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A 5E COMPATIBLE ROLE PLAYING GAME


By 4 Color Cheeze-Puff Productions
Introduction
Heroes and Heels is a classic pen and paper role playing game. A pen and paper role playing game is an old-
fashioned version of adventure game or massive multiplayer online role-playing game played on a computer.
The key difference is that a game master (“GM”) runs the game, acting as a storyteller, designing the
adventure, playing the role of the opponent, adjudicating rules decisions where the rules are unclear and
adjusting the plot or the challenges so everyone has fun.

The game is a social experience designed for 2-6 players and the GM. GM’s describe the situation while
players create their characters with the GM and decide what they are doing from turn to turn.

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Gamemasters design campaigns and sessions for players to work through with their given characters. A
campaign is a series of sessions forming a storyline like a TV series or movie. Characters move from
encounter to encounter, face challenges, are sometimes defeated or die and grow in power.
These rules focus on character creation, the first step to playing. Appendices give rules for equipment

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and rules for most situations. When in doubt, the players should let the GM run the game the way they
want.
Don’t get caught up on realism, too much logic or minutiae, comic book settings notoriously break the rules
of physics. The key is fun and balance. If someone comes up with strange combinations of abilities or
disadvantages that aren’t truly limiting and finds their characters dominating campaigns to the point that
other players stop having fun something is wrong. The GM may wish to tweak a character’s design, change
rules, or disallow some powers.
If everyone is having fun and engaged, things are going well.

e Session Example
Tom is the GM. Charlie, Bob and Dave
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are players. The GM has established a
setting where the players are all
members of a superhero team, tasked
with defending the city from various
threats and villains. The GM has told the
team they have received reports of a
mad scientist planning to unleash a
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deadly virus on the city. They must track


down the scientist and stop him before
it's too late.
• Charlie: "Okay everyone, it's time to
suit up and stop this mad scientist.
We have intelligence that he's holed
up in his lab in the industrial district.
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Let's move out!"


• Bob: "I'll take the lead on the ground.
My super strength should come in
handy if we run into any obstacles."
• Charlie: "I'll use my telepathy to try
and sense any danger or traps ahead."
• Tom (GM): “Charlie, I need you to roll a d20”. Charlie complies and gets an 18. The GM checks the
rules and this is high enough to succeed, taking account of Charlie’s Intelligence score and the
difficulty of the task.”
• Tom (GM): “Before you reach the lab, at about 500’ out, you detect a couple guards on the rooftop”
• Dave: "I'll fly within range as subtly as I can and use my energy blasts to take out the guards."
• Tom (GM): "Unfortunately, you didn’t surprise them, let’s roll for initiative to see who goes first in
combat”

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Character Creation
These rules introduce new races and
character classes that allow a wide
variety of power creation options. If
you are new to role playing games and
5E systems, you may wish to read the
rules summary in the appendices first.

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Character creation uses the following
steps.
1. Roll random power combinations
(optional step)
2. Determine ability scores

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3. Choose a race
4. Chose a class
5. Pick feats, known powers
6. Select disadvantages and
describe the character
7. Choose equipment

Dice
Role playing games incorporate dice to

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allow for randomness and to create a
sense of risk or fun. Many actions are
resolved by rolling dice to see if you
succeed or fail. These dice can be
purchased at most comic book and gaming
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stores or online.
• A d4 is a four-sided dice, a d6 is a six-
sided dice, a d8 is an 8 sided dice, a
d10 is a 10 sided dice, a d12 is a 12
sided dice, and a d20 is a 20 sided
dice.
• Rolling 2d6 refers to rolling two-sided
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dice and adding the results for


damage. The first number gives the Designers Comments
number of dice rolled. • Random power combinations serve as an inspiration for
• A d100 involves rolling 2 d10’s. One is creating a character out of comic book or video game
the number of 10’s and the second is settings. The are a big part of the unique feel of
the number of one’s. A roll of 00 is a superhero setting and keep heroes from being
100. predictable and boring.
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• A two-sided dice can be simulated by • Overall game balance is preserved by allowing


rolling a d6 and treating 1-3 as 1 and characters to give up ability scores or benefits for
4-6 as 2. A three-sided dice can be feats. Feats confer miraculous powers and are what
simulated by rolling a d6, treating 1-2 make comic book settings distinctive. Characters who
as 1, 3-4 as 2 and 5-6 as 3. take too many of them tend to have weaker
• Dice can also be modified further and characteristics and weaker saving throws. Characters
requiring a further addition or with less powers can still contribute by being less
subtraction. specialized and more robust outside of their power
• 3d6+1 refers to rolling 3 dice and enabled specialties.
adding 1. 1d4-1 refers to rolling a d4 • Rules for monsters are not provided, in comic book
and subtracting 1. The result can campaigns most opponents are supervillains created
never be negative. If it is, it is using the same rules as the characters or are very
rounded up to 0. weak henchmen, equivalent to 1st to 3rd level
characters.

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1. Rolling Random Power Combinations
This is an optional step. Characters roll 2d4-2. This is the suggested number of metahuman power sets the
character should have. For each power possessed they should roll 1d100 on the multi-page table below.
The character created should have these abilities and a background that explains those abilities. They
may select any other abilities that reasonably fit the power sets rolled. The randomly rolled results may
influence choice of class. A character with a lot of fighting skills may favor the Soldier class. Characters
who need to have powers (‘cantrips’ or specific powers) should take classes or sub-classes with power use
abilities like the Blaster, the Brick, or the Super-soldier subclass of the Soldier class.

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Roll Recommended Power Set

Ability with Missile Weapons:


Character should select a modern or medieval missile weapon and be proficient in that weapon.

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Brick and Soldier class features like Fighting Style and feats like Weapon/Shield Focus or
01-02 Weapon Expert are appropriate. The Trick Shooter feat enables the character to snipe or use
trick arrows. Getting Close Quarters Fire from the Fighting Style class feature or through a
feat allows shooting in close combat. The Penetrating feat allows the character to harm
opponents with Damage Reduction and can be important in super-heroic campaigns.
Super-agility/Reactions:
Characters should select abilities like the Acrobatics and Athletics skills, combat feats based
on quick movement, dodging, leaping, and swinging movement feats. The Super-Dexterity feat,
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Danger Sense/Reactions, Natural Defenses, and Deflection feats fit this power set.

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Characters with this power set favor weapons or unarmed techniques with the Finesse
property so they can use their agility in combat.
Armor/Invulnerability:
Character can select proficiency in armor with feats and class features. If the character
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07-09 wishes to be hard to kill, the character should select the Brick class. Damage resistance and
immunity feats work well. If the characters other powers are built into a suit of armor, quirk
and disadvantage rules can be used to limit powers accordingly.
Shapechange:
Character should have the Self-alteration feat. Self-alteration allows the character to change
its form but does not give the character the powers of the form. The character may have
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Mimicry, Density Alteration, Growth, Shrinking, Natural Weapons, immunities that allow water
10 breathing, movement ability, superior senses and blindsight, Super-strength and Super-Agility.
That set of abilities would allow characters to change into a wide variety of forms and use
mimicry to adjust the character’s abilities to assumed forms. If they have mimicry, they may
take the Mimic Attack variant of the Power Bolt cantrip if they wish to replicate more of a
form’s attacks.
Natural Weapons:
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Character should take abilities that represent natural weapons like the Natural Weapon feat.
Super-Senses:
12-13 The Super-senses feat enhances the character’s senses. The Super-senses table allows
characters to roll randomly to determine the additional senses possessed.
Density Control:
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The character should take the Density Control and Super-Strength feats.
Big:
Characters should take the Growth feat. The character should use quirk and disadvantage
rules to make growth an ‘always on’ power. If the character’s strength and toughness is
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proportional to the character’s size, they should take the Super-strength feats. The players
should also select from the Resistance to Damage, Tough, Natural Defenses and Ultra-lifting
feats for additional strength and toughness.

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Roll Recommended Power Set

Elasticity/Reach Weapon:
Players have extendible limbs, fully elastic bodies or weapons with reach.
The Reach feat would give characters extendible limbs. Players with full elasticity should take
the Growth, Self-Alteration and the Reach feat. They may use quirk and disadvantage rules to
limit Growth and Self-Alteration to stretching only. Alternatively, players could become
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proficient with weapons like whips. They may also take the Reach feat and use quirk and
disadvantage rules to limit the feat to whip-like weapons and powers tied to the whip. Powers
and cantrips inflicting lightning damage would be appropriate for a hi-tech whip with taser

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capabilities. Where a known power has too much range, quirk and disadvantage rules can be used
to limit the range of the power and cantrip to your reach.
Energy Control:

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Roll on the Energy Control table to determine the character’s favored energy types. Character
should select abilities relating to the energy control type. Energy controllers favor the Blaster
18-24 and Brick classes for known powers and power slots. The Damaging Blast and Alter Environment
Cantrip are often used by energy controllers with the Multipower feat to affect or damage
larger areas of effect. The Energy Control Power feat can give players cantrips where they do
not gain cantrips as part of their class abilities.
Environmental control:
Roll on the environmental control table overleaf to determine the type of environment
controlled. Abilities similar to the Energy Control power set on this table may be taken. The

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character may have the Matter Manipulation feat and Telekinetic Hand with quirks and
disadvantage rules applied to limit the matter controlled to metal only or to only move objects
up and down if the character has magnetic or gravity control powers. Characters with
Dimensional manipulation may increase their teleportation movement with the Travel feat. The
Energy Control Power feat can give players cantrips where they do not gain cantrips as part of
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their class abilities.
Roll Super-senses Table: Roll 1d6
1-3 Keen senses
4 Blindsight
5 Telescopic or Extended Senses (UV, Infrared light, Microscopic)
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6 Unusual Senses: Detect Psionics, Detect Magic or the ability to see through walls
Roll Energy Control Table: Roll 1d10
Shadow: You favor abilities inflicting necrotic energy, cold energy, poison energy or psychic
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energy damage.
2 Sound/Vibration: You favor powers inflicting thunder energy damage
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3 Lightning: You favor powers inflicting lightning energy damage


Nuclear/Plasma: You favor powers inflicting fire energy damage, force energy damage
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representing intra-molecular forces or necrotic damage representing radiation
5 Cold: You favor powers inflicting cold energy damage
6 Light: You favor powers inflicting radiant energy damage or force damage from solid light.
7 Corrosive: You favor powers inflicting acid energy damage
8 Fire: You favor powers inflicting fire energy damage
Cosmic: You favor powers inflicting radiant energy damage, force energy or lightning energy
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damage representing forces of creation or associated with space phenomena.
10 Multiple (Roll twice)

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Roll Recommended Power Set

Luck:
29 Character should take the Luck feat and may take it more than once. The character may take
the Natural Defenses and Danger Sense/Reactions feat..

Martial Arts:
Character may select abilities that enhance the character’s ability with unarmed combat. Feats
like Pugilism/Streetfighting, Martial Arts, Judo and Trick-Fighting can be considered.
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Characters can take the Weapon/Shield Focus, Weapon Expert and Weapon Master feats to do
more damage with unarmed attacks. Soldier characters and the Operator sub-class work have
extra attacks consistent with high-level of fighting expertise.

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Growth:
Characters should take the Growth feat. If the character’s strength and toughness is
proportional to the character’s size, they should take Super-strength feats. The players should
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also select from the Resistance to Damage, Tough, Natural Defenses and Ultra-lifting feats for
additional strength and toughness. If they can only use strength and toughness in proportion to
their size, they may use the quirk and disadvantage rules to limit some of their feats.

Super-Health/Regeneration/Environmental Immunities:
Character should have an ability that allows self-healing, resistance to damage, additional hit
points or energy and environmental immunities. The Brick class is useful for building really
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unkillable characters due to Durability Points, high hit points and self-healing abilities. Many of
feats in the Damage Resistance section of the feat list may be taken. The character may also
take healing powers but take use quirk and disadvantage rules to limit them to regeneration
only. An example of healing powers, converted to a regeneration power is given in the quirk and
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disadvantage rules

Super-Strength:
The character should have super-strength. Boosted Strength, Super-strength and Ultra-lifting
feats and decent Strength ability scores make a character very strong. Characters often
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select the Brick or Soldier classes to get extra attacks that make the best use of Super-
Strength. Powers doing area bludgeoning damage or bludgeoning damage at touch range can
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represent uses of super-strength to throw objects or smash the ground, creating shockwaves.

Roll Environmental Control Table: Roll 1d6


Dimensional: You have abilities relating to
1 teleportation of others or interference with
movement.
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Electrical: You favor powers inflicting lightning


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damage and manipulating electricity.

Gravity/Telekinesis: You move objects or alter


gravity. If you can only attract or repel object
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with gravity, you can take appropriate
disadvantages.

Magnetic: You move objects that can be affected


4 by magnetic fields or may have trace amounts of
ferrous materials.

Molecular/Atomic: You manipulate matter,


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including moving objects
6 Temperature: You control temperatures.

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Roll Recommended Power Set

Ability with Melee Weapons:


Character should be proficient in close combat weapons. These can include thrown weapons.
Brick and Soldier class features like Fighting Style and feats like Weapon/Shield Focus or
Weapon Expert are appropriate. Shields and throwing weapons can be selected. Being
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proficient in shields and having Weapon/Shield Focus allow striking in combat and throwing
shields. The Rebound Thrower feat is useful to ensure you do not run out of ammo when
throwing weapons. The penetrating feat allows the character to harm opponents with Damage

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Reduction.

Intangibility/Gaseous Form/Liquid Form:


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Player should have the Intangibility feat with the appropriate benefits.

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Shrinking:
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Player should take the Shrinking feat.

Summoning/Duplication:
Character should have abilities associated with summoning or duplication. They should pick the
48 Blaster class for the higher level power slots needed for summoning powers. They may take
damaging effects and explain those effects in their background as the effect of summoned
creatures that expire after a single attack.

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Paralysis/Fear/Stunning: Character has abilities to disable his opponents. The character should
take abilities from the Inflict Condition power list. The character should favor the Blaster,
Brick and Super-soldier classes.
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Charming/Sleep/Telepathy:
Character has abilities associated with telepathic communication or mind control. The character
may take telepathic communication and psionic senses from the Super-Senses feat. The
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character should take the Blaster class and known powers from the Inflict Condition as well as
the Telepathy and Mind Control powers. The Mental Illusion power is also appropriate. Where
the character inflicts energy damage, psychic energy is most appropriate.
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Force Barriers:
Character should select abilities associated with force fields. The Natural Defenses feat is a
typical personal force field. The Luck feat and Damage Resistance feat can represent defensive
53 abilities that are consistent with force fields. If the character wishes to protect others or
create barriers, they should pick the Blaster class for the higher level power slots needed to
counter offensive powers or create barriers. The Power Artist sub-class has some appropriate
abilities. Defensive powers, Meta-protection and the Meta-wall power fit this powerset.
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Concealment:
54 You have skills associated with stealth or abilities that allow you turn invisible. The Stealth skill
and the Invisibility feat match this powerset.

Transmutation/Creation:
You can create or transform matter. The Alter Environment cantrip and the Multipower feat
can be used to create matter. Offensive cantrips and powers, ranged attacks from the Natural
55 Weapons feat can be performed by creating and propelling objects at enemies. Acid or poison
could be created and used offensively. Powers from the Transformation and Creation list of
powers are also suitable. The Blaster class is suitable for this power set because of its access
to higher level known powers.

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Roll Recommended Power Set
Illusion:
You have abilities associated with creating illusions. The character should take the Illusion
cantrip and favor the Brick class, Blaster class and the Super-soldier sub-class. These classes
have better access to known powers and cantrips that use illusions. The Energy Control Power
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feat can give players cantrips where they do not gain cantrips as part of their class abilities.
A Self-Alteration feat limited by quirk and disadvantage rules could represent an ability to
disguise yourself with illusions. Illusion abilities can sometimes be used offensively to cause
fear, weakness, or paralysis. You may select known powers of that type.

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Weather/ Water Control:
You have abilities involving lightning, wind and cold with weather control or you manipulate water
and may inflict ice-based bludgeoning damage/cold damage with water control.
The Damaging Blast and Alter Environment Cantrip are used to inflict damage and affect the

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57-58 environment. Alter environment and the Multipower feat can be used to create obscuration
effects or create difficult terrain with fog, ice, or rain in larger areas of effect. Variants of
the Power Bolt and Power Strike cantrips can restrain, knockdown or move opponents with wind
water or ice. The Energy Control Power feat can give players cantrips where they do not gain
cantrips as part of their class abilities or need more.
Restraint:
You have attacks that hinder or restrain opponents. Variants of the Power Bolt and Power
59 Strike cantrips can restrain opponents with wind, water, or ice. The Energy Control Power feat
can give players cantrips where they do not gain cantrips as part of their class abilities or need

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more cantrips. Known powers from the Restraining Powers list are suitable.
Matter Control:
You have telekinesis and can move objects with your mind. The character has the Telekinetic
Hand cantrips and usually the Matter Manipulation feat to multiply its effect. Energy
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controllers favor the Blaster and Brick classes for known powers and power slots. Many
offensive powers have a background description of the character using Matter Manipulation to
hurl matter to harm or hinder your opponents. You can select matching offensive known powers.
Plant/Earth Control:
You have abilities similar to telekinesis but can only move plants or earth and rocks. You take
feats and class choices in the same way as the Matter Control power set but limit your power to
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plants and earth using the quirk and disadvantage rules. The Alter Environment cantrip and the
63 Multipower feat can be used to create difficult terrain with plants or earth in large areas of
effect. Plant control often includes the ability to grow plants unnaturally using the Alter
Environment cantrip. Variants of the Power Bolt and Power Strike cantrips can restrain,
knockdown or move opponents with plants and rocks. The Energy Control Power feat can give
players cantrips where they do not gain cantrips as part of their class abilities or need more.
Healing/Enhancing:
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You can heal others or buff allies. You character should be from the Brick or Blaster class. The
Brick class has some healing abilities with its Durability Points class feature. Some sub-classes
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of the Blaster class have access to stronger healing powers. You can also take the Inhuman
Healing feat and use the Hit Dice you would normally used to recover hit points while resting to
heal others. Characters can also select Healing and Enhancing powers for their known powers.
Skills/Heightened Intelligence:
The character has an unusual number of skills or high scores in specific mental characteristics.
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The character should select 1-2 feats from the Computer Mind, Skill Paragon, Skill Training,
Super-charisma, Super-intelligence and Super-wisdom feats.

Teleportation:
71-72 You have the Travel feat and benefits from that feat that give you teleportation movement.
You may have Dimensional Travel feat.

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Roll Recommended Power Set
Leaping/Climbing/Swinging/Wall-Crawling:
You may have the Super-Swinging feat, the Wall-Crawling feat, and the Athletics skill. You can
swing from building to building. You may have the Acrobatics skill and the Danger Sense/
73-75 Reactions feat. The Ultra-lifting and Super-strength feats and increased land movement from
the Travel feat can be used to build a metahuman jumping ability. Quirks and disadvantage rules
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may be used to limit the use of Strength to situations where they would help with jumping and
attacks made after jumping or kicking.

Super-speed:
The character should have the Danger Sense/Reaction and Super-speed feats. The character
may also have the Deflection, Super-dexterity, and Ultra-dexterity feats. The character may
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have cantrips like Speed Strikes and powers for super-speed stunts and would favor weapons or
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unarmed attacks that have the Finesse property to take advantage of their higher Dexterity in
melee combat.
Flight:
78-81 You have the Travel feat and benefits from that feat that give you flying movement. You may
have environmental immunities from the Minor Immunity feat that protect you in space.
Background: Vehicle.
The character owns one or more vehicles permitted by the GM. Alternatively, the character can
have movement superpowers associated with a personal vehicle (like a flying motorcycle or
magic carpet or surfboard) as part of a disadvantage. A modified version of a normal vehicle
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with some armor and weapons can be part of the characters starting equipment. The character
could also use the Travel feat to increase their movement and get a non-combat movement
speed. The character could use the quirk or disadvantage to make the power part of an
associated piece of equipment..

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Roll Recommended Power Set
Background: Magic/Psychic.
The character should incorporate magic or psionics as part of the characters background. The
character can be of any class. If the class and sub-class selected does not have known powers
and power slots, the characters magical and psionic abilities must be feats. Magical and psionic
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senses or telepathic communication can be taken one of the benefits of the Super-senses feat.
The Arcane and Religion skill fit for characters with magic backgrounds and the Insight skill

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may work for psionic backgrounds. Some campaigns may choose to restrict Magic or make
Magic an extra-dimensionally linked variant of Psionics or Technology.
Background: Construct.
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The character is a construct of some kind and should select the Automaton race option.

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Background: Technology.
The character should incorporate technology as part of the characters background. It may be
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the reason for their powers. The Pilot, Science and Technology skills that were added for the
modern, comic book setting may be appropriate.
Background: Upper-Class and/or Wealth.
The characters background is upper class. The GM may allow the character to have
considerable wealth or have the character select a background that explains their poverty. A
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wealthy character would be inappropriate where the GM depends on wealth to motivate

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characters for the campaign. The GM may introduce a house-ruled Wealth feat appropriate to
the campaign setting, and let the character take it.
Background: Foreign Connections.
The character’s background should include ties to foreign organizations. The character may
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89 have the Bureaucracy or Religion skills and various social skills appropriate to those
organizations. The characters language options should be appropriate for the region the
character’s ties are from.
Background: Law Enforcement/Criminal Connections.
The character’s background should have ties to law enforcement or criminal organizations. The
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bureaucracy skill in combination with Investigation, Intimidation and Deception is used for
knowledge about law enforcement and criminal networks. The character may have those skills.
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Background: Government Connections.


92 The characters background should include government connections. The character may have the
Bureaucracy skill.
Background: Alien.
The character is a non-human species. Abilities may be biological in nature and represent the
norm for survival in its home environment. The character may select immunities or
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vulnerabilities reflecting inability to tolerate certain environments. The character can purchase
damage resistance feats consistent to its background origin. The Minor Immunity and Inhuman
Physiology feats are often appropriate.
Background: Pariah/Hunted/Enemies:
The character is unpopular, disliked or pursued by enemies which can be government or criminal
94 in nature. The character may have the Stealth or Survival skills to hide in the wilderness or the
Deception skill to help with maintaining a cover identity. The character may have a quirk from
the quirk and disadvantage rules representing their unusual and horrifying appearance.

95-00 Reroll or pick any from list

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2. Determining Ability Scores
You have 6 key abilities or characteristics. These ability scores define your character and have game
effects when you try and take actions. If you gain the ability to use cantrips or known powers, you have
one ability as the one that guides your powers. This is called your power using characteristic or power use
characteristic. The term's ability and characteristic are often used interchangeably.
Abilities are used for skill checks and for the following purposes:
 Strength(“STR”): Ability to lift, push or break. Gives bonus to hit and damage in melee and with thrown

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weapons. You can carry 15 times your strength, lift/push or drag 30 times your strength. Lift
multipliers from size (x2 for each size difference from medium) or abilities that modify your lift
modifier apply.
 Dexterity(“DEX”): To balance or move well. Affects attack rolls and damage with ranged weapons and

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with weapons that have the finesse property (instead of strength). Armor can restrict your Dexterity
modifier. You use Dexterity for Initiative. At the beginning of every combat, you roll initiative by
making a Dexterity check. Initiative determines the order of creatures’ turns in combat.
 Constitution(“CON”): For holding breath, ignoring exhaustion, or resisting hunger. Constitution
modifiers affects hit points per hit die.
 Intelligence(“INT”): For logic or memory. Used to decipher puzzles. The number of additional tools or
skills you can learn by investing time is equal to your intelligence modifier. Sometimes used for resisting
mental attacks especially psychic effects. Often used for scientific and technical skills.

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 Wisdom(“WIS”): For perception and intuition and certain practical skills. Often used to spot or detect
hidden objects. Also used for resisting mental attacks.
 Charisma(“CHA”): For social situations and skills. Rarely used for resisting mental attacks based on
emotion.
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We recommend allocating 69 points between the 6 key abilities as the simplest approach. Alternative you
can roll 3d6 for each and allocate 6 points. Characteristics should be between 6 and 18, barring bad
rolling. Abilities provide the following modifiers: 1=-5, 2-3=-4, 4-5=-3,6-7=-2,8-9=-1,12-13=+1,14-15=+2,16-
17=+3,18-19=+4,20-21=+5. Feats can allow higher ability scores and modifiers increase by +1 with every 2
ability points.
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3. Choosing A Race
Characters can select from the heroic human, meta, and automaton races:
Heroic Human

You are human in a world of robots, aliens and


supermen. You hold you own with courage, training,
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gadgetry and guts. Lots and lots of guts.

You are a regular human being, motivated to achieve


your full potential. +1 to all ability scores, 1 language,
medium-sized, 30’ movement. You gain a bonus
language for each mental ability score (intelligence,
wisdom, charisma) above 16.

Many of your powers come from special equipment


and you may with to specify in your background
which of your abilities are dependent on your special
equipment. Your abilities often come from training,
you should explain the source of your motivation and
who trained you in your background.

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Meta
You are formerly human, empowered with extra-ordinary abilities
beyond mortal ken. Alternatively, you may be alien or from a near-human
offshoot on earth. Meta characters can include aliens as well as
empowered humans. Alien characters may have human appearance, near-
human appearance or take powers and feats like Growth, Shrinking and
Natural Weapons to alter their appearance. Where they are
permanently larger or smaller, they may use quirk and disadvantage

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rules to make size changes a permanent effect.
You have 1 language, 30’ movement. You are medium-sized or small-sized.
You gain a bonus language for each mental ability score (intelligence,
wisdom, charisma) above 16. You have additional powers in the form of

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feats and may lower your abilities scores to gain additional feats. You
may pick characteristic adjustments from the table below gain the
specified number of bonus feats.

Automaton
You are an artificial being of some type. You may be a magical
construct or an artificial intelligence.
You know 2 languages. You are medium-sized or small-sized and have
25’ movement. You gain a bonus language for each mental ability

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score (intelligence, wisdom, charisma) above 16
You have additional powers in the form of feats and may lower your
abilities scores to gain additional feats. You may pick characteristic
adjustments from the table below to gain the specified number of
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bonus feats.
You have the Integrated Weapons and Armor benefit. Automatons
normally have immunities relating to the nature of their origin and
may have the Inhuman Physiology feat.

Integrated Weapons and Armor: You can incorporate armor and weapons into your body after 1 hour in
contact with the armor. Removal takes 1 minute. Incorporated items cannot be removed against your will.
m

When you are incapacitated, weapons can be disabled, bound, or jammed to make them unusable. Weapons
are normally visible but smaller integrated weapons can be hidden with the GM’s permission. These can be
detected by Investigate checks with a DC based on your Stealth skill. The GM may approve different
incorporation approaches chosen at creation consistent with the background of the character. For
example, active technical work with tools could be needed to install armor or weapons.

Table of Meta and Automaton Characteristic Adjustments and Bonus Feats


Sa

Ability/Characteristic modifiers Bonus Feats


No characteristic adjustments 3
-1 to 2 statistics 4
-1 to 4 statistics 5
-1 to 2 statistics, -2 to 2 statistics 6
-2 to 3 statistics 6
-2 to 4 statistics 7

Designers Comments: GM’s who want more powerful characters can start them out at higher levels or
give them better ability scores and additional feats. Power levels in superhero settings vary. GM’s should
decide what power levels are right for their own campaigns!

12
3. Choose a Class
New classes are introduced for the comic book setting. The classes are:
 Brick: This is a hard-to-kill character with considerable durability. and some power slots.
 Soldier: This is a melee or missile combat focused character with less access to power slots. This class
includes subclass options that have no power slots and cannot use powers of that kind. These sub-
classes are best used to build Heroic Human characters.
 Blaster: This is a special ability focused character with less combat abilities. This class is the only one
in the core rules with full access to healing powers. The class has the most power slots.

e
Hit Dice: 1d10 per level, Hit Points at 1st Level: 10 +
Class: Brick Constitution modifier, Hit Points at Higher Levels: 1d10 +
your Constitution modifier per level after 1st
Proficiencies: You may also pick 3 proficiencies from this

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list (light armor, medium armor, heavy armor, shields) or
receive 3 bonus feats in place of those proficiencies. You
must be proficient in light armor to select medium armor
and in medium armor to select heavy armor. You are
proficient in simple weapons. You may also be proficient in
martial weapons or receive a bonus feat in place of that
proficiency.
Saving Throws: Pick any two saving throws you are
proficient in that are consistent with your background.

e Bricks are often proficient in CON saving throws but


characters whose toughness comes from mystical or
metahuman sources may be proficient in CHA, INT or WIS
savings throws instead of CON.
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Skills: Choose any two. Bricks are often proficient in
Athletics (which is useful for grappling and shoving)
“I’m the one to worry about. I’m
Equipment: Starting equipment should be appropriate for
always the last cat standing” the background and would typically include weapons and
armor that the character is proficient in.
Brick Class Features Table
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Level Proficiency Features Power Slots per Power Level


Bonus 1st 2nd 3rd 4th 5th
1st +2 Durability Reserve
2nd +2 Fighting Style, Power Casting, Blasting 2

3rd +2 Bonus Feat, Sub-Class 3


4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
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6th +3 Bonus Feat 4 2


7th +3 Sub-class Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 4 3 2
11th +4 Power Style 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Bonus Feat 4 3 3 1
15th +5 Sub-class Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sub-class Feature 4 3 3 3 2
13
Brick Class Features
• Durability Reserve: At 1st level you have a pool of durability points equal to your brick level x 4 that
replenishes when you take a long rest. You pick 2 options on which you can spend durability points from
the list below. You may spend a feat to gain two other options if you want multiple options for this
ability. Options cannot be selected twice.
o Healing: You may take an action to heal yourself or another creature. Each durability point spent
heals one hit point. You may restore hit points up to the maximum amount in your pool.
o Cure Disease or Poison: You may take an action to remove poison or diseases from a target. You spend
4 durability points per disease or poison removed.
o Recovery: Once per turn you may take a bonus action to spend up to 4 durability points and restore 3

e
hit points. If you have regeneration as well, you can spend up to 8 durability points in your free
actions to restore up to 6 hit points. If you take an action to rest, you may spend up to 4 durability
points to heal one hit point per durability point.
o Regeneration: Once per turn you may take a free action to spend 4 durability points to remove one

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disease or poison from yourself once per turn. You can also take an action to spend 8 durability points
to regenerate a limb. If you take an action to rest, you may spend up to 8 durability points to heal one
hit point per durability point.
o Additional Power Slots: In a short rest, you may spend durability points to recover power slots. You
may spend 10 durability points and recover a first level power slot, 15 durability points to recover a
second level power slot, 25 durability points to recover a third level power slot or 30 durability points
to recover a 4th level power. When attempting a heroic stunt, you may expend a 5th level power slot
and 60 durability points instead of using a 9th level power slot.
o Additional Durability: You gain 1 additional durability point per level.

e • Fighting Style: Choose one of the options below at


2nd level.
o Blunt Weapon Fighting: When you roll a 1 or 2
on a damage die for an attack you make with a
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blunt weapon, you can reroll the die and must
use the new roll. Clubs have the finesse and
thrown properties with the same range as a
dagger when used by you.
o Close Quarters Fire: When making a ranged
attack while you are within 5 feet of a hostile
creature, you do not have disadvantage on the
attack roll if you are not grappled. Your ranged
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attacks ignore half cover and three-quarters


cover against targets within 30 feet of you.
You also have a +1 bonus to attack rolls on
ranged attacks. The GM may wish to discourage
the use of missile weapons in combat and
restrict this feat to weapons the character has
Weapons Expert or Weapons Paragon benefits
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for. The GM may choose to discourage the use


of firearms for a more cinematic campaign
setting and not allow this feat to apply to
modern or hi-tech missile weapons.

o Defense: You gain 1 point of physical and energy damage reduction


o Dodge: You gain a +1 bonus to your AC
o Dueling: When you are wielding a melee weapon in one-hand and no other weapon, you gain a +2 bonus
to damage. This technique can be used with unarmed attacks that only require one hand, but you
cannot use two-weapon fighting.
o Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The
weapon must have the two-handed or versatile property for you to gain this benefit.
o Meta-fighter: You gain 2 cantrip slots. You can also give up 4 durability points for one additional
cantrip.

14
Brick Class Features (Continued)
o Missile Weapons: You gain a +1 bonus to hit and damage with missile weapons (but not thrown
weapons or firearms)
o Protection: When a creature you see attacks a target within reach, you can use your reaction to
impose disadvantage on the attack roll. You must have one free hand or be wielding a shield.
o Skilled: You gain an additional skill that is appropriate for the way the character fights.
Technology, Bureaucracy, Investigate, Stealth, Acrobatics, Athletics, Sleight of Hand, Deception,
Intimidation, Medicine, Perception or Performance may be appropriate, depending on the
character’s background. The character might bluff, intimidate their way out of fights due to

e
espionage, police or government training. They may specialize in stealthy ambush, have experience
with battlefield medicine, have trained in the circus or with criminals and assassins.
o Thrown Weapons: You draw thrown weapons as a free action and gain a +2 bonus to hit with thrown
weapons in melee or when throwing them. Clubs and sickles have the finesse and thrown properties
with the same range as a dagger when used by you.

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o Unarmed: You gain a +1 bonus to hit when fighting unarmed, this also applies to Natural Weapons.
o Whip and Chain Fighting: You receive a +1 bonus to hit with whip and flail weapons. You are treated
as proficient in Athletics when grappling and carrying a whip or flail. Whips gain the light property
in your hands. When grappling, you may choose to use an empty hand or a hand holding a whip to
grapple. If you choose a hand with a whip, you do not drop the weapon but entangle your opponent in
it. You can wield a long chain weapon in two-hands and make attacks as if you have a whip in each
hand or as a flail held in both hands. Chains used as a flail in this manner gain the versatile (1d10)
property.
• At 2nd level you gain Blasting: When you strike a target with a

e
melee attack or missile attack you may choose to expend one
power slot to deal additional physical or energy damage to
your target. You should pick the damage type when you gain
this ability. You may use this class feature with a cantrip
that allows you to make a ranged power attack against a
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single target and it hits. The extra damage is 2d8 for a 1st-
level power slot, plus 1d8 for each power level higher than
1st, to a maximum of 5d8. Blasting (cannot be used more than
twice per round)
• At 2nd level you gain Power Casting: You have metahuman
powers.
• Metahuman powers are equivalent to spells in fantasy 5E
m

campaigns but may come from a variety of sources. They may


be magical in nature, bio-chemical (mutant or psionic),
technological or a special use of your existing equipment.
o Characters have known powers and use power slots to ‘cast’ or use powers. A description of each
metahuman power should be part of your background. Where using a power requires special ammo
or equipment, you must have that equipment to ‘cast’ or use metahuman powers.
o The Brick Class Features table shows how many power slots you have. These are regained after a
Sa

long rest or by spending durability points if you have the Additional Power Slots option. Cantrips
can be used without a power slot and are not consumed in use.
o You must select a characteristic as a power using characteristic other than Strength or
Dexterity. Intelligence, Wisdom, or Charisma is common for magical or psionic abilities.
Intelligence is common for technological abilities. Wisdom or Intelligence is common for super-
human displays of accuracy. Constitution can be used for powers generated by a character’s body
or abilities tied to fitness levels.
o You know powers equal to your power using characteristic bonus and one third your brick level
round up. You may ‘cast’ known powers by using power slots of the correct or higher levels, this
does not remove the power from your known list. You may change your known powers after a long
rest and activities consistent with your background. You may need to research powers, modify
equipment, or consult a library of spells. Bricks cannot select healing powers of 2nd level or higher
as known powers although they can be acquired through a feat that specifically allows this.
o Your save DC for your powers = 8 + your proficiency bonus + your power using characteristic bonus
modifier.
15
Brick Class Features (Continued)
• Bonus Feat: At 3rd level, and again at 3rd, 6th, and 14th level you gain a bonus feat.

• Sub-class: At 3rd level you select a sub-class. The sub-class usually confers abilities at the
3rd,7th,15th, and 20th levels. Your sub-class may give you sub-class abilities that you can use once and
must take a short-rest or long rest to recover. Some sub-class abilities require a saving throw. The DC
for this is the same as the DC for your metahuman powers. When you select your sub-class, you may
select the Power Brick sub-class, the Champion sub-class, or the Unkillable sub-class.
• Ability score improvement: At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase

e
one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this feature. You can forgo taking this
feature to take a feat of your choice instead.
• Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the

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attack action in your turn.
• Power Style: At 11th level you select one of the benefits below:
o Super-blasting: You gain an additional 1d8 damage when you strike a target with a melee
attack. This damage stacks with blasting damage and should be of the same type as the type
selected for the blasting ability.
o Additional Powers: You gain two additional feats.
o Additional Durability: You gain 40 additional durability points.

Subclass: Power Brick


e • You prefer the energy blast or psychic
strike to clumsy combat. Why have
powers and not use them?
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• At 3rd level you may use your sub-class
ability to go into evasive action. For one
minute you may add the bonus of your
power casting characteristic to your
AC. You must take a long rest to
recover this ability.
• At 7th level you gain one power slot.
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The slot can be used for a first level


power. At 11th level, you may use the
slot for a first or second level power.
At 15th level, you may use the slot for a
third level power.

• At 15th level you may know an


Sa

additional 3 powers. Add 3 to your


maximum number of known powers.
• At 20th level you may recover a power
slot of up to 5th level and 24 durability
points as an action. You cannot use this
ability again until you have had a long
rest.

“I have the power of a


collapsing star in the palm
of my hand”

16
Brick Class Features (Continued)

Subclass: Champion • Your peers hold you in awe, and you


deserve it. You’ve done this a while and
done it well.
• At 3rd level you may use your sub-class
ability to go into over-drive. For one
minute you may add the bonus of your
power casting characteristic to hit in

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melee. You must take a long rest to
recover this ability.
• At 7th level you gain one additional
fighting style option.

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• At 15th level, you gain an additional feat,
• At 20th level you may boost yourself for
3 plus your constitution modifier rounds.
Once used, you cannot use this power
until you have had a long rest. While
boosted, you have advantage on Charisma
checks, you can reroll any missed melee,
thrown or ranged attack rolls once. You
can reroll a failed save but must use the

e result.

“I’ve fought in a hundred battles.


This is just another victory to be.”
pl
Subclass: Unkillable
• Your superhuman nature makes you
hard to kill and disconnects you from
humanity. That is if you still are
human….
m

• Wild Rage: At 3rd level you may


select an additional feat, this is
normally used to select the Tough or
Super-Constitution feats.
• At 7th level you gain 2 points of
energy damage reduction.
Sa

• At 15th level, you gain 2 points of


physical damage reduction.
• At 20th level you gain 45 additional
durability points

“My existence is immutable,


you cannot change that like
you cannot change the law
of gravity”

17
Class: Soldier • Hit Dice: 1d10 per level, Hit Points at 1st
Level: 10 + Constitution modifier, Hit
Points at Higher Levels: 1d10 + your
Constitution modifier per level after 1st
• Proficiencies: You may also pick 3
proficiencies from this list (light armor,
medium armor, heavy armor, shields) or

e
receive 3 bonus feats in place of those
proficiencies. You must be proficient in
light armor to select medium armor and in
medium armor to select heavy armor. You
are proficient in simple weapons. You may

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also be proficient in martial weapons or
receive a bonus feat in place of that
proficiency.
• Saving Throws: STR or DEX and one other
saving throw consistent with your
background.
• Skills: Choose any two. Soldiers are often
proficient in Athletics (which is useful for

e grappling and shoving)


• Equipment: Starting equipment should be
appropriate for the background and would
typically include weapons and armor that
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“Less of the posing, more of the doing” the character is proficient in.

Soldier Class Features Table


Level Proficiency Features
m

Bonus
1st +2 Fighting Style, Second Wind or Barbaric Toughness
2nd +2 Action Surge (x1)
3rd +2 Sub-class
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Sub-class Feature
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8th +3 Ability Score Improvement


9th +4 Indomitable (x1)
10th +4 Sub-class Feature
11th +4 Optional Extra Attack
12th +4 Ability Score Improvement
13th +5 Indomitable (x2)
14th +5 Ability Score Improvement
15th +5 Sub-class Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (x2), Indomitable (x3)
18th +6 Sub-class Feature
19th +6 Ability Score Improvement
20th +6 Sub-class Feature

18
Soldier Class Features
• Fighting Style: Choose one of the options below at 2nd level.
o Blunt Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a
blunt weapon, you can reroll the die and must use the new roll. Clubs have the finesse and
thrown properties with the same range as a dagger when used by you.
o Close Quarters Fire: When making a ranged attack while you are within 5 feet of a hostile
creature, you do not have disadvantage on the attack roll if you are not grappled. Your ranged
attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You
also have a +1 bonus to attack rolls on ranged attacks. The GM may wish to discourage the use
of missile weapons in combat and restrict this feat to weapons the character has Weapons

e
Expert or Weapons Paragon benefits for. The GM may choose to discourage the use of firearms
for a more cinematic campaign setting and not allow this feat to apply to modern or hi-tech
missile weapons.
o Defense: You gain 1 point of physical and energy damage reduction

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o Dodge: You gain a +1 bonus to your AC.
o Dueling: When you are wielding a melee weapon in one-hand and no other weapon, you gain a +2
bonus to damage. This technique can be used with unarmed attacks that only require one hand,
but you cannot use two-weapon fighting.
o Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a
melee weapon that you are wielding with two hands, you can reroll the die and must use the new
roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
o Missile Weapons: You gain a +1 bonus to hit and damage with missile weapons (but not thrown
weapons or firearms)

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o Protection: When a creature you see attacks a target within reach, you can use your reaction to
impose disadvantage on the attack roll. You must have one free hand or be wielding a shield.
o Skilled: You gain an additional skill that is appropriate for the way the character fights.
Technology, Bureaucracy, Investigate, Stealth, Acrobatics, Athletics, Sleight of Hand,
Deception, Intimidation, Medicine, Perception or Performance may be appropriate, depending on
pl
the character’s background. The character might bluff, intimidate their way out of fights due
to espionage, police or government training. They may specialize in stealthy ambush, have
experience with battlefield medicine, have trained in the circus or with criminals and assassins.
o Thrown Weapons: You draw thrown weapons as a free action and gain a +2 bonus to hit with
thrown weapons in melee or when throwing them. Clubs and sickles have the finesse and thrown
properties with the same range as a dagger when used by you.
o Unarmed: You gain a +1 bonus to hit when fighting unarmed, this also applies to Natural
m

Weapons.
o Whip and Chain Fighting: You receive a +1 bonus to hit with whip and flail weapons. You are
treated as proficient in athletics when grappling and carrying a whip or flail. Whips gain the
light property in your hands. When grappling, you may choose to use an empty hand or a hand
holding a whip to grapple. If you choose a hand with a whip, you do not drop the weapon but
entangle your opponent in it. You can wield a long chain weapon in two-hands and make attacks as
if you have a whip in each hand or as a flail held in both hands. Chains used as a flail in this
Sa

manner gain the versatile (1d10) property.


• At 1st level you must select the Second Wind or Barbaric Toughness feature.
o Second Wind: You have a limited well of stamina that you can draw on to protect yourself from
harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Soldier
level. Once you use this feature, you must finish a short or long rest before you can use it
again.
o Barbaric Toughness. You gain an additional 2 hit points at 1st level and you roll a 1d12 instead of
a 1d10 at higher levels to determine your maximum hit points.
• Action Surge: From 2nd level, on your turn, you can take one additional action. Once you use this
feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can
use it twice before a rest, but only once on the same turn. You make take a bonus feat in place of a use
of action surge at the 2nd and 17th level.

19
Soldier Class Features (Continued)
• Sub-class: At 3rd level you select a sub-class. The sub-class usually confers abilities at the 3rd,7th,
15th and 18th levels. Some sub-class abilities require a saving throw. The DC for this is the same as the
DC for your metahuman powers if not specified. If you have not selected one, you should pick a power
using characteristic when you gain an ability that requires one for saving throw DC’s. When you select
your sub-class, you may select the Operator sub-class, the Influencer sub-class or the Super-Soldier
sub-class. The operator is a skilled agent and fighter. The Influencer is a social manipulator or leader
that fights its best in teams. The super-soldier develops meta-human powers that use power slots and
uses them in combat.

e
• Ability score improvement: At 4th level, and again at 6th,8th, 12th, 14th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20 using this feature. You can forgo taking this
feature to take a feat of your choice instead.

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• Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the
attack action in your turn.
• Indomitable: At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the
new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice
between long rests starting at 13th level and three times between long rests starting at 17th level.
• Optional Extra Attack: At 11th level, you pick between gaining 1 more extra attack or two bonus feats.

Subclass: Operator • In a world of crazy suits who bend reality, you still get

e the job done. A spy, a thief, a doctor, a scientist or


hacker – you’ve saved the day more than you can count.
• At 3rd level you gain 3 skills. You may become proficient
in a set of tools instead of picking a skill. You may choose
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to gain only one skill or two skills, receiving one bonus
tactical die for each skill you do not take.
• At 3rd level you gain 2 tactical dice which are d6s. A die
is expended when you use it and is recovered when you
finish a short or long-rest. At 10th level your tactical
dice become d8’s and at 18th level they become d10’s.
• Tactical Maneuvers: At 3rd level you pick 3 benefits
from the following list. You expend a tactical die to use
m

one of these abilities.


o Infiltrator: When you make a check for a strength
or dexterity-based skill, you may add half the
number rolled on one dice (round up) to the skill
check.
o Thinker: When you make a check for an intelligence
or wisdom-based skill, you may add half the number
Sa

“Keep them busy, the rolled on one dice (round up) to the skill check,
launch codes are what I’m o Persuader: When you make a check for a charisma-
based skill, you may add half the number rolled on
after.” one dice (round up) to the skill check.
o Evasive Action: When you move you can expend one die and add the number to your AC until you stop
moving or for the next 2 rounds, whichever is sooner.
o Goad: When you hit a creature with a melee or ranged attack, you can expend one die to attempt to
goad the target into attacking you. You add half the die (round down) to the attack's damage roll, and
the target must make a Wisdom save. On a failed save, the target has disadvantage on all attack rolls
against targets other than you until the end of your next turn. The saving throw DC is 8 + your
proficiency bonus + your power using characteristic modifier.
o Precision Attack: When you make a weapon or unarmed combat attack against a creature, you can
expend one die to add it to the attack roll. You can use this ability before or after making the attack
roll, but before damage.

20
Soldier Class Features (Continued)
o Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one die to
maneuver one of your allies into position. You add the die to the attack's damage roll, and you
choose a friendly creature who can see you, hear you or communicate with you in some fashion.
That creature can use a reaction action to move up to its speed or 30’ whichever is lower. It
does not trigger opportunity attacks from the target of your attack. You cannot use this ability
if no allies are present.
o Warning: If your ally is hit within 30’, you can expend one die as a reaction, adding the number
rolled to your allies AC. If the attack still hits, the target only takes half damage from it.
o Roll With Blow: If you are hit by an attack and not wearing heavy armor, you can expend one die

e
as a reaction, adding the number rolled to your AC. If the attack still hits, you take half
damage from it.
o Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one die
to attempt to damage another creature with the same attack. Choose another creature within 5

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feet of the original target and within your reach and make an attack roll. If the attack roll
would hit the second creature, it takes damage equal to tactical die roll result. The damage is
the same type as the original attack.
• At 7th level you gain a bonus feat and 1 tactical dice.
• At 10th level you select one more maneuver.
• At 15th level you gain 1 tactical die and one more maneuver. You may choose to gain another skill
instead of the tactical die and additional maneuver.

e
• Adrenaline: At 15th level, when you roll initiative and have no tactical dice remaining, you react to
impending danger with a surge of energy and regain 1 tactical dice.
• At 18th level, your tactical dice become d10’s.
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• Operational Flexibility: At 20th level, you choose between gaining an extra attack or a special
distraction extra attack. The distraction extra attack is used whenever you have extra attacks. When
making a distraction extra attack, you make an attack roll with +3 to hit. The attack does no damage
but the next successful attack by an ally against that creature that occurs before the beginning of
your next turn does an additional 1d20 damage.
m
Sa

21
Soldier Class Features (Continued)

Subclass: Influencer

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e
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“We have you surrounded. You can make this easy for us or make it hard just for
you”
• A rabble rouser, con-man, noble born to advantage, celebrity or executive. You are good with people,
They listen, get inspired and work with you. Life’s good like that.
• Rally: At 3rd level you can pick up to 4 allies within 50’ who can see and hear you when you use your
m

Second Wind ability. Those allies gain hit points equal to half your soldier level, round down. If you do
not have the Second Wind ability, you gain an additional feat.
• At 7th level you gain a social skill or become expert at a social skill you are proficient in (you have
advantage when you use it).
• At 10th level you gain a social skill or become expert at a social skill you are proficient in (you have
advantage when you use it).
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• Team Blow: At 15th level, you are skilled at targeting enemies who are distracted. You can take
advantage of the distraction caused by allies or distract the opponent yourself, weapon attacks score
a critical hit on a roll of 19 or 20. You must be fighting with allies within 20’ or your opponent must
see, hear, and understand you, allowing you to distract the opponent.
• Team Effort: At 18th level, you do extra damage whenever you hit a distracted opponent when using
the 15th level ability from this subclass to take advantage of distraction. You do an additional 1d6
damage even if you don’t critically hit. This dice is rerolled on a critical hit along with base damage.
• Distraction Extra Attack: At 20th level, gain a special distraction extra attack. The distraction extra
attack is used whenever you have extra attacks. When making a distraction extra attack, you make an
attack roll with a +3 bonus to hit. The attack does no damage but the next successful attack by an ally
against that occurs before the beginning of your next turn does an additional 1d20 damage.

22
Soldier Class Features (Continued)

Subclass: Super-soldier • You have an edge that makes you more than the
typical soldier. It could be an array of gadgets
or a metahuman gift, but it gets the job done.
• At 3rd level you gain metahuman powers.
o Metahuman powers are equivalent to spells in
fantasy 5E campaigns but may come from a
variety of sources. They may be magical in
nature, bio-chemical (mutant or psionic),

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technological or a special use of your existing
equipment. The rules for casting spells apply
to metahuman powers but characters have
known powers and use power slots to ‘cast’ or

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use powers. The description of the
metahuman power should be part of your
background. Where using the power requires
special ammo or equipment, you must have
that equipment to ‘cast’ or use metahuman
powers. The terms cast and use are used
interchangeably in this document.
o The Super-soldier Power table shows how
many power slots and cantrips you have.

quick and clean”e


“You can do this all-day, I prefer o
These are regained after a long rest.
You must select a characteristic as a power
using characteristic other than Strength or
Dexterity.
o You may ‘cast’ known powers by using power slots of the correct or higher levels, this does not
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remove the power from your known list. You may change your known powers after a long rest and
activities consistent with your background. You may need to research powers, modify equipment, or
consult a library of spells.
o Your save DC for your metahuman powers = 8 + your proficiency bonus + your power using
characteristic bonus modifier.

Super-Soldier Class Features Table o You know powers equal to your power using
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characteristic bonus and one third your


Level Cantrips Power Slots per Power Level Soldier level, round up. You may ‘cast’ any of
Known 1st 2nd 3rd 4th those power expending a slot, this does not
3rd 2 2 remove the power from your known list. If may
4th 2 3 change your known powers after a long rest
5th 2 3 and activities consistent with your background.
6th 2 3 Super-soldiers cannot select healing powers of
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7th 2 4 2 2nd level or higher as known powers without a


8th 2 4 2 feat that specifically allows this.
9th 2 4 2 o Cantrips are not consumed when used.
10th 3 4 3
11th 3 4 3
12th 3 4 3
13th 3 4 3 2
14th 3 4 3 2
15th 3 4 3 2
16th 3 4 3 3
17th 3 4 3 3
18th 3 4 3 3
19th 3 4 3 3 1
20th 3 4 3 3 1

23
Soldier Class Features (Continued)
• At 3rd level you choose between a bonus feat or the Pushed to the Brink benefit.
o Pushed to the Brink: If you take this benefit, you may use the Heroic Stunt rules.
o At 7th level when you use your action to cast a cantrip, you can make an unarmed attack or weapon
attack as a bonus action.
o Fighting Super: At 10th level your save DC’s are increased by 2 against a target you have damaged
with a melee attack in the previous round.
o Quick Break: At 15th level, you may use an action surge as a free action to recover a first or second

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level power slot.
o Slash and Burn: At 18th level, when you use your action to cast a power that damages an opponent, you
can make one weapon or unarmed attack as a bonus action.

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o At 20th level, you gain an extra attack.

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m
Sa

24
Class:Blaster • Hit Dice: 1d6 per level, Hit Points at 1st
Level: 6 + Constitution modifier, Hit
Points at Higher Levels: 1d6 + your
Constitution modifier per level after 1st.
• Proficiencies: You are proficient in clubs
and an additional 4 simple weapons. You
may forgo the additional 4 weapons and
gain a feat.

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• Saving Throws: Choose any two.
• Skills: Choose any two.
• Equipment: Starting equipment should be

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appropriate for the background and would
typically include weapons and armor that
the character is proficient in.

“Getting it done, without

Blaster Class Features Table


Prof-
e breaking a sweat ”

Power Slots per Power Level


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Power Powers
Level ficiency Features
Points Known Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus
1st +2 Metahuman 4 2 2
Powers,
Subclass
2nd +2 Power Source 2 4 3 3
3rd +2 Metapower 3 5 4 4 2
4th +2 Ability Score 4 6 5 4 3
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Improvement
5th +3 5 6 5 4 3 2
6th +3 Sub-Class 6 7 5 4 3 3
Feature
7th +3 7 7 5 4 3 3 1
8th +3 Ability Score 8 8 5 4 3 3 2
Improvement
9th +4 9 9 5 4 3 3 3 1
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10th +4 Metapower 10 10 6 4 3 3 3 2
11th +4 11 11 6 4 3 3 3 2 1
12th +4 Ability Score 12 12 6 4 3 3 3 2 1
Improvement
13th +5 13 13 6 4 3 3 3 2 1 1
14th +5 Sub-class 14 13 6 4 3 3 3 2 1 1
Feature
15th +5 15 14 6 4 3 3 3 2 1 1 1
16th +5 Ability Score 16 14 6 4 3 3 3 2 1 1 1
Improvement
17th +6 Metapower 17 15 6 4 3 3 3 2 1 1 1 1
18th +6 Sub-class 18 15 6 4 3 3 3 3 1 1 1 1
Feature
19th +6 Ability Score 19 16 6 4 3 3 3 3 2 1 1 1
Improvement
20th +6 Point Recovery 20 16 6 4 3 3 3 3 2 2 1 1

25
Blaster Class Features
• Sub-class: At 1st level you select a sub-class. The sub-class confers abilities at the 6th, 14th, and 18th
levels. Your sub-class may give you a sub-class ability that you can use once and must take a short-rest
or long rest to recover. Some sub-class abilities require a saving throw. The DC for this is the same as
the DC for your metahuman powers. When you select your sub-class, you may select the Elemental sub-
class, the Power Artist sub-class, Freak sub-class or the Power Scholar sub-class.
• At 1st level you gain metahuman powers.
o Metahuman powers are equivalent to spells in fantasy 5E campaigns but may come from a variety
of sources. They may be magical in nature, bio-chemical (mutant or psionic), technological or a
special use of your existing equipment. The rules for casting spells apply to metahuman powers

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but characters have known powers and use power slots to ‘cast’ or use powers. The description of
the metahuman power should be part of your background. Where using the power requires special
ammo or equipment, you must have that equipment to ‘cast’ or use metahuman powers. The terms
cast and use are used interchangeably in this document.
o The Blaster Class Features table shows how many power slots and cantrips you have. Power Slots

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are regained after a long rest. Cantrips are not consumed by usage.
o You must select a characteristic as a power using characteristic other than Strength or
Dexterity.
o You may ‘cast’ known powers by using power slots of the correct or higher levels, this does not remove
the power from your known list. You may change your known powers after a long rest and activities
consistent with your background. You may need to research powers, modify equipment, or consult a
library of spells.
o Your save DC for your metahuman powers = 8 + your proficiency bonus + your power using characteristic
bonus modifier.

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o The Blaster Class Features table shows how many known powers you have.
o You may ‘cast’ any of those power expending a slot, this does not remove the power from your known
list. If may change your known powers after a long rest and activities consistent with your background.
Blasters can select healing powers of 2nd level or higher as known powers if they have a feat or sub-
class ability that allows this.
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m
Sa

26
Blaster Class Features
• Power Source: At 2nd level, you gain power points. The table shows the power points you have. These
are regained after a long rest.
o You can use your power points to gain additional power slots or sacrifice power slots to gain
additional power points.
o You can convert power points into one power slot of 1st to 5th level as a bonus action on your
turn. Slots created vanish after a long rest. A 1st level is 2 power points, a 2nd level is 3, a 3rd
level is 5, a 4th level is 6 and a 5th level is 7 points.
o You can convert power slots to power points as a bonus. Power points gained are the same as the
level of the power. You may also expend 12 power points in place of a 9th level power when

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attempting a heroic stunt.
• Metapower: At 3rd level, you gain the ability to twist your powers to suit your needs. You gain two of
the following options of your choice. You gain another one at 10th and 17th level. You can use only one
option on a power when you use it unless it is stated otherwise in the description of the Metapower.

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o Control Power: When you use a power that requires a saving throw, you can spend 1 point and
choose targets up to your power using characteristic modifier (minimum of one creature). A
chosen creature automatically succeeds on its saving throw against the power. You can also
spend 3 points to completely protect targets up to your power using characteristic modifier
(minimum of one creature) instead.
o Power Combatant: When you use a power that has a range of 10 feet or more, you can spend 1
point to double the range of the power. You can spend multiple points to double range several
times. You can also spend 1 point to give a touch range power 40’ range. The character can
decide whether to use a ranged attack roll or a melee attack roll. You can also cast a ranged

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power as a touch range power, but the power can only affect one target. If a ranged power
attack roll is required, it becomes a melee power attack roll.
o Modify Power: When you use a power that has a duration of 1 minute or longer, you can spend 1
point to multiply its duration by 2, to a maximum of 24 hours. You can also spend 3 points to
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modify the shape of an area effect power. You cannot change the overall area or volume
affected. The shape cannot be overly complex and have multiple pockets. A sphere or cube
which exempts squares adjacent to the character is an acceptable area of effect.
o Unstoppable Power: When you use a power that requires a saving throw, you can spend 3 points
and give a selected target disadvantage against its saving throw. This applies to the first saving
throw made if the power requires multiple saves.
o Quick Power: You may spend 1 point to use a power that would normally take an action as a
bonus action. Power using rules only allow you to cast one power per turn. You can still cast a
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cantrip with your normal action.


o Switch Power: You can spend 1 point to change the damage types inflicted by a power.
o Super-charged Power: When you roll damage for a power, you can spend 1 point to reroll up to 5
of the dice. You must use the new rolls. No dice can be rerolled more than once. You can use
this power in combination with other Metapowers including Quick Power, Unstoppable Power, or
Doubled Power.
o Doubled Power: When you cast a power that targets only one target, you can spend points equal
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to the power's level to target a second target in range with the same power. A cantrip counts
as a first level power. This does not apply to powers that target self only or powers that are
cast at higher level and have multiple targets due to the higher level.
• Ability score improvement: At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase
one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As
normal, you cannot increase an ability score above 20 using this feature. You can forgo taking this
feature to take a feat of your choice instead.
• At 20th level you regain 4 power points whenever you finish a short rest.

27
Blaster Class Features (Continued)

Subclass: Elemental • Your powers define you. They shape your life and
form part of your natural responses. You are never
alone, the power is always right there.
• At 1st level, you gain an AC of 13 plus your dexterity
modifier when unarmored from a force-field or a
natural defense. You gain one hit point and gain a hit
point whenever you gain a level. These additional hit
points can only be applied to energy damage.

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• At 6th level, you gain a bonus feat.
• At 14th level you gain a bonus feat. This is normally
spent on the Energy Resistance feat.
• Signature Energy: At 18th level, you pick a signature

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energy. You gain resistance to energy damage of
that type. If you have resistance to that energy, you
may pick another energy type and gain resistance to
that energy instead. When you damage targets, you
ignore resistance to that energy type and up to 4
points of energy damage reduction against your
signature energy. If the target had immunity against
the energy damage type, roll a d20. On a roll of 3-
20, the immunity only counts as resistance.

Subclass: Freak
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“The light is at the center of all things. I live there too.”

• You are different, even if others don’t know it.


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You know it and are forever apart.
• At 1st level you can select 2nd level and higher
healing powers as known powers. You select one
of the following benefits.
o Cockroach: You gain a bonus feat. You must
select from the Tough, Hardened
Protection, or the Super-constitution feats.
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o Third eye: You gain 1 hit point and 1 hit


point whenever you gain a level and the
Telepathic Communication benefit of the
Super-Senses feat.
• At 6th level, you bend reality. When another
creature you can see makes an attack roll, an
ability check, or a saving throw, you can use your
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reaction and spend 2 power points to roll 1d4 and


choose to apply to the number rolled as a bonus
or a penalty to the roll. You can do so after the
creature rolls but before any effects of the roll
occur.
• At 14th level, you pick one of the following
benefits.
“Normal is a point of view,” o You gain a bonus feat
o Tentacool: You pick 3 benefits from the
Natural Weapon feat.
• Mutant: At 18th level, you select 2 energy types and gain resistance to damage from those energy
types. You also gain 30’ additional movement. This is normally taken as flying or teleportation
movement but can also be added to other movement types you already possess.

28
Blaster Class Features (Continued)

Subclass: Power Artist • You are a creative artist; your powers are aesthetic and
fun. When you blast someone rude, it tends to be with a
lot of pretty colors and style. It’s a beautiful life.
• At 1st level you gain a bonus feat and can select 2nd level
and higher healing powers as known powers.
• At 6th level, you pick one of the following benefits.
o You gain a bonus feat
o Creative Shield: As an action, you can expend 1 to 5
power points to protect yourself or another creature

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you can see within 30 feet of you. The protection lasts
until you finish a long rest or use this feature again.
The creature gains a d8 die per point spent. The
protected creature can spend dice when taking damage

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to reduce damage by the rolled result. It must decide
on the number of dice to spend before rolling.
• At 14th level, you gain a bonus feat.
• Tap the Power: At 18th level, you can recover by drawing
on ‘the power of the art’. As a bonus action when you have
less than half your hit points, you can regain half your hit
point maximum. Once used this feature cannot be used
until you have a long-rest.

Subclass: Power Scholar


e “I don’t know where or if it ends
and if I start.”

• Your powers are a triumph of intellect over crass


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reality. Whether you invented your powers or
derive them from a superior mind, you think well
and are a natural advisor to the team.
• At 1st level, you gain an AC of 13 plus your
dexterity modifier when unarmored from a force-
field or a natural defense. You gain one hit point
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and gain a hit point whenever you gain a level.


• At 6th level, you pick one of the following
benefits.
o You gain a bonus feat
o Signature Offense: Pick a signature energy.
When you cast a power that deals damage of
that energy type, add your power-using
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characteristic modifier to one damage roll of


that power. At the same time, you can spend 1
power point to gain resistance to that damage
type for 1 minute (10 rounds).
• At 14th level, you gain a bonus feat.

• Scholar’s Retreat: At 18th level, you can take a


bonus action to evade combat. You move 60’ with
a movement type you already possess without
attracting any attacks of opportunity. You also
gain resistance to all damage until the start of
“Let me think about it,” your next turn. Once used, you cannot use this
ability without a long rest unless you spend 5
power points to use it.

29
5. Pick your feats and known powers
Select your feats and known powers from lists in the appendices. You have feats from class and race
choices. Your class abilities will also set the number of power slots and known powers you have. After
investing your feats in any randomly rolled powersets, you may choose any feats or known powers that fit
the kind of character you want to play.

6. Select disadvantages and describe the character


Describing the character

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Once you have created a character, selected its feats and known powers you should select disadvantages
and describe the character. The description is called the character’s background.

Background: Players must build an origin story for their character that explains their abilities. Abilities
may come from spell casting, use of a magical or technologically enabled piece of equipment such as a

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power ring. They may be psionic, mutant, or alien abilities. Players should at a minimum, explain class
abilities like Blasting or Meta-human Powers and Feat choices that could not be achieved through
experience and training. Abilities that are normally the result of training can also be meta-human in
nature. A character’s background may explain that their high intelligence scores or skills could be the
result of enhanced intelligence or implanted software and cybernetics. The character’s background may
also group its powers into sets and give each set of powers different power sources.
Background descriptions are important and may have effects in the game. A character may be able to use
their powers differently because they are magical spells. A GM may allow an Arcane skill check to tweak a
spell’s effect. A restraining or paralyzing power that wrapped a target in chains, might be ineffective

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against a creature made of living sand.
Damage Types and Energy Types: Various class features, meta-human powers, and feats may require a
character to select a damage type or energy type. These should be consistent with the character’s
background. A character with electricity related powers should inflict damage types associated with
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electricity such as lightning, radiant or fire energy. Players may adjust choices made in character creation
before finalizing the characters backgrounds.
The following damage types are used in the game: acid, bludgeoning, cold, fire, force, lightning, necrotic,
piercing, poison, psychic, radiant, slashing, and thunder.
• Acid: Corrosive sprays, enzymes, and chemicals.
• Physical damage includes bludgeoning, slashing and piercing damage: Blunt objects, bladed or sharp
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objects or thrusting weapons inflict bludgeoning, slashing and piercing damage. Ice or created matter
can inflict any type of damage depending on shape. Concentrated air or water can inflict bludgeoning
damage when pushing back or knocking prone and may inflict slashing damage.
• Cold: Damage from low temperatures.
• Fire: Damage from high temperatures and from fire.
• Force: Damage from energy that has been given physical form. Psionic energies concentrated to inflict
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physical harm, blasts of photons and neutrons, magnetic or force fields with physical effects,
concentrated blasts of air or water and solidified light are examples of force attacks.
• Lightning: Damage from electrical attacks.
• Necrotic: Anti-matter, aging and radiation also inflict necrotic damage. Magical or extra-planar
darkness that doesn’t follow the laws of physics is often associated with necrotic damage. Energy
associated with dark magic, necromancy, and undead creatures that damages living creatures.
• Poison: Damage from poison or venom. Constructs are often immune to poison.
• Psychic: Damage from mental or psionic abilities.
• Radiant: Damage from light including lasers and magical light effects. Magical fire effects can cause
radiant damage instead of fire damage.
• Thunder: Damage from concussive bursts of sound and vibration.

30
Power Sources: Characters should pick a power source for their abilities. Abilities can sometimes be
dispelled, or counters and disadvantages may limit the effectiveness of powers. Power sources include:
• Magical: Abilities from magic and from extra-dimensional sources.
• Bio-chemical: Biological powers including natural abilities of non-human races, mutant powers, psionic
powers, and abilities conferred by experimentation.
• Technological: Powers from cybernetic implants, devices, or non-biological abilities of robotic
characters. Where the character is dependent on devices for a significant portion of his or her
abilities, optional disadvantage rules may apply. The GM may want explanation why the character’s
technology is so far ahead of that publicly available. Is the character a scientist who keeps his

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technology private? Is the technology from a powerful backer or is it a unique artifact of alien origin
that is linked or entrusted to the user in some fashion?
Special Effects: The power may be given a special effect or a description. An offensive power that
damages an area with physical damage but can select its targets might be a character throwing a magic

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weapon that rebounds from target to target or a super-speed character running around the area damaging
opponents and returning to his original position. An area attack could be a modified grenade attached to an
arrow and a paralyzing effect could be accomplished by poison, a mental attack, or a glue bomb.
• Special effects can imply a quirk or disadvantage. For example, a superspeed attack involving travel to
the edge of an area of effect before causing a burst of wind, a thunderclap or static electricity may
have a quirk requiring movement to the edge of the area of effect. For example:
o Some of the character’s area effect metahuman powers are achieved by the character running
to the area and creating a whirlwind or burst of static electricity. The range of the power is
reduced to the characters movement. The character must make a move action towards the edge
of the area of effect before taking an action to use the power. The edge of the area of effect

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must be within 5’ of his final position. Affected powers are marked on the characters sheet in
character creation.
Motivation: What motivates character? Why does the character do what they do? Why is the creature
with the other players.
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Quirks and Disadvantages
Quirks and disadvantages can be used to flesh out
the character and modify existing powers. Quirks
and disadvantages usually take the form of power
limitations and vulnerabilities. Limitations affect
some or all the characters powers (class abilities,
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known powers and feats). Vulnerabilities inflict


damaging or incapacitating effects on a character.
Vulnerabilities can also include hinderances that
limit the characters normal functioning.
Example power limitations include:
• A character’s super-strength, natural weapons
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defensive feats, damage reduction and certain


selected known powers (these would be marked
on the relevant sections of their character
sheet) are linked to the characters shape-
shifting and require the character to be shape-
shifted into a relevant form.
• A character’s shape shifting power does not
allow the character to imitate others, the
character is made up of distinctive gray
protoplasm in all its forms.
• A character’s telekinesis is magnetic, or gravity based. It can only be used to move metal objects or to
move items down or up.
• A character’s invisibility powers are flawed and are only chameleon like patterns. Invisibility fails 10%
of the time (rolled every round) when used.

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• A character’s invisibility powers only work in darkness or very low light.
• All the characters ranged offensive abilities use fire energy damage, the character does not have any
ranged weapon proficiencies. The character is less effective against fire resistant enemies.
• A character never uses missile combat or edged weapons.
• A character whose powers are trick arrows fired with great skill loses many of their known powers
unavailable without a bow and a quiver full of special arrows.
• Most of the characters ranged offensive meta human powers come from throwing the characters
magical returning thrown weapon. The character has the Signature Weapon feat to make the weapon

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hard to lose but he cannot use those abilities without his hammer.
• Several of the character’s known powers paralyze or control opponents’ minds. The character
accomplishes this by wrapping them in the character’s magical extending lasso. Those powers cannot be
used without the lasso or if the lasso is already used in wrapping another target or several close
together targets.

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• Several of the character’s feats and class abilities cease to function when they are exposed to white
sun radiation.
• A character may not use all their abilities at once although they can switch the selected power
automatically even if it is not their turn. They can switch to Super-strength when attacking and switch
on protections when attacked. Situations may arise where they cannot use their offensive powers
because they need their defensive powers to protect themselves e.g., when fighting in the middle of a
blazing fire.
Power limitations can be used to create significant variations of powers or even new powers by focusing on

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a portion of the benefits from a feat or class feature. Power limitations of these kind often apply to
specific powers and can be quite descriptive.
• Storage: A dimensional travel power limited to one storage dimension is a storage power.
• Regeneration: The characters healing powers are limited to regeneration only. Healing powers can only
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be cast on the character themselves. The character cannot regain more than 8 hit points per round, hit
points not used are converted to regeneration points which convert to hit points at a rate of 8 per
round as a free action. The character can only have enough regeneration points to restore themselves
to full hit points at any given time. Where the characters current hit points plus regeneration points
exceed their hit point total, regeneration points are lost.
• Moving Specific Matter Types: The ability to move only specific types of matter is usually a limited
version of telekinesis. This is a bigger limitation if the matter type is rare in the campaign setting and
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the player cannot carry enough matter to use their powers with them.
• Plant Tentacles: A restraining power and telekinesis could require nearby vegetation to function and
become a temporary growth of plants and plant animation power. This would require the character to
have plant growing abilities from the Alter Environment feat.
• Dark Resistance: A character is especially resistant to energy: The character has the Tough feat, the
Energy Absorption feat. These feats only work against poison and necrotic energy.
• Hands on Feet: A character's Wall-crawling abilities are limited, and they only receives a bonus to
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climbing and acrobatics skill checks where better grip with their prehensile feet would help. Wall-
crawling would normally allow automatic successes.
• Strong legs: A character’s Super-strength and Ultra-lifting can only be used to jump, attack after
jumping or attack using unarmed kicks.
• Vampiric Strength: A character can only use Super-strength after having used another power to
paralyze a target. They need to drain their strength to use Super-strength. The Super-strength
disappears if the unconscious target recovers or after 1 hour.
• Multiple Grenades: The character throws grenades with a heroic burst of effort. The character has a
3rd level known power with a 20’ radius sphere area of effect inflicting bludgeoning damage and
requiring a Dexterity save. The character uses up three of their grenades when they use this power.
Max range is 60’ and the grenades are thrown and consumed in creating the area of effect. The
character’s ability to use this power comes from experience and training in explosives and practice
getting them to detonate at the same time. They may be able to use other explosives in place of the
grenade and achieve the same effect.

32
When power limitations are used to
craft new powers, they should not
confer significant advantages. For
example, a character that is teleported
to the target of a ranged attack
whenever he uses a ranged attack is not
truly limited. The character gets free
movement to the opponent when using
the power. The limitation is potentially

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useful.

Example vulnerabilities include:


• The character dries out and takes

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damage from dry locations like
deserts. The character takes 2d6
damage per round and loses 2
strength every 10 minutes.
• The character must make a
Constitution saving throw with a DC
of 16 every round when exposed to
white sun radiation or be rendered
immobile and loses one Constitution

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point per hour when immobile.
• A character is in a powered flying
chair. The character can be knocked
prone with advantage and must make
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succeed in 2 ability checks, taking an
action each time before he can take
a move action to return to his chair.
The character’s flying movement is
tied to the chair and the character
can only crawl without it.
• The character is a telepathic dog with limited ability to pick up and hold items. It cannot speak or use
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items. Non-player characters in the setting may react differently to the character than they would to
a humanoid being.

Vulnerabilities and power limitations can also be combined. Here are some examples of combined
vulnerabilities and power limitations.
• Several of the characters known powers are touch range powers and have reduced range. The
character accomplishes those attacks by shrinking and attempting to enter the opponent’s body and do
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damage. Using the powers is a full-round action (no bonus action or move action can be taken that turn).
If the opponent succeeds their saving throw for half damage or to resist the effect, the character
returns to normal size and takes 1d6 damage per level of the power slot used, when they are batted
away or expelled by some other means.
• When shrunk, you may not alter your mass to protect yourself or to inflict damage, you inflict 0
damage with your attacks and need to make an agility check against a DC of 12 whenever you are hit to
avoid extra damage of 1d6 per character level.
• The character’s Mimicry feat can only be used to imitate opponents the character has paralyzed with
the character’s touch range offensive known power in the last 10 minutes. When Mimicry is used on a
target with a higher level than the character there is a 10% chance the character becomes mentally
unstable and has a 50% change of attacking an ally each round.

33
Quirks and Disadvantages (Continued)

• Vulnerabilities and power limitations are classified as quirks, minor disadvantages, or major
disadvantages. Multiple power limitations and vulnerabilities can be combined to qualify as a single
quirk, minor disadvantage, or major disadvantage.
o A quirk impedes or significantly endangers or hinders the character rarely (less than 20% of
the time). Quirks are minor and are normally taken for flavor.
o Major disadvantages impede or significantly endanger hinder the character more than 50% of
the time. These are significant weaknesses that come up often. A character who was badly

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affected by fire and encountered fire in most sessions would have a major disadvantage.
o Everything else is a minor disadvantage.
• To be more than quirks, power limitations must limit enough of a character’s class ability, feats and
known powers to matter. A limitation affecting a known power that the character rarely uses or does

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not need because they have alternative powers with similar effects is less of a hinderance than a
limitation affecting all the characters known powers or all the character’s melee or ranged offensive
options. Really minor power limitations and vulnerabilities might need to be combined with other power
limitations to make the combined total material enough to deserve a quirk or disadvantages. As a rule, a
power limitation that only affects abilities that cost 1-2 feats should not be a minor or major
disadvantage. Rare weaknesses that do not impact play because the weakness is unknown to the public
or are rarely encountered often quirks.
o If you have one quirk, you gain 1 additional hit point if you are level 1-8, 2 hit points if you are
level 9-16 and 3 hit points if you are level 17-20. If you have multiple quirks, you can double

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this benefit. The gamemaster decides how many quirks are required for the doubled benefit
for the campaign setting. Needing 3-5 quirks to double the benefit is recommended.
o You get 1 hit point for every character level from a minor disadvantage when you are below 8th
level or gain one feat if you are 8th level or higher. Benefits are adjusted as you gain levels,
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you lose the additional hit points when you gain the feat.
o You get 1 feat from a major disadvantage, increasing to 2 feats at 8th level or higher.
• Gamemaster’s should limit characters to 1-2 minor
disadvantages and 1 major disadvantage.
• When characters approved by other GM’s are moved
to a new campaign with a different GM, the GM and
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the player may have to modify the character


because of a different assessment of the
character’s quirks and disadvantages. GM’s may
differ in opinion on how hindering limitation or
vulnerabilities will be.
• GM’s may also reassess quirks and disadvantages if
the campaign setting changes. A deadly weakness
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that becomes common knowledge will be used much


more frequently by enemies than a hidden secret.

Designers Comment
Some players want a character to have a specific
strength level or movement speed. You can build
characters of that type by using these rules to build
a character slightly stronger or with higher non-
combat speed then using quirk and disadvantage rules
to limit the character to match the player’s wanted
power level.

34
7. Choose Equipment
Characters may have any equipment or item that fits their background. They should not start with items
they are not proficient in. Characters may have rare and hard-to-destroy versions of weapons. A
character’s abilities may be powers granted by such a weapon.
Characters may have high quality variants of standard equipment. Equipment can be smaller, lighter,
collapsible for storage or tougher than normal weapons. A character can have a reinforced bow that
transforms into a weapon that can used as a club, baseball bat or staff without damaging the bow or a
compound short bow that counts as a long bow. The GM may allow light crossbows without the loading
property to be designed and wielded by characters with the Trick Shooter feat.

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Firearms: Where the chosen comic-book settings do not emphasize firearms, the GM may wish to alter
the rules in favor of the use of non-modern missile weapons or melee weapons. The GM may wish to
increase ranges of metahuman powers (by 5x or 10x) so metahumans are not always outranged. The
lethality and availability of firearms is a key aspect of any crime-fighting setting. GM’s can use the

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optional rules in this rulebook to make firearms more or less lethal to fit the chosen setting.
Weapon Tables

Weapon Damage Properties Weapon Damage Properties


Simple Melee Weapons Martial Melee Weapons
Club 1d4 bludgeoning Light Battle axe 1d8 slashing Versatile (1d10)

Great club 1d8 bludgeoning Two-handed Flail 1d8 bludgeoning


Heavy, reach,
Baseball Bat 1d6 bludgeoning Versatile (1d8) Glaive 1d10 slashing

Hand axe

Javelin
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1d6 slashing

1d6 piercing
Light, thrown
(range 20/60)
Thrown (range
30/120)
Great axe

Greatsword
1d12 slashing

2d6 slashing
two-handed
Heavy, two-
handed
Heavy, two-
handed
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Light, thrown Heavy, reach,
Light hammer 1d4 bludgeoning Halberd 1d10 slashing
(range 20/60) two-handed
Mace 1d6 bludgeoning Longsword 1d8 slashing Versatile (1d10)
Heavy, two-
Quarterstaff 1d6 bludgeoning Versatile (1d8) Maul 2d6 slashing
handed
Sickle 1d4 slashing Light Morningstar 1d8 piercing
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Thrown (range
Heavy, reach,
Spear 1d6 piercing 20/60), Pike 1d10 piercing
two-handed
versatile (1d8)
Thrown (range
Dagger 1d4 piercing 20/60), Light, Rapier 1d8 piercing Finesse
Finesse
Simple Missile Weapons Scimitar 1d6 slashing Finesse, light
Ammunition
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(range
Light crossbow 1d8 piercing 80/320), Shortsword 1d6 piercing Finesse, light
loading, two-
handed
Finesse, Light, Thrown (range
Dart 1d4 piercing Thrown (range Trident 1d6 piercing 20/60), versatile
20/60) (1d8)
Ammunition
(range
Shortbow 1d6 piercing War pick 1d8 piercing
80/320), two-
handed
Ammunition
Sling 1d4 bludgeoning (range Warhammer 1d8 bludgeoning
30/120),
Whip 1d4 slashing Finesse, Reach

35
Weapon Damage Properties Weapon Damage Properties

Simple Missile Weapons for Modern Settings Martial Ranged Weapons

Ammunition (range
1d8 Crossbow, 1d6 Ammunition (range
Pistol 60/300), Fast-fire
bludgeoning hand piercing 30/120), loading,
(+2), penetrating
Ammunition (range
Ammunition (range
1d8 200/800), Fast-fire Crossbow, 1d10
Civilian Rifle 120/500), heavy,
bludgeoning (+2), two-handed, heavy piercing
loading, two-handed

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penetrating
Ammunition (range
100/500), Fast-fire Ammunition (range
1d10 1d8
Shotgun (+1), penetrating, Longbow 150/600), heavy, two-
bludgeoning piercing
two-handed, handed

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buckshot
Special, thrown (range
Martial Missile Weapons for Modern Settings Net/Bolas
10/20)
Ammunition (range
1d10
Heavy Pistol 80/400), Fast-fire
bludgeoning
(+1), penetrating
Ammunition (range
100/500), Fast-fire
1d8 (+2 or +3), two- Martial Ranged Weapons for Hi-Tech Settings
SMG
bludgeoning handed,

Military Rifle
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1d8 or 1d10
bludgeoning
penetrating, SMG
(60/300)
Ammunition (range
200/800), Fast fire
(+2 or +3), two-
Blaster
Pistol
1d12
bludgeoning
Ammunition (range
200/800), Fast-fire
(+1), blaster
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handed, penetrating
Ammunition (range Ammunition (range
300/1200), Fast-
1d10/1d12 Blaster 1d12 250/1000), Fast-fire
HMG fire (+4 or +5), two-
bludgeoning Rifle bludgeoning (+2), two-handed,
handed, tripod,
penetrating blaster
Thrown (range Stun Thrown (range 30/60),
Grenade Special Special
30/60), loading Grenade loading
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Smoke Thrown (range


Special
Grenade 30/60), loading
Loading, ammunition
Rocket (range 300/1200),
Special
Launcher two-handed, tripod,
anti-tank
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36
The GM may allow modified versions of weapons that are equivalent to existing weapon proficiencies e.g.,
hooked blades or bladed discs equivalent to sickles or hand-axes, ice picks equivalent to daggers,
unbalanced heavy knives or cleavers that count as hand axes, unusually-shaped slashing weapons or
machetes that can be used as scimitars, star-shaped shuriken that count as darts, chain weapons
equivalent to whips or flails and slingshots equivalent to slings. The weapons use the same proficiency as
the normal weapon although damage type may change from piercing to slashing or vice versa. If the GM
prefers to create new weapons rather than classify modified weapons as variants of existing weapons,
characters who are skilled in daggers would not be skilled in similar small piercing weapons introduced as
new weapons. For comic-book campaigns where heroes seem to be able to use anything they pick up in a

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pinch, the counts as approach seemed to be more fitting.
Weapon Properties
• Ammunition: Ammo requires ammunition which you expand when you attack. Can be arrows in a quiver or
bullets in magazines and belts. You need a free hand to load.

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• Anti-tank: Weapon gains a +2 to hit ancient and modern armor as well as vehicles. Ignores 6 points
damage reduction from modern vehicular armor. The gamemaster may increase this to +4 to hit medium
and heavy ancient armor if the setting is one where ancient armor is ineffective. The game master may
also decide that magical ancient armor is equivalent to modern or hi-tech armor for resisting Anti-tank
attacks.
• Buckshot: Pellet-containing rounds or rounds of small darts can be fired for +1 to hit and -1 to damage
modifier at short range and a -1 penalty to hit and -2 to damage at long range.
• Blaster: Weapon gains a +2 to hit ancient and modern armor. Characters may apply physical damage
reduction or fire energy reduction to the attack, whichever is higher. The gamemaster may increase

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this to +4 to hit medium and heavy ancient armor if the setting is one where ancient armor is
ineffective. The game master may also decide that magical ancient armor is equivalent to modern or hi-
tech armor for resisting Blaster attacks.
• Finesse: You may use Dexterity modifier for attack and damage in melee or thrown weapons.
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• Fast-fire: Fast-firing weapons can fire multiple shots with each attack. These are resolved as a single
attack roll but the modifier in brackets can be used instead of a dexterity score for bonus to hit and
damage. Weapons usually have 6, 20, 30 or 50 rounds in speed loaders for revolvers, magazines, drums,
or belts which can be changed as a bonus action. 3 loose bullets can be loaded per round as a move
action or action into a tube magazine or revolver. Ammo used when using this option is 2 shots for a +1
modifier, 5 for +2, 10 for +3, 20 for +4 and 50 for +5. Fast-fire weapons can be fired at a lower rate
of fire for a lower benefit and to conserve ammunition.
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Optional Rule: For settings with deadlier firearms, fast-fire weapons also do an additional 10 damage
on a critical hit. These rules make firearms significantly more deadly than other missile or most
melee weapons.
• Heavy: Small creatures have disadvantage with this weapon unless they have super-strength.
• Light: Can be used for fighting with two weapons or unarmed attacks. Characters can use a bonus action
to attack with second hand if both hands have light weapons. They can also fight if both hands are free
and the characters have an unarmed fighting technique with the light property. They can also fight
Sa

with 1 light weapon and one hand making unarmed attacks if they have unarmed fighting techniques with
the light property.
• Loading: Can only fire one piece of ammunition or throw/fire one weapon regardless of the attacks you
can normally make.
• Penetrating: Weapon gains a +2 to hit ancient armor. The gamemaster may increase this to +4 to hit
medium and heavy ancient armor if the setting is one where ancient armor is ineffective. The game
master may decide that magical ancient armor is equivalent to modern or hi-tech armor for resisting
penetrating attacks.
• Range: First number is short range, second is long. Attacks on target at long range are made with
disadvantage.
• Reach: Gain 5’ reach with weapon for normal and opportunity attacks.
• SMG: A SMG can be fired one handed at the ranges given in brackets
• Special: Weapon-specific rules apply.

37
• Thrown: You can throw the weapon to make a ranged attack. Thrown attacks use strength unless it is a
finesse weapon.
• Tripod: Weapon is fired from tripod which can be set up as a move action or action. Characters with
ultra-lifting or super-strength twice do not require a tripod.
• Two-handed: Weapon is two-handed.
• Versatile: Can be used one or two-handed. If used two handed, second damage applies.
• Special weapons:
o Grenade: Successful attack places grenade on target enemy. Each creature within 10’ must

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make a DC 10 Dexterity save or take 2d6 piercing damage. A roll of 12 on damage causes double
damage. Creatures that cannot move out of the area of effect or take cover have a -2 penalty
on the save. The attacker’s dexterity modifier does not affect damage. These rules simplify
realism for fast gameplay. The GM may raise the DC of grenade saves to make grenades
deadlier and more realistic in the campaign.

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o Smoke Grenade: Takes 1 round to cause light obscuration in a 20’ area, heavily obscures an area
by the third round.
o Net/Bolas: Creature is Restrained (no movement, at disadvantage against attacks, disadvantage
on attacks and DEX saves) if small enough. Creatures get a DC 11 DX save to avoid the effect
when hit and can use an action to escape at DC 11 STR or free another creature. The net/bola
can be attacked. 6 slashing damage against AC11 frees the creature and destroys net/bolas.
Extra attacks cannot be used against nets/bolas if you are restrained.
o Rocket-launcher: 3d8 bludgeoning damage on the target hit. The attacker is at disadvantage to

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hit a large or smaller creature but can hit vehicles normally. In addition to hitting the target, a
grenade like effect occurs on the part of the target vehicle that is hit. Each creature other
than the primary target within 5’ must make a DC 10 Dexterity save or take 1d8 piercing
damage. Passengers are often protected against this effect or have cover.
o Stun Grenade: Same effect as grenade but damage is lightning or poison energy damage.
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Damage is temporary and is recovered after an hour. If damage would reduce targets to less
than 0 hit points, targets are reduced to 1 hit point instead, and are paralyzed until temporary
hit points are recovered. They take only enough temporary hit point damage to reduce them to
1 hit point. Healing and powers that remove poison or paralysis, restore lost temporary hit
points.

• Vehicular statistics: Full vehicular rules are not provided. These optional rules allow some use of
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vehicles in campaigns and are updated in the Sanctuary City Sourcebook and Bestiary.
o Vehicles typically provide cover for passengers.
o Vehicles have 25-75 hit points for a car, van or tank sized vehicle or 20-40 hit points for a
motorcycle. AC is 12 for most vehicles and considered to be modern armor. Armored vehicles
have AC 16 and physical damage reduction of 6 against missile and thrown weapons (including
firearms). The damage reduction does not protect against +1 or better weapons. Flying vehicles
with less than 25 hit points must land. The gamemaster decides the time before landing is
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required. Appropriate skill or ability checks to repair in flight may extend this time. The vehicle
crash-lands with damage to passengers if the vehicle is not landed in time.
o Pilots use move actions and actions to allow the vehicle to make move and dash actions. An
action can be taken to fire weapons mounted on the vehicle (using the pilot’s attack roll and
modifiers).
o Land vehicles have 60’ move. Flying vehicles have 120’ move.
o Vehicles have faster non-combat travel to reflect their real-world speeds. Combat speed is a
simplified abstraction for smoother gameplay and is slower than realistic speed for vehicles in a
combat round.
Optional rule: Flying vehicles like jets have to move every round and must take a dash action every
other round. They can only turn 90 degrees in total in each move action or 180 degrees in a dash
action. In practice, this means they cannot normally attack a stationary target every round and
have spend time turning to circle the same area in combat.

38
Armor
Armor AC Properties and Proficiency Required
Light ancient armor (e.g., studded
12 + DEX modifier Light armor proficiency
leather)
Medium ancient armor (e.g., 14 + DEX modifier
Medium armor proficiency
breastplate and leather) (max 2)
Heavy ancient armor (e.g., plate Heavy armor proficiency, stealth
17
and mail) disadvantage, min. str 15+

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Shield (ancient) +2 AC
Light modern armor (e.g., kevlar
12 + DEX modifier Light armor proficiency
vest)
Medium modern armor (e.g., plate 14 + DEX modifier
Medium armor proficiency

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reinforced kevlar) (max 2)
Heavy modern armor (e.g., bomb 15 + DEX modifier Heavy armor proficiency, stealth
suit) (max 1) disadvantage
Shield (modern) +2 AC
Light hi-tech armor (e.g.,
12 + DEX modifier Light armor proficiency
blastproof vest)

Medium hi-tech armor (e.g., partial 14 + DEX modifier


Medium armor proficiency
blastproof ceramic plate) (max 2)

Medium+ hi-tech armor (e.g.,


partial Alien carapace) e
Heavy hi-tech armor (e.g., full
ceramic plate)
15 + DEX modifier
(max 1)
17
Medium armor proficiency
Heavy armor proficiency, stealth
disadvantage, min str 12+
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High quality, heavy hi-tech armor Heavy armor proficiency, stealth
18
(e.g. Alien Carapace) disadvantage, min str 17+
High quality, heavy hi-tech armor 17 + DEX modifier Heavy armor proficiency, stealth
(e.g. Fae Psy-crystal Mesh) (max 2) disadvantage, min str 15+
Shield (hi-tech) +2 AC Shield proficiency
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Tools
The following tools are appropriate for the comic book setting. INT is used for most tool uses except
medical kits whose usage depends on WIS.
• Espionage Kit: Used for wiretapping, breaking, and
entering, defeating alarms, modern traps, and
explosive placement and removal.
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• Medical kit: Used for treating wounds or diseases.


Allows advantage on checks to stabilize a creature.
• Science Lab: Used for scientific analysis and testing.
• Technology Kit: Used for mechanical, electrical and
computer repairs as well as hacking.

Weights and Encumbrance


Weights are not given for items because the maximum
amount of equipment you can carry is not normally a
factor in comic book campaigns, superheroes often have
utility belts full of miniaturized equipment or have
super-strength. If encumbrance rules are applied,
characters can carry 15 times their strength in lbs.
(adjusted for lift modifiers).

39
Play the Game
Once you are done, you should play the
game. An appendix has a quick summary of
the rules.
Heroic Stunts
The heroic stunt optional rules allow
astounding, world-changing effects into
the campaign. These special events are
common in comic-book settings. High-level

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characters can neutralize impending
disaster, carry cruise ships, and cover
cities with force fields.
Initiating a heroic stunt requires a

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character to sacrifice power slots,
durability points, hit points and/or hit
dice.
 A brick character with the Additional
Power Slots option from the Durability
Points class ability can use a 5th level
power slot and 50 durability points
 A blaster character may use a 9th level
power slot or three power slots (one

6th level) e
8th, one 7th level power slot and one

 A soldier character from the super-soldier subclass who selects the Pushed to the Brink benefit as a
3rd level class feature can use a 4th level power slot, 8 hit dice and lose 40 hit points to initiate the
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stunt.
A heroic stunt can be done quickly or normally.
• If done quickly, the character takes 10 rounds for the first attempt, 20 rounds for the second
attempt, 40 rounds (4 minutes) for the third attempt. The time for each attempt doubles after the
third. You roll 1d100 for each attempt. On a roll less than or equal to your character level, the stunt
succeeds. On a roll of 86-100, the attempt fails, power slots and durability points used to initiate the
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attempt are lost. A roll of 98-100 is a critical failure and worsens the situation.
• If done normally, the character takes 1 hour for the first attempt, 2 hours for the second attempt, 3
hours for the third attempt. The time for each attempt increases by 2 hours after the fourth. The
character cannot rest without abandoning the effort and the GM may penalize characters who need
sleep, food, or water for exhaustion. You roll 1d100 for each attempt. On a roll less than or equal to
your character level, the stunt succeeds. On a roll of 96-100, the attempt fails, power slots and
durability points used to initiate the attempt are lost. A roll of 100 is a critical failure and worsens the
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situation.
Heroic stunts have amazing effects, limited only by GM approval:
• They can replicate the effect of any 1st level to 9th level known power. Gamemasters may look at
other 5e compatible rules and allow the stunt to replicate 1st to 9th level spells from fantasy
settings.
• If replicating powers of 6th level and lower, the gamemaster may allow multiple effects (up to 4
powers) e.g., if replicating a 5th level power, the heroic stunt might have the same effect as using
the power 3 times.
• They can create valuable items, equivalent in value to a luxury cruise ship within sight.
• You can restore hit points or remove effects on up to 20 creatures within sight.
• You can give up to 20 creatures in sight immunity from a specific power for 24 hours.
• They can make summoned creatures permanent, permanently animate temporarily animated objects
or turn illusions, objects, structures, walls, alarms, or traps created with powers into permanent
effects. Repeated use of heroic stunts can create wealth, build a secret hideout, and protect it with
summoned creatures, traps, and alarms.

40
• They can also create large scale effects that could counteract a doomsday device, stop an impending
natural disaster, or sink a battleship. Super-speed characters could evacuate buildings and force-
field wielding characters may protect a city from a tsunami.
o The scale of the effect varies with the character level. At 15th-16th level the effect can
cover a 1-2 mile radius, at 17th-19th level the effect can cover a 10-20 mile radius (enough to
cover a city), at 20th level the effect can cover a 100-200 mile radius.
o Using the optional higher level rules, the effect would cover 1000-2000 miles (most of the
United States) at 23rd level and would be planetary in effect (10000-20000 miles) at 26th
level and higher.

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o The large-scale effect could have an effect equivalent to two powers on all creatures in the
area of effect. One effect would be equivalent to an 7th level (or lower) and one at 5th level
(or lower). Both powers should affect multiple creatures or smaller areas of effect.
o Attempts to create large scale effects should be detectable and visible especially to

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characters with long-range senses or other information gathering powers. They should
attract significant opposition from other superpowered individuals. Players might not get a
chance to complete an attempt at destroying a supervillain’s base with a heroic stunt before
non-player characters respond in force.

Designers Comment
Managing heroic stunts in campaigns can be tricky, heroes may use
heroic stunts to solve key challenges and bypass planned sections of
the campaign. Gamemasters must be agile and flexible in rewarding a

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good, fun idea and replacing sections of a session with new
encounters on the fly. The gamemaster could create a new
encounter where villains ambush the heroes to stop the heroic stunt
or attack a nearby city in response to the heroic stunt. Villains
(especially higher level ones) may attempt heroic stunts of their own
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to prevent the heroic stunt from taking effect e.g., “It was a clever
idea to destroy the enemy base by blowing up the nearby dam and
hitting it with a tidal wave…but you sense that something is
protecting the nearby dam. There seems to be an unusual energy
effect emitting from the enemy base”.
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Other Key Terms and Concepts For Play


• The core game mechanic os a d20 roll. You roll a d20, add stuff and try and beat a Difficulty Class
(DC) or an armour class (AC). When checking a characteristic or ability score to see if you have enough
of it to succeed in something, you roll a d20 and add your characteristic or ability modifier (typically -
5 to +5) and try and beat a DC. With saves to resist effects, you get to add your proficiency bonus if
you are proficient in the save. With skills (which are defined in the appendix) you get to add your
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proficiency bonus if you are proficient in the skill (some feats allow you to add a fraction of your
proficiency bonus,
• In some situations, you have advantage or disadvantage, you roll twice and pick the best roll(advantage)
or worst roll (disadvantage). In some (like social situations) two players use opposing rolls e.g.,
persuasion or deception versus insight.
• Fighting is a special case. You roll a d20 and add your proficiency bonus (and any other modifiers ‘to
hit’ and try and beat AC based on your opponent’s armor. If you hit, you normally inflict damage which
reduced the targets Hit Points (HP). When hit points go to 0 the target is down or dying.
• Characteristic modifiers, AC, hit points and proficiency bonuses, what skills and saves a character is
proficient in are given in character sheets along with their usual attacks.
• Specific powers and feats are exceptions to these rules and override the basics.
• Combat is broken up into rounds, in each round, players get a turn to take an action, a move action and
a bonus action. They also get a reaction per turn. Combat covers what you can do with these.
• You can use your action to use a power slot to cast a known power (but only one per turn).
• The appendices cover all these including an order for combat based on dexterity checks called an
initiative roll.
41
Appendix: Rules Summary
Leveling Up
As your character goes on adventures and overcomes challenges, the character gains levels gaining hit
points and features. The GM can start a campaign at higher levels (4 for street-level heroes, 10 for mid-
level heroes and 17 for high-powered heroes). Characters should not be more than 7 levels apart.
Simplified Level Management:
Characters advance levels every 4-8 sessions.
Characters are considered street-level from levels 1-8, mid-level from 9-14 and high-level from 15
onwards. Where characters are at different levels the GM may adjust advancement. When all characters

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are 15th level and above or all characters are 10th to 14th level the adjustments can be removed. These
rules lead to weaker characters catching up to their higher-level counterparts.
• They can reduce the advancement speed of 15-20 level characters by 3 times.
• Characters under level 5 advance rapidly when adventuring along-side mid-level or high-level characters
and gain 1 level per session. From 5-7 levels they triple advancement and double it from 8-9.

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The GM should track advancement by awarding fractional ‘session points’ equal to 1 divided by the number
of sessions selected per level. For example, campaign has a 16th level character, a 9th level character and
two 12th level characters. The gamemaster decides that characters advance every 6 sessions.
The 12th level characters would advance every 6 sessions until 15th level. The 9th level character would
advance every 3 sessions until he reached 10th level. The 15th level character would advance every 18
sessions until everyone was above 15th level. After the next session, the 9th level character would get
2/6th of a session point, the 12th level character would get 1/6th of a session point and the 15th level
character would get 1/18th of a session point. Characters would gain a level whenever they accumulated a
full session point from all the fractions.

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Optional 20+ level rules: Characters gain 2 hit points per level after 20. Their proficiency bonus increases
by 1 every 5 levels. They gain one additional feat every 2 levels. If they have 9th level power slots, they
gain an additional 9th level power slot at 22nd and 27th level. At 23rd level you gain the ability to take an
inspired short rest. Once per month when you take a short rest, you can treat it as a long rest. You gain
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the ability to do this another time each month at 25th, 28th and 30th level. An inspired short rest allows
recovery of hit dice, the recovery of power slots and the ability to use abilities that cannot be used again
until a ‘long rest’. 20+ levels do not add to known spells for the Brick or Super-soldier subclass.

Designers Comments: There is no Magic!


Superhero settings let you build magic-free settings, suitable for gamers with religious restrictions on
RPG’s with high magic content. Magic can be a layman’s term for psionic or reality-adjusting abilities of
a very high level and used by beings from space or parallel dimensions. They may be a manipulation of
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the combined subconscious psionics of all intelligence creatures or tapping on long-lived physical beings
with psionic prevalent in the setting. These beings can even be microscopic symbiotes.
Building a Campaign, Setting Encounters and Challenge Rating (CR)
Gamemaster’s are responsible for building settings, campaigns, and adventures in preparation for gaming
sessions. When building campaign world’s, gamemasters should answer questions from the following areas.
 Superhero status and motivation: How common are superheroes and humans with metahuman powers?
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Is there a reason why superheroes can operate independently and fight crime? Are they regulated by
the government or are they all government agents? Are they popular enough or protected by
international law in a manner that lets them operate? For example, independent crime-fighting
superheroes could be the result of international agreements that prevent governments from directly
recruiting and militarizing metahumans. Why do the heroes do what they do? Personal tragedy or some
external motivation? Are they mercenaries, ideologues trying to save their city from a criminal
conspiracy or hunted figures trying to defeat one large common threat? Are they glory-seekers?
 Power level and feel: The gamemaster should set the starting levels of all the characters. Characters
at normally high levels are famous, world changing heroes. Characters at lower levels are ‘street level’
heroes with abilities slightly superior to human levels. The campaign may have a gritty, detective
environment or a positive, futuristic, comic book or movie setting. Choices on optional rules on firearms
and their rarity may make campaigns more realistic and deadly to match the setting.
 Level of technology and equipment: The setting may have a futuristic, modern, or even medieval setting.
Access to technology outside of the norm can also be set. A campaign could be set in a post-apocalyptic
world with some modern and hi-tech technology leftovers and psionics being available on occasion.

42
Appendix: Rules Summary (Continued)
Adventures are usually made up of information gathering and non-combat sessions where they try to solve
problems, identify ways they can achieve their goal or quest for the campaign and combat encounters.
Characters might prevent a bank robbery, then find clues, interrogate suspects and search for an evil
mastermind before attacking and exploring the mastermind’s home base. Once at the home base, they may
discover the villain has already left the base to attack their home city with an army of henchmen and a
doomsday device. Character would have combat encounters at the bank robbery, multiple encounters at
the home base and a final encounter in their home city.

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Challenge rating rules can be used to design appropriate encounters. In comic book settings, characters
usually encounter lots of henchmen and mooks and 1-4 supervillains. Supervillains are NPC’s created using
the same rules as characters. CR is a rough guide to an appropriate encounter.
Quick CR Determination: Brick or Blaster level x 2/3 = CR of opponent or Soldier level x 1/2 = CR of

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opponent. Characters with 20+ levels under these rules do not work well. When building monsters of CR
1/2, subtract 2 feats from the total.
Optional Simplified Encounter Rules:
• For as single character of 1st to 4th level: 1 creature of CR 1/4 of the character’s level or 2 creatures
with CR 1/8 of the character level. Round down.
• For as single character of 5th to 20th level: 1 creature of CR 1/3 of the character’s level, 2 creatures
of CR 1/5 the character’s level or 4 creatures of CR 1/10th the level. Round down.
• For a group of character’s who are all above 4th level, total monster CR’s should be between 1/4 to 1/2
the total character levels

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• For a group of character’s who are not all above 4th level, total monster CR’s should be less than 1/2
the total character levels. 1/2 their levels is a very tough fight.
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GM’s should also look at the
area damage abilities of
opponents and characters,
if characters or enemies
could not survive being
attacked by an opponent’s
area effect attack in the
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first round, it is likely to be


too dangerous or too easy
an encounter. Extreme
differences in levels should
also be handled carefully.
Opponents with lots of
damage reduction may be
inappropriate unless the
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characters without damage


reduction have abilities
that penetrate the armor
or that enhance weapons
and unarmed attacks to
penetrate that armor.
Vehicles, modern weapons,
traps, and other advantages
such as position, likelihood
of surprise and immunities
can make an encounter
easier or harder than CR
would indicate.

43
Appendix: Rules Summary (Continued)
Ability/Skill Checks, Advantage, Disadvantage, and Saving Throws
Most character actions can be resolved as an ability check, skill check, attack roll or saving throw.
Descriptions of STR, DEX, CON, INT, WIS, CHA and skills describe what each ability and skill is used for
and guide GM’s on which ability or skill is appropriate. Ability checks involve rolling a d20, adding your stat
modifier and equaling or exceeding a Difficulty Class (“DC “) to succeed. Typical DCs are: 5 – very easy, 10
easy, 15 medium, 20 hard, 25 very hard.
• Tools, skills and proficiency: For some ability checks, you can use tools to assist, if you are proficient in

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the tools, you can add your proficiency bonus to the check e.g., an intelligence check to repair a car, or
a wisdom check to search a room for eavesdropping devices. Skill checks are resolved the same way,
but you can add your proficiency bonus if you are proficient in the skill.
• For groups with relevant skills working together, all characters make checks, and the action succeeds if

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more than half succeed.
• Passive Checks: The GM may allow you in non-combat situations to repeat any action repeatedly without
rolling if a roll of 10 or more would be sufficient. If you do not roll, advantage or disadvantage lowers
DC by 5 or increases it by 5. These are called passive checks. Passive checks of this kind can be used to
determine if characters can walk past a hidden monster (Perception vs Stealth).
• Contests and resisted checks: In some cases, ability check or skill checks become a contest, two
characters oppose each other. One character deceives and the other tries to sense their motive. Both
try and press a button first. Both make ability checks or skill checks. The higher score succeeds,
where both scores tie, the situation remains the same. If a tie is not possible, the gamemaster can

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decides what happen or have both players reroll. These are called contested checks.
Attack rolls involve rolling a d20, adding your proficiency bonus and any modifiers and seeing if you equal
or exceed the AC of the target. They are used to see if you hit a target in combat and are a specialized
check that may use Strength, Dexterity or your chosen power using characteristic.
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Saving throws involve rolling a d20, possibly adding your proficiency bonus and the modifier of the
relevant characteristic and trying to equal or exceed the DC (which is usually based on a caster’s power
using characteristic). Saves are to avoid an effect or take half damage. They are used to resist attacks.
Proficiency in saving throws is normally a class ability but can be gained by feats.
When you have advantage, you roll twice on a d20 for saves, skill or ability checks or attack rolls and take
the better results. When you have disadvantage you roll twice and take the lower roll. These do not stack,
there is no double advantage. Having advantage and having disadvantage imposed cancels out. Re-rolling
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abilities only affect one of the d20 rolls.

Ability checks and Skill Checks: An


Example
As an example, A character may wish to
open a locked door. The GM would
determine the skill or ability used. In this
case, the GM decides a usage an INT check
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with proficiency in an Espionage tool kit


would work or a Technology skill check
would work. The character has both and
would use the same modifier either way.
The GM decides a DC of 10 is sufficient.
The character has an INT modifier of +3
and a +2 proficiency. The character rolls a
D20 and gets a 5, just enough to succeed.
If the character was not proficient in
Espionage tool kits, they would not have
been able to add their proficiency bonus. A
roll of 5 would be a modified total of 8.
Lower than the DC and a fail.

44
Appendix: Rules Summary (Continued)
Combat Encounters
Combat Steps
Determine Surprise. The GM determines whether anyone involved in the combat encounter is surprised.
Surprised characters or opponents take no action in the first round, even reactions.

Optional Surprise Rules: Surprise occurs if one group is attempting stealth. One group that is hiding would
roll Stealth checks. The other would roll Perception checks. If the highest Perception roll beats the

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lowest Stealth roll, the hidden group is not surprised.

• Establish positions: The GM decides where all the characters and opponents are located.
• Roll Initiative: Everyone involved in the combat encounter rolls Initiative. Everyone makes a Dexterity
check to determines their place in the order of action. Opponents with same dexterity modifier can

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use the same roll. The order remains the same round to round. Ties can be broken by the GM (usually
by rolling a die) where they are relevant (they are irrelevant if tied actors are on the same side).
• Turns are taken in order until fighting stops. On your turn you can move your distance as a move action
and take one other action. You can take one reaction per turn under certain circumstances, one bonus
action where an ability allows a bonus action and some free actions (opening a door, picking up an item
or drawing a weapon).
• The GM determines how long a complex action takes. Complex actions take more than one action.
• You can move your movement with your Move action. Move can be used before and after your action,

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but total move must be less than your movement. You can switch movement types from swimming,
moving, and flying in your move but total move cannot exceed your fastest movement type and the
combination must be consistent with your movement types. If you swim 20’ and fly 40’, you can fly 20’
and swim 20’ or fly 40’. You cannot swim 40’.
• Difficult terrain costs an extra foot per foot of movement travelled to move on. Crossing 10’ of
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difficult movement would cost you 20’ of land movement. GM’s may decide difficult terrain
costs more than one foot. If you are prone, standing up takes half your speed. Crawling or
moving while prone costs 1 foot extra per foot of movement.
• Characters normally occupy 5’ by 5’ spaces. These increase to 10’ by 10’, 15’ by 15’ and 20’ by 20’ with
size changes. You can move through non-hostile characters. Hostile characters two sizes larger can be
moved through but are difficult terrain.
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• You can make an Opportunity Attack (free melee attack) when a hostile creature moves out of reach
(5’ unless modified by feats or size rules). This only occurs when they leave your reach so they can
move around you without triggering an opportunity attack.. This uses your reaction action.
• You take a Disengage action with your action to use your movement without triggering opportunity
attacks. You don’t get additional movement from the Disengage action. Teleporting or forced
movement does not cause an opportunity attack.
• An attack action allows you to make an attack. This allows you to use your extra attacks.
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• Casting a power often uses an action. Some powers can be cast as reactions and bonus actions.
• Using an action to move again is a Dash action.
• Using an action to dodge is a Dodge action. Dodge actions give you defensive benefits until the
beginning of your next turn. Any attack against you has disadvantage if you can sense the attacker.
Your dexterity saving throws have advantage. If you cannot move, you cannot take dodge actions.
• You take an action as a Help action to assist with an ally’s skill or ability check if the GM agrees this is
reasonable. The ally’s next skill or ability check has advantage. You can assist an ally’s next attack
against a target both of you can reach. The ally gains advantage on his next attack roll.
• Searching, hiding, or using an object can take an action. The GM decides if a task takes multiple
rounds, can be done with one action or can be done as a bonus action.

Designer’s Note: Combat should be fun! Don’t optimize, try stuff. Most actions can be categorized as one
of the actions here. Hurt someone, its an attack. Knock them down or waste their time, it’s a shove.

45
Appendix: Rules Summary (Continued)
• Attacking is the most common use of an action:
• You choose a target and make an attack roll. If you hit, you inflict damage unless the rules specify
something else occurs. You roll a d20 and add modifiers, if the total exceeds or equal the target’s
Armor Class (“AC”) you hit. Ability modifiers apply – Strength for melee and thrown, Dexterity for
missile or finesse weapons.
o Powers may require an attack roll; in that case the power-using characteristic may be used. These
attack rolls are called ranged power attack rolls and melee power attack rolls.

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o You add your proficiency bonus to the attack roll when attacking with a power or a weapon you are
proficient in. You are always proficient with unarmed attacks and natural weapons.
o A roll of 1 is always a miss, a 20 is a critical hit. On a critical hit you roll all the damage dice twice
and add them together then add modifiers. Damage dice from Blasting and other additional rolled

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damage bonuses are rolled again.
o A successful attack results in damage. Damage is subtracted from hit points and targets are
unconscious when reduced to zero hit points. Each weapon has statistics on the damage inflicted.
Ability modifiers apply again – Strength for melee and thrown, Dexterity for missile or finesse
weapons.
o Ranged attacks often have a short range and a long range. Ranged attacks from powers and cantrips
have a single maximum range. Attacks are made at a disadvantage between short to long range.
Range attacks with weapons and powers when within 5’ of a hostile creature have disadvantage on
the attack roll.

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Two-Weapon Fighting: When you use your action to attack (and make any extra attacks), you can
attack with a light melee weapon (or with unarmed attacks that have the light property) as a bonus
action if you have a light weapon (or can make light unarmed attacks) in/with the other hand. Your
ability modifier applies on to hit but not to damage. Two weapon fighting can not be used to make
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thrown missile attacks.
• Grappling and shoving replaces the attacks you make with a special attack action or one of your
attacks if you have extra attacks.
o When grappling you make a special melee attack. The target cannot be more than one size larger
than you, although some feats may allow you to resist grapples from larger creatures or grapple
larger creatures. You must have a free hand. Instead of an attack roll you make an Athletics check
contested by Athletics or Acrobatics whichever the target prefers. If you succeed the target is
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Grappled. The grappler can end a grapple at any time. You can still move and drag the grappled
creature (the GM may halve movement or disallow movement if the grappler does not have super-
strength and the grappler is not two sizes larger). A grappled character can escape as an action by
succeeding on an Athletics or Acrobatics check contested by Athletics.
o When shoving, the target cannot be more than one size larger than you and must be within reach.
Super-strength feats may allow you to resist shoves from larger creatures or shove larger
creatures. No attack roll is required, you make an Athletics check contested by the target’s
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Athletics or Acrobatics check whichever the target chooses prefers. If you win the contest, you
either knock the target prone or push it 5 feet away from you.
• When you attack a target, you can’t see (hiding, invisible or in darkness), you have disadvantage on the
attack roll. You can attack if you can guess the target’s location (but miss if you are wrong) or can
hear (or detect the target with another inaccurate sense) but not see the target. Characters may
have senses equivalent to seeing that do not depend on sight (e.g., blindsight from feats). When a
creature can’t detect you, you have advantage on attack rolls but attacking while hidden gives away
your position.
• Optional sniping rule: the GM may allow you to forgo advantage when firing undetected, but you
automatically inflict a critical hit if you hit.
• Half cover (half of body at least) gives +2 AC and dexterity saving throws. Creatures including allies
are cover. Three-quarters cover (third quarters of creature covered) has a +5 bonus to AC and
Dexterity Saving Throws. A target with total cover can’t be targeted by an attack or power, although
area effects where the center of the blast is in sight can hit unseen targets.

46
Appendix: Rules Summary (Continued)

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• Mounts: Creatures can serve as mounts. Trained mounts move and can only use dash, disengage, or
dodge actions. Dodging protects the mount and not the rider. Rider’s fall if mounts are incapacitated
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or knocked prone. A DC 10 check means you land on your feet. Riders cannot take move actions without
dismounting which counts as a move action. Opportunity attacks and normal attacks can be made at the
mount or the rider.
• Underwater Combat: Creatures without a swimming speed have disadvantage when fighting with
weapons other than daggers, javelins, short swords, spears, or tridents. Ranged weapon attacks cannot
be used at long range and are at a disadvantage in short range. Crossbows, nets, thrown javelins,
spears, tridents and darts are not at disadvantage. Hi-tech versions of weapons may exist that do not
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follow these rules. Underwater creatures have resistance to fire damage.


• Damage: Damage on a successful attack usually depends on the power used, the weapon used or on
what feats apply to your unarmed combat damage. If you have none of these, your attacks inflict 1
bludgeoning damage when unarmed. Various modifiers including a Strength (melee and thrown weapons)
or Dexterity (missile and weapons with finesse) characteristic bonus may apply. You cannot deal
negative damage. When powers damage multiple creatures at once, you roll damage once and apply it to
all creatures that are affected.
• Optional Chase Rules: Once characters are far enough away from their opponent's combat is over.
o If pursued by a vastly quicker enemy, you can’t get away. If much faster, you always get away.
If roughly the same, the GM may allow resisted Athletics checks to let an opponent get close
enough to make one last grapple or make a ranged attack while the character tries to
accumulate enough won Athletic checks to get away. The GM may require two successful
contests to be accumulated over the chase to escape.
o The GM may allow characters pursued by a faster opponent to make and win an Athletics check
and then use a Stealth check resisted by the opponent’s Perception to lose them.
47
Appendix: Rules Summary (Continued)
Damage
Hit Points represent a combination of physical and mental durability, the will to live, and luck. In a comic
book setting when an attack hits it may represent a graze, a bounce of armor, a part parried attack, a last
second dodge so a bullet hits nearby instead of on target. The following rules apply on damage:
• Some pools of hit points granted by abilities can only be used for specific purposes, e.g., energy
damage. These are used first if available.
• Resistance halves damage to a specific energy type, vulnerability doubles that damage. Some
characters have damage reduction against a specific damage type. This is applied after reduction.

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• A creature has hit points. Damage is subtracted from this total and has no effect until the creature
reaches 0 hit points. You cannot be reduced to less than 0 hit points.
Optional Instant Death Rules: When reduced to 0 hit points, any damage that exceeds that used to
reduce your hit points to 0 is excess damage. Excess damage higher than your constitution kills you

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instantly.
• If you are not killed instantly, you are unconscious. You regain consciousness if you regain hit points.
O Is Unconscious Rules: As an optional rule, GM’s can treat opponents reduced to 0 hit points as
unconscious for some time and ignore more complicated rules on death saving throws. In this case,
characters only die when deliberately executed after being knocked unconscious. This is recommended for
superhero settings.
Death Saving Throws: When you start a turn with 0 Hit Points, you must make a special death saving
throw. A roll of 10 or higher on a d20 without characteristic modifiers or proficiency bonus succeeds and
stabilizes a creature. If not, you keep rolling at the beginning of each turn, on 3 failures you die. A roll of

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1 counts as 2 failures, a roll of 20 recovers 1 hit point and you wake.
Taking damage at 0 hit points counts as a death saving throw failure or 2 if it is a critical hit. If already
stable, you begin accumulating failures again. All damage when at 0 hit points is excess damage and can kill
the creature under Instant Death Rules. Once stable or healed, failures have no more effect. You can
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have another 3 failures if healed and knocked to 0 hit points again.
DC 10 medicine checks can stabilize a creature. The attempt takes an action. In some settings, a med kit
and a higher DC Medicine check can wake a creature giving it 1 hit point. Stable creatures gain 1 hit point
after 1d4 hours.
Knock Outs: You can knock a creature out instead of killing. When reducing a target to 0 hit points, the
creature is unconscious and stable. As an optional rule, the GM may decide that a critical hit reducing a
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target to 0 hit points cannot be used to knock out a creature. This makes combat more realistic and lethal.
The GM may decide that certain weapons and damage types cannot be used to knock out creatures e.g.,
firearms, bows, piercing damage, slashing damage.
Healing
• Healing restores hit points but cannot raise hit points above a hit point maximum.
• Dead creatures must be returned to life in some fashion to heal.
• Some abilities confer temporary hit points. These can’t be healed and are used first but are separate
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to your hit point maximum.


• Some attacks confer temporary damage. These are separate to normal damage and usually cause a
different effect when a character would be reduced to 0 or lower hit points. These can be healed but
normal damage is healed before temporary damage. Temporary damage often expires or is cured by
pother means before healing occurs.
• A short rest is an hour rest. You can spend hit dice which you have up to your level at a short rest.
Each hit dice spent heals one hit dice plus any CON modifier in hit points.
• A long rest is 8 hours rest with light activity for no more than 2 hours (including watch). Fighting or
casting powers and more than an hour of walking prevent the rest. Half of a characters hit dice are
regained on a long rest. You can only have one long rest per 14 hours. Characters with 0 hit points gain
no benefit from a long rest. They must get to 1 hit point to start recovering hit dice. Long rests allow
recovery of power slots and some class abilities. GM’s may allow all HP’s to be healed after a long rest
as an optional rule.
• Very high-level characters have the ability take short rests that have the same effect as long rests.
• Game masters determine the time to heal from other conditions.
48
Appendix: Rules Summary(Continued)
Conditions
Some feats, attacks and powers impose conditions. The table below lists conditions:
Condition Properties
Blinded Can’t see and fails any ability check requiring sight. Attackers have advantage on attack
rolls, and the creature has disadvantage on attack rolls. A creature with other accurate
senses from super-powers (e.g., sound-based blindsight) would be unaffected and be
treated more like deafened characters. They are unable to use sight but can use the other

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sense so attack rolls and attack rolls against it are not at advantage or disadvantage.
Charmed Can’t attack the charmer or target the charmer with harmful abilities or magical effects.
The charmer has advantage on any ability check to interact socially with the creature.
Charmer is seen as a close friend. Creature is likely to protect the charmer from attacks

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but may attack allies of the charmer if they are attacking their close friends.
Deafened A deafened creature can’t hear and automatically fails any ability check that requires
hearing. Deafening blinds sound-based blindsight.
Frightened A frightened creature has disadvantage on ability checks and attack rolls while the source
of its fear is in sight. The creature can’t willingly move closer to the source of its fear.
Grappled Grappled characters have speed of 0 and cannot benefit from bonuses to speed. Grappling
ends if the grappler is incapacitated or if forced movement moves the grappler out of
reach. Grappled characters can be moved by their grappler.
Incapacitated Cannot take actions or reactions.
Invisible Creature is impossible to see unless detected by special senses. For hiding, the creature is

Paralyzed
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heavily obscured. This often gives advantage on attack rolls and enemies have disadvantage
on attack rolls against the creature.
Incapacitated (see the condition) and can’t move or speak. Automatically fails Strength
and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack
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that hits creature is a critical hit, if the attacker is within 5 feet (coup de grace)
Petrified A petrified creature is transformed, along with any nonmagical object it is wearing or
carrying, into a solid inanimate substance (usually metal, stone or ice) or is cocooned by a
hard layer of material or solidified energy that is porous to air. The creature may be in
suspended animation. The effects of petrification depend on the background of the
character causing the effect. The character is usually paralyzed but attacks against the
character by attackers within 5 feet may or may not be critical hits depending on the
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nature of the petrification. Creature often has resistance to all damage and may be
immune to poison and disease. Existing conditions are often halted during petrification and
not cured.
Poisoned Disadvantage on attack rolls and ability checks but not saving throws
Prone Prone targets crawl (moving slower) unless they spend half their movement in a move action
or dash action to stand up. Prone targets have disadvantage on attack rolls. Attack rolls
have advantage on prone targets within 5 feet, if not the attack roll has disadvantage
(smaller target).
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Restrained Speed of 0 and cannot benefit from bonuses to speed. Attack rolls against the creature
have advantage, and the creature has disadvantage on attack rolls and Dexterity saving
throws. Restraint is tight enough that characters must escape before teleporting.
Stunned Incapacitated, can’t move, and cannot speak in full sentences. Automatically fails Strength
and Dexterity saving throws. Attack rolls against the creature have advantage.
Unconscious Unaware of its surroundings, drops held items and falls prone. Same effects as Paralyzed.

Optional Dodge Point Rules: GM’s can make combat more deadly for characters without super-human
defenses and force fields. Characters without these defenses have 75% of their hit points as dodge-
points, subject to a minimum number of hit points equal to your Constitution score. Dodge points are
typically lost first. Attacks that only remove dodge points from the target are near misses or light blows
that bounce of armor rather than direct hits. When a character takes critical hits, the additional damage
dice rolled (but not from effects like blasting) are applied directly to hit points. A character can be
reduced to zero hit points without using their dodge points. Healing restores hit points, then dodge points.

49
Appendix: Rules Summary(Continued)
Metahuman Powers
• Metahuman powers are equivalent to spells in fantasy campaigns but may come from a variety of
sources. They may be magical in nature, bio-chemical (e.g., derived from alien physiology, mutant powers
or psionic in nature), technological or come from highly skilled usage of normal existing equipment. The
rules for casting spells apply to metahuman powers but characters have known powers and use power
slots to cast powers instead of knowing spells and casting spells. The description of the metahuman
power should be part of your background. Where using the power requires special ammo or equipment,
you must have that equipment to ‘cast’ or use metahuman powers.

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• It is important to give a proper source for metahuman powers. Quirk and disadvantage rules may limit
specific class abilities or known powers to only affect specific power sources (e.g., a psychic attack
might be limited to only harming mutant characters).
• Power slots limit how many powers can use and are typically regained at a long rest. Cantrips can be

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used at will. Powers and power slots have a level from 0 to 9. Cantrips are 0 level powers. A power slot
must have with the same or higher levels than the known power is expended to cast a known power.
• Some characters have set known powers on which they can spend power slots. These are normally
selected at character creation or when gaining levels. Known powers can be changed during the game
with a suitable effort. The gamemaster decides on the required effort taking the characters
background description into account. Skill checks and a suitable amount of time spent training or
researching are normally required. A wizard would be more likely to be able to alter known powers for
another in their magical library than a mutant who was born with a focused set of powers. Self-
alteration and mimicry feats have additional rules for modifying a character’s known powers.

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• Combining effects of powers: Effects from different powers overlap but the effects of the same
powers do not combine, the strongest bonus applies.
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50
Appendix: Rules Summary (Continued)
Powers have the following statistics, which explain how they are used:

• Name: What is the name of this power. Variants are normally referred to as the X variant of Y power.
• Casting Time: Powers typically require a single action, a bonus action, or a reaction. A power cast as a
bonus action means you cannot use a power except a cantrip with a casting time of 1 action that turn.
Some powers can be cast as reactions usually in response to an event in the power description. Some
powers require minutes or hours to cast. You must maintain concentration or start over without losing

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the power slot. Powers are used or cast. The terms are used interchangeably.
• Range: Range is usually measured to the target or to the point of origin of the area of effect. Powers
cannot exceed the stated range. Some powers are touch range. Some can only affect the power using
character and have a range of self. Range or touch attack rolls can be required.
• Attacks and attack rolls: A power may require a character to make an attack roll. Ranged attacks with

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powers when within 5’ of a hostile creature have disadvantage on the attack roll. Characters normally
have a power-using characteristic or ability (also called a casting characteristic) that they select when
they first gain cantrips or power slots. The bonus for that characteristic is used to modify attack rolls.
These attacks are referred to as melee power attack rolls and ranged power attack rolls.
• Duration: How long the power lasts. Powers can last until dispelled or destroyed. Most powers have no
duration as they take effect immediately.
• Concentration: Concentration may be required to keep a power active. If duration for a power
mentions concentration, the power lasts until concentration is broken. Normal activity including moving
and attacking does not end concentration. You can choose to end concentration. Using/casting another

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power that requires concentration breaks concentration. Taking damage can break concentration. Each
time you take damage you must make a constitution saving throw with DC 10 or half damage taken,
whichever is higher or lose concentration. Incapacitation ends concentration.
• Visibility: Powers are assumed to be
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obvious although mental powers are
often subtle to those without special
senses.
• Targets: Who or what is affected.
Powers target a single or multiple
creatures, objects, or a point from
which an area of effect originates.
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Some cones or lines of effect with a


range of self will originate from the
power using character. To target
something, you must have a path to it,
so it can't have total cover. You can
target yourself with any power
targeting creatures or center an area
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of effect on yourself but are not


normally immune to the power.

Designer’s Note:
DEX and STR are not allowed as power
using characteristics because they can be
raised above 20 with feats. Saving throw
DC’s would be too high if characters could
use their STR and DEX to set the DC for
their powers.

It is important to note that you can only cast one power on your turn (although cantrips don’t count and
reactions in other player’s turns) this is an important balance feature in the game. A Character with the
ability to cast 2 x 9th level spells in a single round is near unstoppable and no fun.

51
Appendix: Rules Summary(Continued)
• Areas of effect: Areas of effect extend from a point of origin and can be blocked by total cover
between the point of origin and the creature. If a line travelled from the point of origin to the
creature is blocked by total cover the creature is protected. You can indirectly hit a target you cannot
see if you can place an area effect at a point you can see and allow the area of effect to expand and hit
a target behind cover.
o Cone: Starts from beginning of cone to the range given with a width of half the cone range.
o Cube: Point of origin is on a face of the cube; the area effected is a cube whose side length is

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specified in the power. Energy expands to side of the face then from the face to the face
furthest from the face on which the point of origin lies.
o Cylinder: Point of origin is the center of the circular side at top or bottom of cylinder. Energy
expands from center of circle to the edge of circle then from the base to the top. Dimensions

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given for the area of effect are the radius of circle and the height of cylinder.
o Path: Pick a point on the short side of a rectangle as the origin. Energy expands to the width of
the effect then to the length of the path. Dimensions given for the area of effect are the width
and length of path.
o Sphere: Point of origin is the center of the sphere and extends outward to the outer rims of the
sphere. The radius of the sphere is given as the area of effect.
• Saving throws: Saving throws may be specified in the power to avoid effects or to halve damage. The
power specifies the ability used for the save. For most of the powers given, the character selects the
applicable save when the cantrip or known power is acquired. The character should pick a saving throw

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consistent with the description of the power in the character’s background.
o Strength saving throws are rare. Strength saving throws, Athletic checks or strength checks are
sometimes used to escape from restraints. Strength checks are slightly harder than saving throw
or skill checks because you do not get your proficiency bonus.
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o Dexterity saves are typically used to avoid areas of effect or avoiding offensive beams.
o Con saves are typically used to resist poison, cold or other environmental effects.
o Wisdom and intelligence saves are typically used to resist mind control or mental attacks and
psychic attacks.
o Charisma saving throws are rare. Emotion based mental attacks might require a charisma saving
throw.
o The saving throws against damaging effects should be consistent with the energy type and the
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description of this power in the character’s background. Dexterity saves are common for halving
or avoiding damage, Constitution saves are common for damage types that can be resisted by
toughness (like cold and poison), Wisdom, Intelligence or Charisma saves are best for magical and
psionic damaging effects. Strength saves and Charisma saves are rare for powers that let you save
to avoid or to receive half damage. The background description of the power would be a choking
power or a temporary damage power that inflict a condition consistent with emotion manipulation
e.g., sleep, paralysis, fear or weakness.
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• The DC to resist one of your powers equals 8 + your power using ability modifier + your proficiency
bonus + any special modifiers.
• Some powers can be cast at higher levels for greater effect. The character would use the higher-level
power slot with a known power at a lower level.
• These rules give modified powers called variants. Variants are new powers and must be learnt
separately.
• Some powers also have instructions for building higher level variants of powers. Powers can have higher
level variants as well rules for casting or using them at higher levels. The difference between variants
of higher levels and casting powers at higher levels is that variants are new powers. Characters who
wish to learn a power as well as a higher-level variant of a power would have to learn each power
separately. Both powers would count against the characters limit for of known powers.
• You may learn a power more than once where the power allows a choice of damage types, saving throws,
areas of effect or other power effects when you first learn or acquire the power. Doing so allows you
to choose different damage types, saving throw or areas of effect.

52
Appendix: Rules Summary(Continued)
Skills
The following skills and the ability scores used with them are suitable for the comic book setting:
Strength skills
• Athletics: used for grappling, jumping, swimming, and climbing.
Dexterity skills

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• Acrobatics: used for balancing, escaping, and avoiding grapples and reducing fall damage.
• Sleight of Hand: concealing small items, pickpocketing, or stage magician’s tricks.

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• Stealth: used for hiding and moving stealthily. Hiding is often resolved as a stealth vs. perception skill
check challenge.
Intelligence skills
• Arcana: information on magic and the occult.
• Bureaucracy (new skill): knowledge of bureaucratic systems and government. If you have the intimidate
skill or the deception skill as well as the bureaucracy skill, you know criminal networks as well. If you
have the investigate skill and the bureaucracy skill you know law enforcement networks and processes
as well. If you have the persuasion skill and the bureaucracy skill, you know legal theory and practice.

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• History: history and general knowledge.
• Investigation: look for clues and make deductions like where an object is, what caused a wound or the
weakest point in a structure. Researching libraries and databases is also an intelligence skill.
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• Nature: information about the land, plants, animals, and weather. If you are proficient in this skill and
the science skill, you have knowledge about biochemistry and biology.
• Religion: information about religions and cults. This can be the same information as arcana where magic
is carried out by cults.
• Science (new skill): knowledge of chemistry and physics. If you have this skill and the investigation skill,
you are trained in forensic science.
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• Technology (new skill): knowledge of mechanical and electrical repairs and equipment. Includes
computers and computer programming. Both Technology and Pilot skills can be used to repair vehicles.
Wisdom skills
• Animal handling: calm animals, guide mounts through risky maneuvers
• Insight: examine true intentions from body language.
Sa

• Medicine: stabilize the dying and diagnose illnesses


• Perception: allows you to spot, hear, or otherwise detect the presence of something
• Pilot: (new skill) knowledge of how to fly air and sea vehicles and basic land vehicles especially well. Can
be used for stunts and landing damaged aircraft. Can include basic repair skills but intelligence is used
as the characteristic to make checks with instead of Wisdom. Quirks can be used to limit this to one
type of vehicle. In more realistic campaigns, the GM may require some time or training to familiarize
the pilot with each type of vehicle unless it is consistent with the background. Ability checks can be
used to see if a specific vehicle type is known to the character or similar enough to a vehicle the
character knows. Characters do not need this skill to drive basic land vehicles.
• Survival: follow tracks, hunt game, guide through wilderness, predict weather, identify animal presence.
Some of these uses can also be accomplished by the nature skill

53
Appendix: Rules Summary(Continued)
Charisma skills
• Deception: to act and deceive or impersonate. Often resisted by insight.
• Intimidation: to scare and influence with threats. Often resisted by insight.
• Performance: to carry out a performance.
• Persuasion: to convince by logic and emotion. Includes commercial negotiations. Often resisted by
insight.

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Gaps In Skills
You can use quirk and disadvantage rules if your skills have gaps and do not extend to all aspects of the
skill. As examples:

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• Your knowledge of Technology is limited to mechanical knowledge and excludes computers.
• Your Nature skill is focused on practical uses and does not include biochemistry or advanced biology
even though you have the Science skill.
• You are skilled in Survival but not in tracking.
• You are skilled in Science and Nature skills but not in physics (which is included as part of the science
skill). You would be familiar in chemistry, biochemistry, biology and other aspects of the Nature skill.
You can normally only get one quirk for several different skill gaps. Skill gaps are not usually disabling
enough to be treated as disadvantages.

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Sa

54
Appendix: List of Feats
Damage Resistance Feats:
These feats relate to physical and energy damage reduction (“PD” and “ED”), immunities and hit points.
GM’s may set limits to overall levels of damage resistance (e.g., no more than 4-5 total physical damage
reduction other than from the bullet-proofing feat).
All-rounder’s Energy (Prerequisite: 12+ STR, DEX, CON, INT, WIS and CON)
• You gain the action surge class feature (or one additional use of it if you have it) and three additional
skills and the ability to use half your proficiency bonus in saves you are not proficient in.

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• If you have 14+ STR, DEX, CON, INT, WIS and CON, you gain three uses of action surge (or three
additional uses if you have it), six additional skills and the ability to use 3/4 of your proficiency bonus
on any save that you are not proficient in.
Bulletproofing

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• Your armor works especially well against ranged attacks. You gain physical damage reduction of 5. This
damage reduction applies only to attacks with missile and thrown weapons and does not apply to +1 or
better weapons. You may take this feat a second time and benefits stack.
Energy Absorption
• Your hit point maximum increases by 2 per level. Whenever you gain a level thereafter, you gain 2 hit
points. At 10th level or higher. This feat cannot be taken multiple times. These hit points are healed
normally but may only be used against energy damage. You may use quirks or disadvantages to limit this
and hit points from the Tough feat to a specific energy type.
Energy Protection

stack.
Energy Resistance
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• You have energy damage reduction of 2 and 6 against environmental threats (e.g. heat, cold, radiation
from surroundings causing damage per round). You may take this benefit multiple times and benefits

• You gain damage resistance against a specific energy type. You may take this multiple times and apply it
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to a different energy type each time.
Hardened Protection
• You have hardened personal defenses against personal attacks. You gain physical damage reduction of
2. This damage reduction does not apply to +2 or better magic weapons. You may take this feat a
second time and benefits stack.
Immortal (Pre-requisite: Inhuman Physiology feat)
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• You have some factor that makes you unkillable. When you would normally die, you are reborn in some
form unless you are destroyed in a specific way. Alternatively, you can be very hard to kill in which case
your body is indestructible, and you eventually raise yourself from the dead. Either way you and the
GM should agree on a method of killing you (destroying your ‘true form’ in a hard-to-get-to location,
using a rare piece of technology on your mind, or exposing you to a rare weakness).
Inhuman Healing
• You can spend one Hit Die to heal a character within reach as an action. You may do 1 + your wisdom
Sa

bonus times per short rest.


Inhuman Recovery
• When you take the Dodge action you can spend one Hit Die to heal yourself. Roll the die and add your
Constitution modifier (with a minimum of 1 hp healed).
Inhuman Physiology
When you take this feat, you get the Breathless and Disease Immunity benefits of the Minor Immunity
feat. You also gain the Poison Immunity, No Sleep, No Aging, No Sustenance benefits. You may also take
the following benefit.
• You gain the Mind Proof feat for free but are vulnerable to use of skills and metahuman powers that
control or disrupt electronics. Gamemaster’s should resolve the effect of these attempts. Hacking can
be treated as a use of the Persuasion skill to influence the character. Metahuman powers that
influence electronics should have similar effects to charming or paralysis-inducing offensive
metahuman powers and skills of the same level. Some powers will have more potent effects.

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Mind-Proof (Prerequisite: 14+ Wisdom or Inhuman Physiology feat)
• You are immune to mind-affecting powers that cause fear, charm, or sleep effects. You are also immune
to paralysis causing abilities that utilize psychic energy and have damage resistance against psychic
energy. You cannot take temporary damage from mind-affecting powers. The gamemaster evaluates the
background of the creature using the ability, the energy type, and the effect to assess if the power is
mind-affecting. A thunder energy power that uses special sounds to control minds or a poison energy
hallucinogenic effect are examples of non-psychic mind-affecting powers. Paralysis effects prevented
with a successful wisdom, intelligence or charisma save are usually mind-affecting.
Minor Immunity

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• You may select 3 benefits from the following list You may take this feat multiple times and select two
new benefits each time. Benefits can only be selected once.
o Fitness: +1 bonus to your constitution. This benefit cannot raise your characteristics above 20.
o Breathless: You do not need to breathe and survive being in space. You are immune to deep sea

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pressure but do have any additional senses underwater.
o Aquatic: You can breathe water and gain a 30’ bonus to your swim speed, you are immune to deep sea
pressure but do not have any additional senses underwater. You may take this benefit twice and gain
an additional 15’ swim movement.
o Disease Immunity: You are immune to disease.
o Heat and Cold: You gain 3 ED against effects from the normal environment. This does not apply to
powers, attacks or cantrips. Can be taken multiple times for increased ED.
o Hits: You gain 1 hit point/2 levels.
o Poison Immunity: You are immune to poison energy damage and automatically make saves against
poisoning effects.

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o No Fear: You are immune to fear.
o No Charm: You are immune to charm abilities.
o No Sleep: You are immune to sleep based metahuman powers or spells and have a reduced or no need
for sleep. You must still rest during a long rest to recover benefits. Sleep effects cause
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unconsciousness but have rules for waking the character.
o No Aging: You are immune to aging.
o No Sustenance: You do not need to eat or drink.
Natural Defenses
• You gain a +1 bonus to AC from a force-field, luck, armor, or some other protective force. You may take
this feat more than once. Benefit is +3AC for 2 times, +4AC for 3 times, +6AC for 4 times, +7AC for 5
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times and +9AC for 6 times.


• If this ability is a dodge of some kind, it may have limitations, quirks or disadvantages that limit its use.
o If the character dodges attacks by turning intangible for an instant, when it is not his turn, the
character would not receive the AC bonus against attacks that intangibility would not avoid.
o The defense could require mobility, the character would receive the AC bonus only if they moved
more than 10’ in the previous round with their flight power.
o The AC bonus may be unavailable when the character is surprised.
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Resistance To Damage
• You are highly resistant to damage and shrug of most attacks. You gain a physical damage reduction of
2 and energy damage reduction of 1. Physical damage reduction does not apply to +1 or better magic
weapons or to critical hits. You may take this feat a second time and benefits stack.
Super-Constitution feat
• +2 bonus to constitution. You may take this feat up to multiple times and benefits stack. You cannot
increase your characteristic beyond 20 with this feat.
Super-Resilient Feat
• Choose one ability score. Increase the chosen ability score by 1, to a maximum of 20. You gain
proficiency in saving throws using the chosen ability. You may take this feat more than once and apply
to any characteristic whose saves you are not proficient in.
Tough
• Your hit point maximum increases by 2 per level. Whenever you gain a level thereafter, you gain 2 hit
points. This feat cannot be taken multiple times.

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Super-strength Feats
Bonus Strength feat
• +2 bonus to strength. You cannot increase your characteristic beyond 20 with this feat.
Super-strength feat (Pre-requisite 12+ Strength)
• Super-strength provides the following benefits below. You may take this feat more than once and most
benefits stack. GM’s may limit characters from taking this feat more than 3 times.
o +4 to strength per feat. Super-strength is clumsier than normal strength, you receive no bonuses
to hit from the increase. You cannot increase your strength score beyond 32 with this feat.

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o x2 lift multiplier per feat. Lift multipliers are cumulative with increased lifting from size. Lift
multipliers accumulate by multiplying against one another (a x2 multiplier and a x4 multiplier result
in a x8 multiplier).
o You may grapple or shove targets larger than yourself if your total lift multiplier exceeds theirs.
If your total lift multiplier exceeds an attacker’s total lift modifier by 4x, the character may not

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o
shove or grapple you.
o The character may choose to lift and throw an object or unresisting creature a very large
distance. Objects can be thrown for very large distances with comic-book super-strength. A
typical character can throw a 5lb object up to 60’. A Super-strength character may apply his
lift/push/drag multiplier to the distance travelled or to the weight that can be thrown. A lift
modifier of x64 modifier could be applied to throw 320lbs (5lb x 64) 60’ or to throw 5lbs (Large
60’ x64) 3800’. This is a crude rule of thumb for semi-realistic gaming purposes.
o The GM may allow you to increase the long range by of your thrown weapons by 60’ per super-
strength feat and 400’ per ultra-lifting feat. You can increase the short range by 30’ per super-

o
strength feat.
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Super-strength granted by this feat is clumsy and accurate. Objects can be thrown further than
the long ranges given above but would hit rarely (roll of 20 on a d20). GM’s may choose to allow
longer increases to range without a decrease in accuracy if the GM wants a campaign where
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objects thrown with Super-strength can have ranges comparable to modern weapons.
o Jumping at higher speeds accurately and without risk of falling damage requires movement feats.
The GM may allow a character to jump further (half the distance the character could throw his
own weight) but the character takes damage as if he or she fell from the highest point of the
jump (the GM decides what that height is).
Ultra-lifting feat (Prerequisite: Super-strength)
• You may take this feat more than once but must have at least one level of Super-strength. This
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represents comic-book super strength (where characters can often survive attacks from opponents
that can lift or carry extreme amounts). Multiple feats of Ultra-lifting with few Super-strength feats
can represent a gravity or touch range telekinesis rather than enhanced strength. It provides the
following benefits which stack.
o +1 bonus to Strength checks (ability checks, skill checks based on Strength and saving throws but
not attacks)
Your attacks ignore 1 point of physical damage reduction.
Sa

o
o x8 lift multiplier. This is cumulative with Super-strength and any modifiers from size. Lift
multipliers accumulate multiplying against one another (a x2 multiplier and a x4 multiplier result in
a x8 multiplier)
o When you shove an opponent, you can push an opponent back an additional distance. The GM
decides the appropriate level for his campaign but 5’ extra for every Ultra-lifting feat is
suggested.
o The character may use Super-strength to enhance their unarmed damage or use large objects as
impromptu weapons to make melee or thrown attacks. The attacks inflict 1d8 bludgeoning physical
damage (edged weapons may inflict slashing damage). This increases to 1d10 if you have 2 Ultra-
lifting feats, 1d12 if you have 3 Ultra-lifting feats and 2d6 if you have 4 or more Ultra-lifting
feats. Thrown impromptu weapon have the range of a light hammer. Although items can always be
thrown further with a low likelihood of hitting (20 on a d20). The GM may allow character to apply
this damage to very heavy, blunt weapons as well as impromptu weapons.

57
o The character may make a smash attack. A character making the smash attack takes an attack
action to make an unusually fierce attack. Only one attack can be made, and smash attack cannot
be made with bonus actions. The attack has a -8 penalty to hit unless the character has the extra
attack ability in which case a no penalty applies. The penalty drops to -7 if you have ultra-lifting
twice, -6 if you have it 3 times, and -5 if you have it 4 times. The minimum penalty is 0.
o The attack inflicts double the base damage (roll dice twice and add) and doubles any strength
bonus to damage. Blasting class ability damage is not doubled. Smash attacks allow character to
inflict vast damage on easy to hit targets over time.
o If you have power slots from class or sub-class abilities, you may add damage to your melee or

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thrown attacks as if you have the blasting class ability from the Brick class. You add physical
damage to your attacks, of the same type as the melee or thrown attack instead of energy
damage. Your maximum damage from blasting is 2d8 plus 1d8 for each ultra-lifting feat. The
maximum damage that can be added is 6d8 (when using 5th level or higher power slots).
You land movement increases by 10’ per ultra-lifting feat. You can add this movement increase to

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o
your jump distance when determining long jump or high jump distances (but still cannot jump more
than your movement).

Guidelines for Managing Super-Strength


:
Comic book super-strength is usually unrealistic. In settings with super-powered individuals, super-
strength increases lifting capabilities but does not always increase damage or effectiveness in grappling
in proportion to the ability to lift objects. This is consistent with the comic book genre where super-
strength is often less effective in combat than ability to lift weights and bend bars would imply. Normal
humans can survive combat with super-human strength through agility and luck

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Game masters should decide the level of super strength permitted for their campaign. They may also
restrict or modify the mix and level of Super-strength and Ultra-lifting feats (e.g., limit Super-strength
to three feats and Ultra-lifting to six feats. Require that the number of Ultra-lifting feats cannot
exceed three more than the characters number of Super-strength feats or requiring 1 Ultra-lifting feat
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for each level of Super-Strength.).
As an example of super-strength, a character with 18 strength,
2 feats of Super-strength and 4 feats of Ultra-lifting would
have 18 strength, 26 strength (inclusive of Super-strength), a
+4 bonus to hit with melee attacks, a +8 bonus to damage, a
strength bonus of +6 (with an additional +4 from Ultra-lifting),
the ability to ignore 4 points of physical damage reduction. The
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character would have a lift multiplier of x16,384 (x2 two times


and x8 four times) and lift 10,813,440 pounds (26 x 30 x
16,384) or approximately 13,000 tons. Using the crude throwing
rules, the character could throw 20lbs (5lbs x 4), 245,760 feet
in a single round (60’ x 4096) using his total multiplier of
16,384 (4 x 4096).
Super-strength characters can inflict a great deal of damage
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by pounding away at objects over-time. If an object or


unresisting creature is picked up, it can be thrown very far and
receive significant falling damage. Extremely large objects can
be thrown to inflict area damage. The GM decides the area
affected (Usually at least half the size of the object) but the
attack is very inaccurate.
Damage inflicted is equal to that inflicted by the character’s smash attack from Ultra-lifting. Targets in
the area make a Dexterity save with advantage to avoid all damage. The DC to resist equals 8 + one third
your Proficiency bonus (round down). Characters who want to do a lot of damage with thrown objects
effectively should acquire Power Slots and learn Powers which are explained in background descriptions as
damage caused by throwing large objects.
Super-strength and the enhanced movement options in these rules introduce some very deadly tactics
where characters are grappled, carried very far and dropped, shoving targets off buildings or thrown
throw up. The following rules apply. These rules assume that characters are more aware of these tactics
in a world of superhumans and are more likely to have effective defenses against these tactics.

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Guidelines for Managing Super-Strength (Continued)
• Being grappled and thrown:
o You can’t throw a grappled or pinned character unless they are
unresisting (e.g., unconscious or paralyzed). Unresisting creatures can
be thrown for significant falling damage.
o You can shove a grappled character sending them moving horizontally
(ultra-lifting feats increases the distance by 5’ per feat) but not
vertically.

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o Being shoved off or moved while grappling to fall off a high surface:
 Characters get a special dexterity saving throw against a DC of 8 +
the shover/grappler’s dexterity characteristic bonus + the
shover/grappler’s proficiency bonus to grab on to the wall, edge, or

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underside of the surface they are being thrown off.
• Being grappled and lifted:
o When a grappler attempts to fly or teleport a character off the
ground. Characters without flight recognize the danger and get a
special attempt to escape from the grapple. Characters get a special
dexterity saving throw against a DC of 8 + the grappler’s dexterity
characteristic bonus + the grappler’s proficiency bonus to grab on to
the wall, edge, or underside of the surface they are being thrown off.

• Reducing falling damage:

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o Characters may be able to use their powers as a free action to prevent
a fall when not surprised. Character with the matter manipulation,
intangibility feat, shrinking, flight, teleportation, super-speed, and the
ability to run up walls, or super-swinging may make a DC 10 acrobatic
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check to use their abilities to break their fall. Super-swinging
characters must have something in range near the ground they can
swing. Teleporting characters can teleport to alter their direction and
matter manipulators can break their fall by ‘catching’ themselves. The
GM may allow other creative uses of powers to prevent falls.
o Characters may also be able to reduce falling damage by bracing for a
landing for falls of more than 70’. Characters with Super-strength,
Ultra-strength, Danger senses/reflexes, Ultra-dexterity or 4 or more
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points of physical damage reduction may make a DC 15 acrobatics or


athletics check to brace for the fall, reducing maximum falling damage
to 7d6. Normal falling damage is 1d6 bludgeoning damage per 10’ with a
maximum of 20d6.
o For falls of more than 20’, damage is taken is also further reduced by
3 for each Super-strength feat, by 8 for each Ultra-lifting and Ultra-
dexterity feat and by double the normal physical damage reduction.
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This reduction occurs before any further reduction from bludgeoning


damage resistance.

Object Weight Table (2000lbs = 1 US ton)

180 -470 Tank/ 51-100 1001-2150


Motorcycle Van 2.4-5 tons Submarine
lbs Locomotive tons tons
Jet
Space shuttle, 101-215 2151-4650
Trailer 471-979 lbs Fighter/ 5-11 tons Destroyer
Train tons tons
Truck
Lorry/ Ferry, Jumbo 216-465 Cruiser/ 4651-10000
Sports Car 0.5-1.1 tons 12-23 tons
Bulldozer Jet tons Ship tons
Private Jet/
Small 466-1000 Battleship/ 21,501-
1.1-2.4 tons Train 24-50 tons Minesweeper
Helicopter tons Cruise Ship 46.500 tons
Carriage

59
Combat and Skill Feats
Armor Training
• You become proficient in light, medium or heavy armor or shields. You must be proficient in light
armor to become proficient in medium armor and be proficient in medium armor to be proficient in
heavy armor. You can take this feat more than once and become proficient in many armor types
and shields.
Fighting Style Training
• You have gain one benefit from the fighting style class feature of the Brick class. You cannot
choose the Protection or Meta-fighter benefits from the class feature.

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Judo (Pre-req: Athletics proficiency)
• You may make one handed unarmed attacks for 1d6 bludgeoning damage. Your unarmed attack is a
finesse weapon. You gain a +2 to damage when attacking grappled opponents with unarmed attacks.
In addition, the grappled opponent’s dexterity bonus to AC is halved. Increased unarmed combat

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damage from the ultra-lifting feat can be applied to this feat.
• Optional gun-snatching rule: When you make a grapple or shove attack against an opponent armed
with a missile weapon, they have disadvantage on their attack rolls with that weapon until the
beginning of the next turn. This applies even if they move back and take an opportunity attack to
get distance to fire. The Close Quarters Battle fighting style allows the opponent to fire normally.
Martial Arts
• You may make one handed unarmed attacks for 1d6 bludgeoning damage. Your unarmed attack is a
finesse weapon. You gain a +1 bonus to AC when fighting with one open hand. Increased unarmed
combat damage from the ultra-lifting feat can be applied to this feat.

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If you have this feat and Judo or Pugilism/Street fighting, the bonus to AC increases to +2.
Optional gun-snatching rule: You may make a grappler or shove attempt against opponents armed
with a missile weapon. Rules are given in the judo feat.
Martial Weapons (Pre-req: proficiency in all simple weapons)
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• You must be proficient in all simple weapons from a feat or class feature to take this feat. You are
proficient in all Martial weapons.
Penetrating
• Pick a specific cantrip requiring an attack roll to hit targets, weapon, or unarmed attack. You can
take a -3 penalty to hit with the chosen attack, damage inflicted by the attack counts as a +1
weapon for penetrating damage reduction that does not protect against +1 weapons, and you can
ignore up to 2 points of physical and energy damage reduction when calculating damage. You may
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take a quirk or disadvantage to make this feat an aspect of a specific weapon (often magical or
extremely hard to destroy). You may take this feat a second time to allow you to ignore up to 6
points of physical or energy damage reduction.
Penetrating Mech-Psychic
• You gain a +2 bonus to skill or ability checks that allow you to damage or restrain creatures with
the intangibility feat. You may use mind affecting abilities including charm and fear on constructs
or automatons that have the Mind Proof feat. The Constructs have advantage on any saving throw.
Sa

Pugilism/Street fighting
• You may make one handed unarmed attacks for 1d6 bludgeoning damage. Your unarmed attack is a
light, finesse weapon. Increased unarmed combat damage from the ultra-lifting feat can be applied
to this feat.
• If you have this feat and Judo or Martial Arts, you gain a +1 bonus to hit and damage with
unarmed attacks.
• Optional gun-snatching rule: You may make a grappler or shove attempt against opponents armed
with a missile weapon. Rules are given in the judo feat.
Rebound Thrower
• You must have 16+ Dexterity or damage bonuses from the Weapons/Shield Focus or Weapons
Paragon feat applying to a thrown weapon to take this feat.

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• You may cause an appropriate thrown weapon
you are proficient in to rebound to you after
damaging the enemy. On an attack roll of 1, the
weapon does not rebound.
• Appropriate thrown weapons may include
shields or clubs with the appropriate fighting
style.
• The GM may allow modified versions of
existing weapons to be thrown and rebound.

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Boomerang shaped or disc-shaped daggers,
edged rings equivalent to hand axes and metal
balls used as thrown light hammers or clubs
can rebound when used by a highly skilled

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character. Modified weapons may inflict
slashing damage instead of piercing damage,
but other characteristics of the weapon should
not change.
• You may ignore half cover against targets
where you can bounce the thrown weapon of a
wall or object before striking the target.
• You may produce versions of your thrown
weapons that have effects like nets, bolas, or


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grenades like the Trick Shooter feat.
Signature Weapon
You may bond yourself to a weapon using
magical or technological process. If
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technological, the weapon returns to your hand
by flying to you. If magical, the weapon can fly
or teleport back to you. You can summon the
weapon as a bonus action. The gamemaster
decides the time and process you use to bond
to the weapon or if the weapon must have
specific magical characteristics. The weapon
can be difficult but not impossible to source.
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If the weapon is a throwing weapon, it returns


after every attack.
Simple Weapons
• You are proficient in all simple weapons
Trick-Fighting
• You have martial training that allows you to perform special combat maneuvers. You gain the
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following benefits. You learn two maneuvers of your choice from among those available to the
Operator sub-class in the Soldier class. You cannot select skill-influencing benefits like the
Thinker, Persuader, or Infiltrator benefits if you are not from the Operator sub-class.
• If a maneuver you use requires your target to make a saving throw to resist the maneuver's
effects, the saving throw DC equals 8 + your proficiency bonus + your Casting Characteristic
modifier (your choice). Select one if you do not have one.
• You gain 2 tactical dice, which are d6. This die is used to fuel your maneuvers. A die is expended
when you use it. You regain your expended die when you finish a short or long rest.
• You may use tactical dice gained from this feat or the operator class for maneuvers you have
gained from class abilities or from this feat. You may use the die type from your operator class
ability instead of a d6 to making your maneuvers more effective.
• You may take this feat up to three times gaining two additional die each time but do not learn new
maneuvers each time. If you take it three times, you gain a maneuver.

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Trick Shooter
You may take an action to line up your shot with a ranged weapon. The first ranged attack you make next
turn ignores half cover. If it hits, it is a critical hit. You lose this benefit if you move.
o If you have bonuses to hit and damage from the weapon mastery feat or weapon paragon feats
for a bow, crossbow, light hammer, sling, dart, dagger, javelin, hand-axe, you may construct trick
ammunition for those weapons (and are proficient in the appropriate tools). You may build small,
collapsible versions of your weapons so you can carry extra ammo (The GM decides on the weight
and space reduction). You may produce versions of your weapon that have effects like nets,
bolas, or grenades. The range of these weapons is often longer than a normal grenade. These
benefits also apply to weapons that ‘count as’ thrown weapons and weapons that can only be

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thrown with Fighting Styles or specific feats.
o The GM may allow the character to construct improved bows and crossbows (just because they
are so appropriate for comic book settings) that have increased range. Auto-loading light
crossbows can be built without the light and loading properties. These weapons would have

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magazines of smaller than normal arrows with no change in damage. They may have wrist
mounted slingshots or slingshot devices that counts as ‘slings’.
o Known powers for trick shooters may represent the use of one of these weapons in combination
with super-human accuracy (e.g., firing an explosive arrow so it explodes in just the right spot so
it does more damage) or special ammunition (e.g., a grenade arrow with a very large warhead).
The character would normally have a quirk or disadvantage under those rules reflecting the need
for equipment to use known powers.

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Weapon/Shield Focus
• +1 to hit and +1 to damage with a specific
weapon you are proficient in. You can select
unarmed attacks or natural weapons.
• You may select shields as a weapon for this
feat, if you are proficient in shields and at
least one martial weapon. Shields inflict 1d8
blunt damage (and have the thrown property)
and get the +1 to hit and damage bonus with
Shields. Shields have a thrown range of a

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light hammer.
• If you are proficient in all martial weapons
and select slings, quarterstaffs, baseball
bats, maces, morning stars, picks, or flails

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with this feat you gain the following benefits
as well:
o Opponents you hit with a mace or a
morning star held in two hands are
thrown off-balance and have a -1 to hit
until the end of their next turn.
o Picks, warhammers and flails gain the
versatile (1d10) property.
o Slings get a +1 bonus to damage

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o Clubs, baseball bats and quarter staffs have the finesse property when used by you
Game masters may choose to strongly discourage the use of firearms in the chosen comic book
setting and bar modern weapons from being selected with this feat.
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Weapons Expert (Pre-req: Weapon/Shield Focus)
• +2 to damage with the specific weapon or unarmed attack you have chosen for Weapon/Shield
Focus, this stacks with the Weapon/Shield Focus feat (+1 to hit and +3 to damage in total).
Game masters may choose to discourage the use of firearms in the chosen comic book setting
and bar modern weapons from being selected with this feat.
Weapon Master (Pre-req: Weapons Expert)
+3 to hit and +1 to damage with the specific weapon or unarmed attack you have chosen for
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Weapon/Shield Focus, this stacks with benefits from the Weapon/Shield Focus and Weapon
Expert feat (+4 to hit and +4 to damage in total). Game masters may choose to discourage the
use of firearms in the chosen comic book setting and bar modern weapons from being
selected with this feat.
Weapon Paragon (Pre-req: Weapon/Shield Focus)
• Your benefits from the Weapon/Shield Focus, Weapon Master and Weapon Expert apply to
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an additional group of 3 weapons or 4-5 weapons that are related in fashion. You may select
related weapon groups like axes (hand axe, battle axe, great axe, halberd), hammers/picks
(light hammer, pick, maul, war hammer), blunt (club, great club, mace, morning star, maul),
polearms (halberd, glaive, pike, spear, trident), staff-like (quarterstaff, spear, trident,
javelin, pike), bows (hand crossbow, heavy crossbow, light crossbow, longbow and short bow),
fencing weapons (dagger, scimitar, short sword, rapier and long sword), gladiator (net,
trident, short sword, spear, scimitar), peasant weapons (club, quarterstaff, short bow, long
bow, baseball-bat), thrown/melee ninja weapons (darts, short swords, daggers, whips and
flails) or slashing blades (dagger, short sword, long sword, scimitar, great sword). The GM
may approve any reasonable group.
• You make take this feat a second time and apply benefits from Weapon/Shield Focus,
Weapon Expert and Weapons Master to all weapons. You may take a quirk or disadvantage if
this benefit applies only to 2-3 weapons groups.
Weapons Training
o You gain proficiency in 4 weapons you are not proficient in.

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Intellect and Skill Feats
Computer Mind
• You have a photographic memory, keep track of direction perfectly and never lose track of time.
You may have a computing device implanted into your body or in your body which you can
communicate with perfectly.
• If you have this feat and the skill paragon feat, you can train yourself in skills and languages by
downloading them nearly instantly with an implanted computing device. You can also learn instantly,
if you have a sensory power that lets you communicate with other minds that have the skill and
language. GM’s may limit you to using 2/3 your proficiency bonus with instantly learned skills.

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• You can take a quirk that limits your combination of the Skill Paragon feat and Computer Mind to a
specific use of the combined feats. For example, you might be able to only learn languages and
INT skills very quickly with the combined feats.
Skill Paragon (16+ intelligence or Computer Mind)

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• You are a polymath or have studied a wide variety of skills. You can use any skill as if you are
trained. If your intelligence score is 16 or higher, you may add 1/3 of your proficiency bonus to
your skill checks. If your intelligence score is 18 or higher, you may add 1/2 of your proficiency
bonus to your skill checks. If you INT is 20, you may add 2/3 of your proficiency bonus to skill
checks.
• You may normally learn up to your intelligence modifier in additional new skills, tools or languages.
Training time is up to the GM but is normally 2-3 months. This is reduced to 12 weeks divided by
your intelligence modifier if you have this feat. This time includes forgetting old skills and tools
to learn new ones.

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You only need to be trained in a language, tool, or skill for a specific purpose for a short period of
time (e.g., open one lock, fly one specific vehicle or run a specific computer program) you can do so
in an accelerated time. The GM should set an Intelligence DC check for the difficulty of the task
and the time to learn the new skill. The time to learn the specialized use of the skill is typically 8
hours. Learning the skill for limited use counts to the total additional skills you can learn, and you
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may have to forget one trained skill to make room.
Skill Training
• You gain proficiency with 3 skills or tools. You may use training to forget skills or tool
proficiencies learnt from this feat and learn new skills or feats. These proficiencies do not count
to the number of additional skills and tools set by your intelligence modifier. This feat can be
taken multiple times. Languages can be taken instead of skills.
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Super-charisma
• +2 bonus to charisma. You may take this feat up to multiple times and benefits stack. You cannot
increase your characteristic beyond 20 with this feat. You can take time to learn additional
languages up to your Charisma bonus in the same way additional skills, languages and tools can be
learnt with Intelligence (divide 12 weeks by your charisma modifier for learning time).
Super-intelligence
• +2 bonus to intelligence. You may take this feat up to multiple times and benefits stack.. You
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cannot increase your characteristic beyond 20 with this feat.


Super-Movement and Damage Avoidance Feats
Danger Sense/Reactions
• +1 bonus to dexterity. You cannot increase your characteristic beyond 20 with this feat.
• You gain advantage in Dexterity saves against offensive powers that you can see or detect with an
enhanced sense. You cannot use this ability if you are Blinded, Deafened or are unable to move.
• You gain advantage with acrobatics checks to escape grapples to prevent yourself being grappled
and flown/teleported off the ground.
• You have advantage on special dexterity saving throws to avoid being shoved/grappled and moved
off high surfaces or grappled and dropped to fall great distances.

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Daringly Unstoppable (Pre-req: Charisma 14+)
• When an opponent scores a critical hit or your opponent scores a critical miss, you can spend a hit
die to recover hit points as a free action. You add your Constitution bonus as well as you Charisma
bonus to hit points recovered when you use a hit die in this fashion.
Deflection (Pre-req: 18+ Dexterity or Danger Sense/Reactions)
• +1 bonus to AC and Dexterity saves.
• You may take use a readied action to deflect the next ranged missile attack against you or at a
target within reach, back at a target.
• You can deflect with a shield, weapon, unarmed combat if you have Super-speed or with an

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appropriate cantrip. You do not make a normal attack and the cantrip does not have normal effects.
Instead, you make a ranged attack roll using dexterity for characteristic modifiers to hit. The
modified attack roll must exceed the attack roll against you to deflect the attack. If you fail to
deflect the attack, the attack roll must still be compared to your AC to see if it hits. The modified

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attack roll is called a deflection roll.
• You have advantage or disadvantage on the deflection roll, if you would have advantage or
disadvantage targeting the attacker with a ranged attack at short range.
• If the attack is not deflected and hits, the target of the attacks takes damage, deflection has no
effect.
• While deflection is a ranged attack roll, it is not made at a disadvantage when you have opponents
within 5’.
• If you successfully deflect an attack, you knock it back at your opponent (or another target within
10’ of your opponent). You can also choose to catch the weapon if it is a thrown weapon.

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• If you knock it back, you make a new ranged attack action. You always use Dexterity to determine
to hit modifiers for the deflected attack. The range of the attack is the same as the original
attack but cannot be made at more than short range. You must make an attack roll and hit the AC of
your opponent.
• GM can also to choose to simplify gameplay and require less rolling by using the deflection attack
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roll on the new ranged attack.
• The attack inflicts the same damage as the original attack.
• The GM may decide that deflecting large objects is not appropriate unless you have super-strength
or some appropriate power. The GM may allow you to deflect cantrips that require a ranged attack
roll but not powers requiring a power slot that have an attack roll (unless the GM rules they are
relatively weak and do less damage than cantrips in general). In some campaign settings, the GM may
only allow modern weapons/firearms to be deflected by characters with specific superpowers (such
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as physical damage reduction, Super-speed, Luck, precognition, or force fields).


Dimensional Travel
• You can travel through dimensions. The Gamemaster may choose to disallow this power from his
campaign or limit its use to be consistent with the setting. The gamemaster sets the time it takes
to travel dimensionally (anywhere from one action to hours), where you can so it, where you return
(and whether distances traveled there have any relation to where you return) and who you can
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take with you. This power greatly complicates campaign planning as characters may react to
threats in unexpected fashion that the GM cannot prepare for. You can use quirks or
disadvantages to limit this to interaction with a pocket ‘storage dimension’ as a closet, prison or
otherwise.
Luck
• You have 3 luck points. When you make an attack roll, ability check or saving throw you may spend
1 luck point to roll 1d20 after the original roll but before the outcome is revealed. You may choose
which d20 to use. You can also spend 1 luck point when an attack roll is made against you. Roll d20
and choose whether the attacker’s roll uses their d20 roll or yours. If multiple creatures use luck,
the effects cancel out. Luck points are regained after a long rest.

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• You can choose this benefit up to 4 times gaining 2 luck points each time. If you take this feat
more than once, you may spend a luck point when a creature in your reach makes an attack on a
creature other than you. You roll d20 and choose whether the attacker’s roll uses their d20 roll or
yours. If you take this feat three or more times you can spend luck points to protect others when
a creature within sight makes an attack roll on a creature other than you.
• If you take this feat three or more times you may use up your power slots to gain luck points as an
action. Giving up a 1st or 2nd level power slot gives you 1 luck point. Giving up a 3rd or 4th level
power slot gives you 2 luck points. Giving up a 5th or 6th level power slot gives you 3 luck points.
Giving up a 7th level power slot gives you 5 luck points. Giving up an 8th level power slot gives you

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6 luck points. Giving up a 9th level power slot gives you 8 luck points.
Super-dexterity
• +2 bonus to Dexterity. You may take this feat up to multiple times and benefits stack. You cannot
increase your characteristic beyond 20 with this feat.

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Super-speed feat (Pre-requisite: Danger Sense/Reactions)
• You move at super-speed. You use your fastest movement speed for all your movement types. If
you have a flying or teleport speed, you apply your fastest movement speed to those modes of
travel as well. All modifiers to movement are applied before you determine which is your fastest
speed (flying, land, or swimming).
• If you have the Deflection feat, the Ultra-dexterity feat, or flying movement, you are adept
enough with your super-speed that you can run across water and run up walls without falling.
• Non-combat movement: You gain the ability to move very quickly in non-combat situations with all
your movement types. When you are travelling at non-combat speed you are more vulnerable until


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the beginning of your next turn. Attackers have advantage against you, saving throws are at a
disadvantage and you are more vulnerable to critical hits until the beginning of your next turn
(critical hits are scored on a 19 or 20).
When you first gain non-combat speed you have level 1 non-combat speed and travel as fast as a
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land vehicle in non-combat (approximately 60 miles per hour or 250 feet per move action). The
travel feat can be used to improve your non-combat speed to level 2 where you travel at 240 miles
per hour or 1000 feet per move action, to level 3 where you travel at 1250 miles per hour or 5,250
feet per move action, to level 4 where you travel at up to 9,000 miles per hour or 37,500 feet per
move action. At level 5 or higher you can travel anywhere on the planet in a move action, travel in
space at speeds appropriate for the setting and travel faster-than-light where that is consistent
with the setting.
Your non-combat speed applies to all your movement types for which you have movement.
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Gamemasters may limit the level of non-combat speed they want in their campaign. If you
teleport, you travel this distance in one move. The Gamemaster may allow you to take extra time
to teleport and then make a single large jump. Such large jumps may require concentration during
extra time in preparation for the jump and a successful ability check.
• You may use quirk and disadvantage rules, if your travel abilities are reduced from levels allowed
by this feat and the travel feat. For example, a Super-speed character with some flight could
have unreliable flight (achieved by spinning) that cannot be used for non-combat travel and
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requires a constitution check to use each round or a character’s non-combat speed might be
between the levels given for level 3 and level 4.
• You can choose for your unarmed attacks have the finesse and light properties. Your unarmed
attack damage increases to 1d4 damage.
• You may be able to use super-speed in combat in a superior fashion to unarmed attacks or to carry
out certain tasks faster than others. If your control of super-speed allows you to do so you
should take cantrips and known powers to accomplish these tasks. Super-speed characters with
high control of their powers are often from the Super-Soldier sub-class, from the Brick class or
from the Blaster class.
• The multi-power feat is used to increase your non-combat movement level.
• If you have Ultra-lifting and Super-speed, you can dig through soft earth (and harder materials if
the GM rules you have enough ultra-lifting) at 1/50th your land movement speed. This is very slow
unless you are using your non-combat speed (and exposing yourself to harm).

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Super-swinging (Pre-requisite: Acrobatics skill)
• You can use your Acrobatics skill to swing with special line and grappling equipment, web-generation
abilities, or the stretching super-power to swing from building to building. The GM can allow you to
use your Acrobatics skill to swing as a reaction to falling instead of falling with a skill check and
possibly save other creatures with a higher DC skill check. You can swing 60’ as a move action
automatically outside of combat or with a DC 10 skill check in combat situations. You can use a move
action and take a Dash action to swing 120’.
Travel feat
• You pick 2 benefits every time you select this feat. You can take this feat more than once to get
multiple benefits. Some benefit can only be selected once, some benefits can be selected multiple

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times. Benefits include:
o You gain a +1 bonus to Dexterity or Constitution. You cannot increase your Dexterity or
Constitution characteristic beyond 20 with this feat. This benefit can only be taken once.
o You can normally move 30’. Climbing and swimming cost you one extra foot unless you have a

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climbing or swimming speed. Taking this benefit adds 30’ to your land movement. This benefit can
be taken multiple times.
o You gain land movement of 25’ and add 20’ to the distance you can jump. You cannot jump more
than your movement. You reduce damage of falls of more than 20’ by 5 each time you have this
benefit.
o You gain a flying speed of 30’. Taking this benefit again adds 30’ to your flying movement. This
benefit can be taken multiple times.
o You gain a teleport speed of 15’. Taking this benefit again adds 30’ to your teleport movement. This
benefit can be taken multiple times.
o Teleporting blind is usually dangerous although teleportation in combination with sensory powers

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can produce longer range reliable teleportation. A failed teleportation returns the character to
their original location and inflicts damage on the character. Teleportation jamming may be available
to protect secure areas and would be prevalent in settings where teleportation is common. You can
transport up to your lift weight in objects or unresisting passengers with you. Passengers must be
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within reach.
 You may take the reach feat and use quirk and disadvantage rules to limit the reach feat for only
for teleporting with others.
 The gamemaster may create variations of offensive powers, that allow you to teleport unwilling
participants (with a saving throw to resist) to dangerous locations or into the air.
o Gateway: You must have the Teleport benefit to take this benefit. Your Teleport speed increases
by 25’. Instead of teleporting, you can create a gateway and transport other willing creations you
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could normally carry as an action.


o You gain a swim speed of 30’. Taking this benefit again adds 30’ to your swim movement. This
benefit can be taken multiple times. This ability does not include the ability to breathe underwater
or endure high pressures deep underwater.
o Non-combat movement: You gain the ability to move very quickly in non-combat situations with one
of your movement types. Non-combat movement rules are given in the super-speed feat. You make
take this benefit multiple times (although super-speed is a more efficient way to gain non-combat
movement with several modes of travel).
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o Faster non-combat movement: Your non-combat movement speed increases by one level. You gain
10’ movement for the movement types for which you can use your non-combat movement speed.
You may take this benefit multiple times. The GM should decide what level of non-combat
movement is permitted for his campaign. Fast non-combat movement takes a lot of the journeying
aspect out of campaign sessions and can speed characters from encounter to encounter. This may
not be suitable for some campaigns.
Ultra-dexterity (Pre-requisite: Super-speed)
• +2 bonus to Dexterity. You may take this feat up to 2 times and benefits stack. You cannot
increase your characteristic beyond 24 with this feat. The GM may modify the number of times
you can take this feat, allowing ultra-dexterity to characters without super-speed.
• You add 10’ to one of your movement types: land, swim or flying. You must already have the
movement type to increase it (e.g., you cannot increase flying or swimming if you do not have it).
Wall-crawling (Pre-requisite: Athletics skill)
• You gain a +1 bonus to Dexterity or Strength. You cannot increase either characteristic beyond 20
with this feat.
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• You can stick to walls or other surfaces without a skill check for climbing and in some cases for
balance. Especially difficult frictionless surfaces, oiled surfaces may still require a skill check.
When someone tries to shove you against your will, they do so at a disadvantage. You may take a
quirk or disadvantage on this ability if it only represents to resistance to shoving (although this
such a minor power limitation it might needed to be combined with other power limitations to
make it material enough to deserve a quirk).
Super-Senses Feats
Super-senses
• You pick 2 benefits every time you select this feat. You can take this feat more than once Some

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benefits can only be selected once. Benefits include:
o Keen Senses: You have advantage when making perception (Wisdom) skill checks or are proficient
in the skill if you are not. You limit this power to one sense, potentially gaining a quirk or a
disadvantage. You can take this benefit only once.

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o Heightened Instincts: You have advantage when making Insight (Wisdom) skill checks or are
proficient in the skill if you are not. Your heightened insights can come from superior empathy or
from your keen senses. You can take this benefit only once.
o Hunter: +2 bonus to wisdom checks where your senses are involved (e.g., perception, insight,
investigation, using survival to track). You can take this benefit only once.
o Telepathic Communication 100’: You can communicate with your allies telepathically up to 100’.
o Blindsight 60’: You can see without sight up to 60’. You should select a description for this power
e.g., psychic, sound-based, heat-based, smell-based or vibration based. Losing the associated
sense (hearing for sound or touch for vibration/heat) blinds this extra sense. Sonar is a sound

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based blindsight that is limited using quirk or disadvantage rules, to only work in water. You can
take this multiple times for different blindsight types. Sound or vibration based blindsight sees
invisible creatures and penetrates solids under certain circumstances but may be blocked by
other things. Low light vision is sight based blindsight with a quirk that it fails in total darkness.
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o Psionic sense 30’: You can detect the use of psionic abilities and creatures with psionic abilities
within 30’. You can take this benefit twice increasing its range to 60’ and making it into an ability
like Blindsight where you can use your sense as an alternative to sight, but only against living
creatures. If you take this benefit twice, you gain the Telepathic Communication benefit of this
feat as a bonus. The GM may allow you to develop other benefits for the Super-senses feat that
detect other specialized objects or creatures.
o Magic sense 30’: You can detect powers that have a magical power source in their background,
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creatures with magical powers, things created or transformed by such powers or things with
magic as part of their functioning. The range of this sense is 30’. The GM decides what is magical
and may allow you to gain other information relating to the magic from this feat. The GM may
allow you to develop other benefits for this feat that detect other specialized objects and
creatures (e.g., detect living creatures, detect plants and animals, detect magnetic fields and
ferrous metals, detect energy, extremely ‘good’ or ‘evil’ beings, strong emotions). You can take
this benefit twice increasing its range to 60’ and making it into an ability like Blindsight where you
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can use your sense as an alternative to sight, but only against the objects or creatures the ability
detects.
o Telescopic and extended senses: For your existing senses enhanced or new senses added by this
power you can use the power to do unusual things. You gain level 1 ultra-senses described in this
feat. You can take this benefit multiple times, increasing your ultra-senses by 1 level each time.
o Wisdom: +1 to wisdom, this cannot raise Wisdom above 20. You can take this benefit only once.
• Ultra-senses allow you to increase the range of existing senses or senses added by the super-
senses feat, use those senses in unusual ways or even see through solid objects. You may narrow
your use of ultra-senses with quirks and disadvantages (e.g., only applies to hearing, only to psionic
senses). Level 1 ultra-senses allow you to use senses with a range of 5 miles. This range applies to
blindsight, magic senses and psionic senses as well as normal senses. Level 2 ultra-senses have a
range of 100 miles, level 3 senses have a range of 500 miles, level 4 senses have range of 2,000
miles and level 5 ultra-senses have planetary range. Level 7 ultra-senses have interstellar and
interdimensional range (although the GM may impose a house rule to limit this).

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At level 3, ultra-senses and higher you can detect unusual wavelengths of light, microscopic objects,
hear radio waves or other expansive uses of your senses. At level 4 and higher you can use your
enhanced senses through solid objects unless specifically blocked or shielded against. The GM should
require that the character define several items that block his ability to see through solid objects e.g.,
lead, high density materials, force fields, psionic shielding or magnetic fields, radiation or sonic
jamming and decoys. The GM may choose to name blocking materials in addition to this.
The GM may choose to increase the ranges indicated at each level of ultra-senses for very loud noises
or large objects or reduce ranges when seeing through solid objects.
Using ultra-senses to search for things is not instant or always reliable. The GM should use skill checks

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at varying levels of DC based on the nature of the item sought and the time spent. A nuclear bomb
might be hard to fine but a specific voice or person in a crowded city would be very difficult.
Especially if high technology was incorporated into a disguise or voice-shifting device. The quality of
the information received depends on the visibility of the item searched for and its uniqueness. Finding
‘any criminal’ might be easier than a specific person, unless the criminal was actively visible in the given

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area for the time searched. Certain items may have unique scents, sounds or radiation emissions at the
GM’s discretion.
If the target is actively avoiding discovery and has resources, the exact location of the item is
unlikely. Criminals often learn to use decoys, tricks, or other methods to ensure privacy. GM’s can
assume that where famous heroes with ultra-senses and x-ray vision exist, an active black market in
countermeasures would exist.
Often instead of finding the target of a search, the character would receive a rumor, clue or spot an
anomaly that could be investigated further as part of the campaign e.g., “You couldn’t find the Yakuza
gang’s secret HQ, but you did spot an old garage with what looked like a lot of Yakuza activity”, “You

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couldn’t find him, but you overheard someone saying that he was hiding out in the wilderness north of
town”. GM’s may view ultra-senses of level 1 and up to be too powerful for the campaign (and prevent a
lot of mystery and drama) and ban the ability or insist it be limited by quirks or disadvantages.
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Super-wisdom
• +2 bonus to Wisdom. You may take this feat up to multiple times and benefits stack. You cannot
increase your characteristic beyond 20 with this feat.

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Shape-changing and Unusual Physiology Feats
Density Alteration (Pre-requisite: Super-strength)
• You gain this feat as a free feat if you have the Self-alteration feat and the Super-strength
feat. You can alter your density with this power if you have the Super-strength feat. You can
increase your weight up to your normal weight times your lift modifier.
• Characters may wish to build complicated density alteration powers by limiting the associated
strength feats. Quirk and disadvantage rules could limit the feats to only increasing the
character’s weight or lowering the character’s weight as free actions. This may still be useful in
combat. The character could jump in the air, then increase their weight and make a single smash

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attack with their Super-strength and Ultra-lifting feats. The character would only be able to use
their Strength feats for strength checks if increased mass would be helpful to the action being
attempted. Your flawed Super-strength can be used to break something by kicking downwards.
• If you are proficient in light, medium or heavy armor, you can transform your body to count as

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armor even if you are not wearing armor at the time. Medium or heavy armor still limits your
Dexterity modifier to AC. When unarmored you gain a +1 bonus to AC.
Growth
• You may take an action to change your size and mass but not your proportional strength. This
gives you increased reach and movement. You may take up more squares in combat. Size changes
from this feat do not change your lift multiplier. It is common to purchase Super-strength with
this power. You can use quirk and disadvantage rules to limit its use to times when you are using
your Growth power.
• The following sizes can be used:

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Normal size: ~4-8’ tall, takes up 5’ x 5’ in combat, reach of 5’; Large size: ~8-15’ tall, takes up 10’ x
10’ in combat, reach of 10’; Huge size: ~15-30’ tall, takes up 15’ x 15’ in combat, reach of 15’, + 10’
land movement; Gargantuan size: More than 30’ tall, takes up 20’ x 20’ in combat, reach of 20’, +
20’ land movement
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• The GM may approve larger sizes for this feat if you take it more than once.
• If you have this feat and the self-alteration power, you can stretch your limbs and legs instead of
changing your size. You gain the benefits of reach and land movement without needing to take up
the larger space in combat. You can take this feat and the self-alteration feat and limit the use
to stretching only using quirks and disadvantage rules.
• Shrinking and growth cannot be used at the same time. If you take the self-alteration power and
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take the growth or shrinking feats, you receive the shrinking or growth feats as a bonus feat.

Intangibility
• You gain a power that allows you to shift form or shift out of phase with reality in some fashion
that allows you to avoid attacks and obstacles. You make take this more than once, taking
different benefits or the same benefit more than once. You must have the Inhuman Physiology
feat to take the Gaseous Form benefit or Liquid Form benefits. You may use quirk and
disadvantage rules to limit the Inhuman Physiology feat to only work when you are in gaseous or
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liquid forms.
• Game masters may wish to restrict intangibility from the campaign, because intangible characters
are highly effective against opponents who can only inflict physical damage. They may require that
intangible characters use quirk and disadvantage rules to take power limitations that shut down
intangibility temporarily (e.g., 1d3 minutes) once the intangible character has been damaged.
• Characters with intangibility and Energy Absorption, Energy Protection and Energy Resistance
feats that protect the character against the energy types that easily affect their intangible
form can also be highly effective. The GM may impose a ‘house rule’ that characters take quirks
and disadvantages to limit their use of those feats while intangible (e.g., they only work 50% of
the time or not at all).
• Grappling characters are assumed to attempt to make the grapple painful enough that non-
intangible characters must escape before becoming intangible. Characters that are already
intangible cannot be grappled normally, although a grapple using a Telekinetic Hand and the
Matter Manipulation feat may work.
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• A restraining power may or may not work:
o Intangible form characters who fail a saving throw and are restrained, automatically escape
from physical restraints they can pass through. They are restrained normally by restraints
made of energy. The background description of a character’s power is used in determining if a
power is energy or physical. If the power creates material that persists after the power’s
duration, it is normally physical.
o Gaseous and liquid form characters are restrained by energy in the same way as intangible
characters. They may be restrained by air and waterproof physical restraints. If the
restraining character has made their restraints tighter with a DC 13 power use characteristic
check as a free action, they are air and waterproof.

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o Characters attempting to escape restraint who are not intangible when restrained have
advantage in checks and saves to escape if they would be able to pass through the restraint
when intangible without an ability check.
o The rules below give rules for harming intangible creatures, GM’s should allow creative uses of

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powers (with ability checks) to harm intangible creatures if they are plausible.
• You select one benefit. Benefits include Intangible, Gaseous and Liquid forms as well as Possession:
o Intangible form:
 You may take an action to become intangible. You can pass through solid objects unless
they have characteristics that would interfere with your intangibility (e.g., high
density, lead content, radioactivity, magical protections, electrical wires running
through them). The intangibility may be scientific or magical in nature. Unless you have
other abilities that protect you, you still need to breathe and can be poisoned by

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poisons absorbed through breathing or through the skin. While intangible, you have
immunity to physical damage and most energy damage. You must select a series of 3-6
(1d4+2, if the GM wants you to roll randomly) energy damage types that can still harm
you. You can also decide to be harmed by all magically generated attack, counting as 3
energy choices. Psychic, poison, necrotic, cold, thunder and lightning are common
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choices that harm intangible characters.
 Characters may use other energy damage types to harm intangible characters. They
must make an intelligence, wisdom or power using characteristic ability check as a free
action to calibrate the energy type to harm the intangible character. The character
must have a reasonable explanation for doing so. The background of the character with
intangibility may make it easier to do so e.g., a magical power could be used to harm
intangibility caused by magic, a corrosive power might be able to generate a poisonous
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or radioactive chemical to damage the intangible character, cold or fire could be used
to freeze or excite molecular motion interrupting intangibility, force or thunder
attacks could be used to generate energies or vibration of the right frequency to harm
an intangible character. The DC for the check should be 8 plus one tenth of the
target’s character levels (rounding down). Only one check per turn is made and it
applies to multiple energy attacks of the same type if the ability check is successful.
 You may take this benefit more than once, if you take this benefit twice, the DC for
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the ability check to calibrate energy to harm you increases to 11 plus one tenth of the
target’s character levels.
 While intangible you may not make physical attacks. Cantrips and known powers whose
background explanation require a physical attack cannot be used. Maintaining
intangibility is distracting, you make attack rolls at a disadvantage and creatures who
take saving throws to resist the effect of your powers do so at an advantage.
o Gaseous Form (Inhuman Physiology prerequisite):
 You may take an action to become gaseous. You can pass through small cracks but not
through air-tight objects. While in gaseous form, you are immune to physical damage.
and some energy damage. Psychic, cold, necrotic energies can harm you.
 Characters may use other energy types and bludgeoning damage area effects to
damage characters in gaseous form. They must make an intelligence, wisdom or power
using characteristic ability check as a free action to calibrate the energy type to harm
the intangible character.
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 The character must have a reasonable explanation for calibrating the power. The background of
the character with gaseous form may make it easier to do so e.g., a magical power could be used
to harm gaseous forms transformed with magic, a corrosive power might be able to generate a
chemical that reacts with the gas damaging the character in the gaseous form, fire or lightning
could be used to heat and burn the gas, thunder attacks could be used to generate vibration of
the right frequency to disperse the gas or area effects could be used to generate blasts
dispersing the gas. The DC for the check should be 8 plus one tenth of the target’s character
levels. Only one check per turn is made and it applies to multiple attacks of the same type if the
ability check is successful.

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 You may take this benefit more than once, if you take this benefit twice, the DC for the ability
check to calibrate damage to ignore damage resistance increases to 11 plus one tenth of the
target’s character levels. While in gaseous form you may not make physical attacks. Cantrips and
known powers whose background explanation require a physical attack cannot be used.
Maintaining a gaseous form is distracting, you make attack rolls at a disadvantage and creatures

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who take saving throws to resist the effect of your powers do so at an advantage.

o Liquid Form (Inhuman Physiology prerequisite):


 You may take an action to become a liquid. You can pass through small cracks but not through
air-tight objects. While in liquid form, you are resistant to physical damage and some energy
damage types. Psychic, cold, necrotic energies can harm you normally.
 Characters may use other energy types and physical damage area effects to ignore the damage
resistance given by a liquid form. They must make an intelligence, wisdom or power using
characteristic ability check as a free action to calibrate the energy type to harm the liquid

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form. The character must have a reasonable explanation for doing so. The background of the
character with liquid form may make it easier to do so e.g., a magical power could be used to
harm liquid forms transformed with magic, a corrosive power might be able to generate a
chemical that reacts with the liquid damaging the character in the liquid form, fire or lightning
could be used to heat and boil the liquids, thunder attacks could be used to generate vibration
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of the right frequency to vaporize the liquid and force or area effects could be used to
generate blasts dispersing the liquid. DC for the check should be 8 plus one tenth of the
target’s character levels. Only one check per turn is made and it applies to multiple attacks of
the same type if the ability check is successful. If you take this benefit two times, it increases
to 11 plus one tenth of the target’s character levels.
 While in liquid form you may make physical attacks. Maintaining a liquid form is distracting, you
make attack rolls at a disadvantage and creatures who take saving throws to resist the effect
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of your powers do so at an advantage.

o Possession:
 You must have some offensive ability that allows you to charm or control an opponent to select
this benefit. These are usually powers that allow you to control an opponent or render an
opponent unconscious or paralyzed if they fail a saving throw. When you have used this ability
successfully, you may enter a controlled creature’s body within reach as an action, making it
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harder to harm you without harming the controlled creature.


 You give instructions to the character you are possessing telepathically. You control of the
creature is limited to the original charming or control power. If the charm or control effect
ends, the possession ends, and you appear adjacent to the player. You may apply the quirks and
disadvantage rules to the power used to charm and control your opponent. For example, the
charm or control effect may expire faster than normal if you do not possess the charmed or
controlled creature. You may only be able to charm or control one character at a time.
 When possessing a character, you can take no actions and are carried along by the controlled
creature. You cannot be damaged normally. You take damage when the possessed character
takes damage and in equal amounts.

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 You must select 3-6 energy types that can harm you in a similar fashion to selecting the
energy types that would damage a creature with intangible form. These damage types
inflict 1.5 times normal damage on you and normal damage on the creature (unless the
creature has immunity or resistance). You may exit the controlled character as a move
action. You also exit the character if incapacitated.
 The gamemaster may allow ability checks as a free action (against a DC of 10 plus one
tenth the target’s character levels to reduce damage to the possessed character by one
half when damaging the controlled character and the possessing character. This can only
be attempted with energy damage and the character making the attempt must explain how
the attack is being calibrated to damage the possessing creature.

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 You may also apply quirk or disadvantage rules to this power so that a specific energy type
e.g., psychic energy or poison energy damages the possessor without damaging the
controlled creature.
Mimicry

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• As an action, you can alter your powers to match those of another creature. You do not gain
totally new powers or gain powers you do not have. This action may be taken at the same time as
when you use the Self-Alteration power to imitate another creature.
• In general, feats can be changed to select different benefits available under the feat. A
character may switch travel feat benefits to different modes of movement, immunities into
different immunities, physical damage reduction to energy damage reduction. You can change a
known power or a similar power for a variant of that power. You may take existing cantrips and
known powers and change range slightly, swop the area of effect for something with a different
shape but similar area, change damage types including the type of energy damage inflicted,
abilities that inflict disabling conditions can inflict different disabling conditions. The type of

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saving throw used to resist a power can change. Offensive powers requiring an attack roll can be
changed to have no roll but allow a save for half damage. Powers that allow you to save for half
damage might be altered to requires an attack roll but not allow a save.. The mimic should not
change the characteristic they use for using or casting powers. The number of targets should not
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be changed, a power that hits a single target should not become an area effect power.
• The GM may allow the use of mimicry to quickly learn a new skill (swopping out an old skill) or
language. Mimicry can represent a universal translation ability with the appropriate quirks and
disadvantages. GM’s may limit you to using 2/3 your proficiency bonus with mimicked skills.
• Aspects of the power from the background may apply when mimicking. Mimicking a technological
power might make your powers technologically sourced. Quirks and disadvantages may also apply.
Mimicking a power that damages the user, would lead to the mimic having the same vulnerability.
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• An ability check may be required to alter a power, gamemaster’s should set the DC level. Small
changes should be relatively easy (e.g., DC of 6 to change an attack power from electricity energy
damage to radiant energy damage). Dramatic uses of the mimic power may require higher skill
checks.
• Even with some alteration of powers, creating a character who can replicate everything from
super-speed to telekinesis would require that the character be created with a great variety of
feats and known powers. Known powers that enhance a character and confer abilities can form
part of a suite of abilities used to mimic targets.
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• This feat does not create the equipment associated with the target’s powers. Feats and class
abilities relating to weapons expertise could be altered to applied to different weapons.
• Normal characteristics cannot be altered, and the Bonus Strength, Super-strength, Super-
dexterity, Ultra-lifting, Ultra-dexterity, Super-constitution, Super-intelligence, Super-wisdom,
and Super-charisma feats are hard to alter. Characters cannot switch these to apply to another
characteristic. A character may have a number of these feats and have them in all forms or some
forms.
• A character may be allowed to use a different ability to imitate a specific power or class ability.
A class ability that resembles a known power the character can be mimicked by altering the known
power. For example, a healing power could be used to create a pool of hit points, that gradually
heals the mimic, allowing the mimic to copy the regeneration power. A mimic with Super-strength
could change the damage bonus to an energy damage bonus on its punch to imitate Blasting.
Telekinesis can be used to imitate ultra-lifting. Having the Combat Enhancement known power and
using mimicry to change the benefits it gives can be approved by the GM to give you a feat you
don’t have.
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• Mimicry is potentially a game unbalancing power. This power may be banned by the GM from the
campaign, or the GM may insist on the power having limitations based on the quirk and
disadvantage rules.
• Suggests quirks and disadvantages could include:
o Character can mimic only one target at a time and only targets within sight after taking 1d3
rounds to observe the target
o Character can mimic only targets you have touched in the last 24 hours and only 1-3 targets in
total
o Character can mimic only mutant opponents the character has paralyzed or petrified with

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other powers. Once you can mimic an opponent, you can alter your powers to match theirs even
if they are not around.
o None of your other powers can be used until you are mimicking, then those powers are altered
by the mimic power to match the target’s powers.

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• Characters with Mimicry can slow gameplay because gamemaster’s need to approve so many uses
of the power. This power can also be banned from campaigns for this reason.
• Characters with Mimicry may take super-strength and other abilities and limit them using quirk
and disadvantage rules so that they can only be used when mimicking. A carefully selected pool of
abilities (typically including a multi-power, the Alter Reality power, ultra-lifting an energy
emission) can allow a character to imitate a variety of effects.
Natural Weapon
• You have natural weapons. Natural weapons are not unarmed attacks and abilities that increase

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your unarmed damage do not alter natural weapon damage unless specifically stated. These can be
claws, tentacles, extra limbs, or any other natural offensive ability. Additional unarmed combat
damage from ultra-lifting applies to natural weapons. You gain one of the following benefits. You
may take this feat more than once and gain multiple benefits.
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o Claws and limbs: You gain natural melee
weapons that do 1d6 damage and are
light and finesse weapons. You can
choose for this weapon to do physical
damage or energy damage of a specific
type and are proficient in the weapon.
The natural weapons can be spikes,
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extra limbs, energy fields around your


hands or any other damaging short-
range effect,
o Close-Combat: You gain natural melee
weapons that do 1d6 damage and are
light weapons. You can choose for these
weapons to do physical damage or energy
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damage of a specific type and are


proficient in the weapon. You gain a +1
bonus to hit and +2 damage when using
this weapon against a grappled opponent
or an opponent who is grappling you. This
can represent a dermal weapon like
poison skin, an energy field, a tail, an
extra pair of limbs, or spikes over your
body (doing piercing damage). You may
choose to alter the damage type to be
temporary damage. Temporary damage
would follow the rules under the
Disabling Natural Weapon benefit of
this feat.

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o Disabling Natural Weapon: You gain a natural melee weapon that does 1d8 damage and has the
finesse property. You can choose for this weapon to do poison or electricity energy damage.
Damage done is temporary. If you inflict temporary damage and would reduce an enemy’ hit
points to below zero, they only receive enough temporary damage to reduce the target to 1 hit
point. Targets then receive a disabling condition. Disabling conditions include restraint, stunning
or paralysis. Temporary damage for powers inflicting restraint last until the unrestrained
character or allies take 10 minutes to remove the restraining energy or matter from the
character. Restrained targets may make a Strength check against the DC for saves against your
powers as an action to end restraint. Ending the condition does not automatically recover

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temporary damage from restraining. Removing temporary damage through healing or by removing
the restraining energy or matter also ends restraint. Temporary damage for stunning or
paralyzing powers lasts 1 hour. Targets that are stunned or paralyzed are stunned or paralyzed
until all temporary damage is removed by healing or the passage of time. Powers that remove

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paralysis can also remove temporary hit points from stunning or paralysis. Where poison energy
is used to inflict temporary damage, class abilities that cure poison or powers that remove
poison should also remove the temporary damage.
o Implants: You have weapons implanted in your body. The number of weapons implanted is up to 1
plus your constitution modifier. If the weapon is small, it is very well-hidden although metal
detectors and touch can detect the (harder than normal flesh) implant. These are normally
weapons made available to characters by the GM. This does not make you proficient in the
weapon.
o Ranged: You gain a natural melee weapon that does 1d6 damage with the finesse property. You
also gain a natural ranged or thrown weapon doing 1d8 damage with range equivalent to a long

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bow. This can represent propelled spikes or energy attacks. You can choose for this weapon to
do physical damage or energy damage of a specific type. You cannot run out of ammo with this
weapon. You may pick this benefit a second time increasing damage to 1d8 from 1d6 and 1d10
from 1d8.
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o Tentacles: You gain a natural melee weapon that does 1d4 damage and is a finesse, reach and
versatile (1d6) weapon. You can choose for this weapon to do physical damage or energy damage
of a specific type and are proficient in the weapon.
o Versatile: You gain a natural melee weapon that is 1d8 damage and has the versatile (1d10)
property. You can choose for this weapon to do physical damage or energy damage of a specific
type and are proficient in the weapon.
• Self-alteration or mimicry (possibly limited by a quirk or disadvantage to only natural weapons)
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can be used with this feat to give a character an array of natural weapons, only usable one at a
time.
Reach
• You may pick two of the following benefits
o You gain a +1 bonus to Dexterity or Constitution. You cannot increase either characteristic
beyond 20 with this feat.
o Your reach increases to 10’ when you select his benefit. You may select this benefit multiple
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times increasing your reach by 10’ each time. In some cases, this reach only applies to a specific
whip-like weapon, natural weapon, or limb. The character can take a quirk or disadvantage to
limit the use of the power.
Self-alteration
• As an action you can change your appearance and voice, you can determine the specifics of the
changes including coloration, hair length and sex. You can adjust your height and weight but not so
much that your size changes. You can make yourself another race, but your game statistics do not
change. You can generate fake clothing and equipment as part of the deception. The GM may give
you special clothing that compresses for concealment when replaced or you could be always
wearing clothing you have generated with self-alteration. If you imitate a creature with a
different biology like a zombie or robot, a scientific examination will normally reveal the disguise.
You cannot duplicate a creature you have not seen with any accuracy (although extensive video
recordings may be sufficient). You stay in this form until you take an action to change back or die.
You may take a quirk or disadvantage to your power if you cannot maintain the change when
incapacitated.
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• You may be able to imitate forms with natural weapons if you have that feat yourself. The GM
may allow you to use an ability check consistent with your background to alter your natural weapon
feat. If successful, you can change the benefit chosen from the feat or the damage type selected
to match the new form. The GM may allow you to use other abilities consistent with the form if
you have feats or known powers similar to what that form has. Again, ability checks can be used
to alter feats or known powers slightly to match a form you are imitating better. These
alterations should be minor changes only, bigger alterations require the Mimicry feat.
• You may decide in your background that some of your class abilities and known powers are an
advanced use of your Self-alteration powers. You may be able to manifest internal changes or
partial physiological changes in addition to changing your appearance and voice. For example, you

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could appear the same but have Super-strength and Super-dexterity from strengthened muscles
and reflexes or have psychic powers from altering your brain physiology. You might have poison
energy attacks and be able to use them in all forms by making your form a partial hybrid or by
changing to the other form temporarily for an instant and turning back in the middle of an attack

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as a free action.
• If you have Mimicry, Density Alteration, Growth or Shrinking feats you can manifest those in the
same action you use self-alteration. The combination of the three can allow you to change into a
wide variety of forms and imitate those form’s powers. Without Growth or Shrinking you cannot
change your size. A few common powers like Super-strength, enhanced animal senses and Natural
Weapons plus a swimming and flying movement can really expand a character’s shapechanging
options.
o Self-alteration and Mimicry work differently for different comic book characters, quirks
and disadvantages can be used to limit the power to match a shapechanging ability that


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matches a specific comic book setting:
A power might only allow the character to alter their facial appearance with
special prosthetics or plastics or have only a limited set of forms e.g., a character
could only change into dragon, dragon-man, lizard-man, and aquatic dragon forms.
A character might only be able to change into animals with their powers. The
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character could have an array of powers and be unable to use many of powers
unless those powers are part of the form he is imitating. A character could be
built with certain senses (keen senses, sonar), some movement abilities (flying,
swimming), strength, Growth, Shrinking, Super-agility, Natural Weapons, Mimicry,
and the ability to breath water and only use what is appropriate to the animal form
they are imitating. That combination of powers would cover nearly every animal.
 A character might be able to imitate only characters in sight and only one at a
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time, using mimicry to alter some of the character’s known powers and feats to
match those of the imitated character as best as possible.
• Game masters may find Self-alteration and mimicry to be too complicated for most campaigns and
may bar Self-alteration as a character choice.
Shrinking
• You may take an action to shrink yourself to small, tiny, or smaller than tiny size. When smaller
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than tiny size you are insect sized. You control your mass and can reduce it or remain at normal
weight. Comic-book shrinking super-powers are only loosely realistic. This power follows that level
of realism. Characters can alter their mass without actions so they can ride very small creatures
but still seem to recover their mass for brief instants to avoid damage when attacking and to
physically damage or even shove others with Super-strength.
• When shrunk, attackers have disadvantage on their attack rolls against you. If you make an
attack, with an attack roll you roll an additional 1d6. The attack is wasted whether it hits or not
on a roll of 4-6 indicating you or your thrown weapon did not have full mass or size when the
attack lands. Being shrunk does not protect against area effect attacks or powers that require
you to make saves to avoid damage.
• Shrinking does not affect your movement, as you retain strength out of proportion to your new
size. You reach drops to 0’ when smaller than tiny size. You must move into your opponent’s square
to attack them. When tiny or smaller, you opponents can move into your square without penalty or
extra movement, and you move into or through their square without penalty. You can occupy the
same square as your opponent.

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• You may take this feat more than once to reduce the chance of your attacks missing while shrunk. If
you take this feat twice, your attacks miss only on a roll of 6. If you take this feat 3 times, you do
not have to roll a d6.
• If you can shrink but do not gain the ability to recover your mass when attacking or are attacked,
you can use the quirk and disadvantage rule to limit your move while shrunk, limit your damage when
attacking, and to take extra damage from physical attacks.
• The gamemaster may create variations of offensive powers that use power slots, that allowing you to
shrink unwilling participants (with a saving throw to resist) in a shrunk form without the ability to
damage others and with vulnerability to damage. These are usually variants of Petrification inducing

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powers. You can also create offensive powers (inflicting area effect damage) where previously shrunk
items are returned to normal size and thrown.
• If you have the dimensional travel feat, you can shrink smaller than insect sized. If you can shrink
smaller than insect sized, you can become dust-mite sized, virus sized or move to the size of a clump

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of atom.
• When smaller than insect sized, your interaction with the normal physical world is nearly zero and
you have limited or no visibility of things you would see at full size. You are too small to retain enough
mass to affect the normal sized world. For comic book settings, being that small is a lot like being in
another dimension, one with its own threats and challenges. Partial interaction with the full-sized
world is possible. Game masters may have a team enter an enemy fortress while dust-mite sized,
fight off some nano-bot cleaners or dodge some filtration machinery before returning to normal size
in the power room to sabotage the fortress before fighting in full size. Game masters may wish to
disallow dimensional travel and smaller than insect sized shrinking from their campaigns simply
because it complicates managing campaigns so badly. You may take the Dimensional Travel feat and


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limit its use under quirks and disadvantage rules to only apply to shrinking to smaller than insect
sized.
When shrunk, you have advantage when hiding unless the person you are hiding from has senses that
would make it easier to detect small creatures (e.g., level 3 ultra-senses).
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• Restraining powers are assumed to hold you tightly enough that you must escape before shrinking.
Shrinking you way out of a grapple will give you advantage on the escape attempt.
• Shrinking and Growth cannot be used at the same time. If you take the Self-alteration power and
take the Growth or Shrinking feats, you receive the Shrinking or Growth feats as a bonus feat.
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Energy and Matter Manipulation Feats


Alter Power (Pre-requisite: 22nd level or higher character under optional 20+ level rules)
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• A character with this feat gains a 7th level known power and a 7th level power slot. If they do not
have a casting characteristic, they must select one. The Alter Reality power is normally selected for
this power slot (for the flexibility) and can represent a carefully anticipated technological device or
a back-up plan of some kind if the character with this power is a highly intelligent mastermind of
some kind.
• The power slot is recovered on a long rest.
• At 27th level, this feat can be taken a second time for a second 7th level known power and 7th level
power slot. Quirk and disadvantage rules can limit this second selection of the feat to only grant
another power slot but not a known power.
• This 7th level slot may be used in place of a 4th or 5th level to initiate heroic stunt for brick and
super-soldier characters who can do so.
Energy Control Power
• You gain three known powers or cantrips. If you have not selected a casting characteristic. you must
select one. You can select this feat more than once to learn three more known powers or cantrips.

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• If you have CHA of 16 or WIS 18, you learn one extra known power or cantrip each time you take
this feat. If you have CHA of 18 or WIS 20, you learn two extra known powers or cantrips. If you
have CHA of 20 you learn 3 extra known powers or cantrips (for 6 per feat).
Energy Weapon
• You can form a melee energy weapon out of thin air. Characters may apply physical damage
reduction or fire energy reduction to the attack, whichever is higher.
• It ignores 6 points of damage reduction from modern vehicular armor. The attack has +2 to hit
ancient and modern armor. The gamemaster may increase this to +4 to hit medium and heavy ancient
armor if the setting is one where ancient armor is ineffective and may decide that magical ancient

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armor is equivalent to modern or hi-tech armor for resisting penetrating attacks. GM’s may allow
characters to create alternative weapons that use a different energy type than fire energy.
• The weapon does 1d8 damage and has the finesse property or the versatile (1d10) property,
depending on the grip used to hold it.

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• You may take this feat a second time, the weapon gains the light property as well as a +1 bonus to
hit. This enables you to fight with two copies of the weapon or a single double-sided weapon. You
may take this third time to make this weapon into a whip-like hi-tech weapon, in which case it gains a
+1 bonus to hit and damage and the reach property
• You may take a quirk or disadvantage so that this ability represents training to use a specific, hard
to use, hi-tech weapon. Attempts to use the weapon without these feats are made at disadvantage
to the attack roll and additional penalties to hit.
• If you have the penetrating feat for this weapon, you may make a single attack as an action with the
-3 penalty to hit and the benefits of the penetrating feat. You do an additional 1d6 damage. You
cannot make extra attacks if you use this option to gain extra damage. Extra damage increases to

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2d6 at 5th level and 3d6 at 15th level. You do not gain extra damage if the attack is made with a
bonus action. This allows the energy weapons to act as an effective anti-vehicular weapons.
Invisibility
You can become invisible to sight as an action. When invisible you are treated as heavily obscured
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for hiding. Your enemies who cannot detect you with another sense are at a disadvantage when
attacking you and you have advantage on attack rolls. You reappear after attacking or using a power.
You make take this feat more than once. If you take it twice you reappear only 50% of the time. If
you take it three times you only reappear 10% of the time. If you take it four times you do not
reappear when attacking or using a power.
Matter Manipulation
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• You gain the Telekinetic Hand cantrip. If you already know Telekinetic Hand you may take additional
known power or cantrip instead (one known power in pace of each cantrip). You also gain level 1 ultra-
manipulation when you take this feat. Each time you take this feat you gain 1 more level of ultra-
manipulation
• You gain the following benefits:
o This ability increases the amount you can move with your Telekinetic Hand. You should select a
power using characteristic for your new cantrips if you do not have one from class or sub-class
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abilities. Your Telekinetic Hand power has a duration of 24 hours. Your range with Telekinetic
Hand increases to 100’ per level of ultra-manipulation. Telekinetic hands can move anywhere in
range if unburdened but move at your movement rate when burdened and must stay in range.
o You can maintain multiple telekinetic hands. The number of telekinetic hands equals 1 plus your
power using characteristic modifier. When carrying objects. Level 1 ultra-manipulation allows
you to use Telekinetic Hand to lift the same amount as a character with a lift multiplier of 2x
and strength equal to your power using characteristic. The total amount lifted across all your
telekinetic hands cannot exceed this limit. A character with a power-using characteristic of 14
would lift 840lbs (30 x 14 x2). Each additional level of ultra-manipulation increases your lift
multiplier by x8. Lift multipliers are multiplied against each other when increased e.g., level 2
ultra-manipulation has a x16 lift multiplier.

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o Telekinetic Hands can be used to bend and break objects, where a Strength check would be required.
You use your power using characteristic instead of strength and add +2 per level of ultra-
manipulation.
o You may throw objects with your telekinetic hand. A pair of hands can throw as if it was a character
with super-strength and ultra-lifting using the rules given in those feats. You use your lifting ability
from Telekinetic Hand to calculate distance.
o You can throw one object per attack and throw multiple objects if you have extra attacks. Your
thrown objects have a short range of 30’ and 30’ per level of ultra-lifting and a long range equal to
the range of your Telekinetic Hand cantrip e.g. (60’ plus 100’ per level of ultra-manipulation). Thrown

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object attacks inflict 1d8 blunt physical damage (edged objects may inflict slashing damage). This
increases to 1d10 if you have level 2 ultra-manipulation, 1d12 if you have level 3 ultra-manipulation
and 2d6 if you have level 4 ultra-manipulation. Thrown attacks use your power using characteristic
modifier for the damage roll and your dexterity characteristic modifier for the attack roll. You still

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need dexterity to aim.
• When throwing your attacks ignore one point of physical damage reduction per level of ultra-
manipulation.
o The character may take an attack action to make an unusually violent thrown attack. Only one attack
can be made, and the attack cannot be made with bonus actions. The attack has a -8 penalty to hit
unless the character has the extra attack ability in which case a no penalty applies. The attack
inflicts double the base damage (roll dice twice and add) and doubles any characteristic modifier
bonus to damage.
o Like characters with the Ultra-lifting feat, Telekinetic Hands can throw large objects inaccurately.

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Use the rules given for Super-Strength and Ultra-lifting to determine the size of the object and the
distance it can be thrown. This is usually not more damage than an unusually violent thrown attack
and all damage is prevented by a Dexterity save.
o When seeing if Telekinetic Hands can shove or grapple a target. Your lift multiplier from ultra-
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manipulation levels must exceed the creature’s lift multiplier from size and any relevant feats e.g.,
super-strength and ultra-lifting. If the target character for the grapple also has Matter
Manipulation, they may use their lift multiplier for their Telekinetic Hands instead of their lift
multiplier from size and feats to avoid being grappled or shoved.
o You can use Telekinetic Hands to shove a target. The distance traveled is 5’ per level of ultra-
manipulation. You take an action to shove the target and the Telekinetic Hands cantrip is not
expended. The target must make a Strength or Dexterity saving throw against your DC when casting
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powers or be pushed back.


o You can use a pair of Telekinetic Hands to grapple a target as an action. This consumes the entire
action, and you can’t make extra attacks. The target must make a Strength or Dexterity saving
throw against your DC for powers or are grappled. Neither your telekinetic hands, the grappler nor
the grappled creature can move. If you are move out of range, the telekinetic hands disappear.
o If the target is paralyzed or knocked unconscious, your telekinetic hands can move the grappled
creature. You cannot use Telekinetic Hands to lift and throw resisting targets
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o You still can attack the grappled creature with thrown attacks. The grappled creature can make
ranged attacks normally. Telekinetic Hands are not considered to be an adjacent creature and do not
cause disadvantage on attack rolls.
o This feat is often altered by the quirk and disadvantage rules so it can only move specific items (e.g.,
metal, plants, earth, created temporary materials like solid light or water). The effect resembles
telekinesis for game purposes. In comic book settings, characters achieve the same effects as
telekinesis indirectly. As examples: hands of solid light can lift and throw, plant tentacles can
grapple or push, and metal could be used to grip and carry. The character would only be unable to use
the feat when the character is completely deprived of the substance.
o The GM may allow you to learn the Weapon/Shield Focus., Weapon Expert, Weapon Master and
Weapons Paragon feats and include your thrown attacks with Matter Manipulation as a weapon
choice.

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Multipower
• The Multipower feat gives character a multipower level each time you take it. Multipower
levels can be applied to a variety of powers. Each level can only be applied to one use.
Characters can change the use of their multipower levels at the beginning of their turn as
a free action. Characters with multipower levels can have a broad variety of sensory,
defensive, movement, super-strength, and matter manipulation powers that they focus on
and use at higher levels one at a time. For example, a character could take this feat three
times giving the character 3 multipower levels. He may apply one of those levels to non-
combat speed and two to senses, increasing his non-combat speed by 2 levels and the
character’s ultrasenses by 4 levels. At the beginning of his next turn the character could

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apply those levels to gain a second Bullet proofing feat and natural defenses. The
characters non-combat speed and super-senses would return to the character’s normal
levels.
• Characters may apply multipower levels to movement types for which you have non-combat

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movement. Non-combat movement speed increases by 2 levels, for each multipower level
applies to non-combat movement. You can apply multipower levels to movement types for
which you have non-combat movement. Each multipower level adds 30’ movement to one of
those movement types.
• Characters may apply multipower levels to
ultra-senses if you have them. Your level
of ultra-senses increases by 2 levels, for
each multipower level you apply to your
senses.
o
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If you have ultra-senses, you may also
apply multipower levels to increase the
range of the Power Bolt or the Power
Strike cantrips and fire them at targets
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you can see with your ultra-senses.
o You have disadvantage on attack rolls and
your opponents have advantage on saving
throws.
o Psychic energy damage attacks and
abilities with magic sources may be used
even if solid objects are blocking line of
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sight if your ultra-senses allow you to


see the target.
o The gamemaster may allow targeted
characters to use energy powers,
cantrips or appropriate skills to block
ultra-senses or the attacks once
characters are aware they are being
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attacked long distance. Ability checks,


skill checks, stealth or moving to a more
sheltered location may be allowed by the
gamemaster to avoid further attacks.
o To extend your Power Bolt or Power Strike range to match ultra senses requires 1 multi-
power level per 2 levels of ultra-senses. Characters can partially extend ranges e.g.,a
character could have level 5 ultra-senses and extend a Power Strike’s range to only match
level 3 ultra-senses.

Designer’s Note: While not commonly used, rules for beyond line of sight offensive powers were added
because we wanted to cater for anything we’d see in popular entertainment superhero movies, long
distance psionic attacks seemed to be common. They almost always get blocked by a plot device of some
kind and are rarely effective when used on the main protagonist. These rules reflect that level of
cinematic realism.

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• If you have the Shrinking feat, you can apply one multipower level to give yourself the growth
feat.
• If you have the Growth feat, you can apply one multipower level to give yourself the shrinking
feat.
• If you have the Hardened Protection feat or the Bulletproofing feat, you can apply one
multipower level to give yourself the Bulletproofing feat (or take it a second time if you have it).
You can also apply 2 levels of the multipower feat to give yourself the Energy Protection feat.
• If you have the Natural Defenses or Invisibility feat, you can apply 2 multipower levels to give
yourself the Natural Defenses or Invisibility feat one more time. You can do this multiple times.

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• If you have the Ultra-lifting feat, you can apply multipower levels to give yourself the Ultra-
lifting feat additional times. If you have 3 or more levels of the Super-strength feat and do not
have the Ultra-lifting feat, you can apply 2 multipower levels to give yourself the Ultra-lifting
feat

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• If you have the Alter Environment cantrip, you may apply multipower levels to increase your area
of effect and range. Areas of effect are cubes with 1’, 5’, 10’, 15’, 20’, 30’, 45’, 60’, 75’ and 90’
areas of effect. Each multipower level increases the area of effect by one size. E.g., 2
multipower levels could be added to make a 5’ cube area of effect into a 15’ cube. Areas of effect
cannot be increased beyond 90’. Your range increases by 60’ with each multipower level applied.
The GM may allow characters to scale other effects with this power or apply multipower levels to
enhance other primarily non-combat cantrips like the illusion cantrip.
• If you have the Damaging Blast cantrip, you may apply multipower levels to increasing your area of
effect. Applying 1 multipower level increases the area of effect to 2 adjacent 5’ cubes. Applying


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two levels increases the area of effect to a 10’ cube. Applying 3 levels increases the area to a 15’
cube. Applying 5 levels increases the area to a 20’ cube.
If you have the Illusion cantrip, you may apply multipower levels to increasing your area of effect.
Applying 1 multipower level increases the area of effect to 2 adjacent 5’ cubes. Applying 2 levels
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increases the area of effect to a 10’ cube. Applying 3 levels increases the area to a 15’ cube.
Applying 5 levels increases the area to a 20’ cube.

• If you have the Matter Manipulation


feat, you may apply multipower levels
to increase the amount you can lift
or throw. Each multipower level you
apply increases your ultra-
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manipulation levels by 1.
• The multipower feat can be used on
a variety of powers, players may
wish to limit some options available
from this feat with quirk and
disadvantage rules if they are
inappropriate for the player.
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• Multi-power levels can be applied to


improve saves you are not proficient
in. Each multi-power level devoted to
this adds +1 to your non-proficient
saves. Saves cannot be increased to
more than half the character’s
proficiency bonus.

Designer’s note: When we set out to build a flexible system, we had several tests. One was if the system
could build a uber-human character with flight, strength, heat vision and invulnerability and the other was
if it could build a great detective-genius and polymath athlete at the peak of human ability. The Multi-
power feat reduces the total feat cost of building the first and the All-Rounder’s Energy feat reduces
the total feat cost of the second.

81
Appendix: List of Powers
Guidelines for Powers
A single power list is given for all characters. For the Soldier and Brick classes, healing powers above
2nd level are normally unavailable unless they are learnt through feats. Blasters must be from a
specific sub-class to have access to healing powers above 2nd level.
Variants are given for many of the powers on the list. Variant descriptions are given under each power
and only describe aspects of the power that are changed for the variant from the base power. The
variant is the same as the base power where changes are not mentioned.

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Powers given in this list are generic and can handle the wide variety of powers in a comic book setting.
Many of these powers can be cast at higher levels. You can take multiple times for different saving
throw choices, damage type choices and for different effects in some cases. You can also take multiple
variants of a power. Where the character has the choice of saving throw. Saving throws should be

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consistent with the effect or the damage type. Strength checks are normally only required for
restraining powers. Wisdom, Intelligence and Charisma saves are usually associated with magical or
psionic effects. A power requiring a Wisdom, Intelligence or Charisma save to prevent a condition is
often a mind-affecting effect.
Additional power variants can be created from the powers in this list.
• Non-combat and enhancement powers: Powers that have a non-combat effect are hard to modify for
variants. A small change can have an unexpected effect on the power. Small changes where a non-
combat effect is changed for another similar effect are reasonable. A power that gives characters
the Super-strength feat could be used to give characters the Super-dexterity feat instead. If

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benefits would not stack from using a power twice, they should not stack from using multiple
variants of the same power.
• Attack powers: Single target offensive powers can be built by comparison to existing single target
powers of the same level. Area effect powers can be built by comparison to existing single target
powers of the same level. Simple modifications include:
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o Changing damage types: Damage types can be changed relatively easily. Powers can inflict a mix
of 2 damage types or temporary damage without changing the total damage of the power and
its overall effectiveness.
o Changing area effects: Variants can have different area effects from the original power. Areas
of different shapes have different utility and one shape with a large area or volume may be
less useful than smaller area or volume. As guidelines:
 A 5’ radius sphere is equivalent to a 5’ by 30’ path originating from the user, a 15’ cone
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originating from the user


 A 20’ radius sphere is equivalent to a 30’ side cube, to a 15’radius by 30’ high cylinder, and a
5’ by 100’ path originating from the user
 A 30’ radius sphere is equivalent to a 50’ side cube, to a 20’radius by 40’ high cylinder, a 10’
by 100’ path originating from the user, and a 60’ cone originating from the user.
o Duration, range, area and level: Increasing
the level of the power while leaving other
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effects the same can improve range, area


effected and the duration of the power.
o Changing conditions inflicted: Conditions may
be replaced with conditions that are
similarly disabling or less disabling. Stunning
could be replaced with blindness or fear,
petrification could be replaced with
involuntary banishment to another dimension
or a target being involuntarily teleported.
Disintegration could be replaced with
petrification.

82
Cantrips
Aid
Cantrip, Casting Time: 1 Action, Range: Touch, Duration: 1 Round
You protect a willing creature giving it a shield or additional vigor. If the target has more than 1 hit
point, it gains temporary hit points equal to 1d4 + your power using ability modifier. The temporary hit
points are lost if the power is cancelled or the at the end of the duration.
Variants of this power:
Energizing: Duration increases to concentration, up to 1 minute. Once before the power ends the target
can roll a d4 and add the result to a saving throw of its choice. It can roll the die before or after the
saving throw roll. The power ends when the roll is expended.

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Protective: Duration increases to concentration, up to 1 minute. Once before the power ends the
target can roll a d4 and add the result to an ability check of its choice. It can roll the die before or
after the ability check roll. The power ends when the roll is expended.
Alter Environment

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Cantrip, Casting Time: 1 Action, Range: 60’, Duration: Instantaneous or 1 hour
You can use metahuman powers to alter the environment. When you gain this cantrip you must define an
area of environmental, energy or elemental control that you can use this power for. Examples of areas
for this cantrip include dimensional control, magnetic control, electrical control, molecular control,
matter creation and transformation, temperature control, light control, shadow control, fire control,
radiation control, weather control, plant control, earth control or super-speed tricks.
GM’s may allow characters who have multiple abilities in their background to select more than one area
for this power on character creation. As your character gains levels and acquires other abilities, the
character may expand the definition of their control powers or acquire multiple control powers. An

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earth controller could learn to manipulate the weather or plants. A character with a hi-tech battle suit
or magical powers could add new features to their suit or learn new spells. A character who previously
used magical lightning and light might start manipulating magical fire or sound.
You can create a variety of effects with this control power. When using the power, the character and
the GM must agree that the control power could be used to cause the effect in some logical fashion.
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For comic book settings, the gamemaster should allow the same effect to be caused by a variety of
control powers and by a variety of means. The realism of the explanation should be suitable for the
comic book setting. For example, light could be created at night by light control, by using small fires or
electricity to throw of lights, by using magnetism to manipulate electricity to create light, by turning
small amounts of earth into lava, by shadow controllers ‘concentrating shadows’ in one spot to create
light elsewhere, by creating/growing light emitting algae spores, by using super-speed to generate
light-emitting static electricity or by creating interesting atomic/dimensional anomalies/weather
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anomalies that produce light.


This power can be used with multipower levels from the Multipower feat to increase range and areas of
effect.
The following effects are available:
• You can create small, temporary effects like smells, lights, images, puffs of wind, sounds or smells
that last up to an hour.
• You can discover small facts like your latitude and longitude, the weather for the next 24 hours,
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the direction of north, the time elapsed if you were unconscious, the type of plant in your hand
• Send/receive messages in a form appropriate to the control type. The messages may be subtle if
the control power used is associated with sound or psionics.
• Electricity or magnetic powers can send messages to radios or connect to the internet. GM
determines range for the message method.
• You can create small, non-temporary effects like closing a door, repairing an object smaller than 1
cubic foot, purifying a 5’ cube of water or growing plants.
• Heat or chill a 5’ cube but not cause a change that could do damage.
• Complete small, easy, tasks at super-speed in non-combat situations instantaneously in a 5’ cube
(folding a pile of laundry, searching a shelf of books).
• Magnetize metal, reshape common materials, or remove rust in a 5’ cube.
• Create non-valuable items that fit in a 5’ cube.
• If you have this cantrip and the Damaging Environmental Effect cantrip, you can burn or melt down
an object that fits in a 1’ cube if the object is not especially resistant to the type of damage you
have selected for the Damaging Environmental Effect cantrip.

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• You can cause visual effects with fire or earth, expand fires by 5’ in any direction, extinguish a
fire smaller than a 5’ cube.
• Move a 5’ cube of common matter like earth or water. The matter could be moved 10’ at a speed
that could not cause damage.
• You can create light in a 40’ cube within 120’ that can move with you for up to 1 hour.
• Causing a 5’ cube to become difficult terrain for 1 hour.
• Create slight obscuration in a 10’ cube (enough to cause a -1 penalty to hit for attacks made on and
by targets in an area) for up to 1 hour.
• Cause unusual effects with the laws of physics, including feelings of cold, heat, disorientation in a

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10’ cube. These effects can impose a -1 penalty on concentration checks for up to 1 hour.
• Any other effects the GM approves that has limited effects in combat.
Damaging Environmental Effect
Cantrip, Casting Time: 1 Action, Range: 60’, Duration: 1 minute

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You fill a 5-foot cube with energy. Any creature in the cube when you use the power must succeed on a
Dexterity saving throw or take 1d8 energy damage of a type you select when you gain this power. A
creature must also make the saving throw when it moves into the cube for the first time on a turn or ends
its turn there. The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
17th level (4d8). You can end this effect before the duration is up in your turn as a free action.
Damaging Blast
Cantrip, Casting Time: 1 Action, Range: 90’, Duration: Instantaneous
You damage creatures in a 5’ cube. Any creature in the cube when you use the power must succeed on a
saving throw or take 1d8 damage. You select the saving throw and the damage type when you first gain

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this power. The attack is usually made by creating and propelling energy or amplifying ambient energy and
directing it. You can select physical damage types (slashing, piercing, bludgeoning) when you gain this
ability. The power would create and propel matter or propel nearby matter to harm the creature. The
spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). This
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power can be used with multipower levels from the Multipower feat to increase range and areas of
effect.
Illusion
Cantrip, Casting Time: 1 Action, Range:30’, Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends
if you dismiss it as an action or cast this power again. The GM may allow you to create illusions that
affect other senses if you have sensory powers that grant you similar senses. You can imitate voices and
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make multiple sounds in the area combining them like an orchestra. Any image you create must fit within a
5’ cube. An intelligence (Investigation) check against your power save DC allows creatures to spot the
illusion. If the illusion is magical or psionic in nature it becomes faint once identified. This power can be
used with multipower levels from the Multipower feat to increase the area of effect.

Power Bolt
Cantrip, Casting Time: 1 Action, Range: 120’, Duration: Instantaneous
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You damage a single creature by throwing an energy bolt or shaped matter at a target. You must make a
ranged power attack to hit the target (ranged attack using your power-using characteristic modifier
instead of Dexterity for the to hit bonus). You may select physical damage (slashing, piercing,
bludgeoning) or energy damage when you gain this power. Damage is 1d10 and increases by 1d10 at 5th,
11th and 17th level.

84
Variants of this power:
• Mimic Attack: This creature must have the mimic feat to use this cantrip. The bolt takes on
aspects of a form that the character is mimicking. The damage type of the attack may be any
damage type (physical or energy) that a creature that the character can mimic uses. The character
may choose to make this attack into a touch range power with a melee power attack instead of a
ranged power attack. Damage is 1d10 and increases by 1d10 at 5th, 11th and 17th level.
• Natural Attack: Range is touch. You make a melee power attack (melee attack using your power-
using characteristic modifier instead of Strength for the to hit bonus) to hit the target instead of
a ranged power attack. You may select physical damage (slashing, piercing, bludgeoning) or energy

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damage. Damage is 1d10 and increases by 1d10 at 5th, 11th and 17th level. The attack is usually a
natural weapon, enhanced unarmed attack or touch-range energy blast.
• Restraining: Range is 60’. Damage inflicted by this attack is temporary and lasts until the target or
the target’s allies take 10 minutes to remove restraining matter or energy from the target. If

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damage taken from this cantrip would reduce the target to 0 hit points or less, the target is
restrained by energy or matter from this cantrip and takes only temporary damage sufficient to
reduce the character to 1 hit point. Restrained targets may make a STR check against the DC for
saves against your powers as an action to remove the restrained condition. This does not remove
temporary hit point damage.
• Seeking: Range is 60’. Damage is 1d8. You may ignore cover modifiers for the attack roll. You gain
one additional bolt inflicting 1d8 damage at 5th, 11th and 17th level. You may direct the bolts at
different targets or the same target. Damage reduction applies to each separate bolt if they are
directed at the same target.
Power Strike
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Cantrip, Casting Time: 1 Action, Range: 90’,
Duration: Instantaneous
You damage 1 creature. The creature must
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succeed on a saving throw or take 1d8 damage.
You select the saving throw and the damage
type when you first gain this power. Damage can
be physical damage (slashing, piercing,
bludgeoning) or energy damage. The power’s
damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level
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(4d8).
Variants of this power:
• Enfeebling: Range is 30’. Damage is 1d8
and increases by 1d8 at 5th, 11th and
17th level. If the creature fails its save,
it cannot regain hit points until the
beginning of your next turn.
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• Explosive: The attack has a range of self


and each creature other than you within
5’ is affected. If they fail their save,
they take 1d6 damage. Damage increases
by 1d6 at 5th, 11th and 17th level.
• Paralyzing: The attack has a 60’ range. Damage is 1d8 and increases by 1d8 at 5th, 11th and 17th
level. Damage inflicted by this attack is temporary and lasts for 1 hour. If damage taken from this
cantrip would reduce the target to 0 hit points or less, the target takes enough temporary damage
to reduce the target to 1 hit point. The target is then paralyzed until all temporary damage is
removed by healing or the passage of time. Powers that remove paralysis can also remove
temporary hit points from or paralysis. If the temporary damage is from poison damage, effects
that cure poison would also remove temporary hit points.

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• Pull: The attack has a 30’ range and requires a DEX save. Damage is 1d6 and can be bludgeoning,
slashing, or piercing physical damage or force energy damage. The creature is pulled 10’ closer if
it is smaller than Large sized or could be grappled by the character’s telekinetic power or matter
manipulation used to make this attack in the character’s background description of this power.
Damage increases by 1d6 at 5th, 11th and 17th level.
• Push: The attack has a 30’ range. Damage is 1d6 and increases by 1d6 at 5th, 11th and 17th level.
The creature is pushed 10’ back.
• Restraining: The attack has a 30’ range and traps one enemy with restraining energy or matter.
Damage is 1d8 and increases by 1d8 at 5th, 11th and 17th level. Damage inflicted by this attack is

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temporary and lasts until the unrestrained target or the target’s allies remove restraining matter
or energy from the target. This normally takes 10 minutes. If damage taken from this cantrip
would reduce the target to 0 hit points or less, the target takes enough temporary damage to
reduce the target to 1 hit point. The target is then restrained by energy or matter from this

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cantrip. Restrained targets may make a STR check against the DC for saves against your powers
as an action. Ending the condition does not automatically recover temporary damage from
restraining. Removing temporary damage through healing or by removing the restraining energy or
matter also ends restraint.
• Seeking: The attack has a 120’ range. Damage is 1d6 and increases by 1d6 at 5th, 11th and 17th
level. Targets gain no benefit from cover on this saving throw.
• Sniping: The attack has a 500’ range. Damage is 1d4 and increases by 1d4 at 5th, 11th and 17th
level.
• Splashing: Range is 60’. You choose two targets within 5’ of each other. If they fail their save,


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they take 1d6 damage. Damage increases by 1d6 at 5th, 11th and 17th level.
Swarm: Damage is 1d6 and increases by 1d6 at 5th, 11th and 17th level. The creature is harassed
by a swarm of temporary conjured creatures, illusions, animated matter, or animated energy
minions. If it fails its saving throw it also moves 5 feet in a random direction. The movement does
not trigger attacks of opportunity and the creature does not move if the movement is blocked.
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• Trip: The attack has a 60’ range. Damage is 1d4 and increases by 1d4 at 5th, 11th and 17th level.
The creature also falls prone if it fails its saving throw.
• Venomous: The attack has a 10’ range, inflicts poison energy damage and requires a CON save.
Damage is 1d12 and increases by 1d12 at 5th, 11th and 17th level.
• Weakening: The attack has a 60’ range. Damage is 1d6 and increases by 1d6 at 5th, 11th and 17th
level. If the creature fails its save, it is also at a disadvantage on its next attack roll (this does
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not apply to melee or ranged power attacks as part of a power or cantrip) it makes before the
end of its next turn.
Speed Strikes
Cantrip, Casting Time: 1 Action, Range: 30’, Duration: Instantaneous
Pick a target creature within range. You move adjacent to the target
and make up to 3 melee power attacks for 1d3 bludgeoning damage.
Your movement to the target does not trigger any opportunity attacks
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and can take any path that does not exceed your normal movement.
Instead of allocating all your attacks on the primary target you can
use some of your attacks on other targets within reach during your
movement as part of this cantrip. You may combine multiple attacks on
any target into a single attack with one attack roll that inflict the
total damage from the combined attacks. This makes the attack more
effective against damage reduction. If you have edged or piercing
melee weapons, unarmed attacks, or melee attacks from the Natural
Weapon feat, you may change the damage type to slashing, piercing or
energy damage to match one of those weapons. You gain two additional
melee power attacks at 5th, 11th, and 17th level. Damage bonuses from
class abilities and feats including blasting do not apply to attacks from
this cantrip. You must have teleportation movement or the Super-
speed feat to learn this cantrip.

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Telekinetic Hand
Cantrip, Casting Time: 1 Action, Range: 30’, Duration: 1 Minute
You materialize a telekinetic set of hands that you can control for the duration. The hand can move
anywhere within range whenever you use it. The hand can manipulate objects skillfully as if they were
your own hands. They cannot attack or carry more than 10 pounds. You can dismiss the hands as a free
action and end the effect if you cast this power again. You can expend the hand in an instant instead of
allowing it to last for the duration of this power. If so, you create a blast of force, matter, or air that
caused a medium sized or smaller creature to succeed on a Strength saving throw or be pushed back 5’
The Matter Manipulation feat enhances the effectiveness of this power significantly.

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Damaging Powers
Meta-Bolt
1st level, Casting Time: 1 Action, Range: 120’, Duration: Instantaneous

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You create energy rays, throw objects or fire created matter at opponents. You create 3 damaging
effects. Make a ranged power attack for each effect, a hit deals 2d4 damage to the target. Damage from
multiple effects may be combined and applied as a single attack to be more effective against opponents
with Damage Reduction. Damage can be physical damage or energy damage and is selected when you gain
this power. At higher levels: When you use higher level power slots, the power creates 1 more damaging
effect for each slot level above 1st.
Variants of this power:
• Meta-Bolt II: This is a 2nd level power. You create 3 damaging effects and damage increases to 2d6
per effect. If you use higher level power slots, you gain one more damaging effect for each slot level


above 2nd.
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Meta-Bolt V: This is a 5th level power. Instead of selecting a target for each damaging effect,
select 1 to 3 targets and make a ranged power attack for each target. If you selected a single target
and hit, damage is 12d6. If you selected 2-3 targets, damage is 9d6 for each successful attack. If
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you use higher level power slots, damage increases by 2d6 for each slot level above 5th when
selecting a single target and by 1d6 for each slot level above 5th when selecting 2-3 targets.
• Meta-Bolt VII: This is a 7th level power. Instead of selecting a target for each damaging effect,
select 1 to 4 targets and make a ranged power attack for each target. If you selected a single target
and hit, damage is 16d6. If you selected 2-4 targets, damage is 11d6 for each successful attack. If
you use higher level power slots, damage increases by 2d6 for each slot level above 7th.
• Melee: Range is reduced to touch. You make melee power attacks for each effect.
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• Melee II: Same as the Meta Bolt II variant of this power but range is reduced to touch. You make
melee power attacks for each effect.
Meta-Missile
1st Level, Casting Time: 1 Action, Range: 120’, Duration: Instantaneous
You create 3 energy bolts or darts that you can direct at targets, or you propel nearby objects or other
matter at opponents. Each damaging effect deals 1d6 damage to its target. Damage from multiple
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damaging effects can be combined and applied as a single attack when used against a target with damage
reduction. Damage can be physical damage or energy damage and is selected when you gain this power. You
may take this power more than once and learn different damage types for this power.
When you first gain this power, you may choose to inflict temporary damage with this power when you
first gain this power. If you inflict temporary damage and would reduce an enemy’ hit points to below
zero, they receive enough temporary damage that would reduce the target to 1 hit point. Targets then
receive a disabling condition. Disabling conditions include restraint, stunning or paralysis.
Temporary damage for restraining powers lasts until the unrestrained character or allies remove the
restraining energy or matter from the character. This normally takes 10 minutes. Restrained targets may
make a Strength check against the DC for saves against your powers as an action to escape restraint.
Escaping restraint does not restore lost temporary hit points.
Temporary damage for stunning or paralyzed powers lasts 1 hour. Targets that are stunned or paralyzed
remain in that condition until all temporary damage is removed by healing or the passage of time. Powers
that remove the stunning and paralysis also remove temporary hit points from stunning or paralysis.

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At higher levels: When you use higher level power slots, the power creates one more damaging effect for
each slot level above 1st.
Variants of this power:
• Meta-Missile IV: This is a 4th level power. You create 6 damaging effects. If you fire all the bolts at
a single target within 30’, you do an additional 1d6 damage. If you use higher level power slots, you
gain one more damaging effect for each slot level above 4th.
• Meta-Missile VI: This is a 6th level power. You create 9 damaging effects. If you fire all the bolts at
a single target within 60’, you do an additional 1d6 damage. If you use higher level power slots, you
gain 1 more damaging effect for each slot level above 6th.

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Power Ball
1st Level, Casting Time: 1 Action, Range: 60’, Duration: Instantaneous
You damage opponents in a 5’ radius sphere at a point within range. Creatures in the area take 2d6+3

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damage and save to avoid damage. You select the saving throw and the damage type when you first gain
this power. Damage can be physical damage (slashing, piercing, bludgeoning) or energy damage.
At higher levels: When you use higher level power slots, damage increases by 1d6 for each slot level above
2nd
Power Spikes
1st level, Casting Time: 1 Action, Range: Self, Duration: Instantaneous
You damage opponents in a 15’ cone originating from yourself. Creatures in the area take 3d6 damage and
save for half damage. You select the area of effect, saving throw and the damage type when you first
gain this power. Damage can be physical damage (slashing, piercing, bludgeoning) or energy damage.

2nd.
Variants of this power:
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At higher levels: When you use higher level power slots, damage increases by 1d6 for each slot level above

• Power Spikes III: This is a 3rd level power. The area of effect is a 60’ cone. Damage is 6d6. When
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you use higher level power slots, damage increases by 1d6 for each slot level above 3rd.
• Power Spikes V: This is a 5th level power. The area of effect is a 60’ cone. Damage is 10d6. When you
use higher level power slots, damage increases by 1d6 for each slot level above 5th.
• Beam: This is a 2nd level power. The area of effect is a 30’ long by 5’ path. Damage is 3d8. When you
use higher level power slots, damage increases by 1d8 for each slot level above 2nd.
• Beam III: This is a 3rd level power. The area of effect is a 100’ long by 5’ path. Damage is 8d6. When
you use higher level power slots, damage increases by 1d6 for each slot level above 3rd.
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• Wave: The area of effect is a 15’ cube originating from you. Damage is 2d6+2 and creatures are
pushed back 10’. On a save, the creature takes half as much damage and is not pushed. Unsecured
objects in this effect are also pushed back 10’.
• Push-pull: This is a 3rd level power. The area of effect is a 30’ cone. Damage is 6d6. In addition,
targets that fail their saved are pushed back 15’ or pulled 15’ to the caster. The caster picks the
same effect for all targets. When you use higher level power slots, damage increases by 1d6 for each
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slot level above 3rd.


Speed Blows
1st level, Casting Time: 1 Action, Range: 30’, Duration: Instantaneous
You must have teleportation movement or the Super-speed feat to learn this power. Pick a target
creature within range. You move adjacent to the target and make up to 3 melee power attacks for 1d8
bludgeoning damage each. Your movement to the target does not trigger any opportunity attacks and can
take any path that does not exceed your normal movement or 60’, whichever is longer. Instead of
allocating all your attacks on the primary target you can use some of your attacks on other targets within
reach during your movement as part of this power. You may combine multiple attacks on any target into a
single attack with one attack roll that inflict the total damage from the combined attacks. This makes the
attack more effective against damage reduction. If you have edged or piercing melee weapons, unarmed
attacks, energy damage cantrips, or attacks from the Natural Weapon feat, you may change the damage
type to match one of those weapons.

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At higher levels: When you use higher level power slots, the power creates 1 more melee power attack for
each slot level above 1st.
Variants of this power:
• Speed Blows II: This is a 2nd level power. Damage increases to 1d12 per attack. If you use higher
level power slots, you gain one more melee power attack for each power level above 2nd.
• Speed Blows VII: This is a 7th level power. Damage increases to 3d6 per attack, and you make 6
attacks. Range increases to 90’ and you can take any path that does not exceed your normal
movement or 150’, whichever is longer. If you use higher level power slots, you gain one more melee

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power attack if you cast this as a 9th level power.
• Speed Ram: This is a 4th level power. You make only 1 attack which automatically hits. The target
must make a dexterity saving throw to avoid the effect. If it fails, it takes 7d6 damage and is
incapacitated until the start of your next turn. If it fails, it succeeds it takes half damage and is not
incapacitated. If you use higher level power slots, you gain 1d6 damage for each power level above

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7th.
Variable Energy
1st Level, Casting Time: 1 Action, Range: 90’, Duration: Instantaneous
You create a damaging effect that you can direct at a creature within range. You make a ranged power
attack against the creature and if it hits, it inflicts 3d8 energy damage. You select the damage type, each
time you use this power.
At higher levels: When you use higher level power slots, damage increases by 1d8 for each slot above 1st.

Variants of this power:



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Variable Energy III: This is a 3rd level power.
Damage increases to 6d6-2 and affects a 20’
radius sphere. A ranged power attack is not
required but creatures in the area of effect
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make a DEX save and take half damage if
successful. When you use higher level power
slots, damage increases by 1d6 for each slot
above 1st.
• Variable Energy V: This is a 5th level power.
Damage increases to 11d6. When you use
higher level power slots, damage increases by
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2d6 for each slot above 1st.


• Variable Matter: The power inflicts physical
damage. You select bludgeoning, slashing or
piercing damage each time you use the power.
• Variable Matter III: Same as the Variable
Energy III variant of this power but the
power inflicts physical damage. You select
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bludgeoning, slashing or piercing damage each


time you use the power.
• Variable Matter V: Same as the Variable
Energy V variant of this power but the power
inflicts physical damage. You select
bludgeoning, slashing or piercing damage each
time you use the power.
• Melee: Range is reduced to touch. You make melee power attacks for each effect.
• Melee V: Range is reduced to touch. You make melee power attacks for each effect. Damage
increases to 11d6. When you use higher level power slots, damage increases by 2d6 for each slot
above 1st.

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Power Sphere
2nd level, Casting Time: 1 Action, Range: 90’, Duration: Instantaneous
You damage opponents in a 5’ radius sphere at a point within range. Creatures in the area take 3d6
damage and save for half damage. You select the area of effect, saving throw and the damage type when
you first gain this power. Damage can be physical damage (slashing, piercing, bludgeoning) or energy
damage.
At higher levels: When you use higher level power slots, damage increases by 1d6 for each slot level above
2rd.
Variants of this power:

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• Sphere III: This is a 3rd level power. The area of effect is a 20’ radius sphere and range is 150’.
Damage is 8d6. When you use higher level power slots, damage increases by 1d6 for each slot level
above 3rd.
• Twin Grenades: This is a 4th level power. The area of effect is two separate 15’ radius spheres within

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30’ of one another and range is 90’. Damage is 8d6. Creatures in both areas of effect are hit only
once. When you use higher level power slots, damage increases by 1d6 for each slot level above 4th.
• Barrage: This is a 7th level power. The area of effect is a cube with 5’ to 40’ sides within 200’.
Damage is 12d6. When you use higher level power slots, damage increases by 1d6 for each slot level
above 7th.
• Twin Barrage: This is an 8th level power. The area of effect is two cubes with 5’ to 40’ sides within
200’. Damage is 13d6. When you use higher level power slots, damage increases by 1d6 for each slot
level above 8th. Creatures in multiple areas of effect are affected only once.
• Multi-Barrage: This is a 9th level power. The area of effect is 4 separate cubes with 5’ to 40’ sides

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within 1 mile. Damage is 34d6. You can use different cube sizes for each area of effect. Creatures in
multiple areas of effect are affected only once.
Between Blinks
3rd level, Casting Time: 1 Action, Range: 30’, Duration: Instantaneous
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You must have teleportation movement or the Super-speed feat to learn this power or its variants. Pick
up to 5 targets in range. You attack moving so quickly you are untouchable. You make a melee power attack
against each target. If it hits you inflict 6d6 bludgeoning damage. You then teleport into an empty space
within 5 feet of one of the targets. You may select a different damage type consistent with your
background when you first learn this power.
At higher levels: When you use higher level power slots, damage increases by 1d6 for each slot level above
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3rd.
Variants of this power:
• Speed Area V: This is a 5th level power. Range increases to 60’ and damage increases to 9d6. If you
pick only 1 target, you can push it back 10’ if your attack hits. When you use higher level power slots,
damage increases by 1d6 for each slot level above 5th.
• Speed Area VII: This is a 7th level power. Range increases to 90’, damage increases to 11d6, and you
may select 7 targets. If you pick only 1 target, you can push it back 10’ if your attack hits. When you
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use higher level power slots, damage increases by 1d6 for each slot level above 7th.
• Speed Area IX: This is a 9th level power. Range increases to 90’, damage increases to 16d6, and you
may select 12 targets. If you pick only 1 target, you can push it back 10’ if your attack hits.
Homing Blasts
3rd level, Casting Time: 1 Action, Range: 90’, Duration: Instantaneous
Pick up to 5 targets in range. Each creature takes 6d6 damage but may save for half damage. You select
the saving throw and the damage type when you first gain this power. Damage can be physical damage
(slashing, piercing, bludgeoning) or energy damage.
At higher levels: When you use higher level power slots, damage increases by 1d6 for each slot level above
3rd.
Variants of this power:
• Homing Blasts V: This is a 5th level power. Damage increases to 9d6. When you use higher level power
slots, damage increases by 1d6 for each slot level above 5th.

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• Homing Blasts VII: This is a 7th level power. Damage increases to 11d6, and you may select 8 targets.
When you use higher level power slots, damage increases by 1d6 for each slot level above 7th.
• Homing Blasts IX: This is a 9th level power. Damage increases to 14d6, and you may select 14 targets.
Targets who fail their saving throw are also stunned for 1d2 rounds.
Vampiric Strike
3rd Level, Casting Time: 1 Action, Range: Self, Duration: 1 Minute
You gain the ability to make a life-force draining attack. The attack transfers vital energy or blood to
damage opponents and heal you. This ability is usually magical in origin or uses psychic, necrotic, force or
radiant energy types. Damage can be any energy type or piercing physical damage. You select the damage

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type when you first gain this power. You do not regain hit points if the target has a radically different
biology from you and regaining hit points from the target would not be consistent with the background
description of this power. While the power is in effect, you may make a melee power attack against a
creature within your reach. On a hit, the target takes 3d6 damage, you regain hit points equal to half the

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amount of damage dealt and the power ends. Until the power ends, you can make the attack again on each
of your turns as an action.
At higher levels. When you cast this power using a power slot of 4th level or higher, the damage increases
by 1d6 for each power slot level above 1st.
Overpowering Focus
6th level, Casting Time: 1 Action, Range: 90’, Duration: Instantaneous
You target only one creature. The creature takes 10d6 + 40 damage if it fails a saving throw. You select
the saving throw and the damage type when you first gain this power. Damage can be physical damage
(slashing, piercing, bludgeoning) or energy damage.

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When you first gain this power, you may choose to inflict temporary damage with this power when you
first gain this power. If you inflict temporary damage and would reduce an enemy’s hit points to below
zero, they receive enough temporary damage that would reduce the target to 1 hit point. Targets then
receive a disabling condition. Disabling conditions include restraint, petrification, and paralysis.
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Temporary damage for restraining powers lasts until the unrestrained character or allies remove the
restraining energy or matter from the character. This normally takes 30 minutes for this power.
Restrained targets may make a Strength check against the DC for saves against your powers as an action
to escape restraint but have disadvantage on the save. Escaping restraint does not restore lost
temporary hit points.
Temporary damage for paralysis lasts 2d12 hours for this power. Targets that are paralyzed remain in
that condition until all temporary damage is removed by healing or the passage of time. Paralysis from this
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power can only be reversed by the Supercharged variant of the Meta-restoration power. Temporary
damage from petrification lasts until the condition is reversed by another power or medical treatment.
The exact form of paralysis and petrification varies with the background description of this power.
Powers that remove the paralysis and petrification also remove temporary hit point damage from
paralysis. The GM may allow characters to modify this power and substitute other disabling effects like
involuntary teleportation to a distant location, being trapped in a coma, interdimensional banishment, and
being shrunk or shapechanged to a harmless, vulnerable form for an extended period of time. Turning a
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character into a version of themselves with no meta-human powers for an extended time is also possible.
At higher levels: When you use higher level power slots, damage increases by 3d6 for each slot level
above 6th level.
Variants of this power:
• Overpowering Focus VII: This is a 7th level power. Damage inflicted is 9d6+30. Targets take full
damage if they make their save and half damage if they fail. When you use higher level power slots,
damage increases by 3d6 for each slot level above 7th level.
Vampiric Sphere
7th Level, Casting Time: 1 Action, Range: 90’ Duration: Instantaneous
You gain the ability to make a life-force draining attack on every creature in an area of effect. The
attack transfers vital energy or blood to damage opponents and heal you. Damage can be any energy type
or piercing physical damage. Each creature in a 30’ radius sphere in range takes 8d4+8 damage and saves
for half damage. You regain hit points equal to half the largest amount of damage dealt to a single
creature.

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You select the damage and save type when you first gain this power. This ability is usually magical or
psychic in origin or uses psychic, necrotic, force or radiant energy types. The save for this power is
normally Dexterity, Constitution, Wisdom, Intelligence or Charisma. You do not regain hit points if the
target has a radically different biology from you and regaining hit points from the target would not be
consistent with the background description of this power.
At higher levels. When you cast this power using a power slot of 7th level or higher, the damage
increases by 1d4 for each power slot level above 1st.
Variants of this power:

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• Vampiric Sphere IX: This is a 9th level power. Damage increases to 9d8-2 and the character casting
the power does not take damage. The area of effect can be centered on self without harming the
user.

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Defensive Powers
Meta-Protection
1st level, Casting time: 1 action, Range: Self, Duration: 8 hours
You gain a protective force field, luck, or Natural Defenses. The target’s AC is 13 + its dexterity
modifier. This power can be cast over light armor but not medium or heavy armor. Wearing or putting on
medium and heavy armor ends the power. The power ends if you dismiss it.
Variants of this power:
• Quick: The casting time for this variant of the power is 1 bonus action. The duration of the power is 1
hour.

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• Defend Other: This is a 2nd level power. Range is 10’ and it affects one creature. When you cast this
power using a slot of 3rd level or higher, you can affect one other target for every 2 levels after the
2nd.
• Quick Defend Other: This is a 2nd level power. It is identical to the Defend Other variant of this

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power, but the casting time is 1 bonus action, and the duration of the power is 1 hour.
• Meta-Protection II: This is a 4th level power. In addition to the armor benefit, you can select two
saves from your Wisdom, Dexterity or Constitution saving throws and gain a +1 bonus to those saves
for the duration of the power.
• Defend Other II: This is a 5th level power. Range is 10’ and it affects one creature other than
yourself. In addition to the armor benefit, you can select two saves from your Wisdom, Dexterity or
Constitution saving throws and gain a +1 bonus to those saves for the duration of the power.

Meta-Shield

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1st level, Casting time: 1 Reaction, Range: Self, Duration: 1 round
You take this reaction when you are hit by an attack. You use energy to shield yourself, make a last-
minute dodge or block suddenly. Until the start of your next turn, you have a +5 bonus to AC including
against the triggering attack.
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Teleportation Counter-strategy
1st level, Casting time: 1 Reaction, Range: Self, Components: None, Duration: 1 round
You take this reaction when an opponent moves adjacent to an ally within 60’ using a movement that does
not trigger opportunity attacks. This includes teleportation and cantrips or powers that allow that kind of
movement as part of an offensive power. You take a move action. This movement does not trigger
opportunity attacks. Until the end of your next turn, you have advantage and +3 damage against the
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opponent that triggered the reaction. The use of this power does not count as a trigger for other
characters to also use this power.

Meta-Dispel
3rd level, Casting time: 1 action, Range: 120’, Components: None, Duration: Instantaneous
You use your meta-human powers or your technological skills and equipment to end an effect generated by
metahuman powers. Choose one creature, object, or power generated effect. Any effect generated by a
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power of 3rd level or less is ended on roll of 2 or more on a d20. For effects generated by a power of 4th
level or less you make an ability check using your power using characteristic. The DC is 10 + the power’s
level. On a successful check, the power ends. This known power fits characters who have magical powers,
technological skills and equipment or powers that can achieve a broad variety of effects. This includes
powers like shapeshifting/mimicry, luck, superspeed or matter transformation. Some energy control
powers like cosmic energy control or shadow control could counter a variety of effects with unusual or
inter-dimensional energies.
The character taking this known power should consider a power limitation from the quirk and disadvantage
rules. They may be dependent on having equipment or a utility belt to use this power.
Comic books setting traditionally allow for creative uses of powers to achieve effects. Cantrips and
effects generated by feats are 0th level powers.

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The GM may rule that some effects caused by feats are not metahuman powers e.g., a minor disabling
condition caused by a Natural Weapon. Almost all known powers that are far beyond the human norm are
affected by this power, even when they are the result of superior training. A character with a touch
range inflict condition power, whose background explanation of the power is extraordinary training and
nerve punches is still generating an effect Meta-Dispel could work on. The GM may allow this power to
work on some equipment effects like poison and stun grenades.
At higher levels. When you cast this power using a slot of 4th level or higher, you can end an effect
generated by a power of equal or lower level on a roll of 2 or more on a d20.
Meta-Counter

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3rd level, Casting time: 1 Reaction, Range: 60’, Duration: Instantaneous
You take this reaction when you see a character in range using a power. You attempt to interrupt a
creature using a meta-human power. You can interrupt them by making a distraction with a ranged power
or a thrown object or using your own meta-human powers to counter the power in mid-air. If the power is

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3rd level or lower, roll a d20. The interrupted power fails and has no effect on a roll of 3 or more on a
d20. If cast at a power 4th level or higher, make an ability check using your power using characteristic
with a DC of 10 plus the power’s level. On a success, the power fails and has no effect.
At higher levels. When you cast this power using a slot of 4th or 5th level, you can end an effect
generated by this power of equal or lower level on a roll of 3 or more on a d20. If you cast this power
using a slot of 6th level or higher, you can end a power of 6th level or less on a roll of 3 or more on a d20.
Greater Meta-Counter
7th level, Casting time: 1 Reaction,
Range: 60’, Duration: Instantaneous

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You take this reaction when you see a
character in range casting a power. You
attempt to interrupt a creature using a
meta-human power. You can interrupt
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them by making a distraction with a
ranged power or a thrown object or
using your own meta-human powers to
counter the power in mid-air. If the
power is 7th level or lower, roll a d20.
The interrupted power fails and has no
effect on a roll of 2 or more on a d20.
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If cast at a power 8th level or higher,


make an ability check using your power
using characteristic with a DC of 10 plus
the power’s level. On a success, the
power fails and has no effect.
At higher levels. When you cast this
power using a slot of 8th or 9th level,
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you can end an effect generated by a


power of equal or lower level on a roll of
2 or more on a d20.
Healing
Meta-Healing
1st level, Casting time: 1 action, Range: Self, Duration: 8 hours
A creature you touch regains hit points equal to 1d8 + your power using ability modifier. This power has no
effect on constructs. Quirks and disadvantage rules can limit this power to be a regeneration power
rather than a healing power.
At higher levels: When you cast this power using a power slot of 2nd level or higher, the healing increases
by 1d8 for each slot level above 1st.
Variants of this power:
• Repair: This variant of the power can heal constructs and objects, including vehicles but has no effect
on living beings.

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Healing Powers
Greater Meta-Healing
2nd level, Casting time: 1 action, Range: 60’, Duration: Instantaneous
Up to 6 creatures you can see within reach, regain hit points equal to 2d8 + your power using ability
modifier. This power has no effect on constructs.
At higher levels: When you cast this power using a power slot of 3rd level or higher, the healing increases
by 1d8 for each slot level above 1st.
Variants of this power:
• Repair: This variant of the power can heal constructs and objects, including vehicles but has no effect

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on living beings.
Recovery
2nd level, Casting time: 1 bonus action, Range: 60’, Duration: Instantaneous
A creature you can see within reach, regains hit points equal to 2d4 + your power using ability modifier.

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This power has no effect on constructs.
At higher levels: When you cast this power using a power slot of 3rd level or higher, the healing increases
by 1d4 for each slot level above 1st.
Restoration
2nd level, Casting time: 1 action, Range: Touch, Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be
blinded, deafened, paralyzed, or poisoned. Some effects generated by the Natural Weapon feat when
inflicting temporary damage with poison energy, would be ended by this power.
Variants of this power:

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• Supercharged: This is a 6th level power. This power can remove exhaustion, space-time effects, the
charmed or petrified condition, magical curses, reductions to maximum hit points, reduction to ability
scores. Petrification is hard to reverse and using the power to reverse petrification only has a 50%
chance of success. Disabling effects equivalent to petrification introduced by the GM may have similar
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chances of success. At higher levels: When you cast this power using a power slot of 8th level or
higher, you have a 100% chance of reversing petrification.
Regeneration
7th level, Casting time: 1 action, Range: Touch, Duration: 1 hour
You touch a creature and stimulate healing. The target regains 8d8 hit points. For the duration of the
power, the target regains 1 hit point at the start of each of its turns (1 hit point per round, 10 hit points
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each minute). The target’s severed body members are restored after 2 minutes. A severed part can be
reattached to a stump in an instant.
Resurrection
7th level, Casting time: 1 hour, Range: Touch, Duration: Instantaneous
You touch a dead creature and return it to life. The gamemaster sets conditions that prevent this
appropriate to the setting e.g., a setting might require the deceased’s spirit to consent to return, it
might not allow reversal of death from old age, it might not allow the return of creatures dead for too
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long. The power neutralizes poisons and diseases, restores missing body parts.
The resurrected target takes a −2 penalty to all attack rolls, saving throws, and ability checks until the
target completes 1d6 long rests.
The GM may wish to restrict the use of this power further to be appropriate to the setting and impose
penalties on the character casting this power e.g., at a disadvantage on saving throws for 24 hours or a -2
penalty on saving throws and attack rolls until 1d20 long rests are completed.
Illusion Powers
Meta-Illusion
1st level, Casting Time: 1 action, Range: 60’, Duration: Concentration, 10 minutes
You create an image no larger than a 15’ cube. The image is visual with no sound or smell. You can use an
action to move the image, altering it to make the images movement natural like walking. Physical
interaction reveals the illusion. An intelligence (investigation) check against the power DC allows
creatures to see through the image.

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Variants of this power:
• Meta-Illusion II: This is a 3rd level power. The image includes sound, smell, and temperature. The
image cannot create enough sound, heat, or light to deafen, blind or harm. If you are in range of the
power, you can spend an action controlling the image to make it realistic. You can make it walk,
converse or fake conversations between illusions. Physical interaction with the image reveals it to be
an illusion because the illusion is not solid. A creature that uses its action to examine the image can
determine that it is an illusion with a successful Intelligence (Investigation) check against your power
save DC. If a creature discerns the illusion for what it is, the creature can see through the image. The
illusion cannot be discerned without touch or taking an action to examine it. If cast with a power slot

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of 4th level or higher the area of effect increases by 10’ and the range increases by 60’ per slot level
above 3rd. If cast using a 6th level or higher power slot, concentration is not required.
• Permanent Illusion: This is a 6th level power. The duration of this power is permanent. The power lasts
until some power is used to end the permanent effect. The illusion is visual with some sound. It cannot

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be spotted until some condition you set triggers it. It is 30’ in size and plays a scripted performance
of 5 minutes. The triggering condition can be triggered by a visual condition like approaching creatures
or a sound, like a password. Physical interaction with the image reveals it to be an illusion because the
illusion is not solid. A creature that uses its action to examine the image can determine that it is an
illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature
discerns the illusion for what it is, the creature can see through the image. You may use a quirk and
disadvantage rules to limit this power if you must place a projector or device to maintain the effect.

Meta-Invisibility
2nd level, Casting Time: 1 action, Range: Touch, Duration: 1 Hour

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• A creature you touch becomes invisible until the power ends. Anything the target is wearing or
carrying is invisible if it is on the target's person. The power ends for a target that attacks or casts a
power. At higher levels: When this power is cast with a 3rd level slot or higher, you can target one
other creature in a 30’ range and make that creature invisible per level above 2nd.
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Variants of this power:
• Lasting: This is a 4th level power. Duration of this power is concentration, up to 1 minute, and the
number of targets does not change if the variant is cast at higher levels. The creature affected does
not end the power when they attack or cast a power.

Mental Illusion
2nd level, Casting Time: 1 Action, Range: 60’, Duration: Concentration, up to 1 minute
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• You craft an illusion into the mind of a creature that you can see within range. The target must make
an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other
visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to
the target for the duration. This power has no effect constructs. The phantasm includes sound,
temperature, and other stimuli, also evident only to the creature.
• This is a mind affecting power.
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• The target can use its action to examine the phantasm with an Intelligence (Investigation) check
against your DC for powers. If the check succeeds, the target realizes that the phantasm is an
illusion, and the power ends. The target treats the phantasm as if it were real. The target rationalizes
any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk
across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target
survives the fall, it still believes that the bridge exists and rationalizes some other explanation for its
fall; it was pushed, it slipped, or a strong wind might have knocked it off.
• An affected target is so convinced of the phantasm’s reality that it can even take damage from the
illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm
created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the
phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of
the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage,
such as by attacking. The target perceives the damage as a type appropriate to the illusion.
• At higher levels: When cast with a 5th level slot or higher, concentration is not required.

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Inflict Condition Powers
Tangle or Trick
1st level, Casting time: 1 action, Range: Touch, Duration: Instantaneous
You must have the Deception skill or be holding a pick, trident or whip to use this power. You either trick
an opponent, entangle it with your whip or catch it off guard with a prong or shaft of the trident for a
brief advantage before shoving it. It must succeed on a Strength saving throw or be knocked prone and
lose its dexterity bonus until the end of its next turn. Lost dexterity affects attack rolls, AC and
damage.
At higher levels. When you cast this power using a slot of 5th level or higher, casting time is 1 bonus

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action.
Meta-Fear
1st level, Casting time: 1 action, Range: 60’, Duration: Concentration, up to 1 minute
A target creature in range must succeed on a Wisdom, Constitution, Intelligence or Charisma saving throw
or become frightened of you until the power ends. The frightened target can repeat the saving throw at

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the end of each of its turns, ending the effect on a success. You select the save when you acquire this
power. This is a mind-affecting power. If the power requires a Constitution save it is often a
hallucinogenic effect from poisoning.
At higher levels: If you cast this power with a 2nd level slot or higher, you can target one additional
creature for each slot level above 1st. The creatures must be within 30 feet of each other.
Variants of this power:
• Charming: Instead of being frightened the target is charmed. While charmed, characters are
incapacitated and have 0 speed. The power ends for a creature if it takes damage, another creature
takes an action to shake the creature out of enthrallment or if the creature succeeds on its saving

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throws at the end of each turn.
• Scared to Death: This is a 4th level power. Range is 120’. The target must repeat the saving throw at
the end of each turn and takes 4d10 damage whenever it fails. When you cast this power using a slot
of 5th level of higher damage increases by 1d10 for each slot above the 5th. You can also affect one
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more target when you use a slot of 5th level or higher and two more targets when you use a slot of
7th level and higher.
Meta-Sleep
1st level, Casting time: 1 action, Range: 60’, Duration: Concentration, up to 1 minute
This power disables targets. You select the area of effect when you learn this power. It can be a 20’
radius sphere in range or a 15’ cone originating from you or all creatures within 5’. You affect 6d8 hit
points of creatures. Creatures in any area of effect are affected in ascending order (ignoring) starting
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with the lowest hit points. If a creature has equal or less hit points than the total hit points affected,
the creature is affected by the power. Subtract that creature’s hit points from the total hit points
affected and move on to next creature. Each creature affected fall unconscious. The creatures wake up
when the power ends, when any creature takes damage or if an ally takes an action to shake the creature.
Constructs and creatures immune to being charmed aren’t affected by this power.
At higher levels. When you cast this power using a power slot of 2nd level or higher, roll an additional 2d8
for each slot level above 1st.
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Variants of this power:


• Blinding: The power affects 6d10+3 hit points. Affected creatures are blinded until the power ends
instead of being made unconscious. The duration of the power is 1d3-1 rounds with a minimum of 1.
When you cast this power using a power slot of 2nd level or higher, roll an additional 2d10 for each
slot level above 1st. Constructs and creature’s immune charm can be affected by this power.
Sensory Strike
2nd level, Casting time: 1 action, Range: 30’, Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Dexterity,
Constitution, Wisdom, or Intelligence saving throw. You select the saving throw when you learn this power.
If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of
its turns, the target gets another saving throw. On a success, the power ends. If the saving throw is
Wisdom or Intelligence this is normally a mind-affecting power.
At higher levels: When you cast this power using a power slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

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Fear Blast
3rd level, Casting time: 1 action, Range: 120’, Duration: 1 minute
This power disables targets. You select the area of effect when you learn this power. It can be a 30’ cube
in range or a 30’ cone originating from you or all creatures within 5’. Each creature in the area of effect
must succeed on a Wisdom, Constitution, Intelligence or Charisma saving throw or drop whatever it is
holding and become frightened for the duration. While frightened by this power, a creature must take
the Dash action and move away from you by the safest available route on each of its turns, unless there is
nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the
creature can make another saving throw. On a successful save, the power ends for that creature. This is a

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mind-affecting power. If the power requires a Constitution save it is often a hallucinogenic effect from
poisoning.
Variants of this power:
• Entrancing: Instead of being frightened the target is charmed. While charmed, characters are

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incapacitated and have 0 speed. The power ends for a creature if it takes damage or another creature
takes an action to shake the creature out of enthrallment. The creature is affected for the duration
of the power and does not receive a saving throw to end the power when it has a line of sight to the
caster.
• Sickening: You can only select a Dexterity, Wisdom or Constitution save when you select the save for
this power. This is not normally a mind-affecting power, although it may be a poisoning power if the
background description of the power indicates that. The creature is sickened rather than frightened
and has disadvantage on attack rolls and ability checks. The creature gets to make a saving throw at
the end of its turn to recover, whether it has line of sight to you or not.

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Interference
3rd level, Casting time: 1 action, Range: Touch, Concentration, up to 1 minute
One creature you touch is harassed by microscopic organisms, psionics, chaotic energy effects, temporal
or gravity fluctuations or crippling weakness. The creature must make a Dexterity, Constitution, Wisdom,
Intelligence or Charisma saving throw to avoid the effects. You select the saving throw when you gain this
power. If you select the Intelligence or Charisma saving throw, this is a mind-affecting power. You pick
one of two effects:
• Vulnerable: Choose an ability score. The target has disadvantage on ability checks and saving throws
with that ability score.

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• Weakened: The target it wastes its action that turn doing nothing. The target may another save to
remove this effect at the end of its turn.

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Powers that remove petrification, exhaustion or space-time effects can remove this condition.
At higher levels. When you cast this power using a power slot of 4th level or higher, the duration is
concentration, up to 10 minutes. If you use a power of 5th level or higher, it lasts 8 hours. If you use a
power of 7th level or higher, it lasts 24 hours. If you use an 8th level power slot, it lasts until reversed.
When you cast this power using a power slot of 5th level or higher, the power does not require
concentration.
Variants of this power:
• Interference II: This is a 4th level power with range of 90’. You affect one creature in range. When
you cast this power using a power slot of 5th level or higher, the duration is concentration, up to 10
minutes. If you use a power of 6th level or higher, it lasts 8 hours. If you use a power of 7th level or
higher, it lasts 24 hours. If you use a 9th level power slot, it lasts until reversed. When you cast this
power using a power slot of 6th level or higher, the power does not require concentration.

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Meta-Impairment
3rd level, Casting time: 1 action, Range: 120’, Concentration, up to 1 minute
You alter time around or weaken up to six creatures of your choice in a 40-foot cube within range. Each
target must succeed on a Dexterity, Wisdom, Constitution, or Intelligence saving throw or be affected by
this power for the duration. You pick the saving throw when you learn this power. This may be a poisoning
power or a mind-affecting power if the background description selected for this power indicates that. An
affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use
reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s
abilities, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to

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cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn’t take effect
until the creature’s next turn, and the creature must use its action on that turn to complete the power.
If it can’t, the power is wasted. An affected creature makes another saving throw at the end of each of
its turns. On a successful save, the effect ends for it. Powers that remove exhaustion or space-time
effects can remove this condition.

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At higher levels. When you cast this power using a power slot of 4th level or higher, you can target one
additional creature for each 2 slot levels above 3rd.
Meta-Paralyze
5th level, Casting time: 1 action, Range: 120’, Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Dexterity, Wisdom,
Constitution, or Intelligence saving throw or be paralyzed for the duration. You pick the saving throw
when you learn this power. At the end of each of its turns, the target can make another saving throw. On
a success, the power ends on the target.

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At higher levels. When you cast this power using a slot of 6th level or higher, you can target one
additional creature for each slot level above 5th. The creatures must be within 30 feet of each other
when you target them.
Variants of this power:
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• Slumbering: The target is deep asleep instead of being paralyzed. The power ends for a creature if it
takes damage or another creature takes an action to shake the creature awake. Creatures are
affected for the duration of the power and do not receive a saving throw to end the power at the end
of its tuns. If they are asleep for 1 minute, they remain asleep for 2d4 hours after the power duration
ends. They can still be awoken by damage or by being shaken awake. Constructs and creatures immune
to being charmed aren’t affected by this power. The saving throw selected to resist may be Charisma.
Meta-Petrification
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6th level, Casting time: 1 action, Range: 60’, Concentration, up to 1 minute


You attempt to turn one creature that you can see within range into a hard substance. The creature must
make a Wisdom or Constitution saving throw. On a failed save, it is restrained as petrification begins. On
a successful save, the creature isn’t affected. A creature restrained by this power must make another
saving throw at the end of each of its turns. If it successfully saves against this power three times, the
power ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition
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for the duration. The successes and failures don’t need to be consecutive; keep track of both until the
target collects three of a kind. If damaged when petrified, the creature has similar losses when
petrification is removed. If you maintain your concentration on this power for the entire possible
duration, the creature is petrified until the effect is removed.
The GM may allow characters to modify this power and substitute other effects like being trapped in a
coma, involuntary teleportation to a distant location, interdimensional banishment, and being shrunk or
shapechanged to a harmless, vulnerable form for an extended time. Turning a character into a version of
themselves with no meta-human powers for an extended time is also possible.
Stunning Outburst
8th level, Casting time: 1 action, Range: 60’, Duration: Instantaneous
• The power affects one creature in range. If the target has 150 hit points or fewer, it is stunned. A
stunned target must make a saving throw at the end of each turn to end the condition. On a
successful save, the effect ends. You pick the saving throw to recover for this power when you first
learn this power.

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Neutralizing Ray
9th level, Casting time: 1 action, Range: 60’, Duration: Instantaneous
The power affects one creature in range. If the target has 100 hit points or fewer, it is killed.
Variants of this power:
• Petrification: The target is petrified instead of being killed. The GM may allow characters to modify
this power and substitute other effects like being trapped in a coma, involuntary teleportation to a
distant location, interdimensional banishment, and being shrunk or shapechanged to a harmless,
vulnerable form for an extended time. Turning a character into a version of themselves with no meta-
human powers for an extended time is also possible.

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Mass Petrification
9th level, Casting time: 1 action, Range: 120’, Duration: Concentration, up to 1 hour
• You petrify up to ten creatures of your choice that you can see within range. An unwilling target must
succeed on a Constitution or Wisdom saving throw to resist the transformation. The GM may allow
characters to modify this power and substitute other effects like petrification, being trapped in a

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coma, involuntary teleportation to a distant location, interdimensional banishment, and being shrunk or
shapechanged to a harmless, vulnerable form for an extended time. Turning a character into a version
of themselves with no meta-human powers for an extended time is also possible.
Information Powers
Accuracy
1st level, Casting time: 1 bonus action, Range: Self, Duration: Instantaneous
You gain advantage on the next attack roll you make this round and do an additional 2 damage if it hits.
This damage is not doubled by smash attacks or similar powers.

Meta-Identify e
At higher levels: When cast at higher levels you gain 1d6 damage for every 2 slot levels above the 1st.

1st level, Casting time: 1 minute, Range: Touch, Duration: Concentration, up to 1 minute.
You choose one object that you touch and examine with meta-human powers or superior intellect during
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the casting time. You can gain advantage on the Arcane, Religion, Science, Nature, and Technology skills to
identify the object’s uses and properties for the duration of the power. You can carry out the equivalent
of 12 hours of analysis if you examine the object for the entire duration of the power. This known power
may be limited to magical or non-magical objects only.
Intuition
2nd level, Casting time: 1 action, Range: Self, Components: None, Duration: Instantaneous
You use psionic senses, magic, or temporal powers to derive information on a plan you intend to take in the
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next 30 minutes. You get a good feeling, a bad feeling, a mixed feeling indicating good and bad or a neutral
feeling. You can change the plan and cast this power again to get a signal which is a better course of
action. If you cast this power more than three times before a long rest, there is a cumulative 10% chance
you will receive false information.
Meta-Locate
2nd level, Casting time: 1 action, Range: Self, Components: None, Duration: Concentration, up to 10
minutes
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You search for an object that is familiar to you by meta-human means. You sense the direction to the
object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know
the direction of its movement. The power can locate a specific object known to you, as long as you have
seen it at least once at 30’ or less. Alternatively, the power can locate the nearest object of a particular
kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This power can be blocked by
lead, force-fields, or other dense materials.
At higher levels. When you cast this power using a slot of 3rd level or higher, you can multiply the
maximum distance to the object by 3 for each level above 2nd. If you use a 4th level power slot you can
sense an object that is within 9,000 feet (9 x 1000’).
Variants of this power:
• Hunting: You locate a creature instead of an object. You describe or name a creature that is familiar
to you and sense direction and motion. The power can locate a specific creature known to you, or the
nearest creature of a specific kind, so long as you have seen such a creature at less than 30’ at least
once. Changing the creature’s form would disguise the creature.

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Remote Sensing
3rd level, Casting time: 10 minutes action, Range: 5,000 feet, Duration: Concentration, up to 10 minutes
You create an invisible sensor within range in a location familiar to you or that you can see. The sensor
remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast
the power, you choose seeing or hearing. You can use the chosen power through the sensor as if you were
in its space. As your action, you can switch between seeing and hearing. A creature benefiting from
invisibility detection can see the sensor. This power is normally magical or psionic. Creatures with inter-
dimensional travel may be able to use this power without magic or psionics by spying through a pinprick
sized dimensional gateway. Characters with super-hearing wish to have this power with only the hearing
option available and may take a small power limitation for this known power under the quirk and

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disadvantage rules.
At higher levels. When you cast this power using a power slot of 4th level or higher, range triples for
each slot level above 3rd.
Lesser Precognition/Postcognition

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4th level, Casting time: 1 action, Range: Self, Components: None, Duration: Instantaneous
You use psionic senses, magic, or temporal powers to derive information on past events or future events.
You can derive information on 1 question on an event that occurred in the past 7 days or in the next 7
days. The GM decides what information you can gain. Information is usually in a dream-like form, unclear
visions, or overheard thoughts. If you cast this power more than twice before a long rest, there is a
cumulative 20% chance you will receive false information.

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Precognition/Postcognition
5th level, Casting time: 1 action, Range: Self, Components: None, Duration: Instantaneous
You use psionic senses, magic, or temporal powers to derive information on past events or future events.
You can derive information on 3 questions. The GM decides what information you can gain. Information is
usually in a dream-like form, unclear visions, or overheard thoughts.
Variants of this power:
• Legends and Rumors: Instead of information on 3 questions, you gather legends, underworld gossip,
semi-secret but not top-secret government records on a person, place, or object. The information is
accurate but may have some false information mixed in. The forest is often hidden in the trees.

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Restraining Powers
Difficult Ground
1st level, Casting time: 1 action, Range: 60’, Duration: 1 minute
You conjure unusual physical effects like increased gravity, disorienting bursts of energy, conjure a
slippery substance, sticky mud, animated plants, or tentacles that attempt to trip creatures in a 10’
square. This turns it into difficult terrain for the duration. The effect is close to the ground or has
limited reach and flying creatures are unaffected. When the effect appears, each creature standing in
its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends
its turn there must also succeed on a Dexterity saving throw or fall prone.

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Variants of this power:
• Restraining: Range increases to 90’ and the duration is concentration, 1 minute. The effect is more
powerful and affects a 20’ square. Creatures don’t fall prone in or entering the area. A creature in the
area when you cast the power must succeed on a Strength saving throw or be restrained until the

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power ends. A creature restrained can use its action to make a Strength check against your power save
DC. On a success, it frees itself.
• Web: This is a 2nd level power. This power fills the area with webbing or solidified energy nets.
Creatures don’t fall prone in or entering the area. Duration is concentration, 10 minutes. The effect
affects a 20’ cube must be anchored from solid objects like walls or ceilings. If not, it collapses and
only has a height of 5’ at the end of the turn you cast it. A creature that starts its turn in the
webbing/nets or enters them in its turn must make a Dexterity save. It does not fall prone. On a failed
save it is restrained while it remains in the webbing/nets or until it breaks free. A restrained creature
can make a Strength check against the DC for your powers as an action on its turn. If it succeeds, it is

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no longer restrained. If it does not move out of the web, it must make a Dexterity save again. The web
or netting is difficult terrain, and some creatures cannot move through in one round. Players can
destroy a 5’ cube of webs by inflicting 8 points of damage on it using a damaging area effect attack
that does not inflict piercing damage. This would normally damage any creatures in the 5’ cube.
• Tentacles: This is a 4th level power. Range increases to 90’ and the duration is concentration, 1 minute.
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The effect is more powerful and affects a 20’ square. The effect restrains and damages instead of
just tripping or causing slips. A creature does not fall prone in or entering the area. A creature
entering the area for the first time or starting a turn there must succeed on a Dexterity saving throw
or take 3d6 bludgeoning damage and be restrained by the tentacles until the power ends. A creature
that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning
damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity
check (its choice) against the DC for your powers. On a success, it frees itself.
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Blob Volley
6th level, Casting time: 1 action, Range: Self, Duration: 8 hours.
You create 1d6+3 blobs of matter or energy that you carry or accompany you for the duration of the
power. While you have blobs remaining, you can use an action to throw or propel a blob 60’ to a creature of
your choice within sight. The blobs inflict a disabling effect, restraint is the most common effect. You
pick the effect from the list below when you learn this power.
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• Stunning: The creature must make a saving throw to avoid being stunned. You pick the saving throw
when you acquire this power but cannot select Strength or Charisma. It gets another save at the end
of each turn to end the condition. On a successful save, the effect ends.
• Restraining: The creature must make a Dexterity saving throw or be restrained. A restrained creature
can make a Strength check against the DC for your powers as an action on its turn. If it succeeds, it is
no longer restrained.
• Slumbering: The target must make a saving throw or be knocked unconscious and asleep. It wakes up if
it takes any damage or if another creature uses its action to shake the sleeper awake. You pick the
saving throw when you learn this power, but it must be a Dexterity, Wisdom, Constitution, Intelligence
or Charisma saving throw. Constructs and creatures immune to being charmed aren’t affected by this
power.

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• Sickening: The target must make a saving throw or be sickened. Sickened characters have
disadvantage on attack rolls and ability checks. You can only select a Dexterity, Wisdom or
Constitution save when you select the save for this power. You pick the saving throw when you learn
this power. Sickened characters may make a saving throw at the end of their turns to end the effect.
This is not normally a mind-affecting power, although it may be a poisoning power if the background
description of the power indicates that.
At higher levels: When you cast this power using a slot of 7th level or higher, you gain 2 extra blobs per
slot level above 6th.
Variants of this power:

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• Blob Volley IX: This is an 8th level power and creates 1d12 + 8 blobs. You can throw or propel 2 blobs
at up to two different target creatures with your action instead of just one creature. When you cast
this power using a 9th level slot you gain 6 extra blobs.

Summoning Powers

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Meta-Minion
2nd level, Casting Time: 1 bonus action, Range: 90’, Duration: 2 Minutes
This power creates a mobile animated matter or solidified energy effect occupying a 5’ energy cube that
can fly and attack on your behalf. The minion is a construct creature with the Inhuman Physiology and
Mind Proof feats.
It can appear to be a living creature but is not one. It can be a duplicate of the character but is easily
identified as a copy. You normally define the appearance of the effect when you learn the power, but the
GM can allow some variations (e.g., any animal). A character with the Illusion cantrip can vary the

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appearance of the construct every time they use this power.
Construct has STR: 14(+2), DEX: 14(+2), INT: 8(-1), WIS: 8(-1), CHA: 8(-1) and CON: 14(+2). It has 30’
flying speed. It can have normal sight or blindsight 30’. This is usually sound-based blindsight but can be a
blindsight consistent with the energy effect e.g., a living flame might have a temperature based
blindsight. It has AC 17 and hit points equal to the caster’s maximum with a minimum of 15 hit points. It is
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not proficient in any saves.
You can use quirk or disadvantage rules to weaken the summoned creature, making it a non-construct
vulnerable to more effects, give it land movement only or make its mental ability scores lower.
You pick one benefit when you learn this power. You also select the damage type and the saving throw if
needed to resolve any attacks at that time.
Benefits:
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• Creature-like: When you cast the power, you can make a melee power attack against a creature within
5 feet of the weapon. On a hit, the target takes damage equal to 1d8 + your power using characteristic
modifier.
• Energy-like: When you cast the power, you can pick a creature within 5 feet of the weapon for an
attack. The target creature must make a saving throw or take damage equal to 1d8 + your power using
characteristic modifier. It takes half damage on a failed saving throw.
• Swarm-like: If you select this benefit, the creature is a swarm like creature with enough density to be
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solid in a 5’ cube. Its presence also creates light obscurement in any square within 10’. When cast, the
creature picks and attacks one target within 10’. The target creature must make a saving throw or take
damage equal to 1d8-1 + your power using characteristic modifier. It takes half damage on a failed
saving throw.
For all the benefits, while the minion is not reduced to 0 hit points or does not have a condition that
would normally prevent a creature from attacking, the caster can use a bonus action on its turn, to move
the minion up to 30 feet and repeat the attack made when first casting the power against a creature
within 5’ (or 10’ for the swarm-like benefit). If you must select a save, the saving throw is a DEX, CON,
INT or WIS save and must be appropriate to the creature and the damage type. Wisdom and intelligence
checks are usually psychic energy attacks or are appropriate for powers described as magical in
background.

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At higher levels: When you cast this power using a power slot of 3rd level or higher, the damage increases
by 1d8 for each two slot levels above 2nd. Additional damage dice can be used to make a separate attack
against another creature within 5’ or 10’ for the swarm-like benefit. Characteristic bonuses are added
only to one creature’s damage e.g., when cast with a 4th level power slot, a swarm creature could attack
one creature for 1d8 + characteristic modifier and a second creature for 1d8.
Variants of this power:
• Superior: This is a 5th level power. Casting time is one action. Duration is concentration, up to 1 minute.
You can direct the minion to move 60’ and repeat the attack made when initially cast with a bonus
action. The creature’s statistics improve to STR:22 (+6), DEX:16 (+3), INT:12 (+1), WIS:12(+1),

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CHA:12(+1) and CON:16(+3) and AC 20. Damage increases to 4d8 for the Creature-like and Energy-like
benefits and 4d8-2 for the Swam-like benefit. When cast at higher levels, damage increases by 2d8
for each slot level above 5th. Additional damage dice can be directed at a second target instead of the
first. An attack roll or save is required for the additional target. You can have this power and the
normal variant of this power at the same time. Power using characteristic modifiers to damage are

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added only to one target.

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Protective Summoning
3rd level, Casting Time: 1 action, Range: Self, Duration: Concentration, up to 10 minutes.
You summon or animate blobs of matter, energy, conjure small creatures, create drones to surround you
and your allies. You can select the appearance of these constructs. The blobs are too small to occupy a
space and act like a swarm or storm around you. They cover a 15’ sphere centered on you. You can
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designate any number of creatures as unaffected. You can take an action to re-select unaffected
creatures. Speeds are halved in the area of effect for opponents and the area is lightly obscured.
Creatures who enter the area or start the turn in the area, must make 3d8 damage. They may save for
half damage. You pick the damage and saving throw when you learn this power. It must fit the background
description of the power and the damage type. The GM can introduce variants of this power that inflict
temporary damage and cause a condition if targets would be reduced to 0 hit points by damage.
At higher levels: When cast using a slot of 4th level or higher, the damage increases by 1d8 for each 2
slot levels above 3rd.
Variants of this power:
• Knockdown: Instead of doing 3d8 damage, the power does 2d8-2 damage. Opponents who fail their
save are also knocked prone.
• Greater: This is a 7th level power. The power does 5d8 damage and affects a 45’ sphere, centered on
the caster. When cast using a slot of 8th level or higher, the damage increases by 1d8, and the radius
of the sphere increases by 10’ for each slot level above 7th.

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Conjure Minions
3rd level, Casting Time: 1 action, Range: 60’, Duration: Concentration, up to 1 hour.
You create creatures that appear in range, in unoccupied spaces. You can one of the following options:
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
The creatures disappear at 0 hit points or at when the power ends. The creatures are friendly to you and
their allies. They act as one group in initiative order. They obey verbal commands given as a free action.
If not, they defend themselves.
Creatures may be duplicates of the character instead of beasts with similar but weaker powers. Spotting
the real character is a very easy DC 5 check. If the creatures are animated matter or energy, the

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creatures selected may be constructs, created with the Inhuman Physiology and Mind Proof feats. Stats
for several CR 2 and 1 creatures and alternative minions are given in the appendices. The GM may allow
characters to design creatures they can summon but shouldn’t allow the character to use this ability to
gain utility powers that are not common (e.g., powers a normal animal would not have) or powers the

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characters do not possess. A CR2 character is equivalent to a 3rd or 4th level Soldier built using the
normal character creation rules. A CR1 is equivalent to a 1st or 2nd level Soldier.
At higher levels: When you cast this power using certain higher-level slots, more creatures appear: twice
as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a
9th-level slot.
Telepathy and Mind Control Powers
Meta-Suggestion
2nd level, Casting Time: 1 Action, Range: 45’, Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and influence a creature you can see within

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range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The
suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the
creature to self-harm or do some other obviously harmful act ends the power. The target must make a
Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its
ability. The suggested course of action can continue for the entire duration. If the suggested activity can
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be completed in a shorter time, the power ends when the subject finishes what it was asked to do. You
can also specify conditions that will trigger a special activity during the duration. For example, you might
suggest that a criminal gives their money to the first needy person the criminal meets. If the condition
isn’t met before the power ends the activity isn’t performed.
At higher levels: When you use higher level power slots, you can target one additional creature for each
slot level above 2nd level. Targeted creatures must be in range and all fit in a 20’ radius sphere at some
point in range.
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Meta-Telepathy
2nd level, Casting time: 1 action, Range: Self, Duration: 1 minute
For the duration, you can read the thoughts of certain creatures. As an action, you can read the mind of
any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence
of 3, the creature is unaffected. You initially learn the surface thoughts of the creature. As a second
action, you can probe deeper. If you probe deeper, the target must make a Wisdom saving throw. If it
fails, you gain insight into its reasoning, its emotions, and any topic it thinks about repeatedly. If it
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succeeds, you gain nothing. Either way, the target knows that you are probing into its mind and the
creature can use its action on its turn to make an Intelligence check contested by your Intelligence
check; if it succeeds, the power ends. This power can be used to interrogate creatures as questions
directed at the target are likely to alters its surface thoughts, especially if it knows the answer.
You can also use this power to detect the presence of thinking creatures you can’t see. As your action
during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers,
but you must name materials that block it e.g., being blocked by lead and 2 feet of rock, brick or
concrete. You cannot detect a creature with an Intelligence of 3. Once you detect the presence of a
creature in this way, you can read its thoughts for the rest of the duration as described above, even if
you can’t see it, but it must still be within the 30’ range. If you take 30 minutes to cast this power, you
do not expend a power slot on a roll of 2 or more, on a d20.
If you have Super-senses and Ultra-senses you can use this power to detect thinking creatures and the
same range as your Ultra-senses.
At higher levels: If you use a 3rd or 4th level slot, duration is one hour. If you use a 5th or 6th level slot,
duration is 8 hours. If you use a slot of 7th or higher, its 12 hours.
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Meta-Charm
4th level Enchantment, Casting time: 1
action, Range: 60’, Duration:
Concentration, up to 1 hour
You attempt to charm a creature that
you can see within range. It must succeed
on a Wisdom saving throw or be charmed
for the duration. If you or allies are
fighting it, it has advantage on the saving

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throw. If it fails, it is charmed until the
power ends, or you and your allies do
something harmful to it. The charmed
creature is friendly to you and
disbelieves attempts to persuade it that

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it is charmed. When the power ends the
creature knows it was charmed.
Charmed creatures cannot attack the
charmer or target the charmer with
harmful effect. The charmer has an
advantage on ability and skill checks to
interact with the creature. When your
allies are in combat with the charmed
creature’s allies, it is the GM determines

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how the charmed creature would react..
It may attack your allies, reason with you to stop your allies or stop its allies from attacking if your
allies are clearly withdrawing or are fighting defensively. You may be able to use social skills to
convince a charmed creature to betray its current companions. The GM may allow variants of this
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power that require a Constitution save if they use poison or some physical means to cause the
condition.
At higher levels: When you use higher level power slots, you can target one additional creature for
each slot level above 4th level. Targeted creatures must be in range and all fit in a 20’ radius
sphere at some point in range.
Mental Manipulation
5th level, Casting time: 1 action, Range: 60’, Duration: Concentration, up to 1 minute
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You manipulate a creature’s mind. One creature that you can see must make a Wisdom saving throw.
If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target
is charmed and incapacitated for the duration but able to hear you. If the creature takes damage
or is targeted by another power, the power ends. While this charm lasts, you can affect the
target’s memory of an event that it experienced within the last 24 hours and that lasted no more
than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall
the event with perfect clarity and exacting detail, change its memory of the details of the event,
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or create a memory of some other event. You must speak to the target to describe how its
memories are affected, and it must be able to understand your language. Its mind fills in any gaps
in your description. If the power ends before you have finished describing the modified memories,
the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the power
ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the
memory contradicts the creature’s natural inclinations, alignment, or beliefs. The GM might deem a
modified memory too nonsensical to affect a creature in a significant manner.
Instead of altering memories, you can implant a subliminal command on the creature to serve you.
If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed
by you for 7 days. While the creature is charmed by you, it takes 5d10 psychic damage each time it
acts in a manner directly counter to your instructions, but no more than once each day. You can
command the creature throughout the duration, any command can be given but suicidal commands
would end the power. A creature that can't understand you is unaffected by this use of the power.

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The GM decides what metahuman powers can reverse this powers effects, but this power can be used to
remove altered memories and to remove subliminal commands.
At higher levels: When you use higher level power slots, you can alter the target's memories of an event
that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in
the creature's past (9th level). You can also extend the period of service 30 days (6th level), 1 year (7th
or 8th level) and until the power is reversed (9th level).
Telepathic Bond
5th level, Casting time: 1 action, Range: 30’, Duration: 1 hour

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You forge a telepathic link among up to eight willing creatures of your choice within range, psychically
linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less
aren’t affected by this power.
Until the power ends, the targets can communicate telepathically through the bond, a common language is
unnecessary. The communication is possible over any distance but not inter-dimensionally. A permanent

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link or extradimensional links could be created by a heroic stunt. You can take extra time to use this
power 5 minutes and cast this power without using a power slot.
Crippling Pain
7th level, Casting time: 1 action, Range: 60’, Duration: Instantaneous
The power affects one creature in range. The target has 100 hit points or fewer, it is subject to crippling
pain. Otherwise, the power has no effect on it. A target is also unaffected if it is immune to being
charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet.
The target also has disadvantage on attack rolls, ability checks, and saving throws, other than

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Constitution saving throws. Finally, if the target tries to cast a power, it must first succeed on a
Constitution saving throw, or the power fails and is wasted. A target suffering this pain can make a
Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Meta-Dominate
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8th level, Casting time: 1 action, Range: 60’,
Duration: Concentration, up to 1 minute
You attempt to mind control a creature that
you can see within range. It must succeed on a
Wisdom saving throw or be charmed by you for
the duration. If you or creatures that are
friendly to you are fighting it, it has advantage
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on the saving throw. While the creature is


charmed, you have a telepathic link with it if
the two of you are in the same dimension. You
can use this telepathic link to issue commands
to the creature while you are conscious without
actions, which it does its best to obey. You can
specify a simple and general course of action,
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such as “Attack that creature”. If the creature


completes the order and doesn’t receive
further direction from you, it defends and
preserves itself to the best of its ability. You
can use your action to take total and precise
control of the target. Until the end of your
next turn, the creature takes only the actions
you choose, and doesn’t do anything that you
don’t allow it to do. Each time the target takes
more than 10% of its maximum hp or 25% of its
remaining hp as damage, it makes a new Wisdom
saving throw.
At higher levels: If you cast this power with a
9th-level power slot, the duration is
concentration, up to 8 hours.
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Transformation and Creation Powers
Alarum
1st level, Casting Time: 1 action, Range: 60’, Duration: 1 minute.
You create an invisible energy effect, summoned creature, or created matter device that alerts you if a
20’ square area is entered. Any creature including invisible creatures is detected, and the effect
messages you mentally. You can exclude creatures from the alarm including wildlife and allies. You are
alerted if you are within a mile and woken if sleeping. The alarm can reach you at greater distances if you
have ultra-senses and they have the range to perceive the alarm. You can take extra time to cast this
power, making the casting time 5 minutes, and increasing duration to 8 hours. You can also take 30
minutes to cast the power. If so, the duration is 8 hours, and you do not use the power slot expended to

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cast this power. You may use quirk and disadvantage rules if you must leave a physical device in place when
you cast the power. You can have up to your casting characteristic modifier +1 in Alarum powers or
variants active at one time.
At higher levels: When you cast this power using a slot of 2nd level or higher, you can create an additional
device for every level after 1st, to a maximum of 4 devices.

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Variants of this power:
• Restraint Traps: This is a 2nd level power. Instead of placing alarms you can also place restraining
traps. Restraining traps can be placed in the same square as alarms. Restraining traps can only be
detected by an Intelligence (Investigation) check against the power DC. A small or larger creature
triggers the power. The creature that triggers the effect must make a Dexterity saving throw or fall
prone and be restrained. The restrained creature can make a Strength or Dexterity check with
disadvantage at the end of each turn to escape. Alternatively, another creature may free the
restrained creature with a Strength or Dexterity check against the power DC. When you cast this
power using a slot of 3rd level or higher, you can create an additional trap for every level after 2nd, to
a maximum of 4 traps.
Light Fall
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1st level, Casting Time: 1 reaction triggered when there are falling creatures in range, Range: 60’,
Duration:
. 1 minute.
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Choose up to 4 falling creatures in range. The descent of those creatures slows to 120’ per round. Those
creatures take no damage and can take a DC 3 Athletics or Acrobatics check to land on their feet from
the fall.
At higher levels: When you cast this power using a slot of 2nd level or higher, you can affect one
additional target per level above 1st.
Meta-Labor
1st level, Casting time: 1 action, Range: 60’, Duration: 1 hour
The power creates an invisible, mindless telekinetic sphere that can receive your commands telepathically
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and carries those out for the duration of the power. The sphere performs simple tasks in range as if it
had two hands. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit
points, it disappears. Once on each of your turns as a bonus action, you can mentally command spheres
created by this power to move and interact with objects. The sphere move at your movement speed. The
sphere can perform simple tasks that a humanoid could do, such as fetching things, cleaning, mending,
folding clothes, lighting fires, serving food, and pouring wine. Once commanded, the sphere performs the
task to the best of its ability until it completes the task, then waits for your next command. Spheres can
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not move out of range. If you have the Matter Manipulation feat, the sphere has a strength of 10 and can
use the lift multiplier that would apply to your Telekinetic Hand. This would allow more complex non-
combat tasks. You can choose the appearance of the sphere. It can be a duplicate but can easily be
identified as such.
At higher levels: When you cast this power using a slot of 2nd level or higher, you can summon one more
sphere per level above 1st and the range of the power increases by 30’.
Variants of this power:
• Super-speed: The duration of this power is instantaneous, and you use super-speed to do manual work.
You instantaneously accomplish a task that a sphere summoned by the Meta-Labor power could do in a
15-minute duration. You may assume the sphere has your strength and lift multiplier in assessing the
amount of labor. The amount of labor accomplished doubles by each level of non-combat speed that you
have. A character with level 3 non-combat speed could accomplish 120 minutes of manual labor in an
instant. At higher levels. When you cast this power using a slot of 2nd level or higher, the range of the
power also increases by 30’ per slot level above first and the base amount of labor accomplished is
increased by the work of an additional sphere per slot level above 1st.
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Casting at 3rd level and level 2 non-combat speed would allow 180 mins of work to be done
instantaneously within 120’ (15 mins x 3 spheres x2 x2, range is 60’ +30’ +30’). You must have the
super-speed feat to learn this variant of the power. The GM determines what can be done with that
amount of labor. If the character wants to evacuate a building and had 120 mins of manual labor to
work with, the GM could estimate that grabbing someone and carrying them out of the building would
take 2 mins on average, giving the character the ability to rescue 60 people instantaneously. The power
fails if there are threats to the character, locked doors or other barriers in the way of the task, the
character is instead teleported adjacent to the first difficulty encountered. Being within range of an
opponent is a threat.

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Obscuration
1st level, Casting time: 1 action, Range: 120’, Duration: 1 minute
You conjure fog, smoke or an energy effect that interferes with vision in a similar way. You create a 20-
foot-radius sphere at a point within range. The sphere spreads around corners, and its area is heavily

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obscured. It lasts for the duration.
At higher levels. When you cast this power using a slot of 2nd level or higher, the radius doubles for each
slot level above 1st. When cast as an 8th level power it can extend for a 2500’ radius. Duration increases
to 1 hour if you use a slot of 3rd level of higher and to 4 hours if you use a slot of 7th level or higher.
Variants of this power:
• EMP: The fog has no effect on normal vision but is heavy obscuration for electronic sensors and sound
recordings. This effectively shuts down security cameras and electronic, non-mechanical traps.
Meta-Hacking
2nd level, Casting Time: 1 Action, Range: 120’, Duration: Concentration, up to 8 hours

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For the duration of the power, you can interact with electronics in range. Your interaction is as if you had
appropriate tools and were connected to the electronics in question. You can connect to electronic
systems without keyboards and give instructions that they would normally receive from plugged in tools
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and keyboards or by radio or internet. You cannot mechanically rewire electronics unless you also have the
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Telekinetic Hand cantrip. Once during the duration of this power, you gain the Technology skill if you do
not have it and gain advantage with skill checks for a period of 10 minutes. If you encounter AI creatures
that are vulnerable to powers that disrupt electronics, you may attempt to manipulate them. Once during
the duration of this power, you can take an action to manipulate AI’s. The effect of the manipulation
would be similar to the 5th level Meta-Paralyze power or the 5th level Mental Manipulation power.
At higher levels: When you cast this power using a slot of 4th level or higher, you can gain the Technology
skill and advantage with it for 1 hour. In addition, when you attempt to manipulate AI’s, the effect of the
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manipulation would be similar to the 5th level Meta-Paralyze, 5th level Mental Manipulation or 8th level
Meta-Dominate powers.
Creation
3rd level, Casting Time: 1 Action, Range: 30’, Duration: Instantaneous
You create useful items equal in monetary value to 2 weeks rations and water for 1 normal or large sized
creature. This is enough value to create a firearm, 5 boxes of ammunition, climbing gear and a rope or
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other useful equipment. If you create non-valuable items like sand, the objects must appear in range and
fit in a 20’ cube. You could create a large pile of rusted junk with this power. In some settings, where
common items are rarer or the character’s lack of wealth is a significant motivator to adventure, this
power may be detrimental to play. The GM may restrict the use of the power to only creating common
items or temporary items with no resale value.
At higher levels: When you cast this power using a slot of 4th level or higher, the value you can create
increases. The value you can create increases is multiplied by 4 for each slot level above 3rd. Using a 5th
level slot, you could create a motorcycle. Using a 6th level or 7th level slot you could create a vehicle of
varying quality or something valuable enough to trade for a chartered flight. Using 8th level or 9th level
slots you could create a private jet. If you use a 6th level slot or higher, the object does not have to fit
in a 20’ cube.
Variants of this power:
• Fortress: This is an 8th level power. The power can create a concrete base within a 200’ range that
does not have to fit in a cube. The power does not purchase land.

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Meta-Trap
3rd level, Casting Time: 1 hour, Range: 60’, Duration: 1d3 weeks.
You create a trap; an invisible energy effect, or hidden matter device that sets off an offensive power.
Traps can only be detected by an Intelligence (Investigation) check against the power DC. You decide
what triggers the trap when you cast the power. The most typical triggers include touching or standing on
the alarm, approaching within a certain distance of the alarm, or manipulating a specific object touching
the trap. Traps can be placed on an object. If so, the most common triggers include opening that object
or approaching within a certain distance of the object, once triggered this power ends. The trigger can be
refined to activates only under certain circumstances: according to physical characteristics such as
height or weight, ignoring creatures that speak a password, enter a code on a nearby keypad or

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themselves at a biometric sensor. You pick an effect for the trap when you cast it. The effects are:
• Explosive: The trap inflicts energy damage in a 20-foot-radius sphere centered on the sphere. Each
creature in the area must make a Dexterity saving throw. You select the energy damage for explosive
traps when you learn the power. A creature takes 5d8 energy damage on a failed saving throw (your

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choice when you create the glyph), or half as much damage on a successful one.
• Contingency. You can store a power of 3rd level or lower in the trap by casting it as part of creating
the trap. The power must target a single creature or an area. The power must be a summoning or
instantaneous offensive power. The power being stored has no immediate effect when cast in this way.
When the power is triggered, the power is cast. If the power has a target, it targets the creature
that triggered the trap. If the power affects an area, the area is centered on that creature. If the
power summons hostile creatures, they appear as close as possible to the intruder and attack it. If the
power requires concentration, it lasts until the end of its full duration.
Traps are not meant to be portable and carried like weapons. The GM can have traps misfire if moved

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excessively. Traps can be used to equip a headquarters with explosive effects and summoned creatures,
especially if made permanent with heroic stunts.
At higher levels. When you cast this power using a slot of 4th level or higher, the damage of an explosive
trap increases by 1d8 for each slot level above 3rd. If you create a trap, you can store a power of up to
.
the same level as the slot you use for the trap. Powers of 8th level and higher cannot be stored.
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Fabrication
4th level, Casting Time: 10 minutes, Range: 120’, Duration: Instantaneous
You convert raw materials into products of the same material. For example, you can fabricate a wooden
bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. You can use
this power on materials created with the Alter Environment cantrip. Choose raw materials that you can
see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight
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connected 5-foot cubes), given enough raw material. If you are working with metal, stone, or another
mineral substance, however, the fabricated object can be no larger than Medium (contained within a
single 5-foot cube). The quality of objects made by the power is commensurate with the quality of the
raw materials. Creatures can’t be created or transmuted by this power. You also can’t use it to create
items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, machinery, or
armor, unless you have proficiency with the tools and skills used to create such weapons. The 8th level
Transform Object power is needed for more sophisticated items.
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Control Environment
5th level, Casting Time: 10 minutes, Range: Self, Duration: 3 hours.
You must be outdoors to cast and not end this power. You control weather in 1 mile. It takes you 2d4 x 10
minutes to change normal weather to arctic cold or desert heat. You can also cause fog or heavy winds in
that time frame. Heavy rain, storm winds and blizzards would take 4d4 x 10 minutes.
If starting weather is hot or cold, it would take an extra 2d4 x 10 minutes to achieve arctic cold or
desert heat. If conditions are already part-way to the effect you wish to achieve, the time halves.
Attempting to achieve milder effects like light rain or comfortable heat would halve the time.
Changing weather from arctic cold, desert heat, heavy rain, blizzards, and storms takes the same time as
creating that effect. Reducing the harshness of the weather from those levels significantly would take
half that time.
Weather changes can cause Wisdom (perception) checks to be made at a disadvantage and cause ranged
missile attacks at long range to be made at a disadvantage.

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The GM may rule that weather also transforms surroundings to difficult terrain. The GM may allow you
to cast this with a higher slot as a 7th level power to affect a larger 3-mile range, as an 8th level power
to affect a 5-mile range or as a 9th level power to affect a 10-mile range. Players may take this known
power with a quirk under quirk and disadvantage rules to limit the power to wind only, rain or snow only or
weather only.
Variants of this power:
Reality: Instead of weather changes, you alter laws of physics or project low-levels of a selected energy
or small particles to inconvenience creatures with disorientation, sensory effects, or mild nausea. Effects
are like that of a blizzard in terms of difficulty moving, and difficulty observing within the effect. You

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take 4d4 x 10 minutes to achieve this change.
Meta-Wall
5th level, Casting Time: 1 Action, Range: 120’, Duration: Concentration, 10 minutes

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You create a wall of created matter or solid energy at a point in range. The wall is composed of ten 10’ by
20’ panels adjacent and connected to at least one other panel. Panels have AC 15 and 90 hit points. You
can double up walls, to increase the hit points required to break through. If a creature would be enclosed
that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its
speed so that it is no longer enclosed by the wall. Walls cannot be created in the same space as a creature
or object. The wall will anchor itself on hard physical objects and the ground. The shape of the walls can
be altered to create bridges or ramps. If the wall is made of matter, you decide if its permanent, semi-
permanent or disappears at the end of the duration. If you maintain concentration for the full ten
minutes, it becomes permanent or temporary at the end of the duration. If it is permanent, it cannot be
dispelled by powers that reverse the effects of powers. You decide how long the wall lasts if its semi-

Destruction e
permanent when you learn this power. It can be 1d6 days, 1d6 weeks or 1d6 months.

6th level, Casting Time: 1 round, Range: 60’, Duration: Instantaneous


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You fire a destructive beam at a target creature or object. A creature targeted by this power must make
a Dexterity, Concentration or Wisdom saving throw. On a failed save, the target takes 10d6 + 40 energy
damage. If this damage reduces the target to 0 hit points, it is disintegrated. You select the energy
damage type and saving throw when you learn this power. A disintegrated creature and everything it is
wearing and carrying, are reduced to a pile of fine gray dust. The creature can be restored to life only by
means of a heroic stunt. The GM may decide that a magical or unique item is not destroyed. This power
automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power
disintegrates a 10’ cubic portion of it. A creature gets a save to avoid the effect of this power if you
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target an object it is carrying.


At higher levels. When you cast this power using a slot of 7th level or higher, you do 3d6 additional
damage for each level above 6th. When targeted at objects and cast with a 7th level slot, it can
disintegrate Huge or smaller objects or a 20’ cubic portion of a larger object. When targeted at objects
and cast with an 8th level or higher slot, it can disintegrate Gargantuan or smaller, objects or a 40’ cubic
portion of a larger object.
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Property Destruction
7th level, Casting Time: 1 minute, Range: 200’, Duration: Concentration, up to 1 minute.
You create a destructive effect in a 100’ radius sphere. This can be an earthquake and windstorm, bursts
of energy fluctuating gravity, unusual effects from the law of physics or periodic geysers of energy or
matter from the ground.
Any creatures concentrating in the area of effect, must make a Constitution saving throw or break
concentration. Any creature flying or standing in the area of effect, must make a Dexterity save or be
knocked prone. Flying creatures knocked prone must make a DC 10 Acrobatics check to hover in place and
not fall to the ground taking damage..
Structures are badly damaged by this effect. Structures take 50 bludgeoning damage when you cast the
power and at the start of each of your turns. If a structure drops to 0 hit points, it collapses and
potentially damages nearby creatures.

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A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a
failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble,
requiring a DC 20 Athletics check as an action to escape. The GM can adjust the DC higher or lower,
depending on the nature of the rubble. On a successful save, the creature takes half as much damage and
doesn’t fall prone or become buried.
As a guideline of the hit points of a structure, a 10’ by 10’ section of a 6 inch wall of solid stone or metal
reinforced concrete would have 120 hit points. Brick, wood or concrete blocks would have half the hit
points.
Variants of this power:

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Property Destruction II: This is an 8th level power. Casting time is 1 action, and the duration is 1 minute.
Concentration is not required. The area of effect expands to a 400’ radius sphere. This variant can be
cast using a 9th level power slot, in which case duration is 10 minutes (which would destroy nearly any
building) and area of effect is a 1,600’ radius.

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Alter Reality
7th level, Casting Time: 1 action, Range: Self, Duration: Instantaneous
This power allows you to alter reality to create any effect allowed by a GM. As a guideline, the power
should be able to reliably duplicate or duplicate with reasonable changes any power of one level less than
the slot used to cast the power, or below. The effect must be conceivably explained by the description
used to explain the character’s meta-human powers when this character is created or acquires the feat.
The GM should interpret these creatively in-line with the level of the realism of the campaign setting.
Super-speed characters may build walls, treat wounds at high speed or transport allies to safety. Super-
strong characters may throw large objects and imitate damaging area effects or create earthquakes by
hitting the ground. Energy controlling characters and psionic characters may use energy in unusual ways.

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Fire characters may cause sleep effects by burning up oxygen. Powers can be used in unusual ways;
Teleporters can teleport in damaging environmental effects. Magnetic manipulators may build or rewire
machines to achieve a task.
Characters who have psionic, magical, or technology-based power sources can use psionic abilities in a

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different way, customize new spells or jury-rig new technology on the fly. GM’s may require extra casting
time, skill, or ability checks to allow certain effects and allow the wish to create effects made up of
multiple lower-level powers.
At higher levels: This power can be cast with higher level slots, increasing the level of effects it could
replicate.
Transform Object
8th level, Casting Time: 1 action, Range: 120’, Duration:
Concentration, 1 hour

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Choose one object that fits in a 20’ cube that you can
see within range. You transform the object into
another object. The transformation lasts for the
duration. If you concentrate on this power for the full
.
duration, the transformation becomes permanent. You
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can use this power to create a pit, or a hole in a bridge,
or hot mud.
If you create an environmental hazard, creatures in
the cube get a Dexterity save to move as a free action
to the edge of the effect and avoid ill-effects. A fall
of 20’ does 2d6 falling damage and knocks targets
prone. Damage inflicted by this power does not usually
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exceed 6d6 on a failed save. The GM may limit the


dangerousness of environmental effects created by
this power. For example, it can’t create anti-matter or
an instantaneously lethal, unstoppable acid.
The power can turn the cube into difficult terrain. The
power can turn a pebble into a 20’ block of stone as a
barrier. It can also trap a target in a similar fashion as
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the 5th level Meta-Wall power. Against an unmoving,


unresisting construct, the power inflicts 16d6 + 40
force energy damage. The creature is transformed
into an object of the caster’s choice if it is reduced to
0 hit points. This transformation can only be reversed
by a power that uses a power slot of 8th level or
higher. This power can also be used to reverse
petrification or shapechanging effects for up to 3
creatures. Resisting creatures would have a save.

Designers Note: Alter Reality is a ‘catch all’ power that allows players to do something new and cool ‘on
the fly’. GMs should interpret these effects strictly if they are used to get combat advantage but
interpret the power favorably if it advances the storyline of the campaign. It can be seen as a mini-heroic
stunt carried out at short notice. Its like a wishing spell but broader and more flexible and in-line with
golden age comic settings. GM’s can interpret it (and heroic stunts) more strictly in other settings.

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Transport and Enhancement Powers
Sensory Boost
1st level, Casting Time: 1 action, Range: Self, Duration: Concentration, up to 10 minutes.
You can take 10 minutes to cast this power without consuming a power slot. The target creature gains one
benefit from the Super-senses feat. You cannot pick any increase to a characteristic. You select the
benefit conferred when you learn this power. This power can be cast using a 2nd level or higher power
slot and does not require concentration when cast in that manner. Duration increases to 1 hour per slot
above first. You gain an additional benefit if cast with a 3rd level or higher slot.
Variants of this power:

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• Enhance Health: You gain one benefit from the minor immunity feat instead.
Complex Transformation
2nd level, Casting Time: 1 action, Range: 60’, Duration: Concentration, up to 2 hours.
This allows you to build a complex beneficial transformation on a target creature out of multiple

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enhancement powers.
You place a time delayed transformation on an unresisting target creature. That creature can take an
action to trigger the transformation.
While the transformation is not yet in effect, up to 7 other permitted powers that do not require
concentration can be cast on the target creature by the caster of Complex Transformation. The
creature must be the only target of each enhancement power. The durations of the contingent
enhancements become the duration of the shortest contingent enhancement in effect or 1 hour whichever
is shortest. These powers remain in suspension as if they have not been cast and are called contingent
enhancements. When the transformation is triggered, the contingent enhancements take effect as if

they are wasted.


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they had just been cast, and the durations of the powers start. If not triggered before this power ends,

In addition to the contingent transformations, the target creature is transformed into a form selected
by the caster for 1 hour. That form can be any form available to a character with the alter-self and
.
growth feats, The creature gains reach and movement benefits from its new size but does not gain
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increased strength. It may gain super-strength from a contingent enhancement. The caster also selects
one benefit from the Natural Weapon feat. other than the implanted weapons benefit for the form.
Permitted powers are:
• Enhance Senses and Immunities variants of Enhance Senses
• Meta-Protection and the Meta-Protection II, Defend Other and Defend Other II variants of Meta-
Protection
• Flight
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• Combat Enhancement power.


At higher levels: When cast at higher levels, duration increases by 1 hour for each slot level above 2nd.
When cast as a 5th level power, concentration is not required.
Enhance Senses
3rd level, Casting Time: 1 action, Range: 30’, Duration: 1 hour.
The target creature gains one benefit from the Super-senses feat. You cannot pick any increase to a
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characteristic. You select the benefit conferred when you learn this power.
At higher levels: You can affect one additional target for every slot level above 3rd. Using a 4th or 5th
level slot, duration is 3 hours, using a 6th level or higher slot its 8 hours. When using a 5th level slot or
higher, the target creature gains 2 benefits from the super-sense feat.
Variants of this power:
• Immunities: You gain benefits from the minor immunity feat instead of the Super-senses feat.
Enhance Travel
3rd level, Casting Time: 1 action, Range: Touch, Duration: Concentration, up to 10 minutes.
You touch a willing creature, and it gains two benefits from the Travel feat. Benefits are selected when
you first learn this power. 60’ flight is the most common choice of this power but any benefit that is not
an improvement to a characteristic can be selected.
At higher levels. When you cast this power using slot of 4th level or higher, you can target one additional
creature for each slot level above 3rd. If you target only one creature, the duration increases by 1 hour
for each slot level above the 3rd. If cast with 5th level or higher slot, you gain 1 additional travel benefit
for every 2 slot levels above 3rd,
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Combat Enhancement
3rd level, Casting Time: 1 action, Range: 20’, Duration: 10 minutes
You can only cast one combat enhancement power at a time. If you cast it a second time, the first one is
dispelled. If this power is cast as a contingent enhancement with the complex transformation power, it is
considered cast even if it has not taken effect. You pick a single enhancement type when you cast the
power. The target character gains tier 1 benefits for that chosen benefit. Higher tier benefits are given
and are used when the power is cast at higher levels. The GM may limit benefits from this power if they
have limits on the maximum levels of super-strength or ultra-lifting in the game.
At higher levels. When you cast this power using slot of 4th level, duration is 30 minutes. Using a slot of
5th level or higher, duration is 30 minutes. If cast using a 5th level power, the character gains tier 2

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benefits. If cast using a 7th level or higher slot, the target character gains tier 3 benefits. The GM may
allow some customization of tiers, e.g., allowing the power to grant tier 1 benefits from two enhancement
types instead of tier 2 benefits.
Super-Strength

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Tier Magic Weapon Enhancement Combat Enhancement
Enhancement
A single weapon on the character’s
person, the character’s unarmed Character gains super-
I +1 to hit and damage
attack or a natural becomes a +1 strength feat
weapon with +1 to hit and damage.
Character gains super-
As tier I but weapon is +2 with +2 +1 to AC, +2 to hit and
II strength feat twice and
to hit and damage damage
ultra-lifting feat
Character gains super-
III

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As tier I but weapon is +3 with +3
to hit and damage
+1 to AC, +3 to hit and
damage
strength feat three times
and ultra-lifting feat

GM’s Note: Variants of Combat Enhancement can be made which grant other feats instead of super-
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strength and ultra-lifting. GMs should be careful when approving variants of this power, some feats are
better than others. In addition, players could stack multiple combat enhancement of different types
from different casters to create a very powerful total effect. If the GM likes the idea of casters
stacking multiple combat enhancements with the Complex Transformation power, the GM may remove the
limit on casting one combat enhancement at a time.

Group Blink
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3rd level Conjuration, Casting time: 1 action, Range: 20’, Components: None, Duration: Instantaneous
This power transports you and up to eight willing creatures within range up to 300’. You arrive at exactly
the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating
distance and direction, such as “200 feet straight downward”. You and willing creatures can bring along
objects if their weight doesn’t exceed what you can carry. If you would arrive in a place already occupied
by an object or a creature, you and any creature traveling with you each take 6d6 force damage, and the
power fails to teleport you.
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At higher levels. When you cast this power using slot of 4th level or higher, range quadruples for each
slot level above 3rd e.g., using a 5th level slot, range is 4800’ (300’ x4 x4).
Flight
4th level, Casting Time: 1 action, Range: Touch, Duration: 1 hour
You touch a willing creature, and it gains 60’ flying movement or a 60’ increase to its land or swim speed.
You select the benefit when you learn this power.
At higher levels. When you cast this power using slot of 5th level or higher, you can target one additional
creature for each slot level above 4th. If you target only one creature, the duration increases by 1 hour
for each slot level above the 4th. If cast with 5th level or higher slot, you gain non-combat movement
with a mode of travel. If cast with a 7th or higher level slot, you gain 1 non-combat movement level per
slot above 6th.

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Dimensional Travel
7th level, Casting Time: 1 action, Range: Touch, Duration: Instantaneous.
You and up to eight willing creatures in range transported to a different plane of existence. The GM
decides how much control you have on where you appear, but you can target a well-known location or a
location that is marked in some way as a nexus for planar travel if a dimensional travel community exists.
You also can use this power to banish a single unwilling creature to another plane. Choose a creature within
your reach and make a melee power attack against it. On a hit, the creature must make a saving throw. If
the creature fails this save, it is transported to a random location on the plane of existence you specify.
If you miss or the character makes it save the power fails. A creature so transported must find its own

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way back to your current plane of existence. You pick the saving throw when you learn this power, but it
must be Dexterity or Wisdom. You can cast this power to banish an unwilling creature as an 8th or 9th level
power. Range increases to 30’ or 90’ respectively.
Meta-Teleport

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7th level, Casting Time: 1 action, Range: 15’, Duration: Instantaneous.
This power transports you and up to eight willing creatures within range, or a single object that you can
see within range, to a destination you select. If you target an object, it must be able to fit entirely inside
a 15-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must
be known to you, and it must be on the same plane of existence as you. Your familiarity with the
destination determines whether you arrive there successfully. If the area, is a permanent location known
to you, marked in some fashion by technological means, by Heroic Stunts or by alter reality there is no
error. If it has been viewed remotely by super-senses or similar powers, there is no error, but an illusion
could fool the caster into believing in a fake location. If the area is not well known to you, you have a miss

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20% of the time and a 50-50 chance of a mishap if you miss. If the area does not exist and is some sort
of deception, you miss automatically and suffer a mishap 50% of the time. On a miss, you appear some
distance from the target or in a thematically similar location like a nearby city or a different building of
the same type. A mishap requires the character to make a DC 16 CON saving throw or take 20d6 damage.
.
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Appendix: Bestiary and Sample Heroes
Minions for Summoning Powers
Generic Flying Beast CR1
Movement: 60’ flying movement, 15’ hopping
Class: Level 2 Soldier; Race: Meta; Small Size
Ability Scores: STR 8(-1), DEX 18(+4), CON 14(+2), INT 8(-1), WIS 16(+3), CH 8(-1)
Skills and languages: Perception, Nature, Acrobatics

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Saves: DEX, WIS; Proficiency Bonus: +2
Total Feats (9): 7 from race/class including armor/weapon choices, 1 from disadvantages,1 in place of
Action Surge class ability
Class Abilities: Fighting Style- Additional skill (Acrobatics); Barbaric Toughness
Feats: Travel with 60’ flying movement, Super-senses with +1 to wisdom and Keen Senses benefit, Natural

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Weapon, Super-dexterity, Super-wisdom, Natural Defenses x4 (protective dodge)
Quirks and Disadvantage: Major disadvantage- Creature is a flying animal, its effective intelligence and
charisma is used primarily for saving throws, effective level for checks is 5. Creature has reduced land
movement and gripping and can’t use simple weapons even though it’s a class ability.
HP: 22 (12 + 6 + 2 x con bonus)
AC 20 (Natural Armor +6AC, +4 Dex)
Normal Attacks:
Natural Weapon (1d6 slashing damage with finesse and light properties)
• Damage 1d6 +4 slashing damage, + 6 to hit as action

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• Damage 1d6 slashing damage, +6 to hit as bonus action

Generic Sea Beast CR1


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Movement: 45’ swimming movement
Class: Level 2 Soldier, Race: Meta; Medium Size
Ability Scores: S18(+4), D12(+1), C14(+2), I9(-1),
W14(+2), Ch 7(-2)
Skills and languages: Perception, Nature, Athletics
Saves: DEX, CON; Proficiency Bonus: +2
Total Feats (9): 7 from race/class including
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armor/weapon choices, 1 from disadvantages,1 in place of


Action Surge class ability
Class Abilities: Fighting Style-Additional Skill
(Athletics); Barbaric Toughness
Feats: Minor Immunity (Aquaticx2, +1 to CON);Bonus-
strength, Super-wisdom, Natural Defenses x4
(protective dodge); Super-senses with Keen Senses &
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Blindsight 60’ (senses movement in water) or Super-


senses with Blindsight (Sonar) and Telescopic and
Extended Senses
Quirks and Disadvantage: Major disadvantage- Creature
is an aquatic animal, its effective intelligence and
charisma is used primarily for saving throws, effective
level for checks is 5. Creature has no land movement and
gripping and can’t use simple weapons even though it’s a
class ability. Creature suffocates on land.
HP: 22 (12 + 6 + 2 x con bonus)
AC 17 (Natural Defenses +6AC, +1 Dex)
Normal Attacks:
Natural Weapon (1d8 slashing damage with variable (1d10) properties)
• Damage 1d10 +4 slashing damage, + 6 to hit as action

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Generic Beast CR1
Movement: 30’ land movement
Class: Level 2 Soldier; Race: Meta; Medium Size
Ability Scores: S16(+3), D18(+4), C14(+2), I8(-1), W11(+0), Ch 8(-1)
Skills and languages: Nature, Athletics
Saves: DEX, CON; Proficiency Bonus: +2
Total Feats (9): 7 from race/class including armor/weapon choices, 1 from disadvantages,1 in place of
Action Surge class ability
Feats: Super-senses with Keen Senses & +2 bonus to Wisdom checks which are sense dependent, Natural

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Weapon (See attacks), Super-dexterity x2, Super-wisdom, Natural Defenses x4 (protective dodge)
Class Abilities: Fighting Style-Dodge; Barbaric Toughness
Quirks and Disadvantage: Major disadvantage- Creature is an animal, its effective intelligence and
charisma is used primarily for saving throws, effective level for checks is 5. Creature can’t use simple

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weapons even though it’s a class ability.
HP: 22 (12 + 6 + 2 x con bonus)
AC 21 (Natural Defenses +6AC, +4 Dex, +1 dodge)
Normal Attacks:
Natural Weapon (1d6 slashing damage with finesse and light properties)
• Damage 1d6 +4 slashing damage, + 6 to hit as action
• Damage 1d6 slashing damage, +6 to hit as bonus action

Generic Large Beast CR2


Movement: 30’ land movement

Race: Meta, Large Size e


Class: Level 4 Soldier, Influencer Sub-class,

Ability Scores: S18(+4)*, D14(+4), C18(+4),


I8(-1), W9(-1), Ch 8(-1) *Does not include
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super-strength
Skills and languages: Nature, Athletics
Saves: DEX, CON; Proficiency Bonus: +2
Total Feats (11): 7 from race/class including
armor/weapon choices, 1 from
disadvantages,1 in place of Action Surge
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class ability, 1 from forgoing ability score


improvement at level 4 , 1 as sub-class 3rd
level choice
Feats: Natural Weapon (See attacks), Bonus
Strength, Super-Strength (+2 damage, lift
multiplier), Super-Constitution (x2). Natural
Defenses x4 (protective dodge), Growth,
Fighting Style Training
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Class Abilities: Fighting Style-Dodge;


Barbaric Toughness; Additional Fighting
Style- Defense +1 PD,ED
Quirks and Disadvantage: Major disadvantage- Creature is an animal, its effective intelligence and
charisma is used primarily for saving throws, effective level for checks is 5. Creature can’t use simple
weapons even though it’s a class ability; Quirk: Growth is always on to large size
Other: Lift multiplier x2 from super-strength; occupies 10’ square and 10’ reach from being large, +2
bonus to damage, skill and ability checks from super-strength
HP: 47 (12 + 6 x 3 level, 4 x con bonus,+1 from quirk)
AC 19 (Natural Defenses +6AC, +2Dex, +1 dodge), +1PD, +1ED
Normal Attacks:
Natural Weapon (1d8 slashing damage with variable (1d10) properties)
• Damage 1d10 +6 slashing damage (+4 from strength, +2 from super-strength), + 6 to hit (+4 to hit, +2
from proficiency)

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Generic Thug CR1 Generic Soldier CR1
Movement: 30’ land movement, medium size Movement: 30’ land movement,
Class: Level 2 Soldier, Race: Meta; Medium Size Class: Level 2 Soldier; Race: Meta; Medium Size
Ability Scores: S16(+3), D16(+3), C14(+2), I9(- Ability Scores: S18(+4), D14(+2), C16(+3),
1), W10, Ch16(+3) I11(+0), W10(+0), Ch10(+0)
Skills and languages: Athletics, Bureaucracy, Skills and languages: Athletics, Perception;
Intimidate; Common language for setting Common language for setting
Saves: DEX, CON; Proficiency Bonus: +2 Saves: DEX, CON; Proficiency Bonus: +2

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Weapons & Armor: Proficient in light & medium Weapons & Armor: Proficient in light & medium
armor, simple weapons armor, heavy weapons
Total Feats (6): 5 from race/class including Total Feats (5): 4 from race/class including
armor/weapon choices, 1 in place of Action armor/weapon choices, 1 in place of Action Surge
Surge class ability class ability

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Feats: Super-dexterity, Bonus Strength, Feats: Super-dexterity, Bonus Strength(x2),
Super-constitution, Super-charisma (x3) Super-constitution(x2)
Class Abilities: Fighting Style-Additional Skill Class Abilities: Fighting Style-Dodge; Barbaric
(Athletics); Barbaric Toughness Toughness
HP: 22 (12 + 6 + 2 x con bonus) HP: 24 (12 + 6 + 2 x con bonus)
AC 17 (Medium modern armor +4AC, +3 Dex) AC 17 (Medium modern armor +4AC, +2 Dex, +1
Normal Attacks: Dodge)
Baseball Bat (versatile(1d8)) Normal Attacks:
• Damage 1d8 +3 bludgeoning damage, + 5 to Large, two-handed crowbar (Counts as maul)
hit as action
2xHatchets (Light properties)e
• Damage 1d6 +3 slashing damage, + 5 to hit as
action
• Damage 2d6 +4 bludgeoning damage, + 6 to hit
as action
Entrenching Tool (Counts as hand axe)
• Damage 1d6 +4 slashing damage, + 6 to hit as
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• Damage 1d6 slashing damage, + 5 to hit as action
bonus action • Damage 1d6 +4 slashing damage, + 6 to hit as
Pistol (Penetrating with fast-fire +2, (60/300) bonus action
range) Heavy Pistol (penetrating, fast-fire +1 (80/400)
• Damage 1d8 +3 bludgeoning damage, + 5 to range)
hit as action, firing single shot per attack • Damage 1d10 +2 bludgeoning damage, + 4 to hit
Shotgun (Penetrating with fast-fire +1, as action firing single shots
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(100/500) range) Military Rifle (penetrating with fast-fire +3


• Damage 1d10 +3 bludgeoning damage, + 5 to (200/800) range)
hit as action, firing single-shot per attack • Damage 1d10 +3 bludgeoning damage, + 5 to hit
as action firing 10 shot bursts
Grenade (30/60 range, loading):
• Each creature in 10’ radius must make a DC10
save or take 2d6 piercing damage. 12 inflicts
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double damage. Grenades have loading feature


and are thrown as an action, no extra attacks.

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Generic Thug CR1/2
Movement: 30’ land movement, medium size
Class: Level 1 Soldier, Race: Meta; Medium Size
Ability Scores: S14(+2), D14(+2), C14(+2), I9(-1), W10, Ch14(+2)
Skills and languages: Athletics, Bureaucracy, Intimidate
Saves: DEX, CON; Proficiency Bonus: +2
Weapons & Armor: Proficient in light & medium armor, simple weapons
Total Feats (4): 4 from race/class including armor/weapon choices,

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Feats: Super-constitution, Super-charisma (x2), less 2 for CR 1/2
Class Abilities: Fighting Style-Additional Skill (Athletics); Barbaric Toughness
HP: 14 (12 + 1 x con bonus)
AC 16 (Medium modern armor +4AC, +2 Dex)

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Normal Attacks:
Baseball Bat (versatile(1d8))
• Damage 1d8 +2 bludgeoning damage, + 4 to hit as action
2xHatchets (Light properties)
• Damage 1d6 +2 slashing damage, + 4 to hit as action
• Damage 1d6 slashing damage, + 4 to hit as bonus action
Pistol (Penetrating with fast-fire +2, (60/300) range)
• Damage 1d8 +2 bludgeoning damage, + 4 to hit as action, firing single shot per attack
Shotgun (Penetrating with fast-fire +1, (100/500) range)

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• Damage 1d10 +2 bludgeoning damage, + 4 to hit as action, firing single-shot per attack
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Generic Drone CR1 Generic Robot CR2
Movement: 25’ land, 30’ flight Movement: 25’ land, 30’ flight
Class: Level 2 Soldier; Race: Automaton; Small Class: Level 4 Soldier; Race: Automaton; Medium
Size Size, Influencer Sub-class
Ability Scores: S8(-1), D17(+3), C16(+3), I8(-1), Ability Scores: S20(+5), D11(+0), C12(+1), I9(-1),
W10, Ch8(-1) W10(+0), Ch 8(-1)
Skills and languages: Acrobatics, Perception; Skills and languages: Athletics, Perception;
Common language for campaign setting Common language for campaign setting
Saves: DEX, CON; Proficiency Bonus: +2 Saves: DEX, CON; Proficiency Bonus: +2

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Weapons & Armor: Proficient in light armor, Weapons & Armor: Proficient in light, medium &
simple weapons heavy armor, martial weapons
Total Feats (7): 6 from race/class including Total Feats (6): 3 from race/class including
armor/weapon choices, 1 in place of Action armor/weapon choices, 1 in place of Action Surge

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Surge class ability class ability, 1 from forgoing ability score
Feats: Travel (Flight 30’, +1 DEX), Natural improvement at level 4 , 1 as sub-class 3rd level
weapon, Mind Proof(bonus to Inhuman choice,
Physiology), Inhuman Physiology, Natural Feats: Super-strength x2 (+4 damage, x4 lift
Defense (x3) multiplier), Hardened Protection (PD 2 /+2
Class Abilities: Fighting Style (+1 to hit penetrates), Travel (Flight 30’, +1 DEX), Mind
unarmed and natural weapons); Barbaric Proof (as free to Inhuman Physiology), Inhuman
Toughness Physiology, Bulletproofing (PD of +5, missile and
Other: Hackable due to free Mind-proof feat thrown only and not against +1 or better)

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HP: 24 (12 + 6 + 2 x con bonus)
AC 19 (DEX modifier, light armor, natural
defense)
Normal Attacks:
Class Abilities: Fighting Style (Protection (+1PD,
+1 ED)); Barbaric Toughness
HP: 34 (12 + 18 + 4 x con bonus)
AC 17 (Heavy hi-tech armor implanted into body)
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Melee Natural Weapon (1d6 lightning energy Other: PD 1 / ED 1, additional PD of 2 penetrated
damage with finesse property) by +2 weapons, additional PD of 5 penetrated by
• Damage 1d6 +3 lightning energy damage, + 6 +1 or better items and only against missile
to hit (+3 DEX, +2 prof., +1 fighting style) attacks; x4 lift multiplier
Missile Natural Weapon (1d8 ranged lightning Normal Attacks:
energy damage with 150/600 range) Implanted sledgehammer counting as maul
• Damage 1d8 +3 lightning energy damage, + 6 2d6 + 9 damage (+5 strength, +4 super-strength),
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to hit (+3 DEX, +2 prof., +1 fighting style) +7 to hit (+2 prof, +5 str)
Implanted Chainsaw counting as great axe 1d12
damage
1d12 + 9 damage (+5 strength, +4 super-
strength), +6 to hit (+2 prof, +5 str)
Rivet gun (heavy pistol 1d10, fast-firing +1, 2
shots per attack, range (80/400), penetrating)
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1d10 + 1 damage (+1 fast-fire), +1 to hit (+1 fast


fire)

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Low Level Heroes for Summoning Powers
These heroes can be used as quick start PC’s or NPC’s. They can slow the game down if summoned too
often, because they have action surge and second wind class features and power slots.

Street Level Hero Robot CR2 “23-HAP-PEE”


Movement: 25’ land, 30’ flight
Class: Level 4 Soldier; Influencer Sub-class;
Race: Automaton; Medium size
Ability Scores: S20 (+5), D10 (+0), C12(+1), I9(-

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1), W8(-1), Ch 10 (+0)
Skills and languages: Athletics, Perception;
Common language for campaign setting
Saves: DEX, CON; Proficiency Bonus: +2

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Weapons & Armor: Proficient in light, medium &
heavy armor, martial weapons
Total Feats (5): 3 from race/class including
armor/weapon choices, 1 from forgoing ability
score improvement at level 4, 1 feat from
reducing starting ability scores Street Level Hero Ninja CR2 ‘Brother of Chains”
Feats: Super-strength x2 (+4 damage, x4 lift Movement: 30’ land
multiplier); Hardened Protection (+2 PD) Class: Level 4 Soldier; Influencer Sub-class; Race:
Travel (Flight 30’ , +1 DEX), Mind Proof (as free Meta; Medium Size
Ability Scores: S16, D12, C12, I9, W10, Ch 10

e
to Inhuman Physiology), Inhuman Physiology
Class Abilities: Fighting Style Protection (+1PD,
+1 ED); Second Wind (w/heal others from sub-
class):1d10 hp + 1/level, 1/short rest, 4 allies
gain 1hp/ 2 levels; Action surge: take an
Skills and languages: Acrobatic, Stealth; Common
language for campaign setting
Saves: DEX, CON; Proficiency Bonus: +2
Weapons & Armor: Proficient in light & medium
pl
additional action 1/short rest); armor, martial weapons
HP: 29 (10 + 15 + 4 x con bonus) Total Feats (5): 4 from race/class including
AC 17 (Heavy hi-tech armor implanted into body) armor/weapon choices, 1 from forgoing ability
Other: PD 1 / ED 1, additional PD of 2 score improvement at level 4
penetrated by +2 weapons, x4 lift multiplier Feats: Weapon /shield focus, weapon expert,
Normal Attacks: weapon master (+4 to hit and damage) in whips,
Implanted sledgehammer counting as maul Weapon paragon (bonus applies to flail, darts,
m

• 2d6 + 9 damage (+5 strength, +4 super- short-sword and long-sword).


strength), +7 to hit (+2 prof, +5 str) Class Abilities: Fighting Style (Whip and Chain
Implanted Chainsaw counting as great axe 1d12 fighting); Second Wind (w/heal others from sub-
damage class):1d10 hp + 1/level, 1/short rest, 4 allies gain
1hp/ 2 levels; Action surge: take an additional
• 1d12 + 9 damage (+5 strength, +4 super-
action 1/short rest);
strength), +6 to hit (+2 prof, +5 str)
HP: 29 (10 + 15 + 4 x con bonus)
Sa

Implanted military rifle (1d10 bludgeoning, fast-


firing +3, 10 shots per attack, range (200/800))) AC 15 (Medium armor body, DEX bonus)
• 1d10 + 3 damage (+3 fast-fire), +3 to hit (+3 Normal Attacks:
fast fire) Chain in two hands (counts as flail held in both
hands and flail is 1d8, versatile (1d10)
• 1d10 + 7 bludgeoning damage, +10 to hit as action
Chain as whips with reach, light and finesse
properties
• 1d4 + 7 slashing damage, +10 to hit as action
• 1d4, +10 to hit with bonus action
Short-swords with light and finesse properties
• 1d6 +7 damage, + 9 to hit as an action
• 1d6, +9 to hit with bonus action
Shuriken counts as dart
• 1d4 +5 damage +7 to hit as an action

123
Street Level Shapechanger CR2 “Beast Kid”
Movement: 30’ land, 45’ swim; Class: Level 4 Soldier; Super-soldier Sub-class; Race: Meta; Medium Size
Ability Scores: S18(+4), D12(+1), C14(+2), I9(-1), W10, Ch 10(+0)
Skills and languages: Perception Athletics; Common language for campaign setting; Saves: DEX, CON;
Proficiency Bonus: +2; Weapons & Armor: Proficient in simple weapons
Total Feats (8): 7 from race/class including armor/weapon choices, 1 from forgoing ability score
improvement at level 4 ; Feats: Super-senses (Keen Senses, +2 bonus to skill checks where senses
involved); Super-strength; Ultra-lifting; Growth; Shrinking (as bonus), Travel (Flight60’), Minor Immunity
(Aquaticx2, +1 to CON), Super-constitution; Density Alteration (as bonus).

e
Class Abilities: Fighting Style – Dodge; Second Wind:1d10 hp + 1/level, 1/short rest; Action surge: take
an additional action 1/short rest); Metahuman powers; 2 cantrips, 3x1st level slots, 4 known powers; CON
is power-using characteristic
Other abilities: As large creature 10’ reach, as huge creature 15’ reach and +10’ move, lift multiplier x 16

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Special Effects and Background: Beast kid is a powerful shape-changer able to assume hybrid forms and
use all abilities while in one form. Character may turn into one form for an instant and return to normal as
free action to use an ability e.g., character may turn into a snake and bite a target than return to a giant
gorilla form. Alternatively, the character might add electrical eel cells or poison glands to the gorilla
form to shock or poison.
Quirks and disadvantages:
• Quirk: Minor limitations on various powers (Healing abilities cannot affect others, it’s a form of
regeneration and range of offensive powers is limited to his reach plus 5’. Super strength cannot be
used when shrunk, but ultra-lifting is only usable at large or larger size).

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• 2nd Quirk: Does not have full-strength and toughness when shrunk. Cannot do physical damage. Energy
damage power slot powers and cantrips work fine. Agility save against DC 15 required when damaged
while shrunk, takes additional 4d6 damage on failed save.
Other: When shrunk, opponents have disadvantage on attack rolls against you. When large or larger, you
can reduce PD of opponents by 1 when you hit them in combat. When larger or larger you can use smash
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attacks. When large enough to use ultra-lifting, the character may spend a 1st level slot to add 2d8
damage with a melee or thrown attack as if they had blasting. Self-alteration allows character to try
different natural weapons.

HP: 35(10 + 15+8+2)


AC 13 (Dex bonus, Dodge, Density
Alteration), AC 16 with Natural
m

Defenses from Meta-Protection


Normal Attacks:
Natural Weapon (1d8 slashing
damage with variable (1d10)
properties)
• Damage 1d10 +6 slashing damage
Sa

(+4 from strength, +2 from super-


strength), + 6 to hit (+4 to hit, +2
from proficiency) and -1PD from
ultra-lifting if large or larger
Natural Weapon (1d8 slashing
damage with variable (1d10)
properties) when used with smash
attack (x2 damage, -8 to hit), must
be large or larger
• Damage 2d10 +12 slashing damage
(+4 from strength, +2 from super-
strength, x2), -2 to hit (+4 to hit,
+2 from proficiency,-8) and -1PD
from ultra-lifting

124
‘Beast Kid’: Cantrips and Powers
Cantrips:
Explosive variant of Power Strike, 1d6 electrical damage on all targets within 5’, DX save for no damage,
DC 12; Venomous variant of Power Strike, 1d12 poison damage at one target within 10’, CON save for no
damage, DC 12
Powers:
Meta Healing: 1st level, Casting time: 1 action, Range: Touch, Duration: Instantaneous, A creature you
touch regains hit points equal to 1d8 + 4 hits; Meta-Protection: 1st level, Casting time: 1 action, Range:
Self, Components: None, Duration: 8 hours, You gain AC of 13 + dexterity modifier.

e
Meta-Missile (x3): 1st Level, Casting Time: 1 Action, Range: Limited by quirk, Duration: Instantaneous, 3
bolts 1d6 damage that always hit, inflicting piercing, electricity damage or poison damage

fil
e
pl
m

Street Level Hero Cyborg CR2 “Agent 7 zero 7”


Movement: 30’ land; Class: Level 4 Soldier; Influencer Sub-class; Race: Meta; Medium Size
Ability Scores: S10(+0), D20(+5), C12(+1), I14(+2), W10(+0), Ch 9 (-1)
Skills and languages: Bureaucracy, Technology & Investigate; Common language for campaign setting
Saves: DEX, INT; Proficiency Bonus: +2
Weapons & Armor: Proficient in light & medium armor, martial weapons
Sa

Total Feats (5): 4 from race/class including armor/weapon choices, 1 from forgoing ability score
improvement at level 4
Feats: Super-dexterity x3; Computer mind; Skill Paragon
Class Abilities: Fighting Style – Additional Skill (Investigate); Second Wind (w/heal others from sub-
class):1d10 hp + 1/level; Action surge: take an additional action 1/short rest); 4 allies gain 1hp/ 2 levels
HP: 29 (10 + 15 + 4 x con bonus)
AC 19 (Medium armor body, DEX bonus)
Normal Attacks:
Short-swords with light and finesse properties
• 1d6 +5 damage, + 7 to hit as an action
• 1d6, +7 to hit with bonus action
Heavy Pistol (Fast fire +1, range (80/400), penetrating)
• 1d10 +5 damage, +7 to hit as an action firing single shots

125
Street Level Alien CR2 “The Mind”
Movement: 30’ land; Class: Level 4 Soldier, Super-soldier Sub-class ; Race: Meta; Medium Size
Ability Scores: S10(+0), D14(+0), C10(+0), I18(+4), W12(+1), Ch 10(+0)
Skills and languages: Technology, Science; Common language for campaign setting
Saves: DEX, INT; Proficiency Bonus: +2
Weapons & Armor: Proficient in simple and martial weapons
Total Feats (5): 6 from race/class including armor/weapon choices, 1 from forgoing ability score
improvement at level 4

e
Feats: Super-intelligence x2, Super-senses x2(psychic sense as blindsight, telescopic and extended
senses, telepathic communication as bonus, +1 to wisdom), Natural Defenses (x2)
Class Abilities: Fighting Style – Dodge; Second Wind:1d10 hp + 1/level, 1/short rest; Action surge: take
an additional action 1/short rest); Metahuman powers; 2 cantrips, 3x1st level slots, 6 known powers; INT
is power-using characteristic

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HP: 25 (10 + 15)
AC 16 (Dex bonus, Dodge, Natural Defenses), AC 19 with Natural Defenses from Meta-Protection
Normal Attacks:
SMG (penetrating with fast-fire +3 (100/500) range)
• Damage 1d10 +3 bludgeoning damage, + 5 to hit as action firing 10 shots at a time
• Damage 1d10 +2 bludgeoning damage, + 4 to hit as action firing single shots per attack

Cantrips:
• Explosive variant of Power
Strike, 1d6 force damage on
e
all targets within 5’, DX save
for no damage, DC 14
• Seeking variant of Power
pl
Strike, 1d6 psychic damage at
one target within 120’, CON
save for no damage, no cover
bonus to saves, DC 14
Typical Powers:
• Meta Healing: 1st level,
Casting time: 1 action, Range:
m

Touch, Duration:
Instantaneous; A creature you
touch regains hit points equal
to 1d8 + 4 hits
• Meta-Protection: 1st level,
Casting time: 1 action, Range:
Self, Components: None,
Duration: 8 hours; You gain AC
Sa

is 13 + its dexterity modifier.


• Meta-Missile (x2): 1st Level,
Casting Time: 1 Action, Range:
120’, Duration: Instantaneous;
3 bolts 1d6 damage that
always hit, inflicting psychic of
force damage
• Meta-Fear: 1st level, Casting time: 1 action, Range: 60’, Duration: Concentration, up to 1 minute; A
target creature in range must succeed on an INT saving throw or become frightened of you until the
power ends. Gets save at end of each turn.
• EMP: 1st level, Casting time: 1 action, Range: 120’, Duration: 1 minute; Fog in 20’ radius that blocks
electronic cameras and listening devices

126
Street Level Armored Hero CR2 “Low Orbit”
Movement: 30’ land; Class: Level 4 Soldier, Super-soldier Sub-class; Race: Meta; Medium Size
Ability Scores: S14(+2), D10(+0), C11(+0), I14(+2), W10, Ch 10(+0)
Skills and languages: Technology, Pilot; Common language for campaign setting;
Saves: DEX, INT; Proficiency Bonus: +2
Weapons & Armor: Proficient in light, simple and heavy armor, simple weapons
Total Feats (5): 4 from race/class including armor/weapon choices, 1 from forgoing ability score
improvement at level 4
Feats: Travel (30’ flight, non-combat movement), Super-strength, Ultra-lifting, Multi-power (Used for

e
Ultra-lifting and non-combat movement), Hardened Protection (+2PD penetrated by +2 or better)
Class Abilities: Fighting Style – Protection (+1PD, +1ED);Second Wind:1d10 hp + 1/level, 1/short rest;
Action surge: take an additional action 1/short rest);Metahuman powers; 2 cantrips, 3x1st level slots, 4
known powers; INT is power-using characteristic

fil
Other: Lift multiplier x16, x128 when applying multipower to ultra-lifting, Level 1 Non-combat movement
60mph/250’ per round and level 3 1250mph/5250’ per hour applying multipower to flight, +1PD and +1ED,
additional +2PD penetrated by +2 or better. The character may spend a 1st level slot to add 2d8 physical
damage with a melee or thrown attack as if they had blasting when they hit.
Quirks and disadvantages: Minor Disadvantage: Characters power slot powers and feats are built into
armor, which they are rarely separated from. Security countermeasures limit its use by others.
HP: 25 (10 + 15+4);
AC 17 (Heavy hi-tech armor)
Normal Attacks:
Super-strength punch:
e
• Damage 1d8 +4 bludgeoning damage, + 4 to hit as action -1 to PD
• Damage 1d10 +4 bludgeoning damage, + 4 to hit as action -2 to PD when applying multi-power to ultra-
lifting
pl
Smash Attack:
• Damage 2d8 +8 bludgeoning damage, -4 to hit as action, -1 to PD
• Damage 2d10 +8 bludgeoning damage, -3 to hit as action and -2 to PD when applying multi-power to
ultra-lifting
“Suit mounted firearms” counts as pistol (Penetrating with fast-fire +2, (60/300) range)
• Damage 1d8 +2 bludgeoning damage, + 4 to hit as action (or extra-attack at higher levels) and firing 5
shots with each attack
m

Cantrips:
• “Vibro-cannon” Power Strike, 1d8 thunder damage at one target within 90’, CON save for no damage,
DC 12
• “Micro-missiles” Seeking variant of Power Strike, 1d6
piercing damage at one target within 120’, CON save
for no damage, no cover bonus to saves, DC 12
Typical Powers:
Sa

• “Lasers”: Meta-Missile; 1st Level, Casting Time: 1


Action, Range: 120’, Duration: Instantaneous; 3 bolts
1d6 damage that always hit, inflicting fire damage
• “Smoke grenades” Obscuration: 1st level, Casting time:
1 action, Range: 120’, Duration: 1 minute; Fog in 20’
radius that heavily obscures
• “Hi-ex” Power Ball: 1st Level, Casting Time: 1 Action,
Range: 60’, Duration: Instantaneous; hits a 5’ radius
sphere at a point within range. 2d6+3 bludgeoning
damage and DX save to avoid all damage.
• “Targeting ” Accuracy: 1st level, Casting time: 1 bonus
action, Range: Self, Duration: Instantaneous; You gain
advantage on the next attack roll you make this round
and do an additional 2 damage if it hits.

127
Street Level Archer CR2 “On-Dot”
Movement: 30’ land, medium size; Class: Level 4 Soldier, Super-soldier Sub-class; Race: Meta
Ability Scores: S11(+0), D16(+3), C18(+4), I10(+0), W10, Ch 10(+0)
Skills and languages: Technology, Acrobatics; Common language for campaign setting
Saves: DEX, CON; Proficiency Bonus: +2
Weapons & Armor: Proficient in light armor, simple and martial weapons
Total Feats (6): 5 from race/class including armor/weapon choices, 1 from forgoing ability score
improvement at level 4
Feats: Super-constitution; Super dexterity x2; Weapon/shield Focus+ 1 to hit and damage with long bow;

e
Trick Shooter, Weapon Paragon (Focus applies to long bow, short bow, quarter-staff and baseball bat)
Class Abilities: Fighting Style – Close Quarters Fire, Second Wind:1d10 hp + 1/level, 1/short rest; Action
surge: take an additional action 1/short rest); Metahuman powers; 2 cantrips, 3x1st level slots, 5 known
powers; CON is power-using characteristic
Other: No disadvantage when making missile attacks with opponent within 5’, ignores half and ¾ cover

fil
within 30’.
Quirks and disadvantages: Quirk: Characters power slot powers and cantrips are built into special
ammunition
HP: 42 (10 + 15+16+1);
AC 15 (Light armor, DEX)
Normal Attacks:
Trick shooting: Use action to aim. The first ranged attack you make next turn, ignores half cover. If it
hits, it is a critical hit. Benefit lost on movement.
Pistol (Penetrating with fast-fire +2, (60/300) range), hidden in boot

 e
Damage 1d8 +3 bludgeoning damage, + 6 to hit as action
Folding, compound bow counts as long bow (150/600) range
1d8 +4 piercing damage, 1d8 +7 to hit (+3 DX, +2 prof, +2 feats and fighting style
Baseball bat (held two handed) 1d6 damage with versatile (1d8), gains finesse feat
 1d8 +4 piercing damage, 1d8 +6 to hit (+3 DX, +2 prof, +1 feats)
pl
Grenade arrow with (150/600) range
Each creature in 10’ radius must make a DC10 save or take 2d6 piercing damage. 12 inflicts double
damage. Grenades have loading feature and are fired from bow as an action, no extra attacks.
Cantrips:
“Shock Arrow” Power Strike, 1d8 lightning damage at one target
within 90’, CON save for no damage, DC 14
“Glue Arrow” or “Bola arrow” Restraining variant of Power Strike, 1d6
m

bludgeoning damage at one target within 30’, DEX save for no damage,
DC 14. Damage is temporary restraining damage, does not reduce
target below 0 but restrains when it does enough damage to do so.
STR check versus DC 14 to escape
Typical Powers
“Med Kit”: 1st level, Casting time: 1 action, Range: Touch, Duration:
Instantaneous; A creature you touch regains hit points equal to 1d8 +
Sa

4 hit points
“Smoke grenades” Obscuration: 1st level, Casting time: 1 action, Range: 120’, Duration: 1 minute; Fog in 20’
radius that heavily obscures
“Sound Arrow” Power Ball: 1st Level, Casting Time: 1 Action, Range: 60’, Duration: Instantaneous; a 5’
radius sphere at a point within range. 2d6+3 thunder damage and DX save to avoid all damage
“Hallucinogenic Arrow” Enthralling variant of Meta-Fear
1st Level, Casting Time: 1 Action, Range: 60’, Duration: Instantaneous
Target creature saves versus Con or becomes charmed until end of its turn. Incapacitated with 0 speed
when charmed. Ends if it takes damage or is awoken.
“Fear Gas Arrow” Meta-Fear
1st level, Casting time: 1 action, Range: 60’, Duration: Concentration, up to 1 minute
A target creature in range must succeed on CON saving throw or become frightened of you until the
power ends. Gets save at end of each turn.

128
Art by KFW and 4 Color Cheeze Puff Productions. Art is copyright and produced by AI art software which explicitly
grants commercial rights before further original digital editing and alterations.

________________
Open Gaming License
This material is being released using the Open Gaming License version 1.0a and you should read and understand the
terms of that license before using this material. The text of the Open Gaming License is not Open Game Content.
Instructions on using the license are provided within the license itself.

The following items are designated as Product Identity as defined in Section 1 (e) of the Open Game License Version

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1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content proper names
(including those used in the names of rituals, powers, or items). The following text is the property of Wizards of the
Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

OPEN GAME LICENSE Version 1.0a

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129
Contents
Introduction, Page 2 • Soldier Class, Pages 18-24
Character Creation, Pages 3-38 o Soldier Hit Points, Proficiencies, Saving Throws,
• Dice, Page 3 Skills - Page 18
Random Power Combinations, Pages 4-10 o Soldier Class Features Table, Page 18
• Recommended Power Sets, Pages 4-10 o Soldier Class Features Descriptions, Pages 19-20
o Ability with Missile Weapons, Super-  Fighting Style, Page 19
agility/Reactions, Armor/Invulnerability,  Second Wind, Barbaric Toughness, Action Surge -
Shapechange, Natural Weapons, Super-senses, Page 19

e
Density Control, Big - Page 4  Ability Score Improvement, Extra Attack,
o Elasticity/Reach Weapon, Energy Control, Indomitable, Optional Extra Attack – Page 20
Environmental Control – Page 5 o Sub-class Operator, Pages 20-21
• Super-senses Table, Page 5  Tactical Maneuvers, Tactical Dice – Pages 20-21
• Energy Control Table, Page 5  Adrenaline, Operational Flexibility – Page 21

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o Luck, Martial Arts, Growth, Super- o Sub-Class Influencer, Page 22
Health/Regeneration/Environmental Immunities,  Rally, Team Blow, Team Effort, Distraction Extra
Super-strength – Page 6 Attack – Page 22
• Environmental Control Table, Page 6 o Sub-Class Super-Soldier, Pages 22-23
o Ability with Melee Weapons,  Metahuman Powers, Page 23
Intangibility/Gaseous Form/Liquid Form,  Power-using characteristic, Known Powers, Save
Shrinking, Summoning/Duplication, DC, Power Slots - Page 23
Paralysis/Fear/Stunning,  Super-Soldier Class Features Table, Page 23
Charming/Sleep/Telepathy, Force Barriers,  Pushed to the Brink, Fighting Super, Quick Break,
Concealment, Transmutation/Creation – Page 7 Slash and Burn, Extra Attack – Page 24
o Illusion, Weather/Water Control, Restraint, • Blaster Class, Pages 25-29

e
Matter Control, Plant/Earth Control,
Healing/Enhancing, Skills/Heightened
Intelligence, Teleportation – Page 8
o Leaping/Climbing/Swinging/Wall-Crawling, Super-
speed, Flight – Page 9
o Blaster Hit Points, Proficiencies, Saving Throws,
Skills - Page 25
o Blaster Class Features Table, Page 25
o Blaster Class Features Descriptions, Pages 26-27
• Metahuman powers, Page 26
pl
o Background: Vehicle – Page 9 • Power Source, Power Points, Metapowers, Ability
o Background: Magic/Psychic, Background: Score Improvement - Page 27
Construct, Background: Technology, Background: • Control Power, Power Combatant, Modify Power,
Upper-Class and/or Wealth, Background: Foreign Modify Power, Unstoppable Power, Quick Power,
Connections, Background: Law Switch Power, Super-charged Power, Doubled
Enforcement/Criminal Connections, Background: Power – Page 27
Alien, Background: Pariah/Hunted/Enemies – Page o Sub-class Elemental, Page 28
10  Signature Energy, Page 28
m

Determining Ability Scores, Page 11 o Sub-class Freak, Page 28


• Strength, Dexterity, Constitution, Intelligence,  Bend Reality, Tentacool, Mutant – Page 28
Wisdom, Charisma- Page 12 o Sub-Class Power Artist, Page 28
• STR, DEX, CON, INT, WIS, CHA - Page 12  Creative Shield, Tap The Power – Page 29
Choosing A Race, Page 11-12 o Sub-Class Power Scholar, Page 29
• Heroic Human, Page 11 • Signature Offense, Scholar’s Retreat - Page 29
• Meta, Automaton, Page 12 Pick Your Feats, Page 30
Choose a Class, Page 13 Select Disadvantages and Describe Your
Sa

• Brick Class, Pages13-17 Character, Pages 30-34


o Brick Hit Points, Proficiencies, Saving Throws, • Background, Page 30
Skills, Page 13 • Damage Types and Energy Types, Page 30
o Brick Class Features Table, Page 13 • Power Sources, Page 31
o Brick Class Features Descriptions, Page 14-16 • Special Effects, Page 31
 Durability Reserve, Page 14 • Motivation, Page 31
 Fighting Style, Pages 14-15 • Quirks and Disadvantages, Pages 31-34
 Blasting, Power Casting, Metahuman Powers, o Power limitations and vulnerabilities, Pages 31-34
Power-using characteristic, Known Powers, Power o Examples of Power Limitations and Vulnerabilities,
Slots, Save DC - Page 15 Pages 31-33
 Bonus Feat, Ability Score Improvement, Extra o Using Power Limitations to make new powers,
Attack, Power Style – Page 16 Pages 32-33
o Sub-class Power Brick, Page 16 o Classifying limitations and vulnerabilities, Page 34
o Sub-Class Champion, Page 17 o Quirks, minor and major disadvantages - Page 34
o Sub-Class Unkillable, Page 17 o Limits on quirks and disadvantages, Page 34

130
Contents
Equipment, Pages 35-39 Appendix Rules Summary (Continued)
• Starting equipment, Page 35 Skills, Pages 53-54
• Weapon tables, Pages 35-36 o Athletics, Acrobatics, Sleight of Hand, Stealth,
• Modern and hi-tech weapons, Page 36 Acana, Bureaucracy, History, Investigation, Nature,
• Modified and ‘counts as’ weapons, Page 37 Religion, Science, Technology, Animal Handling, Arcana,
• Weapon properties, Pages 37-38 Insight, Medicine, Perception, Pilot, Survival - Page 53
• Vehicles, Page 38 o Deception, Intimidation, Performance, Persuasion –
• Armor, Page 39 Page 54
• Tools, Page 39 • Gaps in Skills, Page 54
• Weights and Encumbrance, Page 40

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Play the Game, Pages 40-41 Appendix List of Feats, Pages 55-81
• Heroic Stunts, Pages 40-41 • Damage Resistance Feats – Pages 55- Page 56
o Initiating, Page 40 o All, Rounder’s Energy, Bulletproofing, Energy
o Doing quickly or normally, Page 40 Absorption, Energy Protection, Energy Resistance,
o Effects, Pages 40-42

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Hardened Protection, Inhuman Healing, Inhuman
Recovery, Inhuman Physiology, Immortal – Page 55
Appendix Rules Summary, Pages 42-54 o Mind Proof, Minor Immunity, Natural Defenses,
• Leveling Up, Simplified Level Management, Page 42 Resistance to Damage, Super-Constitution, Super-
• Building a Campaign, Setting Encounters and Resilient, Tough – Page56
Challenge Rating (CR), Pages 42-43 • Super-strength Feats Page 57-59
o CR Determination, Page 43 o Bonus Strength – Page 57
• Ability/ Skill Checks, Advantage, Disadvantage, o Super-Strength – Page 57
Saving Throws, Page 44 o Lifting and throwing with super-strength rules – Page
o Proficiency bonus, group checks, passive checks, 57
contests, contested and resisted checks Page 44 o Ultra-lifting Feat – Page 57
• Combat Encounters, Page 45-47

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o Surprise and Initiative, Page 45
o Movement, Opportunity Attack, Disengage,
Attack, Dash, Dodge, Help, Page 45
o Attacking, Page 46 – 47
 Smash attacks – Page 58
o Throwing very large objects as inaccurate attacks –
Page 58
o Being grappled and thrown – Page 59
o Grappled and lifted for dropping – Page 59
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o Attack roll, AC, Critical Misses, Critical Hits, o Reducing falling damage with powers – Page 59
Ranged Attacks, Two-weapon Fighting Page 46 o Object weight table – Page 59
o Grappling, Shoving - Page 46 • Combat and Skill feats – Pages 60- 63
o Targets you can’t see, invisible targets – Page 46 o Armor training, Fighting style training, Judo, Martial
o Optional sniping rule, Page 46 arts, Martial weapons – Page 60
o Cover, Page 46 o Penetrating, Penetrating Mech-Psychic – Page 60
o Mounts, underwater combat, damage, optional Pugilism/Streetfighting- Page 60
chase rules, page 47 o Rebound Thrower – Page 60
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• Damage, Page 48 o Signature weapon, Simple weapons - Page 61


o Resistance, vulnerability, hit points, instant death, o Trick-fighting - Page 61
reduced to 0 hit points, death saving throws, o Trick-shooter – Page 62
stabilizing a creature. Knock outs, taking damage o Weapon/Shield focus, Weapons expert, Weapons
at 0 hit points - Page 48 master, Weapon paragon, Weapons training – Page 63
o Healing, temporary hit points – Page 48 • Intellect and Skill feats, Page 64
o Short rests, long rests – Page 48 o Computer mind, Skill paragon, Skill training, Super-
• Conditions, Page 49 charisma, Super-intelligence - Page 64
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o Blinded, charmed, deafened, frightened, grappled, • Super-movement and damage avoidance feats, Page 64-
incapacitated, invisible, paralyzed, petrified, 67
poisoned, prone, restrained, stunned, unconscious – o Danger sense/reactions, Page 64
Page 49 o Daringly Unstoppable, Page 65
o Optional dodge point rules, Page 49 o Deflection, Page 65
• Metahuman powers – Page 50 o Dimensional travel, Page 65
o Power slots, cantrips, known powers, power levels – o Luck, Page 65
Page 50 o Super-dexterity, Page 66
o Range, casting time, attack rolls with powers, o Super-speed, Page 66
duration, concentration, targets – Page 51  Non-combat movement, Page 66
o Areas of effect, Page 52 o Super-swinging, Page 67
o Cone, cube, cylinder, path, sphere – Page 52 o Travel, Page 67
o Saving throws, Page 52 o Ultra-dexterity, Page 67
o Which saving throws are appropriate, Page 52 o Wall crawling, Page 67
o DC for saving theows, Page 52
o Casting at higher levels, Page 52
o Variants, Page 52

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Contents
Appendix List of Feats (Continued) Appendix List of Powers, (Continued)
• Super-senses feats, Page 68-69 • Healing Powers, Pages 94-96
o Super-senses, Page 68 o Meta-Healing, Page 94
 Keen senses, heightened instincts, hunter, o Greater Meta-Healing, Page 95
telepathic communication, blindsight, psionic o Recovery, Page 95
sense, magic sense, telescopic and extended o Restoration, Page 95
senses- Page 68 o Regeneration, Page 95
o Ultra-senses, Pages 68-69 o Resurrection, Page 95
o Super-wisdom, Page 69 • Illusion Powers, Pages 95-96
• Shape-changing and Unusual Physiology Feats, o Meta-Illusion, Page 95

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Pages 70-77 o Meta-Invisibility, Page 96
o Density alteration, Growth, Intangibility, Page 70 o Mental Illusion, Page 96
o Intangibility form, Page 71 • Inflict Condition Powers, Page 97-101
o Gaseous form, Page 71 o Tangle or Trick, Page 97
o Liquid form, Possession, Page 72 o Meta-fear, Page 97

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o Mimicry, Page 73 o Meta-sleep, Page 97
o Natural weapon, Page 74 o Sensory strike, Page 97
 Claws and limbs, close-combat, disabling natural o Fear blast, Page 98
weapon, ranged, versatile, tentacles, implants – o Interference, Page 99
page 75 o Meta-Impairment, Page 100
o Reach, Self-Alteration, Page 75 o Meta-Paralyze, Page 100
o Shrinking, Pages 76-77 o Meta-Petrification, Page 100
• Energy and Matter Manipulation Feats, Pages 77- o Stunning Outburst, Page 100
81 o Neutralizing Ray, Page 101
o Alter Power, Page 77 o Mass Petrification, Page 101

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o Energy Control Power, Pages 77-78
o Energy Weapon, Invisibility, Page 78
o Matter Manipulation, Pages 78-79
o Multipower, Pages 80-81
• Information Powers, Pages 101-102
o Accuracy, Page 101
o Meta-Identify, Page 101
o Intuition, Page 101
o Meta-locate, Page 101
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Appendix List of Powers, Pages 82-116 o Remote Sensing, Page 102
• Guidelines for Powers Page 82 o Lesser Precognition/Postcognition, Page 102
• Creating new power variants, Page 82 o Precognition/Postcognition, Page 102
• Cantrips, Pages 83-87 • Restraining Powers, Pages 103-104
o Aid, Page 83 o Difficult Ground, Page 103
o Alter Environment, Page 83 o Blob Volley, Page 103
o Damaging Environmental Effect, Page 84 • Summoning Powers, Pages 104 to 106
o Damaging Blast. Page 84 o Meta-minion, Page 104
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o Illusion. Page 84 o Protective Summoning Page 105


o Power Bolt, Page 84 o Conjure minions, Page 106
o Power Strike, Page 85 • Telepathy and Mind Control Powers, Pages 106 to 108
o Speed Strikes, Page 86 o Meta-suggestion, Page 106
o Telekinetic Hand, Page 87 o Meta-telepathy, Page 106
• Damaging Powers 88-92 o Meta-charm, Page 106
o Meta-Bolt, Page 87 o Mental Manipulation, Page 107
o Meta-Missile, Page 87 o Telepathic Bond, Page 108
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o Power Ball, Page 88 o Crippling Pain, Page 108


o Power Spikes, Page 88 o Meta-Dominate, Page 108
o Speed Blows, Page 88
o Variable Energy, Page 89
o Power Sphere, Page 90
o Between Blinks, Page 90
o Homing Blasts, Page 90
o Vampiric Strike, Page 91
o Overpowering Focus, Page 91
o Vampiric sphere, Page 91
• Defensive Powers, Pages 93-94
o Meta-Protection, Page 93
o Meta-Shield, Page 93
o Teleportation Counter-Strategy Page 93
o Meta-Dispel , Page 93
o Meta-Counter, Page 94
o Greater Meta-Counter, Page 94

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Contents
Appendix List of Powers, (Continued)
• Transformation and Creation Powers, Page 109
o Alarum, Page 109
o Light Fall, Page 109
o Meta-Labor, Page 109
o Obscuration, Page 110
o Meta-hacking, Page 110
o Creation, Page 110
o Meta-trap, Page 111

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o Fabrication, Page 111
o Control Environment, Page 111
o Meta-wall. Page 112
o Destruction, Page 112
o Property Destruction, Pages 112-113

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o Transform Object, Page 114
o Alter Reality, Page 114
• Transport and Enhancement Powers, Pages 115-117
o Sensory Boost, Page 115
o Complex Transformation, Page 115
o Enhance Senses, Page 115
o Enhance Travel, Page 115
o Combat Enhancement, Page 116
o Group Blink, Page 116
o Flight, Page 117
o Dimensional Travel, Page 117
o Meta-Teleport, Page 117
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• Appendix: Bestiary, Page 118 – Page 127
o Generic Flying Beast, Generic Sea Beast – Page 118
o Generic Beast, Generic Large Beast – Page 119
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o Generic Thug, Generic Soldier – Page 120
o Generic Thug, Page 121
o Generic Drone, Generic Robot – Page 122
o “23-HAP-PEE”,”Brother of Chains” – Page 123
o “Beast Kid” – Page 124, 125
o “Agent 7 zero 7” – Page 125
o “The Mind” – Page 126
o “Low Orbit” – Page 127
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o “On-Dot” – Page 128

5E Notice and credits, Page 129


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