ZCP HEROIC RPG BPT v3
ZCP HEROIC RPG BPT v3
CREATED BY
Andrew Collas
WRITTEN BY
Andrew Collas, April Dawn Duncan
EDITED BY
April Dawn Duncan, Shane Taylor
CONSULTANTS
Dean Poisso, Tim Bannock, and Leonard Pimentel
ART BY
Oliver Castenada (cover & interiors), Anthony A Farrar (concept art)
PROOFREADERS
Dale Russel, Doug Burke, Sgt. Dan, Terenzio Martella, Charles Hata-King, and Timothy Joe Kirk
PLAYTESTERS
Anthony Green, April Dawn Duncan, Christopher Almond, Dale Russel, Henry Tanner, Jason Harris, Jessi Jelifishika, Kevin Olsen,
Michael Masella, Terenzio Martella, Shane Taylor, Timothy Joe Kirk, Walter MC, Wilfredo Martinez,
Beta-Playtest V3 – 03/25/24
CC BY-SA
This license enables reusers to distribute, remix, adapt, and build upon the material in any medium or format, so
long as attribution is given to the creator. The license allows for commercial use. If you remix, adapt, or build
upon the material, you must license the modified material under identical terms. CC BY-SA includes the following
elements:
BY: credit must be given to the creator.
V3
• Complete overhaul.
TABLE OF CONTENTS
Glossary
Introduction
Character Creation
Playing the Game
Combat
Narrator’s Section
Welcome to the Zenith Universe
Appendix A: Character Creation Redux
Appendix B: Origins Expanded
Appendix C: Callings Expanded
Appendix D: Talents Expanded
Appendix D: Contacts Expanded
Appendix F: Quirks Expanded
Appendix G: Weaknesses Expanded
Appendix H: Powers Expanded
Appendix I: Mind & Magic
Appendix J: Equipment, Vehicles, & Headquarters
Appendix K: Animals, Bystanders, & Supporting Cast
Appendix L: Whimsey Cards
Appendix M: Welcome to the Zenith Universe
Appendix N: Zenith Comics Heroes & Villains
Appendix O: Inspirations & Reading List
Appendix P: Random Encounter Tables
Collected Tables
Adventure: TRYOUT!
GLOSSARY
The following is a list of terms that are common for the HEROIC RPG.
• 198X: A term representing the time-locked era of the • Limitation: A hindrance or setback on a power,
Zenith Universe in an alternate 1980s. limiting its versatility.
• Action: Any activity a character takes that is • Mettle: A pool of points representing the mental
instigated by them. stability of a character.
• Area (AR): A measurement of space, depicted as • Movement: A measure of a character’s ability to
25ft x 25ft. traverse distances.
• Blern (BETA Only): Just means I have to write • Narrator: The person who runs the game for the
something there before I am done. players. Also known as a Game Master (GM).
• Calling: A qualification of the nature/demeanor of a • Origin: The source of a character’s powers and
character. Their reason for doing what they do. abilities.
• Campaign: A string of game sessions with an • Picks (PKS): The cost/benefit for selecting Quirks.
ongoing narrative. • Player: A person running a character in a game or
• Character: The avatar with which the player campaign.
interacts with the world. • Reaction: A type of Action taken in response to
• Column Shift (CS): A positive or negative movement Actions of another character, such as Dodging.
on the Universal Table. • Round: A measure of time in which all characters
• Colour Result: A degrees of success based on a take at least one action.
d100 dice roll. • Talent: A skill or ability that is not a power, but can be
• Contact: Someone a character knows and can call learned by a Character, such as weapon skills or
on for assistance or things. martial arts.
• Enhancement: A boost or bonus to a power. • Quirks: Positive and negative features that help or
• FEAT: A Feature of Exceptional Ability of Talent, or hinder a character, often representing personality
just another word for any roll of the dice that can fail traits, or other non-power non-skill things.
or succeed. • Rank Shift (RS): A positive of negative adjustment of
• Health: A pool of points representing the lifeforce of the Rank of a power or Intensity.
a character. • Session: One single playing event, lasting usually
• Intensity: Also called a Rank, it is a rating of the from 2 to 6 hours, or more.
level or power of a thing, such as electricity, strength • Space (SP): A measure of space that is 5ft x 5ft.
of items, or superpowers. • Universal Table: Home of the Colour Chart, and
• Karma: A pool of points used to adjust dice rolls. used to determine the success of FEATs.
Fluctuates do to expenditures and rewards. • Weakness: An exploitable deficiency, fragility, or flaw
in a character’s composition.
INTRODUCTION
Welcome to the Heroic Role-Playing Game (hereafter HEROIC) Beta Playtest document. I want to thank you for taking part in this
endeavour and hope you have as much fun playing it as we have getting it all together for you.
First things first though, this is not a final document and there are plenty of “TBD” (To Be Done) and “BLERN” entries throughout this
book. Additionally, the tables may not have the correct numbers if something was rearranged for clarity, the items are not set
properly yet because layouts are not done to determine page numbering, and there is LOTS of white spaces (imagine awesome
Zenith Comics art in there for now). In other words, the final layout is TBD and raw at the moment. While we apologize for the
difficulty this causes, we wanted to let folks look at the Beta version.
That said, this is a fully playable game. The core of the system is in place. Remember though this is a playtest and there will be
typos, errors, contradictions, and things that might need to be explained better. We did our best to catch as many as we could, but
your eyes will now guide us.
Also note that this document will be updated as we gather feedback, so your input will help us tremendously. Things will change,
maybe even some of the core mechanics, anything is possible, as we break, bend, fold, spindle, and mutilate this playtest with your
help.
Lastly, I want to give a HUGE shout-out to Tim Bannock, creator of the wonderful Astonishing Super Heroes Basic Rulebook. Tim’s
decision to stop publishing was a sad one, but ultimately allowed us to work together and bring the best ideas from ASH to HEROIC.
Take a bow Tim.
Now that said, keep an eye out as we release playtest adventures, NPCs, and other stuff over the coming months. We are entering
the age of Zenith Comics with this release and hope to have you along for the ride.
BE HEROIC!
Andrew Collas – Winter 2024 - Owner-Operator ZEG Media
WHAT IS HEROIC?
In HEROIC, the Players play the part of classic Superheroes, who oppose Villains and protect the innocent. This is supported by a
“Karma system” where Heroes earn points from noble deeds, which can be used for heroic FEATs; conversely unheroic behavior will
cost them those points.
The world in which HEROIC was born is somewhere in the 1980s, yet modern devices exist – due to super-tech and geniuses vying
against each other for the latest new wonder, or even just a better hand-held phone. To annotate this, HEROIC is said to start in the
“198Xs”. The Narrator is free to more their timelines forward or back as their campaigns dictate, but the Gear and examples in this
book are based upon 198X devices and people of that era.
What is the Zenith Universe?
While HEROIC can be used as a generic superhero game, or for your favourite published comics, film, or television setting, it is first
and foremost the OFFICIAL roleplaying game of the Zenith Universe. Which means that it is made with the tropes, characters,
setting, and ideas of the Zenith Comics Universe in mind. With hundreds of heroes and villains and a full timeline reaching both
backwards and forwards in time, there is plenty of adventure to be had if you want to have that experience.
THE BASICS
We will go into this in much more detail in the upcoming sections of the book, but for now all you need to know is that HEROIC
makes use of two mechanics, Ranks and FEATs.
Most things in HEROIC are measured in Ranks. Each Rank has a Name and Number; see the Table below. The usual Zenith
Universe campaign goes from Feeble to Uncanny, but sometimes might go as high as Cosmic.
Table 1.0 Power Ranks
Name Value Name Value
Feeble (FE) 02 Mighty (MG) 75
Poor (PR) 04 Uncanny (UN) 100
Typical (TY) 06 Spectacular (SP) 150
Good (GD) 10 Fantastic (FN) 200
Excellent (EX) 20 Legendary (LG) 500
Remarkable (RM) 30 Wondrous (WN) 1000
Incredible (IN) 40 Epic (EP) 3000
Amazing (AM) 50 Cosmic (CO) 5000
FEATS
A Function of Extraordinary Ability or Talent, or FEAT, is the core of the HEROIC game. Any time you make a roll you are making a
FEAT for your character. There are several types of FEATs, from Combat to Talents to Abilities.
All FEATs are a d100 roll, with higher being better than lower. They are rolled on the Universal Table (see the back of the book). A
ten-sided die (also called a D10) has the numbers 1 to 0 (with 0 representing a 10). To make a d100 roll, you roll two D10s, one
providing the Tens number and the other the Digits (a result of 00 is a 100). When you roll, you attempt to beat a Difficulty Rank
decided by the Narrator.
Note that the Table is divided by color. A White Result is usually a Failure, and a Blue Result usually means something bad
happens. Conversely, Green, Yellow and Red Results usually mean degrees of increasing success (in that order).
The Results may be affected by Powers, Talents, and other factors. This is known as a Column Shift, or CS for short. A CS also has
a + or – sign to note whether it is an increase or a decrease preceding it, as well as the amount indicated (for example, +1CS or -
1CS) See also Actions and Results under COMBAT.
When making a FEAT you take the Rank of your character’s Ability (also called its Intensity) and compare it to the Rank of the
opposing Ability, Power, Gear, or even common items and apply the difference as either a positive or negative CS on the Universal
Table, starting at the Column called Shift0 (shortened to SH0 on charts and graphs).
Example: Lady America, Fighting of AM50, wants to punch Skullsmasher, Fighting EX20. Comparing their Fighting Ranks
we see that Lady America is 3 Column Shifts above Skullsmasher. So, on the Universal Table she finds the +3CS Column
to determine her roll results.
This VS. Engine forms the core of the game system. When opposition occurs, everything is compared to something else and then a
roll is used to determine the outcome of the contest.
Note that there are other factors, such as Talents, Quirks, or even Conditions that can effect the final Column for the roll. For more
on this see the Playing the Game and Combat sections respectively.
Example: Let’s continue above. Lady America’s player drops the dice and rolls a 57. Cross-indexing on the table from the
56-60 row to the +3CS column we see that Lady A scored a Green Result. A successful FEAT.
To see the effects of how well, or how badly, a FEAT turns out, we move onto the Colour Results.
COLOUR RESULTS
Once you have determined the Colour Result of the FEAT type you were attempting, check the Results Section (here in the book, on
the back cover, or on the Unipage) and determine what Degree of Success you have achieved, if any, and apply the results.
Each type of FEAT has different effects based on the Colour Results, and in some cases even a Green result can be a Failure.
Example: Lady America managed to land a Green Result as a punch on Skullsmasher. This a type of FEAT called a Blunt
Attack, and on a Green Result she gets a Hit. This means she will do some damage to Skullsmasher. Had she scored a
Yellow she would have had a chance to knock Skullsmasher down, and on a Red she might have even knocked him out.
See the Combat chapter for more on this.
Sometimes the Narrator may call for a Colour Result FEAT. This means that there is no specific FEAT type, and they just want to
see what Colour Result you score. In these cases, a Difficulty will be provided as the Opposing Intensity, and everything plays out
just as above, with only the colour mattering. In such cases a Green might not be enough to ensure success, maybe not even a
Yellow. The Narrator’s chapter provides guidance to help adjudicate these situations.
Birthright: Be it a twist of genetic fate, their parents were super powered, for whatever reason the character was born
with or destined to develop superhuman powers. In the Zenith Universe there are two types of Birthright: Legacies and
Mutants. Legacies are seen as almost superheroic royalty, while narrowminded folks call Mutants “freak” instead of “hero”
as they see you as “not normal”. Something feels off about you. Decide which you are (or roll 1d100 with a result 49 or
less being Mutant) and apply the following.
Legacy
• Gain +1RS to Renown due to status in superhero community.
• Gain +1 Talent for Free.
• Gain a Free Superhero contact.
Mutant
• Gain -1RS to Renown due to suspicions of normal humans.
• Gain +1 Talent for Free.
• Gain the perk Unusual Appearance as you do stand-out in a crowd.
•
Mystical: This character has acquired their powers using either spells, or magic items. All initial powers are treated as
either spells that must be cast, or items obtained by the character during their adventures. All powers that are items get
the Foci Limitation without benefit.
• Gain +1 Rank to Psyche.
• Gain +1 Mystical Talent for Free.
• Your automatically gain the Vulnerable Weakness which is defined as some magic power defined by
the player.
•
Outsider: The character is a being from another world, or dimension, or even a hidden society on Earth. Such characters
could be a Martian, elemental, angel, or devil, for instance - but not human. If you are a human from another dimension or
world, do not take this origin.
• Any powers are either inborn or equipment, the player must decide for each power rolled.
• Gain +1 Rank to any Ability of choice.
• Gain +1 Contact, representing your connection to the human world.
Technological: This character has acquired their powers using technology. All initial powers must be assigned to
weapons, a suit of armor, or other gadgetry that the character uses. Any powers, and any Ability above Peak-Human,
must be represented by high-tech gear.
• If creator of their tech at +1 Rank to Reason, if just an end user +1 Rank to any other Ability score.
• Gain +1 Talent for Free.
• You automatically gain the Normal Human Weakness.
•
Trained: The character is a highly skilled human; despite having no powers, they are able to use their training to stand
shoulder-to- shoulder with other heroes, often using gear to even the scales.
• Gain +1 Talent that represent your training for Free.
• Raise any single Ability by +1 Rank, related to your training.
• You automatically gain the Normal Human Weakness.
Transformed: The character was human but became superhuman through some outside agency, often an accident or
experiment. This is the most common form of superpowered beings in the Zenith Universe.
• Raise any single FASERIPD Ability by +1 Rank.
• Gain +1 Contact for Free, usually related to their origin event.
• Gain +1 Talent for Free, usually related to the field of your origin event.
Naturally you can apply the Abilities bonuses after you have done Step Four, so mark them down and remember, you can only have
one Power, Ability, or Secondary Ability at Campaign Rank +1 Rank. Choose wisely.
For more on Origins see Appendix C: Origins Expanded.
STEP FOUR: PURCHASE ABILITIES
Abilities are purchased at whichever Rank is assigned to them. This means if you put a TY06 in an Ability, that is the Rank it will
have.
See the Primary Abilities section later for Benchmarks.
Remember to consider Combining and Splitting of Ranks here, as mentioned above, to give yourself a wider range of choice.
STEP FIVE: PURCHASE POWERS/GEAR
Powers and Gear cost the Rank they are purchased at. Some Vehicles and Equipment can be purchased in-game though
Resources. An HQ might be gained through a story element or from pooling Resources with other characters.
Note that when purchasing Powers, a character may take a single free Power Stunt as part of their power’s description, but any
extra Stunts must be purchased with the ranks pool. In this case, the Free Power Stunt is -1RS from the Primary Power on which it
is based. For example, if your character has Force Field IN40, and takes the Power Stunt “Extendable 1 Area” that Power Stunt
would be at RM30. Any other Power Stunts purchased beyond the Free One are at the Rank purchased with the following caveats;
1. Cannot be Higher than the Power they are based on
2. Can later be improved, like ALL Permanent Power Stunts, for Half Costs (See Advancements)
For more on Power Stunts please see Power Stunts in the Powers Section later in this chapter. For more on Gear please refer to
Appendix G.
STEP SIX: PURCHASE TALENTS
Talents usually provide a +1CS bonus with a particular type of FEAT; exceptions will be noted.
Talents are purchased with GD10 Ranks, unless they are listed as a Double Talent, at which point they require 2 GD10 Ranks to be
spent. Some Talents may allow you to take them more than once, note each time costs a GD10, avoid using combining to pay here,
as it will not benefit you as RM30 does not equal 3xGD10.
Some Talents can have a Specialization, which costs another GD10. When using these Talents in relation to their specializations,
they function at an additional +1CS.
Talents come in the following types;
• Combat Talents: These Talents represent combat skills and abilities, with sub-types of Battle Talents and
Weapon Talents.
• Mystic and Mental Talents: Like it says on the label, all skills and abilities relating to magic and mentalism fall
under this heading.
• Common Talents: These Talents cover things like professions or knowledges and skill learned by anyone. The
sub-types include Professional Talents and Other Talents that cover a lot of ground.
• Special Talents: Talents in this category are the kind that really are something extra and might even border on
being a superpower sometimes.
See Appendix D for a complete list of Talents, as well as their effects and uses.
A character with a secret ID may assign their Contacts either to their secret ID (noted by an S), their heroic identity (noted by an H),
or both (no notation). The advantage of having the secret lD making Contacts is that it provides less risk to the hero. If your Contact
does not know you are really a hero, then you cannot be called upon to do heroic acts.
For more on Contacts see the Playing the Game chapter of this book.
STEP EIGHT: PURCHASE POSITIVE/NEGATIVE QUIRKS
Quirks can be purchased (called picks) two ways - directly and by off-setting Quirks. Each Positive Quirk can be bought directly for
GD10 Rank. Some Quirks allow multiple levels to be picked for different levels of benefit and cost a GD10 for each pick.
Quirks are the various advantages and disadvantages, boons and banes, perks and hindrances, edges and flaws that round out a
character for what isn’t a Power, Ability, or Talent. They modify things in game, introduce more metaplot concepts, provide role-
playing influence, or provide some other aid or setback.
Quirks are chosen via spending Ranks of GD10 per pick, costing one or more picks for positive Quirks (advantageous) or granting
picks for negative Quirks (detrimental).
Each Negative Quirk provides back a GD10 Rank or give back multiple picks depending upon the detriment they cause. These
Ranks can be used to purchase anything for your character during creation.
Alternatively, a Positive Quirk can be completely offset by taking a Negative of equal value.
Additional Quirks, positive or negative, can be granted/removed via Narrator’s in story, or with Narrator approval via advancement.
See the Advancement section for more details on this.
If there are no Quirks that cover what you are looking for, you can create a new one with your Narrator using the following ones as
guidelines for benefits and costs.
For a complete list of Positive and Negative Quirks please refer to Appendix E.
STEP NINE: PICK A WEAKNESS
All heroes and villains have a Weakness. They are the Achille’s Heel, the clay feet, the one way to be sure they are not unstoppable.
These Weaknesses can be dramatic, or they can be devastating, but they are ever-present and night impossible to remove.
But don’t worry, the villains have them too. Please pick a Weakness from the following list;
• Normal Human: This one is straightforward. Without spells, Power suit, or Gear your character is an ordinary
human. Bullets kill, knives cut, diseases affect normally.
• Requirement: For whatever reason there is a requirement for your powers to work. It could be that you need to
be dipped in water once an hour, or you need to eat Element-X every day for breakfast. Without it you are less
super.
• Susceptible: Something, some Power, some source is extra effective against your character.
• Triggered Powerless: When in the range of this source the character’s Powers are all negated until the source
is removed or your character is out of range.
• Vulnerable: Your character will take extra Damage from this particular type of attack, power source, or item.
• Unliving: Your character is not alive, but either a machine, undead, or magical construct of some sort.
• Unstable: When you need your powers, they just might not work, or could cut out in the middle of a situation.
If you can think of a Weakness that isn’t covered by the ones above, work with your Narrator to create the specifics, using the above
as guides.
Normally characters must take one Weakness, with no benefit, but if they take a second Weakness (with Narrator approval) they
gain a +1 Rank to any Ability or Power they have.
For more on Weaknesses see Appendix G: Weaknesses Expanded.
STEP TEN: PICK A CALLING
Why does your hero do this? What drives them? Thrill of Adventure? Great Responsibility? Lead by Example? etc... Callings are a
way to add another dimension to play by giving the Players and the Narrator the ability to call on why the character does what they
do Alongside specific Karma rewards, this can also be manifested as a +/- Column Shift (CS) in any appropriate situation.
There are ground rules though;
• A player may Tag (activate) their Calling once per session for free +1CS on their next action.
• Any further Tagging costs 15 Karma per use, but still provides a +1CS on the next action.
• Narrators can Compel (activate) the character’s Calling but must pay that player 15 Karma when they do so.
Sometimes a Calling can be Compelled to guide the roleplaying of a player. When compelled, if the character chooses to ignore the
Calling, they must make a Psyche FEAT against Daunting Difficulty (RM30). If they fail, they take the Difficulty number in Stress to
the Mettle pool. Each time they ignore their calling the Stress FEAT increases in Difficulty by +1.
If a character continually ignores their Calling, the Narrator may request them to choose a new one that fits more in line with how the
character presents themselves to the world through their actual actions.
Further, under each Calling is a set of Karma awards, these are roleplaying/event rewards that give the character Karma through
play. If the ones listed aren’t to your liking, work with your Narrator to create replacements, and remember it is your job to track
these things, help your poor narrator out by letting them know when you think your Calling Karma bonus has been triggered.
If you cannot find a Calling on from this list that suits your view, discuss it with the Narrator to work out a new Calling or some might
work if renamed or tweaked to better suit the character. Why does your hero protect others and risk themselves? Something should
come to mind from comics or movies and the Narrator should have ideas to help if needed. Make a list of Karma Triggers as well,
using the following examples, or even cherry picking from the ones presented.
Ultimately Callings are meant to provide not only motivation and drive for the characters, but roleplaying guidance that could
sometimes be overlooked.
For a complete list of Callings please refer to Appendix B.
Note that Villainous Callings can be found later in the Narrator’s section.
AGILITY
A measure of dexterity and nimbleness that is used to determine if your character hits with a thrown or aimed weapon at a distance,
if your character dodges a Ranged attack, and to determine if your character catches an object, holds onto a ledge, or successfully
performs activities that require quick motions or co-ordination such as handling a vehicle or acrobatic flips. It also contributes to the
character’s Health and Karma Pools.
Table 2.3 Agility Rank Benchmarks
Rank Description
FE02 Physically limited
PR04 Clumsy, inaccurate
TY06 Normal human reactions
GD10 Some training in dexterity and/or accuracy
EX20 Intensive training in dexterity and/or accuracy
RM30 Olympic/Professional athlete
IN40 Olympic gymnast, maximum human potential
AM50 Superhuman
MG75 Superhuman with intense training
UN100 Reactions in a flash, rarely misses
STRENGTH
A measure of physical muscle Power used to determine damage inflicted in Slugfest combat as well as to determine success and
damage in wrestling combat and success in Grabbing, Escaping, and Blocking maneuvers. It determines success in destroying
materials like busting through a door, lifting a heavy object or performing other acts that require physical might. It also contributes to
the character’s Health and Karma Pools.
Table 2.4 Strength Rank Benchmarks
Rank Description
FE02 Able to lift up to 50 lbs/23 kg
PR04 Able to lift up to 100 lbs/45 kg
TY06 Able to lift up to 200 lbs/91 kg
GD10 Able to lift up to 400 lbs/181 kg
EX20 Able to lift up to 800 lbs/363 kg, Human Limit
RM30 Able to lift up to 1 ton (2000 lbs/907 kg)
IN40 Able to lift up to 10 tons (20,000 lbs/9,072 kg)
AM50 Able to lift up to 50 tons (50,000 lbs/22,579 kg)
MG75 Able to lift up to 80 tons (80,000 lbs/26,287 kg)
UN100 Able to lift up to 100 tons (100,000 lbs/45,340 kg)
ENDURANCE
A measure of personal toughness and physical resistance used to determine normal moving speed and success in Charging
attacks. It helps in avoiding the effects of disease, poison, and gas as well as matters that require your character to perform
anything over a long period of time, such as holding one’s breath. Additionally, it contributes to the character’s Health and Karma
Pools and determines the amount of Health regained by a wounded individual.
Table 2.5 Endurance Rank Benchmarks
Rank Description
FE02 Reduced or impaired facility
PR04 Minimal innate fitness or exercise
TY06 Occasional exercise
GD10 Moderate exercise
EX20 Regular exercise
RM30 Intensive exercise, maximum human potential
IN40 Enhanced capability
AM50 Enhanced and trained proficiency
MG75 Rarely tires, great fortitude
UN100 Never tires
REASON
A measure of intelligence to a certain extent, it is more the capacity for logical thought used to determine the character’s success in
building things, debating their point of view, understanding of new, unknown technology and languages as well as contributing to the
character’s Mettle and Karma Pools.
Table 2.6 Reason Rank Benchmarks
Rank Description
FE02 Good grasp of native language, simple machines
PR04 Limited exposure to technology, complex machines
TY06 Operate modern technology
GD10 Repair and install modern technology
EX20 Modify existing modern technology
RM30 Understand advanced technology
IN40 Understand non-Terran Technologies
AM50 Create leading-edge technologies, like time travel
MG75 Improve and modify advanced alien technologies
UN100 Is, in effect, alien/advanced technology
INTUITION
A measure of wisdom, wits, common sense, perception, and battle reflexes. It is used to discover clues, determine who may act first
in combat (Initiative) to detect hidden or potentially dangerous items, as well as in situations where your character plays a hunch. It
helps resist emotion control Powers, spells, social stresses, or other effects and it contributes to the character’s Mettle and Karma
Pools.
Table 2.7 Intuition Rank Benchmarks
Rank Description
FE02 Limited or impaired senses
PR04 A little slow on the uptake
TY06 Normal human levels
GD10 A mother’s intuition
EX20 Fine eye for detail
RM30 Trained observer
IN40 Strong gut feeling or empathic sense
AM50 In tune with surroundings, maximum human potential
MG75 Senses beyond all normal limitations
UN100 In touch with universe, cannot be blindsided
PSYCHE
A measure of mental strength and willpower used to show resistance to Mental attacks. It determines resistance to Magical attacks
and sets initial magical potential for those characters who wield magic. It determines how fast a character recovers from mental
damage or being “stressed out”. It also indicates the character’s pain tolerance and contributes to resisting social stress. It adds to
the character’s Mettle and Karma Pools.
Table 2.8 Psyche Rank Benchmarks
Rank Description
FE02 Easily dominated or programmed
PR04 Young, untrained, or hampered in sense of will
TY06 Normal human willpower
GD10 Resist ordinary mesmerism
EX20 Some experience with mental control/mystic forces
RM30 Trained in resisting domination, strong willpower
IN40 Highly trained, or great strength of will
AM50 Indomitable willpower
MG75 Intense training in mental/magic Powers
UN100 A closed mind, nigh uncontrollable by outside means
DYNAMIC
A measure of a character’s force of personality, persuasiveness, charisma, personal magnetism, and knack to lead others. It is used
to attempt to influence others, through charm, coercion, or even intimidation. It is also used to gain favors, information, and
Equipment from Contacts and those who know. It is used to modify Renown/Infamy FEATs as determined by the Narrator and it
contributes to the character’s Mettle and Karma Pools.
Table 2.9 Dynamic Rank Benchmarks
Rank Description
FE02 Easily overlooked, no presence
PR04 A wilting flower, a pushover, dull
TY06 Normal human presence/charisma
GD10 Friendly enough, somewhat present
EX20 Outgoing, memorable, noticeable
RM30 Charming, intimidating
IN40 Life of the party, a strong presence
AM50 Natural born leader, dominant personality
MG75 World class celebrity/National leader
UN100 Cult of personality
SECONDARY ABILITIES
Secondary Abilities are more likely to be derived than Ranked, with the exception of Resources. These Abilities are paramount in the
character’s survival and day-to-day interactions with their universe, as well as their turn-to-turn interactions with the opponents.
Each is explored below, with some taking a deeper dive in another chapter or possibly Appendix, as listed.
HEALTH
Used to determine the amount of physical damage your character can absorb before losing consciousness and potentially dying.
• Does not have a Rank or Rank Number, but rather is the sum of the Rank Numbers of the character’s Fighting, Agility,
Strength, and Endurance.
• Lost through combat, accidents, attacks, and other potentially dangerous and life-threatening situations.
• Regained through normal healing by the Endurance Rank Number of points per day (in crisis situations, Health may be
figured as regained by the hour or Turn.
• If reduced to 0, your character is unconscious and may begin to lose Endurance Ranks.
METTLE
Used to resist mental and spiritual damage, as well as social situations that could cause stress. It is a representation of overall
mental health.
• Does not have a Rank or Rank Number, but rather is the sum of the Rank Numbers of the character’s Reason, Intuition,
Psyche, and Dynamic.
• Lost through mental combat, social trauma, and other stressful situations.
• Regained through normal healing by the Psyche Rank Number of points per day (in crisis situations, Mettle may be
figured as regained by the hour or Turn.
• If reduced to 0, your character is unable to act or really function as they are in a nervous breakdown or other mental crisis.
KARMA
Used by the hero as a measure of experience, allowing the hero to perform anything that may otherwise be impossible. It does not
have a Rank or Rank Number, but instead just a value. Starting Karma is determined when your character is created by the sum of
the Initial Rank Numbers of the character’s Fighting, Agility, Strength, Endurance, Reason, Intuition, Psyche, and Dynamic.
Here are some rules on Karma.
• Gained through performing heroic and basically “honorable” acts.
• Lost through performing selfish, harmful, or “dishonorable” acts.
• May be spent to perform acts otherwise impossible or unlikely. These include modifying die rolls, staying alive, building
things, etc…
• When spending Karma to improve a roll you must call it BEFORE rolling the dice.
• When spending Karma, you must ALWAYS spend a minimum of 10 Karma, regardless of the amount needed.
• When a Blue Result (Fumble) is scored you must pay a penalty of 25 Karma before they can raise the result to a different
colour.
GAINING AND LOSING KARMA
Karma is awarded at the end of a conflict, at the completion of a task, or at the conclusion of the adventure or gaming session.
Karma may be awarded to individuals or to a group. If more than one person is responsible, the award should be split evenly.
Karma is gained and lost through three types of acts: Heroic Actions, Personal Acts, and Gaming Acts. Heroic Acts occur when
character undertakes honorable/dishonorable acts as a hero - while Personal Acts are for honoring/ignoring commitments to friends
and family.
Finally, you may gain Karma through fun role-play and running you character in an interesting and intelligent way.
KARMA POOL
A Karma Pool is built when a group of heroes share an amount of Karma. Each hero may donate as much of their own Karma to the
Pool as they wish. Any member of the group may then use the Karma in the pool to manipulate die rolls and build things, but not for
Advancement. Characters who leave the group take a proportional fraction of Karma.
When two or more heroes form a temporary alliance (called a Team-Up), they may also form Karma Pool if they wish, which lasts
until the Team-Up ends.
RENOWN
A measure of the character’s reputation and standing in that character’s normal environment and towards people they run across in
their day-to-day lives. Naturally those who are opposed to the character or even their enemies will have very different reactions to
them, but overall it is a good indicator of who your character is the overall community.
• Generated when your character is created, usually starting at zero.
• Represented as a Rank.
• Generally applied to Dynamic FEATs.
• Used to determine reactions of large groups of people and neutral NPCs.
• Super Hero and Secret Identities can have different Popularities, representing how each is seen by their separate
communities.
• Villains do not have Renown, but instead have Infamy. This allows them to use the same system as the Heroes, but as
their own thing.
• Unaligned characters have Reputation, and this is how people know them, and uses a similar system, to either Heroic or
Villainous characters to gain and lose points.
GAINING/LOSING RENOWN
Instead of giving rewards/penalties of +/- RS for Renown, we instead give points. Those points are added to the Rank of the
Renown (or Infamy) for Renown FEATs.
Example: Triumph has a Renown of 32, which means his Rank is RM30, as the range on that rank is 26-35. Once he gets
36 Renown, he would switch to the IN40 Rank, or should he drop to 25 he would use EX20 Rank.
For more please see Playing the Game and the Narrator’s chapters.
RESOURCES
A measure of how wealthy a character is, and how they may use that wealth.
• Generated when your character is created.
• Presented as a Rank with a Rank Number.
• Used to determine if a character can afford a particular item or service.
• Normally does not change through play, but can in specific circumstances.
• See under Resource FEATs for the full effects of Resources.
SIDE
Every character in HEROIC must take a side in the fight. They are most likely heroes and champions of justice. Perhaps though,
they are a dastardly villain, would be world conqueror, or even a thief with a heart of gold. Then there are always the lone wolf
characters who play by their own rules. Choose your side from the list below. For the purposes of these rules, all characters are to
be considered HEROIC in Side, check with your Narrator if they are allowing Unaligned characters.
• Heroic: A do-gooder, on the side of right and justice, a hero.
• Villainous: A rapscallion, a ne’er do well, a Villain Mr. Frodo.
• Unaligned: The classic Anti-Hero, they are out for one person and one person only - themselves. They walk the line
between hero and villain with their shadow casting to either side depending on the situation.
POWERS
Powers are central to the narrative experience of the HEROIC RPG, driving character development, conflict, and story progression.
Characters with superpowers might be mutants, aliens, enhanced humans, or beings of mystical origin, each with their unique
backgrounds and motivations.
The use of superpowers introduces dynamic challenges and opportunities in gameplay, from combat and puzzle-solving to
exploration and diplomacy. Players must navigate the ethical implications of their powers, dealing with issues such as collateral
damage, the temptation to abuse power, and the responsibility to protect those without powers.
The versatility of superpowers allows for a wide range of stories to be told, from epic battles against cosmic threats to personal
quests for identity and acceptance. The game encourages creativity and innovation, letting players explore the limits of their powers
and the consequences of their actions in a world where the extraordinary is part of everyday life.
Overall, Powers in the HEROIC RPG offer a framework for endless adventure and exploration, embodying the spirit of the Marvel
Universe and allowing players to create their own legendary tales of heroism and villainy.
Unlike other superhero games, HEROIC does not seek to saddle the player with endless rules and regulations about how their
powers work, choosing instead to use an idea called “The HEROIC Way”.
Notice a trend yet?
POWERS THE HEROIC WAY
The idea of doing powers the HEROIC way is to allow the player to define their character’s special abilities to their own satisfaction,
without needing a set of complex rules to determine things.
How are powers done the HEROIC way? Read on.
The HEROIC way to make Powers is to just follow the following steps:
• Name the Power
• Give the Power a Rank
• Define what the Power does
• Determine how the Power is generated by the character.
This freedom allows for any possible Power you can think of to be created. Let’s take an example.
Captain Cosmic has a Power that allows him to shoot beams of cosmic energy from his eyes. We will call this Power
Cosmic Eyebeams, creative I know. Now we will next give it a Rank. For this outing we want it to be a powerful attack, but
not one that is too overwhelming. So, we’ll say AM50 is the Rank the good Captain’s eyebeams can do. Further, we define
that they are an Energy-based attack and not a Force one which occurs due to alterations done to him (mutation) by an
alien race. And there we are, our Power is created.
Now while that was a straightforward Power to design, some might get more complicated or have more moving parts, as such we
have provided a rather robust selection of Powers for you to use or serve as inspiration for your own Powers.
PRE-MADE POWERS
In case you needed inspiration, or were in a rush, we’ve assembled a swath of Powers for you in Appendix F: Powers Expanded.
Give them a look over, even if you are making your own Powers, you might find inspiration within them.
You may notice a lot of overlap and similar Powers – this is to try and point out that nearly any Power can be manipulated by you
and your Narrator as needed to fit the exact Power you want for your character.
CUSTOMIZING POWERS
After choosing a Power (but before completing character creation) you may customize the Power with Enhancements, Limitations
and Power Sets.
Please note; although Powers, Enhancements, Stunts, and Limitations are given as reference with specific names, if you want to
rename one of these to better suit your character then do so. Be sure to mark on your character sheet what it does and have fun
coming up with even more Custom Powers and descriptions.
An Enhancement is any change that makes a Power more Powerful or more effective in some way, at the cost of reducing its Power
Rank (sometimes by more than one Rank each). You can take as many Enhancements as you want, but the minimum Rank is SH0.
A 0-Rank Power is latent- it cannot normally be used but might activate in certain circumstances, such as with a Power Stunt. You
may also take a “free” Enhancement without reducing the Power’s Rank if you also accept a Limitation and vice versa.
A Limitation is any change that makes the Power weaker or less useful. However, each Limitation increases the Power’s Rank
(usually by 1). You can have as many Limitations as you want, but the maximum Rank is dictated by the Campaign level.
Many Powers have suggestions for Enhancements and/or Limitations; the Players may come up with their own, but they must be
approved by The Narrator.
Enhancements and Limitations must be applicable within the campaign. For example, the Limitation “Does Not Work Underwater” is
pointless if the setting has no bodies of water.
A nested Enhancement or Limitation means there is a requirement of the parent Enhancement, Stunt or Limitation also being taken.
There can be nested items within other nested items. The highest item is required to take lesser/more focused items.
See more about Power Enhancements and Limitations in Appendix F: Powers Expanded.
MORE ON POWERS
For more on power please head over to Appendix G: Powers Expanded where we not only cover some of the above topics in more
detail, such as Power Stunts, but we also have a pre-made Power list to help inspire you.
PLAYING THE GAME
The following section covers the basics of playing the game and some specific rules that are relevant to player and Narrator actions
and choices.
FEATS
In the HEROIC RPG, a FEAT is a fundamental mechanic used to determine the success or failure of actions that characters attempt
during the game. This term, short for "Function of Extraordinary Ability or Talent", represents an attempt by a character to perform a
task, use a power, or react to a situation, ranging from basic physical efforts to complex uses of superpowers. The FEAT system is
designed to translate the narrative actions of characters into gameplay mechanics, using a combination of character abilities, power
ranks, and a degree of randomness to simulate the uncertain and dynamic nature of superheroic endeavors.
HOW FEATS WORK
Each action has a difficulty or opposing Rank, based on how challenging the action should be, or how capable/powerful your
opponent is. Difficulty levels correspond to the ranking system used for character abilities and powers, where as opponents just
have Ranks.
The character's relevant ability or power rank is used as the basis for the Active portion of the FEAT roll. For example, lifting a heavy
object would use the Strength ability, while casting a spell would use the appropriate magical power rank. The opposing value, or
Rank, is used to determine how easy or difficult the FEAT roll will be, the difference in Rank Shifts are applied as +/- Column Shifts
on the Universal Table.
The player then rolls a d% (2d10 usually) to generate a number between 1 and 100. This roll is compared against the Universal
Table, a chart that cross-references the character's ability or power rank with the roll to determine the outcome.
The Universal Table provides outcomes in the form of colored results—Blue, White, Green, Yellow, or Red—indicating varying
degrees of success or failure. A Green result might indicate a basic success, Yellow a moderate success with some added benefit,
Red a major success with significant advantage, White a failure, and Blue a disastrous failure.
TYPES OF FEATS
All FEATs, regardless of type are considered Opposed FEATs. Meaning the characters are applying their Active Value (Rank)
against the Opposing Value or Difficulty (also Ranks);
• Basic FEATs: Standard actions such as jumping, lifting, or hitting an opponent. These are the most common types of
FEATs and usually involve comparing a character's physical abilities against a set difficulty.
• Power FEATs: Actions that involve the use of superpowers, requiring checks against the power's rank. These FEATs can
range from simple (e.g., flying at speed) to complex (e.g., creating illusions).
• Resource FEATs: Involve the use of equipment, technology, or other resources. For example, using a scientific device
might require a Resource FEAT based on the character's Intelligence or a relevant skill.
SIGNIFICANCE IN GAMEPLAY
FEATs are central to gameplay in the HEROIC RPG, providing a structured yet flexible system for resolving actions. They allow for a
wide range of activities, from the mundane to the fantastical, and enable players to engage creatively with the game world. The
FEAT system supports the dynamic storytelling and superheroic action that are hallmarks of the Zenith Universe, making it possible
for characters to attempt daring deeds and face heroic challenges in their adventures.
MOVEMENT
There are two types of Movement, Tactical and Non-Tactical movement. They are defined as follows.
• Tactical: This is when the characters are engaged in combat, usually using a battlemap with squares/hexes of 5’x5’ each
(or 1.5m if using metric). Despite maximum speeds, always use Tactical movement rates in combat to represent the
tighter more focused field of movement.
• Non-Tactical: This is movement outside of combat, and usually non-mapped. This type of movement is based on MPH
(or KPH if using metric), feet and yards (or meters if using metric) and can also be used for theatre-of-the-mind combat if
preferred.
Speed and Movement are not always the same thing. In a combat Turn a character can move as many Squares/Hexes per Turn
(S/HPT) as their Endurance allows.
BASE MOVEMENT
Movement, beyond your normal Movement Action, counts as an Action or Reaction, so a character who wants to move, attack, and
move again will either need two Actions, sacrifice their Reaction, or do a Charging attack or a Power Stunt “Move-By-Attack”. Note
that the Extra attacks and Super Speed Powers provide more Actions which can be used as movement.
Table 3.0 Base Movement
End Rank S/HPT
FE 2
PR-EX 5
RM+ 10
POWER MOVEMENT
If your character has some form of super Movement (Flight, Digging) they use the chart below to determine their Movement rate.
Note that these super movement Powers do not grant them extra Actions in a Turn.
The rates of movement are in miles per hour and squares/hexes (5’ each) Per Turn.
Table 3.1 Powered Movement
Land/Water S/HPT Air S/HPT
Rank
(Non-Tactical) (Tactical) (Non-Tactical) (Tactical)
FE02 30 2 60 10
PR04 50 5 90 15
TY06 75 10 120 15
GD10 100 10 200 20
EX20 150 15 250 25
RM30 200 20 300 30
IN40 250 25 500 40
AM50 300 30 750 50
MG75 350 35 1000 75
UN100 400 40 1500 100
SP150 450 45 3000 150
FN200 500 50 7500 200
LG500 750 75 10,000 500
WN1000 1000 100 50,000 1000
EP3000 1500 300 100,000 3000
CZ5000 3000 500 500,000 5000
Note that breaking the Speed of Light is beyond the scope of these Ranks and requires a Power Edge (Speed of Light or Warp
Speeds) to achieve.
TURNING AT SPEED
Characters accelerate at their Land/Water speed, even if flying, unless they have an Instant Acceleration Stunt/Enhancement, which
then allows them to accelerate at full speed. When moving at full speed though, characters must make an Agility FEAT vs. the
Intensity of their current speed when turning. Consult the following chart for effects.
Table 3.2 Turning At Speed
Result Effect
Blue Fumble
White Drift+1
Green Drift
Yellow No Drift
Red No Drift
DRIFT EFFECT
Drift is what happens when turning at speed fails, and the turn is wider than they wanted, and the line of trajectory is lost. In this
case roll 1d10 and consult the table below for how much drift there is. No Drift means your character continues going in the direction
they wanted without any variance.
The character must finish movement in the direction they’ve drifted and if there is an obstacle in the way before that movement
ends, they will hit it. Damage from the hit is resolved normally. If there is a Fumble on ground movement your character will fall
prone, and if it occurs while airborne, they end up in a dive for the rest of the move. This might cause to impact with the ground or
other obstacles if the altitude wasn’t high enough.
A WORD ON AREAS
In the original inspiration for this game, there was a concept of “Areas”. These were essentially non-fixed spaces that in an outdoor
environment occupied a space of roughly 44 yards by 44 yards (about 40m by 40m aprox.), or 132 feet by 132 feet. Indoors they
were considered to be a roughly a room.
While the older battle maps had arbitrary Areas marked off on them, most modern resources would require you to mark them
yourself, of use the near standard 5x5 square/hex. While HEROIC uses the term Area to mean a 25ft x 25ft space, you can happily
use the old measures for a more expansive range and coverage of powers, just keep in mind that it can get pretty wild, but hey if
that’s how you like your super hero rpgs, we certainly do not judge!
ABILITY STUNTS
Characters can perform Power Stunt like effects, using only their FASERIPD Abilities, without needing to necessarily have standard
superpowers.
Fighting
• Dirty Fighter: Your character was never formally trained how to fight, yet they do alright. (+1RS to attack or damage, Free
Action to change per Turn).
• In Fighter: Your character trained to fight in crowded spaces and ignores the -1CS Fighting for being in such confines.
Agility
• Contortionist: Your character can easily escape most bindings (unless they are sticky somehow) and gain +1CS to
Escape.
Strength
(these examples require minimum Incredible Strength, feel free to make other Power Stunts for lower Ranks)
• Ground Pound: By striking the ground your character makes everyone in one Area, centered on the attack, roll a general
Agility FEAT or fall prone.
• Shockwave: By slamming their palms together in a loud clap, your character causes an auditory Impair Senses of
Strength Rank levels.
• Bellowing Breath: Through the strength in their lungs, your character can exhale forcibly enough to try and extinguish
fires or knock over targets.
• Tactile Telekinesis: TK that requires touch, which allows huge, flimsy items to be held without the crumbling as it is
supported by more than the character’s hands.
Endurance
• Suck It Up: Once per session, you can call for their character to take a Recovery – even if they already did one this
round.
Reason
• Hoist: Through analysis, your character can determine how best to lift an item gaining a +1RS to Strength to pick it up
without damaging the item or themselves.
Intuition
• Behavior Analysis: Your character can determine “surface thoughts”, not due to them actually reading minds but reading
body language. Instead of attacking Psyche, this uses an Intuition FEAT - and higher results determine accuracy of the
analysis as determined by the Narrator.
• Greater Hearing: With a wider range of hearing, your character notices a lot more than normal (+1CS to hearing-based
Intuition FEATs).
• Greater Peripheral Vision: With a wider degree of vision, your character notices a lot more than normal (+1CS to vision-
based Intuition FEATs).
• Discriminatory Smell or Taste: Your character can detect finer details than normal; identify wine vintages, taste poisons
in food, identify a person in the room by their familiar scent. This uses an Intuition FEAT - and higher results determine
accuracy of the analysis.
Psyche
• Façade: Through mental training, even a character without mental Powers can sometimes disguise their mental signature
and hide as someone else from mind scans and mental awareness. Your character gains a +1CS to defend against
mental probes and attacks.
Dynamic
• Great Beauty: By just standing there, your character can affect people and not merely in any lustful way – they just have
visual appeal. They may still have an abysmal Dynamic score due to lacking any social skills though. This grants a +2CS
to any Dynamics roll involving normal sight.
• Grey Man: Your character seems easy to not notice. Dynamics must be Typical or lower. Others have an Intuition -1CS to
notice them. Your character can almost hide in plain sight.
SOCIAL INTERACTIONS
In HEROIC social interactions, stress, and Mettle are integral parts of the gameplay, enhancing the role-playing experience by
adding depth to character interactions and emotional responses.
SOCIAL INTERACTION MECHANICS
More than just Dynamic, characters' can leverage their Reason, Intuition, and Psyche abilities to influence or resist influence during
NPC interactions. These abilities reflect logic and problem-solving (Reason), emotional insight (Intuition), and willpower (Psyche).
Social rolls, which are non-combat, are always opposed, like in Responses above. Using the same outcomes, but with a slight twist.
• Set your Goal: Identify what you're trying to achieve, such as convincing someone of a truth or motivating them to act.
• Pick Your Way: Decide on the approach, whether it be logical argumentation (Reason), appealing to emotions (Intuition),
commands (Psyche), or Charm (Dynamic).
• Determine to Opposition: The target must use their Psyche to resist normally, but they might use Reason to see illogical
in the request, Intuition if they suspect they’re being manipulated, or Dynamic as they are just as charming back.
• Applying Modifiers: Now add all the Modifiers for Talents, Quirks, attitudes, etc...
• Resolve the Roll: Success or failure is determined by the roll, taking into account any modifiers and the color result. See
Attitude table (X.XX) above for potential outcomes.
STRESS AND METTLE MECHANICS
In HEROIC the concepts of Stress and Mettle are designed to simulate the psychological and emotional challenges characters face
alongside their physical adventures. These mechanics add depth to the gameplay by acknowledging that heroes not only suffer
physical injuries but also experience fear, anxiety, and other stresses that can impact their performance and decisions. Let's break
down these concepts in detail:
• Mettle: Mettle represents a character's mental and emotional fortitude, their ability to withstand psychological strain, and
to persevere through adversity. It's a measure of a character's grit, determination, and overall mental health. In game
terms, Mettle typically serves as a "health bar" for the mind, indicating how much stress or psychological damage a
character can take before they're overwhelmed. Mettle is the sum of the character's Reason, Intuition, Psyche, and
Dynamic scores. This aggregate score reflects the character's logical thinking, intuition, and willpower, respectively.
During gameplay, Mettle is used to gauge a character's capacity to endure mental and emotional challenges. It impacts
their ability to resist psychological manipulation, withstand fear, and recover from traumatic events.
• Stress: Stress, on the other hand, quantifies the psychological pressure or trauma a character is currently experiencing. It
can accumulate from various sources, such as the tension of combat, witnessing disturbing events, or enduring personal
failure. Stress directly impacts a character's Mettle, representing the wear and tear on their mental state. Stress is
accumulated as characters face challenging or traumatic situations. The amount of stress incurred can depend on the
severity of the situation, the character's vulnerabilities, and their current mental state. As Stress increases, it detracts from
a character's Mettle. High levels of Stress can lead to a range of adverse effects, from decreased effectiveness in tasks to
the inability to function under pressure. If a character's Stress equals or exceeds their Mettle, they may be incapacitated
by their fears, doubts, or trauma, unable to take meaningful action until they recover.
INFLICTING STRESS
In HEROIC stress is inflicted through the character's interaction with the game world and its narrative elements, simulating
psychological and emotional challenges. Here's a detailed look at how stress can be inflicted in the game:
• Social Challenges and Conflicts: Stress can be inflicted during social challenges when characters engage in intense
negotiations, interrogations, or any form of psychological warfare. This involves characters using their social skills to
influence others, with failure potentially leading to stress as they're outmaneuvered or their plans fall apart.
• Exposure to Traumatic Situations: Characters witnessing or experiencing traumatic events can accumulate stress. This
could include the loss of innocent lives, witnessing the destruction of something important to them, or facing their worst
fears.
• Personal Failures and Setbacks: Failing to achieve important goals, especially those critical to a character's personal
story or the broader narrative, can inflict stress. This represents the emotional toll of failure and the pressure to succeed in
future endeavors.
• Psychic Attacks and Emotional Manipulation: Encounters with villains or entities that can launch psychic attacks or
manipulate emotions directly affect a character's mental state, inflicting stress. These encounters test a character's mental
fortitude against powers that seek to undermine their resolve.
• Overexertion and Exhaustion: Pushing beyond one's limits, whether through continuous battle, using powers
extensively, or enduring physically demanding situations, can also lead to stress. This reflects the mental fatigue that
accompanies physical exhaustion.
• Complex Multi-stage Situations: Engaging in complex scenarios that require sustained mental effort or are fraught with
tension—such as defusing a crisis situation, performing a lengthy investigation under pressure, or navigating political
intrigue—can accumulate stress.
When taking Stress, the amount is determined by the Rank of the source of stress. So if you were being accosted by Dynamic, that
Rank would be the Stress Taken.
In cases where it is a Difficulty, the Rank of the Difficulty should be us to inflict Stress.
Recovering from stress involves actions like seeking support from allies, resting, or successfully overcoming challenges that reaffirm
the character's confidence and resolve. The game emphasizes the importance of mental health and encourages players to consider
their characters' psychological well-being alongside their physical health.
STRESSED OUT!
Characters suffer Stress through various in-game challenges, conflicts, and experiences. This accumulation is quantified and
tracked. When a character accumulates Stress equal to or greater than their Psyche score, a critical point is reached, necessitating
a save to avoid becoming "Stressed Out."
The character must make a Psyche FEAT vs. the Rank of the Stress accumulated. If they succeed, Green or higher, they avoid
being Stressed Out.
If they fail...
STRESSED OUT REACTIONS
Failing the FEAT means the character becomes Stressed Out, significantly affecting their mental state and potentially their abilities.
Characters who become Stressed Out roll on a chart of potential mental reactions to determine the specific effects. These reactions
could range from panic attacks, demoralization, or aggression, to more severe psychological impacts like PTSD or paranoia, each
with its own gameplay consequences.
Table X.XX Stressed Out!
Roll Result Effect
01 Panic Attack The character loses their next turn, unable to act due to
overwhelming anxiety.
02-39 Demoralized The character suffers a -1CS penalty to all actions for the
next hour of game time as doubt creeps in.
40-59 Aggressive The stress manifests as hostility, making the character
more likely to engage in combat or lash out verbally. They
also suffer -2CS to all actions for the next hour of game
time.
60-79 Withdrawn The character withdraws from their surroundings,
potentially ignoring important events or interactions. They
also suffer -2CS to all actions for the next hour of game
time.
80-99 Paranoia The character becomes distrustful of allies and may act
irrationally in response to perceived threats. They also
suffer -2CS to all actions for the next hour of game time.
100 Total Breakdown Unable to cope with the stress, they lose touch with reality,
seeing friends as foes, misinterpreting situations, or
hallucinating dangers that aren't there. During this state,
the character is incapable of making rational decisions or
discerning friend from foe, leading to potentially dangerous
situations for themselves and their allies.
Characters recover from being Stressed Out through rest, support from allies, or other in-game mechanisms designed to address
mental health (See Recovery in Combat section).
If the even was traumatic enough, the Narrator might decide that Recovery requires specific actions or resources, emphasizing the
role of teamwork and support networks. Plenty of roleplaying opportunities here.
Recovery from a Total Breakdown is challenging and requires significant time, care, and possibly intervention from skilled healers or
mental health professionals within the game world. This reaction underscores the importance of mental health and the profound
impact that stress can have on even the strongest heroes, pushing the narrative into exploring themes of vulnerability, support, and
healing. This should develop as a MAJOR story arc for the character, maybe even involving a side-quest or impact other characters
in the group.
MANAGING STRESS AND METTLE
Players and their characters have various means to manage Stress and maintain Mettle:
• Recovery: Characters can recover Mettle through rest, therapy, supportive interactions with other characters, and
successfully overcoming challenges. Different games offer various mechanics for recovery, often requiring time and
specific actions.
• Coping Mechanisms: Characters might have special abilities, equipment, or talents that help them manage Stress more
effectively or recover Mettle faster. These can include meditation techniques, psychological training, or supportive
relationships.
See the Combat section for more details on Recovery of Mettle.
Managing Stress and Mettle adds a layer of strategy to the game normally reserved for combat. Players must balance the risks of
certain actions against the potential psychological toll on their characters. This system encourages creative problem-solving and
reinforces the importance of character development and teamwork.
In summary, Stress and Mettle mechanics introduce a psychological dimension to HEROIC, making the experience more immersive
and reflective of real-life challenges. These concepts encourage players to consider not only the physical but also the mental and
emotional well-being of their characters, enriching the storytelling and gameplay experience.
Overall a hero (or villain) is more than just a caricature, something the Bronze Age of Comics brought to the page, and HEROIC
endeavours to emulate.
SOCIAL CHALLENGES:
Social challenges in HEROIC involve scenarios where characters must navigate complex interpersonal situations, relying on their
wit, charm, or intimidation rather than physical prowess. Here are a few examples inspired by typical gameplay and narrative
scenarios:
• Negotiating a Truce Between Rival Factions: In a city torn apart by rival superhero factions, your character is tasked
with brokering peace. The social challenge involves multiple meetings, each requiring you to understand the factions'
motivations (Intuition), present logical arguments for peace (Reason), assertively push for a resolution (Psyche), or win
them over (Dynamic). Success could unite the factions against a common enemy, while failure might plunge the city into
deeper conflict.
• Convincing a Witness to Testify: Your superhero team is close to taking down a notorious villain, but you need the
testimony of a scared witness to seal the case. This social challenge involves gradually building trust with the witness,
using empathy and understanding (Intuition), logically explaining the safety measures in place (Reason), encouraging
their courage (Psyche), or making them feel their duty through a well-made speech (Dynamic). The outcome affects the
trial's success and the villain's conviction.
• Extracting Information from a Captured Henchman: After capturing a henchman from an evil organization, you need to
extract vital information about their next plan. This challenge requires a mix of intimidation and persuasion, where you
might start with stern commands (Psyche) and shift tactics based on the henchman's reactions, perhaps appealing to their
fear of being on the losing side (Intuition), logically explaining the benefits of cooperating (Reason), or even using Good
Cop/Bad Cop techniques (Dynamic).
• Winning Public Support: In the aftermath of a disastrous battle that caused collateral damage, your team needs to win
back public support. This extensive social challenge involves public appearances, heartfelt speeches (Dynamic), logical
explanations of the events that led to the destruction (Reason), staring them down when they object (Psyche), and
empathetic outreach to the affected communities (Intuition). Success could restore your team's reputation, while failure
might lead to public distrust and legal repercussions.
• Negotiating Access to Restricted Information: Your mission requires access to information held in a secure
government facility. You must convince a high-ranking official to grant access without revealing too much about your
mission. Balancing between sharing enough information to gain trust (Intuition) and withholding critical mission details
requires careful dialogue, leveraging the official's respect for justice (Psyche), winning them over through charm and
presence (Dynamic), and presenting a compelling need-to-know basis (Reason).
In each of these examples, characters use their mental and social abilities to overcome obstacles, with the outcomes significantly
influencing the story's direction. Success in social challenges can open new pathways and alliances, while failure can lead to
setbacks or alter the narrative's course.
RESPONSES
In a perfect world the hero gets what they want every time, but this is not the way of things. When trying to get their way, a
Response must be generated reflecting the attitude of those being requested of.
The following rules should cover most, if not all of what takes place.
ATTITUDES
When attempting to sway a crowd, gain aid or cooperation from an individual, etc... a Dynamic FEAT is often made. This can be
resisted by Psyche, and the result of the Dynamic FEAT generates what we call an Attitude.
Table X.X Attitudes
Colour Result Attitude
Blue Hostile, Prepares for Attack
White Uncertain, Trending Negative
Green Neutral, Uninterested, Uncertain
Yellow Uncertain, Trending Positive
Red Friendly, Prepares for Action
There are two other possible Response Results that can be had;
• 01 - Violently Hostile, Immediate Attack
• 00 - Enthusiastic, Immediate Action
On a natural roll of a 01, the Attitude of the target becomes immediately violent and hostile, within reason. If they have no hope in
hades of taking out the big hero, they may just become verbally abusive (leading to a potential Stress attack), or just leave while
streaming rude comments at the target.
On a natural roll of 100, the Attitude of the target becomes immediately enthusiastic and helpful. They want to jump right in with both
feet to help out, this could be from joining an attack on a target, handing over keys to a vehicle, etc… This person is now 100% ride-
or-die in this moment.
There are many factors that can effect the roll, the following list is not considered final, just a good set of guides.
RESPONSE ADJUSTMENTS
Depending on who the character is and who they are trying to influence, there are modifiers to their Response FEAT.
The following table provides some of those modifiers, though there could be other and situational ones as well, Narrator’s are
expected to provide “in the heat of the moment” modifiers as well.
Table X.XX Response Adjustments
Situation Adjustment
Same Side +1CS
Neutral -
Opposing Side -1CS
Hostile Relationship -2CS
Indifferent -
Positive Relationship +2CS
Opposed to Legal Authority -1CS
No Legal Authority -
Has Legal Authority +1CS
• Same Side: This is just a simple, they are both HEROIC, or both VILLAINOUS, Neutral usually is held for the
UNALIGNED when dealing with either heroes or villains.
• Hostile Relationship: The target is an enemy or every a nemesis, they do not like the character making the Response
FEAT.
• Indifferent: The target could care less about the character making the Response FEAT, they just don’t care, or have other
priorities in the moment.
• Positive Relationship: Usually they are friends, Contacts fall under this adjustment. The target is usually pro the
character making the Response FEAT.
• Opposed to Legal Authority: The character making the Response FEAT is a cop (or some other legal authority) and the
target is a criminal. That’s the simplest way to say it.
• No Legal Authority: No badge, no title, no authority.
• Has Legal Authority: The character making the Response FEAT has some level of Legal Authority over the target, who
could see their life impacted by resisting or refusing the request.
RENOWN & RESPONSES
First, remember when we talk about Renown, we are talking about HEROIC aligned characters, VILLAINOUS characters have
Infamy, which is not covered here. Side note, currently UNALIGNED have Repute, but that’s not what we are discussing here. So
the character’s Renown can provide a bonus adjustment to their Response FEAT as per the following table;
Table X.XX Response Adjustments
Renown Adjustment
Less than TY06 -
TY06 – GD10 +1CS
EX20 – RM30 +2CS
IN40 – AM50 +3CS
MG75 – UN100 +4CS
SP150 + +5CS
Clearly the Renown only counts if the target could realistically have heard of the Character. Use your judgement.
ADVANCEMENTS
In past MSH style games characters paid Karma to advance their characters, which in general was seen as a bad thing, as most
Players used their Karma for Power Stunts and modifying FEAT rolls. In HEROIC we use the Advancement System to help
characters improve and Advancements are awarded by the Narrator for completing adventures, achieving personal goals, and
advancing major storylines.
The following information shows how Advancements can be awarded and spent.
GAINING ADVANCEMENTS
Every session the Narrator will award you Advancements based on the following table. These Advancements will stack with
previously awarded ones.
Table X.XX Advancement Awards
Event Award
Played a Session 1
Completed an Adventure 1
Accomplished a personal goal 1
Defeated by foe 1
Defeated a foe of equal power 1
Defeated a foe +1RS more powerful 2
Defeated a foe +2RS more powerful 3
Defeated a foe +3RS or more powerful 4
SPENDING ADVANCEMENTS
When you want to improve or adjust your character you can spend the Advancements you have been awarded through the sessions
of play.
Table 3.9 Spending Advancements
Advancement Cost
Improve Rank Number +1 1
Crest to new Rank +5
Remove a Negative Quirk xPKS*
Add new Positive Quirk xPKS*
Add new Contact 5
Add new Talent 10**
Add new Power 20***
*Requires Narrator Approval, X equals the amount of Picks the
original cost x10. So if it cost 2 picks, it would be 20 Advancements
to remove.
**Requires teacher
***Requires Narrator Approval. New Powers start at FE01.
Example: Manta-Man has a Fighting of EX20, and he spends 1 Advancement to raise it to EX21. This will continue until he
is at EX25 and wishes to go to RM26. As he is crossing into a new Rank, that is called Cresting and as well as the +1
Advance to go from 25 to 26, he must pay 5 Advancements to go from EX to RM. So a total of 6 Advancements at that
point.
CAVEATS ON ADVANCEMENTS
• Advancements can be saved up.
• Once spent, an Advancement is gone.
• Normal Humans cannot increase Ability Ranks beyond human maximums.
• All Advancement purchases require Narrator approval.
COMBAT
The Combat section of the HEROIC RPG gets into what makes a superhero's journey truly exhilarating—the clash between good
and evil, the strategic encounters, and the raw display of powers that define the thin line between victory and defeat.
Here, we outline the mechanics that govern combat within the game, from the initial roll of initiative to the final blow that decides the
fate of heroes and villains alike. This section should ensure that each encounter is not just a test of strength, but a narrative-rich
experience that challenges players to think like true heroes, making every action count in the battle.
COMBAT SEQUENCE
The combat sequence is pretty straight forward, characters go in the order of their Initiative results and take one action at a time.
INITIATIVE
Initiative determines the Action order in Combat Turns.
• Rolled with 1d10.
• Higher goes before lower.
• Modified by +1 for every Rank of Agility and Intuition above Typical.
• Certain Powers may be substituted for either Agility or Intuition, but never for both.
• In the case of ties, Heroes go before Villains.
• Remember, 2nd Actions only occur after all 1st Actions have been resolved, with 3rd Actions after 2nd - always maintaining
the same Initiative order, essentially Round Robin.
• Initiative is rerolled at the start of each round.
ACTION ECONOMY
Every character gets three Actions per round, one Movement, one Standard Action and one Reaction. They are defined as follows.
• Movement: Your character can move up to their normal movement rate.
• Standard Action: This is when your character does any FEAT that requires them to interact with a target, the environment,
or any other game-affecting motion. A Standard Action can instead be used as an extra Movement.
Reaction: This is when your character does something in response to an NPC’s or another Player’s Action, or an environmental
event such as a collapsing building or a falling tree. Certain FEATs (see next section) can function as Reactions (Escaping, Dodging,
Roll With the Blow, Evading, Blocking, and Catching), as well as using Powers as a defense. Can also be used instead as an extra
Movement. Let’s talk a bit more about Reactions.
ACTIONS
Combat in HEROIC uses an Active/Reactive model, wherein the type of attack being deployed (Active) is compared to the innate
defense of the target (Reactive). Consult the following:
• Melee attacks: Fighting vs. Fighting
• Ranged attacks: Agility vs. Agility
• Psionic/Mental attacks: Psyche or Power Rank vs. Psyche or Power Rank
Other types of attacks may occur due to various Powers, in such cases the Narrator will decide what the Active/Reactive Abilities or
Powers are - should the attack form not predetermine that.
The attacks and their Resistances are listed on the Universal Table, but here’s a handy summary:
Table 4.0 Active vs. Passive/Resistant FEATs
Action Active Passive/Resistant
Blindsiding Agility VS Intuition
Blocking Fighting VS VS Strength
Blunt Attack Fighting VS Fighting
Bounce Back Endurance VS Difficulty
Catching Agility VS Agility/Difficulty
Charging Endurance VS Agility
Dodging Agility VS Agility
Dynamic Attack Dynamic VS Psyche
Edged Attack Fighting VS Fighting
Energy Agility VS Agility
Escaping Strength VS Strength
Evading Fighting VS Fighting
Feint Fighting VS Intuition
Force Agility VS Agility
Grappling Strength VS Strength
Interposing Agility VS Difficulty
Lure Dynamic VS Intuition
Roll With the Blow Fighting VS Damage
Shooting Agility VS Agility
Throwing Blunt Agility VS Agility
Throwing Edged Agility VS Agility
FEAT DEFINITIONS
Blindsiding: The attacker is attempting to catch the target unawares. This could also be called a Sucker Punch, but can be any type
of attack. Normally the defender should not be aware of the attacker, or think they are disabled. Once the Blindside FEAT is made, if
successful the Attack gains the bonus listed to the actual attack. If unsuccessful there is no blindside and the attack proceeds as
normal, and if a Blue result is scored, the target gains an immediate Reaction a to avoid the incoming attack, or may perform a free
counter-attack.
• Rolled as Agility vs Intuition
• Blue Result: Reaction/Counter
• White Result: No
• Green Result: +1CS
• Yellow Result: +2CS
• Red Result: +4CS
Blocking: Blocking allows your character to defend against attacks as if they had Body Armor equal to their Strength for this attack
modified by the CS presented. On a Blue Result a Stun Result is accrued instead.
• Rolled as Fighting vs Strength
• Blue Result: +Stun
• White Result: -4RS
• Green Result: -2RS
• Yellow Result: Strength
• Red Result: +1RS
Blunt attack: These are unarmed attacks (punches, kicks) or blunt melee weapons such as clubs.
• Rolled as Fighting vs Fighting
• Blue Result: Fumble
• White Result: Miss
• Green Result: Hit
• Yellow Result: Slam
• Red Result: Stun
Bounce Back: As an Action, characters may try to recover an amount of lost Health based on their Endurance. The result is applied
as a Rank Modifier to the Character’s Endurance.
• Rolled as Endurance vs Daunting Difficulty (RM30)
• Blue Result: Stun
• White Result: No
• Green Result: End -1RS
• Yellow Result: End
• Red Result: End +1RS
Catching: This is when a character tries to catch a falling or thrown person or object. When thrown, use the thrower’s Agility as the
Intensity, when falling it is Daunting (RM30) Difficulty by default. When rolling a Blue Result, the object is caught, but impacts so
hard it causes the catcher to make a Stun Save.
• Rolled as Agility vs Agility/ vs Daunting Difficulty (RM30)
• Blue Result: Stun
• White Result: No
• Green Result: Partial Catch
• Yellow Result: Damage
• Red Result: Catch
Charging: This is basically a football tackle. For each Area an attacker moves through before reaching the target, the attacker gets
a +1CS, up to a maximum of +3CS (to a Maximum of Legendary Endurance); on a miss the attacker continues moving for half their
Movement and might crash into someone or something else; a change in direction requires an Agility FEAT. On a Hit, damage equal
to the attacker’s Endurance (or Body Armor, whichever is higher) is scored, plus two points for every Area moved through before the
hit. Other possible Results include Fumble, Slam and Stun. If the defender’s Body Armor is greater than the damage inflicted by the
attacker, the damage is rebounded onto the attacker. If the attacker’s Body Armor is greater than the rebounded damage, neither
side takes damage. (Stuns and Slams still apply).
• Rolled as Endurance vs Agility
• Blue Result: Fumble
• White Result: Miss
• Green Result: Hit
• Yellow Result: Slam
• Red Result: Stun
Dodging: Dodging reduces the effects of Ranged and Charging attacks by -1, -2 or -4 CS, but you must state which attacks you
expect to dodge and make your roll before those attacks are made, so your character cannot dodge unexpected attacks. Other
Results include None (no reduction) and +Stun.
• Rolled as Agility vs Agility
• Blue Result: +Stun
• White Result: No
• Green Result: -1CS
• Yellow Result: -2CS
• Red Result: -4CS
Dynamic Attack: Using your personality or presence to try and intimidate, dominate, or just shake the confidence of your target.
Making a Dynamic vs. Psyche FEAT, the intimidator’s colour result is applied to the target’s next available action.
• Rolled as Dynamic vs Psyche
• Blue Result: Mock
• White Result: No
• Green Result: -1CS
• Yellow Result: -2CS
• Red Result: -4CS
Edged attack: This is an Edged melee weapon, or in some cases the Natural Weapons Power. Possible Combat Results are
Fumble, Miss, Hit, Stun and Kill.
• Rolled as Fighting vs Fighting
• Blue Result: Fumble
• White Result: Miss
• Green Result: Hit
• Yellow Result: Stun
• Red Result: Kill
Energy/Force: These are Energy attacks, with Force being Kinetic (Telekinetic Bolts, Sound Blasts) and Electromagnetic for most
others (Electricity, Heat, Lasers, Radiation). They do damage at Range and may have Fumble, Miss, Hit, Bullseye and Kill Results
(for Energy) or Fumble, Miss, Hit, Bullseye and Stun (for Force).
• Rolled as Agility vs Agility
• Blue Result: Fumble
• White Result: Miss
• Green Result: Hit
• Yellow Result: Bullseye
• Red Result: Kill/Stun
Escaping: This is an attempt to break free from a Grapple. Possible Results include Fumble, Miss (the target is still held), Escape
(the target is free and may up to half speed, but not take other Actions), and Reverse (the target is free and may move up to half
their speed, attempt a Grapple on its attacker, or perform any other Action at -2CS).
• Rolled as Strength vs Strength
• Blue Result: +Stun
• White Result: No
• Green Result: Partial Escape
• Yellow Result: Escape
• Red Result: Reverse
Evading: This is like Dodging but only against close combat and Grappling. Results include Autohit, None, -1CS, -2CS, Evasion
(the attack misses).
• Rolled as Fighting vs Fighting
• Blue Result: +Stun
• White Result: No
• Green Result: -1CS
• Yellow Result: -2CS
• Red Result: -4CS
Feint: This can be taken as a Reaction, wherein the attacker tries to deceive their target into thinking they are attacking X when they
really are going for Y. The colour result is applied to the actual attack.
• Rolled as Fighting vs Intuition
• Blue Result: Fumble
• White Result: No
• Green Result: +1CS
• Yellow Result: +2CS
• Red Result: +4CS
Grabbing: Geared at taking a possession away from an opponent, like a gun, bomb, or other object. Grabbing combat normally
does not inflict damage.
• Rolled as Agility vs Agility
• Blue Result: Shatter
• White Result: No
• Green Result: Take
• Yellow Result: Grab
• Red Result: Break
Grappling: Your character grabs a foe and pin it down. Possible Results are Fumble, Miss, Hit, Partial (the attacker grabs a single
body part of its choice; the target may perform Actions at -2CS and may not move if the attacker’s Strength is equal or greater than
its own; no damage is inflicted) or Hold (the target is fully restrained from acting until the attacker releases it or it Escapes. The
attacker may perform one Action in addition to maintaining the hold and may inflict up to their Strength level of damage to the target
(subject to Body Armor).
• Rolled as Strength vs Strength
• Blue Result: Fumble
• White Result: Miss
• Green Result: Partial Hold
• Yellow Result: Grapple
• Red Result: Submission
Interposing: There may come a time when a hero may need to throw themselves in the way and take a bullet (or sword, or punch,
or laser blast) for someone. Because interposing between a person (or Object) and an attack must happen when the attack is being
made rather than waiting for their turn, this Action may be taken during someone else’s turn; skipping their next Action. The hero
must be in the same Area as that person they want to help to attempt to Interpose and you (or the Narrator if an NPC is trying) must
declare that you are making the attempt to Interpose after the attack has been announced but before any rolls are made. To
successfully interpose in front of an attack, an Agility FEAT is required with the following results depending on the level of success.
Any -CS is applied to the incoming attack, where as a Red result means the original target takes no damage. If the interposer rolls a
Blue result, not only to they take the foll attack, it is treated as a Critical of natural roll of 100 against them.
• Rolled as Agility vs Daunting Difficulty (RM30)
• Blue Result: +Critical
• White Result: No
• Green Result: -1CS
• Yellow Result: -2CS
• Red Result: Interposed
Lure: When a character tries to lure another into doing something, it is either to get them into a bad situation, hit something, or inflict
damage on themselves. Lure is always going to be a Dynamic vs. Intuition move. Basically do they notice your attempt to trick
them? If there is anything damaging Green and Yellow results provide modifiers to the damage, representing them catching
themselves at the last moment, or trying to. Otherwise, if the goal is to trap the target, or get them to interact with something, like
smash the control panel, break the item, etc… a Red result of Lure is required.
• Rolled as Dynamic vs Intuition
• Blue Result: Fumble
• White Result: No
• Green Result: -2CS
• Yellow Result: -1CS
• Red Result: Lured
Roll With the Blow: When taking any non-Energy or non-Edged damage, the hero may attempt to Roll With the Blow to reduce the
Damage Rank. The defender makes a Fighting FEAT vs. the Rank of the Damage and consults the results below.
• Rolled as Fighting vs Damage Rank
• Blue Result: +1RS
• White Result: No
• Green Result: -1RS
• Yellow Result: -2RS
• Red Result: -4RS
Shooting: These are usually bullets or arrows but may be Shot Quills from the Natural Weapons Power. They do damage at Range.
Possible Combat Results are Fumble, Miss, Hit, Bullseye and Kill.
• Rolled as Agility vs Agility
• Blue Result: Fumble
• White Result: Miss
• Green Result: Hit
• Yellow Result: Bullseye
• Red Result: Kill
Throwing Edged/Blunt: This refers to weapons thrown by hand. Range is double Striking Distance (2 Areas) +1 Area for each
Rank of Strength past Excellent. So, someone with a Remarkable Strength has a throwing range of three Areas. Possible Results
are Fumble, Miss, Hit, Bullseye and Kill (for an Edged Weapon) and Fumble, Miss, Hit, Bullseye and Stun for a Blunt Weapon.
• Rolled as Agility vs Agility
• Blue Result: Fumble
• White Result: Miss
• Green Result: Hit
• Yellow Result: Bullseye
• Red Result: Kill/Stun
RESULT DEFINITIONS
Break: The item is in the possession of the Attacker and they may choose to move away with it up to half-movement, activated it, or
attempt to destroy it. Make a Strength vs. Material Strength FEAT is such a case.
Bullseye: A particular part of the target is hit. The nature and result of a bullseye is left to the Narrator, but it should be required for
targets of less than one foot square and should never be fatal. Also, note that Yellow Results are +1RS to Damage.
Catch: The Object is caught will no ill effects to either it or the catcher.
Damage (catch): In Catching this means that the item or person being caught might take damage in the catch. Make a Blocking
FEAT and apply the results to the Catcher’s Strength and apply the damage to the target.
Endurance Loss indicates that the character’s Endurance is reduced by one Rank and will continue to lose Endurance at one Rank
per Turn until the situation is cleared.
• The Green E/S result on the Universal Table indicates your character is affected by an Endurance Loss but only if the
attack was Edged in Slugfest or a Shooting attack. Any other attack form is considered No Effect.
• No Effect: Your character takes damage as listed for the attack form but is not slain.
Escape: When Grappled, an Escape result on the Escape FEAT means the character is free and clear.
Fumble: Something bad happens; exactly what depends on the Action taken and other circumstances, the Narrator decides on a
case-by-case basis.
Grab: The attacker has taken possession of the item, regardless of comparative Strengths.
Grapple: The character is restrained and can do nothing but try to escape. The grappler may choose to inflict damage, and until
escaped does not need to reroll to maintain the hold round to round.
Hit: The attack hits and may score damage, but there are no other Effects.
Interposed: The attack is no longer targeted at the original intended, but instead now at the Interposer.
Kill: A kill Result may kill the target. It must make an Endurance FEAT and check the Result:
• K.I.A. means Killed-in-Action - the target dies immediately. See Death.
• K.O.: The target is unconscious for 1-10 minutes (roll a 1d10)
Lured: The target falls for it and hits the wall, runs off the cliff, destroys the machine.
Miss: The Action fails.
Partial Escape: The character reduces themselves from being Grappled to a Partial Hold. If already in the Partial Hold, they are
considered to have Escaped the hold.
Partial Hold: The character’s arm, or leg, etc… is tied up and unless they escape they have a -2CS to other actions. They may not
move if the grappler’s Strength is equal to or greater than the target’s.
Reverse: During an Escape FEAT, a Reverse indicates the target has not only escaped, they may choose instead to try to Grapple
their opponent, move up to half their movement away, or perform any other action at -2CS.
Shatter: In grabbing the item you have broken it, triggered it, or caused some other form of damage to it. Apply Strength +2RS to
the item against it’s Material Strength to break it, or if triggered, well the grabber is now ground-zero for whatever happens
next.
Slam: A slam result moves your character in a direction, as per the results below. See the Obstacles section later for special rules
about slams. There are five types of Slam Results:
• No Slam - The target still takes damage as for a normal hit.
• Prone - The target is knocked down and takes the damage of the attack. Prone characters must spend either a Standard
Action or a Reaction getting back to their feet.
• Slam - The target is knocked from Striking Distance to Shooting Distance. If the attack was a Ranged one and the target
was already at shooting distance, they are moved to Visual Distance. If the attack inflicted any damage on the target the
attacker may choose the direction of the Slam; If no damage was inflicted, the defender chooses the direction.
• Grand Slam - The target is knocked two Distances away (this could send them Beyond Visual) with a speed equal to the
Strength of the attacker taken as ground speed. The direction is determined as for one Area Slam.
Submission: The character is in such pain or grappled so effectively they must make an immediate Stun save, on top of being
Grappled and possibly taking damage.
Stun: Your character is unable to take any Actions for the prescribed amount of time. Your character must have a Strength equal to
or higher than the target’s Endurance to achieve this result.:
• 1-10 Rounds - Your character is knocked out for 1-10 Rounds. During this time a character may take no Actions.
• 1 Round - Your character is knocked down and may take no Action next round. Your character is still conscious but can
play possum and keep their ears open.
Take: The character has full possession of the item, but only if their Strength is equal to or greater than the targets. If not, a Strength
vs Strength FEAT must be made.
REACTIONS
Reactions are not just a chance to make a Dodge, or a Catching FEAT, they are also a place where your character gets to shine in
the use of their Powers. That’s right - Powers, Equipment, or whatever your character has that makes them HEROIC.
As a Reaction you can describe to their Narrator how you want your character to use their Power in a defensive or protective way.
Want to Power blast that grenade the enemy just threw? Reaction. Want to try can stop that car the enemy just threw at a group of
innocent bystanders? Reaction.
The are almost no limits to what can be done with a Reaction, so long as you and your Narrator agree on the task.
MULTIPLE ACTIONS
Multiple-Actions can be taken by making a Fighting FEAT or using an appropriate Power as per Narrator discretion (see Table 4.1
below). Note that when using a Power for Multiple-Actions, all the extra Actions MUST be using that Power. These Actions can be
used as Movement, Standard Actions, or Reactions, as per the character’s choice.
Multiple-Action FEATs must be made before the character takes their first Move Action, Standard Action, or Reaction.
If the Multiple-Actions FEAT fail, the character is reduced to either one Move Action, one Standard Action, or one Reaction (player’s
choice) for their Turn with a -4CS penalty if applicable.
No matter the source of the multiple Actions, all Actions after the first suffer a cumulative -1CS per Action. Meaning their first Action
is normal, second is at -1CS, and third would be at -2CS.
Normally everyone takes their first Actions, then their second, and so on in a Round-Robin style- but if your character’s first Action is
only movement they may immediately take a second Action.
The Multiple-Actions cumulative -1CS penalty does not apply to the first Standard Action or first Reaction.
FEAT MODIFIERS
The following modifiers are applied to either FEATs or outcomes of said FEATs, such as damage.
These are from negative to positive CS/RS, in ascending order, not alphabetical.
Table 4.X Combat FEAT Modifiers
Situation Modifier
Target moving 10ar or faster -4CS
Shooting through objects -2CS
Target moving 5-10ar -2CS
Character at less than full END -2CS
Fighting in the dark -2CS
Target moving up to 5ar -1CS
Fighting Underwater -1CS
Ranged attacks in heavy rain -1CS
Ranged attacks at night -1CS
Ranged attack in fog -1CS
Hot +90° weather -1CS
Cold -0° weather -1CS
Attack by ambush +1CS
Aiming action +1CS
Attacking a Partial Held character +2CS
Attacking a Grappled character +3CS
Flying Character diving +4CS
MOVEMENT REDUX
Blern
AREA
An Area is defined as a space of 25ft by 25ft. Anything within that space is considered to be “in the Area” for game terms. Area is
shorthanded to “ar”, so 3ar would be it is a 3 Area measurement.
SPACE
A Space is a 5ft by 5ft hex or square. Which makes an Area would be 5 Spaces by 5 Spaces. Spaces are shorthanded as “sp”, so
10sp would mean 10 spaces long or wide.
DISTANCE
Sometimes distances will come into play. There are seven distances in this game.
Point Blank/Touching Distance: This is when characters are within 5’ of each other, or direct contact.
Striking Distance: Toe to toe, mano a mano, fist-fighting distance, with the characters bobbing and weaving in and out of each
other’s immediate space. This is usually considered to be someone within 1ar, or 25ftx25ft, or 5sp x 5sp.
Shooting Distance - Close: This is where one cannot reach an opponent for a melee, but they can throw or shoot at them
effectively. This is considered targets that are between 10ft – 50ft or 2 – 10sp away. There is no adjustment to Ranged attacks made
that this distance.
Shooting Distance - Medium: This is when targets are between 50ft – 150ft or 10 – 30sp away from the attacker. There is a -1CS
adjustment to Ranged attacks made that this distance.
Shooting Distance - Long: This is considered targets that are between 150ft – 300ft or 30 – 70sp away from the attacker. There is
a -2CS adjustment to Ranged attacks made that this distance.
Shooting Distance - Extreme: This is considered targets that are between 300ft – 1000ft or 70 – 200sp away from the attacker.
There is a -3CS adjustment to Ranged attacks made that this distance.
Beyond Visual Distance: This one is straightforward; the target just can’t be seen as they are that far away (not to be confused
with hiding). Mental Powers might work at this distance, as do some other special Powers, but these are exceptions.
Characters can close the gap between distances in one Round by using their full Movement.
OFFENSIVE MANEUVERS
Pressing the attack: This is a special maneuver usable at each Turn only by the character who wins Initiative for the Turn. While
pressing the attack, the character concentrates more on offense than defense. They enjoy a +1CS to its FEAT rolls, but the foes
also enjoy the same bonus against them.
Everyone In the Area: This maneuver (a single roll against multiple targets) FEATs incur a flat –4CS to the single FEAT, but the
results are taken by all targets in the Area. Your character may not attempt both Multiple Actions and the Everyone in the Area
maneuver, if an Everyone in the Area is attempted, your character can take no other Actions than Turn.
All-Out-Attack: This is an all-out attempt to overwhelm the target’s defenses. All-Out attacks increase the attacker’s damage by
+2RS but decreases their Fighting or Agility by -3RS.
Damage Degrees of Success: Depending on colour result the damage done will be modified as follows:
• Green Result: -1RS to Damage
• Yellow Result: No Modifier
• Red Result: +1RS to Damage
• Natural 100: +2RS to Damage
Pulling Your Punch: Before making an attack FEAT, your character can choose to pull their punch, by reducing their output by up to
-3RS. This must be decided before the FEAT result is determined.
Reducing Degrees of Success: Sometimes a character hits a bit harder than they wanted, scoring a Kill result or some other effect
that might lead to something they do not wish to happen as a consequence. In these situations, your character can reduce their
colour result by 25 Karma per step. Each step must be purchased in sequence. Example: A Red result can be reduced to a Yellow
result for a 25 Karma, and yet again to a Green result for a further 25 Karma.
Characters MAY NOT reduce the colour results of their opponents.
SIX-SHOOTER RULE
When walking into a dark warehouse crawling with 50 ninjas, to give you a fair chance of having your character survive the
encounter it should be ruled that no more than six opponents with Ranged attacks may target a character. (Any more than that and
you’re looking at a REALLY quick fight).
POWERS AS DEFENSE
When your character is being attacked by an opponent, you may choose to use their Powers to defend. Throwing up a wall of ice,
catching bullets with telekinesis, power blasting a power blast, and other classics. In such cases two factors apply.
• The character MUST have an available Action/Reaction to use for this.
• The Narrator has final say if it is possible or not.
If it is possible, the Power Rank being used for defense replaces the Ability Rank normally used as a Reactive value.
RECOVERY & HEALING
The Recovery & Healing section in HEROIC explores the vital processes through which heroes can regain strength, heal injuries,
and overcome the wear and tear of battle. It details the various methods of healing, from natural recovery to power-based
regeneration, and provides guidelines for managing and restoring health, both physical and mental, during and after encounters.
RECOVERY
Physical Recoveries: Once per session, as an Action the hero can take a Recovery Action, which immediately heals them their
CURRENT Endurance in Health. After this single Action is taken, they can only make Bounce Back FEATs for the rest of the day to
self-recover. If your character was unconscious but not currently dying, they’ll wake up 1d10 Rounds later with whatever their
current Health is.
Every hour of rest (the character can perform nothing more than light activity) allows them to heal damage equal to their current
Endurance Rank Number.
Every week of light activity allows a character to recover one lost Endurance Rank. With access to trained, equipped medical care,
this increases to one Rank per day of light activity under medical care.
Mental Recoveries: When a character becomes stressed out, they can remove an amount to their Mettle score equal to their
Psyche Rank Number. If the PC’s Psyche Rank is greater than their Mettle Rank, they merely need to get away from the situation to
recover very quickly from the damage Stress caused.
When Psyche Rank is not equal to or greater than Mettle Rank to enable rapid recoveries, you may have your character seek out
assistance to recover more quickly. As early as the next scene a PC is in, they can either seek out help and potentially recover more
from the Stress or the can perform other activities and just let the Stress naturally go away (i.e. restoring the Mettle score), which
generally takes more time. NPC’s can do all of this behind the scenes of course.
Talk to the Narrator about a scene with a Contact, or another hero. This scene involves role-playing with them: catching up with
them, asking them for support, voicing frustrations, or seeking advice. At the end of the scene, roll a Psyche FEAT. If this does not
alleviate all the Stress, your character may seek another companion or get rest to recover fully.
Table 4.4 Stress Removal
Roll Result
Blue or White No change.
Green Restore Mettle score equal to the
companion’s Psyche Rank Number.
Yellow Restore Mettle score equal to the
companion’s Psyche Rank Number +1RS.
Red Restore Mettle score equal to the
companion’s Psyche Rank Number +2RS.
A character can repeat such scenes until they recover fully, but they must seek out a new companion each time. Any Power or Gear
that provides damage recovery can alternatively be used to provide recovery from Stress.
Recovering from Stress naturally happens over the course of rest. Each full night’s sleep or the equivalent (based on your
character’s biological needs) removes Stress damage equal to their Psyche Rank Number.
For more on Stress and Social Interactions refer to the Playing the Game section.
DEATH
A character that reaches zero Health becomes unconscious and stays that way for at least 1-10 Rounds.
If your character takes any further damage at this point, you must make a Kill FEAT to avoid losing Endurance Ranks as per the Kill
result. If your character drops below Feeble Endurance, they are dead. There are options however to prevent this:
• You can stabilize your character’s Endurance for one Round by spending 50 Karma points. You can continue this until the
Karma runs out.
• You can gain another Endurance FEAT by spending 200 Karma points. If you succeed, the Endurance Loss ends, but your
character is still unconscious.
If someone attempts to aid the character, (spending an Action if in combat) and they have First Aid Gear or any medical Talent, then
the loss of Endurance is automatically halted. Otherwise, an untrained character must make a Simple Reason FEAT to stabilize
them. Your character is still unconscious and will be for 1-10 more hours. At that point, make another Endurance FEAT at their
current Endurance Rank; failure means remaining unconscious for 1-10 more hours, while success indicates they wake up with
Health equal to their current Endurance Rank Number.
MINIONS & GOON SQUADS
Minions cannot get Red results except through a natural 00 roll.
Minions come in 1-hit, 2-hit, 3-hit, and 4-hit varieties. Meaning all it takes is one, two, three, or four successful attack FEATs to
remove them from the fight.
• 1-hit Minions are made of mooks, foot soldiers, guards.
• 2-hit Minions are goons, sergeants, veteran guards.
• 3-hit Minions are lieutenants, elite soldiers, and are basically usually in charge of other minions.
• 4-hit Minions are the best available, important enough to get names like “Bob”.
Table 4.X Minion Table
Type Hits
Mooks 1
Goons 2
Lieutenants 3
Named 4
Dodging gangs of Minions (called Goon Pools) is an Intensity FEAT. This rule allows for characters to dodge gangs of Minions with
minimal effort, not get torn apart by them, and not to be completely bogged down by fighting each one since it is an Agility (or
Fighting in the case of Martial Arts Minions like ninjas) FEAT to resist and not an Action.
A Pool of Goons starts as an Excellent Intensity effect for a Pool of five Minions. If they are armed with melee weapons such as
clubs and knives, they gain a +1CS, to Remarkable. If they are armed with ranged weapons such as pistols and bows, they instead
gain a +2CS to Incredible, and if they are armed with advanced weaponry such as fully automatic firearms or energy weapons, they
would gain a +3CS to Amazing Intensity.
As members of the Goon Pool get taken out, they suffer a -1CS for each Minion lost, so a Goon Pool of five that loses one member
will go from Excellent to Good Intensity. All Goon Pools start with five Minions and CS adjustments through a Session occur to them
as a unit versus ever tracking them individually.
NARRATOR’S SECTION
This section serves as the cornerstone for guiding storytellers through the art and responsibility of shaping their campaigns. It offers
insights into crafting narratives, managing game dynamics, and fostering an engaging environment for players. This section equips
narrators with the tools to blend story elements with gameplay, creating a cohesive and immersive experience that brings the game
to life.
RUNNING VILLAINS
Superhero stories are pretty basic. They might feature a variety of social, scientific or fantasy elements, but at the end of the day,
they're all about Heroes fighting Villains.
Villains may be created using any of the character creation options. However, their value will vary depending on the needs of the
story. A team of Heroes needs either a Team of Villains of equal Power, or a single, more Powerful one that will be a challenge to
beat. Conversely, some single Villains will employ Minions to keep the Heroes busy while they carry out their plan or to make their
escape.
KARMA REWARDS
Table 5.2 Karma Awards & Penalties
Event Karma Event Karma
Violent Crime – Stop/Prevent +30 Commit Destructive Crime -40
Violent Crime – Arrest +15 Commit Theft -20
Destructive Crime – Stop/Prevent +20 Commit Misdemeanor -10
Destructive Crime – Arrest +10 Commit National Offense -40
Theft – Stop/Prevent +10 Commit Other Crimes -10
Theft – Arrest +5 Public Defeat -40
Robbery – Stop/Prevent +20 Private Defeat -20
Robbery – Arrest +10 Permit Violent Crime -15
Misdemeanors – Stop/Prevent +5 Permit Destructive Crime -10
Misdemeanors – Arrest +5 Permit Theft -5
National Offense – Stop/Prevent +20 Permit Robbery -10
National Offense – Arrest +10 Permit Misdemeanor -5
Local Conspiracy – Stop/Prevent +30 Permit National Offense -10
Local Conspiracy – Arrest +15 Permit Other Crimes -5
National Conspiracy – +40 Property Destruction -5/Area
Stop/Prevent
National Conspiracy – Arrest +20 Death/Kill -ALL
Global Conspiracy – +50 Noble Death -50
Stop/Prevent
Global Conspiracy – Arrest +25 Mysterious Death -50
Other Crimes – Stop/Prevent +15 Self-Destruction -50
Other Crimes – Arrest +5 Making Commitment +5
Rescue +20 Failing Commitment -5
Multiple Rescues (5 +) +100 Charities: Personal Appearance +10
Defeating Remarkable Foe +30 Charities: Act of Charity +10 to +40
Defeating Incredible Foe +40 Charities: Donation +Amount
Donated in Res
Defeating Amazing Foe +50 Negative Renown -10
Defeating Mighty Foe +75 Gaming Award: Role-Playing +10
Defeating Uncanny Foe +100 Gaming Award: Stump the +15
Narrator
Commit Violent Crime -60 Gaming Award: Humor +5
Naturally for Villainous characters, you can pretty much invert the numbers and figure it all out. Unaligned don’t tend to get Karma
for preventing crimes, nor do they get them for committing them either, it’s a hard life to walk between two worlds.
RENOWN REWARDS
The more the heroes do, the more known they become and that can be a double edged sword. The following are just some
examples of Renown rewards and Penalties, but really it is up to you as the Narrator so reward/penalize this stuff, it’s your campaign
world afterall.
• If made the local news causing property damage or accused of a crime, -10 to 20 Renown.
• If made the national news causing property damage or accused of a crime, -20 t0 30 Renown.
• If made the global news causing property damage or accused of a crime, -30 to 50 Renown
• If fails to make a public appearance, or is rarely seen on patrol, -5 Renown
• If makes public appearances or is seen on patrol regularly, +5 Renown
• If made the local news doing a minor act of heroics, +10-25 Renown.
• If made the national news doing heroics, or won a major prize, +20-30 Renown.
• If made the global news doing heroics, or saved the entire world, +30-50 Renown.
Ultimately doing good just isn’t enough, sometimes heroes are hated by the papers, and even the people they save. That’s the true
test of their heroism, or did they just put on the costume for the prestige?
Table X.X.X Hero Renown Awards & Penalties
Event Award/Penalty
Defeat normal villains +10 Renown
Defeat costumed villain +20 Renown
Defeated in public -30 Renown
Accused of crime -½ Current Renown
Cleared of charges +30 Renown
Found guilty of charge Gain +30 Infamy
Media attack -20 Renown
Charity work +10 Renown
Rescue People +10 Renown
Villains run on a system called Infamy, and have the following basics;
Table 5.3.2 Villain Renown Awards & Penalties
Event Award/Penalty
Defeated by hero -20 Infamy
Defeating hero +20 Infamy
Defeating another villain +10 Infamy
Imprisoned -30 Infamy
RUNNING GAMES THE HEROIC WAY!
HEROIC and the Zenith Comics Universe are set in the Bronze Age of Comics, in a timelock we call 198X. What does that all mean
to you? Let’s start at the beginning.
INTRODUCE ANTI-HEROES
Consider incorporating anti-heroes into your campaign, characters who operate in the grey areas of morality. These figures can
serve as allies, adversaries, or complex NPCs that challenge the traditional notions of heroism and villainy. Their presence enriches
the narrative, adding layers of intrigue and conflict. The Unaligned Side is there waiting for you to embrace it, or your players should
they want to.
BENEFITS OF BLUE-BOOKING
Engaging in Blue-Booking can transform your RPG experience. It provides a platform for character development that the time
constraints of regular sessions may not allow. Moreover, it can introduce new plot lines, deepen character relationships, and even
influence the main narrative in meaningful ways.
In summary, Blue-Booking is a valuable tool in the RPG toolkit, offering a unique way to deepen the narrative experience for players
and GMs alike. By following these guidelines, you can unlock new dimensions of storytelling in your role-playing adventures,
creating a richer, more vibrant world for everyone involved.
FINAL THOUGHT ON BLUE-BOOKING
Blue-booking isn't “just extra homework”; it's a gateway to a more vivid, immersive game world. It allows for character growth, plot
development, and storytelling that can make your regular sessions even more epic. So, grab your metaphorical pen and start
exploring your character beyond the session table. Who knows what stories you'll uncover?
APPENDIX A: CHARACTER CREATION REDUX
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Start by rolling to see how many Talent, and then the category of each Talent, and then use the category table to find the specific
Talent and add those to the character sheet. Some Talents are more powerful than others or have different tiers and cost multiple
picks, review each Talent as they are rolled for more information.
CALLINGS
Callings are a way to add another dimension to play by giving the Players and the Narrator the means to call on why the character
does what they do, manifested as a +/- CS in any appropriate situation. There are ground rules though.
• A Player may Tag (activate) their Calling once per session for free +1CS on their next action.
• Any further Tagging costs 15 Karma per use, but still provides a +1CS on the next action.
• Narrators can Compel (activate) the character’s Calling but must pay that Player 15 Karma when they do so.
Table x.x.x Calling – Heroic/Unaligned
Roll Calling Roll Calling
01-05 Adventurer 52-54 Juvenile
06-09 Advocate 55-59 Lone Wolf
10-13 Beast Within 60-63 Mentor
14-17 Boy Scout 64-67 Outsider
18-22 Defender 68-72 Pilgrim
23-25 Fame 73-75 Redemption
26-29 Great Responsibility 76-79 Revenge
30-33 Hotshot 80-83 Role Model
34-38 Human Nature 84-88 Soldier
39-42 Idealist 89-92 Thrill-Seeker
43-47 Investigator 93-97 Tinkerer
48-51 Journeyman 98-100 Wiseacre
Note that there is only one TRULY Unaligned Calling that is theirs and theirs alone, and that is Mercenary. As such, Unaligned
Characters may choose to either roll on the HEROIC or VILLAINOUS tables above, or just take Mercenary as their calling.
RENOWN/INFAMY/REPUTATION.
Renown is a measure of the character’s reputation and standing in that character’s normal environment and towards people they
run across in their day-to-day lives. Naturally those who are opposed to the character or even their enemies will have very different
reactions to them, but it is a good indicator of who your character is in the overall community.
• Represented as a Rank.
• Generally applied to Dynamic FEATs.
• Used to decide reactions of large groups of people and neutral NPCs.
• Superhero and Secret Identities can have different Renown values, representing how each is seen by their separate
communities.
Villains do not have Renown, but instead have Infamy. This allows them to use the same system as the Heroes, but as their own
thing. Unaligned characters have Reputation, and this is how people know them. Reputation uses a similar system to either Heroic
or Villainous characters to gain and lose points.
Once these rolls have all been worked out, record the results to the character sheet.
Table x.x Starting Renown
Roll Renown
01-89 -
90-95 +10
96-99 +20
100 +30
WHAT IF?
Sometimes random characters can be a little too random, or the same result gets rolled twice. Here are the suggested options for
the following situations.
What if I roll the same Power/Talent/Contact/Quirk twice? - When you get the same item twice, you can do one of two
things. For a Power gain a Stunt, for a Talent gain +2CS instead of +1CS if possible, for a Contact gain a 2nd Contact in the
same field, and for Quirks, if it has multiple levels, take it at the next level. If that isn’t to your liking, with Narrator approval
you can reroll.
What if my Power/Talent/Contact/Quirk doesn’t make sense? - When making a random character you might end up
with some stuff that just doesn’t fit or seems out of place. With your Narrator’s approval you can reroll the items that make
no sense.
What if I have an idea while rolling? - Inspiration might descend on your out of the blue and in that case, with Narrator
approval you can pick the Power/Talent/Contact/Quirk that better suits your nascent idea, without rolling for it.
Remember the goal is to have fun and not remain beholden to rolls. If the shoe doesn’t fit, or another shoe fits better, do what’s best
for the character and have fun!
CHARACTER MODELING
This character creation option allows you to create characters from comics, movies, novels, or their favorite sources without rolling.
You may choose whichever Traits and Ranks they want, but the Narrator has the right to amend, or even veto a modeled character.
To Model a character, you first need to write its background. Then, derive its Traits from that using the guidelines below.
Origin: Pick one that fits your concept the best. Remember that the Origin modifies other items.
Abilities: Using the benchmarks, choose your Ability Ranks.
Secondary Abilities:
• Health is the total of all FASE Ability Rank numbers.
• Mettle is the total of all RIPD Ability Rank numbers.
• Karma is the total of Health and Mettle.
Powers: Only choose Powers/Equipment you have seen the character use more than once. The others are best recorded as Power
Stunts.
Weaknesses: Pick one if you don’t have one required by your Origin.
Quirks: Choose these based on your knowledge of the character’s history/appearances.
Contacts: Remember Contacts are people they have interacted with more than once.
Talents: This can be tricky, so be sure to only choose Talents you can clearly back-up with source material.
Calling: Pick one that best fits the character.
Write down the Name, Identity and Description for the character on your character sheet.
APPENDIX B: ORIGINS EXPANDED
Origins determine where your character got their powers from. This is usually tied to their background and history. HEROIC has
seven (really eight) types of origins for how your character came to be a superhero.
Each Origin provides certain advantages and disadvantages. The Origins presented are not all the possible ones and are more like
a generalization or cross-section of what is potential. Players and Narrators wishing to create their own Origins are encouraged to
do so.
Note that for those using the Random Character Creation proposed in Appendix A, each Origin provides which column to roll Ability
scores on, Modeled or HEROIC WAY characters do not do this.
Modeled characters do not gain the other options provided, such as Ability score increases, free talents, or Weaknesses for
example, but HEROIC WAY characters do! Note that these bonuses may not increase anything for the character beyond Campaign
Rank.
Example: Chis is making his character Magus the HEROIC WAY and has chosen Mystical as his Origin. This gives him a
+1CS to his Psyche for free, pretty good stuff. The Campaign Rank is Mid-Level (AM50), which means Chris cannot put
anything higher than an IN40 in his Psyche, which would become AM50 (+1CS) due to this. If he had put his on AM50 in
Psyche, the +1CS would bring it to MG75, which is above the Campaign Rank.
Beyond that all other benefits and disadvantages of an Origin apply.
ORIGINS
Artificial: The character is a robot, android, or perhaps some other construct, such as a golem. They are considered to have
internal healing circuits or magic of some sort to allow them to recover damage. They are immune to Psionic attacks, but use
Reason to resist anything Stress related that isn’t psychic.
• Rolls for Ability Scores on Table 2.1, Column D.
• May not have Ranks is Psyche but raise any 2 FASE Abilities by +1 Rank.
• Starts play with 0 Renown.
• You automatically gain the Unliving Weakness.
•
Birthright: Be it a twist of genetic fate, their parents were super powered, for whatever reason the character was born with or
destined to develop superhuman powers. In the Zenith Universe there are two types of Birthright: Legacies and Mutants. Legacies
are seen as almost superheroic royalty, while narrowminded folks call Mutants “freak” instead of “hero” as they see you as “not
normal”. Something feels off about you. Decide which you are (or roll 1d100 with a result 49 or less being Mutant) and apply the
following.
Legacy
• Rolls for Ability Scores on Table 2.1, Column A.
• Gain +1RS to Renown due to status in superhero community.
• Gain +1 Power.
• Gain a Free Superhero contact.
• Gain one free roll on the Ability Modifier Table for any one of your FASERIPD Abilities.
Mutant
• Rolls for Ability Scores on Table 2.1, Column A.
• Gain -1RS to Renown due to suspicions of normal humans.
• Gain the perk Unusual Appearance as you do stand-out in a crowd.
• Gain +1 Power.
• Gain one free roll on the Ability Modifier Table for any one of your FASERIPD Abilities.
•
Mystical: This character has acquired their powers using either spells, or magic items. All initial powers are treated as either spells
that must be cast, or items obtained by the character during their adventures. All powers that are items get the Foci Limitation
without benefit.
• Rolls for Ability Scores on Table 2.1, Column A.
• Gain +1 Rank to Psyche.
• Gain +1 Power.
• Your automatically gain the Vulnerable Weakness which is defined as some magic power defined by the player.
•
Outsider: The character is a being from another world, or dimension, or even a hidden society on Earth. Such characters could be a
Martian, elemental, angel, or devil, for instance - but not human. If you are a human from another dimension or world, do not take
this origin.
• Rolls for Ability Scores on Table 2.1, Column D.
• Any powers are either inborn or equipment, the player must decide for each power rolled.
• Outsiders start with 1 less Power (minimum of 2) but gain +1 Rank to any Ability of choice.
• Gain +1 Contact, representing your connection to the human world.
Technological: This character has acquired their powers using technology. All initial powers must be assigned to weapons, a suit of
armor, or other gadgetry that the character uses.
• Rolls for Ability Scores on Table 2.1, Column C.
• If creator of their tech at +1 Rank to Reason, if just an end user +1 Rank to any other Ability score.
• Any powers, and any Ability above Peak-Human, must be represented by high-tech gear.
• You automatically gain the Normal Human Weakness.
•
Trained: The character is a highly skilled human; despite having no powers, they are able to use their training to stand shoulder-to-
shoulder with other heroes, often using gear to even the scales.
• Rolls for Ability Scores on Table 2.1, Column B.
• Gain +2 Talents.
• Raise any single Ability by +1 Rank, related to their training.
• You automatically gain the Normal Human Weakness.
Transformed: The character was human but became superhuman through some outside agency, often an accident or experiment.
This is the most common form of superpowered beings in the Zenith Universe.
• Rolls for Ability Scores on Table 2.1, Column A.
• Raise any single FASERIPD Ability by +1 Rank.
• Gain +1 Contact, usually related to their origin event.
• Gain +1 Talent, usually related to the field of your origin event.
APPENDIX C: CALLINGS EXPANDED
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CALLINGS
Why does your hero do this? What drives them? Thrill of Adventure? Great Responsibility? Lead by Example? etc... Callings are a
way to add another dimension to play by giving the Players and the Narrator the ability to call on why the character does what they
do Alongside specific Karma rewards, this can also be manifested as a +/- Column Shift (CS) in any appropriate situation.
There are ground rules though;
• A player may Tag (activate) their Calling once per session for free +1CS on their next action.
• Any further Tagging costs 15 Karma per use, but still provides a +1CS on the next action.
• Narrators can Compel (activate) the character’s Calling but must pay that player 15 Karma when they do so.
Sometimes a Calling can be Compelled to guide the roleplaying of a player. When compelled, if the character chooses to ignore the
Calling, they must make a Psyche FEAT against Daunting Difficulty (RM30). If they fail, they take the Difficulty number in Stress to
the Mettle pool. Each time they ignore their calling the Stress FEAT increases in Difficulty by +1.
If a character continually ignores their Calling, the Narrator may request them to choose a new one that fits more in line with how the
character presents themselves to the world through their actual actions.
Further, under each Calling is a set of Karma awards, these are roleplaying/event rewards that give the character Karma through
play. If the ones listed aren’t to your liking, work with your Narrator to create replacements, and remember it is your job to track
these things, help your poor narrator out by letting them know when you think your Calling Karma bonus has been triggered.
If you cannot find a Calling on from this list that suits your view, discuss it with the Narrator to work out a new Calling or some might
work if renamed or tweaked to better suit the character. Why does your hero protect others and risk themselves? Something should
come to mind from comics or movies and the Narrator should have ideas to help if needed. Make a list of Karma Triggers as well,
using the following examples, or even cherry picking from the ones presented.
Ultimately Callings are meant to provide not only motivation and drive for the characters, but roleplaying guidance that could
sometimes be over looked.
Here is the complete list of Callings.
HEROIC CALLINGS
Adventurer – Your hero seeks to recapture a spirit of adventure that humanity has lost. He or she will often go to foolhardy ends to
revitalize this hedonistic, adventuresome spirit.
• +5 Karma when you offer a direct, blunt approach to a complicated problem.
• +5 Karma when you rush in without a plan.
• +5 Karma when you make a plan that is high risk.
• +10 Karma when you exploit a friend or enemy’s resources to your benefit.
• +10 Karma when you succeed at an action against your foe or take damage or fail at a roll while aiding your friend.
• +15 Karma when you settle all debts with your friend or foe, ending this phase of your relationship.
Advocate – Your hero really believes in a cause. He or she will never knowing do anything to go against or do harm to the cause
and its goals. Whenever possible they will make the case for their cause to others.
• +5 Karma when you call into question or directly confront an ally over their loyalties.
• +5 Karma when you help someone who is trying to get away from their past involvement in dangerous or illicit activities.
• +5 Karma when you first declare a specific opponent that you will stop at any cost you.
• +10 Karma when you heatedly or violently confront a former ally, dealing them damage or Stress.
• +10 Karma when you either defeat an enemy through direct physical confrontation or take a step back and elect to use
more subtle methodology to solve a problem.
• +15 Karma when you leave an organization because it is corrupt, or you dedicate yourself to a personal mission to root
out corruption from within.
Beast Within – Your hero has a savage side that must be kept in check. He or she must struggle to control these feelings or give in
and lose control.
• +5 Karma when you first declare a character as your emotional ally, and when you assist or gain assistance from them.
• +5 Karma when you power creates unforeseen consequences.
• +5 Karma when you first describe losing control in a scene.
• +10 Karma when you start trouble by punching a bad guy in the face or inflict Stress on a hero who is over-thinking his
problems to convince them to get over it.
• +10 Karma when you do something in the presence of your emotional ally that you already know they do not approve of.
• +15 Karma when you decide that your emotional ally has helped you all that they can, or you believe they have rejected
you in terror, and either way you move on from this stage of the relationship.
Boy Scout – This guy believes in being a hero more than anything else. He never bends or compromises, he believes in doing what
is right and even letting the bad guy get away to save that puppy in traffic. It's just the right thing to do. He is an example to other
heroes.
• +5 Karma when you publicly give support to someone not already on your team.
• +5 Karma when you help someone who is trying to get away from their past involvement in dangerous or illicit activities.
• +5 Karma when you save a bystander while ignoring the villain.
• +10 Karma when you publicly take full credit for defeating a superior enemy or acknowledge the aid of your allies.
• +10 Karma when you confront a team member about your place on the team.
• +15 Karma when you either walk away from your team or join it at a cost to your family or relationships.
Defender – This hero does what they do to protect those who cannot protect themselves. They see themselves as the first, last and
best line of defense for the every-day-Joes of the world. When an ally is about to get blindsided or a villain is about to shoot a
hostage, this is the guy who throws himself in the way.
• +5 Karma when you order an ally out of harm's way.
• +5 Karma when you protect the innocent bystanders.
• +5 Karma when you keep the villain focused on you.
• +10 Karma when you interpose yourself into an attack to take the damage for an ally.
• +10 Karma when your allies leave you fighting solo against a major foe or threat.
• +15 Karma when you survive a major encounter while fighting solo and you reunite with your allies, or when your defeat
allows an ally to escape.
Fame – Your hero is overwhelmed by desire for fame (and usually the wealth that comes with it). Even when great fame is achieved,
it must be kept up.
• +5 Karma when you first tell someone that you’re not the hero they think you are.
• +5 Karma when you describe how you internalize Stress or trauma due to present circumstances, rather than show it.
• +5 Karma when you display dissatisfaction with being left out of something.
• +10 Karma when you use your powers in an action scene without taking steps to hide your identity.
• +10 Karma when you force your way into a situation you were kept out of.
• +15 Karma when you either take charge and become the leader, or you step back and decide to let someone else take
the lead.
Great Responsibility – Your hero wishes a normal life but is saddled with powers. They feel he or she must act selflessly, despite
their desire to grab normalcy if it comes along, but otherwise will persevere.
• +5 Karma when you power creates unforeseen consequences.
• +5 Karma when you lie to an ally.
• +5 Karma when you discuss what it means to be a superhero.
• +10 Karma when an ally attempts to help you, but in failing to do so takes damage or faces consequences.
• +10 Karma when you belittle or argue with a superhero who disagrees with you or aid a teammate with their personal
problems.
• +15 Karma when you either decide on your place in the heroic world or decide to leave your heroic legacy behind forever.
Hotshot – This hero seeks to be the best and make sure everybody knows it. They tend to be arrogant or a braggart, but they are
also the first one into the fray and they never give up. They might think with their power blasts, but they will never shy away from a
fight or a showdown. That can be both good and bad.
• +5 Karma when you relate being surprised by your own newly discovered/granted abilities.
• +5 Karma when you Show off your powers for a new audience.
• +5 Karma when you discuss a battle plan in which you take point, leading the charge.
• +10 Karma when you shut down one of your powers and manage to get by without it for a scene.
• +10 Karma when you inflict damage on the most potent threat on the battlefield.
• +15 Karma when you either end a global threat with your fists or find a more subtle way to save the world.
• +15 Karma when you deliver the final blow on a powerful enemy, or when you are knocked out of the battle and relate
how you missed the victory.
Human Nature – Your hero isn't fully human but envies the full emotions of others. The closer your hero can get to human, the
happier he or she is.
• +5 Karma when you express regret for a major decision that you were part of making.
• +5 Karma when you try but fail to understand other emotions
• +5 Karma when you discuss feelings to another character.
• +10 Karma when you choose to leave a situation or cut an interaction short in order to deal with something you feel is
more important.
• +10 Karma when you aid someone in dealing with emotional issues or deep-seated feelings.
• +15 Karma when you sacrifice yourself to give your teammates a shot at victory, or fight on so that you’re the last hero
standing.
Idealist – Either a rebel with a cause, a young hero who really believes in the truth, justice and liberty for all idea, or any other
character who believes in an ideal and strives to uphold it, even if for villains who have this Calling the ideal is less than noble.
• +5 Karma when you lie to an ally.
• +5 Karma when you are following the ideal even when it causes stress to others.
• +5 Karma when you assert your worth as a hero or empower someone else to do the same.
• +10 Karma when you
• +10 Karma when you inflict damage or Stress on someone who disparages someone else for who and what they are.
• +15 Karma when you are convinced of your unworthiness to continue pursuing super-heroics, or you convince a powerful
naysayer of someone's right to be a hero or pursue the right thing.
Investigator – The hero wants to know why things are the way they are. Maybe the focus of their attention is the mysteries of the
universe, or simply solving puzzles. They are a curious type who are only happy them their wits are being challenged. As heroes
they tend to look for clues, study phenomena or probe into the unknown.
• +5 Karma when you first strike a foe who cannot see you.
• +5 Karma when you investigate a threat to the Earth originating from another dimension.
• +5 Karma when you talk about a case in terms of the money, irrespective of the morality.
• +10 Karma when your allies first confront you about your methods, or you challenge another ally’s methods because they
aren’t like yours.
• +10 Karma when you choose to help people despite your current caseload, or you alienate someone who’s just trying to
support you.
• +15 Karma when you ask for help from other heroes to solve a case or walk away from the job to avoid drawing attention
to the people around you.
Journeyman – Being a superhero was just the right thing to do and this hero has no grand ideals about who they are. Maybe they
like the hours, the costume, or just having something to do, either way they don't strive to be great and won't let themselves be
mediocre.
• +5 Karma when you say something about how the world has changed for the worse.
• +5 Karma when you speak about the events of one of your past missions in a roundabout way.
• +5 Karma when you point out an uncomfortable truth in a situation, or astutely point out someone’s vice or flaw.
• +10 Karma when you first use someone’s personality traits or character flaws against them, dealing them Stress.
• +10 Karma when you relate a flashback while helping an ally overcome a problem.
• +15 Karma when you resolve the trauma of some past event, or you move on, never to speak of it again.
Justiciar – Your hero believes in the rule of law and that all men must face justice for their crimes. Whether or not your hero
believes he is the final authority is a whole other conversation.
• +5 Karma when you interrupt a operation to stop random crime
• +5 Karma when you rescue a person from the consequences of their actions
• +5 Karma when you run interference for your team with government operatives.
• +10 Karma when you apprehend a friend committing a crime.
• +10 Karma when you capture someone on law enforcement’s most wanted list and hand them over to the authorities.
• +15 Karma when you convince your team to become part of an official agency and chain of command or cut all ties with
official organizations to maintain autonomy.
Juvenile – Your hero recklessly pursues the life of a super-being with the wide-eyed joy of youth. Such an individual is bored easily,
and not good at listening to instructions.
• +5 Karma when you act against something an older character told you to do (or not do).
• +5 Karma when you talk trash to an opponent who has more Health than you.
• +5 Karma when you skip class or schoolwork for superhero work.
• +5 Karma when you are caught shirking your responsibilities without a good explanation.
• +10 Karma when your refusal to back down when obviously outclassed or overpowered either causes you to take damage
or allows one of your allies to gain Karma.
• +10 Karma when you team up with a new hero or perform some new stunt for the first time and defeat an enemy.
• +15 Karma when you hang up the costume and concentrate on your school life, or you decide to become a delinquent to
keep superheroing.
• +15 Karma when you either save an adult and prove you're mature, or completely mess up and prove you’re not ready.
Lone Wolf – This guy is not a team player and challenges authority at every turn. As much as he says he hates being on a team
and all the rest, he will NEVER let his teammates down or leave them in a lurch. Antisocial yes, but always has your back.
• +5 Karma the first time you take on an opponent solo.
• +5 Karma when you push back against someone else's plans or orders.
• +5 Karma when you intimidate a teammate.
• +10 Karma when you address your trauma via flashback or heart-to-heart with another character.
• +10 Karma when you use physical force (or threat thereof) to drive people away.
• +15 Karma when you join a team or fake your death and cut yourself off from your old life completely.
Mentor – This hero seeks to teach those around him what he has learned or knows. Often this hero offers training and tends to be
an older, more experienced hero. Of course, that may not be the case as well and this hero simply desires to train or teach others
despite their own level of experience.
• +5 Karma when you get into an argument with someone you care about over their recklessness.
• +5 Karma when you first declare to someone that they are under your protection.
• +5 Karma when you choose to aid a specific hero for the first time.
• +10 Karma when you aid your chosen hero in recovering from wounds or dealing with personal trauma or setbacks.
• +10 Karma when you chastise someone under your protection and attempt to discipline them appropriately, or first come
to their aid.
• +15 Karma when you either prepare someone for your eventual death in battle or disown them and leave them to their
fate.
• +15 Karma when you either give leadership of the team to another hero or force your chosen hero to resign or step down
from the team.
Outsider – Your hero is hated or feared for some quality, possibly a mutant power or a past allegiance. He or she may want to be
left alone or will only ally with those who are free of the bias.
• +5 Karma when you lie to an ally.
• +5 Karma when you recognized/treated different for being a “sub-class”
• +5 Karma when you attempt to hide who you are and it failed
• +10 Karma when your lies give you an advantage when dealing with an opponent.
• +10 Karma when you choose to grudgingly go along with a plan you find too dangerous, and make it known.
• +15 Karma when you reconcile with your ally and move forward to a new stage in your relationship with them or decide
things might be too dangerous and break things off.
Pilgrim – This hero is trying to learn something about themselves, society or the universe or maybe they are on a quest to achieve
knowledge. Whatever the reason, it is what drives them. They are often detached from the others around them as they think and
analyze more than normal, but their quest allows them to be a strong ally as long as they are heading in the same direction.
• +5 Karma when you are confused by local objects and technology.
• +5 Karma when you tell someone about the glories of your home world/realm or tell someone from your home about
Earth’s quaint charms.
• +5 Karma when you deal damage to a threat by targeting it with powers or gear not native to Earth
• +5 Karma when you deal Stress to an opponent from a realm or world other than Earth.
• +10 Karma when you either choose to make Earth your home as a hero of its people or decide that you are on Earth as a
superior being to be worshiped or feared.
• +10 Karma when you cause an awkward exchange because of your misunderstandings regarding other cultures.
• +15 Karma when you abandon your allies to deal with an extradimensional threat elsewhere, or when you abandon your
duty to defend the Earth to stick with your teammates.
• +15 Karma when you embrace and seek to understand your current location, or when you finally give up and return to
your people and their customs.
Redemption – Your hero acts to gain redemption for past sins. Only through the doing of good deeds can your hero feel at least
partially cleansed.
• +5 Karma when you declare that you aren't going to dwell on the negative elements of your past.
• +5 Karma when you're forced to think back on your past and focus on your failures.
• +5 Karma when you take (possibly violent) action or deal Stress to stop a conversation about your past.
• +10 Karma when your allies and friends have reason to believe that you are giving in to your dark side, or that you might
be about to suffer a mental breakdown.
• +10 Karma when you give into booze or other vice and push others away, or you embrace your past and step up when it’s
needed most.
• +15 Karma when you defeat a villain without sinking into madness or indulging in your darker urges, or you give up on
your positive attitude and embrace violent revenge and brooding dark urges.
Revenge – Someone, somewhere crossed this character and they spend their days seeking to right what went wrong. Their lives
have become a dedication to their vengeance, and it defines every aspect of who they are. No move is made without deciding if it
brings them closer to or further from their goal. Naturally this goal can never be reached.
• +5 Karma when you declare a villain as an old foe and relate a previous conflict with them.
• +5 Karma when you select a target of your vengeance for some real or perceived slight or action against someone or
something you care about.
• +5 Karma when you confront an ally who disagrees with your methods and do things your way whether they like it or not
• +10 Karma when you inflict damage or Stress on someone tied to or interfering with your quest for revenge.
• +10 Karma when you take enough Stress or damage from your chosen enemy to be taken down.
• +15 Karma when you forgive your chosen foe, or they beg for your forgiveness, and you let them go.
• +15 Karma when you either accomplish your revenge, or you abandon your hatred as you realize revenge is pointless.
Role Model – Your hero feels he or she symbolizes a race, class, historical legacy, or subgroup that needs greater visibility. He or
she seeks a high profile, but not personal notoriety.
• +5 Karma when you first tell someone that you’re not the hero they think you are.
• +5 Karma when you describe how you internalize Stress or trauma due to present circumstances, rather than show it.
• +5 Karma when you give an order to an ally.
• +10 Karma when you face a setback or take Stress while attempting to change the minds of the public or officials in a
position of authority.
• +10 Karma when your orders lead to the defeat of an opponent or overcoming some other obstacle.
• +15 Karma when you either step down as the leader of your team and take orders from someone else, or you form a new
team in order to continue your leadership but with a new organization.
Soldier – Your hero prizes following or giving orders unless it conflicts with his or her moral code. He or she may fight for money or
duty, but ultimately fights for personal validation.
• +5 Karma when you issue orders and they are followed.
• +5 Karma when your military affiliation is referenced.
• +5 Karma when you defeat a foe without any team member being taken down.
• +10 Karma when you follow the military’s orders or put their priorities above all else.
• +10 Karma when you either convince a hero to join a new team or disband your existing team
• +15 Karma when you when you either take a prominent position in the government or military in hopes of leading change,
or set your heroic identity aside, declaring someone else more fit to represent a better tomorrow
• +15 Karma when you stand with your friends regardless of your orders, or you abandon a friend to get the job done.
Thrill-Seeker – Your hero acts because of a hedonistic desire for danger and risk. Events that heighten his or her adrenaline are
highly prized.
• +5 Karma when you first declare a specific opponent that you will stop at any cost.
• +5 Karma when you first describe your energy powering up in a scene.
• +5 Karma when you point out to a teammate the perilous situation, you're all in.
• +10 Karma when you use your powers in an action scene without taking steps to hide your identity.
• +10 Karma when you spend a Turn tending to an ally to get them back into the fight.
• +15 Karma when an ally you supported is the one to end a serious threat, or you convince the team to regroup in order to
fight again at a later time.
Tinkerer – This hero loves gadgets and tweaking them, or even making whole new technologies. They are the kind of hero who
doesn't want to destroy the enemy's doomsday device, but instead study it and learn what makes it tick. They can frustrate
teammates with their nose always in the lab/machine shop, but they are also how teams get those wonderful toys.
• +5 Karma when you use your Reason to succeed at a task.
• +5 Karma when you convince someone to lend you something valuable.
• +5 Karma when you jury-rig something together as a useful tool or weapon.
• +10 Karma when your scientific experiments or origin gets you or your allies into trouble.
• +10 Karma when you either build something powerful with random junk that successfully deals damage or Stress, or your
creation blows up in your face (and is shut down or causes you to take damage).
• +15 Karma when your revelation of a creation either costs you greatly or leads to the ruination of an ally.
Wiseacre – To this hero it's all a game and a joke, you just have to get it and they do. They try never to let it get them down and
always have a quip or a comment in any situation. More than that they use their lighthearted nature to protect themselves and
others from the reality of just how dangerous and brutal the world of supers can really be.
• +5 Karma when you use sarcasm to hide your pain.
• +5 Karma when you crack a joke while inflicting damage or Stress on an opponent.
• +5 Karma when someone doesn’t take you seriously.
• +10 Karma when you point out how absurd a situation has become.
• +10 Karma when you either fight your way out of a situation to avoid a heart-to-heart (dealing Stress or damage) or calm
down and speak to someone about your feelings.
• +15 Karma when you either stop joking and declare a situation deadly serious or say the wrong thing and irrevocably
damage a relationship.
UNALIGNED CALLINGS
Unaligned characters can take any calling, but careful consideration must be taken when looking at certain ones. An unaligned
character would really have to think about taking Boy Scout without just deciding they are Heroic aligned.
There is one unique Calling that ONLY Unaligned characters may take, otherwise they can pick any other calling that makes sense
for their character;
• Mercenary – Help, hurt, it doesn’t matter, you are in it for the money and ONLY the money. Everything else is irrelevant to
you.
• +5 Karma when you agree to a contract.
• +5 Karma when you state, “I’m not getting paid enough for this S**t!”
• +5 Karma when you start a scene working for another character as an employee.
• +10 Karma when you renegotiate a contract due to changes in the target.
• +10 Karma when you engage with a foe and your employer suffers consequences.
• +15 Karma when you either quit working for your employer to join a team as an equal or decline to work with a team in
favor of staying in the pay of your employer.
VILLAINOUS CALLINGS
These callings can ONLY be had by Villainous (or Unaligned) characters.
Destroyer – You take great pleasure is smashing things. The feel of breaking bricks, glass, bones, they give you what you want, a
strong and steady rush!
• +5 Karma when you break or destroy that is important to someone else
• +5 Karma when you see others running in fear of you
• +10 Karma when you deliver the knock out blow to a Hero
• +10 Karma when you make a Hero stop doing something to save others
• +15 Karma when you either put down a hero for good or leave them alive but broken so they experience your power.
Fallen Angel – This character used to be idealistic- maybe even a Hero. But then, something happened, usually something tragic.
Now he or she is convinced that, the only way for the world to improve, is to take it over, and force it to follow their views.
• +5 Karma when you identify the idealistic hero as your target
• +5 Karma when you defeat an idealistic hero
• +10 Karma when you gain control over some large or important asset to forward your plans
• +10 Karma when you get a Hero to agree that you are “right”
• +15 Karma when you either double down on a plan or cut your losses and escape to try another day.
Greed – Money, that's all that matters and there's never enough, even if you tell yourself just one more haul.
• +5 Karma when you review your surroundings for potential targets for larceny.
• +5 Karma when you obtain an item of value from a rival
• +10 Karma when you create a resource or asset that will aid you in stealing/obtaining an item.
• +10 Karma when you succeed in making a big score
• +15 Karma when you decide to either get back in “the game,” or when you give up your extra-curricular activities in order
to focus more on those that count on you.
Master Mind – Everything is about how smart you are and how you can out-think and out plan others.
• +5 Karma when you identify the “smartest” hero as your opponent
• +5 Karma when you defeat a hero thru a well-planed “trap”
• +10 Karma when you gain control over some large or important asset to forward your plans
• +10 Karma when you get a Hero to acknowledge your Brilliance
• +15 Karma when you either double down on a plan or cut your losses and escape to try another day.
Monster – You are a monster, and you live to terrorize others. You take no pleasure from your acts, it's just who, or what, you are.
• +5 Karma when you reject others and act on your own
• +5 Karma when you use physical force (or threat thereof) to drive people away.
• +10 Karma when you assist, or gain assistance from, someone else.
• +10 Karma when you either accepts that the Monster is part or you or rejects you in terror.
• +15 Karma when you join a team or fake your death and cut yourself off from your old life completely.
Nihilist – Everything ends, nothing lasts, so why bother trying to make it better? Best to help it along if you can.
• +5 Karma when you destroy something that is important to someone else
• +5 Karma when you target a “symbol” Hero
• +10 Karma when you see the recognition of hopelessness in others
• +10 Karma when you destroy a Hero
• +15 Karma when you either escape to try again or you realize your wrong and you have to retreat from the world and
reconsider your philosophy.
Rex Mundi – The world is yours for the taking, it's the natural order of things.
• +5 Karma when you issue orders and someone follows them.
• +5 Karma when you declare someone a long-time foe.
• +5 Karma when you deal trauma to your old foe, or they deal trauma to you.
• +10 Karma when you are defeated by that foe or you defeat them, in one-on-one combat.
• +15 Karma when you either convince a hero to join the team or convince someone to leave the team.
Zealot – An Idealist thinks of a better world, you think you already know the answer to that better world and everyone else had best
get in line with your thinking or be dealt with.
• +5 Karma when you identify the Idealist Calling hero as your target
• +5 Karma when you defeat an Idealist Calling hero
• +10 Karma when you demonstrate the flaw in others ideals
• +10 Karma when you get a Hero to agree that you are “right”
• +15 Karma when you either double down on your or you realize your ideal is wrong and you have to retreat from the world
and reconsider your philosophy.
APPENDIX D: TALENTS EXPANDED
Talents usually provide a +1CS bonus with a particular type of FEAT; exceptions will be noted.
* - These Talents can have a Specialization, which costs another pick. When using these Talents in relation to their specializations,
they function at an additional +1CS.
TALENT TYPES
Talents break down into the following types;
• Combat Talents
• Battle Talents
• Weapon Talents
• Mystic and Mental Talents
• Common Talents
• Professional Talents
• Other Talents
• Special Talents
• New Talents
COMBAT TALENTS
The following Talents are used in combat situations, relying mostly on Fighting, Agility, Strength, and Endurance as the primary
Ability.
BATTLE TALENTS
Bonuses from these Talents are cumulative and may be combined with those from other Talents.
• Acrobatics: +1CS when Dodging, Evading, and Escaping. You may also make an Agility FEAT to have your character
land feet-first after any fall that does not inflict damage.
• Aerial Combat: You gain a +1CS to Fighting and Agility FEATs when fighting while your character is flying or gliding.
• Autofire: You can use a Reaction to make another Ranged attack after a successful Ranged attack Action. The second
attack is at -1CS.
• Blindfighting: You can counter-attack as a Reaction with the normal -1CS second Action penalty when your character
cannot see their opponent.
• Martial Arts A: You can Slam, Stun, or KO an opponent regardless of the character’s comparative Strength and
Endurance Ranks.
• Martial Arts B: +1CS to Fighting Ability when engaged in unarmed combat,
• Martial Arts C: +1RS to Strength for Grappling attacks (including damage), +1RS to Strength for Escaping and +1RS to
Agility for purposes of Dodging.
• Martial Arts D: You may ignore the effects of Body Armor (though not Force Fields) for determining Slam, Stun, or KO
results. The attack does not have to inflict damage. The target of this attack must be studied by your character for two
Rounds before this effect may be used.
• Martial Arts E: +1 to Initiative rolls in unarmed combat.
• Martial Arts F: By hitting the pressure points in Melee, Blunt (hand to hand attacks) may be resolved on the Edged
column.
• Martial Arts G: +1CS to dodge, -1RS to damage in melee
• Martial Arts H: +1 attack per turn, after one Turn has passed.
• Martial Arts I: +1RS to Endurance when recovering Health (need not rest), +1CS vs. Stun/Slam/KO
• Martial Arts J: +1CS to Evasion FEATs
• Martial Arts K: +1CS to Blocking and Roll With the Blow FEATs.
• Martial Arts L: +1RS to Strength for Damage and imposes a -1CS on the target to resist Slam, Stun, or KO results.
• Power Use: +1CS to FEATs made using Powers. You may take this again and choose a specific Power with which your
character is specialized from an additional +1CS.
• Power Striker: +1RS to all Unarmed Damage, plain and simple hard hitting nothing fancy.
• Underwater Combat: You gain a +1CS to Fighting and Agility combat FEATs when your character is fighting underwater.
Additionally, you do not take the normal -1CS penalty to Actions (including attacks) while underwater.
• Wrestling: You gain a +1RS when you make FEATs of Fighting or Strength to either try to grapple someone, break out of
a grapple, or escape from a grapple. This does not increase the amount of damage your character can do to someone
when grappling with them.
WEAPON TALENTS
These Talents may not be combined with each other, but they may be combined with Fighting Talents if applicable.
• Fast Draw: Your character can draw/unsheathe and attack with a weapon as one Action.
• Marksman: +1CS to hit with any distance weapon that requires line of sight to hit. Such a weapon does not suffer
penalties to hit from range. This Talent costs double.
• Weapons: You gain a +1CS to your Fighting or Agility FEATs (whichever is appropriate) to attack with your chosen group
of weapons. Choose from the following list or create a new one if yours is not listed. Groups include Blunt Weapons,
Bows, Guns, Improvised Weapons, Martial Arts Weapons, Edged Weapons and Thrown Weapons. If you choose for your
character to be skilled with Shields, you gain the RS only when you are trying to have your character bash someone with
a shield or throw it at someone. It does not improve their defense.
• Weapons Master: +1CS to hit with any weapon that requires a Fighting FEAT to hit. This Talent costs double.
• Weapons Specialist: +2CS with a single weapon of choice. It also increases initiative when using this weapon by 1. This
Talent costs double.
COMMON TALENTS
These Talents represent the everyday Talents of everyday people and professionals.
PROFESSIONAL TALENTS:
In addition to being careers, these Talents are often useful to Heroes and Adventurers.
• Animal Training: Your character may teach an animal a trick based on the Reason FEAT roll. If your character also has
Animal Empathy or Animal Communications and Control as Powers, these are raised by +1RS. This Talent costs
double.
• Athletics: +1CS to Agility, Strength, and Endurance FEATs to perform activities associated with athletics; This does not
apply to attacks in combat.
• Business/Finance: +1CS for FEAT rolls dealing with money.
• Criminology: +1CS on Intuition FEATs to gather information from a crime scene, or Reason FEATs to know about
criminals.
• Driving: +1CS to FEATs of Agility to drive land or sea vehicles.
• Engineering: +1CS to all FEATs involving building things, including the Resource FEAT to determine if an object can be
built.
• First Aid: This Talent allows the halting of Endurance Rank loss, the recovery of one Rank immediately (one use only per
situation), and your character can stabilize a dying character at SH0 Health up to five Rounds after that character reaches
that level.
• Linguistics: Your character gains fluency in Reason/10 (round down, minimum 1) languages, and can learn new
languages for half cost. Characters with Poor Reason can speak one language but cannot read or write.
• Law: +1CS to Reason FEATs related to the practice of law.
• Medicine: This Talent may bring back characters that have reached SH0 level in Endurance up to 20 Turns after they
have reached that level. It may also restore one Rank of Endurance to a wounded character per week, in addition to
natural healing. Finally, it gives +1CS on Reason FEATs that involve medical problems and poisons. This Talent costs
double.
• Military: +1CS to your Reason FEATs to determine knowledge about or skill with military tactics, Equipment, and codes of
warfare.
• Pilot: +1CS for all FEAT rolls involving aircraft (including Control FEATs , Agility FEATs , and Reason FEATs involving
aircraft handling and design). A background that would permit it may allow you to extend this Talent to spacecraft as well.
• Psychiatry: +1CS to your character’s Reason FEATs to determine their knowledge of mental health issues. You also
receive a +1CS on all FEATs involving Mental Control, Domination, Hypnosis, Emotion Control, and Mental Probe Powers.
• Science: +1CS to all Reason FEATs involving sciences. Further, you may take again to add a specialization. Specialties
include Chemistry, Biology, Geology, Genetics, Archaeology, Physics, Computers and Electronics. If the Narrator agrees,
you can also apply this Talent to something that would be a pseudo-science in the real world, but which may actually work
in the game world, such as Alchemy or Parapsychology.
• Sleight of Hand: +1CS to your character’s Agility FEATs when performing maneuvers such as palming, swapping, or
hiding small objects or suddenly producing them from hidden pockets.
• Stealth: You gain a +1CS in FEATs of Agility for hiding or sneaking.
OTHER TALENTS
• Artist: +1CS to Agility or Dynamic FEATs when they are used to create works of art of a particular kind. A single work
takes 1-10 weeks, and upon completion grants the artist Karma points equal to 10 times the number of weeks.
• Performer: +1CS to Dynamic FEATs with artistic performance. You may take this Talent again to specialize in an area of
performance for an additional +1CS. If the field of Performance is something like dance, you apply the bonus to Agility
FEATs instead. A Performer receives 25 Karma for a week’s worth of performance. You also gain a +1CS to FEATs of
Reason to determine knowledge about your chosen type of artistic performance and its practitioners.
• Trivia: You gain +1CS to Reason FEATs to know some piece of trivia about the subject at hand. Further you may take this
Talent again and choose an area of specialized knowledge gaining an additional +1CS to all Reason FEATs . Trivia
categories should not be covered by other Talents.
SPECIAL TALENTS
• Heir to Fortune: Initial resources are a minimum of EX20.
• Master of the Martial Arts (MMA): This Talent is designed to reflect the intense levels of training that Martial Arts
characters go through. It is also designed to give Martial Artists a leg up without having them need ridiculously high stats.
This is a Double Cost Talent and has the following prerequisites; The character must have three Martial Arts Talents
(Martial Arts A, Martial Arts B, etc…) and an unmodified Fighting Rank of no less than RM30.
The character must also determine who their trainer was, as no one can obtain MMA without training - the kind of training
that sets up lovely back stories and subplots. As such your character must also dedicate one of their Contacts to this
trainer/group.
With the MMA Talent you may substitute their Fighting Rank, if higher, in place of:
• Strength for Blocking
• Agility for Dodging
• Agility or Intuition for Initiative
• Endurance for Slams, Stuns, and KOs (but not Kills)
• Intuition for determining Surprise.
• Law Enforcement: Your character may legally carry a gun and make arrests if they are still a member of a law-
enforcement agency. Taken once it is local area (city/state police), twice federal (FBI), three times international authourity
(INTERPOL).
• Leadership: When your character is in a team, and they are acknowledged to be the leader by the rest of the team
members. Any Karma that you donate to the team’s Karma Pool is doubled. Also, when forming a new Karma Pool for a
team your character is the leader of, you add a one-time +100 Karma bonus to it.
• Student: Your character has no initial Talents but may gain Talents at half their cost.
NEW TALENTS
Any new Talents created should be no more Powerful than a +1RS to an Ability, or a +1CS to a FEAT, and not be cumulative with
other Talents.
APPENDIX E: CONTACTS EXPANDED
This continues the conversation on Contacts from the Character Creation section of this book. We’ll provide a quick recap here.
Contacts have no Rank Number. Contacts are considered as Friendly to your character for purposes of determining Responses.
Contacts may be increased through spending Advancements or through adventures as Narrator rewards.
Each hero receives a number of initial Contacts from buying them when created through the HEROIC method, as rolled on the Initial
Powers, Talents, and Contacts Table (Table 6.3) when using the Random method, or through character traits when the Modeled
method is used for character generation. Certain individuals get specific Contacts at start based on their Origin. Your character may
have fewer chosen Contacts than slots -- the others may appear as need be, acting as a sort of floating Contact, waiting for
assignment during play.
For each Contact you must provide a name and description of their relationship to your character.
The hero's Contact may provide Equipment and material according to that Contact's resources.
You may assign the Contacts of a character with a secret ID either to their secret ID (noted by an S), their heroic identity (noted by
an H), or both (no notation). The advantage of having the secret lD making their own Contacts is that it provides less risk to the
hero. If a Contact does not know a character is really a hero, then the secret ID cannot be called upon by that Contact to do heroic
acts.
TYPES OF CONTACTS
Included below is a partial list of possible Contacts for characters operating in the Zenith Universe or in any superhero universe
really.
Each entry for a Contact delineates the type of aid that may be granted. either in information, skills, heroic help, and/or Equipment.
The more Powerful a Contact, the more likely that Contact may interfere with the hero's life by requesting favors, providing missions,
and the like. A low-level Contact like a snitch in the criminal element provides fewer ties to your character than knowing the
President on a first name basis, or the head of the super-human paramilitary police force.
PROFESSIONAL CONTACTS
Professional Contacts are individuals and groups that may provide distinct services, information, or Equipment according to their
description. Equipment may be provided as if the Contact had Resources of the Rank listed. Equipment of higher Rank may be
acquired on higher approval and in special circumstances.
• Medicine: The hero with this Contact has a friend, ally, or acquaintance with Medicine Talent, who will provide medical
advice and services either for free or charge an affordable fee. The Contact may be a doctor at a local hospital or clinic, or
a researcher familiar with the character's background.
• Legal: The hero with this Contact has a friend, ally, or acquaintance with Law Talent, who will provide legal assistance for
a reduced fee and legal advice to the hero for free. The Contact may be a lawyer whose firm has been a retainer with the
family for years, is a personal friend, or who owes the hero for providing their big break into the profession.
• Law Enforcement: The hero with this Contact has a friend, ally, or acquaintance with Law Enforcement Talent, who is in
addition a member of the law enforcement profession. This may include forces of local and state police and the national
guard and may vary in Rank from knowing a patrolman (Excellent Rank knowledge of the world at large. Remarkable of
their beat), being on friendly terms with a Detective (Remarkable knowledge of criminal investigation plus detective skills)
or being well-known to a station captain or commissioner (Remarkable Resources, limited to that material which police
forces normally have). Note that the higher the Contact. the more likely the Contact will get in touch with the hero when he
needs help.
• Military: Your character has a Contact in the armed forces, either of the United States or another nation. This may range
from a low-level sergeant to the Joint Chiefs of Staff. Military Contacts may provide Amazing Resources, maximum.
• Business: Your character has a Contact in the world of business or finance. This may Rank from the accountant for their
hero's group to a captain of industry who is trying to build fusion plants across the country. Resources available are at the
Incredible level.
• Journalism/Entertainment: Journalist Contacts are Poor in Resources (unless your character wants to borrow the Mobile3
Action-Camera van) but have Remarkable knowledge about their field of expertise. If the Contact is a city desk reporter,
they may be aware of something going down on the streets. If the Contact is in entertainment, maybe they’ll have free
passes to the ballet or their next art show.
• Crime: Your character with this Contact has some connection with the criminal underworld. This ranges from having a
snitch that passes on information about what’s happening in the streets - such as Turk Barrett is for Daredevil - up to a
Contact high in the hierarchy of the Mob or independent gangs. WARNING: Having criminal Contacts may place the hero
in Karma-losing or Contact-losing situations, with the hero having to choose between losing a criminal Contact or losing
Karma by aiding the Contact. High-level criminal Contacts (Remarkable Resources or higher) may seek to manipulate the
hero to their own ends.
• Blue Collar: Need someone to help with that plumbing issue? Need access to the sewers? How about the hero-mobile
broke down and it needs a tow? Blue Collar Contacts are the bread and butter of street level heroes. They can rarely
provide more than Excellent level Resources, but they may have access to places and other things that are far beyond
that limit, Narrator approval pending of course.
• Educational: Your character with this Contact has some connection with professional education. They might be a teacher,
or a member of the school board, or a professor and other type of faculty member at the local university. They can provide
access to things like science labs, libraries, gymnasiums, pools, and even limited medical facilities. Education Contacts
can provide Remarkable Resources maximum.
• Espionage: Your character with this Contact has connections with the world of espionage. This includes agencies such as
the FBI, CIA, NSA, KGB, Interpol, MI7, S.T.A.R., A.S.G.A.R.D., and criminal organizations like S.K.U.L.L. Such Contacts
provide information up to Remarkable level, though top-secret information will be harder to obtain. Equipment may be
provided for up to Incredible Rank. Amazing for A.S.G.A.R.D. and S.K.U.L.L. All these agencies have no concern about
using Contact heroes as agents to their own ends, and any hero that uses a Contact in this area will be guaranteed to
receive a request for a return favor sometime soon.
SCIENTIFIC CONTACTS
All scientific contacts put your character in touch with someone with that scientific ability. The Contact may have Resources varying
from Good to Remarkable, determined by the Narrator. The Contact has the Science Talent, with a Specialization in their discipline,
and a Reason of no less than Excellent. Also, you must determine where or how they perform their science based on the following
choices.
• Industrial: These scientific Contacts work in engineering often, or large-scale operations like oil sands, mining, and
hydroelectricity. Industrial Contacts can usually bring Incredible Resources to bear in Equipment or other things.
• Research: Contacts in the research field are neither corporate nor educational (teaching) scientists, instead they toil away
in their labs looking for that next breakthrough or eureka moment. Normally they cannot bring impressive Resources to
bear, rarely more than Excellent Rank, but they can offer so many more services and knowledge to a hero. Narrators can
have fun with these, as they are usually the starter-point for the classic “mad scientist”.
• Corporate: Science Contacts working for corporate means might be working for telecommunications, military advances, or
pharmaceuticals. Work out with the Narrator where the Contact works and what level of corporation they work for. Once
those details are established you will be able to determine their Resources (rarely less than Remarkable).
• Educational: From the lowly high-school science teacher to the lofty PhD tenured professor teaching Quantum Physics at
an Ivy League school, Educational Scientific Contacts are part of the education environment as a participant and often in
a leadership position - many Research Scientific Contacts started here. Depending on where they work, they can bring
from Typical (public school) to Amazing (top of the heap institutes and universities) Resources to bare.
• Experimental: If research science is the doorway to mad science, experimental is the graduate program. Often working for
governments, shadow organizations, or even questionable corporations, Scientific Contacts in this field are often the
leading producer of superheroes - or villains. They can often bring Incredible or better Resources to bear on the hero’s
behalf, though they might want a blood sample, or to take a look at the telekinesis harness they use… you know? Quid
pro quo and all that.
POLITICAL CONTACTS
The heroes with Political Contacts have friends in high places.
• Local: The hero has an ally in the local political scene: alderman, mayor, or councilman. The Contact may provide
information on what is going on in the neighborhood.
• State: The hero has an ally in state government -- connected with the office of governor, a state representative, or
someone in one of the state agencies. The Contact may provide Good services and information, as well as Equipment of
up to Remarkable Cost.
• National: The hero has a Contact in a national government -- a congressional aide, a congressman, representative,
member of the Executive Branch or one of the myriad number of agencies that infest the capital. Resources of up to
Mighty in their field may be gained, but the more Powerful the Contact, the more likely the favor will be called in.
• International: The hero has Contacts in the UN or in a similar multi-national organization, such as the Common Market of
Europe. This type of Contact can provide Equipment of up to Monstrous Resource Rank.
• Extranational: This Contact is all about “not-of-this-Earth” Contacts, be they extraterrestrial, extradimensional, or even
extratemporal. The hero is well-known to the inhabitants and/or rulers of another planet. and may call on those Resources
(up to Uncanny or higher) provided they can get in Contact with those sources.
MYSTICAL CONTACTS
Heroes with Mystical Contacts have friends in (potentially) very dark places.
• Researcher: The hero has a Contact with someone who is aware of extradimensional Powers greater than our own. They
might not use magic, but they tend to know a lot about it. They might own an occult bookstore or have a start-up ghost
hunting and disposal service (or both!), or even be a professor of occult studies. Either way they have the Occult Lore
Talent can no more than Excellent Resources to bring to bear. These characters never use magic themselves and tend to
see it as a cautionary tale to be sure.
• Dabbler: The hero knows someone who "dabbles" in the darker arts, and as such has at least a Remarkable Reason
involving these matters. The Contact may provide advice on mystic writings, spells and their castings, and curses. The
Contact is not someone who is a wizard or sorcerer, aka a true magic-wielder, but most likely a college professor who has
done copious reading on the subject with the urge to cast a charm or a glamour.
• Coven: The hero knows a group that may or may not have anonymous members. They might speak to the same person
each time, but perhaps not. Perhaps sometimes it’s not even a person! The Contact usually has one or more members
that can use magic themselves and normally are run by the most Powerful magic user. They have knowledge that might
be powerful, hidden lore - or only cultish traditions. These are usually more interesting to leave mysterious so only the
Narrator really knows what’s going on with the Coven itself.
• Mythology: Your Contact appears, or maybe doesn’t, in the mythological texts and legends of the world. They might be a
god/goddess, or they might be a creature or famous character. Whatever the case they are more than normal and might
even be a superhero level Power themselves. Work this out with your Narrator and decide on the Resources together.
• Extra-Dimensional: Demons, devils, devas, avatars, denizens of a dimension of shadows, Heaven, Hell, the abyss, or any
other realm of lore or stories you can dream up; I think you get the idea. Depending on where they are from, they can
bring up to Uncanny Resources into play to assist the hero who has them as their Contact. Just be ware that their morality
or social norms might differ greatly from the hero’s.
HEROIC/VILLAINOUS CONTACTS
Heroes know heroes, and villains know villains, though sometimes that crosses over. Either way the Heroic/Villainous Contact must
first be determined as area of scope, and then if they are an individual or a team.
First define their scope/range of operations.
• Local: As it says on the can, this guy might be the protector (or nemesis) of a city or even a neighborhood within that city.
Work out who and what they are with the Narrator to determine what they can bring to the table.
• National: This is a hero of a nation, or a villain who roams the lands with no concern for area of operations. They might be
a national icon, or just someone who gets around a lot. As always, define who and what they are with your Narrator.
• International: Some heroes (and villains) know no borders. They go where they want, they do as they please, and are
often so Powerful most folks let them do it. Define who and what they are with your Narrator to determine what Resources
they can bring to bear.
• Extra-Planetary: Space god? Conqueror from Dimension X? These heroes and villains are not from around here and
could be privy to technology or items beyond the ken of mortal men. Make sure you and your Narrator work it all out in
advance, but Narrators are encouraged to give the Contact some secrets as well, to spring on the hero when needed.
Next if the Contact is solo or a group.
• Hero/Villain: This character might be a lone wolf playing by their own rules, or even just a hero (or villain) who prefers to
work on their own. For whatever reason they like your character and can offer help when possible. Work out with your
Narrator who and what they are.
• Team: Your character has some connection with, was a member of, or currently is a member of some existing group of
superpowered heroes (or villains). As such, they may enjoy the privileges thereof. This includes using their Equipment.
calling them in on an emergency, using their HQ, and benefiting from their training. You may choose the group - subject to
the approval of the Narrator – or ask the Narrator which team they could be a part of in their campaign. Excessive liberties
taken with the privileges (wrecking three team shuttles in a row) may result in the Contact's revocation. The other
disadvantage (in addition to being at the group's beck and call) is that enemies of the hero group are considered enemies
of this hero as well. A hero (or villain) who belongs to a group is always considered to have that group as a Contact. Once
a Protector, always a Protector.
APPENDIX F: QUIRKS EXPANDED
Some material inspired by Firebomb’s Massive List of Quirks, Adapted with Permission for HEROIC
Quirks are the various advantages and disadvantages, boons and banes, perks and hindrances, edges and flaws that round out a
character for what isn’t a Power, Ability, or Talent. They modify things in game, introduce more metaplot concepts, provide role-
playing influence, or provide some other aid or setback.
Quirks are chosen via picks (PKS), costing one or more picks for positive Quirks (advantageous) or granting picks for negative
Quirks (detrimental). Depending on what version of character creation you use (random, modeling, or the HEROIC WAY), will
determine how these picks are allocated.
PKS cost a GD per.
So something that costs 3PKS would require you to spend 3 GD Ranks from your pool, where as something that gives back 3PKS
would give you back 3 GDs to your pool.
Additional Quirks, positive or negative, can be granted/removed via Narrator’s in story, or with Narrator approval via advancement.
See the Advancement section for more details on this.
If there are no Quirks that cover what you are looking for, you can create a new one with your Narrator using the following ones as
guidelines for benefits and costs.
POSITIVE QUIRKS
Alert: You gain +1CS on Intuition FEATs to notice things, or practicing medicine. For 2pks you have civil or corporate
against being surprised. 1pks cost. Powers, like a city councilor, or a corporate vice-president, for
3pks you hold a high rank within an organization or state
Allies: Your character have one or more loyal allies. These are
government, at 4pks you are either the head of an organization
NPCs controlled by the Narrator, but they will tend to follow
or a member of the federal government.
your requests, as long as you don’t disappoint them. For 1pks
you have a Sidekick, built on less points than you; for 2pks you Cash Flow: Your character has investments, assets, or
have a Partner, built on the same number of points; and for something else that generates income for you. As such your
3pks you have a Mentor, whose points exceed yours. You Resources are considered +1RS for making Resource FEATs.
make the Ally, but the Narrator must approve it. Cost: 1pks
Alter Ego: This quirk allows your character to change from Charm: Your character is a good luck token to your allies.
their super-powered self to a different physical form. There When any ally is within Personal Distance (5’) they always take
must be a physical difference between the normal form and the the higher of their two dice as the ten’s die. Cost: 3pks
Alter Ego. You determine your character’s alter-ego’s abilities
Double-Jointed: Your character can bend their body and limbs
randomly (or modeled) as if they are an NPC with no powers.
further than most people. This provides a +2CS to Escaping
You can share Karma between forms, and Technological origin
attempts. Cost: 2pks
characters may also share Reason, Intuition, Psyche, and
Dynamic Ranks. An Alter Ego allows your hero to travel without Durable: Through either strong bones, or dense musculature,
being recognized. 2pks your is just plain tough. This provides a 1RS to damage from
Slams and falling. Cost: 2pks
Ambidexterity: Most people have a ‘Good Hand’ and an ‘Off
Hand’ (usually their left one, unless stated otherwise). If the Extra Identity: Most Heroes and Villains have two identities: a
Good Hand is disabled (for example, by a Called Shot) Tasks Civilian Identity and a Super Identity. With this Quirk, you can
done with only the Off Hand have a -1CS. Ambidextrous people have another, of either kind. This is normally used for
do not suffer this penalty. Note however that some tasks, such infiltration. The Identity comes with all necessary evidence
as using a bow, are still impossible to do one-handed. Cost: (papers, disguises). Note this does not provide alternate
2pks Powers, buy those separately. Cost: 2pks, but you may take
this Quirk more than once for even more identities.
Appeal: People find you attractive, for some reason. It might
be physical beauty, or charisma. Whatever the case, you Fame: Your character is well known in the heroic world, or
receive a bonus to your Dynamic score for attempts to be perhaps your secret ID is a media personality, whatever the
charming: +1CS for 1pks, +2CS for 2pks and +3CS for 3pks. reason you gain a +1CS to Response checks to those who
know who you are. Cost: 1pks
Authority: Your character is invested with actual policing
Powers or some kind of recognizable authority. For 1pks is a Fast Learner: Your character learns new Talents without the
local authority (city/state police, city/state official), at 2pks it is benefit of a Teacher but must have been exposed to someone
national (FBI/Senator) and at 3pks it is international (UN with the Talent. 2pks
Agent/Diplomat/INTERPOL).
Fast Exit: Your character can physically move from Striking
Base of Operations: Your character begins the campaign Distance to Shooting Distance (Close) as a Reaction. Be sure
owning a locale. See the Headquarters section for details. For you have analyzed this situation because any opponent that
1pks its value is your Resources 2RS (minimum Poor), at 2pks has an Intuition higher than your character’s Agility, can still
its value is your Resources; for 3pks it is Resources +1RS, and attack as a Reaction before your character can leave the zone
at 4pks its Resources +2RS. Thanks to this Perk you are (melee) or as they enter the new zone (ranged). 2pks
assumed to have some reason that the monthly operation
costs are either covered or waived. Gadgeteer: You gain a +1CS when making Kit-Bashing FEATs.
1pks cost.
Benefits: These are benefits that your position in society
provides. For 1pks you have a special license, such as for Good Karma: Your character is just a little more in-tune with
the universe, or just really centered. As such they gain +10% to
their starting Karam pool, and an additional +10% to all Karma harder to keep track of your character, it also will make them
awards. Cost: 3pks look suspicious if noticed. Cost: 1pks.
Good Reflexes: You receive a bonus to your Initiative Roll: +1 Pack Rat: Some people collect every nick-knack they find
for 1pks, +2 for 2pks, and +3 for 3pks. ‘because it might be useful someday’. Your character is one of
them. To use this Quirk, you must have some way for your
Good Reputation: Characters usually begin with a Renown of
character to carry small items (no larger than a knife) such as
0, but yours is +1RS to whatever you rolled. You must explain
pouches in their costume. During any scene (even in combat,
why your character has this good reputation and are respected
but this counts as an Action) you can spend 10 Karma and pull
by the community. For 1pks, you have a +1CS bonus on
out some item useful in the current situation. The item can be a
Dynamic Feats; for 2pks, a +2Cs, and for 3pks, a +3CS. weapon, but it must be mundane (nothing magical or
Hardiness: Your character is much more durable than most of technological unless such things are utterly common in the
their body type. As such you gain a +10% permanent bonus to campaign.) You choose the item, but the Narrator must
your Health total. Cost: 2 pks approve it. Note that this Quirk does not include the skill to
invent or repair items, take the right Talents for that. Cost: 2pks
High Pain Threshold: Your character is able to withstand pain
far beyond human norms. As such you gain a +2CS to any Perfect Timing: Your character can keep exact track of the
FEATs related to withstanding pain. Cost: 2pks. passage of time, without the aid of a clock or other visual clues.
Only being stunned or knocked unconscious might throw this
Innovative: You gain +1CS to making Power Stunt FEATs. off. Cost: 1pks.
Cost: 2pks
Photographic Memory: Allows your character to perfectly
Iron Willed: Your character’s mind is stronger than average. As memorize anything. This cannot be done after the fact- you
such they gain a +1CS to resist mental/domination attacks, and must say “I’m going to memorize this” not “I memorized it.” The
stressful situations, as well as adding +10% to their Mettle total. Narrator must provide details on anything memorized when
Cost: 3pks needed. Cost: 1pks.
Leadership: When you are in a team and you are Sense of Direction: Your character can always tell the correct
acknowledged to be the leader by the other members, any directions, without need for a compass or other visual clues.
Karma that you donate to the team’s Karma Pool is doubled. Your character can also tell up from down (say, underwater).
Furthermore, when starting a new Karma Pool on a team you Cost: 1pks.
are the recognized leader of, it gains a one-time 100 Kama
bonus. Cost: 2pks. Special Access: Your character is allowed into areas restricted
to the general public. For 1pks, you can enter a type of secured
Light Sleeper: If someone or something approaches you while public building, such as those belonging to a private company.
asleep, you can wake up if you succeed at an EX20 Intuition For 2pks you can access military bases, and for 3pks you can
FEAT. If the intruder is using the Stealth Talent, this becomes a access top-secret areas.
contest between its Talent roll and your Intuition roll. Cost: 2pks
Stubbornness: You’re naturally cynical. This gives you a
Likeable: For some reason people just like you, even your bonus to disbelieve lies and illusions: +1CS for 1pks, +2CS for
enemies. For 1pks, you gain a +1CS to Dynamic Feats; for 2pks, and +3CS for 3pks.
2pks, a +2Cs; and for 3pks, a +3Cs.
Taunting: Your character is able, by use of words or behaviour,
Lucky: When rolling your dice, you always take the higher as to attract all attention to you. Make a Dynamic FEAT vs. your
the ten’s die. Cost: 4pks target and if they fail, they must attack you, or suffer a -1CS to
Mystery Powers: If Players want, they can allow the Narrator attack any other target.
to choose some (or even all) of the character’s Powers; it’s Team Player: Your character is used to working with others, as
then up to you to find out what these are, via trial and error. such you can sacrifice your Action to provide an ally within
Cost: 3pks Striking Distance, a +1CS to their next attack FEAT. 2pks
Natural Born Leader: You can sacrifice your next Action to Vehicle: Your character begins the game owning a vehicle.
give an Ally +1CS on theirs, reflecting that your character is This can be anything, but you’re limited by its value (Note: you
giving them instructions. If you also sacrifice your next Reaction don’t spend resources on it, but you must explain how you
as well the bonus increases to +2CS. Cost: 2pks. obtained it.) For 1pks the vehicle can be worth up to EX20
Never Surrender: When reduced to exactly 0 Health your Resources, for 2pks up to RM30, and for 3pks, IN40. Special
character does not fall unconscious but instead keeps fighting features can be added for 1pks each; the Narrator must
until struck again. Cost: 4pks. approve each feature.
No Public Records: For some reason, no records of your Water Breathing: The hero can breathe water (no need for a
character’s civilian identity exists. Define why: maybe they’re power rank), as well as see underwater and survive at great
an alien, or someone erased their records. While this makes it depths comfortably. The hero can take the movement power
Swimming as his next power automatically.
NEGATIVE QUIRKS
Absent Minded: Your character is, as described, complaining about how bored they are, and eventually wander
absentminded. They tend to forget names, schedules, and off in search of action. In other words, if caught in a boring,
appointments at the most inopportune times. The absent- apparently useless situation, they must make a Simple Psyche
minded character must make a Simple Reason FEAT to FEAT at a -1CS or start fidgeting and such. If this continues for
remember things with a -1CS penalty. Benefit: 1pks an extended period of time, they must pass another FEAT roll
at -3CS, or wander off in search of fun. Benefit: 1pks
Action Addict: The Action Addict finds themselves bored if not
doing anything not 'exciting'. If not fighting or doing something Alien: You’re not from around here. Your character might be an
that is tedious in nature, they'll start fidgeting uncontrollably, extraterrestrial, a time traveler, or just from a primitive culture.
The point is, you don’t “get” the local culture (and they don’t Destitute: Your character has no possessions except the
“get” you.) Before making a Dynamic FEAT for interactions, clothing on their back and the rest of their Gear. At 1pks point
make a Reason FEAT (vs a Difficulty of TY06). If you fail, you your character is assumed to have no money, live in a bad part
cannot make the interaction attempt (you can keep trying of town in a rundown building. At 2pks they cannot assume to
though.) Benefit: 2pks have even the simplest of necessities, neither food nor shelter,
and must make do with handouts from various charities. You
Attitude: Your character has a bad attitude. It permeates
may not start with any Ranks in Resources.
everything they say, and everything they do. Most importantly, it
colors others' perceptions of him. To act 'nice', your character Enemy: Someone is out to do your character ill. This is usually
must pass a Simple Psyche FEAT, lest they be their normal a Villain, but it can be anything from a reporter out to besmirch
self. If this FEAT fails, they suffer a -1CS to all Dynamic FEATs their reputation to a romantic rival out to steal their sweetheart.
with these people. Benefit: 1pks For 1pks, their enemy -1RS than your character’s highest
Rank. For 2pks the enemy has the same value as your
Bad Karma: Maybe the universe has it out for you, or you’re
character. For 3pks, their enemy is +1RS higher than your
just out of tune, either way you start with -10% to your Karma
character, and for 4pks the enemy is +2RS. Every session the
Pool and take a -10% penalty to all Karma rewards. Benefit:
Narrator makes a FEAT of EX20 vs. TY06 to see if the enemy
3pks shows up. If they do not, there is a +1RS to the Intensity (TY06
Bad Reputation: Characters usually begin with a Renown of 0, becomes GD10) of the check next session. This continues until
but for some reason, your character’s is lower. You must the enemy arrives, at which point the counter resets back to
explain why. For 1pks, you have a -1CS penalty on Dynamic TY06.
Feats; for 2pks, a -2CS, and for 3pks, a -3CS.
Honest to a Fault: Be it you were raised to never tell a lie, or
Berserk Rage: Your character might be overcome by fury you just don’t have the ability to tell a lie, you suffer -2CS to any
when you see someone or something. Define what it is (and FEATs where you try and misrepresent the truth. Benefit: 1pks
why). If you fail a Psyche FEAT, you can do nothing but attack
Impaired Hearing: Your character cannot hear well, or at all.
the cause of your anger, regardless of the danger to you or
For 1pks you have Partial Deafness; you have a -1CS on
others. The Difficulty of the FEAT depends on this Quirk’s
Intuition rolls when listening (and to avoid surprise). You also
Benefit: GD10 for 1pks, Excellent for 2pks, RM30 for 3pks, and
require an Intuition roll once per Turn to have your character
IN40 for 4pks. You get to roll the FEAT again once every Turn
understand spoken speech. For 2pks your character has Full
until they snap out of their rage (but if the trigger is still there,
Deafness; Your character cannot hear or avoid surprise by
the cycle starts over).
listening at all. In addition, your character cannot understand
Bully: Your character can’t stand perceived weakness in others spoken speech, though they can speak. For 3pks you are
and loves to call it out. As such when the witness or believe Deaf-Mute; Same as Full Deafness but your character has not
there is weakness in another, they must pass a Simple Psyche learned how to verbally talk at all but can make guttural noises
FEAT or call it out. Benefit: 1pks to alert someone else. Note: If you have the Languages Talent
you may take Sign Language, though this only allows
Clumsy: Your character is rather uncoordinated and as such communication with others who also know it.
have a -1CS on Agility FEATs out of combat. Benefit: 2pks
Impaired Mobility: One or both of your character’s legs are
Code of Conduct: Your character lives by a code that is either unusable. For 2pks, they move at half speed; for 3pks, your
self-imposed or part of a larger organization (knightly oath) or character can only crawl unless you have a wheelchair (which
group code. Your character is sworn to this code and must allows moving at half speed.)
make a Red Psyche FEAT to act in any way that violates this
code. Benefit: 2pks Impaired Vision: In addition to the obvious problems being
blind causes, your character has a permanent penalty to its
Combat Paralysis: Your character tends to freeze in battle. It’s Intuition FEATs in all situations (and to Fighting and Agility
not that they are scared, necessarily, but they might just be FEATs in combat.) For 1pks you have limited vision
overwhelmed in the chaos of combat. As such you must make (nearsighted, farsighted) that can be remedied by corrective
a Simple Psyche FEAT for them to act every Turn in combat, if eyewear, and the penalties are of only -1CS, but if you wear
you fail the roll, they freeze and can take no Actions, not even corrective lenses there is no penalty; for 2pks, you’re half-blind
Movement or Reaction. Benefit: 3pks and the penalties are at -2CS (corrective lenses will again
Contender: Your hero is renowned for a skill, or Power that reduce this by 1CS); and at 3 you are fully blind, nothing
both heroes and villains wish to test their own skill against. To besides high -tech devices will assist, and the penalties are at -
take this hindrance your hero must have a Power at IN40 or 3CS.
higher. Every session the Narrator makes a FEAT of EX20 vs. Jinx: Your character is just bad luck to their allies. Whenever
TY06 to see if a challenger shows up. If they do not, there is a an ally is within Personal Distance (5’) they must take the
+1RS to the Intensity (for example, TY06 becomes GD10) of lowest of their two dice as the ten’s number. Benefit: 3pks
the check next session. This continues until a challenger
arrives, at which point the counter resets back to TY06. Benefit: Lightweight: Your character is superhumanly strong but has
3pks lesser impact when striking a foe. Strength is -3RS to Damage.
Your character must have a Strength of IN40 or higher to take
Cowardice: Danger is not their middle name. Your character this Quirk. 3pks
will find themselves wanting to flee from danger, or attack from
a safe position whenever possible. To stay in a fight, without Loner: Your character is used to working alone, in response to
having cover or a hiding place requires a Simple Psyche FEAT, this behaviour you can never be part of a Karma Pool. 2pks
otherwise, you use ALL their Actions to get out of danger, no
Loved One: This is a normal person your character cares
matter the price. Benefit: 2pks about, and who either causes trouble, or to whom your
Debt: Your character begins the game owing some person or character causes trouble, intentionally or not. It can be a lover,
group money. This reduces their spending capacity. For 1pks a relative, or a close friend. The cost is 2pks, but you can take
you have a -1CS to Resource Rolls, for 2pks a -2CS, and for it multiple times to have more than one Loved One.
3pks a -3CS.
Obligation: Your character is required to follow someone’s substance: 1pks if common/legal, 2pks if uncommon/legal,
instructions. It’s either part of their job, or they’re somehow 3pks if rare/illegal, and 4pks if very rare/unique.
being forced against their will. The cost depends on the
Rogues Gallery: Your character has a number (at least 3) of
consequences of disobedience: if it means merely get fired,
supervillains they have tangled with that would be considered
2pks; if they are personally attacked in some manner (having
“yours” in any Team-Up. Work with the Narrator to develop
their good name besmirched, being beaten up) 3pks; and if
them and their backgrounds (or choose from their already
their Loved Ones are the ones at risk, 4pks.
existing ones). These villains are in the same Power range as
Mental Malfunction: Your character has a phobia, obsession, your character is. Every session the Narrator makes a FEAT of
or other compulsive mental disorder that affects their day-to- EX20 vs. TY06 to see if one or more rogues shows up. On a
day behaviour/life. This must have a trigger. When faced with Green result one rogue makes an appearance, on a Yellow two
their trigger, make a Simple Psyche Feat; on a fail they must rogues, and on a Red three or more. If the Narrator roll does
react to the stimulus, on a Green, they may ignore it but are at - not indicate a rogue appearance, there is a +1RS to the
1CS to all Actions as it distracts them. On a Yellow they may Intensity of the check next session. This continues until the
function as normal, but you must re-roll every Turn the trigger Enemy arrives, at which point the counter resets back to TY06.
remains. On a Red result they are immune to the trigger for this (4pks)
encounter. You may roll again every Turn to calm your
Secret: Your character is hiding something, something that if
character (but must continue rolling as long as the trigger is
found out will hurt them or someone else they care about.
there.) 2pks.
Either nobody knows the Secret, or only their closest confidant
Naïve: Your hero is innocent of the ways of society, gullible, or does. (Note: Secret Identities don’t count.) 2pks
just too trusting. They believe in the inherent goodness of all
Secret Origin: Something about how your character received
creatures and assume that all others do as well. As such they
their Powers remains unrevealed at the beginning of play. Your
have a -2CS to Intuition FEATs regarding lies, and in combat
Narrator will work out what it is and then reveal it to you
surprise. Benefit: 3pks
through play. It should have major impact on the character,
Nightmares: Your character suffers from nightly nightmares such as being a Legacy, a lost Star God, or the result of a
due to something in their past, outside forces, premonitions Secret Government Project. This does not affect character
(work it out with your Narrator). As such each morning you creation, but the eventual revelation might require a retcon
must make a Simple Psyche FEAT, on a Fail your character rebuild. 4pks
suffers -2CS to all Actions for the day, on a Green -1CS, and on
Senior Citizen: Your character is over 60 years old. You begin
a Yellow or Red, no side effects. Benefit: 2pks
the game with a -1RS on all FASE Ranks (minimum of Feeble).
Paper Tiger: Your character just isn’t as tough as they appear On the other hand, your character is retired, living on benefits.
and have a -1CS to all Soak FEATs, including any other 3pks.
penalties. Benefit: 2pks
Slow Healer: You suffer -1CS on all Recovery FEAT results.
Public ID: Most characters have a super identity and a secret, Benefit: 2pks
civilian identity. Your character is the exception. This obviously
Split Personality: For some reason, your character has more
makes things difficult, as criminals can target your character,
than one mind. This is usually a mental condition, but it doesn’t
and the authorities may come after them if they break a law.
have to be. The personalities don’t need to be hostile, but they
Benefit: 2pks.
almost always dislike losing control. Define what triggers the
Pushover: Your character is just easily dominated and bullied. change (it should be something encountered regularly- at least
As such you start with a -10% to their total Mettle pool and once each Issue) and how hard is it to resist the change: for
suffer -1CS to resist mental control/domination. Benefit: 2pks 2pks it requires a GD10 Intensity Psyche FEAT; for 3pks, a
RM30 Intensity FEAT, and for 4pks, an IN40 one. Note that this
Relationship: Married? Girlfriend? Boyfriend? Whatever the
does not cause a physical change; for that take some Power
case, your character is involved with someone to the point of
that allows a transformation.
being exclusive (though not necessarily living together). This
person may or may not know about their super-heroing, but Uncreative: You have a -1CS to make Power Stunt FEATs.
one thing is for sure, if your character’s enemies learn who they 2pks.
are they could be held hostage or even killed. They also have a
Underage: Your character is not an adult yet. For 1pks they are
bad habit of wandering into danger nonchalantly, causing your
a teenager and must live under adult supervision and attend
character to have to rescue them. Every session the Narrator
school. For 3pks, they are a child; in addition to the same
makes a FEAT of EX20 vs. TY06 to see if the Relationship
problems as a teenager, their FASE Abilities are reduced by -
makes an appearance. If they do not, there is a +1RS to the
1RS (minimum of Feeble).
Intensity (TY06 becomes GD10) of the check next session.
This continues until the Relationship arrives, at which point the Unlikeable: For some reason people just don’t like your
counter resets back to TY06. Benefit: 2pks character, not even their allies. For 1pks, you suffer a -1CS to
Dynamic Feats; for 2pks a -2Cs; and for 3pks, a -3Cs.
Repellant: People find your character unattractive or off-
putting, for some reason. It might be lack of physical beauty, or Unlucky: When you roll your dice, you must always take the
low charisma. Whatever the case, you receive a penalty to their lower as the ten’s die. Benefit: 4pks
Dynamic score for attempts to be charming: -1RS for 1pks, -
2RS for 2pks and -3RS for 3pks. Unusual Appearance: Your character does not look like a
normal person. This does not necessarily mean they are not
Requirement: Your character needs something to function, or accepted- for that, take Bad Reputation. Still, this is
maybe even live! This is not necessarily something illegal as disadvantageous because it makes them stand out in a crowd,
they might need medicine to survive a disease, for example. so your character finds it harder to hide, or to “tail” someone.
Your character must take a dose daily or their FASE scores For 1pks, your character looks human except for some feature
drop by one Rank each (this also lowers their Health score). that can be explained away or hidden (at -1CS to such
This Quirk can kill your character, so you and Narrator must attempts). For 2pks such attempts are at -2CS, and for 3pks, at
take that in consideration. Cost depends on the rarity of the -3CS.
Weirdness Magnet: Strange things happen around your Zealot: Your character believes in something so much that they
character all the time. Like REALLY strange. Aliens land in their would die for it (and maybe harm those who stand against it).
backyard, their dog just happens to be the lost Prince of a While your character may think most who disagree are just
Canine Empire, their girlfriend is a shape changing fairy sent to ignorant, if you fail a Simple Psyche FEAT, they need to be
kill them, or maybe something even more bizarre. This can shown the light. Benefit: 2pks
make your character rather unpopular on most teams. This
must be approved by your Narrator 4pks.
APPENDIX G: WEAKNESSES EXPANDED
All superheroes (and villains) have a weakness, from being someone who is just a normal person, to magic radioactive rocks that
can kill them, the range of weaknesses is almost as varied as the characters themselves.
In HEROIC everyone pick (or rolls if using random creation) from the list below. There is no benefit for this, it is just a mandatory part
of being a hero.
Some backgrounds will provide a mandatory Weakness.
With Narrator Approval, a character may take a 2nd Weakness, which provides them with a bonus +1 Rank to any Power, Gear, or
Ability of their choice. This choice cannot violate the limitations of the Weakness or Origin of the character.
WEAKNESSES
Normal Human: This one is straightforward. Without spells, Power suit, or Gear your character is an ordinary human. Bullets kill,
knives cut, diseases affect normally. You cannot have any FASERIPD Rank for your character above the Benchmark for normal
humans. If your character is NOT a human, you may reroll again or keep it and your character is considered Impaired for their
species/construction and they suffer from the human benchmarks for FASERIPD Ranks. Note you may not use these rolls to raise
any Ability score above the maximum human benchmarks.
Requirement: For whatever reason there is a requirement for your powers to work. It could be that you need to be dipped in water
once an hour, or you need to eat Element-X every day for breakfast. Normally when you go without this requirement, your powers
and abilities fade by -1RS every hour, until you are a normal human with no powers, but in some versions (and worth an extra +1
Rank to place anywhere on your character sheet during creation), without this requirement you have no powers at all, immediately.
Work out the details with your Narrator.
Susceptible: Something, some Power, some source is extra effective against your character. As such you suffer -4CS on top of
everything else to resist it. It could be something as vague as Magic, or as specific as Psionics, but it cannot be a singular specific
Power. Work with your Narrator to hash out the details.
Triggered Powerless: When in the range (usually Striking Distance, can be raised by +1 Area for an Additional roll on the Ability
Modifier Table. No further rolls can be generated by increasing the range) of this source the character’s Powers are all negated until
the source is removed or your character is out of range. Powers return on a successful Endurance FEAT vs. Challenging Difficulty
the 1st Turn after the source is out of range, vs. Average the 2nd turn, and vs. Easy the 3rd turn, with the Powers returning
automatically on the 4th turn. Work with your Narrator to identify the source of this effect, choosing something that isn’t too common
(lead, or stone, or wood) or too rare/specific (iron forged on the summer’s solstice), though they have final say on this one.
Vulnerable: Your character will take +2RS of Damage from this particular type of attack, power source, or item. “Ugh bullets! My
one weakness!” comes to mind. This item can be as common or as rare as you like, but your Narrator has final say as to the source
of this vulnerability.
Unliving: Your character is not alive, but either a machine, undead, or magical construct of some sort. As such, they automatically
gain immunity to mind control, suggestion, and other “psionic” Powers (unless the Power is bought with an Enhancement that allows
it to affect them). Your character also requires no food, water, sleep, or oxygen, and will not age. The downside to this is that they
cannot heal normally. Your character cannot benefit from the Healing Power unless it specifically affects their type of Unliving.
Medicine cannot work, instead it takes either technology or occultism to heal/repair physical damage. Mental damage and stress is
handled normally.
Unstable: Not to be confused with the Unreliable limitation, unstable powers mean they just might not work. When you use your
powers for the first time in an encounter, you make an Endurance FEAT vs. Excellent Intensity. So long as you get a green you
powers work for 1d10 rounds, at which point you make another FEAT, but with +1RS to the difficulty, rinse repeat. If you fail the
FEAT your powers turn off and are not active for 1d10 rounds when you can make another FEAT at the same difficulty as when they
failed. This is a very strong Weakness and as such counts as having 2 Weaknesses, thereby providing a +1RS to any one Ability or
Power the character has.
APPENDIX H: POWERS EXPANDED
Since the HEROIC way can lead sometimes to debate and argument about how powers work, or even contribute to analysis-
paralysis, where having a wide-open field to work in can overwhelm some and without rules, boundaries, and even an end-zone,
they feel unable to make choices.
So, let’s discuss Powers further and provide some total optional thoughts on powers and their use in game.
POWER GROUPS
Powers can be grouped into main categories of what game effect they may have. Powers within the same category will normally
have the same rules which pertain to how they operate. The following are a sample of groups, but more could be easily created to
dive even deeper into Power Groups;
• Attack Powers include Powers which require attack rolls against a target’s FASE Abilities. They all require an Action to
perform, and their effects occur instantly unless specially modified (Enhancements and Limitations will be discussed
later).
• Defensive Powers protect the body, mind and or spirit of your character using them, and sometimes can be used to
defend others as well. They sometimes grant complete immunity to other Powers or conditions. Defensive Powers that
require activation of some sort require at least a Reaction, but an Action may also be used.
• Magic Powers are provided by magical means, being spells, or items. Magic Powers are magic powers first and whatever
else, like say elemental fire, second. For more on magic and how it works in HEROIC, please Appendix G: Mind & Magic
for more.
• Movement Powers are more than the standard modes of movement a character already has; they include increased
speed at running or swimming, or even new forms of movement altogether. Any movement requires either a Move Action
or Standard Action to occur, and a character may choose to move twice by using both in a Turn. Moving at great speeds
and then changing direction requires Agility (or Power) FEAT rolls. Characters do not start at their maximum speed, but
must accelerate to it each turn of movement they take.
• Mental/Psychic Powers include Powers which require attack rolls against a target’s RIPD Abilities. As with attack
Powers, these require an Action to initiate unless modified, (usually to take longer) and often require concentration to
maintain. Mental Powers are invisible normally, even to the target in some instances, and require Mental Awareness or
some other sense to detect them. There are specific rules to Psionics and Magic based powers, please see Appendix G:
Mind & Magic for a deeper dive.
• Alter/Morphing Powers relate to whenever your character changes themselves or objects without “attacking” it; however,
some of the Powers still require your character to try and hit their targets first and roll to see how effective their attempts to
modify it were. These Powers usually also allow items to return to normal. Any Power that affects anything other than the
user requires an Action, self-use can use either an Action or Reaction to change.
• Sense Powers are more than the normal senses a character already has, they include increased limits to existing
senses, or even entirely new senses. More than just the standard five senses, there are also the sense of equilibrium,
pheromones, pressure, physical closeness, body awareness (touching your nose without seeing it), movement,
temperature, pain, and being able to feel time passing, to varying degrees of sensitivity. Uncommon yet natural senses
would be eidetic hearing or sight. Natural senses of animals would include much improved taste, smell, hearing, or sight,
feeling electrical or magnetic fields (like always knowing North) as well as seeing in different spectrums of light and
echolocation. Movies, tv shows, and books are full of examples of extrasensory Powers – we’ve added a few and you are
encouraged to create more (with your Narrator’s approval of course). Using senses and changing focus normally is a Free
Action unless the sense comes from a Gadget, Equipment like binoculars, or something similar that must be used to
operate.
• Miscellaneous Powers groups up all the special and complex Powers that don’t fall into the other categories.
Other powers like Lightning Speed vs. Super Movement (Running, Flight, etc..), Shrinking and Growth, etc… are all covered in the
Playing the Game chapter.
POWER SPECIFICS
Let’s discuss a couple of Power Specifics that occur in HEROIC that determine certain things;
• Body Armour: The value of Body Armour normally only protects against Blunt, Force, and Edged damage (bullets are
considered Force for these purposes). Traditionally it provides -2CS against Energy, and 0 against Mental/Psionics. You
can create an armour that has a special coating or what have you to provide protection from Energy, but this would
normally be an Enhancement to the Power/Gear.
• Force Fields: Force Fields protect against all physical damage, Blunt, Force, Edged, and Energy, but are ablative in
nature. This means that when the Force Field is erected it has a Health Pool of it’s own equal to it’s Power Rank. As
damage hits it, that pool drops until it reaches 0, stopping all damage until that point. As a Reaction, a character can
choose to reinforce their Force Field back up to full value. Be careful though, Exhaustion rules apply, see Playing the
Game chapter for more on that.
• Lightning Reflexes vs. Super Speed: Super Speed is running (or swimming) faster than a normal human can, that’s all.
Lightning Reflexes is when the character reactions and actions are supercharged. This means that a Super Speed
character normally moves at their Ground Speed, and must accelerate, where as if they ALSO have Lightning Reflexes
they can move at Air Speeds, and accelerate to their Lightning Reflexes Rank immediately. They also gain a number of
actions per turn based on their Lightning Reflexes Rank, which is why they can sometimes appear to be moving fast, as
they just take multiple movement actions.
Table X.XX Lightning Reflexes
Rank Actions per Turn Initiative Bonus
GD10 2/1 +1
EX20 3/1 +2
RM30 3/1 +3
IN40 4/1 +4
AM50 4/1 +5
MG75 5/1 +6
UN100 5/1 +7
SP150 6/1 +8
FN200 7/1 +9
LG500 8/1 +10
WN1000 9/1 +15
EP3000 10/1 +20
CO5000 15/1 +25
COMMON LIMITATIONS
Nearly every Power can have a limitation as well. Here is a list of the most prevalent in comics and other stories. When you take a
Limitation, you raise the Power’s base Rank to the next Rank.
• Additional time required – Some aspect of the Power requires more time, a charge-up for instance.
• Affects only (group) – The Power will not affect anyone or any object other than the one specified.
• Decreased duration – the effect of the Power fades faster than it would otherwise.
• Feedback – Some aspect of the Power causes pain or real damage depending upon how it is used.
• Foci – The Power requires some tool or material to operate, even if that’s merely to copy from.
• Permanent / Always On – the Power’s effect cannot be turned off by your character – it can be nullified or drained away,
however.
• No Range – A standard Ranged attack Power now requires Touch to activate.
• Sense Dependent – The Power will not work if the target can protect the affected sense(s).
• Triggered Only – Unlike Trigger, which can allow a Power to go off at a predetermined event; Triggered Only requires
some outside influence for it to even work.
• Unreliable – the Power requires an activation roll or it fails to work.
While the examples above are a great variety of choices, it is not the final word on Enhancements or Limitations. Works with your
Narrator should you have ideas or needs not shown above. Use the presented ones as potential guidelines for the ones you create
yourself.
POWER STUNTS
A Power Stunt occurs when you want your character to use a Power for an effect that it is not normally capable of; either as a
unique application of a Power or to replicate another existing Power or Enhancement.
An example is the Move-By attack:
Move-by attack: On a success, your character may move, attack, and then keep moving as a single Action.
When attempting Power Stunts, you make a Reason FEAT to determine if the Stunt can be done. For the first attempt, the FEAT
must be Red; for the second it must be Yellow, and then any time after Green.
• Red Attempt: AM50 Intensity
• Yellow Attempt: RM30 Intensity
• Green Attempt: GD10 Intensity
Personal Karma may be spent on these FEATs. Success will allow your character to use the effect for one Action. The Stunt’s Rank
is the same as the base Power. Once this has been done ten times (one Red, one Yellow, and eight Green FEATs) the Stunt is
considered a regular part of the character’s repertoire and no longer requires a Power Stunt FEAT. If the Power Stunt was to
replicate an existing Power, it is added as a permanent Power they can use from then on.
Many of the Pre-Made Powers (Appendix F) include suggestions for Stunts. If chosen during character creation they are known
Stunts and are considered permanent Power Stunts, no rolling is needed to attempt them. You may come up with your own, but they
must be approved by The Narrator.
A nested Stunt means there is a requirement of the parent Enhancement or Stunt also being taken.
POWER RANGES
Most Powers have a Range of Effect or an attack Range. Some are stated as "touch" or only operating over a given distance. Those
that are not specifically stated as having a particular range should use the Power’s Rank to determine their range from the table
below
An Area is considered to be 25’x25’
Table 2.13 Power Rank Range (Optional)
Rank Range Area
FE02 Point Blank 0 Areas
PR04 Striking Distance 1 Area
TY06 Shooting - Close 2 Areas
GD10 Shooting - Close 4 Areas
EX20 Shooting – Medium 6 Areas
RM30 Shooting – Medium 8 Areas
IN40 Shooting – Long 10 Areas
AM50 Shooting – Long 20 Areas
MG75 Shooting – Extreme 40 Areas
UN100 Shooting – Extreme 100 Areas
SP150 City
FN200 State
LG500 Nation
WN1000 Continent
EP3000 Planetary
CZ5000 Unlimited
PRE-MADE POWERS
The following are descriptions for the streamlined and generalized Powers that can be used as presented or as inspiration for the
creation of new Powers. They are also used in the Random Character Creation option from Appendix A.
Specialized versions of these Powers are not only possible - they are encouraged as the HEROIC Way of creating Powers.
They follow the rules presented relating to Powers in the Character Creation chapter earlier in this text. Please refer to it when
necessary.
RESISTANCES
This category contains Powers that protect the hero from specific forms of attack, such as fire, cold, radiation, or toxin are listed
here, there are more options of course, but these are the common ones. This allows a hero to shrug off incoming damage according
to the type of Resistance.
Resistance to Fire and Heat: The hero's Power Rank acts as a shield against fire and fire-based assaults, diminishing their impact.
Additionally, they possess the ability to shrug off heat below their Power Rank threshold.
Resistance to Ice and Cold: The hero's Power Rank serves as a shield against cold and ice-based assaults, diminishing their
impact. While objects made of ice may affect them normally, they remain unaffected by lesser cold-based attacks, such as freezing,
if below their Power Rank threshold.
Resistance to Electricity: The hero's Power Rank acts as insulation against electrical assaults, reducing damage inflicted by such
attacks.
Resistance to Radiation: The hero's Power Rank serves as a barrier against radiation-based energy assaults, mitigating their
harmful effects, including atomic radiation, microwaves, and gamma rays.
Resistance to Poison: The hero's Power Rank, always at least one Rank higher than their Endurance, shields them from poison-
based attacks, overriding normal Endurance FEATs. This includes toxins like knockout drugs and gases.
Resistance to Emotion Attacks: The hero's Power Rank, always at least one Rank higher than their Intuition, safeguards them
against emotional manipulation, overriding typical Intuition FEATs.
Resistance to Mental Attacks: The hero's Power Rank, always at least one Rank higher than their Psyche, fortifies their mind
against mental assaults, superseding standard Psyche checks. It doesn't affect magical or emotional attacks. The Resist Domination
Talent stacks with this resistance.
Resistance to Magical Attacks: This Power, potentially lower than Psyche, may leave the hero more vulnerable to magic.
However, it grants them effective Body Armor against magical attacks causing physical harm, such as Mystic Bolts.
Resistance to Disease: The hero's Power Rank, always at least one Rank higher than their Endurance, shields them from
diseases, including supernatural afflictions like werewolf or vampire curses and biological warfare agents.
Invulnerability: This Power counts as two choices. The hero has resistance to one of the above attacks at Wonderous 1000 level.
SENSORY POWERS
This category contains Powers that allow the hero some exotic method of detection, either by protecting or expanding the existing
senses, or providing senses that outstrip the limits of other normal senses.
Protected Senses: The hero fortifies one or more of their fundamental senses, typically choosing hearing or sight. This Power
enables them to make FEAT rolls against attacks targeting the protected sense, such as using goggles to shield against blinding
light.
Enhanced Senses: One or more of the hero's primary senses operates at the level of this Power Rank. They utilize this enhanced
sense for tasks like searching for clues, spotting items, or aiding in various situations where an Intuition FEAT roll relies on that
sense.
Night-Vision: Also known as dark vision, the hero gains the ability to see clearly in darkness. They can perceive up to five Areas
away without hindrance and face no penalties when engaging in combat in the dark. This ability isn't assigned a Power Rank.
Combat Sense: This Power counts as TWO random rolls or chosen Powers. With a minimum Power Rank always one Rank higher
than the hero's Intuition, it offers versatile benefits. The hero can employ this Power Rank for tasks such as escaping, initiative,
dodging, catching, and evasion rather than the standardly applicable Ability.
Computer Link: The hero can establish communication with and extract information from computer systems possessing a Power
Rank ability. Access typically occurs through an implant linked to a designated computer. In attempting to infiltrate a new system, the
Power Rank is compared with the Reason of the computer or mechanical entity. Additionally, this Power facilitates the
reprogramming of basic robots, excluding Player Characters with Artificial Origin under standard conditions.
Emotion Detection: The hero gains the ability to discern the emotions of others at the Power Rank of this ability. While it doesn't
reveal the cause of emotions, it detects discomfort, fear, deception, stress, or worry. Robots, and heroes with Artificial or Unliving
Origins remain unaffected by this Power.
Energy Detection: The hero can identify and trace specific types of energy with the Power Rank ability. It's most effective with
unique energy forms, while tracking common energy types like ordinary radiation necessitates a successful Yellow or Red FEAT.
Magnetic Detection: With this ability, the hero taps into a planet's magnetic field, detecting anomalies within it, including significant
power drains or villains utilizing magnetic Powers, at the Power Rank level.
Power Detection: Attuned to the radiation emitted by superpowers, the hero can track and locate superpowered individuals with
successful Power Rank FEATs.
Astral & Magic Detection: This Power enables the hero to detect magical influences or individuals within the astral plane, whether
they're there due to magical or psychic means, tracking and discerning magical influences accordingly.
Tracking Ability: Grounded in enhanced senses or Powers, the hero possesses basic physical tracking capabilities. A successful
Power Rank FEAT allows them to trail a target's physical movements for up to an hour.
MOVEMENT POWERS
All Powers within this section influence the character's ability to move, whether by expanding the existing abilities, or offering new
capabilities More important than other kinds of Powers, the Player must create the basis for how the hero has the given ability. The
Power Flight can be carried out by several methods. If a character flies by wings, what happens when those wings are impeded? If a
character has a rocket pack what if its jets are clogged by a foam-gushing gun?
Flight: The hero endowed with this Power gains the ability to navigate through the air. The specifics of flight are open for the player
to define, whether it involves rocket propulsion, natural wings, telekinetic control, or other means. The hero's aerial speed matches
their Power Rank.
Gliding: This Power grants the hero the skill to gracefully glide through the air, descending at a rate of at least one story per round
without sustaining damage upon landing. While they can move horizontally at a speed equal to their Power Rank, they cannot
ascend.
Leaping: This ability ensures that the hero's jumping prowess surpasses their physical strength. With a Power Rank always at least
one Rank higher than their Strength, they can leap using their Leaping Power Rank instead of relying on raw strength.
Wall-Crawling: The hero possessing this ability gains the capacity to traverse vertical and inverted surfaces with ease. The specific
mechanism behind this skill is determined by the player. The effectiveness of their adhesion is reflected by the Power Rank of this
ability. Commonly encountered surfaces are listed on the following list;
• Concrete or brickwork: PR04
• Glass and steel: TY06
• Polished steel alloys: GD10
• Ice: EX20
• Oil-coated surface: RM30
• Non-stick surfaces: IN40
• Frictionless surfaces: WN1000
Super Speed: This power grants the hero incredible speed, surpassing that of ordinary individuals. Regardless of random rolls, the
minimum Power Rank of this ability is always one Rank higher than the hero's Endurance. The hero can run at a maximum speed
equal to their Power Rank. However, it's important to note that the hero lacks fine motor control at such high speeds, requiring Agility
FEATs to avoid drifting. (see Playing the Game).
Levitation: With this power, the hero gains the ability to move vertically at the Power Rank of this ability, covering a number of
stories equal to the Rank Number in a single turn.
Swimming: The hero endowed with this power can swiftly navigate through water, akin to how Super Speed allows rapid movement
on land. However, it's important to note that this power does not grant the ability to breathe underwater.
Climbing: Regardless of random rolls, the minimum Power Rank of this ability is always one Rank higher than the hero's Agility.
The hero can scale vertical surfaces at their normal ground speed rates, provided there are handholds. Additionally, they can
maneuver through tangled obstacles using the Power Rank of this ability instead of Agility.
Teleportation: Teleportation allows the hero to instantaneously move from one location to another without traversing the space in
between. The Power Rank indicates the distance the hero can teleport. Upon arrival, the hero must make a Power FEAT. Success
allows them to act in the same round, while failure results in confusion and disorientation for 1-10 game rounds. Teleporting into a
solid object inflicts damage equal to twice the object's material strength, after which the hero is randomly teleported away and
remains disoriented.
MATTER CONTROL POWERS
These Powers affect specific types of inanimate or animate matter (substance as opposed to energy) outside the body of the hero.
They include the various elemental Powers, as well as the ability to animate objects and transform items and people.
Earth Control Power: This power grants the hero the ability to manipulate natural and semi-natural mineral items. They can move
earth up to the amount they could lift as if Power Level was Strength, create earth-based weapons that do as much damage as their
material strength and shields that act as Body Armor equal to the material strength of the type used. They can also induce
earthquakes of Power Rank magnitude, dig through materials with no more material strength as their Power Rank, and part the
earth to ensnare an opponent with the Power Rank of that ability.
Air Control Power: The hero endowed with this power can manipulate air and wind. They can utilize gusts of wind as ranged attack
weapons and create air shields up to Power Rank levels. They can also fly at a speed of -3CS if they do not already possess flight
abilities. If the hero has Flight, they can raise their Flight Power air speed by +1CS by using this.
Fire Control Power: With this ability, the hero can control existing sources of fire, but they cannot create fire. They can grow or
increase the temperature of exiting fires up to their Power Rank of intensity, they can create shields, shapes, and swords of fire that
will inflict Power Rank damage. They can also do ranged attacks of fire up to one Area away with this ability capable of inflicting up
to Power Rank energy damage. Using fire to encircle an opponent can further force an opponent to stay in one spot because
movement would result in damage.
Water Control Power: The hero with this ability has mastery over water but they cannot create it. They can form it into shapes,
including shields of Power Rank protection from energy weapons (though not physical weapons) and crashing waves that inflict up
to Power Rank charging damage. The hero with this ability can also swim at -3CS speed. If the hero has Swimming, they can swim
at +1CS to that speed.
Weather Control Power: The hero with this ability can influence natural forces, creating various weather phenomena over a range
equal to their Power Rank number in Areas. These weather types include fog, heat, cold, rain, hail, snow, and lightning. The hero
with this ability can also Glide at -3CS speed. If the hero has Gliding, they can glide at +1CS that speed.
ENERGY CONTROL POWERS
Energy Controls reflect those Powers which manipulate the various types of energy that exist -- effectively those non-material states
outside the character's own body. These include most known energy states.
Magnetic Manipulation: The character possessing this capability can control magnetic fields. They have the capacity to elevate
and relocate metallic items using a strength and agility equal to the Power Rank. Additionally, metallic objects can be employed as
projectiles with an agility equivalent to the Power Rank. Moreover, they can generate force fields to repel metallic objects with a
strength matching the Power Rank. If the character also possesses force field generation, its rank is elevated by +1CS.
Furthermore, individuals with this ability can fly at an airspeed reduced by -3CS. Should they possess the Flight Power, their flight
speed is increased by +1CS.
Electrical Manipulation: The character has mastery over energy manipulation and control. They are immune to electricity of
intensity up to their Power Rank. Additionally, they can administer a shocking touch of intensity matching their Power Rank. Those
affected (with a Fighting FEAT to hit) must succeed in an Endurance FEAT against the shock's intensity or risk being rendered
unconscious, in addition to sustaining damage.
Light Manipulation: The character possesses the ability to produce and control light energy. They can amplify or diminish existing
light by their Power Rank and generate light of Power Rank intensity. This generated light can be utilized to blind opponents for a
duration of 1-10 rounds. The adversary can make an Endurance FEAT to resist this effect.
Sound Manipulation: The character possesses the ability to manipulate sound energies, capable of either reducing existing noise
by their Power Rank or amplifying it to the Power Rank intensity. They can induce others in the same area to make an Endurance
FEAT against the heightened intensity or risk losing consciousness. Additionally, individuals with this Power can choose Sound
Ranged Attack as their subsequent Power without the need for a roll.
Gravity Manipulation: The character possesses control over gravity, enabling them to diminish its effects by up to their Power
Rank. This allows them to lift objects as if possessing Strength of that level. If their Power Rank surpasses the weight of the object,
they can levitate it with a -3CS capacity. Moreover, they can increase gravitational force, compelling living targets to make an
Endurance FEAT to move.
Energy Reflection: The character possesses the ability to reflect energy and force ranged attacks back at their originator. When the
hero's energy reflection exceeds the intensity of the attack, the attacker's energy is redirected back towards them. However, if the
attacker has the capability to absorb, is invulnerable, or can also reflect energy attacks, the attack is nullified and not reflected again.
BODY CONTROL POWERS
This category of Powers includes those which allow the hero to significantly change their own form, becoming larger, smaller, lighter,
or different in appearance. While these modifications may have combat applications, they are not primarily offensive or defensive in
nature.
Growth: The hero endowed with this power can augment their size at will. When enlarged, they can utilize their Power Rank
instead of Strength for strength-related tasks, including combat maneuvers. However, it's important to note that a larger stature also
renders the character more susceptible to being struck in combat. The table below shows maximum height and the bonuses to be
hit for each of the sizes.
Table X.X Growth Chart
Land Speed & Bonus
Bonus to
Rank Max Height Climbing to be
Strength
(Non-Tactical) Hit
FE02 8’ 0 +1CS +1CS
PR04 10’ + 5’ +1CS +1CS
TY06 12’ + 5’ +1CS +1CS
GD10 14’ + 5’ +1CS +1CS
EX20 16’ + 5’ +2CS +2CS
RM30 18’ + 5’ +2CS +2CS
IN40 20’ + 10’ +2CS +3CS
AM50 25’ + 10’ +3CS +3CS
MG75 50’ + 25’ +4CS +4CS
UN100 100’ + 50’ +5 CS +5 CS
Shrinking: The hero possessing this power can shrink themselves while retaining their original strength and capabilities. Moreover,
they gain a CS bonus when striking larger (normal-sized) adversaries, while simultaneously becoming more elusive targets
themselves. (by the same bonus as per the chart below).
Table 2.17 Shrinking Chart
Land Speed &
Max
Rank Climbing Bonus to Defense
Height
(Non-Tactical) *
FE02 48” 0 -
PR04 24” - 5’ -
TY06 12” - 10’ -
GD10 6” - 20’ +1CS
EX20 3” - 30’ +1CS
RM30 1” - 40’ +2CS
IN40 ½” - 50’ +2CS
AM50 ¼” - 60’ +3CS
MG75 1/1000” - 90’ +4CS
UN100 1/10,000” - 130 +5 CS
*Obviously, smaller characters require some sort of Powered Movement to be effective as this is not
changed by size.
At SP150 or higher for this ability, the hero breaks the microscopic barrier - entering other universes.
Invisibility: The hero endowed with this Power can render their body invisible to normal sight. However, this invisibility does not
nullify detection by other senses. Nonetheless, any attacks directed at an invisible character suffer a penalty of -4CS. Furthermore,
any attacks launched by an invisible character against foes who cannot perceive them are classified as Blindsiding attacks.
Elongation: The hero possesses the capability to extend parts of their body, whether through natural means or aided by mechanical
devices, into adjacent Areas. This enables them to initiate attacks or undertake various actions from a distance. The extent to which
a character can elongate their body is determined by their Power Rank.
Plasticity: The hero's body exhibits a degree of elasticity and flexibility, allowing them to manipulate their form as desired.
Additionally, the hero can opt to include Elongation as an additional Power without the need for a random roll. The malleability of
their body serves as Body Armor equal to their Power Rank. Moreover, the hero can develop Power Stunts, such as utilizing their
Power Rank instead of Agility for catching falling items or individuals - furthermore, they are immune to damage when a falling
character lands on them.
Shape-Shifting: This Power counts as TWO random rolls or chosen Powers. The hero possesses the ability to transform into the
shape of any animal, plant, object, or individual they desire. However, they do not acquire the inherent abilities or Powers of the form
they assume, nor do they gain the knowledge possessed by the imitated person. Unless they possess Growth or Shrinking Powers,
they maintain their usual size. Transformations into generic shapes, such as a chair, are automatic. However, assuming the likeness
of a specific individual, like the vice-president of the United States, necessitates a successful FEAT roll.
Body Transformation: The hero possesses the capability to metamorphose into various substances, thereby acquiring the
corresponding abilities of that substance. For instance, transforming into water grants the ability to flow without the risk of drowning,
while adopting the form of energy enables movement at the speed of light in straight lines. Assuming the guise of fire can ignite
inflammable materials, and solid materials provide Body Armor equivalent to the material strength, capped at the hero's Power
Rank. The hero must designate the type of substance they wish to emulate. Here are some examples;
• Energy: Instantaneous movement in straight lines, energy attacks when charging.
• Fire: Body will melt opponents' weapons with a material strength of less than the hero's Power Rank intensity.
• Gas: Power Rank Body Armor but can move through narrow openings, Flight at -3CS Power Rank air speed.
• Ice: Brittle but inflicts Power Rank damage from cold.
• Metal: Such as steel or steel alloy gains Body Ar-mor advantage.
• Minerals: Such as diamond (Body Armor) or sand (Body Armor and ability to move through narrow openings).
• Water: Power Rank Body Armor and can move through narrow openings.
Undergoing a body transformation also subjects the hero to the vulnerabilities associated with that particular form. For example,
loose bodies such as sand, water, and air are prone to being swept up, while ice is more susceptible to fire, and fire is vulnerable to
water. Generally, attacks that exploit these vulnerabilities are at a +3CS bonus to both hit and damage.
Animal Transformation-Self: The hero can transform themselves into an animal. There is a list of the animals available in
Appendix H. The hero maintains their original Health but acquires the significant abilities of the animal that surpass their own. They
retain their own Reason, Intuition, and Psyche regardless of the transformation. Additionally, the hero gains any Powers or abilities
specific to the creature they've transformed into.
Raise Lowest Ability: This feature serves as a remedy for those burdened with exceptionally unfavorable abilities. It elevates the
lowest ability by +1CS. If multiple abilities are equally low, the player selects which one to enhance. This boost may impact initial
Karma or Health.
Alter Ego: The hero possesses an alter ego—an additional identity distinct from their primary persona. Unlike a mere secret identity,
this alter ego embodies a separate persona with unique abilities, allowing the hero to switch between identities at will. For instance,
a mild-mannered scientist may transform into a towering rage-fueled monster. The alter ego may exhibit heightened attributes such
as speed, strength, or intelligence, based on the roll of the dice. Typically, it's beneficial for the player to maintain separate character
sheets—one for the non-powered normal form and another for the powered form.
Density Manipulation Self: The hero endowed with this Power can manipulate their mass at will, allowing them to adjust their
density from nearly intangible to the level of their Power Rank. When altering mass, the hero's weight matches what a character of
equivalent strength could lift. For example, a hero with Feeble Density would weigh 50 lbs, while one with Shift 0 would become
effectively weightless. While in an altered mass state, the hero gains Body Armor equivalent to their current Power Rank.
Additionally, they can deliver charging damage using their Power Rank instead of their Strength and affect materials with lesser
material strength than their current Power Rank (akin to thin ice, if the hero is too heavy, they will break through some materials just
by standing on them).
However, when in the Shift 0 state, the hero cannot initially pass through solid objects like Phasing, but they become immune to
physical attacks (excluding energy or force attacks). It's worth noting that excessively high density may further impede the hero's
speed. If the hero's density surpasses their Endurance, both their Fighting and Agility suffer a -1CS penalty.
Phasing: The hero possesses the ability to decrease their density and phase through solid objects. They can seamlessly pass
through materials with a strength up to their Power Rank, as well as penetrate force fields of equivalent strength. If the hero is
forcefully phased back while inside a solid object, they sustain damage equivalent to the material strength of that object. However,
the hero can willfully choose to solidify inside other objects to cause damage, resulting in both sides sustaining damage equal to the
hero's density (although the hero can utilize their Body Armor to mitigate the damage inflicted upon themselves).
RANGED ATTACK POWERS
These Powers, as their name suggests, are projectile weapons enabling the hero to engage targets from a safe distance, minimizing
the risk of retaliation. The effective ranges of these abilities are determined by consulting the Power Rank table.
Projectiles: Projectile attacks typically involve firearms, often specialized weapons, although alternatives such as quills, daggers,
and various thrown objects exist (such as earth). These projectiles boast a range corresponding to the Power Rank and may inflict
shooting, throwing edged, or throwing blunt damage equivalent to the Power Rank. The attacker's Agility dictates their ability to land
hits.
Ensnarement: The hero's missile weapon doesn't cause direct damage but instead ensnares opponents with a Power Rank ability,
such as webs or glue, at a range determined by the Power Rank. The hero's Agility determines whether the target is successfully
ensnared.
Ice: The hero's attack form manifests as ice, capable of either solid assaults (using the Thrown Blunt column on the Battle Effects
Chart) or ensnaring opponents (determined by an Agility FEAT to hit). When used as a blunt weapon, it inflicts damage up to the
Power Rank. If employed for ensnarement, it restrains with a strength equivalent to the Power Rank. The range is dictated by the
Power Rank. Those resistant to cold will experience reduced damage from entrapment but not from the kinetic damage of direct
impact.
Fire: The hero employs fire as a ranged attack, striking on the Energy column of the Battle Effects Chart. Unless equipped with Fire
Control Powers, their flames may inadvertently spread into nearby fires. Using Agility to aim, the hero inflicts damage equivalent to
the Power Rank upon their opponents.
Energy: The hero utilizes energy of various forms as a ranged attack, striking on the Energy column of the Battle Effects Chart.
Employing their Agility to aim, they inflict damage equal to the Power Rank at a range determined by their Power Rank.
Force: The hero utilizes force of some form as a ranged attack, striking on the Force column of the Battle Effects Chart. Employing
their Agility to aim, they inflict damage equal to the Power Rank at a range determined by their Power Rank.
Sound: The hero unleashes sonic attacks from a distance, covering a range of up to their Power Rank. This attack functions as a
forceful strike (with Agility determining accuracy), affecting all individuals, devices, and creatures that can hear that are within the
Area.
Stunning: The hero possesses a stunning attack capable of being deployed from a distance. Effective within a range equal to their
Power Rank, this attack doesn't cause direct damage but rather induces the target to make an Endurance FEAT against its intensity.
Failure results in the target being rendered unconscious for a duration of 1-10 rounds.
Slashing: The hero wields a ranged slashing attack of some sort. This attack strikes effectively within a range equal to their Power
Rank, delivering damage equivalent to their Power Rank on the Throwing Edged column.
Acid/Corrosive: The hero possesses a corrosive ranged attack with a range equal to their Power Rank, inflicting damage
commensurate with their Power Rank. Additionally, this attack weakens materials upon impact, causing substances with a material
strength lower than the hero's Power Rank to deteriorate within one round. The maximum potential of this ability, even with
enhancements, is capped at Monstrous (75).
MENTAL POWERS
The following catalog delves into the diverse mental capabilities accessible to heroes. These powers, while formidable, often
operate subtly, rendering the hero virtually undetectable as the source. However, their indiscriminate or excessive use may lead to a
depletion of Karma, highlighting the delicate balance between power and responsibility in the realm of the mind.
Telepathy: This power enables the hero to transmit thoughts to those who are open to receiving them, though closed or hostile
minds may not be receptive. As a Power Stunt, the hero can attempt to read the thoughts of individuals without mental powers by
succeeding in a Power FEAT. When attempting to read the mind of another telepath, the target can resist with either a successful
Psyche or Power FEAT, whichever is higher.
Empathy: Empathy functions similarly to Telepathy but focuses on sensing surface emotions rather than thoughts, and it doesn't
allow for the transmission of emotions back to the target. The success of this Power depends on a FEAT roll, and the target may
remain unaware of the attempt. Success is determined similarly to Telepathy, but Empathy is ineffective against targets with
Empathy or Emotion Control Powers.
Image Generation: The hero possesses the power to conjure convincing illusions, which appear and sound real but exist solely
within the minds of observers. They can maintain only one illusion at a time and must concentrate on it; losing focus causes the
illusion to dissipate. When this power is used, the target can attempt a Psyche FEAT against its Power Rank. Success means the
target recognizes the illusion and can act accordingly, while failure leads them to believe the illusion is real, even experiencing
imaginary damage. It's an opportunity for Karma to be gained for roleplaying accordingly. However, illusions cannot cause actual
harm; if imaginary damage reduces a character's Health to zero, they simply lose consciousness for 1-10 rounds.
Telekinesis: The hero wields telekinesis, granting them the ability to manipulate objects with their mind. Their Power Rank can
function as either Agility for precise tasks or Strength for lifting heavy objects. They can telekinetically hurl items or catch them (with
Agility determining accuracy) and attempt to immobilize adversaries with Telekinetic Grappling.
Force Field, Personal: The hero possesses the power to generate a personal Force Field, enveloping only themselves. This barrier
absorbs all forms of physical and energy attacks, up to the Power Rank level. However, if the damage exceeds the field's capacity,
the excess harm affects the hero directly. The Force Field dissipates if the hero loses consciousness. Additionally, the initial Power
Rank of the personal force field is boosted by +1CS for free.
Force Field, Projected: The hero can manifest a Force Field spanning an entire Area, functioning similarly to a personal Force
Field. However, extending the force field beyond the initial Area incurs a -1CS penalty to its effectiveness for each additional Area
covered.
Mind Control: Mind Control enables the user to dominate another character's mind. Initially, the target must succeed in a Psyche
FEAT against the Power Rank of the attacker to resist control. If commanded to act against their nature or to commit acts
detrimental to their Karma, the target can make another Psyche FEAT to break free. Additionally, heroes under mind control can
augment their rolls with Karma unless specified otherwise.
Emotion Control: Targets of an Emotion Control attack must be in the same Area as the character with this Power and may make a
Psyche FEAT to avoid the effects, which have a duration of 10-100 rounds after the first attack. The effects must diminish before
another "dose" of Emotion Control can be applied. Robots and non-human alien beings are immune to the effects of Emotion
Control.
A single emotion can be infused into a target at any given time. However, the character wielding this Power has the flexibility to alter
emotions as needed. By focusing exclusively on one emotion, they gain a +2CS specialization bonus. This specialization enhances
their potency but restricts the development of other Emotion Control variations as Power Stunts.
Alternatively, heroes who maintain a broader range of emotions begin with two changeable emotions at the outset, with the option to
expand through Power Stunts. The types of emotions that may be instilled and manipulated include:
• Respect: The target treats an individual as a Friendly Contact.
• Love: The target is devoted to the individual, to the point of endangering their own life in the other's behalf.
• Fear: The target is filled with fear, of an object, a person, or a situation. The target will flee as quickly as possible, and only
attack if backed into a corner.
• Hatred: The target is instilled with a great hatred, particularly for former friends and allies. The target will attack their
former friends.
• Loyalty: The target will follow the individual's orders without question, cheerfully providing all necessary information and
aid as if to a long-time friend and ally.
• Doubt: The target is unsure of their actions. Intuition is temporarily Good 10 (for purposes of actions only).
• Pleasure: The target feels incredibly good and non-hostile. The feeling is so overwhelming that the character cannot do
anything but sit contentedly for 1-10 rounds, and for the remainder of the duration of the Emotion Control is Friendly to the
hero with this Power.
A character affected by Emotion Control might have extra opportunities to resist the control when faced with situations that could
result in a loss of Karma, similar to resisting Mind Control when pressed to perform a negative Karma action.
Plant Control: The hero can control plants and is capable of making them perform un-plantlike behavior, like move, grow extremely
quickly, and attack others. The hero can control up to all plants in one Area. The plants can attack with their material strength of
damage, as well as perform Fighting and Strength FEATs. The character with Plant Control can also attempt to mind control sentient
plants, as noted for Mind Control above. The control lasts for as long as the hero concentrates.
Psi-Screen: The hero constantly benefits from this ability. It serves as an ongoing shield against mental assaults, such as mind
control and telepathy. The protective nature of this Power ensures that its effectiveness is always superior to the hero's Psyche
attribute, ensuring a minimum of one Rank higher. Should the initial roll yield a lower result, the Power is automatically elevated to
+1 of the hero's Psyche level.
Psionic Bolts: Harnessing the power of the mind, the hero can unleash unseen projectiles of pure psionic energy. Using their
Psyche rather than Agility, they project these bolts, determining both their accuracy and their resistance. Capable of striking targets
at distances up to their Power Rank, these ethereal bolts inflict Stress damage equivalent to the Power Rank.
Astral Projection: The hero possesses the ability to separate their astral self from their physical body, granting them a spectral form
which is immune to physical attacks but vulnerable to mental assaults and magic. This astral self can traverse various realms and
dimensions (including those never seen before) under the hero's control, although communication with physical beings is limited
unless telepathy or other abilities that permit such communication is involved.
Encounters on the Astral plane may lead to combat - Health of the astral self is determined by the sum of initial Karma and Power
Rank, with Psyche governing all astral combat FEATs. Notably, the death of the astral self results in the demise of the physical body
unless another astral creature takes over the now available host body.
Ultimate Skill: Ultimate Skill represents a unique Power granting the hero unparalleled mastery in a chosen Talent. Dubbed the
"best at what they do," the hero selects any Talent from the following list, where their proficiency in that chosen field is deemed
UN100, rather than merely receiving a +1 or +2CS modification to their existing ability. Those Talents that may have Ultimate Skills
are:
• Weapon Skills: All
• Fighting Skills: All
• Professional Skills: None
• Scientific skills: All
• Mystic and Mental Skills: None
• Other Skills: All except Student, Heir to Fortune and Leadership
The Narrator has ultimate authority in determining the availability of a Talent for Ultimate Skill. Since Powers are determined before
Talents, there's a possibility that no suitable Talent will be available if the character selects this Power. In such cases, the hero may
opt for another mental Power instead.
BODY ALTERATIONS/OFFENSIVE
These Powers involve significant alterations to the body's structure or chemistry, enabling the hero to excel in offensive combat
situations. For high-tech heroes or those equipped with weapons imbued with these powers, these descriptions detail the
capabilities granted for close combat engagements.
Extra-Body Parts: The hero possessing this ability either has duplicates of body parts, substitutes of existing ones, or entirely new
appendages like wings or a prehensile tail. These alterations offer a range of new capabilities. Typically, the effectiveness of these
new abilities derived from this Power is reduced by -1 CS compared to their normal potential. For instance, if wings are selected and
the Power Rank is Excellent (20), the resulting flight capability would be at Good (10) level.
Extra Attacks: The prowess granted by this ability always exceeds the Fighting ability by at least +1 CS, being elevated to this level if initially
lower. Additionally, the individual can execute additional attacks by making a Power FEAT: White grants 1 attack, Green yields 2, Yellow allows 3,
and Red offers 4 attacks against adjacent opponents. This ability surpasses normal Multiple Actions, as it is a superpower versus a maneuver.
Energy Touch: The hero possessing this ability can inflict harm upon others through physical contact. They can administer damage
up to their Power Rank, utilizing the Energy column of the Battle Effects Chart. Opting for a Bullseye result could induce a stun if the
Player elects to do so before rolling for the attack. Furthermore, the hero can alter the Power to deliver less damage than the
maximum listed or to produce lesser effects.
Paralyzing Touch: This touch does not cause physical harm, but rather prompts the targeted individual to make an Endurance
FEAT against the Power Rank of this ability. Failure in this test results in the individual being rendered unconscious for a duration of
1-10 rounds.
Claws: The hero can unleash Slashing attacks against targets, inflicting damage of up to the Power Rank or Strength, whichever is
lower. When utilizing their claws, the hero cannot opt for lesser effects. Additionally, the material strength of the claws, determined
by the Power Rank of this ability, dictates their effectiveness against various materials.
Rotting Touch: The character possessing this Power can administer decay and rot upon touch, causing damage up to the Power
Rank. When targeting organic materials such as wood or cloth, the touch can roll to break them as if the Rotting Touch Power Rank
were Strength, potentially breaking them down.
BODY ALTERATIONS/DEFENSIVE
These modifications, or devices emulating such modifications, are primarily defensive in nature. They aid the character in surviving
challenging situations or recovering lost Health.
Body Armor: The hero equipped with Body Armor gains enhanced protection against both physical and energy assaults, although it
does not shield against attacks that bypass Body Armor, such as magic or mind control. The Body Armor absorbs damage up to the
Power Rank number, with any surplus damage deducted from the hero's Health. Typically, Body Armor is less effective against
energy and edged attacks, usually by -2CS unless specified otherwise.
Body Armor can manifest in various forms, ranging from natural resilience like thick skin to sophisticated battle armor. The
appearance and nature of the armor are customizable by the player, offering a creative opportunity to design a distinctive hero.
Additionally, this Armor can serve as the foundation for other Powers, providing a thematic basis for further abilities.
Water Breathing: The hero possesses the ability to respire underwater effortlessly, requiring no specific Power Rank. Additionally,
they can perceive clearly underwater and endure extreme depths without discomfort. As a natural extension of this aquatic
adaptation, the hero can take the movement Power Swimming as their next Power automatically.
Absorption: The hero endowed with this Power possesses the remarkable ability to absorb specific types of damage, such as fire,
cold, energy, force, or Slugfest. When subjected to attacks of the chosen type, the hero sustains no harm; instead, the energy from
such attacks is utilized to replenish lost Health. Remarkably, this restorative process can even exceed the hero's initial Health level,
effectively supercharging their vitality. The maximum threshold for this surplus Health is equivalent to the sum of the hero's original
Health and the rank number of the Absorption Power. Any subsequent damage incurred while in this "supercharged" state is
deducted from the excess Health first, ensuring optimal resilience against the chosen type of assault.
Regeneration: The hero possessing this extraordinary Power experiences a remarkable rate of regeneration, restoring their
Endurance Rank worth of Health every ten Turns, roughly equivalent to a minute, granted they remain at rest and avoid sustaining
further damage. However, for the regeneration to occur, the rest must be uninterrupted and complete. Even if the hero's Health is
depleted to zero, they must still undergo a check for potential death based on the Kill column of the Battle Effects Chart;
nevertheless, they can regenerate even from such a dire state, provided they survive the ordeal.
Recovery: The hero endowed with this Power benefits from an accelerated recovery of lost Endurance. This ability can be
employed once per day, requiring a successful FEAT roll to restore one lost Endurance Rank. Additionally, as a supplementary
advantage, the hero gains the option to select any one of the nine resistance Powers delineated on the Resistance Powers table,
with the exception of Invulnerability.
Pheromones: Pheromones serve as a specialized variant of Emotion Control tailored to influence the pleasure centers of the
opposite sex. When activated, individuals of the opposite sex (based on the hero's gender) must make a Psyche FEAT against the
Power Rank of this ability as Intensity. Failure results in them being considered Friendly toward the character. However, Artificial
beings, robots, aliens, and those impervious to olfactory stimuli or immune to the effects of pheromones remain unaffected. It's
important to note that even individuals deemed Hostile may still experience attraction to the character, but this sentiment won't deter
them from pursuing nefarious intentions, unless the hero avows their love and agrees to join in their villainous activities.
Life Support: The hero possesses the ability to endure extended periods without air or water. This Power is inherently superior to
the hero's Endurance by at least one Rank; if initially lower, it's elevated to match the Endurance Rank. The Life Support Power's
numerical value indicates the duration the hero can withstand hostile environments (like a volcano) before necessitating Endurance
FEATs for survival.
Healing: The hero possesses the ability to replenish lost Health and Endurance Ranks in others, excluding themselves. The Power
Rank denotes the maximum Health that can be restored within a day. Additionally, the hero can recover one lost Endurance Rank
daily. Each attempt at restoration requires a Power FEAT roll. Failure results in no healing and a loss of Karma equal to the Power
Rank. Healers are particularly reliant on Karma, as those lacking it cannot perform healing.
APPENDIX I: MIND & MAGIC
Blern
PSIONICS
In HEORIC RPG Psionics represent a category of powers that stem from mental abilities beyond the usual range of the human
mind. Psionics in this game encompass a wide range of powers that can affect minds and the physical world in ways that mimic
telepathy, telekinesis, and other phenomena often associated with "psychic" abilities. Here's a breakdown of how Psionics work
within the game's mechanics and narrative context:
MAGIC
In the HEROIC RPG, Magic represents a category of powers sourced from mystical energies and ancient spells, allowing characters
to perform feats that defy the laws of nature. This framework for magic within the game is broad, encompassing everything from
spellcasting and summoning to enchantments and divination, reflecting the diverse magical abilities seen in the Zenith Universe.
Here's an overview of how Magic works within the game's mechanics and narrative:
NARRATIVE CONTEXT
Magic in the HEROIC RPG is a versatile and powerful tool that adds depth to the gameplay and story. Magical characters can come
from a variety of backgrounds, including sorcerers, gods, beings with mystical abilities, or beings from other dimensions. The use of
magic can introduce unique plot elements, such as quests for ancient artifacts, battles against dark sorcerers, or the defense of the
mortal world against otherworldly threats.
The narrative potential for magic is vast, allowing for stories that explore themes of power, responsibility, and the mystical unknown.
Characters may face moral dilemmas related to the use of magic, deal with the consequences of spells gone awry, or explore the
balance between the mystical and mundane worlds.
Overall, Magic in the HEROIC RPG offers players the opportunity to engage with the game in imaginative and dynamic ways,
leveraging the rich lore of the Zenith Universe to create compelling stories of heroism, sacrifice, and adventure.
APPENDIX J: EQUIPMENT, VEHICLES, & HEADQUARTERS
Here are the basics for how equipment, weapons, and other devices/items work in HEROIC. This is by no means an exhaustive
section on this, it is merely a simple overview to give you ideas and basics.
Coming soon is The Armoury, and entire sourcebook dedicated to gear for use in HEROIC, but for now this should cover your basics
and with the HQ rules, your bases too.
MATERIAL STRENGTH
Material Strength: Every object is made from something. That means it has a physical quality we call Material Strength. This is the
Rank of the matter from which it is composed. The Material Strength of an object reduces the damage it takes from Physical
and Energy attacks.
Note however that certain attacks ignore the hardness of a specific object partially or completely, for example Fire is effective
against Wood.
Please see the following chart some examples.
MASS
The Mass of an Object indicates what Strength Rank is needed to lift it. Assume that any object whose mass is less than a
character’s Strength can be easily lifted by them. If the mass is equal to or higher to the Strength Rank, however, they will need to
make a Strength FEAT to carry or throw the object. On a failure, it cannot be picked up this round, but your character can try again
on your next Action. On a success, they can carry it around for the rest of the Scene, or until it is put down. If thrown, another FEAT
is required to pick it up again. (Note: For using a picked-up Object as an improvised weapon, see the Combat Rules.)
In addition, Mass functions as the Health of an Object: any damage that gets past its Material Strength is subtracted from its Mass.
An Object reduced to below 0 Mass is completely destroyed and cannot be repaired. A damaged Object is considered to have a
hole proportional to its lost Mass (so for example, a wall that has lost one third of its Mass will have a hole one third of the wall’s size
on it.)
Gear that has been damaged has a chance of losing some or all of its Qualities, as determined by the Narrator. Cost will almost
always be reduced. It is possible to aim at a specific part of the Gear to cripple it, for example shooting at wheels to stop a car, but
there is a proportional penalty to the attack depending on how small the target area is. For rules on fixing and making devices, see
Kit Bashing.
GEAR
Gear is any object carried by a character. Each character can carry a maximum combined Mass equal to one Rank less than their
Strength Rank. All Gear (except Armor and items strapped to the hero) are subject to being snatched away. Nearly any piece of
Gear can be attacked during combat.
There are three types of Gear: weapons, armor, and equipment. In addition to the three basic Qualities of all Objects (Material
Strength, Mass, and Cost) each has other Qualities. Weapons are used to cause damage, armor protects the user, and equipment
provides a variety of other effects.
WEAPONS
While most heroes avoid the use of weapons (unless it is their theme/idiom), police, government agents, private security,
paramilitary, military, and even villainous secret societies often use them. The Weapons Table below gives a variety of weapons that
characters can purchase. Some heroes, and villains, often carry similar weapons but usually those should be designed as a power,
unless they are just a using weapons at hand, or a super-mercenary/assassin.
Note that various Talents give bonuses with weapons. See Talents.
Table X.XX Weapons
Name Cost Range Damage MS Notes
Assault Rifle GD EX GD GD Shooting Attack
Blaster EX RM EX GD Shooting Attack/Energy
Blunt Weapon Var. - +1CS Var. Blunt Attack; Maces, hammers, etc…
Bows PR TY TY PR Shooting Attack/Edged
Edged Weapon Var. - +1CS Var. Edged Attack; Axes, hatchets, etc…
Knife FE T GD EX Edged Attack/Throwing Edged
Pistol PR PR GD EX Shooting Attack
Rifle TY TY EX GD Shooting Attack
Shotgun TY PR EX GD Shooting Attack
Spear FE T GD GD Edged Attack/Throwing Edged
Sword GD - GD Var. Edged Attack
Stun Rifle EX EX RM PR Special; Stun Attack
Thrown Object Var. T M/S Var. Throwing Blunt; Rocks, bottles, etc…
T = Weapon can be thrown-see Throwing Table.
Var. = Weapons have various prices and materials.
+ 1CS = Inflicts damage equal to the attacker's Strength + 1 CS.
M/S = A thrown object can inflict its material strength or the attacker's Strength, whichever is lower.
• Price: This is the Resource rank of the weapon. Weapons of higher than Excellent (20) rank will not be found in
common outlet stores at the mall, but through special dealers (some of whom work for the government, some of
whom work illegally).
• Range: This is the maximum range of the weapon based on the Power Range Table X.XX.
• Damage: This is the standard damage of the weapon.
• Material: This is what the weapons is made of, for use in breaking it, if need be.
• Notes: If it has special abilities or odd attacks, and what type of attack the weapon requires.
This is by no way an exhaustive list of weapons, but just something that is there to provide inspiration for your needs. Feel free to
make up your own weapons to fill in the blanks.
ARMOUR
Armor is any wearable suit that protects the wearer with its Material Strength Rank.
Table X.XX Armor
Armor Descriptions Mat. Str. Price
Makeshift Armor Hardened or studded leather PR04 FE02
Tactical Armor Police vest, chainmail TY06 GD10
Combat Armor Heavy riot gear, state-of-the-art armor GD10 EX20
Mechanized Infantry Armor High-tech combat armor EX20 IN40
This should not be confused with Power Armour, which is a Technology based power.
It should be noted that Armor tends to protect against Force, Blunt, and Edged attacks at Material Strength value, but unless
specially treated or constructed, is -2CS vs. Energy attacks.
EQUIPMENT
The list of possible Equipment is very extensive. Most have some unique Quality. Examples include:
Found on this table are several other items that do not normally fit under the classification of weapon. They include common tools,
modifications to weapons and vehicles, entertainment items, and others.
• Fire Extinguishers inflict no damage normally, but against fire are of Good Intensity (eliminate fire of Typical Intensity or
less in the same area on a Green FEAT, of Good Intensity on a Yellow, and up to Excellent on a Red). Against characters
with flaming Powers the extinguisher causes a FEAT roll against that Intensity to retain flame.
• Fire Hoses have been used as riot control devices and inflict Good Blunt attack (no Kill) at a range of one Area and can be
considered as Fire Bursts. Against fire and flaming characters, the water from a fire hose is considered Remarkable
Intensity.
• The Silencer is a device that may be added to any pistol or rifle which inflicts damage on the Shooting Weapons Table,
(p.XX) excluding the gyro-jet and all lasers, as well as all stunning and concussion weapons. The silencer operates by
dispersing the gasses from the shot that creates the crack of the pistol. Using a silencer reduces maximum Range by one
Rank for the weapon and unlike what is portrayed in movies they are not noiseless. Yet, anyone with normal hearing that
is farther away than five Areas from the weapon when it fires must make an Intuition FEAT to hear the shot and know its
general location.
• Sniper Sights are built into the sniper rifle and the target pistol or added to any other weapon to eliminate the penalty for
Range for weapons (Not applicable for Beyond Visual Distance). The user of a weapon with a sniper sight automatically
goes last in the round. Its use is considered illegal.
• Infrared Sights are a modification like the sniper sight that may be used for any shooting weapon. These sights permit the
user to see up to five Areas away in the dark. Fooled by thermal camouflage.
• A Tripod includes all devices used to steady a rifle, automatic rifle, assault rifle, or machine gun to aid in its firing, and may
be used by laser, stun, and concussion versions of those weapons. A weapon with a tripod receives a +1CS to hit,
provided it is resting on the ground or other steady surface.
• Flashlights are common to all readers. The normal flashlight is the type most common, with a plastic or metal body. The
Halogen flashlight has a brighter bulb and more concentrated beam, and Blinds when purchased with a more powerful
Intensity. Normal flashlight has a Range of two areas, the halogen three.
• Infrared Goggles are like infra-red gunsights; these permit adequate vision up to five Areas away in dark areas. Fooled by
thermal camouflage.
• Polarized Lenses are goggles that provide Good Resistance to light attacks. If exposed to a bright light, they darken for
one round, then lighten to allow normal sight.
• Mace/Pepper Spray is a small one Area weapon that shoots a mist of Typical Intensity tear gas at a single target adjacent
to the user. It does not require an Agility FEAT to hit, though the target must make an Endurance FEAT to avoid the
effects.
• The Gas Mask allows the wearer to breathe and act normally in conditions of smoke, tear gas, or knockout gas. It does
not allow clear vision in these conditions however, only normal movement.
• “Asbestos” Suit is any flame-resistant suit used by firemen and others dealing in fiery and high temperature situations. It
provides Remarkable protection from heat and fire and is made of Good material.
• Ballistic Cloth is a light-weight material worn by elite agents and paramilitary. It provides Typical protection from Physical
attacks, Excellent protection from heat and radiation.
• Radiation Suits are used by technicians exposed to high radiation situations, and are of Good material, lined with lead.
They provide Incredible protection against radiation.
• Flare Pistols fire a burning charge that lights the sky, either to provide illumination (lighting all areas within three) or as a
signal device (fired ten floors straight up). Used as a weapon, the device has a range of two Areas, and inflicts Good
damage. The charge is incendiary and will ignite flammable material.
• Camera represents the standard photographer's tool. More expensive versions are available with higher definition.
Camera accessories would include film/data card (Feeble cost), flash (normal or halogen, as flashlight), and special lens,
such as telephoto lens (Good cost).
• The Personal Computer listed here is the type commonly available to most Americans in the 198Xs, and is a tool, not an
artificial intelligence, unlike some more powerful computers. The personal computer may be considered to have Poor
Reason for problem solving and analysis as it is only as smart as the information placed inside it. At Excellent Cost, the
user can get a modem that links their machine into a net with other machines.
• Caltrops are small, dart-like jacks that are scattered to avoid pursuit. They inflict Poor Edged attack on those that step on
them (but are non-lethal -- no Kill results). For road and off-road vehicles that use tires, the caltrop acts as an Edged
attack of Excellent damage, and immediately forces a Control FEAT.
• Handcuffs are a standard restraining device used by the police forces of the world to help detain criminals in custody.
They are made of Excellent material.
• Inhibitor Bands interfere with the use of natural abilities, including those of mutants and altered humans. The hero suffers
a -5CS on all FASE Abilities and a - 5CS on the use of all Powers. Talents and RIPD Abilities (but not Powers) remain
untouched. No ability may drop below Feeble. Technological and magical Powers are not affected. They normally are only
provided to law enforcement or built by gadgeteers but might be available in certain circumstances for purchase.
• Nullifier Bands interfere with the working of high-tech power suits in much the same way as Inhibitor bands affect innate
Powers. If the Strength of a character wearing a suit of Powered Armor drops to SH0, the suit freezes up and your
character is immobilized. They normally are only provided to law enforcement or built by gadgeteers – they would only be
“on the market” for story reasons.
• The Stasis Ray is an expensive device that often shows up in the defenses of mastermind villains. It projects a ray of
Monstrous Intensity stunning, and those who are held by the ray are immobilized for as long as the ray is in effect. It is
rarely portable and requires a massive drain of power to maintain. It has been used by futuristic geniuses such as
Marvel’s Kang the Conqueror.
• The Spear Gun is like the crossbow in statistics but may fire its bolts underwater for their full distance without penalty.
• Scuba Gear allows the wearer to breathe tanked air for two hours and dive to moderate depths in the ocean. The hoses
and mask are made of Good material, and the tanks are made of Remarkable material. If the tanks are punctured, they
will explode for Remarkable damage to all in the same Area.
• Roller Skates allow the hero to move as if Endurance was three Ranks higher.
• A Rocket Pack, worn either as a belt-pack or a backpack, allows the wearer to fly at Excellent speeds. All limitations on
flight apply to the wearer, and Agility FEATs required are at -1CS.
• Tool Kit: Contains a small assortment of common tools which gives +1CS to Repair attempts.
• Thieves’ Tools: Thieves’ Tools loosely pertains to easily hidden picks and wires – or gun-like devices, shivs and other tools
that are commonly illegal without a proper permit. They give +1CS to Agility when opening doors to houses or vehicles.
More specialized tools such as safe-cracker tools are needed for different targets.
• Portable Computer Interface: A portable computer interface is a small, specialized device that gives +1CS to Hacking
attempts.
• Parachute: Normal parachutes can save people from the damage caused by falls from great heights whereas sports
parachutes allow one to fall safely from practically any height. They are the same cost in HEROIC and it’s up to the
Narrator if there needs to be further rules for them.
• Binoculars – Hand-held device used to give a character a magnified view of an area. Using binoculars gives your
character a+1CS bonus to vision-based FEATs.
VEHICLES
Vehicles in HEROIC range from your everyday compact car to space shuttles and interstellar liners. The rules we present here are
just an overview and should not be considered an exhaustive treatise on the subject.
The following table shows a variety of vehicles for use in the game. Like characters, vehicles are described by a group of ability
ranks. In the case of vehicles, different abilities are use;
• Price: This is the Resource rank Intensity for purchasing the vehicle. Note that anything with a Price higher than
Remarkable rank is only available through special dealers or custom manufacture.
• Control: This is how well the vehicle handles in a turn or maneuver. It is the equivalent of Agility for the vehicle.
• Speed: This is how fast the vehicle moves, land, sea, or air... or beyond!
• Body: This is the material strength of the vehicle. Note that this is not armour, even if the amount of Body listed for the
vehicle provides to those within from attacks. It is ablative, meaning as the Body takes damage, it goes down until there is
none left and the vehicle is destroyed.
Vehicles move in essentially the same manner as characters. The speed is the maximum safe movement a vehicle can move at.
They can move any number of areas up to their maximum speed (see movement chart X.XX). Most, but not all, can reverse at half
movement rate.
The majority of vehicles can travel only in particular types of terrain, water, air, land, etc… When doing difficult or unexpected
movements with a vehicle, the Narrator should call for a Control FEAT vs. the Difficulty of the situation. A Control FEAT is the same
as an Agility FEAT, using either the Control of the vehicle or the Agility of the driver, whichever is lower.
Maneuvers which demand control FEATs could include making a 180 degree turn in a single area, blasting through a narrow
opening at top speed, and other stunts seen in high-speed chases in the movies. Let common sense prevail though, the impossible
is impossible, but if merely difficult (landing a private plane on a busy city street), then a control FEAT is needed, possibly many.
Failing the FEAT means losing control of the vehicle. Vehicles out of control will continue in the general direction they were going for
at least one round, and then hopefully stop entirely in the next round. If there is an obstruction in the area they’ve moved into, they
hit it.
If a vehicle hits another object or person, consider it a Charging attack against the target. In the case of objects, use the item's
material strength as body armor. In cases of people, use the target's Body Armor or Strength as the resisting Intensity.
• If the crashing vehicle takes equal damage to the damage it inflicts on the other object, the occupants take no damage.
• If the damage is greater than the Body rank, the passengers are hurt as well, taking all the excess damage.
• Regardless of whether the vehicle takes damage or not, the passengers must check for a stun result.
Due to the severity of crashes, most heroes try to avoid being caught in their cars. Instead, they will try to exit a vehicle that is going
out of control. This is an Agility FEAT, vs. the Difficulty of the Control roll. Failure results in the same damage and stunning as if they
had remained in the car.
If a vehicle is attacked, its Body rank functions the same as body armor-it is subtracted from all damage, but unless it is specifically
armoured, this is ablative and can run out and destroy the vehicle. Bullseye results can hit specific unprotected targets such as
passengers, tires, or engines, ignoring the body of the vehicle. If the damage taken by the vehicle exceeds its Body, it no longer
functions. If it is still moving at this time, it will crash.
TYPES OF VEHICLES
Motor Vehicles: Motor vehicles are the most common vehicles characters will encounter. They include everything from trains to
buses to cabs. Motor vehicles noted as off-road vehicles suffer no penalties for moving off-road.
Aircraft: Aircraft are rare in the city, but still occur. Most of the time in flight, aircraft are at their maximum speed-dropping below that
speed will require a Control FEAT to avoid crashing. The exception to this is taking off and landing from a prepared site (like an
airstrip). Landing someplace that is not prepared for aircraft (such as a city park) requires a Control FEAT. Some aircraft are noted
as VTOLs (vertical take-off and landing) and do not require Control FEATS to land in odd areas.
Watercraft: Watercraft are basically boats. When a boat has no more Body, it begins to sink. Large ships are noted as being
compartmentalized-they are divided into separate watertight compartments. When a compartmentalized ship is holed, the control
and speed are both reduced by -1CS. Only when control and speed are reduced to O (by multiple reductions of body to 0 in different
locations) does the ship begin to sink.
Table X.XX Sample Vehicles
Name Price Control Speed Body Notes
Car, Sedan RM TY GD GD -
Car, Compact EX GD GD PR -
Car, Luxury IN PR GD EX -
Car, Police RM GD EX TY -
Motorcycle EX GD EX FE -
Armoured Car IN PR TY RM Has EX Body Armor
Tank AM EX TY IN Has RM Body Armor
Private Plane IN TY AM FE Air Vehicle
Corporate Jet AM TY AM PR Air Vehicle
Commercial Jet MG GD MG TY Air Vehicle
Military Jet MG EX SP TY Air Vehicle, May have VTOL
Rowboat TY GD TY FE -
Motorboat GD EX EX TY -
Speedboat RM GD IN TY -
Ocean Liner MG GD TY RM Compartmentalized
HEADQUARTERS
From 4C Expanded by James F. Keck, Adapted with Permission for HEROIC
Does your character simply roam the streets day and night looking for trouble, taking catnaps on park benches to get a little rest?
Chances are, that isn’t the way you want your character to be.
Every hero needs a place to hang their cowl at the end of the day. A headquarters is a place where the characters can regroup after
a grueling day of battling the bad guys and study up on their next big adventure. It should be a place of security and peace for the
characters.
They are usually technological but can be mundane or even mystical (or a combination). Like all Objects, they have Ranks in
Material Strength, Mass, and Cost. In addition, they have the Space Quality, which equates to the number of Areas it has - based on
its Rank Other Qualities an HQ might have include the following item categories.
• Security Systems • Medbays
• Special Defenses • Necessities
• Alarms • Life Support Systems
• Computer Systems • Battle rooms or Gyms
• Garage • Secret Entrances and Exits
• Mobility • Special Access
• Laboratories • Staff
• Living Quarters • Power
Areas of the HQ can be arranged in any way desired, as long as they are interconnected. This is usually a vertical building but can
be a ground-level complex or even a subterranean one. Access between floors is usually via stairs or elevators (both are free, but
elevators require Power).
A Computer System allows many other systems to operate under a set of instructions. They can still be used manually (or hacked).
They usually have internet access as well.
• A.I.: These are self-aware computers capable of running the HQ by themselves. Usually loyal to the owner though they
might rebel, be hacked, or infected by a virus. The Mystic equivalent is a spirit, making the place effectively a “haunted
house” though not necessarily an evil one.
Mobility is an extremely rare Quality in most HQs, but some have it. It works the same as Movement does for Vehicles, but some
limitation always applies (only in emergencies, only in orbit, teleports randomly). If an HQ is no more than a common vehicle, use
those rules instead.
Living Quarters: Almost all HQs have rooms for permanent members, staff, or guests. Each has a bed and possibly a bathroom,
though most HQs have a single shared bathroom.
Necessities: All currently inhabited HQs have things like food and water. These must be replenished regularly (water might be
tapped from a well though). A Mystic HQ might have infinite supplies.
Life support Systems: In areas of extreme hazards (in permafrost, underwater, in space) these are necessary.
Secret Entrances and Exits: These are disguised openings that allow access to a hidden HQ. These are free and you can have as
many as you want - the Rank is for purposes of fooling search checks. If desired, a door can be one-way - either entry or exit but not
both. Mystical ones might be hidden by illusions instead and might teleport people inside or out.
Special Access: HQs with restricted access often have these on their entrances. Team members might need a special key, or a
code, or a personal identification (card, thumbprint, retina scan, DNA sample). A Mystic door might ask characters a riddle.
Staff: Some HQs have a dedicated staff running things and doing maintenance. These are usually large ones belonging to
corporations, the government or villain organizations. How loyal, trained (and paid) the staff are will obviously be up to the Narrator.
Power: Any HQ with technological systems must have a Power source. Now, this can be just local Power (but the owner must pay
for it like anyone else). But most have their own. Solar Power (with energy reserves at night) is uncommon in 198X but still
available. Some use more Powerful but riskier ones, like fusion generators. All Power sources are subject to being sabotaged by
enemies. A Mystic HQ does not usually need a Power source (it's assumed to just be magical) though one can be assigned for
flavor e.g. maybe it's Powered by the ghost that haunts it.
Table X.XX Sample Headquarters
Name Material Mass Space Other Qualities Cost
Strength
Castle GD10 UN100 IN40 Alarms, Garage, Living Quarters, IN40
Necessities, Secret Entrances and Exits,
Staff
Military Camp EX20 UN100 EX20 Security Systems, Alarm, Computer AM50
System, Garage, Laboratory, Living
Quarters, Necessities, Special Access,
Staff, Power
Mystic Mansion PR04 AM50 GD10 Special Defenses, Alarm, Meditation RM30
Room, Mobility, Ritual Room, Living
Quarters, Necessities, Secret entrances
and Exits, Special Access, Staff
Superhero/Villa EX20 UN100 GD10 Security Systems, Alarm, Computer IN40
in HQ System, Garage, Laboratory, Living
Quarters, Necessities, Special Access,
Power
Getting an HQ: Any PC can start the game with a HQ by buying the Headquarters Quirk. They are limited to an HQ they could buy
with their Resources (see COST, p.XX). They may design it themselves or let the Narrator do it for them (the Narrator has final
approval in any case).
HQs can be gained during play. Again, they can be bought, or built using the PC’s Powers and skills if they are able. They may be
granted use of an existing one if they join a team or organization, or even given their own as a reward. And they can always use an
abandoned one they found (though these usually come with plot complications) or even take over a villain’s HQ after they are
arrested or killed (again, beware of complications like the villain coming back to claim its property).
Costs: Here we break down the monthly Costs associated with the suggested buildings (and their contents) for characters or
groups to be able to purchase a HQ of their very own. The lists on the following pages will have building with their standard number
of rooms, and the cost of renting or purchasing the space. The difference in whether a location is for rent or sale is up to the Narrator
and their campaign setting, but it doesn’t matter in game mechanics one way or the other.
Table X.XX HQ Size & Contents
Rank Size & Contents
A secret room in an apartment or a storage locker. May include a computer
TY06
and basic lab. Nothing sophisticated.
An apartment or van. A home gym would be appropriate. Maybe one piece
GD10
of advanced technology.
A house or RV. A few dedicated rooms serve as an armory, a brig, or other
EX20
specialized duty. May include a garage.
RM30 A mansion. Sprawling, spacious, and loaded with extras.
A compound. Multiple buildings behind a sturdy fence or wall. A character
IN40
with a headquarters of this size most likely does not have a secret identity.
A skyscraper. Some floors may be rented out as offices or apartments but
AM50
most of the building is dedicated to the character’s pursuit against crime.
An orbital complex, subterranean city, inter-dimensional residence, or other
MG75+
highly unusual and/or massive complex.
• Apartment, Large - A large apartment can be a simple large one room studio to a sprawling five room suite with plenty of
space to set up all sorts of Equipment. This type of headquarters would be suited for small groups of characters (two -
four), with the cost of renting split between them.
• Apartment, Small - This sized apartment would work well for the lone wolf character, or maybe a pair of heroes. It would
be large enough to accommodate some modest amounts of Equipment.
• House - This would be a standard sized home found in neighborhoods throughout the world. A house would have three to
five large rooms that could be furnished with various types of Equipment. Many houses also have attached or detached
garages that could be made into a separate training room or other Equipment storage space, as well as a place to park
your battle wagon! A house would be very comfortable for one or two heroes but will accommodate a medium-sized group
of up to eight.
• Mansion - A mansion is an exceptionally large house or manor with several spacious rooms that could be made into
training spaces, information centers, or laboratories. Some manors also have multi-bay garages that could also be
converted for training or other purposes. A mansion would be an ideal headquarters for medium to large-sized groups of
up to twelve heroes.
• Compound - This would be an area like a military training camp or a distribution warehouse facility with fences and
several medium-sized buildings that could each be utilized for various types of training facilities, garages, and large
storage areas. A compound would likely have to be manned by a small group of regular personnel to provide security or
maintenance duties unless the heroes would prefer handling those things themselves. A compound would be great for
large groups of up to twenty or so heroes and would be perfect for use as a training facility for new recruits.
• Skyscraper, Floor - This would be an entire floor of a hi-rise building, almost always the penthouse. It can accommodate
large groups of heroes (10-15) with several rooms for training and Equipment storage. In most cases, the penthouse will
have rooftop access with landing pad facilities for helicopters or other air-type vehicles.
• Skyscraper, Suite - A suite in a skyscraper would be one section of a floor, either a corner or one half of a floor. The
space would be adequate for a large team of heroes (8-12) with plenty of room for training areas and Equipment. Roof
access might be available with a skyscraper suite.
• Complex - A complex could be any large space that could cover several blocks of a city to an orbital space station, or an
even more out of this world area such as an extra-dimensional construct created through magic or other cosmic forces.
This would be an awesome space for use as a training facility for armies of superhero types, with housing for up to one
hundred or more.
• Secret Room - This space would be tight quarters with room for a few small pieces of Equipment. It would likely be in
apartments or a small house and would only be suited for one or possibly two heroes.
• Vehicle, Large - Though somewhat funny sounding, many heroes would prefer having a mobile base of operations that
can be driven from place to place depending on where Fate takes them. An HQ as a vehicle is different than a normal
vehicle mainly due to the more stationary nature of it and special areas inside. A large vehicle like an RV or semi with a
cargo trailer could provide a very small group of heroes (two - six) with a flexible platform to operate out of with enough
space to haul moderate Equipment to their destination.
• Vehicle, Small - Having a vehicle that can store a decent load of Equipment for one or two heroes just makes sense. A
smaller vehicle such as a van or delivery truck would fit the bill here. Your character wouldn’t be able to live out of the
vehicle on a consistent basis, but it would be comfortable sleeping space for a few nights away from home. Usually, the
first HQ for the more destitute hero or villain.
MEDBAYS, BATTLE ROOMS, AND COMPUTER LABS - OH MY!
So, you have your character’s headquarters, now what do you want to fill it up with? A base of operations is only as useful as the
Equipment that the characters have available to them. The following list offers groups of Gear that characters may want to fill the
spaces with. If you don’t see the Equipment they are requesting, use these suggestions as a guideline to put together what they
want at an equivalent price.
• Armory - This is a space or room where the characters can hang their holsters and other hardware. It might contain
storage safes to secure weaponry, a reloading center, and a weapons repair station.
• Battle Room - A battle room is a place within the headquarters with a virtual combat environment that the characters can
practice using their Powers and tactics. Battle rooms are normally found in secure areas that don’t pose a threat to
passersby should things within the room get out of hand. Battle rooms are only available in Mansions or larger
buildings/complexes.
• Laboratories are for research and development purposes. They may be used for criminal investigations as well. In a
Mystic HQ this might be a Ritual Room instead for enchanting items or summoning creatures.
• Chemistry Lab - Characters can use a chemistry lab to create special polymers for use in uniforms, or
weaponry. They can also use them to research mysterious residues left behind by unknown enemies. Using a
chemistry lab adds a +2CS bonus to a character’s Research skill when used.
• Electronics Lab - This is a workspace where the characters can repair or modify electronic Equipment. It may
also be used to study devices that they might stumble upon in the field.
• Computer Room - A handy room with anything from a laptop computer to large server racks that can crunch away at the
data that characters need to figure out their opponent’s next moves. A Mystical HQ might have a “Meditation Room”
instead, where Mystics can expand their senses, or consult a spirit or scrying object.
• Large - This lab would contain large servers that could compute detailed equations like those required for
space exploration or thorough chemical or medical analyses. A large computer lab adds a +5CS modifier to
characters using them for Computer Ops and Research skills.
• Moderate - A moderate computer lab would be equal to those found in law enforcement labs or in universities.
Moderate labs add a +3CS modifier to a character’s Computer Ops or Research skills.
• Small - A small computer lab consists of a personal computer or laptop with a few peripheral devices like
scanners or printers. They don’t have the massive computing Power of larger labs, but they can be utilized for
research and minor calculations. Small computer labs add a +1CS modifier to a character using the Computer
Ops or Research skills.
• Gymnasium - Some gymnasiums are nothing more than a simple room with a weight bench and punching bags. More
advanced gyms can have multiple machines to help focus on specific muscle groups, an actual gymnasium with a
basketball court, even spas to relax in after a hard workout.
• A Garage is mainly used to hold vehicles, but often are also used for maintenance and will be equipped accordingly.
Entrances/ exits (and in some cases, lifts) must be included.
• Secrets - Note that a secret HQ must have a Secret Entrance large enough for the vehicles as well.
• Maintenance Bay - This is an area, usually found in a garage, where characters can work on damaged body
armor or vehicles. It can be a simple workbench with a decent tool chest to do basic mechanical work, or it can
be an advanced workspace that has many of the tools and diagnostic devices necessary to effect repairs on
various types of technological Equipment.
• Medbay - After a hard day of fighting the bad guys, it’s nice to be able to come home and have the resident medic patch
up the team. Medbays can be a simple small room with a couch and some cabinets containing bandages, medicines, and
some basic surgical Equipment to stitch up bullet holes, or they can be advanced medical facilities with all the monitors
and supplies necessary to perform major surgeries. It’s all a matter of what your character or team can afford.
• Basic - The basic medbay is little more than what one might find in a doctor’s office or standard ambulance
vehicle. A small couch or stretcher, and a stock of basic emergency medical supplies and medicines to quickly
patch up a wounded character. Any major medical needs would have to be performed in an actual hospital.
• Advanced - An advanced medbay has all the medical Equipment necessary to perform more serious repairs
and surgeries that a character may need after a battle or accident. This type of medbay is comparable to an
emergency facility in an actual hospital.
• Panic Room - This is a secure location usually located in a basement or, at the very least, central area of the
headquarters. A safe room is a place where the team can fall back to when things go south. It can be a simple small
chamber that is fire and bulletproof and might have enough food and water to allow a few folks to survive inside for a few
days or more. Larger safe rooms can be strong enough to survive aerial bombing, possibly even nuclear, and may also be
big enough to accommodate dozens of extra people. This room may be combined with one of the other rooms that the
characters might be using for other purposes, like a computer lab or armory, or even a medbay.
• Security Center - Simple security centers will be a small room with one or two computers and monitors that are
connected to a few security cameras placed around the building in strategic locations. More advanced security centers
can have multiple computers and monitors with connections to city-wide security systems, or with satellite access to be
able to search for targets almost anywhere in the world.
• An Alarm is anything that detects intruders. This can be anything from sensors activated when a Special
Access is wrongly activated, broken, or hacked, to more sophisticated things such as motion-sensors and laser
“triggers”. Alarms can be loud or silent (alerting only specific systems or areas). A mundane HQ might use a
tripwire-activated bell, while a magical one might use a talking Object or spirit.
• Security Systems damage or incapacitate intruders with Rank-level effects. They can be either internal or
external (or both, but they must be acquired separately). They can be either activated manually or automatically
(in the latter case, an Alarm or Computer System must be included).
• Special Defenses are anything that protects the HQ and its occupants beyond its Material Strength. Examples
include Force Fields, Camouflage, and Invisibility.
• Robot - Preprogrammed, simplistic devices used as security guards or in danger rooms. It does not include robot PCs,
nor free-willed entities.
• The Standard Robot is only capable of simple tasks and has no special abilities other than to record what
transpires before its recorders and perform simple tasks. All Standard robot Abilities are Typical.
• The Sentry Robot has a bit more programming and firepower. It is programmed to identify hostile threats (that
is — anything not in its memory bank) and open fire. Sentry robots come equipped with Good Strength lasers,
though some may be additionally armed. All sentry robot Abilities are Good - unless Resources are used to
upgrade certain Abilities.
• The Task Robot is a robot specifically designed for a certain purpose, and its programming reflects that
purpose. Fire-fighting robots or the robotic opponents for training are examples of task robots. Such robots may
have one Ability at Remarkable level. All others are Excellent.
LAW ENFORCEMENT
BEAT COP
F A S E R I P D
Gd Gd Ty Gd Ty Ty Ty Ty
Health: 36 Karma: 20 Mettle: 24 Initiative: +1
Talents: Law Enforcement
Notes: Your basic street level law-enforcement officers. In large cities they normally patrol a specific area or beat.
Gear: baton(club), handcuffs, pepper spray, radio, std. issue revolver(pistol/6)
DETECTIVE
F A S E R I P D
Gd Gd Ty Gd Ty Gd Ty Gd
Health: 36 Karma: 23 Mettle: 32 Initiative: +2
Talents: Crimonology, Law Enforcement
Contacts: Crime
Notes: Detectives are the investigators of law enforcement. They delve into heinous, larger scale, and repeat crimes around the city.
Gear: handcuffs, pepper spray, police vest(tactical armor-body only), radio, revolver-concealable(pistol/6)
SWAT OPERATIVE
F A S E R I P D
Ex Gd Gd Ty Ty Ty Gd Ty
Health: 46 Karma: 25 Mettle: 28 Initiative: +1
Talents: Law Enforcement, Weapons(Guns)
Notes: Special Weapons and Tactics teams are mobilized by the police to handle the most volatile situations. These officers are
highly trained and armoured, more so than usual for super powered threats.
Gear: armaments (choose one – shotgun/2, sniper rifle, or submachine gun), flash and or tear gas grenades(2), gas mask, knife,
pepper spray, tactical armor.
MILITARY
OFFICER
F A S E R I P D
Gd Gd Ty Gd Ty Gd Ty Ex
Health: 36 Karma: 26 Mettle: 42 Initiative: +2
Abilities: Leadership, Military, Weapons(Guns)
Notes: The military loves structure and officers sit at the top, be it a colonel over a battalion, a captain over a company, or a sergeant
over a small squad. These men have risen through the ranks and with that experience are capable leaders.
Gear: binoculars, handgun/9, tactical armor(body only), radio
SOLDIER
F A S E R I P D
Ex Gd Ty Gd Ty Ty Pr Ty
Health: 46 Karma: 15 Mettle: 22 Initiative: +1
Abilities: Military, Weapons(Guns)
Notes: Soldiers are the enlisted men making up the ranks of a country’s military, in the US they might serve any of the 5 branches.
They are trained for conflict and outside of basic infantrymen, will usually have a specialization or job.
Gear: assault rifle, handgun/9, knife
SPECIAL FORCES OPERATIVE
F A S E R I P D
Ex Gd Gd Gd Ty Gd Gd Ty
Health: 50 Karma: 19 Mettle: 32 Initiative: +2
Abilities: Autofire, Fast Draw, Martial Arts A/B, Military, Weapons(Guns)
Notes: Special forces operatives are the best of the best, they are called upon for the most dangerous and important military
operations. They’re highly trained, well-coordinated, and adaptable to almost any situation.
Gear: armaments (handgun/9) + (choose one – assault rifle, shotgun/2, or sniper rifle), flash and or frag grenades(2), knife, tactical
armor, radio
ANIMALS
ALLIGATOR
F A S E R I P D
Pr Gd Rm Ex Fe Fe Fe Fe
G Health: 64 Karma: - Mind: 8 I Initiative: (+1)
Abilities: Underwater Combat, Wrestling(Only +1CS to maintain a bite as a grapple, if maintained automatically hits on the next
turn). Movement is doubled while in water. Bite attacks count as Edged Attacks.
Notes: Alligators have large, elongated mouths lined with razor sharp teeth and operated by powerful jaws. It is difficult to break free
once in the grip of their mighty maw, where in the water one may find themselves victim to the aptly named “death roll”.
APE
F A S E R I P D
Ty Gd Gd Ex Fe Ty Pr Pr
G Health: 46 Karma: - Mind: 16 I Initiative: (+1)
Abilities: Power Striker, Apes climb at normal movement speed.
Notes: Apes are humanoid sized primates with that are typically very strong and athletic. They tend to live in familial units and when
threatened can go into a frenzy, unleashing crushing blows with their massive fists.
BAT, SWARM
F A S E R I P D
Gd Pr Fe Gd Fe Pr Fe Fe
G Health: 26 Karma: - Mind: 10 I Initiative: (+0)
Abilities: Damage Resistance - Blunt and Edged Damage Only(Ex20), Flight (Ty06), Super Senses “Sonar” - Blindsight(In40), Bite
attacks count as Edged Attacks. Attacks are at (-1CS) when reduced to half health or less.
Notes: The swarm is made up of many bats, anywhere from 10 to 20. This group functions as one entity, moving an attacking as a
single NPC.
BEAR, BLACK
F A S E R I P D
Gd Ty Rm Rm Fe Pr Fe Fe
G Health: 76 Karma: - Mind: 10 I Initiative: (+0)
Abilities: Wrestling(Only +1CS to grapple a target), Bite and Claw attacks count as Edged Attacks. Enhanced Senses -
Smell(Rm30).
Notes: Black bears are the most encountered member of their species, what they lack in speed, they make up for in sheer strength
and durability. If they’re not hibernated and they’re hungry, the best option is to steer clear.
BEAR, GRIZZLY
F A S E R I P D
Gd Ty In In Fe Pr Fe Fe
G Health: 96 Karma: - Mind: 10 I Initiative: (+0)
Abilities: Wrestling(Only +1CS to grapple a target), Bite and Claw attacks count as Edged Attacks. Enhanced Senses -
Smell(Rm30).
Notes: Grizzly bears are the largest and deadliest type of bear. They are extremely aggressive and territorial, anything that infiltrates
a grizzly’s realm is a potential meal.
BIRD, FLOCK
F A S E R I P D
Gd Gd Fe Ty Fe Pr Fe Fe
G Health: 28 Karma: - Mind: 10 I Initiative: (+1)
Abilities: Damage Resistance - Blunt and Edged Damage Only(Ex20), Flight (Pr04), Talon attacks count as Edged Attacks. Attacks
are at (-1CS) when reduced to half health or less.
Notes: A flock is made up of many birds, anywhere from 10 to 20. This group functions as one entity, moving an attacking as a single
NPC.
BOAR
F A S E R I P D
Gd Ty Gd Gd Fe Fe Fe Fe
G Health: 36 Karma: - Mind: 8 I Initiative: (+0)
Abilities: Moving at least half movement prior to attack grants (+1CS), Tusk attacks count as Edged Attacks.
Notes: Boars are scruffy looking wild pigs who possess a more powerful frame than their domesticated brethren. They have a long,
blunt, snout, with sharp tusks extending along beside it and protruding from the mouth below.
BOBCAT
F A S E R I P D
Ty Gd Ty Gd Fe Pr Fe Fe
G Health: 32 Karma: - Mind: 10 I Initiative: (+1)
Abilities: Bite and Claw attacks count as Edged Attacks. Enhanced Senses - Smell(Rm30).
Notes: Bobcats are wild cats that are about twice the size of a common housecat. These creatures can be very dangerous,
especially if encountered in a group.
BULL
F A S E R I P D
Ty Ty Rm Ex Fe Fe Fe Fe
G Health: 62 Karma: - Mind: 8 I Initiative: (+0)
Abilities: Moving at least half movement prior to attack grants (+1CS), Horn attacks count as Edged Attacks. Hoof attacks count as
Blunt Attacks.
Notes: Bulls are mature, male, cattle. They are incredibly strong, with well-defined musculature. They tend to be aggressive and
should be approached with caution.
CHEETAH
F A S E R I P D
Gd Ex Gd Gd Fe Pr Fe Fe
G Health: 32 Karma: - Mind: 10 I Initiative: (+1)
Abilities: Bite and Claw attacks count as Edged Attacks. Enhanced Senses - Smell(Rm30), Super Speed(Ty06) – Once initiated can
only use for 4 consecutive rounds, then must rest 30 minutes to recharge.
Notes: Cheetahs have long slim, streamlined bodies, which allow them to take long strides and reach great speeds. These large
cats are predators that can chase down almost any prey.
DINOSAUR, ANKYLOSAURUS
F A S E R I P D
Gd Ty In Am Fe Fe Fe Fe
G Health: 106 Karma: - Mind: 8 I Initiative: (+0)
Abilities: Armor(RM30), Can attack up to Shooting Distance: Medium with a physical tail attack (+1CS to damage).
Notes: The Ankylosaurus is a large quadruped who had an armored exterior, reminiscent of a modern day tank. These dinosaurs
were capable to ward of predators due to the increased protection and the bony structure at the end of their tails, which allowed
them to function as a club like attack.
DINOSAUR, BRONTOSAURUS
F A S E R I P D
Gd Pr Am Mg Fe Fe Fe Fe
G Health: 139 Karma: - Mind: 8 I Initiative: (+0)
Abilities: Can attack up to Shooting Distance: Medium with a physical tail attack. (+1CS) when attacking a prone opponent, treat as
Blunt Damage.
Notes: The brontosaurus was a massive quadruped with an elongated neck, these beasts are herbivores but should not be taken
lightly due to their size. They can utilize their long tales in a whiplike manner, giving them great length for attack.
DINOSAUR, PTERODACTYL
F A S E R I P D
Ty Gd Ex Rm Fe Fe Fe Fe
G Health: 66 Karma: - Mind: 8 I Initiative: (+1)
Abilities: Flight (Ty06), Bite and Talon attacks count as Edged Attacks.
Notes: Pterodactyls were flying dinosaurs. They are the largest known winged animal to ever exist. Much like modern day birds of
prey, these carnivores would swoop down and attack creatures below.
DINOSAUR, TRICERATOPS
F A S E R I P D
Gd Ty In Am Fe Fe Fe Fe
G Health: 106 Karma: - Mind: 8 I Initiative: (+0)
Abilities: Moving at least half movement prior to attack grants (+1CS). (+1CS) when attacking a prone opponent, treat as Blunt
Damage. Horn attacks count as Edged Attacks.
Notes: The triceratops was a large quadruped with long, deadly, horns protruding from the front of its head. They used these horns
to defend themselves against any would be attackers, or to protect their territory against perceived threats.
DINOSAUR, TYRANNOSAURUS REX
F A S E R I P D
Ex Gd In In Fe Fe Fe Fe
G Health: 110 Karma: - Mind: 8 I Initiative: (+1)
Abilities: Bite and Claw attacks count as Edged Attacks. Bite attack is (+1CS) to attack and damage.
Notes: The tyrannosaurus rex is often referred to as the king of the dinosaurs. These huge bipedal carnivores had a massive head,
which housed an equally impressive maw lined with razor sharp teeth. These creatures were the epitome of an apex predator.
DINOSAUR, VELOCIRAPTOR
F A S E R I P D
Ex Gd Ty Rm Fe Gd Fe Fe
G Health: 66 Karma: - Mind: 16 I Initiative: (+2)
Abilities: Bite and Talon attacks count as Edged Attacks. Pack Hunter: (+1CS) to attack and damage if within Shooting Distance -
Close Range of another velociraptor.
Notes: Velociraptors were small bipedal carnivores that were among the smartest dinosaurs. They were crafty hunters who utilized
speed and numbers to take down larger prey. Raptors should be approached with utmost caution.
EAGLE
F A S E R I P D
Gd Gd Pr Ex Fe Ty Fe Fe
G Health: 44 Karma: - Mind: 12 I Initiative: (+1)
Abilities: Enhanced Senses - Vision(In40), Flight (Pr04), Talon attacks count as Edged Attacks
Notes: Eagles are one of the deadliest and most majestic birds of prey. They soar through the skies in search of food and will swoop
down on prey of their own size or smaller. They are not normally aggressive unless threatened.
ELEPHANT
F A S E R I P D
Gd Ty In Am Fe Pr Fe Fe
G Health: 106 Karma: - Mind: 10 I Initiative: (+0)
Abilities: Moving at least half movement prior to attack grants (+1CS). (+1CS) when attacking a prone opponent, treat as Blunt
Damage. Tusk attacks count as Edged Attacks.
Notes: Elephants are huge quadrupeds that have massive tusks. They are somewhat intelligent which allows them to be trained to
be beasts of burden or even mounts. They have strong familial bonds and can become enraged at perceived threats to themselves
or their family.
ELK
F A S E R I P D
Gd Gd Ex Rm Fe Pr Fe Fe
G Health: 70 Karma: - Mind: 10 I Initiative: (+1)
Abilities: Enhanced Senses - Smell(Rm30), Moving at least half movement prior to attack grants (+1CS). Antler attacks count as
Edged Attacks.
Notes: Elk are the largest members of the deer family. They tend to avoid humans but will attack if approached or cornered. The
males are known to be aggressive, especially if defending a mate.
GORILLA
F A S E R I P D
Gd Gd Rm Rm Fe Gd Pr Pr
G Health: 80 Karma: - Mind: 18 I Initiative: (+2)
Abilities: Power Striker, Gorillas climb at normal movement speed.
Notes: Gorillas are large apes who tend to live in groups. They are fiercely protective of their home and troop. There is often one
dominant male in a troop, as such his Strength should be raised (+1CS) and 10 added to their health score.
HORSE, RIDING
F A S E R I P D
Ty Ex Ex Rm Pr Ty Pr Fe
G Health: 76 Karma: - Mind: 16 I Initiative: (+2)
Abilities: May make an additional Movement Action in a round for Free, this requires a Green Endurance Feat for each consecutive
round past 5. Each additional round adds (-1CS) to the check. Once failed they cannot move for 2 rounds.
Notes: Riding horses are large, four legged, animals that have been domesticated to serve as pack animals, pull wagons, or
primarily be utilized as mounts. They posses great speed and our extremely well-conditioned, making them ideal for long distance
travel.
HORSE, WAR
F A S E R I P D
Gd Gd Rm Rm Pr Ty Pr Fe
G Health: 80 Karma: - Mind: 16 I Initiative: (+1)
Abilities: Moving at least half movement prior to attack grants (+1CS).
Notes: Warhorses are bred for strength and durability, while being trained for combat. That makes them far less fleet footed than a
riding horse but a formidable adversary in a skirmish, especially when being ridden by a trained rider.
HYENA
F A S E R I P D
Ty Gd Ty Gd Fe Fe Fe Fe
G Health: 32 Karma: - Mind: 8 I Initiative: (+1)
Abilities: Bite and Claw attacks count as Edged Attacks. Pack Hunter: (+1CS) to attack and damage if within Shooting Distance -
Close Range of another hyena.
Notes: Hyenas are mangy, four legged, carnivores who are viewed as a nuisance to most due to constant raids of livestock. They
tend to scavenge from trash or animal carcasses but can prove dangerous if encountered in numbers and desperate for a meal.
INSECT, SWARM
F A S E R I P D
Pr Gd Fe Ty Fe Fe Fe Fe
G Health: 22 Karma: - Mind: 8 I Initiative: (+1)
Abilities: Damage Resistance - Blunt and Edged Damage Only(Rm30), Flight (Pr04) if flying insects, Bite attacks count as Edged
Attacks. Attacks are at (-1CS) when reduced to half health or less. Cannot get Stun or Kill results on attack.
Notes: The swarm is made up of many insects, anywhere from 100 to 200. This group functions as one entity, moving an attacking
as a single NPC.
KILLER WHALE
F A S E R I P D
Rm Gd In Rm Pr Gd Ty Fe
G Health: 110 Karma: - Mind: 20 I Initiative: (+2)
Abilities: Bite attacks count as Edged Attacks. Pack Hunter: (+1CS) to attack and damage if within Shooting Distance -Close Range
of another killer whale.
Notes: Killer whales are sea dwelling mammals that are known for their intellect and hunting aptitude. They live and hunt in familial
groups called pods. Encountering a single killer whale is a dangerous adversary, a pod nearly certain death.
LION
F A S E R I P D
Ex Gd Gd Ex Fe Pr Fe Fe
G Health: 60 Karma: - Mind: 10 I Initiative: (+1)
Abilities: Bite and Claw attacks count as Edged Attacks. Pack Hunter: (+1CS) to attack and damage if within Shooting Distance -
Close Range of another lion. Enhanced Senses - Smell(Rm30), Leaping – Ex(20), Lions climb at normal movement speed.
Notes: Lions are large cats who are apex predators in their environments. Lions live in prides, familial groups, usually only
consisting of a small number of males, about 1 for each 10 females in the pride. Increase the Fighting and Strength score of any
male lion (+1CS) and add 20 to their health score.
OCTOPUS
F A S E R I P D
Gd Rm Gd Rm Pr Ty Fe Fe
G Health: 80 Karma: - Mind: 14 I Initiative: (+2)
Abilities: Blending(In40) – Underwater Environment, Enhanced Senses - Vision(In40), Extra Attacks(In40), Impair Sense(Rm30) -
Sight “Ink Cloud” – affects all targets within Shooting Distance -Close Range. Can attack up to Shooting Distance: Medium with
physical tentacle attacks. Notes: The octopus
is a large, eight-armed, cephalopod that inhabits the sea. These creatures perform warm, shallower waters. They are normally
encountered solo, as they tend to prefer a solitary existence. For a larger, giant octopus, increase the Strength and Endurance score
(+2CS) and add 40 to their health score.
PANTHER
F A S E R I P D
Gd Ex Gd Ex Fe Pr Fe Fe
G Health: 60 Karma: - Mind: 10 I Initiative: (+2)
Abilities: Stealth, Bite and Claw attacks count as Edged Attacks. Enhanced Senses - Smell(Rm30)/Vision(In40), Leaping – Ex(20),
Panthers climb at normal movement speed.
Notes: Panthers are elusive and powerful felines. They are nocturnal creatures, using their black fur to blend into the darkness as
they stalk their prey. They are rarely encountered in groups, preferring to hunt alone.
RAT, PACK
F A S E R I P D
Gd Gd Fe Ex Fe Fe Fe Fe
G Health: 44 Karma: - Mind: 8 I Initiative: (+1)
Abilities: Damage Resistance - Blunt and Edged Damage Only(Ex20), Enhanced Senses - Smell(Rm30)/Vision(In40), Rats climb at
normal movement speed. Bite and Claw attacks count as Edged Attacks. Attacks are at (-1CS) when reduced to half health or less.
Notes: A pack is made up of many rats, anywhere from 10 to 20. This group functions as one entity, moving an attacking as a single
NPC.
SHARK, REEF
F A S E R I P D
Ex Gd Ex Ex Fe Fe Fe Fe
G Health: 70 Karma: - Mind: 8 I Initiative: (+1)
Abilities: Bite attacks count as Edged Attacks. Pack Hunter: (+1CS) to attack and damage if within Shooting Distance -Close Range
of another shark.
Notes: Reef sharks are the common, smaller, sharks that tend to live in the shallower, warmer waters of the oceans. They are
opportunistic hunters and will attack solitary targets, often they’ll work in groups, swarming a target.
SHARK, GREAT WHITE
F A S E R I P D
Ex Gd In Am Fe Fe Fe Fe
G Health: 120 Karma: - Mind: 8 I Initiative: (+1)
Abilities: Bite attacks count as Edged Attacks. Blood in the Water: Any creature at half hit points or less has (-1CS) against the Great
White.
Notes: Great Whites are arguably the largest, most fierce predators in the ocean. These giant fish have a massive bite, one that
they utilize to tear into prey, rending flesh from even the largest creatures of the deep.
SNAKE, GIANT CONSTRICTOR
F A S E R I P D
Gd Gd In In Fe Fe Fe Fe
G Health: 100 Karma: - Mind: 8 I Initiative: (+1)
Abilities: Stealth, Wrestling[( +1CS) to grapple a target and maintain a grapple, if maintained automatically hits on the next turn for
(+1CS) damage], Snakes have normal movement while in water. Notes:
Giant constrictor snakes are very long, heavily bodied, creatures. They tend to disable prey through constriction, by wrapping their
thick body around a target and crushing them until dead. These snakes tend to hunt at night and prefer to occupy the ground rather
than the trees, which makes them very territorial.
SNAKE, VENOMOUS
F A S E R I P D
Gd Gd Fe Ty Fe Fe Fe Fe
G Health: 28 Karma: - Mind: 8 I Initiative: (+1)
Abilities: Stealth, Bite attacks count as Edged Attacks: Delivers a dose of venom with any bite that inflicts Health Drain of (-1CS)
each round until cured or resisted. Snakes have normal movement while in water.
Notes: Venomous snakes strike quickly and with little warning. Their mouths have massive fangs, which are coated with lethal
poison. These predators prefer to let a single bite inject and nullify a target, then they can eat at their leisure.
WOLF
F A S E R I P D
Ex Gd Gd Gd Fe Fe Fe Fe
G Health: 50 Karma: - Mind: 8 I Initiative: (+1)
Abilities: Bite and Claw attacks count as Edged Attacks. Pack Hunter: (+1CS) to attack and damage if within Shooting Distance -
Close Range of another wolf. Enhanced Senses – Smell/Vision(Rm30).
Notes: Wolves are carnivorous, four legged, canines who can be encountered in the wilds throughout the world. They are pack
hunters who are incredibly opportunistic, utilizing numbers to take down larger often isolated prey. Wolves often function in packs of
three or more led by an “alpha” wolf. For an alpha wolf, increase the Fighting and Strength score (+1CS) and add 20 to their health
score.
APPENDIX L: WHIMSEY CARDS
Whimsey Cards are an expanded mechanic that gives the player more interaction with the game as well as promoting teamwork
between the players in game.
Let’s get some basics about Whimsey Cards out of the way;
• There are 72 cards in a standard HEROIC Whimsey Deck.
• Naturally the 72 card deck can be added to your removed from by the Narrator to customize to their specific
campaign needs.
• Each character gets a Hand of 5 Cards are the start of play.
• Characters can only play 1 card per turn.
• Characters may trade cards between their hands, one-for-one.
• Characters replenish their hands back to 5 cards at the start of a new scene.
Now that the basics are out of the way, let’s look at the cards. The cards are presented in alphabetical order, with a number in
brackets after the title representing how many of the card should be in the deck. Cards are divided into Action Cards and Fate
Cards. Note that Fate Cards can be “burned” or played at +10 Karma instead of their face value.
ACTION CARDS
• Celebrity (3): This card provides a +1CS to any • Once More With Feeling (3): Reroll any failed FEAT
Dynamic FEAT. immediately. All cards and Karma previously spent
• Fantastic FEAT (6): +1CS to any FEAT. remains spent.
• First Strike (3): You and your allies have initiative for • Power Surge (3): +1CS to any Power or Item.
this turn. • Second Wind (3): Gain an Immediate Recovery or
• Got Your Back (3): +1CS to any Ally’s FEAT. ignore an Endurance based Colour Result.
• HEROIC Surge (3): +1CS to any FASE FEAT. • Show of Force (3): Your opponent suffers -1CS to
their next FEAT.
• Interpose (3): Take a successful hit meant for
someone else, but raise the Colour Result 1 Step. • Super Smarts (3): +1CS to any Reason of Intuition
FEAT.
• KA-POW!!! (3): +1CS to any damage.
• Swiftness (3): +1 action with no penalty.
• Karmic Boost (3): +10 Karma to any FEAT.
• Teamwork (3): +2CS to any one ally’s FEAT, or
• Leadership (3): Play up to 2 cards from your hand +1CS to any 2 Allies’ FEATs.
into an ally’s and immediately replenish your hand.
• Willpower (3): +1Cs to any Psyche FEAT.
FATE CARDS
• Eureka (1): You get an idea that can help you in your • Paragon (1): Your presence inspires your allies.
current situation or find a way out of your current They gain +1CS for this turn, but all able enemies
predicament. target you for this turn as well.
• Godlike (1): You perform a Power Stunt without • Personal Stake (1): The current or next adventure
making a FEAT to attempt it. becomes a personal matter. Gain +25 Karma for this
• I Know a Guy (1): A friend, ally, or acquaintance is adventure.
nearby and may be of assistance to you. • Pick-a-Card (1): Discard as many cards from your
• Inspired (1): You and your allies gain +1CS to all hand as you wish, replenish your hand immediately.
FEATs for this encounter. If you are solo you gain • Rally (1): All players may discard as many cards as
+2CS. they wish and immediately replenish their hands.
• Last Stand (1): Play at 0 Health, or on a failed KILL • Nemesis (1): You gain an implacable enemy, or if
or K.O. FEAT. Take 1 final turn of action, with you have one already, they show up in the current or
initiative, then pass out. next adventure. Gain +25 Karma for this.
• Legendary (1): Play on a natural roll of 100, all • Self-Sacrifice (1): Sacrifice your character do that
players gain +100 Karma and +10 Renown. your allies escape their current predicament. Gain
• Mano-a-Mano (1): Challenge a single foe to one-on- +200 Karma for your new character.
one combat. You each gain +2CS vs. each other until • True Romance (1): You begin a new romantic
one of you is attacked by, or attacks someone else. If escapade, or a current one comes into play. Gain
part of your Rogues Gallery or Enemy, gain +3CS +25 Karma for any session where the romance plays
instead. a pivotal role.
• Master Plan (1): Pick up the Last Card played and • Unexpected Allies (1): No matter where you are, or
add it to your hand. what is happening, somehow you gain aid in your
• Meanwhile… (1): Played ONLY outside of combat. current situation.
The Narrator must immediately switch focus to • Wildcard (1): May be played as any other card from
another character or play out a scene happening the deck.
elsewhere.
APPENDIX M: WELCOME TO THE ZENITH UNIVERSE
The Zenith Comics Universe, a rich tapestry woven from the heroics, tragedies, and political intricacies of its characters, offers a
captivating exploration of the superhero genre through its various Ages and pivotal events. At its core, Zenith Comics provides a
nuanced portrayal of heroism, morality, and the consequences of power in a world not unlike our own but infused with the
extraordinary.
The narrative begins in the Golden Age, marked by the emergence of the Masked Avenger in 1935, a figure who would herald a
wave of "Mystery-Men" and superheroes across America and the globe. This era, defined by its colorful characters and valiant
struggles against both domestic crime and burgeoning threats from abroad, set the stage for the complex dynamics of heroism that
would evolve throughout the Zenith Comics Universe. Heroes like Golden Gloves and Sunman emerged, embodying the ideals of
the era and engaging in battles that blurred the lines between right and wrong, hero and villain.
World War II served as a crucible, testing the mettle of these heroes on the global stage. The introduction of superpowered beings
by the Axis powers challenged the Allied heroes, leading to the creation of the Liberty Brigade and the United Sentinels of America,
teams that fought not just for victory, but for the very soul of their nations. This period was marked by great sacrifices and the loss of
many heroes, including the tragic fall of the Liberty Brigade at Castle Fear, a battle that epitomized the cost of heroism.
The post-war era saw the decline of public support for superheroes, as fear and paranoia, fueled by the Red Scare, led to the
implementation of the Superhuman Loyalty Act. This act, and the subsequent backlash against heroes, signified the beginning of
darker times, where the line between hero and vigilante became increasingly blurred.
The Silver and Bronze Ages introduced new themes and challenges, reflecting the changing societal landscape. The Space Age
brought about a renewed sense of wonder and exploration, with characters like Captain Comet embodying the era's optimistic
outlook. However, this optimism was tempered by the harsh realities of the Vietnam War and the Civil Rights Movement, events that
tested the heroes' commitments to justice and equality.
The narrative then shifts to the modern era, marked by the assassination of President Reagan and the rise of President Lewis
Sinclair, whose United America Party and policies evoke themes of nationalism and potential authoritarianism. This political
backdrop serves as a fertile ground for exploring themes of power, control, and the role of superheroes in society. The Central
American War and the new wave of superhumans underscore the complex interplay between power, responsibility, and identity.
The Zenith Universe, with its history and characters, offers a narrative that challenges us to question the nature of heroism and the
price of power in a world fraught with moral ambiguity.
Here is a collection of articles, timelines, essays, and other things relating to the history of the Zenith Universe. Please note there
are contradictions within these articles, which is to demonstrate the levels of misinformation, edited history, and other things that
often make trying to get a clear picture of true events nigh impossible. Everyone has an agenda in the Zenith Universe, and often
they bake it into official documentation. Caveat emptor.
der Wundermann and Sunman square off in Centropolis. The 1970 • Captain Thunderbird is arrested for murdering two
fight starts well, but as the sunsets it becomes very one sided mobsters in Centropolis. This is seen by historians as the end
and the super Nazi mops the floor with the hero. Only the of the Silver Age.
timely arrival of the United Sentinels of America drives the Axis The National Guardsman renames himself Guardsman and
villain off. Captured by newsreels begging for his life, Sunman forms a new team of heroes called the Sentinels.
leaves Centropolis in shame and relocates to the Bay City on
the West coast. THE BRONZE AGE
1943 • Sunman manages to capture a Japanese submarine in 1978 • The Sentinels are officially sanctioned by the United
the Bay City harbour. The newsreels record fantastic footage of States to act as an official national super team.
him flying, holding the sub over his head, onto land where the
US Army is waiting to take the crew in captivity. Bay City and Team Justice makes their first appearance in Bay City.
America embrace Sunman once again and his defeat at the 1979 • Lady America’s petition to have a monument raised to
hands of der Wundermann is all but forgotten. the Victory Squad is shot down by congress.
The Justiciars and Super Gang team up to defeat the 5th Ravage V makes their first appearance when they battle Team
column group the Swastika Seven. Rumour has it the heroes Justice at a shopping mall in Washington, DC. The villains are
let Super Gang go after the fight, as acknowledgement of not captured, but they are driven off.
service in this instance.
Dr. Walter Van Jove releases his seminal book “The Shape of
1944 • The National Guardsman first appears fighting Axis Things To Come”. The book predicts a coming wave of
troops in Italy. superhumans from all corners of the world.
1945 • The Liberty Brigade is wiped out raiding Castle Fear. 1980 • Gravity quits Team Justice in a rather public way when
The mission was designed to remove the Lightning Warriors she announces she has joined the Sentinels.
from the front and keep them from preventing Allied troops
taking Berlin. The US petitions the UN to make the Sentinels an
internationally sanctioned super team. China and the Soviet
1949 • After being ordered to unmask by the House Un- Union voice their objection to this, demanding instead to create
American Activities Committee, the United Sentinels of America a team from international heroes. The proposal is mired in
refuse citing the HUAC’s lack of real legal power. Within hours debate and comittee.
of that act, the HUAC is able to get warrants issued by the
F.B.I. for the arrest of all the members of the team under Youth Force makes their appearance in Bay City. These
suspicion of treason. After a meeting with President Truman, teenage heroes take the media by storm and become darlings
the team disbands instead, but Hoover never cancels the of the media.
warrants. 1981 • Undergoing what is termed a “random mutation” of the
1950 • The United Sentinels of America regroup one last time Infinity Serum, Lady America develops tremendous strength as
to take on a reformed Super Gang on a cold October’s night. well as the ability to fly. She is recruited by the Guardsman to
The battle is every bit as fierce as their old battles and in the join the Sentinels.
end the villains are brought to justice. When the police, President Ronald Reagan was assassinated by John Hinckly
following orders, attempt to arrest the triumphant heroes, they Jr. who is revealed to be under the mental control of a Cuban
disperse into the night, most never to be seen again. telepath. VP George Bush invades Cuba, kicking off the
1955 • The Superhuman Loyalty Act is passed by Congress. It Central American War.
requires all active superhumans to register with the government 1982 • Lady America goes berserk and attacks a seemingly
of be considered acting as vigilantes. The public seems random American government building. Another Lady America,
generally disinterested and when the Guardsman signs up, it is without powers arrives and battles the first. The non-powered
seen as a positive step for America. Lady America wins the fight, with the powered Lady America
dying in her arms. It is later revealed that the powered Lady
America was an evil clone created by the Citadel, who had held President and 3 former ones. Millions watch live on television
the real Lady America prisoner for the past year. around the world.
Youth Force breaks up citing personal differences, gossip Lewis Sinclair and the America Party sweep the elections on
suggest multiple love triangles are to blame. a promise of ending the Central American war. Many suspect
the creeping hand of Fascism has taken control of the country.
1983 • The Guardsman, as well as Gravity and Vapor Girl are
killed when the Sentinels orbital base is destroyed in a sneak 198X • Within hours of taking power at the White House,
attack by the Axis of Evil, lead by der Wundermann. The world President Sinclair signs a Cease-Fire with the Central American
goes into mourning at the death of the greatest hero. Even in Parliament. Critics say that the Cease-Fire is signed giving
the Soviet Union, Red Guard makes a public statement about America tremendous power in the area, and with the threat of
the Guardsman’s heroism. superhuman weapons, the CAP really had no choice.
1984 • The Guardsman is laid to rest at the Heroes Hill President Sinclair appoints Team Justice as the new national
cemetery in Capitol City. The procession passes by crowds superhero team of America, to the surprise of many. Tryouts for
easily thousands deep. The funeral is attended by the current new members are to be held in Capitol City soon.
THE AGES
Introduction
The purpose of this document is to provide a very quick overview of the period of super-humanity in the 20th century. This time is
divided into 3 “ages” based on the classical Greek Ages of mythology. While those ages in legend refer to better times, we make no
claims that the previous ages of heroes were better or worse than the next, it is used simply as a handy way of measuring the
distinct times.
A WORLD AT WAR
As the 1930s gave way to the 1940s, the looming shadow of global conflict began to influence the Zenith Universe profoundly. The
introduction of Nazi super-soldier Der Wundermann in 1938 by Hitler marked a significant escalation, leading to the creation of
superhero teams like the Justiciars and the United Sentinels of America. These teams, and others like them, were not merely
responses to domestic crime but to the international crises threatening democracy and freedom worldwide.
World War II became a battleground not only for the allied and axis powers but for their respective superhuman champions as well.
The Liberty Brigade and the tragic battle at Castle Fear underscored the era's stakes, highlighting the heroism and sacrifices of
those who fought.
THE TWILIGHT OF THE GOLDEN AGE
Despite their victories and heroics, the Golden Age heroes faced increasing scrutiny and suspicion in the post-war world. The
Superhuman Loyalty Act and the subsequent anti-hero sentiments reflected the changing attitudes towards these once-celebrated
figures. The era's end was marked by a complex interplay of fear, paranoia, and the realization that the black-and-white morality of
the early Golden Age was giving way to shades of gray.
LEGACY AND INFLUENCE
The Golden Age of the Zenith Universe laid the groundwork for everything that followed. It introduced key themes of heroism,
sacrifice, and the moral complexities of wielding great power. The period served as both a mirror to the real-world events of its time
and a timeless narrative about the cost of doing what is right in the face of overwhelming adversity.
The Golden Age is not merely a historical period within the Zenith Universe; it is a foundational mythos that establishes the
universe's core themes and character archetypes. It was a time of unambiguous heroes and villains, of clear moral choices, and of
battles that defined the soul of a universe. As such, it remains a critical lens through which all subsequent eras of the Zenith
Universe are viewed, interpreted, and understood.
THE GOLDEN AGE : AN ESSAY
Taken from the book "The Golden Age; A Collection of Essays on the Heroes of Yesterday" by Tribune Press, 1984
1. Before The War
The Golden Age, as historians have called it, is the age wherein the "Super-Hero" or "Mystery-Men" first appeared. It's
official staring date would be 1935, when the Masked Avenger broke up a Chicago gangland gambling den and killed
Mob Boss Victor Scisenti in retaliation for the deaths of nine Chicago police officers. He never took a name, and in fact
was given the moniker the Masked Avenger by the papers, based on eyewitness accounts. Although the Masked Avenger
was enigmatic, he did from time-to-time come into contact with other members of the Golden Age elite, but her never
joined a team, and no one ever found out who he was under the mask.
Within one year of the Masked Avenger's beginning exploits, there occurred an explosion of super-heroes and mystery-
men across North America, and in a limited sense overseas. Perhaps some of the most notable of the time were Golden
Gloves and Sunboy, who would go on to become Sunman later in the early 40’s. Golden Gloves was nothing more than
a boxer turned crime-fighter when the Irish mob began terrorizing non-Irish immigrants in Hell's Kitchen, New York city.
Sunboy was the promise of what tomorrow would bring, he was just a teenager from the Mid-West who was imbued with
the powers of the Sun, of course he could operate at night, but then only at half power due to the reflected sunlight of the
moon. These two set the stage for the rest to come. They were the models that all others would be based for awhile.
The first collection of supers as a team was not heroes, but in fact a group of villains calling themselves the Supergang.
Lead by a man named Black Eagle, these villains perpetrated scores of crimes, only ever being stopped, and never
captured by super-heroes of the time. There is a story that suggests that during the war, the Supergang and members of
the Guardians of America (hereafter: GOA) teamed up to stop Nazi agents from destroying the then Boulder Dam. While
there is no proof to back this story, those surviving members of the Guardians of America have yet to deny it.
One other person of note would be the first woman to don a costume and take up crime fighting. Although she would be
the first to retire, in 1942 with a spinal injury causing her to lose the use of her legs, Night Woman was a figurehead for
the other women heroes to come. She was in fact the widow of a man who had decided to try and fight crime as Night
Man. After about 2 months of action, he was shot by the mob and barely managed to get home, where he died in his
wife's arms. Enraged, she chose to extract a measure of revenge on the mob for the murder, and copied her husband’s
plans and desires. On January 10th, 1940, she made her first move, smashing up the book-making offices of the
mobsters who killed her husband. This brought her to the attention of the Masked Avenger, with whom she teamed for
almost the rest of her career. Night Woman suffered her injury at the hands of the Mafia connected super Hammer
Hurricane during a battle in the Bowery section of New York City. Lucky to be alive, she retired and faded from the stage,
and was never heard from again. Still she had broken ground and paved the way for other such notable heroines as
Silver Sparrow, Grasshopper, Lady Luck and Miss Liberty, all of whom would have a major impact on the Golden Age,
each in her own way.
Silver Sparrow and Grasshopper were the first America supers to battle Nazi saboteurs, In New York on December 21st
1941. This action caught the attention of local newspapers and soon their names were well known to Americans. It is sad
how many texts on the time still credit these two as being the first super-heroines, as Night Woman had a very quiet
career and disappeared relatively quickly.
The concept of Lady Luck and Miss Liberty was cooked up by the War Department as a way to sponsor war bonds. A
talent search was held, and the two ladies who won had their visages plastered all over America. They became an
overnight sensation, and did more touring than crime fighting, but still they managed to make a huge impression and
develop a following. An interesting side-note is that neither woman was super-powered in any way, and aside from
gymnastics training, neither had any combat related skills to speak of. Still they were invited to join the GOA after the war.
In light now of how their lives ended, they may have been on the greatest losses of the aftermath of the Golden Age.
2. Heroes At War
The war was the next major event for the heroes, and it produced the newest form of super-hero, the patriot. Contrary to
popular opinion the first flag-wrapped hero did not come from America, but in fact from its northern neighbor Canada.
Already involved in the war, before the Americans, the Canadian Government, along with British support, began a project
to create a super-hero under controlled conditions. They labored for a year, and on January 21st, 1940 they struck
success by bonding a strange energy to a man who would become the Red Ensign, the carrier of the flag, and the first
official super-hero to do battle with the Nazis. The Red Ensign was also without a doubt the most powerful hero of his day,
he could lift in excess of 20 tons, rifle rounds bounced off of him and tank shells only knocked him to the ground. He could
fly by controlling the winds around him and seemed immune to aging and disease. Only later would it be discovered that
the energy that had been fused to him was an air-elemental, and that it was slowly taking over his body.
Although this was the first allied hero, the Japanese, Italians and Germans already had super-powered soldiers in the
field. Hengeyokai, Yokozuna and Tsunami lead the charge for the Japanese in 1931 against the Manchurians.
Imperator and Gladiator crushed opposition for Italy during the invasion of Ethiopia in 1935 and Hitler unveiled
Uberman, Uberfrau, Herr Vulture, Wotan and Stuka in 1938. While these were to be the first Axis supers, they would
not be the last, and even benefited from a Soviet super by the name of Vikuz, although she left and joined up with allied
supers after Hitler's betrayal of Russia in 1941.
America was not to be left behind in the super-hero race, and astounded Commonwealth scientists by producing not one,
but three super-powered soldiers only one year after their success with the Red Ensign. Using a technique that is perhaps
still one of the closest guarded secrets in the world, the War Department was able to take three normal people, one man,
one woman and a young boy, and enhance their physical attributes to the peak of human conditioning. The three were
rushed into intensive training, and emerged as Major Victory, Lady Victory and Kid Victory.
Once the war was under way, many felt it was important for the heroes to come to the aid of their government and fight in
the war, but that would not be. Excluding an elite group of heroes and mystery men, code-named the Liberty Battalion,
put together by the Allies for that purpose, the majority of heroes and mystery-men would never leave North American
shores during the war. The reason for this was the belief that the Axis Supers would be drawn into the fray and many lives
would be lost. The Liberty Battalion’s purpose was simple; neutralize the Axis supers. To this end they were joined by a
number of European supers, and even an Atlantean called Mermaid and an Amazon warrior named Antiope but called
the Amazon in Axis reports. Oddly enough there would be two more mystically inclined supers to join up. From England,
the English Knight, a man who claimed to wield the magical sword of King Arthur, Excalibur, and from Greece, Aegis,
whose sword, helmet, shield, armor, bow and sandals were supposedly gifts from the Olympian gods of old. Whether that
fact was true of not, both men would face foes who claimed to be their mystical antithesis. For the English Knight there
was Sir Blood, who claimed to be empowered by Morgan LeFey, and was believed to be a vampire. While it was never
proven, Sir Blood did posses abilities classically attributed to such undead creatures. Aegis though faced an even older
threat. According to his own testimony, Aries, the Olympian god of war, who wished to see the struggle in Europe
continue, granted Gladiator magical artifacts of war. While there is much debate as to whether or not these claims were
true, most who witnessed the clashing of these titans agree that they did wield powerful artifacts.
Certain heroes even retired and joined the armed forces, wanting to fight for their country and some even ignored the
decision from them not to engage the enemy and headed overseas anyways. The war certainly was a test of fire for the
heroes, as they spent the majority of it protecting the home front against subterfuge and terrorism perpetrated by the
enemy. The largest collection of these heroes and heroines would be known as the GOA. Formed by Golden Gloves and
Sunman, by the war's end almost every home-front hero would be a member. Still, the names of the originals are perhaps
the most important of the day; they were Golden Gloves, Sunman, Dr. Dynamite, Grasshopper, Silver Sparrow, Thunder-
Man and Dr. Titan. These seven would form the backbone of the team and remain loyal to its ranks until the very end.
Another home-front team that did not fair as well was the California Crimebusters. Only three strong, The California
Crimebusters fought against saboteurs and fifth columnists on the west coast. Comprised of the enigmatic Silver Squid,
the hulking Stone and the quantum powered Schrödinger Kid, the team met its end when they were forced off a sea-
side road during a high-speed chase with Nazi agents, crashing more than two-hundred feet to their deaths. Never
incurring much press or media, they still managed to provide an example of all American's desire to what they could
during the war.
Perhaps the greatest tragedy of the war was the loss of a number of heroes in battle at Castle Fear, near the war's end.
Lead by the Liberty Battalion, every hero and Axis super in the European Theatre was there. While the details remain
sketchy and classified, it is known that during the battle the GOA arrived to lend a hand, which helped to turn the tide in
favor of the heroes. Of the losses, it is known that the British super Hawker was killed by Stuka, Canadian Grizzly by
Wotan and Silver Sparrow was killed in a massive explosion. The falling of these heroes seemed to unleash the fury of the
Allied supers against their enemies and more than eight fell on either side. Oddly enough, there are reports that some sort
of advanced robot, housing the brain of Hitler emerged from a spatial vortex and aided the of the Axis supers in fleeing.
While the American government nicknamed this robot the Iron Fuhrer, they did not honestly accept its existence as a
reality. Other than the heroes and villains who witnessed the event there is no proof to collaborate their testimony.
Regardless of these rumors, the battle broke the will of the Axis supers who were routed, many escaping into the Alps.
Those that were captured would go on to stand trial at Nuremberg.
All in all the wartime took it toll of the population of heroes with some deaths, some disappearances and some
retirements, but for the most part they went on strong. In 1949 the GOA held it's last meeting, and officially disbanded.
Many recall it as a tearful day, and the press covered it almost as much as the day the war ended. For many an era had
come to an end, but it was not so, as soon enough many villains, including the Supergang returned to threaten the world.
The American people called for their heroes again, and they returned. On a cold October night in 1950 the GOA returned
to battle the Supergang. The team was considered by many to be America's elite. Lead by Sunman and Golden Gloves,
they were heroes to millions and seen as the only heroes who could stand for all that was good about America. It was not
to last.
3. The End of The Golden Age
The end of America's Golden Age heroes was not one that befits all that they had accomplished. Mired down by paranoid-
anti-communist fears, those they had sworn to protect soon turned on them, and many voluntarily went into retirement to
protect their families. In the end, they made one stand on a cold December day in Washington D.C. and closed the
chapter on the Golden Age once and for all.
4. Last Notes
I would go into details on the event that ended the Golden Age here, but it is really a tale more fitting the Silver Age. I say
this because while it was the close of one age, it was instrumental in the formation of the next. Also, for very personal
reasons, I find it hard to write objectively about what many others and I see, as the betrayal of America's greatest heroes,
and I shall leave it at that.
I hope that this short treatise will serve to further this document on the history of super-heroes, as it culminates over 25
years of research. My prayer is that perhaps, in these darker times, people can take hope from the past and maybe
understand why more than ever the world needs heroes. I hope you enjoy it and more importantly share it; we must never
forget.
America Morris, April 4th, 1983.
GOLDEN LIES
The following is a transcript from a late November 1983 broadcast of “The Nightowl” radio talk show on WTLK 1660 AM in Capitol
City. The interviewer is right-winged host , Jack Porter;
Porter: (Slightly monotone voice) Joining us in the studio this Think about this for a second. (pause) Lady America. Dead in
hour is Robert Hoyt, who has written a book entitled “Golden 1945. So who has been running around as her since then?
Lies: A True History of the Golden Age of Heroes”. A book
Hoyt: Well they…
that… well.. a book that takes everything you thought you knew
about the Golden Age and turns it on its’ ear. That about sum it Porter: (Explosively interrupting) A succession of replacement
up right Bob? women! Trained for the job and surgically altered to look just
like the original! Can you believe it listeners?
Hoyt: (Nervous) Yes Jack, that’s about the long and the short
of it. Hoyt: (Emphatically) Yes Jack! And this is all true!
Porter: (matter-of-factly) So Sun Man was a homosexual? Porter: So why not have the other three, Major Victory and Kid
Victory? And the girl, Spangle? Why not have them running
Hoyt: That’s correct.
around too? Why create this whole Castle Fear story?
Porter: Dr. Dynamite was assassinated on purpose?
Hoyt: (Sheepishly) That I don’t know Jack.
Hoyt: Yes
Porter: (Decidedly) You don’t know. (sighs) You just don’t
Porter: Supergang and the Justiciars fought the Swastika know.
Seven together… (nonchalantly) Well we’ve all heard that one
Hoyt: The rest of this information comes from a good source
before…
though! I…
Hoyt: (laughs a bit) Yes one of the worst kept secrets of the…
Porter: (Interrupting aggressively) Your source was none other
Porter: (Interrupting him) Wundermann was created by Doc than Lady America herself!
Titan’s brother and was brought to America after the war?
Hoyt: (Triumphantly) That’s right!
Hoyt: Yes (swallows as if setting himself) Barnabas Titansky
Porter: (Condescendingly) In 1982! 1982! Everyone knows that
was trapped in Poland where he lived with their mother after
was not really Lady America at all! That was an evil clone! Set
the divorce in 1928, while Phineas…
loose by the Citadel no less! And you expect us to believe
Porter: (Cutting him off) But here’s the biggest bombshell of anything this woman had to say?
the book… There was no Castle Fear? Are you listening
Hoyt: (Fighting back but not strong) What… what about the
friends? The Victory Squad never fought at Castle Fear and …
Russian soldier who witnessed the fight in Berlin?
hang on to your seats on this one… They were killed in Berlin
fighting Ubermann over Hitler’s bunker! Can you believe that!? Porter: (Dismissive) A Commie soldier? What are you crazy?
Those pinkos would say anything to discredit our great nation,
Hyot: (Hesitant sensing a trap) Yes… that’s true Jack…
especially in our greatest victory! Poppycock!
Porter: (Not stopping) And they were all killed! Major Victory?
Hoyt: (almost a mewling sound) But you don’t… I need to…
Killed there. Kid Victory? Yup! Spangle? (speaks staccato) Torn
in half by Uberfrau. (back to normal) That’s right! ::Microphone Feedback::
Hoyt: This was all seen… Porter: That’s it! I’ve cut off your microphone! Now I want
security to get this lunatic out of the station right now! We gotta
Porter: (still going) And Lady America! That’s right, our own
go to break! (Yelling away from mic) GET SECURITY IN HERE!
beloved Lady A was killed as well. (goes deep serious voice)
It should be noted that Robert Hoyt committed suicide three weeks later when the publisher of this book, Heritage Press, refused to
pay him for the book, leaving him penniless.
THE SILVER AGE: A NEW GENERATION OF HEROES
The Silver Age of the Zenith Universe, marking a pivotal period from 1958 onwards, is characterized by significant developments in
the scope and nature of superhuman activities. This era commenced with Captain Comet's notable rescue of the SS Titan, a
moment that catalyzed a renewed public interest and engagement with superheroes and introduced a more cosmic perspective to
their endeavors.
COSMIC EXPANSION AND NEW HEROES
This age is defined by the expansion of heroic activities from terrestrial concerns to interstellar and cosmic challenges. The
formation of Team Titan, arising in response to a subterranean monster attacking Capitol City, exemplifies the collaborative efforts of
heroes during this time to address threats of a more global and even galactic nature. The Silver Age introduced a variety of new
characters and groups, each embodying the era's fascination with space, science fiction, and advanced technology.
SPACE AGE EVOLUTION
The heroes of the Silver Age face even more complex and sometimes darker themes than their predecessors. This period saw a
shift towards the moral and ethical dilemmas faced by superhumans, reflecting a broader societal engagement with issues of
authority, individual rights, and the implications of power. The era's heroes were influenced by contemporary events, including the
Cold War and the Civil Rights movement.
KEY EVENTS AND FIGURES
One of the defining moments of the Silver Age was the deployment of Lady America to Vietnam, an event that highlighted the
growing tension between superhuman actions and governmental directives. This period also saw the emergence of significant
figures and teams, both heroic and villainous, whose origins and motivations were deeply intertwined with the scientific discoveries
and geopolitical shifts of the time.
TRANSITION TO THE BRONZE AGE
The conclusion of the Silver Age was marked by a gradual transition towards more brutal and harsh events, culminating in the arrest
of Captain Thunderbird for murder in 1970. This event signified a shift in public perception of super heroes, as well as from the
societal focus on the cosmic and fantastical to the more personal and realistic, ushering in the Bronze Age.
THE SECRET SOCIETY WAR
The 1960s in the Zenith Universe were marked not just by the cultural and political upheavals familiar to our own world, but also by
a clandestine conflict that would forever alter the landscape of power among the secret societies operating behind the scenes of
American life. This conflict, known as the Secret Society War, saw the fall of a long-standing power and the rise of new factions,
reshaping the dynamics of hidden governance and superhuman involvement in global affairs.
THE CITADEL'S DOMINANCE AND DOWNFALL
At the heart of this secret war was The Citadel, a covert organization with roots stretching back to the American Revolution. The
Citadel, led by the enigmatic Council of 13, had woven itself into the fabric of American society, with an estimated two out of every
five Americans coming into unknowing contact with its agents. Their ultimate goal was a regressive vision: to return America under
British rule, a notion as ambitious as it was anachronistic by the standards of the 1960s. The war would devastate The Citadel,
stripping it of its former glory and reducing it to a mere shadow of its past self, primarily due to the assassination of Number 13, the
council's ruling member. This act would light the fuse of the ensuing conflict.
ASGARD'S INTERVENTION
In the chaos, ASGARD (American Special Government Action Response Department) emerged as the nation's shield against the
fallout of the war. This paramilitary force, acting as the country's premier super policing entity, engaged in operations across the
board to minimize civilian harm and counteract the threats posed by the warring factions. ASGARD's involvement was crucial in
maintaining a semblance of order and protecting the American populace from the collateral damage of the secret societies'
skirmishes.
THE RISE OF SKULL
Initially, The Citadel pointed fingers at The Syndicate for the assassination that had triggered the war. However, the true orchestrator
behind the curtain was SKULL (Strategy, Knowledge, Loyalty, Legion), led by the nefarious Silver Skull. SKULL, with its superior
strategy and ruthless tactics, would eventually emerge as the victor of the conflict, positioning itself as the new predominant threat to
not just America but the global stage. The rise of SKULL marked a significant shift in the power dynamics of secret societies within
the Zenith Universe.
THE FRAGMENTATION OF THE CITADEL
The aftermath of the Secret Society War saw the fragmentation of The Citadel into several distinct entities, each inheriting a piece of
its legacy and resources but diverging in purpose and method. Az-Tech represented the fusion of magic and technology, creating a
unique blend of arcane and scientific prowess. Chimera took up the mantle in the field of biogenetics, delving into morally dubious
territories of genetic manipulation and enhancement. ROOK capitalized on The Citadel's arsenal, becoming a purveyor of advanced
weaponry to those willing to pay the price. Lastly, VENOM (Villainy, Extortion, Nihilism, Oppression, and Murder) adopted the mantle
of mercenary and criminal operations, offering their vile services to the highest bidder.
THE CITADEL'S QUIET SURVIVAL
Though severely weakened and forced into the shadows by the war's conclusion in 1968, The Citadel survived. Its silence in the
years following the conflict has been deafening, a quiet testament to the depth of its integration into the fabric of society and its
potential for resurgence. The organization's current state and plans remain a mystery, a lingering, but fading shadow over the Zenith
Universe.
CONCLUSION
The Secret Society War was a pivotal event in the history of the Zenith Universe, reshaping the landscape of power and influence
among its secret societies. The war's legacy is evident in the emergence of new threats and the fragmentation of a once-dominant
force into factions with their own dark agendas. As these entities carve their paths through the Zenith Universe, the echoes of the
war continue to shape the destinies of heroes and civilians alike, a stark reminder of the enduring impact of the conflict, even into
the Bronze Age.
MAD MEN AND TZARINAS
In the Zenith Universe, the 1960s witnessed a pivotal event with the establishment of the Imperial Russian State, significantly
influenced by the superhuman known as Krasnyy Chasovoy, later referred to as Sentry. This transformation took place against the
backdrop of the Imperial Russian Revolution in Kaliningrad in 1965, marking a critical juncture in the history of this alternate reality.
The revolution was notable for Sentry's defection from the Soviet Union to align with Tzarina Anastasia Nikolaevna Romanova,
symbolizing the revival of the Imperial Russian State. This alliance was crucial in the state's defense, especially given Red Sentry's
utilization of 10 nuclear missiles previously hidden within Kaliningrad as a deterrent against the Red Army. This act of defiance not
only secured the state's sovereignty but also revealed the existence of these nuclear weapons, which the Soviets had until then,
denied were stationed in Kaliningrad.
While the influence of superhumans like Sentry on these events is undeniable, it is also essential to consider the broader context.
There were suspicions of US involvement in the revolution and the subsequent establishment of the Imperial Russian State,
although these allegations were never substantiated. Such speculations add a layer of intrigue and complexity to the geopolitical
narrative within the Zenith Universe, suggesting the interplay of superhuman actions with international espionage and diplomacy.
The emergence of the Imperial Russian State, bolstered by the strategic positioning of nuclear missiles and the pivotal role of a
superhuman defector, represents a nuanced shift in the geopolitical landscape of the Zenith Universe. This event highlights the
subtle but significant impact superhumans can have on the course of national and international developments, without overstating
their influence on global politics.
In conclusion, the formation of the Imperial Russian State in the Zenith Universe during the 1960s encapsulates a moment where
superhuman involvement, international suspicions, and the legacy of Cold War arsenals converge. This episode serves as a
reminder of the complex dynamics that shape the history and politics of alternative realities, where the actions of individuals, both
superhuman and otherwise, can steer the fate of nations.
THE GENESIS OF THE AIA: A REFORMATION BORN FROM CONFLICT
In the intricate web of superhuman activity and clandestine warfare that characterizes the Zenith Universe, few events have had as
profound an impact on the structure of American intelligence and national security as the rise of ASGARD (American Special
Government Action Response Department) and the tumultuous Secret Society War of the 1960s. This period, defined by its shadow
conflicts and the ascendancy of hidden powers, ultimately led to a seismic shift in how intelligence operations were conducted within
the United States, culminating in President Nixon's bold decision to disband all existing American intelligence agencies, both
domestic and international, and consolidate them into a singular entity: the American Intelligence Agency (AIA).
THE PRELUDE: ASGARD AND THE SECRET SOCIETY WAR
ASGARD's emergence as a formidable paramilitary force capable of engaging with superhuman and secret society threats marked
a pivotal evolution in the United States' approach to domestic security and intelligence. Its operations during the Secret Society War,
which saw factions like The Citadel, SKULL, and others vying for supremacy, underscored the increasingly complex nature of
threats faced by the nation. These were not mere external adversaries but deeply entrenched organizations with the power to
influence the very fabric of American life from the shadows.
The Secret Society War, ignited by the assassination of a key member of The Citadel's ruling Council of 13, plunged the country into
a covert conflict of unprecedented scale and danger. The revelation that such organizations had infiltrated various aspects of daily
American life to such an extent forced a reevaluation of traditional intelligence methodologies. ASGARD's central role in navigating
this war, and its efforts to shield the American public from the fallout, highlighted the need for a more unified and robust approach to
national security in an era where superhumans and secret societies wielded significant power.
NIXON'S RESPONSE: THE FORMATION OF THE AIA
In response to the growing complexity of the threat landscape and the clear necessity for a more cohesive intelligence framework,
President Nixon took the drastic step of disbanding all existing American intelligence agencies. This sweeping reform was not
merely an administrative reshuffling but a strategic consolidation, aimed at enhancing the United States' ability to respond to
multifaceted threats with the full weight of its resources and intelligence capabilities.
The creation of the AIA represented a fundamental transformation in American intelligence operations. By amalgamating the various
domestic and international agencies into one, Nixon sought to eliminate redundancy, improve operational efficiency, and foster a
more integrated intelligence community capable of preempting and countering the kinds of threats that had emerged so prominently
during the Secret Society War.
IMPLICATIONS AND LEGACY
The establishment of the AIA in the wake of the Secret Society War and the ascendancy of ASGARD has had lasting implications for
the Zenith Universe. It signified a recognition of the evolving nature of threats in a world where superhumans and shadowy
organizations could significantly impact national security. The AIA, as a unified intelligence entity, was designed to be adaptable,
capable of addressing conventional threats and those emanating from the more obscure corners of the Zenith Universe.
Moreover, this reformation underscored the government's commitment to protecting its citizens from threats both seen and unseen,
acknowledging that the battlefields of the future would extend beyond the physical realm into the arenas of information, influence,
and covert power struggles.
In conclusion, the formation of the American Intelligence Agency in the Zenith Universe was a direct consequence of the challenges
and revelations brought forth by the Secret Society War and the rise of ASGARD. This pivotal moment in the universe's history
marked a new chapter in how intelligence and national security were approached, reflecting a deeper understanding of the complex
and shadowed world in which these battles for supremacy are fought.
THE EMERGING BRONZE AGE OF HEROES
The world had changed, the OPEC Crisis, the Watergate Scandal and rampant inflation was changing America and slowly it was
changing her heroes as well. More and more stories were surfacing about heroes being more aggressive, not accepting surrender of
criminals without a “finishing blow” and even killing their enemies.
For 10 years the media ignored this and slowly the public began to become suspicious of the heroes and their behaviors. The
premiere hero group of the day, the Guardians did their best to uphold more noble ideals, but theirs was a battle to be lost. The self
indulgence of the 70s and the greed of the 80s were just not instep with upright, moralistic, old school thinking.
The Bronze Age can therefore been seen as one last gasp of a previous generation to hold onto something that was a bit nobler
than their times, but the times were calling for a new type of hero.
In 1979 Dr. Walter Van Jove, the foremost expert on superhumans in the world wrote a book entitled “The Shape of Things to Come:
The Super Future”. In it he predicted an explosion in the population of superhumans globally within the coming decade as well as
major leaps forward in technology, pioneered by what he termed “Super Geniuses” whose only powers would be to invent, improve
or develop new technologies.
The Bronze Age within the Zenith Universe signifies a period of profound transformation and complexity, characterized by significant
events that reshaped the landscape of superhuman engagement and societal dynamics. This era, transitioning from the idealistic
Silver Age, delves into the darker, more nuanced aspects of heroism and governance, reflecting the tumultuous socio-political
climate of the times.
ASSASSINATION OF PRESIDENT REAGAN
The Bronze Age is punctuated by critical events that signal its thematic and tonal shift, beginning with the assassination of President
Ronald Reagan. This momentous event, orchestrated by a mind-controlled assassin, not only highlighted the vulnerabilities of even
the most powerful figures but also underscored the sinister potential of superhuman abilities when exploited for political ends. The
assassination served as a grim reminder of the escalating stakes in a world where superhumans play an active role in geopolitical
machinations.
THE CENTRAL AMERICAN WAR
Another defining feature of the Bronze Age is the Central American War, a conflict that further complicates the narrative of
superhuman involvement in global affairs. This war, marked by its extended duration and the high human cost, illustrated the
limitations and consequences of superhuman intervention in international conflicts. The war's impact on public sentiment towards
superhumans and the government's reliance on them for military purposes underscores a growing skepticism of the traditional hero-
villain dichotomy and the ethics of power.
THE DEATH OF GUARDSMAN
Perhaps the most poignant event of the Bronze Age is the death of Guardsman, a figure emblematic of the era's overarching
themes of sacrifice and the changing nature of heroism. Guardsman's death, with the Nazi villain der Wunderman returning
seemingly from the dead, marked a turning point in the Zenith Universe, signaling the end of an era where superheroes were
invincible and morally unambiguous. His passing not only left a void in the superhero community but also served as a catalyst for
introspection and reevaluation of the role of superhumans in society.
THE RISE OF THE UNITED AMERICA PARTY AND PRESIDENT LEWIS SINCLAIR
In the political arena, the rise of the American Party and the election of President Lewis Sinclair represent significant shifts in the
governance and ideological landscape of the Zenith Universe. Under Sinclair's leadership, and with the backing of the American
Party, the United States sees a resurgence of nationalism and a unification campaign that blurs the lines between patriotism and
jingoism. Sinclair's politics are marked by a mix of populism and authoritarianism, reflecting the complex interplay between
leadership, ideology, and the manipulation of superhuman narratives for political gain.
THE EMERGING SUPERHERO CULTURE
Add into all this the new emergence of a superhero culture not seen since the Golden Age, coupled with the MTV generation and
the ongoing Cold War, and the Bronze Age is shaping up to be something unlike everything that came before. Corporations are
looking to recruit supers for their advertising, some superhumans are skipping the costumes and going to work in the industrial
worlds, and rumours abound of secret superhuman mercenary units being used in the various brushfire wars of the day. To the cynic
and the optimist, the lyric of the day “the future’s so bright I gotta ware shades” rings true for all.
THE CENTRAL AMERICAN WAR
In 1981 President Ronald Reagan was assassinated by John Hinckley Jr. who is revealed to be under the mental control of a Cuban
telepath. VP George Bush, upon learning this information ordered an immediate military action against the island of Cuba. The
Pentagon, who had a standing battle plan ready to go within 12 hours ever since the Cuban Missile Crisis, assured President Bush
that the Soviet preoccupation with Afghanistan would prevent them from a counter attack. When the possibility of nuclear war was
raised, the new President was introduced to Doctor Titan’s Strategic Defense Initiative, or SDI. Confident they could strike without
retaliation, they did.
Cuba fell within a week, the Castro-loyalists melting into the jungles and the Soviets managing to evacuate Castro during the initial
assault. Castro now works out of Moscow providing propaganda to keep the Cuban “freedom fighters” inspired.
Despite most of the island nation under their control, but heavy fighting continuing, it was revealed by the CIA that government of
Costa Benito was providing supplies and even fighters to the Cuban rebels. Despite protests by the President of Costa Benito,
American air strikes on their airfields and ports began. Other Central American nations were outraged, which lead to escalated
tensions and then troops from neighbouring Montañas-de-Oro (one of the richest nations in Central America) entered into Costa
Benito as peacekeepers. The United States rejected that, claiming that the “peacekeepers” were actually there to re-establish
supply lines for the Cuban rebels and gave them 24 hours to withdraw. When they rejected the deadline and appealed to the United
Nations for validation, American Marines landed at Las Riquezas and began to take control of the capital city of Costa Benito.
The United Nations faltered and hesitated as the “Police Action” continued, but an emergency session of the Central American
Parliament (editor’s note: This actually existed in 1980 to 1986) declared outrage at the American actions and accused them of
engaging in
Neo-Colonial aggression. President Bush refused to come to the table for negotiations until the Montañas-de-Orin “peacekeepers”
retreated back across their borders, something the President of Montañas-de-Oro refused to do.
For 48 hours the world held its breath, waiting to see what would happen. The Soviets condemned the US’s aggression, but were as
predicted too focused on their issues in Afghanistan to offer anything but token support. President Bush agreed to a temporary
cease-fire and to attend a peace talks in Paris with the heads of the CAP. It seemed the hostilities were on their way to being
resolved and the fighting would end.
Then the President of Montañas-de-Oro was assassinated while attending a CAP summit in Guatemala City. The Americans
accused Cuban rebels, the CAP accused the CIA and hostilities escalated overnight.
By 1984 the war had spread to over 5 Central American nations, has claimed over 250,000 lives on all sides and had seen multiple
governments toppled by either Communist Rebels siding with CAP or by Pro-American Military Coups. The war was not popular at
home either with President Bush’s approval rating dropping below 20%, the first time ever for a President of the United States.
The fighting continued right through the primaries, the campaign and the election that ultimately unseated President Bush and
placed President Elect Lewis Sinclair, of the United American party, in the seat of power.
Since his election, America has signed a Cease-Fire with CAP and reduced his troops throughout Central America by 50%, placing
those troops into occupied Cuba, debate of which the Sinclair administration has made clear is a “no-go” for peace talks.
Sporadic fighting continues in many parts of Central America, but US troops have committed to defensive actions only and public
opinion has called for the UN establish a Peacekeeping mission for the area, without US involvement. Canada and France have
both offered to head these missions.
UA ALL THE WAY!
"UA all the way!"
"I am an American!"
President Lewis Sinclair
Elected in 1984, soundly devastating incumbent President Bush (who was sworn in after Reagan's assassination in 1981*).
A Cold Warrior, got the Religious Right on his side, pandered to the idea of America. United everyone, despite religion, race, etc…
as Americans. Played the flag hard, got the support and backing of Doctor Phineas Titan as well as the Guardsman (Lady America
remained neutral). Vowed to, and then delivered the end of the war in Central America.
Since arriving in office has made massive commitments to public infrastructure works (called the Real New Deal) and getting
Americans "Back to work for America!"
He has also ended the war in Cuba & Central America, reducing troops by 50%, freezing all new combat missions (though still
allowing defensive and removing no troops from occupied Cuba) and arranging a summit for later in the year in Costa Benito to
negotiate a lasting peace.
Minor criticisms from independent media is that he and his United America party are using the Fascist playbook to manipulate public
opinion and are guilty of excessive jingoism.
Very anti-Communist and has begun stoking those flames in the public, throwing massive support to the new Russian Empire. This
in turn is leading to a developing subculture amongst the youth of "Soviet-Chic", which is also starting to be played up by the "UA
sympathizing media". Also tends not to push hard liberal or conservative values, but instead centrist and very, very corporatist ones
as well.
Slowly dark times may be ahead for America and seemingly the American people are more than happily onboard, waving flags all
the while.
*Note that Reagan’s assassination was carried out by John Hinckley Jr. who was said to be under the control of a Cuban psionic
agent known as “El Pensador Negro” (the Black Thinker) who had been exerting mental domination over the young man, making
him think that actress Jodie Foster was speaking to him via her films, pictures, posters, etc… It is believed that El Pensador Oculto
9as the more left leaning media labeled him) was killed during the initial assault on Cuba, though no proof has surfaced and many
theories speculate he is either hiding in the Central American mountains, taking shelter in the Soviet Union or is a prisoner of the
CIA.
AFTERTHOUGHTS
The Bronze Age of the Zenith Universe is a period rich in events that collectively signify a departure from the more black-and-white
moral landscape of earlier eras. The assassination of President Reagan, the Central American War, the death of Guardsman, and
the political ascendancy of President Lewis Sinclair and the American Party are but a few of the pivotal moments that define this
age. These events, and their repercussions, offer a deeper exploration of the consequences of superhuman actions, the ethical
dilemmas of power, and the evolving relationship between heroes, villains, and the society they aim to protect. As the Zenith
Universe continues to unfold, the Bronze Age stands as a testament to the enduring complexity of its world, where the lines between
heroism, villainy, and governance are continually redrawn.
Some say that the death of Guardsman marks the end of the Bronze Age and the beginning of an inevitable Iron Age. Still others
say that it is just the midway point and the Bronze Age may yet not be over. Whether or not this is the case, many wonder if Dr. Van
Jove’s promised wave of supers and technological advances will come to be or is simply a pipe dream.
According to ASGARD files there are over 500 known superheroes and villains globally and an estimated 200 more who have
powers but do not “suit up” to coin a phrase. There has also been an increase in the number of governments that are employing
superhumans in their militaries and other agencies. Some have speculated that this many superhumans will either lead to a new
dominant form of humanity or a culling of the herd in some sort of crisis.
While the future remains unclear, for now superhumans are here to stay, for good or bad.
THE TITAN FORMULA
The following document was obtained from a FOIA request in 1978 by Capitol City radio talk show host Jack Porter. It was later
shared publicly in the Capitol City Chronicle on Sunday, April 1st edition, leading most to dismiss it as an April Fool’s hoax. Despite it
later being proven to be valid, to this day the rumours persist that this is not a legitimate document and those who believe so are
merely being duped or are conspiracy theorists.
Director,
This communiqué is in response to your request for a report on the nature and history of the “TITAN
FORMULA” developed by “PROJECT VICTORY” labs in 1941. I have collected said information in a full
report which you will receive by secure courier by week’s end. In the meantime, this summary should
provide you with a basic overview.
Developed by Doctor Phineas Titansky (now known by his “SUPERHERO” moniker “DOC TITAN”) in mid-1941,
the serum is known to provide superpowers to those individuals who are injected with it.
It’s known list of effects are, but not limited to;
- Random superhuman abilities: See below for known recipients.
- Longevity: Reports suggest a retardation of the ageing process/effects.
- Mental Instability: This is shown in male recipients only, thus far.
The list of individuals known to have received the “TITAN FORMULA” are;
- Doctor Phineas Titansky (A.K.A. DOC TITAN): Power include “HYPER GROWTH” and “INCREASED
INTELLECTUAL CAPACITY”. Titansky does not appear to suffer from the effects of mental
instability at this time, but it should be noted that he has refused to receive a psychological
evaluation by our doctors.
Status: Active
- Major (REDACTED), USAF (A.K.A. LADY AMERICA): Powers include “HYPER REFLEXES” and “PEAK HUMAN
FITNESS LEVELS”. As of yet we have not detected any mental instabilities directly related to
the “TITAN FORMULA”.
Status: Active
- Major (REDACTED), USMC (A.K.A. MAJOR VICTORY): Powers include “SUPER STRENGTH” and “BODY
RESISTANCE” vs. small arms and medium arms fire. Before his demise, Army psychologists reported
episodes of megalomaniacal behavior and paranoia.
Status: Deceased/KIA
- Private First-Class (REDACTED), USAAF (A.K.A. KID VICTORY): Powers included “INCREASED RUNNING
SPEED” and “SUPERHUMAN REACTIONS”. Army psychologists reported episodes of megalomaniacal
behavior and paranoia as well.
Status: Deceased/KIA
- Private (REDACTED), WAC (A.K.A. SPANGLE): Powers included “SUPER AGILITY” and “ENHANCED
SENSES”. She did not display any psychological instabilities related to the “TITAN FORMULA”.
Not she was not a direct recipient, but instead was exposed via blood transfusion by Major
(REDACTED).
Status: Deceased/KIA
(REDACTED): Powers included “SUPERHUMAN STRENGTH” as well as “NIGH INVULNERABILITY” to physical
harm. He displayed exceptionally anti-social and sociopathic tendencies, but it is unclear if
this is related to his criminal past of the “TITAN FORMULA”.
Status: Inactive/Incarcerated.
- (REDACTED): Powers included “SUPERHUMAN REACTIONS”, “INCREASED RUNNING SPEED”, and “SUPER
STRENGTH”. Was certified as mentally insane by (REDACTED) psychologists in 1953 as a paranoid
schizophrenic, confirmed by INTELLIGENCE DOCUMENT: (REDACTED).
Status: Unknown/Believed Deceased
It is my opinion sir that the refusal of Doctor Titansky to provide the current government with samples
of this “TITAN FORMULA” offers much speculation to his mental health, see earlier cases of documented
paranoia. As you will see in the full report there are many questions that remain unanswered and said
answers are in Titansky’s mind, or the records for “PROJECT LIBERTY”, which were sealed by Presidential
order in 1949.
I look forward to seeing you in Arlington next Monday to go over this all face-to-face and discuss how
we will move forward with “OPERATION GODHEAD”.
Lassiter King
Special Agent Lassiter King
CAPITOL CITY - A CITY OF HEROES
Capitol City, the urban heart of the East Coast in the Zenith Universe, stands as a bustling metropolis divided into distinct districts,
each with its own character and level of superhuman activity. The City Center is the hub of it all, a place where high crime rates
meet the high costs of living, and where essential landmarks like the Glass Mansion and Capitol City Central Station draw citizens
and tourists alike. The SoNa district is a cultural hotspot, while the University Quarter caters to the academic community, anchored
by institutions like Lafayette University.
To the north lies North Capitol City, a district with moderate crime rates and a mix of residential and commercial spaces, including
the key transport hub of Capitol City International Airport. Olde Towne offers a glimpse into the city's rich history, standing in contrast
to the technological advances symbolized by Pyramid Park and the Medical Quarter.
Suburbs like West Capitol and Louiston provide more residential options, while neighborhoods such as Crichton and Highland Park
depict a stark difference in socio-economic status, indicated by their varying crime rates and resources needed for residence.
Notable areas like the Ma'Quitic Reserve offer natural respite from the city's hustle, while Riverside Park and Harborside add to the
city's scenic diversity. Capitol City also boasts numerous greenspaces, such as City Park and the Green Lawns Park, providing
urban oases for its inhabitants.
The city is served by an extensive metro line system with six lines, including the Blue Line which is totally underground, and
numerous stations that facilitate movement across the various districts. Capitol City's diverse neighborhoods, such as Little Italy and
Harborside, offer a tapestry of cultural experiences, while areas like The Hub and Eastpark showcase the city's technological and
entrepreneurial spirit.
Surrounding areas include Fairfax and Seaton, adding to the city's suburban sprawl, while notable sites like the Centurions' Island,
also known as The Citadel, hint at the city's superhuman influences. From the vibrant Lachine Night Market to the stoic Capitol City
Courthouse, the city is a blend of old and new, tradition and innovation, everyday life and superhuman spectacle.
In essence, Capitol City is a microcosm of the Zenith Universe's complexity, where every district tells a story, every landmark holds a
secret, and every neighborhood contributes to the multifaceted identity of this iconic metropolis.
RADIO STATIONS
Here is a quick overview of the Radio Stations broadcasting to the Capitol City.
WLST 610AM – Student Rock Radio: Broadcasting from WCCF 1420AM offers a classic mix of Top 40 hits alongside
Levesque University, WLST 610AM is the heartbeat of the news, sports updates, and community affairs. It's a cornerstone
student population, offering a vibrant mix of Alternative and of Capitol City's broadcasting, providing a blend of
College Rock. It's a platform for students to express entertainment and information.
themselves and connect over shared musical tastes, also
WTLK 1660AM – Talk 1660: For those seeking engaging
featuring radio shows that delve into college life and interests.
discussions and a platform for debate, WTLK 1660AM offers
WBSX 1011AM – The Score: Sports enthusiasts in Capitol talk radio at its finest. Covering a broad spectrum of topics from
City tune into WBSX 1011AM for comprehensive coverage of politics to personal advice, it's a station that encourages
sports news, game analyses, and live commentary. As the listener participation and community dialogue. Home of Jack
city's dedicated sports radio station, it keeps fans updated on Porter: The Nightowl show.
local and national sporting events, making it an essential listen
WKIS 1810AM – Heart & Soul Radio: Catering to lovers of
for sports fanatics.
romantic easy listening music, providing a soothing soundtrack
WCCF 1420AM – Capitol's Finest: As Capitol City's for the city's romantics. It's the go-to station for timeless ballads
pioneering station and the sister station to Channel 4 TV, and soulful tunes that evoke feelings of love and nostalgia.
WRCK 89.2FM – Capitol Rocks!: With a focus on hard rock WBQT 98.2FM – Classic Country FM: Embracing the soul of
and metal, WRCK 89.2FM is the city's outlet for heavy riffs and country and western music, WBQT 98.2FM is Capitol City's
headbanging anthems. It's a station that embodies the spirit of home for classic country tunes and the stories behind them,
rock and roll, catering to the city's rock enthusiasts. connecting listeners with the roots of American music.
WCCT 91.1FM – Capitol City Community Radio: This station WLSN 101.1FM – Inner Eye Radio: WLSN explores the
serves as a voice for the Capitol City community, offering spiritual and mystical, offering programming centered on
programming that reflects the diverse interests and cultures of religious, esoteric, and New Age topics. It's a station for those
its listeners. From local news to cultural showcases, WCCT seeking enlightenment and alternative spiritual perspectives.
91.1FM fosters a sense of unity and belonging among the city's
WPOP 105.2FM – 105.2 HITS FM!: Dominating the airwaves
residents.
with Top 40 hits, WPOP 105.2FM is where Capitol City tunes in
WKLX 95.6FM – 95.6 Flashback FM: For a trip down memory for the latest chart-toppers and pop anthems. It's a high-energy
lane, Flashback FM spins oldies but goodies, celebrating the station that keeps the city's pulse on the current music scene.
hits of yesteryears. It's a station that appeals to nostalgic
listeners, bringing back the soundtrack of the past.
SPORTS TEAMS
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Blue Sox - MLB - McShane Field: The Blue Sox are Capitol The team's engaging style of play and community involvement
City's pride in Major League Baseball, calling the historic have endeared them to basketball fans across Capitol City,
McShane Field their home. Known for their spirited gameplay making their games a must-see event.
and dedicated fanbase, the Blue Sox have a storied history,
Romans - NFL - Sterling Stadium: The Romans, Capitol City's
filled with memorable seasons and iconic players. McShane
entrant in the National Football League, showcase the
Field, with its classic design and intimate atmosphere, provides
gridiron's strategic and physical battles at the magnificent
the perfect backdrop for the thrilling baseball action that unfolds
Sterling Stadium. With a rich history of hard-fought games and
each season.
legendary players, the Romans embody the spirit and passion
Riflemen - NHL - Capitol City Arena: As Capitol City's of American football. Sterling Stadium, known for its electrifying
representatives in the National Hockey League, the Riflemen atmosphere on game days, provides the perfect venue for fans
are celebrated for their fierce competitiveness and skilled to cheer on the Romans as they vie for championship glory.
roster. The Capitol City Arena, a state-of-the-art facility, serves
Senators - NASL - Sterling Stadium: Representing Capitol City
as the battleground where the Riflemen face off against their
in the North American Soccer League, the Senators have
rivals, offering fans a high-energy hockey experience. Their
played a crucial role in popularizing soccer among the local
games are a winter staple for sports enthusiasts in the city,
populace. Their matches at Sterling Stadium are a testament to
drawing large crowds eager to witness the Riflemen's pursuit of
the growing enthusiasm for soccer in the city, with the
the Stanley Cup.
Senators' skillful play and international flair captivating fans
Corsairs - NBA - Capitol City Arena: The Corsairs light up the new and old. The team's efforts on and off the pitch have
hardwood at the Capitol City Arena, bringing dynamic significantly contributed to the sport's rising profile in Capitol
basketball action to the heart of the city. As members of the City, making Senators' games a vibrant and multicultural
NBA, the Corsairs have become synonymous with high-flying gathering.
dunks, precise three-point shooting, and intense matchups.
LOCAL BUSINESSES
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Stiener's Family Grocery – As the premier grocery chain in combination of local superhero lore and delectable treats,
Capitol City, Stiener's Family Grocery has earned a reputation making it a beloved part of the city's culinary landscape.
for quality, freshness, and a commitment to local produce and
Burger Coliseum – Drawing inspiration from Capitol City's rich
products. Originating from its first store in Harborside, Stiener's
historical and cultural heritage, Burger Coliseum offers a
has expanded across the city and local areas, becoming a
unique dining experience with a Roman-themed menu.
household name for daily shopping needs. The chain's focus
Originally a drive-in in Highland Park, the chain has adapted to
on community support and local suppliers resonates well with
city life with drive-thru services, bringing a taste of ancient
Capitol City residents, who prefer local over national brands.
Rome to modern-day Capitol City. The novelty and thematic
Weller's – Though not originally from Capitol City, Weller's consistency of Burger Coliseum make it a favorite among
department store has seamlessly integrated into the local retail residents looking for fast food with flair.
landscape, becoming a statewide phenomenon. Known for
Captain Toshi's Fish & Chips – Echoing traditional English
offering a wide array of great deals and popular brands,
fish and chips, Captain Toshi's brings a slice of the UK to
Weller's attracts shoppers looking for quality and value. Its
Capitol City. With its slogan "Just Like In England!" and five
success in Capitol City is a testament to its ability to cater to
locations around the city, the restaurant chain is on its way to
the tastes and preferences of local consumers, despite its non-
becoming a significant player in the local dining scene, offering
local origins.
authenticity and quality in every bite.
Johnny Rocket's Donuts & Coffee – This donut shop chain
Fairfax RX – Although Fairfax RX started as a drugstore, it has
capitalizes on the local hero turned entrepreneur, Johnny
expanded its offerings to include limited grocery and general
Rocket. More famous for his delicious donuts than his
goods, catering to the broader needs of Capitol City residents.
superhuman exploits, Johnny Rocket's has become a staple in
With over 25 locations in the Greater Capitol Area, Fairfax RX
the Capitol City morning routine. With over 30 locations in the
has become a convenient stop for health, wellness, and
Greater Capitol Area, Johnny Rocket's provides a unique
everyday essentials, emphasizing local convenience and as the go-to chain for 24-hour convenience shopping. With its
service. recent expansion into Petronix gas station stores and over 50
locations in the Greater Capitol Area, Night Owl offers
Night Owl Convenience – Serving the Capitol City community
unparalleled accessibility and a wide range of products,
around the clock, Night Owl Convenience has established itself
solidifying its status as a staple of local convenience retail.
SUPERCOPS
AEGIS (Allied European General Intelligence Service) organizations, striving to maintain peace and order in an
serves as the European counterpart to ASGARD within the increasingly volatile world.
Zenith Universe, representing a collaborative effort among the
CHASE (Canadian Headquarters for Active Super
nations of the European Communities to address superhuman
Enforcement) emerges as Canada's answer to the increasing
threats and maintain continental security. Established as a
superhuman activities within the Zenith Universe, functioning
unified response to the increasing prevalence of superhuman
under the auspices of a joint venture between the Royal
individuals and the complex challenges they pose, AEGIS
Canadian Mounted Police (RCMP) and the Canadian Ministry
operates across borders to coordinate intelligence, enforce
of Super Humans. As the Canadian equivalent of ASGARD,
superhuman law, and engage in operations aimed at protecting
CHASE is tasked with the oversight and regulation of
the public and upholding stability. Comprising operatives and
superhuman actions across the nation, boasting a select roster
resources from its member nations, AEGIS embodies the spirit
of active superhumans including the renowned Canadian
of European cooperation, leveraging a diverse array of
legend, Grenadier. Despite its relatively modest size compared
technological, magical, and superhuman capabilities to
to its American and European counterparts, CHASE's strategic
counteract both domestic and international superhuman-related
and effective use of its superhuman assets has established it
crises. In the ever-evolving geopolitical landscape of the Zenith
as a formidable force in maintaining national security and
Universe, AEGIS stands as a testament to the continent's
peace. Recent rumors suggest that CHASE is in the
commitment to collective security and the proactive
preliminary stages of forming a national Canadian superhero
management of superhuman dynamics.
team, signaling an ambitious expansion of its role in
AIA (American Intelligence Agency) is a centralized superhuman affairs and its commitment to safeguarding the
intelligence organization within the Zenith Universe, country against both internal and external superpowered
established by President Nixon following the turbulent events of threats, further solidifying its integral position in the
the Secret Society War and the rise of ASGARD. This international community of superhuman enforcement agencies.
reformation saw the dissolution of all previous American
DSVS (Diviziya sverkhchelovekov Verkhovnogo Soveta/
intelligence bodies, both domestic and international, in favor of
Supreme Soviet Super Human Division) stands as the Soviet
a singular, unified agency tasked with overseeing and
Union's authoritative organization overseeing superhumans.
coordinating the United States' intelligence efforts across the
Tasked with managing the USSR's superheroes and policing its
globe. The AIA's mandate extends across a broad spectrum of
supervillains, the DSVS embodies the state's response to the
activities, from espionage and counterintelligence to analysis
growing superhuman phenomenon. A key force within the
and covert operations, with a particular emphasis on managing
DSVS is Krasnyye chasovyye (the Red Sentries), a team
the complex dynamics introduced by superhumans and secret
explicitly named to taunt the Imperial Russian defector, Sentry.
societies into global politics. By consolidating intelligence
Throughout the Cold War, the Red Sentries have engaged in
resources and capabilities under one roof, the AIA aims to
both conflict and cooperation with Western heroes, navigating
enhance the effectiveness, efficiency, and responsiveness of
the delicate balance of superhuman diplomacy against a
the nation's intelligence apparatus. This strategic centralization
backdrop of espionage and ideological rivalry. Known for their
reflects a recognition of the increasingly intricate threats facing
staunch opposition to SKULL, the DSVS and its operatives play
the world, where superhuman elements and shadowy
a critical role in the global superhuman landscape of the Zenith
organizations necessitate a more integrated and adaptive
Universe, representing the Soviet interest in the ongoing battle
approach to national security and intelligence gathering.
between power, ideology, and the quest for supremacy in a
ASGARD (American Strategic Government Action world populated by beings of extraordinary abilities.
Response Department) is a paramount paramilitary
STAR (Special Tactics and Response) a private high-tech
organization within the Zenith Universe, established as the
superhuman police force designed to rival the government-
nation's premier response team to superhuman threats and
operated ASGARD. As a private enterprise, STAR represents a
activities. Formed in the wake of escalating conflicts involving
new paradigm in superhuman law enforcement, combining
secret societies and superhuman individuals, ASGARD
cutting-edge technology with a roster of superhuman
operates under the jurisdiction of the U.S. government, tasked
operatives to address threats traditional police forces are ill-
with the critical mission of protecting American civilians and
equipped to handle. Their recent contractual agreement with
interests from both domestic and international superpowered
Capitol City to provide superhuman policing services marks a
disturbances. With a mandate that encompasses surveillance,
significant milestone, positioning STAR at the forefront of a
intervention, and containment, ASGARD employs a
growing trend towards privatizing security in areas where
combination of advanced technology, strategic intelligence,
superhuman activities are prevalent. This development not only
and, when necessary, superhuman operatives to manage the
underscores the increasing reliance on private entities for
delicate balance between human and superhuman dynamics.
public safety in the face of superhuman threats but also raises
Its creation signifies a pivotal shift in the government's
questions about accountability, jurisdiction, and the role of
approach to handling the complex challenges posed by the
private forces in the broader security landscape of the Zenith
existence and actions of superhumans and secret
Universe.
SECRET SOCIETIES
Az-Tech emerged from the aftermath of the Secret Society War and scientists, dedicated to the fusion of magic and technology.
within the Zenith Universe, as a distinct faction born from the Az-Tech's formation was driven by the desire to explore and
fragmentation of The Citadel, once a dominant secret society. exploit the synergistic potentials of arcane energies and
This organization represents the innovative union of wizards scientific advancements, positioning themselves at the forefront
of a new era of technological marvels and mystical powers. spectrum of heroism and villainy, all while maintaining a
Their endeavors range from developing cutting-edge weaponry shadowy presence in the world's geopolitical landscape.
to creating spells that manipulate the fabric of reality, all aimed
SKULL (Strategy, Knowledge, Unity, Loyalty, Legion) led by
at enhancing their influence and achieving objectives that blur
the enigmatic figure known as the Silver Skull, rose to
the lines between the mystical and the mechanical. Az-Tech
prominence within the Zenith Universe following the Secret
stands as a testament to the evolving landscape of power
Society War, distinguishing itself as a formidable and secretive
within the Zenith Universe, where the amalgamation of ancient
organization with a clear ambition for global dominance.
lore and modern innovation opens new frontiers for both
Strategically outmaneuvering other factions like The Citadel
conflict and collaboration.
and The Syndicate during the conflict, SKULL secured its
Chimera is a clandestine organization that rose from the position as the preeminent threat to international peace and
remnants of The Citadel in the wake of the Secret Society War, security. Specializing in covert operations, espionage, and
within the dynamic world of the Zenith Universe. Distinguished leveraging superhuman talents for nefarious ends, SKULL's
by its focus on biogenetics, Chimera has positioned itself as a victory in the war allowed it to inherit and expand upon the
leader in genetic manipulation and enhancement technologies. clandestine networks and resources of its fallen adversaries.
This faction is driven by the pursuit of evolving human With a doctrine that emphasizes Strategy, Knowledge, Loyalty,
capabilities beyond their natural limits, often venturing into and Legion, SKULL operates from the shadows, orchestrating
ethically ambiguous territories. Their activities encompass a events and manipulating superhuman and political landscapes
wide range of experiments, from the creation of superhumans to advance its dark agenda, making it a central antagonist in
to the development of biological weapons, all aimed at the ongoing narratives of the Zenith Universe.
advancing their vision of human evolution. Chimera's
The Syndicate represents the amalgamation of traditional
emergence as an "evil genetic group" signifies the darker
crime families from the Eastern Seaboard, including Italian,
aspects of scientific exploration when divorced from moral and
Russian, Irish, and other European ethnic groups, into a
ethical considerations. Their existence raises profound
formidable and cohesive secret society. This alliance, forged in
questions about the nature of humanity and the ethical
the crucible of the Secret Society War, where they were initially
boundaries of scientific inquiry, making them a formidable force
targeted by the Citadel only to reveal SKULL as the true
in the ongoing world.
aggressor, has since solidified their presence as the premiere
The Citadel a once dominant force within the Zenith Universe, organized crime institution of America. Engaged in a wide array
traces its origins back to the American Revolution, aspiring to of criminal activities such as drug trafficking, prostitution, theft,
revert America back under British dominion. By the 1960s, it and human trafficking, the Syndicate operates with a level of
had infiltrated various sectors of American society, with roughly organization and connectivity that rivals any other secret
two in five Americans unknowingly interacting with its agents. society within the universe. Despite the tumultuous events of
Governed by the Council of 13, its extensive reach was the Secret Society War, the Syndicate has adeptly navigated
curtailed following the Secret Society War, precipitated by the the aftermath, continuing their illicit operations and maintaining
assassination of its leading council member. This conflict led to a significant influence over the underworld, showcasing their
The Citadel's fragmentation into factions such as Az-Tech, resilience and adaptability in the ever-evolving landscape of the
Chimera, ROOK, and VENOM, each adopting a piece of The Zenith Universe.
Citadel's vast legacy. Post-war, The Citadel was significantly
VENOM (Villainy, Extortion, Nihilism, Oppression, Murder)
diminished, receding into the shadows, and it hasn't been seen
emerged in the wake of the Secret Society War's upheaval
or heard from since the conclusion of the Secret Society War,
within the Zenith Universe, as a direct offshoot of The Citadel's
leaving its future actions and influence, or its very continued
dissolution, specifically from its assassination and covert
existence, a subject of speculation.
operations wing. Embracing a sinister motif and philosophy
ROOK emerged from the fragmentation of The Citadel in the encapsulated by its acronym—Villainy, Extortion, Nihilism,
aftermath of the Secret Society War within the Zenith Universe, Oppression, and Murder—VENOM established itself as a
taking the reins of the organization's advanced weaponry and mercenary and criminal organization for hire, specializing in the
arms development division. Specializing in the creation and most malevolent aspects of subterfuge and aggression. With a
distribution of high-tech armaments and specialized equipment, particular emphasis on leveraging superhuman abilities for illicit
ROOK established itself as a formidable arms dealer in the activities, including high-profile assassinations and terror
global black market, catering to the highest bidders regardless campaigns, VENOM quickly gained notoriety as a pervasive
of their affiliations. This transition marked ROOK as a key and malignant force. Operating under a veneer of secrecy and
player in the proliferation of superhuman and conventional known for their ruthlessness, VENOM continues to play a
warfare technologies, contributing to the shifting dynamics of significant role in the darker corners of the Zenith Universe,
power and conflict within the Zenith Universe. With a focus on often clashing with heroes and other factions in their quest for
innovation and discretion, ROOK continues to influence the power and influence.
balance of power, arming factions and individuals across the
APPENDIX N: ZENITH COMICS HEROES & VILLAINS
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HEROES
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THE GUARDSMAN
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GYRO
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LADY AMERICA
Identity: Amanda Reese
Side: Heroic
Origin: Transformed
Calling: Soldier
Weakness: Normal
ATTRIBUTES
F: AM50 A: RM30 S: EX20 E: IN40
R: GD10 I: RM30 P: EX20 D: IN40
Renown: 75 Resources: IN40 Initiative: +6/+7
Health: 140 Mettle: 100 Karma: 240
POWERS & EQUIPMENT
Titan Serum: Lady America is a recipient of the Titan Serum that allows her to act at peak human ability and slows her aging
process down to approximately 1 year for every 10 years live.
Body Armour: Lady America wears a costume made from an anti-ballistic weave/mesh that provides her with EX20 protection from
Force and Edged attacks and TY06 vs. Energy attacks.
Mind Shield: Lady America has an AM50 intensity mental shield that consists of a repeating cookie recipe. Any attempts to read
her mind or control her mentally must first break past the shield. This does not provide any protection from psionic attacks, just
Telepathy and telepathic effects.
TALENTS
Leadership
Martial Arts A, Martial Arts B, Martial Arts D, Martial Arts E, Martial Arts H
Master of Martial Arts
CONTACTS
Government: Lady America is connected directly to the President’s Office.
Military: A.S.G.A.R.D. Lady America has a connection to the head of A.S.G.A.R.D., code named ODIN.
QUIRKS
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PROFILE
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VILLAINS
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COLT
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DAMSELFLY
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ENERGION
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GLAMAZON
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SKULLSMASHER
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APPENDIX O: INSPIRATIONS AND READING LIST
When I think of the comics that formed my views, and then the movies, animations, and tv shows, I can see the formation and
continuation of the Zenith Universe within the,
Here is an incomplete list of said inspirations.
COMICS
• Adventure Comics: JSA Stories (DC Comics) – Issues 461-446 – 1979
• Adventure Comics: Dial H for HERO stories (DC Comics) – Issues 479-490 – 1981-1982
• All-Star Comics (DC Comics) – Issues 58 – 74 - 1976-1978
• The All-Star Squadron (DC Comics) – 1981-1987
• The Avengers (Marvel Comics) – 1963-2004
• Elementals (Texas Comics/Comico) – 1983-1996
• The Golden Age: Elseworlds (DC Comics) – 1993
• The Hero Alliance (Sirius Comics/Pied Piper Comics/Wonder Comics/Innovation Publishing) – 1985-1992
• The Invaders (Marvel Comics) – 1975-1979
• The Justice League of America (DC Comics) 1960-1985
• Justice League International (DC Comics) 1987-1991
• Marvel Team-Up (Marvel Comics) 1972-1985
• Marvel Two-in-One (Marvel Comics) 1974-1983
• The New Teen Titans (DC Comics) – 1980-1996
• Power Factor (Innovation Publishing) – 1990-1991
• The New Mutants (Marvel Comics) – 1982-1991
• The Uncanny X-Men (Marvel Comics) – 1975-1991
• U.N. Force (Caliber Comics) – 7 Issues – 1993
MOVIES
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TV SHOWS
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MISC.
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APPENDIX P: RANDOM ENCOUNTER TABLES
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ROLL 1D100
01 Alien Encounters 81-85 Rival Hero Encounters
02-10 Monsters Attack! 86-90 Timey-Whimey Entanglements
11-29 Natural Disasters 91-95 Extra-Dimensional Affairs
30-50 Urban Incidents 96-99 Chariots of the GODS!
51-60 Mystic Plots 100 Intergalactic Adventures
61-80 Villain Schemes & Plots
CAPITOL CITY