Alan Bahr
Author: Alan Bahr Author: Alan Interior Art: Nicolás Art: Nicolás Giacondino Editor: Alana Editor: Alana Joli Abbott Book Design & Layout: Robert Denton III Publishing: Alan Publishing: Alan Bahr inyD6 is based on the game iny Dungeon by Brandon McF McFadden adden & Smoking Salamander Games Second Edition Published by Gallant Knight Games, 2019 iny Super Superss and iny inyD6 D6 are trad trademar emarks ks of Galla Gallant nt Knig Knight ht Game Games. s. ©2019 by Gallant Knight Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for the blank character sheets, which may be reproduced for personal use only. Gallant Knight Games, Ogden U 84404
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Introduction iny Sup iny Super erss is a mi mini nima mali list stic ic ta tabl blee-to top p ro role lepl play ayin ingg ga game me th that at de deli live vers rs a satisfying gaming experience without books upon books of rules and options. You will not find classes, levels, or experience points in iny Supers—instead, you create organic characters that grow through roleplaying. While iny Supers does assume its players are familiar with the table-top table-top roleplaying, newcomers and veterans alike alike should be able to easily understand the basic mechanics of the game.
Getting Gettin Get ting g Started Started Starte d You will You will need need at at least least two pla player yers: s: one to act act as as the the Game Game Mast Master er,, and one to act as a Super Supe r. It is highly highl y recommended to have h ave at least three players acting as Supers Supe rs in a game. Each player will also need ne ed three six-sided dice, or d6, called a Dice Pool. You can make do with 1d6 by rolling rolling it multiple multiple times, times, but it’s easier easier to have three three to roll at once when needed. Besides, d6 dice are easy to come by. You shou You should ld als alsoo have some pap paper er and a penc pencil il to write down you yourr Super’s information and notes. A plain index card generally has enough space on it to be an adequate Super Sheet, which simply lists all of your Super’s information, gear, and notes. Game Masters will usually require more paper in order to keep their thoughts and plans in order, as well as information on NonPlayer Characters, or NPCs, the Supers will encounter. Finally, iny Supers is truly a pen and paper game in the classic sense; however, however, maps and miniatures mini atures do assist in i n visualizing visualiz ing where things are so that everyone is on the same page. While maps and miniatures aren’t required, they do have their place at the table.
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Getting Started
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How To Play Before you create your Supers, it’s time to get down to the nitty-grittyy of playing the game. nitty-gritt game. Roleplaying games are about storytelling, and iny Supers is no different. Most of the game is played simply by describing your Super’s actions to the Game Master. When describing these actions, relay what wh at yo youu wa want nt to do do,, or wh what at you’ yo u’re re at atte temp mptin tingg to try try.. It is th thee Game Master’s job to react to these actions and describe the outcome. Simple actions are typically resolved with just the Game Master’s consent.
Tests Te core mechanic that runs iny Supers is called a est, est, which is a roll of 2d6 from your Dice Pool. For complex actions, the Game Master will usually require you to make a est est to determine if you succeed at what you’re you’re doing. ests are successful if you roll a 5 or a 6 on any of the dice rolled in your Dice Pool, unless otherwise noted by the Game Master. Te Game Master Master,, and certain raits selected at Super Creation, can grant you Advantage in situations. Tis will allow you to roll 3d6 from your Dice Pool instead of 2d6 for that particular est, increasing the odds of success! How To Play Tests l
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Other situations, at the Game Master’s discretion, may put you at Disadvantage. When at Disadvantage, you will only be able to roll 1d6 to resolve your est. It is important to note that if the Game Master declares you have Disadvantage in a situation, even if you would normally have Advantage due to a particular rait, you still roll 1d6 for that est. Magical items that grant Advantage are the only things which supersede this—if a magic or super science item grants you Advantage, you will always have Advantage for that situation. Why? Because superheroes. Tat’s why.
Obstacles Obstacles are challenges that usually require you to make a est to overcome. Obstacles may include attempting to barter with a shopkeeper, pick a lock, search a room for a hidden item, or resolve a conflict with words rather than laser beams shooting out of your eyes. Te Game Master may determine your roleplaying is sufficient in overcoming the Obstacle and grant you an immediate success without having to est; however, in most situations, a est will be necessary to determine the outcome.
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Obstacles
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Save Tests Obstacles may arise that require you to make what’s called a Save est in order to prevent something from happening to you. For example, you need to successfully leap out of the way as a trap springs, or you’re climbing a rope when it snaps and could potentially fall (right next to your secret weakness that keeps you from flying). Save ests are also used to stabilize yourself if you begin a turn at 0 Stress Capacity. Save ests are just like regular ests, and unless otherwise noted by the rules or the Game Master, you roll 2d6 to resolve your est. A 5 or 6 on any of the rolled dice represent a successful Save. Some Save ests can be a life or death scenario—these are called Save or Die ests. Should you fail the Save est, your character is killed. Period. Tere is no preventing it. Game Masters are advised to keep these situations few and far between.
Combat Te Game Master will usually announce when Combat is about to begin by requesting an Initiative est. Supers will roll a standard 2d6 est and add up the total of their rolls. Likewise, the Game Master will roll Initiative for any enemy combatants the Supers will be facing. Te highest roller will have the first turn in the Initiative Order, followed by the next highest, and so on. If there is a tie between a Super and an enemy, the Super always goes first. If there is a tie between two or more Supers, the tying Supers reroll for that position until the tie is broken. Combat is strictly turn-based to keep things running smoothly. A round of combat begins at the top of the Initiative Order, and ends at the bottom. Te next round of combat then begins, starting again at the top of the Initiative Order. Tis continues until the Supers have defeated their enemies, completed some objective determined by the Game Master, or until the Supers have been Save Tests Combat l
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killed or routed. While it can take some time to get through an entire round of combat, in-game, a full round of combat is equal to roughly five or six seconds. During your turn in the Initiative Order, you have two Actions. You can choose to move, attack, and generally not be useless with these Actions. If you move, that is one Action. If you attack, that is one Action. You can use both Actions to move, or use both Actions to Attack if you wish. Other Actions include sheathing or unsheathing a weapon, using a super power, grabbing an item, and giving an item to an ally. Movement is defined by announcing your intentions to move from one location to another; the Game Master determines whether you can cover enough ground to get there with that Action. Tis is where miniatures and maps come in handy, as they will assist in determining distance. It is also assumed that each Super can move just as far as any other Super with a single Action, unless the Game Master says otherwise. A good rule of thumb is to assume your character can move approximately 25 feet in-game with a single Action, so long as there isn’t anything hindering their movement. If you are using a combat grid, 25 feet is 5 squares. Attacking is the most important aspect of Combat. First and foremost, if you are attacking an enemy, you must be within range of your enemy to do so. A fist won’t reach an enemy 25 feet away, unless you’re truly fantastic, mister! Getting within range will require you to move if you are using a melee weapon.
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Combat
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Once you’re in range, you can attack! Attacking is just another type of est, and the Obstacle is your enemy. Usually, you’re going to be using the weapon you have Mastered to attack. Any weapon type you have Mastered allows you to roll an Attack est with Advantage, or 3d6. If you are simply Proficient with the weapon you’re wielding, your Attack est is a standard 2d6 est. You have Disadvantage for Attack ests while wielding weapons you are not Proficient with— this includes unarmed combat and improvised weapons. On a successful Attack est, you deal 1 of point damage to your enemy, unless something would modifiy it (like a Heavy Melee Weapon, Super Strengtf, or your Game Master says). Game Masters are encouraged to reward roleplaying at all times, so a particularly detailed description of an attack may score more than 1 point of damage to your enemy, if the Game Master so decides. Each point of damage removes 1 Stress Capacity from the target. wo special Actions you can perform in Combat are Focus and Evade. When you choose to Focus, the next time you attack, your est is successful on a roll of 4, 5, or 6, increasing your chances of hitting the enemy. Your Focus Action remains in effect until you choose to attack or until the end of combat, so the Action can carry over to other turns. Tere is no benefit to stacking Focus Actions. When you choose to Evade, until the start of your next turn, you can est 1d6 when you are successfully hit by an enemy. If your est is successful, you evade the attack and do not take damage.
Combat
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o recap combat Actions, you can: Evade Focus est for an ability Attack Move
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Tere are three categories of weapons in iny Supers—Light Melee, Heavy Melee, and Ranged. You can still attack while unarmed, with improvised weapons such as a barstool or a rock, or with a super power, but these are not classified as weapons. Light Melee Weapons have the benefit of only requiring one hand to wield. Tis frees you up to do other things with your freehand, such as grab a potion. You must be adjacent to an enemy, or within 5 feet, to attack with a Light Melee Weapon. Examples of Light Melee Weapons include daggers, short swords, hammers, smartcars, and other Supers. If it’s a weapon you can swing with one hand, it’s probably a Light Melee Weapon. Heavy Melee Weapons require you to wield them with both hands due to them being cumbersome or just so… unwieldy. It might not matter how strong you are, sometimes it’s about shape and momentum. Te benefit of this is that attacks from Heavy Weapons deal 2 damage instead of one. Examples of Heavy Melee Weapons include greatswords, warhammers, trains, cars (sedans and larger), planes, tankers, or giant space starfish. Non-power Ranged Weapons often require one hand to hold, but two to operate, but this isn’t a hard and fast rule. Judgement must be used when determining usage of a Ranged Weapon. Ranged Weapons treat all targets on the field as being within range for attack, unless the Game Master declares they are being protected by some form of cover. Te downside to this is that they require one Action to load, and one Action to fire. In iny Supers, unless otherwise noted by the Game Master, it’s assumed
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Combat
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you’re always carrying enough ammunition for your Ranged Weapon for the sake of simplicity. And we love simplicity. Examples of ranged weapons are throwing axes, shuriken, slings, bows, energy blasts, standard firearms, rayguns, heat vision, and crossbows. It’s important to note that “Energy Blast” can be a legitimate ranged power inside the “Ranged Powers” weapon group. Super powers (such as super strength) can also enhance Unarmed Attacks.
Optional Rule: Zones In combat, characters occupy one of three zones. Zones represent areas close to the fight. Tere are three zones during combat: Close, Near, and Far. In each zone you can attack with different weapons: In the Close Zone, you can attack with: Light Melee Heavy Melee Ranged (at Disadvantage) In the Near Zone, you can attack with: Heavy Melee Ranged In the Far Zone, you can attack with: Ranged Super powers can be used from any Zone, as long as it makes sense for the character (and with the Game Master’s approval). •
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Note: Te included Zone sheet also includes Evade and Focus sections, so you can mark which characters have Evaded or Focused each round, and which have not.
Zones
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ZONES & RANGES (ENEMIES)
CLOSE E V A D E
NEAR FAR
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Magic
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F O C U S
When combat begins, enemies are all in the Close Zone. Enemies can use any attack from their Zone (ranged, magical, melee), with no penalties. Te Zones should viewed from the Supers’ perspective. “I’m staying back at a Ranged Distance” or “I’m closing to Close Range” is the way to view it. Enemies don’t move between Zones, instead staying “stationary” as the Supers move around them. If an enemy closes to a Hero, move that Hero closer to the enemy to represent that movement. Tink of it as the enemies are the eye of the storm in combat, and everything swirls around them. Obviously, this is an extreme abstraction, and the GM should remember that enemies actually move, and describe it as such. Zones are meant to abstract relative distance and provide a quick play aid. It takes a Move Action for a Super to move between zones. Tere’s no limit. A Super can spend a move Action and move from Far to Close, or from Close to Near.
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Zones
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When other abilities or powers (such as Villains) refer to distances, the Close Zone is within 5 feet of the target, and the Near Zone is within 10 feet of the target. Terefore, if a Villain can attack everyone with 10 feet, they can attack everyone in Close and Near zones. Knocking something back 10 feet would move them from Close to Near, or from Near to Ranged. In the end, Zones are an abstraction designed to help make combat a little easier to engage in.
Stress Capacity Now that you know your way around the basics of Combat, it’s time to discuss Stress Capacity (SC). Stress Capacity is determined by your selected Archetype, and it reflects the punishment your body and mind can take before you lose consciousness. In Combat, every successful hit deals 1 point of damage (which removes 1 point of Stress Capacity) unless this is modified by using a Heavy Weapon or various Powers. Other game systems generally have you roll for the damage you deal or have different weapons deal different amounts of damage. iny Supers does away with this, because an energy blast can be just as deadly as getting slammed with a car. Ultimately, the final blow is the one that counts. Stress Capacity
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Sleeping You need at least 6 in-game hours of uninterrupted sleep every day to regain your strength. If you manage to obtain 6 hours of uninterrupted sleep, you will fully restore any lost Stress Capacity to your maximum. You otherwise regain 1 Stress Capacity for every hour of sleep. When asleep, Supers are unconscious. If something is going on around them, they are less likely to be aware of it, and are at Disadvantage when making a est to see if something wakes them up.
Death Te dying process begins when you’ve taken enough damage to reduce your Stress Capacity to 0. Stress Capacity cannot be reduced below 0. At this point, you’re knocked unconscious, and without further assistance, you could succumb to your wounds and die. If you are at 0 Stress Capacity at the start of your turn in Combat, you can only make a Save est to stabilize yourself. A successful Save est will bring your Stress Capacity up to 1 and this will end your turn. If you fail this Save est, you get one last chance at surviving on your own—at the start of your next turn, make one last Save est, at Disadvantage. If you fail this final Save est, your Super dies. While you are unconscious, any ally can attempt to stabilize you by making a Save est as an Action on their turn, providing they are adjacent (or Close) to you. On a success, you are restored to 1 Stress Capacity and your next turn would start as a normal turn. Additionally, any items or abilities that could potentially heal you while you are unconscious—such as the Healer rait, or healing powers—can be used by allies to bring you back from the brink. Should you die, don’t worry too much. Tere are usually ways for the dead to be brought back to life, oftentimes done by making ill-advised bargains with extra-dimensional beings, robotic duplicates, or sagas about clones.
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Zones
Stealth Attempting to hide or sneak around is performed simply by making a standard est with 2d6. If the est is successful, you are hidden, or your actions went unnoticed. Note that you can’t simply hide in plain sight, so you need some sort of cover or concealment to hide. It is up to the Game Master to determine if you are in a situation where you could potentially hide. Allies and enemies alike can also make a standard 2d6 est to locate someone—or something—that is hidden. Hiding during Combat uses an Action, as does searching during Combat. Tese ests can only be done during your urn while in Combat.
Magic Magic and super powers may not run in tandem for all iny Supers games, but while some powers come from radioactive accidents, others come from occult means. Magic may not be well known to the world of your Supers, but there’s a good chance it’s always been there, hiding in the shadows. People who practice magic may not always be Supers, but there are definitely some Supers who practice the magical arts. Magic abilities are handled through several specific raits Stealth
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a Super can select at Super Creation, as well as through magical items obtained during your adventures. Te magic raits are primarily Spell Reader and Spell-ouched, but to a lesser extent, Beastspeaker, Familiar, and Healer can also fall into the magical category. Spell Readers may find magic scrolls out on their adventures, and sometimes black market shops may carry magic scrolls for purchase. iny Supers doesn’t have a preset list of magic scrolls that can be purchased, and it is up to the Game Master to be creative and supply these items, or work with their Spell Reader Supers when they are looking to procure a spell from their arcane contacts. Because scrolls tend to be rare, the effects of a scroll are often quite powerful. Some example scrolls could be a scroll to resurrect a dead ally, a scroll to transform an enemy into a harmless woodland creature, or a scroll to heal all of your allies simultaneously. For a Spell Reader to use a magic scroll, they must be holding it and then simply perform a standard 2d6 est. A success results in the casting of the scroll’s ability, but it also destroys the scroll. If you fail your est, the scroll is not destroyed, but you obviously do not successfully cast the spell. Spell-ouched individuals won’t be able to do some of the grander spells a Spell Reader can cast by reading a scroll, but they make up for that in versatility. Spell-ouched are able to subtly affect their surroundings; they can produce small illusory objects, make small objects turn invisible, conjure light sources or phantom sounds from nowhere, manipulate and move small objects, or even ignite or douse small flames, just to name a few examples. Spell-ouched individuals are also able to sense magic around them or in items. o use this ability, simply describe in detail what you are trying to do, and perform a standard 2d6 est. If you are trying to manipulate an object, you must have eye contact with it. You can also perform a simple Ranged attack with magic, such as a magic bolt. Tis is treated just like any other Ranged attack in Combat and requires an Action and a successful 2d6 est.
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Magic
Please note the Game Master reserves the right to declare what you are attempting to do is beyond your capability; subtle effects are the name of the game when it comes to the Spell-ouched rait. So, don’t expect to be summoning the dead, making time run backwards, or hailing meteors on your foes. Beastspeakers are also somewhat magical in nature, as they can somehow speak to and understand animals just as though they were talking to a person. Familiars are usually benevolent spirits that have attached themselves to another living spirit. Familiars are umbral, but take the shape of a particular animal—typically no larger than a medium-sized dog—that is visible to anyone. Despite being able to be seen by anyone, familiars cannot speak, and instead communicate telepathically with their master. Tey are able to remain manifested so long as they are within a 50-foot radius of their master, and have a movement of 30 feet. Familiars are incorporeal to everything but their master, and as such, are unable to physically interact with other objects or individuals. Tat does not mean they are impervious to damage; when summoned, a familiar has 1 Stress Capacity,and can be damaged by magical effects.If a familiar’s Stress Capacity is reduced to 0, the familiar disappears and its master takes 1 point of damage. Summoning and unsummoning a familiar is considered a free Action and does not require a est. When summoned, the familiar will appear on or within 5 feet of its master. Healers can be magical or divine healers such as a druid or a cleric, or simply an individual well-versed in real medicine. (Supers can also take a Healing power that is separate from the Healer rait.) It is up to you to determine how you want to flavor your healing art if you select this rait. In order to heal, you must be adjacent to your target and perform a standard 2d6 est. Magic Items such as weapons, armor, clothing, jewelry, and other objects may be acquired or created. It is up to the Game Master to determine exactly what these items do and what sort of benefit, if any, they provide. Remember, not all magic is good, and some items that seem harmless could potentially be cursed. Magic
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Optional Rules: Experience & Character Growth Gaining experience is one of the most exciting and fun parts of a roleplaying game. Much like everything in iny Supers, the rules for growth and leveling are fairly simple and straightforward. o that end, we’ve presented two systems that the GM can choose to use if they wish.
The Minimalist Advancement o advance your characters with the minimalist advancement track, simply gain 1 new trait every 3 sessions. A character can never have more than 7 traits. If you would gain a trait past 7, you may instead swap out a non-Archetype trait for a new trait.
Experience Points At the end of every session, the GM will award experience. You may buy upgrades with the following costs. •
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6 Experience = a permanent increase to your SC of 1. 8 Experience = a new Proficient or Mastered Weapon. 10 Experience = a new rait.
For the GM Players should receive 1-4 experience per session, awarded to “the group as a whole,” meaning everyone in the group gets the same amount of experience for their individual character. Experience is generally awarded as follows: •
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1 for the group as a whole for good roleplay. 1 for the group as a whole for defeating enemies (not per enemy, just if they defeated any enemies). 1 for the group as a whole for advancing the plot and their goals. 1 for the group as a whole if players contributed to the out of game enjoyment of the session (snacks, music, carpooling, hosting at their home). Optional Rules
The Rules Don’t Cover That! iny Supers is a minimalist rule set and it provides only a framework for gameplay. Tere are a lot of scenarios that could happen in a game that these rules don’t cover—but neither do the epic tomes that other game systems use. If a situation arises where a Super is asking for a ruling that these rules don’t provide an answer to, it is up to the Game Master to provide a ruling. Tis is known as Game Master Fiat. Ultimately the Game Master has final say on how the game is played and how the rules are enforced. Te key is simply to be consistent. We’ve included lots of optional rules you can use to simulate the various pieces you might (or might not) like from other RPGs, but in the end, it’s your job to make iny Supers your own. Use whatever pieces you like and discard the ones you don’t!
Optional Rules
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Super Creation Creating your Super is a quick and easy process. You don’t necessarily need to follow this specific order, but it serves as a nice outline. s u p e r c r e a t i o n
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First, select an Archetype from the Archetype List. Ten select three unique Powers raits from the Power rait List. You may substitute a rait from the rait list for a Power rait choice. Select a Power Origin. Select Weakness. Select a Weapon Group to be proficient with. Select Belief.
Instead of pre-defined classes, iny Supers uses Power raits & raits to express what your Super excels at doing. Next, you’re going to pick a weapon group you are Proficient with. Tere are four groups of weapons; Light Melee, Heavy Melee, and Ranged, which are discussed in more detail in the Combat section. From this group, you select one specific type of weapon that you have Mastered. For example, you can select Light Melee Weapons as your Proficient group, and from that, you can select daggers as your Mastered weapon. Your Super will start with one weapon of your choice, ideally the weapon he or she has Mastered. Don’t be afraid to be creative—you may have chosen to be Mastered with Ramping up the game
Powers and Traits selections being limited to three gives a very specic feeling. You get a mid-level supers feeling, the sort of supers team that protects a city or a nation, but not the cosmos or the world. We’ve provided a guideline below for those of you who wish to enable other “modes” of supers play! Street Level—Limit everyone to 1 Power; the other picks must be Traits. Heroes should select non-obvious powers, or skin them in such a way as to make them subtler. Super Team!—Everyone Gets 5 Powers (You may substitute a Trait as normal.) Cosmic Defenders!—8 Powers for everyone! You may substitute a Trait as normal.
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Super Creation
Game Masters: While this is going on, you should be thinking about what
type of scenario you will be placing the Supers in. It is the Game Master’s job to create a convincing setting and story for the Supers, which includes locations to visit, enemies to ght, and NPCs to interact with. Is this going to be a one-off adventure? Or are you planning to create an entire world for your Supers to explore? You can put as much or as little effort into this as you like, but keep in mind it’s your job to keep everyone on track and entertained. One-off adventures can be planned with a few minutes of preparation; however, if it is your goal to have a larger campaign in mind, this is going to take some work on your part to plan. Take some time to look through the For the Game Master section.
daggers, but there are many different types of daggers you could arm your Super with, such as dirks, katars, and stilettos. It’s also important to define your Super’s look, costume, and if they keep their identity secret or not. Tis next part is going to be the hardest, because these aren’t options you select from a list. You’re going to want to name your Super and give him or her a little bit of a backstory. Going along with that backstory, another reality is you probably weren’t born a Super. No, really. You weren’t. Unless you were born to a family of Supers, growing up, you were probably exposed to a Family rade. Perhaps you learned your way around a science lab from your father, who was a chemist (and one of his experiments is how you ended up like you are). Maybe your mother was a billionaire, and your business know-how is part of why the family company keeps you around (and gains you access to all those wonderful toys). Of course, your mother could be a super Villain and your father a Super—talk about awkward family gatherings! It could be that your Power Origin came from outside of your family entirely. Decide how you came into your Powers and your family background; any situation where that knowledge might apply can give you Advantage on ests where you can put it to use. Your Game Master will help decide how it will be applicable during gameplay. Finally, Supers all have a driving principle called a Belief that you will want to write down. Tis Belief is a simple statement used as a guiding force for your Super. Your Belief may be, “I’ll always find a diplomatic solution,” “Power can buy happiness,” or “I let my fists do the talking.” Tis Belief is not etched in stone, and can be changed or added to with the approval of your Game Master. Super Creation
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Archetype List Paragon s u p e r c r e a t i o n
Paragons are the heroes who stand as examples to all other heroes! Determined, flexible, honest, and brave, Paragons are just as varied as the places you can find them in. Tey come in all shapes and sizes and temperaments. 6 Stress Capacity Paragons select an additional Power from the Power List. •
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Defenders Defenders are the heroes who are there to keep everyone on track and alive. Tey’re often team leaders, putting the wellbeing of others before their own. 8 Stress Capacity Defenders start with the Archetype rait Protector! Protector!: Once per turn, when an ally is hit, you can choose to take the hit yourself. •
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Striker Strikers are the heroes at the front of the battle every time. Tey focus on taking out the Villain as quickly as possible. Tey’re a little tougher than several other Archetypes because they have to be! 7 Stress Capacity Strikers start with the Archetype rait Fists Like Iron Fists Like Iron: Te damage you deal cannot be reduced. •
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Archetypes
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Gadgeteer Brilliant and often eccentric, Gadgeteers use the power of science and technology against their foes. No matter the situation, they always have some tool or gadget that can help resolve a problem. 6 Stress Capacity Gadgeteers start with the Archetype rait Inventor Inventor: Once per day, you may create a one-use Power Gadget that lets you emulate a ier One Power. You count as having that Power for one roll or use of your choice. You may never have more than three Power Gadgets in existence at a time. It takes one day to create a new Gadget. •
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Practiced Practiced heroes may possess some mild power, but for the most part they are fueled by sheer determination. Both body and mind are honed to a razor’s edge so that their crusade can continue. 6 Stress Capacity Practiced start with the Archetype rait Mastery Mastery: You may not select more than 1 Power. You must trade out the rest of your Powers for raits from the rait list. However, you gain 2 Additional raits (for a total of 5 raits or 1 Power and 4 raits). •
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Controller Controllers do not direct themselves against a single target, but can entrance, distract, confound, or otherwise engage multiple targets simultaneously. 5 Stress Capacity Controllers start with the Archetype rait Crowd Control Crowd Control: You may use any power that does not directly inflict damage on up to three targets rather than just one. •
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Mastermind Some supers are not great in and of themselves as much as they are great in their ability to command and inspire others to act. Whether summoning demons, calling on ninja minions, or deploying robots, the mastermind can defeat an enemy with swarm tactics. 5 Stress Capacity Masterminds start with the Archetype rait Leadership Leadership: As an action, you can direct your allies in battle, executing complex plans, surprise tactics, and ensuring victory! You may choose two targets to gain Advantage on their next roll. •
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traits Acrobat : It’s up there? No problem! You gain Advantage when esting to do acrobatic tricks such as tumbling, long-distance jumps, climbing, and maintaining balance. Alchemist : Multi-dimensional cthonian blood has many uses. It’s also great on salads. Provided the right reagents and recipes, you can mix potions, elixirs, and poisons. You also gain Advantage when identifying unknown liquids. Armor Master : Your paltry weapons cannot pierce my steel suit! Your paltry weapons cannot pierce my steel suit! You have mastered wearing armor like a second skin. When wearing any form of armor, you have an extra 3 Stress Capacity, that must be lost before you take physical damage. Tis Stress Capacity cannot be healed, and must be restored via repairing your armor. Repairs take a full 8 hours to do. Barfighter : Funny how you always fancy yourself a drink, right on Unification day. You can select Improvised Weapons as a Weapon Group. You do not pick a Weapon to Master. Instead, when fighting with any Improvised Weapons, you get one extra action each turn. Beastspeaker : What is it, boy?! My sidekick got kidnapped again?! You are able to communicate with animals. Tis form of communication is primitive and very simplistic. Beserker : RAAAAAGH! When attacking with a Melee Weapon, you can choose to make an attack with Disadvantage. If you do and succeed, you deal an extra point of damage (2 damage from Light Melee or 3 damage from Heavy Melee). Brawler : Everybody has a plan until they get punched in the face. If you are fighting Unarmed, you Evade with 2d6 (instead of 1d6). Charismatic: I can get what I want without even asking.Y ou gain Advantage when attempting to convince someone of something or otherwise influence them. Cleave: I will bathe in the blood of enemies! If your attack drops an enemy to 0 Stress Capacity, you may immediately make an extra attack with Disadvantage. Traits
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Dark-fighter : Who needs eyes, when I have all the other senses? You do not suffer Disadvantage for having your sight impaired. Detective: I always get my man, woman, or alien. When searching for clues as to an identity, whereabouts, or motives, you gain Advantage. s u p e r c r e a t i o n
Diehard: I’m not going down that easy. When an attack would reduce you to 0 Stress Capacity, it instead reduces you to 1 Stress Capacity. You can do this once per day. Educated: I didn’t go to academy for four years for nothing. You gain Advantage when checking to see if you know specific information. Eidetic Memory : You remember that guy in that city? Who did that thing? I remember exactly what he said. When esting to recall information, you have seen or heard previously—even in passing— you succeed on a roll of 4, 5, or 6. Familiar : Your faceless shadow cat is really freaking me out, man. For as long as you can remember, you have never truly been alone. Another spirit has linked itself to yours, accepting you as its friend and master. (See Magic; pg. 15) Fleet of Foot : Running away is always a valid option. Your speed increases from 25 feet to 30 feet. Healer : I’ve seen worse, son. You’ll pull through. As an Action, you can est 2d6 to heal a creature other than yourself. If the est is successful, the target creature is healed for 2 Stress Capacity. Tis rait can also be used to cure poison, disease, and other physical ailments that are nonmagical. You must be next to the creature to heal it. (See Magic; pg. 15)
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Insightful: Stop pulling my leg… You gain Advantage when esting to discern whether someone is telling the truth or lying. Lucky : Whew! Tat was close. You may reroll one est per session. Marksman: Te odds of hitting your target increase dramatically when you aim at it. When using the Focus Action, your next attack with a Ranged Weapon is successful on a est of 3, 4, 5, or 6. Martial Artist : Be like water, flowing through cracks. You gain Unarmed as a Weapon Group to be proficient with (in addition to your starting Proficiencies). You do not gain an additional Mastered Weapon for this proficiency. Once per day, you may reroll a failed Unarmed Attack or Evade est. Nimble Fingers: Now you see it, now you don’t! You gain Advantage when esting to pick locks, steal, or do slight-of-hand. Opportunist : One man’s failure is another man’s opening to stab the idiot who failed. If an enemy within range fails to hit with an attack against you, you may immediately make an attack with Disadvantage against that enemy. Perceptive: What has been seen cannot be unseen. You gain Advantage when esting to gain information about your surroundings or find things that may be hidden. You gain this even while asleep. Quick Shot : Pew, pew, pew! You are able to reload a Ranged Weapon and fire it in one Action, if it runs out of ammo. Resolute: I will not be a casualty of fear. You gain Advantage on all Save ests. Shield Bearer : I’ve got you covered. While wielding a shield, est with 2d6 on Evade Actions instead of 1d6. If you choose this rait, your Super gains a shield at Super creation. Sneaky : Who me? Of course, I wasn’t there... You gain Advantage when esting to hide or sneak around without others noticing you. Spell Reader : P as in phylactery. You have spent years learning the sacred language of the arcane, allowing you to read powerlaced words from magic scrolls. (See Magic; pg. 15)
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Spell-ouched: It runs in the family. You were born with an arcane heritage, and while the centuries have diluted the power, you are still able to subtly influence the world around you by merely willing it to happen. (See Magic; pg. 15) s u p e r c r e a t i o n
Strong: Stand back, I’ll kick it in! You gain Advantage when esting to do something with brute force. Survivalist: Tese berries are safe to eat… I think. You gain Advantage when esting to forage for food, find water, seek shelter, or create shelter in the wild. ough: I have not journeyed all this way because I am made of sugar candy. You gain 2 additional Stress Capacity. racker: Tese prints are fresh. He went that way. You gain Advantage when esting to track a person, creature, or an animal in the wilderness. While outside, you can also locate true north without esting. rapmaster: It’s a trap! You gain Advantage when esting to create, locate, and disarm traps. You also gain Advantage on Save ests against traps. Vigilant: Better to stay ready than to get ready. You gain Advantage on Initiative ests. Wealthy: Who needs superpowers when you have money? When you wish to purchase something, you simply make a est with Advantage. If successful, you can buy the item in question. Be careful not to abuse or overuse this ability. It’s designed for simulating wealthy superheroes, not for a catch all to solve problems or frustrate your GM.
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Power Trait List Powers raits come in three tiers of strength. Any time you select a Power rait you gain the ier 1 ability for that Power. o gain a higher tier, you must expend an extra Power rait choice when creating your character (or if using Experience Rules, by purchasing a rait.) Example: Erin is creating her superhero Gallant. When creating Gallant, she selects the Armored Power, which costs one of her 3 Power choices. Erin also selects Armored Power again (using up her second of three choices), granting Gallant access to ier 1 and ier 2 of Armored. Powers may take any form you wish in visual manifestation, but the Powers function the same regardless of their visual appearance. Example: Gallant (Erin’s hero) has Armored Rank 2. Erin has chosen for Gallant to simply be exceptionally difficult to harm, with bullets bouncing off them. On Velocity (Alan’s hero), the Armored Power is due to Velocity’s suit of armor. Powers are also noted by a Passive or Active tag after the title (in parenthesis). Tis indicates whether the power requires an Action to use (Active) or is always on (Passive). It’s possible some iers of powers might move an Active Power to a Passive Power state, so read carefully, and if in doubt, ask your Gamemaster.
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Armored (Passive) •
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ier One: You reduce all damage you take by 1, to a minimum of 1. ier wo: You reduce all damage you take by an additional 1 (for a total of 2 reduction), to a minimum of 0. ier Tree: You gain +2 Stress Capacity.
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ier One: You may make a Ranged Attack that deals 1 damage. You never have to reload this Ranged Attack. ier wo: Your Blast does +1 damage for a total of 2 damage. ier Tree: Your Blast always counts as having the benefits of Focus applied to it. Additional Focus Actions do nothing extra for your Blast.
Elemental Control (Active) You can control one element of your choice. Choose Earth, Air, Fire , or Water . You may select more than one element by selecting this power multiple times. ier One: Air : As an Action, you can Evade. When you use this power, your Evade affects up to 2 allies of your choice for free. Earth: You can cause the ground to buckle. When you use your power as an Action, 3 targets must make a Save est or fall prone. Fire: You can control or manipulate Fire. You can do a Fire Blast (as per the ier One Blast power). You can also cause any Fire within sight of you to extinguish itself in d6 rounds. Water : You can breathe underwater without any issues or penalty. Additionally, you can summon a Blast of Water that deals 1 damage as a Ranged Attack. You cannot do this more than once per turn. •
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ier wo: Air : You always count as having Evade on you for free when being attacked with Ranged Attacks. You also have the ier One Flight power. Earth: You can summon a suit of armor from the earth as an Action. Tis suit has 3 Stress Capacity that must be damaged before you take physical damage. Fire: You can summon a shield of fire around yourself. You gain the ier One Flight Power, and anyone who strikes you with a Melee attack takes 1 damage. Water : When under water, you can move as though you had the ier One Super-Speed power. ier Tree: Air : You can summon tornados. As an action, you can force one target to make a Save with Disadvantage. If they fail, they are hurled backwards 3d6 meters. If they strike something, they suffer 2 damage. Earth: You can gain the ier wo Blast power, and your ier wo Elemental Control: Earth Stress Capacity bonus increases to +6. Fire: You gain the ier wo Blast power, Te ier wo Flight power, and your ier wo Elemental Control: Fire power now does 2 damage. Water : You gain the ier Tree Regeneration power when in water. Additionally, your ier One Elemental Control: Water power now does 3 damage. •
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Energy Control (Active) You may select one of the following abilities: Absorption, Darkness, Electricity, Light , or ime . You may select more than one ability by purchasing this power multiple times. ier One: Absorption: Choose one form of energy (fire, electricity, light, etc.). When struck by that type of attack, you may make a Save est. Success means that you suffer no damage from the attack and regain 1 Stress Capacity. You may only Save against one attack per round. Darkness: You can cast an area (a circle roughly ten feet in diameter) into absolute darkness, causing anyone within the darkness to gain Disadvantage. Electricity : As an action, you can generate an electrical shock that causes 1 damage to anything you can directly touch. Tis damage can be transferred to additional targets if there is conductive material involved at the GM’s discretion. Light : You may generate a brilliant flash that can blind others. Anyone who can see you must make a Save est. A failed save against your attack gives Disadvantage on their next Action if it depends upon vision in any way. ime: You gain the Vigilant rait. You can never be granted Disadvantage on initiative rolls unless inflicted by other timemanipulation abilities. •
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ier wo: Absorption: You may now Save against two attacks per round and choose a second form of energy. Each successful Save est allows you to choose one of the following: regain 1 Stress Capacity, add +1 damage to your next attack, or add +5 speed to your next move. You may only gain a particular benefit once per round. Darkness: You gain the ier One eleport Power, but you may only use it in areas of darkness, from shadow to shadow. Electricity : You gain the ier One Blast power and can target up to 3 argets as one Action. Light : You gain the ier One Blast power and deal 2 damage. ime: As an action,you may summon a time displaced duplicate of yourself (who counts as a Medium entity).Tis duplicate may use the same powers you have (excluding this one), but you may not use the same powers in the same round. You may only have one duplicate in existence at any time. o avoid paradox, your duplicate vanishes if reduced to 1 Stress Capacity, ensuring your survival elsewhere in the time continuum. ier Tree: Absorption: You may Save against a maximum of three attacks per round, and choose a third form of energy you may absorb. You may choose a benefit from your ier wo Energy Control: Absorption power up to twice per round. Darkness: You may transform your body into shadow, allowing you to pass through solid objects. Tis takes one Action. It lasts until you choose. You take no damage from physical attacks, but energy can still affect you. You cannot interact with physical objects. Electricity : You can transform your body into pure electricity. You gain the ier wo Blast power and the ier One eleport power. Light : You gain the ier One Healing power and the ier One Flight power.Your ier wo Energy Control: Light power now deals 3 damage. ime: You gain a third action per round. •
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Flight (Passive) •
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ier One: You can fly, moving up to near the speed of sound at your peak. It takes you two actions to reach your top speed. ier wo: You can fly faster than before, using your momentum to smash into enemies. Any Melee Attack done while you are flying at top speed does +1 damage. ier Tree: You can fly faster than the speed of sound, faster than a speeding bullet. It only takes you one Action to get to full speed. While flying at full speed, any attacks against you suffer Disadvantage.
Force Field (Active) •
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ier One: As an action, you can summon or use your Force Field. Until your next turn, any attacks against you only succeed on a roll of “6” (instead of 5 and 6). ier wo: You can summon your Force Field on your turn without spending an Action. However, this quick summoning causes you to take 1 damage. ier Tree: You no longer take damage for summoning your Force Field using your ier wo Force Field power.
Gravitics (Active) •
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ier One: As an action, you can hurl one target up, or pin them to the ground. Tey must make a Save est. If they fail, they lose one Action on their next turn. ier wo: You can hurl items at targets (effectively making Powers
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them a small “Center of Gravity”) or do the inverse, hurling a target into a new center of gravity. If you hurl your target into an object, they take 1 damage. Any objects hurled at them do 1 damage. You gain the ier One Flight power. ier Tree: Your ier One Gravitics Action now imposes Disadvantage. You gain ier One Force Field.
Healing (Active) •
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ier One: As an Action, you can restore 1 Stress Capacity to one target you can touch. ier wo: As an Action, you can restore 1 Stress Capacity to two targets you can touch. ier Tree: As an Action, you can restore 2 Stress Capacity to one target, or 1 Stress capacity to up to 3 targets you can touch.
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ier One: You can select one environmental concern, and you disregard it. Choose from: Breathing Pressure Vacuum Poisons Heat (regular amounts. Intense flames will still burn you). Cold (regular amounts. Intense freeze will still harm you). ier wo: You can select one additional option from the ier one list. ier Tree: You can select two more additional options from the ier One list, or one from the list below. Death (if killed you come back in d3 weeks. You must select a weakness that will permanently kill you, and the GM must approve it). One type of weapon (Unarmed, Light Melee, Heavy Melee, Ranged) or one power that does damage. You ignore that damage. •
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Invisibility (Active) •
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ier One: As an Action, you can turn invisible. Until you attack or harm someone, you remain invisible. Any roll to find you has Disadvantage. If you are invisible and attack, your attack gains Advantage. ier wo: As an Action, you can turn any singular target you touch invisible. Tis can be an object or person. It follows the same rules as ier One invisibility. ier Tree: You can go invisible without spending an Action once on your turn.
Mind Reading (Active) •
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ier One: You can read the mind of a singular target, gaining Advantage on your next roll involving them. Tis takes one Action. ier wo: For one turn after you use your ier One Mind Reading power, you can Evade the target of your Action without needing to take an Evade Action. ier Tree: You can read the mind of up to three targets with your Action for your ier one ability.
Phasing (Active) •
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ier One: You may become incorporeal. You may not interact with physical objects and cannot be harmed by physical attacks, although energy attacks are still effective. You may only move at half your normal rate while you are incorporeal. ier wo: When you are incorporeal you are no longer affected by energy attacks. You may move at your normal rate while you are incorporeal. ier Tree: You gain Flight ier One power while incorporeal. You may make others incorporeal as well, as long as you maintain physical contact with them. Anyone you release while phased may become trapped within another object as if they had been affected by a ier wo Snare Attack.
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Regeneration (Passive) •
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ier One: You recover 1 Stress Capacity at the start of your turn. ier wo: You recover 2 Stress Capacity at the start of your turn if you have Stress Capacity equal to half your maximum Stress Capacity or less. Otherwise this power functions like ier 1. Tis does not stack with ier 1, but instead replaces it. ier Tree: If you die, you come back 1d6 days later. You must specify one event, item, or Action that will permanently end your existence.
Shapeshifting (Active) You may select one of the following abilities: Stretching, Mimic, Growth, or Shrinking. You may select more than one ability by purchasing this power multiple times. ier One: Stretching : You may elongate your limbs and torso to twice their normal length. You gain +1 Stress Capacity. Mimic: As an Action, you may completely alter your appearance to that of another person. Normal clothing can be duplicated as well. You gain Advantage on any attempts to deceive or pass yourself off as someone else. Growth: You may grow up to double your size as an Action. You gain the Strong and ough raits when in your enlarged size, but because you are such a large target, ranged attacks gain Advantage against you while you are using this power. Shrinking : You may reduce yourself in size to six inches tall as an Action. You gain the Sneaky rait while in this form. Ranged Attacks against you suffer Disadvantage. ier wo: Stretching : You may elongate your limbs and torso to three times their normal length. You gain ier One Armored and ier One Regeneration powers. Mimic: You may change your form into that of an animal roughly the same size as you are. You gain any relevant •
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raits as determined by the GM based on your new form, but you also have limitations based on that form, and cannot verbally communicate. Combining this with ier One Shapeshifting: Growth or Shrinking can allow you to assume the form of larger or smaller animals. Growth: You may grow up to triple your size as an action. You gain the ier One Armored and ier One Super Strength powers in this form. Shrinking : You may reduce yourself in size down to an inch as an Action. You gain the ough rait when in this form. ier Tree: Stretching : You may elongate your limbs and torso to quadruple their normal length. You gain ier wo Armored and ier wo Regeneration powers. Mimic: You may assume the shape of an inanimate object of roughly the same size and mass as yourself (or of different sizes, if combined with ier One Shapeshifting: Growth or Shrinking). Growth: You may grow up to quadruple your normal size as an Action. You gain the ier wo Armored and ier wo Super Strength powers in this form. Shrinking : You may reduce yourself in size to less than an inch as an Action. You gain Te ier One Armored and ier One Invisible powers in this form. •
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Snare (Active) •
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ier One: You impede your enemy’s movement with webs, ice, quicksand, or anything else along those lines. You make a Ranged Attack against a target, who must succeed at a Save est or have their movement halved. Tey may make a Save est each subsequent round to end the effect. ier wo: Your targets now are incapable of movement without a successful Save est; even if their Save is successful, they still suffer half movement. ier Tree: Your snare may entrap up to three targets, and inflicts 1 damage if they fail their Save est. Powers
Summoning (Active) NOE: Summoning is the only power where a higher ier prohibits use of a previous tier. If you gain Summoning ier wo, you can no longer use ier One. If you gain Summoning ier Tree, you can no longer use ier One or wo. When minions are summoned, they only gain 1 action per turn. •
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ier One: As an action, you may summon either four minions (who count as Fodder) or two minions (who count as Low). Tese minions may take whatever form you desire,but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent, which means only your minions (not you) may use them. ier wo: As an action, you may summon either eight minions (who count as Fodder), four minions (who count as Low), or two minions (who count as Medium). Tese minions may take whatever form you desire, but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent. ier Tree: As an action, you may summon either sixteen minions (who count as Fodder), eight minions (who count as Low), four minions (who count as Medium), or two minions (who count as High). Tese minions may take whatever form you desire, but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent. Powers
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Super Movement (Passive) •
ier One: Choose one of the following options and gain its benefits: Jump: When you jump, you can jump several city blocks. When you land from a Jump, anyone in Melee with you takes 1 damage (your choice if they suffer damage or not, but everyone in Melee must suffer the damage). Climbing : You do not have to est to climb (treat it like normal movement). Swinging : You can swing from one location to another (either by rope, web, some natural ability, or grappling hook). You can move between two locations that you could run to with two actions. ier wo: You can select a ier wo upgrade of a ier One Super Movement you have, or an additional ier One Super Movement. Jump: You can jump even farther, clearing entire swathes of city scape, or miles of countryside in a single bound. Your landings now deal 2 damage and will destroy buildings or terrain if you desire. Climbing : You climb so fast, once per turn, you can climb without spending an Action). Swinging : You can let go during your swing, allowing yourself to be flung farther, taking one Action to move as far as you could run with two Actions. You must have a target to attach your swinging implement at the end of your action. ier Tree: Tere are no ier Tree Super Movement Powers. •
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Super Senses (Passive) •
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ier One: Choose one sense. You ignore any penalties for having it impaired or reduced (such as ignoring blindness, or deafness). ier wo: You always count as having Focused when making checks related to the sense you chose at ier One. ier Tree: You can sense things outside of the normal five senses, such as magic, evil, or good. Alternatively, you can choose to apply your ier One power to a second sense.
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ier One: Any turn in which you move, you also count as having taken the Evade Action. ier wo: You can move without taking an Action once per turn. ier Tree: When you take a single Move Action, you can move three times.
Super Strength (Passive) ier One: If you don’t have it, you gain the Strong rait. Your Melee attacks do +1 damage. ier wo: You always count as having Focused when making Strength ests. ier Tree: Your Melee Attacks do an additional +1 damage (for a total of +2). •
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Telekinesis (Active) •
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ier One: As an action, you can interact with objects in your line of sight as though you were adjacent to them. ier wo: You can hurl objects or targets with an Action.argets must make a Save est with Disadvantage. If they fail, you can hurl them into another object or target you can see, dealing them 2 damage. You gain ier One Flight power. ier Tree: You gain ier One Force Field power. Your ier wo power no longer allows for a Save est.
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ier One: You can move to any point you can see with an Action. You simply disappear from your current position and reappear at the other. ier wo: You can create a portal between two locations you are familiar with, lasting until the start of your next turn, or until you stop spending your whole turn concentrating on it. Anyone may use this portal as an Action. ier Tree: You can teleport a target with a successful Melee Attack. Tey go to any location you are familiar with.
Powers
POWER ORIGIN You must select one of the following Power Origins. You gain Advantage on any non-attack or non-combat est related to your Origin. • Alien • Dimensional • Enhanced (Super-Soldier) • Inventor
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• Magical • Mutant • Technological (Cyborg, etc.)
WEAKNESS Each Super must select one weakness of their choice. When confronted with their weakness, they must roll with Disadvantage until their weakness is removed from the area. A weakness can be anything from an item, mineral, or particular energy form to a love (romantic, friend, or familial) or secret identity being threatened. Weaknesses are designed to be narrative tools for Game Masters to use to create a compelling series. Tey’re not hard and fast mechanical tools, but instead dramatic tools.
WEAPONS Tere are three weapon categories: Light Melee, Heavy Melee, and Range. Tese categories include a variety of individual weapons, and as long as your Game Master approves your choice, you have free rein to interpret those how you see fit. Weapons are a narrative tool in iny Supers.
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