). This character
thugs. Innocent bystanders, strange locations, is going to be badly outnumbered so they
all of the factors that can influence a big are going to need to be at least strong
important fight can be used to spice up a thug enough to win against one of their attackers.
fight. It's fine to add challenges (saving Somewhere between 1 to 3 levels above the
hostages, avoiding traps) to thug fights as highest level PC, depending on the party
long as the fight itself isn't going to seriously size, is a good rule of thumb. It's important
tax the PCs resources. to make them challenging, but beatable.

The genuine threat is a different story. In An interesting technique to use with


these cases you always want to present a individual threats is the puzzle fight. This is
challenge. In the same way you don't want a fight in which the foe the PCs are facing
the PCs to look like wimps by being brought has them clearly outmatched, but by
down by a man in striped cat pyjamas with a puzzling out certain facts (usually a
pound sign in his name, you don't want the weakness possessed by the enemy) the PCs
antagonist you just spent three game sessions should be able to emerge victorious. When
making the characters hate to look like a running such fights it's important to make
wimp by getting one-shotted. sure there are multiple clues the PCs can
piece together to figure out the relevant
It's also fine for the PCs to lose fights to such information, preferably prior to the fight
characters now and again; it only serves to itself (although a first encounter where the
reinforce the strength of their PCs have to flee and regroup can add
opponents, making the inevitable victory over tension to the quest to learn the enemy's
them all the sweeter. You shouldn't weakness). Remember the PCs might not
find or understand every clue, so having
multiple redundancies is essential.

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Making a team is a bit easier. There are lots


of methods you can use. You can design each
member of the team to counter a specific PC,
forcing the PCs to work together to defeat
them. The flip side of that each member of
the team being stronger than the PCs, but
being weak against the powers of one specific The Final Showdown
PC. Rather than focus on the PCs, another The final fight in an adventure (or even a
effective way of building an enemy team is to campaign) needs to be special. This is the
have each of their powers complement the climax, the pinnacle of all rising action. It is
group. If they are all more effective the more the moment the entire rest of the adventure
of their members are present this adds a has been leading to, and if it falls flat it
strategic element of who to try and take out drags the rest of the adventure down with it.
first. In general there should be one member You want the final showdown to stand out
of the team per PC, and each member should and provide a sense of catharsis at the end
be roughly equal to any given PC in power. of the story.
Using this as a base you can also mix things
up, like using more powerful characters but The final fight should be memorable and
half the number of PCs, or double their distinctive. This is the time to pull out all
number in thugs with some kind of unusual your most interesting ideas for locations,
combat advantage. enemies and other flourishes. The foes
themselves should also be interesting and
A fun technique to use very sparingly is the distinctive. The PCs should have gotten a
'Bizarro Team'. This is a team of foes each of chance to get a sense of the personality of
whom is a dark mirror image of the PCs. This this enemy. They should already have a
can be played for laughs, taken seriously, or a reason to hate them and want to see them
mixture of the two. Juxtapositioning the defeated (beyond the fact that this person is
absurdity of the mirror images with the fighting them).
danger of the PCs own abilities turned against
them strikes a fun balance between the two. This is also the time to raise the stakes. In
any fight the PCs lives are on the line, but
So how do you challenge the players with a this is the time to put the lives of innocent
genuine threat without overwhelming them? civilians on the line as well. Perhaps the
At the end of the day the only reliable way is PCs have to defeat a mad scientist in ten
to know your players and what their rounds so they still have time to deactivate a
characters are capable of. Something that laser satellite before it destroys Manhattan.
might be a breeze for characters of the same The point is the story impact of the fight, as
level might be too difficult for the specific much if not more than the challenge, is an
characters your players have created. The important factor in raising the stakes. This is
best way to balance an encounter, beyond similar to the way one communicates the
adhering to challenge ratings, is to look at the scale of combat. The mechanical impact
PCs stats. If none of the PCs have good informs and supports the story impact.
Reflex saves, don't include lots of Reflex
saving throws. If the PCs all have high attack
bonuses, you use different enemies than if
they all have low attack bonuses. There's no
one better to judge what a group is capable of
than their own GM.

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others, such as the opportunity to inspire


Running the Game others or to stand up to corrupt authority.
Running Heroes Don't expect the PCs to jump on every
The first thing to keep in mind when planning opportunity you provide, the point is to give
to run a game with hero PCs is that them the option of performing heroics. You
superheroes are primarily reactive. They may just need to provide the opportunities.
go on patrols, but even then they are
responding to things others do rather than Hard choices and moral dilemmas are a
making things happen themselves. There are staple of superhero fiction, and including
exceptions to every rule and some heroes will them in your game is a great way to spice
have ambitious projects of their own, but on things up and raise the emotional stakes.
the whole most superheroes wait until Choosing between the life of a loved one or
someone does something wrong before they the lives of thousand, deciding whether to
leap into action. It's important to make sure fight a powerful villain in a populated area
there is a way for the PCs to discover quickly or letting them go free, giving the PCs a
and easily that something has happened. They choice between two or more unpalatable
don't need to be able to get all the details at options and making them live with the
first, the important thing is that they know consequences of their choice can be a
that something has happened, and where they powerful moment. Like any powerful
might go to find out more. moment, it's important to using this
technique sparingly so that it does not
Heroes don't have to be reactive. In any become routine or boring. This is especially
setting there are likely to be a large number true with this technique which can become
of established villains, especially criminal extremely frustrating unless used carefully.
organizations and hate groups. PCs
uninterested in waiting for things to happen A great variation on this theme is the
can go after such groups, working their way discovery that the villain's “evil plan” was
up the chain of command until they find and actually intended to prevent or correct
defeat the leaders. Characters willing to work something equally horrible. If the PCs stop
even further outside the law can go for even their foe it makes them indirectly
more esoteric targets, such as amoral responsible for the events the villain could
corporations, corrupt politicians, or even have stopped. The choice of whether to
foreign dictators. Rather than just cleaning up continue to pursue their foe at this point can
disasters and preserving the status quo, be a very powerful one.
proactive superheroes can have a significant
positive impact on the setting.

One of the most important aspects of running


a superhero campaign is creating
opportunities for heroism. The PCs need to
be given a chance to show off their
character's selflessness and courage. Putting
civilians in danger is a great way of
accomplishing this, be it through the result of
villainous acts, natural disasters, or other
dangers. There are many

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When designing opposition for heroes start


by looking at the hero's backstories. If any of
the PCs have villainous individuals or groups
integrated into their backstories these are
perfect candidates for opposition. You can
either use the characters as they appear in the
background, or you can create larger
organizations or conspiracies in which these
characters are but a small part. Using
elements from the PCs backgrounds is an Running Villains
excellent way to cement the PCs into the In contrast to heroes villains are active, not
campaign setting and to get the characters reactive. Villains have things to do. Taking
emotionally invested in the adventure. over the world, carving their face into
Mount Rushmore, building doomsday
Opposition for heroes, for the most part, machines, villains are busy people. There is
should be villainous. That is to say, you need much less of a need when running a game
to create the kind of character the players with villains to throw things at them for
love to hate. They should be disgusted by this them to deal with. For the most part
person's beliefs and horrified at their actions. villainous characters should have some firm
The more you make the PCs hate the villain, goals, and complications will naturally arise
the most satisfying it will be for them when from the manner in which they go about the
they finally defeat him. The bad guys pursuit of those goals.
shouldn't just be those who society considers
“evil”, they should be those the PCs consider This doesn't mean you can't plan for a
evil. If one of the PCs is a mutant's rights villain game. It's always a good idea for
activist, a perfect foe would be an anti-mutant have a plan. The difference is instead of
hate group. If the PCs all specifically hate planning things for your characters to react
corrupt authority a crooked mayor would to you plan for the stated goals of the
make a great villain. Even if the foe isn't characters. Let's say your group of villains
directly out of their backstory there are still wants to take over the world, a common
ways to make them personal. goal. You can plan for this by first
determining who is in a position to stop
It can also be fun to mix things up in terms of them from taking over the world. You can
opposition. What if the opposition for an stat these characters and organization,
adventure is another group of superheroes decide on their character traits and personal
who have methods and goals which bring goals and otherwise prepare to use them in
them into direct conflict with the PCs? What play. If you know the means by which they
if the opposition is still clearly villainous, but intend to take over the world you can plan
has some past emotional connection to one or for this as well. For example, if they intend
more of the PCs? Adding complications to to steal equipment to build a doomsday
defeating a villain beyond the difficulty of device, you can build stats for the security
actually defeating them is a great way to keep for the installations they intend to strike.
things new and exciting. Preparing for this kind of thing requires
knowing your players and their characters.
There is no shame in flatly asking the
players what their character's goals are and
how they might go about achieving them so
you can adequately prepare.

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You don't need to leave the nature of the evil


plot entirely up to the players. Having a
discussion about the characters goals before
starting a game is a good way to make sure
everyone is on the same page. If you have
ideas for things they might want to attempt
feel free to make suggestions, especially if
you have ways of making these ideas
interesting in play. At the end of the day what
the PCs do is up to the players but you can
help guide them with suggestions and advice.
If the players don't seem to have any firm
ideas you can ask leading questions to try to The standard opposition for villainous PCs
draw out as much information as possible. is superheroes. Although best used
The more you know about the PCs goals the relatively sparingly (a new team of heroes
better job you can do preparing for them. showing up every week eventually starts to
lose verisimilitude) heroic opposition is a
Many villains, especially PC villains, are good choice for villain based games. In
somewhat sympathetic. We may not agree addition to the inherent attraction of beating
with their methods or goals but we can up superheroes, heroes have an obvious
empathize with how they came to the point reason to oppose a group of ne'er-do-wells
where they feel these methods or goals are and are some of the few people capable of
appropriate. Much in the same way it is a going toe-to-toe with most villains as
good idea to give heroic characters equals. In addition to heroes, mundane
opportunities to display heroics, it's a good authority figures (police, the army, etc.)
idea to give villains a chance to show the make good hero “thugs” to be defeated in
more gray areas of their moral code. Even huge swathes to make the PCs feel
very self-centered villains might be willing to important.
help someone who strongly reminds them of
themselves. Such opportunities are harder to Opposition for villains does not necessarily
create, and out of necessity must be much need to be heroic. Just because two people
more specifically tailored to the PCs, but the meet some definition of “evil” does not
payoff makes it worthwhile. mean they will get along. In fact cruel,
egocentric or unstable characters would
This does not mean all villains are logically be less likely to get along than
sympathetic. Many villains are simply bad normal people. Rival villains are just as
people with few if any redeeming qualities. viable as antagonists for a villain based
Such characters don't benefit much from game as heroes.
opportunities to show their good sides
(although they might appreciate the Using villainous opposition is an excellent
opportunity to ignore such situations). It's opportunity to present character foils. More
better to give such characters opportunities to sympathetic villain PCs can be contrasted
show just how despicable they are. against completely evil rivals. This allows
the more nuanced aspects of the characters
to show through. Conversely totally
irredeemable PCs can highlight their own
wickedness by being too far gone for even
most “bad guys” to tolerate.

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Secret Identities and Personal Lives Characters with secret identities (and even
Secret Identities are a common trope of some who don't) are able to maintain
superhero fiction. Maintaining one can be a personal lives. In a lot of games these
serious hindrance, but they do provide a personal lives will not affect play in a
number of benefits. The most commonly significant way. Some might even consider
cited of these is insulating friends and loved them boring background details. However
ones from the repercussions of the character's there is a way to integrate scenes involving
second life. This keeps lunatics in clown the more “mundane” aspects of the PCs
make-up from killing your entire family lives into the game without it feeling like an
because they're upset with your costumed obstacle in the way of punching more bad
identity. Related to this is the fact that most guys.
superheroes, at least at one time or other,
break the law. Maintaining an alternate Firstly make scenes involving personal lives
costumed identity means the police can't matter. A scene where a character has
come arrest you at your office job for breakfast with her husband really would be
destroying the Brooklyn Bridge in your last boring. A scene where a character has
fight with Megnabus. Less pressingly, having breakfast with her husband until a giant
a secret identity allows a character to mechanical scorpion bursts through the wall
maintain something of a normal life without and kidnaps him, however, has more “zazz.”
all of the hassle and celebrity associated with It doesn't have to be superhero related
their costumed identity. either. A scene where a character's husband
breaks up with her over breakfast will likely
Secret identities aren't all good. At their core influence the way her character reacts to
they involve telling (and maintaining) an things for the span of the adventure.
enormous lie to almost everyone you know in Anything works, as long as result of the
your daily life. This can put a tremendous scene will have an impact on the rest of the
amount of stress on relationships. Unless the game.
character lives in a world where everyone is
impossibly gullible (they might) it's also a lot Characters can also learn things in their
of work to maintain two lives. If the character civilian identities. In fact, secret identities in
wasn't born a regular human (if they're a many cases are more useful than colorful
clone, a robot, an alien, or any of millions of costumes for covert detective work. A man
other such characters) it can be difficult to in a business suit blends into a bank
even establish a “straight” identity. There are environment a lot better than a man in an
lots of documents associated with being a ancient Atlantean battle suit. A lot of people
modern citizen, and creating an identity from are more inclined to talk to another real
nothing requires forging all of them. Even a person than someone who will only identify
single loose thread could cause the entire themself as “Thundersaurus”. Such scenes
thing to unravel. allow for the integration of the character's
personal lives into the game without
breaking up the ongoing plot.

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Scenes involving a character's personal life


are also a good opportunity for character
development. Not just for the PCs (this
should go without saying) but for all the
NPCs associated with that character. If a Introducing an antagonist should be a slow
character's girlfriend gets kidnapped, it will boil. The longer term the antagonist, the
have a great deal more impact if the players slower the boil should be. The first time the
have “met” her through a number of scenes PCs meet the antagonist they should already
and have a sense of the character than if this have a firm idea in their minds of who this
is the first they've heard of her. It allows person is and why they don't like him.
players to establish new details about their
character and form attachments to parts of the Early on the antagonist's presence should be
setting. You can then threaten these things vague and menacing. PCs should encounter
when you want to up the stakes. the antagonist's minions and plans, and in
doing so start to learn what this person
Imperiling people and places the PCs feel wants. Once they know the basic goal or
strongly about is a double edged sword. On goals of the antagonist, they can start
the one hand there is no better way to get learning who this person is. Reward
them to care about a threat than to have it research and leg-work on the part of the PCs
threaten the parts of the game they are with information about their foe. Spread all
attached to. On the other hand there is no this out over the first part of the adventure
better way to alienate the players from the (or campaign).
game and have them cease to form
attachments than if every time they decide Eventually the PCs should get enough
they like something they find it constantly in information to strike at the antagonist's
danger. Try to save threatening things the PCs interests, if not at the antagonist directly.
care about for the biggest, most important Stopping something small scale, or a
adventures and keep instances of doing so smaller part of a larger plan, is a good start.
spread out. By this point the PCs are starting to become
known to the antagonist, and the PCs should
Establishing an Antagonist have a firm idea of who they are dealing
The primary antagonist for an adventure (or with by now. At this point communication
even a campaign) is one of, if not the, most between the antagonist and the PCs is
important NPCs the GM will portray. appropriate, although make sure you don't
Because of this, it behooves you to spend allow the PCs to physically meet with the
extra attention to both the establishment and antagonist unless you're prepared for the
portrayal of this character. A suitable amount antagonist to be defeated. PCs can have a
of build-up to the final confrontation with a nasty habit of attacking people they don't
primary antagonist adds a great deal of like regardless of the situation. If for
catharsis to their defeat. whatever reason you really want the PCs to
meet the antagonist before they have a
chance to defeat them, make sure to give
their foe multiple redundant escape plans.
You want your antagonist to be able to
escape clean, dice fudging or other methods
of GM cheating are a quick way of ruining a
villain's aura of menace (transforming it
into the stench of “why bother”).

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How does a villain end up cultivating X-pac


heat? The quickest and easiest way is to
Now that your antagonist has been firmly cheat a lot on a villain's behalf. If players
established it's time for the showdown start associating a particular NPC with
everyone has been waiting for. By this point fudged dice rolls and heavy-handed GM fiat
the antagonist should be more than just a they're going to start rolling their eyes every
powerful combatant, they should be a fully time that NPC appears. Giving a serious
fleshed out person in the player's minds. push to an NPC the players are disinterested
Winning the fight is now about much more in doesn't help either. If a particular NPC
than winning the fight, it's about beating their keeps cropping up despite the players
enemy. attempts to ignore them, it's going to start to
get on their nerves. Basically if the PCs
This is just the manner in which major think that the only reason an NPC is
antagonists are introduced. The way they get important is because you have decided that
the players to hate them, the way in which you are going to force them to be important,
they generate “heat” is equally important. that NPC is going to garner X-pac heat.
There are two types of “heat”. There's real
heat, that's the kind you want. The PCs want As a general rule of thumb an NPC who
a villain with heat to get what's coming to causes bad things to happen to the players
them. If a villain has real heat the PCs are IC cultivates heat, whereas an NPC who
invested in them as a character. On a certain causes bad things to happen OOC cultivates
level they believe in and dislike this person. X-pac heat.
The second kind of heat is X-pac heat. This is
named after a professional wrestler who was An antagonist can make an excellent
supposed to be a villain but whom people character foil, particularly for character
hated as a performer rather than a character. traits shared by the entire party. Character
X-pac heat is “go away” heat. It's “I'd be traits or behaviors shared by the PCs and
happiest if we just pretended this character their foe are an excellent way of both
never existed” heat. When a villain has X-pac highlighting the similarities between these
heat the PCs don't want to defeat them, they characters as well as the subtle differences
want them to just go away. in the behaviors. Especially with villainous
PCs, a lot of the nuance of a character's
How does a villain cultivate real heat? There personality can be lost without a similar
are countless ways. Humiliating the PCs is an character to contrast with. Using a primary
excellent method. Soundly defeating them in antagonist as a character foil means you
com- bat is an easy way to accomplish this. have a foil who is already getting a fair
Few players can resist the urge to take down amount of spotlight time and so will have
an NPC who already beat the crap out of many chances to highlight the character
them. Taunting the players while defeating traits they were intended to.
them helps too. Just make sure any win is
clean (no cheating). Endangering things the
PCs care about is a good but dangerous
method. As mentioned above if you overuse
this technique you're going to drive the
players insane, and that creates X-pac heat.

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Once your antagonist has been firmly


established, once the PCs hate the character
and not the concept, once they've had Building Memorable Encounters
numerous emotionally resonant encounters The encounter is the basic building block of
with this character, eventually there will a roleplaying game. Adventure and
come a time for a final showdown. It would campaign are really just words for groups of
be a waste of all this effort if there was no related encounters. The ability to build a
dénouement for the character. All good things fun, challenging a memorable encounter is
must come to an end, so make sure your go one of the most important skills a GM can
out with a bang and not a whisper. cultivate.

The final showdown is where you pull out all An important aspect of building an
the stops. This is when you use all those encounter is setting the scene. This mostly
tricks you were advised to use sparingly, consists of the opening description during
where you raise the stakes to their uppermost which the GM creates the environment of
limit. Everything about the scene, from the the scene through narration. This is the time
narration to the raw mechanics of the fight, during which you construct the “set” of the
should feel big. An epic, perhaps even scene in the minds of your players. The rest
apocalyptic location is a great way to give a of the encounter will take place within the
fight a sense of awe. Erupting volcanoes, set you build. Anything you introduce now
bubbling pools of acid, uncontrolled will be the most immediate and impactful
electricity, having the raw elements on facets of the environment. This is the time
display can give a sense of primal danger and to build mood and atmosphere, to give the
ex- citement. The stakes need to be higher encounter “character”.
than just the outcome of the fight. Innocent
lives, perhaps entire worlds, could hang in the When setting the scene for an encounter the
balance. You want to create the perfect storm things you focus your description on are
of emotions, throw in anything the PCs feel very important. If your description is too
strongly about one way or another. When the long and complicated there is a real danger
fight ends there is going to be a cathartic of the players missing important details. At
payoff, and when that happens the bigger the the same time a description that is too short
emotions involved the better. doesn't do much to help paint the scene. It's
important to strike a balance, to find a small
A defeated villain is not necessarily a dead number of important details to emphasize.
villain (although whatever plot they were up You should have a goal when you set the
to should be foiled, the PCs victory is scene, and choose the elements to focus on
cheapened if it has no impact on anything). based on this goal.
You shouldn't cheat dice rolls to save an
antagonist, but cheating the laws of physics is If the encounter is a combat encounter, your
an entirely different story. The comic book goal is probably to give the PCs an idea of
rules of mortality are not our own. The what the environment of the fight is like,
golden rule is: no matter what happened if with a secondary goal of adding color. In
there's no body then all bets are off. It doesn't cases like these you should focus your
matter if you saw the unconscious man fall narration on the location itself, specifically
into a pit of lava, unless they recovered his the parts that might affect play. Hazards and
charred corpse he might yet live. Keep this in obstacles need to get special attention,
mind when planning the location of a fight; leading to a somewhat pragmatic
there's a reason so many climactic superhero description.
showdowns occur atop something high above
water.

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The way in which you describe this


environment helps to add color to the scene.
Adjectives can completely transform Just like everything you give focus to in an
otherwise identical scenes. A large, half built encounter should help create the “feel” of
robot which is a “free standing roughly the encounter, every encounter you include
humanoid jumble of mechanical parts” gives in an adventure should drive the adventure
a different vibe than a “looming giant of cold forward. That's a nice way of saying every
metal”. If you throw in the fact that it's “a encounter needs to have a point. It's all well
towering monument to the mad scientist's and good to say “things are going too
lunatic genius” the presence of that mad slowly, it's time for a fight with some
scientist can be felt without them having to ninjas.” That can actually be a very wise
physically be in the room. In all of these GM call depending on circumstances.
instances the fact (“there is a large, However, the fight with some ninjas needs
half-finished robot in the room”) is the same, to mean something. Who are these ninjas?
but the manner in which they are conveyed Where did they come from? Why did they
changes the mood. In this way important pick a fight with the PCs? Did somebody
details relevant to the combat can be send them? If the answers to these or other
conveyed while still establishing mood. questions don't give the PCs more
information about the situation they are in
If the encounter is not a combat encounter, then the ninjas are completely extraneous to
mood and theme become more paramount. the rest of the game and something of a
Without the precision demanded of a combat waste of time. If, however, the ninjas were
scene you can describe the environment in hired by some shadowy enemy of the PCs
more narrative terms rather than concrete whom they did not know existed up until
terms. You always want be careful about the point where he hired some ninja
getting too fancy with metaphors; clear assassins to kill them, then the encounter
language is still preferable because you're has driven the story forward. The PCs now
trying to create a shared communal fantasy. know something they didn't before, and the
Still, in non-combat encounters you can next logical step will be to try and find out
emphasize aspects other than the physical. who their new enemy is. If an encounter
The smell of a place, the temperature, the ends with the implication of an obvious
relative state of repair of the physical objects goal, then you know you've done your job.
present, all of these details can be areas of
focus just as much as the physical When encounters drive the narrative
environment. It's still important not to be forward, they will often each start to
overwhelming with too much narration, but naturally lead to the next. This is a positive
choosing one or two color details and really thing. Encounters should lead naturally into
driving them home is an excellent way of one another based on the actions of the PCs,
creating mood. When describing a color almost like a flow chart. In fact using a flow
detail, give it exactly as much focus as you chart of encounters is a good way to plan
would if you were mentioning it because it out an adventure (see Building Memorable
might influence a fight. Don't make your Adventures below).
entire narration about any one detail, but give
each detail its due focus.

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When linking encounters, start by determin- Building Memorable Adventures


ing the possible outcomes for the encounter. Once you are at the point where you are
A fight is a nice simple example, in most making flow charts of encounters, you've
cases a fight has two outcomes: either the begun designing an adventure. An adventure
PCs win, or the PCs lose. If the PCs win they is really a story made of encounters. An
might gain something, for the purposes of our encounter is a thing that happened; an
example we'll say that if they win the fight adventure is the story of a bunch of related
they'll be able to get the people they beat to things that happened.
give up the location of their antagonist's lair.
If they lose, they get taken prisoner and A good adventure needs a goal, the pursuit
brought to their antagonist's lair. So now if of which acts as a through-line for all of the
they won the fight the next encounter is component encounters. Every encounter in
naturally an assault on the lair, whereas if the adventure should offer some means of
they lost the next encounter is an escape from furthering that goal and the PCs should be
that same lair. So now if they won the fight aware of it as early into the process as
the next encounter is naturally an assault on possible. In a great deal of superhero fiction
the lair, whereas if they lost the next the goal of any given adventure is “locate
encounter is an escape from that same lair. the bad guy and then punch him repeatedly
Assuming the PCs are successful in both until unconscious”. In this instance each
cases, those two encounters naturally flow encounter should bring the PCs one step
into a final confrontation with the antagonist. closer to finding the bad guy, first
Each encounter leads into the next without discovering that he exists, then who he is,
requiring any specific actions on the behalf of then where he is, finally ending with a
the PCs (this is key: Murphy's Law states that combat encounter where they have a chance
if you make a scene hinge on a character to bring him down. This is by no means the
succeeding in a die roll, that character will only possible goal, but it is an excellent
fail). model for the way each encounter should
further the larger goal of the adventure.
More complex encounters could have any
number of different possible outcomes, and The first encounter in an adventure should
the resulting flow charts could become introduce the goal of the adventure unless
intricate webs of encounters. Creating such you have a very good reason not to. A “very
charts might seem like a lot of work, but in good” reason is hereby defined as
fact they simplify preparation. In the example “something that would contribute to the
above the GM would know that, regarding of group's fun to such a great extent that it's
the direction the fight goes, the villain's lair is worth risking the implosion of the entire
going to be a component of the game. Any game to achieve”. Every encounter the PCs
time and attention given to preparing the lair have prior to knowing what they're doing is
is therefore going to pay off. People, places another chance for them to become
and things that appear multiple times on the enamored of some red herring or
flow chart will all be things worth focusing background detail and decide to
on. Conversely things that only appear once functionally ignore the adventure you're
or twice on the chart (and in far-off, dead-end trying to run in favor of it. Unfocused PCs
parts of it) should receive relatively less are usually unhappy PCs, and if you don't
attention. give them something to focus on they'll find
something to latch onto themselves.

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make the game rely on something that may


It's not enough for the PCs to simply know or may not happen. If the dice roll fails, if
what their goal is, they have to care about it. the PCs miss some vital clue, or something
Making the PCs especially dislike the similar happens the entire adventure can
antagonist (see Establishing an Antagonist come to a screaming halt. That's why, in
above) is a good way to do so, but this is not general, the minimum number of possible
always possible, especially at the beginning solutions an obstacle should have is two.
of an adventure. The details which pull the More is always better, but two should be the
PCs into an adventure are known as the absolute bare minimum. If you can't think
adventure's hook. Like fishing, the trick to of two ways of solving a problem then it
catching the PCs with your hook is the proper might not be an appropriate problem for a
bait. Luckily for you, most players will write roleplaying game.
you up a list of things that they are interested
in exploring in the game. It's called their A handy way to structure an adventure is the
backstory. Sure, it's possible to bait the hook three act structure. Most movies and a great
with something of your own devising, but deal of other works of art use this structure;
pulling something out of a character's it's easy to remember but powerful when
backstory is (to further torture the fishing done properly. The three act structure, as the
metaphor) the equivalent of high-tech name suggests, consists of three steps:
blinking fish-pheromone super lures. beginning, middle, and end.

It won't always be possible for the hook for In the first act, the beginning, you establish
every adventure to tie into one or more of the the status quo and introduce all the main
PCs backstories. At its most basic an characters. Remember part of the status quo
adventure hook just needs to do two things for any Heroes Wear Masks game is “these
1) let the PCs know that there's an adventure people are extraordinary”. In the first act of
happening and 2) point them in the right the adventure the PCs should succeed a lot,
direction. You should try to make the hook as and in impressive ways. This puts any
person to the characters (or failing that, at the defeats they may suffer against tougher
very least the players) as possible, but at the opponents later in the adventure into
end of the day the most important thing is to context. This is also when you establish any
be explicit. It's more fun if the PCs are other elements of the status quo which will
naturally drawn into events but on a practical be important. If you establish something as
level it's mostly important that the players normal in the first act, it has more impact
know where the adventure is. when you change things up in the later acts.

An important thing to keep in mind when


arranging encounters for an adventure is to
avoid bottlenecks. A bottleneck is a situation
where the ability to proceed hinges on a
specific action being taken or (even worse) a
single dice roll being successful. If an
adventure is a flow chart of encounters, then a
bottleneck is an encounter where all choices
converge. It is something that must happen in
a certain way for the plot of the adventure to
proceed. Bottlenecks are bad because they

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The climactic encounter is the most


The first act is also when you establish any important encounters in the game. If it goes
facts and introduce any characters, which will well nobody will remember any mistakes
be important in the final two acts. If one you made earlier. Conversely if it goes
character's boyfriend is going to get poorly it can ruin everything you built up in
kidnapped during the climax, he should be in the early game. The conclusion needs to be
at least a small scene in the first act to remind satisfying; it needs to definitively resolve
everyone that he exists. We should get a real the goal of the adventure one way or the
sense of the antagonist, if they are still other. Additionally, the players need to feel
unknown by the end of the first act their like their actions had an impact on this
presence should at least be strongly felt. You resolution.
want all the pieces in play before you move
on to the second act. Once the climax is over, there is a cool
down period. The PCs get to bask in the
The second act, the middle, is where trouble glory of their latest accomplishment (or
happens. This is when challenges stop being crawl off to lick their wounds). You should
about showing how great the PCs are and give the PCs an opportunity to have their
become about being legitimate challenges for characters spend a decent amount of time
them. This is the act when things get seeing to personal business at this point.
complicated. In act two every answer raises Shopping trips, scene involving personal
more questions. Encounters should trend lives, and any personal side projects they
upwards in importance and challenge during may have are well placed here.
this act as you constantly raise the stakes. The
revelations and stakes raising of this act The exception to the satisfying conclusion
should all start to point towards the endgame rule is the cliff-hanger. This consists of
more and more as the act goes on. leaving the final question of the adventure
unresolved until the next game. This can
Any encounter wherein the PCs are likely to work well, but if you use this technique it is
be defeated or otherwise lose is best used in even more vital that you resolve the
the second act. This leaves the PCs time to adventure in a satisfying manner. The
lick their wounds and eventually avenge their longer you make the players wait for a
honor in the third act. You might think that resolution the more build up there is to it
the most challenging aspects of the adventure and the higher the expectations will be. You
should be in the third act, but that's not really should only use a cliff-hanger when you
true. The second act is where the PCs are have something truly spectacular for the
most challenged; the third act should be set payoff.
up to give them a challenge, but one they're
going to win.

The third act, the end, primarily consists of


the climax and the cool down. Each
encounter in the third act should serve to tie
up one or more of the loose ends introduced
in the second act. This all culminates in a
final climactic encounter which resolves all
of the remaining questions and issues of the
adventure.

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Another way to do a cliff-hanger is to


introduce some exciting or unexpected In the first act adventures once again you
element of the next adventure at the end of introduce the main characters and the status
the current adventure. This can create the quo. The PCs should have a few adventures
same kind of excitement without putting off that showcase what their typical
the satisfaction of the end of the current story.
adventuring career is like so that when it is
Still, it's not a technique to be overused disrupted in the later acts this has proper
either, it starts to strain credulity when it context. Additionally elements you want to
becomes predictable and it precludes the cool bring into the later adventures can be
down period which should come at the end of introduced in the early ones. If you want
the adventure. your final showdown to be a fight to shut
down a machine that has opened a portal to
Building Memorable Campaigns Hell while the portal is open and demons
Just as an adventure is an arrangement of are spilling out, you can have an early
encounters, so too is a campaign an adventure where the PCs stop someone
arrangement of adventures. The analogy is a from activating such a device. Or they could
very strong one, most of the techniques and stumble across the plans for it while raiding
tricks associated with building an adventure an otherwise unrelated hideout. If these plot
out of encounters can be used to build a elements are already established in the
campaign out of adventures. The primary minds of the players you'll be able to
difference is a campaign is an ongoing thing. reference them again quickly during the
You're unlikely to get a chance to sit down final adventures, allowing you to maintain
and revise the ending of an adventure based the pace.
on how the beginning played out; you will
absolutely have this chance when planning a In the first act your antagonist should have
campaign (unless your gaming sessions last made themselves known, but perhaps not as
way longer than most). the primary antagonist. A great technique
that shouldn't be overused is to introduce an
The closest relatives roleplaying games have antagonist first as an ally before having
to popular media are television shows and of them turn foe in the second act. They might
course comic books. These forms of also be secretive enough to have concealed
serialized media have developed techniques their identity from the PCs, but the PCs
for telling a large story in bits and pieces over
should at the very least know they exist. A
the course of several otherwise self-contained campaign-scope foe could also be an
stories. This is called story arc. You can use aalliance of enemies all of whom are first
story arc to tell the same kind of larger defeated separately by the PCs. The
narrative over the course of the self-contained important thing to establish in the first act is
adventures which make up your campaign. that the final antagonist is a known entity.
You shouldn't be making the introduction of
A campaign-scope antagonist is different the primary antagonist any later in the story
from an adventure-scope antagonist. The than the first act. The second act adventures
ideas and techniques are the same, but they are when the primary antagonist starts to
are spread out over a much larger time really antagonize. The second act is where
period. Once again the three act structure the antagonist's big plans are put into
comes into play, but this time over a much motion. If the antagonist is a group rather
larger time frame. An “act” in this case could than an individual, they should form their
consist of many separate adventures team during this act.
(although it's just as possible to do mini-arcs
consisting of as few as three adventures).

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In the final adventure of the third act, things


come to a head. If the antagonist (or the
All of the story seeds you planted during the PCs) had one over-arching goal through the
first act should start to grow at this point. If entire campaign now is when it either
the first act involved the PCs foiling a series succeeds or fails. The final adventure needs
of heists to steal technological parts for a to provide a sense of closure, and the bigger
giant space laser, the second act is where and more exciting the lead up to it was the
things start to get lasered from space. bigger and more exciting the finale needs to
be to properly capitalize on the build-up of
The second act should be the scary act. In the emotion. For this reason you should have an
second act you introduce all of the problems idea of what might happen in the final
of the adventure, but none of the solutions. adventure well before you even run the first.
By the end of the act the problems posed by If you don't have a firm ending in mind you
the antagonist should seem almost can easily find yourself in a situation where
insurmountable. This makes the win in the you run a brilliant campaign that falls
third act even more powerful. Major defeats completely apart at the end because you had
and setbacks are also very much at home in nowhere to go. The ending doesn't need to
the second act. be original, it doesn't need to be a work of
creative genius, what it does need is the
It is not recommended you make a habit of sense that it flowed naturally from the
deliberately screwing over the PCs in the events of the campaign and that it ties up all
second act, but you should make things the remaining loose ends (or at least most of
difficult enough for them that they might them). The ending also needs to make
naturally suffer setbacks and failures. Keep sense. The “deus ex machina”, where some
track of these failures and make sure the PCs extremely powerful individual shows up at
have a chance to redeem themselves for each the last minute and resets everything to the
of them in the third act. status quo, rarely satisfies all these
conditions. The ending needs to come from
The third act adventures are when things get the events of the adventure, not an external
resolved. Every third act adventure should source.
resolve something introduced in the first two
acts. If it doesn't, it should probably be
retooled for the second act. The third act is
about endings and closure. Third act
adventures don't raise more questions or
further complicate the situation; third act
adventures answer questions and simplify the
situation. The number of adventures
necessary in the third act depends strongly on
how many loose ends still exist which need
tying up. If possible try to save a number of
loose ends to be dealt with all at once in the
final adventure. You want the very end of the
third act to be the most epic and over-the-top
of any adventure in the campaign.

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A campaign doesn't need to consist of a


single story arc. Think of story arcs like
seasons of a television show. They're
somewhat self-contained, but when one ends
the show picks right up with the next one.
When ending a campaign, the strongest way
to go out is at the end of a story arc. A way to
make the end even stronger is for the final
story arc to be something of a retrospective.
Old villains from previous arcs can return;
any dangling subplots or storylines that
haven't been completely cleaned up can be
addressed. If done at the end of a long- Different types of super games
running campaign there will likely be a and genres, setting, etc.
wealth of game my- thology you can The Golden Age of Comics
incorporate into the final adventure. The last The Golden Age of Comics began in 1932
adventure in a campaign is the equivalent of with the introduction of Superman. This
the series finale, and it needs to be was the creation of the superhero archetype
appropriately bombastic and exciting. and got this whole mess started. The
popularity of Superman cemented comic
The end of a campaign doesn't need to mean books as an art form, and lead to countless
the end of the imaginary shared universe you imitations. These imitations, and their
and your players have built together. You can progeny, created the basis of the superhero
begin right over again with new characters in genre as we know it today.
the same world. Keep all of the changes from
the events of the previous campaign, all the What made Superman a hit was the
locations, NPCs and whatnot, just start over combination of amazing powers, a colorful
again with new characters. costume, and a secret civilian identity. The
flood of new popular characters to follow
When you're starting over again in the same who would adhere to these same three
universe, it can be fun to switch sides. You premises only further proved the concept.
could run one campaign where a group of The superpowers of this era were not as
villain PCs take over the world, and then a far-out as those to come, but at the time they
new campaign in that same world where were considered completely amazing.
heroic PCs liberate it. The reverse of this is However the costume is a far more
also possible, starting as heroes and then important aspect of a superhero in this era
tearing down all the good work you did. The than superpowers. Many of the early heroes
players could also make characters with were just normal people in ridiculous
different goals or method from their previous clothing who did extraordinary things. Such
ones. The point is there are no limits to the heroes exist today, but they are the
different ways you can explore the imaginary exception rather than the rule. In the Golden
shared universe you create when playing Age this worked the other way around.
Heroes Wear Masks.
Early superheroes mostly fought criminals
and other mundane threats, but as the
Golden Age evolved costumed and powered
villains began to appear as worthy
opposition to their superhero counterparts.

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The Golden Age of Comics encompasses


both World War II and the dawn of the atomic
age. Around this time period radiation finds
its niche as a popular and incomprehensible
source of superpowers. Each generation will There were characters and stories in the
replace it with its own newly-discovered and Golden Age which were actually much
poorly-understood phenomenon as a source darker and morally ambiguous than a lot of
of powers (future generations will surely what would come later. However, the
think our views of quantum mechanics and influence of the Comics Code Authority
quantum-derived superpowers were just (and the earlier organizations upon which it
quaint) but because of its popularity at the was based) means that these stories were the
dawn of the superhero radiation remains a exception rather than the rule. When people
popular (if not particularly realistic) source of refer to the Golden Age of Comics, they
superpowers. usually mean the more morally implistic
early stories of Superman rather than that
In the Golden Age of Comics, superheroes one Batman comic where he uses a gun.
hadn't quite gained their status as Such stories have more in common with the
counter-cultural icons. Golden Age heroes, pulp-fiction roots of superheroes than they
despite many being vigilantes, were very do with the superhero genre which would
much supporters of the status quo. Most eventually evolve from the conventions laid
superheroes worked very closely with down by the simpler superhero tales.
law-enforcement and other authorities. Many
of them fought in World War II to some This era of comics, to the modern reader,
extent. Criminals are all “bad guys”, and the can seem very simplistic and silly
negative aspects of society are whitewashed (bordering on ignorant and bigoted in
over if they are addressed at all. places). When running a game set in the
Golden Age, it's important to decide
Similarly, the morality of Golden Age comics whether you're going to be running an
tended towards the simplistic and the homage or a parody. Running an homage
black-and-white. Most superheroes in this era game is a sort of nostalgic look back at
lacked much in the way of personality, being Golden Age comics. It's a celebration of an
mostly generic “good guys”. Moral gray old style of storytelling. A parody, on the
areas and hard choices were almost other hand, is poking fun at an old style of
non-existent in this era of comics. The storytelling. A parody game highlights some
Golden Age was one of broad strokes. of the nonsense and simplicity of the time
Stereotypes and clichés predominate, and for laughs. Essentially an homage plays all
there was hardly a drop of self-awareness. the elements of the Golden Age straight,
The psychological complexity and moral whereas a parody highlights the stranger
ambiguity now characteristic of superhero elements for a laugh. It's important to make
comics was still many decades away. There sure all the players involved in the game are
are no anti-heroes in this era, and few if any on the same page as to whether the game is
villains are what might be considered going to be an homage or a parody so they
sympathetic. Good is on one side, with can plan their characters (and their
heroes, authority figures, and normal honest behavior) appropriately.
citizens, and Evil is on another, with villains,
foreign dictators and criminals. Good always
triumphs over evil, end of story.

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When running a game set in the Golden Age


of Comics, go for simplicity. Character
backstories should be simple enough to
explain in a few sentences, a paragraph at the
most. Their personality can probably be The Silver Age of Comics
summed up with a single adjective and then The Golden Age of Comics begins to wane
either “good guy” or “bad guy”. Adventures by the late-40s. The Silver Age of Comics
should be similarly straight forward. begins in the mid-50s when renewed
Someone inarguably bad is up to some interest in superheroes causes an explosion
activity which is also inarguably bad, and of creativity in the medium. While the
someone has to bludgeon them with fists until Golden Age established a lot of the
they stop. Traveling to Germany in order to conventions of the modern superhero, it was
punch Hitler in the mouth and then go home the Silver Age that refined these
is a perfect legitimate adventure in the conventions into something a great deal
Golden Age. There are no conflicts between closer to their modern form.
the heroes; all “good” people get along
almost unquestioningly. Stories should be In the Silver Age superheroes saw the
self-contained affairs, with campaign-long beginning of the evolution into the
story arcs nearly nonexistent. This can be a psychologically complex characters they
fun era to explore in “beer and pretzels” type would eventually become. Gone was some
games where the story acts more as a bridge of the moral absolutism of the Golden Age,
between the various fight scenes. More although a strong sense of right and wrong
character-driven games in the era are still predominated. Silver Age characters
possible, but the era's inherent simplicity and had distinctive personalities and even
rigidity can cause such games to take a dark character flaws which often led to dis-
turn towards social commentary when and if agreements between each other. Silver Age
the PCs start to buck against the constraints. heroes bickered with each other. They had
doubts about the moral correctness of their
Of course there is always the option of actions. While not quite the meticulously
running a game set in the Golden Age “era”, developed characters of later eras, Silver
but using the ideals of the modern age. In Age superheroes began to display serious
such a game the prejudices, hypocrisy and character development.
whitewashing of the era are contrasted
against the squeaky-clean image it puts Despite its sometimes flawed characters, the
forward. This is a way to explore the themes Silver Age was one of optimism and hope.
and ideas of the Golden Age without having Stories tended to be light-hearted affairs
to incorporate its simplistic world view. with lots of fantastic elements. A lot of the
innocence and strong morality of the
Golden Age was retained, but it was
tempered with some of the realism that
would become a trend in later years. Silver
Age stories are also largely untouched by
the self-awareness and irony of later comic
stories. The Silver Age established much of
the beautiful strangeness that makes up the
superhero genre. For this reason it is a very
popular era to emulate in superhero
roleplaying games.

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any kind of premise or plot associated with


superheroes would work in a Silver Age
The Silver Age is when science fiction and
game. The Silver Age makes for a very
superhero comics stopped merely courting
good “default” play style for groups which
each other and started making sweet love.
are no sure what kind of superhero game
Science fiction elements were present in the
they want to run.
Golden Age, but they became a staple in the
Silver Age. Mythical monsters and
The Bronze Age of Comics
supernatural powers began to recede in favor
The Bronze Age of Comics begins
of aliens and scientific explanations. Not that
somewhere in the early 70s, when the tone
these scientific explanations were
of superhero comics begins to shift away
consistently more realistic than, say, the
from the optimism of the Silver Age. The
Minotaur, but the point is they were at least
trend of treating the characters as more
draped in the trappings of science. This is the
human, however, continued. Superhero
era where space exploration and amazingly
comics began to deal with serious real
advanced technology became firm
world issues rather than far-out adventures.
conventions of the superhero milieu.
Drugs were suddenly as real a problem as
When running a game set in the Silver Age, homicidal aliens. The slums of a major city
go for big ideas. The Silver Age is about became as likely a backdrop as a forgotten
excitement, optimism and bold new ideas. No temple at the center of the earth.
premise is too strange, no idea is too high
concept. Why set a villain's lair in a The Bronze Age of Comics can be linked
skyscraper when it could be on the moon? very closely to the relaxing (and eventually
And why settle for the moon when it could be the virtual abandonment) of the Comics
on an alien world only accessible through a Code Authority. Cautionary stories about
portal opened by a magic mirror? The drug use (explicitly banned by the Code)
strangest concepts and scenarios you can began to appear in the early 70s and were
dream up are all very much at home in the published over the objections of the Comics
Silver Age. Code. This trend continued throughout the
era, as comic characters began to explore
Silver Aged characters can be more flawed other socially relevant issues. This kind of
and distinctive, but at their core they should focus on these types of issues naturally led
still either be “good guys” or “bad guys”. to darker storylines.
Characters can be conflicted, but when the
chips are down they always put aside their Just as Silver Age stories tended to be
differences and do what they know is right. out-of-this- world, Bronze Age stories
Heroes are still heroes and villains are still tended to be more down-to-earth.
villains, the anti-hero has not really been Superheroes were once against protectors of
established as a superhero trope yet. The the city, dealing with the downtrodden and
Silver Age has a lot in common with what criminal elements. The hypocrisy of
most people expect from a superhero “heroes” maintaining a status quo which
roleplaying game. It has the strong morality allows such suffering to go unanswered
of superhero stories without the simplistic begins to surface and heroes start to even
characters of the Golden Age or the fan doubt the rightness of their actions. The
self-awareness of the Modern Age. Almost world of the Bronze Age is a dark one, and
a world which needs heroes all the more.

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A relaxing of the Comics Code also saw the


return of horror comics, and with them the When running a game set in the Bronze
vampires, werewolves and other creatures of Age, go for grit and realism. Exploring
the night which had been held at bay by the controversial social issues was a hallmark of
Code. Just as the Silver Age saw the adoption the era, and doing so is an excellent way of
of science fiction tropes into the universe of reinforcing the themes of the Bronze Age.
superheroes, so too did the Bronze Age see Bronze Age adventures are more down-to-
the adoption of horror tropes into the universe earth. They take place is real (or at least
of superheroes. Such dark trappings matched realistic) locations and the characters often
the new dark tone comics had begun to take. face issues which affect real people. The
key to running a Bronze Age game is to
When running a game set in the Bronze Age, keep it grounded in a sense of reality in
focus on bringing things down to earth. Silver spite of the fantastic elements.
Age stories were about impossible men doing
impossible things. Bronze Age stories are The Iron Age of Comics
about the man on the streets. How do normal Iron Age of Comics takes the themes and
people deal with living in a world populated ideas of the Bronze Age to their most
by almost literal gods? How does a normal ridiculous extremes. If the Silver Age was
person deal with becoming an almost literal the era of over-the-top optimism, then the
god? When does systemic corruption reach a Iron Age was the era of over- the-top
point where defending the status quo ceases pessimism. In the Bronze Age anti-heroes
to be the right thing to do? These are the sorts became an acceptable sub-type of heroes; in
of questions and themes which feature in a the Iron Age the anti-hero became the
Bronze Age campaign. A PC's significant baseline standard for heroes. Guns became
other is just as likely to be in danger from popular accessories (exaggerated,
heroin abuse as they are from a mad scientist. impossibly large guns) and the hulking
mercenary became a solid archetype.
PCs in a Bronze Age game feel the burden of Colorful spandex costumes make way for
what they do. Although they still tend to be leather jackets and sleek armored suits. The
good people deep down, the darkness of the Iron Age is superheroes meet 90s Extreme
world they inhabit rubs off on them. marketing.
Murderous vigilantes, revenge seekers and
other anti-heroes begin to round out the roster Many of the concepts and themes from the
of heroes. At the same time, by fighting these Bronze Age carry over into the Iron Age.
important social issues the heroes of the The difference is that while the Bronze Age
Bronze Age seek to create a better world, is mostly interested in examining the social
rather than just maintain the status quo. The ills of the time, the Iron Age is most
light shines brightest in the dark. interested in exploiting those social ills to
tell edgy stories. Killing characters goes
from just barely acceptable in the Bronze
Age to a matter of course. Many heroes no
longer operate under a “no killing” code of
honor and openly murder those villains they
feel deserve it. Heroes begin turning to
villains (and vice versa) with alarming
frequency. The Iron Age is superheroes in a
world truly gone mad.

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When running a game set in the Iron Age, go Self-reference is the hallmark of the Modern
completely nuts. The craziest, darkest and Age, Modern Age writers have a near
most violent storylines are all very much at obsession with the minutia of their setting's
home in this era. The difference between hero history. If you are attempting to recreate this
and villain is much more nebulous in this era, style of storytelling and the setting of your
you might even decide to avoid the game lacks the sort of convoluted canon of
distinction altogether. Adventures should be a typical superhero universe it is
violent, street-level affairs where the open recommended that you fake it. You don't
sores of society are laid bare for all to see. need to have decades of stories to draw
The Iron Age is about being edgy, about upon for references to act like you do. You
pushing the limits as far as they go and then can fill your background with little details
giving them that one next little nudge. If your that might well have been culled from a vast
players agreed to play in an Iron Age game, repository of old stories. An NPC might be
make sure they know what they've signed up the grown-up side kick of a superhero who
for but don't pull any punches. died before the campaign began; another
could have lost their home in some monster
The (Post) Modern Age of Comics rampage three years back. Basically the
The current era of comics is known as the worlds of superhero are ones in which a
Modern Era. Pulling back from the excesses great many strange things have happened in
of the Iron Age, the Modern Era seeks a recent history. A game set in the Modern
return to much of the over-the-top Age should play this up. The deconstruction
storytelling of the Silver Age, while retaining of the 'superhero' archetype is another
a lot of the moral complexity of the later related trope of the Modern Age. The ways
Bronze and Iron ages. The only truly unique in which the mythology of the superhero
innovations of the Modern Age are the and the realities of daily modern existence
inclusion of a sort of post-modern conflict are highlighted in Modern Age
self-awareness and a stronger adherence to stories. Many characters in Modern Age
continuity within the stories. The Modern comics are as aware of the clichés and
Age is a celebration of all that superhero tropes of superhero fiction to the same
comics have been and all they are. The range degree as the reader. Modern Age characters
of stories being told has never been larger, may wonder or lament at the fact that their
and the characters involved in those stories lives do not resemble the standard archetype
are as nuanced and complex as they have of the superhero.
ever been.

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Similarly in the Modern Age characters are Gritty vs. Four-Color


treated as real people. The stereotypes and All of the attributes of the various historical
stock characters of earlier ages fade into the eras of comics can mostly be distilled into
background (although not disappearing one divide: four-color vs. gritty. There is
entirely) replaced by far more more nuance to the individual eras
psychologically complex characters with themselves, but the primary effect of their
more realistic motives._Characters in the influence is whether they imply a game will
Modern Age mostly act like real people, and be four-color or gritty.
the ones who don't are considered strange or
off-putting. When played straight, the idea of Four-color, a name whose origin is in the
a person who dresses in a colorful costume in somewhat cheap printing method of early
order to get into street fights is indicative of a
comics, refers to the bombastic stories and
large number of psychological issues. simplistic morality of early superhero
Modern Age characters, compared to their comics. Gritty refers to the trend in current
equivalents in other eras, tend to be a great comics towards dark stories with fuzzy
deal more broken. They tend to have the sorts morality. The four-color vs. gritty divide is
of psyches where you actually believe that best characterized as a scale. At the extreme
dressing up as a bat is something that person end of four-color you have mindlessly
might logically do. simplistic god-like heroes fighting Nazi
robots; at the extreme end of gritty you have
When running a game set in the Modern Age, gun-toting psychopaths with father issues
focus on the logic behind superheroes. murdering other murderers. In all likelihood
References to past events in the setting, your game will fall somewhere closer to the
especially those influenced by the PCs, middle.
should be quite common. Rather than gloss
over the illogic of some comic book tropes, In a four-color game the expectation is for
wallow in the strangeness. Modern Age powerful heroes with black-and-white
comics are largely written by people who morality. Good guys are good guys, they
were fans of the characters before getting the fight bad guys, and that's the end of that.
job. Write your adventures like the PCs are Four-color heroes fight crime. They do not
the greatest superhero team ever, and every ruminate as to which social problems are at
aspect of everything they've ever done is pure the root cause of that crime. It would do
gold. The GM should be two-year-old trying them no good to do so; unless said social
to impress someone and the campaign setting problems can be punched into submission
is a box of toys. it's just not the sort of thing they deal with.
A four-color game tends towards the styles
and themes of the Golden Age and some of
the more traditionalist aspects of the Silver
Age.

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In a gritty game, the expectation is for Historical Supers


street-level heroes with complex morality Setting a game in the past is a fun way of
made up of shades of gray. Good guys might mixing things up while still keeping the
be bad guys, bad guys functionally good core ideas of the superhero genre. A
guys, and the people who get the most done historical game offers an entirely new set of
are often bad guys who kill other bad guys. assumptions, social conventions, and other
Those in positions of authority are almost setting elements. The price you pay for this
universally corrupt; many heroes work within new world of options is research; few
systems that are as much a part of the people know any historical era well enough
problem as the criminals they fight. Outsider, to portray it semi-accurately without at least
counter culture “heroes” who are willing to some research.
break all the rules are often the only ones
capable of making meaningful change. Half the fun of a historical setting is finding
new ways to make tropes and ideas from
The middle ground is one in which modern superhero settings work in the past.
superheroes, who are good people deep down What would a secret identity look like in
but who struggle with problems like anyone renaissance Italy? What kind of criminals
else, try their best to do the right thing. They would a vigilante chase in ancient Greece?
don't always succeed, they don't always How would someone in medieval England
address the roots of problems rather than just react to a man who can control magnetism?
the symptoms, but they do they best to make Highlighting the differences can be fun, but
the world they live in a better place. They what really makes a historical setting come
neither ignore the darkness of the world alive is when you highlight the similarities.
around them nor wallow in them. The world The more things change, the more they stay
is not perfect, and few people pretend it is, the same.
but it is not a lost cause and the concerted
efforts of good people are slowly making it Making origins fit a historical setting can
better. take a little work beforehand, but it's fairly
simple. In most pre-scientific settings
As you can see, neither realistic/unrealistic Enhanced Humans will be gifted by the
nor light-hearted/dark are either truly blood of the gods and other supernatural
appropriate gauges for the scale. The sources rather than the miracles of science.
Four-color/gritty scale represents one of the If they do have a scientific origin, an
major philosophical divides in superhero explanation for why this scientific
comics. If you discuss nothing else with your breakthrough hasn't changed the face of the
players before sitting down for a game of world is in order (although see Alternate
Heroes Wear Masks, the location of your History below). Mutants are mutants no
particular game on this scale should be it. matter the era, but the name for them is
Making a character with the expectation of likely to be something culturally appropriate
one style only to find the game is of another prior to the discovery of mutation (forsaken,
can create many problems for the group. It's mockeries, demon-spawn, nothing
important to make sure everyone is on the pleasant). Strange Visitors are unchanged,
same page about this prior to character but alien explanations for this might be
creation. de-emphasized in pre-scientific settings.

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Some popular historical settings


for gaming include:
Ancient Rome - A game set in ancient Rome Victorian England - A game set in
would have a very mythic feel. Civilization inVictorian England would have a very formal
the Iron Age is much more tenuous. feel. In contrast to Rome, Victorian England
Superheroes would likely take the role of has almost an overabundance of civilization.
culture heroes, making the vast wilderness Propriety and social customs are very
safe for humanity and spreading the important. Maintaining a secret identity
“civilizing” influence of Rome. Barbarians would be a virtual must as dressing in
would be more common foes than criminals, colorful costumes and fighting crime simply
isn't done in polite society. Maintaining a
although there are still criminal organizations
almost as sophisticated as those of today double life would be especially difficult,
present for those dedicated to fighting crime.and is a common theme in fiction of the era.
The corruption and excesses of the early
Protecting citizens, especially those in remote
settlements, from rampaging mythological Industrial Revolution are rampant in
beasts would be the bread and butter of Victorian England. Crooked factory owners
superheroes in this era. and corrupt officials make excellent foes.
Thieves and other criminals are also present
Superheroes in such a setting would be in abundance as poverty is everywhere.
looked up to as champions, much in the same Additionally Victorian England is the time
way they are in modern settings. The Romans and place of Jack the Ripper, a supervillain
already have a concept of looking up to waiting to happen if ever there was one.
certain humans as semi-divine, and characters
with superpowers would fit right into that Superheroes in such a setting would be
mold. As long as they stood for Roman looked upon as scandalous rapscallions,
values superheroes would be reacted to very likely perverts, and best not talked about at
positively by the public. all. Some amongst the lower classes might
feel a connection to their fight for the
common man, but even few of them would
openly express such sentiments.
Superheroes in Victorian England appeal
only to opium-addled poets and other
destitute dreamers.

Roaring 20s Era America - A game set in


America during the Roaring 20s would have
an optimistic, pulpy feel. Too early for the
Great Depression or World War II, 1920s
America is an era of prosperity and
abundance. Vaguely modern in look and
feel, the 20s is similar to our time without
all the advanced technology we take for
granted. All of the sorts of stories and
enemies found in a modern game can be
used in the 1920s, they just won't have cell
phones or websites.

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The pulp fiction heroes of the fiction of this


era were the precursors to modern
superheroes, and it's likely the people of this
era would react to superheroes similarly.
Superheroes in the 20s would be seen as
adventurers and heroes. The flashy, daring
heroics of the superhero is almost like an
embodiment of the optimism and can-do
spirit of the 20s. There would likely be as
much controversy as in our time, but the
weight of public approval would be on the
side of the superheroes. Alternate History Supers
If a historical setting isn't enough of a
Edo Era Japan - A game set in Edo Era change of pace for you, you can always mix
Japan would have a nice mix of the familiar things up even further with an alternate
and the exotic. A strange merging of the history setting. Similar to a historical
ancient and the modern, Edo Era Japan is the setting, an alternate history setting
Japanese Wild West. Ronin Samurai, some presupposes a specific point of divergence
turned to crime in the absence of a proper from history. This point of divergence,
lord, would be excellent superheroes or which could be anything from a battle going
villains. The enforced seclusion of Japan a different way to a politician surviving an
would be another influential factor. PCs could assassination attempt, causes history to play
seek to end it, or hunt down foreigners out in a completely different and
(especially Spanish, Dutch and Chinese) who unexpected way. Such settings allow the
seek to do the same. The conflict between mixing of many historical ideas, themes and
what is honorable and what one feels is technologies from different eras. It also
morally correct in one's heart could prove to allows the exploration of different possible
be a major theme. Maintaining a secret historical paths.
identity would be important to protect one's
personal and family honor from the same of A very common way for alternate history to
costumed crime fighting. become a factor in a game is when the PCs
of that game, either by playing in a
Superheroes in such a setting would not be historical game in the first place or by using
looked upon well. Being a known superhero time travel, are the actual cause of the point
or villain would bring great shame upon both of divergence. It can be tempting to try and
the person and their family. Some might explain changes of that sort away, or have
personally admire the hero's work, but in them sort themselves out, but a much braver
public they would renounce it as shameful. and often more interesting choice is to sort
Any superhero who was caught would almost of roll with it. Make up what you need to do
certainly be executed (barring some daring to finish the session, and do a bit of research
rescue attempt). afterwards.

Think about how things might have played


out if what the PCs did had actually
occurred. Being able to present a coherent
alternate history based on the PCs own
misadventures can make for an incredible
game.

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Some popular alternate histories


for gaming include: South Wins American Civil War -
Nazis Win WWII - Germany conquering the The South wins the “War of Secession” and
world after World War II lends itself to a forms its own Confederacy. The defeated
really classic game set up. The PCs get to be North slowly breaks up into smaller
the plucky band of rebels fighting against one component nations, and in-fighting within
of the most hate organizations in human the victorious South soon causes them to
history. Alternatively some really dark follow suit. Rather than being dominated by
minded players might have fun playing a single unified nation, North America now
villain PCs in a world created by villains and more closely resembles Europe, with many
for villains. This is a semi-modern alternate small nations all sharing borders. The
history scenario in which the world is still cultures of this new North America run the
fundamentally changed. The societal gamut. Some are very enlightened culturally
upheaval caused by a Nazi victory in World advanced. Some are frighteningly regressive
War II would reverse the usual superhero/ modern slave-states. Montgomery, Alabama
villain roles. To those in authority, anyone and Danville, Virginia are the two greatest
acting in a way most would characterize as Metropolises of North America, and some
“heroic” would be a dangerous subversive. of the last bastions of advanced culture.
Likewise a lot of clearly villainous characters Poverty, crime and strife are everywhere.
would be right at home (and acting perfectly North America is in desperate need of
within the bounds of the law) in such a world. heroes.

The Sun Never Sets On Napoleon Wins At Waterloo - In this


The Roman Empire - Reimagine the version of Napoleon Winning at Waterloo,
modern world but with an invincible Roman he goes on to somehow win the campaign.
Empire taking the historical place of the Europe united under French rule does not
United States of America in the post-WWII enter into the World Wars, and all the
world. Everything is the same, but scientific advances associated with them
fundamentally different. Roman Polytheism remain undiscovered and there is nothing to
replaces Christianity as the dominant pull the world out of the Great Depression,
religious force. The colonization of America which lasts far longer. The world is very
was completely Roman, and the tiny much like it would have been in the culture
rebellions which cropped up there from time of 1800s Europe never ended._The world is
to time were quickly crushed. Literal dominated by a France which acts almost
millennia of suffrage movements and like a Roman Empire. Technology is firmly
political upheaval have transformed the at the level of the 1800s, with a few
Empire into something resembling a modern advances in radio and other drips and drabs
democratic republic. This world seems like of modern tech. Poverty and corruption are
ours at a glance, but a closer look reveals a everywhere in the remnants of the
million tiny differences. This is a good setting crumbling French Empire. PCs could be
for if you want to run “standard” style s revolutionaries seeking change, or loyalists
uperhero campaign but with an unfamiliar seeking to uphold the crumbling status quo.
and interesting setting.

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Supers in Space
A science fiction setting offers a lot of Interplanetary supers allows for much more
interesting tools to play around with, many of epic storytelling. If a villain destroys the
which are extrapolations of elements already Earth, that's pretty much end-game in most
present in the superhero milieu. Rather than Heroes Wear Masks campaigns. In an
attempting to create a “hard” science fiction interplanetary game, it could happen in the
setting with realistic science (a tall order first scene. Villains who can and do destroy
when you want to include superhuman entire worlds, wars which span entire
characters) a better way to deal with science galaxies, there's nothing about these kinds
fiction is to treat it as science fantasy. Any of epic stories that makes them impossible
sufficiently advanced science is to tell in a modern setting, but a science
indistinguishable from magic. Use that. The fiction setting opens up so many more doors
players don't need to know how any given for dealing with such issues. An
example of advanced technology works, interplanetary setting is “bigger”. It is better
merely that it works. Most of us would be able to handle the ramifications of the
hard pressed to explain how a microwave powers of truly god-like beings.
oven works except in very general terms and
this is largely due to apathy. Apart from An interplanetary setting is also a good way
scientist characters it wouldn't logically to play very picaresque narratives. The
follow for most PCs to know how all players can visit a different exotic planet
advanced technology of the setting works every adventure, a whole new world of
anyway. strangeness to explore. Extremes of climate,
culture and other variables are much easier
One of the most popular science fiction tropes to sell as affecting an entire world rather
is the concept of interplanetary (even than small isolated portions of a largely
intergalactic) travel. Faster-than-light travel is settled world. It's easy to restrict travel
the one area where you might want to think between worlds as well; giving the players a
about your explanation for how things work, new planet every week offers the freedom
if only because so many different options of a sandbox game while still maintaining a
have been put forward in fiction. The three certain sense of structure in terms of
power players in this field are Warp, limiting the scope of the adventure to one
Hyperspace and Jump Gates. Warp travel is planet.
any form of FTL travel, which involves
bending (or crumbling) the empty space Another way of approaching science fiction
between the stars, thereby making the that meshes particularly well with most
distance between two points physically superhero settings is the idea of “secret
shorter. Hyperspace is any form of FTL travel aliens”. That is to say there is an entire
which involves transporting the vehicle intergalactic society out in the stars with
temporarily to another dimension or reality many space-faring species, a lot of whom
where the laws of physics allow for faster have visited earth at some point or another,
travel, and then re-emerging in the real world but this is all being kept secret from the
after the trip. Jump Gates are portals which bulk of humanity for dubious reasons. In
allow instantaneous travel but which require addition to being a fun type of setting to
a second Jump Gate at the target destination, explore on its own, a secret aliens setting
making FTL travel much more limited. These allows the introduction of an entire
are far from the only options, but if you interplanetary society to an ongoing modern
would otherwise just leave the method campaign. If you really want to go off the
unexamined you should probably choose one
of those three.

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rails, you could try introducing secret aliens


to a historical or alternate history campaign. wasteland will have more impact if it's a
Characters could be things like Roman-era place the PCs recognize from before it was
rocketeers, or the Victorian Men in Black. ruined, and it will have more sting if they
know they were in a position to stop it.
Post-Apocalyptic Supers
The world after some great collapse nearly The ends of the world as we know it:
destroys human civilization can be a very War - A war is fought which is so utterly
interesting place to set a superhero game. No devastating that the survivors have almost
other setting is in more dire need of heroes, literally been bombed back into the Stone
nor more ripe for the plucking by villains. Age. Bonus points if the war involves
Small population groups increase the nukes. Ruined cities dot the landscape and
importance of individuals, which has great bands of marauders with Australian accents
synergy with typical RPG storytelling. If make travel between settlements dangerous.
you're looking for an interesting way to mix
up a typical superhero campaign, a Disease - A massive plague wipes out
post-apocalyptic setting is a good way to go. almost the entire population of the Earth.
Tiny tribes of immune families struggle to
In a world without laws or with few, poorly survive in vast empty metropolises. The
enforced, laws, superheroes are more world is eerily quiet and run-down; there is
important figures than ever. Rather than almost no one to maintain the various
upholding codified laws, superheroes in such buildings but at the same time no
settings would instead uphold the unwritten large-scale destruction to wipe them off the
values and sense of justice of the community. map.
The presence of a superhero or team or
superheroes in a settlement could be the only Ecopocalypse - Natural disasters and
thing standing between it and utter chaos or ecological collapse cause widespread deaths
even destruction. In such a setting a group of through raw destruction and the resulting
PCs could single-handedly maintain the rule famines. The world enters an era of
of law for an entire community. Superheroes unprecedented chaos. What few human
are often seen as symbols, and in a institutions remain are brutally restrictive
post-apocalyptic world the most important regimes who fight bloody wars over the few
thing they represent is the light of human remaining habitable areas left on Earth.
civilization.
Alien Invasion - Invaders from another
Of course the end of the world doesn't have world, with war technology vastly superior
to happen in the backstory. An interesting to our own, have lain waste to the Earth.
idea to try might be to work out what the Either they have taken what they wanted
post-apocalyptic setting created by any given and left, or they were defeated in the end by
villain's evil plot succeeding would be and humanity in a pyrrhic victory. Every major
keep that in your back pocket. If and when city on Earth has been targeted and
one day the PCs are defeated or simply destroyed. All major infrastructures have
succeed too late springing such a setting on been leveled. Humankind has to rebuild
them is a great alternative to fudging things again from nothing. This is a major
or ending the campaign. A post-apocalyptic variation of War.

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Storm World - This world would be almost


unrecognizable to us as an “Earth”. It was
Alternate Earths once ruled by a powerful and cruel Storm
In every dimension there is an Earth, or else a Goddess until an atheist revolution
world very much like it. This planet is the overthrew her and forced her to flee to
nexus point of all realities. Travel between another dimension. This world is one of
alternate Earths is the simplest and safest primordial magicks and living gods. It is a
method of dimension travel. Because of this, world of myths and ideals made manifest.
Earth has developed a strategic significance The natural laws of this world are similar to
in those dimensions where such travel is how primitive humans viewed the universe.
common. Below are some of the various This is the home world of the
alternate Earths closest to our own in terms of supervillainess Storm Queen.
interdimensional geography. There are
countless others, a number approaching but Monarchy World - This world is a great
never reaching infinity. deal different from our own. No form of
government more advanced than monarchy
Fascism World - This world has a history, developed here, although magic is far more
which superficially resembles our own until common and powerful on this world. This
WWII. In this world the Axis won, and Earth is divided up into thousands of tiny
divided the Earth up into three different kingdoms and pocket empires, with few
spheres of influence (those of Nazi Germany, large powerful governments forming. This
Imperial Japan and Fascist Italy). All three world most strongly resembles the fantasy
states are totalitarian regimes are in a state of literature of our world, with queens, wizards
Cold War, with something of a Mexican and dragons. Most empires here last little
standoff forming as no state could defeat both more than a single generation. This is the
of its rivals at once. The use of unwilling home world of the superheroine Speed
human test subjects has allowed this world to Queen.
develop biotechnology and medicine far in
advanced of that of our world. Never World - This world should not exist,
as its dimension was consumed in the
Ape World - This world is one in which it creation of Mysterion, but as Earth is the
was apes, not humans, who became the nexus of all realities there are still gates
dominant species. This world is one of the which lead to the lingering ghost of this
most similar of the alternate Earths to our dead universe. This world is similar to our
own, being essentially our world with apes own if it was completely depopulated and
instead of people. A large number (close to allowed to decay selectively. Phantoms of
80%) of the people in our world have an the once-living-but-never-dead re-enact
ape-equivalent in this world. Ape society is scenes from their past lives and their lost
superficially very different from human futures. Time functions selectively, speeding
society, but there are more subtle and deep up in places and ceasing to exist entirely in
rooted similarities that make this world more others. This world is a frightening echo of
of a reflection of our own than many of us that which simultaneously is and never was.
would like to admit. Those who would travel here are in danger
of ceasing to exist themselves.

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However, the relative technology level of


Reverse World - This world is like our own,
any given nation varies greatly from
except precisely opposite. A good-natured
futuristic to near Iron Age. The moon of this
person with dark hair in this world might by a
world was cracked open during the war
blonde serial killer in our world, and vice
against the heroes and has split into two
versa. Whatever a person's defining
misshapen moons. The change in the tides
characteristic is in our world, the inverse of it
as consequently reshaped much of the
is true in this world even if it leads to
landmass.
illogical conclusions. Superficially this world
is very similar to ours, so much so that it
Robo World - On this world humankind
seems dubious that it could have naturally
was wiped out by a rebellion of robots lead
occurred that way given the large differences.
by an artificial intelligence who calculated
The most popular current theory is that this
that robots were a superior form of “life” to
world is a literal reflection of our own, that it
humans. Since the robots are immortal and
is some strange phenomenon which can exist
purposeless, they spend their time in a
only as a shadow of our world. This begs the
strange pantomime of the dead human
question of whether there are similar Reverse
society. They create robot families, perform
World's for the other alternate Earths.
robot jobs, and generally act as much like
humans as possible. For obvious reasons the
Vampire World - This world has a
technology of this world is far in advance of
superficially similar history to ours, excepting
our own. If the robots of this world were to
only that vampires ruled humans openly
discover ours, they might attempt to
starting sometime in the middle ages.
eradicate the humans here as well.
Originally only a few members of the nobility
of a small number of countries were
vampires, but by the age of enlightenment
nearly the whole of the world's ruling class
were bloodsuckers. The vampire society has
advanced to the point where they treat
humans like cattle. This is a nightmare world
of dark science and disgusting hedonism. It
lacks many of the scientific advances of the
last 100 years as the population of free
citizens is too small to support many
scientists.

Villain World - On this world a vast alliance


of supervillains was able to exterminate
nearly all superheroes, and went on to
conquer the world and divide it amongst
themselves. This world is made of up
hundreds of small kingdoms, each ruled by
madmen with very different views of what
makes a good society. Technology in this
world is far more advanced than in our own,
as many mad scientists have the budget and
re- sources of an entire nation with which to
perform research.

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Steam World - This world was hit by the


industrial revolution over a century early,
and the result was technology far more
Amazon World - This world was much like
advanced than our own and far less
ours up until the beginning of human
sophisticated. The people of this world were
civilization. Rather than develop along
building cities on the moon in the 1900s.
patriarchal lines, the earliest human societies
They have “artificial minds” which make
were strongly matriarchal. Although currently
our greatest supercomputers look like
they have reached a sort of equilibrium where
children's toys, but they have no computing
the laws and customs only subtly favor
equipment which takes up less than an
women (something of an inverse mirror of
entire room. The steam-car is the most
our own society) there is still a strong
common mode of transportation, and the
undercurrent of misandry to their society.
zeppelin the preferred method of
Most families are led by women and men in
commercial flight. Europe is still the
general are seen as child-like and simple. The
political center of this world.
common stereotype of a man in this world is
of an overly emotional, violence prone child
in need of female guidance. A strange quirk
of note is that this world has most of the same
superheroes and villains as ours but with the
genders reversed. It should be noted that
these individuals are not identical, and often
share nothing in common other than a
codename.

Plant World - On this world life never


developed beyond the colonization of the
land by plants. The lack of environmental
changes brought on by other life forms means
the plants of this world are much less diverse.
This is a primordial, untamed world full of
bizarre plant-life and little else.

Prehistoric World - This world is one in


which the age of the dinosaurs never ended.
Large reptiles are still the dominant life on
the planet, and there are few mammalian
species more advanced than small
insectivores. Although there is little
intelligent life on the planet there are a small
number of proto-tribes of raptor-like
creatures who have intelligence nearly on par
with early hominids. These creatures have
developed rudimentary tool use, but nothing
more advanced than a stone axe.

169
Heroes INC.

Heroes INC.
No super hero game is complete without something or someone to beat up. What would
the Hulk do if he did not have something to smash, or Batman drop kicking some thugs
just for fun?

You are encouraged to make up your own foes for your games, and of course you can
use any and all the monsters and critters found in the D&D system. Here though are
some great characters from Avalon's Heroes Inc. setting. Each is given a detailed
background, stats and tips for their use in a game. We have also given you some
organizations to use should you need some extra background to play with.

Each week Avalon will be releasing a new issue of Heroes Weekly. Inside you will Bind
new foes to battle, new organizations to defeat and new adventures to jump into.

Heroes Inc.
Heroes Inc. was the first and remains one of the finest superhero teams currently in
existence. Heroes Inc. was originally formed in response to a plot by Master Mind which
nearly resulted in the mad brain gaining psychic dominion over the entire planet. After
each having been defeated by Master Mind individually the founding members of
Heroes Inc. teamed up and managed to defeat the archvillain. Realizing that they could
do far more good as a team than as individuals, the original founding members of Heroes
Inc. decided to remain together after the crisis ended. Heroes Inc. was the first superhero
network which allowed the defenders of the Earth to pool their resources and respond to
threats far more effectively. Since that day they have fought off alien invasions,
destroyed rampaging skyscraper-sized monsters, and brought countless supervillains to
justice.

Each member of Heroes Inc. is equipped with a signal ring. Whenever such a hero finds
themselves in a situation beyond their personal abilities they can use the ring to call for
aid. The signal is immediately relayed to the Heroes Inc. headquarters by a dedicated
satellite, which uses the GPS inside each ring to pinpoint the location of the hero calling
for help. Any Heroes Inc. members in the area are immediately notified of the exact
location and nature of the problem so they can provide help as quickly as possible. The
exact heroes who respond depend on the location, situation, and current roster of the
team, but no call ever goes unheeded.

The roster of Heroes Inc. has changed a great deal over the years, but the founding
members have always remained as the stable core of the team. Because membership in
Heroes Inc. is much looser than many other superhero teams it has a much more
expansive roster of heroes. Most superheroes in good standing with the community at
large are at least nominal members of the organization.

Roster: Major Glory, Night Stalker, Miss America, Professor Arcane, The Queen of
Hearts

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Heroes INC.

The Guardians
The Guardians were founded by Iron Eagle, who sought a more permanent solution to the
Heroes Inc. The idea was to create a more permanent and formal team in contrast to the
much looser network of Heroes Inc. The Guardians were originally bankrolled by the
tremendous personal fortune of Iron Eagle. The greatest of his donations to the team is the
Guardian Tower, an entire skyscraper filled with high-tech equipment which functions as
the base of operations for the team. The Guardian Tower acts as a base, a home and a
training facility for the members of the Guardians.

Another source of funding for the Guardians is merchandising. Between the action figures,
comic books, t-shirts, and an incredibly campy TV show over the years the group has
come to the point where they are self-supporting. The proliferation of Guardians
merchandise is a double-edged sword. Many people consider the team to be a bunch of
sell-outs, especially when compared to the more respected Heroes Inc.

Being a permanent force, membership in the Guardians is much more formal and
exclusive. New members must receive a two-thirds majority vote from all current sitting
members to be allowed to join. In spite of this it is actually rare for a prospective member
to be rejected, and most of the second-tier heroes in the city have been members at some
point or another.

Roster: The Ant, Centurion, Diamond Lil, Gadgeteer, The Giant, Iron Eagle, Miss
America, The Queen of Hearts, Speed Queen

The All Star Squad


The All Star Squad is a team of super teenagers based out of Star High. Although young,
inexperienced and often reckless, the team has proved time and again to be worthy
members of the city's pantheon of heroes. Because membership is limited to current
students of Star High the All Star Squad has a constantly rotating roster. Many of the adult
heroes of today began their careers as members of the All Stars.

The All Star Squad is occasionally known by the nickname The All Drama Squad, in
reference to the confusing nature of the teenaged social dynamics which dominate the
group. The members date within the group, bicker constantly, vie for social status, and
their many disagreements occasionally even devolve to fisticuffs. Despite this, when the
chips are down, the members of the All Star Squad have always managed to put aside their
differences and work together as a team.

While not the most professional superhero team in the city the All Star Squad are still
valued members of the superhero community. Many heroes who once worked with the
team look back on their time as an All Star with nostalgic fondness. Because they are seen
somewhat as the collective children of the superhero community many superheroes feel
especially protective of the group.

Roster: Black Bolt, Blizzard, Dryad, Firefly, Liberty Lass, Magic, Mouse, Power Lad,
Wild Thing Alumni: Miss America

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Heroes INC.

Masters of Evil
The Masters of Evil were founded by Master Mind in the wake of his original defeat at the
hands of the newly founded Heroes Inc. The Masters of Evil was never meant to be a
partnership of equals; Master Mind saw the membership largely as disposable pawns in his
schemes for world domination. The other members of the team quickly grew tired of his
constant manipulations and his treating of the team as expendable. The team took a vote
and unanimously decided to expel Master Mind.

Since the expulsion of their founded the Masters of Evil have become much more similar
to the Heroes Inc. who they were founded in response to. The Masters act as a formal
network of supercriminals, allowing them to pool resources and protect each-other's backs.
The only codified law within the group is that Master Mind may never again join. The
roster of the team is in constant flux as members come in and out of jail and various
rivalries influence the membership.

The majority of the membership of the Master of Evil assumes that Master Mind ceased
his manipulations of the group after he was expelled. As with most assumptions, it
certainly sounds good.

Roster: Blaster, The Brute, Cannon Ball, Diamond Lil, Doctor Death, Green Dragon, Man
Hater, Snow Blind

The Fearsome Four


The Fearsome Four were founded by the Brute after he grew tired of acting as a minion to
other villains. Drawing together three other disaffected supervillains he crated the
Fearsome Four. The Fearsome Four act as a sort of freelance supervillain mercenary
company. Whenever a mad scientist, an evil dictator, or a multinational corporation needs
some extra muscle the Fearsome Four are there to provide it, for a price. They will take
jobs from whoever will pay their steep fees, and have even been hired to fight other villains
on rare occasion.

To this day, the Brute continues to believe that it was his idea to found the Fearsome Four.
It wasn't. After the humiliation of the loss of the Master of Evil, Master Mind set out to
create a new team of villains which he would control from the shadows, never letting the
members know that they were secretly doing his bidding. Master Mind arranged for the
various accidents that created the members of the Fearsome Four, and manipulated the
events of their lives so that they would eventually form the group. Although the majority of
their work is “legitimate” they often act as unwitting pawns in Master Mind's schemes.

Despite being antisocial criminals, it would be fair to say that the membership of the
Fearsome Four are friends. They associate with each other socially, even outside of their
supervillain personas. These hardened villains trust few people, but have learned to trust
each-other.

Roster: The Brute, Howler, Photon, Speed Demon

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Heroes INC.

Major Glory
(Brad Harmon)

Age: 40
Sex: Male Nationality: American Type: Hero
Strange Visitor Super Human 8
Background: Folk Hero
Init +5; Senses; Perception +3; Darkvision

Proficiency +3
Defense
AC 22 (+2 Dex, +10 Armor)
HPs 61 (8d6+32)
Constitution +3, Dexterity +2, Wisdom +0
Defensive Abilities DR 4/-

Offense
Spd 30 ft.; Fly 90 ft.
Melee Super Punch +14 (1d6+8)
Ranged None
Special Attacks None

Statistics
Str 26, Dex 14, Con 16, Int 11, Wis 10, Cha 15

Powers
Flight 3 (3 PP)
Natural Weapon 2 (2 PP)
Super Attribute (Strength) 2 (2 PP) Super Senses 2 (2 PP) Invulnerable 2 (2 PP)

Class Features Power Up (Natural Weapon), +1 Attribute, +1 Attribute

Feats None
Proficiencies Vehicles (Land), Acrobatics, Athletics, Animal Handling, Survival, All
Simple Weapons, Light Armor
Languages English
Combat Gear Armored Costume (Armor 5);
Other Gear Communication Link, House
Flavors Sponsored, Reputation
Flaws Vulnerability (Energy X)
RP 8 (-5 Armored Costume, -1 Communication Link, -2 House)

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Heroes INC.

Born to a dying parallel Earth where the laws forms. He has proven time and again to be a
of physics function much differently from our courageous and trustworthy champion of
dimension, the boy who would be called Brad the people, always willing to work within
Harmon came to this universe when he was the system even to his detriment. When Iron
still an infant. Having fallen into a tear in a Eagle decided to put together Heroes Inc.
reality almost literally being torn apart at the Major Glory was the first person he got in
seams, he was discovered by a young touch with. Major Glory was only too happy
childless couple and adopted as their own. to become one of the founding members of
The Harmons raised Brad to be a the team.
good-natured and principled young man.
Hero Adventure Seeds
Brad's physiology reacted strangely to the Fallen Idol - Major Glory has been framed
physics of this dimension. Brad was always for an unspeakable crime, and as a result
unusually strong and tough, but when puberty public opinion has turned sharply against
hit he began to display abilities that were superheroes. Legislation is being pushed
much more inhuman. Eventually his parents through to pull the legal benefits enjoyed by
were forced to tell Brad that he was adopted. all publicly-sponsored heroes and to start
When he graduated from high school Brad hunting the vigilantes like criminals. The
went on a tour of the world to learn more only way to redeem superheroes in the eye
about himself and his abilities. He spoke with of the public will be to clear Major Glory's
wise men of every field of science, school of name. Major Glory, having turned himself
philosophy and religious sect. After traveling in, isn't going to be much help.
for two years Brad understood the full extent
Protégé - Major Glory has taken a shine to
of his abilities and came to the conclusion
one or more of the PCs and decided to take
that it was his duty to use these gifts to help
them under his wing. Although he has been
humankind. His time abroad gave Brad a
a superhero for many years and has a lot to
focus and determination like none he had
teach, he also holds himself to an
ever known in his entire life.
unreasonably high standard and will expect
the same from his charge. The PCs might
Taking a cue from the vigilante heroes of the
not want help with so many strings attached.
time Brad fashioned a costumed alter ego for
Glory is even more susceptible to the
himself and became the superhero Major
strange energy source than humans are,
Glory. Unlike his contemporaries in the
even a small amount of exposure can wreak
superhero community Major Glory made the
havoc on his body's basic functions.
(at the time) unprecedented step of working
within the system. He contacted various Villain Adventure Seeds
government agencies with his plan, and C.O. - After the PCs break out of prison a
managed to get himself deputized. All of the few too many times Major Glory has
“legitimate” superheroes of today owe their decided that he is going to personally see to
position to the trail Major Glory blazed. it that they stay in this time. He has been
patrolling the prison a lot and quickly puts a
Major Glory's powers derive from the stop to any initial plans the PCs come up
Energy X, which his alien biological with. If the PCs want to escape they're
naturally generates. The problem with this is going to have to find a way to deal with
that the balance of this energy is Major Glory, either getting someone on the
extremely precarious. This means Major outside to create a distraction or somehow
For the last twenty years Major Glory has constructing an Energy X weapon inside
worked hard to fight evil in all its varied prison.

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Heroes INC.

Night Stalker
(Tom Wright)

Age: 31 Sex: Male Nationality: American


Type: Hero
Background: Entertainer
Human Detective 9
Init +4; Senses; Perception +4

Proficiency +4
Defense
AC 22 (+4 Dex, +8 Armor)
HPs 48 (9d6+18)
Constitution +1, Dexterity +4, Wisdom +1
Defensive Abilities None

Offense
Spd 30 ft.; Leap 15 ft. horizontal, 10 ft. vertical
Melee Unarmed Strike +8 (1d3+2)
Ranged Throwing Cards +8 (3d6)
Special Attacks None

Statistics
Str 14, Dex 18, Con 13, Int 14, Wis 12, Cha 15

Powers None
Class Features Broad Knowledge, Home City, Anticipate Foe, Evasion, Sleuthing,
Improved Evasion, Fast Learner

Feats Alert, Martial Adept

Proficiencies Arcana, History, Investigation, Nature, Religion, Sleight Of Hand, Stealth,


Medicine, Perception, Deception, Intimidation, Acrobatics, Performance, Disguise Kit, all
simple and martial weapons, all armor including shields, Camera, Thieves' Tools, Portable
Lab, Grapple Hook and Gun

Languages English
Combat Gear Night Stalker Suit (Armor 4), Throwing Cards (Natural Weapon 5 (Ranged,
Pinned))
Other Gear Smoke Bombs (Generate Elemental Materials (Smoke) 5), Mirror Trick
(Illusion 1), Spring Boots (Super Leap 1), Grapple Gun (Wall-Crawling 4 (Major Item)),
Night Vision Goggles with Telescopic Sight
Flavors None
Flaws Secret I.D.
RP 22 (-4 Night Stalker Suit, -7 Throwing Cards, -5 Smoke Bombs, -1 Mirror Trick, -1
Spring Boots, -2 Grapple Gun, -2 Night Vision Goggles with Telescopic Sight)

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Heroes INC.

The Astounding Wright was a world-famous


magician. Along with his lovely assistant
to within an inch of his life, he left him tied
Sarah, whom he would eventually marry, he
up at the door of the same precinct who had
traveled the world entertaining millions and
ignored his crime, along with a folder full of
amassing a great fortune. Tom Wright's life
evidence and a threatening note explaining
was all but perfect; he was married to the
exactly what would happen to the police if
woman he loved and he was making millions
they failed to put the man in jail.
of dollars doing what he loved. With the pull
of a trigger, all that changed. Sarah Wright
Tom had been so consumed by his revenge
was killed by a mafia hitman after
he had not thought about what he would do
accidentally bearing witness to a murder. The
once he was finished. He couldn't return to
mob had the local police precinct in their
magic, the stage was too tainted by the
pocket, and the crime went unsolved. The
memories of his dead wife. He also realized
loss of his wife completely destroyed Tom,
that there were more injustices in the word,
and watching a corrupt system refuse to bring
more crimes left unsolved by chance or
her killer to justice drove him over the edge.
design. Patrolling the nights as the Night
Tom decided that if the system had failed
Stalker allowed him to forget his loss, even
him, he would have to take matters into his
just momentarily. Fueled by grief, the Night
own hands.
Stalker fights crime in all its forms.
Criminals and dirty cops alike live in fear of
Tom had spent his entire life studying stage
this mysterious man who stalks the night.
magic, and now he turned those skills to the
task of hunting criminals. Tom began to
Night Stalker is somewhat desperate for
design an arsenal of equipment for use in his
companionship, although he pushes away
crusade. The tricks and gimmicks he had
anyone who gets close. His primary social
once used to amaze audience he would now
outlet is teaming up with other superheroes.
use to confuse and befuddle his foes. The
When Iron Eagle decided to create the
fortune he had built with Sarah he would now
Heroes Inc. Night Stalker was one of the
use to avenge her. Tom's rage was given
founding members.
laser-like focus on but a single goal: revenge.
Donning a dark jumpsuit and a utility belt full
Hero Adventure Seeds
of tricks, the Night Stalker was born.
Question Authority - The corrupt cops of
the city have feared the Night Stalker for
Tom was near blinded by anger, but he had
years, and they're finally taking action. They
always been a careful and precise man.
have formed a conspiracy within the police
Before going after the mafia, he first began
department to frame the Night Stalker and
stalking the corrupt police officers who had
remove him as a threat. Night Stalker has
refused to properly investigate his wife's
come to the PCs for help to clear his name.
murder. One by one the Night Stalker
He can't do so himself because appearing in
collected evidence on every cop in the
public in his Night Stalker persona would
crooked precinct until every one of them was
force him to either allow himself to get
in prison with the same criminals they had
captured or else fight potentially legitimate
spent their lives putting away.
cops just trying to do their job. The PCs will
have to discover and unmask this
Once the corrupt cops had been brought to
conspiracy if they want to help their friend.
justice, the Night Stalker hunted down the
hitman who killed his wife. Beating the man

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Heroes INC.

Undercover - The Night Stalker has a slightly insane plan to root out corruption in the
police department, one which the other members of Heroes Inc. do not approve of (it
could potentially hurt the team's public image). Unwilling to let the idea go, he has
recruited the PCs to help him. He plans to join the police force in his civilian identity and
establish himself as a “rat”. The PCs, in their superhero identities, will act as his back-up.
When the inevitable backlash from within the police department comes, the PCs will be
waiting to defeat the crooked cops. The PCs will need to be vigilante in their protection of
Tom Wright, or else things could get complicated.

Villain Adventure Seeds


The World's A Stage - The Night Stalker has confronted the PCs several times, and each
time he has demonstrated what appear to be supernatural abilities, not just his usual
gimmicks. Comments he makes during these confrontations imply that he has somehow
gained real magical powers. What's really happening is Night Stalker has been spying on
the PCs, and he is rigging the locations of their fights beforehand with many elaborate
magic tricks which are far more complex and impressive seeming than the off-the-cuff
tricks he usually relies on. The PCs will need to uncover this secret, and then figure out a
way to neutralize their foe's new advantage.

Imposter - The Night Stalker has been making appearances at various times dressed as
different PCs. When doing so he is antagonizing different villain groups, creating more
enemies for the PCs. The PCs will need to discover who is assuming their identities (and
hopefully clear their names) unless they want to be hunted by the villain community as
well as the hero community.

! Masters of Evil

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Heroes INC.

Miss America
(Betty Adams)

Age: 40 Sex: Female Nationality: American


Type: Hero
Background: Soldier
Human Combat Expert 7
Init +3; Senses; Perception +3

Proficiency +3
Defense
AC 14 (+4 Dex, +0 Armor)
HPs 68 (7d10+28)
Constitution +3, Dexterity +4, Wisdom +1
Defensive Abilities None

Offense
Spd 30 ft.; Leap 15 ft. horizontal, 10 ft. vertical
Melee Shield Bash +12 (1d8+4)
Ranged Shield Throw +12 (1d8+4)
Special Attacks None

Statistics
Str 19, Dex 18, Con 16, Int 13, Wis 12, Cha 15

Powers
Super Attribute (Strength) 1 (1 PP) Super Attribute (Dexterity) 1 (1 PP) Super Attribute
(Constitution) 1 (1 PP) Super Leap 1 (1 PP)

Class Features Unarmed Strike, Bravery, Combat Style, Maneuver Training, Evasion
Feats Weapon Master, Great Weapon Master, Mobile
Proficiencies Acrobatics, Perception, All Armor, All Weapons, Athletics, Intimidation,
Vehicles (Air)

Languages English
Combat Gear Patriot Shield (Deflection 2, Natural Weapon 3 (Ranged))
Other Gear Communication Link
Flavors None
Flaws None
RP 7 (-6 Patriot Shield, -1 Communication Link)

179
Heroes INC.

Betty Adams was born to a family of Law and order types see her as something of
scientists and super-patriots. Almost from an idol, whereas a lot of far-left groups see
birth her parents had her follow a precise her as a tool of oppression.
scientifically determined diet, fitness regime
and mental exercises designed to create the Miss America has been very active in the
ultimate citizen. Generations of a family who superhero community, and at one point or
had dedicated itself to the founding ideals of another has been a member of almost every
the United States of America came together local superhero team. Whenever her country
with best science had to offer. Betty Adams needs a hero, Miss America is there to
was born and bred for greatness, and she has answer the call.
never failed to live up to the lofty
expectations of those around her. Hero Adventure Seeds
Dead Or Alive - The PCs have been framed
Betty had been trained to become the ultimate by one of their foes, and Miss America has
soldier, but as she came of age it became been brought in to take them down. Even if
clear that hers would be a different war. they can prove to Miss America that they're
Rather than enemy nations, the largest threats innocent she'll insist on bringing them in, so
to America in the 21st century were the only way to stop her will be to get their
supervillains. The rise of superhumans had names cleared legally. In the meantime they
put the power of the nuclear age in the hands have an extremely determined superheroine
of individuals and extraordinary citizens hunting them like dogs.
would be needed to combat them. Betty
Supernanny - The PCs have had several
Adams was just such a citizen. By her late
public screw-ups, or pyrrhic victories. It has
teens she already had a costume, and was
been decided that the PCs must either
being called Miss America as a member of
disband, or tolerate a government appointed
the All Star Squad.
“monitor” to make sure they don't wreck
anymore cities in the foreseeable future.
Miss America's patriotism and idealism make
This monitor ends up being Miss America.
her one of the more marketable superheroes,
If they ever want to get her off their case
and she has been the darling of corporate
they're going to have to convince (trick?)
America almost since her debut. In addition
her that they have turned over a new leaf
to her work battling evil, Miss America is the
and no longer need her “advice”.
star of several movies, and has countless
t-shirts, action figures and other cheap Villain Adventure Seeds
merchandise with her face on it. She is Product Placement - Miss America is
considered by people who have strong being sponsored by a new brand of shoes,
opinions about these things to be a sell-out, and part of their advertising campaign
and she is certainly a superhero with the involves lots of stock footage of Miss
strongest marketing presence (much to the America beating on the PCs. This, as one
chagrin of Iron Eagle). can imagine, does not bode well. For the
duration of the campaign Miss America is
Miss America is known for always siding seeking conflict with the PCs whenever
with her country, regardless of whether she possible. If they resist they're just going to
might personally agree with any given action. create more publicity for the product. If they
When a superhero is charged with a crime, can find a way to sabotage the sales of the
she is the one they ask to bring them in. shoes, however, they'll mark themselves as
This makes her a somewhat polarizing unprofitable to harass.
figure; people either love her or hate her.

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Heroes INC.

Professor Arcane
(Prof. James Arcane)

Age: 54 Sex: Male Nationality: American


Type: Hero
Background: Sage

Enhanced Human Detective 4 Energy Manipulator 1


Path: Super Scientist (Arcana)
Init +2; Senses; Perception +4; Sense Magic
1 mile; See Aura

Proficiency +3
Defense
AC 26
HPs 35 (2d6+2 + 1d8 + 4d6)
Constitution +1, Dexterity +2, Wisdom +3
Defensive Abilities None

Offense
Spd 30 ft.; Flight 200 ft.
Melee Unarmed Strike +0 (1d3)
Ranged None
Special Attacks Arcane Blast (2d4, 20 ft. diameter, DC 14 Dexterity save for half)

Statistics
Str 11, Dex 14, Con 13, Int 20, Wis 16, Cha 15

Powers
Arcane 3 + 4 Spell Book (Arcane Bonds +10, Arcane Blast +8, Arcane Shields +6) (Spell
Book: Arcane Gate +2, Arcane Banishing +4, Arcane Counterspell +6, Arcane Vision +0)
(2 PP)

Class Features Broad Knowledge, Home City, Contacts, Energy Sense (Magic), Lab Rat
(Arcana specialty)

Feats None
Proficiencies Arcana, Religion, Perception, Investigation, Arcana, History, Camera,
Thieves Tooks, Portable Lab, Grapple Hook and Gun, All Simple and Martial Weapons, All
Armor, Insight, Medicine

Languages English, Enochian, Draconic, Sumerian, Pre-Tower Babylonian, Sanskrit


Combat Gear Belt of the Earth (Armor 7 (Major Item));
Other Gear Necklace of the Four Winds (Fly 6 (Major Item, Minor Limited Use)), Helm
of Ancestral Knowledge (Innate Skill (Major Item)), Communication Link
Flavors None
Flaws None
RP 13 (-4 Necklace of the Four Winds, -5 Belt of the Earth, -3 Helm of Ancestral
Knowledge, -1 Communication Link)

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Heroes INC.

For as long as there have been humans there Needing a new host immediately, the
has been magic, and for as long as there has spiritual essence of the Lord Protector of
been magic there has been a Lord Protector Earth joined with James Arcane. The
of Earth. It is a line of witch-doctors, shaman, skeptic's third eye opened for the first time
and miracle workers who have protected and James became aware of a whole new
humankind since its infancy. When the world of magic and spirituality.
current Lord Protector of Earth dies, a small Understanding his new powers instinctively
portion of their spirit sticks around and Professor Arcane destroyed the vampires
attaches itself to another worthy human soul. and saved the day.
The individual so chosen becomes the new
Lord Protector of Earth, in the process James Arcane has had a new understanding
gaining magical powers. of the world from that day forward.
Combining his knowledge of science and
Professor James Arcane was a theoretical rationality with his newfound knowledge of
physicist and, much to his chagrin, a magic and spirituality Professor Arcane was
professor of physics at a prestigious a Lord Protector of Earth for the 21st
university. In addition to being a tyrant and century. He works tirelessly to preserve the
curmudgeon, James Arcane was most known balance of magic and keep the dark forces
for being a skeptic and debunker of the looming on the periphery of civilization at
paranormal. Indeed his work in the field of bay. Unlike previous Lord Protectors,
theoretical physics was somewhat obscure, Professor Arcane also exposes supernatural
but he had appeared on TV many times to hoaxes and charlatans who would beguile
debate spiritualists and debunk psychics. As others under the guise of spiritual guidance.
time went on James Arcane became less and
less of a physics professor and more and Hero Adventure Seeds
more of a professional skeptic. Lord Destroyer - Professor Arcane has
performed several auguries to determine
James had been scheduled to appear at a who the next Lord Protector of Earth will be
public televised debate concerning the once he dies. The results are unsettling. All
existence of spiritual powers. The man James signs point to it being a teenaged boy who is
was debating was a world-renowned psychic already showing signs of developing into a
investigator and proponent of human serial killer. Professor Arcane has asked the
enlightenment. In the middle of the debate, PCs help to “guide” this boy in the right
which James had been winning up until that direction, but when they discover the
point, the auditorium was attacked by psychic Professor's terminal illness they may decide
vampires. This did not help James' case one that more drastic measures are appropriate.
bit.
Villain Adventure Seeds
The vampires had determined that the Immoral Dilemma - The PCs have heard
psychic investigator was the current Lord of a powerful one-time magical spell which
Protector of Earth and they intended to steal could significantly aid them in their current
his power by drinking his life's blood. A fight endeavor. However, using magic of that
broke out and the Lord Protector of Earth was power is sure to attract the attention of
killed trying to save James. The vampires Professor Arcane. The PCs will have to
were not happy about the loss of their target, decide whether the easy path to power is
and began to take their rage out on the crowd. going to be worth attracting a new enemy.

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Heroes INC.

Master Mind
(Dr. Bruce Haywood)

Age: 42 Sex: Male Nationality: American


Type: Villain
Background: Sage

Mutant Detective 10 (Path: Super Scientist)


Init +8; Senses; Perception +12

Proficiency +4
Defense
AC 14 (+2 Dex, +2 Hard to Hit)
HPs 57 (6d6+6)
Constitution +0, Dexterity +2, Wisdom +3
Defensive Abilities None

Offense
Spd 30 ft.; Fly 60 ft.
Melee None
Ranged Mind Beam +12 (2d6+1)
Special Attacks Mind Darts (1d4 damage)

Statistics
Str 4, Dex 14, Con 10, Int 22, Wis 16, Cha 13

Powers
Psychic Powers 1 (Mind Darts, Energy X) + 9 Psionic Amplifier Implants (1 PP) Force
Field Manipulation 1 (Energy X) + 9 Thought Projector Implant (1 PP)

Class Features Broad Knowledge, Home City, Anticipate Foe, Research, Expert, Fast
Learner, Jack Of All Trades, Lab Rat, Experimenter
Feats Lair, Improved Lair, Mobile, Skilled
Proficiencies Stealth, Perception, Deception, Insight, Arcana, History, Investigation,
Nature, Religion, Intimidation, Persuasion, Portable Lab
Languages English, Mandarin, Spanish, Hindi, Arabic, Bengali, Portuguese, Russian,
Japanese, Punjabi

Combat Gear Psionic Amplifier Implants (Psychic Powers +9), Thought Projector Implant
(Force Field Manipulation +9), TK Field Booster Implant (Flight 2), Mind Focusing Crystal
Implant (Energy Ray 2);
Other Gear Recovery Tank (Healing 10); Lair A.I., Super Computer, Well Hidden, Lab,
Medical Lab, Quarters, Prison Cell, Automated Defenses (Lethal)
Flavors Educated
Flaws None
RP 32 (-9 Psionic Amplifier Implants, -9 Thought Projector Implant, -2 Mind Focusing
Crystal Implant, -10 Recovery Tank, -2 TK Field Booster Implant)

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Heroes INC.

Dr. Bruce Haywood was one of the greatest


minds in the secret military think-tank known
only as D.A.M.O.C.L.E.S. (Delibero Abditus
Maxime Obligatus Callidus Laboris Edoceo
Sagaciter). Scientists in the employ of than expendable pawns in its ongoing plot
D.A.M.O.C.L.E.S. were some of the first to rule the Earth. The other members of the
humans to perform research towards the Masters of Evil quickly tired of this
weaponization of Energy X, and Dr. treatment and expelled Master Mind from
Haywood was in charge of this project. his own organization. Ever since that day
During an early demonstration of the weapon Master Mind has been extremely resistant to
for the military there was a major technical working with others, considering humans
failure. In an attempt to salvage the unworthy of the honor of participating in his
demonstration Dr. Haywood entered the test “historical” conquest of Earth.
chamber to make some adjustments to the
Master Mind is forever plotting to achieve
device. The technical failure proved to be
his mad goal. He has been thwarted by
more serious than Dr. Haywood had
different hero groups many times, but
anticipated and the device suffered a critical
always finds a way to escape and scheme
overload, flooding the room with Energy X.
another day.
The Energy X stripped away Dr. Haywood's Hero Adventure Seeds
body, molecule by molecule, until there was Think Tank - Master Mind, and his
nothing left but his brain. This brain became equivalent across many different parallel
super-saturated with Energy X causing it to Earths, have all simultaneously begun
enlarge significantly. The experience drove construction of a machine which will allow
Dr. Haywood completely mad, while them to all pool their intelligence. The PCs
simultaneously increasing his mental prowess will have to locate and destroy this machine,
exponentially. At first D.A.M.O.C.L.E.S. otherwise Master Mind's power will
hoped to study Haywood's new body, but the increase his intellectual and psychic power
giant brain used its newfound psychic powers tenfold.
to escape.
Robobrain - There have been several
Renaming itself Master Mind, this new entity break-ins at high-tech facilities recently. It
quickly came to the conclusion that the becomes obvious that the break-ins are
human race was insufficiently intelligent to connected, and the PCs begin to investigate.
govern itself. Only Master Mind, a being of Eventually the trail leads to a secret
pure thought unhindered by animal instinct or laboratory where Master Mind is using the
emotion, was fit to rule the Earth. Domination stolen technology to construct a massive
of the entire planet has been the all- robotic body for himself. By the time the
consuming goal of this living brain ever PCs arrive the robot is complete and they
since. must do battle with it. In addition to the
challenge of defeating the robot, the PCs
One of the earliest goals of Master Mind was will need to prevent this fight from
the removal of Heroes Inc. as an obstacle to destroying half the city.
world domination. To this end, Master Mind
founded the Masters of Evil as a counter to
Heroes Inc. Master Mind treated his
underlings poorly, seeing them as little more

184
Heroes INC.

The Brute
(Chad Molaskies)

Age: 27 Sex: Male Nationality: American


Type: Villain
Background: Criminal
Enhanced Human Brick 4
Init -1; Senses; Perception +0

Proficiency +2
Defense AC 17 (-1 Dex, +8 Armor)
HPs 46 (4d12+16)
Constitution +3, Dexterity +0, Wisdom +1
Defensive Abilities DR 2/-

Offense
Spd 30 ft.
Melee Unarmed Strike +13 (1d3+10)
Ranged None
Special Attacks None

Statistics
Str 31, Dex 9, Con 16, Int 8, Wis 12, Cha 14

Powers
Super Attribute (Strength) 3 (3 PP)

Class Features Built Tough, Extreme Effort


Feats None
Proficiencies All Armor, Simple Weapons, Survival, Intimidation, Thieves Tools

Languages English
Combat Gear Big Blue Suit (Armor 4);
Other Gear None
Flavors Organizational Rank
Flaws Vulnerability (Ears)
RP 4 (-4 Big Blue Suit)

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Chad Molaskies was a two-bit thug on his At first the Brute did work that was largely
very best day. He was hired muscle, the kind the same as what he had done in his days as
of guys who stick his neck out instead of the a mundane thug. The Brute was a common
people who make the real money. Chad sight in low-end supervillain teams or in
Molaskies had grown up poor and taken to a groups of disposable super minions. The
life of crime for the money, but he was never Brute was unwilling to settle for this. When
able to get that big payday he was always he was just a nobody he worked as a thug.
chasing. Now that he had powers he would settle for
nothing less than the top spot.
Chad's big break came when a fence hired
him to steal a chemical truck. The pay was Rather than continue to work for other,
good enough that he didn't ask too many more ambitious villains, the Brute formed
questions. The job was dangerous. It wouldn't his own team. The Brute brought together
have been believable otherwise. The job was three other low-end supervillains he had
also a set-up. No criminal organization had worked with in the past and formed the
any use for the chemicals in the truck, indeed team The Fearsome Four. Working for the
the chemical truck was specifically placed Fearsome Four has finally gotten the Brute
there just for Chad to steal. The intention was the money he always wanted, if not the
never for Chad to get away with the truck. respect.
Master Mind had much bigger plans.
Hero Adventure Seeds
When Chad was pulling out of the parking lot Reputation - The Fearsome Four have
a black sedan slammed into the side of the decided that they need a more fearsome
truck. The chemicals in the truck doused reputation in order to attract higher quality
Chad, altering his physiology. This was no jobs. To this end they have decided that
accident. The exact cocktail of chemicals, defeating the PCs, who are strong but not
tuned precisely to Chad's DNA, had been too strong, will make a good demonstration
deliberately placed there. Chad managed to of power. The Fearsome Four are going to
escape the scene of the crash unharmed. He continue to seek conflict with the PCs,
soon discovered his strange chemical bath preferably as publically as possible, until
gave him super powers. Central to these new they get a high profile win. Although the
powers was an almost absurd increase in group is unsubtle and probably not a
strength. Only his ears, which were un- particularly big threat having a group of
touched by the chemical, remained human idiots trying to take you down gets real
and vulnerable. annoying real fast. The best solution might
be to throw a fight and give the idiots their
Chad was never conflicted about his “win”.
newfound abilities; he knew immediately that
he was going to use these new powers to join The Fearsome Forty - A rash of high-
the ranks of the super-criminal underworld. profile victories for the Fearsome Four has
This was Chad's real big break. Never a seen a huge increase in recruiting. What was
particularly original person, Chad took on the once a team of villains has become a
name “The Brute” (unconsciously naming veritable army of superhumans. The general
himself after off-brand paper towels) and of this army is a rather dull and
created a fairly plain costume for himself. unimaginative man who never had a knack
for planning.

186
Heroes INC.

Although poorly organized and never subtle, the Fearsome Four is now a serious force to
be reckoned with. They can overwhelm with number what they cannot defeat tactically.
This much power in the hands of someone so dumb is dangerous. The PCs are going to
have to find a way to break up this larger team, which may require destroying the Brute's
reputation.

Villain Adventure Seeds


Aggressive Job Recruiting - The Brute has decided that the PCs would make excellent
additions to the Fearsome Four, despite the implications that could have for the team
name. Assuming the PCs do not immediately accept this strange offer the Fearsome Four
go about attempting to “prove” themselves to the PCs. Due to their shaky leadership the
ways the Fearsome Four go about demonstrating this all involve violence. The PCs are
going to have to either join these idiots or find a way to get rid of them once and for all.

World Record - One of the PCs has apparently demonstrated strength in excess of that
possessed by the Brute. Since the Brute's enough claim-to-fame is being the “strongest
man on Earth” this is not sitting well with him. The Brute will publically challenge the PC
at every turn, and otherwise attempt to demonstrate his superior strength. The PC in
question will have to either swallow their ego and allow the Brute to “win”, but put up
with more attempts to prove himself the strongest.

!
!

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Heroes INC.

Snow Blind
(Jessica Snow)

Age: 29 Sex: Female Nationality: American


Type: Villain
Background: Noble
Enhanced Human Acrobat 5
Init +3; Senses; Perception +0

Proficiency +3
Defense
AC 21 (+3 Dex, +6 Armor, +2 Hard to Hit)
HPs 34 (5d8+10)
Constitution +4, Dexterity +7, Wisdom +3
Defensive Abilities Cold Resistance 12

Offense
Spd 30 ft.; Leap 15 ft. horizontal, 10 ft. vertical
Melee Unarmed Strike +4 (1d3+1)
Ranged Freeze Ray +6 (4d6, DC 19 Constitution save or paralyzed)
Special Attacks None

Statistics
Str 13, Dex 16, Con 12, Int 13, Wis 10, Cha 20

Powers
Resist Energy (Cold) 1 (1 PP) Super Leap 1 (1 PP)

Class Features Evasion, Fast Stealth, Unarmed Strike, High Jump, Ledge Walker,
Uncanny Dodge, Flurry of Blows, Hard to Hit
Feats Martial Adept
Proficiencies Acrobatics, Sleight Of Hand, Stealth, History Persuasion, Thieves Tools

Languages English
Combat Gear Freeze Gun (Energy Ray 4 (Cold, Paralysis), Generate Elemental
Materials 6 (Cold)), Skin Tight Parka (Armor 3, Immunity 1 (Endure Elements));
Other Gear Suction Cups (Wall-Crawling 5) (Major Item))
Flavors Fabulously Wealthy
Flaws Vulnerable (Heat)
RP 18 (-11 Freeze Gun, -4 Skin Tight Parka, -3 Suction Cups)

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Heroes INC.

Jessica Snow was born to a life of luxury and


excess. As a child Jessica had access to all the
finest things in life, and her every whim was
catered to. Jessica might have wasted her life
in the pursuit of meaningless hedonism if not Jessica is strong, agile and cunning. Her one
for a series of misfortunes which befell her major failing is her extreme greed. More
family when she was a teenager. The Snow than once her unchecked avarice has caused
family fortune was lost in a series of poor her to make stupid mistakes. These
investments while Jessica was in high school. mistakes, however, are few and far between.
They were never poor, indeed they were Snow Blind has been and remains one of the
never so much as middle class, but the most successful thieves in the world. She is
greatest bulk of the Snow fortune was lost. able to enjoy a secret life of luxury funded
entirely by crime.
Jessica never took this well. She had grown
accustomed to obscene wealth and luxury. Hero Adventure Seeds
Being well-off was insufficient, Jessica Hard To Get - Snow Blind has taken a
wanted to be rich. It was in the pursuit of the shine to one of the PCs. The infatuation
luxury items her family was now partially takes the form of harmless flirting at first,
deprived of that pushed Jessica into a life of with Snow Blind playfully suggesting the
crime. She began shoplifting, and when that PC join her in a life of crime, but as time
was too easy she graduated to burglary. By goes on it becomes clear that her feelings
the time she left high school Jessica was quite are serious. If the PC made a concerted
an accomplished thief, in addition to having effort it might be possible for this
developed into a stunning beauty. relationship to motivate Snow Blind to
atone for her past misdeeds, but how long
An early success of hers was the acquisition could such a change really last?
of an experimental Freeze Ray. Jessica hadn't
even really wanted the device; she merely Staying Cool - The changes to Snow
saw it's theft as a worthy test of her skills. Blind's physiology that have resulted from
Once she acquired it, however, she realized her constant exposure to the Freeze Ray are
the extent of its power. Having access to the getting worse. She is starting to overheat
gun proved to be a major advantage to from just spending too much time in room
Jessica's burglaries, and it quickly became a temperature environments. In order to
staple of her arsenal. Her signature use of the combat this she is constructing a
gun is also what caused the papers to start containment suit to keep herself cool. Of
referring to her as Snow Blind. course, being Snow Blind, she is gathering
the equipment she needs for the suit by
Jessica has been experimenting with and stealing it. Once the PCs discover the
modifying the Freeze Ray for years, and reasons for these thefts they're going to have
constant exposure to the device has subtly to decide whether to stop Snow Blind's
altered her physiology. At this point anyone caper and allow her to die, or allow her to
attempting to use the modified Freeze Ray succeed despite being a villain who
besides Jessica would only succeed in acquired her suit by theft.
freezing themselves. This exposure has also
left Jessica unusually vulnerable to heat, as
her body is acclimated to extreme cold.

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Heroes INC.

Devil Wind
(The Devil Wind of Ghul Ifrit)

Age: 10,000 (approx.) Sex: Female Nationality: Demon


Type: Villain
Background: Acolyte
Strange Visitor Combat Expert 4
Init +3; Senses; Perception +1

Proficiency +2
Defense
AC 21 (+3 Dex, +8 Armor)
HPs 37 (4d10+12)
Constitution +2, Dexterity +3, Wisdom +1
Defensive Abilities None

Offense
Spd 30 ft.; Fly 30 ft.
Melee Unarmed Strike +6 (1d8+2)
Ranged Wind Blast +7 (2d6, 10 ft. radius)
Special Attacks Devil Winds (Characters within 5 ft. take 1d6 damage)

Statistics
Str 15, Dex 16, Con 15, Int 14, Wis 13, Cha 13

Powers
Energy Ray (Magical, Area of Effect) 2 (3 PP) Energy Ray
(Magical, Damage Field) 1 (2 PP) Flight 1 (1 PP)

Class Features Unarmed Strike, Bravery, Combat Style (Martial Artist), Maneuver
Training
Feats Mobile
Proficiencies Stealth, Intimidation, Insight, Religion

Languages English, Infernal


Combat Gear Hellstitch Robes (Armor 4);
Other Gear None
Flavors Reputation
Flaws Alien
RP 4 (-4 Hellstitch Robes)

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Heroes INC.

The Devil Wind of Ghul Ifrit is an ancient


evil written about in a few crumbling tomes.
It was sealed away by the Lord Protector of
the Earth, a powerful wizard, many centuries
ago. Nearly all traces of this malevolent Hero Adventure Seeds
entity had been lost, and it might have been Paranoia - A character from one of the PC's
forgotten forever, if not for a group of civilian life has become convinced that
rebellious teenagers. someone is trying to ruin their life. At first
the character will come off as paranoid and
In the pursuit less of magical power and more the problems coincidental, but as time goes
of finding pseudo-mystical trappings with on their story starts to sound more plausible.
which to upset their parents a group of teens It turns out the character is Devil Wind's
managed to acquire a large number of old, newest target. The PCs will have to drive
occult seeming books. By sheer coincidence off the demon, who will not give up a target
one of these tomes turned out to actually be a she has already put so much work into
genuine magical writing. The teens copied a without a fight.
ritual they found in the book meant to
summon a demon, and to their shock and Winds of Change - Devil Wind has
dismay the spell worked. The teens had discovered a way to send herself back to her
successfully summoned the Devil Wind of home dimension that doesn't involve ruining
Ghul Ifrit. As soon as it became clear that theanymore lives. Since she is in a hurry to get
magic was real the group ran for it, and this back she is anxious to try this new method,
was probably what saved their lives. but she can't do it alone. She asks for the
PCs help. The PCs might be wary of
The spell which brought the Devil Wind to working with a manipulative demon whose
Earth was one of vengeance and destruction. only goal is to destroy people's lives, but the
She cannot leave this dimension for her own chance of finally getting rid of the Devil
until she has destroyed six hundred and sixty Wind without any more lost lives might be
six lives. Merely killing is not enough, in worth the risk.
order to count she must completely destroy
everything that a person values and stands Villain Adventure Seeds
for. The Devil Wind was already a sadistic Deal With A Devil - One of the PCs has
and monstrous creature, and this requirement found themselves a target of Devil Wind's
only in- creased the madness of her bloodlust. life ruining. However, the demon has an
interesting proposition: she will cease
Ever since Devil Wind has been traveling the attempting to destroy the PC's life if the PC
country and destroying as many lives as she in turn promises to ruin the lives of ten
can. Although she hates the Earth and longs other people for her. The PC will have to
for the day when she can finally return to her decide if getting rid of this nuisance is
own dimension she does take a great deal of worth the effort of actually helping her, or
pleasure from her work. The Devil Wind has whether they're better off playing the hero
loyalty only to herself; anyone on either side and stopping this madwoman.
of the law is a potential target of hers. She is
a wholly evil creature whose only purpose in
this dimension is to slowly unravel people's
lives.

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Heroes INC.

Electro
(Ted Bun)

Age: 33 Sex: Male Nationality: American


Type: Villain
Background: Criminal
Enhanced Human Super Human 2
Init +4; Senses; Perception +5

Proficiency +2
Defense
AC 16
(+4 Dex, +2 Armor)
HPs 13 (2d6+4)
Constitution +1, Dexterity +4, Wisdom +1
Defensive Abilities DR 4/energy

Offense
Spd 30 ft.; Teleport 100 ft.
Melee Unarmed Strike +3 (1d3+2)
Ranged Electric Blast +5 (1d6)
Special Attacks None

Statistics
Str 14, Dex 18, Con 13, Int 10, Wis 12, Cha 9

Powers
Energy Ray (Electrical) 1 (1 PP)_Density Control (Decrease) (Electrical, Always On) 2
(1 PP) Teleportation (Electrical) 1) (1 PP)

Class Features None


Feats None
Proficiencies Acrobatics, Perception, Deception, Stealth

Languages English
Combat Gear Stabilization Matrix (Armor 1);
Other Gear Apartment
Flavors None
Flaws None
RP 2 (-1 Stabilization Matrix, -1 Apartment)

192
Heroes INC.

menacing villain, but for the world-


Ted Bun was never a particularly ambitious
conqueror on a budget he's one of the most
man. He knew he could make a very
affordable superhumans on the market.
comfortable living as an occasional
henchman to various supervillains. Sure it
Hero Adventure Seeds
meant occasionally getting the snot beaten
Face Turn - Electro has come to the PCs
out of him by superheroes, but when things
looking to join their team. He has decided
really went down all the focus would be on
that supervillain work is too dangerous, and
the man with the exterior brain and all the
it has become obvious to him that the most
henchmen would get slaps on the wrist. Ted
effective use of his skills would be
Bun was able to enjoy the monetary
superheroics. Although Electro is sincere in
advantages of supercrime with few if any
his desire to turn over a new leaf (if not
consequences.
altogether altruistic in his motives) the PCs
This easy life went south quickly when Ted will probably still feel uncomfortable about
signed on to work for Master Mind. Master allowing Electro to join. If they allow him
Mind had an elaborate plan to create an army to join he will do his best to be a useful
of superhumans. Master Mind performed member of the team (he will be marginally
dangerous experiments on his henchmen to successful). If they reject him he will join
this end, and the only one who survived was up with their biggest enemies for free out of
Ted. His body was burnt away by strange spite.
alchemical mixtures and mysterious energies,
leaving behind only a mind driven mad by Electro's Big Adventure - Aliens have
these processes. Ted Bun became a being arrived on Earth, and they are beings of
composed of pure electricity, all held together pure energy. Their method of
by the will of a man who only ever wanted communication is useless on humans as it
easy money. involves energy emissions, which humans
cannot detect. According to police records
Master Mind, who had been planning on cre- the only superhuman in the world capable
ating an army of superhumans, considered the of communicating with these beings is
experiment a failure and made a half-hearted Electro. Unfortunately this knowledge
effort to kill Ted. Ted was able to escape, becomes dispersed throughout the superhero
much to Master Mind's apathy. Eventually he underground before the authorities can find
fell back into working for supervillains, albeit Electro. Now the race is on: every major
at a much higher pay rate given his newfound faction in the world is looking for Electro so
powers and with the new codename Electro. that they can be the ones to make first
One of the more remarkable things about contact with these aliens. Whichever faction
Ted's life was how little it changed after he does location him will find him an
was transformed into an electricity monster. unreliable translator.
He did eventually have to get a new apart-
ment. Villain Adventure Seeds
Good Help These Days - The PCs need
In spite of having been transformed into a some extra muscle for something, and the
being of pure energy, Ted is a pretty down-to- only superhuman in their price range is
earth guy. He still values avoiding work and Electro. They soon find that Electro is lazy,
living an easy life. He only works when his cowardly, and generally gets in the way
personal funds dwindle low enough that he more than he helps. The PCs are going to
has to. Electro isn't a particularly skilled or have to get creative in order to get an honest
(dishonest?) day's work out of Electro.

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Doctor Maniacal and Friends


Doctor Maniacal is an old supervillain from an age that has almost been forgotten. In his
day supervillains were more flamboyant than violent. Doctor Maniacal sees most modern
villains as a bunch of vulgar, artless heels. They have no sense of the dance, the great
game. They're willing to shoot their enemies rather than spend weeks planning an
elaborate death-trap. The art of villainy has been lost to this new generation.

Doctor Maniacal might be the last of the amicable supervillains. He's polite, friendly, and
always willing to give even his great foes a sporting chance. His dedication to an old
supervillain code of honor has made him a figure of respect, even amongst many of the
superheroes who have to foil his dastardly plots. It's only natural that he would attract
admirers, and eventually protégés. Seeing these enthusiastic youngsters as his chance to
show the new generation what real supervillainy is all about, Doctor Maniacal founded the
last of the great supervillain team-ups: Doctor Maniacal and Friends.

Doctor Maniacal is mentoring three teen supervillains, who make up the current roster of
Doctor Maniacal and Friends. Doctor Maniacal came up with supervillain theme for each
of them, and designed supersuits and cybernetic upgrades for each to match these themes.
In all cases these themes were chosen in order to make the user's name into a pun.

Doctor Maniacal and Friends are loud and flashy, but for all their noise they don't actually
do much. They're always stealing parts for some weather control machine that never
seems to materialize. When they do commit crimes, they want them to mean something.
There is usually some larger message embedded within their various capers.

Doctor Maniacal and Friends have a strict no-kill policy. In his day Doctor Maniacal was
not above slowly lowering his enemies into a tank of sharks, but the purpose of Doctor
Maniacal and Friends is to teach the new generation that there are ways to be a villain
without murder, so he now seeks to avoid death whenever possible. Because of this
courtesy the team is well thought of, even in superhero circles. On their most threatening
day Doctor Maniacal and Friends are a dangerous nuisance.

Hero Adventure Seeds


Training Wheels - The PCs, a group of inexperienced first-time heroes, have been sent by
a superhero team they want to join to foil a plot by Doctor Maniacal and Friends as a
low-impact test of their abilities. Doctor Maniacal (as well as his friends) are well aware
that the PCs are being tested and fully intend to put them through their paces. The team
will happily abandon whatever original plan they had in order to put the PCs to the “test”
and push them to the limits of their abilities.

Archenemy - Doctor Maniacal and Friends have decided that their team needs another
team to be their archenemy. They have settled on the PCs. Doctor Maniacal and Friends
are more irritating than they are dangerous, but dealing with their constant bids for
attention eats up valuable time, which could be better spent foiling real crimes. Since
fighting back against them is exactly what they want, the only way the PCs can get rid of
their new “foes” is to convince them that another team would make better archenemies.

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Doctor Maniacal
(Dr. Isaac Wellington Maniacal)

Age: 162 Sex: Male Nationality: American


Type: Villain
Background: Charlatan
Human Detective 5 Path: Super Scientist
Init +0; Senses; Perception +3

Proficiency +3
Defense
AC 20 (+0 Dex, +10 Armor)
HPs 15 (1d6+1 + 4d4)
Constitution +0, Dexterity +0, Wisdom +3
Defensive Abilities DR 4/Energy

Offense
Spd 30 ft.; Fly 120 ft.
Melee Unarmed Strike +0 (1d4-1)
Ranged None
Special Attacks Glue Bomb (All creatures within a 20 ft. radius must make a DC 16
Dexterity save or become entangled. DC 24 Strength or Escape Artist check to break
free)

Statistics
Str 9, Dex 11, Con 10, Int 18, Wis 17, Cha 14

Powers
None

Class Features Broad Knowledge, Home City (<Default Town>), Anticipate Foe,
Research, Fast Learner, Lab Rat

Feats Alert, Utility Belt, Well Equipped, Lair


Proficiencies Nature, Perception, Insight, Persuasion, Deception, Sleight Of Hand,
Investigation, Intimidation

Languages English
Combat Gear Robot Body (Armor 5, Density Control (Increase) (Always On) 2, Flight
4, Immunity 3 (Poison, Disease, Vacuum), Regeneration 1);
Other Gear Glue Bombs (Entanglement (Area of Effect, Major Item) 4), Cloaking Belt
(Invisibility (Major Item) 5), “Drink Me” Pills (Shrink (Major Item, Minor Limited Use)
7; Lair Super Computer, Non-Lethal Automated Defenses, Trophy Hall, Lab, A.I.,
Quarters
Flavors Scientific Genius
Flaws None
RP 24 (-15 Robot Body, -2 Glue Bombs, -3 Cloaking Belt, -4 “Drink Me” Pills)

195
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Bird Boy
(Francis Hawk)

Age: 17 Sex: Male Nationality: American


Type: Villain
Background: Criminal
Human Acrobat 2
Init +3; Senses; Perception +1

Proficiency +2
Defense
AC 21
(+3 Dex, +6 Armor, +2 Hard to Hit)
HPs 18 (2d8+6)
Constitution +2, Dexterity +3, Wisdom -1
Defensive Abilities None

Offense
Spd 30 ft.; Fly 120 ft.
Melee Unarmed Strike +2 (1d3+1)
Ranged Sonic Bird Scream +4 (1d6)
Special Attacks None

Statistics
Str 12, Dex 16, Con 15, Int 11, Wis 9, Cha 11

Powers
Energy Ray (Sonic) 1 (1 PP)

Class Features Evasion, Hard to Hit, Unarmed Strike

Feats Well Equipped. Mobile


Proficiencies Acrobatics, Sleight Of Hand, Perception, Deception, Stealth, Light Armor,
Simple Weapons, Cameras, Grapple Hook and Gun, Thieves Tools

Languages English
Combat Gear Super Birdsuit (Armor 3, Flight 4);
Other Gear None
Flavors None
Flaws None
RP 7 (-7 Super Birdsuit)

196
Heroes INC.

Doctor Maniacal
and Friends
!

1.2/%&3//)!

,/0$*(+!

,*%-&,".!

!"#$"%&'()*(#(+!

197
Heroes INC.

Bestial
(Augustus Wolfe)

Age: 19 Sex: Male


Nationality: American
Type: Villain
Background: Criminal
Human Brick 2
Init +2; Senses; Perception +1

Proficiency +2
Defense
AC 16
(+2 Dex, +4 Armor)
HPs 26 (2d12+8)
Constitution +3, Dexterity +2, Wisdom +1
Defensive Abilities None

Offense_Spd 30 ft.;
Leap 15 ft. horizontal, 10 ft. vertical
Melee Claws +7 (1d8+5)
Ranged None
Special Attacks None

Statistics
Str 20, Dex 14, Con 16, Int 9, Wis 12, Cha 8

Powers
Super Attribute (Strength) 1 (1 PP) Scent (1 PP)

Class Features Never Surrender

Feats Well Equipped, Alert


Proficiencies Perception, Survival, Deception, Stealth, All Armor, Simple Weapons,
Thieves Tools

Languages English
Combat Gear Super Beastsuit (Armor 2, Natural Weapon 3, Super Leaping 1);
Other Gear None
Flavors None
Flaws None
RP 6 (-6 Super Beastsuit)

198
Heroes INC.

Cyber Teen
(Erica Turing)

Age: 17 Sex: Female Nationality: American


Type: Villain
Background: Criminal
Human Combat Expert 2
Init +4; Senses; Perception -1

Proficiency +2
Defense
AC 20 (+4 Dex, +6 Armor)
HPs 21 (2d10+6)
Constitution +2, Dexterity +4, Wisdom -1
Defensive Abilities None

Offense Spd 30 ft.;


Leap 15 ft. horizontal, 10 ft. vertical
Melee Unarmed Strike +4 (1d6+1)
Ranged None
Special Attacks None

Statistics
Str 12, Dex 19, Con 15, Int 13, Wis 9, Cha 11

Powers
Super Leaping 1 (1 PP)
Super Attribute (Dexterity) 1 (1 PP)

Class Features Unarmed Strike, Bravery,


Combat Style (Martial Artist)

Feats Well Equipped, Mobile


Proficiencies Perception, Athletics, Deception,
Stealth, Investigation, All Armor,
All Weapons, Thieves Tools

Languages English
Combat Gear Cyberbrain (Innate Skill), Cyber Armor (Armor 3)
Other Gear None
Flavors None
Flaws None
RP 6 (-3 Cyberbrain, -3 Cyber Armor)

199
Heroes INC.

The Mutant Mafia


The Mutant Mafia was founded by mutants, experimental rejects and other genetic freaks of
nature gathered from many different rival crime families. United under the leadership of the
Russian mutant gangster known only as “The Boss” the Mutant Mafia used the advantage
of their powers to quickly steal territory from the other “mundane” crime families. Rival
syndicates who resisted were brutally dealt with. Using these methods, the Mutant Mafia
grew from a small cabal of superhuman mobsters into one of the most powerful organized
crime families in the world. Most other criminal organizations hate the Mutant Mafia, but
lack the power for an open conflict with the group.

The Mutant Mafia is, at its core, a lot like most normal crime families. The Mutant Mafia
dirty their hands in all the traditional mob rackets: extortion, gambling, smuggling, loan
sharking, and wet-work. Although a lot of crime families have codes of “honor” which
disallow them from dealing drugs, there is no such prohibition in the Mutant Mafia. Their
drug empire has grown so large that somewhere in the neighbourhood of 70% of all
designer drugs made in North America are manufactured by individuals or groups with ties
to the Mutant Mafia.

Recently the Mutant Mafia has begun pushing a new drug called Gamma. Gamma gives
those who use it superpowers temporarily, but the drug burns through the user's bodies with
frightening rapidity. Soon they need to take Gamma just to be normal, and they require
larger and larger amounts of the drug to gain the superpowered “high”. Gamma's
degeneration of the body also causes its users to slowly become disfigured. Long-term
Gamma addicts often have monstrous appearances. Few addicts survive very long. Those
who do survival often find employment with the Mutant Mafia as muscle.

The massive popularity of Gamma has only served to increase the power base of the
Mutant Mafia. If something doesn't change they'll soon be able to crush all their remaining
rivals and become the dominant organized crime syndicate in the world.

Hero Adventure Seeds


Powers - A non-powered friend of one of the PCs from their mundane life has decided to
become a superhero. Since they do not have superpowers they have started taking Gamma
in order to gain them. At first the friend appears to the PCs as a mysterious new hero here to
help them out. The PCs will have to discover the mystery behind this new hero and said
hero's superpowers quickly if they're to do so in time to save their friend from destroying
themselves.

Mobtown - The Mutant Mafia has grown so powerful in the PCs home city that they are
virtually above the law. The Boss has decided to take this a step further and become the
law. To that end the Mutant Mafia has attacked city hall, declared the Boss to be the new
Mayor, and have started running the cops out of town using Gamma-fueled thugs. The PCs
will need to organize an entire army of heroes if they plan to retake their hometown.
Otherwise they'll have to abandon it to the Mutant Mafia.

200
Heroes INC.

Da Boss

Mutant Mobster
Mutant Mobster

Lefty

201
Heroes INC.

The Boss
(Ivan Kamensky)

Age: 57 Sex: Male Nationality: Russian


Type: Villain
Background: Criminal
Mutant Brick 6
Init +0; Senses; Perception +0; Darkvision
Proficiency +3
Defense
AC 20 (+0 Dex, +10 Armor)
HPs 90 (6d12+48)
Constitution +7, Dexterity +0, Wisdom +0
Defensive Abilities DR 2/-

Offense Spd 30 ft.; Fly 200 ft.


Melee Oversized Fists +8 (1d4+4)
Ranged Death Stare +4 (2d6, DC 15 Constitution
save or target gains a negative level)
Special Attacks None

Statistics
Str 19, Dex 11, Con 24, Int 14, Wis 10, Cha 16

Powers
Super Attribute (Constitution) 1 (1 PP) Super Attribute
(Strength) 1 (1 PP) Energy Ray (Energy Drain) 2 (3 PP)
Natural Weapon 1 (1 PP)

Class Features Built Tough, Never Surrender

Feats None
Proficiencies Intimidation, Athletics, Deception, Stealth,
All Armor, Simple Weapons, Thieves Tools
Languages English, Russian

Combat Gear Armored Business Suit (Armor 5);


Other Gear Personal Cloaking Device (Invisibility (Major Item) 5), Jetpack (Flight
(Major Item) 6), Healing Tank (Healing 5), Computer Glasses (Super Senses (Minor Item)
2)
Flavors Authority, Fabulously Wealthy
Flaws Phobia (Claustrophobia)
RP 18 (-5 Armored Business Suit, -3 Personal Cloaking Device, -4 Jetpack, -5 Healing
Tank, -1 Computer Glasses)

202
Heroes INC.

Lefty
(Dante Ferrari)

Age: 39
Sex: Male
Nationality: Italian
Type: Villain
Background: Criminal

Human Combat Expert 4


Init +2; Senses; Perception +0

Proficiency +2
Defense
AC 22 (+2 Dex, +10 Armor)
HPs 37 (4d10+12)
Constitution +2, Dexterity +2, Wisdom +0
Defensive Abilities Regeneration 1

Offense
Spd 20 ft.
Melee Chainsaw Attachment +10
(1d8+6, DC 14 Fortitude save or target
bleeds for 3 damage/ round)
Ranged None
Special Attacks None

Statistics
Str 22, Dex 14, Con 14, Int 10, Wis 11, Cha 12

Powers
Natural Weapon (Bleeding, Minor Item) 3 (3 PP)

Class Features Unarmed Strike, Bravery, Combat Style (Weapon Mastery), Maneuver
Training
Feats Well Equipped
Proficiencies Intimidation, Survival, Deception, Stealth, All Armor, Simple Weapons,
Thieves Tools

Languages English
Combat Gear Cybernetic Left Arm (Super Attribute (Strength) 2, Deflection 3,
Wall-Crawling 1), Cyber Armor (Armor 5);
Other Gear Cybernetic Baboon Heart (Regeneration 1)
Flavors None
Flaws None
RP 12 (-6 Cybernetic Left Arm, -5 Cyber Armor, -1 Cybernetic Baboon Heart)

203
Heroes INC.

Gamma Addict
Age: Varies Sex: Mixed Nationality: Predominately American
Type: Villains
Background: Criminals
Enhanced Human Brick 1
Init +0; Senses; Perception +0

Proficiency +2
Defense
AC 11 (+0 Dex, +1 Armor)
HPs 14 (1d12+2)
Constitution +2, Dexterity +0, Wisdom +0
Defensive Abilities None

Offense
Spd 30 ft.
Melee Claws +4 (1d4+5)
Ranged None
Special Attacks None

Statistics
Str 19, Dex 10, Con 15, Int 10, Wis 11, Cha 9

Powers
Super Attribute (Strength) 1 (1 PP) Natural Weapon 1 (1 PP)

Class Features Power Punch

Feats None
Proficiencies Intimidation, Survival, Deception, Stealth, All Armor, Simple Weapons,
Thieves Tools

Languages English
Combat Gear Leather Jacket (Armor 1);
Other Gear None
Flavors None
Flaws Disfigured
RP 1 (-1 Leather Jacket)

204
Heroes INC.

The Halloween Gang


The Halloween Gang is a collection of social outcasts, runaways and other young drifters
united under the banner of an insane mutant with a pumpkin fixation. Lead by Jack O'
Lantern and Trixie Treat, the Halloween Gang is a violent street gang with a penchant for
playing pranks and causing chaos. The gang has adopted the trappings and symbols of
Halloween as their own.

Halloween gangers typically wear punk-inspired street gear and rubber monster masks.
They tend to favor black, orange and bright neon colors. Masks and accessories which
glow-in-the-dark are especially prized. Most of the spray paint the gang uses to tag their
territory is glow-in-the-dark as well. The gang's tag is a pumpkin face with the number 8 in
the left eye and a 7 in the right eye.

One of the Halloween Gang's favorite crimes is to rush a business carrying empty bags and
chanting “trick or treat”. If the employees do not immediately start handing over any
available cash, the “trick” is the gangers wrecking the business and possibly even killing
the employees. Participating in a trick or treat run which results in a “trick” is a prerequisite
for joining the gang as a full member.

Other than trick or treating most of the Halloween Gang's crimes are pointless vandalism
and destruction. The gang loves to play “pranks” which shock people and take them out of
their ordinary lives. Some of the more philosophical Halloween gangers believe that this is
all in the service Chaos as an ideal. Few members of the gang, however, think too hard
about it. The gang especially loves mixing it up with superheroes (or villains, they're not
picky). They consider a fight with a high-profile hero to be something of an honor.

Hero Adventure Seeds


Devil's Night - The Halloween Gang has brought together an alliance of gangs the likes of
which the city has never seen. With an army of gangers the Halloween Gang and their allies
have set out to create the largest night of pranks, mischief and chaos the world has ever
seen. The gangers have no goal other than destruction and notoriety. The PCs will have
their hands full as gangers have dispersed all throughout the city, causing mayhem
everywhere. It might be impossible to stop all the gangers one by one, but a more creative
solution may allow the PCs to stop them all at once.

Last Stand - Jack O'Lantern has been_diagnosed with a terminal illness. Unwilling to let
himself waste away, the leader of the Halloween Gang has decided to commit the superhero
equivalent of suicide by cop. He has begun picking fights with superhumans, hero or
villain, and will continue to do so_until he is dead. The PCs, likely unwilling to kill Jack,
will have to find an alternate way to put an end to his rampage.

205
Heroes INC.

Jack O'Lantern
(Jack O'Leary)

Age: 22 Sex: Male Nationality: American


Type: Villain
Background: Criminal
Mutant Super Human 2 Combat Expert 2
Init +2; Senses; Perception -1; Dark Sight

Proficiency +2
Defense
AC 15 (+3 Dex, +2 Armor)
HPs 25 (2d6+4 + 2d10+2)
Constitution +1, Dexterity +3, Wisdom -1
Defensive Abilities None

Offense
Spd 30 ft.
Melee Unarmed Strike +7 (1d6+4)
Ranged Pumpkin Bomb +6 (5d6, 25 ft. radius)
Special Attacks None

Statistics
Str 18, Dex 16, Con 12, Int 13, Wis 8, Cha 17

Powers
Control Elemental Forces (Darkness,
Blindness, Duration, Wall) 3 (6 PP)

Class Features Unarmed Strike, Bravery,


Combat Style (Martial Artist)

Feats None
Proficiencies Intimidation, Athletics, Perception,
Insight, Deception, Stealth, All Armor, All Weapons, Thieves Tools

Languages English
Combat Gear Belt of Pumpkin Bombs (Energy Ray
(Fire, Area of Effect, Major Item, Minor Limited Use) 5)
Leather Jacket (Armor 1);
Other Gear None
Flavors None
Flaws None
RP 4 (-3 Pumpkin Bombs, -1 Leather Jacket)

206
Heroes INC.

Trixie Treat
(Beatrix Tremblay)

Age: 19 Sex: Female Nationality: French Canadian


Type: Villain
Background: Criminal

Human Acrobat 3
Init +4; Senses; Perception +1

Proficiency +2
Defense
AC 16 (+4 Dex, +2 Armor)
HPs 25 (3d8+9)
Constitution +2, Dexterity +4, Wisdom +1
Defensive Abilities None

Offense
Spd 30 ft.; Leap 15 ft. horizontal, 10 ft. vertical
Melee Unarmed Strike +6 (1d3+5)
Ranged Pumpkin Bomb +6 (5d6, 25 ft. radius)
Special Attacks None

Statistics
Str 12, Dex 18, Con 15, Int 10, Wis 13, Cha 14

Powers
Super Leaping 1 (1 PP)

Class Features Evasion, Opportunist, Unarmed Strike,


High Jump, Brake Fall
Feats Mobile
Proficiency Acrobatics, Sleight Of Hand, Perception,
Deception, Stealth, Light Armor, Simple Weapons,
Thieves Tools, Cameras, Grapple Hook and Gun

Languages English, French


Combat Gear Belt of Pumpkin Bombs (Energy Ray
(Fire, Area of Effect, Major Item, Minor Limited Use) 5),
Leather Jacket (Armor 1);
Other Gear Hypersonic Bat Call
(Summon Animals (Major Item) 4)
Flavors None
Flaws None
RP 6 (-3 Belt of Pumpkin Bombs, -1 Leather Jacket, -2 Hypersonic Bat Call)

207
Heroes INC.

Jack O’Lantern

Treat
Trick

!"#$#%&!"%'(

208
Heroes INC.

Halloween Ganger
Age: Late-teens to early-20s Sex: Mixed Nationality: Predominately American
Type: Villains
Background: Criminals
Human Brick 1
Init +0; Senses; Perception +0

Proficiency +2
Defense
AC 12
(+0 Dex, +2 Armor)
HPs 15 (1d12+3)
Constitution +1, Dexterity +0, Wisdom +0
Treat
Defensive Abilities None

Offense
Spd 30 ft.;
Leap 15 ft. horizontal, 10 ft. vertical
Melee Unarmed Strike +3 (1d3+2)
Ranged None
Special Attacks None

Statistics
Str 14, Dex 10, Con 13, Int 9, Wis 10, Cha 8

Powers
Super Leap 1 (1 PP)

Class Features Hard Headed


Feats None
Proficiencies Athletics, Intimidation, All Armor,
All Weapons, Stealth, Deception, Thieves Tools

Languages English
Combat Gear Leather Jacket (Armor 1);
Other Gear None
Flavors None
Flaws None
RP 1 (-1 Leather Jacket)

209
Brownout

Brown-out
Brown-out is a sample adventure usable to get a group of players together and start a super
campaign. Designed for a 1st level group of PCs, but can be upgraded by adding more
henchmen.

Look to Avalon Game's Hero Weekly issues for more adventures, characters and
supporting materials for the system.

Background
Shrewsgrove is a small progressive city, a haven for environmentalists and those who want
to live a slower paced life. The residents have invested in a vast solar and wind farm to
power their city. Electricity is delivered via underground wires and usage of electric
powered cars is much higher than normal due to grants from auto companies and the
national government to buy electric cars and to open a rapid charging station. All of the
values and the reputation of Shrewsgrove points to a happy city. However, there is a group
of malcontents who live in Shrewsgrove.

Victor Surge was supervisor of the work crew who maintained all of the electric lines in
Shrewsgrove after designing the new plant. He decided that the copper from all of the old
overhead lines should go to him rather than back to the company. He had plans to use it
along with other purchased materials for a new electric capacitor. The long hours and
thanklessness of the job have combined with a harsh reprisal from the President of the
Shrewsgrove Energy Coop, Amanda Mansfield. She rejected his sexual advances and fired
him because of evidence brought by a whistle-blower. Victor Surge had to go through the
ordeal of a trial but the jury felt there wasn't enough evidence to convict him.

He decided to get revenge by showing that he is_the one who should all of the electrical
power in Shrewsgrove and eventually the world. In his mind, by doing this, he would earn
the love of Amanda Mansfield. He has gathered almost all of the materials needed to
upgrade the Volt Catcher, a device that is able to steal electricity from any source, store it
and redistribute it to those willing to pay for the privilege of not having their electricity
stolen. In addition, he would charge outrageous prices for the electricity itself.

Hooks
1. If the players have any contacts in law enforcement, they will ask them to look into a
series of thefts involving copper wiring and various electrical supplies in Shrewsgrove. It
is outside of their contact's jurisdiction but they are approaching the PCs as a favor to a
friend in the SGPD.
2. Someone close to the PCs is complaining about the brownouts. They have gone on for
weeks now. Crime is on the rise due to alarm systems, computer and other security devices
being unreliable. At times, even cars won't start due to their batteries being drained and
even the occasional pacemaker has failed. The close contact could even have a
pacemaker...
3. An ambulance is stuck in traffic since none of the traffic lights are working and there are
wrecks everything. The PCs happen to be in the area and hear the cries of the patient and
the frustrated efforts of the paramedics.

211
Brownout

Timeline
This section will illustrate what will happen if
the players do nothing over the period of time
shown here. It will start with hour 0 which is
the time the adventure starts and will end
with the fulfillment of any fiendish plans. (If Hour 24 - Amanda Mansfield comes to
the players are having trouble figuring meet Lord Surge. However, she had agreed
out_what is going on, feel free to squeeze in to work with the Shrewsgrove Police
another robbery. A couple of rogue members Department. Lord Surge finds out and
of Lord Surge's gang decide to rob Main attacks the police officers with her. She is
Street bank. If the PCs subdue them, they will then taken away to Lord Surge's hideout.
reveal the existence or Lord Surge and his Hour 36 - Shrewsgrove agrees to his terms.
role in controlling the electricity. Lord Surge He gains control of the Shrewsgrove Energy
moves his hideout around a lot,_so they don't Co-op and with it, control of the city.
know where he is at right now). Amanda is_seen by his side, acting
catatonic. The Shrewsgrove Police
Hour 0 - The players are introduced to the Department is told to dismantle. After a
adventure via a hook suggested above or the brief firefight with Lord Surge and his
insertion of your own hook. Lord Surge and henchmen, they agree to do so. Plans are
his gang are finalizing plans to steal the last being made to conquer the surrounding
parts needed to create the “Volt Catcher.” area.
Brownouts are affecting the city, causing
intermittent interruptions in the power supply. Investigation Angles
As a result, the DC of any tasks involving the This section will cover likely locations that
use of electric tools or appliances will the players might want to check to figure
increased by +4. out what is going on in the area.
Hour 4 - There is a power outage in the city.
The Shrewsgrove Energy Co-op is providing Look at Shrewsgrove Energy Coop
electricity but it is being drawn away to the The PCs may come here if they learn the
Volt Catcher. identity of Lord Surge or if they want to
Hour 6 - Electric Palace is hit by Lord Surge check out the Co-op since all of the
and his gang. The store is emptied out within electricity comes from here.
fifteen minutes. Curiously, only merchandise
is taken. Any cash, computers and other The PCs may talk to anyone here but one
merchandise not related to electricity is left person in particular has valuable
alone. information.
Hour 7 - Industrial Magic has all of their
rolls of copper wiring taken from them. The Anyone other than Amanda Mansfield -
same MO has the other thefts is there. Persuasion roll (1d3 x 10 minutes for the
Hour 8 - The electricity is restored to the roll due to going to the location, getting
city. clearance, small talk, etc before actual
Hour 16 - The electricity is turned off once information is revealed).
again. Lord Surge makes a public
announcement stating his terms for leaving
the electricity alone. He claims to have other
Volt Catchers being produced in other cities.

212
Brownout

DC 10 - There have been a lot of brownouts


lately but none of the equipment has failed or
mentioned power drops. Talk to Shrewsgrove Police Department
DC 15 - There was a recent theft of copper Persuasion roll (1d3 x 10 minutes for the
wiring from the Shrewsgrove Energy Co-op's roll due to going to the location, getting
storage facility. In addition, someone got clearance, small talk, etc before actual
fired for stealing the copper wire that was information is revealed).
used in the above ground lines before they DC 10 - There have been some thefts taking
were converted to underground wiring. (Have place while the brownouts were happening.
the PCs make another Diplomacy roll with a DC 15 - The NPC suggests checking out the
DC of 15. They get a +2 skill bonus to get the Electric Palace and Industrial Magic
source to remember that the name of the past companies to
thief was Victor Surge). get more information on the thefts.
DC 20 - Amanda Mansfield knows a lot more DC 20 - The NPC will let the PCs look at
than she is letting on. She is the President of the files, allowing the DCs of the
the company. Investigation rolls for the Electric Palace
and Industrial Magic locations to be reduced
Amanda Mansfield by 2.
DC 10 - (If the PCs follow up on the tip
about the theft within the Co-op, she will Look at the previous Electric Palace theft
confirm that several employees were fired at Investigation rolls (assuming the
the same time for this). Otherwise, she will Investigation roll for collecting evidence is
just mention being baffled at the loss of made). DC 21- (three days, store closed
power even at the Co-op itself a couple of during investigation and area of theft has
times during the brownouts. been left alone even though the store is open
DC 15 - She will let them review the files as now)
long as she can supervise them while they do
so. The files list the following names: Victor The area has been exposed to large
Surge, Harry Gundrum, Gerald Roskelly, electrical charges. All of the items taken are
Jackie Debrecht, Tristian Kyack, Douglas related to controlling large amounts of
Racano, Cedrick Caliri (Have her act a bit electricity. Based on the disturbance of the
suspicious or give the PCs a chance to roll a scene, at least X individuals (at least four
Sense Motive roll). If they succeed, then let henchmen and Lord Surge, more if the GM
them know she is hiding something). This thinks they are needed to give the PCs a
knowledge lowers the DC of the last challenge). In addition, if the Industrial
Persuasion roll by 5. Magic theft has been investigated
DC 20 or 25 - She has a strong suspicion that successfully, then tell the PCs about the Volt
Victor Surge is behind it all. She admits to Catcher.
firing him out of frustration since he has
repeatedly hit on her even after she has Look at the previous Industrial Magic theft
turned him down. She was looking for a DC 23 - (three days, store closed during
replacement for him when the whistleblower investigation and area of theft has been
came to her and admitted that she took the slightly disturbed since the store is open
opportunity to fire him even though a proper now)
investigation wasn't done.

213
Brownout

The area has been exposed to large electrical Additional Plot Ideas/Complications
charges. All of the items taken are related to 1. The characters now have to deal with
creating large amounts of wiring. Based on other Volt Catchers being used in other
the disturbance of the scene, at least X cities. Is there a conspiracy among an
individuals (at least four henchmen and Lord organization of evil energy manipulators
Surge, more if the GM thinks they are needed trying to take over the world?
to give the PCs a challenge). In addition, if 2. The characters now have to deal with the
the Electric Palace theft has been investigatedaftermath of fried electronics and damaged
successfully, then tell the PCs about the Volt equipment in the city. The streets are
Catcher. Making a device or using a device to clogged with cars, the hospital is overfilled
track the stolen electricity. and stores are being looted. How will the
characters deal with all of the chaos?
Final Battle 3. What if Lord Surge manages to get away?
Currently, the Volt Catcher is being stored in What will his next scheme entail?
a small abandoned warehouse. There are two Alternatively, he could be captured but
entrances into the warehouse. One of them is escape from jail with other new
a dock opening and the other opening is on supervillians.
the other side. The dock opening leads into a
large area where the Volt Catcher is being
held. It is being guarded by at least two
henchmen and a 50% chance of Lord Surge
being there himself.

Any combat will have all of the henchmen


and Lord Surge there after one round of
combat.

The majority of the henchmen will be ordered


to melee with the character while he and one
or two other will attempt to attack from a
distance, hiding behind pallets and other
leftover equipment left at the warehouse.

If combat does not go well, then Lord Surge


will set the Volt Catcher to self-destruct and
he will attempt to blast a hole in the walls
(hardness 5, 15 hp) or find any open to use
his flight suit in.

To stop the self-destruct, a Knowledge


(Computers) skill of DC 15 needs to be made
or a high strength character could throw the
Volt Catcher into a harmless place where it
can explode. If an explosion takes place, a
wave of electricity will come from it and it
will do 5d6 damage at the center and -1d6 for
every 20 ft away that the characters manage
to get away from it.

214
Brownout

Lord Surge
(Victor Surge)

Age: 32 Sex: Male Nationality: American


Type: Villain
Background: Criminal
Human Energy Manipulator 1
Init +3; Senses; Perception +1

Proficiencies +
Defense
AC 16 (armor +2, Dex +3)
HPs 6, (1d6+2)
Constitution +1, Dexterity +3, Wisdom +1 (+3 vs enchantments)
Defensive Abilities None

Offense
Spd 30 ft.
Melee Punch +4 (1d3 + 4)
Ranged +5 Electric Gauntlets (2d6) [Minor Item, Power Template: Electricity,
Enhancement Stunning DC 12 to resist], Power Activation DC 11 Space 5 ft.; Reach 5 ft.
Special Attacks Stun DC 12 Constitution check

Statistics
Str 16, Dex 16, Con 12, Int 12, Wis 12, Cha 8

Powers
None

Class Abilities Skilled Attacker


Feats Well Equipped
Proficiencies Nature, Perception, Deception, Stealth, Light and Medium Armor, Simple
Weapons

Language English
Combat Gear Light Costumed Armor (Flight 1), Electric Gauntlets (Energy Ray 2)
Other Gear None
Flavors None
Flaws None
RP 4 Light Costumed Armor (-2) Electric Gauntlets (-2)

Description
A former electricity worker, Victor Surge has a talent for designing and planning electricity
systems - but after he was spurned, and then fired, by his former boss, he lost it in a desire
for revenge. He put together a suit of armor (that looks like it is made out of copper wire),
gathered a bunch of henchmen (mostly people with grudges against various corporations)
and set out to steal all the electricity for himself.

215
Brownout

Henchmen
Age: Varies Sex: Varies Nationality: Mostly American
Type: Villains
Background: Criminals
Human combat expert 1
Init +1; Senses: Perception -1

Proficiencies +
Defense
AC 14 (+2 armor, +2 Dex)
HPs 17 (2d10)
Constitution +1, Dexterity +2, Wisdom -1
Defensive Abilities None

Offense Speed 30 ft.


Melee Stun Baton +3 (1d6+1/x2 non-lethal)
[Minor Item, Power Template:
Electricity, Enhancement Stunning DC 12 to resist]
Ranged Electric Arc Pistol +3 (1d6/x2 nonlethal)
[Minor Item, Power Template:
Electricity, Enhancement Stunning DC 12 to resist]

Statistics
Str 13, Dex 14, Con 11, Int 10, Wis 8, Cha 9

Powers
None

Class Abilities Unarmed Strike


Feats Well Equipped
Proficiencies Athletics, Perception, Stealth, Deception

Languages English
Combat Gear Light costumed armor, stun baton, electric arc pistol
Other Gear None
Flavors None
Flaws None
RP 4 (Light Costumed Armor -1, Stun Baton -1, E

216
Brownout

1 Square = 5ʼ

!
Loading Bay

Loading Bay Doors


Restroom

Door

Device

Office

Door

217
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addition, extension, upgrade, improvement,
compilation, abridgment or other form in 5.Representation of Authority to Contribute: If
which an existing work may be recast, You are contributing original material as Open
transformed or adapted; (c) "Distribute" means Game Content, You represent that Your
to reproduce, license, rent, lease, sell, Contributions are Your original Creation
broadcast, publicly display, transmit or and/or You have sufficient rights to grant the
rights conveyed by this License. 11. Use of Contributor Credits: You may not
otherwise distribute; (d)"Open Game Content"
market or advertise the Open Game Content
means the game mechanic and includes the
methods, procedures, processes and routines to 6.Notice of License Copyright: You must using the name of any Contributor unless You
update the COPYRIGHT NOTICE portion of have written permission from the Contributor
the extent such content does not embody the
this License to include the exact text of the to do so.
Product Identity and is an enhancement over
the prior art and any additional content clearly COPYRIGHT NOTICE of any Open Game
identified as Open Game Content by the Content You are copying, modifying or 12. Inability to Comply: If it is impossible for
distributing, and You must add the title, the You to comply with any of the terms of this
Contributor, and means any work covered by
copyright date, and the copyright holder's License with respect to some or all of the Open
this License, including translations and
derivative works under copyright law, but name to the COPYRIGHT NOTICE of any Game Content due to statute, judicial order, or
original Open Game Content you Distribute. governmental regulation then You may not
specifically excludes Product Identity. (e)
Use any Open Game Material so affected.
"Product Identity" means product and product
line names, logos and identifying marks 7. Use of Product Identity: You agree not to
Use any Product Identity, including as an 13. Termination: This License will terminate
including trade dress; artifacts; creatures
indication as to compatibility, except as automatically if You fail to comply with all
characters; stories, storylines, plots, thematic
elements, dialogue, incidents, Language, expressly licensed in another, independent terms herein and fail to cure such breach
artwork, symbols, designs, depictions, Agreement with the owner of each element of within 30 days of becoming aware of the
that Product Identity. You agree not to indicate breach. All sublicenses shall survive the
likenesses, formats, poses, concepts, themes
compatibility or co-adaptability with any termination of this License.
and graphic, photographic and other visual or
audio representations; names and descriptions Trademark or Registered Trademark in
conjunction with a work containing Open 14. Reformation: If any provision of this
of characters, Spells, enchantments,
Game Content except as expressly licensed in License is held to be unenforceable, such
personalities, teams, personas, likenesses and
Special abilities; places, locations, another, independent Agreement with the provision shall be reformed only to the extent
owner of such Trademark or Registered necessary to make it enforceable.
environments, creatures, Equipment, magical
or supernatural Abilities or effects, logos, Trademark. The use of any Product Identity in
symbols, or graphic designs; and any other Open Game Content does not constitute a 15. COPYRIGHT NOTICE Open Game
challenge to the ownership of that Product License v 1.0a Copyright 2000, Wizards of the
trademark or registered trademark clearly
Identity. The owner of any Product Identity Coast, LLC. System Reference Document 5.1
identified as Product identity by the owner of
the Product Identity, and which specifically used in Open Game Content shall retain all Copyright 2016, Wizards of the Coast, LLC.;
excludes the OPEN Game Content; (f) rights, title and interest in and to that Product Authors Mike Mearls, Jeremy Crawford, Chris
Identity. Perkins, Rodney Thompson, Peter Lee, James
"Trademark" means the logos, names, mark,
Wyatt, Robert J. Schwalb, Bruce R. Cordell,
sign, motto, designs that are used by a
Contributor to Identify itself or its products or 8. Identification: If you distribute Open Game Chris Sims, and Steve Townshend, based on
Content You must clearly indicate which original material by E. Gary Gygax and Dave
the associated products contributed to the
portions of the work that you are distributing Arneson.
Open Game License by the Contributor (g)
"Use", "Used" or "Using" means to use, are Open Game Content.  
Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of 9. Updating the License: Wizards or its
Open Game Content. (h) "You" or "Your" designated Agents may publish updated
means the licensee in terms of this agreement. versions of this License. You may use any
authorized version of this License to copy,
2. The License: This License applies to any modify and distribute any Open Game Content
Open Game Content that contains a notice originally distributed under any version of this
indicating that the Open Game Content may License.
only be Used under and in terms of this
License. You must affix such a notice to any 10. Copy of this License: You MUST include
Open Game Content that you Use. No terms a copy of this License with every copy of the
may be added to or subtracted from this Open Game Content You Distribute.
License except as described by the License  
itself. No other terms or Conditions may be
applied to any Open Game Content distributed
using this License.
 

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