Professional Documents
Culture Documents
The Revised FASERIP-inspired Basic Rulebook for Let’s Start Over, Shall We?
TABLE OF CONTENTS
PREFACE 4 COMBAT 24 POWERS & GEAR 52
Secondary Traits 24 Fundamentals 52
INTRODUCTION 6
Activities 25 Power Ranks 54
HOW TO PLAY 6 Attack 27 List of Powers 55
The Core Mechanic 6 Special Effects 33 Alternate Form 55
The Uni-Table 9 Bullseye 33 Attack Powers 57
Ch. 1 Summary 11 Kill 33 Body Armor & Force Fields 59
Slam 34 Elemental Control 60
DATAFILES 12
Stun 34 Enhanced Senses 63
Primary Abilities 12
Advanced Attack Tactics 35 Healing & Regeneration 65
Secondary Traits 12
Defend 36 Illusions 66
Ranks 15
Health & Damage 38 Invisibility 67
Profiles 16
Knocked Out 38 Intangibility 67
Milestones 16
Dying 39 Mimic 68
Tracking Karma 17
Recovery 39 Movement Powers 68
Spending Karma 17
Ch. 4 Summary 39 Power Armor 70
Ch. 2 Summary 18
Psychic Powers 72
SOCIAL INTERACTION 40
MOVEMENT & ENVIRONMENT 19 Resistance or Invulnerability 74
Social Rolls 40
What’s an Area? 19 Shapeshifting 75
Optional Modifiers Table 41
Range Table 20 Size-Changing 76
Popularity 41
Movement 21 Sorcery 77
Attitude 42
Obstructions 21 Stretching 80
Attitudes and Popularity Table 42
Vertical Movement 21 Teleportation 81
Resolve & Stress 43
Special Movement 21 Transmutation 83
Contacts 45
Vehicles, Gear, & Powers 22 Ch. 7 Summary 85
Ch. 5 Summary 45
Speed Table 22
TALENTS 86
Destroying the Environment 22 RESOURCES & STUFF 46
Talent Index A to Z 87
Breaking Stuff & People 22 Resources 46
Ch. 8 Summary 88
Material Strength Table 22 Resource Difficulty Table 46
Ch. 3 Summary 23 Stuff 47 DATAFILES 90
Armor 47 Character Sheet 90
Weapons 48 Alternate Character Sheet 93
Vehicles 50 Power Armor Sheet 94
Uni-Table 95
Campaign Notes & House Rules 96
Quick Reference Tables 96
Special thanks to Blacky the Blackball for the original On the cover by Tanni Brown, the heroes Disk Girl, Phantom
FASERIP retroclone, as well as all of the gamers keeping Mask, Centurion, and Lion Man prepare for battle under the
the FASERIP system alive in any form by doing what’s most sneering portrait of the supervillain known as Anchor.
important: playing the game!
HOW TO PLAY
Astonishing Super Heroes is a roleplaying game in which
the players have superpowered characters (heroes or PCs,
short for player characters) who form a team. This team
gets involved in a scenario run by the Game Moderator
(a.k.a. GM), who frames the events in the world that
entice the team to act! The GM plays all of the non-player
characters (NPCs), which includes sidekicks, contacts,
bystanders, and even superpowered villains!
The Core Mechanic
The core mechanic of this game works in five steps.
1. Find the Rank of your ability, power or whatever
you’re using on the Uni-Table.
2. Modify it (move to the right or left) based on any
applicable Talents, gear, powers, or situational
modifiers.
3. Roll percentile dice (d100).
4. Cross reference the result of the percentile dice roll
to the color (WHITE, GREEN, YELLOW, or RED) in the
column matching your rank.
5. Declare the color and resolve the action!
When you see “Make a Strength roll” or “Make a Reason
roll” just know it means “Roll dice and look up the results
on the Uni-Table.”
80 9 90 7
Result = 80+9 or “89” Result = 90+7 or “97”
Example dice rolls. The red die is the tens digit and the blue is
the ones digit.
THE UNI-TABLE
Universal NULL WK MD AV GD EX RM IN AM SP UN X150 X200
Table Zero Weak Mediocre Average Good Excellent Remarkable Incredible Amazing Spectacular Uncanny Extreme 150 Extreme 200 Ext
Dice Roll 0 2 4 6 10 20 30 40 50 75 100 150 200
01
02-03
04-06
07-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
Example of rolling on the Universal Table: the dice rolled 34 on IN 40 Rank; a GREEN result
81-85
86-90
*Difficulty
91-94
You’ll
95-97 sometimes see something that says “make a roll If the Difficulty is equal to your Rank, you need a YELLOW
against
98-99 Difficulty RM 30” or “make a roll against a Difficulty result to succeed. If there are variable results based on the
equal
100 to your opponent’s power Rank.” color result, both WHITE and GREEN results act as WHITE
This means you compare results, YELLOW acts as GREEN, and RED acts as YELLOW.
BATTLE EFFECTS TABLE the Ranks of the two things:
whatever trait you’re using, like Fighting or Endurance,Attack There is no chance of achieving the listed RED results.
Action Defend
against whatever it’s telling you the Difficulty is. If the Difficulty is higher than your Rank, then you need a
Effect General Blunt Damage Blunt/Restrain Edged Damage General S
If the Difficulty RED
you onlyGrapple result to succeed. IfShooting Energy
it’s 3 or more Force the
Ranks higher, GM
Maneuver – is less than your
Melee Rank, good
Charge Thrownews:Grab can Melee
rule you Throw
fail
Attack
automatically. If
Attack
there are
Attack
variable Dodge
results Block C
need a GREEN result to succeed completely. If the Difficulty
Ability – Fighting Endurance Agility Strength Strength
is 3 or more Ranks lower, the GM can rule you automatically basedFighting Agilityresult,
on the color WHITE, Agility
Agility GREEN, and YELLOW
Agility Agility
all Fighting A
White Miss Miss Miss Miss Miss
succeed. If there are variable results based on the color
Miss count Miss
as WHITE, Missand RED Misscounts Miss
as GREEN. There
Miss is
Incr.no
Hit Fail A
Green
result, use them
Hit exactly
Hit as indicated.
Hit Hit Take Miss chance of
Hit achieving
Hit the listed
Hit YELLOW Hit or RED results.
Hit Roll w/Hit STR-4 or MS
Yellow Effect+1 Slam Slam Hit Grab Partial Stun Stun Bullseye Bullseye Stun Dodge STR-2 or MS D
Red Effect+2 Stun Stun Stun Break Hold Kill Kill Kill Kill Stun Dodge STR+1/MS+1
Summary
1.
Use Safety Tools and Session Zero to maximize
everyone’s fun.
2. Roll dice when success and failure are both
interesting, otherwise just describe what happens.
3. To roll dice, pick up two 10-sided dice and designate
one as the 10s column and one as the 1s column
— bonus if you already have dice that read “10” to
“00” and “1” to “10” or sometimes “1” to “0” . You will
generate a number between 01 and 100.
4. Look up the dice roll result on the left side of the
Universal Table.
5. Cross-reference that with the column based on the
Rank you are rolling for in order to find the color of
your result.
a. WHITE = bad news.
b. GREEN = good news.
c. YELLOW = great news.
d. RED = the best news ever...unless it’s overkill,
then OOPS!
6. If a roll has an Difficulty, compare your Rank to
its Rank to see if you might just need to roll higher
than a GREEN result just to succeed!
PROFILE #1:
PUBLIC OR SECRET? IDENTITY
INITIATIVE
FIGHTING
HEALTH
AGILITY
STRENGTH
DAMAGE
ENDURANCE
PROFILE #2:
REASON RESOLVE
INTUITION
PSYCHE STRESS
For best results, use pencil. Permission granted to print or photocopy for personal use.
A blank datafile
INITIATIVE
FIGHTING
HEALTH
AGILITY
INITIATIVE
PRIMARY STRENGTH
ABILITIES
DAMAGE
ENDURANCE
PROFILE #2:
REASON RESOLVE
INTUITION
RESOLVE &
STRESS
HEALTH &
TRACKER
PSYCHE STRESS
DAMAGE
TRACKER POWERS & GEAR TALENTS POPULARITY RESOURCES
POPULARITY &
RESOURCES
For best results, use pencil. Permission granted to print or photocopy for personal use.
Anatomy of a datafile
Rank Descriptions
Rank Description Agility Strength Endurance Reason Intuition Psyche
NULL Nonexistent
WK (2) Far below Lift 50 lbs Operate simple
average machines
MD (4) Below average Lift 100 lbs Notice obvious
items
AV (6) Average human Lift 200 lbs Tear gas
GD (10) Above average Walk a balance Lift 400 lbs Snake venom Develop simple Hypnosis
beam electronics
EX (20) Olympic level Lift 800 lbs Spider venom Notice fine detail
RM (30) Human limit Walk a tightrope Lift 2,000 lbs/ Artificial Mind control
1 ton intelligence
IN (40) Enhanced human Lift 10 tons Find hidden Understand
objects magic
AM (50) Enhanced limit Lift 50 tons Understand star
drives
SP (75) Beyond human Catch an arrow Lift 80 tons Sense invisible Mythos spells
objects
UN (100) Realm of Catch a bullet Lift 100 tons Survive in
powerful aliens vaccum
X1 (150) Further increases
X2 (200) Further increases
X3 (500) Alien limit
C1k (1000) Cosmic entity
C3k (3000) Further increases
C5k (5000) Further increases
» +2 Karma when you give orders to your team. Once you hit the +10 Karma milestone in a Profile you can
choose to stick with the Profile you have and play through
» +5 Karma when you take advice from a teammate to it again, or you can say it’s “closed out” and change to a
heart, or rely on teamwork to defeat a villain. new one to highlight a new story arc for your character.
» +10 Karma when you survive a major encounter (You can change Profiles anytime you want between
without your team’s help, or when you sacrifice sessions, too: you don’t have to close one out, just decide
in order to give your team a chance to fight again and make it so!)
another day. The following are loose guidelines on the different
milestones and the frequency that you can get rewarded
Karma for them.
» +2 Karma milestones can be hit as many times in
a scene as you want or can conceivably do. Every
character comes with a bonus +1 Karma milestone
involving quotes, so feel free to memorize movie
dialogue or keep a print out of character-specific
quotes on hand!
» +5 Karma milestones generally are big enough story
beats that you only hit them once in a scene, and
you won’t hit them every scene. Don’t force it.
» +10 Karma milestones are always a hard choice:
“+10 Karma if you do ABC, or if you do the opposite
XYZ.” These usually only happen once in a given
game session, if that; sometimes they take many
sessions before they come to fruition.
Starting Karma
You start a campaign with Karma equal to your Resolve
divided by 10. If you ever lose track of how much Karma
you had, default to that number.
Spending Karma
Karma can be spent to improve your dice rolls, resist some
debilitating effects, or call in a little help. These are all
immediate things you do during the game session. Think
of Karma like “Save Your Butt” Points.
Here’s what you can do and how much Karma it costs:
Improve Your Roll!
1 Karma = +1 to your percentile dice roll. So if you roll a 50
and get a GREEN result on the Uni-Table, but needed a 55 in
order to get a YELLOW result on the Uni-Table, you would
need to spend 5 Karma.
Shake Off Stun!
1 Karma = Reduce the duration of a Stun effect by 1 round.
If you get knocked out in a fight for 4 rounds, you could
spend 1 Karma and be awake in 3 rounds, or 4 Karma and
wake up on your very next turn! “I can do this all day…”
I Know Someone…
5 Karma = Establish a new, temporary contact for a scene.
This is someone not listed on your datafile. For example,
a rich playboy can reasonably call the editor of TIMELY
Magazine and for 5 Karma say they get along great and
kill a story that’s about to up-end his latest PR campaign.
Hey, Buddy!
10 Karma = Call in a supporting character for a scene.
This is a Contact on your sheet. Normally, you can call
them up or visit them without spending Karma, but if
you want them on scene (or to physically affect the scene
through remote resources or something like that) when
the action gets going, you gotta spend the Karma. (Your
listed contacts are always going to be more meaningful
assets than a 5 Karma temporary one.)
Stay With Me!
15 Karma = Stabilize Endurance loss for 1 round. When you
are dying, you start losing Ranks off of your Endurance.
This slows that down...but doesn’t stop it! Hope your
buddies know first aid… (See the COMBAT chapter.)
Narrative Character
Creation Method
So, how do you create a character for an Astonishing Super
Heroes game? That is the focus of a whole other book!
With the rules in this book, you can easily emulate
any character you’ve seen in popular media simply by
assigning them the values that most make sense. The rules
you’ll find in the COMBAT and SOCIAL INTERACTION
chapters will prove that game balance is not as big a factor
as you might find in some games: a character who has
incredibly high physical abilities and lots of Health can
still get stressed out, just like a powerful psychic character
with all the Resolve in the world can still be beaten to a
pulp if they take too much damage.
The Astonishing Super Heroes character creation and
advancement systems will be presented separately, with
a host of options in order to help you build the types
of heroes you want to play. In addition, a number of
pregenerated heroes and hero templates will be included
to make it easy to jump right into the action!
Summary
1.
Your primary abilities are FASERIP: Fighting,
Agility, Strength, Endurance, Reason, Intuition,
Psyche.
2. You have a bunch of secondary traits such as
combat-related scores (Initiative), financial assets
(Resources), overall condition (Health), and more.
3. A Profile is a little “How to Roleplay Your Character”
guide. Hitting the milestones gives you Karma to
spend on improving your luck and calling in help.
4. There are three ways to build a character: Narrative,
Standard Array, and Random.
What's An "Area"...?
Often times, we refer to ranges, speeds, and so on in terms
of “areas.” In Astonishing Super Heroes, think of areas as
“zones” or “range bands”: an abstract amount of space
between you and your opponent or target. If you’re close
enough to reach out and touch someone, you’re within
the same area or up to 1 area away. If you’re far, you’re
probably 2 to 4 areas away from the target. And if you’re
really far, you’re 5+ areas away.
Some guidelines:
» Outside, an area is about 10 yards/meters.
» Inside, an area is a room or hallway.
» A large enclosed space, such as a warehouse, might
be made up of multiple areas of different portions
of the warehouse floor.
To simplify it further, especially for theater-of-the-mind
play, think of an area as each zone on the battlefield that
contains something interesting or is of different terrain.
In a fight taking place on highway entrance near a
megacorporation’s research headquarters, the battlefield
might contain some of the following zones:
» Highway
» Storage warehouse
» Reactor control room
» Reactor containment
» Megacorporation roof
Arguably, each could be an area, or larger zones like the
highway and the storage warehouse might have 2-3 areas
each.
Obstructions Leaping
(resist as in combat)
Strength Rank Number in feet
Crowds and clutter can get in your way. Whenever you’re
pressed up against hordes of people (or monsters?) or Swimming 1 area/turn
forced to squeeze between rubble, warehouse crates,
or the mad machinery of some villain, you must
succeed at an Agility roll to leave the area.
Usually there’s no Difficulty on this roll:
just get a GREEN or better result.
Cramped Quarters
Fighting
Fighting in extremely cramped
spaces incurs a -1R penalty to all
attacks.
Ranged attacks into a cramped
space from outside of it is
dangerous on a miss. When
you miss, you hit a
randomly determined
target: the GM will
roll to see who
it is, replacing
the original
intended
target with
a complete
miss.
Breaking Stuff
To keep things simple, when we discuss destroying an
object, we tend to mean an object or inanimate thing
Vehicles, Gear & Powers about the size of the character in question. So a human-
Vehicles, powers, special gear, and other stuff may have sized character punching through a window and a giant
a speed rating. Speed ratings are Ranks, and they mean monster bursting through a wall are going to leave
different things over land and sea, or in the air. See the different-sized holes.
Speed Table for all of the details and possibilities. If you want to get very targeted — like knock down a
Note that acceleration and deceleration, or other complex support that topples an entire room’s roof or an entire
considerations are ignored. Don’t hesitate to collaborate building on someone — then the GM is well within their
with your GM on such things, but always remember rights to call for attack rolls with YELLOW (Bullseye) or
that the color of your result on the Uni-Table is the most better results.
important aspect of success or failure on a dice roll.
Material Strengths Table
Speed Table MS Object
Rank Land/Water Speed Air Speed WK Cloth, paper, brush, glass
Areas per Miles per Areas per Miles per MD Plastic, crystal, wood
turn hour turn hour AV Rubber, soft metal, ice, interior wall
NULL 0 0 0 0 GD Brick, aluminum, asphalt, high-strength plastic, light machinery
WK 1 15 2 30 EX Concrete, iron, bullet-proof glass or clothing, exterior wall
MD 2 30 4 60 RM Steel, reinforced concrete
AV 3 45 6 90 IN Stone, volcanic rock
GD 4 60 8 120 AM High strength steel, granite
EX 5 75 10 150 SP Diamond, super-heavy alloy
RM 6 90 15 225 UN Cosmic metal, magical elements
IN 7 105 20 300 C1k Metal from the heart of a dying star
AM 8 120 25 375
Anyway, assuming the former, breaking stuff is a common
SP 9 135 30 450
example of Difficulty. If you want to bend a steel bar, you
UN 10 150 40 600 compare your Strength (perhaps enhanced by Power
X150 12 180 50 750 Armor you wear, for example) to the Material Strength
X200 14 210 100 1500 of the steel bar, then make a roll. If your Strength is RM
30 and the steel bar is RM Material Strength, you need a
X500 16 240 200 3750
YELLOW result to do it. Against cosmic metal or something
C1k 32 480 Interplanetary way above your rating, the GM might rule it impossible,
C3k 50 720 Near light speed or you have to succeed at some other task to make it
C5k 100 Near instantaneous malleable (like hitting it constantly with a high-tech heat
1500
(speed of plot) ray for an hour).
Secondary Traits
First of all, here are the important traits to remember:
Initiative Score
Initiative is a static score (not a Rank) calculated as the
sum of the following:
» Agility Rank Number divided by 10
» Intuition Rank Number divided by 10
» Any bonuses from Talents (i.e. the Military Talent
provides a +1 bonus to Initiative)
» If you have gear/power armor that provides Optional Rule:
increased speed (no matter how fast or how many
movement modes), you get a +1 to your initiative
Start Within the Order
You can always start at a different point in the initiative
score while using it order if it makes sense to do so, such as if the villains
» If you have a power that provides an innate increase successfully ambush the heroes (or vice versa). In that
to your speed, you add that power’s Rank Number case, start with the first villain in the initiative sequence,
divided by 10 and then continue to cycle through as normal. This cuts
» If you have a power that increases your situational both ways: if a Hero clearly does something sudden,
awareness (danger sense, heightened hearing or surprising, and that changes the tenor of a scene, start
other senses, etc.), add your power’s Rank Number the initiative order with that Hero and then run through
divided by 10 it in the proceeding order.
Maneuver + Effect
To resolve your attack, you simply describe what you
want to do: punch a villain’s face, restrain them, throw a
car at them, shoot them with your Electromagnetic Stun
Rifle, blast them with a kinetic shockwave, or torch them
with your heat rays. In every case, the game mechanics
will land on two facets:
» Maneuver: How you perform the attack.
» Effect: How the attack affects the target(s).
Maneuvers tell you what roll to make, and effects tell you
what happens based on the color result of the roll. You
want to keep in mind both: if you have a high Agility, then
a Shooting Attack sounds like a good idea, until you realize
that you could accidentally kill your target when really all
you want to do is subdue them until the authorities arrive.
Look out for consequences!
Maneuver Template
Maneuvers are laid out as page spreads in order to keep
the rules you need all in one place. This does mean
you’ll see some duplication. Maneuvers are listed with a
description, followed by a few sections:
Range
Notes on how close you have to be to use the maneuver.
Ability
Which FASE ability is used to make the roll to see if
you hit the target, plus any specific modifiers.
Effect
The effects of the different maneuvers. Note that
some special effects — Slam, Stun, Kill — are
described in a later section.
Ability
You use your Fighting Rank to make the attack roll.
Effect
You deal damage based on the type of attack, either blunt
(fists, clubs, pipes, nunchaku, quarterstaff, baseball bat,
bricks, etc.) or edged damage (swords, spears, axes, claws,
bites, chainsaws, etc.).
Blunt Damage
Your color result determines the effect.
» WHITE = Miss!
» GREEN = Damage
» YELLOW = Damage +1R, plus Slam
» RED = Damage +2R, plus Stun
Base Damage
You deal damage equal to your Strength Rank Number if
unarmed, or the damage rating of the weapon if armed.
Edged Damage
Your color result determines the effect.
» WHITE = Miss!
» GREEN = Damage
» YELLOW = Damage +1R, plus Stun
» RED = Damage +2R, plus Kill
Base Damage
You deal damage equal to the attack or weapon’s listed
damage Rank Number.
You cannot reduce the damage or the color result of an
attack that deals edged damage.
Range
You must move at least 1 area to attempt a Charging attack.
Ability
Use your Endurance for the attack roll. For each area
you move before reaching the target, add +1R to your
Endurance Rank for the attack roll, up to a maximum of
+3R.
Effect
Your color result determines the effect.
»W
HITE = Miss + you travel an additional area in a
straight line.
»G REEN = Damage
» Y ELLOW = Damage +1R, plus Slam
» R ED = Damage +2R, plus Stun
Damage
You deal damage equal to your Endurance +1R for each
area you traveled through before hitting the target.
Slam, Stun
See Special Effects.
Range
The attack has a range listed in areas. This is its maximum
range. Each area the projectile passes through up to that
point incurs a -1R penalty to the attack roll.
Ability
You use your Agility to make the attack roll, with the
penalty noted above.
Effect
You deal damage based on the type of attack, either blunt
(throwing baton, brick, baseball, car, lamp post, etc.) or
edged damage (throwing knife, shuriken, thrown spear,
dart, throwing axe, etc.).
Blunt Damage
Your color result determines the effect.
» WHITE = Miss!
» GREEN = Damage
» YELLOW = Damage +1R, plus Bullseye
» RED = Damage +2R, plus Stun
Base Damage
You deal damage equal to the attack or weapon’s listed
damage Rank Number.
Hold Back
When making a thrown blunt attack, you may reduce the
damage to any number you wish, but you cannot change
the color result.
Miss!
On a miss, the GM may roll to see if it hits a randomly
Edged Damage determined bystander.
Your color result determines the effect.
» WHITE = Miss! Improvised Weapons
» GREEN = Damage If you use an improvised weapon such as a stop sign, lamp
post, a brick, or whatever, it deals Strength +1R damage
» YELLOW = Damage +1R, plus Stun if the item’s Material Strength is equal or greater than
» RED = Damage +2R, plus Kill your Strength. Otherwise, it probably just breaks because
it’s too flimsy. See MOVEMENT & ENVIRONMENT for
Base Damage
Material Strength ratings of common objects.
You deal damage equal to the attack or weapon’s listed
damage Rank Number.
You cannot reduce the damage or the color result of an Bullseye, Stun, Kill
attack that deals edged damage. See Special Effects.
Range
The attack has a range listed in areas. This is its maximum
range. Each area the projectile passes through up to that
point incurs a -1R penalty to the attack roll.
Ability
You use your Agility to make the attack roll, with the
penalty noted above.
Effect
You deal damage, plus special effects, based on the type of
attack: shooting, energy, or force.
Shooting Attack
Shooting Attacks are defined by a projectile fired from a
weapon, giving said projectile more force and penetrating
power than if it were thrown. Guns, bows, crossbows, etc.
fall under this. Your color result determines the effect.
» WHITE = Miss! Force Attack
The primary difference from an energy attack is that a
» GREEN = Damage force attack has kinetic force: concussive explosions, force
» YELLOW = Damage +1R, plus Bullseye fields, and repulsor blasts. Your color result determines
» RED = Damage +2R, plus Kill the effect.
Bullseye, Stun, Kill
See Special Effects.
Describing a Slam
A Slam successful result doesn’t strictly mean that a
character was walloped hard enough to fly through
multiple Areas. While that’s certainly one interpretation,
it may not make sense for characters who aren’t super
Stun
You are hit so hard you have the wind — or your
strong. Slams can be described as any variation of the
consciousness — knocked right outta ya.
following:
Resistance
» You reel backwards. When subject to a Stun, first compare the attack’s Rank
» After being hit, your opponent throws you aside. to your Body Armor or other protection. If their attack is
» You stumble several feet, unable to catch your greater (i.e. you take damage), then make an Endurance
footing. roll. Otherwise, ignore the Stun.
Tactics
Use the following maneuvers and situations to maximize
(such as one restrained by a hold, tied up, or unconscious)
who is next to you, unobstructed by a crowded or cluttered
situation, you gain +2R to your attack roll and increase
your teamwork, attacks and abilities. the color result by one (maximum of RED).
Aiming Shockwave
You take aim on your intended target as your action. On If your Strength is at least two Ranks greater than the
the following round you get an additional +1R on your Material Strength of the ground, you may affect a large
attack roll. area by creating an earthquake-like effect. Make a Strength
roll, and everyone (and everything) other than you within
Attacking Multiple Targets 1 area of you applies the following effects individually.
When making a melee blunt or edged attack, energy Damage is based on your Strength Rank Number.
attack, or force attack, you target multiple adjacent
opponents in the same area as you. Make a single attack »W HITE = Miss!
roll at -4R then resolve the effects individually. »G REEN = Damage
Blindsiding » Y ELLOW = Damage +1R, plus Slam
If you get the drop on an opponent — attacking from » R ED = Damage +2R, plus Stun
hiding, while invisible, etc. — you gain a +2R on your
attack roll.
Attacking an opponent you cannot sense (due to darkness,
powers, etc.) applies a -2R penalty on your attack rolls.
Combined Attacks
As your action, declare that you will combine attacks with
another character in order to punch through an enemy’s
defenses or increase the effect of a special attack. Doing
so gives you a reaction on an ally’s turn where you make
an Agility roll. If successful, your ally’s action receives
a bonus to damage based on your color result:
WHITE = no bonus, GREEN = +1R, YELLOW = +2R,
RED = +3R.
Divebomb
A character charging from the air (via flight,
etc.), dropping straight down, gains a +4R
bonus on their attack roll.
Double-Teaming
Any time you attack a character that is currently subject
to a Partial Hold or Hold from an ally, you get a +2R to
your attack.
Groundstrike
To make an Energy Attack on a target without the
risk of a possible Kill result, you instead strike the
ground beneath them (or any other surface they
are in contact with). Your Energy Attack must
have a Rank that is higher than the Material
Strength of the surface you are striking. If so,
make your attack using the Force Attack results
instead of Energy Attack, but you deal damage
equal to the Material Strength of the surface
targeted instead of your normal damage.
Social Rolls
Social rolls are non-combat rolls, and as such the result
color needed for success often depends on a Difficulty. As
a reminder, if the Difficulty is lower than the ability Rank,
you succeed on a GREEN result. If the Difficulty equals
the ability Rank, you succeed on a YELLOW result. If the
Difficulty is higher than the ability Rank, you succeed on
a RED result.
Attitude
The primary modifier for social rolls for named NPCs and
Attitudes and Popularity Table
Modifier Attitude Popularity
PC’s, is Attitude: how the target feels about you. Attitude -3R Enamored Demonized (hated/fear)
ranges from Hostile to Enamored. See the Attitudes and -2R Very friendly Very distrusted or disliked
Popularity Table for specific levels and modifiers. -1R Friendly Distrusted or disliked
+0 Neutral Neutral
What Do Contacts Do?
A contact, however, is a named NPC on your character
sheet, and they automatically can be called on at any
time to lend a hand in a minor way. Call them on the
phone, setup a meeting, etc. However you do it, the NPC
gets involved and shares whatever aid the GM deems
reasonable, which could be nothing (“Sorry, I don’t know
what a ‘hydra’ is outside of that scene in Willow…,” says
Smiley Sam) or could be lending cash or info-dumps
about subjects they are well-versed in.
However, if you spend 10 Karma as noted in the DATAFILES
section on Milestones & Karma, you can bring one of your
Contacts onto the scene as an important asset. When you
do this, they will provide material aid to you and likely
will even risk themselves to do so. Maybe not life and
limb, but certainly they will put their reputation on the
line, fight harder for your cause than some stranger off
the street, or take a financial hit if it means bailing you
Summary
1. Reason is logic and complex problem-solving.
out of jail. Some may be inclined to risk their lives for you;
this is ultimately up to the GM and how the narrative has 2. Intuition is insight and emotional intelligence.
so far established your relationship. 3. Psyche is willpower and force of personality.
4. Most social rolls are made against a Difficulty, using
Adding or Upgrading whichever traits make the most sense.
5. Popularity is a modifier for social rolls when used on
Contacts the general public, ranging from -3R (Demonized) to
One thing you might be wondering is how to turn a one- +3R (Idolized).
off temporary contact into a Contact on your sheet. Or, 6. An NPC has an Attitude toward the character
you might wonder how to improve your relationship with which modifies whichever of their traits is acting
a Contact such that they would risk their lives for you. as the Difficulty for a social roll. Like Popularity it
This is entirely narrative: you can request to frame a short is measured from +3R (Hostile) to -3R (Enamored).
scene that tests your relationship with that NPC — you 7. If your in a complex social situation, or you face
and the GM collaborate on what happens that might assault from psychic powers, you might accrue
bring conflict or a new status quo — and usually the GM Stress, which is compared to your Resolve to see if
will require at least one pertinent roll. It also may just you get Stressed Out.
take time: multiple scenes with the NPC over the course of 8. Datafiles have a section of Contacts who you can call
several scenarios. It’s up to the GM, and it’s a great source onto a scene for 10 Karma. You can also establish a
for projects your character can focus on during downtime. handy temporary contact in a scene for 5 Karma.
Resources
Loosely tied to social interactions, but of great importance
Modest hotel
Rent, 1BR in NYC
MD
AV
Mortgage, small house AV
nonetheless, is money. Financial assets make the world of
Housekeeper salary AV
business go round, and it’s also a primary motivator for so
Bodyguard salary GD
many criminal activities.
Lawyer or doctor fees GD
You have a Resources Rank and Rank Number which
Broadway tickets GD
gauges your relative wealth: not simply in liquid assets,
but overall. This trait can fluctuate: buying expensive Car, sedan EX
things or gaining a sudden windfall are often temporary, Mortgage, large house EX
but impact your wealth long enough that it could be Penthouse suite RM
measured in weeks, months, or even years. On-staff lawyer RM
Luxury car RM
Buying Stuff Private jet IN
To afford something available, you simply roll your Salary, hundreds of workers IN
Resources against a Difficulty based on the thing’s Mansion IN
perceived current value. If it’s 3 or more Ranks below your Salary, thousands of workers AM
Resources, the Judge can just handwave it and say you get
Military jet SP
it. If it’s 3 or more Ranks above your Resources, the Judge
can say it’s simply not in your ability to purchase (cue a Major corporation SP
heist scenario!). Mega-corporation UN
Flying aircraft carrier X150
Assuming you succeed at the roll, you buy the thing.
It’s that simple. If it was equal to or 1 Rank higher than
your Resources, the Judge can temporarily lower your
Resources by one or two for a timeframe they choose. Resources & Popularity
See Acts of Charity in the SOCIAL INTERACTION chapter
A few tables of stuff to purchase — mainly weapons, for how you can leverage your Resources to affect your
armor, and heroic gear — can be found at the end of this Popularity modifier.
chapter.
Pooling Resources
If multiple characters want to pool their Resources to
afford something, they must first be within one Rank
of each other, and then the character with the highest
Rank receives a +1R bonus for each character pooling
in (maximum +3R). However, if the character would
receive a temporary reduction of their Resources, then all
characters who pool in receive the penalty.
Armor
» Protection: This provides the Rank and rules text
describing the benefits of the armor.
•
Note that “physical attacks” means that the
character is hit by a physical manifestation,
usually in the form of a bullet, projectile, or
other impact. Most attacks using Energy or
Force circumvent this.
» Price: This is the cost in Resources of the item,
assuming you buy it rapidly and without any
haggling.
Item Description Material Protection Price
Strength
Makeshift Hardened MD 4 WK 2 - Subtract WK 2
Armor or studded 2 damage from
leather physical attacks
that strike you.
Tactical Police vest, AV 6 MD 4 - GD 10
Armor chainmail Subtract 4
damage from
physical attacks
that strike you.
Combat Heavy riot gear, GD 10 AV 6 - Subtract EX 20
Armor state-of-the-art 6 damage from
armor physical attacks
that strike you.
Mechanized High-tech EX 20 GD 10 - IN 40
Infantry combat armor Subtract 10
Armor damage from
physical attacks
that strike you.
Firearms - Typical
Item Description Material Action Max. Range Damage Price
Strength
Pistol Revolvers, handguns EX 20 Shooting Attack PR (1 area) AV 6 shooting MD 4
Shotgun Sawn-off, hunting, or pump-action GD 10 Shooting Attack AV (2 areas) EX 20 shooting GD 10
Rifle Hunting rifle, sniper rifle GD 10 Shooting Attack EX (6 areas) GD 10 shooting AV 6
Assault Rifle Carbine, submachine gun, combat GD 10 Shooting Attack GD (4 areas) EX 20 shooting GD 10
rifle
Flamethrower Military-grade flame projector GD 10, Tank = Energy Attack 1 entire adjacent GD 10 energy GD 10
AV 6 area
Machine Gun Heavy personal machine gun GD 10 Shooting Attack EX (6 areas) RM 30 shooting GD 10
Rocket Launcher LAW or personal rocket device GD 10 * IN (11 areas) * EX 20
Grenade Launcher Mortars, targeted grenade launchers EX 20 * AV (2 areas) or * GD 10
EX (6 areas)
Special Gear
Item Material Price Notes
Strength
Taser or stun gun MD 4 WK 2 In melee (or up to 1
area for taser guns),
use an Agility attack
to deliver a GD 10
Difficulty Stun effect.
Whip, leather AV 6 MD 4 In melee range,
you may Grapple or
Grab using Fighting
instead of Strength.
Otherwise make an
attack that deals STR
blunt damage.
Whip, chain GD 10 GD 10 As for leather whip,
or you can make a
melee attack that
deals STR+1R blunt
damage.
Fire Extinguisher AV 6 AV 6 RM 30 fire
extinguishing foam
(rolled against a
fire’s Difficulty).
Reinforced EX 20 AV 6 To get out, you
handcuffs must break Material
Strength or pick a
GD 10 Difficulty lock.
Fundamentals
Like primary abilities (FASERIP), most powers or special
Telepathy: RM 30. You may psychically contact and speak
with up to 30 individuals at once within one area of you,
or a single person up to 8 areas away.
gear have a Rank and Rank Number; these work exactly
the same as normal. Usually this means you use the Rank Sense Psychic Energy: UN 100. You may use this power
to determine what column to reference on the Universal for any of the following:
Table, or the Rank number to determine the numeric • Psychic Detection: You can detect the use of psychic
effect for calculating damage or stress, determining powers within 60 areas, narrowing it down to the
protection, or the like. Sometimes, the Rank will be used area of use.
as a Difficulty. • Psychic Analyzer: You can analyze impressions left by
psychic power use up to a year in the past, identifying
Gear the signature as if it were a fingerprint. If you are
This isn’t a power on its own, but rather a category of familiar with the user’s powers and have interacted
power: it represents special abilities that come from with them before, you can identify this fingerprint.
an item, suit of armor, weapon, or anything else that’s
(usually) separate from your physical body. In other A power set representing a Psionic Helmet that provides
words, it can be taken away, lost, or stolen. Such powers telepathy and the ability to sense psychic energies.
are marked with “(Gear)”.
Besides that, gear-based powers have one other thing
to remember: Material Strength. Gear can be broken, Profiles
and therefore the material it’s made of must be rated “Profiles” refers to characters who have multiple datafiles
using the Material Strength Table (see MOVEMENT & or different stats when they take on different forms. A
ENVIRONMENT). wimpy scientist that turns into a giant, raging monster is
a great example, but so is a genius inventor who dons one
of their various armored suits.
Power Sets Profiles are often bundles of powers and/or gear, and
You will sometimes see rules that refer to “power sets.”
When a suite of powers are contingent upon other powers, sometimes may represent an entirely different profile
or a special piece of gear, they are arranged under a header (you turn into someone — or something! — else entirely),
in the Powers & Gear section of the datafile. These headers or they collate a bunch of bonuses and enhancements to
represent the power set: every power listed beneath them your normal, everyday form.
is a component of the header. Therefore, if something The two most common representations of this sort of
happens that disables it or causes powers to “shut down” power are:
(see below), all powers within that set are fair game.
» Alternate Form
For example, if you wear a helmet that allows you to
connect with other people’s minds and communicate » Power Armor
psychically with them (Telepathy), and also allows you to The powers on each sheet will tell you when you change
sense the presence of psychic energy (a form of Enhanced (Alternate Form), or what improvements you receive
Sense), then it might be arranged as shown in the image when you utilize it (Power Armor).
nearby.
Perhaps the helmet is prone to short circuiting if targeted
by electrical attacks. In that case, both the Telepathy and
Sense Psychic Energy powers no longer work. (Usually it
will tell you how to repair the item or refresh the powers
in some other way.)
No Rank
Special Effects (SFX)
Any individual power, and sometimes power sets, might
Some powers do not have a Rank or Rank Number. These include special effects, usually listed in a section labeled
specify what they do as clearly as possible. “SFX”. These often accompany attacks, but they don’t
If there’s ever an instance where a Rank or Rank have to. Examples might be:
Number feels like it should apply (such as comparing two
characters that have the same power to see who uses theirs
»
A weapon that, when thrown, returns to you
automatically.
better, quicker, or whatever), simply choose a primary
ability that seems closest to what the trait is used for. » Receiving a reaction that can be used for a defensive
Combat? Use Agility (targeting, speed), Fighting (training, maneuver in certain situations, such as when you
tactics), Strength (brute force), or Endurance (resistance, have especially fast or agile flight powers.
toughness). Perception? Use Reason (logical deduction) or
Intuition (awareness, insight). Social? Consider Intuition
(reading others), or Psyche (imposing your will on others,
your determination).
Power Ranks
The following table summarizes many aspects of powers determined by their Rank. These are general guidelines, and
note that many powers will have various Ranks for these different components. For example, an attack power may have
one Rank for the range and a different one for the damage it deals.
Alternate Form
Most characters with an alternate form-type power
(Sciency Guy > Raging Monster) will have a second (or
more) datafile(s): one for each form. These are called
profiles. In cases where only certain stats change, it may
be easier to keep these all on one sheet and simply
call attention to them by separating them visually.
For example, a creature that gets tougher as it gets
angrier reflects that with increasing tiers of power
listed side-by-side. The rules for increasing tiers are
listed in one of the powers, usually either named
“Alternate Form” or something like “Adrenaline
Surge.”
» SFX: Inorganic objects of Material Strength » Damage: RM 30 force damage for the ice shards, or
less than your power Rank targeted by this are use the Grapple Attack on the Battle Results Table
destroyed as the acid eats through them. The acid for the ice snare. The snare only deals damage
instantly destroys hand-sized objects, and can eat when it first hits, in which case it deals GD 10 force
through a man-sized object or create a man-sized damage.
hole in a larger object in 5 rounds. Objects with Rotting Touch: RM 30
great Material Strength may be slightly corroded Your touch causes organic material to decay and rot.
but are not appreciably damaged by this power, at
the GM’s discretion. » Attack: Fighting.
Cosmic Metal Claws (Gear)
» Damage: RM 30 damage.
You have retractable claws made of space metal in your » SFX: Against objects made of organic materials
armor. (wood, cloth, etc.), you can use this power’s Rank in
place of your Strength to break them.
» Material Strength: UN 100.
» Attack: Edged Attack (Fighting). Shockwave: RM 30
You can unleash a shockwave of force as your action,
» Damage: IN 40 edged damage. affecting everyone in your area. Make a power roll:
» SFX: Mundane armor and cover of a lesser Material
Strength than your claws do not provide any »W
HITE = Everyone in the area, including you, must
protection. resist a Slam result.
»G
REEN = Everyone else in the area (not you) must
Extra Arms: RM 30 resist a Slam result.
You have two extra arms due to your mutation. This gives
you +1CS on all Strength-based rolls. Additionally, they
» Y ELLOW = Everyone else in the area (not you) must
resist a Slam result and — if they are slammed —
allow you to make extra melee attacks. As an interaction,
then resist a Stun result.
you concentrate on making different attacks with each
arm and make a power roll to see how many additional » R ED = Anyone you choose in your area takes up
melee attacks you can make: WHITE = no additional to RM 30 force damage (you may decrease this as
attacks, GREEN = 1 additional melee attack, YELLOW = 2 much as you’d like), then must resist a Slam result
additional melee attacks, RED = 3 additional melee attacks. (even if you deal zero damage). If they are slammed,
they are automatically stunned for 1d10 rounds.
Venomous Spit: RM 30
You can spit a glob of paralyzing venom at a target.
» Attack: Agility.
» Range: RM (4 areas); uses Thrown Ranges.
» Effect: RM 30 energy damage, and the target must
resist a Stun effect at a Difficulty equal to the power
Rank.
Examples
Air Control: RM 30
You can create extreme gusts of wind, even
on a calm day. You may create a blast of
wind that acts as a Charge attack using
the power’s Rank and Rank Number.
You may also summon a whirlwind to
act as a force field, protecting you by
subtracting your power’s Rank Number
from blunt, edged, shooting, or force
attacks that strike you. This lasts up
to 5 rounds, but during that time,
you cannot make attacks with the
power.
SFX: Flight. You may control the air immediately
around you, allowing you to fly at an air speed equal
to your powers’ Rank (in your case: 15 areas per turn
or 225 mph).
Earth Manipulation: RM 30
You can manipulate natural and semi-natural minerals;
artificial and refined materials are unaffected (steel, glass,
etc.). You may fashion weapons, shields, or armor with
the same Material Strength as the mineral, providing you
additional damage in combat (usually Strength +1R for
melee or thrown weapons) or giving you the equivalent
of Body Armor (subtract the Material Strength from
any attacks that strike you). You can also shift the earth,
digging up to 1 area at a time, or causing a single area to
experience an earthquake, using your power’s Rank as
the Difficulty on Agility rolls for everyone in that area to
remain standing.
Electrical Control: RM 30
You can manipulate and control electrical energy around
you, up to 8 areas away. You are unharmed by electricity
up to your power Rank in Difficulty. You can stop, control,
or forcefully start the flow of electricity to any electrically
powered device, controlling its operation. For example,
you can turn on/off battery powered or plugged in devices,
or perform more complex manipulations to electronic
devices, such as running a computer completely by Energy Reflection: RM 30
thought. You can reflect energy or force attacks back on the
attacker. As a reaction to any such attack, make a power
SFX: Clear! You can deliver a powerful electrical roll against a Difficulty equal to the attack’s Rank (use
charge just by touch. This could fry electronics, act the damage or effect Rank if it has multiple subtraits
as a defibrillator, or serve as an enhancement to any with Ranks). WHITE = you fail and the attack strikes you
unarmed attack. In addition to any normal unarmed normally, GREEN or YELLOW = you reflect the attack upon
damage you might deal, you may deliver RM 30 the attacker, RED = you reflect the attack on any viable
energy damage. target within the same area as the attacker.
Healing Examples
Chi Healing: EX 20
You can recover damage in others (but not yourself), or
restore one lost Endurance Rank (such as from dying; see
COMBAT) via touch. When you do so, the target recovers
a number of damage equal to the power’s Rank Number
Regeneration Examples
or a single lost Endurance Rank. You then must make a Fast Recovery: RM 30
power roll: You recover lost Endurance levels (such as from dying; see
COMBAT) at a faster rate. Once each day, make a power
» WHITE = You heal them but your power is shut down roll. On a GREEN result you recover 1 Endurance Rank, on
for the rest of the session. You gain 1 Karma. a YELLOW you recover 2, and on a RED you recover 3. This is
» GREEN = You heal them but this power is shut down in addition to the normal recovery rate of lost Endurance
until you have at last a few hours of meditation to Ranks (1 per week, or 1 per day under professional medical
replenish your chi. You gain 1 Karma. care).
» YELLOW = You heal them but this power is shut down Healing Factor: RM 30
for the rest of this scene. You recover damage equal to your Rank Number divided
» RED = You heal them and choose: either you can by 10, at the beginning of your turn, even if your damage
re-use this power again as an action whenever equals your Health, as long as you are stable. If you are
you want, or you heal them for double (2 x Rank currently dying, you make a roll with this power at the
Number or 2 lost Endurance Ranks) and shut down start of your turn to see if you stabilize. If you do (GREEN
this power for the rest of the scene. or better result), you begin healing the following round.
Regeneration
You recover your Endurance Rank Number in Health
every minute of full rest. If you are dying, this power is
shut down until you are stabilized. You can regrow non-
essential appendages and organs, which become fully
functional once you return to full health. (The head/
brain and torso/heart/lungs of a human are essential
appendages; a finger, arm, or leg is not.)
Visions of Fear: RM 30
You can project horrifying images within your area that
afflict anyone you wish within that area for 5 rounds.
All your opponents must make a Psyche roll against a
Difficulty of your power Rank. Any that fail must use their
movement on their turn to move away from you (even if
they don’t know where you are they will subconsciously
be directed away), and any rolls they make suffer -2R.
They will avoid or attack anyone trying to stop them from
fleeing by any means possible. They may make a Psyche
roll to resist these effects again at the end of each of their
turns (but with the -2R penalty).
Invisibility: RM 30
As an action, you can magically cloak your body in an
enchantment that allows you to disappear from view
for up to 5 rounds. While invisible, all of your attacks
are Blindsiding attacks (+2R to your attack roll). Anyone
attempting to find you must make an Intuition roll
against a Difficulty equal to your power Rank, or employ
special sensors that don’t rely on visual means (with the
same Difficulty). Once found, attacks may target you but
suffer -2R to strike you.
Examples Flight
You can fly at an air speed based on the Rank of your
Power Mimic: RM 30 power. Being limited to gliding (not gaining altitude) is a
When you witness a super power in effect, you may weakness.
duplicate it for 5 rounds starting on your next turn. You
follow the rules of the power in question, substituting the
lower of the duplicated power’s Rank or this power’s Rank Leaping
where applicable. For example, if you have Power Mimic You may jump vertically, horizontally, or both, traveling a
RM 30 and witness an Energy Blast that has a range of AV number of feet equal to the Rank Number of your Strength
6 and deals SP 75 energy damage, your duplicated version +[X]R, where [X] is a number, usually between 1 and 5. For
would have the same range (it’s lower than your power example, if you have Leaping: 3, you leap a number of feet
Rank), but it would only deal RM 30 energy damage. equal to the Rank Number of your Strength +3R: if you
have Strength IN 40, then you leap 100 feet because IN 40
Weakness: Focused. You may only duplicate one power +3R puts you at UN 100.
at a time (and never a full power set). If you decide to
duplicate a new power, you may do so for 5 rounds,
but lose the ability to duplicate the previous power
you chose for 24 hours.
Swimming
You can swim (or otherwise move underwater) at a water
speed based on the Rank of your power.
Swingline
You can shoot or project something
that attaches to other objects and
allows you to swing from place
to place. Powers like this have
a rating for the Material
Strength of the line — a
cable, webbing, grapple
hook and rope, etc. —
as well as a range.
You attach the line
to something that
is anywhere up to
that number of
areas away as part
of your movement
on your turn.
You can then
immediately move a
number of areas equal
to double the number of areas you fired your swingline.
So if you can fire your swingline up to 6 areas (EX 20
Rank), but choose an object that is only 4 areas away, you
could swing 8 areas. If you attached it to something the
full 6 areas away, you could swing 12 areas.
Wall Crawling
You can move at your normal speed along vertical or
upside-down surfaces without any mobility issues. The
Rank of this power determines your “stickiness” which
tells you what surfaces you can cling to, as well as acting
as a Difficulty if someone were to try to knock you down
or off such a surface.
Stat Modifications
Stat modifications appear on the power armor profile
sheet. For the stat modifications, there is a column for
bonuses and a column to list the modified stat totals based
on the pilot. So Jim Smarty in the Version 4 Robot Man
armor has the same bonuses as Bill Bradski does in that
armor, but not the same totals since they have different
FASE stats.
Initiative often gets modified, too. Unlike the standard
calculations for an initiative score, power armor usually
only adds +1 for each enhanced movement mode. For
example, power armor with flight (Rank doesn’t matter)
gives +1 to the pilot’s initiative score. Meanwhile, power
armor with flight and teleportation (again, the Rank of
these powers doesn’t matter) provides a +2 bonus to the
pilot’s initiative.
Example Systems
The following systems show a few power sets (the
underlined headers) and their respective powers. This suit
of armor is clearly a cobbled together, jury-rigged piece
of combat technology, with some advanced aspects and
other parts that are anything but!
By separating these powers into different power sets,
effects that might shut down just one of them can be easily
designed. For example, if the Weapon Systems are shut
down, both the Concussion Blasts and the A.I. Targeting
System no longer work!
Defensive Systems
Body Armor: RM 30
Subtract 30 damage from blunt, edged, force, and shooting
attacks that strike you.
Weakness: Exposed Electronics. Because the suit’s
electronics are exposed, it is more susceptible to
electrical-based energy attacks.
Propulsion Systems
Boot Jets: RM 30
15 areas, 225 mph flight speed.
SFX: Evasive Maneuvers. As a reaction, make an Agility
roll. You inflict a penalty on all attacks that target you
until the start of your next turn, based on the result
of your roll:
» WHITE = No penalty
» GREEN = -2CS
» YELLOW = -4CS
» RED = -6CS
Examples
Enchantment: RM 30
You can project an aura around yourself that charms
those who come into contact with you. You can do this
either by touching one subject or by influencing everyone
in your area. Against a single target, you must touch them
(Fighting-based attack if they are unwilling, the only effect
being that you can use this power on them), and they make
a Psyche roll against a Difficulty of this power’s Rank; on
a failure, they are enchanted. Against an area, all those
present make a Psyche roll (no Difficulty), and only on a
WHITE result are enchanted. An enchanted person treats
you as a dear friend for 5 rounds and doesn’t recall being
enchanted afterward. They will not attack you unless you
obviously attempt to harm them or their allies, and they
won’t take orders from you, but they will treat everything
you say and any non-hostile actions in the most positive
light possible.
Mind Control: RM 30
You may dominate the mind of a target in range (RM
8 areas), making them do your bidding. They resist
by making a Psyche roll with your power Rank as the
Difficulty. If they fail, you can direct their actions for up
to 5 rounds, which they will carry out to the best of their
ability. If you direct them to do something directly against
their nature, or that will cause them immediate harm, Psychic Force: RM 30
they immediately gain another attempt to resist the mind Your psychic power is so strong it can manifest physically
control. as a force attack.
Examples
Shapeshifter - Werewolf
You can shapeshift into two alternative forms: wolf and For the hybrid form, the changes are:
hybrid (werewolf) form.
» Fighting = EX 20
This power might be accompanied by the Alternate Form
character sheet, showing the following changes for each
» Agility = GD 10
form. » Strength = EX 20
For the wolf form, the changes are: » Endurance = RM 30
» Fighting = EX 20 » Bite: Melee Edged (Fighting) attack that deals
» Agility = GD 10 Strength +1R edged damage.
» Strength = GD 10 » Claws: Melee Edged (Fighting) attack that deals
» Endurance = EX 20 Strength edged damage.
» Bite: Melee Edged (Fighting) attack that deals » Enhanced smell and hearing: RM 30
Strength +1R edged damage. » Lightning Speed: AV 6 land speed (3 areas/turn,
» Enhanced smell and hearing: RM 30 45 mph)
» Lightning Speed: GD 10 land speed (4 areas/turn, Talents and all other information remains the same as the
60 mph) character’s natural, human form.
Magical Surges
Some magical spells, powers, or items note that a possible
side effect of using them (or failing to use them properly)
results in a magical surge. A magical surge is a random
consequence that comes from playing with magic; the GM
rolls on the table below whenever a surge occurs.
Extradimensional Magic
In nearly every plane outside of the physical
(Earth) plane, magic-based powers
have a +1R across the board: they
deal more damage or stress, have
greater range, or provide a higher
Difficulty. This means that when
you are in the Realm of Mirrors,
Astral Plane, Dark World, or
some other plane where reality is
fundamentally magical in nature,
your spell ranks will get a +1R when
used. This applies to improvised
spells, as well.
Absorption
One version of a transmutation-
based power is Absorption: when
you are targeted by a specific form of
damage or type of effect, you absorb
it. This usually means that you don’t
suffer any ill effects from the specified
source (like immunity), and it is
instead transformed into additional
Health, or some form of attack that
you can unleash immediately after
the absorption.
Instead of increasing your Health
through absorption, you might
increase one predetermined primary
ability to the Rank and Rank Number
of the attack’s damage. Alternatively, you
might make a specific type of retaliatory
attack as a reaction, using the Rank and Rank
Number of the attack’s damage.
Aerial Combat
+1 initiative bonus. +1R to all attack and defense rolls
while flying.
Charm
+1R to get someone to like you. Success modifies an
individual’s Attitude, or a community’s view of your
Popularity.
Faith Medicine
Use Intuition instead of Reason to resist logical and You can automatically halt the Endurance loss of another
evidentiary arguments that counter the tenants of your character, unless they are at NULL Endurance. You can
faith. also restore one lost Endurance rank with a successful roll.
A character who is at NULL Endurance (dead) for no more
First Aid than 1d10 minutes can be stabilized if you have access
You can automatically halt the Endurance loss of another to full medical equipment and the wounds are deemed
character, unless they are at NULL Endurance. You can reasonable to be recovered from by the GM. Additionally,
also restore one lost Endurance rank with a successful you gain +1R when diagnosing, treating, researching, or
roll. otherwise engaging with medical problems.
Streetwise
+1R on rolls for navigation, local underworld, and general
street survival.
Stubborn
Summary
+1R to your Reason or Psyche when others attempt to 1.
Talents are skills, learned knowledge, or innate
change your mind about something for which you’ve abilities that improve your odds of success in fairly
already decided. specific circumstances.
2. Unless it says otherwise, you get +1R to your rolls
Student - SPECIFIC SUBJECT whenever a Talent makes sense in applying to the
Choose a specific subject. Instead of gaining a bonus on situation.
a roll, you instead automatically succeed on advanced 3. If you have multiple Talents that all seem applicable
trivia related to the subject matter. This doesn’t provide to the situation, you can stack the bonuses as much
a benefit to apply that knowledge: you know a lot about as you want (up to X500).
the subject, but don’t necessarily have much functional 4. There are a bunch of Talents with special benefits
experience. and rules.
5.Representation of Authority to Contribute: If You are contributing Great Power, Copyright 2013, Ad Infinitum Adventures, Author: Steve
original material as Open Game Content, You represent that Your Kenson.
Contributions are Your original creation and/or You have sufficient FASERIP, Copyright 2015, Blacky the Blackball.
rights to grant the rights conveyed by this License.
Astonishing Super Heroes Basic Rulebook, Copyright 2021, Tim
6.Notice of License Copyright: You must update the COPYRIGHT Bannock.
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, Product Identity: The following items are hereby identified as Product
modifying or distributing, and You must add the title, the copyright Identity, as defined in the Open Game License version 1.0a, Section 1(e),
date, and the copyright holder's name to the COPYRIGHT NOTICE of and are not Open Content: All trademarks, registered trademarks,
any original Open Game Content you Distribute. proper names (characters, place names, new deities, etc.), dialogue,
plots, story elements, locations, characters, artwork, graphics,
7. Use of Product Identity: You agree not to Use any Product Identity, character sheets, and trade dress. (Elements that have previously been
including as an indication as to compatibility, except as expressly designated as Open Game Content are not included in this declaration.)
licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility Open Game Content: The Open content in this book includes all game
or co-adaptability with any Trademark or Registered Trademark in play mechanics. No other portion of this work may be reproduced in
conjunction with a work containing Open Game Content except as any form without permission.
PROFILE #1:
PUBLIC OR SECRET? IDENTITY
INITIATIVE
FIGHTING
HEALTH
AGILITY
STRENGTH
DAMAGE
ENDURANCE
PROFILE #2:
REASON RESOLVE
INTUITION
PSYCHE STRESS
FORM(S)
FIGHTIING
AGILITY
STRENGTH
ENDURANCE
HEALTH
REASON
INTUITION
PSYCHE
RESOLVE
INITIATIVE
POPULARITY
RESOURCES
POWERS/GEAR & MODS
PILOT
INITIATIVE +BONUS
FIGHTING
HEALTH
AGILITY
ARMOR
STRENGTH
DAMAGE
ENDURANCE
Green Hit Hit Hit Hit Take Miss Hit Hit Hit Hit Hit Roll w/Hit STR-4 or MS Miss Fail 1 1 area KO 1-10
Yellow Effect+1 Slam Slam Hit Grab Partial Stun Stun Bullseye Bullseye Stun Dodge STR-2 or MS Damage Escape No Stagger No
Red Effect+2 Stun Stun Stun Break Hold Kill Kill Kill Kill Stun Dodge STR+1/MS+1 Catch Reverse No No No
Campaign Notes & House Rules
*Difficulty
You’ll sometimes see something that says “make a roll If the Difficulty is equal to your Rank, you need a YELLOW
against Difficulty RM 30” or “make a roll against a Difficulty result to succeed. If there are variable results based on the
equal to your opponent’s power Rank.” color result, both WHITE and GREEN results act as WHITE
results, YELLOW acts as GREEN, and RED acts as YELLOW.
This means you compare the Ranks of the two things:
There is no chance of achieving the listed RED results.
whatever trait you’re using, like Fighting or Endurance,
against whatever it’s telling you the Difficulty is. If the Difficulty is higher than your Rank, then you need a
If the Difficulty is less than your Rank, good news: you only RED result to succeed. If it’s 3 or more Ranks higher, the GM
can rule you fail automatically. If there are variable results
need a GREEN result to succeed completely. If the Difficulty
based on the color result, WHITE, GREEN, and YELLOW all
is 3 or more Ranks lower, the GM can rule you automatically
count as WHITE, and RED counts as GREEN. There is no
succeed. If there are variable results based on the color
chance of achieving the listed YELLOW or RED results.
result, use them exactly as indicated.
Endurance Speed
Up to EX 1 story/15 feet per turn
RM+ 2 stories/30 feet per turn
6 Your Reason is reduced to WK 2 until you have downtime to IN Stone, volcanic rock
recover. You cannot cast any spells until you recover. AM High strength steel, granite
7 Your Intuition is reduced to WK 2 until you have downtime to SP Diamond, super-heavy alloy
recover. You cannot cast any spells until you recover.
UN Cosmic metal, magical elements
8 Your Psyche is reduced to WK 2 until you have downtime to
recover. You cannot cast any spells until you recover. C1k Metal from the heart of a dying star
9 Your magic, magical items, and all magic in your area no longer
functions or produces opposite effects for 1d10 rounds.
10 You are summoned to entreat directly with the extra-dimensional
entity and the spell goes off as if a GREEN result...if you pay what
Attitudes and Popularity
they ask. Modifier Attitude Popularity
-3R Enamored Demonized (hated/fear)
-2R Very friendly Very distrusted or disliked
Catching -1R Friendly Distrusted or disliked
Attack Min. Agility +0 Neutral Neutral
Thrown projectiles RM (30) +1R Unfriendly Liked
Large fired projectiles (arrows) AM (50) +2R Very unfriendly Loved
Small fired projectiles (bullets) UN (100) +3R Hostile Idolized