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TRAITS D4: Earn a Plot Point for another Lead and Increase your
Angry or Insecure Stress pool against him.
AGENT PROVOCATEUR D8: Spend a Plot Point to Decrease another Lead or Feature’s
D4: When you create an Asset related to an individual’s Angry or Insecure Stress pool against you or another
history, biodata, or Cortex record, step it up. character.
D8: When you lie about where you’ve been or what you were D12: Add a d6 to Trouble to Reroll a die in your Angry or
doing, spend 1 PP to create a d8 Asset that confirms your Insecure Stress pool.
cover story.
D12: Spend 1 PP to double Trick or Coax when persuading BACKSTABBIN’ ASS
someone to do something illegal. D4: Double Coax when you bribe someone or threaten them
with financial ruin.
AGILE D8: When you’re at the wheel and being chased, spend 1 PP
D4: Reroll a die in an Agile roll when you Choose to drop to step up or double Drive for an Action.
everything you’re carrying. D12: Gain 1 PP when you abandon an ally in a time of need to
D8: Spend a Plot Point to Decrease your opponent’s Injured further your own agenda.
or Exhausted Stress pool.
D12: Add a d10 to the Trouble pool to escape—without BAD REPUTATION
Giving In—a Contest or Test in which you have used your D4: Spend 1 PP to roll your Fight die instead of your Coax die
Agile die. scare someone.
D8: Step back your Detect die to step up your Fight die for the
ASSASSIN scene.
D4: Spend A Plot Point to ignore your opponent’s Armor for D12: Spend a PP to pass off a social Complication onto
one attack when you created and used a “Lay and wait” Asset another character who owes you something.
D8: Add a d6 Wealth Asset to your next Purchase when your
complete contract. BADASS
D12: Earn A Plot Point when you declare your contract is on D4: When you’re outnumbered in a Fight Action and the GM
one of your Connections. gives you an Opportunity, remove one of the dice the GM
gains from outnumbering you.
ASTRAL INFUSION D8: When you spend a Plot Point to gain an improvised
D4: Spend A Plot Point to make a piece of gear part of your weapon in a Fight Action, step up the Asset die rating by one
Soul in Astral, it is always there and you can manifest it, make (d12 maximum).
a mark on your character sheet to show this D12: Before you roll the dice in a Fight Action, you can
D8: Add a d6 to the Danger Pool to use a Gear Asset for Free announce the use of this talent. Step back your Fight die
D12: Earn A Plot Point when you declare your Soul has been rating by one and add a d4 to your roll. If you beat the
damaged and you lose access to a piece of gear when it is defense by 5 you may keep 2 additional Effect dice.
needed.
ATHLETIC BIG BROTHER/BIG SISTER
D4: Spend a Plot Point to Reroll a die in any Athletic roll. D4: Add a d6 to Trouble to Reveal that you have video or
D8: Earn a Plot Point when you Choose to use brute force audio surveillance of a Lead or Feature.
instead of finesse. D8: Add a d10 to Trouble to Reroll a die whenever secrets you
D12: Add a d6 to Trouble to Increase your Afraid or Insecure know come into play.
Stress pool. D12: Earn a Plot Point when you Choose to disable or
dismantle your existing surveillance of or files on a Lead or
ATTRACTIVE Feature.
D4: Earn a Plot Point when your looks draw you unwanted
attention. BIG HEARTED
D8: Spend a Plot Point to Reroll a die in an Attractive roll. D4: Earn a Plot Point when you Choose to buy somebody’s
D12: Add a d6 to Trouble to Reroll a second die in an sob story.
Attractive roll. D8: Earn a Plot Point and Add a d6 to the Trouble pool when
you risk yourself to help somebody in need.
AUGMENTED D12: Give your opposition a d6 to roll against you and
D4: Earn a Plot Point when of your Augments Breaks down Increase your Insecure or Afraid Stress pool against them
D8: Spend use an Asset from an Aug for free again, but add when they try to talk you out of helping somebody.
the die to Danger Pool
D12: Reroll an Asset die from an Aug, but it breaks down
immediately after
BLIND AS A BAT CLAN HERITAGE
D8: When you rely only on your hearing, step up Detect for D4: Earn a Plot Point when you Choose to act disdainfully and
the roll. dismissively to your “inferiors.”
D8: Gain 1 PP when your poor vision causes trouble for you or D8: Add a d6 to the Trouble pool when you use dangerous off
the Crew. world technology to use a Special Effect from an Ability you
D12: Spend 1 PP to double Know when helping a do not have.
Crewmember recover from a mental Complication. D12: Spend a Plot Point to Decrease your Social or Mental
Stress by 1 step.
BORN IN ASTRAL HERITAGE
D4: Earn a Plot Point when you show a fear or inability to CLEVER
operate in real space D4: Earn a Plot Point when you Choose to show off your
D8: Add a d6 to the Danger Pool and step up a die while in smarts in some annoying or frustrating manner.
Astral D8: Spend a Plot Point to Reveal that you know a piece of
D12: Remove Any one die (not a 1) from your Action Pool to useful trivia.
reroll any other die while in Astral D12: Earn a Plot Point and Add a d6 to Trouble when your
BOUNTY HUNTER clever plan goes off the tracks.
D8: Spend 1 PP to create a Quarry Asset at d6. Choose your
target; they don’t have to be in your presence. You may use CODE OF HONOR
this Asset in any rolls made to track down and capture your D4: Gain 1 PP when you try to scare off a new acquaintance
target. Every time you use it in a die roll and fail, you may or make a rough first impression.
step it up by one. You may only have one Quarry Asset at a D8: Gain 1 PP when you act against your best interests
time. because of your code or make a show of satisfying your
D8: Add your Prowl die to the doom pool to roll it instead of honor.
Care when hunting. D12: When you make a promise to someone, spend 1 PP to
D12: Spend 1 PP to enter a scene hidden and, in a position, to make a d6 Asset that lasts until the end of the session. If you
do some harm. Take or step up a Complication representing a break that promise, turn it into a d8 Complication.
tenuous or precarious position to create a Sniper Nest d8
Asset. COMPANY MAN
D4: Spend 1 PP to create a d8 Asset that represents a
BROTHERS company specialist or resource.
D4: If your brother fails a die roll in your presence, step up or D8: Double or step up Coax for a scene. If you do, take a
double your Attribute on your next die roll. Corporate Oversight d8 Complication.
D8: Gain a PP when you spend a scene arguing with your D12: When you try to defuse a charged situation, step up or
brother instead of the task at hand. double Coax. Take or step up a Complication to do both.
D12: When you share a scene with your brother, you may
share Plot Points with one another. CON ARTIST
D8: When you try to pass yourself off as an expert, take or
CARING step up a Web of Lies Complication to double Trick for the
D4: Step back Coax until the end of the next scene to remove roll.
a social Complication. D8: When you act as a distraction for another Crewmember’s
D8: Spend 1 PP to step back another character’s emotional or Action, spend 1 PP to step up or double the die you lend to
relationship‐based Complication. them.
D12: While you are taking care of an incapacitated or grief‐ D12: Spend 1 PP at the beginning of a scene to step back all
stricken character, you or that character may reroll any dice of your social or mental‐based Complications.
that come up 1s instead of taking Plot Points.
CONNECTED
CHATTERBOX D4: Spend a Plot Point to Gain a d8 Relationship with a
D4: Spend 1 PP to double your Coax die for your next roll. Feature for the rest of the scene.
D8: Step up or double Prowl for an Action when you just keep D8: Spend a Plot Point to Reveal you “know a guy” who can
talking. Take or step up an Annoying Complication after the provide you with information or material goods.
roll. D12: Spend a Plot Point to Gain a 2d8 Location that you’d
D12: Step up Care for a scene. The next time the GM buys a normally not have access to.
Complication after you’ve rolled a jinx, step the Complication
up.
COSMOPOLITAN DONE TIME
D4: Give your opposition a d6 to Reroll a die when dealing D8: When you take a social Complication, step it back by
with other cultures. stepping back Coax for the scene.
D8: Give your opposition a d10 to Reroll two dice when D8: At the beginning of a Timed Action where endurance is a
dealing with other cultures. key factor, spend 1 PP to double Labor for the Timed Action.
D12: Spend a Plot Point to Reveal that you have spent time in D12: Spend 1 PP to give someone a Wanted by the Law d8
a foreign (but terrestrial) culture. Complication when you call in law enforcement with
evidence of their criminal activities.
CYBERNETIC HERITAGE
D4: Earn a Plot Point when your Abilities are Shut down by DRIVER
technological interference. D4: You may keep an additional Effect die when making a
D8: Spend a Plot Point to directly interface with another piece cool driving action, but add the Effect die to the doom pool.
of technology. D8: Spend 1 PP to step up or double your Cars Engines
D12: Add a d6 to Trouble to use a Special Effect from a Attribute for your next roll.
connected Ability you don’t have, temporarily rerouting your D12: If you replace your Operate or Care Skill with a d4 for
cybernetic systems. your next roll, gain a Big Damn Hero Die equal to that Skill’s
normal die rating if your roll is successful.
DANCER
D8: When you perform before an audience, spend 1 PP and DRUNK
name someone who is watching. That person will seek you D4: When you get in someone’s face, spend 1 PP to double
out after the show. Coax for the roll.
D8: When you take cover or move quickly to avoid being hurt, D8: Start every Episode with a Drunk d6 Complication. Step it
step up or double Move for the Action. If you lose the roll, up to reroll a die on a failed Action. Once it exceeds d12, you
step back Move for the scene. are out until given medical Endowment.
D12: When you play your best instrument for a public D12: Gain 1 PP to reveal that you don’t remember or recall
audience, double or step up the Signature Asset for your the events of a previous scene in which you had an active
instrument for the Action. Spend 1 PP to do both. Drunk Complication.
DARING DUELIST
D4: Add a d6 to Trouble to Reroll a die in a Daring roll. D4: When you take a Complication that implies a slight upon
D8: Add a d10 to Trouble to Reroll two dice in a Daring roll. your honor, you may issue a challenge to a duel and give your
D12: Spend a Plot Point to Decrease your opponent’s Injured opponent a Challenged to a Duel d8 Complication.
or Insecure Stress pool. D8: When directly acting to get more money, step up or
double Fight, Labor, or Prowl for the Action. Take or step up a
DEBT Gold Fever Complication.
D4: When you activate an Opportunity to step back a physical D12: When outnumbered, step back Fight or Shoot. When
Complication, step up Fight or Survive for the rest of the facing a single opponent, step up or double Fight or Shoot.
scene.
D8: When you create an Asset by spending money to EXTRATERRESTRIAL KNOWLEDGE
purchase goods or services, step it up. D4: Earn a Plot Point when you Reveal you know way too
D12: When you use your financial resources on behalf of much about an alien culture.
another, spend 1 PP to create an appropriate d8 Asset. D8: Spend a Plot Point to Reroll a die in any roll associated
with understanding alien cultures.
DOCTOR D12: Add a d6 to Trouble to Increase an Insecure or Afraid
D4: When you help an ally with a recovery roll you may step Stress pool against or about aliens.
one of their stress an additional step, but step up one of your
Stress tracks (minimum d6) FAMILY REPUTATION
D8: If you replace your Care or Know Skill with a d4 for your D4: Earn a Plot Point and Give your opposition a d6 when
next roll, gain a Big Damn Hero Die equal to that Skill’s your family reputation precedes you.
normal die rating if your roll is successful. D8: Add a d6 to Trouble to Reveal you have access to
D12: Spend 1 PP to step back another character’s medical or someone who owes your family a favor, allowing you to buy
injury‐based Complication. your way out of a situation.
D12: Add a d10 to Trouble to Reroll a die in any social
interaction connected to your family.
FAST TALKER GENIUS
D4: Earn a Plot Point and Give your opposition a d6 when D4: Spend a Plot Point to Reveal that you’ve studied a subject
you’re caught in a lie or exaggeration. and know its basics.
D8: Add a d6 to Trouble to Reroll a die in a Fast Talker roll. D8: Earn a Plot Point and Add a d6 to Trouble when you
D12: Spend a Plot Point to Gain a 2d8 Extra that you have assume others can’t follow your complicated thinking.
already fast‐talked into giving your assistance. D12: Spend a Plot Point to Reroll any academic or intellectual
roll.
FED
D4: Spend 1 PP to double Know for a roll when you rely on GENTRY
your knowledge of Alliance rules, regulations, and D4: Spend 1 PP to step up or double Coax when you are
procedures. attempting to follow proper etiquette or put someone at
D8: Bound by Law: Gain 1 PP when you arrest someone with ease.
an outstanding warrant. D8: When you take a Complication that would besmirch your
D12: Double Know or Care for a roll when investigating the family honor, you can step it up to gain a d8 Big Damn Hero
scene of a crime. Step back your Care Attribute for the rest of Die.
the scene. D12: When someone less fortunate than you ask for your
help, take or step up an Obliged Complication to step up
FIXER Focus for the rest of the scene.
D4: Add a d6 to Trouble to Reveal that you have access to
small, non‐unique items you’re not supposed to have. GOVERNMENT EXPERIMENT
D8: Spend a Plot Point to Reveal you “know a guy.” D4: When you add one of your own stress dice to your pool
D12: Add a d6 to the Trouble pool to Reroll a die in any social you may double it and add it to the doom pool.
interaction with your former clients. D8: Spend 1 PP to step up your Know Attribute for the scene.
Step down your Care Attribute for both this scene and the
FORMER COMPANION next one.
D4: Step up a Complication to double or step up Care for all D12: Create a Painful Memories d8 Complication to step up
Coax, Detect, and Care rolls in a scene. your Know for the rest of the scene.
D8: Gain 1 PP when you reject someone else’s plans to strike
out on your own. GRIFTER
D12: You may spend 1 PP to gain entry to an exclusive club or D4: When you try a Coax Action by using flirting or seduction,
party without an invitation. add an extra d6 and d4 to your roll.
D8: When you try a Detect Action to see if someone is lying,
FRIENDLY add a d8 to your roll.
D4: Spend a Plot Point call upon a Connection without them D12: When you pull a basic scam on someone add a d8 to
taking Stress your roll and the trouble pool. If the Mark is very savvy, add a
D8: Add a d10 to the Danger Pool to recover one point of d6 instead.
Stress on a Connection when they are your scene
D12: Reroll Call on a Connection to reroll a die when they are GUILD TRADER
in your scene D4: Step up a Complication involving the authorities to create
FRIENDS IN LOW PLACES a d8 Asset that was acquired from less than reputable
D8: Spend 1 PP to create a d8 Asset when you call in a shady sources.
friend with the skills you need. D8: Spend 1 PP when you’re imprisoned, locked up, seized, or
D8: When you try to get information from your contacts, held. The Trade Guild springs you, but they’ll ask you to do
make a Care + Know roll. If successful, create a d6 Asset something for them later.
about the information. Take a Half the Story d8 Complication D12: Gain 1 PP when your decision to go against the Trade
to step up the new Asset. Guild’s policies, practices, or orders puts you in danger or hot
D12: Create a d8 Asset of your choice when you openly cheat water.
or lie to win a contest.
GUILTY
GEARHEAD D4: Earn a Plot Point and Give your opposition a d6 when
D4: Earn a Plot Point when you inconveniently Choose to stop your guilt stymies or confuses you.
and admire fine technology. D8: Spend a Plot Point to Reroll a die on any roll when trying
D8: Spend a Plot Point to Reveal information about a car or to make amends.
other non‐unique tech. D12: Earn a Plot Point to Increase your opposition’s Injured or
D12: Spend a Plot Point to Reroll a die when using or Insecure Stress pool against you.
repairing anything mechanical.
HACKER IN OVER MY HEAD
D4: When you roll your Hack die against another computer D4: Earn a Plot Point and Add d6 to Trouble when you get
expert, add a d8 to your roll and the trouble pool. into trouble over your head.
D8: When the GM includes a Location, Trait die in his roll D8: Add a d6 to Trouble to Increase your Insecure or Angry
against you or a Crewmember you’re in contact with, you can Stress pool against opponents who outclass or capture you.
spend a Plot Point to permanently remove that Location Trait D12: Add a d6 to Trouble to Reroll a die when trying to gain
from play. important information when you’re in over your head.
D12: When you watch someone dial a phone, log in to a
terminal, use an ATM, etc. you automatically succeed if you INTUITIVE
try to access the same system later. The Mark doesn’t notice D4: When you are in the presence of someone who is trying
your observation. to keep a secret, spend 1 PP to discover the secret with a
Care or Know Action. If your Action fails, create or step up a
HACKER Paranoid Complication.
D4: Add a d6 to the Trouble pool to Reroll a die in a Hacker D8: When someone tries to attack you the first time in a
roll. scene, spend 1 PP to instead make them set the stakes
D8: Spend a Plot Point to Reveal a fact about security holes or against a Care or Coax intimidation Action. If you raise the
other exploitable weaknesses in the target of your hacking. stakes, they cannot attack you until you roll a jinx.
D12: Add a d10 to the Trouble pool to Gain a 2d8 Extra or d8 D12: When you come into conflict with someone for the first
Relationship for an ally you’re working with. time, you may attempt to size them up with a Care or Know
Action. Create a Sized Up d8 Asset if you succeed or take an
HARD LUCK CASE Overconfident d8 Complication if you fail.
D8: Gain 1 PP when you stumble into a situation you
shouldn’t be in or overhear something you shouldn’t. INVESTIGATOR
D8: When you are being chased or followed out of a scene, D4: Earn a Plot Point when you Choose to spend a scene
you may step up Prowl or Coax when you roll to slip away. investigating instead of taking immediate action.
D12: When helping a Crewmember, spend 1 PP to step up the D8: Spend a Plot Point to Reroll an Investigator Investigation
die you lend them for the roll. roll.
D12: Spend a Plot Point and Add a d6 to Trouble to Reveal a
HEROIC REPUTATION clue from a prior scene in which you Chose to investigate.
D4: Earn a Plot Point when you Choose to protect your secret
identity at the cost of lying to your friends or not using your KARATE
reputation toward your goals. D4: Spend a Plot Point to Reroll a die when Physical Stress.
D8: Add a d6 to Trouble to Reroll a die when you intimidate D8: Spend a Plot Point to Recover your Mental or Social
or awe someone as a hero. Stress in a fight (1dCare).
D12: Spend a Plot Point to Gain a 2d8 Extra for the rest of the D12: Spend a Plot Point to Increase your Physical Stress by 2.
scene (a devoted fan!).
KNOW IT ALL
HONEST MAN D8: Double your Know when you have access to
D4: Spend 1 PP to step back any Complication involving your informational resources (the Cortex, an encyclopedia, etc.)
emotions or personal relationships. and the time to use them.
D8: Gain 1 PP when your honesty hurts someone close to D8: Gain 1 PP when you correct someone at an inappropriate
you. juncture or tell the crew a fact about a problem that is
D12: Spend 1 PP to step up your Know when you attempt to interesting but not useful.
remove mental Complications by telling’ folks the truth about D12: Once per scene, spend 1 PP to create a d8 Complication
ugly situations. on a Gamemaster character by blurting out a secret or
negative fate.
IMPULSIVE
D4: Earn a Plot Point and Add a d6 to Trouble when you act KNOWLEDGE (FILL IN THE BLANK)
rashly. D4: Earn a Plot Point when you Reveal you know way too
D8: Earn a Plot Point when you Choose to Interfere in a much about (fill in the blank).
Contest. D8: Spend a Plot Point to Reroll a die in any roll associated
D12: Spend a Plot Point to Reroll a die when acting first would with understanding (fill in the blank).
work to your advantage. D12: Spend a Plot Point to Gain a 2d8 Asset in your field.
LICENSED MECHANIC
D4: Add a Plot a d6 to the Danger Pool to be allowed to D4: Spend A Plot Point to repair all of your Mechs Gear in a
purchase a Restricted item repair scene
D8: Spend a Plot Point to Reroll a die in any roll associated D8: Add a d10 to the Danger Pool to double any Care roll
command and influence. when repairing
D12: Spend a Plot Point to Gain a 2d8 Asset when working in D12: Add Mechanic to any repair roll. This die never gets
the political court. doubled.
LIKEABLE
D4: Give your opposition a d6 to Reroll a die in a Likeable roll. MERCENARY
D8: Earn a Plot Point when you Decrease your own Afraid or D4: When you change sides in an argument, double Care for
Insecure Stress pool—you don’t really mean to upset anyone! the Action. Take a Traitor d8 Complication.
D12: Spend a Plot Point to Reroll a die in an argument with D8: Gain 1 PP when you try to get a better deal than your
someone that likes you. current contract from the side you’re not currently fighting’
for.
MAGICAL HERITAGE D12: Spend 1 PP to go first in any battle or combat scene. On
D4: Add a d6 to Trouble to Reroll any die due to your magical your first Action, you may reroll any dice that come up 1
“luck.” instead of accepting a Plot Point.
D8: Add a d10 to Trouble to use a Special Effect from an
Ability you do not have, connected or not. MILITARY BRAT
D12: Add a d10 to Trouble to Reveal that you know a spirit, D4: Earn a Plot Point when you Choose to have your military
demon, or sorcerer with information you need. knowledge get you in trouble.
D8: Spend a Plot Point to Reroll a die when you call in a favor
MANIPULATIVE to get you out of trouble.
D4: Earn a Plot Point and Give your opposition a d6 when you D12: Add a d6 to Trouble to Reveal that you have military
ask them to trust you, even if you don’t mean it. hardware or secrets you shouldn’t have.
D8: Spend a Plot Point to Gain a d8 Relationship for one scene
with a Feature with whom you don’t already have a MY BODY IS A WEAPON
Relationship. D4: When you roll your Fight die in a Fight Action, spend a
D12: Spend a Plot Point to Reroll a die in a Contest with Plot Point to add your Intelligence die to your roll and include
someone you’ve been manipulating. a third die in your result.
D8: On the first roll of a Fight Action, spend a Plot Point to
MARKSMAN add a d8 to your roll. If the GM gives you an Opportunity,
D4: Earn a Plot Point when you Choose to run out of step the die up to d10 on your next roll. Otherwise, step it
ammunition. down to d6.
D8: Spend a Plot Point to Reroll a die in a Marksman roll. D12: When the GM is rolling a Complication die against you in
D12: Add a d6 to Trouble to Reroll a die in a Marksman roll. a Fight Action because the opposition is armed, you can
spend a Plot Point to disarm them, removing the
MARTIAL ARTIST Complication die.
D4: Spend a Plot Point to Reroll a die when you redirect an
opponent’s momentum. NOBLE HERITAGE
D8: Spend a Plot Point to Decrease your opponent’s Injured D4: Earn a Plot Point when you Choose to act disdainfully and
or Exhausted Stress pool. dismissively to your “inferiors.”
D12: Spend a Plot Point to Increase your Injured or Exhausted D8: Add a d6 to the Trouble pool when you use dangerous off
Stress pool. world technology to use a Special Effect from an Ability you
do not have.
MASTERMIND D12: Spend a Plot Point to Increase your Angry or Insecure
D4: Add a d6 to Trouble to Reroll a die when dealing with Stress pool.
characters you have a history of manipulating.
D8: Spend a Plot Point to Reveal that you’ve planned for this NON‐HUMAN HERITAGE
eventuality and have the resources necessary for your plan. D4: Earn a Plot Point and Increase your opposition’s Social or
D12: Spend a Plot Point to Reroll a die when your plan comes Mental Stress by 2 when you’re threatened by your weakness
to fruition. (create a weakness).
D8: Add a d6 to Trouble to join any scene with a Lead or
Feature with whom you have a Connection with.
D12: Earn a Plot Point when you Choose to act anonymously
when revealing yourself would be beneficial.
NOT BORN YESTERDAY ON THE RUN
D4: Earn a Plot Point when you Choose to buy a reasonable D4: If you replace your Prowl with a d4 for your next roll, gain
lie. a Big Damn Hero Die equal to your Prowl rating if your roll is
D8: Earn a Plot Point and Give your opposition a d6 when successful.
confronted with a problem that defies normal common sense D8: Spend 1 PP to reroll a die when you’re being pursued. On
or logic. your next roll, both 1s and 2s count for Complications.
D12: Spend a Plot Point to Reroll a die in a Contest or Test D12: Gain 1 PP each time your actions cause your fellow
when you’re convinced you’re being lied to, swindled, or Crewmembers to become targets for whoever it is that’s
distracted. chasing you.
NOT TO BE CROSSED OPPORTUNIST
D8: When a Crewmember in the same scene as you acquire a D4: When you’re working up high (hanging from a windowsill,
Complication, spend 1 PP to take it away and step it back. repelling from a helicopter, walking a high wire, etc.), spend a
D8: Step up or double Coax when you use the weight of your Plot Point to add a d8 to your roll and nullify any Location
intimidating reputation. Both 1s and 2s count for jinxes on Traits related to the difficult circumstances.
the roll. D8: When you do something according to precise timing, add
D12: When you pursue someone, who crossed you into a d8 to your roll. And you never need a watch to know what
obvious danger, create a d8 Asset for the scene. time it is.
D12: When one of your crew directly follows one of your D12: When the GM uses a Complication die in a roll against
orders, spend 1 PP and give that Crewmember an Asset equal you, spend a Plot Point to take that Complication die and add
to your Coax die rating. it to your own role as an Asset. Step up the die by one if you
provide a quick flashback explaining how it helps you.
OBSERVANT
D4: Add a d6 to Trouble to Reroll your first roll in any Contest PARKOUR!
or Test where you have been surprised, ambushed, or caught D4: Add A d6 to the Danger Pool to take an additional
off guard. Movement (d6 or small from your Action Pool) after
D8: Spend a Plot Point and Reroll a die in an Observant roll performing your action for the round.
when you’re sure there’s more than meets the eye. D8: Spend A Plot Point to Negate any Amor on a foe for one
D12: Spend a Plot Point to Decrease your opposition’s attack. Your vehicle must have a Mobility no higher than the
Insecure or Angry Stress pool against you as a result of your Attack die used to do this in a Mech.
damning evidence. D12: Spend A Plot Point to make a tactical dive and avoid any
Move encounters or dangers.
OFFICER
D4: Spend 1 PP to create a Respected d8 Asset when dealing PEASANT HERITAGE
with the people in your jurisdiction. D4: You do not have a Reputation bonus, when you purchase
D8: Gain 1 PP when you step up a Complication because of an item roll Peasant Class and Wealth instead. Add your
orders you received from Peasant die to the Danger Pool.
your superiors. D8: Spend A Plot Point to call on a Connection for free.
D12: Spend 1 PP to create an Asset at a d8 to represent a D12: Add Your Peasant die to the Danger Pool and spend a
specialist under your command. Plot Point to take a new Connection when you do non‐
physical stress to an NPC
ON A MISSION
D4: Earn a Plot Point and Add a d6 to Trouble when you PRETTY FACE
foolishly pursue your mission despite the risk. D4: When you use a disguise, add d6 to your roll and the
D8: Spend a Plot Point to Reroll a die in a roll that directly trouble pool. Also, if you successfully fool someone, the
contributes to your mission. opposition can’t use Complications on future rolls to have
D12: Earn a Plot Point and Increase your opponent’s Insecure that character see through your disguise.
or Angry Stress pool against you when you try to recruit D8: When you use your Coax die and get one or more
others to your cause. Opportunities, you may ask the GM a question about the
character you’re rolling against. The GM must answer
truthfully but doesn’t have to give finely detailed info (like
their Swiss bank account number).
D12: When you’re in the same scene as another
Crewmember, you can share Plot Points with them (up to 3
per scene).
PROTECTOR SHEPHERD
D4: Any Crewmember you’re in voice contact with can spend D4: When the GM buys a jinx from you, you may step up a
Plot Points to give an Asset to any other Crewmember you’re Complication to gain 1 PP.
in contact with (including yourself). D8: When you create an Asset or take on a Complication
D8: When any Crewmember you’re in contact with fails a roll relating to your religious beliefs or convictions, step it up.
in a Contested or Timed Action, the next Crewmember to D12: Gain 1 PP when you spend time sharing your faith with
make a roll adds your Mastermind die to the roll. the unbelievers or the lost.
D12: When he GM rolls a Complication die against any
Crewmember you’re in contact with, you can spend a Plot SIGNATURE ITEM
Point to permanently remove that Complication from play. D4: Spend 1xp to make your Signature Item Asset (P)
D8: Add Signature Item to any Care or Wealth rolls involving
RESEARCHER your Signature Item
D4: Gain 1 PP when you are tricked by worldlier folk or D12: Earn A Plot Point when you declare your Signature Item
whenever someone takes advantage of your naiveté. is broke or stolen.
D8: When you fail a roll trying to gather information or collect
data, spend 1 PP to gain a Big Damn Hero Die equal to your SISTERS
Know. D8: Step up Know when you help your sister remove a
D12: Spend 1 PP to create an Asset based on your current Complication before you help anyone else.
hypothesis. Crewmembers who use the Asset can spend 1 PP D12: When you take a social Complication, spend 1 PP to step
to step it up after a successful Action, to a d10 maximum. If it back and give it to your sister.
any Action with the Asset fails, remove it from play. D12: Spend 1 PP to join a scene involving your sister that you
weren’t already in.
RIGHT PLACE, RIGHT TIME
D4: Earn a Plot Point and Give your opposition a d6 when SMARTASS
somebody confronts you about your presence somewhere D4: Earn a Plot Point and Give your opposition a d6 when
off‐limits, secret, or prohibited. you’re being a Smartass in a dangerous situation.
D8: Add a d6 to Trouble to join a scene you weren’t in. D8: When you Give a die for this Distinction, it’s now a d10;
D12: Add a d10 to the Trouble pool to add both yourself and however, if you inflict Angry or Insecure Stress in that
another Lead or Feature to a scene you’re not in. Contest, Increase your Stress pool.
D12: Spend a Plot Point to Reroll any die involving your verbal
SAVAGE taunts and insults.
D4: Earn a Plot Point and Add a d6 to Trouble whenever you
act upon your base instincts. SNEAKY
D8: Add a d6 to Trouble to Increase your Injured or Afraid D4: Spend a Plot Point to Reroll any die in a Sneaky roll.
Stress pool. D8: Add a d6 to Trouble to Reroll a second die on a Sneaky
D12: Spend a Plot Point when you draw on your primal rage roll.
to Recover your own Injured or Afraid Stress. D12: Spend a Plot Point to Reveal that you’ve palmed a small
object from a previous scene.
SHADOWED
D4: Spend a Plot Piot create a d8 Hidden Asset SNEAKY FUCK
D8: Add use an Asset from an Aug for free again, but add the D4: When you make a roll with your Prowl die to squeeze
die to Danger Pool through a small space (an HVAC duct, between prison bars,
D12: Reroll an Asset die from an Aug, but it breaks down etc.), turn every d4 in your pool into a d6. For each
immediately after Opportunity you get, convert a 1 in your roll into a 2.
SHAMELESS FLIRT D8: Spend a Plot Point to arrive in any scene and give an extra
D4: Earn a Plot Point and Add a d6 to Trouble when you flirt d6 to the next roll you or a Crewmember makes in that scene.
with someone you know you shouldn’t. D12: When you make a roll that includes your primary Role,
D8: Spend a Plot Point to Reveal a new facet of your “worldly each Opportunity you get gives you an additional d6.
and cosmopolitan life” as a d8 Useful Detail.” Recalculate your result if appropriate.
D12: Spend a Plot Point to Reroll any die in a Shameless Flirt
roll. SOLDIER
D4: Earn a Plot Point when you Choose to follow orders, stick
to protocol, or maintain strict discipline when it would
benefit you more to do otherwise.
D8: Spend a Plot Point to Reroll any die in a Soldier roll
because of your discipline and training.
D12: Add a d6 to Trouble when you draw upon your military
expertise to Increase your Injured or Afraid Stress pool.
TRANSHUMANIST
TACTICIAN D4: Earn a Plot Point when you make your views cause
D4: When you’re in the same scene as a Crewmember, and trouble
one of you is in a Fight Action, you can use an Opportunity to D8: Add a d8 to the Danger Pool and reduce any damage
lend your Fight dice to each other. You immediately add the from re‐sleeving by ‐4
die to the roll, recalculating the result if necessary. D12: Reroll Anyone die when someone tries to hack your
D8: When you succeed at a Detect Action, you identify any of system
the target’s traits rated at d10. If you spend a Plot Point, you
also identify any traits rated at d4. TRAVELER HERITAGE
D12: When your Mastermind die is in your roll, each D4: Earn a Plot Point when your Spell Powers are Shutdown
Opportunity you get lets you turn one of your 1s into a 2. or you Choose to act on baser instincts under the sway drugs.
D8: Add a d6 to the Danger pool to use a Special Effect from a
TECHNICIAN connected Spell you don’t have.
D4: Spend 1 PP at the beginning of a Timed Action involving D12: Spend a Plot Point to use technology to gain or grant an
ship repair or upgrades. For each of your rolls during the unconnected Spell for one scene at a d6 die rating.
Timed Action, you may reroll any die that comes up 1 instead
of accepting a Plot Point for that die. UNNATURAL HERITAGE
D8: Spend 1 PP at the beginning of a Timed Action involving D4: Earn A Plot Point when you voluntarily fail an emotional
communications, data, or computer equipment. For each of test
your rolls during the Timed Action, you may reroll any die D8: Reroll any Power Asset and then add it to the Danger Pool
that comes up 1 instead of accepting a Plot Point for that die. D12: Spend A Plot Point while in Astral to use a Spell Power
If a die comes up as a 1 when rerolled, it may not be rerolled you do not have for one round.
a second time.
D12: You may spend Plot Points for anyone with whom you UNPRINCIPLED
are in direct contact via a communications network. D8: Reroll all dice in a roll. On the reroll, all dice that roll 1s or
2s are considered Complications.
TECHNOWIZ D8: When you betray an ally, gain 1 PP and double the
D4: When you roll your Hacker die in an Action involving highest Complication die in the ally’s roll.
communications (wire‐taps, radio/cell phones, intercepting D12: Spend 1 PP to create a d8 Asset when you acquire or
emails, etc.), add a d8 to your roll and the trouble pool. make use of new technology, high fashion, or gourmet food.
D6: When you remind a Crewmember of the sweet gadget
you gave them, spend a Plot Point to give them a d8 on any VETERAN
roll. If you use this talent during another player’s scene, the D4: Gain 1 PP when you refuse to do a favor for an old
die is a d10. acquaintance.
D12: When you forge something (artwork, photographs, D8: Spend 1 PP to step up or double your Shoot or Fight when
documents, ID cards, etc.) it takes a fraction of the time: you’re outnumbered.
hours rather than days, or minutes rather than hours. D12: When you create an Asset or take a Complication
related to a wartime flashback, step it up.
THIEF
D4: When you make a roll with your Thief die to VICIOUS
surreptitiously steal an item without someone’s knowledge, D4: Add a d6 to the Trouble pool to Increase your Angry or
add a d8 to your roll. Afraid Stress pool.
D8: When you make a roll with your Thief die to open a safe, D8: Add a d6 to the Trouble pool to Increase your Insecure or
locked door, car ignition, or similar, add a d8 to your roll. Exhausted Stress pool.
D12: When you make a roll that includes your Thief die, you D12: Spend a Plot Point to Increase your Injured or Afraid
may reroll one of your own dice for each Opportunity the GM Stress pool. You can combine this with the d4 trigger to
gives you. Increase two dice in your Afraid Stress pool.
TRAINED SINGER VISCOUS TONGUE
D4: When you play beautiful music to soothe a D4: Spend A Plot Point to earn +2WR for Social Stress
Crewmember’s Mental complication, you may use Perform D8: Spend A Plot Point to earn +2AR for Social or Mental
instead of Know for the Action. Stress
D8: When you need to get someone alone, spend 1 PP to D12: Add Viscous Tongue to any pool for free when fighting
force their entourage to wait outside. socially or mentally, but also add it to the Danger Pool.
D12: When you fail a Perform roll, spend 1 PP to reroll a die.
When you fail a Detect roll, take or step up a Sensitive Ears
Complication to reroll a die.
WEALTHY
D4: Spend a Plot Point to Reroll one die in a Contest or Test POWERS
swayable by money. ABSORPTION
D8: Spend a Plot Point to Reveal that you own a large non‐ Effect: Defense
unique item such as a car, call center, or evil corporation as a Descriptors: Electricity, Heat, Radiation
d8 Useful Detail. Limits: Broken Concentration, Cold, Grounding
D12: Add a d6 to the Trouble pool to Increase your Insecure Special Effects: Spend a Plot Point to…
or Afraid Stress pool when bringing up your vast fortune in a ▼ Absorb energy to Decrease your opponent’s Stress AR 2
Contest or Test. against you or another character.
▼ Absorb the energy out of an attack on you or another
WEAPONS MASTER character.
D4: Spend a Plot Point to Decrease your opponent’s Injured ▼ Use absorbed energy to perform feats of super‐strength
or Afraid Stress pool against you when you’re armed. ▼ Release the energy you have absorbed to power
D8: Spend a Plot Point to Increase your Injured or Afraid technology.
Stress pool when you’re armed. ▼ Release absorbed energy behind you, propelling you
D12: Spend a Plot Point to make a wild, sweeping attack with forward at great speed.
your weapon. Roll your own dice instead of Trouble in a Test
that each affected character must beat to avoid taking ADAPTATION
Exhausted or Injured Stress. Effect: Enhancement
Descriptors: Amphibious, Heat Shield, Modification
WILLFUL Limits: Dehydration, Cold, Heat, Vacuum
D4: Earn a Plot Point and Add a d6 to Trouble when you put Special Effects: Spend a Plot Point to…
your foot down. ▼ Adapt your physiology to new conditions.
D8: Add a d10 to Trouble to put your foot down and Reroll a ▼ Extend your adaptation to other characters as long as you
die in a Willful roll. touch them.
D12: Spend a Plot Point to Decrease your opponent’s ▼ Blend in to your chosen environment.
Insecure or Afraid Stress pool against you. You’re a hard nut ▼ Reveal additional details of your chosen environment.
to crack. ▼ Find useful resources in your chosen environment.
WOLF AMONG SHEEP ANIMAL CONTROL
D4: When you roll an Action including your Coax or Care die Effect: Control
to pose as someone you’re not add your primary role die to Descriptors: Wolf, Cat, Fish
the roll Prowl die to your pool and the doom pool. Limits: Eye Contact, Pain Transference, Psychic Feedback
D8: When you roll a Detect Action, add a d8 to your roll. If Special Effects: Spend a Plot Point to…
you spend a Plot Point, make it a d10. ▼ See through an animal’s eyes in another scene.
D12: You can appear in multiple scenes disguised as someone ▼ See an animal’s recent memories.
in the background (wait staff at a party, a guest at a wedding, ▼ Summon an animal that you can control.
a customer in a bank or shop, etc.) and the Mark or ▼ Take on features of your chosen animal.
Supporting Characters won’t remember your face. ▼ Stress Out an animal.
WORLD WEARY ASTRAL PROJECTION
D4: Step up a Complication gained in a contest you lost fair Effect: Movement
and square to gain 1 PP. Descriptors: Psychic, Magic, Spirit
D8: Create a d8 Asset when you ask for help from an old Limits: Psychic Feedback, Electromagnetic Fields, Tethered to
contact. If you use this Asset in a roll and fail, your contact Body
turns against you. The Gamemaster will reveal why they set Special Effects: Spend a Plot Point to…
you up for a fall. ▼ Take another character with you.
D12: When you tell a Crewmember about a situation from ▼ Disrupt electronics while astral projected.
your past similar to the one you face now, gain a new ▼ Astral project one body part to see or touch the astral
specialty for the rest of the scene. Take or step up a social world.
Complication reflecting your past. ▼ Project “deeper” into otherworldly spirit realms.
▼ Take along material objects defined by the scope of your
Ability die rating.
BLAST EARTH CONTROL
Effect: Attack Effect: Control
Descriptors: Super‐Breath, Fire, Water, Lava, Heat Vision, Descriptors: Seismic Manipulation, Lava Control, Glass
Electricity Blast, Shadow, Light Manipulation
Limits: Heat, Ice, Rubber, Lead Shielding, Cold, Vacuum Limits: Must be Grounded, Cold, Water
Special Effects: Spend a Plot Point to… Special Effects: Spend a Plot Point to…
▼ Create a wide‐angle sweep effect that inflicts Insecure or ▼ Encase another character in stone.
Afraid Stress. ▼ Create a sweep effect of quakes that inflict Mental
▼ Destroy an inanimate object as big as a car. Spend two or Mental Stress.
Plot Points for an object as big as a house. Spend three for an ▼ Raise a barrier of stone before you or others, Decreasing
object as big as a skyscraper or a river. your opponent’s Stress AR 2.
▼ Make geysers of your element shoot up from the ground ▼ Seal a corridor with a wall of stone.
beneath your foes. ▼ Make the earth swallow up a vehicle, a building, or a
▼ Create a sweep effect fireball that explodes on contact, whole town.
inflicting Stress.
▼ Encase a person or an object in ice for a scene due to ice ELECTROKINESIS
blast or super‐breath blast. Breaking free requires a Test with Effect: Control
your Ability die Aiding Trouble. Descriptors: Electricity, Lightning, Magic
Limits: Grounding, Rubber, Conductive Materials
DENSITY CONTROL Special Effects: Spend a Plot Point to…
Effect: Enhancement ▼ Create a powerful storm.
Descriptors: Phasing, Hardening, Intangibility ▼ Channel lightning to a point on the ground.
Limits: Electricity, Water, Wind ▼ Charge your body or conductive material with electricity
Special Effects: Spend a Plot Point to… to be released at a later point.
▼ Walk through a wall into a scene in progress. ▼ Activate electronic devices using your electrical abilities.
▼ Become hard as stone and Decrease your opponent’s ▼ Create an electromagnetic pulse to disable all electronic
Stress AR 2. devices within a scene.
▼ Reach into another character’s body—as an attack or as
medical attention. FLIGHT
▼ Decrease your density to the point where you float on air. Effect: Movement
▼ Make your fists super‐dense and Increase your WR+2. Descriptors: Wings, Gliding, Levitation
Limits: Short Distances, Sonic Boom, Wind
DREAM MANIPULATION Special Effects: Spend a Plot Point to…
Effect: Control ▼ Carry something large or ungainly along with you.
Descriptors: Psychic, Magic, Memory ▼ Support a falling object such as a floundering aircraft.
Limits: Psychic Feedback, Strong Emotion, Dreams About You ▼ Dive bomb an enemy and Increase your Stress by 2 for this
Special Effects: Spend a Plot Point to… attack.
▼ Bring other characters into a dreamscape with you. ▼ Change direction quickly to fly around an obstacle; you
▼ Create an item, Location Asset, or event within a dream. may use this obstacle as a d8 Useful Detail.
▼ Force a dream to recall a memory of the dreamer. ▼ Join another scene you are not a part of, even if you
▼ Make the dreamer sleepwalk. cannot get there by ground.
▼ Enter the dreams of a comatose dreamer.
FORCE FIELD
DUPLICATION Effect: Defense
Effect: Enhancement Descriptors: Energy Shield, Telekinetic Field, Electric Shield
Descriptors: Holographic Copy, Clones, Magic Limits: Psychic Feedback, Mental, Concentration
Limits: Psychic Feedback, Pain Transference, Split Attention Special Effects: Spend a Plot Point to…
Special Effects: Spend a Plot Point to… ▼ Decrease Stress on all characters within field AR2.
▼ Create a duplicate with one of your Abilities, stepped back ▼ Entrap another character in a force field.
by one. Spend additional Plot Points to give your dupe ▼ Fly short distances within a force bubble.
additional Abilities. ▼ Slip from the grasp of an adversary by sliding out of your
▼ Have a stashed dupe in a convenient place you’ve been in force field.
before. ▼ Keep all forms of gas in or out of the field; this can provide
▼ Merge two dupes together, sharing memories. a bubble of breathable air in an airless environment or keep
▼ “share” Stress across dupes, splitting die steps among harmful gases in or out.
them.
▼ Duplicate a hand‐held item along with yourself.
GRAVITY CONTROL INSECT CONTROL
Effect: Control Effect: Control
Descriptors: Gravity, Magic, Centrifugal Force Descriptors: Bees, Locusts, Ants
Limits: Concentration, Density, Magnetism S Limits: Pain Transference, Psychic Feedback, Bug Spray
special Effects: Spend a Plot Point to… Special Effects: Spend a Plot Point to…
▼ Hold another character or object in place with powerful ▼ See through the eyes of an insect in another scene.
gravity. ▼ Swarm insects on another character for a scene. Any other
▼ Fly short distances or hover in place. character can use the swarm as a d8 Useful Detail.
▼ Toss another character out of a scene. ▼ Take on Asset s of the insects that you control.
▼ Make a character or object so light that it can float in the ▼ Call insects of the type you control to you.
breeze. ▼ Direct insects to infest large electronic or mechanical
▼ Increase the gravity in a scene; you may use the crushing devices in the scene to disrupt them and render them
gravity as a d8 Useful Detail for the remainder of inoperable.
the scene.
INVISIBILITY
HEALING Effect: Enhancement
Effect: Control Descriptors: Perception, Blending, Magical
Descriptors: Physical Healing, Mental Healing, Repair Limits: Mental, Scent, Audible
Limits: Emotional Trigger, Damage Transfer, Touch Special Effects: Spend a Plot Point to…
Special Effects: Spend a Plot Point to… ▼ Disappear and escape from a scene.
▼ Recover (1dCare) another character’s Social or Mental Stress. ▼ Hide for an entire scene to listen in without being noticed.
▼ Stave off a disease or other affliction, such as blindness, ▼ Shadow someone for a whole day without them noticing
for a short period of time. you at all.
▼ Identify any poison or toxin in your subject’s body. ▼ See other invisible people or objects.
▼ Remove another character’s Injured Stress and add it to ▼ Turn another person or object invisible for a scene.
yourself.
INVULNERABILITY
HYDROKINESIS Effect: Defense
Effect: Control Descriptors: Mental, Physical, Magic
Descriptors: Water, Ice, Steam Limits: Energy, Electricity, Magic
Limits: Cold, Heat, Sand Special Effects: Spend a Plot Point to…
Special Effects: Spend a Plot Point to… ▼ Decrease an opponent’s Stress AR 2.
▼ Create small storm or thick fog within a scene; you may ▼ Recover (1dCare) your Stress.
use this as a d8 Useful Detail. ▼ Ignore the effects of exposure to extreme temperatures
▼ Create bubbles of air to allow others to survive underwater. such as arctic cold or volcanic cores.
▼ Create huge tidal waves. ▼ Ignore hunger or exhaustion due to lack of sleep.
▼ Turn any large body of water, such as a lake, into steam or ▼ Ignore the need to breathe in an airless environment such
ice or vice‐versa. as underwater.
▼ Create a moving wall of water capable of Decreasing the
Stress WR 3 of your opponent or an ally’s opponent. LIGHT CONTROL
Effect: Control
ILLUSIONS Descriptors: Light, Laser, Flash
Effect: Control Limits: Shadow, Diffusion, Mirror
Descriptors: Mental, Magic, Visual Special Effects: Spend a Plot Point to…
Limits: Psychic Feedback, Concentration, One Target ▼ Create a dazzling blast, temporarily blinding everyone in a
Special Effects: Spend a Plot Point to… scene.
▼ Create illusions so real that another character thinks they ▼ Create a dizzying light show, hypnotizing anyone that can
can be seen, heard, smelled, and even touched. see the lights.
▼ Create illusions that appear for all characters in a scene. ▼ Use a focused light beam to burn through an inanimate
▼ Create an illusion of a scene, changing the surroundings. object or burn a message onto a surface.
▼ Create an illusion pleasing enough to Decrease an ▼ Shine brightly into the ultraviolet spectrum, imitating
Mental or Social Stress by 2. sunlight.
▼ Create an illusion scary enough to Increase a Mental ▼ Create holographic shapes from light for a scene.
or Social Stress by 2.
LUCK PLANT CONTROL
Effect: Enhancement Effect: Control
Descriptors: Luck, Jinx, Magic Descriptors: Tree, Spore, Fungus
Limits: Mental, Emotional Trigger, Magic Limits: Pain Transference, Psychic Feedback, Cold
Special Effects: Spend a Plot Point to… Special Effects: Spend a Plot Point to…
▼ Reroll a die in a Test or Contest that includes a ▼ Make vines burst from below, binding a character to the
Complication. ground. Anyone but the target may use the vines as a d8
▼ Force your opponent to reroll the highest die in a Test or Useful Detail for the rest of the scene.
Contest. ▼ Send messages through plant life in scenes you’re not in.
▼ Allow another Lead or Feature to Reroll a die in a Test or ▼ Grow a large plant pod to escape a scene through the ground.
Contest that includes a Complication. ▼ Speak to plant life in the scene you are in to ask for
▼ Chance upon a clue when you aren’t looking for it. residual memories.
▼ Decrease a Stress by 2 that would have obviously hurt ▼ Cause plants in a scene with you to secrete toxins. You
you. may use the toxins as a d8 Useful Detail.
MAGNETISM POISON
Effect: Control Effect: Attack
Descriptors: Magnetism Descriptors: Gaseous, Kiss, Injection
Limits: Electricity, Plastics, Concentration Limits: Touch, Wind, Water
Special Effects: Spend a Plot Point to… Special Effects: Spend a Plot Point to…
▼ Wrap metal around a character, trapping him. ▼ Make your poisonous gas affect everyone in a scene as a
▼ Wipe computer data storage and memory banks. sweep effect.
▼ Scramble electronic devices for the remainder of the ▼ Infect a target with a poison that will activate one or more
scene. scenes later.
▼ Manipulate the iron in the blood of another person to ▼ Conceal the toxin from normal medical science.
stun him or cause Injured Stress WR 2. ▼ Recover (1dCare) yourself or somebody in the same scene
▼ Move big metallic objects around as defined by the scope from any Stress caused by a toxin.
of your die rating. ▼ Increase a Stress WR 2 with your poison.
MIND CONTROL POSSESSION
Effect: Control Effect: Control
Descriptors: Mental, Magic, Pheromones, Tech Implant Descriptors: Mental, Magic, Spirit
Limits: Psychic Feedback, Eye Contact, Auditory Limits: Psychic Feedback, Duration, Concentration
Special Effects: Spend a Plot Point to… Special Effects: Spend a Plot Point to…
▼ Insert a post‐hypnotic suggestion in your target to be ▼ Seize control of an Extra Asset in the same scene as you
acted upon later. for the rest of this episode, or until they break free of your
▼ Erase a memory, such as a secret identity. control.
▼ Insert false memories into a target. ▼ Control all Extra Assets in a scene. Rather than inhabiting
▼ Make a target into your stalwart defender without having everyone’s body, you are merely in the back of their minds,
to maintain control over every action. making suggestions that everyone seems to agree are good
▼ Make a target oppose his friends without having to ideas. The effects only last for this scene.
maintain control over every action. ▼ Use someone else’s Special Effect for the rest of the scene.
▼ Take control of a Lead or Feature in another scene for a
PARALYSIS single Contest or Test.
Effect: Attack ▼ Take control of a Lead or Feature for the remainder of the
Descriptors: Mental, Poison, Stun scene or until they break free. This also requires a Contest
Limits: Psychic Feedback, Touch, Duration against the target.
Special Effects: Spend a Plot Point to…
▼ Make another character unable to move, speak, or act.
▼ Release a paralyzing agent that slows everyone in a scene
except you. You may use this as a d8 Useful Detail.
▼ Stun a target from a distance so that he can no longer run
away.
▼ Make a target fall asleep.
▼ Increase your Mental or Social Stress by 2.
POWER LEECH
Effect: Control SHADOW CONTROL
Descriptors: Kryptonite, Power, Magic Effect: Control
Limits: Uncontrollable, Touch, Concentration Descriptors: Shadow, Magic, Darkness
Special Effects: Spend a Plot Point to… Limits: Light, Fire, UV Light (including Sunlight)
▼ Gain an Ability possessed by another Lead or Feature in Special Effects: Spend a Plot Point to…
the same scene. The die rating of the stolen Ability is the ▼ Turn someone else into a shadow.
lower of your Power Leech die rating and the stolen Ability’s ▼ Restrain another character with his own shadow.
original die rating. ▼ Attack someone with his own shadow.
▼ Shutdown an Ability possessed by another Lead or ▼ Envelop an entire scene in darkness, snuffing out all light.
Feature in the same scene. Your die rating must be equal to or ▼ Temporarily blind everyone in a scene by covering their
greater than their Ability’s die rating. eyes in their own shadows.
▼ Use a Special Effect possessed by Gear in the same scene.
▼ Step up another Ability of yours by stepping back an SHADOW WALK
opponent’s Ability. Effect: Movement
▼ Spend a Plot Point and step this ability back by one to step Descriptors: Shadow, Magic, Darkness
back all Abilities in the same scene as you by one. Limits: Light, Fire, UV Light (including Sunlight)
PRECOGNITION Special Effects: Spend a Plot Point to…
Effect: Sensory ▼ Slip into holes and cracks too small for pursuers to follow.
Descriptors: Mental, Magic, Touch ▼ Jump into one shadow and out of another.
Limits: Traumatic Flashes, Psychic Feedback, Uncontrollable ▼ Spread a shadow across a scene to jump in one end and
Special Effects: Spend a Plot Point to… out the other.
▼ Sense an opponent’s next move in a fight. Remove the ▼ Jump into another person’s shadow and jump out of the
highest rolling die from his next roll. same person’s shadow at a later point in time.
▼ Learn about an object or person’s future just by touching him. ▼ Jump into a shadow on a flat surface like a wall and out on
▼ Act on your precognitive abilities—reroll your entire pool, the other side of the surface as if the shadow was a doorway
minus any Complications. or portal.
▼ Have gained a precognitive clue that leads you to a scene
you are not a part of. SHAPESHIFTING
▼ Have left a clue or message in a scene you are not a part of Effect: Enhancement
but have visited before. Descriptors: Imitation, Animal, Object
Limits: Concentration, Scent, X‐Rays
Special Effects: Spend a Plot Point to…
PYROKINESIS ▼ Change shape into an object the same size as yourself.
Effect: Control ▼ Imitate another character down to fingerprints and retinal
Descriptors: Fire, Heat, Temperature patterns.
Limits: Water, Cold, Vacuum ▼ Grow in size to two or three times your normal height.
Special Effects: Spend a Plot Point to… ▼ Shrink to miniscule size.
▼ Melt an inanimate object with a scope defined by your die ▼ Change into an animal that would be indistinguishable
rating. from the real thing at a genetic level.
▼ Create a ring of fire, trapping another character.
▼ Absorb existing fire and heat into your own body. SONIC BLAST
▼ Surround yourself with flames and Increase your l Stress Effect: Attack
WR 2. Descriptors: Sonic Scream, Music, High Frequency
▼ Create a wall of flame to Decrease your opponent’s Stress Limits: Silence, Requires Vocals, White Noise
WR 2 against you. Special Effects: Spend a Plot Point to…
▼ Affect everyone in the scene that can hear you. Roll your
REGENERATION own dice instead of Danger in a Test that each affected
Effect: Defense character must beat to avoid taking Stress.
Descriptors: Physical, Mental, Magical ▼ Emit a low frequency scream and cause a localized
Limits: Emotional Block, Elemental Trigger, Vampirism earthquake.
Special Effects: Spend a Plot Point to… ▼ Emit a high frequency scream that scrambles electronics in
▼ Recover (1dCare) Mental or Injured Stress. a scene and calls to all nearby canines.
▼ Grow back a severed limb or other body part. ▼ Emit a scream of the exact frequency required to shatter a
▼ Cure yourself from any ailment or disease. specific glass object in the same scene as you.
▼ Return from the dead. You must step this Ability back by a ▼ Emit a scream of such force that it deteriorates concrete
step as a consequence. and other materials back to its rocky and sandy origins.
STRETCHING SWIMMING
Effect: Enhancement Effect: Movement
Descriptors: Plastic, Rubber, Putty Descriptors: Swimming, Water, Fins
Limits: Electricity, Cold, Heat Limits: Dehydration, Ice, Earth, Not Amphibious
Special Effects: Spend a Plot Point to… Special Effects: Spend a Plot Point to…
▼ Force yourself through narrow spaces including pipes and ▼ Move through water at high speeds—join another scene
cracks. regardless of distance if it’s accessible by water.
▼ Stretch long distances to reach great heights. ▼ Escape a scene by jumping into a nearby body of water
▼ Stretch in all directions like a net in order to catch a falling and disappearing into the depths.
object or person. ▼ Leap from the water onto a nearby shore, boat, or low‐
▼ Change your appearance in minor ways to hide your flying aircraft to surprise your foes.
identity. ▼ Resist the pressure of very deep water without a pressure
▼ Decrease your opponent’s Stress AR 2 against you. suit or submarine.
▼ Decrease any Stress AR 2 while you are in the water by
SUPER‐SENSES dodging around your opponent.
Effect: Sensory
Descriptors: Super‐Hearing, Telescopic Sight, X‐ray Vision, TECHNOPATHY
Infrared Vision, Radar Effect: Control
Limits: Lead, Overload, Interference, Magic Descriptors: Mechanical, Mental, Computer, Electronic
Special Effects: Spend a Plot Point to… Limits: Electricity, Psychic Feedback, Magnetism
▼ See through objects to find specific people or objects. Special Effects: Spend a Plot Point to…
▼ Hear or see into a nearby scene you’re not in. ▼ Break through a computer system’s firewall.
▼ Get the scent of any person or object and track the scent ▼ Control any electronic device in the same scene as you; you
to its source. may use this device as a d8 Useful Detail for the rest of the
▼ See microscopic details greater than what is possible with scene.
an electron microscope. ▼ Turn on and control vehicles as if you’re physically driving
▼ See in all directions at once. them.
▼ Hear signals along the radio band or see beyond the ▼ See through the “eyes” of electronic devices in scenes
electromagnetic spectrum. other than your own.
▼ Override security codes on door panels or electronic
SUPER‐SPEED vaults.
Effect: Movement
Descriptors: Quickness, Kinetic, Hypersonic TELEKINESIS
Limits: Unstoppable, Sonic Boom, Out of Touch Effect: Control.
Special Effects: Spend a Plot Point to… Descriptors: Mental, Magic, Spirit
▼ Join a scene or switch to a new scene regardless of Limits: Psychic Feedback, Concentration, Emotion Trigger
distance. Special Effects: Spend a Plot Point to…
▼ Run so fast you run up a vertical surface. ▼ Knock a character out of a scene.
▼ Perform multiple (non‐Test or non‐Contest) activities in ▼ Create a telekinetic shield to Decrease an opponent’s
the time it takes others to perform a single activity. Stress AR 2.
▼ Run fast enough to cross water as if it were solid ground. ▼ Push, pull, or lift something really heavy.
▼ Change direction quickly to zip around an obstacle you ▼ Fly or levitate a short distance. Spend another Plot Point if
have avoided; you may use this obstacle as a d8 Useful Detail. you want to carry others with you.
▼ Shoot bolts of telekinetic force.
SUPER‐STRENGTH
Effect: Enhancement TELEPATHY
Descriptors: Muscles, Tactile Telekinesis, Size Effect: Sensory
Limits: Uncontrollable, Anger Trigger, Needs Focus Descriptors: Mental, Magic, Spirit
Special Effects: Spend a Plot Point to… Limits: Psychic Feedback, Concentration, Eye‐contact
▼ Perform a fantastic feat of strength. Special Effects: Spend a Plot Point to…
▼ Throw or knock another character out of a scene. ▼ Read another character’s surface thoughts.
▼ Pound on the ground, creating a shockwave sweep effect ▼ Send messages psychically to a character in a different
and knocking everyone in the scene off their feet. scene.
▼ Break through a wall—even a brick or stone wall—to grab ▼ Create a mental shield to block other mental powers from
a target or object on the other side. invading your mind.
▼ Wield a large inanimate object, like an automobile, as a ▼ Sense the Location Asset and well‐being of any one person
weapon (and as a d8 Useful Detail). that you have met before.
▼ Attack another person with a mental blast WR+2.
TELEPORTATION WIND CONTROL
Effect: Movement Effect: Control
Descriptors: Portal, Magic, Mental Descriptors: Wind, Air, Storm
Limits: Concentration, Slow, Mental Limits: Grounded, Dirt, Vacuum
Special Effects: Spend a Plot Point to… Special Effects: Spend a Plot Point to…
▼ Join a scene or switch to a new scene regardless of distance. ▼ Fly a short distance.
▼ Quickly teleport away to escape from a scene. ▼ Create a localized tornado.
▼ Take another character with you. ▼ Create a powerful wind as a sweep effect inflicting WR+2
▼ Create a small portal capable of teleporting objects. Stress.
▼ Create a portal that alters your falling trajectory, landing ▼ Lift another person or inanimate object off the ground and
safely or off to the side. into the air.
▼ Hold a target, object, or even a moving car in place with
TIME CONTROL powerful gusts of wind.
Effect: Control
Descriptors: Time, Age, Magic
Limits: Time, Concentration, Psychic Feedback COMMON SFX
Special Effects: Spend a Plot Point to…
▼ Stop time for ten subjective minutes. These SFX are based on those found in the data files of the
▼ Slow time around you, allowing you to switch to a new Marvel Heroic Role‐playing Basic Game.
scene instantly.
▼ Stop time for five subjective minutes but bring another Absorption: On a successful reaction against a TYPE OF
person with you. ATTACK action, convert your opponent's effect die into a
▼ Reverse time for a few seconds to change one error, POWER SET stunt or step up a POWER SET power by +1 for
allowing you to reroll your last dice roll—however, you must your next action. Spend 1 PP to use this stunt if your
keep the second roll. opponent's action succeeds.
▼ Slow time enough for you to perform multiple activities in
the time it takes others to perform a single activity. Afflict: Add a d6 and step up your effect die by +1 when
inflicting TYPE complication on a target.
TUNNELING
Effect: Movement Area Attack: Add a d6 and keep an additional effect die for
Descriptors: Stone, Earth, Dirt each additional target.
Limits: Misdirection, Water, Earthquake
Special Effects: Spend a Plot Point to… Berserk: Add a die from the doom pool to one or more attack
▼ Make tunnels that last for the remainder of the episode in actions. Step up the doom pool by +1 for each action; return
the form of d8 Useful Details. it to the doom pool when you're done.
▼ Escape a scene by digging an escape tunnel.
▼ Find a weak point in any floor by digging beneath it; this Boost: Shutdown your highest rated POWER SET power to
becomes a d8 Useful Detail you can use for the rest of the step up another POWER SET power by +1. Recover power by
scene. activating an opportunity or during a Transition Scene.
▼ Make tunnels collapse behind you so that you cannot be
followed. Burnout: Double or step up POWER TRAIT for one action or
▼ Use your claws to Increase your Stress WR+2. spend 1 PP to do both. If that action fails, shutdown POWER
TRAIT. Recover power by activating an opportunity or during
WALL WALKING a Transition Scene.
Effect: Movement
Descriptors: Magnetic, Sticky, Spines Burst: Step up or double a POWER TRAIT die against a single
Limits: Slow, Slick Surfaces, Water target. Remove the highest rolling die and add 3 dice for your
Special Effects: Spend a Plot Point to… total.
▼ Hide on a ceiling, making it easy for you to jump down into
the middle of those below. Collateral Damage: Instead of spending 1 PP, add d6 to the
▼ Escape a scene by use of a convenient window or similar doom pool to create a POWER SET stunt. Constructs: Add a
exit leading to an outside wall. d6 and step up your effect die by +1 when using POWER SET
▼ Take another person with you as you walk off on the wall to create ASSET TYPE assets.
or ceiling.
▼ Jump from wall to wall, keeping your grip as if on a flat Conversion: When using POWER TRAIT in your dice pool,
surface. redirect STRESS TYPE ONE to STRESS TYPE TWO at no cost.
▼ Decrease a Stress AR 2 when a structure or building you’re
clinging to collapses or falls. Counterattack: On a reaction against a STRESS TYPE action
attack, inflict STRESS TYPE with your effect die at no PP cost
or spend a PP to step it up by +1. Ricochet: See Burst.
Danger Sense: Spend 1 PP to add POWER TRAIT (or step up by Second Chance: Spend 1 PP to reroll when using any POWER
+1 if already in your pool) and reroll all dice on a reaction. SET power.
Second Wind: Before you make an action including a POWER
Dangerous: Add a d6 to your dice pool for an attack action SET power, you may move your STRESS TYPE die to the doom
and step back highest die in pool by ‐1. Step up STRESS TYPE pool and step up the POWER SET power by +1 for this action.
inflicted by +1.
Stress Link: Add a die to the doom pool equal to your current
Extra Effective: When including POWER TRAIT as part of an STRESS TYPE stress to add that STRESS TYPE die to a pool
attack against TARGET TYPE targets, add d6 and step up including a POWER SET power.
effect die by +1.
Take the Hit: Spend 1 PP to take STRESS TYPE intended for a
Extra Effort: Step up or double POWER TRAIT for one action, nearby ally or friend.
then step back to 2d at ‐1. Recover power by activating an
opportunity or during a Transition Scene. Tracer: Use an effect die to create a TRACER complication on
a target during a Scene. You may track that target anywhere
Focus: If a pool includes a POWER SET power, you may until the complication is removed or POWER TRAIT is shut
replace two dice of equal size with one die +1 step larger. down.
Frenzy: At no cost, add existing STRESS TYPE to any dice pool Unleashed: Step up or double any POWER SET power for one
including a POWER SET power, then step up STRESS TYPE by action. If the action fails, add a die to the doom pool equal to
+1. the normal rating of your power die.
Grapple: See Afflict. Versatile: Split POWER TRAIT into 2d at ‐1 step, or 3d at ‐2
steps. Common Limits These Limits are based on those found
Healing: Add POWER TRAIT to your dice pool when helping in the data files of the Marvel Heroic Role‐playing Basic
others recover stress. Spend 1 PP to recover your own or Game.
another's STRESS TYPE or step back your own or another's
TRAUMA TYPE by ‐1. Conditional: On an ATTACK TYPE attack, or while SITUATION
is true, change any POWER SET power into a complication
Immunity: Spend 1 PP to ignore stress, trauma, or and gain 1 PP. Activate an opportunity or remove the
complications from SPECIFIC ATTACK TYPE(S). complication to recover the power.
Invulnerable: Spend 1 PP to ignore STRESS TYPE or TRAUMA Conscious Activation: While stressed out, asleep, or
TYPE unless caused by SPECIFIC ATTACK TYPE. unconscious, shutdown POWER SET. Recover POWER SET
when you recover that stress or wake up. If you take
Multipower: Use two or more POWER SET powers in a single TRAUMA TYPE trauma, shutdown POWER SET until you
dice pool at ‐1 steps for each additional power. recover that trauma.
Nova: Step up or double your POWER SET powers for that Difficult Recovery: Add POWER TRAIT die to the opposing roll
Scene or spend 1 PP to do both. Take second‐highest rolling when others try to recover your STRESS TYPE.
die of each subsequent action as STRESS TYPE.
Exhausted: Shutdown any POWER SET power and gain 1 PP.
Painful: Add d6 and step up effect die by +1 when using Recover power by activating an opportunity or during a
POWER SET powers to inflict STRESS TYPE stress. Power Transition Scene.
Surge: Use your current STRESS TYPE die as your effect die, Extinguished: Shutdown all POWER SET powers vs. ATTACK
then step up your STRESS TYPE by +1. TYPE attack and gain 1 PP. Recover power by activating an
opportunity or during a Transition Scene.
Reactive Power: Spend 1 PP to add a POWER SET power to
another character's dice pool before they roll a reaction. If Gear: Shutdown a POWER SET power and gain 1 PP. Take an
that character takes STRESS TYPE ONE, take d6 STRESS TYPE action vs. the doom pool to recover.
ONE or STRESS TYPE TWO.
Growing Dread: Count 1s and 2s on dice as opportunities
Regeneration: Spend 1 PP to recover your STRESS TYPE stress when using a POWER SET power.
and step back your TRAUMA TYPE trauma by ‐1.
Huge: Earn 1 PP when your size becomes a complication for Methods at a critical moment.
you.
A KING NEEDS A QUEEN
Mutant: Earn 1 PP when affected by mutant‐specific
complications and tech. 1 XP when you interact with an appropriate character
specifically for the purpose of determining her
Mutually Exclusive: Shutdown POWER SET ONE to activate suitability as your queen.
POWER SET TWO. Shutdown POWER SET TWO to recover 3 XP when you pursue a potential mate beyond your
POWER SET ONE. initial advances.
Overload: See Exhausted.
10 XP when you propose to your chosen queen,
regardless of whether she accepts or rejects your
Uncontrollable: Change any POWER SET power into a proposal.
complication and gain 1 PP. Activate an opportunity or
remove the complication to recover the power. PROTECT MY PEOPLE
1 XP when you declare a character—ally or enemy—as a
Vulnerability: Earn 1 PP to step up STRESS TYPE inflicted by
ATTACK TYPE by +1. threat to Wakanda.
3 XP when you take a major step against that threat,
such as recruiting a significant ally or joining a team in
MILESTONES order to monitor the threat.
10 XP when you eliminate the threat to Wakanda,
FOR MY ANCESTORS through diplomacy or force.
1 XP when you first use your Ancestral Boost SFX.
3 XP when you make your Japanese heritage the subject BLACK OPS BETRAYAL
of an argument or confrontation. 1 XP when you first use your Covert Method in an
10 XP when you either embrace your heritage action and succeed.
completely or deny it. 3 XP when you convince a team member to make a
painful or difficult choice.
ONE OF THE TEAM 10 XP when you either betray a team member in a
1 XP when you give support to another hero. critical moment or sacrifice yourself for them.
3 XP when you’re given an official place on a team.
10 XP when you either sacrifice something you hold DEADLY ROMANCE
dear for the benefit of your team or walk away from 1 XP when you choose to flirt with another hero.
your team to avoid that sacrifice. 3 XP when you make a decision or create a
circumstance that puts your chosen hero
MUTANTS SANS FRONTIÈRES directly in harm’s way.
1 XP when you use your Medical Method to help a 10 XP when you either abandon your chosen hero at a
mutant recover stress. critical moment or sacrifice something you hold dear in
3 XP when you choose not to engage in a confrontation order to preserve your chosen relationship.
in order to rescue or support noncombatant mutants.
10 XP when you either allow a mutant to die or give up MENTOR THE HERO
your status or reputation to save a mutant. 1 XP when you choose to aid a specific hero for the first
time.
WORKPLACE ETHICS 3 XP when you aid a stressed‐out hero in recovery.
1 XP when you reveal a new stunt associated with your 10 XP when you either give leadership of the team to
Medical, Science, or Tech Methods. your chosen hero or force your chosen hero to resign or
3 XP when you engage in a confrontation with another step down from the team.
hero regarding your use of your Methods and your
action or reaction total makes you the victor. AVENGERS ASSEMBLE!
10 XP when you use a questionable Medical, Science, or 1 XP when you first lead a team.
Tech asset or resource to support a team member or 3 XP when you defeat a foe without any team member
you refrain from supporting a team member with your
becoming stressed out. mask.
10 XP when you either convince a hero to join a new 10 XP when you either join a team in spite of your
Avengers team or disband your existing team. identity crisis or refuse to join a team because of it.
HEROIC SELF‐SACRIFICE PEDAGOGUE
1 XP when you first use your Take the Hit SFX. 1 XP each time you aid a chosen student in using their
3 XP when you allow another hero to talk you out of a powers.
dangerous course of action. 3 XP when your chosen student betrays or inflicts stress
10 XP when you either sacrifice yourself for your allies on you.
or find you’re the last hero standing. 10 XP when you sacrifice or shut down your powers,
wealth, or reputation for a student, or vice versa.
RETURN TO THE MOTHERLAND
1 XP when you first draw on your Russian heritage. HELLFIRE LEGACY
3 XP when you make your Russian heritage the central 1 XP when you give a hero or villain your word.
issue of a confrontation or conflict. 3 XP when you either break your word to that hero or
10 XP when you either deny your Russian heritage keep your word to that villain.
completely or abandon your friends for Russia. 10 XP when you either prove to that hero that breaking
your word helped them or prove to that villain that
TO ME, MY X‐MEN keeping your word hurt them.
1 XP when you first lead a team including more mutants
than non‐mutants. DANGEROUS LOVE
3 XP when you defeat a foe without any team member 1 XP when you choose to flirt with a non‐heroic
becoming stressed out. Watcher character.
10 XP when you either lead your team to victory over 3 XP when your heroic activities put your chosen
mutant issues or disband them in the face of character in danger, or your commitment
persecution. to your chosen character puts your team in danger.
10 XP when your involvement with your chosen
ROMANTIC TRAGEDY character changes them irreversibly, or you break off
1 XP when you choose to express your affection for your relationship in order to protect your chosen
another mutant hero. character.
3 XP when you turn down aid in order to be alone with
your chosen hero in a perilous situation. CELEBRITY DISTRACTIONS
10 XP when you either watch your chosen hero take 1 XP when you take up an activity that involves
d10 or more trauma or break off your relationship in significant time away from the rest of
order to save them. your team.
3 XP when the demands of your chosen activity conflicts
DEVIL IN THE DARK with your team responsibilities.
1 XP when you first inflict stress on a foe who cannot 10 XP when you either abandon your team for your
see you. chosen activity at a critical moment or abandon your
3 XP when your allies first confront you about your chosen activity in order to help your team at a critical
methods or you challenge another ally’s methods. moment.
10 XP when you choose to inflict physical trauma on a
foe who has inflicted stress on you and at least one ally, INDEPENDENT
or you choose to redirect stress from that foe as 1 XP when you stand up to another hero.
emotional stress and allow yourself to be stressed out. 3 XP when you prove one of your decisions was best for
your team.
OUT IN THE OPEN 10 XP when you stress out the last foe in an Action
1 XP when you first tell a hero that you’re not Daredevil. Scene, or another character acknowledges your
3 XP when you go into action as Daredevil without your assistance was essential in saving the day.
EMOTIONAL CENTER 10 XP when you either quit working for your employer
1 XP when you first use your Reactive Power SFX in a to join a team as an equal or decline to work with a
Scene. team in favor of staying in the pay of your employer.
3 XP when you help another hero recover stress
inflicted in a Scene in which you were present. SETTLE THE SCORE
10 XP when you either accept membership on a team 1 XP when you declare a villain as an old foe.
that includes a hero you have helped recover or turn 3 XP when you inflict trauma on your chosen foe.
down an offer of membership unless that hero is 10 XP when you forgive your chosen foe, or they beg for
excluded. your forgiveness and you let them go.
IMMORTAL WEAPON FOR SCIENCE!
1 XP when you use your Combat or Mystic Methods to 1 XP when you reveal a new stunt associated with your
aid another hero. Medical, Science, or Tech Methods.
3 XP when you first defeat an opponent in a Buddy 3 XP when you successfully eliminate a threat by
situation using your Iron Fist SFX. targeting it with your Medical, Science, or Tech
10 XP when you either nominate another hero as your Methods.
replacement and give up your title or defeat another 10 XP when you either ignore a critical situation in order
hero to prove your status as the true Iron Fist. to finish a project or abandon a critical project in order
to help a family member or teammate.
HOSTILE TAKEOVER
1 XP when you use your Business Method in a conflict. GUILT‐RIDDEN
3 XP when you exploit another character’s business 1 XP the first time an ally takes stress from a Watcher
holdings or resources. character in a Scene that you are in.
10 XP when you choose to either seize another 3 XP when your recovery of your emotional stress
character’s business assets or surrender your own to involves your admission of your own guilt.
them. 10 XP when you either quit a team in order to save
them or your team is defeated by a foe you have
DEMON IN THE BOTTLE brought to them.
1 XP when you are in a situation where you are
expected to consume alcohol. IDENTITY CRISIS
3 XP when you lie to a teammate about your drinking or 1 XP when you first take mental or emotional stress.
when you give a teammate good reason to believe 3 XP when you either ask to join a new team or turn
you’ve been drinking again. down an offer to join one.
10 XP when you drink yourself into a stupor or check 10 XP when you either abandon your heroic identity to
yourself into rehab. return to civilian life or when you leave your current
. occupation to be a full‐time hero.
BLEEDING EDGE TECH
1 XP when you first shutdown a power. BINARY ACTIVATION
3 XP when you’ve shutdown all the powers in the 1 XP when you first use your Energy Absorption SFX in a
Powered Armor power set, or you recover your Scene.
Weapons Platform power set after using your EMP SFX. 3 XP when you use your Energy Absorption SFX to aid
10 XP when you choose to abandon your armor or another hero followed by activating your Limit.
defeat a villain with all powers shutdown. 10 XP when you choose to either defeat an opponent
using a d12 asset created by Energy Absorption SFX and
ON THE JOB Multipower SFX, or defeat an opponent with all Kree
1 XP when you start a Scene working for another hero Genetics powers shutdown.
as an employee.
3XP when you engage with a foe and your employer
becomes stressed out.
HOW THE MIGHTY HAVE FALLEN BETRAYAL OF TRUST
1 XP when you first use your powers again. 1 XP when you convince another hero to buddy up with
3 XP when you refrain from using your powers when you.
another hero asks for your help. 3 XP when you abandon that buddy in the middle of a
10 XP when you either leave the battlefield to avoid fight.
activating the Void or accept an offer to join a team 10 XP when you either choose to betray your buddy to
after activating the Void. keep S.H.I.E.L.D status or give up your S.H.I.E.L.D. status
in order to rescue your buddy.
WHEN YOU GAZE INTO THE VOID…
1 XP when you first fail an action using your Unleashed BLAST FROM THE PAST
SFX. 1 XP when you declare a hero or villain to be an old foe
3 XP when your Growing Dread Limit first adds a d10 or or flame.
larger to the doom pool. 3 XP when you either deal emotional stress to your old
10 XP when you either first activate the Void and aid in flame or deal physical stress to your old foe.
defeating it or you activate the Void and sacrifice 10 XP when you either give up something important to
yourself to prevent it from harming others. be with your old flame or forgive your old foe.
HEAD OVER HEART WHIRLWIND OF EMOTIONS
1 XP when you profess your interest in a chosen hero. 1 XP when you first use your Emotional Link SFX.
3 XP when you talk your chosen hero out of a 3 XP when you first activate your Emotional Tempest
dangerous course of action. Limit.
10 XP when you either break off your relationship 10 XP when you either apologize for injuring a
because your chosen hero risked their life (or others) teammate with your powers or leave the battlefield
for yours, or you convince your partner to break it off rather than apologize.
with you.
MY PLACE IN THE WORLD
IN OVER YOUR HEAD 1 XP when you aid a hero for the first time.
1 XP when you first use your Reactive Power SFX. 3 XP when you either ask to join a new team or turn
3 XP when you first add one of your own stress dice to down an offer to join one.
one of your own action rolls. 10 XP when you either accept leadership of a team or
10 XP when you stress out a villain on an action roll not leave your current team.
using your Intangibility power die.
THE HEART OF A PRINCE
DEADLY FOES OF... 1 XP when you first use your powers to give a support
1 XP when you declare a villain as an old foe. asset to an ally.
3 XP when you take trauma from your chosen foe. 3 XP when you either take trauma to save a non‐
10 XP when you forgive your chosen foe, or they beg for combatant or convince an opponent to attack you
your forgiveness and you let them go. rather than a non‐combatant.
10 XP when you either sacrifice yourself for your allies
TEAM PLAYER or fight until you’re the last hero to fall.
1 XP when you give support to another hero not already
on your team. FEET OF CLAY
3 XP when you confront a team member about your 1 XP when you activate your Moody Limit.
place on the team. 3 XP when you take offense when none is offered.
10 XP when you either walk away from your team or 10 XP when you either leave your team due to your
join it at a cost to your family. monstrous appearance or allow others to convince you
to join a team in spite of your appearance.
…AND WHAT I DO ISN’T VERY NICE 10 XP when you denounce the SHRA in a public forum
1 XP when you first choose to inflict physical stress in a or throw in your full support for its enforcement as a
Scene. S.H.I.E.L.D. or O*N*E agent.
3 XP when another hero rebuke you for your violence or
you threaten another hero with violence. COP FROM THE FUTURE
10 XP when you kill someone in front of innocents or 1 XP when you talk to a mutant as a police officer would
recover from your berserker rage in front of innocents speak to a citizen.
without having inflicted trauma on anyone. 3 XP when you lead an investigation into a mutant‐
related crime.
OLD FRIENDS, OLD ENEMIES 10 XP when you either found a law enforcement agency
1 XP when you declare someone an old ally or foe. for mutantkind or join S.H.I.E.L.D. as a mutant liaison
3 XP when you aid your old ally in a buddy situation or officer.
deal trauma to your old foe.
10 XP when you declare your old ally is now an enemy HOUSE OF M
or vice versa. 1 XP when you discuss parallels between your timeline
and the present.
GOLDEN BOY 3 XP when you speak out against mutant bigotry to the
1 XP when you talk to the media on behalf of press or to a government.
mutantkind. 10 XP when you gather a team to destroy any possibility
3 XP when you use Business Method to create an asset of your timeline coming true or go back to your own
to benefit mutants. timeline with a team of mutants in order to liberate it.
10 XP when you either create a corporation to benefit
all mutants or buy out a corporation that is seeking the OCCASIONAL VILLAIN
destruction of mutantkind. 1 XP when you openly discuss your villainous past.
3 XP when you create an asset for a villain to use, or for
HORSEMAN a hero to use in a way that is morally objectionable.
1 XP when you discuss your link to Apocalypse. 10 XP when you either seek penitence for your past
3 XP when you deny the pull Apocalypse has on your villainy or denounce mutant heroes as hypocrites and
will. start your own team.
10 XP when you either accept leadership of
Apocalypse’s empire, dedicating yourself to his REMEMBER THE MORLOCKS
vision of the world or declare your link to Apocalypse’s 1 XP when you discuss the genocidal slaughter in the
legacy finished and take direct action to sever it forever. Morlock Tunnels.
3 XP when you do emotional stress to a fellow mutant,
ONCE AN X‐MAN, ALWAYS AN X‐MAN so that they grow stronger and do not forget the many
1 XP when you point out how little the original X‐Men mutants who have been killed.
have changed over the years. 10 XP when you either find vengeance for what was
3 XP when you lament to a teammate how much the done to the Morlocks or go back into the tunnels with a
world the X‐Men sought to improve has changed for the team of mutants and seek to settle the tunnels as a
worse. mutant haven once again.
10 XP when you invite a younger mutant to join the
team or leave the X‐Men for the good of the team. HEROIC SELF‐SACRIFICE
1 XP when you first Take the Hit for an ally.
A BEAST FOR ALL SEASONS 3 XP when you allow another hero to talk you out of a
1 XP when you discuss the history of the Mutant dangerous situation.
Registration Act as it relates to the Superhuman 10 XP when you choose to either sacrifice yourself for
Registration Act. your allies, or you’re the last man standing.
3 XP when you help another hero avoid some aspect of
the SHRA.
FROM RUSSIA WITH LOVE FLESH FROM BONE
1 XP when you declare your affection for another hero. 1 XP when you discuss using lethal force.
3 XP when you spurn the romantic advances of another 3 XP when you inflict physical stress on an enemy with
hero. the intent to kill them.
10 XP when you abandon your team to save your loved 10 XP when you train someone else to kill or decide that
one or break off your relationship for the good of the killing is wrong and vow to use your powers in non‐
team. lethal ways in the future.
ONE OF THE 198 SHY
1 XP when you talk about the responsibilities of being 1 XP when you close down a conversation with terse
one of the few mutants left on answers.
the planet. 3 XP when you open up to one of your teammates.
3 XP when you confess to another hero that you wish 10 XP when you decide that your teammates are not
you had lost your powers and could lay down your worth your trust and counsel, or vow to speak your
burdens. mind and offer your thoughts.
10 XP when you either abandon your responsibilities, to
search for a way to give up your mutant power, or defy FORMER REAVER
a large organization in your defense of the remaining 1 XP when you discuss anti‐mutant hysteria.
mutants. 3 XP when you open up about your time as a Reavers.
10 XP when you either seek forgiveness for the terrible
TO ME, MY X‐MEN things you did as a Reavers or seek revenge and gather
1 XP when you first lead a team including more mutants a team in order to kill all surviving Reavers.
than non‐mutants.
3 XP when you defeat a foe without any team member HEALER/KILLER
ending the scene with stress. 1 XP when you discuss someone’s affliction and how
10 XP when you either lead the X‐Men to victory over you can help them.
mutant issues or disband them in the face of 3 XP when you cause physical stress against an enemy
persecution. with your mutant power.
10 XP when you either vow to never use your powers to
MYSTERIOUS PAST kill, or vow to kill anyone who threatens mutantkind.
1 XP when you discuss a mysterious past with an ally.
3 XP when you use Covert Method, Psych Method, or ICE QUEEN
Combat Method to help a teammate uncover details of 1 XP when you point out something noble you’ve done
their mysterious past. for others.
10 XP when you either put the ghosts and mysteries of 3 XP when you use extreme or wicked means to a good
an ally’s mysterious past to bed, or decide that the truth end.
is far too dangerous and work to cover up a mysterious 10 XP when you ask a teammate for forgiveness or
past. demonstrate that the ends you’ve achieved justify your
means.
MUTANT MERC
1 XP when you discuss payment for a deed. MODERN MEDICINE MAN
3 XP when you put aside money and safety to do 1 XP when you discuss how technology could help a
something noble. situation or how magic could make it worse.
10 XP when you either take up a high paying position no 3 XP when you use Science Method or Tech Method to
matter the morality behind what you are paid to do or create an asset.
find a calling that benefits others besides just yourself. 10 XP when you either destroy something dangerous
that you helped create or realize that your technology is
causing trouble because it has no soul and begin to use
magic in your technological efforts.
S.H.I.E.L.D. OPERATIVE SO MUCH POTENTIAL
1 XP when you discuss past work you have done for 1 XP when you discuss your mutant powers.
S.H.I.E.L.D. 3 XP when you hide how many superhuman abilities
3 XP when you help a mutant evade S.H.I.E.L.D. or other you possess.
governmental forces. 10 XP when you either decide to seek out a way of
10 XP when you either take a high‐ranking position with unlocking your incredible potential or decide to hide
S.H.I.E.L.D., so that you can make the word a better your extensive mutant abilities and your potential
place, or vow to never work with S.H.I.E.L.D. again, behind your snarky attitude.
considering the organization an enemy to mutantkind.
TECTONIC SHIFT
LADY’S MAN 1 XP when you use Earth Method in a die pool and
1 XP when you flirt with a woman. succeed.
3 XP when you help an ally with romantic troubles. 3 XP when you use your Lava Eruption SFX and fail,
10 XP when you either dedicate yourself to one adding to the doom pool.
relationship, or break off a relationship, ending a 10 XP when you either cause or stop a natural disaster
romance. that threatens many innocent people.
______ DISCIPLE CHILD OF A LOST CIVILIZATION
1 XP when you put down an ally or seek out advice from 1 XP when you express confusion or contempt for the
Emma Frost. ways of the uncivilized modern
3 XP when you let someone know that you are better world compared to Nova Roma.
than him or her. 3 XP when you make your Nova Roman heritage the
10 XP when you form a mutant team for Frost to lead or central issue of a confrontation or conflict.
find the flaws in Frost’s philosophy and seek out 10 XP when you either deny your heritage or Nova
another mutant leader. Roma’s existence, or you abandon your allies to return
to Nova Roma.
LIVING UP TO THE ICE
1 XP when you discuss how you can use your powers. HOUND
3 XP when you take stress when using your powers. 1 XP when you discuss how to hunt down a mutant.
10 XP when you either seek out a mentor to help you 3 XP when you discuss how to get away from someone
unlock your full mutant potential or abandon your hunting down mutants.
friends and teammates in your quest to reach your 10 XP when you either gather a group of mutants to
limits. hunt down fellow mutants once again or gather a group
of mutants to help hunted mutants get away from those
ORIGINAL X‐MAN who would hunt them down.
1 XP when you discuss your adventures during your first
years with Xavier. OMEGA
3 XP when you rebel against Xavier’s philosophy. 1 XP when you discuss your potential power.
10 XP when you either join a team of mutants who are 3 XP when you hide your potential power.
not the X‐Men or join a nonmutant superhuman team. 10 XP when you either seek out other mutants of your
power level, in order to make sweeping changes to the
BAD ATTITUDE world, or decide to hide your power levels and attempt
1 XP when you are condescending or sarcastic. to live a humble life.
3 XP when you show a caring side under the hard
demeanor.
10 XP when you either decide your team isn’t worth
finessing your foul mouth or decide they’re your true
friends and worthy of some respect.
UNSUPPORTIVE FAMILY the advice of your other selves over that of your
1 XP when you discuss your family’s hatred of your teammates.
mutant powers.
3 XP when you confront an anti‐mutant bigot. DOPPLEGANGER
10 XP when you either make peace with your family’s 1 XP when you ask questions, seeking out information
bigotry or exile them from your life until they can love that will help you take someone’s place.
you for what you are. 3 XP when you take someone’s place during a time
when they would have made a
HESITANT MUTANT significant leadership or romantic decision.
1 XP when you discuss your misgivings about a mutant 10 XP when you either create an international incident
adventure. while masquerading as a world leader or prevent such
3 XP when you plan a mutant adventure, throwing an incident by using your mimicry.
yourself into your life as an X‐Man.
10 XP when you dedicate your life to the Xavier Institute MUTANT SURVIVAL
and the X‐Men or gather together a group of mutants 1 XP when you discuss the possibility of mutantkind
and embark on a different path. going extinct.
3 XP when you take someone’s place in order to benefit
DRY WIT mutantkind.
1 XP when you respond to a situation with sarcasm and 10 XP when you either take steps towards the
wry humor. destruction of humanity in order to save your people or
3 XP when you treat a situation with dead seriousness. accept that mutant survival is linked to human survival.
10 XP when you decide that your humor has no place in
this grim world, or vow to inflict your brother and sister SWASHBUCKLER
mutants with more of your British humor because they 1 XP when you offer quips during deeds of
need it, dammit. swashbuckling and derring‐do.
3 XP when you offer more serious philosophical insights.
BRING THE FUNK 10 XP when you save the world with swordplay or set
1 XP when you quote song lyrics. the sword aside for other ways to resolve conflicts.
3 XP when you let everyone know what music should be
playing during an Action Scene. ROMANTIC
10 XP when you either find a way to blast your music on 1 XP when you woo an ally or enemy.
every battle you participate in or decide that music has 3 XP when you spend a Transition Scene with a
no place in super heroic fights. romantic entanglement.
10 XP when you either break off a romantic relationship
LEADS FROM THE FRONT, BACK, AND SIDES or seek to enter into a more permanent partnership and
1 XP when you give an order in the midst of battle. ask your love to marry you.
3 XP when you take stress because you are putting
yourselves into the most dangerous parts of the SENTINEL
conflict. 1 XP when you talk about hunting down a mutant.
10 XP when you either hand leadership over to another 3 XP when you overcome your programming to help a
member of the team or leave the team so that you can mutant.
lead a different group. 10 XP when you either find someone who can take out
all of your Sentinel programming or give in and inflict
ALL POSSIBLE ROADS trauma on a mutant.
1 XP when you discuss the many possibilities at hand.
3 XP when you lock onto one way forward and refuse to
take a safer route.
10 XP when you either accept the counsel of your
teammates over your own, or choose
OFFICER OF THE LAW Mutants to lead them or lead a team against the
1 XP when you treat a mutant like a perp. Brotherhood.
3 XP when you treat a super hero fight like a crime
scene. SOUTHERN REBEL
10 XP when you either hand in a major mutant villain to 1 XP when you offer someone sass, attitude, or
local law authorities, or form a team dedicated to Southern charm.
policing mutants in their own nation. 3 XP when you disobey orders from a prominent mutant
leader.
BRITAIN’S SISTER 10 XP when you either lead a team of mutants in
1 XP when you discuss your brother or talk to your accordance with current mutant leadership or lead a
brother about your problems. team of mutants against the laws of mutantkind.
3 XP when you either defend your brother’s actions or
get into an argument with your brother. XAVIER’S DREAM
10 XP when you either take up the mantle of Captain 1 XP when you discuss Xavier’s Dream.
Britain or shun your brother until he treats you with 3 XP when betray Xavier’s Dream in order to destroy an
respect and apologizes for his actions. enemy to mutantkind.
10 XP when you either dedicate yourself to the ideals of
PSIONIC NINJA SECRET AGENT Xavier’s Dream, or dedicate your life to killing all
1 XP when you discuss how to use covert operations to enemies of mutantkind.
deal with a problem.
3 XP when you confront a complicated problem head ISRAELI SUPER‐SOLDIER
on, without subtlety. 1 XP when you discuss the political situation in Israel.
10 XP when you either decide to embrace the way of 3 XP when you compare the political situation in Israel
the ninja assassin or abandon it for the less‐direct to the plight of mutantkind.
methods of the secret agent. 10 XP when you either dedicate your efforts to aiding
the state of Israel or dedicate your efforts to aiding
SOFT‐HEARTED BRICK mutantkind.
1 XP when you act loud and obnoxious to cover up your
soft heart. WEAPON X
3 XP when you give support to an ally. 1 XP when you discuss ops you have done with your
10 XP when you either trust someone enough to let fellow Weapon X agents.
them in past your hard exterior or decide that your soft 3 XP when you separate yourself from a team so that
heart is weak and vow to harden it further. you can do a job the right way.
10 XP when you either kill someone who was associated
WORLD‐CLASS BRICK with the Weapon X Program or rescue another Weapon
1 XP when you brag about super heroes you could X agent from the clutches of the program.
defeat in hand‐to‐hand combat.
3 XP when you inflict stress against someone with a d12 MUTANT TERRORIST
Strength or Durability. 1 XP when you threaten anyone you see as making
10 XP when you either defeat a world‐class brick (Hulk, mutant kind’s place in the world weaker or less stable.
Thing, Thor, Colossus, Juggernaut, etc.), or are defeated 3 XP when you kill or maim a human who speaks out
by a world‐class brick and find humility. against mutants.
10 XP when you either gather a new incarnation of the
FORMER EVIL MUTANT Brotherhood of Evil Mutants in order to take over the
1 XP when you discuss your history with the world, or curb your bloodlust in order to lead an X‐Men
Brotherhood of Evil Mutants. team.
3 XP when you deal stress to a member or former
member of the Brotherhood.
10 XP when you either gather the Brotherhood of Evil
STUDENT TEACHER BODYGUARD TO THE STARS, IN THE STARS
1 XP when you counsel or support a student. 1 XP when you talk about security measures.
3 XP when you admit to another instructor that you’re 3 XP when you take stress for your client.
not sure about your new role as teacher. 10 XP when you either give up your status as
10 XP when you leave Xavier Institute to strike out on bodyguard, informing your client that they are on their
your own, or when you convince a student to stay own, or sign a contract with a new client, pledging to be
enrolled at the school. their bodyguard.
INNOCENCE AND EXPERIENCE SIMPLE NAME, SIMPLE PURPOSE
1 XP when you reminisce about previous adventures. 1 XP when you talk about fights you’ve been in.
3 XP when you point out something new and startling. 3 XP when you use your Superhuman Strength to create
10 XP when you retire from adventuring for a safer job, an asset, power stunt, or complication.
or you take an opportunity for adventure in order to 10 XP when you either take down a villain who also has
learn something new or experience something Superhuman Strength or save the world with your own
different. strength.
LIBERATED ROUGH CHILDHOOD
1 XP when you discuss being imprisoned. 1 XP when you discuss something horrid you have seen
3 XP when you liberate someone who is enslaved or while living on the streets.
imprisoned. 3 XP when you discuss something helpful or wonderful
10 XP when you either dedicate your warrior life to that you saw while living on the streets.
freeing all sentient beings who are enslaved, or choose 10 XP when you either put your life on the streets
to forget your origins, making the Mojoverse seem like behind you, or leave the Xavier Institute with a team of
a distant bad dream. mutants you have gathered, in order to make your living
on the streets.
MOJO‐MADE KILLER
XP when you talk about your home, the Mojoverse. LEARNING CONTROL
3 XP when you make an awkward social mistake 1 XP when you discuss the problems with your powers.
because of your otherworldliness. 3 XP when you use your powers to create a stunt.
10 XP when you either embrace the emotional 10 XP when you either seek out a hero or villain with
expectations of Earthlings, or shun them, remaining the electricity‐based powers to help you gain Method over
cold, distant warrior Mojo created you to be. your powers, or refuse any further aid or instruction in
controlling your powers.
BANSHEE’S DAUGHTER
1 XP when you discuss your family’s complicated FAITH
mutant history. 1 XP when you discuss the strength to be found in a
3 XP when you rebel against your family. higher power.
10 XP when you either attempt to gather your family 3 XP when you exhibit guilt over your lupine instincts.
together into a team for you to lead or disavow your 10 XP when you either reconcile your religious
links to your family. upbringing with your mutant gene or lose your faith and
find something to fill that spiritual hole.
X‐FACTOR INVESTIGATOR
1 XP when you discuss an investigation.
3 XP when you break X‐Factor’s rules and rebel against
the group.
10 XP when you either successfully complete a difficult
investigation or leave the team to continue pursuing an
investigation on your own.
WOLF You can challenge a Drive more than once, and each time you
1 XP when you relate to other humans with instincts do it adds yet another die to your Growth pool. You can't
challenge any Value or CONNECTIONS that has a d4 rating,
that you have taken from your wolf form.
however.
3 XP when you display your humanity while in your wolf When you challenge a Drive you also note its die size in
form. your Growth pool, which is really important. By challenging
10 XP when you declare your human form as secondary his assumptions, your character learns and grows. Challenging
and decide that your truer side is your inner wolf, or a Drive always means to change for your Lead, as their
find a shape changing mentor who can help you changing perceptions causes them to develop in new and
exciting ways. They might change in one of several different
reconcile your human and your wolf forms. ways, depending on whether it was a Value or CONNECTIONS
challenged, and how they choose to deal with their new way
LOGAN’S DNA of looking at the world.
1 XP when you stalk an enemy like a predator stalking For more information about how your character changes see
prey. Character Growth, below.
Assets
3 XP when you take an ally out for a night out on the
DRAMAS
town. Are things that make your character unique as a person.
10 XP when you either find Wolverine and demand he They're rated with a die size, just like VERBS, and can be
be your mentor or disavow any part of Logan’s included in a die roll when they're relevant.
traditions or legacy and seek out your own path. Each Distinction has three *triggers* which unlock as you
improve the Distinction's die (at d4, d8, and d12 respectively).
Each trigger gives you a cool ability that lets you change the
THE BEST AT WHAT SHE DOES story in interesting and unexpected way, but it also comes
1 XP when you lead your team in battle. with a cost.
3 XP when you teach a teammate the art of hand‐to‐ TRAITS and Gear
hand combat. TRAITS are things you can do that go beyond normal levels of
10 XP when you either kill an opponent in front of your human effort, such as super powers. As with DRAMAS, they
have a die rating, and you can choose to roll in an Ability
team or declare you will never take another life. when it's relevant in exactly the same way.
TRAITS also let you spend Plot Points to create special
RULES effects ‐ for instance with Super Strength, you might spend a
Plot Point to pick up and throw a truck.
TRAITS always have both a Descriptor and a Limit.
VERBS
The Descriptor is a keyword that describes how the ability
Your character's VERBS are his CONNECTIONSs with the
manifests ‐ what it's source of power is: heat, magic, psychic
people important to him and the Values that he holds dear.
energy, etc.
Each one has a statement and a die rating. The statements
The Limit is something that can stop your Ability working as it
describe the character's impression of each person or value.
should. X‐ray vision for example, has the Limit "lead". If
The rating scores how much he cares about that Drive.
someone is clever enough to use your Limit against you, he
Using VERBS
triples the die that represents his cunning tactic.
You roll in dice for VERBS (see Rolling Dice, below) when your
character's actions either advance the truth of the Drive's
Gear
statement, or alternatively assume the truth of the
Gear is much the same as having an Ability, except your
statement.
special power is derived from an item you possess. Gear
As long as you can make a strong case for including a Drive in
always has the same Limit: the fact that it is Gear. That means
your roll, you can. You usually only get to add one Value and
it can be lost, stolen, or broken.
one CONNECTIONS to each roll, though you can add more by
Unlike with TRAITS, characters who deprive you of your Gear
spending Plot Points (see Plot Points, below).
don't get to triple their dice; on the other hand, your Gear is
Challenging VERBS
gone ‐ perhaps indefinitely. When you don't have your Gear,
Often, you'll find that your character's understanding of a
you don't get to use your die nor spend Plot Points to activate
CONNECTIONS or a Value isn't quite accurate ‐ and when that
any associated special effects.
happens you can challenge that Drive. When you do this,
Resources
you triple its die ‐ ie. if it's normally rated 1d8, you would roll
Resources are Extras and Locations that can be used as
3d8.
sources of aid, power, or comfort.
After challenging a Drive, you're less certain about it. Step it
Anyone can call on an Extra or Location that doesn't belong to
back one die size for the remainder of the Episode. It may or
them ‐ but they must spend a Plot Point to do so. If the Extra
may not return to its original size, depending on whether you
or Location doesn't belong to any Lead, the Plot Point is
Rewrite the Drive.
merely spent. If the Resource belongs to one of the other challenging a Drive, then that Drive remains at its new lower
Leads, you pay the Plot Point to the player of said Lead. rating.
If the Extra or Location belongs to your Lead on the other Why would you willingly choose that? Well, it's not all bad
hand, it's free to use. and results in some positive change as well. What that change
You can use a Resource up to twice per Episode (but if it is varies depending on whether the challenged Drive is a
doesn't belong to you, you have to pay a Plot Point each Value or CONNECTIONS.
time). Values (or "Changing Viewpoints")
Resources are rated with two dice. When you decide Your Lead always has the same total dice in Values, but their
to use them, you roll both dice and add the highest one to priorities sometimes change.
you result (just like when another Lead aid you). The Lead still believes the original statement of his Value, but
If you decide to use the Resource again, you roll only he no longer believes it quite as strongly as before.
one die, not two, and add the result of that die. Consequently, the challenged Value remains decreased, but
You can add both of the Resource's dice to a single on the other hand another Value (or more than one) are
roll, but if you do that they're then tapped out for the increased.
remainder of the Episode. In short: If your rating in one Value is decreased
If you want to make use of an Extra that's nowhere close by permanently by challenging that Value, you can immediately
you can spend a Plot Point to bring them into the scene if it step up one or more other Values by a total of that amount.
makes sense ‐ even over the phone or webcam. Beware CONNECTIONSs (or "Growing Apart")
though, once they're in the scene they're valid targets for GM The Lead still believes the original statement, but their
attention! confidence in the CONNECTIONS's foundation has begun to
Character Growth waiver. The CONNECTIONS decrease in priority, but as the
At the end of every episode each Lead participates in a Tag Lead has learned a valuable lesson, and that is reflected in his
Scene ‐ equivalent to those last few minutes on every TV Growth.
show where all the main characters reflect on what they've In short: If your rating in a CONNECTIONS is decreased
learned during the story or go through some manner of permanently by challenging that CONNECTIONS, add the
dramatic upheaval. CONNECTIONS's new die rating to your Growth pool. This in
Every Lead gets one Tag Scene, but several Leads may in addition to the die you added earlier in the Episode when
participate in the same scene. Leads may be alone, or you first challenged the Drive, so in effect you get double.
Features and Extras may be present. Whatever makes sense Changing Traits
for the scene. Either way, it's up to the players to define the At the end of each episode, you may select one Asset,
parameters of the scene and briefly play out what happens. Resource, or CONNECTIONS you wish to step up (you may not
The GM only needs to be involved if there are Features or step up Values in this way; to step up one Value, you must
Extras there to interact with. challenge and step back another Value as described above.).
The Tag Scene should reflect any changes the character is Alternatively, you may choose to gain a new Asset, Resource,
undergoing thanks to the events of the episode and show or CONNECTIONS at d4.
how they are learning and growing. You roll all the dice in your Growth pool plus the single
Changing VERBS highest Stress your Lead still has on their sheet at the end of
the episode. Take the two highest and add them together.
Acceptance ‐ Rewrite the Drive The GM rolls one die equal to the size you want to increase
If you challenged either a CONNECTIONS or Value during the your Asset, Resource, or CONNECTIONS to; he adds an
course of an Episode, you may choose to rewrite the additional die based on the type of Trait it is as follows:
statement of that Drive at the end of the Episode during your TRAITS (but not Gear): d12
Tag Scene. DRAMAS: d10
After rewriting the Drive to reflect your Lead's new Gear and Locations: d8
understanding of the character or Value, you may step the CONNECTIONSs and Extras: d6
challenged Drive back up to its original die rating. If your result is higher than the GM's you may step up the
Nothing else changes ‐ only the statement. But your Lead now selected Trait by one die size. If the GM's result is higher or
has a fresh perspective, an evolved sense of who he is ‐ or you tie, you may still step up the selected Trait, but only by
who the people around him are. stepping back another Trait by one step.
Rolling Dice
Denial ‐ Keep the Drive, but Grow in Other Ways Most of the time when your character acts, you just say it and
On the other hand, the Lead might decide that their moment it happens. Occasionally, though, what you're doing is big and
of indecision was an anomaly of temporary insanity or important and your character really has to try hard to make
foolishness, and stubbornly stick to what they know. something happen. That's when you reach for the dice.
Their confidence has still been knocked though, and they Contests
retain nagging doubts, no matter how deep they're buried. If Most of the time, you roll in opposition to someone ‐ either
a Lead chooses to retain his existing statement after another player or the GM. This is known as a Contest.
Contests are played out in back‐and‐forth rounds of die rolls head or confidence that comes away bruised. There are five
between the two sides. The first roll is the action, which kinds of Stress: AFRAID, ANGRY, EXHAUSTED, INJURED,
establishes a result; the next roll is a reaction from the other and INSECURE.
side, aiming to beat that result. If the reaction succeeds, that Stresses are rated in dice just like other Traits. As you get
roll becomes the new result that must be beaten to continue Stressed, the dice ratings increase. The kicker is, your Stress
the Contest. dice can be used against you. Whenever you roll dice, your
Contests end in one of two ways. Either side can Give In opposition may add your Stress to her pool if it's appropriate.
instead of continuing to roll, avoiding Stress but giving their If she's playing on your doubt, for instance, she can roll in
opponent what he wants. On the other hand, if neither side your INSECURE die. If she's trying to outrun you, she can roll
Gives In, eventually one side will fail to beat the result, in your EXHAUSTED. The higher your Stress, the greater
thereby taking Stress and ending the Contest. advantage it gives your opposition.
When you inflict Stress, you pick up the same dice pool you
Acting rolled before, minus any dice that rolled 1. This is your Stress
Sometimes you want another character to do what you want. pool. Some Assets allow either you or your opposition to
You can't just declare that they do it, though, so you enter modify the Stress pool before you roll. If you have VICIOUS for
into a Contest. example, you can step up the lowest die in your Stress pool.
You declare your Action and roll dice ‐ or roll dice and declare Once all changes are made to the pool, you roll the dice and
your Action, the order isn't that important. If they're relevant, take the highest result. That die's size becomes your
include dice from one CONNECTIONS, one Value, and maybe opponent's new Stress rating ‐ if their Stress is already as high
an Asset. You can roll more if you spend Plot Points to add in or higher, it is instead increased one step from its current die
additional VERBS, Assets, or Resources. This is your pool. size. If the Stress is already at d12, you may decide that they
Once you've rolled, take the two highest rolls and add them become Stressed Out.
together for your result. When inflicting Stress, pick the type that is most appropriate
to what you did when you rolled the dice. If you accused
Reacting someone of a crime, you might have made them ANGRY. If
Your opponent now has two choices: firstly, they can Give In you undermined someone's confidence in their opinion of
and give you what you want. If this happens, refer to Giving In you and your schemes, you might have made them INSECURE.
below.
Alternatively, they can rise to the challenge and fight back. If Stressing Out
they do they roll dice in exactly the same way you did when Stressing Out means you can't make any more die rolls or
you declared your Action. spend any Plot Points for the remainder of the scene. You
might be unconscious, have collapsed in doubt and angst, be
Compare Results staring out a window while you plot revenge, or maybe you
If your opponent's Reaction result beats your Action result, stalked out of the room before you hurt someone. You might
she has gotten the upper hand and the tables are turned on still be present in the scene, you might still even be able to
you. You now get to choose whether to Give In and forget talk (so long as it's in‐character with how you were Stressed
your attempt to have things go your way, or you can continue Out), but you're otherwise pretty useless. You're also unable
your attempt. If you continue, you have to roll again ‐ your to reliably remember what happened later, making you
opponent's result is now the number you have to beat. This useless as a witness for what happened right in front of you.
continues back and forth between you until one of you Gives If you take Stress and you aren't already going to Stress Out,
In or fails to beat the opposition's last result. you may invoke the Convenient Unconsciousness Rule. This is
If your Action result is greater than or equal to your an especially handy rule if your Lead is in a position to learn a
opponent's Reaction result, you inflict Stress on her character. secret that it's just not the right time to unveil. When you do
You've won a battle and driven your point home. But you've this, your Lead is Stressed Out as above and removed from
not yet won the war because you haven't got what you active play in the scene. You get a Plot Point for your trouble,
wanted; you've inflicted stress, but until the opponent Gives and furthermore you may step back all your Stress Traits by
In, things don't go how you plan. Either you can walk away one. Because you're actually unconscious or blacked out, you
and call it quits or enter into another Contest to try again. don't have any say about what happens to you next ‐ but if
If your Action result is greater than your opponent's Reaction you're lucky you're just going to end up strapped to a gurney
result by 5 or more, you inflict Stress as normal and can or left in an alleyway.
declare her Lead is Stressed Out. You still don't get what you
wanted, though. Giving In
If you want to avoid picking up Stress you can Give In and
Inflicting Stress throw the fight. If you do this without ever picking up dice to
Stress is what happens when you're on the losing side of a React, it's free. Another character made a demand of you and
Contest. You didn't Give In, you stuck to your guns, but you you complied ‐ simple. If you roll dice to React even once,
just didn't prevail. That hurts ‐ sometimes physically, if the however, you're invested in the fight. From then on, it costs
Contest was a fight, but other times it's your heart or your
you a Plot Point to Give In. Give this Plot Point to your breathe and explore the consequences of the last Contest
opposition. through their dialogue ‐ not to mention build up the
If you don't have any Plot Points left, or if you don't want to significance of the next one.
spend one of the ones from your pool, you can earn one by When you get to the next Contest, players who were not
stepping back one of your Values or CONNECTIONSs ‐ involved in the last one gets first dibs on starting the next
sacrificing your friendships or letting the worm of doubt one. If more than one wants to start a new Contest, resolve as
erode your principles. per Who Goes First? above.
When you Give In, you comply with your opposition's most Tests
recently stated Action. If she was demanding information, you Whenever you do something exciting, uncertain, or
describe your Lead spilling the beans. If she was throwing a dangerous, but no Lead or Feature is working against you,
punch, your Lead must take the hit. If you were being thrown then that's a Test. You roll dice as per a Contest, and the GM
from a building, then that's what happens ‐ you fall to the rolls the Trouble pool. If the result is a tie or the GM gets a
street below (though that doesn't necessarily mean the fall higher result, then they'll saddle you with setbacks and/or
kills you). inflict Stress. If you get the higher result, you succeed at your
attempt.
Aiding If Stress is inflicted, the GM determines what kind is most
If you wish to help another character, describe what you are appropriate and rolls the Trouble pool again to determine the
doing and roll your pool as normal. You must do this before Stress rating.
the player you're aiding makes their roll. Take the highest die
you roll ‐ the player you're helping may add this value to the Trouble
result of his roll. The Trouble Pool is what the GM rolls whenever he has no
other dice. It grows and shrinks over the course of the game.
Interfering The GM rolls all the dice in the Trouble Pool and adds the
You can interfere with a Contest between two other players highest two together. Instead of spending Plot Points to add
by giving a Plot Point to the GM. Describe what you're doing more dice to the result, the GM may spend the dice
and roll dice as normal. If you don't beat the current Action themselves. He picks as many dice as he wants and adds them
result, your attempt in ineffectual and ignored. If your result to the result ‐ those dice are removed from Trouble. The two
is equal or higher then you step into the middle and top the dice that generated the original result before the GM added
Contest in its track. Nobody Gives In and nobody takes Stress ‐ additional dice aren't removed from Trouble, though.
yet. If a Test involves an Extra getting in your way, the GM can roll
If both sides really want to continue the fight, they may each the Extra's dice alongside Trouble and the highest die is added
give you a Plot Point to continue despite your Interference. to the Result. In effect, Extras can Aid the Trouble pool.
Both sides must buy in, at which point all three of you make When an Extra's die is added to Trouble, it's unavailable for
one roll each. The two combatants should describe what the rest of the episode.
they're doing to continue the fight before you describe your Stress Relief
character getting in the way, or cowering, or whatever it may All Stress Traits get stepped back one die step at the end of
be. every episode. Sometimes you need to get rid of Stress
Compare the results of the two players in the Contest; sooner rather than later, though. This can happen, but you
whoever has the highest result inflicts Stress on the other side can't do it for yourself. Somebody else has to patch you up.
and has won the Contest. Neither side gets the opportunity to Stress Relief is resolved as a Test between your friend and all
Give In at this point ‐ they were determined to fight, and it of your Stresses. Your friend names the Stress she wants to
becomes a determined effort to hurt the other participant. deal with and rolls dice as normally. You roll all of your Stress
Additionally, if either of their results is higher than your own, dice and add the two highest dice. If their result equals or
they inflict Stress on you. You may end up taking Stress from beats yours, you remove that Stress. It's not necessarily gone
both of them! (broken bones don't heal themselves overnight) but you no
longer have to hand dice over when you run afoul of its effect.
Who Goes First? When you Stress is relieve, add the Stress Trait's dice rating to
If more than one person wants to initiate a Contest at once, your Growth pool.
everyone who wants to get scrappy rolls up an Action as
normal. Whoever's is highest gets in their first and starts the Complications
Contest. Use the roll he just made as the Contest's first roll. Whenever you roll, set aside any dice that come up as "1".
Anyone else who rolled but didn't win will have to wait until These dice are Complications, and they can't be added to
the current Contest is over for their turn, but they can Aid or your result. If you're unlucky enough to roll all 1s, you
Interfere as normal if they want to participate. automatically fail and your result is considered zero.
Rolling a 1 means something went a little wrong ‐ maybe not
The Next Contest badly enough to screw up whatever your Lead was doing, but
After a Contest ends, try to hold back before jumping into the enough to be a nuisance. Anybody at the table can say what
next one for a little bit of roleplaying. Let the characters the Complication is: a Freudian slip in the midst of an
interrogation, an overplayed hand in an argument, collateral The GM can spend as many Plot Points as he wants, but when
damage in a super‐powered fistfight. If there are a lot of ideas he does he gives those Plot Points to the player of the Lead
on how you screwed up, the GM picks the one he likes best. he's rolling against. If you get Plot Points in this way,
Complications never affect whether the Lead succeeds or remember that you can't use them until the current Contest
fails, they're just additional details on top of the die result. or Test is resolved.
Complications also add and remove dice from the Trouble Secondly, if the GM activates one of your Complications (a roll
pool. When you roll a Complication, the GM may add that die of 1) he gives you a Plot Point then adds the die that rolled
to Trouble by handing you a Plot Point. When this happens, the 1 to the Trouble Pool.
things are getting worse and the tension is mounting. If the You also get Plot Points by activating triggers from your
GM rolls Complications, on the other hand, the player he's DRAMAS.
rolling against may remove a die of that size (or smaller, if one
that size isn't available) from the Trouble Pool. You've caught
a lucky break, and the tension of the episode deflates a little.
Plot Points
At the beginning of each episode, every player rolls all the
CONNECTIONS dice on their Lead's sheet and takes the two
highest dice. The player with the highest result gets 4 Plot
Points for this episode, whoever gets the lowest result gets 2
Plot Points, and everybody else gets 3 Plot Points.
Spending Plot Points
Roll More Dice: Before any roll, you may spend a Plot Point to
include more an additional die. Describe how another Trait
can help your Lead's efforts and add that Trait's die to your
pool. In this way you may roll in another CONNECTIONS or
Value, or more than one Asset or Resource. By spending more
than one Plot Point you can add multiple dice.
Include More Dice: After any roll, you may spend a Plot Point
to include more dice out of those you just rolled in your
result. In this way your result may be three, four, or five dice
added together ‐ depending on the dice you rolled to begin
with and how many Plot Points you have to spare.
Useful Detail: spend a Plot Point to exploit a Useful Detail (an
improvised weapon, a damning piece of evidence, an
advantageous position on a staircase, etc.) and add a d6 to
your pool. The Useful Detail lasts for a Scene, and you can add
it your dice pool any time you can justify it during that scene.
Other players can access this Useful Detail by spending a Plot
Point of their own.
Add a Relations: spend a Plot Point to add a d6
CONNECTIONS to a Feature onto your sheet. Write your
opinion of that Feature as the CONNECTIONS's statement.
After the first scene including this Feature after adding the
CONNECTIONS, the CONNECTIONS steps back to d4. If you
want to improve the CONNECTIONS you can step it up during
your tag scenes, or you can eliminate it from your sheet if the
Feature was only around for one episode.
Activate Assets: Some Assets may have triggers or Spend
TRAITS that give you a benefit when you spend a Plot Point.
Get Help from Resources: You can spend a Plot Point to get
Aid from an Extra or Location that isn't on your sheet.
Normally spent Plot Points are absorbed into the GM's
"infinite pool". If you're in a Contest with another Lead's
player, any Plot Points you spend on your rolls go to that
player.
Earning Plot Points