TEXT:  
   
  
   
   
      
      
      
      
      
  Credits
  Credits
  Credits
  Credits    
   
  Super Kids 
  © 2017 Conrad Evanshire 
  http://cevanshire.blogspot.ca/ 
   
  Cover and Super Kids artwork by Kat Glidewell.  
  Additional artwork from openclipart.org used under  
  the Creative Commons Zero 1.0 License. 
   
  Hero Kids is a trademark of Justin Halliday  
  and is used with permission. 
  No challenge is intended. 
   
  Requires Hero Kids from Hero Forge Games. 
  Hero Kids and other supplements can be purchased at 
  www.drivethrurpg.com. 
   
   
   
   
   
   
   
   
   
  
   
   
   
  Super Kids 
  A Superhero expansion 
  For Hero Kids 
   
  Version 1.5 
   
  Version 1.5 introduces 182 powers: 
  17 Special Actions Useable by All Super Kids 
  31 Melee Special Actions 
  27 Ranged Special Actions 
  38 Magic Special Actions 
  17 Offensive Bonus Abilities 
  18 Defensive Bonus Abilities 
  34 Utility Bonus Abilities 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Table of Contents 
  1 
  Encouraging Imaginative Play ..................................................................................................... 1 
  Introduction ................................................................................................................................. 2 
  Inventory and Skills ..................................................................................................................... 3 
  Powers ........................................................................................................................................ 4 
       Normal Attacks ....................................................................................................................... 5 
       Special Actions ...................................................................................................................... 5 
            Special Actions Useable by All Super Kids ........................................................................ 5 
            Melee Special Actions ....................................................................................................... 7 
            Ranged Special Actions .................................................................................................. 10 
            Magic Special Actions ..................................................................................................... 12 
       Bonus Abilities ..................................................................................................................... 15 
            Offensive Bonus Abilities ................................................................................................. 15 
            Defensive Bonus Abilities ................................................................................................ 16 
            Utility Bonus Abilities ....................................................................................................... 17 
  Super Kids ................................................................................................................................ 20 
   
   
   
  Superhero Gaming for Hero Kids ................................................................................................ 
  
   
   
  - 1 - 
   
  Superhero gaming  
  For Hero Kids 
   
  This expansion allows you to introduce your 
  young players to superhero roleplaying 
  games using the Hero Kids rule system. It 
  provides details on inventory and skills, 182 
  powers (i.e., Special Actions and Bonus 
  Abilities), and 14 ready-made Super Kids 
  characters. Super Kids can be set in any time 
  or place. Other Hero Kids material can be 
  adapted by Game Masters to suit your Super 
  Kids gaming. The Character Advancement 
  supplement for Hero Kids, available at 
  DriveThruRPG, can be used to level Super 
  Kids characters. Hero Kids RPG is required 
  to play Super Kids. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encouraging 
  imaginative play 
   
  Our 
  young 
  gamers 
  have 
  amazingly 
  imaginative 
  minds 
  and 
  abundant 
  enthusiasm. They crave outlets for their 
  creativity and are just waiting to unleash their 
  talents. Superhero gaming provides plenty of 
  opportunity for inventive combat choices, 
  roleplaying, and problem-solving. To help 
  facilitate this at the outset of your adventures, 
  have your players introduce their characters’ 
  by sharing their origin stories. How did the 
  characters acquire their powers? Do they try 
  to maintain secret identities and not reveal 
  their powers to just anyone? Are their 
  characters always in super kid form or do 
  they transform into their alter egos? This is 
  just the beginning. You will find many ways 
  to incorporate creative play, most of which 
  will happen spontaneously.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  - 2 - 
   
  Introduction 
      
  WWWWelcome to Capital City. This sprawling 
  metropolis has seen better days. The police 
  often find themselves overwhelmed by 
  criminal 
  organizations. 
  Making 
  matters 
  worse, it's not just your run-of-the-mill thugs 
  creating problems. The city has its share of 
  supervillains. 
  Alien 
  invasions, 
  robot 
  rampages, and monster incursions also pose 
  constant threats. Thankfully, the police are 
  not alone in the fight against evil. They are 
  assisted by superheroes who help protect 
  the citizens of Capital City. Even though 
  some adults have powers, this is a city that 
  can use all the help it can get. That’s where 
  the super kids come in. 
   
  For some, it is obvious from an early age they 
  are destined to do great things. When you 
  are a super kid, expectations run very high. 
  Protecting the citizens of Capital City from 
  ever present danger is a given. Whether it be 
  foiling 
  criminals, 
  monsters, 
  aliens, 
  or 
  supervillains, super kids have their work cut 
  out for them. Six hours of school followed by 
  outwitting a diabolical genius before getting 
  tucked into bed? Just another day for our 
  super kids. 
   
   
   
   
  Super kids acquire their powers in various 
  ways. Many are born with innate abilities, but 
  these might not be apparent at birth. Some 
  have their powers awakened by a major life 
  event. Others have access to technologies 
  which allow them to do extraordinary things. 
  Parents often find out the hard way just how 
  special their little one is. Powers have 
  become 
  apparent 
  in 
  less 
  than 
  ideal 
  situations. How about discovering during a 
  family meal your son has the power to shroud 
  himself in fire? Burnt dinner is the least of 
  mom and dad’s new concerns. 
   
  Super kids have awesome powers. They can 
  call down lightning on their adversaries, fly 
  over the battlefield, summon minions to do 
  their bidding, shapeshift into powerful 
  creatures, pick up and toss enemies, and 
  more. Some are as tall as giants, others have 
  wings, horns, and tails, and still others equip 
  themselves with gadgets like water cannons 
  and snowball bazookas.  
   
   
   
   
   
   
   
   
  
   
   
  - 3 - 
   
  Inventory and Skills    
   
  Inventory 
   
   
  Cash: You get an extra die on Intelligence 
  (Negotiation) tests to persuade someone. 
   
  Food: You get an extra die on Intelligence 
  (Negotiation) tests to persuade someone. 
   
  Medical Kit: Returns yourself or an adjacent 
  target to full health. 
   
  Mortar and Pestle: Outside of combat, you 
  can replenish 1 used medical kit per day. 
   
  Rope: You get an extra die on Strength 
  (Climb) tests and Dexterity (Rope Use) tests. 
   
  Skills 
   
   
   
  Acrobatics: You get an extra die on Dexterity 
  (Acrobatics) tests. 
   
  Climb: You get an extra die on Strength 
  (Climb) tests. 
   
  Disarm: You get an extra die on Dexterity 
  (Trap/Device) tests. 
   
  Influence: You get an extra die on Strength 
  (Intimidate) and Intelligence (Negotiation) tests. 
   
  Investigate: You get an extra die on 
  Intelligence (Investigate) tests. 
   
  Knowledge: You get an extra die on 
  Intelligence (Knowledge/Lore) tests. 
   
  Perception: You get an extra die on 
  Intelligence (Perception) tests. 
   
  Sneaky: You get an extra die on Dexterity 
  (Stealth) and Intelligence (Disguise) tests. 
   
  Swim: You get an extra die on Strength 
  (Swim) tests. 
   
  Track: You get an extra die on Intelligence 
  (Track) tests. 
  
   
   
  - 4 - 
   
  Powers
  Powers
  Powers
  Powers    
   
  From Teleporters, Speedsters, Blasters, and 
  Flyers, to Shapeshifters, Tanks, Healers, and 
  Time Manipulators, you can find every type 
  of super kid, superhero, and supervillain in 
  Capital City. Better yet, you and your players 
  can create any type of super kid, superhero, 
  and supervillain. To assist in the creation 
  process, this section describes the three 
  broad areas of powers available in Super 
  Kids and presents several powers to choose 
  from. Use the character creation rules on 
  page 25 of the Hero Kids RPG and the 
  powers detailed in this section to bring your 
  supers to life. 
   
  Super kids possess three types of powers: 
  Normal Attacks, Special Actions, and Bonus 
  Abilities. Normal Attacks are basic attack 
  powers. Special Actions are superhuman 
  powers that can be activated in (and 
  sometimes out of) combat. Bonus Abilities 
  are mighty powers that are either always 
  active or become activated under certain 
  conditions. 
   
  The powers detailed in this section use 
  generic names. Allow players to customize 
  the name to best suit their character 
  concepts. For example, an electricity-based 
  character could change the name of Fireball 
  to Lightning Ball. It is also fun to consider why 
  characters have their powers (e.g., a genetic 
  mutation, blessed by a god, cursed by a 
  demon, advanced technology or training), 
  and how the powers manifest themselves 
  (e.g., a Flyer could have wings, a jetpack, a 
  magical cape, or an innate flying ability). 
  Encourage players to develop creative uses 
  for their powers. Here are some possibilities. 
  Outside of combat, allow some powers to 
  have slightly altered effects (e.g., Teleport 
  allows a character to instantly travel 
  anywhere they have seen, a Sentinel 
  permanently 
  stands 
  guard 
  outside 
  a 
  building). Grant powers special effects when 
  used under certain circumstances (e.g., 
  Quake creates a crevice in a thin floor). 
  Some powers can be used to help overcome 
  obstacles (e.g., a Lightning Bolt blows a 
  locked door off its hinges) and enhance skills 
  (e.g., Super Sniffer provides 1 bonus die 
  when tracking). 
   
  Also consider creative uses for powers as 
  part of your adventure plots. Here are some 
  ideas. Introduce equipment and single-use 
  items infused with powers, which are 
  awarded as treasure or made available for 
  certain missions (e.g., X-Ray Vision goggles 
  on loan from Brighton Hall for a rescue 
  mission). Alter or combine powers for greater 
  effect (e.g., a power amplifying device 
  increases the range of magic attacks). 
  Corrupt powers for nefarious purposes (e.g., 
  Healing Word is altered to cause damage). 
  Imbue areas with supernatural powers (e.g., 
  a Reverse Gravity chamber or Holographic 
  Environment used for training). 
   
  Allow characters to advance in levels as they 
  complete missions or other tasks. As they 
  gain levels, give them access to new powers. 
  The Character Advancement supplement 
  available at DriveThruRPG presents a 
  complete system for levelling Super Kids’ 
  characters up to level 20. 
   
  
   
   
  - 5 - 
   
  Normal Attacks
  Normal Attacks
  Normal Attacks
  Normal Attacks    
   
  Normal Attacks are melee, ranged, or magic 
  attack powers. These powers are anything 
  but normal, though. (Well, perhaps to a super 
  kid they are!) These attacks typically present 
  the greatest chance of dealing damage to a 
  single target. Players should give their 
  Normal Attacks a name suitable for their 
  character 
  (e.g., 
  Hammer 
  Smash, 
  Ion 
  Cannon, Electric Jolt). 
   
  Melee Attack: _______________________  
  Melee attack at an adjacent target.  
   
  Ranged Attack: _____________________  
  Ranged attack at a target up to 6 squares 
  away (1 less die against adjacent targets).  
   
  Magic Attack: _______________________  
  Magic attack at a target up to 4 squares 
  away.  
   
   
              
              
              
              
              
      
  Special Actions
  Special Actions
  Special Actions
  Special Actions    
   
  Special Actions are divided into melee, 
  ranged, and magic powers, as well as those 
  powers useable regardless of characters’ 
  offensive training. Players can select powers 
  useable by all super kids or from the 
  grouping they have a dice pool in. 
   
   
  Special A
  Special A
  Special A
  Special Acti
  cti
  cti
  ctions Useable
  ons Useable
  ons Useable
  ons Useable    
  by all su
  by all su
  by all su
  by all supppper kids
  er kids
  er kids
  er kids    
   
  Camouflage: You become part of your 
  surroundings and cannot be seen. You must 
  be alongside a surface or inanimate object 
  your size or larger. When you move or attack, 
  you become visible. 
   
  Conjure 
  Object: 
  Instantly 
  create 
  any 
  mundane, solid, immobile, inanimate object 
  you can carry. It lasts until the end of the 
  encounter. 
  Game Option: Some offensive special 
  action powers sacrifice accuracy for the 
  chance to do damage and produce a 
  special effect (e.g., knock a target prone, 
  cause the target to lose an armor pool 
  die, prevent a target from moving). As an 
  option for advanced players, allow them 
  to either (a) carry out the special action 
  as written (i.e., using 1 less attack die for 
  a chance to do damage and produce a 
  special effect) or (b) carry out the special 
  action using normal attack dice, and if the 
  attack hits, it causes the effect, but deals 
  no damage. The player must choose how 
  the action will be used before attacking. 
  
   
   
  - 6 - 
   
  Grant Bonus Ability (________________): 
  Grant a bonus ability to yourself or an 
  adjacent target for the duration of the 
  encounter. Only one target at a time can 
  have a granted bonus ability. 
   
  Note: When you first select this power, 
  choose a bonus ability. You are only able 
  to grant that specific bonus ability. 
   
  Grant Special Action (_______________): 
  Grant a special action to yourself or an 
  adjacent target for the duration of the 
  encounter. The target uses its highest dice 
  pool for the special action. Only one target at 
  a time can have a granted special action. 
   
  Note: When you first select this power, 
  choose a special action. You are only able 
  to grant that specific special action. 
   
  Healing Word: Choose a target up to 4 
  squares away. That target regains 1 health. 
   
  Invisibility: You go invisible. If an attacker 
  locates your position with an Intelligence 
  (Perception) test (5+), they roll their attack 
  twice and need to hit both times to damage 
  you. You become visible when you attack. 
   
  Mimic: You look, sound, and feel exactly like 
  any person or mundane, solid, immobile, 
  inanimate object your size or smaller. Your 
  powers, health, skills, and inventory do not 
  change. You can remain in this form 
  indefinitely. 
   
  Phase Step: Until the end of your turn, you 
  can move through solid objects. 
   
  Power Boost: Select yourself or an adjacent 
  target. One dice pool of your choice is 
  increased by 1 die until your next turn. 
   
  Self-Duplication: You create a duplicate of 
  yourself splitting your dice pools and health. 
  You both act independent of one another. If 
  you or your duplicate are KO’d, you become 
  the remaining version and regain your 
  original dice pools. You can have only 1 
  duplicate at a time. 
   
  Set Trap: Place an invisible trap in an empty 
  adjacent square. The trap can be set to either 
  (a) stop a target from moving until its next 
  turn, or (b) do 1 damage to a target. The trap 
  is triggered when a target (enemy or ally) 
  enters the square. Make a 1 die melee attack 
  at the target. Unless triggered, the trap lasts 
  until the end of the encounter. 
   
  Shapeshift: You transform into a creature. 
  You lose your regular dice pools and attacks, 
  but gain those of the creature. You can 
  transform back into your normal form. 
   
  Notes: 
   
  1. The creature has either: (a) 2 melee 
  dice and 2 armor dice; (b) 3 melee dice 
  and 1 armor die; (c) 1 melee die and 3 
  armor dice; (d) 2 ranged dice and 1 armor 
  die; or, (e) 2 magic dice and 1 armor die. 
   
  2. The creature has your Health, 1 Normal 
  Attack, 1 Special Action, 1 Bonus Ability, 
  and 1 Skill. 
   
   
   
  
   
   
  - 7 - 
   
  Summon 
  Creature: 
  You 
  summon 
  a 
  creature. It appears in an empty adjacent 
  square. As an action, you control the 
  creature. You can have 1 creature at a time. 
  You can dismiss the creature. The creature 
  can remain with you outside of encounters. 
   
  Notes:  
   
  1. A summoned melee creature has 
  either: (a) 2 melee dice and 2 armor dice; 
  (b) 3 melee dice and 1 armor die; or, (c) 1 
  melee die and 3 armor dice.  
   
  2. A summoned ranged creature has 2 
  ranged dice and 1 armor die.  
   
  3. A summoned magic creature has 2 
  magic dice and 1 armor die. 
   
  4. All summoned creatures have 2 Health, 
  1 Normal Attack, 1 Special Action, 1 
  Bonus Ability, and 1 Inventory or Skill. 
   
  Teleport: You and one willing adjacent 
  target can instantly travel up to 12 squares to 
  any empty squares (side-by-side) you can 
  see on the map. 
   
  Time Stop: You and one adjacent target can 
  each immediately move and make a normal 
  attack using 1 less die. 
   
  Time Warp: You go back 1 round in time. 
  You revert to exactly how you were (e.g., 
  location and health) at the end of your 
  previous turn. 
   
   
   
  Wormhole:  Select 2 empty squares on the 
  map up to 8 squares away. The first square 
  is the start and the second is the end. For the 
  remainder of the encounter, anyone that 
  steps on the first square is teleported to the 
  second square. You can reverse the start 
  and end points as an action. You can have 1 
  wormhole at a time. 
   
   
  Melee Special Actions
  Melee Special Actions
  Melee Special Actions
  Melee Special Actions    
   
  Bulldozer: If you move 2 squares or more, 
  make a melee attack at an adjacent target 
  using 1 less die. If you hit, the target is also 
  knocked prone. 
   
  Charge: If you move 2 squares or more, 
  make a melee attack at an adjacent target 
  using 1 extra die. You have 1 less die in your 
  armor pool until your next turn. 
   
  Chow Down: Melee attack at an adjacent 
  target using 1 less die. If you hit, you stuff it 
  in your mouth. It takes 1 damage at the end 
  of each of your turns. The target can escape 
  with a successful attack. It gets 1 less die to 
  attack. If you are hit, you spit the target out, 
  and it falls prone. Only useable against 
  targets smaller than you, and only against 1 
  target at a time. 
   
  Confusion: Melee attack at an adjacent 
  target using 1 less die. If you hit, the target 
  also attacks a random target (enemy or ally) 
  on its next turn. 
   
  
   
   
  - 8 - 
   
  Copy Power: Melee attack at an adjacent 
  target. If you hit, for the remainder of the 
  encounter you can use the target’s special 
  action or bonus ability (your choice). You can 
  copy the power of a willing adjacent target 
  without attacking. If the copied power relies 
  on a dice pool, use your melee pool. You can 
  have 1 copied power at a time.  
   
  Daze: Melee attack at an adjacent target 
  using 1 less die. If you hit, the target also has 
  1 less die in its offensive dice pool until your 
  next turn. 
   
  Defensive Stance: Melee attack an adjacent 
  target using 1 less die. You have 1 extra die 
  in your armor pool until your next turn.  
   
  Distracting Attack: Melee attack at an 
  adjacent target using 1 less die. If you hit, the 
  target also has 1 less armor pool die until 
  your next turn. 
   
  Double Whammy: If 2 adjacent targets are 
  side-by-side, make a melee attack at both 
  targets using 1 less die. Each target you hit 
  takes damage. If you hit both targets, they 
  are also knocked prone. 
   
  Entangle: Melee attack at an adjacent target 
  using 1 less die. If you hit, the target also 
  cannot move until your next turn. 
   
  Frenzy: Melee attack at all adjacent targets 
  (enemies and allies) using 1 less die. 
   
   
   
   
  Grapple: Melee attack at an adjacent target 
  using 1 less die. If you hit, the target also 
  cannot move and has 1 less die to attack. 
  The grapple ends if you attack again, you are 
  hit, or an adjacent attacker beats you on an 
  opposed Strength test. You have 1 less die 
  in your armor pool until the grapple ends. 
   
  Heave Ho: Melee attack at an adjacent 
  target using 1 less die (2 less if it is larger 
  than you). If you hit, throw it up to 3 squares. 
  It falls prone and takes 1 damage. You have 
  1 less armor pool die until your next turn. 
   
  Hunter: If you damaged an adjacent target 
  on your last turn, make a melee attack 
  against the same target using 1 extra die. 
   
  Mark Target: Melee attack at an adjacent 
  target. If you hit, all attacks against that target 
  are made using 1 extra die until your next 
  turn. 
   
  Mischief Maker: Melee attack at an adjacent 
  target using 1 less die. If you hit, the target 
  also loses its special action until your next 
  turn. 
   
  Quake: Melee attack at all adjacent targets 
  (enemies and allies) using 1 less die. If you 
  hit, the target is knocked prone. 
   
  Rampage: Use your movement. While 
  moving, split your melee dice to attack 
  different adjacent targets. 
   
  Rapid Attack: Split your melee dice to attack 
  multiple adjacent targets. 
   
  
   
   
  - 9 - 
   
  Reach Attack: Melee attack at a target up to 
  2 squares away using 1 less die. 
   
  Relocate Target: Melee attack at an 
  adjacent target using 1 less die. If you hit, 
  you can also move the target to any empty 
  square adjacent to you. You can relocate a 
  willing adjacent target without attacking. 
   
  Reverse Gravity Attack: Melee attack at an 
  adjacent target using 1 less die. If you hit, the 
  target is also lifted up to 3 squares into the 
  air and cannot move unless it can fly. At the 
  beginning of your next turn, the target hovers 
  back to the ground. 
   
  Shield Bash: Armor attack at an adjacent 
  target using 1 less die. You have 1 less die 
  in your armor pool until your next turn. 
   
  Shield Toss: Armor attack at a target up to 
  4 squares away using 1 less die (cannot 
  attack adjacent targets). You have 1 less die 
  in your armor pool until your next turn. 
   
  Slow: Melee attack at an adjacent target 
  using 1 less die. If you hit, the target also can 
  only move or attack on its next turn. 
   
  Steal Power: Melee attack at an adjacent 
  target. If you hit, you gain the target’s special 
  action or bonus ability (your choice) and can  
  use it immediately. Use your melee pool. You 
  can steal the power of a willing adjacent 
  target without attacking. The target loses the 
  stolen power and you gain it until your next 
  turn. 
   
   
  Touch of Fear: Melee attack at an adjacent 
  target using 1 less die. If you hit, your target 
  also immediately moves 4 squares away 
  from you. 
   
  Trip: Melee attack at an adjacent target 
  using 1 less die. If you hit, the target is also 
  knocked prone. 
   
  Vault Assault: Move at least 2 squares then 
  leap over enemies, allies, and obstacles your 
  size and smaller for up to the remainder of 
  your movement. You can then make a melee 
  attack at an adjacent target using 1 less die. 
   
  Weapon Throw: Melee attack at a target up 
  to 4 squares away using 1 less die. You have 
  1 less die in your melee pool until your next 
  turn. 
   
  Wild Attack: Melee attack at an adjacent 
  target using 1 extra die. You have 1 less die 
  in your armor pool until your next turn. 
   
      
   
      
  
   
   
  - 10 - 
   
  Ranged Special Actions
  Ranged Special Actions
  Ranged Special Actions
  Ranged Special Actions    
   
  Confusion: Ranged attack at a target up to 
  6 squares away using 1 less die (cannot 
  attack adjacent targets). If you hit, the target 
  also attacks a random target (enemy or ally) 
  on its next turn. 
   
  Copy Power: Ranged attack at a target up 
  to 6 squares away (1 less die against 
  adjacent targets). If you hit, for the remainder 
  of the encounter you can use the target’s 
  special action or bonus ability (your choice). 
  You can copy the power of a willing adjacent 
  target without attacking. If the copied power 
  relies on a dice pool, use your ranged pool. 
  You can have 1 copied power at a time.    
   
  Daze: Ranged attack at a target up to 6 
  squares away using 1 less die (cannot attack 
  adjacent targets). If you hit, the target also 
  has 1 less die in its offensive dice pool until 
  your next turn. 
   
  Defensive Stance: Ranged attack at a 
  target up to 6 squares away using 1 less die 
  (cannot attack adjacent targets). You have 1 
  extra die in your armor pool until your next 
  turn. 
   
  Distracting Attack: Ranged attack at a 
  target up to 6 squares away using 1 less die 
  (cannot attack adjacent targets). If you hit, 
  the target also has 1 less armor pool die until 
  your next turn. 
   
  Entangle: Ranged attack at a target up to 6 
  squares away using 1 less die (cannot attack 
  adjacent targets). If you hit, the target also 
  cannot move until your next turn. 
  Explosive Ammunition: Ranged attack at a 
  target up to 5 squares away using 1 less die 
  (cannot attack adjacent targets). If you hit, 
  that target and all targets adjacent to it 
  (enemies and allies) take 1 damage. 
   
  Far Shot: Ranged attack at a target up to 9 
  squares away using 1 less die. 
   
  Fear Bolt: Ranged attack at a target up to 6 
  squares away using 1 less die (cannot attack 
  adjacent targets). If you hit, your target also 
  immediately moves 4 squares away from 
  you. 
   
  Gas Cloud: Select a 2x2 square with the 
  centre up to 5 squares away. All targets 
  (enemies and allies) in that area have 1 less 
  die on their attack rolls and 1 extra die on 
  their armor rolls. The gas lasts until your next 
  turn. 
   
  Get Over Here!: Ranged attack at a target 
  up to 6 squares away using 1 less die 
  (cannot attack adjacent targets). If you hit, 
  the target is also pulled up to 6 squares 
  closer to you.  
   
  Grease Bomb: Select a 2x2 square with the 
  centre up to 5 squares away. Anyone 
  (enemies and allies) in or entering that area 
  must make a Dexterity (Acrobatics) check 
  (4+) or fall prone. The grease lasts until your 
  next turn. 
   
  Hunter: If you damaged a target on your last 
  turn, make a ranged attack up to 6 squares 
  away against the same target using 1 extra 
  die (no extra die if it is adjacent to you). 
   
  
   
   
  - 11 - 
   
  Loose Cannon: Ranged attack at all 
  adjacent targets (enemies and allies) using 1 
  less die. 
   
  Make it Rain: Ranged attack using 1 less die 
  at all targets (enemies and allies) in a 2x2 
  square with the centre up to 5 squares away 
  (cannot attack adjacent targets). 
   
  Mark Target: Ranged attack at a target up to 
  6 squares away (1 less die against adjacent 
  targets). If you hit, all attacks against that 
  target are made using 1 extra die until your 
  next turn. 
   
  Mischief Maker: Ranged attack at a target 
  up to 6 squares away using 1 less die 
  (cannot attack adjacent targets). If you hit, 
  the target also loses its special action until 
  your next turn. 
   
  Missile Barrage: Ranged attack using 1 less 
  die at all targets (enemies and allies) in a 4-
  square line (cannot attack adjacent targets). 
  The line must begin and end no more than 6 
  squares away. 
   
  Rapid Fire: Split your ranged dice to attack 
  multiple targets up to 6 squares away 
  (cannot attack adjacent targets). 
   
  Reverse Gravity Missile: Ranged attack at 
  a target up to 6 squares away using 1 less 
  die (cannot attack adjacent targets). If you 
  hit, the target is also lifted up to 3 squares 
  into the air and cannot move unless it can fly. 
  At the beginning of your next turn, the target 
  hovers back to the ground. 
   
   
  Run and Gun: Move up to your movement. 
  As you are moving, split your ranged dice to 
  attack multiple targets up to 6 squares away 
  (cannot attack adjacent targets). 
   
  Skipper: If up to 4 targets are up to 6 
  squares away, make a ranged attack at the 
  first target using 1 less die (cannot attack 
  adjacent targets). If you hit, make the same 
  attack at the second target. If you hit, make 
  the same attack at the third target. If you hit, 
  make the same attack against the fourth 
  target. Each target you hit takes 1 damage. 
   
  Slow: Ranged attack at a target up to 6 
  squares away using 1 less die (cannot attack 
  adjacent targets). If you hit, the target also 
  can only move or attack on its next turn. 
   
  Steal Power: Ranged attack at a target up to 
  6 squares away (1 less die against adjacent 
  targets). If you hit, you gain the target’s 
  special action or bonus ability (your choice) 
  and can use it immediately. Use your ranged 
  pool. You can steal the power of a willing 
  adjacent target without attacking. The target 
  loses the stolen power and you gain it until 
  your next turn. 
   
  Swap Location: Ranged attack at a target 
  up to 6 squares away (1 less die against 
  adjacent targets). If you hit, you switch 
  locations. 
   
  Trip: Ranged attack at a target up to 6 
  squares away using 1 less die (cannot attack 
  adjacent targets). If you hit, the target is also 
  knocked prone. 
   
  
   
   
  - 12 - 
   
  Two-For-One. Ranged attack at 2 targets 
  (one standing in front of the other) up to 6 
  squares away using 1 less die (cannot attack 
  adjacent targets). Each target you hit takes 1 
  damage. If you hit both targets, their 
  movement is halved until your next turn. 
   
      
  Magic Special Actions
  Magic Special Actions
  Magic Special Actions
  Magic Special Actions    
   
  Animate: Select an unattended, inanimate 
  object that is smaller than you and is up to 4 
  squares away. It can fly and has 1 melee die, 
  1 armor die, 1 health, and 4 movement. It 
  attacks your nearest enemy or, as an action, 
  you can command it to do something else. 
  You can have 1 animated object at a time. It 
  can remain with you outside of encounters. 
   
  Confusion: Magic attack at a target up to 4 
  squares away using 1 less die. If you hit, the 
  target also attacks a random target (enemy 
  or ally) on its next turn. 
   
  Copy Power: Magic attack at a target up to 
  4 squares away. If you hit, for the remainder 
  of the encounter you can use the target’s 
  special action or bonus ability (your choice). 
  You can copy the power of a willing adjacent 
  target without attacking. If the copied power 
  relies on a dice pool, use your magic dice 
  pool. You can have 1 copied power at a time.  
   
  Cyclone: Magic attack using 1 less die at all 
  targets (enemies and allies) in a 4-square 
  line. The line begins in an adjacent square. If 
  you hit, the target is knocked prone. 
   
   
  Daze: Magic attack at a target up to 4 
  squares away using 1 less die. If you hit, the 
  target also has 1 less die in its offensive dice 
  pool until your next turn. 
   
  Defensive Stance: Magic attack at a target 
  up to 4 squares away using 1 less die. You 
  have 1 extra die in your armor pool until your 
  next turn. 
   
  Distracting Attack: Magic attack at a target 
  up to 4 squares away using 1 less die. If you 
  hit, the target also has 1 less armor pool die 
  until your next turn. 
   
  Entangle: Magic attack at a target up to 4 
  squares away using 1 less die. If you hit, the 
  target also cannot move until your next turn. 
   
  Entangling Vines: Magic attack using 1 less 
  die at all targets (enemies and allies) in a 2x2 
  square with the centre up to 3 squares away. 
  If you hit a target in or entering the area, it 
  cannot move. The vines last until your next 
  turn. 
   
  Fiery Burst: Magic attack at all adjacent 
  targets (enemies and allies) using 1 less die. 
   
  Fireball: Magic attack using 1 less die at all 
  targets (enemies and allies) in a 2x2 square 
  with the centre up to 3 squares away. 
   
  Flame Bolts: Split your magic dice to attack 
  multiple targets up to 4 squares away. 
   
   
   
   
  
   
   
  - 13 - 
   
  Fog Cloud: Select a 2x2 square with the 
  centre up to 3 squares away. All targets 
  (enemies and allies) in that area have 1 less 
  die on their attack rolls and 1 extra die on 
  their armor rolls. The fog lasts until your next 
  turn. 
   
  Holographic Environment: Select up to a 
  4x4 square area with the centre up to 3 
  squares away. Alter the appearance, sound, 
  smell, and feel of objects, willing targets, and 
  terrain in that area. This effect lasts until you 
  dismiss it or until anything initially covered by 
  the hologram makes a noise, moves, or 
  attacks. Any creature that was not in the area 
  of the hologram when it was created can 
  interact with the hologram as if it were real. 
  The hologram cannot cause damage. 
   
  Hunter: If you damaged a target on your last 
  turn, make a magic attack up to 4 squares 
  away against the same target using 1 extra 
  die. 
   
  Ice Patch: Select a 2x2 square with the 
  centre up to 3 squares away. Anyone 
  (enemies and allies) in or entering that area 
  must make a Dexterity (Acrobatics) check 
  (4+) or fall prone. The ice lasts until your next 
  turn. 
   
  Illusory Ally: An illusion of a target (up to 4 
  squares away) appears in an empty square 
  adjacent to the target. It has 1 less health and 
  1 less die in its highest dice pool than the 
  target (minimum 1). All other features are the 
  same. As an action, you control the illusion. 
  You can have only 1 Illusory Ally at a time. 
   
  Lightning Bolt: Magic attack using 1 less 
  die at all targets (enemies and allies) in a 4-
  square line. The line begins in an adjacent 
  square. 
   
  Long Range Blast: Magic attack at a target 
  up to 6 squares away using 1 less die. 
   
  Mark Target: Magic attack at a target up to 
  4 squares away. If you hit, all attacks against 
  that target are made using 1 extra die until 
  your next turn. 
   
  Mind Control: Magic attack at a target up to 
  4 squares away. If you hit, you can force the 
  target to immediately make a normal attack 
  against anyone within its range or move up 
  to its movement. After that, the effect ends. 
   
  Mischief Maker: Magic attack using 1 less 
  die at a target up to 4 squares away. If you 
  hit, the target also loses its special action 
  until your next turn. 
   
  Polymorph: Magic attack at a target up to 4 
  squares away using 1 less die. If you hit, the 
  target turns into a squirrel, frog, or sparrow 
  (your choice). You can polymorph 1 willing 
  adjacent target without attacking. While 
  polymorphed it rerolls armor rolls of 1, it can 
  move, but it cannot attack. Its health and 
  skills stay the same. Polymorph lasts until 
  your next turn. 
   
  Quake: Magic attack at all adjacent targets 
  (enemies and allies) using 1 less die. If you 
  hit, the target is knocked prone. 
   
  
   
   
  - 14 - 
   
  Repel: Magic attack at all adjacent targets 
  (enemies and allies) using 1 less die. If you 
  hit, the target is pushed back 4 squares. 
   
  Reverse Gravity Field: Magic attack using 1 
  less die at all targets (enemies and allies) in 
  a 2x2 square with the centre up to 3 squares 
  away. If you hit a target in the area, it is lifted 
  up to 3 squares into the air and cannot move 
  unless it can fly. At the beginning of your next 
  turn, the target hovers back to the ground. 
   
  Reverse Gravity Ray: Magic attack at a 
  target up to 4 squares away using 1 less die. 
  If you hit, the target is also lifted up to 3 
  squares into the air and cannot move unless 
  it can fly. At the beginning of your next turn, 
  the target hovers back to the ground. 
   
  Sentinel: Create an immobile sentinel in an 
  empty square up to 4 squares away. Melee 
  attack using 1 die against any enemy that 
  moves adjacent to the sentinel. If it hits, the 
  target also cannot move until its next turn. 
  The sentinel lasts until your next turn. 
   
  Slow: Magic attack at a target up to 4 
  squares away using 1 less die. If you hit, the 
  target also can only move or attack on its 
  next turn. 
   
  Spook: Magic attack at a target up to 4 
  squares away using 1 less die. If you hit, the 
  target also immediately moves 4 squares 
  away from you. 
   
   
   
   
  Steal Power: Magic attack at a target up to 
  4 squares away. If you hit, you gain the 
  target’s special action or bonus ability (your 
  choice) and can use it immediately. Use your 
  magic dice pool. You can steal the power of 
  a willing adjacent target without attacking. 
  The target loses the stolen power and you 
  gain it until your next turn. 
   
  Swap Location: Magic attack at a target up 
  to 4 squares away. If you hit, you switch 
  locations.  
   
  Telekinesis: Magic attack at a target up to 4 
  squares away using 1 less die. If you hit, you 
  can move the target up to 4 squares in any 
  direction. If you lift the target into the air, it 
  falls prone taking 1 damage. 
   
  Trip: Magic attack at a target up to 4 squares 
  away using 1 less die. If you hit, the target is 
  also knocked prone. 
   
  Wall of Fire: Create a wall of fire for each die 
  in your magic dice pool in empty squares up 
  to 4 squares away. Moving through the wall 
  causes 1 damage. The wall lasts until your 
  next turn. 
   
  Wall of Force: Create an impenetrable, 
  invisible force field for each die in your magic 
  dice pool in empty squares up to 4 squares 
  away. The wall lasts until your next turn. 
   
  Wall of Wind: Create a wall of wind for each 
  die in your magic dice pool in empty squares 
  up to 4 squares away. The squares become 
  obstacles. Targets of attacks originating in or 
  going through the wall gain 1 extra armor die. 
  The wall lasts until your next turn. 
  
   
   
  - 15 - 
   
   
  KO 
  Zombify: Create a zombie thrall from a KO’d 
  creature up to 4 squares away. It remains in 
  this state until: it is healed, you are KO’d, or 
  the end of the encounter. Then it returns to 
  the KO’d state. The zombie thrall attacks 
  your nearest enemy. You have no direct 
  control over it. 
   
    
  Zombie Thrall 
   
   
   
  Melee Attack: Slam 
  Melee attack at an  
  adjacent target.  
   
   
  Special Action: Latch On 
  Melee attack at an adjacent  
  target using 1 fewer die. If  
  you hit, the target also has 
  its movement halved until 
  you are detached. You  
  become detached if you 
  attack again, you are hit, or 
  an adjacent attacker beats 
  you on an opposed Strength 
  test. 
   
   
  Bonus Ability: Slow,  
  Maaasterrrrrr! 
  You can only move 2  
  squares. 
  If the person who created 
  you is injured, you gain 2 
  extra squares of movement. 
   
   
   
   
   
     
   
                          
   
   
       
              
              
      
      
      
  Bonus Abilities
  Bonus Abilities
  Bonus Abilities
  Bonus Abilities    
   
  Bonus Abilities are divided into Offensive, 
  Defensive, and Utility powers. Offensive 
  powers provide enhancements to attacks. 
  Defensive 
  powers 
  enhance 
  characters’ 
  ability to protect themselves and others. 
  Utility powers typically enhance characters’ 
  bodily features, senses, and movement, and 
  are useful in a variety of situations. Players 
  can select from any of the powers regardless 
  of whether their characters are melee-, 
  ranged-, or magic-based super kids. 
   
   
  Offensive Bonus Abilities
  Offensive Bonus Abilities
  Offensive Bonus Abilities
  Offensive Bonus Abilities    
   
  Ambush: You gain 1 extra die on your 
  attacks against targets that cannot see you. 
   
  Bounce Back Attack: If an attacker misses 
  you, and you make an armor roll of 6, you 
  reflect their attack back at them, hitting. 
   
  Extra Arms: You gain an extra 1 die melee 
  attack. 
   
  Gang Up: When your target is engaged, your 
  attacks against it gain 1 extra die. 
   
  Health Drain: You get 1 health back when 
  you KO a target. 
   
  Immobilize: If you roll a 6 to hit, the target 
  cannot move until your next turn. 
   
  Jinx: If you roll a 6 to hit, the target gets 1 
  less die on its next attack. 
   
  
   
   
  - 16 - 
   
  Knockback: If you roll a 6 to hit, the target is 
  pushed back up to 4 squares. 
   
  Not On My Watch!: If an ally is damaged by 
  an enemy, on your next turn you get 1 extra 
  die to attack that enemy. 
   
  On A Roll: If you KO a target, make an attack 
  using 1 less die against another target that is 
  within range. 
   
  Payback: If you are KO’d, your closest ally 
  gets 2 extra movement and 1 extra die on its 
  next attack. If your ally hits the target that 
  KO’d you, your ally does 2 damage. 
   
  Rage: If you take damage, you get 1 extra 
  die on your next attack. 
   
  Reactive Strike: If an enemy in an adjacent 
  square attempts to move away from you, you 
  can immediately make an attack against it 
  using 1 less die. 
   
  Riposte: If a target misses an attack against 
  you and rolls a 1, make an attack against it 
  using 1 less die. You need to be in range of 
  the target to attack it. 
   
  Sneak Attack: If you hit a target that cannot 
  see you, you do 2 damage. 
   
  Supernova: If you are KO’d, make a 1 die 
  attack at all adjacent targets (enemies and 
  allies). 
   
  Takedown: If you roll a 6 to hit, the target is 
  knocked prone. 
   
      
  Defensive Bonus Abilities 
  Defensive Bonus Abilities 
  Defensive Bonus Abilities 
  Defensive Bonus Abilities     
   
  Befuddle: If you are hit, your attacker cannot 
  target you on its next attack. 
   
  Bulletproof: You get 1 extra armor pool die 
  against ranged attacks. 
   
  Curse: If you are hit, your attacker gets 1 
  less die to attack on its next attack. 
   
  Electrified: If you are damaged by a melee 
  attack, your attacker takes 1 damage. 
   
  EMP: If you are hit by a melee attack, make 
  an armor attack with 1 less die at all adjacent 
  targets (enemies and allies). If you hit, the 
  target is knocked prone. 
   
  Energy Absorption: If you are hit by an 
  energy attack (acid, cold, electricity, fire, 
  laser, or sonic), you take no damage and you 
  store the energy. The next time you: (a) hit, 
  you do 1 extra damage; or, (b) are hit by a 
  melee attack, you do 1 damage to your 
  attacker. This uses your stored energy. If you 
  are hit by another energy attack before using 
  your stored energy, you take damage as 
  normal.  
   
  Force Field: When you are not at full health, 
  you gain 1 die to your armor pool. 
   
  Health Link: If a target up to 4 squares away 
  takes damage, you can choose to take the 
  damage instead. 
   
  Intimidating: If you are hit, all enemies that 
  can see you get 1 less die to attack you on 
  their next turn. 
  
   
   
  - 17 - 
   
  Iron Body: You get 1 extra armor pool die 
  against melee attacks. 
   
  Magic Resistant: You get 1 extra armor pool 
  die against magic attacks. 
   
  Mirror Image: If you are hit, an image of you 
  appears in your square. It has 1 health and 
  no dice pools or ability to attack. If you are hit 
  again, there is a 50% chance the attack hits 
  your image instead. You can only have 1 
  image at a time. 
   
  Perplexing Presence: Anyone (enemies 
  and allies) standing adjacent to you gets 1 
  less die to attack. 
   
  Psionic Pulse: If you are hit by a melee 
  attack, your attacker is knocked prone. 
   
  Relentless: If you are KO’d, no matter how 
  much damage you take, you remain in 
  combat until the end of your next turn. Unless 
  you are healed, you are KO’d after your turn. 
   
  Repulsion: If you are hit by a melee attack, 
  your attacker is pushed back up to 4 squares. 
   
  Shadow Step: If you take damage, you can 
  immediately teleport up to 4 squares away. 
   
  Warden: Once per round, if an ally within 4 
  squares of you is damaged, you can 
  immediately move to their square and place 
  your injured ally in an empty adjacent square. 
   
      
      
      
      
  Utility Bonus Abilities
  Utility Bonus Abilities
  Utility Bonus Abilities
  Utility Bonus Abilities    
   
  Amphibious: You can move and breathe 
  normally under water and on land. 
   
  Burrower: You can burrow through the 
  ground up to your movement. 
   
  Danger Sense: You can sense dangerous 
  situations before they happen, sometimes 
  gaining a glimpse of things to come. You 
  cannot be surprised by hostile creatures. 
   
  Extra Legs: Your movement increases to 6 
  squares and you cannot be knocked prone. 
   
  Flyer: You can fly up to your movement. 
   
  Giant: You are over 12 feet tall and you 
  occupy a 2x2 square. If you roll a 1 on a 
  melee attack or strength test, reroll the die. 
   
  Giant Leap: By using your movement, you 
  can jump 3 squares straight up or 6 squares 
  forward. 
   
  Glimpse the Past: By touching the ground 
  or an object in an area, you gain a glimpse of 
  events that have happened at that location. 
  You can channel your thoughts to focus on 
  the type of event you are interested in 
  learning about. 
   
  Jelly Body: You can squeeze through 
  openings as narrow as a crack.  
   
  Luck: Once per encounter, you can reroll an 
  attack, ability test, or armor roll. 
   
  
   
   
  - 18 - 
   
  Medic: Add a mortar and pestle and 1 extra 
  medical kit to your inventory. Increase the 
  range of your healing powers (if you have 
  any) by 2 squares. 
   
  Mind Reader: By being within 6 squares of a 
  target, you know exactly what they are 
  thinking. This power is blocked by metal 
  barriers. 
   
  Mini: You are under 1 foot tall. If you roll a 1 
  on an armor roll, reroll the die. 
   
  Night Sight: You can see normally in 
  darkness. 
   
  Perfect Memory: You remember everything 
  you have ever experienced. 
   
  Plant and Animal Whisperer: You can 
  communicate with plants and animals. 
   
  Regeneration: You regain 1 health at the 
  start of your turn. This does not apply to 
  damage that was done by fire or a roll of 6. 
   
  Rubber Body: You can reach up to 4 
  squares away. If you have dice in your melee 
  pool, you can make melee attacks against 
  targets up to 4 squares away using 1 less 
  die. 
   
  Short Circuit: All adjacent targets (enemies 
  and allies) cannot use their bonus abilities 
  while they are beside you. 
   
  Skill Monkey: You are trained in all skills. 
   
   
  Sonar: Unless obstructed, you can see all 
  objects and creatures within 6 squares of you 
  regardless of concealment such as fog, 
  invisibility, and darkness. 
   
  Super Agile: If you roll a 1 on a ranged 
  attack or dexterity test, reroll the die. 
   
  Super Endurance: You never run out of 
  stamina, and are never hungry, thirsty, or 
  tired. 
   
  Super Hearing: You can hear conversations 
  and other sounds with great precision up to 
  20 squares away. This ability works up to 10 
  squares away if there are obstructions 
  between you and the sound. 
   
  Super Smart: If you roll a 1 on a magic 
  attack or intelligence test, reroll the die. 
   
  Super Sniffer: You can smell creatures and 
  objects up to 8 squares away and know 
  exactly what they are. This ability works up to 
  4 squares away if there are obstructions 
  between you and the creatures or objects.  
   
  Super Speed: You can move up to 8 
  squares on your turn. 
   
  Super Strong: If you roll a 1 on a melee 
  attack or strength test, reroll the die. 
   
  Super Swimmer: You can swim perfectly 
  and move 8 squares while in water. 
   
  Super Tough: If you roll a 1 on an armor roll, 
  reroll the die. 
   
  
   
   
  - 19 - 
   
  Telepathy: You can communicate through 
  your mind with anyone within 8 squares of 
  you. They need to be able to speak your 
  language. You do not need to see them. 
   
  Tremor Sense: If you are touching the 
  ground, you know the precise location of 
  anything that is on the ground and making 
  the slightest movement within 8 squares of 
  you. 
   
   
  Wall Crawler: You can move across solid 
  vertical surfaces and ceilings at your normal 
  movement. 
   
  X-Ray Vision: You can see through all non-
  metallic barriers under 1 foot thick. 
   
   
   
   
   
   
  
   
   
  - 20 - 
   
      
      
      
      
  Super Kids
  Super Kids
  Super Kids
  Super Kids    
   
   
  
   
   
  - 21 - 
   
   
  KO 
   
  Hurt 
   
  Bruised 
   
  KO 
   
  Hurt 
   
  Bruised 
    
  Rumble 
   
   
   
   
   
   
  Melee Attack: Pound 
  Melee attack at an adjacent target. 
   
   
  Special Action: Quake 
  Melee attack at all adjacent targets 
  (enemies and allies) using 1 less die. If 
  you hit, the target is knocked prone. 
   
   
  Bonus Ability: Hammer Time 
  If you roll a 6 to hit with any attack, the 
  target is pushed back up to 4 squares. 
   
   
   
  Inventory and Skills 
    
    
   
   
   
   
   
      
          
      
   
   
   
   
    
  Kya 
   
   
   
   
   
   
  Melee Attack: Jab 
  Melee attack at an adjacent target.  
   
   
  Special Action: Flurry of Fists 
  Split your melee dice to attack multiple 
  adjacent targets.
   
   
  Bonus Ability: Reactive Strike 
  If an enemy in an adjacent square 
  attempts to move away from you, you 
  can immediately make an attack against 
  it using 1 less die. 
   
   
  Inventory and Skills 
    
    
   
   
     
   
   
      
          
      
   
   
  
   
   
  - 22 - 
   
   
  KO 
   
  Hurt 
   
  Bruised 
   
  KO 
   
  Hurt 
   
  Bruised 
    
  Flurry 
    
   
   
  Ranged Attack: Snowball 
  Ranged attack at a target up to 6 
  squares away (1 less die against 
  adjacent targets).  
   
   
  Special Action: Snowball Swarm 
  Split your ranged dice to attack multiple 
  targets up to 6 squares away (cannot 
  attack adjacent targets). 
   
   
  Bonus Ability: Cold Fury 
  If you take damage, you get 1 extra die 
  on your next attack. 
   
   
  Inventory and Skills 
   
   
   
    
   
     
   
   
      
          
      
   
   
   
   
    
  Splash 
    
   
   
  Ranged Attack: Squirt 
  Ranged attack at a target up to 6 
  squares away (1 less die against 
  adjacent targets). 
   
   
  Special Action: Waterworks 
  Split your ranged dice to attack multiple 
  targets up to 6 squares away (cannot 
  attack adjacent targets).
   
   
  Bonus Ability: Gusher 
  If you roll a 6 to hit, the target is knocked 
  prone. 
   
   
  Inventory and Skills 
   
   
   
    
   
     
   
   
      
          
       
   
   
  
   
   
  - 23 - 
   
   
  KO 
   
  Hurt 
   
  Bruised 
   
  KO 
   
  Hurt 
   
  Bruised 
    
  Beast 
   
   
   
   
   
   
   
  Melee Attack: Claw 
  Melee attack at an adjacent target.  
   
   
  Special Action: Beast Mode 
  Use your movement. While moving, split 
  your melee dice to attack different 
  adjacent targets. 
   
   
  Bonus Ability: Rage 
  If you take damage, you get 1 extra die 
  on your next attack. 
    
   
   
  Inventory and Skills 
    
    
   
     
   
   
      
          
       
   
   
   
   
    
  Nikita 
   
   
   
   
   
   
   
   
  Melee Attack: Smash 
  Melee attack at an adjacent target.  
   
   
  Special Action: Wrecking Ball 
  Melee attack at all adjacent targets 
  (enemies and allies) using 1 less die. 
   
   
  Bonus Ability: Fore! 
  If you roll a 6 to hit with any attack, the 
  target is pushed back up to 4 squares. 
   
   
   
  Inventory and Skills 
    
    
   
   
   
   
      
          
       
   
   
  
   
   
  - 24 - 
   
   
  KO 
   
  Hurt 
   
  Bruised 
   
  KO 
   
  Hurt 
   
  Bruised 
    
  Drakor 
    
   
   
  Ranged Attack: Arrow 
  Ranged attack at a target up to 6 
  squares away (1 less die against 
  adjacent targets).
   
   
  Special Action: Shapeshift 
  You can transform into a fire drake. You 
  lose your regular dice pools and attacks, 
  but gain those of the fire drake. 
   
   
  Bonus Ability: Roar 
  If you are hit, all enemies that can hear 
  you get 1 less die to attack you on their 
  next turn. 
   
  Inventory and Skills 
   
   
   
    
   
   
   
   
      
        
    
   
   
   
   
    
  Drakor, Fire Drake Form 
   
   
   
   
   
   
  Melee Attack: Chomp 
  Melee attack at an adjacent target. 
   
   
  Special Action: Fiery Breath, 
  Shapeshift 
  Make a 1 die magic attack at all targets 
  (enemies and allies) in a 4-square line. 
  The line begins in an adjacent square. 
   
  You transform into your human form. 
   
   
  Bonus Ability: Flyer 
  You can fly up to your movement. 
   
  Inventory and Skills 
    
    
   
   
   
   
   
    
   
   
  
   
   
  - 25 - 
   
   
  KO 
   
  Hurt 
   
  Bruised 
   
  KO 
   
  Hurt 
   
  Bruised 
    
  Accalia 
    
   
   
  Ranged Attack: Bolt 
  Ranged attack at a target up to 6 
  squares away (1 less die against 
  adjacent targets).
   
   
  Special Action: Shapeshift 
  You transform into a frost wolf. You lose 
  your regular dice pools and attacks, but 
  gain those of the frost wolf. 
   
   
  Bonus Ability: Howl 
  If you are hit, all enemies that can hear 
  you get 1 less die to attack you on their 
  next turn. 
   
  Inventory and Skills 
   
   
   
    
   
     
   
   
      
          
      
   
   
   
   
    
  Accalia, Frost Wolf Form 
   
   
   
   
   
   
  Melee Attack: Bite 
  Melee attack at an adjacent target.
   
   
  Special Action: Trip, Shapeshift 
  Melee attack at an adjacent target using 
  1 less die. If you hit, the target is also 
  knocked prone. 
   
  You transform into your human form. 
   
   
  Bonus Ability: Frost Bite,  
  If you roll a 6 to hit, the target cannot 
  move until your next turn. 
   
  Inventory and Skills 
    
    
   
   
   
   
   
    
   
   
  
   
   
  - 26 - 
   
   
  KO 
   
  Hurt 
   
  Bruised 
   
  KO 
   
  Hurt 
   
  Bruised 
    
  Blaze 
    
   
   
  Magic Attack: Flameball 
  Magic attack at a target up to 4 squares 
  away.
   
   
  Special Action: Scorching Blast 
  Magic attack using 1 less die at all 
  targets (enemies and allies) in a 4-
  square line. The line begins in an 
  adjacent square. 
   
   
  Bonus Ability: Sizzling 
  If you are damaged by a melee attack, 
  your attacker takes 1 damage. 
   
   
  Inventory and Skills 
    
   
   
   
   
   
   
   
      
          
      
   
   
   
   
    
  Sparks 
    
   
   
  Magic Attack: Jolt 
  Magic attack at a target up to 4 squares 
  away.
   
   
  Special Action: Lightning Bolt 
  Magic attack using 1 less die at all 
  targets (enemies and allies) in a 4-
  square line. The line begins in an 
  adjacent square. 
   
   
  Bonus Ability: Shocking 
  If you are damaged by a melee attack, 
  your attacker takes 1 damage. 
   
   
  Inventory and Skills 
    
   
   
   
   
   
   
   
      
          
       
   
   
  
   
   
  - 27 - 
   
   
  KO 
   
  Hurt 
   
  Bruised 
   
  KO 
   
  Hurt 
   
  Bruised 
    
  Magnus 
   
   
   
   
   
   
  Melee Attack: Crush 
  Melee attack at an adjacent target.
   
   
  Special Action: Heave Ho 
  Melee attack at an adjacent target using 
  1 less die (2 less if it is larger than you). 
  If you hit, throw it up to 3 squares. It falls 
  prone and takes 1 damage. You have 1 
  less armor pool die until your next turn.
   
   
  Bonus Ability: Giant 
  You are over 12 feet tall and you occupy 
  a 2x2 square. If you roll a 1 on a melee 
  attack or strength test, reroll the die. 
   
  Inventory and Skills 
    
    
   
     
   
   
      
          
       
   
   
   
   
    
  Titaness 
   
   
   
   
   
   
  Melee Attack: Slam 
  Melee attack at an adjacent target.
   
   
  Special Action: Towering Toss 
  Melee attack at an adjacent target using 
  1 less die (2 less if it is larger than you). 
  If you hit, throw it up to 3 squares. It falls 
  prone and takes 1 damage. You have 1 
  less armor pool die until your next turn.
   
   
  Bonus Ability: Giant 
  You are over 12 feet tall and you occupy 
  a 2x2 square. If you roll a 1 on a melee 
  attack or strength test, reroll the die. 
   
  Inventory and Skills 
    
    
   
     
   
   
      
          
       
   
   
  
   
   
  - 28 - 
   
   
  KO 
   
  Hurt 
   
  Bruised 
   
  KO 
   
  Hurt 
    
  Shadow 
    
   
  Magic Attack: Shadow Bolt 
  Magic attack at a target up to 4 squares 
  away. 
   
   
  Special Action: Summon Imp 
  You summon a flying imp. It appears in 
  an empty adjacent square. As an action, 
  you control the imp. You can have 1 imp 
  at a time. You can dismiss your imp. You 
  can have your imp with you outside of 
  encounters. 
   
   
  Bonus Ability: Shadow Armor 
  When you are not at full health, you gain 
  1 die to your armor pool. 
   
  Inventory and Skills 
    
   
   
   
   
   
   
   
      
          
     
   
   
   
   
    
  Shadow’s Imp 
   
   
   
   
   
   
   
  Melee Attack: Bite 
  Melee attack at an adjacent target. 
   
   
  Special Action: Distracting Attack 
  Melee attack at an adjacent target using 
  1 less die. If you hit, the target also has 
  1 less armor pool die until your next turn. 
   
   
  Bonus Ability: Night Sight, Flyer 
  You can see normally in darkness.  
  You can fly up to your movement. 
   
   
  Inventory and Skills 
    
     
   
     
   
   
    
   
   
  
   
   
  - 29 - 
   
   
  KO 
   
  Hurt 
   
  Bruised 
   
  KO 
   
  Hurt 
   
  Bruised 
    
  Angel 
    
   
   
   
   
  Magic Attack: Ray 
  Magic attack at a target up to 4 squares 
  away. 
   
   
  Special Action: Healing Word 
  Choose a target up to 4 squares away. 
  That target regains 1 health. 
   
   
  Bonus Ability: Flyer 
  You can fly up to your movement. 
   
   
   
  Inventory and Skills 
    
   
   
   
   
   
   
   
      
          
       
   
   
   
   
    
   
  _____________________ 
   
   
   
   
   
  Normal Attack:  
   
   
   
   
   
  Special Action:  
   
   
   
   
   
   
  Bonus Ability:  
   
   
   
   
  Inventory and Skills 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      
                
       
   
   
  
   
   
  - 30 - 
   
   
  KO 
   
  Hurt 
   
  Bruised 
   
  KO 
   
  Hurt 
   
  Bruised 
    
   
  _____________________ 
   
   
   
   
   
  Normal Attack:  
   
   
   
   
   
  Special Action:  
   
   
   
   
   
   
  Bonus Ability:  
   
   
   
   
  Inventory and Skills 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      
                
       
   
   
   
   
    
   
  _____________________ 
   
   
   
   
   
  Normal Attack:  
   
   
   
   
   
  Special Action:  
   
   
   
   
   
   
  Bonus Ability:  
   
   
   
   
  Inventory and Skills 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      
                
       
   
   
  
   
   
  - 31 - 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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SOURCE: textdata/thevault/Hero Kids/Hero Kids - Super Kids - A Superhero Expansion for Hero Kids v1.5a.pdf