Codename Spandex
Codename Spandex
2 CONTENTS
INTRODUCTION
Welcome, Hero! ..................................................... 4
What Is A Role-Playing Game? ......................... 4
How Do You Play? .................................................. 4
Dice .......................................................................... 5
Types Of Die.......................................................... 5
Multiple Dice .......................................................... 5
Dice Modifiers ....................................................... 5
CHARACTER CREATION
Character Abilities .............................................. 6
Creating A Hero .................................................... 6
Step 1 - Initial Powers ......................................... 6
Step 2 - Ability Scores ....................................... 8
Strength ................................................................. 8
Agility ...................................................................... 8
Will ........................................................................... 9
Endurance ............................................................... 9
Rolling Ability Scores .......................................... 9
Step 3 - Back-Story & Perks ............................. 9
Boffin ....................................................................... 9
Business High-Flyer ............................................10
Contacts .................................................................10
Idle Rich................................................................. 11
Mystic Training .................................................... 11
Position Of Power ................................................12
Specialist Training ..............................................12
Unearthly Being ...................................................12
Step 4 - Filling In The Blanks ..........................12
Equipment ..............................................................12
Final Ability Scores ............................................13
Damage Bonus ......................................................13
Knockback Threshold .........................................13
Strike Bonus .........................................................13
Dodge Bonus .........................................................13
Panels Per Page .....................................................13
Health & Stamina.................................................14
Movement Speed .................................................14
Attacks ...................................................................14
Personal Profile.....................................................14
Hero Points ............................................................14
Resources And Downtime Points .....................15
PERSONAL PROFILE
Personal Profile Summary..................................18
Popularity ...............................................................18
Backing ...................................................................18
Heroism ..................................................................19
Identification ........................................................19
Public Relations ....................................................19
Competence .......................................................... 20
Investigation ........................................................21
Methods .................................................................21
Approachability................................................... 22
Fame ....................................................................... 22
Power Use ............................................................. 22
Contacts ................................................................ 24
Confidence ............................................................ 24
Conscience ............................................................ 25
Social Circle ......................................................... 25
Success rate ........................................................ 25
Public response ................................................... 26
Security ................................................................ 27
Financial Resources ........................................... 28
Material Resources ............................................ 28
COMBAT
Combat Basics ..................................................... 29
Pages And Panels ................................................ 29
Surprise ................................................................ 29
Initiative ............................................................... 29
Actions And Timing ............................................30
Reactions ...............................................................31
Physical attacks ...................................................31
Making A Physical Attack ................................. 33
Reactions To Physical Attacks ........................ 33
The Parry Reaction ............................................ 33
The Block Reaction............................................. 34
The Dodge Reaction........................................... 35
The Bracing Reaction ........................................ 35
The Judo Throw Reaction ................................ 35
Doing Physical Damage ...................................... 36
Knockback ............................................................. 36
Applying damage ................................................. 37
Damage To Mundane Characters ................... 38
Recovering From Damage ................................. 38
Objects in combat .............................................. 39
Grabbing ................................................................41
Grappling And Restraining ............................... 42
Throwing People Around ................................... 43
Falling..................................................................... 43
Psychic And Magic Attacks .............................. 43
Finishing moves ................................................... 43
DOWNTIME
Downtime Basics .................................................44
Downtime Points ..................................................44
Spending Downtime Points ...............................44
Experience Points ............................................... 45
Option: Simpler Experience .............................46
Improving Personal Profile Scores .................46
Improving Ability Scores ................................. 47
Improving Resource Levels .............................. 47
Creating Devices ................................................. 47
New Super Powers .............................................48
Improving Super Powers...................................48
CONTENTS 3
SUPPORTING CAST
Civilians.................................................................. 49
Combatants .......................................................... 49
Robots And Androids ......................................... 49
Animals ..................................................................50
POWERS
Accuracy ................................................................51
Acrobatics .............................................................51
Armour ...................................................................51
Camoufl age ........................................................... 52
Claws ...................................................................... 52
Cybernetics .......................................................... 52
Danger Sense ......................................................54
Density Control (Other)....................................54
Density Control (Self) .......................................54
Duplication ............................................................54
Elasticity...............................................................55
Energy Blast ........................................................55
Energy Reflect.....................................................56
Environmental Control .......................................56
Flight ......................................................................58
Forcefield.............................................................. 59
Growth ................................................................... 60
Immunity................................................................61
Impervious ............................................................61
Invisibility .............................................................61
Larger .....................................................................61
Luck ........................................................................ 62
Magic...................................................................... 62
Martial Arts ......................................................... 65
Phasing................................................................... 66
Psychic Ability ..................................................... 67
Reactions .............................................................. 69
Shapechange........................................................ 70
Shrinking ............................................................... 70
Sidekick ..................................................................71
Skills .......................................................................71
Snare ..................................................................... 72
Super Endurance ................................................ 73
Super Health ....................................................... 73
Super Leap ........................................................... 74
Super Senses ...................................................... 74
Super Speed ........................................................75
Super Strength................................................... 76
Stunning Attack .................................................. 76
Teleport ................................................................ 76
Toughness .............................................................77
Vehicle ...................................................................77
Wallcrawling .........................................................77
Weapon Mastery ................................................77
Weather Control ................................................. 78
4 INTRODUCTION
WELCOME, HERO!
Welcome to Codename: Spandex, a table-top roleplaying game of super powered costumed heroes!
Superheroes have been part of popular culture for
long enough that they need no introduction here,
but role-playing games might.
INTRODUCTION 5
THE GUARDIANS STORY
Throughout these rules you will see
boxes like this one that refer to the
guardians story.
The guardian is a character that Lisa is creating and playing in a Codename: Spandex campaign being run by James, and her creation
and ongoing story will be used to illustrate
examples as we go through the rules.
DICE
In Codename: Spandex, dice will be needed to resolve a lot of situations where the whims of fortune
have an effect on the outcome of a situation.
As well as the traditional cubic dice numbered from
one to six, the game uses a variety of other dice of
different shapes. Since these each have different
numbers of sides, they are often called polyhedral
dice.
If you have already played other roll playing games,
you may already own some of these dice. If not,
you can buy them at your friendly local game store
or online.
In order to distinguish between the different types
of die that you can use, Codename: Spandex uses a
standard terminology throughout.
TYPES OF DIE
Each die is referred to using the letter d followed
by the number of sides that the die has. For example, a regular die with six sides is referred to as
a d6, whereas a die with twenty sides is referred
to as a d20.
A normal set of polyhedral dice comes with a four
sided die, a six sided die, an eight sided die, one or
two ten sided dice, a twelve sided die, and a twenty
sided die-or, to use Codename: Spandexs terminology (which is also the standard terminology used
in most table-top role-playing games), a d4, a d6, a
d8, one or two d10s, a d12 and a d20.
Therefore, when the rules say that you roll a d20
for something, they mean that you should roll the
die with twenty sides. If they say that you roll a
d10 for something, they mean that you should roll
the die with eight sides. If they say that you roll
a d6 for something, they mean that you should roll
the die with six sides.
MULTIPLE DICE
Often, you will need to roll more than one die at
the same time. In this case, there will be a number
before the d as well as after it. The number before
the d shows how many dice must be rolled. If this
number is one then it is sometimes skipped.
When rolling multiple dice in this way, simply add
the numbers rolled on each die together in order
to generate a single result.
Therefore if you are told to roll 3d6, you should
roll three six sided dice and add the numbers rolled
together. If you are told to roll 2d8, you should
roll two eight sided dice and add the numbers rolled
together. If you are told to roll d4, then this is
exactly the same as being told to roll 1d4, and you
should roll a single four sided die.
DICE MODIFIERS
Sometimes your rolls will have additional modifiers.
These are straightforward and are simply added
or subtracted from the total rolled.
For example, if instructed to roll 2d6+4, roll two
six sided dice and add the numbers rolled together;
and then add four to the result. If instructed to
roll 1d8-1, roll a single eight sided die and subtract
one from the number rolled.
6 CHARACTER CREATION
CHARACTER ABILITIES
All characters in Codename: Spandex, whether they
be heroes, villains or simply extras, have a number
of attributes in common.
Characters may also have a variety of super powers, of course; and finally player characters have a
personal profile consisting of a number of ratings
that show their social and psychological status.
CREATING A HERO
Creating a hero is done in four stages. Firstly you
determine your initial powers. Secondly you generate a set of ability scores to accompany the powers.
Thirdly you come up with a back-story for how your
character gained those powers and tidy the initial
CHARACTER CREATION 7
Power Table (Roll d100)
Roll
Power
Max Ranks
Roll
Power
Max Ranks
01-02
Accuracy
45-49
Martial Arts*
03-05
Acrobatics
50
Phasing
06-09
Armour
51-52
Psychic ability*
10
Camoufl age
53-54
Reactions
11
Claws
55-56
Shapechange*
12-14
Cybernetics*
57
Shrinking
15
Danger Sense
58
Sidekick
16
59-62
Skills*
17
63
Snare
18
Duplication
64-65
Super Endurance
19
Elasticity
66-67
Super Health*
20-27
Energy Blast*
68-69
Super Leap
28
Energy Reflect*
70-71
Super Senses*
29
Environmental Control*
72-73
Super Speed
30-34
Flight
74-79
Super Strength
35-36
Forcefield*
80
Stunning Attack
37
Growth
81-82
Teleport
38
Immunity*
83-86
Toughness
39
Impervious
87
Vehicle
40
Invisibility
88
Wallcrawling
41
Larger
89-94
Weapon Mastery*
42
Luck
95
Weather Control
43-44
Magic*
96-00
In the case of powers with sub-powers or flavours, if you roll the power a second time you
may choose to either increase the rank of the
fl avour or sub-power you already have (to no
greater than its max ranks, obviously) or gain
a new fl avour or sub-power.
If you roll a 96-00, you may choose any power. In all respects this counts as if you have
rolled that power, and you can choose a power
you already have in order to increase its rank
without this counting as if you had opted to
increase the power instead of rolling.
8 CHARACTER CREATION
THE GUARDIANS STORY
Lisas first roll is an 06: armour. Because this is her first slot spent on
armour, she has armour rank 1.
Her second roll is a 77: super strength. Again,
because she doesnt already have the power
she gains rank 1 in it.
Her third roll is a 71: super senses. Because
this is marked with a *, Lisa looks at the description of super senses in the powers section
and discovers that she has to roll to see what
type of super sense her hero will have. Following the instructions there, she discovers
that she has radar sense.
Her fourth roll is an 08: armour again. Her
armour increases to rank 2.
For her fifth slot, Lisa decides not to roll the
dice, and instead chooses to increase her armour to rank 3. She has not already increased
her armour without rolling (the previous increase was due to a roll) so it only costs her
one power slot to do this.
For her sixth slot, Lisa again decides not to
roll the dice, and this time chooses to increase
her strength to rank 2. Again this costs her
only one slot, because although shes already
increased her armour rank in this manner she
hasnt increased her strength in this way yet.
Lisa now only has two slots left. She consider
forgoing both rolls to increase her strength
again, but decides shed rather see if she can
get more versatility than just walking around
hitting things, so she rolls the dice again.
Her roll is a 44: magic. She gains this at rank 1,
and follows the instructions in the powers
section to see what type of magic she can
use. She gets astral projection (her speciality
spell), eldritch bolt and hypnosis.
For her final remaining slot, she rolls again
and gets an 88: wallcrawling.
Lisas hero has the following powers:
Armour (Rank 3)
Radar Sense
Super Strength (Rank 2)
Magic (Rank 1)
Wallcrawling
STRENGTH
A characters strength score is an indication of
how strong they are. A high strength score lets you
lift and throw heavier things, and provides a bonus
to the amount of damage you can do when hitting
people. A particularly high strength also improves
your armour or toughness.
The bonuses for strength are listed below. For further details about how damage and dividers work,
see the combat section. In the case of a particularly
low strength, the bonus to damage might be negative
and actually reduce the amount of damage done.
Strength Table
Strength
Damage
Bonus
Divider
Modifier
60+
(Strength-15)
H/+1, S/+3
40-59
(Strength-15)
H/+1, S/+2
19-39
(Strength-15)
H/+1, S/+1
16-18
(Strength-15)
6-15
1-5
(Strength-6)
AGILITY
A characters agility score is an indication of how
dextrous and agile they are. Having a high agility
score makes most combat easier. Your character
has a single agility bonus which contributes to a
variety of different combat bonuses.
Agility Table
Agility
Agility Bonus
16+
(Agility-15)
6-15
1-5
(Agility-6)
CHARACTER CREATION 9
WILL
A characters will score is an indication of their
strength of personality. Will is important for using
magic and psychic powers, and also for resisting
them. Unlike the other ability scores, will does not
have a bonus associated with it. Instead, the score
itself is used in a variety of situations.
ENDURANCE
A characters endurance score is an indication of
how tough they are and how much they can keep going through pain and injury. Naturally, like strength
this can be much higher for costumed heroes than
for normal people. Costumed heroes can often take
hits from tank shells without going down.
Your endurance score directly influences how much
health and stamina you have. See the section on
secondary abilities for more information on these
values.
Additionally, your endurance score affects the rate
at which you recover from injury. A high endurance
means that each time you recover some stamina or
health you recover more than you would otherwise.
Conversely a low endurance makes you recover less.
Endurance Table
Endurance
26+
+3
21-25
+2
16-20
+1
6-15
1-5
-1
BOFFIN
Your character is a brilliant inventor in their field.
This may be an applied science like electronics or
engineering, or it may be a harder science like physics, chemistry or genetic engineering. Whatever
10 CHARACTER CREATION
THE GUARDIANS STORY
Lisa draws a 4x4 grid on a piece of paper
and fills each square in with the result
of a 3d6 roll, getting the following:
14
15
12
17
11
13
14
13
15
11
BUSINESS HIGH-FLYER
Your character is an incredibly wealthy business
person, owning their own business (or more likely
string of businesses). This makes your character (or
at least their secret identity) a publicly known and
respected figure, likely to crop up in the financial
14
15
12
17
11
13
14
13
15
11
This means that Lisas hero will have the following ability scores:
Strength: 14
Agility: 17
Will: 8
Endurance: 11
Even though she knows that her heros strength
will increase due to her three ranks in super
strength, Lisa does not add that extra strength
yet, just in case she changes her mind while she
is fleshing out her heros back-story.
papers regularly. It is up to you what sort of business your character runs.
Your character will start the game with a financial
resources rank of 8. See the section on personal
profiles for more details on financial resources.
CONTACTS
Your character has many contacts in a particular
field. You may choose the field for these contacts
from the following list, or invent a new field (with
game master approval):
Academia
Criminals
Government
Media
Military
CHARACTER CREATION 11
THE GUARDIANS STORY
Lisa has already had the idea that her
hero is going to be someone who uses
a suit of hi-tech powered armour, and that she
is going to drop the magic power that she has
acquired.
Looking at the other powers her hero possesses,
Lisa decides that the powers all come from an
experimental mountain and cave rescue suit. The
suit is heavily armoured for going into dangerous
situations, and enhances the users strength to
enable them to shift rubble and if necessary dig
themselves out of cave-ins. The suit is equipped
with radar sensors for finding trapped people in
situations of low visibility, and with climbing pads
on the hands and feet for reaching otherwise
inaccessible places.
This accounts for all of her rolled superpowers
except for the magic - which Lisa is intending to
swap for a perk anyway.
Looking through the perks for inspiration about
why her hero would be wearing this suit (and why
it never went into production), Lisa thinks that
she doesnt want her character to be the actual
boffin who invented the suit, so decides that the
suit was invented by her characters parents.
Unfortunately, as a mountain/cave rescue suit
it was a failure. It never got past the prototype stage because it was too expensive to mass
produce and required too much training to use.
Maria (the name Lisa has just invented for her
character) was trained in how to use it for demonstration purposes when her parents tried to
find funding to continue their project.
Police
Secret service
These contacts are often able to pass you information or help you out in minor ways. Wherever your
contacts are, your character will start the game
with a contacts rank of 10. See the section on personal profiles for more details on contacts.
IDLE RICH
Your character is one of the idle rich. Whether they
have inherited their money, won the big one on a
lottery, or gained their money through some other
channel, your character is fantastically wealthy and
gains enough of a steady income through investments, trust funds, and the like that they need not
work. However, the down side to this is that your
character will be a favourite of the paparazzi, and
will attract much attention wherever they go.
Your character will get an extra downtime point
per week, and will start the game with a financial
resources rank of 8. See the section on personal
profiles for more details on financial resources.
MYSTIC TRAINING
Your character has been trained in the mystic arts,
and is able to use either magic or psychic power.
12 CHARACTER CREATION
section on personal profiles for more details on financial resources.
SPECIALIST TRAINING
Your character has had specialist physical or mental training. This could have been S.A.S. or Navy
Seal training, or could have involved training with a
secret order of mystics or under a wise old kung fu
master, or anything else that you think appropriate.
Regardless of what form the training took, the result is that you can add +2 to one of your characters ability scores or add +1 to each of two of your
characters ability scores.
UNEARTHLY BEING
POSITION OF POWER
Your character holds a prestigious title. They may
be minor royalty (or major royalty of a small foreign country), or have other important diplomatic
status that can get them out of - or occasionally
into - trouble.
In addition, your character starts the game with
a financial resources rank of 6 and has a staff of
aides that can carry out work for them. See the
EQUIPMENT
Your character will start with any equipment that
their powers rely on. For example a character with
the weapon mastery power will begin with one or
more suitable weapons, and so forth.
If this means that your character starts with fewer
than three pieces of equipment, then you may make
CHARACTER CREATION 13
the number up to three by adding items from the
following list:
A grappling gun for swinging/climbing.
A padded or lightly armoured costume (which
provides you with armour class E rather than
the normal armour class F for a standard costume).
A costume made of morphic fabric, that alters
itself along with you when you use self-altering
powers.
An earpiece radio/mic that transmits on an
encrypted protocol.
A tracking device that can be surreptitiously
attached to something or someone you wish
to follow.
A vehicle (with no special powers).
More mundane items like standard mobile phones
and computing devices do not count towards the
three-item limit. You can simply assume that your
character owns items such as these (providing your
financial resources level is high enough - see later
in this step).
DAMAGE BONUS
Your damage bonus is the amount of extra damage
you do in physical combat due to high strength. This
is derived from your strength score according to
the table in step 2.
KNOCKBACK THRESHOLD
Costumed heroes and their enemies can often hit
hard enough to send their opponents flying through
the air. Your knockback threshold is a measure of
how difficult it is for foes to knock you backwards
in this manner. How this works is explained further
in the combat section.
Your knockback threshold will normally be 20, but
some powers may modify this value.
STRIKE BONUS
Your strike bonus is the bonus that you have when
attacking people in combat (and also when parrying attacks or performing judo throws). This bonus is based on your agility bonus (as calculated in
step 2) but it is listed separately on the character
sheet because it tends to get additional modifiers
from different sources. See the combat section
and the individual descriptions of your characters
powers for more details about modifiers to your
strike bonus.
DODGE BONUS
Your dodge bonus is the bonus that you have when
dodging incoming attacks. This will depend on how
well armoured you are. In particular, many heavily
armoured characters cannot dodge at all. See the
combat section for more details about how dodging works.
14 CHARACTER CREATION
HEALTH & STAMINA
Your health indicates the amount of damage that
you can take before dying, and your stamina indicates the amount of damage you can take before
being knocked unconscious.
Each of these scores are generated separately
from each other and both are derived from your
endurance score. Roll a d6 per point of endurance
to find out your health, and repeat the process for
your stamina.
In the case of your health, then divide the rolled
value by ten to get your battered value. This is the
point at which you are so badly injured that you will
need hospital treatment to recover.
Similarly, divide your rolled stamina by five to get
your dazed value and by ten to get your stunned
value. These are the points at which you are reeling
from the damage you have taken and are almost
unconscious.
Your health and stamina each have a divider associated with them. Incoming damage of each type is
divided by the relevant divider as you take it. You
will not normally have damage dividers unless you
are granted them by powers. If you have a particularly high strength score then you may get a bonus
to these dividers, but such a bonus from strength
can only enhance existing dividers provided by powers. It cant provide a divider if you do not already
have one.
Finally, you have a recovery rate for each of the
two. Normally your recovery rate for health is 1d6
points per hour of rest, and your recovery rate for
stamina is 1d6 points per page of rest. Each of these
rates is modified by your endurance score, and each
may also be modified by your powers.
MOVEMENT SPEED
Your movement speed is determined by adding together your strength, agility and endurance (the
original rolled values, not the values after theyve
been modified by powers or perks) and dividing by
six. The result is the number of metres you can
move in a single panel of movement.
ATTACKS
Heroes will normally have a fist/foot attack which
is strike class 2 and does 2d6S/1d6-6H damage,
plus the characters damage bonus. The damage
bonus may be added to the stamina or health dam-
PERSONAL PROFILE
Your characters personal profile is a set of fifteen
measures of how they are doing in terms of their
state of mind, relationship with the public, and investigative work. These fifteen measures are summarised as three values: popularity, investigation
and confidence.
Your characters personal profile will change during
the course of the campaign, and its values will affect other aspects of your character, such as hero
points and downtime points. The personal profile
section has much more detail about how personal
profiles work.
For your starting character, you will need to go
through the personal profile section of this book
with the game master in order to determine your
characters initial values in each of these fifteen
ratings. Most of them are simply derived from your
back-story, but some may be influenced by which
powers and perks you have.
HERO POINTS
Hero points represent the way that people who are
confident and feel good about themselves seem to
attract good luck and succeed more than people who have a more pessimistic outlook. They are
gained by having a high confidence score (see the
personal profile section for more information about
this).
Hero points are points that can be spent to re-roll
the dice. Each hero point spent will allow you to reroll the dice after making any roll, and take either
the original result of the re-rolled one, whichever
is more favourable.
This applies to rolls made by the game master too,
but only those that directly affect your character.
You may make the game master re-roll the dice and
use whichever result is more favourable to your
character. You can use more than one hero point
on the same roll to get multiple re-rolls if you wish.
CHARACTER CREATION 15
Hero points are gone once used, but will refresh
back up to their normal value at the start of each
adventure.
If your campaign involves ongoing overlapping plots
rather than discrete adventures, your game master
will need to let you know when they refresh. Generally it will be at a time when your character gets a
few days of rest and relaxation.
Your character will almost certainly start the game
with no hero points, as their initial confidence wont
be high enough to grant them any. If it does, you
will have found this out while filling in your personal
profile.
16 CHARACTER CREATION
THE GUARDIANS STORY
Lisa already has a name for her character - The Guardian - and has already
decided that her secret identity is a journalist
called Maria. As she starts to fill in the character sheet, she decides on dAngelo as a surname
for Maria.
The Guardian starts with her battlesuit, so she
can have another two pieces of equipment. She
goes for a radio earpiece/mic and asks the game
master if she can have a smartphone with internet access built into her suit. Since this would
normally be a mundane thing if not built in to the
suit, the game master approves the item.
Her ability scores are mostly just copied across,
as none of her powers or perks affect her agility,
will or endurance. However, her super strength
will affect her strength score.
The Guardians super strength increases her
strength by 10+1d10 points per rank. Lisa rolls
the dice and gets a 2 and a 9. Therefore her total
strength is 14+(10+2)+(10+9) = 45.
Her damage bonus is equal to her strength-15,
so it is +30.
The Guardians knockback threshold is the default 20, since none of her powers modify that;
although she makes a note in her list of powers
that her super strength gives her a +10 bonus
to this when bracing herself against an attack.
Lisa then moves on to her agility, noting that she
has a strike bonus of +2 from her high agility,
but that her armour power prevents her from
dodging.
Like most other heroes, The Guardian gets 4
panels per page.
The Guardians movement speed is based on her
(Strength+Agility+Endurance)/6, counting her
original strength without the modifications for
her powers. This works out at (14+17+11)/6 = 7.
Rolling for her health score, Lisa now rolls 11d6
because The Guardian has an endurance of 11,
getting 3, 5, 1, 4, 2, 2, 6, 2, 3, 6, 1 for a total of 35.
This gives her a battered value of 35/10=4.
For her stamina, she rolls 5, 6, 1, 3, 1, 6, 3, 5, 3
, 2, 1 for a total of 36. This gives her a dazed
value of 36/5=7 and a stunned value of 36/10=4.
NAME: ................................................
CHARACTER CREATION 17
STRENGTH
AGILITY
WILL
ENDURANCE
EQUIPMENT
HEALTH: ................
Battered: ................
H Divider: ................
ATTACK
STRIKE CLASS
STAMINA: ................
Dazed: ................
Financial Resources: ................
Stunned: ................
Downtime Pts / Week: ................
Recovery Rate:
................
S Divider: ................
DAMAGE
NOTES
Approachability: ................
Fame: ................
Contacts: ................
INVESTIGATION: ................
Security: ................
CONFIDENCE: ................
Heroism: ................
Identification: ................
Competence: ................
POPULARITY: ................
Backing: ................
Methods: ................
Conscience: ................
18 PERSONAL PROFILE
PERSONAL PROFILE SUMMARY
Your personal profile is a set of values that indicate
how well adjusted your character is and how they
relate to the public and themselves.
It consists of three categories:
Popularity
Investigation
Confidence
In each of these categories you have five attributes. Four of these are measured on a 1-5 scale,
and the fifth is measured on a 1-10 scale. Therefore
when added together, they give a number between 5
and 30.
In each category, this total is then tripled (to give
it a score from 15-90) and used as a value for the
category. The category values never change independently. They are always dependent on their
constituent scores and only change if and when
those constituent scores change.
The constituent scores themselves often change
due to the changing circumstances of your character, whether through plot related reasons over
the course of the campaign or through determined
effort (and the spending of downtime points) on
your characters part.
Details of how to use downtime points to improve
your characters personal profile is given in the advancement section of this book.
Additionally, your character has a financial resources level and a material resources level. These values
are also measured on a 1-10 scale but are independent of the three categories.
POPULARITY
Your popularity is a measure of how the public react
to you. It combines both how famous you are and
how popular you are into a single measure.
If you are trying to intimidate petty (non-superpowered) criminals or trying to influence bystanders
then you can succeed by rolling this value or less
on a d100.
Generally you can infl uence people more strongly
the higher your score is. The table below shows
who you can try to influence based on your score.
If you are trying to give someone persuasive advice
rather than ordering them around, you can gener-
Reaction
Influence
Who are you?
Criminals
Resented
Criminals
Accepted
Bystanders
Liked
Bystanders
Wildly popular
Police
A legend Government/Army
BACKING
Your backing is an indication of the level of support you have. Heroes who work alone tend to be
less popular than those who have approval from
the police or even the government. Obviously, your
backing score only counts the people or organisations that will publicly endorse you. Being a secret
military agent with full government backing doesnt
help people trust you if they dont know about it.
The possible values for backing are:
1 = No known backing
2 = Local community support
3 = Tacit police support or endorsement
from a political or pressure group
4 = Official police endorsement or support
from a respected philanthropist or a
commercial organisation
5 = Official government approval and/or
military rank (honorary or otherwise)
Starting characters will normally begin with a backing score of 3, but depending on their back-story
PERSONAL PROFILE 19
the game master may give them an initial backing
score anywhere from 1 to 4.
HEROISM
Your heroism is an indication of how you behave. Are
you a paragon of virtue or a low-life little better
than the criminals you fight?
As with backing, it is the publics perception of you
that is the important factor here. If the tabloids
decide to have a field day with you, you might find
that your heroism is lower than you might expect
given your actual behaviour. Similarly, with a good
publicist you can be seen to be more heroic than
you actually are.
Starting heroes will normally begin with a identification somewhere between 1 and 3. If the hero
appears to be relatively normal (albeit stronger
and more agile, or using technological devices) then
they will start with a score of 3. If they have more
outlandish powers such as the ability to fly or throw
energy bolts around, they will start with a score
of 2. If they appear to be alien, monstrous or robotic in nature; or otherwise non-human, they will
start with a score of 1.
IDENTIFICATION
Your identification indicates how different you appear to be to normal people.
Naturally, as a costumed hero you are likely to be
thought of as a bit peculiar anyway, but if you have
an outlandish appearance or powers then you can
seem very alien to the common folk (whether you
actually are alien or not!)
As with heroism, identification is often influenced by
press - both good and bad. While many heroes are
loathe to give out any kind of personal information,
those more prepared to do interviews and who come
across as normal people (albeit celebrities) rather
than arrogant freaks with delusions of godhood
find that their identification is better than that
of their more reticent colleagues.
The possible values for identification are:
1 = The freak shows in town
2 = Theres something strange about you
3 = Typical celebrity
4 = Refreshingly down to earth
5 = The boy/girl next door
PUBLIC RELATIONS
Your public relations is an indication of how well
you actually get on with members of the public and
with authorities.
Unlike most of the other popularity components,
public relations rarely changes due to factors outside your control. Any changes are more likely to
derive directly from the way that you role-play
your character.
If youre aloof and stand-offish, or outright dismissive of the mundanes then your score will drop,
but if you are helpful and seem to genuinely enjoy
interacting with people then your score will rise.
It is possible to devote downtime points to trying
to improve this score, but improving it in this way
20 PERSONAL PROFILE
is difficult because spending time doing charity
work (for example) is all very well but if you clearly
despise the people youre helping then youll just
come across as cynically using them to further your
career and reputation rather than genuinely desiring to help them.
Generally, once it has settled onto a value based
on how you have decided to play your character, it
wont change during the campaign unless you start
consistently playing your character in a noticeably
different way.
The possible values for public relations are:
1 = You hate the mundanes
2 = You ignore the mundanes
3 = Average
4 = Friendly and courteous
5 = You go the extra mile
Starting heroes will normally begin with a public
relations score of 3, as the public dont yet know
what to expect, but it will quickly change depending
on their behaviour.
COMPETENCE
Your competence score is an indication of how successful your activities are. Once again, this is based
on public perception. If you save the world and noone knows about it then your competence score
wont change.
Unlike the other components of your popularity,
your competence score is rated from 1-10 rather
than 1-5. It is also less subjectively measured than
those other component scores.
Each scenario, plot or event that your hero is known
to be involved with is given a competence rating
from 1-10 depending on its size and scope. If you
succeed in a scenario or mission that has a higher
competence level than your current level the publics faith in your abilities increases and you may
increase your competence score by half the difference between your current score and the score of
the scenario. Round any fractions down unless the
competence score of the scenario was only a single
point above your own.
Similarly, if you fail in a mission or scenario that
has a competence score lower than your own competence score, the public will lose faith in you and
you must decrease your competence score by half
the difference between your current score and the
score of the scenario. Again you should round any
fractions down unless the competence score of the
scenario was only a single point lower than your own.
PERSONAL PROFILE 21
Failing a scenario with a competence score equal
to or higher than your own does not lose you anything, since the public never expected you to be
able to succeed in such a scenario anyway. Similarly,
succeeding in a scenario with a competence score
equal to or lower than your own does not gain you
anything because the public always had faith that
youd manage it.
Obviously, it is up to the game master to determine
exactly what qualifies as a success or failure
in the eyes of the public, although a good (or bad)
relationship with the media can sometimes skew
their perception.
The possible competence scores for scenarios are:
10 = Save the world
9 = Save the country
8 = Save the city
7 = Fight a major villain with a team of
normal villains
6 = Fight a major villain on their own or a
team of normal villains
5 = Fight a normal villain or a team of minor
villains
4 = Fight a minor villain or an organised
team of non-powered criminals
3 = Fight a non-powered rabble, or help
with a minor disaster (fire, riot, etc.)
2 = Deal with a minor crime involving a small
Number of non-powered criminals
1 = Make a public appearance
Starting heroes will always start with a competence
score of 1, as they are assumed to have made their
first public appearance in costume but have not yet
proven themselves capable of dealing with any more
major incidents or situations.
INVESTIGATION
Your investigation is a measure of how good you are
at not only following leads but also gaining leads and
information. Characters with a high investigation
will likely have many contacts and be able to pick up
word on the street that characters with a lower
investigation will be oblivious to.
In some ways, your characters investigation is the
opposite of their popularity. After all, people with
dubious or sensitive information are far less likely
to talk to the big famous heroes that work for the
government than they are to the local guy whos just
trying to keep the neighbourhood safe.
You use your investigation by trying to roll equal to
or less than its score on a d100. This is usually to see
if you can find out about criminal activity; such as
METHODS
Your methods is an indication of the how effective
your methods for keeping up to date with information and with solving crimes are. This score is mostly
dependent on the way you role-play your character,
since it depends on their actual actions rather than
on any kind of ability score.
However, it can be increased by spending downtime
points appropriately (for example spending time
collating information or cross-referencing news
reports and files).
The possible values for methods are:
1 = You make no effort
2 = You occasionally question witnesses or
look for clues at a crime scene
3 = Average
4 = You always question witnesses and look
for clues at a crime scene
5 = You keep extensive files and crossreference new information with that
previously known
Starting heroes will always begin play with a methods score of 3, and this will change as it becomes
apparent how much or little time they devote to
this area.
22 PERSONAL PROFILE
If this formula ends up with an odd fraction, round
it up.
Approachability cannot normally be adjusted except
by adjusting the two scores that it relies on.
The possible values for approachability are:
1 = You are avoided
2 = Only the desperate will talk to you
3 = Average
4 = You receive a good supply of tips
5 = Youre the first person people think of
When theyre in trouble and need to
talk to someone
Starting heroes will always begin play with an approachability score based on the above formula.
FAME
Your fame score indicates how much attention the
press pay to you, or rather it indicates how much
attention they dont pay to you.
Following up clues and tips often involves working
under cover or at the very least being subtle. If
youre a world famous hero with the tabloids hanging
on every word and every public appearance (whether
for good or for ill) its hard to slip away or to poke
into things without being spotted.
Your fame score is therefore determined directly
by your popularity.
APPROACHABILITY
Your approachability is an indication of how likely
it is that people with information will give it to you.
There are two main factors in your approachability.
On the one hand, people are more likely to want to
talk to someone they feel is normal rather than
some strange weirdo or alien. On the other hand
people who will often be involved in petty crime
themselves are going to feel far more comfortable
approaching someone who isnt quite so squeaky
clean and is more likely to overlook the informants
own activities.
Because of these conflicting factors, your characters approachability score is always:
3 + ( x identification) - ( x heroism)
Popularity
76-90
61-75
46-60
31-45
15-30
Fame
1
2
3
4
5
Description
Tabloid darling
In the public eye
Average
Rarely mentioned
Works in secret
POWER USE
Your power use score indicates how suited your
super powers are for investigative work and how
well you use them for that type of work.
For each power that you have that will naturally
enhance your investigative work without you having
to deliberately use it for such (for example subconscious luck or some of the super senses) you
automatically get a point of powers score.
PERSONAL PROFILE 23
For each of your superpowers that you must deliberately use for investigation (such as invisibility,
phasing, or the disguise skill) you also get a point
of powers score but only if you make the effort to
actually use it.
Characters who naturally have few (or no) powers
that they can use in investigation can use devices
to make up for that, and can count those devices
towards their power use score as if they were super
powers - but again, only if they actually use them.
No matter how many powers and devices you have,
your power use score can never be less than 1 or
more than 5.
Starting heroes will begin the game with a power
use score based only those super powers that are
automatically helpful, and must start regularly finding ways to use their other powers for investigative
work in order to increase their score.
24 PERSONAL PROFILE
Confidence Table
Confidence
Downtime Points
Can Increase
Resources?
Will Bonus
For Defence
Hero Points
15-30
-2
No
31-45
No
46-60
Yes
61-63
Yes
+1
64-66
Yes
+2
67-69
Yes
+3
70-72
Yes
+4
73-75
Yes
+5
76-78
Yes
+5
79-81
Yes
+5
82-84
Yes
+5
85-87
Yes
+5
88-90
Yes
+5
CONTACTS
Your contacts score indicates how many people you
have who regularly give you information, and on how
informed those people are. Unlike random people
who might occasionally give you a tip off, these are
people with whom your character has an established
relationship of trust, and as such they dont care
about your approachability or lack of it.
Your contacts score can be modified both as a plot
device and by spending downtime points establishing
such a network. Your contacts can be in a variety
of areas, from criminals themselves to police or
media or even sources from government agencies.
The contacts score does not distinguish between
different types of contact, merely summing up the
total level of information you get from them.
The possible contacts scores are:
1 = You have no contacts
2 = You have an intermittent and unreliable
source
3 = You have a few sources of variable but
generally poor reliability
4 = You have a couple of minor but reliable
sources
5 = You have a few reliable minor sources
6 = You have a couple of sources of major
information, and many of minor matters
7 = You have full sources for minor matters
and several varied reliability contacts
for major information
8 = You have several reliable major sources
9 = You have many reliable major sources
10 = You are fully part of an major network
of information
CONFIDENCE
Your confidence score is a measure of your self
confidence and your mental stability. Unlike the
other two status measures it is rarely rolled against
during play. However, it does have a big effect on
your character both during play and in downtime.
If your character has a particularly low confidence,
their private life is a complete shambles. They are
likely spending most of their time just holding things
together, and thus will have fewer downtime points
per week to spend on other activities - and the wont
be able to use those downtime points to improve
their financial resources.
If your characters confidence is high enough, they
feel on top of the world. This increased self-confidence gives them a bonus to their will when defending against mental attacks, and at high enough levels
it also gives them hero points that they can spend
to re-roll die rolls. See the character creation section for more details about how hero points work.
Your investigation is composed of triple the total
of the following scores:
PERSONAL PROFILE 25
CONSCIENCE
Your conscience score is an indication of whether
your hero has skeletons in their closet that will
prey on their mind.
SOCIAL CIRCLE
Your social circle score is an indication of how well
your character is able to express their problems
and issues, and how may close friends and confidantes they have.
SUCCESS RATE
Your success rate is simply an indication of how many
of the last five scenarios you have succeeded in.
Unlike your competence score, this is not depend-
26 PERSONAL PROFILE
Status
Measurement
Starting
Contributes To
Value
Changes Due To
Backing
Popularity
Events
Heroism
Popularity
Identification
2-3
Popularity
Media response
Public Relations
Popularity
Competence
Popularity
Methods
Investigation
Role-play, downtime
Approachability
1-5
Investigation
Fame
1-5
Investigation
Changes to popularity
Power Use
1-5
Investigation
Role-play
Contacts
1-10
Investigation
Events, downtime
Conscience
1-3
Confidence
Social Circle
1-5
Confidence
Role-play, downtime
Public Response
1-5
Confidence
Changes to popularity
Success Rate
Confidence
Success in scenarios
Security
1-10
Confidence
The guardian is still unsure of herself and trying to find her footing in the world of costumed
heroes.
Because her popularity is only 36, her public response starts at a score of 2.
The guardian has not had any successes yet, so
she starts with a success rate score of 0.
Finally, her security score starts at the same
level as her financial resources, which is 5.
ent on public opinion, neither is it dependent on how
difficult the scenario was. It is purely determined
by whether the scenario was a success in your
characters own opinion.
Whether or not a scenario was a success in this
context should be agreed with the game master.
While there is some leeway in considering a scenario
to have been a success even if you didnt achieve the
main objective (because you achieved other things
that were more important while doing it) this should
not turn into an exercise in trying to rationalise
failures by describing them in misleading terms.
PUBLIC RESPONSE
Your public response score is an indication of how
the publics reaction to you affects your self worth.
PERSONAL PROFILE 27
As such, it is entirely derived from your popularity
score.
It is not possible to modify your public response
independently. It only changes when your popularity changes.
The possible values for public response are:
Popularity
15-30
31-45
46-60
61-75
76-90
SECURITY
Your security score is an indication of how safe
your character feels.
While costumed heroes face danger on a regular
basis, this is not a measure of that. Instead it is a
measure of the security of your characters home
life when they arent wearing their costume.
This is less about the heros own physical safety
than it is about their financial security, the security
of their relationships, and the safety and wellbeing
of their loved ones.
Security is measured on a scale from 1-10, and is
normally equal to you characters financial resources
level. Although money cant buy happiness, it can
reduce the stress of being unable to afford your
rent or the fear of losing your job because youve
spent too long away from it while fighting crime.
This is then modified by -2 if your identity is publicly
known. While you can usually keep those close to you
safe theres always the chance of some formerly
defeated enemy trying to get at you indirectly by
getting at those close to you.
This is the reason that most costumed heroes maintain a secret identity. It is partly to keep a psychological separation between their private and public
lives, but also to prevent enemies from knowing who
they are and targeting their loved ones.
Similarly, if your character is not human and does
not have the basic human needs (usually this will
require the unearthly being perk, but with some
unusual back-stories it may be possible to have this
status without that perk), your security score gets
a +2 bonus. If you dont need to eat, you dont need
to worry too much about where the next meal is
coming from.
In neither case can the modifier take your security
score below 1 or above 10.
Security is normally only modified by plot devices. If
a characters loved one is kidnapped, or a their business is targeted by villains, this will result in a drop
in security score until these issues are resolved.
It is not normally possible to increase your security score (other than by changing your financial
resources level), but you can spend downtime points
to establish a new secret identity if your old one
is compromised.
As a starting hero, your security score will be equal
to your financial resources, modified as above.
28 PERSONAL PROFILE
Financial Resources Table
Financial
Resources
Description
Home
Clothing
Transport
Destitute
Homeless
Rags
Foot
Scraping by
Hostel
A single change
Bus
Poor
Rented room
Bicycle
Average
Rented fl at
Moped
Comfortable
Shared house
Cheap suit
Well off
Small house
Quality suit
New car
Affluent
Cottage
Made-to-measure suit
Loaded
Designer suit
Chauffeur driven
Rich
Mansion
High fashion
Private yacht
10
Filthy rich
Castle
Personal designer
Private jet
Description
None
Power tools
10
FINANCIAL RESOURCES
Your financial resources score is a rough indication
of how much money and income your character has.
MATERIAL RESOURCES
Your material resources score shows what level of
tools and equipment your character has access to.
While this is similar to financial resources in that
richer characters will normally have access to more
equipment, this is not necessarily the case.
Some characters could be rich but never have had a
need for the sorts of high level resources indicated
by a high material resources level.
Conversely, some characters may have privileged
access to high level corporate, governmental or academic resources that they do not own and could
never hope to afford to buy themselves.
COMBAT 29
the action - whether an attack or a response to an
attack - of a single character. Particularly big or
complex actions may take up two consecutive panels
or require a double-size panel to show.
In Codename: Spandex, combat works in exactly
the same way.
A fight is split up into a number of pages. Each page
represents a few seconds of action (the exact time
taken may vary from page to page). Within that
page, each combatant is allocated a number of panels. Normally this will be four for a costumed hero
or villain, and two for mundane characters such as
bystanders or thugs and goons. Some characters
who are somewhat between the two statuses, such
as sidekicks, may get three panels per page.
Characters who are stunned only get two panels
per page.
SURPRISE
If one side in a fight is either completely unaware of
the presence of the other side or not expecting the
other side to suddenly attack them, the attacking
side may each take two panels worth of actions at
the start of the fight against which the defending
side may not take any defensive reactions.
This should be used only in the case of a complete
surprise attack. If a group of characters is on the
lookout or already suspicious then a sudden attack
will not surprise them. Only an attack from a completely undetected source will.
COMBAT BASICS
INITIATIVE
30 COMBAT
Initiative Table (Roll d10 vs d10)
Initiative
Difference
1 panel
3-4
2 panels
5-6
3 panels
7-9
4 panels
COMBAT 31
Pick up an object. Whether you pick up an object to throw, to parry an attack with, to hit
someone with, or simply to run off with it; it
takes a single panel to pick something up off
the floor.
The length of time it takes to perform other actions should simply be agreed between the players
and the game master based on the actions above.
Actions that take a double-panel to perform must
be done when the character has two consecutive
panels available in which to perform them.
A character who only has a single panel left available because of the way the initiative roll worked
out (or because they have already used their other
panels on other actions) cannot start to perform a
double-panel action and then finish it later.
They must wait until they have two panels together
before starting the action (but they can save a
panel for this purpose - see the section on initiative above).
REACTIONS
When a character is attacked, they often need to
react to the attack immediately. They may wish to
parry the attack or to brace themselves against
the attack so that it doesnt knock them backwards,
for example.
In these circumstances, the character may use
their panels out of sequence. They may perform
these actions immediately (usually interrupting the
attack itself) but the panels they spend performing
them are not used until the character next gets to
use their panels.
If a character has used up panels in advance in
this way, they may no longer perform any other
action apart from further reactions until they have
skipped enough normal actions to pay back those
that they used up.
However, a hero or villain character gets four free
reactions each page against strike class 0 or strike
class 1 attacks (i.e. attacks from mundane characters). These four free reactions do not need to be
paid back like other reactions do.
PHYSICAL ATTACKS
Whether they be with fists, feet, weapons or bizarre
energy bolts, the majority of the attacks that one
combatant makes on another are physical attacks.
The attacker is trying to hit the defender with
32 COMBAT
or villain) created using the rules in this book.
However, it may be used by villains created by
the game master and it may be possible for
player characters to achieve this strike class
with an attack after much character advancement.
Both the defenders prowess and toughness are
combined into a single rating called their armour
class. There are twelve possible armour classes
rated from A to L, with an A being the best and
an L being the worst.
As well as making it harder for your character to be
hit, your armour class also determines whether you
can use dodge as a reaction in combat (and whether
you get a bonus while doing so) and what damage
dividers you get. Dodging and damage dividers are
both explained more fully later in this section:
Armour Class A - This represents the toughest armour class that the game provides. Specifically, that of characters with the toughness
power at rank 4. Characters with this armour
class rating are immune to all damage from any
strike class 0 or strike class 1 attack and get
S/5 and H/6 damage dividers against other
attacks, but they may not dodge as a reaction.
Armour Class B - This armour class is used
for costumed heroes or villains who have extremely strong protective powers. Specifically,
those with armour rank 3 or toughness rank 3.
Characters with this armour class rating are
immune to all damage from any strike class 0
or strike class 1 attack and get S/4 and H/5
damage dividers against other attacks, but
they may not dodge as a reaction.
Armour Class C - This armour class is used for
costumed heroes or villains who have stronger
protective powers. Specifically, those with armour rank 2 or toughness rank 2. Characters
with this armour class rating are immune to
all damage from any strike class 0 or strike
class 1 attack and get S/3 and H/4 damage
dividers against other attacks, but they may
not dodge as a reaction.
Armour Class D - This is used for costumed
heroes or villains who have protective powers.
Specifically, those with armour rank 1 or toughness rank 1. Characters with this armour class
rating are immune to health damage from any
strike class 0 or strike class 1 attack, taking
only stamina damage from such attacks. If the
strike class 0 or strike class 1 attacks are with
mundane bullets or blades, characters with this
armour class rating are completely immune,
taking no stamina damage either. Characters
COMBAT 33
combat. Characters with these armour class
ratings may not dodge as a reaction in combat,
and get no damage dividers against incoming
damage.
13
12
11
10
13
12
11
10
13
12
11
10
13
12
11
10
13
12
11
10
12
11
10
11
10
10
Armour Class
34 COMBAT
Parrying Table (Roll number or higher)
Shield
(with weapon mastery)
Energy blast
Attack Type
Parry type
14
13
10
14
10
15
11
Thrown weapon
(without weapon mastery)
13
Projectile weapon
(without weapon mastery)
14
10
Energy blast
COMBAT 35
Dodging Table (Roll d6 + dodge bonus)
Dodge Roll
Strike Class
0
12
11
+P
10
+P
+P
+P
+P
+P
+P
+P
+P
+P
+P
+P
36 COMBAT
3+
12
2P, dam
2P, dam
2P, dam
11
2P, dam
2P, dam
10
2P, dam
Attack Type
Health
Stamina
Unarmed
1d6-6
2d6
2P, dam
Judo throw
1d3
2d6
2P, dam
2P, dam
2P, dam
2P, dam
2P, dam
Blunt one-handed
weapon
1d6-6
2d6
2P, dam
2P, dam
2P, dam
1d6
2d6+6
P, dam
2P, dam
2P, dam
Blunt two-handed
weapon
P, dam
2P, dam
2P, dam
1d6
2d6+3
P, dam
2P, dam
Blunt thrown
object or weapon
P, dam
2P, dam
Sharp one-handed
weapon
2d6
1d6
P, dam
P, dam
Sharp two-handed
weapon
2d6+3
1d6
2d6+3
1d6
Projectile weapon
2d6+3
1d6+3
Explosive weapon
3d6+3
2d6+3
Energy blast
Varies
Varies
The basic amount of damage done by a physical attack will depend on the type of attack being made,
although some super powers (such as martial arts
or weapon mastery) can change this basic amount.
Additionally, in the case of unarmed attacks, melee
attacks or thrown objects/weapons, the attacker
may add their damage bonus to the damage being
done. The attacker may split their damage bonus
between the health and stamina damage done by
the attack however they choose.
KNOCKBACK
When an attacker inflicts physical damage on a defender, the defender may be knocked backwards
by the force of the attack.
Every character has a knockback threshold. Normally this will be 20, but some super powers may
alter this value. Characters who are bracing themselves add an additional 5 to this value.
COMBAT 37
Wall Strength Table
(For a super-hero sized hole)
Material
Damage
Needed
Knockback
Reduction
Normal glass
2m
Wood
2m
Thin metal
2m
Bulletproof glass
16
4m
Brick
16
4m
Metal door
24
6m
Stone
32
8m
Concrete
32
8m
Armour plating
32
8m
If despite this reduction in distance the knockback would still push the defender through the
obstruction then the defender breaks through the
obstruction and continues to be pushed back for
the remaining distance.
It is possible for the defender to be knocked back
through multiple obstructions (taking the 1d6 stamina damage for each of them) if they were hit hard
enough by the blow.
At the end of the knockback, the defender must
roll 1d20 and add +1 for each two metres that they
were knocked back. If the total is greater than
their agility then they are also knocked prone by the
attack and must spend their next panel recovering.
APPLYING DAMAGE
The knockback is determined before the reduction in damage due to parrying with a melee
attack form happens.
The knockback is determined before the damage reduction for a block happens.
The knockback is determined before the damage is reduced by the defenders stamina divider (see the applying damage rules in this
section).
For each five points of stamina damage (or partial
five points of stamina damage) over and above the
defenders knockback threshold, the defender is
knocked backwards two metres by the force of
the blow.
If this knocks the defender into a wall or other solid
obstruction, the defender takes 1d6 stamina damage. This reduces the distance that the defender is
knocked back by two metres for every four health
damage that it would take to break the obstruction.
If the obstruction is a wall or other large object, the
defender only needs to break a person-sized hole
in it rather than destroy it completely. However, if
it is made of brick, concrete or metal then it may
have an h divider as well as health.
For example a super hero knocked back into a brick
wall would need to make a super hero sized hole (8
health) in order to be knocked through it, but the
wall would have an h divider of /2 so it would actually
take 16 health damage to break such a hole and the
distance that the hero is being knocked back would
therefore be reduced by 8 metres (two metres per
four health damage). The wall strength table gives
precalculated examples for most common walls that
a character might be thrown or knocked back into.
38 COMBAT
tions other than slowly dragging yourself along
the floor or similar efforts.
If your health has been reduced to exactly
zero, you are at deaths door. You are unconscious and will die in five minutes or less unless
given CPR or similar emergency aid.
If your health has been reduced to below zero,
you are dead. Theres no coming back from this,
unless by some kind of plot device (e.g. Returning as a ghost, or having your brain saved and
placed in an android body). Such plot devices
are beyond the scope of these rules and should
be used with caution lest they cheapen the
threat of death.
If your stamina has been reduced to less than
or equal to your dazed score (one fifth of your
total stamina score) then you are dazed. While
dazed your movement speed is halved and you
have a -2 penalty to all to-hit rolls.
If your stamina has been reduced to less than
or equal to your stunned score (one tenth of
your total stamina score) then you are stunned.
While stunned you only have two panels per
page, you cannot move, and you have a -5 penalty to all to-hit rolls.
If your stamina has been reduced to less than
or equal to zero then you are unconscious.
If your stamina has been reduced to less than
or equal to a negative value equal to your endurance score then any further stamina damage that you take will be taken as health damage instead.
COMBAT 39
Object Table
Object Size/Mass
Strength Needed To
Example Objects
Health
26kg-80kg
11
81kg-195kg
11
16
196kg-445kg
11
16
21
10
446kg-1,000kg
16
21
26
12
1,001kg-2,150kg
21
26
31
14
2,151kg-4,650kg
26
31
36
16
4,651kg-10t
31
36
41
18
Push
Lift
Throw
< 1kg
1kg-4kg
5kg-25kg
10.1t-21.5t
36
41
46
Lorry, bulldozer
20
21.6t-46.5t
41
46
51
22
46.6t-100t
46
51
56
25
101t-215t
51
56
61
28
216t-465t
56
61
66
31
466t-1,000t
61
66
71
34
1,001t-2,150t
66
71
76
Submarine, frigate
37
2,151t-4,650t
71
76
81
Destroyer, rocket
40
4,651t-10,000t
76
81
86
45
10,001t-21,500t
81
86
91
50
21,501t-46,500t
86
91
96
55
46,501t-100,000t
91
96
101
60
OBJECTS IN COMBAT
Inanimate objects may be involved in a combat situation in a number of ways. Characters may throw
them at each other, use them to block, hide behind
them, be knocked back into them, or just plain try
to destroy them.
In game terms, objects are given a health score
as if they were a character and may be broken or
destroyed if they take enough health damage; but
have no stamina score and are immune to stamina
damage.
The objects table shows a variety of sizes of object
along with how much strength is needed to push,
40 COMBAT
THE GUARDIANS STORY
Its The Guardians turn to act, and she
has three panels worth of actions that
she can take. Since she has no ranged attacks,
she spends her first action moving into melee
range with Nefario, leaving her two panels left.
She spends the first panel trying to hit Nefario.
Nefario has no armour, just a normal costume,
so he is armour class F. The Guardians unarmed
attacks are strike class 2. Lisa looks at the tohit table and sees that she needs to roll a 10 or
better on 1d20 to hit him. She has no modifiers
to this for any unusual circumstances.
Lisa rolls the die and gets a 14, easily enough to
hit him. Shes about to pick up the dice to roll
for her damage when James stops her. Nefario
is going to try to parry the punch with his staff.
Neither of the combatants has the weapon mastery power, so this is a case of a normal melee
attack against a normal melee parry. According to
the parrying table, this means that James needs
to roll a 9 or higher. He rolls a 20, and Nefario
has parried the blow.
James now rolls virtual damage for the parry. As
Nefario is using a two handed blunt weapon, this
is 2d6+3 stamina damage and 1d6 health damage
which, because this is a parry, is added together
to make a single total. Nefario has no damage
bonus. James rolls 3, 5 and 2 on the dice giving
him a total of 13.
Lisa now rolls for The Guardians damage from
her punch. Because of The Guardians strength,
she needs to roll 2d6 stamina damage and 1d6-6
health damage. She is adding all of The Guardians +30 damage bonus to the stamina damage,
so she doesnt even bother to roll the 1d6-6 for
health damage - it cant actually roll any damage.
Rolling a 2 and a 4, she gets a total of 36 stamina
damage.
The 13 virtual damage from the parry is subtracted from this, leaving Nefario to take the
remaining 23 stamina damage. He has no s divider,
so he takes all 23 and it nearly dazes him.
However, because the strike did 30 damage before the parry reduced it, this is enough to knock
Nefario off his feet. Since it is ten more than
COMBAT 41
Weighing up her odds, she decides that losing
three whole panels (one to grab the desk, and
two to interpose it against a double-panel attack)
simply arent worth it for the limited amount of
damage that it would stop, so instead she simply relies on the protection of her armour, and
instead braces herself so that she isnt knocked
back by the blast (bracing doesnt use up any
future panels).
James rolls the dice for the energy blast and
gets lucky. He rolls 4, 3, 1, 6, 6, 4 for a total of 24
stamina damage and rolls 3, 5, 5, 4 for a total
of 17 health damage.
The 24 stamina damage would normally be enough
to knock someone backwards, but because The
Guardian is bracing herself it she stays where
she is.
The Guardian normally has an S divider of /6 and
an H divider of /6, but because this is an energy
blast it says in the description of the power that
it reduces dividers by two, so her dividers are
both effectively /4.
Similarly, a character with just enough strength
to lift an object can only stagger with it at half
their normal movement speed. A character with
enough strength to throw an object can carry it
at normal speed.
Thrown objects do not do extra damage based on
their mass. Instead, the throwers damage bonus
is used for all objects more massive than 1kg. Characters can throw lighter objects harder than they
can throw heavier objects, and for game purposes
it can all be considered to balance itself out in the
long run.
The distance that a character can throw an object is
two metres per point of strength above the minimum
required to throw it. If the character has exactly
the minimum required strength then the object
can only be thrown a single metre. If the object is
particularly unaerodynamic (such as a fl ailing person) then it can only be thrown half this distance.
GRABBING
Instead of trying to destroy an object or trying to
hurt someone, characters will often try to grab a
person or object in combat.
This could be grabbing an item to use it to block
an incoming attack or to throw it; or it could be
grabbing an attacker as a prelude to using a judo
42 COMBAT
acters involved in such a tussle should beware of
spending too many panels in advance and ending up
missing important things happening elsewhere in the
fight because theyre too distracted going mano-amano with their immediate opponent.
COMBAT 43
between the two) as normal. If the dodge or parry
is successful, this does not mean that the grapple
is broken; only that the manoeuvre was successfully avoided.
H dividers and S dividers are doubled when factoring falling damage, and if the character lands
on something soft then additional dividers may be
added at the game masters discretion.
If an attacker wishes to pick up and throw an unwilling defender, this takes two panels. Firstly the
attacked must grab the defender (this can be countered by the normal reactions available to someone
being grabbed) and then the attacker must take a
second panel to throw the defender.
This does not require a to-hit roll, but the attacker
must be strong enough to throw something with the
mass of the defender.
The defender may respond to being thrown with
one of two reactions.
Firstly they may successfully grab their attacker.
If successful, this will prevent their attacker from
throwing them.
Secondly they may use any attack they have on
their attacker as if it were a reaction.
This attack-as-reaction is resolved as a normal attack, and if the attacker is dazed, stunned, knocked
unconscious, battered or killed by it then they are
unable to make the throw. If the attack simply hurts
the thrower then the throw still happens (but the
damage is applied normally).
If the throw happens, work out the distance that
the character is thrown (one metre per point of
the throwers strength above the minimum needed
to throw the character - for a character with the
mass of an average super hero this works out to
one metre per point of strength over 16) and treat
the throw as if it were a knockback of the same
distance.
FALLING
Most of the time when people are being thrown in
combat, they are not being thrown into something,
but thrown off something - a rooftop, a cliff, out
of an aeroplane, and so forth.
FINISHING MOVES
Since each super powered character gets a chance
to recover some stamina each page, even while unconscious, its highly likely that someone will be able
to return to the fight even when theyre down.
In order to keep someone down, any character can
perform a finishing move on a target that is either
unconscious or stunned. A finishing move takes a
double-panel to perform, and is automatically successful at knocking the target out for 1d6 hours.
44 DOWNTIME
DOWNTIME BASICS
The life of a super hero isnt all excitement. Although this game concentrates on those exciting
parts of the your characters life when they are
saving the world and battling villains and so forth,
the majority of the characters actual time is spent
doing mundane things like working in their day jobs,
socialising with friends, training at the gym, and
so forth.
Although these activities are less interesting to
play out in detail (although theres nothing stopping
you doing that if your group really wants to) they
are actually just as important to your character as
the exciting moments are.
This is particularly true when it comes to character
development. While some of the scores in your characters personal profile are likely to change because
of things that have happened during a session - for
example if your character foils a terrorist plot that
is likely to increase their success rate and probably
their confidence too - other scores are likely to
change due to mundane things in your characters
life that arent covered in detail in a playing session - for example working hard in their day job and
getting a promotion that will increase their financial
resources or spending time reconciling with past
actions which will increase their conscience rating.
Similarly, increasing your ability scores or boosting your powers is something that is usually done
over the course of a long period of training rather
than something that just happens as a result of
stopping a crime.
In game terms, this is handled by a downtime system.
DOWNTIME POINTS
Every character gets a set of downtime points each
game week. These points represent the amount of
characters free time when they are not working.
Normally a character will have 7 of these points per
week, but some characters with a particularly low
confidence score will get fewer (they dont make
productive use of their time because theyre too
busy moping) and characters with the idle rich perk
will get more because of their increased free time.
These seven points roughly represent one per day,
although tracking them point by point on an exact
daily basis would be too fiddly, so they should be
tracked on a weekly basis.
DOWNTIME 45
Downtime Point Experience Table
Suitability of
Activity to Goal
Experience
Points Gained
Completely Unsuitable
A Poor Fit
Average
Well Suited
Ideal
EXPERIENCE POINTS
The game master should keep a track of what the
goals of each character are and how they are spending their downtime points.
As part of this tracking, the game master must
make a subjective decision about how well suited
the characters activity is for their goal, and look
this up on the downtime point experience table. This
will give a number of experience points towards the
characters goal per downtime point from 1 to 5,
depending on the suitability.
It is up to your group whether this is done by agreement with the whole group or whether it is done
secretly by the game master without the players
knowing what multipliers they have. Neither way
is more correct than the other, and it is merely a
matter of preference.
If possible, activities should always give a total of
five experience points with those not contributing
to the main goal being allowed to contribute to other
secondary goals or results instead.
For example a character who is trying to increase
their public relations score by regularly patrolling
the streets may find that although this isnt the
best way of doing that (the group agree that it is
46 DOWNTIME
Experience Point Cost Table
Desired
Result
Experience Points
Needed
Increase a
Personal Profile Score
10 x current score
Increase an
Ability Score
10 x current score
Increase a
Resource Level
10 x current score
Keep an Increase
Create a Device
Varies
Acquire a
New Super Power
30 x current powers
Improve a
Super Powers Rank
Its even possible for a player not to have a particular goal in mind when declaring an activity and
have all five experience points per downtime point
spent on the activity contribute to other results.
DOWNTIME 47
Device Components Table
Complexity
Material Resources
Needed
10
Needs knowledge
and equipment
15
Needs specialist
equipment
20
25
Financial Resources
Needed
Average, common
parts
Hard to find or
expensive parts
Custom-made
hi-tech parts
Secret, illegal or
cutting edge parts
Once the required experience has been accumulated, the score increases. However, once the increase has occurred, your must make sure that your
characters situation doesnt simply revert back to
what it was before once they suddenly stop putting
the extra effort in.
If you skip more than two consecutive weeks before you have done this, your increased score will
revert back to its former value. These five experience points per week are used up maintaining the
increase, and do not accumulate towards further
increases.
The rules for creating devices assume that the device is going to be an additional piece of equipment
that the character uses. This could be anything
from an encrypted tracking device to a custom ve-
CREATING DEVICES
48 DOWNTIME
hicle or anything else the character desires. However, a device can only have mundane abilities - not
super powers.
If you wish to build a device with actual super powers built in (for example an energy blaster, a suit
of power armour or a teleporter) you must use the
rules for acquiring new super powers. The actual
device is just a special effect of the new super
power and is not created using these rules.
When inventing a device, you are constrained by
both your material resources level and your financial
resources level.
The device components table shows the minimum
level of financial resources needed to be able to buy
the component parts and research materials for the
device, and the device complexity table shows both
the minimum level of material resources needed to
put it together as well as the amount of experience
points that must be spent completing it.
This cost in experience points must be spent a total
of four times, for the research, design, production
and testing stages of making the device.
If a design is particularly complex and the finished
device will have multiple functions, the game master (or group) may decide that each stage must be
repeated separately for each function that the
device has.
If you already have designs for your device that
you know work you can skip the research and design
stages.
kind of esoteric study, it all depends on your characters back-story and how their existing powers
are rationalised.
It should be rare for any downtime activity to contribute five experience points per downtime point
on the acquisition of a new super power unless the
power itself and the downtime activity both fit well
with the characters back-story and existing powers.
Most downtime activities directed at the acquisition
of new super powers will contribute no more than
three experience points per downtime point towards
it and the other experience points generated from
that activity should contribute to side benefits of
the activity where possible.
SUPPORTING CAST 49
CIVILIANS
Basic civilians can fill the roles of innocent bystanders, hostages, and many others.
Rather than keeping track of health and stamina
totals for such characters, simply assume that any
strike by a character using a super power (this includes weapon mastery, martial arts, and punches
from characters who have super strength or super
speed) will knock the mundane character unconscious or kill them at the attackers choice; and that
any two strikes from someone not using a super
power will do the same.
Civilians get two panels per page.
Ability scores for different types of civilian are
listed below:
Normal adult - Ability scores = 1d3+2. Normal
adults have armour class L and strike class 0
with whatever weapon or unarmed attack they
use.
Street tough - Ability scores = 1d6+2. Street
toughs have armour class K and strike class 1
with unarmed combat or knives, strike class 0
with guns.
Specialists - Ability scores = 1d3+2 (physical)
and 2d6 (mental) or vice versa. Specialists include scientists, athletes, and other adults who
are trained and talented either physically or
mentally. They have armour class J and strike
class 0 with whatever weapon or unarmed attack they use.
Children - Ability scores = 1d3, and in general
the sum of their ability scores will equal their
age. Children are armour class L and strike
class 0 with whatever weapon or unarmed attack they use.
COMBATANTS
Combatants are characters without super powers
but whom are combat trained and equipped.
This group includes both those on the side of law
(police, army, security guards) and those on the
side of villainy (thugs, bodyguards, terrorists, petty
criminals).
As with normal civilians, rather than keeping track
of health and stamina totals for such characters,
simply assume that any strike by a character using
a super power (this includes weapon mastery, mar-
Weapon
Armour class
Unarmed
L
Nightstick
K
Knife
J
Pistol
I
Pistol
I
Shotgun
H
Sub-machine gun
H
Hi-tech blaster
G
50 SUPPORTING CAST
ered to be cutting edge technology with expensive
components.
ANIMALS
Animals often play a part in super hero stories,
either as sidekicks or problems that must be dealt
with. Their ability scores will normally vary depending on their size and species, although they will
normally have strike class 1, armour class H, and
two panels per page.
As with normal civilians, rather than keeping track
of health and stamina totals for animals, simply assume that any strike by a character using a super
power (this includes weapon mastery, martial arts,
and punches from characters with super strength
or super speed) will knock the animal unconscious
or kill them at the attackers choice; and that any
two strikes from someone not using a super power
will do the same.
Animal sidekicks should be assumed to be superior
to normal animals and should be created as full
characters in the same way that normal sidekicks
are.
POWERS 51
ACCURACY
You can aim very precise shots and immediately size
up the geometry of areas just by looking at them.
Rank 1: Your aim is so accurate that by bouncing
your shots off other objects, you can make attacks
that are hard to track with one ranged attack form
that you possess.
Before rolling to hit, you may decide to subtract any
amount from your to-hit roll. If you still hit even
with this penalty, the target of your attack suffers
the same penalty on any parry or dodge roll they
make against the attack.
You may bounce your attacks off other combatants in order to hit your targets, but because such
bounced attacks must necessarily be glancing blows
they do not hurt the person they are bounced off
if that person is a super powered character (although if the person you bounce the attack off is
a mundane character, the bounced shot does count
as an attack with a super power and therefore does
knock them out or kill them).
Rank 2: Your precise aim at vulnerable spots gives
you a +5 damage bonus with the attack form with
which you are precise.
Additionally, for each additional panel you spend
aiming before taking your shot before attacking you
get an additional +5 damage bonus with the attack,
up to a maximum of +25.
ACROBATICS
You have incredible acrobatic skills. You can swing on
lines, walk on tightropes, balance on narrow ledges,
and so forth with no chance of failure.
Rank 1: You are able to leap 4 metres in a single
panel. Also, if you possess some kind of grapple or
line-slinger, you can use it to swing from tall buildings or high objects; swinging at double your normal
movement speed in a single swing that takes a panel
to perform, or four times your normal movement
speed in a single swing that takes a double-panel
to perform.
Additionally, you get a +2 dodge bonus.
If you swing or leap at least 4 metres into combat
directly before making an attack, you can either
gain a +2 damage bonus on one of your normal melee
attacks or make a special fl ying kick attack that
does 1d6 health damage and 2d6+6 stamina damage.
The flying kick attack takes a panel to perform, and
ARMOUR
You wear a protective suit of some kind that makes
you harder to hurt.
Rank 1: You have an armour class of D, an H divider
of /3 and an S divider of /2.
Also, you are immune to health damage from any
strike class 0 or strike class 1 attack, taking only
stamina damage from such attacks. If the strike
class 0 or strike class 1 attacks are with mundane
bullets or blades, you are completely immune, taking
no stamina damage either.
Rank 2: You have an armour class of C, an H divider
of /4 and an S divider of /3.
You are immune to all damage from any strike class 0
or strike class 1 attacks, but you may not dodge as
a reaction.
Rank 3: You have an armour class of B, an H divider
of /5 and an S divider of /4.
52 POWERS
You are immune to all damage done by any strike
class 0 or strike class 1 attacks, but you may not
dodge as a reaction.
Implant
Bionic arm
Retractable glider
Hologram projector
You may change colour to match your surroundings. Normally this only affects your skin, not your
clothes, but if you wear a costume made from morphic fabric it will change with you.
Cyber controller
Power simulator
Power enhancer
Brain implant
Cyber weapon
10
Choose
CAMOUFLAGE
CLAWS
You have sharp claws or blades on your hands or
feet. These may be natural or artificial and may
optionally retract.
This makes your unarmed attacks do 2d6 health
damage and 1d6 stamina damage.
CYBERNETICS
You have one or more cybernetic implants in your
body.
The controller does not let you summon the animals, only control ones that are already present.
You control them via mental commands, which takes
no time on your part, and if you concentrate you can
also perceive through their senses.
Controlling a normal animal is automatic, but controlling an animal which is a super powered character
(or the sidekick of a super powered character) is
not possible.
POWERS 53
If you enhance this implant with more ranks, each
additional rank either lets you control a different
type of animal or an additional animal (or swarm) of
a single type you can already control.
Power Simulator - You have an implant which simulates the effects of rank 1 of a different super
power, chosen at the time you acquire this implant.
If you enhance this implant with more ranks, each
additional rank either increases the rank of the
simulated super power or allows you to simulate
another super power.
Power Enhancer - You have an implant which increases the rank of another super power that you
possess by one, chosen at the time you acquire this
implant.
If you enhance this implant with more ranks, each
additional rank either enhances the same super
power by another rank or enhances another of your
super powers by a rank.
Brain Implant - You have a computer implant in your
brain that gives you a perfectly accurate memory
of everything that you have experience since it
was implanted. Additionally it can perform complex
calculations for you instantly.
By calculating trajectories and predicting movements, your brain implant also gives you a +1 bonus
on your to-hit rolls with any attacks you make for
each additional panel you spend analysing the situation before making your attack, to a maximum of +5.
If you enhance this implant with more ranks, each
additional rank enhances the to-hit bonus by +1
per panel of analysis. However, the maximum bonus
remains at +5.
Cyber Weapon - You have a weapon which is controlled using implants directly into your nervous
system. This weapon does +5 health damage and +5
stamina damage compared to a normal weapon of its
type. Also, if the weapon is a throwing weapon you
can summon it back to your hand in a double-panel.
If you enhance this implant with more ranks, each
additional rank provides the same bonuses with an
additional weapon.
Mind Control Device - You have an implanted device
which allows you to control the minds of others. You
must make eye contact with your target and make
a successful psychic attack on your target. This
attack uses the devices Will of 10 rather than
your own will.
If the attack succeeds, you must spend 1d6 doublepanels establishing control over your target, during
which time neither of you can take any other actions.
If either of you are hurt during this time or if eye
contact is broken then the control fails.
Once control is established, your target will obey
any verbal or written command you give them as
long as it doesnt violate their principles.
This mind control can be broken by your target
suffering 20 points of stamina damage (or being
knocked out), or by another mind control power.
Once per hour you must repeat the psychic attack,
and if the new attack fails the power ends.
If you voluntarily end the mind control you can leave
your target with no memory of the period during
which you controlled them, but if it ends prematurely due to your target suffering damage or your
repeat attack failing then your target will remember
being mind controlled.
If you enhance this implant with more ranks, each
additional rank provides a +2 bonus to the devices
Will.
54 POWERS
DANGER SENSE
You have a subconscious warning mechanism that will
alert you to impending danger with a 90% success
rate. The game master should roll each time there
is danger. You are not alerted to the type of danger,
just given a general sense that something is wrong.
Additionally you are never surprised in combat and
can always perform a reaction to any incoming attack.
When faced with a random choice about which you
have no knowledge but in which one or more options is immediately dangerous (for example choosing which possibly booby-trapped door to open or
choosing which wire to cut when defusing a bomb),
you may use your danger sense to eliminate the
dangerous options at the normal 90% rate of success (the game master should roll separately for
each dangerous option).
When you stop concentrating, the target loses density and mass at double the rate they gained it.
DUPLICATION
If your target is intelligent, you must make a successful psychic attack on them to use this power.
However, the target cannot resist this psychic attack.
At double normal mass, the target gets only half
their normal number of panels per page, but gains
a +10 damage modifier in melee combat and +5 to
their knockback threshold.
At four times normal mass, the target is immobilised
and must roll 1d20 and get less than or equal to their
will score. If this roll fails, they are immediately
reduced to 0 stamina and black out. The target
gains an additional +5 to their knockback threshold.
At eight times normal mass, the target is still immobilised and must roll 1d20+10 and get less than
or equal to their will score. If this roll fails they
are immediately reduced to 0 stamina and black
out. The target gains another +5 to their knockback
threshold.
At sixteen times normal mass, the target is automatically reduced to 0 stamina and blacks out.
The target gains another +5 to their knockback
threshold.
POWERS 55
Energy Type Table
Roll (1d10)
Energy Type
Fire
Cold
Electricity
Light
Sound
Nuclear
Plasma
Shadow
Cosmic
10
Choose
ELASTICITY
You are able to stretch your body like rubber. In
order to do this without ripping apart your clothes,
you must wear a costume of morphic fabric.
Rank 1: You can stretch your arms and legs up to 6
metres in order to either make attacks or manipulate things. You also gain an h divider of /2 and an s
divider of /2 against any blunt attack against which
you perform a dodge reaction due to your bodys
lack of rigidity. You get these dividers regardless
of whether or not your dodge is successful.
Rank 2: You are able to stretch any part of your
body over extreme distances, but if you stretch any
part of it over 20 metres they you lose 1 stamina
per additional 5 metres or part of 5 metres that
you stretch it.
ENERGY BLAST
You have the ability to project blasts of energy at
people and objects.
If you have not done so for an existing power, roll on
the energy types table in order to see which type of
energy you can produce. If you have already rolled
on the energy types table for a previous power (for
example immunity or energy reflect) then you may
choose to either be able to produce that same type
of energy or to be able to produce a random type
rolled on the table.
Your energy blasts take a double-panel to produce,
and have a range of 40 metres. They are strike
class 3, and the dividers of any target they hit are
treated as if two points less than they actually are.
Rank 1: You can produce up to 15d6 worth of energy
over the course of 5 pages. At the end of that 5
pages your energy reserve refreshes to full.
You may use up to 10d6 worth of energy in a single
attack, and must split that 10d6 between stamina
56 POWERS
of energy you can reflect. If you have already rolled
on the energy types table for a previous power (for
example immunity or energy blast) then you may
choose to either be able to reflect that same type
of energy or to be able to reflect a random type
rolled on the table.
When you are attacked with the type of energy
that you are able to reflect and choose the parry
reaction, you automatically succeed in a melee parry
and may reflect the attack back at its source. Make
an immediate to-hit roll (Weapon class 2) against
the originator of the attack. The originator of the
attack may make a reaction against the attack as
normal.
If both you and the originator of the attack have
energy reflect for this type of energy, the energy
continues to bounce back and forth between you
as long as you both keep parrying and succeeding
in your to-hit rolls.
ENVIRONMENTAL CONTROL
You can control an aspect of your environment within
an area around you. Roll 1d6 on the environmental
control table to see which aspect of your environment you can control.
damage and health damage, with neither damage
type having more than two more dice than the other.
Rank 2: You choose one of the following options:
You have 1d10 more dice of energy every five
pages. Roll the die once when you gain this rank
rather than rolling it each time you refresh
your energy dice.
You have the immunity power for the same
energy type as your energy blast.
You have the energy refl ect power for the
same energy type as your energy blast.
Rank 3: You choose one of the rank 2 options that
you havent already chosen.
Dimensional - You can distort the dimensional structure of the space around you with a radius of 20
metres. Although this does not harm people or affect the distance people move (which is distorted
along with the space they are in), it does affect
peoples perception.
While you concentrate on the effect (you may take
no other actions) all in the area suffer a penalty
of -4 on their to-hit rolls and parry rolls; and people
firing ranged attacks into or through the area also
suffer a -4 penalty on their to-hit rolls.
You are immune to the effects of your own dimensional distortion and suffer no penalties. You may
also carefully control the distortion in order to make
things appear normal from the position of one other
person, making them immune to the effects too.
ENERGY REFLECT
POWERS 57
Environmental control table
Roll (1d6)
Environmental aspect
Dimensional
Electrical
Gravity
Magnetism
Molecular
Temperature
This power does not let you read information directly out of the memory of a computer, but does
let you use remotely operate the user-interface
of the computer and bypass its security measures
in order to display that information on screen or
transfer it to another device.
Gravity - You are able to alter the strength of gravity within the area around you. By concentrating on
a 2 metre radius within 20 metres, you can increase
or reduce the gravity in that area by a factor of
up to 16.
Each double-panel of concentration allows you to
either double or halve gravity in the area, within
the limits of 1/16x to 16x normal gravity.
Reduced gravity has no effect on peoples health,
although it lets them jump or throw things proportionally higher (half gravity lets people jump twice
as high, and so forth).
At double normal gravity, people in the area get
only half their normal number of panels per page.
At four times normal gravity, people in the area are
immobilised and must roll 1d20 and get less than or
equal to their will score. If this roll fails, they are
immediately reduced to 0 stamina and black out.
At eight times normal gravity, people in the area
are still immobilised and must roll 1d20+10 and get
less than or equal to their will score. If this roll
fails they are immediately reduced to 0 stamina
and black out.
58 POWERS
The flying kick attack takes a panel to perform, and
uses up a second panel in advance (similar to taking
a reaction) during which you must recover.
You can also attract metal objects of up to 25kg towards a target within range (needing no to-hit roll),
or repel them away from yourself directing them
at a target outside the range of your power (which
needs a to-hit roll). Either of these actions takes
a double-panel to perform, and does 2d6 stamina
damage to the target.
Finally, you can manipulate small magnets within
the area, such as flipping magnetic switches. This
takes a singe panel.
Molecular - You can alter the molecular forces within
unattended inanimate objects (not living creatures
or androids or inanimate substances within, worn or
carried by those creatures or androids) within a 6
metre range, changing their state between solid,
liquid and gas.
As an action taking a double-panel, you can solidify
small amounts of air, water, or other liquids and
gasses enough to allow a person to walk on them
or surround a person with a semi-solid protective
layer that still allows them to breathe but improves
their armour class by one rank.
You can also destroy inanimate solid objects (or
parts of larger objects) by vaporising them into
clouds of dust and smoke. Simply destroying an object in this uncontrolled manner only takes a single
panel, but destroying parts of an object carefully
takes a double-panel.
If you wish to hurt someone by destroying nearby
objects (for example destroying part of the ceiling
it so that another part drops on someones head or
destroying part of the floor to make someone trip
in the resulting hole) this requires a to-hit roll and
can cause a maximum of 2d6 stamina damage to a
person affected by it.
Temperature - You can alter the ambient temperature in the area around you.
By concentrating on a 2 metre radius within 20 metres, you can increase or reduce the temperature in
that area enough to make people in the area dehydrate or chill severely enough that they will be hurt.
Each double-panel that you concentrate allows you
to do 2d6 stamina damage to everyone in the radius
from either excess heat or cold. S dividers do not
help against this damage, and it can only be prevented by the relevant immunity power.
FLIGHT
You are able to fly carrying anything you are strong
enough to lift. If you are carrying so much weight
that you only walk at half speed, you can only fly at
half speed too.
Rank 1: In combat, you can fl y at a speed of 15
metres per panel. If you have a long straight path,
you can increase your speed by 1 metre per panel
per page up to a maximum speed of 17 metres per
panel (around 112kph).
If you power dive at least 4 metres into combat
directly before making an attack, you can either
POWERS 59
gain a +5 damage bonus on one of your normal melee
attacks or make a special fl ying kick attack that
does 1d6 health damage and 2d6+6 stamina damage.
The flying kick attack takes a panel to perform, and
uses up a second panel in advance (similar to taking
a reaction) during which you must recover.
Rank 2: Your combat speed is increased to 20 metres per panel. If you have a long straight path,
you can increase your speed by 2 meters per panel
per page up to a maximum speed of 30 metres per
panel (around 200kph).
Rank 3: Your combat speed is increased to 25 metres per panel. If you have a long straight path, you
can increase your speed by 40 meters per panel
per page up to a maximum speed of 185 metres per
panel (around 1,200kph or mach 1).
Rank 4: Your combat speed is increased to 30 metres per panel. If you have a long straight path, you
can increase your speed by 80 meters per panel
per page up to a maximum speed of 6,000 metres
per panel (around 40,000kph or escape velocity).
FORCEFIELD
You can create barriers or walls of pure force that
block damaging attacks. Roll on the forcefield table to see which kind of forcefield you can create.
Whichever kind you can create, you roll for the
strength of the forcefield when you acquire this
power, and every time you use it it will have that
same strength.
Forcefields protect you from physical and energy
attacks, but do not stop magic or psychic attacks
or miscellaneous powers.
Activating a forcefield of any variety takes a double-panel.
Hard Force Wall - You can create a solid wall of
force up to 8 square metres in size anywhere withing 6 metres of yourself. The wall of force can be
straight or can be gently arced in up to a quarter
circle. The wall must be formed in the open air or
water, and cant cut through any solid matter.
The wall of force can take up to 5d6 health damage
without being destroyed, and all damage to it must
be inflicted in a single attack as it repairs itself between attacks. Attacks that hit the wall (including
the one that destroys it) are completely stopped by
it, with neither health damage nor stamina damage
passing through.
You must concentrate to keep the wall up, and if it
is destroyed you cant re-create it for an hour per
Forcefield Table
Roll (1d6)
Forcefield Type
Personal forcefield
Choose
60 POWERS
Hard Force Shield - You can create a solid shield
of force that totally surrounds you at a distance of
around 2cm. The shield must be formed in the open
air or water, and cant cut through any solid matter.
The force shield can take up to 5d6 health damage
without being destroyed, and all damage to it must
be inflicted in a single attack as it repairs itself between attacks. Attacks that hit the shield (including
the one that destroys it) are completely stopped by
it, with neither health damage nor stamina damage
passing through.
The shield does not protect you from any knockback
that the attack may do.
Once you have activated the shield, you do not need
to concentrate to keep the it up. It takes a doublepanel for you to voluntarily drop the shield, and if
you do so then you can re-create it in your next
available double-panel. However, if it is destroyed
you cant re-create it for an hour per point of health
that it has.
GROWTH
You may grow in size up to twice your normal height
in a double-panel.
While you are grown, you gain an extra 1d6 points
of strength and an extra 1d6 points of endurance.
These are rolled when you acquire the power, and
every time you grow you gain the same amount.
The extra endurance gives you additional health
and stamina points, and all damage done to you while
grown comes off these points first.
Shrinking back to normal size also takes a doublepanel. Shrinking and re-growing will not replenish
the extra stamina and health if you have been damaged, but it will heal at normal rates.
For example if you normally have 55 stamina and
you grow gaining an extra 15 stamina, you will have
a total of 70 stamina while grown. If you take 10
stamina damage while grown leaving you with 60
stamina, shrinking will take you back to 55 stamina
as normal but re-growing will only take you up to 60
rather than 70. If you take 25 stamina damage while
grown, leaving you with 45 stamina, shrinking will
POWERS 61
cause you to remain on 45 stamina and re-growing
will also cause you to still remain on 45 stamina.
If you grow directly before making an attack, using
the momentum of your growth to add to the attack,
you can either gain a +4 damage bonus on one of your
normal melee attacks or make a special slam attack
that does 1d6 health damage and 2d6+6 stamina
damage. The slam attack takes a panel to perform,
and uses up a second panel in advance (similar to
taking a reaction) during which you must recover.
If you wish to grow without ripping all your clothing,
you must wear a costume made from morphic fabric.
IMMUNITY
You are completely immune to damage from one
type of energy.
If you have not done so for an existing power, roll
on the energy types table to see which type of energy you are immune to. If you have already rolled
on the energy types table for a previous power (for
example energy blast or energy reflect) then you
may choose to either be immune to that same type
of energy or to be immune to a random type rolled
on the table.
IMPERVIOUS
You are able to make yourself temporarily impervious to all physical damage by concentrating for a
double-panel.
To maintain the power you must continue to concentrate, and while concentrating on this power,
you may not move at all - not even a slow walk or
to breathe.
You may only maintain this power for a maximum
number of consecutive pages as your will score, and
once it has stopped you cannot activate it again for
another 5 pages.
INVISIBILITY
You can make yourself invisible to normal sight by
concentrating for a panel. Once you are invisible you
need not continue to concentrate, but it also takes
a panel to become visible once more.
While you are invisible, you can still be detected by
some super senses.
Opponents trying to attack you get a -4 penalty
to their to-hit rolls if they cant see you; and even
LARGER
You are bigger than other people. Unlike the growth
power, your size does not change. You are simply
always bigger.
You have the choice of being stockier or taller than
normal people.
Rank 1: If you are stockier than normal people are
then you weigh 50% more than a normal person, and
have 1d6+2 more strength, and have 1d6+2 more
endurance (with a corresponding increase in health
and stamina scores). These increases are rolled
when you acquire this power. You also gain +5 to
your knockback threshold.
If you are taller than normal people are then you
are 50% taller than a normal person, and have 1d6+2
more strength, and have 1d6+2 more endurance
(with a corresponding increase in health and stamina
scores). These increases are rolled when you acquire
this power. Your movement speed also increases
by 50%.
62 POWERS
Rank 2+: Each additional rank increases your weight
or height by another 50% of that of a normal person, gives you another 1d6+2 strength and endurance, and either increases your movement speed
by 50% of your original (not your current) movement
speed or increases your knockback threshold by
another +5.
Spell
Astral Projection
Bestow Gift
Eldritch Bolt
Hypnotism
Illusion
Lore
Mystic Shield
Restraint
Summoning
10
Choose
LUCK
You may only use your luck chance once per page.
MAGIC
You are able to cast magic spells. Spells take a double-panel to cast, and you must speak an incantation
in at least a whisper in order to cast one.
You have a number of points called magic points,
and casting each spell takes some of those points.
If you dont have enough points left, you cant cast
the spell. You recover all your magic points every
five pages.
You can cancel one of your spells at any time without
effort, and you can spend a double-panel to cancel
the spell of another person providing it is a spell
you are capable of casting yourself.
Cancelling anothers spell takes the same number
of magic points as casting it yourself would, and
you must succeed in a magical attack against the
caster of the spell.
Rank 1: You have 15 magic points which refresh
each 5 pages, but you can use no more than 10 magic
points on a single spell casting action. Roll 1d10 three
times on the magic spells table to find out which
three spells you can cast. The first spell you roll is
your speciality spell. This spell costs you only half
the normal magic points when you cast it (or cancel
it when someone else has cast it).
Rank 2: You have an additional 1d10 magic points
per 5 page period. Roll the die once when you gain
this rank rather than rolling it each time you refresh your magic points. Also, you learn an addi-
POWERS 63
The spell can be cast multiple times on the same
target or different targets, but each target can
only benefit from each type of gift once.
The possible gifts are:
Invisibility (The target gains the invisibility
power.)
Speed (The target gains rank 1 of the super
speed power.)
Strength (The target gains 1d6+6 strength.)
Combat prowess (The target gains the oriental
martial arts power at rank 2.)
Flight (The target gains the flight power at
rank 1.)
Regeneration (The target regenerates 1d6
health per double-panel of rest.)
Eldritch Bolt - This spell fires a bolt of magical
energy , doing 1d6 health damage or 1d6 stamina
damage per two magic points spent on it. The bolt
has a range of 40 metres.
The damage dice can be split between health damage and stamina damage as the caster sees fit although they must decide how to split the dice before the attack is made, and it ignores h dividers
and s dividers.
The caster must make a to-hit roll with the spell,
and it is strike class 3.
Because of its fl eeting nature, the eldritch bolt
spell cannot be cancelled by another spell caster.
Hypnotism - This spell allows you to control the
minds of others. You must make eye contact with
your target and make a successful magic attack on
your target. The spell costs 10 magic points whether
the attack succeeds or not.
If the attack succeeds, you must spend 1d6 doublepanels establishing control over your target, during
which time neither of you can take any other actions.
If either of you are hurt during this time or if eye
contact is broken then the control fails.
Once control is established, your target will obey
any verbal or written command you give them as
long as it doesnt violate their principles.
This mind control can be broken by your target
suffering 20 points of stamina damage (or being
knocked out), or by another mind control power.
64 POWERS
The illusion will last for an hour or until the caster
or another caster cancels it, whichever comes first.
Lore - This spell reveals information about a person,
object or place. It costs 10 magic points per casting.
The information revealed can be any one of the
following:
A mental image of the owner of the item the
spell is cast on. Note that super heroes and
villains and their secret identities are considered separate people for the purposes of this
spell. An object owned by a super hero will only
reveal an image of their super hero identity,
and an object owned by the same person in
their secret identity will only reveal an image
of that identity.
POWERS 65
If the target has the teleport power or the phasing
power, they can use these to automatically escape
the restraint.
If the targets chance to escape is 100% or better,
they can do so without needing to spend any actions.
If the targets chance to escape is 70%-99%, they
lose their next panel while restrained, and may then
make attempts to break free that take a doublepanel per attempt.
If the targets chance to escape is 1%-69%, they
lose their next 2 panels while restrained, and may
then make attempts to break free that take a double-panel per attempt.
Summoning - This spell summons a creature. The
nature of the creature summoned will depend on
the back-story of the character casting the spell.
The summoned creature has a movement of 4 metres per panel, and it gets 2 panels per page. Its
ability scores are each 6, and it has 1d10 health
and 1d10 stamina per magic point spent on the spell.
The creature is armour class J and its attacks are
strike class 0.
The creature remains in existence for an hour or
until it is killed or the caster or another spell caster
cancels the spell.
The caster must spend two panels per page (this
does not have to be a double-panel) instructing the
creature, and it will obey those instructions even if
they are suicidal. If the caster does not instruct the
creature during a page, it will not act during that
page - not even to defend itself. If the creature
goes out of earshot of the caster, it will stop acting
until it hears the caster again or the spell ends.
The caster may have more than one summoned creature at the same time, but each must be instructed
separately.
The summoned creature can have extra abilities
from the following list, at the cost of an additional 2
magic points per ability. No ability can be given to
the same creature twice.
Flight (The creature can fl y at 8 metres per
panel.)
Speed (The creature can move at 6 metres per
panel, and gets 3 panels per page.)
Claws (The creature has claws or fangs which
do 1d6 stamina damage and 2d6 health damage
when they strike. Attacks take a single panel.)
MARTIAL ARTS
You are an expert at martial arts and hand-to-hand
fighting. Roll 1d6 on the martial arts table to see
which type of martial arts you know. Ranks in the
two different types of martial arts are tracked
separately. It is possible to acquire three ranks in
oriental martial arts, but only two in streetfighting.
When you acquire an additional rank in this super
power after the first, you have the choice of:
Increasing the rank of a type of martial arts
that you know.
66 POWERS
Martial Arts Table
Roll (1d6)
Style
1-3
Oriental
4-6
Streetfighting
PHASING
You are able to take your body out of phase with
normal matter and energy. This takes a double-panel
to do, but once you are out of phase you need not
concentrate. You can fully re-phase yourself as
another double-panel action.
While out of phase, you can move through physical matter such as walls and other obstacles as if
they werent there. However, you are unable to pass
through forcefields and you are unable to touch
anything or use any other super powers other than
those that affect only yourself.
You may partially re-phase yourself inside an opponent or an object in a controlled manner in order
to damage it.
The attack takes 1 panel and to hit an opponent
with this it you need to make a to-hit roll as if the
POWERS 67
PSYCHIC ABILITY
Power
You are able to use the power of your mind to activate various psychic powers. Psychic powers take
a double-panel to activate.
Empathy
Hallucinations
Mind Control
Precognition
Psionic Blast
Psychic Drain
Telekinesis
Telepathy
Transmutation
10
Choose
68 POWERS
attack against that person as well as any to-hit roll
necessary to get the illusion to hit them.
If your psychic attack succeeds, the person will
be able to feel (and be blocked by) the illusion and
may be hurt by it (it can do damage equivalent to a
two handed blunt weapon at most, and cannot inflict
health damage).
If your psychic attack fails, the person will pass
straight through the illusion (or vice versa) and
that particular illusions will never be able to block
or hurt that person again.
Mind Control - You can control the minds of others.
You must either be touching your target (make a
to-hit roll against them if theyre unwilling) or already be in telepathic contact with them, and you
must then make a successful psychic attack on your
target. The attempt costs 10 psi points whether the
attack succeeds or not.
If the attack succeeds, you have complete control
over your targets body.
You may make your target use any ability that you
are aware they have, but you cant read their mind.
Your target is in a visibly trance-like state and only
gets half their normal number of panels per page.
This mind control can be broken by your target
suffering 20 points of stamina damage (or being
knocked out), or by another mind control power.
Trying to force your target to do something immediately dangerous (for example jumping off a
bridge) will also break the mind control.
You must spend an additional psi point per round to
keep control of your target, but you do not need to
concentrate to give them instructions. You can do
that subconsciously.
The maximum number of targets you can mind control at any one time is one per six points of your will
stat (round down with a minimum of one).
Precognition - You are able to predict the future.
This costs 10 psi points and reveals the likely course
of events in the short term (the next few rounds).
The game master should tell you what is likely to
happen over that time period, based on their knowledge of your characters situation.
If your character spends an entire minute in a precognitive trance (not possible in combat), you can
predict the outcomes of what if scenarios over the
next few minutes, for example What would happen
over the next few minutes if i pressed that button?
Naturally, while the game master shouldnt deliberately lie to you, it is always possible that they will
be wrong and the precognition will therefore also
be wrong. It is also possible that you will act in a
different way because you know what lies in store
and that this will change the course of events.
Psionic Blast - You can project a direct attack into
someones mind. The range of the attack is 20 metres, and you must make a mental attack roll for
it to succeed.
If the attack does succeed, it does 2d6 stamina
damage or 2d6 health damage per 2 psi points you
put into it, to a maximum of 10d6 total damage.
You must decide how many psi points to commit (and
what the split between stamina and health damage
will be) before you roll the attack.
The damage from a psionic blast ignores dividers.
Psychic Drain - You can drain the powers of others.
If you can successfully make a psychic attack on a
target within 20 metres, one of their powers that
uses a pool of points (energy blast, magic, psychic
powers or snare) has its pool drained of one point
per point you beat their roll by in the psychic combat.
Using this power costs you a minimum of 1 psi point,
and for each psi point you spend when using it you
gain a +1 on your psychic combat roll (to a maximum
of +10).
POWERS 69
If an opponent has more than one power that uses
a pool of points, you may choose which one to drain.
If you reduce an opponents points to zero using
this power, their stamina is reduced to zero and
they fall unconscious, not getting any recoveries
until they have points again.
Telekinesis - You can move objects around with the
power of your mind.
You can move any single object or person within 20
metres at a cost of 1 psi point per 10 kg of weight.
If you target a person, you must make a successful
psychic attack against them.
You can lift objects, push them, and move them at a
speed equal to a third of your will score in metres
per frame, but you cant throw them.
You may only move objects as a whole, not squeeze
or bend them, although you can operate buttons,
levers and so forth.
The telekinesis ends when the object goes out of
range or you stop concentrating.
Telepathy - You may read and transmit thoughts. It
costs 2 psi points to attempt to read the surface
thoughts of a person within 20 metres. If the person is unwilling then you must make a psychic attack
against them to succeed.
You may only read what is verbally passing through
the persons stream of consciousness, and may not
probe deeper for memories or motives unless the
target is willing. Such deeper probing requires up to
an hour, and must be done in a relaxed environment.
For 2 psi points per person you may also send a message of 6 words or less (or a single mental image)
to up to six people within 20 metres.
Against unwilling targets you must make a psychic
attack to succeed.
Transmutation - You are able to transmute one unattended object up to the size of a tank into another
object of similar size and mass.
The whole object must be changed, not just a portion of it, and both the source and result must actually be solid objects. You cant use this power to
turn something into air, for example, as a way of
destroying it.
The power does work on unintelligent beings such
as animals and plants, but not sapient creatures.
REACTIONS
Your reactions in combat are so fast that you gain
a +2 dodge bonus and anyone reacting to one of your
attacks has a -2 penalty on their parry, dodge or
judo throw roll.
70 POWERS
Shapechange Table
Roll (1d6)
Type
1-3
Freeform
4-6
Specific
SHAPECHANGE
You have the ability to change your shape. There
are two types of shapechanging ability: freeform
and specific. Roll 1d6 on the shapechange table to
see which type you have.
Freeform - You can change your physical shape into
that of any living creature that is approximately the
same size and mass as your normal form. You may
use this ability to copy a specific creature or person,
but the accuracy of the copy will depend on your
knowledge of that creature or persons appearance.
SHRINKING
You have the ability to shrink down to 10cm tall, the
size of a house mouse, small bird or large insect.
Shrinking takes a double-panel, as does growing
back to normal size.
While shrunk, opponents trying to hit you have a -3
penalty on their to-hit rolls. Your own attacks (in-
POWERS 71
cluding powers like energy blasts) have no penalty
on their to-hit rolls, but always do minimum damage.
Skills Table
Roll (1d10)
Skill
Acting
Computer Use
Disguise
Escapology
Gymnastics
Locksmith
Pilot
Stealth
Surgeon
10
Choose
SIDEKICK
You have a loyal sidekick who helps you and fights
alongside you. A sidekick may not have their own
sidekick. If this power is rolled while you are generating a sidekick character with powers, re-roll it.
Rank 1: Your sidekick is created as if a super hero
(and fights like one, with proper health and stamina
totals and attacks that are strike class 2). However,
they only get 2 panels per page and they have no
super powers.
Rank 2: Your sidekick is created as a full super
hero character, although they only receive 1 super
power roll. They get 3 panels per page.
Rank 3: Your sidekick is created as a full super
hero character, although they only receive 2 super
power rolls. They get 4 panels per page.
SKILLS
You are incredibly talented at a mundane yet useful
skill. Although each of these skills is not something
that would normally be considered a super power,
you are one of the top people in the world at your
particular skill.
Roll 1d10 on the skills table to see which skill you
possess.
Acting - You are an incredible actor, able to improvise and emote brilliantly in any situation. Your
72 POWERS
Disguise - You are an excellent observer of other
people, and with appropriate make up and clothing
you are able to make any person look like any other
person of approximately the same size.
Your experience with make up and imitation also
means that you can spot the subtle imperfections
that reveal someone to be an imposter even if they
have shapechanged or had the disguise skill used
on them. Only people using the acting skill are good
enough at imitating people to be able to fool you.
Escapology - You have an incredible ability to escape from any form of binding, manacles or similar
restraining devices given time. This includes temporarily dislocating joints, picking locks with your
toes and teeth, and so forth.
Gymnastics - You are world-class gymnast. Your
movement speed is increased by 50% when you move
by tumbling, cartwheeling and flipping rather than
normal running.
Additionally, you get a +1 dodge bonus, and when you
suffer knockback you automatically succeed in the
agility check to stay on your feet without needing
to roll the die.
If you tumble at least 4 metres into combat directly
before making an attack, you can either gain a +2
damage bonus on one of your normal melee attacks
or make a special flying kick attack that does 1d6
health damage and 2d6+6 stamina damage. The flying kick attack takes a panel to perform, and uses
up a second panel in advance (similar to taking a
reaction) during which you must recover.
Locksmith - You can open any normal lock in a few
seconds with no more than a bent paperclip.
High security locks and vaults may take longer and
require proper equipment, but there is no lock that
is beyond your capability given time.
Pilot - You are the best of the best, with honours.
You are able to fly any type of plane or helicopter
with ease, and can execute fantastic manoeuvres.
Given time to familiarise yourself with the controls,
you can fly even completely alien vehicles providing
they have some kind of manual controls.
Stealth - You are so good at moving quietly and hiding that whenever you are in shadows or darkness,
providing you are wearing suitable clothing you will
not be noticed by enemies who do not have appropriate super senses while standing still or creeping
at half your normal movement speed.
SNARE
You are able to produce a sticky glue or fluid. The
fluid sets quickly on contact with air to form ropes,
lines, nets, balls and so forth with a variety of uses.
The set fluid evaporates in a few minutes, leaving
no residue, and it is not fl ammable. While solid, it
is as strong as steel cable.
Rank 1: You have a fluid reserve equal to 15 fluid
points, that is replenished back to full capacity
every 5 pages. You can spend no more than 10 fluid
points on any individual action.
For 1 fluid point per line created, you can create
rope-like lines as if from a lineslinger gun. You can
climb such lines by re-absorbing the fluid from
the bottom up.
In a single panel, you can spin a spiral of fl uid to
create a shield with which to make blocking reactions. This shield has a health of 1d6 per fluid point
POWERS 73
spent. The shield may only be used for blocking, not
for parrying.
In a double-panel, you can roll a ball of fluid and fire
it at an enemy. The ball does 1d6 damage per 2 fluid
points spent. The damage dice may be split between
health damage and stamina damage as you choose
(before attacking), but you may not assign more dice
to health damage than to stamina damage.
In a double-panel, you may wrap single target within 20 metres in strands of fluid so that they cannot
move. This action binds a single target within 20
metres so that they cannot move. The restraints
created by the fl uid have a strength equal to 10
times the number of magic points spent on it.
The basic chance of the target breaking free from
the restraint is equal to the targets strength expressed as a percentage.
For each fluid point less than 10 that you spend on
the attack, increase that chance by +10%.
For each super power that the target has that could
help them escape (flight, super leap, elasticity, acrobatics, freeform shapechange, claws, gymnastics
skill) the chance increases by +10%. The escapology
skill increase the chance by +30%.
If the target has the teleport power or the phasing
power, they can use these to automatically escape
the restraint.
If the targets chance to escape is 100% or better,
they can do so without needing to spend any actions.
If the targets chance to escape is 70%-99%, they
lose their next panel while restrained, and may then
make attempts to break free that take a doublepanel per attempt.
If the targets chance to escape is 1%-69%, they
lose their next 2 panels while restrained, and may
then make attempts to break free that take a double-panel per attempt.
Rank 2: You have an additional 1d10 fl uid points
per 5 page period. Roll the die once when you gain
this rank rather than rolling it each time you refresh your fluid points.
SUPER ENDURANCE
You have unnatural levels of endurance. You can
run marathons without getting tired, and hold your
breath for an hour.
SUPER HEALTH
You have unusual regenerative or are unnaturally
healthy. Roll 1d6 on the super health table to see
what type of health power you have.
Environmental Protection - You have no need of
oxygen and do not need to breathe (although toxic
or otherwise gasses affect you normally), and you
can survive in any pressure from the vacuum of
space to deep sea depths.
Fast Recovery - You recover stamina twice per page
rather than once, and you recover health twice per
hour instead of once.
Immune To Disease/Radiation - You are immune
to all normal diseases and to the harmful effects
of radiation. This does not give you immunity to
nuclear enegy blasts.
Immune To Poison - You are immune to all poisons
and toxins.
74 POWERS
Super Health Table
Roll (1d6)
Health Type
Roll (1d6)
Sense Type
Environmental Protection
1-2
Animal Senses
Fast Recovery
3-4
Enhanced Sense
Immune To Disease/Radiation
Radar Sense
Immune To Poison
Regeneration
Choose
SUPER LEAP
You can leap great distances, either in a single bound
or (if you do not have the headroom) a series of
smaller leaps.
Sense Type
Enhanced Hearing
Enhanced Sight
Enhanced Smell
Enhanced Taste
Enhanced Touch
Choose
Special Sense Table
Roll (1d6)
Sense Type
Thermal Vision
Microscopic Vision
Magnetic Sense
Life Sense
X-Ray Vision
Choose
SUPER SENSES
You have senses that a normal person does not possess, or your senses are unnaturally sensitive in
some way.
Roll 1d6 on the super senses table to see what type
of sense you have. If you get an enhanced sense,
roll 1d6 on the enhanced sense table. If you get a
special sense, roll on the special sense table.
Rank 2: You can leap a distance of up to your movement speed multiplied by your strength score horizontally or half your movement speed multiplied by
your strength score vertically.
The time taken for the leap is half the time it would
take to cover the distance using normal movement.
POWERS 75
page, feel the fingerprints left on a surface, and
similar feats.
Thermal Vision - You can see the temperature of
objects. This lets you effectively see in total darkness and lets you see people using the invisibility
or camoufl age powers or the stealth skill. You can
also tell whether objects have recently been handled due to the residual heat on them and can even
read in the dark by observing the different thermal
properties of ink and paper.
Microscopic Vision - You are able to see incredible
detail on close objects as if looking at them through
a powerful microscope. This lets you identify different fibres or hairs left at a crime scene, recognise
fingerprints, read microdots, and similar feats.
SUPER SPEED
You can move at incredible speeds. The increased
speed only applies to normal ground movement. If
you have the flight power, having super speed does
not let you fly faster.
Rank 1: You can move at twice your normal movement speed in combat, and three times your normal movement speed if moving in a long relatively
straight line.
You may always act before other people on your
side when it is your initiative, regardless of your
relative agility scores.
76 POWERS
As a double-panel action, you may spend half a panel
moving, a panel taking an action that normally takes
that amount of time, and then a second half panel
moving again. If you have the flight power then you
may do this using flying movement.
If you run at least 4 metres into combat directly before making an attack, you can either gain a +4 Damage bonus on one of your normal melee attacks or
make a special charge attack that does 1d6 health
damage and 2d6+6 stamina damage. The charge attack takes a panel to perform, and uses up a second
panel in advance (similar to taking a reaction) during
which you must recover.
SUPER STRENGTH
You are much stronger than normal people.
Rank 1: Add 1d10+10 to your strength score. This
affects your dividers and your damage bonus normally.
Also, you may use the brace reaction in combat to
gain +5 to your knockback threshold.
Rank 2+: Add an additional 1d10+10 to your strength
score per rank. This affects your dividers and your
damage bonus normally.
Also, you may use the brace reaction in combat to
gain an additional +5 to your knockback threshold
per rank.
STUNNING ATTACK
You can shoot an energy beam that can stun your
opponents.
Your stunning attack takes a double-panel to produce, and has a range of 40 metres. It is strike
class 3, and the S divider of any target it hit is
treated as if two points less than it actually is.
The stunning attack does 3d6 stamina damage and
no health damage.
TELEPORT
You have the ability to move from place to place
without crossing the intervening distance. Teleporting requires a double-panel.
POWERS 77
TOUGHNESS
Your skin is extremely hard, and offers protection
as if you were armoured.
Rank 1: You have an armour class of D, an H divider
of /3 and an S divider of /2.
Also, you are immune to health damage from any
strike class 0 or strike class 1 attack, taking only
stamina damage from such attacks. If the strike
class 0 or strike class 1 attacks are with mundane
bullets or blades, you are completely immune, taking
no stamina damage either.
VEHICLE
You have a custom vehicle of some kind. The vehicle
may be aquatic or may be able to fly for free.
The vehicle does not count as one of your three
pieces of starting equipment, and you may choose
three extra pieces of starting equipment as gadgets
for your vehicle.
WALLCRAWLING
WEAPON MASTERY
You are incredibly skilled with a particular weapon.
You may possess this power multiple times for skill
with more than one weapon. The weapon chosen
must be a specific form of weapon (e.g. swords,
bows, guns, and so forth) but does not have to be
a specific individual item. For example, if you have
weapon mastery with swords you are skilled with
all swords and not just your own personal katana.
Rank 1: When using your chosen weapon type in a
single attack mode (melee or ranged) your attacks
are strike class 4. If your chosen weapon is a shield,
then it has an additional mode (defence) and you
must choose this mode.
Rank 2: Choose one of the following two options:
Your attacks with your chosen weapon type are
strike class 4 in all attack modes.
Attacks with your chosen weapon in your chosen attack mode do +2 damage if it is single
handed or +5 damage if it is two-handed.
Rank 3: Choose one of the following two options:
Your attacks with your chosen weapon type are
strike class 4 in all attack modes. They do +2
78 POWERS
double-panel, and you must spend one panel per page
concentrating to keep the fog in place, otherwise
they fade.
You may summon a whirlwind around yourself. The
whirlwind has a health of 1d6 (rolled when you create
it), and incoming physical and energy attacks have
their damage reduced by this amount, with it first
being subtracted from the incoming health damage
and then any remainder being subtracted from the
incoming stamina damage.
The whirlwind does not protect you from any knockback that the attack may do.
Once you have activated the whirlwind, you do not
need to concentrate to keep it up.
damage if it is single handed or +5 damage if
it is two-handed.
Attacks with your chosen weapon in your chosen attack mode do +5 damage if it is single
handed or +10 damage if it is two-handed.
WEATHER CONTROL
You are able to control weather and produce a variety of weather effects. Summoning any weather
effect takes a double-panel, as does dismissing it.
Rank 1: You can summon gale force winds in a 20
metre radius. The winds force everyone in the area
to move at half speed and give everyone who is either in the area or firing a ranged attack into the
area a -2 penalty on their to-hit rolls.
Since you are in the eye of the storm, your own
movement is not affected by the gale (and the area
moves as you do) but your ranged attacks are affected by it.
You must spend one panel per page concentrating
to keep the winds in place, otherwise they fade.
You can also reverse the process to stop winds that
are up to gale force and slow stronger winds within
a 20 metre radius.
Rank 2: When you summon a gale, for each extra
panel you spend concentrating on it (over and above
the panel per page that you need to spend to maintain it) you can increase the to-hit penalty by an
additional -1 and reduce all movement by a further 1
metre per panel.
You may summon thick fog in a 20 metre radius. This
obscures vision and gives a -2 penalty on all to-hit
rolls but does not affect movement. This takes a
TABLES 79
ABILITY AND WEIGHT TABLES
Object Table
Object Size/Mass
Strength Needed To
Example Objects
Health
26kg-80kg
11
81kg-195kg
11
16
196kg-445kg
11
16
21
10
446kg-1,000kg
16
21
26
12
1,001kg-2,150kg
21
26
31
14
2,151kg-4,650kg
26
31
36
16
4,651kg-10t
31
36
41
18
10.1t-21.5t
36
41
46
Lorry, Bulldozer
20
21.6t-46.5t
41
46
51
22
46.6t-100t
46
51
56
25
101t-215t
51
56
61
28
216t-465t
56
61
66
31
466t-1,000t
61
66
71
34
1,001t-2,150t
66
71
76
Submarine, Frigate
37
2,151t-4,650t
71
76
81
Destroyer, Rocket
40
4,651t-10,000t
76
81
86
45
10,001t-21,500t
81
86
91
50
21,501t-46,500t
86
91
96
55
46,501t-100,000t
91
96
101
60
Push
Lift
Throw
< 1kg
1kg-4kg
5kg-25kg
Damage
Needed
Knockback
Reduction
Normal Glass
2m
Wood
2m
Thin Metal
2m
Bulletproof Glass
16
4m
Brick
16
4m
Metal Door
24
6m
Stone
32
8m
Concrete
32
8m
Armour Plating
32
8m
Agility Table
Agility
Agility Bonus
16+
(Agility-15)
6-15
1-5
(Agility-6)
Strength Table
Strength
Damage
Bonus
Divider
Modifier
60+
(Strength-15)
H/+1, S/+3
40-59
(Strength-15)
H/+1, S/+2
19-39
(Strength-15)
H/+1, S/+1
16-18
(Strength-15)
6-15
1-5
(Strength-6)
Endurance Table
Endurance
26+
+3
21-25
+2
16-20
+1
6-15
1-5
-1
80 TABLES
Power Table (Roll d100)
Roll
Power
Max Ranks
Roll
Power
Max Ranks
01-02
Accuracy
45-49
Martial Arts*
03-05
Acrobatics
50
Phasing
06-09
Armour
51-52
Psychic Ability*
10
Camoufl age
53-54
Reactions
11
Claws
55-56
Shapechange*
12-14
Cybernetics*
57
Shrinking
15
Danger Sense
58
Sidekick
16
59-62
Skills*
17
63
Snare
18
Duplication
64-65
Super Endurance
19
Elasticity
66-67
Super Health*
20-27
Energy Blast*
68-69
Super Leap
28
Energy Reflect*
70-71
Super Senses*
29
Environmental Control*
72-73
Super Speed
30-34
Flight
74-79
Super Strength
35-36
Forcefield*
80
Stunning Attack
37
Growth
81-82
Teleport
38
Immunity*
83-86
Toughness
39
Impervious
87
Vehicle
40
Invisibility
88
Wallcrawling
41
Larger
89-94
Weapon Mastery*
42
Luck
95
Weather Control
43-44
Magic*
96-00
Roll (1d10)
Implant
Roll (1d10)
Energy Type
Bionic Arm
Fire
Retractable Glider
Cold
Hologram Projector
Electricity
Cyber Controller
Light
Power Simulator
Sound
Power Enhancer
Nuclear
Brain Implant
Plasma
Cyber Weapon
Shadow
Cosmic
10
Choose
10
Choose
Shapechange Table
Roll (1d6)
Style
Roll (1d6)
Type
1-3
Oriental
1-3
Freeform
4-6
Streetfighting
4-6
Specific
TABLES 81
POWER GENERATION TABLES (CONTINUED)
Forcefield Table
Roll (1d6)
Environmental Aspect
Roll (1d6)
Forcefield Type
Dimensional
Electrical
Gravity
Magnetism
Molecular
Personal Forcefield
Temperature
Choose
Roll (1d10)
Spell
Roll (1d10)
Power
Astral Projection
Empathy
Bestow Gift
Hallucinations
Eldritch Bolt
Mind Control
Hypnotism
Precognition
Illusion
Psionic Blast
Lore
Psychic Drain
Mystic Shield
Telekinesis
Restraint
Telepathy
Summoning
Transmutation
10
Choose
10
Choose
Skills Table
Roll (1d10)
Skill
Roll (1d6)
Sense Type
Acting
1-2
Animal Senses
Computer Use
3-4
Enhanced Sense
Disguise
Radar Sense
Escapology
Gymnastics
Locksmith
Pilot
Stealth
Surgeon
10
Choose
Super Health Table
Roll (1d6)
Health Type
Environmental Protection
Fast Recovery
Immune to Disease/Radiation
Immune to Poison
Regeneration
Choose
Sense Type
Enhanced Hearing
Enhanced Sight
Enhanced Smell
Enhanced Taste
Enhanced Touch
Choose
Special Sense Table
Roll (1d6)
Sense Type
Thermal Vision
Microscopic Vision
Magnetic Sense
Life Sense
X-ray Vision
Choose
82 TABLES
BASIC COMBAT TABLES
Details of Step
2a (optional)
3a (optional)
3b (optional)
If the defender is Blocking, the object they are blocking with takes
some of the incoming damage, reducing the amount they take.
4a (optional)
If the defender was knocked back into an object, they take 1d6
Stun (reduced by their S Divider) and may be knocked through it.
4b (optional)
If the defender was knocked back, they must roll 1d20 + 1 per 2 metres of
Knockback and get less than or equal to their Agility to remain standing.
Initiative
Difference
1 Panel
3-4
2 Panels
5-6
7-9
Attack Type
Health
Stamina
Unarmed
1d6-6
2d6
3 Panels
Judo Throw
1d3
2d6
4 Panels
Blunt One-handed
Weapon
1d6-6
2d6
Blunt Two-handed
Weapon
1d6
2d6+6
Blunt Thrown
Object/Weapon
1d6
2d6+3
Sharp One-handed
Weapon
2d6
1d6
Sharp Two-handed
Weapon
2d6+3
1d6
Sharp Thrown
Weapon
2d6+3
1d6
Projectile Weapon
2d6+3
1d6+3
Explosive Weapon
3d6+3
2d6+3
Energy Blast
Varies
Varies
Armour Class
Damage
13
12
11
10
13
12
11
10
13
12
11
10
13
12
11
10
13
12
11
10
12
11
10
11
10
10
TABLES 83
COMBAT REACTION TABLES
3+
12
2P, Dam
2P, Dam
2P, Dam
12
11
2P, Dam
2P, Dam
2P, Dam
11
+P
10
2P, Dam
2P, Dam
2P, Dam
10
+P
+P
2P, Dam
2P, Dam
2P, Dam
+P
+P
2P, Dam
2P, Dam
2P, Dam
+P
+P
P, Dam
2P, Dam
2P, Dam
+P
+P
P, Dam
2P, Dam
2P, Dam
+P
+P
P, Dam
2P, Dam
+P
P, Dam
2P, Dam
P, Dam
P, Dam
Dodge Roll
Strike Class
Shield
(With Weapon Mastery)
Energy Blast
Attack Type
Parry Type
14
13
10
14
10
15
11
Thrown Weapon
(Without Weapon Mastery)
13
Projectile Weapon
(Without Weapon Mastery)
14
10
Energy Blast
84 TABLES
PERSONAL PROFILE TABLES
Confidence Table
Confidence
Downtime Points
Can Increase
Resources?
Will bonus
for defence
Hero Points
15-30
-2
No
31-45
No
46-60
Yes
61-63
Yes
+1
64-66
Yes
+2
67-69
Yes
+3
70-72
Yes
+4
73-75
Yes
+5
76-78
Yes
+5
79-81
Yes
+5
82-84
Yes
+5
85-87
Yes
+5
88-90
Yes
+5
Description
Home
Clothing
Transport
Destitute
Homeless
Rags
Foot
Scraping By
Hostel
A Single Change
Bus
Poor
Rented Room
Bicycle
Average
Rented Flat
Moped
Comfortable
Shared House
Cheap Suit
Well Off
Small House
Quality Suit
New Car
Affluent
Cottage
Made-to-measure Suit
Loaded
Designer Suit
Chauffeur Driven
Rich
Mansion
High Fashion
Private Yacht
10
Filthy Rich
Castle
Personal Designer
Private Jet
Description
None
Power tools
10
TABLES 85
DOWNTIME TABLES
Material Resources
Needed
10
Needs knowledge
and equipment
15
Needs specialist
equipment
20
25
Desired
Result
Experience Points
Needed
Components
Needed
Financial Resources
Needed
Increase a
Personal Profile Score
10 x Current Score
Increase an
Ability Score
10 x Current Score
Average, common
parts
Increase a
Resource Level
10 x Current Score
Hard to find or
expensive parts
Keep an Increase
Custom-made
hi-tech parts
Create a Device
Varies
Acquire a
New Super Power
30 x Current Powers
Secret, illegal or
cutting edge parts
Improve a
Super Powers Rank
Experience
Points Gained
Completely Unsuitable
A Poor Fit
Average
Well Suited
Ideal
NAME: ................................................
STRENGTH
AGILITY
WILL
ENDURANCE
EQUIPMENT
Health: ................
Stamina: ................
S Divider: ................
Battered: ................
Dazed: ................
Stunned: ................
H Divider: ................
Attack
Notes
Backing: ................
Methods: ................
Conscience: ................
Heroism: ................
Approachability: ................
Identification: ................
Fame: ................
Competence: ................
Contacts: ................
Security: ................
POPULARITY: ................
INVESTIGATION: ................
CONFIDENCE: ................