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Super Hero RPG

By Kevin George

Introduction

This game was designed so you could play an RPG as your favorite superhero or make your own superhero and save the world. I’ve always been fascinated by superheroes although in my teen years I’ve drifted away from them. But after seeing the X-men movie I couldn’t wait to be an X-man and help Wolverine and Cyclops stop Magneto. So I designed this game. I’ve taken bits and pieces from the original Marvel Heroes game and modified a bit for this game. The system is based loosely on D20 but has its own way of doing most things.

Character Generation

The most important part of the game is of course creating your character. The process is fairly simple and uses a point buy system of acquiring powers and skills. Your character’s attributes are rolled randomly and form the base of the game.
Abilities
Strength: Strength is a determining factor on how good your character is in close combat and how much damage they deal. Strength also determines how fast your character can move.
Dexterity: Dexterity determines how good your character is on his feet and how good he is with ranged weapons. Dexterity is also used to dodge attacks and make fancy moves in combat.
Endurance: Endurance determines how long your character can keep certain activities up with out getting tired and passing out. Endurance also determines how much pain your character can take.
Intelligence: Intelligence determines how smart your character is and how much he knows about the world.
Perception: Perception is how well your character can sense what is going on around him. This helps in combat.
Charisma: Charisma is how well your character deals with other people and how they treat people. Charisma also determines how well known he is in the hero community and the public.

After your character generates his abilities they determine other vital stats to the hero.
Secondary Stats
Health: The character has a certain health number that corresponds to how much damage the character can take. This is determined by multiplying the endurance by ten to get the characters health.
Power Points: Power points are determined by rolling 5D6 and multiplying by 10.
Popularity: Popularity for all characters start at 5. To determine popularity add the character’s charisma modifier to 5. If the character has a secret ID then he has two popularity ranks. The first one is for the super hero persona which is the number just determined, the other popularity number is for the secret ID. The second popularity is just the characters charisma modifier. Certain aspects of the character may change the characters popularity.
Money: Money is determined by a role of (5D6 + Cha Mod) x 50.
Contacts: Contacts are useful for acquiring useful equipment in your missions and getting information. Contacts start at one plus the characters charisma modifier. If the character has a negative charisma modifier it’s assumed that the character has only one minor contact.

Then the player must choose the source of the characters powers (mutation, equipment, etc). The different power sources are in the race section.

Then the character must determine his feats and skills. A starting character gets four feats and skill points equal to (5 + Int mod) x 4.

Finally the character must choose his powers. The number of powers a character gets depends on his power source, the available powers are limited if the character is a technological hero.

Ability Score Generation

Most of the characters are going to have above average ability scores and that is reflected in the way that the ability scores are generated. To generate your character’s abilities you roll 4D6 and ignore the lowest number. After that you may add 1D6 to two abilities or 2D6 to one ability. Ability modifiers are +0 at 10/11 they go up 1 every pair above them and down 1 every pair below. Ability modifiers are added to skill checks with that ability as the base ability.

Character Races

The character’s race is not really a race it is merely the source that the character’s power is derived from. The source of the characters power gives them bonuses and penalties. The following are the usual power sources.

Mutant
A mutant’s cells underwent some sort of mutation and gave the mutant special powers and abilities. Mutants are looked down on by normal people for no reason other than they are mutants. Many mutants are beaten and killed for no reason.
+2 to endurance
Popularity starts at 0
Mutants gain one feat
Mutants start with two powers
All mutants can choose the X-Men as a bonus contact

Enhanced Human
An enhanced human gained their power either by being exposed to radioactive particles or by genetic engineering. Either way the character gains their powers later in their life and are treated as normal humans.
+2 Strength
Enhanced humans start with 3 powers
Enhance humans gain 4 skill points

Technological
Technological heroes use some sort of technology to give them their special powers. It is either a powerful suit of armor or special item that gives him these powers.
+2 Intelligence
Technological heroes gain one feat
Technological heroes start with 2 powers

Normal
Normal heroes are normal people who have lots of training to make up for their lack of special powers. A normal hero relies on his weapons and ingenuity to get things done and is capable of thinking things up on the fly.
Normal heroes gain three bonus feats
Normal heroes gain 8 skill points
Normal heroes have no powers
Normal Heroes gain 1 contact point

These are the basic sources of powers although there are others that a character can use if the GM approves it.

Contacts

There are many types of contacts that the character can have and all give the character certain bonuses. The better the contact is the more contact points it costs the character. There are six types of contacts that the character can start with and each has a different function for the character. There are three different quality ranks of contacts and two different services they can provide.

Minor Intelligence
A minor intelligence contact costs 1 contact point and is capable of getting the character basic knowledge. The character could find out who is leading a particular gang or low level classified information in a local area.
A local thug, or local cop.

Minor Equipment
A minor equipment contact costs 2 contact points and is capable of getting the character illegal weapons as long as the character can afford it. A minor equipment contact deals mainly in small arms, although the character could get a missile launcher or something along similar lines if he pays extra.
A local shop owner.

Average Intelligence
An average intelligence contact costs 2 contact points. Average intelligence contacts can get the character information that is classified at a low level or at a high level if the contact is based in a local area.
Local gangster boss, highly placed law enforcement officer.

Average Equipment
An average equipment contact costs 3 contact points. An average equipment contact can get the character any weapon at a normal price. The average contact can also rent out vehicles to the character for a small fee. An average equipment contact could also get the hero medical attention without going through the hospital.
A local military base commander.

Excellent Intelligence
An excellent intelligent contact costs 3 contact points. An excellent intelligent contact can get the character highly classified reports and super secret reports on a local level.
A highly placed law enforcement officer, or average intel officer.

Excellent Equipment
An excellent equipment contact costs 4 contact points. An excellent equipment contact can get any weapon or vehicle to the character at normal costs and can loan out military hardware (tanks, planes, etc). An excellent equipment contact could supply bionic parts for the hero is he loses a limb.
An organized crime fighting group (X-Men, Avengers, etc)

An organized unit may require the character to pay yearly dues to receive services and equipment.

Popularity

Popularity is a rating of how well liked your hero is. The more good deeds the character does the higher their popularity will be. A character’s popularity can also be decreased by bad publicity or by criminal activities.

Popularity increases
Publicist: If your hero is wealthy they could hire a publicist to help their popularity. Every time the publicist gets paid your popularity goes up one due to the press release.
Crime Fighting: If your character stops a crime there is a fifty percent chance that the character will be mentioned in the paper and their popularity will go up one.
Saving World: If your character stops a villains attempt to takeover or destroy the world the character gets an eighty percent chance of being mentioned in the news and gains 2 popularity points.

Popularity Decreases
Commit Crime: If your character commits a crime or is framed for a crime there is a fifty percent chance that the character will be mentioned in the news and lose one popularity point.
Press Smear: Every time your character does something heroic there is a ten percent chance that the press will attack the character just because they are different. If the press smears the character they lose 1 popularity point and there is an additional five percent chance that the press will smear the character again.

A character’s popularity determines how NPCs will treat your character. If the character has a popularity of over ten all law enforcement officials will help him. If the characters popularity is between 0 and 9 it is up to the GM to determine the NPCs treatment of the character but the higher the popularity the more likely they are to help the character. If a character has a negative popularity the NPCs will try to stop what the character is doing no matter what it is. Popularity can not go below -10 or above 20. These rankings determine an NPC‘s initial reaction to the character. The reaction may be changed by a diplomacy check.

Skills

A character is good at doing certain things and that is reflected in the character’s skill scores. Every skill has a base ability and gains the ability modifier. A character can only put 4 points into a skill to start with.

Skill Checks
Whenever a character attempts to use a skill he must roll a D20. If the roll plus modifier is greater than the Difficulty number the character succeeds at whatever they were trying to do.
Taking Ten
Whenever a character is not in a hurry they may take twice the normal time required to do something and take a 10 instead of rolling a D20.
Taking Twenty
When a character has a ton of time they may take four times the normal time required to do something and take a 20 instead of rolling D20.
Opposed Rolls
When two characters are directly opposing each other they both roll their skill and whoever rolls higher succeeds.

Skill / Base Ability / Use Untrained
Alchemy / INT / N
Appraise / INT / Y
Balance / DEX / Y
Bluff / CHA / Y
Brawl / STR / Y
Brawl Parry / DEX / Y
Climb / STR / Y
Computer Use / INT / Y
Craft / INT / N
Demolitions / INT / Y
Diplomacy / CHA / Y
Disable Device / INT / N
Disguise / CHA / Y
Entertain / CHA / Y
Escape Artist / DEX / Y
Forgery / PER / N
Gather Information / CHA / Y
Handle Animal / PER / Y
Hide / DEX / Y
Intimidate / CHA / Y
Jump / STR / Y
Knowledge / INT / N
Listen / PER / Y
Melee / STR / Y
Melee Parry / DEX / Y
Move Silently / DEX / Y
Navigate / INT / N
Pilot / PER / N
Profession / INT / N
Read/Write Language / INT / N
Repair / INT / Y
Ride / DEX / Y
Search / PER / Y
Sense Motive / PER / N
Shooting / DEX / Y
Sleight of Hand / DEX / Y
Speak Language / INT / N
Spot / PER / Y
Survival / PER / Y
Swim / STR / Y
Treat Injury / INT / N
Throw / DEX / Y
Tumble / DEX / Y
Wilderness Lore / PER / N

Skill Descriptions

Alchemy
Alchemy is used to mix chemicals to produce a desired compound. The DC is determined by what the character is attempting to make.
Creation / DC / Cost of Materials
Acid / 15 / 50
Poison / * / *
Incendiary / 20 / 100
Explosive / 25 / 150
Acid: for every five points over the DC the acid does 1D6 damage to whatever it touches.
Poison: the character chooses the type of poison that they will attempt to make. The type determines the cost, DC, and uses.
Incendiary: for every five points over the DC the incendiary has a range of +5’. Anything or anybody in that range takes 6D6 fire damage and has a 50% chance of catching on fire. If the check fails the character must make a tumble check with DC of 15 or take 6D6 fire damage.
Explosive: the character chooses the type of explosive that they will attempt to make. They type determines the cost, DC, and uses. If the check fails the solution blows up and the character must make a Tumble check with DC of 20 or take 10D6 damage from the explosion. If the character succeeds the Tumble check they only take 5D6 damage.

Appraise
Appraise is used to judge the worth of an object. Different types of objects have different DCs and the result determines what the appraise check determines. The result determines how much the seller gets for the object. Characters may make an opposed roll and the difference determines the cost. Use the buyers result as the DC for the seller.
Object / DC
Common / 15
Uncommon / 20
Rare / 25
Unique / 35
Check / Result
-10 / 50% of price
-5 / 75% of price
0 / 100% of price
+5 / 125% of price
+10 / 150% of price
+15 / 175% of price

Balance
Balance is used for the character to stay on their feet on uneven or slippery surface.
Surface / DC
Icy / 20
Slanted 25 degrees / 15
Slanted 45 degrees / 20
Slanted 60 degrees / 25
Slanted 80 degrees / 30
Greased / 20

Bluff
Bluff is used to lie. The more believable the lie the easier it is to tell. A character can also use this to flirt. The character may go against a base DC of 20 or make an opposed roll against the targets Sense Motive or Perception
Relationship / Modifier
Related / -10
Friends / -5
Acquaintance / 0
Not known / +5
Enemy / +10
Plausible Lie / -5
Unlikely / 0
Unbelievable / +5
Impossible / +15

Brawl
Brawl is used in combat to fight unarmed. See combat section for details.

Brawl Parry
Brawl Parry is used to dodge unarmed attacks. See combat section for details.

Climb
Climb is used when your character is attempting to climb over something. The climb DC is determined by the surface that the character is trying to climb. The character can climb a distance equal to half their speed.
Surface / DC
Slanted / 25
Wall / 20
Straight / 30
Hand Holds / -5
Wet / +5

Computer Use
Computer Use is for when your character is attempting to break into a computer or program something. When attempting to hack something the DC is determined by a Computer Use check of the character who made the code. The DC to program a computer or droid is determined by what the character is attempting to program.

Program / DC
Equation / 10
Game / 20
Sequence / 25
AI / 45
Simple / -10
Complex / +5

Craft
Craft is a collection of abilities that the character uses to make objects. There are many different types of craft skills and each one allows the character to make an object. A character must choose what they can craft when they choose this skill (EX: weapon smithing, basket weaving, book binding). The character chooses what he wants to make and the GM sets an appropriate DC. The character must spend 75% of the items cost for raw materials.

Demolitions
Demolitions is used by character when they are setting up explosives. The DC is determined by the effect the character wants to create and the material being used. A failed check will cause the explosive to detonate prematurely and cause the character damage.
Material / DC
C-4 / 15
Plastique / 20
TNT / 10
Cross Wired / 30
Effect / DC modifier
Sequential / +5
Implosion / +10
Collapse / +5
Sequential: A sequential explosion will detonate every explosive in a row. This has no special effect besides looking cool.
Implosion: An implosion will blow out and then suck everything back in. This very difficult but has bonuses. After the explosion the sucking in causes a 50 mph wind and does 2D6 damage to everybody who was in the blast range.
Collapse: A collapse causes a building to fall down on itself. This defends against collateral damage and is better at weakening a buildings structural integrity. The explosion does an extra 4D6 damage to the building.

Diplomacy
Diplomacy is similar to bluff although you are not making up a lie. Diplomacy is used when you want to convince somebody of something. Diplomacy uses the same table as bluff for DC modifiers.

Disable Device
Disable Device is used when your character tries to sabotage a vehicle or stop a security alarm. The harder the target is to sabotage the more time it takes.
Device / Rounds / DC
Simple / 1 / 10
Tricky / 1D4 / 15
Difficult / 2D4 / 20
Wicked / 2D4 / 25-40

Disguise
Disguise is used to change your features so that people won’t recognize you. A Disguise check is an opposed check against the targets spot check.
Disguise / Modifier
Minor Details / +5
Change Sex / -2
Change Species / -2
Change Age / -2
Change Class / -2
If you are imitating a certain person the target gets a bonus depending on how well they know that person.
Familiarity / Modifier
Recognizes on Sight / +4
Friend / +6
Close Friend / +8
Intimate / +10

Entertain
Entertain is used to earn money by playing an instrument, singing, acting, or anything similar. A character could have many different Entertain skills for different things.
Check / Profit
0-10 / 0
11-15 / 1D6 x 10 Dollars
16-20 / 2D6 x 10 Dollars
21-25 / 3D6 x 10 Dollars
26-30 / 4D6 x 10 Dollars
31+ / 5D6 x 10 Dollars

Escape Artist
Escape artist is used to escape from tight spots or when your character is tied up. Escape Artist is also used to escape from an opponents grapple.
Restraint / DC
Ropes / 15
Net / 20
Handcuffs / 30
Tight Space / 30
Grapple / Opponents Brawl check

Forgery
Forgery is used to fake an official document. A skilled forger can create ID’s, Visas, and Passports.
Document / DC / Cost
ID set / 30 / 1000
Visa / 20 / 200
Passport / 25 / 250
ID set: An ID set allows a character to create a new “personality” for himself. This is useful in case the character is wanted. The character may use the new ID to elude his pursuit. The ID set contains the following; Driver’s license, Birth Certificate, Social Security Card and whatever additional things the GM approves.
Visa: A visa allows a character to enter foreign countries and stay in them for a certain period of time. When the character is traveling abroad he may forge a visa so they can stay longer.
Passport: A passport is required to travel across most borders. A character can create a passport to gain access to countries.

Gather Information
Gather Information is used when a character wants to gain information about the area they’re in. A character can talk to certain people who can gain this information the character can learn specific facts or get a general idea of what is going on. The DC for gaining general info is 15. The DC for specific information is higher depending on how hard it is to find.

Handle Animal
Handle Animal is used by the character to deal with animals. A character may attempt to lead an animal, teach an animal, or calm an animal.
Task / DC
Handle Domestic Animal / 10
Push Domestic Animal / 15
Teach Animal Task / 15
Teach Animal Unusual Task / 20
Rear a Wild Animal / 15 + level
Rear a Deadly Animal / 20 + level
Train a Wild Animal / 20 + level
Train a Deadly Animal / 25 + level
Handle Domestic Animal: A character may attempt to lead a trained animal and command it.
Push Domestic Animal: A character may attempt to have a trained animal do more work than usual.
Teach Animal Task: A character may attempt to teach an animal several tricks. You can train up to three animals of the same type at a time. An animal may only be trained for a number of general purposes equal to it’s Intelligence modifier. An animal may be taught the following things and similar tasks; guard, attack, carry riders, heavy labor, hunt, track, or fighting.
Teach Animal Unusual Task: A character may train animals unusual tasks. The character may work with only one animal at a time. The character may learn any task that is not a common task.
Rear Wild or Deadly Animal: A character may attempt to rear an animal from birth. The character may work with up to three animals of the same type at a time. The animals may learn a few tricks while being domesticated or later.
Train Wild or Deadly Animal: A character may attempt to train a wild or deadly animal like a domesticated animal.

Hide
Hide is used when a character is attempting to avoid being spotted and is staying in one place. A hide check is always an opposed check against the opponents search check.

Intimidate
Intimidate is used to influence what people are going to do. An intimidation check is always opposed by the targets intimidate check.

Jump
Jump is used is attempting to jump over something. A character jumps a minimum distance and a maximum distance that is determined by the character’s height.
Jump Type / Min Dist / Dist above Min / Max Dist
Running / 6’ / +1/3’ every 1 point above 10 / Height x6
Standing / 3’ / +1/3’ every 2 points above 10 / Height x2
Running High / 3’ / +1/3’ every 4 points above 10 / Height x1.5
Standing High / 3’ / +1/4’ every 4 points above 10 / Height
Back Jump / 1’ / +1/4’ every 4 points above 10 / Height x 1.5
If you have more than 10 ranks in tumble every maximum distance is doubled.

Knowledge
Knowledge shows how much the character has studied a certain topic and is useful in recalling information. A character can have a knowledge check for any topic. Using a knowledge check for easy information has a DC of 10, for basic information the DC is 15, and for rare information the DC is 20+.

Listen
Listen is used to hear other people’s conversations and if somebody is trying to sneak around. The DC for a listen check is determined by what the character is trying to hear and is modified by any interference. Listen is also an opposed roll against move silently checks.
Modifier / DC
10’ away / +1
through a door / by material
through a wall / +10

Move Silently
Move silently is used when your character is sneaking around somewhere. Move silently is always opposed by a listen check. The character suffers a -5 penalty to move silently for every move rank above cautious movement.

Navigate
Navigate is used by pilots to plot a course to fly. It is also used by travelers to plan the way they want to go. A character requires a map or computer to use this skill. The DC starts at ten and increases by 1 every ten miles.

Pilot
Pilot is used to drive or fly any vehicle. The pilot DC is determined by speed and if the character is attempting any maneuvers. See the vehicle section for more information on the Pilot skill. The pilot skill encompasses many different areas. A character must choose the type of vehicle his pilot skill applies to, the character may have more than one pilot rank. The areas include: hovercraft, wheeled, fighter, transport, helicopter, ship, and boat.

Read/Write Language
Read/Write language gives the character the ability to read and write in other languages. There are no skill checks for this skill. Every time the character gains a rank in this skill they can choose a new language that they can read and write. The character must be able to speak a language before he can read and write that language.

Repair
Repair is used to fix something or to modify it. The GM sets the DC and time required judging by the amount of damage to fix. The character may attempt to make jury-rigged repairs which lower the DC by 5 but every time the object is used there is a 10% cumulative chance of failure.

Ride
Ride is used to ride animals. The DC is set by the animals resistance to riders found in the description of the animal.

Search
Search is used to find small objects or irregularities. The GM sets the search DC according to how difficult it is to find the object or irregularity.

Shoot
Shoot is used by the character when they are shooting a gun or a bow. It is always opposed by the target’s tumble check.

Sleight of Hand
Sleight of Hand is used to perform small tricks or to steal objects. To perform a small trick the character must succeed against a base DC of 10, add 5 to the DC for every observer. A character may attempt to steal something against an opposed spot check by the target.

Speak Language
The character may take this skill and learn to speak a new language.

Spot
Spot is used to find hidden characters or somebody attempting to steal from you. A spot check is always an opposed check. The character suffers a -1 penalty to their spot check for every 15’ away they are from the thing they are looking for.

Survival
Survival is used to find food and shelter and the like when stuck in the wild. A character may make a survival check to gain certain benefits. The character also makes a survival check when attempting to track something.
DC / Bonus
10 / Move 1/2 overland speed a day and provide food for 1 person for every two points over 10
15 / Gain +2 bonus against severe weather while moving 1/2 overland speed a day, or +4 bonus if the character remains stationary. The character can give this bonus to another character for every point over 15
15 / Avoid getting lost and natural hazards

Swim
Swim check is made to stay afloat when in water. The DC depends on the condition of the water. If a character succeeds their roll they may move 1/2 speed as a full round action or 1/4 speed as a move action. If a character fails the check by more than 5 they start drowning (see ‘drowning’ in later section).
Water / DC
Calm / 10
Rough / 15
Stormy / 20

Throw
Throw is used when your character is using a thrown weapon or is attempting to throw a melee weapon. A throw check is always opposed by the target’s tumble check.

Treat Injury
Treat Injury is used by the character to help a sick friend. The DC is determined by what the character is attempting to do.
Task / DC
First Aid / 15
Long Term Care / 15
Treat Poison / Poison’s DC
Treat Disease / Disease’s DC
First Aid: First aid is used to stabilize a character who is dying and has no HP left.
Long Term Care: Providing long term care means treating a character for a day or more. The character regains HP twice the normal rate.
Treat Poison: If you are treating a character they may take your check in place of their own Endurance check.
Treat Disease: If you are treating a character they may take your check in place of their own check against the disease.

Tumble
Tumble is used by the characters to avoid being attacked by ranged weapons. Tumble is also used to move through or around other characters. A character may make a tumble check with DC of 15 to move around an attacker without provoking an attack of opportunity, the character moves up to 15 feet. The character may attempt to move through a space where an attacker is with a DC of 25, the character may move up to 15 feet.

Feats

Feats offer the character something that permanently affects the character. Every character starts out with a certain number of Feats to choose.

Feat List

Shooter
Prerequisites: Shooting 4+
The character suffers no penalty when using a ranged weapon.

Brawler
Prerequisites: Brawling 4+
The character does 1D6 points of unarmed damage.

Slasher
Prerequisite: Melee 4+
The character suffers no penalty when using melee weapons.

Weapon Finesse
Prerequisite: Slasher
The character may add dexterity modifier to attacks with a melee weapon instead of strength. This feat may be taken multiple times and applies to a different weapon each time.

Weapon Focus
Prerequisite: Shooter, brawler, or slasher
The character adds one to attack rolls with any weapon. This feat may be taken multiple times and applies to a different weapon each time.

Weapon Master
Prerequisites: Weapon Focus
The character adds 2 to damage of any weapon. This feat may be taken multiple times and applies to a different weapon each time.
Two Weapon Fighting
Prerequisites: Melee +3, Shooting +3
The penalty for fighting with two weapons is reduced by two.

Ambidexterity
Prerequisites: Dexterity 15+
The penalty to off hand fighting is decreased by two.

Armor Proficiency
Prerequisites: -
The character may use any type of armor with no penalty.

Alert
Prerequisites: -
The character gains a +2 bonus to initiative checks.

Dodge
Prerequisites: Dexterity 13+
The character may gain a +1 bonus to dodge rolls against one opponent.

Mobility
Prerequisites: Dodge
The character doesn’t stop when they move adjacent to an opponent.

Spring Attack
Prerequisites: Dodge, Dex 13, Melee +6
You can move both before and after making an attack as long as the distance isn’t greater than your speed. You can’t use this feat when wearing heavy armor.

Power Attack
Prerequisites: Str 14+
You may subtract up to five from your melee attack roll and add that number to your damage roll.

Cleave
Prerequisites: Power Attack
If you kill an opponent you may immediately make an attack against a target in your immediate vicinity.

Great Cleave
Prerequisites: Cleave, Melee +9
As cleave but there is no limit to the number of times you may use it in a round.

Whirlwind Attack
Prerequisites: Spring Attack, Great Cleave, Melee +9, Tumble +6
When you perform a full attack action you may give up your normal attacks and make an attack at your full attack bonus against all opponents within 6 feet of you.

Weapon Finesse
Prerequisites: Slasher
The character may add dexterity modifier instead of strength modifier to melee rolls.

Improved Weapon Finesse
Prerequisites: Weapon Finesse, Dexterity 15+
The character adds both dexterity and strength modifiers to melee rolls.

Burst of Speed
Prerequisites: -
The character may run at five times normal speed.

Track
Prerequisites: -
A character may follow a character or creature. The base DC is determined by the surface type and modified by what the character is tracking. You move at half speed and must make a survival check every hour.
Surface / DC
Very Soft / 5
Soft / 10
Firm / 15
Hard / 20
Condition / Modifier
Every 3 targets / -1
Fine / +8
Diminutive / +4
Tiny / +2
Small / +1
Medium / +0
Large / -1
Huge / -2
Gargantuan / -4
Colossal / -8
Days passed / +1
Hour of rain / +1
Fresh snow cover / +10
Overcast or moonless / +6
Moonlight / +3
Fog / +3
Target hides trail / +5

Photographic Memory
Prerequisites: Intelligence 15+ The character gains a +4 bonus to all knowledge checks of subjects that the character has ranks in.

Additional Powers
Prerequisites: Psionics Power
The character learns 5 more psionic powers. This feat may be taken multiple times.

Additional Spells
Prerequisites: Magic Power
The character learns 5 more spells. This feat may be taken multiple times.

Point Blank Shot
Prerequisites: -
Add 1 to all ranged attacks within 30 feet.

Far Shot
Prerequisites: -
When using a projectile weapon its range increment is increased by half. When using a thrown weapon the range is doubled.

Precise Shot
Prerequisites: Far Shot You may fire at a target in melee without suffering the normal -4 penalty.

Rapid Shot
Prerequisites: Shooter +8, Dex 15+
You may make an extra ranged attack at your highest bonus but each attack suffers a -2 penalty.

Shot on the Run
Prerequisites: Shooter +9, Dodge
When making a ranged attack you may move before and after making an attack as long as the distance you travel isn’t farther than your speed. You may not use this when wearing heavy armor.

Multishot
Prerequisites: Shooter +10, Rapid Shot
When using multifire or autofire on a weapon the penalty is decreased by 2

Martial Arts
Prerequisites: Brawl +6, Brawler
A character may take this feat multiple times. Each time the character takes this feat they may choose another style of martial arts. See the unarmed combat section for more information.

Maximize Power
Prerequisites: -
You may make your power do the maximum amount of damage but it costs twice as much power points to use.

Enhance Power
Prerequisites: -
You may make a power do 1 1/2 times normal damage, the power costs 15 more points to use.

Extend Spell
Prerequisites: -
You may make a power last twice as long as usual, the power costs 20 more points to use.

Improved Disarm
Prerequisites: Power Attack
When you attempt to disarm an opponent the target does not get an attack of opportunity nor an attempt to disarm you.

Improved Trip
Prerequisites: Power Attack
When you successfully trip an opponent in melee combat you may make another attack as if you hadn’t used the attack to trip your opponent.

Powers

The powers that a character can obtain are determined by his power source. Mutants and enhanced characters can choose from any power but a technological hero may only choose the powers marked with a star like this*. Charge Object: The character is able to charge 1 pound of material in a round. This charged material explodes with 6D6 damage when it contacts something. The charge lasts for 5 rounds. This costs 5 PP every round it is used.

Quick Healing: The character heals at an accelerated rate. A character with quick healing heals two HP every round. This power requires 10 PP in reserve.

Rapid Healing: This Power requires the character to have quick healing. The character heals at an even faster rate. The character heals 5 HP every round. This power requires 20 PP in reserve.

Heat Object*: The character is able to heat up 1 pound of material in a round. This heated material does an additional 4D6 fire damage. Any flammable material catches on fire. The charge lasts for 5 rounds. This costs 5 PP every round it is used.

Cool Object*: The character is able to freeze 1 pound of material in a round. This frozen material does an additional 5D6 cold damage. The charge lasts for 5 rounds. This costs 5 PP every round it is used.

Teleport: The character is able to ‘jump’ a distance instantaneously. The character may jump any distance but the farther they jump the more PP it costs. It costs 1 PP for every 10’ the character jumps.

Laser: The character is able to emit a laser beam from a certain part of his body. The character chooses the body part that the laser beam is emitted from. The character may emit a laser beam that does 10D6 damage. Each beam costs 15 PP and is treated as a ranged weapon.

Control Weather: The character gains partial control over the weather and allows her to control the winds. The character may call a wind that affects people as normal wind does. The character is unaffected by this wind. This costs 5 PP for every five mph the wind is blowing.

Call Lightning: This power requires the character to have the control weather power. The character may summon a lightning bolt that does 10D6 damage. This requires 20 PP.

Greater Call Lightning: This power requires the character to have the call lightning power. The character may summon a lightning bolt that does 10D6 damage and targets as many opponents the character wants. This power requires 25 PP for every target.

Fire Creation: This power allows the character to create a flame of fire. The flame of fire can be held by the character without causing them harm. The fire can be small enough to fit in the characters palm or large enough to cover a house. The fire can be thrown as a ranged weapon. The fire does 4D6 fire damage and lights flammable objects on fire. The fire creation costs 5 PP for every square foot of fire created.

Fly*: This power allows the character to fly through the air like a bird. The PP cost is determined by the speed and the duration. This power costs 1 PP for every ten feet per round above 50, and 5 PP for every round.

Incredible Strength*: This power gives the character a huge boost to strength. The character temporarily gains a strength score of 2x normal. This power costs 5 PP a round.

Super Speed*: This power gives the character a boost to speed. The PP needed in reserve depends on the speed the character is moving at. For every 10 feet per round increase the character needs 5 PP in reserve.

Fire Resistance*: This power gives the character the ability to ignore the first 20 damage points from a fire source. This power requires 20 PP in reserve.

Ice Resistance*: This power gives the character the ability to ignore the first 20 damage points from an ice source. This power requires 20 PP in reserve.

Pain Resistance*: This power gives the character the ability to ignore the first 20 damage points from a physical source. This power requires 20 PP in reserve.

Read Mind: This power allows the character to see surface thoughts of the target. The character can determine only what the target is thinking about at that time. This power requires 10 PP.

Deep Mind: This power requires the character to have the power read mind. This power allows the character to see deep into the target’s mind. This power requires two rounds before the character can see the thoughts. Once the character has read the target’s thoughts the character may look through and see anything that the target knows about. This power costs 25 PP.

Detect Mutant: This power requires the character to have the power read mind. This power allows the character to detect any mutant within 10 miles. The character knows exactly where every mutant in that range is. This power requires 5 rounds before the character finds any mutants. This power costs 20 PP.

Danger Sense*: This power allows the character to know when any enemy comes within 50’. The character gains a +2 bonus to initiative checks and can’t be caught unaware. This power requires 30 PP in reserve.

Improved Sense*: This power gives the character a bonus to certain skill checks depending on the improved sense. This power requires 15 PP in reserve.
Smell: Gains a +4 bonus to all search checks and Wilderness Lore checks when tracking.
Sight: Can see in the dark for 60’ but only sees in black and white.
Hearing: Gains a +4 bonus to all search and listen checks.
Touch + Taste: No bonus

Enhanced Sense*: This power requires that the character has the Improved Sense for the sense. The Character gains a bonus to certain skill checks for a limited amount of time. This power requires 10 PP for every round it is used.
Smell: Gain a +8 bonus to search checks and wilderness lore checks when tracking.
Sight: Can see in the dark for 90’ and sees in color.
Hearing: Gains a +8 bonus to search and listen checks.
Touch: Gains a +6 bonus to sleight of hand and climb checks.
Taste: Can tell if food is poisoned before it affects the character.

Spider Walk*: The character is able to walk on walls and ceilings. The character gains a +8 bonus to climb and may walk upside down on the ceiling by making a climb check with DC of 15. This power costs 20 PP every round it is used.

Psionics: The character is able to use psionic abilities to attack enemies and defend himself. The power cost is determined by the psionic power used. The character starts out knowing 10 psionic powers.

Magic: The character is able to use magic spells to attack enemies and defend himself. The power cost is determined by the spell cast. The character starts out knowing 10 spells.

Power Drain: The character is able to drain PP and HP from other characters. When using this power the character gains the abilities of the target character for a duration equal to the time the character was in contact with the target. To use this power the character must touch the targets skin with a touch attack. The touch drains 5D10 PP and 4D6 HP every turn the character is touching the target. This power costs 30 PP every round it’s used.

Transformation: The character is able to take the shape of other living things. The character must know what the thing looks like to assume its shape. The thing can way no less than one hundred pounds than the character and no more than 200 pounds. The character gains a +8 bonus to disguise checks against sight. If a hero with improved or enhanced sense of smell see the character they gain a +8 bonus to any spot check to notice the character. The power can last for up to 8 hours and costs 100 PP to change.

Example Character Generation

To start out with I roll my ability scores. I start out with three 17’s, a 15, a 14, and a nine (Yes I really rolled these scores). I decide to add 1D6 to two scores. I roll two sixes and add them to the 9 and the 14. My final scores are a 20, three 17’s, and two 15’s. I want my character to be tough so I’ll put the 20 in endurance, a 17 in strength, dexterity, and perception. Then I put a fifteen in charisma and intelligence. (Most people won’t roll these types of scores I just got lucky) Next I choose my characters source of power. I want to become an X-Man eventually so I’ll make my guy a mutant which boosts my endurance up to 22. Figuring out the numbers my health is 220, my power points are 39, my popularity is 0, my money is 30,000, and I have 3 contact points to spend. I’ll put the three contact points into an average equipment contact. Next I put my skill points into place. My guy is definitely going to be a rough and tumble fighter thanks to his high endurance although he is good at ranged shots too. So I’ll give him 4 points in brawl, melee, brawl parry and melee parry. Then I’ll put 2 points in shooting and Intimidate. So my skills end up being brawl 7, brawl parry 7, melee 7, melee parry 7, shooting 5, tumble 5. Next I choose my feats and I have five feats to choose. I’m going to take brawler, slasher, weapon focus: rapier, weapon focus: knife, weapon finesse: rapier. My character is shaping up to be a rough and tumble boxer who is capable of using quick moves with his rapier. Next I choose my powers. I’ll take charge object so my character can charge his rapier before sticking it into somebody and quick healing so he doesn’t take too much damage. So my character ends up looking like this.

Name: Guy Lereoux Age: 21
Health: 220 Power: 39 Popularity: 0 Money: 30,000
Abilities Strength: 17 Dexterity 17 Endurance 22 Intelligence 15 Perception 17 Charisma 15
Skills: Brawl 7, Brawl Parry 7, Melee 7, Melee Parry 7, Shooting 5, Tumble 5
Feats: Brawler, Slasher, Weapon Focus: Rapier, Weapon Focus: Knife, Ambidexterity
Powers: Charge Object, Quick Healing
Equipment: