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Leonard A. Pimentel
Introduction ��������������������������������������������������������������������������� 2


Sean Patrick Fannon
Characters������������������������������������������������������������������������� 4


Raymond Bruels, Josh Hoade, Bill Keyes, Juliet Meyer,
Action��������������������������������������������������������������������������������� 6
Jeff Oberg, Nestor D. Rodriguez, Jorge Sepulveda,
Michael Surbrook
EDITING Combat ����������������������������������������������������������������������������� 8

Jennifer Shinefeld
ART DIRECTION Equipment����������������������������������������������������������������������� 14

Aaron Acevedo
LAYOUT & GRAPHIC DESIGN Resolve and Adversity ����������������������������������������������������� 12

Thomas Shook, Leonard A. Pimentel

COVER ART Environment��������������������������������������������������������������������� 18

Luis G. Figueredo, Mike Bowden

INTERIOR ART Broken Wings������������������������������������������������������������������� 20

Silvio César Costa, Jerry Gaylord, Paulo Ricardo Oliveira,

Gregory Ottaviani, Magno Silva, Marco Ortiz Walters PREGENS
Alabama Slammer ����������������������������������������������������������� 30
TITLES/LOGOS Citizen Soldier������������������������������������������������������������������31
T-Kay��������������������������������������������������������������������������������� 32
Jesse “Cadre” Hansen
Vigilant����������������������������������������������������������������������������� 33


Brett “Ch4m3l30n” Baker, Ben Bequer, Raymond “Valor”
Bruels III, Jonathan “Psy” Catbagan, Scott “No Show” Crosson, Ed
“Colossal” Doolittle, Ben Dyer, Dave “Past Life” Forby, Josh Hoade,
Chuck “The Middle Man” Jones, Lee “Darkness” Kamberos, Bill
“Rumblebee” Keyes, Tammy “Auspex” Keyes, Sam Khan, Robert
“Beatha” Losinski, Mike Anthony “Galahad” Lythgoe, George
“The Golden Swordsman” MacDonald, Jeff Makant, Michael J. You’ll find Super Tips like this one scattered
“Fusillade” Merrell, Juliet “Orchid” Meyer, Kim “Ingenue” Meyers, throughout this Quickstart. Super Tips are
Chris “Stormcaller” Parks, Ron “The Saint” Ringenbach, Nestor
just that: advice, tips, and suggestions to help
D. “Agent Vega” Rodriguez, Alfredo Sanchez, Donavin “The
Redeemer” Santini, Matthew Schoen, Carinn “Digital Lotus” make your P&P game the best it can be.
Seabolt, Samantha “Opal” Seabolt, Jorge Sepulveda, Jennifer
“Peregrine” Shinefeld, Katherine “Soifra” Strasser, Michael “All
Black” Surbrook, Edgar Velarde, Ross “Psi Titan” Watson, Cory
“Seraphim” Williamsen, Daniel “Tesseract” Wong.

© 2013–2019 LakeSide Games, Inc. Prowlers & Paragons, Prowlers & Paragons Unlimited
Edition, Prowlers & Paragons Unlimited Edition Quickstart Rules, LakeSide Games, and all related
marks and logos are trademarks of LakeSide Games, Inc. All rights reserved.

Welcome to the Prowlers & Paragons Ultimate ­Edition Quickstart! This Quickstart provides you with a condensed form of the rules
for Prowlers & Paragons Ultimate Edition (P&P), a much improved version of our original roleplaying game that we spent the last five
year years revising, expanding, and playtesting. The P&P core rulebook has already been written, and includes not only what you’ll
find here, but also tons of additional material we couldn’t fit in this book, things like…

• Streamlined rules for creating exactly the kind of hero you want to play, from street-level prowlers to iconic paragons and everyone
in between.

• A simple and intuitive system for character advancement that lets you decide how quickly the heroes develop and ties
advancement to reaching milestones in the story of the game.

• A variety of optional rules you can use to make combat more high-flying and heroic, or to add a level of gritty realism if you want
your games to have a darker, more serious tone.

• A huge list of weapons, armor, miscellaneous gear, and vehicles you can use in your games, plus rules for gadgets, customizing
your gear, and building your own headquarters.

• Complete rules for dealing with Resolve and Adversity, the narrative currency of the game, including a mechanism for using
Resolve to balance heroes of varying power level.

• Guidelines for using the game’s narrative ruleset to handle disasters, hazards, hostile environments, and other extreme conditions
and situations in which heroes regularly find themselves.

• A massive library of animals and extras, some ordinary and others less so, 15 fully fleshed out villains, and 15 ready-to-play

• Loads of advice, tips, tricks, shortcuts, strategies, and suggestions for running a great superhero game that feels like a superhero
game instead of a super-powered dungeon crawl.

And a whole lot more. Whenever possible, we’ve taken language and material directly from the P&P core rulebook. Occasionally, we
needed to rewrite things or change how we presented some of the material in this Quickstart to make it easier to use as a stand-alone
product. We hope you like what you see. If so, please consider supporting our upcoming Kickstarter campaign, which will go live on
March 19, 2019. For more information, visit our ­Facebook Page, and thanks for your interest in P&P!

With that out of the way, let’s get to it. Up, up and … well, you know the rest.

GM: An abbreviation for gamemaster, the person who runs the

In the spirit of the source material that inspired this game, we

Half: Whenever we refer to half of an odd number (or half of an
sometimes use comic book lingo in place common roleplaying
odd number of dice), always round up, regardless of context. For
terms. Other times, we stick with traditional roleplaying game
example, half of 3d is 2d and half of 1d is 1d.
terminology, or we use everyday words to mean something
specific. Here’s what we mean by the following terms.
Hero: A character — presumably a superhero — run by a player.
A player might occasionally get to control other characters, but
Extra: A character run by the GM that isn’t an enemy to the
only their main character is considered a hero.
heroes (enemy characters are called minions, foes, or villains,
depending on how powerful they are).
Issue: A single session of gameplay. Just like every issue of a
well-written comic, every issue of P&P should start with a bang
Foe: A henchmen, lieutenant, or minor enemy that poses more
and end with something that leaves the players hungry for more.
of a threat than a minion but isn’t as competent or dangerous
as a villain. Like all enemy characters, foes are run by the GM.

Minion: Minions are generic enemies like gang members, ninjas, Story: Often called an adventure in other roleplaying games, a
robot soldiers, or thugs, who only pose a threat to the heroes in story is a distinct tale in which the heroes participate that has a

groups. Like all enemy characters, minions are run by the GM. clear beginning, middle, and end. Unlike in an actual story, the
collaborative nature of roleplaying makes it entirely possible that
Non-Player Character: Any and every character run by the GM. the story that gets told over the course of the game will be very
different from the rough outline the GM originally had in mind.
Page: Often called a round or a turn in other roleplaying games,
a page is a brief unit of in-game time that represents a few Travel Power: A type of Power that lets you move faster than
seconds of combat or any other fast-moving action scene. It a normal person.
represents roughly one page of a comic book or a few moments
of an action scene in a movie or show. Villain: A competent, dangerous, or important enemy that is at
least as powerful as the heroes and is often much more so. Like
Scene: A variable unit of in-game time roughly equivalent to all enemy characters, villains are run by the GM.
one chapter of a book or one scene of a movie or show. Scenes
normally revolve around a specific action, event, goal, location, Xd: This indicates a number of ordinary 6-sided dice. For
or task. example, if you have to roll 8d, you roll 8 dice of the ordinary
6-sided variety. Modifiers of +Xd or −Xd require you to add or
Series: Often called a campaign in other roleplaying games, subtract that many dice before rolling them. For example, a −2d
a series is a collection of related stories that typically involve penalty means you roll 2 fewer dice than normal.
the same heroes and unfold in chronological order. As in the
comics, you can have a one-shot, which isn’t really a series at
all, a mini-series that involves a limited number of stories and a
single overarching metaplot, or an ongoing series that can last
for months or even years.


Chapter 1

Characters are the beings that populate the game world. They include heroes, who are run by the players, and villains, foes, minions,
and extras, all of whom are run by the GM. All characters incorporate narrative elements like who they are, what their motivation.s
are, and how they got their powers. Additionally, most important characters are also defined by three types of characteristics: Traits,
Perks, and Flaws. Each is described below.

Agility represents your coordination, dexterity, nimbleness,
All characters in P&P are defined by characteristics called Traits. reflexes, and speed. You can also use half your Agility in place
There are three types of traits: Abilities, Talents, and Powers. of the Covert Talent when trying to be stealthy.
Abilities represent inherent physical and mental characteristics.
Talents represent aptitudes and skills. Powers represent
unusual or truly superhuman abilities. Every Trait has a rank,
Intellect covers your intelligence, knowledge, memory, and
ranging from as low as 0d to as high as the particular game
ability to think on your feet. You can use half your Intellect in
allows. Traits with a higher rank are more developed or powerful
place of any Talent when rolling to determine what you know
than those with a lower rank. For example, 4d Might is better
about something. Actually doing anything with that knowledge,
than 3d Might.
however, always requires using the Talent itself.


Traits can be modified with options called Pros and Cons. Pros
Might is your raw physical strength. The table below indicates
make Traits more effective or powerful, while Cons make Traits
how much weight you can lift, depending on your Might. The
less effective or powerful. Pros and Cons are usually applied
rank that corresponds to an object’s weight is sometimes called
to Powers to make them unique, but they can be applied to
its weight rank.
Abilities and Talents as well.
SOURCE 1d 50 Pounds 7d 2 Tons
Because there are so many types of Traits, every Trait has a 2d 100 Pounds 8d 5 Tons
Source that tells you whether it’s a natural ability, a skill, a unique 3d 250 Pounds 9d 10 Tons
power, or something else. The Sources are described below. 4d 500 Pounds 10d 25 Tons
5d 1,000 Pounds 11d 50 Tons
SOURCE DESCRIPTION 6d 1 Ton 12d 100 Tons
Innate Shared by all members of a race or species
Magical or otherworldly in nature
Originating from a mental or mystical inner source
Super Caused by a unique alteration or mutation Perception covers your sensory acuity, empathy, intuition, and
Tech Mechanical or technological in nature general level of awareness.
Trained Acquired through practice, study, or training
ABILITIES Toughness combines your constitution, endurance, and overall
physical health and resilience.

Abilities represent inborn physical and mental characteristics. All

characters have six Abilities: Agility, Intellect, Might, Perception, WILLPOWER
Toughness, and Willpower. Each is described below. Generally Willpower represents your courage, determination, self-
speaking, ordinary human beings have Ability ranks of 1d to 6d, discipline, and spirit.
with 2d being the average and 6d being the blurry line between
exceptional and superhuman abilities. Of course, since comic
books are full of supposedly ordinary people with extraordinary
abilities, this is more of a rough guideline than a hard cap.

TALENTS Survival concerns your ability to live off the land. It’s used for
things like building fires, finding food and water, securing shelter,

Talents represent natural aptitudes and skills picked up through
setting traps and snares, and tracking. It also covers practical
experience or training. All characters have twelve Talents:
information about plants and animals found in the wild. Last,
Academics, Charm, Command, Covert, Investigation, Medicine,
this Talent is used when handling animals or riding mounts.
Professional, Science, Streetwise, Survival, Technology, and
Vehicles. Each is described below. Simply having a Talent doesn’t
mean you know anything about it. As with Abilities, 2d is the
Technology deals with the creation, modification, and repair of
average and 6d is the blurry line between exceptional and
mechanical and technological devices.
superhuman, at least for ordinary folks.

Vehicles covers your ability to operate vehicles. This Talent
Academics represents your knowledge of scholarly subjects
applies not only to piloting, but also to gunnery, navigation,
like anthropology, archaeology, art, cultures, history, linguistics,
operations, and even basic vehicle maintenance.
philosophy, psychology, and sociology.

Charm reflects your attractiveness, empathy, social skills, and
force of personality. Powers are unique special abilities like the ability to fly, move
things with your mind, or shoot energy beams out of your eyes.
COMMAND P&P includes many Powers, but for purposes of this Quickstart,
Command concerns getting others to do what you want through each hero sheet includes everything you need to know about
force of will. your Powers. Like Abilities and Talents, most Powers have a rank
(with a few exceptions), although what that rank means and how
COVERT it’s used varies by Power.
Covert applies to intrusion, larceny, shadowing, stealth, and

surveillance. You also use Covert to defeat security measures
like alarms, cameras, locks, and traps, as well as to palm items,
pick pockets, and perform other acts of nimble-fingered larceny.
Perks are advantages that come from the world around you. P&P
includes quite a few Perks, but for purposes of this Quickstart,
each hero sheet includes everything you need to know about
Investigation concerns your ability to conduct investigations,
your Perks. As social characteristics that are typically handled
uncover clues, perform research, question or interrogate
narratively, perks don’t have a rank or a Source.
witnesses, analyze data, and make deductive or intuitive leaps.

Medicine covers academic and clinical knowledge of medicine
and psychology. Assuming you have medical supplies on Flaws are physical, mental, or social hindrances. P&P includes a
hand, you can treat wounded characters by making a Hard wide variety of Flaws, but for purposes of this Quickstart, each
(2) Medicine roll, healing them of 1 point of damage per net hero sheet includes everything you need to know about your
success rolled. You can only do this once per patient per day. Flaws. Flaws help you earn Resolve — this is discussed in Chapter
4 of this Quickstart.

Professional reflects your knowledge of the professional world
and covers topics like business, economics, and finance.

Minions are special characters that work differently than

everyone else. As the nameless foot soldiers that attack
Science covers your knowledge of scientific topics including
heroes en masse, minions have only one characteristic:
disciplines like astronomy, biology, botany, chemistry, ecology,
Threat. Threat works like a Trait and has a rank ranging
genetics, geology, metallurgy, oceanography, physics, and
from as low as 2d for ordinary civilians to as high as 7d or
quantum mechanics.
more for super powered troops, but human minions tend to
have a Threat of 3d to 5d. Minions use Threat in place of all
other Traits, including when making and resisting challenge
Streetwise represents your knowledge of important locations,
rolls, attacks rolls, and defense rolls. Although some minions
personalities, and happenings in the criminal underworld, as
carry special gear or possess unique abilities, these things are
well as your ability to interact with them.
always handled narratively.


Chapter 2

You can automatically do anything a normal person can do without difficulty. Simply tell the GM and describe what happens. However,
any time you try to perform a non-combat action whose outcome is uncertain, you have to make a challenge roll to determine who
earns narrative control and gets to describe what happens in the game world. Things work a little differently in combat, but out of
combat, challenge rolls generally determine who gets to narrate the outcome of an action.

When making a challenge roll, you roll a number of 6-sided dice NET SUCCESSES NARRATIVE CONTROL
equal to the Trait that applies to the action attempted. You earn −2 or Less Opponent
one success for every 2 and 4 rolled, and two successes for −1 to 0 Opponent with Embellishment
every 6 rolled. To speed play, you can take 1 automatic success 1 to 2 Actor with Embellishment
for every 2 dice you choose not to roll. 3 or More Actor

Once you have your successes, you have to subtract the action’s
Two mighty heroes, Citizen Soldier and Gatecrasher, are
threshold to determine your net successes. If you’re acting
putting on an arm wrestling exhibition for charity. Both have
against an opponent, they make their own challenge roll against
12d Might, which is the Trait that applies to this action. Citizen
you, and you use their successes as your threshold. If you aren’t
Soldier doesn’t bother rolling, and instead takes 6 automatic
acting against an opponent, the GM assigns a static threshold
successes for his 12d. Gatecrasher, meanwhile, rolls 12 dice
using the table below as a guide. Challenge rolls made against
and gets a 1, 2, 2, 3, 3, 3, 3, 4, 5, 5, 6, and 6, for a total of
a static threshold are usually referred to by their difficulty and
7 successes (one for 2 and 4 and two for every 6). Because
threshold, often followed by the name of the relevant Trait — for
both characters are trying to do the same thing — win the
example, an Average (1) challenge roll or an Average (1) Might roll.
contest — the one who rolls more successes is considered the
THRESHOLD DIFFICULTY Actor. That would be Gatecrasher. Subtracting Citizen Soldier’s
0 Easy 6 successes, Gate ends up with 1 net success. Gatecrasher
1 Average gets to describe how the arm wrestling contest plays out, but
2 Hard Citizen Soldier can add an embellishment to the narration.
3 Daunting
6 or More Superhuman Whenever an embellishment is allowed, the party who doesn’t
have narrative control can add to the other person’s narration
in some small but meaningful way. An embellishment should be
When you subtract your total successes from the action’s
a clarification or additional detail that expands on the original
threshold, the result is called your net successes. This
narration without contradicting it. Embellishments can’t render
determines who gets to describe what happens, as indicated on
the original narration untrue or true but effectively meaningless.
the table below. As used below, the Actor is the person making
the roll and the Opponent is the person resisting it. Actions like
cracking a safe or scaling a wall don’t involve an Opponent, so COMPROMISES
the GM acts as the Opponent. When someone else has the right to embellish your narration,
you can offer a compromise. This means you describe a less-
than-perfect outcome for your action in exchange for them
giving up the right to embellish your narration. In order to have

SUPER TIP! a compromise, both sides have to agree on the final narration.
Opponents are never obligated to accept a proposed compromise.
Comic books are a visual medium. What you look
like matters in a superhero roleplaying game, DESCRIBING THE ACTION
so draw or find an image of your hero that you The point of this narrative system is to make the game more
can share with everyone else in the game. exciting by paving the way for creative and unexpected
outcomes. When characters take action, players and GMs
are expected to narrate interesting results, first and foremost.

Although we expect players to slant things in their favor and
GMs to slant things against them, narrations should usually
involve something more than a simple I win or you lose. For
Whether you’re a solo act, part of local team, or a member of an
example, if you fail a challenge roll while trying to leap from one
international league, there are times when everything rests on

rooftop to another, the GM should come up with something
your shoulders. When that happens, you always have the option
more interesting than just having you fall to your death. Maybe
of declaring that this is a Defining Moment. This does two
you stop short at the edge of a building and drop something
things. First, any 6s you roll explode: they count as 2 successes,
you were carrying. Maybe you almost make it across and end
you get to roll those dice again to try for extra successes, and
up dangling by your fingertips, ready to lose your grip at any
you can keep rerolling them as long as you keep rolling 6s.
moment. Maybe you drop onto a scaffolding some thirty feet
Second, every point of Resolve you spend on that challenge
below. Be creative and make your descriptions interesting.
roll earns you 3 extra dice instead of the usual 1 extra die (as
discussed in Chapter 4).
Not everyone is comfortable narrating their actions. If this You can only declare one Defining Moment per story, and only
describes you, that’s fine too. While these rules are designed one hero can declare a Defining Moment per scene (although
around the idea of rolling for narrative control, you can just as heroes in different scenes can declare Defining Moments that
easily apply a more traditional framework of rolling to determine just happen to occur at the same time). Most importantly,
success or failure by using the table below. When using this Defining Moments take their toll on you. Once a Defining
table, the GM determines the nature of all silver linings and Moment is over, you must permanently reduce one of your
complications. You can even mix and match these systems, Abilities by 1d!
with some players using narrative results and others using
traditional results. Defining Moments should be rare and special. You shouldn’t
expect to have one every issue, or even every story. It’s only
NET SUCCESSES RESULTS when you find yourself in a situation that rests entirely on your
−2 or Less Complete Failure shoulders, involves your allies or someone you love, or speaks
−1 to 0 Failure with Silver Lining directly to why you became a hero in the first place (and why
1 to 2 Success with Complication your Motivation keeps you doing it) that a Defining Moment is
3 or More Complete Success appropriate.

Many actions are easier to accomplish as a team. Whenever
you perform such an action, you get a +1d bonus to your
challenge roll if you have one assistant, a +2d bonus if you have
a few assistants, or a +3d bonus if you have many assistants.
Occasionally, you and your fellow heroes have to perform
individual actions as a group, like when sneaking into a villain’s
lair. In cases like these, everyone involved in the action makes
their own challenge roll. However, as long as the group members
can communicate with and assist one another, characters who
earn more than 3 net successes can distribute their extra
successes among their allies to help them succeed as well.

Some challenges are more dramatic and interesting when
broken up over multiple rolls. These challenges are called
contests, and they’re broken down into 3 exchanges. Each
exchange covers a separate part of the overall task and requires
its own challenge roll. The winner of each exchange is allowed to
describe something that happens during that exchange—think
of this as an embellishment—and earns a +2d bonus on their
challenge roll in the next exchange. Whoever wins the third
and final exchange gets to describe the overall outcome of
the contest.


Chapter 3

P&P should be played with a strong narrative focus. The story that unfolds while playing the game is what matters most. However,
because super powered slugfests are such an important part of the superhero genre, combat is one place where the rules get a bit
crunchier. Whenever the heroes are involved in combat, use the following rules, which build and expand on the basic system.

During combat, time is broken down into pages. A page Range is handled abstractly in P&P. Rather than measure
represents a few seconds of time in the game world. Every distances precisely, three range classes are used to approximate
character involved in combat gets a turn to act on each page. distances. Close Range covers anything from physical contact
Characters act in order of their Edge, from highest to lowest. If to within the distance an ordinary person can move in one page.
you prefer to handle initiative randomly, have characters make Distant Range covers anything beyond Close Range but within
Edge rolls when combat begins and use their successes as their range of most weapons and Powers. Extreme Range covers
effective Edge for that battle. When characters have the same anything beyond Distant Range but close enough to see (within
Edge, action order is as follows: heroes, villains, foes, and extras. limits—the Moon is past Extreme Range). As a very rough rule
of thumb, it can sometimes help to think of Close Range as being
You can always hold your action in reserve, waiting to act in within about 50 feet, Distant Range as being within about 500
response to something that might happen later that page. If feet, and Extreme Range as being within about 5,000 feet. The
whatever you were waiting for doesn’t happen, you lose GM always determines the initial range class between combatants.
your turn to act on that page. If two or more characters hold
their actions waiting for something to happen, action order
among them is resolved according to their Edge when it does.
Ordinary people can accurately throw weapons and light objects
as far as Close Range. Of course, characters with superhuman

ACTIONS strength can often throw things much farther than that. If your
Might is greater than 6d, use the table below to determine how
All characters get one turn to act on each page of combat. When far you can accurately throw things. Your throwing rank equals
it’s your turn to act, you can move and perform one or more your Might minus the object’s weight rank (minimum 0d).
actions. An action is a brief act that requires a bit of attention.
Being that this is combat, attacks are the most common type THROWING RANK THROWING RANGE
of action, so actions and attacks are often synonymous. You 3d to 6d Close Range
can also defend yourself and perform as many free actions as 7d to 12d Distant Range
the GM considers reasonable. Free actions are minor actions, 13d or More Extreme Range
things like drawing, sheathing, or dropping an item, opening or

closing a door, or saying a few words to someone within Close
Range. Once everyone has taken their turn to act (or chosen to
skip their turn), the current page ends and a new one begins.
Like range, movement is also handled abstractly. Moving up to
or away from someone already within Close Range of you takes
MULTIPLE ACTIONS one page. Moving doesn’t prevent you from taking actions, so
You can perform more than 1 action per page, but if you do, you you can move up to someone within Close Range and take a
suffer a −2d penalty to all challenge rolls per extra action taken. swing at them on the same page. Moving one range class closer
For example, if you perform two attacks on one page, you suffer to or farther away from someone takes 2 pages, unless you have
a −2d penalty to each. If you perform three attacks on one a power that lets you move faster than normal (a Travel Power)
page, you suffer a −4d penalty to each. And so on. You have to at 6d or greater, in which case you can cross one range class per
declare your multiple actions before making any challenge rolls. page. This assumes you’re fighting in an ordinary environment
Actions and movement are different things, so you can’t use with terrain that limits how fast characters with Travel Powers
multiple actions to move farther than normal. can move. If the battle is happening in wide open terrain, the GM
is free to let characters with Travel Powers at high ranks cross 2
or even 3 range classes in a single page.

Chases through open terrain are usually won by whoever is
faster, which is why they’re boring. Luckily, most chases occur Every net success rolled on a damaging attack inflicts 1 point
in locations where maneuverability is just as important as speed, of damage. Damage reduces a target’s Health. Once a target’s

places like crowded city streets, dark sewer tunnels, or the Health has been reduced to 0, they’re defeated, and are
cramped airspace between office buildings. In this Quickstart, knocked out for the rest of the scene. Health can’t go below
chases like these are resolved with challenge rolls using Agility 0. Once a fight ends, you can make a Hard (2) Toughness roll
or a Travel Power and should be handled narratively, using the to recover 1 point of Health for every net success rolled. You
rules provided in Chapter 2. Travel Powers let you move much can also do this after every night of rest. Non-player characters
faster than normal, so characters use only half their Agility when recover from their injuries as quickly as the plot requires.
competing against characters using Travel Powers.
ATTACKS AND DEFENSES There are two kinds of physical damage: lethal and subdual.
Most weapons and attacks inflict lethal damage, but unarmed
Attacks are handled like any other challenge roll. When attacking, attacks and certain light blunt weapons inflict subdual
you make an attack roll using the Trait that corresponds to your damage. The only real difference between the two is that you
attack, and your target makes a defense roll using the Trait that use half your Toughness as a passive defense against lethal
corresponds to their defense to determine the threshold you damage, and your full Toughness as a passive defense against
have to beat. If you roll more successes than your target, the subdual damage.
attack hits and inflicts damage or a special effect, as discussed

below. If you don’t beat the threshold, the attack either misses
the target or hits them but has no effect.

Powers like Ensnare, Mind Control, and Stun inflict conditions

The table below indicates the Traits used to perform common
and effects other than damage, called special effects. Attacks
attacks and defenses. P&P doesn’t distinguish between accuracy
that inflict special effects last a number of pages equal to half
and damage or defense and damage resistance. Attackers use
the net successes rolled on your attack (rounding up as usual),
one Trait that lumps accuracy and damage together for their
and expire at the end of your turn to act on that page. For
attack rolls, and targets use one Trait that represents either their
example, if you roll 3 or 4 net successes when attacking a target
defense or their damage resistance — whichever is better — for
with the Stun Power, your target will be stunned for 2 pages. You
their defense rolls.
can stack a special effect’s duration by attacking the same target
ATTACK ATTACK TRAIT DEFENSE TRAIT multiple times. If the duration of a special effect ever equals or
Unarmed Might Agility or Toughness or Power exceeds the target’s current Health, the target is defeated by the
Melee Weapon Might Agility or ½ Toughness or Power effect, which then lasts for the rest of the scene. For example,
Ranged Weapon Agility Agility or ½ Toughness or Power a friendly neighborhood superhero might defeat criminals with
Physical Power Power Agility or ½ Toughness or Power Ensnare by leaving them bound in sticky webbing.
Mental Power Power Willpower or Power
If you’re suffering from a special effect, you can try to break free
ACTIVE AND PASSIVE DEFENSES of it when your turn to act comes along, as long as you haven’t
There are two kinds of defenses: active and passive. Active been defeated by it. Make a challenge roll using the passive
defenses represent attempts to block, dodge, or parry attacks, defense identified in the Power’s description against the Power’s
while passive defenses represent the ability to resist or withstand rank. If successful, the special effect’s duration is reduced by
attacks. Agility is a common active defense, while Toughness, half your net successes. If you reduce the duration to 0 or fewer
Willpower, and Powers like Armor and Force Field are common pages, you break free of the effect and can act immediately, but
passive defenses. The only distinction between active and passive you suffer a −2d penalty to other actions on that page.
defenses is that you can’t use active defenses if you’re surprised,

unconscious, or otherwise unable to actively defend yourself.

No matter how many defenses you have available to you, you

Grappling is often just close-in fighting, another way of inflicting
always use only one defense against each attack, normally the
damage in close combat. You don’t need special rules for that.
one with the greatest rank. Of course, this is an abstraction. You
However, sometimes what you’re attempting is a grab, hold,
aren’t really choosing between dodging and resisting attacks
or escape. A grab is any attempt to take a weapon or other
when you defend yourself. In the game world, you’re probably
handheld item away from your opponent. A hold is any attempt
trying to avoid getting hit, and if you do get hit, your passive
to control or restrain your opponent. An escape is any attempt
defenses are there to protect you. As a result, you always use
to break out of a hold. In this Quickstart, these moves require a
the best defense available to you when making defense rolls.
Might roll against your opponent’s Might and should be handled

narratively, using the rules provided in Chapter 2. If you aren’t
already in grappling combat, your opponent can use an active
defense instead of Might to resist your attempted grab or hold
Chapter 3


Comic book combat involves more than just smacking each
other around. Combatants often employ special attacks and
tactics, from the mundane to the distinctly superheroic. While
it would be impossible to cover every comic book trope, the
following section includes some of the more iconic.

Explosions, blasts of dragon fire, and other attacks that target a
large area rather than an individual are called area attacks. Area
attacks target everyone in their area of effect, whether friend
or foe. You make a single attack roll, and everyone in the area
makes their own defense roll. Because these attacks target an
entire area, they’re hard to evade. Targets using active defenses
must halve their defense rank unless they forfeit their next turn
to act diving out of the area or behind cover.

If you have a Travel Power, you can use it to perform a charge
attack, an attack in which you slam into your target at high
speed. If you have Density or Growth, you can use those Powers
instead, relying on your increased mass for damage. Either way,
you get a +2d bonus on your attack roll for the charge attack,
but you suffer a −2d penalty to your defense rolls until after
your next turn to act.

A strategic attack is any attempt outmaneuver, outsmart,
or otherwise gain an advantage over your opponent without
harming them directly. Strategic attacks work like ordinary
attacks, but the Traits used to perform and resist them will vary
depending on what you’re doing — this is always determined
by the GM. If successful, a strategic attack will have one of the
effects listed on the table below, which will last until the end
of your next turn to act. You pick the effect from the options
available to you, depending on your net successes. All penalties
imposed by multiple strategic attacks are cumulative. You can
find examples of common strategic attacks below, but feel free
to get creative and make up your own.

1 to 2 −1d to challenge rolls • speed halved
3 to 4 −2d to challenge rolls • drop item or weapon • can’t move
5 or More −3d to challenge rolls • lose next turn to act

Fancy Footwork: Outmaneuvering an opponent or getting them

turned around, off balance, or exactly where you want them.
Use Agility or a Travel Power against your opponent’s Agility or
Travel Power.

Overpower: Knocking or shoving an opponent back, down, or
aside. Use Might or a Power that affects physical objects (like
Minions don’t have Heath. Whenever you hit a group of minions
Telekinesis) against your opponent’s Might or any active defense
with an attack, you defeat 1 minion per net success rolled, or up
they prefer.
to 2 minions per net success rolled when making an area attack

(up to the number of minions in the area). If the attack inflicts
Psych Out: Angering, confusing, distracting, or unnerving an
harm, defeated minions are knocked out. If the attack inflicts a
opponent with banter, jokes, threats, suggestive comments, and
special effect, defeated minions are subject to the special effect
so on. Use Charm or Command against your opponent’s Willpower.
for the rest of the scene.

Take to School: Performing a fancy fighting maneuver like

Additionally, minions act in groups. A group of minions can
disarming or tripping an opponent. Use a regular attack roll
always break into two or more groups to attack multiple heroes,
against your opponent’s active defense or one of their physical
but each group acts like a separate character. In combat, a
Abilities — the GM determines whether to use Agility, Might, or
minion group targets one enemy per page, making one attack
Toughness, depending on what you’re trying to do.
roll opposed by one defense roll. Because that single roll often
represents multiple attacks with weapons of some kind (natural
TEAM ATTACKS or handheld, heck maybe both) minions always get a bonus to
When characters coordinate their attacks against a single their attack rolls. The bonus varies depending on the number of
opponent, it’s called a team attack. This covers all classic minions in the group (even if it’s just one poor sap), as shown
team attack tropes, including things like hitting an opponent on the table below.
from opposite sides, blasting the same spot on an opponent’s
armor, or throwing your ally at an opponent like a fastball. TOTAL MINIONS ATTACK ROLL BONUS
When performing a team attack, you and your allies have to 1 to 2 +2d
wait until the end of the page to take your actions, and you all 3 to 5 +4d
have to target the same enemy. This grants you a +2d bonus to 6 to 8 +6d
your attack rolls and lets you spend 1 Resolve to have your 6s 9 to 12 +8d
explode. As mentioned earlier, that means you get to roll those
dice again to try generating extra successes, and you can keep
rerolling them as long as you keep rolling 6s. MODIFIERS
The GM can apply modifiers ranging from +4d to −4d to

account for specific conditions and situations. For example, you
should get a −2d attack roll penalty when attacking someone
behind partial cover or a −4d attack roll penalty when attacking
The following section provides rules for some of the more
someone behind almost total cover. You should also get a −1d
common situations likely to arise in mundane and superheroic
penalty to your attack and active defense rolls in dim lighting or
combat, as well as rules for handling minions. Use these rules as
a –3d in total darkness.
a guide when adjudicating the various antics, edge cases, and
wild ideas that inevitably arise when supers throw down.

Ambushing someone requires a successful challenge roll using
your Covert against your target’s Perception. When using
deception or seduction to catch a target off guard in a different
way, roll Charm instead. If you succeed, your target is surprised —
they can’t act or use active defenses on the first page of combat.
Targets with embellishment rights can say they were only partially SUPER TIP!
surprised, allowing them to use their active defenses, but that’s In the real word and the world of superhero
about it. If you fail, the target isn’t surprised and can act normally.
comics, fights often end when one side looks
around, realizes they’ve been beaten, and
GOING ALL-OUT surrenders. It should be the same here as well.
When attacking or defending yourself is all that matters, you
can go all-out. All-out attacking grants you a +2d bonus to
your attack rolls, but halves your defense ranks (both active and
passive) until after your next turn to act. All-out defending grants
you a +2d bonus to your defense rolls until your next turn to act
comes around, but prevents you from attacking or performing
other actions when it does. You can still move and perform free
actions while all-out defending yourself.



Chapter 4

Resolve and Adversity are points you can spend to alter the game in your favor. Heroes use Resolve, while Adversity is reserved for
the GM. Both are discussed below.

in the game world to help them when you do this. This is purely
for the sake of the narrative — you still get to take your regular
turn to act on that page.
Heroes begin every issue — again, that’s every game session —
with some amount of Resolve. This is listed on each hero’s
sheet. As discussed in the core rules, a hero’s starting Resolve CHALLENGE ROLLS
varies depending on how powerful they are — the more powerful You can spend Resolve to add extra dice to your challenge
the hero, the less Resolve they have per issue. In this Quickstart, rolls on a one-for-one basis. You can spend any amount
Resolve doesn’t carry over between issues, so spend away! You of Resolve on any roll, and you can decide whether or not
can earn extra Resolve in the following ways, plus however else to spend them after rolling the dice. You can also spend 1
the GM deems appropriate. Resolve to reroll a challenge roll completely. If you’ve already
spent Resolve to add extra dice to the roll, you can reroll
DEFEATS those extra dice as well.

Suffering a brutal defeat and then coming back stronger than

before is a classic comic book trope. That being the case, you LUCKY BREAKS
earn 1 Resolve any time you suffer a significant defeat, failure, You can spend 1 Resolve to make up some minor detail about
or setback. the game world, often some lucky break that works in your favor.
For example, if you get knocked off a rooftop, you can use this
FLAWS to say you land on a pile of discarded mattresses. This is always
subject to the GM’s approval.
You can use your Flaws to earn Resolve. Any time you decide
that your hero succumbs to their Flaw in a way that causes
problems for you or your allies, you earn 1 Resolve. A few Flaws POWER STUNTS
work differently. These Flaws grant you extra Resolve at the start You can spend 1 Resolve to use one of your powers in a way that
of every issue (this is already accounted for on your hero sheet) imitates another power, as long as you can explain whatever it
but the GM is the one who brings these Flaws into play and you is you’re trying to do. If the stunt is even remotely reasonable,
don’t earn extra Resolve when that happens. These Flaws are the imitated power will have the same rank as the power used
marked with an asterisk on your hero sheet. to imitate it. If it’s kind of a stretch, the imitated power will have
a rank equal to half that of the power used to imitate it.
You earn 1 Resolve whenever the GM feels you’ve done RECOVERY
something exceptionally clever, dramatic, funny, heroic, or just If you get defeated by an attack that inflicts damage or a special
plain cool. Great roleplaying, brilliant comedy, clever problem effect, you can spend 1 point of Resolve on your next turn to
solving, and strategic thinking could all merit this reward, as act to recover and get back into the action. If you were defeated
could taking the time to help a new player along. with damage, you regain consciousness and recover 3 points
of Health. If you were defeated with a special effect, you break

free of it. Either way, you can then move and perform actions as
usual on that same page. You can only do this once per scene.

You can spend Resolve to do each of the things listed below.

Additionally, the GM is always free to expand how players can SEIZING THE INITIATIVE
use Resolve in their games. You can spend 1 Resolve to jump ahead of everyone else in
combat. From that point forward, you get to go first on every
ASSISTING OTHERS page of the action. If multiple characters exercise this option,
they all get to go before everyone else, but their Edge scores
You can spend Resolve to assist your allies, giving them however
determine the order in which they act.
many points you wish. You have to describe what you’re doing

Resolve and Adversity
While players have Resolve, GMs have Adversity. As the GM, you
begin every issue with 1 point of Adversity per hero in the group.
Like Resolve, Adversity isn’t carried over between issues. As GM,
you can earn extra Adversity in the ways listed below.

Especially challenging or dangerous scenes will often have a
Challenge Level. Challenge Levels run from 1 to 3, indicating
the amount of Adversity the GM earns per hero at the start of
that scene. For example, the GM will earn 6 Adversity when 3
heroes begin a scene with a 2 Challenge Level.

Heroes are expected to act like heroes. Whenever a hero
performs a cowardly, selfish, treacherous, or otherwise unheroic
action, you as the GM immediately earn 1 Adversity.

As the GM, you can use Adversity to do anything players can
do with Resolve. If the rules say you can use Resolve to do
something, you can use Adversity to do the same thing for any
non-player character. Additionally, there are three other things
you can do with Adversity.

Unlike heroes, non-player characters generally succumb to their
Flaws whenever the opportunity presents itself. In fact, clever
heroes who learn a villain’s Flaws can often use this to their
advantage. However, the GM can spend 1 Adversity to have a
villain or foe resist or overcome one of their Flaws, if only for a
moment — in this case, for the rest of the current scene.

You can spend 1 Adversity to throw a misfortune at the heroes.
Misfortunes are random problems, obstacles, and instances
of bad luck that make the heroes’ lives more difficult. They
include things like having a hero’s weapon malfunction or run
out of ammo, having a stray attack cause collateral damage that
endangers civilians, or having a hero’s mask get torn off in a fight.

Once per story, you can spend 1 Adversity have a villain
automatically perform any act of villainy, meaning anything
necessary to further the plot of the story. This can be used to
have villains do things like throw switches, grab hostages, or
escape in order to face the heroes later in the story.


Chapter 5

Many items that heroes carry around are Powers rather than traditional equipment. Nevertheless, heroes and villains sometimes
use mundane weapons, armor, and equipment, collectively called gear. This chapter includes an assortment of mundane gear for
your games.


Using a mundane shield in your off-hand grants you a +1d
Some gear effectively boosts your Traits for specific purposes. Shield Bonus to both active and passive defense rolls against
For example, a sword grants you +2d Might when performing physical and energy attacks. You can use a shield as an off-hand
close combat attacks. The maximum effective rank a piece of weapon if you wish (see Weapons below), but you then lose the
mundane gear can provide equals its bonus plus 6d. This value defensive benefit provided by the shield until your next turn to
is called its Gear Limit. For example, going back to the sword, act. Shields provide no benefit when you’re surprised or unable
the maximum effective Might a sword can provide is 8d (its +2d to defend yourself.
bonus plus 6d).

ARMOR All weapons have a Weapon Bonus. Most weapons inflict
Armor grants you the Armor Power at a rank equal to your Toughness lethal damage, but an “(s)” after the Weapon Bonus means
plus the Armor Bonus shown on the table below, depending on the weapon inflicts subdual damage. If you’re wielding a
the armor worn. If you already have Armor, you can use it in place melee weapon, you can add its Weapon Bonus to your Might
of Toughness when determining your effective Armor rank while or Martial Arts rank when making close combat attacks, and
wearing artificial armor. Advanced suits of powered armor may you can add its Weapon Bonus to your Agility or Martial Arts
include built-in weaponry and equipment like communications, rank when defending yourself against close combat attacks.
life support, sensor systems, and servos that enhance your If you’re wielding a ranged weapon, you can add its Weapon
abilities. Features like these should be considered Powers. Bonus to your Agility when attacking in ranged combat. Ancient
and modern weapons inflict physical damage, while advanced
ARMOR ARMOR BONUS weapons inflict energy damage. Ranged weapons can be used
Ancient, Leather +0d
at up to Distant Range.
Ancient, Mail +1d
Ancient, Plate +2d
Modern, Armored Uniform +1d ANCIENT WEAPONS
Modern, Tactical Gear +2d WEAPON TYPE BONUS FEATURES
Modern, Military/Riot Gear +3d Axe Melee +2d —
Advanced, Light +2d
Baton Melee +1d (s) Thrown
Advanced, Medium +3d
Bow Ranged +2d Two-Handed
Advanced, Heavy +4d
Club Melee +2d (s) —
Crossbow Ranged +3d Readied, Two-Handed
Dagger Melee +1d Thrown
Great Sword Melee +3d Two-Handed
SUPER TIP! Nunchucks
+2d (s)
+1d (s)
Superhero games become stale villain-of- Spear Melee +3d Thrown, Versatile
the-week slugfests if the heroes don’t have Staff Melee +3d (s) Two-Handed
personal lives that allow them to be real Sword Melee +2d —
Three Section Staff Melee +3d (s) Flexible, Two-Handed
people as well as caped crusaders.
Throwing Star Ranged +0d Thrown

MODERN WEAPONS Versatile: The weapon is normally used in two hands, but it can
be used in one hand as well. Reduce the item’s Weapon Bonus
by 1d when wielding the weapon in one hand.
Assault Rifle Ranged +4d Area, Two-Handed

Baseball Bat Melee +2d (s) Versatile
Combat Knife

Burst, Thrown
Heavy Machinegun Ranged +5d Burst, Heavy Weapon If you have any Talents at rank 4d or higher, you’re assumed
Pistol Ranged +2d — to carry whatever tools and equipment you need to make use
Rifle Ranged +3d Two-Handed of them. For example, if you have at least 4d Covert, you’re
Rocket Launcher Ranged +6d Burst, Two-Handed assumed to carry lock picks and whatever other tools you might
Shotgun Ranged +3d Two-Handed need to use that Talent. While that’s normally enough, you may
Submachine Gun Ranged +3d Area, Versatile occasionally find yourself in need other equipment. The f­ollowing
list should get you started.

ADVANCED WEAPONS Binoculars: Grant you Super Senses (Telescopic Vision). Powered
WEAPON TYPE BONUS FEATURES binoculars also grant Super Senses (Night Vision) as well.
Blast Cannon Ranged +7d Curst, Two-Handed
Blast Gernade Ranged +5d Burst, Thrown Bug Detector: Detects active bugs and transmitters within
Blast Pistol Ranged +3d — Close Range.
Blast Rifle Ranged +4d Two-Handed
Blast Rifle, Military Ranged +4d Area, Two-Handed Caltrops: Floor spikes that can slow or stop pursuers. They are
Plasma Sword Melee +3d Versatile sometimes poisoned.
Vibroblade Melee +2d —

The features listed on the weapon tables are described below.

Area/Burst: Area means the weapon can affect all targets in an

area of effect, but this is optional. You can always target a single
object or individual instead of an area of effect. Burst works
the same way, but the effect isn’t optional. Either way, you can
assume an area of effect roughly 50 feet in diameter.

Flexible: The weapon is flexible, like a chain or whip, and can

be used to perform grabs and holds.

Heavy Weapon: The weapon is too heavy to use effectively

unless it’s braced or mounted on something. If you have a Might
of 6d or greater, you’re perfectly capable of using this weapon
in two hands.

Readied: Once fired, you have to spend one page readying

the weapon before you can use it again, and you can’t move or
perform other actions while doing so (although free actions are
still allowed).

Shield: The weapon serves as a shield and provides a +1d

Shield Bonus.

Thrown: The weapon can be thrown at targets within Close

Range (or farther, depending on how strong you are, as discussed
in Chapter 4). When dealing with small ranged weapons like
grenades or throwing stars, its assumed that you carry enough
to avoid worrying about running out in the middle of a scene.

Two-Handed: The weapon must be used in two hands.

Camera: An advanced digital camera. Many also work like Light Stick: Chemical stick that glows for a few hours when
high-tech binoculars, granting you Super Senses (Night Vision, activated.
Telescopic Vision).
Chapter 5

Lockpick Gun: This device will quickly open most normal

Cell Phone: Ubiquitous means of communication and wasting mechanical locks. If you aren’t a police officer, it will also quickly
stupid amounts of time. get you thrown in jail.

Climbing Claws: Add +2d to challenge rolls made to climb Night Vision Goggles: Grants you Super Senses (Night Vision).
natural surfaces.
Parabolic Microphone: Grants you Super Senses (Acute
Climbing Gear, Ice: Makes climbing sheer ice possible for Hearing, Enhanced Hearing) 9d.
ordinary human beings.
Parachute: Allows for safe falls from extreme heights and
Climbing Gear, Urban: Makes climbing sheer crystal or glass provides limited gliding.
surfaces possible for ordinary human beings. Advanced versions
might use magnets to allow climbing on sheer metal surfaces. Police Scanner: Allows you to listen in to local law enforcement
communications. If you aren’t a police officer, owning one will
Computer: Small, wireless, top-of-the-line, and highly-encrypted get you arrested.
portable computer.
Polyhedral Dice: Nothing to see here, so just move along.
Communicator: High-tech version of a cell phone common in
sci-fi games. Radio: An advanced, multi-channel, and probably hands-free
walkie-talkie. An earbud radio is a tiny version that you place
Crowbar: Adds +4d to Might rolls when forcing things open in your ear, making it both hands-free and completely hidden.
or apart.
Rappelling Gear: Allows rapid descent from heights with an
Explosives: Material and detonators required for controlled Easy (0) Agility roll.
Scanner: A handheld device used to analyze matter and energy
Flashlight: A small but powerful flashlight with a variable- in sci-fi games.
width beam.
Scuba Gear: Allows you to operate underwater for up to 1 hour.
Gas Mask: Grants you the Immunity (Toxins) Power limited to
those that affect the eyes and lungs. Scope: Mounted on a firearm, modern versions often work just
like high-tech binoculars.
Geiger Counter: Detects and displays the level of environmental
radiation. Silencer: Also called a suppressor, it muffles the sound of a
firearm as well as its muzzle flare.
Handcuffs: Can be made of metal or plastic; threshold 5 to
break, but plastic ones are easily cut. Space Suit: Sci-fi gear that lets you operate in outer space
for hours.
Lantern: Provides light in an area. Ancient ones burn oil and last
a few hours. Modern ones use regular batteries and last much Telescope: Primitive means of granting the user a limited
longer. Some can be used to recharge rings. version of Super Senses (Telescopic Vision).

Tracer Bug: Small transmitter that emits a periodic signal.

SUPER TIP! Transmitter: Transmits audible sounds to a predetermined

Games in which heroes are willing to kill are
probably more realistic, but they also eliminate Wiretap: A transmitter affixed to a phone line or optic cable to
tap calls and other communications.
one of the cornerstones of conflict and
dramatic tension in the superhero genre. Zip Tie: Can be used as handcuffs in a pinch; threshold 4 to
break but easily cut.



Chapter 6

The heroes don’t live in a vacuum — well, at least most don’t. The following chapter rounds out the rules with some benchmarks and
guidelines for interacting with the world itself.

Although there are many different kinds of energy in the Falls are treated like attacks that can only be resisted with
real world, P&P lumps them into a few simple categories passive defenses (unless you can come up with a creative way to
for game purposes—otherwise Powers that control or resist use an active defense instead). The attack rank of a fall depends
energy become too diluted. The standard types of energy are on the distance fallen, as shown below. Apply a +3d bonus if
described on the table below. Because gravity and magnetism you land on something like spikes or sharp rocks, or a −3d
are forces that affect physical objects directly, they should be penalty if you land on something like cushions, garbage, or water.
represented with Powers like Elemental Control and Telekinesis. Additionally, whenever you fall onto soft surfaces like these, you
If you must classify these forces as energy, treat them both as can use Agility as an active defense against falling damage.
force energy.
Chemical energy that dissolves matter, Up to 25 Feet 6d
usually in a physical medium. Up to 50 Feet 8d
Pure magical energy of the physical Up to 100 Feet 10d
(as opposed to psychic) variety. Up to 250 Feet 11d
Considered a unique kind of energy Any Farther 12d
in most supers settings.
Electricity/ If it looks like lightning, it probably

falls under this category.
Generic energy; light, lasers, and HEAT AND ELECTRICITY
anything not otherwise covered.
Like falls, exposure to energy is considered an attack that can
Fire/Heat/ Anything that involves heat; some only be resisted with passive defenses (again, unless you can
Plasma overlap with generic energy above.
come up with a creative way of using one of your active defenses
Physical force; attacks using this energy instead). Use the table below as a guide when determining the
are considered physical attacks.
rank of such attacks.
Comic book radiation that works
like energy, not the real stuff. HEAT ELECTRICITY RANK
Sound/Thunder/ Sonic or vibratory energy, the Campfire Wall Socket 4d
Vibration* energy of molecular motion. Building Fire Car Battery 6d
*If you care, this kind of energy should be useless in a vacuum but at Chemical Fire Power Line 8d
+3d when used underwater. Incinerator Power Main 10d
Lava Generator 11d
Blast Furnace Lightning 12d


Some people play roleplaying games in general
Environmental hazards are categorized as minor or major. A
and ones about superheroes in particular minor hazard might be a smoke-filled room, low-level radiation,
to feel capable and powerful. They like the significantly hot or cold temperatures, and so on. You can
idea of being able to make a difference. withstand exposure to minor hazards for a number of minutes
equal to your Toughness; beyond that, you suffer 1 point of
damage per minute of exposure. Major hazards include
things like crushing undersea pressure, high-level radiation,

and the vacuum of outer space. Exposure to these conditions
is measured in pages (each roughly 3 seconds long), so even
Attacks can penetrate objects if their attack rank exceeds the

if you aren’t in combat, you should track time in pages when
object’s Structure. Any time you hit someone through an object,
dealing with a major hazard. You can withstand exposure to
the target can use the object’s Structure as a passive defense.
major hazards for a number of pages equal to your Toughness;
beyond that, you suffer 1 point of damage per page of exposure.
Hazards can’t inflict more than 1 point of damage per page, SCENERY AS WEAPONS
even if you’re exposed to multiple hazards at the same time. When super strong characters use vehicle and other massive
A number of Powers (notably Adaptation and Immunity) can objects as weapons, they get a +1d to their attack rolls, but
protect you against environmental hazards. those objects don’t last long under this kind of punishment. For
every page that an everyday object is used this way, its effective
SUFFOCATION Structure is reduced by 2d.

You can hold your breath for a number of minutes equal to your SCENERY STRUCTURE
Toughness. After that, you start suffering 1 point of damage per Post Office Mailbox 4d
page until you can breathe again (at which point this damage Heavy Door, Motorcycle 5d
goes away). Brick Wall, Telephone Pole 6d
Metal Dumpster, Sedan, Statue 7d
SWIMMING Big Statue, Fighter Jet, Humvee 8d
Characters use half their Agility when making movement-related 747 Airliner, Bus, Huge Tree, Yacht 9d
challenge rolls and travel only half as fast as normal when 18-Wheeler, Giant Statue 10d
swimming. They also suffer a −3d penalty to Perception rolls Ferris Wheel, Tank 11d
while underwater. A scuba mask lowers this penalty to −1d, but Vault Door 12d
only for visual Perception rolls. When engaging in underwater

combat, characters use half their Edge and suffer a −3d penalty
to their physical attack and active defense rolls. Characters with
the Swimming Power ignore all of these penalties.
Many characters have Travel Powers, and those who don’t often
travel in some kind of vehicle. The table below indicates how fast

SMASHING a character or vehicle can move in miles per hour, depending on

its Travel Power or Speed. If you’re wondering, ordinary people
Simple objects like doors and walls have a Structure rank that move at a speed of 3d, sound travels at 9d, and light clocks in
determines their durability. The Structure of common materials at a brisk 27d. Because hitting fast-moving targets can be tricky,
can be found on the table below. GMs can raise or lower an characters performing an all-out defense can use their Travel
object’s Structure by 1d to 4d depending on its condition, Power or Speed to make active defense rolls.
thickness, and whatever other factors they deem relevant.
Whenever you want to bend, break, or smash through an object, RANK MPH RANK MPH
make a challenge roll using Might or one of your Powers against 1d 2 13d 25,000
the object’s Structure. You can bend or make a small hole in an 2d 5 14d 50,000
object with 1 to 2 net successes, but big holes require 3 or more 3d 10 15d 100,000
net successes. You have to do this all at once; you can’t combine 4d 25 16d 250,000
net successes over multiple attempts. 5d 50 17d 500,000
6d 100 18d 1 Million
MATERIAL STRUCTURE 7d 250 19d 2 Million
Cloth, Drywall, Glass, Ice, Rope 2d 8d 500 20d 5 Million
Plastic, Rubber, Wood 4d 9d 1,000 21d 10 Million
Brick, Bulletproof Glass, Hardwood 6d 10d 2,500 22d 25 Million
Asphalt, Concrete, Machinery 8d 11d 5,000 23d 50 Million
Iron, Stone 10d 12d 10,000 24d 100 Million
Steel 12d
Diamond, Titanium 14d
Advanced or Magical Metal 16d
Ozymandium Alloy* 18d
*Most comic book worlds have at least one substance that’s
all-but invulnerable to physical harm. In the world of Pinnacle
City, that metal is called Ozymandium — Metal of Metals! — and
it’s impervious only in its pure form. While not unbreakable,
­Ozymandium alloys are incredibly strong and resilient.


Chapter 7

The following short adventure (which we’ll call a story from here on out) is designed as a simple introduction to P&P, giving you a
taste of how the game plays. The story is set in Pinnacle City, a sprawling metropolis that bears more than a passing resemblance to
a number of other real world and comic book cities you probably recognize. If you’re interested in learning more about Pinnacle City
and the villains who call it home, check out Pinnacle City’s Most Wanted, which will be part of our upcoming Kickstarter happening
this March. If you prefer to have this story take place somewhere else, feel free to set it wherever you like. It won’t affect the plot
in any way. Because this is only an introductory story, the heroes have less freedom than usual. Everyone playing the game should
understand that Broken Wings is more of a brief guided tour through some of the highlights of gameplay than a completely open
roleplaying experience where the players can literally do anything they want.

BACKGROUND set of mechanical wings, supposedly a prototype of those used

by The Fallen. In fact, the nightclub owner is a local entrepreneur
named Gabriel Michaels, and a few of Melody’s sources confirmed
Millicent Flange, better known to the world as the villain Lady
that he keeps the wings on display in his office above Club 706,
Aether, is a genius. Her inventions utilize clockwork and steam
one of Pinnacle City’s largest and hottest clubs.
power to do things modern technology can only dream of, often
through the use of volatile aether, a unique element only she
Needless to say, Lady Aether’s next heist is about to go down.
knows how to synthesize. Unfortunately, volatile aether is rather
explosive (thus the name). Before Millicent Flange can let the
world know of her genius, she must find a way to stabilize this
element. After all, fate didn’t reveal to Dr. Melody Fong the
details of her past life only to have the name Millicent Flange This story takes place in three parts, each of which is described
sullied the first time some mouth-breathing dew-beater blows below. These parts can be thought of as waypoints the heroes
themselves up because they can’t read a simple aetheroscopic need to hit as they make their way through the game. GMs
regulator. That will not do at all. Thus, Millicent is committed should feel free to add whatever other scenes and encounters
to finding a way to make her inventions safe for the unwashed they need to fill the gaps between each part. Or, if the group
masses. To that end, she often steals Victorian era antiques that prefers to run through this story more quickly, the GM can hand
inevitably turn out to be more than they appear, taking them wave these interstitial periods and jump from one part to the
apart and studying them to see if they hold any clues that might next. It all depends on how the group wants to play.
help her stabilize volatile aether. And now Lady Aether is after
nothing less than a fallen angel’s mechanical wings! Part 1: The heroes find themselves at Club 706, a popular dance
club in Pinnacle City, each for different reasons. When an arms
No one really knows who The Fallen is, where he’s from, or what he deal goes south, it’s up to them to get things under control and
wants. But rumor has it that he’s a fallen angel stripped of his wings make sure no one gets hurt. But things get even more complicated
and cast down to Earth. Millicent couldn’t care less. All she cares when a division of Lady Aether’s Clockwork Brigade appears in
about are his wings, his beautiful and terrible wings, which seem the club, intent on robbing the arms dealer and creating mayhem.
to be some unfamiliar form of clockwork technology. Millicent has
wanted to get her hands on those mechanical marvels for years, Part 2: This part begins with the heroes meeting the club’s
but The Fallen is an immensely powerful being, not the sort whose owner, Gabriel Michaels, who tells them about the clockwork
attention—much less whose ire—one wants to draw. As a result, wings that were stolen from his office the night before and asks
examining those wings has always been just a pipe dream, until now. for their help in recovering them. In this part, the heroes are free
to investigate the theft in whatever way they wish. Eventually,
Millicent’s current incarnation, Dr. Melody Fong, is effectively they’ll learn that a villain named Lady Aether stole the wings,
her partner in crime. In fact, Melody’s personality remains the and find their way to her hideout.
dominant one. Having been Millicent in a past life, Melody is
just as vested in seeing her get the fame she deserves. And Part 3: In the finale, the heroes have to fight their way through
also, she’s having a blast as a villain. As the one who plans their a veritable army of clockwork minions to get to Lady Aether,
capers (due in part to the fact that Millicent despises computers), defeat her, recover the wings, and get them back to Gabriel
Melody handles their research, online and otherwise. Recently, Michaels before the being known as The Fallen senses them and
she discovered that an eclectic nightclub owner had acquired a decides to come looking for his property.

HEROES powers manifested, Brian sent her VIP tickets and begged her
to come — he has no idea why his incredibly talented friend

Broken Wings
stopped spinning just as her career was about to take off, and
The heroes in this story are Alabama Slammer, a young southern
he’s been worried about her ever since. Kayla brought her new
speedster new to Pinnacle City, Citizen Soldier, a World War II
friend Tammy along with her because she knew Tammy would
veteran turned physical powerhouse still serving his country,
love it, and also because Tammy knows what happened last time.
T-Kay, a young telekinetic who doesn’t yet have full control of
If things start to go wrong, Tammy can pull her out of there —
her powers, and Vigilant, a man dedicated to ridding Pinnacle
and for that matter out of the city — before anyone gets hurt.
City of organized crime. For the most part, the enemies in this
story vary in strength according to the number of heroes in play.
As a result, you should have no trouble playing with less than VIGILANT
four heroes. The only exception might be the final battle with Michael Cross is the only hero who begins the story in costume.
Lady Aether. Although not overly powerful, Lady Aether has a He’s been following an arms dealer named Wellington Bryce,
few impressive one-shot abilities that could spell doom if there who’s looking to move something more than just guns. Michael
are too few heroes. GMs can either adjust her abilities, or they doesn’t know exactly what Bryce has to sell, but he knows he
can play the story as written and see what happens. After all, doesn’t want it in his city, so he’s been waiting for the arms
getting defeated by a villain isn’t the end of a superhero story: dealer to make his move, at which point he can take both Bryce
it’s often just the beginning. and whatever he’s selling out of circulation. To that end, Michael
is watching the club from his vantage point on the roof. He’s
ALABAMA SLAMMER positioned near one of the club’s large blacked-out skylights,
monitoring everything happening inside the club through a feed
Tammy James is at the club with her friend, Kayla Zamain (see
provided by tiny cameras and microphones he planted around
T-Kay below), looking to have fun. While most clubs have a life
the club a few nights ago. The audio feed is being run though
span of 12 to 18 months before the new hotness draws every­
a digital filter that removes the music, letting Michael hear the
one’s attention, Club 706 has been one of the Pinnacle City’s
conversations happening around the club without difficulty. With
most popular clubs for several years. Tammy had to see what all
the skylight unlatched, Michael is ready to leap down into the club
the fuss was about. Plus, Kayla had free VIP passes for tonight,
the moment he confirms that Bryce has the weapons with him.
so why not. Tammy also knows her friend is worried about her
telekinetic powers going haywire. Kayla wants Tammy there in
case she needs to pull her out of the club before anyone gets
hurt. No big: Tammy has faith in her friend’s abilities, and if
PART 1: CLUB 706
some­thing does go wrong, she can easily have Kayla far away Club 706 is located in downtown Pinnacle City, overlooking
long before anything bad happens. Pinnacle Bay. The club is a massive venue. Patrons enter into
an opulent lobby and make their way through an ornate hall
CITIZEN SOLDIER before coming into the main area. The main dance floor is a
large oval area surrounded by VIP booths with a raised stage
Hamilton Smith is standing at the long bar near the back of the
for the DJ at the far end. Above the dance floor, a second set
club, as uncomfortable as a man can be. He may look young, but
of booths look down from ringing balconies, while the roof is
the last dance club Hamilton visited was the Savoy Ballroom in
lost in darkness behind an intricate latticework of articulated
December of 1941, right before he enlisted in the army. He’s
gantries that support lighting arrays, confetti dispensers, smoke
there as a favor to his friend, Colonel Jane Bailey. Colonel Bailey
machines, and other equipment designed to give patrons one of
works with AEGIS, the government agency that handles super
the best shows the international club scene has to offer. There
powered beings and extraordinary technologies. She recently
are long bars at either end of the main dance area, and two sets
received some vague intelligence from an unreliable source
of restrooms, one on either side of the floor.
concerning an advanced weapon system and this particular
nightclub. Although the information wasn’t concrete enough to
The main floor of Club 706 also boasts a somewhat smaller
justify deploying AEGIS assets, Jane’s gut told her there might
lounge area — large enough to be a separate club its own right —
be something to this. Luckily, her friend Hamilton Smith is bullet­
called Purgatory. Purgatory has more intimate seating, a smaller
proof, superhumanly strong, and a veteran who knows how to
dance floor, and its own bar. Although it’s far from quiet, the music
handle himself. So she asked him as an off-the-books favor to
in Purgatory is usually relaxing down-tempo trance, as opposed
spend the next few nights at Club 706, just keeping an eye on
to the high-energy dance music that fills the rest of the club.
the place in case this turns out to be something after all.

Stairs leading to the second floor mezzanine and balcony area

T-KAY can be found at either end of the main dance floor. There’s also
A former DJ, Kayla Zamani used to spin at Club 706. In fact, an elevator large enough for easy wheelchair access near the
her performances were part of what put the place on the map. entrance-side stairs. The balcony area is lined with VIP booths
Tonight, she’s here to see her friend Brian T, a major celebrity that look down into the main dance floor. Behind the balcony
DJ in the international club scene who’s in town to spin at the seats, this floor sports a dance floor, seating area, and bar all its
club. Although Kayla hasn’t been in a club since the night her own, plus another set of restrooms. This area also connects to

a luxurious outdoor terrace with a breathtaking view of the bay. leave, but one of Chow’s men blocks his way. The arms dealer
Filled with booths, long sofas, VIP cabanas, a massive bar, and takes a moment to release a resigned sigh, then activates the
yet another set of restrooms, the open terrace area feels more Battle Shield weapon system he’s been wearing around his wrist,
Chapter 7

like a packed rooftop bar than a dance club. the one that looks like an ordinary wristwatch when deactivated
(see below). If the heroes haven’t yet intervened, this is the time
As always, the employee service areas are hidden behind to do so, since Bryce and Chow are about to get into it, putting
everything else. On the first floor, the service areas include those everyone in the club in danger.
behind the bars, a rear employee entrance and loading dock for
deliveries, a DJ suite and service area with a private restroom, Vigilant has been tracking Bryce for days. He’ll automatically
employee locker and washrooms, and a security area. There’s know when Bryce enters, and will have no trouble eavesdropping
also a stairway that leads down to the basement level. While on his conversation with Chow thanks to the digital filtering
mostly used for storage, a large mechanical room that houses the discussed earlier. As a result, Vigilant will realize that this
building’s mechanical and electrical equipment can also be found conversation is not going to go well long before the room
in the basement level. The second floor service areas include bar actually explodes into violence. Although he begins outside the
service ways, a general manager’s office, and a systems room club, Vigilant can easily slip in through the open skylight and
for the computers that control the lighting, sound, and video monkey his way down along the club’s lighting apparatus in a
displays throughout the entire venue. This area is also where the single page of movement. In short, while Vigilant will have to
private elevator that leads to the owner’s office may be found. spend one page moving before he can get into the action, he’ll
know that things are going to go badly long before the other
WARMING UP heroes do.

Every hero’s background describes what they’re doing when the

story begins. It’s recommended that you take a few minutes to
establish what’s happening with each hero individually. Give the
players a chance to roleplay their characters. Let them get into
their heroes’ shoes, and into their heads. Let them just exist, at SUPER TIP!
least for a moment or two, before jumping into the action. Superhero games should be about people
who are also superheroes rather than
WHEELING AND DEALING about superheroes who are also people.
The first part of the action involves an arms deal that goes south.
The following events will transpire unless and until the heroes get
involved. Once that happens, everything goes out the window
and the GM has to play it by ear and determine what happens
Citizen Solder may notice Bryce when he enters the club, if only
in response to the players’ actions.
because he’s specifically on the lookout for trouble and Bryce
is a little too old and a little too formally dressed for the club.
International arms dealer Wellington Bryce enters the club and
An Average (1) Perception roll will be enough for him to notice
makes his way to the upstairs seating area, the indoor part. There
Bryce and sense that this is someone he should follow. Alabama
he meets up with Billy Chow, a triad boss looking to establish a
Slammer and T-Kay, meanwhile, are probably the least likely to
foothold in Pinnacle City. Chow is seated in a corner VIP booth
notice anything since they’re just there to have fun. However,
with a few of his men, one per hero. He also has the same
they will coincidentally be in the upstairs mezzanine area when
number of female enforcers positioned nearby, but these women
everything goes down, and a Hard (2) Perception roll will be
are undercover and better trained than the men at the table. The
enough for either to notice that there’s something happening at
enforcers will only reveal themselves if things get ugly (make no
that corner VIP table, especially once Chow gets agitated.
mistake, they absolutely will). Bryce, meanwhile, has come alone.
Noteworthy Details: Vigilant begins the game in costume, but
When the meeting begins, there’s an initial exchange of
the other heroes will have to worry about their secret identities.
pleasantries. As part of this exchange, Chow asks about the
Alabama Slammer is fast enough that she can instantly change
weapon and Bryce confirms he has it with him. Interestingly,
into her costume as a free action, so this isn’t an issue for her.
Chow takes him at his word despite the fact that Bryce doesn’t
Since she knows T-Kay’s secret identity and vice versa, she may
seem to be carrying anything with him. Chow is cordial, but he’s
be able to get T-Kay into her costume as well, assuming her friend
also young and somewhat patronizing. He seems to be testing his
would be comfortable with that (they’re close enough that she
limits with Bryce. For his part, Bryce is entirely unaffected — he
would know if that’s the case). If not, she could at least slap T-Kay’s
remains unimpressed, completely professional, and thoroughly
mask on in the blink of any eye. Citizen Soldier, on the other hand,
British. Chow takes this as a sign of weakness, and tells Bryce
has an issue. He may try to pretend he’s just a strong guy who can
he can only pay half what was promised. He first takes the
fight well, but once bullets and blades start bouncing off his skin,
approach that he’s doing Bryce a favor by doing business with
nobody’s going to buy that. Maintaining his secret identity is very
him at all, and when that doesn’t work, he gets agitated and
important to Citizen Soldier, so he may have to create a makeshift
moves on to threats. At that point, Bryce tries to get up and
mask for himself or do something else to conceal his identity.


Broken Wings
Edge 9 Health 5 The large men Chow brought with him as muscle are big, tough,
and very intimidating. While they might not be as skilled as the
enforcers, they’re well trained and know how to fight.
Agility 3d Perception 5d
Intellect 4d Toughness 4d
Might 3d Willpower 5d TRIAD ENFORCERS
TALENTS THREAT 6D (Shooters, Unique Ability: Undercover)
Academics 4d Professional 4d The women that Chow brought with him are skilled fighters.
Charm 4d Science 2d They’re also hidden around the room where Chow and Bryce
Command 2d Streetwise 4d are meeting, pretended to be ordinary club goers. Any heroes
Covert 2d Surival 2d who take a moment to scan the area can make a Perception
Inetigation 2d Technology 2d / Threat roll to detect these women. If they fail this roll, the
Medicine 2d Vehicles 4d enforcers will surprise the heroes on the first round of combat.
Martial Arts 5d: Bryce rolls 5d when attacking and defending CLOCKWORK COMPLICATIONS
himself in unarmed combat. At some point during the battle, Club 706 goes completely
GEAR dark and — what feels even stranger after the pounding music —
completely silent, as someone shuts off the power. Emergency
Battle Shield: Bryce is currently wearing the item he’s looking
lights come on a moment later, but the club remains dimly lit at
to sell, a prototype weapon that looks like a watch, but
when activated, surrounds the user in a personal force field, best, as club goers try to figure out what’s going on. They don’t
granting 8d Armor. It can also fire force blasts, granting 8d have long to wonder, however, because Lady Aether’s Clockwork
Blast (Kinetic) as well. In effect, Bryce has 8d defense against Dragoons suddenly appear in various locations around the
all physical and energy attacks and can fire an 8d ranged club, seemingly out of nowhere. The largest group of Dragoons
attack at up to Distant Range. The Battle Shield only has immediately begins to corral the club goers into one large area,
enough charge for 1 minute of continuous use. using their weapons to frighten or, when necessary, to pummel
anyone who gives them trouble. A second group makes its way
to the club’s main safe, at which point one of the Dragoons
BILLY CHOW begins using a torch built into its mechanical fingers to cut the
safe open. And a third group heads upstairs to find Bryce (or
maybe they appear upstairs right from the start — that’s up to
Edge 8 Health 3 the GM, depending on what’s more dramatic), looking to steal
ABILITIES the Battle Shield!
Agility 4d Perception 4d
Intellect 2d Toughness 3d There are quite a lot of Clockwork Dragoons in the club. There
Might 3d Willpower 3d are 3 Dragoons per hero in the main group corralling club goers
together in the middle of the main dance floor, 2 Dragoons per
hero in the group headed upstairs to grab the Battle Shield
Academics 2d Professional 2d from Bryce, and 1 Dragoon per hero in the group breaking into
Charm 2d Science 2d the safe. If the heroes work their way through these minions
Command 2d Streetwise 4d too quickly, you can have more enter the fray from the services
Covert 2d Surival 2d areas if you want this scene to run longer. If Bryce, Chow, or any
Inetigation 2d Technology 2d
triad muscle or enforcers are still standing when this happens,
Medicine 2d Vehicles 4d
the GM will have to determine how they react depending on how
POWERS things were going before that moment. Chow is mad, and trying
TRAINED POWERS to save face, while Bryce is simply looking to extricate himself
Evasion 6d: Chow rolls 6d when performing active defenses as quickly and efficiently as possible.
against physical and energy attacks
Martial Arts 6d: Chow rolls 6d when attacking and defending In fact, what’s happening here is mostly one giant diversion.
himself in unarmed combat Having stopped by earlier in the evening, Melody Fong scattered
a legion of miniaturized Clockwork Dragoons around the club,
including into the service areas. Shrunken small enough to seem
Pistol: 6d to attack at up to Distant Range little more than coppery glitter, her mechanical minions waited
until a signal was transmitted, returning them to their full size.
Those in the service areas were the first to return to normal

size, after which they made their way down to the machine
room, found the electrical panel, and destroyed it, cutting off
power to the club. This also cut power to the security system
The second part of this story begins with the heroes back at Club
Chapter 7

Gabriel Michaels has on his office. With the power turned off,
706. Tonight, however, the club is closed for repairs, and the
Lady Aether, who herself has been waiting in shrunken form
heroes are there to meet with the club’s owner, Gabriel Michaels.
near the elevator to Gabriel’s office, can now return to normal
Obscenely wealthy and extremely well connected, Gabriel had
size, make her way up the elevator shaft, break into Gabriel’s
no trouble reaching out to the police and calling in a favor or
office, and grab those beautiful wings. As for the robberies going
two to get whatever contact information the heroes gave them
on in the club, that’s mostly happening in case of unforeseen
last night. He reached out to each of the heroes personally and
complications. If her minions escape with money or some high
asked them to meet with him in his office, claiming that all of
tech toy, that would of course be lovely, but if the police arrive
Pinnacle City was in danger and that he needed their help. While
sooner than expected or some super powered do-gooding
the heroes may have mixed feelings about some rich guy using
dullards drop by, the Clockwork Dragoons are there to keep
his influence to get their contact information from the police,
them busy. The heroes will only learn about this after the fact,
Gabriel sounded completely sincere and extremely worried, so
as discussed in Part 2.
here they are. At this meeting, Gabriel will tell the heroes about
the stolen wings and why it’s so important that they be returned
Noteworthy Details: The biggest challenge in this scene
as quickly as possible.
has less to do with the Clockwork Dragoons and more to do
with the fact that there are innocent civilians everywhere. The
As a known collector of unique oddities, a broker in these sorts
heroes will need to find a way to draw the bad guys away from
of things contacted Gabriel a few years ago claiming to have
the club goers or to protect them as the battle rages on around
a set of clockwork wings that were nearly identical to those
them. In particular, T-Kay’s friend Brian T should probably find
used by The Fallen. Of course, Gabriel was skeptical at first,
himself in one kind of trouble or another by being more heroic
until he saw them in person. The wings were marvelous, strange
than he should be protecting his fans. Despite everything, GMs
and beautifully intricate. After having them examined by a few
should be generous when handling this complication in play.
academics and a number of baffled materials engineers, he was
Brian T and the club goers are there as much for roleplaying
convinced that these may well be quasi-magical clockworks
reasons as to present a challenge, so most reasonable efforts
wings just like those used by The Fallen. So he bought them.
to protect the civilians should be successes. At the end of the
day, this is a 4-color story, and few things will kill a lighthearted
But of course there was a catch. When they arrived, the wings
mood faster than having innocent civilians get caught in a
were delivered in a large crate covered in runes. The message
lethal crossfire.
that accompanied them claimed that the wings were a prototype
of those used by the Fallen, and that he’d actually used them
CLOCKWORK DRAGOONS for a short while. Unfortunately, this also meant that the wings
THREAT 6D (Automatons, Shooters) had bonded with him on a mystical level. The runes on the crate
were a complex warding spell that kept him from sensing them,
The foot soldiers of Lady Aether’s Clockwork Brigade, Clock­
so the wings had to be kept in the crate at all times. The longer
work Dragoons are minions with 6d Threat. They’re armed
with rifles that fire non-lethal physical projectiles, so they can they were out, the more likely it was that the Fallen would sense
attack in both close and ranged combat. Being robots, they’re them, and come looking for them. After all, his mystic link to the
also treated as inanimate objects for all purposes. Clockwork wings could render him vulnerable to all sorts of magic. If the
Dragoons are programmed to avoid killing at all costs, this Fallen were to discover that someone had an object mystically
having less to do with mercy than with Lady Aether’s concern linked to him, he would be … displeased.
for how her name will be remembered if she crosses that line.
But Gabriel has spent too much money to keep his new toy
locked away in a crate he could never open. He bought those
THE AFTERPARTY wings to appreciate them, to display them, and that’s what
Sooner or later, the battle will end, the bad guys will be defeated, he was going to do. He found himself someone who actually
and the police will arrive, looking for answers. At this point, the understood magic, and had them inscribe the same warding
heroes can make their introductions. Citizen Soldier will want to spell that was on the crate inside the walls of his office. The back
deliver the Battle Shield to AEGIS, which is something everyone side of every wall, every piece of flooring, and every ceiling tile is
is likely in favor of, and the bad guys will be taken away by the covered in magical runes, all designed to hide the wings, which
authorities. The police will take statements from the heroes and he then mounted on the wall behind his desk. And that’s where
ask for a way to contact them for follow-up. Unless the heroes they’ve been, safe and sound, until yesterday.
want to do anything else, this brings Part 1 to a close.
At this point, Gabriel will turn to the heroes and ask for their
help. Right now, those wings are out there, and every moment
that passes is another moment that The Fallen might sense this
and decide to come looking for them. All of the heroes will have
heard of The Fallen. He isn’t the world’s most powerful villain,

but neither is he someone you want to draw to Pinnacle City Footage: Club 706 is lousy with security cameras, some obvious,
without first calling for an evacuation. While Alabama Slammer and others hidden. Additionally, Vigilant had his own hidden

Broken Wings
might think she can take him — she can’t, not by a longshot — surveillance equipment scattered around the club as well.
the other heroes are acutely aware that none of them would Unfortunately, there’s little to be found in the video and audio
even be able to slow him down. Assuming the heroes agree, they footage that the heroes don’t already know.
can then begin their investigation, as discussed below.
Gabriel’s Office: Gabriel had an advanced security system
Noteworthy Details: Gabriel should be a completely likeable that included an actual force field generator shielding the entire
character. Yes, he’s absurdly rich and has a quirky hobby. But office from any attempt to penetrate it, at least until the power
he’s completely charming, relatively down-to-earth, and utterly went out. Once that happened, the thief forced her way into
sincere in his desire to protect Pinnacle City. He doesn’t act his private elevator, climbed up through the emergency hatch,
like he’s better than anyone else, and he doesn’t give off that and burned Gabriel’s heavy security door to ashes. The thief
creepy fawning vibe that some people do when they’re face-to- then entered the room, grabbed the wings, and apparently left
face with superheroes. This is someone who’s comfortable with through an open window. The thief appears be a woman, as
himself and with those around him, regardless of what they can indicated by the single set of ashy footprints, and didn’t seem
do. Gabriel is also extremely grateful to the heroes for what they to care about leaving the telltale prints. Additionally, slight
did last night, and it’s obvious that what he’s happiest about is singeing on the top of Gabriel’s private elevator and around the
the fact that no one died (or, if things went very badly, that more open window suggest something like jet boots or a rocket pack,
people didn’t die). He seems to genuinely care about the lives of meaning it’s possible the thief flew up the elevator shaft to enter
the people who were in his club. If anything, Gabriel may seem Gabriel’s office and out the window to make her escape. Lastly, if
like a patron for future stories (if the players want to use these the heroes make a painstaking investigation of the room, they’ll
characters again). find something that the police missed: a tiny fiber that doesn’t
match anything in the room. If the heroes have it analyzed, a
In fact, Gabriel is actually a demon named Moloch who has been forensic specialist (such as Vigilant’s science and tech guru, Mila
hiding out on Earth for the last few decades. He’s a powerful Moreno) will be able to figure out that this fiber came from the
villain — probably in the same weight class as The Fallen — but Abandoned Textile Mill (see Part 3 below).
his true appearance, identity, and even his thoughts are
protected by an enchantment that none of the heroes nor any
technology they possess can penetrate. Sure, he isn’t telling
the heroes the whole truth, such as the fact that he has those
wings in case he needs to take advantage of the mystic link to
the Fallen should those two ever come into conflict, or the fact Superhero stories aren’t about defeating
that he doesn’t want to get the wings himself because he needs villains. They’re about doing the right thing,
to keep a low profile. And sure, he owns nightclubs around the
especially when that thing is dangerous,
world because he’s become enamored with them as the perfect
place to do what he loves, corrupting human souls. And sure, hard, scary, or requires personal sacrifice.
much of the power and influence he wields comes from knowing
every dirty little secret there is to know about everyone in power
in Pinnacle City. But nobody’s perfect. None of this will come up
Clockwork Junk: The players may decide to examine what’s left
during this story. For purposes of this story, Gabriel Michaels is
of the Clockwork Dragoons they trashed. If they didn’t think to
just a wealthy entrepreneur who needs help. If you want to know
do this in Part 1, they’ll need to go to the police station to get
more, Moloch is one of the 15 fully fleshed-out villains provided
their hands on the evidence. Of course, that won’t be a problem:
in the Prowlers & Paragons Ultimate Edition core rulebook.
a friendly call to the station from Gabriel Michaels will get the
As for The Fallen, he isn’t really going to show up in this story. If
heroes access to whatever they need. While a direct examination
you want to know more about him, you can find him in Pinnacle
of the pieces themselves won’t reveal anything, if anyone thinks
City’s Most Wanted.
to check for unique energy signatures, they’ll find something.
The pieces give off a very faint residual energy, almost like a type
THE INVESTIGATION of radiation. In fact, it’s traces of volatile aether. If the heroes can
This part of the story is wide open. At this point, the heroes need figure out a way to scan the city for similar energy signatures,
to do some investigating to see if they can find a way to track they’ll eventually discover faint emanations coming from the
down who did this and find those wings as quickly as possible. Abandoned Textile Mill (see Part 3 below).
If the heroes decided to begin investigating on their own at the
end of Part 1, they can continue doing so, now with a renewed Legwork: Citizen Soldier and Vigilant can hit up their contacts
sense of urgency. A few possible avenues of investigation may for information. The clockwork minions are a dead giveaway —
be found below, but GMs are encouraged to let the heroes take they’re going up against Lady Aether, a steampunk-themed
their own approach to this. villain who seems to be a brilliant inventor of impossible
clockwork technology. The most dangerous thing about her
is that she’s a genius who always seems to have contingency

plans on top of contingency plans. Apart from that, she carries Standing in the middle of all this rust and ruin is Lady Aether,
this bizarre pistol that fires an extremely powerful heat ray, a surrounded by her Clockwork Brigade, mesmerized by a man-
freeze ray, and who knows what else. Last, she’s built herself an sized pair of clockwork wings clamped to a large workbench
Chapter 7

army of clockwork robots that she calls the Clockwork Brigade. on the far side of the room. A number of other clamps keep
They include the Clockwork Dragoons the heroes have already the wings spread apart as if in flight. Besides the wings, the
encountered, Clockwork Hussars, who can fly, and Clockwork workbench is covered in tools, some familiar and others less so,
Cuirassiers, who are the toughest of all her clockwork minions. coils of copper wire, various clockwork components that look
like parts for her minions, a collection of magnifying glasses of
different sizes, an acetylene torch, an advanced laser cutting
tool, and a sheaf of hastily drawn plans, schematics, and notes,

SUPER TIP! none of which appear to be in any kind of order.

There’s nothing a GM can do to make the game Noteworthy Details: If you search the internet for the words
interesting if players don’t go along with it, and “abandoned textile mill,” you’ll immediately understand why a
steampunk-themed villain like Lady Aether would be drawn to
there’s nothing players can do to make the game
this location.
interesting if the GM doesn’t go along with it.
What happens now depends entirely on the heroes. Lady

Aether is accompanied by a large contingent of her Clockwork
Brigade, which should include at least 10 Clockwork Dragoons,

5 Clockwork Hussars, and 1 Clockwork Cuirassier per hero
(thus, when playing with all four heroes, that’s 40 Dragoons,
20 Hussars, and 4 Cuirassiers). At least 10 of the Clockwork
The abandoned textile mill lies on the farthest outskirts of
Dragoons should be on foot patrol around the compound, and
Pinnacle City. The mill had been in financial trouble for years,
5 Hussars should be on the roof or out patrolling the skies.
struggling to comply with environmental standards it simply
wasn’t designed to meet, when recession came along and drove
If the heroes take the direct approach, they may be able to tackle
home the final nail, forcing the business to close for good. The
the clockwork soldiers who are out on patrol before the others,
surrounding area includes a number of other factories, all of
which should help matters. That still leaves a large number of
which were built around the same time and suffered similar if
mechanical menaces to handle if/when they storm the mill, but
not identical fates. As a result, this entire area was abandoned
the heroes shouldn’t have too much to worry about — between
decades ago and remains empty, except for the gangs and
Alabama Slammer’s ability to defeat twice as many minions
squatters who sometimes call it home.
as usual (thanks to her Super Speed) and T-Kay’s telekinetic
area attacks (which also defeat twice as many minions as usual),
The mill itself is a large square building roughly four stories
the minions are going to have a rough time of it. Lady Aether,
(60 feet) tall, with a single main factory area and a small, one-
meanwhile, will be so engrossed in her work that she’ll probably
story wing to the north that was probably used to conduct
ignore the heroes on the first page of combat.
business. Discolored by years of carbon soot and countless
other pollutants, the brick and mortar exterior is permanently
If it matters, the mill’s walls have an 8d Structure, as does its
stained and defiantly ugly. Narrow windows vaguely reminiscent
floor and ceiling. While old and ugly, the building is solid and
of arrow slits or prison bars begin at just above eye level and run
isn’t likely to collapse in the battle, not even if a few holes get
to within a few feet of roof.
blasted or punched through the walls or the roof. Of course, if
the heroes make a concerted effort, between Citizen Soldier’s
The inside of the main building is now a single wide open space
12d Might and T-Kay’s 12d Telekinesis, anything is possible. The
that had once been partitioned by interior walls and filled with
rusting machines scattered around the floor have a 7d Structure
row upon row of machinery. Some of the machines are still there,
and a weight rank of anywhere from 6d to 10d.
whole or in part, elephantine and ornately complex affairs that
look like a haphazard collection of pipes, tubes, wheels, gears,
If the heroes try to reason with Lady Aether, she won’t listen.
belts, and valves, all caked in a dirty layer of dusky oxidation.
It’s not that she doesn’t believe them. Quite the opposite, she’s
In other areas, large discolored patches in the cracked cement
certain they’re telling her the truth. She simply doesn’t care.
floor reveal where similar machines once stood. The overall
Lady Aether has several monitoring devices affixed to and others
impression is one of open space broken up by collapsed sections
aimed at the wings. The first instant they detect anything — a
of brick wall and tall towers of rusty machinery, all illuminated
transmission, a reaction, even the slightest twitch or sign of
in a warm yellow glow thanks to the amber lights hung here
life — she plans to be long gone. As for what The Fallen does
and there.
when he gets here, well, that isn’t really her concern.

Noteworthy Details: If the heroes wiped the floor with the
villains in Part 1 and have been cruising along in the story

Broken Wings
without much difficulty, you may wish to give this scene a
Hopefully the heroes manage to defeat Lady Aether and get
Challenge Level of 1. As noted earlier, this grants the GM 1 extra
the wings back to Gabriel’s office. Assuming they do, Gabriel is
point of Adversity per hero when this scene begins.
sincerely grateful. He makes them permanent 706 VIPs — they can
now go to the club any time the want and even reserve VIP booths
CLOCKWORK DRAGOONS completely free of charge (the good hearted and unwaveringly
THREAT 6D (Automatons, Shooters) polite Citizen Soldier will have to do his level best not to cringe
when he hears this). Apart from that, Gabriel mentions that he
The foot soldiers of Lady Aether’s Clockwork Brigade, Clock­
frequently travels around the world looking in on his properties,
work Dragoons are minions with 6d Threat. They’re armed
with rifles that fire non-lethal physical projectiles, so they can and as he does, he occasionally hears about matters like this,
attack in both close and ranged combat. Being robots, they’re things the heroes might want to know about. While neither a
also treated as inanimate objects for all purposes. Clockwork hero nor a hero wannabe, Gabriel promises to keep them in the
Dragoons are programmed to avoid killing at all costs, this loop if he comes across matters that might warrant the heroes’
having less to do with mercy than with Lady Aether’s concern attention in the future. He hopes that this is the beginning of
for how her name will be remembered if she crosses that line. a long and wonderful relationship. Yes, he most certainly does.

And what if the heroes fail, what if they were all defeated and left
CLOCKWORK HUSSARS without Resolve? Well, any number of things might happen — and
it might not even matter since this is only a one-shot — but we
THREAT 6D (Automatons, Shooters, Unique Ability: Flight)
might suggest that the heroes wake up, bound in some way that
Although they look somewhat different, Clockwork Hussars even they might have trouble escaping (for example, if you chain
are simply Clockwork Dragoons that can fly. They operate the
Citizen Soldier and Vigilant together, the Soldier can’t use his super
same way and follow the same behavioral protocols described
strength without crushing Vigilant into a fine paste). Lady Aether
above. Lady Aether doesn’t have nearly as many Hussars as
she has Dragoons because the Hussars take longer to build and and whatever remained of her Clockwork Brigade are now gone,
require more volatile aether to operate. but the clockwork wings are still there, clamped to the workbench.

And they begin to twitch…

Edge 10 Health 4
Agility 6d Intellect 2d
Might 8d Perception 4d
Toughness 8d Willpower 4d
Academics 2d Professional 2d
Charm 2d Science 2d
Command 2d Streetwise 2d
Covert 2d Surival 2d
Inetigation 2d Technology 2d
Medicine 2d Vehicles 2d
Armor 8d: Clockwork Cuirassiers have 8d passive defense
against physical and energy attacks.
Blast (Physical) 8d: Cuirassiers use energy rifles that grant
them an 8d attack at up to Distant Range.
Inanimate (Mindless): As robots, Cuirassiers are Immune to
things that only affect living beings and things that affect the
mind or spirit.
Strike (Physical) 10d: Cuirassiers also use their rifles as heavy
clubs to attack and perform active defenses in close combat.



Lady Aether
Edge 15 Class: Standard Age: 32 Hair: Black
Health 7 Group: None Sex: Female Eyes: Hazel
Agility 6d Perception 6d Thrills (Melody) / Progress (Millicent)
Intellect 9d Toughness 4d
Might 3d Willpower 10d
“Get out of my way, heroes, there’s nothing rattling around in those
so-called brains of yours that could possibly help you stop me!”
Academics 9d Professional 3d
Charm 3d Science 9d
Command 6d Streetwise 3d Melody: Have fun and actually do what she wants rather than
Covert 6d Survival 3d what everyone else expects of her.
Investigation 9d Technology 9d Millicent: Perfect her inventions, prove her genius to the
Medicine 6d Vehicles 6d world, and claim her rightful place in history.
TECH POWERS Melody has two distinct ways of operating. In her secret identity,
Blast (Heat) 10d (Item: Pistol, Overload): On its Heat Ray she’s careful and subdued. She does extensive research
setting, Lady Aether’s Aetheric Infusion Pistol fires a 10d before all of her robberies (usually of advanced technology
damaging attack at up to Distance Range. She can raise or Victorian era artifacts that are more than they appear) and
her rank to 16d for one shot by overloading the pistol, after plans every moment with painstaking precision. Once she
which this setting will no longer function. goes into action, however, Millicent’s personality takes over
Ensnare 10d (Item: Pistol, Overload): On its Freeze Ray setting, and Melody becomes the derisive, dramatic, and flamboyant
Lady Aether’s Aetheric Infusion Pistol fires a 10d special attack Lady Aether, putting on airs and developing a British accent
at up to Distance Range. Affected targets are frozen in ice and and Victorian era speech pattern. She loves any chance to
unable to move for the duration. It can be overloaded like the use the marvels of science she creates, even in combat, but
Heat Ray setting. she prefers to avoid harming innocents and killing. After
Flight 7d (Item: Rocket Pack): Lady Aether’s aether-tech all, she isn’t a villain. She’s a brilliant scientist whose genius
rocket pack lets her fly at up to 250 mph. the world has yet to recognize. Plus, imagine the dreadful
footnotes some dreary little historian might write about her.
Immunity (Sensory) 4d (Item: Goggles): Polarized mechanic’s
goggles make Lady Aether immune to the Dazzle power and ORIGIN
visual sensory overload effects. Melody Fong had always been perfect, because that’s what
Polymorph 10d (Item: Pistol, Overload): On its Shrink Ray was expected of her. She was the perfect daughter, perfect
setting, Lady Aether’s Aetheric Infusion Pistol fires a 10d student, perfect college athlete, perfect doctor, perfect
special attack at up to Distance Range. Affected targets fiancée, perfect — everything. Until the past life regression.
are shrunk to miniscule size and rendered helpless for the Still unsure as to how it happened, Melody remembers the
duration. It can be overloaded like the Heat Ray setting. session with her patient, the hypnosis, and then strangely, that
Super Senses (Night Vision, Thermal Vision, X-Ray ­Vision) it was she who fell into a trance. She found herself hunched
6d (Item: Goggles): Lady Aether’s goggles also let her see over a workbench covered with clockwork gears and coils of
in the dark through both light enhancement and thermal copper wire. She was Millicent Flange, a brilliant Victorian
imaging and grant her the ability to see through solid objects era inventor whose genius had gone ignored because she
if she concentrates on doing so. was a woman. Melody realized this was her; she had been
Millicent Flange in a past life, and over a century later, she
TRAINED POWERS was still letting others determine her destiny. No more!
Evasion 10d: Lady Aether is rolls 10d when performing active Melody snapped awake with newfound resolve and access
defenses against physical and energy attacks thanks to to all the knowledge, memories, and scientific genius of her
Melody Fong’s years of gymnastics. past life. Millicent Flange may have died before the world
Expertise (Aether-tech) 12d: Lady Aether rolls 12d when could learn of her brilliance, but she now has a second chance
making Technology rolls involving her aether-tech. for glory. And Melody Fong was done with being perfect.
Expertise (Psychology) 9d: Lady Aether rolls 9d when making PERKS
Profession rolls involving psychology.
Total Recall (10d): Lady Aether has an eidetic memory and
can remember things with perfect clarity. FLAWS
Flashbacks (Millicent Flange’s Past Life)
Quirk (Conflicting Personalities)
Secret Identity

Alabama Slammer

Edge 36 Resolve 3
Health 6 Hero Points 125
Agility 3d Perception 6d
Intellect 3d Toughness 5d
Might 3d Willpower 5d
Academics 3d Professional 3d
Charm 5d Science 3d
Command 3d Streetwise 3d
Covert 3d Survival 3d
Investigation 3d Technology 3d
Medicine 3d Vehicles 3d
Phasing (6d) (Concentration): By vibrating her molecules at
super speed, Alabama Slammer can move through physical
objects (but not through force fields), but she has to go DESCRIPTION
slowly and concentrate to do this.
Age: 22 Hair: Brown
Regeneration (6d): Alabama Slammer’s super metabolism
Sex: Female Eyes: Green
lets her heal 1 Health per hour.
Resistance 12d: Alabama Slammer’s super metabolism also MOTIVATION
gives her an effective Toughness of 12d when making rolls to Adventure (Being a hero is as exciting as it gets)
resist drugs, diseases, and poisons.
Super Speed 12d: Alabama Slammer can move about one
thousand times faster than a normal person. She can use “Y’all might wanna just go ahead and give up now, before I
this Power to perform attacks, active defenses, and in place make you look bad. I know you boys are sensitive about that
of Agility. She can use this as a Travel Power (she runs about kind of thing.”
10 times faster than sound, and moves fast enough to run ORIGIN
across water and up walls). She can also change into her
costume in an instant or vanish in the blink of an eye. Last, Tamara “Tammy” James is a bright, funny, and optimistic young
when fighting minions, she defeats 2 per net success rolled. woman, maybe in part because she’s been though a lot. Raised
by her mom in a small town in Alabama, Tammy’s family always
PERKS skirted the line between working class and poor. Amanda James
None did what she could for her children, but everyone had to help
make ends meet, so Tammy began working at the Bama-Gator
FLAWS Bar & Grill the minute she was old enough. It was there, a few
Quirk (Impulsive) years later, that her powers blossomed. Bubba Barton, former
Quirk (Mischievous) biker and owner of the Bama-Gator, was leaving for the night
Secret Identity with the day’s cash when a pair of men entered the place
and demanded the money at gunpoint. Bubba handed it over,
but when one of the men began taking too keen an interest
None in Tammy, Bubba broke a bar stool over his head. His friend
panicked and fired at Bubba. Tammy screamed, then realized
that time had somehow slowed to a crawl. She pulled Bubba
out of the way of the bullet and disarmed the man in the blink
of an eye. Since then, despite Bubba’s worried attempts to talk
her out of it, Tammy’s been loving life as a superhero.


Citizen Soldier
Edge 12 Resolve 3
Health 12 Hero Points 125
Agility 6d Perception 6d
Intellect 6d Toughness 12d
Might 12d Willpower 9d
Academics 3d Professional 3d
Charm 5d Science 3d
Command 6d Streetwise 3d
Covert 5d Survival 3d
Investigation 3d Technology 3d
Medicine 3d Vehicles 5d
Armor 12d: Citizen Soldier’s altered physiology makes him
incredibly resistant to harm. He can use this Power as a
passive defense against physical and energy attacks. DESCRIPTION
Regeneration (12d): Citizen Soldier’s super-charged physi­
Age: 92 Hair: Black
ology also allows him to heal 1 point of Health per hour.
Sex: Male Eyes: Brown
Leadership (9d): As a natural leader with many years as an
officer during WWII, Citizen Soldier can grant each of his Idealism (Everyone deserves justice and liberty.)
allies a free reroll on any challenge roll once per scene, as QUOTE
long as he can see and communicate with them.
“Son, you’ve already made enough mistakes today. But you can
PERKS always make a better choice — put the gun down and let’s talk.”
Authority (Top Secret Clearance): Hamilton contracts with ORIGIN
AEGIS, the branch of Homeland Security that deals with
supers, and has top secret clearance. Hamilton Smith was born a patriot. Although life was often
unkind to African Americans in the 1920s, Hamilton had faith
Contacts (Homeland Security, Military): Hamilton knows
in America. He volunteered for the army soon after America
people in these fields who will provide him information and
entered the Second World War. Like so many young black
occasionally assistance.
soldiers, Hamilton wanted to be part of the Double V Campaign,
FLAWS helping achieve democracy abroad and equality at home. A
Enemy (Doctor Berlin)* brilliant tactician, he was soon assigned a squad of highly skilled
Quirk (Old Fashioned) irregulars, called the Citizen Squad, operating in the European
Secret Identity theater. In what would be their last mission, the Citizen Squad
discovered a secret facility run by Dr. Maximilian von Graff (the
GEAR man who would become the nefarious supervillain, Doctor
None Berlin). Graff had been conducting bizarre experiments, trying
to create the ultimate soldier. The Citizen Squad managed to
SPECIAL NOTES destroy the facility, but not before Hamilton took a bullet meant
*Citizen Soldier’s Enemy Flaw (Doctor Berlin) is a plot hook for one of his men. Not knowing what else to do, Hamilton’s men
for the GM to use. It increases his Resolve by 1 point (already injected him with a restorative serum they’d stolen from the lab.
included above) but it’s not a Flaw you can trigger in play to The serum put him into a coma, and in honor of his service, the
earn extra Resolve. U.S. government kept Hamilton alive for the decades it took
the serum to do its work. It kept him young, healed his injuries,
and turned him into the hero, Citizen Soldier.

Edge 8 Resolve 3

Health 7 Hero Points 125

Agility 4d Perception 4d
Intellect 3d Toughness 3d
Might 3d Willpower 10d
Academics 3d Professional 3d
Charm 4d Science 3d
Command 3d Streetwise 4d
Covert 3d Survival 3d
Investigation 3d Technology 3d
Medicine 3d Vehicles 3d
Flight 8d: T-Kay can use her telekinetic powers to fly, and can
travel at speeds of up to 500 mph.
Force Field 12d (Area): T-Kay can project a force field that DESCRIPTION
grants protected characters 12d passive defense against
Age: 23 Hair: Black
physical and energy attacks, and makes them immune to
Sex: Female Eyes: Brown
attacks with a rank of 6d or less. If she wishes, she can make
the force field large enough to shield everything within Close MOTIVATION
Range of her.
Trouble (Getting her powers under control.)
Telekinesis 12d (Area): T-Kay is a staggeringly powerful tele­
kinetic who can lift up to 100 tons with her mind. She can use QUOTE
this power to perform attacks and active defenses against “Oh my god, that costume. Like, you woke up this morning,
physical attacks, as well as to grab, lift, and otherwise looked at everything in your closet, and decided to wear that?”
manipulate objects at up to Distant Range.
Kayla Zamani never intended to be a hero. Born with her
Contacts (Club Music Scene): Kayla knows people in this powers, Kayla’s parents told her to keep them secret so she
industry who will provide her information and occasionally could live a normal life, and she did. Instead, Kayla focused
assistance. on her music, specifically electronic dance music, which she
loved. By the time she was 20, the DJ known as T-Kay was
already a fixture in clubs Kayla would have needed her fake
Aversion (Crowds) ID to enter. Kayla was on her way to a real career in the music
Power Limits* industry until the night everything went south. Kayla still
Secret Identity doesn’t know what happened. One minute, everything was
GEAR fine. The next, Kayla’s abilities flared more powerfully than
ever before or since, and the walls of the club were pulled
None down around her. Kayla was able to use her powers to keep
SPECIAL NOTES the weight of an entire building up long enough for everyone
to get out of the club, but the damage was done. She had
*T-Kay’s Power Limits Flaw involves the fact that she doesn’t almost killed hundreds of people in an instant, and Kayla had
yet have complete control of her powers, which can sometimes no idea how or why it happened. Knowing she would have
go a little haywire when she gets angry, excited, or scared. to get her powers under control before she could go back to
the life she loved, Kayla set out to find a group of heroes who
might be able to help her control her abilities and understand
exactly what happened that night.


Edge 18 Resolve 8
Health 7 Hero Points 125
Agility 9d Perception 9d
Intellect 4d Toughness 5d
Might 4d Willpower 9d
Academics 3d Professional 3d
Charm 6d Science 3d
Command 6d Streetwise 6d
Covert 6d Survival 6d
Investigation 6d Technology 3d
Medicine 3d Vehicles 6d
Super Senses (Night Vision) 9d (Item: Suit): Vigilant’s costume
includes night vision technology.
Swing Line 4d (Item: Grappling Line): Vigilant uses a grappling DESCRIPTION
gun with a retractable swing line.
Age: 27 Hair: Blonde
TRAINED POWERS Sex: Male Eyes: Green
Martial Arts 8d: Vigilant can use this Power to attack and
defend himself in close combat and when grappling.
Preparation (n/a): Vigilant can spend 1 Resolve to have the Redemption (Repenting for his family’s sins.)
perfect mundane item, tool, or weapon, to have planted QUOTE
something in or prepared his current location ahead of time,
“This ends now. You’re going to drop those weapons. The only
to have previously researched information he now needs, etc.
question is whether you want to be conscious when that happens.”
Two-Fisted (9d): Vigilant can accept a −2d penalty to his
attacks when fighting minions to defeat 2 (rather than 1) per ORIGIN
net success rolled. Born into a wealthy family connected to the Russian mafia, the
Weakness Detection (9d): Vigilant can accept a −2d penalty road was paved for Michael Cross to step into a life of crime.
to his attacks to target weak points — targets halve their Blessed with his father’s canny instincts and his mother’s
passive defense ranks against these attacks. natural athleticism, Michael would have made an exceptional
Bratva captain. But that all changed when an assassination
attempt on his life and that of his brother, Alex, left his
Contacts (Criminal, Law Enforcement, Technology): Michael girlfriend, Mila Moreno, in a coma. Although she’d eventually
knows people in these fields who will provide him information awaken, she’d never walk again. Barely 19 years old, Michael
and occasionally assistance. hunted down the men responsible and brought them to
Wealth: Michael is extremely rich and uses his family’s ill- justice. But for what — the men were just pawns, and he knew
gotten wealth to fund his crime-fighting efforts. it. When Michael’s father sent him and his brother away to
train with the ancient and venerable Black Lotus clan, Michael
FLAWS realized it was his opportunity to learn the skills he’d need
Enemy (Scorpio)* in his quest for justice. While his brother, Alex, spent those
Relationship (Mila Moreno)* 5 years becoming the merciless enforcer Scorpio, Michael
Secret Identity returned home ready to take on the mantle of the hero called
Vigilant. With his former girlfriend turned friend Maria as his
GEAR ally, Michael has devoted himself to ridding Pinnacle City of
Armored Bodysuit: grants 6d passive defense. organized crime. Michael knows he’ll eventually have to turn
2 Jo Sticks: 10d to attack and defense rolls. Subdual. his sights on his own family, but he’s not ready to do that yet.
2 Katars: 10d to attack and defense rolls. Lethal. SPECIAL NOTES
Other Gear: communicator, tech and tool kits, and other
mundane gear and vehicles as needed. *Vigilant’s Enemy and Relationship Flaws are plot hooks for
the GM to use. They increase his Resolve by 1 point (already
included above) but they aren’t Flaws you can trigger in play
to earn extra Resolve.


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