TEXT: 46
  46
  Red Abilities (Page 106)
  Archetype (Page 73)
  Health (Page 113)
  Retcon (Page 112)
  STEP  5
  STEP  6
  Finishing Touches (Page 114)
  STEP  3
  Power Source (Page 57)
  STEP  7
  STEP  8
  46
  46
  STEP  2
  Background (Page 49)
  Add up the following numbers: 8 + the maximum 
  of your Red status die + the maximum of your 
  choice of any one Athletic power or Mental 
  quality (or a 
   if you have none) + the 
  result of rolling 
   (if you don’t 
  want to roll, just 
  use 4). This total is 
  your total Health. 
  Use the chart on 
  page 113 to determine 
  your Green, Yellow, 
  and Red Health ranges.
  Roll the dice you gained from your 
  archetype to select a personality. 
  record 
  your 
  personality 
  in 
  your 
  hero 
  sheet’s 
  Characteristics 
  section. 
  It provides you with your 
  status dice and an Out 
  ability. You also take a 
   
  core character quality of 
  your choice, as explained 
  on page 121.
  Guided Method:
  Step By Step
  Take one retcon from the 
  following list: 
  •  An extra Red ability
  •  Swap two dice in your 
  powers and/or qualities
  •  Swap an ability to use 
  a different power or 
  quality
  •  Increase 
  your 
  Red 
  status die by one size 
  (maximum 
  )
  •  Add any 
   power or 
  quality of your choice
  •  Swap 
  one 
  of 
  your 
  principles for any other
  To begin: roll 
   
  . Using one 
  of the two 
   you just rolled, or 
  by adding them together, select a 
  background, recording it in the 
  Characteristics section of your hero 
  sheet. That provides you with some of 
  your qualities (details on page 44), a 
  principle (details on page 45), and a 
  new set of dice to roll for power 
  source for the next step.
  Roll the dice you gained from 
  your background to select a 
  Power Source, recording it 
  in the characteristics section 
  of your hero sheet. The size of 
  dice you just rolled provides 
  you with some of your powers 
  (Details on Page 44). You also 
  receive some yellow abilities, 
  other abilities, or qualities, 
  and dice to roll for your 
  archetype for the next step.
  Choose two red abilities. Pick 
  from the list that corresponds 
  with the category of the power 
  or quality that you will use for 
  this ability.
  Roll the dice you gained from your power 
  source to select an Archetype, recording 
  it in the characteristics section of your 
  hero sheet. The size of dice you just 
  rolled provides you with more powers 
  and/or qualities. It also provides 
  green 
  abilities, 
  sometimes 
  other 
  abilities, a second principle, and a 
  new set of dice to roll for your 
  personality for the next step.
  STEP  1
  46
  46
  Make these work for your hero!
  If none of your options fit your idea of your hero, 
  you can re-roll your dice once during each phase 
  of the process.
  Guided Method: Step By Step
  Fill in the final details of your hero: 
  name, alias, description, and new 
  names for your abilities.
  STEP  4 Personality (Page 101)
  
  Playing
  Playing
  the Game
  the Game
  Adventure
  Adventure
  Issues
  Issues
  The
  The
  Archives
  Archives
  The
  The
  Bullpen
  Bullpen
  Moderating
  Moderating
  the Game
  the Game
  Intro
  Intro
  reating
  reating
  eroes
  eroes
  HC
  4747
  Appendices
  Appendices
  Powers
  Powers
  * Powers/qualities from these categories are used to increase starting Health.
  ** These powers/qualities require customization to the hero.
  Special**
  Special**
    
  Roleplaying Quality: a unique Quality that sums up your hero
  4747
  Playing
  Playing
  the Game
  the Game
  Name Of
  Name Of
  Issue 1
  Issue 1
  The
  The
  Archives
  Archives
  The
  The
  Bullpen
  Bullpen
  Moderating
  Moderating
  the Game
  the Game
  Intro
  Intro
  reating
  reating
  eroes
  eroes
  HC
  Index &
  Index &
  Glossary
  Glossary
  47474747
  Playing
  Playing
  the Game
  the Game
  Adventure
  Adventure
  Issues
  Issues
  The
  The
  Archives
  Archives
  The
  The
  Bullpen
  Bullpen
  Moderating
  Moderating
  the Game
  the Game
  Intro
  Intro
  reating
  reating
  eroes
  eroes
  HC
  4747
  Appendices
  Appendices
  CHECK OUT pages 115-120 for further 
  explanations of each of these powers 
  and qualities.
  Powers and Qualities list
  Adventure
  Adventure
  Issues
  Issues
   Information
   Information
    Criminal Underworld Info 
  Deep Space Knowledge
   History
   Magical Lore
   Medicine
   Otherworldly Mythos
   Science
   Technology
         Mental*
   Mental*
   Alertness
   Conviction
   Creativity
   Investigation
   Self-Discipline
        Physical
  Physical
   Acrobatics
   Close Combat
   Finesse
   Fitness
   Ranged Combat
   Stealth
      Social
  Social
   Banter
   Insight
   Imposing
   Leadership
   Persuasion
  Athletic*
  Athletic*
   Agility
   Speed
   Strength
   Vitality
  Elemental/Energy
  Elemental/Energy
   Cold
   Cosmic
   Electricity
   Fire
   Infernal
   Nuclear
   Radiant
   Sonic
   Weather
  Hallmark**
  Hallmark**
  Invented Power with 
  GM’s permission
  Signature Vehicle
  Signature Weaponry
   
  Intellectual
  Intellectual
   Awareness
   Deduction
   Intuition
   Lightning Calculator
   Presence
  Materials
  Materials
   Metal
   Plants
   Stone
   Toxic
   Transmutation
  Self Control
  Self Control
   Absorption
   Density Control
   Duplication
   Elasticity
   Intangibility
   Invisibility
  Part Detachment
   Shapeshifting
   Size-Changing
  Psychic
  Psychic
   Animal Control
   Illusions
   Precognition
   Postcognition
   Remote Viewing
   Suggestion
   Telekinesis
   Telepathy
  Mobilit
  Mobility
   Flight
   Leaping
   Momentum
   Swimming
   Swinging
   Teleportation
   Wall-Crawling
  Technological
  Technological
   Gadgets
   Inventions
   Power Suit
   Robotics
  QUALITIES
  QUALITIES
  
  48
  48
  Backgrounds Chart
  #
  Background
  Background
  Qualities
  Qualities
  Principle 
  Principle 
  Category
  Category
  Dice
  Dice
  Page
  Page
  1
  UPPER CLASS
  Fitness, Persuasion, any Mental
  Responsibility
   
   
  49
  2
  BLANK SLATE
  Any Mental or Physical
  Identity
   
   
  49
  3
  STRUGGLING
  Banter, Criminal Underworld Info, 
  any Physical
  Responsibility
   
   
  50
  4
  ADVENTURER
  History, Leadership, any Physical
  Expertise
   
   
  50
  5
  UNREMARKABLE
  Close Combat, any Mental or Social
  Identity
   
   
  50
  6
  LAW 
  ENFORCEMENT
  Close Combat, Criminal Underworld 
  Info, Ranged Combat, any Mental 
  or Social
  Responsibility
   
   
  50
  7
  ACADEMIC
  Leadership, Self-Discipline,
  any Information
  Expertise
   
   
  51
  8
  TRAGIC
  Banter, Close Combat, Imposing, 
  any Mental
  Ideals
   
   
  51
  9
  PERFORMER
  Acrobatics, Creativity, Finesse, 
  any Social
  Responsibility
   
   
  51
  10
  MILITARY
  Leadership, Self-Discipline, 
  any Physical
  Ideals
   
   
  52
  11
  RETIRED
  Any Information or Social
  Identity
   
   
  52
  12
  CRIMINAL
  Criminal Underworld Info, 
  Imposing, any Physical
  Expertise
   
   
  52
  13
  MEDICAL
  Medicine (Required), Finesse, Science, 
  Technology, any Mental
  Expertise
   
   
  52
  14
  ANACHRONISTIC
  History, Magical Lore, Technology, 
  any Physical
  Esoteric
   
   
  53
  15
  EXILE
  Conviction, Insight, any Information
  Ideals
   
   
  53
  16
  FORMER VILLAIN
  Conviction, any Information 
  or Social
  Expertise
   
   
  53
  17
  INTERSTELLAR
  Any Information or Mental
  Esoteric
   
   
  53
  18
  DYNASTY
  Close Combat, Fitness, History,
   any Social
  Ideals
   
   
  54
  19
  OTHERWORLDLY
  Magical Lore, Otherworldly Mythos, 
  any Mental
  Esoteric
   
   
  54
  20
  CREATED
  Alertness, Science, Technology,
  any Physical
  Expertise
   
   
  54
  Backgrounds
  Backgrounds
  Quick Reference
  Quick Reference
  
  56
  56
  Power Sources Chart
  #
  Power Source
  Power Source
  Powers
  Powers
  Dice
  Dice
  Page
  Page
  1
  ACCIDENT
  Any Athletic, Elemental/Energy, Intellectual, Materials, 
  Psychic, or Self Control
   
  57
  2
  TRAINING
  Gadgets, Signature Vehicle, Signature Weaponry,  
  or any Athletic or Intellectual
   
   
   
  58
  3
  GENETIC
  Agility, Flight, Signature Weaponry, 
  Strength, Vitality, any Intellectual or Psychic
   
   
  58
  4
  EXPERIMENTATION
  Signature Weaponry, any Athletic, Elemental/Energy, Intellectual, 
  Mobility or Self Control
   
   
  59
  5
  MYSTICAL
  Awareness, Flight, Presence, Signature Weaponry, Teleportation, 
  any Elemental/Energy, Materials, Psychic, or Self Control
   
   
  59
  6
  NATURE
  Animal Control, Cold, Electricity, Fire, Flight, Leaping,  
  Shapeshifting, Swimming, Swinging, Wall-Crawling, Weather, 
  any Athletic or Materials
   
   
  60
  7
  RELIC
  Awareness, Intuition, Signature Vehicle, Signature Weaponry, 
  any Elemental/Energy, Materials, Mobility, Psychic, or Self Control
   
   
  61
  8
  POWERED SUIT
  Power Suit (required), Awareness, Cold, Elasticity, Electricity, 
  Fire, Lightning Calculator, Nuclear, Part Detachment, Signature 
  Vehicle, Signature Weaponry, any Athletic or Mobility
   
   
  62
  9
  RADIATION
  Nuclear, Signature Vehicle, Signature Weaponry, 
  any Athletic, Self Control, or Technological
   
   
  63
  10
  TECH UPGRADES
  Signature Vehicle, Signature Weaponry, any Athletic, Elemental/
  Energy, Intellectual, Mobility, or Technological
   
   
  64
  11
  SUPERNATURAL
  Awareness, Cold, Electricity, Fire, Infernal, Plants, Presence, 
  Radiant, Strength, Transmutation, Vitality, Weather, any Mobility, 
  Psychic, or Self Control
   
   
  65
  12
  ARTIFICIAL BEING
  Inventions, Robotics, Signature Vehicle, Signature Weaponry, any 
  Athletic, Elemental/Energy, Intellectual, Mobility, or Self Control
   
   
  66
  13
  CURSED
  Signature Weaponry, any Athletic, Elemental/Energy, Materials, 
  or Self Control
   
  67
  14
  ALIEN
  Signature Vehicle, Signature Weaponry, any Athletic, Elemental/
  Energy, Intellectual, Mobility, Psychic, or Technological
   
   
  67
  15
  GENIUS
  Inventions, Robotics, Signature Vehicle, 
  Signature Weaponry, any Intellectual
   
   
  68
  16
  COSMOS
  Cosmic, Intuition, Signature Vehicle, Signature Weaponry, any 
  Mobility, Psychic, Self Control, or Technological
   
   
  68
  17
  EXTRADIMENSIONAL
  Cosmic, Duplication, Infernal, Intangibility, Invisibility, Radiant, 
  Signature Vehicle, Signature Weaponry, Transmutation, 
  Teleportation, any Intellectual, or Psychic
   
    
  69
  18
  UNKNOWN
  Any Elemental/Energy, Intellectual, Materials, 
  Self Control, or Technological
   
   
  69
  19
  HIGHER POWER
  Any Athletic, Elemental/Energy, Material, Psychic, or Self Control
   
   
  70
  20
  THE MULTIVERSE
  Awareness, Cosmic, Intuition, Speed, 
  any Psychic, Self Control, or Teleportation
   
   
  70
  Power Sources
  Power Sources
  Quick Reference
  Quick Reference
  
  72
  72
  Archetypes Chart
  #
  Archetype
  Archetype
  Powers / Qualities
  Powers / Qualities
  Principle
  Principle Page
  Page
  1
  SPEEDSTER
  Speed (required), Agility, Intangibility, Lightning Calculator, Vitality, 
  any Mobility powers / any Mental or Physical qualities
    Expertise
  73
  2
  SHADOW
  Stealth (required), Intangibility, Invisibility,  
  Signature Weaponry, any Athletic powers / any Physical qualities
    Expertise  
  74
  3
  PHYSICAL 
  POWERHOUSE
  Strength (required), Density Control, Leaping, Signature Weaponry, Size-
  Changing, any Athletic powers / any Physical or Social qualities
     Expertise
  75
  4
  MARKSMAN
  Signature Weaponry (required), Signature Vehicle, Swinging, any Athletic, 
  Intellectual powers, or Technological powers / any Information, Mental, or 
  Physical qualities
    Responsibility
  76
  5
  BLASTER
  Elemental/Energy (required), Signature Weaponry, any Elemental/Energy, 
  Mobility, or Technological powers / any Mental or Physical qualities
    Esoteric
  77
  6
  CLOSE 
  QUARTERS 
  COMBAT
  Close Combat quality (required); Signature Weaponry, any Athletic, 
  Mobility powers, or Technological powers / any Physical or Social qualities
  Responsibility  
  78
  7
  ARMORED
  Signature Vehicle, Signature Weaponry, any Athletic, Intellectual, Materials, 
  Mobility, or Technological powers / any Physical or Social qualities
    Expertise
  79
  8
  FLYER
  Flight or Signature Vehicle (required), Signature Vehicle, Signature 
  Weaponry, any Athletic, Mobility, or Technological powers / Information or 
  Physical qualities
    Ideals
  80
  9
  ELEMENTAL 
  MANIPULATOR
  Elemental/Energy (required), Absorption, Flight, Leaping, Swimming, 
  Signature Vehicle, Signature Weaponry, Transmutation, any Elemental/
  Energy powers/ Magical Lore, Science, any Mental or Physical qualities
    Esoteric
  81
  10
  ROBOT/
  CYBORG
  Signature Vehicle, Signature Weaponry, any Athletic, Intellectual, Mobility, 
  Self Control, Technological powers / any Information or Mental qualities
   Expertise 
  82
  11
  SORCERER
  Any Elemental/Energy, Materials, Mobility, Psychic powers, 
  or Self Control powers / any Information or Mental qualities
   Esoteric 
  83
  12
  PSYCHIC
  Any Psychic power (required), any Intellectual, Materials, Psychic, or 
  Self Control powers / any Information or Mental qualities
  Esoteric
  84
  13
  TRANSPORTER
  Any Mobility power or Signature Vehicle (required), any Athletic, Mobility, 
  Psychic powers, or Technological powers / any Physical or Social qualities
    Expertise
  85
  14
  MINION-
  MAKER
  Duplication, Inventions, Part Detachment, Robotics
  any Elemental/Energy, Materials powers
   / any Information or Mental qualities
   Expertise 
  86-88
  15
  WILD CARD
  Signature Vehicle, or Signature Weaponry, any Athletic, Intellectual, Mobility, 
  any Self Control powers / any Physical or Social qualities
  Ideals  
  89
  16
  FORM-
  CHANGER
  Any Self Control power (required), 
  any Athletic, Mobility, Self Control, or Technological powers / any 
  Information or Physical qualities
   Esoteric
  90-91
  17
  GADGETEER
  Signature Vehicle, Signature Weaponry, any Intellectual power (required), 
  Mobility, Psychic, or Technological powers / any Information  
  or Mental qualities
    Identity
  92
  18
  REALITY 
  SHAPER
  Density Control, Intangibility, Invisibility, Speed, Teleportation, 
  Transmutation, any Intellectual, Psychic, or Technological 
  powers / any Information or Mental qualities
    Expertise
  93
  19
  DIVIDED
  Varies
  Responsibility 
  94-95
  20
  MODULAR
  Varies
  Varies  
  96-98
  Archetypes
  Archetypes
  Quick Reference
  Quick Reference
  
  100
  100
  Personalities Chart
  #
  Personality
  Personality
  Green
  Green
  Yellow
  Yellow
  Red
  Red
  Page
  Page
  1
  LONE WOLF
   
   
  101
  2
  NATURAL LEADER
    
  101
  3
  IMPULSIVE
   
   
  101
  4
  MISCHIEVOUS
   
   
  101
  5
  SARCASTIC
   
   
  102
  6
  DISTANT
   
  102
  7
  STALWART
   
   
  102
  8
  FAST TALKING
    
  102
  9
  INQUISITIVE
    
  102
  10
  ALLURING
  102
  11
  STOIC
    
  102
  12
  NURTURING
    
  103
  13
  ANALYTICAL
   
  103
  14
  DECISIVE
  103
  15
  JOVIAL
    
  103
  16
  CHEERFUL
   
  103
  17
  NAIVE
    
  103
  18
  APATHETIC
    
  103
  19
  JADED
  103
  20
  ARROGANT
  103
  Personalities
  Personalities
  Quick Reference
  Quick Reference
  
  106
  106
  STEP  5 Red Abilities
  ATHLETiC POWERS
  ELEMENTAL/ENERGY POWERS
                                                                                                                                                                      
  Choose two Red abilities. The Red abilities are 
  grouped by power and quality category, but not just 
  for convenience. You must have a die assigned to a 
  power or quality in a category to use with an ability 
  from that category. If an ability doesn’t use a power 
  or quality at all (like most Inherent abilities), you must 
  have a power or quality rated 
   or higher in that 
  category in order to take it.
  Some Red abilities also specify that they can only 
  be used with a specific power or quality instead of 
  any from within that category.
  Step 5: Red Abilities
  ICON
  NAME
    TYPE
  GAME TEXT
  Major Regeneration
  A
  Hinder yourself using Vitality. Use your Min die. Recover health 
  equal to your Max+Mid dice.
  Paragon Feat
  A
  Overcome using [power] in a situation that requires you to be 
  more than humanly capable, like an extreme feat of strength 
  or speed. Use your Max+Min dice. Boost all nearby allies with 
  your Mid die.
  Push Your Limits
  I
  You have no limit on amount of Reactions you can take. Each 
  time you use a Reaction after the first one each turn, take 1 
  irreducible damage or take a minor twist.
  Reactive Strike
  R
  When you are Attacked and dealt damage, you may Attack the 
  source of that damage by rolling your single [power] die, plus 
  the amount of damage you take.
  ICON
  NAME
    TYPE
  GAME TEXT
  Charged Up Blast
  A
  Attack using [power] and at least one bonus. Use your 
  Max+Mid+Min dice. Destroy all of your bonuses, adding each of 
  them to this Attack first, even if they are exclusive.
  Eruption
  A
  Attack up to three targets, one of which must be you, using 
  [power]. Assign your Min, Mid, and Max dice as you choose 
  among those targets.
  Improved Immunity
  I
  If you would take damage from [element/energy], ignore that 
  damage and Recover that amount instead. Use the value of the 
  damage to Boost yourself.
  Powerful Strike
  A
  Attack using [power]. Use your Max+Mid dice.
  Purification
  A
  Remove all bonuses and penalties from the scene. You cannot 
  use this ability again this scene.
  Summoned Allies
  A
  Use [power] to create a number of 
   minions equal to your 
  Mid die. Choose the one same basic action that they each 
  perform. They all act at the start of your turn.
  
  Playing
  Playing
  the Game
  the Game
  Adventure
  Adventure
  Issues
  Issues
  The
  The
  Archives
  Archives
  The
  The
  Bullpen
  Bullpen
  Moderating
  Moderating
  the Game
  the Game
  Intro
  Intro
  reating
  reating
  eroes
  eroes
  HC
  107
  107
  Appendices
  Appendices
  HALLMARK POWERS
  iNTELLECTUAL POWERS 
  MATERiALS POWERS
  ICON
  NAME
    TYPE
  GAME TEXT
  Charged Up Blast
  A
  Attack using [Signature Weaponry] and at least one bonus. Use 
  your Max+Mid+Min dice. Destroy all of your bonuses, adding 
  each of them to this Attack first, even if they are exclusive.
  Quick Exit
  A
  Attack using [Signature Vehicle]. Use your Max die. Hinder each 
  nearby opponent with your Mid die. After using this ability, you 
  and up to 2 allies may end up anywhere in the scene, even 
  outside of the action.
  Sacrificial Ram
  A
  Attack up to three nearby targets using [Signature Vehicle]. Use 
  your Max+Mid dice against each of them. You cannot use your 
  Signature Vehicle power for the rest of this scene and until it is 
  recovered/repaired.
  Ultimate Weaponry
  A
  Boost yourself using [power]. Use your Max die. That bonus is 
  persistent and exclusive.  Attack using your Mid die plus that bonus.
  ICON
  NAME
    TYPE
  GAME TEXT
  Calculated Dodge
  R
  You may take 1 irreducible damage to reroll the dice pool of a 
  target that is Attacking or Hindering you.
  Give Time
  A
  Boost another hero using [power]. If that hero has already acted 
  for the turn, use your Max die, and that hero loses Health equal 
  to your Min die. That hero acts next in the turn order.
  Reliable Aptitude
  I
  When taking any action using [power], you may reroll your Min 
  die before determining effects.
  Unerring Strike
  A
  Attack using [power]. Use your Max+Min dice. Ignore all 
  penalties on this attack, ignore any Defend actions, and it cannot 
  be affected by Reactions.
  ICON
  NAME
    TYPE
  GAME TEXT
  Field of Hazards
  A
  Hinder any number of targets in the scene using [power]. Use 
  your Max+Min dice. If you roll doubles, also Attack each target 
  using your Mid die.
  Impenetrable Defense
  A
  Defend using [power] against all Attacks against you until your 
  next turn using your Max+Mid dice.
  Like the Wind
  R
  When you are Attacked and dealt damage, you may ignore that 
  damage completely. If you do, treat the value of the damage as 
  a Hinder action against you instead.
  Powerful Strike
  A
  Attack using [power]. Use your Max+Mid dice.
  Summoned Allies
  A
  Use [power] to create a number of 
   minions equal to your 
  Mid die. Choose the one same basic action that they each 
  perform. They all act at the start of your turn.
  Step 5: Red Abilities
  
  108
  108
  MOBiLiTY POWERS 
  PSYCHiC POWERS 
  Step 5: Red Abilities
  ICON
  NAME
    TYPE
  GAME TEXT
  Calculated Dodge
  R
  You may take 1 irreducible damage to reroll the dice pool of a 
  target that is Attacking or Hindering you.
  Heroic Interruption
  R
  When an Attack deals damage to a nearby hero in the Red zone, 
  you may take     irreducible damage to redirect that Attack to a 
  target of your choice, other than the source of the Attack.
  Intercession
  R
  When multiple nearby heroes are Attacked, you may take all the 
  damage instead. If you do, roll your [power] die + Red zone die 
  and Defend against the Attack by the total.
  Take Down
  A
  Attack using [power]. Use your Max die. Then, Hinder that target 
  using your Mid+Min dice.
  Untouchable Movement
  A
  Boost yourself using [power]. Use your Max+Min dice. Then, you 
  may end up anywhere else in the scene, avoiding any dangers 
  between your starting and ending locations.
  ICON
  NAME
    TYPE
  GAME TEXT
  Dangerous Hinder
  A
  Hinder using [power]. Use your Max+Mid dice. If you roll doubles, 
  also Attack the target using your Mid+Min dice and take damage 
  equal to your Min die.
  Dire Control
  A
  Select a minion. That minion is now entirely under your control 
  and acts at the start of your turn. If you are incapacitated, you 
  lose control of this minion. You may also choose to release 
  control of this minion at any time. At the end of the scene, this 
  minion is defeated.
  Final Wrath
  A
  Attack using [power]. Use your Max+Mid+Min dice. Take a major 
  twist.
  Give Time
  A
  Boost another hero using [power]. If that hero has already acted 
  for the turn, use your Max die, and that hero loses health equal 
  to your Min die. That hero acts next in the turn order.
  Impenetrable Defense
  A
  Defend using [power] with your Max+Mid dice against all 
  Attacks against you until your next turn.
  Impossible Knowledge
  I
  At the start of your turn, change any penalty into a bonus.
  Summoned Allies
  A
  Use [power] to create a number of 
   minions equal to your Mid 
  die. Choose the one same basic action that they each perform. 
  They all act at the start of your turn.
  
  Playing
  Playing
  the Game
  the Game
  Adventure
  Adventure
  Issues
  Issues
  The
  The
  Archives
  Archives
  The
  The
  Bullpen
  Bullpen
  Moderating
  Moderating
  the Game
  the Game
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  109
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  Appendices
  Appendices
  SELF CONTROL POWERS
  TECHNOLOGiCAL POWERS
   
   
  ICON
  NAME
    TYPE
  GAME TEXT
  Change Self
  I
  At the start of your turn, swap two of your power dice. They stay 
  swapped until changed again or the scene ends.
  Empowerment
  R
  When you are Attacked, roll your single [power] die as a Defend 
  against that Attack. Also Boost yourself with that same roll.
  Impenetrable Defense
  A
  Defend using [power] with your Max+Mid dice against all Attacks 
  against you until your next turn.
  Major Regeneration
  A
  Hinder yourself using [power]. Use your Min die. Recover Health 
  equal to your Max+Mid dice.
  Defensive Deflection
  R
  When you would be dealt damage, you may roll your single 
  [power] die as a Defend against that damage and as an Attack 
  against a nearby target other than the source of that damage.
  Mutable Form
  A
  Choose three basic actions. Use [power] in your pool and take 
  one action with your Max die, a different action with your Mid 
  die, and a third action with your Min die.
  Powerful Strike
  A
  Attack using [power]. Use your Max+Mid dice.
  Resurrection
  I
  Once per issue, if you would go to 0 Health, roll [power] + [any 
  Physical or Mental quality] + Red zone die. Your Health becomes 
  that number.
  Summoned Allies
  A
  Use [power] to create a number of 
   minions equal to your 
  Mid die. Choose the one same basic action that they each 
  perform. They all act at the start of your turn.
  ICON
  NAME
    TYPE
  GAME TEXT
  Combustion
  A
  Attack multiple nearby targets using [power]. Use your Max+Mid 
  dice. Take irreducible damage equal to your Min die.
  Final Wrath
  A
  Attack using [power]. Use your Max+Mid+Min dice. Take a major 
  twist.
  Full Defensive
  A
  Hinder yourself by rolling your single [power] die. You are 
  immune to damage until the start of your next turn. You cannot 
  use this ability again this scene.
  Ultimate Weaponry
  A
  Boost yourself using [power]. Use your Max die. That bonus is 
  persistent and exclusive. Then, Attack using your Mid die plus 
  that bonus.
  Unload
  A
  Attack multiple targets using [power], using your Max+Min dice. 
  If you roll doubles, take a minor twist or damage equal to your 
  Mid die.
  Playing
  Playing
  the Game
  the Game
  Name Of
  Name Of
  Issue 1
  Issue 1
  The
  The
  Archives
  Archives
  The
  The
  Bullpen
  Bullpen
  Moderating
  Moderating
  the Game
  the Game
  Intro
  Intro
  reating
  reating
  eroes
  eroes
  HC
  109
  109
  109
  109
  Name Of
  Name Of
  Issue 1
  Issue 1
  Adventure
  Adventure
  Issues
  Issues
  Name Of
  Name Of
  Issue 1
  Issue 1
  Adventure
  Adventure
  Issues
  Issues
  Playing
  Playing
  the Game
  the Game
  Adventure
  Adventure
  Issues
  Issues
  The
  The
  Archives
  Archives
  The
  The
  Bullpen
  Bullpen
  Moderating
  Moderating
  the Game
  the Game
  Intro
  Intro
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  HC
  109
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  Appendices
  Appendices
  Step 5: Red Abilities
  
  110
  110
  iNFORMATiON QUALiTiES
  MENTAL QUALiTiES
  PHYSiCAL QUALiTiES
  ICON
  NAME
    TYPE
  GAME TEXT
  Critical Eye
  A
  Select a target. Boost using [quality]. Use your Max+Mid+Min 
  dice. That bonus must be used against that target before the end 
  of your next turn, or it is wasted.
  Discern Weakness
  A
  Remove a bonus on a target. Hinder that target using [quality]. 
  Use your Max die, and that penalty is persistent and exclusive.
  Reliable Aptitude
  I
  When taking any action using [quality], you may reroll your Min 
  die before determining effects.
  Specialized Info
  A
  Overcome using [quality]. Use your Max+Min dice.
  ICON
  NAME
    TYPE
  GAME TEXT
  Aware Response
  R
  After an opponent Attacks or Hinders you or a nearby ally, 
  Attack the opponent by rolling your single [quality] die.
  Canny Awareness
  A
  Overcome using [quality]. Use your Max+Min dice. Hinder all 
  nearby opponents with your Mid die.
  Considered Planning
  A
  Boost using [quality] and use your Max die. Defend against all 
  Attacks against you using your Mid die until your next turn. Note 
  your Min die result: as a Reaction, until your next turn, you may 
  Hinder an attacker using that result.
  Final Wrath
  A
  Attack using [quality]. Use your Max+Mid+Min dice. Take a 
  major twist.
  Harmony
  I
  As long as you have at least one bonus created from [quality], 
  treat [power] as one size higher (max      ).
  Purification
  A
  Remove all bonuses and penalties from the scene. You cannot 
  use this ability again this scene.
  ICON
  NAME
    TYPE
  GAME TEXT
  Book It
  A
  Hinder any number of close targets using [quality]. Use your 
  Max die. End your turn elsewhere in the scene.
  Endurance Fighting
  I
  Whenever you Attack a target with an action, you may also 
  Hinder that target with your Min die.
  Finishing Blow
  A
  Attack using [quality]. Use your Max die. Remove any number of 
  penalties from the target. Add your Min die to the Attack each 
  time you remove a penalty.
  Reactive Defense
  R
  When an opponent Attacks, you may become the target of 
  that Attack and Defend by rolling your single [quality] die.
  110
  110
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  Step 5: Red Abilities
  
  Playing
  Playing
  the Game
  the Game
  Adventure
  Adventure
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  The
  The
  Archives
  Archives
  The
  The
  Bullpen
  Bullpen
  Moderating
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  the Game
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  Appendices
  Appendices
  SOCiAL QUALiTiES
  Skimming the list of Red abilities and the categories Jim 
  has access to, Christopher settles on Give Time from 
  Psychic powers and Final Wrath from Mental qualities. 
  Give Time needs a Psychic power and gets renamed to:
   
  And Final Wrath gets changed to:
  ICON
  NAME
    TYPE
  GAME TEXT
  Heroic Sacrifice
  R
  When an opponent Attacks, you may become the target of that 
  Attack and Defend by rolling your single Red zone die.
  Inspiring Totem
  I
  When you use an ability action, you may also perform any one 
  basic action using your Mid die on the same roll.
  Lead by Example
  A
  Make a basic action using [quality.] Use your Max die. All other 
  heroes who take the same basic action on their turn against the 
  same target receive a Boost from your Mid+Min dice.
  Ultimatum
  A
  Hinder using [quality]. Use your Max+Min dice. Boost yourself or 
  an ally with your Mid die.
  ICON
  NAME
  TYPE
  Temporal Bootstrap
  A
  GAME TEXT
  Boost another hero using Postcognition. If that hero 
  has already acted for the turn, use your Max die, and 
  that hero loses Health equal to your Min die. That 
  hero acts next in the action order.
  ICON
  NAME
  TYPE
  Showdown
  A
  GAME TEXT
  Attack using Self-Discipline. Use your Max+Mid+Min 
  dice. Take a major twist.
  Playing
  Playing
  the Game
  the Game
  The
  The
  Archives
  Archives
  The
  The
  Bullpen
  Bullpen
  Moderating
  Moderating
  the Game
  the Game
  Intro
  Intro
  reating
  reating
  eroes
  eroes
  HC
  111
  111
  111
  111
  Playing
  Playing
  the Game
  the Game
  Adventure
  Adventure
  Issues
  Issues
  The
  The
  Archives
  Archives
  The
  The
  Bullpen
  Bullpen
  Moderating
  Moderating
  the Game
  the Game
  Intro
  Intro
  reating
  reating
  eroes
  eroes
  HC
  111
  111
  Appendices
  Appendices
  Step 5: Red Abilities
  
  Playing
  Playing
  the Game
  the Game
  Adventure
  Adventure
  Issues
  Issues
  The
  The
  Archives
  Archives
  The
  The
  Bullpen
  Bullpen
  Moderating
  Moderating
  the Game
  the Game
  Intro
  Intro
  reating
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  eroes
  HC
  113
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  Appendices
  Appendices
  STEP  7
  Health
  Add up the following numbers: 
   • 8
   • The maximum value of your Red status die
   •  The maximum value of any one of your 
  Athletic powers or Mental qualities (
   if you 
  have none)
   •  The roll of 
   or 4 (choose before rolling)
   This total becomes your total Health. Use the 
  chart to the right to determine your Green, Yellow, 
  and Red Health ranges.
  Christopher looks at Jim’s Red status (
  ) and any 
  Athletic powers or Mental qualities (and finds Self-
  Discipline at 
  ). He rolls 
   and gets a 4. So his 
  maximum Health equation is 8 + 8 (Red status die) 
  + 10 (Mental quality: Self-Discipline) + 4 (rolled 
  ) = 30.
  He notes down the 30, and then copies his Green 
  range as 30-23, Yellow range as 22-12, and Red 
  range as 11-1.
  Max
  Max
  Green
  Green
  Yellow
  Yellow
  Red
  Red
  40
  40-30
  29-15
  14-1
  39
  39-30
  29-15
  14-1
  38
  38-29
  28-14
  13-1
  37
  37-29
  28-14
  13-1
  36
  36-28
  27-14
  13-1
  35
  35-27
  26-13
  12-1
  34
  34-26
  25-13
  12-1
  33
  33-26
  25-13
  12-1
  32
  32-25
  24-12
  11-1
  31
  31-24
  23-12
  11-1
  30
  30-23
  22-12
  11-1
  29
  29-23
  22-11
  10-1
  28
  28-22
  21-11
  10-1
  27
  27-21
  20-11
  10-1
  26
  26-21
  20-10
  9-1
  25
  25-20
  19-10
  9-1
  24
  24-19
  18-10
  9-1
  23
  23-19
  18-9
  8-1
  22
  22-18
  17-9
  8-1
  21
  21-17
  16-9
  8-1
  20
  20-16
  15-8
  7-1
  19
  19-15
  14-8
  7-1
  18
  18-15
  14-8
  7-1
  17
  17-14
  13-7
  6-1
  Health
  Health
  Quick Reference
  Quick Reference
  Step 7: Health
  
  122
  122
  Principles Chart
  Name
  Name
  Category
  Category
  Page
  Page
  GREAT POWER
  Ideals
  132
  HERO
  Ideals
  132
  HONOR
  Ideals
  132
  JUSTICE
  Ideals
  133
  LIBERTY
  Ideals
  133
  ORDER
  Ideals
  133
  SELF PRESERVATION
  Ideals
  134
  ZEALOT
  Ideals
  134
  AMBITION
  Identity
  135
  AMNESIA
  Identity
  135
  DETACHMENT
  Identity
  135
  DISCOVERY
  Identity
  135
  LONER
  Identity
  136
  NOMAD
  Identity
  136
  PEACE
  Identity
  136
  RAGE
  Identity
  136
  SPLIT
  Identity
  137
  SAVAGERY
  Identity
  137
  LEVITY
  Identity
  137
  SPOTLESS MIND
  Identity
  137
  BUSINESS
  Responsibility
  138
  DEBTOR
  Responsibility
  138
  DETECTIVE
  Responsibility
  138
  DOUBLE AGENT
  Responsibility
  138
  EVERYMAN
  Responsibility
  139
  FAMILY
  Responsibility
  139
  MASK
  Responsibility
  139
  SIDEKICK
  Responsibility
  139
  TEAM
  Responsibility
  140
  UNDERWORLD
  Responsibility
  140
  VETERAN
  Responsibility
  141
  YOUTH
  Responsibility
  141
  Principles 
  Principles 
  Quick Reference
  Quick Reference
  Name
  Name
  Category
  Category
  Page
  Page
  DESTINY
  Esoteric
  124
  ENERGY/ELEMENT
  Esoteric
  124
  EXORCISM
  Esoteric
  124
  FAUNA
  Esoteric
  124
  FLORA
  Esoteric
  125
  FUTURE
  Esoteric
  125
  IMMORTALITY
  Esoteric
  125
  INNER DEMON
  Esoteric
  125
  MAGIC
  Esoteric
  125
  SEA
  Esoteric
  126
  SPACE
  Esoteric
  126
  TIME TRAVELER
  Esoteric
  126
  UNDEAD
  Esoteric
  126
  CLOCKWORK
  Expertise
  127
  GEARHEAD
  Expertise
  127
  HISTORY
  Expertise
  127
  INDESTRUCTIBLE
  Expertise
  127
  LAB
  Expertise
  128
  MASTERY
  Expertise
  128
  MENTOR
  Expertise
  128
  POWERLESS
  Expertise
  129
  SCIENCE
  Expertise
  129
  SPEED
  Expertise
  129
  STEALTH
  Expertise
  129
  STRENGTH
  Expertise
  129
  TACTICIAN
  Expertise
  130
  WHISPERS
  Expertise
  130
  CHAOS
  Ideals
  131
  COMPASSION
  Ideals
  131
  DEFENDER
  Ideals
  131
  DEPENDENCE
  Ideals
  131
  EQUALITY
  Ideals
  132
  
SOURCE: textdata/thevault/Sentinel Comics RPG/SC - Creating Heroes Quick Reference.pdf