Professional Documents
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Written
by
Robert Hemminger, Sean Wilt, Charles Smith
and Ramsey “Tome Wyrm” Lundock
Edited
by
Peter Dodge and Mark Solino
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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
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.
16
Classes
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
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).
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.
Alignment: Any
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
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.
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
Unstoppable:
The character adds +4 to all Bull Rush
attacks.
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.
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.
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
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
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
28
Classes
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.
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
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.
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
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
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.
Power Point:
When a character gains a Power Point, they
can raise an existing power by one level.
39
Classes
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.
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
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
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.
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
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.
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.
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
53
Introduction
Feats
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.
55
Powers
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.
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.
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.
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.
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.
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.
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.
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.
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.
69
Powers
Flight
The character can fly and maneuver in the air.
70
Powers
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.
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.
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.
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.
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.
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.
77
Powers
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.
79
Powers
Plasticity
The character can alter the shape of his body as listed below.
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.
81
Powers
Regeneration
(No Power Activation Roll Required)
The character can heal herself of almost any
amount of damage.
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.
83
Powers
84
Powers
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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.
101
Powers
102
Resource Points
104
Resource Points
105
Resource Points
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
108
Flavors & Flaws
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.
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.
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
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)
113
Introduction
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
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
116
Introduction
117
!
Introduction
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.
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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
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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
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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.
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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
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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.
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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.
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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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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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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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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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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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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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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.
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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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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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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 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
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.
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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)
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)
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
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.
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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.
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)
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)
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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)
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
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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)
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.
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Heroes INC.
The Brute
(Chad Molaskies)
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)
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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Heroes INC.
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.
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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.
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.
!
!
187
Heroes INC.
Snow Blind
(Jessica Snow)
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)
188
Heroes INC.
189
Heroes INC.
Devil Wind
(The Devil Wind of Ghul Ifrit)
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
190
Heroes INC.
191
Heroes INC.
Electro
(Ted Bun)
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)
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.
193
Heroes INC.
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.
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.
194
Heroes INC.
Doctor Maniacal
(Dr. Isaac Wellington Maniacal)
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
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
Heroes INC.
Bird Boy
(Francis Hawk)
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)
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)
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)
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)
Proficiency +2
Defense
AC 20 (+4 Dex, +6 Armor)
HPs 21 (2d10+6)
Constitution +2, Dexterity +4, Wisdom -1
Defensive Abilities 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)
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 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.
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)
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)
Feats None
Proficiencies Intimidation, Athletics, Deception, Stealth,
All Armor, Simple Weapons, Thieves Tools
Languages English, Russian
202
Heroes INC.
Lefty
(Dante Ferrari)
Age: 39
Sex: Male
Nationality: Italian
Type: Villain
Background: Criminal
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)
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.
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.
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)
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)
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)
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)
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)
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
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.
214
Brownout
Lord Surge
(Victor Surge)
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
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
Statistics
Str 13, Dex 14, Con 11, Int 10, Wis 8, Cha 9
Powers
None
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
Door
Device
Office
Door
217
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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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