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Superhero RPG Guide

The document is a rulebook for 'Triumphant! The Super Heroic Role Playing Game,' detailing game mechanics, character creation, and various archetypes for superheroes. It includes sections on abilities, skills, powers, and gameplay elements such as combat and character conditions. The document also acknowledges contributors and provides a comprehensive table of contents for easy navigation.

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jeduggan74
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (1 vote)
614 views138 pages

Superhero RPG Guide

The document is a rulebook for 'Triumphant! The Super Heroic Role Playing Game,' detailing game mechanics, character creation, and various archetypes for superheroes. It includes sections on abilities, skills, powers, and gameplay elements such as combat and character conditions. The document also acknowledges contributors and provides a comprehensive table of contents for easy navigation.

Uploaded by

jeduggan74
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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0

CREDITS

My very special thanks go to


Jerry D Grayson of Khepera Publishing
Without whose help this edition may never have seen the light of day

Also to
Mike Richards
For his huge input into these rules and for proof-reading
(and for many truly memorable gaming sessions)

Game Design
Simon Washbourne

Cover Art
Peter Frain

Cover Design
Jerry D Grayson

Interior Art
Darrel Miller and Peter Frain
Used with permission: Dan Houser, Storn Cook and Ade Smith
Some illustrations from the Public Domain

Playtesters
Mike Richards (Flex), Alison Richards (Alleycat), Paul Simonet (Matt Black),
Rob Irwin (Moonshadow), Mark George (Papa Midnight) and
Ian Greenwood (Knight Hawk).

1
2
CONTENTS
Credits 1  Combat example 84
Contents 3  Downtime 86
Part 1: The Basics 5  Team headquarters 91
 Key Terms 6  Building devices, imbuing artefacts 95
Part 2: Character Creation 9 Part 8: The GM’s Section 98
 Archetype list 10  Movement and the environment 98
 Back story 12  Use the scenery 99
 Campaign power level 12  Special hazards, natural disasters 100
 Abilities 13  Origins of disaster 100
 Conditions 15  Types of disaster 101
 Game tone and character death 18  Dealing with hazards & disasters 104
Part 3: Skills 19  Threats 105
 Skill vs. powers 20  Example of combating a hazard 108
 Skill descriptions 20  Super villains 110
Part 4: Powers 25  Villainy dice 111
 Skill and power syncing 25  Designing adventures 112
 Power descriptions 26  Sample npcs 115
Part 5: Power Enhancements and Limitations 56  Critters 116
 Enhancements 56  Vehicles 117
 Limitations 59  Example superiors 119
Part 6: Benefits and Drawbacks 62 Appendices 128
 Benefits 63  Random character generation 128
 Drawbacks 66  All the tables in one place 133
 Character creation example 71  Player cheat sheet 135
Part 7: Into the Action! 73  Index of Powers 137
 Task resolution 73
 Extended tasks 74
 Tools for the job 74
 Triumph dice 75
 Fighting 76
 Priority 76
 Actions 77
 Attacking options 78
 Defending options 79
 Teamwork options 80
 Damage 81
 NPCS: Extras, stubborn extras, mobs 82
 Bruisers, minor league superiors 83

3
4
PART 1: THE BASICS
d6, d8 and d10. Most of the time you will
not be adding up the totals of the dice
WHAT IS THIS? rolled, you will simply be taking the highest
As you’ve picked up this copy of die.
Triumphant! The Super Heroic Role Playing
Game (called simply Triumphant! from here
on) it is highly likely that you already know SO YOU THINK YOU’RE A
what a role playing game is. So, we aren’t SUPERHERO?
going to waste space talking about all In Triumphant! you will be
that right now. playing a superhero (called a
Superior in this game).
What we will say is that Triumphant! Superiors’ powers vary widely;
is a traditional role playing game, massive strength, enhanced
with characters created by the senses, the speed of a jet-
players, a game master (GM) who plane, the ability to project
runs the game and dice rolling to energy bolts – these are all
check to see whether the common. Some superheroes
characters succeed at actions. possess no superhuman
These rules will help you with all powers but have mastered
this stuff. However, there is also skills such as martial arts
a strong narrative element to and forensic sciences to a
the Triumphant! The players highly remarkable degree.
are expected to play their part Others have special weapons,
in interpreting their dice rolls to supernatural items or
make sense of things that technology, such as a power
happen to their characters; suit or a magic ring. These
guided by the rules and the rules attempt to encompass
GM. most of these abilities so
that players can play the
hero they want. Where
THE DICE there isn’t a rule players
In Triumphant! the players roll can work with their GM
dice to determine the success to come up with
or otherwise of their something that works
characters’ actions. The for everyone.
dice range from four-sided
to ten-sided, noted as d4,

5
KEY TERMS
Abilities Your Abilities are your character’s Conditions, Skills and Powers.
Action Actions are taken in combat, in order of Priority.
Archetype An organization of types of Superior based on their Powers and
Abilities. It is helpful in designing the concept of a character.
Benefits These are character advantages; they are the opposite of Drawbacks.
Bump When you Bump a die, this means you increase the Die Type to the next
highest one – so a D4 becomes a D6. Bumping a die is done during
character creation, combat, using Triumph Dice and during Downtime.
Campaign This determines how powerful starting characters are and helps set the
Power Level tone of the game.
Conditions The three basic states of a character’s well-being: Ego, Health and
Mobility.
Damage This could represent injury or trauma; it causes a drop to your
Conditions in combat or in situations when an attack or other
phenomena exceeds your defences.
Die Type A reference to the type of die you roll when carrying out an action
during the game; the higher the Die Type the better your ability.
Downtime The period between adventures and when training takes place.
Drop When you Drop a die, this means you decrease the Die Type to the next
lowest one – so a D6 becomes a D4 etc. Dropping a Die Type is often the
result of injury or other harm.
D3 The lowest Die Type in Triumphant. It is found by rolling a D6 and
halving the result (rounded up) to give a result of 1-3. When a Condition
reaches this level, the character is severely weakened and is close to
being put out of action.
D4 A four-sided die. When assigned to a Condition or Skill it represents the
level of ability of a normal human. When assigned to a Power, it
represents the lowest level of super power.
D6 A six-sided die. When assigned to a Condition or skill it represents the
level of ability of an above average human. When assigned to a Power,
it represents a minor level of superhuman power.
D8 An eight-sided die. When assigned to a Condition or Skill it represents
the level of ability of an exceptional human who has specialized in a
single aspect of the skill. When assigned to a Power, it represents a
notable level of superhuman power.
D10 A ten-sided die. When assigned to a Condition it is well beyond the
health and fitness that a human can achieve. Skills do not reach this
level unless aided by super powers. When assigned to a Power, it

6
represents a major level of superhuman power.
DD6 Two six-sided dice. You roll them together and add them to generate a
score of 2-12. For game purposes, it represents one die only though.
When assigned to a Condition it represents the level of ability of a
powerful Superior. When assigned to a Power, it represents an extreme
level of superhuman power.
DD8 Two eight-sided dice. You roll them together and add them to generate
a score of 2-16. For game purposes, it represents one die only though.
When assigned to a Condition it represents the level of ability of an
exceptional Superior. When assigned to a Power, it represents a
superlative level of superhuman power.
DD10 Two ten-sided dice. You roll them together and add them to generate a
score of 2-20. For game purposes, it represents one die only though.
When assigned to a Condition it represents a level of ability of the
greatest of Superiors. When assigned to a Power, it represents the
utmost level of superhuman power.
Drawbacks These are character disadvantages; the opposite of Benefits.
Ego One of the three Conditions – Ego represents mental fortitude, resolve,
composure and spirit.
Enhancements These improve your Powers, allowing you to use them to greater effect.
Extras The less important characters in the story. They might be the villain’s
minions, innocent bystanders and other ordinary people.
Extras, Stubborn These are tougher, better equipped or more experienced Extras.
Extras, Bruisers Tough NPCs (tougher than Extras and Stubborn Extras).
Extras, Minor These are people who have low levels of the Superior gene and have
League Superiors just a few lesser Powers. They might be enemies of the PCs or they
might be on their side.
Hazards These are the dangers presented to the characters from fires,
hurricanes and other natural or man-made disasters.
Health One of the three Conditions. This measures your resilience, constitution
and general fitness.
Limitations These restrict your Powers, making them less useable in some ways but
giving a die Bump.
Max Die This is the maximum number for the Die Type being used, so on a D8 it
will be 8.
Mobility One of the three Condition – Mobility represents your bodily control,
speed of reaction, reflexes and general ability to move about.
Non-Player The characters portrayed by the GM. Often enemies of the PCs, they are
Characters (NPCs) also referred to as Extras, Stubborn Extras, Bruisers, Minor League
Superiors or Villains (and sometimes “other” friendly Superiors, not

7
controlled by the players).
Player Characters The characters portrayed by the players in the game. They are also
(PCs) referred to as Superiors, heroes or superheroes.
Powers The special abilities of a Superior that ordinary people do not have.
Priority This determines the order of Actions in a round of combat. The one
with the highest Priority acts first.
Priority Die This is the die you roll to determine your Priority in a round. It is found
by taking your highest Die Type based on the Campaign Power Level.
Round A short period of time in combat and in which characters can take an
Action, sometimes more than one.
Scene A part of the adventure that occurs at a given time and place where
something of interest happens. When the characters leave that location
or a significant amount of time passes in the game, that Scene is over.
There are usually several Scenes per adventure.
Skills The background training and knowledge the character has; maybe due
to profession, education or other interests.
Superiors Superheroes; the player characters (and Villains) in the game.
Sync When two die rolls (usually Skill + Power) can reasonably complement
one another you may roll both dice and take the best result.
Task Carrying out a short action or activity using Table 7: Task Difficulty
Task; Extended Carrying out an activity that takes time to complete.
Threats A danger that can imperil characters when trying to tackle disasters and
Hazards.
Traits The particular Skills or Abilities of Stubborn Extras, Bruisers or Minor
League Superiors.
Triumph Die A bonus D6 die you can roll with your task die to potentially enhance an
attack, a defence or a task. An even number is needed for the Triumph
Die to have a positive effect.
Triumph Die In some circumstances you don’t need to roll your Triumph Die to use it.
(Cash-in) This is where using it works automatically; for example to invoke one of
your Benefits without hindrance.
Triumph Die (Temp) A bonus Triumph Die that is generated during role play. It is not carried
over to the next session, but must be used during the adventure.
Villains Adversarial characters portrayed by GM in the Triumphant! rpg. Like the
player characters, Villains also possess abilities beyond those of
ordinary people - but they use these abilities for criminal or evil
purposes.
Villainy Die A bonus D6 die the GM can roll for a Villain to potentially enhance an
attack or a defence or provide a way for the villain to live to fight
another day. An odd number is required for a Villainy Die to take effect.

8
PART 2: CHARACTER CREATION
CONCEPT ARCHETYPES
There is an astounding range of Powers, There are thousands of types of superhero
Abilities, Drawbacks and Enhancements to and many share similar powers and
draw from, making designing your abilities. One of the reasons that this
character fun but possibly very challenging. happens is because powers and abilities
that make superheroes so unique are
First, you need to consider the general area exaggerations of what people can do
in which your Superior operates. Is she a naturally i.e. being strong, or being able to
Blaster? Is he a Brick? A Magician maybe? run fast. Or superheroes reflect what
Decide on a central theme or focus and nature can do, i.e. give light, spew fire,
choose your Abilities to suit. The weather or gravity. There are only so
most convincing superheroes will many superpowers to go around and
have powers related to both this can make it difficult to create
their origin and to each other. someone who is unique. However,
as long as your character is cool to
There are many types of you and fun to play, it doesn’t
superhero that can be matter whether your character is
formally organized into similar to one you’ve seen before.
categories or archetypes
based on their Skills and As a starting point to
Abilities. These categories determining what your
often overlap; for instance, character will be like, look
you could have a bat-based down this list of Archetypes
hero/vigilante who is a skilled and choose one which
Detective, Martial Artist and appeals to you. You could
Gadgeteer or an Battlesuit, even choose more than one
who is also an Aerial Hero and if, for example, you wanted
a Blaster. to combine an underwater
hero (Aquatic) with one
The following section that wears powered
describes these Archetypes to armour (Battlesuit) or
help you with your basic comes from another
concept. planet (Cosmic).

9
ARCHETYPE LIST Construct: A construct has been formed or
Acrobat: A Superior who relies on their built from parts and by some means,
incredible agility, gymnastic ability, arcane or scientific, imbued with the
stamina, and reaction time, whether they semblance of life. A Construct could be a
are a Superior or not. cyborg, robot or some sort of golem.

Agent: A Superior who is recognized by Cosmic: A powerful Superior who is able to


their occupation as a government soldier, a withstand conditions in outer space and
special service agent of any agency on the whose battles usually involve
planet, or a person who used to be an extraterrestrial forces. They might even
agent. come from another world altogether.

Aerial: A Superior whose primary power is Crimefighter: This hero probably has no
flight. These types fly either through super powers or very low-key powers but
physical means (wings, jet pack) or through uses their skills and know-how to hunt
special means (levitation or energy down criminals.
propulsion).
Elementalist: An Elementalist controls
Aquatic: A Superior whose abilities either some natural element or part of the natural
come from living underwater or from being world; e.g., weather, magnetism,
trained or somehow adapted to an vegetation, fire, ice, electricity.
underwater environment.
Gadgeteer: A hero who invents and builds
Avatar: A Superior whose powers come special equipment that often imitates
from being the incarnation of a god, spirit superpowers but probably have no super
or supernatural animal. powers themselves.

Battlesuit: Often a normal person whose


powers are derived more-or-less solely
from a suit of powered armour.

Blaster: A Superior whose main power is a


distance attack, usually an "energy blast".

Brick: A Superior with a superhuman


degree of strength and endurance and, for
males, usually an oversized muscular body.
Almost every Superior team has one
member of this variety.

10
Ghost: A Superior with 'ghost' type powers; Paragon: A Superior who possesses the
invisibility, inaudibility and/or, intangibility. basic powers of super-strength, flight and
some sort of invulnerability. They are
Mastermind: A Superior possessing considered to be one of the most powerful
superhuman or extraordinary intellect and of the superhero types.
powers of memory and reasoning.
Pugilist: A rough and tumble brawler;
Magician: A Magician is trained in the use Superior or otherwise.
of spellcasting and maybe the occult;
possibly summoning and/or illusions too. Shapeshifter: A Superior who can
transform into other people, animals, alien
Martial Artist: An creatures or even inorganic materials.
individual whose
physical abilities are Size Changer: A hero who can alter
mostly human rather his/her size.
than superhuman but
whose hand-to-hand Slasher: A Superior whose main
combat skills are power is some form of hand-to-
phenomenal. Some of hand cutting weapon but
these characters are who isn’t necessarily trained
actually superhuman or skillful – often natural
while others are human weapons such as claws
beings who are extremely but possibly knives or
skilled and athletic. swords.

Mentalist: A Superior who Speedster: A hero


possesses psionic abilities, possessing
such as telekinesis, telepathy superhuman speed and reactions.
and precognition.
Teleporter: A Superior who is able to
Metamorph: A Superior who has an elastic teleport from point A to point B to point C,
or malleable body and can shape it in any etc; e.g., some teleport due to their own
number of ways. body chemistry, others teleport via
telekinetic energy, others for unknown
Mimic: A Superior who can replicate the reasons. Some are able to travel to
powers or properties of other heroes or alternate universes.
even inorganic materials.
Weaponeer: A Weaponeer is highly skilled
Ninja: A Ninja is someone who mainly uses in one very specific weapon (often a bow)
stealth, subtlety and intensive training in or is a master of a whole variety of
their fight against crime. weapons.

11
BACK STORY CAMPAIGN POWER LEVEL
Sometimes called origins; you also need to There are many styles of superhero; some
consider how your character came by his or are little different to the normal man on
her Superior powers or heightened the street, maybe just better armed and
abilities. Here are some of the more trained. Others are able to fly or change
common ideas: their shape or punch holes in tanks. So you
need to know what type of campaign you
 Involved in an accident involving are going to play before you start.
radioactive material
 A part of some secret government The thing that determines how many and
project what type of dice are available to allocate
 Inherited family gene to a character is the Campaign Power Level.
 From another dimension or planet This might be decided by the GM or the GM
 The Earthly avatar of a minor deity might leave it up to the players to
 Took a drug (by design or accident) determine at what level they’d like to play.
that heightens human performance You could have several different teams at
 Obtained an untested prototype different levels all in the same campaign
device with each team sticking to “their turf” and
 Discovered an ancient, mystical or dealing with things at their own level.
alien artefact
 Highly trained – maybe in a hidden Sometimes in can be fun to have teams at
temple in the Himalayas or similar different Campaign Power Levels cross
over, where one or more members of say, a
 Bitten by a were-beast or other
Street Vigilante team are dragged into or
supernatural creature
are needed to help with some trouble
 Built or created by scientists or
being handled by the Local Guardians.
magicians
 Some sort of magical
transformation

Decide on your back story and write a few


notes on your character sheet. You don’t
need to write a novel – a couple of
sentences will do. You can always flesh this
out more fully later on during the character
creation process or even during the game.

12
TABLE 1: CAMPAIGN POWER LEVEL

POWER Priority Triumph Number of dice by type


LEVEL EXAMPLE Die Dice D4 D6 D8 D10 DD6 DD8 DD10
Street Low-powered Superiors;
Vigilantes sometimes only D6 5 6 2 - x x x x
superior training and
gadgets set them apart
from the man in the
street. They fight urban
crime and local gangs.
Local Medium-powered
Guardians Superiors who keep D8 4 4 4 2 - x x x
watch over their home
cities against the threat
of super-villainy and
major crime-lords
Planetary Among the most
Champions powerful in the world, D10 3 4 4 3 2 - - x
these Superiors are
often called on to save
the earth from global
threats
Stellar Formidable Superiors
Defenders who are often called DD6 2 4 4 4 2 2 - -
upon to deal with
threats of extra-
terrestrial origin

Notes
- You don’t start with any dice of this ABILITIES
type, but may have abilities of this Your abilities are your character’s
die level after Bumps Conditions, Skills and Powers. These are
rated by Die Type; the higher the better.
x Die Type is not available to the
characters at all in this level of Conditions represent your character’s
campaign mental and physical state. They are rated at
D4 for normal people which means the
default Die Type for a player character is
D4.

Skills are your character’s training,


education and professional experience.

13
Many ordinary people have a D4 in one or PRIORITY DIE
more Skills. Player characters start with D4 Your Priority Die is based on the Campaign
in all of them (with one exception), so the Power Level and is the highest Die Type you
default Die Type is D4. have for your power level. For a Street
Vigilante this is D6; for a Local Guardian this
Powers are what set Superiors apart from is D8 etc. The Priority Die for Extras is D4
other people. You only gain a Power by and for Bruisers and Minor League Heroes
allocating a die to it. There is no default Die is D6. There is more on these NPC types
Type for Powers. later in this book.

ALLOCATING YOUR DICE TRIUMPH DICE


First of all, you check Table 1: Campaign This is the number of Triumph Dice you
Power Level to determine the number of receive. At higher Campaign Power Levels,
dice by type available to you. You then Superiors are so dominant that they don’t
allocate one of your dice to one of your rely on the vagaries of chance as heavily as
abilities. do lesser heroes. Therefore, higher-
powered Superiors have fewer Triumph
You work through all of your dice until you Dice to start off with.
have allocated all of them. You cannot
allocate more than one die to any single
Ability but you can buy the same Power ROUNDING OFF YOUR
more than once.
CHARACTER
After you have allocated your dice to
DIE BUMPS / DROPS Conditions, Skills and Powers you can
You’ll note that Conditions and Skills choose Benefits and Drawbacks. Each
already have a Die Type (D4) by default. So Benefit must be counterbalanced by a
any die you allocate is Bumped to the next Drawback. Only pick Benefits that you think
highest Die Type. For example, if you suit your character concept and only pick
allocate a D4 to your Health, that Condition Drawbacks you are happy with being used
is Bumped to a D6 or, if you allocate a D6 to the detriment of your character (but to
that is Bumped to a D8, as shown on the the possible improvement of the overall
track below. When you Bump a Die Type, game). The section on Benefits and
you move one box along to the right Drawbacks provides greater detail about
(following the brown/top direction arrows). this.

When you drop a Die Type, you move one RANDOM CHARACTER GENERATION
box along to the left (following the For those who prefer it, there is a random
gold/bottom direction arrows). character generation method in the
Appendices of this book.

14
TABLE 2: DICE BUMPS/DROPS

Bump> > > > > > > > >


Zero D3 D4 D6 D8 D10 DD6 DD8 DD10
< < < < < < < < <Drop

CONDITIONS HOW ARE YOUR CONDITIONS


Each Superior is defined initially by three USED?
passive Conditions, which represent Conditions are used to defend against harm
between them what sort of physical and and to track damage, stress and other
mental state the character is in (your detrimental effects done to the character.
character’s “condition”). They are never used actively, or to attack.

Ego represents well-being, spirit, mental When you are attacked or put in a situation
fortitude and composure. Health is purely where you are likely to be harmed, you can
physical and represents stamina, opt to defend against that incident with
toughness, resilience and constitution. one of your Conditions. The Condition used
Mobility is all about fleetness, reactions, is your choice but you must be able to
speed and movement. describe how it helps you to avoid or resist
harm; that is, it must make sense in the
Each Condition has a default die level of D4. situation.
This represents the normal level for an
average person on the At other times, you might have no
street. However, choice of which Condition
during character to use because of the
creation you may nature of the attack.
allocate a die to Table 3: Resisting
one, two or all Attacks, sets out which
three of your of your Conditions is
Conditions as you generally used to
wish. defend against different
types of attack.
Any die allocated is
Bumped to the next The Campaign Power
highest die level. So, if you Level is also an important
invest one of your D4 in Ego, factor in determining the
it becomes a D6. If you don’t nature and effect of any
allocate a die to a Condition, it damage received.
remains at D4.

15
TABLE 3: RESISTING ATTACKS character is likely to be out of the
fight for the rest of the Scene.
CONDITION TYPE OF ATTACK  If, as a result of massive damage, all
Ego Is used to resist mental attacks, three Conditions fall to zero, the
attempted mind control and character is messed up pretty badly
mind reading, taunts,
and probably requires urgent
interrogation and personal
medical attention.
threats and jibes.
Health Is used to resist physical injury,
energy attacks, poisons, toxins,
radiation and other bodily- EGO
invasive effects. Ego is important if your character presents
Mobility Is used to dodge and evade an unflappable and calm exterior. Ego
physical and energy attacks, to measures your confidence, bearing, resolve
avoid damage from explosions, and steadfastness. If your Hero is a
falls and so on. Magician, Gadgeteer, Mastermind,
Crimefighter or Mentalist then you might
want to assign a higher Die Type to this
TAKING DAMAGE particular Condition.
Each time a point of damage is received
you must assign that damage to one of Use your Ego:
your Conditions. The chosen Condition  When you are defending against
drops one Die Type for each point of mental and some magical attacks
damage received. You may spread the and illusions.
damage over two or three Conditions,  When you are defending against
dropping the Die Type of each, provided taunts and threats.
the circumstances make sense for you to
do so. This depends on the type of damage If Ego drops to zero it could mean one or
suffered and the character’s situation. more of the following things:
Table 2: Die Bumps/Drops Track shows you  You are shocked or distraught.
how this works.  You suffer temporary loss of sanity.
 You just can’t think straight and/or
Note: suffer memory loss.
 Some types of attack will cause  You lose the plot completely.
damage to a specific Condition so
 You fly into a rage.
you may have no choice which
 You suffer major embarrassment
Condition is dropped.
and can no longer function
 If any one Condition drops to zero,
normally.
any additional damage is carried
 You become terrified and hide or
over to one of the other Conditions
run away.
(the one that makes the most
 You lose consciousness.
sense, given the situation) and the

16
HEALTH Use your Mobility:
Your health is important if you expect your  When you are defending by
character to get into some serious fighting dodging or otherwise trying to
as it helps determine how much physical avoid an attack or hazard
punishment you can withstand. If your altogether.
Hero is a Brick, Construct, Paragon, Pugilist,  When you are defending against
Weaponeer, Size Changer, Cosmic or entangling attacks, like webs.
Slasher you might want to invest a higher
Die Type in this Condition. If Mobility drops to zero it could mean one
or more of the following things:
Use your Health:  You are immobilized, paralysed or
 When you are defending against drugged.
physical and energy attacks.  You are completely exhausted.
 When you are resisting poison,  Your muscles have “turned to jelly”
drugs and similar effects.
 When assailed by various natural
hazards like rock falls, storms, HEALING / RECOVERY
severe cold, oxygen deprivation Conditions that are not reduced to zero
and so on. (below D3) are recovered fairly quickly; you
can take a breather for a round and, as long
If Health drops to zero it could mean one or as you aren’t required to defend, you can
more of the following things: regain one Die Bump.
 You are badly injured.
 You are stunned or knocked
senseless. ONE CONDITION AT ZERO
 You are in great pain, affecting any Where a Condition has been reduced to
further activity. zero, you are essentially out of the fight for
 You have become poisoned or the rest of the Scene. However, you can
drugged. cash-in a Triumph Die (no need to roll);
doing this means you recover back to D3
and then recuperate normally (as above)
MOBILITY from there.
Your Mobility is important if you are
creating character that is in total control of
their body and movements and is quick to
react to danger. It is important to Acrobats,
Aerials, Weaponeers, Ninjas, Speedsters
and Martial Artists, so you might want to
assign a higher die level to Mobility if your
character is one of these Archetypes.

17
TWO CONDITIONS AT ZERO any Downtime in convalescence as their
When two Conditions are reduced to zero, body fixes any problems automatically.
you are quite badly hurt (mentally,
physically or both) and require an hour per
Condition to receive a Die Bump back up to GAME TONE AND CHARACTER
D3 and from there you can recover DEATH
normally, as above. In a Street Vigilante Campaign, things are
often darker in tone. Recovery from bullet
However, you can roll a Triumph Die to try wounds could be more “realistic”. Healing
to recover; if you succeed your roll both times might be longer and characters could
Conditions are returned to D3. From there experience longer-term problems as a
you recover as above. If you fail, you can result. Maybe characters will die or suffer
try again in your next Priority. additional drawbacks due to their injuries.
Of course, in this gritty type of campaign,
characters are more likely to kill or badly
THREE CONDITIONS AT ZERO injure their enemies too.
Where all three Conditions are reduced to
zero you are in bad shape and require In some of the other campaign types,
urgent medical attention. character and NPC death is less likely,
KEEPING THINGS FUN though not unknown
Any character that is As it’s not great to have to sit out of the and this is a matter
reduced to zero in all adventure whilst your character is between you and your
three Conditions will hospitalized, the actual effects are up to the GM. It might, for
need to spend the player and the GM, taking account of the example, be cool for a
next session of situation of the game, the Campaign Power hero to die
Downtime resting at Level and what would be the most dramatic or dramatically and
interesting.
the end of the heroically, saving
adventure (see the innocent civilians from
Here are some options you could consider:
section on Downtime).  A character with a high die level in
the burning building
This applies even if Fast Healing will be recovered, at or the rampaging alien
they are healed by a least partially, by the next scene hordes. A statue will
member of their team  If a character with Healing is able to be raised to them in
or if they cashed-in a heal the character, again the the market square as a
Triumph Die to character will be up and about (if not constant reminder of
continue the fully fit) by the next scene their sacrifice. This
adventure. However,  Your GM could allow you to cash-in a might be a fitting end
if the character has Triumph Die to stage a remarkable to a great character.
Fast Recovery or recovery (maybe you weren’t as badly Make the game work
injured as it first looked). But you
Immortality, they for you!
would still require convalescence in
don’t need to spend your next Downtime session.

18
PART 3: SKILLS
Skills are areas of expertise, knowledge or With higher die levels, you simply choose
training that your character has. This might further specializations. So, allocating a D8
be due to their background, career or gives two specializations at D8, allocating a
hobby or just because they have an affinity D10 gives three and so on.
for that particular activity. The default level
of all Skills for all player characters is D4. You will note that some specializations can
The maximum skill die level is D8. appear in two skill lists in the following skill
table. This is deliberate, as some
You can use your character creation dice to specializations can come from different
Bump your Skills if you wish. As the default base skill sets. It might even be that the
is already D4, any die that you specialization is approached from a
allocate to a skill is automatically different angle.
Bumped up to the next highest die
level. So, if you invest one of Where you have specialized in a
your D4 in academia, it combat skill, it can be used more
becomes D6. Skills you don’t than once to defend in a round.
assign a die to remain at D4. For example, Knuckleduster
with fighting D6 (cage fighting
D8) can attack his opponent
SKILL with his cage fighting D8. Later
SPECIALIZATION in the round, if he is attacked,
If any of your Skills has a Die he can use his fighting D6 to
Type higher than D6, you defend.
must choose an area or field
of that skill in which to HOW DO YOU USE
specialize. So, if you allocate YOUR SKILLS?
a D6 to academics, you Bump Whenever you attempt to use
it to a D8 specialization. Your your Skill, you pick up the
general academics skill is still appropriate die and roll it – the
D6, but your area of specialty, higher the better. If you are
say, archaeology, is D8. This competing with someone, you
means you roll D6 to need to beat their roll. If you are
remember a mathematical not competing, the GM will set
equation but roll a D8 to know the difficulty, based Table 7:
where an ancient Egyptian Task Difficulties on page 74.
artifact was discovered.

19
SKILLS VS. POWERS SYNC SKILLS WITH YOUR
Although somebody may be exceptionally HEADQUARTERS
skilled in something, Skills can never be a Some Superiors have a headquarters with
substitute for having an actual super various facilities inbuilt (computer systems,
power. Skills are always mundane and, by medical bay, garages and so on). Each of
and large, we aren’t so interested these is rated by Die Type, just like
in the mundane in a superhero SKILLS LIST
Academics Skills and Powers. When in your
RPG. We don't really need to know base, and where appropriate, you
Aircraft
how fast a person can run except can roll both the “Feature Die” and
Animal Handling
when they are super fast. No your own Ability die taking the
Athleticism
human being can see through solid Commerce highest result. There is more about
brick walls, however perceptive Craft this in the section on
they might be. So Skills are of Fighting Headquarters.
interest in some situations (and Fine Arts
some heroes do manage to get by Intrusion
just having a strong array of Skills) Investigation SKILL DESCRIPTIONS
but they can rarely outshine actual Land Vehicles These descriptions set out the very
Powers. Leadership
broad definition of each Skill and
Medical
then detail some specializations
When fighting using just your Skills Occultism
that players can select. Players and
(Shooting, Fighting etc.) all damage Perception
Performance
GMs can come up with other Skills
caused is halved. Superiors round or specializations as needed.
this damage up. Pop Culture
Shooting
Socializing ACADEMICS
You are well read and highly
SYNC SKILLS WITH Spacecraft*
Streetwise educated, with knowledge of a
POWERS Survival wide range of subjects. You may be
Some Powers are simply improved Technology a knowledgeable college professor,
versions of things that normal Watercraft a brainy scholar, a book-wise
people can do – Enhanced Senses being a historian or a clever student. At least a D6
good example. In cases where your in academics is required (combined with
character has such a Power, you can technology and the Gadgeteer Benefit) to
choose to roll your Skill die and your Power be able to build gadgets, devices and other
die together. You only ever take the highest gizmos.
single dice roll and, in combat, you are
deemed to have used both for the Specializations: History, culture, law,
purposes of attacking and defending. There mythology, religion, politics, philosophy,
is more about this in the Powers section. archaeology, physics, astrophysics,
When Syncing a Skill with a Power you do mathematics, astronomy, art, economics,
not halve any damage caused. biology, zoology and weird science.

20
AIRCRAFT Specializations: Accounting, appraisal,
You are able to handle and operate vehicles bargaining, stock markets, banking, law,
most people cannot - planes, helicopters economics, presentation and bureaucracy.
and even blimps are no problem for you.
CRAFT
Specializations: Helicopters, gliders, This skill encompasses a broad range of
airplanes, fighter jets, dirigibles, jet packs creative pastimes and endeavors. You
and ekranoplans. might be a talented painter, artisan or
sculptor working in a huge range of
materials – glass, ceramics, wood, textiles,
metals and so on. You are able to produce
practical works as well as designs of great
beauty.

Specializations: Painting, sculpting, pottery,


ironmongery, jewellery, carpentry,
glassblowing, dress-making, miniatures,
calligraphy and photography.
ANIMAL HANDLING
Your character is skilled at working with FIGHTING
animals and is able to calm, care for and You are a close-quarters combatant with or
train all kinds of tame and wild beasts. without weapons in your hands.

Specializations: Types of animal (horses, Specializations: Cage fighting, karate, judo,


cats, dogs, apes, dolphins, birds etc.), wrestling, brawling, swords, knives, axes,
training, rodeo, veterinary and driving baseball bats and boxing.
carriages.
FINE ARTS
ATHLETICISM This skill covers the fine arts; theater, opera
This is the ability of the natural athlete and and intellectual pursuits that are associated
sportsperson. with the upper socioeconomic strata and
require a high brow approach - training or
Specializations: Skateboarding, reflection - to be appreciated. Elements
freerunning, biking, jumping, swimming, from this realm rarely cross over into pop
climbing, trapeze, balance, shot-putt, culture.
weightlifting and dodging.
Specializations: Opera, theatre, classic
COMMERCE literature, classical music, ballet, art
This is the skill of big businessmen, finance appreciation and gourmet cooking.
brokers, fund managers, sales executives
and entrepreneurs.

21
INTRUSION LEADERSHIP
If you have selected this skill, your You are an accomplished leader; skilled in
character is probably a burglar, ninja or taking charge of a team or situation and
some other form of expert in breaking and making sound decisions based on what is
entering. known and what might be foreseen and
prepared for.
Specializations: Climbing, sneaking,
rappelling, picking locks, security systems, Specializations: Strategy, tactics, calmness-
surveillance and safecracking. under-fire, organization, law and
inspiration.
INVESTIGATION
You are a master-detective or an MEDICAL
experienced investigative journalist; skilled You have studied healthcare and the
at finding and sifting through crime scenes prevention and treatment of illnesses. You
and piecing together evidence. are a talented doctor, surgeon and
psychologist. You can perform first aid,
Specializations: Searching for clues, diagnose illnesses and diseases and you
questioning suspects, analyzing have a good understanding of drugs and
information, photography, and other forms medicines.
of police work.
Specializations: Diagnosis, research,
LAND VEHICLES paramedic, first aid, surgery, psychiatry,
You are a skilled vehicle driver and you veterinary, medical law and pharmacology.
have far greater control over your vehicle
than most people. You are also likely to OCCULTISM
have some skill in basic mechanics and If you have selected this skill, it means you
motor repair. have studied the arcane mysteries of the
world. The skill encompasses all realms of
Specializations: Tanks, cars, trucks, farm supernatural study, alchemy, witchcraft,
vehicles, fork lift trucks, cranes and ghosts and spirits and other paranormal
motorcycles and maintenance and repair. weirdness. Your character might be a
medium or a spiritualist or simply someone
with a keen interest in these things.

Specializations: Fetishes, wicca, voodoo,


rituals, the astral realm, spirits, ley lines,
stone circles, tarot, divination and
demonology.

22
PERCEPTION SHOOTING
This is your general talent for spotting You are an expert marksman with most
things out of the ordinary; noticing you’re modern firearms and ranged weapons and
being followed, seeing the guy waiting for would be able to perform basic
you round the corner or hearing the twig maintenance and repairs.
crack in the woods. Perception covers all of
your senses, so specializations would be Specializations: Pistols, rifles, submachine
sight, hearing, scent, touch and taste. guns, anti-material rifles, bazookas,
machineguns, bows, boomerangs,
Specializations: Eyesight, hearing, smell, crossbows, spears, throwing knives and
taste, touch and surveillance. throwing stars.

PERFORMANCE SOCIALIZING
You are a gifted musician, singer, dancer, You are good at mingling with people;
actor, comedian, and/or entertainer. You whether they are the upper crust of society
are a natural in front of the TV cameras and or humanity’s low-life. You can mix it up
you can change the mood of individuals or with the best of them; proficient in the cut
crowds with a few well-chosen words and a and thrust of the social put down, the glib
winning smile. retort and the cutting remark. Essentially,
socializing is to social situations what
Specializations: Poetry, mime, singing, fighting is to physical confrontations. You
puppetry, sleight of hand, play instrument, could use this skill to pull off a disguise at a
oratory and disguise. push.

POP CULTURE Specializations: Intimidation, persuasion,


Popular culture is the accumulation of bluff, taunt, inspiration, mimic and
cultural products such as music, art and seduction.
fashion – stuff consumed by the majority of
a society's population. Popular culture SPACECRAFT
has mass accessibility and appeal and is Operating and piloting craft that travel into
constantly changing and updating. Pop the solar system and beyond, far into outer
culture is often looked down upon as being space. This skill isn’t normally available to
superficial. Street Vigilante characters and not often to
Local Guardians either.
Specializations: Film, music, modern art,
fashion, modern dance, modern literature, Specializations: Shuttles, space rockets,
television, social media, comic books, role small craft, starships, alien craft,
playing games, comedy and Superiors. astrogation, repairs and docking.

23
STREETWISE mechanics, gadgets, robotics, drones,
You have the know-how about things that clockworks, bomb disposal and
aren’t in the books you were given at gunsmithing, alien tech.
school. You are good at finding things out
and are savvy when it comes to where to WATERCRAFT
get stuff, who’s who in the neighbourhood Having this skill enables you to know just
and how to get around the city quickly via about everything there is to do on a boat;
back alleys and shortcuts. navigation, piloting, basic mechanics and
repairs, sail-setting for sailing vessels and
Specializations: Mingling, dealing, locating, so on.
specific named cities (e.g. Sovereign City) or
known groups or gangs, like the Mafia or Specializations: Speedboats, sailboats,
Triads etc. rowing boats, canoes, catamarans,
hovercraft, ekranoplans and submersibles.
SURVIVAL
Survival Skills are techniques you may use
in a dangerous situation (e.g. natural
disasters) to save yourself or others. These
techniques allow your character to provide
basic necessities of water, food and shelter
as well as to avoid unpleasant interactions
with animals and plants, and cure any
present injuries.

Specializations: Hiking, riding, fishing,


hunting and tracking. Many other outdoor
activities all require basic wilderness
survival Skills to handle an emergency
situation.

TECHNOLOGY
Having this skill means you are
knowledgeable about modern tools,
systems, machines and gadgets; how they
work and how to build and repair them. If
you also have academics of at least D6 and
the Gadgeteer benefit, you can also build
your own gadgets.

Specializations: Computers, security


systems, communications, electronics,

24
PART 4: POWERS
SKILLS AND POWERS SKILL AND POWER SYNCING
Powers are what make your POWERS LIST There are some Powers that
character a Superior. Unlike Absorption enhance what is a normal
Conditions and Skills, there is no Adaptation human ability (like Enhanced
default die for Powers; when Armour Senses or Super Strength) and
allocating a die to a Power, it is Astral (Spirit) Travel others that no human has the
worth the same as the die you Burrowing normal ability to do (like
assign. If you assign D4 to Deflection Duplication). Given this, there
Absorption for example, that Density Control may be occasions when a Power
Power is rated at D4. You can Duplication might aid one of your Skills or
however tweak your Powers Elasticity vice versa. For example, having
with Limitations and Elemental Control any sort of Enhanced Senses will
Enhancements to Bump or Drop Elemental Form often aid general Perception
Energy Control
a Die Type. This is detailed rolls and Super Agility and
Energy Form
further after the descriptions of Athleticism often combine. If
Enhanced Senses
the Powers. the Skill can be used to enhance
Fast Healing
Flight
a Power roll, you can roll both
You should select a suite of Force Field Generation dice and take the higher result.
Powers to suit your character Healing
concept or Archetype as closely Illusions When you roll a Skill die and
as you can. There are hundreds Inaudibility Power die together don't look at
of possible Powers that players Invisibility the results as separate
might want and those that Invulnerability operations, but as a "merging"
appear below are just some of Immortality of your two abilities - each one
the more common ones. If a Life Leech complementing the other, but
player comes up with Life Support ultimately your Power being the
something that is not described Magic one that comes on top. In other
below and you cannot adapt an Matter Merging words, whichever die came up
existing Power to suit, then Mind Blast highest is irrelevant – it’s
there is no reason not to make Mind Shield actually the Power that worked
up the Power using the ones (cont’d over) - your Skill just helped it along.
listed as your guide.

25
If you sync your Skill and Power in this way, other Ability, even if there are multiple
they are both deemed to have been used in options.
the round – accordingly you don’t have to
Sync a skill with a Power if you don’t want
to – you might prefer to save one or the LIMITATIONS AND
other to use later in the round. ENHANCEMENTS
These are Power-specific extras you can
apply to the Power to boost their effect or
POWER DESCRIPTIONS to limit them in some way. See
Each Power is set out first with POWERS LIST (cont’d) the section on Limitations and
the name of the Power as used Mind Control Enhancements for further
in Triumphant! followed by a Mind Read/Send
information.
description of how it works in Natural Weapon(s)
the game and what the Power Omnilingualism
Mimic Powers
normally enables you to do.
Mimic Matter
INVENTIVE USES FOR
Plant Control POWERS
Power Nullifier
SYNCING POWERS Precognition
Don’t use these rules to limit
your players unduly - inventive
WITH SKILLS AND Separation players should be allowed to
CONDITIONS Shapeshifting use their Powers in interesting
This gives you an idea of which Size Changing and unusual ways – especially if
Summoning
Skills might have synergy with they are prepared to use a
Super Agility
which Powers and Conditions. It Triumph Die to get the effect
Super Fighting
isn’t all-inclusive and there may they want.
Super Genius
be occasions where other Skills Super Jump
can Sync with other Powers – Super Shooting
you just need to consider the Super Speed
circumstances and the effects of Super Strength
the Skills and Powers in Tech Manipulation
question. The best advice is to Telekinesis
try to find a reason they should Teleportation
be combined rather than finding Time Manipulation
a reason they can’t. Conditions Time Travel
can only Sync with Powers used Wallcrawling
defensively and any damage Weather Control
suffered as a result affects the Web Creation/Entangle
Condition used (you cannot choose to
assign the damage to a different
Condition). You can only Sync with one

26
POWER DESCRIPTIONS Enhancements
Here we have set out the very broad  Battery: You can store the absorbed
descriptions of how the Powers work. energy for longer to re-use at a
However, they don’t cover every use of a time in the future. The length of
Power that a player might come up with. In time a Power can be stored in this
general, if it could plausibly work in a comic way depends on your Die Type and
or in a film, then for the time being it’s ok GM discretion.
in the game.  Convert: You can convert the
energy into another type of energy
ABSORPTION to re-use. So, you could absorb an
You can absorb Elemental and Energy electrical attack and convert it to a
Powers/effects that hit you and re-use heat attack when re-using it.
those Powers later as your own. You make
your Absorption roll to avoid taking ADAPTATION
damage as usual; whatever damage you You gain an increased resistance to a type
absorb (avoid taking) is the Die Type (round of energy attack or to a hostile
up, minimum D4) that you now have environment after first being exposed to it.
available to you to re-use once later on, as In this way, the same attack doesn’t
desired. You must generally re-use the necessarily work twice or your body
Power in the same Scene else its intensity gradually becomes immune to hostile
dissipates completely. However, with surroundings. On first exposure to hostile
higher Die Types in Absorption, GM’s might conditions (deep underwater, vacuum of
allow you to retain the gained Power for space, arctic cold etc.) or attack by an
longer. Absorption in itself is essentially a energy Power you roll to defend using
defensive Power. However, once attacked, Adaptation as normal. If you take damage,
you then have an energy attack of the same your body is able to make adjustments to
type that harmed you. the cells and functions, making you more
resistant to that effect. The next time you
Sync with: Health are required to defend against that Power
or environment and provided your Power
Limitations hasn’t faded by then (see below), you
 Energy Type: receive a Die Bump. If
Example of Absorption
You are Spectrum has Absorption D8. He is attacked you receive more
limited to with a D8 energy blast of 6, and rolls 5 on his damage, you gain
absorbing only Absorption die, meaning he suffers one point another Die Bump to
one type of of damage to his Health and absorbs 5 points. resist the same effect
energy, e.g. This 5 points is now converted to a Die Type – again.
only fire or in this case D6 – so Spectrum now has a D6
energy blast available to use any time during The more times you
only electricity
the scene or maybe a bit later in the adventure are damaged by the
if the GM allows.
same effect or attack,

27
the more your resistance to it grows – up to Type and the result is deducted from your
the normal die cap based on the Campaign enemy’s attack roll. Armour is purely a
Power Level. Your resistance begins to fade defensive Power but is one of the few
the longer you are away from the Powers that can be used multiple times in a
circumstances that caused you to adapt – round to defend.
normally it would last for one adventure
plus one adventure per Die Type after D4 Sync with: Health
(so, two adventures at D6, three
adventures at D8 and so on). Enhancements
 Toughened: Your Armour is
You can adapt to one thing at a time with hardened against specific types of
D4 in the Power and one extra per Die Type physical attacks meaning that you
after that (two at D6, three at D8 and so always get your original Max Die
on), so if you are damaged by a different against that type of attack.
type of effect or Power after reaching your  Soak: When taking physical
limit, you must decide whether to start to damage (usually to Health but
adapt to the new attack or retain the sometimes to Mobility) you can
existing resistance. Adaptation is wholly a apply some or all to your Armour
defensive Power and may be used more instead of your Condition. If your
than once each round to defend. Armour is “natural”, then damage
heals like it would your Health. If
Sync with: Health your Armour is an item, it will not
heal this damage but it can be
Limitations repaired.
 Energy or environment: You can Limitations
adapt only to energy attacks or  Ablative: Your Armour is ablative,
environmental conditions – not meaning that each time you use it
both. to defend in the same round, it
drops one Die Type (it recovers to
ARMOUR normal next round).
You have some form of hardened  Selective: Your Armour is designed
resistance to damaging energy and to protect against only one specific
elemental attacks, physical harm and type of attack (fire, cold, radiation,
temperature extremes. The Armour varies bullets etc.). It is of no use against
from obvious, physical defenses, such as a other types of attack
metal battlesuit, scales, thick skin/fur,
natural shield, armour or shell, inorganic
skin, etc, to bone-nodules below skin, ASTRAL (SPIRIT) TRAVEL
particularly wide/sturdy rib cage, blubber, You are able to project your astral body out
or simply dense muscle. To use your of your own body and into the astral realm.
Armour, you simply roll your Armour Die Your physical body stays where it is and is

28
essentially in a coma with an effort move it if you are
whilst you’re in the doing nothing else in the astral
astral and cannot react realm. This is tiring though and
to attacks against it. you can only continue,
Your incorporeal body depending on your Die
(which can “fly” based on Type, for a minute or
the user’s Astral Travel Die so (D4) up to about an
Type) can go wherever you hour (DD10).
want, travelling through Limitations
the astral realm. You are  Astral Signature:
invisible in this state and You leave a “signature” or
cannot affect nor be trail in the astral realm and can
affected by the physical be located, followed and
world. Some energies affect attacked by other astral beings.
the physical realm and the  Location: You can only
astral, and so you could Astral Travel when in a “place of
possibly be affected by power”– stone circles, ley
certain energy powers (Dark lines etc.
Matter and X-Rays are possible
examples). You can use psychic BURROWING
powers (and they can be used With this Power, you
against you). However, the astral can burrow through
realm is effectively solid to you and you sand and loose earth
can act normally within that realm. As you (creating a tunnel if you wish
cannot affect the material world in this or collapsing it behind you if preferred or if
state your combat powers are limited to the material is really loose) at a rate
any mental powers or possibly magical equivalent to your normal running speed –
powers you might have. faster with higher Die Types. Harder
material (like rock and concrete) could slow
Sync with: Occultism (astral realms) you down, so you might need to make a
difficulty roll for drier earth, rock and so on.
Enhancements You could apply Super Speed to this power
 Physical Action: You can choose a to tunnel even faster. You could use it to
physical ability that you can use at attack by digging underneath an enemy
will in the real world – like you can and dropping them in a hole, or digging
choose to be visible, heard or you behind a foe and having your team mate
can touch, manipulate and pick up make a knockback attack on them.
things. Defensively it is more limited but
 Physical Sense: You can choose to Burrowing is a viable defence if the earth
be able to still see and hear things around is very loose so you can bury
around your physical body and, yourself before an attack strikes.

29
Sync with: Athleticism, academics Sync with: Athleticism, fighting, shooting
(geology), Mobility
Limitations
Enhancements  Energy Type: You are limited to
 Steel burrowing: You can burrow deflecting only one type of attack,
through denser material than e.g. only fire, only kinetic energy or
concrete and rock; even through only electricity.
steel vaults and girders.  Directionless: You cannot re-direct
Limitations the attack – it is always deflected
 Sand Burrowing: You cannot go back at your original attacker.
through hard materials such as
concrete or rock; you are limited to DENSITY CONTROL
loose soil and sand and stuff of a You have the ability to alter the density of
similar texture. your body. The ability to decrease your
density is often called Intangibility and
DEFLECTION means that you can do things such as walk
You can deflect attacks back at your through walls. Increasing your density can
attacker or in another direction altogether involve hardening your skin, making you
(even towards another enemy). This virtually unmovable and potentially making
deflective attack doesn’t count as your one you impervious to attacks. If you have
attack in the round. You make your defence become so dense that you are completely
roll as usual; whatever damage you manage impervious, you cannot be harmed by
to stop is the Max Die (round up, minimum anything at all but likewise you are unable
D4) that you have deflected away from you. to move or do anything meaningful
The remainder gets through your defences yourself. You can’t even breathe – which
and damages you. You can then means you can only maintain this state for
immediately make your Deflection attack as long as you can hold your breath.
roll against your new target (even if it’s not
yet your Priority), who has to defend Sync with: Health, Mobility
against that attack as normal. It is the same
type of attack that attacked you, with any Enhancements
Enhancements or Limitations. Deflection is  You can alter the density of other
a useful defensive and Example of Deflection people and objects by
offensive Power, Shield Maiden has Deflection D6 with her touch.
potentially causing as shield. She is attacked with a D8 machine gun Limitations
much or more burst of 6, and rolls 5 on her Defelection,  You can only
difficulty to your meaning she suffers one Drop of damage to increase your density
attacker than it does her Health and deflects 5 points. This is or become intangible;
to you. converted to a D6 attack, which she not both.
immediately re-uses to target a group of
Extras coming up behind her.

30
DIMENSIONAL TRAVEL them and are indistinguishable from the
You have the ability to travel to alternative character to look at. Someone with
dimensions. You might need to get your appropriate Enhanced Senses is probably
GMs agreement to having this power as it able to spot the difference though
could require working out a whole bunch of (depending on the sense in question and
alternative dimensions that your character maybe a die roll). Each time one of your
could travel to. Generally, the more closely duplicates is destroyed, you take a point of
the alternative dimension resembles our damage to your choice of one Condition.
present day earth, the easier it is to travel
there. You’ll need to with the GM to Enhancements
determine what the specifics of the power  Multi-Duplication: The duplicates
are. can be given the Duplication Power
and then can duplicate themselves.
Enhancements These “clones” take their
 Gate: You can open a dimensional instructions from the “Master”
portal to allow others to pass duplicate, not from the character.
through.  Hive Mind: You don’t need to issue
instructions to your duplicates; they
DUPLICATION know what you want them to do.
You can instantly replicate yourself and  Objects: You can also duplicate
recombine yourself, at will. When you use objects and items by touch.
your Power, you create a number of  Others: You can duplicate other
duplicates (all classed as Bruisers for people by touching them. The
Condition and Priority) equal to half of your duplicates are under their own
Max Die (D4 would be two duplicates, D6 control not yours.
three duplicates and so on). The duplicates  Harmless: You do not suffer
have versions of the character’s Powers damage when your duplicates are
and Skills (except Duplication) as Traits at a destroyed.
Die Type of one Drop lower (with a D4 Min Limitations
Die and a Max Die equal to the character’s  Solitary: You can create only one
Duplication Die Type) – so, if the character duplicate at any one time.
has Energy Control D8, the duplicates have  Own Minds: The duplicates have
it at D6 (provided the minds of their own
Example of Duplication
character has at least Splitter has Duplication D8. She creates four and may not follow
D6 in Duplication). The duplicates. They each have Condition D6 and your orders and will
maximum number of all have Elasticity, Enhanced Senses (Danger not go to their certain
duplicates at any one Sense) and Astral Travel (her own D8 Powers) deaths.
time is equal to your at D6. She also has Athleticism D6 and
Max Die. Intrusion D6, so they have those at D4. She
Duplicates follow any could create another four duplicates next
verbal orders you give round, but that would be her limit.

31
ELASTICITY and bridges can be created to slide on,
You are or can become extremely compressed air or water bursts or can be
malleable and elastic, allowing you to used for propulsion and so on. Used in this
stretch, flatten, deform, expand, and way, you can normally traverse the city far
contract your whole body or separate parts faster because you can usually go directly
of your body. You are able to elongate your to your destination, ignoring crowds and
body parts and even reshape them to a traffic etc. You can use your Power over an
limited degree. You can squeeze through element to capture, harm or disorientate
narrow openings and contort yourself into your opponents. You can burn them with
all manner of bizarre shapes. You can allow sheets of flame, shred them with blasts of
your limbs to bend like wet clay or stiffen compressed air or cause them to slip over
them at will, making you somewhat on sheets of ice. Likewise, these effects can
resistant to physical damage. You can be used defensively, to blast attacks out of
stretch your arms to fight someone at a the way, create shields and barriers or to
distance and can use your body to wrap an blind and baffle your opponents into
opponent up in knots. Defensively, your missing with their attacks. You are immune
body is rubbery enough to absorb damage to the effects of your own use of
and malleable enough to twist and contort element(s) but not to others’ use of the
out of the way of blows directed at you. Power against you.

Sync with: Athleticism, fighting, intrusion, Sync with: Craft


Mobility, Health
Limitations
Enhancements  Cannot create: You are unable to
 Liquid: You can go beyond rubbery, create elements, you can only
to a viscous liquid form, like molten manipulate the element if it is
rubber. already there to be used.
Limitations
 Limbs only: Only your arms and legs ELEMENTAL FORM
are elastic. This is the ability to change your body into,
or merge with and move through, one type
ELEMENTAL CONTROL of element such as air, earth, water, fire,
You can create, shape and manipulate one glass, sand, ice, iron and carbon. You can
element and harness its powers to your probably achieve a limited form of Flight,
bidding. The four principal, basic elements through manipulation of different types of
and their states are air, earth, fire and element either by riding the element or
water, but other pseudo-elements can be being propelled by it. You are immune to
included, such as glass, sand, ice, iron, harm from natural sources of the element
carbon and so on. You can not only use this but not protected from the similar Powers
Power in combat, but it can be used in of your enemies or other extraordinary
many cases to move around – ice sheets occurrences. Some of the elements have

32
uses in combat due to their hardness ENERGY CONTROL
enabling you to cause more damage with a You can create, shape and manipulate one
punch or in resisting damage. Others have form of raw energy. Common forms of
greater applications in defence rather than energy amongst Superiors are electricity,
attack, for example bullets would have little magnetism, gravity, sound, heat, radiation,
effect against someone made of fire, water vibration, cold and light. Less common are
or sand. such things as dark matter, gamma rays
and even shadow (not technically an
Sync with: Health energy, but included here). In a similar way
to Elemental Control, you can create
Enhancement various effects with the energies at your
 Resistant: If defending with your fingertips. You can probably achieve a
Elemental Form, you take half limited form of Flight, through
damage from the effects of the manipulation of different types of energy
same element from other sources either by riding the energy or being
on your own body. propelled by it. You can use your Power
Limitations over energy to capture, harm or
 You can only turn into the element disorientate your opponents. You can burn
if it is present and you can touch it. them with pure radiation, deafen them
with sound, create beams, rays, orbs and
other shapes in light, dark matter or
shadow. Likewise, these effects can be used
defensively, to blast attacks out of the way,
create shields and barriers or to blind and
baffle your opponents into missing with
their attacks. You are immune to the
effects of your own use of energy but not
to others use of the energy against you.

Sync with: Craft

Limitations
 Cannot create: You are unable to
create energy, you can only
manipulate it if it is already there.
 Can only do one very specific thing
with your control of energy – for
example you can only create
“blasts” or “beams”, but cannot
manipulate energy in any other
way.

33
ENERGY FORM Ultra Hearing: Users have ears enhanced to
This is the ability to change your body into hear with amazing clarity, distance, and
or merge with and move through one type even frequencies outside normal range.
of energy such as electricity, magnetism, Users ears can pick up every single sound,
gravity, sound, heat, radiation, vibration, can decipher layer upon layer of differing
cold, shadow, dark matter, gamma rays and sounds/conversations, locate the source of
light. You can probably achieve a limited noise or pick up a sound from a mile away
form of Flight, through manipulation of in a busy city.
different types of energy either by riding
the energy or being propelled by it. Whilst Limitations
in Energy Form you are immune to harm  Sensitive: You may be sensitive to
from natural sources of the energy but not loud sounds.
protected from the similar powers of your
enemies or other extraordinary Echolocation: You can emit calls out to the
occurrences. environment and listen to the echoes of
those calls that return from various objects
Sync with: Health near you and use these echoes to locate
and identify the objects. Alternately, you
Enhancements can use ambient sounds to do the same.
 Resistant: If defending with this
power, you take half damage from Limitations
the effects of the energy type from  Sensitive: You may be sensitive to
other sources on your own body. loud sounds.
Limitations  Environmental: You might only be
 You can only turn into the energy if able to use this in certain
it is present and you can touch it. environments, such as only
underwater.
ENHANCED SENSES
Your senses of sight, taste, hearing, touch, Acute Smell: You can detect specific
and/or smell are glaringly, obviously and persons, objects, substances or even
unnaturally more acute than normal. Or places, locate their origin and track targets
you may have senses that people ordinarily with nothing but your nose. You may even
do not have. You choose one each time you be able to detect lying or sicknesses in
select this Power; alternatively you may another being.
choose several –but suffer a Die Drop for
each additional one chosen. There is a Limitations
minimum of D4 for any Enhanced Senses  Sensitive: You might be especially
chosen this way. sensitive to strong smells or odours

Sync: Perception Acute Taste: You have an extraordinary


sense of taste, allowing you to sense both

34
harmful and beneficial things. You might Limitations
even able to tell certain things about  Sensitive: Your eyes might be very
people if you taste something the person sensitive and require protection,
ate/drank previously, such as gender. Or like sunglasses.
taste the chemicals in the air as opposed to
using your mouths to making physical Dark Vision: You are able to see low light
contact with something in order to sense conditions or even in total darkness as if it
said harmful and beneficial things. was in daylight.

Limitations Limitations
 Sensitive: Your taste buds might be  Sensitive: You may be sensitive to
extremely sensitive and there may sudden flashes of bright light.
be things that you cannot eat at all.  Slow Adjustment: It might take
time for your eyes to readjust to
Sensitive Touch: You have an exceptionally normal light.
good sense of touch, allowing you to detect  Glowing Eyes: Your eyes may glow
specific persons, objects, substances or or reflect light.
even places, locate their origin and track
with nothing but the tip of your fingers. You Thermal Vision: You are able to perceive
may even be able to detect the thinnest the infrared spectrum (i.e. temperature),
crack on anything that is invisible to the allowing you to see temperature variations
naked eye. You may be able to sense in objects and environment. This ability is
vibrations through solid substances, liquids incredibly useful for observation purposes,
or even changes in air-pressure. as the user is able to see the heat
presences of any living targets.
Limitations
 Sensitive: You may have super- Limitations
sensitive skin and be unable to  Sensitive: You may be sensitive to
abide anything but the softest of sudden flashes of bright light or
clothing. high temperatures.

Ultra Vision: You have enhanced vision, X-Ray Vision: Your eyes emit a ray
allowing you to see with amazing clarity of frequency that produces a transparency
detail and distance. You can zero in on effect (i.e. x-ray) to visually penetrate solid
things that would ordinarily be too small to objects or see within objects. This Power
see with the naked eye or that would be can be used for medical purposes such as
too far away to see with the naked eye. the detection of cancers, tumors,
blackened lungs, etc.

35
Enhancements Limitations
 Eye Beams: You can intensify the  One sense: You can perceive other
x-rays from your eyes into a dimensions using only one of your
focussed damaging x-ray beam. senses.
Limitations
 Block: There may be materials that Life Sense: You can detect the presence
block your vision. and exact whereabouts of living beings in
 Harmful to others: Use the vicinity or further afield with a bit
of actual x-rays may of concentration.
be harmful to living
things over time. Magic Sense: You are able to
tell if a Superior has magical
Danger Sense: You can powers and how powerful a
sense nearing danger, magician they are (i.e. Die
acute danger, Type). You can also sense
potential immediate magical spells being cast, magic
danger, and impending in objects or placed over
danger and sense locations and the lingering
unwanted or actual effects of magic that has
threats to your well-being been used in an area.
and evade it. You don’t
know what the danger is Power Sense: You are
exactly, but you know that it is able to sense the
present and it is close. presence of the mutant
gene or other
Enhancements superhuman abilities in
 Friends: You can also others. You can also
sense when your friends determine what Powers
are in danger. they have as well as
how strong (the Die
Dimensional Perception: You have the Type) their powers are.
ability to see, hear and smell into alternate
dimensions. Unless you have other Limitations
Enhanced Senses, you can only perceive Concentration: You
things that a normal person would if they have to concentrate to be able to assess
were standing where you are in that place. your target’s Powers.
This power doesn’t allow you to affect or
do anything in those dimensions but you Past Perception: You have the ability to
can observe what’s going on. see, hear and smell into the past. Unless
you have other Enhanced Senses, you can
only perceive things that a normal person

36
would if they were standing where you are Limitations
in that place. This power doesn’t allow you  Specific: You can heal only a certain
to affect or do anything in the past, but you type of injury – fire, cold, radiation
can observe what’s been happening there. etc.
Enhancements
Limitations  Mind Healing: Fast Healing does
 One sense: You can perceive the not normally restore lost Ego
past using only one of your senses. damage, but with this
enhancement you can heal Ego
FAST HEALING damage as well.
You possess accelerated natural healing.
Wounds close up and body parts
regenerate all on their own. On your
priority you may make a Fast Healing roll
(provided you haven’t used it to defend
already) and if you get a 4 or higher, you
may receive one Bump to either Health or
Mobility (the latter only as relates to actual
injuries – you can’t use Fast Healing to
regenerate immobilizing effects like
entanglement). For every additional +4 on
your roll you can receive a further Bump.
This doesn’t take your Action so you can act
as normal. If attacked later in the round, of
course, you cannot use Fast Healing as a
defence, having used it already. At the end
of a scene, you automatically recover your
Max Die/2 Bumps every minute – even
Conditions that were reduced to zero. Fast
Healing is an innate and continuous power;
it is a part of your being, although
Limitations could apply. Fast Healing can be
used actively as a defence against certain
types of attack or certain environmental
conditions. In such instances, you are
considered to be regenerating damage
even as it happens.

Sync with: Health

37
FLIGHT
Flight is an extremely
common Power used for
transportation, allowing
you to lift off the ground
and fly through the air,
often without any visible
means of doing so. You
can fly at 25 mph if you
have D4 flight. Treble this
for every bump in Die
Type (so 75 mph for D6,
225 mph for D8, 675 mph
for D10, 2,025 mph for
DD6, 6,075 mph for DD8
and 18,225 mph for
DD10). Multiply the flying
speed by x10 if the
character is flying in the
vacuum of space (of
course, you’d also need Life
Support or some other way of
surviving in a vacuum). There are many
other Powers that can be used to
crudely simulate flight. In combat, you
can use Flight to dodge quickly out of the
way of attacks or use it to ram into your
foes.
Limitations
Sync with: Aircraft, athleticism, spacecraft,  Gliding: You can “fly” provided you
Mobility take off from a height – the higher
the height and better the
Enhancements thermals/air currents to keep you
 Hyperflight: You can accelerate to aloft, the further you can travel.
light speed or faster in space, This version is very limited as a
allowing you to travel quickly to defensive option.
other planets in the Solar System  Wings: you need to sprout wings to
and beyond. fly – they can be targeted by
enemies to reduce your flying
capability.

38
FORCE FIELD GENERATION Enhancements
You can produce an invisible or transparent  Wall: You can also create a force
shield of energy that serves as protective barrier away from your body, to
barrier. Though you can use Force Fields in prevent someone or something
many different ways, they are usually clear, passing through or to encase a
spherical energy fields which cover your target. This can also be moved to
entire body and move with you. Force Field push an opponent back (using
Generation is a very good defence because knockback rules), if they fail to get
it is one of the few powers that can be used through it.
to defend multiple times during the round.  Constructs: You can create tools,
objects, weapons, structures and
Sync with: Craft, academics (physics) other items – these will be
temporary unless you take a further
Limitation enhancement to make them
 Specific: Only protects against permanent.
certain types of attack; magic,
energy, bullets etc. HEALING
You have the ability to heal biological
creatures by touch; such as
sealing wounds, curing
sickness, healing mental
trauma and repairing broken
bones. For every multiple of 3
you roll, you may Bump any of
your target’s Conditions up a
die if they have taken actual
damage; so a 3 is one Bump, 6
is two Bumps, 9 is three Bumps
and so on. You may only do
this once per individual per
scene, even if you get hurt
again in the same scene.

Sync with: Medical, academics


(biology)

Limitation
 Specific: You can only
heal one Condition – Ego,
Health or Mobility

39
ILLUSIONS making the power an entirely suitable
You can create, shape and manipulate defence option. You still suffer pain and can
illusions, causing targets to see, hear, still be knocked out or otherwise put out of
touch, smell and/or taste things which do action. If all of your Conditions are reduced
not actually exist or cause them to perceive to zero, you still will not die (even if you
things differently from what they truly are. want to). Having said all that, perhaps there
With a high Die Type, you can create is still something that can kill you, like being
complex and detailed worlds. This includes beheaded or having a stake driven through
any ability that alters or deceives the the heart. This would be taken as a
perceptions of another. An illusory attack Limitation. Immortality can be as much of a
doesn’t do physical damage to a target but curse as it is a blessing. The higher the Die
it can attack the Ego and cause upset or Type the longer you have lived and the
trauma. Even if it doesn’t harm the target, more you have learned in your long life.
it is a viable tactic in combat because it Each Die Type you have in Immortality
uses up one of the target’s defence translates into free Skill Bumps. So, if you
options. Illusions can often be used as an have Immortality D8, you can take three
effective defence. extra Skill Bumps.

Sync with: Craft, fine arts, pop culture, Sync with: Health
performance
Limitations
Enhancements  Lives: You have a limited number of
 Psychosomatic: Your illusions are so lives (equal to your Max Die).
realistic and powerful they can  Achilles Heel: Something can kill
cause physical effects on the target. you – being burned, beheaded,
Limitations poisoned, electrocuted. Pick
 Specific: Your illusions only target something even your Power can’t
one sense – save you from.
visual, audible Example of Immortality
etc. Hypnos’ player takes Immortality D6. He adds INAUDIBILITY
a free Bump to Perception, taking it from the This Power is to
IMMORTALITY base of D4 to D6. He adds the other Bump to hearing what
Academics, which is already D6, so chooses
You simply cannot die; Invisibility is to sight.
astronomy specialization at D8. When he is
old age, disease, being attacked, Hypnos can defend with Immortality
You can become so
shot, stabbed, (Synced with Health if he chooses). Whether or completely silent that
poisoned, not he chooses Immortality to defend with, mundane listeners
electrocuted etc.: even if he takes sufficient damage for all three cannot hear you at all.
nothing can kill you. Conditions to be reduced to zero, he will not Superiors with
This gives you a die, whatever the Campaign Power Level, and Enhanced Senses may
certain degree of does not need to take a period of Downtime to be able to locate you,
resilience too – recover back to strength. depending on the

40
nature of their senses. If you cannot be Limitations
heard and you are behind someone, you  Blending: You aren’t completely
cannot easily be attacked. You can also use invisible; you need a background
your Inaudibility to make attacks on your for your chameleon-like power.
enemies in the right circumstances
although taking such actions can at least INVULNERABILITY
give them a better idea where you are. This power requires that you allocate a D8
to it to receive one type of Invulnerability.
Sync with: Intrusion (stealth), Mobility This is basically the term for the ability to
be impervious to harm; you do need to
Enhancements choose the form your Power takes though -
 Selective: You can choose to be e.g. fireproof, bulletproof, radiationproof,
inaudible to some listeners but not or to be magicproof and so on. The good
to others. thing with Invulnerability is that it is
 Infusion: You can infuse objects, effective automatically; in other words you
machines and matter with do not need to roll to defend. If the attack
Inaudibility, by touch. is of a type you are Invulnerable to, it has
no effect whatsoever. You can choose this
INVISIBILITY power several times; each time choosing a
You can move about in the environment new invulnerability. Your GM will
without being seen by people with undoubtedly veto any invulnerability that is
mundane vision. Superiors with Enhanced too broad and restrict the number of things
Senses may be able to locate you, you are invulnerable to; usually there is a
depending on the nature of their senses. If limit of one or two. You cannot be harmed
you cannot be spotted, you cannot easily at all by the thing you are invulnerable to;
be attacked. You can also use your this is a purely defensive power, but a very
invisibility to make attacks on your enemies good one.
although doing this can at least give them a
better idea where you are. LIFE LEECH
Life Leech is generally a Power for Villains.
Sync with: Intrusion (hiding), Mobility You can temporarily draw away some of
your target’s physical or mental life force
Enhancements by touching your target to attack their
 Selective: You can choose to be Conditions. You gain a portion of the
invisible to some viewers but not to drained energy, leaving the victim
others. weakened or stupefied. Whatever damage
 Infusion: You can infuse objects and you do to your opponent following your
matter with invisibility, by touch. touch, you can convert this to die Bumps to
restore damage you’ve received yourself (if
any). Alternatively you can add one-use

41
Bump(s) to one or more of your Powers or sort. Replicating actual Powers requires a
Conditions. casting roll to perform the Magic first –
with a remarkable difficulty (2+) for a D4 in
Enhancement the Power to be replicated, rising by one
 Selective: You can choose which level of difficulty for each higher Die Type.
Condition to target (normally your So, a magician wanting to cast an Invisibility
victim gets to choose). D6 spell needs to roll 4 (outstanding) or
 Ranged: You can use the Power at higher. Once they have cast the spell
range. successfully, the magician can do whatever
a character with the actual Power could do.
LIFE SUPPORT The spell normally lasts to the end of the
With this Power, you never need to eat, scene but at higher Campaign Power Levels
drink or sleep and you can survive in can last longer, at the GMs discretion.
inhospitable environments like at the Magicians can cast spells whilst they have a
bottom of the ocean, in the middle of a spell already running but the subsequent
volcano or out in deep space. Life support spells are harder; add +1 (cumulative) to
is a defensive power and has no offensive the difficulty for each additional spell you
capability and can be used multiple times in are trying to hold at the same time.
a round against environmental effects (but
can only be used once per round against Sync: Occultism
combat attacks). It can be an effective
defence against most energy attacks and
some elemental attacks.

Sync with: Health

Limitations
 Specific: Only one type of
environment; like underwater.

MAGIC
Magic is used to simulate the other Powers
and is often relied upon by certain mystical
characters. It is a very wide subject and the
uses of Magic vary greatly from character
to character. Minor
conjuring tricks or Example of Magic
“cantrips” that don’t If Hemlock has already cast Invisibility D6 and
directly cause harm tries for Enhanced Senses D6, he needs to roll
4+1=5 or higher. If he then tries to add Armour
are simple and rarely
D8, he needs to get 6+2=8 or higher.
require a roll of any

42
MATTER MERGING property of that item – like the sand’s
You can literally merge with and become consistency, the flexibility of the rope or
any type of matter that you touch. You can the hardness of the steel and you gain that
merge into the floor, a wall, a beach, a pool feature as a super power at your Power’s
of water or a motor car. The thing you Die Type for as long as you want it or until
merge with has to be of at least the same you touch something else (which replaces
size as you are. You can move through the the original ability).
matter at the same speed as you can
normally walk. If an item you have merged Sync with: Craft, academics (geology,
with is damaged, you can remain merged metallurgy, hydrology), perception (touch)
with it and suffer damage too or you can
immediately un-merge from the item Limitations
without suffering harm.  One Type: You can only mimic one
type of matter – metal, rock, wood,
Sync with: Craft, academics (geology, cloth etc.
metallurgy, hydrology)
MIMIC POWER
Enhancements You have the ability to mimic another’s
 Living: You can merge with a living Powers once you have observed them in
being. You can’t do anything with actual use. Your Power to mimic another’s
that being (it isn’t “possessed”) you Power generally lasts only for a limited
just become part of it for a while. while – that is during the scene in which
Limitations the Power was observed. At higher
 Restricted: You can only merge with Campaign Power Levels, your GM may
specific substances or specific types allow you to mimic a Power that was used
of object (rock, steel, statues, earlier in the adventure. Your Die Type
vehicles, trees, doors etc.). cannot exceed the Die Type is limited to the
lower of your own Die Type in this Power or
MIMIC MATTER that of the Power being mimicked. When
You can touch something and mimic its you mimic another Power, the original
properties in various ways, gaining some Power is replaced with the new one.
form of advantage,
Example of Mimic Power
either by enhancing Dr Fake watches Boilerman produce a jet of
Sync with: Perception
yourself, gaining a superheated steam (D6) to blow down a door.
Power, using whatever Dr Fake has Mimic Power at D10 so the GM Enhancement
you touch as a power allows him to use the Power in the next scene  Extra: You can
source etc. You can to try take out a couple of Extras that have maintain more than
touch something, like been pursuing him. Dr Fake can only use the one mimicked Power –
sand, a piece of rope Power at D6, because that was the Die Type of up to Max Die/2
or a steel door. You the Power he observed, even though his own
Mimic Power is higher than this.
then pick a particular

43
Limitations MIND CONTROL
 Not gadgets: You cannot copy a Mind control is generally a Power for
power that was produced from an Villains, where the user takes control over
item or gadget – you can only copy the actions, thoughts and/or reasoning of
Powers that result from the another person. You can make your victim
Superior gene. do things they wouldn’t normally choose to
 Touch: You have to touch the do, say things that you want them to say,
person whose Powers you want to and otherwise act completely against type.
mimic. You can choose to be able to control
animal’s minds rather than human minds, if
MIND BLAST you prefer. As an attack, you attack the Ego
This is the ability to overload another's of your target and, if you reduce it to zero,
mind causing pain, memory lapse, loss of you have control over your victim. Used as
consciousness, vegetative state and a defence, you can distract your attacker or
possibly even death. This type of attack some similar momentary effect.
cannot generally be defended against with
physical defences like Health or protective Sync with: Socializing, leadership, Ego
Powers like Armour and it cannot be shot
down or dodged although inventive uses of Enhancement
other Powers could work. It targets and  You are able to Mind Control both
damages the victim’s Ego. Generally, only humans and animals.
other mind powers are effective in Limitations
defending against a Mind Blast.  Emotions: A limitation (which is
more acceptable to a Superior)
Limitations would be that you can affect just
 Noticeable: Others can tell you are the emotions thereby not forcing
doing something; if they’ve seen the target to do anything that
you using Mind Blast before they would normally be against their
know exactly what you are doing will.
and can prepare for it.  Touch: You have to be in physical
 Visual: You have to be able to meet contact in order to make the initial
your victim’s gaze in order to hurt control.
them mentally.  Visual: You have to be able to meet
your victim’s gaze in order to seize
control.
 Zombies: Your victims do as you say
but are almost zombie-like, so it is
apparent to anyone taking notice
that there is something wrong with
them.

44
MIND READ/SEND However, like Armour, this is one of the few
This Power is often called telepathy and Powers that can be used to defend more
means you are a mind reader - able to than once in a round.
read/sense another person's thoughts and
communicate with them mentally over a Enhancements
distance. You can easily read someone who  Toughened: Your Mind Shield is
is willing or unconscious, but if your target hardened against a specific type of
is trying to resist, you engage in an mental attack (Mind Control, Mind
“attack”, usually against their Ego or their Read/Send, Mind Blast) meaning
mental powers, if they have any to defend that you always get your Max Die
with. Their Ego isn’t actually reduced, but against that type of attack.
the “effect” is noted. If you win but don’t Limitations
have enough effect to reduce their Ego to  Ablative: Your Mind Shield is
0, you can read some surface thoughts – ablative, meaning that each time
it’s up to the GM how much information you use it in the same round, it
you can glean. If you get enough effect to drops one Die Type (it recovers to
reduce Ego to 0, you are able to retrieve far normal in the next round).
more information by pushing farther into
the target’s subconscious and memories.

Sync with: Academics (psychology),


socializing, perception, leadership,
investigation

Limitations
 Emotions: You can read emotions
only – fear, anger, confusion etc.
 Touch: You have to be in physical
contact in order to make reading.
 Visual: You can only read another
person by looking into their eyes.
Enhancements
 Animals: You are also able to read
and mentally communicate with
animals.

MIND SHIELD
Your mind is protected against psychic
powers (Mind Control, Mind Blast, Mind
Read and so on). This Power is of no use
whatsoever against physical attacks.

45
NATURAL WEAPONS around and so forth. This Power is a useful
You have some sort of natural weapon - means of attack and defence. Although an
things such as claws and sharp teeth, as area of plant life may be animated (larger
well as quills, spines, prehensile tails and with higher Die Types – Max Die x Max Die
many other features usually derived from cubed, in feet), plants can only be ordered
animals. This power could also replicate the to attack one target at a time, unless the
character having extra arms. Area Effect Enhancement is added to affect
more targets. The area though can still be
Sync with: Fighting, athleticism hard to get through, so anyone within the
area of effect is slowed by half. Of course,
OMNILINGUALISM jumpers can jump over it, fliers (as long as
You can speak, read, write, understand and they aren’t too low) can fly over it and so
communicate in any language, including on. Extras and stubborn extras caught in
computer codes, languages you have never the area are stuck firm.
heard before, sign language, even lip-
reading, illegible words, backwards speech Sync with: Academics (Botony)
and writing with little or no training. You
can even communicate with non-human Limitation
animals or read body language. A roll is  Restricted: Only certain types of
generally required – the more obscure the plant – trees, ivy, farm crops,
language, the harder the difficulty. grasses etc.

Sync with: Academics (linguistics);


socializing, perception

Limitation
 Unfathomable: There are some
types of language you can’t
automatically understand or
communicate in – such as machine
code, animals, aliens, codes etc.

PLANT CONTROL
You have the ability to mentally control
plants and by quickly increasing their
growth rate or making them move (as far as
possible with plants) using them in various
ways; whipping their branches about like
flails to make physical strikes, making
bushes grasp a person to entangle them,
using the canopy of a thick forest to move

46
POWER NULLIFIER PRECOGNITION
You have the ability to nullify the Powers of You can see into the future. Sometimes it is
other Superiors, by attacking their Powers only expressed in vague dreams while
rather than their Conditions. If you asleep, other times it is clear and occurs at
successfully cause damage, each point of will and when awake. Some visions may be
damage drops your opponent’s Power Die set in stone whether or not you see them;
Type. If this results in the Power falling to others may happen only if the players
less than D3, then the Power is lost select a certain course of action. While not
altogether for the rest of the scene, slowly being able to select futures or travel
recovering over the rest of the adventure at through time, these visions may assist in
the GM’s discretion. You choose which choosing between possible courses of
Power to target if you know your opponent action. This Power is often given different
has that Power. If you don’t know your names, and like most mental powers, varies
target’s Powers, you can’t select – your greatly from person to person.
target gets to choose which one.
Limitations
Sync with: Perception  Dreams: You only receive your
visions whilst asleep and dreaming
Enhancement  Stress: You only receive your visions
 Steal: Not only do you reduce your whilst under duress – being
target’s Powers, you gain them for seriously injured, being
yourself. For each Drop in your interrogated, being at the scene of
opponent’s Die Type, you gain that a disaster and so on
Power starting at D4 and then  Intoxicants: You only receive your
increasing each time your visions whilst under the effects of
opponent’s Power drops. The drugs or alcohol
gained Power fades fairly quickly –
you can use it for the rest of the
scene and at higher power levels,
up to the whole adventure at the
GM’s discretion.

47
SEPARATION SHAPE-SHIFTING
Separation is the very rare ability to You have the ability to change your
separate parts of your body and have them appearance; wholly or partially. This is a
act of their own accord. You can separate highly varied Power; maybe you can change
into a maximum number of parts equal to shape into other humans, animals, or even
your Max Die/2. Each part counts as a the ability to turn into inanimate objects or
Stubborn Extra and can move of its own machinery. Some shape-shifters are limited
accord but under the control of the to one alternate form or one type of
“whole”. It should be determined at the alternate form, e.g. only a panther, or only
outset which part represents the “whole” – cats. Shape-shifting allows you to gain
usually where the brain (or equivalent) is certain powers or properties of the shape
stored. This part always contains the Ego too - Armour, Claws, Flight, Enhanced
and any purely mental Skills and Powers Senses might all be appropriate, depending
(Academia, Investigation, Mind Blast etc.) on what you can shift into.
but your other Skills, Conditions and
Powers can be distributed as desired to the You can choose a “collection” of Powers for
other parts (each of which receives D4 your new form equal to Max Die/2. The Die
Condition if you don’t otherwise assign a Type of the first of these powers is equal to
Condition Die Type to them). The parts can your own Die Type in Shape-shifting. Each
keep their original form or become mini- extra Power has a drop in Die Type with a
versions of the “whole” or transform into minimum of D4; so, if you have D8 Shape-
different things, decided at the point of Shifting, you could have D8 in Enhanced
getting this Power. This is one of those Senses, D6 Natural Weapons, and D4 in
especially weird Powers that requires both Super Speed and Super Agility.
careful adjudication and buy-in from the
player and the GM. Someone with Enhanced Senses might be
able to work out that you aren’t what you
Enhancements appear to be, but your new shape will
 Swarm: You can separate even certainly fool any normal person.
further – into a swarm. The swarm
is effectively the “whole” and acts Sync: Academics (biology)
as a hive mind, retaining all powers
and so forth Limitations
whilst in this Example of Separation  Limited forms:
state. If the Sever is a robotic Villain with D8 in Separation. You have a limit on the
original can It can split into 4 parts (which are determined shapes you can take –
fly or swim, at outset to be four small motor vehicles), so it for example, mammals
could give its own Health D8 to one, Mobility
the swarm only or inanimate
D6 to another and Invisibility D6 and Energy
can fly or Control (Fire) D6 to the third (both of Severs’
objects only.
swim etc. Powers), retaining its own Ego D8 and Skills.

48
SIZE CHANGING living creatures. Willing targets
You can change your size and body mass. change automatically. Unwilling
Advantages to growing in size are that you targets defend in whatever way
get stronger and tougher and that you have they can. Certain defences are of
a longer reach. Disadvantages are that you little use but as usual, imaginative
are easier to hit and less agile. Advantages uses of Powers should be
to shrinking are that you are harder to hit, considered.
more nimble and you can get into tiny Limitations
spaces. Disadvantages are that you are  You can grow or shrink in size only
easier to hurt and you do less damage in (choose one); not both.
close fighting. For each Die Type you have  If you shrink, any Super Strength
starting at D4, you can approximately you have reduces by a
double your size, so to about 12’. With a D6 corresponding amount (you can
you can grow to about 24’ and at D8 to only choose this if you have Super
about 48’ and so on. You also effectively Strength).
gain the Super Strength power but your  If you grow, any Super Agility you
Mobility (for defence purposes) also have reduces by a corresponding
reduces by a Die Type per doubling in size amount (you can only choose this if
(to a minimum D4). Shrinking reduces your you have Super Agility).
size to about a third for each Die Type, so
at D4 you can shrink to about 2’, at D6 to
about 7”, at D8 to about 2”, at D10 to less SUMMONING
than an inch. Beyond that you are You have the power to call creatures or
correspondingly miniscule, down to the size beings (often demon-like or undead things)
of an atom at DD10. Your Health Condition to assist you or to carry out your orders.
Drops by a Die Type as you shrink (to a The result of your die roll is the number of
minimum of D4) and your Mobility, for Extras that are summoned. Alternatively,
defence purposes, Bumps by a Die Type per you may have fewer Extras arrive; for each
two Die Types you have shrunk. If you have Extra fewer you may Bump one of the Die
shrunk at all, you are too small to cause Types of one of the Extras. Summoning
damage to a normal-sized opponent with takes a minimum of one round and
your Fighting Skill generally summoned
alone. Example of Summoning beings last until the
Dr Nexus calls on his daemon allies. He rolls a
end of the scene or
3 on his Summoning and a 4 on his Occult
Enhancements until killed. You can
(Rituals), so the overall result is 4. He could
 You can summon four daemons (Extras) with however bind them
change the Condition D4. Or he could summon three once summoned.
size of non- daemons one of which has Condition D4 and Binding takes a whole
living objects Fighting D6. However, he chooses to call two scene during which
 You can grow daemons, both with Condition D4 and Fighting you can do nothing
or shrink other D6. else. Binding is a

49
moderate Task and allows you to keep the SUPER AGILITY
summoned beings for the whole adventure. You are superhumanly nimble, dynamic and
If you want to keep them for longer, you acrobatic. You can balance on narrow
must spend your Downtime in ledges, swing on high-wires above the city
“maintenance”. You may have a total streets; perform fantastic feats of
number of active summoned beings equal gymnastics, dives, tumbles and rolls and
to your Max Die. other similar actions.

You can summon more powerful beings Sync with: Athleticism (gymnastics,
than Extras (created as a character). You freerunning)
need to know the identity of the specific
being you are summoning. Summoning SUPER FIGHTING
these can be dangerous because they You are a superhumanly enhanced combat
might decide to ignore you and do their machine. Your prowess goes far beyond the
own thing. Each Power Level (use the realms of normal human skills in close
Campaign Power Level table) of summoned combat.
entity is one level of difficulty harder to
summon, starting with a base difficulty of Sync with: Fighting
hard. Once summoned the being either
needs to be given orders or needs to be Limitations
bound. This is another roll as before.  Your Super Fighting is limited to
Orders need to be carefully worded one specific weapon or type of
because the being will look for loopholes weapon only
but once the being has
carried out its orders it will SUPER GENIUS
return to where it came Your intelligence is significantly above
from. A bound entity will standard genius level intellect; you possess
constantly strive to exceptional intellectual capabilities, mental
escape. capacity and concentration, mental
calculations,
Sync with: Occultism memorization, thought
(Ritual, Spirits or Demons) process, creativity,
originality, etc., typically to
Limitations a degree that is associated
 Paraphernalia: You with the achievement of new
require a magic advances in a domain of
circle, candles, knowledge. Your
special herbs and calculation and reasoning
other mystical items skills are far in advance
in order to do your and faster than the best
work computers. You can come

50
up with unique and original ideas that Limitations
elevate the thinking of humanity to new  Your Super Shooting is limited to
levels. one specific weapon or type of
weapon only
Sync with: Academics, commerce,
investigation, technology, medical, fine SUPER SPEED
arts, pop culture You have the power to move faster than a
normal, athletic human. When you choose
SUPER JUMP Super Speed, you may choose to add it to
You have the ability to leap tall buildings in your Flight Power, Burrowing Power or to
a single bound and to land where you want your swimming speed instead of running.
without damaging the surrounding area or You may sync Super Speed with your
yourself. Depending on how far Priority Die (and still use
you jump, it may take several Super Speed in your
rounds to come back down combat action). For
to earth. Your normal examples of the speeds
distance travelled is based you can attain, see Table
on Table 8: Task 8: Task Resolution.
Resolution.
Sync with: Athleticism
SUPER SHOOTING (freerunning, sprinting)
Having this Power assumes you
always have a particular SUPER STRENGTH
ranged weapon. You are a You have enhanced physical
superb marksman and rarely strength and general all-round
miss your target with any physical power. Because of this, you
thrown or fired object or can hit harder and lift and throw
weapon. When you throw heavier weights. The examples in the
or fire any object or table below are very approximate
weapon at a range, you guides – for example, the Empire State
never miss in non-critical or non-combat Building weighs some 365,000 tons and the
conditions – no roll required. However, Burj Khalifa weighs about 550,000 tons
targeting an enemy who is trying to avoid (empty). For another example of actual
being hit constitutes unusual circumstances weights in tons, see Table 8: Task
and always requires a roll. You can also Resolution. Super strength automatically
perform trick shots, bouncing missiles off provides the Hard Knockback Enhancement
objects, round corners etc. Characters with for free.
Super Shooting are often assassins-for-hire.
Sync with: Athleticism (weightlifting),
Sync with: Shooting Fighting (hand-to-hand) or Shooting
(thrown)

51
TABLE 4: EXAMPLE OF SUPER STRENGTH

DIE TYPE EXAMPLE


D4 Speed Boat/Scud Missile/Car/Hummer/Rhinoceros/Small Helicopter
D6 Fishing Boat/Battle Tank/ Fighter Plane/Large Dinosaur
D8 Coast Guard Cutter/Passenger Plane/Statue of Liberty/Blue Whale
D10 Naval Patrol Ship/Large Fishing Trawler/Ten-Car Passenger Train
DD6 Small Tanker/Eiffel Tower/Naval Warship/Freight Train (Fully Loaded)
DD8 Aircraft Carrier/Cruise Ship/Oil Tanker/Empire State Building
DD10 Super Tanker (Fully Loaded)/The Burj Khalifa Tower

TECH MANIPULATION
You can shape and manipulate technology
and technological constructs, computers,
robots, hardware and other devices that
can be termed as "technology". You can
immediately work out how something
works and what it is built to do by touching
it and can enhance, augment, upgrade,
increase and multiply already existing
technology. You can change mechanical
items and technology into tools, objects,
weapons and other items, create semi-
living constructs and or create structures
and buildings. You can put them back how
they were when you’ve finished with them,
or leave them to fall to pieces once finished
with. Your Power is manifested as a special
form of "morphing" which allows physical
interaction with machines, or even a
psychic ability that allows mental interface
with computer data. A character with this
Power could use it to attack/control
another character’s gadgets/powered
armour. It is resolved as an attack against
the item in question.

Sync with: Technology, land, air or water


vehicles

52
TELEKINESIS  Others: You can teleport objects or
You are able to manipulate and control others away without teleporting
objects with the mind and move them self.
around either slowly or at speed, or to use Limitation
as a missile to attack your enemies or to  Ripple: Creates a disturbance that
push objects in the way of the attacker. You others with the right abilities can
can manipulate object weights of the same follow.
that you could lift with equivalent levels of
Super Strength (see the table above). TABLE 5: A GUIDE TO TELEPORTING RANGE

Limitation DIE TYPE DISTANCE OF TRAVEL


 Only certain materials can be D4 Within the same neighbourhood
levitated (wood, metal, plastic, D6 Within the same city or
earth etc.). approximate equivalent area
D8 Within the same state (or
country, if small)
TELEPORTATION
D10 To another nearby state or
You can disappear and reappear
country
somewhere else without moving through DD6 Anywhere on the same
the intervening space. The distance you can continent
travel is based on your die level in the DD8 Anywhere in the world
power and how well you know the location DD10 Across outer space
you are teleporting to. Short jumps to a
location you can see can be made relatively TIME MANIPULATION
easily. Even longer jumps to a very well- You can manipulate the time in general
known (pre-determined) location, such as area or a specific target in various manners,
back to base, are easy as long as there is the basics revolving around accelerating,
nothing trying to prevent you. For greater slowing, stopping and even rewinding or
distances or places that aren’t well known, looping. Your range of area affected is
you’ll probably need to make a task roll. proportional to your the Die Type. You can
There are many limitations and accelerate, slow or stop time to others
enhancements that could potentially be while you can move freely. Like Time
added to this power. Travel, this is a potentially game-damaging
power, so you need to speak with the GM
Sync: Streetwise, Intrusion, Survival to determine what the specifics of your
power are, if allowed at all.
Enhancements
 Gate: You can open a portal to an Limitations
alternate location, allowing others  Fast/Slow: You can either speed up
to follow. or slow down time; not both

53
TIME TRAVEL Limitations:
You have the ability to travel through time  Surfaces: You cannot move freely
(staying in the same location), whether to on some surfaces – maybe steel,
the past or the future. This is not a glass, wood etc.
common power because of the extreme  Damage: Rips chunks out of the
advantage a character using it has allows it surface clung to
to become a deus-ex-machina, thus spoiling
dramatic tension; you might need to get
your GMs agreement to having this power
and work with them to determine what the
specifics of the Power are.

Sync with: Academics (history)

Enhancements
 Gate: You can open a time portal
to allow others to pass through
 Others: You can send objects or
others away without sending self.
Limitation
 Past/Future: You can only go “one
way” – either to the past or to the
future, but not both.

WALLCRAWLING
You have the ability to stick to and move
around on walls and other vertival surfaces
and ceilings as if you were on the ground. WEATHER CONTROL
Although very smooth surfaces may be You have the power to manipulate local
more difficult for some versions of the weather conditions and because of this, it is
power, for others (like suction pads), considered a very strong Power. You have
smoother surfaces are actually preferable. control over the clouds and atmospheric
Whilst more of a movement power, pressure, so you can bring stormy weather,
allowing you to travel to certain places tornadoes, or cause lightning storms and
without having to traverse the crowded city blizzards. You can’t move the sun in the
streets, Wallcrawling can also be used as a skies, but you can block the sun with clouds
defence (most people aren’t going to or clear away the clouds to reveal blue
expect you to suddenly run up the wall). skies. The more extreme the weather, the
longer it takes to bring about and the more
Sync with: Athleticism (climbing) difficult the change. The Power is
automatically considered to have the Area

54
WEB CREATION/ENTANGLE
You have the power to create webs,
threads or other entangling and/or sticky
material. You can use Webs for climbing,
swinging, creating nets and anything similar
you can think of, both in attack and in
defence. If you have targeted your
entangling attack at an enemy and it gets
through their defences, no actual physical
damage is done. Any “damage” caused is
directly to your target’s Mobility, although
there might circumstances where your
opponent could choose Ego instead (it
makes them look foolish, for example). If
Mobility is reduced to 0, your opponent is
completely tangled and unable to move. At
the GMs discretion, they might be able to
use some Powers, but this depends on the
circumstances and the Powers they have.
Defences need to be of a type that actually
Effect Enhancement. This means the stops the Webs from hitting you to be of
weather over a large area can be affected, use; Armour and Health, for example, are
which will impact the mundane people of no use in defending against Webs and
(Extras/Stubborn Extras), property, terrain Fast Healing is ineffective as you haven’t
and so on in the area as a potential hazard actually suffered injuries. Once the Webs
(depending on the weather effect are removed, Mobility will immediately
selected). However, the Power can be used return to normal. As a movement power,
only outdoors and will cause considerable you can use it to swing above the city
collateral damage if used over a wide area. streets, avoiding crowds and traffic, so
This Power needs careful judgment from travel can be a lot faster.
the GM.
Sync with: Athleticsm, Shooting, Craft
Sync with: Academics (meteorology)

Limitation
 Restricted: Your changes only
affect certain weather types.

55
PART 5: POWER ENHANCEMENTS
AND LIMITATIONS
Power Enhancements and Limitations are defence. The number of individuals it can
added effects or features of your Powers affect is determined by your Max Die/2. So,
that either expand upon or ENHANCEMENTS if you have D4 in a Power, you can
improve their use in some way or Area Effect affect two targets. With D6, you
add a complication or negative Array can affect up to three targets and
effect on their use. The trade off Combi-Powers so on. You roll only once for your
for an Enhancement is that the Counter Attack Power’s effect but all target’s
Die Type Drops by one and the Entangling Effects need to make defence rolls
benefit of a Limitation is that the Hard Knockback (assuming it is some form of
Die Type is Bumped by one. Hardened Defence Vs. attack). The Power is intended to
Multi-Strike represent an explosion, spread of
Persistant Damage
You can add as many Limitations fire or “ray” effect; accordingly,
Piercing Attack vs.
and Enhancements into a Power friendly targets in proximity to
Power Minimum
as you wish; however, Powers can enemy targets might be caught up
Ranged Touch Attack
only be Bumped by a maximum of LIMITATIONS in the effect. A “mob” counts as
one Die Type after all Limitations Activation one target. As a defence, the
and Enhancements have been Ablative Power is intended to encompass
accounted for. Burnout you and your friends – extending
Charge-Up the field of the defensive power.
Concentration
ENHANCEMENTS Conditional ARRAY
You apply Enhancements to Debilitating This usually applies to items but
individual Powers to provide a Emergency Only could be stretched to include
greater variation and to make the Hard to Control standard Powers; instead of one
Power more useful in certain Item item, you can have a number of
instances or situations. For a Overcharge similar items; usually (though not
decrease in the Power’s Die Type, Side-Effect always) projectile or thrown
Touch Only weapons like arrows, grenades,
a Power can be given an extra
Uses
advantage or improvement. throwing stars and so on. With
Array, most will be your ”standard” items
AREA EFFECT (with which you attack as normal – so,
Rather than just affecting one individual, maybe you have a quiver of arrows) but
your Power can affect several targets in there will likely be several that are
roughly close proximity, both in attack or designed to have differing effects

56
(Limitations and/or Enhancements). You the same attacker; although any Extras
could have explosive ones, knockout, involved in the fight count as the same
deafening, blinding, incendiary, entangling, attacker. You may Counter-Attack only
stunning, as well as non-combat ones; once per round (unless you take this
arrows designed to carry a message, flares, Enhancement more than once).
arrows with grappling hooks and lines and
so on. You can have a number of items with ENTANGLING EFFECTS
a differing quality equal to your Max Die/2. This can be added to other Powers to give
Each Die Type gains one use of each. you the effects of Entanglement. It is
quality. specific and only uses one style of
Entanglement (i.e. it does not operate like
Example of Array the Power of Web Creation). So a Super
Bowmaster has D6 in Super Shooting, after Weapon “rope, or chain” could have an
taking the Array Enhancement (for his added Entangling Effect. This must be
arrows). This means he can choose 3 qualities declared at the time of the attack (it can’t
to add to his arrows – so he selects Entangling, have its normal damaging effect as well as
Smoke (Area Effect) and Exploding (Area it’s Entangling effect in the same attack – it
Effect). Each of those can be used twice before
is one or the other).
running out. His “normal” arrows are always
considered available for use though.
HARD KNOCKBACK
The power hits like a hammer blow and
COMBI-POWERS knocks the target off their feet. If the attack
You can buy two Powers and permanently was successfully avoided using athleticism,
link them together with this Enhancement. Mobility or a power like Super Jump, Flight
Both Powers are classed as being Enhanced or Super Speed then knockback doesn’t
and suffer a die Drop. When you use either occur. If the attack wasn’t avoided and
Power, they both go off together- if damage was caused then the target is
attacking, they both attack the same target knocked back 5 feet for every point of the
and the target has to defend against each damage received. If the attack hit the
(making separate rolls) and potentially target because the target used Health,
suffers the effects of each. Armour or some other “static” defence,
then he or she is knocked back five feet for
COUNTER-ATTACK every point of attack, whether or not they
Using this Power as a defence and provided received any actual damage. Superiors
you successfully take no damage, allows defending with Super Strength, Size Change
you an immediate Counter-Attack with any (bigger) or who are denser (using Density
Power you haven’t already used, even if Control) only get knocked back if the attack
you have attacked already. You can still Die Type is higher than their defence Die
take your normal attack afterwards (but Type.
not with the Power you Counter Attacked
with). The Counter-Attack must be against

57
HARDENED DEFENCE VS. PIERCING ATTACK VS. ARMOUR, FORCE
Your Armour has been toughened against a FIELD OR MIND SHIELD
certain type of attack – bullets, edged This Enhancement is designed to enable
weapons, fire, electricity etc. Against this your attack to penetrate Armour or Force
type of attack, your Power always receives Fields (or added to your Mind Blast, to
the Max Die of the original Die Type - e.g. penetrate Mind Shields), depending on
with D8 Armour, adding this Enhancement which version you take. If your target
reduces the general Die Type for your defends using Armour (or Force Field or
Armour to D6. However, against your Mind Shield if you select that version), you
selected attack type, your Armour will always receive your (original) Max Die. For
always give you an 8. example, if you add Piercing Attack vs Force
Fields to Energy Control D8, your Energy
MULTI-STRIKE Control drops to D6. However, when your
Adding this Enhancement to a Power target uses Force Field as a defence, your
enables you to buy the same Power a attack is always counted as an 8.
second time and then use it to attack a
second time in a round. The second POWER MINIMUM
purchase doesn’t need to be the same Die Your Power always works at least
Type but does suffer a die Drop as this is moderately well. When rolling, you count
classed as an Enhancement to both Powers. any number that is below half your Max Die
The second attack comes at the end of as if you rolled half. In other words, if you
everyone else’s Priority. Multi-Strike may have Magic D6 (originally a D8, prior to
be taken more times – each Die Type in the taking this Enhancement), the minimum
chain being dropped one. number you can get is 3, regardless of your
actual roll when using Magic. Any number
PERSISTENT DAMAGE rolled below 3 is counted as 3. You can add
Your Power is of a type that continues to this Enhancement to just about any power.
damage your target after you first hit and
cause damage. Each round after the first RANGED TOUCH ATTACK
the victim must continue to defend against If your Power normally only operates by
the same effect, but with a die Drop. Some touch, by adding this Enhancement you can
defences may be useless after the first now use your Power at range.
attack (for example defences that are used
to dodge or evade the Example of Multi-Strike
attack) and you may Spectrum takes Energy Control D10 and
be fairly limited as to applies Multi-Strike to it, dropping it to D8. He
how to defend against adds a second Energy Control, at D8, which
persistent damage becomes D6. In combat, he can now attack on
(often only Health is his Priority with one of these and then, after
appropriate). everybody in the fight has taken an action, he
can then attack with the other.

58
LIMITATIONS
You can Bump the Die Type of a
selected Power by giving it a
Limitation. However, you cannot take a
Limitation that is not truly restricting
the Power, such as trying to limit an
attack by saying it only affects your
enemies. In general, you can only limit
a Power once; any additional
Limitations are for flavour only. You
can limit a Power more than once if
you also add an Enhancement though
(so the overall effect is a Bump of one
Die Type). Below is a list of example
Limitations, but you and your GM
should feel free to come up with your
own.

ACTIVATION
Your Power needs to be activated. You
need to specify the form of Activation;
pressing a button, making a gesture,
speaking a word and so on. If you are
unable to do the thing that activates
the Power, you are unable to use it. It
tells observant enemies how you
activate your Power so they can
possibly prevent you from using it.

ABLATIVE
You add this limitation to one of your
Powers that you can normally use
several times in a round to defend
(Armour, Force Field, Mind Shield, Life
Support vs. environmental hazards)
and that defence weakens each time
you rely upon it. Every time you use
your Power to defend in the same
scene, you use one Die Type lower. It
resets at the start of a new round.

59
BURN-OUT DEBILITATING
Your Power may suffer a burn-out. Any Your power wears you out to use. Choose a
time you roll the lowest you can for your Condition that is affected. Each time you
Die Type (1 (or 2 for DD)) when using a use roll the Max Die whilst using your
Power with this Limitation, the Power Power (unless you used a Triumph Die), you
fizzles out and can’t be used for take a point of
the rest of the scene. damage to that
Condition. You can’t
CHARGE-UP add this Limitation
Your Power takes time to Fast Healing.
to build up to full force.
The first round you use EMERGENCY
it, class the Die Type ONLY
as two lower, then You can only
the next round as seem to use this
one lower and the Power when you
third round it will are in dire straits
have charged up to or when it would
full capacity. If the be dramatically
lower die takes it appropriate for
below D3, it does you to do so. In
nothing until it reaches game terms, you
at least a D4. must cash-in one
Triumph Die to
CONCENTRATION activate your
Your Power requires you to Power, which will
concentrate to keep it up. then be available
If you suffer any damage to you for the
during the round, you lose whole scene.
focus and cannot continue
using the Power or can’t HARD TO
even start using it. CONTROL
You have
CONDITIONAL difficulty
Your Power only works in maintaining
some situations or under control over your
certain conditions – like Power and
only underwater or only at night. You sometimes it doesn’t work at all. Whenever
choose the circumstances which enable you you use the Power, on an even number
to use your Power. rolled it works fine. On an odd number it
fails to work at all, except that on a 1, it

60
works but not as intended (the GM should SIDE-EFFECT
decide in what way). It is to be noted that Your Power has some sort of unpleasant or
you can only achieve results of 2, 4, 6, 8 unwanted side effect. Perhaps it throws out
etc. depending on the Power’s Die Type. It obnoxious vapours, makes your skin glow,
is also to be noted that if your Die Type is gives you a headache or sends out a psionic
DD6 or higher, you do not suffer from shockwave that other mentalists in the
“works but not as intended”. area can pick up on.

ITEM TOUCH ONLY


If you put some or all of your Powers into This can only be applied to Powers
an item, artifact or device you can Bump intended to operate at range. This restricts
the Die Type for each of the Powers in the its use to having to touch the target to use
item. Examples of items would be a ring, the Power.
power suit, shield, cloak, wings, staff, bow,
gun, belt etc. The downside of having an USES
item is that it might be easily taken from Your power has a limited number of shots
you or it might be easy to damage. or uses. This means the character can only
use the Power a maximum of Max Die/3
OVERCHARGE (round to nearest) number of times during
The use of a specific Power taxes your any encounter/scene.
energy reservoirs and the Power can only
be used once every other round.

61
PART 6: BENEFITS AND
DRAWBACKS
Benefits and Drawbacks are things that appropriate Benefit. You may choose to do
make your character’s life easier or harder this by cashing in a Triumph Die (you do not
– either in their mundane life or whilst in need to roll it, unless the Benefit says you
their super identity, or both. Some have should) in which case there is no danger to
mechanical effects, in terms of how the your character for taking this action.
game works, and others have more of a However, you may choose not to cash in a
role playing purpose. Triumph die, in which case the GM has free
reign to use one of your Drawbacks to
A GUIDE FOR ROLE PLAY hinder you, either later in the scenario (not
If you take Benefits and Drawbacks, they immediately and generally not even in the
can be seen as a guide to how you should same scene) or during the next Downtime
play your character. If she has a phobia, or even during the following adventure.
you should bear that phobia in mind and if
the situation crops up, your character If the GM decides to invoke a Drawback
should act accordingly. Not necessarily to against your character before you have
put your character at a disadvantage, but used a Benefit, the GM will give you a
to enable you to play to your character’s bonus Triumph Die to be used as required
quirks and strengths or weaknesses. It later during the adventure.
helps to make a more rounded persona. If
for example your character has CHANGING BENEFITS AND
claustrophobia and you are asked to enter DRAWBACKS
a narrow tunnel, you may (seemingly Benefits and Drawbacks can (and generally
irrationally) simply decline to enter. Let should) change over the course of a
your Benefits and Drawbacks guide your campaign: old enemies die or are put away
play, not rule your play. If you roleplay for good, rivalries and psychological issues
them well enough, the GM is encouraged are resolved, new romances and
to grant you a bonus Triumph Die now and relationships begin as others end, and so
then. forth. Work with the GM to come up with
new Benefits and Drawbacks for your hero
A HELP OR A HINDRANCE the character develops. The GM may set
In some situations you might wish to invoke limits as to how many ongoing Benefits and
your Benefit or Drawback. If you invoke Drawbacks your hero can have in play at
your Benefit, you get an immediate boost any given time.
to your character as described in the

62
BENEFITS Benefit, it needs to make sense that you
Superiors are more than just skilled or have it and why it wasn’t apparent
powerful – they often have amazing traits, previously. You need to build your
assets or resources that give them the Reserved Benefit into the scene by your
occasional edge or advantage. You should narrative and the GM must approve of it.
select Benefits that are part of your
character’s overall concept as many of CIPHER
them are included as much as an aid to role Your true history is well hidden and there
playing your character as they are are little or no records about you
to adding to the game rules. BENEFITS anywhere. Even the most diligent
Benefit, reserved police detective, press reporter or
Benefits can be used simply to Cipher computer hacker has difficulty
Companion finding anything out about you.
guide your “in-character” decision
Contacts
making, bringing no particular
Crammer COMPANION
advantages but all going to help
Fame You have a loyal sidekick or pet
make your character feel like a Find Weakness
real person. They can also be (person, animal or other creature)
Gadgeteer that helps you fight crime. You
used in a more beneficial way – to Hideout
improve your character’s life or use half the dice for the Campaign
Hot/Good Looking
aid their activities in some way. Power Level to build your
Is that your best shot
When used for such Companion; with three
Just the thing
advantageous purposes, the GM Natural Leader
Conditions that start at D4 – Ego,
might require you to use a Lucky Health & Mobility (exactly as for
Triumph Die (no roll required). Needs No Sleep characters). See the section on
You usually invoke your own Quick Reactions beasts for more ideas.
Benefits when you need them, Renowned Expert
not the GM. Rich CONTACTS
Super Vehicle You know lots of people and can
For every Benefit you select, you Trusted By Authorities occasionally call on them to help
must also choose a Drawback. Truly Heroic/Villainous you out when you are in a fix or
Weird Knowledge just need someone to do a favour
The GM will probably set a limit
of two or three Benefits. for you. Sometimes your contacts will
require something in exchange for their
BENEFIT, RESERVED help, be it cash or a favour.
If you have chosen one more Drawbacks
than you have Benefits, you may choose to CRAMMER
keep back a Benefit. What that means is Once per scenario, at a point when you can
that you get to choose your Benefit during spare a few hours in a suitable
the adventure or even further down the environment, you can intensively research
line in the campaign. When you take your a skill (or skill specialization). You gain a
Bump to that skill for the remainder of the

63
adventure. So a character could go to a Powers; power suits, jet packs, laser
library and research an academic speciality cannons, time machines, mind-shield
– or a gym to train – and gain the benefit helmets, invisibility belts etc. You need to
for the remainder of the scenario. It’s like a have Academics and Technology skills of at
short-term Downtime training, but you can least D6 (you could be a magical Artificer
choose what to do part way through the instead, in which case you’d need Crafts
scenario. You can’t research Occultism and Occultism skills). Whilst they aren’t
while camping in the wild – but you could essential, having the Rich Benefit and either
cram Survival. Super Genius or Magic are advantageous.
There are rules for building Gadgets in a
FAME separate section of
People know you Gadgeteer as a Power this book.
and/or have heard of If you’d rather treat Gadgeteering in a more
abstract way, you could treat it as a Power,
you and, more HIDEOUT
similar to Magic. The character is assumed to
importantly, like you. have a number of items and devices on their
You have a small safe
This works in your person at all times, they just aren’t pre- hideaway somewhere
favour as people are prepared and don’t “exist” until the Gadgeteer that is known only to
more likely to do stuff uses them (although in game-terms, it’s you (and your trusted
for you - maybe in assumed they do). If you go down this route, friends, if you want)
exchange for a selfie you simply use the rules for Magic. When you and that you can
or an autograph. need to use a Power, you simply pull out or escape to without fear
switch on “one of your Gadgets” and then of being found. This is
FIND WEAKNESS make your roll for the Die Type of the Power not the same as a
that you want. You don’t start accumulating
You can spot Team Headquarters; it
tons of Gadgets if you use this optional rule –
weaknesses is your sometimes you never refer to them again
is a simple personal
opponent and exploit (leave them back at base, or they were just a space where you can
them from time to one-shot item or they broke or whatever) and be alone when you
time. Once per other times you might use the same Power a need to be.
adventure you can lot and maybe even give a name to your
make your opponent “Gadget”. Gadgets are geared to the creator; HOT/GOOD LOOKING
re-roll a defence roll that is the Gadgeteer can’t simply keep You look great and
and they have to take making them and passing them around to know what to wear for
the lower number and everyone. However, adding an Enhancement every occasion. This
to the Power/Gadget of “others can use it”,
they cannot use a often works in your
the Gadgeteer can pass it to someone else.
Villain Die. Whilst in that person’s possession, the
favour when dealing
Gadgeteer cannot us that Power again until it with the general
GADGETEER has been returned or until the next adventure public, the media and
You are a tinkerer and (when it’s assumed they could have made so on.
inventor; you can another one). The same goes for any time
build devices and when the “Gadget” is stolen or taken from the
gadgets that replicate Gadgeteer.

64
IS THAT YOUR BEST SHOT? NEEDS NO SLEEP
Choose one Condition when you pick this For whatever reason, you need little or no
benefit. Once per adventure, if you have sleep. Maybe you’re a robot or you are
just fallen below D3 in this Condition, you from another world. Or you are simply one
may get up again in the next round on your of those people who can get by with a short
Priority and shrug off the effects. nap every now and then. This means you
Immediately restore the Condition back to can take one additional Downtime option in
its normal level. every Downtime period, provided you do
not select the same thing twice (not
JUST THE THING sleeping doesn’t mean you don’t get bored
You are someone who always seems to doing the same thing all the time).
have the foresight to bring along the right
thing and produce it at the right time. Once QUICK REACTIONS
per adventure, when you need something You are alert to what you opponents are
to progress the adventure, you can delve doing and can react quickly to their attacks.
into your pockets or utility belt and You may withhold your decision on which
produce just the thing that you need. The defence to use until after you see the result
item is the same Die Type as your Priority of the attacker’s die roll.
Die and lasts as long as you need it for the
immediate thing you required it for. RENOWNED EXPERT
You are one of the world experts in a Skill.
LUCKY Choose any one Skill specialization (skill at
This Benefit is the opposite of the unlucky D8) that you have. If you ever roll less than
drawback. You are incredibly lucky. Once 4 with that skill, it counts as 4.
per adventure, you can re-roll any die roll
you just made and you can take the best RICH
result. In addition, your personal life is You have a source of income or an
always on a roll; things go well for you. You inheritance and your bank account is
get the girl, your horse romps home at 10- always well in the black. You never have
1; you get promoted without really trying money worries and can always afford to
and so on. On and on it goes and you rarely buy the best of everything.
have a bad day.
SUPER VEHICLE
NATURAL LEADER You have your own super vehicle. It can be
You are a natural leader. This means that a car, boat, plane, motorcycle and is built
you can take any one of the Teamwork using half the dice for the Campaign Power
options in the adventure even if your team Level; starting with two conditions that
has not done Teamwork training (or an start at D6 – structure and maneuvering
extra one, if they did) and even if one of (relating approximately to Health and
the characters is Not a team player. Mobility for characters). See the section on
vehicles for more ideas.

65
TRULY HEROIC/VILLAINOUS You should select Drawbacks that are part
You have the demeanour of a real hero (or of your character’s overall concept as many
Villain). Whenever you use a Triumph Die, of them are included as much as an aid to
you don’t actually need to roll it. The effect role playing your character as they are to
you want works automatically, as if you’d adding to the game rules.
rolled a 5 (Villains) or a 6 (Heroes).
Drawbacks can be used simply to guide
TRUSTED BY THE AUTHORITIES your “in-character” decision making,
You have a good reputation and the police causing no particular difficulties but all
tend to give you the benefit of DRAWBACKS going to help make your
the doubt. The GM could Drawback, reserved character feel like a real
require you to replace it with a Age person. They can also be used
different Benefit if you act in a Archenemy in a detrimental way – to
way to destroy that trust. Broke complicate your character’s
Cautious life or hinder their activities in
WEIRD KNOWLEDGE Dark Secret some specific and identifiable
You are either from Dependency way. If you’ve already used
somewhere other than Disability one of your Benefits in the
Fame
present-day Earth (another session, the GM can use a
Fear
time or dimension, an Drawback against you later on
Flashbacks
alternate reality, or an alien (or almost immediately if the
Impulsive
planet) or have spent Lack of Confidence
situation is appropriate). If you
considerable time in another Misunderstood by Authorities haven’t used a Benefit and the
world. As a result, you know Not a Team Player GM invokes a Drawback, the
stuff that no-one else does, Not of This Earth GM should give you a
understand and can use alien Overconfident temporary Triumph Die. You
technology and can Poor Sense can invoke your Drawbacks
occasionally come up with Psycho yourself or the GM can use
some remarkable explanations Public/Secret Identity them “against” you.
for weird events that Rival
otherwise defy understanding. Someone Needs Me You need to choose a
Split Loyalties drawback for every Benefit
DRAWBACKS Squeaky Clean
Unlucky
you have selected.
Many Superiors have Vulnerability
character flaws, personal DRAWBACK, RESERVED
Weakness If you have chosen one more
responsibilities or physical Workaholic
shortcomings that affect their Benefit than you have
day-to-day activities. These are Drawbacks - Drawbacks, you may choose to hold a
negative assets, traits, resources or other Drawback. What that means is that the GM
things that serve to complicate your life. is free to use any of the Drawbacks against
you as appropriate to the situation in the

66
adventure until you settle on one that suits you put yourself and others into danger.
your character. When you do decide on This often means you lose opportunities
your Drawback, it needs to make sense that that present themselves or end up not
you have it and why it wasn’t apparent acting at all.
previously. You need to build your
Drawback into the scene by your narrative DARK SECRET
and the GM must approve of it. There is a mysterious underside to your
past or how you gained your powers, and it
AGE is likely that even you yourself do not know
You are either old and suffer some the whole story. But it would greatly
of the physical and social effects damage your reputation or disrupt your
of being older or you are young life if your big secret ever got out.
and are considered to be a Someone out there probably does
minor. In either case, your know about it – maybe a cop, a
age occasionally hinders you journalist or a criminal. They
in your ability to fight crime. might even blackmail you.

ARCHENEMY DEPENDENCY
Someone is after you and You are dependent on a particular
trying to do you harm. This drug, chemical, or energy to
Villain may appear at any maintain your physical or mental
time, out of the blue and take health. One of your conditions
a shot at you. What’s worse, (chosen at outset) may be
sometimes your Archenemy attacked if the GM invokes this
will learn of what’s going on Drawback. Effectively you have
and join forces with the main run out (or maybe have been
villain of the adventure you unable to take it for some other
are currently involved in. If reason) of whatever you are
pressed, your Archenemy dependent on. The Die Type of
would always attack you in the “attack” is the same as
preference to another character. your Priority Die.

BROKE DISABILITY
You have no money in the bank and always You are limited by a particular disability,
spend what little you acquire. You probably such as being blind, deaf, or confined to a
also owe someone money and they are wheelchair. When your Disability places
very likely to give you a hard time about it. serious challenges in your path, your
Drawback comes into play. Even though
CAUTIOUS your powers sometimes make up for your
You have to take the time to weigh up a Disability, this Drawback is still appropriate
situation and work out all the angles before

67
because you will have to deal with it from you see a situation developing, you want to
time to time. jump in.

FAME LACK OF CONFIDENCE


You’re a public figure, known almost You have no faith in your own abilities and
everywhere you go. You are hounded by believe everyone else is better or more
the media and swamped by fans and well- powerful than you. It might also mean you
wishers wanting your autograph or a piece think that your Powers will always fail you
of memorabilia. This fan adoration will at the most crucial time. This could lead
create various complications for you. you not to use your Powers as often as you
otherwise would or to stop using them the
FEAR minute they fail to achieve a result you
You suffer from an intense phobia even were trying to achieve.
though you are not actually any more
vulnerable to it. Choose a broad category of MISUNDERSTOOD BY AUTHORITIES
phobias - acrophobia, claustrophobia, fear Law enforcement almost everywhere
of bugs, fear of water, fear of fire etc. Every doesn’t trust you. At best they think you’re
round that you are exposed to the thing an out-of-control vigilante, and at worst
you are afraid of, you must make a defence they’re convinced you’re a villain. Your
roll vs. an Ego attack of the same Die Type attempts to “help out” society are almost
as your Priority Die. always seen in the worst possible light by
the authorities.
FLASHBACKS
At some time in your past, you suffered a NOT A TEAM PLAYER
traumatic experience, and, in moments of You are a maverick, a renegade, a lone
extreme stress, you may relive that event in wolf. Whatever the name you prefer, most
your mind, distracting you and preventing other people think you are a jerk to work
you from reacting appropriately to your with. You always have to be right or always
current situation. Note that a "trauma" is need to call the shots. This often puts you
usually unpleasant, but need not be so. If at odds with teammates. You rarely receive
your character was whisked away to an the benefits of Teamwork because you
alternate dimension and never quite re- rarely train with the rest of the team.
adapted to life on Earth, then the Please note your GM might not allow you
Flashbacks might actually be pleasant to take this Drawback because it can lead
although no less distracting. to a jerk player rather than a jerk character
as intended.
IMPULSIVE
You act without thinking most of the time, NOT OF THIS EARTH
often putting yourself or others into You are from an alternate dimension,
danger. But you just can’t help yourself – if another time or a far off planet. As such,
you don’t know anything about Earth or its

68
history or culture. You don’t know how cause problems even if you have Enhanced
things work, make incorrect assumptions senses in other areas to make up your lack
and put your foot in it constantly. This of the chosen sense.
Drawback is one that with several sessions
behind you, you may wish to swap as your PSYCHO
character adapts their new surroundings. You want to do good deeds and
protect weaker folk but
unfortunately you can’t help
getting carried away when
dealing with criminal scum. You
are a killer. You try to curb your
tendencies – you might even take
a drug that suppresses them.
However, every now and again
someone gets hurt. No-one necessarily
knows it’s you (unless you are also
Misunderstood by the Authorities). Your
GM might veto this Drawback if it doesn’t
fit the campaign.

PUBLIC/SECRET IDENTITY
Either, your identity is known to the world
and this creates problems (the media
attention, your enemies know where you
are etc.) or your identity is a secret and this
creates problems (as you try to keep your
secret from your friends and family).

RIVAL
OVERCONFIDENT This is usually a love or work rival; not
Because you believe you are unbeatable, normally an enemy (although it may turn
you often go into far more dangerous into something more), but someone who is
situations than you are actually capable of constantly trying to outdo or outwit your
handling. You will also give your opponents character. It might even be a friend
a head start or an advantage (or give up an (possibly working behind your back) to win
advantage) if you feel you can beat them over your love interest or win a business
too easily (which is quite often). contract. The rival is normally someone
from your mundane ID (although it doesn’t
POOR SENSE have to be) and they may or may not know
One of your senses is very poor or about your alter ego.
completely absent. This can sometimes

69
SOMEONE NEEDS ME VULNERABILITY
You have a loved one; a wife, a child, a Something in the essence of your being
sickly great aunt, someone you must makes you painfully vulnerable to a certain
frequently protect and care for. You always effect. Choose one type of substance,
protect this person above any other duty. energy, or force (poison, disease, cold,
You would not hesitate to sacrifice yourself electricity, fire, sonic, magic, heat, dark
to protect them. If this person were ever matter, radiation and so on). When
used against you by your enemies, you attacked by the thing you are vulnerable to
would do anything to get him or her back. you suffer double any damage that gets
through your defences.
SPLIT LOYALTIES
You are a member of another organization WEAKNESS
(police, military, secret society, criminal) You are virtually crippled in the presence of
and your loyalties are divided between a particular effect or in a particular
them and your team. You are subject to situation. Choose a force, physical effect, or
(lawful) orders from your organization and psychological situation. Every round that
therefore must do your duty when it’s you are exposed to the source of your
demanded of you even if this might cause Weakness, you must defend with your
conflict. Health (for physical weaknesses) or Ego (for
psychological weaknesses) as if attacked by
SQUEAKY CLEAN an equivalent Die Type attack (if Ego is D6,
You are committed to being a virtuous and the attack against you is D6). The chosen
honourable hero. You won’t do anything force, effect, or situation must be
that would muddy your reputation, hurt or something you have a reasonable chance of
endanger an innocent person, or break the encountering or something that villainous
law. You insist that your comrades hold to enemies could potentially use against you.
your high ethics, too. For example, a hero who as a child saw his
parents killed might be dazed whenever
UNLUCKY she sees a loved one in danger, or a
This Drawback is the opposite of the Lucky nocturnal hero could be nauseated when
Benefit. Your life is jinxed and things often exposed to the sun.
go wrong for you. Once per adventure, the
GM can make you re-roll any successful die WORKAHOLIC
roll and you have to take the worst result. You have a high-pressure job or are in
In addition, your personal life is always a demand by your boss, have to attend or
shambles. Things go wrong; the boiler hold regular meetings, you are on call all
blows, you lose your job, your girlfriend hours or are often sent away; whatever the
gets pregnant. On and on it goes and you reason, your crime-fighting and even your
rarely get a break. Downtime can often be hampered by your
day job.

70
CHARACTER CREATION he has 4xD4, 4xD6 and 2xD8 to create his
character with.
EXAMPLE
Darwood starts by writing down Wall-
Crawling and Natural Weapons – Claws in
the Powers area on the character sheet.
Given that these will be the character’s two
main powers, Darwood allocates his two
D8’s to them. He figures that the claws can
be used in combat and to help in climbing;
so adds the Side-Effect Limitation of
“damages surfaces”, to Bump Wall-
Crawling to D10. This means his claws rip
chunks out of the surfaces Earwig clings to.
That’ll upset the maintenance people!

Next, he looks at Conditions. Darwood


wants his character to be fast, agile and
physically resilient, as he’s going to be
getting “stuck-in” when the fighting starts.
He adds a D6 to Mobility and another D6 to
Health. With the free Bumps, those both
become D8.

During this process, Darwood has been


thinking of a character name and settles on
Earwig. That goes with the Wall-Crawling
EARWIG and, noting that earwigs have pincers, also
Darwood has an idea that he’d like to play a makes sense of his retractable claws.
wall crawling character, like one of his
favourite heroes. However, he doesn’t With 4xD4 and 2xD6 left to allocate,
want to play an exact replica, so looks Darwood starts to think about his
through the Archetypes for more character’s real-life persona. He has the
inspiration, before settling on a Slasher. He idea that his character is a part Native
wants his character to have some sort of American park ranger, called Jake Thorn.
claws that spring out of the backs of his Turning to the Skills list, Survival looks the
hands, similar to another character he likes. most appropriate for this background, so
Darwood doesn’t have a name for the hero he allocates a D6, which means he needs to
yet, but starts putting these ideas onto his choose a specialization. Tracking makes the
character sheet. The GM has told him she’ll most sense, which means his general
be running a Local Guardians campaign, so survival Skill will be D6, but where he is

71
studying tracks and following trails, he will Whilst patrolling White Cloud National Park
have a D8. Darwood feels Jake should also (where he works), Jake discovered a weird
be perceptive, so allocates a D4 to cocoon-like thing hanging in a tree.
Perception, Bumping it to D6. Jake might Investigating further, Jake heard a rustling
need more skills, but Darwood takes a few overhead. Looking up, he briefly saw a large
moments to consider whether there are insectoid creature (which he later found
any more Powers he’d like Earwig to have. out was from another dimension). It was
startled and bit him, causing Jake to slump
Quickly looking online for some hints about into unconsciousness. When he awoke, the
Earwigs, Darwood notes they have wings creature was gone but a few days later Jake
but rarely use them. He didn’t want a flying noticed some physiological changes
character anyway, so ignores this for now. happening to him.
However, they do live in crevices and under
soil and tree bark during the day and come Earwig/Jake Thorn now looks like this:
out at night to hunt. They are
strong, fast and especially agile.
So, Darwood decides Earwig
should have Enhanced Senses
(touch) D4 to detect vibrations
around him in the darkness,
Super Agility D6 and Super
Speed D4. He wanted Super
Strength too, but decides he
could work on this later and
allocates the final D4, to
Athleticism (Bumping it to D6).

Moving on to Benefits and


Drawbacks, Darwood sees Jake
having a secret cave in the
National Park, so takes Hideout.
He must balance this with a
Drawback, so goes for
Workaholic – his duties often
clash with his ability to fight
crime. Darwood now needs to
think about how Earwig came
to his abilities and comes up
with this:

72
PART 7: INTO THE ACTION!
You now need to know how your character MAKING ROLLS
does things, like investigating crimes, If you’re attempting a Skill, roll your Skill
punching bad guys, saving people from die. If you’re attempting a Power, roll your
burning buildings and stopping meteors Power Die. If you have a Skill that syncs
crashing to earth. This section will help. with a Power, you can roll both dice.
Remember, this represents the Power at
TASK RESOLUTION work. If the die (or the highest die) equals
You can do anything that any normal or exceeds a target number, you succeed.
person can do just by telling the GM what
you are doing. You don’t need to roll any Using a Skill to perform a task uses the first
dice, it just happens. However, if the column on Table 7: Task Resolution
outcome of your action is uncertain, then (mundane skill target number). Using a
the GM will ask you to roll a die (or dice). Power to perform a task uses the second
column (Power target number).
Tasks are carried out by rolling the Die Type
you have in the Skill and or Power that you This means that a character attempting to
are using. Most ordinary people have a D4 lift, for example 1,000 lbs with Athleticism
in their Skills. Exceptional people will have (weightlifting) Skill would need to roll an 8.
a D6 or even D8 in one or two. The lowest Anything much heavier than that is well
die type is D3 but this represents a very low beyond the strongest weightlifter. A
level of skill not worth bothering about or a Superior, even with only D4 in Super
weakened/injured individual where it Strength would need only a 2 or more to
applies to Conditions. See the table below: make the same lift. Any task attempted
below “remarkable” with an appropriate
TABLE 6: APPROXIMATE POWER BY DIE TYPE Power would succeed automatically.

DIE TYPE EXAMPLE


D3 Poor, weakened, injured, in shock
D4 Normal citizens (or Extras)
D6 Experts and very tough individuals or
low-grade Superiors
D8 Superbly trained humans or mid-
level Superiors
D10 High-level Superiors
DD6 Exceptional Superiors
DD8 Formidable Superiors
DD10 The Most Powerful Superiors

73
TABLE 7: TASK DIFFICULTY
TASK DIFFICULTY MUNDANE SKILL POWER EXAMPLES
TARGET NUMBER TARGET NUMBER LIFT JUMP RUN
Typical 2 1 125lbs 2’ 12mph
Hard 4 1 250lbs 4’ 18mph
Challenging 6 1 500lbs 6’ 24mph
Remarkable 8 2 1,000lbs 8’ 30mph
-------------------------------ONLY POSSIBLE USING POWERS-----------------------------
Outstanding - 4 1ton 16’ 60 mph
Amazing - 6 10 tons 64’ 240 mph
Astounding - 8 100 tons 256’ 1,000 mph
Incredible - 10 1,000 tons 1,000’ 4,000 mph
Unbelievable - 12 10,000 tons 4,000’ 16,000 mph
Mind-Boggling - 15 100,000 tons 16,000’ 64,000 mph
Out of this World - 18 500,000 tons 64,000’ 256,000 mph

EXTENDED TASKS TOOLS FOR THE JOB


Whilst some tasks will be beyond some Occasionally, there will be a piece of
characters, there will be other tasks that equipment that will aid a task, for example
are seemingly out of a characters reach, using a pole to make a high jump (“pole
but could be achievable by completing the vault”), using a crowbar as a lever or using
task a little at a time. These tasks are not a gun to shoot a foe. As long as the item is
resolved by a simple success or fail deemed fit for purpose, you can sync your
resolution, but by an extended task where roll with the rating for the item (most
the character will likely succeed but maybe mundane items will be D4).
not in the timescale required.
TABLE 8: WEAPONS
With an extended task, the target number
is generally set a little higher than usual. WEAPON SYNC DIE
The players records the result of their die Knife, crowbar, baseball bat, chain D4
roll and in the next round, scene or period bow, crossbow, boomerang, dart D4
of downtime (depending on the nature of Axe, sword, morning star, halberd D6
the task) gets to add the result of his next Pistol D4
Heavy pistol, rifle D6
roll to the previous one until the target is
Machine pistol D4*
reached. Building a device is an example of
Assault rifle D6*
an extended task.
Machine gun D8*
Rocket Launcher D8*
*All have the “Area Effect” Enhancement built
in.

74
TRIUMPH DICE  Max Die: You can increase your die
Every character has a pool of Triumph Dice roll to the Max Die.
they can draw upon when they need to.  Protective Cordon: You can take an
When you use one, you can roll it with any appropriate defensive action, out
task roll you make, including attacking or of turn, to protect civilian(s) that
defending. If the die comes up on an odd have been endangered or attacked.
number, the die has no effect and you put Doing this doesn’t use up one of
it back into your pool. However, if it comes your actions as it would normally
up on an even number, you gain an extra (so is possible even after you have
bonus and the Triumph Die is then lost until taken your action).
the end of the adventure. Your Triumph  Re-Roll: You can make a re-roll but
Dice pool replenishes at the start of every with a Die Bump and you can use
adventure, during your Downtime. the highest result of the two rolls.
 Temporary de-Limitation: You can
These are the options available: remove a Limitation temporarily.
 Didn’t Hurt! If you received some  Temporary Enhancement: You can
damage, you can absorb as much add a temporary Enhancement to
damage as you just rolled on your the Power you are using – even if
Triumph Die – either you somehow that Enhancement is one you
rolled with the blow or by some otherwise don’t have.
fluke avoided some/all of the
damage. These options don’t require you to roll your
 Bounce Back: If a Condition is Triumph Die - you simply cash in one of
down to Zero, you can cash-in a your die to have the desired benefit:
Triumph Die to recover back to D3.  Power Stunt: You can temporarily
Or if two conditions are zero, you gain a new non-combat Power that
can make a roll to recover both. isn’t normally associated with
 Extra Takedown: You can elect to having that Power by using your
takedown as many Extras as you Power creatively. For example, you
rolled on your attack die (ignoring could use your Elemental Form -
any defence roll made by the Water Power to “phase” through a
Extra). So, if your attack came up wall by some sort of super-osmosis.
with a 4 that number of Extras is  Spectacular Recovery: If you
out of the fight one way or become severely injured (all
another. They can be knocked Conditions down to zero), with the
senseless or flee; it’s your choice. If GMs agreement you can cash in a
you have the “psycho” drawback, Triumph Die at the end of the
you usually manage to kill at least scene to recover enough to
one of them. continue the current adventure.

75
FIGHTING sync with your Priority Die (described under
Combat is a common feature of the the appropriate Power).
superhero genre and it’s no surprise
therefore that there are rules in The character with the highest Priority is
Triumphant! to cater for this. Like the rest first to act, followed by the second highest
of what’s gone before, there aren’t rules and so on until all characters have taken
for every eventuality but there should be their actions. Extras roll for their Priority
sufficient here for a GM to come up with collectively or, if they are ganging up, the
some sound decisions as needed. GM can choose to roll for each mob of
Extras.
PRIORITY Once everyone has had their action, the
Whilst everyone in a fight is presumed to round ends and a new round begins, with
be doing stuff at more-or-less the same everyone involved rolling their Priority
time, Priority is a way to break the action again. In this way, characters who acted
up into easy to manage segments. It is first in the earlier round do not
determined by a simple die roll, using your automatically get to act first in every round.
Priority Die. Some Powers enable you to

76
PRIORITY ORDER you can attack with your Powers – the
 If one group or individual has obvious ones being things like blasts of
completely surprised the other controlled energy, super weapons, mental
group or individual they have the blasts, entangling webs and so on.
advantage of Priority in the first However, there are Powers where the use
round (this is largely a GMs call, as an attack is less obvious; Powers like
considering all of the Powers of the gravity control can be used to lift and drop
parties present). your enemies from great heights or drop
 Once surprise has been dealt with, things on them, magnetism can be used to
all parties roll their Priority Die. throw metal objects at your enemies,
 Priority goes to the character with weather control can be used to produce a
the highest result who can take localized hailstorm and so on. Have fun and
their action and then Priority be creative. If it’s plausible, go for it. Even if
passes to the next highest and so it seems a bit implausible do it anyway, just
on. don’t push it next time. Your GM can
 In the case of tied rolls, Superiors always rule it out if you push the bounds a
always have the edge and take bit too far or require you to use a Triumph
their Priority first. In the case of Die.
two Superiors tying, players can
decide between them who acts
first; if not any one with Super
Speed or an appropriate
Enhanced Sense will go first.
Otherwise the ones that tie
must make a re-roll.
 Extras always pass on Priority in the
event of a tie.
 You may pass on Priority if you
wish and take your action at any
later point in the round.

ACTIONS
Once Priority order is resolved, players can
decide in their turn what they’d like to do
either before their foes get to act or in
response to their foes’ actions.

You can, of course, make attacks with your


Fighting (with or without a weapon) or
Shooting Skills, if appropriately armed. Or

77
ACTIONS you aim you gain +1 to your minimum die
 The attacker picks a target and roll (choose which die to add it to if you are
declares the Skill or Power they using more than one die to attack with)
haven’t already used in the round. when you make your attack.
 The defender selects a Condition,
Skill or Power they haven’t already Example
used in the round (with exceptions, White Arrow (Super Shooting D6 and Shooting
like Armour) to defend or attack D6 (D8 bows specialism) aims for two rounds,
with – before any dice are rolled. giving her +2, or a minimum roll of 3. Her
player rolls 1 and 2 respectively meaning she’d
 Both roll their appropriate die and
normally take the 2, but as the minimum is 3
the highest is the winner. for aiming, she gets 3 as her die roll for her
 If the attacker wins, the difference attack.
is checked. This is the damage done
to the defender.
 If the defender wins, they stopped DELAY ACTION
the attack or otherwise avoided You may choose to delay your Priority,
being harmed by it. allowing those with lower Priority to act
 A character can defend against before you. However, you may then
multiple attacks as many times as interrupt any other character’s action
they have ways of defending; during that round and take your own
however they can still attack only action.
once in a round.
 Each point of damage received is OFFENSIVE STANCE
applied to one of the target’s This option puts you into more of an
Conditions. aggressive mode than a defensive one.
Your attack is Bumped up by one Die Type.
However, your defence rolls are Dropped
ATTACKING OPTIONS by one Die Type during the remainder of
Attacks can be physical, social or mental, the round and into the next round until
like punching someone, taunting them or your next Priority, when you can change
trying to gain mind control over someone. your stance (if you wish).
Accordingly, you can pick from your range
of Powers or Skills how you will target your TAUNT, THREATEN OR INTIMIDATE
foe. Sometimes you can gain an attacking Instead of attacking with weapons and
advantage by putting extra effort into your Powers, you can verbally attack another
attack, perhaps at the expense of your character by trying to demoralize them,
defence. make them angry or goad them in some
way. This works best if you have something
AIM tangible to use against your opponent –
You may aim/prepare with a ranged attack. knowledge of one of their drawbacks like a
For each round, up to three rounds, that weakness or dark secret. There might even

78
be something else to work with during the DEFENDING OPTIONS
present scene – maybe your opponent just Likewise, your defensive options are really
missed with several attacks (so you can open to your imagination. Many more of
taunt them about their poor fighting skill), the Powers than you might think can be
or one of their friends has just been used defensively – don’t restrict your
knocked out of the fight and you can defensive options to the traditional
threaten or humiliate them in some way. powered armour or force field; these aren’t
Such attacks are halved, as with any skill, the only things that Superiors use to avoid
unless backed up by a Power. getting clobbered. You can fly or jump out
A note about defences of the way of bullets, create magnetic
It is rarely the case that a character will run waves that deflect energy blasts or even
out of defensive options. Aside from their use your super brain to calculate the
Powers and their Conditions, remember that trajectory of a missile and take a step
every character has all the Skills listed at a sidewise to have it sail harmlessly by. Be
base D4. Athleticism can be used to duck and creative and make your game come alive.
dodge, Fighting can be used to block and
parry, Perform can be used to distract – even DEFENSIVE STANCE
Socializing might be viable as a defence in
This option puts you completely into a
some circumstances!
defensive mode. Any defence rolls you
make are Bumped by one Die Type for the
entire round. However, you can’t attack at
all during that round. You can declare this
stance at any time you are attacked and
haven’t yet taken an attack option yourself.

RECOVERY
You may choose to Bump one of your
Conditions that has been damaged (but not
reduced to zero) by not making an attack or
taking any other action during the round.
Using this option, you may defend once but
if forced to defend a second time you do
not get any recovery. If you have Fast
Healing, you can recover even from zero
and you may recover more than one Die
Type Bump (see the Power description for
details).

79
TEAMWORK Example of Team Tactical DOUBLE-TEAM
Two characters who have both
OPTIONS Knuckleduster, Alleycat,
Moonshadow and Papa taken the Teamwork option
During a session of Midnight have cornered may combine their Powers
Triumphant the player “The Four Amigos” who have into a single attack. They must
characters will join forces to just robbed a security van. If describe how they are
fight crime and protect the each PC attacked the same combining their powers, e.g.
Earth or their home city as a Amigo, they couldn’t choose
Man-Mountain provides a
team. Those that trained the Team Tactical option, so
they elect to go “one-on-
Super Strength “springboard”
together in their most recent for Action Man to leap at his
Downtime session (there is one” with the Amigos.
Knuckleduster kicks his foe in a super-agile attack.
more about this later, in the Both roll their attacks (Power
Amigo in the groin, rolling a
Downtime section) have 1 on his Cagefighting but 6 and/or Skill as usual), then
access to the following on his “Tactical” (Priority) take the better roll; the target
additional options, which can Die, so he takes the 6 as his makes a single roll to defend
be taken once each until the result. Alleycat gives chase against it but with a drop in
next period of Downtime: as one Amigio tries to slip Die Type (so, if defending with
away, rolling a 4 and a 3, so
their normal Armour D8, they
TEAM COORDINATION she naturally takes the 4.
The others make similar use
roll a D6 instead) and cannot
This allows the team to use a Villain (or Triumph) Die.
synchronize their actions. As of the Team Tactical option.
long as the team are within TEAM TRIUMPH
earshot of each other (or in communication This allows a team of heroes (or villains) to
by other means), they can all take their share their Triumph (Villainy) Dice. This
actions on the Priority of the character that means any team member who is has
has rolled the highest Priority. Triumph dice left in their pool may give a
die to any other member of the team as
TEAM TACTICAL needed.
This allows the team to work together
smoothly and in such a cooperative way TEAM WATCH
that each knows exactly what the other is On seeing another team member (who also
doing, as if they’ve prepared for this chose Teamwork) take damage from an
particular situation. Each member of the attack, the character can choose one of
team operating in this way can roll their their own defensive options that they
Priority Die and sync it with whatever haven't yet used, in an attempt to defend
actions (attacks and defences) they are their team mate from the effect of the
taking in a round, as long as they are each attack. They must be close enough (as
attacking a different opponent (or, judged by the GM) to use the selected
alternatively, taking other incidental defensive Power (or Skill) and not currently
actions, such as saving hapless citizens from engaged in combat or other activity
falling buildings etc.). themselves. As usual, the defence option

80
taken must make sense as a defence and is
considered “used” for the purpose of
defending against later attacks.

DAMAGE
Damage is found by calculating the number
that the attack exceeded the defence by. If
the attack was a Power the damage is equal
to that number. If the attack was with a
mundane Skill (Shooting, Fighting, taunts
(using Socializing or similar)), then the
damage is equal to that number divided by
2 (round up). Damage from mounted
weapons (machine guns, missiles etc.) or
from Powers isn’t halved.

Damage is caused directly against one of


your opponent’s Conditions, depending on
the nature of the attack. Whilst the table
below shows the Conditions generally
affected by a particular type of attack, you
can often assign damage to a different
KNOCKBACK
Superheroes rarely just stand toe-to-toe
Condition if you can think of a good
slugging it out – they go flying backwards,
explanation why. E.g. a well aimed punch
smash through walls and otherwise get
might not hurt a brick very much, but the
knocked all around the place. To represent
effect on his Ego could take him aback for a
this, whenever physical damage is taken,
moment or make him angry or even make
the character is knocked back five feet for
him laugh so hard he can’t do anything in
every Die Drop suffered to Health.
retaliation.
Sometimes you can get knockback from
Mobility or Ego damage but this is far less
TABLE 9: DAMAGE TO WHICH CONDITION
often. Mainly this is just for effect but there
may be times when the GM wants to check
ATTACK TYPE NORMALLY
AFEECTS the effect of the knockback – for example,
Emotional, taunts, psychic Ego when the character is thrown off a rooftop
attacks, psychic control or if thrown back into the path of a
Physical (punches etc.), energy, Health bulldozer. Certain Powers will not cause
ballistic, poison, explosion knockback at all (gaseous attacks are
Some physical attacks, Mobility unlikely to). Attacks from Extras and
entangling effects, slowing Stubborn Extras never cause knockback to
effects, paralyzing effects Superiors.

81
NPCS: EXTRAS, STUBBORN STUBBORN EXTRAS
These are similar to Extras, but are that
EXTRAS, BRUISERS AND little bit tougher. They are given from one
MINOR LEAGUE SUPERIORS to three Traits. These are abilities or minor
These are the cronies or underlings of the powers that represent special qualities of
Villain. They often appear in large numbers animals, the abilities of supernatural
and individually do not constitute a threat creatures or special skills, or training and
but en-masse can potentially cause equipment of normal people. So, you might
problems. Extras can also represent decide a police dog has the trait of
ordinary citizens; innocent bystanders, beat Enhanced Senses – Smell, to represent their
cops, shopkeepers, tradesmen, nurses, low- tracking, explosive and drug-finding ability.
rank demons, zombies, a pack of wolves Stubborn Extras can defend more than
and so on. once in a round if they have appropriate
means of defending with one or more of
All of these NPC types have just one their Traits (and/or their D4 Condition).
Condition. The level this is set at
determines what Die Type to roll for all of MOBS
the actions made by that type of NPC. So, Extras and Stubborn Extras generally do not
Extras always roll a D4 for attacking, act individually but instead gang up and act
defending and Priority as well as for as a Mob. A Mob is treated as a single
whatever Traits you have given them (more “character” in these circumstances. As a
on this in a bit). Mob, the GM rolls only one die to attack
and to defend. But, if the Mob consists of
Damage caused by Extras, Stubborn Extras three to five individuals, their attack die is
and Bruisers without Powers is halved, per bumped to D6. If the Mob consists of more
the rule for using Skills in combat. You also than five individuals, their attack die is
round down the damage caused to a bumped to D8. They still defend with their
Superior. base Condition (D4) though.

EXTRAS They can only split up and act individually if


Extras have one Condition set at D4. Any each Extra is attacking a different target.
action they take is based on this Condition When there are at least six of them in the
– so they roll D4 to attack and/or defend, mob, they use a D8 to attack or they can
to make any skill roll and for Priority. They split into two groups of three as above,
can only defend once in a round, so if provided each Mob is attacking a different
attacked a second time they effectively target.
receive a “roll” of 1 for their defence. If
using weapons, they don’t “sync” with Superiors fighting a Mob, in essence attack
them, they simply roll the larger of the the whole Mob and any damage is against
weapon value or their Condition. the whole Mob. So, if the Mob receives

82
sufficient damage to put one of them out of Bruisers can defend more than once in a
the fight, any excess damage is carried over round if they have appropriate means of
to one of the other Extras in the same Mob. defending using their Traits. Anything they
try that they don’t have as a Trait is at D4.
BRUISERS
These might be the Villain’s lieutenants or MINOR LEAGUE SUPERIORS
people who are a bit better or more Minor League Superiors (MLS) are created
experienced than ordinary or even using the Bruiser rules above, except you
Stubborn Extras, such as a veteran cop, a can give them one or two Powers as their
grizzled army sergeant or the leader of a Traits. Some of these types of NPC find
gang of petty criminals. Bruisers don’t often their way into criminal gangs and others
have Powers but they tend to be more into Force 6 (a specialist police unit that
resilient and more capable. They are still no deal with super villains in Sovereign City*).
match for a Superior though. Bruisers have Like Bruisers, anything they do that isn’t
one Condition which is at D6 and usually one of their traits is at D4.
from three to five Traits. A Trait could be
something like “Wears a stab vest” (* Detailed in the upcoming Sovereign City
(Armour) for say, a cop. setting guide).

TABLE 10: NPC TYPES IN BRIEF

TYPE OF NPC CONDITION TRAITS NOTES


Extra D4 None Attack and defend only once per round. A mob of three to five
use D6 to attack. A mob of six or more use a D8 to attack.
Stubborn D4 1-3 Attack and defend once per round, unless another Trait can be
Extra used defensively. A mob of three to five use D6 to attack. A
mob of six or more use a D8 to attack.
Bruiser D6 3-5 Traits are usually based on Skills. Rarely Powers. If they have
armour (or other items) they don’t receive the “Item”
Limitation.
Minor League D6 4-6 One or two of their traits can be Powers drawn from the
Superior Powers list. They rarely have Enhancements and/or Limitations.

83
EXAMPLE COMBAT The GM states that Iron Mask will defend
Earwig and Flex are out on rooftop patrol with his Armour D6. Earwig rolls 5 and Iron
and notice their enemy Iron Mask on a roof Mask rolls 3. Earwig’s claws get through the
across the street, just as the Mayor’s car Villain’s Armour to cause 2 points of
comes around a corner. Iron Mask appears damage. The GM drops Iron Mask’s Health
to be issuing orders to a number of goons down to D3. The Villain grimaces but is still
(Extras) on the rooftop with a rocket standing. “You’ll pay for that you worm” he
launcher. They’re obviously planning to mutters in Earwig’s ear as he prepares his
blow up the current Mayor! mind to assault that of his foe.

Note
ROUND 1
Although Earwig described using his Super
The GM calls for some Priority rolls. Earwig,
Speed and Athleticism to make his jump, this
Flex and Iron Mask roll D8, whereas the
was simply to add some vivid narrative. As he
goons (which the GM splits into two mobs)
wasn’t using either to attack or defend, he
roll D4. Flex gets 6; Earwig syncs Priority
with Super Speed D4 and gets 5 and 3, so hasn’t “used” them and will still get to use either
takes the 5. The GM rolls 4 for Iron Mask to defend himself if needed later in the round.
and 2 for each mob of goons.

Flex, acting swiftly, stretches out an arm Iron Mask’s eyes glow red within his mask
across to the roof opposite, to knock out as he hits out at Earwig’s brain with raw
the goons with the rocket launcher. The mental force. Earwig has few defences
goons will simply try to avoid Flex’s rubbery against mental attacks, so opts to use his
fist whilst trying to get their shot off. Flex Ego. Iron Mask rolls a paltry 3, whilst
rolls his Elasticity D8 and gets 1. Flex’s Earwig rolls an even worse 1. As that would
player curses and states he’ll use a Triumph put Earwig out, his player desperately opts
Die to exert himself, choosing to re-roll. He to use a Triumph Die and gets a 4. He
gets a 1, and being odd, it fails to kick in. chooses the “Didn’t Hurt” option, which
The goons must still defend, however. Even allows him to ignore up to 4 points of
though they can’t fail, if attacked again damage. Something in his psyche protected
they have used their one defence option. him (maybe his anger at being called a
worm!).
Earwig had already decided he’d go straight
for Iron Mask, assuming that Flex would Now the goons get to have a go. One mob
have no problem taking out the goons. leaps upon Flex to punch and kick him. Flex
Taking a Super Speed run and leaping chooses to rely on his Invulnerability. As he
across the roof athletically, he lands next to is unaffected by blunt attacks, the 4 they
the Villain and slashes at him with his D8 rolled is irrelevant. Their fists simply
Natural Weapons: Claws. bounce off Flex’s rubbery body.

84
The other mob fires the rocket launcher at Die and, on getting a 1, Iron Mask mutters
the Mayor’s car. GM rolls D6 for the mob’s to Earwig “You haven’t seen the last of me,
shot getting a 4. The Mayor’s car has worm” and flees the scene.
Armour D8, so the GM rolls D8 to defend
(he could instead have rolled the Meanwhile, Flex is annoyed that the goons
chauffeur’s Vehicles Skill and/or the car’s punched him, so he launches into the
Handling - there is more about vehicles in whole lot of them – contorting his rubbery
the GMs section). He rolls 5, and the rocket body around and amongst them to wrap
explodes harmlessly against the side of the them up and bounce them into one
vehicle. Luckily the GM rules there are no another. He rolls an 8. With that success
passers’ by within the explosion range (it Flex immediately opts to roll a Triumph Die
has Area Effect), so aside from some and this time gets 4 - success. Things are
damage to the road and sidewalk, there is getting better! He immediately chooses
no harm done. Extra Takedown. The 8 he scored means
both groups (six goons in total) are taken
ROUND 2 out of the fight. Some are wrapped up in
Priority is rolled and the order is Earwig, Flex’s coils, a couple realized the threat and
Iron Mask, Flex and then the goons. ran for it and two others were knocked out
Earwig, seeing that Iron Mask is injured by Flex’s rubbery fists.
decides to press his advantage. On seeing
that his foe is wearing a cloak, he snags it in Note
his claws in an attempt to wrap it around The GM reasoned that both mobs of goons
his head, hopefully preventing him using his were still close enough together that Flex’s
“weird red eye power” on him. The GM rubbery body could encompass them all. Had
approves of this move and uses Iron Mask’s the narrative been different, it might have
Mind Control Power in an attempt to
been that Flex could only take down the mob
distract Earwig from what he’s doing.
of goons that was closest to him.
Earwig gets 7 with his claws but Iron Mask
gets 10, thus successfully causing the Hero
to let go of the cloak before he’d
ROUND 3
completed his task. Iron Mask hadn’t
Earwig runs in the direction Iron Mask took
anticipated Earwig and Flex turning up to
off in, trying to catch up with the Villain.
foil his plan and being injured too, decides
The GM says that as Iron Mask expended a
enough is enough. The GM rolls a Villainy
Villainy Die, Earwig must likewise expend a
Triumph Die in order to be able to track his
Note
foe down. Earwig doesn’t wish to, so shouts
Although Iron Mask used his psychic Power
out to Flex (seeing that he has put the
against Earwig, he was using the Power
goons out of action), “Looks like the
defensively and therefore caused no actual
mastermind has escaped for now, but he
lasting harm to Earwig. This is also Iron Mask
won’t be so lucky next time”.
before he has fully realized his full Powers!

85
DOWNTIME are given two, or even three full sessions to
Downtime is the period in between carry out activities – meaning they get to
adventures. It is a time to recuperate, do do a lot more with their time. Characters
some training, reflect on the last adventure can’t take one particular activity more than
(and maybe learn from it), do some once per Downtime period so if given two
research, repair gadgets and vehicles or sessions, they cannot take “Long-Term
build new ones, make improvements to the Training” twice, for example.
Team HQ (there is more about this later) or
even do more mundane things, like Here are some of the activities characters
catching up with friends and family and can do during downtime:
attending to your personal affairs.
Downtime is often spent at the Team HQ, PERSONAL
especially for those with few friends and  Charity
family (a common thing amongst  Dependents
Superiors).  Finances
 Guarding
The actual time spent in Downtime is fluid  Justice
– whatever suits the campaign style and  Patrolling
what is going on at the time. Sometimes it  Psychotherapy
reflects a week or two and other times it  Publicity
may be a period of several months or even  R&R
longer.  Work

During Downtime, the players tell the GM TRAINING


what their characters are doing, such as  Solo
long or short-term training, patrolling,  Teamwork
investigation and research and so on. They
make a note of their activities on their RESEARCH AND DEVELOPMENT
sheets. When they have completed the  Devices
requisite amount of Downtime sessions,  Investigation
they gain the benefit from whatever they  Team HQ
were doing – training for example can
improve their Skills or Powers. None may
be Bumped above the Campaign Power
PERSONAL
Level maximums though (see Table 1). During your Downtime you spend time on
things that are important to you. These are
If the period of Downtime is short, the GM often things from your real life and are
may allow only one full session of carried out alone, usually away from the
Downtime for the characters. However, a Team HQ. They can be role-played or lightly
longer Downtime might mean the players touched upon, as the GM and player wish.

86
They might even be the spark for a new duration of the next adventure. Or you can
adventure. Bump a Skill appropriate to your choice – if
you visited the museum, you could take a
CHARITY Bump in Fine Arts or Academics, for
You spend your time on example.
fundraising or helping out at the
local hospice, hospital, FINANCES
homeless shelter, children’s This means you are
home or animal sanctuary. sorting out your
This buys off the accounts; it might
Misunderstood by involve a visit with
Authorities Drawback or your bank manager,
gains you one of Fame, accountant, boss or
Trusted by Authorities the taxman. If you
or Truly Heroic have the Broke
Benefit for the drawback, you can
duration of the next buy this off for the
adventure. next adventure;
alternatively, if you
DEPENDENTS aren’t already Rich
You spend most of you may add the Rich
your Downtime Benefit, or you can
visiting your add Contacts for the
dependents and next adventure.
helping them Otherwise, you may Bump
out, taking them your Commerce or Socialize
on a trip or Skill, for the next adventure.
whatever is
appropriate. At GUARDING
the same time, You are being vigilant and
you can check attentive towards anything to
their security do with the security of your HQ;
arrangements watching the monitors,
and make sure patrolling the perimeter,
someone is looking checking doors and entry/egress
after them while you points, making minor repairs as
aren’t there for them. needed etc. This means that your
This buys off the Someone Needs Me Team HQ will not be compromised in any
drawback for the duration of the next way during Downtime or during the next
adventure. Alternatively, you may choose adventure.
to add the Truly Heroic Benefit for the

87
JUSTICE PSYCHOTHERAPY
Just because you caught your Archenemy If you have any psychological drawbacks
(or other Villain), it doesn’t mean they are (Psycho, Fear, Cautious, Overconfident,
necessarily going to get the justice they Hatred etc.) you can buy one of these off
deserve and be put away. By spending time for the duration of the next adventure.
on the case – giving evidence, making court Alternatively you may bump your Medical
appearances etc. you can ensure your or Socializing Skill, for the next adventure.
Archenemy is properly sentenced – at least
for a short time. You may buy off the PUBLICITY
Archenemy Drawback for the next This means you are making a TV or
adventure. The minute you take your “eye convention appearance, attending a public
off the ball” though, your Archenemy either function or maybe even making a court
gets off on appeal, escapes or starts to appearance that has a specific public
mobilize their friends on the outside to interest. You can choose to add a Benefit
harass you again. You may also Bump your for the duration of the next adventure
Academics (Law), Leadership, Investigation, from: Fame, Rich, Hot Trusted by
Performance or Socializing Skill, for the Authorities or Contacts. Alternatively, if you
next adventure are Misunderstood by the Authorities, you
can buy this Drawback off for duration of
PATROLLING the next adventure. Another option would
You spend your spare time doing the be to Bump your Fine Arts, Performance,
rounds of the neighbourhood; protecting Pop Culture or Socializing Skill, for the next
the weak and innocent, bringing petty adventure.
criminals to justice and keeping the villains
and crime lords on their toes. Unless the R&R
GM decides to springboard this choice into If you were badly injured (all Conditions
a full adventure, your patrols have the down to zero) in the last adventure, you
effect of keeping crime levels down in the will need to spend your Downtime
city and you gain the Benefit of your choice recuperating. You don’t have much time
of Contacts, Hideout, Fame, Trusted by left for anything else.
Authorities or Truly Heroic or you can buy
off the Misunderstood by Authorities or WORK
Archenemy Drawback for the duration of You have a project at work or a something
the next adventure. Alternatively you may else has cropped up that requires you to do
Bump one of the following Skills, for the over time or otherwise devote most of your
next adventure: Fighting, Athleticsm, Downtime to. For the next adventure you
Intrusion, Investigation, Perception, can buy off the Workaholic or Broke
Shooting, Streetwise or Land Vehicles. Drawback or, if you aren’t Broke, you can
add either the Rich or Contacts benefit.
Alternatively you may Bump any one of

88
your Skills appropriate to your job, for the Teamwork (see combat) for the whole of
duration of the next adventure. the next adventure. Only members of the
team that participate in team training
receive the benefit of Teamwork.
TRAINING
Downtime Training is the way by which you
can improve your Skills, Conditions and
RESEARCH AND
Powers, if your training area is good DEVELOPMENT
enough – see Team HQ. R&D is the way you can spend your
Downtime building and improving
SOLO equipment and devices. This is usually
With a visit to the gym and putting in the carried out within the Team HQ. Or you can
hours, you can hone your physical fitness conduct investigations; perhaps to prepare
and practice your own abilities. You can yourselves for the next adventure.
select one of two options:
DEVICES
 Long-term: You can choose a Gadgeteers can use their time to invent,
Condition, Skill or Power and train repair, enhance or upgrade technological
for three sessions (not necessarily gizmos, battle suits, weapons, vehicles and
consecutively) at the end of which gadgets. This usually takes more than one
you receive a permanent Die Bump period of Downtime and is treated as an
to that ability. If you prefer, you extended task. See the rules below on
can choose a Power Enhancement building devices.
or buy off a Limitation completely.
TEAM HQ
 Short-term: You can choose a You can build new facilities, add new
Condition, Skill or Power and train security or extend your HQ. See the rules
in that for a session at the end of below on Team HQ. You need to either be
which you receive a temporary Die Rich or gain the Rich Benefit before you can
Type Bump to that ability. If you start any building work. For each full three
prefer, you can choose a Power sessions spent on improvements (they
Enhancement or buy off a don’t have to be consecutive) you can add
Limitation. Short-term training lasts one Die Type Bump to one feature of your
for the whole of the next HQ.
adventure.
INVESTIGATION
TEAMWORK You are spending your time looking through
This is working on your group’s team Skills information from the internet, libraries,
and provided the team train together on newspaper archives, criminal records,
this during their Downtime, the team births, deaths and marriages etc. You can
receives the additional combat options of find information about nearly any subject if

89
given access to the proper records and the
information is there to be found. You might
be doing research on a villain you
encountered during the last adventure or
you might have come across a weird
phenomenon or found a piece of alien
technology. Whatever it is, you need to
know more before proceeding. This option
automatically gives you at least some
information and appropriate Skill rolls will
add further details to what you learn. In
addition, when you are studying alien
artifacts or some other weird science, you
can gain the “Not of this World” Benefit for
the next adventure. Alternatively, you may Example of Downtime
Bump the most appropriate one of the The adventure has just wound up and several
following Skills for the next adventure: villains were captured and passed to the
Academics, Occultism, Investigation, authorities. However, there are a few ‘missing
Perception, Streetwise or Technology (or pieces’ still left top tidy up, so the GM tells the
maybe even Aircraft, Watercraft, players there is just one Downtime session
before the next adventure.
Spacecraft or Vehicles if working on some
Earwig had been heavily involved in the fight
sort of alien vehicle). and was badly injured, being reduced to zero
in all three Conditions. He therefore has to
recuperate during the Downtime and can do
nothing else. He will be fully fighting fit in
readiness for the next adventure though.
Flex is going to make sure the villains get the
book thrown at them and opts for Justice. This
means they will not escape and will certainly
not be around for a while. He also Bumps his
Investigation Skill for the next adventure.
Rex Barker is worried that the base might be
compromised so opts for Guarding. This
ensures nothing bad happens during the
team’s Downtime session (especially thinking
about Earwig’s injuries and eventual recovery).
Alley Cat decides to look into their enemies a
bit more and does some Investigation. The GM
will tell her what she learns (and more with a
successful roll). In addition, Cat takes a Bump
to Perception, which will last her through the
next adventure.

90
TEAM HEADQUARTERS USING THE FEATURES
Many superheroes (and super villains) have When characters are in their HQ and a
a base of operations. These locations are feature is useful to what they are doing,
often equipped with state-of-the-art, they can Sync the feature die with their
highly-advanced or alien technologies and own Skill (or Power, if appropriate).
they are usually disguised and/or in secret
locations to avoid being detected by COMMON AREA
enemies and/or by the general public. This can be anything from a few chairs and
Some bases are common public knowledge a coffee maker to a luxury apartment with
(even though their precise location may separate bedrooms for each team member
remain secret). Many heroes and villains as well as guest rooms, fully equipped
who do not have a permanent kitchen and state-of-the-art entertainment
headquarters are said to have a mobile centre.
base of operations.
Sync with: Socializing, Performance

COMMUNICATIONS AND SECURITY


CENTRE
This is the base of the teams operations.
The basics would be a computer and a few
perimeter video cameras. The best would
be military-grade high-tech monitoring and
surveillance systems, motion detectors,
wireless perimeter alarms, cyber security
and communications monitoring systems.

Sync with: Technology, Intrusion,


BUILDING YOUR HQ perception
The players have the same array of dice to
allocate to their HQ as they do to create GARAGE
their characters, based on the Campaign This area is for the storage, maintenance
Power Level. So a Local Heroes’ base will be and repair of any land vehicles belonging to
built using 4xD4 and 4xD6 and 2xD8. the team. It will have its own easy internal
and external access points. The best ones
The players choose which of the features will have car lifts, inspection pits, engine
they’d like and allocate their dice to each. cranes and all the tools and spares required
The Die Type allocated gives a general for the task of keeping vehicles in tip top
picture of the quality, size and/or condition.
usefulness of the feature. The features
represent the “Powers” of the base. Sync with: Land Vehicles, Technology

91
HANGAR RESEARCH CENTRE/LIBRARY
Similar to the garage, this is for aircraft This represents a few shelves of books to a
access, storage and repair. whole research library on a wide range of
historical, cultural, mathematical, literary,
Sync with: Aircraft, Technology ideological, theological and practical
subjects from all over the world (and
MAGICAL WORKSHOP maybe other places too). Your library also
Here is where magician characters can contains at least one computer with direct
weave their magic, brew their potions and links to most repositories of information
craft their mysterious artifacts. The best (not just a few Wikipedia pages, unless your
Magical Workshop comes equipped with all library is very basic).
sorts of arcane paraphernalia.
Sync with: Academics, Investigation
Sync with: Occultism, Craft
SAFE HOUSE
MEDICAL CENTRE Your HQ might be in the secret basement
The basic Medical Centre would have a of an apartment block, in the back of a
couch, a first aid kit and not much else. restaurant, is some disused rooms of a
More advanced ones will have state-of-the- subway system, the very top floor of a
art (or better) medical equipment; MRI , X- tower block, an old condemned
Ray, Ultrasound scanners and everything warehouse, on a desert island in the pacific
else the best hospitals are likely to have. or in a space station orbiting Earth. The
better hidden or more inaccessible the HQ,
Sync with: Academics, Medical the bigger the Die Type you should have in
the feature. When somebody is trying to
MOBILE BASE locate your HQ, you roll your safe house
If your HQ is a land vehicle, aircraft, Die Type to see if it has remained hidden to
watercraft, spacecraft or is otherwise able that party.
to move around, you can choose this. The
Die Type determines its speed and SECURE CELL
handling. This is for the (temporary) incarceration of
felons or captured enemies. The higher the
Sync with: Land Vehicles, Aircraft, Die Type, the more difficult it would be for
Watercraft, Spacecraft, Technology prisoners to attempt any escape.

STRONG ROOM
For the safe storage of hazardous material
or dangerous alien artifacts. The higher the
Die Type, the less likelihood of anything
hazardous leaking out and the less
likelihood of theft.

92
STRUCTURE Sync with: Watercraft, Technology
This represents the build quality and overall
strength of your HQ. It’s the approximate WEAPONS PLATFORM
equivalent of a character’s Health This is for the defence of the HQ if it has
Condition and is used when a HQ is been discovered and is under attack. The
attacked directly. A high Die Type weapons can be whatever you want –
represents strong concrete, steel and machine guns, laser cannons, “power
similar quality materials. Every HQ should blasts”, mines etc. You may add
have a structure rating. Enhancements or Limitations to your HQ’s
weapons, subject to the rules for character
TECHNICAL WORKSHOP Powers.
This is where gadgeteers will spend most of
their time. A bench, some lathes, saws and Sync with: Shooting, Technology
drills would probably make up the most
basic workshop. State-of-the-art laser ADDING POWERS TO YOUR
cutting, 3d printing, metalworking lathes,
milling machines and electronics
HQ
instruments would make up more With the GMs agreement, you could add
advanced workshops. Powers to your HQ, using your allocation of
dice. Some Powers aren’t appropriate for a
Sync with: Academics, Craft, Technology HQ but many of them could easily be re-
purposed. Powers added to a HQ do not
TRAINING AREA work in exactly the same way as they do for
This is where the team trains; together, or player characters, so you do need to agree
individually. The better training facilities with the GM exactly how they operate. For
include a gymnasium, shooting range, example, you might decide your HQ has
danger room, urban street “mock up” and Life Support. It would be reasonable to say
so on. You can’t take the Teamwork option, this is in constant operation and applies to
if you don’t have a training area. In everyone within the HQ; it filters out toxic
addition, you need your HQ’s training area gases, has superior air conditioning and
Die Type to be at least at the current Die heat control, supplies breathable oxygen as
Type of the Skill, Condition or Power that required, has anti-radiation shielding and
you wish to train in. In other words, if your so forth. Be imaginative and have some fun
training area isn’t good enough, you are designing your HQ!
unable to improve certain of your abilities.

WATER DOCK
Similar to a garage, this is for watercraft
access, storage and repair. It would
normally require the HQ to be on or near to
a body of water.

93
Example of Building a Local Heroes’ HQ
The players start with their HQ’s structure.
They want a strong build, so opt for the
maximum of D8. They also want their HQ’s
location to be secret so take safe house D8.
This should make it as hard to find as possible.
They also decide they want a good
communications and security centre, so
allocate a D6 to that feature. They see training
as important, so allocate a D6 to that. Feeling
that they may need patching up from time to
time, they also opt for medical centre D6. One
of the team is a gadgeteer so they add a
workshop at D6. They have four D4 left, so
allocate these to a common area (it has a few
comfy couches, a tv, a coffee maker, a
microwave and maybe one small bedroom), a
strong room, secure cell and a magical
workshop.

So now their HQ looks like this:

Safe House D8
Structure D8
Comms & Security D6
Training Area D6
Medical Centre D6
Technical Workshop D6
Common Room D4
Secure Cell D4
Magical Workshop D4
Strong room D4

94
BUILDING DEVICES AND
IMBUING ARTEFACTS
If you aren’t using the option of
“Gadgeteering as a Power” (see p.64) then
you need to know how the characters can
build their devices and gadgets. This
section tells you how.

Generally, you need to build your devices


during Downtime. This is an Extended Task,
with each interval between die rolls being
one session of Downtime. You need to
work with your GM to see what’s possible
and what isn’t, as this could depend on the
Campaign Power Level.

Choose the Powers you want your device to


have (as if building a Power, including
Enhancements and Limitations) and total
up the Max Die of the device. This is the
target number for your Extended Task. Once you have successfully designed your
Powers of DD6 or higher Die Type require device you move onto the next stage. You
you to have the Super Genius Power. can use a Triumph Die during the process
so you could re-roll a low result or design
STAGE 1: DESIGN an Enhancement into your device etc. If
To design the item, you need to make an you use a Triumph Die, you have one fewer
Extended Task roll that exceeds the target for your next adventure.
number, using your Academics and Super
Genius (if you have it). If you fail, it simply STAGE 2: RAISING FUNDS
means you haven’t quite got the design Once you’ve designed your gizmo, you
right yet and you may save the result of need to obtain the parts for it. This requires
that roll to add to your next roll made in you to raise the funds (or beg, steal or
your next Downtime session. Alternatively, borrow the parts). If you have the Rich
you can reduce the Die Type of one or all Benefit, this is no problem to you at all and
Powers of the item, or even remove a you can raise the funds straight away.
Power altogether (adjusting your design) to
make a slightly lesser version of your If you aren’t Rich, you’ll need to use your
original idea. This means you will succeed Commerce Skill to raise the cash – taking
eventually, after much trial and error. the finance option during your Downtime
(the GM will set an appropriate task

95
difficulty). A success means you got the Alternatively, you could rob the bank (but
money on good terms (a bank loan or this isn’t the type of thing Superiors
through share trading or maybe through normally get up to and will certainly get
crowd funding). If you don’t succeed you you in someone’s bad books). Other ways
need to borrow the money from dodgy of obtaining the funds could be explored –
back-street moneylenders, immediately maybe making a whole adventure out of it.
giving you the Poor Drawback and possibly
enemies for the next adventure. Example of Raising the Cash
The next stage is to raise the cash, but as
Techtronic has the Rich Benefit, this isn’t a
problem. He wastes no time, and starts
gathering the parts and putting the suit
Example of Designing a Device together.
Techtronic’s player wants to build a power suit
with Flight D8, Armour D6 and Life Support
D6. The total Max Die is (8+6+6) = 20. STAGE 3: BUILDING THE DEVICE
After you’ve raised the cash and purchased
First off, he has to start designing his power
suit, so he gets to the drawing board. He has the parts, you can actually get on and build
Academics (Weird Science) D8 as well as Super your device. This takes a successful
Genius D8. The player rolls a 4 and 8. Taking Extended Task roll, based on Technology
the highest, of 8; he’s made a decent start on Skill, performed in much the same way as
the design, but it requires more work (12 more when you designed the device.
needed). He notes the 8 on his character
sheet. At the end of the next adventure, TRIUMPH DICE
Techtronic returns to the project and this time At any stage in the build, you may roll a
his best roll is 8 again. He now has a total of Triumph Die (which reduces the Triumph
16 and notes this new total on his sheet.
Dice available to you in the next
There’s something about the design that’s still adventure). If you make the roll, you may
eluding him. He could come back to it during choose to take the Max Die or Re-Roll
his next period of Downtime, but instead he option, in which case you could potentially
decides to tinker with the design to make it a complete the build sooner.
bit simpler (reduces the Flight Die Type to D6
and Life Support Die Type to D4). The new Max Another option would be to Bump one of
Die total is now 16, which means he’s cracked your device’s Powers by one Die Type or, if
it! you choose the Temporary Enhancement
option, this actually becomes a permanent
Techtronic has now designed a suit – not as
feature of your device – meaning that you
good as intended but at least useable. He
takes a break and goes out to catch a few had a burst of inspiration and ended up
crooks with the rest of the team and building something that was better than
afterwards, takes a bit more Downtime. your original design.

96
REPAIRS
Example of Building a Device
In the next Downtime session, Techtronic Your devices can be broken during
continues with his device. With Technology D6 adventures. If this happens, you can spend
(Gadgets D8) and his Super Genius D8, a period of Downtime to fix them. There
Techtronic’s player makes his roll of 1 and 2. may be occasions when two periods of
Groaning, his player decides to use a Triumph Downtime are required to repair a badly
Die and succeeds, taking the Max Die option. damaged item. This is the GM’s call.
The result is now Bumped to 8, which he notes
on his sheet. UPGRADES
You can make improvements and add
During the next adventure, Techtronic is badly
Powers to your own devices. Working on
injured (probably due to having one fewer
Triumph Dice!) and spends his next period of one of the Powers in the device for two
Downtime hospitalized. Unfortunately, he just periods of Downtime will enable you to
doesn’t get the chance to work on his project give one Die Bump to that Power. So, if
before he is called back into action (the next Techtronic wants to improve the Life
adventure). Support of his power suit, he could spend
two Downtime sessions working on it and
After the next adventure, he gets back to his suit would then have Life Support at D6
work; this time he rolls a best of 4, so added to at the end of it (which was the original Die
his previous 8, is a total of 12, which he again
Type he wanted at the outset of his design).
notes on his sheet. His power suit is coming
The GM might also require you to raise the
together!
funds – especially if you have the Broke
In the next session of Downtime, Techtronic’s Drawback.
player gets another 4. Great, added to the 12
he already had, he now has 16 which is the
task total for the build! However, Techtronic
decides to see if he can add a little something
extra to his suit at this final stage, so rolls a
Triumph Die. He gets an even number, so
takes the option to Bump one of the Powers
(choosing to have Flight D8, which was a part
of the original design).

Techtronic now has suite of new Powers built


into his suit which looks like this:

Power Suit: Flight D8, Armour D6, Life Support


D4.

On the down side, during the time he was


building the suit, he didn’t get the opportunity
to train, patrol or to practice teamwork with
the rest of his team.

97
PART 8: THE GM’S SECTION
This section is intended to be for the GM. It from attack too, at least initially. This, of
describes some of the stuff the GM needs course, depends on their own Powers and
to know about creating exciting scenes and those of the villains.
adventures, and making sure your players
are thoroughly occupied. If you want a lot For example, during a fight scene, if a
more of this sort of stuff and a place to set character has just used her Super Speed to
your Triumphant! adventures, look out for attack one of the villains by ramming into
the “Sovereign City” setting guide. them, whether or not the players states she
is running past and out of range, she will
MOVEMENT AND THE still have made herself into a target, albeit
briefly and so may be subject to attack by
ENVIRONMENT the villains. If the same character is using
In a game where one guy might be running her Super Speed to run around the
at the speed of sound, a gal might be flying periphery of the battle keeping out of
past and firing lightning bolts and someone range of the villains, she won’t be able to
else might be the size of a small tower attack but likewise the villains won’t be
block and striding over passing traffic in a able to attack her. If the villains have
single step, it doesn’t seem right to attempt ranged Powers the character didn’t know
to play this out on a battle board. So in about or if one of the villains also has Super
Triumphant!, we’d rather leave this stuff to Speed, then it might be a different story.
the players’ imaginations and the narrative Characters shouldn’t feel too safe all of the
of the ongoing story. Try to imagine the time!
scene as it would be presented in a comic
book and describe the scene in broad
strokes as panels on a page and don’t
worry too much about the fiddly little
things.

CHARACTERS IN COMBAT
As a general rule, if players specify they are
mixing it up with the villains, they should
expect to be in a position to be attacked
themselves. If players have specified they
are keeping out of the fight (to the extent
that they themselves are unable to make
an attack) they should generally be safe

98
USE THE SCENERY smashed down, trees are torn up by their
Most of the time during a raging battle the roots and cars get mangled on the freeway.
environment is very important. Whilst the There are no strict rules for this because in
scene can be described in broad stokes, as the thick of the battle it’s much easier to
the fight goes on smaller details might need just describe things getting destroyed
to be coloured in. This is where a common based on what the characters do than stop
sense approach is needed, both by the to look up a rule for whether a particular
players and the GM. Generally the GM door is blown off its hinges or not. For a
should try to say yes to most reasonable “Street Vigilante” level
questions unless there is a specific reason of campaign, damage is
(possibly unknown to the players) why going to be much less
they shouldn’t. than for a “Planetary
Champions” campaign,
For example, if the fight is taking simply because of the
place in the city street it would difference in the Powers
be reasonable for a player to involved. However,
ask if there is a street light unless the characters
he can use to swing round state they are trying to
on or pull out and minimize damage, just go
batter the villain with. ahead and wreck the
Or if a player asks place!
whether there is a tall
office block she can fly INNOCENT
behind to avoid being BYSTANDERS
spotted. It’s a greyer More important than damage
area if a plant-based to buildings and property is that
character is looking for a of injury and death to innocent
tree; most city centres bystanders. Super-battles often
do have tree lined take place above or on the city
streets but specific streets where there will be plenty
locales may not. If the of people. Citizens will stop and
character is Unlucky, gawp, putting them into potential
then the GM could danger. Most super villains won’t
reasonably rule that there isn’t one nearby care but virtually all Superiors will care. This
but mostly it would be best to say yes. is why the villains often escape – they will
do something that presents the Superiors
COLLATERAL DAMAGE with a dilemma; do they capture the villain
When Superiors and super villains clash, whilst the bystanders are in danger or do
the scenery around them tends to suffer; they protect the bystanders knowing that
windows are shattered, brick walls get the villain will get away?

99
SPECIAL HAZARDS AND regional disaster, to a world-wide
catastrophe. There are many past impact
NATURAL DISASTERS sites throughout the world. Included in this
Almost every day, either in the newspaper would be events caused by alien or extra-
or on TV, there are reports of disasters dimensional activity.
around the world. They can occur
anywhere and they are generally GEOLOGICAL
unpredictable, occurring at any hour of the Intense earthquakes in populated areas can
day or night. Disasters can vary in the cause substantial building damage and
cause, frequency, duration, scope, even loss of life. Landslides can be caused
destructive potential and predictability. by earthquakes, but are usually the result
Here are examples of some of the Hazards of soil saturation or human activity.
that can be used to create a different type
of adventure than the typical one of HUMAN-CAUSED
bringing the bad guys to justice: Human error or deliberate acts sometimes
take on disastrous proportions. These may
ORIGINS OF DISASTER include urban fires, damage to property,
Some Hazards are natural and others are terrorist bombings, riots, wars, crowd-
man-made. When creating scenarios where crushes at mass gatherings, shooting
Hazards are a feature, you should think massacres and even sabotage of essential
about how they have come about. services (e.g. water or power supplies).

BIOLOGICAL METEOROLOGICAL
Biological disasters are outbreaks of Parts of the world suffer regularly from the
diseases or contagions of plant and animal effects or results of meteorological hazards
life on an epidemic or pandemic level, or in the form of tropical cyclones, droughts,
infestations of animal or insect life on an bushfires, floods, heat-waves and severe
epidemic or pandemic level. Some storms. Rarer weather hazards, but
biological Hazards with potential for amongst the most dangerous, are cyclonic
disaster include: human disease epidemics, storm surges and tornadoes.
vermin and insect plagues, exotic animal
diseases (e.g. Anthrax) and food-crop TECHNOLOGICAL
diseases. There are probably few scenarios In most countries, development and
where Superiors can deal with the effects population growth have contributed to an
of this type of Hazard but maybe they can increase in technological hazards and
deal with the cause. accidents which sometimes become
disasters. These have included major
EXTRA-TERRESTRIAL transport, mining and hazardous materials
Although presenting a very low risk, the accidents (e.g. oil or chemical spills) as well
impact on Earth by a comet or asteroid as industrial explosions, fire and occasional
could certainly cause anything from a major bridge collapses. This category also includes

100
dam failures, nuclear power accidents, homes, poorly constructed signs,
computer viruses, and re-entry of ‘old’ and piers. Coastal and low-lying
spacecraft and satellites to Earth. escape routes flood 2-4 hours
before arrival of the hurricane
TYPES OF DISASTER centre. Small craft in unprotected
Disasters vary greatly in their scale and anchorages break moorings.
severity. Some are devastating causing  Category III: Winds 111-130 mph.
extreme damage and loss of life but within Storm surge generally 9-12 ft above
a small area and others can be less normal. Some structural damage to
formidable but spread over a much wider small residences and utility
area, with potential for greater hardship for buildings with a minor amount of
anyone caught in its effects. curtain wall failures. Damage to
shrubbery and trees with foliage
CYCLONES blown off trees and large trees
Tropical cyclones (or hurricanes in North blown down. Mobile homes and
America, typhoons in Asia) are like giant poorly constructed signs are
whirlwinds of air and are amongst the destroyed. Low-lying escape routes
greatest storms on earth. Cyclones are cut by rising water 3-5 hours
approach from the sea bringing with them before arrival of the centre of the
torrential rains, extreme winds and hurricane. Flooding near the coast
sometimes storm surges. destroys smaller structures with
larger structures damaged by
Categories of cyclone: battering from floating debris.
 Category I: Winds 74-95 mph. Terrain continuously lower than 5
Storm surge generally 4-5 ft above ft above mean sea level may be
normal. No real damage to building flooded inland 8 miles or more.
structures. Damage primarily to Evacuation of low-lying residences
unanchored mobile homes, with several blocks of the shoreline
shrubbery, and trees. Some may be required.
damage to poorly constructed  Category IV: Winds 131-155 mph.
signs. Also, some coastal road Storm surge generally 13-18 ft
flooding and minor pier damage. above normal. More extensive
 Category II: Winds 96-110 mph. curtain wall failures with some
Storm surge generally 6-8 feet complete roof structure failures on
above normal. Some roofing small residences. Shrubs, trees, and
material, door, and window all signs are blown down. Complete
damage of buildings. Considerable destruction of mobile homes.
damage to shrubbery and trees Extensive damage to doors and
with some trees blown down. windows. Low-lying escape routes
Considerable damage to mobile may be cut by rising water 3-5
hours before arrival of the centre

101
of the hurricane. Major damage to Categories of Earthquake:
lower floors of structures near the  Category I: Micro-earthquakes, not
shore. Terrain lower than 10 ft felt, or felt rarely by sensitive
above sea level may be flooded people (Superiors). Recorded by
requiring massive evacuation of seismographs.
residential areas as far inland as 6  Category II: Felt slightly by some
miles. people. No damage to buildings.
 Category V: Winds greater than 155  Category III/IV: Often felt by
mph. Storm surge generally greater people, but very rarely causes
than 18 ft above normal. Complete damage. Shaking of indoor objects
roof failure on many residences can be noticeable
and industrial buildings. Some  Category IV/V: Noticeable shaking
complete building failures with of indoor objects and rattling
small utility buildings blown over or noises. Felt by most people in the
away. All shrubs, trees, and signs affected area. Slightly felt outside.
blown down. Complete destruction Generally causes none to minimal
of mobile homes. Severe and damage. Moderate to significant
extensive window and door damage very unlikely. Some objects
damage. Low-lying escape routes may fall off shelves or be knocked
are cut by rising water 3-5 hours over
before arrival of the centre of the  Category VI: Can cause damage of
hurricane. Major damage to lower varying severity to poorly
floors of all structures located less constructed buildings. At most,
than 15 ft above sea level and none to slight damage to all other
within 500 yards of the shoreline. buildings. Felt by everyone.
Massive evacuation of residential Casualties range from none to a
areas on low ground within 5-10 few.
miles of the shoreline may be  Category VII: Damage to many
required. buildings in populated areas.
Earthquake-resistant structures
EARTHQUAKES survive with slight to moderate
Earthquakes range in strength from slight damage. Poorly-designed
tremors to great shocks lasting from a few structures receive moderate to
seconds to as long as five minutes. They severe damage. Felt in wider areas;
could come in a series over a period of up to hundreds of miles/kilometres
several days. Most earthquake casualties from the epicentre. Damage can be
result from falling objects or debris because caused far from the epicentre.
shocks may damage or demolish buildings Strong to violent shaking in
and other structures. epicentral area. Death toll ranges
from none to 25,000.

102
 Category VIII: Causes damage to materials than from most other
most buildings, some to partially or technological hazards. For example a whole
completely collapse or receive community is more likely to be affected by
severe damage. Well-designed a toxic gas leak than by deaths and injuries
structures are likely to receive caused in a major transport accident. Large
damage. Felt in enormous areas. gas explosions, toxic gasses and radiation
Death toll ranges from none to leaks all have potential for considerable
250,000. loss of life.
 Category IX: Major damage to
buildings, structures likely to be LANDSLIDES
destroyed. Will cause moderate to Landslides usually involve the movement of
heavy damage to sturdy or large amounts of earth, rock, sand or mud
earthquake-resistant buildings. or any combination of these. Causes
Damaging in large areas, some include earthquakes, volcanoes, soil
totally destroyed. Felt in extremely saturation from rainfall or human activity
large regions. Death toll ranges (i.e. vegetation removal, construction of
from 100 to 1 million. roads, railways or buildings on steep
 Category X: Severe damage to all or terrain).
most buildings with massive
destruction. Damage and shaking TRANSPORTATION ACCIDENTS
extends to distant locations. Considering the huge numbers of
Permanent changes in ground passengers, the frequency of travel, and
topography. Death toll ranges from the vast distances covered, modern
1,000 to several million. transport methods are very safe. Accidents,
and occasionally disasters happen if
The intensity and death toll depend on components or systems fail, or safety
several factors (earthquake depth, procedures are ignored.
epicenter location, and population density,
to name a few) and can vary widely. TSUNAMIS
A tsunami is caused by under-sea events
FLOODS like earthquakes, landslides and volcanic
Floods may result from prolonged or very eruptions or by other natural events such
heavy rainfall, severe thunderstorms, as ocean meteorite impacts, or large
monsoonal (wet season) rains in the landslides into bays or lakes.
tropics, or tropical cyclones. Other, less
common causes include snow-melt, dam URBAN STRUCTURE FIRES
failure, storm surge and tsunami. Perhaps the most common human-caused
hazard is fire in large, occupied buildings.
HAZARDOUS MATERIALS Causes can be accidental or deliberate, but
There is greater potential for disaster due unless structures have been built to safe
to the use or movement of hazardous fire standards, and sound emergency

103
procedures are used, heavy loss of life can DEALING WITH HAZARDS &
result.
DISASTERS
VOLCANOES Depending on the Power Level of your
In the immediate area of an eruption the campaign, some disasters will be
main threats are: high-speed, super-heated impossible to avert and the best that
toxic gases and debris, blast effects, lava characters can do is to rescue imperiled
flows, volcanic earthquakes, landslides, people or add their expertise to that of the
collapses; and mudflows, while ash clouds emergency services. However, with greater
or deposits and tsunamis can be hazards power, the Superiors may be able to turn
much further away. the tide (literally, in some cases!) and
vanquish the disaster almost before it
WILDFIRES happens.
Usually caused by lightning or humans,
most are not disasters. However, if not Many of the Powers will be useful in these
quickly detected and extinguished, even a situations, some more than others.
small fire can get out of control and Particularly useful will be: Adaptation,
possibly threaten human life, homes and Armour, Deflection, Density Control,
other buildings, crops, livestock, forests and Matter Merging, Mimic Matter, Weather
wildlife. Control, Burrowing, Elasticity, Elemental
Form, Enhanced Senses, Healing, Flight,
Force Field Generation, Elemental Control,
Energy Control, Fast Healing,
Invulnerability, Life Support, Magic, Power
Nullifier, Size Changing, Super Genius,
Super Speed, Super Strength, Telekinesis,
Teleportation, Time Travel and Web
Creation; although any particularly
ingenious use of other Powers should be
rewarded.

HAZARDS ARE JUST


ANOTHER ENEMY
Just as firefighters fight fires, Hazards can
be thought of as a foe to be fought. Using
the Hazard Severity Table below, you can
see that Hazards can be rated in levels and
each level provides a variety of different
dice, called Threat Dice. How you use these
is very similar to how they would work
when combating villains.

104
TABLE 11: HAZARD SEVERITY LEVEL

SEVERITY Priority Number of threat dice by type


LEVEL EXAMPLE Die D4 D6 D8 D10 DD6 DD8 DD10
1 Category I cyclone, category
VI earthquake, urban fire in D6 3 1 - - - - -
a small building
2 Category II hurricane,
category VII earthquake, D8 3 2 1 - - - -
urban fire in a city block
3 Category III hurricane,
category VIII earthquake, D10 3 3 2 1 - - x
city-wide fire, meteorite
4 Category IV hurricane,
category IX earthquake, DD6 3 3 2 1 1 - -
large meteorite
5 Category V cyclone, DD8 3 3 3 2 1 1 -
category X earthquake,
massive meteorite

THREATS Here are some examples of typical Threats :


First you need to break each Hazard down
into a number of Threats that can imperil  Electricity
those trying to combat the Hazard, rescue  Explosion
people in danger or are otherwise caught  Extreme Heat
up in the Hazard. Threats are “Powers” of  Falling rocks/masonry
the Hazard itself or are caused by collateral  Falling/fast moving debris
damage to the terrain or to man-made  Flames
structures as a result of the Hazard. So,  High winds
falling masonry would become a Threat as  Impact
a result of an earthquake, for example.  Mudslide
Choose some appropriate Threats that are  Radiation
associated with the Hazard. About three or  Rushing/churning water
four is a good number.  Smoke/Ash
 Toxic Gas
 Violently shaking ground/floor

105
THREAT DICE COMBATING A HAZARD
Assign your Threat Dice to the Threats you The rules are basically the same as for
have selected. Usually, you would place the general combat, as found in the fighting
highest Die Types in the greatest Threats. section in Chapter 4. There are some
You allocate one die to each Threat. Each special rules for hazards though.
Threat Die can be used to attack, defend
and acts as a Condition for the purposes of PRIORITY
taking damage. Threats usually have the The GM needs to roll Priority for each of
Area Effect Enhancement (with no the Threats from the Hazard, as if each
corresponding Drop in the Die Type). Threat is an individual character.
Hazards are not bound by the one
attack/one defence rule. The highest
Threat Dice are where the danger is
ATTACKING A THREAT
greatest – maybe at the place where the When attacking a Hazard, the players need
fire started or at the point of impact of a to let you know specifically which Threat
meteorite. The lower Threat Dice are at the they are targeting. They also need to have a
edges of the hazard, where the danger is Power or item or idea that will have some
probably (though not necessarily) lower. demonstrable effect against whatever it is
they are targeting. For example, against
flames, characters could use their shooting
RESERVE THREAT DICE skill if they have a hosepipe with which to
You may not be able to assign all of your direct water or foam. The attack is based
Threat Dice. That’s fine; just hold them in on a Power or a Skill in the usual way. The
reserve for now. Later on, you can add Threat being targeted determines the
more Threats as the Hazard takes hold and defence die used by the Hazard (in this
different dangers are presented or to Bump case, flames) and the Threat damaged, if
the severity levels of existing Threats. For damage occurs.
example, what started as a building fire
could become an explosion later as the fire You can generally only attack a Threat if
sets off a gas pipe or a fire that was you are putting yourself in a position to be
seemingly put out starts up nearby as red- targeted by the Threat as well (you need to
hot cinders take hold. be “in the thick of it”). However, Powers
used at range whilst moving around the
CHANGING THREATS periphery of the Hazard could be used to
In addition, you can alter a Threat as the target specific Threats with little risk
nature of a Hazard changes. For example, (although you should try to target anyone
what started as a flood might lead to other who is trying to attack the Hazard, so
dangers as the water recedes, so you could someone flying around the periphery of a
change a Threat from say “rushing water” fire might still become affected by smoke,
to “mudslide”. explosions etc) .

106
DAMAGING A THREAT
As Hazards have no Conditions, damage is
done directly to the individual Threat being
targeted, causing a Die Drop for every
point of damage done. So, in the hosepipe
example, if the attacker chose to target
flames of threat die D6 (with the GM
rolling a 1 for defence), and rolls a 6 on the
attack, he causes 5/2 = 3 damage to the
flames (remember that Skills cause
half the damage) - knocking it down from
D6 to zero and therefore putting out that
Threat completely (although there may
still be a fire risk if the GM still has Threat
Dice to allocate).

DEFENDING AGAINST A
THREAT
The Hazard “attacks” characters (and
surrounding citizens as well as potentially
the environment), via its Threat Dice.
Those that are actively attacking the
Hazard and that are within range are
possible targets. It will also threaten those
that are carrying out actions (rescuing
victims, for example) that would put them
in peril from the Hazard even if they aren’t
attacking it directly. The Hazard generally
uses its highest Threat Dice to attack those
putting themselves into the path of the
greatest dangers and lower Threat Dice to
characters in lesser peril. The Hazard can
attack a character once with each one of
its Threats and, unlike characters (except
those with Armour and similar Powers)
can defend again, even with the same
threat. As long as other characters are
nearby, they can usually be attacked by the
Threat too, as it has the Area Effect
Enhancement.

107
EXAMPLE OF COMBATING A severity of the flames from D4 to D6 using
one of the D4 that was left over.
HAZARD
Vortex is flying around the city when he ROUND 2
notices smoke pouring out of a window in Both roll Priority again. Vortex gets 7 to the
an old apartment block in the poorer part Hazard’s 3. Vortex flies through an open
of the city. He sees that fire engines are window on the ground floor and is
already on their way but needs to see if immediately confronted by smoke. Using
there is anything he can do before they Elemental Control (Air) he attacks the
arrive. smoke, attempting to push it away and
clear his view. Vortex rolls 6 and the GM,
The GM has set the Hazard Severity Level at rolling D8 for “smoke”, gets 5 meaning that
2, which gives them 3xD4, 2xD6 and 1xD8 the smoke takes 1 “damage”, reducing the
to allocate to Threats. Threat to D6.
Initially the GM decides smoke is currently Responding to this the GM decides the
the greatest Threat, then heat then flames, biggest current danger to Vortex is still the
so assigns the dice at D8, D6 and D4, saving smoke and so attacks Vortex. The Hero
the two D4 remaining for now. decides to rely on his Health D8 and rolls a
paltry 1, while the Threat gets a 5. Dipping
ROUND 1 into his Triumph Dice pool, Vortex rolls a 2
Vortex rolls 5 on his Priority and the GM (success). He takes the Max Die option, so
rolls 2 for the Hazard. Vortex decides to fly his 1 becomes 8. Vortex ignores the smoke
around the building quickly first, keeping and continues his way to the basement.
out of harm’s way as much as possible, to
assess the situation and any immediate ROUND 3
dangers. He rolls Perception, syncing it with Pushing open the basement door, the Hero
Enhanced Senses (Thermal Vision and Ultra notices two youths lying on the floor,
Hearing), getting a 6 and a 1. The GM rolls seemingly overcome by the smoke. It
D6 for the Threat (heat) and gets 2. Vortex appears they were messing around down
is able to see where the source of the fire is here with the old-fashioned boiler (that
(in the basement) and also where the should have been condemned decades
residents are. Most are on the stairwells ago). The Superior’s main thought at the
moving down the building but there are moment is to grab both youths and get
two unmoving heat sources in the them out, so he opts to fly down there,
basement – near the source of the fire! grab them and fly out. In doing so, the GM
decides that there will be multiple Threats
The GM now acts for the Hazard. He could to Vortex from the flames, the heat and the
“attack” Vortex with smoke, but the smoke. For good measure, he also decides
Superior was keeping out of the way. to make life difficult by adding a new
Instead, the GM decides to bump the

108
Threat with the last unallocated D4 - falling Vortex applies the damage to his Health
debris from the ceiling. and Mobility, dropping them both to D6.
At this point, the GM states that Vortex has
So first of all, Vortex needs to get through managed to get the youths outside, where
the smoke. Again, he relies on his Heath he leaves them with the paramedics, who
here. The GM rolls 3 and Vortex rolls 4 to have just turned up with the fire
defend. No problem – a few coughs but department.
nothing to trouble him.
Vortex now stops to assess whether there
Then the GM attacks with heat – but rather is anything else he can do to make the fire
than attack Vortex directly, he decides the department’s job any easier or whether
youths are nearest to the heat source, so they now have it under control. Depending
the heat will affect them first (possibly on the GMs plot, there may be things that
killing them!). Vortex lines up his Elemental Vortex notices or he may go back to talk to
Control (Air) to blast a waft of cooling air the youngsters to see why they started the
over the youngsters. The GM rolls 5 for the fire…if indeed they did…
heat…easily cooled down by Vortex with an
8.

Flames are now licking all around the


basement, so the GM figures that Vortex
could get burned as he picks up the
unconscious youths. Vortex chooses to
nimbly avoid the flames using Athleticism.
The GM rolls 4; Vortex rolls 6 - the Superior
has no difficulty getting out of the way.

Finally, there’s the issue of the falling


debris – a wooden beam in the ceiling has
weakened from the flames (it wasn’t that
strong in the first place) and falls towards
Vortex. Vortex uses his Perception synced
with Enhanced Senses to notice the
creaking beam before it falls and therefore
go in a different direction to the door (he
could have chosen Flight or Mobility
instead as he has used neither of these to
attack or defend in this round). The GM
rolls another 4 and Vortex gets 1 and 2 –
oops, the beam caught him on his way out.

109
SUPER VILLAINS heaped upon them and that by showing
These are the “big bads”, the crime lords how they have cowed the Heroes they will
pulling the strings behind the scenes; the themselves gain a measure of the fame and
evil masterminds intent on world popularity that the Heroes have enjoyed
domination and the archenemies of the for so long; adoration that should have
characters. They are built the same way as been theirs.
the Heroes, with Conditions, Skills and
Powers at the same Campaign Power Invariably the Villains will give the
Level (or even higher for a real Heroes an opportunity
challenge to the player to escape; maybe
characters). because they
underestimate anyone
other than themselves
MEGALOMANIAC or possibly because of
Many comic-book villains their other weakness:
have an inflated view of their own henchmen.
their own importance.
They seek power and
want to be feared,
THE HENCHMEN
although some Henchmen are rarely
mistake this for included in the Villain’s
wanting to be loved. plans. Often it is because
Due to these the Villain feels they are
delusional fantasies, so brilliant, nobody
when Villains have could possibly
the chance to kill the understand the
Heroes they would intricacies of their plots
far rather capture and schemes and so its
them; partly to best not to confuse
humiliate them and these lesser beings.
partly to boost their Mainly though, it is
own feelings of self-importance. They are simply that if they know nothing, then they
often egotistical in the extreme and, in the can’t give the game away if caught.
end, their egos are often their biggest
weakness. Unfortunately, this often means the
henchmen are less dedicated to the Villain
Many Villains believe their true worth has or to the plan than they should be. It can
simply been overlooked or that there is a also lead to misunderstandings and
conspiracy against them. They might even miscommunications. There will always be
feel that the Heroes themselves are one henchman ready to “spill the beans”
unworthy of the praise that has been for the right money or when under duress.

110
VILLAINY DICE campaign. They could fall off a cliff,
Villains are known for their ability to make the body never recovered, only to
a miraculous escape just when it looks over reappear later. At least three game
for them or coming back when everyone sessions must pass before the
thought they were dead. In the same way Villain can return if the GM uses
that Superiors have a pool of Triumph Dice this ability for the Villain.
to use when they need to gain an edge, so
too do the Villains. The Villains use their
dice in the same way as the Heroes (except
they need to roll an ODD number) but they
have some additional things they can do.

Here are the additional things villains can


do with their Villainy dice:

 Deadly Attacks: Villain can pour


their hatred and venom into their
attacks, making them particularly
potent. A Villain can add the result
of their Villain Die to the damage
they cause (if any) from their
attack.
 Meat Shield: A Villain can negate
all damage just received by
interposing an NPC (e.g. one of
their minions or a nearby innocent
bystander) between them and the
cause of the damage.
 Miraculous Escape: If the fight isn’t
going well, the Villain can instantly
escape by some “prearranged”
route when a battle goes against
them. The GM doesn’t have to
have the route planned but as far
as the characters are concerned it
appears as if the Villain had this
escape ready for this eventuality.
 Mysterious Death: The Villain can
“die” in a way that allows him or
her to come back later in the

111
DESIGNING ADVENTURES necessary as the players themselves may
When you create your own adventures, you have developed their own motivations and
are creating a story where you need to goals (maybe through earlier adventures)
have a plot, some important scenes, and that you can use to fuel the thought
some well-thought out NPCs to interact process.
with or to oppose the character’s goals.
You could even go further; maybe some START WITH AN NPC
floor plans or maps and even images of The order in which you come up with a
locations or people to bring the adventure good adventure might vary too. Sometimes
more to life. you start with an interesting NPC. As long
as you have a well-detailed antagonist you
This all sounds very daunting, but it needn’t should be able to adapt him or her to any
be. First of all, you don’t need to write your situation. The characters don’t even need
adventures up like a story because the to meet the villain. They can be largely
crucial elements missing from your keeping behind the scenes, working their
adventure are the player characters. They villainy through their henchmen and
are what will ultimately influence the flow minions. As the characters learn more
of your story rather than what you had about the villain, they will almost certainly
written down. Locations that seemed start to drive the storyline towards tracking
important to your story will become less them down and defeating them once and
important if the characters don’t actually for all. You don’t need to do much work at
visit them. NPCs can be put out of action all when the players themselves are driving
sooner than you’d anticipated and the the adventure.
players can think of things you hadn’t even
planned; meaning that you have not only to
direct the flow of the story but be ready to
change things if doing so makes for a better
story.

BROAD STROKES
In reality, you don’t really need to do quite
as much work designing your adventures as
you thought. Sometimes just a few notes
with a rough structure and maybe a few
more specific locations or scenes fleshed
out with a bit more substance are all that is
needed. You might want to start with a big
hook (especially at the very start of a story-
arc or campaign), to get the characters
involved. However, this isn’t always

112
OR START WITH A HOOK information can be fed to the players
If a good NPC doesn’t come to you during downtime – especially if any
immediately, you might come up with a characters are patrolling or doing research.
hook to pull your players into the story. Again the plot doesn’t have to be a great
Maybe an explosion at a nearby research masterwork – if it is, the players will only
centre or nuclear plant or a huge bank heist ruin it. So keep it simple; it’s your handling
would be enough to draw the players in. It of it that will make it great for the players.
doesn’t necessarily have to be spectacular
but it does have to pique the players’ MAPS AND PROPS
interest. Less dramatic hooks would be Some players like maps and props and
more likely to work if somehow they were some don’t. In Triumphant, there are no
linked to the character’s motivations; so specific tactical movement rules so battle
using their Drawbacks to get them involved boards are not needed and whilst a basic
is often a good tactic. street plan might be helpful to picture the
big fight scene at the end of the adventure
OR START WITH THE PLOT it isn’t really necessary. The main thing is to
Rather than hook first, you might just come have a picture of the scene in your head
up with some sort of plot, like rescue a and to describe it in overall terms when the
kidnapped heiress or there has been a characters arrive at the scene. When asked
spate of thefts from museums or for more specific information, that’s the
something similar. Some of this kind of time to fill in the details.

Props can be helpful; you can easily put


something together that looks like the front
page of a newspaper for example.
However, you still have to think about the
time and effort you put into it compared
with the interest of the players or
usefulness at the table. If the players are
the sort to look at it once and then never
pull it out again, you’re probably better off
quickly putting something together at the
table as needed.

IMPROVISE
Mostly, coming up with and running
adventures is down to flexibility. You can
never predict everything your players will
do, so you need to be ready for the
unexpected. The more flexible the material

113
you’ve prepared the more ready you’ll be. tried to shoehorn them into your situation
You do probably need to have notes that and if you’ve allowed their actions to be
are sufficient to be able to react to players’ more important than your written-down
questions and actions but adaptable storyline.
enough to change when things don’t go as
you’d planned. Basically, it’s about finding WHERE TO GET OTHER
your own comfort level; some GMs are
happy with very few or even no notes and
IDEAS
others are happier with several pages. But Ideas for adventures can come from many
it does get easier the more you run the sources. First of all, you could consider
game and you gradually find you can get by looking at commercial adventures
with fewer notes but paying more attention produced for other superhero rpgs. There
to the players’ decisions and actions. are many out there and all you’d need to
They’ll feel much happier if you haven’t do is convert the NPCs to the Triumphant
system. The problem with commercially
produced adventures is that they tend to
fly in the face of everything I’ve said
above. They tend to be plotted in great
detail and if you’re not careful your
players may end up feeling they’ve been
railroaded. Used sparingly and perhaps
just pulling out the basic plotlines, you can
still get some mileage out of them though.

You could read a lot of comics or watch a


bunch of superhero movies; there are
plenty of ideas to be mined and certainly
checking out the source material reminds
you how superheroes act and how the
game should be played. You should also
keep an eye on the news; events in the
real world can spark the imagination and
with a bit of creative thinking turn a real
world event into the perfect scenario for
your game. Be careful not to get too
bogged down in reality though – despite
mostly being set in a version of the real
world this is fantasy and the primary thing
to remember is that it needs to be fun!

114
SAMPLE NPCS Super-Ninja
Here are stats for some ordinary (and less Type Minor League Superior
ordinary) people that you can use in your Condition D6
games. Athleticism D6
Perception D6
Typical citizen, henchman or guard Intrusion D6
Type Extra Fighting D6
Condition D4 Inaudibility D6
Wallcrawling D6
Experienced Cop
Type Stubborn Extra Super-Warrior
Condition D4 Type Minor League Superior
Stab Vest D4 Condition D6
Shooting D4 (handgun) Athleticism D6
Cuffs D4 (entangling) Fighting D6
Shooting D6
Veteran Cop/P.I Leadership D6
Type Bruiser Armour D6
Condition D6 Super Weapon D6
Fighting D6
Perception D6 Super-Wizard
Shooting D6 (handgun) Type Minor League Superior
Streetwise D6 Condition D6
Investigation D6 Academics D6
Occultism D6
Goon “Tough Guy” Socializing D6
Type Stubborn Extra Magic D6
Condition D4 Illusions D6
Fighting D4 Summoning D6
Athleticism D4
Super-Mastermind
Goon Leader Type Minor League Superior
Type: Bruiser Condition D6
Condition D6 Academics D6
Fighting D6 Commerce D6
Shooting D6 (handgun) Fine Arts D6
Leadership D6 Leadership D6
Perception D6 Technology D6
Super Genius D6

115
CRITTERS
Sometimes you need stats for animals (and Kodiak or Polar Bear
dinosaurs!). As before, many will simply be Condition D8
classed as “Extras” but these included here Athleticism D6
are a bit more of a challenge for characters. Super Strength D4
Most have the same Priority as their Nat. Weapon D6 (bite)
Condition die, but where they are different Nat. Weapon D6 (claws, multi attack)
it is noted in the stat block. Enh. Senses D6 (scent)

Alligator Rhino
Condition D6 Condition D10
Armour D6 (natural hide) Priority D6
Athleticism D6 (D8 swim) Armour D6 (natural hide)
Nat. Weapon D6 (bite) Super Strength D6
Enh. Senses D6 (D8 scent, in water) Nat. Weapon D6 (horn)
Nat. Weapon D8 (trample, multi attack)
Ape
Condition D6 Stegasaurus
Athleticism D6 (D8 climbing) Condition DD6
Super Agility D4 Priority D6
Super Strength D4 Armour D8 (natural hide)
Nat. weapon D4 (bite) Super Strength D8
Nat. Weapon D8 (tail)
Big Cat Nat. Weapon D8 (trample, multi attack)
Condition D6
Athleticism D6 (D8 prowl, climb) Tyrannosaurus
Super Agility D4 Condition DD6
Nat. Weapon D6 (bite) Priority D8
Nat. Weapon D4 (claws, multi attack) Armour D8 (natural hide)
Enh. Senses D6 (D8 scent, night vision) Super Strength D8
Nat. Weapon D10 (bite)
Snake, Poisonous Nat. Weapon D8 (trample, multi attack)
Condition D4 Enh. Senses D6 (scent)
Nat. Weapon D4 (bite, persistent dam)
Enh. Senses D6 (D8 scent) Wolf/Guard Dog
Condition D4
Snake, Constrictor Priority D6
Condition D6 Athleticism D6 (prowl)
Entangling D6 (touch only) Nat. Weapon D4 (bite)
Enh. Senses D6 (D8 scent) Enh. Senses D6 (D8 scent)

116
VEHICLES Military Humvee
Vehicles have two conditions: Structure There are many different designations of
and Handling. They might also have Humvee in service each with its own
“Powers” as appropriate. Normally, you’d unique role. Some are up-armoured (D6),
use the ratings of the vehicle itself in some are armed with a minigun (D6, area
combat. However, if a character is driving effect), or missiles (D8, area effect) and so
the vehicle, you can sync the character’s on.
appropriate vehicle skill with the Structure D8
appropriate die for the vehicle itself and Handling D6
take the best result. Vehicle mounted Speed D4
weapons count as “super” for the purposes Armour D4
of damaging their target. Shooting D6 (machine gun)
Enh. Senses D4 (radar, thermal imaging)
LAND VEHICLES
Motorcycle Main Battle Tank
A typical two-wheeled motorbike These are still currently a key component of
Structure D4 most modern armies.
Handling D8 Structure D10
Speed D4-D6 Handling D6
Speed D4
Car Armour D8 (power minimum 4)
An average motor vehicle Shooting D10 (main gun, area effect)
Structure D4 D6 (machine gun)
Handling D6 Enh. Senses D4 (ground radar, thermal
Speed D4-D6 imaging, infra-red imaging)

Bus or Van AIRCRAFT


This represents a school bus or similar or a Private helicopter
large van or trailer An ordinary helicopter used by private
Structure D6 businessmen or for leisure activities
Handling D4 Structure D4
Speed D4 Handling D6
Flight/Speed D6
Truck
This represents a heavy hauler for large Private jet
loads or a civilian version of Humvee A small jet for wealthy business people.
Structure D8 Structure D6
Handling D4 Handling D6
Speed D4 Flight/Speed D8
Enh. Senses D4 (radar)

117
Military helicopter GROUND EFFECT VEHICLES
Military helicopters play an integral part in These vehicles attain level flight near the
the sea, land and air operations of modern surface of the ground or water. In recent
militaries. They can have a wide range of years a large number of different GEV types
different armaments. have been developed for both civilian and
Structure D8 military use.
Handling D8
Flight/Speed D6 Light, civilian
Armour D6 Structure D4
Shooting: D10 (missiles, area effect) Handling D4
D8 (chain gun, area effect) Flight/Speed D6
Enh. Senses: D6 (radar, ecm, thermal Enh. Senses (radar, sonar)
imaging, infra-red imaging)
Light, military
Fighter jet Structure D6
A military aircraft designed primarily for air- Handling D4
to-air combat against other aircraft and Flight/Speed D8
other aerial threats. They have a wide Armour D4
range of different armaments. Shooting D6 (machine gun)
Structure D8 Enh. Senses (radar, sonar)
Handling D8
Flight/Speed D10 WATERCRAFT
Armour D6 Speedboat
Invisibility D6 (stealth technology) This is small, sleek and fast; powered by an
Shooting D10 (missiles, area effect) engine and often used for leisure activities.
D8 (cannon, area effect) Structure D4
Enh. Senses D6 (radar, ecm, thermal Handling D6
imaging, infra-red imaging) Swim/Speed D6

Luxury cabin cruiser


A cabin cruiser is a type of power boat that
provides accommodation for its crew and
passengers inside the structure of the craft.
Structure D8
Handling D4
Swim/Speed D4
Enh. Senses D4 (radar, sonar)

118
EXAMPLE SUPERIORS

119
120
121
122
123
124
125
126
127
128
APPENDICES  If, during or at the end of creating your
character you start to develop a
RANDOM CHARACTER CREATION
character concept, the GM may allow
Creating your Superior by this method gives you
you to exchange one or more of the
little or no control over what Skills and Powers
random Powers (or Skills or Conditions)
you end up with. This is a good way of creating
for another Power (or Skill or Condition
your character if you have no idea what type of
of your choice that better suits your
hero you want to play.
character idea.
 You may fill out all of your Conditions
The fun here is seeing what you can make of
quickly as there are only 3 of them. In
the abilities your character has then and tying it
which case, use the numbers in the
all together into a cohesive whole in a way that
second column.
explains how your Hero ended up the way he or
she is.
WHICH ABILITY? – STREET VIGILANTE
FIRST CHECK WHICH AND HOW MANY DICE
YOU HAVE Die Roll (D6) Go to…
You determine your abilities first and then you 1-2 - Table A: Condition
fit it into an archetype (if possible) and then 3-5 1-4 Table B: Skill
write up your backstory. 6 5-6 Table C: Power

The first step is to check Table 1: Campaign WHICH ABILITY? – LOCAL GUARDIAN
Power Level to see the array of dice you have to
allocate – e.g. at “Street Level” character will Die Roll (D6) Go to…
have 6xD4 and 2xD6. 1-2 - Table A: Condition
3-4 1-3 Table B: Skill
How many dice you have determines how many 5-6 4-6 Table C: Power
times you need to roll on the following tables.
So, in a Street Level campaign, you’ll need to WHICH ABILITY? – PLANETARY CHAMPION
roll until you have determined your eight
abilities. Use the initial table as appropriate to Die Roll (D6) Go to…
the Campaign Power Level. 1-2 - Table A: Condition
3-4 1-2 Table B: Skill
Starting with Which Ability? roll a D6 then go to 5-6 3-6 Table C: Power
the table indicated, rolling again until you have
finished up with a Condition, Skill or a Power. WHICH ABILITY? – STELLAR DEFENDER
Continue in this way until you have as many as
you have dice to allocate. Then allocate your Die Roll (D6) Go to…
dice to each of the abilities until you have no 1-2 - Table A: Condition
dice left to allocate - remembering to Bump any 3-4 1-2 Table B: Skill
that you allocate to a Condition or Skill.
5-6 3-6 Table C: Power
Note
 If you roll anything a second time,
simply ignore the result and roll again

129
TABLE A: CONDITION TABLE B1: SKILLS

Die Roll (D6) Which condition? Die Roll (D8) Which skill?
1-2 Ego 1 Academics
3-4 Health 2 Aircraft
5-6 Mobility 3 Animal Handling
4 Athleticism
TABLE B: SKILLS 5 Commerce
6 Craft
Die Roll (D6) Go to… 7 Fighting
1-2 Table B1 8 Fine Arts
3-4 Table B2
5-6 Table B3 TABLE B2: SKILLS

TABLE C: POWERS Die Roll (D8) Which skill?


1 Intrusion
Die Roll (D8) Go to… 2 Investigation
1 Table C1 3 Land Vehicles
2 Table C2 4 Leadership
3 Table C3 5 Medical
4 Table C4 6 Occultism
5 Table C5 7 Perception
6 Table C6 8 Performance
7 Table C7
8 Roll again
TABLE B3 SKILL

Die Roll (D8) Which skill?


1 Pop Culture
2 Shooting
3 Socializing
4 Spacecraft*
5 Streetwise
6 Survival
7 Technology
8 Watercraft

130
TABLE C1 POWER TABLE C4 POWER

Die Roll (D8) Which Power? Die Roll (D8) Which Power?
1 Absorption 1 Life Support
2 Adaptation 2 Magic
3 Armour 3 Matter Merging
4 Astral (Spirit) Travel 4 Mind Blast
5 Burrowing 5 Mind Shield
6 Deflection 6 Mind Control
7 Density Control 7 Mind Read/Send
8 Duplication 8 Natural Weapon(s)

TABLE C2 POWER TABLE C5 POWER

Die Roll (D8) Which Power? Die Roll (D8) Which Power?
1 Elasticity 1 Omnilingualism
2 Elemental Control 2 Mimic Powers
3 Elemental Form 3 Mimic Matter
4 Energy Control 4 Plant Control
5 Energy Form 5 Power Nullifier
6 Enhanced Senses * 6 Precognition
7 Fast Healing 7 Separation
8 Flight 8 Shapeshifting
*see tables D1 & D2

TABLE C3 POWER TABLE C6 POWER

Die Roll (D8) Which Power? Die Roll (D8) Which Power?
1 Force Field Generation 1 Size Changing
2 Healing 2 Summoning
3 Illusions 3 Super Agility
4 Inaudibility 4 Super Fighting
5 Invisibility 5 Super Genius
6 Invulnerability 6 Super Jump
7 Immortality 7 Super Shooting
8 Life Leech 8 Super Speed

131
TABLE C7 POWER ENHANCEMENTS AND LIMITATIONS
Once you’ve got your Conditions, Skills and
Die Roll (D8) Which Power? Powers sorted out, you can determine whether
1 Super Strength any Powers should have any Enhancements or
2 Tech Manipulation Limitations. It’s hard to do this randomly, so you
3 Telekinesis might be best ignoring this for now unless
4 Teleportation anything becomes obvious once you’ve
5 Time Manipulation* developed your character further.
6 Wallcrawling
7 Weather Control BENEFITS AND DRAWBACKS
8 Web Creation/Entangling These can be determined randomly, using the
following tables.
*or Time Travel (if either is allowed)

TABLE D1 ENHANCED SENSES HOW MANY OF EACH?

Die Roll (D8) Which Sense? Die Roll (D6) No. of Benefits/Drawbacks
1 Ultra Hearing 1 None
2 Echolocation 2-3 1 (then roll D6/D8 for table)
3 Acute Smell 4-5 2 (then roll D6/D8 for table)
4 Acute Taste 6 3 (then roll D6/D8 for table)
5 Sensitive Touch
TABLE E1 BENEFIT (ROLL 1-2)
6 Ultra Vision
7 Dark Vision
Die Roll (D8) Which Benefit?
8 Thermal Vision
1 Reserved
2 Cipher
TABLE D2 ENHANCED SENSES
3 Companion
Die Roll (D8) Which Sense? 4 Contacts
1 X-Ray Vision 5 Crammer
2 Danger Sense 6 Fame
3 Dimensional Perception 7 Find Weakness
4 Life Sense 8 Gadgeteer
5 Magic Sense
TABLE E2 BENEFIT (ROLL 3-4)
6 Power Sense
7 Past Perception
Die Roll (D8) Which Benefit?
8 Roll again (or choose one*)
1 Hideout
*if okayed by the GM
2 Hot/Good Looking
3 Is that your best shot?
4 Just the thing
5 Lucky
6 Natural leader
7 Needs no sleep
8 Quick reactions

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TABLE E3 BENEFIT (ROLL 5-6) TABLE F3 DRAWBACK (ROLL 5-6)

Die Roll (D6) Which Benefit? Die Roll (D6) Which Drawback?
1 Renowned Expert 1 Overconfident
2 Rich 2 Poor sense
3 Super Vehicle 3 Psycho
4 Trusted by the Authorities 4 Public/Secret Identity
5 Truly Heroic/Villainous 5 Rival
6 Weird Knowledge 6 Someone needs me

DRAWBACKS TABLE F4 DRAWBACK (ROLL 7-8)


Remember, for every Benefit, you must have a
Drawback. Roll D8. Die Roll (D6) Which Drawback?
1 Split Loyalties
TABLE F1 DRAWBACK (ROLL 1-2) 2 Squeaky clean
3 Unlucky
Die Roll (D8) Which Drawback? 4 Vulnerability
1 Reserved 5 Weakness
2 Age 6 Workaholic
3 Archenemy
4 Broke
5 Cautious
6 Dark Secret
7 Dependency
8 Disability

TABLE F2 DRAWBACK (ROLL 3-4)

Die Roll (D8) Which Drawback?


1 Fame
2 Fear
3 Flashbacks
4 Impulsive
5 Lack of Confidence
6 Misunderstood by Authorities
7 Not a team player
8 Not of this Earth

133
ALL THE TABLES IN ONE PLACE
TABLE 1: CAMPAIGN POWER LEVEL
POWER Priority Triumph Number of dice by type
LEVEL Die Dice D4 D6 D8 D10 DD6 DD8 DD10
Street
Vigilantes D6 5 6 2 - x x x x
Local
Guardians D8 4 4 4 2 - x x x
Planetary
Champions D10 3 4 4 3 2 - - x
Stellar
Defenders DD6 2 4 4 4 2 2 - -

TABLE 2: DICE BUMPS/DROPS


Bump> > > > > > > > >
Zero D3 D4 D6 D8 D10 DD6 DD8 DD10
< < < < < < < < <Drop

TABLE 3: RESISTING ATTACKS


CONDITION TYPE OF ATTACK
Ego Is used to resist mental attacks, attempted mind control and mind reading, taunts,
interrogation and personal threats and jibes.
Health Is used to resist physical injury, energy attacks, poisons, toxins, radiation and other
bodily-invasive effects.
Mobility Is used to dodge and evade physical and energy attacks, to avoid damage from
explosions, falls and so on.

TABLE 4: EXAMPLE OF SUPER STRENGTH


DIE EXAMPLE
TYPE
D4 Speed Boat/Scud Missile/Car/Hummer/Rhinoceros/Small Helicopter
D6 Fishing Boat/Battle Tank/ Fighter Plane/Large Dinosaur
D8 Coast Guard Cutter/Passenger Plane/Statue of Liberty/Blue Whale
D10 Naval Patrol Ship/Large Fishing Trawler/Ten-Car Passenger Train
DD6 Small Tanker/Eiffel Tower/Naval Warship/Freight Train (Fully Loaded)
DD8 Aircraft Carrier/Cruise Ship/Oil Tanker/Empire State Building
DD10 Super Tanker (Fully Loaded)/The Burj Khalifa Tower

TABLE 5: A GUIDE TO TELEPORTING RANGE


DIE TYPE DISTANCE OF TRAVEL
D4 Within the same neighbourhood
D6 Within the same city or approximate equivalent area
D8 Within the same state (or country, if small)
D10 To another nearby state or country
DD6 Anywhere on the same continent
DD8 Anywhere in the world
DD10 Across outer space

134
TABLE 7: TASK DIFFICULTY
TASK DIFFICULTY MUNDANE SKILL POWER EXAMPLES
TARGET NUMBER TARGET NUMBER LIFT JUMP RUN
Typical 2 1 125lbs 2’ 12mph
Hard 4 1 250lbs 4’ 18mph
Challenging 6 1 500lbs 6’ 24mph
Remarkable 8 2 1,000lbs 8’ 30mph
-------------------------------ONLY POSSIBLE USING POWERS-----------------------------
Outstanding - 4 1ton 16’ 60 mph
Amazing - 6 10 tons 64’ 240 mph
Astounding - 8 100 tons 256’ 1,000 mph
Incredible - 10 1,000 tons 1,000’ 4,000 mph
Unbelievable - 12 10,000 tons 4,000’ 16,000 mph
Mind-Boggling - 15 100,000 tons 16,000’ 64,000 mph
Out of this World - 18 500,000 tons 64,000’ 256,000 mph

TABLE 8: WEAPONS TABLE 9: DAMAGE TO WHICH CONDITION


WEAPON SYNC DIE ATTACK TYPE NORMALLY
Knife, crowbar, baseball bat, chain D4 AFEECTS
bow, crossbow, boomerang, dart D4 Emotional, taunts, psychic attacks, Ego
Axe, sword, morning star, halberd D6 psychic control
Pistol D4 Physical (punches etc.), energy, Health
Heavy pistol, rifle D6 ballistic, poison, explosion
Machine pistol D4* Some physical attacks, entangling Mobility
Assault rifle D6* effects, slowing effects, paralyzing
Machine gun D8* effects
Rocket Launcher D8*
*All have the “Area Effect” Enhancement built in.

TABLE 10: NPC TYPES IN BRIEF


TYPE OF NPC CONDITION TRAITS NOTES
Extra D4 None Attack and defend only once per round. A mob of three to five use D6 to attack. A
mob of six or more use a D8 to attack.
Stubborn Extra D4 1-3 Attack and defend once per round, unless another Trait can be used defensively.
A mob of three to five use D6 to attack. A mob of six or more use a D8 to attack.
Bruiser D6 3-5 Traits are usually based on Skills. Rarely Powers. If they have armour (or other
items) they don’t receive the “Item” Limitation.
Minor League D6 4-6 One or two of their traits can be Powers drawn from the Powers list. They rarely
Superior have Enhancements and/or Limitations.

TABLE 11: HAZARD SEVERITY LEVEL


SEVERITY Priority Number of threat dice by type
LEVEL EXAMPLE Die D4 D6 D8 D10 DD6 DD8 DD10
1 Category I cyclone, category VI
earthquake, urban fire in a small building D6 3 1 - - X X X
2 Category II hurricane, category VII
earthquake, urban fire in a city block D8 3 2 1 - - X X
3 Category III hurricane, category VIII
earthquake, city-wide fire, meteorite D10 3 3 2 1 - - X
4 Category IV hurricane, category IX
earthquake, large meteorite DD6 3 3 2 1 1 - -
5 Category V cyclone, category X DD8 3 3 3 2 1 1 -
earthquake, massive meteorite

135
PLAYER CHEAT SHEET  If the defender wins, they stopped the attack or
otherwise avoided being harmed by it
USE OF TRIUMPH DICE (p.75)
 A character can defend against multiple attacks
Cash –in (no roll needed) a die to receive one of these
as many times as they have ways of defending;
benefits:
however they can still attack only once in a
 Bounce Back: If a single Condition is down to
round
Zero, you can recover back to D3.
 Each point of damage received is applied to one
 Power Stunt: You can temporarily gain a new
of the target’s Conditions.
non-combat Power that isn’t normally associated
with having that Power by using your Power
creatively. ATTACKING OPTIONS (p.78)
 Spectacular Recovery: If you become severely Attacks can be physical, social or mental, like punching
injured (all Conditions down to zero); with the someone, taunting them or trying to gain mind control over
GMs agreement you can cash in a Triumph Die at someone. Accordingly, you can pick from your range of
the end of the scene to recover sufficiently to Powers or Skills how you will target your foe. Sometimes
continue the current adventure. you can gain an attacking advantage by putting extra effort
into your attack, perhaps at the expense of your defence.
Roll a D6 – if it comes up ODD, it has no effect and goes
back into your pool. If it is EVEN, it is used and doesn’t go  Aim: Take your time with your shot for greater
back into your pool. However, you can then choose one of accuracy
these options:  Delay action: Hold fire until an opportunity
 Didn’t Hurt! You can absorb as much damage as arises
you just rolled on your Triumph Die.  Offensive stance: Bump your attack at the risk of
 Bounce Back: If two conditions are zero, you can your defences
recover both to D3.  Taunt, threaten or intimidate: Anger, upset or
 Extra Takedown: You can elect to takedown as frustrate your foe with words and gestures
many Extras as you rolled on your attack die
(ignoring any defence roll made by the Extra). DEFENDING OPTIONS (p.79)
 Max Die: You can increase your die roll to the Many more of the Powers than you might think can be used
maximum for your Die Type. defensively – don’t restrict your defensive options to the
 Protective Cordon: You can take an appropriate traditional powered armour or force field; these aren’t the
defensive action, out of turn, to protect only things that Superiors use to avoid getting clobbered.
civilian(s) that have been endangered or You can fly or jump out of the way of bullets, create
attacked. Doing this doesn’t use up one of your magnetic waves that deflect energy blasts or even use your
actions as it would normally (so is possible even super brain to calculate the trajectory of a missile and take
after you have taken your action). a step sidewise to have it sail harmlessly by. Be creative and
 Re-Roll: You can make a re-roll but with a Die make your game come alive.
Bump and you can use the highest result of the  Defensive stance: Bump your defence die at the
two rolls. expense of your attacks
 Temporary de-Limitation: You can remove a  Recovery: Take a breather to get a second wind
Limitation temporarily
 Temporary Enhancement: You can add a TEAMWORK OPTIONS (p.80)
temporary Enhancement to the Power you are If you selected the Teamwork option during your Downtime
using – even if that Enhancement is one you  Team coordination: Your Priority is that of the
otherwise don’t have. highest Priority rolled by the other players
 Team tactical: You can sync your Priority Die
ACTIONS (p.78) with whatever actions you are taking
 The attacker picks a target and declares the Skill  Double-team: You combine your Power with
or Power they haven’t already used in the round that of another team member into one, single,
 The defender selects a Condition, Skill or Power devastating attack
they haven’t already used in the round to defend  Team triumph: You may give one of your
or attack with – before any dice are rolled Triumph Dice to any other team member
 Both roll their appropriate die and the highest is  Team watch: Block a foe’s attack against one of
the winner your team mates by using one of your own
 If the attacker wins, the difference is checked. Powers or Skills
This is the damage done to the defender

136
INDEX OF POWERS BENEFITS AND DRAWBACKS
POWERS LIST p. POWERS LIST p. BENEFITS p.
Absorption 27 Mimic Powers 43 Benefit, reserved 63
Adaptation 27 Mind Blast 44 Cipher 63
Armour 28 Mind Control 44 Companion 63
Astral (Spirit) Travel 28 Mind Read/Send 45 Contacts 63
Burrowing 29 Mind Shield 45 Crammer 63
Deflection 30 Natural Weapon(s) 46 Fame 64
Density Control 30 Omnilingualism 46 Find Weakness 64
Dimensional Travel 31 Plant Control 46 Gadgeteer 64
Duplication 31 Power Nullifier 47 Hideout 64
Elasticity 32 Precognition 47 Hot/Good Looking 64
Elemental Control 32 Separation 48 Is that your best shot 65
Elemental Form 32 Shapeshifting 48 Just the thing 65
Energy Control 33 Size Changing 49 Natural Leader 65
Energy Form 34 Summoning 49 Lucky 65
Enhanced Senses 34 Super Agility 50 Needs No Sleep 65
Fast Healing 37 Super Fighting 50 Quick Reactions 65
Flight 38 Super Genius 50 Renowned Expert 65
Force Field Generation 39 Super Jump 51 Rich 65
Healing 39 Super Shooting 51 Super Vehicle 65
Illusions 40 Super Speed 51 Trusted By Authorities 66
Immortality 40 Super Strength 51 Truly Heroic/Villainous 66
Inaudibility 40 Tech Manipulation 52 Weird Knowledge 66
Invisibility 41 Telekinesis 53
Invulnerability 41 Teleportation 53 DRAWBACKS p.
Life Leech 41 Time Manipulation 53 Drawback, reserved 66
Life Support 42 Time Travel 54 Age 67
Magic 42 Wallcrawling 54 Archenemy 67
Matter Merging 43 Weather Control 54 Broke 67
Mimic Matter 43 Web Creation/Entangle 55 Cautious 67
Dark Secret 67
Dependency 67
ENHANCEMENTS AND LIMITATIONS Disability 67
Fame 68
ENHANCEMENTS p. LIMITATIONS p.
Fear 68
Area Effect 56 Activation 59
Flashbacks 68
Array 56 Ablative 59
Impulsive 68
Combi-Powers 57 Burnout 60
Lack of Confidence 68
Counter Attack 57 Charge-Up 60
Misunderstood by Authorities 68
Entangling Effects 57 Concentration 60
Not a Team Player 68
Hard Knockback 57 Conditional 60
Not of This Earth 68
Hardened Defence Vs. 58 Debilitating 60
Overconfident 69
Multi-Strike 58 Emergency Only 60
Poor Sense 69
Persistent Damage 58 Hard to Control 60
Psycho 69
Piercing Attack vs. 58 Item 61
Public/Secret Identity 69
Power Minimum 58 Overcharge 62
Rival 69
Ranged Touch Attack 58 Side-Effect 63
Someone Needs Me 70
Touch Only 64
Split Loyalties 70
Uses 65
Squeaky Clean 70
Unlucky 70
Vulnerability 70
Weakness 70
Workaholic 70

137

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