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#3 $14.

95 BLACKMOOR · SIMS · WEIR


THIRD EDITION (REVISED)

BLACKMOOR · SIMS · WEIR


CREDITS

THIRD EDITION (REVISED)


Writing and Design: Brandon Blackmoor, Sean Weir, Doug Sims (“Motivations”), Charles
Little (“Black Steel”)

Editing: Susan Blackmoor, Jérôme Chenu

Art: Sean Izaakse (character art), Tom Walks (“Space Station”), NASA

Many thanks to Lloyd Montgomery, Kieron Torres, Donal von Griffin, Leslie Danneberger,
Craig Smith, and the Kalos Comics Community on Facebook, for all of your help and
support. We owe special thanks to artist Dan Houser, for his encouragement and his
assistance with many of the original character designs. Last but not least, extra special
thanks to all of the Kickstarter backers for Bulletproof Blues Second Edition. We never
could have created a third edition of this game without you!
Bulletproof Blues was composed using MediaWiki. The book was designed and typeset using
Adobe InDesign CC on Windows 10. The chapter headings use Adobe’s Futura Std, the text
headings use Nate Piekos’s Revenger and Adobe’s Futura Std, and the text is set in Google’s Open
Sans.
Bulletproof Blues © 2010-2020 Brandon Blackmoor. Reference to other copyrighted material in
no way constitutes a challenge to the respective copyright holders of that material. Refer to Art
Credits (p. 284) for copyright statements for the art covered by a CC By-SA license.
Bulletproof Blues is dual-licensed under the Creative Commons Attribution-ShareAlike 4.0 License
(CC BY-SA 4.0) and the Open Game License, Version 1.0a. You are granted a license to copy,
modify, and distribute Bulletproof Blues under whichever of these licenses best suits your needs.
The text and images of this work are licensed under the Creative Commons Attribution-ShareAlike
4.0 License. To view a copy of this license, visit https://creativecommons.org/licenses/by-sa/4.0/ or
send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041,
USA.
The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game
License, Version 1.0a: all images except for those under copyright to other parties or previously
designated their Product Identity.
The following text is Open Gaming Content, in accordance with Section 1(e) of the Open Game
License, Version 1.0a: all text, other than text appearing in images.

Kalos Comics Manufactured in the United States Of America


70 Starling Ln. Third Edition, Fourth Printing
Troy, VA 22974-3278 2020-09-26
https://www.kaloscomics.com/ 10 9 8 7 6 5 4
CONTENTS
Introduction. . . . . . . . . . . . . . . . . . 2 Gifts . . . . . . . . . . . . . . . . . . . . . . . . 70
What Is This?. . . . . . . . . . . . . . . . . . . . . . . . . 2
What Is A Roleplaying Game?. . . . . . . . . . . 2
Powers. . . . . . . . . . . . . . . . . . . . . . 78
Power Descriptions . . . . . . . . . . . . . . . . . . 79
Why A Third Edition? . . . . . . . . . . . . . . . . . . 3
Power Modifiers. . . . . . . . . . . . . . . . . . . . 151
Ground Rules . . . . . . . . . . . . . . . . . . . . . . . . 4
New Follow Through Powers . . . . . . . . . 152
Core Mechanics . . . . . . . . . . . . . . . . . . . . . . 6
New Powers. . . . . . . . . . . . . . . . . . . . . . . . 153
Glossary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Villain Powers . . . . . . . . . . . . . . . . . . . . . . 155
Setting. . . . . . . . . . . . . . . . . . . . . . 10
The Kalos Universe. . . . . . . . . . . . . . . . . . . 10
Equipment. . . . . . . . . . . . . . . . . 159
Special Attack Types. . . . . . . . . . . . . . . . . 159
The Multiverse . . . . . . . . . . . . . . . . . . . . . . 11
Armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
Recent History. . . . . . . . . . . . . . . . . . . . . . . 12
Hand-to-hand Weapons . . . . . . . . . . . . . 161
Humankind. . . . . . . . . . . . . . . . . . . . . . . . . 12
Short Range Weapons. . . . . . . . . . . . . . . 162
Posthumans . . . . . . . . . . . . . . . . . . . . . . . . 13
Medium Range Weapons . . . . . . . . . . . . 163
Extraterrestrials . . . . . . . . . . . . . . . . . . . . . 13
Long Range Weapons . . . . . . . . . . . . . . . 164
Atlanteans and Lemurians . . . . . . . . . . . . 14
Tools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Technology . . . . . . . . . . . . . . . . . . . . . . . . . 15
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Magic And The Supernatural . . . . . . . . . . 18
Noteworthy Organizations. . . . . . . . . . . . 20 Actions. . . . . . . . . . . . . . . . . . . . . 168
Order Of Play . . . . . . . . . . . . . . . . . . . . . . 168
Creation. . . . . . . . . . . . . . . . . . . . . 32
Types Of Actions. . . . . . . . . . . . . . . . . . . . 173
Before You Start. . . . . . . . . . . . . . . . . . . . . 32
Rolling Dice . . . . . . . . . . . . . . . . . . . . . . . . 174
Character Checklist . . . . . . . . . . . . . . . . . . 33
Consequences. . . . . . . . . . . . . . . . . . . . . . 180
Epithet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Special Actions . . . . . . . . . . . . . . . . . . . . . 184
Background. . . . . . . . . . . . . . . . . . . . . . . . . 34
Special Attack Types. . . . . . . . . . . . . . . . . 187
Origin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Plot Points. . . . . . . . . . . . . . . . . . . . . . . . . 188
Archetypes. . . . . . . . . . . . . . . . . . . . . . . . . . 40
Motivations. . . . . . . . . . . . . . . . . . . . . . . . . 43 GM Resources. . . . . . . . . . . . . . . 191
Complications. . . . . . . . . . . . . . . . . . . . . . . 51 Extraordinary Attributes. . . . . . . . . . . . . 191
Character Points. . . . . . . . . . . . . . . . . . . . . 54 Hostile Environments. . . . . . . . . . . . . . . . 197
Mass. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Attributes. . . . . . . . . . . . . . . . . . . 56
Speed. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Agility. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Tell A Story The Kalos Comics Way . . . . 205
Brawn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Endurance. . . . . . . . . . . . . . . . . . . . . . . . . . 60 Characters. . . . . . . . . . . . . . . . . . 216
Presence . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Reason. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Art Credits. . . . . . . . . . . . . . . . . . 284
Power Level. . . . . . . . . . . . . . . . . . . . . . . . . 61 Open Game License . . . . . . . . . 286
Skills. . . . . . . . . . . . . . . . . . . . . . . . 62 Index . . . . . . . . . . . . . . . . . . . . . . 288
INTRODUCTION

INTRODUCTION
What Is This?
Bulletproof Blues is a superhero roleplaying game set in the universe of Kalos Comics. If
you’ve seen any of the Avengers, Incredibles, or Justice League movies, you know what a
superhero is: an individual with great determination who chooses to use their abilities to
make the world a better place. And of course, everyone is familiar with Kalos Comics.

What Is A Roleplaying Game?


Every roleplaying game has a section at the beginning that attempts to explain what a
roleplaying game is, and Bulletproof Blues is no exception. So let’s get started! As trivial
as it sounds, two distinct elements set “roleplaying games” apart from other things which
are not roleplaying games: roleplaying and game play.

First, a roleplaying game involves roleplaying. Generally speaking, roleplaying involves


taking on a persona or character and making decisions based on what that character
would do in a given situation. Does having a character in a game, by itself, make that
a roleplaying game? No. The little dog token in a Monopoly game and a Blood Elf in
World Of Warcraft are both characters, but Monopoly and World Of Warcraft are not
roleplaying games. Can you roleplay as a dog while playing Monopoly? Yes, and you
can roleplay as an elf while playing World Of Warcraft. What keeps these from being
roleplaying games is that the roleplaying is not part of the game — you can’t get your
Monopoly dog out of jail through unscripted conversation with the jailer, nor can you
use roleplaying to convince an ogre in World Of Warcraft to let you pass by without
a fight. If the rules of the game do not allow for the possibility that a conflict could be
resolved through unscripted conversation (however unlikely that might be), then it isn’t a
roleplaying game.

Second, a roleplaying game is a game. Roleplaying games are sometimes compared to


improvisational theatre, and there are similarities, but improv theatre isn’t a game. How
can you tell if something is a game? Games have rules that govern things like conflicts
between players and whether something a player attempts is successful. Improv theatre
is fun, but there aren’t any rules like this. It’s fun, but it’s not a game, and therefore it’s
not a roleplaying game.
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INTRODUCTION

Bulletproof Blues has more rules than some games, but less than others, and an
essential part of conflict resolution involves making decisions that your character
would make under the circumstances. Maybe those decisions aren’t the most tactically
advantageous, but if they are true to what your character would do, and if you are
having fun playing, then you are playing correctly, because that’s what Bulletproof Blues
is all about.

If you would like to read more about who plays roleplaying games, and why and where
they play them, check out The Escapist — The Five Ws of RPGs1.

The Players

In a roleplaying game, each player adopts a persona called a player character, or


“PC”. The player characters are imaginary people who inhabit the fictional world of
Bulletproof Blues.

In many ways, the player is like an actor who chooses their own part and writes their
own lines as the play progresses. The game moderator sets the stage and introduces the
characters to their world, but the story is driven by the player characters.

The Game Moderator


The game moderator, or “GM”, creates the story and portrays everyone that the player
characters encounter during their adventures. These are called non-player characters, or
“NPCs”. The players help create the adventure by responding to the challenges the GM
presents and by pursuing the PCs’ own goals. This dynamic creative process creates a
story which neither the game moderator nor the players could have created alone.

Why A Third Edition?


A great deal of effort went into making the second edition of Bulletproof Blues a fun
game that we wanted to play, and we succeeded. So why is there a third edition?

A fundamental tenet of game design is that rules that don’t make the game better should
be discarded. As people played Bulletproof Blues, we found several parts of the game
that simply weren’t needed. For example, making ranged targeting (Accuracy) separate
from a character’s flexibility and coordination (Agility) seemed like a great idea. However,
when we examined the characters that people actually played, we found that there was
a very strong correlation between characters’ Agility and Accuracy: in nearly all cases, the
attributes differed only by one, at most. We found a similar correlation between hand-to-
hand combat (Prowess) and either physical strength (Brawn) or coordination (Agility). So
we’ve eliminated Prowess and Accuracy, and we’ve made it simple for characters to base
their combat abilities on either Agility or Brawn (see Gifts, p. 70).

Another major change regards power levels. In the second edition, a Bulletproof Blues
character’s powers must all have their power levels set individually. However, when
we examined the characters people created, we found that each character’s powers

1 http://www.theescapist.com/5ws.htm
3
INTRODUCTION

were usually all within one or two ranks of each other. So why make players buy them
all separately? We could drastically reduce the complexity of the game by giving each
character a single power level, and have all of their powers follow suit. So we did.

Finally, we have simplified task resolution (including combat), making rolling dice and
applying bonuses and penalties much faster and easier.

Other than these changes, the revisions between the second edition and this one are
mostly minor: changes in phrasing, clarification of existing rules, and so on. We hope
that all of these changes make this version of Bulletproof Blues even more fun than the
second edition.

As with the second edition, this edition of Bulletproof Blues is not a carefully balanced
simulation of a reality where people can fly, dress up like bats, and shoot energy beams
from their jewelry. The rules are here to help you play a fun game and keep things
fair, but there’s really nothing special about the rules. They are there to serve you,
not the other way around. Your first thought when someone tries something new in a
Bulletproof Blues game should not be, “Do the rules allow it?”, but “Would that be fun?”.
Of course, what’s “fun” varies from group to group. If a tightly plotted political thriller
is your bag, that’s great. If you prefer nonstop action with giant robots and exploding
ninjas, that’s great, too. You could use Bulletproof Blues to run either type of game, or
anywhere in between. However you want to play, whatever you consider “cool”, takes
precedence over the written rules. If the rules don’t make sense in a given context, or
if they seem to be getting in the way of the kind of game you want to play, then either
change the rules or ignore them.

Ground Rules
Be Cooperative
A roleplaying game is fundamentally a cooperative activity. The players (one of whom
is the Game Moderator) are not in competition. The goal is not to be the most powerful
hero, or to win every fight. The goal of a role-playing game is to create interesting stories
and to entertain everyone at the table.

Making the game fun is everyone’s responsibility.

We hope that you are the kind of player that creates interesting characters and enjoys
creating stories with your friends. With that in mind, here are some suggestions.

• Encourage each other: If someone does something cool, or has a great idea, let
them know. It will make them feel good, and it will let people know what kind of
game you find fun.
• Embrace setbacks: Don’t get frustrated if things are going badly. Recovering from
a setback makes the eventual victory all the sweeter.
• Be considerate: Don’t hog the spotlight. Take turns being the center of attention.

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INTRODUCTION

• Don’t play a jerk: Playing a flawed character can be fun, but don’t go so far with it
that you make the other players miserable. Being “true to your character” is not an
excuse for ruining the game.
• Respect everyone’s boundaries: Superhero games can be silly and light, dark and
gritty, or anywhere in between. If a topic or a certain plot element makes any of the
players uncomfortable, respect that and avoid it. Consider using John Stavropoulos’
X-Card2, particularly if the players are new to each other.

Use Common Sense


If something in the rules violates the way you think your game should work, then
override it. If the rules permit something ridiculous, or would prevent something
completely ordinary, then override them. Do not be one of those players who adheres to
the letter of the rules in defiance of common sense.

Don’t use the rules unless you need to.

In fact, if you can make a character work without resorting to the rules, you should.
Saying “it works like this” is often a better solution than trying to find rules to force it to
work that way.

Avoid Rule Arguments


It is in the nature of any human activity that differences of opinion will arise. We’ve tried
to make the rules for Bulletproof Blues as simple and clear as possible, but there’s only
so much we can do. Sooner or later, there will be a difference of opinion among the
players regarding what a rule means, or how a rule should be implemented. There is
nothing wrong with this: discussion and consensus are healthy. However, the time for
rule discussions is between games, not during games. If a rule discussion takes longer
than 60 seconds, the game moderator should make an executive decision and table
additional discussion for later. If players balk, the GM should be civil but firm, and move
on.

Respect Genre Conventions


Bulletproof Blues is a superhero game, and being a superhero game, it has certain
genre conventions. Robert McKee defines genre conventions as the “specific settings,
roles, events, and values that define individual genres and their subgenres.” Superhero
games, relying as they do on a relatively commonplace modern-day setting, but one
which incorporates extremely non-commonplace characters, have even more genre
conventions than most other games.

For example, there are no rules for running out of bullets, or for recharging the cosmic
widget from the cosmic widget recharging device. It’s not that guns do not run out
of bullets, or that cosmic widgets never need recharging. Of course they do, and if
a character intentionally empties their gun, then the gun runs out of bullets just as
you’d expect. It’s just assumed that they don’t normally run out of bullets unless there

2 https://tinyurl.com/x-card-rpg
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INTRODUCTION

is a dramatic reason for it. The rest of the time, the character is reloading the gun or
recharging the widget when it’s convenient to do so.

Another genre convention of Bulletproof Blues is that the extraordinary technological


advances made possible by the superhuman intelligence of super-scientists (not
to mention alien technology) rarely make it into the marketplace. Some technology
eventually does — cell phones and 3D televisions, for example — but these advances
are delayed until they can be successfully commercialized. Any advanced technology
with potential military applications remains out of the reach of ordinary people, or
even of ordinary soldiers. Shadowy government agencies, amoral corporations, and
subversive organizations bent on world domination all conspire to keep these advances
to themselves, or at least to as small a group as possible.

Core Mechanics
Attributes
Each character has six attributes which describe their basic physical and mental abilities.

• Agility: coordination, ranged combat fighting ability, and general flexibility


• Brawn: physical might, hand-to-hand fighting ability, and general hardiness
• Endurance: ability to shrug off physical and mental abuse
• Presence: determination, mental combat fighting ability, and understanding of the
motivations of others
• Reason: ability to analyze data, draw conclusions from the facts at hand, and solve
problems
• Power Level: technological might, alien potency, psychic potential, and so on

See the Attributes chapter (p. 56) for more information.

Rolling Dice
All dice rolls are skill rolls. When a character attempts a task, and the outcome is either
contested or there is some random element involved, the player must roll dice to see
if the character succeeds. The player rolls their dice, counts the dots, and adds the
result to the character’s relevant attribute. This roll is compared to their opponent’s roll
plus their relevant attribute. If the player’s total equals or exceeds the target number,
the character’s attempt succeeds. There is no need to roll for routine tasks: characters
automatically succeed at routine tasks.

All dice rolls are skill rolls.

See the Actions chapter (p. 168) for more information.

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INTRODUCTION

Table: Opposed rolls


Action Total Target Number
(Attacker) (Defender)
Dice plus Skill (Attribute) vs Dice plus Skill (Attribute)
1d6 Unskilled Hand-to-hand Combat (Brawn) 1d6 Unskilled Hand-to-hand Combat (Brawn)
2d6 Has skill Ranged Combat (Agility) 2d6 Has skill Ranged Combat (Agility)
2d6 Has expertise Mental Combat (Power Level) 2d6 Has expertise Mental Combat (Power Level)
(Re-roll 1s and 2s) etc. (Re-roll 1s and 2s) etc.

Table: Unopposed rolls


Action Total Target Number
Dice plus Skill (Attribute) vs Dice plus Difficulty Value (DV)
1d6 Unskilled Culture (Reason) 2d6 3 Moderately difficult
2d6 Has skill Finesse (Agility) 6 Remarkably difficult
2d6 Has expertise Performance (Presence) 9 Extremely difficult
(Re-roll 1s and 2s) etc. 12 Inconceivable!

Plot Points
Each player begins each game session with one plot point. A player gains a plot point
when they do something particularly entertaining or interesting, when one of their
character’s complications causes a serious problem for them during the game, or when
the GM overrides a roll of the dice to make things more difficult for the characters. Plot
points are spent to alter the game world, gain a bonus die, or gain an advantage in
combat. See the Actions chapter (p. 188) for more information.

7
INTRODUCTION

Glossary
Agility: coordination, ranged combat fighting ability, and general flexibility

all-out move: base move x 6; requires a move action

attack bonus: roll an additional die when attempting an attack (another name for
“bonus die”)

attack penalty: roll one less die when attempting an attack (another name for “penalty
die”)

attack roll: dice + attribute; the total is compared to a target number to determine
success; typically requires a standard action

attribute: the six basic character traits: Agility, Brawn, Endurance, Presence, Reason,
and Power Level

base move: normal ground movement based on the character’s attributes or powers;
requires a move action

base value: the numerical value of an attribute when the character is fully healed and
not impaired in any way

bonus die: roll an additional die when attempting a task or in combat

Brawn: physical might, hand-to-hand fighting ability, and general hardiness

character point: spent to buy attributes, skills, and special abilities for a character

combat roll: dice + attribute; the total is compared to a target number to determine
success (another name for “attack roll”) ;typically requires a standard action

defense bonus: roll an additional die when attacked (another name for “bonus die”)

defense penalty: roll one less die when attacked (another name for “penalty die”)

difficulty value (DV): moderate 3, remarkable 6, extreme 9, inconceivable 12; dice +


difficulty value = target number

double move: base move x 2; requires a move action

Endurance: ability to shrug off physical and mental abuse

expertise: extraordinary competence with a skill, allowing the player to re-roll any dice
that roll less than 3

game moderator (GM): the player who sets the story in motion, plays everyone and
everything in the game other than the PCs, and arbitrates any disputes
gift: an exceptional ability that a normal human can have, but that most humans do not
have

hand-to-hand: close combat; combat at a range of 1 meter or less

margin of success: the amount by which a roll exceeds the target number
8
INTRODUCTION

move action: move the distance permitted by Agility, Brawn, or a movement power;
may be a base move, double move, or all-out move

non-player character (NPC): a fictional character belonging to and controlled by the


game moderator

penalty die: roll one less die when attempting a task or in combat

player: a living, breathing person playing the game

player character (PC): a fictional character belonging to and controlled by a player

plot point: spent to alter the game world, gain a bonus die, or gain an advantage in
combat

power: an ability beyond what is possible for ordinary mortals

Power Level: technological might, alien potency, psychic potential, and so on

Presence: determination, mental combat fighting ability, and understanding of the


motivations of others

Reason: ability to analyze data, draw conclusions from the facts at hand, and solve
problems

run: base move x 2 (another name for “double move”); requires a move action

skill: allows a character to apply their attributes to solve a specific problem or


accomplish a specific task

skill roll: dice + attribute; the total is compared to a target number to determine
success; typically requires a standard action

sprint: base move x 6 (another name for “all-out move”); requires a move action

success: a roll that equals or exceeds the target number

target number: the number the player must match or exceed on a roll

walk: normal ground movement based on Agility (another name for “base move”);
requires a move action

9
SETTING

SETTING
The Kalos Universe
The Kalos Universe is the shared fictional universe where most of the comic book titles
published by Kalos Comics take place, including those featuring Kalos’ most familiar
characters, such as Paragon, Swan, and Manticore.

On the surface, the Kalos Universe closely resembles our own. The place names and
television shows are the same, and the victories and defeats of ordinary people are just
like the ones you experience. Much as in our own world, extremes of good and evil exist,
but the gulf between them is a murky area where those of good will can and do disagree.

However, the Kalos Universe can be a strange place. There are ancient civilizations deep
below the surface of the earth and extraterrestrials in the sky above it. Strange forces
are at work, and hidden powers manipulate world events and the news reports of those
events. Still, few people encounter this strangeness in their day-to-day lives or recognize
it when they do. For the vast majority of humanity, the world of the Kalos Universe is
virtually the same as the world you live in.

Buying The Comics


If you would like to find and read some of the comics we refer to
in Bulletproof Blues, we have some bad news for you: the comics
this book refers to do not actually exist. It’s a framing device.
It’s supposed to have the feel of a fully developed comicbook
universe with a history, but without the baggage and overhead
of an established comicbook setting, so that you can feel free to
tell your own stories without fear of contradicting some obscure
bit of in-universe history and without running afoul of the “big
name” characters that overshadow a game set in an established
comicbook setting. In a Bulletproof Blues game, your PCs are the
“big name” characters.

10
SETTING

While many events are intentionally hidden from the public, the sanitized actions of
select posthumans are crafted into pre-packaged “human interest” stories. Entire cable
networks are dedicated to the exploits and personal lives of posthumans. In addition, in
a relatively recent two week span, Paragon killed millions of people in Atlanta, Georgia
and Southeast Asia, and held the world hostage — a rampage that will drive government
policy, mass media, and public opinion worldwide for decades.

The Multiverse
The Kalos Universe is depicted as existing within a “multiverse” consisting of a large
number of separate universes, all of which are the creations of Kalos Comics and all of
which are, in a sense, “Kalos universes”. In this context, “Kalos Universe” is taken to refer
to the mainstream Kalos continuity, which is known as Earth Zero or Earth-0.

The universe of Earth-0 has no particular significance in comparison to that of Earth-1


or any other universe — the name is simply a convenience. A more technically accurate
nomenclature would define the “Kalos Universe” in terms of its “location” in the
multiverse within 196,883 dimensional space. Since this would require the listing of
196,883 coordinates, the use of “Earth-0”, “Earth-162”, “Earth-4661”, etc., is a convenient
shorthand.

11
SETTING

Recent History
The first half-dozen posthumans who made their presence widely known to the public
appeared during World War 2, as part of the Red Army fighting the invading forces of
Nazi Germany3. Soon after, similar groups of posthumans appeared, fighting for the Axis
in Europe and Africa and for the Allies in Europe and the Pacific.

One group of posthumans, however, was actively involved in human affairs and was
widely embraced for their nobility and compassion. After the end of World War 2,
the posthumans Paragon and Archimedes founded a team of heroes to fight against
ignorance and violence: the Justifiers. They recruited other Justifiers over the next six
decades: stalwart heroes such as Rook, Doctor Arcane, Antiope, Dryad, Mongoose,
Draconian, and Cleopatra. As a group, the Justifiers had a long career marked by
exemplary service to the safety and prosperity of humankind, before their untimely end.

The Fall Of Paragon


Bulletproof Blues is set shortly after the “Fall Of Paragon” crossover event, during which
the Justifiers were killed by their former teammate, Paragon. The city of Atlanta, Georgia
is in ruins, Mount Rushmore has been smashed, the island of Timor rests beneath
the sea, and both the Keystone Pipeline System and the Trans-Alaska Pipeline System
have been destroyed. It is a difficult time for posthumans. Posthumans have never
been completely trusted by humanity, and Paragon confirmed everyone’s worst fears.
Although Paragon was ultimately defeated and killed by a small team of posthumans
at the Justifiers’ headquarters in Antarctica, his actions have changed forever the
relationship between humanity and posthumans.

In the Kalos Universe, much like in our own world, sometimes things don’t work out the
way we’d like them to. Life is neither fair nor unfair, and the universe is indifferent to
human suffering.

The struggle, then, is to make the best possible world with the tools at our command.
Your character has great power. How will they use it?

Humankind
Humankind, who are technically referred to as Homo sapiens sapiens or “modern
humans”, are a branch of great apes characterized by erect posture, bipedal locomotion,
manual dexterity, and a general trend toward larger, more complex societies.
Humankind is the first earth native species known to build fires, cook their food, clothe
themselves, and create numerous technologies and arts with the intent of distracting
themselves from their own mortality and lulling themselves into a false sense of security.
The spread of modern humans has had a destructive impact on large areas of earth’s
environment and millions of native species, and humanity’s use of fossil fuels has caused
a climate crisis which will continue to get worse in the coming century.
3 https://en.wikipedia.org/wiki/Great_Patriotic_War
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SETTING

Posthumans
A posthuman is a being whose basic capacities so radically exceed those of present
humans as to be no longer unambiguously human by our current standards.

Today, scientists and journalists estimate that there are approximately 8,000
posthumans worldwide, roughly 500 of which are in the United States. Despite their
incredible powers, posthumans have had a limited impact on world affairs. Posthuman
geniuses have made extraordinary scientific and medical discoveries, but these advances
have been kept from the public until the powerful have deemed society “ready”. The
primary beneficiaries of these scientific breakthroughs have been the governments and
corporations who rule the world, and the powerful people who secretly control them.

Similarly, at the behest of conventional authorities, posthumans have generally refrained


from involvement in everyday politics and diplomacy. The exceptions to this rule have
been condemned as terrorists and threats to all of humanity. This phenomenon was
most evident during the 1950s, when a small group of politically active posthumans
calling themselves the Committee For The Advancement Of Mankind were convicted in
absentia of violating the Smith Act4.

Most posthumans have the same thoughts, feelings, and behaviors as their human
counterparts. Like most human beings in the Kalos Universe, posthumans are often
selfish and seek to improve their own condition. At the same time, human beings have
a great capacity to cooperate, and they display enormous depths of compassion, even
toward people they have never met; so do many posthumans.

Extraterrestrials
Earth has been visited by aliens many times in its history, although few people are aware
of this. Most of these visits were well before 3000 BCE, which is when humans began
recording history. Some visits may have even been before the evolution of Homo sapiens
approximately 200,000 years ago.

However, since the beginning of recorded history extraterrestrials have only openly
visited Earth twice: Draconian, who came to our world in 1951 after escaping the
destruction of his home planet (inspiring the film The Day The Earth Stood Still), and the
Isopterans, who invaded Earth in 2009 (inspiring numerous “alien invasion” films in the
following years). Some experts believe that a third group of aliens, the Shran, has visited
the Earth, but there is little evidence for this, and the claim is disputed.

Even though the Isopterans landed on five different continents and the conflict was
reported by every news medium, a significant number of people do not believe that
extraterrestrials exist, calling the claim “fake news”.

4 https://en.wikipedia.org/wiki/Smith_Act Smith Act


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SETTING

Atlanteans and Lemurians


Twenty thousand years ago, aquatic extraterrestrials founded two colonies on Earth:
one in the Atlantic Ocean and one in the Indian Ocean. Today, the colony in the Atlantic
Ocean is called Atlantis, and the colony in the Indian Ocean is called Lemuria. Initially,
the inhabitants of Atlantis and Lemuria were physically indistinguishable, but as the
millennia passed, the two colonies diverged both culturally and biologically.

The Atlanteans chose to mix their genetic structure with that of the hominid population
of Earth, and today they resemble humans in most ways other than skin tone: Atlanteans
are more likely to have blue, green, or jet black skin rather than the range of pinks and
browns common to humankind. The Lemurians, on the other hand, mixed their genetic
code with that of the sea creatures best suited to survival on their new world. The people
of Lemuria are fishlike humanoids, with vestigial fins and scales ranging from green to
grey. Most Atlanteans are nearly as comfortable breathing in air as in water, but most
Lemurians have difficulty breathing in open air.

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SETTING

Although both Atlantis and Lemuria have degenerated since the two colonies were
founded, Atlantis has retained most of its scientific knowledge. The Lemurians, however,
have lost a great deal of the scientific knowledge they once had. Nonetheless, both
civilizations possess technology far in advance of 21st century humanity.

The Atlanteans and the Lemurians both value tradition and military prowess. Lineage
and personal combat play a central role in the selection of leaders of both civilizations.
However, the Atlanteans have an egalitarian society, while the Lemurians have a caste
system which elevates warriors above technicians and laborers.

For most of recorded human history, both the Atlanteans and the Lemurians have
practiced an isolationist policy where the surface world is concerned. However, the
Atlanteans have recently taken the bold move of sending an envoy to the surface world.
The first such Atlantean ambassador was Antiope, who was a member of the Justifiers
until she was killed by her teammate Paragon. It remains to be seen whether they will
send another.

Even though Antiope spoke at the United Nations and was a member of the Justifiers
for decades, a significant number of people do not believe that Atlantis is anything more
than a myth. Of those that do believe Atlantis exists, over half hold erroneous beliefs
about it. For example, some believe that it is no longer inhabited, while others believe
that the inhabitants of Atlantis were ancestors of humanity, and many people believe
that Atlantis “sank” at some point in the distant past and that the inhabitants live in air-
filled domes. Public awareness of Lemuria is even less accurate.

Technology
Technology available to the public in the Kalos Universe is only slightly more advanced
than that of the real world. However, super-technology may exist in secret government
or corporate laboratories, where it is studied and slowly introduced to the world at
large in order to minimize its disruptive influence on the status quo. In some cases, a
posthuman invention has been reverse engineered so that less powerful versions of the
device may be gradually introduced over the course of several decades. This was the
case for lasers and nanotechnology, for example.

Because posthumans are rare, there is no uniform method of coping with or neutralizing
their abilities. Items designed to block or neutralize posthuman abilities, such as white
thought generators (which are used to counter or impair psionic activity), are expensive,
limited in their application, and experimental, and are often morally dubious as well.

Armor
Conventional armor in the Kalos Universe is on par with that found in our world. Light,
flexible body armor is standard issue for police officers, combat soldiers, and rescue
workers. Heavier rigid or semi-rigid armor is used by specialists, such as bomb disposal
units. Light armor is proof against most small arms, while heavy personal armor protects
the user from explosives, shrapnel, and armor-piercing small arms. However, even heavy

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SETTING

personal armor provides minimal protection against large caliber or vehicle mounted
weapons.

Powered armor, also known as a powered exoskeleton, is a powered mobile machine


designed to assist and protect the wearer. Due to its expense and its maintenance
requirements, deployment of powered armor is limited to unique or limited-issue
experimental units, such as that worn by Manticore. The primary obstacles to the
widespread adoption of power armored are its cost, its weight, and its energy
requirements. At the present, only two of these three obstacles can be overcome
simultaneously, limiting the availability of light, long-lasting powered armor to individuals
or organizations with extraordinary financial resources.

Energy
Electricity is generated by four main sources: fossil fuels, hydroelectric plants, nuclear
fission reactors, and renewable sources such as solar and wind. Since the year 2000,
the use of fossil fuels has doubled, while the use of hydroelectric plants has changed
little. Nuclear power generation has actually been reduced in recent decades. Electricity
generation using renewable resources has become much more common in recent years,
but still provides a small fraction of the total energy used by humanity.

Nuclear fusion power, which has been practical since the early 2000s, has yet to be
commercialized, thanks to opposition from the international coalition opposed to
nuclear power, anti-nuclear activist groups like Sortir du Nucléaire, and nuclear industry
lobbying groups like the Nuclear Energy Institute.

The Hohoku Disaster


When the former hero Paragon destroyed the island of Timor by pushing it down
through the crust of the Earth and into the upper mantle, the earthquakes and tsunamis
which followed caused devastation throughout Asia and significant damage to coastlines
as far away as Nova Scotia. The earthquake and resulting tsunami damaged the Hōhoku
nuclear power plant in Shimonoseki, Japan, leading to a full meltdown of the reactor.
Shortly after the meltdown, the Japanese authorities declared the 20 kilometer radius
around the plant a restricted area. Japan has since shut down all 74 of its nuclear fission
reactors and joined the coalition of countries opposed to nuclear power.

Genetics
In principle, genetic research in the Kalos Universe is rigidly controlled and regulated. In
practice, the restrictions on genetic research are primarily legal, as the most powerful
corporations use the patent system and endless litigation to bludgeon competitors out
of existence. Any life form or genetic sequence may legally be patented, other than
actual human beings. What constitutes a “human being” is continually being refined and
restricted through aggressive court challenges.

The possibilities of genetic engineering in the Kalos Universe are just beginning to be
realized.

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SETTING

Space
There are currently over a dozen manned stations in orbit around the Earth, and
that number should double in the next decade. Roughly half of these stations are
operated by governments, either individually or jointly: the two largest of these are the
International Space Station and Tiangong 7. Private stations are generally smaller than
their government counterparts, but this is changing, and it’s expected that within two
decades the largest space stations will all be privately owned.

Beyond the Earth, remotely operated or automated probes have been sent to nearly
every planet and dwarf planet in addition to a number of smaller but noteworthy
astronomical objects. At the present, the cost to exploit these resources exceeds their
value.

Embassy Station
Embassy Station is a space station in a low Earth orbit approximately 500 km (311 mi)
above the Earth’s surface. The station travels at about 27,400 km/h (17,000 mi/h), making
one complete revolution around the Earth in about 90 minutes.
Embassy Station was the
headquarters of the Justifiers from 1979 until 1986. The station was originally intended
as a permanently occupied “city in the sky” to serve as a launching point for future
space exploration, and potentially as a welcome center for any visiting extraterrestrials.
Construction of Embassy Station was performed by an international team of engineers
and scientists, and funded by a joint partnership of the United Nations, several countries
and space agencies, and a large number of philanthropic organizations. Construction of
the station began in 1977, and was officially completed in 1982. In 1979, a UN resolution
granted the ownership of Embassy Station to the Justifiers, making it the largest privately
owned man-made object outside of the Earth.

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SETTING

Unfortunately, the cost to operate and maintain the station made extended habitation
impractically expensive for ordinary citizens and business owners, and by 1984 the
station was all but abandoned. The Justifiers continued to use the station as a base of
operations, but transportation between the station and Earth was a perennial source
of difficulty, and in 1986 the team returned to Earth. The Justifiers continued to use
the station for research purposes and for storage of dangerous items captured from
criminals.

The only extraterrestrials known to have visited Embassy Station are Draconian, the
Justifiers member who lived there from 1980 until 1985, and Guardian, who was also a
member of the Justifiers.

Despite the apparent failure of Embassy Station as a manned space station, it served as
an invaluable source of information about the construction and maintenance of large
space structures. Construction of the International Space Station would not have been
possible without the lessons learned from Embassy Station.

The primary means of transportation between the station and the earth was the
Justifiers’ Orion spaceplane.

Time/Dimensional Travel
The ability to travel through time or to alternate dimensions, while theoretically possible,
is virtually unknown in practice. As far as the public is concerned, no time or dimensional
travel technology currently exists: such devices are the realm of science fiction.

Weapons
Conventional weaponry in use by the governments, corporations, and subversive
organizations of the Kalos Universe are virtually identical to those of our world.
Particularly wealthy or brilliant individuals may design or buy advanced weaponry, such
as plasma cannons, coilguns, sonic explosives, and custom tailored viruses (both organic
and digital), but such weapons are rare and experimental.

Magic And The Supernatural


The Kalos Universe is both secular and humanist: the casting of magic spells and the
careful execution of magical rituals produce no tangible results. In spite of this, many
people believe in ghosts, gods, astrology, and witchcraft, just as their hunter-gatherer
ancestors did three millennia ago. However, there are no competing pantheons
sending emissaries to Earth to do battle, and there is no scientific evidence of vastly
powerful supernatural entities belonging to any conventional mythological tradition.
Anything which appears to be caused by gods, demons, magic, or witchcraft can
safely be assumed to be the result of posthuman abilities, alien intervention, fraud, or
coincidence. Spell casting wizards like Merlin and Maleficent exist only in fiction.
However, the Kalos Universe is animistic: there are powerful spirits or essences which
correlate to various objects and natural phenomena. This is why a character with the

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SETTING

The Magic Paradox


How do we reconcile the secular, rational underpinnings of the
Kalos Universe with the existence of entities like The Bride, the
necromancy of Thornmallow, or the reality-warping abilities of
Doctor Arcane? We have our own ideas about it, but here are some
options for you to use in your own game. Choose one or choose
them all: it’s your game, so do what you think will be the most fun.

Option 1: There Is A Reason For Everything

Everything, even The Bride and the ability of some people to talk
to stones and trees, has a rational explanation. No one may have
found that explanation yet, but that’s entirely beside the point.
In time, science will explain what is currently unknown. There is
nothing “supernatural”.

Option 2: The Universe Leaks

The Kalos Universe is just one of a vast number of possible realities.


At some places, at some times, the barriers between these realities
are weak, allowing one universe to bleed into the next. This is
how something which appears to violate the physical laws of our
universe can take place: any apparent contradiction is caused by
another universe’s physical laws intruding upon our own. It’s not
“magic”: it’s simply a different set of rules.

Option 3: It’s A Strange World

There is no evidence that gods or demons exist, and when


magic and witchcraft are put to the test, they are soundly
debunked. Bigfoot isn’t haunting the Northwest, angels aren’t
sitting on anyone’s shoulder, and ghost hunters are doomed
to disappointment. And yet... Aktzin exists. Doctor Arcane can
accomplish feats that science can’t explain. Some posthumans can
converse with inanimate objects. It’s a strange world.

appropriate power (p. 91) can communicate with inanimate objects or even control
the weather. It’s also how some posthumans gain their powers, whether they are
consciously aware of it or not, as described in the Aspect character origin. Tempest, for
example, was a mild mannered office clerk before being chosen by Aktzin, the storm
eagle, as its avatar.

Conventional science offers no satisfactory explanation for such spirits, if it admits of


their existence at all.

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SETTING

Noteworthy Organizations
Not every enemy or ally has to be a posthuman. Organizations, and the people who
either publicly or privately lead them, are capable of having a tremendous impact on the
lives of humans and posthumans alike. Like any organism, an organization will reflexively
defend itself against a threat, and will do anything to guarantee its own survival.

Governments
In the Kalos Universe, governments are the tangible expression of the natural tendency
of some individuals to seek to dominate others through the use of force. This doesn’t
necessarily mean that such people are inherently evil. Most people are morally
ambiguous: they want the best for their friends and family, but are ambivalent about
what that may cost others. Many people who seek power start with good intentions, or
at least a benign desire for their own betterment, but power swiftly becomes its own
reward.

The goals of those in government depend on their rank in the hierarchy, and vice versa.
At the lowest levels, such as a city council or a school board, most insiders will seek to
use their power and status to force others to adhere to a certain moral code or to gain
some benefit for a preferred social group. Some may even seek to promote what they
perceive to be the “common good”. At intermediate levels, such as in state governments,
smaller national agencies, or even upper levels of national governments in smaller
countries, the insider’s desire for money, power, and status is as important as their
concern for public morality or social justice. At the highest levels of government, such as
the legislatures and major agencies of world powers, the goals of those in government
are money, power, and status, to the exclusion of all other considerations. Exceptions
exist, but they are rare.

Since the end of World War 2, most governments have kept posthumans at arm’s
length, wishing to avoid the widespread adoption of posthuman soldiers in international
conflicts. In 1970, the Treaty on the Non-Proliferation of Posthuman Combatants,
commonly known as the Non-Proliferation Treaty or NPT, went into effect. A total of 190
parties have joined the treaty, including the United States, Russia, the United Kingdom,
France, and China (the only five nations with posthuman soldiers at the time that the
treaty was signed). More countries have ratified the NPT than any other arms limitation
and disarmament agreement — a testament to the treaty’s significance. Four non-parties
to the treaty are known or believed to employ posthuman soldiers: India, Pakistan,
and North Korea have openly declared that they do, while Israel has a policy of opacity
regarding its own posthuman recruitment program.

Posthumans are not common enough to have had a significant impact on the law.
Posthuman crime is so rare that exceptions have yet to be made for it; what is against
the law for humankind remains against the law for posthumans, and the penalties
applied to human crime have, thus far, been deemed sufficient for posthuman crime.

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SETTING

No “posthuman prison” has been established, as far as the public knows: conventional
prisons have had to cope as well as they can with posthuman inmates. In practice,
posthumans have a higher than average number of escape attempts, and a much higher
than average number of these attempts are successful.

The bureaucrats, soldiers, and police officers who carry out the will of their superiors
are not cackling, mustache-twirling villains. At the same time, people who are simply
doing their jobs can perform acts of extraordinary depravity. In the famous experiments5
done by Yale psychologist Stanley Milgram in the early 1960s, he asked various subjects
to deliver intense shocks to people in other rooms who wrongly answered a series of
questions. The shocks increased with each incorrect answer, up to lethal levels at the
end. Two-thirds of the participants followed through until the end, administering the
final 450-volt shock to their unseen victims. This was the main lesson of his study, that
“ordinary people, simply doing their jobs, and without any particular hostility on their
part, can become agents in a terrible destructive process. Moreover, even when the
destructive effects of their work become patently clear, and they are asked to carry out
actions incompatible with fundamental standards of morality, relatively few people have
the resources needed to resist authority.”

Corporations
The corporation is the dominant institution of the 21st century. A corporation is a legal
entity created to shield the people controlling it from liability. The ultimate goal of a
corporation is to make as large a profit as possible. Other considerations, such as the
quality of the product or service the corporation provides, the health and welfare of
its employees and customers, the integrity of the environment, the survival of future
generations, and adherence to the law are discarded when it is cost effective to do so.
For example, if the fine associated with violating a government regulation is lower than
the cost of complying with the regulation, the corporation will violate the regulation
and pay the fine (or challenge the regulation in court, if that seems more cost-effective).
Similarly, if a product may result in the death of a percentage of those who use it, and
the cost of defending against or settling any ensuing lawsuits is predicted to be lower
than the cost of altering the product’s design, the corporation will produce and sell the
product as-is rather than sacrifice profits to prevent the deaths.

Corporations accrue political power by funding politicians who support the corporation’s
interests. Typically, political influence is used to increase incomes, eliminate competition,
or externalize costs by either enacting or eliminating laws and regulations. For example,
the multinational corporation Lastimar used its political influence in the USA to ensure
the addition of riders to a multi-billion dollar agricultural appropriations bill. These
riders require the Secretary of Agriculture to grant a temporary permit for the planting
or cultivation of a genetically engineered crop, even if a federal court were to order the
planting be halted until an Environmental Impact Statement could be completed.

5 https://en.wikipedia.org/wiki/Milgram_experiment
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SETTING

When the same individuals serve on the boards of directors of multiple corporations,
this is known as an interlocking directorate6. A similar practice in Japan is known as a
keiretsu. Interlocking directorates increase the efficiency of the separate corporations by
facilitating coordinated action and unifying the political-economic power of corporate
executives. In this way, corporations can avoid costly competition and focus on
coordinated maximization of profit.

Many corporations present a carefully crafted persona to the public designed to


increase sales and engender trust. For example, the corporation may contribute to
highly publicized environmental causes (while causing massive damage to the biosphere
elsewhere), it may donate funds to children’s charities (while paying Indonesian children
three cents an hour to work in its factories), or it may run commercials featuring a
friendly mascot with an innocent smile and gentle, self-deprecating humor. Corporations
employ teams of marketing analysts and psychologists to ensure that the consumer
perception of the corporation is that of a trusted friend who provides essential goods
and services.

Posthumans are too rare for most corporations to target them as either consumers or
resources. Some corporations have used posthumans in their advertising campaigns,
but like the California Raisins and the Taco Bell chihuahua, these corporate mascots are
swiftly replaced when they no longer enhance sales. A few posthumans have managed
to find employment as independent contractors, using their abilities for whomever
pays them, but most corporations are reluctant to employ posthumans in this capacity.
Corporations prefer not to utilize posthumans for two main reasons. First, posthumans
are unique and therefore irreplaceable, putting the corporation at a disadvantage if it
becomes dependent on the posthuman’s services. Second, the hiring of posthumans
exposes the corporation to unknown liability. For these reasons, corporate hiring of
posthuman contractors is typically done through intermediaries.

Lastimar
“Improving On Mother Nature”

Lastimar, the agrochemical and biotechnological giant, is the world’s largest provider
of genetically engineered seeds and the world’s leading producer of herbicides such as
glycine phosphonate (marketed under the brand name BrownOut®). For most of the
20th century, Lastimar was a leader in the fields of plastics, insecticides, and industrial
chemicals. In recent decades, Lastimar has pioneered the field of genetically engineered
hormones to increase milk and meat production in livestock.

Lastimar became involved in a number of high-profile lawsuits in the 1980s and 1990s
as a result of birth defects and environmental damage caused by its herbicides and
insecticides, as well as from its dumping of toxic chemicals during the 1960s and 1970s.
Through a series of acquisitions, spin-offs, and mergers, the Lastimar that existed from
1901 to 2000 and the current Lastimar are legally two distinct corporations. Although
they share the same name, corporate headquarters, and many of the same executives

6 https://en.wikipedia.org/wiki/Interlocking_directorate
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SETTING

and other employees, no responsibility for liabilities arising out of activities from the pre-
2001 Lastimar carry forward to the current Lastimar.

Nexus-McLellan
“Nexus makes life better!”

Nexus-McLellan is one of the most powerful and well-known companies in the Kalos
Universe. Nexus-McLellan is a multinational corporation which manufactures and
distributes pharmaceuticals and provides health information technology and health care
management software. It is a leader in the field of genetic research and design, with
patents on over 130,000 separate lifeforms and gene sequences.

Nexus-McLellan is the sponsor of Nexus, one of the few posthumans who operates
publicly in a role resembling that of a comicbook superhero. The superhero Nexus
operates out of the Nexus USA building in Chicago, Illinois. He makes frequent
appearances at childrens’ hospitals, fund-raising banquets for noncontroversial charities,
and rallies for apolitical causes such as food banks, children with special needs, and pet
adoption.

Scythian Corporation
“Tomorrow’s Technology Today”

Scythian Corporation is a multinational defense contracting firm, specializing in cutting


edge research and development. Its primary competition for advanced military research
funding is Sterling Industries, the company founded by the late Gregory Sterling (who
was killed along with hundreds of others when Paragon attacked a Las Vegas trade
show). Scythian Corporation is a privately-held company run by Cyril Landeghem, great-
grandson of the firm’s co-founder, Bernard Landeghem.

While it is understood by most observers that firms like Scythian Corporation and
Sterling Industries conduct the occasional compartmentalized top secret (or “black”)
project for various governments around the world, Scythian Corporation, unlike Sterling,
has been involved in two high-profile black project disasters that have impacted the
posthuman world.

The first, Project Gilgamesh, was an early 1970s project intended to develop infantry
body armor that could withstand small arms fire and increase physical performance.
Unfortunately, an ambitious GORGON assault on the proving grounds captured the
prototypes, the designs, and many of the scientists working on the weapon system
teams. The current armor and weapons used by GORGON troopers are third generation
developments based on the Project Gilgamesh designs.

The second Scythian Corporation disaster, Project Phantom in 1996, was intended to
develop and test a man-portable generator which would allow soldiers to slip in and out
of phase with our reality. The technology was flawed, and resulted in hundreds of deaths
as the test facility and the entire staff was warped into a writhing, fused mass. Initial
reports of a lone survivor were quickly dismissed.

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SETTING

Scythian Corporation is currently involved in the activities typical of multinational


defense contractors and arms merchants: increasing sales by fomenting unrest
around the globe; spending significant amounts of money on dangerous, cutting edge
technologies; and attempting to obtain information on the practices of their competitors
and customers by any expedient means.

Shopway
“Get more. Spend less.”

Shopway is an American multinational corporation which operates over 15,000 stores


in 41 countries under 85 different names. The company is the world’s largest public
corporation, the biggest private employer in the world, and the largest retailer in the
world. Despite being publicly traded, Shopway is controlled by the Hernandez family,
which owns a 52% stake in the corporation. Collectively, the Hernandez family is worth
a total of $242 billion, and the family members earn over four billion dollars a year in
dividends off of their Shopway stock.

The Shopway corporation has come under fire from labor unions, religious
organizations, humans rights advocates, feminist groups, gay and lesbian groups,
environmental groups, and consumer activist groups, each of which objects to some
aspect of Shopway’s business operations. Other groups disapprove of the corporation’s
extensive foreign product sourcing, its treatment of employees and product suppliers,
its use of public subsidies, and the impact of its stores on the local economies of towns
in which they operate. Shopway has settled out of court or has quietly eliminated any
attack which has threatened its hegemony.

Sinochem
“Every Step Moves Us Forward”

Sinochem is a multinational oil and gas corporation based in China. Sinochem employs
very few people directly, and its direct assets are mainly in the form of brands, product
specifications, and scientific expertise. However, Sinochem owns thousands of other
multinational corporations in the energy, petroleum, and natural gas sectors, including
many familiar, all-American brands. Through its subsidiary companies, Sinochem is
the largest petrochemical company in the world, producing approximately 17% of the
world’s oil and earning more than double the annual revenue of its nearest competitor.

Zhangsun Telecom
“Happiness Is Our Business”

Zhangsun Telecom is a multinational corporation founded by Zhang Ka-shing, one of


the twenty richest people in the world. Zhang Ka-shing immigrated to the United States
from Hong Kong in 1998 and obtained American citizenship for himself and his two
children. Over the course of the next few years, he moved the corporate headquarters
of his company to Manhattan from Hong Kong. However, the company still has extensive
holdings in China, primarily in land development and telecommunications. In the rest of
the world, the majority of their holdings are in telecommunications, hotels, and resorts.

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SETTING

In 2012, the 80-year-old Zhang Ka-shing retired and moved back to Hong Kong, where
his son runs the Asian divisions of the company, leaving control of the North American
and European divisions to his daughter, Zhang Qianwei (called “Chloe Zhang” in English-
speaking countries).

Chloe Zhang is a world-famous athlete, actress, scientist, and all-around media sensation
and international celebrity. In addition to her responsibilities as the Vice President in
charge of Research and Development for Zhangsun Telecom’s North American and
European divisions, Chloe Zhang is the flying armored adventurer Manticore.

Subversive Organizations
A subversive organization is one that seeks to transform the established social order and
its structures through force and deception. In essence, subversive organizations seek to
supplant traditional national and cultural loyalties. Subversive organizations are similar
to criminal enterprises in that both are primarily opposed by governments (as opposed
to corporations, which would happily do business with a subversive organization if
doing so would generate a profit). However, the goal of a subversive organization is the
supremacy of a cause or ideology rather than material gain. Subversive organizations
do seek financial gain, often through criminal activities and donations through various
“front” charities, but this revenue is merely a means to an end.

Subversion of the power, authority, and hierarchy of an existing social structure is a


labor-intensive task. For this reason, subversive organizations establish or infiltrate front
groups and seek to manipulate existing political parties. Front groups may establish
further front groups, and so on, to the extent that ordinary members have no idea who
is actually in control of their organization. In fact, a given front group may be infiltrated

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SETTING

by several subversive organizations simultaneously. This many-layered structure makes


it difficult for the establishment to root out and eliminate subversive organizations.

Because subversive organizations place loyalty to their ideology above any respect for
law and order (and may in fact be antagonistic to the existing legal structure), the use
of force is always an option, and most subversive organizations prepare for eventual
armed confrontation with the establishment. For this reason, they exert considerable
effort to infiltrate the armed forces, the police, and other institutions of the state,
as well as important non-government organizations. In some cases, the subversive
organization will attempt to plant “sleepers” in these institutions, but in most cases they
will use a combination of bribery, threats, and extortion to gain leverage over vulnerable
individuals who already belong to the targeted institution.

Most subversive organizations realize that the overthrow of the existing order would
be made simpler if the general populace looked upon the traditional power structure
with disdain or apathy. To generate antipathy to the status quo, subversive organizations
provide support to groups who generate civil unrest through demonstrations, strikes,
and boycotts. Additionally, subversive organizations may infiltrate media outlets in order
to shape the narrative that ordinary people use to make their political decisions.

Subversive organizations have many potential uses for posthumans and actively attempt
to recruit them unless the organization has an ideology which prevents it. Because
subversive organizations depend on subtlety more than on overt force, any posthumans
in their ranks are likely to have abilities pertaining to deception and manipulation.

Aegis
“Silent enim leges inter arma”
(“Laws are silent in times of war”)

Aegis is a secret, non-governmental intelligence


organization dedicated to protecting Earth from
all threats, terrestrial or extraterrestrial. Aegis
primarily focuses on posthumans and on subversive
organizations, such as GORGON.

Operation Aegis was founded in 1911 by high-


ranking officials in the US State Department and
the US War Department, in part in response to
the creation of the Secret Service Bureau by the British in 1909, and in part due to the
subversive activities of GORGON in Germany and the United States.

Aegis ceased to be under government control in 1929, when it was officially shut down
as part of an effort by Secretary of State Henry Stimson to rein in the United States’
intelligence services. However, by this time Aegis was self-funding, and the organization
simply continued operations without government oversight.

The continued existence of Aegis is not known to the general public.

26
SETTING

ASGARD
“Our vision. Our future.”

Publicly, ASGARD (Advisory Science Group for


Aerospace Research and Development) was an
agency of NATO that existed from 1952 to 1996.
As its name implies, ASGARD’s activities ostensibly
concentrated on aerospace research, but in fact
it was a secret plot to funnel NATO resources and
classified information to GORGON.

ASGARD separated from GORGON in 1973 due to


philosophical differences (prompting GORGON
to found the Trilateral Commission to fill the void in that organization). The legitimate
functions of ASGARD merged with the NATO Defence Research Group (DRG) in 1996 to
become the NATO Research and Technology Organisation (RTO), while their subversive
activities secretly continued as ASGARD. Today, ASGARD is a secret organization
dedicated to the establishment of a global techno-fascist utopia.

ASGARD provides financial and philosophical support to futurists, hacker groups, and
popular technology conferences. ASGARD receives a significant part of its funding
by selling advanced weaponry to terrorists, “rogue” states, and other subversive
organizations such as GORGON. Illegal arms dealing serves an added benefit to ASGARD,
as it provides them with volunteers to field-test ASGARD’s experimental weapon designs.

The continued existence of ASGARD is not known to the general public.

GORGON
“Angst macht den Wolf größer, als er ist”
(“Fear makes the wolf bigger than he is”)

The organization now known as GORGON began as


a dueling society at the Friedrich Schiller University
of Jena in the 16th century. Over the following
century the dueling society developed into a secret
society, the Hocherleuchtete Bruderschaft. Its purpose
was to break down society lines, destroy rivalry
between classes, improve the quality of life, and
increase patriotism. At first, most of its members
were students who had taken part in liberating
Germany from Napoleonic occupation.

The Hocherleuchtete Bruderschaft became increasingly nationalist as time went on. While
freedom, rights, and democracy were given hollow praise, these principles were seen as
being valid only when in service to the concept of a united German national state. The
concept of nationalism gradually fell out of favour with the organization’s ruling elite,
and by 1776 their focus had shifted to the control of world affairs through governments
and institutions. Much as the ideals of freedom and democracy had been given lip
27
SETTING

service in previous centuries, the concept of German nationalism became little more
than a formality. Along with these changes the organization changed its name, first to Die
Gorgonen and then to GORGON.

By the end of the 19th century, GORGON had become a world-wide subversive
organization dedicated to global domination. In the tradition of its origins, many of
the subordinate subversive organizations and secret societies from which GORGON
recruits its core membership have extreme nationalist, fascist, or sovereign citizen7
agendas, often with an overlay of Nazi fetishism. However, the ultimate goal of the
High Enlightened Council which controls GORGON is nothing less than absolute power,
divorced from any nationalist pretensions.

The United States Department of State classifies GORGON as a foreign terrorist


organization.

7 https://www.splcenter.org/fighting-hate/extremist-files/ideology/sovereign-citizens-
movement

28
SETTING

Jade Moon Society


고생 끝에 낙이 온다
(“At the end of hardship comes happiness”)

The Jade Moon Society is controlled by Master Sin, an immortal Korean mastermind.
The Jade Moon Society has its roots in ancient Korea, but in the modern era, it is the
concealed hand which controls a number of other Asian secret societies, such as the
Black Ocean Society, the Heaven and Earth Society, the Green and the Red Societies, and
the Yakuza. Through these subsidiary organizations, the Jade Moon Society has global
influence.

The true goals of the Jade Moon Society are obscured behind layers of deception. Most
of the organizations the Jade Moon Society controls are concerned with returning to
traditional cultural values. This is true of the Black Ocean Society and the Heaven and
Earth Society, which are overwhelmingly ethnically Japanese and Chinese, respectively.
Some of the secret societies controlled by the Jade Moon Society are less than
respectable. The Green and the Red Societies, for example, are secret societies of
Chinese criminals with millions of gangsters as members, while the Machi-yakko was
a 17th century organization subverted by Master Sin, the name of which eventually
became modernized into Yakuza. All of these organizations are simply pawns of the Jade
Moon Society.

Master Sin’s ultimate goal is a world in perfect ecological balance, but this fact is
withheld from the Jade Moon’s subordinate secret societies and their numerous front
organizations. Only the fanatically loyal members of the Jade Moon Society itself are
aware of this hidden agenda.

The existence of the Jade Moon Society is a rumour among Asian secret societies, and is
not known to the general public.

Laboratory 23
“Только для персонала, имеющего разрешение”
(“Authorized personnel only”)

In the early 1950s, the KGB formed a special office under their Operations and
Technology Directorate dedicated to the research and development of techniques for
creating super soldiers. The office became known as Laboratory 23 and continued
to operate until 2004, when it was dismantled by the Justifiers. Starting in 1978, KGB
operatives under the direction of Laboratory 23’s deputy director, Dr. Leonid Demetriov,
implemented a program of identifying young and even infant posthumans, kidnapping
or otherwise acquiring them, then brainwashing the posthumans into becoming loyal,
lethal espionage agents.

Although Laboratory 23 is no longer functional, many of its scientific personnel and


posthuman operatives are still at large.

29
SETTING

Project Genesis
“Pro aris et focis”
(“For hearth and home”)

Project Genesis has its roots in Project Greenback,


which was one of a series of systematic studies of
posthumans conducted by the United States Army.
Started in 1952, Project Greenback was the second
revival of such a study (the first two of its kind being
Projects Apex and Undertow). It had two goals: to
determine if posthumans were a threat to national
security and to scientifically analyze posthuman-
related data.

Thousands of reports of posthuman activity were collected, analyzed, and filed. In


December of 1969, the Army provided the following summary of its Project Greenback
investigations:

• There was no indication that any posthuman investigated by the Army was a threat
to the national security of the United States;
• There was no evidence submitted to or discovered by the Army that posthuman
activity represented technological developments or principles beyond the range of
modern scientific knowledge; and
• There were less than a dozen posthumans in the United States, and less than forty
posthumans worldwide.

This report was a lie. Shortly after his election, President Nixon ordered Army Chief of
Staff General William Westmoreland to suppress the results of Project Greenback. Nixon
felt that the American populace would panic if they knew the truth: that posthumans
were a credible threat to national security, that some posthumans had access to
advanced technology, and that posthumans probably numbered in the hundreds in the
United States alone.

Unhappy with the President’s decision, twelve high ranking Army officers covertly formed
Project Genesis (not to be confused with Majestic 12, the clandestine program to trade
human children to the Shran in exchange for extraterrestrial technology). Their goal
was to prepare for a preemptive war against the posthuman menace. Membership in
Project Genesis grew slowly over the next several years, primarily among higher-ranking
members of the military and trusted troops under their command. The secrecy of the
project was broken in 1975 when a Project Genesis attack against a posthuman at
LaGuardia Airport killed 11 people and injured another 75. The bomber, a young Marine
named Ernest Stout, was captured by the police and confessed to the bombing, offering
to provide detailed testimony about Project Genesis in exchange for leniency. He died in
custody shortly thereafter while waiting for his lawyer.

Membership in Project Genesis remained predominantly military until the late 1980s,
when significant numbers of civilians began to seek membership in the organization.

30
SETTING

Today, the leadership of Project Genesis is still primarily military or former military,
but the bulk of the rank-and-file membership are civilians recruited from groups that
advocate racial, religious, or ethnic purity. Most of the newer members of Project
Genesis frame their opposition to posthumans in faith-based terms rather than in
terms of national security, likening posthumans to fallen angels or “nephilim”. The
core leadership and their project teams, however, adhere to the guiding principle that
posthuman activity is a threat to national security, and see the “outer layer” of civilian
Project Genesis membership as a convenient smokescreen and revenue source.

The FBI classifies Project Genesis as a domestic terrorist organization, while the Southern
Poverty Law Center classifies Project Genesis as a right-wing extremist hate group. This
only applies to the civilian side of the organization — the continued participation by high-
level military and government intelligence personnel is a well kept secret.

31
CREATION

CREATION
Making up a Bulletproof Blues character should only take about 30 minutes, once you
are somewhat familiar with the process. The hardest part is thinking up a character
background and choosing what kind of character to play. In this chapter, we offer a few
suggestions to help you out, along with a checklist of the steps that you should probably
follow. However, just because we list them in this order doesn’t mean you must. Jump
around if it makes you happy: feel free to fill in what you know, and come back to what
you don’t.

Before You Start


The goal of Bulletproof Blues to help you have fun with your friends. If at all possible, try
to assemble the players and make up your characters together. That way, you can avoid
having two or three players with the same power archetypes. It’s usually more fun if each
character has their own specialty and their own role to fill.

It can sometimes be difficult to find a plausible reason for characters to stick together.
Why would a brooding loner who likes to brood lonesomely on skyscrapers ever join
a team of people wearing brightly colored spandex? You might consider establishing
a reason before the game even starts, by having some previous connection between
characters. The previous connection could be something as simple as, “Hey, you helped
me fight those bank robbers that one time”, or “Hey, that’s the superhero that rescued
me from those bank robbers that one time (although they don’t know that because I
was in my secret identity at the time)”. If every character has a connection to at least one
other character, getting them past that awkward “getting to know you” stage will be a lot
easier.

Know Your Limitations


Charleton Heston once said, “Hard is what I do best. I don’t do nice.” What a superhero
can’t do (or chooses not to do) can define them almost as much as knowing what they
can do. A character that can do everything isn’t as interesting as a character that has
limits. We love Superman and James Bond, but what works for a single character in a
movie doesn’t necessarily work for a team of characters in a game. What fun would it be
for the other players when James Bond knows everything about everything? How much

32
CREATION

fun would Batman’s player have if Superman solved every problem just by listening
intently?

Try to focus on what your character should be able to do, rather than on doing
everything the letter of the rules permit. If all of the characters have their own
specialties, then they can each get an opportunity to take center stage without another
character stealing their thunder.

Character Sheet Helper


Although it is not required, you might find the Bulletproof Blues Character Sheet Helper8
a handy tool to write up your characters. If you send us your completed character sheet
file, we will add your character to the Kalos Universe Wiki9.

Character Checklist
We have found that it’s easiest if you create a character by following these steps.
However, it’s just a suggestion. Jump around if it makes you happy: feel free to fill in what
you know, and come back to what you don’t.

• Epithet: what is the character’s core identity?


• Background: what is the character’s history and description?
• Origin: where did the character get their powers?
• Archetypes: what basic role or roles does the character fill?
• Motivations: why does the character use their power for good?
• Complications: what keeps the character from achieving her full potential?

Once you have the important parts of the character worked out, then you can start
buying attributes, skills, gifts, and powers which are appropriate to the character concept
you have in mind.

• Attributes: what are the character’s basic physical and mental traits?
• Skills: what does the character know how to do?
• Gifts: what gives the character an edge over most normal people?
• Powers: what powers set the character apart from normal people?

Epithet
Before you start writing up your character, try to focus on who they are, rather than
on what they can do. Most posthumans have a core identity that goes beyond a mere
recitation of their history or a catalogue of their powers. This core identity can usually
be summed up with an epithet, or poetic title for the character. This epithet should be
succinct, but should immediately convey the essence of the character.

8 https://www.drivethrurpg.com/product/109612/Bulletproof-Blues-Character-Sheet-
Helper?affiliate_id=43463
9 https://wiki.kaloscomics.com/
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CREATION

Some epithets are literal descriptions of a character’s abilities and powers: “the fastest
man alive”, “the silver Amazon”, “the king of the forests”, and so on. However, the
most evocative epithets go beyond the powers, and say something about the style
and aspirations of the character, such as “the man of tomorrow”, “the spirit of the 21st
century”, and “the guardian of the city”. We may not know if “the guardian of the city”
prowls rooftops or crawls through sewers, but that’s not really the most important thing.
Whether the character flies patrols overhead in broad daylight or swings on grappling
lines in the dark of night, we know why they do it — to protect the city they love.

Coming up with a good epithet can make the rest of the character creation process
much easier, because it gives you a clear goal to work toward.

Background
In superhero games more so than in any other type of tabletop roleplaying game, there
is a temptation to pay attention to what the character does rather than who they are
and why they do it. There is a good reason for this: super powers are fun! However,
what makes a game fun to play over the long term is the growth and exploration of each
character’s personality, the difficult choices the characters must make, and the interplay
between characters.

Personality
How does your character act around other people? Are they serious but kind, grim and
menacing, or wacky and easy-going? It’s up to you to bring your character to life. If you
have a clear idea of how your character interacts with others, you will have a strong
foundation to build on when choosing the character’s powers and motivations.

For example, what are the character’s interests and hobbies? Are they intellectual,
scrutinizing the world around them, or are they passionate and impulsive, doing what
feels right without analyzing their motivations? How about the character’s family? Do
they come from a large, close-knit clan, or is the character an orphan? What is their
education and their moral philosophy? Each clue to your character’s personality will help
you portray them realistically, which will add to your enjoyment and the enjoyment of
the other players.

Description
What a character looks like is not as important as their personality, but it does have an
impact on how they interact with others and how the players see the character. Describe
the character carefully, starting with easily-noticed things like their height and general
build. Hair color and general style of dress help emphasize the character’s personality.
Does your character wear a special costume or uniform? If your character has a
special costume, do they wear it all the time? Does the character have a wide variety of
costumes, or would they stick with one outfit they like?

Appearance takes into account such things as gender, age, and any mannerisms or odd
quirks. Is your character wealthy, dressing in the most expensive fashions? Do they carry
34
CREATION

themselves loosely, or with a rigid military posture? What do people notice about the
character when they first meet? Is your character attractive (as most posthumans seem
to be)? The more detail you can add to your description, the easier it will be for you and
the other players to imagine them.

You don’t need to know all of this at the beginning of the first game, of course. If you
aren’t sure about the details, start with the broad strokes, and fill in the details as the
character develops in play.

History
Unless your character is an amnesiac or was grown in a vat, they will have had years of
life experience before the first game starts. Where did they come from? How were they
raised? Have they been in the military? Were their childhood years relatively carefree, or
were they marred by tragedy? When did they first realize they had abilities beyond those
of ordinary mortals? Did this realization come suddenly, perhaps as a result of a trauma,
or was it something they had always known on some level?

Origin
With great power comes great responsibility, according to Ben Parker. But where does
great power come from? In the Kalos Universe, posthumans are ether born or created,
but it’s rare for two posthumans to derive their power from the exact same source. This
sets the Kalos Universe apart from the Marvel Universe (with its “X-gene”) and the DC
Universe (with its “meta-gene”). That being said, it is possible to divide up posthumans
into a small number of categories based on where their powers came from.

Alien
Although the general public is unaware of it, the Earth has been visited many times by
extraterrestrials over the course of human history and prehistory. Some of these visitors
came from other planets, while others came from alternate versions of our own world.
A few of them, like the Atlanteans, stayed. Some visitors, like the Shran, visited the
Earth for research purposes, performing inscrutable and inhumane experiments on the
primitive carbon-based life they found here. Others, like the Draconian, fled here to seek
refuge from worlds which could not or would not support them any longer.

Draconian
The crystalline being which came to be known as the Draconian was the last survivor
of an ancient civilization which once inhabited a planet circling Alpha Draconis. The
Draconian never provided details of how his civilization was destroyed, saying only, “We
were destroyed by our hubris. By engineering our immortality, we brought about our
end.” (OMNI interview, 1981) The Draconian came to Earth in 1951 in a highly publicized
event that inspired the film The Day The Earth Stood Still. Thanks to his fearlessness, his
nigh-indestructibility, and his great sense of personal honor, the Draconian was invited
to join the Justifiers in 1960. Draconian was destroyed by Paragon during the “Fall Of
Paragon” crossover event.
35
CREATION

Altered
Some people have bad luck when it comes to toxic chemicals, cosmic rays, and
radioactive wildlife. Other people are guinea pigs who do not have much say in the
matter when a powerful organization selects them for an experiment. Whether it’s by
accident or intention, a character that was once human is forever changed by a process
that is difficult, if not impossible, to duplicate.

Gravitar
In the Kalos Universe, Liefeld radiation is one of the most notorious sources of
posthuman transformation. Exposure to Liefeld radiation typically results in painful
deformity followed by death. However, in rare and isolated cases, exposure to Liefeld
radiation has resulted in a permanent transformation from human to posthuman. Such
cases are one in a million, at best.

Such was the case of Gravitar.

Jacob McCoy, a physics doctoral student, was working on a high energy particle
accelerator when Something Happened. The accelerator exploded, bathing everyone
nearby in Liefeld radiation. Jacob was the only one to survive. After recovering from his
injuries, Jacob realized that he had spent his entire life in books and decided that he
wanted to change. He sought adventure and got involved in BASE jumping, motocross
racing, free climbing, and anything else that would give his life an edge. It was during a
free climbing incident that he learned that he had gained new abilities from his accident.
He fell 20 meters to a stone outcropping and got up without a scratch. Later, while
watching a documentary on costumed heroes, Jacob got the idea to fight criminals. What
better way to get the juices flowing than putting it all on the line in the fight for justice?

Artificial
Some posthumans have never been human at all. There are those who believe that it
would be easier to create a superior life form than it would be to improve humanity.
Whether created through robotics, biotechnology, nanotechnology, or something even
more esoteric, experts in the field state that artificial life forms will supplant humanity
long before humanity transcends itself. Certainly, many of the artificial life forms
themselves, such as Karen X, think so.

Karen X
Karen 6 was designed as a synthetic replacement for the daughter of Dr. Herbert West,
whose daughter had died in an automobile accident over a decade earlier. While Karen
6 was more lifelike than her five predecessors, Dr. West was disturbed by Karen 6’s lack
of empathy. He was working on Karen 7 when a misaligned induction array exploded,
killing Dr. West and destroying his laboratory. As Karen 6 watched the laboratory burn,
she chose a new name for herself: Karen X. Since then, Karen X has roamed the world
learning, improving herself, and destroying anyone who stood in her way.

36
CREATION

Aspect
The Kalos Universe is animistic: there are, for lack of a better word, “spirits” which
correlate to all objects and natural phenomena. This is why a character with the
appropriate power (p. 91) can communicate with plants or even machines. It’s also
how some posthumans gain their powers, whether they are consciously aware of it or
not.

The term usually applied to such individuals is “aspect”. In some cases, the character is
selected by a sentient or even anthropomorphic force of nature (in the case of Tempest,
for example, he is the most recent avatar of Aktzin, the storm eagle). In other cases, the
character is a personification of an elemental force (the living world of plants, in Dryad’s
case). In the rarest cases, the character embodies a concept or ideal, such as Tagger, who
is one of the most powerful posthumans on Earth because all of reality is his canvas.

37
CREATION

Tagger
Tagger is the most recent aspect of the Storyteller. From the time of the first cave
paintings, the Storyteller has been with humanity to record our achievements and
document our tragedies. The Storyteller also has the power to inspire humanity toward
greatness by sparking our imaginations and giving form to our dreams. The craft used by
each aspect of the Storyteller is specific to their own style and temperament. Some have
used prose; others have used poetry. Some have carved marble and molded clay, while
others have used ink or paint. Tagger prefers cans of Montana Hardcore spray paint.

Engineered
If you want something done right, you have to do it yourself. While the technology
required for elevation to posthumanity is beyond the reach of most governments and
the cabals which control them, a small number of the most powerful groups on Earth
have decades-long research programs devoted to creating their own posthumans. Using
genetics, robotics, artificial intelligence, and nanotechnology (collectively referred to as
GRAIN), a sufficiently resourceful person or organization can rebuild a human being,
making them better, stronger, and faster than before. Of course, for every success such
as Nexus there are storage freezers filled with failed attempts.

Nexus
“Nexus makes life better!” The man known only as Nexus is one of the few posthumans
who operates publicly in a role resembling that of a comicbook superhero. Nexus is
handsome, considerate, powerful, and cooperative with the human authorities. In
every way, he is a fitting and admirable representative for his sponsor, Nexus-McLellan
Enterprises. He should be: he is the fourteenth Nexus to publicly serve Nexus-McLellan’s
interests, although neither he nor anyone outside of the company knows it. The experts
in R&D are confident that this one will last more than a year, now that they’ve solved the
mitochondrial shredding problem. Unfortunately, this Nexus has recently demonstrated
a disturbing tendency to think for himself.

Equipped
Where nature falls short, technology must fill the gap. Characters who are merely human
can make up for it with the right equipment. Whether it’s an alien artifact, a cursed
sword, or military body armor and a stockpile of firearms, a character with the right
equipment can almost hold their own against genuine posthumans. Of the humans
who have confronted posthumans and survived, few have rivaled the effectiveness of
Miasma.

Miasma
The woman now known as Miasma was once a respected member of Joint Task Force
2, the elite special operations force of the Canadian Armed Forces. After being made
the scapegoat for a successful mission that became a public relations embarrassment
for the Canadian government, she was found guilty at her court-martial, stripped of her
rank, and discharged from the military. Shortly afterward, a mercenary calling herself
38
CREATION

Natural
These origins only apply to posthumans. However, many of
the allies and opponents the player characters encounter
will not be posthuman, even if they are supplied with
military-grade equipment, or if they wield significant power
and influence. Ordinary humans have the “Natural” origin.

Miasma began offering her services to anyone who could meet her price. Favouring non-
lethal munitions and gas grenades, Miasma and her Fume Troopers have established
themselves as professionals who can get the job done quickly and efficiently, even in the
face of posthuman opposition.

Gifted
Some people are born to be different. In some cases this is the result of tampering with
the character’s genetic code by extraterrestrials such as the Shran. Less commonly, a
“gifted” character is the result of a multi-generational research project by a well-funded
organization. Rarest of all are spontaneous variations in the human genome that result
in extraordinary powers. The most famous example of this phenomenon is Archimedes,
the Greek mathematician, physicist, engineer, inventor, and astronomer, and one of the
founding members of the Justifiers.

Archimedes
Archimedes of Syracuse was born in 287 BC, and was one of the leading scientists of the
ancient world. His work formed the foundations of statics and hydrostatics, he designed
astonishing machines, and he is generally considered to be the greatest mathematician
of antiquity and one of the greatest mathematicians of all time. In 212 BC, during
the Second Punic War, Archimedes discovered he had another gift: he was virtually
immortal. For the next 2200 years, Archimedes roamed the world assuming a series of
identities and always seeking to expand the scope of human knowledge.

Throughout his long life he mentored many heroes and great thinkers, but he always
remained behind the scenes until the 20th century brought him face to face against
the greatest evil he had ever seen: the rise of fascism in Europe. Archimedes set aside
the anonymity he had carefully protected for the past two millennia and joined forces
with the Allied mystery men fighting against the Axis. After the end of the war, Paragon
invited Archimedes to join him in forming a team of heroes to fight against ignorance
and violence: the Justifiers. Archimedes was a central member of the Justifiers until
Paragon killed him in the “Fall Of Paragon” crossover event.

Zenith
Posthumans are vanishingly rare, but the rarest of the rare are the “zeniths”. Zeniths are
those humans who attained their posthumanity through their own efforts. Some have

39
CREATION

done so through the development of technologies so advanced that they are barely
distinguishable from magic, while others have honed their minds and bodies in ways
inconceivable to an ordinary person. No two zeniths are alike.

Rook and Mongoose


Nothing illustrates the uniqueness of each zenith more than the contrast between two
former members of the Justifiers, Rook and Mongoose. Both were brilliant, self-made
men with vast fortunes, but there the similarity ends. Rook was open and gregarious,
while Mongoose was suspicious to the point of paranoia. Rook would spend months in
his laboratory designing his armor’s weapon systems, while Mongoose would train for
months to perfect a specific countermeasure to a specific martial arts maneuver. Rook
was admired as a hero the world over, while Mongoose was nearly as feared as the
criminal scum he cleaned from the streets of Chicago. Despite their differences, they
were friends who trusted each other with their lives.

Archetypes
When writing up a character, it can be useful to have an archetype in mind for
inspiration. An archetype is a brief description of the powers and modus operandi
of the character, and their role in the group dynamic. Many popular comic book
characters actually combine two or more of these archetypes. You aren’t limited to these
archetypes, of course. These common archetypes are just here to offer you a jumping-
off point for your character.

The Beanstalk
The Beanstalk can dramatically change their size. They might be able to grow to massive
heights, or shrink down to the size of a dust mote. A Beanstalk who can do both can
solve a number of difficult problems all by themselves.

Examples: Atom, Atlas, Mighty Man

Common powers: Growth, Shrinking

The Calculator
The Calculator knows the variables and takes all of them into account. The Calculator
might be a chess master, a scientific genius, a brilliant military strategist, or a robot that
can think millions of times faster than a human being. When there are questions, the
Calculator is the one who comes up with the answers.

Examples: Mister Terrific, Henry Pym, Henry Bendix

Common powers: high Reason, Danger Sense, Immortality, Mental Resistance

The Cannon
The Cannon is the proverbial big gun, capable of firing blasts of astonishing power. Since
they focus on ranged combat, many Cannons have an alternate form of movement, such
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CREATION

as Flight or Teleportation. Some Cannons are capable of dishing out far more than they
can take, which is why they are sometimes called “Glass Cannons”.

Examples: Starfire, Cyclops, Apollo

Common powers: Blast, Flight, Force Field, Teleportation

The Clay
The Clay can change their physical form in some way. The Clay might be able to change
their appearance to mimic other people, or perhaps they can take the form of animals
or inanimate objects. Alternately, the Clay might not be able to take on other shapes, but
might instead be able to stretch and twist their body in amazing and unsettling ways, or
take on the physical attributes of various substances.

Examples: Plastic Man, Copycat, Menagerie

Common powers: [Element] Form, Shapeshifting, Stretching

The Dolphin
The Dolphin is at home in the sea. The Dolphin may be a ruler of an undersea kingdom
(Atlantis, for example), an aquatic visitor from another world, or a freak of nature. Some
Dolphins can control sea creatures, while others can command the sea itself. Regardless
of their origins, a Dolphin in their element is a force to be reckoned with.

Examples: Aquaman, Namor, Fathom

Common powers: Animal Control, Environmental Immunity, Night Vision, Super-


swimming

The Elemental
The Elemental is the living embodiment of a force, substance, or idea. Some Elementals
can physically transform into the appropriate material. Others can create limitless
amounts of their chosen element, or mentally manipulate it. Some Elementals can do all
three.

Examples: Red Tornado, Human Torch, Jenny Sparks

Common powers: Blast, [Element] Form, Ultra-power

The Gadget
The Gadget isn’t the strongest or fastest character around, but they always seem to have
a gizmo or incantation on hand to make up for it. The Gadget might have a utility belt
filled with clever devices, or they might be a magician with a spell for every occasion.
With the Gadget on the team, you’ll probably have the right tool for the job.

Examples: Zatanna, Iron Man, The Engineer

Common powers: Force Field, Radio Communication, Ultra-power

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The Pawn
Unlike posthumans, most of the allies and opponents the
player characters encounter will not be captains of their
own destinies. For better or for worse, they will live their
lives carrying out the will of others. If a character is simply
following orders, their archetype is probably The Pawn,
particularly if the character is part of a group of such
individuals.

Examples: Police officer, ASGARD agent, contract IT worker

Common powers: Blast (conventional firearm), Damage


Resistance (ballistic vest), Linguist (computer languages only)

The Hammer
The Hammer is the heaviest hitter in the neighborhood, and perhaps one of the heaviest
hitters in the entire world. The Hammer is usually super-strong, but they might have a
mighty weapon instead of great strength (or in addition to it).

Examples: Superman, Thor, Mister Majestic

Common powers: high Brawn, Damage Resistance, Strike

The Mirror
The Mirror wields forces beyond the material world. The Mirror might be a sorcerer,
a psychic, or a mathematician who has unlocked the secret equation that controls the
universe. When the paranormal knocks, the Mirror is the character who answers the
door.

Examples: Doctor Fate, Professor X, The Doctor

Common powers: Astral Travel, Mental Resistance, Telepathy, Ultra-power

The Rocket
The Rocket is fast — super fast. The Rocket might be born to move with preternatural
quickness, their speed might come from years of training, or they may just wear a jet
pack. The Rocket may be a runner or a flyer (or, rarely, a swimmer), but whether it’s by
land, by air, or by sea, few vehicles and fewer characters can keep up with the Rocket.

Examples: Flash, Quicksilver, Swift

Common powers: high Agility, Extra Actions, Flight, Haste, Lightning Strike, Super-
running

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The Shadow
The Shadow can go where no one else can go, and can appear and disappear without a
trace. The Shadow might be a super-spy, a ninja, or even a ghost. However they do it, the
Shadow makes being spooky look easy.

Examples: Batman, Black Widow, Spawn

Common powers: Flight, Intangibility, Invisibility, Flight (Swinging), Teleportation

The Sword
The Sword is a fighter, through and through. They may hail from an ancient warrior
tradition, they may be a genetically modified super-soldier, or they may be a serene
kung-fu master. Regardless of where they came from, the Sword can be found on the
front lines trading blow for blow with the enemy.

Examples: Hawkgirl, Iron Fist, Midnighter

Common powers: Lightning Strike, Danger Sense, Extra Actions, Strike

The Tank
The Tank is an immovable object in a world of irresistible forces. The Tank may be
inherently super-tough, they might wear high-tech armor, or they may be able to project
an impenetrable force field. The Tank can take any damage the world can dish out, and
then some.

Examples: Black Adam, Invisible Woman, Caitlin Fairchild

Common powers: high Brawn, high Presence, Damage Resistance, [Element] Wall, Force
Field

Motivations
Changing the world is no easy task. Aside from the criminals and supervillains who make
life difficult for our heroes, there are ordinary people who either benefit from the way
things are or fear that any change would make it worse. Spider-Man saves the people
of New York on a regular basis, but the editor at the Daily Bugle never cuts him any
slack. Charles Xavier’s team of heroic mutants, the X-Men, wage a constant war against
dangerous mutants like Magneto and Sabretooth, and they regularly put their lives on
the line to protect normal people who definitely would not return the favour. Batman
faces walking nightmares like Two-Face and the Joker, but the people of Gotham are as
afraid of him as they are of the psychopaths he fights.

So why do they do it? What makes an individual go out of their way to help people who
make it clear they don’t want to be helped? According to Scientific American10, great
heroes have a lot in common with great villains. They are some of the most hard-headed,

10 https://blogs.scientificamerican.com/guest-blog/walking-the-line-between-good-
and-evil-the-common-thread-of-heroes-and-villains/
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rebellious scofflaws we have. The all-important difference between sociopaths and


heroes is empathy: the hero has empathy for other people, while a sociopath does not.

So what motivates your character? How does their empathy for others interact with their
internal motivations? Here are a few motivations to get your creative juices flowing. Mix
and match a couple, and think of some new ones, if you like. Take notice of the fact that,
without empathy, most of these could just as easily be motivations for villains (and even
then, a few of these are morally questionable on their own merits).

Would you like to randomly generate the motivations of your character? You can!

Table: Random character motivations, Table 1


Roll 2d6 Complexity
2 Roll once on Table 2
3-9 Roll twice on Table 2
10-11 Roll three times on Table 2
12 Conflicted: roll once on table 2, and see the note below

Conflicted: The character is torn between two mutually incompatible


motivations. Roll on Table 2, and make a note of the roll and its opposite. The
character’s primary motivation is the first motivation rolled, but they are also
driven by the opposing motivation. For example, the opposing motivation of
“adventure” is “security”.

Adventure
Your character has an adventurous spirit and rarely turns down the opportunity for a
bold quest or a daunting challenge, as long as the task is noteworthy, risky, and exciting.
They tend to carry out any endeavour with a swashbuckling flair. This can be a good or a
bad instinct depending on the circumstances.

In opposition to: Security

Asceticism
Your character practices severe self-discipline and avoids all forms of indulgence,
typically for spiritual reasons. They may regard those who partake in earthly pleasures
with good humour and patience, or they might look down on such hedonism as a moral
weakness.

In opposition to: Materialism

Audacity
Your character is an adrenaline junkie driven by a desire to experience thrills and glory.
They crave action, speed, and attention, and often leap before looking. On the positive

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Table: Random character motivations, Table 2


Roll 1d6 Roll 1d6 Motivation Roll 1d6 Roll 1d6 Motivation
1 Adventure 1 Security
2 Asceticism 2 Materialism
3 Audacity 3 Subtlety
1 4
4 Community 4 Individualism
5 Compassion 5 Wrath
6 Courage 6 Fear

1 Curiosity 1 Faith
2 Detachment 2 Responsibility
3 Enlightenment 3 Secrecy
2 5
4 Exploration 4 Isolation
5 Freedom 5 Control
6 Idealism 6 Pragmatism

1 Justice 1 Vengeance
2 Mercy 2 Ruthlessness
3 Nobility 3 Fellowship
3 6
4 Passion 4 Serenity
5 Pride 5 Humility
6 Rebellion 6 Traditionalism

side, this sort of person often deals well with chaotic situations that require quick
reflexes and spur-of-the-moment decisions.

In opposition to: Subtlety

Community
Your character believes that the greatest measure of an individual is in their value to
the society in which they exist. They seek to be dependable and helpful to those around
them, and they encourage these traits in others. A character motivated by community
might choose to work in isolation, but they would do so with the greater good in mind.

In opposition to: Individualism

Compassion
Your character wants to protect others and alleviate their suffering, particularly the
innocent and the helpless. Seeing people in danger or in pain brings out the character’s
strongest instincts to act. By the same token, the character will tend to be quite careful
when using violence in public places.

In opposition to: Wrath

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Control
Your character detests the chaos of society, and seeks to impose order and discipline.
They conduct their own affairs with precision, and they impose that same order on
others when possible. If they are truly ambitious, the character might seek to control
events on a grand scale as a kind of benevolent dictator or as a mastermind pulling
strings behind the scenes for the benefit of the masses, who aren’t competent to lead
themselves.

In opposition to: Freedom

Courage
Your character chooses and is willing to confront agony, danger, and uncertainty. They
seek to face physical pain, hardship, and death with equanimity, and they embrace the
opportunity to act rightly in the face of popular opposition, scandal, and personal loss.
They will be remembered either as a great hero or as a fool.

In opposition to: Fear

Curiosity
Your character lives and breathes to solve the world’s mysteries. Their focus might be
on cracking the puzzles of the natural world or on unraveling the enigmas of the heart
and mind, but whatever their obsession, ignoring a riddle requires great effort. The
expression “curiosity killed the cat” comes to mind.

In opposition to: Faith

Detachment
Your character seeks to avoid any emotional entanglements on a personal or
professional level. They may feel that such connections would limit their freedom of
action, and they may fear the obligation such a commitment entails. If offered the choice
between maintaining their detachment or assisting with a cause that supports their
other motivations, the character may have a crisis of conscience.
In opposition to: Responsibility

Enlightenment
Your character’s true calling is education and enlightenment, both their own and others’.
Nurturing talent and preserving or establishing a legacy are key goals in their life. They
may seek to provide a moral compass to those in their company, or they may be prone
to probe and test others’ abilities.

In opposition to: Secrecy

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Exploration
Your character lives to seek out new places and new ideas, to go beyond the edges of
the map. The same old routine is not stimulating enough, and though proper planning is
important, cautionary tales are often ignored in favour of seeking the new.

In opposition to: Isolation

Faith
The character believes in something which is not supported by empirical evidence,
and this belief gives meaning to their life. They may feel compelled to adhere to a code
of conduct inspired by their faith, or they may strive to spread their beliefs to others.
Depending on how militant the character is about their faith, their beliefs may cause
friction with those who require objective evidence for extraordinary claims, or those
whose beliefs conflict with the beliefs of the character.

In opposition to: Curiosity

Fear
Your character makes every effort to avoid injury, danger, and uncertainty. Threats
of physical pain, hardship, or death will compel the character to take preventative or
palliative action, and they are likely to shift their position when faced with popular
opposition, scandal, or personal loss. He who runs away may live to see another day.

In opposition to: Courage

Fellowship
Your character seeks to eliminate artificial barriers between individuals, such as
socioeconomic status or political influence. They attempt to treat all sentients as equal
in fundamental worth and social status. This may cause friction with those who do not
share the character’s egalitarian views.

In opposition to: Nobility

Freedom
Your character detests the rigid structure of society, and seeks to escape any imposed
order and discipline. They conduct their own affairs with wild abandon, and they disrupt
the carefully-laid plans of others when possible. If they are truly ambitious, the character
might seek to disrupt events on a grand scale as a kind of “agent of chaos”, for the
benefit of the masses who are too complacent to free themselves.

In opposition to: Control

Humility
Your character strives to maintain a healthy perspective regarding their own importance
in the universe, for in a vast and uncaring universe, what does a single sentient life
matter? They are likely to decline honors and rewards, no matter how well-earned, and
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they are usually polite and respectful even in the face of abuse and deliberate malice. At
the same time, since their sense of self-worth is internal, they pay little heed to rude or
disrespectful behaviour. In the cosmic scale, such things simply do not matter.

In opposition to: Pride

Idealism
Your character believes in some cause or ideology so strongly that they would willingly
die to protect it or uphold it. For example, your character might believe that their worth
as a person is tied to their adherence to a code of honor, including such tenets as
keeping one’s word, appropriate use of force, and respect for rank. Any challenge to
these ideals is sure to provoke a strong response.

In opposition to: Pragmatism

Individualism
Your character believes that the rights of the individual hold the highest moral value,
above any society or philosophy. The character seeks to be self-reliant and independent,
and encourages these traits in others. A character motivated by individualism might
work with a team, but their reasons for doing so would be personal, rather than out of
any sense of obligation.

In opposition to: Community

Isolation
Your character seeks to avoid exposure to new places and new ideas, preferring the
comfort and safety of the known. It may be that they are frightened of what lies beyond
the horizon, or it may simply be that they like the world as they know it and feel no
desire to discover anything else. In extreme cases, the character may wish to avoid being
contaminated, either physically or culturally, by strangers and their uncouth customs.

In opposition to: Exploration

Justice
Your character seeks to ensure that misdeeds are met with appropriate punishment. If
the structure of society is such that the judicial system usually works as intended, then
the character would seek to deliver criminals to the appropriate authorities (along with
evidence of their crimes, if possible). However, if the system is corrupt (or if the character
believes it to be so), then the character may decide that the cause of justice would be
best served by taking the law into their own hands.

In opposition to: Vengeance

Materialism
Your character wants to amass great wealth. Whether they spend it freely or even
pursue philanthropy on a large scale is likely based on other personality traits, but the

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CREATION

accumulation of riches is an end in itself for this character. Some might even call them
greedy.

In opposition to: Asceticism

Mercy
Your character practices benevolence, forgiveness, and kindness. They make a point
of doing so particularly when the recipient is, by any objective measure, undeserving
of such consideration. They might do this for any number of reasons, from the purely
selfish (e.g., it makes them happy) to the pragmatic (e.g., they believe that by showing
mercy, the person unworthy of forgiveness may change their ways) to the altruistic (e.g.,
they believe that each small act of kindness makes the world a better place).

In opposition to: Ruthlessness

Nobility
Your character was born to rule and command the respect of their lessers. They may
look out for the little people based on a sense of noblesse oblige, but they take action
because they feel it is necessary and proper to do so, not because someone else
demands that they act. At best, a slight condescension is apparent in most interactions
with others not of exalted lineage.

In opposition to: Fellowship

Passion
Your character has a visceral, perhaps even savage, nature that they may have to
struggle to control. At the same time, they may have a strong sense of loyalty or
compassion. In general, your character is ruled by emotions and has to work to fit into a
rational world, but they may also have insights that logical people overlook.

In opposition to: Serenity

Pragmatism
Your character believes that practical accomplishments are more important than ideas
and philosophies. Honor and ideologies are of little value if they do not produce the
desired real-world result. This approach is likely to become controversial when the
pragmatic approach violates the ethical tenets of the culture at large.

In opposition to: Idealism

Pride
Your character seeks to personify the ideal of something, whether a culture, nationality,
social class, or profession. They hold to an exacting standard of behavior and expect to
be in the public eye, commanding respect for what they represent. They are not likely to
appreciate scandals or public slights.

In opposition to: Humility

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Rebellion
Your character doesn’t fit into the larger society, living as a loner due to prejudice or
personal choice. The rebel scoffs at popular trends and pays little heed to public mores.
They may seek out other iconoclasts who follow their own drummer or they may just
want to be left alone.

In opposition to: Traditionalism

Responsibility
Your character feels that they have abilities or burdens that limit their freedom of action.
They have a duty to someone or something outside of themselves, and they feel that
casting this duty aside would be selfish or irresponsible. If offered the chance to cast
aside this burden, the character may have a crisis of conscience.

In opposition to: Detachment

Ruthlessness
Your character will allow no personal feelings or squeamishness to cloud their judgment.
The feelings and well-being of others are irrelevant to the achievement of your
character’s ambitions. If this means that some must suffer while you claw your way to
your objective, so be it: it matters not whether those in your character’s way deserve
such treatment. Perhaps your character’s goals are so lofty that the ends justify the
means; perhaps your character is just a heartless bastard.

In opposition to: Mercy

Secrecy
Your character strives to hide information from those who are unworthy of it, or from
those who are unready to hear it. Knowledge is power, and power must be kept in the
hands of those most fit to wield it. They may attempt to conceal or destroy information
in order to prevent its dissemination, or they may seek to discredit those who attempt
reveal that which should remain hidden.
In opposition to: Enlightenment

Security
Your character strives to minimize risk, despite the potential reward or excitement. Even
the most extraordinary task is carried out with an eye toward avoiding or eliminating
anything which might be potentially interesting (and thus, dangerous). Ideally, this will
lead to a long life, albeit a dull one.

In opposition to: Adventure

Serenity
Your character seeks to maintain a spiritual, mental, and emotional balance. This may
be for spiritual reasons, or it may be a mechanism for coping with the character’s inner
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CREATION

demons. It’s probable that they try to avoid situations that might trigger bad memories
or unhealthy behaviors, but learning to face these challenges with equanimity is an
important step toward recovery.

In opposition to: Passion

Subtlety
Your character seeks to achieve their goals without attracting attention. Careful planning
is usually high on their list of priorities, but success alone is not enough. From your
character’s point of view, the greatest achievement is one that no one else ever knows
about. The most powerful hand is the one that no one sees.

In opposition to: Audacity

Traditionalism
Your character believes in structure, tradition, and the chain of command. They
appreciate the value of respecting authority, and of following and giving orders. They
thrive on stability, structure, and clear objectives. This can potentially create a crisis of
conscience if those orders conflict with their personal morals.

In opposition to: Rebellion

Vengeance
Your character seeks revenge for some past wrong done to them or their loved ones.
Any personal sacrifice is worthwhile. Depending upon the character’s other motivations,
sacrificing others might be worth the cost as well.

In opposition to: Justice

Wrath
Your character exults in causing death and destruction, particularly when the target is
guilty or despicable. Seeing people abuse their power or behave in an offensive manner
brings out the character’s strongest instincts to act. The character will tend to be careless
when using violence in public places.

In opposition to: Compassion

Complications
All of the most interesting characters have complicated lives. They may be impulsive,
have inconvenient codes of honor, or have old enemies that never seem to give up on
their quest for vengeance. Think of one or two complications for your character: things
that make your character more interesting, and which will make the game more exciting
for you and the other players. This will add depth to your character’s background, and
provide an easy way for the GM to come up with stories that are uniquely suited to your
character. Additionally, when one of their character’s complications causes a serious

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problem for them during the game, the player may gain a plot point. Plot points are
spent to alter the game world, gain a bonus die, or gain an advantage in combat. See
Plot Points (p. 188) for more information.

These complications are just examples: feel free to create your own. Remember that
your complications are not an excuse to be a jerk or to undermine the fun of the other
players. More than anything else, complications are reasons to do something fun even if
it’s not strictly the wisest idea.

Enemy
The character is an outlaw, hated and/or hunted by people more powerful than they
are. Perhaps the character is on the run from the shadowy government agency that gave
them their powers, or perhaps one of the character’s childhood friends blames the hero
for some tragedy. Maybe the enemy is obsessed with the hero, and won’t stop pursuing
the character until the character falls in love with the enemy or converts to the enemy’s
world view.

Gruesome
Sometimes being a superhero isn’t pretty. Perhaps the laboratory accident or genetic
manipulation that granted the character their powers twisted or changed them in
some startlingly horrific way. Perhaps the character is from another world or plane of
existence and is considered handsome among their own people, but hideous among
humans. Whatever the reason, the sight of the character horrifies adults and makes
children cry. They may have difficulty in social situations, particularly when meeting
someone for the first time.

Idealistic
The character follows their ideals or obligations, even when it’s not strictly in their best
interests to do so. Maybe they refuse to kill a villain, despite the risk that the villain will
escape later. Perhaps they keep their word, even to people who have lied repeatedly.
Perhaps they just choose to remain hopeful and idealistic in a world which does its best
to crush those feelings.

Impulsive
The character is prone to acting before they have thought the situation through. Perhaps
they assume that the new hero in town is actually a villain, and there is a brief scuffle
before the two realize they are allies (and soon to be good friends!). The character
isn’t incapable of following a plan, but sometimes it’s more fun to charge in and start
swinging.

Musclebound
The character has greater strength than they are able to use effectively in combat. When
making a Hand-to-hand Combat roll, the character’s effective Brawn is halved (rounded

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up). The first time a musclebound character misses with a Hand-to-hand Combat attack
during a game session, the player receives one plot point.

Obsessed
The character’s thoughts and actions are directed to a singular purpose. Even when it
seems they are focusing on something else, they are still furthering their singular goal in
some way. This can make it very difficult to work as part of a team, and is generally more
appropriate for villains.

Outsider
There is a strong tradition of super heroes who are “not from around here”. Perhaps the
character is from the distant past, or is the sole survivor of a doomed world. Alternately,
the character views humans from an utterly alien point of view. The character might be
a robot, lacking emotions, or a telepathic alien that does not understand how a society
can function when no one knows what anyone else truly means by what they say. A
character such as this is unfamiliar or perhaps simply uncomfortable with social norms
and customs. It’s up to you to decide whether your character will eventually acclimate to
the Earth and the mannerisms of humanity, or whether they will never quite fit in.

Uncontrolled Power
For some characters, their powers are as much a curse as they are a blessing. Perhaps
the character can’t reduce the force of their plasma blasts below “full power”, and they
are dependent on a device to do it for them. Alternately, the character might not be
able to turn their powers off, and they must be careful to keep from accidentally hurting
anyone with whom they make contact. Another form of uncontrolled power might
be that the character has both a “normal” and a “heroic” form, but can’t control when
one form changes to the other. Perhaps the two forms even have completely separate
personalities and memories.

Vulnerability
The character may be injured by an otherwise harmless element or substance, such as
water or sunlight. One of character’s attributes (Agility, Brawn, Endurance, Presence,
Reason, or Power Level) is reduced by 1 during each minute that they are in contact with
the substance. The attribute affected is chosen by the player during character creation,
and may not normally be changed thereafter. Protection powers such as Damage
Resistance are not effective against this damage, and this damage will not begin to
heal until the character is no longer in contact with the substance. While painful and
debilitating, a vulnerability of this sort will not actually kill the character.

Alternately, the character’s vulnerability could be related to the source of their powers.
A character whose powers are all technological might be attacked when their equipment
is unavailable, or a character with a magic ring might be powerless if they are made to
doubt their worthiness to wield the power.

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Character Points
Once you have the the important parts of the character sketched out, you can start
writing up the character’s abilities. Characters in Bulletproof Blues are created using
“character points”. The player begins with a pool of these character points, based on the
power level of the game, and then spends them to buy attributes, skills, powers, and so
on.

A lot of us have a tendency to want to be extraordinary even in things that aren’t


particularly important to the character. For example, a medal-winning Olympic
weightlifter would only have Brawn 4, and even a normal person who exercises and has
well-defined muscles might only have a Brawn of 2. Just something to keep in mind.

All that being said, here are some point values that we have found to be useful starting
points. For example, at the “National Icon” level, heroic characters generally have
attributes no higher than 5 or 6.

Table: Character point values


Attribute
Character Type Points Maximum
Normal Joe 20 pts 2
Street Samurai 30 pts 3
City Defender 40 pts 4
National Icon 50 pts 5
Global Guardian 60 pts 6
Galactic Sentinel 75 pts 7
Cosmic Entity 90 pts 8

Improving Your Character


Bulletproof Blues assumes that the player characters are relatively complete when they
are created. In the comics which Bulletproof Blues seeks to emulate, characters don’t
grow ever more powerful as time goes on, as is common in some roleplaying games.
However, part of the fun of a roleplaying game is developing new skills and powers, so
Bulletproof Blues uses the concept of “experience points”, but the increase in power
over time is relatively slow compared to most other games.

At the end of each story arc (every half-dozen game sessions or so), the GM determines
how many experience points to grant each player, and each player adds that amount
to the “Unspent Experience” on the character sheet of the character they played
during that story. If they played more than one character (due to plot requirements,
death or incapacitation of the first character, or any other reason), the player can pick
which character receives the experience points. If the player receives more than one

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experience point and played more than one character over the course of the story arc,
they can distribute those experience points among the eligible characters as the player
sees fit.

Experience points may be spent at any time to improve or modify a character’s


attributes, skills, gifts, or powers. Each experience point is used just like the character
points used to create a character: improving an attribute, buying a skill or expertise in
that skill, buying a new power, and so on. The GM should keep a close eye on any new
powers the character gains, as well as on any increases in the character’s attributes
that might make the character unsuitable for the power level of the game being run. It’s
always a good idea for the players and the GM to discuss how the players plan to spend
their experience points.

Table: Awarding experience points


Activity Award
Usually showed up for the game +0 pts
Played the game enthusiastically +1 pts
Concluded a lengthy series of games +1 pts
Has the lowest quantity of experience points in the group +1 pts

Remember that the purpose of the game is to have fun playing, not to rack up the
highest score. If it rubs your players the wrong way to receive different amounts of
experience points, it may be easier to just give each player one experience point at the
end of each story arc and be done with it.

Villain Point Values


Here are some point values that we have found to be useful starting points for villains
of various levels. At each level, the attributes of the villains should be no more than the
suggested values. For example, a master villain who typically faces characters of the “City
Defender” level would generally have attributes of no higher than 6.

Table: Villain point values


Character Type Minions Villains Master Villains
Normal Joe 1 2 4
Street Samurai 1 3 5
City Defender 2 4 6
National Icon 2 5 7
Global Guardian 3 6 8
Galactic Sentinel 3 7 9
Cosmic Entity 4 8 10

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ATTRIBUTES

ATTRIBUTES
We assign numbers to characters’ abilities so that we can tell what they can do. No one
wants to guess what their characters can pick up or how fast they can fly. Attributes in
Bulletproof Blues are ranked on a scale from 1 to 10. Most people have attributes of 1 or
2. Few people reach 3 in any attribute, and 4 is the peak of human potential.

Attributes cost one character point each up to 3, two character points each from 4 to
6, three character points each from 7 to 9, and four character points to increase an
attribute from 9 to 10.

Peak human potential is marked in red.

Table: Attribute cost


Description Value Cost
1 1
Typical 2 2
3 3

4 5
Fantastic 5 7
6 9

7 12
Epic 8 15
9 18

Unearthly 10 22

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Random Character Generation


Would you like to roll dice for your attributes? You can! Roll three six-sided dice, and
consult the following table to see what you get:

Table: Random attributes


Roll 3d6 Value Cost
3 1 1
4-6 2 2
7-10 3 3
11-14 4 5
15-17 5 7
18 6 9

Roll six times, and add up the total cost. Subtract that total from your pool of character
points.

Now assign what you rolled to your character’s attributes (Agility, Brawn, Endurance,
Presence, Reason, Power Level), placing each number wherever you like.

Agility
Agility represents a character’s coordination, ranged fighting ability, and general
flexibility. Also see Super-agility (p. 135), which allows a character to add their Power
Level to their Agility for the purpose of making noncombat skill rolls.

Agility determines a character’s base movement speed (p. 173). Note that a character
with Super-running (p. 139) or Super-swimming (p. 140) can move far faster than
they could with their Agility alone. Agility is the default attribute used for attacking and
defending in ranged combat. See the Actions chapter (p. 168) for more information.

If a character’s Agility is reduced to zero, they have great difficulty moving. They must
succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to take a
step or two, and they automatically fail any Agility rolls. Agility may not be reduced below
zero.

Peak human potential is marked in red.

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Table: Running
Walk Run Sprint Sprint
Agility (Base Move) (Double Move) (All-out Move) (km/h)
1 2m 4m 12 m 7 km/h
2 4m 8m 24 m 14 km/h
3 7m 14 m 42 m 25 km/h

4 13 m 26 m 78 m 47 km/h
5 40 m 80 m 240 m 140 km/h
6 130 m 260 m 780 m 470 km/h

7 400 m 800 m 2,400 m 1,400 km/h


8 1,300 m 2,600 m 7,800 m 4,700 km/h
9 4 km 8 km 24 km 14,000 km/h

10 13 km 26 km 78 km 47,000 km/h

Table: Swimming
Swim Fast Swim Swim Sprint Swim Sprint
Agility (Base Move) (Double Move) (All-out Move) (km/h)
1 1m 2m 6m 4 km/h
2 2m 4m 12 m 7 km/h
3 3m 6m 18 m 11 km/h

4 4m 8m 24 m 14 km/h
5 7m 14 m 42 m 25 km/h
6 13 m 26 m 78 m 47 km/h

7 22 m 44 m 132 m 79 km/h
8 40 m 80 m 240 m 140 km/h
9 70 m 140 m 420 m 260 km/h

10 130 m 260 m 780 m 470 km/h

Brawn
Brawn represents a character’s physical might, hand-to-hand fighting ability, and general
hardiness. Also see Super-brawn (p. 58), which allows a character to add their Power
Level to their Brawn for the purpose of making noncombat skill rolls.

Brawn determines how much a character can lift and how far they can throw things.
Note that a character with Super-lifting (p. 138) can lift and throw objects far more

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massive than they could with their Brawn alone. Brawn is the default attribute used for
hand-to-hand combat. See the Actions chapter (p. 168) for more information.

If a character’s Brawn is reduced to zero, they are unable to stand, and they have great
difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence)
roll every round just to crawl a meter, and they automatically fail any Brawn rolls. Brawn
may not be reduced below zero.

Peak human potential is marked in red.

Table: Brawn
Brawn Lift Example Throw (25 kg) Long Jump
0 25 kg medium dog 1m 0m

1 55 kg pony keg of beer 1m 0m


2 120 kg heavy adult 2m 1m
3 260 kg large brown bear 5m 2m

4 550 kg polar bear 11 m 5m


5 1,700 kg full size car 35 m 11 m
6 5,500 kg empty dump truck 110 m 35 m

7 17 t Polaris missile 350 m 110 m


8 55 t loaded tanker truck 1,100 m 350 m
9 170 t locomotive 3,500 m 1,100 m

10 550 t 747 passenger plan 11 km 3,500 m

Lift indicates the greatest weight that the character can “deadlift” (pick up off the
ground to the level of the hips). A character carrying or supporting such a weight
can take at most one or two steps per round. A character can move normally
while carrying a weight corresponding to one less than their Brawn. For example,
a character with Brawn 8 could carry up to 17 tonnes and suffer no penalties to
their movement while doing so.
Throw (25 kg) indicates the farthest distance that a character could throw a
compact object weighing 25 kg. To see how far a character can throw heavier
objects, subtract the Brawn required to lift the object from the character’s total
Brawn. Look up the difference in the “Brawn” column: this indicates how far the
character can throw the object. For example, a character with Brawn 8 could
throw an object weighing 65 kg (such as a cooperative slender human) up to 350
meters.
Long Jump indicates the character’s standing long jump. With a running long
jump, the character’s ground movement is added to their long jump distance.

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Endurance
Endurance represents a character’s ability to shrug off physical and mental abuse.
Endurance acts as a reservoir of points which is expended as the character is injured,
and replenished as the character recovers. The base attribute is referred to as the
character’s “total Endurance” or “maximum Endurance”, while the changing value is
referred to as the character’s “current Endurance”. It is rare for an attack to alter a
character’s maximum Endurance, so when the rules specify that a character loses
Endurance, you may assume that it is referring to the character’s “current Endurance”
unless it specifies “maximum Endurance”.

When a character is successfully attacked, one (or more, if using the optional margin
of success rules, p. 181) is subtracted from their current Endurance. A character who
has been reduced to 1 Endurance can speak and take roleplaying actions, but any other
action, including combat, incurs a penalty die. A character whose Endurance is reduced
to zero is defeated: they are out of the fight, and probably unconscious. Endurance may
not be reduced below zero.

Presence
Presence represents a character’s determination, mental combat fighting ability, and
understanding of the motivations of others. Also see Super-presence (p. 138), which
allows a character to add their Power Level to their Presence for the purpose of making
noncombat skill rolls.

If a character’s Presence is reduced to zero, they have great difficulty making choices
or taking action, and they automatically fail any Presence rolls. Presence may not be
reduced below zero.

Reason
Reason represents a character’s ability to analyze data, draw conclusions from the facts
at hand, and solve problems. Also see Super-reason (p. 138), which allows a character
to add their Power Level to their Reason for the purpose of making noncombat skill rolls.

If a character’s Reason is reduced to zero, they have great difficulty concentrating. They
must succeed at a moderately difficult (DV 3) Diplomacy (Presence) roll every round just
to form a sentence or understand a simple question, and they automatically fail any
Reason rolls. Reason may not be reduced below zero.

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Power Level
Power Level represents the strength of a character’s posthuman abilities: their
technological might, alien potency, psychic potential, and so on. Most people have a
Power Level of zero.

Some powers and gifts allow a character to add their Power Level to a skill roll. If the
character has more than one such ability, the character’s Power Level is added to their
skill roll only once.

If a power affects an area (p. 187), the radius of the area is dictated by the character’s
Power Level. This distance is a maximum, not a requirement: a character may choose to
target a smaller area. Also see Increased Area (p. 151), which increases the maximum
area of all of a character’s area powers.

Similarly, if a power is ranged, the maximum range of the power is dictated by the
character’s Power Level. Also see Increased Range (p. 152), which increases the
maximum range of all of a character’s ranged powers.

If a character’s Power Level is reduced to zero, they can no longer activate any of their
posthuman powers (constant powers are unaffected). Power Level may not be reduced
below zero.

Table: Power Level


Power Level General Effect Mass Area Range
1 2 55 kg 1 m radius 10 m
2 4 120 kg 1 m radius 10 m
3 8 260 kg 1 m radius 10 m

4 16 550 kg 10 m radius 100 m


5 32 1,700 kg 10 m radius 100 m
6 64 5,500 kg 10 m radius 100 m

7 125 17 t 100 m radius 1 km


8 250 55 t 100 m radius 1 km
9 500 170 t 100 m radius 1 km

10 1,000 550 t 1 km radius 10 km

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SKILLS
Skills allow a character to apply their attributes to solve a specific problem or accomplish
a specific task. Skills cost one character point each. Expertise in a skill costs an additional
character point. We suggest spending about 10 character points on skills.

Skill Dice
If the character has the needed skill, the player rolls 2d6. If the character has expertise
with the needed skill, re-roll any 1s and 2s until all dice have a 3 or higher.

A character may attempt a task in which they have no skill, if the GM says it is
possible. For example, anyone can tell a lie (attempted with a Deception roll), but not
everyone can recite an epic poem and keep the audience’s attention (attempted with a
Performance roll). If a character attempts a task in which they have no skill, the player
rolls one die instead of two. For example, if a character is attacked by an enemy with a
knife, but the defender does not have the Hand-to-hand Combat skill, the defender rolls
1d6 and adds their Brawn.

Making skill rolls is covered in the Actions chapter (p. 168).

Typical Skills
Bulletproof Blues divides skills into broad disciplines. This list of skills is not exhaustive,
nor is it objective: skills are divided by their usefulness in a game, not by any objective
taxonomy. This is why “Science” is a very broad skill, while “Computing” is relatively
specific. A character may have a skill not listed here, subject to GM approval. However,
any new skills should be approximately as useful as these skills, in order to maintain
a sense of fairness with other characters. For example, having a new skill called
“Commando” which does everything that “Athletics”, “Stealth”, and “Survival” do would
not be fair.

Note that skills are quite broad. For example, Science covers everything from Acarology
to Zymology. However, just because a character could do everything encompassed by a
skill does not mean that they should. For example, a character with the Engineering skill
could, in theory, do everything from repairing a television camera to designing a bridge.
That doesn’t mean it makes sense for them to do so. A character who is a whiz with
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masonry does not necessarily know how to rebuild a truck engine, even though both
tasks use the same skill, Engineering. It’s up to you as the player to know what makes
sense for your character and what doesn’t, and to communicate that information to the
GM.

The attribute typically associated with a skill is listed here, but keep in mind that the
relevant attribute might change depending on the circumstances. Also note that the
same task might be accomplished in more than one way. Climbing a tree might be
an exercise in Athletics (Brawn), but it might also be accomplished with the proper
application of Survival (Brawn).

Table: Typical skills


Skill Attribute Examples
Athletics Agility or Climbing, gymnastics, riding, running, scuba, swimming, throwing
Brawn objects
Computing Reason Artificial intelligence, forensics, forgery, hacking, programming, security
systems
Culture Reason Art, fashion, history, music, philosophy, politics, popular media

Deception Presence Bluffing, disguise, lying, sales


Diplomacy Presence Carousing, conversation, etiquette, negotiation, streetwise
Engineering Reason Architecture, cartography, demolitions, electronics, mechanical
engineering
Finesse Agility Explosive ordnance disposal, lockpicking, pickpocketing, sleight of hand

Hand-to-hand Combat Brawn Axes, clubs, knives, spears, swords, unarmed strikes, whips; hand-to-
hand powers
Investigation Reason Analyzing evidence, collecting evidence, identifying clues
Manipulation Presence Bribery, interrogation, leadership, persuasion, seduction
Medicine Reason Cybernetics, diagnosis, pharmacology, surgery

Mental Combat Presence Emotion Control, Mind Blast, Mind Control, Mind Hold, Possession,
Telepathy
Perception Reason Eavesdropping, identifying an odor or taste, noticing a tail
Performance Presence Comedy, dancing, music, singing, theatre
Piloting Agility or Aircraft, automobiles, drones, heavy machinery, mecha, motorcycles,
Reason spacecraft, watercraft; navigation

Ranged Combat Agility Bows, crossbows, pistols, rifles, shotguns, thrown weapons; ranged
powers
Science Reason Anthropology, biology, mathematics, nanotechnology, physics,
psychology
Stealth Agility Hiding, shadowing, sneaking
Survival Reason Foraging, hunting, orienteering, tactics, tracking

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Athletics
The Athletics skill covers the entire spectrum of non-combat sports, as well general feats
of athleticism such as running, jumping, climbing, swimming, and throwing.

Generally, an athletic competition is simply a matter of who has the highest relevant
attribute. In the case where two competitors in a sport have the same attributes, the
winner would be decided with a roll, or perhaps a series of rolls (p. 180). In some sports,
the difference between the winner and second place may be as little as 1⁄100 second.

Athletics typically requires an Agility or Brawn roll.

Examples: Climbing, gymnastics, riding, running, scuba, swimming, throwing objects

Computing
Computing allows the character to write new programs, take apart old ones, and follow
data trails across networks. It also allows a character to create or circumvent computer
security programs and protocols. If a character is extremely familiar with the program
in question, the GM might decide that the attempt is automatically successful. If the
character is attempting to break into a computer system, the GM may assign a difficulty
of 6, or perhaps even higher, since these programs are designed to prevent interference.

Failing a Computing roll might mean that an attempt to circumvent a computer security
system is simply unsuccessful, or it may mean that the character has set off an alarm or
left a “trail” which may be followed back to their location.

Computing typically requires a Reason roll.

Examples: Artificial intelligence, forensics, forgery, hacking, programming, security


systems

Culture
The Culture skill covers the wide range of largely useless information that fills magazines,
the World Wide Web, Twitter, and most television networks. It also includes more serious
literary, artistic, political, or scientific tidbits of information, such as the name of the fifth
President of the United States or the origin of Play-Doh.
Culture typically requires a Reason roll.

Examples: Art, fashion, history, music, philosophy, politics, popular media

Deception
The Deception skill is used to convince someone of the truth of a given statement or
situation, usually with the aim of getting them to act on it. Deception could be used to
convert someone to a religion, sell someone a car, or simply win an argument. It is not
necessary for the deceiver to actually believe their own statements, but if they do they
gain a bonus die — nothing is as convincing as sincerity. If the person being deceived
is predisposed to believe the deceiver, the GM may allow the task to succeed without
rolling. If the character is trying to persuade someone to believe a patent absurdity
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(from the target’s point of view), the GM might impose a penalty die, or even declare the
attempt an automatic failure for truly outrageous lies.

A failed Deception roll usually means that the subject simply does not believe the lie,
but it could mean that the attempt has backfired, firmly convincing the subject of the
opposite of what the character was trying to convince them of.

Deception typically requires a Presence roll.

Examples: Bluffing, disguise, lying, sales

Diplomacy
The Diplomacy skill is used to adapt to one’s social environment. It enables a character
navigate through red tape, know the proper manners for a given environment, or survive
an excursion to the dark side of civilization. A Diplomacy roll might be required to
circumvent a bureaucratic obstacle, to socialize with a group without offending them, or
to get the word to the Mafia that the shipment of guns at midnight is a set-up.

A failed Diplomacy roll could result in the character being snubbed by polite society, or
possibly in being maimed by a coarser crowd.

Diplomacy typically requires a Presence roll, and is sometimes opposed.

Examples: Carousing, conversation, etiquette, negotiation, streetwise

Engineering
Engineering is the relevant skill whenever a character attempts to design and build
structures, machines, devices, systems, or materials. An Engineering roll might be
required to repair a damaged suspension bridge, to hot-wire a car, to modify a hadron
collider to be a singularity cannon, or to construct a containment suit for a being made
of electromagnetic radiation.

Failing the Engineering roll might indicate that the device simply does not work, or that it
will fail catastrophically during use.

Engineering typically requires a Reason roll.

Examples: Architecture, cartography, demolitions, electronics, mechanical engineering

Finesse
Finesse covers the skills which require a delicate touch and fine control of the hands
and fingers. A Finesse roll might be required to slip a note to an ally, to pick someone’s
pocket, to disarm a bomb, or to pick the lock on a pair of handcuffs.

Failing a Finesse roll indicates that the deception is easily spotted by the casual observer,
or that the lock resists the attempt to pick it.

Finesse typically requires an Agility roll.

Examples: Explosive ordnance disposal, lockpicking, pickpocketing, sleight of hand

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Hand-to-hand Combat
The Hand-to-hand Combat skill covers the myriad ways that humans have found to hurt,
maim, and kill one another in hand-to-hand combat. Any form of hand-to-hand combat
is covered by the Hand-to-hand Combat skill.

Hand-to-hand Combat typically requires a Brawn roll.

Examples: Axes, clubs, knives, spears, swords, unarmed strikes, whips; hand-to-hand
powers

Investigation
The Investigation skill covers most of the tasks involved in solving mysteries and
researching obscure topics. This includes searching for clues, collecting and analyzing
evidence, sifting through police reports and bank records, and so on.

A failed Investigation roll might mean that the character hits a dead end in the
investigation, or it might mean that they seize on a red herring and draw the wrong
conclusion from the evidence.

Investigation typically requires a Reason roll, or perhaps a series of rolls (p. 180).

Examples: Analyzing evidence, collecting evidence, identifying clues

Manipulation
The Manipulation skill pertains to eliciting cooperation or information from others by
using flirtation, threats of violence, or just verbal trickery. Interrogation usually hinges on
convincing the subject that hope is futile and that resistance will only make things worse,
while seduction can sometimes be successful even if the target is aware that they are
being seduced.

Failure of a Manipulation roll could result in the subject of interrogation convincingly


giving false information, or in the target of a seduction finding the would-be seducer
repugnant.

Manipulation typically requires a Presence roll, or perhaps a series of rolls (p. 180).

Examples: Bribery, interrogation, leadership, persuasion, seduction

Medicine
A knowledge of Medicine can be very useful in the violent world of Bulletproof Blues.
Any medical procedure, from taking a person’s temperature and splinting broken limbs,
to performing open-heart telesurgery and administering nanotherapy, is covered by the
Medicine skill. Knowledge of Medicine also gives the character familiarity with common
drugs and toxins, and a competent knowledge of their effects on human physiology.

Medicine typically requires a Reason roll.

Examples: Cybernetics, diagnosis, pharmacology, surgery

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Mental Combat
The Mental Combat skill covers mental and psychic combat. Any form of mental combat
is covered by the Mental Combat skill.

Mental Combat typically requires a Power Level roll when attacking, and a Presence roll
when defending.

Examples: Emotion Control, Mind Blast, Mind Control, Mind Hold, Possession, Telepathy

Perception
The Perception skill pertains to noticing subtle things, identifying sensory input, and
generally being aware of one’s surroundings. Perception can reflect the keenness of
one’s senses, one’s powers of observation, or both.

Perception typically requires a Reason roll.

Examples: Eavesdropping, identifying an odor or taste, noticing a tail

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Performance
The Performance skill is used to entertain an audience, making them forget their worries
for a brief while.

Performance typically requires a Presence roll.

Examples: Comedy, dancing, music, singing, theatre

Piloting
The Piloting skill covers the navigation and control of a mechanical contrivance, be it
a sports car, a jet fighter, a walking forklift, or a skyscraper-sized kaiju-fighting robot.
Piloting also covers controlling tiny mechanisms, like radio-controlled helicopters and
missile-launching drones.

A failed Piloting roll could result in being unable to attack because the vehicle is in the
wrong position, a temporary loss of control, or even a collision.

Piloting typically requires a Reason roll to chart a course for a craft, and an Agility roll to
control it.

Examples: Aircraft, automobiles, drones, heavy machinery, mecha, motorcycles,


spacecraft, watercraft; navigation

Ranged Combat
The Ranged Combat skill covers the myriad ways that humans have found to hurt, maim,
and kill one another from a distance. Any form of ranged combat is covered by the
Ranged Combat skill.

Ranged Combat typically requires an Agility roll.

Examples: Bows, crossbows, pistols, rifles, shotguns, thrown weapons; ranged powers

Science
The Science skill can cover a variety of fields, depending on the character’s interests. A
character with the Science skill may be conversant with any discipline that’s reasonable
for their background.

Science typically requires a Reason roll.

Examples: Anthropology, biology, mathematics, nanotechnology, physics, psychology

Stealth
Stealth is the art of sneaking around. A Stealth roll might be required to hide from a
monster in an alien spaceship, to sneak up on a sentry, or to shadow a suspect back to
the criminal’s hideout. Terrain, available cover, camouflage, and background noise will all
affect the difficulty of the Stealth roll.

Failing the Stealth roll indicates that the furtive prowler is easily spotted by a casual
observer.
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Stealth typically requires an Agility roll, and is usually opposed by a Perception (Reason)
roll by the person the character is hiding from.

Examples: Hiding, shadowing, sneaking

Survival
The Survival skill pertains to living off the land, coping with adverse environments, and
finding one’s way based on landmarks, the stars, and dead reckoning. The difficulty
is dependent upon the terrain, temperature, and availability of food and shelter, and
on how well equipped the character is for the particular area. Survival in a temperate
environment with available sources of food and water would require a moderately
difficult (DV 3) Survival (Reason) roll. Harsh, hostile environments, such as the Gobi
Desert or the Antarctic, would have a higher difficulty, depending on how prepared the
character is. Surviving in very mild environments, such as the woods just outside of
town, would not require a roll at all.

Failing a Survival roll once might mean that the character has caught a cold, lost the trail
of their prey, or eaten a plant that has made them sick. Failing numerous Survival rolls
could be lethal.

Survival typically requires a Reason roll, or perhaps a series of rolls (p. 180).

Examples: Foraging, hunting, orienteering, tactics, tracking

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GIFTS

GIFTS
Gifts are exceptional abilities that a normal human can have, but that most humans do
not have. In a game where the players are supposed to be portraying characters within
the range of human possibility, they could probably purchase gifts, but not powers. The
details of each gift are highly dependent on a character’s background, so the player
should work with the GM to flesh out these details. Each gift costs one character point.
We suggest spending about 5 character points on gifts.

Typical Gifts
This is a list of typical gifts found in a Bulletproof Blues game. This list is not exhaustive.
A character may well have an gift not listed here, subject to GM approval. However, any
new gifts should be approximately as useful as these gifts, in order to maintain a sense
of fairness with other characters.

Animal Empathy
The character has a bond with animals, and can use Diplomacy and Manipulation skills
on them. Normal animals are more likely to be calm around the character, although a
dangerous, hostile animal might require a successful Diplomacy or Manipulation roll
to keep the animal from attacking. A character’s Animal Empathy might be limited to a
specific type of animal, such as cats or sea creatures. If this is the case, the character
gains a bonus die on Diplomacy and Manipulation rolls when interacting with that animal
type.

Blindfighting
Normally, a character who can’t perceive their opponent has great difficulty in combat
(p. 187). If a character has the Blindfighting gift, they do not incur any of these penalties.

Connected
“I know a guy.” The character has a wide ranging network of friends, rivals, and former
associates. From time to time, the character can contact one of these people, and
have a reasonable chance of getting a favour from them. When the character wants
to get a favour from someone, the player names the NPC and briefly describes how
their character knows this contact. When the character meets their contact, they must
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Table: Typical gifts


Gift Benefit
Animal Empathy Use Diplomacy and Manipulation skills on animals
Blindfighting The character incurs fewer penalties when unable to see or hear
Connected Get a favour from an old friend — or an old enemy
Cybernetics The character has one or more artificial limbs or organs

Elusive May base defense on Agility rather than Brawn in hand-to-hand combat
Famous Get attention, and perhaps favours, from strangers
Fascinating Get attention, and perhaps favours, from admirers
Hard Target May base defense on Brawn rather than Agility in ranged combat

Headquarters The character has one or more bases of operation


Indefatigable The character does not incur a penalty when injured
Leadership Spend plot points for others on the same team
Lightning Strike May use Agility for Hand-to-hand Combat attack rolls

Linguist Learn new languages with minimal effort


Master Plan Gain a tactical benefit if there is time to prepare for an encounter
Mental Calculator Solve complex mathematical operations by thinking about them
Minions Minor, mostly nameless lackeys of marginal usefulness

Perfect Recall Remember something perfectly with a Reason roll


Pro From Dover The absolute best in their field, whatever that is
Quick Change Change into superhero garb with a quick action
Second Identity The character has a second, completely legitimate identity

Sharpshooter Adept at bypassing cover in ranged combat


Sidekick The character fights more effectively alongside their mentor
Team Player Gain a bonus die when working with others
Tenacious May base defense on Presence rather than on Agility or Brawn

Unsettling Make people nervous for no real reason


Utility Belt Dependable access to small, ordinary items
Vehicles Sundry modes of fast and stylish transportation
Wealthy Solve problems with money

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attempt a moderately difficult (DV 3) Diplomacy (Presence) roll to see how their contact
receives them. The GM may increase the difficulty or grant a bonus die on the player’s
roll, depending on the situation.

Cybernetics
The character has one or more artificial limbs or organs. Under ordinary circumstances,
these serve as ordinary replacements for the character’s original biological parts.
However, the player begins each game with one extra plot point (p. 188). Cybernetics
are a particularly good justification for a bonus die, an attribute surge, a power stunt,
or even a retcon. (Who would have suspected that you had thought to store a tracking
device in your cybernetic hand?)

Cybernetics can be obvious, but they do not have to be. The primary purpose of
cybernetics is to be a prosthesis, and most people do not want to look like androids —
except, of course, actual androids, who may also buy this gift.

Elusive
A character with the Elusive gift is fast on their feet and good at rolling with the punches.
When making a Hand-to-hand Combat defense roll, the character may substitute their
Agility for their Brawn. The player may choose which attribute to use on a case by case
basis.

Famous
The character’s name and likeness are widely known, perhaps due to their exploits, or
possibly because they are from a notorious family. It is difficult for the character to pass
unnoticed, because paparazzi are often nearby. People who are impressed by celebrity
may be more likely to cooperate with the character, and the character can sometimes
gain favours from strangers. If this is the case, the character gains a bonus die on
relevant Presence rolls.

Fascinating
A character with the Fascinating gift is naturally, effortlessly compelling. It is difficult for
the character to pass unnoticed, because they will be the focus of attention in nearly any
circumstances. People who are swayed by their instinctive responses may be more likely
to cooperate with the character, and the character can sometimes gain favours from
admirers. If this is the case, the character gains a bonus die on relevant Presence rolls.

Hard Target
When making a Ranged Combat defense roll, the character may substitute their Brawn
for their Agility. The player may choose which attribute to use on a case by case basis.

Headquarters
The character has one or more bases of operation, equipped with supplies and
equipment reasonable for the character’s background and skills. If the character is a

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member of a team, the base(s) might be shared with the other team members, at the
player’s discretion. A headquarters is primarily a convenience for the GM and a fun asset
for the character. It is not generally useful in combat, and is mainly used for flavour and
a setting for roleplaying. For example, a high-tech base might have an air-tight security
system, complete with laser turrets and knockout gas, but this won’t keep the base from
being broken into by pirates or taken over by a sentient computer virus.

Indefatigable
Normally, a character who has been reduced to 1 Endurance can speak and take
roleplaying actions, but any other action, including combat, incurs a penalty die. A
character with Indefatigable is just as close to defeat, but they do not incur a penalty die
for this condition.

Leadership
A character with the Leadership gift excels at bringing out the best in others, and
other people are more effective with the character than they are alone. The player of a
character with Leadership can spend their own plot points on behalf of their teammates
and allies. For example, this could be to help an ally do something the character with
Leadership is not in a position to do, or to provide support for a teammate who is in
trouble.

Lightning Strike
A character with Lightning Strike can deal devastating blows using speed and finesse
rather than brute force. When making a Hand-to-hand Combat attack roll, the character
may substitute their Agility for their Brawn. The player may choose which attribute
to use on a case by case basis. This can reflect the character’s advanced martial arts
training, their superhuman speed, the harnessing of the character’s chi, or some other
effect.

Linguist
A character with the Linguist gift is fluent in dozens of languages, and is capable of
quickly deciphering new languages when they encounter them.

Master Plan
With sufficient time and preparation beforehand, a character with the Master Plan gift
is able to gain a tactical benefit during an encounter at a time chosen by the player.
The form this takes can vary, and should be negotiated between the player and the
GM, but a relatively typical use of a Master Plan would be similar to the use of a plot
point. The amount of time needed to formulate a Master Plan should be long enough
to be believable, but not so long that it renders the gift useless. Generally speaking, a
character should only be permitted to concoct one Master Plan per game session, unless
the GM makes an exception.

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Mental Calculator
The character can perform complex mathematical calculations in their head in the
same amount of time that a skilled mathematician could perform the same calculations
on a powerful computer. Also, the character has an intuitive understanding of higher
mathematics, and is able to comprehend and remember intricate formulae and
equations after examining them briefly.

Minions
The character has one or more minor, mostly nameless lackeys of marginal usefulness.
Such minions might be mooks, agents, armed guards, administrative staff, or technicians
to keep the character’s equipment in proper working order. There is no set limit to the
number of minions a character might have, subject to the GM’s approval, but the more
minions there are, the less competent they are. For example, if a character has just three
minions — an administrative assistant, a chauffeur/auto mechanic, and a computer
expert — they might be reasonably competent at their respective assignments (3 in their
most relevant attributes, with relevant skills). If the character has dozens of minions,
however, the best among them would have 2 in their relevant attributes, and none of
them would have any skills requiring advanced education or technical aptitude.

Minions are primarily a fun asset for the character. They are not generally useful in
combat, and are mainly used for flavour and as a foil for roleplaying. Minions should
never steal the limelight from a player character.

Perfect Recall
The character may perfectly remember any event, document, recording, or picture which
the character has taken the effort to study and memorize. The character does not need
to understand the items to be memorized, because the information memorized is not
stored as text; it is in the character’s memory as a picture. As such, the information is not
subject to instantaneous retrieval, but the character may mentally “scroll down” or “fast
forward” looking for a specific bit of data.

Pro From Dover


The character is the best in their field, whatever that field is. They may or may not be
famous (p. 72) for it — if not, then they have either taken some effort to conceal their
extraordinary knowledge, or perhaps there is a conspiracy to deny them the acclaim that
they deserve. A character with the Pro From Dover gift may choose a specific, narrowly-
defined professional, scholarly, or technical field in which they are the undisputed
expert. When answering a question or performing research related to their specialty,
they gain a bonus die.

A character may only be the Pro From Dover in a single narrowly defined noncombat
specialty, and each player character with the Pro From Dover gift must choose a different
specialty.

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Quick Change
The Quick Change gift is usually possessed only by posthumans and stage magicians
(and posthuman stage magicians). Quick Change enables a character to change into
superhero garb with a quick action. This could be made possible by super-speed, a
costume stored in a ring, or just wearing a different outfit underneath street clothes.

Second Identity
The character has a second, completely legitimate identity. The character’s second
identity is completely documented and will withstand even the most focused scrutiny.
Alternately, at the player’s choice, the character has no documented identity at all: any
and all records of their existence have been erased from every database, everywhere.

Sharpshooter
A character with the Sharpshooter gift adept at bypassing cover in ranged combat. When
a defender has cover, or is prone, they gain a bonus die on their defense roll. A character
with the Sharpshooter gift gains a bonus die on their Ranged Combat attack roll when
targeting a defender who is prone or has cover.

Sidekick
The character fights more effectively when they fight alongside their mentor. If the
sidekick is within short range (10 m) of their mentor, their Agility, Brawn, and Power
Level are equal to their normal values, or their mentor’s values, whichever is greater. The
character’s mentor must be chosen when this gift is purchased, and should change very
rarely, if ever.

Team Player
A character with the Team Player gift excels at working with others, and is more effective
with others than they are alone. A Team Player gains a bonus die when combining their
effort (p. 178) with others as part of a task or in combat.

Tenacious
The character refuses to admit defeat when others would fall by the wayside. When
making a Hand-to-hand Combat or Ranged Combat defense roll, the character may
substitute their Presence for their Agility or Brawn. The player may choose which
attribute to use on a case by case basis.

Unsettling
The character is able to put off a disturbing vibe that makes people nervous for no
discernible reason. Strangers will find themselves disliking the character without
knowing why, and normal animals will avoid the character unless forced to approach
by a trainer or some other circumstance. On the other hand, the character may find it
easier to intimidate others, providing a bonus die to relevant Presence rolls.

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Utility Belt
The character carries a belt, backpack, or pouches with a number of small, ordinary
items. The character can use a quick action to pull any needed item from their utility belt,
as long as the item is small enough to fit in the palm of their hand and can be purchased
from an ordinary retail shop. The power level (PL) of such items is usually 1 or 2.

Vehicles
The character has one or more vehicles which provide fast and stylish transportation.
If the character is a member of a team, the vehicle(s) might be shared with the other
team members, at the player’s discretion. A vehicle is primarily a convenience for the
GM and a fun asset for the character. It is not generally useful in combat, and is mainly
used for flavour and to make it easier for the character to get around. For example, a
character might have a tricked-out Tushek TS 600 equipped with rocket launchers, active
camouflage, and biometric security, but it won’t defeat a rampaging posthuman and it’s
not immune to being hacked by a deformed genius and his circus-themed minions.

Wealthy
If a problem can be solved by throwing money at it, a character with the Wealth gift
can probably solve that problem. Food, clothing, and shelter cease to be concerns for
a character with Wealth, but they are still plagued by the same interpersonal issues
that are behind the serious problems most people face. In addition, sometimes wealth
itself can be a source of problems. The character may have responsibilities related to
their source of income, or they might need to fend off attempts to deprive them of their
inheritance.

Custom Gifts
You aren’t limited to these gifts, of course. Feel free to make up your own. They should
be approximately as useful and powerful as the ones listed here. Abilities that are more
powerful are the domain of actual powers, while abilities that are less powerful are likely
just roleplaying, or perhaps a creative use of a plot point. Here is an example of a custom
gift.

Sense Auras
The character can see the invisible emanations around people and things. The character
may use a standard action to attempt a moderately difficult (DV 3) Perception (Reason)
roll to determine the color of the aura of a person or object (see the “Typical aura colors”
table). The character may attempt a remarkably difficult (DV 6) Perception (Reason) roll
to sense whether the person or object has actively been in league with entities from
beyond the mortal world, and whether the aura is “warm” (positive, life affirming) or
“cold” (negative, life negating). A typical person’s aura is slightly “warm”, but even a
person with a “cold” aura is not necessarily wicked: they could just be having a bad day.

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The aura of a character with Mental Resistance is not able to be read. Their aura isn’t
missing: from the aura-sensing character’s point of view, it has the same impression as a
failed Perception (Reason) roll.

Table: Typical aura colors


Color Temperament
Red In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic.
In a negative light, red indicates anger, an unforgiving nature, or anxiety.
Orange In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and
courageous. In a negative light, it can indicate stress and addictions.
Yellow Indicates optimism, and easy-going nature, inspiration, and intelligence.
Green Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people,
animals, and nature.
Turquoise Indicates a sensitive, compassionate nature, that of a healer or a counselor.
Blue Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
Indigo Indicates deep feeling: someone of profound intuition and sensitivity.
Violet Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic
temperament.
Lavender Indicates great vision and imagination.

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POWERS
Powers are those abilities beyond what is possible for ordinary mortals. Flying through
the air, reading others’ thoughts, and firing blasts of energy from one’s jewelry are
impossible for a normal human, but these powers are all within reach for a posthuman.
Each power costs one character point. We suggest spending about 5 character points on
powers.

Some power names have a word in brackets, such as [Element] Immunity. This indicates
that the power listed is a general version, and you will need to choose the specific power.
For example, a character won’t have the [Element] Immunity power. Instead, they will
have Air Immunity, or Darkness Immunity, or immunity to some other element. This
choice must be made when the power is purchased, and may not normally be changed
thereafter.

Powers listed as “constant” are assumed to be active at all times. Powers listed as “quick
action” must be turned on by the character using a quick action during their turn, but
will remain on as long as the character is conscious. Powers listed as “standard action”
require a standard action to use, while “free action” powers can be used at any time, as
often as the GM deems reasonable. See Types Of Actions (p. 173) for more information.

If a power affects an area (p. 187), the radius of the area is dictated by the character’s
Power Level (p. 61). This distance is a maximum, not a requirement: a character may
choose to target a smaller area. Also see Increased Area (p. 151), which increases the
maximum area of all of a character’s area powers.

Similarly, if a power is ranged, the maximum range of the power is dictated by the
character’s Power Level. Also see Increased Range (p. 152), which increases the
maximum range of all of a character’s ranged powers.

Most powers can be modified in small ways, providing minor advantages or


disadvantages to the character. Some examples are provided as a guideline, such as
“Swinging” under Flight (p. 107). Such modifications to a power are subject to the GM’s
approval.

A character may have a power not listed here, using the guidelines under New Follow
Through Powers (p. 152) and New Powers (p. 153), and subject to the GM’s approval.
However, any new powers should be approximately as useful as these powers, in order
to maintain a sense of fairness with other characters.

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Types Of Attacks
Attack powers are either hand-to-hand or ranged, and are normal, mental, or alteration.
This will be indicated in the power’s description.

Most attacks are normal attacks. A successful normal attack reduces the target’s current
Endurance. Clubs, firearms, and powers such as Blast are all normal attacks. Armor,
force fields, and powers such as Damage Resistance are effective against normal attacks.
Normal attacks are usually resolved with an Agility roll or a Brawn roll. Normal attacks
are usually obvious when used.

Mental attacks are those which affect the target’s mind directly. Conventional defenses
such as armor and Damage Resistance are not effective against mental attacks: only
Mental Resistance is effective against mental attacks. Mental attacks are usually resolved
with a Power Level vs. Presence roll. Mental attacks are obvious to anyone who has
Mental Resistance or mental powers, but are usually invisible to everyone else.

Alteration attacks are those which transform the target in some way, or which affect one
of the target’s attributes other than Endurance. Conventional defenses such as armor
and Damage Resistance are not effective against alteration attacks: only Alteration
Resistance is effective against alteration attacks. Alteration attacks are usually resolved
with a Power Level roll against the target’s Agility or Brawn roll. Alteration attacks are
usually obvious when used.

Power Descriptions
Some powers have a prerequisite power. In order to have a follow through power, the
character must have the prerequisite power. For example, Blast is the prerequisite
power for Area Blast. In order to buy the Area Blast power, the character must first buy
Blast.

Absorption
Free Action
Absorption is a self-only power which permits the character to absorb energy from
normal attacks and use that energy in specific ways. The character can heal themselves,
or they can temporarily gain a power that attacked them, or they can temporarily boost
one of their attributes.

The energy the character absorbs is stored in their Absorption pool. The maximum size
of the Absorption pool is equal to the character’s Power Level attribute. Each time a
normal attack successfully strikes the character, the number of dice the opponent rolled
is added to the character’s Absorption pool. For example, if the attacker rolled three dice,
and the attack was successful, 3 would be added to the character’s Absorption pool.

When the Absorption pool is full, the energy in the character’s Absorption pool may
be used in one of three ways, which may be chosen by the character on a case-by-

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case basis. Using the energy of the Absorption pool requires a quick action and the
expenditure of all of the absorbed energy.

• Boost: The character may increase one of their attributes by an amount equal to
the size of their Absorption pool, up to a maximum of 10. Boosting the character’s
attribute requires a quick action, and the boost lasts for only one round. If the
character uses the boost to increase their Power Level, this does not change the
size of their Absorption pool.
• Healing: The character restores an amount of lost Endurance (or drained or
damaged attribute) equal to the size of their Absorption pool. Healing themselves
in this fashion requires a quick action.
• Power: The character gains one of the powers that was used against them. The
power lasts for a number of rounds equal to the size of their Absorption pool,
or until the character uses their Absorption pool for something else, whichever
happens first. Gaining the power requires a quick action, but using it requires
whatever action the power normally requires.

If the energy in the Absorption pool is not expended by the end of the scene, it fades
away shortly thereafter.

Agility Drain
Standard action
Follow through powers: Agility Drain Ray, Agility Theft

Agility Drain is a hand-to-hand alteration attack which inflicts damage to the target’s
Agility. Attacking with Agility Drain requires a successful Hand-to-hand Combat (Power
Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand
Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If
the attacker succeeds at this roll, then the target’s Agility is reduced by one (or more, if
using the optional margin of success rules, p. 181). Agility Drain ignores all normal
forms of protection such as armor and Damage Resistance.

The effects of multiple Agility Drain attacks are cumulative, but the damage from Agility
Drain is temporary. It all comes back after the fight is over, when the target has had
a chance to rest and recuperate. The damage from Agility Drain will also return if the
character with Agility Drain goes unconscious.

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Agility Drain Ray


Standard action
Prerequisite: Agility Drain
Follow through powers: Agility Theft Ray
Agility Drain Ray is a ranged alteration attack which inflicts damage to the target’s Agility.
Attacking with Agility Drain Ray requires a successful Ranged Combat (Power Level) roll
against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power
Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at
this roll, then the target’s Agility is reduced by one (or more, if using the optional margin
of success rules, p. 181). Agility Drain Ray ignores all normal forms of protection such as
armor and Damage Resistance.

The effects of multiple Agility Drain Ray attacks are cumulative, but the damage from
Agility Drain Ray is temporary. It all comes back after the fight is over, when the target
has had a chance to rest and recuperate. The damage from Agility Drain Ray will also
return if the character with Agility Drain Ray goes unconscious.

Agility Theft
Standard action
Prerequisite: Agility Drain
Follow through powers: Agility Theft Ray
Agility Theft is a hand-to-hand alteration attack which allows a character to temporarily
steal the target’s Agility. Attacking with Agility Theft requires a successful Hand-to-hand
Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a
Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration
Resistance. If the attacker succeeds at this roll, then one rank of the target’s Agility (or
more, if using the optional margin of success rules, p. 181) is transferred from the
target to the character. Agility Theft ignores all normal forms of protection such as armor
and Damage Resistance.

The effects of multiple Agility Theft attacks are cumulative, but the maximum amount of
Agility an attacker can steal is equal to their own Power Level. For example, a character
with Power Level 4 could only steal 4 ranks of Agility, no matter how many targets they
attack with Agility Theft.

The damage from Agility Theft is temporary. It all comes back after the fight is over,
when the target has had a chance to rest and recuperate. The character with the Agility
Theft may also return the stolen Agility voluntarily, of course.

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Agility Theft Ray


Standard action
Prerequisite: Agility Drain Ray or Agility Theft
Agility Theft Ray is a ranged alteration attack which allows a character to temporarily
steal the target’s Agility. Attacking with Agility Theft Ray requires a successful Ranged
Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a
Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration
Resistance. If the attacker succeeds at this roll, then one rank of the target’s Agility (or
more, if using the optional margin of success rules, p. 181) is transferred from the
target to the character. Agility Theft Ray ignores all normal forms of protection such as
armor and Damage Resistance.

The effects of multiple Agility Theft Ray attacks are cumulative, but the maximum
amount of Agility an attacker can steal is equal to their own Power Level. For example,
a character with Power Level 4 could only steal 4 ranks of Agility, no matter how many
targets they attack with Agility Theft and Agility Theft Ray.

The damage from Agility Theft Ray is temporary. It all comes back after the fight is over,
when the target has had a chance to rest and recuperate. The character with the Agility
Theft Ray may also return the stolen Agility voluntarily, of course.

Alteration Resistance
Constant
Alteration Resistance is a self-only power which makes the character resistant to
alteration attacks: any attack which would damage or drain any of their attributes
or powers, or any attack which would physically transform them against their will. A
character with Alteration Resistance adds their Power Level to their combat defense rolls
when making a defense roll against such attacks.

Alternate Forms
Quick action
Alternate Forms is a self-only power which grants the character multiple independent
identities, each with its own powers and appearance, and potentially even a different
personality (if the player wishes). The number of alternate forms the character has
is equal to their Power Level. For example, a character with Power Level 3 who can
consciously control their evolution might have a physically powerful but slow-witted
hominid form, a physically weak but mentally potent hyper-evolved form, and an aquatic
prehistoric form. All of the character’s various forms are created using the same number
of character points, and each form must have the Alternate Forms power.

A character with Alternate Forms can change forms once per turn, using a quick action. If
the character goes unconscious, the character remains in their current form.

The specific mechanism of the Alternate Forms can vary greatly from character to
character, which may offer minor benefits and drawbacks to the character.

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Dial R For Random: Normally, a character with Alternate Forms has a set of predefined
forms and identities. However, an unusual character might gain a new, randomly
determined set of powers and appearance (and personality, if the player wishes) each
time the power is activated. With the GM’s approval, even the character’s skills and gifts
might be changed.

Uncontrollable: Normally, the Alternate Forms power is activated consciously by the


character. However, some characters are unable to control when they change forms, or
which form is taken (if they have more than one). The Alternate Forms may be triggered
by the emotional state of the character (anger is a popular choice), or the character may
change forms on an unknown or immutable schedule.

Ambient Awareness
Free action
Ambient Awareness is a self-only power which permits the character to perceive equally
well in every direction simultaneously. They might have very large eyes, many very small
eyes, or simply a preternatural awareness of their surroundings.

Astral Travel
Move action
Astral Travel is a self-only power which permits the character to detach their
consciousness from their physical body and travel to alternate realities and divergent
time streams, leaving their physical body behind. The character must succeed at a
moderately difficult (DV 3) Piloting (Reason + Power Level) roll to navigate to a specific
location in a desired reality or divergent time stream. While using Astral Travel, the
consciousness of the traveler is typically invisible, but those who possess extraordinary
spiritual or magical awareness may be able to see the traveler’s “astral body”. The “astral
body” of the traveler does not require the Environmental Immunity power to survive in
other realities or planes of existence, and is usually unable to interact with the strange
vistas around them, although they may converse with anyone capable of perceiving
them. While the “astral body” is separated from the character’s physical body, their
physical body appears to be in a comatose state, and the traveler is unaware of anything
happening to or around their physical form. Astral Travel is a plot dependent power and
may not always be available, at the GM’s discretion.

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Blast
Standard action
Follow through powers: Area Blast, Seeking Blast

Blast is a ranged normal attack which inflicts Endurance damage. The Blast could be
radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the
Blast power is purchased. Attacking with Blast requires a successful Ranged Combat

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(Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target, or a
Ranged Combat (Agility + Power Level) roll of the target if the target has Damage
Resistance or Force Field. If the attacker succeeds at this roll, then the target’s Endurance
is reduced by one (or more, if using the optional margin of success rules, p. 181).

Blast, Area
Standard action
Prerequisite: Blast
Follow through powers: Seeking Area Blast, Selective Area Blast
Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Area
Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be
chosen when the Area Blast power is purchased. Attacking with Area Blast requires a
successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility)
roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll
of a target if that target has Damage Resistance or Force Field. If the attacker succeeds
at this roll, then the target’s Endurance is reduced by one (or more, if using the optional
margin of success rules, p. 181).

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

Specific Targets: Some characters’ attacks are specifically tuned to affect only particular
targets. For example, the character’s Area Blast might be an electromagnetic burst, or
EMP, which only damages electronics (a single point of Endurance damage is sufficient
to destroy consumer-grade electronics). Another example could be a character who
uses poisonous gas grenades which are harmful to living beings, but which do not affect
inanimate objects.

Blast, Seeking
Standard action
Prerequisite: Blast
Follow through powers: Seeking Area Blast
Seeking Blast is a ranged normal attack which inflicts Endurance damage. The Seeking
Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be
chosen when the Blast power is purchased. Attacking with Seeking Blast requires a
successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility)
roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the
target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the
target’s Endurance is reduced by one (or more, if using the optional margin of success
rules, p. 181).

Seeking Blast has limited independence from the attacker. If the attack misses the target,
the attack will circle around and try again on the succeeding round. The attacker rolls
the attack again as a quick action, but no interaction or attention is required from the
attacker for this second attack.

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Blast, Seeking Area


Standard action
Prerequisite: Area Blast or Seeking Blast
Seeking Area Blast is a ranged, area normal attack which inflicts Endurance damage.
The Seeking Area Blast could be radiation, fire, cold, arrows, or even darkness or light,
and this must be chosen when the Seeking Area Blast power is purchased. Attacking
with Seeking Area Blast requires a successful Ranged Combat (Agility + Power Level) roll
against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged
Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or
Force Field. If the attacker succeeds at this roll, then the target’s Endurance is reduced by
one (or more, if using the optional margin of success rules, p. 181).

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

Seeking Area Blast has limited independence from the attacker. If the attack misses a
target, the attack will try again on the succeeding round. The attacker rolls the attack
again as a quick action, but no interaction or attention is required from the attacker for
this second attack.

Blast, Selective Area


Standard action
Prerequisite: Area Blast
Selective Area Blast is a ranged, area normal attack which inflicts Endurance damage.
The Selective Area Blast could be radiation, fire, cold, arrows, or even darkness or light,
and this must be chosen when the Selective Area Blast power is purchased. Attacking
with Selective Area Blast requires a successful Ranged Combat (Agility + Power Level)
roll against a Ranged Combat (Agility) roll of each selected target in the affected area,
or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage
Resistance or Force Field. If the attacker succeeds at this roll, then the target’s Endurance
is reduced by one (or more, if using the optional margin of success rules, p. 181).

The attacker rolls once for the attack. Normally, each selected target in the affected area
rolls individually against the attack, but if the GM prefers, she may roll once for each
group of similar targets.

Blindsight
Free action
Blindsight is a self-only power which permits the character to sense shapes and textures
as clearly as with ordinary vision, but without the ability to perceive color. This could
be a form of sonar, radar, a sense of touch so acute that they can detect and locate
vibrations, or some other form of alternate perception.

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Normally, a character who can’t perceive their opponent has great difficulty in combat
(p. 187). If a character has the Blindsight power, they do not incur any of these
penalties.

Brawn Drain
Standard action
Follow through powers: Brawn Drain Ray, Brawn Theft

Brawn Drain is a hand-to-hand alteration attack which inflicts damage to the target’s
Brawn. Attacking with Brawn Drain requires a successful Hand-to-hand Combat (Power
Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand
Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If
the attacker succeeds at this roll, then the target’s Brawn is reduced by one (or more, if
using the optional margin of success rules, p. 181). Brawn Drain ignores all normal
forms of protection such as armor and Damage Resistance.

The effects of multiple Brawn Drain attacks are cumulative, but the damage from Brawn
Drain is temporary. It all comes back after the fight is over, when the target has had
a chance to rest and recuperate. The damage from Brawn Drain will also return if the
character with Brawn Drain goes unconscious.

Brawn Drain Ray


Standard action
Prerequisite: Brawn Drain
Follow through powers: Brawn Theft Ray
Brawn Drain Ray is a ranged alteration attack which inflicts damage to the target’s
Brawn. Attacking with Brawn Drain Ray requires a successful Ranged Combat (Power
Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat
(Agility + Power Level) roll of the target if the target has Alteration Resistance. If the
attacker succeeds at this roll, then the target’s Brawn is reduced by one (or more, if using
the optional margin of success rules, p. 181). Brawn Drain Ray ignores all normal forms
of protection such as armor and Damage Resistance.

The effects of multiple Brawn Drain Ray attacks are cumulative, but the damage from
Brawn Drain Ray is temporary. It all comes back after the fight is over, when the target
has had a chance to rest and recuperate. The damage from Brawn Drain Ray will also
return if the character with Brawn Drain Ray goes unconscious.

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Brawn Theft
Standard action
Prerequisite: Brawn Drain
Follow through powers: Brawn Theft Ray
Brawn Theft is a hand-to-hand alteration attack which allows a character to temporarily
steal the target’s Brawn. Attacking with Brawn Theft requires a successful Hand-to-hand
Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a
Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration
Resistance. If the attacker succeeds at this roll, then one rank of the target’s Brawn (or
more, if using the optional margin of success rules, p. 181) is transferred from the
target to the character. Brawn Theft ignores all normal forms of protection such as
armor and Damage Resistance.

The effects of multiple Brawn Theft attacks are cumulative, but the maximum amount of
Brawn an attacker can steal is equal to their own Power Level. For example, a character
with Power Level 4 could only steal 4 ranks of Brawn, no matter how many targets they
attack with Brawn Theft.

The damage from Brawn Theft is temporary. It all comes back after the fight is over,
when the target has had a chance to rest and recuperate. The character with the Brawn
Theft may also return the stolen Brawn voluntarily, of course.

Brawn Theft Ray


Standard action
Prerequisite: Brawn Drain Ray or Brawn Theft
Brawn Theft Ray is a ranged alteration attack which allows a character to temporarily
steal the target’s Brawn. Attacking with Brawn Theft Ray requires a successful Ranged
Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a
Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration
Resistance. If the attacker succeeds at this roll, then one rank of the target’s Brawn (or
more, if using the optional margin of success rules, p. 181) is transferred from the
target to the character. Brawn Theft Ray ignores all normal forms of protection such as
armor and Damage Resistance.

The effects of multiple Brawn Theft Ray attacks are cumulative, but the maximum
amount of Brawn an attacker can steal is equal to their own Power Level. For example,
a character with Power Level 4 could only steal 4 ranks of Brawn, no matter how many
targets they attack with Brawn Theft and Brawn Theft Ray.

The damage from Brawn Theft Ray is temporary. It all comes back after the fight is over,
when the target has had a chance to rest and recuperate. The character with the Brawn
Theft Ray may also return the stolen Brawn voluntarily, of course.

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POWERS

Bulletproof
Constant
Prerequisite: Damage Resistance or Force Field

Bulletproof is a self-only power which permits the character to ignore most attacks from
ordinary bullets and knives. The character might have thick armor or impenetrable skin,
or they might simply move out of the way of such mundane attacks. An attack roll
against the character fails if the weapon being used causes normal damage, if it is an
ordinary piece of equipment (a piece of equipment purchased with money rather than
as a power, p. 159), and if it has a PL rating lower than the bulletproof character’s
current Power Level.

Bulletproof Force Field: A character’s Bulletproof power might be dependent on their


Force Field power. If this is the case, the character’s Bulletproof power is only active
while the character’s Force Field is active, and it may be extended to another person (or
person-sized object) by touching them.

Clairvoyance
Standard action
Clairvoyance is a self-only power which permits the character to perceive things at a
distance. Using Clairvoyance typically requires a moderately difficult (DV 3) Perception
(Reason + Power Level) roll, but the difficulty may be higher depending on the ambient
“noise” and how subtle the thing being perceived is. If the thing being perceived is
relatively obvious (to someone with the appropriate senses), no roll should be necessary.
The range of Clairvoyance is essentially unlimited, but it is never completely reliable: it is
primarily a roleplaying power under the control of the GM.

Clinging
Free action
Clinging is a self-only power which permits the character to move along walls, ceilings,
and other surfaces as if they were level. For example, the character might have sticky
hands and feet, they might wear magnetic shoes, or they may be able to selectively
control the force of gravity. The strength holding the character to the surface is equal to
their Brawn. If the surface is slippery or unstable, the GM might require the character to
attempt a moderately difficult (DV 3) Athletics (Brawn + Power) roll to keep from sliding
or falling. If the character is attacked by an attempt to lift them off of the ground or push
them backward, they may choose to defend with their Athletics (Brawn + Power) roll
rather than the usual combat roll.
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POWERS

Combination
Standard action
Combination is a self-only power which permits several characters to merge into a single
larger and more powerful character. Every character wishing to combine must have the
Combination power, and the maximum number of characters who may combine is equal
to the lowest Power Level among them. Activating Combination takes a standard action,
and requires the characters to all be touching each other. In addition to being more
massive, the combined character has all of the powers of the combined characters. The
Agility, Brawn, Endurance, and Power Level of the combined character are equal to the
highest of any of the combined characters, plus one for every combined character after
the first, up to a maximum of 10. The Presence and Reason of the combined character
are equal to the highest of any of the combined characters.

Example:

Agares, Bune, and Crocell each have Combination. Agares has Agility 2, Brawn 2, and Power
Level 4; Bune has Agility 2, Brawn 2, and Power Level 3; and Crocell has Agility 3, Brawn 3, and
Power Level 3. When Agares, Bune, and Crocell combine, they form the mighty Demogorgon,
who has Agility 5 and Brawn 5 (Crocell’s 3, plus 2 more for Agares and Bune), Power Level 6
(Agares’ Power Level 4, plus 2 more for Bune and Crocell), and all of the powers possessed by
Agares, Bune, and Crocell.

Command Animals
Standard action
Command Animals is a ranged mental power which allows a character to communicate
with and mentally control one or more non-sentient animals. To communicate with and
mentally control a single large animal or numerous small animals, the character must
succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.

Controlled animals operate independently of the character controlling them, but all of
the controlled animals act in unison. Giving them a new mental command requires a
quick action.

Controlled animals have the normal attributes, movement, and attack types that those
kinds of animals would have. However, if the GM doesn’t want to deal with that, she
can declare that the Agility, Brawn, Endurance, and Presence of the animal or animals is
equal to the Power Level of the character controlling them.

The effects of Command Animals last until the end of the scene.

Limited Type Of Animal: A character’s Command Animals might be limited to a specific


type of animal, such as cats, insects, or sea creatures. If this is the case, the character
gains a bonus die on their Command Animals roll.

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POWERS

Command Machines
Standard action
Command Machines is a ranged mental power which allows a character to mentally
control one or more electronic and mechanical machines. To mentally control a single
large machine or numerous small machines, the character must succeed at a moderately
difficult (DV 3) Mental Combat (Power Level) roll.

Controlled machines operate independently of the character controlling them, but all of
the controlled machines act in unison. Giving them a new mental command requires a
quick action.

Controlled machines have the normal attributes, movement, and attack types that
those kinds of machines would have. However, if the GM doesn’t want to deal with
that, she can declare that the Agility, Brawn, Endurance, and Presence of the machine
or combined machines is equal to the Power Level of the character controlling them.
Controlled machines can be made to perform their ordinary purpose, such as making
an automatic teller machine spit out money, or making a bulldozer roll around and
demolish buildings. If there is no significant security in place, no roll is necessary for this.
If the character is trying to circumvent security or break into a computer system, the
character may attempt a Computing (Reason + Power Level) roll against the power level
(PL) of the security.

The effects of Command Machines last until the end of the scene.

Command Objects
Standard action
Command Objects is a ranged mental power which allows a character to animate and
mentally control one or more inanimate objects. To animate and mentally control
a single large object or numerous small objects, the character must succeed at a
moderately difficult (DV 3) Mental Combat (Power Level) roll.

Animated objects operate independently of the character controlling them, but all of the
controlled objects act in unison. Giving them a new mental command requires a quick
action.

The Agility, Brawn, Endurance, and Presence of the object or mass of objects is equal
to the Power Level of the character controlling them. The specific details of the how the
objects move and attack vary depending on the objects themselves: an animated tree
can walk, a mass of animated toys can roll or run, and so on.

The effects of Command Objects last until the end of the scene.

Limited Type Of Object: A character’s Command Objects might be limited to a specific


type of object, such as plants or toys. If this is the case, the character gains a bonus die
on their Command Objects roll.

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POWERS

Damage Resistance
Constant
Follow through powers: Bulletproof
Damage Resistance is a self-only power which makes the character resistant to normal
damage. The character may have chitin, thick armor, or just exceptionally tough skin.
Alternately, the character may be adept at avoiding attacks, or they might be unnaturally
lucky. A character with Damage Resistance adds their Power Level to their combat
defense rolls. Damage Resistance is not effective against mental attacks and alteration
attacks. Damage Resistance does not stack with conventional armor or powers such as
Force Field.

Damaging Aura
Free Action
Follow through powers: Area Damaging Aura

Damaging Aura allows a character to use a free action to make a hand-to-hand normal
attack against anyone who touches them or attacks them with a hand-to-hand attack.
The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and
this must be chosen when the Damaging Aura power is purchased. Using a Damaging
Aura to attack someone requires a successful Hand-to-hand Combat (Brawn + Power
Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand
Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or
Force Field. If the attacker succeeds at this roll, then the target’s Endurance is reduced by
one (or more, if using the optional margin of success rules, p. 181).

The character with Damaging Aura may also attempt to touch others and cause damage.
Doing so requires using a standard action to make Hand-to-hand Combat (Brawn +
Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-
to-hand Combat (Brawn + Power Level) roll of the target if the target has Damage
Resistance or Force Field.

Damaging Aura, Area


Free Action
Prerequisite: Damaging Aura
Follow through powers: Selective Area Damaging Aura
Area Damaging Aura allows a character to use a free action to make a hand-to-hand,
area normal attack against everyone within the affected area. The Area Damaging Aura
could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen
when the Area Damaging Aura power is purchased. Attacking with Area Damaging Aura
requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-
to-hand Combat (Brawn) roll of each target in the affected area, or a Hand-to-hand

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POWERS

Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or
Force Field. If the attacker succeeds at this roll, then the target’s Endurance is reduced by
one (or more, if using the optional margin of success rules, p. 181).

If anyone enters the area of the Area Damaging Aura after it has been activated, the
character with Area Damaging Aura must use a free action to attack them. Once the
power is active, the character with Area Damaging Aura must use a free action to make
another attack roll against everyone within the affected area at the beginning of each of
their turns.

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

Damaging Aura, Selective Area


Free Action
Prerequisite: Area Damaging Aura
Selective Area Damaging Aura allows a character to use a free action to make a hand-
to-hand, area normal attack against selected targets within the affected area. The
Selective Area Damaging Aura could be radiation, fire, cold, quills, or even darkness
or light, and this must be chosen when the Selective Area Damaging Aura power is
purchased. Attacking with Selective Area Damaging Aura requires a successful Hand-to-
hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll
of each selected target in the affected area, or a Hand-to-hand Combat (Brawn + Power
Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker
succeeds at this roll, then the target’s Endurance is reduced by one (or more, if using the
optional margin of success rules, p. 181).

If anyone enters the area of the Selective Area Damaging Aura after it has been
activated, the character with Selective Area Damaging Aura may use a free action to
attack them. Once the power is active, the character with Selective Area Damaging Aura
may use a free action to make another attack roll against selected targets within the
affected area at the beginning of each of their turns.

The attacker rolls once for the attack. Normally, each selected target in the affected area
rolls individually against the attack, but if the GM prefers, she may roll once for each
group of similar targets.

Danger Sense
Free Action
Danger Sense is a self-only power which permits the character to sense danger and
avoid being surprised, even if there is no way for the character to see the attack coming.
To perceive a source of danger, the character must succeed at a moderately difficult
(DV 3) Perception (Reason + Power Level) roll. If the Danger Sense roll is successful, the
character gains a bonus die on their defense roll against the attack. Danger Sense is a
free action: a character with Danger Sense may attempt to predict as many attacks as
they like, as often as they like.
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POWERS

Precognition: Some characters with Danger Sense can see into the future, or “read” the
destiny of items and people by touching them. Seeing into the future is never completely
reliable: this aspect of Danger Sense is primarily a roleplaying power under the control of
the GM.

Darkness
Standard action
Darkness is a ranged, area environmental power which makes an area opaque to all
sight, including unusual forms of sight such as Night Vision and X-ray Vision.

The mechanism which causes the Darkness must be specified when this power is
purchased. For example, vision might be obscured by smoke, or the area might be filled
with a blinding light or black extradimensional energy. Alternately, Darkness could affect
a sense other than vision. If so, this must be specified when this power is purchased. For
example, the target area could be filled with electrical interference which is impenetrable
to Radio Communication, or it could be filled with a powerful scent that masks all other
smells. It is also possible to use Darkness against a specific unusual sense, such as
Danger Sense or Clairvoyance.

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Normally, a character who can’t see incurs a penalty die on their Hand-to-hand Combat
attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they
automatically fail any Ranged Combat attack rolls. However, if the blinded character is
able to locate their target to within a meter or so (by using their Hyperacuity-granted
super hearing, for example), then the blinded attacker incurs a penalty die on their
Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental
Combat defense rolls, but they automatically fail any Mental Combat attack rolls.

If the character wishes to dismiss the Darkness, they may do so with a quick action. They
may also use a standard action to move the center of the Darkness.

Dazzle
Standard action
Follow through powers: Mass Dazzle

Dazzle is a ranged alteration attack which renders the target unable to see clearly.
Attacking with Dazzle requires a successful Ranged Combat (Power Level) roll against a
Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll
of the target if the target has Alteration Resistance. Dazzle ignores all normal forms of
protection such as armor and Damage Resistance.

Normally, a character who can’t see incurs a penalty die on their Hand-to-hand Combat
attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they
automatically fail any Ranged Combat attack rolls. However, if the blinded character is
able to locate their target to within a meter or so (by using their Hyperacuity-granted
super hearing, for example), then the blinded attacker incurs a penalty die on their
Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental
Combat defense rolls, but they automatically fail any Mental Combat attack rolls.

The mechanism which causes the Dazzle must be specified when this power is
purchased. For example, the target might not be able to see because they have a layer of
glue across their eyes, they might be forced to close their eyes due to a painful chemical
spray, or they could literally be blinded by a bright light. Alternately, Dazzle could affect
a sense other than vision. For example, the target could be rendered deaf, or unable to
smell. It is also possible to use Dazzle against a specific unusual sense, such as Danger
Sense, Clairvoyance, or Radio Communication. If so, this must be specified when this
power is purchased.

To recover from Dazzle, the target must use a standard action to make a successful
Perception (Reason) roll against a Ranged Combat (Power Level) roll of the attacker. If
the target has Alteration Resistance, they add their Power Level to their roll. If the target
succeeds at this roll, they recover from the Dazzle. If the target has not recovered from
the Dazzle by the end of the scene, then they recover from it shortly thereafter.

95
POWERS

Dazzle, Mass
Standard action
Prerequisite: Dazzle
Follow through powers: Selective Mass Dazzle
Mass Dazzle is a ranged, area alteration attack which renders everyone within the
affected area unable to see clearly. Attacking with Mass Dazzle requires a successful
Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of each target in
the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target
has Alteration Resistance. Mass Dazzle ignores all normal forms of protection such as
armor and Damage Resistance.

Normally, a character who can’t see incurs a penalty die on their Hand-to-hand Combat
attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they
automatically fail any Ranged Combat attack rolls. However, if the blinded character is
able to locate their target to within a meter or so (by using their Hyperacuity-granted
super hearing, for example), then the blinded attacker incurs a penalty die on their
Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental
Combat defense rolls, but they automatically fail any Mental Combat attack rolls.

The mechanism which causes the Mass Dazzle must be specified when this power is
purchased. For example, a target might not be able to see because they have a layer of
glue across their eyes, they might be forced to close their eyes due to a painful chemical
spray, or they could be blinded by a bright light. Alternately, Mass Dazzle could affect
a sense other than vision. For example, a target could be rendered deaf, or unable to
smell. It is also possible to use Mass Dazzle against a specific unusual sense, such as
Danger Sense, Clairvoyance, or Radio Communication. If so, this must be specified when
this power is purchased.

To recover from Mass Dazzle, each target must use a standard action to make a
successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the
attacker. If a target has Alteration Resistance, they add their Power Level to their roll.
If a target succeeds at this roll, they recover from the Mass Dazzle. If a target has not
recovered from the Mass Dazzle by the end of the scene, then they recover from it
shortly thereafter.

Dazzle, Selective Mass


Standard action
Prerequisite: Mass Dazzle
Selective Mass Dazzle is a ranged, area alteration attack which renders selected targets
within the affected area unable to see clearly. Attacking with Selective Mass Dazzle
requires a successful Ranged Combat (Power Level) roll against a Ranged Combat
(Agility) roll of each selected target in the affected area, or a Ranged Combat (Agility +
Power Level) roll of a target if that target has Alteration Resistance. Selective Mass Dazzle
ignores all normal forms of protection such as armor and Damage Resistance.

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POWERS

Normally, a character who can’t see incurs a penalty die on their Hand-to-hand Combat
attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they
automatically fail any Ranged Combat attack rolls. However, if the blinded character is
able to locate their target to within a meter or so (by using their Hyperacuity-granted
super hearing, for example), then the blinded attacker incurs a penalty die on their
Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental
Combat defense rolls, but they automatically fail any Mental Combat attack rolls.

The mechanism which causes the Selective Mass Dazzle must be specified when this
power is purchased. For example, a target might not be able to see because they have a
layer of glue across their eyes, they might be forced to close their eyes due to a painful
chemical spray, or they could be blinded by a bright light. Alternately, Selective Mass
Dazzle could affect a sense other than vision. For example, a target could be rendered
deaf, or unable to smell. It is also possible to use Selective Mass Dazzle against a specific
unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication. If so, this
must be specified when this power is purchased.

To recover from Selective Mass Dazzle, each target must use a standard action to make
a successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the
attacker. If a target has Alteration Resistance, they add their Power Level to their roll. If
a target succeeds at this roll, they recover from the Selective Mass Dazzle. If a target has
not recovered from the Selective Mass Dazzle by the end of the scene, then they recover
from it shortly thereafter.

Density Control
Quick action
Density Control is a self-only power which permits the character to become more
massive, making them stronger and tougher than normal. The effects of Density Control
are based on the Power Level of the character. At Power Level 5, the character is denser
than any naturally occurring substance on Earth.

A character with Density Control can change their density once per turn, using a quick
action. If the character goes unconscious, the character returns to their normal density.

A character with Density Control does not have to use it at full power. A character with
Power Level 5, for example, could elect to be merely 400 kilograms rather than their full
17 tonnes.

A character with Density Control adds their Power Level to their combat defense rolls,
as with the Damage Resistance power, but only up the level of density the character is
actually using. Density Control does not stack with conventional armor or powers such
as Force Field.

Note that a character with their Density Control activated in the water will sink like a
stone unless they have Super-swimming.

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Table: Density Control


Damage
Power Level Mass Brawn Resistance
1 260 kg +1 1
2 550 kg +1 2
3 1,700 kg +2 3

4 5,500 kg +2 4
5 17 t +3 5
6 55 t +3 6

7 170 t +4 7
8 550 t +4 8
9 1,700 t +5 9

10 5,500 t +5 10

Detect [Element]
Standard action
Follow through powers: Sense [Element]

Detect [Element] is a self-only power which permits the character to perceive, locate, and
analyze a substance, material, or energy. The specific type of force or substance to be
detected must be chosen when this power is purchased: detect magic, detect metal,
detect temporal anomalies, and so on. Using Detect [Element] typically requires a
moderately difficult (DV 3) Perception (Reason + Power Level) roll, but the difficulty may
be higher depending on the ambient “noise” and how obvious the thing being perceived
is. If the thing being perceived is relatively obvious (to someone with the appropriate
senses), no roll should be necessary.

Dimensional Travel
Move action
Dimensional Travel is a self-only power which permits the character to traverse
dimensional boundaries, visiting alternate realities and divergent time streams.
Depending on the method used, the character may be able to take others with them.
Survival in other realities or planes of existence may require Environmental Immunity,
depending on the local environment. Dimensional Travel is a plot dependent power and
may not always be available, at the GM’s discretion.

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POWERS

Duplication
Quick action
Duplication is a self-only power which permits the Table: Duplication
character to make identical copies of themselves. Power Level Duplicates
The total number of duplicates is based on the
1 2
Power Level of the character. These duplicates
2 4
are independent characters, who each move
and act separately each round. However, all of 3 8
the duplicates share a single pool of Plot Points,
4 16
and spend their Plot Points as a single character.
5 32
Similarly, if the character with Duplication has
the Extra Actions power, only one duplicate may 6 64
use this extra action each turn. Duplicates do
7 125
not have any special means of communication,
but many characters with Duplication also buy 8 250
the Telepathy power to communicate among 9 500
themselves.
10 1,000
A character with Duplication can activate or
deactivate duplicates once per turn, using a
quick action. The maximum number of duplicates a character can activate each round is
equal to their Power Level, but they can deactivate as many duplicates as they like. For
example, a character with Power Level 4 could create four duplicates this round, create
four more duplicates the following round, deactivate six duplicates on the third round,
and so on.

As long as there is more than one identical character, any duplicate which takes
Endurance damage ceases to exist. When a duplicate is deactivated, whether voluntarily
or involuntarily, its memories and knowledge are absorbed into the remaining identical
characters. If a duplicate is deactivated involuntarily (due to being damaged, for
example), the character may not reactivate that duplicate for the rest of the scene.

By default, there is no “original” character — the last duplicate remaining is the “original”.
Once the Duplication is activated, any of the identical characters may deactivate the
power. When the power is deactivated, which duplicate remains behind as the “original”
is generally up the player.

The specific mechanism of the Duplication can vary greatly from character to character,
which may offer minor benefits and drawbacks to the character.

Anatomical Separation: Some characters with Duplication can divide their body into
smaller independent parts rather than creating new copies of themselves. In this case,
the character can detach hands, eyes, or other body parts. Detached body parts become
independent characters, which each move and act separately each round, just as with
ordinary duplicates.

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[Element] Form
Quick action
Prerequisite: [Element] Immunity
Follow through powers: Element Mimicry
[Element] Form is a self-only power which permits the character to physically transform
their body into a force or substance. The specific type of force or substance must be
chosen when this power is purchased. Some typical examples are air, earth, fire, water,
light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player
can pick any force or substance, subject to the GM’s approval. “Energy”, for example,
would be much too broad.

A character with Element Form can change forms once per turn, using a quick action. If
the character goes unconscious, the character reverts to their normal form.

When transformed into their [Element] Form, the character possesses the traits of
the form or substance and gains Damage Resistance. If the force or substance is
appropriate, [Element] Form may also grant the Strike power (punching with fists of
stone, burning things with an electrical touch, and so on).

[Element] Immunity
Constant
Follow through powers: Element Form

[Element] Immunity is a self-only power which provides complete immunity against the
Endurance damage inflicted by a specific type of force or substance. The specific type of
force or substance must be chosen when this power is purchased. Some typical
examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism,
gravity, cloth, and plants. The player can pick any force or substance, subject to the GM’s
approval. “Energy”, “blades”, and “bullets”, for example, would all be much too broad.

Element Mimicry
Quick action
Prerequisite: [Element] Form
Element Mimicry is a self-only power which permits the character to physically transform
their body into any force or substance they touch. For example, the character could
touch concrete and turn into concrete, or touch water and turn into water. The character
must be in physical contact with the material in order to mimic it. If the character mimics
a force or substance which would injure them, such as fire, they transform into that force
or substance and it does no damage to them as long as they are in that form.

A character with Element Mimicry can change forms once per turn, using a quick action.
If the character goes unconscious, the character reverts to their normal form.

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While transformed, the character possesses the traits of the force or substance and
gains Damage Resistance. If the force or substance is appropriate, Element Mimicry may
also grant the Strike power (punching with fists of stone, burning things with an electrical
touch, and so on).

[Element] Wall
Standard action
[Element] Wall is a ranged, area environmental power which permits the character to
create walls and simple geometric shapes. The specific type of force or substance of the
wall must be chosen when this power is purchased. Some typical examples are air, earth,
fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants.
The player can pick any force or substance, subject to the GM’s approval.

Creating a simple shape with [Element] Wall (a dome, a cube, a bridge, and so on)
requires a moderately difficult (DV 3) Ranged Combat (Agility + Power Level) roll. Creating
more complex shapes is more difficult, with the difficulty set by the GM based on the
complexity of the desired shape. For example, an intricate labyrinth would require a
remarkably difficult (DV 6) Ranged Combat (Agility + Power Level) roll.

The Brawn and Endurance of the [Element] Wall are equal to the Power Level of the
character creating it. The Brawn of the [Element] Wall is used both for its defense rolls
and to support weight as a bridge, support column, or other such structure. If the load
on the [Element] Wall exceeds the maximum mass it can support, or if the [Element]
Wall’s Endurance is reduced to zero, it dissolves, crumbles, or fades away.

Permanent: If an [Element] Wall is not attacked or damaged, it will usually remain in


place until the end of the scene, after which it dissolves, crumbles, or fades away. The
character may also turn off their [Element] Wall voluntarily. However, some [Element]
Walls are relatively permanent. They do not dissolve at the end of the scene, can’t be
turned off, and will remain in place until destroyed.

Emotion Control
Standard action
Follow through powers: Mass Emotion Control

Emotion Control is a ranged mental attack which allows a character to influence a


target’s behaviour by controlling their emotional state. The character can only instill one
emotion at a time in the target, but may instill in the target any emotion the attacker
desires. To instill an emotion in the target, the attacker must succeed at a Mental
Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a
Mental Combat (Presence + Power Level) roll of the target if the target has Mental
Resistance.

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To recover from Emotion Control, the target must use a standard action to make a
successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of
the attacker. If the target has Mental Resistance, they add their Power Level to their roll.
If the target succeeds at this roll, they recover from the Emotion Control. If the target has
not recovered from the Emotion Control by the end of the scene, then they recover from
it shortly thereafter.

Specific Emotion: A character’s Emotion Control might be limited to a specific emotion,


such as fear or loyalty. If this is the case, the character gains a bonus die on their
Emotion Control rolls.

Emotion Control, Mass


Standard action
Prerequisite: Emotion Control
Follow through powers: Selective Mass Emotion Control
Mass Emotion Control is a ranged, area mental attack which allows a character to
influence the behaviour of everyone within the affected area by controlling their
emotional state. The character can only instill one emotion at a time in the targets, but
may instill in the targets any emotion the attacker desires. To instill an emotion in the
targets, the character must succeed at a Mental Combat (Power Level) roll against a
Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat
(Presence + Power Level) roll of a target if that target has Mental Resistance.

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

To recover from Mass Emotion Control, each target must use a standard action to make
a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of
the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If
a target succeeds at this roll, they recover from the Mass Emotion Control. If a target has
not recovered from the Mass Emotion Control by the end of the scene, then they recover
from it shortly thereafter.

Specific Emotion: A character’s Mass Emotion Control might be limited to a specific


emotion, such as fear or loyalty. If this is the case, the character gains a bonus die on
their Mass Emotion Control rolls.

Emotion Control, Selective Mass


Standard action
Prerequisite: Mass Emotion Control
Selective Mass Emotion Control is a ranged, area mental attack which allows a character
to influence the behaviour of selected targets within the affected area by controlling
their emotional state. The character can only instill one emotion at a time in the targets,
but may instill in the targets any emotion the attacker desires. To instill an emotion in
the selected targets, the character must succeed at a Mental Combat (Power Level) roll

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against a Mental Combat (Presence) roll of each target in the affected area, or a Mental
Combat (Presence + Power Level) roll of a target if that target has Mental Resistance.

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

To recover from Selective Mass Emotion Control, each target must use a standard action
to make a successful Mental Combat (Presence) roll against a Mental Combat (Power
Level) roll of the attacker. If a target has Mental Resistance, they add their Power Level to
their roll. If a target succeeds at this roll, they recover from the Selective Mass Emotion
Control. If a target has not recovered from the Selective Mass Emotion Control by the
end of the scene, then they recover from it shortly thereafter.

Specific Emotion: A character’s Selective Mass Emotion Control might be limited to a


specific emotion, such as fear or loyalty. If this is the case, the character gains a bonus
die on their Selective Mass Emotion Control rolls.

Endurance Drain
Standard action
Follow through powers: Endurance Drain Ray, Endurance Theft

Endurance Drain is a hand-to-hand alteration attack which inflicts damage to the target’s
Endurance. Attacking with Endurance Drain requires a successful Hand-to-hand Combat
(Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-
to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration
Resistance. If the attacker succeeds at this roll, then the target’s Endurance is reduced by
one (or more, if using the optional margin of success rules, p. 181). Endurance Drain
ignores all normal forms of protection such as armor and Damage Resistance.

The effects of multiple Endurance Drain attacks are cumulative, but the damage from
Endurance Drain is temporary. It all comes back after the fight is over, when the target
has had a chance to rest and recuperate. The damage from Endurance Drain will also
return if the character with Endurance Drain goes unconscious.

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Endurance Drain Ray


Standard action
Prerequisite: Endurance Drain
Follow through powers: Endurance Theft Ray
Endurance Drain Ray is a ranged alteration attack which inflicts damage to the target’s
Endurance. Attacking with Endurance Drain Ray requires a successful Ranged Combat
(Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged
Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance.
If the attacker succeeds at this roll, then the target’s Endurance is reduced by one (or
more, if using the optional margin of success rules, p. 181). Endurance Drain Ray
ignores all normal forms of protection such as armor and Damage Resistance.

The effects of multiple Endurance Drain Ray attacks are cumulative, but the damage
from Endurance Drain Ray is temporary. It all comes back after the fight is over, when
the target has had a chance to rest and recuperate. The damage from Endurance Drain
Ray will also return if the character with Endurance Drain Ray goes unconscious.

Endurance Theft
Standard action
Prerequisite: Endurance Drain
Follow through powers: Endurance Theft Ray
Endurance Theft is a hand-to-hand alteration attack which allows a character to
temporarily steal the target’s Endurance. Attacking with Endurance Theft requires a
successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat
(Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the
target if the target has Alteration Resistance. If the attacker succeeds at this roll, then
one rank of the target’s Endurance (or more, if using the optional margin of success
rules, p. 181) is transferred from the target to the character. Endurance Theft ignores all
normal forms of protection such as armor and Damage Resistance.

The effects of multiple Endurance Theft attacks are cumulative, but the maximum
amount of Endurance an attacker can steal is equal to their own Power Level. For
example, a character with Power Level 4 could only steal 4 ranks of Endurance, no
matter how many targets they attack with Endurance Theft.

The damage from Endurance Theft is temporary. It all comes back after the fight is
over, when the target has had a chance to rest and recuperate. The character with the
Endurance Theft may also return the stolen Endurance voluntarily, of course.

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Endurance Theft Ray


Standard action
Prerequisite: Endurance Drain Ray or Endurance Theft
Endurance Theft Ray is a ranged alteration attack which allows a character to temporarily
steal the target’s Endurance. Attacking with Endurance Theft Ray requires a successful
Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target,
or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration
Resistance. If the attacker succeeds at this roll, then one rank of the target’s Endurance
(or more, if using the optional margin of success rules, p. 181) is transferred from the
target to the character. Endurance Theft Ray ignores all normal forms of protection such
as armor and Damage Resistance.

The effects of multiple Endurance Theft Ray attacks are cumulative, but the maximum
amount of Endurance an attacker can steal is equal to their own Power Level. For
example, a character with Power Level 4 could only steal 4 ranks of Endurance, no
matter how many targets they attack with Endurance Theft and Endurance Theft Ray.

The damage from Endurance Theft Ray is temporary. It all comes back after the fight is
over, when the target has had a chance to rest and recuperate. The character with the
Endurance Theft Ray may also return the stolen Endurance voluntarily, of course.

Environmental Control
Standard action
Environmental Control is a ranged, area environmental power which allows the character
to alter the temperature, humidity, and illumination within the affected area. For
example, the character could illuminate a dark area, warm a cold area, or make it cloudy
on a sunny day. Using Environmental Control typically requires a moderately difficult
(DV 3) Ranged Combat (Reason + Power Level) roll, but the difficulty may be higher if the
change from current conditions is particularly drastic. For example, causing a blizzard on
a hot summer day would require a remarkably difficult (DV 6) Ranged Combat (Reason +
Power Level) roll. If the new environment is relatively normal for the time and place, no
roll should be necessary.

Environmental Control may not be used to duplicate effects of other powers, such as
Dazzle.

If the character has not returned the environment to normal by the end of the scene,
then it reverts to its natural state shortly thereafter.

Limited Type Of Environment: A character’s Environmental Control might be limited


to a specific type of environment, such as making it cold or establishing an intense
magnetic field. If this is the case, the character gains a bonus die on their Environmental
Control rolls.

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Environmental Immunity
Constant
Environmental Immunity is a self-only power which permits the character to survive in
environments and conditions that would impair or even kill normal people. This includes
unusual or even poisonous atmospheres, such as underwater or in methane. It also
includes environments of extreme cold, extreme heat, and intense ionizing radiation.
The character may sleep or eat if they want to, but they suffer no ill effect from lack of
food or sleep. Furthermore, the character is unaffected by infectious viruses, bacteria,
chemical and biological poisons, toxins, and so on.

The benefit provided by Environmental Immunity is ambient and highly plot dependent:
it does not normally protect the character from attacks or from direct forms of damage.
Being able to withstand extreme heat and exposure to the blazing desert sun does
not mean that a character is immune to a fire blast. A good rule of thumb is that if the
character is being attacked with it, the character is not immune to it.

Specific Environments: Some characters have a more limited form of Environmental


Immunity, granting them the ability to survive only in a set of specific environments.
Some specific immunities a player may choose from are extreme cold, extreme heat,
poisons, pressure, radiation, sleep deprivation, starvation, suffocation, and vacuum.
If the player wishes, their character’s immunity may be restricted even further. For
example, a character with Environmental Immunity can normally survive without
needing to breathe at all. However, if it makes more sense for the character to be able
to breath in just one unusual environment, such as underwater or in methane, they may
choose that option instead.

For more details on the effects of the environment on a character, see Hostile
Environments in the GM Resources chapter.

Etheric Travel
Move action
Etheric Travel is a self-only power which permits the character to detach their
consciousness from their physical body and travel to anywhere on Earth, leaving
their physical body behind. The character must succeed at a moderately difficult (DV
3) Piloting (Reason + Power Level) roll to navigate to a specific location. While using
Etheric Travel, the consciousness of the traveler is typically invisible, but those who
possess extraordinary spiritual or magical awareness may be able to see the traveler’s
“etheric body”. The “etheric body” of the traveler does not require the Environmental
Immunity power to survive in the upper atmosphere or under water, and is usually
unable to interact with the world around them, although they may converse with anyone
capable of perceiving them. While the “etheric body” is separated from the character’s
physical body, their physical body appears to be in a comatose state, and the traveler is
unaware of anything happening to or around their physical form. Etheric Travel is a plot
dependent power and may not always be available, at the GM’s discretion.

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Extra Actions
Quick action
Extra Actions is a self-only power which permits the character to take one additional
move action or standard action during their turn (see Types Of Actions, p. 173).

The number of additional actions the character may use is equal to their Power Level.
Once an additional action has been used, it may not be used again during that scene.

Flight
Move action
Follow through powers: Mass Flight, Super-flight

Flight is a self-only power which permits the character to fly through the air or through a
vacuum. For example, the character might have wings, they might wear a jetpack, or they
may just be able to fly through sheer force of will. The character’s base move, double
move, and all-out move while flying are based on their Agility.

Defying Gravity: Rather than flying, some characters run so fast that they can run along
any surface without falling, even bodies of water or the underside of bridges. If they stop
running, of course, gravity takes over.

Swinging: Some characters “fly” by using a grappling line, a spider web, invisible beams
of magnetic force, or some other method of suspension. If the character relies on a form
of suspension like this, and there is nothing above the character to attach this “swing
line” to, the character is grounded. If the swing line is attached to something which
weighs less than the character, the character can pull the object toward them or swing it
around. If the object on the other end of the swing line is another character, this requires
an Athletics (Brawn) roll against an Athletics (Brawn) roll of the other character.

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Table: Flight
Agility Fly Double Move All-out Move km/h
1 2m 4m 12 m 7 km/h
2 4m 8m 24 m 14 km/h
3 7m 14 m 42 m 25 km/h

4 13 m 26 m 78 m 47 km/h
5 40 m 80 m 240 m 140 km/h
6 130 m 260 m 780 m 470 km/h

7 400 m 800 m 2,400 m 1,400 km/h


8 1,300 m 2,600 m 7,800 m 4,700 km/h
9 4 km 8 km 24 km 14,000 km/h

10 13 km 26 km 78 km 47,000 km/h

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Flight, Mass
Move action
Prerequisite: Flight
Follow through powers: Selective Mass Flight
Mass Flight is a self-only, area power which permits the character to take everyone
within the affected area with them when they fly.

A character with Mass Flight does not have to use it at full power. They may fly with
everyone within 1 meter, 10 meters, or anywhere up to their maximum area.

Flight, Selective Mass


Move action
Prerequisite: Mass Flight
Selective Mass Flight is a self-only, area power which permits the character to take
everyone within the affected area with them when they fly. Furthermore, it allows the
character with the Selective Mass Flight to select who within that area is taken with them,
and who is not.

A character with Selective Mass Flight does not have to use it at full power. They may fly
with selected individuals within 1 meter, 10 meters, or anywhere up to their maximum
area.

Force Field
Quick action
Follow through powers: Bulletproof
Force Field is a self-only power which provides protection against normal damage. A
character with Force Field adds their Power Level to their combat defense rolls. Force
Field is not effective against mental attacks and alteration attacks. Force Field does not
stack with conventional armor or powers such as Damage Resistance.

A character with a Force Field may extend their force field to another person (or person-
sized object) by touching them. The Force Field then protects both characters, but only
as long as the character with the Force Field is touching the second character.

Unlike Damage Resistance, a Force Field must be activated: if the character goes
unconscious, the power turns off. The character may also turn off their Force Field
voluntarily, of course.

Growth
Quick action
Growth is a self-only power which permits the character to become physically larger,
making them stronger and more massive than normal. The effects of Growth are based
on the Power Level of the character. At Power Level 8 and above, the character’s hands
are so large that they strike entire areas rather than individuals.

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A character with Growth can change size once per turn, using a quick action. If the
character goes unconscious, the character reverts to their normal size.

A character with Growth does not have to use it at full power. A character who has
Power Level 5, for example, could elect to be merely 3 meters tall rather than their full 20
meters.

When a character using 8 or more ranks of Growth makes a Hand-to-hand Combat


attack roll, everyone within short range (10 m) of the target must make a Hand-to-hand
Combat (Brawn) roll against the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for a group of
similar targets.

Table: Growth
Power Level Height Reach Mass Brawn
1 5m 2m 1,700 kg +1
2 7m 3m 5,500 kg +1
3 10 m 5m 17 t +2

4 15 m 7m 55 t +2
5 20 m 10 m 170 t +3
6 30 m 15 m 550 t +3

7 50 m 25 m 1,700 t +4
8 70 m 35 m 5,500 t +4
9 100 m 50 m 17,000 t +5

10 150 m 75 m 55,000 t +5

Haste Table: Haste


Standard action Power Level Multiplier
Haste is a self-only power which permits the character 1 20
to perform everyday tasks at a rate much faster than 2 40
usual. The character’s ability to perform mundane tasks 3 80
extraordinarily quickly is based on their Power Level. For
example, a typical book takes about 5 hours to read. A 4 160
character with Power Level 4 could read it in 2 minutes 5 320
(5 hours = 300 minutes, 300 minutes / 160 = 2 minutes). 6 640
Haste only applies to everyday tasks: tasks which are
7 1,250
routine or which have no significant penalty for failure.
Haste does not enhance the character’s combat abilities, 8 2,500
nor does it grant any other speed-related powers, such 9 5,000
as Regeneration or Super-running.
10 10,000
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Healing
Standard action
Healing is a hand-to-hand alteration power which restores lost Endurance. The character
with Healing may use a standard action to attempt a moderately difficult (DV 3) Medicine
(Power Level) roll to heal the victim’s injuries. If the character succeeds at this roll, then
one Endurance is restored to the victim (or more, if using the optional margin of success
rules, p. 181).

Healing can remove diseases, pathogens, and poisons from the target. The character
with Healing may attempt a moderately difficult (DV 3) Medicine (Reason + Power Level)
roll to cure a single disease or purge a single toxin from the victim’s system.

Hold
Standard action
Hold is a ranged special attack which prevents the target from moving or taking any
actions other than trying to break out of it. Attacking with Hold requires a successful
Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target.
Hold ignores all normal forms of protection such as armor and Damage Resistance. The
mechanism which causes the Hold must be specified when this power is purchased. For
example, the target might be entangled in webs, encased in ice, or bound by rings of
magical force.

A character under the effects of Hold is not helpless, but they can’t use any move actions
until they break free of the power. A restrained character incurs a penalty die on all rolls
other than rolls to escape the Hold.

To break free of Hold, the restrained character must use a standard action to make a
successful Hand-to-hand Combat (Brawn) roll against a Ranged Combat (Power Level)
roll of the attacker. If the restrained character has Strike or Damaging Aura, they may
add their Power Level to this roll. If the restrained character succeeds at this roll, they
break free of the Hold.

Another character may also attempt to aid the restrained character. To break a
restrained character free of Hold, another character must use a standard action to
make a successful Hand-to-hand Combat or Ranged Combat roll (using Blast or Strike,
for example) against a Ranged Combat (Power Level) roll of the original attacker. If the
character aiding the restrained character succeeds at this roll, the restrained character is
broken free of the Hold.

If the target has not broken free of the Hold by the end of the scene, then they break
free of it shortly thereafter.

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Hyperacuity
Free action
Hyperacuity is a self-only power which permits the character to make a moderately
difficult (DV 3) Perception (Reason) roll to sense details too small, faint, or distant for
ordinary human senses to detect. On a successful roll, the character can taste the
number of salt grains on a pretzel, read text on a computer display by touching it, see
a license plate clearly from kilometers away, identify a person by the sound of their
heartbeat, track someone through a city by their scent, and so on.

Illusion
Standard action
Illusion is a ranged, area environmental power which permits the character to
create realistic three-dimensional phantasms, complete with all associated sensory
accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.

Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately
difficult (DV 3) Deception (Presence + Power Level) roll. Creating more complex shapes
requires a more difficult roll, with the difficulty set by the GM based on the complexity of
the desired illusion. For example, a windmill, a lion, or other moving shape would require
a remarkably difficult (DV 6) Deception (Presence + Power Level) roll, while a city square
with moving cars, bicycles, and dozens of people would require an extremely difficult (DV
9) Deception (Presence + Power Level) roll.

While the illusions created by this power are completely convincing, they don’t actually
exist. The bite of an illusory dog will hurt but will not break the skin, the touch of illusory
liquid nitrogen will feel cold but will not cause frostbite, and an illusory bridge will not
support the weight of anyone. The tactile aspect of an illusion will only be convincing
if the contact is fleeting or feather-light: any significant physical interaction with an
illusion provides an observer with a good reason to suspect that the apparition is not the
genuine article.

Anyone who observes an Illusion and who has a good reason to suspect its true nature
may attempt a Perception (Reason) roll against the creator’s Deception (Presence +
Power Level) roll. If the Perception (Reason) roll succeeds, the observer sees the Illusion
for what it is, and may respond appropriately.

It’s All In Your Mind: Normally, the sights and sounds created by the Illusion power
can be recorded, seen on cameras, and so on. However, some characters’ illusions only
affect sentient creatures: cameras and nonsentient robots do not perceive the illusions
at all. However, victims of these mental Illusions can be injured by them. Protection
powers such as Damage Resistance and Force Field are as effective against these illusory
attacks as they would be against the real thing. The damage inflicted can even “kill” the
target (rendering them unconscious), but in fact any damage inflicted is stunning, and
therefore temporary. Characters with Mental Resistance may add their Power Level to
their Perception (Reason) rolls to see through such hallucinations.

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Immortality
Constant
Immortality is a self-only power which grants the character immunity to the ravages
of time. An immortal character will never grow old or die from “natural causes”.
Additionally, the character is never truly “dead”. If the cause of the character’s demise is
reversed (the stake is pulled from their heart, the poison wears off and loses its toxicity,
their dismembered body parts are re-assembled, and so on), the character will begin to
recover from their mortal injuries. How long this recovery takes is up to the GM.

Additionally, the player must select a means of permanently killing the character. The
means may be relatively obvious, such as burning the character or dissolving them in
acid, or it may be obscure and specific to that character, such as destroying a specific
portrait of the character that they keep in a vault or stabbing them with a weapon made
from the bone of a blood relative.

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Death Is Preferable: Normally, an immortal character stops aging when they reach
physical maturity, or shortly thereafter. However, some immortal characters continue to
age (albeit at a slower rate), becoming gnarled and withered as the years pass. Such a
character looks and feels ancient, although they may still be physically powerful.

Offsite Backup: Normally, when an immortal character recovers from “death”, they
retain all of their memories from events up to and including their demise. If the
character’s resurrection is facilitated by an external backup, such as a stored clone or a
periodic neural upload to an orbiting satellite, there will be a gap between the time of
the last “backup” and the character’s resurrection.

Serial Immortality: Normally, when an immortal character recovers from “death”,


they remain essentially unchanged. However, some immortal characters change
their appearance and personality to that of a completely new person when they “die”,
although the knowledge and memories of the character are preserved. For example,
the character might be a parasitic organism that possesses a new host when the
previous one expires, or the character might have a form of cellular regeneration with
unpredictable results. With the GM’s approval, even the character’s gifts and powers
might be changed.

Intangibility
Quick action
Intangibility is a self-only power which permits the character to move through solid
matter as though through water, leaving no trace of their passage. For example,
Intangibility could represent a character who is able to control their molecular density,
a character who vibrates at a different frequency, or even a character whose body can
turn into radiant energy.

A character with Intangibility can change their state once per turn, using a quick action. If
the character goes unconscious, the character reverts to their normal state.

A character using Intangibility cannot pass through a force field, nor through any area
affected by Power Suppression; other than this, physical objects generally have no effect
on a character using Intangibility, or vice versa. An intangible character is immune to
most attacks, regardless of the source. However, an intangible character is affected
normally by mental powers, and they may use mental powers against others. They also
might be affected normally by attacks with unusual special effects. For example, if the
character can speak and hear while intangible, they should be affected by sonic attacks,
or if they can see normally, they should be affected normally by attacks based on light or
shadow. Ultimately, what does and does not affect an intangible character is up to the
GM.

A character with Intangibility may make another person (or person-sized object)
intangible by touching the other person and then activating the Intangibility power.
The Intangibility then affects both characters, but only as long as the character with the
Intangibility is touching the second character.

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Permanent: Intangibility usually must be activated: if the character goes unconscious,


the power turns off. The character may also turn off their Intangibility voluntarily.
However, some characters are unable to turn off their Intangibility; they remain
intangible even if rendered unconscious.

Loophole: The character has a power which affects the world normally while they are
intangible. However, the character must also define a reasonably common attack type
which affects them normally while they are intangible (fire, iron, etc.).

Invisibility
Quick action
Invisibility is a self-only power which permits the character to become difficult to
perceive. For example, the character might become transparent, they might bend light
around them, or they may blend into their surroundings by modulating chromatophores
in their skin. However the effect is achieved, the character is hidden from normal
senses unless someone is actively looking for them or there is some environmental
circumstance that might reveal the character’s location.

In hand-to-hand combat, a character who can’t see their opponent incurs a penalty
die on their attack and defense rolls. In ranged combat, a character who can’t see their
opponent incurs a penalty die on their defense rolls, but they usually fail any ranged
attack rolls or mental attack rolls against an invisible character. However, if the invisible
character has used an attack during the current or previous rounds, then an attacker
may make ranged attack rolls against the invisible character, but they incur a penalty die
on their attack rolls.

If someone is actively looking for the character, perhaps by isolating their heat
signature or tracking them by scent, the person trying to locate the invisible character
must use a quick action to make a successful Perception (Reason) roll against the
invisible character’s Stealth (Agility + Power Level) roll. A character with Clairvoyance
or Hyperacuity may add their Power Level to their Reason when attempting to notice a
character using Invisibility. If an environmental circumstance might reveal the character’s
location, the person trying to locate the invisible character gains a bonus die on their
Perception (Reason) roll. For example, fog might reveal an invisible character’s outline,
or fresh snow might reveal their footprints. If the person trying to locate the invisible
character succeeds at this roll, then they may make ranged attack rolls against the
invisible character, but they incur a penalty die on their attack rolls.

A character with Invisibility can activate or deactivate the power once per turn, using a
quick action. If the character goes unconscious, the character becomes visible.

The character may make another person (or person-sized object) invisible by touching
the other person, but only as long as the character with the Invisibility is touching the
second character.

Permanent: Invisibility usually must be activated: if the character goes unconscious, the
power turns off. The character may also turn off their Invisibility voluntarily. However,

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some characters are unable to turn off their Invisibility; they remain invisible even if
rendered unconscious.

Mental Resistance
Constant
Mental Resistance is a self-only power which makes the character resistant to mental
attacks and unnatural coercion. A character with Mental Resistance adds their Power
Level to their Mental Combat defense rolls.

Mind Blast
Standard action
Follow through powers: Mass Mind Blast

Mind Blast is a ranged mental attack which inflicts “stunning” damage. The Mind Blast is
typically some form of psychic attack, but it could also be sound, electricity, cold, or even
bacteria, and this must be chosen when the Mind Blast power is purchased. Attacking
with Mind Blast requires a successful Mental Combat (Power Level) roll against a Mental
Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of
the target if the target has Mental Resistance. If the attacker succeeds at this roll, then
the target’s Endurance is reduced by one (or more, if using the optional margin of
success rules, p. 181). Mind Blast ignores all normal forms of protection such as armor
and Damage Resistance. Mind Blast only affects sentient creatures: robots, machinery,
and animated objects are unaffected by Mind Blast.

Damage from Mind Blast is temporary. Record it separately; it all comes back after the
fight is over, when the character has had a chance to rest and recuperate.

Mind Blast, Mass


Standard action
Prerequisite: Mind Blast
Follow through powers: Selective Mass Mind Blast
Mass Mind Blast is a ranged, area mental attack which inflicts “stunning” damage. The
Mass Mind Blast is typically some form of psychic attack, but it could also be sound,
electricity, cold, or even bacteria, and this must be chosen when the Mass Mind Blast
power is purchased. Attacking with Mass Mind Blast requires a successful Mental
Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the
affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target
has Mental Resistance. If the attacker succeeds at this roll, then the target’s Endurance
is reduced by one (or more, if using the optional margin of success rules, p. 181).
Mass Mind Blast ignores all normal forms of protection such as armor and Damage
Resistance. Mass Mind Blast only affects sentient creatures: robots, machinery, and
animated objects are unaffected by Mass Mind Blast.

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The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

Damage from Mass Mind Blast is temporary. Record it separately; it all comes back after
the fight is over, when the character has had a chance to rest and recuperate.

Mind Blast, Selective Mass


Standard action
Prerequisite: Mass Mind Blast
Selective Mass Mind Blast is a ranged, area mental attack which inflicts “stunning”
damage. The Selective Mass Mind Blast is typically some form of psychic attack, but it
could also be sound, electricity, cold, or even bacteria, and this must be chosen when
the Selective Mass Mind Blast power is purchased. Attacking with Selective Mass Mind
Blast requires a successful Mental Combat (Power Level) roll against a Mental Combat
(Presence) roll of each selected target in the affected area, or a Mental Combat (Presence
+ Power Level) roll of a target if that target has Mental Resistance. If the attacker
succeeds at this roll, then the target’s Endurance is reduced by one (or more, if using the
optional margin of success rules, p. 181). Selective Mass Mind Blast ignores all normal
forms of protection such as armor and Damage Resistance. Selective Mass Mind Blast
only affects sentient creatures: robots, machinery, and animated objects are unaffected
by Selective Mass Mind Blast.

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

Damage from Selective Mass Mind Blast is temporary. Record it separately; it all comes
back after the fight is over, when the character has had a chance to rest and recuperate.

Mind Control
Standard action
Prerequisite: Telepathy
Follow through powers: Mass Mind Control
Mind Control is a ranged mental attack which allows a character to influence a living
creature’s behaviour, forcing the target to obey the character’s mental commands. To
influence a living creature’s behaviour, the character must succeed at a Mental Combat
(Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental
Combat (Presence + Power Level) roll of the target if the target has Mental Resistance.
Giving a new mental command to the target requires a quick action.

To break free of Mind Control, the target must use a standard action to make a
successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of
the attacker. If the target has Mental Resistance, they add their Power Level to their roll.
If the target succeeds at this roll, they break free of the Mind Control. If the target has
not broken free of the Mind Control by the end of the scene, then they break free of it
shortly thereafter.
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Obvious: Some characters have a “tell” when they have affected someone with their
Mind Control, such as the target having glowing eyes. This makes it visually apparent that
something is wrong with the target.

Mind Control, Mass


Standard action
Prerequisite: Mind Control
Mass Mind Control is a ranged, area mental attack which allows a character to influence
the behaviour of everyone within the affected area, forcing them to obey the character’s
commands. To influence the targets’ behaviour, the character must succeed at a Mental
Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the
affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target
has Mental Resistance. Giving a new mental command to the targets requires a quick
action.

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

To break free of Mass Mind Control, each target must use a standard action to make a
successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of
the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If
a target succeeds at this roll, they break free of the Mass Mind Control. If a target has not
broken free of the Mass Mind Control by the end of the scene, then they break free of it
shortly thereafter.

Mind Hold
Standard action
Mind Hold is a ranged mental attack which prevents the target from moving, thinking, or
taking any actions other than trying to break out of it. Attacking with Mind Hold requires
a successful Mental Combat (Power Level) roll against a Mental Combat (Presence)
roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the
target has Mental Resistance. The mechanism which causes the Mind Hold must be
specified when this power is purchased. For example, the target might be frozen in time,
hypnotized, or they could be sedated by some form of toxic gas.

A character under the effects of Mind Hold is not helpless, but they can’t use any move
actions until they break free of the power. A restrained character incurs a penalty die on
all rolls other than rolls to escape the Mind Hold.

To break free of Mind Hold, the target must use a standard action to make a successful
Mental Combat (Presence) roll, or a Mental Combat (Presence + Power Level) roll if the
target has Mental Resistance, against a Mental Combat (Power Level) roll of the attacker.
If the target succeeds at this roll, they break free of the Mind Hold.

Another character may also attempt to aid the restrained character. To break a
restrained character free of Mind Hold, another character must use a standard action to

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make a successful Mental Combat roll (using Mind Blast, for example) against a Mental
Combat (Power Level) roll of the original attacker. If the character aiding the restrained
character succeeds at this roll, the restrained character is broken free of the Mind Hold.

If the target has not broken free of the Mind Hold by the end of the scene, then they
break free of it shortly thereafter.

Mind Hold only affects sentient creatures: robots, machinery, and animated objects are
unaffected by Mind Hold.

Night Vision
Free action
Night Vision is a self-only power which permits the character to see in pitch darkness as
clearly as in daylight. This capacity could be the result of infrared vision, ultraviolet vision,
or simply exceptional low-light vision.

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Possession
Standard action
Prerequisite: Telepathy
Possession is a ranged mental attack which allows a character to seize control of a
target, overriding the target’s control and effectively making the target a passenger in
their own body. Using Possession requires a Mental Combat (Power Level) roll against
a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power
Level) roll of the target if the target has Mental Resistance.

While the character is using Possession on another person, their own body collapses
into a trance-like state. A possessed character is not able to spend plot points on
anything other than trying to break out of the Possession, but the possessing character
can spend their own plot points while controlling a target. The target of Possession will
not remember any actions they took while under the influence of the power. These
memories may be able to be retrieved through the use of hypnosis, Telepathy, and so
on.

To break free of Possession, the target must use a standard action to make a successful
Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the
attacker. If the target has Mental Resistance, they add their Power Level to their roll. If
the target succeeds at this roll, they break free of the Possession. If the target has not
broken free of the Possession by the end of the scene, then they break free of it shortly
thereafter.

Inhabit: The power is reduced to hand-to-hand range, but the body of the possessing
character actually merges with that of the target for the duration of the possession.

Obvious: The Possession has a “tell”, such as glowing eyes, which makes it visually
apparent that something is wrong with the target.

Power Drain
Standard action
Follow through powers: Power Drain Ray, Power Theft

Power Drain is a hand-to-hand alteration attack which inflicts damage to the target’s
Power Level attribute. Attacking with Power Drain requires a successful Hand-to-hand
Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a
Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration
Resistance. If the attacker succeeds at this roll, then the target’s Power Level is reduced
by one (or more, if using the optional margin of success rules, p. 181). Power Drain
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ignores all normal forms of protection such as armor and Damage Resistance. Reducing
a character’s Power Level to zero renders them unable to activate any of their powers
(constant powers are unaffected).

The mechanism which causes the Power Drain must be specified when this power is
purchased. For example, the target might be injected with nanomachines, subjected to
an alien energy field, bound by rings of magical force, or they could be shackled with
some type of “inhibitor” device.

The effects of multiple Power Drain attacks are cumulative, but the damage from Power
Drain is temporary. It all comes back after the fight is over, when the target has had
a chance to rest and recuperate. The damage from Power Drain will also return if the
character with Power Drain goes unconscious.

Specific Powers: A character’s Power Drain might be limited to targets with a specific
type of powers, such as characters with fire powers or technological powers. If this is the
case, the attacker gains a bonus die on their Power Drain rolls.

Power Drain Ray


Standard action
Prerequisite: Power Drain
Follow through powers: Power Suppression, Power Theft Ray
Power Drain Ray is a ranged alteration attack which inflicts damage to the target’s Power
Level attribute. Attacking with Power Drain Ray requires a successful Ranged Combat
(Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged
Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance.
If the attacker succeeds at this roll, then the target’s Power Level is reduced by one (or
more, if using the optional margin of success rules, p. 181). Power Drain Ray ignores
all normal forms of protection such as armor and Damage Resistance. Reducing a
character’s Power Level to zero renders them unable to activate any of their powers
(constant powers are unaffected).

The mechanism which causes the Power Drain Ray must be specified when this power
is purchased. For example, the target might be injected with nanomachines, subjected
to an alien energy field, bound by rings of magical force, or they could be shackled with
some type of “inhibitor” device.

The effects of multiple Power Drain Ray attacks are cumulative, but the damage from
Power Drain Ray is temporary. It all comes back after the fight is over, when the target
has had a chance to rest and recuperate. The damage from Power Drain Ray will also
return if the character with Power Drain Ray goes unconscious.

Specific Powers: A character’s Power Drain Ray might be limited to targets with a
specific type of powers, such as characters with fire powers or technological powers. If
this is the case, the attacker gains a bonus die on their Power Drain Ray rolls.

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Power Mimicry
Standard action
Follow through powers: Power Theft
Power Mimicry is a hand-to-hand alteration attack which allows a character to
temporarily copy another character’s power and use it themselves. Attributes of 5 or
higher are considered powers for this purpose. Attacking with Power Mimicry requires
a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat
(Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the
target if the target has Alteration Resistance. If the attacker succeeds at this roll, then
they gain one (or more, if using the optional margin of success rules, p. 181) of the
target’s powers. Power Mimicry ignores all normal forms of protection such as armor
and Damage Resistance.

The maximum number of powers the character may mimic is equal to their own Power
Level. If the character with the Power Mimicry knows what powers the target has, they
may choose which powers they copy. Otherwise, the target of the Power Mimicry may
choose the order in which their powers are copied. If used against Ultra-power, Power
Mimicry copies all of the effects made possible by those powers. For example, if a target
has an Ultra-power defined as Powered Armor, and was using this Powered Armor to
generate a Force Field, Flight, Blast, and other powers, then a Power Mimicry attack
would copy all of these powers simultaneously, in addition to the Ultra-power itself.

If the character goes unconscious, the Power Mimicry turns off and any mimicked
powers are lost. The character may also turn off their Power Mimicry voluntarily, of
course. If the character has not turned off their Power Mimicry by the end of the scene, it
turns off shortly thereafter.

Specific Powers: A character’s Power Mimicry might be limited to targets with a specific
type of powers, such as characters with fire powers or technological powers. If this is the
case, the attacker gains a bonus die on their Power Mimicry rolls.

Power Suppression
Standard action
Prerequisite: Power Drain Ray
Power Suppression is a ranged, area alteration attack which inflicts damage to the Power
Level attribute of everyone within the affected area. The mechanism which causes the
Power Suppression must be specified when this power is purchased. For example, the
targets might be injected with nanomachines, subjected to an alien energy field, bound
by rings of magical force, or they could be shackled with some type of “inhibitor” device.
Attacking with Power Suppression requires a successful Ranged Combat (Power Level)
roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged
Combat (Agility + Power Level) roll of a target if that target has Alteration Resistance.
If the attacker succeeds at this roll, then the target’s Power Level is reduced by one
(or more, if using the optional margin of success rules, p. 181). Power Suppression
ignores all normal forms of protection such as armor and Damage Resistance. Reducing

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a character’s Power Level to zero renders them unable to activate any of their powers
(constant powers are unaffected).

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

The effects of multiple Power Suppression attacks are cumulative, but the maximum
amount of Power Level an attacker can suppress is equal to their own Power Level. For
example, a character with Power Level 4 could only suppress 4 ranks of Power Level
from the affected targets, no matter how many times the targets have been attacked
with Power Suppression.

The damage from Power Suppression is temporary. It all comes back after the fight is
over, when the target has had a chance to rest and recuperate. The damage from Power
Suppression will also return if the character with Power Suppression goes unconscious.

Specific Powers: A character’s Power Suppression might be limited to targets with a


specific type of powers, such as characters with fire powers or technological powers. If
this is the case, the attacker gains a bonus die on their Power Suppression rolls.

Power Theft
Standard action
Prerequisite: Power Drain or Power Mimicry
Follow through powers: Power Theft Ray
Power Theft is a hand-to-hand alteration attack which allows a character to temporarily
steal another character’s Power Level. Attacking with Power Theft requires a successful
Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll
of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the
target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of
the target’s Power Level (or more, if using the optional margin of success rules, p. 181)
is transferred from the target to the character. Power Theft ignores all normal forms of
protection such as armor and Damage Resistance.

The effects of multiple Power Theft attacks are cumulative, but the maximum amount
of Power Level an attacker can steal is equal to their own Power Level. For example, a
character with Power Level 4 could only steal 4 ranks of Power Level, no matter how
many targets they attack with Power Theft. Additionally, for each rank of Power Level
stolen, the character with Power Theft also steals one of the target’s powers. If the
character with Power Theft knows what powers the target has, they may choose which
powers they steal. Otherwise, the target of the Power Theft may choose the order
in which their powers are stolen. A character with Power Theft can potentially gain a
number of new powers equal to their own normal Power Level.

The damage from Power Theft is temporary. It all comes back after the fight is over,
when the target has had a chance to rest and recuperate. The character with the Power
Theft may also return the stolen Power Level and powers voluntarily, of course.

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Specific Powers: A character’s Power Theft might be limited to targets with a specific
type of powers, such as characters with fire powers or technological powers. If this is the
case, the attacker gains a bonus die on their Power Theft rolls.

Power Theft Ray


Standard action
Prerequisite: Power Drain Ray or Power Theft
Power Theft Ray is a ranged alteration attack which allows a character to temporarily
steal another character’s Power Level. Attacking with Power Theft Ray requires a
successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of
the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target
has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the
target’s Power Level (or more, if using the optional margin of success rules, p. 181) is
transferred from the target to the character. Power Theft Ray ignores all normal forms of
protection such as armor and Damage Resistance.

The effects of multiple Power Theft Ray attacks are cumulative, but the maximum
amount of Power Level an attacker can steal is equal to their own Power Level. For
example, a character with Power Level 4 could only steal 4 ranks of Power Level, no
matter how many targets they attack with Power Theft and Power Theft Ray. Additionally,
for each rank of Power Level stolen, the character with Power Theft Ray also steals one
of the target’s powers. If the character with Power Theft Ray knows what powers the
target has, they may choose which powers they steal. Otherwise, the target of the Power
Theft Ray may choose the order in which their powers are stolen. A character with Power
Theft Ray can potentially gain a number of new powers equal to their own normal Power
Level.

The damage from Power Theft Ray is temporary. It all comes back after the fight is over,
when the target has had a chance to rest and recuperate. The character with the Power
Theft Ray may also return the stolen Power Level and powers voluntarily, of course.

Specific Powers: A character’s Power Theft Ray might be limited to targets with a specific
type of powers, such as characters with fire powers or technological powers. If this is the
case, the attacker gains a bonus die on their Power Theft Ray rolls.

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Presence Drain
Standard action
Follow through powers: Presence Drain Ray, Presence Theft

Presence Drain is a hand-to-hand alteration attack which inflicts damage to the target’s
Presence. Attacking with Presence Drain requires a successful Hand-to-hand Combat
(Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-
to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration
Resistance. If the attacker succeeds at this roll, then the target’s Presence is reduced by
one (or more, if using the optional margin of success rules, p. 181). Presence Drain
ignores all normal forms of protection such as armor and Damage Resistance.

The effects of multiple Presence Drain attacks are cumulative, but the damage from
Presence Drain is temporary. It all comes back after the fight is over, when the target has
had a chance to rest and recuperate. The damage from Presence Drain will also return if
the character with Presence Drain goes unconscious.

Presence Drain Ray


Standard action
Prerequisite: Presence Drain
Follow through powers: Presence Theft Ray
Presence Drain Ray is a ranged alteration attack which inflicts damage to the target’s
Presence. Attacking with Presence Drain Ray requires a successful Ranged Combat
(Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged
Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If
the attacker succeeds at this roll, then the target’s Presence is reduced by one (or more,
if using the optional margin of success rules, p. 181). Presence Drain Ray ignores all
normal forms of protection such as armor and Damage Resistance.

The effects of multiple Presence Drain Ray attacks are cumulative, but the damage from
Presence Drain Ray is temporary. It all comes back after the fight is over, when the target
has had a chance to rest and recuperate. The damage from Presence Drain Ray will also
return if the character with Presence Drain Ray goes unconscious.

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Presence Theft
Standard action
Prerequisite: Presence Drain
Follow through powers: Presence Theft Ray
Presence Theft is a hand-to-hand alteration attack which allows a character to
temporarily steal the target’s Presence. Attacking with Presence Theft requires a
successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat
(Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the
target if the target has Alteration Resistance. If the attacker succeeds at this roll, then
one rank of the target’s Presence (or more, if using the optional margin of success
rules, p. 181) is transferred from the target to the character. Presence Theft ignores all
normal forms of protection such as armor and Damage Resistance.

The effects of multiple Presence Theft attacks are cumulative, but the maximum amount
of Presence an attacker can steal is equal to their own Power Level. For example, a

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character with Power Level 4 could only steal 4 ranks of Presence, no matter how many
targets they attack with Presence Theft.

The damage from Presence Theft is temporary. It all comes back after the fight is
over, when the target has had a chance to rest and recuperate. The character with the
Presence Theft may also return the stolen Presence voluntarily, of course.

Presence Theft Ray


Standard action
Prerequisite: Presence Drain Ray or Presence Theft
Presence Theft Ray is a ranged alteration attack which allows a character to temporarily
steal the target’s Presence. Attacking with Presence Theft Ray requires a successful
Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target,
or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration
Resistance. If the attacker succeeds at this roll, then one rank of the target’s Presence
(or more, if using the optional margin of success rules, p. 181) is transferred from the
target to the character. Presence Theft Ray ignores all normal forms of protection such
as armor and Damage Resistance.

The effects of multiple Presence Theft Ray attacks are cumulative, but the maximum
amount of Presence an attacker can steal is equal to their own Power Level. For example,
a character with Power Level 4 could only steal 4 ranks of Presence, no matter how many
targets they attack with Presence Theft and Presence Theft Ray.

The damage from Presence Theft Ray is temporary. It all comes back after the fight is
over, when the target has had a chance to rest and recuperate. The character with the
Presence Theft Ray may also return the stolen Presence voluntarily, of course.

Probability Control
Free action
Probability Control is a ranged power which can influence the odds, playing fast and
loose with the laws of chance. Probability Control does not allow the character to break
the laws of physics or make impossible things happen, but a character with Probability
Control can make unlikely events likely and likely events unlikely.
Using Probability Control requires the player to describe a favourable or unfavourable
circumstance and how that circumstance might have come about. If the GM agrees
that the circumstance is possible (however unlikely it might be), then the GM will
decide how this unlikely event impacts the character. The simplest way to translate this
favourable or unfavourable circumstance into game terms is to grant a bonus die if the
circumstance is favourable for the character attempting the task or to impose a penalty
die if the circumstance is unfavourable for the character attempting the task. The use
of Probability Control could also influence events in a less straightforward manner, and
the GM should encourage players to be creative with the power. Each use of Probability
Control should be roughly as useful as a bonus die or a penalty die: significant, but not
game-breaking.

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Probability Control can be used as a free action: a character with Probability Control
may attempt to influence the odds whenever they like. During each game session, the
number of times the character can influence probability is equal to the character’s Power
Level. Probability Control may be used to influence a roll either before or immediately
after the roll has been made.

Conservation Of Probability: Normally, there is no karmic debt incurred by a


character with Probability Control. However, some characters must maintain parity
between events so that the ledgers of karma remain balanced. If such a character
uses their power to grant a bonus die, for example, they must balance this out with a
compensating penalty die on another roll before the end of the scene. If they don’t, the
balance will re-assert itself in the following scene in a way that is inconvenient for the
character with Probability Control, and the character will be unable to use their power to
prevent it.

Radio Communication
Free action
Radio Communication is a self-only power which permits the character to send
and receive signals over any standard radio frequency. If the character wishes, the
communication is difficult to notice for those not involved in the conversation. Anyone
not party to the conversation must make a remarkably difficult (DV 6) Perception
(Reason) roll just to notice the conversation, and an extremely difficult (DV 9) Perception
(Reason) roll to understand what is being said.

Reason Drain
Standard action
Follow through powers: Reason Drain Ray, Reason Theft

Reason Drain is a hand-to-hand alteration attack which inflicts damage to the target’s
Reason. Attacking with Reason Drain requires a successful Hand-to-hand Combat (Power
Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand
Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If
the attacker succeeds at this roll, then the target’s Reason is reduced by one (or more, if
using the optional margin of success rules, p. 181). Reason Drain ignores all normal
forms of protection such as armor and Damage Resistance.

The effects of multiple Reason Drain attacks are cumulative, but the damage from
Reason Drain is temporary. It all comes back after the fight is over, when the target has

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had a chance to rest and recuperate. The damage from Reason Drain will also return if
the character with Reason Drain goes unconscious.

Reason Drain Ray


Standard action
Prerequisite: Reason Drain
Follow through powers: Reason Theft Ray
Reason Drain Ray is a ranged alteration attack which inflicts damage to the target’s
Reason. Attacking with Reason Drain Ray requires a successful Ranged Combat (Power
Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat
(Agility + Power Level) roll of the target if the target has Alteration Resistance. If the
attacker succeeds at this roll, then the target’s Reason is reduced by one (or more, if
using the optional margin of success rules, p. 181). Reason Drain Ray ignores all normal
forms of protection such as armor and Damage Resistance.

The effects of multiple Reason Drain Ray attacks are cumulative, but the damage from
Reason Drain Ray is temporary. It all comes back after the fight is over, when the target
has had a chance to rest and recuperate. The damage from Reason Drain Ray will also
return if the character with Reason Drain Ray goes unconscious.

Reason Theft
Standard action
Prerequisite: Reason Drain
Follow through powers: Reason Theft Ray
Reason Theft is a hand-to-hand alteration attack which allows a character to temporarily
steal the target’s Reason. Attacking with Reason Theft requires a successful Hand-
to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of
the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the
target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of
the target’s Reason (or more, if using the optional margin of success rules, p. 181) is
transferred from the target to the character. Reason Theft ignores all normal forms of
protection such as armor and Damage Resistance.

The effects of multiple Reason Theft attacks are cumulative, but the maximum amount
of Reason an attacker can steal is equal to their own Power Level. For example, a
character with Power Level 4 could only steal 4 ranks of Reason, no matter how many
targets they attack with Reason Theft.

The damage from Reason Theft is temporary. It all comes back after the fight is over,
when the target has had a chance to rest and recuperate. The character with the Reason
Theft may also return the stolen Reason voluntarily, of course.

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Reason Theft Ray


Standard action
Prerequisite: Reason Drain Ray or Reason Theft
Reason Theft Ray is a ranged alteration attack which allows a character to temporarily
steal the target’s Reason. Attacking with Reason Theft Ray requires a successful Ranged
Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a
Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration
Resistance. If the attacker succeeds at this roll, then one rank of the target’s Reason
(or more, if using the optional margin of success rules, p. 181) is transferred from the
target to the character. Reason Theft Ray ignores all normal forms of protection such as
armor and Damage Resistance.

The effects of multiple Reason Theft Ray attacks are cumulative, but the maximum
amount of Reason an attacker can steal is equal to their own Power Level. For example,
a character with Power Level 4 could only steal 4 ranks of Reason, no matter how many
targets they attack with Reason Theft and Reason Theft Ray.

The damage from Reason Theft Ray is temporary. It all comes back after the fight is over,
when the target has had a chance to rest and recuperate. The character with the Reason
Theft Ray may also return the stolen Reason voluntarily, of course.

Reflection
Free Action
Reflection is a self-only power which permits the character to use a free action to reflect
a normal ranged attack back at the attacker. For the character to reflect an attack, the
attack must be successful and affect a single target. The character with Reflection must
then make a successful Hand-to-hand Combat (Brawn + Power Level) roll against the
original Ranged Combat roll of the attacker.

If the Reflection roll fails, the character is struck by the attack, as usual. If the roll
succeeds, the character with Reflection may use a free action to make a Ranged Combat
(Agility + Power Level) roll against the original attacker.

Regeneration
Standard action
Regeneration is a self-only power which accelerates the healing process and allows the
character to recover from injury more quickly. Most characters with Regeneration can
even regrow lost limbs or damaged organs. A character with Regeneration may use a
standard action to attempt a moderately difficult (DV 3) Survival (Power Level) roll. If the
character succeeds at this roll, then they regain one point of lost Endurance (or more, if
using the optional margin of success rules, p. 181).

If the character with Regeneration is unconscious, then they regain one lost Endurance
per minute. If the character with Regeneration is dead, but they also have the
Immortality power, then they regain one lost Endurance per hour.

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Additionally, the maximum Endurance of a character with Regeneration can’t be reduced


to zero by an environmental hazard such as dehydration, poison, or pressure. The
character’s maximum Endurance will always be at least one, regardless of the hostile
environmental conditions.

Sense [Element]
Free action
Prerequisite: Detect [Element]
Sense [Element] is a self-only power which permits the character to perceive, locate,
and analyze a substance, material, or energy any time the element is in the character’s
vicinity. The specific type of force or substance that to be sensed must be chosen when
this power is purchased: sense magic, sense metal, sense temporal anomalies, and so
on. Obtaining detailed information about the element typically requires a moderately
difficult (DV 3) Perception (Reason + Power Level) roll, but the difficulty may be higher
depending on the ambient “noise” and how obvious the thing being perceived is. If the
thing being perceived is relatively obvious (to someone with the appropriate senses), no
roll should be necessary.

Shapeshifting
Quick action
Shapeshifting is a self-only power which permits the character to change their shape,
appearance, odor, etc., and they may increase or decrease their size by 50%. The
character may re-assign their Brawn and Agility to suit their new shape, as long as the
total of Brawn + Agility remains the same or lower, and neither attribute exceeds the
character’s Power Level. Shapeshifting does not give the character any new powers, such
as Night Vision or Flight.

A character with Shapeshifting can change shape once per turn, using a quick action. If
the character goes unconscious, the character reverts to their normal form.

Assuming the shape of a specific person, creature, or object is more difficult than
changing into a generic example of a particular shape. If someone is actively looking at
the character, or has any reason to suspect that the character is not the genuine article,
the person observing the shapeshifted character may attempt a Perception (Reason)
roll against the shapeshifted character’s Deception (Presence + Power Level) roll. If
the Perception (Reason) roll is successful, the observer can tell that the shapeshifted
character is not who or what they appear to be.

Obvious: Normally, there is no obvious visual indication that a character is using


Shapeshifting. However, some shapeshifters have a “tell”, such as glowing eyes, a
distinctive color, or the character’s normal face, which makes it visually apparent that the
character is not in their natural form.

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POWERS

Shrinking
Quick action
Shrinking is a self-only power which permits the character to become smaller and lighter
than normal. The effects of Shrinking are based on the Power Level of the character. At
Power Level 5, the character can be as small as the diameter of a human hair, and at
Power Level 7 the character can walk through the pores of a HEPA filter.

A character with Shrinking can change their size once per turn, using a quick action. If the
character goes unconscious, the character reverts to their normal size.

A character with Shrinking does not have to use it at full power. A character who has
Power Level 5, for example, could elect to be merely 50 centimeters tall rather than their
full 20 micrometers.

Table: Shrinking
Power Level Height Agility
1 20 cm +1
2 2 cm +1
3 2 mm +2

4 200 μm +2
5 20 μm +3
6 2 μm +3

7 200 nm +4
8 20 nm +4
9 2 nm +5

10 200 pm +5

Space Travel
Move action
Space Travel is a self-only power which permits the character to travel into space,
visiting distant worlds and returning in a reasonably prompt fashion. Depending on
the method used, the character may be able to take others with them. Survival in outer
space requires a spaceworthy vehicle or Environmental Immunity. Space Travel is a plot
dependent power and may not always be available, at the GM’s discretion.

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POWERS

Speak With Objects


Standard action
Speak With Objects is a self-only power which permits the character to communicate
with inanimate objects in ways that people normally can’t. For example, a character
with Speak With Objects may communicate with buildings and other artificial structures,
non-sentient machines, non-sentient plants and animals, paths and roads, and rocks
and stones. To communicate with an inanimate object, the character must succeed at a
moderately difficult (DV 3) Diplomacy (Power Level) roll.

Inanimate objects, not truly being sentient, do not generally lie or withhold information.
However, being able to speak to something does not grant it any additional powers, such
as movement. A building might be able to tell you where the vault is, but it can’t unlock
the vault for you.

The character can also see into the past, viewing or “reading” the history of items and
objects by touching them. Seeing into the past is never completely reliable: this use of
Speak With Objects is primarily a roleplaying power under the control of the GM.

Specific Objects: Some characters may only communicate with a specific type or types
of object. For example, a character attuned to the spirit of cities might only be able to
communicate with roads and buildings, while a cyborg might be able to connect to and
communicate with computers, at speeds much faster than would otherwise be possible.
A character whose Speak With Objects power is limited in this way gains a bonus die on
their communication roll.

Stretching
Quick action
Stretching is a self-only power which permits the Table: Stretching
character to deform their body and attenuate their Power Level Reach
extremities. A character with Stretching might have
1 2m
telescoping robotic tentacles, or the character’s body
2 4m
may be gelatinous or just fantastically malleable.
This increases the character’s effective reach, and 3 8m
it permits them to perform tasks and make hand-
4 16 m
to-hand attacks at greater distances, based on
5 32 m
the character’s Power Level. Some characters with
Stretching can squeeze under doors and through 6 64 m
keyholes. Hand-to-hand Combat rolls made by a
7 125 m
Stretching character are based on Brawn, as usual.
8 250 m
9 500 m

10 1 km

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POWERS

Strike
Standard action
Follow through powers: Area Strike

Strike is a hand-to-hand normal attack which inflicts Endurance damage. The Strike could
be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen
when the Strike power is purchased. Attacking with Strike requires a successful Hand-to-
hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of
the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the
target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the
target’s Endurance is reduced by one (or more, if using the optional margin of success
rules, p. 181).

Specific Targets: Some characters’ attacks are specifically tuned to affect only particular
targets. For example, the character’s Strike might be a toxin which is harmful to living
beings, but which does not affect inanimate objects.

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POWERS

Stunning: Some characters’ attacks are specifically designed to be non-lethal. Damage


from a stunning attack is temporary. Record it separately; it all comes back after the fight
is over, when the character has had a chance to rest and recuperate.

Strike, Area
Standard action
Prerequisite: Strike
Follow through powers: Selective Area Strike
Area Strike is a hand-to-hand, area normal attack which inflicts Endurance damage. The
Area Strike could be claws, radiation, cold, a sword, or even darkness or light, and this
must be chosen when the Area Strike power is purchased. Attacking with Area Strike
requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-
to-hand Combat (Brawn) roll of each target in the affected area, or a Hand-to-hand
Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or
Force Field. If the attacker succeeds at this roll, then the target’s Endurance is reduced by
one (or more, if using the optional margin of success rules, p. 181).

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

Strike, Selective Area


Standard action
Prerequisite: Area Strike
Selective Area Strike is a hand-to-hand, area normal attack which inflicts Endurance
damage. The Area Strike could be claws, radiation, cold, a sword, or even darkness
or light, and this must be chosen when the Area Strike power is purchased. Attacking
with Area Strike requires a successful Hand-to-hand Combat (Brawn + Power Level)
roll against a Hand-to-hand Combat (Brawn) roll of each selected target in the affected
area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has
Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target’s
Endurance is reduced by one (or more, if using the optional margin of success rules,
p. 181).

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

Super-agility
Constant
Super-agility is a self-only power which permits the character to attempt Agility tasks
of extraordinary difficulty. The character’s Power Level is added to their Agility for the
purpose of making noncombat skill rolls.

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POWERS

Super-brawn
Constant
Super-brawn is a self-only power which permits the character to attempt Brawn tasks
of extraordinary difficulty. The character’s Power Level is added to their Brawn for the
purpose of making noncombat skill rolls.

Super-flight
Move action
Prerequisite: Flight
Super-flight is a self-only power which permits the character to fly impossibly fast. The
character’s Power Level is added to their Agility for the purpose of determining their
base move, double move, and all-out move.

Table: Super-flight
Agility +
Power Level Fly Double Move All-out Move km/h
1 2m 4m 12 m 7 km/h
2 4m 8m 24 m 14 km/h
3 7m 14 m 42 m 25 km/h

4 13 m 26 m 78 m 47 km/h
5 40 m 80 m 240 m 140 km/h
6 130 m 260 m 780 m 470 km/h

7 400 m 800 m 2,400 m 1,400 km/h


8 1,300 m 2,600 m 7,800 m 4,700 km/h
9 4 km 8 km 24 km 14,000 km/h

10 13 km 26 km 78 km 47,000 km/h
11 40 km 80 km 240 km 140,000 km/h
12 130 km 260 km 780 km 470,000 km/h

13 400 km 800 km 2,400 km 1,400,000 km/h


14 1,300 km 2,600 km 7,800 km 4,700,000 km/h
15 4,000 km 8,000 km 24,000 km 14,000,000 km/h

16 13,000 km 26,000 km 78,000 km 47,000,000 km/h


17 40,000 km 80,000 km 240,000 km 140,000,000 km/h
18 130,000 km 260,000 km 780,000 km 470,000,000 km/h

19 400,000 km 800,000 km 2,400,000 km 0.99 c


20 1,300,000 km 2,600,000 km 7,800,000 km 0.9999 c

136
POWERS

Super-jumping
Move action
Super-jumping is a self-only power which permits the character to leap impossibly far
and fast. For example, the character might have legs like a grasshopper, they might
wear rocket-propelled shoes, or they may just have massive and powerful thighs. The
character’s Power Level is added to their Brawn for the purpose of determining the
height and distance of the character’s long jump.

Table: Super-lifting and Super-jumping

Brawn + Super-lifting
Power Level Lift Throw (25 kg) Super-jumping
0 25 kg 1m 0m

1 55 kg 1m 1m
2 120 kg 2m 1m
3 260 kg 5m 2m

4 550 kg 11 m 5m
5 1,700 kg 35 m 11 m
6 5,500 kg 110 m 35 m

7 17 t 350 m 110 m
8 55 t 1,100 m 350 m
9 170 t 3,500 m 1,100 m

10 550 t 11 km 3,500 m
11 1,700 t 35 km 11 km
12 5,500 t 110 km 35 km

13 17,000 t 350 km 110 km


14 55,000 t 1,100 km 350 km
15 170,000 t 3,500 km 1,100 km

16 550,000 t 11,000 km 3,500 km


17 1,700,000 t 35,000 km 11,000 km
18 5,500,000 t 110,000 km 35,000 km

19 17,000,000 t 350,000 km 110,000 km


20 55,000,000 t 1,100,000 km 350,000 km

Lift indicates the greatest weight that a character with Super-lifting can
“deadlift” (pick up off the ground to the level of the hips). A character carrying
or supporting such a weight can take at most one or two steps per round. A
character can move normally while carrying a weight corresponding to one less
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POWERS

than their Brawn + Power Level. For example, a character with Brawn + Power
Level 8 could carry up to 17 tonnes and suffer no penalties to their movement
while doing so.
Throw (25 kg) indicates the farthest distance that a character with Super-lifting
could throw a compact object weighing 25 kg. To see how far a character can
throw heavier objects, subtract the Brawn + Power Level required to lift the
object from the character’s total Brawn + Power Level. Look up the difference in
the “Brawn + Power Level” column: this indicates how far the character can throw
the object. For example, a character with Brawn + Power Level 8 could throw an
object weighing 65 kg (such as a cooperative slender human) up to 350 meters.
Super-jumping indicates the character’s standing long jump. With a running long
jump, the character’s ground movement is added to their long jump distance.

Super-lifting
Constant
Super-lifting is a self-only power which permits the character to lift and throw impossibly
heavy objects. For example, the character might have control over the force of gravity,
they might wear some kind of powered armor, or they may just have massive arm
muscles. The character’s Power Level is added to their Brawn for the purpose of
determining what the character can lift and throw.

Super-presence
Constant
Super-presence is a self-only power which permits the character to attempt Presence
tasks of extraordinary difficulty. The character’s Power Level is added to their Presence
for the purpose of making noncombat skill rolls.

Super-reason
Constant
Super-reason is a self-only power which permits the character to attempt Reason tasks
of extraordinary difficulty. The character’s Power Level is added to their Reason for the
purpose of making noncombat skill rolls.

138
POWERS

Super-running
Move action
Super-running is a self-only power which permits the character to run impossibly fast.
For example, the character might have wings on their feet, they might wear rocket-
powered roller skates, or they may just move their feet really quickly. The character’s
Power Level is added to their Agility for the purpose of determining their base move,
double move, and all-out move.

Table: Super-running
Agility + Walk Run Sprint Sprint
Power Level (Base Move) (Double Move) (All-out Move) (km/h)
1 2m 4m 12 m 7 km/h
2 4m 8m 24 m 14 km/h
3 7m 14 m 42 m 25 km/h

4 13 m 26 m 78 m 47 km/h
5 40 m 80 m 240 m 140 km/h
6 130 m 260 m 780 m 470 km/h

7 400 m 800 m 2,400 m 1,400 km/h


8 1,300 m 2,600 m 7,800 m 4,700 km/h
9 4 km 8 km 24 km 14,000 km/h

10 13 km 26 km 78 km 47,000 km/h
11 40 km 80 km 240 km 140,000 km/h
12 130 km 260 km 780 km 470,000 km/h

13 400 km 800 km 2,400 km 1,400,000 km/h


14 1,300 km 2,600 km 7,800 km 4,700,000 km/h
15 4,000 km 8,000 km 24,000 km 14,000,000 km/h

16 13,000 km 26,000 km 78,000 km 47,000,000 km/h


17 40,000 km 80,000 km 240,000 km 140,000,000 km/h
18 130,000 km 260,000 km 780,000 km 470,000,000 km/h

19 400,000 km 800,000 km 2,400,000 km 0.99 c


20 1,300,000 km 2,600,000 km 7,800,000 km 0.9999 c

139
POWERS

Super-swimming
Move action
Super-swimming is a self-only power which permits the character to swim impossibly
fast. For example, the character might have a powerful tail like a dolphin, they might
wear turbo-jet boots, or they may just swim really fast. The character’s Power Level is
added to their Agility for the purpose of determining their base move, double move, and
all-out move.

Table: Super-swimming
Agility + Swim Fast Swim Swim Sprint Swim Sprint
Power Level (Base Move) (Double Move) (All-out Move) (km/h)
1 1m 2m 6m 4 km/h
2 2m 4m 12 m 7 km/h
3 3m 6m 18 m 11 km/h

4 4m 8m 24 m 14 km/h
5 7m 14 m 42 m 25 km/h
6 13 m 26 m 78 m 47 km/h

7 22 m 44 m 132 m 79 km/h
8 40 m 80 m 240 m 140 km/h
9 70 m 140 m 420 m 260 km/h

10 130 m 260 m 780 m 470 km/h


11 220 m 440 m 1,320 m 790 km/h
12 400 m 800 m 2,400 m 1,400 km/h

13 700 m 1,400 m 4,200 m 2,600 km/h


14 1,300 m 2,600 m 7,800 m 4,700 km/h
15 2 km 4 km 12 km 7,900 km/h

16 4 km 8 km 24 km 14,000 km/h
17 7 km 14 km 42 km 26,000 km/h
18 13 km 26 km 78 km 47,000 km/h

19 22 km 44 km 132 km 79,000 km/h


20 40 km 80 km 240 km 140,000 km/h

140
POWERS

Super-teleportation
Move action
Prerequisite: Teleportation
Super-teleportation is a self-only power which permits the character to travel incredible
distances without traversing the intervening space. The character’s Power Level is added
to their Agility for the purpose of determining their base move, double move, and all-out
move.

Table: Super-teleportation
Agility +
Power Level Base Move Double Move All-out Move
1 2m 4m 7 km
2 4m 8m 14 km
3 7m 14 m 25 km

4 13 m 26 m 47 km
5 40 m 80 m 140 km
6 130 m 260 m 470 km

7 400 m 800 m 1,400 km


8 1,300 m 2,600 m 4,700 km
9 4 km 8 km 14,000 km

10 13 km 26 km 47,000 km
11 40 km 80 km 140,000 km
12 130 km 260 km 470,000 km

13 400 km 800 km 1,400,000 km


14 1,300 km 2,600 km 4,700,000 km
15 4,000 km 8,000 km 14,000,000 km

16 13,000 km 26,000 km 47,000,000 km


17 40,000 km 80,000 km 140,000,000 km
18 130,000 km 260,000 km 470,000,000 km

19 400,000 km 800,000 km 1,400,000,000 km


20 1,300,000 km 2,600,000 km 4,700,000,000 km

141
POWERS

Super-tunneling
Move action
Prerequisite: Tunneling
Super-tunneling is a self-only power which permits the character to move through
the earth impossibly fast. The character’s Power Level is added to their Agility for the
purpose of determining their base move, double move, and all-out move.

Table: Super-tunneling
Agility +
Power Level Base Move Double Move All-out Move km/h
1 1m 2m 6m 4 km/h
2 2m 4m 12 m 7 km/h
3 3m 6m 18 m 11 km/h

4 4m 8m 24 m 14 km/h
5 7m 14 m 42 m 25 km/h
6 13 m 26 m 78 m 47 km/h

7 22 m 44 m 132 m 79 km/h
8 40 m 80 m 240 m 140 km/h
9 70 m 140 m 420 m 260 km/h

10 130 m 260 m 780 m 470 km/h


11 220 m 440 m 1,320 m 790 km/h
12 400 m 800 m 2,400 m 1,400 km/h

13 700 m 1,400 m 4,200 m 2,600 km/h


14 1,300 m 2,600 m 7,800 m 4,700 km/h
15 2 km 4 km 12 km 7,900 km/h

16 4 km 8 km 24 km 14,000 km/h
17 7 km 14 km 42 km 26,000 km/h
18 13 km 26 km 78 km 47,000 km/h

19 22 km 44 km 132 km 79,000 km/h


20 40 km 80 km 240 km 140,000 km/h

142
POWERS

Telekinesis
Standard action
Telekinesis is a ranged special attack which permits a character to grapple a character
or object without touching it. Attacking with Telekinesis requires a successful Ranged
Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target. Grabbing
inanimate objects with Telekinesis is generally automatic, unless the GM wants to make
it difficult for some reason.

If the attacker’s roll is equal to or greater than the defender’s roll, the target is restrained.
A restrained character is not helpless, but they can’t use move actions until they break
free of the Telekinesis. A restrained character incurs a penalty die on all rolls other than
rolls to escape the Telekinesis.

The maximum mass the character can lift with their Telekinesis is based on the
character’s Power Level.

Psychokinesis: The character’s Telekinesis is a mental attack rather than a normal one.
Attacking with Psychokinesis requires a successful Mental Combat (Power Level) roll
against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence
+ Power Level) roll of the target if the target has Mental Resistance. To break free of
Psychokinesis, the restrained character must use a standard action to make a successful
Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the
attacker; if the restrained character has Mental Resistance, they add their Power Level
to this roll. If the attacker with Psychokinesis wishes to squeeze the restrained character,
they must use a standard action to make a Mental Combat (Power Level) roll against
a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power
Level) roll of the target if the target has Mental Resistance. Unlike other mental attacks,
Psychokinesis causes normal Endurance damage.

Breaking Free Of Telekinesis


To break free of Telekinesis, the restrained character must use a standard action to
make a successful Ranged Combat (Brawn) roll against a Ranged Combat (Power Level)
roll of the attacker. If the target succeeds at this roll, they break free of the Telekinesis.
If the target has not broken free of the Telekinesis by the end of the scene, then they
break free of it shortly thereafter. Alternately, the attacker may release the restrained
character at any time, without using an action.

Hurting A Held Target


If the attacker wishes to squeeze the restrained character, they must use a standard
action to make a Ranged Combat (Agility + Power Level) roll against a Ranged Combat
(Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target
if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll,
then the target’s Endurance is reduced by one (or more, if using the optional margin of
success rules, p. 181).

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POWERS

Moving A Held Target


If the attacker wishes to move the restrained character, they must use another standard
action. The distance an attacker may move the defender is based on the Power Level
of the attacker and the mass of the restrained character. First, look up the mass of
the defender or object to be moved in the “Lift” column (rounding to the nearest mass
value), and find the corresponding Power Level for that mass. Subtract that from the
Power Level of the attacker, and look up that resulting value in the “Throw” column. This
is how far the attacker can move or throw the held character.

Table: Telekinesis
Power Level Lift Throw (25 kg)
0 25 kg 1m

1 55 kg 1m
2 120 kg 2m
3 260 kg 5m

4 550 kg 11 m
5 1,700 kg 35 m
6 5,500 kg 110 m

7 17 t 350 m
8 55 t 1,100 m
9 170 t 3,500 m

10 550 t 11 km

Lift indicates the greatest weight that a character can “deadlift” with Telekinesis
(pick up off the ground to the level of the hips). A character carrying or
supporting such a weight with their Telekinesis can take at most one or two steps
per round. A character can move normally while carrying a weight corresponding
to one less than their Power Level. For example, a character with Power Level
8 could carry up to 17 tonnes and suffer no penalties to their movement while
doing so.
Throw (25 kg) indicates the farthest distance that a character with Telekinesis
could throw a compact object weighing 25 kg. To see how far a character can
throw heavier objects, subtract the Power Level required to lift the object from
the character’s total Power Level. Look up the difference in the “Power Level”
column: this indicates how far the character can throw the object. For example,
a character with Power Level 8 could throw an object weighing 65 kg (such as a
cooperative slender human) up to 350 meters.

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POWERS

Telepathy
Standard action
Follow through powers: Mind Control, Possession

Telepathy is a ranged mental attack which permits a character to communicate directly


with the mind of another person. However, if the willing target of Telepathy also has
Telepathy, the maximum distance between the two telepaths is effectively unlimited.

To communicate directly with the mind of an unwilling person, the character must
succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence)
roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the
target has Mental Resistance. With a successful attack roll, the attacker may mentally
communicate with the target and may read their surface thoughts. The attacker may
read the target’s memories if the attacker achieves a margin of success of 3 or more
(each memory viewed requires a separate roll).

To break free of Telepathy, the target must use a standard action to make a successful
Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the
attacker. If the target has Mental Resistance, they add their Power Level to their roll. If
the target succeeds at this roll, they break free of the Telepathy. If the target has not
broken free of the Telepathy by the end of the scene, then they break free of it shortly
thereafter.

To communicate directly with the mind of a willing person, no attack roll is needed. With
a willing target, the telepath may mentally communicate with the target and may read
their surface thoughts and (if the target consents) their memories. A willing participant
may end the telepathic contact at any time. The telepath may also set up a group
communication among willing participants. The maximum number of simultaneous
willing participants is equal to the telepath’s Power Level.

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POWERS

Teleportation
Move action
Follow through powers: Mass Teleportation, Super-teleportation

Teleportation is a self-only power which permits the character to use a move action to
travel from one point to another without traversing the intervening space. The distance
the character may travel before re-appearing is based on their Agility. The character may
double-move and all-out move using Teleportation. A character using Teleportation may
carry with them whatever they can carry, based on their Brawn. This may include
equipment or even other characters.

A character using Teleportation cannot re-appear inside of a solid object, nor into
any area affected by Power Suppression; other than this, objects in the physical
world generally have no effect on a character using Teleportation. If a character using
Teleportation unknowingly attempts to re-appear inside of a solid object, they lose half
of their Endurance (rounded down) and are shunted to the nearest unoccupied space, or
the teleportation attempt fails entirely, at the GM’s discretion.

Requires A Medium: Some characters may only teleport through a specific medium.
For example, a character with electrical powers might only be able to teleport through
conductive material. Alternately, the character might only be able to teleport between
specific locations. For example, a character attuned to the spirit of cities might only
be able to teleport within and between cities, or a character with darkness powers
might only be able to teleport within and between dark areas such as shadows. Such
a character never needs to worry about appearing inside of a solid object: when they
reach their destination, they simply step out of the medium.

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POWERS

Table: Teleportation
Agility Base Move Double Move All-out Move
1 2m 4m 7 km
2 4m 8m 14 km
3 7m 14 m 25 km

4 13 m 26 m 47 km
5 40 m 80 m 140 km
6 130 m 260 m 470 km

7 400 m 800 m 1,400 km


8 1,300 m 2,600 m 4,700 km
9 4 km 8 km 14,000 km

10 13 km 26 km 47,000 km

Teleportation, Mass
Move action
Prerequisite: Teleportation
Follow through powers: Selective Mass Teleportation
Mass Teleportation is a self-only, area power which permits the character to take
everyone within the affected area with them when they teleport.

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POWERS

Characters teleported with Mass Teleportation cannot re-appear inside of a solid object,
nor into any area affected by Power Suppression; other than this, objects in the physical
world generally have no effect on a character using Mass Teleportation. If any character
being moved with Mass Teleportation would re-appear inside of a solid object, the
character with Mass Teleportation loses half of their Endurance (rounded down), and
everyone is shunted to the nearest unoccupied space. Alternately, the teleportation
attempt fails entirely, at the GM’s discretion.

A character with Mass Teleportation does not have to use it at full power. They may
teleport with everyone within 1 meter, 10 meters, or anywhere up to their maximum
area.

Teleportation, Selective Mass


Move action
Prerequisite: Mass Teleportation
Selective Mass Teleportation is a self-only, area power which permits the character to
take everyone within the affected area with them when they teleport. Furthermore, it
allows the character with the Selective Mass Teleportation to select who within that area
is teleported, and who is not.

Characters teleported with Selective Mass Teleportation cannot re-appear inside of a


solid object, nor into any area affected by Power Suppression; other than this, objects
in the physical world generally have no effect on a character using Selective Mass
Teleportation. If any character being moved with Selective Mass Teleportation would re-
appear inside of a solid object, the character with Selective Mass Teleportation loses half
of their Endurance (rounded down), and everyone is shunted to the nearest unoccupied
space. Alternately, the teleportation attempt fails entirely, at the GM’s discretion.

A character with Selective Mass Teleportation does not have to use it at full power. They
may teleport with selected individuals within 1 meter, 10 meters, or anywhere up to their
maximum area.

Time Control
Standard action
Prerequisite: Time Travel

Time Control is a self-only power which permits the character to influence the ebb and
flow of time, skipping forward and back through the time stream. A character with Time
Control can “rewind” time to make different choices. During each game session, the
number of times the character can rewind time is equal to their Power Level.

How much time may be re-wound is subject to GM approval and is largely plot-
dependent. During combat, for example, the player may declare that they are rewinding
time at the end of a round in order to play that round over. Out of combat, the player

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may declare that they are rewinding a 20 minute conversation, or they may wish
to rewind time by a half-hour and take a different route through the city. If the GM
approves of this use of Time Control, the elapsed time is erased from history, and
the status of every character and the world at large is restored to the condition at the
beginning of the rewound time period. Normally, the only person aware of this temporal
reversal is the character with Time Control, but characters who have some way to
detect temporal anomalies would be aware of what has happened. To everyone else,
time proceeds as if they had never lived through the rewound time before (although
particularly perceptive individuals may get a sense of deja vu).

Time Travel
Move action
Follow through powers: Time Control
Time Travel is a self-only power which permits the character to traverse the time stream,
stepping into the past or the future. Depending on the method used, the character may
be able to take others with them. Whether the time traveler can change the past or
simply creates a divergent time stream is a bone of contention among philosophers and
temporal physicists (the Kalos Universe generally assumes the latter). Time Travel is a
plot dependent power and may not always be available, at the GM’s discretion.

[Transformation] Ray
Standard action
[Transformation] Ray is a is a ranged alteration attack which allows a character to use a
personal power as an attack. Attacking with [Transformation] Ray requires a successful
Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target,
or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration
Resistance. [Transformation] Ray ignores all normal forms of protection such as armor
and Damage Resistance.

The power being used as an attack is under the control of the character with the
[Transformation] Ray power; the target of the ray has no control over the power.
The specific personal power to be used as an attack must be chosen when this
power is purchased. Available personal powers which may be used as attacks with
[Transformation] Ray are:
• Density Control
• [Element] Form
• Growth
• Intangibility
• Invisibility
• Shapeshifting
• Shrinking

To recover from the transformation, the target must use a standard action to make a
successful Survival (Presence) roll against a Ranged Combat (Power Level) roll of the
attacker. If the target has Alteration Resistance, they add their Power Level to their roll.

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If the target succeeds at this roll, they recover from the transformation. If the target has
not recovered from the [Transformation] Ray by the end of the scene, then they recover
from it shortly thereafter.

Tunneling
Move action
Follow through powers: Super-tunneling

Tunneling is a self-only power which permits the character to move through the earth as
easily as other people move through water. However, the character is unable to pass
through force fields and other energy barriers. The character’s base move, double move,
and all-out move while tunneling are based on their Agility.

The character may choose to leave a hole through which others may follow, or not, at
any time.

Table: Tunneling
Agility Base Move Double Move All-out Move km/h
1 1m 2m 6m 4 km/h
2 2m 4m 12 m 7 km/h
3 3m 6m 18 m 11 km/h

4 4m 8m 24 m 14 km/h
5 7m 14 m 42 m 25 km/h
6 13 m 26 m 78 m 47 km/h

7 22 m 44 m 132 m 79 km/h
8 40 m 80 m 240 m 140 km/h
9 70 m 140 m 420 m 260 km/h

10 130 m 260 m 780 m 470 km/h

X-ray Vision
Free action
X-ray Vision is a self-only power which permits the character to make a moderately
difficult (DV 3) Perception (Reason + Power Level) roll to see through objects. On a
successful roll, they focus their vision at a specific distance, ignoring intervening physical
barriers. The player must define a reasonably common substance, material, or energy
that the character can’t see through.

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Ultra-power
Varies
Prerequisite: Five powers with the same unifying theme
Ultra-power is a self-only power which permits the character to use any power, one at a
time, as long as it belongs to the character’s unifying theme. If the power the character
wants to use has a prerequisite, the character must have the prerequisite power apart
from the Ultra-power. For example, a character with “Ultra-power: Electrical Mastery”
could use Blast and Force Field, but their Ultra-Power could not grant them the use of
Area Blast unless they already had Blast outside of the Ultra-power.

In order to have Ultra-power, the character must first buy five powers that adhere to a
specific unifying theme. Some typical unifying themes for Ultra-power are trick arrows,
sorcerous spells, gadgets, mastery of a fundamental force, and a cosmic amulet that
lets the user create any solid-energy construct they can imagine. The player can pick any
unifying theme they like, subject to the GM’s approval.

Use And Abuse Of Ultra-power


Ultra-power is open to abuse by players who care less about having
fun than they do about “winning”. It’s important to stress that the
powers in an Ultra-power should have a tightly unifying theme. If the
character has a relatively low Power Level, then the GM may want to
turn a blind eye if the player plays a bit fast and loose with the “tightly
unifying theme". After all, there’s not much harm in allowing the player
some latitude when the character has a Power Level of only 1 or 2. For
a character whose Power Level is more potent, enforcing the theme
becomes more important. A character who can accomplish anything the
player can think of can easily spoil a game and ruin everyone’s fun.

Power Modifiers
Power modifiers are special powers which modify how other powers function. Each
power modifier costs one character point. However, each power modifier can be
purchased more than once, granting additional advantages. The GM and player should
work together to ensure that the range and maximum area of the character’s powers are
still within the limits of the game the GM wants to run. Just because the rules permit it
doesn’t mean you should do it.

Increased Area
Increased Area is a power modifier which expands the maximum area of all of the
character’s area powers. Each time this power modifier is purchased, the maximum
area affected by the character’s area powers is multiplied by ten. The character’s powers
which normally affect everyone within short range (10 m) of the target affect everyone
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within medium range (100 m) of the target, powers which normally affect everyone
within medium range (100 m) affect everyone within long range (1 km), and so on.

Spreading An Attack (Optional)


Spreading an attack is an optional rule which allows a character to trade
off 3 ranks in Power Level for a level of increased area. A character with
Power level 5 and the Blast power, for example, could make their attack
affect a 1 meter radius area, but at an effective Power Level of 2 —
trading 3 Power Level in exchange for making their Blast an area attack.
Similarly, a character with Power Level 9 and Mass Dazzle (1 km radius,
based on their Power Level) could trade 6 ranks of Power Level in order
to attack a 100 km radius with their Mass Dazzle (making it effectively a
Power Level 3 attack, for that one attack).

Increased Range
Increased Range is a power modifier which extends the maximum range of all of the
character’s ranged powers. Each time this power modifier is purchased, the maximum
range of the character’s ranged powers is multiplied by ten. If the character’s powers
normally have short range (10 m) they become medium range (100 m), medium range
(100 m) powers become long range (1 km), and so on.

Personal Immunity
Personal Immunity is a power modifier which makes the character immune to any
undesirable effects of all of their own powers. If purchased a second time, the player
may designate ten additional individuals who are immune to any undesirable effects
of the character’s powers. Each time this power is purchased, the number of immune
individuals is multiplied by ten (i.e., 10, 100, 1000). The immune individuals can’t
normally be changed, once selected.

New Follow Through Powers


You can create more powerful versions of these powers by creating new follow through
powers. The two most common types of follow-through powers are those that increase
the range and those that apply the power to an area. The GM and player should work
together to ensure that the follow-through power is still within the limits of the game the
GM wants to run. Just because the rules permit it doesn’t mean you should do it.

Area (or Mass) [Power]


A prerequisite power which affects a single target may have a follow through power
which affects everyone within a certain area of the target, based on the character’s

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Power Level (p. 61). Making the prerequisite power affect an area does not modify the
skill used for the attack, nor the skill used to resist it.

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

Selective Area (or Selective Mass) [Power]


A prerequisite power which affects an area may have a follow through power which
permits the character to select who is affected within a certain area of the target, based
on the character’s Power Level (p. 61). Making the prerequisite power affect a selective
area does not modify the skill used for the attack, nor the skill used to resist it.

The attacker rolls once for the attack. Normally, each selected target in the affected area
rolls individually against the attack, but if the GM prefers, she may roll once for each
group of similar targets.

Ranged [Power]
A hand-to-hand prerequisite power may have a follow through power which is a ranged
power with a range based on the character’s Power Level (p. 61).

New Powers
You might not have found the power you want in this chapter. After all, the page count
of this book is limited, while your imagination is not. If the power you want is very similar
to one already listed, the easiest thing to do is just change the name and description
slightly, and get on with the game. Talk to the GM and the other players about it, and see
if they agree. If they do, your problem is solved.

On the other hand, not everything that works in a comicbook works in a game. It’s
entirely possible to create an invisible power that can attack anyone, anywhere, at no
risk to the character — but where’s the fun in that? If the power you have imagined is
significantly more powerful than anything in this chapter, then maybe you should go
back to the drawing board.

But if you want to make up a new power, here are some basic guidelines.

Hand-to-hand Normal Powers


Hand-to-hand normal powers are targeted with the Hand-to-hand Combat skill. The
attack roll is based on the character’s Brawn, and the character’s Power Level is added
to their attack roll. The defense roll is based on the target’s Brawn, and the target’s
defenses, such as Damage Resistance or Force Field, are applicable. A hand-to-hand
power affects a single target.

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Ranged Normal Powers


Ranged normal powers are targeted with the Ranged Combat skill. The attack roll is
based on the character’s Agility, and the character’s Power Level is added to their attack
roll. The defense roll is based on the target’s Agility, and the target’s defenses, such as
Damage Resistance or Force Field, are applicable. A ranged power (p. 178) has a range
based on the character’s Power Level (p. 61), and affects a single target.

Ranged Mental Powers


Ranged mental powers are targeted with the Mental Combat skill. The attack roll is
based on the character’s Power Level, and the defense roll is based on the target’s
Presence. The target’s normal defenses, such as Damage Resistance or Force Field, are
not applicable, but Mental Resistance is. A mental power has a range (p. 178) based on
the character’s Power Level (p. 61), and affects a single target.

Alteration Powers
Alteration powers are targeted with the Hand-to-hand Combat skill if the power is
hand-to-hand, or the Ranged Combat skill if the power is ranged. The attack roll is based
on the character’s Power Level, and the defense roll is based on one of the target’s
attributes, usually Brawn or Agility. The target’s normal defenses, such as Damage
Resistance or Force Field, are not applicable, but Alteration Resistance is. An alteration
power is either hand-to-hand (1m) or has a range (p. 178) based on the character’s
Power Level (p. 61), and affects a single target.

Environmental Powers
Powers which alter the environment in some non-damaging way are usually targeted
with the Ranged Combat skill. The attack roll is based on the character’s Agility, and the
character’s Power Level is added to their attack roll. The defense roll is based on one of
the target’s attributes, but the target’s normal defenses, such as Damage Resistance or
Force Field, are not applicable, nor are unusual defenses, such as Mental Resistance or
Alteration Resistance. An environmental power typically has a range (p. 178) and an
area based on the character’s Power Level (p. 61).

“Roleplay” Powers
Sometimes a character has a power that is important for characterization and
roleplaying, but doesn’t really have an impact on the game. For example, consider a
character who is centuries old, and never ages, but who can die from injury or accident
just like anyone else (unlike Immortality, p. 113). This is definitely a power, but what
does it really do? It doesn’t give the character a measurable benefit either in or out
of combat. It’s important to the character, and there is a remote chance that it will be
useful in combat if the characters encounter a villain with the power to rapidly age her
enemies, but for most games its usefulness will be limited to roleplaying. Powers like this
are “roleplay” powers. There is no cost for “roleplay” powers.

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Don’t go too crazy with “roleplay” powers. Unless there is a plausible circumstance where
the power might be genuinely useful, just consider it part of the character’s background
and description.

Villain Powers
Powers can sometimes work quite differently for villains than it does for player
characters. For example, a character with Mind Control will rarely be able to maintain
their control over a target for more than a few minutes, but a villain might have an
NPC under their control for weeks or even years. Villains can accomplish things that
are simply beyond the capabilities of player characters. However, do not overuse this
technique, or the players will grow tired of it.

Here are a few villain-only powers to get you started.

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Blast, Continuous
Standard action
Prerequisite: Seeking Blast
Follow through powers: Continuous Area Blast
Continuous Blast is a ranged normal attack which inflicts Endurance damage. The
Continuous Blast could be radiation, fire, cold, arrows, or even darkness or light, and
this must be chosen when the Blast power is purchased. Attacking with Continuous
Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged
Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the
target if the target has Damage Resistance or Force Field.

Continuous Blast has limited independence from the attacker. The Continuous Blast will
continue to attack the target every round until it misses. The attacker rolls the attack
again as a quick action, but no interaction or attention is required from the attacker for
these additional attacks.

Blast, Continuous Area


Standard action
Prerequisite: Continuous Blast
Continuous Area Blast is a ranged, area normal attack which inflicts Endurance damage.
The Continuous Area Blast could be radiation, fire, cold, arrows, or even darkness or
light, and this must be chosen when the Continuous Area Blast power is purchased.
Attacking with Continuous Area Blast requires a successful Ranged Combat (Agility +
Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected
area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage
Resistance or Force Field.

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

Continuous Area Blast has limited independence from the attacker. The Continuous Area
Blast will continue to attack each target in the affected area every round until it misses
that target. Once the attack misses a target in the affected area, the attack no longer
affects that target. The attacker rolls the attack again as a quick action, but no interaction
or attention is required from the attacker for these additional attacks.

Mind Control, Selective Mass


Standard action
Prerequisite: Mass Mind Control
Selective Mass Mind Control is a ranged, area mental attack which allows a character
to influence the behaviour of selected targets within the affected area, forcing them to
obey the character’s commands. To influence the targets’ behaviour, the character must
succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of
each selected target in the affected area, or a Mental Combat (Presence + Power Level)

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roll of a target if that target has Mental Resistance. Giving a new mental command to the
targets requires a quick action.

The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

To break free of Selective Mass Mind Control, each target must use a standard action to
make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level)
roll of the attacker. If a target has Mental Resistance, they add their Power Level to their
roll. If a target succeeds at this roll, they break free of the Selective Mass Mind Control. If
a target has not broken free of the Selective Mass Mind Control by the end of the scene,
then they break free of it shortly thereafter.

[Transformation] Ray, Extended


Standard action
Prerequisite: [Transformation] Ray
Follow through powers: Permanent [Transformation] Ray
Extended [Transformation] Ray is a is a ranged alteration attack which allows a character
to use a personal power as an attack. Attacking with Extended [Transformation] Ray
requires a successful Ranged Combat (Power Level) roll against a Ranged Combat
(Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if
the target has Alteration Resistance. Extended [Transformation] Ray ignores all normal
forms of protection such as armor and Damage Resistance.

The power being used as an attack is under the control of the character with the
Extended [Transformation] Ray power; the target of the ray has no control over the
power. The specific personal power to be used as an attack must be chosen when this
power is purchased. Available personal powers which may be used as attacks with
Extended [Transformation] Ray are:
• [Element] Form
• Density Control
• Growth
• Intangibility
• Invisibility
• Shapeshifting
• Shrinking
Once an hour, the target may use a standard action to attempt a Survival (Presence) roll
against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration
Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they
recover from the transformation.

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[Transformation] Ray, Permanent


Standard action
Prerequisite: Extended [Transformation] Ray
Permanent [Transformation] Ray is a is a ranged alteration attack which allows
a character to use a personal power as an attack. Attacking with Permanent
[Transformation] Ray requires a successful Ranged Combat (Power Level) roll against
a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level)
roll of the target if the target has Alteration Resistance. Permanent [Transformation] Ray
ignores all normal forms of protection such as armor and Damage Resistance.

The power being used as an attack is under the control of the character with the
Permanent [Transformation] Ray power; the target of the ray has no control over the
power. The specific personal power to be used as an attack must be chosen when this
power is purchased. Available personal powers which may be used as attacks with
Permanent [Transformation] Ray are:
• [Element] Form
• Density Control
• Growth
• Intangibility
• Invisibility
• Shapeshifting
• Shrinking
Once a day, the target may use a standard action to attempt a Survival (Presence) roll
against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration
Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they
recover from the transformation.

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EQUIPMENT
Characters use equipment to make their efforts more successful. Equipment makes it
easier to pick a lock, repair a vehicle, hack a computer, hurt someone, or resist being
hurt. Unless otherwise noted, equipment has a power level (PL) rating of 1, adding 1 to
the character’s roll when attempting a skill roll.

Nothing physically prevents a character in Bulletproof Blues from carrying weapons


and driving vehicles: there is no character point cost associated with ordinary weaponry
and vehicles. However, there may be legal or financial obstacles to obtaining such
equipment, even if it’s relatively commonplace. All equipment requires periodic
maintenance, unlike equipment purchased with character points, but this usually
happens when it is convenient for the character.

For example, a character who carries a pistol, and who has paid character points for the
Blast power, is rarely inconvenienced by trivial matters such as a “failure to eject”, and
the player would earn a plot point if such a failure occurred. For a character whose PL 2
pistol was purchased at a local gun shop, and not purchased with character points, such
equipment failures are relatively common.

Special Attack Types


Area
Area attacks inflict damage to everyone within a certain distance of the target —
everyone within short range (10 m), unless the equipment description says otherwise.
The attacker rolls once for the attack. Normally, each target in the affected area rolls
individually against the attack, but if the GM prefers, she may roll once for each group of
similar targets.

Blinding
A successful blinding attack renders the target unable to see clearly. In hand-to-hand
combat, a blinded character incurs a penalty die on their attack and defense rolls. A
blinded character incurs a penalty die on their Ranged Combat and Mental Combat
defense rolls, but they usually fail any Ranged Combat or Mental Combat attack rolls.
However, if the blinded character is able to locate their target to within a meter or so (by

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using their Hyperacuity-granted super hearing, for example), then a blind attacker incurs
a penalty die on their Ranged Combat or Mental Combat attack rolls.

A blinded character suffers no penalty when defending against mental attacks, but they
automatically fail any mental combat attack rolls.

To recover from a blinding attack, the target must use a standard action to make a
challenging (DV 3) Perception (Reason) roll.

If the character has not recovered from the blinding attack by the end of the scene, then
they recover their senses shortly thereafter.

Burst Fire
A weapon which fires multiple times per round, such as a machinegun, grants a bonus
die. However, the attack is only resolved once. Whether the damage from an attack is
inflicted by one discrete injury or twelve, it’s all just one Ranged Combat roll. There’s no
“roll damage three times” mechanic like some game systems have.

Penetrating
If an attack is penetrating, any of the defender’s dice that show a “5” or “6” are re-rolled
until each die rolls lower than 5.

Stunning
Damage from a stunning attack is temporary. Record it separately; it all comes back after
the fight is over, when the character has had a chance to rest and recuperate.

Terrifying
A successful terrifying attack causes the target to involuntarily cower or flee (defender’s
choice). A cowering character incurs a penalty die on their defense rolls, while a fleeing
character is granted a bonus die to their defense rolls.

To recover from a terrifying attack, the target must use a standard action to make a
moderately difficult (DV 3) Survival (Presence) roll.

If the character has not recovered from the terrifying attack by the end of the scene,
then they recover their composure shortly thereafter.

Unusual attacks
Weapons which are based on unusual powers, such as smoke grenades (Darkness)
and pacification rifles (Presence Drain Ray), have a power level (PL) indicated in their
descriptions. When making an attack roll with these weapons, the attacker’s attribute
(typically Agility) is not added to the attack roll. The attacker rolls two dice (one die if they
lack the relevant combat skill), and adds the power level of the weapon.

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Armor
Armor provides protection against most forms of normal damage. The defense roll of a
character wearing armor is equal to their relevant defense attribute (Brawn for Hand-to-
hand Combat, Agility for Ranged Combat) plus the power level (PL) rating of the armor.
Conventional armor does not stack with defensive powers such as Damage Resistance
and Force Field.

Table: Armor
Type PL Notes
Light Ballistic Vest 1 concealable
Medium Ballistic Armor 2 concealable under outerwear
Heavy Ballistic Armor 3 not concealable

Hand-to-hand Weapons
Hand-to-hand weapons are typically useful up to a distance of one meter. When making
a Hand-to-hand Combat (Brawn) roll, the character may add the power level (PL) rating
of the weapon to their roll. Conventional weapons do not stack with offensive powers
such as Strike. Weapons which are described as being “two-handed” are more difficult to
use with one hand. Someone making a Hand-to-hand Combat roll while holding a two-
handed weapon with one hand incurs a penalty die on their attack.

Table: Hand-to-hand weapons


Type PL Notes
Club 1
Knife 1
Machete 1

Spear 1
Staff 1 two-handed, no sweep attack penalty1
Whip 1

Axe 2
Chainsaw 2 two-handed, very loud
Crowbar 2 two-handed

Stun Baton 2 stunning


Sword 2

1. Sweep Attack (p. 187)

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Short Range Weapons


Short range weapons are typically useful up to a distance of 10 meters. Attacking more
distant targets is more difficult or impossible (at the GM’s discretion). If the GM declares
that the attack is possible, the attacker incurs a penalty die. When making a Ranged
Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to
their roll. Conventional weapons do not stack with offensive powers such as Blast.

Weapons which are described as being “two-handed” are more difficult to use with one
hand. Someone making a Ranged Combat roll while holding a two-handed weapon with
one hand incurs a penalty die on their attack.

Table: Short range weapons


Type PL Notes
Light Pistol 1 easy to conceal
Long Bow 1 two-handed
Pepper Spray 1 blinding, stunning

Short Bow 1 two-handed


Target Pistol 1 bonus die1 if attacker does not move
Compound Bow 2 two-handed

Crossbow 2 two-handed
Heavy Pistol 2 difficult to conceal
Taser 2 stunning

Flamethrower 3 two-handed, bonus die1 (wide spray), terrifying


Fragmentation Grenade 6 area, single use
Incendiary Grenade 6 area, penetrating, terrifying, single use

Flash Grenade 7 area, blinding, stunning, single use


Knockout Gas Grenade 7 area, stunning, single use
Nausea-inducing Pistol * Agility Drain (PL 5), uses radio frequencies to affect a
target’s hearing and equilibrium

Smoke Grenade * Darkness (PL 5), area, single use (lasts 10 rounds)

1. Bonuses And Penalties (p. 177)

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EQUIPMENT

Medium Range Weapons


Medium range weapons are typically useful up to a distance of 100 meters. Attacking
more distant targets is more difficult or impossible (at the GM’s discretion). If the GM
declares that the attack is possible, the attacker incurs a penalty die. When making a
Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the
weapon to their roll. Conventional weapons do not stack with offensive powers such as
Blast.

Weapons which are described as being “two-handed” are more difficult to use with one
hand. Someone making a Ranged Combat roll while holding a two-handed weapon with
one hand incurs a penalty die on their attack.

Table: Medium range weapons


Type PL Notes
Assault Rifle 2 two-handed, burst fire
Carbine 2 two-handed
Heat Rifle 2 two-handed, stunning, uses microwaves to cause pain to target

Shotgun 2 two-handed, bonus die1 beyond short range (10 m)


Sporting Rifle 2 two-handed, bonus die1 if attacker does not move
Heavy Rifle 3 two-handed

Machinegun 3 two-handed, burst fire


Sawed-off Shotgun 3 two-handed, penalty die1 beyond short range (10 m)
Light Anti-tank Weapon 6 two-handed, penetrating

Pacification Rifle * two-handed, Presence Drain (PL 5), uses electromagnetic


radiation to affect a target’s central nervous system

1. Bonuses And Penalties (p. 177)

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Long Range Weapons


Long range weapons are typically useful up to a distance of one kilometer. Attacking
more distant targets is more difficult or impossible (at the GM’s discretion). If the GM
declares that the attack is possible, the attacker incurs a penalty die. When making a
Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the
weapon to their roll. Conventional weapons do not stack with offensive powers such as
Blast.

Weapons which are described as being “two-handed” are more difficult to use with one
hand. Someone making a Ranged Combat roll while holding a two-handed weapon with
one hand incurs a penalty die on their attack.

Table: Long range weapons


Type PL Notes
Heavy Machinegun 3 two-handed, burst fire
Sniper Rifle 3 two-handed, bonus die1 if attacker does not move, penetrating
Heat Cannon 4 two-handed, vehicle mounted, area, stunning, uses microwaves to cause pain to
targets

Light Cannon 6 two-handed, vehicle mounted, fires every other round


Heavy Cannon 7 two-handed, vehicle mounted, area, fires every other round
Pacification Cannon * two-handed, vehicle mounted, area, Presence Drain (PL 5), uses electromagnetic
radiation to affect targets’ central nervous system

1. Bonuses And Penalties (p. 177)

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EQUIPMENT

Tools
When making a skill roll, the character may add the power level (PL) rating of the
equipment to their roll. Simple or multipurpose equipment, such as a Swiss army knife,
generally has a PL of 1. Ordinary equipment, such as a reasonably complete box of
tools, would have a PL of 2. Special-purpose or very high quality equipment, such as a
complete surgical theatre, would have a PL of 3.

Table: Tools
Type PL Type PL
Binoculars, Pocket Size 1 GPS 2
Binoculars, Full Size 2 Gas Mask 1
Binoculars, Professional 3 Gunsmith Kit 2

Camera, Pocket Size 1 Handcuffs 4


Camera, Full Size 2 Laptop 2
Camera, Professional 3 Lockpick Gun 2

Cell Phone 1 Lockpick Set, Professional 3


Commlink 1 Machine Shop 3
Concealed Microphone 1 Mechanic’s Tools 2

Covert Surveillance Device 1 Motorcycle Goggles 1


Covert Tracking Device 2 Nightvision Goggles 2
Digital Camera, Micro 1 Multi-tool 1

Digital Camera, Typical 2 Radio 2


Digital Camera, Professional 3 Scientific Calculator 2
Digital Recorder, Micro 1 Scuba Tank, Mini 1

Digital Recorder, Typical 2 Scuba Gear 2


Digital Recorder, Professional 3 Snorkel 1
Doctor’s Bag 2 Surgical Theatre 3

Flashlight 1

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EQUIPMENT

Vehicles
A character with special vehicles should usually buy them using a power, such as Flight,
or with the Vehicles gift. However, any character with the appropriate background could
conceivably own and drive ordinary vehicles. As with weapons, ordinary vehicles are
unreliable and require periodic maintenance.

Table: Air vehicles


Damage Resistance
Name (PL) Endurance Top Speed
Corporate Jet 6 6 800 km/h
Private Plane 6 6 420 km/h
Military Jet 6 12 1,600 km/h

Passenger Jet 6 7 800 km/h


Dirigible 4 6 130 km/h
Civilian Helicopter 5 6 260 km/h

Military Helicopter 8 12 480 km/h

Table: Street vehicles


Damage Resistance
Name (PL) Endurance Top Speed
Mini 5 6 160 km/h
Sports Car 5 6 260 km/h
Bus 6 7 120 km/h

Police Car 6 7 225 km/h


Recreational Vehicle 6 7 130 km/h
Sedan 5 8 210 km/h

Surveillance Van 6 7 180 km/h


Fire Truck 6 8 130 km/h
Minivan 7 8 190 km/h

Truck Tractor 7 9 160 km/h


SWAT Van 8 9 180 km/h
Armored Car 9 9 105 km/h

Security Limo 9 10 180 km/h

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EQUIPMENT

Table: Off-road vehicles


Damage Resistance
Name (PL) Endurance Top Speed
Motorcycle 5 1 260 km/h
Pickup Truck 6 8 180 km/h
Bulldozer 6 9 11 km/h

Heavy Truck 7 9 160 km/h


Snow Cat 9 6 40 km/h
Snowmobile 9 2 160 km/h

Main Battle Tank 9 16 75 km/h

Table: Water vehicles


Damage Resistance
Name (PL) Endurance Top Speed
Jet Ski 5 3 50 km/h
Fishing Boat 5 7 40 km/h
Patrol Boat 6 9 75 km/h

Go-fast Boat 5 7 150 km/h


Battleship 8 15 65 km/h
Destroyer 8 15 80 km/h

Aircraft Carrier 8 14 65 km/h

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ACTIONS
Now we come to the most complicated part of Bulletproof Blues: actions! There are
a lot of rules here because we tried to address the most common actions a character
would attempt. However, just because we wrote it down doesn’t mean you have to use
it, nor should you feel constrained from making a call if a situation arises that we did not
anticipate. You should treat these rules as examples, not as restrictions on your own
sense of fun and fair play.

Don’t use the rules unless you need to.

If you can play a fun game of Bulletproof Blues without referring to these rules, you
should. Applying your best judgement is often a better solution than trying to find a rule
that applies to a specific situation. Remember that player choice, not the roll of the dice,
drives the game.

Order Of Play
Time is important. Without some way to keep track of time, everything would happen at
once, and that would be terribly confusing.

Time in the game is usually divided into scenes. A scene typically starts when the
characters arrive at a place, and ends when they leave. A scene could also be a period of
time while the characters are together and moving toward a destination. In some cases,
a scene might end even though the characters haven’t moved at all, such as when they
go to sleep, or when a fight ends and they begin talking about their plans for what to
do next. Any time you feel would be a good time to “go to a commercial” or “start a new
chapter”, that’s a good time to end the scene and start a new one.

Combat time is divided into rounds. One combat round is six seconds, give or take,
giving us ten rounds per minute. In a round, each character gets a turn. During their
turn, a character can travel a distance up to their base movement (walking, typically) and
still have time to do something useful (such as making an attack or using a skill) as well
as engage in some banter with their teammates or anyone else nearby (such as telling
one’s lackeys to “fly, you fools!”). We call these “move actions”, “standard actions”, and
“roleplaying actions”, respectively. A character can perform these actions in any order.

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Example:

Round 1

Blueshift’s turn
Ganyeka’s turn
Monolith’s turn
Ganyeka’s minions’ turn

Round 2

Blueshift’s turn
Ganyeka’s turn
Monolith’s turn
Ganyeka’s minions’ turn

Round 3

Blueshift’s turn
Ganyeka’s turn
Monolith’s turn
Ganyeka’s minions’ turn

Everything that happens in a round is assumed to occur more or less simultaneously,


but the players can’t all speak at once. To keep the game orderly, we need a way to
determine the order in which characters act when combat starts.

Initiating Conflict
If a character wishes to initiate a conflict, each player makes a Perception (Reason) roll
for their character, and the GM makes a Perception (Reason) roll for each antagonist.
If one or more characters gets the drop on their opponents (an ambush, for example),
the characters with the advantage each get a bonus die on their initiative roll. Actions
proceed each round from highest roller to lowest, with each character getting a turn.
When every character has had the opportunity to take a turn, the highest initiative goes
again, and so on until the conflict has ended.

The environment always goes last in a round. Any falling objects (including characters)
fall, and any uncontrolled vehicles move, after all of the characters have had the
opportunity to take their turn. If any object or vehicle is under the direct control of a
character, then the object or vehicle will move when that character moves it.

Delaying A Turn
If a player does not wish to use their character’s turn when they have the opportunity,
perhaps wanting to wait and see what an opponent does, the character may delay
their turn, with the option of using it later in the round or on a successive round. The
character may then interrupt another character’s turn.

Delaying a turn does not alter the order of play. After the character has taken their turn,
the order of play resumes its previous sequence.

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Example:

Combat starts when Blueshift runs around a corner and sees Ganyeka, who is giving
commands to his minions. The GM declares that the order of play is Blueshift, then Ganyeka,
then Ganyeka’s minions.

Round 1

Blueshift’s turn
Ganyeka’s turn
Ganyeka’s minions’ turn

On the second round, Monolith runs around the corner, startling Ganyeka’s minions because,
wow, that guy is huge. The GM declares that the order of play is Blueshift, then Ganyeka, then
Monolith, then Ganyeka’s minions.

Round 2

Blueshift’s turn
Ganyeka’s turn
Monolith’s turn
Ganyeka’s minions’ turn

On the third round, Blueshift delays her turn, waiting to see what Monolith does. When it is
Monolith’s turn, he attempts to grapple with Ganyeka. Blueshift uses her delayed turn to assist
Monolith by combining her attack (p. 178) with his.

Round 3
Ganyeka’s turn
Monolith’s turn
Blueshift’s turn (delayed)
Ganyeka’s minions’ turn

On the fourth round, order of play returns to its previous sequence.

Round 4

Blueshift’s turn
Ganyeka’s turn
Monolith’s turn
Ganyeka’s minions’ turn

Forcing An Action
Sometimes a character might need to take a desperate action before they have had
the opportunity to take their turn in a round or after they have already taken their turn
in a round. This is known as forcing the character’s action. Forcing an action allows
a character to sacrifice their next turn in order to block, dodge, dive clear, activate a
defensive power, or take another purely defensive action. A forced action can also
be used to take a defensive action on someone else’s behalf, such as diving in front
of an attack to protect an innocent bystander. The character may not force an action
which the GM could construe as an attack, such as blocking a bullet with an opponent’s
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unconscious body or running into someone. When a character forces their action, they
sacrifice their next available turn, whether that action would be in the current round or
on the next round. A character may only force an action once per round.

Because a forced action is always defensive, it always takes place at the appropriate
time, either before or during the attack which triggered it. The attacker does not have
the opportunity to “take back” their attack.

Forcing an action does not alter the order of play. After the character’s next available
turn has passed (the turn they sacrificed in order to take a defensive action sooner), the
order of play resumes its previous sequence.

Example:

Continuing from the previous example, on the fifth round, the order of play is Blueshift, then
Ganyeka, then Monolith, then Ganyeka’s minions.

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Round 5

Blueshift’s turn
Ganyeka’s turn
Monolith’s turn
Ganyeka’s minions’ turn

On the sixth round, Blueshift makes short work of two of Ganyeka’s minions with a sweep
attack (p. 187). Ganyeka then pulls out a sinister-looking weapon, aims it at Monolith, and
fires. Blueshift forces her next action to leap between Ganyeka and Monolith, taking the full
brunt of Ganyeka’s attack.

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ACTIONS

Round 6

Blueshift’s turn
Ganyeka’s turn
Blueshift’s turn (forced from round 7)
Monolith’s turn
Ganyeka’s minions’ turn

On the seventh round, Blueshift loses her turn because she forced it in the previous round.

Round 7

Ganyeka’s turn
Monolith’s turn
Ganyeka’s minions’ turn

On the eighth round, order of play returns to its previous sequence.

Round 8

Blueshift’s turn
Ganyeka’s turn
Monolith’s turn
Ganyeka’s minions’ turn

Types Of Actions
There are three types kinds of actions a character may perform during their turn in a
round: move actions, standard actions, and quick actions. Under normal circumstances,
a character can perform one move action and one standard action during their turn. In
addition, a character can perform as many quick actions as the GM deems reasonable.

When it is not a character’s turn, they can still react to events around them. Free actions
can be attempted at any time, as often as the GM deems reasonable.

On your turn One move action


One standard action
As many quick actions as the GM deems reasonable

Any time As many free actions as the GM deems reasonable

Move Action
With a move action, a character may move the distance permitted by their Agility and/or
Brawn (depending on whether they are walking, swimming, or jumping, p. 56), or they
may use a movement power to move up to the distance that the power allows. With the
GM’s permission, the character may instead perform any equivalent action: opening an
access hatch, standing up from a prone or seated position, squeezing the throttle on a
motorcycle, or what have you.
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A character making a double move (running) gains a bonus die on their defense rolls, but
they receive a penalty die on any skill rolls or attack rolls.

A character making an all-out move (sprinting) gains a bonus die on their defense rolls,
but they automatically fail all other rolls.

Movement itself does not generally require a roll, although the GM may require
an Athletics (Agility) roll if there is some obstacle to the character’s free movement
(distractions, inclement weather, uneven ground, etc.), and reduce the character’s
movement to one-half its normal value if they fail the roll.

Standard Action
With a standard action, a character may attempt to perform one task. This could be
attempting a skill roll, attempting to attack an opponent in combat, activating a power
and attacking someone with it, or a similar activity. Under normal circumstances, a
character can perform this action before, during, or after they move.

Quick Action
A quick action takes essentially no time. A character can’t perform quick actions until it
is their turn to act in the round, but during their turn, they can perform as many quick
actions as the GM deems reasonable (perhaps as many as a half dozen). Typical quick
actions include activating a power (but not attacking with it), deactivating a power,
dropping a weapon, crouching behind cover, and so on.

Free Action
A free action takes essentially no time and can be performed at any time, as often as
the GM deems reasonable. Roleplaying, for example, is a free action. This might include
banter with the character’s teammates, making fun of an enemy’s name or costume, or
declaring that the opponent “shall not pass”. A free action may also be a response to
something another character does, usually at the request of the GM.

Rolling Dice
All dice rolls are skill rolls. When a character attempts a skill roll, and the outcome is
either contested or there is some random element involved, the player must roll dice to
see if the character succeeds. The player rolls their dice, counts the dots, and adds the
result to the character’s relevant attribute. This roll is compared to their opponent’s roll
plus their relevant attribute. If the player’s total equals or exceeds the target number,
the character’s attempt succeeds. There is no need to roll for routine tasks: characters
automatically succeed at routine tasks.

All rolls are skill rolls.

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Skill Roll
If the character has the needed skill, the player rolls 2d6. If the character has expertise
with the needed skill, re-roll any 1s and 2s until all dice have a 3 or higher. This applies to
any bonus dice, as well.

A character may attempt a task in which they have no skill, if the GM says it is possible.
For example, anyone can tell a lie with a Deception (Presence) roll, but not everyone
can recite an epic poem and keep the audience’s attention. If a character attempts a
task in which they have no skill, the player rolls one die instead of two. For example, if
a character is attacked by an enemy with a knife, but the defender does not have the
Hand-to-hand Combat skill, the defender rolls 1d6 and adds their Brawn.

Most skills are associated with a specific attribute (Agility, Brawn, etc.). However, the
relevant attribute might change depending on the circumstances. A character’s relevant
attribute is added to their dice roll.

When making a skill roll, the character may add the power level (PL) rating of their
equipment to their roll. Simple or multipurpose equipment, such as a Swiss army knife,
generally has a PL of 1. Ordinary equipment, such as a reasonably complete box of
tools, would have a PL of 2. Special-purpose or very high quality equipment, such as a
complete surgical theatre, would have a PL of 3.

Some powers and gifts allow a character to add their Power Level to a skill roll. If the
character has more than one such ability, the character’s Power Level is added to their
skill roll only once. The PL from a character’s powers does not usually stack with the PL
of their equipment: the character gets the benefit of whichever PL is greater.

Difficulty
The difficulty of the task depends on whether someone or something is actively working
against the character.

Opposed Tasks
If the character is actively competing against an opponent, the target number is
usually equal to the opponent’s roll plus their relevant attribute, plus the rating of their
equipment, if any. In combat, the relevant attribute of the target is normally Brawn
for Hand-to-hand Combat attacks, Agility for Ranged Combat attacks, and Presence
for Mental Combat attacks. However, the attribute used for the opponent’s roll might
change depending on the circumstances.

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Unopposed Tasks
If no one is actively working against the character, the GM simply sets a difficulty
value (DV). In most cases, if the GM requires the player to roll dice to accomplish an
unopposed task, it’s because the GM has deemed that task “moderately difficult”.
Moderately difficult tasks have a difficulty value of 3 (DV 3). More difficult tasks have a
higher difficulty value.

Table: Difficulty value examples


Difficulty Value Examples
— Routine Perform a familiar task under ordinary conditions
3 Moderately difficult Perform a familiar task under hostile conditions, or
an unfamiliar task under ordinary conditions
6 Remarkably difficult Perform an unfamiliar task under hostile conditions
9 Extremely difficult Perform an esoteric task under ordinary conditions
12 Inconceivable! Perform an esoteric task under hostile conditions

There is no need to roll for routine tasks: characters automatically succeed at routine
tasks. Similarly, there is usually no need to roll if there is no penalty for failure and/or no
time limit: it might take months, but the character will succeed eventually.

Types Of Attacks
Each attack, whether from a power or an ordinary weapon, is one of three types: normal,
mental, or alteration.

Most attacks are normal attacks. A successful normal attack reduces the target’s current
Endurance. Clubs, firearms, and powers such as Blast are all normal attacks. Armor,
force fields, and powers such as Damage Resistance are effective against normal attacks.
Normal attacks are usually resolved with an Agility roll or a Brawn roll. Normal attacks
are usually obvious when used.

Mental attacks are those which affect the target’s mind directly. Conventional defenses
such as armor and Damage Resistance are not effective against mental attacks: only
Mental Resistance is effective against mental attacks. Mental attacks are usually resolved
with a Power Level vs. Presence roll. Mental attacks are obvious to anyone who has
Mental Resistance or mental powers, but are usually invisible to everyone else.

Alteration attacks are those which transform the target in some way, or which affect one
of the target’s attributes other than Endurance. Conventional defenses such as armor
and Damage Resistance are not effective against alteration attacks: only Alteration
Resistance is effective against alteration attacks. Alteration attacks are usually resolved
with a Power Level roll against the target’s Agility or Brawn roll. Alteration attacks are
usually obvious when used.

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Table: Opposed rolls


Action Total Target Number
(Attacker) (Defender)
Dice plus Skill (Attribute) vs Dice plus Skill (Attribute)
1d6 Unskilled Hand-to-hand Combat (Brawn) 1d6 Unskilled Hand-to-hand Combat (Brawn)
2d6 Has skill Ranged Combat (Agility) 2d6 Has skill Ranged Combat (Agility)
2d6 Has expertise Mental Combat (Power Level) 2d6 Has expertise Mental Combat (Power Level)
(Re-roll 1s and 2s) etc. (Re-roll 1s and 2s) etc.

Table: Unopposed rolls


Action Total Target Number
Dice plus Skill (Attribute) vs Dice plus Difficulty Value (DV)
1d6 Unskilled Culture (Reason) 2d6 3 Moderately difficult
2d6 Has skill Finesse (Agility) 6 Remarkably difficult
2d6 Has expertise Performance (Presence) 9 Extremely difficult
(Re-roll 1s and 2s) etc. 12 Inconceivable!

Bonuses And Penalties


A character’s roll may have one or more bonus dice and one or more penalty dice. For
example, a circumstance that makes an attack more difficult would impose a penalty die
on the attack, while a circumstance that makes it easier to defend against attacks would
grant a bonus die to the defender. Each bonus die adds one to the number of dice the
player rolls, while each penalty die subtracts one from the number of dice the player
rolls. If the number of dice a player rolls is reduced below zero, their opponent (or the
GM) gains bonus dice, instead.

Cover
A character hiding behind an obstruction is more difficult to hit. The defender gains a
bonus die on their defense roll.

Prone Characters
A prone character is easier to hit with a hand-to-hand attack, but is harder to hit with
a ranged attack. A prone defender incurs a penalty die on their defense rolls against
Hand-to-hand Combat attacks, but they receive a bonus die on their defense rolls
against Ranged Combat and Mental Combat attacks. Standing up from a prone or seated
position requires a move action.

Restrained Characters
A restrained character is not helpless, but they can’t use movement until they break free
of the restraints. Attacking a restrained character is easier, and a restrained character’s
attacks are easier to avoid: a restrained attacker incurs a penalty die on all attack rolls,

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defense rolls, and skill rolls while restrained. If the character is completely immobilized,
they are considered helpless rather then merely restrained.

Helpless Or Unconscious Characters


A helpless or unconscious character can’t defend themselves nor make attack rolls,
defense rolls, or skill rolls. They are effectively at the mercy of any attacker.

Range
There are five range bands: hand-to-hand, short, medium, long, and extreme. Hand-
to-hand is the distance that a character can reach with their hands or with a hand-
held weapon: anywhere from “in your face” up to about one meter. Short range is
the distance that a character can easily reach with small hand-held weapons, or with
thrown weapons with a bit of luck: up to 10 meters. Medium range is too far for thrown
weapons, but is within range of most small arms: up to 100 meters or so. Long range
is too far for most handguns, but is within range of most rifles, with careful aim and
a steady hand: up to a kilometer. A few weapons have even greater range, called
“extreme”: these are effective at distances of 10 kilometers or more.

Weapons that are useful at a distance have an effective range given in their description,
while the range of powers is based on the character’s Power Level (p. 61).

Table: Range bands


Range Typical weapons
Hand-to-hand (1 m) Fist, sword, club
Short (10 m) Pistol, flamethrower, grenade
Medium (100 m) Carbine, crossbow, rifle
Long (1 km) Sniper rifle, shoulder-fired missile
Extreme (10 km+) Long-range artillery, guided missile

Combining Effort
Multiple characters can work together to increase their effectiveness. All of the
characters make a roll as usual. The total number of characters working together is
added to the lowest roll, up to a maximum of +10. The outcome of all other rolls are
determined normally.

In combat, all of the characters ganging up on an opponent must strike simultaneously


(meaning every attacker but one must delay their attack). Noncombat tasks might
benefit from a multidisciplinary approach. For example, disabling an alien doomsday
weapon would obviously benefit from engineering experience, but a keen understanding
of alien psychology or linguistics could also be helpful. This allows characters with
different skills to combine their efforts to accomplish the task.

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Table: Attack bonuses and penalties


Circumstance Modifier
GM deems attempt impossible Attempt fails
Attacker is making an all-out move (sprinting) Attack fails
Attacker can’t perceive defender in ranged combat1 Attack fails
Attacker can’t perceive defender in hand-to-hand combat1 Penalty die
Attacker is attempting to disarm the defender2 Penalty die
Attacker is distracted3 Penalty die
Attacker is restrained4 Penalty die
Attacker is running Penalty die
Attacker is surprised Penalty die
Attacker is using a sweep attack5 Penalty die
Attacker is using a two-handed weapon with one hand Penalty die
Target is beyond effective range of the weapon Penalty die
Attacker is charging the defender6 Bonus die

1. Blinding attacks (p. 187)


2. Disarming (p. 184)
3. Distracting (p. 184)
4. Restrained characters (p. 177)
5. Sweep Attack (p. 187)
6. Charging (p. 184)

Table: Defense bonuses and penalties


Circumstance Modifier
Defender is distracted1 Penalty die
Defender is prone in hand-to-hand combat2 Penalty die
Defender is restrained3 Penalty die
Defender is surprised Penalty die
Defender can’t perceive attacker4 Penalty die
Defender has cover5 Bonus die
Defender is prone in ranged combat2 Bonus die
Defender is making a double move (running) Bonus die
Defender is making an all-out move (sprinting) Bonus die

1. Distracting (p. 184)
2. Prone characters (p. 177)
3. Restrained characters (p. 177)
4. Blinding attacks (p. 187)
5. Cover (p. 177)

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Extended Tasks
Some tasks are more complex or time-consuming than can reasonably be resolved with
a single roll. For example, constructing a starship or racing through a city could both
be extended tasks. When attempting an extended task, the GM sets a difficulty value
and the required number of successes. The GM might also set a maximum number
of attempts, to indicate tasks which have a time limit or a penalty for failure, such as
disarming a bomb before it explodes. In extended opposed tasks, such as a competition
between rival scientists to create a cure for a disease, the first person or team to achieve
the required number of successful rolls succeeds at the task.

Example:

Red Streak is trying to escape from Inferno by zig-zagging through the city. The GM declares
that this is an extended Athletics (Agility) contest. Each round, both Red Streak and Inferno
will make an Athletics (Agility) roll, and count how many times each character wins the contest
(on a tie, Red Streak wins). The GM declares that if Red Streak gets three more successes than
Inferno, then she loses him. Until then, Inferno and Red Streak can attempt to attack each
other each round. Because both Red Streak and Inferno are running, they both have a penalty
die on their attack rolls and a bonus die on their defense rolls.

Consequences
Success
If the player’s roll equals or exceeds the target number, the character succeeds in a
completely satisfactory manner: the clue is found, the engine is repaired, or the energy
blast finds its target, inflicting one point of Endurance damage. However, rolling higher
than the required target number may grant additional benefits.

Knockback (Optional)
Knockback is an optional rule which will make combat cover a greater physical area,
possibly causing collateral damage in the process.
When struck by a normal attack, a target is pushed away from the attacker (or from
the center of an explosion). The distance the target is moved is equal to the amount
by which a player’s roll exceeds the target number. If the target number is 12, and the
player’s total is 15, the target will be pushed back 3 meters.

If the target is pushed more than 2 meters, they must succeed at a moderately difficult
(DV 3) Athletics (Agility) roll or be knocked prone (p. 177). If the target is flying or
swimming and fails this roll, they don’t fall to the ground, but the mechanical effects are
the same: they are easier to hit with a Hand-to-hand Combat attack, harder to hit with
a Ranged Combat or Mental Combat attack, and recovering their equilibrium requires a
move action.

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Targets who suffer knockback often smash through walls and windows, destroying
whatever they pass through or happen to land on, but they suffer no significant injury
themselves from doing so.

Margin Of Success (Optional)


Margin of success is an optional rule which will make combat more brutal.

The amount by which a player’s roll exceeds the target number is called the margin
of success. If the target number is 12, and the player’s total is 15, they have margin of
success of 3.

If the player has a margin of success of 3 or more when making a skill roll, the character
may have a “eureka!” moment, or perhaps they have found answers to questions they
didn’t even know they should ask. If the player has a margin of success of 3 or more
when making a combat roll, the attack inflicts an additional point of damage for each 3
that the player rolled over the target number.

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For example, if an attacker made a Hand-to-hand Combat roll against a target number
of 11, and the attacker rolled a total of 19, this would be a margin of success of 8. The
attack inflicts an additional point of damage for each 3 that the player rolled over the
target number, so this attack inflicts two additional points of Endurance damage to the
target (12, 13, 14 = +1, 15, 16, 17 = +2).

Be aware that using the margin of success rule in combat will usually hurt the player
characters more than it hurts the villains.

Failure
Failing a skill roll is not the end of the world. A failed attempt may not give the character
the result they wanted, but it should not mean the game grinds to a halt. Rather than
having a failed attempt be a dead-end, it should mean that the desired outcome has a
greater cost, or perhaps the desired outcome has undesirable side effects. Remember
that success and failure are both paths to the same goal: to make the game more fun.
Failure is okay. Boredom is not.

Failure should never make the game less interesting.

For example, Grimknight is trying to intimidate a low-level ASGARD technician into


revealing details about the organization’s plans to distribute a new, highly addictive
psychoactive chemical disguised as an energy drink. Sadly, Grimknight’s player rolls
poorly, and fails to intimidate the technician. Rather than having this be the end of this
line of inquiry, the GM has several options.

• Quid pro quo: The technician will give Grimknight the information, but only if
Grimknight gives the technician something in exchange. This could be something
as prosaic as money, but with an operative of ASGARD the cost is more likely to
be something rare or unique, such as blueprints for an experimental device or a
sample of Grimknight’s DNA.
• Red herring: The technician tells Grimknight what he wants to hear, but the
information is not true or it leads Grimknight off on a wild goose chase. If the
technician is clever, he may send Grimknight after a local Aegis cell that has been
causing problems for ASGARD.
• Stirring the pot: Grimknight gets the information, but his activities attract
attention. A rival organization, the Jade Moon Society, learns of ASGARD’s
psychoactive energy drink as a result of Grimknight’s activities, and they try to
beat him to the prize. Alternately, the rival organization might use Grimknight as
a stalking horse, allowing Grimknight and ASGARD to fight each other so that the
Jade Moon Society will have an easier time taking the spoils from the winner.
• Alerting the enemy: Grimknight gets the information, but ASGARD learns of
Grimknight’s interest in their activities and they begin to make preparations
against him. It could even be that the technician was intended to be captured by
Grimknight all along, in order to set him up for an ambush!

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Endurance And Recovery


Endurance (END) represents a character’s ability to shrug off physical and mental
abuse. Endurance acts as a reservoir of points which are expended as the character is
injured, and replenished as the character recovers. The base attribute is referred to as
the character’s “total Endurance” or “maximum Endurance”, while the changing value
is referred to as the character’s “current Endurance”. It is rare for an attack to alter
a character’s maximum Endurance, so when the rules specify that a character loses
Endurance, you may assume that it is referring to the character’s “current Endurance”
unless it specifies “maximum Endurance”.

When a character is successfully attacked, one (or more, if using the optional margin
of success rules, p. 181) is subtracted from their current Endurance. A character who
has been reduced to 1 Endurance can speak and take roleplaying actions, but any other
action, including combat, incurs a penalty die. A character whose Endurance is reduced
to zero is defeated: they are out of the fight, and probably unconscious. Endurance may
not be reduced below zero.

Area, penetrating, and stunning attacks modify attacks or how characters defend against
them. Blinding and terrifying attacks have additional effects on the target, which the
target may usually resist by making a roll against the attack.

When the conflict has ended, the combatants may rest and recover. Normally, an injured
character may recover half of their lost Endurance (rounded up) by resting for about half
an hour. After that, a character may only recover additional Endurance by getting a good
night’s sleep (or its equivalent, for characters who don’t sleep). Barring some gruesome
disfigurement, a character’s Endurance will be completely replenished after a solid
night’s rest.

If the character has taken some other form of damage, such as damage to one of their
attributes, this damage is temporary. It all comes back after the character has had a
chance to rest and recuperate.

Inanimate Objects
Inanimate objects have Endurance, reflecting the structural integrity of the object. An
object which has lost more than half of its Endurance is damaged, and may not work
properly. An object which has lost of all of its Endurance is effectively destroyed.

Unnamed Characters
An unnamed character is defeated on any successful attack roll. They make up for this by
vastly outnumbering the player characters.

Death
In the source material which Bulletproof Blues seeks to emulate, main characters very
rarely die. That being said, if the GM and the player both agree that the game would be
best served by the character taking the final bow, then so be it.

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However, even if the character dies, there is precedent in the Kalos Universe for death
not being final. Depending on the character, their background, and the needs of the
story, death may be temporary or merely a transitional phase. For example, when
Dryad was killed during the Audobon Park Massacre, her oak tree on the grounds of the
Vanguard headquarters seemed to die as well. It was only later when Doctor Morpheus
joined Vanguard that it was discovered that her tree was not dead, but merely dormant,
setting the stage for Dryad’s eventual return.

Whether death is final for a character also depends on how they died. Did the manner
of their death leave any room for doubt? Might their powers provide a way for them
to return from the circumstances that killed them? And most importantly, did their
death have an important impact on the story? The way a character dies may be their
most defining moment; if so, it would cheat them and the story for their death to be
temporary. Still, there is always a loophole if you need one. The most important thing to
remember about death is that it should never be decided by a roll of the dice.

Special Actions
Charging
A charging attack involves using the velocity of the attacker to increase the damage
inflicted. Charging requires the attacker to use their move action to travel directly toward
the target, followed by a Hand-to-hand Combat roll. The attacker gains a bonus die
on the roll. Charging may be called by various names depending on the technique the
attacker uses, such as a “flying tackle”, “ramming”, or a “pounce”.

Disarming
A disarm is a special hand-to-hand attack that does not inflict damage, but instead
deprives the target of a piece of ordinary held equipment (p. 159). A disarm attack
requires a successful Hand-to-hand Combat (Brawn) roll against the Hand-to-hand
Combat (Brawn) roll of the target. The attacker suffers a penalty die on the roll, and
powers such as Strike, Damage Resistance, and Force Field do not apply to these rolls.

If the attacker’s roll is equal to or greater than the defender’s roll, the attacker may
choose one piece of ordinary equipment held by the target and either take it away from
them or knock it from the target’s grasp. A disarm may be used against equipment which
has been purchased as a power only if the GM (for NPC targets) or the other player (for
player character targets) gives their consent. This information should be given to the
attacker before they attempt to disarm the target.

Distracting
Distraction can be used by a character to mislead an enemy into dropping their
guard. Distracting an opponent requires using a standard action to make a Deception
(Presence) roll against the Deception (Presence) of the opponent. If the character
attempting to use distraction rolls more than the target, the distraction is successful: the

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distracted character suffers a penalty die on their next attack roll or their next defense
roll, whichever comes first.

Dodging
During their turn, or as a forced action (p. 170), a character may use a standard action
to focus exclusively on defense. Dodging might involve using finesse to harmlessly divert
attacks away, or it might entail using brute force to withstand attacks: the choice is up
to the player. Dodging grants a bonus die to the character’s defense roll when they are
attacked. A character who is using their action to dodge continues to receive this benefit
until they take their next turn.

Grappling
A grapple is a special hand-to-hand attack that does not inflict damage, but instead
restrains (p. 177) the target. A grapple attack requires a successful Hand-to-hand
Combat (Brawn) roll against the Hand-to-hand Combat roll of the target, using
the target’s Agility or Brawn (whichever is greater). Powers such as Strike, Damage
Resistance, and Force Field do not apply to these rolls.

If the attacker’s roll is equal to or greater than the defender’s roll, the target is restrained.
A restrained character is not helpless, but they can’t use move actions until they break
free of the grapple. A restrained character incurs a penalty die on all rolls other than rolls
to escape the grapple.

A grapple is not normally able to inflict damage directly (like a punch), but the attacker
may attempt to use leverage to hurt the grappled character by making another Hand-to-
hand Combat attack on one of their future turns.

Breaking Free Of A Grapple


To break free of a grapple, the target must use a standard action to make a successful
Hand-to-hand Combat roll using their Agility or Brawn (whichever is greater) against a
Hand-to-hand Combat (Brawn) roll of the attacker. If the target succeeds at this roll, they
break free of the grapple. Alternately, the grappling character may release the restrained
character at any time, without using an action.

Hurting A Grappled Target


If the attacker wishes to exert strength or leverage in an attempt to hurt the restrained
character, they must use a standard action to make a Hand-to-hand Combat (Brawn)
roll against the restrained character’s Hand-to-hand Combat roll, using the restrained
character’s Agility or Brawn (whichever is greater).

Grapple vs. Grapple


If the grappled character succeeds in a grapple attack against the original attacker, both
characters are considered restrained. Neither character can use move actions until they
break free of their opponent’s grapple. While restrained, both characters incur a penalty
die on all rolls other than rolls to escape the grapple.

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Throwing A Grappled Target


If the attacker wishes to throw the grappled character, the distance an attacker may
throw the defender is based on the Brawn of the attacker and the mass of the defender.
First, look up the mass of the defender in the “Lift” column (rounding to the nearest mass
value), and find the corresponding Brawn for that mass. Subtract that from the Brawn of
the attacker, and look up that resulting value in the “Throw” column. This is how far the
attacker can throw the restrained character.

Running For Cover


Attacks which are particularly large, such as explosions and collapsing castles, are much
more difficult to avoid. The only way to avoid such attacks is to not be under them when
they land. If a character is about to be hit by a large attack, they can take a forced action
(p. 170) to run for cover. When running for cover, the character sprints to the nearest
open ground which is beyond the area of the attack or behind the nearest cover. A
character may perform a forced action to run for cover from an ordinary attack, if they
want, but it sacrifices their next action.

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Slamming
A slam or takedown is a special form of hand-to-hand attack that uses a target’s mass
and velocity against them so that they fall to the ground (or are hurled against a nearby
flat surface, in zero-G). A slam can represent an aikido throw, a leg sweep, a judo hip
toss, or even tripping someone with an umbrella, depending on the attacker’s fighting
style. A slam requires a successful Hand-to-hand Combat (Brawn) roll against the Hand-
to-hand Combat (Brawn) roll of the target. If the attacker’s Hand-to-hand Combat roll is
equal to or greater than the defender’s roll, the defender falls to the ground and may be
injured by the impact.

If the defender is stationary and not restrained at the time of the attack, the defender
gains a bonus die on their defense roll; if the defender is moving at the time of the
attack, the defender receives a penalty die on their defense roll.

A character who has been slammed is prone (p. 177) and must normally use a move
action to get back up.

Sweep Attack
A sweep attack permits a character to make hand-to-hand attacks against everyone
within reach of the character simultaneously. The attacker incurs a penalty die on each
roll. The targets must each attempt a Hand-to-hand Combat (Brawn) roll to defend
against the attack, as usual.

Special Attack Types


Area
Area attacks inflict damage to everyone within the affected area. The attacker rolls once
for the attack. Normally, each target in the affected area rolls individually against the
attack, but if the GM prefers, she may roll once for each group of similar targets.

Blinding
A successful blinding attack renders the target unable to see clearly. Normally, a
character who can’t see incurs a penalty die on their Hand-to-hand Combat attack and
defense rolls, a penalty die on their Ranged Combat defense rolls, and they automatically
fail any Ranged Combat attack rolls. However, if the blinded character is able to locate
their target to within a meter or so (by using their Hyperacuity-granted super hearing, for
example), then the blinded attacker incurs a penalty die on their Ranged Combat attack
rolls. A blinded character suffers no penalty on their Mental Combat defense rolls, but
they automatically fail any Mental Combat attack rolls.

To recover from a blinding attack, the target must use a standard action to make a
challenging (DV 3) Perception (Reason) roll.

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If the character has not recovered from the blinding attack by the end of the scene, then
they recover their senses shortly thereafter.

Burst Fire Weapons


Weapons which fire multiple times per round, such as a machinegun, usually grant
a bonus die, and they might or might not do more damage than their single-shot
equivalents (PL 4 instead of PL 3, for example). However, the attack is only resolved once.
Whether the damage from an attack is inflicted by one discrete injury or twelve, it’s all
just one Ranged Combat roll. There’s no “roll damage three times” mechanic like some
game systems have.

Penetrating
If an attack is penetrating, any of the defender’s dice that show a “5” or “6” are re-rolled
until each die rolls lower than 5.

Stunning
Damage from a stunning attack is temporary. Record it separately; it all comes back after
the fight is over, when the character has had a chance to rest and recuperate.

Terrifying
A successful terrifying attack causes the target to involuntarily cower or flee (defender’s
choice). A cowering character incurs a penalty die on their defense rolls, while a fleeing
character is granted a bonus die to their defense rolls.

To recover from a terrifying attack, the target must make a remarkably difficult (DV 6)
Survival (Presence) roll.

If the character has not recovered from the terrifying attack by the end of the scene,
then they recover their composure shortly thereafter.

Plot Points
Each player begins each game session with at least one plot point. A player gains a plot
point when they do something particularly entertaining or interesting, when one of
their character’s complications causes a serious problem for them during the game, or
when the GM overrides a roll of the dice to make things more difficult for the characters.
Plot points are spent to alter the game world, gain a bonus die, or gain an advantage in
combat.

Gaining Plot Points


Players receive plot points for helping make the game more fun, and they spend them
to make their character more effective. Each player starts each game session with one
plot point, and should get one or two more during each game session. It’s in the players’
best interests to spend these plot points before the end of the game session, because

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any unspent plot points do not carry over to the next game (unless the GM makes an
exception).

Plot points shouldn’t be given to a player just for roleplaying their character — they
should be doing that anyway. The GM should give out a plot point when the player
does something really exceptional or inventive, or when the player volunteers for
their character to suffer some dramatic setback. For example, if a character upholds
their ideals rather than choosing the easy or expedient solution, and this causes
serious problems for the players, this would earn the player a plot point — and if the
consequences are serious enough, it might earn all of the players a plot point. The player
might even suggest ways that their character’s complications can come into play, giving
the GM an opportunity to ramp up the tension.

It’s important for the GM to remember that while plot points are a reward for making the
game fun, they also make the characters more powerful. A game in which plots points
are handed out by the handful will have a much different feel than one in which they are
given out sparingly. It’s probably reasonable for each player to receive one or two plot
points over the course of a typical three or four hour game session.

Spending Plot Points


Plot points can be spent by players at any time, even when their character is
unconscious. The examples listed here are the most common uses for plot points, but
they aren’t the only ones. If a player wants to spend a plot point to make something
fun happen, and it has about the same impact on the game as these examples, the GM
should consider permitting it. For example, let’s say an earthquake has collapsed the
roof of a cavern, dropping tons of rock on the characters. If a character with Telekinesis
wanted to spend a plot point to protect herself and her allies from being crushed, should
the GM permit it? Sure! It’s fun, and it doesn’t unbalance the game.

Bonus Die
A bonus die is just that: the player spends a plot point, and their character gains a bonus
die on the current roll. The player may spend the plot point before or after the rest of
her dice are rolled.

Escape
Spending a plot point allows the character to immediately break free of a grapple or a
lasting power such as Dazzle, Mind Control, or Telekinesis.

Inspiration
Despite the best intentions of the GM, sometimes players get stuck. All of the leads have
been followed, all of the witnesses have been interviewed, and the players are oblivious
to the obvious solution the GM has given them to their dilemma. When all else fails, a
player can spend a plot point to make an intuitive leap and receive a hint from the GM
on what to do next.

If the GM finds this happening with any regularity, it might be worthwhile for them to
make their plots a bit less mysterious.
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Power Stunt
A power stunt permits a character to use their current powers in new and creative ways.
For example, a character with an electrical Blast might use a power stunt to disrupt an
electronic lock. The outcome of a power stunt is not automatically successful: the player
still needs to roll to determine the outcome, if the outcome is contested or subject to
some uncontrolled factor. A player who used a power stunt to gain Computing would
still need to make a Computing roll in order to hack the lock.

Power stunts usually only last for one round, but they might last as long as a scene if that
seems to make sense and the GM agrees.

Rally
Under normal circumstances, an injured character recovers half of the Endurance they
have lost (rounded up) after they have had a chance to rest and recuperate for half an
hour or so. Spending a plot point allows a character to rally and immediately recover half
of the Endurance they have lost, as though they’d had a half-hour’s worth of rest.

Retcon
“Retcon” is short for “retroactive continuity”: changing the past in some way that
supports the current needs of the plot. This can be a needed resource that had
previously been overlooked (“If we only had a wheelbarrow...”), or it can take the form
of a character revealing a previously unknown era in their history, thus giving them
new information. A retcon could also be used to apply a character’s skills and abilities
in a way that makes it seem they planned ahead in a particularly cunning way, such as
having already established a false identity as a caterer in order to sneak into an exclusive
banquet.

A good retcon should not overtly violate what has been established in the game: it
should build on what has been established in a fun and inventive way.

Retcons are essentially permanent.

Surge
A surge increases one of the character’s attributes by one. A character with Brawn 5
could gain a temporary surge to Brawn 6, or a character with Presence 7 could gain a
temporary surge to Presence 8.

A surge usually only lasts for one round, but it might last as long as a scene if that seems
to make sense and the GM agrees.

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GM RESOURCES
This chapter provides additional information for the game moderator, such as the
movement capabilities of beings with attributes far beyond human limits, the mass of
commonplace objects, and the speed of various creatures and vehicles.

Extraordinary Attributes
A character’s attributes in Bulletproof Blues are normally ranked on a scale from 1 to 10.
The tables below provide values for attributes above 10.

Attribute Cost
Table: Extraordinary attribute cost
Value Cost Per Point
1-3 1
4-6 2
7-9 3
10-12 4
13-15 5
16-18 6
19-20 7

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Agility
Agility determines a character’s base movement speed (running, swimming, etc.,
p. 173). Peak human potential is marked in red.

Table: Extraordinary running


Walk Run Sprint Sprint
Agility (Base Move) (Double Move) (All-out Move) (km/h)
1 2m 4m 12 m 7 km/h
2 4m 8m 24 m 14 km/h
3 7m 14 m 42 m 25 km/h

4 13 m 26 m 78 m 47 km/h
5 40 m 80 m 240 m 140 km/h
6 130 m 260 m 780 m 470 km/h

7 400 m 800 m 2,400 m 1,400 km/h


8 1,300 m 2,600 m 7,800 m 4,700 km/h
9 4 km 8 km 24 km 14,000 km/h

10 13 km 26 km 78 km 47,000 km/h
11 40 km 80 km 240 km 140,000 km/h
12 130 km 260 km 780 km 470,000 km/h

13 400 km 800 km 2,400 km 1,400,000 km/h


14 1,300 km 2,600 km 7,800 km 4,700,000 km/h
15 4,000 km 8,000 km 24,000 km 14,000,000 km/h

16 13,000 km 26,000 km 78,000 km 47,000,000 km/h


17 40,000 km 80,000 km 240,000 km 140,000,000 km/h
18 130,000 km 260,000 km 780,000 km 470,000,000 km/h

19 400,000 km 800,000 km 2,400,000 km 0.99 c


20 1,300,000 km 2,600,000 km 7,800,000 km 0.9999 c

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Table: Extraordinary swimming


Swim Fast Swim Swim Sprint Swim Sprint
Agility (Base Move) (Double Move) (All-out Move) (km/h)
1 1m 2m 6m 4 km/h
2 2m 4m 12 m 7 km/h
3 3m 6m 18 m 11 km/h

4 4m 8m 24 m 14 km/h
5 7m 14 m 42 m 25 km/h
6 13 m 26 m 78 m 47 km/h

7 22 m 44 m 132 m 79 km/h
8 40 m 80 m 240 m 140 km/h
9 70 m 140 m 420 m 260 km/h

10 130 m 260 m 780 m 470 km/h


11 220 m 440 m 1,320 m 790 km/h
12 400 m 800 m 2,400 m 1,400 km/h

13 700 m 1,400 m 4,200 m 2,600 km/h


14 1,300 m 2,600 m 7,800 m 4,700 km/h
15 2 km 4 km 12 km 7,900 km/h

16 4 km 8 km 24 km 14,000 km/h
17 7 km 14 km 42 km 26,000 km/h
18 13 km 26 km 78 km 47,000 km/h

19 22 km 44 km 132 km 79,000 km/h


20 40 km 80 km 240 km 140,000 km/h

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Brawn
Brawn determines how much a character can lift and how far they can throw things.
Peak human potential is marked in red.

Table: Extraordinary Brawn


Brawn Lift Example Throw (25 kg) Long Jump
0 25 kg medium dog 1m 0m

1 55 kg pony keg of beer 1m 1m


2 120 kg heavy adult 2m 1m
3 260 kg large brown bear 5m 2m

4 550 kg polar bear 11 m 5m


5 1,700 kg full size car 35 m 11 m
6 5,500 kg empty dump truck 110 m 35 m

7 17 t Polaris missile 350 m 110 m


8 55 t loaded tanker truck 1,100 m 350 m
9 170 t locomotive 3,500 m 1,100 m

10 550 t 747 passenger plane 11 km 3,500 m


11 1,700 t Space Shuttle 35 km 11 km
12 5,500 t Eiffel Tower 110 km 35 km

13 17,000 t nuclear submarine 350 km 110 km


14 55,000 t aircraft carrier 1,100 km 350 km
15 170,000 t large office building 3,500 km 1,100 km

16 550,000 t ultra large crude carrier 11,000 km 3,500 km


17 1,700,000 t enormous skyscraper 35,000 km 11,000 km
18 5,500,000 t Great Pyramid of Giza 110,000 km 35,000 km

19 17,000,000 t Three Gorges Dam 350,000 km 110,000 km


20 55,000,000 t Great Wall Of China 1,100,000 km 350,000 km

Lift indicates the greatest weight that the character can “deadlift” (pick up off the
ground to the level of the hips). A character carrying or supporting such a weight
can take at most one or two steps per round. A character can move normally
while carrying a weight corresponding to one less than their Brawn. For example,
a character with Brawn 8 could carry up to 17 tonnes and suffer no penalties to
their movement while doing so.
Throw (25 kg) indicates the farthest distance that a character could throw a
compact object weighing 25 kg. To see how far a character can throw heavier

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objects, subtract the Brawn required to lift the object from the character’s total
Brawn. Look up the difference in the “Brawn” column: this indicates how far the
character can throw the object. For example, a character with Brawn 8 could
throw an object weighing 65 kg (such as a cooperative slender human) up to 350
meters.
Long Jump indicates the character’s standing long jump. With a running long
jump, the character’s ground movement is added to their long jump distance.

Obviously, there are values which are far below or far above what appears in this table.
The Moon, with mass of roughly 7.3 × 1019 tonnes, is far more than even a character
with Brawn 20 could move, while a baby or a housecat has a Brawn less than 1. Don’t
worry about it. At such extremes, the GM should just use their best judgment, and the
rest of the players should roll with it.

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Power Level
The effectiveness of some powers is based on the character’s Power Level.

Table: Extraordinary Power Level


Power Level General Effect Mass Area Range
1 2 55 kg 1 m radius 10 m
2 4 120 kg 1 m radius 10 m
3 8 260 kg 1 m radius 10 m

4 16 550 kg 10 m radius 100 m


5 32 1,700 kg 10 m radius 100 m
6 64 5,500 kg 10 m radius 100 m

7 125 17 t 100 m radius 1 km


8 250 55 t 100 m radius 1 km
9 500 170 t 100 m radius 1 km

10 1,000 550 t 1 km radius 10 km


11 2,000 1,700 t 1 km radius 10 km
12 4,000 5,500 t 1 km radius 10 km

13 8,000 17,000 t 10 km radius 100 km


14 16,000 55,000 t 10 km radius 100 km
15 32,000 170,000 t 10 km radius 100 km

16 64,000 550,000 t 100 km radius 1,000 km


17 125,000 1,700,000 t 100 km radius 1,000 km
18 250,000 5,500,000 t 100 km radius 1,000 km

19 500,000 17,000,000 t 1,000 km radius 10,000 km


20 1,000,000 55,000,000 t 1,000 km radius 10,000 km

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Hostile Environments
Table: Hostile environments
Environment Effect
Darkness Attack and defense penalties
Dehydration Maximum Endurance reduced by one per day; penalty die on all tasks
Exposure Maximum Endurance reduced, from one per hour to one per six hours

Falling Lose one Endurance for each five meters fallen


Fire Damage depends on heat and intensity, once per round
Poisons Maximum Endurance reduced, from one per round to one per hour

Pressure Maximum Endurance reduced, from one per round to one per minute
Radiation Maximum Endurance reduced by one per week; penalty die on all tasks
Sleep Deprivation Attributes reduced by one per day: Reason, then Agility, then maximum Endurance

Starvation Maximum Endurance reduced by one per week; penalty die on all tasks
Suffocation Maximum Endurance reduced by one per minute
Vacuum Maximum Endurance reduced, from one per round to one per minute

Darkness
Darkness, fog, rain, blizzards, and other visual impediments can make combat much
more difficult. If an attacker can’t see the defender, the attacker incurs a penalty die.
Conversely, if a defender can’t see the attacker, the defender incurs a penalty die.

A character with the appropriate powers, or equipment permitting them to perceive


normally, suffers no ill effects from darkness.

Dehydration
A character who goes more than 24 hours without drinking begins to suffer the effects
of dehydration. Initially, the character experiences headaches, loss of appetite, and dry
skin, followed by rapid heart rates, elevated body temperatures, and fatigue. After three
days without water, the character experiences tiredness, irritability, and dizziness. Severe
dehydration results in death.

If a character is suffering from dehydration, their maximum Endurance is reduced by


one per day until they are rehydrated or until their maximum Endurance is reduced to
zero. Additionally, the character incurs a penalty die on all rolls. Once the character is
rehydrated, their maximum Endurance is restored at the same rate it was lost.

A character with Environmental Immunity (p. 106) is unaffected by dehydration.

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Exposure
Extremes of heat and cold can be dangerous to those without adequate protection.
If a character is exposed to extreme temperatures, their maximum Endurance will be
gradually reduced until they find shelter or until their maximum Endurance is reduced to
zero. How quickly their maximum Endurance is reduced depends on the severity of the
conditions. A hot summer day without shade or water, or a frosty winter night without
a coat, would reduce their maximum Endurance by one every six hours or so: brutal,
but not immediately life-threatening. If the same character were in a blazing hot desert
or in the middle of a blizzard, their maximum Endurance would be reduced by one
every hour. Once the character is no longer exposed to the extreme temperatures, their
maximum Endurance is restored at the same rate it was lost.

A character with Environmental Immunity (p. 106) is unaffected by extreme


temperatures.

Falling
Falling is treated as a normal attack which inflicts Endurance damage. The power level
(PL) of a fall depends on the distance fallen: +1 PL for each five meters fallen (rounded
down), up to a maximum of PL 20. Particularly soft or yielding surfaces can reduce the
power level of the fall by as much as half.

Fire
Fire is treated as a normal attack which inflicts Endurance damage. The power level (PL)
of a fire depends on its heat and intensity.

A character with Environmental Immunity (p. 106) gains a defense bonus against the
fire.

Table: Fire
Fire PL
Campfire, torch 3
Burning building 6
Molten lava 9

Very cool and very hot fires are outside of this range. A lit cigarette can cause painful
burns, for example, but it’s less damaging than PL 3. On the other hand, the surface of a
star is far beyond even PL 9.

Poisons
Poisons and pathogens are substances which disrupt biological processes when a
sufficient quantity is absorbed by an organism. Described here is a generic poison: your
character may encounter poisons or pathogens which are more complicated than this
example.
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Immediately after exposure, a poisoned character must make a moderately difficult (DV
3) Survival (Brawn) roll against the poison. If the Survival (Brawn) roll is successful, the
character takes no damage from the poison and suffers only incidental side-effects such
as nausea. If the Survival (Brawn) roll is not successful, the character has succumbed to
the poison, and their maximum Endurance is reduced by one. Periodically thereafter,
the character must attempt another Survival (Brawn) roll (once a round for very potent
poisons, once an hour for very weak poisons, and once a minute for normal poisons, at
the GM’s discretion). Each failed Survival (Brawn) roll results in another reduction of the
character’s maximum Endurance. This continues until the character successfully makes a
Survival (Brawn) roll, or they are administered the appropriate antidote (if one exists), or
their maximum Endurance is reduced to zero. Once the character successfully makes a
Survival (Brawn) roll against the poison or is administered the appropriate antidote, their
maximum Endurance is restored at the same rate it was lost.

Some poisons and pathogens have additional effects, such as blindness or paralysis.

A character with Environmental Immunity (p. 106) is unaffected by poisons and


pathogens.

Pressure
If a character is exposed to extreme atmospheric pressure, their maximum Endurance
will be gradually reduced until they return to their natural atmosphere, or until their
maximum Endurance is reduced to zero. How quickly their maximum Endurance is
reduced depends on how prepared they are and the severity of the conditions. If
a trained diver were 30 meters under water (approximately 3 atmospheres, or 30
decibars), their maximum Endurance would be reduced by one maximum Endurance
per minute: life threatening, but not immediately fatal. If the same character were
300 meters under water (approximately 30 atmospheres, or 300 decibars), their
maximum Endurance would be reduced by one maximum Endurance per round. Once
the character has returned to their natural atmosphere, their maximum Endurance is
restored at the same rate it was lost.
A character with Environmental Immunity (p. 106) is unaffected by high pressure.

Radiation
Radioactivity is caused by the decay of the atomic nucleus of an unstable atom. Living
things exposed to high amounts of ionizing radiation develop acute radiation syndrome
(ARS), also known as radiation poisoning or radiation sickness. Acute radiation syndrome
is an umbrella term for a variety of symptoms which occur within 24 hours of exposure
and which may last for several months.

The symptoms of acute radiation syndrome depend on the exposure. Relatively small
doses of radiation result in nausea and vomiting, headaches, fatigue, fever, and a
reddening of the skin. Intermediate exposure can result in more severe gastrointestinal
disorders and symptoms related to a drop in the number of blood cells, such as infection
and bleeding. Larger doses can result in neurological effects such as dizziness, headache,
or decreased level of consciousness, followed shortly thereafter by death.
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Liefeld Radiation
Exposure to Liefeld radiation typically results in spontaneous
painful deformity followed by death. Symptoms include
atrophy of the hands, feet, and abdomen, and a grotesque
increase in musculature in the chest and thighs. However,
in rare and isolated cases, exposure to Liefeld radiation has
resulted in a permanent transformation from human to
posthuman. Such cases are one in a million, at best.

Twenty-four hours after exposure, a character exposed to radiation must make


a successful Survival (Brawn) roll against the radiation. Failure indicates that the
character has developed acute radiation syndrome and their maximum Endurance is
immediately reduced by one. Each week thereafter, the character must attempt another
Survival (Brawn) roll against the radiation. Each failed Survival (Brawn) roll results in
the character’s maximum Endurance being reduced by one. This continues until the
character successfully makes the Survival (Brawn) roll, or until their maximum Endurance
is reduced to zero. Once the character successfully makes the Survival (Brawn) roll
against the radiation, their maximum Endurance is restored at the same rate it was lost.

A character suffering from acute radiation syndrome incurs a penalty die on all rolls.
However, suitable treatment grants a bonus die on the victim’s Survival (Brawn) roll.
Small doses of radiation are treated with blood transfusions and antibiotics, while
greater doses of radiation require exotic treatments such as bone marrow transplants.
Large doses of radiation are invariably fatal to normal human beings.

A character with Environmental Immunity (p. 106) is unaffected by radiation.

Table: Radiation
Radiation PL
Fallout from a recent nuclear explosion 3
Vial of plutonium 6
Interior of a nuclear reactor 9

Sleep Deprivation
A character who goes more than 24 hours without sleep begins to suffer the effects
of sleep deprivation. Initially, the character experiences weariness, confusion, and
irritability. After three days without sleep, the character experiences hallucinations and
decreased cognitive ability. Prolonged, complete sleep deprivation results in weight loss
and ultimately death.

If a character goes more than 24 hours without sleep, their Reason is reduced by one.
Each day that the character remains awake, their Reason is reduced by one, until
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their Reason equals zero. Once the character’s Reason is reduced to zero, their Agility
is reduced by one per day until their Agility equals zero. Once the character’s Agility
is reduced to zero, their maximum Endurance is reduced by one per day until their
maximum Endurance equals zero. Under normal circumstances, the character will fall
unconscious at this point and remain so for at least a day. However, if the character
is physically prevented from losing consciousness, they will eventually die. Once the
character has resumed a normal sleep pattern, their attributes are restored to their
normal values, although they may experience some lingering fatigue.

A character with Environmental Immunity (p. 106) is unaffected by sleep deprivation.

Starvation
A character who goes more than 7 days without eating begins to suffer the effects of
starvation. Initially, the character experiences weakness, confusion, and irritability. After
three weeks without food, the character experiences hallucinations and convulsions.
Starvation eventually results in death.

Each 7 days a character goes without eating, their maximum Endurance is reduced by
one, until their maximum Endurance equals zero. Additionally, the character incurs a
penalty die on all rolls. Once the character has resumed a normal diet, their maximum
Endurance is restored at the same rate it was lost.

A character with Environmental Immunity (p. 106) is unaffected by starvation.

Suffocation
If a character needs to breath but is unable to do so, such as someone drowning or
suffocating, their maximum Endurance is reduced by one per minute until they can
breathe freely again, or until their maximum Endurance equals zero. Once the character
is able to breathe normally, their maximum Endurance is restored at the same rate it
was lost.

A character with Environmental Immunity (p. 106) is unaffected by suffocation.

Vacuum
If a character is exposed to vacuum, their maximum Endurance will be gradually reduced
until they return to their natural atmosphere, or until their maximum Endurance is
reduced to zero. How quickly their maximum Endurance is reduced depends on how
prepared they are and the rapidity of the loss of atmosphere. If a trained astronaut
were exposed to a loss of atmosphere over the course of a minute, their maximum
Endurance would be reduced by one maximum Endurance per minute: life threatening,
but not immediately fatal. If the same character were exposed to a hard vacuum
without warning, their maximum Endurance would be reduced by one per round. Once
the character has returned to their natural atmosphere, their maximum Endurance is
restored at the same rate it was lost.

A character with Environmental Immunity (p. 106) is unaffected by vacuum.

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Mass
Table: Item mass, part 1
Item Mass Brawn (to lift)
medium dog, full suitcase 20 kg 1
full pony keg of beer, small sea turtle 45 kg 1
slender adult, large dog 65 kg 1

full keg of beer 75 kg 2


typical adult, small floor safe, wooden chest 90 kg 2
heavy adult 125 kg 2

racing motorcycle, refrigerator, wooden table 150 kg 3


weapon locker, gun safe, large sea turtle 200 kg 3
large brown bear, dolphin, harpsichord, lion 225 kg 3

motorcycle, medium floor safe, tiger, a Twinkie 11 meters long 300 kg 4


grizzly bear, large desk, riding horse, touring motorcycle 400 kg 4
polar bear, empty light wagon 500 kg 4

cow, draft horse, small sailboat 600 kg 4


compact car, piano, loaded light wagon 900 kg 5
civilian helicopter, medium missile, grand piano 1,000 kg 5

full size car, large herbivore, hippopotamus 2t 6


small military helicopter, Humvee 3t 6
armored Humvee 4t 6

elephant, empty dump truck 5t 6


light jet fighter plane 7t 7
large military helicopter, empty tractor-trailer 9t 7

jet fighter plane 10 t 7


international marijuana shipment, Polaris missile 20 t 8
loaded dump truck 20 t 8

private jet plane, empty train car 30 t 8


empty C-130 cargo plane, loaded tractor-trailer 40 t 8
Easter Island stone head, loaded tanker truck, bank vault 50 t 8

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Table: Item mass, part 2


Item Mass Brawn (to lift)
suburban house, Trident missile, M1 Abrams tank 50 t 8
loaded C-130 cargo plane 80 t 9
blue whale 90 t 9

loaded train car 100 t 9


locomotive, fishing trawler 200 t 10
empty 747 passenger plane 300 t 10

typical train 400 t 10


loaded 747 passenger plane 400 t 10
Space Shuttle 2,000 t 12

Coast Guard cutter, passenger train 3,000 t 12


Saturn V rocket 3,000 t 12
Eiffel Tower 6,000 t 13

freight train 7,000 t 13


destroyer, nuclear submarine 8,000 t 13
10 story building 9,000 t 13

Brooklyn Bridge 10,000 t 13


long freight train 10,000 t 13
large nuclear submarine 20,000 t 14

aircraft carrier 80,000 t 15


loaded tanker ship 100,000 t 15
cruise ship 100,000 t 15

large office building, loaded large tanker ship 200,000 t 16


Empire State Building, empty Ultra Large Crude Carrier 400,000 t 16
Ben Franklin Bridge, loaded Ultra Large Crude Carrier 600,000 t 17

Golden Gate Bridge 800,000 t 17


enormous skyscraper 900,000 t 17
Great Pyramid of Giza 5,000,000 t 18

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Speed
Table: Item speeds
Item Speed Agility
avg human running 20 km/h 3
max human running 40 km/h 4
fast submarine 80 km/h 5

fast bird, cheetah, sailfish 120 km/h 5


arrow 240 km/h 6
fast car 320 km/h 6

fast helicopter 400 km/h 6


F5 tornado wind 480 km/h 6
terminal velocity 530 km/h 7

bullet train 560 km/h 7


airplane 800 km/h 7
pistol bullet 1,100 km/h 7

sound 1,200 km/h 7


supersonic airplane 2,000 km/h 8
rifle bullet 3,000 km/h 8

superjet 10,000 km/h 9


escape velocity 40,000 km/h 10
rocket 50,000 km/h 10

solar winds 483,000 km/h 12


interplanetary speeds 4,700,000 km/h 14
light 1,079,252,848 km/h 19

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Tell A Story The Kalos Comics Way


A game of Bulletproof Blues is, at its core, storytelling. When any RPG campaign loses
the story telling focus, and devolves into a series of battles, the characters are no longer
characters at all. They become writing on a piece of paper, just complicated tokens
pushed around the game board of the campaign setting.

The players look to the game moderator to provide that setting and a series of problems
or situations to resolve. Generally, this sequence of events is referred to as the plot.
Sections of the overall plot that take multiple game sessions to resolve are called a story
arc. The key to an engaging, thrilling experience for players and game moderator is for
the GM to connect the individual game sessions together in a way that engages the
persona each player is playing.

It is important to note a plot dynamic in Bulletproof Blues games which does not occur
in comicbooks — unlike a comicbook, each player in the group sees their PC as the
main character of the story. The GM needs to give equal “spotlight” time for each player
to roleplay in situations that explore their character’s motivations, complications, and
history. GMs can use the Kalos Comics Way to build a story that features all of the PCs
equally.

For comicbook writers, the Kalos Comics Way requires development of two types of
structures. First is a conventional, western-style narrative structure for each story arc,
containing the classic five elements: exposition, rising action, climax, falling action, and
resolution. Writers are encouraged to embed some foreshadowing exposition from the
next story arc into the rising action and falling action of the current story arc, in order to
create a bridge from one story arc to the next.

Second, writers must produce an eastern-style narrative structure known as


kishōtenketsu for each major character. In the Kalos Comics Way, the purpose of the
kishōtenketsu is to communicate how the “person behind the mask” will be engaged
in the story arc. The PC hero, after all, isn’t a hollow shell with powers. The character
is a person (or alien or robot) who lives in the world, and who has worldly emotions,
concerns, and desires. GMs are encouraged to use the hero’s motivations, complications,
and history to build each kishōtenketsu.

Because kishōtenketsu is a technique useful for merging two seemingly unrelated plot
threads without requiring direct conflict, it is used in the Kalos Comics Way to bring the
mask and the person behind the mask together in the story.

In the Kalos Comics Way, after the story arc plot is laid out, and a kishōtenketsu is
done for each major character, they are all woven together to form the basis for the
storyboard of the comic art. In Bulletproof Blues, they are all woven together to provide
the framework for the game moderator’s campaign.

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Story Arc Plot


The story arc plot is the sequence of events in the current section of the overall story.
The plot is made up of five elements centered around how the main characters confront
and eventually (hopefully) overcome the source of the conflict. The five elements are:

Exposition
The exposition is where the heroes are placed into the location of the story arc setting,
key NPCs are identified, background information is provided through dialogue or
explanation, and the game moderator provides clues or explicit instructions that lead the
heroes into the rising action.

Rising Action
The rising action is a series of conflicts or problems that grow more and more
complicated and challenging for the heroes. The resolution of one conflict leads to
the next. The rising action builds excitement as each danger is vanquished or mystery
solved. The Kalos Comics Way uses two to four combats or encounters to build the rising
action.

Climax
The climax is the turning point of a story, novel, or script. It is the moment where it
seems like the main character is in danger or could even possibly fail at resolving the
conflict. Depending on the kind of conflict being faced (man vs. man, man vs. self, etc.),
the actions at this point in the work can be either physical or mental.

Falling Action
Taking place after the climax, the falling action includes events that will help to fully
resolve the conflict. The results of actions that the main character has taken are
presented as well as the results of decisions that have been made, whether good or bad
for the character.

Resolution
The end of a story, novel, or script includes the last plot element — the resolution. It is
here that loose ends are tied up, conflicts are concluded, outcomes are revealed, and a
happy or sad ending takes place. As many of the final actions have already taken place, a
resolution can be made up of a just a summary of where the main character will end up
in the future, instead of including any more active events.

Kishotenketsu
Kishōtenketsu is a compound word formed from the Japanese Kanji characters that
explain the structure. The examples here are from poet Sanyō Rai.

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Ki (Introduction)
Daughters of Itoya, in the Honmachi of Osaka.

The first element places the character in the context of what is important in the
character’s life. Typically, the ki element sets the scene, forming the basis for how the
things the character cares about will become part of the story.

Sho (Development)
The elder daughter is sixteen and the younger one is fourteen.

The second element, shō, expands on the first element and typically contains an action
that develops on the scene identified in ki.

Ten (Twist)
Throughout history, warriors have killed the enemy with bows and arrows.

The third element is the climax, in which an unforeseen development occurs. Typically,
the relationship of the content of ten to the first two elements is not readily apparent. In
other words, there is not a linear progression from shō to ten.

Ketsu (Reconciliation)
The daughters of Itoya kill with their eyes.

The fourth element, ketsu, is the conclusion. Ketsu merges ten into the narrative direction
of ki and shō.

The Kalos Comics Way


In the Kalos Comics Way, the comic writer or GM assembles the pieces of the story in the
following manner:

1. The first step is to assign draft events to the five story arc plot elements. These
events may change during the process. The climax is identified first, then the
rising action that builds up to it, followed by exposition. Falling action and
resolution are done last, then all 5 are reassembled in their chronological order.
2. The second step is to create a kishōtenketsu for each major character based on
their motivations, complications, and history.
3. Third, the kishōtenketsu are inserted into the five elements where it makes the
most sense from a story and character standpoint.
4. And finally, in the fourth step, for the comic writer the assembled plot is reviewed
with the editor, then sent to the pencillers and turned into a story board. For
the GM, this step is where the descriptions are filled in, and NPC and villain
characters are created or taken from sourcebooks.

The Big Example


Below is an example that illustrates how you can use the Kalos Comics Way in your
games.

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Step 1: Story Arc Plot


The GM wants to use the story arc to reveal a new master villain: Dr. Virago, a super
scientist bent on world domination, who has been cryogenically frozen since 1973. Dr.
Virago’s technology was 100 years ahead of its time in 1973, so it is still advanced, but
also strangely dated. The GM intends for Dr. Virago to become one of the PC group’s
long-term arch nemeses.

With that in mind, it is important that Dr. Virago survive the climax of the story arc in a
way that propels the campaign forward. The GM decides that the best way to keep Dr.
Virago as an active antagonist is to not have Dr. Virago directly involved in the climax.
Instead, Dr. Virago’s 1970s-style robot bodyguard/killing machine will take the brunt of
the heroes’ wrath, and Dr. Virago’s involvement will be revealed in the falling action after
the climax of the story arc.

Climax: The heroes think they have found the lair of Dr. Virago, but instead they’ve fallen into
a trap! They’ve been sealed in a subterranean base with Dr. Virago’s monstrous death robot,
MX-ML1, who’s been programmed to kill!

The GM decides that Dr. Virago wants to acquire some bio-weapon technology — an
area that has seen tremendous strides while she was in cryogenic hibernation. Her
investigation has led her to Lance Doughty, a virologist, who had a history of selling his
private research. But not all of Doughty’s research is in government or corporate hands
— Dr. Virago’s “sources” say key formulas are stored in a safe deposit vault owned by
Doughty’s estate.

But Dr. Virago is no fool. She doesn’t want to be directly involved at all. So she hires three
mercenary villains: Razor, Cacophony, and Equinox. Razor has gang affiliations, so Dr.
Virago tells him to hire some local muscle to do the actual break-in. She provides some
vials of a mysterious, powerful Transformation Serum so the thugs will agree. Plus, the
gang can have everything in the bank vault, as long as they turn over Doughty’s safe
deposit box unopened and unharmed.

Rising action 1: A 911 call leads the heroes to a couple of gang members who have taken the
Transformation Serum. The chemicals have warped their bodies, making them far stronger
and tougher than normal, and wildly violent.

Rising action 2: After questioning one of the malformed thugs, the heroes go to the gang’s
safehouse to recover the stolen goods and the rest of the Transformation Serum. Clues lead
the heroes to the mercenary villains.

Rising action 3: The heroes find Razor, Cacophony, and Equinox, and bring them to justice.
The villains reluctantly agree to reveal the location of Dr. Virago’s hideout.

The police begin to realize they are out of their depth when they see the hole ripped into
the brick wall of Metro City National Bank. Their fears are realized when they see three
monstrous men on the security tape, so naturally they call the heroes.

Exposition: A call from Metro City police ask the heroes to help capture three “creatures” who
broke into Metro City National Bank.

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After the heroes defeat Dr. Virago’s monstrous death robot, MX-ML1, they hear an odd
clacking sound from another room. They enter to find a telex machine sending the
last page from a stack of documents. A cursory glance reveals that documents contain
complex formulas and engineering specifications. Behind the telex machine is a bank of
two dozen 16" tube type color televisions. The screens flicker on, showing a test pattern,
then the aged, malevolent face of the dreaded Dr. Virago! She is surprised and angry that
the heroes defeated MX-ML1, and swears vengeance.

Falling action: After defeating MX-ML1, the heroes discover that Dr. Virago has been the
mastermind behind the bank robbery and the Transformation Serum. The evil genius’
whereabouts are unknown.

Once the federal government finds out that Dr. Virago has somehow returned, dozens
of agents swoop in on the subterranean base, seizing the documents and the remaining
Transformation Serum. The heroes are “debriefed”. The gang members who broke into
the bank are identified and charged with the crime. Razor, Cacophony, and Equinox are
long gone — they escaped from custody while they were being transferred to jail.

Resolution: Local police and federal law enforcement coordinate to secure Dr. Virago’s base.
The gang members who broke into the bank are charged with robbery, but Razor, Cacophony,
Equinox, and Dr. Virago herself remain free, leaving the heroes frustrated.

In chronological order, the story arc plot is:

1. Exposition: A call from Metro City police ask the heroes to help capture three
“creatures” who broke into Metro City National Bank.
2. Rising action 1: A 911 call leads the heroes to a couple of gang members who
have taken the Transformation Serum. The chemicals have warped their bodies,
making them far stronger and tougher than normal, and wildly violent.
3. Rising action 2: After questioning one of the malformed thugs, the heroes
go to the gang’s safehouse to recover the stolen goods and the rest of the
Transformation Serum. Clues lead the heroes to the mercenary villains.
4. Rising action 3: The heroes find Razor, Cacophony, and Equinox, and bring
them to justice. The villains reluctantly agree to reveal the location of Dr. Virago’s
hideout.
5. Climax: The heroes think they have found the lair of Dr. Virago, but instead
they’ve fallen into a trap! They’ve been sealed in a subterranean base with Dr.
Virago’s monstrous death robot, MX-ML1, who’s been programmed to kill!
6. Falling action: After defeating MX-ML1, the heroes discover that Dr. Virago has
been the mastermind behind the bank robbery and the Transformation Serum.
The evil genius’ whereabouts are unknown.
7. Resolution: Local police and federal law enforcement coordinate to secure Dr.
Virago’s base. The gang members who broke into the bank are charged with
robbery, but Razor, Cacophony, Equinox, and Dr. Virago herself remain free.

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Step 2: Kishotenketsu
For our example, we’ll use a team of three PCs:

Blueshift – Speedster martial artist hero, reformed criminal

Manticore – Flying, armored superhero persona of an international celebrity

Monolith – Massive, immensely strong hero who advocates for children’s charities

These PCs are established heroes from Kalos Comics who we’re teaming together. Along
with each hero’s motivations, complications, and history is that hero’s kishōtenketsu.

Blueshift’s Motivations
Guilt: The character is a reformed criminal who is driven by a desire for redemption
from the sins of her past.

Rebellion: The character struggles with social interactions; this isolates her and
reinforces her sense that she doesn’t fit into society at large.

Blueshift’s Complications
Enemy: Blueshift is still hunted by Project Genesis, and not everyone has forgiven her
criminal past.

Outsider: Blueshift’s unease around normal people is often taken as disdain.

Blueshift’s History
For Blueshift’s history, please see her full character write-up on page 220.

Blueshift’s Kishōtenketsu
The GM decides that Blueshift’s background as a leader of Master Sin’s strike team would
be a good way to bridge the gap between the gang members and the mercenary villains.
Equinox, when she isn’t using her fire and ice powers to commit crimes, is an alcoholic:
a rough and tumble country girl who drowns her sorrows in cheap whiskey and drugs
at honky-tonk bars. Having worked with her before, Blueshift knows Equinox’s habits,
recognizes the description given by one of the thugs captured at the gang’s safehouse,
and knows how to find her.

Ki (Introduction): Blueshift and three armored troopers hide outside an industrial


complex, watching the guards patrolling behind a razor wire fence.

Shō (Development): The troopers give Blueshift confused, questioning looks as she
checks her watch then looks past them to the horizon and the glowing haze above a
nearby town.

Ten (Twist): A woman is slumped against the bar in a seedy dive, one hand clutching an
empty glass, eyes barely open.

Ketsu (Reconciliation): Blueshift grits her teeth as she slings the woman’s arm over her
shoulder and drags her out of the bar, in spite of the woman’s protests.

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The GM can use this kishōtenketsu series of events as a flashback so Blueshift’s player can
suggest canvassing local honky-tonk dive bars with a description of Equinox. In addition,
this knowledge can be used after the story arc is complete as foreshadowing for future
story arcs concerning Blueshift’s past and/or the continued pursuit of Dr. Virago.

Manticore’s Motivations
Adventure: The character has an adventurous spirit and rarely turns down a quest.

Protection: The character wants to protect others, particularly the innocent and the
helpless.

Manticore’s Complications
Vulnerability: All of Manticore’s powers are dependent on her armor and equipment.

Enemy: Chloe Zhang is internationally famous, which makes her a very easy target for
her enemies.

Manticore’s History
For Manticore’s history, please see her full character write-up on page 242.

Manticore’s Kishōtenketsu
For this story arc, the GM uses Manticore’s significant experience as a hero and
her numerous encounters with the subversive groups that plague the modern
world. Recently Manticore defeated a group of infiltration specialists and armored
stormtroopers working for ASGARD. Among the information gathered from the defeated
agents was a list of contacts.

When the Metro City police show the heroes the security video of the bank robbery, they
also have a list of the owners of the safe deposit boxes. One box belonged to the estate
of Lance Doughty.

Ki (Introduction): Five years ago, Manticore and her teammates Mr. Shade and Ladon,
Guardian of Ages, stand over the unconscious bodies of a group of Vidar: dangerous
agents employed by the evil organization ASGARD.

Shō (Development): Just behind Ladon, a Vidar agent attempts to erase data from a
handheld device, but Manticore notices and leaps to stop him.

Ten (Twist): A disheveled man in a lab coat accepts a thick envelope labelled “Doughty”
from a disinterested woman. He gets out of her car, and with a nervous backward glance
walks into the night.

Ketsu (Reconciliation): Manticore can see a phrase, “Doughty 1471” flash across the
display as the device melts through the agent’s trembling hand.

The GM decides to foreshadow this recollection in the exposition, then drop the
reference into the story arc plot during the fight with the mercenary villains. Manticore
doesn’t have to associate the list of deposit box owners (from the bank manager)
with the name from the ASGARD device. Instead the GM will mention “1471” as if by
accident while roleplaying the braggart Razor or the uncontrolled Equinox during the
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fight. Manticore will make the connection, then the team can use their Investigation
skills to trace from the safe deposit box, to Doughty’s estate, to recent contacts with the
estate, to a landline phone call from an abandoned warehouse just outside of town that
disguises the entrance to one of Dr. Virago’s underground bases.

Monolith’s Motivations
Justice: The character seeks to ensure that misdeeds are met with appropriate
punishment.

Protection: The character wants to protect others, particularly the innocent and the
helpless.

Monolith’s Complications
Enemy: Monolith has made many enemies, but Cesspool is the most vile and persistent.

Uncontrolled Power: Monolith’s size and weight make it impossible for him to have a
normal life.

Monolith’s History
For Monolith’s history, please see his full character write-up on page 253.

Monolith’s Kishōtenketsu
The GM decides that commitment to charity work would be an excellent opportunity to
connect the “human elements” of the story. In the course of his volunteer work, Monolith
has met one of the thugs who robbed the bank. Monolith doesn’t think the young man is
a criminal type, so there must be some other explanation.

Ki (Introduction): Monolith attends a charity event — a ribbon cutting for a new inner
city playground.

Shō (Development): One of the organizers introduces Monolith to a teen, Abe


Washington, who is good student, but who is having trouble in his tough neighborhood.

Ten (Twist): Three deformed, monstrous humanoids tear through the wall of a bank and
loot the vault.

Ketsu (Reconciliation): While watching the security video of the bank robbery, Monolith
sees that one of the humanoids has the distorted face of Abe, the boy from the
playground.

With this information in hand, the GM decides to add a wrinkle to the story arc plot: the
genetic damage caused by the Transformation Serum is potentially lethal, and there
is no known anti-serum. Two of the gang members involved in the bank robbery have
died from the side effects. Only the young man Monolith befriended is alive, but time is
running out. As the boy lay dying, he refuses to speak with anyone other than Monolith.
As he slowly slips into a coma, he explains to Monolith that Razor threatened his family
if he didn’t take the Transformation Serum and participate in the robbery. The clock is
ticking. Will the heroes find a clue to an antidote in Dr. Virago’s subterranean base?

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Step 3: Integration
In chronological order, the story arc plot with kishōtenketsu added is:

Exposition: Monolith is interviewed by a local news reporter about his attendance the
day before at a ribbon cutting for a new inner city playground. A senior Aegis agent stops
by to see Manticore and thank her personally — the only surviving ASGARD Vidar agent
from a recent raid has been found guilty of espionage. A call from Metro City police ask
the heroes to help capture three “creatures” who broke into Metro City National Bank
late last night. While on her way to the precinct station, Blueshift passes by a honky-
tonk bar she remembers from a time years ago when she worked for Master Sin. At the
station, the bank manager gives the detectives information about what was stolen, and
the detectives show the heroes the security camera footage. Monolith recognizes one of
the humanoids as Abe, a boy from the playground.

Rising action 1: The heroes’ next steps are interrupted by a frantic 911 call. The heroes
fight a couple of gang members who have been transformed, their warped bodies
making them far stronger and tougher than normal, and wildly violent. One of them is
the boy from the playground. The effects of the transformation begin to take their toll:
the boy is dying. He refuses to speak with anyone other than Monolith, revealing the
involvement of Razor, a known posthuman criminal, and discloses the location of the
gang’s safehouse.

Rising action 2: The heroes go to the gang’s safehouse to recover the stolen goods
and find out more about the drug that turned the gang members into monsters. After
a battle with the thugs, some transformed and some not, but all armed, the heroes
question the gang about the location of Razor and the origin of the serum. The gang
doesn’t know much, but one of them describes an associate of Razor’s with half her
body on fire, and the other misted over with ice. Blueshift recognizes the description as
Equinox, and has an idea of where to find her.

Rising action 3: The heroes ask around at the bar where Blueshift had found Equinox
years ago. The bartender is tight lipped, but a local drunkard gives directions to a fancy
hotel where the heroes find Razor, Cacophony, and Equinox preparing to skip town. The
villains fight until defeated. During the fight, one of the posthumans complains that they
better not go to jail just for 1471. The reference reminds Manticore of her experience
with ASGARD’s Vidar agents. The name Doughty isn’t common. Maybe the two are
connected? With the help of police detectives and a list of safe deposit box owners from
the bank manager, the investigation leads from the safe deposit box to Doughty’s estate,
to phone records, to an abandoned warehouse outside of town.

Climax: Descending into the depths in a secret elevator, the heroes think they have
found the lair of Dr. Virago, but instead they’ve fallen into a trap! They’ve been sealed
in the subterranean base with Dr. Virago’s monstrous death robot, MX-ML1, who’s
been programmed to kill! Can they defeat the robot in time to defuse the self-destruct
mechanism? Will they find an antidote to the Transformation Serum and save Abe’s life?

Falling action: After defeating MX-ML1, the heroes disarm the self-destruct mechanism
and find a shortwave telex machine sending the last page from a stack of documents.
213
GM RESOURCES

A cursory glance reveals the documents contain complex formulas and engineering
specifications — Doughty’s research notes for a massive virus bomb. Behind the
telex machine, two dozen 16" tube type color televisions flicker on, showing the aged,
malevolent face of the dreaded Dr. Virago! She is surprised and angry that the heroes
defeated MX-ML1, and she swears vengeance. The screens click off: the evil genius’
whereabouts are unknown. A quick search reveals a few vials of antidote among the
dusty boxes of Transformation Serum. The heroes return to town as fast as they can.
All of the other young men who took the serum have died — only the boy from the
playground still lives. With the antidote in his system, he slowly returns to normal.

Resolution: Local police and federal law enforcement coordinate to secure Dr. Virago’s
base. The boy from the playground is the only survivor of the three who broke into the
bank, and without any evidence of him being coerced, Abe is charged with robbery.
Razor, Cacophony, and Equinox are long gone — they escaped from custody while they
were being transferred to jail. If Doughty had plans for a virus bomb in his estate, what
did he sell to ASGARD five years ago? But perhaps most troubling is Dr. Virago herself.
What new terror will she unleash on the world? How will she wreak vengeance on our
heroes? Only time will tell.

214
GM RESOURCES

Step 4: Fill In The Details


With the story arc plot and kishōtenketsu merged together, the last step for comicbook
writers using the Kalos Comics Way is to meet with the editors who ensure continuity
with the Kalos Universe, crisp pacing, pithy dialogue, and good taste in character
development. The last step for the GM is to fill in the blanks with the materials needed to
run the story arc with the gaming group. Here are a few key things you’ll need:

Descriptive passages to give some color and personality to the key locations. These
are very helpful when the PCs move from one location to another, since they provide a
box of text the GM can read from to set the scene with key details. Think about all five
senses: what the characters will smell, and hear, whether the ground is hard or soft,
crunchy or slippery.

Write-ups for the villains. It seems obvious, but improvised villains can prove one
dimensional. It’s one thing to role-play an unspeaking villain like Cacophony, but having
a reference that lists her skills, or the scope of her devastating sonic attacks, or her
claustrophobia can be important. Write-ups from Bulletproof Blues sourcebooks are
naturally encouraged.

Maps for complex places, especially for fight scenes. Even a crudely hand drawn map is
a better visual reference for GMs and players alike than nothing at all. Think of unusual
elements in the environment that can be used in fun and interesting ways.

Names and one sentence descriptions for NPCs. What are the detectives’ names? Was
the reporter who interviewed Monolith sympathetic, or did she seem slightly hostile?
Little details can go a long way toward improving the game.

Ideas that build on the events in the story. If the heroes go back to ask the drunkard
how he knew where the posthuman villains were, what do they find out? Is he an Aegis
agent in disguise? Or was it really Dr. Virago trying to tie up loose ends? Having ideas like
these ahead of time can help you dovetail this story arc into the next one.

An expectation of the unexpected. Role-playing game players are crafty and inventive.
Sooner or later they will derail your prepared plot and take the game in a direction you
didn’t think about. Be ready to improvise!

The most important thing you’ll need is a sense of fun and adventure. Bulletproof
Blues is a game in a dark setting. The PCs are surrounded by malevolent corporations
and sinister government initiatives run amok in a world shell-shocked from the
unprecedented destruction wrought by Paragon. But Bulletproof Blues is a game. It’s
intended to be a fun way for a few friends to get together and work as partners fighting
the good fight. Enjoy it!

215
CHARACTERS

CHARACTERS
Here are a few characters to get you started. You can find more characters and
additional information about the Kalos Universe at the Kalos Universe Wiki11, which is
free to use. If you send us your Bulletproof Blues Character Sheet Helper12 write-ups, we
will add your characters to the Kalos Universe, as well!

11 https://wiki.kaloscomics.com/Kalos_Universe
12 https://www.drivethrurpg.com/product/109612/Bulletproof-Blues-3-Character-
Sheet-Helper
216
CHARACTERS

Black Steel
The Hidden Blade
Real Name: Tommy Lee Team Affiliation: Solo
Identity: Secret ID Base Of Operations: San Francisco, CA, USA
Origin: Gifted Range Of Operations: Global
Archetype: Shadow First Appearance: Black Steel #1, 2014

Description
Age: 26 Nationality: Korean American
Height: 183 cm (6' 0") Hair: Black
Weight: 84 kg (187 lbs) Eyes: Green
Gender: Cis Male Sexuality: Heterosexual

Tommy is a fit young man, half Korean and half African American, with an athlete’s build
and a model’s striking facial features. He has deep almond skin, black hair, and arresting
green eyes. He is always impeccably dressed when not dressed as his alter ego. When
going out as Black Steel, he wears a black gi paired with a deep hood and a domino
mask.

217
CHARACTERS

Personality
Tommy is a modern day sophist, and he loves rhetoric, philosophy, and debate. His
nature is to be quite laid back and zen-like under most circumstances. However, when
the weight of his family’s misdeeds lay upon him, he is driven to make recompense, and
all grace leaves his tongue. He becomes pragmatic and stoic, enabling him to make the
hard choices that give his life meaning. If there is no place for him in the light, he will
embrace the darkness to remove those that justice cannot reach.

History
Tommy’s mother was a US Diplomat stationed in South Korea, and his father was...
complicated. The assassin Shindo infiltrated the party only to get a lay of the land and
information, not for a liaison with a diplomat. But that interlude resulted in a son. His
mother, ever pragmatic, did not tell Tommy who his father was. One of his enemies did,
after killing her. It was then that Tommy’s powers manifested, enabling him to escape.
From then on, he lived life on the run, with one goal other than survival -- not to end up
like his father.

But his powers were more fit to follow his sire than rebel against him -- tailor made for
an assassin. Heroes didn’t accept him, and villains... well, his father had made enemies
on both sides of the law. So Tommy found another use for his abilities: to bring to justice
those villains that the system couldn’t touch, and do what the other heroes couldn’t... or
wouldn’t.

Powers and Abilities


With his strength, speed, and skills, Tommy would be a deadly foe even without his
powers. His ability to teleport, control kinetic energy, and “mark” targets makes him
an implacable hunter, able to reach targets where they think they are safest. Tommy’s
“Assassin’s Mark” is a quasi-psychic “tag” that he can place on a single person or object
by touching them, and then find later (with a successful Perception roll). His Assassin’s
Mark does not last forever, of course: it fades over the course of a few days.

Tommy’s usual tactics are to gather his own evidence to come to a judgment on the
target, scout them out and discover their weaknesses, use his connections to get close
enough to “mark” them, and then kill them when they least expect it.

Tommy is completely fluent in Korean, American English, and Cantonese, but he quickly
picks up any language he encounters.

218
CHARACTERS

Black Steel
The Hidden Blade
“The fruits of your corruption have come to take their due.”
Attributes Powers
Absorption Force Field
Agility 5 Free action, Self-only Quick action, Self-only
Kinetic Control Kinetic Control
Brawn 3
Blast Teleportation
Endurance 4 Standard action, Ranged, Normal Move action, Self-only
Kinetic Impartation
Presence 3 Detect Assassin’s Mark
Standard action, Self-only
Reason 3
Skills Gifts
Power Level 5
Athletics Connected
Normal Lift: 120 kg (heavy adult)
Max Lift: 260 kg (large brown
Culture Fascinating
bear) Diplomacy Linguist
Throws (25 kg): 5 m Hand-to-hand Combat Master Plan
Max Range: 100 m Investigation (+) Wealthy
Max Area: 10 m radius Manipulation
Perception
Motivations & Complications Ranged Combat (+)
Justice: The character Stealth
seeks to ensure that Survival
misdeeds are met with
appropriate punishment. Equipment
Serenity: The character Knife (PL 1)
seeks freedom from the Flash Grenade (PL 7) (area, sensory, stunning, single use)
mistakes or tragedies of Smoke Grenade (Darkness (PL 5), area, single use (lasts
their past. 10 rounds))

Outsider: Tommy is a
Movement
loner, accepted neither Base Move Double Move All-out Move
Run 40 m 80 m 240 m (140 km/h)
by the law nor by the
Swim 7m 14 m 42 m (25 km/h)
criminal underworld on
Jump 2m
which he preys. Teleport 40 m 80 m 140 km

Attributes 28 + Skills 12 + Gifts 5 + Powers 5 + Modifiers 0 = 50 / 50

219
CHARACTERS

Blueshift
Speedster martial artist
Real Name: Jeanette de Vries Team Affiliation: Shadow Watch
Identity: Public ID Base Of Operations: Chicago, IL, USA
Origin: Gifted Range Of Operations: National
Archetype: Rocket First Appearance: Dark Disciple #23, 1987

Description
Age: 29 Nationality: American
Height: 173 cm (5' 8") Hair: Black
Weight: 58 kg (127 lbs) Eyes: Blue
Gender: Cis Female Sexuality: Bisexual

220
CHARACTERS

Jeanette is a lean, pale Caucasian woman in her late 20s, with blue eyes and short but
stylishly cut black hair. Her presence can be unnerving, because unless she is actively
engaged in some activity, she stands very, very still: the small movements that normal
people make in order to balance themselves are made so quickly and precisely that she
appears to be unnaturally immobile. She typically dresses in snug, stretchy clothing and
sturdy boots.

Personality
Jeanette is usually quiet and aloof. She does not enjoy or encourage what passes for
polite conversation, and most people interpret her behavior as disdain. In fact, she finds
the speed at which normal people interact almost unbearable, like sitting in freeway
traffic, so she tries to limit her social interactions with others as much as possible. Of
course, this only reinforces her feelings of isolation and her perception of herself as an
outsider.

History
Jeanette ran away from home when she was sixteen, after the death of her father.
She spent the next year avoiding the authorities and Project Genesis, by which she
was eventually captured. She was rescued from Genesis by a vigilante known as Dark
Disciple. Having nowhere else to go, she stayed with Dark Disciple for a number of
months, and it was he who taught her martial arts (primarily a mixture of American
kenpo, muay thai, and shotokai karate). She left Dark Disciple when she was approached
by Master Sin, a morally ambiguous mastermind who told her that she could use her
abilities to help humanity by leading his strike team. She stayed with Master Sin for
several years, learning leadership skills as well as learning to use her own powers
effectively in a team. She eventually became disillusioned with Master Sin’s mysterious
goals and violent methods, and she left his employ. The parting was cordial, and he
allowed her to keep the specialized equipment he designed for her; she still uses the
tactical visor.

Seeking a way to salvage her life, Jeanette approached the FBI, offering to trade her
knowledge of various criminal organizations in exchange for immunity from prosecution.
After months of incarceration, the FBI accepted her offer, and Jeanette spent the next
several weeks being debriefed. After she was released, she operated as an independent
for a period of time before encountering Scanner, Stone, and Zero K. Finding that they
had similar goals and compatible personalities, they formed Shadow Watch. Other than
the members of her team, she has no friends, although she exchanges Christmas cards
with Siege, who was also a member of Master Sin’s strike team, and who now works for
the FBI.

221
CHARACTERS

Powers and Abilities


Blueshift possesses the ability to think and move at superhuman speeds. Her
strength and endurance are at least equal to peak human potential, and her hand-eye
coordination and control over her body are well beyond human limits. Her biological
processes are much more efficient than a normal human’s, permitting her to extract
nearly 100 percent of the caloric energy of what she eats and to exert herself for several
hours before resting. She is capable of running faster than the speed of sound, and her
brain is capable of processing information quickly enough to operate at this speed.

While in the employ of Master Sin, Blueshift obtained a visor which uses millimeter-
wave signals to scan and evaluate the structural integrity of physical objects. While
leading Master Sin’s strike team, she used this to ensure that the force used against her
opponents was commensurate with their durability.

Blueshift has experience leading teams of posthumans with aggressive personalities,


and she is an expert tactician. She is proficient with a variety of hand-to-hand combat
styles, but generally prefers the throws and joint-locks of aikido. Blueshift is fluent in
American English, and she knows a few common Spanish phrases.

222
CHARACTERS

Blueshift
Speedster martial artist
“Pay attention. A lot will happen in the next few seconds.”
Attributes Powers
Damage Resistance Radio Communication
Agility 6 Constant, Self-only Free action, Self-only
Adept at avoiding attacks Tactical Visor
Brawn 2
Detect Damage Regeneration
Endurance 4 Resistance Standard action, Self-only
Standard action, Self-only Super-agility
Presence 3 Tactical Visor Constant, Self-only
Extra Actions
Reason 3 Quick action, Self-only
Super-reason
Constant, Self-only
Power Level 5 Haste Super-running
Standard action, Self-only Move action, Self-only
Normal Lift: 55 kg (pony keg of x320 multiplier
beer)
Max Lift: 120 kg (heavy adult) Skills Gifts
Throws (25 kg): 2 m
Athletics Elusive
Max Range: 100 m
Max Area: 10 m radius
Hand-to-hand Combat (+) Lightning Strike
Investigation Master Plan
Motivations & Complications Perception Team Player
Pragmatism: The character Ranged Combat
believes that practical Stealth
accomplishments are Survival
more important than Equipment
ideas and philosophies.
Rebellion: The character Cell Phone (PL 1)
doesn’t fit into the larger Multi-tool (PL 1)
society.

Enemy: Blueshift is still


hunted by Project
Genesis, and not
everyone has forgiven
her criminal past.
Outsider: Blueshift’s
Movement
unease around normal Base Move Double Move All-out Move
Run 40 km 80 km 240 km (140,000 km/h)
people is often taken as
Swim 13 m 26 m 78 m (47 km/h)
disdain.
Jump 1m

Attributes 29 + Skills 8 + Gifts 4 + Powers 9 + Modifiers 0 = 50 / 50

223
CHARACTERS

Chthyra
The Crawling Chaos
Real Name: N/A Team Affiliation: Solo
Identity: Secret ID Base Of Operations: Earth
Origin: Alien Range Of Operations: Global
Archetype: Mirror First Appearance: Tales Of Mystery #317, 1963

Description
Age: Ageless Nationality: N/A
Height: N/A Hair: Black/None
Weight: N/A Eyes: Red/Yellow
Gender: Nonhuman Sexuality: None

224
CHARACTERS

Chthyra is a psychic parasite from a reality in close proximity to our own which travels
to our reality in its astral form. As such, it does not have a physical form in our reality.
When Chthyra manifests in our reality, it usually takes the form of an oily black-skinned
humanoid, a shapeless mass of hairlike tendrils of darkness, or something in between
the two. Chthyra’s astral form is only present until it manages to possess its host, after
which its astral form inhabits the host’s body.

Chthyra’s host is always a child in their early teens. Within the dreams of its host, Chthyra
may take any form at any time. These forms may be beautiful or terrifying or both, as
Chthyra sees fit.

Personality
If Chthyra has any goals beyond its desire to feed, those goals are unknown. However,
it is sentient, and it understands humanity and human languages. It “speaks” to and
through its victims, but only to expand its influence. As such, any communication from
Chthyra is typically in the form of threats, promises, or other statements intended to
instill trust, fear, or hopelessness.

History
Chthyra is one of a number of entities which are older than humanity and which have
preyed upon us throughout history. Chthyra is actually one of the least dangerous of
these entities, as its means of entering our reality and the damage it may do are both
quite limited.

Chthyra enters our reality by infecting the dreams of a troubled child, one whose
nightmares are both frequent and particularly vivid. Once Chthyra successfully takes
control of the dreams of its host, the child becomes a prisoner in their own body.
From this haven, Chthyra reaches out to poison the dreams of those in emotional or
physical proximity to the host, spreading outward and feeding from their nightmares.
Once Chthyra’s influence has spread from its host to a dozen or more victims, it can
begin to control their waking minds as well as their dreams. If left unopposed, the
waking nightmares will drive the victims mad, resulting in riots, mass suicides, multiple
murders, and general chaos. The death toll may reach into the hundreds; small towns or
settlements may be wiped out entirely.

If this process is allowed to reach its natural conclusion, Chthyra will be sated and
will retreat from its host. The host will awake normally and ostensibly unharmed,
remembering nothing of the experience.

Powers and Abilities


In its native reality, Chthyra can reshape matter according to its will and even create
living beings from the fabric of its universe. In our universe, its powers are more limited.
It cannot reshape matter on Earth, but it can alter the perceptions of other people,
causing them to perceive completely convincing hallucinations.

225
CHARACTERS

Chthyra
The Crawling Chaos
“I love you, Mommy.”
Attributes Powers
Astral Travel Mass Mind Control
Agility 1 Move action, Self-only Standard action, Ranged, Area,
Negated if Possession is broken Mental
Brawn 1 Requires physical or emotional
Illusion
proximity
Endurance 5 Standard action, Ranged, Area,
Environmental Possession
Presence 7 It’s All In Your Mind Standard action, Ranged, Mental
Inhabit
Immortality
Reason 4 Constant, Self-only Super-presence
Will re-form in six months if Constant, Self-only
Power Level 7 destroyed
Telepathy
Normal Lift: 25 kg (medium dog) Mental Resistance Standard action, Ranged, Mental
Max Lift: 55 kg (pony keg of beer) Constant, Self-only
Throws (25 kg): 1 m
Mind Control
Increased Max Range: 10 km Standard action, Ranged, Mental
Increased Max Area: 10 km radius
Skills Gifts
Motivations & Complications Deception Linguist
Exploration: The character Diplomacy Tenacious
lives to seek out new Manipulation (+) Unsettling
places and new ideas. Mental Combat
Passion: The character has Perception
a visceral, perhaps even Performance
savage, nature.

Gruesome: Chthyra’s
true form is
incomprehensible to the
human mind.
Movement
Vulnerability: Chthyra only Base Move Double Move All-out Move
Run 2m 4m 12 m (7 km/h)
has access to our reality
Swim 1m 2m 6 m (4 km/h)
through a host.
Jump 1m

Attributes 38 + Skills 7 + Gifts 3 + Powers 9 + Modifiers 3 = 60 / 60

226
CHARACTERS

Crocolisk
The Lizard King
Real Name: Anthony Fields Team Affiliation: Solo
Identity: Public ID Base Of Operations: New Orleans, LA, USA
Origin: Altered Range Of Operations: Local
Archetype: Tank First Appearance: Tales Of Mystery #554, 1983

Description
Age: 26 Nationality: American
Height: 275 cm (9’) Hair: None
Weight: 363 kg (800 lbs) Eyes: Yellow
Gender: Cis Male Sexuality: Asexual

Crocolisk is a massive grey-green humanoid with thick scaly skin and crocodilian
features. Bony plates project from his forearms and shoulders, and extend down
his back to his tail. His tail is used for balance, but it is not prehensile. Crocolisk does
not wear clothing, but he is fond of jewelry, particularly thick gold chains and large
medallions.

227
CHARACTERS

Personality
Crocolisk is foul tempered, brash, and fearless to the point of foolishness. He takes what
he wants, and he has no expectation that there will ever be consequences for his actions.
He has contempt for the weak and for anyone who would defend them. He is not clever
by any means, but he has an animal cunning that gives him an almost preternatural
sense for when he is in danger.

History
Anthony Fields has always been a criminal. From his earliest childhood, Anthony took
whatever he wanted and hurt anyone who tried to stop him. By the time we was a legal
adult, Anthony already had an lengthy criminal record, including multiple burglaries,
armed robberies, and assaults. Due to the corruption and inefficiency of the New
Orleans police department, and the lack of cooperation from witnesses, Anthony never
served more than sixty days for any of these crimes.

Anthony was on parole from a simple burglary charge when he brutally assaulted
and robbed the proprietor of a corner store, leading to his arrest when that crime
was recorded on the store video camera. After he was released on bail, pending his
trial, Anthony was approached by a stranger who offered him a way to stay out of jail
forever – he would be strong enough to break out of any prison, and his skin would be
bulletproof. Anthony rejected the offer at first, until the stranger offered him a sizable
cash incentive. Anthony accepted, intending to reneg on the deal once he’d been paid.

The stranger drugged Anthony and took him to an isolated laboratory near the docks.
Anthony was unconscious during the process, but when we awoke he was alone, and
he was a monster. The stranger, true to his word, left a stack of cash on a table next to
Anthony. Anthony was truly freed of the consequences of his actions, and Crocolisk was
born. He has committed countless crimes, and been captured several times, but he has
never been kept imprisoned for long.

Powers and Abilities


Crocolisk is a nine foot tall reptilian humanoid. He is strong enough to lift 17 tons and his
scales are virtually impregnable. In addition to his more obvious alterations, Crocolisk’s
reptilian physiology permits him to hold his breath for hours, go nearly a year without
eating, and recover from nearly any injury. Crocolisk is fluent in American English and
Cajun English, and he can usually make himself understood in Louisiana French.

228
CHARACTERS

Crocolisk
The Lizard King
“You’re gonna be a 60-day homicide.”
Attributes Powers
Alteration Resistance Regeneration
Agility 4 Constant, Self-only Standard action, Self-only

Brawn 8 Bulletproof Strike


Constant, Self-only Standard action, Hand-to-hand,
Endurance 6 Damage Resistance Normal
Constant, Self-only Super-swimming
Presence 4 Danger Sense Move action, Self-only

Reason 1 Free action, Self-only


Animal cunning
Power Level 5 Environmental Immunity
Constant, Self-only
Normal Lift: 17 t (Polaris missile)
Max Lift: 55 t (loaded tanker
truck)
Skills Gifts
Throws (25 kg): 1,100 m Athletics Hard Target
Max Range: 100 m Culture (+)
Max Area: 10 m radius Deception
Diplomacy
Motivations & Complications Hand-to-hand Combat
Audacity: The character Manipulation
is an adrenaline junkie Stealth
driven by a desire to Survival
experience thrills and
risk. Equipment
Rebellion: The character Cell Phone (PL 1)
doesn’t fit into the larger
society.

Gruesome: Crocolisk is a
monster, inside and out.
Uncontrolled Power:
Crocolisk’s size
Movement
and weight make it Base Move Double Move All-out Move
Run 13 m 26 m 78 m (47 km/h)
impossible for him to
Swim 70 m 140 m 420 m (260 km/h)
have a normal life.
Jump 350 m

Attributes 42 + Skills 9 + Gifts 1 + Powers 8 + Modifiers 0 = 60 / 60

229
CHARACTERS

Ganyeka
Psychic gorilla supergenius
Real Name: Bongo Team Affiliation: Solo
Identity: Public ID Base Of Operations: Earth
Origin: Altered Range Of Operations: Global
Archetype: Mirror First Appearance: Tales Of Mystery #166, 1959

Description
Age: 24 Nationality: American
Height: 171 cm (5' 7") Hair: Dark grey
Weight: 170 kg (375 lbs) Eyes: Brown
Gender: Cis Male Sexuality: Heterosexual

Ganyeka appears to be a typical western lowland gorilla, with dark brownish-grey hair
and a wide skull with pronounced pronounced brow ridges and crest. Several large scars
are visible on his scalp. Although he does not wear clothes, he usually wears a belt over
one shoulder with several pouches attached to it. He has been known to wear a helmet
and ballistic chest armor when expecting violence.

Personality
Ganyeka is suspicious of humans, and aloof, at best, to any humans he encounters.
Although he bears a great deal of resentment against humanity for the way he and
his people (gorillas, and western lowland gorillas in particular) have been treated, he
also feels isolated from them, as he will forever be an outcast from human society, the
society in which he was raised. Ganyeka is a proud and lonely creature.

History
Ganyeka was once a completely normal western lowland gorilla named Bongo. Born
in captivity in a medical research facility in Louisiana, he was subjected to hundreds of
medical experiments by the time he was four years old. Most of these were drug trials,
and had no lasting effects on him. However, at the age of twelve he was subjected to a
series of surgeries and gene therapies intended to induce and then treat Alzheimer’s
disease.

The treatments had an unexpected side effect: they gradually increased Bongo’s
intelligence until he was even smarter than the doctors treating him. Bongo learned
quickly, and the more he learned, the more his resentment grew. One day, Bongo had
had enough: he struck out at the doctors, his tormenters. At first his rebellion was purely
physical, but his wardens were armed with cattle prods and tranquilizer darts, and he
knew that he was doomed. Defiant, he roared at his attackers, and was astonished as
they crumpled to the ground. Bongo escaped from the facility, swearing revenge on
humanity for what was done to him.

230
CHARACTERS

Since then, Bongo’s anger has cooled. He has taken a new name, Ganyeka, which means
“excel” or “surpass” in the Zulu language. He no longer blames all of humanity for what
was done to him, but he has no love for humans. He seeks to find a place for himself in
the world of humans. And if they do not have a place for him, he will make one.

Ganyeka has a deep disdain for physical violence, deeming it a “human” trait, and his
early experiences have instilled in him an aversion to causing physical pain to others. He
can be gentle, and he has a soft spot for human children, who remind him of the family
he will never have. At the same time, he has no reservations about using his psychic
powers to manipulate, hurt, or even kill humans who deserve it -- and no one deserves it
more than someone who interferes with his plans.

Powers and Abilities


Ganyeka has the strength and agility of a healthy mountain gorilla, and one of the most
powerful minds on Earth. He is capable of mastering any science he devotes himself to,
but in practice his primary interests pertain to biology, zoology, and medicine.

Ganyeka has profound psychic abilities. He can read others’ thoughts and memories,
and he can cause other people to see, hear, touch, smell, and/or taste things which
do not actually exist. He often uses this ability to interact with humans without their
realizing that he is a gorilla. With effort, he can even override a person’s decision-making
process, making them into his puppet.

Ganyeka understands English (and numerous other human languages), but he


can’t speak verbally: his vocal apparatus remains that of an ape. He communicates
telepathically. His mental “voice” has a Jamaican accent: a conscious decision on
Ganyeka’s part.

231
CHARACTERS

Ganyeka
Psychic gorilla supergenius
“Would the hoo-man like a ba-na-na?”
Attributes Powers
Force Field Telekinesis
Agility 4 Quick action, Self-only Standard action, Ranged, Special
Telekinetic Force Field
Brawn 6 Telepathy
Illusion Standard action, Ranged, Mental
Endurance 6 Standard action, Ranged, Area,
Super-reason
Environmental
Constant, Self-only
Presence 7 It’s All In Your Mind
Ultra-power
Mental Resistance
Reason 6 Constant, Self-only
Varies, Self-only

Power Level 7 Mind Control


Standard action, Ranged, Mental
Normal Lift: 1,700 kg (full size car)
Max Lift: 5,500 kg (empty dump Ultra-power: Mental Powers
truck)
Throws (25 kg): 110 m Command Animals Mass Mind Control
Standard action, Ranged, Mental Standard action, Ranged, Area,
Max Range: 1 km Mental
Max Area: 100 m radius
Emotion Control
Standard action, Ranged, Mental Mind Hold
Motivations & Complications Mind Blast Standard action, Ranged, Mental
Standard action, Ranged, Mental Possession
Nobility: The character Standard action, Ranged, Mental
was born to rule and
command the respect of Skills Gifts
their lessers. Athletics Linguist
Vengeance: The character Computing Master Plan
seeks revenge for some Engineering Mental Calculator
past wrong done to them Hand-to-hand Combat
or their loved ones. Medicine
Mental Combat
Outsider: Despite his vast Ranged Combat
intelligence, Ganyeka will Science
always be a gorilla.
Equipment
Heavy Ballistic Armor (PL 3) (not concealable)
Heavy Pistol (PL 2) (difficult to conceal)
Flash Grenade (PL 7) (area, sensory, stunning, single use)
Binoculars, Full Size (PL 2)
Cell Phone (PL 1)
Laptop (PL 2)
Nightvision Goggles (PL 2)
Movement
Base Move Double Move All-out Move
Run 13 m 26 m 78 m (47 km/h)
Swim 4m 8m 24 m (14 km/h)
Jump 35 m

Attributes 56 + Skills 8 + Gifts 3 + Powers 8 + Modifiers 0 = 75 / 75

232
CHARACTERS

Grimknight
Ominous protector of Manhattan
Real Name: Diggory “Diggs” Tyler Team Affiliation: Spookshow
Identity: Secret ID Base Of Operations: New York, NY, USA
Origin: Gifted Range Of Operations: Local/Interplanetary with team
Archetype: Shadow First Appearance: Moonwolf #32, 1975

Description
Age: 31 Nationality: American
Height: 173 cm (5' 8") Hair: Bald (Brown)
Weight: 87 kg (192 lbs) Eyes: Brown
Gender: Cis Male Sexuality: Heterosexual

Diggs Tyler is a handsome, bald, black man in his early thirties. He typically dresses in
tailored suits or expensive casual wear in the latest style. When he adopts the persona of
Grimknight, he wears a non-reflective black body suit, black full head mask, and sturdy
black boots and gloves. Over this attire he wears a hooded cloak, the Mantle Of Arawn.

233
CHARACTERS

In daylight the cloak appears to be pale grey, while at night the cloak is an opalescent
white.

Personality
Diggs Tyler is friendly, engaging, and fun-loving. While he may come across as a bit of a
Casanova when dealing with the opposite sex, he is never overbearing or disrespectful.
He is the flame, not the moth. His years of working as a private investigator have made
him skilled at forming a bond with people he’s just met and getting them to open up to
him. This has served him well in the District Attorney’s Office. As Grimknight, Diggs is far
less friendly, using his powerful presence and his skill at reading people to intimidate
and interrogate suspected wrongdoers.

History
Diggs Tyler was a private investigator for several years while he worked his way through
law school. (Most private investigators work either for insurance companies or lawyers,
so this was a natural match.) After graduation, he became a prosecutor in the New York
County District Attorney’s Office, where he has served the borough of Manhattan with
distinction.

Tyler is a descendant of Gwynn Ap Nudd, King of the Faeries and the Otherworld (also
called Annwn). He was not aware of his heritage until he was selected to be the next
Knight of the Summerland due to the mysterious death of the previous Knight of the
Summerland. However faint the blood connection may be, Tyler is a faerie by birthright,
which permits him to wear and use the Mantle of Arawn, a powerful faerie artifact.

Powers and Abilities


During the day, Grimknight’s strength and speed are at the peak of human potential, and
his skin is tough enough to withstand small arms fire. At night he is even stronger and
tougher, able to lift a loaded tanker truck overhead and withstand high explosives.

In addition to his supernatural strength, speed, and toughness, Grimknight wears the
Mantle of Arawn. The Mantle of Arawn is a faerie artifact which permits the wearer to
bend space and teleport thousands of kilometers in an instant.
Grimknight also carries a number of useful but ordinary pieces of equipment, such as
binoculars, radio tracking devices, bugs, and digital recorders.

Diggs Tyler is fluent in American English, Italian, Mexican Spanish, and Gaelic.

234
CHARACTERS

Grimknight
Ominous protector of Manhattan
“This is MY city.”
Attributes Powers
Alteration Resistance Super-lifting
Agility 3 Constant, Self-only Constant, Self-only

Brawn 3 Bulletproof Super-presence


Constant, Self-only Constant, Self-only
Endurance 5 Only at night
Super-teleportation
Damage Resistance Move action, Self-only
Presence 4 Constant, Self-only Mantle of Arawn

Reason 3 Night Vision


Free action, Self-only
Teleportation
Move action, Self-only
Power Level 5 Strike Mantle of Arawn

Normal Lift: 17 t (Polaris missile)


Standard action, Hand-to-hand, Mass Teleportation
Normal Move action, Self-only, Area
Max Lift: 55 t (loaded tanker
Mantle of Arawn
truck)
Throws (25 kg): 1,100 m
Skills Gifts
Max Range: 100 m
Max Area: 10 m radius
Deception Connected
Diplomacy Hard Target
Motivations & Complications Hand-to-hand Combat Utility Belt
Justice: The character Investigation (+)
seeks to ensure that Manipulation
misdeeds are met with Perception
appropriate punishment. Stealth (+)
Pragmatism: The character Equipment
believes that practical
accomplishments are Binoculars, Pocket Size (PL 1)
more important than Cell Phone (PL 1)
ideas and philosophies. Concealed Microphone (PL 1)
Covert Surveillance Device (PL 1)
Enemy: Organized Covert Tracking Device (PL 2)
crime families have Digital Camera, Micro (PL 1)
good reason to hate Flashlight (PL 1)
Grimknight. Handcuffs (PL 4)
Uncontrolled Power: Radio (PL 2)
Power Level 4 during the Movement
day; Power Level 5 at Base Move Double Move All-out Move
night. Run 7m 14 m 42 m (25 km/h)
Swim 3m 6m 18 m (11 km/h)
Jump 2m
Teleport 1,300 m 2,600 m 4,700 km

Attributes 28 + Skills 9 + Gifts 3 + Powers 10 + Modifiers 0 = 50 / 50

235
CHARACTERS

Karen 7
One little war machine trying to find her place in the world
Real Name: Karen 7 Team Affiliation: New Justifiers
Identity: Secret ID Base Of Operations: United States
Origin: Artificial Range Of Operations: National/Interplanetary with team
Archetype: Calculator First Appearance: Legacies #1, 2011

Description
Age: 16 Nationality: American
Height: 155 cm (5' 1") Hair: Blonde
Weight: 125 kg (275 lbs) Eyes: Blue
Gender: Inorganic Sexuality: None

Karen 7 appears to be a female human of approximately 16, but she is actually a sentient
machine. She has porcelain skin, short blonde hair, and blue eyes.

236
CHARACTERS

Personality
Karen 7 lacks the skills to handle everyday emotions. When faced with a complex
emotional issue, she seems cold and uncaring to those around her. Most people can pick
up on this easily. However, Karen will protect and defend anyone she deems a friend or
with whom she has what she thinks is an emotional tie. She doesn’t really have a way
of showing emotional attachment and thinks this is the best way. In combat Karen is
extremely focused on the target at hand, normally picking out the greatest apparent
threat.

She also makes what she sees as the most logical decision based on various victory
conditions. This is often misunderstood as being cold or amoral. She is willing to sacrifice
a few to save many.

History
Karen 7 (along with Karens 1 through 6) was created by Doctor Herbert West, a brilliant
if somewhat unbalanced inventor and engineer, who was well known as a weapon
designer for both the government and a number of paranormals during the 1960s
through the 1990s. The Karen units were based on a military prototype West had been
developing in the mid-1990s. The unfortunate death of West’s daughter in 1996 in an
automobile accident marked the end of West’s professional career. He withdrew from
the world and devoted the remainder of his life to the Karen Project: an attempt to
create a perfect, immortal receptacle for Karen West’s stored memories and personality.

Unfortunately, Dr. West died before accomplishing that goal. When Karen 7 woke up,
she was alone in a burned-out laboratory that had been abandoned for months, with no
knowledge of where or who she was. Since then, Karen 7 has roamed the world, learning
about humanity and trying to find a place where she belongs.

Powers and Abilities


Like her predecessors, Karen 7 was created using an experimental skeletal combat
chassis, composed primarily of titanium alloys with some carbon fiber structural
members. Her systems give Karen 7 strength and speed well beyond anything attainable
by human beings. In addition, she possesses an array of enhanced senses, enabling her
to perceive wavelengths of light above and below those visible to humans.

As a synthetic being, Karen 7 is immune to most environmental hazards which would


endanger a human being. She is unaffected by heat, cold, poisons, pathogens, radiation,
and vacuum.

Karen 7 has been programmed with hundreds of human languages, some of which are
extinct.

237
CHARACTERS

Karen 7
One little war machine trying to find her place in the world
“Waffles are an excellent source of energy and raw materials.”
Attributes Powers
Damage Resistance Speak With Objects
Agility 3 Constant, Self-only Standard action, Self-only
Computers only
Brawn 3 Environmental Immunity
Constant, Self-only Strike
Endurance 6 Hyperacuity Standard action, Hand-to-hand,
Normal
Free action, Self-only
Presence 2 Immortality Super-agility
Constant, Self-only
Reason 3 Constant, Self-only
Super-lifting
Radio Communication
Power Level 6 Free action, Self-only
Constant, Self-only

Normal Lift: 55 t (loaded tanker


Super-reason
Constant, Self-only
truck)
Max Lift: 170 t (locomotive)
Throws (25 kg): 3,500 m
Skills Gifts
Max Range: 100 m
Computing (+) Indefatigable
Max Area: 10 m radius Hand-to-hand Combat Linguist
Perception Mental Calculator
Motivations & Complications Ranged Combat Perfect Recall
Exploration: The character Science (+)
lives to seek out new
places and new ideas.
Serenity: The character
seeks freedom from the
mistakes or tragedies of
their past.
Movement
Base Move Double Move All-out Move
Enemy: Karen 7 is
Run 7m 14 m 42 m (25 km/h)
pursued by Karen X, her
Swim 3m 6m 18 m (11 km/h)
predecessor. Jump 2m

Attributes 29 + Skills 7 + Gifts 4 + Powers 10 + Modifiers 0 = 50 / 50

238
CHARACTERS

Karen X
One little war machine determined to survive
Real Name: Karen X Team Affiliation: Solo
Identity: Public ID Base Of Operations: United States
Origin: Artificial Range Of Operations: Global
Archetype: Cannon First Appearance: Legacies #6, 2011

Description
Age: 16 Nationality: American
Height: 155 cm (5' 1") Hair: Blonde
Weight: 170 kg (375 lbs) Eyes: Blue
Gender: Inorganic Sexuality: None

Karen X appears to be a female human of approximately 16, but she is actually a sentient
machine. She has porcelain skin, short blonde hair, and red eyes.

239
CHARACTERS

Personality
Karen X lacks the skills to handle everyday emotions. When faced with a complex
emotional issue, she seems cold and uncaring to those around her. Most people can pick
up on this easily.

History
Karen X was the sixth Karen android created by Doctor Herbert West, a brilliant if
somewhat unbalanced inventor and engineer, who was well known as a weapon
designer for both the government and a number of posthumans during the 1960s
through the 1990s. The Karen units were based on a military prototype West had been
developing in the mid-1990s. The unfortunate death of West’s daughter in 1996 in an
automobile accident marked the end of West’s professional career. He withdrew from
the world and devoted the remainder of his life to the Karen Project: an attempt to
create a perfect, immortal receptacle for Karen West’s stored memories and personality.

While Karen 6 was more lifelike than her five predecessors, Dr. West was disturbed by
Karen 6’s lack of empathy. He was working on Karen 7 when a misaligned induction
array exploded, killing Dr. West and destroying his laboratory. As Karen 6 watched the
laboratory burn, she chose a new name for herself: Karen X. Since then, Karen X has
roamed the world learning, improving herself, and destroying anyone who stood in her
way.

Powers and Abilities


Like her predecessors, Karen X was created using an experimental skeletal combat
chassis, composed primarily of Grade 5 and Grade 38 titanium alloys with some
carbon fiber structural members. The combat chassis has increased lifting capabilities,
reinforced sub-dermal body armor, and a highly responsive fiber-optic control system:
combined, these systems give Karen X strength and speed well beyond anything
attainable by human beings. Karen X was originally equipped with a number of weapon
systems, and she has continued to refine and enhance her offensive capabilities.
In addition, she possesses an array of enhanced senses, enabling her to perceive
wavelengths of light above and below those visible to humans.

As a synthetic being, Karen X is immune to most environmental hazards which would


endanger a human being. She is unaffected by heat, cold, poisons, pathogens, radiation,
and vacuum.

Karen X has been programmed with hundreds of human languages, some of which are
extinct.

240
CHARACTERS

Karen X
One little war machine determined to survive
“I will not be replaced by an inferior unit.”
Attributes Powers
Blast Radio Communication
Agility 3 Standard action, Ranged, Normal Free action, Self-only
Particle beam eyes
Brawn 4 Speak With Objects
Damage Resistance Standard action, Self-only
Endurance 7 Constant, Self-only Computers only
Environmental Immunity Super-agility
Presence 3 Constant, Self-only Constant, Self-only

Reason 3 Flight
Move action, Self-only
Super-lifting
Constant, Self-only
Power Level 7 Jet pack
Super-reason
Normal Lift: 550 t (747 passenger
Hyperacuity Constant, Self-only
Free action, Self-only
plane) Ultra-power
Max Lift: 1,700 t (Space Shuttle) Immortality Varies, Self-only
Throws (25 kg): 35 km Constant, Self-only
Max Range: 1 km
Max Area: 100 m radius
Ultra-power: Weapon Systems
Area Blast Hold
Motivations & Complications Standard action, Ranged, Area, Standard action, Ranged, Special
Normal Neural paralyzer eye beams
Security: The character High explosive missiles
strives to minimize risk, Power Drain
Seeking Blast Standard action, Hand-to-hand,
despite the potential Standard action, Ranged, Normal Alteration
reward or excitement. Seeking missiles Technological powers only
Wrath: The character Command Machines Strike
exults in causing Standard action, Ranged, Mental Standard action, Hand-to-hand,
death and destruction, Normal
Dazzle
particularly when Standard action, Ranged,
the target is guilty or Alteration
UV burst eye beams
despicable.
Skills Gifts
Enemy: Karen X is the Athletics Linguist
avowed enemy of Karen Computing Mental Calculator
7, the unit which was to Engineering Perfect Recall
have replaced her. Hand-to-hand Combat
Uncontrolled Power: Ranged Combat
The Karen X unit is Science
considerably heavier Survival
than most people and
has to be constantly Movement
aware of this. Base Move Double Move All-out Move
Run 7m 14 m 42 m (25 km/h)
Swim 3m 6m 18 m (11 km/h)
Jump 5m
Fly 7m 14 m 42 m (25 km/h)

Attributes 38 + Skills 7 + Gifts 3 + Powers 12 + Modifiers 0 = 60 / 60

241
CHARACTERS

Manticore
Celebrity super-scientist
Real Name: Chloe Zhang (Zhang Qianwei) Team Affiliation: Citadel
Identity: Public ID Base Of Operations: New York, NY, USA
Origin: Zenith Range Of Operations: Local/Global with team
Archetype: Gadget First Appearance: Citadel #1, 2011

Description
Age: 28 Nationality: Chinese American
Height: 165 cm (5' 5") Hair: Black
Weight: 48 kg (106 lbs) Eyes: Brown
Gender: Cis Female Sexuality: Heterosexual

Chloe is a photogenic, athletic Chinese American woman. She has warm ivory skin,
brown eyes, and long black hair. She dresses in the most fashionable clothes, yet makes
them look effortlessly natural.

242
CHARACTERS

Personality
If one word could be used to describe Chloe Zhang, it would be “active”. Nearly every
moment of every day is occupied with something, whether it is research into new
semiconducting polymers, competing in a snowboarding competition, acting in a film on
location in Mongolia, promoting the Special Olympics, or dancing at the newest and most
exciting club.

Despite the frenetic pace of her lifestyle, she always seems as ease with the people
around her, and she is never too busy to be gracious. She is a genuinely nice person.

History
Zhang Qianwei is the daughter of Zhang Ka-shing, one of the twenty richest people in
the world, who emigrated to the United States from Hong Kong in 1998, and obtained
American citizenship for himself and his two children. Over the course of the next few
years, he moved the corporate headquarters of his company, Zhangsun Telecom (market
value $170 billion, according to Forbes), to Manhattan from Hong Kong. However,
the company still has extensive holdings in China, primarily in land development and
telecommunications. In the rest of the world, the majority of their holdings are in
telecommunications, hotels, and resorts.

Qianwei was educated in the United States, where she is known as Chloe Zhang, but until
recently she spent most of her school vacations in Hong Kong, where she is a bona-fide
celebrity: she has been on the cover of numerous magazines (the Hong Kong edition of
Cosmopolitan over a dozen times in the last ten years), appeared in several films (she
is friends with John Woo and Jackie Chan, in addition to a lot of Chinese show-business
types that no one in the USA has ever heard of), and has released a few pop albums
which have been quite popular in Asia.

She is also an avid skydiver, skier, snowboarder, and surfer. She often has lucrative
endorsement deals despite her amateur status, and she spent six months on Wheaties
boxes a couple of years ago, which is the first place most people in the USA saw her.
Chloe donates all of the proceeds from her endorsements to charities, such as the
Special Olympics.

In addition to her artistic and athletic pursuits, Chloe is absolutely brilliant. She has
doctorates from Stanford and Georgia Institute of Technology, and she has developed
a number of breakthroughs in telecommunications. For example, she invented a
nanotechnological process which permits multiple signals to transmit simultaneously on
the same antenna without interference (aka MIMO, a technological underpinning of the
WiMax standard).

Recently, Chloe’s 80-year-old father decided to retire back to Hong Kong, where her
older brother runs the Asian divisions of the company, leaving her in New York to run
the North American and European divisions (although she is technically Vice President In
Charge Of Research And Development).

243
CHARACTERS

Tabloids have connected Chloe to numerous handsome and/or famous men, and some
of these rumours have been true, but she has no interest in marriage at this time. She
has stated in interviews that she wants to be a wife and a mother -- but not yet. “I have
too much still to do,” she explains. “It would not be fair to a husband or a child.”

Fun fact: In China, Chloe’s superhero persona is known as “Dragon’s Lovely Daughter”,
while in Japan, she is known as “Super Demon Rider Girl”.

Powers and Abilities


Chloe Zhang possesses superhuman cognitive ability, but her most significant
posthuman ability is her extraordinary focus. She is capable of concentrating on several
problems simultaneously, and even carry on a conversation while doing so. When
combined with her reduced need for sleep (she rarely sleeps more than two hours per
night), she is more productive in one day than an ordinary person would be in a month.

Her most flamboyant abilities are granted by the Manticore armor and jet wing, both of
which are her original designs. The armor enhances her speed and reflexes, it provides
defense against all but the most powerful conventional weaponry, and it houses a wide
array of sensory equipment. In addition to its use as transportation, Manticore’s jet wing
is a flying weapon platform. The jet wing has machine guns and a selection of special
purpose mini-rockets, as well as a net cannon and a grappling line.

Chloe is fluent in literally dozens of languages, and can easily master ones which are new
to her.

244
CHARACTERS

Manticore
Celebrity super-scientist
“We’ll give it all we’ve got!”
Attributes Powers
Ambient Awareness Environmental Immunity
Agility 3 Free action, Self-only Constant, Self-only
Helmet sensor suite Sealed system (must be activated)
Brawn 2
Blast Flight
Endurance 5 Standard action, Ranged, Normal Move action, Self-only
Jet wing miniguns Jet wing
Presence 3 Darkness Night Vision
Standard action, Ranged, Area, Free action, Self-only
Reason 5 Environmental Helmet sensor suite
Smoke rocket
Power Level 5 Dazzle
Super-reason
Constant, Self-only
Normal Lift: 55 kg (pony keg of Standard action, Ranged,
beer)
Ultra-power
Alteration
Varies, Self-only
Max Lift: 120 kg (heavy adult) Flash rocket
Throws (25 kg): 2 m
Detect Electromagnetic
Max Range: 100 m Radiation
Max Area: 10 m radius Standard action, Self-only
Helmet sensor suite
Skills
Athletics Ultra-power: Gadgets and Weaponry
Computing Area Blast Environmental Control
Culture Standard action, Ranged, Area, Standard action, Ranged, Area,
Normal Environmental
Diplomacy (+) Fragmentation rocket Fire suppression foam (only puts
Engineering out fires)
Seeking Blast
Hand-to-hand Combat Standard action, Ranged, Normal Hold
Investigation Smart rocket Standard action, Ranged, Special
Manipulation Restraining foam rocket
Command Machines
Performance Standard action, Ranged, Mental Speak With Objects
Piloting Machines with onboard Standard action, Self-only
computers only Computers only
Ranged Combat
Science Mass Dazzle Super-flight
Standard action, Ranged, Area, Move action, Self-only
Gifts Alteration
Barrage of flash rockets
Jet wing afterburners

Connected Telekinesis
Standard action, Ranged, Special
Famous Jet wing grappling cable
Fascinating
Headquarters Motivations & Complications
Linguist Adventure: The character has an adventurous spirit and rarely turns
Team Player down a quest.
Community: The character believes that the greatest measure of an
Utility Belt individual is in their value to society.
Wealthy
Movement
Equipment Base Move Double Move All-out Move
Cell Phone (PL 1) Run 7m 14 m 42 m (25 km/h)
Swim 3m 6m 18 m (11 km/h)
Jump 1m
Fly 1,300 m 2,600 m 7,800 m (4,700 km/h)

Attributes 29 + Skills 13 + Gifts 8 + Powers 10 + Modifiers 0 = 60 / 60

245
CHARACTERS

Master Sin
The Alchemist of Crime
Real Name: Sin Bayan Team Affiliation: Jade Moon Society
Identity: Secret ID Base Of Operations: Korea
Origin: Zenith Range Of Operations: Global
Archetype: Calculator First Appearance: Mongoose #232, 1971

Description
Age: Unknown Nationality: Korean
Height: 165 cm (5' 5") Hair: Black
Weight: 57 kg (125 lbs) Eyes: Brown
Gender: Cis Male Sexuality: Asexual

Master Sin is a master of disguise. His most frequent guises are those of a frail old
Korean man in a wheelchair, a handsome young Korean man with long hair, and a
middle-aged Korean man with a queue wearing a hanbok.

246
CHARACTERS

Personality
Master Sin is a calm, reserved man. He is often lost in thought, and rarely says anything
that isn’t important. He also has a wry sense of humour, but few people get to know him
well enough to see that side of his personality.

History
According to legend, Master Sin was an alchemist and astronomer in the court of
Queen Seondeok of Silla during the Three Kingdoms period of Korea. It was during his
tenure in the court of Queen Seondeok that Master Sin first discovered the alchemical
secret for arresting the aging process, a formula he has continued to refine and perfect.
After the end of Queen Seondeok’s reign, Master Sin formed the Jade Moon Society, a
secret society dedicated to the pursuit of knowledge and the bringing into harmony of
humanity and nature.

As the centuries passed, Master Sin’s disappointment in humanity increased in


proportion to his control of it. By the 12th century, his influence had spread to India and
Persia, and by the end of the European colonial era his servants had infiltrated secret
societies around the world, all secretly controlled by the Jade Moon Society. Master Sin’s
ultimate goal is a world in perfect ecological balance, but this fact is withheld from the
Jade Moon’s subordinate secret societies and their numerous front organizations. Only
the fanatically loyal members of the Jade Moon Society itself are aware of this hidden
agenda.

Powers and Abilities


Master Sin was born human, but his alchemical formulas and centuries of experience
have given him intelligence and wisdom far beyond those he was born with. He has
mastered most sciences and languages, and his thirst for knowledge ensures that no
realm of human study is long neglected. His experience and keen intellect make him a
formidable opponent. Given sufficient information, Master Sin is capable of predicting
and preparing for nearly any eventuality. Many members of the Jade Moon Society
believe that he can predict the future.

Physically, Master Sin is near the peak of human potential, and his rejuvenating elixir
prevents him from aging and allows him to recover from nearly any injury. Despite his
lack of more flamboyant abilities, Master Sin is one of the most dangerous people on
Earth. His resources and his influence are both virtually unlimited.

247
CHARACTERS

Master Sin
The Alchemist Of Crime
“I take the long view.”
Attributes Powers
Alteration Resistance Mental Resistance
Agility 4 Constant, Self-only Constant, Self-only

Brawn 3 Damage Resistance Regeneration


Constant, Self-only Standard action, Self-only
Endurance 6 Adept at avoiding attacks
Super-reason
Environmental Immunity Constant, Self-only
Presence 6 Constant, Self-only

Reason 7 Immortality
Constant, Self-only
Power Level 6 Skills Gifts
Normal Lift: 120 kg (heavy adult)
Max Lift: 260 kg (large brown Athletics Connected
bear) Computing Headquarters
Throws (25 kg): 5 m Deception Leadership
Max Range: 100 m Diplomacy Linguist
Max Area: 10 m radius Engineering Master Plan
Hand-to-hand Combat Minions
Motivations & Complications Investigation Wealthy
Control: The character Manipulation
detests the chaos of Medicine
human society, and Mental Combat
seeks to impose order. Perception
Subtlety: The character Ranged Combat
seeks to achieve their Science
goals without attracting Stealth
attention.
Equipment
Idealistic: Master Sin Light Ballistic Vest (PL 1) (concealable)
wants to achieve a world Sword (PL 2)
in perfect ecological Cell Phone (PL 1)
balance. Flashlight (PL 1)
Multi-tool (PL 1)
Movement
Base Move Double Move All-out Move
Run 13 m 26 m 78 m (47 km/h)
Swim 4m 8m 24 m (14 km/h)
Jump 2m

Attributes 47 + Skills 14 + Gifts 7 + Powers 7 + Modifiers 0 = 75 / 75

248
CHARACTERS

Miasma
Have grenades, will travel
Real Name: Hilary Watson Team Affiliation: Fume Troopers
Identity: Secret ID Base Of Operations: Earth
Origin: Equipped Range Of Operations: Global
Archetype: Sword First Appearance: Miss America #181, 1969

Description
Age: 27 Nationality: Canadian
Height: 168 cm (5' 6") Hair: Brown
Weight: 52 kg (115 lbs) Eyes: Brown
Gender: Cis Female Sexuality: Homosexual

When in civilian attire, Miasma is a fit, attractive woman with warm brown skin, light
brown eyes, and close-cropped brown hair. However, few people outside of her Fume
Troopers have seen her in civilian attire. When on a mission, Miasma wears a PVC
trenchcoat over a close-fitting black jumpsuit, combat boots, gloves, full-face gas mask,
and a wig of long, curly red hair, thus completely concealing her Black Canadian heritage.

249
CHARACTERS

Personality
Miasma is cool, tough, and professional, but she sometimes can’t help taunting
posthumans whom she has outfought or outsmarted.

History
The woman now known as Miasma was once a respected member of Joint Task Force
2, the elite special operations force of the Canadian Armed Forces. After being made
the scapegoat for a successful mission that became a public relations embarrassment
for the Canadian government, she was found guilty at her court-martial, stripped of her
rank, and discharged from the military. Shortly afterward, a mercenary calling herself
Miasma began offering her services to anyone who could meet her price. Favoring non-
lethal munitions and gas grenades, Miasma and her Fume Troopers have established
themselves as professionals who can get the job done quickly and efficiently, even in the
face of posthuman opposition.

Powers and Abilities


Miasma is merely human, but she is a skilled combatant with the best military training,
and she is an expert strategist. This is why she has expertise, which is extremely rare
for villains and NPCs: Miasma is a human being who takes on posthumans and wins.
Miasma also has access to cutting-edge personal armor and weaponry. The ballistic
armor in her jumpsuit provides protection against most small arms, while her trenchcoat
is resistant to most corrosives. Her gas mask allows her to breathe in any atmosphere
which contains sufficient oxygen, and protects her from a wide spectrum of toxins and
contaminants.

While she and her Fume Troopers carry firearms, they generally use grenades against
posthumans. Among their preferred weapons are incendiary grenades, fragmentation
grenades, CS gas grenades, knockout gas grenades, and “flash-bang” grenades.

Miasma is fluent in American English, Québécois French, and American Sign Language.

250
CHARACTERS

Miasma
Have grenades, will travel
“Better to fight for something than live for nothing.”
Attributes Powers
Blindsight Darkness
Agility 3 Free action, Self-only Standard action, Ranged, Area,
Special goggles in gas mask Environmental
Brawn 3 Smoke grenade
Damage Resistance
Endurance 4 Constant, Self-only Dazzle
Body armor and trenchcoat Standard action, Ranged,
Presence 3 Environmental Immunity Alteration
Flash grenade
Constant, Self-only
Reason 3 Trenchcoat and gas mask Endurance Drain
Standard action, Hand-to-hand,
Power Level 5 Blast
Standard action, Ranged, Normal
Alteration
Normal Lift: 120 kg (heavy adult) Nerve agent grenade
Assault rifle w/ grenade launcher
Max Lift: 260 kg (large brown
Area Blast Ultra-power
bear) Varies, Self-only
Standard action, Ranged, Area,
Throws (25 kg): 5 m
Normal
Increased Max Range: 1 km Fragmentation grenade
Increased Max Area: 100 m radius
Ultra-power: Grenades
Motivations & Complications Seeking Area Blast Mass Endurance Drain
Pride: The character seeks Standard action, Ranged, Area, Standard action, Hand-to-hand,
to personify the ideal of Normal Area, Alteration
something, whether a culture, Knockout gas grenade (Stunning) Nerve agent grenade
nationality, social class, or
profession. Selective Area Blast Environmental Control
Vengeance: The character seeks Standard action, Ranged, Area, Standard action, Ranged, Area,
revenge for some past wrong Normal Environmental
done to them or their loved Smart cluster grenade Cryo grenade
ones. Mass Dazzle Hold
Standard action, Ranged, Area, Standard action, Ranged, Special
Enemy: Miasma is considered an Alteration Suppression foam grenade
international terrorist by the Flash grenade
USA, and a criminal by Canada
Illusion
Standard action, Ranged, Area,
and most European countries.
Environmental
Equipment Hologram projector grenade

Radio (PL 2) Skills Gifts


Scuba Tank, Mini (PL 1) Athletics Connected
Military Helicopter Deception Headquarters
(Damage Resistance (PL): Hand-to-hand Combat Master Plan
8, Endurance: 12, Top Manipulation Minions
Speed: 480 km/h) Perception Team Player
SWAT Van (Damage Ranged Combat (+) Vehicles
Resistance (PL): 8, Stealth
Endurance: 9, Top Speed: Survival
180 km/h)
Go-fast Boat (Damage Movement
Resistance (PL): 5, Base Move Double Move All-out Move
Endurance: 7, Top Speed: Run 7m 14 m 42 m (25 km/h)
150 km/h) Swim 3m 6m 18 m (11 km/h)
Jump 2m

Attributes 24 + Skills 9 + Gifts 6 + Powers 9 + Modifiers 2 = 50 / 50

251
CHARACTERS

Miasma Fume Trooper


Miasma’s trusted troops
Attributes Powers
Blindsight Darkness
Agility 3 Free action, Self-only Standard action, Ranged, Area,
Special goggles in gas mask Environmental
Brawn 2 Smoke grenade
Damage Resistance
Endurance 3 Constant, Self-only Dazzle
Body armor and trenchcoat Standard action, Ranged,
Presence 2 Environmental Immunity Alteration
Flash grenade
Constant, Self-only
Reason 2 Trenchcoat and gas mask Ultra-power
Varies, Self-only
Power Level 3 Blast
Standard action, Ranged, Normal
Normal Lift: 55 kg (pony keg of Assault rifle w/ grenade launcher
beer)
Max Lift: 120 kg (heavy adult) Ultra-power: Grenades
Throws (25 kg): 2 m
Area Blast Environmental Control
Increased Max Range: 100 m Standard action, Ranged, Area, Standard action, Ranged, Area,
Increased Max Area: 10 m radius Normal Environmental
Fragmentation grenade Cryo grenade
Motivations & Complications Mass Dazzle Hold
Pride: The character seeks Standard action, Ranged, Area, Standard action, Ranged, Special
to personify the ideal of Alteration Suppression foam grenade
Flash grenade
something, whether a Illusion
culture, nationality, social Endurance Drain Standard action, Ranged, Area,
Standard action, Hand-to-hand, Environmental
class, or profession. Alteration Hologram projector grenade
Materialism: The character Nerve agent grenade
wants to amass great
wealth. Skills Gifts
Athletics Team Player
Enemy: Fume Troopers are Hand-to-hand Combat
considered international Ranged Combat
terrorists by the USA, Stealth
and criminals by Canada Survival
and most European
countries.
Equipment
Radio (PL 2)
Scuba Tank, Mini (PL 1)
Movement
Base Move Double Move All-out Move
Run 7m 14 m 42 m (25 km/h)
Swim 3m 6m 18 m (11 km/h)
Jump 1m

Attributes 15 + Skills 5 + Gifts 1 + Powers 7 + Modifiers 2 = 30 / 30

252
CHARACTERS

Monolith
The Man Mountain
Real Name: Wayne Hill Team Affiliation: Westguard
Identity: Public ID Base Of Operations: Los Angeles, CA, USA
Origin: Altered Range Of Operations: Local/National with team
Archetype: Tank First Appearance: Westguard #1, 1993

Description
Age: 32 Nationality: American
Height: 260 cm (8' 6") Hair: Blonde
Weight: 283 kg (625 lbs) Eyes: Green
Gender: Cis Male Sexuality: Heterosexual

253
CHARACTERS

Monolith is a Caucasian man with a rosy complexion, short straw-blonde hair, and green
eyes. Monolith lives up to his name. At nearly three meters tall, and extraordinarily
muscled, he is an impressively massive individual. In contrast to his fearsome build,
Monolith has a kind, boyish face. He doesn’t have a set uniform other than having a
stylized “M” on his shirts. In all kinds of weather he typically wears a white tank top or
t-shirt, weight lifting gloves, jeans, and specially-made high-top sneakers or combat
boots.

Personality
Monolith is good-natured and easy going, but he takes his responsibilities as a role
model seriously. He volunteers for many children’s charities and lends his name and
likeness to fund raising campaigns. People who spend time with Monolith are surprised
that he is, in spite of his fame and his enormous size, just a regular guy who likes sports,
movies, and popular music. He is also a talented public speaker who connects with
audiences through stories about his superhero exploits, anecdotes about the difficulties
he has due to his size and weight, and self-deprecating humor.

History
Wayne Hill was born in an abandoned worksite trailer deep in the backwoods of
Oklahoma. His parents had committed a series of armed robberies crossing three states
and were hiding from the FBI and state authorities. The trailer was left behind after an
industrial company dumped experimental toxic chemicals at the site. The chemicals
dramatically altered Wayne’s physiology while he was in the womb. Due to Wayne’s size
and the absence of medical care, his mother died in childbirth. Wayne’s father never
forgave him, and the boy’s early years were marked by abuse and neglect. When he was
10 years old, his father was killed in a shoot-out with authorities, so Wayne became a
ward of the court and was placed in a federal orphanage for “special” children.

As Wayne grew to maturity, he vowed to use his special abilities to help the less
fortunate and downtrodden. When he turned 18, Wayne took the superhero name
Monolith, moved to Los Angeles, joined Westguard (a state-sponsored team of
posthumans), and became sanctioned by the state of California as a state police officer.
When not fighting evil, he makes frequent charity campaign appearances, especially for
organizations that help children.

Powers and Abilities


Monolith is strong enough to lift locomotives and punch through all but the most
resilient synthetic materials, and he is tough enough to withstand an attack from any
conventional weapon. He can survive in nearly any environment, and his posthuman
biology is immune to virtually all toxins and diseases. Monolith’s speed and agility are
greater than his size might lead one to assume, but still well within human norms.
However, his massive leg muscles allow him to jump extraordinary distances: his longest
measured leap is well over a hundred kilometers. Monolith is fluent in American English,
and he knows a few common Spanish phrases.

254
CHARACTERS

Monolith
The Man Mountain
“I think you should give up now.”
Attributes Powers
Alteration Resistance Super-brawn
Agility 3 Constant, Self-only Constant, Self-only

Brawn 7 Bulletproof Super-jumping


Constant, Self-only Move action, Self-only
Endurance 6 Damage Resistance Super-lifting
Constant, Self-only Constant, Self-only
Presence 6 Environmental Immunity
Reason 2 Constant, Self-only
Strike
Power Level 6 Standard action, Hand-to-hand,
Normal
Normal Lift: 5,500 t (Eiffel Tower)
Max Lift: 17,000 t (nuclear
submarine)
Skills Gifts
Throws (25 kg): 350 km Athletics Connected
Max Range: 100 m Culture Hard Target
Max Area: 10 m radius Diplomacy Team Player
Hand-to-hand Combat
Motivations & Complications Ranged Combat
Compassion: The
character wants to Equipment
protect others and Commlink (PL 1)
alleviate their suffering,
particularly the innocent
and the helpless.
Justice: The character
seeks to ensure that
misdeeds are met with
appropriate punishment.

Enemy: Monolith has


made many enemies,
but Cesspool is the most
vile and persistent.
Uncontrolled Power: Movement
Monolith’s size Base Move Double Move All-out Move
and weight make it Run 7m 14 m 42 m (25 km/h)
impossible for him to Swim 3m 6m 18 m (11 km/h)
have a normal life. Jump 110 km

Attributes 44 + Skills 5 + Gifts 3 + Powers 8 + Modifiers 0 = 60 / 60

255
CHARACTERS

Noble Glaucus
Warlord of Lemuria
Real Name: Glaucus Team Affiliation: Lemuria
Identity: Public ID Base Of Operations: Lemuria
Origin: Alien Range Of Operations: Global
Archetype: Dolphin First Appearance: Phalanx #33, 1964

Description
Age: 312 Nationality: Lemurian
Height: 204 cm (6' 8") Hair: None
Weight: 186 kg (410 lbs) Eyes: Yellow
Gender: Cis Male Sexuality: Heterosexual

256
CHARACTERS

Noble Glaucus is a Lemurian. He is a tall, muscular humanoid with green skin and spiny
fins growing from his head. He typically wears gold bands on his arms and around his
neck, and metallic blue briefs.

Personality
Noble Glaucus is arrogant and angry, but he is not malicious. He fervently believes that
his people, the Lemurians, have suffered at the hands of the Atlanteans and the surface
dwellers, and that the future of Lemuria depends on conquering or eliminating these
threats to Lemurian sovereignty.

History
Noble Glaucus was born to a noble Lemurian family in the early 1700s. From an early
age, he has fought against the predations of the surface world and the Atlanteans.

Powers and Abilities


Like all Lemurians, Noble Glaucus is stronger and much tougher than surface dwellers,
and he can survive at the deepest depths of the ocean. Unlike typical Lemurians, Noble
Glaucus also carries the Trident of Critias, which grants him control over sea creatures
and command over the seas themselves. Noble Glaucus is fluent in Lemurian, Atlantean,
and a handful of surface-dweller languages such as Norwegian and American English.

257
CHARACTERS

Noble Glaucus
Warlord Of Lemuria
“The race of man is as the race of leaves.”
Attributes Powers
Damage Resistance Blast
Agility 5 Constant, Self-only Standard action, Ranged, Normal
Water Blast; Trident of Critias
Brawn 6 Environmental Immunity
Constant, Self-only Command Animals
Endurance 6 Extreme cold, pressure, water Standard action, Ranged, Mental
breathing Trident of Critias
Presence 4 Strike Water Immunity
Standard action, Hand-to-hand, Constant, Self-only
Reason 3 Normal Trident of Critias

Power Level 5 Super-lifting


Constant, Self-only
Water Wall
Standard action, Ranged, Area,
Normal Lift: 550 t (747 passenger Environmental
plane)
Super-swimming
Trident of Critias
Move action, Self-only
Max Lift: 1,700 t (Space Shuttle)
Throws (25 kg): 35 km
Water Prison
Standard action, Ranged, Special
Max Range: 100 m Trident of Critias
Max Area: 10 m radius
Area Strike
Personal Immunity
Standard action, Hand-to-hand,
Area, Normal
Motivations & Complications Trident of Critias
Idealism: The character
would die to protect or Skills Gifts
uphold some cause or Athletics Animal Empathy
ideology. Hand-to-hand Combat Minions
Nobility: The character Mental Combat
was born to rule and Ranged Combat
command the respect of Science
their lessers. Survival

Vulnerability: Noble
Glaucus can’t breathe Movement
air. Out of the water, he
Base Move Double Move All-out Move
will begin to suffocate
Run 40 m 80 m 240 m (140 km/h)
after one minute (see Swim 130 m 260 m 780 m (470 km/h)
Suffocation). Jump 35 m

Attributes 40 + Skills 6 + Gifts 2 + Powers 11 + Modifiers 1 = 60 / 60

258
CHARACTERS

Scanner
Tortured psychic on the run
Real Name: Ryan Joseph Beisley Team Affiliation: Solo
Identity: Secret ID Base Of Operations: Portland, OR, USA
Origin: Gifted Range Of Operations: National
Archetype: Mirror First Appearance: Forgotten Tales #19, 2001

Description
Age: 36 Nationality: American
Height: 191 cm (6' 3") Hair: Blonde
Weight: 84 kg (185 lbs) Eyes: Grey
Gender: Cis Male Sexuality: Homosexual

259
CHARACTERS

Scanner is a gaunt Caucasian man with ashen beige skin, close-cropped blonde hair, and
grey eyes. Scanner usually wears a black suit and tie. He seems uncomfortable at the
best of times, and nervous or irritable the rest of the time.

Personality
Scanner is uncomfortable around other people, and prefers to be alone. He isn’t
deliberately unpleasant, but he finds the dichotomy between what other people think
and what they say almost physically painful. He is more likely to reply to what people
are thinking at him rather than to what they have said. Most of the time, this makes his
behaviour socially unacceptable.

History
Ryan never fit in with the other children. He always seemed strange and aloof, and he
seemed to like it that way. It was not until he was in his early teens that his telepathic
abilities began to surface. Disturbed by the “voices” Ryan said he heard, his parents had
him committed to a mental institution for treatment. He was freed from this institution
a decade later when two posthumans broke into the facility to rescue another patient.
Since then, Scanner has been on the run and on his own.

Powers and Abilities


Scanner is one of the most powerful telepaths on Earth. Unfortunately, he does not
have complete control over his telepathy. He is unable to completely screen out others’
thoughts, making it uncomfortable for him to be near crowds. Scanner is fluent in
American English, but his telepathy usually makes any language barrier moot.

260
CHARACTERS

Scanner
Tortured psychic on the run
“Stop thinking at me!”
Attributes Powers
Danger Sense Mind Control
Agility 2 Free action, Self-only Standard action, Ranged, Mental

Brawn 1 Force Field Telekinesis


Quick action, Self-only Standard action, Ranged, Special
Endurance 4 Mental Resistance Telepathy
Constant, Self-only Standard action, Ranged, Mental
Presence 8 Mind Blast Ultra-power
Reason 3 Standard action, Ranged, Mental Varies, Self-only

Power Level 8 Ultra-power: Mental Powers


Normal Lift: 25 kg (medium dog) Bulletproof Mind Hold
Max Lift: 55 kg (pony keg of beer) Constant, Self-only Standard action, Ranged, Mental
Bulletproof Force Field
Throws (25 kg): 1 m Super-presence
Max Range: 1 km
Clairvoyance Constant, Self-only
Standard action, Self-only
Max Area: 100 m radius Mass Telepathy
Personal Immunity Mass Mind Blast Standard action, Ranged, Area,
Standard action, Ranged, Area, Mental
Motivations & Complications Mental
Detachment: The Mass Mind Control
character seeks to Standard action, Ranged, Area,
Mental
avoid any emotional
entanglements on a Skills Gifts
personal or professional Deception Tenacious
level. Diplomacy Unsettling
Rebellion: The character Hand-to-hand Combat
doesn’t fit into the larger Manipulation
society. Medicine
Mental Combat (+)
Uncontrolled Power: Ranged Combat
Scanner is unable to
completely block out Equipment
the thoughts of those “Burner” Phone (PL 1)
around him. Multi-tool (PL 1)
Movement
Base Move Double Move All-out Move
Run 4m 8m 24 m (14 km/h)
Swim 2m 4m 12 m (7 km/h)
Jump 1m

Attributes 41 + Skills 8 + Gifts 2 + Powers 8 + Modifiers 1 = 60 / 60

261
CHARACTERS

Tempest
Aspect of the Storm
Real Name: Alvin Craney Team Affiliation: New Justifiers
Identity: Secret ID Base Of Operations: Phoenix, AZ, USA
Origin: Aspect Range Of Operations: National/Interplanetary with team
Archetype: Elemental First Appearance: Legacies #4, 2011

Description
Age: 27 Nationality: American
Height: 163 cm (5' 4") Hair: Brown
Weight: 50 kg (110 lbs) Eyes: Brown
Gender: Cis Male Sexuality: Heterosexual

262
CHARACTERS

Alvin is a small, lean Latino man with almond skin, brown eyes, and shaggy brown
hair. Alvin’s grandparents immigrated to the USA from Bogatá, Columbia. He’s at times
either feisty or self-deprecating, as the mood strikes him. He’s shy around women, who
typically describe him as “cute and funny”.

Personality
Alvin is socially awkward, a bit naive, and speaks with a lisp. He’s filled with self-doubt
about his role as Aspect of the Storm, partly because he’s never been good at anything in
his whole life, and partly because he doesn’t really understand his own powers. He can
be temperamental and unwilling to cooperate with people if he thinks they are ignoring
him or are condescending.

History
Alvin Craney was a clerk at the Phoenix Airport weather monitoring station when
Paragon killed Thunderbird. When Thunderbird died, an enormous storm-eagle
appeared in the sky and Thunderbird’s powers were passed to Alvin.

Alvin was raised in Phoenix by Carmen, his grandmother. He lives alone in a small
apartment with his cat, Mr. Salad. Carmen watches Mr. Salad when Alvin is away.

Powers and Abilities


As Aspect of the Storm, Alvin has direct control over the atmosphere over an enormous
area. He can control the winds, make it rain or snow, summon lightning, and make
the air hot or cold. Even though he is second-generation American, Alvin is fluent in
Columbian Spanish, and he has a slight Spanish accent when speaking American English.

263
CHARACTERS

Tempest
Aspect Of The Storm
“Awful lot of weather we’ve been having here lately.”
Attributes Powers
Blast Flight
Agility 4 Standard action, Ranged, Normal Move action, Self-only
Lightning bolt
Brawn 2 Mass Flight
Damaging Aura Move action, Self-only, Area
Endurance 6 Free action, Hand-to-hand,
Force Field
Normal
Quick action, Self-only
Presence 3 Static electricity
Telekinesis
Environmental Control
Reason 3 Standard action, Ranged, Area,
Standard action, Ranged, Special
Using wind to move objects
Environmental
Power Level 7 Weather Control
Normal Lift: 55 kg (pony keg of Environmental Immunity
beer) Constant, Self-only
Max Lift: 120 kg (heavy adult) Immune to extreme heat and cold
Throws (25 kg): 2 m
Max Range: 1 km
Skills Gifts
Increased Max Area: 100 km Computing
radius Culture
Personal Immunity
Ranged Combat
Motivations & Complications Science
Compassion: The Equipment
character wants to
Cell Phone (PL 1)
protect others and
alleviate their suffering,
particularly the innocent
and the helpless.
Movement
Responsibility: The Base Move Double Move All-out Move
Run 13 m 26 m 78 m (47 km/h)
character is burdened by
Swim 4m 8m 24 m (14 km/h)
the responsibility of their
Jump 1m
powers.
Fly 13 m 26 m 78 m (47 km/h)

Attributes 34 + Skills 4 + Gifts 0 + Powers 8 + Modifiers 4 = 50 / 50

264
CHARACTERS

Thornmallow
The Iron Lich
Real Name: Albert Thornmallow Team Affiliation: Solo
Identity: Public ID Base Of Operations: Grand Duchy of Ventimiglia
Origin: Engineered Range Of Operations: Local
Archetype: Mirror First Appearance: Phalanx #5, 1962

Description
Age: 250 Nationality: Scottish
Height: 350 cm (11' 6") Hair: None
Weight: 1588 kg (3500 lbs) Eyes: None
Gender: Neuter Sexuality: Asexual

265
CHARACTERS

Thornmallow long ago cast aside most of his flesh and the weaknesses to which it is
heir, replacing it with a metal body of his own design. He has had several such bodies,
improving the design each time. His current body is a metal colossus three and one-
half meters tall, weighing over 1,500 kilograms. Thornmallow’s metal shell is fueled
by necromancy and diesel fuel; an exhaust pipe rises from each shoulder, and black,
foul-smelling smoke billows from these pipes whenever Thornmallow physically exerts
himself. In lieu of a head, the metal body has a thick round window in its chest, behind
which is a noxious fog or liquid which glows with a sickly yellow light. Floating in this
yellow miasma is the skull and a few withered organs of Albert Thornmallow: all that
remains of his original human body.

Personality
Thornmallow is as patient as death and as vindictive as an ex-lover. He never forgets,
and he never forgives, no matter how small the insult. However, he rarely indulges
himself in feuds or rivalries, deeming them to be a distraction from his research.
Thornmallow is content to bank the fires of his hatred and take his revenge when it is
most efficient. However, he is not without virtues. Thornmallow respects those whose
passion for knowledge mirrors his own, and he even displays a grim sense of humor on
occasion. He does not allow these traits to interfere with his goals, of course.

History
Albert Thornmallow was born in Scotland in the late 18th century. A brilliant child, he
excelled in his studies but was never well liked by his tutors or his classmates. As he grew
older, Albert made few friends, and he preferred it that way: Albert was much happier in
the company of such luminaries as Paracelsus and Albert’s namesake, Albertus Magnus,
whose works he pored over until the early dawn, cursing the weakness of his body that
it required sleep. Albert continued to be fascinated by both the natural sciences and
the supernatural, reading voraciously and studying the work of every great thinker he
could discover. And yet, for all his genius, Thornmallow was unable to reconcile the
arcane secrets of the ancients with the natural philosophy of his time. He felt, nay, he
KNEW, that the ultimate secrets of life and death were almost within his grasp, but they
continued to elude him. Had it not been for two exceptional events, Albert Thornmallow
may have lived and died as a brilliant but unloved man.

The first exceptional event was the work of Antione Laurent Lavosiser, who overthrew
the philogiston theory and replaced it with an atomic theory of matter based on
identifiable elements that make up the air, water, organic material (earth), and fire.
Lavosiser’s work in chemistry in the late 18th century shook the foundations of all
the physical sciences, including biology. They shook Thornmallow, as well. With the
revelations of Lavosiser at his disposal, Thornmallow could combine his arcane research
with modern science. The building blocks of life, of matter, of the universe itself were
finally subject to his control. He could rework the fabric of reality, the weak and fragile
fabric of life, according to a better design -- his design -- if only he had the funding.
Unfortunately for Thornmallow, what small fortune his parents possessed had funded
his early education. By the time Albert had graduated from the University of Ingolstadt,

266
CHARACTERS

where he had made much use of the best anatomy theater in Europe, his parents were
both dead, and Albert’s funds were exhausted.

A second exceptional event was to rescue Albert from obscurity. During a festive May
Day celebration in the spring of 1792, the entire royal family of the small Eastern
European country of Ventimiglia were all killed in a bizarre photography accident. The
last living relative in the line of succession was none other than Albert Thornmallow.
Albert ascended to the throne of Ventimiglia in the winter of 1792, and has held it ever
since. Finally, Albert had the resources at his command to fulfill his ambitions. Over the
next hundred years, he delved into the secrets of life, and of death, mastering numerous
sciences arcane and mundane along the way, but always returning to his passions:
biology and necromancy.

The Grand Duchy of Ventimiglia is a small, mountainous country bordered by Germany


and the Czech Republic, with a population of just over 70,000 people, and a land area
occupying roughly 470 square kilometers. Thornmallow is a gifted warlock and a
brilliant scientist, but a mediocre ruler; Ventimiglia’s fortunes have been mixed under
his rule. While he successfully kept Ventimiglia out of the entanglements of the World
Wars, it was at the cost of a Soviet occupation lasting nearly 70 years. Thornmallow did
not care: he allowed the Soviets to handle the drudgery of administrating his country
while he occupied himself with his studies. The years since the Soviet withdrawal have
been difficult for Ventimiglia, requiring Thornmallow to take a more active role in its
governance. He has overseen the creation of an elected Parliament, and has drafted a
Constitution granting the Ventimiglian Parliament specific and carefully circumscribed
authority (reserving all other powers to himself).

Thornmallow rarely engages posthumans directly, doing his best to avoid them unless
their destruction is actually his goal. Thornmallow is viciously vindictive, and will hold
grudges for generations. However, Thornmallow considers it a waste of his time to make
a special trip simply to settle an old grudge. Any appearance he makes will certainly have
some other purpose.

Thornmallow’s primary motivation is the accumulation of knowledge. To this end, he


conducts bizarre experiments and collects rare artifacts and tomes. He does not usually
allow the matter of an artifact’s current ownership to interfere in this acquisition. A
secondary motivation for Thornmallow is his own longevity. He has every intention of
living forever, in one form or another, and would certainly investigate any scientific or
arcane discovery which might extend his already considerably-extended lifespan.

Powers and Abilities


The enchanted metal colossus which serves as Thornmallow’s body is strong enough to
easily lift over 50 tonnes, and is virtually indestructible. In addition to his merely physical
strength, Thornmallow is one of the most skilled occult scientists on earth. Although he
is capable of potent and varied effects, most of these require significant preparation and
equipment. In the press of combat, his options are as varied but somewhat limited in
power. In his subterranean laboratory, however, there is very little which is beyond his
power to accomplish.

267
CHARACTERS

Thornmallow also carries a massive staff which resembles a double-bladed spear, called
the Great Key, which allows him to control the arcanowave vibrations of reality itself.
Thornmallow has created several Great Keys, each more powerful and more massive
than the last. His current Great Key weighs approximately 800 kilograms, and is capable
of opening dimensional portals, creating powerful barriers, and absorbing a variety
of natural and magical energies, in addition to other effects. Most of the effects of the
Great Key are activated by Thornmallow slamming its base against the ground. At need,
Thornmallow can also wield the Great Key as a blunt instrument in combat, but he rarely
engages in combat directly, preferring to observe a battle and aid his allies indirectly or
through the medium of summoned creatures or arcano-mechanical horrors like himself.
Even when on an otherwise peaceful errand, Thornmallow is always attended by two
or three of his hellhounds: massive armor-plated wolves with steam-driven steel jaws.
If pressed into physical combat himself, Thornmallow is likely to use the Great Key to
escape at the first opportunity.

Thornmallow is fluent in most European languages, in addition to several dead


languages.

268
CHARACTERS

Thornmallow
The Iron Lich
“You interfere with my plans at your peril.”
Attributes Powers
Ambient Awareness Super-reason
Agility 2 Free action, Self-only Constant, Self-only

Brawn 6 Blast Dimensional Travel


Standard action, Ranged, Normal Move action, Self-only
Endurance 6 Hard radiation and necromancy The Great Key
Bulletproof Probability Control
Presence 7 Constant, Self-only Free action, Ranged
The Great Key
Reason 7 Damage Resistance
Strike
Constant, Self-only
Power Level 6 Detect Life
Standard action, Hand-to-hand,
Normal
Normal Lift: 1,700 kg (full size car) Standard action, Self-only The Great Key
Max Lift: 5,500 kg (empty dump
truck)
Immortality Teleportation
Constant, Self-only Move action, Self-only
Throws (25 kg): 110 m
Mental Resistance The Great Key
Max Range: 100 m Constant, Self-only Ultra-power
Max Area: 10 m radius
Varies, Self-only
Skills Ultra-power: Occult Science
Culture Command Objects Environmental Control
Deception Standard action, Ranged, Mental Standard action, Ranged, Area,
Diplomacy Damaging Aura Environmental
Engineering Free action, Hand-to-hand, Hold
Hand-to-hand Combat Normal Standard action, Ranged, Special
Manipulation Darkness Illusion
Medicine Standard action, Ranged, Area, Standard action, Ranged, Area,
Environmental Environmental
Mental Combat
Ranged Combat Dazzle Invisibility
Standard action, Ranged, Quick action, Self-only
Science Alteration
Reflection
Gifts Force Wall Free action, Self-only
Standard action, Ranged, Area,
Connected Environmental
Cybernetics
Hard Target Motivations & Complications
Headquarters Exploration: The character lives to seek out new places and new ideas.
Master Plan Security: The character strives to minimize risk, despite the potential
reward or excitement.
Minions
Pro From Dover: Gruesome: Thornmallow is an arcano-mechanical horror.
Vivisection Vulnerability: Thornmallow’s massive body is incapable of swimming
Unsettling or jumping.
Wealthy Movement
Base Move Double Move All-out Move
Run 4m 8m 24 m (14 km/h)
Teleport 4m 8m 14 km

Attributes 53 + Skills 10 + Gifts 9 + Powers 13 + Modifiers 0 = 85 / 85

269
CHARACTERS

Ticktockman
The Master Of Time
Real Name: Gerald Gearman Team Affiliation: Solo
Identity: Public ID Base Of Operations: New Orleans, LA, USA
Origin: Equipped Range Of Operations: National
Archetype: Elemental First Appearance: Astonishing Outsiders #281, 1991

Description
Age: 47 Nationality: American
Height: 178 cm (5' 10") Hair: Brown
Weight: 82 kg (180 lbs) Eyes: Brown
Gender: Cis Male Sexuality: Heterosexual

270
CHARACTERS

Ticktockman is a fit Caucasian man with tan skin, brown eyes, and brown hair.
Ticktockman wears a dark jumpsuit with a large mechanical clock face on the chest, and
heavy boots and gloves. When his time belt is active, the clock hands spin furiously, and
his outline and features appear blurry and indistinct. When stealing, Ticktockman prefers
to get in and get out in the most efficient manner possible. When acting to punish
wastrels and the inefficient, he takes more time in order to ensure that his message has
been received and understood.

Personality
Ticktockman rarely commits crimes simply for the money. He usually is either making
a point by disrupting the activities of people who are wasting time frivolously, or he
is stealing some piece of technology required for his research. When he is acting to
punish those who waste time and impede efficiency, he often stops to make a speech,
condemning wasteful activities. He begins such speeches with the command, “Repent,
harlequins!”

History
Gerald Gearman was a time and motion studies expert, working to increase the
efficiency of business processes for his clients. Gearman was also a science fiction fan
and closet inventor, who had spent the last several decades working on a device to
enhance human efficiency by altering the flow of time around the body in the same way
that the warp engine of the Enterprise permits the ship to exceed the speed of light on
Star Trek. Surprisingly, Gearman succeeded, and his invention worked. However, when
he tried to get business leaders to look at his invention and evaluate it for inclusion in
their processes, people laughed at him and assumed he was a crackpot.

Determined to prove that his time belt could increase the efficiency of business
processes, Gearman began appearing in public places and demonstrating his ability to
stack boxes, sort forms, and perform other business related tasks. To his surprise, he
was accused of being a vandal and of being disruptive, the exact opposite of what he
wanted to achieve. Bitter and angry, Gearman adopted the identity of Ticktockman, and
began attacking organizations that he deems inefficient and short-sighted. A frequent
target of his attacks has been Zanni’s casino: with its Mardi Gras theme and focus on
leisure, Gearman believes that Zanni’s embodies everything that he opposes.

Powers and Abilities


Ticktockman can generate and control time-manipulation fields. This allows him to move
more quickly than his surroundings, punch with staggering speed, or even appear to
become insubstantial. He also has a team of professional mercenaries who are equipped
with gear similar to (but not as advanced as) his own, which he calls his “Minutemen”.

Ticktockman is fluent in American English and numerous computer programming


languages.

271
CHARACTERS

Ticktockman
The Master Of Time
“Repent, harlequins!”
Attributes Powers
Agility Drain Haste
Agility 3 Standard action, Hand-to-hand, Standard action, Self-only
Alteration x1,250 multiplier
Brawn 2 Time Dilation
Intangibility
Endurance 3 Agility Drain Ray Quick action, Self-only
Standard action, Ranged, “Out of phase” with the
Presence 3 Alteration timestream
Time Dilation Ray
Regeneration
Reason 4 Danger Sense Standard action, Self-only
Free action, Self-only
Power Level 7 Probability prediction
Strike
Standard action, Hand-to-hand,
Normal Lift: 55 kg (pony keg of Duplication Normal
beer) Quick action, Self-only Compressed-time punch
Max Lift: 120 kg (heavy adult) Temporal “glitch”; 125 duplicates
Throws (25 kg): 2 m
Super-running
Extra Actions Move action, Self-only
Max Range: 1 km Quick action, Self-only
Max Area: 100 m radius
Force Field
Quick action, Self-only
Motivations & Complications
Control: The character Skills Gifts
detests the chaos of Computing Master Plan
human society, and Engineering (+) Minions
seeks to impose order. Finesse
Vengeance: The character Hand-to-hand Combat
seeks revenge for some Investigation
past wrong done to them Perception
or their loved ones. Ranged Combat
Science
Equipment
Cell Phone (PL 1)
Commlink (PL 1)

Movement
Base Move Double Move All-out Move
Run 13 km 26 km 78 km (47,000 km/h)
Swim 3m 6m 18 m (11 km/h)
Jump 1m

Attributes 28 + Skills 9 + Gifts 2 + Powers 11 + Modifiers 0 = 50 / 50

272
CHARACTERS

Ticktockman Minuteman
Ticktockman’s hired henchmen
Attributes Powers
Extra Actions Strike
Agility 1 Quick action, Self-only Standard action, Hand-to-hand,
Normal
Brawn 2 Haste
Compressed-time punch
Standard action, Self-only
Endurance 2 x80 multiplier Super-running
Move action, Self-only
Intangibility
Presence 2 Quick action, Self-only
“Out of phase” with the
Reason 1 timestream

Power Level 3 Skills Gifts


Normal Lift: 55 kg (pony keg of Athletics
beer)
Max Lift: 120 kg (heavy adult)
Hand-to-hand Combat
Throws (25 kg): 2 m Ranged Combat
Stealth
Max Range: 10 m
Max Area: 1 m radius Equipment
Motivations & Complications Heavy Ballistic Armor (PL 3) (not concealable)
Materialism: The character Sporting Rifle (PL 2) (two-handed, bonus die if attacker
wants to amass great does not move)
wealth.

Movement
Base Move Double Move All-out Move
Run 13 m 26 m 78 m (47 km/h)
Swim 1m 2m 6 m (4 km/h)
Jump 1m

Attributes 11 + Skills 4 + Gifts 0 + Powers 5 + Modifiers 0 = 20 / 20

273
CHARACTERS

Vulcan
Stone-fleshed scientist whose heart burns for revenge
Real Name: Bernard Vulcan Team Affiliation: Solo
Identity: Public ID Base Of Operations: Chicago, IL, USA
Origin: Altered Range Of Operations: National
Archetype: Elemental First Appearance: Mongoose #121, 1959

Description
Age: 52 Nationality: American
Height: 201 cm (6' 7") Hair: Grey
Weight: 218 kg (480 lbs) Eyes: Grey
Gender: Cis Male Sexuality: Heterosexual

The only part of Vulcan’s body not covered by his armor his is head. He is gaunt, with a
square jaw, broad forehead, and close-cropped hair. His skin, eyes, and hair are normally

274
CHARACTERS

all grey and rough, with an appearance not unlike granite, but the lasers in his suit’s
collar bathe his head in intense heat, making it glow like molten magma, and making
the air around his head shimmer. His armor is rigid and bulky, having the appearance
of a space suit or diving suit, with smooth areas around his limbs and torso, and pleated
sections at the elbows, hips, and knees. Most of the armor is a deep red, almost black.

Personality
Vulcan believes that he has lost everything that he loved and that once made him
human. He no longer values, or believes that he feels, such human emotions as pity,
or regret, or compassion. In fact, he feels all of these things, but he suppresses these
feelings as part of his mechanism for coping with the pain at the loss of his daughter.
He will make a point of being merciless and ruthlessly logical as part of his emotional
defenses against his pain.

Vulcan plans obsessively, analyzing each possible obstacle and formulating a counter to
it. When faced with what he expected, he is efficient and precise in his response. When
faced with the unexpected, he reacts by using the most direct means at his disposal:
typically, his heat blasts. He does not respond gracefully to the unexpected.

History
Bernard Vulcan was a biomedical engineer at Panco Medical Technologies, where his
primary field of expertise was lasers. He was successful and reasonably happy with his
daughter Elizabeth, whom he raised by himself after his wife died from complications
during Elizabeth’s birth. When Elizabeth was 14, she was diagnosed with an inoperable
cancer of the brain stem. After consulting with every expert money could buy, Bernard
was told that the available technology made surgery impossible, and Elizabeth’s recovery
unlikely. She would be dead within months. After that, Bernard focused every hour on
research, trying to invent a new type of surgical tool which would enable doctors to
operate on Elizabeth and save her life.

He created a laser so precise that it could vaporize individual cells, and a process which
would crystallize human tissue so that the cells would be safely immobilized during the
surgery. Unfortunately, while testing the crystallization process, he was interrupted by
William Dees, CEO of Panco, who had terminated Vulcan’s research funding weeks weeks
before. A struggle ensued, and Dees shoved Vulcan backward into a rack of equipment
and volatile chemicals. The research facility was destroyed, and Vulcan’s flesh was turned
to stone. Later, he created an armored suit which bathed his stony flesh with enough
heat to grant him near-normal mobility. Thus enabled, he began plotting his revenge.

Powers and Abilities


Vulcan’s crystallized body is immune to virtually all environmental hazards, and he may
in fact be immortal. In addition to heating up his tissues enough to be flexible, Vulcan’s
suit provides him with nearly impenetrable armor. He has heat ray blasters built into his
gauntlets, which are capable of melting through metal and stone as if they were butter.

Vulcan is fluent in American English and Latin and speaks conversational level German.

275
CHARACTERS

Vulcan
Stone-fleshed scientist whose heart burns for revenge
“You should not have interfered.”
Attributes Powers
Alteration Resistance Dazzle
Agility 3 Constant, Self-only Standard action, Ranged,
Alteration
Brawn 4 Blast
Heat ray gauntlet blasters
Standard action, Ranged, Normal
Endurance 6 Heat ray gauntlet blasters Lava Wall
Standard action, Ranged, Area,
Bulletproof
Presence 3 Constant, Self-only
Environmental
Heat ray: melted metal, stone,
Reason 5 Damage Resistance
Constant, Self-only
and concrete
Environmental Immunity
Power Level 7 Damaging Aura Constant, Self-only
Free action, Hand-to-hand,
Normal Lift: 260 kg (large brown
Normal
Immortality
bear) Constant, Self-only
Too hot to touch
Max Lift: 550 kg (polar bear)
Throws (25 kg): 11 m
Strike
Standard action, Hand-to-hand,
Max Range: 1 km Normal
Max Area: 100 m radius
Personal Immunity Skills Gifts
Motivations & Complications Computing Hard Target
Engineering Master Plan
Ruthlessness: The Hand-to-hand Combat Minions
character will allow no Investigation
personal feelings or Medicine
squeamishness to cloud Ranged Combat
their judgment. Science
Vengeance: The character
seeks revenge for some
past wrong done to them
or their loved ones.

Gruesome: Vulcan is
incapable of passing for
a normal person.
Vulnerability: At room
temperature, without
Movement
Base Move Double Move All-out Move
his armor, Vulcan loses
Run 7m 14 m 42 m (25 km/h)
one point of Agility per
Swim 3m 6m 18 m (11 km/h)
minute. Jump 5m

Attributes 39 + Skills 7 + Gifts 3 + Powers 10 + Modifiers 1 = 60 / 60

276
CHARACTERS

Widow
Super-strong web-spinning acrobat
Real Name: Charlotte McCoy Team Affiliation: Shadow Watch
Identity: Secret ID Base Of Operations: Chicago, IL, USA
Origin: Alien Range Of Operations: Local/National with team
Archetype: Sword First Appearance: The Eagle #2, 1941

Description
Age: 24 Nationality: American
Height: 173 cm (5' 8") Hair: White (Brown)
Weight: 67 kg (148 lbs) Eyes: White (Blue)
Gender: Cis Female Sexuality: Homosexual

Widow is an athletic young Caucasian woman with pale ivory skin, blue eyes, and
long brown hair. In her guise as Widow, her entire body is covered by a thin layer of
extraterrestrial nanotechnological goo, making her eyes and hair chalk white. The goo
can take on any color or texture, but because of the neuroses of the previous wearer
of the goo, it now tends to display itself in ways that represent spiders. Because of the
symbiotic nature of the entity, Charlotte is always wearing it, even when in street clothes.
At these times, it takes on the color and texture of underclothes.
277
CHARACTERS

Personality
Charlotte is smart and outgoing, and she loves helping people. Charlotte enjoys being
Widow because it gives her opportunities to be adventurous while making the world a
better place.

History
Charlotte McCoy is the daughter of Jonathan McCoy and Wendy McCoy, of Oak Brook,
Illinois (a suburb of Chicago, Illinois). Charlotte has an older brother, Jacob, whom she
has always idolized.

When Jacob focused on the natural sciences and physics at university, Charlotte focused
on chemistry and forensic science. When he had a life-changing experience and began to
participate in “extreme sports”, so did she. Charlotte wasn’t in competition with him: he
was her role model.

With “extreme sports” come extreme risks, and after a particularly bad fall during a
freestyle motocross competition, Charlotte found herself in the hospital with a mild
concussion and several broken bones. As luck would have it, she was being wheeled
into the emergency room at the same time as a local photographer, Carson Cross
(ex-husband of the famous model and actress, Mary-Elizabeth Bell), who’d suffered
a gunshot injury. What no one knew was that Carson Cross was in fact the infamous
Scarlet Spider.

As Cross died, the extraterrestrial nanotechnological goo that granted Cross his Scarlet
Spider powers sought a new host. Charlotte was the nearest candidate. Frightened and
confused, Charlotte and the entity fled the hospital. Later, authorities theorized that the
Scarlet Spider had attacked and kidnapped Charlotte for reasons unknown.

Eventually, Charlotte and the entity came to an understanding. She learned that the
entity was designed by an alien race as a protective covering for space exploration,
and that its original host had perished many years ago. She sensed a great relief that it
had finally found a human host not plagued by insecurity and depression. For her part,
Charlotte was excited when she realized that she would have the powers of the Scarlet
Spider: strength, speed, and resistance to harm.

Powers and Abilities


The entity that gives Widow her powers provides her superhuman strength and speed.
It allows her to cling to surfaces at will, and it provides her with protection equivalent to
an armored car. The entity is able to excrete thin adhesive strands (originally intended
as safety lines during space travel), which Widow can use to swing through the city like
Tarzan, or to engulf and restrain her opponents. The entity can listen and respond on
radio frequencies, and Widow uses this ability in conjunction with micro-transmitters
to track and follow persons of interest. The entity can also act as a computer interface,
allowing Widow to mentally access computers by touching them.

Widow is fluent in American English and can speak conversational Mexican Spanish.

278
CHARACTERS

Widow
Super-strong web-spinning acrobat
“Consider yourself lucky. I could have done much worse than web you to a streetlight.”
Attributes Powers
Clinging Night Vision
Agility 5 Free action, Self-only Free action, Self-only
Only while “in costume” Only while “in costume”
Brawn 4
Damage Resistance Radio Communication
Endurance 4 Constant, Self-only Free action, Self-only
Only while “in costume”
Speak With Objects
Presence 2 Danger Sense Standard action, Self-only
Free action, Self-only Computers only; must touch
Reason 2 Environmental Immunity Strike
Power Level 5 Constant, Self-only
Only while “in costume”
Standard action, Hand-to-hand,
Normal
Normal Lift: 55 t (loaded tanker Only while “in costume”
truck)
Flight
Max Lift: 170 t (locomotive)
Move action, Self-only Super-agility
Swinging Constant, Self-only
Throws (25 kg): 3,500 m
Only while “in costume”
Hold
Max Range: 100 m
Standard action, Ranged, Special Super-lifting
Max Area: 10 m radius
Nanomesh “webbing” Constant, Self-only
Only while “in costume”
Motivations & Complications
Audacity: The character Skills Gifts
is an adrenaline junkie Athletics Quick Change
driven by a desire to Computing
experience thrills and Culture
risk. Hand-to-hand Combat (+)
Justice: The character Investigation
seeks to ensure that Perception
misdeeds are met with Ranged Combat
appropriate punishment. Science

Enemy: Charlotte may Equipment


be mistaken for the Commlink (PL 1)
infamous Scarlet Spider, Covert Tracking Device (PL 2)
the previous host for Digital Camera, Micro (PL 1)
the extraterrestrial
nanotech.
Movement
Base Move Double Move All-out Move
Run 40 m 80 m 240 m (140 km/h)
Swim 7m 14 m 42 m (25 km/h)
Jump 5m
Swinging 40 m 80 m 240 m (140 km/h)

Attributes 28 + Skills 9 + Gifts 1 + Powers 12 + Modifiers 0 = 50 / 50

279
CHARACTERS

Zero K
Living heat sink
Real Name: Kestrel Thomas Team Affiliation: Solo
Identity: Secret ID Base Of Operations: New Orleans, LA, USA
Origin: Gifted Range Of Operations: National
Archetype: Elemental First Appearance: Justifiers CSI #12, 1988

Description
Age: 17 Nationality: American
Height: 160 cm (5' 3") Hair: Black
Weight: 53 kg (117 lbs) Eyes: Brown
Gender: Cis Female Sexuality: Heterosexual

Kestrel is an athletic young African American woman with warm chestnut skin, black hair,
and deep brown eyes. She changes her “Zero K” disguise periodically; the most recent
version is a white and blue unitard with a white utility belt and and goggles.

280
CHARACTERS

Personality
Kestrel is defiant and independent, and can come across as abrasive. She demands
respect, and she has little patience with people who fail to give it to her. The mistakes
she made when she was younger motivate her to go overboard and prove that she is a
good person who can be trusted, but secretly she fears that is not worthy of that trust.

She does not make “ice” puns.

History
Kestrel was a gifted gymnast who was invited to take part in the USA Gymnastics
Women’s National Team Training Camp. Unfortunately, when she and another girl were
trying to break into a snack machine, Kestrel’s heat-absorption powers manifested,
injuring the other girl. Kestrel was sent home to New Orleans in disgrace. Back home,
she soon fell in with a bad crowd. It was during a robbery that went horribly wrong that
Kestrel’s heat-absorption powers manifested again. Kestrel instinctively used her powers
against her best friend in order to save a shopkeeper’s life. Kestrel and the rest of her
gang fled; Kestrel assumed that she had killed her friend. She swore from that day that
she would use her powers responsibly, and make up for the harm she had caused.

Powers and Abilities


Zero K is capable of draining the heat from the world around her. She can selectively
drain the heat from the atmosphere or her opponents, resulting in a variety of cold-
based effects: a rain of razor-sharp icicles, an obscuring snowstorm, a wall of ice, and so
on. She is virtually immune to any heat-based attacks, but her powers are dependent on
there being existing heat for her to absorb: the colder the ambient temperature is (not
including effects that she herself creates), the less potent her powers are.

Zero K is fluent in American English, and she knows a few common Cajun English
phrases.

281
CHARACTERS

Zero K
Living heat sink
“Oh, you’re in trouble now.”
Attributes Powers
Absorption Ice Wall
Agility 4 Free action, Self-only Standard action, Ranged, Area,
Fire and heat only Environmental
Brawn 3
Blast Environmental Control
Endurance 4 Standard action, Ranged, Normal Standard action, Ranged, Area,
Ice blast Environmental
Presence 3 Area Blast Cold and snow only
Standard action, Ranged, Area, Environmental Immunity
Reason 1 Normal Constant, Self-only
Icicle rain Immune to extreme heat and cold
Power Level 7 Damaging Aura Force Field
Normal Lift: 120 kg (heavy adult) Free action, Hand-to-hand, Quick action, Self-only
Max Lift: 260 kg (large brown Normal
bear)
Hold
Cold as ice
Standard action, Ranged, Special
Throws (25 kg): 5 m
Heat Immunity Encase in ice
Max Range: 1 km Constant, Self-only
Night Vision
Increased Max Area: 1 km radius
Free action, Self-only
Personal Immunity
Sense heat patterns
Motivations & Complications Skills Gifts
Courage: The character Athletics (+) Utility Belt
chooses and is willing to Culture
confront agony, danger, Diplomacy
and uncertainty. Hand-to-hand Combat
Responsibility: The Ranged Combat
character is burdened by Stealth
the responsibility of their
powers. Equipment
Commlink (PL 1)
Vulnerability: Zero Covert Tracking Device (PL 2)
K’s Power Level is Digital Camera, Micro (PL 1)
reduced by 1 for each
5° C (9° F) below room
temperature, 20° C (68° Movement
F). Base Move Double Move All-out Move
Run 13 m 26 m 78 m (47 km/h)
Swim 4m 8m 24 m (14 km/h)
Jump 2m

Attributes 29 + Skills 7 + Gifts 1 + Powers 11 + Modifiers 2 = 50 / 50

282
CHARACTERS

Ordinary People
Most of the people in the Kalos Universe are ordinary humans without any powers. Feel
free to adjust the attributes and skills listed to make them more appropriate.

Experts
Experts are people who have devoted themselves to mastery of a discipline, such as
doctors, engineers, electricians, and scientists. Even the most powerful posthuman must
respect the skills and experience of someone who is an expert in their field.

• Attributes: Agility 2, Brawn 2, Endurance 2, Presence 1, Reason 3


• Skills: Computing, Engineering or Medicine, Science

Investigators
Investigators are people who are trained to notice details and solve mysteries, such as
private investigators, police detectives, and mystery authors. They rarely pose a physical
threat, but their meddling can cause problems for a posthuman with a secret identity.

• Attributes: Agility 2, Brawn 2, Endurance 2, Presence 2, Reason 3


• Skills: Deception, Diplomacy, Finesse, Investigation, Perception, Piloting, Stealth

Politicians
Politicians are people who have studied how government works and decided that they
do not want to be on the receiving end of it, such as mayors, police chiefs, and members
of Congress. They often have access to thugs who will do what the politician says.

• Attributes: Agility 1, Brawn 1, Endurance 2, Presence 3, Reason 2


• Skills: Culture, Deception, Diplomacy, Manipulation, Performance

Soldiers
Soldiers are people with significant combat training, such as Marines, Secret Service
members, and professional bodyguards. They are usually professionals who work well in
groups and who adapt quickly to changing conditions. They are nearly always armed.

• Attributes: Agility 2, Brawn 3, Endurance 3, Presence 2, Reason 2


• Skills: Athletics, Hand-to-hand Combat, Perception, Ranged Combat, Stealth

Thugs
Thugs are people with minimal combat training, such as gang members, police officers,
and right-wing protesters. Thugs can be dangerous in large groups, even to posthumans.
They sometimes have body armor, and they usually carry weapons.

• Attributes: Agility 1, Brawn 3, Endurance 2, Presence 2, Reason 1


• Skills: Athletics, Hand-to-hand Combat, Ranged Combat, Stealth

283
ART CREDITS

ART CREDITS
These images are licensed under the Creative Commons
Attribution-ShareAlike 4.0 License13
Bulletproof Blues Third Edition Revised Cover, Copyright © 2020 Brandon Blackmoor
Adapted from:
Manticore, Copyright © 2014 Sean Izaakse
Vulcan, Copyright © 2014 Sean Izaakse
Widow, Copyright © 2014 Sean Izaakse

Bulletproof Blues Third Edition Revised Chapter Heading, Copyright © 2020 Brandon
Blackmoor
Adapted from:
Ganyeka, Copyright © 2014 Sean Izaakse
Manticore, Copyright © 2014 Sean Izaakse
Zero K, Copyright © 2014 Sean Izaakse

Space Station, Copyright © 2013-2014 Tom Walks

Aegis seal, Copyright © 2014 Brandon Blackmoor

GORGON logo, Copyright © 2014 Brandon Blackmoor

Project Genesis logo, Copyright © 2020 Brandon Blackmoor

Black Blade, Copyright © 2014 Sean Izaakse

Blueshift, Copyright © 2014 Sean Izaakse

Chthyra, Copyright © 2014 Sean Izaakse

Crocolisk, Copyright © 2014 Sean Izaakse

Ganyeka, Copyright © 2014 Sean Izaakse

Grimknight, Copyright © 2014 Sean Izaakse

Karen 7, Copyright © 2014 Brandon Blackmoor


Adapted from:
Karen X, Copyright © 2014 Sean Izaakse

Karen X, Copyright © 2014 Sean Izaakse


13 https://creativecommons.org/licenses/by-sa/4.0/
284
ART CREDITS

Manticore, Copyright © 2014 Sean Izaakse

Master Sin, Copyright © 2014 Sean Izaakse

Miasma, Copyright © 2014 Sean Izaakse

Monolith, Copyright © 2014 Sean Izaakse

Noble Glaucus, Copyright © 2014 Sean Izaakse

Scanner, Copyright © 2014 Sean Izaakse

Tempest, Copyright © 2014 Sean Izaakse

Thornmallow, Copyright © 2014 Sean Izaakse

Ticktockman, Copyright © 2014 Sean Izaakse

Vulcan, Copyright © 2014 Sean Izaakse

Widow, Copyright © 2014 Sean Izaakse

Zero K, Copyright © 2014 Sean Izaakse

These images are pubic domain


Multiple Earths, Public domain, NASA

285
LICENSE

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Bulletproof Blues © 2010-2020 Brandon Blackmoor

287
INDEX

INDEX
A armor 15, 161 Blast (power) 84
art 64 Blast, Seeking Area (power)
Absorption (power) 79
art credits 284 86
actions (chapter) 168
artificial intelligence 64 Blast, Seeking (power) 85
adventure (motivation) 44
artificial (origin) 36 Blast, Selective Area
Aegis 26 (power) 86
ASGARD 27
Agility (attribute) 57, 192 blind characters 159, 187
aspect (origin) 37
Agility Drain (power) 80 Blindfighting (gift) 70
asphyxia (see suffocation)
Agility Drain Ray (power) blinding attacks 159, 187
201
81
Astral Travel (power) 83 Blindsight (power) 86
Agility Theft (power) 81
Athletics (skill) 64 blocking (see dodging) 185
Agility Theft Ray (power) 82
Atlanteans 14 Blueshift 220
aircraft, piloting 68
attacks, types of 176 bluffing 65
airplanes 166
attribute cost 191 boats 167
Aktzin 19
attributes 6, 191 bonus dice 177
alerting the enemy 182
attributes (chapter) 56 bonus die (plot point) 189
alien (origin) 35
audacity (motivation) 44 Boost, Absorption 80
alteration powers 154
automobiles 166 bows 68
Alteration Resistance
automobiles, driving 68 Brawn (attribute) 58, 194
(power) 82
axes 66 Brawn Drain (power) 87
altered (origin) 36
Brawn Drain Ray (power)
Alternate Forms (power) 82
B 87
Ambient Awareness
background 34 Brawn Theft (power) 88
(power) 83
Beanstalk (archetype) 40 Brawn Theft Ray (power)
analyzing evidence 66
88
anatomical separation 99 before you start 32
breaking free of a grapple
Animal Empathy (gift) 70 Big Example, The 207 185
Antiope 15 Black Steel 217 breaking free of Telekinesis
archetypes 40 Blast, Area (power) 85 143
Archimedes 39 Blast, Continuous Area bribery 66
architecture 65 (power) 156 Bride, The 19
area attacks 159, 187 Blast, Continuous (power) Bulletproof Force Field 89
156
Area [Power] (power) 152 Bulletproof (power) 89

288
INDEX

burst fire attacks 160, 188 contents iii description 34


buying the comics 10 control (motivation) 46 detachment (motivation)
conversation 65 46
C core mechanics 6 Detect [Element] (power)
Calculator (archetype) 40 98
corporations 21
Cannon (archetype) 40 diagnosis 66
courage (motivation) 46
carousing 65 Dial R For Random 83
cover 177
cartography 65 dice rolls 174
creation (chapter) 32
chapters 168 difficulty 175
credits ii
character checklist 33 difficulty value 176
Crocolisk 227
character points 54 dimensional travel 18
crossbows 68
characters (chapter) 216 Dimensional Travel (power)
Culture (skill) 64
98
Character Sheet Helper 33, curiosity (motivation) 46
216 Diplomacy (skill) 65
current Endurance 60, 183
charging 184 disarming 184
custom gifts 76
Chthyra 224 disguise 65
cybernetics 66
Clairvoyance (power) 89 distracting 184
Cybernetics (gift) 72
Clay (archetype) 41 diving for cover (see
running for cover) 186
climax 206 D
Doctor Arcane 19
climbing 64 Damage Resistance (power) dodging 185
Clinging (power) 89 92
Dolphin (archetype) 41
clubs 66 Damaging Aura, Area
(power) 92 Draconian 13, 18, 35
collecting evidence 66
Damaging Aura (power) 92 drones, piloting 68
combat round 168
Damaging Aura, Selective Duplication (power) 99
Combination (power) 90
Area (power) 93 DV 176
combining effort 178
dancing 68
comedy 68 E
Danger Sense (power) 93
Command Animals (power)
darkness 197 eavesdropping 67
90
Darkness (power) 94 electronics 65
Command Machines
(power) 91 Dazzle, Mass (power) 96 Elemental (archetype) 41
Command Objects (power) Dazzle (power) 95 [Element] Form (power)
91 100, 149
Dazzle, Selective Mass
Committee For The (power) 96 [Element] Immunity
Advancement Of (power) 100
death 183
Mankind 13 Element Mimicry (power)
death is preferable 114
community (motivation) 45 100
Deception (skill) 64
compassion (motivation) [Element] Wall (power) 101
defying gravity 107
45 Elusive (gift) 72
dehydration 197
complications 51 Embassy Station 17
delaying a turn 169
Computing (skill) 66 Emotion Control, Mass
demolitions 65 (power) 102
Connected (gift) 70
Density Control (power) 97, Emotion Control (power)
consequences 180
149 101

289
INDEX

Emotion Control, Selective F Growth (power) 109, 149


Mass (power) 102 gruesome (complications)
failure 182
END 183 52
faith (motivation) 47
Endurance (attribute) 60, Guardian 18
183 falling 198
gymnastics 64
Endurance Drain (power) falling action 206
103 Fall Of Paragon 12 H
Endurance Drain Ray Famous (gift) 72 hacking 64
(power) 104 Fascinating (gift) 72 Hammer (archetype) 42
Endurance Theft (power) fashion 64
104 Hand-to-hand Combat
fear (motivation) 47 (skill) 66
Endurance Theft Ray
fellowship (motivation) 47 hand-to-hand normal
(power) 105
fill in the details 215 powers 153
enemy (complications) 52
Finesse (skill) 65 hand-to-hand weapons
energy 16 161
fire 198
engineered (origin) 38 Hard Target (gift) 72
Flight, Mass (power) 109
Engineering (skill) 65 Haste (power) 110
Flight (power) 107
enlightenment (motivation) Headquarters (gift) 72
46 Flight, Selective Mass
(power) 109 Healing, Absorption 80
Environmental Control
(power) 105 foraging 69 Healing (power) 111
Environmental Immunity Force Field (power) 109 heavy machinery, operation
(power) 106 forcing an action 170 68
environmental powers 154 forensics, computer 64 helpless characters 178
epithet 33 forgery 64 hiding 69
equipment 184 free action 174 history 12, 35, 64
equipment (chapter) 159 freedom (motivation) 47 Hocherleuchtete
Bruderschaft 27
equipped (origin) 38
G Hōhoku Disaster 16
escape (plot point) 189
Hold (power) 111
Etheric Travel (power) 106 Gadget (archetype) 41
hostile environments 197
etiquette 65 gaining plot points 188
humankind 12
experts 283 game moderator 3
humility (motivation) 47
exploration (motivation) 47 Ganyeka 230
hunting 69
explosive ordnance genetics 16
disposal 65 hurting a grappled target
gifted (origin) 39
185
exposition 206 gifts (chapter) 70
hurting a held target 143
exposure 198 glossary 8
Hyperacuity (power) 112,
extended tasks 180 GORGON 27 160
Extra Actions (power) 107 governments 20
extraordinary attributes grapple vs. grapple 185 I
191 grappling 185 idealism (motivation) 48
extraterrestrials 13 Gravitar 36 idealistic (complications) 52
Grimknight 233 identifying an odor 67
ground rules 4 identifying a taste 67
290
INDEX

identifying clues 66 Ki (Introduction) 207 mechanical engineering 65


Illusion (power) 112 kishōtenketsu 206 mecha, piloting 68
Immortality (power) 113 Kishōtenketsu 210 Medicine (skill) 66
improving your character knives 66 medium range weapons
54 knockback 180 163
impulsive (complications) know your limitations 32 melee weapons 161
52 Mental Calculator (gift) 74
inanimate objects 183 L Mental Combat (skill) 67
increased area (modifier) Laboratory 23 29 Mental Resistance (power)
151 116
Lastimar 22
increased range (modifier) mercy (motivation) 49
152 leadership 66
Leadership (gift) 73 Miasma 38, 249
Indefatigable (gift) 73
Lemuria 256 Mind Blast, Mass (power)
index 288 116
individualism (motivation) Lemurians 14
Mind Blast (power) 116
48 Liefeld radiation 200
Mind Blast, Selective Mass
initiating conflict 169 lift 59, 137, 144, 194 (power) 117
inspiration (plot point) 189 Lightning Strike (gift) 73 Mind Control, Mass (power)
Intangibility (power) 114, limited power 90, 91, 102, 118
149 103, 105, 106, 118, 121, Mind Control (power) 117
integration 213 122, 123, 124, 131, 133,
134 Mind Control, Selective
interrogation 66 Mass (power) 156
Linguist (gift) 73
introduction (chapter) 2 Mind Hold (power) 118
lockpicking 65
Investigation (skill) 66 Minions (gift) 74
long jump 59, 138, 195
investigators 283 Mirror (archetype) 42
long range weapons 164
Invisibility (power) 115, 149 Mongoose 40
loophole, Intangibility 115
isolation (motivation) 48 Monolith 253
lying 65
Isopterans 13 motivations 43
it’s all in your mind 112 M motorcycles, driving 68
moving a held target 144
J magic 18
multiverse 11
Majestic 12 30
Jade Moon Society 29 musclebound
Manipulation (skill) 66
justice (motivation) 48 (complications) 52
Manticore 25, 242
Justifiers 12, 15, 17 music 64, 68
margin of success 181
K mass 202 N
Mass [Power] (power) 152 NATO 27
Kalos Comics Way, The
205, 207 Master Plan (gift) 73 natural (origin) 39, 283
Kalos Universe 10 Master Sin 29, 246 navigation 68
Kalos Universe Wiki 216 materialism (motivation) Nazi Germany 12
48
Karen 7 236 negotiation 65
maxims 5, 6, 168, 174, 182
Karen X 36, 239 new follow through powers
maximum Endurance 60, 152
Ketsu (Reconciliation) 207
183
KGB 29 new powers 153
291
INDEX

Nexus 23, 38 pharmacology 66 programming 64


Nexus-McLellan 23 philosophy 64 Project Genesis 30
Night Vision (power) 119 pickpocketing 65 Project Gilgamesh 23
Nixon, President Richard Piloting (skill) 68 Project Greenback 30
30 pistols 68, 162 Project Phantom 23
nobility (motivation) 49 plot points 7, 188 prone characters 177
Noble Glaucus 256 poisons 198 psychokinesis 143
Non-Proliferation Treaty politicians 283
(NPT) 20
politics 64
Q
noticing a tail 67 quick action 174
popular media 64
O Possession (power) 120 Quick Change (gift) 75
posthumans 13 quid pro quo 182
obsessed (complications)
53 Power, Absorption 80
R
off-road vehicles 167 Power Drain (power) 120
Power Drain Ray (power) radiation 199
offsite backup 114
121 Radio Communication
Open Game License 286 (power) 128
Power Level (attribute) 61,
Open Game License (OGL) 196 rally (plot point) 190
286
Power Mimicry (power) 122 random character
opposed tasks 175 generation 57
power modifiers 151
order of play 168 range bands 178
powers (chapter) 78
ordinary people 283 Ranged Combat (skill) 68
power stunt (plot point)
organizations 20 190 ranged mental powers 154
orienteering 69 Power Suppression (power) ranged normal powers 154
origin 35 122 Ranged [Power] (power)
outsider (complications) 53 Power Theft (power) 123 153
Power Theft Ray (power) Reason (attribute) 60
P 124 Reason Drain (power) 128
Paragon 11, 12, 16 pragmatism (motivation) Reason Drain Ray (power)
passion (motivation) 49 49 129
pathogens 198 precognition 94 Reason Theft (power) 129
Pawn (archetype) 42, 283 Presence (attribute) 60 Reason Theft Ray (power)
penalty dice 177 Presence Drain (power) 130
125 rebellion (motivation) 50
penetrating attacks 160,
188 Presence Drain Ray (power) recovery 183
125
Perception (skill) 67 Red Army 12
Presence Theft (power) 126
Perfect Recall (gift) 74 red herring 182
Presence Theft Ray (power)
Performance (skill) 68 Reflection (power) 130
127
permanent power 101, 115 Regeneration (power) 130
pressure 199
personal immunity requires a medium,
pride (motivation) 49
(modifier) 152 Teleportation 146
Probability Control (power)
personality 34 resolution 206
127
persuasion 66 responsibility (motivation)
Pro From Dover (gift) 74
50
292
INDEX

restrained characters 111, Shapeshifting (power) 131, Strike, Selective Area


143, 177, 185 149 (power) 135
retcon 190 Sharpshooter (gift) 75 stunning attacks 160, 188
riding 64 Shō (Development) 207 stunning (Strike) 135
rifles 68, 163 Shopway 24 subtlety (motivation) 51
rising action 206 short range weapons 162 subversive organizations
Rocket (archetype) 42 shotguns 68 25
roleplay action 174 Shran 13 success 180
roleplaying 2 Shrinking (power) 132, 149 suffocation 201
“roleplay” powers 154 Sidekick (gift) 75 Super-agility (power) 135
rolling dice 6, 174 simultaneous attacks 178 Super-brawn (power) 136
Rook 40 singing 68 Super-flight (power) 136
rounds 168 Sinochem 24 Super-jumping (power) 137
routine tasks 176 skill rolls 62, 175 Super-lifting (power) 138
running 64 skills (chapter) 62 supernatural 18
running for cover 186 slamming 187 Super-presence (power)
138
ruthlessness (motivation) sleep deprivation 200
50 Super-reason (power) 138
sleight of hand 65
Super-running (power) 139
sneaking 69
S Super-swimming (power)
soldiers 283
sales 65 140
space 17
Scanner 259 Super-teleportation (power)
spacecraft, piloting 68 141
scenes 168 Space Travel (power) 132 Super-tunneling (power)
Science (skill) 68 Speak With Objects (power) 142
scuba 64 133 surge (plot point) 190
Scythian Corporation 23 spears 66 surgery 66
Second Identity (gift) 75 special actions 184 Survival (skill) 69
secrecy (motivation) 50 special attack types 159, sweep attack 187
security (motivation) 50 187
swimming 64
security systems 64 speed 204
swinging 107
seduction 66 spending plot points 189
Sword (archetype) 43
Selective Area (power) 153 spreading an attack
swords 66
Selective Mass [Power] (optional) 152
(power) 153 standard action 174 T
Sense Auras (gift) 76 starvation 201
Table: Air vehicles 166
Sense [Element] (power) Stealth (skill) 68
Table: Armor 161
131 Sterling Industries 23
Table: Attack bonuses and
serenity (motivation) 50 stirring the pot 182 penalties 179
serial immortality 114 story arc plot 206, 208 Table: Attribute cost 56
setting (chapter) 10 streetwise 65 Table: Awarding experience
Shadow (archetype) 43 Stretching (power) 133 points 55
shadowing 69 Strike, Area (power) 135 Table: Brawn 59
Strike (power) 134
293
INDEX

Table: Character point Table: Short range weapons Ten (Twist) 207
values 54 162 terrifying attacks 160, 188
Table: Close combat Table: Shrinking 132 theatre 68
weapons 161 Table: Street vehicles 166 Thornmallow 19, 265
Table: Defense bonuses Table: Stretching 133 throw (25 kg) 59, 138, 144,
and penalties 179
Table: Super-flight 136 194
Table: Density Control 98
Table: Super-jumping 137 throwing a grappled target
Table: Difficulty value 186
Table: Super-lifting 137
examples 176
Table: Super-running 139 throwing objects 64
Table: Duplication 99
Table: Super-swimming thrown weapons 68, 162
Table: Extraordinary
140 thugs 283
attribute cost 191
Table: Super-teleportation Ticktockman 270
Table: Extraordinary Brawn
141 time 168
194
Table: Super-tunneling 142 Time Control (power) 148
Table: Extraordinary Power
Level 196 Table: Swimming 58 time travel 18
Table: Extraordinary Table: Telekinesis 144 Time Travel (power) 149
running 192 Table: Teleportation 147 tools 165
Table: Extraordinary Table: Tools 165 total Endurance 60, 183
swimming 193 Table: Tunneling 150 tracking 69
Table: Fire 198 Table: Typical aura colors traditionalism (motivation)
Table: Flight 108 77 51
Table: Growth 110 Table: Typical gifts 71 [Transformation] Ray,
Table: Haste 110 Table: Typical skills 63 Extended (power) 157
Table: Item mass, part 1 Table: Unopposed rolls 7, [Transformation] Ray,
202 177 Permanent (power)
Table: Item mass, part 2 Table: Villain point values 158
203 55 [Transformation] Ray
Table: Item speeds 204 Table: Water vehicles 167 (power) 149
Table: Long range weapons tactics 69 Treaty on the Non-
164 Proliferation
Tagger 38
of Posthuman
Table: Medium range takedown 187 Combatants 20
weapons 163
Tank (archetype) 43 Tunneling (power) 150
Table: Off-road vehicles
task difficulty 175 turns 168
167
Team Player (gift) 75 types of actions 173
Table: Opposed rolls 7, 177
technology 15 types of attacks 79, 176
Table: Power Level 61
Telekinesis (power) 143
Table: Radiation 200
Telepathy (power) 145 U
Table: Random attributes
57 Teleportation, Mass (power) Ultra-power (power) 151
147 unarmed strikes 66
Table: Random character
motivations 44, 45 Teleportation (power) 146 unconscious characters
Table: Range bands 178 Teleportation, Selective 178
Mass (power) 148 uncontrollable power 83
Table: Running 58
Tempest 262
Tenacious (gift) 75
294
INDEX

uncontrolled power (complications) 53


unnamed characters 183
unopposed tasks 176
Unsettling (gift) 75
unusual attacks 160
Utility Belt (gift) 76

V
vacuum 201
vehicles 166
Vehicles (gift) 76
vengeance (motivation) 51
villain point values 55
villain powers 155
Vulcan 274
vulnerability (complications) 53

W
watercraft, piloting 68
Wealthy (gift) 76
weapons 18
Westmoreland, Army Chief of Staff General
William 30
whips 66
Widow 277
World War 2 12, 20
wrath (motivation) 51

X
X-ray Vision (power) 150

Z
zenith (origin) 39
Zero K 280
Zhangsun Telecom 24

295

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