X Men Expansion!
X Men Expansion!
X Men Expansion!
ANGEL
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+2
+3 6 3 3 30
18
240
60 90
60
Glibness
Gain an edge on Ego checks to persuade characters
they are speaking to for the first time.
DR:
DR:-3
- DR: - Other Traits and Tags
Traits: Connections: Celebrities.
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
Tags: Alternate Form (Archangel), Extreme Appear-
15
17 +11
+4 x4
x8 ance, Heroic, Hounded, Krakoan, Public Identity,
Rich, X-Gene.
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
15
17 +5
+3 x5
x3
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
2
VIGILANCE DEFENSE NON-COMBAT
12
13 +2
+3
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +3 x5
x3
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x3
POWERS
ATTACK REACTIONS bb
Fast Attacks (Sharp) f p Riposte (Sharp) f p
Action: Standard | Duration: Instant | Range: Reach. Action: Reaction | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against 2 targets Trigger: An enemy makes a close attack against the character
within reach. that fails.
Success: Affected target/s suffer ½ damage. Effect: Make a Melee Attack vs Melee Defense against target.
M Success: Affected target/s suffer damage and this character Success: Target suffers damage.
may make a bonus attack vs another target within reach. M Success: Target suffers double damage + Weapon Effect
(Sharp: Target is bleeding).
Hit & Run (Sharp) f p
PASSIVE
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee attack with edge vs Melee Defense
against a target.
Success: Target suffers damage + character can move ½ their
Run Speed for free. Iconic Weapon A p
M Success: Target suffers double damage + Weapon Effect Techno-organic wings.
(Sharp: Target is bleeding) + character can move ½ their Run • When in Archangel form, can fire feathery flechettes (treat
Speed for free. like a submachine gun) and can act as a protective barrier
(20 points to shatter).
Snap Shooting k p
OTHER POWERS
Action: Standard | Duration: Instant | Range: Varies.
Effect: Make a single ranged Agility check vs the Agility defens-
es of two targets.
Success: Affected targets suffer ½ damage. A Evasion p, Flight 2 p, Mighty 1 p.
M Success: Affected targets suffer damage + Bleeding.
Suppressive Fire k p
Action: Standard | Duration: Instant | Range: Varies.
Effect: Makes an Agility attack vs target’s Vigilance defense.
Success: Target suffers Focus damage after Health DR.
M Success: Target suffers double Focus damage after Health
DR + Stunned for 1 round.
Weapons Blazing k t
Action: Standard | Duration: Instant | Range: Varies.
Effect: Make a single Agility check vs Agility defense of two
separate targets.
Success: Affected targets suffers ½ damage.
M Success: Affected targets suffers damage and character
makes a bonus attack with this power against any available
target, with the same effect.
ANGEL
ABOMINATION
APHELION
5
2
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+2
+3 6
5 3 3 30
3
240
30 90
60 Other Traits and Tags
Traits: Connections: Super Heroes.
Tags: Black Market Access, Heroic, Hounded, Kra-
DR:
DR:-3
- DR: - koan, Public Identity, X-Gene.
8
0
MELEE DEFENSE NON-COMBAT MULTIPLIER
10
17 +11
+0 x8
x2
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
12
17 +2
+3 x5
x2
8
1
RESILIENCE DEFENSE NON-COMBAT
18
11 +8
+1
3
2
VIGILANCE DEFENSE NON-COMBAT
12
13 +2
+3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +5
+3 x5
x3
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x2
POWERS
ATTACK REACTIONS b
Elemental Blast (Ice) B t Elemental Protection 1 (Ice) B t
Action: Standard | Duration: Instant | Range: 10 sp. Action: Standard/Reaction | Duration: Conc. | Range: Self.
Effect: Make a ranged Agility Attack with an edge vs target’s Trigger: The character is attacked or otherwise in danger.
Agility Defense. Add +1 to the character’s Agility damage bonus Effect: The character protects themselves with their element.
for every 2 points of Focus spent. Any attacks against them that do 10 points of damage or less
Success: Affected target suffers total damage. are instantly absorbed, and the protection continues. If an
M Success: Affected target suffers double total damage + attack does more than 10 points of damage, it destroys the
element’s special effect (Ice: Paralyzes target for one round). protection.
Inspiration A p
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
APHELION
ABOMINATION
APOCALYPSE
6
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+5
+3 6 3 3 30
6
Other Traits
External and Tags
Awareness
Traits:
The Text. has a telepathic link with all other Ex-
character
Tags: Text.
ternals. This allows them to know where other Exter-
nals are, when other Externals are first killed, when an
HEALTH FOCUS External kills another External, and telepathically call
240 150
90
for other Externals.
Fearless
Gain an edge on any action checks required to deal
DR: -3 DR:
DR:-2
- with fear.
Font of Information
8
7
MELEE DEFENSE NON-COMBAT MULTIPLIER
16
17 +11 x10
x8 Gain an edge on Logic checks having to do with
knowledge.Infector (Techno-Organic virus)
Iron Will
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Enemies have trouble on Ego attacks to control this
17
11 +3 x5
x7 character’s mind or influence their behavior. The
character also gains an edge on Ego checks to break
free of mind control or other compulsions.
8
RESILIENCE DEFENSE NON-COMBAT
Presence
18 +8 Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
things for them.
5
3
VIGILANCE DEFENSE NON-COMBAT
15
13 +5
+3 Other Traits and Tags
Traits: Connections: Super Villains.
Tags: Black Market Access, Externally Immortal,
3
EGO DEFENSE NON-COMBAT MULTIPLIER
Extreme Appearance, Hounded, Linguist (all known
13 +4
+3 x5
x7 human languages), Public Identity, X-Gene.
4
5
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
15 +4
+6 x5
x7
POWERS
Inspiration A
ATTACK
p
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
Banging Heads P p
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense of two enemies
within reach. If either attack fails, both fail entirely. REACTIONS b
Success: Targets suffers damage.
M Success: Targets suffers damage + Prone. Crushing Grip P t
Action: Reaction | Duration: Instant | Range: Reach.
Clobber P p Trigger: Target is grabbed.
Action: Standard | Duration: Instant | Range: Reach. Effect: Make a Melee attack vs Resilience Defense of grabbed
Effect: Make a Melee attack vs a target’s Melee Defense. target.
Success: Target suffers damage. Success: Target suffers damage.
M Success: Target suffers double damage + Prone. M Success: Target suffers double damage + Pinned.
Elemental Blast (Energy) B t Energy Absorbtion A h
Action: Standard | Duration: Instant | Range: 10 sp.
Action: Reaction | Duration: Instant | Range: Self.
Effect: Make a ranged Agility Attack with an edge vs target’s Agil-
Trigger: The character suffers Health damage.
ity Defense. Add +1 to the character’s Agility damage bonus for
Effect: Ignore any Health damage done to them (after applying
every 2 points of Focus spent.
any DR), and add it to Focus instead. May increase Focus up to
Success: Affected target suffers total damage.
double their regular maximum Focus. After combat, any extra
M Success: Affected target suffers double total damage + ele-
Focus gained fades away.
ment’s special effect (Energy: Blinds target for one round).
p Immovable
P p
Elemental Burst (Energy) B Action: Reaction | Duration: Instant | Range: Self.
Action: Standard | Duration: Instant | Range: 10 sp.
Trigger: Character is knocked back/prone.
Effect: Make a ranged Agility Attack vs target’s Agility Defense.
Effect: Reduce the knockback distance (equal to their Melee
Success: Target suffers damage.
Defense) in spaces.
M Success: Target suffers double damage + element’s special
effect (Energy: Blinds target for one round). Quick Toss P a
Action: Reaction | Duration: Instant | Range: Reach.
Ground-Shaking Stomp P a Trigger: A person the character can pick up is grabbed.
Action: Standard | Duration: Instant | Range: Reach. Effect: Throw the grabbed person at another target. Determine
Effect: Make a Melee check vs Agility Defense of every target range by Mighty power rank and the grabbed person’s size. Make
within 7 spaces. ranged attack against a target. Failure inflicts damage on thrown
Success: Target suffers half damage. person after which they fall prone within 1 space of the target.
M Success: Target suffers damage + Prone. Success: Target also suffers damage.
M Success: Target also suffers damage + Prone.
Smash P t
Action: Standard | Duration: Instant | Range: Reach.
Effect: Makes a close attack with edge. Add +1 to Melee damage
bonus per 2 Focus spent. PASSIVE
Success: Target suffers damage.
M Success: Target suffers double damage + Stunned for 1 round. Healing Factor A p
Action: Passive | Duration: Instant | Range: Self.
Unrelenting Smash P h Effect: At the end of this character’s turn, they regain Health equal
Action: Standard | Duration: Instant | Range: Reach.
to their Resilience Score.
Effect: Make a Melee check vs Melee Defense of all enemies in
reach.
Success: Target suffers ½ damage.
M Success: Target suffers damage + Prone. OTHER POWERS
This character may then move up to ½ speed then pay 15 Focus
to perform the attack again until they run out of speed or Focus. A Accuracy 1 p, Brilliance 1 p, Discipline 1 p, Mighty 4 p,
Targets can only be affected once by this power per turn. Sturdy 3 p, Uncanny 2 p.
p Jump 1 p.
ACTIVE
Copy Power j t
Action: Standard | Duration: Concentration | Range: 10 sp.
Effect: Pick one power of another character in range and dupli-
cate it as if it was always yours. When using such a power, they
must pay any cost normally as well.
APOCALYPSE
ABOMINATION
ASKANI
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+5E
+3 6
5 3 3 30
25
240
90 150
90
character’s mind or influence their behavior. The
character also gains an edge on Ego checks to break
free of mind control or other compulsions.
DR:
DR:-3
- DR:
DR: -1
- Quick Learner
If the character fails an action check, they gain an
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
edge on the check if they try the same action again
17
11 +11
+1 x8
x5 on their next turn.
Situational Awareness
Gain an edge on initiative checks.
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
13
17 +3 x5 Other Traits and Tags
Traits: Connections: Super Heroes.
Tags: Black Market Access, Heroic, Hounded, Kra-
8
3
RESILIENCE DEFENSE NON-COMBAT
koan, Public Identity, X-Gene.
18
13 +8
+3
5
3
VIGILANCE DEFENSE NON-COMBAT
15
13 +5
+3
5
3
EGO DEFENSE NON-COMBAT MULTIPLIER
15
13 +5
+3 x5
4
8
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
18 +10
+4 x5
x7
POWERS
ATTACK
Orders s h
Action: Standard | Duration: Permanent | Range: Unlimited.
Effect: Gives an order to a target with whom they’ve established a Tele-
pathic Link and who has no Focus left. Make a Logic check vs target’s
Telekinetic Attack r t Logic defense. The command must be to do something that can be
Action: Standard | Duration: Concentration | Range: 25 sp. completed in an hour or less. If it involves harming someone, the charac-
Effect: Makes a Logic attack vs target’s Melee defense. ter has trouble on the check. If it would cause the target to harm them-
Success: Target suffers damage. selves, the character has double trouble on the check.
M Success: Target suffers double damage + Stunned for 1 round. Success: Target complies with the orders.
M Success: As success + character gains an edge the next time they use
Telekinetic Grab r t this power against this same target.
Action: Standard | Duration: Concentration | Range: 25 sp.
Effect: Makes a Logic attack vs Melee defense of a target within range. Telekinetic Barrier r t
Breaking free requires TN20 Melee check. Action: Standard | Duration: Concentration | Range: 50 sp.
Success: Target is grabbed with the character’s mind. Effect: Create invisible barrier covering up to 10 spaces across (vertically/
M Success: Target is grabbed with the character’s mind + Pinned. horizontally). Makes a Logic check vs Agility defense of any target in the
affected spaces. Failure allows target to choose which side of the barrier
they end up on. Attacks on the barrier are against the character’s Logic
ACTIVE defense. Any attacks on it that do 10 points of damage or less are instant-
ly absorbed, and the barrier continues. If an attack does more than 10
points of damage, it destroys the barrier. Either way, the attack leaves
those behind the barrier unharmed.
Astral Form s t Success: Character chooses which side of the barrier the target winds
Action: Standard | Duration: Concentration | Range: Self.
up on.
Effect: Can project an avatar into the Astral Plane, leaving their physical
M Success: Character chooses which side of the barrier the target winds
body in a deep trance in the real world. If Rank 4+, can take on a trans-
up on + target Paralyzed for 1 round.
parent form visible in the real world. Flight Speed on Astral Plane = 25.
MOVEMENT
Success: The target complies with the order.
M Success: As success + gains an edge the next time they use this power
against this same target.
REACTIONS
each target’s Vigilance defense.
Success: Target sensed.
M Success: Target sensed+ can identify the source of any powers the
bb
target has.
OTHER POWERS
M Success: As success but information more complex.
Mind Reading s p
Action: Standard | Duration: 1 round | Range: Unlimited.
Effect: Can read the thoughts of a single person with whom they have es- A Brilliance 2 p, Flight 2 p, Uncanny 1 p.
tablished a Telepathic Link. Make a Logic check vs target’s Logic defense. s Telepathic Network t.
Success: Can read the target’s surface thoughts.
M Success: As success but can ask a single simple question and get the
answer from the target’s mind.
ASKANI
ABOMINATION
AURORA
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+3E
+3 24
6 12
3 12
3 30
24
240
60 90
Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
things for them.
DR:
DR: -3
-1 DR: - Situational Awareness
Gain an edge on initiative checks.
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
15
17 +5
+3 x4
x5
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
5
3
EGO DEFENSE NON-COMBAT MULTIPLIER
15
13 +6
+3 x5
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x4
x5
POWERS
ATTACK REACTIONS o bb
Dazzle C t Blur o t
Action: Standard | Duration: Instant | Range: 20 sp. Action: Standard/Reaction | Duration: 1 round | Range: Self.
Effect: Make an Ego check vs target’s Vigilance defense. Trigger: The character is attacked.
Success: Target is Blinded for 1 turn. Effect: Any attacks against the character have trouble.
M Success: Target suffers damage + Blinded for 1 turn.
Catch Bullets o a
Molecular Destabilization o h Action: Reaction | Duration: Instant | Range: Self.
Action: Standard | Duration: Instant | Range: Reach. Trigger: A ranged attack using physical projectiles (arrows,
Effect: Make a close attack vs object their size or smaller. bullets and so on) is made against the character—or a character
Success: The object explodes. All targets within 2 spaces of the within their character’s reach.
object (except the character) suffer damage. Effect: Make an Agility check, using the attacker’s attack result
M Success: As success, but all targets suffer double damage as the target number.
ignoring Health DR. Success: Attack is nullified.
M Success: Attack is nullified + regain reaction.
Speed Blast o t
PASSIVE
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: Make a ranged attack.
Success: Target is stunned for 1 round.
M Success: Target is stunned for 1 round + Prone.
Blazing-Fast Fists o p
Action: Passive | Duration: Permanent | Range: Self.
Lightning Actions o p
Illumination C p Action: Passive | Duration: Permanent | Range: Self.
Action: Standard | Duration: Concentration | Range: 50 sp. Effect: The character has one extra standard action and one
Effect: The character illuminates one object or point within extra reaction each turn. Additionally, they can turn their Mar-
range and line of sight, with bright light. The character can vel die to a Fantastic success when making an initiative check.
maintain concentration on the effect even if they move out of
range or line of sight. Speed Run 2 o p
Action: Passive | Duration: Permanent | Range: Self.
Effect: Outside of combat, the character can move up to 50
times as fast as their increased Run Speed.
OTHER POWERS
A Discipline 1 p, Flight 2 p, Sturdy 1 p.
AURORA
ABOMINATION
BANSHEE
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+3 6 3 3 30
18
240
60 90
Gain an edge on Vigilance checks to spot clues and
on Logic checks related to interpreting clues. Gain a
second edge if made in a Forensics Lab.
DR:
DR:-3
- DR: - Other Traits and Tags
Traits: Connections: Super Heroes.
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
Tags: Black Market Access, Heroic, Hounded, Kra-
15
17 +11
+1 x8
x3 koan, Public Identity, X-Gene.
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
15
17 +6
+3 x4
x5
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
6
3
EGO DEFENSE NON-COMBAT MULTIPLIER
16
13 +3
+7 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x3
POWERS
ATTACK REACTIONS b
Elemental Blast (Sound) B t Elemental Protection 2 (Sound) B a
Action: Standard | Duration: Instant | Range: 10 sp. Action: Standard/Reaction | Duration: Conc. | Range: Self
Effect: Make a ranged Agility Attack with an edge vs target’s Trigger: The character is attacked or otherwise in danger.
Agility Defense. Add +1 to the character’s Agility damage bonus Effect: The character protects themselves with their element.
for every 2 points of Focus spent. Any attacks against them that do 20 points of damage or
Success: Affected target suffers total damage. less are instantly absorbed, and the protection continues. If an
M Success: Affected target suffers double total damage + el- attack does more than 20 points of damage, it destroys the
ement’s special effect (Sound: Deafens target for one round). protection.
ACTIVE
Elemental Barrier (Sound) B t
Action: Standard | Duration: Concentration | Range: 30 sp.
Effect: The character forms a wall (6 spaces across) of their ele-
ment within range. Make an Agility Attack vs Agility Defense of
any target in the affected spaces. On a failure, the target choos-
es which side of the barrier they’re on. The barrier provides 10
points of protection.
Success: Attacker chooses the side of the barrier the target is on.
M Success: As success + element’s special effect (Sound: Deaf-
ens target for one round).
BANSHEE
ABOMINATION
BEAK
5
1
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+3
+1 6
5 3 3 30
5
240
10 90
30 Other Traits and Tags
Traits: Surprising Power (Flight 1).
Tags: Dependents: More than a dozen young chil-
DR:
DR:-3
- DR: - dren, Extreme Appearance, Heroic, Hounded, Kra-
koan, Public Identity, X-Gene.
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
17
11 +11
+1 x8
x1
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
12
17 +2
+3 x5
x1
8
0
RESILIENCE DEFENSE NON-COMBAT
10
18 +0
+8
3
1
VIGILANCE DEFENSE NON-COMBAT
13
11 +3
+1
0
3
EGO DEFENSE NON-COMBAT MULTIPLIER
10
13 +0
+3 x5
x1
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x1
POWERS
ATTACK REACTIONS b
Hit & Run (Sharp) f p
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee attack with edge vs Melee Defense OTHER POWERS
against a target.
A Flight 1 p.
Success: Target suffers damage + character can move ½ their
Run Speed for free.
M Success: Target suffers double damage + Weapon Effect
(Sharp: Target is bleeding) + character can move ½ their Run
Speed for free.
BEAK
ABOMINATION
BISHOP
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+4E
+3 6 3 3 30
3
240
90 120
90
Investigation
Gain an edge on Vigilance checks to spot clues and
on Logic checks related to interpreting clues. Gain a
second edge if made in a Forensics Lab.
DR:
DR:-3
- DR:
DR: -1
-
Presence
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
Gain an edge on Ego checks that involve getting
12
17 +11
+2 x4
x8 people to pay attention to them or to voluntarily do
things for them.
Situational Awareness
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Gain an edge on initiative checks.
15
17 +3
+7 x6
x5
Gear & Weapons
V Plasma Gun (Range: 20)
8
3
RESILIENCE DEFENSE NON-COMBAT
Agility Damage Multiplier +2.
18
13 +8
+3 Connected by cable to Bishop’s cybernetics that
allows him to spend 5 Focus to activate Elemen-
tal Infusion as a reaction.
4
3
VIGILANCE DEFENSE NON-COMBAT
Other Traits and Tags
14
13 +4
+3 Traits: Connections: Police, Connections: Super He-
roes, Extra Occupation.
Tags: Black Market Access, Heroic, Hounded, Kra-
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
koan, Public Identity, Streetwise, X-Gene.
14
13 +6
+3 x6
x5
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x4
x5
POWERS
Weapons Blazing k
ATTACK
t
Action: Standard | Duration: Instant | Range: Varies.
Effect: Make a single Agility check vs Agility defense of two
Double Tap k p separate targets.
Action: Standard | Duration: Instant | Range: Varies. Success: Affected targets suffers half damage.
Effect: Make a ranged attack vs enemy within 2 spaces. M Success: Affected targets suffers damage and character
Success: Target suffers damage. makes a bonus attack with this power against any available
M Success: Target suffers double damage + Bleeding. target, with the same effect.
REACTIONS
Success: Target suffers double damage + Stunned (1 rnd).
M Success: Target suffers triple damage + Stunned (1 rnd). b
Slow-Motion Shoot Dodge k a
Action: Standard | Duration: Instant + 1 round | Range: Varies. Energy Absorbtion A h
Effect: Make a single ranged Agility check vs the Agility de- Action: Reaction | Duration: Instant | Range: Self.
fenses of two targets. When this character moves, is moved, or Trigger: The character suffers Health damage.
starts their next turn, they instantly fall prone. Until that happens, Effect: Ignore any Health damage done to them (after applying
all attacks against their Agility defense have trouble. any DR), and add it to Focus instead. May increase Focus up to
Success: Affected targets suffer ½ damage. double their regular maximum Focus. After combat, any extra
M Success: Affected targets suffer damage + character can use Focus gained fades away.
this power again against any available target.
Slow-Motion Dodge A p
Snap Shooting k p Action: Reaction | Duration: Instant | Range: Self.
Action: Standard | Duration: Instant | Range: Varies. Trigger: Enemy makes an attack vs this character’s Agility
Effect: Make a single ranged Agility check vs the Agility defens- defense.
es of two targets. Effect: The enemy gains trouble on the attack.
Success: Affected targets suffer ½ damage.
M Success: Affected targets suffer damage + Bleeding.
Suppressive Fire k p
Action: Standard | Duration: Instant | Range: Varies.
Effect: Makes an Agility attack vs target’s Vigilance defense.
Success: Target suffers Focus damage after Health DR.
M Success: Target suffers double Focus damage after Health
DR + Stunned for 1 round.
BISHOP
BLACK
ABOMINATION
PRIESTESS
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+5
+3 6
5 3 3 30
3
240
120 150
90
Enduring Constitution
May function for up to 48 hours without sleep and
gain an edge on Resilience checks to overcome fa-
tigue or weariness.
DR:
DR: -3
-1 DR:
DR:-2
-
External Awareness
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
The character has a telepathic link with all other Ex-
17
11 +11
+1 x8
x5 ternals. This allows them to know where other Exter-
nals are, when other Externals are first killed, when an
External kills another External, and telepathically call
for other Externals.
4
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
14
17 +4
+3 x5 Fearless
Gain an edge on any action checks required to deal
with fear.
4
8
RESILIENCE DEFENSE NON-COMBAT
Presence
14
18 +4
+8 Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
things for them.
5
3
VIGILANCE DEFENSE NON-COMBAT
15
13 +5
+3 Other Traits and Tags
Traits: Connections: Super Villains.
Tags: Black Market Access, Externally Immortal,
3
7
EGO DEFENSE NON-COMBAT MULTIPLIER
Hounded, Krakoan, Public Identity, Sorcerous, Su-
13
17 +9
+3 x5
x7 pernatural, Villainous, X-Gene.
4
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14 +4
+5 x6
x5
POWERS
ATTACK
Summon Portal d h
Action: Standard | Duration: Concentration | Range: Reach.
Effect: The character opens a glowing portal in a space next to them that
teleports anything that enters it between that space and its destination.
Bolts of Balthakk d t The character can close it at will.
Action: Standard | Duration: Instant | Range: 20 sp.
Effect: Make an Ego check with edge vs target’s Agility defense in line of Telekinetic Barrier r t
sight. Add +1 to Agility damage bonus for every 2 points of Focus spent. Action: Standard | Duration: Concentration | Range: 50 sp.
Success: Target suffers total damage. Effect: Create invisible barrier covering up to 10 spaces across (vertically/
M Success: Target suffers double total damage + Stunned for 1 round. horizontally). Makes a Logic check vs Agility defense of any target in the
affected spaces. Failure allows target to choose which side of the barrier
Flames of the Faltine d t they end up on. Attacks on the barrier are against the character’s Logic
Action: Standard | Duration: Instant | Range: 10 sp. defense. Any attacks on it that do 10 points of damage or less are instant-
Effect: Make an Ego check vs target’s Agility defense. ly absorbed, and the barrier continues. If an attack does more than 10
Success: Target suffers damage. points of damage, it destroys the barrier. Either way, the attack leaves
M Success: Target suffers double damage + Ablaze. those behind the barrier unharmed.
Success: Character chooses which side of the barrier the target winds
Telekinetic Attack r t up on.
Action: Standard | Duration: Concentration | Range: 25 sp. M Success: Character chooses which side of the barrier the target winds
Effect: Makes a Logic attack vs target’s Melee defense. up on + target Paralyzed for 1 round.
Success: Target suffers damage.
M Success: Target suffers double damage + Stunned for 1 round. Telekinetic Manipulation r p
Action: Standard | Duration: Concentration | Range: 25 sp.
Telekinetic Grab r t Effect: Character can manipulate objects in their line of sight with their
Action: Standard | Duration: Concentration | Range: 25 sp. mind. The size of the object is determined using the number of ranks the
Effect: Makes a Logic attack vs Melee defense of a target within range. character has in the Brilliance power (see Mighty). If opposed, make a
Breaking free requires TN20 Melee check. Logic check vs opponent’s Agility defense.
Success: Target is grabbed with the character’s mind.
M Success: Target is grabbed with the character’s mind + Pinned. Telepathic Link s p
Action: Standard | Duration: Concentration | Range: Unlimited
ACTIVE
Effect: Can communicate telepathically with one person they have met or
seen before, providing both character and target are in the same dimen-
sion. If target is unwilling, make a Logic check vs target’s Vigilance defense.
On a failure, the character cannot attempt to communicate with the target
Astral Form d t in this way for the rest of the day.
Action: Standard | Duration: Concentration | Range: Self. Success: Can communicate with the target for one round.
Effect: Can project an avatar into the Astral Plane, leaving their physical M Success: Target cannot shut the character out for the rest of the day.
body in a deep trance in the real world. If Rank 4+, can take on a trans-
REACTIONS
parent form visible in the real world. Flight Speed on Astral Plane: 25.
Command s t bb
Action: Standard | Duration: 1 round | Range: Unlimited.
Effect: Make a Logic check vs Logic defense of target with an existing Brain Drain d t
Telepathic Link. Give a command they can complete in a single action. If Action: Reaction | Duration: Instant | Range: Reach.
it can harm someone, the check has trouble. If it can harm the target, the Trigger: The target is grabbed.
check has double trouble on the check. Effect: Make an Ego attack vs target’s Vigilance defense.
Success: The target complies with the order. Success: Target suffers damage to Focus and character heals half that
M Success: As success + gains an edge the next time they use this power much Focus themselves.
against this same target. M Success: Target suffers damage to Focus and character heals that
much Focus themselves.
Dispel Spell d h
Action: Standard | Duration: Instant | Range: LOS. Telekinetic Protection 2 r a
Effect: Make an Ego check vs target’s Ego defense who uses a magic Action: Standard/Reaction | Duration: Concentration | Range: Self.
power that requires concentration. Trigger: The character is attacked or otherwise in danger.
Success: Target’s concentration on that power is broken. Effect: Form a telekinetic field. Any attacks < 20 damage are absorbed.
M Success: Target’s concentration is broken entirely. If an attack > 20 damage, destroys the protection but character remains
unharmed.
Sense Supernatural d p
Action: Standard | Duration: Concentration | Range: 500 sp.
OTHER POWERS
Effect: The character can reach out with their mind to sense the pres-
ence of supernatural people, places or things within range. This tells
them the location of the supernatural thing and its general status. If the
taregt wishes to conceal themselves, make an Ego check vs each tar- A Brilliance 1 p, Discipline 2 p, Sturdy 1 p, Uncanny 2 p.
get’s Vigilance defense.
Success: Character senses the target.
M Success: As success but character can also identify if the target is
cursed or demonic.
BLACK PRIESTESS
BLACK
ABOMINATION
TOM CASSIDY
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+2E
+3 6
5 3 3 30
3
240
60 90
lic Identity, X-Gene.
DR:
DR:-3
- DR: -
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
14
17 +11
+1 x8
x3
4
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
14
17 +4
+3 x5
x3
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
2
VIGILANCE DEFENSE NON-COMBAT
12
13 +2
+3
5
3
EGO DEFENSE NON-COMBAT MULTIPLIER
15
13 +6
+3 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x3
POWERS
Elemental Infusion (Earth) B
ATTACK
t
Action: Standard | Duration: Concentration | Range: Self.
Effect: The character infuses their energy into a handheld
weapon in their grasp. When the character gets a Fantastic suc-
Elemental Blast (Earth) B t cess attacking with the weapon, add the energy’s special effect
Action: Standard | Duration: Instant | Range: 10 sp.
(Earth: Target moves at half speed for one round).
Effect: Make a ranged Agility Attack with an edge vs target’s
Agility Defense. Add +1 to the character’s Agility damage bonus
for every 2 points of Focus spent.
Elemental Prison (Earth) B a
Action: Standard | Duration: Concentration | Range: LOS.
Success: Affected target suffers total damage.
Effect: The character picks a point within their line of sight and
M Success: Affected target suffers double total damage +
traps any chosen targets within up to 15 spaces—in a prison
element’s special effect (Earth: Target moves at half speed
comprised of their element. When the Elemental Prison is
for one round).
formed, the character makes an Ego check and compares the
results against the Agility defense of targets inside the enclosed
Elemental Burst (Earth) B p spaces. Attacks against the prison are against the character’s
Action: Standard | Duration: Instant | Range: 10 sp.
Ego defense. Any attacks against the prison are absorbed as
Effect: Make a ranged Agility Attack vs target’s Agility Defense.
if made against the character’s Elemental Protection power.
Success: Target suffers damage.
Success: Traps the target within the prison’s perimeter.
M Success: Target suffers double damage + element’s special
M Success: Traps the target within the prison’s perimeter + suf-
effect (Earth: Target moves at half speed for one round).
fer damage + element’s special effect (Earth: Target moves at
half speed for one round).
Elemental Grab (Earth) B t
Action: Standard | Duration: Concentration | Range: 15 sp.
Effect: Make a ranged Ego attack vs target’s Melee defense.
Breaking free requires a successful Melee check against target
number 20.
REACTIONS bb
Success: Character grabs the target with their element. Elemental Protection 2 (Earth) B a
M Success: Character grabs the target with their element + Action: Standard/Reaction | Duration: Conc. | Range: Self.
Pinned + Suffer the element’s special effect (Earth: Target Trigger: The character is attacked or otherwise in danger.
moves at half speed for one round). Effect: The character protects themselves with their element.
Any attacks against them that do 20 points of damage or
Elemental Push (Earth) B a less are instantly absorbed, and the protection continues. If an
Action: Standard | Duration: Instant | Range: LOS. attack does more than 20 points of damage, it destroys the
Effect: Make an Ego attack vs target’s Agility defense. protection.
Success: Move the target in any direction, up to 3 spaces.
M Success: As success + target suffers damage + Prone + el- Elemental Sphere (Earth) B a
ement’s special effect (Earth: Target moves at half speed for Action: Standard/Reaction | Duration: Conc. | Range: 15 sp.
one round). Trigger: The character is attacked or otherwise in danger.
Effect: The character envelops themselves—and any chosen
ACTIVE
people—in a protective sphere comprised of their element.
When formed, make an Ego check vs Agility defense of
unwanted characters in the enclosed space. Attacks on the
sphere are against the character’s Ego defense and acts as
Animal Bond s p character’s Elemental Protection power.
Action: Standard | Duration: Concentration | Range: Unlimited. Success: Move any unwanted people within the sphere’s pe-
Effect: The character can communicate telepathically with one rimeter to spaces outside of the sphere.
animal of their choice (Krakoa), and they must have befriended M Success: As success but also suffer damage + elements spe-
the animal before. cial effect (Earth: Target moves at half speed for one round).
+5
+3 6 3 3 30
3
240
90 150
90
something for the first time.
Glibness
Gain an edge on Ego checks to persuade characters
DR:
DR:-3
- DR: - they are speaking to for the first time.
12
17 +11
+2 x4
x8 V Displacement Field Daggers (Range: 5)
Agility Damage Multiplier +1.
Blink can use her Teleport Object and Teleport
Other powers on any person or object she hits
6
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
with these daggers.
16
17 +8
+3 x6
x5
Other Traits and Tags
Traits: Connections: Super Heroes.
8
3
RESILIENCE DEFENSE NON-COMBAT
Tags: Black Market Access, Extreme Appearance,
18
13 +8
+3 Heroic, Hounded, Krakoan, Public Identity, X-Gene.
5
3
VIGILANCE DEFENSE NON-COMBAT
15
13 +5
+3
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +3 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
ATTACK
Teleport Blind t h
Action: Standard/Movement | Duration: Instant | Range: Self.
Effect: The character teleports to someplace they’ve never been and
never seen, up to 40 spaces away. Outside of combat, they can teleport
Double Tap k p up to 400 times spaces away. If the character teleports into something
Action: Standard | Duration: Instant | Range: Varies. solid, they are automatically pushed out of it but suffers damage from
Effect: Make a ranged attack vs enemy within 2 spaces. the disruption equal to a standard action check. The damage multiplier
Success: Target suffers damage. is 1 for every space they must move to reach a clear area. If this kills them,
M Success: Target suffers double damage + Bleeding. their body is trapped inside the material they teleported into.
ACTIVE
Effect: Make an Ego check with an edge vs attacker’s Agility check result.
Success: The projectile from the attack is teleported away, someplace
safe.
M Success: The attack is turned against the attacker, using the Ego check
Inspiration A p just made as the attack check.
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Inspire an ally in earshot. The ally gains edge on all action checks Change of Plans Q t
until the start of the character’s next turn. Action: Reaction | Duration: 1 round | Range: LOS.
Trigger: An ally has trouble on an action check.
Teleport Object t a Effect: The ally gains an edge on that action check.
Action: Standard | Duration: Permanent | Range: Reach.
Effect: The character can teleport along with them an object within Teleport Other t h
reach as far away as their Teleport power normally allows them. The Action: Standard/Reaction | Duration: Instant | Range: Self.
object (and things attached to or inside of it) can be up to 4 sizes big- Trigger: The target is grabbed.
ger than them. Effect: The character makes an Ego check against the Vigilance defense
of a target they have grabbed. If the check is successful, the character
can teleport the target as far away as their Teleport power normally
MOVEMENT
allows them in combat. If the target winds up in something solid, they
are automatically pushed out of it but suffer damage from the disruption
equal to a standard action check. The damage multiplier is 1 for every
space they must move to reach a clear area. If this kills them, their body is
Blink t p trapped inside the material they teleported into.
Action: Standard/Movement/Reaction | Duration: Instant | Range: Self.
Trigger: The character is attacked.
PASSIVE
Effect: The character teleports into a clear space they can see or have
been to, up to 4 spaces away. If someone was about to attack them and
they are now out of reach or line of sight, the attack automatically fails. If
they are still within reach or line of sight, the attack has trouble instead.
Iconic Weapon A p
Blink Barrage t t Displacement-Field Daggers.
Action: Standard/Movement | Duration: Instant | Range: Self. • Agility Damage Multiplier +1.
Effect: The character teleports several times in quick succession and • Blink can use her Teleport Object and Teleport Other powers on any
winds up in a clear space they can see or have been to, up to 4 spaces person or object she hits with these daggers.
away. Any attacks have trouble against them for one round.
Teleport 2 t
Action: Standard/Movement | Duration: Instant | Range: Self.
Effect: The character teleports into a clear space they can see or have
p
OTHER POWERS
been to, up to 40 spaces away. Outside of combat, the character can A Accuracy 2 p.
teleport up to 4000 spaces away.
BLINK (EARTH-295)
ABOMINATION
BLOB
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+2
+3 6 3 3 30
3
240
210 90
60
Glibness
Gain an edge on Ego checks to persuade characters
they are speaking to for the first time.
DR: -3 DR:
DR: -1
- Iron Will
Enemies have trouble on Ego attacks to control this
8
6
MELEE DEFENSE NON-COMBAT MULTIPLIER
character’s mind or influence their behavior. The
15
17 +11
+8 x6
x8 character also gains an edge on Ego checks to break
free of mind control or other compulsions.
Presence
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Gain an edge on Ego checks that involve getting
17
11 +2
+3 x4
x5 people to pay attention to them or to voluntarily do
things for them.
Public Speaking
8
7
RESILIENCE DEFENSE NON-COMBAT
18
17 +8
+7 Gain an edge on Ego checks when attempting to
persuade groups.
3
2
VIGILANCE DEFENSE NON-COMBAT
Tags: Hounded, Krakoan, Public Identity, X-Gene.
12
13 +2
+3
3
2
EGO DEFENSE NON-COMBAT MULTIPLIER
12
13 +2
+3 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+1 x4
x5
POWERS
ATTACK REACTIONS b
Banging Heads P p Bounce Back I t
Action: Standard | Duration: Instant | Range: Reach. Action: Reaction | Duration: Instant | Range: Self.
Effect: Make a Melee Attack vs Melee Defense of two enemies Trigger: The character suffers damage from a fall or is knocked
within reach. If either attack fails, both fail entirely. prone.
Success: Targets suffers damage. Effect: The fall doesn’t damage the character. If they are prone,
M Success: Targets suffers damage + Prone. they stand up. If they’d like, they can also jump a number of
spaces, up to their Run Speed.
Clobber P p
Action: Standard | Duration: Instant | Range: Reach. Crushing Grip P t
Effect: Make a Melee attack vs a target’s Melee Defense. Action: Reaction | Duration: Instant | Range: Reach.
Success: Target suffers damage. Trigger: Target is grabbed.
M Success: Target suffers double damage + Prone. Effect: Make a Melee attack vs Resilience Defense of grabbed
target.
Ground-Shaking Stomp P a Success: Target suffers damage.
Action: Standard | Duration: Instant | Range: Reach. M Success: Target suffers double damage + Pinned.
Effect: Make a Melee check vs Agility Defense of every target
within 5 spaces. Immovable P p
Success: Target suffers half damage. Action: Reaction | Duration: Instant | Range: Self.
M Success: Target suffers damage + Prone. Trigger: Character is knocked back/prone.
Effect: Reduce the knockback distance (equal to their Melee
Smash P t Defense) in spaces.
Action: Standard | Duration: Instant | Range: Reach.
Effect: Makes a close attack with edge. Add +1 to Melee dam- Quick Toss P a
age bonus per 2 Focus spent. Action: Reaction | Duration: Instant | Range: Reach.
Success: Target suffers damage. Trigger: A person the character can pick up is grabbed.
M Success: Target suffers double damage + Stunned for 1 Effect: Throw the grabbed person at another target. Determine
round. range by Mighty power rank and the grabbed person’s size.
Make ranged attack against a target. Failure inflicts damage
on thrown person after which they fall prone within 1 space of
ACTIVE the target.
Success: Target also suffers damage.
M Success: Target also suffers damage + Prone.
Inspiration A p
Action: Standard | Duration: 1 round | Range: Earshot. Slip Free I p
Effect: Inspire an ally in earshot. The ally gains edge on all action Action: Reaction | Duration: Instant | Range: Self.
checks until the start of the character’s next turn. Trigger: The character is grabbed or pinned.
Effect: The character is not grabbed or pinned.
PASSIVE
Flexible Bones 1 I p
Action: Passive | Duration: Permanent | Range: Self.
Effect: Gain Health Damage Reduction 1 and edge on Agility
checks for contortion and escape.
OTHER POWERS
A Mighty 2 p, Sturdy 3 p, Uncanny 1 p, Wisdom p.
BLOB
ABOMINATION
BROOD
5
2
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+1E
+3 6 3 3 30
12
240
90 90
60
a telepathic network with an unlimited range and an
unlimited number of members. When given orders
by the leader of that network, the character must
make an Ego vs. TN 18 action check or follow those
DR:
DR: -3
-1 DR: - orders. On a Fantastic success, the character can
choose to permanently break free from the network.
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
17
11 +2
+3 x5
x2 Situational Awareness
Gain an edge on initiative checks.
Venomous
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3 When the character uses sharp Melee Weapons
powers and gets a Fantastic success, they have the
option of causing a target to be poisoned rather than
bleeding.
3
1
VIGILANCE DEFENSE NON-COMBAT
13
11 +3
+1 Other Traits and Tags
Traits: Battle Ready, Connections: Military (Brood
fleet).
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
Tags: Alien Heritage, Extreme Appearance, Public
13
11 +3
+1 x5
x2 Identity, Villainous.
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x2
POWERS
ATTACK REACTIONS bb
Fast Attacks (Sharp) f
PASSIVE
p
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against 2 targets
within reach.
Success: Affected target/s suffer ½ damage. Additional Limbs A p
M Success: Affected target/s suffer damage and this character Action: Passive | Duration: Permanent | Range: Self.
may make a bonus attack vs another target within reach. Effect: Lift objects, use tools or otherwise take actions that nor-
mally require the use of a hand. Also grants an edge in Melee
Hit & Run (Sharp) f p and Agility checks.
Action: Standard | Duration: Instant | Range: Reach.
OTHER POWERS
Effect: Make a Melee attack with edge vs Melee Defense
against a target.
Success: Target suffers damage + character can move ½ their
Run Speed for free. A Flight 1 (except for Queens) p, Mighty 1 p, Sturdy 1 p.
M Success: Target suffers double damage + Weapon Effect
(Sharp: Target is bleeding) + character can move ½ their Run
Speed for free.
BROOD
ABOMINATION
CABLE
6
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+4E
+3 6 3 3 30
3
Other Traits
Infector: and Tags
Techno-Organic Virus
Traits:
The Text.
character can infect a target with a disease,
Tags:
whichText.
must be chosen along with the trait.
240
150 150
90
Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
things for them.
DR:
DR: -3
-1 DR:
DR:-2
- Situational Awareness
Gain an edge on initiative checks.
8
6
MELEE DEFENSE NON-COMBAT MULTIPLIER
Tech Reliance V
16
17 +11
+7 x8
x7 Instead of falling unconscious due to damage, lose
tech powers and remain conscious with 1 Health.
5
3
MULTIPLIER
Gear & Weapons
AGILITY DEFENSE NON-COMBAT
15
17 +3
+7 x5
x8 V Customized Pulse Rifle (Range: 20)
Agility Damage Multiplier +1.
Can use Elemental Burst through this weapon.
8
5
RESILIENCE DEFENSE NON-COMBAT
V Grenades (Range: 10)
18
15 +8
+5 Agility Damage Multiplier x2.
V Sword (Range: Reach)
Melee Damage Multiplier +2.
4
3
VIGILANCE DEFENSE NON-COMBAT
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
Heroic, Hounded, Krakoan, Public Identity, X-Gene.
14
13 +4
+3 x6
x5
4
6
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
16 +4
+8 x5
x8
POWERS
ATTACK
Mind Reading s p
Action: Standard | Duration: 1 round | Range: Unlimited.
Effect: Can read the thoughts of a single person with whom they
have established a Telepathic Link. Make a Logic check vs target’s
Elemental Burst (Energy) V B p Logic defense.
Action: Standard | Duration: Instant | Range: 10 sp.
Success: Can read the target’s surface thoughts.
Effect: Make a ranged Agility Attack vs target’s Agility Defense.
M Success: As success but can ask a single simple question and get
Success: Target suffers damage.
M Success: Target suffers double damage + element’s special effect the answer from the target’s mind.
(Energy: Blinds target for one round). Mirage s a
Action: Standard | Duration: Concentration | Range: Unlimited.
Telekinetic Attack r t Effect: Creates a full-sensory mirage that affects any target with
Action: Standard | Duration: Concentration | Range: 30 sp.
whom they have established a Telepathic Link. The mirage can be
Effect: Makes a Logic attack vs target’s Melee defense.
Success: Target suffers damage. of anything the character desires, and it can move freely.
M Success: Target suffers double damage + Stunned for 1 round. Telekinetic Manipulation r p
Action: Standard | Duration: Concentration | Range: 30 sp.
Telepathic Blast s t Effect: Character can manipulate objects in their line of sight with
Action: Standard | Duration: Instant | Range: LOS.
their mind. The size of the object is determined using the number
Effect: Make a Logic attack vs target in line of sight.
of ranks the character has in the Brilliance power (see Mighty). If op-
Success: Target suffers damage to Focus.
M Success: Target suffers double damage to Focus + Stunned posed, make a Logic check vs opponent’s Agility defense.
for 1 round. Telepathic Link s p
Action: Standard | Duration: Concentration | Range: Unlimited
ACTIVE
Effect: Can communicate telepathically with one person they have
met or seen before, providing both character and target are in the
same dimension. If target is unwilling, make a Logic check vs target’s
Vigilance defense. On a failure, the character cannot attempt to com-
Astral Form s t municate with the target in this way for the rest of the day.
Action: Standard | Duration: Concentration | Range: Self. Success: Can communicate with the target for one round.
Effect: Can project an avatar into the Astral Plane, leaving their M Success: Target cannot shut the character out for the rest of
physical body in a deep trance in the real world. If Rank 4+, can the day.
take on a transparent form visible in the real world. Flight Speed 36.
Telepathic Network s t
Cloak s t Action: Standard | Duration: Concentration | Range: Unlimited.
Action: Standard | Duration: Concentration | Range: 120 sp. Effect: Can communicate telepathically with a group of willing,
Effect: Uses a mirage to block their presence from the minds of linked people, each of whom they have met or seen before. The
people in range. TN to detect the character is the character’s Logic group can number up to 30 people. There is no limit to the distance
defense. of the communication, as long as everyone involved is in the same
dimension.
Cloak Group s a
Action: Standard | Duration: Concentration | Range: 120 sp.
REACTIONS
Effect: Uses a mirage to block their presence—and the presence of
up to 6 other persons, within 10 spaces—with range. TN to detect b
the character is the character’s Logic defense.
Combat Support Q a Change of Plans Q t
Action: Standard | Duration: 1 round | Range: Earshot. Action: Reaction | Duration: 1 round | Range: LOS.
Effect: Once per battle, the character chooses an ally in earshot. Trigger: An ally has trouble on an action check.
If the ally makes an action check before the start of the charac- Effect: The ally gains an edge on that action check.
ter’s next turn, the ally automatically rolls a 1 on their Marvel die, Keep Moving Q 1)
and that die cannot be affected by trouble. Action: Reaction | Duration: Instant | Range: LOS.
Trigger: An ally in line of sight and earshot is demoralized or stunned.
Inspiration A p Effect: The demoralized or stunned condition ends.
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Inspire an ally in earshot. The ally gains edge on all action
OTHER POWERS
checks until the start of the character’s next turn.
Machine Telepathy s p
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: Can communicate telepathically with one machine at a time,
A Accuracy 2 p, Brilliance 2 p, Mighty 1 p, Sturdy 1 p,
and they must have met or seen the machine before. There is no Uncanny 2 p.
range, as long as the character and the machine are in the same s Command t.
dimension. Accessing secure machines requires a Logic check with
a TN appropriate to the strength of the security.
Mental Shelter s a
Action: Standard | Duration: Conc. | Range: 30 sp.
Effect: Extend mental defenses to protect any chosen people with-
in range. The protected targets gain Focus DR equal to character’s
Uncanny power.
CABLE
ABOMINATION
CALLISTO
5
2
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+2
+3 6
5 3 3 30
3
240
30 90
60
Melee Damage Multiplier +1.
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
12
17 +11
+2 x8
x2
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
12
17 +2
+3 x5
x2
8
1
RESILIENCE DEFENSE NON-COMBAT
18
11 +8
+1
3
2
VIGILANCE DEFENSE NON-COMBAT
12
13 +2
+3
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
13
11 +3
+1 x5
x2
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x5
x2
POWERS
ATTACK REACTIONS bb
Fast Attacks (Sharp) f
PASSIVE
p
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against 2 targets
within reach.
Success: Affected target/s suffer ½ damage. Heightened Senses 2 A p
M Success: Affected target/s suffer damage and this character Action: Passive | Duration: Permanent | Range: Self.
may make a bonus attack vs another target within reach. Effect: Senses things roughly four times as far away as normal.
Gain double edge on Vigilance checks to perceive things, and
Fast Strikes e p enemies have double trouble on checks they make to sneak
Action: Standard | Duration: Instant | Range: Reach. past the character.
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
Success: Target/s suffer ½ damage.
M Success: Target/s suffer damage.
ACTIVE
Attack Stance E p
Action: Standard | Duration: Concentration | Range: Self.
Effect: Double the character’s Melee ability bonus to damage.
Battle Plan Q a
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: The character inspires one or more allies of their choice
in earshot, up to the character’s Vigilance. Inspired allies gain
an edge on all action checks until the start of the character’s
next turn.
Inspiration A p
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
CALLISTO
ABOMINATION
CANNONBALL
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+2
+3 6
5 3 3 30
15
240
90 90
Traits: Battle Ready, Connections: Super Heroes.
Tags: Black Market Access, Heroic, Hounded, Kra-
koan, Public Identity, X-Gene.
DR: -2
-3 DR: -
4
8
MELEE DEFENSE NON-COMBAT MULTIPLIER
14
17 +11
+6 x8
x5
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
12
17 +2
+3 x5
x3
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
3
2
VIGILANCE DEFENSE NON-COMBAT
12
13 +2
+3
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +4
+3 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x3
POWERS
ATTACK REACTIONS b
Elemental Blast (Energy) B t Elemental Protection 2 (Energy) B a
Action: Standard | Duration: Instant | Range: 10 sp. Action: Standard/Reaction | Duration: Conc. | Range: Self.
Effect: Make a ranged Agility Attack with an edge vs target’s Trigger: The character is attacked or otherwise in danger.
Agility Defense. Add +1 to the character’s Agility damage bonus Effect: The character protects themselves with their element.
for every 2 points of Focus spent. Any attacks against them that do 20 points of damage or
Success: Affected target suffers total damage. less are instantly absorbed, and the protection continues. If an
M Success: Affected target suffers double total damage + attack does more than 20 points of damage, it destroys the
element’s special effect (Energy: Blinds target for one round). protection.
OTHER POWERS
A Discipline 1 p, Flight 2 p, Mighty 2 p, Sturdy 2 p.
CANNONBALL
CAPTAIN
ABOMINATION
BRITAIN
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+4
+3 6
5 3 3 30
25
240
150 150
90
Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
things for them.
DR: -3 DR:
DR:-2
- Gear & Weapons
V Psychic Sword (Range: Reach)
4
8
MELEE DEFENSE NON-COMBAT MULTIPLIER
Melee Damage Multiplier +2.
14
17 +11
+5 x6
x8 May deal either Focus or Health damage.
Summonable.
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Traits: Battle Ready, Connections: Super Heroes, Ex-
13
17 +3 x5 traordinary Origin.
Tags: Black Market Access, Heroic, Hounded,
Krakoan, Public Identity, Sorcerous, Supernatural,
8
5
RESILIENCE DEFENSE NON-COMBAT
X-Gene.
18
15 +8
+5
4
3
VIGILANCE DEFENSE NON-COMBAT
14
13 +4
+3
3
2
EGO DEFENSE NON-COMBAT MULTIPLIER
12
13 +2
+3 x5
4
7
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
17 +10
+4 x5
x8
POWERS
Telekinetic Manipulation r
ATTACK
p
Action: Standard | Duration: Concentration | Range: 25 sp.
Effect: Character can manipulate objects in their line of sight
with their mind. The size of the object is determined using the
Mental Punch s p number of ranks the character has in the Brilliance power (see
Action: Standard | Duration: Instant | Range: Unlimited.
Mighty). If opposed, make a Logic check vs opponent’s Agility
Effect: Makes a Melee attack against a target.
defense.
Success: Target suffers damage to Focus.
M Success: Target suffers double damage to Focus + Stunned Telepathic Link s p
for 1 round. Action: Standard | Duration: Concentration | Range: Unlimited
Effect: Can communicate telepathically with one person they
Telekinetic Grab r t have met or seen before, providing both character and target
Action: Standard | Duration: Concentration | Range: 25 sp.
are in the same dimension. If target is unwilling, make a Logic
Effect: Makes a Logic attack vs Melee defense of a target within
check vs target’s Vigilance defense. On a failure, the character
range. Breaking free requires TN20 Melee check.
cannot attempt to communicate with the target in this way for
Success: Target is grabbed with the character’s mind.
the rest of the day.
M Success: Target is grabbed with the character’s mind +
Success: Can communicate with the target for one round.
Pinned.
M Success: Target cannot shut the character out for the rest
of the day.
ACTIVE
Astral Form s t
REACTIONS b
Action: Standard | Duration: Concentration | Range: Self.
Effect: Can project an avatar into the Astral Plane, leaving their
Telekinetic Protection 2 r a
Action: Standard/Reaction | Duration: Conc. | Range: Self.
physical body in a deep trance in the real world. If Rank 4+, can
Trigger: The character is attacked or otherwise in danger.
take on a transparent form visible in the real world. Flight Speed
Effect: Form a telekinetic field. Any attacks < 20 damage are
on Astral Plane = 25.
absorbed. If an attack > 20 damage, destroys the protection
Cloak s t but character remains unharmed.
Action: Standard | Duration: Concentration | Range: 100 sp.
PASSIVE
Effect: Uses a mirage to block their presence from the minds
of people in range. TN to detect the character is the character’s
Logic defense.
Telekinetic Barrier r t
Action: Standard | Duration: Concentration | Range: 50 sp.
Effect: Create invisible barrier covering up to 10 spaces across
(vertically/horizontally). Makes a Logic check vs Agility defense
of any target in the affected spaces. Failure allows target to
choose which side of the barrier they end up on. Attacks on the
barrier are against the character’s Logic defense. Any attacks
on it that do 10 points of damage or less are instantly absorbed,
and the barrier continues. If an attack does more than 10 points
of damage, it destroys the barrier. Either way, the attack leaves
those behind the barrier unharmed.
Success: Character chooses which side of the barrier the target
winds up on.
M Success: Character chooses which side of the barrier the
target winds up on + target Paralyzed for 1 round.
CAPTAIN BRITAIN
CASSANDRA
ABOMINATION
NOVA
6
5
RANK
INITIATIVE RUN / CLIMB / SWIM / LEVIT.
JUMP
+9
+3 6
5 3 3 30
5
240
60 270
90
Iron Will
Enemies have trouble on Ego attacks to control this
character’s mind or influence their behavior. The
character also gains an edge on Ego checks to break
DR:
DR:-3
- DR:
DR:-3
- free of mind control or other compulsions.
Monster
8
0
MELEE DEFENSE NON-COMBAT MULTIPLIER
10
17 +11
+0 x6
x8 Gain an edge whenever they attempt to intimidate
someone.
Presence
3
1
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Gain an edge on Ego checks that involve getting
17
11 +3
+1 x6
x5 people to pay attention to them or to voluntarily do
things for them.
Scientific Expertise
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2 Gain an edge on Logic checks made when dealing
with scientific research. If they have Lab Access at the
time, gain a second edge.
9
3
VIGILANCE DEFENSE NON-COMBAT
Other Traits and Tags
19
13 +9
+3 Traits: Connections: Super Villains, Extraordinary
Origin.
Tags: Black Market Access, Hounded, Krakoan, Pub-
9
3
EGO DEFENSE NON-COMBAT MULTIPLIER
lic Identity, Villainous, X-Gene.
19
13 +9
+3 x6
x5
4
9
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
19 +13
+4 x10
x5
POWERS
Orders s
ATTACK
h
Action: Standard | Duration: Permanent | Range: Unlimited.
Effect: Gives an order to a target with whom they’ve established a Tele-
pathic Link and who has no Focus left. Make a Logic check vs target’s
Telekinetic Attack r t Logic defense. The command must be to do something that can be
Action: Standard | Duration: Concentration | Range: 30 sp. completed in an hour or less. If it involves harming someone, the charac-
Effect: Makes a Logic attack vs target’s Melee defense. ter has trouble on the check. If it would cause the target to harm them-
Success: Target suffers damage. selves, the character has double trouble on the check.
M Success: Target suffers double damage + Stunned for 1 round. Success: Target complies with the orders.
M Success: As success + character gains an edge the next time they use
Telekinetic Grab r t this power against this same target.
Action: Standard | Duration: Concentration | Range: 30 sp.
Effect: Makes a Logic attack vs Melee defense of a target within range. Telepathic Link s p
Breaking free requires TN20 Melee check. Action: Standard | Duration: Concentration | Range: Unlimited
Success: Target is grabbed with the character’s mind. Effect: Can communicate telepathically with one person they have met or
M Success: Target is grabbed with the character’s mind + Pinned. seen before, providing both character and target are in the same dimen-
sion. If target is unwilling, make a Logic check vs target’s Vigilance defense.
On a failure, the character cannot attempt to communicate with the target
REACTIONS
Action: Standard | Duration: Instant | Range: Varies
The character is able to identify, copy and manipulate DNA in themselves
and others. They can use this to create a body from scratch that they can
b
then occupy by using the Copy Psyche power. In addition, the character can
cause latent mutant powers to manifest upon command, both in their own Telekinetic Protection 2 r a
body and in that of others. They can also copy DNA from other people and Action: Standard/Reaction | Duration: Conc. | Range: Self.
insert it into their body to fool security systems into thinking that they are Trigger: The character is attacked or otherwise in danger.
members of a particular genetic group or family line. Effect: Form a telekinetic field. Any attacks < 20 damage are absorbed.
If an attack > 20 damage, destroys the protection but character remains
ESP s p unharmed.
Action: Standard | Duration: Concentration | Range: 600 sp.
Effect: Can sense the presence of others within range. This tells them
OTHER POWERS
the person’s location and general status. It can also identify if they have
super-powers or not. If unwilling to be detected, make a Logic check vs
each target’s Vigilance defense.
Success: Target sensed. A Brilliance 4 p, Uncanny 3 p.
M Success: Target sensed+ can identify the source of any powers the
target has. r Levitation h.
s Domination 2), Memory Blip y.
Mirage s a
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: Creates a full-sensory mirage that affects any target with whom
they have established a Telepathic Link. The mirage can be of anything
the character desires, and it can move freely.
CASSANDRA NOVA
ABOMINATION
CHAMBER
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+4E
+3 6
5 3 3 30
3
240
60 120
90
Traits: Connections: Super Heroes, Surprising Power:
Elemental Barrage.
Tags: Black Market Access, Extreme Appearance,
Heroic, Hounded, Krakoan, Mute (Can speak psioni-
DR:
DR:-3
- DR: - cally), Public Identity, X-Gene.
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
17
11 +11
+1 x8
x3
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
12
17 +2
+3 x5
x3
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
4
3
VIGILANCE DEFENSE NON-COMBAT
14
13 +4
+3
5
3
EGO DEFENSE NON-COMBAT MULTIPLIER
15
13 +3
+7 x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x3
POWERS
Telepathic Network s
ATTACK
t
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: Can communicate telepathically with a group of willing,
linked people, each of whom they have met or seen before. The
Elemental Barrage (Fire) B h group can number up to 15 people. There is no limit to the dis-
Action: Standard | Duration: Instant | Range: LOS.
tance of the communication, as long as everyone involved is in
Effect: The character designates a space within their line of sight.
the same dimension.
The attack can affect every enemy within 10 spaces of that. Make
a single Ego check vs each target’s Resilience defense.
REACTIONS
Success: Affected targets suffer ½ damage.
M Success: Affected targets suffer damage + elemental type’s b
special effect (Fire: Sets target ablaze).
ACTIVE PASSIVE
Elemental Barrier (Fire) B t Environmental Protection A p
Action: Standard | Duration: Concentration | Range: 30 sp. Action: Passive | Duration: Permanent | Range: Self.
Effect: The character forms a wall (6 spaces across) of their ele- Effect: Not harmed by intense cold or heat, the pressure of the
ment within range. Make an Agility Attack vs Agility Defense of deep seas or the intense radiation and vacuum of space.
any target in the affected spaces. On a failure, the target choos-
OTHER POWERS
es which side of the barrier they’re on. The barrier provides 10
points of protection.
Success: Attacker chooses the side of the barrier the target is on.
M Success: As success + element’s special effect (Fire: Sets A Discipline 2 p.
target ablaze).
Mind Reading s p
Action: Standard | Duration: 1 round | Range: Unlimited.
Effect: Can read the thoughts of a single person with whom
they have established a Telepathic Link. Make a Logic check vs
target’s Logic defense.
Success: Can read the target’s surface thoughts.
M Success: As success but can ask a single simple question and
get the answer from the target’s mind
Telepathic Link s p
Action: Standard | Duration: Concentration | Range: Unlimited
Effect: Can communicate telepathically with one person they
have met or seen before, providing both character and target
are in the same dimension. If target is unwilling, make a Logic
check vs target’s Vigilance defense. On a failure, the character
cannot attempt to communicate with the target in this way for
the rest of the day.
Success: Can communicate with the target for one round.
M Success: Target cannot shut the character out for the rest
of the day.
CHAMBER
ABOMINATION
CYPHER
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3 6
5 3 3 30
3
240
60 90
Gain an edge on Ego checks when attempting to
persuade groups.
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
koan, Linguist, Public Identity, X-Gene.
17
11 +11
+1 x8
x3
3
1
AGILITY DEFENSE NON-COMBAT MULTIPLIER
17
11 +3
+1 x5
x3
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +3 x5
x3
4
5
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
15 +4
+7 x5
POWERS
Understand Unusual Communication b p
ATTACK Action: Standard | Duration: Instant | Range: Self
Effect: When the character encounters an unknown form of com-
munication for the first time—one that doesn’t depend on hearing,
Fast Strikes e p vision or code—they can make a Logic vs. TN 13 action check to
Action: Standard | Duration: Instant | Range: Reach. puzzle it out. If they already know any other version of the com-
Effect: Make a Melee Attack vs Melee Defense against 2 targets. munication, they have an edge. On a success, they understand and
Success: Target/s suffer ½ damage. can use that form of communication. On a Fantastic success, they
M Success: Target/s suffer damage. permanently understand and can use it and never need to make
a check for it again. This works with forms of communication that
ACTIVE
include other senses, like scent, touch, taste and so on.
REACTIONS
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn. b
Understand Body Language b p
Action: Standard | Duration: Instant | Range: Self Detect Lieb t
Effect: When the character encounters a culture for the first time, Action: Standard/Reaction | Duration: Instant | Range: Self
they can make a Logic vs. TN 13 action check to puzzle out its body Trigger: Verbal communication the character can understand
language. If they already know any other version of the culture’s lan- Effect: When someone communicates in an active form the char-
guage, they have an edge. On a success, they understand and can acter can understand—verbally, telepathically, using sign language
emulate the body language. On a Fantastic success, they perma- and so on—the character can make an Ego check against the com-
nently understand and can use it and never need to make a check municator’s Ego defense. On a success, the character knows if the
for it again. This covers not only any potential full-body language communicator is lying. On a Fantastic success, they also know (if
used by an alien species but also the body language of species that possible) why the communicator is lying. This power does not allow
use other forms of communication. With such species, understand- the character to know the truth, although they may be able to figure
ing their body language allows the character to understand more it out by detecting lies. Also, it only works on communicators who
than the target’s words might communicate, such as whether a know they are lying. If they believe what they are saying—even if it is
person is aggressive, shy, anxious, reckless and so on. wrong—no lie can be detected.
Understand Code b p
Action: Standard | Duration: Instant | Range: Self
Effect: When the character encounters an unknown code for the
first time, they can make a Logic vs. TN 13 action check to puzzle
PASSIVE
it out. If they already know any other version of the language the
code is based on, they have an edge. On a success, they understand Indecipherableb p
and can communicate in the code. On a Fantastic success, they Action: Standard | Duration: Permanent | Range: Self
permanently understand and can use it and never need to make Effect: The character has constructed an internal language that only
a check for it again. Digital data communication is considered a they can understand. They think in this language entirely, and when
form of code, and the character can use this power to understand they communicate with others, they are translating from that lan-
guage. This effectively renders them immune to telepathic powers
such data too.
like Mind Reading or Mind Interrogation, as anyone trying to read
Understand Sign Language b p their mind cannot understand this unique language.
Action: Standard | Duration: Instant | Range: Self
OTHER POWERS
Effect: When the character encounters an unknown sign language
for the first time, they can make a Logic vs. TN 13 action check to
puzzle it out. If they already know any other version of the language,
they have an edge. On a success, they understand and can sign in A Brilliance 2 p.
the language. On a Fantastic success, they permanently under-
stand and can use it and never need to make a check for it again.
CYPHER
ABOMINATION
DARWIN
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+4
+3 6
5 3 3 30
3
240
90 120
90
Quick Learner
If the character fails an action check, they gain an
edge on the check if they try the same action again
on their next turn.
DR:
DR:-3
- DR: -
Other Traits and Tags
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
Traits: Connections: Super Heroes.
12
17 +11
+2 x8
x3 Tags: Black Market Access, Extreme Appearance,
Heroic, Hounded, Krakoan, Public Identity, X-Gene.
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
12
17 +2
+3 x5
x3
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
4
3
VIGILANCE DEFENSE NON-COMBAT
14
13 +4
+3
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +3 x5
x3
4
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14 +4
+5 x4
x5
POWERS
ATTACK REACTIONS b
Fast Strikes e p Change of Plans Q t
Action: Standard | Duration: Instant Action: Reaction | Duration: 1 round | Range: LOS
Effect: Make a Melee Attack vs Melee Defense against 2 targets. Trigger: An ally has trouble on an action check.
Success: Target/s suffer ½ damage. Effect: The ally gains an edge on that action check.
M Success: Target/s suffer damage.
Hit the Dirt Q t
Action: Reaction | Duration: Instant | Range: Earshot
ACTIVE Trigger: An enemy in line of sight makes an attack on an ally
within earshot.
Effect: All allies within earshot can fall prone if they wish and are
Battle Plan Q a able to. If falling prone makes the ally an ineligible target for the
Action: Standard | Duration: 1 round | Range: Earshot. initial attack, the attack automatically fails.
Effect: The character inspires one or more allies of their choice
in earshot, up to the character’s Vigilance. Inspired allies gain Keep Moving Q 1)
an edge on all action checks until the start of the character’s Action: Reaction | Duration: Instant | Range: Earshot
next turn. Trigger: An ally in line of sight and earshot is demoralized or
stunned.
Defense Stance E p Effect: The demoralized or stunned condition ends.
Action: Standard | Duration: Concentration | Range: Self.
Effect: Any close attacks made against the character have
trouble until this character is successfully attacked.
OTHER POWERS
Inspiration A p
Action: Standard | Duration: 1 round | Range: Earshot. A Brilliance 1 p.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
Instant Evolution z p
Action: Standard | Duration: Instant | Range: Varies.
The character instantly adapts to any threats against them.
They develop new powers or abilities that can protect them
from the threat. However, they don’t have direct control over
how this happens.
For instance, if trapped in a dark room, they develop the
ability to see in the dark. If being shot at, their power might give
them bulletproof skin, allow them to turn intangible or perhaps
break the gun. It’s up to the Narrator how the power works in
any specific situation.
The power always serves to save the character, but it doesn’t
care about other people nearby, whether innocent bystanders
or the character’s best friends. If a bomb is about to go off in a
room, for example, this power might make the character bomb-
proof or perhaps able to stop the bomb, or it might simply tele-
port them a safe distance away, leaving everyone else in danger.
Once the specific danger to the character is over, the extra
abilities disappear, as they are no longer needed. They never
linger, no matter how much the character might want them to.
DARWIN
ABOMINATION
DAZZLER
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+4
+3 6 3 3 30
24
240
60 120
90 Famous
Gain an edge when making an Ego check to per-
suade someone who thinks favorably of them or
DR:
DR:-3
- DR: - trouble against someone who dislikes them.
Presence
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
15
17 +11
+1 x4
x8 Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
things for them.
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Public Speaking
15
17 +5
+3 x4
x5 Gain an edge on Ego checks when attempting to
persuade groups.
18
12 +8
+2 Traits: Connections: Super Heroes.
Tags: Heroic, Hounded, Krakoan, Public Identity,
X-Gene.
4
3
VIGILANCE DEFENSE NON-COMBAT
14
13 +4
+3
3
7
EGO DEFENSE NON-COMBAT MULTIPLIER
13
17 +10
+3 x5
x7
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
Elemental Barrier (Energy) B
ATTACK
t
Action: Standard | Duration: Concentration | Range: 40 sp.
Effect: The character forms a wall (8 spaces across) of their ele-
ment within range. Make an Agility Attack vs Agility Defense of
Dazzle C t any target in the affected spaces. On a failure, the target choos-
Action: Standard | Duration: Instant | Range: 20 sp.
es which side of the barrier they’re on. The barrier provides 10
Effect: Make an Ego check vs target’s Vigilance defense.
points of protection.
Success: Target is Blinded for 1 turn.
Success: Attacker chooses the side of the barrier the target is on.
M Success: Target suffers damage + Blinded for 1 turn.
M Success: As success + element’s special effect (Energy:
Elemental Barrage (Energy) B h Blinds target for one round).
Action: Standard | Duration: Instant | Range: LOS.
Effect: The character designates a space within their line of
Illumination C p
Action: Standard | Duration: Concentration | Range: 50 sp.
sight. The attack can affect every enemy within 10 spaces
Effect: The character illuminates one object or point in range
of that. Make a single Ego check vs each target’s Resilience
and line of sight, with bright light. The character can maintain
defense.
concentration on the effect even if they move out of range or
Success: Affected targets suffer ½ damage.
line of sight.
M Success: Affected targets suffer damage + elemental type’s
special effect (Energy: Blinds target for one round). Static Illusion C t
Action: Standard | Duration: Concentration | Range: 50 sp.
Elemental Blast (Energy) B t Effect: The character creates a visual-only illusion anywhere
Action: Standard | Duration: Instant | Range: 10 sp.
in range and line of sight. The illusion can be of anything up
Effect: Make a ranged Agility Attack with an edge vs target’s
to three sizes larger than the character, but it must be static.
Agility Defense. Add +1 to the character’s Agility damage bonus
The character breaks concentration if they move beyond 50
for every 2 points of Focus spent.
spaces from the illusion or lose line of sight of it.
Success: Affected target suffers total damage.
M Success: Affected target suffers double total damage +
REACTIONS
element’s special effect (Energy: Blinds target for one round).
bb
Elemental Burst (Energy) B p
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: Make a ranged Agility Attack vs target’s Agility Defense. Elemental Protection 2 (Energy) B a
Success: Target suffers damage. Action: Standard/Reaction | Duration: Conc. | Range: Self.
M Success: Target suffers double damage + element’s special Trigger: The character is attacked or otherwise in danger.
effect (Energy: Blinds target for one round). Effect: The character protects themselves with their element.
Any attacks against them that do 20 points of damage or
Elemental Ricochet (Energy) b a less are instantly absorbed, and the protection continues. If an
Action: Standard | Duration: Instant | Range: 40 sp. attack does more than 20 points of damage, it destroys the
Effect: Make a ranged attack vs target in line of sight. protection.
Success: Taget suffers damage.
M Success: Target suffers damage + character selects a new Energy Absorbtion (Sonic Only) A h
target in line of sight and makes a new attack vs that target, Action: Reaction | Duration: Instant | Range: Self.
adding the new range to the previous attack’s range. This can Trigger: The character suffers Health damage.
be repeated until an attack is not fantastic or runs out of range. Effect: Ignore any Health damage done to them (after applying
any DR), and add it to Focus instead. May increase Focus up to
Flare C a double their regular maximum Focus. After combat, any extra
Action: Standard | Duration: Instant | Range: 5 sp. Focus gained fades away.
Effect: Make an Ego check vs Vigilance defense of every enemy
OTHER POWERS
within 5 spaces.
Success: Affected targets are Blinded for 1 turn.
M Success: Affected targets suffers damage + Blinded for 1
turn. A Discipline 3 p, Evasion p, Flight 1 p.
ACTIVE
Animated Illusion C t
Action: Standard | Duration: Concentration | Range: 50 sp.
Effect: The character creates a visual-only illusion anywhere in
line of sight up to four sizes larger than the character, and can
move freely within its limits. The character breaks concentration
if they move beyond 50 spaces from the illusion or lose line of
sight to it.
DAZZLER
ABOMINATION
DESTINY
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+4E
+3 6
5 3 3 30
3
240
60 120
90
Situational Awareness
Gain an edge on initiative checks.
Skeptical
DR:
DR:-3
- DR: - People lying to this character gain trouble on their
Ego checks to persuade the character of something.
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
3
1
AGILITY DEFENSE NON-COMBAT MULTIPLIER
koan, Public Identity, Vision Issues, X-Gene.
17
11 +3
+1 x5
x3
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
4
3
VIGILANCE DEFENSE NON-COMBAT
14
13 +4
+3
3
2
EGO DEFENSE NON-COMBAT MULTIPLIER
12
13 +2
+3 x5
x3
4
5
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
15 +4
+5 x5
x3
POWERS
ATTACK REACTIONS b
Fast Strikes e
PASSIVE
p
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
Success: Target/s suffer ½ damage.
M Success: Target/s suffer damage. Danger Sense a p
Action: Passive | Duration: Permanent | Range: Self
Grappling Technique E t Effect: Even if the character doesn’t get a Fantastic result on their
Action: Standard | Duration: Instant | Range: Reach. initiative check, they get a turn during the bonus round of any
Effect: Make a Melee attack vs Melee Defense against a target. combat they are in. This works even if no one else in the combat
Success: Target suffers damage + Grabbed. can act in the bonus round.
M Success: Target suffers double damage + Grabbed + Pinned.
ACTIVE
Defense Stance E p
Action: Standard | Duration: Concentration | Range: Self.
Effect: Any close attacks made against the character have
trouble until this character is successfully attacked.
Inspiration A p
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
Intuition a t
Action: Standard | Duration: Instant | Range: Self
Effect: When faced with a decision, the character can get a feeling
about which choice would be best for them in the long run. When
activating this power, the player presents the choice to the Narra-
tor, and the Narrator tells them which choice the intuition is leading
the character toward.
Postcognition 4 a 2)
Action: Standard | Duration: Instant | Range: Self
Effect: The character can sense what happened to a particular
person, place or item within their reach—including themselves—in
any week-long period in the past century. If analyzing a person,
they sense events from the target’s perspective, using that per-
son’s senses. If the person is unconscious, dead or otherwise
senseless at any point during that time, the character cannot sense
anything at those points either. If analyzing a place, the character
can sense everything that happened in that place over that peri-
od of time, using their own senses. It seems to the character as if
they are standing in their current location and position. If analyzing
an item, the character senses how the item was affected or used
over that period of time, no matter where it was located or how it
moved. They can sense things as if the item had their senses. The
character can fast-forward and rewind through the period of time
and stop at interesting parts, allowing them to play out in real time.
DESTINY
ABOMINATION
DOMINO
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+4
+3 6 3 3 30
3
240
90 120
90
they are speaking to for the first time.
Leverage
Gain an edge on Logic checks to investigate peo-
DR:
DR:-3
- DR: - ple and on Ego checks to persuade people they’ve
investigated.
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
6
3
MULTIPLIER
Other Traits and Tags
AGILITY DEFENSE NON-COMBAT
16
17 +8
+3 x6
x5 Traits: Connections: Super Heroes.
Tags: Black Market Access, Extreme Appearance,
Heroic, Hounded, Krakoan, Public Identity, X-Gene.
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
4
3
VIGILANCE DEFENSE NON-COMBAT
14
13 +4
+3
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +3 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
ATTACK ACTIVE
Chain Strikes E Attack Stance E p
Action: Standard | Duration: Instant | Range: Reach. Action: Standard | Duration: Concentration | Range: Self.
Effect: Make a Melee Attack with edge vs a target’s Melee Effect: Double the character’s Melee ability bonus to damage.
Defense.
Success: Target suffers damage. Evil Eye y t
M Success: Target suffers damage and character may attempt Action: Standard | Duration: Concentration | Range: 20 sp.
an additional Chain Strike attack. Effect: Choose a foe in range and line of sight. Foe gains trouble
on all action checks made for the power’s duration. There is no
Double Tap k p limit on the range between the character and the foe once the
Action: Standard | Duration: Instant | Range: Varies. power is activated. The character must pay the Focus cost at the
Effect: Make a ranged attack vs enemy within 2 spaces. start of each of their subsequent turns of concentration to keep
Success: Target suffers damage. the power working.
M Success: Target suffers double damage + Bleeding.
Jinx You All y a
Fast Strikes e p Action: Standard | Duration: Concentration | Range: 20 sp.
Action: Standard | Duration: Instant | Range: Reach. Effect: Select up to 4 targets in line of sight. Those foes have
Effect: Make a Melee Attack vs Melee Defense against 2 targets. trouble on all action checks made for the power’s duration. There
Success: Target/s suffer ½ damage. is no limit on the range from the character to their foes once the
M Success: Target/s suffer damage. power is activated. The character must pay the Focus cost at the
start of each of their subsequent turns of concentration to keep
Headshot k h the power working.
Action: Standard | Duration: Instant | Range: Varies.
Effect: Make a ranged attack with trouble on an enemy within Lucky Me y t
the weapon’s range. Action: Standard | Duration: Concentration | Range: Self
Success: Target suffers double damage + Stunned (1 rnd). Effect: Gain an edge on all action checks made while this pow-
M Success: Target suffers triple damage + Stunned (1 rnd). er is in effect. The character must pay the Focus cost at the start
of each of their subsequent turns of concentration to keep the
Jinx You y t power working.
Action: Standard | Duration: Concentration | Range: Reach
Effect: Make a Melee vs Melee Defense to touch the target.
Success: The target has trouble on all action checks made for the
power’s duration. MOVEMENT
M Success: The target has trouble on all action checks made for
the power’s duration and also takes damage. Sniping k t
The character must pay the Focus cost at the start of each of their Action: Standard + Movement | Duration: Instant | Range: Varies.
subsequent turns of concentration to keep the power working. Effect: Makes a ranged attack vs enemy 20+ spaces away.
Success: Target suffers damage.
Snap Shooting k p M Success: Target suffers triple damage.
Action: Standard | Duration: Instant | Range: Varies.
Effect: Make a single ranged Agility check vs the Agility defens-
es of two targets.
Success: Affected targets suffer ½ damage.
M Success: Affected targets suffer damage + Bleeding.
REACTIONS bb
PASSIVE
Stopping Power k t
Action: Standard | Duration: Instant | Range: Varies.
Effect: The character makes a ranged attack on an enemy.
Success: Target suffers damage.
M Success: Target suffers double damage + character makes
Charmed Life y p
Action: Passive | Duration: Permanent | Range: Self
another ranged attack on the target.
Effect: The character gains an edge on any single action check
Suppressive Fire k p each round. This does not stack with any other edges.
Action: Standard | Duration: Instant | Range: Varies.
OTHER POWERS
Effect: Makes an Agility attack vs target’s Vigilance defense.
Success: Target suffers Focus damage after Health DR.
M Success: Target suffers double Focus damage after Health
DR + Stunned for 1 round. A Accuracy 2 p, Evasion p.
DOMINO
ABOMINATION
DUST
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+3 6
5 3 3 20
30
240
60 90
people to pay attention to them or to voluntarily do
things for them.
Weakness
DR: -2
-3 DR:
DR: -1
- Water: Any attack made with Water ignores all dam-
age reduction. Damage caused cannot be healed by
8
5
MELEE DEFENSE NON-COMBAT MULTIPLIER
their Healing Factor.
15
17 +11
+5 x4
x8 Other Traits and Tags
Traits: Connections: Super Heroes.
Tags: Black Market Access, Heroic, Hounded, Kra-
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
koan, Public Identity, X-Gene, Young.
13
17 +3 x4
x5
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
6
3
EGO DEFENSE NON-COMBAT MULTIPLIER
16
13 +6
+3 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
Coiling Crush I
ATTACK
a
Action: Reaction | Duration: Instant | Range: Reach.
Trigger: The character grabs an enemy.
Effect: Make a Melee attack. During the character’s subsequent
Elemental Blast (Earth) B t turns, they can spend their movement action to make a Melee
Action: Standard | Duration: Instant | Range: 10 sp.
check against the enemy’s Resilience. If this succeeds, they in-
Effect: Make a ranged Agility Attack with an edge vs target’s
flict damage. On a Fantastic success, they do double damage
Agility Defense. Add +1 to the character’s Agility damage bonus
instead. Paralyzed enemies may attempt to break free (Melee
for every 2 points of Focus spent.
check vs Melee defense).
Success: Affected target suffers total damage.
Success: Target is Paralyzed.
M Success: Affected target suffers double total damage +
M Success: Target suffers damage + Paralyzed.
element’s special effect (Earth: Target moves at half speed
for one round). Elemental Protection 1 (Earth) B t
Action: Standard/Reaction | Duration: Conc. | Range: Self.
Elemental Burst (Earth) B p Trigger: The character is attacked or otherwise in danger.
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: The character protects themselves with their element.
Effect: Make a ranged Agility Attack vs target’s Agility Defense.
Any attacks against them that do 10 points of damage or less
Success: Target suffers damage.
are instantly absorbed, and the protection continues. If an
M Success: Target suffers double damage + element’s special
attack does more than 10 points of damage, it destroys the
effect (Earth: Target moves at half speed for one round).
protection.
Reverse Punch I t Elemental Reinforcement (Earth) B V
Action: Standard | Duration: Instant | Range: Reach.
Action: Reaction | Duration: Instant | Range: Self.
Effect: Makes a close attack with edge.
Trigger: Damage gets through an elemental power
Success: Full damage.
Effect: The character can transfer any Health damage that gets
M Success: Double full damage + stunned for 1 round.
through an elemental power that grants damage protection to
their Focus instead, leaving the protection intact.
Flexible Bones 2 I p
Body Sheet I h Action: Passive | Duration: Permanent | Range: Self.
Action: Standard/Reaction | Duration: Conc. | Range: Self. Effect: Gain Health Damage Reduction 2 and double edge on
Trigger: The character falls or is the target of an attack. Agility checks for contortion and escape.
Effect: Gain Health Damage Reduction 3, but cannot make at-
tacks. Gain Glide Speed equal to double Run Speed.
DUST
ABOMINATION
ELIXIR
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+5E
+3 6
5 3 3 30
3
240
90 150
90
edge on the check if they try the same action again
on their next turn.
Situational Awareness
DR:
DR:-3
- DR: - Gain an edge on initiative checks.
12
17 +11
+2 x4
x8 Traits: Connections: Super Heroes, Surprising Power
(Resurrect).
Tags: Alternate Form, Black Market Access, Extreme
Appearance (in alternate form), Heroic, Hound-
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
ed, Krakoan, Public Identity, Secondary Mutation,
12
17 +2
+3 x4
x5 X-Gene.
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
5
3
VIGILANCE DEFENSE NON-COMBAT
15
13 +5
+3
6
3
EGO DEFENSE NON-COMBAT MULTIPLIER
16
13 +9
+3 x5
x7
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x4
x5
POWERS
Microscopic Awareness a
ATTACK
t
Action: Standard | Duration: Concentration | Range: 4 sp.
Effect: The character can see and identify items that would nor-
mally require a microscope to detect, much less comprehend. This
Chain Strikes E includes things like fingerprints, a single strand of hair and even a
Action: Standard | Duration: Instant | Range: Reach
person’s DNA. In the case of DNA, the character can use this to
Effect: Make a Melee Attack with edge vs a target’s Melee
identify a person and link them to close relatives with similar DNA.
Defense.
Success: Target suffers damage. Never Surrenderx t
M Success: Target suffers damage and character may attempt Action: Standard | Duration: Concentration | Range: Reach
an additional Chain Strike attack. Effect: Eliminate the effects of a target losing all of their Focus.
Rather than becoming demoralized, the target can function nor-
Fast Strikes e p mally without having trouble. They cannot spend more Focus,
Action: Standard | Duration: Instant | Range: Reach
though, and can still be shattered. Once affected, the target need
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
not stay with the character. When the effect ends, if the target has
Success: Target/s suffer ½ damage.
0 Focus or less, they become demoralized. If the target’s Focus
M Success: Target/s suffer damage.
rises above 0 at any point, this power automatically ends.
Fast Strikes e p Resurrectx 2)
Action: Standard | Duration: Instant | Range: Reach
Action: Standard | Duration: Instant | Range: Reach
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
Effect: Attempting this requires the target to be in range and rela-
Success: Target/s suffer ½ damage.
tively intact. Make an Ego check vs TN equal to 10 plus 1 for every
M Success: Target/s suffer damage.
hour since target died. With any kind of success, the character
Leg Sweep e t using this power is reduced to 1 Focus. On a failure, they only have
Action: Standard | Duration: Instant | Range: Reach to pay the minimum cost of 20 Focus.
Effect: Make a Melee Attack vs Melee Defense against a target. Success: Target is restored to 1 Health.
Success: Target suffers damage + Prone. M Success: Target is restored to full Health.
M Success: Target suffers damage + Prone + Stunned for one
REACTIONS
round.
b
ACTIVE Leech Life d
Action: Reaction | Duration: Instant | Range: Reach
t
Cure-All x h Trigger: Target is grabbed.
Action: Standard | Duration: Instant | Range: Reach Effect: Make an Ego attack vs target’s Resilience defense.
Effect: Makes an Ego vs. TN 12 action check to cure any tempo- Success: Target suffers damage, and the character heals half
rary ailments a target suffers from. This can affect conditions that much Health for themselves.
including ablaze, bleeding, blinded, corroding, deafened, de- M Success: Target suffers damage, and the character heals that
moralized, paralyzed, poisoned and unconscious. much Health for themselves.
Success: The effects of the ailment end immediately.
M Success: Treat the result like a recovery check, and the tar- Let’s Go x t
get gains back that much of any Health and Focus lost to the Action: Standard/Reaction | Duration: Conc. | Range: Reach
condition. Trigger: The target is knocked unconscious.
Effect: Eliminate the effects of a target losing all of their Health.
Defense Stance E p Rather than falling unconscious, the target remains awake and
Action: Standard | Duration: Concentration | Range: Self mobile. They can use movement actions but not reactions or
Effect: Any close attacks made against the character have standard actions. Target need not remain in reach. When the
trouble until this character is successfully attacked. effect ends, if the target has 0 Health or less, they become
unconscious.
Healing Hands x a
OTHER POWERS
Action: Standard | Duration: Instant | Range: Reach
Effect: Heal a target creature. For every point of Focus the char-
acter spends, the target regains a point of Health. Any Health
points that would have been healed beyond the target’s max- A Discipline 3 p.
imum Health are lost.
Inspiration A p
Action: Standard | Duration: 1 round | Range: Self
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
ELIXIR
ABOMINATION
ESCAPADE
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+3 6
5 3 3 30
15
240
60 90
Instead of falling unconscious due to damage, lose
tech powers and remain conscious with 1 Health.
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
koan, Public Identity, X-Gene.
13
17 +3
+ x5
x3
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +5
+3 x4
x5
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x5
x3
POWERS
Swap Power j
ATTACK
a
Action: Standard/Reaction | Duration: Conc. | Range: 6 sp.
Trigger: The character is attacked.
Effect: Make an Ego vs Ego Defense of a target within range
Elemental Burst (Energy) V B p and line of sight.they can see within 6 spaces. If the target’s
Action: Standard | Duration: Instant | Range: 10 sp.
powers have costs, the character must pay the highest of them,
Effect: Make a ranged Agility Attack vs target’s Agility Defense.
or a minimum of 10 Focus. On a success, they swap all of their
Success: Target suffers damage.
non-Swap powers with the target’s powers. Both characters
M Success: Target suffers double damage + element’s special
can now use their new powers as if they had always had them.
effect (Energy: Blinds target for one round).
When either character uses a swapped power, they must pay
any cost for it normally as well.
Fast Strikes e p
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
Swap Status t t
Action: Standard/Reaction | Duration: Conc. | Range: 6 sp.
Success: Target/s suffer ½ damage.
Trigger: The character is attacked.
M Success: Target/s suffer damage.
Effect: The character swaps status with a target within range
and line of sight. The character can swap their entire status with
ACTIVE
the target, or they can be selective about it. Statuses they can
swap include lost Health, lost Focus, any condition, occupation,
traits, or tags. When swapping lost Health or Focus, the char-
Defense Stance E p acter and the target each take their maximum Health or Focus
and subtract from it anything that the other person has lost
Action: Standard | Duration: Concentration | Range: Self.
at that moment. When swapping occupations, the character
Effect: Any close attacks made against the character have
gains the target’s position, including their authority and their
trouble until this character is successfully attacked.
responsibilities. When the effect ends, any alterations that have
happened to either character swap back to the other. If one of
Inspiration A p the characters is killed while the other lives, that would swap
Action: Standard | Duration: 1 round | Range: Earshot.
when the effect ends and that character dies.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
PASSIVE
REACTIONS b
Heightened Senses 1 V A p
Action: Passive | Duration: Permanent | Range: Self.
Swap Item t p Effect: Senses things roughly twice as far away as normal. Gain
Action: Standard/Reaction | Duration: Conc. | Range: 6 sp.
edge on Vigilance checks to perceive things, and enemies have
Trigger: The character is attacked.
trouble on checks they make to sneak past the character.
Effect: The character swaps items they possess with the items
of another person within range and line of sight, not attached
to them. When the effect ends, the swapped items return to
the people who had them originally. The character can swap
all of their possessions, or they can be as selective as they like.
OTHER POWERS
The items must generally be swapped on an equal basis, but it A Discipline 1 p, Flight 1 Vp.
is possible to swap something for nothing. If the person being
swapped with is unwilling, the character must make an Ego
check against that person’s Vigilance defense to succeed.
Swap Places t p
Action: Standard/Reaction | Duration: Conc. | Range: 6 sp.
Trigger: The character is attacked.
Effect: The character swaps places with another person within
range and line of sight. When the effect ends, the character
and the other person swap places again. If the person being
swapped with is unwilling, the character must make an Ego
check against that person’s Vigilance defense to succeed.
ESCAPADE
ABOMINATION
EXODUS
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+4
+3 6
5 3 3 30
25
240
90 150
90
Gullible
People lying to this character gain an edge on their
Ego checks to persuade the character of something.
DR:
DR:-3
- DR:
DR: -1
- Iron Will
Enemies have trouble on Ego attacks to control this
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
character’s mind or influence their behavior. The
12
17 +11
+2 x8
x5 character also gains an edge on Ego checks to break
free of mind control or other compulsions.
Stranger
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Gain trouble on checks made when trying to deci-
12
17 +2
+3 x5 pher such things or when trying to pass themselves
off as a local.
18
13 +8
+3 V Weapon (Range: Text)
Melee/Agility Damage Multiplier +X.
4
3
VIGILANCE DEFENSE NON-COMBAT
Traits: Battle Ready, Connections: Outsiders.
14
13 +4
+3 Tags: Extreme Appearance, Hounded, Krakoan,
Public Identity, Supernatural, X-Gene.
6
3
EGO DEFENSE NON-COMBAT MULTIPLIER
16
13 +6
+3 x5
4
8
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
18 +10
+4 x5
x7
POWERS
ATTACK
Mirage s a
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: Creates a full-sensory mirage that affects any target with whom
they have established a Telepathic Link. The mirage can be of anything
Telekinetic Attack r t the character desires, and it can move freely.
Action: Standard | Duration: Concentration | Range: 25 sp.
Effect: Makes a Logic attack vs target’s Melee defense. Telepathic Link s p
Success: Target suffers damage. Action: Standard | Duration: Concentration | Range: Unlimited
M Success: Target suffers double damage + Stunned for 1 round. Effect: Can communicate telepathically with one person they have
met or seen before, providing both character and target are in the
Telekinetic Grab r t same dimension. If target is unwilling, make a Logic check vs target’s
Action: Standard | Duration: Concentration | Range: 25 sp.
Effect: Makes a Logic attack vs Melee defense of a target within range.
Vigilance defense. On a failure, the character cannot attempt to com-
Breaking free requires TN20 Melee check. municate with the target in this way for the rest of the day.
Success: Target is grabbed with the character’s mind. Success: Can communicate with the target for one round.
M Success: Target is grabbed with the character’s mind + Pinned. M Success: Target cannot shut the character out for the rest of
the day.
Cloak s
Action: Standard | Duration: Concentration | Range: 100 sp.
Effect: Uses a mirage to block their presence from the minds of people
t
REACTIONS b
in range. TN to detect the character is the character’s Logic defense.
Brain Drain d t
Cloak Group s a Action: Reaction | Duration: Instant | Range: Reach.
Action: Standard | Duration: Concentration | Range: 100 sp. Trigger: The target is grabbed.
Effect: Uses a mirage to block their presence—and the presence of up to Effect: Make an Ego attack vs target’s Vigilance defense.
5 persons, within 10 spaces—with range. TN to detect the character is the Success: Target suffers damage to Focus and character heals half that
character’s Logic defense. much Focus themselves.
M Success: Target suffers damage to Focus and character heals that
Telekinetic Barrier r t much Focus themselves.
Action: Standard | Duration: Concentration | Range: 50 sp.
Effect: Create invisible barrier covering up to 10 spaces across (vertically/ Telekinetic Protection 2 r a
horizontally). Make a Logic check vs Agility defense of any target in the Action: Standard/Reaction | Duration: Conc. | Range: Self.
affected spaces. Failure allows target to choose which side of the barrier Trigger: The character is attacked or otherwise in danger.
they end up on. Attacks on the barrier are against the character’s Logic Effect: Form a telekinetic field. Any attacks < 20 damage are absorbed.
defense. Any attacks on it that do 10 points of damage or less are instant- If an attack > 20 damage, destroys the protection but character remains
ly absorbed, and the barrier continues. If an attack does more than 10 unharmed.
points of damage, it destroys the barrier. Either way, the attack leaves
PASSIVE
those behind the barrier unharmed.
Success: Character chooses which side of the barrier the target winds
up on.
M Success: Character chooses which side of the barrier the target winds
up on + target Paralyzed for 1 round. Healing Factor A p
Action: Passive | Duration: Instant | Range: Self.
Telekinetic Manipulation r p Effect: At the end of this character’s turn, they regain Health equal to
Action: Standard | Duration: Concentration | Range: 25 sp. their Resilience Score.
Effect: Character can manipulate objects in their line of sight with their
mind. The size of the object is determined using the number of ranks the Power Slider (Serenity) j p
character has in the Brilliance power (see Mighty). If opposed, make a Action: Passive | Duration: Permanent | Range: Self.
Logic check vs opponent’s Agility defense. Effect: The character starts off normal, but they can become boosted
or dampened depending on their foci (Faith). When things are going
Mental Shelter s a well, all their powers are boosted (ranges/effective areas/durations
Action: Standard | Duration: Concentration | Range: 25 sp. = doubled; Damage multipliers +1; effects that happen on a Fantastic
Effect: Extend mental defenses to protect any chosen people within success occur on any success). Also, anything that would dampen their
range. The protected targets gain Focus DR equal to character’s Un- powers only brings them back to normal. When things go poorly, all of
canny power. their other powers are dampened (ranges/effective areas/durations =
halved; Damage multipliers -1; can no longer enjoy Fantastic successes).
Mind Reading s p Anything that would boost a power only brings it back to normal.
Action: Standard | Duration: 1 round | Range: Unlimited.
Effect: Can read the thoughts of a single person with whom they have
OTHER POWERS
established a Telepathic Link. Make a Logic check vs target’s Logic
defense.
Success: Can read the target’s surface thoughts.
M Success: As success but can ask a single simple question and get the A Brilliance 2 p, Flight 1 p, Uncanny 1 p.
answer from the target’s mind.
EXODUS
FANG
ABOMINATION
(AKIHIRO)
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3 6
5 3 3 30
3
240
120 90
Gain one additional reaction each turn.
Fearless
Gain an edge on any action checks required to
DR:
DR:-3
- DR:
DR: -1
-
deal with fear.
Free Running
8
5
MELEE DEFENSE NON-COMBAT MULTIPLIER
15
17 +11
+5 x4
x8 Gain an edge on Agility checks made to perform
acrobatics during a movement action.
x4
x5
V Bone Claws (Range: Reach)
15
17 +3 Melee Damage Multiplier +1.
4
8
RESILIENCE DEFENSE NON-COMBAT
Traits: Connections: Criminal, Connections: Super
14
18 +4
+8 Heroes.
Tags: Black Market Access, Heroic, Hounded, Krakoan,
Public Identity, Signature Weapon: Bone claws (act as
knives), X-Gene.
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
3
2
EGO DEFENSE NON-COMBAT MULTIPLIER
12
13 +2
+3 x4
x5
4
3
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
13 +4
+3 x4
x5
POWERS
Command s
ATTACK
t
Action: Standard | Duration: 1 round | Range: Unlimited.
Effect: Make a Logic check vs Logic defense of target with an exist-
ing Telepathic Link. Give a command they can complete in a single
Fast Attacks (Sharp) f p action. If it can harm someone, the check has trouble. If it can harm
Action: Standard | Duration: Instant | Range: Reach. the target, the check has double trouble on the check.
Effect: Make a Melee attack vs Melee Defense against 2 targets Success: The target complies with the order.
within reach. M Success: As success + gains an edge the next time they use this
Success: Affected target/s suffer ½ damage. power against this same target.
M Success: Affected target/s suffer damage and this character may
make a bonus attack vs another target within reach. Fool s t
Action: Standard | Duration: Concentration | Range: 80 sp.
Focused Fury (Sharp) f t Effect: The character uses a mirage to alter their appearance in the
Action: Standard | Duration: Instant | Range: Reach.
minds of anyone within range. The TN to see through the mirage
Effect: Make a Melee attack with edge vs Melee Defense against a
is the character’s Logic defense. If the character is impersonating
target. Add +1 Melee damage bonus per 2 Focus spent.
someone known to the other person, that person has an edge.
Success: Target suffers damage.
M Success: Target suffers double damage + Weapon Effect (Sharp:
Target is bleeding).
Telepathic Link s p
Action: Standard | Duration: Concentration | Range: Unlimited
Grappling Technique E t Effect: Can communicate telepathically with one person they have
Action: Standard | Duration: Instant | Range: Reach. met or seen before, providing both character and target are in the
Effect: Make a Melee attack vs Melee Defense against a target. same dimension. If target is unwilling, make a Logic check vs target’s
Success: Target suffers damage + Grabbed. Vigilance defense. On a failure, the character cannot attempt to com-
M Success: Target suffers double damage + Grabbed + Pinned. municate with the target in this way for the rest of the day.
Success: Can communicate with the target for one round.
Hit & Run (Sharp) f p M Success: Target cannot shut the character out for the rest of
Action: Standard | Duration: Instant | Range: Reach. the day.
Effect: Make a Melee attack with edge vs Melee Defense against
REACTIONS
a target.
Success: Target suffers damage + character can move ½ their Run
Speed for free.
bb
M Success: Target suffers double damage + Weapon Effect (Sharp:
Target is bleeding) + character can move ½ their Run Speed for free. Combat Trickery A
Action: Reaction | Duration: Instant | Range: Self.
Vicious Attack (Sharp) f p Trigger: The character makes an attack.
Action: Standard | Duration: Instant | Range: Reach. Effect: Once per battle, when attacking targets of equal or higher
Effect: Make a Melee attack vs Melee Defense against a target. rank, checks automatically roll a 1 on their M (cannot be affected
Success: Target suffers damage. by trouble). If attacking multiple targets, all the targets must be of
M Success: Target suffers double damage + Weapon Effect (Sharp: equal or higher rank.
Target is bleeding).
Exploit (Sharp) f
Whirling Frenzy (Sharp) f Action: Reaction | Duration: Instant | Range: Reach.
Action: Standard | Duration: Instant | Range: Reach. Trigger: Fantastic Success with Melee and causes a min 1+ damage.
Effect: Make a Melee check vs Melee Defense of every target Effect: Make a Melee attack vs target’s Resilience Defense.
within reach. Success: Target suffers damage + ignore Health DR.
Success: Target suffers ½ damage. M Success: Target suffers double damage + ignores Health DR +
M Success: Target suffers damage + Weapon Effect (Sharp: Target Weapon Effect (Sharp: Target is bleeding).
is bleeding).
ACTIVE PASSIVE
Healing Factor A p
Attack Stance E p Action: Passive | Duration: Instant | Range: Self.
Action: Standard | Duration: Concentration | Range: Self. Effect: At the end of this character’s turn, they regain Health equal
Effect: Double the character’s Melee ability bonus to damage. to their Resilience Score.
OTHER POWERS
A Brawling p, Uncanny 1 p.
FANG (AKIHIRO)
ABOMINATION
FANTOMEX
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3 6 3 3 30
3
240
90 90
Gain an edge on Agility checks made to perform
acrobatics during a movement action.
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
6
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
16
17 +9
+3 x6
x5
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
13
11 +3
+1 x5
x3
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x3
POWERS
ATTACK REACTIONS b
Double Tap k p Point-Blank Parry k t
Action: Standard | Duration: Instant | Range: Varies Action: Reaction | Duration: Instant | Range: Varies
Effect: Make a ranged attack vs enemy within 2 spaces. Trigger: Enemy within 2 spaces misses an attack against the
Success: Target suffers damage. character.
M Success: Target suffers double damage + Bleeding. Effect: Make a ranged attack vs enemy who missed them.
Success: Enemy suffers damage.
Slow-Motion Shoot Dodge k a M Success: Enemy suffers double damage + Bleeding.
Action: Standard | Duration: Instant + 1 round | Range: Varies
Effect: Make a single ranged Agility check vs the Agility de- Slow-Motion Dodge A p
fenses of two targets. When this character moves, is moved, or Action: Reaction | Duration: Instant | Range: Varies
starts their next turn, they instantly fall prone. Until that happens, Trigger: Enemy makes an attack vs this character’s Agility
all attacks against their Agility defense have trouble. defense.
Success: Affected targets suffer ½ damage. Effect: The enemy gains trouble on the attack.
M Success: Affected targets suffer damage + character can use
this power again against any available target.
Weapons Blazing k t
Action: Standard | Duration: Instant | Range: Varies
Effect: Make a single Agility check vs Agility defense of two
separate targets.
Success: Affected targets suffers ½ damage.
M Success: Affected targets suffers damage and character
makes a bonus attack with this power against any available
target, with the same effect.
ACTIVE
Animal Bond s p
Action: Standard | Duration: Concentration | Range: LOS
Effect: The character can communicate telepathically with one
animal of their choice (E.V.A.) and they must have befriended
the animal before.
MOVEMENT
Sniping k t
Action: Standard + Movement | Duration: Instant | Range: Varies.
Effect: Makes a ranged attack vs enemy 20+ spaces away.
Success: Target suffers damage.
M Success: Target suffers triple damage.
FANTOMEX
ABOMINATION
GAMBIT
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+4
+3 6 3 3 30
3
240
60 120
90
Gain an edge on Agility checks made to perform ac-
robatics during a movement action.
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Public Identity, Signature Weapon: Bo staff, Streetwise,
15
17 +6
+3 x5 X-Gene.
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
4
3
VIGILANCE DEFENSE NON-COMBAT
14
13 +4
+3
5
3
EGO DEFENSE NON-COMBAT MULTIPLIER
15
13 +6
+3 x5
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x4
x5
POWERS
ATTACK ACTIVE
Dance of Death k a Battle Plan Q a
Action: Standard | Duration: Instant | Range: 5 sp. Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Makes an Agility check vs Agility defense of every ene- Effect: The character inspires one or more allies of their choice
my within range and in line of sight. in earshot, up to the character’s Vigilance. Inspired allies gain
Success: Target/s suffer half damage. an edge on all action checks until the start of the character’s
M Success: Target/s suffer damage + Bleeding. next turn.
OTHER POWERS
target, with the same effect.
GAMBIT
ABOMINATION
GREYCROW
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3 6 3 3 30
3
240
90 90
Instead of falling unconscious due to damage, lose
tech powers and remain conscious with 1 Health.
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
Attacks with this weapon against targets 5 spac-
17
11 +11
+1 x8
x3 es away or fewer have trouble.
V Submachine Gun (Range: 10)
Agility Damage Multiplier +1.
This weapon can attack up to three targets in
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
x5
adjacent spaces to which the attacker can draw
15
17 +3
+7 a line of sight. Make a single attack roll and com-
pare it to the Agility defense scores of the targets.
Split the damage from that roll equally. Attacks
8
3
RESILIENCE DEFENSE NON-COMBAT
with this weapon against targets 5 spaces away
18
13 +8
+3 or fewer have trouble.
3
VIGILANCE DEFENSE NON-COMBAT
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
13
11 +2
+3 x4
x5
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x5
x3
POWERS
ATTACK ACTIVE
Double Tap k p Defense Stance E p
Action: Standard | Duration: Instant | Range: Varies. Action: Standard | Duration: Concentration | Range: Self.
Effect: Make a ranged attack vs enemy within 2 spaces. Effect: Any close attacks made against the character have
Success: Target suffers damage. trouble until this character is successfully attacked.
M Success: Target suffers double damage + Bleeding.
OTHER POWERS
M Success: Target suffers double damage + element’s special
effect (Energy: Blinds target for one round).
Stopping Power k t
Action: Standard | Duration: Instant | Range: Varies.
Effect: The character makes a ranged attack on an enemy.
Success: Target suffers damage.
M Success: Target suffers double damage + character makes
another ranged attack on the target.
Suppressive Fire k p
Action: Standard | Duration: Instant | Range: Varies.
Effect: Makes an Agility attack vs target’s Vigilance defense.
Success: Target suffers Focus damage after Health DR.
M Success: Target suffers double Focus damage after Health
DR + Stunned for 1 round.
GREYCROW
ABOMINATION
GUARDIAN
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+3 6
5 3 3 20
30
240
120 90
Gain an edge on Logic checks when creating or re-
pairing things.
Presence
DR: -3 DR:
DR:-2
- Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
4
8
MELEE DEFENSE NON-COMBAT MULTIPLIER
things for them.
14
17 +11
+5 x8
x5 Tech Reliance V
Instead of falling unconscious due to damage, lose
tech powers and remain conscious with 1 Health.
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
12
17 +2
+3 x4
x5 Other Traits and Tags
Traits: Connections: Super Heroes.
Tags: Black Market Access, Extreme Appearance
4
8
RESILIENCE DEFENSE NON-COMBAT
(covered by suit), Heroic, Public Identity.
14
18 +4
+8
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
6
3
EGO DEFENSE NON-COMBAT MULTIPLIER
16
13 +8
+3 x6
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
ATTACK ACTIVE
Elemental Barrage (Energy) V B h Elemental Barrier (Energy) V B t
Action: Standard | Duration: Instant | Range: LOS. Action: Standard | Duration: Concentration | Range: 40 sp.
Effect: The character designates a space within their line of Effect: The character forms a wall (8 spaces across) of their ele-
sight. The attack can affect every enemy within 10 spaces ment within range. Make an Agility Attack vs Agility Defense of
of that. Make a single Ego check vs each target’s Resilience any target in the affected spaces. On a failure, the target choos-
defense. es which side of the barrier they’re on. The barrier provides 10
Success: Affected targets suffer ½ damage. points of protection.
M Success: Affected targets suffer damage + elemental type’s Success: Attacker chooses the side of the barrier the target is on.
special effect (Energy: Blinds target for one round). M Success: As success + element’s special effect (Energy:
Blinds target for one round).
Elemental Blast (Energy) V B t
Action: Standard | Duration: Instant | Range: 10 sp. Inspiration A p
Effect: Make a ranged Agility Attack with an edge vs target’s Action: Standard | Duration: 1 round
Agility Defense. Add +1 to the character’s Agility damage bonus Effect: Inspire an ally in earshot. The ally gains edge on all action
for every 2 points of Focus spent. checks until the start of the character’s next turn.
Success: Affected target suffers total damage.
M Success: Affected target suffers double total damage +
element’s special effect (Energy: Blinds target for one round).
REACTIONS b
Elemental Burst (Energy) V B p
Action: Standard | Duration: Instant | Range: 10 sp. Elemental Protection 2 (Energy) V B a
Effect: Make a ranged Agility Attack vs target’s Agility Defense. Action: Standard/Reaction | Duration: Concentration
Success: Target suffers damage. Trigger: The character is attacked or otherwise in danger.
M Success: Target suffers double damage + element’s special Effect: The character protects themselves with their element.
effect (Energy: Blinds target for one round). Any attacks against them that do 20 points of damage or
less are instantly absorbed, and the protection continues. If an
Elemental Grab (Energy) V B t attack does more than 20 points of damage, it destroys the
Action: Standard | Duration: Concentration | Range: 20 sp. protection.
Effect: Make a ranged Ego attack vs target’s Melee defense.
OTHER POWERS
Breaking free requires a successful Melee check against target
number 20.
Success: Character grabs the target with their element.
M Success: Character grabs the target with their element + A Discipline 2 p, Flight 2 V p, Mighty 1 V p, Sturdy 3 V p,
Pinned + Suffer the element’s special effect (Energy: Blinds Uncanny 2 p.
target for one round).
GUARDIAN
ABOMINATION
HAVOK
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3E
+3 6
5 3 3 30
3
240
90 90 Presence
Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
DR:
DR:-3
- DR: - things for them.
Situational Awareness
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
13
17 +11
+3 x4
x8 Gain an edge on initiative checks.
4
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Melee/Agility Damage Multiplier +X.
14
17 +5
+3 x5
Other Traits and Tags
Traits: Connections: Super Heroes.
8
3
RESILIENCE DEFENSE NON-COMBAT
Tags: Black Market Access, Heroic, Hounded, Kra-
18
13 +8
+3 koan, Public Identity, X-Gene.
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +5
+3 x5
4
3
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
13 +4
+3 x4
x5
POWERS
Rally on Me Q
ATTACK
a
Action: Standard | Duration: Instant
Effect: Any allies in earshot can be affected, up to a number
Elemental Barrage (Energy) B h equal to the character’s Vigilance. Each affected ally can move
Action: Standard | Duration: Instant | Range: LOS. toward the character at half speed. If they are within the charac-
Effect: The character designates a space within their line of ter’s reach at the end of this move, they recover 20 lost Focus.
sight. The attack can affect every enemy within 10 spaces The character can use this power once per battle.
of that. Make a single Ego check vs each target’s Resilience
REACTIONS
defense.
Success: Affected targets suffer ½ damage. b
M Success: Affected targets suffer damage + elemental type’s
special effect (Energy: Blinds target for one round).
Change of Plans Q t
Action: Reaction | Duration: 1 round | Range: LOS.
Elemental Blast (Energy) B t Trigger: An ally has trouble on an action check.
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: The ally gains an edge on that action check.
Effect: Make a ranged Agility Attack with an edge vs target’s
Agility Defense. Add +1 to the character’s Agility damage bonus
for every 2 points of Focus spent.
Hit the Dirt Q t
Action: Reaction | Duration: Instant | Range: Earshot.
Success: Affected target suffers total damage.
Trigger: An enemy in line of sight makes an attack on an ally
M Success: Affected target suffers double total damage +
within earshot.
element’s special effect (Energy: Blinds target for one round).
Effect: All allies within earshot can fall prone if they wish and are
Elemental Burst (Energy) B p able to. If falling prone makes the ally an ineligible target for the
initial attack, the attack automatically fails.
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: Make a ranged Agility Attack vs target’s Agility Defense.
Success: Target suffers damage.
Keep Moving Q 1)
Action: Reaction | Duration: Instant | Range: LOS/Earshot.
M Success: Target suffers double damage + element’s special
Trigger: An ally in line of sight and earshot is demoralized or
effect (Energy: Blinds target for one round).
stunned.
Effect: The demoralized or stunned condition ends.
OTHER POWERS
trouble until this character is successfully attacked.
Focus Fire Q a
Action: Standard | Duration: Concentration | Range: LOS.
Effect: The character calls out an enemy in line of sight and
inspires one or more allies of their choice in earshot, up to the
character’s Vigilance. They gain an edge on all action checks
against that enemy.
Inspiration A p
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
HAVOK
HOPE
ABOMINATION
SUMMERS
6
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+7E
+3 6 3 3 30
3
240
120 210
90
with fear.
Presence
Gain an edge on Ego checks that involve getting
DR:
DR:-3
- DR: - people to pay attention to them or to voluntarily do
things for them.
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
Quick Learner
13
17 +11
+3 x6
x8 If the character fails an action check, they gain an
edge on the check if they try the same action again
on their next turn.
3
7
AGILITY DEFENSE NON-COMBAT MULTIPLIER
17 +3 x10
+22 x5 Situational Awareness
Gain an edge on initiative checks.
14
18 +4
+8 Traits: Connections: Super Heroes.
Tags: Black Market Access, Heroic, Hounded, Kra-
koan, Public Identity, X-Gene.
3
7
VIGILANCE DEFENSE NON-COMBAT
13
17 +3
+7
5
3
EGO DEFENSE NON-COMBAT MULTIPLIER
15
13 +5
+3 x6
x5
4
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14 +4 x6
x5
POWERS
ATTACK
Clone Powers j h
Action: Standard | Duration: Concentration | Range: 10 sp.
Effect: Picks another character within range and duplicates all of their powers. You
can now use those powers as if they were always your. If the target’s powers have
costs, you must pay the highest of them, or a minimum of 15 Focus. When using a
Chain Strikes E copied power, you must pay any cost normally as well.
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack with edge vs a target’s Melee Defense. Copy Ability j p
Success: Target suffers damage. Action: Standard | Duration: Concentration | Range: 10 sp.
M Success: Target suffers damage and character may attempt an additional Chain Effect: Pick one ability score of another character in range and duplicate it. You now
Strike attack. use that ability score in place of your own.
Double Tap k p Copy Power j t
Action: Standard | Duration: Instant | Range: Varies. Action: Standard | Duration: Concentration | Range: 10 sp.
Effect: Make a ranged attack vs enemy within 2 spaces. Effect: Pick one power of another character in range and duplicate it as if it was
Success: Target suffers damage. always yours. When using such a power, they must pay any cost normally as well.
M Success: Target suffers double damage + Bleeding.
Dampen Power j V
Fast Strikes e p Action: Standard | Duration: Concentration | Range: 20 sp.
Action: Standard | Duration: Instant | Range: Reach. Effect: Choose one power from another character within range. Makes an Ego
Effect: Make a Melee Attack vs Melee Defense against 2 targets. attack against them.
Success: Target/s suffer ½ damage. Success: Tamp the power down. If the power has ranges or effective areas or dura-
M Success: Target/s suffer damage. tions, these are halved. If the power affects a damage multiplier, subtract 1 from the
effect. The power can no longer enjoy Fantastic successes. If the power has a Focus
Focused Strike E a cost, the character must also pay that cost to dampen it.
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against a target. Add +1 to Melee dam- Defense Stance E p
age bonus per 2 Focus spent. Action: Standard | Duration: Concentration | Range: Self.
Success: Target suffers total damage. Effect: Any close attacks made against the character have trouble until this character
M Success: Target suffers double total damage + Stunned for one round. is successfully attacked.
Headshot k h Inspiration A p
Action: Standard | Duration: Instant | Range: Varies. Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Make a ranged attack with trouble on an enemy within the weapon’s range. Effect: Inspire an ally in earshot. The ally gains edge on all action checks until the start
Success: Target suffers double damage + Stunned (1 rnd). of the character’s next turn.
M Success: Target suffers triple damage + Stunned (1 rnd).
Shut Down Powers j h
Snap Shooting k p Action: Standard | Duration: Concentration | Range: 20 sp.
Action: Standard | Duration: Instant | Range: Varies. Effect: Make an Ego attack vs a target in range.
Effect: Make a single ranged Agility check vs the Agility defenses of two targets. Success: Remove all of a target’s powers. If the target’s powers have costs, the char-
Success: Affected targets suffer ½ damage. acter must pay the highest of them, or a minimum of 15 Focus.
M Success: Affected targets suffer damage + Bleeding.
MOVEMENT
Stopping Power k t
Action: Standard | Duration: Instant | Range: Varies.
Effect: The character makes a ranged attack on an enemy.
Success: Target suffers damage.
M Success: Target suffers double damage + character makes another ranged Sniping k t
attack on the target. Action: Standard and Movement | Duration: Instant
Effect: Makes a ranged attack vs enemy 20+ spaces away.
Suppressive Fire k p Success: Target suffers damage.
Action: Standard | Duration: Instant | Range: Varies. M Success: Target suffers triple damage.
Effect: Makes an Agility attack vs target’s Vigilance defense.
REACTIONS
Success: Target suffers Focus damage after Health DR.
M Success: Target suffers double Focus damage after Health DR + Stunned for 1 round.
Weapons Blazing k t
bb
Action: Standard | Duration: Instant | Range: Varies.
Effect: Make a single Agility check vs Agility defense of two separate targets. Covering Fire k a
Success: Affected targets suffers ½ damage. Action: Reaction | Duration: Instant
M Success: Affected targets suffers damage and character makes a bonus attack Trigger: An ally within your line of sight begins its turn.
with this power against any available target, with the same effect. Effect: Make an Agility attack vs target’s Vigilance defense.
Success: Target suffers damage to Focus (less Health DR).
ACTIVE
M Success: Target suffers double damage to Focus (less Health DR). If target suffers
any damage, they are also Stunned.
Point-Blank Parry k t
Action: Reaction | Duration: Instant
Attack Stance E p Trigger: Enemy within 2 spaces misses an attack against the character.
Action: Standard | Duration: Concentration | Range: Reach. Effect: Make a ranged attack vs enemy who missed them.
Effect: Double the character’s Melee ability bonus to damage. Success: Enemy suffers damage.
M Success: Enemy suffers double damage + Bleeding.
Boost Powers j h
Action: Standard | Duration: Concentration | Range: 5 sp.
Effect: Pick one character within range and boost all of their powers. If the powers have
Return Fire k t
Action: Reaction | Duration: Instant
ranges or effective areas or durations, these are doubled. If the powers affect a dam- Trigger: Enemy declares an attack against the character.
age multiplier, add 1 to the effects. Any effects that normally happen with a Fantastic Effect: Make an Agility attack vs target’s Vigilance defense.
successes automatically happen on any success, not just a Fantastic one. If the target’s Success: Apply Health DR then suffer damage to Focus.
powers have costs, you must pay the highest of them or a minimum of 15 Focus. M Success: Apply Health DR then suffer double damage to Focus + Stunned for 1
Bump Power j t round.
Action: Standard | Duration: Concentration | Range: 5 sp.
OTHER POWERS
Effect: Pick one power from another character within range and boost it. If the power
has ranges or effective areas or durations, these are doubled. If the power affects a
damage multiplier, add 1 to the effect. Any effects that normally happen with a Fantas-
tic success automatically happen on any success, not just a Fantastic one. If the power
has a cost, the character must pay it as well, with a minimum of 5 Focus.
A Accuracy 4 p.
HOPE SUMMERS
ISCA
ABOMINATION
THE UNBEATEN
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3E
+3 6
5 3 3 30
3
Other TraitsAwareness
Situational and Tags
Traits:
Gain anText.
edge on initiative checks.
Tags: Text.
Gear & Weapons
HEALTH FOCUS V Weapon (Range: Text)
240
90 120
90
Melee/Agility Damage Multiplier +X.
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
13
17 +11
+5 x8
x5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
13
17 +3 x5
x3
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
13
11 +3
+1 x5
x3
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x5
x3
POWERS
ATTACK REACTIONS b
Fast Attacks (Sharp) f p Exploit (Sharp) f
Action: Standard | Duration: Instant | Range: Reach. Action: Reaction | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against 2 targets Trigger: Fantastic Success with Melee and causes a min 1+
within reach. damage.
Success: Affected target/s suffer ½ damage. Effect: Make a Melee attack vs target’s Resilience Defense.
M Success: Affected target/s suffer damage and this character Success: Target suffers damage + ignore Health DR.
may make a bonus attack vs another target within reach. M Success: Target suffers double damage + ignores Health DR
+ Weapon Effect (Sharp: Target is bleeding).
Focused Fury (Sharp) f t
Action: Standard | Duration: Instant | Range: Reach. Riposte (Sharp) f p
Effect: Make a Melee attack with edge vs Melee Defense against Action: Reaction | Duration: Instant | Range: Reach.
a target. Add +1 Melee damage bonus per 2 Focus spent. Trigger: An enemy makes a close attack against the character
Success: Target suffers damage. that fails.
M Success: Target suffers double damage + Weapon Effect Effect: Make a Melee Attack vs Melee Defense against target.
(Sharp: Target is bleeding). Success: Target suffers damage.
M Success: Target suffers double damage + Weapon Effect
Hit & Run (Sharp) f p (Sharp: Target is bleeding).
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee attack with edge vs Melee Defense Slow-Motion Dodge A p
against a target. Action: Reaction | Duration: Instant | Range: Varies.
Success: Target suffers damage + character can move ½ their Trigger: Enemy makes an attack vs this character’s Agility
Run Speed for free. defense.
M Success: Target suffers double damage + Weapon Effect Effect: The enemy gains trouble on the attack.
(Sharp: Target is bleeding) + character can move ½ their Run
Speed for free.
ACTIVE
Cannot Lose z p
Action: Standard | Duration: Instant | Range: Varies
The character cannot lose any challenge or contest in which they
participate. This is not the same as winning, so if there is a possibility
that they neither win nor lose, that satisfies the conditions of not
losing. Their influence means the side they pick is the one most
likely to prevail. However, their power may also compel them to
switch sides so they don’t lose, even if that’s not how they would
prefer events to transpire. This prevents the character from simply
choosing a winner in any conflict. The character cannot shut off
this power.
Inspiration A p
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
+3 6
5 3 3 30
3
240
60 90
If the character fails an action check, they gain an
edge on the check if they try the same action again
on their next turn.
DR:
DR:-3
- DR:
DR: -1
- Other Traits and Tags
Traits: Connections: Super Heroes
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
Tags: Black Market Access, Dependent: Shogo, He-
17
11 +11
+1 x8
x3 roic, Hounded, Krakoan, Public Identity, X-Gene.
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
13
17 +3 x5
x3
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
5
3
EGO DEFENSE NON-COMBAT MULTIPLIER
15
13 +3
+7 x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x3
POWERS
ATTACK ACTIVE
Banging Heads E p Attack Stance E p
Action: Standard | Duration: Instant | Range: Reach. Action: Standard | Duration: Concentration | Range: Self.
Effect: Make a Melee Attack vs the Melee Defense of two Effect: Double the character’s Melee ability bonus to damage.
enemies within reach. If this attack fails against either target, it
fails entirely. Illumination C p
Success: Both targets suffer damage. Action: Standard | Duration: Concentration | Range: 50 sp.
M Success: Both targets suffer damage + prone. Effect: The character illuminates one object or point in line of
sight, within 50 spaces, with bright light. The character can
Dazzle C t maintain concentration on the effect even if they move out of
Action: Standard | Duration: Instant | Range: 20 sp. range or line of sight.
Effect: Make an Ego check vs target’s Vigilance defense.
Success: Target is Blinded for 1 turn. Inspiration A p
M Success: Target suffers damage + Blinded for 1 turn. Action: Standard | Duration: 1 round | Range: Earshot.
If the attack is a success, the enemy is blinded for 1 turn. Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
Elemental Blast (Energy) B t
REACTIONS
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: Make a ranged Agility Attack with an edge vs target’s
Agility Defense. Add +1 to the character’s Agility damage bonus
b
for every 2 points of Focus spent.
OTHER POWERS
Success: Affected target suffers total damage.
M Success: Affected target suffers double total damage +
element’s special effect (Energy: Blinds target for one round).
A Discipline 2 p, Uncanny 1 p.
Elemental Burst (Energy) B p
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: Make a ranged Agility Attack vs target’s Agility Defense.
Success: Target suffers damage.
M Success: Target suffers double damage + element’s special
effect (Energy: Blinds target for one round).
Flare C a
Action: Standard | Duration: Instant | Range: 5 sp.
Effect: Make an Ego check vs Vigilance defense of every enemy
within 5 spaces.
Success: Affected targets are Blinded for 1 turn.
M Success: Affected targets suffers damage + Blinded for 1
turn.
JUBILEE
ABOMINATION
KARMA
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3E
+3 6
5 3 3 30
3
240
60 90 Situational Awareness
Gain an edge on initiative checks.
DR:
DR:-3
- DR: - Other Traits and Tags
Traits: Connections: Super Heroes, Surprising Power
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
(2) (Orders, Telepathic Possession).
12
17 +11
+2 x8
x3 Tags: Black Market Access, Dependents: Younger
siblings (Leong and Nga), Heroic, Hounded, Krakoan,
Public Identity, X-Gene.
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
12
17 +2
+3 x5
x3
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
3
2
EGO DEFENSE NON-COMBAT MULTIPLIER
12
13 +2
+3 x5
x3
4
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14 +4
+6 x5
POWERS
Telepathic Link s
ATTACK
p
Action: Standard | Duration: Concentration | Range: Unlimited
Effect: Can communicate telepathically with one person they
have met or seen before, providing both character and target
Fast Strikes e p are in the same dimension. If target is unwilling, make a Logic
Action: Standard | Duration: Instant | Range: Reach.
check vs target’s Vigilance defense. On a failure, the character
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
cannot attempt to communicate with the target in this way for
Success: Target/s suffer ½ damage.
the rest of the day.
M Success: Target/s suffer damage.
Success: Can communicate with the target for one round.
M Success: Target cannot shut the character out for the rest
Telepathic Blast s t of the day.
Action: Standard | Duration: Instant | Range: LOS.
Effect: Make a Logic attack vs target in line of sight.
Success: Target suffers damage to Focus.
Telepathic Network s t
Action: Standard | Duration: Concentration | Range: Unlimited.
M Success: Target suffers double damage to Focus + Stunned
Effect: Can communicate telepathically with a group of willing,
for 1 round.
linked people, each of whom they have met or seen before. The
group can number up to 15 people. There is no limit to the dis-
ACTIVE
tance of the communication, as long as everyone involved is in
the same dimension.
REACTIONS
Success: The target complies with the order.
M Success: As success + gains an edge the next time they use b
this power against this same target.
Defense Stance E
Action: Standard | Duration: Concentration | Range: Self.
p
OTHER POWERS
Effect: Any close attacks made against the character have
trouble until this character is successfully attacked. A Brilliance 2 p.
Orders s h
Action: Standard | Duration: Permanent | Range: Unlimited.
Effect: Gives an order to a target with whom they’ve estab-
lished a Telepathic Link and who has no Focus left. Make a Logic
check vs target’s Logic defense. The command must be to do
something that can be completed in an hour or less. If it involves
harming someone, the character has trouble on the check. If it
would cause the target to harm themselves, the character has
double trouble on the check.
Success: Target complies with the orders.
M Success: As success + character gains an edge the next time
they use this power against this same target.
KARMA
ABOMINATION
KID OMEGA
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+8E
+3 6
5 3 3 30
25
240
60 240
90
Quick Learner
If the character fails an action check, they gain an
edge on the check if they try the same action again
on their next turn.
DR:
DR:-3
- DR:
DR: -1
-
Situational Awareness
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
Gain an edge on initiative checks.
17
11 +11
+1 x8
x5 Sneaky
Gain an edge on Agility checks when sneaking
around. Enemies have trouble on Vigilance checks
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
to detect the character when the character is invisible
12
17 +2
+3 x5 or hiding.
8
2
RESILIENCE DEFENSE NON-COMBAT
Traits: Connections: Super Heroes.
18
12 +8
+2 Tags: Black Market Access, Hounded, Krakoan, Pub-
lic Identity, X-Gene.
8
3
VIGILANCE DEFENSE NON-COMBAT
18
13 +8
+3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +4
+3 x5
4
8
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
18 +11
+4 x5
x8
POWERS
ATTACK
Mind Reading s p
Action: Standard | Duration: 1 round | Range: Unlimited
Effect: Can read the thoughts of a single person with whom they
have established a Telepathic Link. Make a Logic check vs target’s
Telekinetic Attack r t Logic defense.
Action: Standard | Duration: Concentration | Range: 25 sp. Success: Can read the target’s surface thoughts.
Effect: Makes a Logic attack vs target’s Melee defense. M Success: As success but can ask a single simple question and get
Success: Target suffers damage. the answer from the target’s mind
M Success: Target suffers double damage + Stunned for 1 round.
Mirage s a
Telekinetic Grab r t Action: Standard | Duration: Concentration | Range: Unlimited
Action: Standard | Duration: Concentration | Range: 25 sp. Effect: Creates a full-sensory mirage that affects any target with
Effect: Makes a Logic attack vs Melee defense of a target within whom they have established a Telepathic Link. The mirage can be
range. Breaking free requires TN20 Melee check. of anything the character desires, and it can move freely.
Success: Target is grabbed with the character’s mind.
M Success: Target is grabbed with the character’s mind + Pinned. Orders s h
Action: Standard | Duration: Permanent | Range: Unlimited
Telepathic Blast s t Effect: Gives an order to a target with whom they’ve established a
Action: Standard | Duration: Instant | Range: LOS. Telepathic Link and who has no Focus left. Make a Logic check vs
Effect: Make a Logic attack vs target in line of sight. target’s Logic defense. The command must be to do something
Success: Target suffers damage to Focus. that can be completed in an hour or less. If it involves harming
M Success: Target suffers double damage to Focus + Stunned someone, the character has trouble on the check. If it would cause
for 1 round. the target to harm themselves, the character has double trouble
on the check.
ACTIVE
Success: Target complies with the orders.
M Success: As success + character gains an edge the next time they
use this power against this same target.
Mind Interrogation s t
Action: Standard | Duration: 1 round | Range: Unlimited
Effect: Delve into the mind of a single person with whom they have
established a Telepathic Link. This requires a Logic check vs target’s
OTHER POWERS
Logic defense. A Brilliance 3 p, Flight 2 p, Uncanny 1 p.
Success: Can ask a single simple question and get the answer from s Telepathic Link p, Telepathic Network t.
the target’s mind.
M Success: As success but information more complex.
KID OMEGA
LADY
ABOMINATION
DEATHSTRIKE
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+5E
+3 6
5 3 3 30
3
Other Traits
Signature and Tags
Attack
Traits: Text.
Furious Attacks: Gain an edge when making attacks
Tags: Text.ability or power.
using this
240
120 150
90
Gain an edge on initiative checks.
Tech Reliance V
Instead of falling unconscious due to damage, lose
DR:
DR: -3
-1 DR: - tech powers and remain conscious with 1 Health.
16
17 +11
+6 x8
x5 V Weapon (Range: Text)
Melee/Agility Damage Multiplier +X.
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Traits: Connections: Criminal.
16
17 +3 x4
x5 Tags: Black Market Access, Extreme Appearance
(with claws out), Public Identity, Streetwise, Villainous.
4
8
RESILIENCE DEFENSE NON-COMBAT
14
18 +4
+8
5
3
VIGILANCE DEFENSE NON-COMBAT
15
13 +5
+3
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
13
11 +3
+1 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
Whirling Frenzy (Sharp) f
ATTACK
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee check vs Melee Defense of every target
within reach.
Fast Strikes e p Success: Target suffers ½ damage.
Action: Standard | Duration: Instant | Range: Reach. M Success: Target suffers damage + Weapon Effect (Sharp:
Effect: Make a Melee Attack vs Melee Defense against 2 targets. Target is bleeding).
Success: Target/s suffer ½ damage.
M Success: Target/s suffer damage.
REACTIONS bb
target. Add +1 Melee damage bonus per 2 Focus spent.
Success: Target suffers damage.
M Success: Target suffers double damage + Weapon Effect (Sharp:
Target is bleeding).
Exploit (Sharp) f
Furious Attacks (Sharp) V f a Action: Reaction | Duration: Instant | Range: Reach.
Trigger: Fantastic Success with Melee + causes a min 1+ damage.
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against 2 targets Effect: Make a Melee attack vs target’s Resilience Defense.
within reach. Success: Target suffers damage + ignore Health DR.
Add +1 to Melee damage bonus per 2 Focus spent. M Success: Target suffers double damage + ignores Health DR +
Success: Target/s suffer ½ damage. Weapon Effect (Sharp: Target is bleeding).
M Success: Target/s suffer damage + Weapon Effect (Sharp: Tar-
get is bleeding). Riposte (Sharp) f p
Action: Reaction | Duration: Instant | Range: Reach.
Hit & Run (Sharp) V f p Trigger: An enemy makes a close attack against the character
that fails.
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense against target.
Effect: Make a Melee attack with edge vs Melee Defense against
Success: Target suffers damage.
a target.
M Success: Target suffers double damage + Weapon Effect (Sharp:
Success: Target suffers damage + character can move ½ their Run
Speed for free. Target is bleeding).
M Success: Target suffers double damage + Weapon Effect (Sharp:
PASSIVE
Target is bleeding) + character can move ½ their Run Speed for free.
Leg Sweep e t
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense against a target. Extended Reach 1 I p
Success: Target suffers damage + Prone. Action: Passive | Duration: Permanent | Range: Self.
M Success: Target suffers damage + Prone + Stunned for one Effect: Reach is x 4 normal.
round.
Iconic Weapon V A p
Unstoppable Assault (Sharp) V f h Adamantium Nails.
• +1 Melee damage multiplier
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense of every target within • Ignores 1 level of DR.
this character’s reach. If successful, may spend another 15 Focus to
OTHER POWERS
do the same again and can move up to half their Speed beforehand.
Each target can only be affected once by this attack, but the charac-
ter can continue until their run out of movement, Focus, or targets.
Success: Target suffers ½ damage. A Brawling p, Reinforced Skeleton V p.
M Success: Target suffers damage + Weapon Effect (Sharp: Target
is bleeding).
LADY DEATHSTRIKE
ABOMINATION
LOCKHEED
5
2
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+1E
+3 6
1 3
1 3
1 30
10
240
30 90
30
The character’s regular size is beyond those for small,
average or big (Little: +2 Defense Modifier, ¼ size
multiplier).
DR:
DR:-3
- DR: - Other Traits and Tags
Traits: Connections: Super Heroes, Connections:
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
Outsiders.
15
17 +11
+1 x8
x2 Tags: Alien Heritage, Extreme Appearance, Heroic,
Public Identity.
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
15
17 +4
+3 x5
x3
8
1
RESILIENCE DEFENSE NON-COMBAT
18
11 +8
+1
3
1
VIGILANCE DEFENSE NON-COMBAT
13
11 +3
+1
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +4
+3 x5
x3
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x2
POWERS
ATTACK REACTIONS b
Elemental Blast (Fire) B t Combat Trickery A
Action: Standard | Duration: Instant | Range: 10 sp. Action: Reaction | Duration: Instant | Range: Varies.
Effect: Make a ranged Agility Attack with an edge vs target’s Trigger: The character makes an attack.
Agility Defense. Add +1 to the character’s Agility damage bonus Effect: Once per battle, when attacking targets of equal or
for every 2 points of Focus spent. higher rank, checks automatically roll a 1 on their M (cannot be
Success: Affected target suffers total damage. affected by trouble). If attacking multiple targets, all the targets
M Success: Affected target suffers double total damage + ele- must be of equal or higher rank.
ment’s special effect (Fire: Sets target ablaze).
Slow-Motion Dodge A p
Elemental Burst (Fire) B p Action: Reaction | Duration: Instant | Range: Varies.
Action: Standard | Duration: Instant | Range: 10 sp. Trigger: Enemy makes an attack vs this character’s Agility
Effect: Make a ranged Agility Attack vs target’s Agility Defense. defense.
Success: Target suffers damage. Effect: The enemy gains trouble on the attack.
M Success: Target suffers double damage + element’s special
effect (Fire: Sets target ablaze).
OTHER POWERS
ACTIVE A Accuracy 1 p, Discipline 1 p, Evasion p, Flight 1 p.
LOCKHEED
ABOMINATION
LONGSHOT
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+5
+3 6 3 3 30
3
240
90 150
90
Gain an edge on Agility checks made to perform ac-
robatics during a movement action.
Fresh Eyes
DR:
DR:-3
- DR: - Gain an edge on Logic checks when faced with
something for the first time.
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
Weird
16
17 +11
+2 x4
x8 Gain an edge on all Ego checks to persuade people
inclined to like them and trouble on all Ego checks
against people inclined to dislike them.
6
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
16
17 +9
+3 x5
x7 Gear & Weapons
V Throwing Knives (Range: 5)
Agility Damage Multiplier +1.
8
3
RESILIENCE DEFENSE NON-COMBAT
5
3
VIGILANCE DEFENSE NON-COMBAT
15
13 +5
+3
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +3 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
ATTACK ACTIVE
Dance of Death k a Defense Stance E p
Action: Standard | Duration: Instant | Range: 5 sp. Action: Standard | Duration: Concentration | Range: Self.
Effect: Makes an Agility check vs Agility defense of every ene- Effect: Any close attacks made against the character have
my within range and in line of sight. trouble until this character is successfully attacked.
Success: Target/s suffer ½ damage.
M Success: Target/s suffer damage + Bleeding. Lucky Me y t
Action: Standard | Duration: Concentration | Range: Self
Double Tap k p Effect: The character gains an edge on all action checks made
Action: Standard | Duration: Instant | Range: 2 sp. while this power is in effect. The character must pay the Focus cost
Effect: Make a ranged attack vs enemy within 2 spaces. at the start of each of their subsequent turns of concentration to
Success: Target suffers damage. keep the power working.
M Success: Target suffers double damage + Bleeding.
Fast Strikes e
Action: Standard | Duration: Instant | Range: Reach.
p REACTIONS bb
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
Success: Target/s suffer ½ damage. Point-Blank Parry k t
M Success: Target/s suffer damage. Action: Reaction | Duration: Instant | Range: 2 sp.
Trigger: Enemy within 2 spaces misses an attack against the
Slow-Motion Shoot Dodge k a character.
Action: Standard | Duration: Instant + 1 round | Range: Varies. Effect: Make a ranged attack vs enemy who missed them.
Effect: Make a single ranged Agility check vs the Agility de- Success: Enemy suffers damage.
fenses of two targets. When this character moves, is moved, or M Success: Enemy suffers double damage + Bleeding.
starts their next turn, they instantly fall prone. Until that happens,
all attacks against their Agility defense have trouble. Return Fire k t
Success: Affected targets suffer ½ damage. Action: Reaction | Duration: Instant | Range: Varies.
M Success: Affected targets suffer damage + character can use Trigger: Enemy declares an attack against the character.
this power again against any available target. Effect: Make an Agility attack vs target’s Vigilance defense.
Success: Apply Health DR then suffer damage to Focus.
Snap Shooting k p M Success: Apply Health DR then suffer double damage to
Action: Standard | Duration: Instant | Range: Varies. Focus + Stunned for 1 round.
Effect: Make a single ranged Agility check vs the Agility defens-
es of two targets. Slow-Motion Dodge A p
Success: Affected targets suffer ½ damage. Action: Reaction | Duration: Instant | Range: Self.
M Success: Affected targets suffer damage + Bleeding. Trigger: Enemy makes an attack vs this character’s Agility
defense.
Suppressive Fire k p Effect: The enemy gains trouble on the attack.
Action: Standard | Duration: Instant | Range: Varies.
PASSIVE
Effect: Makes an Agility attack vs target’s Vigilance defense.
Success: Target suffers Focus damage after Health DR.
M Success: Target suffers double Focus damage after Health
DR + Stunned for 1 round.
Charmed Life y p
Weapons Blazing k t Action: Passive | Duration: Permanent | Range: Self
Action: Standard | Duration: Instant | Range: Varies. Effect: The character gains an edge on any single action check
Effect: Make a single Agility check vs Agility defense of two each round. This does not stack with any other edges.
separate targets.
OTHER POWERS
Success: Affected targets suffers ½ damage.
M Success: Affected targets suffers damage and character
makes a bonus attack with this power against any available
target, with the same effect. A Accuracy 3 p, Evasion p.
LONGSHOT
ABOMINATION
M
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+4E
+3 6
5 3 3 20
30
240
90 120
90 Presence
Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
DR:
DR:-3
- DR:
DR: -1
- things for them.
Situational Awareness
4
8
MELEE DEFENSE NON-COMBAT MULTIPLIER
14
17 +11
+6 x4
x8 Gain an edge on initiative checks.
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Tags: Alternate Form (Penance form), Extreme Ap-
13
17 +3 x4
x5 pearance (in alternate form), Heroic, Hounded, Kra-
koan, Public Identity, Rich, X-Gene.
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
4
3
VIGILANCE DEFENSE NON-COMBAT
14
13 +4
+3
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
13
11 +3
+1 x5
4
5
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
15 +4
+5 x5
POWERS
Mirage s
ATTACK
a
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: Creates a full-sensory mirage that affects any target with
whom they have established a Telepathic Link. The mirage can
Fast Attacks (Blunt/Sharp) f p be of anything the character desires, and it can move freely.
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against 2 targets Telepathic Link s p
within reach. Action: Standard | Duration: Concentration | Range: Unlimited
Success: Affected target/s suffer ½ damage. Effect: Can communicate telepathically with one person they
M Success: Affected target/s suffer damage and this character have met or seen before, providing both character and target
may make a bonus attack vs another target within reach. are in the same dimension. If target is unwilling, make a Logic
check vs target’s Vigilance defense. On a failure, the character
Hit & Run (Blunt/Sharp) f p cannot attempt to communicate with the target in this way for
Action: Standard | Duration: Instant | Range: Reach.
the rest of the day.
Effect: Make a Melee attack with edge vs Melee Defense
Success: Can communicate with the target for one round.
against a target.
M Success: Target cannot shut the character out for the rest
Success: Target suffers damage + character can move ½ their
of the day.
Run Speed for free.
M Success: Target suffers double damage + Weapon Effect
REACTIONS
(Blunt: Target is stunned for one round; or Sharp: Target is
bleeding) + character can move ½ their Run Speed for free. bb
Telekinetic Attack r t
PASSIVE
Action: Standard | Duration: Concentration | Range: 20 sp.
Effect: Makes a Logic attack vs target’s Melee defense.
Success: Target suffers damage.
M Success: Target suffers double damage + Stunned for 1 round.
Heightened Senses 1 A p
Vicious Attack (Blunt/Sharp) f p Action: Passive | Duration: Permanent | Range: Self.
Action: Standard | Duration: Instant | Range: Reach. Effect: Senses things roughly twice as far away as normal. Gain
Effect: Make a Melee attack vs Melee Defense against a target. edge on Vigilance checks to perceive things, and enemies have
Success: Target suffers damage. trouble on checks they make to sneak past the character.
M Success: Target suffers double damage + Weapon Effect
OTHER POWERS
(Blunt: Target is stunned for one round; or Sharp: Target is
bleeding).
ACTIVE
Telekinetic Manipulation r p
Action: Standard | Duration: Concentration | Range: 20 sp.
Effect: Character can manipulate objects in their line of sight
with their mind. The size of the object is determined using the
number of ranks the character has in the Brilliance power (see
Mighty). If opposed, make a Logic check vs opponent’s Agility
defense.
Mind Reading s p
Action: Standard | Duration: 1 round | Range: Unlimited.
Effect: Can read the thoughts of a single person with whom
they have established a Telepathic Link. Make a Logic check vs
target’s Logic defense.
Success: Can read the target’s surface thoughts.
M Success: As success but can ask a single simple question and
get the answer from the target’s mind
+3
+7 6
5 3 3 30
5
240
120 210
90
Gain an edge on any action checks required to deal
with fear.
Presence
DR:
DR:-3
- DR:
DR:-2
- Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
things for them.
17
11 +11
+1 x6
x8 Weird
Gain an edge on all Ego checks to persuade people
inclined to like them and trouble on all Ego checks
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
against people inclined to dislike them.
13
17 +3 x6
x5
Gear & Weapons
V Weapon (Range: Text)
4
8
RESILIENCE DEFENSE NON-COMBAT
Melee/Agility Damage Multiplier +X.
14
18 +4
+8 Other Traits and Tags
Traits: Connections: Super Heroes, Extraordinary
Origin.
3
7
VIGILANCE DEFENSE NON-COMBAT
Tags: Black Market Access, Hounded, Krakoan, Pub-
13
17 +3
+7 lic Identity, Sorcerous, Supernatural, X-Gene..
8
3
EGO DEFENSE NON-COMBAT MULTIPLIER
18
13 +10
+3 x5
x8
4
7
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
17 +4
+8 x5
x7
POWERS
ATTACK
Orders s h
Action: Standard | Duration: Permanent | Range: Unlimited.
Effect: Gives an order to a target with whom they’ve established a Telepathic Link
and who has no Focus left. Make a Logic check vs target’s Logic defense. The com-
Bolts of Balthakk d t mand must be to do something that can be completed in an hour or less. If it involves
harming someone, the character has trouble on the check. If it would cause the tar-
Action: Standard | Duration: Instant | Range: 20 sp.
Effect: Make an Ego check with edge vs target’s Agility defense in line of sight. Add +1 get to harm themselves, the character has double trouble on the check.
to Agility damage bonus for every 2 points of Focus spent. Success: Target complies with the orders.
Success: Target suffers total damage. M Success: As success + character gains an edge the next time they use this power
M Success: Target suffers double total damage + Stunned for 1 round. against this same target.
ACTIVE
more than 10 points of damage, it destroys the barrier. Either way, the attack leaves
those behind the barrier unharmed.
Success: Character chooses which side of the barrier the target winds up on.
M Success: Character chooses which side of the barrier the target winds up on +
target Paralyzed for 1 round.
Astral Form s t
Action: Standard | Duration: Concentration | Range: Self. Telekinetic Manipulation r p
Effect: Can project an avatar into the Astral Plane, leaving their physical body in a Action: Standard | Duration: Concentration | Range: 30 sp.
deep trance in the real world. If Rank 4+, can take on a transparent form visible in the Effect: Character can manipulate objects in their line of sight with their mind. The
real world. Flight Speed on Astral Plane = 30. size of the object is determined using the number of ranks the character has in
the Brilliance power (see Mighty). If opposed, make a Logic check vs opponent’s
Cloak s t Agility defense.
Action: Standard | Duration: Concentration | Range: 120 sp.
Effect: Uses a mirage to block their presence from the minds of people in range. TN Telepathic Possession s 2)
to detect the character is the character’s Logic defense. Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: Possess a target with whom they’ve established a Telepathic Link and who
Command s t has no Focus left. Makes a Logic check with trouble vs target’s Logic defense. The
Action: Standard | Duration: 1 round | Range: Unlimited. result of the character’s check is the target number for any attempts by the target to
Effect: Make a Logic check vs Logic defense of target with an existing Telepathic end the possession. If the character attempts to harm someone with the possessed
Link. Give a command they can complete in a single action. If it can harm some- body, the target gets to make a Logic check to end the possession. If the target has
one, the check has trouble. If it can harm the target, the check has double trouble the Heroic tag, they get an edge on the check. If the character attempts to harm the
on the check. possessed body, the target gets an edge on the check. If the target has the Heroic
Success: The target complies with the order. tag, they get a double edge.
M Success: As success + gains an edge the next time they use this power against Success: Takes over the target’s body completely.
this same target.
Grand Mirage s
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: The character creates a full-sensory mirage that affects everyone in a Tele-
a
REACTIONS bb
pathic Network they set up who is also in the same locale. The mirage can be of
anything the character desires, and it can move freely. Brain Drain d t
Action: Reaction | Duration: Instant | Range: Reach.
Memory Blip s t Trigger: The target is grabbed.
Action: Standard | Duration: Permanent | Range: Unlimited. Effect: Make an Ego attack vs target’s Vigilance defense.
Effect: Makes a Logic check vs target’s Logic defense. to cause a telepathically linked Success: Target suffers damage to Focus and character heals half that much Focus
target to forget something that’s happened in the past hour. This gap can be up to themselves.
an hour in length. The result of the check is the TN of a Logic check needed to recall M Success: Target suffers damage to Focus and character heals that much Focus
the altered memory. themselves.
Success: The memories are forgotten.
M Success: As success + target has trouble on checks to recover such memories Telekinetic Protection 2 r a
in the future. Action: Standard/Reaction | Duration: Conc. | Range: Self.
Trigger: The character is attacked or otherwise in danger.
Mind Reading s p Effect: Form a telekinetic field. Any attacks < 20 damage are absorbed. If an attack >
Action: Standard | Duration: 1 round | Range: Unlimited. 20 damage, destroys the protection but character remains unharmed.
Effect: Can read the thoughts of a single person with whom they have established a
PASSIVE
Telepathic Link. Make a Logic check vs target’s Logic defense.
Success: Can read the target’s surface thoughts.
M Success: As success but can ask a single simple question and get the answer
from the target’s mind
Mirage s a Levitation r h
Action: Passive | Duration: Permanent | Range: Self.
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: The character can move through the air in any direction at their Run Speed.
Effect: Creates a full-sensory mirage that affects any target with whom they have
established a Telepathic Link. The mirage can be of anything the character desires,
OTHER POWERS
and it can move freely.
MADELYNE PRYOR
ABOMINATION
MAGIK
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+6
+3 6
5 3 3 30
3
240
90 210
90 Fearless
Gain an edge on any action checks required to deal
with fear.
DR: -2
-3 DR:
DR:-2
-
Iron Will
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
Enemies have trouble on Ego attacks to control this
13
17 +11
+3 x8
x5 character’s mind or influence their behavior. The
character also gains an edge on Ego checks to break
free of mind control or other compulsions.
4
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
8
3
RESILIENCE DEFENSE NON-COMBAT
Provides a +4 Ego damage multiplier, but only
18
13 +8
+3 against extra-dimensional creatures.
6
3
VIGILANCE DEFENSE NON-COMBAT
16
13 +6
+3 traordinary Origin.
Tags: Black Market Access, Heroic, Hounded,
Krakoan, Public Identity, Sorcerous, Supernatural,
X-Gene.
8
3
EGO DEFENSE NON-COMBAT MULTIPLIER
18
13 +10
+3 x5
x7
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
18 +4
+1 x5
POWERS
ATTACK MOVEMENT
Bolts of Balthakk d t Dimensional Travel g a
Action: Standard | Duration: Instant | Range: 20 sp. Action: Standard/Movement | Duration: Instant
Effect: Make an Ego check with edge vs target’s Agility defense Effect: Instantly moves between universes.
in line of sight. Add +1 to Agility damage bonus for every 2 points
of Focus spent. Dimensional Travel Other g h
Success: Target suffers total damage. Action: Standard/Movement/Reaction | Duration: Instant
M Success: Target suffers double total damage + Stunned for Trigger: The target is grabbed.
1 round. Duration: Instant
Effect: Makes an Ego check against the Vigilance Defense of
Crimson Bands of Cyttorak d a a grabbed target.
Action: Standard | Duration: Concentration | Range: 20 sp. Success: Send the target to power destination.
Effect: Make an Ego check with an edge vs target’s Melee de-
fense in line of sight. Breaking free requires a Melee check with Dimensional Travel Together g a
target number 20. Action: Standard/Movement/Reaction | Duration: Instant
Success: Target is Paralyzed. Trigger: The target is grabbed.
M Success: Target is Paralyzed + Pinned. Duration: Instant
Effect: Moves to power’s destination, taking any person they
Flames of the Faltine d t are touching with them. If target unwilling, character must
Action: Standard | Duration: Instant | Range: 10 sp. grab them first.
Effect: Make an Ego check vs target’s Agility defense.
Success: Target suffers damage. Time Travel g a
M Success: Target suffers double damage + Ablaze. Action: Standard/Movement | Duration: Instant
Effect: Instantly moves between universes.
Dispel Spell d h
REACTIONS bb
Action: Standard | Duration: Instant | Range: LOS.
Effect: Make an Ego check vs target’s Ego defense who uses a Shield of the Seraphim d a
magic power that requires concentration. Action: Standard/Reaction | Duration: Conc. | Range: Self.
Success: Target’s concentration on that power is broken. Effect: Produce a magical shield that provides complete pro-
M Success: Target’s concentration is broken entirely. tection from physical damage that does 20 points of damage
or less. If attack does more than 20 points of damage, it de-
Inspiration A p stroys the protection.
Action: Standard | Duration: 1 round | Range: Earshot.
PASSIVE
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
Sense Supernatural d p
Action: Standard | Duration: Concentration | Range: 500 sp. Iconic Weapon A p
Effect: The character can reach out with their mind to sense the The Soulsword.
presence of supernatural people, places or things within range. • Melee Damage Multiplier +2.
This tells them the location of the supernatural thing and its gen- • Summonable.
eral status. If the taregt wishes to conceal themselves, make an • Provides a +4 Ego damage multiplier, but only against ex-
Ego check vs each target’s Vigilance defense. tra-dimensional creatures.
Success: Character senses the target.
M Success: As success but character can also identify if the
target is cursed or demonic.
OTHER POWERS
A Discipline 2 p, Sturdy 2 p, Uncanny 2 p, Wisdom p.
MAGIK
ABOMINATION
MAGMA
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3E
+3 6
5 3 3 30
3
240
60 90
with fear.
Fresh Eyes
Gain an edge on Logic checks when faced with
DR:
DR:-3
- DR: -
something for the first time.
Situational Awareness
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
17
11 +11
+1 x8
x3 Gain an edge on initiative checks.
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
x5
x3
(Elemental Barrage), Surprising Power (Supernova).
13
17 +3 Tags: Black Market Access, Heroic, Hounded, Kra-
koan, Public Identity, X-Gene.
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
5
3
EGO DEFENSE NON-COMBAT MULTIPLIER
15
13 +3
+7 x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x3
POWERS
ATTACK REACTIONS b
Elemental Barrage (Fire) B h Elemental Protection 2 (Fire) B a
Action: Standard | Duration: Instant | Range: LOS. Action: Standard/Reaction | Duration: Conc. | Range: Self.
Effect: The character designates a space within their line of Trigger: The character is attacked or otherwise in danger.
sight. The attack can affect every enemy within 10 spaces Effect: The character protects themselves with their element.
of that. Make a single Ego check vs each target’s Resilience Any attacks against them that do 20 points of damage or
defense. less are instantly absorbed, and the protection continues. If an
Success: Affected targets suffer ½ damage. attack does more than 20 points of damage, it destroys the
M Success: Affected targets suffer damage + elemental type’s protection.
special effect (Fire: Sets target ablaze).
Elemental Reinforcement (Fire) B V
Elemental Blast (Fire) B t Action: Reaction | Duration: Instant | Range: Self.
Action: Standard | Duration: Instant | Range: 10 sp. Trigger: Damage gets through an elemental power
Effect: Make a ranged Agility Attack with an edge vs target’s Effect: The character can transfer any Health damage that gets
Agility Defense. Add +1 to the character’s Agility damage bonus through an elemental power that grants damage protection to
for every 2 points of Focus spent. their Focus instead, leaving the protection intact.
Success: Affected target suffers total damage.
M Success: Affected target suffers double total damage + ele-
ment’s special effect (Fire: Sets target ablaze).
PASSIVE
Elemental Burst (Fire) B p
Action: Standard | Duration: Instant | Range: 10 sp. Elemental Form (Fire) B p
Effect: Make a ranged Agility Attack vs target’s Agility Defense. Action: Passive | Duration: Permanent | Range: Self.
Success: Target suffers damage. Effect: The character’s body is made entirely of their element,
M Success: Target suffers double damage + element’s special which gives them a steady supply of their element to use and
effect (Fire: Sets target ablaze). makes them essentially unkillable. When they lose all their
Health, their form loses its cohesion and falls apart. When they
Elemental Push (Fire) B a have at least 1 Health—which they can gain back over time, nor-
Action: Standard | Duration: Instant | Range: LOS. mally—they can re-form.
Effect: Make an Ego attack vs target’s Agility defense.
OTHER POWERS
Success: Move the target in any direction, up to 3 spaces.
M Success: As success + target suffers damage + Prone +
element’s special effect (Fire: Sets target ablaze).
A Discipline 2 p.
Supernova (Fire) B h
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: Make an Ego check vs Resilience defense of every ene-
my within range. Add +1 to the character’s Ego damage bonus
for every 2 points of Focus they spend.
Success: Affected target/s suffer half total damage.
M Success: Affected target/s suffer total damage + element’s
special effect (Fire: Sets target ablaze).
ACTIVE
Elemental Barrier (Fire) B t
Action: Standard | Duration: Concentration | Range: 30 sp.
Effect: The character forms a wall (6 spaces across) of their ele-
ment within range. Make an Agility Attack vs Agility Defense of
any target in the affected spaces. On a failure, the target choos-
es which side of the barrier they’re on. The barrier provides 10
points of protection.
Success: Attacker chooses the side of the barrier the target is on.
M Success: As success + element’s special effect (Fire: Sets
target ablaze).
MAGMA
MASTER
ABOMINATION
OF THE WORLD
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+2
+3 6
5 3 3 20
30
240
120 90
60
Gearhead
Gain an edge on Logic checks to figure out how any
machine works.
DR: -2
-3 DR: - Tech Reliance V
Instead of falling unconscious due to damage, lose
4
8
MELEE DEFENSE NON-COMBAT MULTIPLIER
tech powers and remain conscious with 1 Health.
14
17 +11
+6 x6
x8 Weird
Gain an edge on all Ego checks to persuade people
inclined to like them and trouble on all Ego checks
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
against people inclined to dislike them.
13
17 +4
+3 x5
Other Traits and Tags
Traits: Connections: Super Villains, Extraordinary
4
8
RESILIENCE DEFENSE NON-COMBAT
Origin.
14
18 +4
+8 Tags: Black Market Access, Extreme Appearance (in
battle suit), Public Identity, Villainous.
3
2
VIGILANCE DEFENSE NON-COMBAT
12
13 +2
+3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +5
+3 x5
4
3
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
13 +4 x5
POWERS
Machine Telepathy s
ATTACK
p
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: Can communicate telepathically with one machine at
a time, and they must have met or seen the machine before.
Elemental Barrage (Energy) V B h There is no range, as long as the character and the machine
Action: Standard | Duration: Instant
are in the same dimension. Accessing secure machines re-
Effect: The character designates a space within their line of
quires a Logic check with a TN appropriate to the strength of
sight. The attack can affect every enemy within 10 spaces
the security.
of that. Make a single Ego check vs each target’s Resilience
defense.
REACTIONS
Success: Affected targets suffer ½ damage.
M Success: Affected targets suffer damage + elemental type’s b
special effect (Energy: Blinds target for one round).
Crushing Grip E t
Elemental Blast (Energy) V B t Action: Reaction | Duration: Instant | Range: Reach.
Action: Standard | Duration: Instant | Range: 10 sp. Trigger: Target is grabbed.
Effect: Make a ranged Agility Attack with an edge vs target’s Effect: Make a Melee attack vs Resilience Defense of the
Agility Defense. Add +1 to the character’s Agility damage bonus grabbed target.
for every 2 points of Focus spent. Success: Target suffers damage.
Success: Affected target suffers total damage. M Success: Target suffers double damage + Pinned.
M Success: Affected target suffers double total damage +
element’s special effect (Energy: Blinds target for one round).
ACTIVE
Attack Stance E p
Action: Standard | Duration: Concentration | Range: Self.
Effect: Double the character’s Melee ability bonus to damage.
Disguise V A p
Action: Standard | Duration: Permanent | Range: Self.
Effect: Instantly alters appearance to appear as someone else.
TN to see through disguise equals Ego defense. If impersonat-
ing someone known to the target, they gain edge.
+3 6
5 3 3 30
3
240
30 90
investigated.
Presence
Gain an edge on Ego checks that involve getting
DR:
DR:-3
- DR:
DR: -1
- people to pay attention to them or to voluntarily do
things for them.
8
0
MELEE DEFENSE NON-COMBAT MULTIPLIER
3
1
AGILITY DEFENSE NON-COMBAT MULTIPLIER
x5
x3
lic Identity, Villainous, X-Gene.
17
11 +3
+1
8
1
RESILIENCE DEFENSE NON-COMBAT
18
11 +8
+1
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +4
+3 x5
x3
4
6
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
16 +4
+8 x5
POWERS
Mirage s
ACTIVE
a
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: Creates a full-sensory mirage that affects any target with
Cloak s t whom they have established a Telepathic Link. The mirage can
Action: Standard | Duration: Concentration | Range: 60 sp. be of anything the character desires, and it can move freely.
Effect: Uses a mirage to block their presence from the minds
of people in range. TN to detect the character is the character’s
Telepathic Link s p
Action: Standard | Duration: Concentration | Range: Unlimited
Logic defense.
Effect: Can communicate telepathically with one person they
Cloak Group s a have met or seen before, providing both character and target
Action: Standard | Duration: Concentration | Range: 60 sp. are in the same dimension. If target is unwilling, make a Logic
Effect: Uses a mirage to block their presence—and the pres- check vs target’s Vigilance defense. On a failure, the character
ence of up to 3 other persons, within 10 spaces—within range. cannot attempt to communicate with the target in this way for
TN to detect the character is the character’s Logic defense. the rest of the day.
Success: Can communicate with the target for one round.
Fool s t M Success: Target cannot shut the character out for the rest
Action: Standard | Duration: Concentration | Range: 60 sp. of the day.
Effect: The character uses a mirage to alter their appearance
in the minds of anyone within range. The TN to see through Telepathic Network s t
the mirage is the character’s Logic defense. If the character is Action: Standard | Duration: Concentration | Range: Unlimited.
impersonating someone known to the other person, that per- Effect: Can communicate telepathically with a group of willing,
son has an edge. linked people, each of whom they have met or seen before. The
group can number up to 15 people. There is no limit to the dis-
Grand Fool s a tance of the communication, as long as everyone involved is in
Action: Standard | Duration: Concentration | Range: 60 sp. the same dimension.
Effect: The character uses a mirage to alter their appearance—
REACTIONS
and the appearance of up to 3 other persons within 10 spac-
es—in the minds of people within range. The TN to see through
the mirage is the character’s Logic defense. If the character is
b
impersonating someone known to the other person, that per-
OTHER POWERS
son has an edge.
Grand Mirage s a
Action: Standard | Duration: Concentration | Range: Unlimited. A Brilliance 2 p, Uncanny 1 p.
Effect: The character creates a full-sensory mirage that affects
everyone in a Telepathic Network they set up who is also in the
same locale. The mirage can be of anything the character de-
sires, and it can move freely.
Memory Blip s t
Action: Standard | Duration: Permanent | Range: Unlimited.
Effect: Makes a Logic check vs target’s Logic defense. to cause
a telepathically linked target to forget something that’s hap-
pened in the past hour. This gap can be up to an hour in length.
The result of the check is the TN of a Logic check needed to
recall the altered memory.
Success: The memories are forgotten.
M Success: As success + target has trouble on checks to recov-
er such memories in the future.
Mind Reading s p
Action: Standard | Duration: 1 round | Range: Unlimited.
Effect: Can read the thoughts of a single person with whom
they have established a Telepathic Link. Make a Logic check vs
target’s Logic defense.
Success: Can read the target’s surface thoughts.
M Success: As success but can ask a single simple question and
get the answer from the target’s mind
MASTERMIND
MISTER
ABOMINATION
SINISTER
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+5
+3 6
5 3 3 30
3
240
90 150
90 Font of Information
Gain an edge on Logic checks having to do with
knowledge.
DR:
DR: -3
-1 DR:
DR: -1
-
Gearhead
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
Gain an edge on Logic checks to figure out how any
12
17 +11
+3 x6
x8 machine works.
Inventor
Gain an edge on Logic checks when creating or re-
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
pairing things.
13
17 +3 x5
Scientific Expertise
Gain an edge on Logic checks made when dealing
8
3
RESILIENCE DEFENSE NON-COMBAT
with scientific research. If they have Lab Access at the
18
13 +8
+3 time, gain a second edge.
5
3
VIGILANCE DEFENSE NON-COMBAT
Tags: Hounded, Krakoan, Lab Access, Mutant Asso-
15
13 +5
+3 ciate, Public Identity, Villainous, X-Gene.
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +4
+3 x5
4
8
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
18 +11
+4 x5
x8
POWERS
ATTACK
Telekinetic Barrier r t
Action: Standard | Duration: Concentration | Range: 50 sp.
Effect: Create invisible barrier covering up to 10 spaces across (vertically/
horizontally). Makes a Logic check vs Agility defense of any target in the
Telekinetic Attack r t affected spaces. Failure allows target to choose which side of the barrier
Action: Standard | Duration: Concentration | Range: 25 sp. they end up on. Attacks on the barrier are against the character’s Logic
Effect: Makes a Logic attack vs target’s Melee defense. defense. Any attacks on it that do 10 points of damage or less are instant-
Success: Target suffers damage. ly absorbed, and the barrier continues. If an attack does more than 10
M Success: Target suffers double damage + Stunned for 1 round. points of damage, it destroys the barrier. Either way, the attack leaves
those behind the barrier unharmed.
Telekinetic Grab r t Success: Character chooses which side of the barrier the target winds
Action: Standard | Duration: Concentration | Range: 25 sp. up on.
Effect: Makes a Logic attack vs Melee defense of a target within range. M Success: Character chooses which side of the barrier the target winds
Breaking free requires TN20 Melee check. up on + target Paralyzed for 1 round.
Success: Target is grabbed with the character’s mind.
M Success: Target is grabbed with the character’s mind + Pinned. Telekinetic Manipulation r p
Action: Standard | Duration: Concentration | Range: 25 sp.
Telepathic Blast s t Effect: Character can manipulate objects in their line of sight with their
Action: Standard | Duration: Instant | Range: LOS. mind. The size of the object is determined using the number of ranks the
Effect: Make a Logic attack vs target in line of sight. character has in the Brilliance power (see Mighty). If opposed, make a
Success: Target suffers damage to Focus. Logic check vs opponent’s Agility defense.
M Success: Target suffers double damage to Focus + Stunned for 1 round.
Telepathic Link s p
ACTIVE
Action: Standard | Duration: Concentration | Range: Unlimited
Effect: Can communicate telepathically with one person they have met or
seen before, providing both character and target are in the same dimen-
sion. If target is unwilling, make a Logic check vs target’s Vigilance defense.
Cloak s t On a failure, the character cannot attempt to communicate with the target
Action: Standard | Duration: Concentration | Range: 100 sp. in this way for the rest of the day.
Effect: Uses a mirage to block their presence from the minds of people Success: Can communicate with the target for one round.
in range. TN to detect the character is the character’s Logic defense. M Success: Target cannot shut the character out for the rest of the day.
REACTIONS
M Success: As success + gains an edge the next time they use this power
against this same target. b
Defense Stance E p
Action: Standard | Duration: Concentration | Range: Reach. Telekinetic Protection 1 r t
Effect: Any close attacks made against the character have trouble until Action: Standard/Reaction | Duration: Conc. | Range: Self.
this character is successfully attacked. Trigger: The character is attacked or otherwise in danger.
Effect: Form a telekinetic field. Any attacks < 10 damage are absorbed.
Fool s t If an attack > 10 damage, destroys the protection but character remains
Action: Standard | Duration: Concentration | Range: 100 sp. unharmed.
Effect: The character uses a mirage to alter their appearance in the minds
of anyone within range. The TN to see through the mirage is the charac-
ter’s Logic defense. If the character is impersonating someone known to
the other person, that person has an edge. PASSIVE
Grand Mirage s a
Action: Standard | Duration: Concentration | Range: Unlimited. Healing Factor A p
Effect: The character creates a full-sensory mirage that affects everyone Action: Passive | Duration: Instant | Range: Self.
in a Telepathic Network they set up who is also in the same locale. The Effect: At the end of this character’s turn, they regain Health equal to
mirage can be of anything the character desires, and it can move freely. their Resilience Score.
Memory Blip s
OTHER POWERS
t
Action: Standard | Duration: Permanent | Range: Unlimited.
Effect: Makes a Logic check vs target’s Logic defense. to cause a tele-
pathically linked target to forget something that’s happened in the past
hour. This gap can be up to an hour in length. The result of the check is the A Brilliance 3 p, Mighty 1 p, Sturdy 1 p, Uncanny 1 p.
TN of a Logic check needed to recall the altered memory.
Success: The memories are forgotten.
M Success: As success + target has trouble on checks to recover such
memories in the future.
Mirage s a
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: Creates a full-sensory mirage that affects any target with whom
they have established a Telepathic Link. The mirage can be of anything
the character desires, and it can move freely.
MISTER SINISTER
MOIRA
ABOMINATION
MACTAGGERT
5
1
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3
+1 6
5 3 3 30
3
240
30 90
30
Gear & Weapons
V Pistol (Range: 10)
Agility Damage Multiplier +1.
DR:
DR:-3
- DR: - Other Traits and Tags
Traits: Connections: Community, Connections: Su-
8
0
MELEE DEFENSE NON-COMBAT MULTIPLIER
per Heroes, Extra Occupation.
10
17 +11
+0 x8
x1 Tags: Black Market Access, Hounded, Krakoan, Pub-
lic Identity, X-Gene.
0
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
10
17 +0
+3 x5
x1
8
1
RESILIENCE DEFENSE NON-COMBAT
18
11 +8
+1
3
1
VIGILANCE DEFENSE NON-COMBAT
13
11 +3
+1
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
13
11 +3
+1 x5
x1
4
3
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
13 +4 x5
x2
POWERS
ACTIVE REACTIONS b
Inspiration A p
Action: Standard | Duration: 1 round
Effect: Inspire an ally in earshot. The ally gains edge on all action OTHER POWERS
checks until the start of the character’s next turn.
A Brilliance 1 p.
Restart z p
Action: Standard | Duration: Instant | Range: Varies
When the character dies, the entire timeline restarts from the
moment of their first consciousness, and they retain the memo-
ries from their previous lives. This gives them the chance to start
over multiple times, although they have to live through those
years in real time.
There’s only so much that one person can do when facing the
grand sweep of history, but even one life’s knowledge can give
a character a huge advantage for improving their personal
situation. It’s easy to build wealth when you know what the
future brings.
MOIRA MACTAGGERT
ABOMINATION
MOJO
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3 6 6
3 3 30
3
240
150 90 Presence
Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
DR:
DR: -3
-1 DR: - things for them.
Public Speaking
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
17
11 +11
+2 x4
x8 Gain an edge on Ego checks when attempting to
persuade groups.
Tech Reliance V
3
1
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Instead of falling unconscious due to damage, lose
10
17 +3
+1 x4
x5 tech powers and remain conscious with 1 Health.
8
5
RESILIENCE DEFENSE NON-COMBAT
Traits: Extra Occupation, Extraordinary Origin.
18
15 +8
+5 Tags: Alien Heritage, Authority, Extreme Appear-
ance, Powerful, Public Identity, Villainous.
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
5
3
EGO DEFENSE NON-COMBAT MULTIPLIER
15
13 +5
+3 x4
x5
4
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14 +4 x4
x5
POWERS
ATTACK
Machine Telepathy V s p
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: Can communicate telepathically with one machine at a time,
and they must have met or seen the machine before. There is no
Elemental Blast V B t range, as long as the character and the machine are in the same
Action: Standard | Duration: Instant | Range: 10 sp. dimension. Accessing secure machines requires a Logic check with
Effect: Make a ranged Agility Attack with an edge vs target’s Agility a TN appropriate to the strength of the security.
Defense. Add +1 to the character’s Agility damage bonus for every
2 points of Focus spent. Static Illusion V C t
Success: Affected target suffers total damage. Action: Standard | Duration: Concentration | Range: 50 sp.
M Success: Affected target suffers double total damage + ele- Effect: The character creates a visual-only illusion anywhere in
ment’s special effect. range and line of sight. The illusion can be of anything up to three
sizes larger than the character, but it must be static. The character
Elemental Burst V B p breaks concentration if they move beyond 50 spaces from the illu-
Action: Standard | Duration: Instant | Range: 10 sp. sion or lose line of sight of it.
Effect: Make a ranged Agility Attack vs target’s Agility Defense.
Success: Target suffers damage. Telekinetic Manipulation r p
M Success: Target suffers double damage + element’s special Action: Standard | Duration: Concentration | Range: 20 sp.
effect. Effect: Character can manipulate objects in their line of sight with
their mind. The size of the object is determined using the number
Telekinetic Attack r t of ranks the character has in the Brilliance power (see Mighty). If op-
Action: Standard | Duration: Concentration | Range: 20 sp. posed, make a Logic check vs opponent’s Agility defense.
Effect: Makes a Logic attack vs target’s Melee defense.
Success: Target suffers damage. Telepathic Link s p
M Success: Target suffers double damage + Stunned for 1 round. Action: Standard | Duration: Concentration | Range: Unlimited
Effect: Can communicate telepathically with one person they have
Telepathic Blast s t met or seen before, providing both character and target are in the
Action: Standard | Duration: Instant | Range: LOS. same dimension. If target is unwilling, make a Logic check vs target’s
Effect: Make a Logic attack vs target in line of sight. Vigilance defense. On a failure, the character cannot attempt to com-
Success: Target suffers damage to Focus. municate with the target in this way for the rest of the day.
M Success: Target suffers double damage to Focus + Stunned Success: Can communicate with the target for one round.
for 1 round. M Success: Target cannot shut the character out for the rest of
the day.
ACTIVE
Animated Illusion V C t
REACTIONS b
PASSIVE
Action: Standard | Duration: Concentration | Range: 50 sp.
Effect: The character creates a visual-only illusion anywhere in line of
sight up to four sizes larger than the character, and can move freely
within its limits. The character breaks concentration if they move be-
yond 50 spaces from the illusion or lose line of sight to it. Additional Limbs V A p
Action: Passive | Duration: Permanent | Range: Self.
Command s t Effect: Lift objects, use tools or otherwise take actions that nor-
Action: Standard | Duration: 1 round | Range: Unlimited. mally require the use of a hand. Also grants an edge in Melee and
Effect: Make a Logic check vs Logic defense of target with an exist- Agility checks.
ing Telepathic Link. Give a command they can complete in a single
action. If it can harm someone, the check has trouble. If it can harm Power Slider (Media Popularity) j p
the target, the check has double trouble on the check. Action: Passive | Duration: Permanent | Range: Self.
Success: The target complies with the order. Effect: The character starts off normal, but they can become boost-
M Success: As success + gains an edge the next time they use this ed or dampened depending on their foci. When things are going
power against this same target. well, all their powers are boosted (ranges/effective areas/durations
= doubled; Damage multipliers +1; effects that happen on a Fantas-
Grand Illusion V C a tic success occur on any success). Also, anything that would damp-
Action: Standard | Duration: Concentration | Range: 50 sp. en their powers only brings them back to normal. When things go
Effect: Creates a sound and sight illusion anywhere in line of sight, poorly, all of their other powers are dampened (ranges/effective
within range. The illusion can be of anything up to five sizes larger areas/durations = halved; Damage multipliers -1; can no longer en-
than the character, and it can move freely within its limits. The char- joy Fantastic successes). Anything that would boost a power only
acter breaks concentration if they move beyond 50 spaces from the brings it back to normal.
illusion or lose line of sight of it.
Wallcrawling V n p
Illumination V C p Action: Passive | Duration: Permenant | Range: Self
Action: Standard | Duration: Concentration | Range: 50 sp. Effect: Gain climb speed equal to Run speed. Under normal condi-
Effect: The character illuminates one object or point in range and tions, they never lose their grip, no matter the angle of the surface.
line of sight, with bright light. The character can maintain concen-
OTHER POWERS
tration on the effect even if they move out of range or line of sight.
A Sturdy 1 p.
MOJO
MULTIPLE
ABOMINATION
MAN
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3 6
5 3 3 30
3
240
60 90
Gain an edge on Vigilance checks to spot clues and
on Logic checks related to interpreting clues. Gain a
second edge if made in a Forensics Lab.
DR:
DR: -3
-1 DR: - Tech Reliance V
Instead of falling unconscious due to damage, lose
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
tech powers and remain conscious with 1 Health.
13
17 +11
+3 x8
x3 Other Traits and Tags
Traits: Connections: Police, Connections: Super He-
roes, Extra Occupation.
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Tags: Black Market Access, Early Bloomer, Heroic,
12
17 +2
+3 x5
x3 Hounded, Krakoan, Public Identity, X-Gene.
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +3 x5
x3
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x5
x3
POWERS
Defense Stance E
ATTACK
p
Action: Standard | Duration: Concentration | Range: Self.
Effect: Any close attacks made against the character have
trouble until this character is successfully attacked.
Chain Strikes E
Action: Standard | Duration: Instant | Range: Reach. Duplicate Self z p
Effect: Make a Melee Attack with edge vs a target’s Melee Action: Standard | Duration: Instant | Range: Varies.
Defense. Duplication Trigger: Take at least 1 point of Health damage.
Success: Target suffers damage. Absorption Trigger: Touch the duplicate
M Success: Target suffers damage and character may attempt Character can make copies of themself. The duplicates are full-
an additional Chain Strike attack. fledged, identical copies of the original person, including all of
their current clothing. They are indistinguishable from the original,
Double Tap k p right down to the genetic level. There is no limit to the number of
Action: Standard | Duration: Instant | Range: Reach.
duplicates a character can create. Each duplicate is independent
Effect: Make a ranged attack vs enemy within 2 spaces.
of the original character, but their personality often highlights an
Success: Target suffers damage.
aspect of the original character, for good or bad, so they may act
M Success: Target suffers double damage + Bleeding.
differently than the original would.
Fast Attacks (Blunt) f p There is no limit to the amount of time a duplicate can exist and
Action: Standard | Duration: Instant | Range: Reach. can exist in different dimensions/realities. The character has no di-
Effect: Make a Melee attack vs Melee Defense against 2 targets rect control over their duplicates. The character and the duplicates
within reach. always know who the original character is, although others may
Success: Affected target/s suffer ½ damage. have a hard time telling them apart. The character can absorb their
M Success: Affected target/s suffer damage and this character duplicates back into their body. If the character or the duplicate has
may make a bonus attack vs another target within reach. lost Health or Focus points, the original winds up with the average
of their numbers when they absorb the duplicate. When the char-
Fast Strikes e p acter absorbs a duplicate, they gain all of the duplicate’s memories.
Action: Standard | Duration: Instant | Range: Reach.
This includes any tags the duplicate may have gained on their own.
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
In the case of conflicting tags, the character’s tags normally take
Success: Target/s suffer ½ damage.
precedence over the duplicate’s, although it’s up to the Narrator
M Success: Target/s suffer damage.
to determine exactly how.
Grappling Technique E t The character cannot absorb the memories of a dead dupli-
Action: Standard | Duration: Instant | Range: Reach. cate. Attempting to do so only traumatizes the character, knocking
Effect: Make a Melee attack vs Melee Defense against a target. them down to 1 Focus. Duplicates can also make duplicates, but
Success: Target suffers damage + Grabbed. only the original character can absorb any of the duplicates, no
M Success: Target suffers double damage + Grabbed + Pinned. matter their source. When a Duplication or Absorbtion Trigger
occurs, the power activates whether they wish it to or not.
Hit & Run (Blunt) f p
Action: Standard | Duration: Instant | Range: Reach. Inspiration A p
Effect: Make a Melee attack with edge vs Melee Defense Action: Standard | Duration: 1 round | Range: Earshot.
against a target. Effect: Inspire an ally in earshot. The ally gains edge on all action
Success: Target suffers damage + character can move ½ their checks until the start of the character’s next turn.
Run Speed for free.
M Success: Target suffers double damage + Weapon Effect
(Blunt: Target is stunned for one round) + character can move
½ their Run Speed for free. REACTIONS b
Snap Shooting k p
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a single ranged Agility check vs the Agility defens- OTHER POWERS
es of two targets.
Success: Affected targets suffer ½ damage. A Sturdy 1 V p.
M Success: Affected targets suffer damage + Bleeding.
ACTIVE
Attack Stance E p
Action: Standard | Duration: Concentration | Range: Self.
Effect: Double the character’s Melee ability bonus to damage.
MULTIPLE MAN
ABOMINATION
NEMESIS
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+4
+3 6
5 3 3 20
30
240
90 120
90
volves telling a lie. However, gain an edge on any
friendly Ego (persuasion) checks in which they’re
truthful.
DR: -2
-3 DR: - Magic Item Reliance W
Scell: The character relies on a magically empowered
8
5
MELEE DEFENSE NON-COMBAT MULTIPLIER
item for some or all of their powers. When they take
15
17 +11
+7 x6
x8 Health (or Focus) damage that would render them
unconscious (or demoralized), they can instead
choose to lose all of their magic-item–related pow-
ers and remain conscious with 1 point of Health (or
4
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
x4
x5
Focus) left.
14
17 +4
+3
Gear & Weapons
V Scell (Mystic Sword) (Range: Reach)
8
3
RESILIENCE DEFENSE NON-COMBAT
Melee Damage Multiplier +2.
18
13 +8
+3 The wielder of this mystic sword must pay the Fo-
cus costs of their powers with their Health instead
of Focus.
4
3
VIGILANCE DEFENSE NON-COMBAT
Other Traits and Tags
14
13 +4
+3 Traits: Connections: Super Heroes.
Tags: Black Market Access, Heroic, Secret Identity,
Sorcerous, Supernatural.
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +3 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
Teleport Together t
ATTACK
a
Action: Standard/Movement/Reaction | Duration: Instant
Trigger: The target is grabbed.
Effect: The character teleports, taking any person they are
Fast Attacks (Sharp) f p touching with them, into clear spaces they can see or have been
Action: Standard | Duration: Instant | Range: Reach.
to, up to 40 spaces away. Outside of combat, they can teleport
Effect: Make a Melee attack vs Melee Defense against 2 targets
up to 400 spaces away. If the target does not wish to be tele-
within reach.
ported, the character must grab them first.
Success: Affected target/s suffer ½ damage.
M Success: Affected target/s suffer damage and this character
REACTIONS
may make a bonus attack vs another target within reach.
bb
Hit & Run (Sharp) f p
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee attack with edge vs Melee Defense Leech Life d t
against a target. Action: Reaction | Duration: Instant | Range: Reach.
Success: Target suffers damage + character can move ½ their Trigger: Target is grabbed.
Run Speed for free. Effect: Make an Ego attack vs target’s Resilience defense.
M Success: Target suffers double damage + Weapon Effect Success: Target suffers damage, and the character heals half
(Sharp: Target is bleeding) + character can move ½ their Run that much Health for themselves.
Speed for free. M Success: Target suffers damage, and the character heals that
much Health for themselves.
Vicious Attack (Sharp) f p
Action: Standard | Duration: Instant | Range: Reach. Riposte (Sharp) f p
Effect: Make a Melee attack vs Melee Defense against a target. Action: Reaction | Duration: Instant | Range: Reach.
Success: Target suffers damage. Trigger: An enemy makes a close attack against the character
M Success: Target suffers double damage + Weapon Effect that fails.
(Sharp: Target is bleeding). Effect: Make a Melee Attack vs Melee Defense against target.
Success: Target suffers damage.
Whirling Frenzy (Sharp) f M Success: Target suffers double damage + Weapon Effect
Action: Standard | Duration: Instant | Range: Reach. (Sharp: Target is bleeding).
Effect: Make a Melee check vs Melee Defense of every target
PASSIVE
within reach.
Success: Target suffers ½ damage.
M Success: Target suffers damage + Weapon Effect (Sharp:
Target is bleeding).
Iconic Weapon A p
Scell.
ACTIVE • The wielder of this mystic sword must pay the Focus costs
of their powers with their Health instead.
Inspiration A
OTHER POWERS
p
Action: Standard | Duration: 1 round | Range: Reach.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn. A Flight 1 p, Mighty 2 p, Sturdy 2 p.
MOVEMENT
Blink t p
Action: Standard/Movement/Reaction | Duration: Instant
Trigger: The character is attacked.
Effect: The character teleports into a clear space they can see
or have been to, up to 4 spaces away. If someone was about to
attack them and they are now out of reach or line of sight, the
attack automatically fails. If they are still within reach or line of
sight, the attack has trouble instead.
Teleport 2 t p
Action: Standard/Movement | Duration: Instant
Effect: The character teleports into a clear space they can see
or have been to, up to 40 spaces away. Outside of combat, the
character can teleport up to 4,000 spaces away.
NEMESIS
ABOMINATION
NIMROD
6
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+6E
+3 6 3 3 30
36
240
150 210
90
Gain an edge on Vigilance checks to spot clues and
on Logic checks related to interpreting clues. Gain a
second edge if made in a Forensics Lab.
DR: -3 DR:
DR:-3
- Presence
Gain an edge on Ego checks that involve getting
8
5
MELEE DEFENSE NON-COMBAT MULTIPLIER
people to pay attention to them or to voluntarily do
14
17 +11
+7 x8 things for them.
Quick Learner
If the character fails an action check, they gain an
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
edge on the check if they try the same action again
12
17 +5
+3 x5
x8 on their next turn.
Situational Awareness
8
5
RESILIENCE DEFENSE NON-COMBAT
Gain an edge on initiative checks.
18
15 +8
+5 Tech Reliance V
Instead of falling unconscious due to damage, lose
tech powers and remain conscious with 1 Health.
6
3
VIGILANCE DEFENSE NON-COMBAT
16
13 +6
+3 Other Traits and Tags
Traits: Battle Ready, Connections: Military (Sentinel
Army).
3
7
EGO DEFENSE NON-COMBAT MULTIPLIER
Tags: A.I., Backup, Extreme Appearance, Public Identity,
13
17 +10
+3 x9
x5 Villainous.
4
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14 +4 x6
x5
POWERS
Copy Power V j
ATTACK
t
Action: Standard | Duration: Concentration | Range: 10 sp.
Effect: Pick one power of another character in range and dupli-
cate it as if it was always yours. When using such a power, they
Elemental Barrage V B h must pay any cost normally as well.
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: The character designates a space within their line of Copy Trait V j p
sight. The attack can affect every enemy within 10 spaces Action: Standard | Duration: Concentration | Range: 10 sp.
of that. Make a single Ego check vs each target’s Resilience Effect: Pick one trait of another character in range and dupli-
defense. cate it. You can now use it as if it was always yours.
Success: Affected targets suffer ½ damage.
M Success: Affected targets suffer damage + elemental type’s Disguise V A p
special effect. Action: Standard | Duration: Permanent | Range: Self.
Effect: Instantly alters appearance to appear as someone else.
Elemental Barrier V B t TN to see through disguise equals Ego defense. If impersonat-
Action: Standard | Duration: Concentration | Range: 60 sp. ing someone known to the target, they gain edge.
Effect: The character forms a wall (12 spaces across) of their ele-
ment within range. Make an Agility Attack vs Agility Defense of
any target in the affected spaces. On a failure, the target choos-
es which side of the barrier they’re on. The barrier provides 10 REACTIONS b
points of protection.
Success: Attacker chooses the side of the barrier the target is on. Elemental Protection 2 V B a
M Success: As success + element’s special effect . Action: Standard/Reaction | Duration: Conc. | Range: Self.
Trigger: The character is attacked or otherwise in danger.
Elemental Blast V B t Effect: The character protects themselves with their element.
Action: Standard | Duration: Instant | Range: 10 sp.
Any attacks against them that do 20 points of damage or
Effect: Make a ranged Agility Attack with an edge vs target’s
less are instantly absorbed, and the protection continues. If an
Agility Defense. Add +1 to the character’s Agility damage bonus
attack does more than 20 points of damage, it destroys the
for every 2 points of Focus spent.
protection.
Success: Affected target suffers total damage.
M Success: Affected target suffers double total damage + el-
ement’s special effect.
Elemental Burst V B p
PASSIVE
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: Make a ranged Agility Attack vs target’s Agility Defense. Healing Factor V A p
Success: Target suffers damage. Action: Passive | Duration: Instant | Range: Self.
M Success: Target suffers double damage + element’s special Effect: At the end of this character’s turn, they regain Health
effect. equal to their Resilience Score.
Clone Powers V j h
Action: Standard | Duration: Concentration | Range: 10 sp.
Effect: Picks another character within range and duplicates all
of their powers. You can now use those powers as if they were
always your. If the target’s powers have costs, you must pay the
highest of them, or a minimum of 15 Focus. When using a cop-
ied power, you must pay any cost normally as well.
Copy Ability V j p
Action: Standard | Duration: Concentration | Range: 10 sp.
Effect: Pick one ability score of another character in range and
duplicate it. You now use that ability score in place of your own.
NIMROD
NOCTURNE
ABOMINATION
(EARTH-2182)
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+5E
+3 6 6
3 3 30
3
240
90 150
90
something for the first time.
Situational Awareness
Gain an edge on initiative checks.
DR:
DR:-3
- DR:
DR: -1
-
Other Traits and Tags
Traits: Connections: Super Heroes, Surprising Power
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
15
17 +11
+2 x4
x8 (Possession).
Tags: Black Market Access, Chaotic, Cursed, Ex-
treme Appearance, Heroic, Hounded, Public Identity,
X-Gene.
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
15
17 +5
+3 x4
x5
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
5
3
VIGILANCE DEFENSE NON-COMBAT
15
13 +5
+3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +5
+3 x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
Mind Reading s
ATTACK
p
Action: Standard | Duration: 1 round | Range: Unlimited
Effect: Can read the thoughts of a single person with whom
they have established a Telepathic Link. Make a Logic check vs
Banging Heads E p target’s Logic defense.
Action: Standard | Duration: Instant | Range: Reach
Success: Can read the target’s surface thoughts.
Effect: Make a Melee Attack vs the Melee Defense of two
M Success: As success but can ask a single simple question and
enemies within reach. If this attack fails against either target, it
get the answer from the target’s mind
fails entirely.
Success: Both targets suffer damage. Telepathic Link s p
M Success: Both targets suffer damage + prone. Action: Standard | Duration: Concentration | Range: Unlimited
Effect: Can communicate telepathically with one person they
Fast Strikes e p have met or seen before, providing both character and target
Action: Standard | Duration: Instant | Range: Reach
are in the same dimension. If target is unwilling, make a Logic
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
check vs target’s Vigilance defense. On a failure, the character
Success: Target/s suffer ½ damage.
cannot attempt to communicate with the target in this way for
M Success: Target/s suffer damage.
the rest of the day.
Flying Double Kick E a Success: Can communicate with the target for one round.
Action: Standard | Duration: Instant | Range: Reach M Success: Target cannot shut the character out for the rest
Effect: Make a single close Melee check against 2 targets. of the day.
Success: Target suffers damage.
REACTIONS
M Success: Target suffers double damage + Prone.
Hex Bolt d t
bb
Action: Standard | Duration: Instant | Range: LOS
Effect: Make an Ego check vs target’s Agility defense. Counterstrike Technique E t
Success: Target suffers damage. Action: Reaction | Duration: Instant | Range: Reach
M Success: Target suffers double damage + gains trouble for Trigger: While Attack Stance is active, a close attack against this
1 round. character does damage.
Effect: The attacker also suffers half their regular damage
Leg Sweep e t to themselves.
Action: Standard | Duration: Instant | Range: Reach
Effect: Make a Melee Attack vs Melee Defense against a target.
Success: Target suffers damage + Prone.
M Success: Target suffers damage + Prone + Stunned for one PASSIVE
round.
Wallcrawling n p
ACTIVE
Action: Passive | Duration: Permenant | Range: Self
Effect: Gain climb speed equal to Run speed. Under normal
conditions, they never lose their grip, no matter the angle of
the surface.
Attack Stance E p
Action: Standard | Duration: Concentration | Range: Self
Effect: Double the character’s Melee ability bonus to damage.
OTHER POWERS
Defense Stance E p
Action: Standard | Duration: Concentration | Range: Self A Discipline 1 p, Evasion p, Uncanny 1 p.
Effect: Any close attacks made against the character have
trouble until this character is successfully attacked.
Possession d 2)
Action: Standard | Duration: Concentration | Range: LOS
Effect: Make an Ego check with trouble vs Ego defense of a
character who has no Focus left.
Success: Character takes over the target’s body completely.
The character’s Ego defense is the target number for any
checks to end the possession. If the character attempts to harm
someone with the possessed body, the target gets to make an
Ego check to end the possession. If the target has the Heroic
tag, they get an edge on the check. If the character attempts
to harm the possessed body, the target gets an edge on the
check. If they have the Heroic tag, they get a double edge.
NOCTURNE (EARTH-2182)
ABOMINATION
NORTHSTAR
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+3 24
6 12
3 12
3 30
24
240
60 90
Fearless
Gain an edge on any action checks required to deal
with fear.
DR:
DR: -3
-1 DR: - Presence
Gain an edge on Ego checks that involve getting
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
people to pay attention to them or to voluntarily do
13
17 +11
+3 x4
x8 things for them.
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Tags: Black Market Access, Heroic, Hounded, Kra-
15
17 +5
+3 x4
x5 koan, Public Identity, X-Gene.
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
6
3
EGO DEFENSE NON-COMBAT MULTIPLIER
16
13 +3
+7 x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
ATTACK REACTIONS bb
Dazzle C t Blur o t
Action: Standard | Duration: Instant | Range: 20 sp. Action: Standard/Reaction | Duration: 1 round | Range: Self.
Effect: Make an Ego check vs target’s Vigilance defense. Trigger: The character is attacked.
Success: Target is Blinded for 1 turn. Effect: Any attacks against the character have trouble.
M Success: Target suffers damage + Blinded for 1 turn.
Catch Bullets o a
Elemental Barrage (Energy) B h Action: Reaction | Duration: Instant | Range: Self.
Action: Standard | Duration: Instant | Range: LOS. Trigger: A ranged attack using physical projectiles (arrows,
Effect: The character designates a space within their line of bullets and so on) is made against the character—or a character
sight. The attack can affect every enemy within 10 spaces within their character’s reach.
of that. Make a single Ego check vs each target’s Resilience Effect: Makes an Agility check, using the attacker’s attack result
defense. as the target number.
Success: Affected targets suffer ½ damage. Success: Attack is nullified.
M Success: Affected targets suffer damage + elemental type’s M Success: Attack is nullified + regain reaction.
special effect (Energy: Blinds target for one round).
OTHER POWERS
Effect: Make a close attack vs object their size or smaller.
Success: The object explodes. All targets within 2 spaces of the
object (except the character) suffer damage.
M Success: As success, but all targets suffer double damage A Discipline 1 p, Flight 2 p, Sturdy 1 p.
ignoring Health DR.
Speed Blast o t
Action: Standard | Duration: Instant | Range: 10 spaces
Effect: Make a ranged attack.
Success: Target is stunned for 1 round.
M Success: Target is stunned for 1 round + Prone.
ACTIVE
Illumination C p
Action: Standard | Duration: Concentration | Range: 50 sp.
Effect: The character illuminates one object or point in range
and line of sight, with bright light. The character can maintain
concentration on the effect even if they move out of range or
line of sight.
NORTHSTAR
OLD
ABOMINATION
MAN LOGAN
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+4E
+3 6
5 3 3 30
3
240
120 150
90
Rank 1.
Out of Shape
The character is considered one size smaller for the
DR:
DR: -3
-1 DR:
DR: -1
-
purposes of lifting, carrying, swinging and throwing
things.
8
7
MELEE DEFENSE NON-COMBAT MULTIPLIER
17 +11
+7 x8
x5 Situational Awareness
Gain an edge on initiative checks.
Tech Reliance V
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
x4
x5
Instead of falling unconscious due to damage, lose
17 +2
+3 tech powers and remain conscious with 1 Health.
4
8
RESILIENCE DEFENSE NON-COMBAT
V Adamantium claws (Range: Reach)
14
18 +4
+8 Melee Damage Multiplier +1.
Ignores 1 level of DR
3
2
EGO DEFENSE NON-COMBAT MULTIPLIER
Public Identity, Vision Issues, X-Gene.
12
13 +2
+3 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
ATTACK ACTIVE
Fast Attacks (Sharp) V f p Attack Stance E p
Action: Standard | Duration: Instant | Range: Reach. Action: Standard | Duration: Concentration | Range: Self.
Effect: Make a Melee attack vs Melee Defense against 2 targets Effect: Double the character’s Melee ability bonus to damage.
within reach.
Success: Affected target/s suffer ½ damage.
M Success: Affected target/s suffer damage and this character may
make a bonus attack vs another target within reach. REACTIONS b
Focused Fury (Sharp) V f t Combat Trickery A
Action: Standard | Duration: Instant | Range: Reach.
Action: Reaction | Duration: Instant | Range: Reach.
Effect: Make a Melee attack with edge vs Melee Defense against a
Trigger: The character makes an attack.
target. Add +1 Melee damage bonus per 2 Focus spent.
Effect: Once per battle, when attacking targets of equal or higher
Success: Target suffers damage.
rank, checks automatically roll a 1 on their M (cannot be affected
M Success: Target suffers double damage + Weapon Effect (Sharp:
by trouble). If attacking multiple targets, all the targets must be of
Target is bleeding).
equal or higher rank.
Furious Attacks (Sharp) V f a Exploit (Sharp) V f
Action: Standard | Duration: Instant | Range: Reach.
Action: Reaction | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against 2 targets
Trigger: Fantastic Success with Melee and causes a min 1+ damage.
within reach.
Effect: Make a Melee attack vs target’s Resilience Defense.
Add +1 to Melee damage bonus per 2 Focus spent.
Success: Target suffers damage + ignore Health DR.
Success: Target/s suffer ½ damage.
M Success: Target suffers double damage + ignores Health DR +
M Success: Target/s suffer damage + Weapon Effect (Sharp: Tar-
Weapon Effect (Sharp: Target is bleeding).
get is bleeding).
PASSIVE
a target.
Success: Target suffers damage + character can move ½ their Run
Speed for free.
M Success: Target suffers double damage + Weapon Effect (Sharp:
Target is bleeding) + character can move ½ their Run Speed for free. Healing Factor A p
Action: Passive | Duration: Instant | Range: Self.
Unstoppable Assault (Sharp) V f h Effect: At the end of this character’s turn, they regain Health equal
Action: Standard | Duration: Instant | Range: Reach. to their Resilience Score.
Effect: Make a Melee Attack vs Melee Defense of every target within
this character’s reach. If successful, may spend another 15 Focus to Heightened Senses 1 A p
do the same again and can move up to half their Speed beforehand. Action: Passive | Duration: Permanent | Range: Self.
Each target can only be affected once by this attack, but the charac- Effect: Senses things roughly twice as far away as normal. Gain
ter can continue until their run out of movement, Focus, or targets. edge on Vigilance checks to perceive things, and enemies have
Success: Target suffers ½ damage. trouble on checks they make to sneak past the character.
M Success: Target suffers damage + Weapon Effect (Sharp: Target
is bleeding). Iconic Weapon A p
Adamantium Claws.
Vicious Attack (Sharp) V f p • +1 Melee Damage multiplier.
Action: Standard | Duration: Instant | Range: Reach. • Ignores 1 level of DR
Effect: Make a Melee attack vs Melee Defense against a target.
Success: Target suffers damage.
M Success: Target suffers double damage + Weapon Effect (Sharp:
Target is bleeding). OTHER POWERS
Whirling Frenzy (Sharp) V f A Brawling p, Reinforced Skeleton p, Uncanny 1 p.
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee check vs Melee Defense of every target
within reach.
Success: Target suffers ½ damage.
M Success: Target suffers damage + Weapon Effect (Sharp: Target
is bleeding).
+5
+3 6
5 3 3 20
30
240
90 180
90
Iron Will
Enemies have trouble on Ego attacks to control this
character’s mind or influence their behavior. The
character also gains an edge on Ego checks to break
DR:
DR:-3
- DR:
DR: -1
- free of mind control or other compulsions.
Skeptical
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
17
11 +11
+1 x4
x8 People lying to this character gain trouble on their
Ego checks to persuade the character of something.
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Traits: Battle Ready, Connections: Police, Connec-
13
17 +3 x5 tions: Super Heroes, Extra Occupation.
Tags: Black Market Access, Heroic, Hounded, Kra-
koan, Public Identity, X-Gene.
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
5
3
VIGILANCE DEFENSE NON-COMBAT
`5
13 +5
+3
6
3
EGO DEFENSE NON-COMBAT MULTIPLIER
16
13 +9
+3 x5
x7
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+3 x4
x5
POWERS
ATTACK REACTIONS b
Elemental Blast (Iron) B t Elemental Protection 3 (Iron) B h
Action: Standard | Duration: Instant | Range: 10 sp. Action: Standard/Reaction | Duration: Conc. | Range: Self.
Effect: Make a ranged Agility Attack with an edge vs target’s Trigger: The character is attacked or otherwise in danger.
Agility Defense. Add +1 to the character’s Agility damage bonus Effect: The character protects themselves with their element.
for every 2 points of Focus spent. Any attacks against them that do 30 points of damage or
Success: Affected target suffers total damage. less are instantly absorbed, and the protection continues. If an
M Success: Affected target suffers double total damage + ele- attack does more than 30 points of damage, it destroys the
ment’s special effect (Iron: Pins target for one round). protection.
Inspiration A p
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
POLARIS
ABOMINATION
PUCK
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+2
+3 6
5 3 3 30
3
240
120 90
60
Add +1 to Melee and Agility defenses and –1 from
Run Speed.
4
8
MELEE DEFENSE NON-COMBAT MULTIPLIER
Identity, Supernatural.
15
17 +11
+6 x8
x5
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
16
17 +5
+3 x5
x3
4
8
RESILIENCE DEFENSE NON-COMBAT
14
18 +4
+8
3
2
VIGILANCE DEFENSE NON-COMBAT
12
13 +2
+3
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
13
11 +3
+1 x5
x3
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x5
x3
POWERS
ATTACK REACTIONS b
Chain Strikes E Immovable P p
Action: Standard | Duration: Instant | Range: Reach. Action: Reaction | Duration: Instant | Range: Self.
Effect: Make a Melee Attack with edge vs a target’s Melee Trigger: Character is knocked back/prone.
Defense. Effect: Reduce the knockback distance (equal to their Melee
Success: Target suffers damage. Defense) in spaces.
M Success: Target suffers damage and character may attempt
an additional Chain Strike attack.
Fast Strikes e p
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
Success: Target/s suffer ½ damage.
M Success: Target/s suffer damage.
Leg Sweep e t
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense against a target.
Success: Target suffers damage + Prone.
M Success: Target suffers damage + Prone + Stunned for one
round.
ACTIVE
Defense Stance E p
Action: Standard | Duration: Concentration | Range: Reach.
Effect: Any close attacks made against the character have
trouble until this character is successfully attacked.
PUCK
ABOMINATION
PURIFIER
5
1
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+1E
+3 6
5 3 3 30
3
240
10 90
60
Tech Reliance V
Instead of falling unconscious due to damage, lose
tech powers and remain conscious with 1 Health.
DR:
DR:-3
- DR: - Gear & Weapons
V Mini-flamethrowers (Range: 10)
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
Agility Damage Multiplier.
17
11 +11
+1 x8
x1 Uses the Elemental Burst (Fire) power
3
1
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Extraordinary Origin.
17
11 +3
+1 x5
x1 Tags: Public Identity, Signature Weapon: Mini-flame-
throwers, Villainous.
8
0
RESILIENCE DEFENSE NON-COMBAT
10
18 +0
+8
3
1
VIGILANCE DEFENSE NON-COMBAT
13
11 +3
+1
3
2
EGO DEFENSE NON-COMBAT MULTIPLIER
12
13 +2
+3 x5
x1
4
0
LOGIC DEFENSE NON-COMBAT MULTIPLIER
10
14 +0
+4 x5
x1
POWERS
ATTACK REACTIONS b
Elemental Burst (Fire) V B p
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: Make a ranged Agility Attack vs target’s Agility Defense.
Success: Target suffers damage.
M Success: Target suffers double damage + element’s special
effect (Fire: Sets target ablaze).
ACTIVE
Inspiration A p
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
PURIFIER
ABOMINATION
PYRO
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3 6
5 3 3 30
3
240
60 120
90
koan, Public Identity, Streetwise, X-Gene.
DR:
DR:-3
- DR: -
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
17
11 +11
+1 x8
x3
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
13
17 +4
+3 x4
x5
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +6
+3 x5
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x5
x3
POWERS
Inspiration A
ATTACK
p
Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Inspire an ally in earshot. The ally gains edge on all action
checks until the start of the character’s next turn.
Elemental Blast (Fire) B t
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: Make a ranged Agility Attack with an edge vs target’s
Agility Defense. Add +1 to the character’s Agility damage bonus REACTIONS b
for every 2 points of Focus spent.
Success: Affected target suffers total damage. Elemental Protection 2 (Fire) B a
M Success: Affected target suffers double total damage + ele- Action: Standard/Reaction | Duration: Conc. | Range: Self.
ment’s special effect (Fire: Sets target ablaze). Trigger: The character is attacked or otherwise in danger.
Effect: The character protects themselves with their element.
Elemental Burst (Fire) B p Any attacks against them that do 20 points of damage or
Action: Standard | Duration: Instant | Range: 10 sp. less are instantly absorbed, and the protection continues. If an
Effect: Make a ranged Agility Attack vs target’s Agility Defense. attack does more than 20 points of damage, it destroys the
Success: Target suffers damage. protection.
M Success: Target suffers double damage + element’s special
effect (Fire: Sets target ablaze). Elemental Sphere (Fire) B p
Action: Standard/Reaction | Duration: Conc. | Range: 15 sp.
Elemental Grab (Fire) B t Trigger: The character is attacked or otherwise in danger.
Action: Standard | Duration: Concentration | Range: 15 sp. Cost: Same as the character’s Elemental Protection power
Effect: Make a ranged Ego attack vs target’s Melee defense. Effect: The character envelops themselves—and any chosen
Breaking free requires a successful Melee check against target people—in a protective sphere comprised of their element.
number 20. When formed, make an Ego check vs Agility defense of
Success: Character grabs the target with their element. unwanted characters in the enclosed space. Attacks on the
M Success: Character grabs the target with their element + sphere are against the character’s Ego defense and acts as
Pinned + Suffer the element’s special effect (Fire: Sets target character’s Elemental Protection power.
ablaze). Success: Move any unwanted people within the sphere’s pe-
Elemental Push (Fire) B a rimeter to spaces outside of the sphere.
M Success: As success but also suffer damage + elements spe-
Action: Standard | Duration: Instant | Range: LOS.
cial effect (Fire: Sets target ablaze).
Effect: Make an Ego attack vs target’s Agility defense.
Success: Move the target in any direction, up to 3 spaces. Wisecracker A p
M Success: As success + target suffers damage + Prone + Action: Reaction | Duration: Instant | Range: Reach.
element’s special effect (Fire: Sets target ablaze). Trigger: Succeeds in an attack on an enemy in earshot, or an
enemy in earshot fails an attack on them.
PYRO
ABOMINATION
RICTOR
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+5E
+3 6
5 3 3 30
3
240
60 150
90
Enemies have trouble on Ego attacks to control this
character’s mind or influence their behavior. The
character also gains an edge on Ego checks to break
free of mind control or other compulsions.
DR:
DR:-3
- DR: -
Situational Awareness
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
Gain an edge on initiative checks.
17
11 +11
+1 x4
x8 Other Traits and Tags
Traits: Connections: Super Heroes.
Tags: Black Market Access, Heroic, Hounded, Kra-
4
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
koan, Public Identity, X-Gene.
14
17 +5
+3 x5
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
5
3
VIGILANCE DEFENSE NON-COMBAT
15
13 +5
+3
6
3
EGO DEFENSE NON-COMBAT MULTIPLIER
16
13 +8
+3 x6
x5
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x4
x5
POWERS
Elemental Ricochet (Sound) b
ATTACK
a
Action: Standard | Duration: Instant | Range: 40 sp.
Effect: Make a ranged attack vs target in line of sight.
Success: Taget suffers damage.
Elemental Barrage (Sound) B h M Success: Target suffers damage + character selects a new
Action: Standard | Duration: Instant | Range: LOS.
target in line of sight and makes a new attack vs that target,
Effect: The character designates a space within their line of
adding the new range to the previous attack’s range. This can
sight. The attack can affect every enemy within 10 spaces
be repeated until an attack is not fantastic or runs out of range.
of that. Make a single Ego check vs each target’s Resilience
defense. Supernova (Sound) B h
Success: Affected targets suffer ½ damage. Action: Standard | Duration: Instant | Range: 10 sp.
M Success: Affected targets suffer damage + elemental type’s Effect: Make an Ego check vs Resilience defense of every ene-
special effect (Sound: Deafens target for one round). my within range. Add +1 to the character’s Ego damage bonus
for every 2 points of Focus they spend.
Elemental Blast (Sound + Earth) B t Success: Affected target/s suffer half total damage.
Action: Standard | Duration: Instant | Range: 10 sp.
M Success: Affected target/s suffer total damage + element’s
Effect: Make a ranged Agility Attack with an edge vs target’s
special effect (Sound: Deafens target for one round).
Agility Defense. Add +1 to the character’s Agility damage bonus
for every 2 points of Focus spent.
ACTIVE
Success: Affected target suffers total damage.
M Success: Affected target suffers double total damage + ele-
ment’s special effect (Sound: Deafens target for one round; or
Earth: Target moves at half speed for one round).
Elemental Barrier (Earth) B t
Elemental Burst (Sound + Earth) B p Action: Standard | Duration: Concentration | Range: 40 sp.
Action: Standard | Duration: Instant | Range: 10 sp. Effect: The character forms a wall (8 spaces across) of their ele-
Effect: Make a ranged Agility Attack vs target’s Agility Defense. ment within range. Make an Agility Attack vs Agility Defense of
Success: Target suffers damage. any target in the affected spaces. On a failure, the target choos-
M Success: Target suffers double damage + element’s special es which side of the barrier they’re on. The barrier provides 10
effect (Sound: Deafens target for one round; or Earth: Target points of protection.
moves at half speed for one round). Success: Attacker chooses the side of the barrier the target is on.
M Success: As success + element’s special effect (Earth: Target
Elemental Grab (Earth) B t moves at half speed for one round).
Action: Standard | Duration: Concentration | Range: 20 sp.
Effect: Make a ranged Ego attack vs target’s Melee defense. Inspiration A p
Breaking free requires a successful Melee check against target Action: Standard | Duration: 1 round
number 20. Effect: Inspire an ally in earshot. The ally gains edge on all action
Success: Character grabs the target with their element. checks until the start of the character’s next turn.
M Success: Character grabs the target with their element +
REACTIONS
Pinned + Suffer the element’s special effect (Earth: Target
moves at half speed for one round). b
Elemental Push (Sound + Earth) B a
Action: Standard | Duration: Instant | Range: LOS. Elemental Protection 2 B a
Effect: Make an Ego attack vs target’s Agility defense. Action: Standard/Reaction | Duration: Conc. | Range: Self.
Success: Move the target in any direction, up to 4 spaces. Trigger: The character is attacked or otherwise in danger.
M Success: As success + target suffers damage + Prone + Effect: The character protects themselves with their element.
element’s special effect (Sound: Deafens target for one round; Any attacks against them that do 20 points of damage or
or (Earth: Target moves at half speed for one round). less are instantly absorbed, and the protection continues. If an
attack does more than 20 points of damage, it destroys the
Elemental Prison (Earth) B V protection.
Action: Standard | Duration: Concentration | Range: LOS.
Cost: Same as the character’s Elemental Protection power
Effect: The character picks a point within their line of sight and
traps any chosen targets within up to 20 spaces—in a prison OTHER POWERS
comprised of their element. When the Elemental Prison is A Accuracy 1 p, Discipline 2 p.
formed, the character makes an Ego check and compares the
results against the Agility defense of targets inside the enclosed
spaces. Attacks against the prison are against the character’s
Ego defense. Any attacks against the prison are absorbed as if
made against the character’s Elemental Protection power.
Success: Traps the target within the prison’s perimeter.
M Success: Traps the target within the prison’s perimeter + suf-
fer damage + element’s special effect (Earth: Target moves at
half speed for one round).
RICTOR
ABOMINATION
ROGUE
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+3E
+3 6
5 3 3 20
30
240
120 90
people to pay attention to them or to voluntarily do
things for them.
Situational Awareness
DR: -2
-3 DR: - Gain an edge on initiative checks.
15
17 +11
+8 x8
x7 Traits: Connections: Super Heroes.
Tags: Black Market Access, Heroic, Hounded, Kra-
koan, Public Identity, X-Gene.
4
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
14
17 +4
+3 x4
x5
4
8
RESILIENCE DEFENSE NON-COMBAT
14
18 +4
+8
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +3 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
ATTACK REACTIONS bb
Banging Heads P p Crushing Grip P t
Action: Standard | Duration: Instant | Range: Reach. Action: Reaction | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense of two enemies Trigger: Target is grabbed.
within reach. If either attack fails, both fail entirely. Effect: Make a Melee attack vs Resilience Defense of grabbed
Success: Targets suffers damage. target.
M Success: Targets suffers damage + Prone. Success: Target suffers damage.
M Success: Target suffers double damage + Pinned.
Clobber P p
Action: Standard | Duration: Instant | Range: Reach. Quick Toss P a
Effect: Make a Melee attack vs a target’s Melee Defense. Action: Reaction | Duration: Instant | Range: Reach.
Success: Target suffers damage. Trigger: A person the character can pick up is grabbed.
M Success: Target suffers double damage + Prone. Effect: Throw the grabbed person at another target. Determine
range by Mighty power rank and the grabbed person’s size.
Ground-Shaking Stomp P a Make ranged attack against a target. Failure inflicts damage
Action: Standard | Duration: Instant | Range: Reach. on thrown person after which they fall prone within 1 space of
Effect: Make a Melee check vs Agility Defense of every target the target.
within 5 spaces. Success: Target also suffers damage.
Success: Target suffers half damage. M Success: Target also suffers damage + Prone.
M Success: Target suffers damage + Prone.
Steal Powers j h
Smash P t Action: Standard/Reaction | Duration: Conc. | Range: Reach.
Action: Standard | Duration: Instant | Range: Reach. Trigger: The target is grabbed.
Effect: Makes a close attack with edge. Add +1 to Melee dam- Effect: Make an Ego attack vs grabbed target.
age bonus per 2 Focus spent. Success: Remove all the target’s powers and take them as their
Success: Target suffers damage. own. If target’s powers have costs, the character must pay the
M Success: Target suffers double damage + Stunned for 1 round. highest of them, or a minimum of 15 Focus. When the character
uses a power, they must pay any cost normally as well.
ACTIVE
Clone Powers j h
OTHER POWERS
Action: Standard | Duration: Concentration | Range: 10 sp. A Flight 2 p, Mighty 3 p, Sturdy 2 p.
Effect: Picks another character within range and duplicates all
of their powers. You can now use those powers as if they were
Note: In order to activate any of her Power Control powers,
always your. If the target’s powers have costs, you must pay the
Rogue must first grab or hit her target. If she spends her ac-
highest of them, or a minimum of 15 Focus. When using a cop-
tion on this, she can still activate the power in question with a
ied power, you must pay any cost normally as well.
reaction.
Copy Power j t
Action: Standard | Duration: Concentration | Range: 10 sp.
Effect: Pick one power of another character in range and dupli-
cate it as if it was always yours. When using such a power, they
must pay any cost normally as well.
Dampen Power j V
Action: Standard | Duration: Concentration | Range: 20 sp.
Effect: Choose one power from another character within range.
Makes an Ego attack against them.
Success: Tamp the power down. If the power has ranges or ef-
fective areas or durations, these are halved. If the power affects
a damage multiplier, subtract 1 from the effect. The power can
no longer enjoy Fantastic successes. If the power has a Focus
cost, the character must also pay that cost to dampen it.
ROGUE
ABOMINATION
SASQUATCH
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3 6 3 3 30
24
240
150 90
Gain an edge on Ego checks to persuade characters
they are speaking to for the first time.
Inventor
DR: -3 DR: - Gain an edge on Logic checks when creating or re-
pairing things.
8
5
MELEE DEFENSE NON-COMBAT MULTIPLIER
Scientific Expertise
14
17 +11
+8 x8
x7 Gain an edge on Logic checks made when dealing
with scientific research. If they have Lab Access at the
time, gain a second edge.
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
14
17 +2
+3 x4
x5 Weird
Gain an edge on all Ego checks to persuade people
inclined to like them and trouble on all Ego checks
8
5
RESILIENCE DEFENSE NON-COMBAT
against people inclined to dislike them.
18
15 +8
+5 Other Traits and Tags
Traits: Connections: Super Heroes, Extra Occupa-
tion.
3
VIGILANCE DEFENSE NON-COMBAT
Tags: Alternate Form (Sasquatch), Black Market
13 +3 Access, Extreme Appearance (in Alternate Form),
Green Door, Heroic, Immunity: Gamma Radiation,
Lab Access, Public Identity, Radioactive, Vision Is-
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
sues.
13
11 +3
+1 x4
x5
4
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14 +4
+5 x5
POWERS
ATTACK REACTIONS b
Banging Heads P p Crushing Grip P t
Action: Standard | Duration: Instant | Range: Reach. Action: Reaction | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense of two enemies Trigger: Target is grabbed.
within reach. If either attack fails, both fail entirely. Effect: Make a Melee attack vs Resilience Defense of grabbed
Success: Targets suffers damage. target.
M Success: Targets suffers damage + Prone. Success: Target suffers damage.
M Success: Target suffers double damage + Pinned.
Clobber P p
Action: Standard | Duration: Instant | Range: Reach. Immovable P p
Effect: Make a Melee attack vs a target’s Melee Defense. Action: Reaction | Duration: Instant | Range: Reach.
Success: Target suffers damage. Trigger: Character is knocked back/prone.
M Success: Target suffers double damage + Prone. Effect: Reduce the knockback distance (equal to their Melee
Defense) in spaces.
Ground-Shaking Stomp P a
Action: Standard | Duration: Instant | Range: Reach. Quick Toss P a
Effect: Make a Melee check vs Agility Defense of every target Action: Reaction | Duration: Instant | Range: Reach.
within 5 spaces. Trigger: A person the character can pick up is grabbed.
Success: Target suffers half damage. Effect: Throw the grabbed person at another target. Determine
M Success: Target suffers damage + Prone. range by Mighty power rank and the grabbed person’s size.
Make ranged attack against a target. Failure inflicts damage
Smash P t on thrown person after which they fall prone within 1 space of
Action: Standard | Duration: Instant | Range: Reach. the target.
Effect: Makes a close attack with edge. Add +1 to Melee dam- Success: Target also suffers damage.
age bonus per 2 Focus spent. M Success: Target also suffers damage + Prone.
Success: Target suffers damage.
PASSIVE
M Success: Target suffers double damage + Stunned for 1
round.
Unrelenting Smash P h
Action: Standard | Duration: Instant | Range: Reach. Healing Factor A p
Effect: Make a Melee check vs Melee Defense of all enemies Action: Passive | Duration: Instant | Range: Self.
in reach. Effect: At the end of this character’s turn, they regain Health
Success: Target suffers ½ damage. equal to their Resilience Score.
M Success: Target suffers damage + Prone.
OTHER POWERS
This character may then move up to ½ speed then pay 15 Focus
to perform the attack again until they run out of speed or Focus.
Targets can only be affected once by this power per turn.
A Brawling p, Brilliance 1 p, Mighty 3 p, Sturdy 3 p.
P Jump 2 p.
SASQUATCH
SEBASTIAN
ABOMINATION
SHAW
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+2
+3 6
5 3 3 30
3
240
120 90
60 Enhanced Physique
Treat character as one size bigger for lifting, carrying,
swinging and throwing things.
DR:
DR:-3
- DR: -
Famous
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
Gain an edge when making an Ego check to per-
12
17 +11
+2 x4
x8 suade someone who thinks favorably of them or
trouble against someone who dislikes them.
3
1
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Traits: Connections: Celebrities.
17
11 +3
+1 x4
x5 Tags: Hounded, Krakoan, Public Identity, Rich, Villain-
ous, X-Gene.
4
8
RESILIENCE DEFENSE NON-COMBAT
14
18 +4
+8
3
2
VIGILANCE DEFENSE NON-COMBAT
12
13 +2
+3
6
3
EGO DEFENSE NON-COMBAT MULTIPLIER
16
13 +3
+7 x5
4
5
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
15 +4
+6 x5
POWERS
ATTACK ACTIVE
Chain Strikes E Battle Plan Q a
Action: Standard | Duration: Instant | Range: Reach. Action: Standard | Duration: 1 round | Range: Earshot.
Effect: Make a Melee Attack with edge vs a target’s Melee Effect: The character inspires one or more allies of their choice
Defense. in earshot, up to the character’s Vigilance. Inspired allies gain
Success: Target suffers damage. an edge on all action checks until the start of the character’s
M Success: Target suffers damage and character may attempt next turn.
an additional Chain Strike attack.
Combat Support Q a
Elemental Barrage (Force) B h Action: Standard | Duration: 1 round | Range: Earshot.
Action: Standard | Duration: Instant | Range: LOS. Effect: Once per battle, the character chooses an ally in earshot.
Effect: The character designates a space within their line of If the ally makes an action check before the start of the charac-
sight. The attack can affect every enemy within 10 spaces ter’s next turn, the ally automatically rolls a 1 on their Marvel die,
of that. Make a single Ego check vs each target’s Resilience and that die cannot be affected by trouble.
defense.
Success: Affected targets suffer ½ damage. Defense Stance E p
M Success: Affected targets suffer damage + elemental type’s Action: Standard | Duration: Concentration | Range: Self.
special effect (Force: Target has trouble on all actions for one Effect: Any close attacks made against the character have
round). trouble until this character is successfully attacked.
REACTIONS
Success: Move the target in any direction, up to 4 spaces.
M Success: As success + target suffers damage + Prone +
element’s special effect (Force: Target has trouble on all ac-
b
tions for one round).
Change of Plans Q t
Fast Strikes e p Action: Reaction | Duration: 1 round | Range: LOS.
Action: Standard | Duration: Instant | Range: Reach. Trigger: An ally has trouble on an action check.
Effect: Make a Melee Attack vs Melee Defense against 2 targets. Effect: The ally gains an edge on that action check.
Success: Target/s suffer ½ damage.
M Success: Target/s suffer damage. Energy Absorbtion A h
Action: Reaction | Duration: Instant | Range: Self.
Focused Strike E a Trigger: The character suffers Health damage.
Action: Standard | Duration: Instant | Range: Reach. Effect: Ignore any Health damage done to them (after applying
Effect: Make a Melee attack vs Melee Defense against a target. any DR), and add it to Focus instead. May increase Focus up to
Add +1 to Melee damage bonus per 2 Focus spent. double their regular maximum Focus. After combat, any extra
Success: Target suffers total damage. Focus gained fades away.
M Success: Target suffers double total damage + Stunned for
one round.
OTHER POWERS
A Brilliance 1 p, Discipline 1 p.
SEBASTIAN SHAW
ABOMINATION
SENTINEL
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3E
+3 100
6 50
3 50
3 20
30
240
150 120
90
Quick Learner
If the character fails an action check, they gain an
edge on the check if they try the same action again
on their next turn.
DR: -2
-3 DR:
DR: -1
-
Situational Awareness
4
8
MELEE DEFENSE NON-COMBAT MULTIPLIER
Gain an edge on initiative checks.
17
11 +11
+4 x8 Tech Reliance V
Instead of falling unconscious due to damage, lose
tech powers and remain conscious with 1 Health.
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
17
9 +4
+3 x6
x5 Unusual Size (Gigantic; Reach 20)
The character’s regular size is beyond those for small,
average or big (-3 Defense Modifier, +4 Damage Mul-
8
5
RESILIENCE DEFENSE NON-COMBAT
tiplier, 20 Size Multiplier).
18
15 +8
+5 Other Traits and Tags
Traits: Battle Ready, Connections: Military (Sentinel
Army).
3
VIGILANCE DEFENSE NON-COMBAT
Tags: A.I., Extreme Appearance, Public Identity, Vil-
13 +3 lainous.
5
3
EGO DEFENSE NON-COMBAT MULTIPLIER
15
13 +3
+7 x6
x5
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x4
x5
POWERS
ATTACK REACTIONS b
Clobber V P p Crushing Grip V P t
Action: Standard | Duration: Instant | Range: Reach. Action: Reaction | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs a target’s Melee Defense. Trigger: Target is grabbed.
Success: Target suffers damage. Effect: Make a Melee attack vs Resilience Defense of grabbed
M Success: Target suffers double damage + Prone. target.
Success: Target suffers damage.
Elemental Barrage (Energy) V B h M Success: Target suffers double damage + Pinned.
Action: Standard | Duration: Instant | Range: LOS.
Effect: The character designates a space within their line of Immovable V P p
sight. The attack can affect every enemy within 10 spaces Action: Reaction | Duration: Instant | Range: Reach.
of that. Make a single Ego check vs each target’s Resilience Trigger: Character is knocked back/prone.
defense. Effect: Reduce the knockback distance (equal to their Melee
Success: Affected targets suffer ½ damage. Defense) in spaces.
M Success: Affected targets suffer damage + elemental type’s
special effect (Energy: Blinds target for one round).
Ground-Shaking Stomp V P a
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee check vs Agility Defense of every target
within 5 spaces.
Success: Target suffers half damage.
M Success: Target suffers damage + Prone.
Smash V P t
Action: Standard | Duration: Instant | Range: Reach.
Effect: Makes a close attack with edge. Add +1 to Melee dam-
age bonus per 2 Focus spent.
Success: Target suffers damage.
M Success: Target suffers double damage + Stunned for 1
round.
SENTINEL
ABOMINATION
SHADOW KING
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+8E
+3 6
5 3 3 30
3
240
60 240
90
Iron Will
Enemies have trouble on Ego attacks to control this
character’s mind or influence their behavior. The
character also gains an edge on Ego checks to break
DR:
DR:-3
- DR:
DR:-3
- free of mind control or other compulsions.
Presence
8
0
MELEE DEFENSE NON-COMBAT MULTIPLIER
10
17 +11
+0 x8
x5 Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
things for them.
3
1
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Situational Awareness
17
11 +3
+1 x5 Gain an edge on initiative checks.
8
2
RESILIENCE DEFENSE NON-COMBAT
Traits: Connections: Super Villains.
18
12 +8
+2 Tags: Black Market Access, Mysterious, Villainous.
8
3
VIGILANCE DEFENSE NON-COMBAT
18
13 +8
+3
6
3
EGO DEFENSE NON-COMBAT MULTIPLIER
16
13 +6
+3 x5
4
8
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
18 +12
+4 x9
x5
POWERS
ATTACK
Grand Mirage s a
Action: Standard | Duration: Concentration | Range: Unlimited.
Effect: The character creates a full-sensory mirage that affects everyone
in a Telepathic Network they set up who is also in the same locale. The
Telepathic Blast s t mirage can be of anything the character desires, and it can move freely.
Action: Standard | Duration: Instant | Range: LOS.
Effect: Make a Logic attack vs target in line of sight. Memory Blip s t
Success: Target suffers damage to Focus. Action: Standard | Duration: Permanent | Range: Unlimited.
M Success: Target suffers double damage to Focus + Stunned for 1 Effect: Makes a Logic check vs target’s Logic defense. to cause a tele-
round. pathically linked target to forget something that’s happened in the past
hour. This gap can be up to an hour in length. The result of the check is the
ACTIVE
TN of a Logic check needed to recall the altered memory.
Success: The memories are forgotten.
M Success: As success + target has trouble on checks to recover such
memories in the future.
Astral Form s t Mind Interrogation s t
Action: Standard | Duration: Concentration | Range: Self.
Effect: Can project an avatar into the Astral Plane, leaving their physical Action: Standard | Duration: 1 round | Range: Unlimited.
body in a deep trance in the real world. If Rank 4+, can take on a transpar- Effect: Delve into the mind of a single person with whom they have
ent form visible in the real world. Flight Speed 25. established a Telepathic Link. This requires a Logic check vs target’s
Logic defense.
Cloak s t Success: Can ask a single simple question and get the answer from the
Action: Standard | Duration: Concentration | Range: 100 sp. target’s mind.
Effect: Uses a mirage to block their presence from the minds of people M Success: As success but information more complex.
in range. TN to detect the character is the character’s Logic defense.
Mirage s a
Command s t Action: Standard | Duration: Concentration | Range: Unlimited.
Action: Standard | Duration: 1 round | Range: Unlimited. Effect: Creates a full-sensory mirage that affects any target with whom
Effect: Make a Logic check vs Logic defense of target with an existing they have established a Telepathic Link. The mirage can be of anything
Telepathic Link. Give a command they can complete in a single action. If the character desires, and it can move freely.
it can harm someone, the check has trouble. If it can harm the target, the
check has double trouble on the check. Orders s h
Success: The target complies with the order. Action: Standard | Duration: Permanent | Range: Unlimited.
M Success: As success + gains an edge the next time they use this power Effect: Gives an order to a target with whom they’ve established a Tele-
against this same target. pathic Link and who has no Focus left. Make a Logic check vs target’s
Logic defense. The command must be to do something that can be
Domination s 2) completed in an hour or less. If it involves harming someone, the charac-
Action: Standard | Duration: Permanent | Range: Unlimited. ter has trouble on the check. If it would cause the target to harm them-
Effect: Dominate a target with whom they’ve established a Telepathic selves, the character has double trouble on the check.
Link and who has no Focus left. Make a Logic check with trouble vs tar- Success: Target complies with the orders.
get’s Logic defense. The result of the check is the TN needed to break the M Success: As success + character gains an edge the next time they use
domination. If any order involves harming someone, target makes a Log- this power against this same target.
ic check to end. If target has Heroic tag, they get an edge on the check.
If the order would cause the target to harm themselves, target gains Mind Reading s p
edge on the check. If they have the Heroic tag, they get a double edge. Action: Standard | Duration: 1 round
Success: Target completely dominated and follows character’s orders. Effect: Can read the thoughts of a single person with whom they have
M Success: As success + gains an edge the next time they use this power established a Telepathic Link. Make a Logic check vs target’s Logic
against this same target. defense.
Success: Can read the target’s surface thoughts.
Edit Memory s h M Success: As success but can ask a single simple question and get the
Action: Standard | Duration: Permanent | Range: Unlimited. answer from the target’s mind.
Effect: Make a Logic check vs target’s Logic defense to alter the memory
of a telepathically linked target. The TN is how complex the new memory Telepathic Possession s 2)
and how hard it would be to integrate it into the target’s other memories. Action: Standard | Duration: Concentration | Range: Unlimited.
Success: Memories successfully altered. Effect: Possess a target with whom they’ve established a Telepathic Link
M Success: Target has trouble on checks to refute such memories in and who has no Focus left. Makes a Logic check with trouble vs target’s
the future. Logic defense. The result of the character’s check is the target number
for any attempts by the target to end the possession. If the character
ESP s p attempts to harm someone with the possessed body, the target gets to
Action: Standard | Duration: Concentration | Range: 500 sp. make a Logic check to end the possession. If the target has the Heroic
Effect: Can sense the presence of others within range. This tells them tag, they get an edge on the check. If the character attempts to harm the
the person’s location and general status. It can also identify if they have possessed body, the target gets an edge on the check. If the target has
super-powers or not. If unwilling to be detected, make a Logic check vs the Heroic tag, they get a double edge.
each target’s Vigilance defense. Success: Takes over the target’s body completely.
Success: Target sensed.
REACTIONS
M Success: Target sensed + can identify the source of any powers the
target has. b
Fool s t
OTHER POWERS
Action: Standard | Duration: Concentration | Range: 100 sp.
Effect: The character uses a mirage to alter their appearance in the minds
of anyone within range. The TN to see through the mirage is the charac-
ter’s Logic defense. If the character is impersonating someone known to A Brilliance 4 p, Uncanny 3 p.
the other person, that person has an edge.
s Telepathic Link p, Telepathic Network t.
SHADOW KING
ABOMINATION
SHAMAN
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3E
+3 6
5 3 3 30
3
240
60 90
knowledge.
Iron Will
Enemies have trouble on Ego attacks to control this
DR:
DR:-3
- DR: - character’s mind or influence their behavior. The
character also gains an edge on Ego checks to break
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
free of mind control or other compulsions.
17
11 +11
+1 x4
x8 Situational Awareness
Gain an edge on initiative checks.
4
3
MULTIPLIER
Other Traits and Tags
AGILITY DEFENSE NON-COMBAT
14
17 +4
+3 x4
x5 Tags: Heroic, Public Identity, Sorcerous, Supernat-
ural.
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
6
3
EGO DEFENSE NON-COMBAT MULTIPLIER
16
13 +8
+3 x6
x5
4
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14 +4 x4
x5
POWERS
Sense Supernatural d
ATTACK
p
Action: Standard | Duration: Concentration | Range: 400 sp.
Effect: The character can reach out with their mind to sense the
presence of supernatural people, places or things within range.
Bolts of Balthakk d t This tells them the location of the supernatural thing and its gen-
Action: Standard | Duration: Instant | Range: 20 sp.
eral status. If the taregt wishes to conceal themselves, make an
Effect: Make an Ego check with edge vs target’s Agility defense
Ego check vs each target’s Vigilance defense.
in line of sight. Add +1 to Agility damage bonus for every 2 points
Success: Character senses the target.
of Focus spent.
M Success: As success but character can also identify if the
Success: Target suffers total damage.
target is cursed or demonic.
M Success: Target suffers double total damage + Stunned for
1 round. Summon Portal d h
Action: Standard | Duration: Concentration | Range: Reach.
Mists of Morpheus d a Effect: The character opens a glowing portal in a space next to
Action: Standard | Duration: Concentration | Range: LOS.
them that teleports anything that enters it between that space
Effect: Makes an Ego check vs target’s Vigilance defense.
and its destination. The character can close it at will.
Success: Target is Stunned and remains that way until concen-
tration ends.
REACTIONS
M Success: Target falls asleep instead.
Thunder U p
b
Action: Standard | Duration: Instant | Range: 10 spaces
Effect: Make an Ego check vs Resilience defense of every char- Shield of the Seraphim d a
acter within range. Action: Standard/Reaction | Duration: Conc. | Range: Self.
Success: Affected target/s is deafened. Effect: Produce a magical shield that provides complete pro-
M Success: Affected target/s deafened + stunned for 1 round. tection from physical damage that does 20 points of damage
or less. If attack does more than 20 points of damage, it de-
stroys the protection.
OTHER POWERS
on Astral Plane = 20.
Control Weather 2 U a
Action: Standard | Duration: Concentration | Range: 20 miles. A Discipline 2 p.
Effect: It starts to storm in an area up to 20 miles across, cen-
tered on the character. All ranges and all speeds are cut in half.
Dispel Spell d h
Action: Standard | Duration: Instant | Range: LOS.
Effect: Make an Ego check vs target’s Ego defense who uses a
magic power that requires concentration.
Success: Target’s concentration on that power is broken.
M Success: Target’s concentration is broken entirely.
Images of Ikonn d t
Action: Standard | Duration: Concentration | Range: Self.
Effect: Create four (4) duplicates that start in the same space
as the character and instantly move into any open space up
to 2 spaces away. Duplicates can move up to 10 spaces away
from the character. Any successful attack destroys a duplicate.
Can use power to see through someone else’s illusion (gives the
character a double edge on their Ego check).
SHAMAN
SHATTERSTAR
ABOMINATION
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+5E
+3 6 3 3 30
3
240
90 150
90
edge on the check if they try the same action again
on their next turn.
Situational Awareness
DR: -2
-3 DR: - Gain an edge on initiative checks.
Weird
8
5
MELEE DEFENSE NON-COMBAT MULTIPLIER
15
17 +11
+8 x8 Gain an edge on all Ego checks to persuade people
inclined to like them and trouble on all Ego checks
against people inclined to dislike them.
6
3
MULTIPLIER
Gear & Weapons
AGILITY DEFENSE NON-COMBAT
16
17 +3
+7 x6
x5 V Dual Swords (Range: Reach)
Melee Damage Multiplier +2.
18
13 +8
+3 Traits: Connections: Super Heroes, Extraordinary
Origin.
Tags: Black Market Access, Heroic, Hounded, Kra-
koan, Public Identity, Signature Weapons: Dual
5
3
VIGILANCE DEFENSE NON-COMBAT
swords, Sorcerous, X-Gene.
15
13 +5
+3
3
EGO DEFENSE NON-COMBAT MULTIPLIER
13 +3 x5
4
3
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
13 +4 x6
x5
POWERS
Whirling Frenzy (Sharp) f
ATTACK
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee check vs Melee Defense of every target
within reach.
Banging Heads E p Success: Target suffers ½ damage.
Action: Standard | Duration: Instant | Range: Reach.
M Success: Target suffers damage + Weapon Effect (Sharp:
Effect: Make a Melee Attack vs the Melee Defense of two
Target is bleeding).
enemies within reach. If this attack fails against either target, it
fails entirely.
ACTIVE
Success: Both targets suffer damage.
M Success: Both targets suffer damage + prone.
SHATTERSTAR
SILVER
ABOMINATION
SAMURAI
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3 6
5 3 3 30
3
240
150 120
90
V Katana (Sword) (Range: Reach)
Melee Damage Multiplier +2.
8
6
MELEE DEFENSE NON-COMBAT MULTIPLIER
Tags: Black Market Access, Hounded, Krakoan,
16
17 +11
+6 x4
x8 Public Identity, Signature Weapon: Katana (Sword),
Streetwise, X-Gene.
3
1
AGILITY DEFENSE NON-COMBAT MULTIPLIER
17
11 +3
+1 x4
x5
8
5
RESILIENCE DEFENSE NON-COMBAT
18
15 +8
+5
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +5
+3 x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
ATTACK ACTIVE
Chain Strikes E Attack Stance E p
Action: Standard | Duration: Instant | Range: Reach. Action: Standard | Duration: Concentration | Range: Self.
Effect: Make a Melee Attack with edge vs a target’s Melee Defense. Effect: Double the character’s Melee ability bonus to damage.
Success: Target suffers damage.
M Success: Target suffers damage and character may attempt an Defense Stance E p
additional Chain Strike attack. Action: Standard | Duration: Concentration | Range: Self.
Effect: Any close attacks made against the character have trouble
Elemental Burst (Energy) B p until this character is successfully attacked.
Action: Standard | Duration: Instant | Range: 10 sp.
Effect: Make a ranged Agility Attack vs target’s Agility Defense. Elemental Infusion (Energy) B t
Success: Target suffers damage. Action: Standard | Duration: Concentration | Range: Self.
M Success: Target suffers double damage + element’s special effect Effect: The character infuses their energy into a handheld weapon
(Energy: Blinds target for one round). in their grasp. When the character gets a Fantastic success attack-
ing with the weapon, add the energy’s special effect.
Fast Attacks (Sharp) f p
Action: Standard | Duration: Instant | Range: Reach. Inspiration A p
Effect: Make a Melee attack vs Melee Defense against 2 targets Action: Standard | Duration: 1 round | Range: Earshot.
within reach. Effect: Inspire an ally in earshot. The ally gains edge on all action
Success: Affected target/s suffer ½ damage. checks until the start of the character’s next turn.
M Success: Affected target/s suffer damage and this character may
REACTIONS
make a bonus attack vs another target within reach.
Fast Strikes e p b
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense against 2 targets. Exploit (Sharp) f
Success: Target/s suffer ½ damage. Action: Reaction | Duration: Instant | Range: Reach.
M Success: Target/s suffer damage. Trigger: Fantastic Success with Melee and causes a min 1+ damage.
Effect: Make a Melee attack vs target’s Resilience Defense.
Focused Fury (Sharp) f t Success: Target suffers damage + ignore Health DR.
Action: Standard | Duration: Instant | Range: Reach. M Success: Target suffers double damage + ignores Health DR +
Effect: Make a Melee attack with edge vs Melee Defense against a Weapon Effect (Sharp: Target is bleeding).
target. Add +1 Melee damage bonus per 2 Focus spent.
Success: Target suffers damage. Riposte (Sharp) f p
M Success: Target suffers double damage + Weapon Effect (Sharp: Action: Reaction | Duration: Instant | Range: Reach.
Target is bleeding). Trigger: An enemy makes a close attack against the character
that fails.
Focused Strike E a Effect: Make a Melee Attack vs Melee Defense against target.
Action: Standard | Duration: Instant | Range: Reach. Success: Target suffers damage.
Effect: Make a Melee attack vs Melee Defense against a target. Add M Success: Target suffers double damage + Weapon Effect (Sharp:
+1 to Melee damage bonus per 2 Focus spent. Target is bleeding).
Success: Target suffers total damage.
M Success: Target suffers double total damage + Stunned for one
OTHER POWERS
round.
Leg Sweep e t
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense against a target.
Success: Target suffers damage + Prone.
M Success: Target suffers damage + Prone + Stunned for one round.
SILVER SAMURAI
ABOMINATION
SIRYN
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+3E
+3 6 3 3 30
18
240
60 90
Situational Awareness
Gain an edge on initiative checks.
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
koan, Public Identity, X-Gene.
15
17 +11
+1 x8
x3
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
15
17 +3
+7 x5
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +5
+3 x4
x5
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x5
x3
POWERS
ATTACK REACTIONS b
Elemental Blast (Sound) B t Elemental Protection 2 (Sound) B a
Action: Standard | Duration: Instant | Range: 10 sp. Action: Standard/Reaction | Duration: Conc. | Range: Self.
Effect: Make a ranged Agility Attack with an edge vs target’s Trigger: The character is attacked or otherwise in danger.
Agility Defense. Add +1 to the character’s Agility damage bonus Effect: The character protects themselves with their element.
for every 2 points of Focus spent. Any attacks against them that do 20 points of damage or
Success: Affected target suffers total damage. less are instantly absorbed, and the protection continues. If an
M Success: Affected target suffers double total damage + el- attack does more than 20 points of damage, it destroys the
ement’s special effect (Sound: Deafens target for one round). protection.
ACTIVE
Elemental Barrier (Sound) B t
Action: Standard | Duration: Concentration | Range: 30 sp.
Effect: The character forms a wall (6 spaces across) of their ele-
ment within range. Make an Agility Attack vs Agility Defense of
any target in the affected spaces. On a failure, the target choos-
es which side of the barrier they’re on. The barrier provides 10
points of protection.
Success: Attacker chooses the side of the barrier the target is on.
M Success: As success + element’s special effect (Sound: Deaf-
ens target for one round).
SIRYN
ABOMINATION
SNOWBIRD
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+3 6
5 3 3 20
30
240
90 90
are the god of.
Presence
Gain an edge on Ego checks that involve getting
DR: -2
-3 DR: - people to pay attention to them or to voluntarily do
things for them.
8
5
MELEE DEFENSE NON-COMBAT MULTIPLIER
4
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
14
17 +4
+3 x4
x5
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +4
+3 x4
x5
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x4
x5
POWERS
Postcognition 1 a
ATTACK
t
Action: Standard | Duration: Instant | Range: Self
Effect: The character can sense what happened to a particular
person, place or item within their reach—including themselves—in
Elemental Blast (Ice) B t the past six hours. If analyzing a person, they sense events from
Action: Standard | Duration: Instant | Range: 10 sp.
the target’s perspective, using that person’s senses. If the person
Effect: Make a ranged Agility Attack with an edge vs target’s
is unconscious, dead or otherwise senseless at any point during
Agility Defense. Add +1 to the character’s Agility damage bonus
that time, the character cannot sense anything at those points
for every 2 points of Focus spent.
either. If analyzing a place, the character can sense everything that
Success: Affected target suffers total damage.
happened in that place over that period of time, using their own
M Success: Affected target suffers double total damage +
senses. It seems to the character as if they are standing in their
element’s special effect (Ice: Paralyzes target for one round).
current location and position. If analyzing an item, the character
Elemental Burst (Ice) B p senses how the item was affected or used over that period of
Action: Standard | Duration: Instant | Range: 10 sp. time, no matter where it was located or how it moved. They can
Effect: Make a ranged Agility Attack vs target’s Agility Defense. sense things as if the item had their senses. The character can
Success: Target suffers damage. fast-forward and rewind through the period of time and stop at
M Success: Target suffers double damage + element’s special interesting parts, allowing them to play out in real time.
effect (Ice: Paralyzes target for one round).
Weather Chill U p
Elemental Grab (Ice) B t Action: Standard | Duration: Concentration | Range: Self
Action: Standard | Duration: Concentration | Range: 20 sp. Effect: The temperature in an area roughly a mile across falls
Effect: Make a ranged Ego attack vs target’s Melee defense. as low as 0°F.
Breaking free requires a successful Melee check against target
REACTIONS
number 20.
Success: Character grabs the target with their element. bb
M Success: Character grabs the target with their element +
Pinned + Suffer the element’s special effect (Ice: Paralyzes
target for one round). Shape-Shift A p
Action: Standard/Reaction | Duration: Permenant | Range: Self
Trigger: The character is attacked or otherwise in danger.
ACTIVE Effect: Change into another form no more than one size bigger
or smaller than their regular form. Gain access to any natural
abilities of that form (i.e. bird = fly).
Control Fog U p
PASSIVE
Action: Standard | Duration: Concentration | Range: Self
Effect: Create a thick fog for up to 100 spaces around them that
blocks all line of sight beyond 10 spaces. They can also dispel
any fog in a similar area.
Heightened Senses 1 A p
Control Weather 2 U a Action: Passive | Duration: Permanent | Range: Self
Action: Standard | Duration: Concentration | Range: Self Effect: Senses things roughly twice as far away as normal. Gain
Effect: It starts to storm in an area up to 20 miles across, cen- edge on Vigilance checks to perceive things, and enemies have
tered on the character. All ranges and all speeds are cut in half. trouble on checks they make to sneak past the character.
Disguise A p
Action: Standard | Duration: Permanent | Range: Self
Effect: Instantly alters appearance to appear as someone else. OTHER POWERS
TN to see through disguise equals Ego defense. If impersonat-
A Flight 1 p, Mighty 2 p, Sturdy 2 p.
ing someone known to the target, they gain edge.
SNOWBIRD
THE STEPFORD
ABOMINATION
CUCKOOS
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+4
+3 6
5 3 3 30
3
240
60 120
90 Quick Learner
If the character fails an action check, they gain an
edge on the check if they try the same action again
DR:
DR:-3
- DR:
DR: -1
- on their next turn.
Weird
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
17
11 +11
+1 x8
x3 Gain an edge on all Ego checks to persuade people
inclined to like them and trouble on all Ego checks
against people inclined to dislike them.
3
1
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Other Traits and Tags
17
11 +3
+1 x5
x3 Traits: Connections: Super Heroes.
Tags: Alternate Form (crystalline form), Black Market
Access, Extreme Appearance (in alternate form), He-
8
2
RESILIENCE DEFENSE NON-COMBAT
roic, Hounded, Krakoan, Mentor: Emma Frost, Public
18
12 +8
+2 Identity, X-Gene.
4
3
VIGILANCE DEFENSE NON-COMBAT
14
13 +4
+3
3
2
EGO DEFENSE NON-COMBAT MULTIPLIER
12
13 +2
+3 x5
x3
4
5
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
15 +4
+6 x4
x5
POWERS
Mind Reading s
ATTACK
p
Action: Standard | Duration: 1 round | Range: Unlimited.
Effect: Can read the thoughts of a single person with whom
they have established a Telepathic Link. Make a Logic check vs
Telepathic Blast s t target’s Logic defense.
Action: Standard | Duration: Instant | Range: LOS.
Success: Can read the target’s surface thoughts.
Effect: Make a Logic attack vs target in line of sight.
M Success: As success but can ask a single simple question and
Success: Target suffers damage to Focus.
get the answer from the target’s mind
M Success: Target suffers double damage to Focus + Stunned
for 1 round.
Mirage s a
Action: Standard | Duration: Concentration | Range: Unlimited.
ACTIVE Effect: Creates a full-sensory mirage that affects any target with
whom they have established a Telepathic Link. The mirage can
be of anything the character desires, and it can move freely.
Astral Form s t
Action: Standard | Duration: Concentration | Range: Self. Telepathic Link s p
Effect: Can project an avatar into the Astral Plane, leaving their Action: Standard | Duration: Concentration | Range: Unlimited
physical body in a deep trance in the real world. If Rank 4+, can Effect: Can communicate telepathically with one person they
take on a transparent form visible in the real world. Flight Speed have met or seen before, providing both character and target
on Astral Plane = 15. are in the same dimension. If target is unwilling, make a Logic
check vs target’s Vigilance defense. On a failure, the character
Bump Power j t cannot attempt to communicate with the target in this way for
the rest of the day.
Action: Standard | Duration: Concentration | Range: 5 sp.
Effect: Pick one power from another character within range Success: Can communicate with the target for one round.
and boost it. If the power has ranges or effective areas or du- M Success: Target cannot shut the character out for the rest
rations, these are doubled. If the power affects a damage multi- of the day.
plier, add 1 to the effect. Any effects that normally happen with
a Fantastic success automatically happen on any success, not Telepathic Network s t
just a Fantastic one. If the power has a cost, the character must Action: Standard | Duration: Concentration | Range: Unlimited.
pay it as well, with a minimum of 5 Focus. Effect: Can communicate telepathically with a group of willing,
linked people, each of whom they have met or seen before. The
Command s t group can number up to 15 people. There is no limit to the dis-
tance of the communication, as long as everyone involved is in
Action: Standard | Duration: 1 round | Range: Unlimited.
Effect: Make a Logic check vs Logic defense of target with an the same dimension.
existing Telepathic Link. Give a command they can complete
REACTIONS
in a single action. If it can harm someone, the check has trou-
ble. If it can harm the target, the check has double trouble on b
the check.
Success: The target complies with the order.
OTHER POWERS
M Success: As success + gains an edge the next time they use
this power against this same target.
Memory Blip s t
Action: Standard | Duration: Permanent | Range: Unlimited.
Effect: Makes a Logic check vs target’s Logic defense. to cause
a telepathically linked target to forget something that’s hap-
pened in the past hour. This gap can be up to an hour in length.
The result of the check is the TN of a Logic check needed to
recall the altered memory.
Success: The memories are forgotten.
M Success: As success + target has trouble on checks to recov-
er such memories in the future.
+4E
+3 6 3 3 30
24
240
90 120
90
character’s mind or influence their behavior. The
character also gains an edge on Ego checks to break
free of mind control or other compulsions.
DR:
DR:-3
- DR: - Situational Awareness
Gain an edge on initiative checks.
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
15
17 +5
+3 x4
x5
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
4
3
VIGILANCE DEFENSE NON-COMBAT
14
13 +4
+3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +6
+3 x6
x5
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x4
x5
POWERS
Elemental Barrier (Fire) B
ATTACK
t
Action: Standard | Duration: Concentration | Range: 40 sp.
Effect: The character forms a wall (8 spaces across) of their element
within range. Make an Agility Attack vs Agility Defense of any target
Banging Heads E p in the affected spaces. On a failure, the target chooses which side of
Action: Standard | Duration: Instant | Range: Reach. the barrier they’re on. The barrier provides 10 points of protection.
Effect: Make a Melee Attack vs the Melee Defense of two enemies Success: Attacker chooses the side of the barrier the target is on.
within reach. If this attack fails against either target, it fails entirely. M Success: As success + element’s special effect (Fire: Sets target
Success: Both targets suffer damage. ablaze).
M Success: Both targets suffer damage + prone.
REACTIONS
Elemental Barrage (Fire) B h
Action: Standard | Duration: Instant | Range: LOS. bb
Effect: The character designates a space within their line of sight.
The attack can affect every enemy within 10 spaces of that. Make a
single Ego check vs each target’s Resilience defense. Elemental Protection 2 (Fire) B a
Success: Affected targets suffer ½ damage. Action: Standard/Reaction | Duration: Conc. | Range: Self.
M Success: Affected targets suffer damage + elemental type’s spe- Trigger: The character is attacked or otherwise in danger.
cial effect (Fire: Sets target ablaze). Effect: The character protects themselves with their element.
Any attacks against them that do 20 points of damage or less are
Elemental Blast (Fire) B t instantly absorbed, and the protection continues. If an attack does
Action: Standard | Duration: Instant | Range: 10 sp. more than 20 points of damage, it destroys the protection.
Effect: Make a ranged Agility Attack with an edge vs target’s Agility
Defense. Add +1 to the character’s Agility damage bonus for every Elemental Reinforcement (Fire) B V
2 points of Focus spent. Action: Reaction | Duration: Instant | Range: Self.
Success: Affected target suffers total damage. Trigger: Damage gets through an elemental power
M Success: Affected target suffers double total damage + ele- Effect: The character can transfer any Health damage that gets
ment’s special effect (Fire: Sets target ablaze). through an elemental power that grants damage protection to their
Focus instead, leaving the protection intact.
Elemental Burst (Fire) B p
Action: Standard | Duration: Instant | Range: 10 sp. Elemental Sphere (Fire) B p
Effect: Make a ranged Agility Attack vs target’s Agility Defense. Action: Standard/Reaction | Duration: Conc | Range: 20 sp.
Success: Target suffers damage. Trigger: The character is attacked or otherwise in danger.
M Success: Target suffers double damage + element’s special effect Cost: Same as the character’s Elemental Protection power
(Fire: Sets target ablaze). Effect: The character envelops themselves—and any chosen
people—in a protective sphere comprised of their element. When
Elemental Push (Fire) B a formed, make an Ego check vs Agility defense of unwanted char-
Action: Standard | Duration: Instant | Range: LOS. acters in the enclosed space. Attacks on the sphere are against
Effect: Make an Ego attack vs target’s Agility defense. the character’s Ego defense and acts as character’s Elemental
Success: Move the target in any direction, up to 4 spaces. Protection power.
M Success: As success + target suffers damage + Prone + Success: Move any unwanted people within the sphere’s perimeter
element’s special effect (Fire: Sets target ablaze). to spaces outside of the sphere.
M Success: As success but also suffer damage + elements special
Fast Strikes e p effect (Fire: Sets target ablaze).
Action: Standard | Duration: Instant | Range: Reach.
PASSIVE
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
Success: Target/s suffer ½ damage.
M Success: Target/s suffer damage.
SUNFIRE
ABOMINATION
SYNCH
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+6
+3 6 3 3 30
3
240
90 210
90
character’s mind or influence their behavior. The
character also gains an edge on Ego checks to break
free of mind control or other compulsions.
DR:
DR:-3
- DR:
DR: -1
- Other Traits and Tags
Traits: Battle Ready, Connections: Super Heroes.
8
5
MELEE DEFENSE NON-COMBAT MULTIPLIER
Tags: Black Market Access, Heroic, Hounded, Kra-
15
17 +11
+5 x4
x8 koan, Public Identity, X-Gene.
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
15
17 +6
+3 x5
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
6
3
VIGILANCE DEFENSE NON-COMBAT
16
13 +6
+3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +5
+3 x5
4
3
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
13 +4
+3 x4
x5
POWERS
ATTACK REACTIONS bb
Banging Heads E p Combat Trickery A
Action: Standard | Duration: Instant | Range: Reach. Action: Reaction | Duration: Instant | Range: Varies.
Effect: Make a Melee Attack vs the Melee Defense of two Trigger: The character makes an attack.
enemies within reach. If this attack fails against either target, it Effect: Once per battle, when attacking targets of equal or
fails entirely. higher rank, checks automatically roll a 1 on their M (cannot be
Success: Both targets suffer damage. affected by trouble). If attacking multiple targets, all the targets
M Success: Both targets suffer damage + prone. must be of equal or higher rank.
Clone Powers j h
Action: Standard | Duration: Concentration | Range: 10 sp.
Effect: Picks another character within range and duplicates all
of their powers. You can now use those powers as if they were
always your. If the target’s powers have costs, you must pay the
highest of them, or a minimum of 15 Focus. When using a cop-
ied power, you must pay any cost normally as well.
Copy Ability j p
Action: Standard | Duration: Concentration | Range: 10 sp.
Effect: Pick one ability score of another character in range and
duplicate it. You now use that ability score in place of your own.
Copy Power j t
Action: Standard | Duration: Concentration | Range: 10 sp.
Effect: Pick one power of another character in range and dupli-
cate it as if it was always yours. When using such a power, they
must pay any cost normally as well.
Defense Stance E p
Action: Standard | Duration: Concentration | Range: Self.
Effect: Any close attacks made against the character have
trouble until this character is successfully attacked.
SYNCH
ABOMINATION
TALISMAN
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+3 6 3 3 30
24
240
69 90
powers. When they take Health (or Focus) damage
that would render them unconscious (or demoral-
ized), they can instead choose to lose all of their mag-
ic-item–related powers and remain conscious with 1
DR:
DR:-3
- DR: - point of Health (or Focus) left.
Presence
8
1
MELEE DEFENSE NON-COMBAT MULTIPLIER
17
11 +11
+1 x4
x8 Gain an edge on Ego checks that involve getting
people to pay attention to them or to voluntarily do
things for them.
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
Quick Learner
15
17 +5
+3 x4
x5 If the character fails an action check, they gain an
edge on the check if they try the same action again
on their next turn.
8
2
RESILIENCE DEFENSE NON-COMBAT
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
3
7
EGO DEFENSE NON-COMBAT MULTIPLIER
13
17 +10
+3 x5
x7
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
12 +4
+2 x4
x5
POWERS
Sense Supernatural d
ATTACK
p
Action: Standard | Duration: Concentration | Range: 400 sp.
Effect: The character can reach out with their mind to sense the
presence of supernatural people, places or things within range.
Bolts of Balthakk d t This tells them the location of the supernatural thing and its gen-
Action: Standard | Duration: Instant | Range: 20 sp.
eral status. If the taregt wishes to conceal themselves, make an
Effect: Make an Ego check with edge vs target’s Agility defense
Ego check vs each target’s Vigilance defense.
in line of sight. Add +1 to Agility damage bonus for every 2 points
Success: Character senses the target.
of Focus spent.
M Success: As success but character can also identify if the
Success: Target suffers total damage.
target is cursed or demonic.
M Success: Target suffers double total damage + Stunned for
1 round.
Summon Portal d h
Action: Standard | Duration: Concentration | Range: Reach
Icy Tendrils of Ikthalon d t Effect: The character opens a glowing portal in a space next to
Action: Standard | Duration: Instant | Range: 10 sp.
them that teleports anything that enters it between that space
Effect: Make an Ego check vs target’s Agility Defense.
and its destination. The character can close it at will.
Success: Target suffers damage.
M Success: Target suffers double damage + Paralyzed.
Thunder U
Action: Standard | Duration: Instant | Range: 10 sp.
p REACTIONS bb
Effect: Make an Ego check vs Resilience defense of every char- Shield of the Seraphim d a
acter within range. Action: Standard/Reaction | Duration: Conc. | Range: Reach.
Success: Affected target/s is deafened. Effect: Produce a magical shield that provides complete pro-
M Success: Affected target/s deafened + stunned for 1 round. tection from physical damage that does 20 points of damage
or less. If attack does more than 20 points of damage, it de-
ACTIVE
stroys the protection.
Winds of Watoomb d a
Action: Standard/Reaction | Duration: Conc. | Range: 40 sp.
Astral Form d t Trigger: Damage gets through the Shield of the Seraphim
Action: Standard | Duration: Concentration | Range: Self.
Effect: Halve all movement by foes within 40 spaces. Can use
Effect: Can project an avatar into the Astral Plane, leaving their
spell to push away smoke, mist or fog (if created by a power,
physical body in a deep trance in the real world. If Rank 4+, can
make an Ego check with an edge vs Ego defense of opposing
take on a transparent form visible in the real world. Flight Speed
controller).
on Astral Plane = 24.
Success: Controller’s power ends.
M Success: As success + controller knocked prone.
Control Weather 2 U a Can use to reinforce Shield of the Seraphim where any Health
Action: Standard | Duration: Concentration | Range: Self. damage that gets through its protection can be transferred to
Effect: It starts to storm in an area up to 20 miles across, cen- their Focus instead, leaving the Shield of the Seraphim intact.
tered on the character. All ranges and all speeds are cut in half.
Dispel Spell d
Action: Standard | Duration: Instant | Range: LOS
h
OTHER POWERS
Effect: Make an Ego check vs target’s Ego defense who uses a
magic power that requires concentration. A Discipline 3 p, Flight 1 p.
Success: Target’s concentration on that power is broken.
M Success: Target’s concentration is broken entirely.
Images of Ikonn d t
Action: Standard | Duration: Concentration | Range: 2 sp.
Effect: Create four (4) duplicates that start in the same space
as the character and instantly move into any open space up
to 2 spaces away. Duplicates can move up to 10 spaces away
from the character. Any successful attack destroys a duplicate.
Can use power to see through someone else’s illusion (gives the
character a double edge on their Ego check).
TALISMAN
ABOMINATION
TOAD
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3E
+3 6 6
3 9
3 30
6
240
60 90
to detect the character when the character is invisible
or hiding.
8
2
MELEE DEFENSE NON-COMBAT MULTIPLIER
lic Identity, X-Gene.
12
17 +11
+2 x8
x3
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
15
17 +6
+3 x4
x5
8
2
RESILIENCE DEFENSE NON-COMBAT
18
12 +8
+2
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
3
2
EGO DEFENSE NON-COMBAT MULTIPLIER
12
13 +2
+3 x5
x3
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x3
POWERS
ATTACK REACTIONS bb
Chain Strikes E Slip Free I p
Action: Standard | Duration: Instant | Range: Reach Action: Reaction | Duration: Instant | Range: Self
Effect: Make a Melee Attack with edge vs a target’s Melee Trigger: The character is grabbed or pinned..
Defense. Effect: The character is not grabbed or pinned.
Success: Target suffers damage.
M Success: Target suffers damage and character may attempt
an additional Chain Strike attack.
PASSIVE
Elemental Burst (Air + Chemical) B p
Action: Standard | Duration: Instant | Range: 10 sp. Additional Limbs (Tongue) A p
Effect: Make a ranged Agility Attack vs target’s Agility Defense. Action: Passive | Duration: Permanent | Range: Self
Success: Target suffers damage. Effect: Lift objects, use tools or otherwise take actions that nor-
M Success: Target suffers double damage + element’s special mally require the use of a hand. Also grants an edge in Melee
effect (Air: Target is knocked prone for one round; or Chemical: and Agility checks.
The target is corroding).
Extended Reach 1 (Tongue Only) I p
Fast Strikes e p Action: Passive | Duration: Permanent | Range: Self
Action: Standard | Duration: Instant | Range: Reach Effect: Reach is x 4 normal.
Effect: Make a Melee Attack vs Melee Defense against 2 targets.
Success: Target/s suffer ½ damage. Heightened Senses 1 A p
M Success: Target/s suffer damage. Action: Passive | Duration: Permanent | Range: Self
Effect: Senses things roughly twice as far away as normal. Gain
edge on Vigilance checks to perceive things, and enemies have
trouble on checks they make to sneak past the character.
Speed Swim o p
Action: Passive | Duration: Permanent | Range: Self.
Effect: Multiply the character’s regular Swim Speed by their
rank (3) to get their new Swim Speed. Outside of combat, they
can move three times as fast.
Wallcrawling n p
Action: Passive | Duration: Permenant | Range: Self
Effect: Gain climb speed equal to Run speed. Under normal
conditions, they never lose their grip, no matter the angle of
the surface.
OTHER POWERS
A Accuracy 1 p.
n Jump 1 p.
TOAD
ABOMINATION
WARLOCK
4
5
RANK
INITIATIVE RUN / CLIMB / SWIM / GLIDE
JUMP
+2
+3 6
5 4
3 3 30
10
240
90 90
60
Gain an edge on Logic checks when faced with
something for the first time.
Gearhead
DR: -2
-3 DR: - Gain an edge on Logic checks to figure out how any
machine works.
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
4
3
MULTIPLIER
Stranger
AGILITY DEFENSE NON-COMBAT
14
17 +4
+3 x4
x5 Gain trouble on checks made when trying to deci-
pher such things or when trying to pass themselves
off as a local.
8
3
RESILIENCE DEFENSE NON-COMBAT
3
2
VIGILANCE DEFENSE NON-COMBAT
X-Gene.
12
13 +2
+3
4
3
EGO DEFENSE NON-COMBAT MULTIPLIER
14
13 +4
+3 x4
x5
4
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14 +4 x4
x5
POWERS
Coiling Crush I
ATTACK
a
Action: Reaction | Duration: Instant | Range: Reach.
Trigger: The character grabs an enemy.
Effect: Make a Melee attack. During the character’s subsequent
Reverse Punch I t turns, they can spend their movement action to make a Melee
Action: Standard | Duration: Instant | Range: Reach.
check against the enemy’s Resilience. If this succeeds, they in-
Effect: Makes a close attack with edge.
flict damage. On a Fantastic success, they do double damage
Success: Full damage.
instead. Paralyzed enemies may attempt to break free (Melee
M Success: Double full damage + stunned for 1 round.
check vs Melee defense).
Success: Target is Paralyzed.
ACTIVE
M Success: Target suffers damage + Paralyzed.
Leech Life d t
Action: Reaction | Duration: Instant | Range: Reach.
Disguise A p Trigger: Target is grabbed.
Action: Standard | Duration: Permanent | Range: Self. Effect: Make an Ego attack vs target’s Resilience defense.
Effect: Instantly alters appearance to appear as someone else. Success: Target suffers damage, and the character heals half
TN to see through disguise equals Ego defense. If impersonat- that much Health for themselves.
ing someone known to the target, they gain edge. M Success: Target suffers damage, and the character heals that
much Health for themselves.
MOVEMENT Shape-Shift A p
Action: Standard/Reaction | Duration: Permenant | Range: Self.
Trigger: The character is attacked or otherwise in danger.
Stilt Steps I p Effect: Change into another form no more than one size bigger
Action: Movement | Duration: Concentration | Range: Self. or smaller than their regular form. Gain access to any natural
Effect: The character’s Run Speed doubles, as does their Climb abilities of that form (i.e. bird = fly).
Speed.
Slip Free I p
REACTIONS
Action: Reaction | Duration: Instant | Range: Reach.
bb Trigger: The character is grabbed or pinned.
Effect: The character is not grabbed or pinned.
Body Sheet I h
Action: Standard/Reaction | Duration: Conc. | Range: Self.
Trigger: The character falls or is the target of an attack. PASSIVE
Effect: Gain Health Damage Reduction 3, but cannot make at-
tacks. Gain Glide Speed equal to double Run Speed. Environmental Protection A p
Action: Passive | Duration: Permanent | Range: Self.
Body Sphere I h Effect: Not harmed by intense cold or heat, the pressure of the
Action: Standard/Reaction | Duration: Conc. | Range: Self. deep seas or the intense radiation and vacuum of space.
Trigger: The character/ally target of an attack.
Effect: Form into a sphere and protect up to four (4) allies. Extended Reach 2 I p
Those inside gain Health Damage Reduction 3 against outside Action: Passive | Duration: Permanent | Range: Self.
attacks, but cannot move until released. Alternateively, if attack- Effect: Reach is x 10 normal.
er within reach, make Agility check vs. target’s Agility defense.
Success: Target is Grabbed. Flexible Bones 2 I p
M Success: Target is Grabbed + Pinned. Action: Passive | Duration: Permanent | Range: Self.
Effect: Gain Health Damage Reduction 2 and double edge on
Bounce Back I t Agility checks for contortion and escape.
Action: Reaction | Duration: Instant | Range: Self.
Trigger: The character suffers damage from a fall or is knocked Flexible Fingers I p
prone. Action: Passive | Duration: Permanent | Range: Self.
Effect: The fall doesn’t damage the character. If they are prone, Effect: With a standard action, the character can automatically
they stand up. If they’d like, they can also jump a number of pick any lock that requires a physical key. They can also shape
spaces, up to their Run Speed. their hands to form almost any other kind of simple tool.
WARLOCK
ABOMINATION
WARPATH
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
FLY
+2
+3 6
5 3 3 30
15
240
90 90
60
character’s mind or influence their behavior. The
character also gains an edge on Ego checks to break
free of mind control or other compulsions.
DR: -2
-3 DR: - Gear & Weapons
V Vibranium Daggers (Range: Reach)
8
5
MELEE DEFENSE NON-COMBAT MULTIPLIER
Melee Damage Multiplier +2.
15
17 +11
+7 x8
x5 Other Traits and Tags
Traits: Connections: Super Heroes.
Tags: Black Market Access, Heroic, Hounded, Kra-
3
2
AGILITY DEFENSE NON-COMBAT MULTIPLIER
koan, Public Identity, Signature Weapon: Vibranium
12
17 +2
+3 x5
x3 Daggers, X-Gene.
8
3
RESILIENCE DEFENSE NON-COMBAT
18
13 +8
+3
3
2
VIGILANCE DEFENSE NON-COMBAT
12
13 +2
+3
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
13
11 +3
+1 x5
x3
4
2
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
13 +4
+2 x5
x3
POWERS
ATTACK REACTIONS bb
Clobber P p Crushing Grip P t
Action: Standard | Duration: Instant | Range: Reach. Action: Reaction | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs a target’s Melee Defense. Trigger: Target is grabbed.
Success: Target suffers damage. Effect: Make a Melee attack vs Resilience Defense of grabbed
M Success: Target suffers double damage + Prone. target.
Success: Target suffers damage.
Banging Heads P p M Success: Target suffers double damage + Pinned.
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee Attack vs Melee Defense of two enemies
within reach. If either attack fails, both fail entirely.
Success: Targets suffers damage. PASSIVE
M Success: Targets suffers damage + Prone.
Heightened Senses 1 A p
Fast Attacks (Sharp) f p Action: Passive | Duration: Permanent | Range: Reach.
Action: Standard | Duration: Instant | Range: Reach. Effect: Senses things roughly twice as far away as normal. Gain
Effect: Make a Melee attack vs Melee Defense against 2 targets edge on Vigilance checks to perceive things, and enemies have
within reach. trouble on checks they make to sneak past the character.
Success: Affected target/s suffer ½ damage.
M Success: Affected target/s suffer damage and this character
may make a bonus attack vs another target within reach.
OTHER POWERS
Smash P t A Flight 2 p, Mighty 2 p, Sturdy 2 p.
Action: Standard | Duration: Instant | Range: Reach.
Effect: Makes a close attack with edge. Add +1 to Melee dam-
age bonus per 2 Focus spent.
Success: Target suffers damage.
M Success: Target suffers double damage + Stunned for 1
round.
WARPATH
ABOMINATION
WILD CHILD
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+3E
+3 6
5 3 3 30
3
240
90 90 Fearless
Gain an edge on any action checks required to deal
with fear.
DR:
DR:-3
- DR:
DR: -1
-
Situational Awareness
8
6
MELEE DEFENSE NON-COMBAT MULTIPLIER
Gain an edge on initiative checks.
16
17 +11
+7 x4
x8 Gear & Weapons
V Claws (Range: Reach)
Melee Damage Multiplier +1.
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
16
17 +3 x5
x3 Other Traits and Tags
Traits: Connections: Super Heroes.
Tags: Black Market Access, Extreme Appearance,
8
3
RESILIENCE DEFENSE NON-COMBAT
Hounded, Krakoan, Public Identity, X-Gene..
18
13 +8
+3
3
VIGILANCE DEFENSE NON-COMBAT
13 +3
3
1
EGO DEFENSE NON-COMBAT MULTIPLIER
13
11 +3
+1 x5
x3
4
0
LOGIC DEFENSE NON-COMBAT MULTIPLIER
10
14 +0
+4 x5
x3
POWERS
ATTACK REACTIONS bb
Fast Attacks (Sharp) f p Exploit (Sharp) f
Action: Standard | Duration: Instant | Range: Reach. Action: Reaction | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against 2 targets Trigger: Fantastic Success with Melee and causes a min 1+
within reach. damage.
Success: Affected target/s suffer ½ damage. Effect: Make a Melee attack vs target’s Resilience Defense.
M Success: Affected target/s suffer damage and this character Success: Target suffers damage + ignore Health DR.
may make a bonus attack vs another target within reach. M Success: Target suffers double damage + ignores Health DR
+ Weapon Effect (Sharp: Target is bleeding).
Focused Fury (Sharp) f t
Action: Standard | Duration: Instant | Range: Reach. Riposte (Sharp) f p
Effect: Make a Melee attack with edge vs Melee Defense Action: Reaction | Duration: Instant | Range: Reach.
against a target. Add +1 Melee damage bonus per 2 Focus Trigger: An enemy makes a close attack against the character
spent. that fails.
Success: Target suffers damage. Effect: Make a Melee Attack vs Melee Defense against target.
M Success: Target suffers double damage + Weapon Effect Success: Target suffers damage.
(Sharp: Target is bleeding). M Success: Target suffers double damage + Weapon Effect
(Sharp: Target is bleeding).
Furious Attacks (Sharp) f a
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against 2 targets
within reach. PASSIVE
Add +1 to Melee damage bonus per 2 Focus spent.
Success: Target/s suffer ½ damage. Healing Factor A p
M Success: Target/s suffer damage + Weapon Effect (Sharp: Action: Passive | Duration: Instant | Range: Self.
Target is bleeding). Effect: At the end of this character’s turn, they regain Health
equal to their Resilience Score.
Hit & Run (Sharp) f p
Action: Standard | Duration: Instant | Range: Reach. Heightened Senses 1 A p
Effect: Make a Melee attack with edge vs Melee Defense Action: Passive | Duration: Permanent | Range: Self.
against a target. Effect: Senses things roughly twice as far away as normal. Gain
Success: Target suffers damage + character can move ½ their edge on Vigilance checks to perceive things, and enemies have
Run Speed for free. trouble on checks they make to sneak past the character.
M Success: Target suffers double damage + Weapon Effect
OTHER POWERS
(Sharp: Target is bleeding) + character can move ½ their Run
Speed for free.
WILD CHILD
ABOMINATION
WOLFSBANE
5
3
RANK
INITIATIVE RUN / CLIMB / SWIM / JUMP
+2E
+3 6
7 4
3 4
3 30
4
240
90 90
60
Speed, and increases reach to 2.
Combat Reflexes
Gain one additional reaction each turn.
DR: -2
-3 DR: -
Fearless
8
3
MELEE DEFENSE NON-COMBAT MULTIPLIER
Gain an edge on any action checks required to deal
14
17 +11
+4 x4
x8 with fear.
Situational Awareness
Gain an edge on initiative checks.
5
3
AGILITY DEFENSE NON-COMBAT MULTIPLIER
14
17 +5
+3 x5
x3 Gear & Weapons
V Claws (Range: Reach)
Melee Damage Multiplier +1.
8
3
RESILIENCE DEFENSE NON-COMBAT
3
2
VIGILANCE DEFENSE NON-COMBAT
12
13 +2
+3
Heroic, Hounded, Krakoan, Public Identity, X-Gene.
3
2
EGO DEFENSE NON-COMBAT MULTIPLIER
12
13 +2
+3 x5
x3
4
1
LOGIC DEFENSE NON-COMBAT MULTIPLIER
14
11 +4
+1 x5
x3
POWERS
ATTACK REACTIONS bb
Fast Attacks (Sharp) f p Exploit (Sharp) f
Action: Standard | Duration: Instant | Range: Reach. Action: Reaction | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against 2 targets Trigger: Fantastic Success with Melee and causes a min 1+
within reach. damage.
Success: Affected target/s suffer ½ damage. Effect: Make a Melee attack vs target’s Resilience Defense.
M Success: Affected target/s suffer damage and this character Success: Target suffers damage + ignore Health DR.
may make a bonus attack vs another target within reach. M Success: Target suffers double damage + ignores Health DR
+ Weapon Effect (Sharp: Target is bleeding).
Furious Attacks (Sharp) f a
Action: Standard | Duration: Instant | Range: Reach.
Effect: Make a Melee attack vs Melee Defense against 2 targets
within reach. PASSIVE
Add +1 to Melee damage bonus per 2 Focus spent.
Success: Target/s suffer ½ damage. Healing Factor A p
M Success: Target/s suffer damage + Weapon Effect (Sharp: Action: Passive | Duration: Instant | Range: Self.
Target is bleeding). Effect: At the end of this character’s turn, they regain Health
equal to their Resilience Score.
Hit & Run (Sharp) f p
Action: Standard | Duration: Instant | Range: Reach. Heightened Senses 1 A p
Effect: Make a Melee attack with edge vs Melee Defense Action: Passive | Duration: Permanent | Range: Self.
against a target. Effect: Senses things roughly twice as far away as normal. Gain
Success: Target suffers damage + character can move ½ their edge on Vigilance checks to perceive things, and enemies have
Run Speed for free. trouble on checks they make to sneak past the character.
M Success: Target suffers double damage + Weapon Effect
OTHER POWERS
(Sharp: Target is bleeding) + character can move ½ their Run
Speed for free.
WOLFSBANE