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Super Action Role-Play

Super Action Role-Play (SAR) features comic book action with Bronze Age stylings!
Make heroes or villains using a points-free system that minimizes number-crunching.
The game’s versatile mechanics use a rugged 3D6-based action system that gives
the gamemaster and players more control when the moment is at its most dramatic.
Born from two previous editions of the 3D6 Supers RPG rules, SAR features area-based
movement and easy “mook” mechanics that will have your characters mowing through
nameless hordes and looking super-cool while doing it! Play using maps and miniatures,
or employ theater of the mind, narrative style storytelling. SAR also features a thematic
caper generator for villain-based games, secret base design rules, a complete sample
adventure, a skirmish plugin for player vs. player action, and solo rules to run exciting
games all on your own! All you need to play are four six-sided dice and a handful of
tokens or counters. Start your super adventures today with SAR!

1st Edition
Scott R. Pyle
Super Action Role-Play!
By Scott R. Pyle

Layout and design: Todd S. Tuttle

Front and Back Covers: Jay Piscopo

Interior Artwork: Jan Annarella, Adam Dickstein, David Makler, Jay Piscopo

Secret Base Maps: Schuyler Hernstrom

Advice and Playtesting: Jan Annarella, Tony Borzok, William H. Caddell, Andrew
George, Schuyler Hernstrom, Rick Hertzig, Rick Hull, John Thomas Jessop, Ian Lauer,
Dean M. Lewis, David Martin, Wilfredo Martinez, Damian Mastrangelo, Kurt Mericli,
Enrico Nardini, Louis Reash, Caoimhe Ora Snow, Stuart Surgent, Kevin Thrower, Jeff
Yandora, Dan Yauger

Publisher: Four-Color Studios, 2021

Rules text © Scott R. Pyle

November 2021, 1st Printing

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Table of Contents
Chapter 1: The Basic Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 2: Character Creation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Chapter 3: Action & Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Chapter 4: A SAR Team. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Chapter 5: Mission Set-Up. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Chapter 6: Villain Mission Force Special Missions #1. . . . . . . . . . . . . . . . . . . . . . . . . 138
Chapter 7: Secret Base Design Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Chapter 8: Quick-Play Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Chapter 9: SAR Skirmish & Solo Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Appendix: Optional Card-Based Initiative. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Afterword. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Quick Rules Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201

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Chapter 1

The Basic Rules


Introduction
Super Action Role-Play (SAR) is a fast-paced tabletop game where the players take on the
roles of comic book heroes or villains. New players will find these rules highly accessible,
but old hands at supers gaming will also find a lot to like! The essence of the system
underpinning character actions is simple—roll three six-sided dice, add them up, and then
add a modifier from a game stat or power. That’s it! The rest of the system provides added
details for special situations. We hope you enjoy playing this system as much as we did
designing and testing it! Read on, true believer, comic book action awaits!

What is a Role Playing Game?


Role playing games (RPGs for short) offer a form of tabletop entertainment where the
players take on the roles of characters in a fictional story and setting. RPGs provide a
shared storytelling experience, with one player acting as the game moderator, or GM, and
the other players each taking the roles of a player character, or PC. In addition to providing
the skeleton of the story’s plot, the GM also plays the role of all of the non-player characters,
or NPCs, that the PCs will meet in the game. The GM has the biggest job to do in writing
the framework of the story, deciding how the NPCs will behave, and generally guiding
their players through the experience and seeing that everyone has a good time. The players
can help by being creative, playing their characters according to their motivations, and
concentrating on having fun while being respectful to each other and the GM.

Chapters, Series, and Issues


We treat each gaming session of SAR as a distinct issue of a comic book. With that in
mind, each scene within an issue counts as a chapter. We use the terms scene and chapter
interchangeably in these rules. A number of issues combine to make a series. In traditional
role-play terms, that’s a campaign, but SAR is all about comic book action, so for us,
it’s a series!

We encourage the GM and their players to number each issue and create fancy titles for
each story and chapter!

Rules Introduction
Super Action Role-Play provides players with rules to play exciting comic book action with a
Bronze Age feel! Super computers take up whole rooms and use reel to reel memory tapes.
Handheld “communicators” remain the province of cutting-edge science. And the world’s
major metropolis is the premier hotbed of superhuman action!

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What Has Come Before
SAR comes from a previous set of superhero rules released in 2018 entitled 3D6 Supers,
2nd Ed. While we retained some of the same rules and text from that game, a great deal
has changed. Both SAR and 3D6 Supers stand alone and provide a great framework for
dynamic comic book action!

Dice
SAR uses six-sided dice (D6s) for combat and task resolution. It helps if each player has
four D6s of their own to play, but in a pinch the group can share a single set of dice.
Normally players will roll three D6s in the game (denoted 3D6 in these rules). When a
player attempts a task in the game (often an attack or defense roll), they roll 3D6 and add
the value of each die together for a rolled result of 3 to 18. 

Example: Damian’s character, Deadeye, is making an attack, he rolls 3D6


and gets a 2, 4, and 5 on his three dice. His rolled result is 11.

The SAR rules often add a positive or negative modifier to a rolled result.

Example: Deadeye attacks with a rolled result of 11, and also has Shooting +3,
making his total result 14 (11 + 3).

In most instances, it’s better to roll higher on your dice than lower.

Rolling Doubles & Triples


Anytime a player character rolls triples on 3D6 (even if they ultimately fail at their task), it’s
special. When a character rolls triples of any number, they generate 1 Karma for themselves.
Immediately add it to their Karma Pool.

Rolling doubles can also generate Karma, and we explain this further in Chapter 3. Read
on for more information on Karma.

Dice Shifts
Some powers or situations allow you to shift the results of a die up or down by one (or
more) pips to create a higher total result. We refer to these as Dice Shifts. For example,
a defense power might tell you to shift any 2s you roll on an Agility dice check to 3s,
resulting in a higher total.

The effects of positive shifts from multiple sources on a dice roll do not stack. Apply the
best shift and ignore any others.

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You can read more about shifts in Chapters 2 and 3.

Target Numbers
When performing tasks or fighting unnamed minions, characters roll against static values
called target numbers, or TN for short. TN have a range based on their degree of difficulty:
Easy = 7
Moderate = 11
Hard = 13
Very Hard = 17
Impossible = 21+

The above TN chart provides suggested difficulty values—GM, you can tweak these as
you see fit!

We call the number a character beats his TN by his result levels. Compare a check’s result
levels to the following chart to gauge the level of success:
Result Levels. . . . . . . . . FX
0. . . . . . . . . . . . . . . . . . . 0 (Marginal)
1–2. . . . . . . . . . . . . . . . . 1 (Average)
3–4. . . . . . . . . . . . . . . . . 2 (Good)
5–6. . . . . . . . . . . . . . . . . 3 (Great)
7–8. . . . . . . . . . . . . . . . . 4 (Remarkable)
9–10. . . . . . . . . . . . . . . . 5 (Wondrous)
11+. . . . . . . . . . . . . . . . . 6 (Godlike)

You can see that every two result levels generates one level of effect (or FX on the chart). In
non-combat tasks, this helps the GM adjudicate how well a character accomplishes a task.

Example: Jackrabbit wants to leap out a window, grab a nearby flagpole, and
swing to a neighboring rooftop. The GM declares this a TN13 Agility check.
Jackrabbit’s player rolls 3D6, adds his Agility bonus, and gets a final total of
19! That’s 6 result levels, and an FX of 3—a great feat!

The amount you fail a check by equals negative result levels. These also generate FX using
the same chart as above, and they often wind up hurting or penalizing you in some way.

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Success and Failure
In most cases, matching or beating a TN will be enough, but players and the GM can use
the FX results and keywords above to better interpret the level of success.

Failing Forward
When a character fails a check, the GM should consider letting them “fail forward.”
So if Wildman tries to use his enhanced senses to track the Siberian through the
jungles of the Lost Land and fails his Awareness check, the GM could allow him to
follow the “wrong” trail for a mile or two, and perhaps run him into an ambush set
up by one of his enemy’s local allies. Once Wildman overcomes this obstacle, the GM
then lets him question Siberian’s defeated ally and get enough information to put him
back on the right track! Making failure interesting and not just a dead end makes for
a more dynamic game.

Opposed Rolls
When named characters face off in the game, players will often make opposed rolls to
determine the outcome. The higher roll wins the contest, and in the case of combat, the
attacking character uses their outcome to determine the damage.

See Chapter 3 for more on combat in SAR!

Quality
Not all heroes and villains are the same, and some possess superior training, power, or good
fortune. We rate a character’s capabilities with a score ranging from -2 to +5. This is the
Quality level:
-2 (Abysmal)
-1 (Poor)
+0 (Normal)
+1 (Skilled)
+2 (Elite)
+3 (Super 1)
+4 (Super 2)
+5 (Super 3)

As noted above, each quality level also includes a verbal descriptor, and the modifier adds
to (or subtracts from) the character’s attack, defense, or task rolls.

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Core Stats
Every named character in SAR possesses eight core stats that describe their basic capabilities,
powers, and training. These include:

Fighting: Use Fighting to attack in close combat with fists, kicks, melee weapons,
or makeshift clubs.

Shooting: Use Shooting to attack foes at range. Shooting implies the possession of
a standard ranged weapon like a pistol or rifle, or the ability to hurl objects at hand.
The Power Blasts power allows characters to use Shooting to attack with projected
energy, enhanced armaments, or other offensive forces.

Agility: Use Agility to evade physical attacks from Fighting and Shooting. Agility
also determines a character’s raw athleticism.

Strength: Use Strength to measure a character’s raw physical power and his ability to
deal extra damage in melee combat.

Toughness: Use Toughness instead of Agility to absorb physical attacks from


Fighting and Shooting.

Mind: Use Mind to resist mental attacks, and make them when you possess
an appropriate power that allows you to do so. Mind also determines education,
intelligence, and overall mental capabilities.

Awareness: Use Awareness to spot hidden aspects of your environment, penetrate


disguises, and find clues. Super-Senses add to Awareness in specific instances.

Spirit: Use Spirit to resist mental and magical attacks and to make magical or mental
attacks when an appropriate power allows you to do so. Spirit also allows you to
inspire others and resist the effects of fear and stress.

You’ll roll 3D6 and add the bonus (or subtract the penalty) from a core stat when you do
something in the game.

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Bonus Dice
Some resources in SAR give characters an edge by adding a bonus dice to an attack, defense,
or task check total. Anytime you roll a bonus die do the following:
• In opposed contests, the attacker announces first, then the defender may react by
using a bonus die as well.
• Roll 1D6+1 and apply it to your action total as a bonus to the original roll.
• Mark off the resource you spent to get the bonus die.

You can never add more than one bonus dice to a check, and they never count toward
rolling the Double Bonus or Triples.

Karma Pool
Every named character in the game begins each issue with at least one Karma Point. These
represent a reservoir of good fortune, spirit, or indefinable skill that makes a character
special. Spend a Karma Point to do one of the following:
• Gain a bonus die on any check.
• Gain access to a recovery check.
• Gain the use of a minor power, power facet, or boost you do not otherwise possess.
• Gain some narrative benefit, special circumstance or story element.

Examples: Enter a scene you were not otherwise a part of, find just the right
object or element needed to complete a tricky maneuver, etc.

• Gain an unconventional use of a core stat, like making a physical attack with the
Mind stat instead of Fighting. You may do this once per chapter or scene.

Knocked out or incapacitated characters can still spend Karma to gain these benefits.

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Spending Karma to Gain Temporary Powers
Supers sometimes use their powers in weird and creative ways, adding a new power
facet or “morphing” them into completely new powers for a scene! This often depends
on the needs of the story in the comics. In SAR, we model this by allowing PCs to
spend their Karma Points to gain a minor power or facet they don’t have for a scene.
The player can spend multiple Karma on this. Each Karma spent grants one minor
power or Boost.

When the scene ends, any powers, Boosts, or facets gained through Karma expenditures
immediately fade.

This represents an extremely powerful and flexible option, and the GM and their
players should work together to use it to serve the needs of the story and the spirit of
the character involved. If the GM wants to limit this ability to add powers in play, they
can ask their players to tie it to one of the character’s Three Things.

Example: In the midst of a scene where her team is exploring an ancient


temple, Anomalee (played by Sky) finds herself separated from her
companions. Abby, the GM, explains that Anomalee is in stygian darkness
and cannot see much of anything that would help her find her way. Sky
discusses the situation with Abby, pointing out that one of Anomalee’s Three
Things is that she is a “Born tinkerer.” Sky proposes to spend a Karma for
Anomalee to alter her shock staff to provide a bright, glowing light (the
Super Senses power). Abby agrees this works well for the character. Sky
spends the Karma, and for the remainder of the scene, Anomalee finds her
way by the bright blue light of her engineering wizardry!

GM Karma Points
The GM starts every session with 1 Karma Point for every player in their game. If they’re
running a game with three players, they start with 3 Karma Points; four players, 4 Karma
Points; and so on. They can use these points for any of their named characters in much
the same way as player characters do—mainly bonus dice and narrative benefits. They can
spend these Karma Points in addition to the points possessed by their named NPCs.

3D6 + 2 Checks
Some situations aren’t covered by stat checks. In these cases, we employ a 3D6 + 2 check.
The player rolls 3D6 + 2 and compares it to a TN set by the GM or situation. Recharge
checks (see below) and disease resistance are two examples of situations where you will
make a 3D6 + 2 check.

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Recharge Checks
Some power rules or facets grant a character an enhanced ability or usage of the power.
This stresses a character’s ability to continue to use that power. The rules express this as a
Recharge check. Any text that invokes a Recharge check requires the character to use a free
action on their next turn and make a 3D6 + 2 check against a TN set by the power rule or
text. If they make the check successfully, the power is recharged and works as normal. If
not, the power cannot be used until a successful check is made on a subsequent turn. You
can only make one Recharge check per turn for a given power.

That’s the basics! Now on to building your characters!

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Chapter 2

Character Creation
We break character creation into just a few easy steps, and we use archetypes and a pick-
system to minimize number crunching.

Selecting Your Character


In SAR, you can play a character of your own creation or an established character from any
comic book universe you desire. We’ve built a handful of characters for you and placed them
in Chapter 4: A SAR Team. We’ve also included a lot more characters in Chapter 8, but it’s
certain at some point you’ll use these rules to build a character type we haven’t covered.

Assuming you don’t select one of our pre-made characters, you’ll use one of our archetypes
(see below) to create a daring comic book denizen of your own.

Simply pick an archetype, make a few selections from its menu of choices, then personalize
it to your tastes.

More on Archetype Selection


If you’re making your own version of an established character, flip through the following
pages and grab an archetype. They cover many of the major character themes of most
comic universes. All you need to do is pick one that suits your play style. Simply take your
archetype and apply it to the established hero or villain you want to play or make a new
character all your own!

Once you’ve picked an archetype and a character that appeals to you, make a few selections
to customize it and you’re ready to go!

Just follow these steps:


• Pick an archetype from the available list and match it to the character you want
to play. Make sure you learn from your GM whether your group is playing heroes,
villains, or both.
• Select your Three Things. We provide suggestions for all three with each archetype,
but these are just a short sampling. Work with your GM to come up with other
ideas for your things. See below for more.
• Record your base core stats, Move value, and Health on your character sheet. If you
wish, swap any two stat values with each other. Also, you may subtract one from
any one stat of your choice and add one to any other stat of your choice.

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• Select your powers, Boosts, and quirks. Be sure to note and add any relevant stat
bumps or reductions granted by these abilities.
• Select your backgrounds and distribute five levels among them, with no more than
three levels in any one background.
• Note your starting Karma Pool. The minimum is one, but certain Archetypes and
powers will affect this total.
• Record your code name, alter ego, and origin story.

If you want greater flexibility in configuring your stats and selecting your powers, choose
one of the following archetypes: Wildcard, Street-Level, or Paragon.

Describe Three Things…


...about your character! These are three important keywords or phrases that help encapsulate
who your character is. They include their Origin, one Positive Thing, and one Negative
Thing. The last two you get to make up based on your character’s exploits in the comic
books that inspired them!

Origin
Your Origin reflects who you are and why you’re a hero or villain. You can pick from this
handy list we’ve provided.
• Alien: You hail from another world or another dimension, and this heritage grants
you amazing powers.
• Altered Human: You gained your powers from a freak mishap, experiment, or
other incident.
• Construct: You are not truly alive, yet the spark of life burns within your
artificial breast!
• Gadgets: You rely on high-tech devices (either purchased or invented yourself) to
carry the day in battle.
• Genetic Offshoot: You’re a member of a species related to humans, but whose
differences grant them amazing abilities.
• Intense Training: Your “powers” come from training regimens that exceed the
human norm.
• Mutant: You were born with your powers and this makes you a member of a group
sometimes persecuted for simply being alive.
• Mystical: Magical trappings or training define your powers.
• Super-Ape: Comic books and intelligent apes go way back! You’re an intelligent
ape—gorilla, orangutan, chimpanzee, etc. You might have other powers too, but
being a “Super-Ape” pretty much defines you!
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No list of this nature can ever be complete. If you envision a different origin, work with
your GM to develop a new keyword option.

Positive Thing
Your Positive Thing should be any keyword or phrase that describes something good
about you. Think about your character’s concept and history and draw from them. Here
are some examples:
• Tougher than I look.
• Fighting-mad Marine!
• Machines and I get along.
• Destiny’s champion.
• Trained by the Alpha Agency.

Negative Thing
Your Negative Thing should be any keyword or phrase that describes something bad about you.
Again, use your character’s concept and fictional history for this. Here are some examples:
• Not too bright.
• Inhuman eyes.
• Fear of open water.
• Mistress Nightmare taught me fear.
• Everything’s a transaction.

Calling Out a Thing


You can call out your Origin and Positive Things once per game session. This usually
happens during your turn or as a reaction to something that happens during another
character’s turn. When you do this, you gain a +2 bonus to an action or combat roll if you
can make a good case to the GM that your Thing applies.

Your GM can also call out your Negative Thing once per game session, granting a foe a
+2 against you, forcing you to do something you might not want to, or hitting you with a
-2 penalty on an action. In exchange for this, you gain 1 Karma Point immediately after
the action gets resolved.

If you want to call out a Positive or Negative Thing, you need to announce your intention
to do so before anybody rolls any dice, adding the bonus or applying a foe’s penalty before
you know the dice results. In combat, the attacker must decide first if they’re calling out a
Thing, then the defender gets to decide.

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All Things are Known
The GM and their players can always ask about and receive confirmation on a PC or NPC’s
Three Things—they’re common knowledge unless some advantage makes one or more of
them a secret. See the Advantage power in Chapter 2 for more on this!

The Average Jane


Comic book universes are full of supporting cast members who often find themselves
involved at the spear-point of super-slugfests and other strange events. GMs, if you
need to quickly whip up some stats for an important named NPC, select two Things*
and allocate five points for stats and one or two Boosts. No stat should be higher than
+2. Consider a Quirk as well. Assign three Background levels too (see later in this
chapter for a description of backgrounds). You can also select the Challenge quirk
to give them an appropriate limitation—i.e., Arachno-Man’s geriatric Uncle Mark
should have the Challenge “old” to cover his general frailty.

For finishing touches, characters like these start with Health 10 and a Move value of
1. They also get 1 Karma!

*Only two Things because normal folks don’t have fancy origin keywords like altered
human or mutant. They’re just normal!

Stat Benchmarks
When you look at the stats for your character, it might be helpful to compare the values
you’re considering to some handy benchmarks:
Quality Rating. . . . . . . Example
-2 . . . . . . . . . . . . . . . . . . Your old Aunt Mary’s Strength
-1 . . . . . . . . . . . . . . . . . . Your kid brother’s Toughness
+0. . . . . . . . . . . . . . . . . . The average Joe’s Spirit
+1. . . . . . . . . . . . . . . . . . Your family doctor’s Mind
+2. . . . . . . . . . . . . . . . . . An Olympic gymnast’s Agility
+3. . . . . . . . . . . . . . . . . . An animal’s Awareness
+4. . . . . . . . . . . . . . . . . . Clawed mutant’s Fighting stat
+5. . . . . . . . . . . . . . . . . . The Strength of Atlas

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The Best of the Best
Below, we’ve made a table including who we think are the best characters at each
stat (i.e., a +5 quality rating) from the zeitgeist of comic universes. If you’re familiar
with these characters, this will provide a useful point of comparison when making your
own assignments.
Core Stat. . . . . . . . . . . . +5 Rating
Fighting . . . . . . . . . . . . . Star-spangled super-soldier
Shooting. . . . . . . . . . . . . Wise-cracking archer
Agility. . . . . . . . . . . . . . . Arachnid-inspired adventurer
Strength . . . . . . . . . . . . . God of strength
Toughness. . . . . . . . . . . . Diamond-hard android
Mind. . . . . . . . . . . . . . . . Super-stretching genius
Awareness. . . . . . . . . . . . Blind acrobat
Spirit. . . . . . . . . . . . . . . . Master of the arcane arts

This table does not include the sort of cosmically powerful beings that function more like
plot devices than actual, fully-realized game characters. These include your various toga-
wearing space gods and would-be world-enders.

When making your selections, you cannot create a character with a stat that exceeds +5,
or +3 in the case of the Street-Level archetype presented later in this section.

Defining Powers
We call the sorts of special abilities you see in comic books powers. We divide powers into
three rough strength levels: Major powers, Minor powers, and Boosts.

Most archetypes grant your character one Major power, two Minor powers, and four
Boosts. While these rules don’t engage in a lot of number crunching, you will notice a
rough reckoning of the “values” of these attributes. A Major power is worth roughly two
Minor powers. A Minor power is worth roughly two Boosts.

Selecting Powers
Each archetype allows power selections. Some powers have specific facets that grant
additional bonuses or limit a power in some ways. A facet that makes a power better might
require you to spend a Boost to add it, a Recharge check, or the expenditure of a Karma
Point. Facets that make a power worse or limit it in some way count as Quirks, and grant
you an additional Boost.

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You can also apply general Power Facets to powers. We list these at the end of the power
section. Like specific power facets, these will either cost you Boosts or grant you additional
Boosts to spend elsewhere.

Trade-Offs
Based on the rough values discussed above, players can make trade-offs during character
creation. You can trade-off one minor power to gain two extra Boosts, or go the other
way and trade two Boosts for an additional minor power. Players should decide as a group
whether they want to allow characters to trade two minor powers for a second major power.
It’s probably not a good idea to trade four Boosts for a major power—this could create some
balance issues. Ultimately, game groups can tweak and alter these rules to get the balance
that best serves their table.

If you want to select a power that’s not listed on your archetype, talk it over with your GM
and fellow players and switch out one of your existing power choices for the one you want.
For example, if you’re building an enhanced alien shape-shifter using the Metamorph
archetype and you want them to have the Stun power to model their rarely used Super
Hypnotism, let your fellow players know what you’re up to and select it. Done!

We limit an archetype’s power selections for speed and ease of character creation. It focuses
you on what’s in front of you so you don’t feel compelled to rifle through page after page of
powers. Players who really want to get into the weeds of character creation should choose
the Wildcard archetype. It offers the whole power list to choose from.

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Blaster
You project destructive energies or use weapons to bring the pain from a distance! Cover
your allies as they approach their foes, then move forward and help finish them off!

Three Things
Origin: Alien, Altered Human, Construct, Gadgets, Genetic Offshoot, Intense Training,
Mutant, Mystical, Super-Ape
Positive: Born to command, Scion of the Dark Force, Tough as nails, Anointed by Eternity,
Cosmically powered, Solar-powered mutant, World’s deadliest mercenary, Last daughter
of Titan
Negative: Bound by duty, Dumb as a stump, Fear of the supernatural, Haunted by
doubt, Money makes me crazy, My power is killing me, Unsettling appearance,
Uncontrollable power

Core Stats
Fighting: +1, Shooting: +4, Agility: +2, Strength: +1, Toughness: +1, Mind: +2,
Awareness: +1, Spirit: +2

Major Super Powers


Power Blasts
Minor Super Powers (Choose two)
Armor, Brick, Damage Field, Flight,
Force-Field, Fortune, Karma Boost,
Master Planner, Obscure, Stun

Boosts (Choose four)


Advantage, Alter-Ego, Armor,
Flight, Fortune, Immunity, Karma
Boost, Leaping, Magical Blast, Massive, Melee
Damage, Power Blasts, Power Facet, Savant, Stat
Bump, Super-Skill, Super-Senses, Swing-Line,
Tactician, Wall-Crawling
Quirks (Choose up to two)
Enemy, Challenge, Weakness

Move: 1
Health: 30
Karma Pool: 1

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Backgrounds (distribute five levels with a max of three in any single background)
Arcane, Art, Athletics, Blue Collar, Business, Criminal, Espionage, Exploration, High
Society, Journalist, Medicine, Military, Monarch, Performance, Public Safety, Science,
Social Science, Wild

Brawler
You’re a close-in fighter who relies more on sheer bravado, tenacity, or training than
raw power.

Three Things
Origin: Alien, Altered Human,
Construct, Gadgets, Genetic
Offshoot, Intense Training,
Mutant, Mystical, Super-Ape
Positive: At home with beasts,
Athletic fighter, Berserker rage,
Mistress of the martial arts,
Tough as nails, Likes a good
roughhouse, Preternatural reflexes, Trained
by the Priests of Shao-Kun
Negative: Bound by duty, Dumb as a
stump, Fear of the supernatural, Haunted
by doubt, I got enemies, Unsettling
appearance, Uncontrollable rage

Core Stats
Fighting: +4, Shooting: +0, Agility: +2, Strength: +2, Toughness: +2,
Mind: +0, Awareness: +2, Spirit: +2

Major Super Powers (Choose one)


Melee Damage, Scrapper
Minor Super Powers (Choose two)
Armor, Brick, Combat Master, Gadget Pool, Karma Boost, Leaping, Melee Damage,
Regeneration, Servitor/Sidekick, Teleport, Vampire

Boosts (Choose four)


Advantage, Alter-Ego, Armor, Flight, Fortune, Immunity, Karma Boost, Leaping, Magical
Blast, Massive, Melee Damage, Power Blasts, Power Facet, Savant, Stat Bump, Super-Skill,
Super-Senses, Swing-Line, Tactician, Wall-Crawling

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Quirks (Choose up to two)
Enemy, Challenge, Weakness

Move: 1
Health: 30
Karma Pool: 1
Backgrounds (distribute five levels with a max of three in any single background)
Arcane, Art, Athletics, Blue Collar, Business, Criminal, Espionage, Exploration, High
Society, Journalist, Medicine, Military, Monarch, Performance, Public Safety, Science,
Social Science, Wild

Controller
You’re the energy wielder, magician, or psychic warrior of your team. Your powers might
allow you to control minds, heal others, or commune with and wield arcane powers.

Three Things
Origin: Alien, Altered Human, Construct, Gadgets, Genetic Offshoot, Intense Training,
Mutant, Mystical, Super-Ape
Positive: Child of the heavens, Daughter of the Devil, Ex-cosmic
herald, Mind master, Mutant master of magma, Wise wizard,
Weather witch
Negative: Cursed, Dimensional exile, Haunted wanderer,
Hunted by demons, Noble geas, Unsettling appearance

Core Stats
Fighting: +0, Shooting: +2, Agility: +1, Strength:
+0, Toughness: +1, Mind: +3, Awareness: +3,
Spirit: +4

Major Super Powers (Choose one)


Energy Form, Healing, Power Pool, Telekinesis,
Telepathy, Transform
Minor Super Powers (Choose two)
Barrier, Clairvoyance, Density Control, Dispel,
Enhance, Fear, Flight, Karma Boost, Power Blasts,
Stun, Teleport, Weather Control

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Boosts (Choose four)
Advantage, Alter-Ego, Armor, Flight, Fortune, Immunity, Karma Boost, Leaping, Magical
Blast, Massive, Melee Damage, Power Blasts, Power Facet, Savant, Stat Bump, Super-Skill,
Super-Senses, Swing-Line, Tactician, Wall-Crawling
Quirks (Choose up to two)
Enemy, Challenge, Weakness

Move: 1
Health: 30
Karma Pool: 1
Backgrounds (distribute five levels with a max of three in any single background)
Arcane, Art, Athletics, Blue Collar, Business, Criminal, Espionage, Exploration, High
Society, Journalist, Medicine, Military, Monarch, Performance, Public Safety, Science,
Social Science, Wild

Gadgeteer
You’re the brainy inventor of your crew! You can whip up gadgets on the fly, but you might
also rely on a suit of powered armor that makes you the equal of any super! Or you might
be a cosmic-ray-altered visionary on a constant quest for knowledge.

Three Things
Origin: Alien, Altered Human, Construct, Gadgets, Genetic
Offshoot, Intense Training, Mutant, Mystical, Super-Ape
Positive: Alien intelligence, Big brain, Deep thinker,
Doctor of science, Genius inventor, Head for tech, Mad
tinkerer, Quick witted, World-renowned researcher
Negative: Bound by duty, Distracted
intellectual, Haunted by doubt,
Dehumanized by science, Distaste for battle,
Science over all, Unsettling appearance,
Uncontrollable curiosity

Core Stats
Fighting: +1, Shooting: +3, Agility: +1, Strength: +0,
Toughness: +1, Mind: +4, Awareness: +2, Spirit: +2

Major Super Powers (Choose one)


Power Armor, *Power Pool, Size Control

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*You must take the Device power facet if you select Power Pool for this character. This grants
you an extra Boost as normal.
Minor Super Powers (Choose two)
Armor, Density Control, Elasticity, Enhance, Extra Limbs, Gadget Pool, Healing, Karma
Boost, Master Planner, Power Blasts, Size Control

Boosts (Choose four)


Advantage, Alter-Ego, Armor, Flight, Fortune, Immunity, Karma Boost, Leaping, Magical
Blast, Massive, Melee Damage, Power Blasts, Power Facet, Savant, Stat Bump, Super-Skill,
Super-Senses, Swing-Line, Tactician, Wall-Crawling
Quirks (Choose up to two)
Enemy, Challenge, Weakness

Move: 1
Health: 30
Karma Pool: 1
Backgrounds (distribute five levels with a max of three in any single background)
Arcane, Art, Athletics, Blue Collar, Business, Criminal, Espionage, Exploration, High Society,
Journalist, Medicine, Military, Monarch, Performance, Public Safety, Science, Social Science, Wild

Mastermind/Commander
You’re a planner, a schemer, or maybe just an inspirational leader! Your
plans enhance the capabilities of your teammates, but you’re also able
to hold your own in battle when need be.

Three Things
Origin: Alien, Altered Human, Construct, Gadgets, Genetic
Offshoot, Intense Training, Mutant, Mystical, Super-Ape
Positive: All the angles, Because I said so, Born to
command, Destiny’s acolyte, Lightning calculator,
Old warhorse, Powerful potentate
Negative: Aloof and alone, Bound by duty,
Burden of command, Haunted by past defeats,
Overconfident, Powerful enemies, Scarred

Core Stats
Fighting: +2, Shooting: +1, Agility: +1, Strength: +1, Toughness: +1, Mind: +4,
Awareness: +1, Spirit: +3

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Major Super Powers
Karma Battery
Minor Super Powers (Choose Two)
Armor, Brick, Elasticity, Enhance, Flight, Karma Boost, Master Planner, Minions, Power
Blasts, Servitor/Sidekick, Shield

Boosts (Choose four)


Advantage, Alter-Ego, Armor, Flight, Fortune, Immunity, Karma Boost, Leaping, Magical
Blast, Massive, Melee Damage, Power Blasts, Power Facet, Savant, Stat Bump, Super-Skill,
Super-Senses, Swing-Line, Tactician, Wall-Crawling
Quirks (Choose up to two)
Enemy, Challenge, Weakness

Move: 1
Health: 30
Karma Pool: 2

Metamorph
You’re a shape-shifter, or a master of different forms, or perhaps just one alternate form.
Your powers make you a versatile member of your team, and an unpredictable foe!

Three Things
Origin: Alien, Altered Human, Construct,
Gadgets, Genetic Offshoot, Intense Training,
Mutant, Mystical, Super-Ape
Positive: Alien champion, Android
assimilator, Fae-touched, Lycanthropic
avenger, Disciple of the beast cult,
Malleable skin, Mutant master of
disguise, Scion of the Zeitgeist
Negative: Bound by duty, Unstable
form, Distrusted for my power, Haunted
by doubt, Money makes me crazy, Unsettling
appearance, Uncontrollable power

Core Stats
Fighting: +2, Shooting: +1, Agility: +3, Strength: +2, Toughness: +2,
Mind: +1, Awareness: +1, Spirit: +2

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Major Super Powers (Choose one)
Energy Form, Shape-Shift, Size Control
Minor Super Powers (Choose Two)
Absorb, Armor, Elasticity, Extra Limbs, Flight, Fortune, Karma Boost, Mimic, Size
Control, Sticky

Boosts (Choose four)


Advantage, Alter-Ego, Armor, Flight, Fortune, Immunity, Karma Boost, Leaping, Magical
Blast, Massive, Melee Damage, Power Blasts, Power Facet, Savant, Stat Bump, Super-Skill,
Super-Senses, Swing-Line, Tactician, Wall-Crawling
Quirks (Choose up to two)
Enemy, Challenge, Weakness

Move: 1
Health: 30
Karma Pool: 1

Speedster
Your game is speed! You act as a scout, a quick strike machine, or the ultimate high-speed
messenger!

Three Things
Origin: Alien, Altered Human, Construct,
Gadgets, Genetic Offshoot, Intense Training,
Mutant, Mystical, Super-Ape
Positive: Speed kills, Mistress of the Hyper
Force, Wise-cracking runner, The world in
a nanosecond, Grim mutant speedster,
Whirlwind of action, Fastest lady alive, Star-
spawned racer
Negative: Bound by duty, Hyper-sensitive, Impetuous
speed, Haunted by doubt, Money makes me crazy,
Unsettling appearance, My power is killing me

Core Stats
Fighting: +2, Shooting: +0, Agility: +4, Strength:
+1, Toughness: +2, Mind: +1, Awareness: +2, Spirit: +2

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Major Super Powers (Choose One)
Flight, Speed
Minor Super Powers (Choose Two)
Armor, Combat Master, Construct, Fortune, Density Control, Flight, Force-Field, Karma
Boost, Melee Damage

Boosts (Choose four)


Advantage, Alter-Ego, Armor, Flight, Fortune, Immunity, Karma Boost, Leaping, Magical
Blast, Massive, Melee Damage, Power Blasts, Power Facet, Savant, Stat Bump, Super-Skill,
Super-Senses, Swing-Line, Tactician, Wall-Crawling
Quirks (Choose up to two)
Enemy, Challenge, Weakness

Move: 4
*The Move rate is based on the Flight or Speed powers.
Health: 30
Karma Pool: 1

Strongarm
You’re the bruising, super-strong fighter on your team. What you lack in subtlety you make
up for with raw power!

Three Things
Origin: Alien, Altered Human, Construct, Gadgets, Genetic Offshoot, Intense Training,
Mutant, Mystical, Super-Ape
Positive: Asgardian might, Imperious rex, It’s clobberin’ time, Mistress of might, Likes a
good roughhouse, Star-spawned strength, Preternatural strength, The strongest one there
is, Champion of the Nebula-5 arenas
Negative: Bound by duty, Dumb as a stump, Haunted by doubt, Hunted by my creators,
Ponderous lummox, Unsettling appearance, Uncontrollable rage

Core Stats
Fighting: +3, Shooting: +0, Agility: +0, Strength: +4, Toughness: +3, Mind: +1, Awareness:
+1, Spirit: +2
Major Super Powers (Choose one)
Armor, Brick

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Minor Super Powers (Choose two)
Absorb, Armor, Brick, Construct, Density Control, Karma Boost,
Leaping, Melee Damage, Rage, Regeneration

Boosts (Choose four)


Advantage, Alter-Ego, Armor, Flight, Fortune,
Immunity, Karma Boost, Leaping, Magical Blast,
Massive, Melee Damage, Power Blasts, Power Facet,
Savant, Stat Bump, Super-Skill, Super-Senses,
Swing-Line, Tactician, Wall-Crawling
Quirks (Choose up to two)
Enemy, Challenge, Weakness

Move: 1
Health: 30
Karma Pool: 1
Backgrounds (distribute five levels with a max of three
in any single background)
Arcane, Art, Athletics, Blue Collar, Business, Criminal,
Espionage, Exploration, High Society, Journalist, Medicine, Military, Monarch,
Performance, Public Safety, Science, Social Science, Wild

Wildcard
You don’t fit into any easily defined category of the genre. You often possess powers and
abilities that combine elements from several other archetypes. Use this option to become
the hero or villain who defies convention and still gets the job done!

Three Things
Origin: Alien, Altered Human, Construct, Gadgets, Genetic Offshoot, Intense Training,
Mutant, Mystical, Super-Ape, Wild
Positive: Canny battler, Chosen one, Daughter of the Dark Master, Jack-of-All-Trades,
Noble monarch, Super-Soldier, Transformed dragon
Negative: Bound by Duty, Code of Honor, Deposed Monarch, Dimensional Exile,
Disgraced Hero, Haunted by Guilt, Shadowy Past

Core Stats*
Fighting: +0, Shooting: +0, Agility: +0, Strength: +0, Toughness: +0, Mind: +0, Awareness:
+0, Spirit: +0

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*Note: Distribute 14 points anywhere you see fit, but no more than +4 to any single stat. You
can also subtract one from one of your +0 stats and add one to another stat of your choice.

Major Super Powers (Choose One or None)


Armor, Brick, Energy Form, Flight, Healing, Karma Battery, Melee Damage, Power
Armor, Power Blasts, Power Pool, Speed, Telekinesis, Telepathy, Transform
Minor Super Powers (Choose Two or Four*)
Absorb, Amphibious, Armor, Barrier, Brick, Burrowing, Clairvoyance, Combat Master,
Construct, Damage Field, Density Control, Dispel, Duplicate, Elasticity, Elemental
Construct, Enhance, Entangle, Explosion, Extra Limbs, Fear, Flight, Force-Field, Gadget
Pool, Healing, Illusions, Infection, Invisibility/Obscurement, Jinx, Karma Boost, Leaping,
Magical Blast, Master Planner, Melee Damage, Minions, Mimic, Possession, Power Blasts,
Rage, Regeneration, Resurrection, Servitor/Sidekick, Shield, Size Control, Sleep, Speed,
Sticky, Stun, Swarm, Telekinesis, Telepathy, Teleport, Telescoping Limbs, Terraforming,
Time Travel, Vampire, Weather Control
*You get four if you choose no major power.

Boosts (Choose four)


Advantage, Alter-Ego, Armor, Flight, Fortune, Immunity, Karma
Boost, Leaping, Magical Blast, Massive, Melee Damage,
Power Blasts, Power Facet, Savant, Stat Bump, Super-Skill,
Super-Senses, Swing-Line, Tactician, Wall-Crawling
Quirks (Choose up to two)
Enemy, Challenge, Weakness
Move: 1
Health: 30
Karma Pool: 1
Backgrounds (distribute five levels with a max of three in any
single background)
Arcane, Art, Athletics, Blue Collar, Business, Criminal, Espionage, Exploration, High
Society, Journalist, Medicine, Military, Monarch, Performance, Public Safety, Science,
Social Science, Wild

Street-Level
You’re not a prime-time player in the super world. You might protect or prey upon a
neighborhood or small city. You might be a small fish in a big pond, trying to do your
part to make things better amidst a sea of mighty allies and deadly foes. Or you might be a
villain on the rise looking to become infamous. Either way you will have to overcome your
power limitations to reach your goals!

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Three Things
Origin: Alien, Altered Human, Construct, Gadgets, Genetic Offshoot, Intense Training,
Mutant, Mystical, Super-Ape, Wild
Positive: Chosen one, Ex-sidekick, Hero for hire, Jack-of-All-Trades, Mob enforcer, Scion
of Shao Kun, Trained by the Taskmaster
Negative: Bound by Duty, Code of honor, Deposed monarch, Dimensional exile, Disgraced
hero, Haunted by guilt, Shadowy past

Core Stats*
Fighting: +0, Shooting: +0, Agility: +0, Strength: +0, Toughness: +0, Mind: +0, Awareness:
+0, Spirit: +0
*Note: Distribute 10 points anywhere you see fit, but no more than +3 to any single stat. You
can also subtract one from one of your +0 stats and add one to another stat of your choice. Your
maximum total for any stat is +3.

Minor Super Powers (Choose Two)


Absorb, Amphibious, Armor, Barrier, Brick, Burrowing, Clairvoyance, Combat Master,
Construct, Damage Field, Density Control, Dispel, Duplicate, Elasticity, Elemental
Construct, Enhance, Entangle, Explosion, Extra Limbs, Fear, Flight, Force-Field, Gadget
Pool, Healing, Illusions, Infection, Invisibility/Obscurement, Jinx,
Karma Boost, Leaping, Magical Blast, Master Planner, Melee
Damage, Mimic, Possession, Power Blasts, Rage, Regeneration,
Resurrection, Shield, Size Control, Sleep,
Speed, Sticky, Stun, Swarm, Telekinesis,
Telepathy, Teleport, Telescoping Limbs,
Terraforming, Time Travel, Vampire,
Weather Control

Boosts (Choose four)


Advantage, Alter-Ego, Armor, Flight, Fortune,
Immunity, Karma Boost, Leaping, Magical Blast,
Massive, Melee Damage, Power Blasts, Power
Facet, Savant, Stat Bump, Super-Skill, Super-
Senses, Swing-Line, Tactician, Wall-Crawling
Quirks (Choose up to two)
Enemy, Challenge, Weakness

Move: 1
Health: 20
Karma Pool: 2

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Backgrounds (distribute five levels with a max of three in any single background)
Arcane, Art, Athletics, Blue Collar, Business, Criminal, Espionage, Exploration, High
Society, Journalist, Medicine, Military, Monarch, Performance, Public Safety, Science,
Social Science, Wild

Paragon
You’re the best of the best, a powerhouse capable of taking on multiple foes at once! Maybe
you’re a cosmic herald, or the ultimate mutant with a higher destiny. Or something else
entirely. No matter what you’re more powerful than any standard archetype.

Three Things
Origin: Alien, Altered Human, Construct, Gadgets, Genetic Offshoot, Intense Training,
Mutant, Mystical, Super-Ape, Wild
Positive: Alpha-level mutant, Chosen one, Cosmic herald, Cosmic vessel, Daughter of
Star-God, Goddess of Strength, Noble monarch, Rad-born behemoth,
Negative: Bound by duty, Code of honor, Deposed monarch, Dimensional exile, Disgraced
hero, Haunted by guilt, Shadowy past, Uncontrolled power

Core Stats*
Fighting: +1, Shooting: +1, Agility: +1,
Strength: +1, Toughness: +1, Mind: +1,
Awareness: +1, Spirit: +1
*Note: Distribute 12 additional points anywhere
you see fit, but no more than +4 to any single
stat. You may subtract 1 from one of your +1 stats
and one to another stat of your choice. None of your
stats may exceed the +5 stat cap.

Major Super Powers (Choose two)


Armor, Brick, Energy Form, Flight, Healing, Karma
Battery, Magical Blast, Melee Damage, Power Armor,
Power Blasts, Power Pool, Speed, Telekinesis, Telepathy, Transform
Minor Super Powers (Choose two)
Absorb, Amphibious, Armor, Barrier, Brick, Burrowing, Clairvoyance, Combat Master,
Construct, Damage Field, Density Control, Dispel, Duplicate, Elasticity, Elemental Construct,
Enhance, Entangle, Explosion, Extra Limbs, Fear, Flight, Force-Field, Fortune, Healing, Illusions,
Infection, Invisibility/Obscurement, Jinx, Karma Boost, Leaping, Magical Blast, Master Planner,
Melee Damage, Mimic, Possession, Power Blasts, Rage, Regeneration, Resurrection, Servitor/
Sidekick, Shield, Size Control, Sleep, Sticky, Stun, Swarm, Telekinesis, Telepathy, Teleport,
Telescoping Limbs, Terraforming, Time Travel, Vampire, Weather Control

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Boosts (Choose four)
Advantage, Alter-Ego, Armor, Flight, Fortune, Immunity, Karma Boost, Leaping, Magical
Blast, Massive, Melee Damage, Power Blasts, Power Facet, Savant, Stat Bump, Super-Skill,
Super-Senses, Swing-Line, Tactician, Wall-Crawling
Quirks (Choose up to two)
Enemy, Challenge, Weakness
Move: 1
Health: 40
Karma Pool: 2
Backgrounds (distribute five levels with a max of three in any single background)
Arcane, Art, Athletics, Blue Collar, Business, Criminal, Espionage, Exploration, High
Society, Journalist, Medicine, Military, Monarch, Performance, Public Safety, Science,
Social Science, Wild

Optional Rule: Mighty Paragons


GM, if you and your players want to play truly powerful Paragons, increase their core
stat maximum from +5 to +7. Any powers that allow a character to exceed the stat cap
also allow a Mighty Paragon to exceed their +7 cap.

29
Powers, Boosts, and Quirks
The following pages offer a comprehensive selection of powers, Boosts, and quirks. Some
abilities feature a tiered structure. You can select them as a major power, minor power, or
a Boost. In these cases, multiple tiers of a power don’t stack. For example, if you selected
Armor as both a minor power and a Boost, only the best effect applies.

Some abilities feature very specific names and descriptions, but don’t let this stop you from
re-skinning them to your own liking. One player’s Force-Field might be another player’s
“Uncanny Dodge,” for example. We’ve also included what sort of action a power or ability
might require. The options include combat, free, movement, reaction, standard, variable, or
none. Some powers and abilities might require different actions at different times. If there’s
any confusion, always refer to the full text of a power or ability’s rules for clarification.

If a power has a facet that either costs you a Boost (positive) or grants you a Boost (negative),
we note this in the following manner:
• Pay X Boost(s)
• Gain X Boost(s)

ABSORB
Type: Minor
Action: Free or Reaction
Range: Melee
Absorb the aspects or power of any energy or substance you touch! Use a free action when
you come in contact with the energy or substance and make a stat check (decide which one
at character creation) vs. a TN11. The FX bonus you generate equals the number of physical
stat bonuses you get, based on the energy or substance touched. Examples include:
• Steel = Strength & Toughness
• Rubber = Agility & Toughness
• Rope = Agility & Fighting
• Kinetic Force = Fighting & Strength

You cannot increase a single stat by more than +2 using this power. This can allow you to
exceed the +5 stat cap.

You can also use this power as a reaction to an attack against you, but you must spend 1
Karma to do so. If you weather the attack and remain conscious, spend your Karma and
make the normal TN11 check.

30
At the GM’s discretion, you can also swap out four stat points for a one-scene use of a
minor power you don’t possess.

Bonuses and powers last until the end of the scene, or until you turn them off or absorb
other properties.

Example: Sponge touches a steel beam and rolls 3D6 + his Toughness vs. TN11,
getting a total of 17! That produces 3 FX. His player adds +2 Strength and +1
Toughness. Later on he touches an electrical generator! This time he scores a 21
on his check for 5 FX! After a quick consultation with the GM, his player assigns
him +1 to Strength and the Damage Field minor power.

ADVANTAGE
Type: Boost
Action: Variable
You possess some minor quality or ability that provides mostly narrative benefits. Examples
include attractive, instant change (from normal clothes to your costume), likable, long-lived,
minor psychic ability (like psychometry), rank, etc. You can also use this power to make
one of your Three Things a secret, requiring a TN13 Awareness check for any character to
discover. You can select this Boost multiple times to convey different advantages.

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ALTER-EGO
Type: Boost or Quirk
Action: Free
You have a non-powered “normal” form you sometimes revert to. Stat out this form on the
back of your character sheet. Start with +0 in all of your stats, then distribute up to 5 points
(with no more than +1 in any one stat). Then add up to two Boosts. You can control your
changes. Changing forms is a free action.

Facets
• Displacement: Due to some caprice of science or magic, you share your existence
with one or more non-powered people. When you revert to your non-powered form,
you are shunted to some other-dimensional place where you wait to be recalled.
Work with your GM to come up with more details on the origins and mechanics of
this exchange. If it’s overall effect is negative, count Alter-Ego as a quirk instead of
a Boost.
• Involuntary Change: Sometimes you can’t control your changes! You and your GM
decide how this works—phases of the moon, exposure to common elements, rage,
losing your grip on your magic artifact, etc., might trigger your change. Any time
the GM decides you must revert to one form or another against your will, make a
TN13 Spirit check to resist it. Selecting this facet at character creation makes Alter-
Ego a quirk instead of a Boost. Gain 1 Boost.

AMPHIBIOUS
Type: Minor
Action: None
You breathe and move underwater as easily as you do on land. You’re immune to drowning
and the crushing pressures of the ocean’s depths. While operating in deep water you gain +2
to Awareness checks, and +2 to physical attack and defense checks against non-Amphibious
opponents. You can select this power for any archetype.

ARMOR
Type: Major, Minor, or Boost
Action: None
When you purchase this power choose whether it applies to physical damage (Shoot or
Fight-based attacks) or mental damage (Mind or Spirit-based attacks). It reduces the
damage from a successful attack by a set number based on the level you acquire:
• Boost: -1
• Minor: -2
• Major: -3
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If you possess major Armor, once per game you can spend 1 Karma and negate all damage
from a single attack.

Example: Tungsten possesses Armor (major) and gets struck by an attack dealing
5 damage. He only suffers 2 damage. Later in the game he gets hammered by
an attack that would do a whopping 11 damage, but Tungsten’s player has been
saving a Karma, and she spends it to reduce the damage to zero. She makes a
note that Tungsten can no longer use this aspect of the character’s Armor power
for the rest of the game.

BARRIER
Type: Minor
Action: Standard
Range: 1
You can use a standard action to create an immobile wall or other shape that seals off
portions of the battlefield. Work with your GM to determine the nature of your barrier at
character creation. Examples include earth, ice, and vine tangles. Your barrier possesses a
base strength of TN13.

Your barrier’s dimensions can vary according to your needs, but the standard maximum is
1 unit long by 1 unit high with a thickness of several inches to about one foot. This allows
you to seal off a portion of the battlefield.

When you create your barrier you may elect to spend 1 Karma to add +1 to its TN for the
scene. You can also elect to add qualities like airtight domes, bridges, or more exotic shapes.
Work with your GM to determine what is possible and if it will cost additional Karma.

Use the rules for Property Damage in Chapter 3 when opponents try to batter through it.
Facet
• Stronger Power: Add +1 to your power’s starting TN. Pay 1 Boost.

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BRICK
Type: Major or Minor
Action: Standard or Reaction
You’re super-strong and super-tough! Based on which level of the power you choose, gain
the following benefits:
• Major: Gain 2 free bonus dice per scene on a Strength or Toughness check.
• Minor: Gain 1 free bonus dice per scene on a Strength or Toughness check.

Major Bricks knock opponents back 2 units, while minor bricks knock them back 1 unit.
See Chapter 3 for more on knockback.

BURROWING
Type: Minor
Action: Movement
You can travel underground at your normal Move rate. You travel up to 2 units deep
and you and any passengers (see below) are immune to any underground hazards—gases,
debris, etc. You may make Agility checks to burrow undetected, and while burrowing may
not be attacked by conventional means. It costs only a free action to submerge and start
burrowing, or stop burrowing and re-surface, but once you’ve surfaced, you cannot burrow
again until your next turn. You can burrow through anything from earth to bedrock to
soft metals.

Facets
• Passengers: Make a TN11 Strength check before burrowing. If successful, you can
carry 1 + FX passengers along with you for the entire scene. Recharge TN9.

CHALLENGE
Type: Quirk
Action: None
You have some minor (or perhaps major!) issue or physical/mental challenge that makes
life harder on you. Work with your GM to come up with one that fits your background
and origin. Here are some examples: Addicted, Blind, Delusional, Guileless, Illiterate,
Intolerant, Old, Vulnerable. Other examples could include replacing one of your +0 or +1
core stats with a -2 or -1 stat, or setting up a penalty activated by a specific dice result. Gain
1 Boost for each Challenge you take.

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CLAIRVOYANCE
Type: Minor
Action: Standard or Reaction
At the GM’s discretion, and only during non-combat scenes, you can use a standard action
to make a TN15 Mind or Spirit check to glean insight into story events, or gain cryptic
clues about future or past events. The GM can also just feed you tidbits of information
when they choose with no rolls needed. It’s their choice.

Your ability also grants you some practical uses in combat. At the beginning of each scene
or combat encounter roll your Awareness, Mind, or Spirit (decide which one at character
creation) versus a TN11. You gain 1 + FX dice swaps for that scene. You can spend these
swaps to trade dice between the GM’s and the players’ initiative rolls. Swaps cancel
each other out, and the GM must announce their intent to use them first. So if the GM
announces that they will use two swaps, and the players have one swap, they could cancel
one of the GM’s swaps by spending their one.

Example: The mutant Tyche accompanies her fellow team members into battle.
At the beginning of the scene her player rolls her Awareness +4 vs. a TN11 and
gets a 17! Tyche has four dice swaps for the scene. During the first initiative
round the GM rolls 2, 6, and 6 for a total of 14. The players roll a 1, 3, and 4
for a total of 8. Tyche spends one of her swaps and switches the players’ 1 with
the one of the GM’s two 6s. Now the GM has a total of 9 and the players have
a total of 13!

COMBAT MASTER
Type: Minor
Action: Reaction
The thick of battle brings out the best in
you! Ignore the effects from the Harried
Defender rule. See Chapter 3: Action &
Combat for more on this.

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CONSTRUCT
Type: Minor
Action: None
You’re an android, robot, golem, or otherwise unliving being. This power carries both
positive and negative aspects.

Positive Aspects
• Invulnerable to Telepathy and Mind or Spirit-based attacks
• Immunity: Aging, Asphyxiation, Poison, Disease
• +2 to resist Fear, Sleep, Stun
• Repair: You or an ally use a standard action to attempt repairs; regain lost Health
on a TN13 Mind or Spirit check, each FX = 1 restored Health; requires appropriate
background (i.e., Science for robots, Arcane for golems)

Negative Aspects
• Gain no Karma on triple 1s and 2s
• The Healing power does not work on you
• Recovery Checks only
succeed on double 6s
• Vulnerable:
Once per scene
a single foe can
use a free action
to make a TN13
Awareness check to
deduce a weakness in
your construction. A
success grants your
foe or one of his allies
a bonus die on their next
attack against you.

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DAMAGE FIELD
Type: Minor
Action: Free
Range: Melee
Use a free action to surround yourself with a visible field
of deadly energy. Anyone touching you while your field
remains active must make a Toughness check against your
TN13 power effect. This includes any melee attacks made
against you. On a failure use the negative result levels to
determine damage.

If you make a successful physical attack with your field


active, your target must roll to resist the field’s damage in
addition to suffering damage from your blow.

The first time you activate your power each scene you can
choose to spend 1 Karma and add +1 to its TN for the scene.

You can turn your field off with a free action.

Facet
• Stronger Power: Add +1 to your power’s starting
TN. Pay 1 Boost.

Example: Super-Charger activates his high-voltage Damage Field with a free


action. Cage later rushes into melee and slugs him! Cage must make a TN13
Toughness check after resolving the results of his punch. He rolls badly on his
Toughness check, getting a 7—he suffers 6 damage from Super-Charger’s field.

Example: Swamp-Lord (Strength +3, Damage Field, Always On, Only Versus
Evil) spends 1 Karma and adds +1 to his field’s TN, taking it to TN14 for the
rest of the scene. He later strikes Mr. Evil (who’s definitely evil) with a mighty
punch. First they resolve the punch. Swamp-Lord got a 14 on his attack and
Evil only totaled 11 to evade—three result levels means 3 damage, but adding
another 3 on for Swamp-Lord’s +3 Strength means Mr. Evil takes 6 from the
blow. Now the Damage Field. Mr. Evil makes a Toughness roll against it and
gets a total of 10. TN14 minus his 10 equals 4 damage! That’s 10 total damage,
and Mr. Evil is hurting!

At the GM’s discretion, any non-super objects you handle while your field remains active
suffer damage, or outright destruction.

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DENSITY CONTROL
Type: Minor
Action: Free
You can lower or increase your density to accomplish various effects. Doing either only
counts as a free action, but you must activate the power at the beginning of your turn.
When you end your turn, you need to let everyone at the table know what state you’re in:
ghostly, super-dense, or normal.

When you’re ghostly, you can pass through solid objects as if they were not there. You
cannot pick-up or manipulate solid objects in any way, and only the items directly on your
person go ghostly with you. You’re also immune to physical damage, including Fighting
and Shooting attacks unless they possess a facet that says otherwise. You can literally walk
on air, moving at your normal speed as you do. You still need to breathe while in ghostly
form, so be mindful of the distance you travel through essentially airless mediums like
solid rock.

You can also temporarily make other friendly characters ghostly. When you use a free action
to reduce your density, spend 1 Karma per friendly character in melee contact with you. So
long as they remain in melee contact with you, they enjoy the benefits of your power.

When you go super-dense, add +1 to Strength and +1 to Toughness (this allows you to
exceed the normal +5 stat cap). You’re also immune to knockback and being knocked
down. In terms of weight, you count as a super-heavy object. On the downside, your
ponderous attacks are easier to evade—foes gain +1 to defend against you in melee. Also,
you cannot push your movement when super-dense and ignore any extra movement from
the Speed power (if you possess it).

The GM should feel free to make you fall through weak floors and generally cause plenty
of damage to city streets. In the wilderness, you’ll leave deep tracks.

Facets
• Ghost Attack: Attack a foe in melee combat using Fighting while in your ghostly
form. The target must defend with Spirit. Add +2 damage to any result levels on
a successful attack. Pay 1 Boost.
• Ghostly or Super-Dense Only: Choose one or the other. Gain 1 Boost.

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DISPEL
Type: Minor
Action: Standard
Range: 1 unit
You can nullify or reduce your opponent’s core stats, powers or power effects. Spend a
standard action against a single foe in your area and make an opposed Mind or Spirit
(decide which at character creation) check vs. your target’s Spirit. On a success, each FX
you generate reduces one of your target’s Core Stats by one or cancels 1 minor power or
Boost. You need 2 FX to cancel a major power. You can mix the two effects if you desire.
When canceling powers, you must apply enough FX to cover the whole cost of the power.
On a successful application of this power, your target loses access to the core stat bonuses
and/or power you choose until the beginning of your next turn. Spend 1 Karma when you
apply your FX to instead reduce stats/cancel powers for the remainder of the scene. Flying
opponents that lose Flight will suffer a fall.

Should you be taken out of action, your target’s powers return immediately. You can also
direct this power at effects like Barriers, Entangles, and Summoned creatures. It costs you
2 FX to remove a generated effect from one of these powers from play (i.e., the barrier,
entangle, or summoned creature goes away). Figure the distance from the effect, not its
creator. If you target the same character more than once during the course of a battle, he
gains +1 to resist your power after the first attempt.

Example: Shutdown wants to cancel Super-Charger’s Power Blasts major


power. He wins the exchange with 2 FX. That gives him just enough to cancel
out Super-Charger’s Power Blasts power; Leech also spends 1 Karma along with
this. Hunter will be powerless to blast until his next scene.

DUPLICATE
Type: Minor
Action: Standard
Range: 1
You summon a copy of yourself! You can summon your duplicate once per scene. This is
you in every way, except your duplicate does not also possess the Duplicate power. They
show up within your area or an adjacent area. Your duplicate counts as a separate character
in every respect.

Your duplicate vanishes when they are knocked out or when the scene ends.

39
Facets
• Extras: You gain additional duplicates you can summon. When you first activate
your power at the start of a scene, choose up to three additional copies of yourself.
You can summon these added doubles once per scene as normal, but you don’t
have to summon them all at once. Summoning these extras stresses your power.
Recharge vs. TN11 + the number of extras you summoned.
• Horde: Instead of full-character duplicates, you can summon a Minion group of
doubles of yourself! This is a 10-person horde with a TN13 and any additional
powers you possess. You can add 5 additional members (for a 15-member horde).
Recharge vs. TN15.

ELASTICITY
Type: Minor
Action: None
You possess a rubbery body that’s resistant to injury and can stretch and re-shape itself.

You gain +1 to dice checks for the following:


• Toughness when resisting attacks
• Agility when climbing or hiding
• Fighting when making grapple attempts
• Strength when leaping or when escaping grapples

The power also allows you to stretch and reach up to 1 unit beyond your own. You can spend
1 Karma to increase this range to 2 units, and your increased range lasts the entire scene.

Work with your GM to develop other uses for this power. Examples include gliding from
great heights, rescuing comrades from falls or knockback, and slipping under doors or
through other surface cracks.

40
ELEMENTAL CONSTRUCT
Type: Minor
Action: Standard
Range: 1
You can summon a large creature composed of an element from one of the following themes:
air, earth, fire, water, or plants. Choose which one at character creation. Your construct acts
as a minion group would in combat (see Chapter 3 for more on minions). You can activate
this power once per scene and summon one construct automatically by spending a standard
action. Your elemental possesses the Construct power and a base threat level of TN13. It
also possesses additional abilities based on the element you choose:
• Air = Flight (2 units)
• Earth = Melee Damage +2
• Fire = Damage Field (TN11)
• Water = Power Blasts +2
• Plants = Entangle (TN11)

Constructs have a base move of 1 unit and a Health of 15. The construct must remain
within your line of sight or it becomes inactive.

The first time you use this power in a scene or chapter, you can spend 1 Karma to add +2
to its TN, or to summon an extra elemental. You can spend additional Karma to add more
elementals on a one for one basis.

Your constructs arrive within your area. They activate as any other character would during
initiative. Your constructs normally dissipate at the end of the current scene, but you can
elect to spend 1 Karma to keep all of them with you into the next scene. Any damage they
sustained during the scene heals between scenes.

Example: The Botanist hurls some super-seeds at the ground and instantly
grows a massive plant golem! His player elects to spend 2 Karma, one to add
+2 to the first construct’s TN, and a second to summon an additional construct
at TN13.

Facets
• Mastery: You can summon constructs from any of the five options listed above.
Pay 1 Boost.

41
ENEMY
Type: Quirk
Action: None
You have an enemy or arch-nemesis who sometimes shows up to plague you. Anytime you
roll double 1s or 6s it could potentially harken the arrival of your enemy. Before your turn
begins make a 3D6 + 2 check vs. a TN11. If you fail, the GM can elect to have your enemy
arrive during (or after) the current scene or chapter to complicate things for you and your
teammates. If this happens you immediately gain 1 Karma for your trouble (in addition
to the Karma you got for rolling double 1s or 6s). You can also choose to buy off the
appearance of your enemy by paying the GM 1 Karma. Work with your GM to determine
the identity of your enemy. The GM should have a character sheet handy for them in the
event your enemy arrives. You gain a Boost for taking this quirk.

ENERGY FORM
Type: Major
Action: Standard
You can transform into a being of pure energy. This requires 1 Karma and a standard
action and lasts the entire scene. It costs you a standard action to transform back to your
normal form, and you can revert back and forth for the duration of the scene. This grants
you a number of powers and benefits. First, your energy form is intangible exactly as if
you possessed Density Control. You can also fly or move at effectively light speed. Within
combat scenes, you have Move 5.

Outside of combat during narrative scenes you can move around the world at will. All forms
of energy are available to you: cosmic rays, gamma rays, neutrinos, etc. Work with your
GM to find other uses for your power. For example, changing into beta rays to transform
a raging giant back into their scientist alter ego.

Facet
• Power Blasts: You can use the minor version of the Power Blasts power while in
your energy form. Pay 2 Boosts.

42
ENHANCE
Type: Minor
Action: Standard
Range: 1
You can enhance the capabilities of a character. Use a standard action and make a TN11
Mind or Spirit check (decide which when you select this power). Each FX you generate
adds +1 to a core stat of your choice of the target character. You can divide your granted
bonuses between different core stats on your target character. You may not add more than
+2 to a single core stat. These bonuses allow a character to exceed the normal +5 stat cap.

Characters may not benefit from more than one successful enhancement at a time. Each
new enhancement applied replaces the previous one. Alternatively, you can trade four FX
to grant the target character a minor power. The effects of your enhancement last until the
end of the scene.

Facets
• Only Powers/Only Stats: Limit your Enhance to either only granting powers or
only granting stat bonuses and your stat check becomes TN9 instead of TN11.
Make this choice at character creation.
• Ranged: Instead of requiring melee contact, your power works on a target up to
2 units away. If you use your Enhance at range, it requires a TN11 Recharge.

ENTANGLE
Type: Minor
Action: Combat
Range: 2
You attack with Shooting and your target defends with Agility. On a hit you trap your
target and limit their movement. Examples include webs, energy nets, glue-guns, magical
tendrils, etc. If you hit with the power, the target needs to make a TN11 + FX Strength
check to escape. Entangled characters count as immobilized, and cannot move or make
physical attacks, but may use a free action to make one escape attempt per turn. Allies can
also bust out the target by spending a combat action and rolling against the TN.

Each escape or bust-out attempt beyond the first one grants a cumulative +1 to escape
checks. Targets suffering from multiple entangles only ever roll against the highest TN to
free themselves.

43
Example: Arachno-Man hits Shrike with his web shooters! He gets a 16 on his
attack and Shrike gets 11 on his defense—that’s 3 FX for Arachno-Man. Shrike
rolls his escape attempts vs. TN14! On his next turn he rolls 3D6 + Strength
and gets a 10—not enough! On his next check he’ ll get a +1 for a second
attempt. If he fails that, he’ ll get a +2 on the next check, and so on.

Facets
• Lasso: Your Entangle is a lasso or lariat. It has a range of one unit and also counts
as the Swingline power. Your Lasso counts as a device but is not easily taken. This
changes the nature of your power but costs you no extra Boosts.
• Lie Detector: Anyone trapped by your power must make a TN13 Spirit check or be
forced to answer any questions you ask them truthfully. Pay 1 Boost.
• Melee: Your Entangle is a melee attack you can use only in close combat with your
target. Use your Fighting stat to hit. Gain 1 Boost.
• Paralyze: Your entangle instead becomes a paralysis power using the Shooting,
Mind, or Spirit stat (choose which one at character creation) to target either a foe’s
Spirit or Toughness (again, choose at character creation). Allies cannot assist targets
on this check. This changes the nature of your power, but costs you no extra Boosts.
• Stronger Stuff: Your entangle is made from stronger stuff. It has a base TN13.
Pay 1 Boost.

EXPLOSION
Type: Minor
Action: Combat
You can spend a combat action to literally explode! Anyone within your area you must
resist damage vs. your power’s TN15 damage effect. Anyone within a one unit radius of you
resists vs. your explosion’s TN - 3. Inanimate objects in your explosion’s range also suffer
damage at the GM’s discretion. You reform at the end of your next turn. Until then you’re a
visible, shapeless ball of energy who cannot speak, attack, or be affected by normal physical
attacks. Attacks with the Affect Ghostly facet will harm you as normal.

The first time you activate your power each scene you can choose to spend 1 Karma and
add +1 to its TN for the scene.

Example: Nitron (Explosion) battles Captain M in melee as his companion


Star-Lynx looks on from 1 unit away. On his turn Nitron explodes! Captain
M resists the TN15 explosion, and Star-Lynx must resist a TN12 explosion.
Meanwhile, Nitron will reform at the end of his next turn!

44
EXTRA LIMBS
Type: Minor
Action: None
You possess a number of extra limbs that grant you combat and narrative benefits. Define
how many extra limbs you actually have when you select this power, but no matter how
many you possess the benefits of this power remain constant.

Your extra limbs give you +2 to any grapple checks you make, either as the attacker or the
defender in a grappling situation. Before any attack you can declare you’re going to make a
multi-limb strike, granting you a second attack on your turn. All of your targets that turn
gain a +2 to defense checks when you use this maneuver. If you succeed on a grapple check,
you can combine it with a multi-limb strike, but doing so costs you 1 Karma.

You also gain +2 to any climb checks.

Facets
• Independent: At your command (use a free action) one or all of your extra limbs may
detach and move independent of you. They must remain within 2 units of you, and
they act under your control. While independent, they possess the following physical
stats: Agility +2, Fighting +2, Strength +1, Toughness +1, Move 1, Health 10. They
also count as a Construct when it comes to immunity to non-physical attacks.
They act on your turn, and consume your standard or combat action. If reduced to
zero Health, they’re considered out of action for the rest of the scene, but provided
you spend 1 Karma, can return to full use by the next scene. Otherwise they will
require time and resources to repair. Negotiate this with your GM.
For 1 Karma, you can dramatically increase the range at which your limbs can
operate independently. Work with your GM on an appropriate extended range.
Pay 1 Boost.
• Powerful: Your limbs possess Strength independent from your own. They count
as having Strength +3. If your limbs also possess the Independent facet, their +3
Strength replaces the +1 Strength from that trait. Pay 1 Boost.

45
FEAR
Type: Minor
Action: Combat
Range: 1
You project fear that gives even the mightiest foes pause. Use a combat action and target
one character with your power. Your target makes a Spirit check against your TN13 power
effect. If your target fails, they suffer a -1 to all actions, and a -2 to any action that directly
opposes you.

The first time you activate your power each scene you can choose to spend 1 Karma and
add +1 to its TN for the scene.

At the start of each new turn, affected characters may use a free action to make another
Spirit check against the same TN to overcome the fear effect. Once a foe overcomes your
effect, they gain a +1 to resist further uses of it for the remainder of the scene. At the
GM’s discretion, Fear can also induce other narrative effects—the target may not want to
approach you, or may leave your area entirely.

Facet
• Stronger Power: Add +1 to your power’s starting TN. Pay 1 Boost.

46
FLIGHT
Type: Major, Minor, or Boost
Action: Movement
You can fly at a rate of speed based on this power’s rank:
Rank. . . . . . . . . . . . . . . Speed
Boost. . . . . . . . . . . . . . . . Move 2 (25–50 mph)
Minor. . . . . . . . . . . . . . . Move 3 (100–200 mph)
Major . . . . . . . . . . . . . . . Move 4 (400–800 mph)

The speeds listed in parentheses are rough values provided


for narrative purposes—use them outside of combat scenes.

It costs a free action to take off or land, and you can hover
in place at will. We assume that if you’re hovering above
the scene of battle you’re in the scene and you can be hit by
ranged attacks and leaping melee strikes.

You can use extra effort (see Chapter 3) to increase your


speed as normal.

Within a combat scene, characters possessing minor or


major flight can use a free action and spend 1 Karma to
add +1 (minor) or +2 (major) to their Move for the remainder of the scene.

If you possess Major or Minor Flight, it enhances your side’s initiative dice roll in battle:

Minor = Shift 2s to 3s
Major = Shift 2s and 3s to 4s

Outside of combat in narrative scenes characters possessing minor or major flight can use
a free action and spend 1 Karma to double (minor) or triple (major) their speed for the
remainder of the scene.

You can carry passengers or objects of weights roughly equal to your Strength level, but
only what you can practically hold with two arms. See Chapter 3 for more on movement
and position.

47
Facets
• Extra Passengers: You can carry extra passengers in your wake. This can manifest
as limited telekinesis, powerful winds, magnetism, etc. You can carry one extra
passenger with no effort. If you want to carry additional passengers, make a TN11
Strength or Spirit check. Each FX equals one additional passenger. Pay 1 Boost.
• Space Flight: You can reach escape velocity from any world’s atmosphere and fly at
interstellar speeds while in space. This also includes immunity to the harsh void of
airless vacuum. Taking any passengers along costs 1 Karma. You must possess the
major version of Flight to take this facet. Pay 1 Boost.

FORCE-FIELD
Type: Minor
Action: Reaction
Range: 1
You wield energy to protect yourself and allies from harm. Designate this power as effective
against physical (resisted by Agility or Toughness) or non-physical (resisted by Mind or
Spirit) attacks when you acquire it. Use this power as a reaction to an attack against you.
Shift any rolled 2s or 3s on your defense check to 4s. You can pay 1 Karma each time you
also want to grant any allies within your power’s range the same protection on their defense
checks. If an attack manages to damage you or an ally you protected, you must recharge
your field (TN13) before you can use it again.

Facets
• Reflection: You can pay 1 Karma to reflect a blocked attack’s force back upon your
attacker! When your Force-Field blocks a ranged or melee attack, treat the negative
result levels generated as a successful counterattack. Use the original attack’s base
damage as your base damage. For example, if V-Guard blocks One-Eye’s optic
beam (Power Blasts +4) 17 to 13, that’s -4 result levels, translating to 8 damage.
Pay 1 Boost.

FORTUNE
Type: Boost
Action: Reaction
Invoke this Boost once per scene after you’ve rolled 3D6. You gain +1 additional Karma if
you hit the Double Bonus or rolled Triples on your throw.

In lieu of this ability, you can negotiate with the GM for some minor circumstances to
go your way. Some examples include a train arriving just as you need it, finding just the right
book when searching an ancient library, or finding the last ticket to an otherwise sold out show.

48
GADGET POOL
Type: Minor
Action: Reaction
You possess a cache of minor abilities you can reset from scene to scene. This could be a
literal bag of tricks, a utility belt, or something else. By definition this is a device, but it is
not an easily taken one. At the beginning of each scene, you may select three Boosts you
can use for the scene. You can reset this selection at the beginning of a new scene. If you
need to change your selection of Boosts during the scene, you may spend 1 Karma and use
a standard action to reset them mid-scene.

HEALING
Type: Major or Minor
Action: Standard
Range: Melee
You can heal yourself or other characters
with a touch! Spend a standard action and
make a TN7 (Major) or TN11 (Minor)
Mind or Spirit check (decide which stat
at character creation) while in melee
contact with your target. On
a success, you heal 1 + FX
lost Health.

49
ILLUSIONS
Type: Minor
Action: Combat
Range: 1
You create realistic illusions or hallucinations that bedevil your target! Use a special or
combat action and target one character with your power. Your target makes an Awareness
check against your TN13 power effect. If your target fails, work with your GM to negotiate
what effects an illusion might have. Illusions are not mind control but they can make a
character attack friends, run scared, or otherwise place themself in jeopardy. Your illusions
last until you dismiss them with a free action or the scene ends.

The first time you activate your power each scene, you can choose to spend 1 Karma and
add +1 to its TN for the scene.

A target gains a cumulative +1 to each Awareness check after the first to overcome the
illusion—the second check is at +1, the third is at +2, and so on. This represents advice from
allies, environmental clues, and other stimuli telling them the images they are experiencing
are not real.

Once a target overcomes the illusions, they no longer affect them.

Facet
• Stronger Power: Add +1 to your power’s starting TN. Pay 1 Boost.

Example: Dreamer (Mind +3, Illusions) and Red Scorpion battle S-Men
Iceberg and Golem. Iceberg acts first and traps Red Scorpion in a mutant-made
ice prison! Dreamer acts next and uses her Illusions against Golem, projecting an
image of S-Men enemy Big Bertha standing directly in front of the imprisoned
Red Scorpion. She decides to spend 1 Karma and increase the strength of her
illusion by +2 to TN15. Golem only totals a 12 on his Awareness! The GM rules
that Golem attacks the “Bertha” with a vicious punch from his stone fists, and
actually does enough damage to shatter Red Scorpion’s icy prison! At the end of
his turn, he gets a 14 on his Awareness check! He still thinks Bertha is there! At
the end of the next turn, he’ ll be at +1 to overcome the effect.

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IMMUNITY
Type: Boost
Action: None
You are immune (or in some cases highly resistant) to the effects of a specific threat or
condition; you can select this power multiple times. Each selection renders you immune to
a single threat or condition. Choose from the following list or work with your GM to create
a new one. Possible threats or conditions include: aging, asphyxiation, disease, electric
shock, fatigue, ocean depths, poisons, radiation, vacuum, etc.

If you encounter an attack power based on the condition you’re immune to, the GM can
rule that it might still affect you but you gain at least a +1 on your defense roll against it.

INFECTION
Type: Minor
Action: Combat
Your touch can cause a target to become violently ill. Spend a combat action and target a
character in melee contact with you. Your target rolls 3D6 + 2 against your TN13 power
effect. If your target fails, their negative FX acts as penalties to any actions performed until
your infection power is overcome.

The first time you activate your power each scene, you can choose to spend 1 Karma and
add +2 to its TN for the scene. Your power normally lasts until the end of the scene. You
can spend an additional 1 Karma to extend its effects to the next scene as well.

After being infected, your victims may elect to use a free action during subsequent turns
and spend 1 Karma to again roll 3D6 + 2 versus the same TN they initially faced. A success
means they’re no longer sickened by your power.

Work with your GM to create other applications of this dastardly power. For example,
you could leave your infection on an object that you know others will touch. When you
do this, make a TN11 check. Your infection remains virulent for 1 + FX hours after you
touch the object.

Your power works less effectively on characters with the Immunity (Disease) Boost and the
Regeneration minor power. They get to roll 3D6 + 3 instead of 3D6 + 2 to resist it.

51
Facet
• Stronger Power: Add +1 to your power’s starting TN. Pay 1 Boost.

Example: Plague wants to use her Infection power on Blind Justice. Pretending
to be an old lady in need of help, she gets the drop on him and touches him!
Justice has to roll 3D6 +2 vs. a TN13. He gets a 9, and will suffer -2 to all of
his rolls until the end of the scene.

INVISIBILITY/OBSCUREMENT
Type: Minor
Action: Free
You can render yourself difficult to see (Obscurement) or unseen (Invisibility) using
a free action. Choose which version you possess at character creation. If your power is
active, anytime anyone tries to detect you, they must make a TN17 (Invisibility) or TN13
(Obscurement) Awareness check. If the detector fails, they cannot attack you and you gain
benefits based on the power you chose:
• Invisibility: Narrative benefits of being unseen (sneakiness, skipping out on
restaurant checks, etc.), +2 on Shooting or Fighting attack checks.
• Obscurement: Narrative benefits of obscurement (menacing fog cloud, blurred
outline hiding your identity, etc.), +1 on Shooting or Fighting attack checks.

If the detector succeeds, they can attack you as normal.

If you used a power without the Subtle facet on your last turn, the GM may also rule that
you can be attacked even if a foe did not successfully detect you, but you still gain +2 or
+1 to your defense.

In some cases, the GM can rule that your power grants you some advantage with no roll
needed. For example, if you’re invisible and you walk into a shop and snatch a pack of gum,
the GM can rule the distracted shopkeep has no chance of catching you—no roll needed!
We assume any personal objects, clothing, etc., you wear are also subject to your power.

If you want to keep your power active for multiple turns, it requires a Recharge (3D6 +
2) check at the beginning of each of your subsequent turns after you first activate it. The
check is based on the power you chose: Invisibility (TN15) or Obscurement (TN13). You
can also choose to use a free action to deactivate it with no check required. You may then
reactivate it at no cost on a later turn. Instead of relying on a Recharge check, you can
spend 1 Karma (Obscurement) or 2 Karma (Invisibility) and make your power active for
the entire scene with no checks required. You can then turn it on and off at will.

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Facet
• Extra Targets: You can make other persons or objects within your area invisible or
obscured as well. Each extra person or roughly human-sized object you can affect
increases your base Recharge check by +1. Targets of your power must remain
within your area. If you select this facet, your power requires 2 or 3 Karma to avoid
the normal Recharge checks instead of 1. Pay 1 Boost.

Example: Refractra activates her Invisibility power and goes into action! She
moves into range and targets Blastron with one of her force rams. Blastron
makes a TN17 Awareness check and fails—Refractra gains a +2 bonus to her
ranged attack check against the alien menace. At the beginning of her next turn,
she makes a TN13 Recharge check to keep her power active. She rolls 3D6 + 2
and gets a 14! She can stay invisible if she desires, and seeing that Blastron is
looking for revenge, she’ ll do just that!

JINX
Type: Minor
Action: Free
You’re surrounded by a “bad luck” field that can hamper your enemies. At the beginning of
any scene, you can spend 1 Karma and use a free action to make a TN13 Spirit check. On
a success, any foe who attacks you during that scene shifts rolled 6s to 5s.

In more narrative scenes, you and the GM can agree that your power negatively affects a
target within your area. For example, Alley Cat (Spirit +3, Jinx) is in Las Vegas and sitting
at a poker table across from an NPC she very badly wants to lose. Her player pays 1 Karma
and rolls 3D6, getting an 11—her total is 14 and her power works! The GM agrees that
Alley Cat’s target loses his shirt in the game.

KARMA BATTERY
Type: Major
Action: Free
Your destiny drives you and grants you and your cohorts good fortune! Once per scene, use
a free action to make a TN11 Mind or Spirit check (decide which one at character creation).
On a success, you generate a number of Karma equal to your FX from this check. You can
always keep one Karma for yourself, but you must give any additional Karma you generate
to one or more of your teammates. No ally may receive more than two Karma from this
power. This represents them carrying out one of your carefully laid plans. Recipients of
your Karma do not need to be within your area.

If you find yourself with no allies to give your Karma to, you lose any extra Karma you
cannot keep.
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KARMA BOOST
Type: Minor or Boost
Action: None
This power grants you extra Karma in your starting pool based on its level:
• Boost = +1
• Minor = +2

This pool refreshes at the start of each issue. You cannot choose Karma Boost using the
Shapeshift or Power Pool powers. You may select Karma Boost multiple times.

LEAPING
Type: Minor or Boost
Action: Movement
The greatest human trained in the high jump can leap about 8' or so; you can exceed that!
Leaping grants you an enhanced Move based on its level:
• Boost: 2 (dozens of feet)
• Minor: 3 (hundreds of yards)

Leaping allows you to attack flying or levitating targets within your range and change
elevation levels with no penalty or Agility checks. The distances listed in parentheses are
rough values provided for narrative purposes.

MAGICAL BLAST
Type: Major, Minor, or Boost
Action: Combat
Range: 3 (major)/2 (minor)/1 (Boost)

You project a damaging blast of magical energy. Decide what the attack’s nature is when
you purchase this power. Use Spirit to attack, and the target uses Spirit to defend. Add this
power’s damage levels to the base damage done by a successful attack.
• Boost = +2 damage
• Minor = +4 damage
• Major = +6 damage

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MASSIVE
Type: Boost
Action: None
You’re obviously larger than a normal human—think ogre or troll-sized. Define your
height and weight as you and your GM see fit, but you will be obviously, inhumanly
large. You gain +4 Health and +1 damage on your melee attacks. Unless you possess the
Alter-Ego Boost or Shape-Shift power you’re always in this form.

MASTER PLANNER
Type: Minor
Once per scene, you gain a +2 bonus to a single attack roll, defense roll, or task check, or
you can give this bonus to an ally for an attack, defense, or task check. Make the call to use
the power before you or your ally roll any dice. Recipients of your power need not be within
your area and can be as close or distant as you like.

You can also decide to forgo this bonus and negotiate some narrative benefits with your
GM. You can describe this effect as a pre-set trap or hidden piece of equipment, or whatever
else you can come up with.

Finally, once per session, you gain one bonus die on a Setup maneuver check without
spending Karma. See the Maneuvers section in Chapter 3 for more details.

MELEE DAMAGE
Type: Major, Minor, or Boost
Action: None
Range: Melee
You possess some sort of close combat effect that enhances the physical damage you do
after you successfully strike a foe using Fighting. Examples include claws, chi energy,
energy swords, rock-hard fists, dim mak martial training, magic hammers, etc.
• Boost = +2 damage
• Minor = +4 damage
• Major = +6 damage

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MIMIC
Type: Minor
Action: Combat
Range: 1
You can copy the core stats and powers of a target within melee contact of you. Spend 1
Karma and a combat action to activate this power. Unless the target is willing, this requires
an attack action with an opposed stat test. On a success add their powers to your own for
a duration of 1 + FX rounds (counting the one you copied them on). If you desire, also
replace the core stats of your choice with the target’s. The target always resists with Spirit.
Choose which stat you use at character creation: Agility, Mind, or Spirit. If your target is
willing, make your check against a TN13.

Facets
• Multiple Targets: Your power works on a number of additional targets equal to the
stat bonus you choose for the mimic tests. The number of additional targets acts as
a defense bonus to each target defending against your attack, i.e., two extra targets
means all three of your targets gain +2 to their defense checks. Using this option
increases the Karma cost to 2. Pay 1 Boost.
• Steal: You don’t just copy the powers, you steal them! Targets also treat any positive
stats stolen as +0 until returned (i.e., taking his +4 Strength makes it +0 until your
power wears off). You must pay +1 Karma when you activate this ability. Pay 1 Boost.

MINIONS
Type: Minor
Action: None
At the start of each scene, you can spend 1 Karma to be accompanied by a cadre of minions.
This is a TN13 group of 10 followers. You can assign them one minor power and two
Boosts. See Chapter 3 for more details on Minions in combat.

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POSSESSION
Type: Minor
Action: Combat
Range: 1
You must spend 1 Karma to activate this power for the scene. You can then use a combat
action to make a Mind or Spirit (choose at character creation) attack against a single target.
Your target defends with Spirit. If you beat your target, each FX you generate equals one
round during which you possess your foe. When possessing a foe you become immaterial
and invisible and enter their body. It’s not obvious to others that your target is possessed, but
select some minor quirk or “tell” that a shrewd observer might notice each time you possess
someone. Examples include: red eyes, change in stance or posture, faint scent of brimstone,
different colored aura (visible only to those with Telepathy or Super-Senses), or something
else. Characters can spot this quirk or tell on a successful TN13 Awareness check.

For as long as the possession lasts, you act on your target’s turn, not your own, and you
completely control your target’s actions. At the end of each turn they are possessed, your
target may use a free action to try to force you out of their body. They use Spirit, and you
use your Mind or Spirit to resist. If the possessed character scores even a single result level,
they force you out and you materialize within their same area.

While possessing someone you are immune to physical attacks, but can still be struck by
non-physical attacks. If you are knocked out by a non-physical attack, you materialize
(unconscious) within the area of the character you possessed.

You cannot possess unconscious or deceased targets.

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POWER ARMOR
Type: Major
Action: None
You wear a special suit of armor that amplifies your Strength and provides you with the
Minor version of the Armor power. This power is inherently a device you can don and
take off as you choose, but is not easily taken. It takes a standard action to don your power
armor. While wearing it, you have Strength +4 (unless your own Strength is higher, in
which case you add +1 to your native Strength when wearing your armor). This allows you
to exceed the stat cap of +5.

The facets listed below will let you further customize your power armor. Work with your
GM to add other powers to the package to better realize your vision of how your armor
performs in action.

Facets
• Armor-up: Upgrade your Armor power from minor to major. Pay 1 Boost.
• Flight: Your power armor also grants you the Flight minor power. Pay 2 Boosts.
• Immunity: Your power armor also grants you the Immunity Boost. Pay 1 Boost.
• Power Blasts: Your power armor also grants you the Power Blasts minor power.
Pay 2 Boosts.
• Super-Senses: Your power armor also grants you the Super-Senses Boost. Pay 1 Boost.
• Upkeep: This limit assigns a TN13 Recharge roll to your power armor that you
must make after every scene you use it in. This represents you tackling glitches,
accumulated damage, and other technical issues with your armor. If you fail you
can use your armor in the next scene, but all of your actions suffer a -1 penalty.
Selecting this limit allows you to select Flight or Power Blasts as a free upgrade for
your power armor.

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POWER BLASTS
Type: Major, Minor, or Boost
Action: Combat
Range: 3 (major)/2 (minor)/1 (Boost)
You project some kind of energy or projectile attack from your body (or from a weapon if
you choose the Device facet). Decide what the attack’s nature is when you purchase this
power. Add its damage rating to the base damage done by a successful Shooting attack.
• Boost = +2 damage (Example: firearm)
• Minor = +4 damage (Example: energy blasts)
• Major = +6 damage (Example: cosmic blasts)

A character may also use his Power Blasts power in melee combat, but rolls his Fighting
instead of Shooting to make the attack.

At the GM’s discretion and when it makes narrative sense, you and the GM can decide that
you can make a Shooting stat check to control the energy defined by your Power Blasts
power. For example, if you project concussive energy, the GM might rule that you can roll
to contain the energy from a bomb-blast.

Facet
• Soul Blast: At the character’s discretion (and before rolling any dice), the attack
switches to non-physical damage and is opposed by the target’s Spirit stat. Subtract
any damage from the target’s Health as normal. Recharge TN13.

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POWER POOL
Type: Major
Action: Free
You are the master of some element, energy form, or power theme. Choose one of the
following or come up with your own: Air, Cosmic, Darkness, Earth, Electricity, Fire,
Gravity, Infernal, Magic, Magnetism, Shape-Shifting, Technology, Water, Weather. Spend
1 Karma to use your pool for the scene. Use a free action each round to select 3 minor
powers and 1 Boost for your pool. These powers remain set unless you select new ones at
the beginning of one of your subsequent turns.

You should build some typical power sets you can switch between ahead of time to make
shifting your powers in play more efficient.

If you switch away from a power that leaves a permanent effect in play (like Elemental
Construct or Barrier), that effect normally ends but you can spend 1 Karma Point to
anchor it while you switch to a different power set. So Alchemo could summon a few
water elementals using a power set that has Elemental Construct, then spend 1 Karma to
anchor them and switch to another power set that features powers like Power Blasts and
Force-Field.

At the GM’s discretion and when it makes narrative sense, you and she can decide that you
can make a stat roll to control the energy or force defined by your power. For example, the
GM might rule that Super-Charger can roll to contain the raging energies of an exploding
dam’s massive electric turbine.

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RAGE
Type: Minor
Action: None
You get more dangerous as you get angrier! Your Rage resets at the beginning of each new
scene. Any time a conflict begins and you want to use this power, tell your GM that you’re
raging. Starting at the beginning of your turn on round 1, you gain +1 to two physical stats.
Choose two from among Agility, Fighting, Strength, or Toughness at character creation.
At the end of each subsequent round, you gain a further +1 to your selected stats until
the scene ends. Your Rage bonus maxes out at +4. This allows your stats to temporarily
exceed the +5 stat cap.

Raging drains you. Add your final Rage-based stat bonus to a base TN11 Spirit check after
the scene ends. If you fail, the negative result levels generate penalty FX that affect you in
the following scene.

Example: Angry Jane (base Strength +1 and Toughness +1) battles Hippo on
the streets of LA! She goes into a rage at the start of her turn and her Strength and
Toughness increase to +2. By the end of round 4, Jane has Strength and Toughness
+5, and Hippo is down! She must now make a TN15 Spirit check. Linda, her
player, rolls 3D6 and gets a total of 11! The -4 result levels mean Angry Jane will
be stuck with a -2 penalty to all of her actions in the next scene!

REGENERATION
Type: Minor
Action: none
You heal really fast! This power grants you the following benefits:
• Your Recovery checks succeed on ANY double result, not just on double 1s and 6s.
• While conscious, you can spend a standard or move action instead of 1 Karma to
gain a Recovery check.
• You always start every new scene at full health.

RESURRECTION
Type: Minor
Action: Reaction
When you suffer a killing attack that reduces your Health to zero you automatically “die.”
No matter how you died, you return from this “death” intact and with full health in 3
rounds. Make a TN13 Toughness check; any FX you score reduces the number of rounds
it takes you to make it back.

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SAVANT
Type: Boost
Action: None
You possess additional skills and training, or you’re an auto-didact who absorbs knowledge
like a sponge. Gain two additional levels to spend in your Backgrounds. You can select this
Boost multiple times.

SCRAPPER
Type: Major
Action: Reaction
You’re a natural melee fighter! This power grants you two major benefits.

First, once per scene, during a turn where you find yourself in melee with a foe or foes, you
can shift any rolled 2s or 3s on a combat check to 4s. You can decide to use this ability after
you’ve seen your dice throw.

Second, if your defense check against a melee attack exceeds your foe’s attack check, you may
immediately declare a counterattack! Use the negative result levels your foe’s failed attack
generated as positive result levels for your counter-strike. Be sure to add in any bonuses you
have from your Strength or the Melee Damage power. Your first counterattack each scene is
free. Any subsequent counterattacks you wish to launch that same scene cost you 1 Karma.

Example: Tackler is a Scrapper. He finds himself in melee with Paladina.


Paladina attacks first and misses 11 to 14. Tackler elects to counterattack—
Paladina’s -3 result levels translate to 3 damage, +2 for Tackler’s +2 Strength
for a total of 5. If Tackler wanted to counterattack a second time in this scene,
he would need to spend a Karma to do so.

Example: Next round, Tackler is still locked in melee with Paladina. He rolls
a 2, 3, and a 5 on his attack. He decides to invoke his power, shifting his 2s and
3s to 4s, resulting in a total of 13 on his attack roll!

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SERVITOR/SIDEKICK
Type: Minor
Action: None
A loyal bodyguard, companion, or aide accompanies you on your various missions. Anytime
you want the character to appear in a scene with you, pay 1 Karma. Design this character
using the Street-Level archetype. Control this character’s actions as you would your own,
and work with the GM to determine their relationship to you and just how far their loyalty
will stretch. If you want multiple servitors/sidekicks, select this power multiple times. You
still need to pay the scene-based Karma cost for each one.

Facet
• Powerhouse: You’re sidekick is powerful—build them using a normal archetype
instead of a Street-Level one. Pay 2 Karma for the first scene your powerful sidekick
appears in, but any subsequent scenes you want them to show up in will cost you
the normal 1 Karma.

SHAPE-SHIFT
Type: Major
Action: Free
You can spend a free action to assume different shapes! They can be animals, creatures,
elementals, humanoids, or even inanimate objects. When you do this you can shift the
bonuses in your core stats. The normal stat limit of +5 still applies. You cannot change your
Mind or Spirit using this power. When you take a new shape, you can take up to two minor
powers and 1 Boost that models its natural abilities. Examples include a bird’s Flight, a
cheetah’s Speed, a monkey’s Super-Skill (Climbing), or a bat’s Super-Senses (Sonar).

When in an assumed form, you gain +1 to Spirit checks to fool anyone trying to penetrate
your disguise.

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SHIELD
Type: Minor
Action: Reaction
You wield a shield that has several uses. Shift any rolled 2s on Agility or Toughness defense
checks to 3s. It also grants you the Melee Damage (+2) and Power Blasts (+2) powers. Your
“blasts” have a range of 1 unit (the shield returns to your hand once thrown). Your shield
counts as an easily taken device.

Facet
• Indestructible: Your shield cannot be destroyed by any normal means. This
conveys mainly narrative benefits. Work with your GM to determine when this
unique quality might come into play. Pay 1 Boost.

SIZE CONTROL
Type: Major or Minor
You can grow or shrink at will! This power allows you to double, triple, or even quadruple
your size or shrink down to roughly bug-size. Shrunken characters gain +1 to Fighting checks
against foes who are not shrunken and +2 to their Agility when defending against physical
attacks, hiding, or sneaking. Giant
characters gain +2 to Strength, Reach,
and a Move value of 2. This allows them
to exceed the normal +5 stat cap. Foes
gain a +1 bonus to hit giant characters
with Shooting or Fighting attacks and
+2 to Awareness checks to detect them.

Players can work with their GM to


determine the extent of their growth
and shrinking. We’ve abstracted the
effects so you don’t have to sweat the
details of varying size levels. If you
want a rough guide, assume you’re
about 15' to 25' tall when you grow,
and about the size of an ant when you
shrink.

You can also come up with other uses


for Size Control so long as they make
good narrative sense. For example,
gain a +1 bonus to Spirit to intimidate
someone when you are giant-sized.

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Facets
• Growing or Shrinking Only: You only have one aspect of Size Control; pick either
growing or shrinking. This makes Size Control a minor power.
• Affect Other: You can use a standard action to grow or shrink an additional target
within your area. If it’s an enemy, make opposed 3D6 +2 checks. If you succeed,
your power works on your target. Pay 1 Karma per additional target you want to
grow or shrink. The effect lasts until you cancel it with a free action or until the
end of the current scene. Pay 1 Boost.
• Microscopic: Whenever you activate your shrinking, you can reduce yourself to
microscopic size! This conveys mainly narrative benefits you can work out with
your GM. While in this state, you cannot be attacked or affect the “normal”
environment in any way. You can interact with other characters, creatures, and
objects of microscopic size. Pay 1 Boost.

SLEEP
Type: Minor
Action: Combat
Range: 1
You can put a target to sleep! Examples include gases, poisons, or psychic “short-circuits.”
Use a combat action and target one character with your power. Your target makes a Spirit
check against your TN13 power effect. If your target fails, they fall asleep for a number of
rounds equal to the negative FX!

Sleeping characters count as immobilized and cannot move or make attacks of any kind.
An allied character or minion group can spend its combat action to awaken them. This
requires no dice roll, but does require melee contact.

At the start of each new turn, affected characters may use a free action and make a Spirit
check against the original TN to overcome the sleep effect. Once a foe overcomes your
effect, they enjoy a +1 to resist further uses of it for the remainder of the scene.

The first time you activate your power each scene you can choose to spend 1 Karma and
add +1 to its TN for the scene.

Facet
• Stronger Power: Add +1 to your power’s starting TN. Pay 1 Boost.

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SPEED
Type: Major, Minor, or Boost
Action: Movement
You move at blinding speeds along the ground. Speed grants you a combat movement rate
based on its rank:
Rank. . . . . . . . . . . . . . . Speed
Boost. . . . . . . . . . . . . . . . Move 2 (25–50 mph)
Minor. . . . . . . . . . . . . . . Move 3 (100–200 mph)
Major . . . . . . . . . . . . . . . Move 4 (400–800 mph)

The speeds listed in parentheses are rough values provided for narrative purposes—
use them outside of combat scenes.

Within a combat scene, characters possessing minor or major speed can use a free action
and spend 1 Karma to add +1 (minor) or +2 (major) to their Move for the remainder of
the scene.

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If you possess Major or Minor Speed, it enhances your side’s initiative dice roll
in battle:
• Minor = Shift 2s to 3s
• Major = Shift 2s and 3s to 4s

Outside of combat in narrative scenes, characters possessing minor or major speed can use
a free action and spend 1 Karma to double (minor) or triple (major) their speed for the
remainder of the scene.

You can carry passengers or objects of weights roughly equal to your Strength level, but
only what you can practically hold with two arms.

Work with your GM to use your speed in creative ways—attacking flying targets using
vortices created by running in circles, running up walls, running over bodies of water, etc.
If your Speed power is somehow suppressed, dispelled, or removed, you revert to a ground
movement of 1 unit.

Facets
• Machine-Gun Punch: This involves throwing hundreds of punches at a foe in the
space of a few seconds. Characters with major or minor Speed can use a combat
action to rush into melee range and make a Fighting attack. If the attack hits, they
can pay 1 Karma Point and declare they are using this maneuver! The attack does
+4 damage. Pay 1 Boost.
• Spinning: Your speed manifests with your body spinning in a tornado-like fashion.
As long as you move during your turn you can declare yourself as spinning. This
lets you effectively fly or hover while using your speed. Any allies or grappled foes
you carry must make a TN13, 3D6 + 2 check or suffer -1 to all actions for the
remainder of the scene. You must have major or minor speed to purchase this facet.
Pay 1 Boost.
• Swimming: Your Speed only works while swimming; pay 1 Boost to apply it to
both ground and aquatic movement.
• Vehicle: Your Speed manifests as a vehicle you can summon at will. This could be
anything from a flaming motorcycle to a hovering board. This facet doesn’t cost
you anything extra unless it allows you to carry more than one extra passenger, in
which case you pay 1 Boost.

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STAT BUMP
Type: Boost
Action: None
Gain +1 to one of your core stats. This cannot increase a stat beyond the +5 stat cap (or +3
for Street-Level characters). Alternatively, trade this bonus to increase your starting Health
by 4. You may select this Boost up to five times.

STICKY
Type: Minor
Action: Reaction
Your body possesses a doughy, tar, or glue-like consistency that can trap a foe when they try
to make a physical attack against you. When you successfully defend against a melee attack
or a grapple, you have the option to entrap your foe’s limbs or weapons. The entrapped
target uses their Strength to escape against a TN13.

A trapped target counts as immobilized and can use a free action to make one escape-
attempt per turn. You can release your trapped foe as a free action.
Facet
• Stronger Power: Add +1 to your power’s starting TN. Pay 1 Boost.

Example: Mudd successfully defends against an attack from Giantess. He chooses


to activate Sticky and Giantess becomes entrapped! She must break free against
a TN13.

STUN
Type: Minor
Action: Combat
Range: 1
You possess some ability to daze, dazzle, or otherwise slow your target. Choose which stat
you use to make your attack at character creation: Shooting (opposed by Agility), Mind
(opposed by Mind), or Spirit (opposed by Spirit). A successful attack affects the target until
the end of their next turn. The FX generated by a successful stun attack act as a negative
modifier to all of the target’s actions, and prevent them from pushing their movement until
they recover. Multiple stuns are not cumulative; targets only ever suffer the effects of the
most severe stun affecting them.

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SUPER-SENSES
Type: Boost
Action: Reaction
One or more of your five senses work with superhuman acuity, and/or you possess an
extraordinary sense like radar, seeing dead people, or something even more esoteric! If you
and the GM agree that your particular Super-Sense applies in a given situation, shift any
2s you roll on your Awareness checks to 3s. If you both agree that more than one of your
Super-Senses may apply, shift any 2s or 3s you roll to 4s. Each Boost you spend on this
covers one sense:
• Hearing (example: hearing a whispered conversation in the next room)
• Smell (example: tracking someone by scent through the wilderness)
• Taste (example: detecting the faintest trace of poison on the rim of a tea cup)
• Touch (example: reading the printed word by touch alone)
• Vision (example: seeing a distant object unaided)
• Extraordinary (example: danger sense, infrared vision, radar, spirit vision, x-ray vision)

Work with your GM to determine the nature and extent of any extraordinary sense.

Example: Sky is building Blind Justice, an acrobatic hero with four enhanced
normal senses (hearing, smell, taste, touch) and one extraordinary sense (his
radar sense). This will cost him 5 Boosts, and Scott will work with his GM to
establish the capabilities of his hero’s radar.

Example: Now in action, Blind Justice enters a pitch black room filled with
hidden ninja assassins. The GM and Sky both agree that more than one of
Blind Justice’s senses will apply when detecting his would-be attackers. Sky rolls
3D6 + his hero’s +5 Awareness. His dice come up 2, 3, and 4. Since multiple
senses apply here, Sky ends up with a result of 4, 4, and 4, for a dice total of
12. Adding his Awareness, he gets an 17, and no ninjas will be getting the drop
on him!

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SUPER-SKILL
Type: Boost
Action: None
You’re really good at one particular thing—add +2 to an appropriate non-combat stat
check. Examples include: Disguise, Intimidation, Inventing, Swimming, Tracking, etc.
You can select this Boost multiple times and assign it to different skills. This can also
encompass minor levels of super-ability, like Super-Skill (Disguise) representing the power
to change the color of your skin or your facial features.

SWARM
Type: Minor
Action: Standard
You can spend a standard action and transform into a swarm of something! Examples
include bees, beetles, cockroaches, locusts, nanites, etc. This power grants you two major
benefits: a +2 damage melee attack and immunity to any physical attack that does not have
the Area facet. Attacks that do have the Area facet really hurt you—they gain +4 damage
against you when they hit! You can also use this power for more narrative benefits like
squeezing under doors or through cracks, and hiding by dispersing your form. While in
swarm form you retain your consciousness and all normal senses, but you cannot speak.
You could use your form to spell out words on the ground or on a wall.

Facet
• Flying: Your swarm form flies at a +1 unit movement rate. Pay 1 Boost.

SWING-LINE
Type: Boost
Action: Movement
You possess a grappling hook and line or web shooters that allow you to move faster and
change elevation provided you have buildings, trees, or other tall structures to swing from.
You gain +1 unit to your Move if you and the GM agree your environment is appropriate
for it. This also covers narrative situations like aiding you in climbing or descending, or
even saving you or another character from a fall.

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TACTICIAN
Type: Boost
Action: None
You possess excellent battlefield acumen born from natural instincts, a brilliant mind, or
lots of training. Gain a free bonus die on the first Setup maneuver (see Chapter 3: Actions
& Combat) you attempt each scene.

TELEKINESIS
Type: Major or Minor
Action: Combat or Standard
Range: 2 (Major)/1 (Minor)
You can grab and lift objects and people with the force of your mind! Major TK gives you
+4 Strength, while Minor TK gives you +2 Strength. This determines your lifting capacity
and the power of your grapples. Use the rules for Grapple in Chapter 3, but replace your
Fighting stat with Mind or Spirit when you roll.

Use this power to manipulate objects, pick locks, or to perform other tasks that would
otherwise require your hands.

You can also levitate and move yourself and anyone you can lift at your standard speed with
the power of your mind.

You can push the limits of your power for a scene, adding +2 to its base strength. If you
invoke this option make a TN13 Recharge check at the end of your turn. If you fail, you
can’t use your TK again until the next scene.

Facet
• TK Attack: Major TK grants you a 2 unit ranged attack with a +2 damage bonus.
Minor TK grants you a 1 unit ranged attack with a +1 damage bonus. This
represents you hurling a host of small objects, or a few larger ones, at your target.
Use your Mind or Spirit to make the attack, but your foe uses his Agility to dodge.
Pay 1 Boost.

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TELEPATHY
Type: Major or Minor
Action: Combat or Standard
If you possess the major version of this power, you can perform any of the following
amazing tasks:
• Read and detect minds
• Communicate via thought speech
• Project your astral self across distances
• Attack foes you can see or detect with bolts of mental force
• Control a character’s actions

If you possess the minor version, pick two of the above abilities—you can perform those.
Use your Mind or Spirit stat (opposed by your target’s Mind or Spirit) for detection
attempts, mental attacks, and mind control. Mental attacks and control attempts made
with this power possess stats based on their level:
• Major = Range 2/+4 damage
• Minor = Range 1/+2 damage

In narrative scenes, your power level also determines its base range:
• Major = Across the country
• Minor = Across the city

You can spend 1 Karma to increase your base range. Discuss with your GM what might
be an appropriate increase. Factors that might affect this include trying to reach a beloved
family member, or even a hated enemy you share a deep connection with.

When projecting your astral self it remains invisible to normal sight unless you allow it to
be seen. If you want to mentally blast a target remotely using your astral self, pay 1 Karma
and make the attack as if they were in your area.

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Notes on Mind Control
When a telepath seizes control of a character’s mind, they guide the character’s actions
on that character’s next available turn. Once that character’s turn ends, the mind
control ends and the telepath must re-establish control, or seek a new target. A telepath
can control a number of targets based on their level—so a Major telepath can control
up to four targets at a time and a Minor telepath can control two targets. You can
spend Karma and work with your GM to increase the number of targets you can
control. A minion group counts as one target.

When attempting to control multiple targets, the telepath makes a single attack roll, and
each target makes a separate defense roll with a bonus equal to the total number of targets
the telepath attempts to control. So a telepath trying to control three targets makes a
single attack roll, and each target rolls to defend with an additional +3 to their checks.

If your Telepathy only allows you to control and communicate with animals, or a
specific type of animal (i.e., fish or bugs), be sure to apply the Only X limiter facet to
it to give yourself a Boost for use elsewhere. If you do only control smaller creatures
like bugs, one hive, school, or swarm counts as a single “target”.

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TELEPORT
Type: Minor
Action: Movement
You can move yourself from one place to another by sheer force of will. How you manage
this varies. Examples include stepping between folds in space, thinking of a place and
willing yourself there, creating spatial portals, or any number of other possibilities.

During combat scenes, use a move action to make a TN11 stat check (select Agility, Mind,
or Spirit at character creation) for your Teleport. Each FX you generate equals a +1 Move
bonus to your base move. Teleporting an unwilling target along with you requires you to
grapple them before you make your teleport roll. Once you’ve grappled your target, your
teleport roll suffers a -1 penalty. You can decide to release your foe at any point along your
path. Each ally in your current area that you want to teleport also incurs a -1 penalty, but
you don’t have to grapple them first.

In narrative scenes, the distance you can cover depends on the results of your core
stat check:
Stat Roll
7+ = Immediate area
11+ = City block
13+ = Whole city
17+ = Whole country
21+ = Whole world

You may always elect to teleport a lesser distance than what you roll. Without increasing
the difficulty you may only teleport yourself and any items you could reasonably carry. Just
as in combat each passenger carried subtracts -1 from your teleport check.

You cannot teleport “blind” without risk. If teleporting into a space you’ve never been to or
seen a picture of, you must make a TN13 Awareness check or injure yourself in a mishap.
On a mishap you suffer 4 damage.

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Facets
• Dimensional: You can teleport between worlds or across galactic distances. Once
per scene you can use your power to move between worlds on a successful TN11
check. Pay 1 Boost. If this is the only way you teleport, gain 1 Boost.
• Gates: If you select this facet, you teleport via visible gates, holes, or doorways that
you create when you activate your power. Decide what these look like at character
creation. At the beginning of each scene make a TN13 teleport stat check. You
generate 2 + FX gates for that scene, and you can manifest or close them down
anytime you want as a free action on your turn. In combat you can place these gates
up to 2 units away. During narrative scenes you can place them at distances based
on your teleport roll; all of the gates you manifest potentially connect to each other.
This could allow you to attack a foe who is 1 unit away by punching through a gate
next to you and out of a gate placed next to your target.
• Any other characters or objects about human-sized or less can also pass through
your gates. While you navigate with no issues through your own gates, other
characters using them without your guidance must make TN13 Awareness checks
to exit out of the “proper” gate. If there’s only two in play, a failure indicates that
the character exits out of the same gate he entered! Otherwise, randomly decide
which one.
• Crafty players can also try to attack with their gates by placing them beneath a foe,
and then placing a connecting gate high in the sky, or over some other dangerous
environment. This requires a combat action and a teleport check opposed by the
target’s Agility core stat.
• At the beginning of each turn, you may reposition your gates as a free action. At
the GM’s discretion, your gates may be targeted by appropriate magical or energy
attacks. Resolve this as a simple opposed roll between your teleport check and the
attack roll. It takes only 2 result levels of damage to disperse a gate. Pay 1 Boost.
• No Passengers: You cannot carry anyone or anything along with you beyond your
own possessions—about 25 lbs. worth of stuff. Gain 1 Boost.

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TELESCOPING LIMBS
Type: Minor
Action: None
You have limbs that telescope out to provide super-extended reach in combat, and other
narrative benefits based on the situation. This gives you 2 units (roughly a few hundred
feet) worth of reach (arms) and +1 Move (legs). Your extended limbs also allow you to
ignore the effects of falls of 100’ or less.

Any melee attack rolls made while telescoping your limbs (arms, legs, or both) are clumsy,
and suffer a flat -1 penalty.

TERRAFORMING
Type: Minor
Action: Combat or Standard
Range: 1
You can move and control the earth around you. Use your Mind or Spirit (decide which
when you choose this power) to make a TN11 check to affect your environment. Each FX
equals roughly 10 tons of earth moved. You can use this power to attack foes with earthen
missiles—this counts as Power Blasts +2. You can also create earthen waves that can knock
grounded foes down or destroy property. Your wave can target all foes of your choice
within your area. Active targets oppose your power check with an Agility check.

At the GM’s discretion and when it makes narrative sense, you and she can decide that you
can make a stat roll to control the earth. For example, the GM might rule that Landslide
can roll to contain or redirect an onrushing avalanche.

TIME TRAVEL
Type: Minor
Action: Standard
You can spend a standard action and 1 Karma and travel back or forward in time! Pay one
Karma for each passenger, or passengers can pay the cost themselves. Make a TN15 Mind
or Spirit check to land in your target time period. On failures, each negative FX equals a
“miss” by a time period set by the GM: a day, a week, a year, a decade, a century, or even
millennia, and one hour per FX before your next try.

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Example: Khan wants to travel back in time to attend Margaret Thatcher’s
first meeting of Parliament as Prime Minister. The GM decides this is five years
backward in her campaign’s time frame. Khan spends 1 Karma and makes his
TN15 check and gets a 13, missing by two! The GM decides to be kind and
declares Khan arrived at his “ destination” two days early. If they had decided
ahead of time that this was some crucial point in the timestream, she might have
said he arrived weeks or even months late!

TRANSFORM
Type: Major
Action: Combat
Range: Melee
You can change a target or object into another form with just a touch! Designate what sort
of transformation you can perform at character creation. Examples include: stone, gold,
swine, devolution (into more primitive beings), etc.

You must pay 1 Karma each time you wish to use this power. You must be in melee contact
with your intended target. Your target makes a Spirit check against your TN15 power
effect. If your target fails, every negative FX generated by their failure equals 1 hour of
transformation time. Inanimate objects of roughly your size or smaller resist with a 3D6
+ 2 check. Larger objects gain further bonuses to resist based on the GM’s judgement
call, and the GM can rule that anything more than roughly twice your size is too large to
transform.

The first time you activate your power each scene you can choose to spend 1 Karma and
add +2 to its TN for the scene.

A target transformed into an inanimate object is essentially helpless and out of the fight
for the power’s duration. Targets devolved into primitive beings should be reworked by the
player and GM into a suitable profile of their new form.

Apply good narrative sense when using this power. If a target gets transformed into a stone
statue, and subsequently gets shattered while still in stone form, things will go badly when
they revert to flesh and blood!

Facets
• Mastery: You can transform your targets into any form you can imagine!
Pay 1 Boost.
• Range: Your power works at a range of up to 2 units. All the same rules apply.
Pay 1 Boost.

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VAMPIRE
Type: Minor
Action: Free
Range: Melee
You’re either a physical or psychic vampire—decide which at character creation. Either
way you can use a free action to siphon the life from a foe you have successfully grappled
(see Grapple in Chapter 3). Roll your Spirit versus the target’s Spirit (if you’re a psychic
vampire) or Toughness (if you’re a physical vampire). Any result levels you generate subtract
from the target’s Health. The Armor power does not reduce damage from this attack. You
can make this attack against minions as well. Just roll your stat vs. the minion group’s TN
and determine damage as normal. Every result level you generate removes a minion in the
group from play.

Every two health points you siphon grants you a temporary +1 stat bonus to either Agility,
Strength, or Toughness. You can place the bonuses in the same or different stats, but you
can’t increase a stat by more than +2 in one scene. These bonuses allow you to exceed the
+5 stat cap, but they fade at the scene’s end.

Facet
Infection: You can pass your vampirism on to your victims. When you reduce a
target to zero Health with a vampiric attack, you have the option to force them to
make a TN15 Spirit or Toughness check. On a failure, they “die” but return shortly
after as a vampire of the same type. At the GM’s discretion, breaking this curse is
possible but requires an appropriate TN15 Mind or Spirit check, and might also
require special apparatus or rituals. Pay 1 Boost.

WALL-CRAWLING
Type: Boost
Action: Movement
You can move along vertical surfaces as easily as horizontal ones! You can also effortlessly
cling in place to a wall or other vertical surface.

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WEAKNESS
Type: Quirk
Action: None
You are extra vulnerable to a specific kind of attack. Designate exactly what sort of
vulnerability you suffer from and its severity when you select this quirk. The severity is either
minor (+2 damage) or major (+4 damage). Examples include cold iron, fire, magic, silver,
water, wooden stakes, etc. Unlike a Challenge (detailed earlier in this section), a Weakness
always relates to some kind of attack. Assuming a foe does not possess an inherent attack that
includes your weakness, they can spend 1 Karma and a standard action to somehow modify
their attack to include it. They may then attack with it the following round. At the GM’s
discretion, your weakness may cause you additional negative effects beyond extra damage.
Work this out with them at character creation. Minor: gain 1 Boost. Major: gain 2 Boosts.

WEATHER CONTROL
Type: Minor
Action: Standard
Range: see below
You can control the weather! You can cause it to rain, snow, hail, or blow at will! Changing
the weather requires a TN13 Mind or Spirit check and counts as a free action. Every FX you
generate equals roughly 1 square mile of area you can affect. This conveys mainly narrative
benefits. For combat and other applications, include Weather Control in packages built
using Power Pool. So Storm might have a Power Pool that features power sets that include
Weather Control, Power Blasts, Flight, etc.

X-POWER
Type: GM Fiat
Action: Variable
This power represents all of those plot-driving or plot-wrecking abilities possessed by
beings generally unsuited for use as player characters. You won’t find it in the archetype
lists presented earlier in this chapter. One example includes an alien bug queen’s ability to
impregnate a target with a parasitic egg that will kill its host and grow into a young bug.
Another less gross example is a character’s ability to copy a foe’s appearance and powers and
at the same time banish them to another realm. Interesting and powerful, right? But hardly
the sort of thing you want your players running around doing.

The same goes for the GM as well! If you’re going to use a power like the ones discussed
above on your players, work out the repercussions ahead of time and be generous with
plot and Karma awards to mitigate the disruptive (and sometimes deadly) nature of such
abilities. Giving your players agency in how such powers work on them will go a long way
to making your SAR issue fun while avoiding player frustration.

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Power Facets
Apply these Facets to any of the powers above to customize them to a particular character
concept. Facets either augment or limit a power or power effect. Augments grant a power
some extra capability in exchange for one Boost, while limits grant a Boost in exchange
for some reduced effect. If you place more than one limit on a power, you still get just one
Boost for it in return.

If you place a limit on a Boost, you don’t gain an additional Boost for doing so. For example,
if you have the Boost version of Melee Damage, and you make it an easily taken device, you
don’t get more Boosts in return for this. Instead you can shift any rolled 2s to 3s on your
first use of the Boost each game session. Or you can tell your GM you want to save your
shifts for a dramatically appropriate moment.

Note: Players can also apply some of these facets to core stats in general, without choosing
a power.

Activation
You have to turn your power on. This requires either the use of your movement or your
standard/combat action. Gain 1 Boost.

Affect Construct
Any powers you possess that normally have no effect on targets with the Construct power
can now affect them. Pay 1 Boost.

Affect Ghostly
Your physical attacks (Power Blasts, Damage Field, Melee Damage, etc.) or defenses
(Barrier, Force-Field) can affect a density controlling character in ghostly form. If any
dice on your attack or defense roll come up “6” you negate the effects of your foe’s ghostly
form—they can be attacked or defended against normally. Pay 1 Boost to cover all of your
physical attack powers OR defense powers, or pay 2 Boosts for both!

Always On
This facet takes powers like Density Control, Size Control, and Damage Field and makes
them a nuisance by having them always be active. Once per issue you can spend 1 Karma
to turn the power off for a scene or part of a scene. Gain 1 Boost.

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Area
Pay 1 Karma before you make your attack roll. Your power affects everything within its
target area. Everyone within the affected area makes defense rolls against a single attack
roll from the wielder. Pay 1 Boost. It costs you an additional Boost to control exactly which
targets in the area must defend.

Armor Piercing
Choose physical (resisted by Agility or Toughness) or psychic (resisted by Mind or Spirit)
when you purchase this facet. If any dice on your attack roll come up “6” you negate the
effects of the Armor or Force-Field power. Pay 1 Boost.

Burnout
Powers with this facet start each scene at full capacity, then degrade by -1 at the end of each
round. If the power has no bonuses, the wielder suffers a cumulative -1 penalty on its use
or effect per round. Powers with this facet restore back to normal between scenes. Gain 1
Boost.

Device
The power comes from a device or gadget. GMs and their players should negotiate when
this facet limits a character. If they can’t get to it when they need it, or they’re disarmed (in
the case of a weapon), they won’t have access to the power. Devices are either easily taken
(gain 2 Boosts) or not easily taken (gain 1 Boost).

“So Can I Steal Captain Patriot’s Shield?”


This came up in a SAR game after a group of four villainous PCs managed to knock
Captain Patriot unconscious! One player wanted to know if he could take and use
Cap’s indestructible shield! I thought about it and said, “Sure, why not, but you owe
me one Karma Point each scene if you want to keep using it for this adventure.” The
player agreed, and this is how we would advise running any situation where a character
wants to “borrow” another character’s easily taken device. If the item is particularly
powerful or important, you might assign an escalating Karma cost—1 Karma for the
first scene, 2 for the second, and so on. Once the player can’t or won’t pay the toll,
work with them to devise a way their character loses the device. In this scenario, I let
them use the shield at 1 Karma per scene, and also promised them the hero would be
back to collect it! Captain Patriot did just that!

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Haymaker
You can select this facet for your Melee Attack power or for your Fighting stat in general.
If you knock out a foe with your attack, you can pay 1 Karma and make a second attack
against another foe in your same area, or within your reach. Pay 1 Boost.

Increase Range
The character increases the range of one of their ranged powers by +1 unit. Decide which
power when purchasing this facet. Pay 1 Boost.

Example: Linda wants her minor Power Blasts power to reach further than the
normal 2 units. She spends 1 Boost, and now the power has a base range of 3 units.

Karma Cost
Apply this limit to any power that does not normally cost you a Karma Point to use. Now
you have to spend 1 Karma every time you use it or activate it. Gain 1 Boost.

Knockback
Your major or minor damaging power does knockback based on its level:
• Minor = 1 area
• Major = 2 areas

Lingering
Buy this for an attack power that deals damage. The attack’s effects linger, dealing an
additional +2 damage at the beginning of each of the target’s turns until they make a
TN13 Toughness (physical) or Spirit (mental or magical) check to overcome its effects.
Pay 1 Boost.

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Move-By Attack
You must possess major or minor Flight or Speed to select this facet. You move at great
speed and attack multiple foes along your path. You can affect a maximum of +3 targets,
or four total foes engaged for the turn. Each target after the first gains a cumulative +1 to
their defense check against this wild attack. So the second target gets +1, the third target
gains +2, and so on. Announce your targets, then make a single attack check, and each of
your targets makes a separate defense check. If any of your targets successfully defends,
your momentum is halted and you must remain in the area where your attack fails—you’re
locked in combat! Pay 1 Boost.

One-Shot
Powers with this limiter get one use per scene Gain 1 Boost. or one use per game session.
Gain 2 Boosts.

Only X
This limit places some condition, limit, or requirement on the power’s use. Examples include
only while flying, only in water, only versus demons, only does knockback, only after a
successful stat check, etc. The discount of this limit depends on the level of specificity, or
the TN of the stat check, and should be negotiated between the player and the GM. Here
are some loose guidelines for determining discounts for this facet:
+1 Boost = Commonly encountered foe type (Only vs. humans), TN13 stat check
+2 Boosts = Rare foe type (Only vs. demons), TN15 stat check

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Paralysis
Your attack power also immobilizes your target if they fail a TN13 3D6 +2 check. If a target
fails the check, they suffer the effect and must check versus the same TN to overcome it at
the beginning of each turn. Pay 2 Boosts.

Power Boost
Once per scene, gain a bonus die to any stat or power check under some specific condition.
Examples include operating while immersed in water, damaging inanimate objects, making
grapple checks, and battling against the supernatural. You can buy this multiple times for
different conditions. Pay 1 Boost.

Reach
Buy this facet for a power or stat that normally must be used at touch or melee range.
The power now has a 1 unit range. Possible powers that could benefit from Reach include
Healing, Extra Limbs, and Melee Damage. You can also buy this facet for your Fighting
stat. Pay 1 Boost.

Requires Recharge
Your normally reliable power requires a TN13 recharge check after each use. This limiter
is excellent for modeling attacks with limited shots or ammunition. You cannot select this
limiter for a power that already requires a recharge check. Gain 1 Boost.

Subtle
By default all powers are obvious when used. This facet makes the power’s use detectable
only by a successful TN13 Awareness check. Pay 1 Boost.

X-Facet
Similar to the X-Power listed earlier in this chapter, X-Facet is a GM-only ability you can add
to a power or stat that allows you to model plot-wrecking or fun-burgling powers. A good
example is an amorphous mutant’s possession power which essentially slays anyone they
possess the moment they take control of them. Another example is a classic disintegration
beam—anyone hit is dematerialized! Just as with X-Powers, we advise GMs to use X-facets
with great care.

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Distribute Background Levels
Players select Backgrounds for their characters to describe what they did prior to starting
their careers as heroes or villains. Backgrounds represent loose areas of skill and experience
akin to a profession, vocation, or life experience. Players get 5 levels to divide among the
suggested backgrounds listed below. Players cannot place more than 3 levels in any single
background choice.

Players spend backgrounds during the course of the issue to buy bonus dice on relevant core
stat checks. These work just like spending a Karma Point to gain bonus dice. Players should
note on their character sheet when they spend a background point on this. A character’s
backgrounds replenish back to their starting levels at the beginning of each new issue.

Backgrounds never allow bonus dice on combat checks; they’re purely for task checks or
RPG scenes where knowledge and interaction take the forefront.

To use a background the player asserts that their character’s background applies in a given
instance, and the GM assesses the situation and gives their assent, or suggests that another
background might be better suited to the task at hand. Backgrounds remain intentionally
broad, and can sometimes be used with different core stats than the ones suggested.
Each background also provides a middle-class or higher lifestyle. Players should use
their characters’ highest rated background to figure out (roughly) their level of financial
comfort.

Standard TNs apply when the GM sets the difficulty levels of tasks in RPG situations:
Easy = 7
Moderate = 11
Hard = 13
Very Hard = 17
Impossible = 21+

We list suggested uses with each background description, but these are just suggestions,
and much more can be done if the GM and her players get creative!

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Arcane
You know magic and the arcane arts. Your study of esoteric writings, weird places, and
strange beings from other dimensions has opened new worlds of understanding for you.
Gain bonus dice on Mind checks when seeking strange knowledge, Spirit checks when
casting magical rituals, and Awareness checks when trying to discern magical patterns or
details.

Art
You work in one or several mediums to create art of some kind. This also covers writing
of all kinds, except technical writing, which would go under Scientist. Gain bonus dice
on Agility checks when a fine hand is needed to make something beautiful, Spirit checks
for writing poetry and other creative works, and Awareness checks when trying to detect
forgeries.

Athletics
You possess past experience in serious athletic endeavors. Pick one or two sports you played
at a very high level. A 1 indicates lower division collegiate level. A 2 indicates Division I
college athletics, or semi-pro status. A 3 indicates a serious professional athlete of some
accomplishment. Gain bonus dice on Agility checks during athletic feats, and Mind checks
when devising and assessing on the field strategies.

Blue Collar
You work in the trades (carpenter, electrician, plumber, etc.) or are a laborer. You work
hard with your hands to make your living. A 1 rating means you’re a successful practitioner
of your trade. A 2 marks you as a foreman or job leader. A 3 means you’re a successful
contractor. Gain bonus dice on Agility, Mind, or Strength checks when practicing your
trade, or Awareness when detecting shoddy workmanship.

Business
You’re a successful business person, or you were. A 1 rating means you own or owned
a single, successful business. A 2 means multiple locations or businesses, and a 3 could
suggest a large private or public corporation. Each level of this background suggests an
appropriate level of income and financial comfort. Gain bonus dice on Mind checks when
making business deals, and Spirit checks during negotiations of any kind.

Criminal
You have a criminal background as a petty crook, supervillain, or both! Maybe you’ve
reformed, or maybe you still practice your villainous ways! Gain bonus dice on Mind
checks for schemes and nefarious plans, Spirit checks when intimidating and bamboozling,
and Agility checks when breaking and entering.

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Espionage
Your experience includes work in the world of clandestine operations. Ex-government
agents, secret society operatives, and old spies can all claim benefits from this background!
Gain bonus dice on Spirit checks for deception, role playing, and seduction, and Awareness
checks when spotting clues related to your work. You can also gain bonus dice on Mind
checks when recalling facts about a given area, and Agility when attempting athletic feats
and chases.

Exploration
You’ve travelled the world and survived harsh climates, angry locals, and rough terrain. You
know how to swing on ropes, climb mountains, and navigate trackless jungles. Exploration
can also grant the ability to speak other languages (one extra language per level). Gain
bonus dice on Agility checks for outdoor feats and piloting vehicles, and for Awareness and
Mind checks for more cerebral exploits like map reading and plant identification.

High Society
You’re rich. Each level you place in this background indicates your level of fabulous wealth
and your ability to navigate the upper echelons of the rich and famous. Gain bonus dice on
Spirit checks when impressing your peers at big parties, and Mind checks when recalling
bits of minutiae and gossip about other members of your circle.

Journalist
You’re a member of the fourth estate. You make your bones as a print writer or editor, TV
personality, or online journalist. Gain bonus dice on Mind checks when investigating leads
and Mind or Spirit when writing that killer piece on government corruption. You and your
GM can also decide that this background gives you a number of valuable contacts equal
to its level.

Medicine
You know how to make sick people better. This background represents advanced medical
training. A 1 makes you a nurse or medic. A 2 makes you a doctor. A 3 makes you a doctor
and world renowned researcher! Gain bonus dice on Mind when understanding complex
medical phenomena and Sense when recognizing symptomatic patterns. You might also
gain bonus dice on Spirit when practicing good bedside manners with patients!

Military
You are, or were, a warrior. This can include both formal and informal military service.
While a 1 might make you a grunt, a 3 might mark you as a valuable officer. You know
weapons appropriate to your experience and history, and might also be able to pilot or drive
appropriate vehicles. Gain bonus dice on Agility when piloting military vehicles, Mind
when assessing tactics and recognizing weapons, and Spirit when inspiring your fellows.

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Monarch
You are, or were, a potentate. Maybe you’ve been exiled, or left your kingdom of your
own accord, but you still have at least some tie to your old life of royalty. Your level in
this background might grant you some wealth, prestige, or temporal power. Work this out
with your GM. Gain bonus dice on Spirit when commanding, inspiring, or impressing
others with your regal bearing. You might also gain bonus dice on Mind for political or
geographic knowledge.

Performance
You have training as an actor, dancer, or performer of some type. Your level in this
background could indicate your degree of accomplishment (and financial comfort) in your
chosen field. For example, a 1 might indicate that you’ve acted in community theater and
a few commercials, while a 3 might mean you’re a TV or movie icon. Gain a bonus die on
Spirit or Agility when performing, or Spirit when impressing people with your fame.

Public Safety
Police officers, firefighters, EMTs, park rangers, and others fall into this background.
Choose one of these tracks or a similar one when selecting this option. Gain bonus dice
on Agility when rescuing people from peril, or Mind or Awareness when conducting an
investigation.

Science
You know science! Pick a discipline if you want, or keep it vague (this is comic book science
after all), but this trait gives you access to all sorts of technical knowledge and jargon. If
you do decide to limit yourself to a certain discipline (biochemistry, engineering, physics)
your rating in this background counts as 1 higher, so 2 would be a 3. Gain bonus dice on
Mind and Awareness checks when analyzing and recognizing physical phenomena, and
Mind when inventing cool stuff.

Social Sciences
Law, politics, economics, history, education, anthropology, archaeology, and many other
“soft” disciplines all fall under this background. Social sciences can also grant the ability
to speak other languages (one extra language per level). Gain bonus dice on Mind and
Awareness checks when understanding data, conducting research, and recognizing clues.

Wild
You were raised in the wild! Trackless deserts, impenetrable jungles, lonely mountains, or
any other remote wilderness might have been your home. This grants you an affinity for
animals and wild places. Gain bonus dice on Mind and Awareness checks when tracking,
scouting, or pathfinding. Also gain bonus dice on Spirit checks to commune with nature
or animals.

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New And Renamed Backgrounds
GMs and their players should feel free to create more backgrounds if needed, or rename
existing backgrounds with more evocative language.

Example: Abby decides her SAR game will take place around 50 years in the
future and feature a lot of cybernetics and bionics. She also decides that some
of the poor and disenfranchised folks in her world do not have ready knowledge
or access to this tech knowledge. To reflect this divide, she creates the High-Tech
background.

Example: Sky decides he wants to change his magician’s Arcane 3 background


to “Master Magician 3”.

Finishing Touches
This is where you put the final elements of your character together.

Movement
Mark your character’s starting move value, plus any bonuses from powers or Boosts, on
your sheet. “Units” refers to abstract and variable areas of the scene defined by the GM. See
the Flight and Speed powers for more on moving faster.

Health
Your character’s Health represents their damage capacity. Your archetype determines your
starting Health, but this value can be increased by certain powers.

The official character sheet features a section to track your damage. It’s located in the back
of the book and you have our permission to make as many copies of it as you need!

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Strength & Lifting
Characters in SAR can lift/press weights based on their Strength core stat:
Abysmal (-2) = 25 lbs.
Poor (-1) = 50 lbs.
Average (0) = 100 lbs.
Good (+1) = 250 lbs.
Elite (+2) = 800 lbs.
Super 1 (+3) = 10 tons
Super 2 (+4) = 50 tons
Super 3 (+5) = 100+ tons

The levels above can represent a range of values, especially when characters reach into
the Super 1 through Super 3 quality ranges. For example, if Red Scorpion has Strength
+3 (Super 1), he can lift anywhere between 10 tons to 50 tons. Players can place further
limits on a character’s lifting capability by assigning an Only X limiter to it. Scott decides
that Red Scorpion can actually lift/press 15 tons. He assigns the following limiter facet to
Strength: Only Able to (lift/press) 15 tons. Players don’t have to do this, but it adds detail
to a character’s profile, and a limiter facet like this one could return some narrative benefit
if the GM sees fit to grant it.

When it comes down to a straight contest of Strength vs. Strength, the GM can always
rule that a character with at least 2 points higher than his competitor just flat out wins. For
example, if the Hippo (Strength +4) is arm-wrestling Shrike (Strength +2), the GM can
rule that Shrike has no real chance, and loses the contest.

Karma Pool
Each character archetype lists its starting Karma value. Mark it in your Karma Pool slot. If
you selected the Karma Boost power, your starting pool will be higher.

Putting It All Together


You’ve likely read through the archetypes and powers by this point, so let’s take some space
to put it all together and build a sample character. Let’s build Jaguaro! We’ll build him on
the concept of animal-based powers derived from ingesting a special serum.

Taking a look at the sort of powers this concept might encompass, we’ve got enhanced
strength, speed, agility, and heightened senses. These abilities and his experiences also
make him a fearsome close combatant. We’ll use the Brawler archetype and see where that
takes us.

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Let’s start with Jaguaro’s Three Things. He uses a serum to get his powers, he loves the thrill
of the hunt, and sometimes he underestimates his quarry. So we’ll go with: Altered Human
(origin), The thrill of the hunt (positive), and Underestimates his quarry (negative).

Next we’ll move on to Core Stats. Checking the Brawler archetype, here’s what we start with:
Fighting: +4, Shooting: +0, Agility: +2, Strength: +2, Toughness: +2, Mind: +0,
Awareness: +2, Spirit: +2

We have the option to swap the values of any two stats, or subtract one from one stat and add
it to another. Since Jaguaro’s serum makes him stronger than a normal human, we’ll subtract
one from his Fighting and add one to his Strength stat. Here’s his new updated profile:
Fighting: +3, Shooting: +0, Agility: +2, Strength: +3, Toughness: +2, Mind: +0,
Awareness: +2, Spirit: +2

Moving on, the Brawler gets one choice for major powers: Scrapper or Melee Damage.
We’ll select Scrapper.

He now gets to pick two minor powers. We’ll first go with Karma Boost to give him two
extra starting Karma each game session. Looking at the other selections from the Brawler
archetype, we don’t see anything that really fits our vision for Jaguaro, so we’re going to
convert that second minor power into two extra Boosts. Now Jaguaro will have six total
Boosts to select, and as you’ll soon see, he’ll need them!

We need to spend some Boosts on Stat Bump to get Jaguaro’s core stats up to par with the
imposing battler we envision. We’ll spend four Boosts on Stat Bumps this way:
Stat Bump: +1 Agility
Stat Bump: +1 Shooting
Stat Bump: +1 Spirit
Stat Bump: +1 Awareness

After all of those Stat Bumps, here’s Jaguaro’s final Core Stat profile:
Fighting: +3, Shooting: +1, Agility: +3, Strength: +3, Toughness: +2, Mind: +0,
Awareness: +3, Spirit: +3

That’s four Boosts spent on Stat Bumps, leaving us two to spend. We’ll select Leaping
(Boost) and Speed (Boost). That will give him +1 Move when leaping, and a Move of 2
when running, reflecting his animalistic speed.

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Jaguaro gets five background levels to distribute. We’ll give him Exploration 2 to reflect
his years spent hunting and trapping in the wilds of the world. We’ll next give him Wild
2 because he has spent so much time among animals and often thinks and acts like a
predator. Finally, Criminal 1 seems fitting since he does have contacts with so many other
villains and gangsters.

Jaguaro’s Brawler archetype grants him starting Health of 30. His Karma Boost minor
power means he’ll have a Karma Pool of 3.

Here is our final profile of Jaguaro the Hunter:

Jaguaro
Real Name: Wilfredo Cortez
Archetype: Brawler
Height: 6’ Weight: 235 lbs.
Three Things: Altered Human, The thrill of the hunt, Underestimates his quarry
Fighting: +3, Shooting: +1, Agility: +3, Strength: +3, Toughness: +2, Mind: +0, Awareness:
+3, Spirit: +3
Backgrounds: Criminal 1, Exploration 2, Wild 2
Powers/Boosts
Scrapper (major)
Karma Boost (minor)
Stat Bumps (Boost x 4)
Leaping (Boost)
Speed: 50 mph (Boost)

Karma Pool: 4
Health: 30

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Chapter 3

Action & Combat


Although discussed in Chapter 1, this section will go into greater detail about resolving
character actions in SAR. This chapter covers how to determine whether or not a character
succeeds at an attempted action. In the previous chapters, we defined the components of
characters and how they fit together. This chapter explains how those stats and powers
affect a character’s chances of success at an action, whether fighting some super-foe or
tracking down a clue to complete a dangerous mission. The difficulties of tasks will vary
with the situation, but the better your core stat, the better your chances of getting the best
results from your endeavors.

Sessions & Scenes


GMs and their players break SAR games into manageable (and malleable) chunks of story
called scenes. A scene might include a battle, or a bit of investigation, or pure role-play
where the characters interact in a non-violent manner. Or it might be a mix of all of those
things! A collection of integrated scenes comprises a session of the game. A session is one
morning, afternoon, or evening of game play. If they like, players can think of a session as a
single issue of a comic book, and the scenes that comprise it as the comic’s chapters.

Some resources in the game are scene based or session based depending on their role and
value in the game. Keep this in mind when building characters and running your games.

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Narrative Scenes vs. Combat Scenes
Some scenes feature story elements, investigations, and interactions where distance and
relative character positions are not critical. These are narrative scenes. Some scenes feature
all-out super brawls where knowing where everyone is takes on real importance. These are
combat scenes. Some power descriptions make distinctions between the two. GM, let your
players know what sort of scene they’re in as you set it up. You can also surprise them by
starting a scene as narrative and breaking into combat.

Character Actions
Each round every character gets a turn. On their turn a character can do any or all of
the following:
• Perform any number of Free actions
• Move part or all of their movement allowance
• Perform a Combat or Standard action

Task Checks
Task checks comprise any unopposed, non-combat activity a character might need to do in
the game. Roll 3D6 + Core Stat to complete a task check.

It’s up to the GM to tell you which core stat to add and the difficulty level of a given
situation or task.
Sample Target Numbers (TNs)
Easy = 7
Moderate = 11
Hard = 13
Very Hard = 17
Impossible = 21+

Task checks can count as either a Free or a Standard action. Check with the GM in each
instance; they’ll tell you which one it will be.

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Result Levels
Just about every action in the game that requires a dice roll produces Result Levels. The
GM can use these levels to interpret the effectiveness of an action. Negative result levels
mean failure. Zero result levels (just meeting the action’s set difficulty), usually means a
marginal success. Result levels of +1 or higher equal increasing levels of success.

For non-combat tasks, every two result levels equal one FX. We call them FX because
characters use them to do cool stuff.

GMs should use the Result Level chart to interpret a character’s degree of success:
Result Levels. . . . . . . . . FX
0. . . . . . . . . . . . . . . . . . . 0 (Marginal)
1–2. . . . . . . . . . . . . . . . . 1 (Average)
3–4. . . . . . . . . . . . . . . . . 2 (Good)
5–6. . . . . . . . . . . . . . . . . 3 (Great)
7–8. . . . . . . . . . . . . . . . . 4 (Remarkable)
9–10. . . . . . . . . . . . . . . . 5 (Wondrous)
11+. . . . . . . . . . . . . . . . . 6 (Godlike)

Example: Magda (Mind +3) tries to decipher passages from an evil grimoire.
The GM decides this is tough, TN15 for a woman who’s never studied sorcery.
Her player rolls 3D6 and gets a 15, and adding her +3 for Mind gives her a
total of 18. That’s 3 result levels—a Good result on the table! The GM decides
that Magda learns some of the foul book’s darker secrets.

Extended Checks
Some tasks might allow or require you to collect FX over the course of several rounds. We
call these extended checks, and the GM can assign a set number of FX you have to collect
to achieve success.

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The Double Bonus
Anytime a player rolls double 1s or 6s while making an action check their character gets 1
Karma added to their Karma pool. They gain this Karma whether their action succeeds or
not. We call this the Double Bonus!

Example: Sky rolls 3D6 and gets a 1, 1, and a 3. Normally a pretty lousy roll,
but he hits the Double Bonus, and his character adds 1 Karma to his pool.

Rolling doubles on initiative checks does not generate Karma.

Rolling Triples
When a character rolls Triples of any number, they generate 1 Karma for themselves.
Immediately add it to their Karma Pool. If your triple result also matches the Double
Bonus, you gain 2 Karma instead of 1.

Result Levels In Combat


In combat, an attacker’s result levels translate directly into damage inflicted on the target
of an attack. We explain this in greater detail as we go.

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Anatomy of a Combat
In SAR, we divide combat scenes up into rounds where every character and minion group gets
a chance to act at least once. Individual character actions within a round are called turns.

Every round of a battle or chase begins with the Initiative phase. Read on, true believer!

Initiative
When negotiation breaks down and it’s time for a super brawl, SAR relies on a simple sequence
of dice rolls and player decisions to determine initiative. This is when the more relaxed
narrative mode of play ends and the more structured setup described below takes over.

Once the GM announces the start of a conflict, they start the first round by rolling 3D6 for
their initiative total, and one player rolls 3D6 to generate a total for their side. The higher
rolling side gets to decide to either nominate one of their characters to go first in the round,
or defer and make the lower rolling side activate a character first. Reroll any ties until you
determine a high roller. Once a character from one side goes and completes their turn, a
character from the other side goes next, and the action alternates back and forth until every
character or henchmen group has taken a turn for the round.

When a round ends with the last character taking their turn, the process begins again with a
new round and a new set of dice rolls. This continues until the players collectively determine
the combat scene is over and the action shifts back into normal narrative mode.

Example: Abby is running a villain-based game. Her players are Sky (Mr.
Jaadoogar), Stu (Talos), and Ian (Anomalee). They’re facing off against a pair
of stalwart heroes, Bounceback and Angry Jane. At the start of the first combat
round, Abby rolls 3D6 and gets a 14, and the players pick Sky to roll 3D6 for
them. He gets a 16. The players elect to have one of their characters go first and
they pick Talos. Once Talos finishes his turn, Abby selects Bounceback to go.
When Bounceback completes his turn, Anomalee goes. When she is done, Angry
Jane takes her turn. Mr. Jaadoogar takes the last turn of the round, and the
action resumes with round two and a new set of dice rolls.

GM, if your players struggle with deciding who goes next during initiative, you can relieve
this burden by simply moving clockwise around your table until every character has gone.
If you’re playing online, move in alphabetical order by player character name.

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Powers & Initiative
Certain powers can affect the initiative dice rolls. Flight, Fortune, Clairvoyance, and Speed
are the primary powers affecting initiative. See those power descriptions for more details on
how they each affect the initiative process.

Combat Rounds & Turns


Every combat round usually consists of a number of turns equal to the number of
characters and mook groups involved in the combat. If there’s an Arch-Foe involved, this
will vary things a bit, but we’ll get into that a bit later. When a character takes their turn,
they can Move and take either a Standard or a Combat action and any free actions that
seem appropriate.

Standard actions include any sort of non-combat activity, power use, or other endeavor.

Unless otherwise noted, using an attack power counts as part of the character’s
combat action.

A combat round comprises a somewhat elastic length of time that can last anywhere from
five to 30 seconds depending on the situation and the GM’s needs. Don’t sweat the details
when it comes to time and combat rounds!

Movement in the Combat Round


During non-combat situations, knowing exactly where a character is in relation to other
characters, and how far they can move, is not always critical. When combat begins, players
need to know if they can reach a foe, grab a hostage, secure a piece of tech, or whatever else
seems important. Your character has a movement rate measured in units, and set by their
Archetype and any relevant powers.

In SAR, a “unit” represents a variable area or space defined by the GM and the needs
and setting of a given scene. GM, divide the “map” of your action scenes into two to four
discrete units or areas. This can be as simple as a diagram scrawled in pencil on a sheet
of paper, or as elaborate as a slickly produced RPG or tactical map featuring all sorts of
colorful terrain features. You’re letting your players know what you’re describing and they
can tell you where they want to go.

Note that we use the terms “unit” and “area” interchangeably in this context.

A character’s archetype dictates their base movement in units. Most archetypes start with
a Move value of 1.

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A character may move up to and interact with anyone they can perceive within their
movement range (including within their current area). Traversing from one area to another
costs 1 unit.

If things are desperate a character can push their movement capacity one unit beyond
their normal range. This incurs a -2 penalty on any actions taken for the rest of the round
(including defense checks). So if Tauros (Move 1) is battling in a section of a secret base
that the GM has defined as three distinct units, and he needs to traverse into the a spot two
units away to attack a defense robot who is blocking his exit, he can do it, but he’ll suffer
a -2 to his attack and any subsequent checks he makes that round. Normal humans like
feeble old uncles and well-heeled butlers can’t push their movement in this way.

Comic book universes feature lots of characters who can fly, swim at amazing speeds, and
even burrow through solid earth. The standard movement mode is ground, but be mindful
that your characters may possess other ways of getting around, and those will be rated in
units as well. For example, Deathhawk might be “Move 1” when it comes to running across
a room, but if she takes flight she might be “Move 3”. She’s obviously quicker as a flyer, but
certain scenes might have terrain features that limit this, or she might need to keep a low
profile—no flying on a stakeout outside of the FBI’s Manhattan HQ!

GM, if your scene contains significant elevation changes, feel free to charge an extra unit
of movement for moving from an area of one elevation to another.

You can move or attack in whichever order you want. For example, Deathhawk could move
into melee range with Star-Sparrow with her first action, then use her combat action to
attack, or if she begins the turn next to Sparrow, she could use her combat action to attack,
then use her move action to fly away. If you possess “extra” units of movement, you can also
split your character’s movement action between an attack action, i.e., move into an area (1
unit), hit someone, then move into another area (1 unit).

You can’t save unused movement for your next turn.

Melee Range
Simple close combat attacks and many powers work at what the rules refer to as “melee
range”. Unless a power dictates otherwise, a foe must be within your current area to count
as being in melee range with you.

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Movement, Miniatures, and Combat Maps
Some players and GMs prefer the precision of tracking character movement and
position using card stand-ups, counters, or 28mm miniatures and a vinyl or plastic
battlemat. The GM uses erasable markers to draw out the scene of conflict, and they
should then clearly mark each unit or area. Most scenes will feature at least two areas,
but some premade maps may suggest three or more distinct areas. While most of these
maps are gridded, just ignore the individual squares and focus on the unit markers to
figure out how far each character can move and where everyone winds up.

Characters can move up to their full allotted move value using their move action. If
you’re targeting foes hovering above you within the same area, they count as being at
least 1 unit away, and if you don’t possess reach or a ranged attack of some kind, you’ll
have to figure out a creative way to get into melee with them.

Obstacles Within an Area


Players, you can interact with any characters, objects, or terrain features within your
current area at no movement cost. Just tell the GM where you want to go and what you
want to do. If you’re using maps and miniatures, place your character’s figure or counter in
the spot you want them. GM, within a given area, don’t bother with details like difficult
terrain, barriers under 10’ tall, or other obstacles. Heroes and villains roll right over those
mundane challenges.

Anything significant like buildings, yawning canyons, raging rivers, or other dangerous
environmental conditions should cost the character an extra unit of movement to cross,
or require a special power or maneuver to overcome. When in doubt, have your characters
make appropriate TN13 checks, and if they fail, they’ll be hurt, stymied, or stranded for
that round.

Example Action Scene Map


Our GM Abby sets up a quick map for a fight scene between Moonstar (M, Move 1/3,
Flight, Density Control), Black Lotus (BL, Move 1), Captain Anarchy (CA, Move 2),
and Falconna (FA, Move 1/3, Flight). The fight takes place in an old warehouse that the
Cosmic Comptroller converted into a secret base, but then later abandoned. She decides
Black Lotus and Moonstar will start in separate areas, as they split up to search for the
Controller’s old teleportation device.

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CA FA

BL

MS

Black Lotus begins in the middle workroom. Mooonstar begins in the Lab. Abby places
Captain Anarchy and Falconna on the sub.

Falconna can fly three units, so she could move from the sub to the docks and elevated
walkway for 1 unit, and still have 2 units of movement remaining to fly through the
workrooms and the lab areas. Abby could also rule that the interior areas represent a
confined space that Falconna cannot easily fly in—thus forcing her to use her standard
ground movement of 1 unit inside. If this is the case she would end her move in one of the
workrooms unless she decided to push her movement.

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Captain Anarchy has Move 2 so he can maneuver from the sub onto the docks (1 unit), but
since he cannot fly, Abby might ask him to make a TN13 Agility check to vault onto the
elevated walkway and through one of the workroom doors (for 1 unit). If he fails she could
rule he gets to the walkway, but no further. Assuming he succeeds, he could use his second
unit of movement to check out the workrooms.

Black Lotus can move freely between the workrooms, and use his 1 unit Move to traverse
either to the living area/lab or the walkway/docks. He possesses a weapon with reach, so
he can attack a target either in the living area/lab or walkway/dock from his starting spot
in the workrooms.

Moonstar can move 1 unit on the ground, but 3 in the air, and since she can also turn
ghostly using her Density Control, she doesn’t face the same confinement issues as Falconna
while flying indoors. She could fly from her starting spot in the lab to the workrooms (1
unit) and then on to the walkway/dock (2 units), and finally to the sub (3 units). Her
Power Blasts +4 (range 2 units) lets her strike targets up to two areas away.

Attacks Against Named Characters


Resolve any melee attacks against named Characters as opposed actions. The GM rolls for
the named NPC and the player rolls for their character.

Rolling 18
No matter the final result, rolling 18 (three 6s) on an attack results in a successful hit and
at least one 1 damage on the target. Also keep in mind it will generate 2 Karma for a player
character attacker as it hits the Double Bonus and counts as rolling Triples.

Melee Combat
Melee combat involves characters within the same area battling each other with fists, kicks,
and melee weapons. Attackers roll 3D6 + Fighting and defenders roll 3D6 + Agility or
Toughness to avoid or absorb the potential attack.

If the attacker beats the defender’s total, their result levels equal Health loss for
the defender.

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Effects that add to the base damage done by an attack include:
• Every level of Strength the attacker possesses adds +1 to the damage done by
melee attacks.

Example: Talos (Fighting +3, Strength +5) punches Brava (Agility +4). Talos’
player rolls 3D6 and gets a 14, for a total of 17. Brava’s player rolls 3D6 and
gets an 11, for a total of 15! Talos hits! His 17 minus Brava’s 15 equals 2
damage. Talos’ Strength of +5 adds 5 more, and Brava takes 7 total damage.

• Powers that add extra damage to attacks.

Example: Electron (Shooting +3, Power Blasts +4) fires his electro bolts at
Dark Eagle (Agility +3). Electron’s player rolls 3D6 and gets a 12, for a total of
15. Dark Eagle’s player rolls an 8, for a total of 11! Electron hits! His 15 minus
Dark Eagle’s 11 equals 4 result levels and 4 damage. Electron’s +4 Power Blasts
power adds 4 more damage for a total of 8! Shocking!

• Powers combined with Strength on melee attacks.

Example: Sawtooth (Strength +3, Melee Damage +2) deals 5 damage on his
melee attacks.

Swirling Melee
We have designed combat and movement in SAR to be fast and fluid. Opponents operating
within the same area can move into melee with each other and make close combat attacks.
They can also step back within the same area and blast away with their ranged attacks. So
long as characters are within the same area, we count them as potentially being in melee,
but this doesn’t stop them from using Shooting, Mind, or Spirit-based ranged attacks.

Locked in Combat
If a character attacks a foe in melee and loses the exchange, that character counts as locked
in combat and cannot leave the area they’re currently in until their next turn. This does not
apply to characters actively using powers like Density Control or Invisibility.

Example: Eternia (Move 1/4, Flight) sweeps down into melee against Hippo.
She loses the exchange (Hippo absorbs her attack with his amazing Toughness)
and now she can’t leave the area until her next turn.

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The Harried Defender
A character who gets attacked multiple times in the same round is easier to hit! Any
character suffering multiple attacks in a single round becomes less capable of defending
themselves. Any defense rolls after the first shift 6s down to 5s.

Example: It’s the beginning of the round and Tricero gets attacked by
Talos. Later in the same round, Anomalee attacks Tricero. Tricero rolls 4,
4, and 6 on his defense check, but his 6 shifts down to a 5.

It does not matter what the nature of the attack is; any attack (melee, ranged,
mental) counts.

The Combat Master minor power allows a character to ignore the Harried Defender rule.

Knockback
Super-attacks will often send a character flying across the battlefield! A character possessing
the Brick power can declare they’re trying to knock a foe back before making their physical
attack. This does not affect how much damage is done, but if the attack hits and inflicts
any damage, the target suffers knockback based on the level of the attacker’s Brick power:
• Major = 2 units away
• Minor = 1 unit away

Characters knocked back in this fashion don’t take additional damage from passing through
hardened objects like walls and cars—we don’t sweat those sorts of details in the game. The
GM can rule that passing through such objects subtracts 1 unit of knockback per “hard”
object the character passes through.

GMs who feel like a character should take extra damage when flying through hardened
objects can add a flat +2 damage to the character’s damage total once they come to a stop.

Knocked back foes end up knocked down.

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Maneuvers
Certain special moves common to comic action deserve special attention, and we address
them here.
• Action Stunt/Power Stunt
Describe some outlandish maneuver to your GM utilizing your powers and/or the
environment and gain a +1 (or higher) bonus to your action or attack roll. Examples
include causing a gas main to explode beneath someone and knocking them down,
blinding a target by causing a curtain to fall on them, smashing into someone at
hyper-velocity, using massive objects as clubs, etc.

More On Super-Clubs
GMs, once you decide that a character can lift an object they want to wield, grant
them an attack bonus based on the size—small (+1), medium +2, and large (+3).
Once you attack with a club, it’s wrecked and you need to grab a new one.

• Disarm
Characters using powers with the easily taken Device facet can be disarmed on a
successful maneuver. Make an attack check against the target you want to disarm. If
you generate 2+ FX on the check, the character loses their device! It lands nearby and
he must use a standard action to recover it.
• Grapple
Grabbing and immobilizing a foe involves grappling. The attacker makes a Fighting
check versus their target’s Agility or Strength check. They must score at least 3 result
levels (2 FX) to secure a proper hold. A grappled foe counts as immobilized. Moving
while holding a grappled foe prohibits a character from pushing their speed. Escaping
a grapple requires a successful Strength versus Strength check. Attempting to escape
a grapple costs the grappled character their combat action. While grappling a foe the
attacker can use their combat action to squeeze them for damage. This is a Strength
vs. Toughness contest, and any result levels the attacker scores equal damage done.
• Ricochet Attack
Spend 1 Karma when you make an attack roll. Your ranged attack or melee attack
with reach can now target an additional enemy, or target an enemy you cannot see
around a corner or behind a wall. In any case, your enemies gain +1 to defend against
this attack.
• Setup
During combat you can use teamwork to aid allies against even the most implacable
foes! Setup is a special maneuver that requires the use of your combat action. Make a
TN13 check with an appropriate stat and describe to the GM how your character is
assisting their allies. Each FX you score equals a +1 bonus you can give to your allies.
You can spread your bonus among multiple allies, but no ally can receive a bonus
greater than +2.

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Example: Eitri and Talos are villainous teammates. Talos picks up Eitri and
hurls him at Blue Angel (who hovers above the battlefield). Abby, the GM,
agrees with her players that this is a Setup maneuver using Talos’ Strength stat.
Talos gets a 19 on the check, generating 3 FX on the throw. Eitri gets a +2 on
his attack check!

Example: Anomalee uses her amazing intellect to dispense tactical advice to her
allies—Mr. Jaadoogar, Eitri, and Talos. She makes a Mind check and scores a
21—4 FX! She grants Mr. Jaadoogar a +2, and Eitri and Talos +1 each.

If you perform the same setup maneuver more than once in a scene, the difficulty
rises by +2 for each subsequent attempt. GMs, if Mr. Jaadoogar is shouting tactical
advice to his cohorts, encourage his player to role-play it and take note of what is
being said. If he tries to dispense the same, or similar advice, on the next round or
rounds, call him on it and raise the attempt to TN15!
• Shockwave
If you’re strong enough (you need at least Strength +4 to attempt this), you can
clap your hands, stomp your foot, or sometimes even let out a gust of air and knock
your foes over like tenpins! Declare you’re making a shockwave attack before rolling
any dice, then roll and add your Strength stat. Your shockwave travels 1 unit in
the direction of your choosing, and up to three targets of your choice (and within
range) must roll Agility or Toughness to oppose it. Any target who fails the check
gets knocked back one unit and also
counts as knocked down.
• Three Things
They’re not really combat maneuvers,
but be sure not to forget your
character’s Three Things—Origin,
Positive, and Negative. When the
moment is right (and before any
dice have been rolled) you can call
out your origin and positive things
once per session to gain a +2 bonus
to an action, attack, or defense
check. The GM might call out your
negative thing, hitting you with a
-2, so be ready for that too.
Remember, unless a character has an
advantage that states otherwise, their
Three Things are always knowable
by all players, PCs, and NPCs.

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Damage, Death, & Healing
A character gets knocked out when they cross off their last damage box. Knocked out
characters recover half of their lost damage at the start of the next scene. Always round up.

Example: Tasker (Health 30) gets knocked out by a punch from Tricero, but
has no time to properly rest and recover before the next scene. He enters that
next scene at Health 15.

Characters who weren’t knocked out but who still took damage during a scene recover half
of their lost damage by the start of the next scene. Round up as normal.

Example: Eitri (30 Health) finishes a scene at 23 Health. He starts the next
scene at 27 Health.

If the GM deems a sufficient period of time has passed between scenes without significant
exertion (a night’s rest, several hours traveling in a vehicle), they can declare their characters
recover their full Health before the start of the next scene.

Health cannot “go negative.” Ignore any damage in excess of the character’s
maximum capacity.

Bonus Dice on Attack And Defense


When the chips are down and you need to win a combat exchange, you can spend 1 Karma
to roll a bonus dice (1D + 1) to add to your attack or defense total. Attackers have to declare
the use of their bonus dice first, then defenders declare if they will use any bonus dice. Both
parties then roll simultaneously and add the results to their respective totals.

Example: Eitri finds himself on the wrong end of a haymaker from Tricero!
Tricero’s attack total is 18, and his Rage-enhanced +7 Strength gives him a +7
damage bonus. Abby the GM tells Sky (Eitri’s player) that she will not be using
Tricero’s last Karma Point for any bonus dice on the attack. With a defense total
of 14, Eitri is staring down the barrel of oblivion. Sky picks up his last Karma
marker and hands it to Abby. He rolls 1D6 + 1 and gets a total of 4—just
enough to duck Tricero’s attack and avoid major damage!

Example: Syphon attacks Bounceback with her Power Blasts. Her attack total
is 21, while Bounceback gets a 17 on his defense. As the attacker, Syphon’s player
announces that she will spend a Karma and add a bonus die. Bounceback’s
player reacts with his own Karma expenditure and bonus die. Both players roll
their dice and Syphon adds 5 to her total for a final score of 26. Meanwhile,
Bounceback gets a 4 for a final total of 21. He’s still taking damage, but it won’t
be quite so bad.
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Killing Attacks
While comic book attacks are often brutal, they’re not always murderous! To this end,
when a character loses their last Health point, we assume a knockout. However, an attacker
can declare a killing attack before rolling their dice, and should the exchange result in their
target losing their last Health point, they have to make a TN15 Toughness or Spirit check
against death! Failure means they’re presumed dead!

Anytime a character attacks a helpless foe (i.e., one who is Knocked Out, sleeping, comatose,
etc.), they can declare a killing attack and force a death check.

The GM can also rule certain special or environmental hazards as inherently killing attacks—
nuclear bomb blasts, raging volcanoes, and falls from terminal heights all come to mind!

Any character presumed dead at the end of a scene should make a TN21 Spirit or Toughness
check. Characters possessing Regeneration make their check against a TN17. If they succeed
they’re not really dead! Players should work with the GM to come up with some plot twist
that explains the character’s miraculous return from the dead.

First Aid
If you don’t have the Healing power, but do have a medical background, you can
make a TN15 Mind check. On a success you restore 1 Health box to a patient in
melee contact with you. If your patient has the Construct power, change the check to
Science (for robots) or Arcane (for golems).

Recovery Check
Players controlling knocked out characters still get a turn each round. They should make
a 3D6 check, and if they hit the Double Bonus, or roll a triple, they regain 5 lost Health
and they can immediately take their turn. Knocked out characters felled by killing attacks
only get one shot at a Recovery check. If they fail, they remain out for the rest of the scene
unless another character intervenes.

Any conscious character can use a free action and spend 1 Karma to make a Recovery
check too. They roll 3D6 and if they hit the Double Bonus or Triples, they regain up to 5
lost Health!

Recovery checks cannot raise a character’s Health beyond its starting value. For example,
a Street-Level hero (starting Health 20) who currently has 17 Health makes a successful
Recovery check. Their Health rises from 17 to 20.

Recovery checks do not generate Karma.

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Common Conditions
A few conditions will come up often in the course of playing the game, so we cover them here.
• Immobilized: Immobilized targets cannot move or make fighting or shooting
attacks. Foes gain +2 to hit an immobilized target with fighting or shooting attacks.
Immobilized foes cannot use Agility to defend, but can use Toughness.
• Knocked Down: A knocked down character is easier to hit in melee—foes gain a
+1 bonus to hit a knocked down target. Getting up is a free action.
• Knocked Out: A character goes unconscious when they cross off their last Health
box. All they can do is make Recovery checks.

Ranged Combat
Ranged combat involves characters blasting away from distances beyond melee reach.
Attackers roll 3D6 + Shooting and defenders roll 3D6 + Agility or Toughness to avoid or
absorb the potential attack.

We assume a character with a positive Shooting stat carries a ranged weapon or can
throw objects.

Characters with Power Blasts or other ranged powers possess either an inherent ranged
attack or a super weapon. When a target’s position exceeds an attack’s base range, the
attacker suffers -2 to their attack roll per unit beyond the base. So an attack with a 2 unit
base range would suffer a -2 versus a target 3 units away.

A shooter without the Power Blasts power is by default using a “ranged weapon” with the
easily taken device facet.

If the attacker beats the defender’s total, their result levels equal the attack’s base damage.

Powers often add extra damage to attacks.

Example: Electron (Shooting +3, Power Blasts +4) blasts Golem (Toughness
+4) with one of his bolts. He hits with a total of 18, and Golem soaks with a
total of 14. That’s a base damage of 4, but Electron’s Power Blasts power adds
4 more, for a final total of 8!

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Weapons
SAR abstracts weaponry for ease of play. We assume a character with a positive
Shooting stat carries some kind of firearm or ranged weapon. This is a standard item.
Characters with the Power Blasts power possess either an inherent ranged attack or
some sort of super weapon. The same goes for characters with positive Fighting stats,
but in the case of melee combat, this can also represent deadly martial arts. Buying the
Melee Damage power on top of a positive Fighting stat means the character is super
deadly in melee. Here are some rough guidelines on weapons in the game:
• Positive Fighting stat = Accomplished fighter
• Positive Fighting stat + Melee Damage 2 = animal claws, knife, or machete
• Positive Fighting stat + Melee Damage 4 = big axe or sword, deadly chi attack
• Positive Fighting stat + Melee Damage 6 = super-metal claws

• Positive Shooting stat = Marksman with small caliber firearm or thrown object
• Positive Shooting stat + Power Blasts 2 = High caliber firearm
• Positive Shooting stat + Power Blasts 4 = Energy blasts
• Positive Shooting stat + Power Blasts 6 = Cosmic blasts

Overcharge Attack
Before rolling any dice, a character possessing Power Blasts, Magical Blast, Telepathy or any
other power that grants them a ranged attack can declare they are making an overcharge
attack. This adds +4 to the base damage the character’s attack does if it hits. This doesn’t
come without a cost—making an overcharge attack forces a TN13 Recharge check for the
power used in the attack. See Chapter 1 for more on recharge checks.

Example: Electron (Power Blasts +4) finds himself face to face with an
enraged Tricero! Knowing he’s outclassed, the human dynamo decides to use
an overcharge attack to put Tricero down before he can charge him. He makes
his Shooting attack and hits with four result levels—that’s 4 base damage.
Normally his Power Blasts +4 would mean the attack deals 8 total damage,
but since he overcharged, it will deal 12 damage to his misanthropic foe! At the
beginning of his next turn Electron must make a 3D6 + 2 check vs. TN13 to see
if his power comes back. If he fails he can try again on his next turn.

Mind or Magical Combat


Mind and Spirit-based attacks occur at range unless some power limit makes them a melee
attack. Attackers roll 3D6 + Mind or Spirit and defenders roll 3D6 + Mind or Spirit to
resist the attack. Use the same system as detailed in ranged combat above to work out
damage for these sorts of attacks.

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The Arch-Foe
Comics often feature a group of heroes or villains taking on a single, deadly foe! Only through
the weight of numbers and teamwork can they bring such enemies to heel! But it’s often no
fun in play when the players’ ultimate challenge gets their one activation, and then proceeds
to endure a fusillade of attacks. One way to mitigate this is for the GM to declare a character
in a given chapter of their issue the “Arch-Foe.” This character should normally act alone
during that chapter, battling multiple villains or heroes using sheer power and bravado.

GM, build your Arch-Foe using the Paragon archetype, but double their starting Health
from 40 to 80.

Arch-Foe Turns
In these instances the Arch-Foe takes their first turn in the normal order, then takes another
turn after each of their foes acts.

Facing an Arch-Foe is tough! Before any combat scene involving an Arch-Foe begins,
award every PC 1 Karma.

If they want to add some spice, the GM might throw in a lesser named character or gang
of minions to support the Arch-Foe. Standard and Street-Level archetypes work well for
this, but Paragons might tip the balance against the player characters. In these cases the
Arch-Foe gives up one of their turns to their ally.

GM, you can also give a standard archetype solo opponent an Arch-Foe’s extra turns. They
won’t have the staying power of a Paragon, but they will get some extra attacks in before
the player characters take them down!

111
Minions
Unnamed hoods, thugs, soldiers and other massed fighters all come under the umbrella of
the minion rules. SAR places a lot of importance on named characters. GMs and players
roll 3D6 for the actions of named characters. Unnamed characters never rely on dice rolls,
but instead have a set TN associated with their overall capability, powers, and equipment.
Each type of minion gets assigned a Threat rating, a TN that named characters roll against
in times of conflict.

112
Minion Mobs
Minions come in mobs, groups of at least 5 individuals. They move and act as one character
for purposes of initiative.

We’ll go into a little more detail for building minion mobs below, but generally, the GM
should eyeball the type of minion they want for a scene, consider their training, powers,
and equipment, and assign them a TN. Here’s a few examples:
• Super-Agency Tactical Team: TN15, Power Blasts +2
• Synthoids: TN13, Construct, Elasticity, Melee Damage +2

Unless a power dictates otherwise, all minions have a base move of 1 unit. GM, if you’re
using maps, miniatures, or markers to track position, move your minion mobs as one
amorphous “character”—always try to place them entirely in a given area so there’s no
confusion how many units of movement it will take to reach or affect them.

Minion Numbers
Assume a band of 5 minions when setting your horde’s base Threat TN. Every full 5
minions beyond the first gives them a +1 numbers bonus to the TN. So a TN13, 10 minion
band is effectively TN14 until they suffer their first casualty.

Attacking Minions
When named characters attack minions they make an unopposed roll against the minion’s
Threat TN, with every result level generated equalling one knocked out minion. Every two
points of Strength or damaging power also take out one minion on the hit—round down
any odd numbers.

A minion mob’s defensive powers negate losses based on their level:


• Minor = 2 saved minions
• Boost = 1 saved minion

Example: Talos (Strength +5, Melee Damage +2) attacks a group of 10 of


Synthoids (TN14, Construct, Elasticity). His attack totals 18, and when
compared to the TN14 Synthoids, generates 4 base damage. Talos’ +5 Strength
and +2 Melee Damage add up to +7, and this equals three more knocked out
minions. Talos would normally take out 7 minions with his mighty blow, but
their Elasticity minor power reduces this number to 6.

113
When Minions Attack
When minions attack a named character, the named character rolls their most appropriate
defense stat against their Threat TN. If the named character fails, use the negative result
levels to generate the base damage.

Example: Sparrow battles against a group of petty thugs. Sparrow’s player rolls
her Agility against their TN13. Sparrow gets a total of 11 on her defense—
2 result levels for the thugs! This translates into 2 damage, but the Thugs
also possess Melee Damage +2, so Sparrow suffers a total of 4 damage from
their attack.

Minions vs. Minions


Every now and then, groups of minions will battle each other. For example, covert agents
vs. secret society thugs. In these cases, compare the TN (factoring in any relevant powers)
of the opposing minions and then make opposed 3D6 rolls for them. If one group possesses
a higher TN, it gets a bonus on the check equal to the difference between the two TNs.
Any result levels scored by the winner of the check subtract minions as normal.

Example: Government Agents (TN14) battle Super-Spies (TN12). The GM


rolls 3D6 + 2 for the Agents, and one of their players rolls 3D6 for the spies. The
Agents get a total of 15, and the spies wind up with a 12—they lose 3 members
to the agent’s superior training and firepower!

Minions vs. TN-based Powers


A lot of powers use TNs to resolve their effects. Against minions treat a power’s TN as a
Minion vs. Minion conflict, but add +1 to its TN.

Example: Nitron (Explosion, TN15) explodes right next to a pack of hapless Thugs
(TN11). Nitron’s player treats his TN15 explosion as TN16, and rolls 3D6 + 5 vs.
the Thugs’ 3D6. He gets a 17, and the Thugs get a 12—all 5 of them go boom!

114
Building Minion Groups
We don’t spend a lot of time building our minion groups—they’re bit players in our stories,
but they do perform an important service in making named characters look cool and
powerful by getting creamed by them! When you make a new minion group, always keep
this in mind. Start by assigning your minion group a rough level of capability. This tracks
somewhat with the target numbers you’ve seen throughout this book:
Pushovers: TN11, 1 Boost
Capable Fighters: TN13, 2 Boosts
Highly Trained: TN15, 3 Boosts
Elite Warriors: TN17, 4 Boosts
As we mentioned earlier, start your group out at five members. Add more bodies to the
group to give them more staying power. Remember every additional 5 members increases
their TN by +1. You can also trade 2 Boosts for 1 minor power. Give your minions whatever
abilities they need to define them—the suggestions above are just loose guidelines.

If you give a minion group the Stat Bump Boost, apply +1 to their TN in very specific
situations that apply to the stat. If a minion group has +1 Strength, add +1 to their TN
when a character tries to bind or grapple them. Adding +1 Toughness means they’ll lose
one less member with each hit they weather.

In addition to the examples presented earlier, here’s a few more:


War-Science Agents: TN13, Power Blasts +2, Super-Skill (Science)
Organized Crime Thugs: TN11, Power Blasts +2 OR Melee Damage +2
Hidden-Land Primitives: TN11, Stat Bump: +1 Str and +1 Tou
Nimba-Cult Ninjas: TN15, Agility +1, Wall-Crawling, Melee Damage +2

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Property Damage
Smashing through walls, barriers, vehicles, and other objects remains a staple action in
superhero comics. Here’s how to adjudicate it in your games. The first rule is to keep it simple
and fast-moving. Follow these material strength guidelines to set up your object TNs:
TN11 . . . . . . . . . . . . . . . Glass
TN12. . . . . . . . . . . . . . . Drywall
TN13. . . . . . . . . . . . . . . Plywood
TN14 . . . . . . . . . . . . . . . Tough Plastics
TN15 . . . . . . . . . . . . . . . Concrete
TN16 . . . . . . . . . . . . . . . Light Metals
TN17 . . . . . . . . . . . . . . . Titanium
TN18+. . . . . . . . . . . . . . Alien or Exotic Alloys

If a character does not possess a stat or power that makes narrative sense for penetrating a
barrier of a certain type, the GM should rule the task impossible. For example, frail Uncle
Bob does not get to roll to break through anything stronger than glass. He just can’t do
it! But if he should get the powers of Colonel Universo, then he has narrative license to
attempt to smash through tougher stuff.

116
Use your result levels to generate FX that describe the level of destruction on the object or
barrier. An FX of 1 means you smash a man-sized hole through it, while an FX of 2 makes
the hole double man-sized, and so on.
For objects the GM needs to track damage on, like world-destroying devices that should
take time and considerable effort to wreck, they should assign them a Health rating like a
character. Base it on the plot significance of the item:
Minor = Health 10
Major = Health 20
Critical = Health 30+

In these cases result levels equal damage just like with characters.

Vehicles
In comic books, the primary role of vehicles is getting blown up, or being used as impromptu
clubs! Don’t sweat the details when building vehicles for a scene. Start by assigning them
a general composition TN (based on the Property Damage TNs we outlined earlier), and
a transport capacity.

Then assign the vehicle its Maneuverability rating: -2 (low) to +2 (high).

Next assign its Speed (Boost, Minor, or Major): 2, 3, or 4.

Also apply any other powers like Armor, Power Blasts, Flight, etc.

Finally, vehicles should have Health commensurate with their size:


Small = 10 (motorcycle)
Medium = 15 (sedan)
Large = 20 (flatbed truck)
Huge = 30+ (passenger jet)

As vehicles take damage, the GM should use good sense and apply penalties to any attempts
to control them. A vehicle that’s lost more than half its damage capacity might even cease
working, or worse, explode! Once a vehicle loses its last box, it shuts down and the chance
for a spectacular explosion should rise dramatically! It is the comics, after all!

117
Chases in SAR
GM, resolve chases as stat contests between the two primary contestants. Note the starting
positions of each participant. Factor in the relative Move values of them and any other
considerations, and have your participants make opposed checks. Other factors to consider
include Super-Skills, vehicle speeds and maneuverability (if vehicles are involved), and
environmental conditions. If the pursuer loses two consecutive checks, their quarry pulls
away and loses them. If the pursuer wins two consecutive checks, they catch their quarry.

Example: Jack Slasher (Agility +2, Super-Skill (Flying +2), Flight [Boost],
Move 2: total bonus +6) pursues an armored car (Driver Agility +0, Move 2,
Maneuver -1: total bonus +1). Jack wins the first contest, and in the second,
rolls 3D6 + 6 for a total of 22, while the armored car rolls 3D6 +1 and gets a
17. Jack Slasher catches the armored car and has his score!

Other Hazards
A number of other dangers can bedevil characters as they adventure through the exotic
locales of the four-color world. Here we present some brief rules on various dangers.

Falling
In SAR, characters will sometimes fall from great heights. Here’s a quick and easy system
for the GM to determine how much damage a character sustains from a fall. Toughness,
and the Armor and Force-Field powers all factor into mitigating falling damage.

Assume falls of less than 11 ft. result in no significant injuries.


Distance Fallen. . . . . . . Damage TN
11'–40' . . . . . . . . . . . . . . 15
41'–80'. . . . . . . . . . . . . . 16, +2 Damage
81'–120' . . . . . . . . . . . . . 17, +4 Damage
121'–160' . . . . . . . . . . . . 18, +6 Damage
161'–200' . . . . . . . . . . . . 19, +8 Damage
201'+. . . . . . . . . . . . . . . . 20, +10 Damage

Poison
A poison is any substance that if ingested in the right quantities can harm or kill you. The
scientific and forensic communities painstakingly categorize various poisons, their nature,
and their effects on living organisms. We just want GMs to be able to handle poisons in
their games quickly and with a minimum of fuss. A poison can be ingested (eaten), inhaled
(breathed), injected, or absorbed through the skin. 

118
In game terms poisons possess two primary attributes, a contact method (one of the four
mentioned above) and a Strength (rated as a TN from 11 - 17). When resisting poison
the character makes a 3D6 +2 roll versus the poison’s Strength. Any negative result levels
translate into Body damage as normal. Specific poisons can create other effects that render
targets immobilized or unconscious for a period of time based on the FX.
 
In this section we provide entries for some specific poisons, and GMs can use these as a
basis for designing their own.
 
Viper Venom
Contact Method: Injected (bite)
Strength: TN15
Effects: This powerful neurotoxin shuts down the nervous system, causing paralysis
and death in minutes or hours. If the character fails the roll they are immobilized
until medical help (usually in the form of anti-venom) arrives. If no help of any kind
arrives after one hour, the character makes a second roll at -2, and if they fail this
they are near death. Even if an affected character makes their roll versus the poison’s
effects, they suffer a -2 penalty to all actions until they receive anti-venom.
 
Sleep Cloud
Contact Method: Inhaled
Strength: TN14
Effects: This non-lethal cloud of gas can come in many forms and delivery systems.
Characters failing the roll are Knocked Out for a number of hours equal to their
negative FX. For example, a character who rolls a 12 on their check (-2 result levels)
would generate one negative FX and be knocked out for 1 hour.

Suffocation/Drowning
Characters can hold their breath for one minute for every positive level of Toughness
they possess. So a character with +3 Toughness can hold their breath for three minutes.
Characters with Toughness +0 or lower must check Toughness each round or suffer the
effects of suffocation.

Once a character exceeds their limit without air, they must make a TN13 Toughness check
each round. Any negative result levels equal killing damage. Armor does not apply.

119
Karma Awards & Campaign Play?
Karma fuels special aspects of certain powers, aids in opposed contests, and lets characters
absorb hellacious hits and keep on fighting. Earning more Karma becomes critical to
maintaining your powers and achieving team goals.

Awarding Karma in Play


A GM should award their players 1 temporary Karma Point at the conclusion of each scene
or chapter. GMs should also remember that rolling the Double Bonus and Triples grant
characters Karma.

Also consider granting additional Karma rewards in play for things like ingenious plans,
inspired role-play, and daring deeds. Defeating a more powerful foe also might rate a
Karma Point award for the team.

Players should add these points to their Karma Pools for the issue, but their pools refresh
back to their normal starting levels when a new issue begins.

Campaign Rewards
SAR works for both one-off games and campaign play—where players run the same
characters in each issue. Unlike some traditional fantasy RPGs, characters don’t “level up”
in SAR. The game has no experience accrual system. If players want to run an ongoing series
where the same characters appear in each issue, the GM can reward them with additional
Karma Pool Points. The GM should give them an additional Karma Point at the end of
every third issue. So in Abby’s ongoing series that she plans to take to 12 issues, her players
get +1 Karma after issues 3, 6, and 9. GMs can speed up or slow down this rate of accrual
as well, granting the award after every second or fourth issue.

If an event occurs during a game that might somehow substantively change a character’s
abilities or power set, the GM should work with the affected player and reshuffle the PC’s
stats and powers to fit the new normal. In comic books, this often occurs after the character
suffers a near-death experience, or some exposure to weird energy.

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Chapter 4

A SAR Team
This chapter offers a sample SAR team to give you an idea of how character generation
works in this system. We wrote SAR with low-powered characters in mind, but the rules
will scale up to handle your favorite powerhouses from all of the popular comic book
universes. Build your most powerful characters using the Paragon archetype. Don’t expect
your average team of street-level stalwarts to have an easy time with foes like Amazon
princesses, thunder gods, or the scions of Zeus should they show up on the scene.

The team in this chapter features the five protagonists who grace our amazing cover. They
are Mr. Jaagoodar (Sikh mystic), Anomalee (chronal explorer), Eitri (renegade Asgardian
dwarf), Sakya (Tibetan psi-warrior), and Talos (massive man of metal).

These characters and those that follow in the chapters ahead are meant to provide players
and GMs with inspiration and ready-made player-characters and opposition should the
need arise for a friend or foe on the fly.

121
Mr. Jaadoogar
Archetype: Mastermind
Real Name: Harmandir Singh
Height: 5'11" Weight: 175 lbs.
Three Things: Mystical, elemental mastery, heavy geas
Fighting: +2, Shooting: +1, Agility: +2, Strength: +1, Toughness: +1, Mind: +4, Awareness:
+2, Spirit: +3
Move: 1/2
Backgrounds: Arcane 3, Medicine 2
Powers/Boosts
Major: Karma Battery
Minor: Clairvoyance, Magical Blast
Boosts: Flight, Stat Bump x 2,
Super-Skill (Arcane Lore)

Karma Pool: 2
Health: 30

122
Anomalee
Real Name: Sheila Lee Ellison
Archetype: Street-Level
Height: 5'8" Weight: 160 lbs.
Three Things: Gadgets, Born tinkerer, Tech obsession
Fighting: +2, Shooting: +2, Agility: +1, Strength: +1, Toughness: +2, Mind: +3, Awareness:
+2, Spirit: +2
Move: 1
Backgrounds: Exploration 2, Science 3
Powers/Boosts
Minor: Armor (Device), Gadget Pool: Shock Staff
(Easily Taken Device)
Boosts: Fortune, Stat Bump x 5,
Super-Skill (Tinkering, +2)
Quirk: Challenge
(Time-Lost)*

Karma Pool: 2
Health: 20
*A far-future chrononaut stranded
in this time, Anomalee sometimes
falls out of phase with her current
time placement. Anytime she rolls
double 1s or 6s, she must make a
TN13 Spirit check or suffer -2
on her next dice check.

123
Sakya
Real Name: Chodha
Archetype: Controller
Height: 5'4" Weight: 140 lbs.
Three Things: Altered Human, Mind master, Power’s price
Fighting: +0, Shooting: +2, Agility: +1, Strength: +0, Toughness: +1, Mind: +3, Awareness:
+3, Spirit: +4
Move: 1/2
Backgrounds: Athletics 1, Medicine 2, Exploration 2
Powers/Boosts
Major: Telepathy
Minor: Healing, Stun
Boosts: Advantage (Polyglot), Flight,
Fortune, Stat Bump (Health)

Karma Pool: 1
Health: 34

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Talos
Archetype: Strongarm
Real Name: None
Height: 10' Weight: 2,000 lbs.
Three Things: Construct, Inhuman battler, Needs direction
Fighting: +3, Shooting: +0, Agility: +0, Strength: +5, Toughness: +4, Mind: +1, Awareness:
+1, Spirit: +2
Move: 1
Backgrounds: Criminal 2, Science 3
Powers/Boosts
Major: Brick
Minor: Armor, Construct, Melee
Damage +4
Boosts: Massive, Stat Bump x 2,
Super-Senses (Nightvision)

Karma Pool: 1
Hit Points: 34

125
Eitri
Real Name: Eitri
Archetype: Street-Level
Height: 4'5" Weight: 300 lbs.
Three Things: Asgardian dwarf, Opportunistic fighter, Trapped in Midgard
Fighting: +3, Shooting: +0, Agility: +0, Strength: +2, Toughness: +3, Mind: +2, Awareness:
+2, Spirit: +2
Move: 1
Backgrounds: Arcane 2, Engineering 3
Powers/Boosts
Minor: Melee Damage +4 (Device, Reach 1), Armor (Device)
Boosts: Stat Bump x 5

Karma Pool: 2
Health: 24

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Chapter 5

Mission Set-Up
The Basic Set-Up
Mission-driven games often provide some of the best chances for adventure and storytelling.
GM, if you know the predilections of your players and the capabilities of their characters, set
them up with an appropriate task to accomplish. This could be a foe or team to overcome, a
person to rescue, or an objective to seize. Ahead we provide you with an example campaign
structure you can build your games around.

Villain Mission Force


Our Villain Mission Force set-up features a villain-based storyline that’s episodic in nature.
Every issue of your series begins with the characters (villains) in prison. Then the Blinker
(or some other teleporter) shows up. The teleporting mutant offers each villain their
freedom and a one million dollar payday if they sign a contract to complete one mission for
a shadowy patron known only as the Facilitator.

If the villain agrees, they sign on the dotted line and get whisked away to a secret base
somewhere in upstate New York. They are now members of the Villain Mission Force!
When we’ve run this sort of campaign in the past we’ve treated it like an awesome 1980s
TV show, and drawn from the villain-based comics of the same era.

127
The Facilitator Revealed!
Just who is the Facilitator, really? That’s left up to individual GMs. In my SAR
games, I know exactly who the Facilitator is, but I am not telling! The true ID of the
Facilitator will go a long way to determining the sorts of missions the villains go on,
and likely help to set the tone of the series. Suffice to say that the Facilitator possesses
a fantastic mind, a long reach, and nearly unlimited resources.

Blinker always deposits each villain into a clean, well-appointed guest room where all of their
“professional effects”—costume, gadgets, etc.—have been laid out for them. In most cases,
these items will be exact reproductions of the villain’s gear and costume, 100% accurate in
both form and function. In the case of very rare or one of a kind items, the actual item will
have been liberated from whatever secure area it was stored in prior to the villain’s escape.

Heroes Riding Herd?


The villain-based comics we love often feature a hero (or heroes) riding herd on the
villains, keeping them in line and making sure they stick to the mission. If you want
one of your players to do this, that’s great! Make sure all of your players understand
the inherent tension this may cause. As long as everyone has fun with it, things will
go smoothly.

A Meeting With Rothby


Rothby greets each member in turn. He’s a reptilian alien who works for the Facilitator
as his majordomo. He wears a spotless tuxedo and speaks with an accent very similar to a
well-heeled aristocrat from Great Britain.

Once the characters are properly attired, they’re all requested to assemble in the facility’s
plush meeting and conference room. Here they receive their briefing from Rothby, and
sometimes the Facilitator chimes in via video screen or speakerphone (think Charlie’s
Angels, Mission Impossible, or some of those mission-based villain comics we’ve been
mentioning). When the Facilitator does deign to appear on screen, they always sit swathed
in shadow, only the barest outline visible, and they always speak with a distorted voice.

128
A Lucrative Deal
Agreeing to join the VMF and going on the mission nets the characters $500K each in
a Swiss account straight off. All expenses and transport costs are always covered, along
with any phony documents required. If a particular character’s special talents might prove
useful for pre-mission setup, Rothby may ask for their help. This additional service does
not garner additional payment unless the character makes a point to argue that it does.
Succeeding on the mission, fulfilling all mission parameters to the Facilitator’s satisfaction,
earns each character another $500K in their Swiss accounts. After that they can walk.
Since every issue starts with the characters in prison, we assume that some subsequent caper
goes awry and they’re re-arrested. This only matters should a player want to run the same
character in the next issue or story.

The Price of Betrayal


If you don’t have a hero or someone else loyal to the facilitator riding herd on the villains,
they may try to stray. After all, they have $500K in their accounts already. The Facilitator
will warn of dire consequences should someone run out on the mission. This comes in
the form of a giant alien robot recovered and reprogrammed by the Facilitator to do their
bidding.

Should the Facilitator detect some betrayal (through mystical, scientific, or other means),
they will send the G.A.R. after the offending member or members.

129
G.A.R. (Giant Alien Robot)
Real Name: N/A
Archetype: Paragon
Height: 15' Weight: 3 tons
Three Things: Construct, Implacable programming, Glitchy
Fighting: +4, Shooting: +4, Agility: +1, Strength: +4, Toughness: +4, Mind: +1, Awareness:
+4, Spirit: +0
Move: 1
Backgrounds: Military 3, Science 2
Powers/Boosts
Major: Armor, Brick
Minor: Melee Damage +4, Power Blasts +4
Boosts: Advantage (Internal Radio), Super-Senses (Hearing, Sight), Stat Bump x 1

Karma Pool: 2
Health: 40

130
Episodic Structure
The episodic nature of this campaign style makes it easy to run as a series of loosely
linked one-off games. It’s up to the GM and players to decide how much continuity between
issues matters.

Caper Generation Tables


If you’re playing a villain-based game or you’re just looking to generate some story ideas,
our Caper Generation system will give you a wealth of story content with a card flip and
just a few dice rolls.

In the case of a Villain Mission Force game, it’s also ideal for building a character’s
backstory—just how did they start the issue in prison, anyway?

Grab a standard playing card deck and a six-sided dice and find out! Before you begin,
deal yourself a card and note its suit. Some tables combine a die roll with a card suit to
determine a final result.
Motivation (roll 1D6)
Result. . . . . . . . . . . . . . Reason
1. . . . . . . . . . . . . . . . . . . Greed
2. . . . . . . . . . . . . . . . . . . Power
3. . . . . . . . . . . . . . . . . . . Vengeance
4. . . . . . . . . . . . . . . . . . . Redemption
5. . . . . . . . . . . . . . . . . . . Love/Hate
6. . . . . . . . . . . . . . . . . . . Duty

131
For further details on the origin of your motivation, compare your card suit to the following:
Spades = Betrayal | Hearts = Passion | Diamonds = Debt | Clubs = Defeat

Crime (roll 1D6)


Result. . . . . . . . . . . . . . Crime
1. . . . . . . . . . . . . . . . . . . Assault*
2. . . . . . . . . . . . . . . . . . . Racketeering***
3. . . . . . . . . . . . . . . . . . . Kidnapping*
4. . . . . . . . . . . . . . . . . . . Heist**
5. . . . . . . . . . . . . . . . . . . Grand Theft Auto*
6. . . . . . . . . . . . . . . . . . . Attempted Murder*
* Roll again on the Victim table below.
** Roll again on the Heist table below.
*** Roll again on the Racketeering table below.

Victim Table (roll 1D6)


Result. . . . . . . . . . . . . . Victim*
1. . . . . . . . . . . . . . . . . . . Rich Scion
2. . . . . . . . . . . . . . . . . . . The Mayor
3. . . . . . . . . . . . . . . . . . . Famous Actor
4. . . . . . . . . . . . . . . . . . . Famous Scientist
5. . . . . . . . . . . . . . . . . . . Famous Religious Figure
6. . . . . . . . . . . . . . . . . . . Subduing Hero’s Family Member/Significant Other
*Roll on the appropriate Victim sub-table.

Rich Heiress Sub-Table (roll 1D6)


Result. . . . . . . . . . . . . . Scion
1. . . . . . . . . . . . . . . . . . . Copper mining
2. . . . . . . . . . . . . . . . . . . Cattle
3. . . . . . . . . . . . . . . . . . . Old money
4. . . . . . . . . . . . . . . . . . . Energy
5. . . . . . . . . . . . . . . . . . . Banking
6. . . . . . . . . . . . . . . . . . . Cosmetics

132
Mayor Sub-Table (roll 1D6)
Result. . . . . . . . . . . . . . City
1. . . . . . . . . . . . . . . . . . . New York
2. . . . . . . . . . . . . . . . . . . Philadelphia
3. . . . . . . . . . . . . . . . . . . Washington, D.C.
4. . . . . . . . . . . . . . . . . . . Chicago
5. . . . . . . . . . . . . . . . . . . Seattle
6. . . . . . . . . . . . . . . . . . . Dallas

Famous Actor Sub-Table (roll 1D6)


Result. . . . . . . . . . . . . . Actor
1. . . . . . . . . . . . . . . . . . . Child Prodigy
2. . . . . . . . . . . . . . . . . . . Oscar Winner
3. . . . . . . . . . . . . . . . . . . Auteur Director
4. . . . . . . . . . . . . . . . . . . Washed-Up Star
5. . . . . . . . . . . . . . . . . . . Indie Darling
6. . . . . . . . . . . . . . . . . . . Problem Child

Famous Religious Figure Sub-Table (roll 1D6)


Result. . . . . . . . . . . . . . Religious Figure
1. . . . . . . . . . . . . . . . . . . Cult Founder
2. . . . . . . . . . . . . . . . . . . Televangelist
3. . . . . . . . . . . . . . . . . . . Great Philosopher
4. . . . . . . . . . . . . . . . . . . Leading Non-Theist
5. . . . . . . . . . . . . . . . . . . Bishop/Cardinal
6. . . . . . . . . . . . . . . . . . . Raging Fanatic

Famous Scientist Sub-Table (roll 1D6)


Result. . . . . . . . . . . . . . Famous Scientist
1. . . . . . . . . . . . . . . . . . . Particle Physicist
2. . . . . . . . . . . . . . . . . . . Oceanographer
3. . . . . . . . . . . . . . . . . . . TV Astronomer
4. . . . . . . . . . . . . . . . . . . Biologist
5. . . . . . . . . . . . . . . . . . . Quantum Theorist
6. . . . . . . . . . . . . . . . . . . Chemical Engineer

133
Heist Table (roll 1D6)
Result. . . . . . . . . . . . . . Target
1. . . . . . . . . . . . . . . . . . . Bank job
2. . . . . . . . . . . . . . . . . . . Yacht
3. . . . . . . . . . . . . . . . . . . Rare gems
4. . . . . . . . . . . . . . . . . . . Military prototype
5. . . . . . . . . . . . . . . . . . . Rare animal
6. . . . . . . . . . . . . . . . . . . Radioactive isotopes

Racketeering Table (roll 1D6)


Result. . . . . . . . . . . . . . Scheme
1. . . . . . . . . . . . . . . . . . . Extortion
2. . . . . . . . . . . . . . . . . . . Gambling
3. . . . . . . . . . . . . . . . . . . Identity Theft
4. . . . . . . . . . . . . . . . . . . Smuggling
5. . . . . . . . . . . . . . . . . . . Influence Peddling
6. . . . . . . . . . . . . . . . . . . Refuse Hauling

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Accomplices
You didn’t commit your crimes alone! Roll first to determine how many accomplices you
had. Next roll that number of times on the Villain Pool tables to determine their natures.
Roll. . . . . . . . . . . . . . . . Result
1–2. . . . . . . . . . . . . . . . . 1
3–4. . . . . . . . . . . . . . . . . 2
5–6*. . . . . . . . . . . . . . . . 3

Roll the nature of each accomplice. We included some example origins just to spark your
imagination. If you’re drawing from an established comic book universe, you can match
the origin to a favorite character. If you roll a 6 on the Accomplices table, make one of your
three rolls on the Major Accomplices sub-table below.

Accomplice Type
Roll 1D6
1: Altered Human (accidental exposure, lab experiment)
2: Gadget Character (inventor, inheritor)
3: Intense Training (athlete, super-soldier)
4: Mutant (hunted, superhuman lineage)
5: Alien (spy, would-be conqueror)
6: Construct (golem, robot, elemental)

Major Accomplices
Result/Accomplice
1: Spades = Villain Team* | Hearts = Organized Crime | Diamonds = Serpentine
Subversives | Clubs = Dark Scientists
2: Spades = Baron Sinister | Hearts = Baron Muerte | Diamonds = Count Sangre |
Clubs = Duke of Destruction
3: Spades = Hades | Hearts = Scarlet Skull | Diamonds = Super-Scientist | Clubs =
Alien Warlord
4: Spades = Count Doom | Hearts = Big Head | Diamonds = Blastron | Clubs = Dark
Queen
5: Spades = Super-Shifter | Hearts = Colonel Clone** | Diamonds = Goblin King |
Clubs = Star-Sphinx
6: Cosmic Patron***

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*If you roll a Villain Team, roll 1D6 again on the Villain Team Table below:
Villain Team Table
Result. . . . . . . . . . . . . . Team
1. . . . . . . . . . . . . . . . . . . Sinister Seven
2. . . . . . . . . . . . . . . . . . . G.A.R.O.U.
3. . . . . . . . . . . . . . . . . . . Fearsome Four
4. . . . . . . . . . . . . . . . . . . Amphibian Amalgam
5. . . . . . . . . . . . . . . . . . . Monster Brotherhood
6. . . . . . . . . . . . . . . . . . . Chaos Consortium

**If you roll Colonel Clone, roll 1D6 again on the Colonel Clone Accomplice Table below:
Colonel Clone Accomplice Table
Result
1–5: It was just a clone! The real Colonel Clone would never work with you!
6: It was Colonel Clone! Gain +1 Karma to start the issue!

*** If you roll Cosmic Patron, roll 1D6 again on the Cosmic Patron Table below:
Cosmic Patron
Result. . . . . . . . . . . . . . Entity
1. . . . . . . . . . . . . . . . . . . The Grand Designer
2. . . . . . . . . . . . . . . . . . . Dream Lord
3. . . . . . . . . . . . . . . . . . . The Hoarder
4. . . . . . . . . . . . . . . . . . . Astron, the Rogue Planet
5. . . . . . . . . . . . . . . . . . . The Outsider
6. . . . . . . . . . . . . . . . . . . Darkos

136
Place of Battle/Apprehension
Where did you commit your crimes, or where did they lead you once you did them? Roll
first on the general table, then follow to the appropriate location subtable.
General Table
Result. . . . . . . . . . . . . . Location
1–2. . . . . . . . . . . . . . . . . City
3–4. . . . . . . . . . . . . . . . . Wilderness
5–6. . . . . . . . . . . . . . . . . Exotic

City Subtable
Result. . . . . . . . . . . . . . Location
1. . . . . . . . . . . . . . . . . . . The Docks
2. . . . . . . . . . . . . . . . . . . Skyscraper Rooftop
3. . . . . . . . . . . . . . . . . . . Main Street
4. . . . . . . . . . . . . . . . . . . The Sewers
5. . . . . . . . . . . . . . . . . . . Shopping Center
6. . . . . . . . . . . . . . . . . . . School or University

Wilderness Subtable
Result. . . . . . . . . . . . . . Location
1. . . . . . . . . . . . . . . . . . . Desert Canyon
2. . . . . . . . . . . . . . . . . . . Farm
3. . . . . . . . . . . . . . . . . . . Jungle
4. . . . . . . . . . . . . . . . . . . North Woods
5. . . . . . . . . . . . . . . . . . . Sea Cave
6. . . . . . . . . . . . . . . . . . . Mountaintop

Exotic Subtable
Result. . . . . . . . . . . . . . Location
1. . . . . . . . . . . . . . . . . . . Energy Research Center
2. . . . . . . . . . . . . . . . . . . Hidden Mountain Redoubt
3. . . . . . . . . . . . . . . . . . . Atlantis
4. . . . . . . . . . . . . . . . . . . Lost Land
5. . . . . . . . . . . . . . . . . . . Orbiting Asteroid Base
6. . . . . . . . . . . . . . . . . . . Ancient Alien Moonbase

137
Chapter 6

Villain Mission Force #1


This chapter features a complete Villain Mission Force adventure. When we’re using SAR
to run VMF-style games, all of our issues follow roughly the same pattern and key off of
characters and events from the Bronze Age comics of the mid-1970s through the mid- to
late-1980s eras. Use this as is and/or as a template for building your own game sessions.

Villain Mission Force: Special Missions #1


“Target: Tricero”

Summary
The mysterious Facilitator frees a new group of villains to undertake a dangerous mission
to stop the Treacherous Tricero! After escaping the subterranean machinations of both the
Master Mole and Subterraneus, the cretaceous giant now finds himself smashing his way
underground and moving ever westward. While Tricero unknowingly careens toward the
San Andreas Fault, another critical spot sits in his path—a secret base built and run by
Colonel Clone!

Unwilling to engage Tricero himself, the Colonel turns to the Facilitator and the Villain
Mission Force. The hastily assembled crew must either draw Tricero to the surface, or face
him down in the eerie half-light of the underground tunnels.

No matter how they choose to solve this most vexing of problems, the VMF is likely to find
a few surprises along the way!

Complications
The VMF is not the only group hunting Tricero! A group of heroes known as the Revengers
has been called in by the U.S. Army brass to protect the San Andreas Fault from the
marauding menace. The Hunter, Witch, and Ghost will run into the VMF prior to their
ultimate encounter with Tricero. The two groups will run afoul of each other while scouting
the foothills of Bald Mountain.

138
Chapter 1: Meet The Crew
Blinker assembles the team. GM, use the tables presented earlier to set up each character’s
incarceration. Rothby provides introductions, equipment, and details. The Facilitator lays
out the mission via intercom.

The Colonel Speaks


After the Facilitator and Rothby describe the mission basics, they turn things over to the
Colonel. Not deigning to appear in person, the Colonel projects his holographic image
into the room via a penlight sized device that enters from a nearby window. GM, read the
following in your most imperious and condescending voice:

“So, you are the ones chosen to undertake this mission, eh? I suppose you will have
to suffice. I am sure you know by now of the rampaging Tricero’s movements. Even
as we speak he hurtles toward one of my most important subterranean bases. He
could arrive at its doors as early as tomorrow. I have no time to move its sensitive
contents. You must instead deflect the mindless menace from his current path. I have
calculated his location and I will furnish you with those coordinates, allowing for the
comet-spawned Tricero’s prodigious progress in the intervening hours prior to your
arrival on scene.

“I will leave you to your task, unless you have any questions?”

If the VMF team members do have any questions, the Colonel will entertain them, but
he will quickly grow impatient. “Time is of the essence,” he will ultimately say as his
holographic image flutters and he fades away. He will leave them with a final admonishment,
“Remember, my base contains incredibly expensive, explosive, and sensitive experiments—
you must turn Tricero away from them!”

With that the team gets their travel plans. A private cargo plane will take the team across
the country and drop them close to the surface above Tricero’s last known location. After
skydiving (or flying) out and making their landing, the action will begin to heat up!

GM, award your players 1 Karma each before moving to the next scene.

139
Chapter 2: Revengers On Scene!
Give the VMF team some time to get acquainted and trade jibes during the roughly two
hour flight to their jump-off point. They can also plan the best strategy for tackling Tricero
and diverting him away from the Colonel’s base.

When the jump point is reached, the VMF can skydive (or fly if some members can do
that) to the Bald Mountain foothills. Once they have gathered back together, they can use
the Colonel’s calculations to find Tricero’s likeliest position. In the process of locating this
point, they run afoul of three members of the Revengers! Hunter, Ghost, and the Witch
are on the trail of Tricero as well. Scouting the area for likely access points to Tricero’s
underground location, the Hunter spots the VMF’s landing, and alerts his comrades.

Knowing the “work” of the VMF members, the Revengers will be unlikely to believe the
team is there to do anything good. However, give the VMF team a shot to talk their way
out of a fight if that’s what they want to do. If they’re not keen to try this, conflict will
quickly ensue!

GM, set the fight (if it does happen) in a spot with mixed terrain. If you’re using maps,
clearly define three areas: a boulder field, a copse of loose trees, and a clearing with tall
grasses. If you want to add a wrinkle or two, make a few of the boulders large enough to
require elevation changes.

140
Hunter
Archetype: Brawler
Real Name: Roland Davis
Height: 6' Weight: 185 lbs.
Three Things: Intense Training, Jungle reflexes, Still just a man
Fighting: +4, Shooting: +0, Agility: +3, Strength: +2, Toughness: +2, Mind: +1, Awareness:
+3, Spirit: +2
Move: 2
Backgrounds: Exploration 1, Military 2, Science 2
Powers/Boosts
Major: Scrapper
Boosts: Speed, Stat Bumps x 3, Super-Senses (Hearing, Smell, Sight), Super-Skill (Tracking)

Karma Pool: 1
Health: 30

141
Witch
Archetype: Controller
Real Name: Sandra Simms
Height: 5' 7" Weight: 130 lbs.
Three Things: Mutant, Science and sorcery are one, Unreliable power
Fighting: +1, Shooting: +2, Agility: +1, Strength: +0, Toughness: +1, Mind: +2, Awareness:
+3, Spirit: +5
Move: 1
Backgrounds: Arcane 2, Exploration 3
Powers/Boosts
Major: Power Pool
Minor: Karma Boost, Stun
Boosts: Fortune, Magical Blast, Stat Bump, Super-Skill (Sorcery)

Karma Pool: 3
Health: 30

142
Ghost
Archetype: Wildcard
Real Name: Harold Simms
Height: 6'3" Weight: 300 lbs.
Three Things: Construct, Mechanoid strength, Paralysis by analysis
Fighting: +3, Shooting: +2, Agility: +1, Strength: +3, Toughness: +3, Mind: +2, Awareness:
+1, Spirit: +1
Move: 1/2
Backgrounds: Science 3, Exploration 2
Powers/Boosts
Minor: Construct, Density Control (Ghost Attack), Power Blasts +4
Boosts: Advantage (Internal Computer), Flight 40 mph, Stat Bumps x 3

Karma Pool: 1
Health: 34

GM, award your players 1 Karma each before moving to the next scene.

143
Chapter 3: And In This Corner...Tricero!
Once the VMF defeats (or escapes from) the Revengers, they can get down to the
business of confronting Tricero. The delay of the encounter with the Revengers has
allowed Tricero to draw ever closer to the Colonel’s underground base. Using the data
provided by Colonel Clone, and their own devices, the team can pinpoint Tricero’s exact
location on a TN13 Awareness or Mind check. Allow them to apply any relevant Super-
Skills or other advantages.

Tricero moves about one mile below them. If their checks from above were successful, they
can also find a cave entrance that will lead down to an intersection where they can cut the
spiked giant off before he reaches the Colonel’s base. Another option is sending one member
down to draw the radiation-spawned behemoth to the surface for a more open battle. This
would entail a power set that included Burrowing, Density Control, or Teleport.

If they fail in their attempts to determine Tricero’s exact location, allow them to find a cave
and follow it, but the route will run them into some trouble. A Marauding pack of Rock
People will ambush them!

Rock People
Minion Group (10 members)
TN14, Melee Damage +2, Damage Field TN11

Once they have defeated the Rock People, they can move on to the main event!

The Battle Scene


If the VMF battles Tricero below ground, they will find the caverns spacious enough to
move freely, use powers like Flight and Leaping, and generally conduct maneuvers against
their Cretacious foe. GM, set this last desperate battle in a large cavern with a 4 unit (roughly
200’) high ceiling. Describe plenty of stalactites and stalagmites, pools of stagnant water,
and weird bioluminescence. Make your map three to four areas: clear cavern, stalactite
field, underground lake (2 units deep), and a debris field.

If they draw Tricero out and battle him above ground, the battle takes place along the
foothills of Bald Mountain. Rolling hills, boulders, trees of various types, and rolling
brooks all dot the landscape. Use a modified map from the previous chapter.

Whether they draw him out to the surface, or battle him underground, the VMF will have
to engage Tricero. GM, use the Arch-Foe rules presented in Chapter 3 to give Tricero
additional turns each round.

144
Here are his stats!

Tricero
Archetype: Paragon
Real Name: Maxwell Bollinger
Height: 7' Weight: 1000 lbs.
Three Things: Altered Human, I’m stronger than you, Tortured soul
Fighting: +5, Shooting: +1, Agility: +0, Strength: +5,
Toughness: +5, Mind: +0, Awareness: +2, Spirit: +3
Move: 1/3
Backgrounds: Science 3, Exploration 2
Powers/Boosts
Major: Brick
Minor: Karma Boost, Leaping, Rage,
Regeneration, Weapon +4
Boosts: Stat Bump x 2,
Super-Senses (see astral forms)
Quirk: Alter-Ego
(Involuntary Change)

Karma Pool: 3
Health: 44

145
Maxwell Bollinger
Height: 5'10" Weight: 165 lbs.
Three Things: Altered Human, Brilliant researcher, Tortured soul
Fighting +0, Shooting +0, Agility +0, Strength +0, Toughness +0, Mind +3, Awareness
+1, Spirit +1
Move: 1
Backgrounds: Science 3, Exploration 2
Super-Skill: Physics

Karma Pool: 1
Health: 10

146
GM, remember your own Karma Points! You get one for each player at the start of the
session, and if you didn’t use them all in the previous scene, now is the time to use them for
Tricero. This will help when he’s suffering attacks from all sides by the VMF!

While Tricero will present a formidable challenge to the VMF, the team does not
need to knock him out. They just need to divert him from his current path and spare
the Colonel’s sensitive base of operations. Even if they alter his path and he resumes his
subterranean wanderings beyond the point where the Colonel’s base rests, the VMF will
have accomplished its mission.

So long as the Colonel’s base is spared, the VMF’s mission will be completed and they’ll
collect the remaining $500,000 for their Swiss accounts. Mission accomplished!

147
Chapter 7

Secret Base Design Rules


The vastness of any comic book universe hides numerous hidden bases, refuges, and
clandestine operations within its exotic locales. These rules will allow GMs and players to
quickly whip up a hidden base. This will provide exciting locales for your teams to assault,
raid, or defend!

While this process has been designed to be mostly random, GMs and their players can also
select specific features from each table in order to customize a base to their needs.

Step 1: Draw A Base Card


Draw a card from a 52 card deck for your base and note its value and suit. This is your Base
Card. Shuffle it back into the deck.

Step 2: Determine Base Owner and Purpose


Unless it has been abandoned, your base will have an owner and a reason for its operation.
Here’s where we sort that out.

Base Owner
If you don’t have a specific base owner in mind, go to Chapter 5: Mission Set-Up and roll on
the Major Accomplices table, then compare your Base Card suit to find out which major
bad guy, team, or cosmic entity owns your base!

Base Purpose
Roll 1D6, then match your Base Card’s suit:
D6 Result
1–3: Spades: Prison | Hearts: Energy Research | Diamonds: Armory | Clubs: Refuge
4–6: Spades: Super-Soldier Research | Hearts: Space Program | Diamonds: City |
Clubs: Treasure Trove

148
Step 3: Determine Base Locale
Whether it’s tucked away in some exotic locale or hidden just down the street, every base
needs a location. Roll 1D6 and compare your card suit to find out where.
D6 Result
1: City: Spades: Skyscraper | Hearts: Sewers | Diamonds: School | Clubs: Tenement
2: Suburbs: Spades: Shopping Mall | Hearts: Gated Community | Diamonds:
Industrial Park | Clubs: Park
3: Wilderness: Spades: Forest | Hearts: Jungle | Diamonds: Marine | Clubs: Desert
4 :Mobile: Spades: Teleporting | Hearts: Tunneling | Diamonds: Deep Sea | Clubs:
Flying
5: Farflung Country: Spades: Singapore | Hearts: New Zealand | Diamonds: Ghana |
Clubs: Egypt
6: Exotic: Spades: Atlantis | Hearts: Anti-Zone | Diamonds: Ancient Moonbase |
Clubs: Lost Land

Step 4: Overall Construction Strength


This will determine the predominant materials your base was constructed with.

Match your Base Card’s suit:


Spades: Exotic Materials, TN18 | Hearts: Superior Metals, TN17 | Diamonds:
Lighter Metals, TN16 | Clubs: Concrete, TN15

Step 5: Determine Base Defenses


In superhero comics, even an abandoned base can hold hidden dangers.

Roll 1D6, then match your Base Card’s suit:


D6 Result
1–2: Minions*: Spades: TN15 | Hearts: TN14 | Diamonds: TN13 | Clubs: TN12
3–4: Traps*: Spades: TN15 | Hearts: TN14 | Diamonds: TN13 | Clubs: TN12
5–6: Named Characters**: Spades: Quartet | Hearts: Trio | Diamonds: Duo |
Clubs: Solo
*Add specific powers to Minions and Traps where appropriate.
**Choose characters based on the needs of the story. Use the Villain table from Chapter 5
if appropriate.

If your Base Card is an Ace, King, or Queen, roll again on the table above until you get a
second, different result. Your base has two types of protection!
149
Step 6: Determine Base Layout
Use random card draws to determine your base’s layout. Each card draw represents a single
room. You can start your base with an entry hall or room of your choosing, then build the
rest in order by card draw. Start with five card draws for your base. If your Base Card is an
Ace, add up to +2 draws. If your Base Card is King, Queen, or Jack, add up to +1 draw.

Where you decide it’s applicable, use your Base Card as a size modifier to create enlarged
versions of your rooms.
Base Card Room Size Multiplier
Ace, King = +3 units
Queen, Jack = +2 units
10–6 = +1 unit
5–2 = no modifier

Room Card Draw


Joker = Portal Chamber (1 unit, square)
Ace = Hangar or Motor Pool (3 units, rectangle)
King = Laboratory (2 units, any shape)
Queen = Living Area (1–3 units, dormitory)
Jack = Holding Cells (3 units, each unit contains 4 cells)
10–9 = Utility/Work Room (1 unit, rectangle)
8–2 = Corridor (1–3 units, rectangle or tubular)

• Room shapes are suggestions only, ceiling heights start at 8’, but adjust them as
needed.
• You can make a room smaller if you desire.
• If you choose, red suits can denote a roughly square room; black suits denote a
roughly circular room.

As you lay out your base, feel free to rearrange any rooms that don’t make sense to you. You
can also freely trade Corridors for Utility/Work rooms.

150
Step 7: Determine Special Conditions
Superhero comics are blessed with an unlimited special effects budget, and so is your game!
This step will give you some cool options to make your base a truly memorable place to set
a scene or chapter of your group’s collective story.

Roll 1D6, then match your Base Card’s suit:


D6 Result
1–2 Power-Ups*: Spades: TN13 | Hearts: TN14 | Diamonds: TN15 | Clubs: TN16
3–4 Teleport Portals**: Spades: Dimensional | Hearts: World | Diamonds: Country |
Clubs: City
5–6 Self-Destruct Mode***: Spades: 5 rounds | Hearts: 4 rounds | Diamonds:
3 rounds | Clubs: 2 rounds

Pick an appropriate room where the special conditions occur.

*Determine the method of the Power-Up. Examples include strength rays, gamma
bombardments, mutagenic mists, etc. Exposed characters make a Spirit or Toughness stat
check against the TN. Every FX equals the number of temporary +1 bonuses the character
adds to their stats. These bonuses normally fade at the conclusion of the scene.

**Teleport portals provide easy transport to other points in the base, and to another
location up to a distance determined by the Base Card’s suit. GM, assign teleport circles
to appropriate rooms or chambers in your base. At your discretion, activating a circle
requires a TN13 Mind or Spirit check.

***Self-Destruct modes activate when characters trip some security measure. The rounds
indicated by the Base Card suit represent a countdown to doomsday! When the base
explodes, anyone inside must resist a TN21 damage effect.

If your Base Card is an Ace, King, or Queen, roll again on the table above until you get a
second, different result.

151
Example Secret Base Creation
Sky decides to use the Secret Base Creation rules to make a hideout for his players to assault.

Step 1: Sky draws an Ace of Clubs for his Base Card. He then shuffles it back into the
54-card deck.

Step 2: Sky has no base owner in mind, so he uses the Major Accomplices table. He rolls a 3
and compares his base card suit of Clubs—Alien Warlord! He then rolls a 1 and applies his
Clubs suit for the base’s purpose—a Refuge! The Alien Warlord must be up to something
on Earth!

Step 3: Sky next moves on to the location of his base. He rolls another 1—the city! His
Clubs suit indicates a tenement.

Step 4: Sky’s Clubs suit means his base has an overall construction strength of TN15.

Step 5: Base defenses come next. Sky rolls a 3—Traps! His Clubs suit means they’re only
TN12, and Sky will decide later what form they take. Since his Base Card is an Ace, he gets
to roll a second time, and he rolls a 5. Coupled with his suit, this means a single named
character also guards his base. He flips back to the Villain Pool tables in Chapter 5 and
determines an Altered Human guards his base! The alien warlord has chosen a human
agent to secure his refuge!

Step 6: Now Sky readies to do his base layout card draws. He gets five to start, and two
more because of his Ace, so that’s seven all told. He draws them in this order:

Queen of Clubs — Living Area


Ace of Hearts — Hangar or Motor Pool
King of Spades — Laboratory
Seven of Hearts — Corridor
Seven of Clubs — Corridor
Eight of Diamonds — Corridor
Jack of Diamonds — Holding Cells

Making his base more compact, Sky decides to trade his three corridors for work rooms. He
imagines the warlord has located a secret refuge beneath a rundown tenement in the Bronx.
His hangar becomes a submarine pen.

152
Step 7: Special conditions finish up the process. Sky gets to roll twice because of his Ace
base card. He gets a Power-Up at TN16 and Teleport Portals with city wide range. He
decides his power-ups come from a Gamma Ray Generator located in the Laboratory room.
He places the primary teleport portal in one of his work rooms.

Sky grabs a piece of graph paper and maps out his brand new secret alien base! Check out
his work below!

153
Chapter 8

Quick-Play Characters
SAR features fast character creation, but if you want instant characters with no fuss, we’ve
got that for you too! Both GMs and players can make use of these builds. Just find a
character you like and copy their information onto a blank character sheet or piece of
notepaper. Feel free to change their names, Three Things, physical characteristics, power
selections, or anything else you want to swap out to further customize them. We’ve included
at least one representative of every archetype, and a number of Street-Level builds for your
lower-powered character needs.

154
Angry Jane
Real Name: Sylvia Sinclair
Archetype: Street-Level
Height: 5'11" Weight: 140 lbs.
Three Things: Mutant, My rage is my armor, Blinded by hate
Fighting: +3, Shooting: +0, Agility: +3, Strength: +1, Toughness: +1, Mind: +0, Awareness:
+2, Spirit: +3
Move: 1 (2)
Backgrounds: Arcane 1, Criminal 3, Exploration 1
Powers/Boosts
Minor: Karma Boost, Rage (Strength & Toughness)
Boosts: Speed (Only while raging), Stat Bump x 3

Karma Pool: 4
Hit Points: 24

155
The Ankh
Real Name: Kwame Lewis
Archetype: Wildcard
Height: 6'1" Weight: 230 lbs.
Three Things: Altered Human, Wielder of the Star Ankh, No Ankh—no power
Fighting: +2, Shooting: +3, Agility: +0, Strength: +3, Toughness: +3, Mind: +1, Awareness:
+1, Spirit: +2
Move: 1/3
Backgrounds: Exploration 3, Social Sciences 2
Powers/Boosts
Major: Power Blasts +6
Minor: Brick, Flight (200 mph), Stun
Boosts: Stat Bump x 2

Karma Pool: 1
Health: 34

156
Archimedes
Real Name: Owen Lane
Archetype: Street-Level
Height: 5'11" Weight: 200 lbs.
Three Things: Mutant, Calculating crime boss, Unstable health
Fighting: +2, Shooting: +0, Agility: +2, Strength: +2, Toughness: +1, Mind: +2, Awareness:
+2, Spirit: +1
Move: 1/2
Backgrounds: Business 3, Criminal 2
Powers/Boosts
Minor: Karma Boost
Boosts: Advantage: Wealth, Flight
50 mph (Gliding only), Stat Bump x 2,
Super-Skill (Business), Melee Damage +2

Karma Pool: 4
Hit Points: 20

157
Blastron
Real Name: Blastron
Archetype: Blaster
Height: 6'6" Weight: 500 lbs.
Three Things: Alien, Walking atomic engine, Extreme hubris
Fighting: +1, Shooting: +4, Agility: +2, Strength: +3, Toughness: +3, Mind: +1, Awareness:
+1, Spirit: +1
Move: 1/2
Backgrounds: Criminal 2, Exploration 1, Monarch 2
Powers/Boosts
Major: Power Blasts +6
Minor: Brick, Flight
(Space Flight)
Boosts: Immunity (Vacuum),
Stat Bump x 2

Karma Pool: 1
Health: 30

158
Blinker
Real Name: Porter Banks
Archetype: Street-Level
Height: 6'2" Weight: 210 lbs.
Three Things: Mutant, In and out, Not a fighter
Fighting: +1, Shooting: +1, Agility: +2, Strength: +0, Toughness: +0, Mind: +2, Awareness:
+3, Spirit: +3
Move: 1
Backgrounds: Business 2, Criminal 3
Powers/Boosts
Minor: Karma Boost, Teleport
Boosts: Advantage: Wealth, Stat Bump x 2,
Super-Sense (Spatial Awareness)

Karma Pool: 4
Health: 20

159
Bounceback
Real Name: Judd Jenson
Archetype: Street-Level
Height: 3'6" Weight: 225 lbs.
Three Things: Intense Training, Small but mighty, My dwarfism challenges me
Fighting: +3, Shooting: +0, Agility: +3, Strength: +2, Toughness: +1, Mind: +1, Awareness:
+2, Spirit: +2
Move: 2
Backgrounds: Blue Collar 2, Exploration 3
Powers/Boosts
Minor: Karma Boost
Boosts: Speed, Stat Bump x 4,
Super-Skill (Acrobatics), Melee Damage +2
Quirk: Challenge (Dwarfism)

Karma Pool: 4
Health: 20

160
Captain Patriot
Real Name: Roger Stevens
Archetype: Commander
Height: 6'2" Weight: 225 lbs.
Three Things: Intense Training, Infinity serum, Man out of his time
Fighting: +5, Shooting: +1, Agility: +2, Strength: +2, Toughness: +2, Mind: +1, Awareness:
+2, Spirit: +4
Move: 2
Backgrounds: Exploration 3, Military 2
Powers/Boosts
Major: Karma Battery
Minor: Shield (Easily Taken Device, Indestructible)
Boosts: Speed, Stat Bump x 5
Quirk: Challenge (Honor Bound)

Karma Pool: 2
Health: 30

161
Cat
Real Name: Yamiche Davis
Archetype: Street-Level
Height: 5'8" Weight: 140 lbs.
Three Things: Altered Human, Always lands on her feet, Loves shiny things
Fighting: +2, Shooting: +0, Agility: +3, Strength: +1, Toughness: +1, Mind: +1, Awareness:
+2, Spirit: +3
Move: 2
Backgrounds: Business 1, Criminal 2, Exploration 2
Powers/Boosts
Minor: Jinx
Boosts: Fortune, Speed, Stat Bump x 3,
Super-Skill (Charisma), Super-Skill (Climbing)

Karma Pool: 2
Health: 20

162
Duo-Beast
Real Name: none
Archetype: Strongarm
Height: 8' Weight: 1000 lbs.
Three Things: Construct, Keeper of the Sky People, Conflicted battler
Fighting: +3, Shooting: +0, Agility: +0, Strength: +4, Toughness: +4, Mind: +1, Awareness:
+1, Spirit: +2
Move: 1
Backgrounds: Science 3, Military 2
Powers/Boosts
Major: Brick
Minor: Construct, Karma Boost
Boosts: Massive, Stat Bump x 2,
Melee Damage +2

Karma Pool: 3
Health: 38

163
Eternia
Real Name: Gemma Jenkins
Archetype: Speedster
Height: 5'5" Weight: 145 lbs.
Three Things: Genetic Offshoot, Speed-queen, Impulsive speed
Fighting: +1, Shooting: +2, Agility: +4, Strength: +3, Toughness: +2, Mind: +1, Awareness:
+2, Spirit: +2
Move: 1/4
Backgrounds: Exploration 3, Science 2
Powers/Boosts
Major: Flight: 800 mph
Minor: Regeneration, Power Blasts +4
Boosts: Immunity (Aging), Stat Bump x 3

Karma Pool: 1
Health: 30

164
Hippo
Real Name: Unknown
Archetype: Strongarm
Height: 6'5" Weight: 710 lbs.
Three Things: Altered Human, Nobody stops the Hippo, Dimwitted
Fighting: +4, Shooting: +0, Agility: +0, Strength: +4, Toughness: +4, Mind: -2, Awareness:
+1, Spirit: +2
Move: 2
Backgrounds: Blue Collar 2, Criminal 1, Exploration 2
Powers/Boosts
Major: Brick
Minor: Armor, Melee Damage +4
Boosts: Speed, Stat Bump x 3,
Super-Skill (Intimidation)
Quirk: Challenge (Low Mind)

Karma Pool: 1
Health: 38

165
Jack Slasher
Real Name: Scott Tyler
Archetype: Street-Level
Height: 6'1" Weight: 210 lbs.
Three Things: Gadgets, Malicious mercenary, Just a man
Fighting: +2, Shooting: +3, Agility: +2, Strength: +1, Toughness: +1, Mind: +1, Awareness:
+2, Spirit: +2
Move: 1
Backgrounds: Criminal 3, Espionage 2
Powers/Boosts
Minor: Gadget Pool
Boosts: Armor (Device), Stat Bump x 4,
Super-Skill (Flying)

Karma Pool: 2
Health: 20

166
Power Fist
Real Name: Danny Barr
Archetype: Street-Level
Height: 6'8" Weight: 300 lbs.
Three Things: Altered Human, Tough as nails, Short tempered
Fighting: +3, Shooting: +0, Agility: +1, Strength: +3, Toughness: +3, Mind: +0, Awareness:
+1, Spirit: +2
Move: 1
Backgrounds: Business 1, Criminal 1, Exploration 3
Powers/Boosts
Minor: Armor, Brick
Boosts: Stat Bump x 3, Super-Skill (Intimidation)

Karma Pool: 2
Health: 20

167
Psi-Queen
Real Name: Lorraine North
Archetype: Controller
Height: 5'10" Weight: 125 lbs.
Three Things: Mutant, Powerful telepath, Blind ambition
Fighting: +0, Shooting: +2, Agility: +1, Strength: +0, Toughness: +1, Mind: +4, Awareness:
+3, Spirit: +3
Move: 1
Backgrounds: Business 2, Criminal 1, High Society 2, Science 2
Powers/Boosts
Major: Telepathy
Minor: Karma Boost, Stun
Boosts: Advantage: Wealth, Armor [Psychic],
Savant, Super-Skill (Manipulation)

Karma Pool: 3
Health: 30

168
Redhorse
Real Name: Lucas Redhorse
Archetype: Controller
Height: 5'10" Weight: 175 lbs.
Three Things: Mystical, My belief is my power, Tied to the Great Northwest
Fighting: +0, Shooting: +2, Agility: +1, Strength: +0, Toughness: +1, Mind: +3, Awareness:
+3, Spirit: +4
Move: 1/2
Backgrounds: Arcane 3, Medicine 2
Powers/Boosts
Major: Power Pool (Device: medicine pouch)
Minor: Karma Boost, Weather Control
Boosts: Advantage: Ghostly Advisor, Flight: 50 mph,
Stat Bump x 1, Super-Skill (Surgery)

Karma Pool: 3
Health: 34

169
Rigger
Real Name: Dr. Jun Yap
Archetype: Gadgeteer
Height: 5'7" Weight: 145 lbs.
Three Things: Gadget hero, Techno wizard, Bad with people
Fighting: +1, Shooting: +3, Agility: +1, Strength: +0, Toughness: +2, Mind: +4, Awareness:
+2, Spirit: +2
Move: 1/2
Backgrounds: Exploration 2, Medicine 2, Science 3
Powers/Boosts
Major: Power Pool (Device)
Minor: Armor, Enhance
Boosts: Flight, Karma Boost, Savant, Stat Bump,
Super-Skill (Engineering)

Karma Pool: 1
Health: 30

170
Rundown
Real Name: Samuel Sanders
Archetype: Street-Level
Height: 5'11" Weight: 175 lbs.
Three Things: Altered Human, Blinding speed, Pawn of cosmic powers
Fighting: +3, Shooting: +0, Agility: +3, Strength: +2, Toughness: +1, Mind: +1, Awareness:
+2, Spirit: +1
Move: 3
Backgrounds: Criminal 3, Science 2
Powers/Boosts
Minor: Speed (Machine-Gun Punch,
Move-By Attack)
Boosts: Stat Bump x 4

Karma Pool: 2
Health: 24

171
Star-Sphinx
Real Name: Nassir ibn Fahd
Archetype: Paragon
Height: 7'2" Weight: 450 lbs.
Three Things: Altered Human, Power of the Philosopher’s Stone, Cosmic hubris
Fighting: +3, Shooting: +4, Agility: +1, Strength: +4, Toughness: +4, Mind: +2, Awareness:
+2, Spirit: +3
Move: 1
Backgrounds: Arcane 3, Exploration 2
Powers/Boosts
Major: Power Blasts +6, Power Pool
Minor: Melee Damage +4, Telepathy
(Detect & Read Minds)
Boosts: Immunity (Aging, Disease),
Stat Bump x 3
Quirk: Challenge (Reliant
on the Philosopher’s Stone)

Karma Pool: 1
Health: 40

172
Super-Shifter
Real Name: Kward
Archetype: Metamorph
Height: 6' Weight: 625 lbs.
Three Things: Alien powerhouse, All the powers I need, Marooned on Earth
Fighting: +3, Shooting: +1, Agility: +3, Strength: +3, Toughness: +2, Mind: +1, Awareness:
+1, Spirit: +2
Move: 1
Backgrounds: Exploration 1, Military 2, Science 2
Powers/Boosts
Major: Shape-Shift
Minor: Brick, Elasticity, Invisibility
Boosts: Stat Bump x 2
Quirk: Challenge (Sudden Weakness*)

Karma Pool: 1
Health: 30
*Once per scene, a foe gets a free bonus die
on any attack against the Super-Shifter.

173
Tigress
Real Name: Sharen Grierson
Archetype: Brawler
Height: 5'10" Weight: 180 lbs.
Three Things: Altered Human, Feline prowess, Overpowering instincts
Fighting: +4, Shooting: +0, Agility: +3, Strength: +2, Toughness: +2, Mind: +0, Awareness:
+3, Spirit: +2
Move: 2
Backgrounds: Arcane 1, Exploration 3, Science 1
Powers/Boosts
Major: Scrapper
Boosts: Karma Boost, Speed, Stat Bump x 2,
Super-Senses (Sight, Smell), Super-Skill
(Acrobatics), Melee Damage +2

Karma Pool: 2
Health: 30

174
Utgard
Real Name: Utgard
Archetype: Strongarm
Height: 6'8" Weight: 780 lbs.
Three Things: Dimensional Being, Asgard’s mightiest troll, Not so bright
Fighting: +4, Shooting: +0, Agility: +0, Strength: +5, Toughness: +4, Mind: +1, Awareness:
+1, Spirit: +1
Move: 1
Backgrounds: Exploration 2, Military 3
Powers/Boosts
Major: Brick
Minor: Regeneration, Melee Damage +4
Boosts: Stat Bump x 2, Super-Senses
(nightvision), Super-Skill (Intimidation)

Karma Pool: 1
Health: 30

175
Werewolf
Real Name: Cody Simms
Archetype: Wildcard
Height: 6'4" Weight: 240 lbs.
Three Things: Altered Human, Larcenous lycanthrope, Moon-cursed
Fighting: +3, Shooting: +0, Agility: +3, Strength: +3, Toughness: +3, Mind: +0, Awareness:
+3, Spirit: +3
Move: 2
Backgrounds: Criminal 2, Exploration 3
Powers/Boosts
Major: Armor
Minor: Regeneration
Boosts: Melee Damage +2, Speed,
Stat Bump x 4, Super-Senses (Smell)
Quirk: Alter-Ego (Involuntary Change)*

Karma Pool: 1
Health: 30
*Damage from a pure silver attack can cause a reversion to his normal human form. He must
make a TN13 Spirit check or revert to human form.

176
Chapter 9

SAR Skirmish & Solo Rules


Four-Color Studios has produced a lot of miniature skirmish battle rules over the last
20 years. Ever since the inception of our first game, SuperSystem: Superhero Miniature
Battles, we’ve had a passion for tabletop super-skirmishes. While SAR remains first and
always an RPG, we thought it might be fun to include some rough rules to run it as a
skirmish game.

Super Combatants
To build your super team for battle, just create four standard archetype characters. Standard
archetype characters include: Blaster, Brawler, Gadgeteer, Mastermind/Commander,
Metamorph, Speedster, Strongarm, and Wildcard. If you want to vary your numbers, use
the following rough guide:
2 Standard Archetypes = 1 Paragon
1 Standard Archetype = 2 Street-Level

Your team must contain at least one Standard or Paragon character.

In this way, you can have teams ranging in size from two to seven characters.

177
Keeping all of this in mind, here are some possible team configurations you can start your
games with:
• 4 Standards
• 3 Standards, 2 Street-Level characters
• 2 Paragons
• 1 Paragon, 2 Standards
• 1 Standard, 6 Street-Level characters
• 2 Standards, 4 Street-Level characters

In terms of maintaining activation balance during the course of a round, try to keep your
starting opposing forces within two to three characters of each other. So a team of five
characters versus a team of two characters would work, but seven characters against two
characters might imbalance things and swamp the duo.

Models or Counters?
We assume that you will use either three dimensional models or paper counters to represent
your characters on the game map or terrain board. Most models fall into the 28mm–35mm
range. You can also find lots of amazing card or paper stand-up models for free or at a reasonable
cost online. It’s your game—play using whatever you want to represent your characters.

Distance & Measuring


This skirmish system does not use any measuring tapes or defined distances. Stick to the
area-based movement rules outlined in Chapter 3. We assume you will play on either a two
dimensional map or a three dimensional battle board with terrain. In either case, work with
your opponent to clearly delineate at least three distinct areas on the playing surface. Count
a significant elevation or other terrain change as moving into a new area. Just as in the RPG
rules, you can engage in melee combat with any character in your same area. If you have a
reach power or ability, you can strike foes in neighboring areas as well.

178
Pre-Battle Phase: The Subplot
Good comics tell cool stories, and you can give your skirmish games additional story
elements by generating a subplot. Before any battle each player should randomly select
one of their characters to make a pre-battle background check. Once each character has
been selected, roll 1D6 to determine what background they can use for the check. Use the
following table:
D6 Roll = Background Result (Stat Roll)
1 = Arcane (Spirit), Art (Spirit), Athletics (Agility)
2 = Blue Collar (Agility or Strength), Business (Mind), Criminal (Mind or Agility)
3 = Espionage (Mind or Agility), Exploration (Awareness or Agility), High Society
(Mind or Spirit)
4 = Journalist (Mind), Medicine (Mind), Military (Agility or Toughness)
5 = Monarch (Spirit), Performance (Spirit), Public Safety (Mind or Agility)
6 = Science (Mind), Social Science (Mind), Wild (Awareness or Toughness)

Choose one of the backgrounds from the number you roll and have your character make a
TN17 stat check. They can add any bonuses from relevant Super-Skill powers if they wish,
and they can spend a background point for a bonus die. Each FX a character generates
equals 1 extra Karma available to their team.

If a character fails the check, they arrive late to the battle, showing up at the beginning of
round two.

Initiative
Use the basic initiative from Chapter 3 for player vs. player (PVP) games. You can also use
the card-based initiative system presented in the appendix of this book to organize your
rounds. If you decide to play solo (see upcoming sections for more on this), card-based
initiative is a must.

Grudge Match?
Decide before the game begins if this will be a standard, four-color battle or a grudge
match. In a grudge match, all attacks count as killing attacks by default. If you want an
exchange to be less lethal, call it before you roll any dice.

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End Game
A skirmish game ends if any of the following occurs:
• One player achieves a predetermined objective.
• One player’s entire team is completely knocked out.
• One or both players agree to cease the battle.

Playing a Solo Game


You will need two sets of different colored six-sided dice to play SAR solo, four dice in each
set. One set will be for your characters, and one set will be for the artificial intelligence
(AI) foes they will face. You will be rolling these two sets of dice as one big handful, then
separating them out to determine the results as in a normal opposed roll. See below for
more on this. You will also need a deck of 54 standard playing cards to use for initiative
and a few other nifty AI things.

The Combined Roll


The major change for these solo rules is the combined roll. This requires you to have two
sets of differently colored (or sized) six-sided dice. When the rules call for an opposed roll,
you do a combined roll using your two sets of six-siders.

Example: Sky decides his characters will use red dice and the AI characters
will use black dice. Sky’s character Captain Patriot (Fighting +5) attacks an
AI character named Hippo (Toughness +4). Sky picks up three red dice and
three black dice and rolls them for the exchange. He quickly separates the red
from the black and tallies them up. He then compares the totals just as in the
normal rules.

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Game Setup
Follow these steps to set up a solo SMF game:
1) Select Your Team (determine members, archetypes, and roles). You can also use
the Caper Generator in Chapter 5 to build a general team framework and fill in
the details with characters and models you have handy.
2) S elect your Foes (determine balance using a 3D6 + 2 roll—see the following
section for more this). Once you know your opposition, pick appropriate models
or counters from your collection.
3) Use the Caper Generator in Chapter 5 to build a basic plot for your battle.
4) Choose your map or maps, or set up your terrain in the manner you think best
matches the caper you just rolled up.
5) Start your game with Round 1!

Determining Balance
These rules assume a standard four archetype team as the base. You can play “smaller” if
you want—we don’t assume a set team size. Start with your own team composition and
craft a group of foes equal to them, then make your 3D6 +2 roll on the following table.
The archetypes in your opposition group don’t have to be the same as the ones in your
own group.

Roll Result. . . . . . . . . . Foe Adjustment


5–6. . . . . . . . . . . . . . . . . +1 Paragon archetype
7–10. . . . . . . . . . . . . . . . +1 Standard archetype
11–12 . . . . . . . . . . . . . . . Even match
13–16. . . . . . . . . . . . . . . Swap a Standard foe with a Street-Level foe
17–20. . . . . . . . . . . . . . . You gain +1 Street-Level members
21+. . . . . . . . . . . . . . . . . You gain +1 Standard archetype members

The Subplot
Instead of using the subplot mechanic presented earlier to generate more Karma for your
team, you will use it to try to improve your odds of adjusting the strength of your opposition
in your favor.

Each FX you generate adds +1 to your 3D6 + 2 check on the foe adjustment table
presented earlier.

181
Solo SAR and the AI
When playing a solo game, you will need a means to determine how the AI models will
act in given situations. This system will provide you a way for the AI models to impartially
move and act. The basis of this system relies on a model’s archetype and role to drive its
actions. When you’re trying to determine what a game model who is not locked in melee
combat does, and the scenario does not clearly spell it out, use the tables below.

Ranged Fighter
Blaster, Controller
Roll 1D6
1–4 = Move and Ranged Attack
5 = Move and Monologue*
6 = Move and use other power**

Melee Fighter
Brawler, Strongarm, Speedster
Roll 1D6
1–5 = Move and Melee Attack
6 = Move and Monologue*

Specialist
Gadgeteer, Mastermind/Commander
Roll 1D6
1–2 = Move and Attack
3–5 = Move and use other power**
6 = Move and Monologue*

*Monologue
This costs the character a standard action, and after making a long speech about their
grand plan and goals, the character gains a free bonus die on their next attack roll,
and makes a move and attack action (no random dice roll) on their next activation.
Alternatively, if a friendly model is within 1 area of the monologuing character, that
model gains the bonus die on their next attack. If multiple friendly models are within 1
area, randomly decide who gets the bonus.

182
**Other Power
This includes powers like Enhance, Healing, Karma Battery, and Summoning. In the
case of Enhance and Healing, moving toward an ally it cannot reach with the intent to
use the power on a subsequent round counts for this. In the following round, don’t roll for
AI actions for this model as they are still in process of carrying out their action from the
previous round.

If their original target is taken out of action and another target is not within one move
action of them, roll again on the AI chart to determine their new action for the round.

Other Archetypes
The Metamorph, Wildcard, Street-Level, and Paragon all carry a lot of potential for
variability during character creation. If you’re using one or more of these characters in your
game, look at them before the game starts and assign them one of the three roles detailed
above. They will either be assigned to Ranged Fighter, Melee Fighter, or Specialist.

Also, if you build a Mastermind/Commander who feels more like a Melee or Ranged
Fighter than a specialist, place them in that role. It’s entirely up to you!

Free Action Powers


AI models will always use beneficial powers that require only free actions, unless a scenario
dictates otherwise. For example, Lady Ghost is an AI character with the Invisibility power.
She finds herself locked in melee. When her turn comes up she will use a free action to
turn invisible.

Targets and Movement


How an AI model moves depends on their role in the battle. Any of the rules we provide
here are superseded by the rules presented in a specific published scenario, or a scenario
you devise on your own. For example, if a scenario tasks an AI model with guarding a bank
vault, and says they cannot move out of the area the vault is in, then they will not move
beyond this to attack a foe in melee.

The Rule of Equidistant Characters


If two (or more) enemy characters are equidistant from an AI character, the AI character
will move toward and/or attack the most damaged target. If both characters are equally
damaged (or undamaged), randomly decide which target the AI character will go after.

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AI Decision Making
When you must determine how an AI model moves and fights in a battle and your scenario
offers no specific guidance, use the role tables presented previously as your starting point. A
ranged fighter AI character will move into range (if it has to) and blast the nearest enemy
character it can see. A melee fighter AI character will move into an area with viable targets
and attack one of them if they can. If this requires pushing movement, they will do so to make
it into melee. If an AI character begins their turn in melee and is no longer in melee after
making their attack they use any remaining movement as per their normal table roll result.

If an AI character cannot see an enemy, they will move toward the nearest objective, or if
no objective is visible, they will move toward the nearest structure or map feature (roll 1-3)
or not move (roll 4-6).

Fleeing a Melee!
Consider any non-melee fighter AI character who ends up in a melee with a foe as averse to
remaining in that melee. They’re not generally at their best in these sorts of situations, so if
circumstances warrant it, they will leave that area to escape the melee.

Gang-Ups
Melee characters will seek to gang-up on single foes where they can. For AI purposes, a
melee fighter will move into contact with a more distant enemy if it means they will invoke
the Harried Defender rule on them. The same is true for a ranged fighter—they will target
a more distant foe if it means making them a Harried Defender for the rest of the round.

I’ll Blast You!


No matter what a character’s classification is in solo play, if they have a ranged attack on
their profile, they will make one if that is their only attack option.

Initiative
These rules use the card-based initiative system detailed in the Appendix of this book.

184
Special Maneuvers
SAR includes plenty of special rules and abilities for characters to use in and out of combat.
How do AI characters decide when to use these options? Since solo SAR uses card-based
initiative, we can use those cards as additional guideposts to our AI characters’ actions in
play. Here’s how.

After you’ve dealt out all of the cards for initiative this round, quickly scan the cards you
dealt to your AI characters. Then refer to the following table for a guide.
AI Initiative Card Result
2–8 = Standard action available
9 = Grapple and Squeeze
10 = Super-Club
Jack = Setup
Queen = Invoke Origin or Positive Thing
King = Spend Karma for Bonus Die
Ace = Spend Karma for Bonus Die

If a special maneuver does not make sense for the character’s archetype or current situation,
apply common sense and revert back to a standard power use, standard, or attack action.

Knockback
For Strongarm and minor Brick characters, use the color of their initiative card to determine
if they knock a foe back after damaging them. Red suits mean the AI character chooses to
inflict knockback; black suits mean they keep the damaged foe in melee. Characters with
Jokers always inflict knockback on a damaged foe.

AI Characters & Karma


Any AI character who drops below 10 Health will begin to make Recovery checks, spending
their Karma to do so. Any character dealt an Ace or a King (see earlier in this section) will
spend Karma on bonus dice for both attack and defense checks.

Apply common sense in any case when it comes to spending Karma for your AI foes—
they’ll use it at the moment of best advantage to them and their cause.

185
Example Solo SAR Game Setup
Abby is getting ready to play a game of Solo SAR. Let’s follow her as she sets up her game
using each of the steps we outlined earlier.

Step 1: Assembling Your Team


Abby decides her characters will be her favorite crew of stalwart ne’er do wells, the Villain
Mission Force! This five character crew consists of Mr. Jaadoogar (Mastermind, standard),
Anomalee (Street-Level), Sakya (Controller, standard), Talos (Strongarm, standard), and
Eitri (Street-Level). While this is five characters instead of the normal four, Abby notes that
her two Street-Level archetypes equal one standard one, so she is balanced on her side.

Step 2: Select Your Foes


Abby now needs to determine who she will be battling in this soon to be epic issue. First she
needs to determine if her opponents will be more powerful than her team. Before doing that
she rolls on the Background table to see if she can get a bonus to the 3D6 + 2 check. She rolls
1D6 and gets a “4” and so she can choose from Journalism, Medicine, or Military. Checking
her characters, she sees that Sakya has the Medicine background. She makes her stat check
using Sakya’s Mind +3 and adds in a bonus die from her Medicine background.

She gets a total of 17, and compares it to the TN13—that’s 2 FX and a +2 to her next roll.

She now rolls 3D6 + 2 and gets a 1, 2, and a 3 on her dice—a 6 is not very good! After
adding the normal +2, she finds herself at 8. However, she gets a further +2 from her
background result earlier, so her final total is 10. Not great, but it could have been much
worse! Her foes will get +1 extra standard archetype character.

Abby has a nice collection of superhero miniatures, and going over some past games she’s
run (both cooperative and solo), she decides this issue will feature a villain vs. villain
battle! She pulls out the following characters: Star-Sphinx (Paragon), Utgard (Strongarm,
standard), Psi-Queen (Controller, standard), and Blastron (Blaster, standard). This adds
up to four standard archetypes + 1.

Now Abby needs to assign this crew of enemies their roles for the game. She comes up with
the following:
• Star-Sphinx = Ranged Fighter
• Utgard = Melee Fighter
• Psi-Queen = Specialist
• Blastron = Ranged Fighter

186
Step 3: The Caper
So what does the Villain Mission Force want from this deadly quartet of enemies? Abby
turns to Chapter 5 to find out. First Abby deals her team a card from a freshly shuffled
deck. She deals the team a King of Clubs.

Next she takes a D6 and gets ready to make some rolls.

Motivation
She rolls a 3—Vengeance! The VMF owes Star-Sphinx and his crew some payback for
something! Comparing her Clubs suit she sees that it was some past defeat at Star-Sphinx’s
hands which is driving the plot of this issue.

Crime
She rolls 1—Assault! Is the VMF going after some quisling the Star-Sphinx has working
for him on Earth? We’re about to find out!

Victim
She rolls a 6—the subduing foe’s family member! It’s all coming together! Centuries ago
the Star-Sphinx hid a significant other in mortal society. Now the VMF has discovered
that person’s identity and they’re going after them.

Battle Location
Abby skips over any accomplices as she knows the VMF just has each other and no outside
help on this one. She now rolls the location of the battle. She rolls another 6! It’s an exotic
locale. She now rolls on the Exotic Locale table and gets a 3—Atlantis! The Star-Sphinx
did not hide his significant other in normal society after all, but rather secreted them away
in fabled, sunken Atlantis.

She then devises an identity and some quick stats for Star-Sphinx’s beloved. Here they are:

187
Jann Arrak
Height: 5'7" Weight: 145 lbs.
Three Things: Alien, Cosmic astronomer, Prisoner of love
Fighting +0, Shooting +0, Agility +0, Strength +0, Toughness +0, Mind +1, Awareness
+2, Spirit +2
Move: 1
Backgrounds: Science 2, Exploration 1
Powers/Boosts
Immunity: Aging, Super-Skill (Cosmic Divination)

Karma Pool: 1
Health: 10

Step 4: Choose Your Map


Now Abby thinks about her collection of fantasy battle maps and remembers that she has a
large map of a strange temple that will make the perfect setting for this showdown.
She breaks the map into four areas, delineating each one with an erasable marker. As she
does this she thinks about logical deployment areas for both teams and her team’s objective,
Jann Arrak.

Step 5: Start the Battle!


Abby sets up her team, their objective, and their opponents and shuffles her card deck.
She’s ready for a real super slugfest to begin!

188
Appendix

Optional Card-Based Initiative


These optional rules use a standard deck of 54 playing cards (Jokers included) for initiative
and certain other special conditions. They require a bit more management from the GM
and players, but they’re fun, and if you use one of the many comic book inspired card decks
available, they can be quite immersive.

Card-based initiative is also essential if you plan to run any solo or cooperative scenarios
against AI opponents.

The Issue Card


Whenever the GM and their players sit down to start a new issue of SAR, they should deal
each player an issue card from a standard 54-card deck. They should also discretely deal a
card to each named NPC and minion group slated to appear in the issue.

If an unexpected NPC arrives in the issue, the GM can simply deal them a card. Just make
sure it’s not a card another character already has for that issue.

Note the card and suit for each character in the issue card slot on the character sheet. If the
GM deals a Joker, she should repeat the process until she deals a normal card.

Example: Abby is getting ready to run a session of SAR. Her players are Lou
(Eitri), Dan (Anomalee), Linda (Sakya), Stu (Mr. Jaadoogar), and Sky
(Talos). Abby also has three NPCs (Hippo, White Cat, and Gargoyle) and a
minion group (Mechanoids) prepared as antagonists for the issue. Before play
gets started she shuffles her deck and deals some cards!

Here’s how it shakes out for the players:


Mr. Jaadoogar = 6 of Diamonds
Eitri = Queen of Hearts
Anomalee = 7 of Clubs
Sakya = Ace of Spades
Talos = 2 of Clubs

189
Then Abby turns and discreetly deals each of her NPCs a card:
Hippo = Ace of Hearts
White Cat = 10 of Spades
Gargoyle = 3 of Clubs
Mechanoids = Jack of Spades

Everyone notes the issue cards in the appropriate slots, and the session is ready to begin!

Initiative: It’s in the Cards!


These optional rules use a 54-card deck to set initiative at the start of each round. Remember
to deal every character and minion group an issue card at the start of each session; record
this card on the character or group’s record sheet.

At the beginning of each round of action in a battle, the GM deals each player character, NPC,
and minion group a card from the 54-card deck. This sets the turn order for each round.

Set initiative from the highest card value to the lowest:


• Ace
• King
• Queen
• Jack
• 10 - 2

Break any ties by comparing suits in this order:


• Spades
• Hearts
• Diamonds
• Clubs

190
Example: A team of villainous player characters battles heroes Hippo and
White Cat within the bowels of an underground base! Here are the characters
and their issue cards:
Mr. Jaadoogar = 6 of Diamonds
Eitri = 8 of Spades
Anomalee = 7 of Clubs
Hippo = Ace of Hearts
White Cat = 10 of Spades

Abby shuffles her deck and deals everyone a card:


Mr. Jaadoogar = Queen of Hearts
Eitri = 8 of Spades
Anomalee = 10 of Diamonds, 8 of Clubs
Hippo = Jack of Hearts
White Cat = 9 of Diamonds

Abby dealt Anomalee two cards because her player chose to invoke her Fortune power.
We’ll address that in a moment.

Suit and Exact Matches


If a player character or NPC gets a card that matches the suit of their issue card, it’s special.
They gain +1 to all of their actions that round—this includes attacks, defense rolls, and
task checks.

Example: Hippo got a Jack of Hearts in the initiative draw detailed above.
The Jack of Hearts gives him +1 to all of his actions for the round (due to a
suit match).

If they get dealt their exact card, we call this an exact match and they get a +2 to all actions
for the round!

Example: Eitri’s card was an 8 of Spades—the 8 of Spades is an exact match


for his issue card! He’ ll enjoy +2 to all of his actions this round!

191
Characters spending Karma or using abilities like Fortune to get extra cards must choose
which card to go with on their initiative.

Example: The GM deals Anomalee (7 of Clubs Issue card and Fortune) a 10


of Diamonds and 8 of Clubs. Anomalee’s player can either elect to go sooner
(taking the 10 of Diamonds) or go later in the round (8 of Clubs) with a +1
bonus to all actions.

After sorting out matches and options in the example above, the order of the action for this
battle follows:
Mr. Jaadoogar = Queen of Hearts
Hippo = Jack of Hearts
White Cat = 9 of Diamonds
Eitri = 8 of Spades
Anomalee = 8 of Clubs

Matches and the Karma Pool


Every time a character gets dealt an exact match, they immediately gain +2 to their Karma
Pool. Suit matches grant a character +1 to their Karma Pool. If you’re using card-based
initiative, don’t use the Double Bonus or Triples rule from the main rules to generate Karma,
as your players will be getting plenty of chances to get Karma from exact and suit matches.

Make sure you deal cards to knocked out characters as this will give them a chance to get
back into the action.

Miraculous Comeback!
When any character gets an exact match, they count as automatically succeeding on a
Recovery check and regain 5 lost Health. This allows knocked out characters to jump back
into the fray!

192
The Joker
Jokers don’t count for initiative, but getting dealt one is special too—the character gains a
bonus dice on their first attack or defense roll of the round! If you’re dealt a Joker the GM
also deals you a second card to determine your initiative position. If they deal you a second
Joker, you gain 1 free Karma Point.

Example: The GM deals Talos a Joker, so he gains a bonus dice on his first
attack or defense of the round!

Example: In a later battle, the GM deals Talos’ teammate, Eitri, two Jokers!
Not only does Eitri gain a bonus dice on his first attack or defense roll of the
round, he also picks up 1 free Karma Point to add to his stash for the game. It
pays to be lucky!

Reshuffling
Once the GM deals out the second Joker in a battle, they should wait until the round ends,
collect all the cards, reshuffle, and deal fresh cards to everyone.

Spending Karma For Cards


You can spend 1 Karma to gain an additional card turn on initiative. This increases your
chance for a high initiative, or a suit or exact match. In these cases you take the card you
want for initiative and discard the unused one.

193
Powers & Cards
Certain powers work differently when you use card-based initiative. If you decide to use it
for your games, use the following versions of the listed powers in place of those in the main
section of Chapter 2.

Clairvoyance
Type: Minor
At the GM’s discretion, and only during non-combat scenes, you can make a TN15 Mind
or Spirit check to glean insight into story events, or gain cryptic clues about future or past
events. The GM can also just feed you tidbits of information when she chooses with no
rolls needed. It’s her choice.

Your ability also grants you some practical uses in combat. At the beginning of each scene
or combat encounter roll your Awareness, Mind, or Spirit (decide which one at character
creation) versus a TN11. You gain 1 + FX card swaps for that scene. You can spend these
swaps to re-assign the initiative cards of any two characters once all the cards have been
determined for the round. Swapping the card of another player character requires the
controlling player’s permission, but you can swap cards with any NPC you choose. Use
these swaps to create better initiative outcomes or to create or take away suit and exact
matches. Taking away a match from an opposing character costs 2 swaps. Taking away an
exact match from an opposing character costs 3 swaps. You can spend as many or as few of
your swaps in a single initiative phase as you want.

Example: The mutant Tyche accompanies her fellow team members into
battle. At the beginning of the scene her player rolls her Awareness +4 vs. a
TN11 and gets a 17! Destiny has four card swaps for the scene. During the first
initiative round Big Gal (Issue card 10 of Clubs) gets dealt a 3 of Hearts, and
the Werewolf (Issue card 6 of Clubs) gets dealt a 10 of Clubs. Tyche can spend
two of her four swaps for the scene to switch the Big Gal’s 3 of Hearts and the
Werewolf ’s 10 of Clubs, thus giving her super-strong ally an exact match for
the round!

194
Enemy
Type: Quirk
You have an enemy or arch-nemesis who sometimes shows up to plague you. Anytime
the GM deals you a Joker during initiative it could potentially harken the arrival of your
enemy. Before your turn begins make a 3D6 + 2 check vs. a TN11. If you fail, the GM can
elect to have your enemy arrive during (or after) the current scene or chapter to complicate
things for you and your teammates. If this happens you immediately gain 1 Karma for your
trouble. You can also choose to buy off the appearance of your enemy by paying the GM
1 Karma. Work with your GM to determine the identity of your enemy. The GM should
have a character sheet handy for them in the event she deals you a Joker. You gain a Boost
for taking this quirk.

Fortune
Type: Boost
Invoke this Boost once per scene to gain an additional card for initiative. You get to decide
which of the two cards to use for your initiative turn.

In lieu of this ability, you can negotiate with the GM for some minor circumstances to
go your way. Some examples include a train arriving just as you need it, finding just the
right book when searching an ancient library, or finding the last ticket to an otherwise
sold out show.

195
Afterword
Like its predecessors, Super Action Role-Play is a syncretic production. That’s a fancy way of
saying it draws the best elements from other games, comics, and books we love. We’re going
to list a few of them here in no particular order of importance. We express our thanks to all
of those who have inspired us! Excelsior!

Games
Marvel Super-Heroes (TSR)
Savage Worlds (Pinnacle)
BASH! UE (Basic Action Games)
GURPS (Steve Jackson Games)
Fudge (Grey Ghost Press)
Fate Core (Evil Hat)
Mutants & Masterminds (Green Ronin)
AGE Fantasy (Green Ronin)
Dungeons & Dragons (Wizards of the Coast)
Tiny Dungeon (Gallant Knight Games)

Comic Books
Avengers (Marvel, 1970s, 1980s, 1990s)
Suicide Squad (DC, 1980s)
Justice Machine (Comico, 1980s)
Daredevil (Marvel, 1970s and 1980s)
Guardians of the Galaxy (Marvel, 2008–2009)
Incredible Hulk (Marvel, 1970s and 1980s)
Copra (Michel Fiffe, 2012–current)

196
Quick Rules Reference
Result Levels. . . . . . . FX Recovery Check
0. . . . . . . . . . . . . . . . . 0 (Marginal) Knocked Out Characters
1–2. . . . . . . . . . . . . . . . 1 (Average) • Roll 3D6
3–4 . . . . . . . . . . . . . . . 2 (Good)
• On Double Bonus or Triples,
5–6 . . . . . . . . . . . . . . . 3 (Great) regain 5 Health
7–8 . . . . . . . . . . . . . . . 4 (Remarkable) • Characters felled by
9–10. . . . . . . . . . . . . . . 5 (Wondrous) killing attack get one attempt
11+. . . . . . . . . . . . . . . . 6 (Godlike)
Conscious characters
Spend 1 Karma To: • Spend free action and 1 Karma
• Gain a bonus die on any check • Roll 3D6
• Gain the use of a minor power, • On Double Bonus or Triples,
power facet, or Boost regain 5 Health
• Gain some narrative
benefit or story element Target Numbers
• Gain the unconventional use of a stat Easy = 7
• Grant yourself a recovery check Moderate = 11
Hard = 13
Bonus Dice Very Hard = 17
• Attacker declares first Impossible = 21+

• Spend 1 Karma This might


come in handy
• Add 1D6 + 1 to your total if you run into
trouble!
ˆ predict
that this text will
aid you in running
your game.

197
NAME

ALTER
EGO

HGT WGT ARCHETYPE

CORE STATS Notes HEALTH MAIN ATTACK


Fighting
Shooting DICE MOD. DAM MOD.
Agility
Strength
Toughness MOVEMENT
Mind Ground
Awareness Flight
Spirit Other

POWERS/BOOSTS MAJOR MINOR BOOST QUIRK THREE THINGS

BACKGROUNDS

Result
Level FX
0 0 (Marginal)
1–2 1 (Average)
NOTES KARMA 3–4 2 (Good)
POOL
5–6 3 (Great)
7–8 4 (Remarkable)
9–10 5 (Wondrous)
11+ 6 (Godlike)

198
Index
3D6 + 2 Checks . . . . . . . . . . . . . . . . . . . 9 • Pool . . . . . . . . . . . . . . . . . . . . . . . . 7, 90
Actions. . . . . . . . . . . . . . . . . . . . . . . . . . 94 • Temporary powers. . . . . . . . . . . . . . . . 9
Arch-Foe . . . . . . . . . . . . . . . . . . . . . . . 111 Killing Attacks. . . . . . . . . . . . . . . . . . . 108
Archetypes Knockback. . . . . . . . . . . . . . . . . . . . . . 104
• Blaster . . . . . . . . . . . . . . . . . . . . . . . . 17 Maneuvers. . . . . . . . . . . . . . . . . . 105–106
• Brawler. . . . . . . . . . . . . . . . . . . . . . . . 18 Melee
• Controller. . . . . . . . . . . . . . . . . . . . . . 19 • Combat . . . . . . . . . . . . . . . . . . . . . . 102
• Gadgeteer. . . . . . . . . . . . . . . . . . . . . . 20 • Locked in Melee. . . . . . . . . . . . . . . . 103
• Mastermind/Commander . . . . . . . . . 21 • Range. . . . . . . . . . . . . . . . . . . . . . . . . 99
• Metamorph . . . . . . . . . . . . . . . . . . . . 22 Minions
• Speedster . . . . . . . . . . . . . . . . . . . . . . 23 • Attacking Minions. . . . . . . . . . . . . . 113
• Strongarm . . . . . . . . . . . . . . . . . . . . . 24 • Building Minions. . . . . . . . . . . . . . . 115
• Wildcard . . . . . . . . . . . . . . . . . . . . . . 25 • Mobs . . . . . . . . . . . . . . . . . . . . . . . . 113
• Street-Level . . . . . . . . . . . . . . . . . . . . 26 • Minions Attacking. . . . . . . . . . . . . . 114
• Paragon . . . . . . . . . . . . . . . . . . . . . . . 28 • Numbers . . . . . . . . . . . . . . . . . . . . . 113
Backgrounds . . . . . . . . . . . . . . . . . . 85–89 • vs. Minions. . . . . . . . . . . . . . . . . . . .114
Bonus Dice . . . . . . . . . . . . . . . . . . . 7, 107 • vs. TN-Based Powers. . . . . . . . . . . . 114
Caper Generation Tables. . . . . . . 131–137 Movement
Chases. . . . . . . . . . . . . . . . . . . . . . . . . 118 • Maps . . . . . . . . . . . . . . . . . . . . . . . . 100
Conditions. . . . . . . . . . . . . . . . . . . . . . 109 • Miniatures. . . . . . . . . . . . . . . . . . . . 100
Core Stats • Obstacles. . . . . . . . . . . . . . . . . . . . . 100
• Benchmarks. . . . . . . . . . . . . . . . . 14–15 • Pushing . . . . . . . . . . . . . . . . . . . . . . . 99
• Defined . . . . . . . . . . . . . . . . . . . . . . . . 7 • Starting value. . . . . . . . . . . . . . . . . . . 89
• Max Stat Rating. . . . . . . . . . . . . . . . . 15 • Units . . . . . . . . . . . . . . . . . . . . . . . . . 98
Damage. . . . . . . . . . . . . . . . 102, 107, 109 Opposed Rolls. . . . . . . . . . . . . . . . . . . . . 6
Death. . . . . . . . . . . . . . . . . . . . . . . . . . 107 Overcharge Attack. . . . . . . . . . . . . . . . 109
Device. . . . . . . . . . . . . . . . . . . . . . . . . . 81 Poison . . . . . . . . . . . . . . . . . . . . . 118–119
Dice Shifts. . . . . . . . . . . . . . . . . . . . . . . . 4 Power Facets . . . . . . . . . . . . . . . . . . 80–84
Disarm. . . . . . . . . . . . . . . . . . . . . . . . . 105 Power Trade-Offs. . . . . . . . . . . . . . . . . . 16
Double Bonus . . . . . . . . . . . . . . . . . . . . 96 Powers
Extended Checks. . . . . . . . . . . . . . . . . . 95 • Absorb. . . . . . . . . . . . . . . . . . . . . . . . 30
Falling. . . . . . . . . . . . . . . . . . . . . . . . . 118 • Advantage . . . . . . . . . . . . . . . . . . . . . 31
FX Chart. . . . . . . . . . . . . . . . . . . . . . . . . 5 • Alter-Ego. . . . . . . . . . . . . . . . . . . . . . 32
Grapple . . . . . . . . . . . . . . . . . . . . . . . . 105 • Amphibious. . . . . . . . . . . . . . . . . . . . 32
Harried Defender. . . . . . . . . . . . . . 35, 104 • Armor. . . . . . . . . . . . . . . . . . . . . . 32–33
Healing. . . . . . . . . . . . . . . . . 49, 107, 108 • Barrier . . . . . . . . . . . . . . . . . . . . . . . . 33
Health. . . . . . . . . . . . . . . . . . . . . . . . . . 89 • Brick. . . . . . . . . . . . . . . . . . . . . . . . . . 34
Initiative • Burrowing . . . . . . . . . . . . . . . . . . . . . 34
• Card-Based. . . . . . . . . . . . . . . . . . . . 189 • Challenge. . . . . . . . . . . . . . . . . . . . . . 34
• Standard. . . . . . . . . . . . . . . . . . . . . . . 97 • Clairvoyance . . . . . . . . . . . . . . . . . . . 35
Karma • Combat Master . . . . . . . . . . . . . . . . . 35
• Awards. . . . . . . . . . . . . . . . . . . . . . . 120 • Construct. . . . . . . . . . . . . . . . . . . . . . 36
• GM Points. . . . . . . . . . . . . . . . . . . . . . 9 • Damage Field. . . . . . . . . . . . . . . . . . . 37

201
Index
• Density Control. . . . . . . . . . . . . . . . . 38 • Sleep. . . . . . . . . . . . . . . . . . . . . . . . . . 65
• Dispel. . . . . . . . . . . . . . . . . . . . . . . . . 39 • Speed. . . . . . . . . . . . . . . . . . . . . . 66–67
• Duplicate. . . . . . . . . . . . . . . . . . . 39–40 • Stat Bump . . . . . . . . . . . . . . . . . . . . . 68
• Elasticity . . . . . . . . . . . . . . . . . . . . . . 40 • Sticky. . . . . . . . . . . . . . . . . . . . . . . . . 68
• Elemental Construct . . . . . . . . . . . . . 41 • Stun. . . . . . . . . . . . . . . . . . . . . . . . . . 68
• Enemy . . . . . . . . . . . . . . . . . . . . . . . . 42 • Super-Senses. . . . . . . . . . . . . . . . . . . . 69
• Energy Form . . . . . . . . . . . . . . . . . . . 42 • Super-Skill. . . . . . . . . . . . . . . . . . . . . 70
• Enhance. . . . . . . . . . . . . . . . . . . . . . . 43 • Swarm . . . . . . . . . . . . . . . . . . . . . . . . 70
• Entangle. . . . . . . . . . . . . . . . . . . . 43–44 • Swing-Line. . . . . . . . . . . . . . . . . . . . . 70
• Explosion. . . . . . . . . . . . . . . . . . . . . . 44 • Tactician . . . . . . . . . . . . . . . . . . . . . . 71
• Extra Limbs. . . . . . . . . . . . . . . . . . . . 45 • Telekinesis. . . . . . . . . . . . . . . . . . . . . 71
• Fear . . . . . . . . . . . . . . . . . . . . . . . . . . 46 • Telepathy. . . . . . . . . . . . . . . . . . . 72–73
• Flight. . . . . . . . . . . . . . . . . . . . . . 47–48 • Teleport. . . . . . . . . . . . . . . . . . . . 74–75
• Force-Field. . . . . . . . . . . . . . . . . . . . . 48 • Telescoping Limbs. . . . . . . . . . . . . . . 76
• Fortune . . . . . . . . . . . . . . . . . . . . . . . 48 • Terraforming. . . . . . . . . . . . . . . . . . . 76
• Gadget Pool. . . . . . . . . . . . . . . . . . . . 49 • Time Travel. . . . . . . . . . . . . . . . . . . . 76
• Healing . . . . . . . . . . . . . . . . . . . . . . . 49 • Transform . . . . . . . . . . . . . . . . . . . . . 77
• Illusions. . . . . . . . . . . . . . . . . . . . . . . 50 • Vampire. . . . . . . . . . . . . . . . . . . . . . . 78
• Immunity. . . . . . . . . . . . . . . . . . . . . . 51 • Wall-Crawling. . . . . . . . . . . . . . . . . . 78
• Infection. . . . . . . . . . . . . . . . . . . . 51–52 • Weakness. . . . . . . . . . . . . . . . . . . . . . 79
• Invisibility/Obscurement. . . . . . . 52–53 • Weather Control . . . . . . . . . . . . . . . 79
• Jinx. . . . . . . . . . . . . . . . . . . . . . . . . . . 53 • X-Power. . . . . . . . . . . . . . . . . . . . . . . 79
• Karma Battery. . . . . . . . . . . . . . . . . . 53 Property Damage. . . . . . . . . . . . . . . . . 116
• Karma Boost . . . . . . . . . . . . . . . . . . . 54 Quality Ratings. . . . . . . . . . . . . . . . . . . . 6
• Leaping . . . . . . . . . . . . . . . . . . . . . . . 54 Ranged Combat. . . . . . . . . . . . . . . . . . 109
• Magical Blast. . . . . . . . . . . . . . . . . . . 54 Recharge Checks. . . . . . . . . . . . . . . . . . 10
• Massive. . . . . . . . . . . . . . . . . . . . . . . . 55 Recovery Check. . . . . . . . . . . . . . . . . . 108
• Master Planner. . . . . . . . . . . . . . . . . . 55 Result Levels . . . . . . . . . . . . . . . . 5, 95–96
• Melee Damage. . . . . . . . . . . . . . . . . . 55 Rounds . . . . . . . . . . . . . . . . . . . . . . . . . 98
• Mimic . . . . . . . . . . . . . . . . . . . . . . . . 56 Secret Base Design Rules. . . . . . . 148–153
• Minions. . . . . . . . . . . . . . . . . . . . . . . 56 Setup. . . . . . . . . . . . . . . . . . . . . . . 71, 105
• Possession. . . . . . . . . . . . . . . . . . . . . . 57 Shockwave. . . . . . . . . . . . . . . . . . . . . . 106
• Power Armor . . . . . . . . . . . . . . . . . . . 58 Solo Rules . . . . . . . . . . . . . . . . . . 180–188
• Power Blasts. . . . . . . . . . . . . . . . . . . . 59 Skirmish Rules . . . . . . . . . . . . . . 178–180
• Power Pool. . . . . . . . . . . . . . . . . . . . . 60 Strength & Lifting. . . . . . . . . . . . . . . . . 90
• Rage. . . . . . . . . . . . . . . . . . . . . . . . . . 61 Suffocation/Drowning. . . . . . . . . . . . . 119
• Regeneration . . . . . . . . . . . . . . . . . . . 61 Super-Clubs. . . . . . . . . . . . . . . . . . . . . 105
• Resurrection. . . . . . . . . . . . . . . . . . . . 61 Target Numbers. . . . . . . . . . . . . . . . . 5, 94
• Savant. . . . . . . . . . . . . . . . . . . . . . . . . 62 Three Things. . . . . . . . . . . . . . 12–14, 106
• Scrapper. . . . . . . . . . . . . . . . . . . . . . . 62 Triples. . . . . . . . . . . . . . . . . . . . . . . . 4, 95
• Servitor/Sidekick. . . . . . . . . . . . . . . . 63 Turns. . . . . . . . . . . . . . . . . . . . . . . . . . . 98
• Shape-Shift. . . . . . . . . . . . . . . . . . . . . 63 Vehicles. . . . . . . . . . . . . . . . . . . . . . . . 117
• Shield. . . . . . . . . . . . . . . . . . . . . . . . . 64 Weapons . . . . . . . . . . . . . . . . . . . . . . . 109
• Size Control. . . . . . . . . . . . . . . . . 64–65

202
Super Action Role-Play
Super Action Role-Play (SAR) features comic book action with Bronze Age stylings!
Make heroes or villains using a points-free system that minimizes number-crunching.
The game’s versatile mechanics use a rugged 3D6-based action system that gives
the gamemaster and players more control when the moment is at its most dramatic.
Born from two previous editions of the 3D6 Supers RPG rules, SAR features area-based
movement and easy “mook” mechanics that will have your characters mowing through
nameless hordes and looking super-cool while doing it! Play using maps and miniatures,
or employ theater of the mind, narrative style storytelling. SAR also features a thematic
caper generator for villain-based games, secret base design rules, a complete sample
adventure, a skirmish plugin for player vs. player action, and solo rules to run exciting
games all on your own! All you need to play are four six-sided dice and a handful of
tokens or counters. Start your super adventures today with SAR!

1st Edition
Scott R. Pyle

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