TEXT: 1 
   
   
   
  Beyond Good 
  and Evil 
   
   
   
   
   
   
   
   
  Version  1.0 
       
   
   
   
            Collin Terrell 
   
   
   
   
   
   
   
   
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at 
  www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the 
  quality, viability, or suitability for purpose of this product. 
  
  2 
   
  Acknowledgements: 
  This was my first crack at trying to write a Comic Book-based setting in Savage Worlds.  The genesis of 
  Beyond Good and Evil was an attempt on my part to broaden and flesh out the Necessary Evil rules 
  supplement published by PEG (you should get a copy).  Clearly, the inspiration I’m drawing from most 
  heavily here is my love of “Super Team” oriented Marvel Comics properties – X-Men, Alpha Flight, 
  Avengers – you get the idea. 
   
  I also made heavy use of the UGO paper doll builder for this, which I recommend you check out. 
   
  Setting & Flavor:  
  This campaign is set on Earth and its immediate extra-terrestrial environs around the year 2020.  It is an 
  alternate reality setting where super heroes and super villains are a normal part of life.  This is intended to 
  support campaigns with high-powered “Supes” pulling off world-spanning exploits.  Players are 
  encouraged to play on whichever side of Law and Order they wish. 
   
  History: 
  For as long as people can remember, super powered individuals have been a part of life, but most 
  operated alone and kept themselves isolated from “normal” society.  With the advent of mass media -- 
  newspapers, television and radio -- these super individuals couldn’t hide anymore: their exploits and faces 
  were plastered everywhere around the globe.  Super beings became an obsession for the Normals; 
  regular mortals idolized them as celebrities and followed their deeds like sports teams.  Naturally, some 
  super beings chose to use their powers for personal gain – after all, why should they take a back seat to 
  weak Normals?  Others stepped up to protect their unpowered friends and relatives and tried to stop 
  these super criminals.   
   
  Thus, in the 1950s and 60s, the first formal Supergroups began to form.  From that point on, Super Heroes 
  and Super Villains have waged very public and very explosive war against each other.  Villains became 
  more ambitious and sought to take over the world numerous times in a variety of capers and schemes.  
  Heroes pooled resources to stop these plots and knock the villains who planned them out of commission.   
   
  Now, in the year 2020, there have never been more plots, more capers and more strife between heroes 
  and villains.  The time is ripe for a new group of heroes or villains to take the spotlight and tip the balance 
  of power one way or the other. 
   
  Character Creation: 
  One of the greatest things about playing in a Super Powers setting is that you can make just about any 
  sort of character you wish.  You have a wide array of powers to choose from and can mix and match them 
  to create whatever unique combination that suits you. 
   
  Before you start to design your character, think for a few moments about who he or she is.  What 
  motivates this character?  Where do their powers come from?  What sorts of things do you want them to 
  be able to do?  Are they a Hero, or a Villain?  Once you have a rough idea what you’re shooting for, 
  proceed with the following steps: 
   
  Step 1: Create a Normal Savage Worlds Character 
  The first stage of your Super’s development is to establish their unaugmented, human statistics.  Create a 
  character following standard Savage Worlds rules.  Select Attributes, Skills, Edges and Hindrances for your 
  character.  Human characters always gain 1 additional Edge for free as a racial bonus so don’t forget to 
  take it. 
   
   
  
  3 
   
  Step 2: Select a Super Background 
  All characters in this setting derive their Super Powers from a particular source.  This source is determined 
  by the Background the character comes from.  Select one of the following Backgrounds for your Super.  
  Apply any special rules that your Background choice requires. 
   
  Mutant:  
  Mutants represent the next stage in human evolution.  For whatever reason, they have spontaneously 
  developed Super Powers because of some anomaly in their genetic code.  Typically this mutation 
  manifests itself when the subject achieves puberty, but some mutations can be triggered by traumatic life 
  events.  Over time a mutant's powers will evolve and become richer.   
   
  Advantages: Because they are specialists, Mutants tend to have deep mastery over their chosen Power 
  Pool.  Their powers scale up quickly.  Mutants are the only ones who can access the Meta Power Pool. 
   
  Disadvantages:  Mutations express themselves in very specific ways.  A mutant character can only ever 
  have 1 Power Pool. 
   
  Special Rules: Gain 1 free Super Edge at creation; can only have 1 power pool (in addition to the Open 
  Pool which all characters receive).  Gain a +1 bonus to all Power Stunt rolls. 
   
  Available Power Pools: All except Tech, Magic, Space and Weird 
   
  Required Hindrances (one of the following): Young, Outsider 
    
   
  One Percenter:  
  One Percenters are the pinnacle of natural human development.  These superb individuals are defined by 
  their excellent physical and mental attributes.  One Percenters usually have one or two traits (Strength, 
  Agility, Smarts, etc.) that are much higher than normal.  Most One Percenter powers are extrinsic rather 
  than intrinsic -- they tend to rely on gadgets and gear to augment their natural gifts.  Over time, through 
  training, research and development a One Percenter can hone and enhance their skills. 
   
  Advantages: One Percenters, for the most part, look just like normal folks, albeit with exceptional 
  physiques.  They are able to blend in very well in normal society.  One Percenters excel in the Open Power 
  Pool.  They get a free Trait die bump at creation and gain a free Super Edge in the Open pool as well. 
   
  Disadvantages: One Percenters have the most limited list of Power Pool options of any background.  They 
  can't do anything really flashy or mystical without the aid of gadgets.  One Percenters can only select 1 
  Power Pool (in addition to the Open pool, which all characters receive). 
   
  Special Rules: Select 1 Power Pool at creation.  Gain 1 free Super Edge which must be spent in the Open 
  pool.  Gain 1 free die bump to any Attribute. 
   
  Available Power Pools: Tech, Magic, Combat 
   
  Required Hindrances: None 
    
  Construct:  
  Constructs are made, not born.  A Construct can be such things as an Android, Cyborg, Robot, Golem or 
  Undead creature.  Constructs also include Power Suited heroes.  Constructs do not suffer penalties for 
  Wound modifiers, have a +2 bonus to recover from being Shaken, are Immune to Poison and Vacuum and 
  suffer only 1/2 damage from Kinetic sources. 
  
  4 
   
   
  Advantages: Constructs start off tougher than most Supers.  They are highly durable. 
   
  Disadvantages: Constructs cannot naturally evolve their powers over time; all changes to their powers 
  requires mechanical intervention of some kind (i.e. upgrades, software downloads, magical rituals, 
  etc.).  Some Construct powers are generated by Devices making them vulnerable to destruction. 
   
  Special Rules: May select 2 Power Pools at creation and receive Construct traits 
   
  Available Power Pools: Tech, Magic, Combat, Space, Electricity, Radiation, Shadow, Earth 
   
  Required Hindrances (one of the following): Chewy Center (if Power Suited); Monster; Device Driven 
    
  Alien:  
  You come from another world or dimension.  The beings from your homeworld have superhuman 
  capabilities 
   
  Advantages: Aliens are versatile.  They have access to a wide range of Power Pools and gain either the 
  Weird or Space Power Pool for free. 
   
  Disadvantages:  Aliens can have a difficult time relating to humans.  Some aliens have a monstrous 
  appearance and others simply don't value human life.  Even those Aliens with the best of intentions are 
  just a bit awkward and out of synch with humanity. 
   
  Special Rules: Select 2 Power Pools at creation and add either the Weird or Space Power Pools as a free, 
  additional pool.  You must spend at least 1 Super Edge in either the Weird or Space pool. 
   
  Available Power Pools:  Fire, Sonic, Ice, Tech, Time, Combat, Space, Radiation, Electricity, Light, Shadow, 
  Psionic, Water, Weird, Earth 
   
  Required Hindrances (one of the following): Outsider, Monster, etc. 
    
  Transhuman:  
  Transhumans were once normal human beings without the barest hint of Super Powers who were 
  transformed by some event in their lives.  Transhumans all derive their powers from some kind of power 
  source: magical energy, mutagen, radiation, power cells, etc.  In order to acquire new or enhanced 
  powers the Transhuman must re-expose themselves to the power source that granted them powers in 
  the first place -- sometimes with dangerous results. 
   
  Advantages: Wide array of Power Pools to choose from 
   
  Disadvantages: Dependent upon Power sources to acquire new powers.  Exposure to Power Sources can 
  cause undesired side effects. 
   
  Special Rules: Select 2 Power Pools at creation. 
   
  Available Power Pools: All except “Meta” 
   
  Required Hindrances: Power Source 
   
   
   
   
  
  5 
   
  Step 3: Choose Power Pools 
  Depending upon the Background option you selected, you will have access to a certain number of Power 
  Pools.  Power Pools are thematic in nature and are intended to give your character’s power set a 
  distinctive flavor.  The available Power Pools are: 
   
  Fire 
  Ice 
  Earth 
  Water 
  Sonic 
  Nature 
  Electricity 
  Light 
  Shadow 
  Tech 
  Magic 
  Meta 
  Psionic 
  Combat 
  Time 
  Radiation 
  Weird 
  Space 
   
  There is also an Open Power Pool that all characters can utilize.  You don’t not have to choose the Open 
  Power Pool during creation to gain access to it.  See the Super Edges section for more details. 
   
  Step 4: Select Super Edges 
  Finally, you can choose Super Edges from within the Power Pools you have selected.  All new characters 
  can select 5 Super Edges initially.  Certain Backgrounds gain bonus Super Edges in particular Pools. 
   
  To run a lower powered setting, start characters off with 2 Super Edges each.  In higher powered settings, 
  give each character 10 Super Edges and consider unlocking access to Epic Edges.  See the Super Edges 
  section for more details. 
   
  If you are interested in a “quick start” there are some character creation aids which have been put 
  together to provide some randomized suggestions. 
   
  Costumes: 
  All super characters need to have a distinctive look.  Take some time to think about your costume – the 
  more outrageous the better.  If you need help crafting a look, try out this online paper doll utility:  
  http://www.ugo.com/channels/comics/heroMachine2/heromachine2.asp  
   
  Superhero Names: 
  For some great ideas on Super Hero or Super Villain names, try this website: 
  http://fly.hiwaay.net/~lkseitz/comics/herogen/  
   
  
  6 
   
  Edges, Skills & Hindrances: 
   
  New Skills: 
   
  Knowledge: Supers (Smarts) 
  You are a Super trivia buff.  You know the names of most Super Heroes and Super Villains and can identify 
  them on sight.  With a successful skill check you can identify some fact about the Super (i.e. their 
  affiliation, reputation, etc.)  A skill check may also be required to identify a lesser known Super 
  (particularly a novice Super).  With a raise you can identify the key powers of the Super. 
   
  Spellcasting (Spirit): 
  This skill is required to activate any Super Powers that rely on magic. 
   
   
  Super Hindrances:  
  Super Hindrances are epic character flaws that pertain only to Super Powered individuals. For each Major 
  Super Hindrance or each pair of Minor Super Hindrances you take during character creation, you can take 
  one additional Super Edge.  Normally you can only take a maximum of 2 additional Super Edges in this 
  fashion but you can take more if your Game Master will allow it.  
   
  Alien Form (Minor): Your appearance is monstrous, alien and otherworldly. It scares the hell out of 
  average folks. You suffer a -4 to Charisma even if you happen to be a really nice guy. You suffer great 
  difficulty dealing with people in mundane social situations.  
   
  Always On (Minor): One of your triggered powers is always active in some way that is inconvenient for 
  you. For example, characters with the Growth power are always large sized and can never enter standard 
  sized dwellings.  
   
  Archnemesis (Minor): Somewhere out there is a Super who has it out for you big time. This Super is more 
  powerful than you are and has a personal score to settle for some past slight. At the GM’s discretion, this 
  Archnemesis may show up and make an already bad day a whole lot worse for your character.  
   
  Chewy Center (Major):  Power Suited Supers are just normal folks underneath all that armor and 
  gadgetry.  Supers with this Hindrance still get knocked around pretty good even when their Power Suits 
  absorb most of the damage that would harm them.  Power suited Construct characters do suffer Wound 
  penalties. 
   
  Dependent (Minor): You have someone special in your life whom you are completely devoted to (i.e. best 
  friend, child, spouse, personal trainer, etc.) This person doesn’t have any Super powers but still insists 
  upon hanging around you and your Super cohorts. You will do absolutely everything in your power to 
  safeguard this person’s life. If your dependent dies, you become terminally depressed and heartbroken 
  and can only find peace when you claim vengeance against your dependent’s killer. 
   
  Device Driven (Minor/Major): (can be taken multiple times) One of your Powers is granted by a 
  technological or magical device that you possess. If this item is stolen, broken or compromised you lose 
  your power.   A Minor Device can be replaced in 1 day while a Major Device takes 1d6 weeks to replace. 
   
  Energy Vulnerability (Minor/Major): Pick an energy type (i.e. Fire, Cold, Electricity, Sonic, etc.) You have a 
  special weakness against this type of energy. If it is used against you, you suffer additional damage.  Minor 
  Energy Vulnerability means you suffer an additional 1d4 points of damage; Major Energy Vulnerability 
  means you suffer an additional 1d8 points of damage.  You may take this Hindrance multiple times for 
  multiple forms of energy.  
  
  7 
   
   
  Improbable Antithesis (Major): For whatever reason there is a substance, quality or condition that causes 
  your powers to cease functioning. This can be just about anything (i.e. Kryptonite, the color yellow, 
  innocent virgins, etc.)  With this Hindrance you are unable to use your powers directly on your antithesis 
  and cannot use your powers at all if you are within 1 square of your antithesis.  
   
  Hubris (Minor): Your sin is pride. You are so enamored with your Super Prowess that you cannot resist the 
  opportunity to hold forth on how incredible you are. This means stopping in mid-fight when the occasion 
  presents itself to boast about what you’re going to do before you do it. If you’re a villain, this means 
  revealing your diabolical plan right before you try to kill the heroes.  
   
  Out of Control (Minor): You are a loose cannon with your powers and can’t always keep them in check. 
  You are known to suffer from “Premature Powerfication”. Whenever you’re in a stressful situation, you 
  must succeed a Spirit check or accidentally fire off one of your abilities in an inappropriate way.  
   
  Power Limitation (Minor) (can be taken multiple times): One of your powers only works in a specific 
  situation, against certain kinds of targets, or when certain preconditions are met. Examples: If you are an 
  Animal Controller, your power only works on rodents; your power only works under the light of the moon; 
  you can only activate your power when you are angry, etc. You may take this Hindrance multiple times for 
  multiple powers.  
   
  Servitor (Minor/Major): Your Super is a thrall to some other greater power. While you have your own 
  plans and agendas, you ultimately serve at the whims of your master. If you have Major Servitor, you 
  cannot for whatever reason resist the commands of your master under any circumstances, even if the 
  command comes at a very inconvenient time.   Minor Servitors can make an opposed Spirit check to resist 
  the commands of their master. 
   
  Terminally Ill (Major): Your Super suffers from a terminal and incurable illness. At the beginning of each 
  play session draw a card. If you draw a Spade your symptoms are acting up and you’ll suffer a -1 penalty 
  to all rolls for the duration of the session. If you draw a Joker, you know you are about to die. At some 
  point during the game session you will expire, so don’t waste any time looking for a fitting way to go out.  
   
  Unusual Diet (Minor): Your metabolism works differently than that of a normal person. You require some 
  special kind of food that is not considered normally edible (i.e. metal, stone, uranium, diamonds, human 
  brains, etc.) If you do not eat your special food at least once every three days your powers are temporarily 
  suppressed. Though you are able to chew and swallow your chosen food, it does not mean you can eat it 
  in sufficient quantities to be used as a Super Power.  
   
  Super Edges: 
  Super Edges work just like normal Edges in Savage Worlds except that they entitle the character to use 
  Super Powers.  Super characters get 5 Super Edges at creation.  Many Super Edges can be taken multiple 
  times for increased results.  Up to 2 additional Super Edges can be taken if the character takes an 
  appropriate number of Super Hindrances (see above). 
   
  A special class of Super Edges called “Epic Edges” is locked in normal-power Super Hero settings but can 
  be unlocked with the Game Master's permission.   
   
  In a low-power campaign characters start off with only 2 Super Edges. 
    
  Super Edges and Trait Tests: 
  Many Super Edges just give flat statistical bonuses but others are tied to an Attribute.  Powers tied to an 
  Attribute require a Trait Test to use.  Powers that list more than one Attribute require the player to 
  
  8 
   
  choose which one they would like to link the power to.  This choice must be made during character 
  creation. 
    
  Attributes over d12: 
  Any attribute or skill over a d12 gains a second die.  The player rolls both dice and combines the result to 
  determine the success or failure of a Trait Test.  The second die increases at the standard rate (d4, d6, d8, 
  d10, d12).  The maximum Trait die a character can have is d12+d12. 
   
  Super Edges are arranged into Power Pools, thematic groupings of abilities that put some structure and 
  limit around the Edges a character can choose.  Power Pools are selected during character creation and 
  are tied to the character’s chosen background.  The table below shows which Power Pools each Super 
  Edge is tied to: 
   
   
  Fire 
  Ice 
  Earth 
  Water 
  Sonic 
  Nature 
  Fire Blast* 
  Ice Blast* 
  Seismic Slam* 
  Aquatic 
  Sonic Blast* 
  Animal 
  Control* 
  Fire Control* 
  Ice Control* 
  Earth Control* 
  Animal Control 
  (Aquatic) 
  Sonic Control* 
  Plant Control* 
  Explode 
  Damage Field 
  (Ice) 
  Earthquake 
  Weather 
  Control* 
  Broadcast* 
  Weather 
  Control* 
  Damage Field 
  (Fire) 
  Cold Immunity 
  Volcano 
  Animorph 
  Sonic 
  Immunity 
  Earthquake 
  Fire Immunity 
  Cold 
  Absorption* 
  Burrowing 
  Altered Form: 
  Water* 
  Sonic 
  Absorption* 
  Volcano 
  Fire 
  Absorption* 
  Altered Form: 
  Ice* 
  Armor 
  (Stoneskin)* 
  Water 
  Control* 
  Stun 
  Animorph 
  Altered Form: 
  Fire* 
  Flight 
  (Ice Slide)* 
  Altered Form: 
  Rock* 
  Cold Immunity 
  Super Speed* 
  Altered Form: 
  Plant 
  Flight 
  (Thermals)* 
  Fire Immunity 
  Kinetic 
  Immunity 
  Fire Immunity 
   
  Healing* 
  Cold Immunity 
   
  Magnetic 
  Control* 
   
   
  Flight (Wings)* 
   
   
  Altered Form: 
  Metal* 
   
   
  Swinging 
   
   
   
   
   
  Burrowing 
   
   
   
   
   
  Beast Attack* 
   
   
   
   
   
  Ageless* 
   
   
   
   
   
  Wall Walker 
   
   
   
   
   
  Growth* 
   
   
   
   
   
  Shrink* 
   
   
   
   
   
  Damage Field 
  (Thorns) 
   
   
   
   
   
  Poison 
  Immunity 
   
   
   
   
   
  Pain Touch 
  (Poison) 
   
   
   
   
   
  Death Touch 
  (Poison) 
   
   
   
   
   
  Regeneration* 
   
   
   
   
   
  Super Stealth 
   
   
   
   
   
  Heightened 
  
  9 
   
  Senses* 
  *= indicates a Super Edge that can be taken multiple times for increased effect 
   
  Electricity 
  Light 
  Shadow 
  Tech 
  Magic 
  Meta 
  Lightning 
  Blast* 
  Photon Blast* 
  Shadow Blast* 
  Heavy Gun* 
  Arcane Blast* 
  Copycat* 
  Damage Field 
  (Electric) 
  Healing* 
  Fear* 
  Armor* 
  Force Field* 
  Negation* 
  Electricity 
  Control* 
  Light Control* 
  Invisibility* 
  Flight 
  (Thrusters)* 
  Armor 
  (Arcane)* 
  Duplication* 
  Malfunction* 
  Shadow 
  Immunity 
  Intangibility* 
  Force Control* 
  Mind Control* 
  Chameleon 
  Teleport* 
  Teleport* 
  Necromancy* 
  Broadcast* 
  Inter-
  Dimensional* 
  Power 
  Immunity 
  Electricity 
  Absorption* 
  Altered Form: 
  Light 
  Fear Immunity 
  Malfunction* 
  Teleport* 
  Jinx* 
  Electricity 
  Immunity 
  Space Flight 
  Super Stealth 
  Heightened 
  Senses* 
  Flight* 
  Luck* 
  Stun* 
   
  Life Drain 
  Swinging 
  Animation* 
   
   
   
  Shadow 
  Control* 
  Wall Walker 
  Force Control* 
   
   
   
  Altered Form: 
  Smoke* 
  Super Leaping* 
  Chameleon 
   
   
   
  Pain Touch 
  Teleport* 
  Necromancy* 
   
   
   
  Death Touch 
  Immunity 
  (Any) 
  Illusion* 
   
   
   
   
  Gravity 
  Control* 
  Jinx* 
   
   
   
   
  Invisibility* 
  Luck* 
   
   
   
   
  Intangibility* 
  Ageless* 
   
   
   
   
  Weapon 
  Attack* 
  Magic 
  Immunity 
   
   
   
   
  Arrow Blast* 
  Invisibility* 
   
   
   
   
  Force Field* 
  Intangibility* 
   
   
   
   
  Absorption 
  (Any)* 
  Heightened 
  Senses* 
   
   
  Psionic 
  Combat 
  Time 
  Radiation 
  Weird 
  Space 
  Mind Control* 
  Barefisted 
  Attack* 
  Time Control* 
  Radiation 
  Blast* 
  Extra Limbs* 
  Flight* 
  Psionic Blast* 
  Martial Arts 
  Stun* 
  Regeneration* 
  Growth* 
  Space Flight 
  Empathic 
  Control* 
  Extra Action* 
  Super Speed* 
  Pain Touch 
  (Radiation) 
  Shrink* 
  Radiation 
  Blast* 
  Illusion* 
  Kinetic 
  Absorption* 
  Extra Action* 
  Death Touch 
  (Radiation) 
  Ageless* 
  Vacuum 
  Immunity 
  Psionic 
  Immunity 
  Arrow Blast* 
  Ageless* 
  Damage Field 
  (Radiation) 
  Regeneration* 
  Super Speed* 
  Heightened 
  Senses* 
  Wall Walker 
   
  Explode 
  Flight* 
  Gravity 
  Control* 
  Force Field* 
  Weapon 
  Attack* 
   
  Extra Limbs* 
  Super Leaping* 
  Magnetic 
  Control* 
  
  10 
   
  Stun* 
  Super Stealth 
   
  Radiation 
  Immunity 
  Chameleon 
  Growth* 
  Animation* 
  Super Shooting 
   
  Poison 
  Immunity 
  Magic 
  Immunity 
  Armor (Alien 
  Alloys)* 
   
  Fear Immunity 
   
  Growth* 
  Fear* 
  Force Control* 
   
  Armor* 
   
  Shrink* 
  Inter-
  Dimensional* 
   
   
  Swinging 
   
  Force Field* 
  Wall Walker 
   
   
   
   
   
  Fear Immunity 
   
   
   
   
   
  Animorph 
   
   
   
   
   
  Heightened 
  Senses* 
   
   
  The Open Power Pool is available to all characters.  Powers from this pool can be chosen by anyone: 
   
  Open 
  Super Trait* 
  Super Skill* 
  Super 
  Charisma* 
  Super 
  Toughness* 
  Diehard* 
  Minions* 
   
  Below is a more or less alphabetical listing of Super Edges with their power descriptions: 
   
  Ageless:  
  “Heh, son, you can’t fool me…  I was there when that was painted.  If you look real hard you can see me 
  there in the background.” 
  You are unaffected by natural and unnatural aging. You have lived an extremely long time and can gain a 
  +2 on most common knowledge rolls. 
   
  Immortality (Prerequisite: Ageless or Super Regeneration): You cannot be killed.  If you sustain 
  damage that would normally kill you, you simply discorporate and reincorporate after one day.  
  Extraordinary measures would be required to terminate you. 
    
  Altered Form: Fire (Vigor or Spirit):  
  “Flame on!” 
  You can transform your body into pure fire as a standard action.  You are completely immune to Heat 
  damage while in fire-form.  Your altered form is elastic, so with a successful Power Check you can stretch 
  yourself up to 50%.  You have a +1 Reach.  Your touch inflicts 2d6 points of Fire damage. 
    
  Advanced Altered Form: Fire (Prerequisite: Altered Form: Fire):  If you come into contact with 
  open flame you can heal 1 wound per round with a successful Power Check. Alternatively, you 
  can temporarily boost your Strength by 2 die steps or grow 1 size category per success and raise 
  on your Power Check. 
   
  Altered Form: Ice (Vigor or Spirit):  
  “...Well I guess his beer stays cold.” 
  
  11 
   
  You can transform your body into solid ice as a standard action.  You are completely immune to Cold 
  damage while in Ice form.  You can form ice sheets beneath your feet that permit you to slide at twice 
  your normal Pace in a straight line. 
    
  Advanced Altered Form: Ice (Prerequisite: Altered Form: Ice):  If you come into contact with 
  snow, ice or sub-zero temperatures you can heal 1 wound per round with a successful Power 
  Check.  Alternatively, you can temporarily boost your Strength by 2 die steps or grow 1 size 
  category per success and raise on your Power Check. 
     
  Altered Form: Light (Vigor or Spirit):  
  “Oh, so you did bring a flashlight.  Good.” 
  You can transform your body into pure energy as a standard action.  You are completely immune to all 
  damage except Shadow-type damage while in light-form and you cannot interact with physical objects.  
  You produce bright illumination over a 24 square radius. 
    
  Advanced Altered Form: Light (Prerequisite: Altered Form: Light):  When exposed to direct 
  sunlight you can heal 1 wound per round with a successful Power Check.  
   
  Altered Form: Metal (Vigor or Spirit):  
  “...The guy’s skin just turned to chrome and the bullets started bouncing off him like rain on a tin roof.” 
  You can transform your body into solid metal as a standard action.  You are completely immune to Kinetic 
  damage while in metal-form.  
    
  Advanced Altered Form: Metal (Prerequisite: Altered Form: Metal):  If you come into contact 
  with pure metallic ore you can heal 1 wound per round with a successful Power Check, 
  consuming it in the process. Alternatively, you can temporarily boost your Strength by 2 die 
  steps. 
   
  Altered Form: Rock (Vigor or Spirit):  
  “...Then suddenly this, this... boulder just stood up and flipped the tank over.  Once we saw that we got out 
  of there quick.” 
  You can transform your body into solid rock as a standard action.  You take half-damage from Kinetic 
  sources while in this form and are immune to Knockback. 
    
  Advanced Altered Form: Rock (Prerequisite: Altered Form: Rock):  If you come into contact with 
  rock and stone you can heal 1 wound per round with a successful Power Check, consuming the 
  material in the process. Alternatively, you can temporarily boost your Strength by 2 die steps or 
  grow 1 size category per success and raise on your Power Check. 
   
  Altered Form: Smoke (Vigor or Spirit):  
  “[cough, cough] Looks like there was a fire here recently…” 
  You can transform your body into a cloud of visible gas, smoke or mist as a standard action.  You are 
  immune to all physical damage while in gaseous form but you also cannot make any attacks.  Energy 
  attacks still harm you.  You can fly at Pace 6 by riding air currents 
    
  Advanced Altered Form: Smoke (Prerequisite: Altered Form: Smoke):  If you come into contact 
  with mist, fog or smoke you can heal 1 wound per round with a successful Power Check. 
  Alternatively, you can temporarily boost your Strength by 2 die steps or grow 1 size category per 
  success and raise on your Power Check.    
   
  Altered Form: Water (Vigor or Spirit):  
  
  12 
   
  “I have no idea how he got out of here.  He’d have to be able to squeeze down that drain pipe.  HAHA, I’d 
  like to see that!” 
  You can transform your body into water as a standard action.  You are immune to all physical damage 
  while in water form and gain the benefits of the Aquatic Super Edge.  Energy attacks still harm you. 
    
  Advanced Altered Form: Water (Prerequisite: Altered Form: Water):  If you come into contact 
  with a body of water you can heal 1 wound per round with a successful Power Check. 
  Alternatively, you can temporarily boost your Strength by 2 die steps or grow 1 size category per 
  success and raise on your Power Check.  
   
  Animal Control (Smarts or Spirit):  
  Aqua Man: “Hey guys, what should I do?”   
  Super Man: “Oh, right, Aqua Man…  Why don’t you go talk to some fish?” 
  You can make a Power Check (opposed against the target’s Spirit roll) to control any animals up to 1 mile 
  away. You can speak with any animal you come in contact with. A controlled animal will do virtually 
  anything you wish, including attacking targets you indicate. 
  Each Additional Edge: The range of your power is multiplied by 10 
    
  Animation (Spirit or Smarts):  
  “People say that place is haunted…  You know, things moving around on their own and stuff?  Spooky.” 
  You can make a Power Check to animate an inanimate object and force it do your bidding. Intelligent 
  objects (such as robots) are allowed to oppose the roll with a Spirit check.  You can affect any object up to 
  25 lbs. in size.  Animated objects can move at Pace 6.  You must be in line of sight contact with the 
  animated object at all times. 
  Each Additional Edge: The weight you can affect is multiplied by 4 
    
  Animorph: 
  “I don’t know who or what the hell that was!  He looked like a lion-man or something.  Craziest thing I ever 
  saw!” 
  You are a part animal, part human hybrid with characteristics of both species. You are able to transform 
  into your animal visage at will. Your animal visage gives you a -2 to Charisma but grants you affinity with 
  animals of a similar type so that they will regard you in a friendly manner. You are able to communicate 
  with animals of the same type telepathically or pheromonally.  
    
  Aquatic:  
  “He’s got to come up for air sometime, right?” 
  You can breathe underwater, gain a +2 on all Swimming rolls and have a Pace underwater equal to your 
  Swimming skill (i.e. if your Swimming die is d10 your Pace is 10). You must immerse yourself in water once 
  every 24 hours or suffer Fatigue. 
    
  Arcane Blast (Smarts or Agility):  
  “Allakhazam!” 
  You can shoot bolts of pure magical energy at a target.  This attack counts as a Heavy Weapon, has a 
  range of 12/24/48 squares and inflicts 2d6 points of Magic damage.   
  Each Additional Edge: Your effective range is increased by 12 squares or your damage is increased by 1d6.   
   
  Armor: 
  “Save your ammo.  She just walked right past a rifle brigade without getting scratched.”  
  
  13 
   
  Your body is covered with some sort of special armor that is highly resistant to damage. Your Armor rating 
  is increased by +4 and you enjoy the protection of Heavy Armor. This does not stack with normal, 
  wearable armor. 
  Each Additional Edge: Your Armor rating is increased by +4 
    
  Arrow Blast (Agility):  
  “Bullseye!” 
  You can shoot or throw arrows, crossbow bolts, knives or throwing stars at a target.  This attack counts as 
  a Heavy Weapon, has a range of 12/24/48 squares and inflicts 2d6 points of Kinetic damage.  Your Arrow 
  Blast has unlimited ammunition. 
  Each Additional Edge: Your effective range is increased by 12 squares or your damage is increased by 1d6.   
   
  Barefisted Attack (Strength) 
  “…Did you see that?  He just dropped that guy in one punch…  And that guy was HUGE.” 
  Your fists and feet are deadly weapons.  Your unarmed melee attacks inflict STR+2d6 Damage and count 
  as Heavy Weapon damage. 
  Each Additional Edge: Your damage increases by 1d6 
    
  Beast Attack (Strength) 
  “He was like some kind of wild animal.  These huge claws sprouted out of his hands and he tore up the 
  whole room.” 
  You possess some form of natural weaponry (i.e. claws, fangs, talons, etc.) that you can use as a melee 
  attack.  Your melee attack inflicts STR+2d6 Damage and counts as Heavy Weapon damage.  Your attacks 
  have an Armor Piercing value of +1. 
  Each Additional Edge: Your damage increases by 1d6 or you gain an additional +1 to Armor Piercing 
    
  Broadcast (Smarts or Spirit):  
  “You should’ve used a land line…  I just accessed all of your bank accounts and downloaded your contact 
  files.  Your colleagues aren’t going to be very pleased with you.” 
  You can make a Power Check to tap into, produce and negate radio, wireless and television waves within 
  1 mile. You can channel high-frequency waves to microwave a target within 12 squares.  Your Power 
  Check equals the amount of damage you inflict; Broadcast damage is armor piercing and is considered 
  both Sonic and Radiation energy for purposes of resistance. 
  Each Additional Edge: Multiply your effective range by 10 and increase your microwave range by 12 
  squares. 
    
  Burrowing (Strength):  
  “Well as crazy as it sounds, it looks like the perp dug his way into the vault…  Through a yard of steel.” 
  You can move through earth and stone at your normal movement rate.  You can move through metal at 
  half your normal Pace.  While underground you are immune to most forms of attack. 
  Each Additional Edge: Your burrowing pace is doubled 
    
  Chameleon (Vigor or Spirit):  
  “Evening, Dr. Smith.  Say, didn’t you just sign in 2 minutes ago?” 
  You can polymorph yourself into any creature you wish that is approximately man-sized. You do not gain 
  the powers of the creature you are emulating but you do gain their natural qualities (i.e. claws, wings, 
  hide, fangs, gills, etc.).  More difficult forms may impose a Power Check at the Game Master’s discretion. 
   
   
   
  
  14 
   
  Cold Immunity: 
  “Don’t you want a coat or something?” 
  You are immune to freezing, ice blasts, the coldness of space, liquid nitrogen, etc. 
   
  Copycat (Smarts or Spirit):  
  “That’s a neat trick…  I think I’ll do that too.” 
  With a successful Power Check (opposed by the target's Spirit roll) you can mimic the effects of any Super 
  Power you can touch for up to 6 hours.  You can only mimic one power at a time. 
    
  Copycat, Advanced (Prerequisite: Copycat): You can mimic any power that you can see.  You can 
  mimic multiple powers at once by substituting mimicked powers for other powers you possess 
  (swapping a Super Edge for another Super Edge).  Mimicked powers last for 1 full day. 
   
  Damage Field: Cold (Strength or Spirit): 
  “Alright, I warned you guys to unhand me – now, CHILL OUT!” 
  You can surround yourself with a field of freezing air as a standard action. Your cold aura inflict 2d6 points 
  of Cold damage, plus an additional 1d6 points for each success and raise on your Power Check.  Anyone 
  standing adjacent to you or striking you is slowed.   
    
  Damage Field: Fire (Strength or Spirit): 
  “Honest, we had him hog-tied with heavy rope and then WHOOSH he went up like a bonfire and torched 
  them right off.” 
  You can surround yourself with a field of flames as a standard action. Your flames inflict 2d6 points of 
  Heat damage, plus an additional 1d6 points for each success and raise on your Power Check.  Anyone 
  standing adjacent to you or striking you is burned.   
   
  Damage Field: Thorns (Strength or Spirit): 
  “...I’ll be picking thorns out of my ass for a week!” 
  You can surround yourself with a field of sharp thorns and brambles as a standard action. Your thorns 
  inflict 2d6 points of Piercing damage, plus an additional 1d6 points for each success and raise on your 
  Power Check.  Anyone standing adjacent to you or striking you is pierced and becomes immobilized unless 
  they succeed in passing an opposed Strength check. 
   
  Diehard: 
  “I shot him six times!  Six times!  Where the hell did he get up and go off to?!” 
  You can sustain 2 additional Wounds before becoming incapacitated. 
  Each Additional Edge: You can sustain 2 more Wounds 
   
  Duplication (Spirit or Smarts): 
  "How about I just give myself a hand?" 
  You can create a copy of yourself as a standard action. Copies behave as Extras. Your duplicate must 
  remain within 10 squares of you at all times.  
   
   
  Duplication, Advanced (Prerequisite: Duplication): 
   
  You can create up to 5 duplicates of yourself that must stay within line of sight range. 
   
  Earth Control (Vigor or Spirit):  
  You can shape and control earth and stone. The range of your control is a Small Blast Template radius up 
  to 12 squares away.  With a successful Power Check, you can grapple and crush a target with controlled 
  dirt and rock (opposed against the opponent’s Fighting or Shooting roll).  You can also form simple 
  barriers, pits and ramparts out of earthen material. 
  
  15 
   
    
  Earth Control, Advanced (Prerequisite: Earth Control): Your Earth Control range increases to 24 
  squares and a Large Blast Template area.  You can glide on a wave of controlled matter, doubling 
  your Pace.  As a standard action you can armor yourself in rock and stone, increasing your Armor 
  rating by +2 points for each success and raise on your Power Check.  This armor qualifies as 
  Heavy Armor. 
   
  Earthquake (Strength or Spirit):  
  “You have one hour to give in to my demands, or I promise you I will split the San Andreas fault wide 
  open!” 
  With a successful Power Check (opposed against the target’s Agility roll) you can open a 12 square long 
  crack in the ground. All targets caught in the crack are Shaken. If your power is used near an active fault 
  line, it immediately triggers a d4+3 Richter Scale quake. 
   
  Volcano (Prerequisite: Earthquake): With a successful Power Check you can use fissures to 
  swallow targets whole, inflicting crushing damage every round until they are freed.  You can also 
  create a geyser of lava that inflicts 3d10 points of heat damage in a Small Blast Template radius. 
   
  Electricity Immunity: 
  “Umm, I don’t know what to say…  He, uh, survived the electric chair.” 
  You are immune to lightning, tasers, power surges, electric chairs, etc. 
   
  Electricity Control (Smarts or Spirit):  
  “Hey!  How come that thing always works for you?  It’s always running out of batteries when I use it.” 
  With a successful Power Check you can generate and manipulate electricity in a Small Blast Template area 
  up to 12 squares away.  You can use your power to render electrical devices temporarily inoperative or to 
  temporarily power a device that has run out of energy. 
    
  Electricity Control, Advanced (Prerequisite: Electricity Control): You can exercise electricity 
  control over a Large Blast Template radius up to 24 squares away.   
   
  Empathic Control (Smarts or Spirit):  
  “Are ya’ feeling me now?” 
  With a successful Power Check (opposed by the target's Spirit roll) you can manipulate the emotional 
  state of a target within a 12 square radius (i.e. making happy people sad, angry people calm, etc.) You can 
  read people’s emotions and cause targets to become Shaken by emotional conflict. 
    
  Empathic Control, Advanced (Prerequisite: Empathic Control): You can exercise empathic control 
  over a Large Blast Template radius up to 24 squares away.  With a successful Power Check you 
  can induce radical emotional changes and completely corrupt a target's most dearly held values. 
    
  Explode (Vigor or Spirit):  
  “He looked like he was going to have an aneurysm or something and then all of a sudden – BOOM, he took 
  out half a city block!” 
  You can make yourself explode and then reform unharmed. You must prime yourself for 1 round, after 
  which you inflict 3d6 points of Heavy Weapon damage, plus 1d6 for each success and raise on your Power 
  Check. The blast covers a Medium Blast Template centered on you and knocks targets back 1d4 squares. 
  Each Additional Edge: Increase damage by 1d6 or increase the size of the blast radius 
   
  Extra Action:  
  “Careful, this one is quick.  Let’s try to surround him.” 
  
  16 
   
  You may take one additional action per round without a multi-action penalty. Taking this Edge once 
  means you can make 2 actions without penalty or 3 at -2 to each. You cannot perform the same action 
  more than once per round (i.e. you can’t shoot with the same gun twice). 
  Each Additional Edge: You can perform 1 additional action without multi-action penalty 
    
  Repeat Action (Prerequisite: Extra Action):  
  This allows you to perform the same action twice in the same round (i.e. shoot, fight, etc.) 
  without penalty. In this case, you can shoot with the same gun twice. 
   
  Extra Limbs: 
  “Need a hand?”  
  You have an additional limb (i.e. arm, tail, leg, tentacle, etc.) You can take an additional action with this 
  appendage at no multi-action penalty. Your limb has a +1 Reach. 
  Each Additional Edge: You acquire another limb. 
    
  Fire Absorption (Vigor or Spirit):   
  “I’ve never seen anything like it…  We hit him full-on with the flamethrower and somehow he blocked it 
  with his hand.  He wasn’t even smoking afterward!” 
  Make a Power Check to ignore Wounds from any heat source.  Each success and raise removes 1 Wound. 
   
  Fire Absorption, Advanced (Prerequisite: Fire Absorption):  
  You can store absorbed Wounds to project a fire damage field for 3 rounds.  You can also boost 
  the damage of Fire Blasts with absorbed fire wounds.  Each Wound stored generates 1d6 points 
  of Fire damage. 
   
  Fire Blast (Agility):  
  “…Hold on!  If they won’t come out willingly I’ll just have to smoke them out!” 
  You can shoot bolts of fire at a target.  This attack counts as a Heavy Weapon, has a range of 12/24/48 
  squares and inflicts 2d6 points of heat damage.  Combustible targets struck by a Fire Blast start to burn, 
  sustaining 2d6 points of damage per round for 3 rounds (or until the flames are doused). 
  Each Additional Edge: Your effective range is increased by 12 squares or your damage is increased by 1d6.  
  Extra damage dice do not apply to burn damage. 
   
  Fire Control (Smarts or Spirit): 
  “I don’t know how she did it but our guys never would have made it in there if she hadn’t put out those 
  flames.” 
  You are able to generate and manipulate flames.  With a successful Power Check you can manifest fire in 
  a Small Blast Template area up to 12 squares away. The damage inflicted by this energy is determined by 
  the result of the Power Check.  Alternatively, you can make a Power Check to suppress, negate or amplify 
  a similar quantity of fire.  Any target hit by your flames starts to burn, sustaining 2d6 points of damage per 
  round for 3 rounds (or until the flames are doused). 
   
  Fire Control, Advanced (Prerequisite: Fire Control):  
  You can affect Large Blast Template areas up to 24 squares away with your flames.  You are 
  immune to fire damage. 
   
  Fire Immunity: 
  “That guy is nuts!  First he doused himself with gasoline, then he lit himself on fire and came waltzing in 
  here like he was going for a Sunday stroll.” 
  You are immune to fire, lasers, lava, explosions, the heat of the sun or any other source of heat damage. 
   
  
  17 
   
  Fear (Smarts or Spirit):  
  “I…  I…  I don’t know what the hell that was but don’t send me back in there!” 
  Your appearance is fear-inspiring. A successful Power Check (opposed by the target’s Guts skill roll) causes 
  all targets within view of you to become Shakened.  
    
  Bogeyman (Super Edge; Prerequisite: Fear): Your touch, with a successful Power Check opposed 
  against the target's Guts skill roll, causes your target to pass out from fear.  If, in addition, you 
  have “The Drop” on your target, they suffer a heart attack and will die without medical attention. 
   
  Fear Immunity: 
  “I can’t tell if he’s brave or crazy, but I’m glad he’s on our side.” 
  You are immune to Fear and cannot be Intimidated or frightened by Things Man Was Not Meant To Know.  
  You never need to make a Guts check and are immune to any emotional manipulation that would cause 
  you to be afraid. 
    
  Flight (Agility, Smarts or Spirit):  
  “She went that way! [pointing to the sky]” 
  You can fly at Pace 6. 
  Each Additional Edge: Multiply your flight pace by 2 
    
  Force Control (Strength, Smarts or Spirit):   
  “She said she called herself the ‘Ruby Enchantress’ or something..  Then she whammied me and the boys 
  up with some kind of red energy.  I dunno what that was all about…”  
  You can create and manipulate force fields of pure energy. With a successful Power Check you can use 
  this to form a shield against attacks (negate wounds), to bludgeon a target with pure force or to grapple 
  someone with bands of force. You can form simple shapes with your force field (i.e. a hammer, a fist, a 
  bubble, a dome, etc.). You can project force up to 12 squares away. 
    
  Force Control, Advanced (Prerequisite: Force Control): You can affect Large Blast Template areas 
  up to 24 squares away with your force fields.  You can create a wave of force that gives you 
  limited flight capability (Pace 12). 
    
  Force Field (Spirit, Vigor or Strength):  
  “Shields up!  OK, let’s do this!” 
  You can generate a field of energy around your body that deflects incoming projectiles.  You gain a +4 
  bonus to dodge ranged attacks. 
  Each Additional Edge: Increase your dodge bonus by +4 
    
  Gravity Control (Strength, Smarts or Spirit):  
  “What goes up…  Sometimes stays there.”  
  You can create and manipulate gravity fields. With a successful Power Check you can use this to levitate 
  objects, pin targets under crushing force or modify local gravity conditions to make them suitable for 
  humans.  You sustain no damage from falling.  You can project gravity up to 12 squares away. 
    
  Gravity Control, Advanced (Prerequisite: Gravity Control): You can affect Large Blast Template 
  areas up to 24 squares away with your force fields.  You can surround yourself with a field of 
  anti-gravity that grants you limited flight capability (Pace 12). 
   
  Growth (Vigor or Spirit):  
  “Why don’t you pick on someone your own size?” 
  
  18 
   
  With a successful Power Check you can increase your size category by 1, equivalent to a 7 ½ foot tall, 350 
  lbs. human. Each increase gives you a one die rank increase to Strength and Vigor and increases your Pace 
  by +2. 
  Each Additional Edge: You can increase your size category by 1 more level per success and raise 
    
  Healing (Smarts or Spirit):  
  “…One minute he was lying there bleeding out and then she put her hands on him and his wounds just… 
  closed.  It was a miracle!” 
  You can make a Power Check to heal 1 Wound per round.  Healing a wound generates one level of 
  Fatigue, which can be ignored if the check succeeds with a Raise.  The healer must be within touch range 
  of the target.  Alternatively, the healer can remove the Shaken condition from all targets in a Medium 
  Blast Template area. 
    
  Healing, Greater (Prerequisite: Healing): You can use your healing power to remove permanent 
  injuries.  Your healing power can be transmitted up to 12 squares away. 
    
  Heavy Gun (Agility):  
  “I have a lock on the target.  Would you like me to fire?” 
  You carry some sort of heavy gauge, large bore cannon capable of firing military-grade munitions.  This 
  attack counts as a Heavy Weapon, has a range of 12/24/48 squares and inflicts 3d6 points of Kinetic 
  damage.  Your Heavy Gun has unlimited ammunition.  Shots from the Heavy Gun cause 1d4 squares of 
  Knockback. 
  Each Additional Edge: Your effective range is increased by 12 squares or your damage is increased by 1d6.   
   
  Heightened Senses (Smarts or Spirit):  
  “Come now, I *totally* saw that one coming.” 
  Gain a +4 bonus to all Notice rolls.  You are aware of attacks before they hit and can make a Power Check 
  (opposed against the opponent’s Fighting or Shooting roll) to dodge incoming blows or avoid traps. Your 
  senses are not impaired by obscuration (i.e. mist, darkness, etc.) 
    
  Weird Sense (Prerequisite: Heightened Senses): You have an extra sense beyond the typical 5 
  that allows you to see magical auras, illusions, electrical fields, bio signatures, the living dead, 
  etc.  The range of your senses is 2x farther than the typical person.  You can see through non-
  leaded substances up to a thickness of 1 foot per success and raise on your Power Check.  You 
  can also make a Power Check to see microscopic features. 
   
  Ice Blast (Agility):  
  “It’s my job….  To freeze you!” 
  You can shoot bolts of ice at a target.  This attack counts as a Heavy Weapon, has a range of 12/24/48 
  squares and inflicts 2d6 points of Cold damage.  Targets struck by an Ice Blast are slowed for 3 rounds; 
  they must redraw any face cards they receive during initiative. 
  Each Additional Edge: Your effective range is increased by 12 squares or your damage is increased by 1d6.  
   
  Ice Control (Vigor or Spirit):   
  You can create and manipulate quantities of ice.  With a successful Power Check you can manifest ice in a 
  Small Blast Template area up to 12 squares away.  You can use this manifested ice to form walls, create 
  slippery ice patches or freeze targets solid (opposed by the target’s Vigor roll).  Frozen characters gain 1 
  Fatigue level per hour until they pass out, at which point they are at risk of frostbite and hypothermia.  
  Alternatively, you can use this power to reshape existing quantities of ice forming complex shapes such as 
  dwelling spaces and furnishings. 
    
  
  19 
   
  Ice Control, Advanced (Prerequisite: Ice Control): You can affect Large Blast Template areas up to 
  24 squares away with your ice control power.  You are immune to Cold damage. 
   
  Illusion (Smarts or Spirit):  
  “…Do you think that’s air you’re breathing?” 
  You can create imaginary images and sounds that occupy a 4 square area.  This includes making things 
  appear to vanish. With a successful Power Check (opposed by the target’s Smarts roll) you can either 
  Shaken a target or make a target miss you in combat. 
    
  Greater Illusionist (Prerequisite: Illusion): Your illusions can occupy a 48 square space and are 
  convincing enough to cause Psychosomatic Trauma.  Any target wounded by an illusionary 
  adversary gains Fatigue levels instead of Wounds; if a target is “killed” by an illusion they fall 
  unconscious. 
   
  Intangibility:   
  “Can’t touch this!” 
  You can make yourself incorporeal as a standard action.  You can still be detected by sight but cannot be 
  touched, smelled, heard or harmed by physical attacks.  While incorporeal you pass through solid objects 
  and cannot attack.  You can extend your intangibility power to any person or object that you embrace.  
  Rematerializing inside of a solid object (including other people) causes 1d4 wounds to both yourself and 
  the target. 
    
  Phaser (Prerequisite: Intangibility):  You can shift your phase state as a free action, enabling you 
  to unphase, attack, and rephase in a single round with no multi-action penalty. 
    
  Inter-Dimensional Being (Smarts or Spirit):  
  “Here give it to me.  I know a place where *nobody* will find it.” 
  As a standard action, you are able to open a temporary gateway to a pocket dimension with a successful 
  Power Check. You can safely hide in this dimension to avoid detection or harm.  Others are able to pass 
  through your gateway while it remains open. 
    
  Inter-Dimensional Being, Greater (Prerequisite: Inter-Dimensional Being): You can open 
  gateways to Interspace, the 11th dimension.  1 hour of travel in Interspace is equal to 1 day's 
  worth of travel in normal space.  With a successful Power Check (opposed by the target's Agility 
  roll) you can open a Dimensional Rift that sucks any single target within 12 squares into 
  Interspace.  Targets trapped within a Rift remain there until combat ends. 
    
  Interface (Smarts or Spirit): 
  “I’m telling you the logs don’t show anything!  Whoever hacked us was very, very good.” 
  You can automatically access any secured computer or information system that you can touch.  With a 
  successful Power Check you can override complex counter-intrusion programs, rewrite sub-routines and 
  copy or modify master data – all while hiding any trace of your presence. 
   
  Invisibility:  
  “I thought you said he was in here?!” 
  You can render yourself invisible as a standard action. You can still be detected by touch, sound and smell. 
  You always get "The Drop" on your opponent when attacking and gain a +4 to your Parry and Dodge while 
  invisible. You can extend your invisibility power to any person or object that you embrace. 
    
  
  20 
   
  Vanish (Prerequisite: Invisibility): You can render yourself completely undetectable to all normal 
  senses, but Supers with Weird Sense can still detect you. All other benefits of being invisible still 
  apply. 
   
  Jinx (Spirit or Smarts):  
  “After all these years I finally have you where I want you.  Mua-ha-ha!  Goodbye, Nemesis!  [click]  Huh? 
  [click] [click]  Oh damn, not again!” 
  You project an aura of bad luck. Whenever an opponent rolls a natural 1 against you, they suffer a 
  spectacular failure. With a successful Power Check (opposed against the target's Spirit roll) you can cause 
  something unlucky to happen to a target within 12 squares range.  If you can’t think of anything unlucky 
  to have happen to a target, simply have them slip and fall prone or lose a Benny. 
    
  Jinx, Advanced (Prerequisite: Jinx): You can exercise your aura of bad luck over a Large Blast 
  Template area up to 24 squares away. 
   
  Kinetic Absorption (Vigor or Spirit):   
  “I want you to hit me as hard as you possibly can.” 
  Make a Power Check to ignore Wounds from any Kinetic source (i.e. punches, kicks, gunshots, etc.)  Each 
  success and raise removes 1 Wound. 
   
  Kinetic Absorption, Advanced (Prerequisite: Kinetic Absorption):  
  You can store absorbed wounds to boost the damage of melee attacks for up to 3 rounds.  Each 
  Wound stored generates 1d6 points of extra damage. 
   
  Kinetic Immunity:   
  “…I swear, when you hit him it’s like you’re punching a mountain…” 
  Your Super is immune to punches, kicks, gunshots, stab wounds, car crashes, falling damage, ramming 
  into brick walls – basically anything involving velocity and impact.  You are also immune to knockback. 
   
  Super Leaping (Agility or Strength): 
  “I’m trying to get him, Boss, but he ain’t holdin’ still” 
  You can leap 4 squares vertically and 8 squares horizontally.  You can fall a number of squares equal to 
  your vertical jump without hurting yourself. A successful Power Check (opposed against your opponent’s 
  Fighting or Shooting roll) allows you to dodge an incoming attack. 
  Each Additional Edge: Double the number of squares you can leap. 
    
  Life Drain (Spirit or Vigor): 
  “[Removes glove] Now I shall FEED upon your ESSENCE!”   
  Every time you inflict melee wounds on a target you absorb the target’s life energy, healing 1 of your own 
  Wounds. 
   
  Light Control (Vigor or Spirit): 
  “That’s odd…. All the light bulbs must have burned out?”   
  You can produce and control light over a Large Blast Template area centered on you.  With a successful 
  Power Check (opposed by the target's Agility roll) you can dazzle a target causing them to become 
  Shaken.  You can suppress all light in an area if you wish to create a zone of absolute darkness. 
    
  Light Control, Advanced (Prerequisite: Light): Your light is sufficiently strong to permanently 
  blind a target and can kill vampires.  Your light illuminates the character's entire surroundings 
  (the whole battlemat).  With a Power Check you can create free-floating globes of light that 
  travel with whomever you designate, providing illumination for 1 full day. 
  
  21 
   
   
  Lightning Blast (Agility):  
  “ZOT!  Oh I bet that hurt!” 
  You can shoot bolts of lightning at a target.  This attack counts as a Heavy Weapon, has a range of 
  12/24/48 squares and inflicts 2d6 points of Electric energy damage.   
  Each Additional Edge: Your effective range is increased by 12 squares or your damage is increased by 1d6.   
   
  Luck (Smarts or Spirit):  
  “No seriously, you should put it all on 23.  That pays out all the time.” 
  You are super lucky and regular games of chance are trivial to you. Every time you use a Benny roll a d6; if 
  you roll a 6 you get to keep the Benny. With a successful Power Check (opposed against your opponent’s 
  Fighting or Shooting roll) you get a lucky break that allows you to evade an incoming attack. 
    
  Luck, Greater (Prerequisite: Luck): You can freely share your Bennies with others and recover 
  spent Bennies on a roll of 5 or 6.  You can exert your Luck powers over a 12 square range. 
   
  Magic Immunity: 
  “Your parlor tricks won’t work on me, Wizard” 
  You are immune to any power created by a magic spell. 
   
  Magnetic Control (Vigor or Spirit):   
  “My, my, my, it seems as if you have an unusual amount of IRON in your diet, my poor friend.” 
  You can create and manipulate electromagnetic fields over a Small Blast Template radius up to 12 squares 
  away.  With a successful Power Check you can use this to attract or repel metallic objects at high velocity 
  and interfere with electronic detection equipment.    So long as you are not flat-footed you can passively 
  repel bullets. 
    
  Magnetic Control, Advanced (Prerequisite: Magnetic Control):  
  You can affect Large Blast Template areas up to 24 squares away with your electromagnetic 
  control.  By pushing against trace amounts of metal in your surrounding environment you gain 
  limited flight capability (Pace = 12). 
   
  Malfunction (Smarts or Spirit):   
  “Forgot to install the latest Service Pack, eh?” 
  With a successful Power Check you can cause any technological device you can touch (i.e. computer, 
  robot, cyborg, laser gun, vehicle, etc.) to shut down. More complex devices may apply a penalty to your 
  check.  Any technological device being used or held by a person can oppose the Power Check by using the 
  wielder’s Spirit roll. 
    
  Malfunction, Advanced (Prerequisite: Malfunction): Your power operates over a 12 square 
  range.  You can cause technological devices to overload and explode violently over a Small Blast 
  Template radius.  Instead of shutting down or destroying a technological device, you can take 
  remote control of it. 
    
  Martial Arts:  
  “When last we met I was only a student, now *I* am the Master.” 
  You are a martial arts master.  In addition to gaining a +4 bonus to all Fighting rolls you gain a +2 Parry 
  and can never be swarmed or flanked.  Any time someone misses you in melee combat you can riposte 
  and take a free attack against them. 
    
   
  
  22 
   
  Mind Control (Smarts or Spirit):  
  “These aren’t the droids you’re looking for.” 
  You can communicate telepathically with any sentient being inside of a 12 square radius. With a 
  successful Power Check (opposed against the target’s Spirit roll) you can read someone’s surface thoughts 
  or force a single target to obey any reasonable request.   
    
  Mind Control, Advanced (Prerequisite: Mind Control): Your mind control powers have a 24 
  square range.  With a successful opposed Power Check you can erase a target's memories, ride 
  along in their minds to sense what they sense, or force a single target to obey a self-destructive 
  request. 
   
  Minions: 
  “She won’t get her hands dirty…  She’ll just send in her costumed goons to take care of business.” 
  You are attended by 2 Super Flunkies who do whatever you bid.  They are equipped with whatever 
  standard gear you wish.  Flunkies can be summoned from thin air and will be replaced within 24 hours of 
  being killed. 
  Each Additional Edge: The number of Flunkies you have doubles. 
    
  Necromancy (Smarts or Spirit):  
  “Rise and feast, my minions!” 
  With a successful Power Check you can transform any man-sized corpse into a Zombie under your full 
  control.  You can control a number of zombies equal to your power die. 
    
  Necromancy, Advanced (Prerequisite: Necromancy): You can make zombies from the corpses of 
  huge creatures.  You are able to create intelligent, free-willed Undead, including Vampires.  The 
  number of zombies you can control at once is equal to 2x your power die. 
   
  Negation (Smarts or Spirit):  
  “Right now I bet you’re wondering where your vaunted Super Strength has gone…  Let’s just say I have a 
  way of leveling the playing field.” 
  On a successful Power Check (opposed by the target's Spirit roll) you can temporarily nullify a target’s 
  Super Powers or Attributes. Each success and raise suppresses a single Super Edge for the duration of one 
  combat. The target gets to decide which powers are affected. Range is touch.  This Power does not work 
  on devices. 
    
  Negation, Advanced (Prerequisite: Negation): Your negation power works over a 12 square 
  range.  Affected powers are suppressed for a full day.  For each success and raise 2 Super Edges 
  are affected (target's choice). 
    
  Pain Touch (Strength or Spirit):  
  “I had hoped it wouldn’t come to this but you leave me with no choice… [Removes glove]” 
  Your touch is harmful. Make a Power Check (opposed against the target’s Vigor roll) to inflict 1 Wound 
  and render your target Shaken. Your touch can destroy 20 lbs. of matter. 
   
  Death Touch (Prerequisite: Pain Touch): Your touch is deadly. Make a Power Check (opposed 
  against the target’s Vigor roll) to instantly kill your target or to inflict malignant cancer, which will 
  kill the target in 1d6 hours. 
   
  Photon Blast (Agility):  
  “Everyone close your eyes!  This might sting a little.” 
  
  23 
   
  You can shoot laser beams at a target.  This attack counts as a Heavy Weapon, has a range of 12/24/48 
  squares and inflicts 2d6 points of Heat and Light energy damage.  Targets with light-sensitive eyesight are 
  dazzled, causing them to become Shaken regardless of the damage received.  Vampires struck by this 
  attack are killed outright. 
  Each Additional Edge: Your effective range is increased by 12 squares or your damage is increased by 1d6.   
   
  Plant Control (Vigor or Spirit):  
  “Spirits of Nature and Ghosts of the Wood, I bid thee to rise up and crush these invaders!” 
  You can shape and control any plants and vegetable matter (such as wood). The range of your control is 
  12 squares. With a successful Power Check, you can grapple and crush a target with controlled matter. 
  Alternatively, you can use controlled matter to block an incoming attack with a successful Power Check 
  (opposed against the opponent’s Fighting or Shooting roll). 
    
  Plant Control, Advanced (Prerequisite: Plant Control): Your Plant Control range increases to 24 
  squares.  You can meld your body inside of trees to achieve total invisibility.  As a standard action 
  you can armor yourself in vines and wood, giving you +2 Armor points for each success and raise 
  on your Power Check.  This armor qualifies as Heavy Armor. 
   
  Poison Immunity: 
  “I swear we pumped that guy full of enough Sodium Pentathol to tell us his darkest secrets.  He’s not even 
  slurring.” 
  You are immune to venom, drugs, disease (including cancer), hangovers, etc. 
   
  Powers Immunity: 
  “You don’t want to be anywhere near him…  He’s a damned Super killer.  None of your powers will be able 
  to touch him…” 
  You are immune to all Super Powers except those from the Open, Nature, Magic, Tech and Combat pools. 
   
  Psionic Blast (Smarts or Spirit):  
  “All she did was stare at him all intense-like and then suddenly he just…  started bleedin’ out of his eyes…” 
  You can channel a blast of destructive psychic energy at a target.  This attack counts as a Heavy Weapon, 
  has a range of 12/24/48 squares and inflicts 2d6 points of psionic damage.  Psionic Blasts ignore all armor 
  but can only affect sentient targets; most Constructs are immune to psionic damage.  Targets hit by a 
  Psionic Blast suffer a temporary 1 level decrease to their Smarts die for 3 rounds. 
  Each Additional Edge: Your effective range is increased by 12 squares or your damage is increased by 1d6.  
   
  Psionic Immunity: 
  “It’s strange…  I can’t read him at all.  It’s like his mind is completely…  Blank?” 
  You are immune to mental attacks, mind control, mind reading. 
   
  Radiation Blast (Agility):  
  “…Hold on!  If they won’t come out willingly I’ll just have to smoke them out!” 
  You can shoot beams of hazardous radiation at a target.  This attack counts as a Heavy Weapon, has a 
  range of 12/24/48 squares and inflicts 2d6 points of heat and radiation damage.  Your attack gains a +2 
  bonus to hit and causes Radiation Sickness in any target that is wounded. 
  Each Additional Edge: Your effective range is increased by 12 squares or your damage is increased by 1d6.   
   
  Radiation Immunity: 
  "Here, give me the tools.  I'll go close that reactor breach." 
  
  24 
   
  You are immune to nuclear fallout, gamma radiation, x-ray radiation and vision, nuclear waste and 
  radiation sickness. 
   
  Regeneration:  
  “Don’t worry about me; I’ll be ok in just a minute.” 
  With a successful Vigor check you can heal 1 Wound per minute. 
    
  Regeneration, Super (Prerequisite: Regeneration): You can make a free soak roll as soon as you 
  are damaged to instantly heal wounds. 
   
  Seismic Slam (Strength) 
  “When he punched the car he not only stopped it…  He shattered the engine block and sent it flying about 
  20 feet backwards.” 
  Your melee attacks have the strength of the Earth behind them.  Your punches inflict STR+2d6 Damage 
  and count as a Heavy Weapon.  Targets struck by your Slam attack are Knocked Back 1d4 squares. 
  Each Additional Edge: Your damage increases by 1d6 or your knockback is increased by one die type 
    
  Shadow Blast (Agility or Spirit):  
  “I don’t know what happened…  He hit us with something dark and by the time we could see again the files 
  were gone.” 
  You can shoot bolts of negatively-charged darkness at a target.  This attack counts as a Heavy Weapon, 
  has a range of 12/24/48 squares and inflicts 2d6 points of Shadow damage.  Targets struck by a Shadow 
  Blast have their vision temporarily obstructed, resulting in a -2 to all vision-related Trait Tests for 3 
  rounds.  Supers with the Heightened Senses Power are immune to this effect. 
  Each Additional Edge: Your effective range is increased by 12 squares or your damage is increased by 1d6.   
   
  Shadow Control (Smarts or Spirit):  
  “Hmm, that’s odd…  No stars out tonight.” 
  You can generate and control pure negative energy.  You can render a Medium Blast Template area up to 
  12 squares away completely pitch dark.  This darkness is completely impenetrable to all forms of light. 
    
  Shadow Control, Advanced (Prerequisite: Shadow Control): You can teleport short distances by 
  traveling from one shadow to another (up to 12 squares away).  You are able to create Large 
  Blast Template areas of darkness up to 24 squares away. 
   
  Shadow Immunity: 
  “Your darkness cannot harm me.  I have walked darker roads than these…” 
  You are immune to negative energy, life draining attacks and can see perfectly well even in complete 
  darkness. 
   
  Shrink (Vigor or Spirit):  
  “Trust me, I’m pretty sure I’ll be able to fit in there.” 
  With a successful Power Check you can reduce your size dramatically, down to 1 foot in size. While 
  shrunk, your Strength and Vigor dice are reduced by 2 steps. Attackers receive a -4 to hit you while you 
  are shrunk.  Shrinking requires a standard action. 
    
  Shrink, Microscopic (Prerequisite: Shrink): You can become the size of a germ and cannot be 
  affected by direct attacks while in this form. You are airborne and can travel virtually anywhere, 
  even inside another being’s body.  
   
   
  
  25 
   
  Sonic Absorption (Vigor or Spirit):   
  “First I’ll need you to turn those amps up all the way and point them at me.  Then I’ll need you to play… 
  Loud.” 
  Make a Power Check to ignore Wounds from any sonic source.  Each success and raise removes 1 Wound. 
   
  Sonic Absorption, Advanced (Prerequisite: Sonic Absorption):  
  You can store absorbed wounds to project a sonic damage field for 3 rounds.  You can also boost 
  the damage of Sonic Blasts with absorbed sonic wounds.  Each Wound stored generates 1d6 
  points of damage. 
   
  Sonic Blast (Agility):  
  “Alright, you’re asking for it…  Sonic BOOM!” 
  You can shoot blasts of destructive sonic energy at a target.  This attack counts as a Heavy Weapon, has a 
  range of 12/24/48 squares and inflicts 2d6 points of sonic damage.  Targets struck by a Sonic Blast are 
  deafened for d6 hours. 
  Each Additional Edge: Your effective range is increased by 12 squares or your damage is increased by 1d6.   
   
  Sonic Control (Smarts or Spirit): 
  “..The weirdest thing of all is that they were dead silent.  I mean there was absolutely no sound.  They 
  could’ve blown that vault open in a library and it wouldn’t have disturbed a soul.” 
  You are able to generate and manipulate soundwaves.  With a successful Power Check you can manifest 
  sound in a Small Blast Template area up to 12 squares away. The damage inflicted by this energy is 
  determined by the result of the Power Check.  Alternatively, you can make a Power Check to suppress, 
  negate, amplify or change the tonal qualities of a similar quantity of sound.  Any target hit by your 
  soundwaves can be deafened for 1d4 hours at the controller’s option. 
   
  Sonic Control, Advanced (Prerequisite: Sonic Control):  
  You can affect Large Blast Template areas up to 24 squares away with your soundwaves.   
   
  Sonic Immunity: 
  “Are you sure you don’t need any earplugs?” 
  You are immune to hypersonic vibrations, sonic booms, deafness and rock music. 
   
  Space Flight: 
  “I’ll meet you at Alpha Centauri.” 
  You are capable of flying in outer space at near light speeds.  You can reach planetary destinations in 
  several hours.  You can only fly at your normal pace while in the gravity well of a planetary body. 
   
  Super Speed (Strength or Agility):  
  “You can’t kill what you can’t catch!” 
  Your Pace is doubled.  You can make a Power Check (opposed against the opponent’s Fighting or Shooting 
  roll) to dodge incoming attacks. 
  Each Additional Edge: Your Pace is doubled again. 
    
  Super Trait:  
  “…She’s stronger, smarter and tougher than anyone else I’ve ever seen…  She’s off the charts on every test 
  we can throw at her.” 
  Increase your Super’s Strength, Agility, Smarts, Vigor or Spirit by 1 die type. 
  Each Additional Edge: Increase your Strength, Agility, Smarts, Vigor or Spirit by 2 die types. 
    
  
  26 
   
  Super Charisma: 
  “I don’t know how she did it but she somehow managed to walk right in there and disarm the entire 
  Chicago Mafia without even raising her voice.” 
  Your Charisma score is increased by 4. 
    Each Additional Edge: Increase your Charisma by +4 
   
  Super Toughness:  
  “I saw the cop hit him full in the face with his nightstick.  All it did was make him mad.” 
  Your Toughness score is increased by 4. 
   Each Additional Edge: Increase your Toughness by +4 
    
   
  Super Shooting: 
  “Give him the gun…  Give him all the guns!”  
  You gain a +4 bonus to all Shooting rolls.  Your guns miraculously never run out of ammunition during 
  combat so you never need to reload. 
    
  Super Stealth:  
  “…What do you mean ‘where am I’?  I’ve been standing here the whole time.” 
  You gain a +4 bonus to all Stealth rolls.  If you remain stationary you can become invisible with a 
  successful Skill Check (opposed against a target’s Notice skill). 
   
  Super Skill: 
  “…I’m pretty sure if he wanted to he could repair that thing in his sleep.” 
  You gain a +4 bonus to the skill of your choice.  Cannot be stacked with Martial Arts, Super Shooting, or 
  Super Stealth. 
    
  Stun (Strength or Spirit):  
  “That guy looks like he got tased or something.  I don’t know what that other dude shot at him but it went 
  through the room like a freight train.” 
  You have an ability to stun and disable anything with a nervous system. With a successful Power Check 
  (opposed against the target’s Vigor roll) you can render any target within 12 squares Paralyzed.  Paralyzed 
  targets are completely immobile; recovering from Paralysis follows the same rules as recovering from 
  being Shaken. 
    
  Stun, Advanced (Prerequisite: Stun): Your stun power has a 24 square range and can affect all 
  targets in a Large Blast Template area. 
    
  Swinging (Agility):  
  “He certainly does have a flair for the dramatic…  Always swinging in and out the window like that.” 
  You can brachiate (i.e. swing on branches or ropes) with a pace of 12. You can move point-to-point 12 
  squares on the battle mat via grappling line. Your line holds 500 lbs. A Swinger who falls can make an 
  Agility check to break their fall. They can also make an Agility roll to use their line to grab someone else 
  who is falling. 
    
  Teleport (Smarts, Spirit or Agility):  
  “Hold on a sec, I’ll get that… ‘K I’m back.” 
  As a movement action you can teleport yourself and anyone you are touching up to 12 squares away.   
  Each Additional Edge: Your teleport range doubles. 
    
  
  27 
   
  Teleportation, Surgical (Prerequisite: Teleport): You have an extreme degree of control over your 
  teleportation power.  With a successful Power Check (opposed against the target’s Vigor roll) you 
  can teleport a target's internal organs out of their body or a CPU out of a computer, for example.  
  This effect only works within 12 squares ever. 
    
  Time Control (Smarts or Spirit):  
  “I command you to STOP!  OK, now let’s just take that Doomsday Laser out of your hands and…  
  CONTINUE!” 
  You are able to locally warp the 4th Dimension to a small degree causing a number of time related effects. 
  With a successful Power Check you can ‘Timeslip’, causing yourself to vanish; you can speed a target up, 
  giving them an Extra Action per round; or you can slow a target down, giving them a -2 to all rolls. Your 
  power has a range of 12 squares. 
    
  Time Mastery (Prerequisite: Time Control): With a successful Power Check (opposed against a 
  target's Vigor roll) you can wither or restore a target, aging or rejuvenating them by 20 years 
  respectively.  On a successful Power Check you can also stop time for 1 round or re-roll any single 
  roll made during the round. 
   
  Vacuum Immunity: 
  “What are you doing?!  Don’t open the airlock!” 
  You are immune to asphyxiation, choking, depressurized and/or anaerobic environments (like deep 
  space). 
   
  Wall Walker: 
  “But…  This is a dead end.  Where could he have gone?!” 
  You can move on vertical or upside-down surfaces at your normal pace, no matter how sheer the surface. 
   
  Water Control (Smarts or Spirit):  
  “Is she surfing…  Without a surf board?” 
  You can cause any bodies of water within 12 squares of you to move as you wish.  This includes parting 
  water to permit easy passage, increasing or decreasing the depth of water and causing water to channel 
  in a direction you choose. 
    
  Water Control, Advanced (Prerequisite: Water Control): You can produce damaging tidal waves 
  that inflict property damage on coastal regions.  With a successful Power Check you can move 
  through the water at a Pace of 24 and breathe normally as if you were Aquatic. 
   
  Weapon Attack (Strength) 
  “I wouldn’t mess with him if I were you.  That sword looks like bad news.” 
  Your carry some kind of special melee weapon (i.e. a sword, axe, war hammer, power gauntlet, etc).  Your 
  weapon attacks inflict STR+2d6 points of damage and count as a Heavy Weapon.  Your Reach with this 
  weapon is +1. 
  Each Additional Edge: Your damage increases by 1d6 
    
  Weather Control (Smarts or Spirit):  
  “She ended the drought -- she must have been sent by the Gods!” 
  You can change the local weather with a successful Power Check. This requires 1d6 rounds and can only 
  be used outdoors. You can produce clear, sunny skies, driving rain, hurricane winds capable of knocking a 
  grown adult prone or a small cyclone the size of a Medium Blast Template 
    
  
  28 
   
  Weather Mastery (Prerequisite: Weather Control): You can call down destructive bolts of 
  lightning for 3d10 damage each, summon a tornado, maintain multiple weather affects at once 
  and gain a limited flight capability (Pace = 12). 
     
  Epic Edges: 
  This special category of Super Edges represents high-level powers that should only be available in ultra 
  high-powered settings.  These Edges can only be used with the Game Masters permission and are good 
  things to consider giving to Super Villains for their various “I Want To Conquer The World” plots. 
   
  Author of Fate (Epic Edge; Prerequisite: Greater Luck): Once per gaming session you can declare fiat and 
  change any table ruling to be in your favor.  
   
  The Big One (Epic Edge; Prerequisite: Volcano): You can set off severe earthquakes that register 7 and 
  above on the Richter Scale.  This quake has a city-wide effect that causes wide-scale, brutally catastrophic 
  collateral damage. 
    
  Bolt of God (Epic Edge; Prerequisite: Ranged Attack): Your ranged attack has unlimited range and suffers 
  no long range penalties. 
   
  Clone Master (Epic Edge; Prerequisite: Duplicate): You can create up to 10 duplicates of yourself with no 
  range limitation.  If you die you can transfer your consciousness into any surviving clone. 
   
  Colossus (Epic Edge; Prerequisite: Growth): You are colossally huge.  You can grow to over 100 feet tall 
  and weigh upwards of 30 tons.  While in this form your Strength and Vigor are both d12+d12 and your 
  Pace is +20. 
   
  Death Aura (Epic Edge; Prerequisite: Death Touch): Your mere presence kills everything you come into 
  contact with.  Make a Power Check (opposed against the target's Vigor roll) to kill all living things in a 1 
  square radius.  Any object you touch can become imbued with your Death Aura for 3 rounds. 
    
  Demi-Being (Epic Edge; Prerequisite: Phaser): You are perpetually between phases.  You are immune to 
  physical damage sources but can still interact with the physical world and make attacks of your own. 
    
  Empathic Demiurge (Epic Edge; Prerequisite: Advanced Empathic Control): You are in touch with the 
  emotional states of everyone on the planet.  You are able to produce permanent emotional changes in 
  your targets. 
     
  Epic Fail (Epic Edge; Prerequisite: Advanced Jinx): Whenever an opponent rolls a natural 1, 2 or 3 against 
  you, they suffer a spectacular failure. 
   
  Galactic Transponder (Epic Edge; Prerequisite: Broadcast): You can pick up and manipulate wireless 
  signals from anywhere in the Milky Way. 
    
  Gate Master (Epic Edge; Prerequisite: Greater Inter-Dimensional Being): In addition to opening temporary 
  gates, you can maintain a single gate of your choosing permanently.  You can create a Dimensional 
  Singularity capable of inflicting city-wide damage.  Singularities generate Gravity based crushing damage. 
    
  Global Campaign of Terror (Epic Edge; Prerequisite: Bogeyman): You can project a global aura of fear. 
    
  Mastermind (Epic Edge; Prerequisite: Advanced Mind Control): The range of your powers is almost 
  limitless.  You can communicate telepathically with anyone in the world and can mind control anyone in 
  your line of sight. 
  
  29 
   
    
  Master Shapeshifter (Epic Edge; Prerequisite: Chameleon): You can adopt any form (organic or inorganic) 
  within 2 size categories of your present size.  You can perfectly emulate any being down to the DNA level.  
  You can blend the traits of multiple forms to create monstrous adaptations. 
      
  Master of Illusions (Epic Edge; Prerequisite: Greater Illusionist): With a successful Power Check (opposed 
  by the target's Smarts roll) you can trap a target inside an illusory reality that is completely real to them.  
  While trapped the target cannot move or act; it is as if they are asleep and dreaming.  Your illusions can 
  affect entire cities. 
    
  Nuke (Epic Edge; Prerequisite: Explode): You can set off an explosion the same size as a tactical nuclear 
  burst.  A 10 city block radius is affected by the primary shockwave and secondary Radiation Sickness 
  affects a much larger, city-wide area. 
    
  Omniscient (Epic Edge; Prerequisite: Weird Sense): You have an awareness of everything happening on 
  the planet.  With a successful Power Check, you can focus in on a particular person, place or thing you 
  have knowledge of and learn its general location and orientation. 
   
  Radiant Being (Epic Edge; Prerequisite: Advanced Energy Control): You have mastered the conversion of 
  matter to energy and have become a being of pure energy.  You are completely immune to all physical 
  damage and your melee attacks pass through any armor.  You are able to convert quantities of solid mass 
  into pure, explosive energy. 
   
  Resurrection (Epic Edge; Prerequisite: Greater Healing): You can raise the dead. With sufficient modifiers, 
  you can raise someone who has been long dead. 
   
  Solar Corona (Epic Edge; Prerequisite: Advanced Light): You can emit a light as powerful as the sun.  This 
  light can blind anyone within your line of sight and causes secondary radiation damage. 
    
  Supernova (Epic Edge; Prerequisite: Damage Field): You can flare your damage aura to affect a full city 
  block. 
    
  Super Severance (Epic Edge; Prerequisite: Advanced Negation): You are able to permanently remove 
  Super Edges from a target. 
    
  Supersonic (Epic Edge; Prerequisite: Speed): You can run at the speed of sound (~550 MPH).  You can 
  generate damaging sonic booms and, with a Power Check, can set your body vibrating at a frequency that 
  will remove all physical restraints (i.e. bindings, cuffs, chains, grapplers, etc.) 
    
  Storm God (Epic Edge; Prerequisite: Weather Mastery): You are able to affect global weather patterns 
  with a successful Power Check.  You can create and end droughts and slowly melt the polar ice caps. 
    
  Stun Mastery (Epic Edge; Prerequisite: Advanced Stun): You can render any target you touch permanently 
  paralyzed.  Your normal stun power can affect an entire city. 
    
  Time Travel (Epic Edge; Prerequisite: Time Mastery): You are able to journey into Earth's past and future 
  with a successful Power Check (modified by the length of time being traversed).  You cannot materially 
  change the past or future, but you can see things and gather information.  Not everything you see will 
  necessarily come to pass.  Abuse of this power is likely to attract the attention of the Time Lords!  If you 
  use this power to travel into the near future you can gain a +4 bonus to your next die roll or avoid 1 attack 
  against you. 
   
  
  30 
   
  Transubstantiation (Epic Edge; Prerequisite: Advanced Absorption): When you absorb an energy type you 
  can alter your form (a la "Altered Form") to become that energy type.  You may maintain this form as long 
  as you wish, but cannot reassume it until you absorb that energy again. 
   
  Web Master (Epic Edge; Prerequisite: Advanced Malfunction):  Your powers can affect the world’s 
  internets. Any networked device can be reached by your power. You can produce self-replicating 
  computer viruses that enslave any machine they come in contact with. 
    
  Zombie Master (Epic Edge; Prerequisite: Greater Zombification):  You can create an unlimited number of 
  zombies.  Your zombies automatically Zombify anyone they kill. 
   
   
   
  
  31 
   
  Gear: 
  There is no specific gear table for this setting.  You can use what is listed in Necessary Evil or in my other 
  super-hero themed setting, Nighthawks as a guide. 
   
  Most “Gear” is considered to be part of the trappings of a particular character’s Super Powers.  If you 
  need to keep track of money and gear accumulation as part of your campaign, feel free to do so. 
   
  
  32 
   
  Gameplay: 
  This section outlines some suggestions for setting the proper tone in a Super Hero/Super Villain game and 
  is primarily aimed at Game Masters. 
   
  Capers: 
  The life of a Super Villain revolves around formulating and executing capers.  If your players are playing 
  villains, encourage them to come up with some ideas for capers – the wilder the better.  In a villain 
  focused campaign, the capers become the main driver of the action.  Help your players develop ideas for 
  capers.  When one caper reaches its conclusion, immediately start the next, or try to run multiple capers 
  at once if you like. 
   
  To help stimulate ideas for capers you can use the table below.  Simply draw three cards from a standard 
  deck of playing cards (Jokers included) and see what sort of wacky combination of descriptors you can 
  come up with.  It’s up to you to figure out how to build a caper around these descriptors; keep or lose 
  whatever works for you. 
   
  Caper Generator 
  Card 
  1st Draw 
  2nd Draw 
  3rd Draw 
  2 
  Construct a Ray-gun 
  To Destroy 
  The Government 
  3 
  Create a Bio-weapon 
  To Take Over 
  The Polar Ice Caps 
  4 
  Summon a Demonic Force 
  To Subvert 
  The Water Supply 
  5 
  Raise an Army 
  To Steal/Kidnap 
  The Atmosphere 
  6 
  Awaken a Monster 
  To Poison 
  The Scientific Community 
  7 
  Contact Extra-Terrestrials 
  To Mutate/Change 
  Big Business 
  8 
  Form a Coalition 
  To Weaken 
  All Money 
  9 
  Hire another Supergroup 
  To Relocate 
  All Energy Reserves 
  10 
  Build a Satellite 
  To Blackmail 
  All Children 
  J 
  Rob a Huge Bank 
  To Burn/Melt 
  All Men 
  Q 
  Open an Inter-Dimensional Gate 
  To Manipulate 
  All Women 
  K 
  Develop a Drug 
  To Purchase 
  A Continent 
  A 
  Broadcast a Subliminal Message 
  To Freeze/Paralyze 
  The Human Race 
  Joker 
  Generate a Psychic Thought Wave 
  To Zombify 
  The Republican Party 
   
  Sometimes you don’t need a grandiose caper to round out a session, just some random criminal activity 
  for the players to deal with – the sort of stuff any self-respecting hero would pick up over the police 
  scanner.  Use this mission generator to come up with random crimes on the fly. 
   
  Crime Generator  
  Card 
  1st Draw 
  2nd Draw 
  3rd Draw 
  2 
  A Lone Gunman 
  Stealing Money 
  In a Quiet Suburb 
  3 
  A Gang of Hoodlums 
  Molesting Civilians 
  Downtown 
  4 
  A Serial Killer 
  Stealing a Vehicle 
  In the Ghetto 
  5 
  The Mafia 
  Robbing at Gunpoint 
  At the Mall 
  6 
  Supervillain Flunkies 
  Murdering Innocents 
  At a Government Building 
  7 
  Armed Robbers 
  Destroying Property 
  At the Zoo/Aquarium 
  8 
  Crooked Cops 
  Kidnapping 
  At a School 
  9 
  Terrorists 
  Holding Hostages 
  In an Office Building 
  10 
  Hardcore Junkies 
  Firing Indiscriminately 
  On a Moving Vehicle 
  J 
  Mad Bombers 
  Mugging 
  At a Theater 
  Q 
  Reckless Drivers 
  Fleeing the Scene 
  In the Park 
  K 
  A Para-military Group 
  Committing Arson 
  At a Police Station 
  
  33 
   
  A 
  Professional Assassins 
  Fighting the Cops 
  In a Bank 
  Joker 
  A Novice Supervillain 
  Attacking Authorities 
  In a Dangerous Pursuit 
   
  Character Advancement: 
  In a Super Powered setting, the notion of character advancement is very different than in more traditional 
  role-playing settings.  A novice Super starts off tougher than just about the toughest sword-and-sorcery or 
  pulp hero you can envision.  Their basic powers far exceed what can be accomplished with regular Edges.  
  This begs the question: what do Supers have to aspire to? 
   
  Another peculiarity is the fact that in most role-playing games it is normal for a character to become 
  stronger and more capable as they survive and mature, but a Super should ostensibly be as tough as 
  they’re ever going to be at the moment of their creation (barring exceptional, story-driven circumstances).  
  This can be de-motivating.  Why strive to better yourself if you’re already completely awesome? 
   
  In this setting these issues can be dealt with a couple of different ways.  For one, focusing on non-
  experience point based rewards is important.  Super Villains always need to make piles of money so that 
  they can hire flunkies and buy lairs.  Super Heroes should always be trying to improve their public image, 
  expand their reputations and garner fame. 
   
  In a long running comic series, it’s not uncommon to see a popular Hero undergo dramatic 
  transformations as they come into contact with powers greater than their own.  To account for this, once 
  every Tier (Novice, Seasoned, Veteran, etc.) a Super gains one additional Super Edge to spend in any 
  Power Pool they have access to.  At this time, they can also elect to swap out a single Super Edge for 
  another if they wish. 
   
  At the Game Masters discretion, you can also allow a character to swap out an entire Power Pool for any 
  other Pool and to freely re-spend all of the Super Edges from the Pool being replaced.  Radical 
  transformations of this sort should only be allowed under extraordinary, campaign-driven circumstances 
  since it could lead to some potentially game-breaking power combinations. 
   
  Try to wrap the acquisition of new powers and power sets into a character’s narrative based on the 
  background they have chosen.  For example: 
   
  Background 
  Narrative Device 
  Mutant 
  Unstable mutation continues to evolve; character exposed to a mutagen source; after 
  being subjected to extreme stress a new power is “awakened” 
  Construct 
  Construct is rebuilt/re-tooled after a traumatic event; construct receives upgrades; 
  fitted with a new and improved energy source 
  One Percenter 
  Character undergoes intense physical training with a new master; new gadget or device 
  built 
  Alien 
  Mysterious alien power source transforms the character; natural evolution of Alien 
  DNA; rare super-technology obtained 
  Transhuman 
  Character is subjected to a high dose of experimental particles/energy; injected with an 
  exotic serum; a forbidden passage is read from an ancient tome 
   
   
  Creating a proper Comic Book narrative: 
  In this setting more so than some others telling a good story should take precedence over whether or not 
  the players “win” a particular scenario.  Game Masters should constantly be on the lookout for 
  opportunities to heighten the drama, raise the stakes and put the players in cliffhanger situations.  
  However, and this is important, this should be a “low lethality” setting.  Killing characters kills the story.  A 
  player who is not playing deflates the excitement in the room.  The threat of mortal danger should be 
  
  34 
   
  saved for the final chapter of a story as the action builds to a climax.  If a character is in a situation where 
  his or her life is in jeopardy, consider “knocking out” the character instead of killing them outright.  In 
  some cases, this may be the perfect way to raise the tension of a scenario without making everyone fear 
  for their lives.   
   
  If a character is “knocked out” how do you keep them involved and interested in the game?  You have a 
  couple of options here: 
   
   
  You could let the player take over a Flunky until their character is back in play.  Flunkies under 
  the temporary control of a player gain a Wild Card die (becoming a ‘Super Flunky’) 
   
  Let the player help the Game Master control Villains in larger battles. 
   
  If no Flunkies or spare Villains are in play consider introducing a surprise sidekick into the mix.  If 
  the player has a spare character in their folder who isn’t on the scene, write them into the story.  
  Have them suddenly swing in through a window in dramatic fashion and join the fight. 
   
  To create a Comic Book feel, break your scenarios down into Chapters or Episodes.  This accomplishes two 
  things: it creates a lot of natural break points in the narrative where you could stop the action, take 
  breaks, etc. and it condenses the action into focused bursts.  Think of it in terms of scripting an action 
  film: you want each Episode to be built around a “set piece”, a major action scene with stunts and effects.  
  This gives each Episode a sense of urgency and gives the players lots of opportunities to do heroic things. 
   
  Allow characters to do improbable things.  In some game settings, a high premium is placed on ‘realism’, 
  on doing things that seem plausible and don’t offend our rational sensibilities.  This is not that setting.  If 
  anything, this world obeys the rules of ‘light realism’ – it resembles reality but plays fast and loose with 
  natural laws.  If a character wants to attempt a crazy physical stunt where they bounce off walls and spin 
  through the air, let them do it without penalty, just keep it as a standard roll.  Let the players be 
  imaginative with the action.  Remember that the Game Master can do this with their Villains too. 
   
  Embrace the notion of recurring adversaries.  If the players defeat an opponent or foil their scheme have 
  the opponent make a getaway so that they can fight another day.  If it is the final Episode of a long 
  scenario you might allow the players to capture or incapacitate their opponent.  If they want to kill their 
  opponent, that is perfectly fine, but death always has repercussions – that opponent probably has allies 
  who will seek revenge for such actions. 
   
  Being good doesn’t mean being a boy scout.  If you want to play things that way, that’s fine, but just 
  because you work on the side of law doesn’t mean you have to hand out flowers to old ladies.  If a ‘good’ 
  character wants to rub out a persistent adversary or beat up a couple of cops who are in their way, they 
  can do this without any sort of metagame penalties.  All repercussions should be in game (i.e. mess with 
  the cops and they will consider you a crook).  Encourage players to stick to a common behavior theme but 
  don’t penalize them harshly when they have a personality lapse.  The flip side of this is also true: not all 
  ‘bad guys’ need to be slavering psychopaths. 
   
  Extras vs. Wild Cards: 
  Savage Worlds lends itself nicely to the notion that player characters are above average individuals.  They 
  tend to be stronger, faster, more skilled and luckier than the average guy.  In this setting, it is important to 
  make sure that this separation is very pronounced.  A Wild Card should be head and shoulders above any 
  Extra in the game.  You should almost never have a case where a mere Extra takes down a Wild Card with 
  a lucky shot.  Super Heroes and Arch Villains simply don’t go out that way. 
   
  Take away the “mob bonus” from Extras.  Normally, a character would get a +1 to attack for each 
  character that assists them in a fight.  Because Flunkies will always have a numerical advantage over Wild 
  
  35 
   
  Cards, take this bonus away to avoid having underwhelming battles where the super characters simply get 
  dog-piled. 
   
  Any time an Extra would inflict a Wound on a Wild Card, immediately give the Wild Card a soak roll for 
  free.  The character would still be Shaken, but it would help to avoid the anti-climax of getting 
  incapacitated by an otherwise trivial encounter. 
   
  If a Wild Card fails their soak rolls and become ‘Killed’ by an Extra, they are simply “knocked out” and fall 
  prone.  They can be revived with a simple Heal check. 
   
  Any time a Wild Card hits an Extra, the Extra should fly bodily through the air and land prone.  Even if a 
  Wild Card doesn’t have a knockback attack, this heightens the feeling that they are super powered and 
  creates the opportunity for some comedic moments (i.e. a Flunky flying into another Flunky, creating a 
  domino effect).  Extras always fly 1d4 squares and land prone when struck by a Super. 
   
  Flunkies: 
  Flunkies, Goons and Hirelings are an important part of the Superhero ecosystem.  It’s these normal guys 
  that make super powered characters feel truly super.  Many heroes and most villains need Flunkies to 
  handle mundane day to day stuff.  Flunkies are disposable human resources; they realize its dangerous 
  business to associate with super powered individuals but are willing to do so out of a sense of loyalty, a 
  desire for riches, or the cachet of hanging out with famous and powerful people.  Liberally sprinkle your 
  scenarios with Flunkies; they provide lots of meat for the players to grind. 
   
  In Savage Worlds game terms, think of Flunkies as another term for Extras. 
   
  Sidekicks: 
  Encourage your players to roll up more than one character.  You can use spare characters as dramatic 
  replacements when a player’s character is knocked out or otherwise detained.  Also, a higher level 
  character may bring along one of their lower level characters as a Sidekick, which is essentially a Wild Card 
  Flunky who follows the character around. 
   
  Power Stunts: 
  A power stunt governs any use of a Super Power that falls outside the lines of the printed rules; they are 
  generally exceptional actions that a Super can attempt. Stunts are used to adjudicate situations where the 
  player wants to do something not specifically addressed in the rules and allows the player to have some 
  authorial control over how their powers are manifested. Game Masters simply need to apply the right 
  modifier to the roll and give the players a shot.  
   
  Attempting a Stunt is simple, the player merely spends a Benny, announces what they intend to do with 
  one of their powers and then rolls a Trait Test after applying whatever modifier the Game Master deems 
  appropriate. 
   
  Most stunts involve stretching the limits of a Power. For example, if someone can normally only teleport 
  12 squares but in a specific case they really need to teleport 14 squares, the Game Master may allow a 
  Stunt at -2 to pull this off.  Other Stunts are more impressionistic, such as a character with the Fire pool 
  attempting to set a room on fire when they don’t have any obvious Super Edges that would normally 
  allow them to do this. 
   
  Typically a Stunt is a one-shot deal and if a player is trying to do something really, really hard they 
  shouldn't be rewarded for just attempting it over and over until they get it -- that slows down play for 
  everyone at the table.  
   
  
  36 
   
  Generally speaking, Stunt modifiers break down like this.  
   
  -2: Challenging: This stunt is probably doable and lies just outside the character's current capabilities. It 
  stretches, extends or empowers an ability slightly more than normal. A lot of "instant reaction" stunts fall 
  into this category.  
  -4: Difficult: This stunt is truly hard and there is by no means a great expectation of success. A difficult 
  stunt may stretch a power pretty far out of its stated boundaries and includes doing "non-linear" or 
  unexpected things with a power (like using a Teleport power to teleport something to you rather than 
  teleporting yourself to it).  
  -6: Unbelievable: The stunt stretches credulity in every way. Usually involves the character manufacturing 
  some "deus ex machina" use of a power to defeat a major obstacle in game, like using a Super Smarts roll 
  to figure out the Super Villain's dastardly plan on scant or non-existent clues.  
   
  The Game Master can assign higher or lower modifiers of course as they wish, these are just guidelines.  
   
  Below are some suggested stunts for different Super Edges: 
   
  Absorption: 
  o 
  -2: Absorbing energy from sources not directed at you (i.e. stealing the kinetic energy from a 
  speeding car, stealing flame energy from a nearby campfire, etc.) 
  o 
  -4: Conduct absorbed energy through your body and channel it into something you can touch. 
  o 
  -6: Attempting to absorb energy from trace or ambient sources in the air surrounding you 
    
  Altered Form: 
  o 
  -2: You create a temporary hole in your body to make an incoming attack miss you. 
  o 
  -4: You bend your body into a simple shape (i.e. an elastic band, a wall, etc.) 
  o 
  -6: You bend your body into a complex shape (i.e. a pretzel, a net, etc.) 
    
  Animal Control: 
  o 
  -2: You want to summon a bird to fly down instantly and foil an attack against you. 
  o 
  -4: Using your powers on a human by appealing to their primal nature. 
  o 
  -6: You want to summon a stampede of large animals (i.e. elephants, rhinos, buffalo, whales, 
  etc.) and have them appear in one round 
    
  Animation: 
  o 
  -2: You animate a target’s clothing, impeding their movement 
  o 
  -4: You animate an object being wielded by the target (such as a weapon) so that it can be used 
  against them 
  o 
  -6: You command an entire room full of furniture to dance the minuet. 
    
  Broadcast: 
  o 
  -2: You tightbeam a private stream of data to a target you designate in range. 
  o 
  -4: You amplify the frequency of a radio signal to blow out a transmitter or receiver. 
  o 
  -6: You want to turn all transmitters and receivers in range into life-threatening microwave 
  emitters. 
    
   
  Burrowing: 
  o 
  -2: Quickly digging a hole, such as a pit trap or grave site 
  o 
  -4: Instantly burrowing underground to avoid an incoming attack 
  o 
  -6: Reaching into a rock face and pulling out some item of value (such as a piece of ore or a 
  precious stone) 
    
  
  37 
   
  Chameleon: 
  o 
  -2: Shifting the composition of your blood to remove harmful toxins 
  o 
  -4: Shifting your form to repair structural damage, removing 1 wound 
    
  Copycat: 
  o 
  -2: You want to extend the duration of a copied power by 1 hour 
  o 
  -4: Your want to imbue a target you touch with a copied power for 3 rounds 
  o 
  -6: Copy from a Copy: you attempt to mimic a power that you have a visual record of (i.e. 
  captured on any audio-visual storage media) 
    
  Damage Field: 
  o 
  -2: Bending your damage aura around friendly adjacent targets so that they are not harmed 
  o 
  -2: Zapping incoming bullet fire with your Aura 
  o 
  -4: Flaring your damage aura to affect a Large Blast Template area 
    
  Duplicate: 
   
  -2: Creating a clone under duress (i.e. quickly creating a clone to take a bullet for you) 
   
  -4: Creating multiple clones in a single standard action 
   
  -6: Creating a clone of a target you can touch 
   
  Earthquake: 
  o 
  -2: Using your seismic shock waves to vault a target up to a high location 
  o 
  -4: Diverting the flow of a major river 
  o 
  -6: Making radical changes to the elevation of a piece of land 
   
  Empathic Control: 
  o 
  -6: You are able to induce irrational, emotional responses in a machine or computer. 
    
  Energy Control: 
  o 
  -2: Using your energy to power an appropriate device (i.e. cold to power a refrigeration unit, 
  electricity to power a computer, sonic to power a radio tower, etc.) 
    
  Explode: 
  o 
  -2: You use your explosion power to launch yourself up on to a high place or to provide additional 
  thrust for a vehicle. 
    
  Ranged Attack (Fire Blast, Psionic Blast, etc.): 
  o 
  -2: You cause your ranged attack to erupt over a Small Blast Template radius on impact 
  o 
  -4: You cause your ranged attack to erupt over a Medium Blast Template radius on impact 
  o 
  -6: You cause your ranged attack to erupt over a Large Blast Template radius on impact 
   
  Flight: 
  o 
  -2: Attempting to fly at full speed through an obstructed area (i.e. a dense forest, crowded slums, 
  etc.) without crashing. 
  o 
  -6: Generating a damaging sonic boom 
    
   
  Growth: 
  o 
  -2: Instantly triggering your growth power to break a fall 
  o 
  -4: Using your growth power to break out of some form of confinement (i.e. bindings, locked in a 
  small space, etc.) 
    
  Healing: 
  
  38 
   
  o 
  -2: Attempting to conduct your healing power through a thin barrier (i.e. a pane of glass, a door, 
  etc.) 
  o 
  -6: Transferring a wound from one target to another 
    
  Inter-Dimensional Being: 
  o 
  -2: Attempting to banish an alien target, forcing it to return to its home dimension 
  o 
  -6: Attempting to summon an alien being 
    
  Light: 
  o 
  -2: You focus your light in a tight beam that has twice the range but only illuminates in a straight 
  path. 
  o 
  -4: You produce ultraviolet light of sufficient intensity to etch computer circuits. 
  o 
  -6: You generate gamma waves that inflict radiation damage on the target. 
    
  Luck: 
  o 
  -2: Finding an exceptional piece of loot or treasure when opening a chest 
  o 
  -4: Finding a needle in a haystack 
  o 
  -6: Correctly guessing a winning lottery number or a complex password 
    
  Shrink: 
  o 
  -2: You are caught unprepared and want to shrink suddenly to avoid an incoming attack. 
  o 
  -4: Shrinking inside someone’s body and then explosively growing whilst inside them. 
  o 
  -6: Shrinking inside of a machine or robot and taking control of it by manipulating its power 
  source. 
    
  Speed: 
  o 
  -2: Running full speed through an obstructed area (i.e. a dense forest, a crowded slum, etc.) 
  without crashing. 
  o 
  -4: You attempt to accelerate your metabolism to speed the natural healing process. You are able 
  to heal 1 wound in a minute. 
    
  Super Shooting: 
  o 
  -2: Ricochet a bullet around a corner. 
  o 
  -4: Shooting the pips out of a playing card being held out the window of a speeding car 
  o 
  -6: Curving the flight path of a bullet or shooting another bullet out of the air 
    
  Teleport: 
  o 
  -2: Teleport suddenly to avoid an incoming attack or to avoid falling damage 
  o 
  -4: Teleport an object in your possession to another location 
  o 
  -6: Swap places with a target 
    
  Time Control: 
  o 
  -2: Suddenly Timeslip to avoid an incoming attack. 
  o 
  -4: Wither or Restore a target by 40 years in a single action. 
  o 
  -6: Attempting a “Do Over” for something that happened several minutes ago. 
    
  Water Control: 
  o 
  -6: Attempting to control a living being by influencing the water in their bodies 
   
  Weather Control: 
  o 
  -2: You want to deflect an incoming attack with a sudden burst of wind. 
  o 
  -4: You want to try and summon a storm immediately. 
  o 
  -6: You want to try and summon a storm indoors. 
   
  
  39 
   
  Monsters: 
  There aren’t very many monsters in this setting per se – most adversaries are humans or super powered 
  beings.  Included below are a few ideas for monsters you might wish to unleash to liven up a gaming 
  session, along with some common opponents a hero or villain may encounter. 
   
  Aldebarans: 
  These extra-terrestrials aren’t often encountered, but every so often they will send a strike force to Earth 
  on some obscure errand.  These aliens think human beings are little more than evolved bacteria so they 
  will kill them without conscience. 
  Aldebaran 
  Strength: d6 
  Smarts: d12 
  Agility: d10 
  Spirit: d12 
  Vigor: d6 
  Pace: 8 
  Parry: 7 
  Toughness: 6(5)* 
  Shooting: d10 
   
  Gear:   
  Xenoweave Suit: (+1 Armor; Heavy Armor) 
  Mindwipe Gun: 12/24/48 range; 2d6 Psionic damage; Target’s Toughness based on Smarts, not Vigor; 
  Heavy Weapon 
  Powers:   
  * = Heavy Armor 
   
  Flunky: 
  If the action is slow there is nothing better to inject some excitement into the proceedings than to drop a 
  group of Flunkies into the picture.  All groups in the game world have Flunkies, so you could represent any 
  faction you wish by throwing in a few masked and costumed extras at the party. 
  Flunky 
  Strength: d6 
  Smarts: d4 
  Agility: d6 
  Spirit: d4 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Shooting: d6 
   
  Gear:   
  9mm Pistol (12/24/48; 2d6 damage; AP: 1; Double Tap); 2d20 dollars 
  Shotgun: 12/24/48 range; 1d6-3d6 Damage; ROF = 1 
  Uzi: 12/24/48 range; 2d6 damage; ROF = 3; AP = 1; Full Auto 
  Powers:  None 
   
  Car: 
  In a setting where guns don’t always hurt their intended target, sometimes drastic measures are called for.  
  A hero or villain who gets hit by a speeding car (thrown or otherwise) still needs to take care. 
  Car (compact) 
  Strength: 0 
  Smarts: 0 
  Agility: Driver’s 
  Skill 
  Spirit: 0 
  Vigor: 0 
  Pace: 10/30 
  Parry: 0 
  Toughness: 10 (3) 
   
   
  Gear:  None 
  Powers:  Trample: 1d6 Damage per 5 squares of Pace; Heavy Weapon 
  If a car is thrown, damage is STR+d12+d4 
   
  Dinosaur: 
  Someone has managed to clone a T-Rex out of DNA from a mosquito trapped in amber (hmm, sounds 
  familiar).  Anyway, it got out and now it’s eating people.  Please for the love of god won’t someone save 
  us?! 
  T-Rex 
  Strength: d12+8 
  Smarts: d4 
  Agility: d10 
  Spirit: d8 
  Vigor: d12 
  Pace: 8 
  Parry: 6 
  Toughness: 20 (16)* 
  Fighting: d10 
   
  Gear:  None 
  
  40 
   
  Powers: 
  Gargantuan Size +8: Attackers at +4 to hit; Heavy Weapon; Heavy Armor 
  Bite: STR+d8 
  Fear: Make Guts check at -2 
  Hardy: does not suffer wounds from being shaken twice 
  Scaly Hide: +4 Armor 
  Tail Lash: extra attack 
  * = denotes Heavy Armor 
   
  Space Monster: 
  Space is full of unknown things, among them big, planet crushing monsters.  Whether it’s a huge amoeba, 
  an intelligent plasma, a virulent parasite or a tentacled mass a well placed Space Monster can liven up any 
  session. 
   
  No, I’m not going to stat block this one   Come up with your own! 
   
  Giant Robot: 
  There’s always a mad scientist out there somewhere who is building a Giant Robot as part of a grandiose 
  “take over the world” scenario.  Sometimes these home projects get away from you.  A Giant Robot with 
  orders to destroy all humans is now stomping across the countryside. 
  Giant Robot 
  Strength: d12+5 
  Smarts: d6 
  Agility: d4 
  Spirit: d4 
  Vigor: d8 
  Pace: 10 
   
  Parry: 4 
  Toughness: 20 (16)* 
  Shooting: d4+4 
   
  Gear:   
  Heavy Laser x2: 75/150/300 range; 3d6+2 Damage; Heavy Weapon; Ignores Armor 
  Flamethrower: Cone Template; 2d10 Fire Damage; Ignores Armor 
  Powers: 
  Gargantuan Size +8: Attackers at +4 to hit; Heavy Weapon; Heavy Armor 
  Construct: +2 Toughness; +2 to recover from Shaken; Immune to Poison, Disease & Fear 
  Sensors: can see invisible targets; targeting computers 
  Hardy: does not suffer wounds from being shaken twice 
  Metal Plating: +4 Armor 
  * = denotes Heavy Armor 
   
  Ninja: 
  Ninja are highly trained assassins who use martial arts and dirty tricks to bring down their targets. 
  Ninja 
  Strength: d8 
  Smarts: d6 
  Agility: d8 
  Spirit: d6 
  Vigor: d6 
  Pace: 6 
  Parry: 7 
  Toughness: 5 
  Fighting: d10 
   
  Gear:  Katana: d8+d6+2 damage; AP = 2 
  Throwing Stars: 3/6/12 range; d8+d4 damage; ROF = 3 
  Powers: None 
   
  Nuke: 
  The most powerful weapon available to humankind is still the nuclear bomb.  Sure, there’re laser guns 
  and other high-tech gadgets out there, but nothing yet eclipses the sheer brutal power of a nuke.  If a 
  Super manages to threaten the very existence of a nuclear power, a nation may consider deploying the 
  “final option” against them.  These are tactical nukes designed to minimize collateral damage and must be 
  launched by artillery, warship or bomber. 
  Nuke 
  Strength: 0 
  Smarts: 0 
  Agility: 0 
  Spirit: 0 
  Vigor: 0 
  
  41 
   
  Pace: 0 
  Parry: 0 
  Toughness: 0 
   
   
  Gear:   
  Powers: unlimited range; 10d10 Damage; Heavy Weapon; AP = 20; Large Burst Template; Fallout (save vs. 
  Vigor or gain the Terminally Ill Hindrance); Knockback: 3d6 squares; affects all 
   
  Police: 
  Depending upon which side of the law you come down on, the local Police can either be a friend or a foe.  
  Your average policeman doesn’t present much of a challenge to a Super Villain, but they can be dangerous 
  in groups. 
  Police Officer 
  Strength: d6 
  Smarts: d6 
  Agility: d6 
  Spirit: d6 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 7 (9) 
  Shooting: d6 
   
  Gear:  .38 Special (12/24/48; 2d6 Damage; AP: 1; Double Tap) 
  Baton (STR+d4) 
  Bullet Proof Vest (+2/+4 vs. Bullets); 2d20 dollars 
  Powers: None 
   
  Soldier: 
  The armies of most countries generally stay well away from Super Powered individuals, but when a villain 
  attacks a city, they are usually called out to try and contain the damage.  They have better equipment at 
  their disposal than the police – including Hero Killer technology and armored vehicles.  If you have the 
  army on your case you always have to keep one eye on them just in case they get a lucky shot on you. 
  Soldier 
  Strength: d6 
  Smarts: d6 
  Agility: d6 
  Spirit: d6 
  Vigor: d8 
  Pace: 6 
  Parry: 6 
  Toughness: 8(10) 
  Shooting: d8 
   
  Gear:  M-16: 24/48/96 range; 2d8 Damage; ROF = 3; AP = 2; 3RB; Full Auto 
  Rocket Launcher: 24/48/96 range; 4d8 Damage; Medium Blast Template; AP = 8; Heavy Weapon; 1 action 
  reload 
  Grenade: 5/10/20 range; 3d6 Damage; Medium Blast Template 
  Kevlar Vest (+2/+4 vs. bullets Armor; blocks armor piercing) 
  Powers: None 
   
  Special Forces: 
  When the cops and the army aren’t enough, the government will call in Special Forces to neutralize a 
  problem.  These represent the best soldiers that normal humans can produce.  They have the latest and 
  greatest gear and are trained to handle Super Villains. 
  Special Forces Commando 
  Strength: d6 
  Smarts: d8 
  Agility: d8 
  Spirit: d6 
  Vigor: d8 
  Pace: 6 
  Parry: 6 
  Toughness: 7*  
  Shooting: d10+1 
   
  Gear:  Duraweave Suit (+1 Armor; Heavy Armor); Tactical Helmet (Heavy Armor);  
  M2-Herokiller: 10/20/40 range; 3d6 Damage; AP: 3; Heavy Weapon  
  Grenade: 5/10/20 range; 3d6 Damage; Medium Blast Template 
  Sniper Rifle: 50/100/200 range; 2d10 Damage; Heavy Weapon; AP = 4; Snapfire 
  Laser Scopes (+1 to Shooting rolls) 
  Powers: * = Heavy Armor 
   
  Tank: 
  When the situation is especially grim, the Army can call in Tanks.  Tanks possess weaponry that is capable 
  of hurting most Supers but the military will be reluctant to call these valued assets into harm’s way unless 
  they are absolutely necessary. 
  Tank 
  Strength: 0 
  Smarts: 0 
  Agility: Driver’s Skill 
  Spirit: 0 
  Vigor: 0 
  
  42 
   
  Pace: 10/30 
  Parry: 0 
  Toughness: 30 (10)* 
  Shooting: d8+1 
   
  Gear:  Heavy Armor Plating 
  Cannon: 75/150/300 range; 4d8 Damage; Heavy Weapon; Medium Burst Template; AP = 8; 1 action 
  reload 
  M-60 Machine Gun: 30/60/120 range; 2d8+1 Damage; ROF = 3; AP = 2 
  Powers: 
  Trample: 1d10 Damage per 5 squares of Pace; Heavy Weapon 
  If a tank is thrown, damage is STR+2d12 
  * = denotes Heavy Armor 
   
  Zix: 
  These bizarre, encounter suited aliens scour the stars in their massive carrier ships searching for Supers to 
  harvest.  Super beings form the basis of the Zix economy; they are traded like commodities. 
  Zix 
  Strength: d6 
  Smarts: d8 
  Agility: d8 
  Spirit: d10 
  Vigor: d8 
  Pace: 6 
  Parry: 6 
  Toughness: 10(6)* 
  Shooting: d8 
   
  Gear:   
  Encounter Suit: (+4 Armor; Heavy Armor; Immune to Vacuum & Gases) 
  Nullifier Gun: 12/24/48 range; Save vs. Spirit at -4 or lose all powers for 2d6 rounds. 
  Shock Blaster: 12/24/48 range; 2d6 Electrical damage; Save vs. Vigor at -4 or be Shaken; Heavy Weapon 
  Resin Gun: 10/20/40 range; Save vs. Agility at -4 or be immobilized; Resin has a Toughness of 20 unless a 
  special solvent is applied 
  Powers:   
  * = Heavy Armor 
   
  Zombie: 
  Zombies can be used to represent any generic living dead encounter.  With so much super science and 
  magic in the world, the undead are encountered with alarming frequency.  There’s usually some Super 
  Villain out there plotting a “dead take over the world” scenario. 
   
  Zombie 
  Strength: d6 
  Smarts: d4 
  Agility: d6 
  Spirit: d4 
  Vigor: d6 
  Pace: 4 
  Parry: 5 
  Toughness: 7 
  Fighting: d6 
   
  Gear:  none 
  Powers: Immune to Fear; +2 to recover from Shaken; suffer +2 damage against head shots 
   
  
  43 
   
   
  Supergroups: 
  There are countless Super Hero and Super Villain groups in the world, but here is a list of the better 
  known or larger groups currently in operation.  If a character wishes to be associated with one of these 
  groups, that is great, but some of the more experienced groups will require Novice characters to serve an 
  apprenticeship of some sort first. 
   
  A-Force: 
  Description: When danger calls, A-Force answers!  They are the pre-eminent rapid response superhero 
  force in the world.  In their hypersonic A-Force Jet they can be anywhere on the globe in mere hours. 
  Lair:  A-Force lairs in a huge carrier jet that constantly circles the globe.  It stays aloft via aerial refueling 
  and is capable of achieving hypersonic speeds (10x the speed of sound) 
  Symbol:  A globe crossed by two contrails and embossed with a capital letter ‘A’. 
  Rank: Veteran 
  Entry Requirements:  Must be Seasoned.  Must possess an aerial transportation power. 
  Members:  Azure Bolt, Hurricane, Super Ghost, Snow Sword 
   
   
   
  Azure Bolt is the founder of A-Force.  He was a former naval aviator who became lost in the Bermuda 
  Triangle.  Presumed dead, he re-emerged mysteriously about a year later with acute amnesia and strange 
  new powers.  He discovered that he had the ability to fly and could fire bolts of energy with his hands.  
  The government tried to lay claim to him but he pointed out that all of his prior obligations to the United 
  States were nullified once he was declared dead.  He spent several years traveling the world and using his 
  powers to help people.  With reward monies that he earned, he built the A-Force Jet and formed his own 
  Supergroup.  Powers: Lightning Blast, Flight, Kinetic Absorption 
   
  Hurricane is a flamboyant Super Hero who never shies away from the limelight.  He fronts his own Pop-
  Punk band, Naked Aces, when he's not flying on missions for A-Force.  Hurricane is the unofficial PR man 
  for the team and is quite the media darling.  He shills for a number of corporations, selling his own line of 
  sports clothing and energy drinks.  Powers: Flight, Weather Control, Super Spirit, Super Vigor 
   
  Once a researcher in the field of applied photonics, Super Ghost was working on a top secret project for a 
  government group called the Agency to develop an Invisibility Field Generator.  When he realized that this 
  technology would be used to create a squad of invisible assassins, he intentionally sabotaged his own 
  research so that the project would be de-funded.  His ploy was detected and the Agency sent Cleaners to 
  take Super Ghost out.  He used a prototype invisibility device to escape capture; sadly the effect 
  permanently altered his photonic signature.  Now he is determined to use his invisibility to help people 
  where he can and to stay one step ahead of Agency hit-men.  He coats himself in talc so that his comrades 
  can interact with him somewhat normally.  Powers: Invisibility, Flight, Super Smarts, Intangibility, Gravity 
  Immunity 
   
  Snow Sword is a former Valkyrie was cast out of Valhalla for some reason she can no longer remember 
  and forced to live a mortal life.  She knows that she must atone for some sin she committed in her 
  previous existence so she has adopted the mantle of a Super Hero to prove her worth.  She still retains 
  
  44 
   
  some of the supernatural powers of her Valkyrie heritage and is a gifted swordswoman.  As a member of 
  A-Force, she hopes that her valorous conduct will win back her seat at Odin's table.  Powers: Flight, Super 
  Vigor, Super Agility, Super Fighting, Cold Immunity, Weapon Attack (Valkyrie’s Blade) 
   
  Albion Knights: 
  Description:  The Albion Knights live in the spirit of the old Arthurian Knights and abide by a deep code of 
  chivalry.  The members of this group affect the speech and accents of storybook knights and will go out of 
  their way to help those that cannot help themselves. 
  Lair: A restored castle in England 
  Symbol: A white sword 
  Rank: Seasoned 
  Entry Requirements:  Ability to recite chivalric poetry or King Arthur stories from memory. 
  Members:  Sirena, The Green Knight, Kid Excalibur, Merlin 
   
   
  Hailing from Ireland, Sirena is the half-blood offspring of a human man and a Siren.  Raised by her father 
  in Dublin, Sirena's ethereal good looks attracted a great deal of attention.  She made ends meet through 
  busking and belonged to several rock bands.  Her voice had a power to sway audiences and she was an 
  incredibly popular draw in the local club scene.  Her father fell into debt with some rough customers who 
  came to extract payment from his hide.  Finding her father murdered, Sirena's scream of horror and anger 
  shattered every window over 4 city blocks.  Alone and confused she fled to England where she met up 
  with Professor Armitage, and later the Albion Knights.  Powers: Sonic Blast, Sonic Immunity, Stun, Super 
  Agility 
     
  Before becoming a Super Hero, the Green Knight just figured he was a tough bloke.  He loved football and 
  rugby and never thought twice about how he was able to recover from bone-crushing tackles like they 
  were nothing.  It wasn't until he was in a car crash that he realized there was something really different 
  about him.  His mate was put in a coma but he came out of it virtually unscathed; the wounds he did have 
  healed before his eyes.  Around this time, he was approached by Professor Armitage of Oxford University, 
  who had been observing the Green Knight discreetly.  The Professor offered answers and a cause that the 
  Green Knight could live for.  Powers: Regeneration, Armor (Magic Shield), Super Toughness, Force Field 
  (Magic Shield), Weapon Attack (Magic Shield) 
   
  From Oxfordshire, England, Kid Excalibur was born to money and privilege.  He took up fencing as a young 
  lad and was well on his way to becoming an Olympian, winning all of the top fencing honors in the UK 
  while he was still a teenager.  Kid Excalibur was the first person approached by Professor Armitage when 
  the Professor formed the Albion Knights.  Through his research, the Professor had uncovered what he 
  believed to be Excalibur, the true Sword of Kings.  Once he held this blade in his hands, Kid Excalibur 
  became an unbeatable fighter, and a champion for the cause of good.  Powers: Weapon Attack (Excalibur), 
  Super Fighting, Super Agility, Super Vigor, Light Control 
   
  The most powerful wizard on Earth, Merlin has been alive for over 1000 years.  In his guise as Oxford 
  antiquities scholar, Professor Winston Armitage, he is the impresario behind the Albion Knights.  The 
  Knights themselves are not aware of Merlin's double life.  They go to both Professor Armitage and Merlin 
  
  45 
   
  seeking counsel and guidance.  Merlin prefers to stay in the background and influence events rather than 
  take an active part in them.  Through his Knights, he seeks to provide a shining example of goodness to 
  the rest of the world.  Powers: Ageless, Force Field, Mind Control, Arcane Blast, Illusion, Inter-Dimensional, 
  Teleport, Flight 
   
  All-Star Family: 
  Description:  The All-Star Family is the model, all American, wholesome Super Hero team.  This family of 
  four was transformed by accidental exposure to gamma radiation on a family vacation and each 
  developed a different super power as a result. 
  Lair: The All-Star Family lives in a large house in an Austin, Texas suburb. 
  Symbol:  Four stars arranged in a square 
  Rank: Novice 
  Entry Requirements:  Must have strong family values 
  Members:  Dyna-Mom, Rad-Dad, The Quarterback, Varsity Girl 
   
   
   
    
   
  Dyna-Mom, the Matriarch of the All-Star Family is as American as apple pie.  When her family became 
  exposed to fallout from the STP reactor meltdown, she developed a strange vitalic energy that restores 
  those around her.  She frequently volunteers at local hospitals to heal the sick with her powers.  Powers: 
  Healing, Light Control, Regeneration, Super Vigor, Super Spirit 
   
  Rad-Dad was the one most directly affected by the fallout from the STP reactor.  He became infused with 
  radioactive energy.  He likes to use his powers to BBQ for the neighborhood on Sundays.  Powers: 
  Radiation Immunity, Force Field, Regeneration, Radiation Blast 
   
  Arguably the most popular member of America's youngest Supergroup, The Quarterback is  
  all the rage in the Super Media.  He occasionally moonlights for the Dallas Cowboys through a special 
  dispensation granted by the commissioner of the NFL.  Powers: Super Throwing, Super Strength, Super 
  Agility, Super Vigor, Super Speed 
   
  Varsity Girl was just a cheerleader before "the Accident" but now she's one of America's most popular 
  Super Gals. She's a poster child for the American Right and a champion of Christian values.  Watch out for 
  her fiery pom-poms!  Go team!  Powers: Fire Control, Fire Blast, Fire Immunity 
   
  Alpha Sisterhood: 
  Description: This all female super hero group is devoted to fighting crime and showing the world that the 
  ladies can get it done!  The Sisterhood spends most of their time fighting crime in New York and is 
  especially motivated to take on jobs which other male-dominated groups are actively pursuing. 
  Lair:  A penthouse suite in Manhattan.  On the private rooftop is a turbo helicopter which the Sisterhood 
  uses to get around. 
  Symbol:  A stylized mountain peak on a circular background 
  Rank: Seasoned 
  Entry Requirements:  Must be female. 
  Members: Sister Lightning, Fury, Gray Girl, Dare Diva, Whiplash 
  
  46 
   
   
   
    
   
  The bastard daughter of the Lightning God, Raiden, and a mortal woman, Sister Lightning is the somewhat 
  bitter and driven leader of the Alpha Sisterhood.  Her anger toward her father is great and she strives 
  every day to prove that she can be better and more responsible than him.  She refuses to let her demi-god 
  status separate her from the concerns of the mortal world.  Her Sisters have become her bastion and 
  extended family; she relies on them for strength and support.  Powers: Weather Control, Flight, Ageless, 
  Electricity Immunity, Regeneration, Super Vigor, Lightning Blast 
   
  Fury is one of the charter members of the Alpha Sisterhood.  She comes from old money where she 
  received the best education and training.  She always took an interest in shooting and had trained to be 
  an Olympic marksman.  When robbers invaded her family home, she was forced to shoot and kill for the 
  first time.  This moment changed her forever; she began to train with religious zeal and devoted herself to 
  bringing criminals down.  She contacted Sister Lightning and offered a huge donation of money as well as 
  her services in exchange for a partnership which would become the Alpha Sisterhood.  Fury is currently 
  one of the best shots on the planet.  Powers: Super Shooting, Super Agility, Super Vigor, Extra Actions 
   
  Always shy and unassuming, when she reached the age of puberty Gray Girl literally became invisible.  
  With the onset of her mutant powers, Gray Girl gained ghost-like abilities but also became an outcast -- 
  her strange gray skin marked her as something alien.  She ran away from home and became a street 
  urchin, using her powers to steal food when necessary.  It was during one of these minor thefts that she 
  was captured by Sister Lightning.  Sister Lightning took pity on Gray Girl and realized she was just a 
  misguided young woman with powers she didn't fully understand.  She took her in, gave her a home, a 
  purpose, and a sense of belonging.  Gray Girl is now a devoted member of the Alpha Sisterhood.  Powers: 
  Intangibility, Invisibility, Malfunction, Regeneration, Super Vigor 
   
  Dare Diva is new on the scene.  By night she plays Roller Derby in the Gotham City Rollers where she has a 
  reputation as a star player.  After matches, she will skate around the city looking for a different kind of 
  action.  She has busted a number of low level crooks using a combination of toughness, strength and her 
  preternatural skating ability.  Powers: Super Speed, Super Leaping, Super Agility, Super Fighting, Weapon 
  Attack (Skate Kick) 
   
  Whiplash is the most boisterous and fun-loving member of the Alpha Sisterhood.  She developed a martial 
  art form using bullwhips that has proven wickedly effective in the war on super crime.  Though she has 
  had more romantic attachments than the media can keep up with, she has been involved with Avalanche 
  from Liberty Force for quite some time now.  Powers: Weapon Attack (Bullwhips), Super Agility, Super 
  Fighting, Swinging. Extra Actions 
   
  The American Titans: 
  Description: Based out of Washington D.C., the American Titans are one of the premier super hero groups 
  in the world.  The Titans work closely with the US government to take out threats to national security.  
  Occasionally they will coordinate with other super groups to do battle against global threats. 
  Lair: A state-of-the-art underground complex located beneath the Washington Monument.  The tip of the 
  monument can open allowing the Titans’ VTOL jet to take off and land. 
  
  47 
   
  Symbol:  A bald eagle’s head against a stars & stripes field. 
  Rank: Veteran 
  Entry Requirements: US Citizenship.  Military affiliation.  Must be Seasoned. 
  Members:  Captain Awesome, Duke Amazing, Electrica, Tsunami 
   
   
  Captain Awesome is the creation of Project Superman, a US Military program to produce super powered 
  soldiers.  Through a combination of gene therapies, experimental drugs and intense physical training 
  Captain Awesome emerged as the top product of this program.  Given the backing of the Department of 
  Defense, Captain Awesome and the other members of the American Titans were chartered to provide a 
  "5th line of defense" for the United States.  Powers: Super Strength, Barefisted Attack, Regeneration, 
  Super Speed, Super Toughness, Super Agility 
   
  Another product of Project Superman, Duke Amazing is a genetically-optimized, near perfect physical 
  specimen.  Both he and Captain Awesome, charter members of the American Titans, share a lot of 
  capabilities in common but where Captain Awesome shows a natural aptitude for leadership, Duke 
  Amazing is more of a risk-taker and individualist who enjoys nothing more than a good scrap.  Powers: 
  Super Fighting, Super Speed, Stun, Sonic Blast, Super Agility 
   
  Electrica was born with a latent mutation that gave her the ability to manipulate static electric fields.  
  Apart from occasionally playing havoc with computers and shocking her friends, this never manifested 
  into anything truly unusual.  It wasn't until she enlisted in the Air Force and was recruited into Project 
  Superman that her powers blossomed into what they are today.  US government scientists were able to 
  "wake up" the genes that controlled her mutation and she rapidly developed a full blown ability to control 
  electricity.  She is now an active member of the American Titans.  Powers: Lightning Blast, Electricity 
  Absorption, Electricity Control, Malfunction 
   
  One of many Navy Seals who volunteered for Project Superman, Tsunami had a bad reaction to some 
  gene therapies that the military scientists administered and suffered complete discorporation: he was 
  turned into a puddle of sea water.  What the scientists discovered is that the fluid was rich with nerve 
  cells; when an electric current was gently applied to it, Tsunami was able to reconstitute himself into a 
  humanoid form.  The case of this "water man" caused such an outcry that a Senate Oversight Committee 
  forced the shutdown of Project Superman (which continues to this day as a Black Ops program).  Powers: 
  Aquatic, Advanced Altered Form: Water, Various Immunities 
   
  The Aristocrats: 
  Description:  This band of sinister, rich and privileged Villains seldom leaves their remote fortress in 
  Europe.  From there they orchestrate plots to take over the governments of small countries, to undermine 
  economies for their benefit and to subvert celebrities to their cause.  They almost always work through 
  intermediaries and will not get their hands dirty if they can help it. 
  Lair: A castle deep in the Swiss Alps.  The castle has been heavily upgraded with modern anti-intrusion 
  technology.   
  Symbol: A fleur de lie.   
  Rank: Veteran 
  
  48 
   
  Entry Requirements:  Must be Seasoned and have either a noble title or great personal wealth. 
  Members:  Count Demon, Prince Pain, The Claw Duchess, Baron Bloodbath 
   
   
  The suave and debonair Count Demon is the leader of the Aristocrats.  He always wears finely tailored 
  suits and maintains the utmost polite demeanor.  His goal is to reap as much wealth and power as he can 
  on this world so that he can return to his home plane and depose the ruler there (who just so happens to 
  be Lucifer).  He abhors a straight up fight, especially when intrigue and corruption can yield similar results 
  in a more entertaining fashion.  Powers: Mind Control, Inter-Dimensional, Beast Attack (Claws), Super 
  Spirit, Minions (Demons) 
   
  Before joining The Aristocrats, Prince Pain was a con artist and mentalist operating under the stage name 
  of "The Seer of Vienna".  He had managed to amass a small fortune bilking people out of their life savings.  
  His scams came to the attention of Count Demon who liked the Seer's style.  He invited him to join The 
  Aristocrats with the promise of taking down bigger scores -- like the treasuries of Europe's richest 
  countries.  Powers: Mind Control, Illusion, Jinx 
   
  The Claw Duchess was born into spoiled, aristocratic wealth.  In her younger days she squandered money 
  without a second thought.  She destroyed peoples’ lives just as thoughtlessly.  Count Demon seduced her, 
  making her his consort and chief financial backer.  When a car accident claimed her arm several years ago, 
  the Count brought in the world’s best cyberneticists to give her a demonically shaped power claw.  Now 
  she rules by his side as one of the council members of the Aristocrats.  Powers: Weapon Attack (Power 
  Claw), Force Field, Kinetic Absorption, Super Vigor, Super Charisma 
   
  Insane and psychotic, Baron Bloodbath is the mad dog of The Aristocrats and he's kept on a very long 
  leash.  With his matched adamantium hatchets, the Baron is fearsome to behold when his rage is upon 
  him.  Count Demon keeps the Baron soothed with his mind control powers but will cut him loose without 
  hesitation against the enemies of The Aristocrats.  When he is not needed, the Baron is often kept 
  chained to a wall where he can't cause any trouble.  Powers: Extra Action, Weapon Attack (Adamantine 
  Hatchet), Super Strength, Super Vigor, Super Fighting 
   
  Delta Manhunters: 
  Description:  The Delta Manhunters are a small group of Super Villains in the American Deep South that 
  pride themselves on being rough & tough sum’bitches.  They are great trackers and hunters that are 
  sometimes hired by other Super Villains to find people or rare objects.  When they aren’t working a 
  contract they occupy themselves by pulling off small-time local bank jobs.  The members of this group 
  aren’t big thinkers so their capers are never very elaborate or subtle. 
  Lair: A simple armored bunker located beneath a run-down shack in the middle of a swamp. 
  Symbol: A skull and crossbones over a Confederate flag. 
  Rank: Novice 
  Entry Requirements:  d12+ Strength 
  Members: Steel Hillbilly, Swamp Shark, Armadillo 
  
  49 
   
   
   
   
  Born in the bayou swamps of the American South, Steel Hillbilly's mutation blossomed when he reached 
  the age of 13.  His skin became metallic, instantly marking him as a freak.  His family and everyone in his 
  small town were horrified and tried to kill him.  Steel Hillbilly fled into the swamp and nurtured an ember 
  of hatred toward his former community.  Now an unrepentant criminal, Steel Hillbilly has started a new 
  family with the Delta Manhunters.  Powers: Altered Form: Metal, Growth, Super Toughness, Armor, Super 
  Strength 
   
  DeMarius Wayne grew up in the Mississippi Delta near a place where major chemical companies would 
  dump their industrial waste.  When he became aware of his powers, he used to spend his days swimming 
  in the Gulf and waylaying unsuspecting fishermen.  Frightened locals began calling him the ‘Swamp Shark’ 
  and imagined that he was some kind of ancient Loch Ness Monster style atavism from the Age of 
  Dinosaurs.  The name stuck.  Powers: Aquatic, Super Strength, Beast Attack (Bite) 
   
  Armadillo was just a poor kid growing up in Alabama when one day he got picked up by guys in black suits 
  driving unmarked cars.  He remembers little about what happened after that but knows that when he 
  came to, he hurt something fierce.  His muscles were on fire and he had strange plates surgically 
  implanted in his skin.  As he grew, he became a massive man and was almost impervious to pain.  He 
  doesn't know what was done to him, but he means to find who did it and put some hard questions to 
  them!  Powers: Armor, Super Strength, Super Toughness, Bare fisted Attack, Growth 
   
  Doom Swarm: 
  Description:  Doom Swarm is dedicated to sowing the seeds of worldwide chaos and anarchy.  The 
  members of Doom Swarm don’t really operate in any sort of cohesive manner, but they will assist each 
  other if the opportunity presents itself.  They’re a very difficult group to pin down because they don’t 
  have a single agenda or lair. 
  Lair: Many.   
  Symbol:  A red Anarchy sign. 
  Rank: Seasoned 
  Entry Requirements:  Single-handedly destroy a public building (i.e. post office, police station, fire 
  department, etc.) 
  Members:  Green Tyrant, Crimson Marauder, Stormfist, Wolf Mistress, Blitzkrieg, The Crusher, Demolition 
  Blade 
  
  50 
   
   
    
   
   
  Formerly an environmental activist and eco-terrorist, Green Tyrant uncovered a plot by the BioSan 
  Corporation to develop a mutagen that would promote accelerated vegetable growth.  Though the 
  growth agent was still in clinical trials, it was believed that the resultant vegetables would pose a 
  considerable health risk to humans.  Leading a sabotage squad, Green Tyrant bombed the lab in charge of 
  synthesizing the mutagen.  In the process he became infected and underwent a gruesome transformation 
  that turned him into a human-plant hybrid.  His terrorist acts earned him a place in Doom Swarm.  
  Powers: Altered Form: Plant, Plant Control, Burrowing, Damage Field (Thorns) 
   
  The Crimson Marauder leads a band of pirate flunkies who plague the world's oceans in their high-tech 
  hydrofoil battleship.  The Marauder got his start in the criminal underworld as a small time pirate and 
  gradually worked his way up to higher profile heists.  He is one of the only crooks who has managed to 
  successfully capture a US Naval vessel.  The Marauder is believed to maintain an island lair somewhere in 
  Southeast Asia.  Doom Swarm often uses the Crimson Marauder's ship as a mobile meeting place.  
  Powers: Swinging, Weapon Attack (Saber), Super Fighting, Minions, Super Vigor, Super Agility 
   
  Stormfist has long been a fixture in the world of illegal bloodsports as a deadly and merciless fighter.  
  Bootlegs of his fights remain in high circulation amongst enthusiasts of no holds barred mixed martial arts.  
  His edge lies in secret magical spells taught to him by his old sensei.  With them he is able to summon the 
  fury of the Lightning God, Raiden, imbuing his attacks with unstoppable force.  Stormfist has worked with 
  the Crimson Marauder in the past on a few high-profile robberies.  Powers: Martial Artist, Barefisted 
  Attack, Super Agility, Lightning Blast 
   
  One of the only true lycanthropes left in the world, Wolf Mistress prowls the Eastern European wilderness 
  robbing and feeding upon unsuspecting travelers.  Every few months she will emerge from the woods to 
  attack a bank or police station, usually to load up on cash and supplies to support another long stint in the 
  wild country.  She is one of the more absentee members of Doom Swarm but Green Tyrant always knows 
  where to find her if her unique services are needed.  Powers: Animal Control (Wolves), Minions (Wolves), 
  Heightened Senses, Animorph 
   
  The German pyromaniac known as Blitzkrieg was born with an innate power to control flames.  He 
  bounced through a variety of special hospitals in his youth but eventually broke out of the system and 
  started running with a gang of thugs.  Blitzkrieg became famous for brash and destructive robberies all 
  across Europe.  His favorite tactic is to start a number of fires in a city to occupy the first responders so 
  
  51 
   
  that he can waltz in to his primary target and take what he wants.  Being the world's most famous arsonist 
  gained him his place in Doom Swarm.  Powers: Fire Control, Fire Blast, Fire Immunity, Damage Field (Fire) 
   
  The Crusher is actually an intelligent, free-willed Elemental from some place called the Elemental Plane of 
  Earth.  It was summoned by a warlock named Malakasti but no one knows the present whereabouts of 
  this demented conjurer.  The Crusher hates all soft-skins and likes nothing more than squishing them flat.  
  Powers: Altered Form: Rock, Armor, Super Toughness, Earthquake, Super Strength 
   
  Meteors impact the Earth all the time.  When an amateur astronomer in Russia saw one come down near 
  his remote home he couldn't wait to get his hands on it.  What he found in the impact crater wasn't a rock 
  and wasn't precious metal -- it was a glowing black sword.  Overcome by curiosity, he picked up the alien 
  weapon and it instantly transformed him, twisting his flesh and swallowing his sanity.  Now, believing 
  himself to be an agent of apocalypse, Demolition Blade travels the world spreading as much destruction 
  as possible.  His closest associate in Doom Swarm is Blitzkrieg.  Powers: Weapon Attack (Black Blade of 
  Destruction), Death Touch, Super Fighting, Radiation Absorption, Life Drain 
   
  The Slayerita is one of the World's deadliest and most highly sought after assassins.  Operating primarily 
  out of Mexico, she is on retainer with Doom Swarm and will set out anywhere on the globe to take down 
  the targets that the Swarm calls in.  Her style is to attack from long range, never giving her targets a 
  chance to see her.  Armed with a specially made high-powered sniper rifle, she has a few minor Super 
  Hero kills to her credit.  Powers: Super Shooting, Heavy Gun (Modified Sniper Rifle), Heightened Senses, 
  Luck, Super Charisma 
   
  Extra-Terrestrial Masters: 
  Description:  The ETM is a Super Villain group composed entirely of off-world Super Villains.  Their goal is 
  domination of the entire planet Earth.  They seek to accomplish this through a variety of schemes 
  involving mind-control or atmosphere-control satellites.  The primary enemy of the ETM is Omega Guard. 
  Lair: A base on the dark side of the moon.  Since none of the members of ETM require atmosphere to 
  survive, they will depressurize their base in the event of an attack.  Martian X keeps his anti-gravity 
  spaceship hidden in a cave near the base. 
  Symbol:  A sun enclosed in a fist. 
  Rank: Legendary 
  Entry Requirements:  Must be Veteran.  Must be an Alien or Construct. 
  Members:  Martian X, X-Angel, Blood Droid, Space Goblin 
   
   
    
   
   
  Aldebaran fugitive and interstellar crime lord Martian X is the leader of the Extra-Terrestrial Masters.  
  Martian X is the prime architect of a number of very high concept capers including attempts to mentally 
  control the entire population of Earth and to control the Earth's weather.  He possesses a staggering 
  intellect and will spend years developing a plan before hatching it.  He is far and away one of the most 
  dangerous villains in this corner of the galaxy.  Martian X uses a host of technological devices to grant 
  himself a wide range of undocumented super powers.  Powers: Radiation Blast (Atom Ray), Space Flight, 
  Super Smarts, Force Field, Malfunction 
   
  
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  Cast out of his home dimension for unspeakable crimes, X-Angel is a bitter, spiteful exile taking out his 
  anger on the population of Earth.  His angelic appearance initially fooled the citizens of Earth who thought 
  he was a savior from Heaven.  X-Angel exploited this misunderstanding to amass a great following and 
  acquire vast riches.  Then, at the apex of his cult’s popularity, he annihilated his flock and fled, laughing, 
  into space.  He is perhaps the #1 most wanted super villain.  Powers: Space Flight, Weapon Attack 
  (Positronium War Blade), Super Charisma, many Immunities 
   
  Martian X found Blood Droid on some uncharted world light years from Earth.  It was dormant in a ruined 
  city, surrounded by the bones of the dead.  Martian X reactivated it to ascertain its purpose and learned 
  that it was built by an ancient race as a weapon of mass destruction.  Now Martian X holds Blood Droid in 
  his lunar base for just that same purpose.  Powers: Construct, Growth (Giant Sized), Armor (Xeno Plating), 
  Super Strength, Photonic Blast, Space Flight 
   
  Space Goblin is the lowest ranking member of the Extra Terrestrial Masters.  He does the grunt work that 
  his cohorts won't deign to do.  Though he isn't as bright as X-Angel or Martian X, he possesses devilish 
  cunning and, through the use of Martian X's inventions, is a very formidable opponent.  While most of the 
  Extra Terrestrial Masters spend their time plotting in their base, Space Goblin can be found on Earth and 
  elsewhere running a variety of errands.  Powers: Heavy Gun (Laser Pistol), Armor, Super Toughness, 
  Vacuum Immunity, Shrink 
   
  The Front Nine: 
  Description:  Though they are a relatively minor group in the grand scheme of things, the “Fearsome 
  Foursome” has managed to pull off a number of highly-lucrative white-collar heists in recent years. These 
  Super Villains are all golf lovers and aren’t afraid to put their considerable riches on display for all to see.  
  It is rumored that the group is a front for another, more powerful super villain organization. 
  Lair:  Hazeldale Country Club.  An exclusive, gated, members-only golf club located in the rich suburbs of 
  New York. 
  Symbol:  A stickpin in the shape of a red golf flag. 
  Rank: Novice 
  Entry Requirements:  Must be Rich.  Must be a scratch golfer. 
  Members: Double Bogey, Albatross, Mulligan, Snowman 
    
    
    
    
   
  De Facto leader of The Front Nine by virtue of seniority, Double Bogey is an ardent devil worshipper who 
  has amassed a considerable amount of infernal power.  He uses his cash and resources to fund his 
  collection of rare, occult books.  One day he hopes to discover a way to chain Lucifer himself to his will.  
  Powers: Super Spirit, Inter-Dimensional, Animation 
   
  A former Olympian, Albatross (a.k.a. Darien Van Dorn) is the Fiendish Foursome's combat specialist and 
  scratch golfer to boot.  He holds a black belt in Karate and is deadly with a pair of nine-irons in his hands.  
  If any external group threatens the Front Nine's secret meetings, the Albatross is usually the one sent to 
  deal with them.  Powers: Weapon Attack, Martial Artist 
   
  
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  Mulligan (aka Michael Mulhaney III) is the face man of the Fiendish Foursome.  He shares Double Bogey's 
  interest in the occult but his particular specialty lies in lies.  He has an almost supernatural knack for 
  manipulating people and can convince a dread enemy that he is a stout friend.  Powers: Mind Control, 
  Super Charisma 
   
  Rounding out the Fiendish Foursome is Snowman, a.k.a. Reginald Pierpont.  He's gone to great lengths to 
  keep his powers a secret, but now he's found others in his social strata that can appreciate his gifts.  
  Because of his talents, he has the secondary role of group mixologist -- his cocktails are always perfectly 
  chilled.  Powers: Cold Immunity, Ice Blast, Ice Control 
   
  The Gamma Champions (Yadernyye Chempiony): 
  Description:  This Super Hero group is composed entirely of people who have been altered by radiation.  
  Though they are based out of Russia their members come from around the world.  In addition to battling 
  the schemes of Super Villain groups, the Gamma Champions campaign for the responsible use of atomic 
  energy. 
  Lair:  Site of the Chernobyl disaster in an underground bunker. 
  Symbol:  An atomic nucleus surrounded by orbiting electrons. 
  Rank: Seasoned 
  Entry Requirements:  Must have an “Altered Human” background that involves radioactive contamination. 
  Members:  Nuclear Sword (aka Yadernoye Lezviye), Atom Woman (aka Atomnaya Zhenshchina), Green 
  Cat (aka Zelenyy Kot) 
   
   
   
   
  Leader of the Gamma Champions, it was Nuclear Sword who struck the bargain with the Russian 
  government to take over the Chernobyl site as a base of operations.  Part of the deal involved being on 
  call to the Russian Premier should be ever require the services of some Super Powered individuals.  
  Nuclear Sword is able to form his energy blade out of pure radiation.  Powers: Weapon Attack (Energy 
  Blade), Damage Field (Radiation), Radiation Immunity, Regeneration 
   
  Yulia Kovalova, known popularly as the Atom Woman, is a first-generation descendent of survivors from 
  the Chernobyl disaster.  While vicious cancers brought her parents to an untimely end, Yulia exhibited no 
  ill effects whatsoever from lingering radioactive exposure.  Indeed, she soon discovered that proximity to 
  radiation sources actually made her feel stronger and more vigorous.  When the Russian government took 
  an interest, they began to test the limits of her powers and, when the Gamma Champions formed, 
  granted her permission to join the group.  Powers: Shrink, Super Strength, Radiation Immunity, Force Field, 
  Barefisted Attack 
   
  Usually when a person becomes contaminated with radiation, it is the result of an accident.  Not in the 
  case of the Green Cat.  The Cat had the crazy idea to merge his DNA with the DNA of a cat using gamma 
  ray-induced mutation.  Things could have turned out disastrously wrong, but his garage project paid off.  
  After obtaining a plutonium device through the Russian black market, The Cat built his radiation emitter 
  and bolted himself into place with his feline assistant.  The result is the powerfully built, green furred 
  man-cat that the Green Cat is today.  His love of cats can only be described as unhealthy.  Powers: 
  Radiation Immunity, Beast Attack (Claws), Animorph, Super Strength, Super Agility, Wall Walker 
  
  54 
   
   
  The Gotham Five: 
  Description:  New York’s premier crime fighting team, the Gotham Five, is very popular with local media 
  and police.  They have figured prominently in the take down of a number of high level organized crime 
  lords in the Big Apple.  Currently they are involved in a friendly though intensifying competition with the 
  Alpha Sisterhood as the top Supergroup in town. 
  Lair:  A subterranean den located underneath the Central Park Zoo. 
  Symbol: A silhouette of the Statue of Liberty against a quartered background 
  Rank: Seasoned 
  Entry Requirements:  Currently not accepting members 
  Members: Technifalcon, The Composite Titan, Doctor Warhammer, Paladin, Apostle Creed 
   
   
   
   
   
  Inventor and friend of Doctor Warhammer, Technifalcon has taken his love of ornithology and combined 
  it with his aptitude for building intricate machines to construct a "flying suit".  Technifalcon isn’t much for 
  mixing it up in a fight, but he provides the team with a wealth of recon data when they are out on a 
  mission.  Powers: Flight, Broadcast, Armor, Heightened Senses 
   
  The Composite Titan was a professional football player who suffered a tragic, life ending accident during a 
  game.  Once he was pronounced dead, he was quickly obtained by Doctor Warhammer and Technifalcon, 
  who needed a subject for their secret "Titan Project".  The Composite Titan fit the bill perfectly.  His 
  already massive build was augmented by myomer muscles and composite armor plating.  When he was 
  revived he was grateful to have a new lease on life.  He promptly signed up to join Doctor Warhammer's 
  crime fighting team.  Powers: Armor, Super Toughness, Super Strength, Growth, Construct, Barefisted 
  Attack (Body Slam) 
   
  The brilliant Doctor Warhammer left behind a very lucrative career in the technology sector to pursue his 
  passion for invention.  He and his good friend, Technifalcon, spent years developing a number of 
  technologies which ended up giving both men tremendously enhanced powers.  Doctor Warhammer 
  made his signature weapon, which can absorb energy and reflect it back to its source.  When Doctor 
  Warhammer was contacted by the golden-age Super Hero, Paladin, about forming a team, he and 
  Technifalcon readily agreed.  Powers: Super Smarts, Weapon Attack (Power Hammer), Various 
  Absorptions 
   
  Paladin is an old school Super Hero; New York's finest and most famous.  Back in the 50's and 60's he 
  single-handedly did battle with the prime villains of his day.  Eventually, he grew tired of the Hero 
  business and tried to settle down.  Restlessness managed to catch up with him, so, many years later, he 
  tried his hand again at stopping super crime.  He found the new generation of criminal to be far tougher 
  than what he was used to.  He sought out some allies to form a Supergroup and discovered the gifted 
  scientists Doctor Warhammer and Technifalcon.  Together they formed the team that would become the 
  Gotham Five.  Powers: Super Leaping, Super Strength, Super Fighting, Super Toughness, Super Agility 
   
  Ex-Marine turned Priest, John Creed, is the 5th and newest member of the Gotham Five.  He achieved 
  notoriety in the New York media as a gun-toting vigilante who targeted the most wicked crooks in the city 
  
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  – people deemed ‘untouchable’ by local law enforcement.  Paladin became concerned that ‘Apostle 
  Creed’, as the papers dubbed him, was just another class of criminal – a man with no regard for law and 
  order – but when he confronted the Apostle during one of his “sermons” he learned that John Creed 
  wasn’t an extra-judicial murderer, just an utterly fearless defender of decency.  Powers: Super Gun 
  (Redemption), Fear Immunity, Super Fighting, Diehard, Super Toughness 
   
  Green Shield (Midori no Shirudo): 
  Description:  This terrific trio of crime-fighting mutants is relatively new on the scene but has already 
  made a couple of high-profile busts.  Little is known about the team but they seem to have a special 
  concern for the environment and will go out of their way to stop capers that harm nature.   
  Lair:  A high-tech, camouflaged retreat on the slopes of Mt. Fuji 
  Symbol: White characters ‘自然’ over a green circle. 
  Rank: Seasoned 
  Entry Requirements:  Must be a visible advocate of environmental causes. 
  Members: Jade Squirrel, Bee Shogun, Princess Wave 
   
   
   
   
  Jade Squirrel is a lover of animals and defender of nature.  She began to undergo her animorphic 
  transformation in her later teenage years.  What could have been a very traumatizing experience was 
  dealt with compassionately by her open-minded parents, both of whom taught at University.  They 
  encouraged her to find the advantages in her mutation.  After learning of her special affinity with squirrels, 
  Jade Squirrel began spending most of her time in wilderness parks communing with nature.  It was here 
  she met and befriended Bee Shogun.  She is now an implacable enemy of corporate interests who would 
  abuse nature for profit.  Powers: Animal Control (Squirrels), Swinging, Wall Walker, Animorph, Super 
  Leaping 
   
  Bee Shogun was born with an unusually aggressive mutation that fused his DNA with that of a common 
  honeybee.  He quickly developed his trademark physical characteristics and was given up for adoption 
  almost immediately.  After running away from his adoptive home, Bee Shogun was taken in by a blind 
  swordmaster living alone in the forest who taught him the ways of bushido.  The code brought meaning to 
  Bee Shogun’s life and he committed himself to the austere path of the warrior.  Powers: Animorph (Bee), 
  Flight, Weapon Attack (Katana), Super Agility, Animal Control (Bees) 
   
  The descendent of Japanese Emperors, Princess Wave traces her ancestry back to the Shinto deity Rinjin, 
  God of the Seas.  Rinjin was said to control the world's oceans using 'tide jewels'.  One of these jewels has 
  been passed down through Princess Wave's family as an heirloom; it is now in her possession.  Using the 
  jewel, she is able to control tides, ride the waves and summon the creatures of the sea.  She maintains a 
  friendship with Sister Lightning from the Alpha Sisterhood, who once tried to recruit her.  Powers: Aquatic, 
  Water Control, Animal Control (Sea-Life), Healing 
   
  Injustice Horde: 
  Description:  The Injustice Horde is the largest Super Villain group in the world.  Their main goal is to 
  destroy Super Hero groups more so than committing capers.  In particular, the Horde will do anything in 
  
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  its power to destroy Liberty Force, their most ardent enemy.  Injustice Horde is a globe-spanning 
  organization with extensive resources. 
  Lair: Many.  The leaders of Injustice Horde meet inside a volcano lair on an uncharted South Pacific island. 
  Symbol: An ‘H’ embossed over a broken scale of justice. 
  Rank: Veteran 
  Entry Requirements:  Must be Seasoned.  Must steal at least $1 Million dollars. 
  Members: Tomorrow Samurai, Chameleon, Future King, Sand Shrike, Blackball, Gray Hornet, Leviathan, 
  Gargoyle, Nightstalker, The Phantom 
   
    
   
   
   
    
     
   
    
   
  Once a feared soldier for the Yakuza, Tomorrow Samurai had saved the life of his boss on more than one 
  occasion.  When a Super Hero tried to take down the leader of the Yakuza, Tomorrow Samurai took one 
  bullet too many on behalf of his Oyabun.  He was given the best of care by the Old Man, who had taken a 
  liking to his Samurai.  Tomorrow Samurai required extensive cybernetic enhancement to stay alive and by 
  the time he emerged from surgery he was more machine than man.  The Oyabun commanded Tomorrow 
  Samurai to join the Injustice Horde to take revenge against all Super Heroes.  It is a mission he continues 
  to pursue.  Powers: Construct, Weapon Attack (Adamantine Katana), Armor, Invisibility (Cloaking Device), 
  Super Leaping, Super Fighting 
   
  Chameleon was a scientist working with chromophores to develop an 'invisibility suit' for the military.  
  Part of the process involved creating a chromophore spray that could be applied to textiles to give them 
  chameleon-like, color shifting abilities.  When a tank of this unstable aerosol exploded in the lab, 
  Chameleon underwent a sudden and violent transformation, becoming a Mantile.  The world treated him 
  like a monster, so he figured he might as well make the best of things and play that part.  Powers: 
  Chameleon, Invisibility, Animorph (Lizard), Armor (Scales), Wall Walker 
   
  Future King is an eccentric madman who claims to have lived since the Albigensian Crusade.  His dress and 
  manner of speech would certainly seem to back this up; he is always clad head to toe in plate mail armor 
  and sounds like a one man renaissance faire.  What is beyond dispute is the fact that Future King has 
  some pretty strange ability to control time.  He claims it is magic that he took from a Cathar witch.  Future 
  King often comes into conflict with the Albion Knights, who have a special interest in shutting him down.  
  Powers: Armor (Plate Mail), Weapon Attack (Broadsword), Time Control, Super Fighting, Magic Immunity 
   
  Sand Shrike is a devoutly religious Muslim extremist who roams the deserts of the Sahara like the nomads 
  of old.  He was born with power over the sands, which he believes are God given abilities.  Further, he 
  
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  believes that God wants him to use his powers to purge sin and wickedness from the world.  Mostly a 
  solitary operator, Sand Shrike will sometimes collaborate with Doom Swarm on capers that involve 
  punishing Western powers.  Powers: Weather Control, Water Control, Fire Immunity  
   
  Blackball is a killer robot that was designed and built by the evil genius Dr. Levistus as his contribution to 
  the Injustice Horde cause.  Blackball is made out of nearly indestructible alien metals and is able to 
  transform into a large sphere capable of rolling cars and buildings flat.  It is the perfect battering ram.  
  Powers: Armor, Construct, Barefisted Attack (Ball Form), Super Speed (Ball Form), Growth, Kinetic 
  Immunity 
   
  Gray Hornet was just a two-bit crook pulling small-time jobs before he accidentally stole a vial of some 
  strange serum off another crew who had jacked a military laboratory.  When the vial broke open during 
  his escape, he became exposed to an insect-derived mutagen that was being used experimentally on 
  animal subjects to encourage transgenesis.  After a few awful days and nights of fever and pain, Gray 
  Hornet emerged transformed.  Powers: Flight (Wings), Pain Touch (Venom), Animorph (insect), Poison 
  Immunity. 
   
  The massive Atlantean, Leviathan, is perhaps the most feared warrior in the Undersea Realms.  Though he 
  is normally preoccupied with maintaining his own oceanic empire, Leviathan will sometimes surface to 
  thwart the plans of his nemesis, Aquatic Prodigy.  Power: Aquatic, Growth, Super Strength, Super 
  Toughness, Diehard 
   
  Gargoyle was summoned by some forgotten wizard who subsequently died, allowing this imp to run free 
  in our dimension.  He is evil by nature and is happy to participate in any scheme that will sow the seeds of 
  chaos.  Gargoyle, valued for his talents as a spy and information broker, recently accepted an invitation to 
  join the Injustice Horde.  Powers: Flight, Mind Control, Pain Touch, Super Toughness, Altered Form: Rock 
   
  Nightstalker was born with the power to blend into shadows.  When her abilities began to manifest, her 
  parents committed her to a "Mutant Treatment Center".  Little good comes of being able to vanish at will, 
  especially when the rest of the 'normal' world thinks you are a hideous looking freak.  Nightstalker 
  learned to use her talents at an early age to take whatever she wanted and to get revenge on those 
  people who mistreated her.  She escaped treatment at 18 and quickly turned to crime as a means to 
  survive.  Powers: Altered Form: Smoke, Shadow Control, Super Stealth 
   
  Clothed entirely from head to foot, The Phantom, suffers from a genetic defect that makes her skin 
  completely translucent, exposing her internal organs for all to see.  Her inability to touch another human 
  being without killing them has inflicted seemingly irreparable emotional and psychological damage.  This 
  bitterness drove her to the life she lives today.  Powers: Death Touch (Always On), Invisibility 
   
  Liberty Force: 
  Description:  Liberty Force is the largest and oldest Super Hero group in the world, with members in most 
  countries.  This group has fought more high profile battles against more Super Villains than any other 
  group in history.  They have been in a very public, very messy war with the Injustice Horde for years. 
  Lair: Many.  The main headquarters is located in Los Angeles, California in a glass and steel skyscraper. 
  Symbol:  The letters ‘LF’ embossed on a five-pointed star 
  Rank: Legendary 
  Entry Requirements:  Must be Veteran.  Must have put at least one Super Villain behind bars. 
  Members:  Super Marvel, Ultrastreak, Inferno, Avalanche, Pyromancer, Hypershadow 
  
  58 
   
   
    
   
    
    
    
   
  Though Liberty Force doesn't have a stated leader, Super Marvel is its de facto Captain.  She is perhaps 
  the oldest, most revered and most powerful Super Hero in America.  Super Marvel has a broad range of 
  iconic super powers that manifested themselves when she reached the age of puberty.  She is 
  romantically involved with her teammate, Inferno.  Super Marvel earned her stripes when she took down 
  the world-crushing Star Titan.  Powers: Flight, Super Strength, Barefisted Attack, Healing 
   
  Ultrastreak is the fastest known Super on Earth.  At top speed he can break the sound barrier; he’s so fast, 
  he almost seems to teleport from place to place.  Growing up with this amazing ability has made 
  Ultrastreak supremely cocky, but Super Marvel got her hands on him early enough to shape his 
  personality – so that he wouldn’t be tempted to put his super speed to criminal purposes.  Powers: Super 
  Speed (Mach 1), Sonic Blast 
   
  Inferno is one of the most senior members of Liberty Force.  Born in Los Angeles, this hero has control 
  over an exotic energy that he calls the "Blackfire".  Scientists have tried to figure out where this Blackfire 
  emanates from but remain mystified by it.  Blackfire is alternately scorching hot or cool depending upon 
  Inferno's wishes.  Inferno's battle with and eventual defeat of Death Nimbus lit up headlines worldwide.  
  Powers: Explode, Damage Field (Fire), Cold Immunity, Fire Immunity, Flight 
   
  Avalanche claims to have Jotun, or Frost Giant, blood.  He hails from Sweden where he enjoyed a local 
  reputation as a hero.  Jovial and mischievious, he is well loved by his fellows in Liberty Force.  Avalanche 
  never goes anywhere without his greatsword, Smygwaldir.  He's taken a liking to the human woman, 
  Whiplash, whose irreverence amuses him.  Powers: Growth (Half-Giant Sized), Super Strength, Weapon 
  Attack (Smygwaldir), Cold Immunity, Super Toughness 
   
  Pyromancer is the world’s greatest master of Fire Magic.  He lived in Egypt for a number of years where 
  he gleaned secret wisdom from lost Pharaonic texts, unlocking the power of Ra’s Radiance.  He joined 
  Liberty Force when he came to America to track down and defeat the Undying Coven.  Powers: Flight, Fire 
  Control, Flame Blast, Damage Shield (Flame), Fire Immunity 
   
  Hypershadow was briefly a member of the Omega Guard but decided life in space wasn't for him, so he 
  amicably left to join Liberty Force, who was happy to have his infiltration talents.  He travels other planes 
  of existence with great frequency and can be difficult to get along with because he is so strange, but he 
  manages a good friendship with his comrade-in-spells, Pyromancer. 
  
  59 
   
   
  Ninja Legion: 
  Description:  This all-ninja group hires itself out to do assassinations and other jobs for other criminal 
  groups.  They maintain an absolute code of silence and will never betray an employer, killing themselves if 
  necessary.  The group employs a lot of flunkies but also has a few super-powered members.   
  Lair: A dojo in Japan. 
  Symbol: A throwing star. 
  Rank:  Seasoned 
  Entry Requirements: d6+ Fighting; must have a Ninja costume 
  Members:  Cobalt Ninja, Gold Ninja, Green Ninja 
   
    
   
   
  Not much is known of the blue-clad ninja assassin named Cobalt Ninja except that he is one of the most 
  reliable killers in the world.  He is the current leader of the Ninja Legion Supergroup and is in charge of a 
  horde of ninja flunkies.  Cobalt Ninja only communicates through written notes and carries a set of 
  adamantine fighting claws.  Powers: Weapon Attack (Bladed Gauntlets), Arrow Blast, Wall Walker, 
  Minions, Invisibility 
   
  Gold Ninja is in charge of training recruits for Ninja Legion.  He is the best of the students to rise up 
  through the ranks of the black, white and red ninjas, and was hand-picked by Cobalt Ninja to become his 
  lieutenant.  Powers: Barefisted Attack, Martial Artist, Super Agility, Super Strength 
   
  Green Ninja is the Ninja Legion's chief assassin, sent in to take on the toughest targets.  She is a 
  grandmaster with a katana in her hands and holds the rank of Kensei.  Powers: Weapon Attack (Katana), 
  Super Fighting, Super Stealth, Super Speed, Martial Artist 
   
  The October Eight: 
  Description:  This group of eight criminal masterminds plots huge, complex heists around the world.  
  There appears to be little rhyme or reason to their capers but those who have studied the group closely 
  maintain that there is a devious logic linking the different crimes together.  No one knows the ultimate 
  aims of the group; for now it seems they are just trying to amass as much money as possible.  They are 
  well known for working through a broad network of cat’s paws to accomplish their goals, so that the 
  members of the organization’s shadowy “Council” are never directly implicated in criminal activities. 
  Lair:  Unknown 
  Symbol: Eight question marks in a circle. 
  Rank: Legendary 
  Entry Requirements:  d12+ Smarts.  Not accepting new members at this time. 
  Members:  Asterisk, Tattered Enigma, White Dwarf, Queen Halloween, The Spinner, Dark Child, She-
  Reaper, Dr. Levistus 
  
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  Asterisk thrives on mystery.  He is a master of disguise and always appears in a different form when 
  dealing with people he has met before.  Because of his shapeshifting abilities, he is able to gain access to 
  places that most people cannot.  He enjoys situations where he can take the place of people in powerful 
  positions.  Asterisk sits on the council of the October Eight.  Powers: Chameleon, Duplication, Super 
  Smarts, Super Spirit 
   
  Extremely little is known of the Tattered Enigma, who seems to be in a competition with She-Reaper to be 
  the least vocal member of the October Eight.  He is clearly an undead being of some sort; he radiates an 
  aura of negative energy that seems to darken the space around him at all times and wears torn garments 
  that might have served as effective clothing 100 years ago.  Powers: Fear, Super Stealth, Shadow Control, 
  Altered Form: Smoke 
   
  Once the White Dwarf fixes his disconcerting gaze on you, it’s too late.  Doubly despised for his hereditary 
  shortcomings of albinism and dwarfism, Igby Danville came up hard, constantly subjected to scorn and 
  ridicule.  In his youth he took up the study of black magic and through sheer determination became an 
  adept of the arcane arts.  Now he sits as one of the council members of the October Eight, where he 
  nurtures far-reaching, inscrutable plots.  Powers: Heightened Senses, Toughness, Shrink, Arcane Blast 
  (Optic Rays). 
   
  Queen Halloween has been in the Super Villain game a long time.  To previous generations she was 
  Mother Specter and the Ladykiller.  She is known to be a member of the living dead -- some have 
  speculated she is a vampire.  Without question, necromancy has given her extremely long life.  With that 
  comes the keen intelligence of having seen and done nearly everything under the sun.  One of the quieter 
  members of the October Eight, she offers up the occasional scheme to conceal her own secret ambitions.  
  Powers: Ageless, Necromancy, Super Spirit, Pain Touch, Life Drain, Mind Control 
   
  The bizarre creature known as The Spinner hails from another place and time.  He encountered the 
  October Eight during one of his 4th dimension jaunts.  Their obsession with schemes and machinations 
  appealed to the time-spinner so he decided to make his home in this reality for a while.  Powers: Time 
  Control, Fear, Extra Limbs, Death Touch (Poison), Inter-Dimensional 
   
  Extremely little is known of the psychic savant known as the Dark Child.  This spooky young boy never 
  speaks aloud, but implants suggestions in people’s minds when he wants to make a point.  He is quite 
  
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  possible the most powerful psychic on the planet.  Powers: Mind Control, Super Spirit, Animation, Psionic 
  Blast, Psionic Immunity 
   
  She-Reaper was once a young physicist with a promising future.  Her groundbreaking theories on Dark 
  Energy had put her on the fast track of the theoretical physics community.  During a crucial experiment 
  which would have validated her theories a key component of her Dark Energy Generator failed causing 
  the containment mechanism to disengage.  Deadly necrotic energy filled the test chamber killing all of her 
  assistants.  She-Reaper was slain instantly, but the energies suffused her body with power and turned her 
  into an undead creature.  Though much of her flesh had been burned away and though she had been 
  driven mad by her brush with death, She-Reaper became a vessel for the Dark Energy and discovered she 
  could bend it to her will.  Powers: Shadow Blast, Construct, Life Drain, Super Smarts, Shadow Control 
   
  Doctor Levistus is an amoral mastermind who until recently was not affiliated with any particular 
  Supergroup (though in his history he has worked on both sides of the law).  The Doctor was invited to join 
  the Council after his predecessor, Zeitgeist, mysteriously disappeared one day.  He prefers to spend his 
  time in his Antarctic stronghold working on experiments without interruption.  Occasionally one of his 
  tests will attract the attention of the Super Hero community, but for the most part they leave him alone 
  and simply watch him carefully, since he manages to keep his nose surprisingly clean.  Powers: Super 
  Smarts, Minions, Various Immunities and Absorptions 
   
  Omega Guard: 
  Description:  The Omega Guard is the last line of defense for the planet Earth.  They defend the planet 
  again all extra-terrestrial threats.  Currently, their popularity is at its peak, having recently stopped a plot 
  by the ETM to control the Earth’s weather.  For those who idolize Super Heroes, the Omega Guard are 
  seen as the coolest, hippest Super Heroes around. 
  Lair:  A space station orbiting the planet Earth.  The station is stealthed so that it does not appear in radar 
  scans and is defended by laser cannons. 
  Symbol:  The Greek letter ‘Omega’ Ω emblazoned on a shield. 
  Rank: Legendary 
  Entry Requirements:  Must be Veteran; must hold a PhD in a scientific discipline. 
  Members:  Quasar, Millennium Torpedo, Rakshasa, Emerald Empress, The Elemental 
   
    
   
   
   
   
  Leader of the Omega Guard, Quasar claims to have traveled back in time from Earth's future to defend 
  the planet at this hour of critical need.  He attributes his alien appearance and supernatural powers to 
  advanced evolution.  He is one of the most powerful and revered Super Heroes in the world.  His arch-
  nemesis is X-Angel of the ETM.  According to Quasar, if X-Angel isn't stopped in this time period, the 
  future of humanity will become very dark.  Powers: Space Flight, Photonic Blasts, Ageless, Time Control 
   
  One of the few humans who can tolerate unaided space flight, Millennium Torpedo is a former astronaut 
  who absorbed a near lethal dose of cosmic radiation on his last mission.  The radiation subtly altered his 
  genetic structure, granting him the ability to control gravitational and electromagnetic forces.  He is the 
  junior member of the Omega Guard and sometimes takes unnecessary risks to prove his worth.  Powers: 
  Gravity Control, Magnetic Control, Space Flight, Explode 
  
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  The erudite animorph known as Rakshasa comes from India and holds several PhD's including more than 
  one degree in the magical arts.  As a young dabbler in the arcane, Jayaram Desai was possessed by an evil 
  spirit called a "Rakshasa".  Fortunately, he was able to win the contest of wills to retain control of his mind, 
  but as a parting shot the spirit permanently transformed the wizard's form into that of a man-tiger.  
  Scorned and feared by normal society, he moved to the Himalayan Mountains where he could study 
  magic in peace.  Through academic circles he became friends with the Emerald Empress and she invited 
  him to join Omega Guard as their magic specialist.  He happily accepted and now enjoys great fame.  
  Powers: Animorph, Flight, Mind Control, Super Smarts, Arcane Blast, Luck, Force Field, Heightened Senses 
   
  As beautiful as she is powerful, the Emerald Empress is one of the principal members of the Omega Guard.  
  She originally came from another dimension, an alternate reality similar to Earth where people possess 
  wondrous innate powers.  In her home dimension, she was a member of the royal family, but was out of 
  line for any major inheritance.  Instead she chose the life of an adventurer and, by random choice, 
  selected our reality as her new home.  She sees the people of Earth as her wards and believes it is her 
  solemn duty to protect them.  Powers: Force Control (Emerald Energy), Force Field, Flight, Inter-
  Dimensional 
   
  The Elemental was a researcher that had been conducting experiments on Transubstantiation, the 
  transformation of one substance into another, and was getting close to a positive result but needed more 
  power to drive his experiments all the way.  Circumventing the usual safety protocols, The Elemental drew 
  the power he needed but miscalculated the effect this would have on the capacitors.  A burst of energy 
  consumed his lab station and caused his body to change.  His flesh transformed into the four basic 
  elements: Water, Air, Fire and Earth.  His unique new constitution made him ideally suited for space-
  based duty, so he signed on with the Omega Guard as the Team Scientist.  Powers: Fire Blast, Super 
  Toughness, Flight, Armor (Stone Skin), Ageless, Aquatic, Vacuum Immunity 
   
  Q-Factor: 
  Description:  Based out of San Francisco, this group is dedicated to fighting crime and fighting intolerance.  
  They are very active in the local community and can be found working for non-profit endeavors when 
  they aren’t on a mission.  This band of friends runs the successful Q-Tech Corporation, which serves as 
  both their base of operations and the source of their incomes.  
  Lair:  A high-tech office building in downtown San Francisco. 
  Symbol: A large italicized letter “Q” 
  Rank: Seasoned 
  Entry Requirements:  Must be a visible supporter of equal rights for all.  Documented proof of using Super 
  Powers for good. 
  Members: Archstrike, Terraperson, Aquatic Prodigy, Digi-Nimbus 
   
   
   
   
  The leader of Q-Factor is Quentin Abercrombie, otherwise known as Archstrike, a Hero noted for his 
  strong stances on social equality.  As CEO of Q-Tech, he is able to supply his group with the cash and 
  resources they need to carry out their war against intolerance.  Q-Tech's defense division has developed a 
  number of military technologies, but none so great as the Multi-Gun that Archstrike uses to battle 
  
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  criminals.  The Multi-Gun is the swiss-army knife of guns, capable of firing a number of different 
  projectiles and beams depending on what the situation calls for.  Powers: Heavy Gun (Multi-Gun), 
  Broadcast, Force Field, Super Charisma 
   
  Built in a Q-Tech lab by Archstrike, Terraperson is a being of solid rock and earth that has been imbued 
  with basic intelligence.  Archstrike relies on Terraperson as a bodyguard and assistant, but is careful to let 
  the entity discover its own identity and desires.  Powers: Advanced Altered Form: Rock, Super Strength, 
  Seismic Slam, Construct. 
   
  The Aquatic Prodigy is a member of the Atlantean race, pre-cursors of humanity that dwell in great 
  underwater cities.  Though his people have long held to a policy of staying out of the affairs of the surface 
  world, they sent their finest warrior as an offering to help the human children fight the forces of evil.  In 
  his storied career, Aquatic Prodigy has kept the world's oceans virtually villain free, defeating the likes of 
  Leviathan and Man-o-War on more than one occasion.  Powers: Aquatic, Animal Control, Super Speed 
  (Swimming), Barefisted Attack 
   
  Digi-Nimbus is one of the world's foremost researchers in the field of Nanotechnology. He developed a 
  generation of experimental nanites that were designed to stop the aging process.  When it appeared that 
  he was going to be denied the right to conduct clinical trials, he used the nanites on himself.  The results 
  were not quite what he expected.  In addition to repairing all of his cells the nanites imbued Digi-Nimbus 
  with super human physical attributes and an ability to control machinery just by touch.  His work had 
  been closely followed by Archstrike, who promptly invited him into Q-Factor.  Powers: Ageless, 
  Malfunction, Broadcast, Super Strength, Armor (Nanomolecular Plating), Super Smarts 
   
  The Underlords: 
  Description:  The Underlords are a gang of sewer-dwelling criminals that like to remain hidden from sight 
  and prefer to burrow into places.  They are notorious for breaking into banks and have mastered the art 
  of navigating New York’s Byzantine sewer network. 
  Lair: Hidden behind secret doors in New York’s sewer system. 
  Symbol:  The letter ‘U’ under a white line. 
  Rank: Seasoned 
  Entry Requirements: Must be able to find the Lair. 
  Members: Cyberbat, Bad Penny, Cat Wight, Epic Fail, Slayerita 
   
   
    
   
  Cyberbat tried living honestly, but no one in the working world could appreciate his bizarre inventions or 
  tolerate his weird obsession with bats.  He felt especially jilted by Doctor Warhammer, who had been an 
  idol of his but never gave Cyberbat the time of day.  When Doctor Warhammer went Super Hero, 
  Cyberbat made a vow to become a Super himself to prove he could do it.  Unfortunately, he chose the 
  quick and easy path to power, which put him on the opposite side of the law.  Powers: Armor (Bat Suit), 
  Malfunction, Flight (Jet Pack), Heightened Senses, Animal Control (Bats), Super Smarts 
   
  No matter what you do to Bad Penny, she keeps coming back like her namesake.  An abusive upbringing 
  meant that Penny was no stranger to being punched and kicked, but when she turned 15 the blows 
  
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  suddenly stopped hurting her.  Once she realized that nothing could scratch her anymore, she became 
  bold and starting taking back from a world that had only dished out misery her whole young life.  Even 
  though she’s slight of frame, he near indestructibility puts her in the role of “brick” for The Underlords.  
  Powers: Kinetic Immunity, Diehard, Super Toughness, Super Vigor, Armor (Unbreakable Skin) 
   
  Cat Wight was a cat burglar before an accidental fall took her life.  A strange being calling himself the 
  Necromancer found her and raised her from the dead.  Now a member of the living dead, Cat Wight 
  continues to pull heists for her new master, bankrolling his magical experiments.  Necromancer recently 
  formed an alliance with Cyberbat and has given him unlimited access to Cat Wight’s services in exchange 
  for cash and the occasional theft of esoteric magical reagents.  Powers: Wall Walker, Construct, Death 
  Touch, Super Agility, Super Leaping, Heightened Senses 
   
  Epic Fail wasn’t just born unlucky in the slums of Hell’s Kitchen, he quickly learned he also had the ability 
  to make other people unlucky too.  Once this power was harnessed properly, Epic Fail turned his talents 
  toward small-scale smash-and-grab jobs and eventually caught the eye of Cyberbat, who invited him to 
  join the Underlords squad.  Powers: Jinx, Luck, Super Spirit 
   
  Z-Axis: 
  Description:  Z-Axis is a Super Villain group that is trying to raise an army of flunkies to take over the world.  
  About a decade ago they conquered a chunk of Central Asia and renamed it ‘Flunkistan’.  Flunkistan is 
  now the incubator for Z-Axis’ burgeoning army of militant goons. 
  Lair:  The country of Flunkistan, where Z-Axis maintains several opulent palaces. 
  Symbol: A black letter ‘Z’ turned 45 degrees counter-clockwise on a white and red field. 
  Rank: Veteran 
  Entry Requirements:  Must be Seasoned.  Swear fealty to the Black Warlord 
  Members: The Black Warlord, Scarlet Jack, Doomsday, Bronze Devil 
   
   
   
   
   
  Criminal genius and unequivocal leader of Z-Axis, the Black Warlord is an armored, powerfully-built man 
  with aspirations to conquer the world militarily.  His strategic and tactical gifts suggest prior military 
  training and command experience.  He is the principal architect behind the invasion and subsequent 
  formation of the country Flunkistan.  Black Warlord crushed the gun-toting, vigilante Super Hero, Delta 
  Wolf, during his conquest of Flunkistan.  Powers: Minions, Armor (Cybernetic Plate Mail), Super Smarts, 
  Teleport (Wormhole Generator), Gravity Control 
   
  A vile, twisted murderer from the streets of Prague, Scarlet Jack is the Black Warlord's personal assassin.  
  He is a mutant with the rare power to suppress the super powers of others, an ability that makes him 
  universally feared in the Super community.  This combined with a natural aptitude for stealth and his 
  adamantium knives makes Scarlet Jack the stuff of Super Hero nightmares.  Rumors of his death are 
  constant.  Most Supers think he's a myth.  Powers: Negation, Super Fighting, Weapon Attack 
  (Adamantium Knives), Extra Action, Super Stealth 
   
  Doomsday is a mad bomb maker who works with the Super Villain Group Z-Axis.  He is wanted in a 
  number of countries for plots to destroy government buildings and embassies. The Black Warlord retains 
  
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  Doomsday's services to make weapons for his growing army of flunkies.  It is also rumored that Doomsday 
  is working on a secret project to make a weapon capable of destroying an entire country.  Powers: Super 
  Smarts, Heavy Gun (Grenade Launcher), Armor (Metal Skin Grafts), Broadcast, Malfunction 
   
  Bronze Devil is The Black Warlord's muscle.  When he needs to send a message to someone, or whip some 
  flunkies into shape, the Devil's claws and fearsome demeanor usually do the trick.  The Bronze Devil's 
  armor is loaded with gadgets made personally by the Black Warlord.  Little is known of the Devil himself 
  though it is thought he was once the Black Warlord's toughest and most reliable flunky.  He is never seen 
  outside of his armor which leads to speculation that he can't take it off.  It is quite possibly grafted to his 
  flesh.  Powers: Armor (Bronze Suit), Diehard, Super Toughness, Weapon Attack (Claws), Heightened 
  Senses 
   
  Non-Super Organizations: 
   
  The Agency: 
  This mysterious, extra-national group of government spooks is involved in countless Black Ops projects 
  around the world.  Nobody knows who runs the Agency or what their goals are, but they have been 
  known to capture and experiment upon Supers in the past.  They have access to lots of money and 
  technology and command enough respect that most world leaders will stay well out of their way.  
  Members of the Agency almost always wear black suits and shades, as well as omnipresent ear-pieces. 
   
  Blackbelt Reserves: 
  The Blackbelt Reserves are essentially a flunky outsourcing company that markets itself to Super Villains.  
  They rent out their low level goons to criminal masterminds who need additional muscle.  The Blackbelt 
  Reserves have offices in most countries and only do business with people based on proper referrals.  They 
  usually set up lairs in unremarkable warehouses in the industrial parts of cities.  Members of this 
  organization can be identified by their iconic black domino masks. 
   
  The Einherjar: 
  Darkness brews in the frozen wilderness of Finland.  In an abandoned Nazi base, the terrorist group 
  Einherjar builds an army of unkillable soldiers armed with high-tech weaponry.  The aims of the group are 
  nothing short of world domination.  This self-styled “Army of the Dead” has some technology that enables 
  them to ‘zombify’ people, turning them into fearless fighters.  They seldom strike, preferring instead to 
  bide their time, but there is no denying the fact that they are building up a massive threat in North Europe. 
   
  The Mafia: 
  The New York Mafia is alive and well in this day and age of Super Powers.  The Mafia Dons pride 
  themselves on getting things done the old fashioned way, but are not insensitive to the new business 
  opportunities that can result from working with Super Villains.  Mafia soldiers will hire themselves out as 
  security or muscle for Villains who need feet on the street.  From time to time, the Mafia itself will hire a 
  Super to pull off a particularly ambitious heist. 
   
  Ninja Legion: 
  The world’s premier organization of Ninja Assassins, Ninja Legion is both a Super Group and a mundane 
  criminal organization.  99% of Ninja Legion’s members are highly trained killers without a whit of super 
  powers, but their extreme training and discipline makes them worthy of respect.  When they accept a 
  contract to take somebody down, they will spare no resource until the job is done. 
   
  Creating your own Supergroup: 
  Players may wish to belong to one of the Supergroups listed above or may choose to create their own.  All 
  new Supergroups begin at the Novice rank.  A Supergroup must have the following:  
  
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   
  More than one super powered member 
   
  A lair 
   
  A symbol or identifying mark of some kind 
   
  A charter which states what the group stands for 
   
  A press release: the group must publicly announce themselves to the media in some way.  For 
  evil groups this can be in the form of a crime or caper. 
   
  Once the above criteria have been met, the Supergroup is off and running.  Almost no money is required 
  to start up a Supergroup, but in order to rise in prominence a Supergroup will need to gather both money 
  and fame (or infamy). 
   
  Novice: 
  A Novice Supergroup is either just getting started or suffers from a lack of super powered members.  In 
  general, Novice groups operate on a strictly local level because they do not have the resources to travel.  
  The advantage of this is that Novice groups tend to avoid attention from more powerful rival groups, 
  giving them time to make mistakes, learn and grow.  At this stage, the group needs to drum up most of its 
  own business – not enough people know about them yet to offer assignments.  Novice groups can’t afford 
  to blow what little reputation they have on favors. 
   
  Seasoned: 
  A Seasoned group has pulled off a few capers or stopped a number of villains and is beginning to achieve 
  regional notoriety.  The group has upgraded their lair with money they’ve earned and has grabbed a few 
  headlines.  In the case of groups located in small countries, a Seasoned Supergroup may have national 
  notoriety.  Other groups may seek out a Seasoned group to offer jobs.  Seasoned Supergroups can use 
  their reputation to influence local governments to a small degree. 
   
  Veteran: 
  A Veteran Supergroup is very powerful and influential.  They have national or international fame and 
  oftentimes more than one lair.  Veteran groups are heavily involved in Supergroup politics; a Veteran 
  group will usually have at least one ally and one mortal enemy.  The downside of fame is that it’s harder 
  to get things done without being noticed.  The media may actively pursue members of a Veteran group 
  and a long line of petitioners will seek them out for jobs.  Veteran groups have an easy time asking for 
  favors from powerful people. 
   
  Legendary: 
  A group that survives long enough to become Legendary is very special.  Legendary groups are famous 
  worldwide and are the leading lights in the super character community.  They have the most prestigious 
  memberships, the best lairs and the greatest ability to influence global politics.  Being Legendary opens a 
  lot of doors that might otherwise remain closed. 
   
  
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  Atlas: 
  Here is a snapshot of what’s going on in the world right now. 
   
  Africa: 
  Matters in Africa have not improved much from where they were at the beginning of the 21st century -- 
  pockets of stability surrounded by wild country and warring factions.  Many parts of Africa are still very 
  remote and thus make ideal locations for Super Villain lairs.  There are no Super Hero groups currently 
  headquartered in Africa. 
   
  The diamond mines of Africa are of interest to numerous Super Villains not only for the wealth they 
  contain but for the variety of technological applications that flawless diamonds can be used in.  The De 
  Boer Corporation in South Africa counts among their best customers a number of dangerous Villains. 
   
  The Americas: 
  The United States is still one of the world’s pre-eminent political superpowers.  The US government has 
  become more isolationist after a series of failed wars in Asia and the Middle East.  Now they are content 
  to stockpile cash and weapons and let the Super Heroes take care of the world’s problems.  The US still 
  has the world’s number one army in terms of technology and training.  The US Special Forces have access 
  to a number of experimental, high-tech weapons which are capable of hurting super-powered individuals. 
   
  The US is the heart of the world’s largest media conglomerates.  A huge and rabid entertainment industry 
  has sprouted up around following and documenting the exploits of Super Heroes and Super Villains.  The 
  magazines, movies, TV shows, blogs and videos dedicated to tracking the lives of Supers are almost all 
  made in the US and then distributed around the world to satisfy the curiosity of billions of fans.  It is the 
  largest industry on the planet. 
   
  The majority of the world’s Supergroups are located on US soil including: Liberty Force, The American 
  Titans, The Gotham Quartet, Alpha Sisterhood, Q-Factor, All-Star Family, The Front Nine, The Underlords 
  and The Delta Manhunters.   
   
  Canada and Latin America enjoy the protection that proximity to the US military affords to them but by 
  and large stay out of international affairs.  Corrupt officials and lax extradition laws in some South 
  American countries make those places popular hideouts for Super Villains who need to lay low for awhile.  
  These places also tend to have a very active black market trading in all manner of illegal goods, some of 
  them super-powered. 
   
  The US Government maintains a Super Villain correctional facility in the middle of the state of Montana.  
  It is formally referred to as the Big Sandy Ultra-Max Correctional Facility and Sanitarium but long-term 
  guests have taken to calling it “Big Empty”. 
   
  Antarctica: 
  There is more happening on this frozen continent than most people would realize.  Aside from the 
  obligatory government-funded research camps, like McMurdo Station, some Super Heroes and Villains 
  use this place as a sanctuary and training ground because it is virtually uninhabited.  It is possible to find a 
  few backup lairs here, carved out of the ice shelf, as well as the occasional Super looking for a bit of 
  solitude.  The harsh climate keeps most inquisitive Normals away. 
   
  There is talk in the Super community that there are some extra-terrestrial artifacts buried in the ice here, 
  the remnants of an ancient UFO crash.  A few enterprising Supers might try to locate and unearth this 
  alien technology. 
   
  
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  It is a fairly well-known fact that the eccentric scientist Dr. Levistus maintains a research laboratory in 
  Antarctica.  Even though he has been connected with a number of suspicious incidents in the past several 
  years, his tremendous wealth and well-publicized quirkiness have won him a certain measure of 
  protection from deep media scrutiny. 
   
  Asia: 
  The major power in Asia is China, the 2nd most powerful government in the world.  The Chinese are 
  ardently Anti-Super – Super Powered beings simply do not fit into their world view.  A number of 
  draconian laws are in place outlawing the use of Super Powers on pain of death.  There is a tremendous 
  amount of anxiety in the Chinese government concerning infiltration by Supers trying to undermine their 
  way of life. 
   
  The rest of Asia and Australia is far more Super friendly.  Japan is home of the Super Groups Ninja Legion 
  and Green Shield.  The Blackbelt Reserves, an outsourcing agency that hires out mercenaries to different 
  Supergroups, maintains a number of offices and recruiting centers throughout Southeast Asia. 
   
  Ten years ago, the Super Villain group Z-Axis conquered a number of small warring states in Central Asia 
  and formed the new nation of Flunkistan.  Flunkistan is a military dictatorship ruled by the Black Warlord.  
  Over the last decade, they have been actively raising armies and purchasing military hardware in 
  preparation for a major conflict.  A number of Asian and European powers are very concerned with what 
  is brewing in Flunkistan. 
   
  Europe: 
  The European Union is the third most powerful political entity in the world.  Their attitude toward Supers 
  is neutral; the governments of Europe are happy to work with Heroes who promote law and order and 
  will actively hunt down Villains who try to cause harm.  The EU united their armed forces into a single 
  army in the late 2010’s so they have a very large and well equipped military that helps to maintain 
  regional stability.  The EU military directorate is especially concerned with the Supergroup Z-Axis, who has 
  been massing a large army in nearby Central Asia over the last few years. 
   
  Several Supergroups are located in Europe.  The Albion Knights live in the UK, where they enjoy quite a bit 
  of fame locally.  The Aristocrats occupy a remote mountain fortress in Eastern Europe.  The number of 
  capers pulled off in Europe by the October Eight leads many to believe that the group has a lair 
  somewhere in the EU. 
   
  One of the world’s largest Super Villain prisons is located in Germany: Shadelberg Ultra-Maximum 
  Security Prison.  Kept under EU military guard, this facility is state-of-the-art and is located in an 
  undisclosed mountaintop location in the German Alps. 
   
  The terrorist group Einherjar maintains their headquarters in Finland in an old Nazi military base.  It is 
  unknown who leads this organization but they have access to very high tech equipment and have some 
  means of creating a never-ending stream of undead soldiers. 
   
  Russia: 
  The Russian Confederacy of Independent States deserves special mention because of their generally 
  mercenary attitude toward Supers.  Whereas most nations try to keep out of the way of Supers, Russia 
  caters to them with a variety of services.  The Russians will sell a Super Villain a nuke without blinking and 
  will offer their space launch services to anyone who can pay.  The Russian military does brisk trade in 
  super-powered weapons, most of which are considered black market.  They sold the land around the 
  Chernobyl disaster site to the Gamma Champions to serve as their lair.  The way the Russians see it, 
  Supers have needs just like other people, just on a much grander scale – and that means big business to 
  those ballsy enough to take it. 
   
  
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  Outer Space: 
  A vast number of satellites and space stations now orbit the planet Earth.  Most of these are 
  communication satellites, but the larger governments of the world (the US, the EU, Russia and China) also 
  maintain military platforms in Low Earth Orbit.  The very popular Supergroup, Omega Guard, has their 
  own space station in orbit around Earth which serves as their primary headquarters.  It has only been 
  about 2 years since the Omega Guard put a stop to the latest global takeover plot from the ETM, so their 
  fame is at its peak presently. 
   
  Farther out, the Moon is home to a handful of small bases, funded again by the Earth’s largest political 
  powers.  It is generally known that the ETM (the Extra Terrestrial Masters) maintain some kind of a base 
  on the dark side of the Moon, but none of the world’s governments are interested in doing anything 
  about it for fear of the reprisals they would suffer. 
   
  Two alien races are known to exist in this corner of the universe: the Aldebarans and the Zix.  
   
  The Aldebarans, from whom the Super Villain Martian X is descended, are generally hostile to Earth but 
  can scarcely be bothered to do anything about it as they consider human beings to be little more 
  intelligent than bacteria.  These pale, green-skinned humanoids possess very advanced technology and 
  are obsessed with scientific achievement, to the exclusion of virtually all other activities.  Every once in a 
  long while they send a detachment of ships to try and capture Martian X (who is wanted on his 
  homeworld for a variety of crimes) but he always manages to escape. 
   
  The Zix are an eccentric race of encounter-suited aliens who roam deep space in large carrier ships.  They 
  are obsessed with collecting Super Powered beings – indeed it is the cornerstone of their entire economy.  
  They will periodically appear above Earth on a harvesting mission.  It’s times like these when Heroes and 
  Villains may band together for their own mutual protection.  The Zix keep huge “Super Zoos” on a number 
  of worlds where they study, trade and force Supers to battle each other for entertainment. 
   
  The Ocean: 
  The world’s oceans provide sanctuary to a great number of Super Villains who wish to remain undisturbed.  
  In addition to having undersea lairs, a number of remote islands have been taken over and converted into 
  strongholds by Villains.  Others have built huge armed yachts which serve as mobile staging bases for 
  international crimes.  There are no Heroes that actively patrol the world’s oceans, though one group, A-
  Force, does keep an eye on things from sky-level in their heavily modified super-sonic jet. 
   
  Beneath the waves live pockets of Atlanteans, ancient proto-humans who choose to dwell in seclusion 
  from their surface-dwelling cousins.  On occasion, a power-mad Atlantean warlord will rise from the 
  deeps to strike out at the air-breathers. 
   
  A huge Ultra-Max Super Villain Prison called Cook Island is located somewhere in the South Pacific.  This 
  facility is funded by the U.N. and serves as the main penitentiary for all International Super Criminals.  It’s 
  earned a rather dubious reputation over the years for the number of successful escape attempts that 
  have been engineered there. 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Beyond Good and Evil (Super Heroes).pdf