TEXT: SUPER power
  TEAM-UPS!
  Devil’s Workshop Presents
  LPJ9865
  $5.00
  Leon Collins    Louis Porter Jr.    Tony Perna 
  
  Page 2
  Super power Team-Ups!
  A team should work together.  The statement might seem 
  absurdly obvious, but it is the single most important lesson a 
  group of superheroes (or super villains, for that matter) can learn.  
  Many so-called “teams” spend years trying to get a grasp on this 
  elusive principle.  Others don’t last that long and are broken by 
  internal strife, humiliation, defeat, or some combination of the 
  three.  Those who do achieve a measure of appreciation for the 
  idea, however, have another difficult task before them: that of 
  actually putting it into practice.  Once the members of a team 
  understand that they have to be more than just a group of indi-
  viduals on the same side, they must learn teamwork.  They must 
  maximize their individual strengths, and use them to compen-
  sate for the weaknesses of the entire team.  They must become a 
  whole more potent than the sum of its parts.  In doing so, they can 
  become unstoppable.
  Team Roles
  Every character on a team plays at least one role, based upon the 
  individual’s particular abilities.  Characters possessing immense 
  strength and melee combat skill may be the “Infantry” capable 
  of dishing out large degrees of punishment, while characters 
  with firearms or energy projection abilities may function as the 
  “Artillery,” ranged fighters who attack opponents from a distance.  
  Even characters with seemingly minor abilities, such as healing 
  or “supercharging” other characters, may be considered “Psi-
  Ops.”   In short, every character has a place on the team.
  Sample team roles follow, though a GM may feel free to create 
  new ones as desired.  Obviously, there is some room for overlap.  
  Originals, the super-strong, nigh-invulnerable characters often 
  capable of high-speed flight and energy projection, may alter-
  nately function as Airborne, Infantry, Artillery, Armor, and 
  Transport characters.  There is nothing wrong with this, as such 
  versatility can only enhance a team’s performance; however, such 
  cosmopolitan characters should take care not to overshadow their 
  comrades.  Everyone serves a purpose, and it weakens the team 
  greatly when any character believes otherwise.  Each role entry 
  below includes Sample Abilities, the feats, skills, and powers 
  commonly found among those who play the role.  These abilities 
  are provided simply to help players and GMs get a feel for the 
  roles, and are not at all exhaustive.  Common Maneuvers, specific 
  acts that enhance team performance, are also included.  Maneu-
  vers are not dictated by roles.  Every maneuver may be attempted 
  by any character who meets the prerequisites.  Also included in 
  each entry are tips for working against the role in combat.       
  Airborne
  The Airborne character is capable of aerial movement.  She 
  provides teammates with support from above, frequently by 
  raining projectile attacks on foes, carrying allies to safety, or 
  distracting larger, earthbound opponents.  Often, she possesses 
  abilities that fit another role, as well.  Many Airborne characters 
  possess superhuman strength and durability as well, which makes 
  them ideal, mobile Brawlers.  The Airborne character’s primary 
  advantage lies in her maneuverability.  She can fly over or around 
  barriers and non-flying opponents to reach locations, hostages, 
  or targets that would otherwise be inaccessible.  Furthermore, it 
  is difficult for non-flyers to keep up with her.  In most combat 
  situations, she must be engaged by either an Artillery character 
  or another Airborne character, as she can easily stay out of melee 
  range.
  The winged werebat is Airborne.  The primitive character, raised 
  by apes, who travels by swinging on vines from treetop to treetop, 
  is Airborne.  The hang gliding cat burglar is Airborne.
  Against the Airborne: Flying characters can be difficult to beat, 
  due to their maneuverability and speed.  The Artillery role is 
  usually the best weapon against flyers, but the Support role works 
  well, too.  An earthbound character able to attack from a distance 
  may somewhat negate the mobility advantage of Airborne charac-
  ters.  Infantry characters may be better off leaving flyers to more 
  capable teammates, but in a pinch, sufficiently strong individuals 
  may get lucky hurling improvised weapons, such as cars, rocks, 
  people (it is not recommended to hurl comrades who cannot fly 
  into the air), etc.  Other than Artillery, the best characters to deal 
  with Airborne combatants are other flying characters.  When two 
  or more Airborne characters engage in battle, the outcome often 
  depends on their other powers.  Crafty Airborne characters might 
  carry Artillery, Support, or Psi-Ops teammates into battle with 
  them to better overwhelm other flyers.     
  Common Airborne Maneuvers: Bombs Away, Catch, Interfer-
  ence, Postal Service.    
  Armor
  The Armor character absorbs damage.  This is the individual 
  whose job it is to take the hits from attacks, environmental 
  effects, etc.  Armor characters are almost always Infantry as well, 
  but this need not be the case.  The Armor role’s advantage lies in 
  its ability to endure abuse and adversity for far longer than any 
  other character role.  He stands firm where others would fall.  He 
  will not be stopped by collapsing buildings, heavy gunfire, or 
  speeding trains, though he may be resistant to psychic attacks, 
  instead.  Many Armor characters are deterred only by Support or 
  highly capable Infantry.
  The man with the iron skin is Armor.  The giant who absorbs 
  kinetic energy is Armor.  The mechanic with a suit of high-tech 
  armor is Armor.
  Against the Armor: Infantry characters usually combat Armor 
  characters, which in turn provide a reasonable distraction for 
  Infantry.  Support characters are frequently a better weapon 
  against Armors, as many of their abilities do not allow a save for 
  damage, which is usually the Armor character’s specialty.  Smart 
  teams will use psychic Supports to distract and weaken Armor 
  characters or Airbornes to carry them from the fray.  Exception-
  
  Page 3
  Super power Team-Ups!
  ally dense Armor characters may be forced into bodies of water 
  or dropped from long distances (the resulting craters might keep 
  them out of the way for a time).     
  Common Armor Maneuvers: Human Shield, Interference.
  Artillery
  The Artillery character is a combat-oriented individual whose 
  expertise lies in fighting at a distance.  The character may project 
  concussive blasts of energy or hurl extra-durable explosive bolas.  
  So long as he is capable of regularly making ranged attacks, 
  he may be considered Artillery.  This character is often quite 
  effective at ambushing opponents, as escaping notice is much 
  less difficult from a distance, and an unaware target is an easy 
  target.  Movement is important to the Artillery character, as his 
  advantage relies greatly on his ability to stay out of opponents’ 
  range.  Usually, he must be confronted by another ranged fighter, 
  but super-fast characters and flyers can also be effective, as their 
  abilities may allow them to quickly close in and rob him of his 
  tactical advantage.
  The ex-gangbanger, armed with a mystical TEC-9, is Artillery.  
  The mutant capable of projecting powerful beams of searing light 
  is Artillery.  The reptilian alien who spits a stream of caustic acid 
  is Artillery.   
  Against the Artillery: Distance is the greatest ally of the Artil-
  lery character, and the bane of his enemies.  The best weapon 
  against him is other Artillery characters or Airborne characters 
  that also play the Artillery role.  If such individuals are unavail-
  able, then other characters may help Infantry to close the distance 
  to the Artillery character’s position (see Postal Service, Bombs 
  Away, and Speedball Special maneuvers).  Also, certain Support 
  characters may be able to hamper the Artillery’s abilities, using 
  powers that obscure their vision or even visual illusions.  Artillery 
  characters that derive their powers from guns, thrown weapons, 
  or similar devices may be disarmed and rendered helpless by 
  crafty Transports and Airbornes.  
  Common Artillery Maneuvers: Cover Fire, Urban Renewal.
  Infantry
  The Infantry character focuses is on melee combat.  He may be 
  supernaturally strong, acrobatic, or simply well-armed.  Perhaps 
  the character does not possess any powers at all.  Whatever the 
  nature of his abilities, the Infantry character’s primary combat 
  function is to close with an enemy and attack.  While extremely 
  limited in function, Infantry role remains one of the most versa-
  tile available to a team.  Although at first glance, characters 
  capable of flight, ranged attacks, and superhuman speed might 
  have a distinct advantage over a melee combat specialist, but 
  
  Page 4
  Super power Team-Ups!
  a resourceful Infantry character can perform feats of strength, 
  speed, and wit to even the odds.  He may hurl sharp or heavy 
  objects (or particularly agile allies) to emulate the Artillery role’s 
  ranged attacks, or tear up great slabs of earth to use as shields.  
  If he possesses sufficient strength, he may even construct crude 
  bridges and pathways to enhance his mobility when confronted 
  with flying or swimming foes.
  The skilled samurai with the enchanted blade is Infantry.  The 
  massive demon, incredibly strong and wreathed in hellfire, is 
  Infantry.  The knife-wielding expert assassin is Infantry.
  Against the Infantry: Infantry characters most often square off 
  against other Infantry.  Nearly any other character may effectively 
  combat Infantry, but Artillery, Airborne, and Transport characters 
  often work best because of their range and mobility advantages.  
  Sometimes, Support characters can soften up Infantry enough so 
  that the rest of the team can better combat them.  Being so easy to 
  attack, Infantry characters must often rely on the rest of the team 
  for support, distractions, and protection.
  Common Infantry Maneuvers: Catch, Hold ‘em Steady, Speed-
  ball Special, Urban Renewal. 
  Psi-Ops
  The role of Psi-Ops is one of the most important a character 
  can play.  Despite the name, Psi-Ops does not necessarily imply 
  psychic abilities so much as a gift for bolstering the team’s 
  morale and performance, though it’s definitely possible for a Psi-
  Ops character to use mental powers to accomplish this.  Regard-
  less of whether the character’s abilities are obvious or subtle, 
  they are a psychological asset to the team.  This role serves to 
  enhance a team’s capabilities, strategies, or chances of success.  
  Every team leader should, to some degree, be able to function 
  as Psi-Ops, even if he simply calls out instructions or heartens 
  his comrades.  Unlike other characters who can, with a little 
  ingenuity, use their respective abilities to protect, enhance, or 
  encourage teammates, the Psi-Ops character’s abilities are specif-
  ically geared toward one or more of these ends.  Often viewed 
  as weak or useless by the unwise, characters playing this role are 
  undoubtedly appreciated by the teammates who benefit from their 
  abilities.
  The mutant who can project force fields to protect himself and his 
  teammates is Psi-Ops, as is the psychic who can see into the past 
  and the future.  The charismatic character who uses his political 
  connections to get teammates out of prison is Psi-Ops. 
  
  Page 5
  Super power Team-Ups!
  Against the Psi-Ops: Psi-Ops characters are frequently major 
  targets in violent confrontations.  These characters are often team 
  leaders and ability bolsterers.  Although they can be powerful, 
  most focus on protecting or enhancing their teammates, so it’s 
  often a good idea to disable these characters at the beginning 
  of combat, much like Support characters.  If a team is unable to 
  neutralize this character at the beginning of the battle, Support 
  characters may be able to sufficiently restrict his abilities until the 
  rest of the team can deal with him.         
  Common Psi-Ops Maneuvers: Interference
  Special Forcers
  This character is capable of playing more than one or two of 
  the roles mentioned here.  She might be a shapeshifter, able to 
  perform many different functions for the good of the team.  The 
  Special Forces character often plays a Psi-Ops role, but this need 
  not be the case.  A character capable of taking any animal form 
  can just as easily be a team’s default Infantry.  Although func-
  tional in a number of roles, the character might be somewhat 
  more limited in her performance than others.  For example, a 
  mystic character with the Sorcery ability can function as Artillery, 
  but she may not be quite as accurate as her team’s ex-merce-
  nary gunman, who’s devoted his entire life to firearms training.  
  Additionally, the fact that she needs to speak words of magic and 
  wave her arms around in an obvious manner make her somewhat 
  less useful during covert missions than that same gunman with a 
  silenced pistol.  All the same, the role’s versatility is her primary 
  advantage, and her ability to perform a number of functions can 
  catch unwary opponents off guard.  The Special Forces character 
  is often underestimated by her foes, and as a result, she has many 
  opportunities to prove her worth.
  The shapeshifter, capable of taking any animal or humanoid form, 
  is Special Forces.  The original, super-strong, nearly invulnerable, 
  and faster than a speeding bullet, is a Special Forces.  The psychic 
  who uses her powers to mimic the abilities of her foes is a Special 
  Forces. 
  Against the Special Forces: For anyone who does not play a 
  similar role, Special Forces characters are usually quite difficult 
  to defeat alone.  Special Forces characters are incredibly adapt-
  able, and their opponents must be, too.  It often requires the 
  combined efforts of multiple characters playing different roles 
  to best a Special Forces character.  Usually, though, if opposing 
  teams have Special Forces, such characters match up against one 
  another to prevent their comrades from being bested one by one 
  by a more adaptable opponent.    
  Common Special Forces Maneuvers: Any Maneuvers appro-
  priate to the character’s other roles are acceptable.  
  Specialist
  Exceptionally skilled in a particular field, the Specialist character 
  uses a specific body of knowledge or area of expertise to aid the 
  team.  The Specialist role is actually quite limited in that it does 
  not always come into play.  The character’s particular skills may 
  or may not be useful on every mission.  For example, for a team 
  trapped in an ancient, booby-trapped pyramid, the swashbuckling, 
  archaeologist would likely be an ideal Specialist character, while 
  the same adventurer would hardly be of any use in tracking an 
  urban vampire through big city ghettos.  Most Specialist charac-
  ters compensate for this limitation by choosing a large number 
  of skills and fields of knowledge in which to excel.  The Super-
  Intelligence ability is an excellent way to attain this state.  Other 
  characters choose to supplement their expertise with abilities or 
  devices that allow them to perform capably in other roles.
  A former thief who uses her skills to allow the team silent entry 
  to secure locations is a Specialist.  The scientist who uses his 
  knowledge to deactivate villains’ contraptions is a Specialist.  
  The computer programmer who hacks top secret files to uncover 
  corporate and federal secrets is a Specialist
  Against the Specialist: In combat, it is often not necessary to 
  waste too much time attacking Specialist characters unless they 
  are playing other roles as well or working to perform undesirable 
  acts (like setting an unwanted bomb).  Purely specialist charac-
  ters are usually more fragile than Infantry and Armor characters, 
  and can often be dispatched quickly by skilled combatants.  A 
  Specialist character probably carries weapons or dangerous, spec-
  tacular devices, so a combatant who is not confident in her ability 
  to disable him in one turn would be wise to attempt disarming or 
  grappling him.  Support characters are usually quite effective at 
  using their abilities to minimize the Specialist’s efficiency.     
  Common Tactics and Techniques: Weird Science 
  Support
  The Support character enhances the team’s effectiveness by 
  limiting the capabilities of their opponents.  While other char-
  acters may also seek to weaken the opposition, the abilities of 
  the Support character are geared specifically towards this end.  
  Whether she clouds minds, obscures sight, or neutralizes powers, 
  she can be a frustrating adversary.  Though her abilities rarely 
  cause harm directly, they frequently pave the way for other 
  dangers posed by the environment, her comrades, or something 
  else entirely.  The Support role is often unwisely ignored in 
  combat, at least until it becomes obvious that such abilities can 
  make a significant difference.
  The inventor carrying dazzling flares and smoke bombs is 
  Support.  The telepath capable of controlling the minds of her 
  enemies is Support.  The elementalist who uses her powers to 
  surround foes with walls of earth is Support.  
  Against the Support: It is unwise to dismiss Support charac-
  ters as harmless.  Often, their abilities can weaken opponents 
  enough to completely turn the tide of a battle.  A Support char-
  acter that blinds opponents is probably much more dangerous to 
  have fighting beside a crack marksman than another marksman.  
  
  Page 6
  Super power Team-Ups!
  A character has a better chance of dodging two bullets than of 
  dodging one when he cannot see.  As a result, Support charac-
  ters are best eliminated in the first rounds of combat.  Ranged 
  fighters, especially, should feel obliged to spend a round 
  removing these characters from the battle before they tilt the 
  scales too much.  Luckily, most Support characters are much less 
  difficult to disable than Armor or Infantry characters. 
  Common Tactics and Techniques: Cover Fire, Interference, 
  Urban Renewal. 
  Transport
  The Transport character is capable of some form of supernaturally 
  fast movement.  Few can keep up with her, save another Trans-
  port character.  Any individual with a movement speed signifi-
  cantly faster than that of a normal character may be considered 
  Transport.  The Transport character is capable of a wide variety of 
  feats, most of which involve avoiding danger and hazardous situ-
  ations.  Her teammates can also benefit from her incredible speed 
  and maneuverability.  This makes her an excellent defensive char-
  acter, usually capable of both protecting weaker characters and 
  drawing attackers’ attention.
  The mystic character with the strength and speed of the cheetah 
  is Transport.  The kid from the future who rides a super-fast, 
  vectored thrust hoverboard is Transport.  The time traveler who 
  teleports across town in an instant is Transport. 
  Against the Transport: The Transport is one of the most diffi-
  cult characters to combat, as she is usually incredibly difficult 
  to strike.  If possible, individuals engaged in melee combat with 
  Transport characters should attempt to catch her off-balance by 
  using bluffing skills or taunting.  Attacks that cover large areas, 
  which are almost guaranteed to do some damage, are similarly 
  useful against Transports, as are mental attacks, which target the 
  mind rather than the super-fast body.  Other Transport characters 
  can be invaluable in keeping them occupied and away from team-
  mates for a time.  Also, Support can be incredibly useful against 
  Transport characters.
  Common Transport Maneuvers: Catch, Interference, Postal 
  Service, Speed Cushion, Warden.
  Team Composition
  Not every team has all of the bases covered.  Some teams must 
  do without Airborne or Artillery characters.  The trick is to use 
  sound tactics to make up for such deficiencies.  When pinned 
  down under the heavy fire by opposing Artillery, a team with no 
  Artillery of their own might be able to have two Infantry charac-
  ters perform the Speedball Special maneuver to reach the target.  
  Or perhaps, a Transport character may use her powers to carry 
  or teleport Infantry to the attacker’s position.  This is the essence 
  of teamwork.  Individual strengths should be used to overcome 
  collective limitations.    
  Everyone on a given team should play one or more roles, though 
  certain characters usually fit more snugly into particular roles 
  than others.  A heavily-armed government black ops team of 
  psionic mutants may contain a number of people who could 
  qualify for the Infantry, Specialist, and Artillery roles; however, 
  it may be helpful to view the characters comparatively in order 
  to properly gauge their potential as a team.  The most skilled 
  ranged combatants with the most effective attacks should prob-
  ably be established as the “main” Artillery.  The best close-quar-
  ters fighters should be the “main” Infantry.  And the characters 
  with the skills most pertinent to the current mission should be the 
  “main” Specialists.  
  When creating a team, the roles members play become especially 
  important.  While a team does not have to possess a member for 
  every possible role, it is undesirable to have only one or two roles 
  available to a team.  A group of five Infantry characters is likely 
  to be ineffective in any situation other than a brawl.  Limiting the 
  skills available to the team limits the team’s versatility, and as 
  a result, its strength.  Five close-combat specialists aren’t much 
  better than one in a battle against flying, armored, robot wasps 
  with minigun attachments.  It is not, however, inadvisable to 
  have more than one Infantry or Specialist or Airborne character, 
  so long as the team has a pool of potential roles to draw from, as 
  opposed to just one or two.  
  Popular Teams
  What follows are breakdowns of popular teams and their general 
  abilities and methodology, as well as possible strategy feats. Each 
  character entry includes a list of maneuvers that a particular char-
  acter might be likely to use. 
  The Authority
  An immensely powerful team, the Authority deals almost exclu-
  sively with large-scale threats, against which the wide scope of 
  the team’s powers proves invaluable. Some individual members 
  of the Authority are more powerful than entire superhero teams, 
  but this is unsurprising. The team is expected to face incredible 
  challenges, and the great individual might of each member is 
  made absolutely necessary. 
  Strategy Feats: Blitzkrieg, Divide and Conquer.
  Apollo (Special Forces: Airborne, Artillery, Infantry, Trans-
  port): Apollo’s ability to absorb and convert solar energy allows 
  him to fly at great speeds and project intense blasts of heat. While 
  this enables him to play Airborne, Artillery, and Transport roles, 
  his greatly enhanced strength allows him to perform an Infantry 
  role as well. 
  Likely Maneuvers: Bombs Away, Catch, Postal Service and 
  That’s a Wrap. 
  
  Page 7
  Super power Team-Ups!
  Jack Hawksmoor (Special Forces: Infantry, Psi-Ops, Support): 
  Jack Hawksmoor’s ability to communicate with and manipulate 
  urban environments makes him a powerful Psi-Ops and Support 
  character. Thanks to his incredible strength, he is also an excellent 
  Infantry fighter. 
  Likely Maneuvers: Blasted Earth, Catch, Dogpile, Hit the Nail 
  on the Head, That’s a Wrap, and Urban Renewal.
  Jenny Sparks (Primary Roles: Artillery, Psi-Ops): Arguably 
  the closest thing to a heart the Authority has, Jenny Sparks is the 
  team’s founder and center. She is a capable, intelligent leader, 
  and she guides her allies through combat with competence and 
  conviction her teammates have come to trust. Her ability to 
  manipulate electricity makes her an excellent Artillery character 
  as well, although the myriad applications of this power do make a 
  case for her possibly playing a Special Forces role. 
  Likely Maneuvers: Blasted Earth, Cover Fire, Energize, Gang’s 
  All Here, and Outfox.  
  The Doctor (Special Forces: All): Arguably, The Doctor’s 
  immense shamanic power could allow him to function in all 
  available roles.  The limits of his abilities are somewhat unclear, 
  and it might be assumed that he has relatively few, if any (limits, 
  that is).
  Likely Maneuvers: Possibly any.
  The Engineer (Primary Role: Psi-Ops; Secondary Roles: All 
  others): The Engineer has the ability to spontaneously create 
  nearly anything she can imagine.  This ability makes her an 
  incredibly capable Psi-Ops character, though with her numerous 
  gadgets, she can play nearly any role.  
  Likely Maneuvers: Bomb, Cover Fire, Energize, Human Shield 
  and Urban Renewal.  
  Midnighter (Primary Role: Infantry): Midnighter is primarily a 
  warrior, the team’s major Infantry character. His augmented phys-
  ical capabilities, as well as his near-precognitive combat acumen 
  make him almost unbeatable.  
  Likely Maneuvers: Hit ‘em High/Hit ‘em Low, Interference, and 
  Urban Renewal.
  Swift (Primary Role: Airborne; Secondary Roles: Infantry, 
  Psi-Ops): Swift’s most notable ability is that of generating 
  great, feathered wings that allow her to fly at high speeds. She is 
  primarily an Airborne character, but her deadly talons allow her to 
  function as Infantry as well, and her enhanced senses have proven 
  an asset to the team on many occasions.  
  Likely Maneuvers: Bombs Away, Catch, Force Collision, Inter-
  ference and Postal Service.
  The Avengers
  The Avengers are a premier team of powerful superheroes. Expe-
  rienced and quite powerful, the members of this team possess 
  
  Page 8
  Super power Team-Ups!
  abilities that allow them to perform well alone or in small groups. 
  While many Avengers can, to some degree, play a number of 
  roles, most have one area in which they excel. The Avengers are a 
  veteran team of heroes, and their strategies reflect this fact.
  Strategy Feats: Cascade, Divide and Conquer, Pincer Attack, 
  Tighten Ranks.
  Captain America (Primary Roles: Infantry, Psi-Ops; Secondary 
  Role: Armor): Captain America is the iconic two-fisted super-
  hero. An expert in numerous martial arts styles, Captain Ameri-
  ca’s enhanced physiology allows him to perform feats of agility 
  and strength impossible to most normal men. His Infantry role 
  is well-earned, as he has gone toe-to-toe with a number of more 
  powerful opponents and won. Captain America’s incredible talent 
  for leadership is one of his most outstanding qualities, and he is 
  the team’s primary Psi-Ops character. His unbreakable shield is 
  often used to deflect attacks away from himself and his comrades.
  Maneuvers: Gang’s All Here, Hearten, Hit ‘em High/Hit ‘em 
  Low, Outfox, Warden.
  Hawkeye (Primary Role: Artillery; Secondary Role: Infantry): 
  Hawkeye is a phenomenal marksman, deadly with his bow and 
  many trick arrows and other characters often attempt the Indirect 
  Fire maneuver in conjunction with him. He is the team’s primary 
  Artillery character, though he can also play an Infantry role quite 
  well, as he has been trained back Captain America himself.
  Maneuvers: Bomb and Cover Fire
  Iron Man (Primary Roles: Armor; Secondary Roles: Airborne, 
  Artillery, Infantry, Specialist): Iron Man’s invincible armor 
  allows him a certain degree of leeway in combat, though he is 
  most often playing the role of an Artillery character, making 
  extensive use of his repulsor rays and uni-beam weapon systems. 
  His armor protects him against his foes’ attacks and greatly 
  enhances his physical strength. The numerous gadgets in his 
  armor system allow him to nominally function as a Support char-
  acter, while his genius makes him a great Specialist.  
  Maneuvers: Anchoring, Bomb, Catch, Cover Fire, Energize, 
  Indirect Fire, Human Shield, Overload, Postal Service, , That’s a 
  Wrap, Weird Science.
  Scarlet Witch (Primary Role: Support): The Scarlet Witch is an 
  excellent Support character, and her ability to create hex-spheres 
  (pockets of psionic force that alter probability fields around her 
  targets) often wreaks havoc among her opponents.  
  Maneuvers: Hearten, Interference.
  Thor (Special Forces: Airborne, Artillery, Infantry, Support): 
  Thor’s immense strength and near-imperviousness to harm 
  makes him excellent for the Infantry role. Mjolnir, his enchanted 
  hammer, is an effective weapon both up close and at range, and 
  the mighty Asgardian’s mastery over the most powerful elements 
  of a storm enable him to confound, disorient, and immobilize his 
  opponents as well.  
  Maneuvers: Catch, Energize, Hearten, Hit the Nail on the Head, 
  Human Shield, Postal Service, That’s a Wrap, Urban Renewal.
  Vision (Primary Role: Infantry; Secondary Roles: Airborne, 
  Armor, Artillery, Support): The Vision’s ability to manipulate 
  his body density makes him a versatile addition to the Avengers 
  roster. He often increases his density, becoming immensely strong 
  and near invulnerable, which allows him to perform the Armor 
  and Infantry roles. He may also decrease his density, becoming 
  completely intangible, which allows him a certain degree of 
  imperviousness to harm, as well as the ability to do things and go 
  places his companions cannot. He may also project devastating 
  energy beams from the jewel on his forehead.  
  Maneuvers: Anchoring, Force Collision, Human Shield, Indirect 
  Fire, Interference. 
  The Wasp (Primary Role: Support; Secondary Roles: Airborne, 
  Artillery, Psi-Ops): The Wasp is capable of vastly reducing her 
  size, an ability that allows her to confuse, distract or simply get 
  the drop on her opponents through playing a Support role. Her 
  bio-electric bolts afford her the ability to “sting” targets from a 
  distance. 
  Maneuvers: Force Collision, Gang’s All Here, Hearten, Hit ‘em 
  High/Hit ‘em Low, Interference.
  Wonder Man (Primary Role: Infantry; Secondary Roles: 
  Airborne, Armor): His body infused with ionic energy, Wonder 
  Man is inhumanly strong and nearly impervious to harm. He is 
  an almost unbeatable Infantry character, and he can function in 
  both Armor and Airborne roles as well. He often faces off against 
  powerful opponents, drawing their attention from his less durable 
  teammates.
  Maneuvers: Hit the Nail on the Head, Human Shield, That’s a 
  Wrap, Urban Renewal.   
  Yellowjacket (Primary Role: Specialist; Secondary Roles: Artil-
  lery, Infantry, Support): Yellowjacket’s ability to alter his size 
  makes him an excellent Support or Infantry character, especially 
  when one considers that he maintains his strength in this smaller 
  form. It is also possible (depending on what point of his career 
  in which the game takes place) that Yellowjacket may increase 
  his size greatly, which further enhances his ability to play the 
  Infantry role. As the team’s resident genius, Yellowjacket is a 
  Specialist in a wide number of scientific fields, and he has created 
  a number of devices to aid him, such as his glove stingers, which 
  allow him to project small quantities of energy at opponents, and 
  his helmet that allows him to communicate with insects.
  Maneuvers: Force Collision, Hit ‘em High/Hit ‘em Low, Inter-
  ference, Outfox, Overload, Urban Renewal, Weird Science.   
  The Defenders (Original Team)
  Often regarded as something of a “non-team,” this rather unstruc-
  tured group of heroes nonetheless makes use of a number of 
  powerful and diverse individuals. Originally called together by 
  
  Page 9
  Super power Team-Ups!
  Dr. Stephen Strange, the Master of the Mystic Arts, the Defenders 
  are a nigh unstoppable force for good. Dr. Strange’s amazing 
  magical abilities prove to be quite compatible with the abilities of 
  his two allies, the Incredible Hulk and the Sub-Mariner. Although 
  the Defenders eventually develop a “revolving door” style roster, 
  with members regularly entering and leaving the ranks as needed, 
  these original “core” members are perhaps the best known and, 
  arguably, the most effective. With super-strong heroes like the 
  Hulk and the Sub-Mariner on the roster, the Defenders’ combat 
  tactics are fairly straightforward. The two powerhouses engage 
  in intense melee combat, allowing Dr. Strange to assist from a 
  distance with his own mystic might.  
  Strategy Feats: Blitzkrieg, Divide and Conquer. 
  Dr. Strange (Special Forces: All): Dr. Strange’s mastery of the 
  mystic arts affords him an incredible degree of versatility. He can 
  play anything from an Artillery role, blasting foes with concus-
  sive bolts of magical energy, to a Transport role, creating mystic 
  doorways or using his cloak of levitation to aid his land-bound 
  allies. He is an expert martial artist, as well, a fact that many of 
  his foes are surprised to discover. 
  Likely Maneuvers: Energize, Gang’s All Here, Good Catch, 
  Hearten, Indirect Fire, Outfox, Postal Service, Shooting Pigeons. 
  The Incredible Hulk (Primary Roles: Armor, Infantry): The 
  Hulk is undeniably the team’s primary Infantry character. His 
  incredible strength and near-invulnerability make him an ideal 
  close-combat fighter. The Hulk is often found raging in the thick 
  of combat, either surrounded by weaker foes or toe-to-toe with 
  the strongest. Either way, he demands attention, as few can afford 
  to ignore the green-skinned behemoth. He often draws attacks and 
  attention away from his companions, allowing them the opportu-
  nity to reach mission objectives relatively unopposed. The Hulk’s 
  primary means of solving problems usually involve smashing.
  Likely Maneuvers: Anchoring, Dogpile, Hit ‘em High/Hit ‘em 
  Low, Hit the Nail on the Head, Hold ‘em Steady, Human Shield, 
  Speedball Special, That’s a Wrap, Urban Renewal. 
  Prince Namor, the Sub-Mariner (Primary Role: Infantry; 
  Secondary Role: Airborne): The Sub-Mariner, like his comrade 
  the Hulk, is superhumanly strong and durable, though not quite 
  to the same degree. The Sub-Mariner is somewhat more well-
  rounded than his green colleague, though, as he is less prone 
  to berserk rages and more likely to devise (and stick to) a plan. 
  Prince Namor is, however, something of a loose cannon, often 
  reluctant to take orders or criticism from those he does not see 
  as equals. Nonetheless, he is undeniably a courageous veteran of 
  many battles over the years, a canny and skilled fighter. 
  Likely Maneuvers: Bombs Away, Dogpile, Good Catch, Hit ‘em 
  High/Hit ‘em Low, Hold ‘em Steady, That’s a Wrap. 
  The Silver Surfer (Special Forcers: Airborne, Armor, Artillery, 
  Infantry, Transport): The Silver Surfer also serves as a Defender 
  for a (very) short time, and he is presented here simply because 
  he is the first to work alongside the “core three” above. Like 
  Dr. Strange, he is a powerful and versatile individual. With the 
  Power Cosmic, the Surfer may create a wide range of effects, but 
  he usually settles for devastating blasts of energy. His surfboard 
  is capable of carrying him and his passengers through the air at 
  fantastic speeds, and his gleaming silver body is nearly inde-
  structible. The Silver Surfer is often somewhat reluctant to enter 
  combat, though he’s quite effective once committed to it. During 
  his stint with the Defenders at the beginning of his heroic career, 
  the Surfer is inexperienced and somewhat naïve. He is also 
  confined to the planet Earth, unable to return to the spaceways he 
  once traveled as Galactus’ herald.
  Likely Maneuvers: Blasted Earth,  Bomb, Force Collision, 
  Cover Fire, Good Catch, Indirect Fire, Postal Service, Shooting 
  Pigeons. 
  The Fantastic Four
  The Fantastic Four is one of the most experienced and generally 
  cohesive teams in comics today. All four members of this team 
  were close even before they gained their superpowers, and their 
  time spent together learning to control these powers has only 
  strengthened their bond. The four are quite comfortable with 
  one another, and they know their limits, collectively and as indi-
  viduals. 
  Strategy Feats: Cascade, Divide and Conquer, Tighten Ranks. 
  The Human Torch (Primary Role: Artillery; Secondary Role: 
  Airborne): The Human Torch commands element of fire. He 
  often assaults his opponents from afar, raining fiery attacks from 
  above as the team’s primary Artillery character. As the resident 
  hothead, the Human Torch is usually the first to rush into battle, a 
  fact that sometimes gets him into trouble.
  Maneuvers: Catch, Cover Fire, Energize and Force Collision
  The Invisible Woman (Primary Role: Support; Secondary 
  Roles: Airborne, Armor, Artillery, Psi-Ops): The Invisible 
  Woman’s ability to render herself or other objects invisible allows 
  her to confound and confuse her opponents as a Support char-
  acter. Furthermore, her ability to create and project invisible force 
  fields allows her to function effectively as an Armor character, 
  drawing attacks and protecting her companions from harm. The 
  Invisible Woman may also project these force fields, attacking 
  foes from a distance, though she does not often do so. She has 
  proven herself a capable and intelligent leader when the chips are 
  down and she may function in this capacity from time to time, 
  especially if Mr. Fantastic is distracted or absent.
  Maneuvers: Hearten, Interference.
  Mr. Fantastic (Primary Role: Specialist; Secondary Roles: 
  Armor, Infantry, Psi-Ops): Mr. Fantastic is the Fantastic Four’s 
  leader and the team’s most versatile member. His intellect 
  is nearly unmatched, and his teammates can trust his leader-
  ship implicitly. Though he plays a Psi-Ops role, his true love 
  is science, and he is a gifted inventor and gadgeteer, the team’s 
  
  Page 10
  Super power Team-Ups!
  major Specialist in most circumstances. His elastic body allows 
  him to aid allies (for example, he can flatten into a “glider” if 
  they are falling from a great height) and effectively immobilize 
  foes by wrapping himself around them.
  Maneuvers: Force Collision, Gang’s All Here, Hearten, Human 
  Shield, Outfox, Overload and Weird Science.
  The Thing (Primary Role: Infantry; Secondary Role: Armor): 
  The Thing’s rocklike skin and phenomenal strength make him the 
  team’s primary melee combatant. He plays both the Armor and 
  Infantry roles.
  Maneuvers: Anchoring, Hit the Nail on the Head, Human Shield, 
  That’s a Wrap, Urban Renewal.
  Justice League of America
  The Justice League is a classic, experienced team of incredibly 
  powerful characters with a wide variety of abilities. Generally, 
  there is some degree of overlap in regard to their powers (for 
  example, both Superman and the Flash are Transport charac-
  ters), but the number of roles each character is able to play allows 
  for a great deal of versatility. Also, the less specialized nature of 
  the team’s abilities allows each member a great deal more room 
  for independent or “small unit” action. 
  Strategy Feats: Cascade, Divide and Conquer, Pincer Attack.
  Aquaman (Primary Role: Transport; Secondary Role: Infantry, 
  Psi-Ops): Aquaman is a token example of an individual who, 
  despite being somewhat less powerful than his teammates, still 
  manages to contribute to the team by virtue of the unique nature 
  of his abilities. Though not as strong or tough as Superman, 
  Aquaman does possess great strength and endurance, and his 
  ability to speak with and command sea creatures sometimes 
  proves to be a benefit to his companions.  Often, he calls these 
  creatures to aid the team. 
  Maneuvers (mostly in water): Cyclone, Force Collision, and 
  Postal Service.  
  Batman (Special Forces: Artillery, Infantry, Specialist, 
  Support): Despite lacking superhuman powers, Batman is likely 
  the least normal member of the team. The Dark Knight is almost 
  as versatile as Superman, if not more so. Although he functions 
  primarily as a Specialist (he is an expert inventor, detective, and 
  overall gadgeteer), Batman is also a skilled martial artist. With 
  his utility belt, Batman easily plays a number of roles, whether 
  using smoke pellets as a Support member or acting as Artillery, 
  hurling his dangerous batarangs with deadly accuracy. 
  Maneuvers: Bomb, Outfox, Overload, Warden, and Weird 
  Science.
  Flash (Primary Role: Transport; Secondary Role: Infantry): 
  Capable of moving at incredibly high speeds, the Flash is the 
  Justice League’s primary Transport character, and his quickness 
  makes him an effective melee combatant as well. He frequently 
  
  Page 11
  Super power Team-Ups!
  uses the Rescue maneuver to remove companions from dangerous 
  situations. 
  Maneuvers: Cyclone, Force Collision, Interference, Rescue, 
  Speed Cushion, and Warden.
  Green Lantern (Special Forces: Airborne, Armor, Artillery, 
  Support): Green Lantern’s near limitless ability to manipulate his 
  emerald energies makes him another of the Justice League’s more 
  versatile characters.  He often uses his power ring to ensnare, 
  entrap, and incapacitate foes using shaped energy, force fields, 
  and devastating blasts of power. 
  Maneuvers: Catch, Force Collision, Human Shield, Indirect Fire, 
  Rescue, and That’s a Wrap.
  Martian Manhunter (Special Forces: Airborne, Infantry, 
  Support): Martian Manhunter’s ability to fly, his immense 
  strength, and his durability make him an ideal Infantry character, 
  and his shapechanging and psionic abilities allow him to function 
  in a Support role as well. Martian Manhunter can occasionally 
  be found on the outskirts of battle, using his less overt abilities to 
  take advantage of careless foes. 
  Likely Maneuvers: Gang’s All Here, Outfox, and That’s a Wrap.
  Superman (Special Forces: Airborne, Armor, Infantry, Psi-Ops, 
  Transport): Superman is undoubtedly one of the most powerful 
  members of the Justice League, and his wide range of abilities 
  often proves invaluable. Superhumanly strong, fast, and durable, 
  Superman is Armor, Infantry and Transport, as well as Airborne. 
  The caped Kryptonian is often the team’s moral center and 
  combat leader, and he functions as a Psi-Ops character as well. 
  The Special Forces role suits Superman, as he shifts from role to 
  role with little effort. 
  Likely Maneuvers: Bombs Away, Catch, Gang’s All Here, Hit 
  the Nail on the Head, Human Shield, Postal Service, Rescue, , 
  That’s a Wrap, and Urban Renewal. 
  Wonder Woman (Primary Role: Infantry; Secondary Roles: 
  Airborne, Armor, Support): Wonder Woman is much like 
  Superman in that she is a powerful and intimidating fighter. Her 
  impressive strength and ability to fly make her an ideal Infantry 
  character, and her ability to deflect incoming attacks with her 
  bracers allows her to play a passable Armor character as well. 
  Finally, her unbreakable lasso may be used to hold fast even the 
  strongest opponents.  
  Likely Maneuvers: Hit the Nail on the Head and That’s a Wrap. 
  Justice Society of America
  The Justice Society of America consists of a number of heroes 
  with decidedly golden age roots. Though these characters are 
  powerful, many must rely on mundane abilities, such as melee 
  combat skill and detective work to accomplish their objectives. 
  Justice Society characters are somewhat more specialized than 
  other more modern teams (such as the Authority). The Justice 
  Society is a team in which each individual member often has the 
  opportunity to “showcase” his or her abilities for a short time in 
  every adventure.  
  Strategy Feats: Cascade, Divide and Conquer.
  Atom Smasher (Primary Role: Infantry; Secondary Role: 
  Armor): Atom Smasher is a front line combatant, pure and 
  simple. He is a character who is often found duking it out with 
  the most physically powerful opponents. Using his ability to alter 
  his molecular density, Atom Smasher keeps his opponents off-
  guard, as he may be completely immaterial one moment and all 
  too solid the next.  
  Likely Maneuvers: Anchoring, Hit the Nail on the Head, The 
  Human Shield, That’s a Wrap, Urban Renewal.
  Doctor Fate (Special Forces: Psi-Ops, Specialist, Support, 
  perhaps others): Doctor Fate often uses his talents to protect or 
  augment his allies, to weaken his enemies, or to otherwise twist 
  reality and destiny. He is an effective Special Forces character 
  due to the wide scope of his mystical abilities, and he can regu-
  larly and competently play a number of roles. 
  Likely Maneuvers: Energize, Hearten, Indirect Fire, That’s a 
  Wrap, and Urban Renewal.  
  Doctor Mid-Nite (Primary Role: Support; Secondary Role: 
  Specialist): Dr. Mid-Nite plays an important Support role, using 
  his “blackout bombs” to blind and confuse opponents. Able to see 
  perfectly in darkness, these devices give him a significant advan-
  tage over his enemies. He is also a real doctor, and can, in some 
  cases function as a Specialist, as well. 
  Likely Maneuvers: Interference and Indirect Fire. 
  Hawkgirl (Primary Role: Airborne; Secondary Role: Infantry): 
  Hawkgirl is a highly skilled and aggressive Airborne combatant. 
  Her flying ability often gives her an advantage over less maneu-
  verable foes, and her weaponry can be devastating in combat. 
  Likely Maneuvers: Bombs Away, Catch, Force Collision, Inter-
  ference. 
  Hourman (Primary Role: Infantry; Secondary Role: 
  Specialist): Hourman is a capable Infantry character, if only for 
  60 minutes at a time, while he enjoys the increased strength, 
  agility, and endurance provided by a special Miraclo drug. 
  Likely Maneuvers: Dogpile, Hit ‘em High/Hit ‘em Low, Inter-
  ference.  
  Jakeem Thunder (Special Forces: Potentially Any): As one of 
  the youngest members of the team, Jakeem Thunder is a bit more 
  vulnerable than the others. His decided lack of super abilities also 
  makes it dangerous for him to stand on the front lines of a battle. 
  These weaknesses are compounded by his tendency to be abra-
  sive and impulsive at times. The power at his command, however, 
  is astounding. Jakeem commands the Thunderbolt, a sort of genie 
  
  Page 12
  Super power Team-Ups!
  with immense power, capable of almost anything so long as 
  Jakeem can maintain control.
  Likely Maneuvers: Any.
  Mister Terrific (Primary Role: Support; Secondary Roles: 
  Infantry, Specialist): A highly intelligent and capable fighter, Mr. 
  Terrific was once an Olympic decathlon medalist and successful 
  businessman. Unsurprisingly, he currently plays both Infantry and 
  Specialist roles. His “T-spheres” enable him to project illusions 
  that make him an excellent Support character. 
  Likely Maneuvers: Hit ‘em High/Hit ‘em Low and Interference.
  Power Girl (Special Forces: Airborne, Armor, Infantry, Trans-
  port): An aggressive and powerful fighter, Power Girl now boasts 
  the ability to fly in addition to her superior strength, speed, and 
  durability, all of which allow her to function as an effective 
  Special Forces character. 
  Likely Maneuvers: Anchoring, Bombs Away, Catch, Hit the Nail 
  on the Head, Human Shield, That’s a Wrap, Urban Renewal.
  Sand (Primary Role: Psi-Ops; Secondary Roles: Armor, 
  Infantry): The former leader of the Justice Society of America, 
  Sand often determines the team’s strategies and tactics. As a 
  talented fighter who can transform his body into coarse sand, he 
  plays the Armor and Infantry roles particularly well. 
  Likely Maneuvers: Dogpile, Hearten, Human Shield, Outfox.
  Star-Spangled Kid (Primary Role: Artillery; Secondary Role: 
  Airborne): The current Star-Spangled Kid is primarily an Artil-
  lery character, capable of hurling focused light or focusing solar 
  energy blasts through her Cosmic Rod. The rod also allows her to 
  fly and function as an Airborne character.  
  Likely Maneuvers: Blasted Earth, Bomb, Bombs Away, Catch, 
  Cover Fire and Postal Service  
  Wildcat (Primary Role: Infantry): Once a successful boxer, 
  Wildcat is primarily an Infantry character. His strength, skill, and 
  agility, as well as his combat experience, make him formidable, 
  despite his limited versatility. 
  Likely Maneuvers: Dogpile, Hit ‘em High/Hit ‘em Low, Inter-
  ference.
  The Invaders (All Winners Squad)
  The All Winners Squad consists mostly of the old Invaders, who 
  fought the Axis powers at the beginning of World War II. After 
  the original Captain America and Bucky disappeared, a new pair 
  of heroes took up their names. The All Winners Squad functions 
  largely in the same capacity. It often charges headlong into battle 
  against heavily armed foes, with experienced fighters like Captain 
  America, the Human Torch, and the Sub-Mariner drawing fire 
  away from their comrades.
  As some members of the All Winners Squad have sidekicks with 
  similar abilities, they have learned to combine similar talents to 
  great effect. Often, members of the All Winners Squad attack in 
  pairs, with a sidekick reinforcing the abilities of a more expe-
  rienced team member. The more practiced heroes will “lead” 
  the less experienced ones so that their abilities could be used to 
  greatest effect. The Human Torch and Toro are particularly effec-
  tive in this regard, and one of their favorite strategies is to fly in 
  wide, superheated circles to herd foes toward allies who fight 
  with more direct, less lethal methods. 
  Strategy Feats: Blitzkrieg, Divide and Conquer, A Good 
  Example. 
  Bucky (Primary Role: Infantry): Though he lacks the super-
  human abilities of many of his teammates, Bucky’s unwav-
  ering courage and athleticism nonetheless make him a valuable 
  member of the team. His youth makes him brash, and as a result, 
  he often rushes headlong into danger, but he can usually rely on 
  his teammates to back him. He is not quite as skilled a fighter 
  as his mentor, the legendary Captain America, but his intensive 
  training is usually enough to keep him alive.   
  Likely Maneuvers: Hit ‘em High/Hit ‘em Low. 
  Captain America (Primary Roles: Infantry, Psi-Ops; Secondary 
  Role: Armor): The second Captain America was already an 
  experienced crimefighter when his career with the All Winners 
  Squad began. Once the wartime hero known as the Spirit of ‘76, 
  this hero stood in for the Original Captain America when the first 
  disappeared. Like the original, he is a natural leader and skilled 
  fighter. He often spearheads attacks, using his shield, similar in 
  design to the original Captain America’s, to protect his teammates 
  from ranged attacks. He generally focuses on neutralizing large 
  numbers of weaker enemies before moving on to stronger, more 
  noteworthy foes. 
  Likely Maneuvers: Gang’s All Here, Hearten, Hit ‘em High/Hit 
  ‘em Low, Outfox, Warden.
  Miss America (Primary Role: Airborne; Secondary Role: 
  Infantry): Miss America often attacks her opponents from the air. 
  Her ability to fly grants her a certain degree of maneuverability 
  and speed invaluable in battle, while her impressive strength and 
  endurance ensure that she does not bite off more than she can 
  chew. She often makes her attacks in mid-flight, perhaps even 
  going so far as to lift an opponent high into the air with her so as 
  to limit his maneuverability. 
  Likely Maneuvers: Bombs Away, Catch, Force Collision, 
  Hearten, Postal Service. 
  Prince Namor, the Sub-Mariner (Primary Role: Infantry; 
  Secondary Role: Airborne): Like Miss America, Namor is a 
  super-strong flyer, an Infantry character capable of matching 
  nearly any adversary blow-for-blow. Namor, however, lacks 
  some of Miss America’s compassion and devotion to evenhanded 
  justice. The Sub-Mariner is perfectly willing to use as much force 
  
  Page 13
  Super power Team-Ups!
  as necessary to come out on top. His heritage makes him some-
  what arrogant, and he can be prone to overconfidence.
  Likely Maneuvers: Bombs Away, Catch, Postal Service, That’s 
  a Wrap. 
  The Original Human Torch (Primary Role: Artillery; 
  Secondary Role: Airborne): A powerful android with mastery of 
  fire, the Original Human Torch excels at fighting from a distance. 
  Having worked hard to get his powers under control, the Torch is 
  very precise with his abilities, though his control slowly deterio-
  rates as his career progresses. He often uses his abilities to melt 
  his opponents’ weapons, vehicles, or terrain, softening up the 
  opposition for his companions.
  Likely Maneuvers: Blasted Earth, Force Collision, Urban 
  Renewal. 
  Spitfire (Primary Role: Transport): Spitfire often uses her 
  super-speed to disorient and disarm her opponents. Where many 
  of her companions charge headlong into foes, Spitfire prefers to 
  run around them at high speeds, striking or taunting (or both) as 
  she passes. She is relatively new to the role of a hero, but she has 
  taken to it wholeheartedly, and she is a smart, fast combatant.
  Likely Maneuvers: Catch, Force Collision, Interference.
  Toro (Primary Role: Artillery; Secondary Role: Airborne): 
  Much like his companion, the Human Torch, Toro uses his 
  mastery of heat and fire to attack from a distance, though the 
  young Toro is somewhat less precise. He can often be found 
  carrying on with Bucky, bantering or bickering, so both young 
  men are often somewhat distracted. 
  Likely Maneuvers: Blasted Earth, Force Collision, Interference, 
  Urban Renewal.
  Union Jack (Primary Role: Infantry; Secondary Role: Artil-
  lery): The second man to carry the name of Union Jack, this hero 
  is the beneficiary of a super-soldier serum much like that which 
  gave Captain America his powers. As a result, he is an incred-
  ibly athletic, capable fighter. Like Captain America, Union Jack 
  specializes in melee combat, though he’s also an excellent shot 
  with his pistol.
  Likely Maneuvers: Hit ‘em High/Hit ‘em Low, Outfox, Warden.
  Whizzer (Primary Role: Transport): This admittedly bizarre 
  hero has much in common with his teammate Spitfire. Thanks to 
  a blood transfusion involving a mongoose in Africa, he can run 
  at incredible speeds. While the Whizzer does engage in move-by 
  attacks and disarming techniques, he’s just as likely to slam an 
  opponent head-on at super-speed.  
  Likely Maneuvers: Force Collision, Interference, Warden.
  The Kid Commandos 
  The Kid Commandos are a group of World War II era teen-
  aged superheroes who have dedicated themselves to making the 
  
  Page 14
  Super power Team-Ups!
  world safe from the Axis powers. Though young and small in 
  number, these heroes have boundless energy and a fair amount 
  of experience at fighting large numbers of armed foes, usually 
  Nazi soldiers. As a result, the Kid Commandos have learned to 
  use their young age and apparent inexperience to their advan-
  tage. They frequently appear to get into trouble, seemingly biting 
  off far more than they can chew. When faced with this show of 
  vulnerability, opponents tend to underestimate the youngsters, 
  which often proves to be their undoing, as the Kid Commandos 
  are quick to capitalize on an enemy’s carelessness. In combat, the 
  Kid Commandos tend to spread out each focusing on a particular 
  foe or group of foes.   
  Strategy Feats: Blitzkrieg, Divide and Conquer, False Missteps 
  Peer Encouragement. 
  Bucky (Primary Roles: Psi-Ops, Infantry): Bucky’s courage 
  and amazing athletic abilities more than make up for his lack 
  of super powers. He is an excellent fighter who can hold his 
  own even against superhuman opponents, and though he is still 
  learning to play the role of team leader, his experiences with 
  his mentor, Captain America, have given him a great start. He 
  often wades right into his opponents, leading his teammates by 
  example. Bucky is more experienced than most of the other Kid 
  Commandos, and he is the one who makes the plans and directs 
  the team’s strategies. Though he can be brash on occasion, he’s 
  learning to temper his behavior for the good of the team.  
  Likely Maneuvers: Force Collision, Hearten, Hit ‘em High/Hit 
  ‘em Low, Warden. 
  Golden Girl (Primary Role: Artillery; Secondary Role: 
  Infantry): Golden Girl is an amazing melee fighter, though she 
  can also project powerful beams of concussive light energy. She 
  often fights her way into a group of foes only to blast them all 
  from point blank range. Her powerful energy blasts allow her to 
  function as an Artillery heavy-hitter, capable of taking out even 
  tough opponents and heavily armored vehicles.     
  Likely Maneuvers: Blasted Earth, Shooting Pigeons.
  The Human Top (Primary Role: Transport; Secondary Role: 
  Infantry, Support): The Human Top has the ability to spin at 
  amazing speeds. His powers afford him a certain degree of 
  protection from harm that allows him to mix it up with even the 
  most dangerous opponents. He is a fair melee combatant, as he 
  can, and often does, take on multiple enemies at one time. Even 
  when surrounded, the Human Top is at no significant disadvan-
  tage; his spinning powers ensure that he is never taken completely 
  by surprise.   
  
  Page 15
  Super power Team-Ups!
  Likely Maneuvers: Cyclone, Force Collision, Hit ‘em High/Hit 
  ‘em Low. 
  Toro (Primary Role: Artillery; Secondary Role: Airborne): 
  Toro’s power over heat and fire allow him to fight effectively 
  from a distance (usually from the air), and he is the team’s 
  primary Artillery character, as Golden Girl is much more likely to 
  want to be in the thick of the action. Toro, like Bucky, is a young 
  but experienced hero. Unlike Bucky, Toro remains much the same 
  as he was: hotheaded and cocky. Toro is quick to draw attention 
  to himself, and he often functions as the team’s decoy, regardless 
  of the plan. 
  Likely Maneuvers: Blasted Earth, Energize, Force Collision, 
  Interference, Shooting Pigeons.
  The Outsiders (Original Team)
  The Outsiders is a group of superheroes with a somewhat unusual 
  spin. Commanding a wide range of what appear in some cases to 
  be completely unrelated powers, the Outsiders are nonetheless 
  an effective and often unpredictable fighting force. Somewhat 
  unconventional characters like Metamorpho and the Aurackle-
  possessed Halo, not to mention the legendary Batman himself, 
  provide the Outsiders a degree of versatility rarely found in super-
  hero teams. Their combat tactics can vary greatly, as members 
  usually have a number of potential attacks available to them. The 
  Outsiders tend to hit hard from a short distance and then close in 
  to finish opponents. Geo-Force and Black Lightning, excellent 
  melee and ranged combat characters, function extraordinarily 
  well in this capacity, and as a result, these two often spearhead 
  the team’s attacks.   
  Likely Maneuvers:  Gang’s All Here, Hit ‘em High/Hit ‘em 
  Low, Outfox
  Batman (Special Forces: Artillery, Infantry, Psi-Ops, Specialist, 
  Support): Although he lacks superhuman powers, this veteran 
  crimefighter is perhaps the most versatile member of the team. 
  He often functions as a Specialist, using his detective skills and 
  scientific knowledge to aid the Outsiders. With his utility belt, 
  however, Batman can just as easily play a number of other roles, 
  whether using smoke pellets as a support member or acting as 
  Artillery by hurling his amazing batarangs from afar. Batman is 
  also an accomplished martial artist, and like many on the team, he 
  functions extremely well in an Infantry capacity. 
  Likely Maneuvers: Bomb, Gang’s All Here, Hit ‘em High/Hit 
  ‘em Low, Outfox, Overload, Shooting Pigeons, Warden*, Weird 
  Science. 
  Black Lightning (Primary Roles: Artillery, Infantry): Black 
  Lightning’s ability to hurl devastating electrical energy makes 
  him an excellent Artillery fighter. He also plays an effective 
  Infantry role, as his amazing athletic talents complement his 
  ability to surround himself with a powerful electrical field. Black 
  Lightning functions well in the thick of battle, and he can often be 
  found wading through large numbers of foes.  
  Likely Maneuvers: Bomb, Cover Fire, Energize, Hit ‘em High/
  Hit ‘em Low, Shooting Pigeons, Urban Renewal. 
  Geo-Force (Primary Role: Artillery; Secondary Roles: 
  Airborne, Infantry, Psi-Ops, Support): The immensely powerful 
  prince of Markovia can manipulate earth and stone, project 
  superheated waves of magma, and alter the affects of gravity 
  around him. He is a highly versatile character with a wide array 
  of powers. As the most overtly powerful fighter on the team, he 
  often takes the lead in combat. Perhaps due to the noble blood in 
  his veins, Geo-Force has a certain presence about him, and he is a 
  good leader. Once Batman leaves the Outsiders, Geo-Force’s own 
  leadership qualities are allowed to blossom and mature, and he 
  fully adopts the Psi-Ops role. 
  Likely Maneuvers: Blasted Earth, Bombs Away, Catch, Cover 
  Fire, Force Collision, Hearten, Postal Service*, That’s a Wrap. 
  Halo (Special Forcers: Airborne, Armor, Artillery, Support): 
  Halo has a number of powers tied to her aura’s hue. She most 
  often serves as an Airborne character, but she can play almost any 
  number of roles well. She is young, and her relative inexperience 
  gets her (and sometimes her teammates) into tight spots. Halo is 
  nonetheless a valuable member of the Outsiders, and she does 
  what she can from the air, often tangling with opponents who are 
  more maneuverable than the rest.
  Likely Maneuvers: Blasted Earth, Catch, Force Collision, Cover 
  Fire, Indirect Fire, Interference, Postal Service, Shooting Pigeons. 
  Katana (Primary Role: Infantry): An amazing martial artist with 
  a massive blade, Katana uses her physical prowess and incredible 
  martial skills to help her teammates. This bold fighter does not 
  shy away from direct confrontation, even with those many times 
  larger or more powerful than herself. In combat, Katana often 
  looks out for her young companion Halo.
  Likely Maneuvers: Hit ‘em High/Hit ‘em Low, Urban Renewal, 
  Warden. 
  Metamorpho (Special Forces: Airborne, Armor, Infantry, 
  Psi-Ops, Support): Metamorpho’s ability to become any 
  element found in the human body allows him a degree of flex-
  ibility separate from his teammates. Metamorpho’s powers are 
  not always overtly dangerous, or even obvious, but they do 
  allow him to do things that no one else on the team can. While 
  Batman’s numerous skills make him a capable fighter, leader, 
  and investigator, and Geo-Force’s immense power makes him a 
  nigh-unstoppable combatant, Metamorpho’s strength lies in his 
  unpredictability. The range of his abilities is much wider than that 
  of any of his companions, and his opponents often find it impos-
  sible to be fully prepared for everything this hero can do.
  Likely Maneuvers: Bombs Away, Catch, Force Collision, 
  Hearten, Human Shield, Interference, Postal Service. 
  
  Page 16
  Super power Team-Ups!
  Teen Titans
  This young team, though inexperienced, enjoys the advantage 
  of good leadership and tight bonds of friendship. Though still 
  learning to adapt to new situations, the Teen Titans are a surpris-
  ingly effective group.
  Strategy Feats: Blitzkrieg, Cascade. 
  Changeling (Special Forces: Airborne, Infantry, Support): 
  Changeling is capable of changing his shape, taking the form of 
  any animal he can imagine. This gives him a fair degree of adapt-
  ability, and he is likely the most versatile member of the team. He 
  can be a powerful fighter by taking a particularly large or deadly 
  animal form, or he can act as an irritant or spy in a somewhat 
  smaller, less conspicuous form.  
  Likely Maneuvers: Anchoring, Dogpile, Bombs Away, Hit ‘em 
  High/Hit ‘em Low, Catch, Force Collision, Hearten, Irritant, 
  Postal Service.
  Cyborg (Primary Role: Artillery; Secondary Roles: Infantry, 
  Support): The incredible Cyborg is not only super-strong and 
  tough; he also has a number of cybernetic components that enable 
  him to make use of a number of attacks to incapacitate foes and 
  accomplish tasks. Although he is a capable melee combatant, he 
  commonly uses sonic blasters, lasers, and similar weapon systems 
  to attack from a distance before closing in.
  Likely Maneuvers: Cover Fire, Hit ‘em High/Hit ‘em Low and 
  Weird Science.
  Kid Flash (Primary Role: Transport; Secondary Role: 
  Infantry): Kid Flash is capable of moving at blinding speed, 
  carrying his teammates and running circles around his enemies. 
  Though his hand-to-hand fighting skills benefit from his speed, 
  Kid Flash functions almost exclusively as a Transport character. 
  Likely Maneuvers: Cyclone, Force Collision, Interference, 
  Postal Service, Speed Cushion and Warden.
  Nightwing (Special Forces: Artillery, Infantry, Psi-Ops, 
  Specialist, Support): Nightwing, like his mentor Batman, is 
  resourceful and well rounded, easily capable of performing a 
  number of functions. As the leader of the Teen Titan’s Nightwing 
  is a smart, dangerous, and highly trained detective.  
  Likely Maneuvers: Gang’s All Here, Hit ‘em High/Hit ‘em Low, 
  Outfox, Warden and Weird Science.
  Raven (Primary Role: Support; Secondary Roles: Psi-Ops, 
  Transport): Raven is an excellent supporting combatant. She 
  benefits primarily from her fearsome ability to manifest her soul 
  self, which forces her opponents to confront their fears and inse-
  curities, often reducing them to gibbering messes. She also has 
  teleportation abilities and the power to remove an individual’s 
  pain and anguish. Though her abilities are somewhat subtle, she 
  excels at helping her teammates more than anything else. 
  Likely Maneuvers: Hearten, Rescue.
  Starfire (Primary Role: Artillery; Secondary Roles: Airborne, 
  Infantry): Starfire can fly and fire “starbolts,” powerful blasts of 
  superheated energy. Though her starbolts are her primary method 
  of attack, Starfire’s alien physiology also affords her impressive 
  strength and endurance, both of which allow her to function as an 
  effective Infantry character as well.  
  Likely Maneuvers: Bomb, Bombs Away, Catch, Cover Fire and 
  Force Collision.
  Wonder Girl (Primary Role: Infantry; Secondary Role: 
  Airborne, Support): Wonder Girl is super-strong and durable, 
  and she functions as the team’s primary heavy hitter. She is 
  commonly found engaged in hand-to-hand combat, using her 
  incredible strength to subdue her enemies, and her flying abilities 
  to gain an advantage. Her magic lasso can be used to entangle 
  particularly troublesome foes. 
  Likely Maneuvers: Catch, Hit ‘em High/Hit ‘em Low, Hit the 
  Nail on the Head, Postal Service.
  X-Factor
  This government-sponsored team consists of mutants with 
  varying capabilities and outlooks. Although most members of 
  X-Factor possesses mutant abilities that are somewhat subtle 
  (shapeshifting, retractable claws, healing factors, etc.), all are 
  well-trained combatants capable of playing at least one strictly 
  offensive role. As most of the team’s members were once military 
  or paramilitary operatives, X-Factor relies a great deal on good 
  strategy.
  Strategy Feats: Blitzkrieg, Cascade, Divide and Conquer, Pincer 
  Attack, Tighten Ranks.
  Forge (Primary Role: Specialist; Secondary Roles: Artillery, 
  Infantry, Psi-Ops): Forge is an effective team leader, a skilled 
  and capable soldier. He may create nearly any scientific device 
  he can imagine and is the team’s primary Specialist, although he 
  is also an excellent marksman and melee combatant. His bionic 
  replacements further reinforce his usefulness as an Infantry char-
  acter. Although Forge is a Cheyenne mystic, he is reluctant to use 
  his magical abilities and does so only rarely.  When he does it 
  often offers him new and beneficial insights that can aid the team.  
  Likely Maneuvers: Bomb, Cover Fire, Outfox, Overload, Weird 
  Science. 
  Mystique (Primary Role: Support; Secondary Roles: Artillery, 
  Infantry): Mystique specializes in playing a Support role, using 
  her shapeshifting abilities to infiltrate, confuse, and sabotage 
  opponents. She is also a talented fighter, and her marksmanship 
  and martial arts skills are formidable. 
  Likely Maneuvers: Cover Fire and Hit ‘em High/Hit ‘em Low.
  Polaris (Primary Role: Support; Secondary Role: Artillery): 
  Polaris has the mutant ability to manipulate magnetic forces, and 
  she primarily plays a Support role, greatly hindering the team’s 
  
  Page 17
  Super power Team-Ups!
  opposition, but she can also be a dangerous Artillery character, 
  hurling objects or opponents as she desires. 
  Likely Maneuvers: Bombs Away and Catch.
  Sabretooth (Primary Role: Infantry; Secondary Role: Armor): 
  As one of the most dangerous men alive, Sabretooth is well 
  entrenched in the Infantry role he plays so well. If his superior 
  strength and agility, his combat training, and his deadly claws 
  aren’t enough, his mutant healing factor allows Sabretooth to play 
  a limited Armor role, as well.  Sabretooth is not much of a team 
  player, and rarely makes use of maneuvers.
  Likely Maneuvers: Dogpile, Hit ‘em High/Hit ‘em Low.
  Shard (Primary Role: Artillery; Secondary Role: Psi-Ops): A 
  visitor from an alternate future, Shard is a highly trained X.S.E. 
  (Xavier Security Enforcers) officer, and as such, is an excellent 
  Artillery character, relying either on her bioelectric energy bolts 
  or her advanced weaponry. Shard is also a relatively skilled tacti-
  cian, a fact that is made plain in combat situations. As a light-
  based life form, Shard may pass freely through solid objects. She 
  may use this ability to infiltrate highly fortified areas or to escape 
  capture. 
  Likely Maneuvers: Bomb and Cover Fire.  
  Wildchild (Primary Role: Infantry): Wildchild is a bestial 
  combatant, reputedly trained to fight by Wolverine himself. He 
  plays the Infantry role well, benefiting from his superhuman acro-
  batic ability and endurance, as well as his razor-sharp claws.  
  Likely Maneuvers: Dogpile, Hit ‘em High/Hit ‘em Low, 
  Warden. 
  X-Men (New Modern)
  This incarnation of the X-Men includes a number of experienced 
  mutants, many of whom possess abilities with very spectacular 
  and often explosive effects. These characters function with 
  a surprising degree of restraint, due partly to their history as 
  warriors. Disciplined and dedicated, this new X-Men team works 
  extraordinarily well together. 
  Strategy Feats: Blitzkrieg, Cascade, Divide and Conquer, Hold 
  the Line, Pincer Attack, Tighten Ranks. 
  Bishop (Primary Role: Artillery; Secondary Role: Armor): 
  Bishop can absorb opponents’ energy attacks and redirect them 
  at any foes he desires. His ability to absorb energy allows him a 
  certain degree of functionality as an Armor character, but his mili-
  tary training, his ability to redirect the energy, and his futuristic 
  energy weapons all contribute to his primary role as an Artillery 
  character. 
  Likely Maneuvers: Blasted Earth, Bomb, Cover Fire, Dogpile 
  and Human Shield (against energy attacks). 
  Cannonball (Primary Roles: Airborne, Armor; Secondary 
  Roles: Psi-Ops): Cannonball has the mutant ability to fly at 
  
  Page 18
  Super power Team-Ups!
  incredible speeds, projecting a “blast field” that protects him and 
  anyone he carries from harm. This makes him an ideal Airborne 
  and Armor character, as he has the ability to protect and transport 
  his passengers. Cannonball has also developed impressive leader-
  ship skills from his time with X-Force, and he can play the Psi-
  Ops role of a leader as well. 
  Likely Maneuvers: Bombs Away, Catch, Force Collision, Gang’s 
  All Here, Human Shield, Outfox, Postal Service and Rescue.
  Dazzler (Primary Role: Artillery): Dazzler has the ability to 
  convert sound into light energy.  Her power allows her to play the 
  role of an impressive Artillery character.  
  Likely Maneuvers: Cover Fire, Hearten.
  Gambit (Primary Role: Artillery; Secondary Roles: Infantry, 
  Specialist): Gambit is an Artillery character with the devastating 
  ability to “charge” objects with explosive kinetic energy. As a 
  former thief and longtime scoundrel, Gambit is a Specialist in 
  many underhanded fields and, by necessity, an expert at hand-to-
  hand combat, and may accordingly function as Infantry as well. 
  Likely Maneuvers: Blasted Earth, Cover Fire, Hearten, Interfer-
  ence, Urban Renewal.
  Havok (Primary Role: Artillery; Secondary Role: Psi-Ops): 
  Havok once led X-Factor, and has become a capable Psi-Ops 
  character, a keen strategist and effective leader. His mutant power 
  allows him to project destructive waves of energy. He is poten-
  tially one of the most powerful X-Men.  
  Likely Maneuvers: Blasted Earth, Bomb, Cover Fire, Gang’s All 
  Here and Urban Renewal.
  Longshot (Primary Role: Artillery; Secondary Role: Infantry, 
  Psi-Ops): A highly trained prizefighter from an alternate dimen-
  sion, Longshot is a phenomenal marksman and martial artist. 
  Primarily an Artillery character, Longshot frequently makes 
  use of a number of small and deadly throwing knives. His luck 
  powers allow him to function as Psi-Ops, though the risk of back-
  lash prevents him from relying too often on this luck. 
  Likely Maneuvers: Force Collision, Hit ‘em High/Hit ‘em Low, 
  Warden.
  Phoenix (Special Forces: Airborne, Armor, Psi-Ops, Support): 
  Although this Phoenix is somewhat less powerful than the 
  previous one, she does have immense power, and functions as a 
  Special Forces character. The Phoenix Force within young Rachel 
  Summers affords her many impressive psionic abilities, and she 
  may manipulate minds and matter with incredible skill. She can 
  also fly and surround herself with a powerful, flaming aura that 
  protects her from harm.
  Likely Maneuvers: Bombs Away, Catch, Force Collision, Hit the 
  Nail on the Head, Human Shield.
  Psylocke (Primary Role: Infantry; Secondary Role: Psi-Ops, 
  Support): Psylocke is a highly trained psychic martial artist with 
  a deadly psionic weapon. Needless to say, she is primarily an 
  Infantry character, though her psychic abilities allow her to play 
  Psi-Ops and Support roles, telepathically communicating with her 
  allies and clouding the minds of her opponents. 
  Likely Maneuvers: Force Collision, Warden.
  Rogue (Primary Roles: Armor, Infantry; Secondary Roles: 
  Airborne, Support): Being incredibly strong and nearly invul-
  nerable, Rogue plays both Armor and Infantry roles. Her ability 
  to fly somewhat enhances those roles, and her mutant ability to 
  absorb the powers of those she touches (leaving such unfortu-
  nates powerless) affords her the potential to play any role. 
  Likely Maneuvers: Bombs Away, Catch, Human Shield, Force 
  Collision.
  Sage (Primary Role: Psi-Ops): Sage is a powerful psychic with 
  a mind like a computer. Her ability to quickly analyze and store 
  data makes her a competent and trustworthy leader. She excels 
  
  Page 19
  Super power Team-Ups!
  at enhancing the team’s performance, whether through providing 
  special sunglasses that allow the team to link telepathically, or by 
  manipulating allies’ mutagenic fields, catalyzing new and greater 
  mutations. 
  Maneuvers: Hearten, Indirect Fire.
  X-Men (Original Team)
  The original X-Men were young and generally inexperienced. 
  Their powers were very specialized, and they were not particu-
  larly skilled or disciplined in using them. Fortunately, their own 
  weaknesses led team members to look to one another for rein-
  forcement and aid, and the team slowly grew into a fully func-
  tional, capable team.
  Strategy Feats: Blitzkrieg, Cascade.
  Angel (Primary Role: Airborne): Angel’s mutation comes in the 
  form of two beautiful feathered wings that allow him to fly. His 
  resourcefulness affords him a certain degree of effectiveness in 
  the air, despite his lack of other abilities. 
  Likely Maneuvers: Bombs Away, Catch, Force Collision, Hit 
  ‘em High/Hit ‘em Low, Interference.
  Beast (Primary Role: Infantry; Secondary Role: Specialist): 
  Beast’s superhuman strength and agility make him an excellent 
  melee combatant, and he is the team’s primary Infantry character. 
  He is also highly intelligent and often functions as the teams 
  Specialist on matters involving science.
  Likely Maneuvers: Catch, Force Collision, Hit ‘em High/Hit 
  ‘em Low, Speedball Special (later in his career), That’s a Wrap, 
  Warden.
  Cyclops (Primary Roles: Artillery, Psi-Ops): Cyclops leads the 
  X-Men, and his quick wits and knack for teamwork make him an 
  excellent Psi-Ops character. His powerful optic blasts allow him 
  to attack from afar, and he is the primary Artillery character.
  Likely Maneuvers: Blasted Earth, Cover Fire, Gang’s All Here 
  and Urban Renewal. 
  Ice Man (Primary Role: Support; Secondary Roles: Airborne, 
  Artillery): Ice Man functions primarily as a Support character, 
  like his comrade Marvel Girl, though their methods differ some-
  what. His ability to manipulate cold allows him to create great 
  walls and barriers of ice to freeze his opponents in their tracks. 
  He can also alter the terrain, making it hazardous and difficult to 
  navigate. His ability to create expanses of along which he slides 
  from place to place allows him to play the Airborne role with 
  some success. When functioning as an Artillery character, Ice 
  Man frequently hurls either densely packed snowballs or sharp 
  ice spikes. 
  Likely Maneuvers: Bombs Away, Cover Fire, Force Collision 
  and Postal Service.
  Marvel Girl (Primary Role: Support; Secondary Role: 
  Airborne, Psi-Ops): Marvel Girl is a powerful telekinetic/tele-
  path, and though she is often reluctant to push her abilities, her 
  talents are more than sufficient to hinder foes. She often lifts 
  enemies high into the air, psychically holds them in place, or 
  clouds their minds.
  Likely Maneuvers: Force Collision, Hearten, Indirect Fire, Inter-
  ference, Postal Service.
  X-Men (Uncanny)
  This new group of X-Men is generally more experienced and 
  powerful than the first. The Uncanny X-Men work well as a team, 
  but often break off to fight as individuals, coming together again 
  when one or more ally requires aid. This group, more than many, 
  epitomizes the strength of single individuals with fairly distinct 
  specialties. Nearly every character plays a different primary role, 
  but secondary roles overlap noticeably, and as a result, the team 
  members function effectively both as a team and as individuals.
  Strategy Feats: Blitzkrieg, Cascade, Divide and Conquer.  
  Banshee (Primary Role: Artillery; Secondary Role: Airborne): 
  Banshee’s wail can be used to incapacitate or demoralize foes. He 
  is primarily an Artillery character, and his ability to fly at incred-
  ible speeds makes him all the more deadly. 
  Likely Maneuvers: Bomb, Catch, Cover Fire, Force Collision.
  Colossus (Primary Roles: Armor, Infantry): Superhumanly 
  strong and nearly impervious to harm, Colossus is an ideal Armor 
  and Infantry combination character. He is a natural team player.  
  Likely Maneuvers: Anchoring, Catch, Hit ‘em High/Hit ‘em 
  Low, Hit the Nail on the Head, Human Shield, That’s a Wrap, 
  Speedball Special.
  Nightcrawler (Primary Role: Transport; Secondary Role: 
  Infantry): Nightcrawler often uses his teleportation ability to 
  benefit his teammates and give him an advantage in combat. This, 
  added to his incredible acrobatic ability, makes him an accom-
  plished Infantry character as well. 
  Likely Maneuvers: Catch, Hearten, Hit ‘em High/Hit ‘em Low, 
  Postal Service.
  Phoenix (Special Forces: All): The first Phoenix possesses 
  incredible psionic powers, and can play nearly any role available, 
  although the Psi-Ops and Support roles are those most frequently 
  chosen.
  Likely Maneuvers: Catch, Force Collision, Gang’s All Here and 
  Hearten.   
  Shadowcat (Primary Role: Psi-Ops; Secondary Role: Airborne, 
  Support): Shadowcat has the ability to become intangible, which 
  she often uses to go places her teammates can’t or to confuse and 
  distract enemies. This ability also allows her to fly. 
  
  Page 20
  Super power Team-Ups!
  Likely Maneuvers: Force Collision, Interference, Postal Service, 
  Hearten.
  Storm (Primary Role: Support; Secondary Roles: Airborne, 
  Artillery, Psi-Ops): Storm’s great control over the environment 
  makes her an excellent Support character.  She often calls up fog 
  or rain or snow to slow, confuse, or halt her opponents.  As an 
  Artillery character, she may knock them over with wind or strike 
  them with bolts of lightning. Storm eventually begins to show a 
  great deal of promise as a leader and the Psi-Ops role appears to 
  grow on her. 
  Likely Maneuvers: Blasted Earth, Catch, Force Collision, 
  Gang’s All Here, Indirect Fire, Interference and Postal Service.
  Sunfire (Primary Role: Artillery; Secondary Roles: Airborne, 
  Infantry): A powerful mutant capable of converting solar and 
  electromagnetic energy to blazing plasma, Sunfire is an obvious 
  Artillery character. His powers also allow him to fly and generate 
  a personal force field to protect him from heat and electromag-
  netic energy. As a skilled martial artist, Sunfire plays the Infantry 
  role as well.
  Likely Maneuvers: Blasted Earth, Bombs Away, Catch, Cover 
  Fire, Energize, Indirect Fire, Shooting Pigeon.
  Wolverine (Primary Role: Infantry; Secondary Role: Armor): 
  Wolverine is perhaps one of the most effective Infantry characters 
  on the team. An expert in many forms of martial arts, Wolverine 
  is armed with unbreakable claws that can cut through most mate-
  rials with ease. His incredibly fast healing and his adamantium-
  laced bones allow him to function in some capacity as an Armor 
  character as well. Though a loner at heart, Wolverine works well 
  with his teammates.
  Likely Maneuvers: Hit ‘em High/Hit ‘em Low, Human Shield, 
  Warden
  Maneuvers for a Team
  This section includes a number of maneuvers intended to provide 
  teams with more opportunity to benefit from teamwork.  Many 
  have prerequisite feats and abilities.  All maneuvers are optional.  
  The GM may feel to exclude any she feels will not enhance her 
  game or create and add her own.  If desired, she may even require 
  characters to purchase individual maneuvers as feats.    
  
  Page 21
  Super power Team-Ups!
  Anchoring
  Characters may grapple with a flying enemy to weigh him down, 
  lessening his maneuverability and perhaps even bearing him to 
  the ground. A character within melee range of a flying opponent 
  (having jumped, flown, been hurled, etc.) may attempt to grapple 
  with the target.  On a successful opposed grapple check, such 
  a character may choose to encumber the flying character. Until 
  the defender wins a grapple check, double the attacker’s weight 
  for purposes of determining the flyer’s encumbrance. The flyer 
  is considered to be carrying the attacker, who, in attempting to 
  drag the target down, is considered heavier. This may seriously 
  hinder the flyer, who suffers penalties as detailed in the Carrying 
  Capacity rules in the SRD.  A flyer whose maximum load is 
  exceeded plummets to the ground and suffers falling damage, 
  along with all those who grapple with him.  Multiple characters 
  using the Anchoring maneuver can be devastating.
  Blasted Earth
  A character blasts the ground, rendering it more difficult to 
  travel. The character attacks to severely damage a surface with 
  a hardness less than or equal to the attack’s damage, worsening 
  its terrain type by one (from Normal to Poor, from Poor to Bad, 
  from Bad to Very Bad) for purposes of movement allowance  It is 
  commonly used to obstruct ground vehicles, but can also hamper 
  pedestrians. When used on very bad terrain, this maneuver forces 
  anyone moving across the affected area at a speed faster than five 
  feet per round to make a Balance or Drive check (DC 10 + one-
  half their attack damage or one-half strength bonus) or fall prone 
  or crash.
  Bomb 
  A character with an appropriate ranged attack may blast a suit-
  ably brittle or volatile object hurled at an opponent by an ally, 
  converting it into a hail of sparks or shrapnel or a spray of 
  burning liquid. In game mechanics terms, a character will use an 
  energy attack or similar ranged attack to convert an improvised 
  weapon thrown by an ally into an area attack. The character must 
  match the ally’s attack roll with a Reflex save to successfully 
  strike the object, and the ranged attack must destroy it (according 
  to the Attacking an Object rules in the SRD). If the rolls are 
  successful, the hurled object explodes, melts or otherwise 
  changes to become an area attack with a damage equal to either 
  the object’s Hardness + one-half the damage of the character’s 
  ranged attack. 
  Bombs Away
  An Airborne character passes overhead and hurls a heavy object 
  or sturdy companion at a target below, using his momentum more 
  than his strength to increase Damage.  He must strike the target 
  with a ranged attack.  A thrown object is simply treated as an 
  improvised ranged weapon, while a companion, on a successful 
  ranged attack roll, immediately makes a melee attack of her own, 
  and is considered to be charging at the flying character’s Move-
  ment amount.
  Catch 
  The character attempts to catch a falling comrade before she 
  hits the ground, possibly reducing or eliminating the resulting 
  damage.  During his turn in a round, the character may move 
  a distance up to his base movement rate to arrive beneath the 
  comrade and attempt to catch her.  The character attempting the 
  maneuver makes a Strength check (DC 5).  His margin of success 
  is subtracted from the distance (in feet) of the comrade’s fall for 
  the purposes of determining damage.  Any remaining damage 
  is divided between both characters (if the remaining damage is 
  an odd number, then the falling character receives the higher 
  damage bonus).  Reduce the damage by one point for every size 
  category the catcher is larger than the falling individual.  Simi-
  larly, increase the damage by one point per size category the 
  catcher is smaller than the falling individual. 
   An Airborne character may similarly catch a falling individual he 
  can reach in one round, though doing so requires a melee attack 
  roll against a DC 10 (if the subject is willing) or the individual’s 
  flat-footed score (if the subject resists). If the roll is successful, 
  then neither character suffers damage, and the flying character 
  is left holding the subject.  Failure indicates that the character 
  misses, and the falling individual continues to plummet.  A flying 
  character holding a comrade is still subject to encumbrance rules 
  and weight limits, and may be slowed or pulled to the ground if 
  he catches a particularly heavy companion.    
  Cover Fire 
  A ranged attacker spends a full action to saturate an area with 
  enough attacks to prevent foes from moving through it without 
  risking injury.  Cover Fire affects an area with a radius equal to 
  five times the amount of damage of the attack.  The character 
  makes an attack roll.  Everyone in the affected area must succeed 
  at a Reflex save (DC 10 + the attack’s attack damage).  Those 
  who fail compare their defensive scores to the assailant’s attack 
  roll.  All characters whose defensive scores are less than the 
  attack roll suffer the effects of the character’s attack.  This tech-
  nique is excellent for discouraging pursuit, pinning down oppo-
  nents, and herding enemies.  A character may lay down cover 
  fire for as long as he likes, so long as he spends a full action each 
  round to do so.  For the duration of the technique, though, he is 
  considered flat-footed, and loses all Dexterity and bonuses to 
  their defensive score.  This ability cannot be used by a character 
  whose basic attack requires a full attack action.  
  Cyclone 
  A Transport character may use her powers to circle an opponent 
  fast enough to stun or blind him with displaced air.  By quickly 
  circling a target, a Transport character may attempt to stun an 
  
  Page 22
  Super power Team-Ups!
  opponent with a DC equal to one-half their current movement 
  amount. Additionally, the character may attempt to attack to cause 
  the individual to be dazzled, DC equal to one-half her movement 
  amount. The character must complete at least two circuits around 
  the target during the round in which this maneuver is used and is 
  considered a full action to do so.
  Dogpile 
  Much like Anchoring, Dogpile is a maneuver used by multiple 
  attackers to bear a standing foe to the ground. All attackers 
  grapple the defender with one grapple check, using the full 
  strength modifier of the strongest character, while his allies 
  contribute only half their Strength modifiers. If the target is 
  successfully pinned, he is rendered prone, and other attackers 
  may join the grapple to maintain the pin, even if the total number 
  of grapplers exceeds the normal maximum number of grapplers 
  per round described in the Grapple section of the SRD. The 
  strength of this maneuver is in its ability to keep pinned foes 
  pinned, and it is most frequently used by characters desperate to 
  keep a stronger foe down.
  Energize 
  A character with an energy-based power may enhance an ally’s 
  melee weapon, heating it, electrifying it, or otherwise increasing 
  its potential to deal damage.  The weapon acquires an appropriate 
  energy field with does one half the amount of the total damage 
  the energy based power would do.  The energy field degrades at a 
  rate of 10 points per round.  
  Force Collision
  A moving character “jukes” pursuit, causing a pursuer to risk 
  crashing into nearby objects or characters. A character being 
  pursued by another may move in such a way as to force a colli-
  sion with a nearby object, structure, or character being passed by 
  succeeding at a Bluff skill check opposed by the pursuer’s Sense 
  Motive (or Wisdom modifier). If the check is successful, the 
  pursuer strikes a nearby structure or person chosen by the char-
  acter and must resolve a charge attack against it. If the attack is 
  successful, then both the pursuer and the target suffer the effects.
  Gang’s All Here
  A team does its best to radiate an aura of menace in order to cow 
  or delay opponents. This maneuver is only usable just before 
  the first round of combat. Before initiative, the leader makes an 
  Intimidation roll, with a +1 bonus for each character by which 
  the leader’s allies outnumber their opponents (or a –1 penalty for 
  each character by which the leader and his allies are outnum-
  bered). For the first round of combat, opponents who fail to 
  match the leader’s roll with a Will save receive a –2 penalty to all 
  actions.
  Hearten 
  With a successful Charisma check against a DC 15, a character 
  may add his Charisma bonus to an ally’s Will save.  This requires 
  a full round action and lasts for one scene or encounter (GMs 
  discretion).    
  Hit ‘em High/Hit ‘em Low 
  Using this maneuver, two attackers may initiate a joint melee 
  attack against a single opponent up to one size category larger 
  than the largest attacker in order to knock the target down; one 
  assailant chooses to attack high, while the other attacks low. This 
  maneuver is most effective when characters are facing a physi-
  cally powerful opponent. Both assailants act on the lowest initia-
  tive roll between them. The “low” assailant rolls to attack first. 
  If this roll is successful, damage is determined as normal. After 
  a successful “low” attack, the “high” assailant may attack, and 
  if that roll is successful, the “low” assailant receives a free trip 
  attack against the target immediately after damage is determined.  
  Hit the Nail on the Head 
  An attacker may strike another character with such downward 
  force that the victim is pushed into the ground and possibly 
  immobilized.  The attacker attacks the target as normal.  If the 
  attack is successful, damage is determined as normal, and the 
  attacker makes a Strength check against a DC 15 + the Hard-
  ness of the surface on which the target stands (usually 3 or 4 for 
  earth, 8 for concrete and 15 for steel or similar substances).  If 
  the Strength check succeeds, the victim is pushed deeply into the 
  material he is standing on and is affected by a pinned result with 
  the DC equal to the material’s Hardness.  
  Human Shield 
  The character uses her body to protect a companion from ranged 
  attacks or specific environmental conditions, such as falling 
  debris.  A sufficiently large individual (of a size category at least 
  equal to that of the character being protected) may interpose 
  herself between an adjacent companion and the path of danger 
  to provide the companion with up to ½ cover.  This increases to 
  ¾ cover if the character is one size category larger and full cover 
  if the she is two or more sizes larger.  An attack that misses the 
  companion due to the cover modifier strikes the shielding char-
  acter, regardless of her defensive score.  The character herself 
  may not attempt a Reflex save, so if the maneuver is used to 
  provide a cover-based Reflex save bonus, the shielding character 
  automatically fails.  This tactic is best used by Armor characters.
  Indirect Fire 
  A character assists a nearby ally in attacking a concealed or 
  obscured opponent, communicating to the ally a target’s location 
  in the hopes of decreasing the effects of concealment or invis-
  
  Page 23
  Super power Team-Ups!
  ibility. The character must have some means of penetrating the 
  concealment, and must be able to sense the target.  This maneuver 
  requires a full action and a successful Charisma check against a 
  DC equal to the target’s defensive score. If the roll is successful, 
  the ally’s concealment miss chance (see Concealment in the SRD) 
  is halved.  
  Interference
  The character uses the Bluff skill to draw enemy attacks and 
  attention away from teammates.  Airborne, Armor, and Transport 
  characters have the best luck with this tactic rendering an oppo-
  nents’ attacks futile more often than not.  Under most circum-
  stances, this ability may only have one target at a time, though the 
  GM may rule otherwise for particularly cruel taunts and jabs.
  Outfox
  A leader uses her canny tactics to overcome another character’s 
  leadership abilities. With a free action and a successful opposed 
  Intelligence check (against the opposing leader), the character 
  may give such orders to her team as to inflict a –1 to all charac-
  ters acting under the opposing leader in lieu of the usual bonus.  
  This maneuver only works against opponents under the influence 
  of the Leadership feat.
  Overload
  The character overloads a scientific device’s power source, 
  causing it to explode or otherwise discharge large quantities of 
  energy. A character with a skill pertinent to a particular type of 
  technology may rig a super-science device to explode by rolling 
  the pertinent skill against a DC equal to 10 + any other modifiers 
  the device may have. If this roll is successful, the device becomes 
  a single use area attack with an attack damage equal to twice the 
  hardness of the device, but the device is lost until replaced (or 
  the end of the session, depending on the GM’s generosity). Over-
  loading equipment usually requires at least a full action, though 
  this time may be modified by the GM.
  Postal Service 
  The character carries a companion, allowing her to benefit from 
  his movement and defensive values.  The companion, however, 
  can take no move action herself.  Depending on his strength, the 
  carrier may suffer penalties due to encumbrance.  If the character 
  is struck by an attack that would have failed were it not for being 
  encumbered, his companion is struck instead (if the character is 
  carrying more than one companion, determine randomly which 
  is struck).  A sufficiently strong individual might carry multiple 
  companions, offering each the benefit of his movement and 
  
  Page 24
  Super power Team-Ups!
  defensive score.  This technique works great for keeping weaker 
  characters, especially noncombatants, safe from harm.
  Rescue 
  A speedster may use her incredible speed to better her chances 
  at extracting a pinned or grappled ally. Using this maneuver, 
  a Transport character may add her movement amount to her 
  grapple check to break another’s pin (see the Grapple rules in 
  SRD for more information). If the grapple check is successful, 
  the character both breaks the pin and escapes, (as described in the 
  Grapple rules in the SRD), carrying the ally with her.
  Speedball Special 
  The character uses another individual as a projectile, hurling 
  her at a target.  For all intents and purposes (range increments, 
  maximum distance, etc.), the hurled character counts as a thrown 
  improvised weapon.  The thrower makes a ranged attack against 
  the target, while the hurled character makes a melee attack.  
  Both rolls must overcome the target’s defensive score for this 
  maneuver to be successful.  The hurled character is considered 
  to be charging the target, and she has the option of substituting 
  the thrower’s Strength for her own when calculating attack and 
  damage bonuses.  This maneuver is often used to allow one 
  character (usually Infantry) to quickly close with a target.  It also 
  allows strong characters to hurl teammates to areas they couldn’t 
  otherwise reach, such as high precipices, ventilation ducts, and 
  treetops.
  Speed Cushion 
  Similar to the Catch maneuver, Speed Cushion allows a suffi-
  ciently fast character to prevent a falling companion from 
  suffering damage on impact by running in circles beneath her fast 
  enough to create a column of air to significantly slow the fall.  
  To do so, the character makes a check using a movement power, 
  ability or an equivalent (DC 15).  The character’s margin of 
  success is subtracted from the distance (in feet) of the comrade’s 
  fall for the purposes of determining damage.  Any remaining 
  damage is applied to the falling character.
  That’s a Wrap
  A character with sufficient strength may use nearby strips of 
  concrete, dirt, fence or some similar substance with Hardness 
  equal to or less than the character’s Strength bonus, as an effec-
  tive area pinned result, wrapping or entangling opponents. 
  Urban Renewal 
  A character with a sufficiently powerful attack topples a nearby 
  structure, such as a building, hill, pillar, stalactite, etc. in such 
  a way as to enable its use as a bridge, incline, or pathway.  This 
  allows a character without special movement abilities, some 
  degree of maneuverability when confronted with those who have 
  them.  So long as a fitting collapsible structure (determined by 
  the GM) is nearby, the character may for d4 rounds an increase to 
  their Reflex save equal to the Hardness of the rubble, while those 
  in the rubble suffer a decrease to their Reflex save equal to the 
  Hardness of the rubble.
  Warden 
  The character uses his incredible reflexes to protect nearby 
  companions from certain types of danger, such as area effect 
  attacks, collapsing floors, and falling debris.  The character may 
  allow others within reach to use his Reflex save instead of their 
  own.  This ability can only be used once per turn, and it is still 
  possible for the character to fail his Reflex save.
  Weird Science 
  A character may roll an appropriate knowledge skill (DC 15) to 
  discover a way to temporarily augment the abilities of another.  
  The abilities in question must be derived from a power source 
  related to the body of skills used.  For example, a super-genius 
  character may use his Knowledge (Mechanics) skill to augment 
  a battlesuit character’s Strength.  It takes one full round action 
  to perform the necessary modifications, provided the character 
  possesses the proper tools (GM’s discretion).  This technique 
  effectively gains 10 points plus half of the modifying character’s 
  Intelligence bonus.  The extra bonus bleeds off at a rate of 5 
  points per round.  Failing the Knowledge roll by more than 10 
  indicates that the character has somehow messed things up, and 
  the target suffers an attack equal to 10 points plus half of the 
  modifying character’s Intelligence bonus.
  Alternatively, the character may wish to allow the target to use a 
  new ability or feat she does not currently have.  If this is the case, 
  his skill roll DC is 25.  If the skill roll fails by more than 10, the 
  target character suffers an attack equal to 15 points plus half of 
  the modifying character’s Intelligence bonus.  Success allows the 
  target one use of an ability or feat she does not normally possess.  
  All mechanics on all pages is Open Game Content as defined by 
  the Open Gaming License. See page X for more information.
  
  OPEN GAME LICENSE VERSION 1.0A 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Mate-
  rial” means copyrighted material including derivative works and transla-
  tions (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, trans-
  formed or adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environ-
  ments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or regis-
  tered trademark clearly identified as Product identity by the owner of 
  the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products 
  or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing orig-
  inal material as Open Game Content, You represent that Your Contribu-
  tions are Your original creation and/or You have sufficient rights to grant 
  the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the COPY-
  RIGHT NOTICE of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Iden-
  tity, including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compat-
  ibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product Iden-
  tity in Open Game Content does not constitute a challenge to the owner-
  ship of that Product Identity. The owner of any Product Identity used in 
  Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses shall survive the termi-
  nation of this License. 
  14. Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to 
  make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Super Power Team Ups Copyright 2007, Louis Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Devil's Workshop/Superpower/Super Power Team-Ups.pdf