TEXT: Super Human 
  High School!
  Dogtown Games presents...
  A Free-form Super Role-Playing Game
  Written by Scott W. Starkey. 
  Last revision: June 26, 2003.
  Version 1.2.0
  Special thanks to:  Andrew Arenson, Cheryl Borst, Carl Klutzke, 
  Lawrence VanVactor-Lee, Bob Braley, Kathy McClure, Carl 
  Congdon.
  Playtesters: Bob Braley, Elisabeth and Ian Braley, Rob Cisz, Heather 
  Cobble, Jason Dufair, Erik "Fuzzy" Gerdes, Lindsay Harper, 
  Thad Hutson, Terri Johnson, Bethany Kind, Billy Kind, Carl 
  Klutzke, Karen Klutzke,  Lawrence Lee, Billy Simpson, Eric 
  Starkey
  Notes on this version:
  By playing this game and/or reading this 
  document, you can have a direct influence on the 
  future of Super Mutant High School!  If your 
  suggestions are deemed important, thorough, 
  poignant, or relevant then your name could appear in 
  the playtest credits of the next edition!  Please contact 
  us via electronic mail at scotto@[REMOVE]yekrats.com. 
  If you let us know you're playing our game, it's very 
  likely your name will show up in the credits and you 
  will be famous, just like us. (Remove the word 
  [REMOVE] before mailing me.)
  If you like Super Human High School and get some 
  real value out of it, please drop a dollar or two in the 
  tip jar:
     http://www.dogtowngames.com/
  Any and all donations are most appreciated.
  About the author:
  Scott Starkey has been playing and 
  moderating role-playing games since long enough to 
  know better. He's been a cartoonist and improv 
  comedian, and is adept at writing about himself in  the 
  third person. He graduated from Purdue University's 
  Creative Writing program in 1992, and is currently 
  working towards a Computer Technology degree from 
  the same school. Scott can be contacted at 
  shhs@[REMOVE*]yekrats.com. (Remove the word 
  [REMOVE*] before mailing me.)
  What's the big idea?
  Super Human High School is a storytelling 
  game where players play the parts of heroes in a 
  super-powered world. It is intended to be simple 
  enough that new players can get into the game 
  quickly and without difficulty, yet complex enough 
  that veteran players will not get bored. Since this is an 
  action-oriented game, play is intended to be quick and 
  exciting.
  This game is intended to be easy to “get to the 
  good part,” so that a Game Master, once he has read 
  the rules, should be able to start a first game with 
  players in just a few minutes. The Game Master can 
  pass out the pre-generated characters, use one of the 
  sample adventures, and go. 
  The rules allow the veteran player to model 
  virtually any power that can be thought of. The game 
  encourages expert players to "think outside the box," 
  and create new powers of their own for their 
  characters. Veteran game masters also receive advice 
  on how to create campaign worlds of their own 
  Legal Stuff:
  The text and graphics of Super Human High School are 
  copyright  2003 by Scott W. Starkey, all rights 
  reserved.
  This game models a fictional world. No resemblance is 
  intended between any human, corporate, or 
  mechanical character with any person, corporation, 
  machine, or deity whether living, dead, in or out of 
  business, or yet to be invented.
  This Work is offered free for public download under the 
  following terms:
  You may make as many electronic copies of the Work as 
  you want, as long as you do not edit it or convert it to 
  other formats. You may distribute these copies to 
  other people if you wish as long as you do not charge 
  money. 
  You may print out copies of the Work for your own 
  personal use, but you may not distribute printed 
  copies of the Work either free or for money.
  The usual Fair Use exceptions apply for short excerpts 
  (up to 500 words) used in reviews and criticism.
  These terms are flexible, and you may contact the author 
  if you would like to negotiate an exception.
  ©
  
  devices, with detailed guidelines for constructing a vivid 
  past, present, and future for the campaign that players can 
  interact with.
  Play should proceed quickly and reflect the action 
  and adventure of the four-color comic genre. The Game 
  Master won't have to waste time looking up hits and 
  misses and wandering encounters on charts. Players won't 
  need to waste time counting pips on dice. 
  Author's note:  Why was this game created?
  I've always been a big fan of the super hero genre. 
  As a kid, I visualized myself throwing bolts of fire and 
  flying on one day, and doing complex acrobatics and 
  martial arts the next. Hey, who hasn't? A part of that 
  demented power-trip fantasy has remained with me to 
  this day. I mean, there's certainly something appealing 
  about the thought of having amazing powers separating 
  yourself from mundane humans. Eventually, I discovered 
  role-playing games, allowing me to weave group stories 
  with my friends.
  It's been many years since I first discovered 
  supers  role playing games. Though I have always loved 
  the genre, super hero gaming systems don't seem 
  completely right to me in one way or another. Sure, there 
  are good systems out there, but they didn't do things the 
  way I would do them. Either their character creation 
  system required massive calculations (plus perhaps a 
  degree in accounting), character creation was random, 
  creating bizarre out-of-balance characters, or the 
  character creation system was overly simplistic, lending 
  practically no advice to the creation of characters. I also 
  prefer more free-form role-playing, rather than chart-dice 
  games. In SHHS I've tried to balance these concepts, and 
  I hope you will enjoy it.
  Role-playing games are games where one of the 
  assembled gamers takes the role of "Game Master," who 
  with a little bit of preparation weaves a story. The other 
  players take the roles of individual characters in that 
  story.  The Game Master plays the part of the non-player 
  characters and environment, and how they react to the 
  players' reactions.
  Unlike traditional role-playing games, this game 
  does not use any dice. All the materials you need will be 
  here, except for maybe a pencil, paper, and an wild 
  imagination!  Many role-playing games use dice to 
  determine "random" events in stories, anything from 
  changes in the weather to the chance of picking a pocket. 
  But an author or comic book story artist doesn't use dice 
  when they see if Mister X kayos his archrival. The writers 
  and artists just roll with the punches, so to speak. They 
  simply use intuition, and write within the bounds of what 
  makes a good story. When gamers roll dice to see if they 
  hit, then roll dice for damage, all that counting slows the 
  game down a little. I wanted to keep this game as quick 
  and as exciting as possible to reflect the genre.
  Now, I'm not saying that dice-throwing role-
  playing games are bad. I love those games!  I grew up 
  on them. There are quite a few good diced role-
  playing games out there, and some that I still play. 
  They are the bread-and-butter of the gaming industry, 
  and I'm glad they're around. 
  Some may argue, "No dice?!  Well, doesn't 
  that make everything arbitrary?"  Well, yes it does. 
  "You mean I have to trust my Game Master?"  True, 
  true. However, if you don't trust your Game Master, 
  then why are you playing the game in the first place?  
  Every Game Master I know fudges a die roll now and 
  then. Is that a reason you should mistrust them?  No, 
  the ones I know do it to make the story better. The 
  Game Master and players in any system must trust 
  each other and work together, or else the game doesn't 
  work.
  Structure of this book:
  This game will allow you to enjoy and dread 
  high school all over again, and couple that with the 
  excitement of superpowered heroes. Chapter One, 
  which you are reading, contains mostly introductory 
  information, much like this sentence here. Chapter 
  Two introduces you to the environment of Super 
  Human High School, and is a good read for players 
  and game masters alike. It will immerse you in the 
  Muta environment, and allow the rest of the book to 
  make better sense.
  If you're like me, you always first turn to the 
  "character creation" section in a new RPG. You'll find 
  that in Chapter Three. I tried to make this game fairly 
  simple, including character creation, so that your 
  group of assembled crazies can pick up this game, 
  and start playing a few minutes later. On the other 
  hand, the character creation system is loose enough 
  that you should be able to model any super power of 
  your dreams, without the use of a calculator!
  The game master will primarily gain benefit 
  from reading Chapter Four. That chapter deals with 
  throwing a game all together, which is the actual 
  mechanics of play.  Although a healthy dose of 
  improvisational thinking is required to run a game of 
  SHHS, guidelines are given in Chapter 4 to make 
  your and your players' lives much easier.
  This game also provides sample scenarios that 
  can get you started right away. They can be run 
  individually as one-shot adventures, or can be linked 
  together as a whole campaign. Several ideas are also 
  given to create your own adventures!
  
  Chapter 2: High School 
  Environment
  [The following few pages describe the world in 
  which Super Human High School takes place. Please note 
  that this material is not real, however some of it is a 
  parody of the real world. Please do not confuse this with 
  actual fact, despite the tone being factual.
  This section gives background information about 
  the world of Super Human High School, and therefore it's 
  listed first. But if you're like me, you'll prefer to plunge 
  into character creation. That's in Chapter Three. Just be 
  sure to read this section when you get done there. It is 
  pretty important, especially if you are thinking about 
  being a Game Master.]
  Central High School: Welcome to 
  your school!
  Central High School is not only proud to be your 
  community school, but also proud to be one of the few 
  original Muta Integration Bill test classroom 
  environments, and have been for over ten years now. We 
  boast higher-than-average college placement rates for 
  both normals and paranormals for our state, and give kids 
  a real chance at a good future.
  A Short History of the Mutas
  Since we are a Muta-integrated school, we are 
  sympathetic to the plight of paranormals and normals 
  alike. If you are not familiar with the Mutas’ state of 
  affairs in the world, please read on:
  The mutant DNA known by some as "Gene-X" 
  continues to be a controversial subject to most folks. 
  Since its discovery in 1977, some mutants affected by the 
  gene have been persecuted, feared, revered, and loved. 
  Although some progress has been made towards giving 
  them the same rights and freedoms that all people should 
  possess, there is still much bigotry and fear to overcome. 
  This has generally led to an adversarial feeling between 
  mutants and mortals for the last twenty-five years.
  The discoverer of the abnormal genetic material 
  was a young biochemistry student named Ellis Beck. 
  While working on his doctorate dissertation at a major 
  Midwestern university, he compared the DNA of people 
  that displayed paranormal powers to other test subjects. 
  The conclusion?  Many of us hold within us this special 
  gene, but in most of us it lies dormant. In a lucky few, it 
  triggers awesome mental and physical powers.
  Gene-X often manifests itself during puberty, 
  however there are dozens of reported exceptions. 
  Occasionally, powers have been known to manifest at 
  ages as young as six or seven, or even over the age of 
  50. It is known that the gene is a dominant gene, 
  allowing a non-mutant and a mutant to possibly create 
  mutant offspring. However, it is still unknown what 
  triggers the mutant transformation, or why it 
  primarily affects children in their teen years. It is also 
  unknown whether this a natural process in the course 
  of human evolution, or an abnormality which should 
  be suppressed.
  The Gene-X discovery forced society to deal 
  with these mutants. During the Eighties and Nineties, 
  society mostly shunned the Mutas, treating them as 
  outcasts. Mutants were not a protected class and could 
  be excluded from employment, housing, and school. 
  Naturally, this led to bitterness and anger. As the 
  Mutas' anger grew, so did the population of mutants, 
  so now anywhere from two to five per-cent are a 
  visible mutant, with now about 60% of the population 
  holding the gene without it ever being triggered.
  In 1989, the Muta lobby (led by Dr. Beck) 
  pressured the United States Congress into reforming 
  the nation's attitude concerning these mutants. Eight 
  months later, a bill was passed which is commonly 
  called the "Muta Bill."  Unfortunately, the bill was not 
  all that Dr. Beck had originally wanted. This bill 
  considers Mutas a "handicapped" status, which gives 
  them special privileges under the Americans with 
  Disabilities Act. Mutas were once again able to 
  acquire public schooling and decent jobs. Dr. Beck 
  continues his fight in Washington to acquire equal 
  rights to all mutants.
  School Life Today
  A few years after the reintegration of the 
  Mutas into public schooling, school life has calmed 
  down considerably. That radical change took place 
  over a decade ago, and although many adjustments 
  have been made, school life is really quite stable now. 
  A few schools like ours have been selected to educate 
  the Mutas, which operate like most high schools, with 
  as few differences as possible so that the mutant and 
  non-mutant student body will be comfortable.
  Although the school grounds appear the same 
  as any normal high school across the country, you 
  may notice several subtle differences. These facilities 
  will be reinforced to protect against occasional 
  abnormally strong mutants.
    
  With the possibility of telepaths and psychics 
  possibly having an unfair advantage on tests, we have 
  installed special "Psychic Static" study desks, which 
  through the miracle of modern technology causes 
  
  psychic emanations to be fuzzy and indistinct. 
  Students showing psychic aptitude will be 
  required to sit at these desks during tests and 
  quizzes.
  Classes and Exams
  Despite the paranormal world, most 
  classes are pretty much as one would expect 
  from any high school. We offer a high-quality, 
  well-rounded education. You will find 
  sciences, vocational training, and the arts all 
  offered at our school.
  One important class we would like to 
  highlight, is the civics class "Muta-Human 
  Relations."  This class, though geared towards 
  Muta students, is open to all students. The 
  class touches on subjects such as using super 
  powers responsibly and how to use super 
  powers to be a normal productive member of 
  society. The class also discusses ethics issues 
  of using super powers.
  Extracurricular Activities
  Extracurricular activities are the 
  lifeblood of the student body. Most students 
  have one or more after school activities that 
  will occupy their time, activities that are above 
  and beyond the homework that's normally 
  required. Sports, band, choir, and journalism 
  all require special group-work outside of class.
  Schools have a number of clubs 
  available for students, focused on just about 
  any subject imaginable. These clubs usually 
  meet about once a week so students can get 
  together with others with like interests. 
  Occasionally, these clubs will host special 
  events. The drama club will put on several 
  plays throughout the year; the science club will 
  travel to the "Science Olympics" each year. So 
  these clubs do not evolve into chaos, a member 
  of the faculty supposedly interested in the 
  subject acts as a wet blanket, keeping things 
  mostly boring.
  Sports
  M-class sports are often more exciting 
  than your regular mundane high school 
  sporting event. Muta schools will only 
  participate against other Muta schools during 
  regulation games. Most of the rules of regular 
  sports are the same as they would be in 
  conventional sporting events. If you blast 
  someone in basketball, it's a technical foul. 
  However, your speed-demon mutant can run for 
  a touchdown and not break any rules.
  Mutant powers are allowed during events, 
  as long as no one gets truly hurt. It's legal to blast 
  someone in football to tackle them. Telekinesis 
  could be used to score a basket in basketball. In 
  normal competition, using such abilities would 
  be considered unfair, but if  both teams have the 
  ability to use these special resources, it's not a 
  problem. For this reason, mutant high school 
  athletics recruiters are a tenacious lot, and will 
  go to amazing lengths to get new star mutants on 
  the home team.
  The High School Athletics Association is 
  looking at alternate rules to better define Muta 
  sports, however these have not been drafted yet. 
  So for now, really, anything goes!
  School Faculty and other Adults
  Adults get no respect from high school 
  students, and rightfully so. Adults seem to hold 
  the power, and the younger generation gets 
  shafted. If adults don't respect the younger 
  generation, why should the Gen X-ers respect the 
  Boomers?
  Most adults in this game will naturally 
  get "stupid" names. They can have ridiculous 
  first or last names, or both, but something about 
  28 Stupid Last 
  Names. (Just 
  tack on a Mrs., 
  Ms., or Mr.!)
  Banal
  Barker
  Belcher
  Booby
  Booger
  Death
  Chagrin
  Chicken
  Codger
  Fetid
  Grendel
  Gumslinger
  Hocker
  Hooch
  Insipid
  Krapper
  Lummox
  Menial
  Moocher
  Poultry
  Paltry
  Philly
  Popper
  Putrid
  Sponge
  Urchin
  Vile
  Vinegar
  Vulgar
  Wiper
  Woody
  Wretched
  Zippo
  Here’s some important high school events to 
  get you thinking about possible SHHS 
  scenarios!
  Yearly enrollment 
  First day of school
  Homecoming.
  Winter Break
  Jr./Sr. Prom.
  PSAT
  Basketball sectionals
  SAT
  Spring Break
  Last Day of school
  Graduation
  Summer break
  
  their name will most likely be inherently flawed. To get 
  into the right frame of mind to name an adult in your 
  world, think back to your high school days. Think about 
  that mean lady that lived across the street or your worst 
  teacher. Think about their name, and the cruel nickname 
  that you and your friends dubbed her. If you take that 
  dubbed name, and possibly clean it up just a bit, then 
  you've got an appropriate name for an adult in this game 
  system. It is possible for an adult to have a cool name, but 
  this would be considered Good Karma. (See Karma in the 
  character creation section.)  It is possible for some 
  students to be cursed with a stupid name. Such a 
  character would get an extra character point for the Bad 
  Karma.
  High School Discipline
  Despite the government's best intentions, the 
  faculty is really not able to protect the schools as 
  completely as they would like. There's usually about 3 or 
  4 faculty in a school with an integrated Muta school, 
  allowing 20 to 30 Muta students within a student body of 
  1,000. Although most teachers are normal, in times of 
  Muta emergency, one of the Muta administrators of the 
  school will take over.
  Minor punishments often come in the form of a 
  threatening talk by the vice-principal, then perhaps a note 
  to parents. Occasional spanking, euphemistically called 
  "corporal punishment," will sometimes be allowed as a 
  suitable option by parents and schools. ("If my kid gets 
  out of line, go ahead and smack him!")
  Major discipline will come in the form of 
  detention. Detention is staying after school or on 
  Saturday, coming in the form of torturous boredom. The 
  theory here is if a student is bored, he will be less likely 
  to do bad things. Unfortunately, just the opposite is true, 
  but adults do not realize this, or have forgotten.
  If Detention Hall is insufficient to correct the bad 
  behavior, the school will issue a suspension, which 
  punishes the student by forcing them to stay home with 
  their parents. The disciplinarians also figure that the less 
  the student is at school, the less they will cause trouble 
  there. If this shock treatment does not correct the problem 
  or if the bad behavior is just too severe, the final 
  punishment of discipline is Expulsion. 
  Expulsion means you're kicked out of school, and 
  is sometimes accompanied by a court order. There are 
  unfortunately very few options once you're expelled. 
  Firstly, you can accept it, because heck, you didn't like 
  school anyway. Or, you and/or your parents may try to 
  appeal the expulsion, which would involve a long and 
  painful court battle. But the good news is you'll probably 
  get your name in the paper and be a local celebrity.
  Fashion and Super-Costumes
  Mutas generally don't wear costumes like 
  traditional super heroes from four-color comics. 
  Although some do, most wear the "normal" school 
  clothes that they wear every day.
  
  Chapter 3: Character 
  Creation in Super Human 
  High School
  1. Think about it!
  The first step to designing a character in any role-
  playing game is deciding what kind of character 
  you would enjoy playing.  You'll probably want to 
  stick with the character for several play sessions, 
  so make it something memorable and exciting so 
  not only you but your entire gaming group will 
  enjoy it!  You should be given an opportunity to 
  discuss your new character concept with your 
  game master.
  2. Assign points to Super Powers!
  In Super Human High School, a point system is 
  used to purchase powers and abilities. You'll get 
  50 points to spend on Attributes, Powers, and 
  Karma. Super Human High School has a fairly 
  simple but flexible power-creation system that can 
  allow you to model nearly any Super Power out 
  there. Firstly take a base power modeling the 
  power in its raw form. Then add "Bells & 
  Whistles" to powers to fine-tune and adjust their 
  strength. When you're done with that, hold on to a 
  few more points so you can...
  3. Assign points to Attributes!
  After you've assigned points to the Powers, you 
  can juice up your Attributes. Attributes are 
  qualities that all characters have in Super Human 
  High School :  your character, that super villain 
  over there, the bus driver and the vice-principal. 
  Attributes rate your character's Psyche, Strength, 
  Fighting, Intelligence, and Endurance. Zero is 
  considered "average highschooler," and below 
  that is, well, embarrassing.
  4. Assign Good and Bad Karma!
  There's no such thing as an "average" high school 
  student; they all seem to have distinctive features 
  about them that will make life more fun!  Certain 
  bonuses and enhancements to your character will 
  cost you a point or two, but by taking a 
  limitation, you get a point or two that can be 
  used for something else, like an awesome 
  power!
  5. Balance your hero!
  If you've got points left over, boost your 
  attributes or add another power. If you've got 
  too many points spent, you might consider 
  taking some Bad Karma or reducing or getting 
  rid of some of your powers. Certain Attributes 
  give your character freebies--free powers that 
  come with high Attributes. Write these down 
  on your character sheet as well.
  Home Room: Character 
  Creation!
  Initial Character Concept
  Once you get the basics to this game down, 
  creating a character from scratch can be quite 
  rewarding. You can borrow from your own angst-
  filled life, take a little bit from heroic four-color 
  fantasy, throw in a high school or heroic cliché, and 
  wind up with a character that's fun to play again and 
  again. The primary function of character creation is to 
  create a playable, fun character that fits well into your 
  game master's campaign.
  You should create your character quickly, 
  trying not to let the rules get in your way. There is no 
  problem with you and your Game Master modifying 
  your character to more efficient architecture once 
  you're both more familiar with the game. If you do 
  find a more efficient way of spending the points, the 
  Game Master should allow you to spend those points 
  elsewhere.
  The first obstacle to creating a character is 
  getting your idea down on paper. Here, a little bit of 
  planning can go a long way, which also works with 
  creating a new character for any role-playing gaming 
  system!  Before you start crunching numbers and 
  balancing your character, take a few moments to think 
  about what your hero will be like. Consider their 
  powers and the source and manifestation of those 
  powers. What does your hero look like?
  Think about the character's school life. What 
  year of high school is your hero in?  Then consider 
  what classes your hero is forced to take. Despite 
  being super-smart or having inhuman skills, your hero 
  
  will still likely be forced to endure four years of high 
  school in order to become a "well-rounded individual," 
  no matter how painful that process. Is your hero a 
  teacher's pet or a class clown?
  Consider your hero's home life. What is the 
  character's relationship with parents and siblings? How 
  well off is the hero, monetarily? What kind of car does 
  the hero drive? (Or does the hero envy the car of others?)
  Now would be a good time to think about what 
  the hero's general goals are. What is the hero's ambitions, 
  hopes, dreams, and fears? Where did he or she grow up? 
  What are the parents like? What classes does the hero 
  take? Take a moment to get into the character's shoes (or 
  boots, or whatever) and try them on for a little while.
  Jot down any ideas you come up with by 
  answering these questions, or anything else you can think 
  of about your character. Talk over this rough draft with 
  your Game Master. This rough-draft blueprint will assist 
  you when you assign points to character abilities.
  The Cliché Character:
  Though it may seem absurd, an ideal, well-
  rounded character can be generated by falling back on the 
  high school cliché. High schoolers naturally categorize 
  themselves into certain archetypes: general ones like the 
  jock, the nerd, and even specific roles like cheerleader, 
  honor student, and class president all automatically bring 
  up images to mind about the character's personality. Also, 
  it could be possible to take a typical super hero cliché 
  (like a gadget-throwing hero, or a flyer-blaster hero), and 
  think of how he or she would exist in a high-school 
  environment.
  The "Browser" Character:
  A player may come to their first Super Human 
  High School game stumped about what type of character 
  they would like to play. Fear not!  One acceptable way of 
  creating a character is by browsing through the Powers 
  and Karma until something stands out. The player should 
  be careful to just glean ideas, and then evolve them into 
  the character. Be careful to not just pick all your powers 
  "off the rack" and end up with a cookie-cutter hero.
  Game Master discussion:
  After you've jotted down some ideas on what sort 
  of hero you would like to play in the game, the Game 
  Master should sit down with you for a couple of minutes 
  to discuss your ideas and how they fit into the overall 
  game ideas. For example, a crazy or loony hero might not 
  fit into a campaign that had a gritty, dark edge to it.
  The Balanced Hero
  There is a general philosophy of super hero 
  creation that a hero should have at least one of each of 
  the following: an attack power, a defensive power, a 
  movement power, and a heightened sense or 
  detection. Players are certainly not required to follow 
  this guideline for their characters, but generally 
  following it will enable the hero to be well-balanced 
  and versatile in a variety of situations. A more 
  versatile character is a more useful character, usable 
  in more situations more often, therefore playable 
  more often and hence more fun to play.
  Game Masters should look out for the "mini-
  maxer" player. Some games reward players with extra 
  points for taking outlandish disadvantages for their 
  characters and heroic powers. Characters end up with 
  a variety of limitations and disfigurements squeezing 
  out a few extra points, however making them 
  unwieldy and nearly unplayable. This is not one of 
  those games.
  This game offers players an occasional point 
  discount on powers and for Bad Karma, but a player 
  should be careful not to take too many of them. A 
  small handful of points would create a well-rounded 
  and interesting character. On the other hand, if a 
  player takes over a dozen points of Bad Karma for 
  one character, the character becomes pathetic and 
  ridiculous. There is certainly a point of diminishing 
  returns when it comes to Bad Karma. It is the Game 
  Master's job to let the player know this. If the player 
  chooses to ignore this advice, the Game Master 
  should feel free to give the player everything they 
  most rightfully deserve, or disallow the character out 
  of sympathy.
  Another character type that game masters 
  should look out for is the "top-heavy character."  A 
  character is top-heavy if they invest most of their 
  points into just one power, allowing the hero to do 
  one thing very well. The corollary to that concept is 
  the character does everything else pretty poorly. 
  Although this kind of character may be fun to play in 
  the short term (like one scene) over the long haul the 
  character is somewhat limiting and eventually boring. 
  A little bit of variety can go a long way.
  Finally, game masters should be on the 
  lookout for the "One-With-Everything" character 
  concept. Unlike the top-heavy hero, the character 
  takes a little bit of every power or skill, apparently 
  allowing the hero to be at least mediocre in 
  everything. Like Mr. Top-heavy, in the long term the 
  character probably won't hold up.
  
  Initial Points
  The Game Master should determine what initial power 
  level players will start their characters . A "normal" 
  student in SHHS is built using 0 points, which is 
  considered average for a high school student. Some 
  teachers and administrators, having received more 
  training and skill throughout their lives, might be built on 
  five or more points. There is likely one super powered 
  administrator in the school to enforce discipline who is in 
  the 70-100 point range. A starting SHHS campaign is 
  likely to have player characters starting at 50 points, but 
  Game Masters can adjust that up or down to fit the world.
  .
  Attributes!
  There are five Attributes  in SHHS, which are qualities 
  that every character has, no matter if they are "Super 
  Powered" or not. These are Psyche, Strength, Fighting, 
  Intelligence, and Endurance. Most "normal" high 
  schoolers average about zero points (plus or minus a 
  couple points) for each Attribute with a normal human 
  maximum of about 10.
  With zero (0) as the average, it is possible for a character 
  to have a "below average" Attribute. Attributes may be 
  lowered into negative numbers, but at -5, the character 
  will be severely impaired. At -10, the Attribute is totally 
  impaired!  No Attribute can be lowered below -10.
  Psyche!
  Psyche encompasses mental force, willpower, and the 
  powers of the mind!  Most mental tricks like Telepathy 
  (Reading someone's mind) or Telekinesis (Moving things 
  with your mind) rely heavily on your Psyche. Any sort of 
  battle of psychic combat will rely solely on your Psyche 
  attribute. High Psyche will grant automatic low-level 
  defense against Mental Attacks and Brain Tricks.
  Just by benefit of high Psyche, you automatically get a 
  few points (about Psyche divided by ten points) in Mental 
  Attack Powers. (This Mental Attack is only at "Touch" 
  range.)  And a few points would be all you would need to 
  kayo the average teacher or janitor!  You would need 
  at least 10 or more points of Psyche even to attempt 
  such a feat!  In addition, high psyche characters have 
  a sixth-sense about them, allowing them to be more in 
  tune with the vibes of the supernatural.
  Strength!
  Just as Psyche controls the mental, Strength 
  deals with the physical abilities of your hero. A high 
  strength will allow you to hurl a BMW. A higher 
  Strength would allow you to catch it, too!  A high 
  Strength Attribute will naturally allow you to do more 
  damage than the average physical attack, but you can 
  also take more damage. A high-Strength hero gets a 
  bonus to damage with physical attacks (equal to about 
  Strength divided by 10).
  Fighting!
  You will find yourself engaged in high-flying 
  and spectacular brawls in Super Human High School, 
  and that is where your Fighting statistic will come in 
  handy. A high Fighting Attribute will allow you to not 
  only hit your opponent, but also avoid being hit. The 
  Fighting attribute also allows your hero to innately 
  use weapons accuratelyeverything from brass 
  knuckles to a howitzer!
  Intelligence!
  Smart heroes get a significant advantage in 
  learning and improvising skills. For each 10 points of 
  Intelligence, assume the hero has about one point in 
  any knowledge-based skill. Therefore, a 30-
  Intelligence hero could program a computer (a 
  knowledge-based skill) like a pro without breaking a 
  sweat. The hero is assumed to just be able to "figure it 
  out" on the fly. Plus, supersmart heroes can just about 
  write their ticket to any major university for free.
  Endurance!
  Endurance is figured into any physical 
  challenge that takes a while, to see how much longer 
  the hero can last over the long haul. Super powers 
  take energy to fuel, therefore a high Endurance 
  will keep your batteries full.  Endurance is also 
  important to rate how much damage the hero can 
  take before getting knocked out cold. Having a 
  super-high Endurance allows your hero to heal at a 
  quicker rate. It's like having the Power of 
  Regeneration absolutely freeabout one point of 
  Regeneration for every 10 Endurance points.
  Strength
  can lift  
  and bust through
  0
  A loaded book bag.
  A toilet stall.
  1
  A high school student.
  A stuck window.
  3
  A construction worker.
  A wooden door.
  5
  A teacher’s desk.
  10
  A motorcycle
  Detention room door.
  15
  A plaster wall.
  20
  A telephone pole.
  25
  A small car.
  A brick wall.
  
  SUPER POWERS!
  Most Player-Characters in Super Human High School 
  will have one or more super powers that they can use. 
  These are bought from the same pool of Character Points 
  that Attributes and Good Karma are bought with. You can 
  choose one of the power groups from this list, or else use 
  these as a guideline for coming up with your own powers.
  After you buy a Power, you can modify it, making 
  it less or more powerful. To improve upon a base Power 
  will cost the hero some extra points, but if a Power is 
  reduced in some way, the Power may be cheaper to 
  purchase. For example, having a damage-inducing laser 
  blast will be more expensive if you purchase additional 
  range. Your Body of Steel power will be less effective if 
  the hero has a softer human form he turns into, so that 
  would cost fewer points than the standard Body of Steel 
  bought off the shelf.
  Many Powers have specific modifications listed 
  with them. Other important modifications, like Range, are 
  listed in the Bells & Whistles section. (See "Bells & 
  Whistles" later in this chapter for a more complete 
  description.)
    
  Animation Power!
  The Animation Power gives the hero the 
  ability to vitalize one or more objects, controlling 
  them from afar. This power gives the animated 
  objects the semblance of life, and the ability to move 
  autonomously from the animator for a set period of 
  time. Normally, the animator can by default only 
  animate one object at a time, but can purchase the 
  privilege to animate more simultaneously by 
  investing character points. 
  Under normal conditions, an animator must 
  concentrate to maintain the animation. If the hero 
  wants the ability to not have to mind the animated 
  object often, that can be purchased with a few extra 
  points. Also, animators normally can only animate 
  one category of thing: like furniture, foods, cars, etc. 
  If you have an extremely wide category or can 
  animate anything, it's going to cost you a little more.
  Animate things will move around at about 
  human speed, unless they inherently have some other 
  ability to move faster (for example, an animate car 
  could cruise pretty quickly). Animations will take on 
  many of the properties of the item they were created 
  from. For example, an animation of a metal sculpture 
  would be much more durable than an animated 
  popsicle-stick art-fair project. The sculpture would 
  probably be stronger, too. It's up to the game master 
  to decide the actual Attributes, but we trust your 
  judgement. An animate object cannot do something 
  it's not designed to do. For example, an animated 
  motorcycle could not fly, but an animated paper 
  airplane might be able to.
  It might also be 
  prudent to add in a 
  couple of extra Bells & 
  Whistles to make this 
  power more effective. 
  Unless the hero buys 
  Range, the Animation 
  Power can only be used 
  by touch alone. Area 
  Effect may also be 
  helpful to summon up a 
  horde of animate beasts 
  at the hero's whim!
  By the way, this 
  power does not allow 
  you to control someone 
  or something already 
  animate, for example, 
  your Gymnastics 
  teacher. That power 
  would be handled by 
  Animation
  Giving non-moving stuff lifelike movement.
  Body of "X"
  Taking a different body form than humans normally have, like fire,
  stone, or teeny-weeny.
  Brain Tricks
  Detecting or altering other people’s minds.
  Command
  Summoning creatures and other weird things.
  Damage
  Damaging stuff, like energy blasts or war hammers.
  Defense
  Protection from damage.
  Environmental
  Manipulation
  Changing the environment, like weather or light and darkness.
  Jumping
  Super frog-leaps over vast distances.
  Life Support
  Allows hero to survive perilous environments and situations, like lack
  of air, or food.
  Matter Manipulation
  Create, destroy, or alter the stuff of matter itself!
  Metapower
  Suppress or enhance other hero's powers.
  Regeneration
  Allows hero to heal damage quicker than most mortals.
  Supersense
  Abnormal senses like telescopic vision, IR vision, supersonic hearing,
  and radar sense.
  Tangler
  Quickly binding opponents in sticky or entangling bonds.
  Telekinesis
  Moving objects around with the power of the mind alone.
  Teleportation
  Instantly traveling from point "A" to point "B" without crossing the
  intervening space.
  Travel
  Moving around abnormally, like super-running, digging, or flying.
  Power...  Affects...
  
  means of Brain Tricks.
  Cost/Maximum Mass Animator can Affect
  1
  School supplies (up to 2-pound objects)  (imagine, 
  if you will, a paper-clip chorus line!)
  2
  50-pound objects
  5
  Human-mass stuffs
  8
  Motorcycle-sized objects
  10
  Car-sized objects
  13
  Vans & Trucks
  15
  Semi trucks 
  20
  Small buildings
  Animation Power:  Bells & Whistles
  +0
  Animator can only control 1 thing at a time.
  +1 
  Animator can control 2 objects simultaneously, 
  totaling up to maximum mass.
  +3 
  Animator can control up to 10 objects 
  simultaneously, totaling up to maximum mass.
  +5 
  Animator can control as many individual objects 
  as necessary, up to maximum mass.
  +0
  Animation requires constant supervision.
  +1
  Animation lasts for about 5 combat panels without 
  supervision.
  +2
  Animation lasts for a few hours with no 
  supervision.
  +5
  Animation lasts for a complete adventure. (Up to 
  a couple of days.)
  +1
  Wide category. (Metal objects, all plants)
  +5
  Animator can animate anything!
  Body of "X" Power!
  The Body of "X" Power simulates any unusual, 
  non-human form that a hero might have. This includes a 
  body of flame, out-of-phase heroes, giant heroes, eensy-
  weensy heroes, everything from alien life forms to robots 
  to half-human-swamp-beasts!  Body of "X" heroes 
  generally have different body composition than a normal 
  human, which will give them special advantages and 
  disadvantages that you define when you make up the 
  character. These can even give you "free super powers" 
  that are paid for with the Body of "X" power.
  For example, if you wanted to make a character 
  that could change his body composition to stainless steel, 
  this would naturally give the hero special resistance to 
  damage and your punches would hurt more--without 
  spending any extra points. However, if you wanted to 
  shoot energy out of your hands, since that is not a natural 
  Attribute of stainless steel, that would cost you extra. 
  Additionally, your character would sink like a rock in 
  water, and could drown unless you spent some extra 
  points there. You also must define some properties of 
  the body of X.
  Body of X, you might notice, duplicates, 
  overlaps, or encompasses some of the other Powers 
  and Attributes, depending on the body form. For 
  example, could one assume that a Body of Steel hero 
  would deserve extra Strength as a side effect of the 
  body form?  Sure!  In order to lug around all that 
  extra weight, they must have increased Strength!  
  With this power around, you don't have to think about 
  all of the effects that the form brings when you first 
  make your character. As you play, you can discover 
  new and unique ways of using your Body of "X" 
  power, and those extra "special effects" will be free!
  One set of powers you can never get for free 
  with the Body of "X" power is any Movement Power. 
  Those must be bought normally. So, if your character 
  is made of Light, and wants to move at light speed, 
  you must spend the points for that.
  If two forms aren't enough for you, it's 
  possible to purchase the power again for an additional 
  form, and switch between any of them!  It you buy 
  multiple Bodies of "X", be sure to check out the rules 
  on Subset Powers in the Power Structures section for 
  a big price break.
  Body of "X" Costs
  15
  Base cost for a Body of "X"! You have a normal 
  Body of "X" which means to can switch freely 
  between forms, and all your Attributes will stay 
  the same in both forms.
  1
  Body of “X” with no practical uses. Your 
  character’s Body of “X” may have no practical 
  uses, other than just looking strange. Or, your 
  Body of “X” is so limiting in some way, that it 
  compensates for it’s powers. You are still unique 
  and distinctive, thus the 1-point cost. Either way, 
  your Game Master must decide is the Body is 
  impractical, and thus only worth 1 point.
  -5
  Wimpy Human Form!  When your character is 
  not in his heroic alternate form, he or she is a 
  mild mannered, ordinary student with access 
  only to skills, with zero points in all four 
  Attributes. You can spend points to bring the 
  wimpy form's Attributes up from zero, if you 
  wish. It can take a couple of seconds to switch 
  from one form to another. Also, if your character 
  is knocked out, the hero will revert to their 
  Wimpy Human Form.
  -1
  Permanent Body of "X"!  Your mutation keeps 
  you permanently in your strange body form. To 
  take off these points, you must look and be 
  different from the other kids in a noticeable way!  
  Naturally, you cannot have a Permanent Body 
  
  with a Wimpy Human Form or Precise Control.
  +5
  Precise Control!  You can make just part of your 
  body into the alternate body form--handy if you have 
  a "Body of Fire" and you want to pick something up!
  +2
  Group of Bodies:  You can change between a number 
  of related forms, and then back into your normal self 
  again. For example, you could change into any 
  water- or ice-related shape. Or possibly into any 
  animal. If you want multiple Bodies of "X" that are 
  unrelated, (for example Body of Squid and Body of 
  Farm Machinery) then consider reducing the cost 
  with Subset Powers.
  -1
  No Control!  The Hero cannot control when they 
  change into their alternate form. It's likely linked to 
  something that they don't have much control over, 
  like the moon or adrenaline rushes.
  Examples of Body of "X":
  Here's some common Bodies of "X" that a player may opt 
  to take, and what advantages those bodies would provide:  
  Remember, these are just suggestions and guidelines, so 
  feel free to make up your own Body of "X" mutation!
  Body of "giant" and/or dense substance
  Giant heroes and heroes made out of a naturally 
  dense substance (also known as "bricks") will usually be 
  stronger than your average hero, due to the fact that their 
  muscles must compensate for the enormous mass. 
  Depending on the mutation, dense or large-body heroes 
  will get approximately 5 or so points in Strength and 
  Endurance for free! Very large heroes may be considered 
  to have a few extra points (less than five) in Fighting, 
  reflecting their longer reach, which can be a significant 
  factor in combat. Additionally, many of these heroes have 
  an innate resistance to damage, which would grant them a 
  few free points in damage resistance (how much is based 
  on the substance). On the other hand, most of these 
  heroes will have a hard time swimming, tending to sink 
  like a brick (no pun intended).
  Body of Harmful Substance
  Heroes with a body made out of some harmful 
  substance (like lava, acid, uranium, or fire) are fairly 
  common in the realm of comic-book villains, however 
  these powers can work equally as well with a heroic 
  character. These heroes' very touch can cause damage to 
  opponents. Depending on the intensity of the substance 
  this could equate to several points of damage power, even 
  five or more!
  Body of Teeny-Weeny:
  Some heroes can shrink themselves down to a 
  very small (even microscopic) size. Naturally this will 
  cause the hero to be less noticed at parties, and also 
  make the hero harder to be hit in combat. The hero 
  keeps their normal Attributes (like Strength) in their 
  Body of “X.”
  Brain Tricks!
  Brain Tricks are a catch-all category for the 
  psychic phenomena that accesses or modifies another 
  person's mind:  Telepathy, Mind Scans, Mental 
  Control, and such. When taking this power, a user of 
  Brain Tricks must buy one or more "permissions" 
  which gives them control over what they can do with 
  the power. These permissions are Browse, Link, 
  Read, Edit, Create, and Delete. After permissions are 
  set, it might be a good idea to add Bells & Whistles, 
  like Range and Area Effect, to make the Brain Tricks 
  more useful.
  Don't think of each permission as a separate 
  power; consider the power, then buy the permissions 
  that seem to match. A hero may have more than one 
  power defined by Brain Tricks, however. For 
  example, if a hero had an Illusion power with Browse 
  and Edit permissions, that same hero could also have 
  a Mindwipe power with Browse and Delete 
  permissions.
  Brain Tricks are powered by a hero's Psyche. 
  Also, a high Psyche will allow heroes to defend 
  against Brain Tricks played upon them. If two heroes 
  with equal psyche square off against each other, one 
  armed with Brain Tricks and the other has no defense, 
  it is more likely for the armed opponent to win. 
  However, a hero with a low Psyche may have a hard 
  time influencing a hero with a 5-10 point edge on 
  Psyche. If the margin is more than 20 points of 
  Psyche, the attacker can usually just forget it!
  Cost
  Permission info:
  +1
  (B)  Browse:  This is the basic permission to 
  access a piece of information or find a specific 
  mind. Although it is possible to use the other 
  permissions without this one, it makes the use 
  of the other permissions more difficult. (For 
  example, if your hero had Delete but not 
  Browse, you could Delete information you 
  knew was there to begin with, but couldn't 
  check to see if it was there, and couldn't tell if 
  you were successful or not after the attempt.)
  +2
  (L)  Link:  This permission creates a 
  communications link between two entities 
  (usually yourself and another, but could be 
  defined otherwise!)  If the target you are 
  linked to strays beyond your range (which 
  must be bought with the Range Bells and 
  
  Whistles) the link is broken. Link allows two way 
  communication of some sort.
  +3
  (R)  Read:  The Read permission allows the Brain 
  Trickster to read a thought, experience, or 
  emotion from another's mind. Without the Browse 
  permission, this permission is somewhat limited:  
  a hero can Read what is already known to be there 
  (for example, a shared experience that the hero 
  wants a different perspective on) but without 
  Browse specific unknown details probably can't 
  be found. Read without Browse might also model 
  a hero that can randomly access another's mind by 
  accident. (The hero can't help it!)
  +4
  (E)  Edit:  Edit allows you to change existing 
  thought patterns within another's mind. It cannot 
  create new ones (that is the Create permission), 
  however it can modify another thought process. 
  Minor details can be tweaked in a second or two; 
  major experiences might take minutes, hours, or 
  maybe even days of brainwashing!  It all depends 
  on that specific detail and how much it has 
  changed their life since then. You must know that 
  the thought is there, unless you also add the 
  Browse permission. Edit is never quite as 
  permanent as Create & Destroy, as tiny wisps of 
  thought can still linger as a tell-tale sign to the 
  edited thought.
  +5
  (C)  Create:  Create gives the hero permission to 
  implant new thoughts into the mind of the victim. 
  The thoughts don't necessarily need to be 
  something that the victim would usually think 
  about, and after Created, the new thought will be 
  thought of as the victim's own. However, a second 
  Brain-Tricks hero Browsing and Reading your 
  victim's mind will fairly plainly see your dirty 
  work, and know the thought is not theirs. To cover 
  that up would require use of the Delete 
  permission.
  +5
  (D)  Delete:  Delete not only erases natural 
  memories of the victim, but it is also useful for 
  covering your own tracks. Any modifications that 
  are done within a person's mind leave tell-tale 
  signs of the mentalist that did the Creating and 
  Editing. By using the Delete permission, a Brain 
  Tricks user can hide their dirty work, so to speak. 
  It takes about as much time to Delete a thought as 
  it is to Edit the same thought. Although it is 
  theoretically possible to Delete someone's entire 
  mind and leave them a vegetable, it would 
  meticulous and time-consuming project!
  Examples of Brain Tricks:
  Mental Scan:  Requires Browse [1 point + Range]
  A mental scan, combined with the Range and 
  Area Effect Bells & Whistles will allow you to 
  scan for specific mind within the hero's range. 
  Each mind has a specific "signature" which is 
  usually unique. Without Area Effect, the hero 
  can only look at one mind at a time, which 
  may be a tedious process if the target is a long 
  way away.
  Wild Telepathy:  Requires Read. [3 points + Range]
  The hero with Wild Telepathy automatically 
  gets random thoughts from surrounding 
  people within range (which is bought 
  separately.)  The hero has no control about 
  what specific thoughts are taken. If you want 
  the power to be always on, take an additional 
  point off, just for sheer irritation factors.
  Psychic Communication:  Requires Link, Browse [3 
  points + Range]
  This power combination allows the hero to 
  mentally communicate to another being via 
  the power of the mind. Unless some sort of 
  safeguards are set up (which might cost a 
  point or two) your "conversation" could be 
  overheard by another being with this power or 
  perhaps even a high Psyche stat.
  Basic Telepathy:  Requires Browse, Read. [4 points + 
  Range]
  Basic Telepathy allows the hero to read 
  another's thoughts against their will. This 
  power allows a hero to possibly perform the 
  feat, but the victim's Psyche will have to be 
  overcome first.
  Mental Illusions: Requires Edit, Create [9 points + 
  Range] 
  Mental Illusions allows the hero to create 
  vivid hallucinations in the mind of a victim. If 
  the victim's Psyche is inferior to the mentalist, 
  for all intents and purposes the illusions will 
  be real. The victim can take "damage" which 
  won't actually hurt the victim. Though this 
  cannot do any real permanent damage, the 
  victims brain may think he or she is taking the 
  damage, which could render the victim 
  unconscious. Since this is not a light-based 
  illusion, others will not see the illusion. You 
  could add the Bells & Whistles "Range" and 
  "Area Effect" to affect more than one person 
  simultaneously.
  Mind Wipe:  Requires Browse. Read, Delete [9 points 
  
  + Range]
  A specific rememberance of an incident is 
  completely erased from a victim's mind. This can 
  be used for quick and dirty escapes, ("You don't 
  remember my being here.") erasing a known 
  secret identity, or removing haunting traumas 
  from one's mind.
  Mind Control:  Requires Browse, Link, Read, Edit [10 
  points + Range]
  The Mind Controller can change what a victim 
  wants to do, and how he or she acts.
  "Intrusive" Mental Illusions:  Requires Read, Edit, Create 
  [12 points + Range]
  These illusions are more real than normal mental 
  illusions. The mentalist can use aspects of the 
  victims psyche to weave a more realistic illusion. 
  The illusionist can incorporate the victims hopes 
  and fears, childhood memories, and other deeply 
  buried traumas into the illusion.
  Mental Re-engineering:  Requires Browse, Read, Create, 
  Delete [14 points + Range]
  Thoughts are removed from the victim's mind, 
  and overwritten with new programming. If you 
  cut corners and use "Edit" instead of "Destroy and 
  Create" the effect is less permanent. If enough 
  time and energy is spent re-engineering a victim, 
  their entire personality and life can be 
  reconstructed, effectively making the victim a 
  different person.
  Command Power!
  Commanding allows a hero to summon and 
  communicate with creatures and things of under normal 
  human intelligence. Heroes with the Commanding Power 
  could call all of a specific creature within their range, 
  which should be bought from Bells & Whistles. Creatures 
  will do pretty much whatever the hero wants, even giving 
  their lives for their master. They will not do things they 
  are physically unable to do, for example, trees cannot 
  uproot themselves and move around. That would be the 
  Animation Power.
  3
  Creature is semi-intelligent (Human intelligence 
  to dog intelligence.)  (Dolphin, deer, antelopes, 
  lions, tigers, bears)
  2
  Creature is pretty dumb (Lizards, fish, 
  amphibians.)
  1
  Unintelligent and Immobile. (Rocks, dirt, plants.) 
  +2
  Hero can command all creatures of a specific 
  environment (All water creatures. All forest 
  mammals. Birds.)
  Damage Power!
  The "Damage" Power models any kind of 
  Physical or Mental damage which can hurt an 
  opponent. It covers everything from Pulsar Beams, to 
  semi-automatic machine guns, to Mental Blasts, and 
  your average baseball bat!  When you choose a 
  Damage you must decide if the form of damage is 
  going to be Mental Damage (Mental Stab) or Physical 
  Damage (Lightning Bolt).
  When you choose this power, however many 
  points you put into it dictates how much damage it 
  does!  Use the chart below to gauge how much 
  damage you want the attack to do. Although it's 
  possible to go above ten points worth of damage, it is 
  probably not worth it. (When you've seen one "Crater 
  Blast" at close range, you've probably seen them all!  
  You just get a bigger crater...)
  The Damage Power, as are all powers, 
  considered Zero range. With this basic power, you can 
  only attack them by touch, which may be a bit bo-o-
  ring!  If you want to attack someone at a distance or a 
  bunch of people in an area, for just a couple of points 
  more add Bells and Whistles to juice up your power!
  Cost of the Damage Power
  1
  Weapon Damage (average human with a 
  weapon damage)
  3
  Bullet Damage (or Illegal Fireworks Damage)
  5
  Grenade Damage
  8
  Pipe-bomb Damage
  10
  Crater Damage!!!
  -2
  Does no physical damage. Either the effect 
  just knocks back an opponent (like a gust of 
  wind) or is designed to "knock out" an 
  opponent without any serious side effects.
  
  Defense Power!
  Defense is the opposite of the Damage Power. 
  Defenses will prevent most of the damage from the same 
  rank or lower, and will even absorb part of the damage 
  that is a few points higher. So a little bit of armor is 
  always better than none at all!  Defenses should be 
  declared either Physical or Mental. Mental Defense 
  works against all forms of Mental Attacks, including 
  Mental Illusions, Mind Scans, and other forms of mental 
  assault.
  Cost of the Defense Power
  1
  Leather Jacket
  3
  Kevlar Armor
  5
  Reinforced Flak Suit
  8
  Tank Armor
  10
  Battleship Armor
  -2
  Defense only covers a specific attack mode, for 
  example, fire damage, electrical damage, or 
  mental attacks. You can even use this limitation to 
  defend against something that isn't necessarily an 
  damaging attack, like the Tangler power, or 
  Mental Illusions.
  Environmental Manipulation 
  Power!
  Environmental Manipulators can alter some 
  aspect of the environment how they see fit. They can 
  control Sound, Light, and Texture to create illusions; 
  some of them also have control of weather, magnetism, 
  and gravity. Any aspect of nature can be affected by an 
  EM Power.
  The aspects of nature an EM super can control is 
  called Dimensions. Decide whether the power affects a 
  specific dimension (like plunging an area into darkness) 
  or a general dimension (controlling all light within an 
  area). A Specific Dimension affects a single aspect of a 
  General Dimension.
  Each specific dimension the hero has costs +1 
  point; each general dimension costs +3 points. Heroes 
  can have more than one dimension within their ability. 
  For example, a hero that can create realistic illusions may 
  have control over general sound, light, and possibly 
  tactile senses.
  Then, it is time to decide what is the hero's level 
  of expertise of the Power. Minor changes, which are 
  generally simple one or two dimensional changes, cost 
  only one point. A shadow play with words, or 
  illuminating a room would both be considered minor. 
  Complex changes are generally more detailed and/or 
  focused. An example of a complex change would be 
  mimicking a concerto or a blinding rain storm. Drastic 
  changes are beyond complex. Reserved for realistic 
  illusions of a herd of buffalo, weather changes that 
  damage property, etc.
  Jumping Power!
  Jumping is Teleport's somewhat less spectacular 
  neighbor, but it is similar to teleportation in that you go 
  from one point to another in a short period of time, and 
  can get to awkward places without messing around with 
  wings or flying. All jumping is considered to take place 
  at about normal human running speed, so if you want to 
  go faster, just add a few points from the "Velocity of 
  Travel" from the Travel Power. The best part about 
  Jumping is, it's a cheap power:  zero points!  All you 
  have to do is add Range!
  You might note that at about 5 or more points of 
  jumping, this becomes very much like flying, with 
  much less maneuverability. You also might notice that 
  range is pretty much the same as Teleport Range, just to 
  make things easy. The cost to carry people with you in 
  your mighty leaps is +1 per extra passenger. You might 
  note that this power comes free with high strength. 
  (Every 10 points of Strength yields about 1 point of 
  Jumping. So a Strength 30 Hero can pick up a person 
  and jump over a house.)
  Jumping Cost
  0
  Base Cost for Jumping Power
  +1
  Each additional person-mass hero is able to carry.
  Jumping Distance!
  1
  Double normal human jump distance
  2
  Hurdle a House.
  3
  Jump over stadium bleachers.
  4
  City Block
  5
  A whole City
  8
  Across the State
  10
  Low-Earth orbit!? (You'd better hold your 
  breath up there.)
  Life Support Power!
  The Life Support Power group allows a hero to 
  survive without certain things required by normal 
  human beings--little things like sleep, air, and food. It 
  also provides immunities to certain hostile 
  environments like in the cold vacuum of space or deep 
  under water.
  Life support is fairly simple. Each "body 
  function" that a hero does not need is worth one point. 
  Each hostile environment that the hero can survive is 5 
  points. As an added bonus, if a hero is immune to a 
  
  hostile environment, he or she is also immune to any 
  attacks that might come in the form of that environment. 
  For example, if a hero is immune to radiation, radiation 
  attacks against him would be laughed off!
  +1
  No need to eat/excrete.
  +1
  No need to sleep.
  +1
  Can breathe in special environment. (Water, for 
  instance.)
  +1
  Hero does not age.
  +5
  No need to breathe.
  +5
  Immune to pressure.
  +5
  Immune to radiation.
  +5
  Immune to heat.
  +5
  Immune to cold.
  Matter Manipulation Power!
  The Matter Manipulation Power group can model 
  heroes that can spontaneously create matter. The power 
  can also represent heroes that transmute or destroy 
  material as well. When taking this power, decide how 
  many materials the hero can affect:  one or many.  You 
  can also determine a "flow" representing how much 
  material can be affected at one time. Destroying matter 
  can damage other characters, and can be potentially 
  deadly. Figure damage by the "Flow of matter":  each 
  point of "Flow" does a little bit less than a point of the 
  "Damage" power. For example, a "Gusher" flow of matter 
  does a little less than Grenade damage. It is always more 
  efficient to use the damage power than it is to do damage 
  by destroying matter. Additionally, it is possible to have a 
  power to create a substance that may be harmful to 
  others. It may also be useful to add the Range and Area 
  Effect Bells & Whistles.
  +1  
  Create or Destroy 1 material.
  +5 
  Create, Destroy, or Transmute Group of Materials
  +10  
  Create, Destroy, or Transmute any materials.
  Flow of material
  +1
  A little bit at a time. (Squirt Gun flow)
  +5
  Heavy spray. (Garden Hose)
  +10
  Gusher  (Fire Hose or Geyser)
  +25
  Stream
  +1
  Can mold material.
  +5  
  A potentially dangerous or hazardous material. 
  (Atomic sludge, Acid)
  +10
  A superdangerous or harmful substance. 
  (Uranium-234, Molten lava)
  Metapower!
  Metapowers are powers that affect other 
  mutant Powers or Attributes. This power group 
  models two different Powers:  Enhancing and 
  Suppressing. Firstly, decide on the number of powers 
  that your hero can affect at once.
  Suppressing must have a power level added 
  in, representing the maximum power level that that 
  power can suppress. If a power is stronger than the 
  Power Level of the Metapower, then the Metapower 
  might affect the power to a lesser extent or might 
  even fail, depending on circumstances.
  Enhancing Powers works a bit differently. 
  They must have a power level too, which describes 
  how much extra power the enhancement gives the 
  other power. For example if a movement power was 
  bought at 5 points, a five-point boost would give the 
  movement power double speed.
  You may ask,  what about Power copying. 
  That should be a Metapower, right?  Well, yes, it does 
  seem like it would fit, in a way. But Point Pools (in 
  the Power Structures section) seem to work better. 
  Check it out!
  +1
  One power at a time.
  +3
  Up to three powers.
  +5
  Up to five powers.
  +10
  Up to ten powers.
  +15
  Any number of powers.
  +1
  5-point powers or under.
  +2
  10-point powers or under.
  +3
  15-point powers or under.
  ....
  +10
  50-point powers or under.
  -2
  Metapower affects only one specific power!
  -1
  Metapower only affects a particular group of 
  Powers.
  Regeneration Power!
  Near instantaneous healing is always an asset 
  in a high-powered combat. That's where regeneration 
  comes in handy. The Regeneration Power allows your 
  body to automatically stitch itself back together!  The 
  best part about this power is, you don't need to make 
  any effort (or even be conscious) to have the power 
  work--provided you have energy (Endurance) to burn, 
  you can heal yourself.
  High endurance heroes get this power by 
  default. For every 10 points of Endurance, you get 
  about 1 rank of Regeneration. Therefore, a 30-
  
  Endurance hero will have about Regeneration Rank 3 
  without expending any more points.
  Regeneration costs one Hero Point per rank. If a 
  hero with high Endurance wants a better regeneration, 
  they buy up from the rank where the Endurance leaves 
  off:  for example, if a 30-Endurance hero wants to be 
  Rank 10 Regeneration, then it will cost only 7 additional 
  points.
  The following chart demonstrates approximate 
  healing times for various wounds. Feel free to adjust the 
  times up or down, for more or less severe wounds. A 
  mere scratch would heal much quicker than a severe 
  body wound.
   Rank
  Small wounds
  Broken bones
  Regrow limbs/organs
  Normal
  A Week
  A few weeks
  Never
  1
  12 Hours
  1 Day
  10 years
  2
  6 Hours
  12 Hours
  5 years
  3
  3 Hours
  6 Hours
  3 years
  4
  1 Hour
  3 Hours
  1 year
  5
  30 Minutes
  1 Hour
  6 months
  8
  15 Minutes
  30 Minutes
  3 months
  10
  5 Minutes
  15 Minutes
  1 month
  15 Nearly Instantly A few minutes
  A week
  20
  Instantly
  A minute
  A day
  +1 Healing option!  Instead of being able to use the 
  power yourself, you can project regeneration into others, 
  thus healing them. 
  -1  Requires conscious control!  Your regeneration does 
  not work automatically. Instead, you must consciously 
  think about yourself healing for your Regeneration to 
  work. If the hero is knocked unconscious, then sorry 
  buddy, you have to come out of it like everybody else.
  Supersense Power!
  Supersenses allow the hero to detect things that 
  normal people cannot. Supersenses could be normal 
  senses that all humans have enhanced to a superhuman 
  level (like "superhearing"). They could also be senses 
  that ordinary mortals do not have at all (like "X-ray 
  Vision.")  Either way, they are created using this power 
  category. The best part about supersenses is that they are 
  extremely cheap. For a small handful of points, your hero 
  can have amazing sensing abilities!
  0
  Sense is a normal human sense (Smell, Touch, 
  Sight).
  +1
  Sense is one that most humans don't have (Sonar, 
  Detect Magic, Danger Sense, Magnetic Fields)
  +1
  What can be sensed is out of the normal 
  human range. (Infrared Sight, Ultrasonic hearing)
  +1
  Sense is now 360. (Except for Hearing, Touch, 
  Smell/Taste.)
  +1
  Discriminatory Sense. Making a sense 
  discriminatory allows a hero to distinguish 
  individuals by the sense. Most normal humans 
  discriminate between various people and objects by 
  the sight and hearing senses. Dogs, on the other hand, 
  can discriminate using the sense of smell. This will 
  allow the hero to know people by their radar 
  signature, for example.
  Note: Range is not really necessary for senses, unless 
  you’re wanting something outside of the bounds of 
  normal human ability. For example, clairvoyance 
  (seeing things from a distance, and perhaps around a 
  corner) could be modeled by buying a Range 
  component.
  Tangler Power!
  The Tangler Power is used to stick an 
  opponent in one place and leave them helpless. The 
  effect can be either physical or mental, and can be 
  used to model spider webs, nets, or encasing an 
  opponent in rock or ice!  For every point invested in 
  the Tangler's strength, the hero can stick about 5 
  points of Strength for about an hour, so 10 points of 
  Tangler Power would hold fast about 50 points worth 
  of strength. You'll probably want to add Range to this 
  power from Bells and Whistles, although it's not 
  necessary.
  A hero with greater strength will escape much 
  quicker than an hour. Every point (or so) halves the 
  time it takes to escape from the bind. So at about 5 
  points above the Tangler's power, the bound hero can 
  escape in about 2 minutes. If the bound hero's 
  strength is a full 10 points above the Tangler's power, 
  the hero is only bound for a handful of seconds, 
  maybe five seconds tops. With a Strength of 15 points 
  above the Tangler's power, the bind has no effect 
  whatsoever!
  Telekinesis Power!
  Telekinesis allows a hero to move things with 
  the power of the mind!  You should probably note that 
  the "Range" modification is required to make this 
  power useful at all!  Telekinetic heroes must normally 
  look at the object they want to move, and once it goes 
  out of the line of sight the power is gone. 
  Additionally, this power does not normally allow fine 
  
  motor control. (Consider the telekinetic "hand" to have 
  big boxing gloves on it preventing typing and dialing 
  telephones!)  Most telekinetics can normally only control 
  one object at a time. 
  It is possible for a telekinetic to "punch" or push 
  and opponent. You could also use TK to throw objects at 
  opponents to do indirect damage. The point cost for 
  telekinesis is based on how strong the telekinetic "hand" 
  is. Five points will yield telekinetic strength equal to 
  normal human strength. For each point of telekinesis after 
  that, it will yield an extra point of telekinetic strength.
  Point
  Telekinetic
  Cost
  Power Level
  1
  Can lift small individual office supplies. STR = -
  10
  2
  Can lift a lunch tray full of food.   STR = -8
  3
  Can lift books. STR = -5
  4
  Can lift 98-pound weaklings. STR = -2
  5
  Normal human strength. STR = 0
  15
  Maximum human strength. STR=10
  25
  Heroic strength = 20 STR
  35
  Heroic strength = 30 STR
  +2 Power may be used blindly.
  +2 Power has fine motor control.
  +1 TK can control 2 objects simultaneously, totaling up 
  to maximum weight.
  +3 TK can control up to 10 objects simultaneously, 
  totaling up to maximum weight.
  +5 TK can control as many individual objects as 
  necessary, up to maximum strength.
  Teleportation Power!
  Since Teleportation is so different from the other 
  Travel Powers, it is listed separately. Teleportation is 
  movement from one point to another without traveling 
  the space in between!  It is different from other Travel 
  powers because it has a range, and is near-instantaneous. 
  You must be able to actually see the place you are 
  teleporting to (or know it very, very well), or else buy the 
  option to Teleport Blind!
  Teleport Cost
  10
  Base Teleport Power. Must add Range and 
  other bells and whistles.
  +1
  Can carry an additional person. Each 
  additional person is +1 to cost.
  +5
  Teleport Blind!  You don't need to see the 
  place you're teleporting to!
  Teleport Range
  1
  Across the room.
  2
  Around the house.
  3
  Football Field
  4
  Across the Mega-Mall
  5
  Across town
  8
  Across the State
  10
  Around the world
  15
  Within the Solar System
  20
  Darn near anywhere!
  Travel Power!
  The travel power allows you to get from one 
  place to another in a speedy or unusual manner. This 
  power comes in two parts:  the Method (or how the 
  hero travels) and the Velocity (how fast the hero 
  travels). Add the cost of the Method and the Velocity 
  to get the final cost.  You might notice that 
  Teleportation and Jumping are not on this list; they 
  are listed as separate powers.
  Method of Travel
  0 Method is something any human can do. (Normal 
  running, climbing, swimming.)
  1 Unusual movement in 1 or 2 dimensions. (Spider-
  climbing, Levitation)
  3 Unusual Movement in 3 dimensions in a limited 
  environment (Gliding, Swinging, Deep-sea 
  swimming).
  5 Unusual Movement in a vast environment. 
  (Burrowing, Flight).
  Velocity of Travel 
  0
  Normal human speed
  1
  Bicycle speed
  2
  Small car
  3
  Serious roadster!
  4
  Airplane speed
  5
  Sonic Jet
  10 Rocket
  15 Light Speed
  
  Bells and Whistles!
  Heroes come in all shapes and sizes, and there are 
  an equal variety of ways their powers can be customized. 
  You may see two heroes that can throw bolts of energy 
  from their fingers, but one has a longer range, the other 
  encompasses an area with his blast. These special effects 
  are usually built into powers using one or more "Bells 
  and Whistles" which customize a power, limiting it or 
  making it more useful.
  Bells and Whistles are a can be useful to 
  customize that power you've made to fit your character. 
  Some power benefits will cost you a point or two. 
  Limitations will make the power just a little bit cheaper. 
  Yes, it is possible for a power to be worth zero points, if 
  the power makes sense for your character, and as long as 
  you don't go overboard. However, the Game Master has 
  the right to ask you where you keep all these zero-point 
  goodies.
  A game master and a player should be cautious 
  not to simply add detrimental Bells & Whistles to make a 
  power's point cost cheaper. Though extra points could be 
  a pleasant side effect of taking a few bells and whistles, 
  when too many Bells and Whistles are added, powers can 
  become a little bit silly.
  Range:
  Range is one of those useful power add-ons that 
  can enhance almost any super power. Many powers 
  require range of some sort to make them more realistic or 
  useable. Ranged powers also have a distinct advantage 
  over non-ranged powers. Here, just a point or two can 
  make the difference between getting the first strike or 
  being toast.
  1
  Across the room.
  2
  Around the house.
  3
  Football Field
  4
  Across the Mega-Mall
  5
  Across town
  8
  Across the State
  10
  Across the world
  Volume:
  Some powers can be defined as affecting 
  everything within a certain area, for example grenades 
  and toxic gasses can affect victims within their range. 
  Volume does not necessarily need to be a damage-based 
  power; Brain Tricks and many other powers can be 
  Volume-based. 
  +1
  Close Area (a few square feet)
  +3
  Classroom
  +5
  Lecture Hall
  +8
  One side of the bleachers.
  +10
  Entire Football Stadium or Basketball Arena
  Gadget:
  If a power is focused through a device or 
  gadget, that will garner you a point or two to be used 
  towards other things. A physical item may be stolen, 
  broken, or might not be able to be taken everywhere, 
  thus the point break. Larger items get a little bit more 
  of a point break, because it's likely a hero can take it 
  fewer places and it's more conspicuous.
  -1
  Hand-held Gadget:
  -1
  Super-suit Gadget
  -2
  Car-Sized Gadget
  -3
  Boat-sized gadget
  -4
  House-sized gadget
  -1
  Immobile gadget.
  Piercing
  Piercing allows powers to resist the effects of armor 
  and defenses, and affect the victim anyway. Piercing 
  may be countered by Piercing Resistance, which is 
  much cheaper.
  +5
  Defense Piercing:
  Any sort of attack power may be equipped 
  with Defense Piercing, which will penetrate a victim's 
  armor as if it was half of what it normally was. In 
  fact, Piercing may be bought more than once, halving 
  the defense each time. Piercing can be coupled with 
  attack powers that are not necessarily damage powers, 
  like Tangler or Brain Tricks. Consider the attacking 
  power to be more effective in these cases, overcoming 
  the natural defenses of the victim (like Psyche in the 
  case of Brain Tricks).
  +1
  Piercing Resistance
  Piercing Resistance may be bought on any 
  Power, making it more resistant to Defense Piercing. 
  Each application of  Piercing Resistance cancels out 
  one Defense Piercing of an applicable attack. Piercing 
  may be bought multiple times to cancel out multiple 
  Defense Piercings in an attack power.
  Miscellany:
  +1
  Secret Power  (Absolutely no one knows 
  about your power!)
  +5
  Armor-piercing power (Halves armor and 
  defenses of opponent).
  +1
  Defense versus piercing.
  -1
  Limited power (1/2 power?)
  -2
  Severely limited power.
  
  Power Structures
  While working with certain character concepts, 
  you may find that some groups of powers don't work very 
  well, mostly because they are too expensive, or simply 
  impossible with the limited point system. Power 
  Structures are optional rules included to free up the 
  system a little bit. The game master should be encouraged 
  to not use these rules if they are found too complicated or 
  abuseable.
  Point Pools!
  A Point Pool allows a player to set aside a block 
  of points that can be used to alter powers in between 
  adventures, or sometimes during the course of play. For 
  example, you might have a wizard hero that can have a 
  new set of spells every adventure, or a gadgeteer that can 
  change gadgets in between adventures. Since buying a 
  little bit of everything would be prohibitively expensive, 
  Point Pools are available. You can fill up the point pools 
  with whatever powers you like, attaching any Bells & 
  Whistles as necessary.
  A Point Pool costs an extra 1 point for every 5 
  points available in the pool. For example, if a player 
  wants to set aside 15 points that can be altered in between 
  adventures, it would cost that player an additional 3 
  points for the privilege to do so. This point cost can not 
  be lowered or reduced in any way, nor can the cost be 
  affected by another Power Structure. (You can't have 
  nested Point Pools!!)
  Each power you buy in the Point Pool must cost at 
  least 1 point. Even if you reduce the actual cost to zero or 
  below, if you put it in the Point Pool, the power's cost 
  becomes 1 point. So a 5-point Point Pool can hold a 
  maximum of five powers. You can't buy a 5-point Power 
  Pool, and then populate it with an infinite number of 
  zero-point gadgets. We know who you are, so cut it out!
  If during the course of play, a character gets 
  several hours of free in-character time "back at home 
  base," a game master might allow the hero to switch 
  around items in the Point Pool. The game master should 
  also only allow this if the powers to be substituted are 
  already created and ready to go beforehand. It's not fair 
  for the other players if you spend several minutes making 
  up new powers for the Pool, when the other heroes are 
  already made and ready. 
  EXTRA
  DESIRED
  POOL 
  TOTAL
  POOL SIZE     COST                COST
  5
  +
  1
  =
  6
  10
  +
  2
  =
  12
  15
  +
  3
  =
  18
  20
  +
  4
  =
  24
  30
  +
  6
  =
  36
  40
  +
  8
  =
  48
  Like ordinary powers, a Point Pool may have 
  Bells & Whistles associated with them. In addition, 
  there are some special additions that only Point Pools 
  can have.
  If the hero can rework the Powers in the Pool 
  without the normal "several hours of free in-character 
  time," but has some other (less severe) limitation on 
  it, then the Pool Cost is 3 points per 5 points in the 
  Pool. If the hero has no limitations at all, and can 
  virtually change powers whenever within a couple of 
  comic-book frames, that cost would be 5 points per 5 
  points in the pool, so your rulemonger friend can have 
  any 10-point power during the course of the game at 
  the cost of 20 points. Of course, your rulemonger 
  friend has really good justification for this power, 
  right?  Right?
  Danger!  Using the above powers can not only 
  be unbalancing to the game, but can take up extra 
  time if the player is inexperienced. By taking Power 
  Pools, the player should promise the rest of the group 
  he will not slow the game down by figuring new 
  powers during the course of play!
  It's worth mentioning that using Power Pools 
  can emulate the "Meta-Super-Power Absorption" 
  Power commonly seen in comic books, that is a 
  heroine touches a victim and acquires their powers. 
  That would likely be emulated by taking a three-
  points-per-five cost on a Power Pool, and pumping 
  that Pool up as high as you can afford.
  Subset Powers!
  Subset powers are useful if you have two or 
  more Powers based upon the same basic Power. For 
  example, if you buy one damage power in the form of 
  a heat blast doing Grenade Damage, an ice blast or a 
  radiation blast does pretty much the same thing: each 
  will destroy stuff. You shouldn't have to pay full price 
  for the power if it duplicates another that you paid full 
  price for, right?
  When you have multiple powers based all 
  upon the same basic power, figure what the cost for 
  each power is. The power that is most expensive 
  
  (including Bells & Whistles) is bought at full price, all 
  other powers bought with the same power are at a 
  reduced cost, based on how expensive the primary power 
  is. This "reduced" point cost cannot be reduced again for 
  any reason; you're already getting a heck of a price break. 
  It doesn't really matter what price the other powers are, or 
  if they have better or worse Bells & Whistles, as long as 
  the price is less than or equal to the first power.
  If Primary Power Costs     each Subset Power costs:
  1 - 10 points
  1 point
  11-  20 points
  2 points
  21-  30 points
  3 points
  31-  40 points
  4 points
  This power can be also used to help along a 
  character struggling paying for the Brain Tricks power. 
  One Brain Trick can be bought with all the permissions 
  necessary, then each special effect can be bought for only 
  a handful of points apiece.
  Inventing Powers not in the Game!
  As a game master, it is likely that at least one of 
  your players will come up with some sort of power 
  combination or Karma item that isn't explicitly stated in 
  these rules. The sad truth is, though most try, there has 
  not been a super hero system created to cover every 
  power or ability contingency. Fortunately for you, we 
  give a few guidelines that allow the GM and the player 
  work out powers from scratch. Congratulate the player!  
  Together, you can work up a never-before-imagined super 
  power!
  The first rule to remember when creating a new 
  power is, "Don't sweat the small stuff."  Your jobs as 
  game master and player is to come up with a fairly 
  accurate point base for this brand new power. There's 
  probably not going to be any game-wrecking harm if the 
  two of you are off by a point or two.  Define the power, 
  assign points, and be done with it. Agree to come back 
  later and amend the points if things get too out of hand. In 
  situations where a point cost could go one of two ways, 
  the game master should lean towards the side benefiting 
  the player as a reward for their creativity!
  Karma points can be analyzed in much the same 
  way. The game master and player must both recognize 
  that Bad Karma has to be irritating or painful for any 
  points to be gained. Use your best honest judgement.
  Here are a few guidelines to consider when 
  figuring the points for a newly created power:
  Are there any powers that could be similar to the one the 
  player wants? 
  The game master and the player should look over 
  a few similar powers in this book. Could anything be 
  construed as being in the same ballpark?  If so, use that 
  power as a general guideline, and then adjust the point 
  cost up or down if the new power is more or less useful.
  How powerful is the new power compared to ones in 
  this book?
  Generally, we've tried to set up weak powers as 
  1-5 points. More powerful ones start around 10 points. 
  The heavy-duty and potential game-unbalancing 
  powers have point costs of 15 and 20!  Try to find a 
  power that is similar in usefulness to your power and 
  use that as a guideline, adjusting it up or down as 
  necessary.
  Don't forget the Bells & Whistles!
  If you ever want to use the power at a range, or 
  affect an area of effect, then it will probably cost a little 
  more than the "base."  When you consider the base 
  power, consider its usefulness without any "Bells & 
  Whistles" and then add those in later.
  How does that sound? 
  Finally, you should end up with a reasonable 
  point cost that both the player and the Game Master can 
  agree on. Coming up with a fair point evaluation for the 
  power is important, but don't worry about a point or two 
  here or there. If you can't be exact, try to at least be fair.
  
  Good Karma and Bad Karma!
  Karma represents anything your hero has that is 
  not a Super Power or an Attribute. Good Karma will cost 
  you a few points, but give you good things in return. Bad 
  Karma will give you points in exchange for character 
  flaws. Both of them will help you have a well-rounded 
  high school student. Neutral Karma items, which are 
  neither good nor bad or things every high school kid 
  would have, are free.
  Good Karma will cost your hero some points that 
  could have been spent elsewhere, but will give benefits 
  that other heroes probably won't ordinarily have. Bad 
  Karma will give you some extra points to spend on 
  Powers and other things, at the expense of hardships for 
  the character. While having Good Karma can get you the 
  cool car, good looks, and understanding parents, a hero 
  with Bad Karma may have to ride the bus to class and 
  have a tattletale sibling.
  A hero can have Good and Bad Karma 
  simultaneously. A hero might have good looks but be 
  terribly unlucky. Just add calculate all of the Karma 
  pluses and minuses, and modify your points by that 
  amount. Having negative points here means you'll have 
  more points to spend on Powers and Attributes. Just use 
  your common sense when taking Good and Bad Karma. 
  A hero cannot have opposites, like "Poor Parents" and 
  "Rich Parents."  That doesn't make any sense.
  A hero with Good and Bad Karma will spice up 
  the game, but don't overdo it!  Too many advantages and 
  disadvantages are difficult to role-play. (Just ask that one-
  armed schizophrenic megalomanic hero caring for his 
  little old grandma always glowing a peculiar shade of 
  blue!)
  Good Karma!
  Good Karma represents positive qualities of your 
  character that are not Powers or Attributes. You may be 
  interested in investing a few points into skills, or if not, 
  there are a number of other ideas that can help make your 
  stint in high school a little more bearable. Better yet, 
  come up with your own piece of Good Karma, basing its 
  point cost on those you see here!
  Skills!  
  It's possible that your hero can do mundane tasks 
  that most others cannot. This ability is represented by 
  investing a few points into skills. Just a single point will 
  allow the hero to be good enough to get a job in the 
  particular field. Skills come in handy often in the course 
  of play, and a well-balanced hero will probably have a 
  point or two invested here! The cost can be well 
  worth the benefits!
  Your hero can invest anywhere from one to 
  ten points in a skill. The skills you choose can be 
  anything, from the general (i.e. "Physics," or 
  "Biology") to the very specific ("Quantum Physics," 
  or "Computer Hacking"). The more general powers 
  allow the hero to know a little about the big subject. 
  The wider the defined scope of the skill, the less 
  specific the knowledge can be. However, sometimes, 
  it pays to specialize.
  +1
  College-level Skill. The hero knows the skill 
  at about the college level, and you could 
  probably get a job in the field.
  +3
  Professional Skill. The skill is known at a post 
  college level. Your hero could easily get a job 
  doing the skill professionally. It's too bad the 
  hero is forced to go through high school.
  +5
  Master Skill. Your hero is the best there is in a 
  particular field, with perhaps a couple of rivals 
  world-wide. A rare few people can spend 
  years and years building the skill to this level, 
  but to your character it comes rather simply.
  +10
  Superhuman skill. Your skill level surpasses 
  the normal level of human understanding and 
  ability!  You are easily and often making new 
  advances in the field, and world experts flock 
  to you, looking for advice on the subject. Only 
  the world masters are even able to understand 
  you in your special field.
  Martial arts make valid skills, as do any 
  subject that anyone might be able to study in high 
  school or college. Below are some examples. First is 
  listed a more general skill, then in parentheses you'll 
  find some possible more specific skills that might be 
  related.
  �
  Acrobatics (Trapeze artistry, Balance, 
  Tumbling, Breaking Falls)
  �
  Accounting (Tax Loopholes, Corporate 
  Economics, Personal Financial Wizardry)
  �
  Biology  (Mutant Biology, Veterinary Science, 
  Sex Education?!)
  �
  Computers (Programming Computers, 
  Hacking Computers, Circuitry, Robotics)
  �
  Sports (Football, Wrestling, Basketball, 
  Soccer, Baseball)
  �
  English (Literature, Writing, Oratory, Writing 
  Role-Playing Games)
  �
  Fighting (Boxing, Karate, Fencing, Judo, 
  Swordplay, Military Tactics)
  �
  Guns (Pistol, Shotgun, Uzi, Howitzer, 
  
  Operating a Tank)
  �
  Driving (Car, Competitive Driving, Piloting 
  Airplane, Yachting, Astronavigation)
  �
  Mechanics (Cars, Boats, Airplanes, Explosives)
  �
  Arcane Knowledge (Archeology, Hieroglyphics, 
  Magic, "Secrets Man was not meant to know")
  �
  Liberal Arts (Music, Composition, Sculpture, 
  Architecture, Drawing Super Heroes)
  �
  Science (Mathematics, Physics, Chemistry, 
  Relativity, Quantum Physics, Grand Unified 
  Theory)
  Other Good Karma items:
  +1
  Super-cool Name:  Everyone in high school world 
  thinks your name is the coolest one ever, giving 
  instant name-recognition. Even if you name your 
  character that sounds strange to you and me, like 
  Flanders McGillicutty, your peers in the game 
  world will envy it. Adults will usually not 
  understand why the younger crowd thinks the 
  name is so cool. 
  +1
  Cool Set of Wheels:   In spite of incredible odds, 
  whether by going into personal debt or inheriting 
  from a rich uncle, you own a cool car. You get to 
  decide the make, model, and accessories (within 
  reason) on the vehicle. If you want, you can buy 
  powers into the car with the "Car-sized object" 
  limitation.
  +1
  Cool Parents:  Your parents are unusually and 
  amazingly cool. All your friends will look up to 
  them as being great, and they will never 
  embarrass you.
  +1
  Good Luck:  Be it the law of averages, or good 
  biorhythms, but things just seem to go your way. 
  The Game Master should take this into 
  consideration when bad things might happen to 
  you.
  +1
  Good Rep:  The whole school looks up to you for 
  some accomplishment that you have done in your 
  past. This aura of pride permeates everyone in the 
  school, giving you better reactions to people than 
  you would normally. Everyone probably knows 
  you by name.
  +1
  Hall Monitor:  Somehow, you have the privilege 
  of being Hall Monitor. You have a permanent pass 
  allowing you to wander the halls freely between 
  periods. You may also question others in the hall 
  between periods, and you have the authority to 
  order people to the principal's office. If it ever 
  comes down to your word versus another student 
  concerning activity in the hall, naturally they 
  would side with you. You have a small supply of 
  pre-signed hall passes you can give other people 
  in need.
  +1
  Junior:  You have made it past two years of 
  high school, and you're on your third. 
  Freshmen and Sophomores look up to you as 
  their hero. You only have to answer to seniors.
  +1
  Significant Other:  You never have to worry 
  about getting a date for the prom.
  +1
  Teacher's pet:  For some reason, one teacher 
  thinks you are great, and you can do no wrong 
  in that class. The teacher usually uses your 
  mediocre work as an example of excellence 
  for all the class to emulate. You must 
  patronize and "suck up" to this teacher to fuel 
  this relationship. You get to decide which 
  subject of class you are the pet for.
  +1
  Understanding Parents:  No matter what 
  stupid things you do, you're parents are there 
  to forgive and support you.
  +1
  Super Costume:
  You own a costume that 
  is resistant to your own powers and is resistant 
  to wear and tear; it can withstand several 
  adventures without looking ratty. It does a 
  good job concealing  your secret identity, if 
  necessary. It won't actually do anything else or 
  prevent damage to you unless you equip it 
  with super powers.
  +1 
  Super Maneuver!  You exclusively have a 
  patented Super-move that wows and impresses 
  onlookers, and often catches opponents by 
  surprise. Define what the Super-move is:  A 
  flying back-kick or a bounced thrown weapon 
  maneuver or whatever you want it to be. The 
  Super-move may be offensive or defensive. 
  You may have as many super moves as you 
  like, but each one costs one point.
  +2
  Good Looks:  You are the most gorgeous 
  person in your class. The opposite sex 
  generally stops and stares at you. The same 
  sex is often jealous of your good looks. You 
  usually have several offers of courtship at any 
  one time.
  +2
  Medical Excuse:  You are exempt from many 
  activities in school because of a doctor’s 
  excuse. Milk it for all it’s worth!
  +2
  Rich Parents:  Your parents are loaded. They 
  can afford to buy you that BMW for your 16th 
  birthday.  You live in a huge house, and can 
  have or buy pretty much anything you want.
  +2
  Senior:  If all goes well, and it will, this is 
  your last year of high school. This gives you 
  certain privileges that most students don't 
  have. All other grades of students look up to 
  you, and for good reason:  as a Senior, you're 
  just a little bit better at everything than them. 
  
  The senior float is better. The senior play is better. 
  Been there, done that, got the T-shirt. Also, for 
  some reason, seniors are able to not show up for 
  class without teachers caring much.
  +2
  Sycophantic Groupies:  You have a groupie or 
  group of groupies that hangs around, will carry 
  your books, patronizes you, and says you're great!  
  Often they will carry your books or buy your 
  lunch, on a whim.
  +3
  Rich Hero!  Somehow, you earned loads and loads 
  of money sometime, and now your parents are 
  freeloading off of you!  You have all of the 
  benefits of having Rich Parents, but your Hero has 
  earned the money somehow and has control of the 
  money. Basically, you own your parents, and you 
  call their shots!
  +3
  Secret Mutant!  Normally, all mutants are 
  registered with the U.S. Government. That means, 
  it is fairly easy to get detailed information about a 
  normal mutant's powers, if you go through the 
  proper (or improper) channels. Luckily for you, 
  through some bureaucratic problem or your 
  personal sneakiness, you are not registered!  All of 
  your powers are secret, and people think you are a 
  normal everyday student. You must make at least 
  a little effort to protect your secret powers, or who 
  knows what the government may do!
  +3
  Super Fighting Style:  This is a collection of 
  "Super Maneuvers" (see above). You know a 
  handful of surprise moves that work together to 
  make your Fighting a little bit better than it 
  normally would be. As a player, you must define 
  what your fighting style is, and explain how it is 
  different than everyone else's. You might even 
  define some of the moves that makes up your 
  Fighting Style.
  +3
  You Look Fabulous!  You are not only the best 
  looking in your class, but probably the 
  hemisphere. You have all the benefits of the 
  Karma "Good Looks" and more!  Talent scouts 
  from major supermodeling agencies and movie 
  producers often contact you, so you get your 
  choice of careers where looks are concerned.
  Neutral Karma
  There are a few things that you can get for no points. 
  That's right, Neutral Karma items are free!
  0
  Barely functional Car:  Most high school students 
  (except Freshmen) have a Barely Functional Car. 
  Pick some serious flaws for your roadster:  No 
  heat, doors don't latch properly, only passenger-
  side windshield wiper works, etc. Believe me, 
  the thing is barely driveable!  You get to pick 
  the make and model, as long as it's junky. 
  Despite the car being a piece of mobile 
  garbage, you can still put a few points into 
  super weaponry!  Just use the limitation "Car-
  sized gadget" from the Bells & Whistles.
  0
  Sophomore:  You can have a sophomoric 
  character for no points. At least you're not a 
  freshman, but then again you have a long way 
  to go.  You are just getting your learner's 
  permit to drive a car. The good news is, you 
  might have permission to drive, but probably 
  only with another licensed driver in the car 
  with you.
  Bad Karma!
  Occasionally we all have to deal with the fact 
  that bad things happen to good people. Bad Karma is 
  a reflection of that. If you take Bad Karma, just 
  expect getting plagued with it every play session. 
  Since Bad Karma yields "negative points," taking Bad 
  Karma for your character will give you extra points 
  that can be used elsewhere:  on Powers, Attributes, or 
  Good Karma.
  -1 to -10  Reduced Attributes!  If you do not put any 
  points into one of the four Attributes, you can 
  sell off extra points for more points elsewhere. 
  Minus one is slightly deficient in the selected 
  Attribute, while a minus ten would indicate 
  the severest form of deficiency imaginable. 
  Minus-ten Attribute characters probably need 
  quite a bit of help getting around.
  -1
  Bad Luck!  Generally, you are unlucky. The 
  Game Master can slant things against your 
  poor character at any time, because you're so 
  unlucky.
  -1
  Bad Rep!  Your hero has a bad reputation of 
  some sort, that makes the other kids look 
  down on them. Underneath it all is probably a 
  decent kid, or maybe not.
  -1
  Freshman!  Your character is a freshman. You 
  are among the lowest caste of high school. 
  People look down on you, and appropriately 
  so. You have no license to drive a car and are 
  assumed to always ride the bus (unless you 
  have some sort of special arrangement!)  You 
  are inferior in many ways all other students at 
  the school, and they will be quick to point that 
  out.
  -1
  Major skill deficiency!  You have problems 
  
  learning a particular skill that is common to every 
  other student can handle pretty easily. Common 
  examples are Reading, Math, Science, or Driving. 
  You can't use the skill at all, and if you try, you 
  will probably fail disastrously.
  -1
  Arch Enemy!  You have a mortal enemy, which 
  may be super-powered or not, but is your equal or 
  better in some way. You and the GM should make 
  up the enemy together. Occasionally, even when 
  most inconvenient, your Arch Enemy will show 
  up, causing your hero consternation. Or 
  occasionally the Arch Enemy will launch more 
  subtle plots against you. This is only worth one 
  point of Bad Karma because whenever the enemy 
  shows up your hero will have motivation and be 
  in the spotlight, which is actually a good thing!  
  On the other hand, this is your Arch Enemy after 
  all, which is bad.
  -1
  No car!   You must always ride the bus, unless you 
  can talk one of your friends into giving you a ride, 
  which isn't likely. You can't take this Bad Karma 
  if you are playing a Freshman!  They are assumed 
  to always ride the bus, anyway.
  -1
  Part Time Job!  For one reason or another your 
  character has to waste a few hours per week eking 
  out a meager existence for very little pay. It's 
  always an irritating and degrading job, and one 
  your hero hates. If you have a decent job, 
  something you do occasionally, or something you 
  like, you don't get the point! You only get credit 
  for Bad Karma if you suffer!
  -1
  Poor parents!  Your hero has the embarrassing 
  situation of having poor parents. They can't afford 
  to buy you anything you want, and you probably 
  have to share a room with a brother or sister!  
  Ack!
  -1
  Propensity for Hurling!  Stressful situations, 
  especially those involving a moving vehicle, 
  could cause your character to lose their lunch!  
  Gross!  The Game Master decides if the situation 
  is stressful enough or not.
  -1
  Psychotic Former Lover!  You have a former 
  boyfriend or girlfriend that you have called it 
  quits with. They still love you, but absolutely hate 
  you for spurning them, and will do anything to get 
  you back. They will follow you relentlessly to the 
  ends of the earth to get you back, and will cause 
  you and those you love pain and strife.
  -1
  Rival!   You know someone very near your ability 
  in something who is always challenging you and 
  is usually one step ahead of you. They may be 
  super-powered, or not, but either way they are still 
  an equal match to you in some way.
  -1
  Strict Parents!  Your parents are always hard on 
  you. (It must build character, or so they say.)  
  They are quick to ground you for long periods 
  of time. You can never talk your way out of a 
  situation with them, no matter how truthful or 
  plausible your story is. You have some sort of 
  severe curfew which starts at, well, usually 
  just after school.
  -1
  Stupid Name!  Your hero's name is a source of 
  ridicule and strife in your life.  Your parents 
  and teachers almost always call you by your 
  name, and you must go to great strides to hide 
  it. Your peers can easily make fun of you 
  because of it, which they naturally often do. 
  You probably prefer to go by your "super hero 
  name."  When you are creating your character, 
  pick a stupid "mundane" name for your hero. 
  Note that parents and other adults 
  automatically get this Bad Karma.. it's just the 
  way things work!
  -1
  Tattletale Sibling!  Your brother or sister is 
  constantly trying to get you in trouble.
  -1
  Ugly kid!  Your hero wasn't hit with the ugly 
  stick; the whole ugly tree fell on them. You 
  cannot take this Bad Karma if you take the 
  power Body of "X", unless the hero has a 
  "wimpy human form" that is ugly.
  -1
  Unrequitable Love!  Bummer!  There is 
  another person that your character loves 
  dearly, but for some reason they cannot or will 
  not return that love. This may be a recent 
  infatuation or a life-long crush, but in either 
  case it's devastatingly painful for you.
  -1
  Weird Parents!  Your parents are weird, 
  irritating, or both. 
  Brownie Points!
  Optionally, a Game Master may reward a 
  player doing extracurricular activities outside of 
  normal gaming time. Players may contribute extra 
  written stories or detailed background about their 
  characters, keep a campaign log of events, create 
  artwork or character portraits, bring munchies and/or 
  beverages for other players, or anything else that 
  might add value to the campaign. The game master 
  can reward these activities with extra points for the 
  player's characters, called Brownie Points.
  The Game Master should keep track of all 
  extra campaign contributions in the game. Each 
  contribution of one page of written material or one 
  piece of artwork should be awarded one Brownie 
  Point. Whenever the player gets 5 Brownie Points, the 
  player may turn these in for 1 Character Point. (Of 
  course, the Game Master can change the number of 
  
  Brownie Points per Character Points as seen fit.)  This 
  Character Point may be spent like any other character 
  point: used to buy something new or enhance an existing 
  feature. There is no upper limit on the number of Brownie 
  Points that one player can acquire, within the bounds of 
  reason, of course. Brownie Points are awarded to a player, 
  not a character, so that a player who runs multiple 
  characters and accumulates Brownie Points may spend the 
  character points on any character they own.
  Also optionally, between play sessions, the Game 
  Master can assign optional "homework" between game 
  sessions which would be a specific writing or artistic 
  assignment. For example, the Game Master could assign, 
  "Write about your hero's hopes and fears of the future on at 
  least one page." Players completing the specified 
  assignment would get an extra Brownie Point, in addition 
  to the one they would normally get. The Game Master in 
  exchange gets some insight into the heroes, and can more 
  easily craft adventures for them.
  
  Chapter 4: 
  SHHS Adventures
  Running a Session of Super Human 
  High School 
  After a bit of preparation and assembling your 
  players, you should be ready to host a game. Often a 
  game of Super Human High School follows a general 
  pattern for each session. Once you get the hang of this 
  pattern, it should come naturally, and can be used for any 
  role-playing system. Experienced Game Masters may 
  already follow a style very similar to this or may go about 
  it completely differently. That's fine; if you have a time-
  tested way of organizing an RPG session, go with what 
  you know.
  1. Pre-Game Questions, Actions, and Administration.
  2. Title and Introduction.
  3. Build-up
  4. Denouement
  5. Conclusion
  6. Last Licks
  7. Final Administration
  1. Pre-Game Questions, Actions, and Administration.
  As a Game Master and leader of a role-playing 
  session, it is usually a good idea to take a couple of 
  minutes before you play to take care of any loose ends 
  that may be left over from last session. If players play 
  more than one character, they should decide which one to 
  play this session. Allow players with Point Pools to 
  define the powers they will use this session. New 
  characters can be created and/or introduced into the 
  campaign.
  2. Title and Introduction.
  Each play session of Super Human High School 
  will considered one chapter in the characters lives. Allow 
  a brief description of the opening scene and give the 
  players some interaction with each other. Then, before the 
  action gets too intense, give the players the "title" of this 
  game session episode. Try to make the title dramatic, and 
  feel free to give the players a little clue as to the action 
  ahead, just like in the comic books. If you don't title your 
  play sessions, you're missing out on a fun aspect of the 
  genre!  Go ahead and do ityou'll be glad you did.
  3. Build-up
  The Game Master should gradually build the story 
  and tension through the use of one or more scenes. The 
  main baddie will make their threats and demands. The 
  characters could use this time to gather clues, and 
  possibly have a minor combat or conflict alluding to 
  the big final scene.
  4. Denouement
  This is the scene that is the fruition of the your 
  play session. This will be the big-action, big-intrigue, 
  high-stress portion of your game. The main baddie 
  will carry out the threats made during the build-up, 
  and it will be up to the heroes to stop them. The 
  denouement does not always need to be combat-
  oriented, but it should test what the characters are 
  made of.
  5. Conclusion
  After the high-point of the session, the Game 
  Master should begin to wrap things up. The police 
  show up, and haul the henchmen off to jail. The 
  heroes during this scene are finally able to put all the 
  pieces of the puzzle together to figure out a solution. 
  Answer questions that players might have that would 
  be within their power to find out.
  6. Last Licks
  Before concluding the gaming session, allow 
  each player one last action to consider before the next 
  session. This could be a great source of ideas of how 
  the players want their characters to develop. The 
  players can suggest something dramatic ("I go off in 
  search of Dark Blade to exact my revenge!") or 
  simple and fun ("We ride off into the sunset in the 
  Space Shuttle.")  You should have a few days to think 
  about what the players want their characters to do 
  between play sessions, then perhaps weave that into 
  the next adventure.
  7. Final Administration
  The Game Master can take a few moments to 
  award a character point for a successful adventure 
  session. Players may use this point for an immediate 
  small power, or may accumulate many over several 
  sessions for a more impressive power. A Game Master 
  should probably not award more than one point per 
  session, as that may tend to overbalance things too 
  quickly and old character will far outshine new ones.
  Character points can be saved up over several 
  game sessions, or spent right away as an immediate 
  boost to an Attribute, Power, or Karma. However, 
  don't allow a character to get something new without 
  justifying the purchase. For example, a hero cannot 
  gain a new power of "flight" without some story 
  behind it... possibly the next play session it can be 
  addressed.
  
  become pretty good.
  Running a role-playing game is hard enough, but 
  running an RPG that doesn't use dice can put even more 
  pressure on a game master. Diced RPGs allow a game 
  master to always fall back on the dice, to roll the dice and 
  consult a chart. Since SHHS does not use dice, it puts 
  extra pressure on the Game Master to decide the players' 
  fates. Fortunately, here are some guidelines to keep your 
  game going in the right direction.
  Have fun. This could be the most important rule for a 
  game master to follow. The game is not worth playing 
  if you and your players are not having fun. When it 
  becomes drudging work, it's time to take a new 
  direction. Perhaps a more lighthearted adventure, a 
  new subplot, or even a new game is in order!
  Be fair. The game master should be impartial, working 
  within the bounds of Rule #1. The Game Master 
  should try to give equal treatment to all players, and 
  not allow one player to hog the limelight. The Game 
  Master should try to sense when players might be 
  feeling frustrated or tired, and adapt the game to the 
  mood of the players.
  Be open to change and player's input. One of your best 
  sources for material of where your campaign should 
  go is your players. It might even be helpful to ask 
  each of the players privately where they envision their 
  characters in their future.
  Challenge the players. Your campaign games should not 
  be overly easy. It should occasionally get their brain 
  muscles flexing. Try to scale the difficulty of the 
  campaign often at the outer limits of their ability.  
  Feel free to toss in the occasional moral or ethical 
  dilemma.
  Give the players a break!  Occasionally the players will 
  be well-equipped for a particular event, or will do 
  exactly the right thing in the right situation, and it 
  may seem they are getting by too easily. Sometimes a 
  game master might be tempted to "ixnay" an action 
  straying from the planned evening events. If it's a 
  good idea you hadn't thought of and doesn't hurt the 
  flow of the game too much, then allow it. Even if it 
  might spoil your master plan a little, it may be a good 
  idea to allow your players a well-deserved success. 
  There is usually a way to work unforeseen actions 
  into great off-the-cuff storytelling ideas that you 
  could have never come up with on your own.
  Make sure the players are well-informed.  Don't let your 
  players make decisions that are half-cocked. Give 
  them the information they need, but not more than 
  they should have. Don't allow a player to blindly do 
  something blatantly stupid or suicidal without 
  giving them fair warning first.
  Force the players to make hard choices. If a player says 
  they are doing something, unless it's obvious, ask 
  how they are going about doing that action. Give 
  them likely consequences for their actions. For 
  example, if a hero sees a sniper poised to shoot the 
  visiting ambassador, they may be tempted to push 
  Mr. Ambassador out of the way. It would be fair at 
  this point to advise the player, "If you pushed the 
  ambassador, with your high Fighting score, you 
  realize that would put YOU directly in the path of 
  the sniper is this still something that you want to 
  do?  Quick, decide!"
  Enforce consequences for the decisions they make. 
  "Okay, when you push the Ambassador out of the 
  way, you take the bullet in the upper shoulder!" 
  Every action the players make will have some sort 
  of consequences. Make sure they know that, and 
  follow through. When they make a decision, 
  especially major ones, the easy cop-out is "nothing 
  happens."  Try not to take the easy road. An 
  unsuccessful (or even successful) attempt at 
  opening a door might alert guards.
  Explore unfamiliar territory. When things get too boring 
  in the old campaign, give them a reason to explore a 
  different environment. By different, I don't 
  necessarily mean bizarre or otherworldly, although 
  that would certainly count. Simply taking the 
  characters to a different environment (rather than 
  home base and the city) can shake things up a bit. 
  Take players to a fishing expedition, Antarctica, an 
  inner-city soul-food restaurant, or even back in time 
  to enliven your games and test your players' mettle.
  Touch bases with your clichés. When things are getting 
  too out of the ordinary, you can always fall back on 
  the old tried-and-true to tie things back down to 
  earth. Pull that old arch-nemesis out of the closet. 
  Occasionally a good fist-oriented, action-packed 
  brawl is just what the doctor ordered after a series 
  of subtle intrigue-oriented or just-plain-weird 
  adventures.
  Always consider alternatives to death. In some role-
  playing games, especially first-generation games 
  derived from old warfare simulations, death and 
  attrition were the ultimate equalizers. If the tables 
  said your character's number was up, then so be it. 
  
  The Continuing Campaign!
  Campaign Construction
  Although a series of one-shot adventures can be 
  entertaining, nothing beats a good well-created multi-
  session campaign. A campaign is a series of several 
  adventure sessions, arcing one or more stories together. 
  The campaign employs consistency in it's characters, 
  setting, and moodhowever these could be constantly 
  evolving. The best asset to beginning a campaign is the 
  initial campaign plan, which a game master can set up by 
  creating a cast of characters, weaving those characters 
  into the Tapestry of Intrigue, and launch a seeding event. 
  Even an existing campaign can benefit from considering 
  the following concepts.
  Cast of characters!
  When starting or revamping a campaign, it is 
  important to think about and write down the main 
  characters you will use in it. At the core of your campaign 
  and the most important are the player's characters. From 
  these characters will lend you to thinking about other 
  important campaign figures, like best friends, teachers, 
  authority figures, and rivals.
  Now it's time to sprinkle in a couple or a few 
  Scheming Bad Guys into the campaign. Each of the Bad 
  Guys will have their own agenda, attitude, goals, and 
  henchmen. It's even possible (and more interesting) if the 
  Bad Guys have some relationships with direct player-
  character relations. For example, your best friend's father 
  may secretly be the sinister Dr. Toad!  The more ties there 
  are to the heroes, the greater the incentive of the players 
  to interact with them.
  Tapestry of Intrigue!
  By now, you've got a well-rounded cast of 
  characters and are ready to begin plotting the campaign. 
  Each player and non-player character should have his or 
  her own raison d'être, their own agenda, which is changed 
  and evolved by interaction with the other characters. 
  Most every campaign will have at least the player 
  characters binding it together if nothing else. However, 
  the good ones will often have recurring enemies and give 
  the players the feeling that they "know" the setting.
  Evolution and changes in the campaign are good. 
  Recurring enemies are good, but are better if they learn 
  and adapt to the characters. Occasionally, due to good 
  storytelling, preplanning or pure serendipity, the 
  campaign will "take a left turn at Albuquerque."  Some of 
  these changes will be planned; some may happen 
  spontaneously. Be ready to roll with the punches and be 
  aware of which direction players want their characters to 
  go.
  You should decide one of the plots to be a 
  super-agenda, one in which will the primary goal 
  above all of the other sub-goals, one which the other 
  goals will stem from and interact with. Consider a 
  few of the events that would span this plot. Think 
  about some alternatives of what the outcome of this 
  agenda might be. Consider what the aftermath would 
  be of these endings. The campaign might or might not 
  get to this point, but it is good to be prepared. You 
  don't have to have every situation or nuance of the 
  agenda plotted out, but a few ideas, direction, and 
  forethought will take your campaign a long way.
  The other plots and agendas can be considered 
  in the same way, and will be running simultaneously, 
  parallel and interconnected to the main plot. The best 
  subplots will spin off from the main plot creating its 
  own action and intrigue. These subplots will be 
  introduced slowly over time (certainly not all at the 
  beginning of the campaign or your players will suffer 
  from information overload.)  If the action on a 
  campaign-scale is starting to become a little slow or 
  stagnant, it might be a good time to introduce one of 
  your subplots, or give your players a clue in the 
  direction of one of the existing unresolved subplots.
  The Seeding Event!
  The Seeding Event often takes place as the 
  start of a campaign, or allows a campaign to take a 
  turn in a completely new and novel direction. Either 
  way, it is usually the creation in a new plot, possibly 
  even the super-agenda. This is some great event that 
  sparks the attention of all the characters and stirs up 
  things a little bit for all. The seeding event may be a 
  "Big Bang" event that is totally flashy, like a flying 
  saucer crash-landing in suburban Chicago. Or it could 
  be more subtle and insidious, like a senator 
  introducing legislation against Mutas.
  Often the players will not be aware of the full 
  magnitude of the Seeding Event. The Seeding Event 
  can easily spawn a short subplot, which would entail 
  the first series of adventures for your players to 
  experience. Imagine how all of your characters (good 
  guys and bad guys) interact with this Seeding Event. 
  It will help bind the entire campaign together.
  Running adventure sessions!
  Game Mastering is a skill and an art form, and 
  is certainly not a simple endeavor. Game Masters not 
  only play the role of impartial judges, but also must 
  be planners, designers, leaders, and storytellers. The 
  good part is, the more often you play role-playing 
  games (as player and game master) the better 
  equipped you are to be a game master. It is a skill, and 
  one that can always be improved, but can eventually 
  
  Nowadays, we can steer in the direction of whatever 
  makes the best storyline. The Amazing Tokens have 
  been added to the game to help with this. A mortal 
  wound, getting captured by an enemy, temporarily 
  losing powers or super-powered equipment are all 
  fine alternatives to death, plus create great future 
  storytelling opportunities.
  Campaign Ideas!
  Okay, you've got these great characters, but you 
  might having problems knowing what to do with them.  
  Well, a campaign is pretty useless without adventure 
  ideas to back it up. Fortunately, you have your vast 
  experience and an arsenal of characters on your side, with 
  accompanying goals and aspirations. Your villains won't 
  be living in a vacuum; give them a chance to get out and 
  stretch their legs.
  Listen to the players!  Sometimes a player or 
  players beg for a particular plotline to follow. Don't 
  disappoint them!  Allow them to pursue their dreams, and 
  allow the other players to tag along!
  What would my villain do now?  Now that one of 
  your forgotten villains is "out of jail," what will they do 
  now?  Will they seek revenge?  Will they start their 
  glorious crime spree anew?  Sometimes, old villains 
  come in new packages. They acquire (steal?) new 
  weapons, toys, goodies, and training. Occasionally, 
  innocent people will stumble upon the same formula that 
  transformed another villain or hero, but it turns them 
  insane, too.
  Rival time!  One or more of your players may 
  have a personal rival that often bugs them. Having the 
  rival one-up the player is a sure way to stir up some 
  action.
  School event!  A wonderful plot can be derived 
  from having players deal with "mundane" school events. 
  How do players react to having to take the SAT or finding 
  a date to the Prom?  What happens when their football 
  team goes to the state finals, but they learn of the other 
  team's plan to cheat?
  Steal ideas!  Go for it. Who's going to stop you. 
  Everyone's doing it!  You see a good kernel of a plot in a 
  book, TV, or movie, why not use it?  First, it's not 
  copyright infringement if you don't write it down! 
  Second, you can't copyright an "idea."  So you're safe. 
  Now, don't expect the players to follow the plot scene-by-
  scene. Just take the most important parts and adapt it into 
  your campaign. Here are some ideas, blatantly stolen 
  from TV and movie cliches which could make a good 
  SHHS plotline:
  "The Dangerous Game"   If you haven't read the 
  1924 short story by Richard Connell, I'm sure you 
  recognize the plot. A hunter is tired of hunting big-
  game, so he decides to test his skill against human 
  beings. He owns an island that the Heroes are 
  stranded on, and aforementioned villain has a big gun 
  and tries to kill aforementioned heroes. If the players 
  somehow get off the island, they are allowed free.  
  Here's his chance to bring out all of those booby-traps 
  on the island. This plot has been used and re-used in 
  movies and TV, so it's good enough for you! Heck, 
  they even made this plot into at least one James Bond 
  movie. (Remember The Man With the Golden Gun?)
  The Mad Bomber  A crazed maniac is 
  planning on bombing the city unless his or her 
  demands can be met. Sometimes the bombs can be 
  constructed around puzzles that the players must 
  figure out or BOOM!  It's also possible that the 
  bombs can serve as a distraction for yet another 
  crime.
  A Courtroom Murder Mystery  One or more 
  of  the heroes is convicted of a crime that they may or 
  may not have committed (not necessarily murder). 
  While their name is being dragged through the mud, 
  they must deal with new challenges:  the press, 
  lawyers, and a legal Catch-22. While they battle in 
  court, when not in court they can try to clear their 
  good name, and find the real criminal.
  Exploring New Frontiers  Duck lawsuits while 
  your players hop aboard a space ship and explore the 
  great unknown!  They could also enter a new-fangled 
  bathysphere exploring the depths of the ocean, or go 
  on an Antarctic expedition. What strangeness will 
  they discover on their mission?
  The Kooky Inheritance Chase  One or more 
  player characters are invited to a long-lost relative's 
  house for reasons unknown with several other family 
  members. A rich relative has died, and has left the 
  estate to whoever can figure out a series of puzzles. 
  Oh yeah, one of the relatives is a murderous sort, and 
  starts knocking off the family members. Players must 
  figure out who is the murderer and figure out the 
  puzzle to get the loot!  (Of course it'll probably be put 
  in a trust fund for them until they are of legal age.)
  A Chase Scene  Yeah, okay. So this is just a 
  scene. But that hasn't stopped some movie-makers 
  from making an entire movie composed of mostly 
  chase scenes. Although I wouldn't recommend 
  devoting an entire gaming session to one chase scene, 
  I have planned chase scenes before. I must admit, I 
  have premeditated chase scenes, but made it look like 
  
  I was storytelling off-the-cuff. It's just the nature of a 
  good player:  if a villain speeds off in a motorboat, and 
  there is another motorboat available, what are the players 
  naturally going to do?  Have fun with it!  Players do!
  Disaster!  A natural disaster catches players off 
  guard. Maybe they must save a city after an earthquake, 
  or maybe save the world from an impending comet or 
  asteroid. Sure, it's been done quite a bit, but it can be 
  made into a fun plotline away from the usual villain 
  bashing. Plus, for world saving, it might be in a villain's 
  best interest to help the players save the earth. Wow, 
  villains and heroes working together!
  Wallowing in the Pathos of Anti-mutant 
  Sentiment!  Everyone hates us because we're different!  
  The tide of popular support turns against mutants and the 
  heroes must fight back!  An anti-mutant militia is formed 
  and target the heroes. Legislation is going through the 
  House of Representatives restricting the right of mutants. 
  If the heroes fight back, this will sometimes cause the 
  mutant haters to say, "See, we told you they were 
  trouble.”
  Module Recycling and Preservation Program:  If 
  you're a longtime hardcore role-playing gamer junkie like 
  me, you've got a bookshelf full of old "modules" and 
  gamer magazines, chock-full of adventure. You might not 
  be playing your old Tunnels and Trolls or Top Secret/S.I. 
  campaigns any more, but that doesn't mean you can't 
  recycle those old adventures. Don't play the games 
  verbatim, and don't try to convert all the stats to SHHS; 
  just read the adventure to get the feeling of it, break up 
  the action into single-adventure snacks, and have fun! If 
  you don't have any old games like that, check the bargain 
  bin of your local gaming store. There are many hidden 
  plot treasures there ready to explore!
  Doing Things
  Anytime a player directs a character to do 
  something, the Game Master should weigh the 
  options and decide whether or not the attempt 
  succeeds.  An action should be able to succeed if the 
  hero is skilled at the task, physically able to perform 
  the task, has enough time, and can overcome the 
  challenge. This may seem very simple, but since this 
  is an arbitrary game, the game master must use some 
  sort of guidelines in order to fairly adjudicate the 
  game.
  Much of the material here is intuitive, but 
  included here to give you some structure to go by. 
  Playing a role-playing game with no dice to base 
  decisions on might be stressful at first, but it's fun and 
  liberating once you get used to it.
  1. Skilled!
  The hero either has the natural ability or was 
  taught to do a skill at a previous time. The 
  game master should compare the hero's skill 
  level with the approximate difficulty of the 
  task. Generally the game master should give 
  the hero the benefit of the doubt in most 
  situations; if there is a pretty good chance that 
  the hero could have acquired the skill 
  somewhere along the line, and the task seems 
  simple enough, then the task should succeed.
  2. Able!
  The hero is physically able to perform the 
  task. For example, a 40-Strength hero should 
  be able to pick up a car with relative ease.
  3. Timely!
  The Game Master should decide how much 
  time it would take the hero to accomplish the 
  task. Certain tasks (like painting a house, for 
  example) would just inherently take a long 
  time. Tasks, when rushed, might yield sloppy 
  or disastrous results, or possibly even nothing 
  at all. It all just depends on what the hero is 
  trying to perform.
  4. Overcoming opposition
  When trying to do something, there is often 
  opposition in one form or another, which is 
  preventing you from completing the task. This 
  may come in the form of another character 
  opposing you, something a person set up 
  previously to oppose you, or simply inanimate 
  forces acting against you. For example, 
  hacking into a computer program would pit 
  your computer skills against those of the 
  original programmer. On the other hand, in a 
  game of beach volleyball the opposition is 
  much more direct.
  
  The game master should compare appropriate 
  Attributes, Powers, Karma and the difficulty of 
  the skill of the involved parties and decide how 
  long the attempt would take. Then the game 
  master should decide if the attempt succeeded or 
  failed. The game master could also decide how 
  successful or dismal the attempt was, and pass 
  along the results (if any) to the players.
  Doing difficult things.
  When a hero attempts some action, be it lifting a 
  car, piloting the space shuttle, or beating up a villain, the 
  game master should decide how difficult the action is, 
  compared to the ability of the performer. You might also 
  want to note that these are not hard and fast rules that 
  should never substitute for your common sense as a game 
  master. Trust your own instincts in what makes a good 
  game. It's your perogative to change or bend the rules as 
  you see fit.
  No-brainer, no-problem:
  The task is so simple, the hero should very rarely have a 
  problem doing it. Only under extreme duress would the 
  problem be even minorly challenging. The hero can 
  perform the task with very little or no preparation, and 
  even a rush job will still be good enough to succeed. With 
  preparation, the job will look well-polished and 
  professional.
  Doing the Mildly Challenging:
  Although the task set before the hero is somewhat 
  difficult, it is still well within the hero's ability.  The hero 
  might have to prepare somewhat for the skill. If not, and 
  other extenuating circumstances occur, then the hero 
  might fail. The hero will almost always succeed in the 
  task in a fair situation.
  Doing the Challenging:
  The hero's skill level matches the task, therefore 
  in most situations, the hero will succeed. Depending on 
  the job, the hero will probably need to prepare and/or take 
  some time to perform the skill properly. A rush job might 
  result in sloppy work or failure.
  Doing the Difficult:
  Here, the task's difficulty is greater than what the 
  hero can muster, therefore the hero will often fail at the 
  task. However, the hero could possibly succeed if proper 
  preparations are made, the hero gets outside help, or 
  possibly an Amazing Point is spent to temporarily boost 
  an Attribute or Power. It might also be possible to 
  succeed if the margin for error is increased. For example, 
  if you have the strength for it, you have a better chance of 
  hitting someone with a grand piano than a tomato!  
  The piano, having a much bigger area, has a greater 
  margin for an erroneous throw, therefore they are 
  harder to dodge!
  Doing the Impossible!
  The task is impossible. Period. Don't even 
  think about it. There is no way that the hero would be 
  able to do the task. However, in certain amazing 
  circumstances the impossible can be bent temporarily 
  into the realm of possibility!  (This happens 
  occasionally in comic books!)  Doing such would 
  most certainly require the expense of one or more 
  Amazing points (from multiple people, perhaps), the 
  appropriate skill base, good luck, plenty of time, 
  astral conjunction, and occasionally a good old-
  fashioned deus ex machina thrown in. With luck and 
  skill, anything could be possible, but not very often.
  Using Amazing Tokens!
  In comic books, you'll see heroes succeed 
  despite tremendous odds. To model this, in SHHS 
  each hero has one Amazing Token that can be spent 
  during each gaming session.   The player applies this 
  Amazing Token to boost some aspect of the character:  
  to drastically improve their odds of completing a skill, 
  or prevent disastrous results!  An  Amazing Token can 
  even be used to "supercharge" one of a hero's Powers, 
  Attributes, or for a temporary boost of Good Karma. 
  You cannot, however, use the token to diminish or 
  increase another's powers. They can only enhance the 
  spending player's character.
  It is recommended that you actually use a 
  physical object to represent Amazing Tokens. Some 
  special piece from another game would be fine, as 
  would a foreign coin, or really anything uniquely the 
  hero's could be used. Having a physical object to play 
  with and turn in when needed will remind the player 
  that they have the option of using it during the game 
  session. Players may even want to design their own 
  personalized Amazing Token out of a piece of 
  cardboard or stiff paper about 3" or 4" in diameter. 
  Decorate the Token in the style of the character being 
  played.
  Each player gets one Amazing Token to use 
  each gaming session. When used, Amazing Tokens 
  are gone for the rest of the gaming session. Players 
  gain no benefit from not using Amazing Tokens; they 
  do not carry over from session to session. These 
  tokens may be traded or given away by players as 
  they see fit. Players may pool their tokens, even 
  giving them all to one player to use on a particularly 
  difficult task. Amazing Tokens cannot be taken away 
  
  or lost, other than being spent on an amazing feat.
  Combat!
  Combat in Super Human High School is just an 
  extended form of Doing things and overcoming opposition. 
  Combat is a pretty chaotic sport, and although for easy play 
  we break things down into "combat rounds," please 
  understand that everything occurs mostly simultaneously.
  1. Describe the scene!
  When combat is immanent, the game master should 
  define to the players the field of combat. The relative 
  positions of the attacker and defender should be defined, as 
  well as major points of scenery:  windows, desks, 
  suspended pianos, innocent bystanders, etc. Sometimes 
  game masters can describe it effectively through just 
  words. You should not feel bad, however, sketching out the 
  scene on a piece of paper or white board. Sometimes it's 
  easier for players to visualize the scene that way.
  2. Initiative!
  Once the field of combat is defined, it is up to the 
  game master to determine who may react first. This is 
  generally done by examining the FIGHTING attributes of 
  the involved characters. Usually, the character with the 
  highest FIGHTING Attribute may react first. However, the 
  player may opt their character to "hold" their reaction to 
  react to a another character's action. For example, 
  Fantasticboy with a high Fighting stat may hold off their 
  action until the Deadly Prawn with a lower Fighting stat 
  attacks him. Fantasticboy can use his held action to dodge 
  or block the Prawns attack, which may or may not be 
  successful, depending on the situation.
  In the big scheme of things, you should keep in 
  mind that most combats occur pretty much simultaneously. 
  Even though players get to act in order, usually actions are 
  considered to be happening at nearly the same time. The 
  Fighting Attribute does not confer super-speed, but more 
  super-reaction time.
  The big leveler to the reaction time playing-field is 
  the weapon, ranged weapons particularly so. You don't need 
  to be very fast to level your blaster and shoot at the enemy 
  who is charging at you to punch your lights out. In fact, any 
  weapon which extends your hero's reach will give an 
  advantage over an unarmed opponent.
  3. Act!
  If it is one of the hero's turns, they must decide what 
  their hero's action is. Do they attack the enemy or run for 
  cover?  Do they protect the innocents, or go for the Boss 
  villain?  Or are they involved in activity that makes their 
  action predetermined, like grappling with a giant 
  anaconda?!  This gives the players a chance to decide, 
  "What do you want your hero to do now?"
  Usually the response to that question is one 
  action or activity. There may be certain circumstances 
  that a character may get to do more than one thing, but 
  most heroes will only be able to do one action here. As 
  a general rule of thumb, a hero can do as much in a 
  combat round as could be performed in a single panel 
  of a comic book. If you try to work in too much action, 
  things get increasingly difficult.
  It is always possible for a hero to try to squeeze 
  more than one thing into the combat round. The 
  operative word here is "try"! For example, a hero may 
  try to dive from a balcony, do a mid-air summersault, 
  and high-kick two villains on the way down. The more 
  the hero tries to do, the more likely it is that some or all 
  of it may not work. But it all depends on the 
  circumstances. The above example may seem far-
  fetched, but the hero may be have Master level skill in 
  acrobatics, and the villains may be so distracted that the 
  attempt may succeed easily! 
  If it is time for one of the villains to act, their 
  nefarious activity is up to the game master to decide. 
  Use tactics similar to that of any other character. The 
  fun part about villains is that the crafty ones should 
  never be treated at face value, and usually have an ace 
  up their sleeve. They've planned out a special weapon 
  for a particular hero, a special defense, or a distraction 
  to aid escape, or a doomsday device. Feel free to 
  surprise the player with these, and if they are smart, 
  they'll know better what to expect next time.
  4. Compare appropriate Attributes!  (Determine if 
  attack hits.)
  If the attacker engages in any sort of physical 
  combat (fists, melee weapons, or ranged physical 
  weapons and/or powers) then compare the two 
  character's FIGHTING Attributes. If the attack is 
  Psychic in nature, then compare the two character's 
  PSYCHE statistics. Generally, if the attacker has a 
  higher Attribute, the attack will be successful. If not, 
  then there is still a chance that the attack will succeed, 
  based upon circumstances.
  The game master should keep information about 
  non-player character's statistics hidden from the 
  players. Allow the players to discover which are the 
  good fighters and which are the mentalists by their 
  actions. See the sections on "Doing the Difficult" and 
  "Doing the Impossible" in the Doing Difficult Things 
  section.
  5. Does damage penetrate armor?
  The answer to this question is usually "Yes."  If 
  the attack hits, the game master should then decide 
  what affect armor should have on the attack. Armor is 
  
  effecting at deflecting and lessening damage. 
  Unfortunately, no matter how much armor you have, most 
  attacks will still hurt and do damage or be irritating. A little 
  bit of armor will always help a little, but a lot of armor will 
  not mean you are always invulnerable. The game master 
  should compare the force of the attack and compare it to 
  the strength of the armor. Based on the attack, the game 
  master should deliver appropriate damage to the victim.
  Based on the power and type of attack, as well as 
  the skill of the attacker, the game master should employ 
  good judgement in determining where the victim is hurt, 
  and what effect that damage will cause. Here's a few ideas 
  on the effects of damage.  If the victim is already hurt, the 
  attack may knock the damage up a rank or two.
  Negligible Damage
  The damage is so minor, it is not immediately 
  noticed by the victim. These could be hangnails, scrapes or 
  very minor burns that may only need minor first aid, if 
  anything at all.
  Minor Damage
  A minor wound of this sort will certainly get the 
  attention of the victim, but does no permanent damage. The 
  damage is painful enough to be noticed., but should not 
  detract from the character's movement or action. Although 
  first aid might be suggested by an overcautious nurse, it is 
  probably not necessary.
  Distracting Damage
  The damage sustained causes the hero enough pain 
  to be irritating! The wound could be a serious gash or a 
  bruise. This will have somewhat of an effect on the 
  character functioning to their peak physical and mental 
  ability somewhat, especially under extreme duress. This 
  will normally cause the hero some distraction for up to a 
  week after the actual event, as their body slowly heals. 
  Basic first aid should facilitate the healing process nicely.
  Painful Damage
  Painful Damage is considered more severe than 
  Distracting Damage. The hero may have broken bones, or a 
  serious gash. Although the hero can still function simple 
  tasks, normal minorly challenging tasks will become much 
  more difficult. It is difficult for the hero to focus past the 
  pain. Injuries of this type might require the hero to visit a 
  hospital or similar institution. With proper medical 
  attention, over the next few weeks or so the hero's body 
  should heal from the wound.
  Stunning Damage
  The hero takes damage with enough force to knock 
  'em for a loop. The hero is effectively stunned from the 
  attack for anywhere from a few moments to a couple of 
  minutes, depending on the attack. It is possible for a 
  hero to take Stunning Damage, but not have a lot of 
  other ill effects. More likely however, they'll surely 
  feel it in the morning.
  Unconsciousness
  The hero takes enough damage to be knocked 
  out. This could be as a result of several smaller hits or 
  possibly one big whallop!  In either case, it's up to the 
  game master to decide when the hero wakes up, based 
  on the severity of the damage. Like stunning damage, 
  a hero could be kayoed, but have relatively few 
  problems when woken up. It all depends on the 
  situation.
  Coma Damage
  A coma is a severe bout of unconsciousness 
  that lasts an unnaturally long time. In fact, a coma 
  victim generally starts out looking like a victim of 
  unconsciousness. Comas usually only result from a 
  severe trauma to the victim, and is usually given by 
  generous game masters as an alternative to death. A 
  game master must be careful as to not send a 
  character into a coma forever and not allow the player 
  to play!  But if it seems appropriate, it is an 
  established comic book convention, so use it!
  Death (?)
  Does anybody really die in comic books?  
  Oftentimes death is merely transient in that four-color 
  world. Heroes very rarely die, but there are 
  occasionally worse alternatives to death of a player 
  character if you're creative as a game master. But 
  what about villains?  Unless you actually have the 
  body and witness the eternal soul go into the great 
  beyond, the villain is possibly not completely dead. 
  Occasionally, this can be frustrating for players 
  encountering recurring enemies, so allow heroes to 
  completely destroy that Boss in a great climactic 
  scene!  Allow this only occasionally; a dark game 
  with many deaths can taint the spirit of the game.
  One thing to also keep in mind if your 
  character is facing certain death is that an Amazing 
  Token will bail you out of tight jams. One Amazing 
  Token is almost always enough to keep your character 
  from dying. If you've already used you token this 
  session, you could even borrow the token from 
  someone else. They will loan one to you, right?  
  Right?
  Recovering from Damage
  After heroes take damage, if time is on their side, they 
  may get a chance to recover. A high Endurance 
  
  attribute or Regeneration power would come in handy 
  here. Treat every 10 points of Endurance as one free rank 
  of Regeneration on the following chart:
  Damage Recovery chart
  Rank
  Small wounds
  Broken bones
  Regrow limbs/organs
  Normal
  A Week
  A few weeks
  Never
  1
  3 Days
  A Week
  Never
  2
  Day
  3 Days
  Many (20+) years
  3
  12 Hours
  1 Day
  10 years
  4
  6 Hours
  12 Hours
  5 years
  5
  3 Hours
  6 Hours
  3 years
  8
  1 Hour
  3 Hours
  1 year
  10
  30 Minutes
  1 Hour
  6 months
  13
  15 Minutes
  30 Minutes
  3 months
  15
  5 Minutes
  15 Minutes
  1 month
  20 Nearly Instantly A few minutes
  A week
  More Ideas on Combat
  Unless you like the sort of combat with exacting, 
  gritty detail, don't put yourselves through the pain and 
  agony. The above guidelines for combat are simply 
  guidelines. Often combat in comic books are much more 
  fluid than "This side takes a punch, then that side takes a 
  punch."  Don't feel constrained by rigidly following the 
  five stages of combat over and over each turn, counting 
  each phase.
  Challenge Strategies!
  Very few of us playing this game will be world 
  experts at combat and skills, though we often will play 
  characters that are. Therefore, if we wish to have our 
  character attack a foe or pick a lock, and the Game 
  Master asks, "How?" we may be left at a bit of a blank. 
  Certainly it is a very legitimate question, especially in an 
  arbitrary game like this. The "How" will often determine 
  if an alarm is bypassed, or if a hero is left open to a 
  sucker punch.
  So how does a player decide how they wish to 
  address a problem, when they may have little knowledge 
  about the nature of it?  A player may not know the 
  intricacies of martial arts, but a hero may be a grand 
  master of it. A hero character that's a pro at cracking 
  security systems will probably have more "virtual 
  knowledge" on the subject than a tableful of players. 
  Well, in language we may answer the question of 
  "How?" with an adverb. Here is a list of a few adverbs 
  that may be used to answer that insidious question, and 
  what they may mean in the context of playing in a role-
  playing environment. Of course, your players can and 
  will come up with other answers to your "How?" 
  question,
  1. Cautiously
  A guarded approach to an action will reward a 
  hero with fewer mistakes, making an action more likely 
  to succeed, and lessen the chances of getting hurt in the 
  process. The cautious hero will play somewhat 
  defensively, but always be on the lookout for a hole or 
  weakness in the process. The only downside to this is 
  that covering all your bases takes extra time. A cautious 
  attack will attempt to damage the opponent, not at the 
  expense of getting hurt yourself. If a threat comes, 
  you're ready to defend at a moments notice. If you are 
  much better than your opponent, or much more skilled 
  than the task requires, a mote of caution certainly would 
  be warranted.
  Also, cautious behavior may be in order when a 
  hero is first approaching a dilemma. It might be wise 
  for a  hero to attack reservedly, testing the relative skill 
  of their foe, to see if the hero would like to approach 
  with riskier attacks. A hacker would approach electronic 
  countermeasures with caution to see what she's up 
  against.
  2. Normally
  A normal approach to a problem is not overly 
  cautious or aggressive. It is assumed that a hero takes a 
  normal approach to a problem, unless otherwise noted.
  3. Aggressively
  Attacking a problem aggressively will, at the 
  expense of possible errors, perhaps tip the odds of a 
  conflict in the favor of the aggressor. Aggressive 
  behavior cannot totally compensate for a lack of skill, 
  but sometimes the brute force of aggressiveness will 
  bluff others into backing off. Approaching an action 
  aggressively works well against the gullible and those 
  of equal or lesser skill. Against a particularly stoic, 
  well-skilled, or inanimate opponent, aggressive actions 
  might not work well, or even be fatal.
  Combat Example:
  The hero Twitch protects a young co-ed 
  classmate of his ("Wendy") from two knife-wielding 
  thugs in a dark, deserted alley. Being the heroly sort of 
  high school student, Twitch decides to take care of 
  business.
  The Game Master asks Twitch's player what he 
  wants to do, how he wants to approach combat. 
  Twitch's player, wanting to get this over quickly so 
  Twitch and Wendy can get to that party, says, "I'd like 
  to use my Power Tool Frenzy maneuver."
  "Well..." says the GM, "that particular maneuver 
  
  strikes everyone within close range. You'd probably take 
  out the thugs, but also Wendy at the same time. Is this still 
  something you'd want to do?"
  "No, I didn't realize it was that powerful!  In that 
  case, I'd like to test the waters a bit, to see what these thugs 
  are made of. I'm being primarily defensive, but if I see a 
  quick shot I can take, I'll probably go for it."
  The Game Master responds, "Okay, the thugs circle 
  around you. The one of them that's in front of you seems to 
  be a bit distracted by the one that's behind you."
  "I go ahead and take out the one in front of me that's 
  currently distracted."
  "You punch the guy with two deft punches, and 
  send him reeling back crashing into some trash cans behind 
  him. Wendy yells, 'Look out!'"
  "I turn around quickly, and back up, completely 
  defensive!"
  The Game Master compares the Fighting scores of 
  the average Thug (about 5) and Twitch (10). Since Twitch 
  overcomes the Thug’s statistic by over double, the GM 
  decides that Twitch does manage to turn around just in 
  time, however the knife blade grazes Twitch's arm and rips 
  his leather jacket. Twitch is unhurt, however, due to armor.
  Twitch's player says, "Man!  My good jacket!  All 
  right, that's it.Time to use the feet.I kick the knife out of his 
  hand, disarm him, and then beat the tar out of him."
  The Game Master decides the two combatants are in 
  too close of quarters for Twitch's martial arts kicks, 
  however an alternative is offered. "You're a little too close 
  to do much in the way of kicking, but you grab his 
  extended wrist and disarm him that way. He's so shocked 
  by being disarmed so quickly, that you are able to give him 
  a one-two punch with no resistance. He's down for the 
  count."
  "But he ruined my jacket!" Twitch's player 
  complains.
  Advanced Rules
  Creating New Worlds
  If you're like me, you look at a set of rules or an 
  environment and think, "Hey, I can do a little bit better."  
  The good news is, the basic core elements of Super Human 
  High School can be used to emulate many flavors of 
  comics, from high-flyin' four-color comics to gritty graphic 
  novels. 
  There may be a little more work involved than 
  taking our high school environment "off the shelf" and 
  playing it, but the experience should be worth the trouble. 
  Creating and fleshing out your own world can be an 
  extremely rewarding experience. You can even adapt your 
  current campaign to Super Human High School rules, 
  but don't let the other folks know I told you to do it. 
  So, if you're up to it, ignore everything in 
  Chapter 2, carefully pare down Chapter 3, and create 
  your own world. Most of the rules should be generic 
  enough that you could even use this as a guide for 
  creating worlds in other games. First we start with 
  describing your new world, fleshing it out and making 
  its history seem whole. Then, we move onto the rules-
  specific changes that would be made to allow the 
  character creation process to run smoothly. We've 
  even included a few exciting "World Seeds" to spark 
  your imagination and get you started. Let's go!
  The synopsis:
  Come up with one or two sentences briefly 
  describing the world you're wanting. Describe the 
  environment, and explain how the characters will fit 
  in. Though this might seem to be an easy and logical 
  first step, without this step, the entire world-planning 
  process can go awry. Your synopsis will give you the 
  focus to develop your world and give it the effect of 
  three-dimensionality. This is especially important in 
  the first few sessions of the game, where players are 
  getting a feeling for the new environment.
  You should be careful not to make the 
  synopsis too short or too long. If you make it just a 
  word or two, there won't be enough information to 
  base your game on. Conversely, a synopsis made up 
  of several paragraphs or pages might indicate that 
  your idea needs narrowed. Don't worry about the little 
  details now. Just try to get the quick mood and setting 
  of the campaign.
  Example 1:  
  "Stranger than fiction":  This takes place on a creepy 
  paranoid near-future Earth, where most of those urban 
  legends, ghost stories, and UFO tales are true. The 
  players assume the roles of super powered special 
  government operatives.
  Example 2:
  "Galactic Crossroads":  Earth was recently discovered 
  by the Galactic Consortium, a league of alien co-
  aligned races. How does humanity deal with the 
  changes this brings?
  After you start the game, if the game starts to drift 
  away from your original idea, don't worry about it. 
  Your campaign has to evolve and grow with the 
  players. Your world will become stronger with their 
  input.
  The Timeline
  When considering your new environment, it's 
  
  important to think of the timeline of events. The Continuing 
  Campaign ideas in Chapter 4 should give you a pretty good 
  idea of what present and future events will be like, but if 
  you start from scratch, you'll also have to think of what 
  happened in the past. It's likely that your new world will be 
  based on some sort of alternate Earth history, but doesn't 
  necessarily have to be so. Just remember, the more that you 
  change, the more work it will be for you, and the harder it 
  will be for your players to adjust to the changes. Earth-
  based games can be easier for everyone, because players 
  and Game Master alike have a common point of reference.
  Think about significant events in your world's 
  history. What events contributed to the way it is?  Consider 
  how the events were set in motion, how things are at the 
  present when you play the game, and consider possible 
  future ramifications. If you set the new world with an 
  alternate Earth history (or a possible future Earth history) 
  there must be a point along the timeline where it deviates 
  from normalcy and becomes a "Super" world. This will be 
  called the "Big Change.”
  The Big Change
  Consider what event or events deviates the world 
  you're creating from the normal one that we're used to. Was 
  it a comet-borne virus, or the insidious effects of the 
  Nuclear Age, alien invasion, or possibly even genetic 
  manipulation?  The Big Change could even be a complex 
  sequence of changes over a long period of time that makes 
  the world the way it is.
  What kind of world was it before the Big Change?
  Before your world spawned its Supers, consider 
  what it was like as a normal world. It could have been just 
  like Earth, or radically different. Your world could be set in 
  the future or past, or on a different planet. Decide on 
  significant details of the world. This could be just as simple 
  as, "Before the Big Change, Earth was just like the 1930s 
  Earth that we know now.”
  When did the Big Change happen?
  Decide when along your timeline did the change 
  occur. Did it occur hundreds or thousands of years ago, or 
  did it just happen yesterday?  Depending on when you 
  place the Big Change along your timeline, your people of 
  your world will react to the change differently. Changes 
  that a generation or two are accustomed to are perceived 
  much differently than a change that just occurred. A recent 
  Big Change might be played out by the players and Game 
  Master.
  What powers do the Big Change imbue?
  You must also consider how the powers manifest. 
  Sometimes comic book worlds do not take place in your 
  typical "four-color" environment. Do powers run the full 
  gamut, or do powers only manifest itself with a small 
  subset of powers?  Since this power can come from one 
  unique source, it's certainly possible that all mutants' 
  powers revolve around some theme. Possibly the 
  powers that a mutant receives mirrors the mutant's 
  personality, or are all magic-related. This usually 
  doesn't affect the kinds of powers a hero will get, but 
  how they are described. 
  Should you worry about "correct science?"
  Some hard-nose science fiction buffs may 
  naysay some classic comic book cliches like gaining 
  wild powers from radioactive mutation. True, this sort 
  of thing could never happen in real science, but who 
  cares?  The important question will be, is your science 
  consistent in your world?  If the answer is yes, then 
  don't worry if the effects in your timeline are 
  improbable or impossible.
  Consequences of the Big Change
  What were the consequences of the cause, not 
  just to the normals, but to Supers, and to society in 
  general. The initial reactions of the triggering event 
  should be drafted, and what kind of consequences are 
  still circulating today in the present year. The GM 
  should also decide how the world progressed through 
  any intermediary stages from the original reaction to the 
  current situation.
  Status & Social Reactions
  Think about how the Supers are perceived in 
  your environment from the Big Change up to the 
  present. Supers could be revered, hated, or looked at 
  with indifference by normals. If the Big Change 
  occurred long before the timeline, the people of your 
  world would have a long time to adjust, and might react 
  differently than if the change just occurred. "Super"-
  specific laws may have been passed. The Changed 
  might be generally treated by society with uneasy 
  disquietude, or hero adoration. They could also be 
  treated with abject hatred, or tentative tolerance. Some 
  parts of the world may even treat the Changed 
  differently than other parts.
  Society's reaction to the Changed in your world 
  will set the mood for the entire game. A game where the 
  Changed are worshipped as heroes will play much 
  differently than a game where the Changed are hunted 
  like vermin. Consider this choice carefully, for it is 
  difficult to realistically undo this decision once the 
  game has started.
  Keeping the group together
  Although this step is certainly not required, your 
  
  game will be easier to run if your player's characters have 
  a reason to stick together. Do characters have an 
  inextricably linked fate, or are they part of the same 
  group?  Consider why your rag-tag group of characters 
  are going to stick together and work together. Your 
  campaign will likely be more successful if the game 
  presents some way of forcing (I use the term loosely) the 
  heroes to be together and work together. Heroes can be 
  members of the same school, organization, or corporation 
  and this will focus their energies, even if they hail from 
  vastly different backgrounds.
  Character Backgrounds
  These elements will allow the GM decide how 
  they will guide the character creation process. For 
  instance, what kind of community will the PC's come 
  from? What kind of people are they considered to be by 
  others, both before or after they gain their powers? What 
  kind of people will they consider themselves to be? Are 
  they considered basically good or bad, and what do they 
  think about that? Lastly, are having or using powers 
  subject to any legal repercussions?
  Though the fundamentals of character creation 
  would remain the same, some game-specific details 
  would change. For example, if your game does not take 
  place in a high school environment, then ranks like 
  "Freshman" and "Sophomore" would be meaningless!  A 
  hero's basic skills and Karma will be different depending 
  on what your world values.
  1. Different skill-sets
  Consider and list the basic skills that a person 
  needs to function in your world. For example, if all of 
  your characters will be adults in a modern-day earth you 
  can assume that they should be able to drive a car and 
  speak/write their native language. Characters that could 
  not do these simple things would be considered 
  "deficient" in that area, and would be considered a "Bad 
  Karma" item which would give a point or two to be used 
  elsewhere.
  2. Karma
  The flavor and direction of your campaign will 
  determine what Karma your players can take, and what 
  they will be worth. In a heroic high school super world, 
  an old beat up car might be worth 0 points, but in a post-
  apocalyptic world it might be worth 2 points!
  Take a few moments and jot down some common 
  points of Karma that characters in your world might have. 
  What would be considered Good Karma, Bad Karma, and 
  Zero Karma?  Use the templates below to help you along. 
  Players should be allowed to "order off the menu" and 
  come up with their own Karma based on your lead, but 
  this will give them a place to start.
  0
  Little effect on the game, or something everyone 
  should have.
  +1 or -1
  Minor effect on gameplay. 
  +2 or -2
  Major effect on gameplay. Issue 
  probably comes up at least once a game session, on 
  average.
  +3 or -3
  Universal effect on gameplay. Issue is 
  always a major focus of the campaign. (Very rare!)
  Some point-monger players might be tempted to 
  take a bunch of -3 Bad Karma to pad their greedy 
  appetite for other powers and Karma. Unless the player 
  is truly able to accept the ramifications of a -3 Karma, 
  the player should not take it. The players should also be 
  recommended to not take more than one of that 
  magnitude, and would be better off trimming back 
  some of their powers and skills.
  What kind of Karma can a player have?  Well 
  these Karma templates should give you some direction:
  Personal Karma
  Unique Personal Experience!  Some personal event or 
  trauma has occurred that alters the character's view on 
  the world. A positive experience possibly might stem 
  from a personal philosophical epiphany, a religious 
  experience, a confidence booster, or a magical 
  transformation. The positive experience will help 
  bolster the character's confidence and attitude when 
  situations look grim. A negative personal experience 
  could originate from an embarrassment or trauma, 
  which tends to haunt the hero at inopportune times.
  Appearance!  Your character has head-turning physical 
  appearances, either for good or bad!  The number of 
  points this would be worth depends on the importance 
  of physical appearance in your world. Average looks 
  are usually considered zero cost.
  Luck!  Some people either have it, or you might want to 
  avoid them during a lightning storm. Luck can affect 
  events during the course of play. The Game Master 
  might allow special things to happen when Luck might 
  be an issue. On the other hand, heroes with bad luck 
  might fail in the worst situations!
  Romance!  In some worlds where this would be 
  important, a Significant Other takes the edge off of 
  social situations. Bad Karma here would indicate that 
  the hero is "unlucky in love" or possibly the love of 
  your life out there is unattainable by you.
  
  Secrets!  Secrets can be an "ace in the hole," or a 
  devastating surprise. If your secret is good, you've got a 
  trump card that nobody knows about that may be used to 
  surprise everyone!  Possibly the hero might even know a 
  bad secret about another character... (can you say 
  "blackmail," anyone?)  Bad Karma here would indicate that 
  the hero would have a secret, that if found out, would 
  devastate the hero, changing his life forever!
  Social Karma
  Supporters (or Enemies)  There are some that either follow 
  the character for either good or bad. Supporters will usually 
  offer information, favors, and/or help. Your enemies can be 
  rivals, an arch-nemesis, a haunting ex-lover, or really 
  anyone that doesn't like you!
  Privileges (or Restrictions)  Either the hero has certain 
  extra activities he's allowed in society, or certain actions are 
  limited. Privileges allows your hero more leeway than the 
  common folk, usually attached to greater responsibility. 
  Being a police officer or an FBI operative may allow you to 
  carry a gun in public, but you still (generally) have to 
  answer to the law. On the other hand, your character may 
  have extra Restrictions above normal people, like having a 
  special curfew or a magical curse not allowing you cross 
  running water or enter holy ground.
  Rank  
  In a campaign with a ranking social structure, like high 
  school or a military organization, you're near the top or 
  bottom. The middle rank is usually zero cost. Veterans 
  (perhaps Seniors in high school, or Generals in the Army) 
  will be thought of as wiser and better at everything. 
  Newbies (like Freshmen or Privates) would be considered 
  too young to have any good ideas, and will have to prove 
  themselves time and time again to get any respect.
  Reputation  Be it good or bad, in other people's eyes you 
  are what you've done. A reputation can be good or bad, and 
  will affect how other characters in the campaign view your 
  hero. If you have a good rep, and the other character knows 
  about it, you will usually be treated with respect and "warm 
  fuzzies."  A bad reputation can hurt your chances of getting 
  a job, or cause people to stare and point at the mall, but will 
  give you an extra point or two to use elsewhere. Be specific 
  about what caused your good or bad reputation, and play it 
  to the hilt.
  Social class or clique  Your hero is part of an exclusive 
  group that everyone else wants to be a part of. 
  Social Stigma  Worse than a "Reputation," your hero has 
  something fundamentally different about him that makes 
  society despise or fear him.
  Resource Karma
  Equipment  The hero owns a special piece of 
  equipment that is somewhat rare in the world you're 
  creating. It may be purely decorative, like the Crown 
  Jewels, or functional, like a fancy car or a golden gun 
  that folds into a cigarette case.
  Household  The hero comes from a prestigious or 
  notorious household. Depending on the crowd you're 
  around, this might cause reactions from the general 
  public like a Reputation. Also, you have to deal with 
  your family. Whether all of this is Good Karma or 
  Bad Karma, it's up to you, but you have to explain 
  why it's really good or bad. Good and bad effects that 
  pretty much even out are not worth any points. Be 
  specific!
  Wealth  A hero can have more or less than the norm 
  for wealth for your universe. Being poor is considered 
  Bad Karma, and is worth a point or two depending on 
  how destitute the character is. Conversely, the hero 
  can be wildly rich for a mere point or two, and buy 
  that island in the Pacific Ocean they've always had 
  their eye on. 
  Special Karma
  You will probably think of Karma that doesn't 
  fit into any of these categories, depending on your 
  world. Great!  Feel free to "order off the menu" and 
  make up your own Karma items. They will help make 
  your campaign unique.
  World Seeds
  Perhaps you have an idea for the world you 
  will create from scratch, perhaps you don't. Here are 
  some ideas to get your brain working. 
  Vampire Amok  A strange aberration of humanity 
  during the 1600s rears its evil head in the early 21st 
  century. Think of our modern-day world, overrun 
  with Vampires and evil undead. The characters can 
  play the vampires themselves or play the parts of the 
  vampire hunters. Optionally, your world could 
  straddle the fence and cater to vampires and the 
  hunters... very carefully.
  The Family  A man of alien origin crashed on Earth 
  110 years ago. He looked human but had 
  extraordinary mental and telekinetic powers. 
  Eventually he integrated into normal human society, 
  
  taking a wife and having children(!) who possessed similar but distinct mental powers. Now, three or four generations 
  later, some family members are just wanting survival and normalcy, while others want ultimate power!
  New Gods  After a hiatus of thousands of years, the old gods of old have returned to the modern world. Play a hero 
  from your favorite pantheon, or one of their children. The legendary heroics are there, as are the legendary backbiting 
  and corruption.
  Corporate Sponsor  The security department of a high-tech company hires the characters for their special skills. The 
  player's characters will be used to foil corporate espionage, root out internal corruption, and for external research and 
  development. It is quite possible that even the characters don't know who is pulling the strings at the top of the 
  corporate food chain; the high muck-a-mucks could be veiled in mystery!
  Waystation Earth  In the near future, when humankind just starts to poke its nose outside of its solar system, Earth is 
  invited by an alien ambassador to join the "Galactic Consortium," a league of co-aligned alien races. This spawns a new 
  revolution in Earth history. Humanity makes wild technological leaps, and alien contact is now commonplace.
  
  Chapter 5:  Sample Heroes
  Twitch!
  Phillip Sharp's mutant power allows his muscles to 
  contract with incredible speed. He can run incredibly fast for 
  short distances, but since his reactions are no faster than anyone 
  else's, he has to be careful where he's going. Mostly, though, he 
  has developed the power in his hands.
  Phil wears steel-reinforced leather gloves that allow him 
  to avoid damage to his hands. While wearing them, he can use 
  his hands as power tools: driving nails, turning bolts, sanding, 
  buffing, cutting through wood and concrete. In a fight his 
  vibrating hands can numb muscle tissue, and a touch to the 
  head can cause a mild concussion.
  Phil drives an old Harley to school, which he keeps in 
  immaculate condition. He tends to dress in jeans and biker 
  leathers. His favorite class is Shop.
  Phil's learned a thing or two about fighting from 
  brawling with his buddies.  He likes to pretend he knows 
  martial arts, but it's really just a  combination of his mutation 
  and a predilection for watching Bruce Lee movies.
  PSYCHE
  5
  STRENGTH
  5
  FIGHTING
  10
  INTELLIGENCE
  5
  ENDURANCE
  10
  Powers
  5  Power Tool Hands
  0  Power Tool GlovesTwitch's Power Tool Gloves allow him to perform a variety of wood shop projects of adequate quality.
  2  Running (at Small Car Speed)  (only for short bursts -1)
  2  Kevlar Armor (disguised as Leather Jacket)
  Karma
  2
  Good Looking
  1
  Cool Harley
  3
  Professional Skill:  Shop & Woodworking
  1
  College Level Skill:  Motorcycle Maintenance
  1
  "Power Tool Frenzy" Maneuver  Phil can use his action to go into a vibratory frenzy, hitting everyone within nearby 
  range with  several lightning-fast attacks. 
  1
  "Dodge Bullets" Maneuver With a prepared action, Twitch can flit to one side, generally foiling all but the most 
  accurate snipers. This can be used for any thrown or launched missile weapon that Twitch can see.
  0
  High School Sophomore
  
  Multiplicandy!
  Candice Plantaganate is a bright freshman kid, blessed with 
  the Muta ability to pull up to twelve duplicate copies of herself 
  from alternate dimensions. She also maintains a mental link 
  between herself and her duplicates which allows two-way 
  communication.
  Candy is also a natural whiz-kid at math. By herself, she 
  can do college mathematics with relative ease, even rivaling her 
  teachers. When she works together with her other selves, breaking 
  the problem down into smaller chunks, she works like an efficient 
  multiprocessing computer, able to tackle nearly impossible 
  problems. Instead of a normal math course, she now works in a 
  "independent study" course in place of her math class, which is 
  basically study hall. During this time, she's unmonitored, and 
  occasionally been known to wander the halls.
  Her mental link with her dupes allows her to be a better 
  fighter en masse than a normal person would be. Several different 
  perspectives of the fray gives her an edge in combat.
   
  Candy, able to pull other forms of herself into this 
  dimension, is somewhat difficult to kill. If one of her duplicates 
  dies in this dimension, one of the others can pull in a replacement. 
  The only way she would completely be eradicated from this 
  dimension is if all of her currently active dupes are incapacitated. 
  (She can only "pull" other dupes from other dimensions. Those 
  dupes can't show up without her.)
  She has been known to argue with her duplicates, which 
  irritates and confuses onlookers!
  PSYCHE
  10
  STRENGTH
  0
  FIGHTING
  9
  INTELLIGENCE
  10
  ENDURANCE
  0
  Powers
  [15] Body of Many!  Multiplicandy can call up to twelve duplicates of herself at the same time.
  [2]
  Mental Link with Dupes. (Browse & Link, 3 pts.) (-1 only with her own Dupes)
  Karma
  [-1]
  High School Freshman
  [1]
  Super Maneuver!  Coordinated Attacks when her dupes work together!
  [1]
  Mental gymnastics!  When working together, practically no computational problem is impossible!
  [1]
  Difficult to kill. (Must incapacitate all of her dupes, and one of them can spawn more.)
  [1]
  Minor celebrity:  Star on the high school stage.
  [1]
  College level skill: Mathematics
  
  (The Enigmatic) Goo!
  The enigmatic Goo is an oddity of nature. He is 
  composed of a rubbery, malleable, and slightly sticky 
  material, which gives him some protection versus kinetic 
  damage. 
  He can walk up walls and ceilings as if he was 
  walking on the floor. He is pretty strong, not too fast, with 
  good endurance. He can throw "goo-balls" which can bind 
  his opponent.
      He is a sophomore, with a tattletale little sister 
  constantly getting him in trouble. He usually wears glasses, 
  and enjoys being part of the yearbook and newspaper staff 
  as one of the writers.
  PSYCHE
  0
  STRENGTH
  18
  FIGHTING
  1
  INTELLIGENCE
  1
  ENDURANCE
  10
  Powers
  13
  Body of Goo!   The Goo's putty-like flesh is resistant to most forms of kinetic damage, but takes normal 
  damage from most energy attacks. Fire causes him extra damage. His body can stretch a bit farther than 
  normal. With much effort and possibly fifteen minutes of time, the Goo can ooze through a space no smaller 
  than the crack under a door.
  1
  Putty-climbing:  The Goo can easily climb walls and ceilings at normal human jogging speed.
  7
  Goo-balls!  Tangler attack that will hold about Strength 20. He can throw them about 100 yards.
  Karma
  0 
  High School Sophomore
  +1
  Reporter for yearbook and newspaper.
  -1
  Tattletale little sister:  Katy.
  -1
  Must wear glasses.
  
  (The Noble) Flambeau!
  Carson Holt is the son of a congressman, and a 
  straight-arrow, A-student from a strict religious background 
  with fairly well-to-do parents. He is "cursed" with a Gene-X 
  mutation allowing to convert his body to emit a fiery 
  conflagration. He can use the flames to give himself a 
  rocket-boost jump, resembling flight. He can also shoot fire 
  from his hands. However, he always wishes he was a 
  "normal kid."  He sees his mutant powers as a sin, and can 
  only justify using it when necessary, and then only under his 
  secret identity, "Flambeau."
  He owns a special suit that allows the flames to 
  breath through the fibers of the suit, and takes very little 
  damage from fire. Often he does a quick-change when 
  changing into his secret identity, by pulling up his mask, then 
  "flaming on," blowing out his normal clothes worn outside 
  his costume. He usually carries a backup set in a flame-proof 
  backpack. Since his parents are loaded, he can lose a sets of 
  clothes without them caring one iota.
  Carson is a senior, taking a full academic honors 
  courseload. His rigorous home-life and a grueling part-time 
  job leave him very little time for many extra-curricular 
  activities, but he's really a nice guy, honest.
  PSYCHE
  0
  STRENGTH
  -4
  FIGHTING
  5
  INTELLIGENCE 10
  ENDURANCE
  7
  Powers
  15
  Body of Fire!  Flambeau can change his body into a fiery body at will. His mere touch will cause damage. 
  6
  Fiery flight:  Flambeau can travel at about bicycle speed by propelling himself with fire.
  5
  Fire Bolts!  Approximately bullet-damage. He can toss them about 100 feet.
  Karma
  3
  Secret mutant!
  1
  Super costume
  2
  High School Senior
  2
  Rich Parents
  1
  Good Reputation in School
  -1
  Strict Parents
  -1
  Part Time Job ("Mayfair Deli")
  -1
  Guilty about using powers. (Will only use them if necessary.)
  
  (The resourceful)
  Chiroptera!
  Maxim Trevor is a young high school junior that 
  has always held the fantasy of being affected by the Muta 
  Gene. Unfortunately, it just wasn't in the cards for the 
  young man. Being a bright boy, and having access to his 
  parents' nearly unlimited funds, set out to become a hero of 
  his own design.
  He has hired the best trainers and designers in the 
  world to create his alternate personality batlike hero, 
  "Chiroptera."  He carries a number of gadgets, usually 
  prefixed with the name "Chiro-".
  Maxim recognizes that he can receive all the 
  training and gadgets in the world, but he just can never 
  become the Hero's Hero until he becomes motivated by the 
  tragic loss. Therefore, he is often encouraging his 
  unsuspecting parents into dangerous situations, like taking 
  a walk through the bad side of town. Much to his chagrin, 
  they live a charmed life, and somehow always survive 
  unscathed! 
  PSYCHE
  0
  STRENGTH
  4
  FIGHTING
  13
  INTELLIGENCE
  4
  ENDURANCE
  8
  Powers:
  [18]
  [15 Point Pool]  See below for common gadgets populating the Pool. 
  Karma
  [1]
  Cool car!  "Chiroptimobile"
  [1]
  High School Junior
  [-1]
  Weird parents.
  [2]
  Rich Parents
  Recommended Power-Pool equipment!  (Choose 15 points of the following:)
  (2 points)  Chiroptera-cuffs  [STR 15 held 1 hour, no range]  
  (4 points)  Chiropterang [Weapon damage, will return!  Range:  Across a football field]  
  (2 points)  Chiropter-cable  [Swing line in city. Small-car speed] 
  (9 points)  Jet-pack!  [Flight, Rocket Speed]  
  (4 points)  Chiroptera Battle Costume  [Reinforced Flak Armor]
  (2 points)  Taser Gauntlets [Bullet Damage, touch range]
  (1 point) Psychic static shield [looks like headphones, gives 2 Psychic Defense]
  (1 point) Chiro-X-Ray-Gogs. (Actually allows 360 vision and IR-sight.)
  
  Chapter 7:  Sample 
  Adventure
  “Homecoming Apocalypse!”
  A Super Human High School adventure for 2-6 heroes 
  and a Game Master.
  Introduction:
  This is a Super Human High School adventure for 2-6 
  heroes. If you're planning on being a player in this game, 
  you may want to stop reading now. Reading this 
  adventure beforehand would spoil your fun!  On the other 
  hand, if you are wanting to be a Game Master (or if you 
  bought this game) feel free to read on.
  Homecoming Apocalypse is intended to be new-
  Game-Master-friendly, but covering every situation 
  would be impossible. If your characters stray from the 
  words on the page, you may have to make things up. Use 
  your best judgement, and most of all, have fun. That's 
  what freeform role-playing is all about!
  Prologue:  Gathering the players.
  Introduce the title of this adventure:  "Tonight's 
  adventure is titled Homecoming Apocalypse!"  
  Conviniently, every hero that is officially declared a Muta 
  (which should be just about everybody) will probably be 
  in their homeroom class. In most cases this will be a 
  "Muta Tolerance and Integration" class, which is 
  mandatory for Mutas, but others are allowed to take the 
  class as well.
  Mr. Flatbottom, who is also a coach and history 
  teacher, is a normal human, however he refuses to take 
  any "gruff" in his class. In fact, one of his favorite catch-
  phrases is, "Don't give me any gruff!"  On the other hand, 
  he is considered a nice guy and a good teacher, and he is 
  generally respected by students. Students know not to 
  cross him; he will use whatever tactics he can to maintain 
  discipline in his class, including sending students to 
  detention and/or calling parents. If the students start 
  getting out of control, you might remind the heroes of 
  this, as it is common knowledge.
  Announcements, announcements!
  Every day, announcements are read by the first 
  period instructor, in this case, Mr. Flatbottom:  "Today is 
  Thursday. Remember, tomorrow is Friday, Homecoming 
  Day, so you've got one more day to fix up your class float 
  and get a date for the big Homecoming Dance tomorrow. 
  Meeting after school today:  the Chess Club in Room 665 
  and the Young Democratic Socialist Club in the cafeteria. 
  For lunch today, Beefy Bacon Sandwiches or Fried 
  Tenderloin, green beans, and cole slaw."  This should 
  give the heroes something to do until the dance.
  Stop pickin' on me!
  During first period, the class bully "T-Rex" 
  will single out a "wimpy-looking" kid to pick on, 
  naturally one of the player characters. He will start off 
  by kicking the hero's chair. Later, he'll bully the hero 
  between classes. On Friday, the threats will escalate 
  to where T-Rex will say, "I'm going to the 
  Homecoming Dance, and if I see you  there, you're 
  dead meat!"  
  Now, what do you want to do?
  The heroes should be given a chance to do 
  actions in characters. There's plenty for them to do in 
  the day before homecoming. You might steer them in 
  the direction of one of these ideas, or optionally they 
  can come up with something completely different.
  Take a couple minutes to role-play a little bit 
  with each hero, giving them an opportunity to play. 
  Even though some events are more important than 
  others "plot-wise," don't dwell on any one player too 
  long. This part of the game is intended to be quick, 
  building up to the big finale.
  Attending the "Chess Club Meeting"
  Heroes may decide to attend the "Chess Club 
  Meeting" at the library. Actually, this is a front for a 
  demon worshipping high school cult, the Brothers of 
  Yog'Higgurth. They chose the name "Chess Club" to 
  attract new members, they'll boast. "See, it worked!"  
  Yog'Higgurth is the ancient Sumerian god of War. 
  (Not really. The author made up the name a few years 
  ago, and apologizes to any ancient Sumerians out 
  there.)
  There are four normal (non-Muta) students 
  who regularly attend the Chess Club. The club's 
  president is named Raz. Also in attendance will be 
  T-Rex, aka Rex Oliphant
  PSY -4
  STR 40
  FTG 10
  INT -4
  END 10
  Powers:
  (0) 4 Points of Armor (free, from high attributes)
  (0) 1 Point of Regeneration (free, from high 
  attributes)
  
  Gooch, Dim, and Ax. They wear subtle black t-shirts 
  ("Yog'Higgurth rules!") and have pretty bad attitudes 
  about non-Yog'Higgurth worshippers. They are all geeky 
  adolescents.
  This will about be the most boring, lamest group 
  of demon worshippers that the heroes will ever encounter. 
  Typical banter at a Chess Club meeting is like: "What do 
  you want to do?"  "I don't know; what do you want to 
  do?"  "Do you want to play some role-playing games?"  
  "I don't know, we did that last week."  "Do you want to 
  listen to some loud music?" etc. etc.
  Eventually, they will get to "new news" which just 
  happens to be their evil plan!  "Okay, guys," Raz will say, 
  "We've got new news. I convinced The Dude that we 
  were talking about last meeting. Remember him?  I've 
  convinced him to come. I'll get him the book of 
  Yog'Higgurth, and we'll really have a party Homecoming 
  night!"  Translation:  The Chess Club will have a very 
  special guest show up at the Homecoming Dance: the 
  nefarious Cryptomancer!
  The chess club believes that he will perform a 
  spell out of the book of Yog'Higgurth that will allow true 
  believers to gain awesome power. Feel free to give out 
  this information, if the heroes probe or coerce the Chess 
  Club in some way. They might brag about what they will 
  do when they have the power of a major demon inside of 
  them. Just in case the heroes get tricky and try to mind 
  control the Chess Club, Raz has a pretty powerful mind-
  control spell laid on him by the Cryptomancer, in which 
  he can not do harm to the Cryptomancer or his plan.
  Stats?  You don't need no steenking stats, do you?  
  Just assume they are all normal kids, maybe ranging from 
  -1 to +3 for their main Attributes. They don't have any 
  super powers, per se, however, the others will follow Raz 
  around and do whatever he wants. All of them are 
  devoutly loyal to the Cryptomancer and Yog'Higgurth.
  Attending the "Young Democratic Socialist 
  Party  Meeting"
  The Young Democratic Socialist Party is meeting 
  in the lunch room, a center for oppression of the entire 
  school. They are planning a demonstration outside the 
  dance in an attempt to overthrow the current regime. The 
  Young Democratic Socialist Party is led by Phil Knox, 
  but also in the club are Marie Antoine, Milo Teeter, and 
  Sarah Woodchuck. They will talk big, but they are pretty 
  harmless. They are all normal high school students, but 
  will be pretty happy about a Muta deciding to attend their 
  meeting. ("Let's be cool and not try to offend our "Muta" 
  brother, who I'm sure suffers more from the oppressive 
  oligarchy than we do.")
  Fixing up the class float
  Students may want to work on the "float 
  committee" trying to fix up their class's float. Or 
  maybe sabotage another class's float!  It's up to you, 
  and up to what the hero wants to do. None of it is 
  essential to the plot, but it may serve as a fun and 
  memorable short distraction. No matter what, the 
  Seniors always win the class float contest, period!
  Preparing for "the Battle of the Bands."
  Since there will be a Battle of the Bands 
  competition at the Homecoming Dance, musically 
  inclined students may want to practice some songs for 
  the upcoming performance. Then again, maybe 
  musical talent just comes naturally to them, and they 
  can just "wing it."  
  Other miscellaneous activities
  Try to craft Homecoming festivities around 
  what your heroes' interests are. If they are big into 
  music, have a "Battle of the Bands."  If they are big 
  into tres chic high fashion, have a fashion show. If 
  they have diverse interests, maybe a generic "talent 
  show" is in order. If they have the hots for a member 
  of the appreciated sex, make sure that person makes it 
  known they will be in attendance at the dance. Just try 
  to make things interesting so that everyone will be at 
  the dance when the fireworks (the endgame with the 
  Cryptomancer) occurs.
  Homecoming Day. . .
  Make sure everyone is done with Thursday 
  activities before moving on to Friday, Homecoming 
  Day. Be sure to move on before players get bored. It's 
  okay to say, "Okay, if there's nothing else you folks 
  want to do on Thursday, we'll move on to Friday, 
  Homecoming Day!"  You can read the announcements 
  as the home room teacher, and then find out what 
  your players would like to do today.
  Announcements:
  "Today is Homecoming Day. I hope everyone 
  wore the school colors of orange and brown today. Go 
  Orange!  Go Brown!  Go Orange and Brown!
  "Get fired up during fourth period today... we 
  will have a pep rally!  Also don't forget, tonight is the 
  big Homecoming game, followed immediately by the 
  Homecoming Dance.
  "For lunch today, Beefy Bacon Sandwiches or 
  Fried Tenderloin, green beans, and cole slaw."
  
  The Pep Rally
  The Pep Rally will be fairly ordinary. Reintroduce 
  all of the major characters so far:  T-Rex, the Chess Club, 
  and any other non-player characters the players have 
  come across, who they might drop additional clues. Give 
  each player a chance to do something here. There will be 
  much cheering and typical hub-bub and hooplah of a 
  typical high school pep rally. Use your imagination.
  The Football Game
  M-Class football allows Mutas to participate, so 
  that makes the game fairly exciting. If one of your players 
  is a football player, or is somehow interested in the game 
  play it out a little for them. The home team will naturally 
  eventually win by a close margin. During the float 
  competition, the seniors will win, unless the judges and 
  their float are somehow sabotaged. If nobody is really 
  interested in the game, you can fast-forward to the Dance.
  The Homecoming Dance
  The Homecoming Dance is held in the large room 
  that doubles as the cafeteria. It also houses a stage, where 
  the deejay and speakers are set up. A disco ball spins 
  above the center of the floor making a nice light display.
  The dance should plod along fairly normally at 
  first. T-Rex will carry out his promise and pick a fight 
  with the character that's his favorite punching bag. 
  (However, if T-Rex is still conscious and present by the 
  time the Cryptomancer comes, he will actually help the 
  heroes in fighting him!)  The Young Democratic 
  Socialists will be here, generally depressed about the 
  whole affair. The Chess Club will look around 
  expectantly with evil grins on their faces, waiting for the 
  big finale!  The deejay at tonight's event is a cool lookin' 
  dude with a wide brimmed hat hiding his face wearing 
  dark sunglasses.  
  Enter the Cryptomancer!
  Music plays. Students reluctantly dance. After 
  most of the stragglers have arrived, maybe 30-45 minutes 
  into the dance, weird stuff will start happening. The 
  tables lining the walls start to come alive, walking on 
  their own. They will close in on the unexpecting students 
  students dancing, corralling them into a tight area. Any 
  player characters who are dancing will be caught inside. 
  The chess club, dancing at the time, will also be captured.
  Carrying with him a large arcane tome, the deejay 
  will approach center stage near a microphone and remove 
  his glasses. He says, "Attention: students. My  name is 
  the Cryptomancer, and unfortunately you have been 
  chosen to be sacrificed this evening so that I will gain 
  unbelieveable power. I have a spell here that will allow 
  me to gain power with a virgin sacrifice... and I 
  thought to myself, "Self, why sacrifice one virgin and 
  get modest power when you can sacrifice several all 
  at once and get great power!"
  "But... but..." Raz, president of the chess club 
  will protest, "I thought you were going to bring 
  Yog'Higgurth here and we were going to have 
  unbelievable power, too..."
  The Cryptomancer will think about this for a 
  few seconds, shrug, and simply say, "I lied! ... Now if 
  you will all hold still, this should just take a few 
  seconds, and we'll be on our way. Thank you very 
  much, and I hope the rest of your short life is really 
  quite pleasant."  With this, the disco ball will open 
  each one of its mirrors, and a knife blade will extract. 
  The globe will spin faster and faster, and will 
  eventually release ceremonial knives pelting random 
  members of the crowd.
  The Cryptomancer's Evil Scheme!
  The Cryptomancer speaks truthfully here. He 
  plans on gaining unbelievable power by completing 
  this ancient spell of Yog'Higgurth. However, being an 
  evil mastermind, he's no dummy. He's thought a few 
  things out before hand.
  The teleport inscription. Circumscribing the 
  microphone is a spell which will teleport anything 
  and anyone who crosses it to a location outside the 
  school. This will protect him in two ways. Firstly, he 
  should be fairly invulnerable to physical attacks--
  bullets, bolos, boomerangs, and heroes alike should 
  disappear and reappear outside the school. Also, if the 
  going gets rough, he'll hop into the teleporter himself 
  and disappear outside the school. If a hero looks for 
  something unusual about the Cryptomancer or the 
  microphone area, they should find the inscribed 
  circle.
  The spell. The spell the cryptomancer reads is 
  one of ancient Sumerian origin, giving him the 
  Psyche and Strength of those that hear his voice and 
  are killed during the ceremony. Therefore, if someone 
  thinks to cut the power during the ceremony with 
  some sort of master breaker, his ability to absorb the 
  power of people will be diminished. (The 
  Cryptomancer hasn't thought of this.)
  Also, the Cryptomancer does not know that 
  the Psyche of those he kills in this manner will still 
  hold some independent thought within him. Being of 
  impressive Psyche himself, the Cryptomancer can 
  probably suppress several (up to a dozen) 
  personalities within him at once without much 
  problem. However, if the spell is as successful as he 
  
  wants it to be, he will have hundreds of personities 
  floating around overwhelming his Psyche. He would 
  become an incredibly strong, incredibly psychic wacko 
  with multiple-personality disorder. If he is successful, this 
  could lead to other adventures, naturally.
  If a hero somehow dies, (yeah, right) their 
  spiritual essence will be sucked into the Cryptomancer 
  himself. (They won't actually die!  Therefore, it should be 
  possible to come back, if he or she has a body to come 
  back to.)  If this happens, you've got your second 
  adventure all lined up!
  His cronies. The Cryptomancer has several 
  cronies who will emerge from the crowd and assure that 
  this event goes smoothly:  The Deadly Prawn, 
  Manmover, Shadowbug, and Matterhorn. Each of them is 
  being paid handsomely for their services except for the 
  Deadly Prawn, who is being mind-controlled by the 
  Cryptomancer by a spell that must be renewed weekly. 
  The Deadly Prawn is still not a nice guy and is still a 
  petty thief, but will wish to seek revenge against the 
  Cryptomancer if he ever gets out of this.
  The wall of tables. The tables coralling the 
  students in the center of the dance floor is courtesy of 
  Manmover. Her job is to keep the students penned up as 
  best she can. Tables and furniture move under her will 
  (with the Animate power). If she is somehow distracted, 
  she won't be able to maintain the corral and the students 
  can escape. Matterhorn is protecting her, so any potential 
  plan-spoilers have to get through him first.
  The knife globe. Each of the mirrors of the disco 
  ball should open up, and a knife blade will extract. When 
  the globe spins and gains enough centrifugal force, the 
  knife will be released sending it out at random. The cable 
  suspending the globe is the kind used to hold up 
  suspension bridges. The most powerful of heros may be 
  able to break it -- maybe. If it does drop and hit the 
  ground, it will release all of the knives with a spring-
  loaded hair-trigger mechanism inside. Watch out!
  In order to increase tension, you might actually 
  have the knives start coming out and wounding members 
  of the crowd. Possibly one of the Chess Club could take a 
  knife, and if he dies, the rest of the chess club would 
  blame... the heroes!  If a member of the Young 
  Democratic Socialist Club gets hit with a knife, expect a 
  long, drawn-out, and depressing death scene. If you start 
  having people get hit with knives, it will show your 
  players you "mean business!"  
  Note:  anyone that actually dies from a knife 
  wound will increase the Cryptomancer's Psyche and 
  Strength by a point or two. So the next time they 
  encounter the Cryptomancer, he'll be a little bit more 
  psychic and a little stronger.
  The Endgame:
  The Cryptomancer should be difficult to catch, 
  with his teleport spells handy. However, it should be 
  possible to stop him with a minimum of damage. 
  Heroes should find it much easier to free the crowd, 
  render the ball harmless somehow, and mop up the 
  Cryptomancer's cronies.
  Make sure your players remember their 
  Amazing Tokens. They don't carry over from 
  adventure to adventure, and they allow the player to 
  enhance one power for a short burst. Player's use of 
  their Amazing Tokens will be instrumental to their 
  success!
  How will the players beat the cronies and stop 
  the knife ball and free the people?  Well, that's really 
  up to the players and their abilities. You don't have to 
  figure out THE way they will do it ahead of time. 
  Your players should be able to come up with a 
  solution on their own. They know their characters 
  better than you. If they offer a reasonable solution, 
  then accept it. They'll be proud that they came up with 
  the answer in the 11th hour, and you'll have run a 
  good, memorable game.
  The villains:
  The Cryptomancer
  aka Markus Uber  (180 points)
  PSY 45
  STR 0
  FTG 6
  INT 50
  END 25
  Skills:  
  10 Language and translation:  (Superhuman skill)
  5 Secrets man was not meant to know (Master skill)
  Powers:
  6 Mental Defense (like "Tank Armor" for the mind)
  5 Mental Attack, Usable across town (Grenade 
  Damage)
  15 Mind control (usable across town)
  2  (Subset Power of Mind Control, normally costs 9) 
  Mental Telepathy, usable across town
  18 15-point Magic Power pool. (He's currently using 
  it to keep The Deadly Prawn subdued without 
  thinking about it)
  Marcus was a geeky Muta in high school with 
  
  the special talent of being able to read and interpret any 
  language that has ever been printed. He felt shunned by 
  normal humanity for his special nature. Also, because this 
  power was once deemed "useless" by his energy-bolt 
  throwing Muta peers, he holds no special kinship towards 
  Muta-kind, either. Now, enhanced by some special old 
  spells he found and interpreted, he's ready to show the 
  world what a translator can do!
  The Deadly Prawn
   (72 points)
  PSY 0
  STR 25
  FTG 20
  INT 0
  END 20
  Powers:
  4 "Ink Cloud" Smoke Screen (Environmental 
  Manipulation Power) (Up to classroom area) (No range)
  1 Back-flip to ready maneuver
  2 Armor (like Kevlar, in a suit-gadget)
  Man-mover
  aka Tink Weliver (76 points)
  PSY 30
  STR 0
  FTG 5
  INT 5
  END 10
  Powers: 
  26  Furniture Animation (Up to Van-sized objects, can 
  control many simultaneously, Lasts 5 panels without 
  her supervision, "Around the house" Range, "Lecture 
  Hall" Area)
  Shadowbug
  aka Wendy Craig (90 points)
  PSY 15
  STR 8 (15 inside suit) (cost +6)
  FTG 8 (15 inside suit) (cost +6)
  INT 10
  END 5 (30 inside suit) (cost +24)
  Powers:
  2  Expert system maneuvers. If Shadowbug has fought 
  someone before, or she's had a chance to study them at 
  length beforehand, she will fight them just a little better 
  than she would otherwise.
  1  Jumping (able to hurdle a house, only in suit)
  2 Gliding (only in suit)
  4 Armor: Reinforced Flack Suit Armor (only in suit)
  Matterhorn
  aka Marty Olson (91 points)
  PSY 0
  STR 40
  FTG 25
  INT 5
  END 20
  Powers:
  1 Charging attack (Super manuever) Matterhorn can 
  charge his opponants with a devastating attack!
  (0) 4 points of Armor (naturally, from strength)
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/Super Human High School/Super Human High School.pdf