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(A

Superlite
modforWorm)
Stats

Therearethreestats:Strength(STR),
Dexterity(DEX)andMind(MIND).Roll4d6,
droplowestdice.Totalremaining3diceand
allocatetooneofthestats.Repeatfor
remainingstats.

Statbonus=(STAT10)/2,roundtowards
zero.

Classes

ParaLiteonlyusestwoclasses:Capeand
Ordinary.

Capesbeginatlevel1andstartwith
superpowers.ACapestartswiththetotalof
theirattributes(STR+DEX+MIND)inHP,
plus1d6perlevel.

Capesbeginwith
8
skillpointsatlevelone
andgain
5
pointsateachnewlevel.ACapes
skillrankcanneverexceedhislevel+3.

OrdinariesarethedefaultNPCclassand
representcharacterswithnosuperpowersor
specialtraining.Theytypicallyhave1d6hp
perlevelandaveragestats.Theydonot
havepowersortheabilitytospendAction
Points.

Ordinarieshavelevel+3ranksinhowever
manyskillstheyneedtodotheirjob.Other
skillswillbeattheirlevel.

Notethatthereareno"savingthrows"inthis
gameInsteadaddthemostappropriate
Stat+Skillmodifierdependingonthe
situation.Physical+STRmightbeusedto
resistapoison,whileMIND+Knowledge

Skills

Therearefiveskills:Communication,
Knowledge,Physical,Science,and
Subterfuge.

Skillroll=d20+skillrank+whateverstat
bonusismostapplicabletotheuse+
situationmodifiers.

Forexample,ClimbingwouldusePhysical+
STRbonus.Sneakingpastsomeoneis
Subterfuge+DEXbonus.Fixingacarwould
beScience+MIND.

Rollequaltoorhigherthanthegiven
DifficultyClasstosucceedinaSkillRoll.
DifficultyClass(orDC)isanumberchosen
bytheGMtorepresentthedifficultyofaskill
roll.Itrangesfrom10onthelowend(dead
easy)to30or40onthehighend(nearly
impossible).AnaverageDCwouldbearound
20.

Taking10
.Whenyourcharacterisnotunder
directpressureorotherwisebeingdistracted,
youcantake10.Insteadofrollingd20for
theskillroll,treattheresultas10and
calculatetheskillcheckaccordingly.

Taking20
.Ifthetaskinquestionallowsthe
leisureofrepeatedattemptsandyouhave
plentyoftimeatleast5or10timesmore
thanusuallyrequiredtoperformaskilland
arenotunderdirectpressureorotherwise
beingdistracted,youcantake20.Instead
ofrollingd20fortheskillroll,treattheresult
asa20thisdoesnotcountforregaining
ActionPoints.

helpsresistapsychicassault.

SkillDescriptions
Communication
skillcoversinteractionwith
otherpeople.Bluffing,seduction,diplomacy,
bribery,outandoutlying,it'sallhere.

Physical.
Ifit'ssomethingphysicalthatyou
do,thisskillprobablycoversit.Jumping,
Driving,Climbingandsoon.

Subterfuge.
Thedarksideoftheskillsheet.
Skulduggery,sneakingaround,disarming
trapsandothersuchthings.

Knowledge
isyourgraspoftheacademic
arts.Itcoverseverythingfromlanguagesto
archeology,codebreakingtozoology.

Science.
Mechanicalandelectronicskills.
There'sabitofoverlapbetweenthisskilland
KnowledgewhereKnowledgeisabout
knowingthings,Scienceisaboutactually
doingthem.Knowledgewillteachthetheory
behindwhyyourhouse'selectricalwiring
works.Sciencewillletyouactuallywireyour
house.Coverssuchthingsasgadgetry,
inventing,rewiringcarsandsecuritysystems,
repairingitemsandsoon.

SkillContests

Occasionally,twoormorecharacterswilldirectlycompetewithanotheroutsideofacombat
situation.Perhapsthey'rechasingeachother,maybethey'redebatingatopic,etc.Itallboils
downtothefollowing:

OnecharacteristheHunter,oneisthePrey.

Thereare10pointsofLead.IftheLeadincreasesto10orhigher,thePreywins.IftheLead
reaches0,theHunterwins.TheLeadusuallystartsoutat5,buttheGMcandecidetousea
differentnumberasstartingLeadifonesidehasanadvantage.

Bothsidesmakeskillcheckseachround.UsuallytheseskillcheckswillbeversusstaticDC's,
representingmaneuvers.
Thehighestsuccessfulskillchecktotalwins1ptofLead
,either
towardstheHunter'sorthePrey'sadvantage.

Dependingonwhatthesemaneuversare,additionalbenefitsorpenaltiesmayaccrueinthe
followinground.
Ifneitherskillcheckpasses,theLeadremainsunchanged
andadditional
unpleasanteffectsmayensueasexpectedforafailedskillrollofthattype(crashing,falling,
losingtheaudience'sinterest,whatever).
Ifonlyonesidefailstheircheck,oneormoreextra
pointsofLeadmayaccruetotheothersidedependingonhowbadlytherollfailedby.

RiskyManeuvers:
ForaDCpenalty,youcanattempttochangetheLeadinoneattemptby2
ormorepoints.Describewhatyou'redoing,thentakea+5DCpenaltyforeveryextrapointof

Leadyouwant.Failurewillusuallyhaveprettyseriousconsequences.
Combat

IfHPreaches0,charactersareknocked
out.
Deathdoesnothappenunlessthe
attackerspecificallystatesthatasagoal.

Acombatroundlasts6seconds.Theorderin
whichcharactersandNPC'sactiscalled
initiativeorder.

Rolld20+DEXbonusforinitiativeorder.
Highesttotalactsfirst,thennexthighest,etc.
Onlyrollonce,onthefirstroundof
combattheorderstaysthesamefor
subsequentrounds.

Everyonecandoonethingeachround:
move,attack,dodge,operateavehicle,etc.

Attackbonus
=Dexbonus+Level
PsychicAttackBonus
=Mindbonus+
Level

Addattackbonustod20roll.Ifequalto
higherthanyouropponent'sArmourClass
(AC),itsahit.Natural20isautomaticallya
criticaldoingmaximumdamage.Anatural20
alsoaffectsthepowerlevelasuperpower
willfireat.

Unarmedcombatdoes1d6damage+STR
bonus,or2d6ifyou'reholdingaweapon.
Damagefromsuperpoweruseistreated
speciallyseethesectiononsuperpowers

AC
=10+Dexbonus+1/2Level(rounded
down)
ACforPsychicAttacks
=10+Mindbonus
+1/2Level(roundeddown)

Unlessspecificallynotedinthedescription,

CombatManeuvers

Charge.
Ifyouhaveenoughroom,youcan
performacharge.Thisrequiresyourfull
speedtheGMmayrequireyoutospenda
roundormoreacceleratingandperhapsa
dexteritychecktoavoidobstaclesinyour
path.Inexchange,yougeta+2tohitand
canuseyourpowerrank(orthenonpowered
equivalent)tododamage.Youtakeonefifth
oftherolleddamage,roundeddown.This
damagecanbesoakedbyyourarmor,ifyou
haveany.

Dodge.
Youcanforgoyournextattackatany
timeanddodgeoutoftheway.RollDex+
Phys.ThetotalisyoureffectiveACuntilyour
nextattackcomesup.Ifit'slowerthanyour
realAC,well,youziggedwhenyoushould've
zagged.

TheGMmaymodifyyourcheckby+2or2
(ormore)toreflecttheamountofcoverinthe
areaandhowthelocalterrainaffectsyour
mobility.

Dogpile.
Agroupof(usuallyweak)enemies
cancombinetheireffortsforabettergrapple
roll.Themostcapableonemakesonerollfor
thegroup,butgetsaneffectiveStrbonusof
+4foreachhelper,withamaximumbonusof
+20.

Thisbonusdoesnotaffecttheirhitpoint
totals,onlytohit,grapplechecksand
possiblydamage.Oncegrappled,thebonus
appliesuntilthecharacterpullsfree.In
addition,1or2ofthethugscanmakeattack
rollsonthegrappledPCwhilestill
contributingtothe
dogpilebonus.

ACreferstophysicalACandnotpsychic.

(Continued)

Grab.
Makeahitrollonyourtarget.If
successful,thetargetandattackermake
opposedPhys+Strrolls.Iftheattackerwins,
thetargetisgrappledandloseshisDex
bonustoAC(ifpositive).Ifthetargetwins,
thegrapplefails.Everytimethetarget's
actioncomesuphecanmakeanother
opposedrolltoeitherthrowoffthegrappleor
reversethegrapple.

Everytimetheattacker'sactioncomesup,he
candosomething,suchasinflictunarmed
damage,stripanitemfromthem,ormoveor
throwthetargetsomewhere(potentiallyalso
doingunarmeddamage).It'stheGM's
judgmentcallifanactionisreasonableor
not.

Healing.
CharactersrecovertheirStrength
scoreinHPperdayaslongastheygetfull
bedrestandtreatment.

Certainpowersmayspeedtherateof
recovery.Agoodguidelineisdividingthe
timeinterval(24hours)bytherank'svalueon
thePowerChart'sProgcolumnthe
characterhealstheirStrengtheverymodified
timeinterval.TheGMmayopttohavethis
notapplywhilethecharacter'sincombatifit
slowsthingsdowntoomuch.

Smash.
Inexchangefortemporarilydelaying
yourmeleeattack,youeitherdoonemore
rankofdamage(ifpowered)oranextrad6
damage(ifnot).However,themovetakes2
initiativecountstocompleteandyouwillbe
at2toyourACduringthatinterval.Your
attack

Trickshotsandotherflashymoves.
This
maneuverrepresentsanynumberof
nondamagingattacksdisarms,tripping
attacks,tyingupyourenemywitharopeas
you'refightingthem,staplingtheirclothingto
thewallwithathrowndagger,etc.

Theattackdoesnodamageandyoutake
eithera4or8penaltydependingon
difficulty.Ifsuccessful,rollDEX+Subtvsthe
opponent'sDEX+Subt.

Somemaneuversmightrequiredifferent
typesofrollsormultiplerollstocomplete,
dependingontheattack'sdetails.If
successful,itdoessomethinginconvenientto
theenemythatwilleitherhumiliatethemor
tripthemupforawhile(orboth).

TheUnimportantBadGuyBonus.
When
fightingfacelessminionscannonfodder,
basicallyyoucantakea4tohitpenaltyto
haveyourmeleeattacksbetreatedasan
areaofeffectagainst2adjacentminorbad
guys.Ifyoutakea8,thisincreasestoa
smallgroup(lessthan8atatime,inany
case).Theattackdoesnormaldamageifit
hits.

Howthislooksisuptoyourcharacter's
conceptshecouldexplodeintoaflurryof
punchesorkicksoryourragingstrongman
couldclotheslinethemwitheitherarm.
Mechanically,it'sallthesame.

willalsobeat2tohit.

LevelAdvancement

HeroPoints

Experience=Levelofdefeatedfoes,orthegiven
XPforthetrap,situation,etc.Add+1foreach
doublingofthenumberoffoes.AdduptheXPof
everyencounteryoutakepartin.Whenthetotal=
10timesyourcurrentlevel,youveadvancedtothe
nextlevel.Resetthetotalto0afteradvancing.

Eachlevel
adds+1d6toHitPoints,+1toallattack
rollsand+5skillpoints.Everyotherleveladds+1
toAC.
Ateverythirdlevel
(3,6,9)youmayadd
+5HPorincreaseaStatbyonepoint.Statsthat
havebeenreplacedbysuperpowersarenot
affected.
Ateveryfifthlevel
(5,10,15)youcan
chooseoneofthefollowingbenefits:

AcquireaSignatureMove
.Nameanddescribe
oneSignatureMove.Wheneveryouperformthat
move,yougain+1tohitandeffectandanother+1
tohitandeffectforevery5levelsyou'veattained
(i.e.a15thlevelcharacterwouldbeat+4).Every
timeyoutakethis,itappliestoadifferentSignature
Move.

AcquireaTalent.
YougainanewTalent,asper
thesectiononcharactercreation.

Advanceonepowerbyonerank,
withGM
approval.

Add+1ACpermanently.

Add10pointstoyourHP.

Knowledge.
Yourexperiencehastaughtyou
aboutoneenemyorcommonsituation(Nazis,
fightingfires,robots,whatever).+4toall
noncombatskillrollsinasituationwhereyour
knowledgemayapply.Youalsogaina+2bonusin

Charactersbegineachsessionwith3Hero
Points.EachHeroPointcanbeusedin
severalways:

Add+5toanyroll,butonlybeforetheGM
declarestheresultsoftheroll.

Add+5toeitherpsychicorphysicalACfor
oneround.

Recoverhalfyourlosthitpointsinstantly.
Youspendyourcurrentactioncatchingyour
breath.

Bringyourcharacterbackfromthedead...in
thenextadventure.

Advanceapower(seethesuperpowers
section).

Exceptinafewspecificcircumstances(such
asadvancingpowers),only1HeroPointcan
bespentonagivenaction.

RecoveringHeroPoints

Everytimeyourcharacterdoessomething
particularlyimpressiveorachievesagoalof
somesort,theGMmayawardoneormore
HeroPoints.

Everytimeyourollanatural20,yougain1
HeroPoint.

combatduringsituationsunderthose
circumstances.Youcanapplythisbonustotohit
rolls,damage,ACorinitiative,butonlyoneata
time.Everytimeyoutakethis,itappliesto
somethingdifferent.

Everytimeyoustartanewsession,the
HeroPointpoolisfullyrefreshed.Any
unusedHeroPointsfromtheprevious
sessionwillbelost.Don'thoardyourHero
Pointsthey'remeanttobeused!

RuleNumberOne:
Thespiritofthissystemisimprovisation.Ifyouhaveachoiceofseveral
waystoresolvearulessituation,alwayspicktheonethatresolvesfastestorwiththemost
entertainingorsurprisingconsequences.Handwaveanythingthatwillslowthegamedownor
makethingslessfun.Seriously

CreatingASuperhero

First,chooseacharactertypefromthebelowtable.Nextrollforpowers.Afterthatdefinethe
abilitiesofyourcharacter,fleshoutabackstory,andbeginthegame.

Parahuman.
Originallyanormalhuman,youtriggeredduringatraumaticexperiencethatpushedyour
fightorflightresponsestothelimit.

Yougainatemporarybonusof+1CSto
all
powerrankswhenundergoingseveretraumasimilartoyour
originalTriggerEvent(Ie:feelingtrapped,defeated,betrayed,etc).Additionally,Parahumansgainone
additionalHeroPointwhenevera1isrolledonthe20sideddie.
CauldronCape.
Ratherthanundergoanaturaltrigger,youboughtpowersinsecretfromthe
organizationknownasCauldron.Theseabilitiescameatacost,andyourcharactermayfindhimself
beholdentoCauldronatalaterdate.

RolloneadditionalpowerfromthetableyoumaychoosewhichPowerTypetorollfromandaddone
tothePowerRankofyournewlycreatedpower.Afterdoingsoyou
must
chooseoneofyouroriginal
powerstoreplaceitwithpermanentlydiscardtheunwantedpoweranderaseanymentionofitfromyour
charactersheet.
Tinker.
TechnicallyaParahuman,yourPassengermanifesteditselfinawaythatprovidesyouwitha
Technologicalknowledgedecadesaheadofyourtime.Tinkersderivealltheirparahumanabilitiesfrom
inventionsanddevices,makingupwhattheylackinabilitywithsuperiorfirepoweranddefences.

Tinkersgaina+5bonustoanySciencerollswhennotunderdirectpressureordistraction.Tinkers
possessnoneoftheinnatequalitiesorspecialpowersthatdefineotherparahumans,butcanmimicthese
powersthroughtheuseofspeciallycreatedgear.Rollforpowersnormallyonthepowercreationtable,
thenseethesectiononGadgetsformoreinformation.TinkersstartwithsixgadgetpointsfromtheTinker
Techsection.
Case53.
ACauldronexperimentgonewrong,yourcharacterhasnorecollectionofhispastlifeand
cannothaveasecretidentityduetohismonstrousormutatedbody.Case53sgain+3toeithertheir
physicalorsubterfugeskill,anda3penaltytoallcommunicationskillchecks.Case53salsogaina2d6
statbonustoSTR,DEXorMINDduringcharactercreation.

Rollforoneadditionalpowerfromthepowercreationtable.AnypowerwitharankgreaterthanTypical

mustbeincorporatedintoyourcharactersphysicalbody,ifpossible.(Ie:Ifyourcharacterhasflying,give
himwings.Ifhehasfiregeneration,givehimcharredblackskinoreternallyburninghair)

Unliketheothercharactertypes,Case53sneverrollfortalentsduringcharactercreation.

PowerSlots(Part1)
010
5

DefensivePowers

414
7

MatterControl

061
1

DetectionPowers

485
3

MatterConversion

9100 5PowerSlots

121
6

EnergyControlPowers

545
7

MatterCreation

PowerStrength(Part
3)

172
4

EnergyEmissionPowers

587
1

MentalEnhancement

252
9

FightingPowers

728
5

PhysicalEnhancement

303
1

IllusoryPowers

868
8

PowerControl

323
5

LifeControlPowers

899
2

SelfAlteration

364
0

Magic

930
0

Travel

0120 2PowerSlots
2180 3PowerSlots
8190 4PowerSlots

PowerType(Part2)

Roll

Rank(CS)

0105

Feeble(10)

0610

Poor(5)

1115

Typical(0)

1640

Good(+5)

4150

Excellent(+10)

5170

Remarkable(+15)

7190

Incredible(+20)

9198

Amazing(+25)

99+

Monstrous(+30)

AfterrollingforyourPowerType,eithermakeupaspecific
powerthatcouldfitwithinthatdescriptionorgohereandroll
fromtheappropriatetable:(
UltimatePowersList
)Notethatany
powerwithan(*)attheendisconsiderablystrongerthanothers
initsgroupTheseabilitiescost
two
slotsandmustbevetted
byyourGMtopreservesomemodicumofgamebalance.

Optionalrule:Ifyouareunhappywiththewayyourcharacters
powersturnedout,youmaychoosererollany
one
ofthethree
steps.You
must
keepthesecondroll,regardlessofwhetheror
notitwasanimprovement.

Note:
Thisisnotintendedtobeabalancedsystem.Certainpowersdefinitelyblowawayotherpowers.One
PCcouldwindupbeingLegend,whiletheotherbecomesChubster.ThisisdeliberatetheworldofWormis

gloriouslyunbalanced,andifyouthinkyourcharacterstinks...maybeheorshedoes.Thepointofthisgame
istoroleplay,havefun,andcreateakickassadventurestory.Powersarenteverything,butifyour
characterdrawstheshortendofthestickyoucanalwaysreroll(wimp!)Alternatively,learntousewhatyou
haveefficiently,playsmart,andgivetheothercharactersareasonnottounderestimateyou.

Howdidyougetyourpowers?
Considerthereasonsbehindthepowersyoupossessdid
youtriggernaturallyduringatraumaticexperience?DidyoubuypowersfromCauldron?How
didthenatureofyourtriggereventshapeyourpowerspsychologicalstressleadstoahigher
prevalenceofmentallydrivenpowers,whilethemorephysicalviolencethatisinvolved,the
higherthebiastowardsphysicallydrivenpowers.Inversely,whatwasthereasonforchoosing
thepowersthatyoudidDidyoupaymoreforauniqueorflashypower,ordidyougamblewith
ahighriskformula?

Whatis(are)yourgreatestweakness(es)?
YourAchilles'heel.TheGMwilldecidewhat
happenstoyouwhenthisiscalledintoplay.Itcanalsobeapsychologicaltraitorsomething
yourcharactercaresaboutgreatlyinadditiontotheusualraftofweirdfrailtiesparahumansare
oftensaddledwith.Everytimeaweaknesscomesintoplay,theGMmayawardyouabonus
HeroPoint,whichmaybeusedlater.

Specificpowersgiveyouonethingyoucan
do:replaceastat,performasingleactivity,
protectagainstonething,whatever.Forthe
mostpart,youdon'tneedtospendmuchtime
clarifyingwhatitcanorcan'tdoitshouldbe
obviousenoughfromthename.

TheAlexandriaPackage,forexample,
consistsoffourseparatepowers:Super
Strength,SuperSpeed,Invulnerabilityand
Flight.

Beyondthat,thesky'sthelimitdescribe
whatyourcharacterdoes.TheGMmayveto
yourpowersandmakeyoubreakthemapart
intoseveralmorespecificpowers.Mixand
matchyourpowerssothattheyworktogether
cohesively.

Ifthenamedoesn'timmediatelydescribe
whateachpowerenablesyoutodo,now
wouldalsobeagoodtimetojotdownafew

EachpowerisgivenaPowerRank,andeach
rankisassociatedwithabonus.Theseare
summarizedonthechartbelow.

Rank

Bonuses

Feeble

10

Poor

Typical

Good

+5

Excellent

+10

Remarkable

+15

Incredible

+20

Amazing

+25

Monstrous

+30

Unearthly

+35

sentencesdescribingthepower's
scopeandapplication.

ChoosingTalents
0110

1Talent

1150

2
Talents

5190

3
Talents

9110
0

4
Talents

(
UltimateTalentsList
)
Talentsarehalfwaybetweenskillsandpowers.Theycanbelearned,buthow
quicklyandbywhomisentirelyuptotheGM.Areasonableguidelineisthatthe
trainingshouldtakeplaceoverthecourseofafewmonthsandrequirea
reasonablyskilledmaster.Thenewtalentwillnotbegaineduntilthenextlevel
advancement.

Talentsprovideaminorbonustoknowledgerelatedtotheirfieldanda+4bonus
toanyrollwherethatspecificqualitywouldapply.

Defineyourpowerset.
ThisiswhereitgetstrickyeachpowersetcomesfromasinglePassenger,so
youllneedtomixandmatchyourspecificabilitiesuntilyouareleftwithonlyoneBroadpower.Allabilities
youuseshouldstemfromyourmainpowerifyouhavesoundmanipulation,darknessgeneration,and
powerabsorption,giveyourcharactertheabilitytocreatecloudsofsoundnullifyingdarknessthatstealthe
powerofanyparahumaninside.Asanaddedbonus,anypowersetthathasbeensufficientlylimitedreceive
eitherabonuseffect(Forexample,theabilitytoseeclearlythroughyourownDarkness)oranincreaseto
thepowersrank.AnylimitationsorbonusesaresubjecttoGMdiscretion.

Powerscanreplaceattributes.
Ifapower
replacesanattribute,itwilldosowhilethat
powerisactive.Ifapowerisn'tactive,then
yourcharacter'srolledabilityscoretakes
over.Whenyourattributeisboosted,yourhit
pointsincreasetothenewlevel.Generally
speaking,it'snotagoodideatoallowmore
thanoneattributetobereplacedbyone
power.Eithersplitthepowerintotwosmaller
powersoronlyallowoneattributetobe
boostedatatime.

IfyoureplaceSTR,thepoweratthelisted
rankbonusbecomesyourstat(i.e.Unearthly
+35SuperStrength=80STR).Inother
words,doubletherankbonusplus10=the
newstatvalue.

Powersasskills.
Someheroesaresogood
atsomethingthatitcan'tbenatural.Martial
arts,detectivework,languagesorscience
areallpossibilities.Inthosecases,takethe
skillasapower.Yougainhalfthepower's
rank(roundeddown)asabonustoallskill
checksinthatpower'srealm.Forthese
purposes,Typicalrankgivesa+1bonus,
PoorisworthnothingandFeebleactually
penalizesrollsby2.

Iftheskillissomethingthatcouldconceivably
givebonusestomultiplerollssimultaneously,
thenyouhavetochoosehowtosplityour
pointsatthebeginningofyouractionina
round.

Broadpowersgiveskillbonusestoawide

IfyoureplaceDexorMindtakethevalue
listedundertheModcolumnonthePower
Chart,doubleitandaddten.Inotherwords,
IncredibleSuperspeedlistsa6underthe
Modcolumn,6x2+10=22Dex.Ifthisis
lowerthanyourrolledDexorMind,useyour
rolledDexorMindinstead.

varietyofsituations.Specificpowersgiveskill
bonusestoasmallnumberofsituations3or
4topsasaruleofthumb.

Gadgets:UtilityItemsandTinkerTech

NonTinkerscandeclareanyoftheirpowerstobe
UtilityItems
.Thesecanbeseparate(e.g.a
utilitybeltfilledwithgadgets)orallfeaturesofoneitem(say,apowersuit).Itemsautomatically
gainonepowerrank,butcanbebroken,stolen,orlost.Anitem'smaterialstrengthisequalto
itshighestpowerrank.

Broadpowersdeclaredasgadgetscouldrepresentitemssuchasasheafoftrickarrowsora
utilitybelttheherohasalargearrayofitems,butneverhastodeclarethathehasthatspecific
poweraheadoftime(e.g.Ahha!I'lluseagluearrowtoslowthatspeedsterdown!).

Specificpowersdeclaredasgadgetsarenotedonthecharactersheetaheadoftimeand
representpowersthatdon'tchangemuchfromadventuretoadventure.SpidersilkBodyArmor
andContainmentFoamarebothexamplesofspecificgadgets.

TinkerTech
describesanyadvanceditemmadebyaTinker.Theseitemscannotbecreatedor
replicatedbynonTinkers,andthuscannotbechosenbynonTinkersduringcharactercreation

Givenenoughtimeinthelab(typically4d6hours),aTinkermaycreateaBlueprintforadevice
thathas1d6Tinkerpoints.Eachpointmaybeusedtopurchaseeffects.Effectscostonepoint
eachandmaybetakenmultipletimes.

Incorporateanyofthepowersyourolledforduringcharactercreation.(Onepower=1
Point)
AddanyFeeble(10)rankpowerthatyoudidnotrollforduringcharactercreation.

Addonetothepowerrankofanypowerincorporatedinyourtech.
AddonetotheitemsmaterialstrengthdefaultisExcellent(20)
Reducethepenaltyby1CSwhenusedbyothers.Canbetakentwice.

OnceaTinkerhasanitemsblueprinthecan,withthepropertoolsandequipment,recreatethat
itemfrommemory.UseGMdiscretiononhowlongthistakesbuildinganarmoredtank,for
example,ismuchlongerthanatrackingdevice.Asaruleofthumb,mostitemstakeonedayfor
eachpowerslotused.ATinkerstartswith6freeTinkerpointstobefreelyallocatedamongany
geardesired,alongwiththetimeneededtocreatethisgear.

Tinkergearmaybeusedbyothercharactersaswell,butsuffersa2CSpenaltytoallpower
ranks.PowersthatwoulddropbelowFeeblerankmaynotbeused.Thisgearmustberepaired
eachweekorsufferacumulative1CSpenalty.

UsingSuperpowers

Almostallsuperpowerusefallsintothesame
pattern:Describe,RollToHit,RollForEffect.

1.Whichpowerareyouusing?

2.Describeitandwhatyouwanttodo
withit.
Ifit'snotacutanddriedcase,thisis
thepointwhereyouandtheGMwilldecide
howthepowerworks.Seethesectionon
CommonEffectsAndActionsforsome
guidelines.

3.TheGMassignsmods
dependingonhow
reasonable/appropriatethedescriptionisto
theproblem.

4.Rolltohitiftheactionyou'reattempting
istargetingsomethingelusive.
Rollingto
hitisastandardcombattohitroll,withallthe
usualbonusesandpenalties.Anatural20on
thisrollmeansthatyouautomaticallyrolla20
onstep#5.

Example#1.
Yourcosmicpowerringgives
youtheRemarkable(+15)abilitytomake
objectsoutofforcefields.Youwanttothrow
aforcebubblearoundyourmortalenemy,
TheCrimsonPlague.Aftersuccessfully
makingarangedattackroll,yourolla13on
d20foreffect.13(thed20dieroll)+15(from
yourpowerring)=28=Remarkablerank.

TheCrimsonPlaguewillneedtobreak
throughaRemarkablebarriertoescape.

Example#2.
Leviathanisattemptingtosend
BrocktonBaytothewaterydepths.Hehas
Monstrous(+30)controloverwater.Sincehe
plansonfloodingthecitywithamassivetidal
wave,theresultswillbeanattackonall
objectsinthecityandalotofdrowning
people.

BrocktonBaygetsa14sizemodifier(from
themodifiertablefollowingthePowerChart),


5.Ifthepowerhits,rollforeffect.
To
determinetheeffectivepowerrank,roll1d20
+PowerRank+modifiers.RefertotheDC
columnonthePowerChart.Roundyourtotal
downtothenextlowestthreshold.Thisisthe
effectivePowerRankyouachieved.Ifthe
power'srankisreducedtolessthanFeeble,
thepowerfizzles.

Ifit'snotdramaticallyimportant,thenyoucan
assumearolloftenontheeffectroll.Most
movementfallsunderthiscategory.

butsincethisisafairlyextremeapplicationof
power,theGMdoublesthatto28.

Leviathanrolls1d20andgetsa14.14+3028
=16,foraGoodresult.Everythingin
BrocktonBaytakesGood(+5)damagefrom
theflooding.TheGMrulesthatliving
creatureswillmerelyhavetomakeswim
checks(thisisacomicbookuniverseafter
all)ifthey'reinharm'sway.Hopeeveryone
rememberedtobringalifepreserver...

UsingNormalAbilitiesAgainstSuperpowers.
Sometimes,asituationwillarisewhen
someonewithnosuperpowerscouldreasonablyaffectsomethingwithapowerrank.For
example,tryingtoovercomeaforcefieldwithyourownstrengthorusingyournormal
sensestodetectaninvisiblegirl.Incaseslikethat,rollforeffectasnormal,butinsteadusethe
bonusfromtheirmostappropriateattribute.Insomesituations,skillbonusescanalsobe
applied.

Example:CaptainO'MalleyhasbeenimprisonedbyGluemasterinablobofrubberygooof
Goodstrength.Toresist,O'Malleyrolls1d20,plushisStrbonusof+2.Hetotals8,whichis
Poor.Thegoodcopisn'tgoinganywheretonight.

CommonEffectsAndActions

Thefollowingsituationsareintendedasguidelinesonhowtohandlesuperpowereffects.Notall
situationswillbeorcanbecovered.
Whenindoubt,justpickacolumnonthePowerChart
thatreturnsnumbersthatlookclosetowhatyou'relookingforandrunwithit
intheend,
theimportantthingisthatgameplaynotbesloweddown.

Oftentimeswhenconfrontedwithanewsituation,youcanpickasimilarmechanicandthen
basetheresultoffthat.Yourcharacterwantstousehislaserblasttoblindhisopponents
withouthurtingthem?Usethemodcolumninsteadofdamagetogivethemapenaltyonallskill
andattackrollsforashortperiodoftime.

Yourvillainwantstousehismagneticpowerstowrapasuperheroinsteelrebar?Sounds

similartohowaforcefieldworks,onlythematerialstrengthwillactasabarriertokeepthehero
in,ratherthankeepdamageout.

Ifit's
somewhatdifferent
fromthepower'susualuses(usingweathermanipulationtozap
someonewithlightning),thenyoumightrulethatthepowerisat1or2ranksforthatpurpose.
Youcanalsorequireseveralmoreskillrollsandextratimeastheheroconcentratesongetting
itjustright.

Ifit's
verydifferent
thanthepower'susualuses(usingweathermanipulationtofly),you'llwant
torefertothesectiononlearningnewusesforyourpowers(AdvancingPowers,neartheendof
thisdocument).

AttackingandInflictingDamagewithPowers.

Atypicalattackwilldo1d6+theeffectivepower
rankbonusindamage.Armorcansubtractfrom
thisnumber(seeDefense).Theminimumiszero
damage.

Ifyoudon'thaveaspecificmeleepowerthat
causesdamage,thenyoudo1d6plusyour
strengthbonus,nopowerrollnecessary.

Ifyou'reholdingameleeweaponofsomesort
(knife,improvisedclub,whatever),thenyoudo2d6
plusstrengthbonus.Powersthatsimulate
weapons(say,clawsoragadgetthatyou've
bought)doNOTgetthisextra1d6damagebonus.

Attacking,HittingThingsWithOtherThings.
Sometimes,youmaywanttoattackmultipletargets
atoncebythrowingabigobjectatthem(ormerely
swattingthemwithit).

Todoso,youhavetohavetheobjectinhand,
whichmeansyou'llhavetouseanactiontopickit
up.Thenmakeanattackrollvstheareayou're
attacking(usuallyAC10,plusrangemodifiers)if
successful,youdodamagetoallopponentsinthe

Defensivepowers
workinoneofseveralways.
Eitheryourpowerworkslike
bodyarmor,
a
force
field
or
givesabonustoyourAC.
Dependingon
thewayyourpower'sdescribed,itmightnotwork
atfullvalueagainstcertaintypesofdamage,ifat
all.Forexample,metalskinmaybegreatagainst
physicalattacks,halfvalueagainstenergyattacks
andworthlessagainstelectricity.

Defense,BodyArmor.
Bodyarmorsubtractsfrom
anydamageyoutake,withaminimumof0points
taken.Itworksat1/2rankallthetime,rounded
down.Forthepurposeofratingbodyarmor,
Typicalpowerrankshaveafullbonusof+3,Poor
as+1.Feebledefensivepowershavenoeffect.

Youcanalsoperforma
totaldefense
your
characterhunkersdownandbraceshimselffor
damage.It'stheonlythingyoucandoinanaction
savemoveslowly,butyougettouseyourfullrank
asarmor.

Defense,ForceFields.
ForceFieldsusuallyneed
tobeturnedonbeforetheystartprotectingyou.
TheycanworkeitherlikeBodyArmorortheycan
beexpandedtoprotectagreaterarea.When
expanded(MaximumradiusequalstheProg

areatargetedinanareaproportionaltothesizeof
theobject(i.e.ifyouwanttoswatasmallcrowdof
evildoers,you'dbetterhaveanobjectatleastthe
sizeofahouseathand).

Thedamagedoneisequalto1d6+youreffective
strengthrank.Iftheeffectivestrengthrankis
greaterthanthematerialstrengthofyourweaponit
maybreakit(seeBreakingThings),butitstilldoes
damagetothetargets.

TheGMmayallowthetargetsachancetomakea
savingthrowforhalfdamage,ifhedeemsthey
havethemovementcapabilitytogetoutoftheway
oftheobject.Iftheyareveryfastandrollverywell
ontheirsave,theymaytakenodamageatall.

columninmeters),theyactlikeabubblecomposed
ofamaterialofthesamestrengthasyoureffective
powerrank.

IftheattackisgreaterthantheFieldsmaterial
strength,theshieldgoesdownandthetargets
insidearevulnerableandpotentiallytakethe
excessdamage,dependingonthesituation.Ifa
Fieldgoesdownitcan'tbereestablishedfor
another1d3rounds,butitcanberevertedtoBody
Armoronthenextaction.

Defense,ACBonus.
Somepowersmakethe
targethardertohit.Whileactive,usethepower
rank'sbonusfromthemodcolumnofthePower
ChartasabonustoAC.Themodcolumnbonus
mayalsobeusedtomodifyarollwhenperforming
theDodgecombatmaneuver.Thisbonuscan
applytoeitherpsychicorphysicalAC,as
appropriatetothepower'sdetails.

I
nordertobreakanobject,
youmusttarget
it(sometimesatapenaltyonyourtohitroll,
varyingdependingonitssize)andbeatits
materialstrength.

Ifyoudoso,it'sdamaged.Hititagain,
exceedingitsmaterialstrength,andit's
destroyed.Ifyouexceedthematerial
strengthbytworanksormoreontheinitial
attack,itgoesstraighttodestroyed.

Usecommonsenseifit'sareallybigobject
andyourattackisrelativelysmallinsize,
thenyoujustmakeaholeorrenderit
nonfunctionalratherthanpulverizingthe
object.

Ifagadgethasbeenhithardenoughtobe
damaged(eitherbecauseithasbeendirectly
targetedorsimplybecauseitisinthewayof
anattack)1d3ofthegadget'spowerswillbe
reducedby1d6rankseach.Ifapowerdrops

BreakingThingsand
EnvironmentalDamage

Rank

Materials

Feeble(0)

Paper

Poor(5)

Plastic

Typical(10)

Rubber,softmetals

Good(15)

Brick,lightmetals

Excellent(20)

Concrete,iron,
bulletproofglass

Remarkable(25)

Reinforcedconcrete,
steel

Incredible(30)

Solidstone

Amazing(35)

Granite

Monstrous(40)

Diamond,super
heavyalloys

belowFeeblerank,thenthatpoweris
destroyed.Gadgetsarerepaired
automaticallyaftereachsession,unless
there'sagoodplotreasonnottodoso.

Unearthly(45)

Adamantium

GrowthandShrinking.
Shrinkingdividesthecharacter'sheightbytheProgvaluefortheir
powerrankwhiledecreasingtheirmass.Growthaddsthatvalueinfeettothecharacter'sheight
whilealsovastlyincreasingtheirmass.

Shrinkingsubstitutesitspowerrankforthecharacter'sDexscorewhenshrunk.Growth
substitutesforStrengthwhenengaged.Growthalsogivesasmallamountofprotectionwhen
engagedusetheModcolumntoreduceanydamagetaken.

Usethedifferenceintargetsizestomodifytohitandperceptionrolls:biggercreaturesare
easiertohitandsee.Smallercreaturesarehardertohitandsee.

Forexample,aRemarkableshrunkherois+3tohitagainstnormalsizedfoesbut3tobehit.
He'dalsobeat3tobeseen.AcharacterwithMonstrousgrowthfightingavillainwithIncredible
growthisat2tohit(86).Thevillainwouldget+2totheirtohitrolls.
MindControl.
AfterhittingwithapsychicattackrollvspsychicAC,rolltheeffectivepowerrank
andcomparetothehighestdefensivepoweractiveonthetarget,aslongasitwouldreasonably
applytothesituation.Failingthat,usethemostappropriatestatbonusplusthemost
appropriateskilltoresist(usuallyMind+SubtorKnow).Ifthere'sanydoubtwhichismore
appropriate,thenusethehighesttotal.

Givethedefendera+5bonusifit'ssomethingthey'renotusuallyinclinedtodo.Ifit'ssomething
that'scompletelyagainsttheirnature,givethem+10.

Thetargetgetstorolltoresisteveryround.Eachfollowingattemptisatanadditional+1.Ifyou
failtomindcontrolatargetandtrytomindcontroltheminthesamewayagainlaterthat
encounter,theygetanadditional+1foreachextraattempt.

PowervsPower.
Therearegoingtobesomesituationswheretwosuperheroeswillgoheadto
head,usingtheirpowersdirectlyagainstoneanother.Forexample,avillainwithmagnetic
controlmighttrytousehispowertothrowaschoolbusoffatallcliffwhileaherowith
telekinesistriestostophimfromdoingso.

Incaseslikesthis,youcandoaquickrollbetweenthecharacters1d20+powerrank+
appropriatemodifiers,withthehighesteffectivepowerrankwinning.Atiemeansthecharacters
aredeadlockedandmustrollagainnextround.

Formoreinvolvedsituations,makeitaSkillContestbetweenthetwopowers..


Forverystressfulsituations(andtheschoolbusexamplewouldqualify),eachparticipanttakes
1d6damagefromfatigueandstressforeveryroundtheyparticipateinthestruggle.

PushingPowers.
Youcanalwaysuseapoweratitsownranklevel.Ifyouneedtopushyour
abilities,youhavetorollforit.Pushingisafreeactionandcanbecombinedwithotheractions,
astheGMpermits.

Youcanonlyattempttopushapowertoonerankhigherandeveryroundyousuccessfullydo
so,youtake2d6damage.

PushingapowerrequiresaMindrollvsDC15.Youcanadd+4tothisrollbytakinganother
+2d6pointsofdamage,or+8bytaking+4d6damage.

Example:YouhaveAmazingweathercontrolbutforoneround,youneedtopushitto
Monstrous.YouhaveaMindof13(+1).Roll1d20+1(yourMind)vsDC15.Ifsuccessful,you
take2d6damagebutcanextendyourpowermuchfarther.

IfyoufailaPushroll,yourpowerisat2ranksuntilyoutakeanactiontocatchyourbreathand
regroup.

ShapeShifting.
Usuallywhenacharacterisusingashapeshiftingpower,they'reperforminga
specifictask.I'veturnedintoaTrexandI'msmashingmyenemies!I'mamonkey,sonowI'm
greatatclimbing!Iturnintoahawk,andI'mflyingaway.

Identifywhattheywanttobegoodat,thensubstitutetheirpowerrankforanappropriateability
scoreorpower.Thenletthemallocateanadditionalnumberofranksequaltotheirtotalpower
ranksamongotherpowers,asappropriate.Theseotherpowersshouldnotbeoverlybroad.

Example:AnimalBoyturnsintoatyrannosaurus.HehasIncredibleshapeshifting.The
tyrannosaurformhastheequivalentofIncredibleGrowth,whichsubstitutesforStrength.He
nowhas7powerrankstosplitamongotherabilities.HechoosesTypicalRunningandGood
BodyArmor.

AnotherExample:AnimalBoyhasfinishedtrouncingtheHobokenLeagueofInfamybutcomes
underfirefromGalacto,TerrorFromBeyond.Heshiftsintoahawkform.HenowhasIncredible
Dexterity.SincetheGMwon'tlethimtakemorethanTypicalFlight,duetohawksnottypically
breakingthesoundbarrierunaided,headdsinGoodEnhancedSenses.

Unlesscircumstancesstateotherwise(e.g.everybodyagreesthatitwouldbereallycool),
changingformstakesafullaction.

SummoningAllies.
Usethesamegeneralguidelinesasshapeshifting(onepowerrank

substitutesforanability).Anyabilityscoresthatdonothaveapowerallocatedtothemwillbe
average.Splitranksinsummoningamongotherabilities.

Youcanreduceyoureffectiverankformoresummonedcreatureseachrankknockedoff
movesthenumberofsummonsdownonelevelontheProgcolumn(e.g.1rank=2creatures,
2ranks=5creatures,etc).Summonedcreatureswilltypicallyhavehalftheircreator'shitpoints
oronequarterifthere'smorethanone.

Destroyingsummonedcreaturesdisablesthatabilityuntiltheendofthecombat,unlesstheGM
saysotherwise.

Example:TheHumanFlamecanusehisMonstrousFlameGenerationpowertosummonfire
elementals.Sincefireelementalsaren'tknownforanyspecificabilityscore,hedecidestogive
themaMonstrousfieryattackastheirprimaryallocation.The9rankshecanallocatearesplit
evenlybetweenGrowthandafieryBodyArmor.

HecaneitherkeeptheMonstroussinglesummon,orhecanmakemore.Hedecidestomake
10.Tenis3upthepowerchartfrom1,sothatreduceshisabilitytoRemarkablefortheprimary
powerandleaves6rankstosplitamongstotherpowers.

Transmutation.
Transmutationinvolveschangingsomethingfromoneformtoanother:lead
intogold,peopleintobunnies,carstocarrots,whatever.Youcanonlytransmuteuptoyour
powerrankontheweightcolumnonthePowerChart.

Transmutationsthataffectpeoplemustlastforasetamountoftimerefertothedurationtable
belowthePowerChartattheendofthisdocumentforsomesampledurations.Ifit'saminor
transformation,usethenumberlisted.Ifit'samajortransformation,doublethemodifier.Ifthe
targetisinanimate,thedurationisaslongastheplotrequires(nodurationpenaltyrequired).

Afterhittingwithanattackroll,rolltheeffectivepowerrankandcomparetothehighest
defensivepoweractiveonthetarget,aslongasitwouldreasonablyapplytothesituation.
Failingthat,usethemostappropriatestatbonusplusthemostappropriateskilltoresist(usually
Str+Phys).Ifthere'sanydoubtwhichismoreappropriate,thenusethehighesttotal.Objects
resistwiththeirmaterialstrengthrank.
Superstrength:Throwing,Jumping,andKnockback
Tothrowsomething,
yourlifting
power(strength,telekinesis,
whatever)mustbeequaltoor
greaterthantheweightoftheobject
youarethrowing.Tofindouthow
fartheyfly,countupthenumberof
ranksyourliftingpowerisinexcess
oftheobject'sweightandadd1.

Jumping
worksthesame
way,exceptthatyouare
throwingyourself.Useyour
ownweighttocalculate
distance.Ifyoucantakea
runningstartfirst,addan
additionalrowtothenumber
ofrowsyoucountdown.

Knockback.
Fightsbetweenvery
powerfulcombatantscanbedramatica
successfulhitmaycausethetargettogo
flyingbackwardsquiteadistance.Ona
successfulhit,treatknockbackasa
throwingattempt,exceptsubtract2from
thenumberofranksoverthetarget's
weight.Usetheeffectivestrengthofthe

Countdownthatmanyranksonthe
ProgressioncolumnonthePower
Chartfromthetop.Multiplythat
numberby1meter.Asuccessful
tohitrollmayberequiredtogetthe
subjectofyourtossanywherenear
thetarget.

Again,atohitrollmaybe
usefultomakesureyouwind
upintherightspot.

attackinsteadoftheattack'slistedranks.
Bodyarmor,forcefieldsandothersuch
defenseshavenoeffectonknockback
unlessthedefenderisbracedforit.

Someattackpowersaren'tappropriatefor
knockbackforexample,psychicpowers,
alotofmartialartsabilitiesandsoon
noneofthesetendtocausesignificant
knockbackincomicbooks.TheGMisthe
finalarbiteronthis.

NorseStormHammerGuyhasa
Monstrousstrength.Spyingan
enemyfleeingacrosstheaircraft
field,hegrabsoneofhis
teammatesandthrowshimatthe
enemy.HisteammatehasaTypical
weight.Monstrousis6ranksover
typical.Looking7rowsdownonthe
Progressioncolumn,hefindsa
multiplierof100.Hecantosshis
friendatotalof100meters

CaptainEstablishmentisan
Olympicclassathletewith
ExcellentStrength.Hisbody
weightisTypical.Excellentis
2ranksgreaterthanTypical.
Witharunningstart,hecan
jump4rowsdownthe
progressioncolumn(1forthe
throw,1fortherunningstart)
10meters,or3downwitha
standingstart5meters.

NorseStormHammerGuybeltsarobot
withhishammer.NSHGhasaMonstrous
strengthandtherobotweighs200kg
(Goodrank).Normally,hisattackstrength
isMonstrous,butherollswell,gettingan
Unearthlyresult.Unearthlyis6ranks
greaterthanGood.Subtracting2,that's4
levelsofknockback,or10meters.

AdvancingPowers

AllParahumansdrawtheirpowersfromshards.Asyoubattlefoesandengageinconflictyour
shardwillgrow,allowingyoutofindgreatercontrolandnewusesforyourpowers.Thereare
severalwaystoadvanceyourpowers:Youcangainnewapplicationsofyourpoweroryoucan
upgradethescopeofyourcurrentpowers.

Forexample,ifyourcorepoweristheabilitytocontrolinsects,areasonablenewapplicationof
yourpowerwouldbetoseeandlistenthroughyourbugs,orperhapscreatemanshaped
swarmstodrawenemyfire.Turningyourselfintoagiantbugmightbeoutoftherealmof
possibility,though.

Likewise,ifoneofyourpowersishealingphysicalwoundsandsickness,youcouldattemptto
expandyourpower'sscopetoaffectthemind,treatingbraindamageandmentalailments.

Inordertoattempttoexpandyourpowers,youmustattempttheminanadventureandsucceed
onaMindroll:first,youspend1HeroPoint.Roll1d20+Mindandcompareonthetableonthe
followingpagetoseeifyouhavethewillpowertopushyourselfbeyondyourlimits.Youcan
spendanotherHeroPointtogetabonusonthisroll.

DC5

Fail

DC10 3Ranks
DC15 2Ranks
DC20 1Rank
DC25 NoPenalty

Ifyousucceed,thenewpowerworksandatapowerrankequaltothemostsimilarpoweryou
alreadypossess,modifiedbytheresultonthetableabove.Ifthatwouldmeantheresulting
powerwouldbelessthanFeebleinrank,thentheattemptfails.

Ifyou'reexpandingthescopeofyourpowers,thenasimpleMindrollvsDC15succeeds(after
spendingtheHeropoint)andyourpowerremainsatthesamerank.Ifyoudothissuccessfully3
times(usuallyoversuccessiveadventures),thenyouofficiallyhavethatpowerpermanently.
Addittoyoursheet,usingthemostrecentresultasyournewpower'srank.

Youcanalso
upgradetherankofyourpower
aspertheearliersectiononLevel
Advancement.

ThePowerChart

Bonus

DC

Mod

Prog

Weight

Flying
Speed

Running
Speed

Feeble

10

25kg

50kph

Average

Poor

50

100kph

50kph

Typical

10

100

150kph

75kph

Good

+5

15

10

200

250kph

100kph

Excellent

+10

20

25

400

400kph

150kph

Remarkable

+15

25

50

1ton

600kph

200kph

Incredible

+20

30

100

10tons

800kph

300kph

Amazing

+25

35

250

50tons

1000kph

400kph

Monstrous

+30

40

500

75tons

Mach1

600kph

Unearthly

+35

45

1000

100tons

Mach5

800kph

Range

AreaOfEffect

Duration

Uptoacityblock(free)

2targets,closetogether

Seconds

Afewmiles

Asmallgroup(46)

Minutes

Acrossthecity

Alargegroup(1020)

Hours

Acrossthestate

Ahouse

Days

Acrossthecontinent

10

Neighborhood

12

Weeks

10

Orbital/Intercontinental

12

Atown

14

Months

14

Acity

16

Years

16

Astate

18

Centuries

18

Acountry

20

Indefinite

Whetherornotapowercanuse
theRangestableis
always
subjecttoGMdiscretion.

Thistableisonlyintendedtobe
appliedtospecificpowerssuch
asteleportersorenhanced
senses.Thevastmajorityof
powersshouldhaveasetrange,
whetherafewblocksorwithin
lineofsight.

Doublethesemodsifsomething
extremelydramatic/drainingis
happening(e.g.attemptingto
engulfacitywithfire).

Whetherornotadurationis
requireddependslargelyonthe
situation,desiredeffectsand
descriptionofthepower.

Appendix:Allies,FoesAndOtherOddities

Ordinarypeople
areimportantenoughtohavestats,butnotimportantenoughtohaveany
significantscreentime.

Theyhave1d6(average3.5)hitpointsperlevel,adjustedbytheirStrengthbonus(orpenalty).
TheydoNOTusuallygainPowersorHeroPoints.Ifyou'reinarush,useaveragestatsexcept
forwhicheverstattheOrdinaryusesmost,whichwillgeta1214.Uselevel1forthelowestrung
intheirprofessions.IfyouneedamoreseasonedOrdinary,addlevels.24wouldbe
appropriateformoreexperienced
types.

Insomecases,itmaybeappropriatetogivePowerssuchasGadgetstoOrdinaries,but
don'tgooverboardwithit.Forthemostpart,theyshoulduse"normal"equipment,asperthe
SRD.MorepowerfultypesshouldbestattedupinthesamewayasPC's,withpowerfullevels
andexperienceadjustedappropriately

Assassin.
Ordinary3.Str12(+1),Dex
12(+1),Mind10(+0).HP13.AC12.

Detective.
Ordinary4.Str10(+0),Dex
10(+0),Mind14(+2).HP14.AC12.

Jock.
Ordinary1.Str16(+3),Dex10
(+0),Mind8(1).HP6.AC10.Punch

SilencedHandgun+4(2d6)orKnife+4
(1d6+1).TrainedSkills:Subterfuge.

Biker.
Ordinary2.Str14(+2),Dex10
(+0),Mind8(1).HP9.AC11.Shotgun
+2(2d8)orKnife+4(1d6+2),Chain+4
(1d4+2orGrab),Club+4(1d6+2)or
Unarmed+4(1d4+2orGrab).Trained
Skills:Physical.

Citizen.
Ordinary1.Str10(+0),Dex10
(+0),Mind10(+0).HP4.AC10.Punch
+1(1d4)orGrab+1orImprovisedBlunt
Weapon+1(1d6).OneTrainedskillas
appropriate.

CollegeStudent.
Ordinary1.Str10
(+0),Dex10(+0),Mind10(+0).HP3.
AC10.Punch+0(1d4)orGrab+0or
ImprovisedBluntWeapon+0(1d6).One
skillat+2,allotherskillsat+1.

Criminal.
Ordinary2.Str12(+1),Dex
10(+0),Mind10(+0).HP9.AC11.
Pistol+2(2d6)orKnife+3(1d6+1).
TrainedSkills:Physical,Subterfuge.

Pistol+4(2d6)orUnarmed+4(1d4or
Grab).TrainedSkills:Communications,
Knowledge.

Doctor.
Ordinary4.Str10(+0),Dex10
(+0),Mind14(+2).HP14.AC12.
Unarmed+4(1d4orGrab).Trained
Skills:Knowledge.

EyeCandy.
Ordinary1.Str10(+0),Dex
12(+1),Mind8(1).HP3.AC11.Punch
+1(1d4)orGrab+1or
ImprovisedBluntWeapon+1(1d6).
TrainedSkills:Communications.

Farmer.
Ordinary4.Str14(+2),Dex10
(+0),Mind10(+0).HP22.AC12.Punch
+6(1d4+2)orShotgun+4(2d8).Trained
Skills:Physical,Science.

GovernmentAgent.
Ordinary3.Str10
(+0),Dex12(+1),Mind12(+1).HP10.
AC12.Pistol+4(2d6)orUnarmed+3
(1d4orGrab).TrainedSkills:Knowledge
orSubterfuge.

+4(1d4+3)orGrab+4orbyimprovised
meleeweapon+4.TrainedSkills:
Physical.

Journalist.
Ordinary2.Str10(+0),Dex
10(+0),Mind12(+1).HP7.AC11.
Unarmed+2(1d4orGrab).Trained
Skills:Communications,Knowledge.

Kid.
Ordinary1.Str6(2),Dex10(+0),
Mind10(+0).
HP2.AC11.Punch1(1d42)orGrab
1orImprovisedBluntWeapon1
(1d62).NoTrainedskills.

MafiaThug.
Ordinary2.Str14(+2),
Dex12(+1),Mind10(+0).HP11.AC
12.Pistol+3(2d6)orTommyGun+3
(2d8)orBrassKnuckles+4(1d6+2).
TrainedSkills:Physical.

Mercenary.
Ordinary2.Str14(+2),Dex
10(+0),Mind10(+0).HP11.AC11.
AutomaticRifle+2(2d8)or
Pistol+2(2d6)orCombatKnife+4
(1d6+2).BodyArmor(Good+5).Trained
Skills:Physical.

Nerd.
Ordinary1.Str8(1),Dex8(1),
Mind14(+2).HP3.AC9.Punch+0
(1d41)orGrab+0.TrainedSkills:
Knowledge+4.

Ninja.
Ordinary2.Str10(+0),Dex16
(+3),Mind8(1).HP7.AC14Katana+4
(2d6)orHandtoHand+4(1d4)or
ThrowingStars+4(1d4).TrainedSkills:
Physical,Subterfuge.

PoliceOfficer.
Ordinary2.Str12(+1),
Dex12(+1),Mind10(+0).HP9.AC12.
Pistol+3(2d6)orHandtoHand+3
(1d4+1).TrainedSkills:Knowledge.

Politician.
Ordinary3.Str10(+0),Dex
10(+0),Mind12(+1).HP10.AC11.
Punch+3(1d4)orGrab+3or
ImprovisedBluntWeapon+3(1d6).
TrainedSkills:Communications.

PrivateInvestigator.
Ordinary4.Str12
(+1),Dex10(+0),Mind12(+1).HP18.
AC12.Pistol+4(2d6)orUnarmed+5
(1d4+1orGrab).TrainedSkills:

Professional.
Ordinary2.Str10(+0),
Dex10(+0),Mind12(+1).HP7.AC11.
Punch+2(1d4)orGrab+2or
ImprovisedBluntWeapon+2(1d6).
TrainedSkills:KnowledgeorScience,
dependingoncareer.

RiotPolice.
Ordinary2.Str14(+2),Dex
10(+0),Mind10(+0).HP11.AC11(15
withriotshield).Shotgun+2(2d8)or
HandtoHand+4(1d4+2).Trained
Skills:Physical.Hasbodyarmor(Good
+5).

SecurityGuard.
Ordinary1.Str12(+1),
Dex10(+0),Mind10(+0).HP5.AC10.
Pistol+1(2d6)orUnarmed+2(1d4+1or
Grab).TrainedSkills:Physical.

Scientist.
Ordinary4.Str8(1),Dex8
(1),Mind16(+3).HP10.AC11.Punch
+3(1d41)orGrab+3orImprovised
BluntWeapon+3(1d61).TrainedSkills:
Knowledge.

Socialite.
Ordinary2.Str8(1),Dex10

Soldier.
Ordinary2.Str14(+2),Dex10
(+0),Mind10(+0).HP11.AC11.
AutomaticRifle+2(2d8)orPistol+2
(2d6)orCombatKnife+4(1d6+2).
TrainedSkills:Physical.

SpecialForces.
Ordinary4.Str14(+2),
Dex12(+1),Mind12(+1).HP22.AC
13.AutomaticRifle+5(2d8)orPistol+5
(2d6)orCombatKnife+6(1d6+2).Body
Armor(Good+5).TrainedSkills:
Physical.

SquadLeader.
Ordinary5.Str14(+2),
Dex12(+1),Mind12(+1).HP27.AC
13.AutomaticRifle+6(2d8)orPistol+6
(2d6)orCombatKnife+7(1d6+2).
TrainedSkills:Physical.

Terrorist.
Ordinary3.Str10(+0),Dex
12(+1),Mind12(+1).HP10.AC12.
Rifle+4(2d8)orKnife+4(1d6).
TrainedSkills:Science,Subterfuge.

Thug.
Ordinary2.Str14(+2),Dex12
(+1),Mind8(1).HP11.AC12.Fists+4

Communications,Subterfuge.

(+0),Mind12(+1).HP5.AC11.
Unarmed+1(1d41orGrab).Trained
Skills:CommunicationsorKnowledge.

(1d4+2)orClub+4(1d6+2).Trained
Skills:Physical.

Mutants,Monsters,andCreatures

Alien,BugeyedMonster.
6D8+30(57
hp),AC15,Initiative+0,Tentacle
+12/+12(nodamage).Onceatentacle
hits,theBEMcanGrabwithStr28and
doaBite+7(2d8+6).TheywearGood
+5rankBodyArmorand,ifit's
important,rollforMutations(seethe
Mutanttemplate).Theirintelligence
rangesfromdimwittedtodownright
diabolical,dependingontheGM's
needs.

Alien,RayGunTotingGoon.
Ordinary3.Str14(+2),Dex14(+2),
Mind8(1).HP16.AC13.TrainedSkill:
Physical.RayGun+5(Excellent+10),
AlienBodyArmor(Excellent+10)or
MeleeSmash+5(1d6+2).

Alien,Gray.
Ordinary4.Str8(1),Dex
14(+2),Mind20(+10).HP10.AC14.
TrainedSkills:Knowledge,Science.Ray
Gun+6(Excellent+10),ForceFieldBelt
(Remarkable+15).1otherdevice(roll
onpowertablesforrankandtype).

Ape.
4d8+11(29HP),AC14,Initiative
+2,Claw+7(1d6+5)orClaw+7/+7
(1d16+5)/Bite+2(1d6+2).Apescanalso
GrabwithStr21.

Bear.
6d8+24(51hp),AC15,Initiative
+1,Claw+11(1d8+8)orClaw+11/+11
(1d8+8)/Bite+6(2d8+4).Ifaclawhits
canattempttoGrabwithStr27.

Bull.
5d8+15(37hp),AC13,Initiative
+0,Gore+8(1d8+9).

Dog.
1d8+2(6hp),AC15,Initiative+3,
Bite+2(1d4+1).

HerdAnimal.
3d8+9(22HP),AC13,
Initiative+0,Butt+3(1d8+6)orTrample
+3(1d12).

Lion.
5d8+10(32hp),AC15,Initiative
+3,Claw+7(1d4+5)orClaw+7/+7
(1d4+5)andBite+2(1d8+2).Ifthebite
hits,itcanGrabatStr21.When
grappling,itcanRake+6(1d4+2).

Monkey.
1d8(4HP),AC14,Initiative
+2,Bite+4(1d34).

Piranha.
1d2(1HP),AC16,Initiative
+2,Bite+4(1d31).Usuallyattacksin
swarms.

Plant,GiantCarnivorous.
8d8+50(86
HP),AC17,Initiative+5,Melee+9/+9
Grabsopponent(Str30),bitesfor
2d6+10nextround.HasExcellent(+10)
Growth,givingitStrength30andDR4.
SizedifferencesfortohithaveNOT
beenfactoredin(butwouldbe+/2for
normalsizedtargets).

Pterodactyl.
5D8+10(32HP),AC16,
Initiative+8,Bite+5(2d6+4).Canalso
snatchthingsandcarrythemoff,butat
"normal"sizesonlyupto50kg
Colossalversionscancarrymuchmore.

Robot,Security.
3D10+15(31hp),AC
12,Initiative1,Smash+5(2d6+5)orStr
20Grab+5.Excellent+10BodyArmor.
Mayalsobeequippedwithother
weaponry.

Shark,Large.
7d8+7(38hp),AC15,
Initiative+6,Bite+7(1d8+4).

Snake,GiantConstrictor.
11d8+14(63
HP),AC15,Initiative+3,Bite+13
(1d8+10).Ifthebitehits,itcanGrabat
Str25.Itthensqueezesfor1d8+10per
round.

Snake,Viper.
1d8(4HP),AC17,
Initiative+7,Bite+4(1d22pluspoison).
Str+PhysvsDC10toavoidpoison.If
failed,1d6Strdamage,whichhealsata
rateof1/day.

TyrannosaurusRex.
18d8+119(200
HP),AC14,Initiative+1,Bite+20
(3d6+20).HasIncredibleGrowth,giving
itaStrof50andDR6.Onasuccessful
Bite,itwillattempttoGrabthetarget,
chewandswallowit.Sizedifferencesfor
tohithaveNOTbeenfactoredin(but
wouldbe+/4fornormalsizedtargets).

Zombie.
2d12+3(16HP),AC11,
Initiative1,Slam+2(1d6+1).

ColossalCreatures
AddanappropriateamountofGrowthtothebase
creature/NPCanywherefromIncredibleto
Unearthlywouldbeappropriate.IftheNPCwascreatedasan
Ordinary,recalculateHPasaHero.

Colossalcreaturestendtousetheirstrengthandsize
dramatically,smashingbuildings,pickingupheavythingsand
tossingthematcharactersratherthansimplysmashingaway
roundbyround.Iftheplayersarereallygettingbeatup,don't


Addanother8hitdiceifacritter,increasingtohitbonusesby
+8.ACstaysthesameincreasesinarmorarereflectedinthe
Growthpower'swriteup.

Ifacritter,doNOTfactoradditionalhitpointsperlevelfrom
theGrowthaddthemodifierasaflatbonus.

Addanadditional100hitpointsperGrowthrankpast
Incredible(i.e.Amazing=+100,Monstrous=+200,Unearthly
=+300andsoon).

ReduceInitiativeto1or4ifreallybig.

Recalculatedamageasnecessarydoublebasediceof
damageplusthenewStrengthbonuses,attheveryleast.

beshyaboutgivingthemabreather=thegiantcreaturecan
alwaysspendaroundortwotakingouthisrageonthelocal
skyscrapers,orthreateningtosetoffvariousdisastersthatthe
heroesmustcopewith.

Theyalsohaveatendencytohaveotherpowers,suchas
radioactivebreath,flight,increasedbodyarmor,duplication,
regenerationandsoon.Ifyouwanttodothisrandomly,then
assumea50%chanceof1d3powers.Powerrankforany
powerswillbeattheirlevelofGrowth+1d3ranks.Either
choosethepowersorrollrandomly,rerollingpowersthat
aren'tfunordon'tmakesense.

Example:Megalor,theColossalShark!15d8+42(417hpbaseHDof7d8+7plus8d8+8plus35plus300),AC15,Initiative4,Bite
+15(2d8+35).IfaBiteattackissuccessful,MegalorcanattempttoGrappleatUnearthly(+35)Strength.Successmeanshe
swallowsthetargetfor2d8+35damageperround.MegalorhasUnearthlyGrowth,makinghimoverthreehundredmeterslong.He
has9DRandis+/9tohitversusnormalsizedcreatures.

Justforfun,werolltoseeifhehasanypowers.Weget1powerEarthControlatShiftYstrength.We'llsaythisletshimburrow
withungodlyabilityandreshapethelandscapetohiscoldfishyheart'scontent.

Mutant.
ThecreatureorNPCisamutant
withsurprisingpowers.Usethenormalstats
ofthebasecreature/NPC,thenroll1d2times
onthepowertable.There'sa50%the
creaturewillbedifferentlookingaccordingto
featuresfromtherighthandtable:

Mutantsalsotendtobetougherthannormal
membersofthespeciesadda10hpkicker
totheirhptotalsandgivethemanother2
levelsorhitdice(whichwilladd+2totheir
tohittotaland+1AC).

d8

MutationSideEffects

Largerorsmallerthannormal

Variantcoloring

Hasfeaturesfromdifferentspecies

Hasstrangetechnologicalattachments

Slightlyunfinishedlooking,likeit'smeltedinthe
sun

Constantlyglows

Tentacles

RollTwice

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