ZCP Heroic RPG Prod 091724
ZCP Heroic RPG Prod 091724
CREATOR
Andrew Collas
WRITERS
Andrew Collas, April Dawn Duncan
EDITING
April Dawn Duncan (Editor-in-Chief), Shane Taylor (Assistant Editor)
CONSULTANTS
Dean Poisso, Tim Bannock, and Leonard Pimentel
PROOFREADERS
Doug Burke, Charles Hata-King, Sgt. Dan Krenzke, Terenzio Martella, Dale Russel, Marko Stavrakis, 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,
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.
Greetings and heartfelt thanks to you, dear gamers, for your support of and belief in us. From the time I can first remember, I always
wanted to be a superhero. It began when my mom let my brother and I watch reruns like Wonder Woman, Batman, Buck Rogers,
Captain America and the Green Hornet. Then she introduced us to comic books, and the X-Men became our new obsession. Her
love for the big screen brought us Superman, Flash Gordon, and Buckaroo Bonzai. All the while, my dad was training us in boxing
and judo and honing our skills on his homemade obstacle and high ropes course so we could defend ourselves and others should
the need arise. Instead of sewing me pretty dresses, my grandma sewed me capes and masks to go with my underoos and tights.
My mom’s love for superheroes and my dad’s heroic service in the military instilled in me a sense of right and wrong, a belief in
justice and mercy, and the compulsion to help those in need.
Sadly, I never developed any superpowers try as I might, but I did have a hyperactive imagination, a love for reading and writing,
and the habit of playing make-believe which eventually led to my discovery of roleplaying games. I suppose all of this might explain
why I’m here writing to you now about an extraordinary roleplaying game and its inspiring universe that somehow I’ve been allowed
to not only play in but help write the book for. It’s an honor and a pleasure to be a part of this incredible creation.
I wish you all the best, and may your storytelling together build comic book series of epic proportions!
April Dawn Duncan
Writer ZEG Media
Winter 2024
I have had the great joy of playing this game in its initial phases through many changes and improvements - and I plan to play it for
years to come. My wish is that you love the game as much as we do.
Peace,
Shane Taylor
ZEG Media Art Director & Editor
WHAT IS A ROLE-PLAYING GAME?
This is a transformative question, and my answer will most likely—how do the youth say—blow your mind. If you are you a Role-
Playing Game (hereafter RPG) neophyte, then I, the Curator, shall be your docent. If you are already an RPG aficionado, you can
meet me in the athenaeum’s data collection room where we can discuss the finer points of the elegant HEROIC roleplaying system.
What is an RPG, you ask? Besides a jolly good time? I took a poll and compiled the answers of many HEROIC denizens and found
the one that most tickled my fancy came from none other than Kracker Jackie! And I quote, “If a top-secret government lab spliced
the DNA of a conversation game with a tabletop game and then imbued it with celestial power obtained through clandestine means,
you would have an RPG.” Brilliant! Well said, Kracker Jackie.
You, you quoted me? Little ole me? I’m so touched, Curator, dearie!
Kracker Jackie, what have I told you about entering panels without being invited?
You said that it’s impolite and could lead to my very existence being smashed to smithereens by a cosmic being who
mistakes me for a bug.
Yes, please do keep that in mind in the future. Now run along. You have your assignment.
You’re one of those cosmic beings, aren’t you?
It would be a wise assumption.
I’ve never been accused of that before, but I know when it’s time to go. Catch you later, Curator dearie!
Yes, yes. Now, where was I? Players step into the roles of the main characters of a collaborative story as Player Characters
(hereafter PCs). The Judge constructs the framework of the story based on their own interests and their Non-Player Characters’
(hereafter NPCs) backgrounds as well as the Players’ interests and their PCs’ backgrounds. Together the Judge, through their
framework and NPC based prompting, and the Players, through their choices and actions, build an amazing story. But what about all
the dice rolling? Dice rolls are used to determine the outcome of choices or actions related to PC and NPC abilities and skills (in
HEROIC specifically Abilities, Powers, and Talents). These outcomes add an element of unpredictability that keeps the story
dynamic and exciting.
Like most games, RPGs can either be competitive or cooperative. We here at HEROIC suggest the latter, as a cooperative game
allows collaboration and teamwork, which is at the heart of any superhero team. As sure as day follows night, there will be drama
between teammates, but conflict is a part of any relationship, allowing for growth and improvement. Speaking of drama, if you have
ever done any acting, whether it be in a school play or on Broadway or in a student film or in Hollywood, you already have the chops
to take on the “role-playing” aspect of an RPG. If acting has not been a part of your wheelhouse, there is no other workshop more
approachable than an RPG! How deep you immerse yourself is entirely up to you. Do you feel like altering your voice or practicing
your favorite accent? I applaud you! Are you itching to cosplay characters in all their glorious capes and tights? I encourage you!
And if anyone gives you grief, send them to me, and I shall show them the error of their ways. Whatever degree of engagement you
choose, remember that this is improvisational theater at its best, and this type of game is not about winning, it is about building and
experiencing a compelling story together.
WHAT IS HEROIC?
So what exactly is HEROIC? Besides jaw-dropping and show-stopping? HEROIC is an adaptable gaming system set in the Zenith
Universe in 198X, (not a typo, I assure you). It allows you to be rules light or develop whatever rule complexity level you wish
without making any modifications to its resolution process. The powerful Intensity Engine drives the system with dynamic success
numbers that are based on the comparison of the superhero's abilities versus the situational difficulty or versus the villain's abilities.
The deceptive depth of what appears to be a simple system makes for a shallow learning curve while simultaneously allowing
endless exploration and creation. This in turn gives you the pure freedom of anything goes, just give powers a rank and run with no
need to delicately balance points. With a Karma system adding flair to heroic actions and Whimsey Cards creating unexpected
twists in the plot, there will never be a dull moment, we promise. Even if you are already sold, let us seal the deal with this one last
revelation. HEROIC is 99% compatible with FASERIP, opening up a vast array of previously published resources right at your eager
fingertips.
What is the Zenith Universe?
Now that I have given you the allocution on this adaptive and robust gaming system, it is time for an introduction to its legendary
origins! HEROIC is set in the Zenith Universe, a carefully crafted cosmos of heroics, tragedies, and social and political intricacies
that take you on a spellbinding journey through the various Ages and pivotal events of the superhero genre.
Why 198X?
You are an inquisitive one, are you not? That is a trait to be admired. HEROIC immerses you in the compelling world of 198X as a
Superhero of your creation who battles Villains to protect the innocent. I am sure you noticed the X where a number should have
been? That is the compelling part of which I speak. While the world in which HEROIC was born embodies the iconic aspects of a
renowned decade, the 1980s, it also has the X factor of embracing accelerated scientific innovations thanks to super-geniuses
competing to invent the best whiz bang and future tech. For example, the first cellular phone model fits nicely in the palm of your
hand instead of doing its best impression of a brick. While a Judge is free to set their campaign to any date, HEROIC exists
somewhere in the 1980s and consequently this book is based upon 198X denizens and devices.
Can HEROIC be played in a different setting?
Boasting hundreds of superheroes and villains and a prolific timeline stretching from the past through the present and into the future,
there are countless incredible stories to be created and amazing adventures to be shared. It would behoove you to consider
exhausting all that HEROIC has to offer before using it to run games in alternate settings.
RANKS
Most functions in HEROIC are assigned Ranks (for instance, your Character’s Abilities and Powers). Each Rank has a felicitous
Name and matching numerical Value (which is the Rank’s Intensity); see the Table below. An average Zenith Universe campaign
usually goes from Feeble to Uncanny, but an exceptional one might go as high as Cosmic.
Table 1.0 Power Ranks
Name Value Spread Name Value Spread
Feeble (FE) 02 01-02 Mighty (MG) 75 63-87
Poor (PR) 04 03-04 Uncanny (UN) 100 88-125
Typical (TY) 06 05-07 Spectacular (SP) 150 126-175
Good (GD) 10 08-15 Fantastic (FN) 200 176-350
Excellent (EX) 20 16-25 Legendary (LG) 500 351-950
Remarkable (RM) 30 26-35 Wondrous (WN) 1000 951-2900
Incredible (IN) 40 36-45 Epic (EP) 3000 2901-4900
Amazing (AM) 50 46-62 Cosmic (CZ) 5000 4901+
FEATS
A Function of Extraordinary Ability or Talent, or FEAT (no superhero game is complete without acronyms), is the core mechanic 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 rolled using those exquisite two ten-sided dice you have at the ready, and the results are looked up on the Universal
Table (introduced and further discussed below). When you blow on them, make sure to tell Lady Luck that you want to roll high, and
before you go adding the numbers on your dice together, let me explain how they actually combine to make a D100 roll. 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 providing the Ones number. For instance, if you roll a 7 on the Tens D10 and a 2 on the Ones D10, you
get a 72. It’s elementary, my dear apprentice! To alleviate any concerns, if you see double zeros, that is a 100 and not a supervillain
sabotaging your dice. Your purpose in rolling these exquisite examples of engineering is to attempt to exceed a Difficulty decided by
the ever-conniving Judge. (Please educate yourself further about Difficulties in the Judge chapter under Universal Intensities.)
THE UNIVERSAL TABLE
Now that you have been enlightened on how Ranks and Feats work, it is time for you to bask in the efficiency of the HEROIC
version of the Universal Table. (Our heartfelt compliments and deepest gratitude to the brilliant original design and its creators.) This
potent table fuels the Intensity Engine. We have attentively improved on its optimization of data visualization by trimming the number
of rows through redistribution of dice roll categories, and to cheer you on to victory, we have flipped the table upside down, making
the first row you see the best roll you can strive for. Its anticipatory pattern, distinct color cues, and strategically placed texts, swiftly
guide you through your data story, helping you figure out if you have bested the Judge’s roll and blown out your enemies’ eardrums
with your sonic powers or if they don’t have eardrums at all, and you are going to have to enact your backup plan. A quick rundown
of the colors reveals that a White Result is usually a Failure, but a Blue Result often means something bad happens on top of your
abject failure (a little salt in the wound just makes your ultimate victory all the sweeter). It is best to aim for at least a Green Result
for an adequate success, a Yellow Result to impress, and a Red Result to confound.
To bring Players an element of self-empowerment and unique identity, roll results can be affected by Powers, Talents, Perks &
Hitches, Conditions, and other factors, so get to know your character well so you don’t miss out. This effect is called a Column Shift
(hereafter CS). A CS has a + or – sign preceding it to indicate whether it is a positive or negative shift, as well as a numerical value
to indicate how many column shifts occur. For instance, +1CS means you shift the column one time in the positive direction or -1CS
means you shift the column one time in the negative direction. To delve deeper into these mechanics, take a look at Playing the
Game and Combat sections respectively.
To make a FEAT, you take the Intensity of your character’s Ability Rank and compare it to the Intensity of the opposing Ability,
Power, Gear, or even common items’ Rank and apply the difference as either a positive or negative CS on the Universal Table,
starting at the Column called 0.
Words are good for explanations, but examples are better. I am going to introduce you to our true-blue American hero, a veteran of
crime-fighting, Lady America, who will take us on a test drive of the HEROIC game system. Oh, how does it go again? Ah yes, put
the pedal to the metal, Lady A!
Example: Lady America, who has a Fighting of AM50, wants to punch Skullsmasher, who has a Fighting of EX20, to keep
him from breaking into a government secret lab. Comparing their Fighting Rank Intensities, we see that Lady America is
highly skilled at 3 Column Shifts above Skullsmasher. So, on the Universal Table, she would locate the +3CS Column to
determine her roll results and find out whether she immobilizes Skullsmasher, if he shakes it off, or if she misses, and he
gets away.
You know what column to look at now, but what about the row? To find the row, roll your dice and find the number result along the
left side of the Universal Table. Then find where the column and row meet. That is the result of the FEAT. The color of the result
(Blue, White, Green, Yellow, or Red) indicates whether the FEAT succeeded or failed, and the degree of that success or failure. As
we mentioned before, in general, Blue is a fumble, White is a failure, Green is OK, Yellow is good, and Red is best.
Example: 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!
Since all FEATs are resolved by rolling on the Universal Table, as explained above, we have provided easy access to it. We know
that having to flip through pages or keep a book open to have access to a critical table takes up time and space, so you’ll find the full
Universal Table printed on the back cover of this book. For those who require an adaptive version, we’ve created a compressed
variant called the Unipage near the back of the book.
You’ve compared your Rank’s Intensity to your opponent’s to find your column, and you’ve rolled your dice to find your row. Now it’s
time to see the effects of how well or how bad your FEAT turns out by moving on to the Color Results.
COLOR RESULTS
Once you have determined the Color 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 Color Results, and in some cases even a Green result can be a Failure. Find
the full list of types of FEATs in the Playing the Game chapter under Types of FEATs.
That is quite the kick in the teeth, is it not? It is a good thing you are a hero, because heroes pick themselves up, dust themselves
off, and get back in the fight until it is finished! Let us see how Lady A has fared.
Example: Lady America managed to land a Green Result as a punch on Skullsmasher. This is 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, though not as
much as she hoped. 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.)
Lady A’s overall intention was to stop Skullsmasher by punching him, and while her Green Result allowed her to succeed at hitting
him, it will require more FEATs to actually stop him from breaking into the secret government lab. Even a Yellow Result would have
required at least one additional successful FEAT. Whereas a Red Result would have ended the fight with him unconscious and Lady
A achieving her goal.
Although there are many types of FEATs a Judge may call for, sometimes it will be a Color Result FEAT. This means that there is no
specific FEAT type (the unknown is more mysterious and unnerving for Players), and they just want to see what Color Result you
score for various Judge reasons. In these cases, a Difficulty will be provided as the Opposing Intensity, and everything plays out just
as above, with only the Color Result mattering. In such cases, a Green might not be enough to ensure success, maybe not even a
Yellow, but that just makes for a more interesting story. (The Judge’s chapter provides guidance to help adjudicate these situations.)
A character can combine 2 of any equal ranks (GD or higher) into one of 1 Rank higher.
Combining 2 IN40s would gain another AM50
Ranks can also be split into two of 1 rank lower.
Splitting 1 AM50 would gain 2 IN40s
Remember this though, you can only start with one Ability, Power, or Ranked entry at +1RS of the Campaign Level maximum.
A Mid-Level campaign character using combination of Ranks, or taking Hitches, or even Power Limitations, could only
have one of those at MG75 and is not allowed to start play with UN100 or higher.
Each of the FASERIPD Abilities as well as any Powers, Talents, and Perks must all be purchased through the Assembled Pool, so
be careful with your budget.
Birthright: Be it a twist of genetic fate, your parents were super powered, or for whatever reason you were born with or
destined to develop superhuman powers, it is your birthright. 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” and that something feels off about you. Decide which you are (or roll
1d10 with a result of 5 or less being Mutant) and apply the following.
Legacy
• Gain +10 to Renown due to status in superhero community.
• Gain +1 Talent.
• Gain a free Superhero contact.
Mutant
• Gain -1RS to Renown due to suspicions of normal humans.
• Gain +1 Talent.
• Gain the Hitch of Unusual Appearance as you do stand-out in a crowd.
•
Mystical: You have acquired your powers using either spells or magic items. All initial powers are treated as either spells
that must be cast, or items obtained by you during your adventures. All powers that depend on an item get the Foci
Limitation without benefit.
• Gain +1 Rank to Psyche.
• Gain +1 Mystical Talent.
Automatically gain the Vulnerable Hitch which is defined as some magic power defined by you.
•
Outsider: You are a being from another world, or dimension, or even a hidden society on Earth. You 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, and you 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: You have acquired your powers using technology. All initial powers must be assigned to weapons, a suit
of armor, or other gadgetry that you use. Any powers, and any Ability above Peak-Human, must be represented by high-
tech gear.
If you are the creator of your tech, +1 Rank to Reason, if you are just an end user, +1 Rank to any
other Ability score.
• Gain +1 Talent .
Automatically gain the Normal Human Hitch.
•
Trained: You are a highly skilled human; despite having no powers, you are able to use your training to stand shoulder-to-
shoulder with other heroes, often using gear to even the scales.
Gain +1 Talent that represents your training.
Raise any single Ability, related to your training, by +1 Rank.
Automatically gain the Normal Human Hitch.
Transformed: You were 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 your origin event.
• Gain +1 Talent, usually related to the field of your origin event.
Jot your Abilities bonuses down so that they can help you decide what Rank Intensities you want to purchase your Abilities at, and
then when you’re done, make sure to apply them accordingly. Also, a friendly reminder, 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.
Any other Power Stunts you want to purchase beyond the Free One are at the Rank purchased with the following caveats:!
1. Cannot be Higher in Rank Intensity than the Power on which they are based.
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.
A character with a secret identity may assign their Contacts either to their secret identity (noted by an S), their heroic identity (noted
by an H), or both (no notation).
If you’re wondering why you might want to do one over the other, or do both, let me give you my perspective. I like my private life
and hero life to stay separate, so I keep a low profile between the two. When I decided to form my band, I used my secret identity,
so I perform as Tove Saga Lund in concert. When I help my mom out, I wear my super suit, and believe it or not, so far she hasn’t
made the connection and neither have the cops that I’m Euphony. This means that none of my music related Contacts know I’m a
superhero and none of my authority related Contacts know my secret identity. It’s very useful to walk both worlds at the same time.
Some superheroes I’ve worked with, however, see things differently. They say that the advantage of having your Contacts only know
your secret identity is that it provides less risk to you as a hero. If your Contact has no clue that you’re really a superhero, then you
can’t be called upon to do heroic acts. I kinda call that being lazy, but whatever. As far as having your Contacts know both your
identities, that can get dicey, but still has its advantages. It means if you find yourself in a situation where you don’t have your heroic
getup, you can still get their help. Just make sure they’re someone you can trust and not some double agent working for the bad
guys.
For more on Contacts see the Playing the Game chapter of this book.
Sometimes a Calling can be Compelled to guide the roleplaying of a player, much like the inner voice we hear when we’re facing a
moral dilemma guides us to do what we think we should. 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 Mind pool. Each
time they ignore their calling, the Stress FEAT increases in Difficulty by +1.
Why in the world would anyone ignore their calling? Well, if aliens were invading, and I was clearly outgunned, I might ignore my
calling to bring them to justice so that I could keep their suckers off my eyeballs and live to fight another day, making sure I had
sufficient backup for our next encounter.
If a character continually ignores their Calling, the Judge 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. Now before you think this is a criticism of your roleplaying
abilities, think of it this way: people change. For whatever reason, be it trauma or triumph, people’s inner moral compass can have
its true north recalibrated. Callings are a way to keep tabs on how a character may be evolving.
Like, what if I meet the woman of my dreams, and I want to spend my life with her, but she really doesn’t like to play by the rules?
Will my Calling remain Justicar? Or will I compromise and become more of an Idealist? Whatever the case, I assure you, I will
always remain HEROIC!
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 C.
Note that Villainous Callings can be found later in the Judge’s section.
FIGHTING
I’m not too shabby when it comes to throwing hands, considering I have a cop mom and a super soldier dad. They made sure their
little girl could take care of herself. But my goodness, you should see Lady A! She’s poetry in motion!
A measure of raw combat savvy that is used to determine if your character lands a blow in hand-to-hand combat (called Slugfest) as
well as whether a character evades a Blunt attack. It is used to determine if a multiple combat attack or other FEAT involving hand-
to-hand combat is successful and also contributes to the character’s Health and Karma Pools.
Table 2.2 Fighting Rank Benchmarks
Rank Description
FE02 No training or aptitude
PR04 Normal human competence
TY06 Minimal training or natural aptitude
GD10 Some formal training
EX20 Regular formal training
RM30 Superior talent
IN40 Superior talent with training
AM50 Maximum human potential
MG75 Superhuman
UN100 Superhuman with intense training
AGILITY
All of the neighborhood kids thought I had the coolest yard growing up because I had an obstacle course, trapeze, and zipline that I
played on every day. What they didn’t know is my dad would time me every morning to encourage me to get faster and more agile. I
think he hoped I would follow in his footsteps (or at least become an Olympic gymnast). In a way, I am, and all the training he and
mom gave me is paying off.
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.
ENDURANCE
Conditioning training was never my strong point. I get kinda bored with it, like lifting weights. Don’t get me wrong, I’m in great shape,
but I wouldn’t win the Boston marathon.
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
I’m not a techie or nerd, but I’m a geek who knows how to program my VCR and I’ve toyed with the idea of becoming a sound
engineer, but I have trouble sitting still or focusing for extended periods, so I decided to bounce around on a stage and chase villains
in the streets instead.
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 Mind and Karma Pools.
PSYCHE
Being bullied toughened me up because I wouldn’t let them break me. Then when my powers were activated, I had to find a way to
become corporeal for at least a little while, or never feel the touch of another human being again. The thought of never being
touched again nearly crushed me, but I found a way.
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 Mind 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
It probably comes from all the support I’ve had from my two badass parents, but apparently, I instill a sense of confidence and
curiosity in people that allows them to open up to me. I’m careful not to abuse it, unless of course I’m dealing with supervillains. If I
can charm the static gravity field projector out of their hands, I will!
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 the hero. It is used to modify Renown and Infamy FEATs as determined by the
Judge, and it contributes to the character’s Mind 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 derived instead of having Rank Intensities, with the exception of Resources. These Abilities are paramount
to the character’s survival and day-to-day interactions with their universe, as well as their turn-to-turn interactions with their
opponents. Each is explored below, thjough some will take a deeper dive in another chapter or Appendix, as listed.
HEALTH
I can absorb many types of attacks, including bullets. But recently I discovered that energy weapons hurt a lot!
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.
MIND
My mental resilience is due to the fact that I don’t give a floof about anything. I’m kidding! I care deeply about many things, but I
always keep in mind that for everything there is a season and that this, too, shall pass. Life is just a ride, and it’s up to you to make it
the most exciting and wonderful one you can, even if you were given a quirky Honda Ascot VT 500 instead of a nimble Yamaha
Virago 750cc like mine to ride!
• 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, Mind 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
I hear my player wish all the time that karma in the real world would be like Karma in HEROIC. When used strategically, it can really
save your bacon! It’s meant to be spent, so don’t be a penny-pincher!
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.
• Gained through performing heroic and basically “honorable” acts.
• Lost through performing selfish, harmful, criminal, 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 starting penalty of 25 Karma before they can raise the result to a
different color.
RENOWN
Although I’m not President of the underground music scene, I’m definitely Speaker of the House. My fighting for personal freedom
and community justice goes a long way to continue my rise in influence. In the Superhero world, I’m still small fries, but I’m working
on that.
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 within their community.
GAINING/LOSING RENOWN
Instead of giving rewards or penalties of +/- RS for Renown, we instead give points. Those points are added to the Rank of the
Renown (or Infamy) for Renown FEATs.
My own renown is nothing compared to a hero like Triumph’s, so I’ll let him take the limelight.
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 rise to the IN40 Rank, or should he drop to 25 he would use EX20 Rank.
For more please see Playing the Game and the Judge’s chapters.
RESOURCES
Although I’ve scratched together what most would consider a comfortable living at this point, a good chunk of my income goes to
paying for a small warehouse with a loft so my band can practice on the regular. It’s the only thing stopping me from buying that
motorcycle I said I owned earlier. I can’t help it if I’m trying to fake it till I make it.
Resources are 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.
INITIATIVE
The Base Initiative Modifier is calculated by adding +1 for every Rank Intensity of Agility & Intuition above TY06.
Example: Euphony has IN40 Agility and RM30 Intuition. She would gain +4 to her Initiative Modifier from Agility (for being 4
Ranks above TY06), and she would gain an additional +3 to the Initiative Modifier from Intuition (for being 3 Ranks above
TY06), for a total of +7.
SIDE
Every character in HEROIC must pick a side in the fight. Most likely they are upstanding heroes and champions of justice. Perhaps
though, they are secretly a dastardly villain, or would be the conqueror of the world, or even a thief with a heart of gold. Of course,
there are always the lone wolves who play by their own rules. Choose your side from the list below. However, for the purposes of
these HEROIC rules, all characters are to be considered taking the Heroic side. Check with your Judge if they are allowing
Unaligned characters or even willing to run a Villainous campaign (gods help you all).
• 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
Who hasn’t wanted to wake up with superpowers someday, the consequences be damned?
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. You must navigate the ethical implications of your 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 you explore the limits of your character’s
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 you to create your own legendary tales of heroism and villainy. Are you up for the challenge?
Unlike other superhero games, HEROIC does not seek to saddle you with endless rules and regulations about how your powers
work, choosing instead to use an idea called “The HEROIC Way.”
Notice a trend, yet?
PRE-MADE POWERS
In case you needed inspiration, or were in a rush, we here at HEROIC have 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 your Muse 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 Judge as needed to fit the exact Power you want for your character.
Case in point, I have both Sonic Scream and Sonic Blast. I use one when I feel like letting it all out, and the other when I’m feeling
less frustrated.
CUSTOMIZING POWERS
What? Further customization? I mean, you don’t have to, but you know you wanna!
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 overall
Power Rank Intensity (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.
It’s all about the balance, baby!
A Limitation is any change that makes the Power weaker or less useful. However, each Limitation increases the Power’s Rank
(usually by one Rank Intensity). 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; you may come up with your own, but they must be approved
by The Judge.
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.
However, “Does Not Work When Magnets Are Present,” when there are magnets in every home, is highly applicable. Some might
even say masochistic.
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 or more focused items.
See more about Power Enhancements and Limitations in Appendix F: Powers Expanded.
MORE ON POWERS
For more on powers please head over to Appendix G: Powers Expanded where HEROIC not only covers some of the above topics
in more detail, such as Power Stunts, but also has a pre-made Power list to help inspire you.
It’s been great spending time with you and an honor helping you make your first HEROIC superhero! I’m going to hand the mic, as it
were, off to our Pulitzer Prize winning tech genius, Doc Titan! Catch ya later!
CHAPTER 2: PLAYING THE GAME
Doc Titan here, bear with me while I review what’s on my docket. Ah yes, that’s right, today is new hero onboarding. I’m responsible
for the HEROIC user experience portion of this process, which is scheduled for now in my agenda. As with any technological
advancement there should always be a user’s manual written to accompany it. For building, running, and playing in a campaign of
epic proportions set in a virtual world of superheroes and supervillains, we have created HEROIC, which has been designed to have
an intuitive user interface. As Euphony said, I know a thing or two about creating innovative technology and explaining its inner
workings in a succinct and logical way. That’s why I’ll be briefing you in this section, which will cover the basics of playing the game
and some specific rules that are relevant to Player and Judge actions and choices.
ACTIONS IN BRIEF
While Lady America will give you in-depth instruction on this in the Combat Section, it’s my job to prep you for that by introducing
you to the core concepts.
Every PC receives the following choice of Actions per round:;
• Movement: Your Character can move up to their normal movement rate. Either your Standard Action or Reaction can be
sacrificed as an additional Movement action.
• Standard Action: This is when your Character performs any FEAT that requires them to interact with a target, the
environment, or any other game-affecting 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.
FEATS
In reality, we have the laws of physics determining how our physical actions interact with the world. In arcade games, we have
coding that sets parameters for the laws governing how arcade game PCs’ actions interact with the programmed virtual world. Since
the world you and I will be interacting in is neither real nor held within the programming of a computer, but is instead existing in our
imaginations, we must establish the set of physical laws that will determine how our actions will interact with our imagined world.
Such a concept is fundamental in any kind of world building.
In the HEROIC RPG, we stick to the real world’s laws of nature and use something we call a FEAT. A FEAT is a fundamental
mechanic used to determine the success or failure of actions that PCs attempt during the game. This term, short for "Function of
Extraordinary Ability or Talent,", represents an attempt by a PC 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 PCs into
gameplay mechanics, using a combination of PC abilities, power ranks, and a degree of randomness to simulate the uncertain and
dynamic nature of superheroic endeavors.
TYPES OF FEATS
All FEATs, regardless of type are considered Opposed FEATs. Meaning the characters are applying their Rank Intensity against the
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 general Difficulty set by the Judge.
• Power FEATs: Actions that involve the use of Powers, 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
We’ve all heard how actions speak louder than words, but how do you take action in a game created with words? You engineer a
system for it, of course.
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
We humans always need to be somewhere else other than where we are for some perplexing reason. Since it’s part of the human
condition, we might as well enjoy the process. But first, we must understand how to get to where we want to be before we can travel
there.
There are two types of Movement, Tactical and Non-Tactical movement.
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 is 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 (how fast you travel) and Movement (how far you travel) 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 (ee Combat Section for more on Actions), 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.
The rates of Tactical Movement are Spaces (5ft each) Per Turn (SPT).
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, however, characters must make an Agility FEAT vs. the
Intensity of their current speed when turning. Consult the following chart for effects.
DRIFT EFFECT
Drift is what happens when turning at speed fails, and the turn is wider than you 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 you
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 impact with the ground or
other obstacles if your character’s altitude wasn’t high enough.
CROWDS & CLUTTER
Collateral damage is sometimes a necessary sacrifice that must be made for the greater good. While you should do your best not to
cause any, if it allows the supervillain to get away and commit mass mayhem elsewhere, that would be unacceptable. Since you will
often find yourself in situations where you are surrounded by obstacles, be they alive or inanimate, it is your responsibility to hone
your Agility and evasion skills.
Sometimes it will be difficult to move through an Area because it is full of obstacles (such as debris) or a crowd. To pass through
such obstructions without stopping (or causing damage), make an Agility FEAT. A Green or better Result will allow your character to
pass unhindered and without causing damage.
Fighting in extremely cramped spaces incurs a -1CS penalty to all attacks.
Firing Ranged attacks into a cramped space from outside of it is dangerous. If the attacker misses, they hit a randomly determined
target: the Judge will roll to see who or what it is.
A WORD ON AREAS
Technological advancement always goes through a cycle of growing pains, starting young and stupid, progressing to mature and
formidable, and then edging towards old and obsolete until it has to be updated and begin all over again.
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 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 and use the 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 superhero RPGs, we certainly do not judge!
Our generous creators may not judge you, but if you use a substandard battle map, I’ll make sure you’re never hired at Titan
Industries. You’ve been warned.
ABILITY STUNTS
Being a superhero isn’t just about having superpowers, though they are an amazing perk. It’s also about the mindset and the ability
to use every weapon in your arsenal. Hone every skill and ability you have in case your powers fail, and they will fail at some point.
It’s only a matter of time. Your greatest weapon in the good fight is your mind followed closely by your body. Push them to their
limits, and you will find what you need to be a superhero with or without your powers.
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: A type of TK that requires touch, which allows huge, flimsy items to be held without them crumbling, as it is
supported by more than your character’s hands.
ENDURANCE
• Suck It Up: Once per session, you can call for your 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 Judge.
• 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 both 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 just a lustful way – they simply have
visual appeal. Even if they have an abysmal Dynamic score due to lacking any social skills this does not affect visual reactions.
This grants a +2CS to any Dynamics roll involving normal sight.
• Grey Man: Your character goes unnoticed without trying. Dynamics must be Typical or lower. Others have an Intuition -1CS to
notice them. Your character can almost hide in plain sight.
RESOURCE FEATS
In the HEROIC RPG, rather than bogging you and your superhero down by requiring you track detailed financial accounts such as
investments or bank balances, we assign them a Resource Rank. This rank reflects your superhero’s general wealth and economic
standing, simplifying economic interactions within the game. You came here to be HEROIC not an accountant. Though accountants
are heroes in their own right! If not for the numerous ones I have on payroll, I would never have been able to get Titan Industries off
the ground.
Resource Rank primarily determines your character's purchasing power for items beyond daily necessities. It is assumed that
characters can comfortably afford their current lifestyle, which includes routine expenses like housing, groceries, and maintaining
any equipment or costumes necessary for their heroic activities.
COOPERATIVE PURCHASES
This option allows you and other players to combine their resources to make joint purchases. For this rule to apply, the Resource
Ranks of the contributing players’ characters must be within one rank of each other. The higher of the two ranks is then temporarily
increased by one rank to reflect their pooled financial power.
SOCIAL INTERACTIONS
In HEROIC, social interactions, stress, and Mind are integral parts of gameplay, enhancing the role-playing experience by adding
depth to character interactions and emotional responses.
INFLICTING STRESS
In HEROIC stress is inflicted through your 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 your character engages in intense
negotiations, interrogations, or any form of psychological warfare. This involves your character 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: Your character 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 your 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 your character's mental state, inflicting stress. These encounters test your character's mental fortitude
against powers that seek to undermine their resolve.
• Overexertion and Exhaustion: Pushing beyond your character’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 used to inflict Stress.
Recovering from stress involves actions like seeking support from yourallies, resting, or successfully overcoming challenges that
reaffirm your character's confidence and resolve. HEROIC emphasizes the importance of mental health and encourages players to
consider their characters' psychological well-being alongside their physical health.
STRESSED OUT!
Your character suffers Stress through various in-game challenges, conflicts, and experiences. This accumulation is quantified and
tracked. When your 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 your 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
include panic attacks, demoralization, aggression, and even 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 Your character loses their next turn, unable to act due to
overwhelming anxiety.
02-39 Demoralized Your 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 your 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 Your 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 Your 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, your character loses touch
with reality, seeing friends as foes, misinterpreting
situations, or hallucinating dangers that aren't there. During
this state, your character is incapable of making rational
decisions or discerning friend from foe, leading to
potentially dangerous situations for themselves and their
allies.
Your character recovers from being Stressed Out through rest, support from allies, or other in-game mechanics designed to address
mental health (See Recovery in Combat section).
If the event was traumatic enough, the Judge might decide that Recovery requires specific actions or resources, emphasizing the
role of teamwork and support networks. This creates plenty of roleplaying opportunities.
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 your character, maybe even involving a side-quest or impacting other
characters in the group.
SOCIAL CHALLENGES:
In my humble opinion, navigating social interactions with the public should be handled in conjunction with a Public Relations team,
those brave souls who face the fickle crowds and cruel social media trolls on our behalf. We have enough to worry about fighting
crime without having to fight the very people we protect. Your public reputation can affect all aspects of your superhero journey,
which is why I hired a top notch PR team to keep mine spotless. That being said, personal interactions are all up to you and are
equally if not more important than the public ones. If it wasn’t for my successful personal interactions, Titan Industries would have
never been possible.
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 win a 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 let’s face the facts, our world is hardly perfect. The only thing we
can do is use our social skills to convince the public that our way is the best path to success, and that they should allow us to
proceed. Depending on the individual or crowd, this could be a piece of cake or suddenly turn into a riot.
When your character is trying to get their way, a Response must be generated to reflect the attitude of whoever your character is
attempting to convince.
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, or otherwise influence someone, 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
Color Result Attitude
Blue Hostile, Prepares for Attack
White Uncertain, Trending Negative
Green Neutral, Uninterested, Uncertain
Yellow Uncertain, Trending Positive
Red Friendly, Prepares for Action
Same Side: This is just a simple, they are both HEROIC or both VILLAINOUS.
Neutral: This is usually held for the UNALIGNED when dealing with either heroes or villains.
Hostile Relationship: The target is an enemy or even a nemesis. They do not like the character making the Response FEAT.
Indifferent: The target doesn’t feel one way or the other about the character making the Response FEAT. They either just don’t care
or have other priorities in the moment.
Positive Relationship: Usually they are friends or at least know each other in a positive way. Contacts fall under this adjustment.
The target usually feels benevolent towards 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 of some kind.
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 only counts if the target could realistically have heard of the Character in question.
ADVANCEMENTS
My scheduled time with you is almost up, so I will conclude with a motivational message before I head to my next appointment. I
didn’t build Titan Industries in a day, month, or even a year. In fact, it still isn’t finished being built, and it never will, because Titan
Industries is ever evolving, developing, and growing. Whether individual or corporate, all systems must advance in order to innovate
and become the best version of themselves to date. Never stop striving to become your best self. I look forward to meeting with you
again in the future and admiring your advancement. For now, I wish you farewell and good luck.
In past MSH style games, players paid Karma to advance their characters, which in general was viewed in a negative light, 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 grow. Advancements are awarded by the Judge for completing adventures, achieving personal goals, and
advancing major storylines.
The following information shows how Advancements can be awarded and spent.
GAINING ADVANCEMENTS
Each session, the Judge 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 Hitch xPKS*
Add new Perk xPKS*
Add new Contact 5
Add new Talent 10**
Add new Power 20***
*Requires Judge 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 Judge 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, which is called Cresting, in addition to paying +1
Advancement to go from 25 to 26, he must also pay 5 Advancements to go from EX to RM. This means he would spend a
total of 6 Advancements.
CAVEATS ON ADVANCEMENTS
• Advancements can be saved up.
• Cresting can only be done when you reach the first number of the new Rank.
• Once spent, an Advancement is gone.
• Normal Humans cannot increase Ability Ranks beyond human maximums.
• All Advancement purchases require Judge approval.
CHAPTER 3: 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 Judge 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:
FEAT DEFINITIONS
Blindsiding: The attacker is attempting to catch the target this attack modified by the CS presented. On a Blue Result a
unawares. This could also be called a Sucker Punch, but can Stun Result is accrued instead.
be any type of attack. Normally the defender should not be
aware of the attacker, or think they are disabled. Once the • Rolled as Strength vs Strength
Blindside FEAT is made, if successful the Attack gains the • Blue Result: +Stun
bonus listed to the actual attack. If unsuccessful there is no • White Result: -4RS
blindside and the attack proceeds as normal, and if a Blue
result is scored, the target gains an immediate Reaction a to • Green Result: -2RS
avoid the incoming attack, or may perform a free counter- • Yellow Result: Strength
attack. • Red Result: +1RS
• Rolled as Agility vs Intuition Blunt attack: These are unarmed attacks (punches, kicks) or
• Blue Result: R/C blunt melee weapons such as clubs.
• White Result: No • Rolled as Fighting vs Fighting
• Green Result: +1CS • Blue Result: Fumble
• Yellow Result: +2CS • White Result: Miss
• Red Result: +4CS • Green Result: Hit
Blocking: Blocking allows your character to defend against • Yellow Result: Slam
attacks as if they had Body Armor equal to their Strength for • Red Result: Stun
Bounce Back: As an Action, characters may try to recover an target. Making a Dynamic vs. Psyche FEAT, the intimidator’s
amount of lost Health based on their Endurance. The result is colour result is applied to the target’s next available action.
applied as a Rank Modifier to the Character’s Endurance. The
opposing Intensity is the amount of Health they are missing, • Rolled as Dynamic vs Psyche
applied as a Rank. This is not the same as their daily Recovery • Blue Result: Mock
action, but can be taken in conjunction with it as an extra • White Result: No
action.
• Green Result: -1CS
• Rolled as Endurance vs Daunting Difficulty • Yellow Result: -2CS
(RM30)
• Red Result: -4CS
• Blue Result: Stun
Edged Attack: This is an Edged melee weapon, or in some
• White Result: No cases a Body Alteration/Offensive Power.
• Green Result: End -1RS
• Rolled as Fighting vs Fighting
• Yellow Result: End
• Blue Result: Fumble
• Red Result: End +1RS
• White Result: Miss
Catching: This is when a character tries to catch a falling or
thrown person or object. When thrown, use the thrower’s Agility • Green Result: Hit
as the Intensity, when falling it is Daunting (RM30) Difficulty by • Yellow Result: Stun
default. When rolling a Blue Result, the object is caught, but • Red Result: Kill
impacts so hard it causes the catcher to make a Stun Save.
Energy: These are Energy attacks, like Electricity, Heat,
• Rolled as Agility vs Agility/ vs Daunting Difficulty Lasers, and Radiation. They do damage at Range and may
(RM30) have Fumble, Miss, Hit, Bullseye and Kill Results.
• Blue Result: Stun • Rolled as Agility vs Agility
• White Result: No • Blue Result: Fumble
• Green Result: Partial Catch • White Result: Miss
• Yellow Result: Damage • Green Result: Hit
• Red Result: Catch • Yellow Result: Bullseye
Charging: This is basically a football tackle. For each Area an • Red Result: Kill/Stun
attacker moves through before reaching the target, the attacker
gets a +1CS, up to a maximum of +3CS (to a Maximum of Escaping: This is an attempt to break free from a Grapple.
Legendary Endurance); on a miss the attacker continues Possible Results include Fumble, Miss (the target is still held),
moving for half their Movement and might crash into someone Escape (the target is free and may up to half speed, but not
or something else; a change in direction requires an Agility take other Actions), and Reverse (the target is free and may
FEAT. On a Hit, damage equal to the attacker’s Endurance (or move up to half their speed, attempt a Grapple on its attacker,
Body Armor, whichever is higher) is scored, plus two points for or perform any other Action at -2CS).
every Area moved through before the hit. Other possible • Rolled as Strength vs Strength
Results include Fumble, Slam and Stun. If the defender’s Body
Armor is greater than the damage inflicted by the attacker, the • Blue Result: +Stun
damage is rebounded onto the attacker. If the attacker’s Body • White Result: No
Armor is greater than the rebounded damage, neither side • Green Result: Partial Escape
takes damage. (Stuns and Slams still apply).
• Yellow Result: Escape
• Rolled as Endurance vs Agility • Red Result: Reverse
• Blue Result: Fumble Evading: This is like Dodging but only against close combat
• White Result: Miss and Grappling. Results include +Stun, None, -1CS, -2CS,
• Green Result: Hit Evasion (the attack misses), this is done as a Reaction and
could result in failure for the attacker. The adjustment is applied
• Yellow Result: Slam to the Attacker’s Roll and could change their Color Result.
• Red Result: Stun
• Rolled as Fighting vs Fighting
Dodging: Dodging reduces the damage of Ranged and
Charging attacks by -1, -2 or Dodged (the attack misses), this • Blue Result: +Stun
is done as a Reaction and could result in failure for the • White Result: No
attacker. Other Results include None (no reduction) and +Stun. • Green Result: -4CS
• Rolled as Agility vs Agility • Yellow Result: -6CS
• Blue Result: +Stun • Red Result: Evade
• White Result: No Feint: This can be taken as a Reaction, wherein the attacker
• Green Result: -4CS tries to deceive their target into thinking they are attacking X
when they really are going for Y. The Color Result is applied to
• Yellow Result: -6CS the actual attack.
• Red Result: Dodge
• Rolled as Fighting vs Intuition
Dynamic Attack: Using your personality or presence to try and
intimidate, dominate, or just shake the confidence of your • Blue Result: Fumble
• White Result: No
• Green Result: +1CS Lure: When a character tries to lure another into doing
• Yellow Result: +2CS something, it is either to get them into a bad situation, hit
something, or inflict damage on themselves. Lure is always
• Red Result: +4CS going to be a Dynamic vs. Intuition move. Basically do they
Force: These are Kinetic attacks, like Telekinetic Bolts, Sound notice your attempt to trick them? If there is anything damaging
Blasts, etc…They do damage at Range and may have Fumble, Green and Yellow results provide modifiers to the damage,
Miss, Hit, Bullseye and Stun results. representing them catching themselves at the last moment, or
trying to. Otherwise, if the goal is to trap the target, or get them
• Rolled as Agility vs Agility to interact with something, like smash the control panel, break
• Blue Result: Fumble the item, etc… a Red result is required. If the goal is damage,
• White Result: Miss the Red result forces a Blindside check on them as well, if they
make it they still take the Lure damage, but no extra, otherwise
• Green Result: Hit apply a failed Blindside as EXTRA to the Lure Damage.
• Yellow Result: Bullseye
• Rolled as Dynamic vs Intuition
• Red Result: Kill/Stun
• Blue Result: Fumble
Grabbing: Geared at taking a possession away from an
opponent, like a gun, bomb, or other object. Grabbing combat • White Result: No
normally does not inflict damage. • Green Result: -2CS
• Rolled as Agility vs Agility • Yellow Result: -1CS
• Blue Result: Shatter • Red Result: +Blindside
• White Result: No Roll With the Blow: When taking any non-Energy or non-
Edged damage, the hero may attempt to Roll With the Blow to
• Green Result: Take reduce the Damage Rank. The defender makes a Fighting
• Yellow Result: Grab FEAT vs. the Rank of the Damage and consults the results
• Red Result: Break below.
Grappling: Your character grabs a foe and pin it down. • Rolled as Fighting vs Damage Rank
Possible Results are Fumble, Miss, Hit, Partial (the attacker • Blue Result: +1RS
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 • White Result: No
equal or greater than its own; no damage is inflicted) or Hold • Green Result: -1RS
(the target is fully restrained from acting until the attacker • Yellow Result: -2RS
releases it or it Escapes. The attacker may perform one Action
in addition to maintaining the hold and may inflict up to their • Red Result: -4RS
Strength level of damage to the target (subject to Body Armor). Shooting: These are usually bullets or arrows but may be a
Body Alterations/Offensive Power. They do damage at Range.
• Rolled as Strength vs Strength
• Blue Result: Fumble • Rolled as Agility vs Agility
• White Result: Miss • Blue Result: Fumble
• Green Result: Partial Hold • White Result: Miss
• Yellow Result: Grapple • Green Result: Hit
• Red Result: Submission • Yellow Result: Bullseye
Interposing: There may come a time when a hero may need to • Red Result: Kill
throw themselves in the way and take a bullet (or sword, or Throwing Blunt: This refers to weapons thrown by hand.
punch, or laser blast) for someone. Because interposing Range is double Striking Distance (2 Areas) +1 Area for each
between a person (or Object) and an attack must happen when Rank of Strength past Excellent. So, someone with a
the attack is being made rather than waiting for their turn, this Remarkable Strength has a throwing range of three Areas.
Action may be taken during someone else’s turn; skipping their Possible Results are Fumble, Miss, Hit, Bullseye and Stun.
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 Judge • Rolled as Agility vs Agility
if an NPC is trying) must declare that you are making the • Blue Result: Fumble
attempt to Interpose after the attack has been announced but • White Result: Miss
before any rolls are made. To successfully interpose in front of
an attack, an Agility FEAT is required with the following results • Green Result: Hit
depending on the level of success. Any -CS is applied to the • Yellow Result: Bullseye
incoming attack, whereas a Red result means the original • Red Result: Stun
target takes no damage. If the interposer rolls a Blue result, not
only to they take the foll attack, but it is also treated as a Throwing Edged: This refers to weapons thrown by hand.
Critical of natural roll of 100 against them. Range is double Striking Distance (2 Areas) +1 Area for each
Rank of Strength past Excellent. So, someone with a
• Rolled as Agility vs Daunting Difficulty (IN40) Remarkable Strength has a throwing range of three Areas.
• Blue Result: +Critical Possible Results are Fumble, Miss, Hit, Bullseye and Kill.
• White Result: No • Rolled as Agility vs Agility
• Green Result: -1CS • Blue Result: Fumble
• Yellow Result: -2CS • White Result: Miss
• Red Result: Interposed • Green Result: Hit
• Yellow Result: Bullseye • Red Result: Kill
Slam?: The Slam result is possible as the result of Blunt KO?: More than a Stun, a KO takes the target right out of the
Attacks and Charging and refers to the physical knocking down fight if they fail their FEAT to resist it. Usually caused by
or away of an opponent. Results determine if the character is Blunt/Force type attacks, can also be caused by certain
slammed and how far and are +Stun, Grand Slam, 1 Area, powers. Results are +Kill, Knockout, +Stun, Daze, and No.
Stagger, and No.
• Rolled as Endurance vs Damage
• Rolled as Endurance vs Damage • Blue Result: +Kill
• Blue Result: +Stun • White Result: Knockout
• White Result: Grand Slam • Green Result: +Stun
• Green Result: 1 Area • Yellow Result: Daze
• Yellow Result: Stagger • Red Result: No
• Red Result: No Surprise?: There are times you just didn’t expect something to
Stun?: The Stun result has the potential of taking a hero out of happen, or someone to be there, in these times a Surprise
the fight for a number of rounds. Usually this is from FEAT is needed. Usually opposed by either a Difficulty or
Blunt/Force style attacks, but can come from specific powers Stealth, there are powers that could also force this FEAT.
as well. Results are +KO, 1-10 rounds, 1 Round, Daze, and Results are +Blindside, Yes (to being surprised), Go Last,
No. Startle, and No (to being surprised).
• Rolled as Endurance vs Damage • Rolled as Intuition vs Intensity
• Blue Result: +KO • Blue Result: +Blindside
• White Result: 1-10 Rounds • White Result: Yes
• Green Result: 1 Round • Green Result: Go Last
• Yellow Result: Daze • Yellow Result: Startle
• Red Result: No • Red Result: No
Kill?: Potentially the most dangerous for the user (and Response?: When trying to convince someone to do
definitely the target). A Kill result may be checked for as the something, a Response FEAT is made to see if the target is
result of an attack that has it as a result (Edged Attack, Energy, amenable or not. See Responses in the Playing the Game
Shooting, Throwing Edged), or as a result of a fumbled KO Chapter (Page XX).Results are Hostile, Negative, Neutral,
check, or some powers can also cause this. Positive, and Friendly.
• Rolled as Endurance vs Damage • Rolled as Dynamic vs Psyche
• Blue Result: KIA • Blue Result: Hostile
• White Result: Endurance Loss • White Result: Negative
• Green Result: E/S • Green Result: Neutral
• Yellow Result: Injury • Yellow Result: Positive
• Red Result: No • Red Result: Friendly
RESULT DEFINITIONS
1 (Slam): the character is knocked back to either the next Critical: You not only take damage, you take Double Damage.
available range, or if tactical combat is being used, 1 Area
away. The direction is the choice of the attacker, but must make Damage (catch): In Catching this means that the item or
sense. For example a punch couldn’t slam the target behind person being caught might take damage in the catch. Make a
the attacker. SIMPLE Blocking FEAT and apply the results to the Catcher’s
Strength and apply the damage to the target.
1-10 (Stun) - Your character is knocked out for 1-10 Rounds.
During this time a character may take no Actions. Daze: You are not stunned, but you have -2CS on all actions
this round, and suffer a -2 to your next Initiative roll.
1 (Stun) - Your character is stunned and may take no Action
next round. Your character is still conscious but can play Dodge: You avoid the ranged attack completely.
possum and keep their ears open.
E/S: This result indicates your character is affected by an
Blindside: This result means that the target must ALSO make Endurance Loss but only if the attack was Edged, Energy, or a
a Blindside FEAT. Shooting attack. Any other attack form is considered No Effect.
Break: The item is in the possession of the Attacker and they Endurance Loss indicates that the character’s Endurance is
may choose to move away with it up to half-movement, reduced by one Rank and will continue to lose Endurance at
activated it, or attempt to destroy it. Make a Strength vs. one Rank per Turn until the situation is cleared.
Material Strength FEAT is such a case.
Escape: When Grappled, an Escape result on the Escape
Bullseye: A particular part of the target is hit. The nature and FEAT means the character is free and clear.
result of a bullseye is left to the Judge, but it should be required
Evade: You avoid the melee attack without problem.
for targets of less than one foot square and should never be
fatal. If there was no target called, resolve as a normal attack. Fumble: Something bad happens; exactly what depends on
the Action taken and other circumstances, the Judge decides
Catch: The Object is caught will no ill effects to either it or the
on a case-by-case basis.
catcher.
Grab: The attacker has taken possession of the item, Partial Escape: The character reduces themselves from being
regardless of comparative Strengths. Grappled to a Partial Hold. If already in the Partial Hold, they
are considered to have Escaped the hold.
Grand Slam: The target is knocked two Distances away (this
could send them Beyond Visual) with a speed equal to the Partial Hold: The character’s arm, or leg, etc… is tied up and
Strength of the attacker taken as ground speed. The direction unless they escape they have a -2CS to other actions. They
is determined as for one Area Slam. If using tactical combat may not move if the grappler’s Strength is equal to or greater
they are knocked 1d10 Areas. than the target’s.
Grapple: The character is restrained and can do nothing but try R/C: This means that the target you attempted to Blindside
to escape. The grappler may choose to inflict damage, and until gets a free Reaction or Counter Attack against you. This is
escaped does not need to reroll to maintain the hold round to resolved immediately, outside of normal turn sequence.
round. Reverse: During an Escape FEAT, a Reverse indicates the
target has not only escaped, they may choose instead to try to
Hit: The attack hits and may score damage, but there are no
Grapple their opponent, move up to half their movement away,
other Effects.
or perform any other action at -2CS.
Injury: You’ve avoided death, but it left a mark. You have been Shatter: In grabbing the item you have broken it, triggered it, or
injured and as such take a -1RS to one FASE ability. This lasts caused some other form of damage to it. Apply Strength +2RS
until your next Recovery, but not Bounce Back. You Judge will to the item against it’s Material Strength to break it, or if
decide which ability is affected. triggered, well the grabber is now ground-zero for whatever
Interpose: The attack is no longer targeted at the original happens next.
intended, but instead now at the Interposer. Slam: The target is knocked from Striking Distance to Shooting
Kill: A kill Result may kill the target. It must make an Endurance Distance. If the attack was a Ranged one and the target was
FEAT and check the Result. already at shooting distance, they are moved to Visual
Distance. If the attack inflicted any damage on the target the
KIA: means Killed-in-Action - the target dies immediately. See
attacker may choose the direction of the Slam; If no damage
Death.
was inflicted, the defender chooses the direction.
KO: The target is unconscious for 1-10 minutes (roll a 1d10)
Stagger: While the target is not fully slammed, they are either
Lured: The target falls for it and hits the wall, runs off the cliff, knocked Prone, requiring a Move or Reaction to get back to
destroys the machine. their feet, or are knocked from Point-Blank to Striking Distance,
defenders choice. If using tactical combat, they are either
Mock: Your attempt to influence, etc… fails so bad you are not Prone or moved 2 spaces away from the attacker.
taken seriously until you succeed at another Dynamic Attack,
which is made at -2CS penalty. There is a good chance any Startle: You are not surprised, but you take a -1 on Initiative,
wiseacres watching will be making fun of you as well. and -1CS to your first action.
Miss: The Action fails. Stun: Your character is unable to take any Actions for the
prescribed amount of time. Your character must have a
No: Usually this means the FEAT effect (Slam, Stun, Dodging, Strength equal to or higher than the target’s Endurance to
etc…) does not occur. achieve this result.
Partial Catch: You’ve caught the item, but don’t have a good Submission: The character is in such pain or grappled so
hold on it or the person. The item can be taken away from you effectively they must make an immediate Stun FEAT, on top of
by an opposed Agility FEAT. If you are trying to catch being Grappled and possibly taking damage.
something that is falling, make a SIMPLE Strength FEAT not to
lose hold on it. 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 Judge 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 Judge agree on the task.
MULTIPLE ACTIONS
Multiple-Actions can be taken by making a Fighting FEAT or using an appropriate Power as per Judge 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.
Note that a character can be impacted from multiple modifiers on the same action, but Judge’s should try not to over-do it, as it can
be very disheartening otherwise.
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
SUFFOCATION
Often characters will be prevented from breathing (by smoke, water, or even a lack of oxygen). Characters can hold their breath for
a number of Rounds equal to their Endurance Rank Number. After that they must make a Green Endurance FEAT; then a Yellow
one, and afterwards, Red ones. If any of these FEATs fail, your character falls unconscious and begins to lose Endurance Ranks
(see Death).
FALLING
People and objects fall at the following rate:
• First round: 3 floors/round
• Second Round: 6 floors/round
• Third Round: 10 floors/round
• Fourth and following Rounds: 20 floors/round
Treat Falling as a Charging attack against the ground (or another person or object hit).
MOVEMENT REDUX
Let’s revisit and elaborate on the fundamentals of character movement during combat scenarios, providing a comprehensive
framework to ensure clarity and fluidity in gameplay. This section aims to refine the rules around tactical movements, positioning,
and engagement distances, enhancing the strategic depth of battles. By detailing movement mechanics, from basic maneuvers to
complex positioning tactics, players can better plan and execute their actions, leading to more dynamic and engaging combat
encounters.
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
The various attack strategies and actions that characters can employ during battle are crucial for understanding how to effectively
utilize character skills and abilities to gain an advantage over adversaries. The following outlines the mechanics behind different
types of attacks, providing players with the tools they need to make tactical decisions in combat. By mastering these offensive
maneuvers, players can enhance their combat effectiveness and bring a richer, more strategic layer to their gameplay.
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.
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 color 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
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 color 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 color results of their opponents.
LURING
Luring is a tactic by which your character makes himself a target in order to encourage their opponent into attacking him, whether to
keep the opponent from attacking others, lead the foe into in another area, or to trick him into throwing a punch or making a charge,
only to jump out of the way at the last moment. See the section on FEATs in this chapter for more on Luring.
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 Judge 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.
DAMAGE, RECOVERY, & HEALING
The Damage, Recovery, & Healing section in HEROIC explores how characters take physical damage, the processes through which
heroes can regain strength, heal injuries, and overcome the wear and tear of battle. It details the 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.
DAMAGE
In all cases Damage is delivered via the Power Rank of the Attack, unless otherwise specifically stated.
Example: Turbo-Fox delivers a Speed Punch to Animax. The Speed Punch’s Power Rank is AM50, meaning that on a
Green Result Animax will take 40 points of damage (see table 4.XX Damage Modifiers). On higher color results
(Yellow/Red) there would be more damage and more potential effects.
Table 4.X Damage Modifiers
Situation Modifier
Fire up to Shooting Distance (Extreme) – 40AR -6RS
Fire up to Shooting Distance (Long) – 12AR -3RS
Fire up to Shooting Distance (Medium) – 6AR -1RS
Attacks in below freezing weather -1RS
Green Result -1RS
Specific attack on Enhanced Sense +1RS
Red Result +1RS
Natural 100 Roll +2RS
There are a couple more things about Damage to take into consideration;
DAMAGE CAVEATS
• Damage is cumulative.
• Damage effects are applied immediately.
• When your Health reaches 0 you are unconscious.
• If you take more damage after reaching 0 Health, you reduce that amount from your Endurance, and immediately begin
making KILL FEATs vs the Damage Total.
• Damage can be mitigated by Body Armour, or other forms of protection. Physical Armours, unless specifically treated, are
-2CS against Energy based attacks.
• Force Fields are ablative, meaning the damage they take reduces their value until reinforced by the creator, if possible.
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 Mind score equal to their Psyche
Rank Number. If the PC’s Psyche Rank is greater than their Mind 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 Mind 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 Mind score), which
generally takes more time. NPC’s can do all of this behind the scenes of course.
Talk to the Judge 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 Mind score equal to the
companion’s Psyche Rank Number.
Yellow Restore Mind score equal to the
companion’s Psyche Rank Number +1RS.
Red Restore Mind 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 an Average 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.
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.
CHAPTER 4: JUDGE’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.
GUIDING PRINCIPLES
As you step into the role of Judge, embrace these guiding principles:
• Be Fair: Ensure that all players feel their actions matter and that they have an equal opportunity to succeed or fail
based on their choices. Fairness builds trust, and trust is essential for a great gaming experience.
• Be Consistent: While flexibility is key, consistency in your rulings builds confidence in the game’s integrity. Players
need to know that similar actions will lead to similar outcomes, even if the context changes.
• Be Fluid: Adapt to the unexpected, let the story evolve naturally, and don’t be afraid to let the narrative take
precedence over strict rule enforcement. The best stories often come from unplanned moments.
• Be Engaged: Keep the energy high, the story compelling, and the players immersed. Your enthusiasm and
investment in the game will inspire the same in your players, making each session unforgettable.
• Keep It Moving: When faced with uncertainty, set an Intensity, make the roll, and move on. The story is the star of
the show, and your job is to ensure it keeps moving forward, full of action and excitement.
Again, this is only when the opposing Intensity is not a Resistance or an Existing FEAT that has Colour Results built into it, like
Combat FEATs do.
Example: Captain Max wants to try and take 3 actions in a turn and must make a Multiple Actions FEAT. This is a Fighting vs. RM30
Intensity FEAT, and Captain Max only has a EX20 Fighting. This means not only does he has to roll vs. RM30 (-1CS on the Universal
Table), he needs to get a Red Result, as RM30 is 1 Rank higher than his Fighting Rank of EX20.
SIMPLE FEATS
Whenever you see the term SIMPLE for a FEAT type, that just means using it’s own Rank as the Intensity, or basically Roll on the 0
Column.
DIFFICULTIES
The Judge needs to know the Intensities that the characters will roll their FEATs against to resolve the conflict or determine the
effect(s).
STANDARD DIFFICULTIES
Table 5.1 Standard Difficulties
Difficulty Intensity
Easy TY06
Average GD10
Challenging EX20
Daunting RM30
Desperate IN40
Superhuman AM50
Nigh Impossible MG75
Godlike UN100
Unearthly LG1000
Beyond CZ5000
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
Judge
Commit Violent Crime -60 Gaming Award: Humor +25
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.
ALTERNATIVE EXPRESSIONS
Since the HEROIC RPG is inspired by a time when comics were more restrained in their use of language, it is both fitting and fun to
employ creative and period-appropriate alternatives to express frustration, surprise, or other strong emotions. Here are some
suggested ways to keep your character's language colorful yet Code-compliant:
• Comic Book Exclamations: Use classic comic book interjections like "Great Scott!", "By the stars!", or "Holy [insert object
here]!" These not only avoid penalties but also enhance the thematic feel of the game.
• Invented Curses: Create unique curses specific to your character’s background or origin. For example, a mystic character
might exclaim, "By the seven moons of Jargoon!" or a technological hero might mutter, "Fritzing circuits!"
• Descriptive Flair: Instead of cursing, describe what your character might want to do or feel in a vivid way. For instance, "I feel
like a tornado in a tin can!" or "It’s like trying to herd cats in zero gravity!"
• Use of Non-English Swears: Introduce curses from other languages that might not be recognized as swear words in the
game's setting but still allow characters to vent. For example, using mild terms from ancient languages or alien dialects could
add depth to the character's background while keeping the language clean.
By embracing these alternatives, players can creatively express their characters' emotions and frustrations without resorting to
modern vulgarity, thereby preserving the game's classic comic book tone and adhering to the standards reminiscent of the Comics
Code Authority era. This not only prevents Karma penalties but also enriches the role-playing experience, encouraging players to
think and speak in ways that are true to their characters and the world they inhabit.
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 Judge so reward/penalize this stuff, it’s your campaign
world after all.
• 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
Unaligned run on a system called Repute, and have the following basics;
Table X.X.X Unaligned Repute Awards & Penalties
Event Award/Penalty
Defeated by hero/villain -20 Repute
Defeating hero/villain +20 Repute
Defeating another unaligned +10 Repute
Imprisoned -30 Repute
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.
SUMMING UP
Running a superhero RPG campaign in the style of the Bronze Age is about balancing action and adventure with deep, thought-
provoking storytelling. By focusing on complex characters, moral dilemmas, and mature themes, you can create a campaign that is
not only entertaining but also meaningful and reflective of the human condition. Embrace the spirit of the Bronze Age and watch as
your players navigate the challenging world you’ve created for them, forging their path and defining their legacy as heroes.
BLUE-BOOKING: YOUR CHARACTERS SECRET WORLDS
In the realm of role-playing games, the narrative is king. Yet not all aspects of your character's journey fit neatly into the confines of
group sessions. This is where Blue-Booking comes into play. It's a technique designed to enrich your RPG experience by exploring
your character's story outside the main narrative arc. Here's how to integrate Blue-Booking into your gaming sessions to create a
more immersive and detailed world.
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.
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.
INTRODUCTION
198X emerges as a distinct setting within the Zenith Comics Universe, encompassing the 1980s but reimagined. This era is defined
by the aftermath of superhuman activities, their technological contributions, and the resulting socio-political events. It serves as a
narrative backdrop that explores the implications of heroism, morality, and power dynamics in a world transformed by the
extraordinary.
The foundation of 198X is laid upon the immediate consequences of the year 1984, marking a time when superhumans significantly
influence global affairs. This period is characterized by a synergy of advanced technology and the enduring legacies of heroes and
villains alike, shaping societal norms in response to the unprecedented. It acts as a pivotal setting for exploring complex themes
inherent in the superhero genre.
Addressing the blurred lines between heroism and vigilantism, the consequences of unchecked power, and the societal ramifications
of technological leaps pioneered by superhuman intellects, the thematic richness of this era offers a nuanced canvas for engaging
with questions central to the concept of heroism and the integration of extraordinary abilities within society.
CONCLUSION
198X, within the Zenith Comics Universe, epitomizes an era of exceptional technological advancement, cultural renaissance, and
societal adaptation, primarily shaped by the superhuman phenomenon. This period weaves a rich narrative tapestry that resonates
with themes of heroism, innovation, and cultural evolution, inviting readers to ponder the intricate interplay between power,
responsibility, and human values in a world marked by the extraordinary. As the narrative of 198X unfolds, it remains a vivid
illustration of how superhuman elements can redefine reality, offering profound insights into the complexities of a world transformed
by the presence of superheroes and villains alike.
HISTORY OF THE ZENITH UNIVERSE – CONDENSED
This is the condensed history of the Zenith Comics Universe, a narrative that spans decades of heroism, sacrifice, and adventure.
This timeline provides a rich tapestry of events, chronicling the rise and fall of heroes and villains in a world teeming with
superhuman exploits. It is important to note that this is not a complete record of every event that has transpired in the Zenith
Universe. Instead, it highlights significant moments and provides a cross-section of key events that give an overview of the age of
heroes.
As with any expansive comic book universe, contradictions and inconsistencies may arise. These discrepancies are a testament to
the dynamic and evolving nature of comic book storytelling, where multiple authors, artists, and creators contribute to the ever-
growing mythos. Such contradictions are embraced by the fans, sparking lively debates and discussions within the Zenith Universe.
In the spirit of comics, this history celebrates the vibrant and diverse history of the Zenith Universe, capturing the essence of what
makes this world so captivating. From the Golden Age of heroic beginnings to the complex narratives of the Bronze Age, this history
offers a glimpse into the stories that have shaped the lives of countless characters and left an indelible mark on the hearts of
readers.
Join us as we delve into the ages of heroism and explore the legendary feats and epic battles that define the Zenith Comics
Universe.
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 hour is Robert Hoyt, who has written a book entitled
“Golden Lies: A True History of the Golden Age of Heroes”. A book 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 up right Bob?
Hoyt: (Nervous) Yes Jack, that’s about the long and the short of it.
Porter: (matter-of-factly) So Sun Man was a homosexual?
Hoyt: That’s correct.
Porter: Dr. Dynamite was assassinated on purpose?
Hoyt: Yes
Porter: Super Gang and the Justiciars fought the Swastika Seven together… (nonchalantly) Well we’ve all heard that one
before…
Hoyt: (laughs a bit) Yes one of the worst kept secrets of the…
Porter: (Interrupting him) der Wundermann was created by Doc Titan’s evil twin brother and was brought to America after
the war?
Hoyt: Yes (swallows as if setting himself) Barnabas Titansky was trapped in Poland where he lived with their mother after
the divorce in 1928, while Phineas…
Porter: (Cutting him off) But here’s the biggest bombshell of the book… There was no Castle Fear? Are you listening
friends? The Liberty Brigade never fought at Castle Fear and … hang on to your seats on this one… They were killed in
Berlin fighting der Wundermann over Hitler’s bunker! Can you believe that!?
Hyot: (Hesitant sensing a trap) Yes… that’s true Jack…
Porter: (Not stopping) And they were all killed there! Major Victory? Killed there. Kid Victory? Yup! Spangle? (speaks
staccato) Torn in half by Uberfrau. (back to normal) That’s right!
Hoyt: This was all seen…
Porter: (still going) And Lady America! That’s right, our own beloved Lady A was killed as well. (goes deep serious voice)
Think about this for a second. (pause) Lady America. Dead in 1945. So who has been running around as her since then?
Hoyt: Well they…
Porter: (Explosively interrupting) A succession of replacement women! Trained for the job and surgically altered to look
just like the original! Can you believe it listeners?
Hoyt: (Emphatically) Yes Jack! And this is all true!
Porter: So why not have the other three, Major Victory and Kid Victory? And the girl, Spangle? Why not have them
running around too? Why create this whole Castle Fear story?
Hoyt: (Sheepishly) That I don’t know Jack.
Porter: (Decidedly) You don’t know. (sighs) You just don’t know.
Hoyt: The rest of this information comes from a good source though! I…
Porter: (Interrupting aggressively) Your source was none other than Lady America herself!
Hoyt: (Triumphantly) That’s right!
Porter: (Condescendingly) In 1982! 1982! Everyone knows that was not really Lady America at all! That was an evil clone!
Set loose by SKULL no less! And you expect us to believe anything this woman had to say?
Hoyt: (Fighting back but not strong) What… what about the Russian soldier who witnessed the fight in Berlin?
Porter: (Dismissive) A Commie soldier? What are you crazy? Those pinkos would say anything to discredit our great
nation, especially in our greatest victory! Poppycock!
Hoyt: (almost a mewling sound) But you don’t… I need to…
::Microphone Feedback::
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
go to break! (Yelling away from mic) GET SECURITY IN HERE!
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 OF HEROES
The Silver Age marked a vibrant resurgence of heroism and innovation following the quieter years after World War II. Spanning from
the late 1950s to the early 1970s, this era witnessed the return of superheroes to the forefront of public consciousness, with iconic
figures like Captain Comet and Panther-Man reemerging to inspire a new generation. Advances in technology and teamwork were
epitomized by the formation of teams such as Team Titan, while the geopolitical tensions of the Cold War introduced complex
international conflicts involving heroes like Lady America and Minute Man. This period also saw the creation of government
agencies like ASGARD to manage the growing superhuman threats. The Silver Age revitalized the spirit of heroism, blending classic
valor with modern challenges, and set the stage for the diverse and intricate narratives that followed.
1958 holding up that paper to show she is alive and well becomes
front page news across America and the free West.
Captain Comet foils sky pirates attacking the S.S. Titan
zeppelin airliner, signaling the return of superheroes to the 1963
front pages and inspiring hope among the public.
President Kennedy is assassinated in Dallas. Over the years
The first articles referring to the Citadel begin to circulate. many conspiracies, rumors, and legends will grow up around
This criminal secret society has reportedly been operating this event, but none so mysterious as those who claim they
since the American Revolution, attempting to return America saw a woman in a leather biker jacket that looked like Lady
to British rule. America near the grassy knoll.
1959 Everett Williams, aka Thunder Man reveals that he and
Evelyn Cross, aka Lady Lightning have been in a
After many years without heroes, Captain Star first appears relationship since the 1940s and have a new son. Many
in Centropolis and defeats the Primal Man, marking a right-wing extremist and racist voice cry out against this,
resurgence of heroism. while many left-wing voices promote it as positive signs of
the changing times. Their lives impacted by the vast amount
Knighthawk and Squire still operate against the law in
of media coverage, forces them to retreat from public life.
Capitol City and battle Tick-Tock in a department store,
demonstrating their continued commitment to justice despite 1965
legal challenges.
The atomic powered Soviet super Krasnyy Chasovoy (Red
1960 Sentry), assists with the Imperial Russian Revolution in
Kaliningrad, dropping the “red” from his name and declaring
Doc Titan forms Team Titan in Capitol City to combat a
loyalty to the re-established Imperial Russian family and
giant subterranean monster, showcasing the power of
Tzarina Anastasia Nikolaevna Romanova restored. He is
teamwork and advanced technology.
able to hold the Red Army and the team of Soviet supers he
The U.S. Government creates ASGARD, the American once led at bay by revealing and arming the 10 nuclear
Special Government Action Response Department, to missiles the Soviets had hidden in Kaliningrad.
address the growing superhuman threats and the growing
The Secret Society War kicks off when Number 13, the
number of anti-American secret societies and paramilitary
leader of the Citadel, is assassinated. It will be later revealed
groups. They are referred to as “America’s Super Cops!” by
that this was the manipulation of a new group called SKULL
some pundits.
(Strategy, Knowledge, Unity, Loyalty, Legion).
1961
1966
Lady America and the Minute Man are deployed to train
Starblazer first appears in Bay City battling the Chinese
exiled Cuban rebels for an attempted invasion of Cuba,
villain Fire Dragon, showcasing the diversity of global
reflecting the geopolitical tensions of the Cold War.
superhuman threats.
Panther-Man comes out of retirement and joins the Freedom
Black Star, the most terrifying and ruthless villain of the past
Rides taking place. He unmasks and shows that he is a
two ages vanishes without a trace. Many think he has died
black man. Papers try to proclaim him as retroactively
from his powers or been murdered by a rival.
American’s first black superhero, but he refuses the title
stating, “Thunder Man deserves that title, as he was braver Doc Titan and his wife Star Princess announce the birth of
than me and showed his truth to hate when I hid behind a their son, Kenji Barnabas Titanski. Despite being the first
mask.” recorded offspring of a super-soldier, he displays no
anomalies and appears a healthy baby boy.
1962
1968
Lady America and Minute Man are sent into Cuba to destroy
Soviet missile silos, battled by the Soviet super team the Starblazer teams up with Atomicles and battles Divine Fire,
Red Vanguard. Their mission highlights the global reach of an Imperial Japanese villain, seeking revenge over the skies
superhuman conflict. of Capitol City. Their aerial battle becomes legendary, with
newsreels capturing the dramatic confrontation.
ASGARD reports to the Senate Subcommittee of Secret
Societies that as many one in three Americans unknowingly Lady America is reported killed in Vietnam, but appears in at
comes into contact with a member of a criminal secret an event in Washington, DC a week later, debunking the
society every day. Their report dramatically increases report.
ASGARD’s funding.
Captain Star is killed when he tries to control a
A Soviet newspaper report shows Lady America dead on the malfunctioning airliner on a collision course with Centropolis.
sands of a Cuban beach, but the counter picture of her He is able to redirect the hurtling jumbo jet to Lake Superior,
but he is lost with all on board as it disintegrates on impact blurry photograph will emerge that does little to shed light on
with the frozen Great Lake. the subject.
With the loss of Team Titan, including his wife, on a mission Sagittarius, a Zodiac-themed archer, takes to the streets of
to another dimension, Doc Titan officially retires as a Queen City, introducing a new era of thematic heroes. He is
superhero and dedicates his life to his business Titan soon joined by Scorpio, a scorpion themed martial artist and
Industries, through which he promises to usher humanity into female mentalist called Virgo. Despite the similarities they
a bright future through technology. are not a team.
1970 Slowly, reports of new superhumans begin to filter in from
around the world. Some hope that this signals a new
Knighthawk vanishes from the public eye; Squire continues generation of super- heroes, others pray that it doesn't.
to fight crime in Capitol City, though refuses to take up the
Captain Thunderbird is arrested for murdering two
“Mantle of the Hawk”.
mobsters in Centropolis, marking the end of the Silver Age.
For a brief moment, over Capitol Hill in Washington DC, His trial captivates the nation and raises questions about
many witnesses claim to see superheroes doing battle with a vigilante justice.
glowing man. The vision lasts for only a few seconds before
it is gone, but more than fifty people witness it. Later a single
1975 1979
Sky Knight rescues a pilot from a crashing jet at an airshow The name Bloodhawk is whispered in fear on the streets of
near Capitol City, demonstrating his aerial prowess and Bay City, his brutal methods and mysterious nature causing
heroism. He is an aging Golden Ager who never made the criminals to tremble.
headlines as part of a team called the Challengers of Lady America's petition to have a monument raised to the
Crime. This is his only notable appearance before vanishing Victory Squad is shot down by Congress, reflecting the
back into the history pages. Still his appearance, and Lady complex legacy of wartime heroes, though many say it is
America’s book causes folks to start looking into the Golden because of the Soviet soldier who fought on the team.
Age more and more.
Ravage V battles Team Justice in a clash that showcases
Across America a rise of what are nastily termed “Ghetto the destructive potential of superhuman conflicts, as half of a
Heroes” is remarked on in some extreme conservative
small town is destroyed. After the villains flee, Team Justice confrontation that underscores the ongoing threat of global
aids with rescue efforts to help minimize casualties. villainy.
1980 1983
Gravity quits Team Justice in a rather public way when she The Guardsman, as well as Gravity and Vapor Girl are killed
announces she has joined the Sentinels. Her teammates when the Sentinels orbital base is destroyed in a sneak
later mention that they had no idea she was leaving until she attack by a group of fascist supervillains, led by der
made the public announcement. Wundermann. The villains are driven off, but the damage is
done. The world goes into mourning at the death of the
The US petitions the UN to make the Sentinels an
greatest hero. Even in the Soviet Union, Krasnyy Strazh
internationally sanctioned super team. China and the Soviet
(Red Guardian) makes a public statement about the
Union voice their objection to this, demanding instead to
Guardsman’s heroism.
create a team from international heroes. The proposal is
mired in debate and committee. Many new teams spring up around the world, marking the
start of the predicted flood of superpowered battles.
Youth Force makes their appearance in Bay City, led by the
now teenage son of Doc Titan, who has inherited his father’s The League of Titans forms in Bay City to repel an alien
growing powers and calls himself Titan. These teenage invasion by the forces of Prince Zorin and the Valek
heroes take the media by storm and become darlings of the Empire. Zorin and his forces are stranded on the dark side
media. of the Moon, a potential returning threat in the future.
1981 Superhero culture and fashion starts making its way into
Americana, with Guardsman’s death only providing fuel to
Dr. Walter Van Jove releases his book "Future Now" the fire.
discussing how a surge in super-powered individuals,
especially super geniuses, will drive technological advances, 1984
further emphasizing the evolving nature of the world. He
The Guardsman is laid to rest at the Heroes Hill cemetery in
uses the now monolithic Titan Industries as a prime
Capitol City. The procession passes by crowds easily
example.
thousands deep. The funeral is attended by the current
Undergoing what is termed a “random mutation” of the President and 3 former ones. Millions watch live on
Infinity Serum, Lady America develops tremendous strength television around the world.
as well as the ability to fly. She is recruited by the
Lewis Sinclair and the populist United America Party sweep
Guardsman to join the Sentinels, which she accepts despite
the elections on a promise of ending the Central American
repeatedly turning him down in the past.
war and returning honor to the office of the President. Many
President Ronald Reagan is assassinated by John Hinckley suspect the creeping hand of fascism has taken control of
Jr. who is revealed to be under the mental control of a the country.
Cuban telepath. VP George Bush invades Cuba, kicking off
Lady America disbands the Sentinels and retires to the
the Central American War. The Soviet Union is kept at bay
shock of the nation.
by renewed conflict with Imperial Russia. Many feel this is
the kickoff for World War 3. 198X
1982 Within hours of taking power at the White House, President
Sinclair signs a Cease-Fire with the Central American
Lady America goes berserk and attacks a seemingly random
Parliament. Critics say that the Cease-Fire is signed giving
American government building. Another Lady America,
America tremendous power in the area, and with the threat
without powers arrives and battles the first. The non-
of superhuman weapons, the CAP really had no choice.
powered Lady America wins the fight, with the powered Lady
America dying in her arms. It is later revealed that the The Baby Doll’s song Superheroes shoots up the charts,
powered Lady America was an evil clone created by SKULL, providing proof that Superhero Culture is the biggest trend in
who had held the real Lady America prisoner for the past America.
year.
President Sinclair appoints Team Justice as the new interim-
Youth Force breaks up citing personal differences, gossip national superhero team of America, to the surprise of many.
suggests multiple love triangles are to blame. Titan relocates Tryouts for new members are to be held in Capitol City soon.
to Queen City. When asked about the emerging Superhuman Arms Race,
President Sinclair insists that if such a thing exists, America
ASGARD battles SKULL forces in a New Mexico town that is
will win it hands down.
completely under the control of the secret society. This is a
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 FUTURE AND BEYOND
This history, culminating in the uncertain year of 198X, captures the essence of the Zenith Comics Universe through its Golden,
Silver, and Bronze Ages. It serves as both a foundation and a springboard, providing a rich backdrop of history, heroism, and
conflict. Locked in 198X, the timeline remains open-ended, inviting you and your adventurers to take it into the future. Every
campaign set in the Zenith Universe is unique, shaped by the choices and actions of the players at your table. This living, breathing
world of heroes and villains belongs to you, allowing each game to create its own legacy within the expansive mythos of the Zenith
Universe. Embrace the power of storytelling and embark on your own heroic journeys, knowing that the future of this universe is
yours to define.
THE TITAN SERUM
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 rumors persist that this is not a legitimate document and those who believe so are
merely being duped or are conspiracy theorists.
AMERICAN INTELLIGENCE AGENCY: AUGUST 14TH, 1972
INTERNAL COMMUNICATION
CLASSIFIED EYES ONLY
To: A.I.A. Director G. Gordon Liddy
From: Special Agent Lassiter King, Special Operations
Director,
This communiqué is in response to your request for a report on the nature and history of the “TITAN SERUM”
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;
- 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
SERUM”.
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 SERUM”. 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 SERUM”.
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 SERUM” 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
SUPERCOPS & SECRET SOCITIES
In a world of superheroes, villains, mad scientists, and would be world dictators, there are always secret societies for them to join,
and the supercops that fight against them. Here are some of the biggest in the Zenith Universe.
SUPERCOPS
• AEGIS (Allied European General Intelligence Service) serves as the European counterpart to ASGARD within the Zenith
Universe, representing a collaborative effort among the nations of the European Communities to address superhuman threats
and maintain continental security. Established as a unified response to the increasing prevalence of superhuman individuals and
the complex challenges they pose, AEGIS operates across borders to coordinate intelligence, enforce superhuman law, and
engage in operations aimed at protecting the public and upholding stability. Comprising operatives and resources from its
member nations, AEGIS embodies the spirit of European cooperation, leveraging a diverse array of technological, magical, and
superhuman capabilities to counteract both domestic and international superhuman-related crises. In the ever-evolving
geopolitical landscape of the Zenith Universe, AEGIS stands as a testament to the continent's commitment to collective security
and the proactive management of superhuman dynamics.
• AIA (American Intelligence Agency) is a centralized intelligence organization within the Zenith Universe, established by
President Nixon following the turbulent events of the Secret Society War and the rise of ASGARD. This reformation saw the
dissolution of all previous American intelligence bodies, both domestic and international, in favor of a singular, unified agency
tasked with overseeing and coordinating the United States' intelligence efforts across the globe. The AIA's mandate extends
across a broad spectrum of activities, from espionage and counterintelligence to analysis and covert operations, with a particular
emphasis on managing the complex dynamics introduced by superhumans and secret societies into global politics. By
consolidating intelligence resources and capabilities under one roof, the AIA aims to enhance the effectiveness, efficiency, and
responsiveness of the nation's intelligence apparatus. This strategic centralization reflects a recognition of the increasingly
intricate threats facing the world, where superhuman elements and shadowy organizations necessitate a more integrated and
adaptive approach to national security and intelligence gathering.
• ASGARD (American Strategic Government Action Response Department) is a paramount paramilitary organization within the
Zenith Universe, established as the nation's premier response team to superhuman threats and activities. Formed in the wake of
escalating conflicts involving secret societies and superhuman individuals, ASGARD operates under the jurisdiction of the U.S.
government, tasked with the critical mission of protecting American civilians and interests from both domestic and international
superpowered disturbances. With a mandate that encompasses surveillance, intervention, and containment, ASGARD employs a
combination of advanced technology, strategic intelligence, and, when necessary, superhuman operatives to manage the delicate
balance between human and superhuman dynamics. Its creation signifies a pivotal shift in the government's approach to handling
the complex challenges posed by the existence and actions of superhumans and secret organizations, striving to maintain peace
and order in an increasingly volatile world.
• CHASE (Canadian Headquarters for Active Super Enforcement) emerges as Canada's answer to the increasing superhuman
activities within the Zenith Universe, functioning under the auspices of a joint venture between the Royal Canadian Mounted
Police (RCMP) and the Canadian Ministry of Super Humans. As the Canadian equivalent of ASGARD, CHASE is tasked with the
oversight and regulation of superhuman actions across the nation, boasting a select roster of active superhumans including the
renowned Canadian legend, Grenadier. Despite its relatively modest size compared to its American and European counterparts,
CHASE's strategic and effective use of its superhuman assets has established it as a formidable force in maintaining national
security and peace. Recent rumors suggest that CHASE is in the preliminary stages of forming a national Canadian superhero
team, signaling an ambitious expansion of its role in superhuman affairs and its commitment to safeguarding the country against
both internal and external superpowered threats, further solidifying its integral position in the international community of
superhuman enforcement agencies.
• DSVS (Diviziya sverkhchelovekov Verkhovnogo Soveta/ Supreme Soviet Super Human Division) stands as the Soviet
Union's authoritative organization overseeing superhumans. Tasked with managing the USSR's superheroes and policing its
supervillains, the DSVS embodies the state's response to the growing superhuman phenomenon. A key force within the DSVS is
Krasnyye chasovyye (the Red Sentries), a team explicitly named to taunt the Imperial Russian defector, Sentry. Throughout the
Cold War, the Red Sentries have engaged in both conflict and cooperation with Western heroes, navigating the delicate balance
of superhuman diplomacy against a backdrop of espionage and ideological rivalry. Known for their staunch opposition to SKULL,
the DSVS and its operatives play a critical role in the global superhuman landscape of the Zenith Universe, representing the
Soviet interest in the ongoing battle between power, ideology, and the quest for supremacy in a world populated by beings of
extraordinary abilities.
• STAR (Special Tactics and Response) a private high-tech superhuman police force designed to rival the government-operated
ASGARD. As a private enterprise, STAR represents a new paradigm in superhuman law enforcement, combining cutting-edge
technology with a roster of superhuman operatives to address threats traditional police forces are ill-equipped to handle. Their
recent contractual agreement with Capitol City to provide superhuman policing services marks a significant milestone, positioning
STAR at the forefront of a growing trend towards privatizing security in areas where superhuman activities are prevalent. This
development not only underscores the increasing reliance on private entities for public safety in the face of superhuman threats
but also raises questions about accountability, jurisdiction, and the role of private forces in the broader security landscape of the
Zenith Universe.
SECRET SOCIETIES
• Az-Tech emerged from the aftermath of the Secret Society War within the Zenith Universe, as a distinct faction born from the
fragmentation of The Citadel, once a dominant secret society. This organization represents the innovative union of wizards and
scientists, dedicated to the fusion of magic and technology. Az-Tech's formation was driven by the desire to explore and exploit
the synergistic potentials of arcane energies and scientific advancements, positioning themselves at the forefront of a new era of
technological marvels and mystical powers. Their endeavors range from developing cutting-edge weaponry to creating spells that
manipulate the fabric of reality, all aimed at enhancing their influence and achieving objectives that blur the lines between the
mystical and the mechanical. Az-Tech stands as a testament to the evolving landscape of power within the Zenith Universe,
where the amalgamation of ancient lore and modern innovation opens new frontiers for both conflict and collaboration.
• Chimera is a clandestine organization that rose from the remnants of The Citadel in the wake of the Secret Society War, within
the dynamic world of the Zenith Universe. Distinguished by its focus on biogenetics, Chimera has positioned itself as a leader in
genetic manipulation and enhancement technologies. This faction is driven by the pursuit of evolving human capabilities beyond
their natural limits, often venturing into ethically ambiguous territories. Their activities encompass a wide range of experiments,
from the creation of superhumans to the development of biological weapons, all aimed at advancing their vision of human
evolution. Chimera's emergence as an "evil genetic group" signifies the darker aspects of scientific exploration when divorced
from moral and ethical considerations. Their existence raises profound questions about the nature of humanity and the ethical
boundaries of scientific inquiry, making them a formidable force in the ongoing world.
• The Citadel a once dominant force within the Zenith Universe, traces its origins back to the American Revolution, aspiring to
revert America back under British dominion. By the 1960s, it had infiltrated various sectors of American society, with roughly two
in five Americans unknowingly interacting with its agents. Governed by the Council of 13, its extensive reach was curtailed
following the Secret Society War, precipitated by the assassination of its leading council member. This conflict led to The Citadel's
fragmentation into factions such as Az-Tech, Chimera, ROOK, and VENOM, each adopting a piece of The Citadel's vast legacy.
Post-war, The Citadel was significantly diminished, receding into the shadows, and it hasn't been seen or heard from since the
conclusion of the Secret Society War, leaving its future actions and influence, or its very continued existence, a subject of
speculation.
• ROOK emerged from the fragmentation of The Citadel in the aftermath of the Secret Society War within the Zenith Universe,
taking the reins of the organization's advanced weaponry and arms development division. Specializing in the creation and
distribution of high-tech armaments and specialized equipment, ROOK established itself as a formidable arms dealer in the global
black market, catering to the highest bidders regardless of their affiliations. This transition marked ROOK as a key player in the
proliferation of superhuman and conventional warfare technologies, contributing to the shifting dynamics of power and conflict
within the Zenith Universe. With a focus on innovation and discretion, ROOK continues to influence the balance of power, arming
factions and individuals across the spectrum of heroism and villainy, all while maintaining a shadowy presence in the world's
geopolitical landscape.
• SKULL (Strategy, Knowledge, Unity, Loyalty, Legion) led by the enigmatic figure known as the Silver Skull, rose to prominence
within the Zenith Universe following the Secret Society War, distinguishing itself as a formidable and secretive organization with a
clear ambition for global dominance. Strategically outmaneuvering other factions like The Citadel and The Syndicate during the
conflict, SKULL secured its position as the preeminent threat to international peace and security. SKULL seeks to infiltrate all
levels of society, with operatives identifying each other with the saying “SKULL reigns”, which is answered with “By death’s
command”. This is a carefully guarded saying and not generally known (looking at meta-gamers here). Specializing in covert
operations, espionage, and leveraging superhuman talents for nefarious ends, SKULL's victory in the war allowed it to inherit and
expand upon the clandestine networks and resources of its fallen adversaries. With a doctrine that emphasizes Strategy,
Knowledge, Loyalty, and Legion, SKULL operates from the shadows, orchestrating events and manipulating superhuman and
political landscapes to advance its dark agenda, making it a central antagonist in the ongoing narratives of the Zenith Universe.
• The Syndicate represents the amalgamation of traditional crime families from the Eastern Seaboard, including Italian, Russian,
Irish, and other European ethnic groups, into a formidable and cohesive secret society. This alliance, forged in the crucible of the
Secret Society War, where they were initially targeted by the Citadel only to reveal SKULL as the true aggressor, has since
solidified their presence as the premiere organized crime institution of America. Engaged in a wide array of criminal activities such
as drug trafficking, prostitution, theft, and human trafficking, the Syndicate operates with a level of organization and connectivity
that rivals any other secret society within the universe. Despite the tumultuous events of the Secret Society War, the Syndicate
has adeptly navigated the aftermath, continuing their illicit operations and maintaining a significant influence over the underworld,
showcasing their resilience and adaptability in the ever-evolving landscape of the Zenith Universe.
• VENOM (Villainy, Extortion, Nihilism, Oppression, Murder) emerged in the wake of the Secret Society War's upheaval within
the Zenith Universe, as a direct offshoot of The Citadel's dissolution, specifically from its assassination and covert operations
wing. Embracing a sinister motif and philosophy encapsulated by its acronym—Villainy, Extortion, Nihilism, Oppression, and
Murder—VENOM established itself as a mercenary and criminal organization for hire, specializing in the most malevolent aspects
of subterfuge and aggression. With a particular emphasis on leveraging superhuman abilities for illicit activities, including high-
profile assassinations and terror campaigns, VENOM quickly gained notoriety as a pervasive and malignant force. Operating
under a veneer of secrecy and known for their ruthlessness, VENOM continues to play a significant role in the darker corners of
the Zenith Universe, often clashing with heroes and other factions in their quest for power and influence
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. Citizens, affectionately known as Cappers, are proud of their city and
will defend their ways against any and all commers.
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.
LOCATIONS AND MARKERS
SITES
• 1: The Glass Mansion • 34: Costa Benito Consulate • 72: Carmine's Garage
• 2: Citadel Hill Amphitheater • 35: Imperial Russian Consulate • 73: The Thomas Building
• 3: Capitol City Central Station • 36: Capitol City Opera House • 74: STAR Depot
• 4: Women’s Holistic Institute for • 37: McShane Field • 75: Channel 8
Metaphysics • 38: Capitol City Arena • 76: Community TV 13
• 5: International Symposium on • 39: City Aquarium • 77: Prometheus Labs
Integrated Science
• 40: Atwater Boardwalk • 78: Infinity Computing
• 6: Lafayette University Capitol City
Campus • 41: The Black Church • 79: Highguard - Coast Guard Base
• 7: Capitol City Institute of Technology • 42: Trois Frères Monastery / Brewery • 80: Fishermen's Docks
• 8: Capitol City International Airport • 43: City Park Bandstand • 81: Sea Park
• 9: Centurions’ Island a.k.a. The • 44: City Park Zoo • 82: Louis Joliet Island Bird Sanctuary
Citadel • 45: Harborside Center Mall • 83: The Point
• 10: Belle Island Maximum Security • 46: Capitol City Stock Exchange • 84: Atwater Public Marina
Meta-Penitentiary • 47: Capitol City Planetarium • 85: Century City Private Marina
• 11: Fort Philipbourgh • 48: Phineas Titan Technical College • 86: Heroes Hill Cemetery
• 12: Jean-Paul Levesque Airport • 49: Capitol City Diamond Exchange • 87: The Guardsman's
• 13: Titan Observatory • 50: Emancipation Monument Monument/Tomb
• 14: SoCap Naval Base • 51: Museum of Natural History • 88: North Capitol Public Airfield
• 15: Wilkerson Inc. • 52: The Trench • 89: Patterson Airfield
• 16: Sterling Enterprises • 53: Bridgeport Train Yards • 90: Turtle Beach Airport
• 17: A.S.G.A.R.D. Capitol City Office • 54: Petronix Refinery • 91: Citadel Hill Brewery
• 18: Saint Cosset Church • 55: Petronix Oil Port • 92: Porter Brewery
• 19: Douglastown Mall • 56: The Village • 93: Our Lady of Peace Abbey/Cloister
• 20: Turtle Beach Station • 57: The Piers • 94: Pointe-du-Chêne Ferry Terminal
• 21: King’s Fair Amusement Park • 58: McShane House • 95: Eastern Lookout
• 22: Capitol City South Container Port • 59: West Hill Golf Greens • 96: Western Lookout
• 23: Capitol City Television • 60: Avitech Commercial Park • 97: Hayes Agricultural College
• 24: Channel 4 • 61: The Locks • 98: Capitol City Community College
• 25: Capitol City Chronicle • 62: Captain Toshi’s Fish & Chips • 99: Century City School of Business
• 26: Capitol City Daily News • 63: Capitol City Public Library • 100: Sterling Stadium
• 27: Lachine Night Market • 64: Foster Tech • 101: The Lumia Theatre
• 28: Capitol City Police Department • 65: Capitol City Museum of Art • 102: Pharaoh Cybernetics
HQ • 103: The Coral Tower
• 66: Royal Rock Lighthouse
• 29: Capitol City Courthouse • 104: Red Square
• 67: Capitol City Bank Tower
• 30: Capitol City City Hall • 105: Oracle Plaza
• 68: The Combat Zone
• 31: Capitol City Mayor’s Residence • 106: Miller Penitentiary
• 69: National Guard Armory
• 32: President Carter Dam
• 70: Olde Towne Clock
• 33: Titan Industries East
• 71: Royal Island Ferry Terminal
MEDICAL SERVICES
• H1: Capitol City General Hospital • H9: Parkview Hospital • H17: Walton General Hospital
• H2: Lafayette University Learning • H10: St. Marie’s Hospital • H18: Century City Medical Center
Hospital • H11: St. Patrick’s General Hospital • H19: Hôtel-Dieu
• H3: Hillcrest Sanatorium • H12: Sisters of Mercy Hospital • H20: Fishermen’s Free Hospital
• H4: St. Vincent’s Medical Center • H13: Christopher Columbus Hospital • H21: Bridgeview Hospital
• H5: Riverfront Medical Center • H14: Portage Medical Center • H22: King's Island Hospital
• H6: Waterfront Hospital • H15: Sacred Heart Hospital
• H7: Capitol City Children’s Hospital • H16: Hospital for Sick Children
• H8: Eastside General Hospital
GREENSPACES
• G1: Royal Island • G6: City Park • G11: West River Park
• G2: Old Fort Park • G7: Citadel Park • G12: Black Fox State Forest
• G3: Japanese Botanical Gardens • G8: Green Lawns Park • G13: Harborside Park
• G4: Pyramid Park • G9: The Wetlands • G14: Chinese Water Gardens
• G5: Steampark • G10: Riverside Park
WATERWAYS
• W1: Royal Sound • W6: The North River • W11: Atlantic Ocean
• W2: Turtle Cove • W7: The Hootz River • W12: City Lake
• W3: Glass Reservoir • W8: The Columbus River • W13: Otter Lake
• W4: The Spillway • W9: False River • W14: Blue Falls/Blue Creek
• W5: Van Horne Lake • W10: King's Bay • W15: The Narrows
DISTRICTS OF CAPITOL CITY
As we delve into the neighborhoods of Capitol City, we uncover a tapestry of diverse communities, each with its own unique flavor
and history. From the bustling streets of City Center, crowned by the towering Capitol City Bank Clock Tower, to the tranquil, tree-
lined avenues of Eastpark, these districts form the lifeblood of this great metropolis. Each neighborhood presents its own character,
challenges, and charms, contributing to the complex urban ecosystem that thrives within Capitol City. Whether it's the rich cultural
mélange of Lachine or the high-tech heartbeat of Eastside, every corner of the city offers a distinct experience that embodies the
spirit of this ever-evolving urban landscape. The following is a brief overview of the neighborhoods located in the city itself. Note that
locals use the term “Borough”.
Each entry has a bit of information after it’s description;
Crime Rate: Rated Low (1), Moderate (2), or High (3)
Resources: The Rank of Resources required to successfully live or due business here without debt.
Residential Space: The percentage of buildings allocated to legal living space, illegal sites may exist.
Commercial/Other Space: The percentage of commercial, industrial, civil, or other space allocated.
Sites of Interest: Using the map you can find regular markers (just a number), Police precincts (P#), Firehouses (F#), Hospitals (H#),
and Greenpaces (G#).
DISTRICT DESCRIPTIONS
D1 - CITY CENTER Science (5), Wilkerson Inc. (15), ASGARD Capitol City Office
(17), Capitol City Chronicle (25), Capitol City Daily News (26),
City Center is the oldest part of Capitol City, originally rebuilt Capitol City Arena (38), Phineas Titan Technical College (48),
after the Great Fire of 1903. This district showcases a vibrant Capitol City Bank Clock Tower (67), The Thomas Building (73),
mix of architectural styles, including Art Deco, Streamlined CCPD Precincts P2-P4-P5-P7, CCFD Station F2, the Capitol
Modern, and later influences. The tallest structure here is the City Children’s Hospital (H7).
Capitol City Bank Tower Clock Tower (67), which stands
proudly at eighty stories. As the bustling downtown of Capitol D2 - SONA
City, City Center is a hub of activity with a dynamic blend of
SoNa, short for "South of National," is one of the trendiest
residential, commercial, and cultural spaces. Home to the
neighborhoods in Capitol City, nestled between City Center,
Capitol City Chronicle build (25), the city’s major newspaper,
Broad Street, and the University Quarter. This vibrant district,
and the prominent tabloid newspaper Capitol City Daily News
marked as number two on the map, is characterized by its
building (26), City Center is the heartbeat of Capitol City,
charming brownstones and a plethora of local small
offering a glimpse into the city's rich history and architectural
businesses, cafes, and bistros that often feature live music.
beauty while providing a modern urban experience.
Despite its relatively small size, roughly three blocks by five
Crime Rate: Moderate (2) blocks, SoNa is known for its expensive real estate, making it a
Resources: EX20-IN40 sought-after area for those who can afford it.
Residential Space: 25%
The neighborhood's close proximity to Lafayette University,
Commercial/Other Space: 50%
Capitol City campus (6), makes it an attractive residence for
Sites of Interest: International Symposium on Integrated
many professors who enjoy faculty-provided housing as a perk.
SoNa's eclectic mix of residential and commercial spaces residential purposes. One of the major tourist attractions is the
creates a lively and community-oriented atmosphere. SoNa Point, a spectacular rock pier reaching out into Royal Sound
offers a blend of urban sophistication and cozy, community- (W1). Pyramid Park is a haven for those seeking a blend of
driven living, making it a prime location for Capitol City's elite tranquility and the extraordinary, offering a safe and fascinating
and academic professionals. environment for residents and visitors alike.
Crime Rate: Low (1) Crime Rate: Low (1)
Resources: RM30 – AM50 Resources: IN40-UN100
Residential Space: 75% Residential Space: 10%
Commercial/Other Space: 25% Commercial/Other Space: 90%
Sites of Interest: None of note Sites of Interest: Women’s Holistic Institute for Metaphysics (4),
the Point (83), Pyramid Park (G4)
D3 – UNIVERSITY QUARTER
D6 – MEDICAL QUARTER
The University Quarter, marked as number three on the map, is
a vibrant academic neighborhood centered around Lafayette The Medical Quarter is a district primarily dedicated to medical
University, Capitol City campus (6). Also home to Lafayette science, bioscience, and chemical research. With a very low
University Learning Hospital (H2), which is known for its crime rate it is a secure area that requires considerable
exceptional medical services and facilities. Steampark (G5), resources to operate within. The district is predominantly
located to the south of the University Quarter, providing a commercial, with limited space available for residential use.
beautiful green space for relaxation and recreation. Home to Capitol City General Hospital (H1), it also shared the
Capitol City Children’s Hospital (H7) with at nearby City Centre
This area is known for its educational institutions and cultural
(D1). The Medical Quarter is the heart of Capitol City's medical
sites, making it a hub for students, faculty, and academics. It is
and scientific community, providing a hub for cutting-edge
bordered by SONA, City Center, Steampark, the Marquee Mile
research and healthcare services.
District, and Broad Street. The University Quarter is a bustling
academic and cultural center within Capitol City, offering a Crime Rate: Low (1)
perfect blend of residential comfort and commercial Resources: IN40-AM50
convenience for those connected to the city's educational Residential Space: 5%
institutions. Commercial/Other Space: 95%
Sites of Interest: Prometheus Labs (77), Capitol City General
Crime Rate: Low (1)
Hospital (H1), Capitol City Children’s Hospital (H7)
Resources: GD10-RM30
Residential Space: 30% D7 – NORTHEND
Commercial/Other Space: 70%
Sites of Interest: Lafayette University (6), Capitol City Institute Northend is a mixed-use neighborhood in Capitol City with a
of Technology (7), Capitol City Public Library (63), Capitol City moderate crime rate and a varied range of expense from
Museum of Natural History (65), CCPD Precincts P1-P2, moderate to high to operate a business or reside within. The
Lafayette University Learning Hospital (H2), Steampark (G5) district is almost evenly split between residential space and
commercial space. Known for its condos, apartment buildings,
D4 – OLDTOWNE and various businesses, Northend is a vibrant urban
neighborhood featuring mostly high-rises, within the ten to
Once a seedy dockside district, Olde Towne has undergone a
forty-story range. Northend is also home to the STAR Depot
significant renaissance. Completely destroyed by the Great Fire
(74), the Special Tactics and Response private police force,
of 1903, it was rebuilt as a shipping port but after World War 2,
focusing on superhuman activity. Infinity Computing, one of the
gave way to New Harbor. Today, the old port has transformed
leading computer companies in the city if not the entirety of
into a tourist attraction, featuring restored buildings and the
North America, Northend it’s home. Northend is a bustling,
charming Fisherman’s Docks. With a respectable commercial
mixed-use district offering a blend of residential comfort and
aspect, Olde Towne is known for its vibrant mix of historic
commercial activity, making it a dynamic and desirable area in
charm and modern amenities. Olde Towne has become a
Capitol City.
popular destination for both tourists and locals, offering a rich
blend of history and contemporary culture in Capitol City, as Crime Rate: Moderate (2)
well as a spectacular view of Royal Sound (W1). Resources: EX20-IN40
Residential Space: 45%
Crime Rate: Moderate (2)
Commercial/Other Space: 55%
Resources: GD10-IN40
Sites of Interest: STAR Depot (74), Infinity Computing (78)
Residential Space: 15%
Commercial/Other Space: 85% D8 – STUDIO CITY
Sites of Interest: Capitol City Television Studios (23), CCPD HQ
(28), Capitol City Courthouse (29), Capitol City, City Hall (30), Studio City, marked as number eight on the map, is the media
Captain Toshi’s Fish & Chips original location (62), Old Town hub of Capitol City, home to numerous media corporations,
Steam Clock (70), Community TV Channel 13 Studios (76), including major television networks and music and film-related
Fisherman’s Focks (80), CCPD Precinct P34, CCFD Station businesses. During its peak in the seventies, Studio City was a
F12, Fisherman’s Free Hospital (H20) booming district, though it has seen a decline as companies
move further out or into Century City. Despite this, Studio City
D5 – PYRAMID PARK remains a fairly safe and clean neighborhood with limited but
premium residential spaces. Located at the very end of the
Pyramid Park is a unique and eclectic district named after the
Blue Line of the Capitol City Metro is the Channel 4 (24)
park located within it. Known for its esoteric shops, museums,
building, the largest and tallest in the district. Studio City
and curiosities, this area attracts those with a penchant for the
continues to be a key area for media and entertainment in
unusual and the mystical. Pyramid Park boasts a very low
Capitol City, balancing its historical significance with modern
crime rate, making it a safe and sought-after neighborhood,
developments.
except for all the paranormal activity. The cost to live or operate
in this district is very high with very little space allocated for
Crime Rate: Moderate (2) are underway to build one in the area, though it is rumored to
Resources: GD10-RM30 be mired by local organized crime. Lachine is a bustling and
Residential Space: 25% culturally rich district, offering a mix of residential comfort and
Commercial/Other Space: 75% vibrant commercial activities, making it a unique and attractive
Sites of Interest: Channel 4 building (24), Channel 8 building area in Capitol City.
(75)
Crime Rate: Moderate (2)
D9 – ATWATER Resources: EX20-IN40
Residential Space: 75%
Atwater is a waterfront district that has transitioned from an Commercial/Other Space: 25%
industrial port to one of Capitol City's premier waterfront Sites of Interest: Lachine Night Market (27), Chinese Water
locations. Despite its high crime rate, mainly due to pickpockets Gardens (G14), CCPD P10, CCFD F10
and petty theft, Atwater remains a vibrant area where money
can be made and as such has only increased in costs to
operate or reside within. The district features the lively
D12 – LINCOLN
boardwalk Atwater Boardwalk, and various attractions, along
with the Atwater Public Marina, a public marina where citizens Lincoln is a mixed-race neighborhood predominantly inhabited
can dock their boats or rent smaller boats for day cruises. by African-Americans. This district has a high crime rate and is
Atwater is a dynamic waterfront district offering a blend of overly policed yet under-supported by the city, making it a
residential and commercial spaces, with various attractions that neighborhood most people want to avoid. While Lincoln is
draw people from all walks of life. known for its low rent, high crime rates, and various gang
activities, the quality of life improves dramatically towards the
Crime Rate: High (3)
south, closer to North Park, and in the northeast corner near
Resources: RM30-IN40
Lachine. St. Vincent’s Medical Center (H4) serves as the
Residential Space: 25%
medical center from both Lincoln and Lachine, and the
Commercial/Other Space: 75%
immediate area around the hospital is markedly improved in
Sites of Interest: Atwater Boardwalk (40), Atwater Public Marina
quality. Porter Brewery (92) maintains it operations in the
(84), Waterfront Hospital (H6)
northwest corner of Lincoln, close to Jefferson Heights, and
D10 – CENTURY CITY employs many locals, while striving to improve the quality of
their life around the business. Lincoln is also home to the
Century City is the burgeoning heart of Capitol City's corporate Emancipation Monument (50), erected during the Civil Rights
world. Known for its gleaming towers of glass and steel, movement, it is a beautiful statue dedicated to Abraham Lincoln
Century City houses major financial and business institutions, and the emancipation of the slaves. Lincoln is a neighborhood
including the Diamond Exchange (49) and the Capitol City with significant challenges but also areas of promise and
Trade Tower (46), which is home to the Capitol City Stock improvement, especially near its borders with North Park and
Exchange. The area also features old British fortification walls Lachine.
near the waterside, adding an intriguing historical element to
the modern street-level experience. The skyline is dominated Crime Rate: High (3)
by the Sterling Enterprises Tower (16), which, upon completion, Resources: TY06–EX20
will stand at 105 stories tall. Century City is a dynamic and Residential Space: 80%
rapidly developing business district, offering a sleek and Commercial/Other Space: 20%
modern environment for commerce and corporate activities, Sites of Interest: Emancipation Monument (50), Porter Brewery
while also preserving historical landmarks and providing green (92), St. Vincent’s Medical Center (H4), CCDP P11, CCFD F12
spaces for relaxation and recreation.
D13 – JEFFERSON HEIGHTS
Crime Rate: Low (1)
Jefferson Heights is referred to as "Uptown" by residents of
Resources: AM50-UN100
neighboring Lincoln. This district has a moderate crime rate
Residential Space: 0%
and is mostly residential with a strong local commercial scene.
Commercial/Other Space: 100%
Jefferson Heights is a mixed-race neighborhood with a
Sites of Interest: Sterling Enterprises (16), Titan Industries East
significant immigrant population, known for its strong sense of
(33), Capitol City Stock Exchange (46), Capitol City Diamond
community, business, and development. This community-driven
Exchange (49), Century City Private Marina (85), Century City
approach has allowed for local money to improve the area,
School of Business (99), Sterling Stadium (100), Century City
making it a more successful neighborhood compared to
Medical Center (H18), Old Fort Park (G2), Japanese Botanical
Lincoln. Jefferson Heights is bordered to the west by upscale
Gardens (G3), CCPD Precinct P7
Park Hill and to the south by North Park (District 14). As one
D11 – LACHINE moves closer to these areas, the cost-of-living increases, with
many residents of Jefferson Heights work for or are employed
Lachine serves as Capitol City's equivalent of Chinatown, by people living in Park Hill and North Park. Situated along the
though it is better described as an Asia Town. This vibrant North River (W6), Jefferson Heights is considered a decent
district is a cultural melting pot predominantly featuring place to live, and many people from Lincoln aspire to move to
Chinese, Japanese, Korean, and various Southeast Asian this neighborhood. It is a testament to the community's efforts
communities. Lachine, named after the French word for China, in creating a more prosperous and safer environment.
offers a unique blend of residential and commercial spaces with
a moderate crime rate. Nestled just across Broadstreet from Crime Rate: Moderate (2)
City Center, Lachine provides a beautiful commanding view of Resources: TY06-RM30
the river. Operating on various weekday and weekend nights Residential Space: 75%
from midnight until dawn, the Lachine Night Market offers a Commercial/Other Space: 25%
wide variety of shopping and Asian delights and curiosities. The Sites of Interest: CCPD P22, CCFD F7
Chinese Water Gardens, a beautiful park along the river are
considered a highly attractive tourist site within the city.
Currently, there is no hospital in Lachine, but fundraising efforts
D14 – NORTHPARK D17 – THE HUB
Northpark is an upscale neighborhood with a very low crime The Hub is a trendy neighborhood with a moderate crime rate
rate and is predominantly residential. Northpark is nestled costs to live or operate within the district. The area is
between Jefferson Heights, Lincoln, Boxtown, and The Hub, predominantly residential, about 1/3rd commercial availability.
and it borders City Park (G6), making it a highly desirable and The Hub is known for its brownstones, townhouses, small
expensive neighborhood. Northpark is characterized by its apartment buildings, and numerous cafes and bistros, creating
high-rise residential buildings, offering a luxurious living a vibrant and walkable community. The Hub is bordered by
environment with stunning views of City Park. It is considered Boxtown (D16) to the north, Broad Street to the east, Northpark
one of the top 5 most prestigious neighborhoods in Capitol City, (D14) to the west, and East Park (D18) to the south. As you
attracting affluent residents and housing important consulates move closer to Northpark and East Park, the cost-of-living
along Consulate Row, which faces the park. increases. The Hub is a trendy and desirable neighborhood,
characterized by a strong sense of community and a vibrant
Crime Rate: Low (1)
local culture. Its proximity to Capital City Community College
Resources: IN40-MG75
makes it popular among students and faculty, contributing to its
Residential Space: 90%
lively atmosphere and community-oriented feel.
Commercial/Other Space: 10%
Sites of Interest: Costa Benito Consulate (34), Imperial Russian Crime Rate: Moderate (2)
Consulate (35), Hospital for Sick Children (H16), CCPD P25, Resources: TY06-EX20
CCFD F6. Residential Space: 65%
Commercial/Other Space: 35%
D15 – MARQUEE MILE Sites of Interest: Capitol City Community College (98), Eastside
Marquee Mile is a narrow district running two blocks by ten General Hospital (H8), CCDP P26, CCPD P33
blocks, nestled between Old Town and the University Quarter. D18 – EAST PARK
Known for its cinemas and theaters, Marquee Mile was once a
rival to Broadway in the twenties and thirties. However, time East Park is a low-crime district with a crime rate but requires
has not been kind to the area. The northern end has become a moderate to high income depending where you live or do
red-light district, home to adult cinemas and live shows, while business within the district. East Park is primarily residential,
the southern end, closer to Pyramid Park and the gentrified with the vast majority of its space dedicated to condos and
parts of Old Town, remains a local hub for quality live theater apartments, and some but limited commercial space. East Park
and performances. Marquee Mile exemplifies the stark is well-maintained and considered a very yuppie neighborhood,
contrasts within Capitol City, where turning a corner can featuring numerous restaurants, bistros, and cafes. The
drastically change the mood and atmosphere. Marquee Mile is western edge of East Park, along the park, is one of the top-
a district of contrasts, with its northern end plagued by trending neighborhoods to live and work in. As a growing
abandoned theaters and adult entertainment venues, while its center for tech development, it attracts many computer and
southern end still offers quality cultural experiences. The split internet-related startup companies, drawn by the reasonable
point is universally seen as the Lumia Theatre, a magnificent office space rates. The tallest building in the district at 40
old grand playhouse built after the fire of 1903, which has fallen stories, though it is dwarfed by buildings in the nearby City
on hard times of late. The area reflects the city's changing Center. East Park is a desirable and vibrant neighborhood,
landscape and the varying fortunes of its neighborhoods. offering a blend of residential comfort and commercial
opportunities, making it an attractive area for both living and
Crime Rate: Moderate (2)
working.
Resources: EX20-RM30
Residential Space: 10% Crime Rate: Low (1)
Commercial/Other Space: 90% Resources: EX20-MG75
Sites of Interest: The Lumia Theatre (101) Residential Space: 80%
Commercial/Other Space: 20%
D16 – BOXTOWN Sites of Interest: The Coral Tower (101), CCPD P21, CCFD F3
Boxtown is a warehouse and manufacturing district that has
D19 – NEWPORT
become the prime area for homelessness and drug dens in
Capitol City. It is a rough neighborhood, but it is slowly being Newport is an affluent neighborhood nestled between City
gentrified, bringing it closer in feel to its southern neighbor, The Park, at its northwest corner, East Park to the north, and Park
Hub. Many old warehouses are being converted into lofts, South to the west. This very expensive area requires
clubs, and nightclubs, although the center and east sides of considerable resources to live or operate within. Newport
Boxtown remain industrial and bleak. The west side, bordering boasts a low crime rate making it a safe and desirable location.
Lincoln, is plagued by high crime, and the north side, adjacent Originally built to replace the old docks of, Newport fell out of
to Lachine, is believed to be a hotspot for Asian mob activities. popularity after World War II with the opening of the ports in
Boxtown is a district in transition, with ongoing gentrification Capitol City South and has since transformed into a haven for
efforts gradually transforming its character. While parts of it the wealthy, particularly those with yachts, offering a
remain rough and industrial, the neighborhood is becoming commanding view of the bridge. Newport is characterized by its
trendy, attracting new residents and businesses, and showing upscale residential areas and luxurious amenities, catering to
promise for the future. Despite its challenges, Boxtown is a the affluent residents who appreciate the scenic views and
neighborhood on the rise. exclusive lifestyle.
Crime Rate: High (3) Crime Rate: Low (1)
Resources: Ty06-EX20 Resources: RM30-MG75
Residential Space: 20% Residential Space: 75%
Commercial/Other Space: 80% Commercial/Other Space: 25%
Sites of Interest: Foster Tech (64) Sites of Interest: Bridgeview Hospital (H21), CCPD P19, CCPD
P27, CCFD F4
D20 – PARK SOUTH enhance its urban feel and provide excellent connectivity.
Harborside benefits from a significant police presence with
Park South is renowned as the single richest neighborhood in multiple precincts and additionally, Fire House 13, the largest in
Capital City. This exclusive area boasts a low crime rate and the city, ensures rapid emergency response and safety for the
requires high levels of wealth to reside within its borders. With area. Harborside is a dynamic and family-oriented district within
nearly all of the space dedicated to residential use and only a Capital City, characterized by its diverse housing options and
small amount available for commercial purposes, Park South strong community feel. The presence of the Harborside Center
epitomizes luxury and exclusivity. Park South is predominantly Mall, Sacred Heart Hospital, and Harborside Park adds to the
occupied by high-end condos and high-rises, many of which district's appeal. With excellent metro connectivity and a robust
were constructed in the early 20th century or the latter half of law enforcement presence, Harborside offers a balanced urban
the 19th century. This area is known for its wealth and lifestyle, making it an attractive neighborhood for residents of
opulence, with most residences offering luxurious amenities all ages.
and stunning views of City Park to the north. Park South is
exceptionally protected, with security largely managed by a Crime Rate: Moderate (2)
private police force. The presence of the CCPD is minimal, as Resources: TY06-IN40
private security ensures the safety and privacy of the affluent Residential Space: 65%
residents. There are no significant landmarks or locations of Commercial/Other Space: 35%
note within Park South itself. The district's appeal lies in its Sites of Interest: Harborside Center Mall (45), Green Laws
exclusivity, luxury residences, and proximity to City Park. Park Park (G8), Harborside Park (G13), Sacred Heart Hospital
South stands as the epitome of wealth and exclusivity in (H15), CCPD P17-P18-P28-P32, CCFD F13
Capital City. Dominated by luxurious condos and high-rises, it
offers an exceptionally high standard of living, protected by a
D23 – RIVERPARK
private police force. The contrast between its opulence and the River Park is a vibrant neighborhood located in the northwest
neighboring poorest district to the west highlights the socio- corner of Capital City. Known for its moderate crime rate River
economic disparities within Capital City. Park offers a mix of residential and commercial spaces. The
district is characterized by its diverse immigrant population and
Crime Rate: Low (1)
low-income families striving to improve their lives. River Park is
Resources: IN40-UN100
a community-focused neighborhood, predominantly inhabited
Residential Space: 95%
by immigrants and low-income families. The area features a
Commercial/Other Space: 05%
variety of housing options, including smaller apartment
Sites of Interest: None
buildings ranging from one to five stories, with a few ten-story
D21 – LITTLE ITALY buildings scattered throughout. The district is affordable and
offers a welcoming environment for its diverse residents. The
Little Italy is a vibrant and culturally rich neighborhood that presence of West River Park adds to the neighborhood's
offers a stark contrast to its affluent northern neighbor, Park charm, providing ample green space for relaxation and
South. Known for its strong Italian heritage, Little Italy is community activities. Despite its moderate crime rate, the
characterized by its elevated metro, which adds a unique district remains a desirable place to live, characterized by its
charm to the district. Little Italy is a primarily residential area affordability and strong sense of community.
with a close-knit Italian community. The elevated metro that
runs through the district adds to its character, providing Crime Rate: Moderate (2)
convenient transportation and a distinct urban feel. The Resources: TY06-RM30
neighborhood is a mix of residential buildings and commercial Residential Space: 55%
establishments, including family-owned restaurants, cafes, and Commercial/Other Space: 45%
shops. Little Italy has a moderate crime rate, managed by the Sites of Interest: West River Park (G11), Sisters of Mercy
local police force and supported by community initiatives. The Hospital (H12), CCPD P31, CCFD F17
district is well-maintained, with a mix of residential and
commercial areas that reflect its cultural heritage. Little Italy is
D24 – REGENTS
also home to Carmine’s Garage (72), the not-so-secret Regents stands as a stark example of urban decay and socio-
headquarters of the Mighty Turtle, a local superhero. The economic challenges within Capital City. Once an industrial
garage serves as both a functional auto repair shop and a hub, the district has transformed into a low-rent residential area
covert operations center. Little Italy stands as a vibrant, fraught with crime and poverty. With minimal resources
culturally rich neighborhood within Capital City. Its required to operate, Regents is a haven for those with nowhere
predominantly Italian community enjoys a strong sense of else to turn. Regents is marked by its extreme poverty and high
identity and tradition. Despite its moderate crime rate, Little crime rates. The neighborhood is rife with drug abuse, street
Italy remains a welcoming and lively part of the city, offering a crime, and sex work, contributing to its reputation as a
distinct contrast to the neighboring affluent Park South. dangerous and undesirable area. The overwhelming presence
of government housing reflects the socio-economic struggles
Crime Rate: Moderate (2)
faced by its residents. The overburdened Precinct 30 and the
Resources: GD10-RM30
embattled Precinct 13 within the Combat Zone highlight the
Residential Space: 75%
difficulties faced by law enforcement in this troubled
Commercial/Other Space: 25%
neighborhood. Despite its bleak outlook, Regents remains
Sites of Interest: Carmine’s Garage (72), CCFD F14,
home to many who continue to endure its harsh realities.
Christopher Colombus Hospital (H13)
Crime Rate: Extreme (3+)
D22 – HARBORSIDE Resources: PR04-TY06
Harborside features a diverse range of housing options, Residential Space: 85%
including apartments, brownstones, condos, single-family Commercial/Other Space: 15%
dwellings, duplexes, and townhouses. It is a family-oriented Sites of Interest: The Combat Zone (68), CCPD P13 (Fort
district, appealing to students, young workers, and families Mohawk), CCPD P30
looking for a strong community to start their lives. The elevated
green and yellow metro lines running through Harborside
D25 – PORTAGE Square serves as the heart of the community, offering a variety
of shops, restaurants, and businesses that reflect the
Portage is the poorest and most crime-ridden neighborhood in neighborhood's heritage. The district's cultural vibrancy is
Capital City, rivaling its western neighbor, Regents. Once an reflected in its architecture, businesses, and community events.
industrial zone, it was mostly abandoned after World War II. Despite the district's lack of a metro station, the residents
Over time, it has fallen into severe urban decay, transitioning successfully preserved Red Square by preventing the
into a neighborhood characterized by government-subsidized development of a metro line through the area. The presence of
housing and extreme poverty. During the influenza epidemic of Riverside Park adds to the neighborhood's charm, making it a
the 1920s it was littered with makeshift clinics and shelters that desirable place to live for those looking to start a new life in
become permanent fixtures in the area. The Combat Zone, Capital City.
shared with Regents, is an area of intense criminal activity and
urban decay. This old industrial center has been overtaken by Crime Rate: Moderate (2)
gangs, illegal strip clubs, casinos, drug dens, and pornographic Resources: TY06-EX20
cinemas, creating an environment of debauchery and Residential Space: 65%
lawlessness. The Capital City Transit Police maintain a strong Commercial/Other Space: 35%
presence on the Orange Metro line running through Portage, Sites of Interest: Red Square (Home of Crazy Ivan’s
but the prevalence of criminal and superpowered activity Pawnshop) (104), Riverside Park (G10), CCPD P15, CCFD
remains a significant challenge. The beleaguered Precinct 29 F16
and the overburdened Portage Medical Center highlight the
difficulties faced by law enforcement and healthcare providers.
D28 – OLYMPIA
The Combat Zone epitomizes the district's struggles, serving as Olympia is a charming Greek neighborhood nestled between
a hotbed of illicit activities and gang control. Portage remains Little Italy to the east and Portage to the north. The district is
home to many who continue to endure its harsh realities, as characterized by its strong Greek heritage and community
they cannot afford to relocate anywhere else. It is common spirit. Despite its proximity to the troubled area of Portage,
within Capitol City urban culture to hear the area referred to as Olympia maintains a moderate crime rate. Oracle Plaza is an
“Poor-tage”. open-air plaza featuring a magnificent fountain sculpture of the
Greek gods of antiquity. This plaza is a beloved community
Crime Rate: Extreme (3+)
space where locals gather for lunches, social events, and
Resources: PR04-TY06
various community activities. With its mix of residential and
Residential Space: 90%
commercial spaces, the district offers a balanced and
Commercial/Other Space: 10%
community-focused environment. Despite the challenges
Sites of Interest: The Combat Zone (68), Portage Medical
posed by its proximity to Portage, Olympia maintains a sense
Center (H14), CCPD P29
of security and cohesion. The presence of Oracle Plaza, along
D26 – PARKHILL with dedicated police precincts and fire services, ensures that
Olympia is both a culturally rich and safe place to live. The
Park Hill is an exceptionally upscale neighborhood built on the district's affordability and cultural vibrancy make it an ideal
slopes leading down to the river. The area is primarily location for residents seeking a strong sense of community and
composed of private single-use homes, mansions, and some a connection to their heritage.
condominiums and apartment complexes. The architectural
style of the homes and the overall environment exudes luxury Crime Rate: Moderate (2)
and exclusivity. The neighborhood's skyline is minimal, with no Resources: TY06-RM30
buildings exceeding five stories in height. The Orange Line Residential Space: 65%
runs through Park Hill, a point of contention as residents Commercial/Other Space: 35%
initially opposed the elevated train in favor of an underground Sites of Interest: Oracle Plaza (104), CCPD P14, CCPD P16,
alternative. However, when asked to cover the additional costs, CCFD F15
they conceded, though it remains a contentious issue. Park Hill
is an epitome of luxury and exclusivity within Capital City. With
D29 – POINTE-DU-CHÊNE
its low crime rate, upscale homes, and serene environment, it Pointe-du-Chêne, also known as Oak Point, is often referred to
is a highly desirable neighborhood for those who can afford it. as the French Quarter by the locals. It is the original site of the
The area's minimal skyline and primarily residential character first French colony on the mainland that eventually became
contribute to its charm. Despite the occasional contention over Capital City. The district is renowned for its unique street layout
public infrastructure projects like the Orange Line, Park Hill with curving roads, dead ends, and one-way streets, adding to
remains a coveted address for the city's elite. The presence of its old-world charm. Pointe-du-Chêne boasts a low crime rate
Precinct 24 ensures that the neighborhood remains safe and with the area being predominantly commercial. Pointe-du-
secure for its affluent residents. Chêne is characterized by its rich French heritage and historic
significance. The neighborhood features old buildings,
Crime Rate: Low (1)
restaurants, tourist shops, bars, and expensive apartments.
Resources: RM30-MG75
Many French families still reside here and the language is
Residential Space: 95%
commonly spoken in local cafes and businesses. The district's
Commercial/Other Space: 05%
historic architecture and vibrant culture make it a popular
Sites of Interest: CCPD P24
destination for tourists and locals alike. Capital City Firehouse
D27 – ODESSA No. 1, an elegant Gothic-style building, provides essential fire
and emergency services is another example of the fantastic
Odessa is a culturally rich neighborhood with a significant architecture to be seen in this district. Despite its commercial
population of Ukrainians, Russians, and other Eastern focus, the area maintains a strong sense of community among
Europeans. The area is primarily residential, with a mix of the French families who call it home. The district's low crime
commercial establishments that cater to the local community. rate and unique character contribute to its appeal as a
Odessa is an ideal neighborhood for Eastern European desirable place to visit and live. Pointe-du-Chêne remains a
immigrants seeking a strong sense of community and cultural treasured part of Capital City, preserving its French heritage.
continuity. The district fosters a welcoming environment where
traditions and customs are maintained and celebrated. Red
Crime Rate: Low (1) D31 – CITY PARK
Resources: EX20-IN40
Residential Space: 10% (though many illegal studios exist) City Park is the beating heart of Capital City, an expansive
Commercial/Other Space: 90% rectangular green space known for its meticulously maintained
Sites of Interest: The Glass Mansion (1), Saint Cosset Church landscapes, towering trees, serene lake, and a plethora of
(18), Capitol City Opera House (36), Trois Frères Monastery & amusements and attractions. This central park is a major hub
Brewery (42), The Piers (57), Pointe-du-Chêne Ferry Terminal for recreation and commerce, devoid of residential spaces but
(94), Hôtel-Dieu Hospital (H19), CCPD P9, CCFD F1 teeming with activity. By day, the park is a safe haven with a
low crime rate, attracting families, tourists, and locals looking
D30 – CITADEL HILL for leisure and entertainment. However, after dark, the park's
safety diminishes, with certain areas becoming hotspots for
Citadel Hill is a historic and picturesque area situated at the
crime.
northwest end of Capital City, adjacent to City Park. Named
after the old British citadel that sits atop the hill, Citadel Hill has The park's vast expanse includes rolling lawns, dense forested
historically served as a lookout for naval ships and invaders. areas, and the central Capital City Lake, which serves as a
Today, it is primarily a parkland area with a few exclusive focal point for various activities. City Park is home to a number
mansions and estates, and it boasts a moderate crime rate due of notable sites that draw crowds year-round. McShane Field,
to its proximity to Portage in the southwest. The district's the historic baseball stadium named for Golden Age legend
unique layout includes tunnels carved under the hill, which Hank “Hurricane” McShane, is a cherished landmark where the
facilitate the highway system and allow for easy travel around Capital City Blue Sox play. The lake's shores are lined with
the hill. The residential area is minimal, primarily consisting of attractions such as the enigmatic Black Church, an Eastern
luxurious homes and estates, while the majority of the space is Orthodox church that mysteriously turned black in the 1940s
dedicated to public and recreational facilities. and is now surrounded by rumors of curses and occult
activities. The City Park Bandstand, situated by the lake, hosts
Citadel Hill is home to numerous notable landmarks that
numerous festivals and public events, adding to the park's
highlight its historical and cultural significance. The Citadel Hill
vibrant atmosphere.
Amphitheatre is a beautiful open-air venue used for music
performances, theater productions, and concerts by famous In the southwest corner, the Capital City Planetarium offers
rock bands. The Titan Observatory, maintained by Titan educational and entertaining stargazing opportunities, while the
Industries, offers state-of-the-art facilities for astronomical City Park Zoo, overlooking the picturesque Blue Falls, provides
observation. The Capital City Mayor's Residence, overlooking a home for a variety of animals and a favorite spot for families.
North Park, is an elegant estate that serves as the official home The northeast corner houses the Museum of Natural History,
of the city's mayor. West Hill Golf Greens is an exclusive golf renowned for its extensive exhibits. Along the lake, the Gothic-
club offering luxurious sporting experiences. The Guardsman's style Our Lady of Peace Abbey and Cloister stands as a serene
Tomb and Monument, located within the Heroes Hill Cemetery, and impressive piece of architecture, offering a peaceful retreat
honors fallen heroes, particularly superheroes who have within the bustling park.
served and perished in Capital City. The Citadel Hill Brewery is
City Park is also well-equipped with essential services. The
one of the oldest local breweries, adding to the district's charm.
police presence is strong, with mounted officers patrolling
The Eastern and Western Lookouts provide stunning views of
during the summer, ensuring the safety of daytime visitors. The
City Park, Odessa, and the western part of the city, with the
local fire station, elegantly positioned along the water, is always
Eastern Lookout featuring a picturesque waterfall.
ready to respond to emergencies. The park’s natural features,
The district also includes essential facilities such as the including expansive green spaces and meadows where wildlife
Hillcrest Sanatorium, a mental institution for the criminally such as sheep and goats can often be seen grazing, enhance
insane, and Parkview Hospital, an exclusive hospital providing its charm. Forested areas provide a natural habitat for local
high-quality medical care. Law enforcement is maintained by fauna and offer tranquil walking paths for visitors.
Precinct 23, and fire safety is ensured by Firehouse 8. Natural
Despite the rise in crime rates after dark, City Park remains a
features like Otter Lake, near the top of the hill, and Blue
beloved part of Capital City. Its combination of natural beauty,
Creek, which leads to the scenic Blue Falls, enhance the area's
recreational opportunities, and cultural landmarks make it a
appeal. Known for its tranquility, scenic beauty, and preserved
vital and cherished green oasis amidst the urban sprawl. The
Art Deco and early 20th-century architecture, Citadel Hill is a
park's diverse attractions cater to a wide range of interests,
highly exclusive and desirable part of Capital City. The
ensuring that it remains a favorite destination for both residents
combination of historical charm, modern amenities, and a high
and tourists alike.
concentration of cultural and recreational sites make Citadel
Hill a prestigious and cherished neighborhood. Crime Rate: Low (1) during the day, Moderate to High (2-3) at
night
Crime Rate: Moderate (2)
Resources: Only via special permit can one do business in the
Resources: AM50+
park.
Residential Space: 05%
Residential Space: 0%
Commercial/Other Space: 95%
Commercial/Other Space: 100%
Sites of Interest: Citadel Hill Amphitheatre (2), Titan
Sites of Interest: McShane Field (37), the Black Church (41),
Observatory (13), Capital City Mayor's Residence (31), West
City Park Bandstand (43), Capital City Planetarium (47), City
Hill Golf Greens (59), Heroes Hill Cemetery (86), Guardsman's
Park Zoo (44), Museum of Natural History (51), Our Lady of
Tomb and Monument (87), Citadel Hill Brewery (91), Eastern
Peace Abbey and Cloister (93), CCPD P20, CCFD F5, Capital
Lookout (95), Western Lookout (96), Hillcrest Sanatorium (H3),
City Lake (W12), Forested and Field areas (G6)
Parkview Hospital (H9), Otter Lake (W13), Blue Creek and Blue
Falls (W14), Citadel Park (G7), CCPD P23, CCFD F8
SURROUNDING AREA
Capitol City is not an isolated urban hub; it is surrounded by a diverse array of districts and neighborhoods, each contributing to the
greater metropolitan area's unique character and dynamics. From sprawling industrial zones to serene suburban retreats, these
surrounding areas play a crucial role in shaping the city's socioeconomic landscape, cultural richness, and overall functionality.
Understanding these districts is essential for gaining a comprehensive view of Capitol City and its intricate web of communities.
As we explore these surrounding areas, we'll delve into their distinct characteristics, notable landmarks, and the unique challenges
and opportunities they present. From the bustling, industrial heart of Capitol City South to the tranquil, nature-imbued expanses of
the Ma'Quitic Reservation, each district tells its own story. Together, they form the vibrant mosaic that is Capitol City, providing
homes, workplaces, and recreational spaces for millions of Cappers.
Each of these districts adds its own flavor to the overall tapestry of Capitol City, creating a rich and dynamic environment that
supports a wide range of lifestyles and activities. As we delve deeper into the specifics of each surrounding area, we will uncover the
unique stories and characteristics that make Capitol City a truly multifaceted metropolis.
S1 - CAPITOL CITY SOUTH Urban Landscape: The district features a variety of housing,
from modest homes near Capitol City South to more affluent
Overview: Known as "Capitol South" or the "Darkside" of residences near the river, Meadowlands, and Highland Park.
Capitol City, this district is predominantly industrial, poor, and
crime-ridden. Poor urban planning has led to a mix of docks, Socioeconomic Environment: Crichton’s economic
train yards, and working-class neighborhoods, making it a landscape varies, with a middle-class belt along Highway 10
dangerous place with significant Syndicate influence and and poorer areas closer to the city. Despite these contrasts, the
corrupt local authorities. district is seen as an area of growth and development.
Urban Landscape: Capitol City South is characterized by a Commercial and Recreational Sites:
sprawling industrial landscape interspersed with residential
• Hayes Agricultural College (97): Near Meadowlands,
areas. The presence of major infrastructure like the Capitol City
surrounded by farmland.
South Container Port and the Bridgeport Train Yards reflects its
industrial nature, while the Village is a failed tourist site now in • Pharoah Cybernetics (102): Located in a mid-level
severe decline. industrial park near Capitol City and the Trench (52).
Summary: Crichton is a diverse and evolving district, blending
Socioeconomic Environment: The district is predominantly
residential and commercial areas. Its proximity to Capitol City
lower-class, with a struggling economy and high crime rates.
and major highways makes it a key area for future
Corruption is rampant among the police and city council,
development. The district offers opportunities for both
adding to the challenges faced by the residents. Areas closer to
established residents and new arrivals seeking growth.
Highland Park and Crichton see slight improvements, but
poverty remains a significant issue. S3 - FAIRFAX
Commercial and Recreational Sites: Overview: Fairfax is known for its rural neighborhoods and
• Douglastown Mall (19): A commercial hub offering shopping quality schools, attracting Cappers looking to escape urban life.
and entertainment options. Separated by I95 from the city, Fairfax is a middle-class district
with some lower-class areas.
• SoCap Naval Base (14): A strategic military installation.
Urban Landscape: The district features spacious homes and
• Jean-Paul Levesque Airport (12): Located on King's Island,
green spaces, providing a serene environment. Fairfax’s rural
it serves both commercial and military aviation.
charm and suburban amenities make it a coveted area for
• Avitech Commercial Park (60): A hub for aviation those seeking a quieter lifestyle.
technology companies.
Socioeconomic Environment: Primarily middle-class, Fairfax
• Capitol City South Container Port (22): A major cargo offers a stable and comfortable living environment. The
entry point. district’s quality schools and community-oriented atmosphere
• Petronix Refinery (54) and Oil Port (55): Key industrial appeal to families and professionals alike.
sites.
Summary: Fairfax stands out as a rural suburban district
• Bridgeport Train Yards (53): Critical for freight transport. offering quality living and education. Its separation from the city
• Miller Penitentiary (106): A maximum-security prison. by I95 adds to its appeal as a peaceful retreat. With a strong
• Belle Island Maximum Security Super Penitentiary (10): middle-class presence and excellent schools, Fairfax remains a
Under ASGARD's jurisdiction. desirable destination for Capitol City’s residents.
Summary: Capitol City South is a struggling district marred by S4 - HIGHLAND PARK
poverty, crime, and corruption. Despite its challenges, it plays a
Overview: Highland Park is an upper-class to middle-class
crucial role in the city's industrial and transportation sectors.
district with a strong community and excellent public amenities.
The district's residents face significant hardships, but areas
The district is diverse, with lower-class areas near Stockton
closer to Highland Park and Crichton offer glimpses of
and Capitol City South.
improvement.
Urban Landscape: The district features upscale homes,
S2 - CRICHTON middle-class residences, and modest housing near its borders.
Overview: Crichton is a developing area with a mix of Highland Park's well-maintained streets and parks reflect its
residential and commercial spaces, reflecting the city's growth. community pride.
It includes poor, middle-class, and upper-class neighborhoods, Socioeconomic Environment: Highland Park is characterized
with those closer to the city less affluent. by socioeconomic diversity, with wealthier areas in the north
and central parts and more modest neighborhoods near its
borders. The community spirit is strong throughout the district.
Commercial and Recreational Sites: • Resorts and Casinos: Major sources of income and
employment for the Ma'Quitic people.
• McShane House (58): The preserved childhood home of
Capitol City Blue Sox legend Henry "Hurricane" McShane. • Black Fox State Forest (G12): A prime location for tourism
and nature outings.
Summary: Highland Park is a thriving suburban district with a
blend of upper-class, middle-class, and lower-class Summary: The Ma'Quitic Reservation is a vibrant community
neighborhoods. Its strong sense of community, excellent that has leveraged its resources to build a sustainable and
amenities, and notable sites like the McShane House make it a prosperous future while preserving its cultural heritage. The
desirable place to live. The district's diversity and well- combination of tourism, recreational activities, and educational
maintained infrastructure contribute to its high quality of life. initiatives ensures the reservation's ongoing growth and self-
sufficiency, maintaining a unique and proud identity within
S5 - LOUISTON Capitol City's surrounding areas.
Overview: Louiston, named for its ties to King Louis during the S7 - MEADOWLANDS
French Colonial days, is a suburban haven known for its family-
friendly environment and expansive green spaces. It features Overview: Meadowlands is an agricultural zone that supplies
beautiful public beaches that attract crowds in the summer. plenty of fresh produce to Capitol City. Known for its open fields
and rural charm, the area is dotted with various types of farms,
Urban Landscape: The district includes a mix of single-family forests, lakes, creeks, and meadows. It's an ideal place for
homes and well-maintained public areas. Streets often have raising a family, offering a peaceful and scenic environment.
French names, reflecting its historical roots, though the
population is becoming increasingly diverse. Urban Landscape: The landscape of Meadowlands is
predominantly rural, with expansive farms interspersed with
Socioeconomic Environment: Louiston is primarily middle- natural features such as forests and lakes. The area maintains
class, with many families tracing their heritage back to French its rustic charm while serving as an essential provider of
ancestors. It is a welcoming community, with more non-French agricultural products to the city.
residents moving in and building or buying homes.
Socioeconomic Environment: Meadowlands has a distinct
Commercial and Recreational Sites: social structure influenced by the schools children attend in
• Royal Island Ferry Terminal (71): Connects to the King's neighboring areas. Those sent to Fairfax for schooling are
Fair Amusement Park on Royal Island (G1). perceived as the upper crust, while children attending schools
in Highland Park and Crichton represent the middle and lower
• King's Fair Amusement Park (21): A popular destination classes of Meadowlanders.
with rides and attractions.
Commercial and Recreational Sites:
• Fort Philipbourg (11): The original French colonial fort, now
a tourist site. • Patterson Airfield (89): A local airfield that serves as a hub
• Highguard (79): The Coast Guard base for the area. for the transportation of produce, facilitating the distribution
of Meadowlands' agricultural products far and wide.
Summary: Louiston is a picturesque suburban district with a
rich French heritage and a welcoming, family-friendly Summary: Meadowlands is a picturesque agricultural district
atmosphere. Its beautiful beaches, historical sites, and that plays a vital role in supplying fresh produce to Capitol City.
recreational facilities make it a popular and desirable place to Its rural charm and natural beauty make it a great place to raise
live. The community's pride and diverse population contribute a family. The distinct social classes within the community,
to its vibrant character. shaped by educational choices, add to the area's unique
character. With facilities like Patterson Airfield supporting its
S6 - MA’QUITIC NATION (BLACK FOX RESERVATION) agricultural economy, Meadowlands remains a crucial and
Overview: The Ma'Quitic Reservation, also known as the Black beloved part of the Capitol City region.
Fox Reservation, is a protected area preserving the cultural S8 - NORTH CAPITOL CITY
heritage and natural beauty of the Metis (Native-European
blended, usually French) Ma'Quitic people. The Carter Dam Overview: North Capitol City, or "North Cap," is a suburban
(32) agreement, which created the Black Fox Lake Reservoir area with excellent green spaces, shopping, and services. It is
(W3), provided the Ma'Quitic with substantial financial a diverse and welcoming neighborhood, primarily middle-class,
resources. with no ghettos despite its ethnic diversity.
Urban Landscape: The reservation features resorts and Urban Landscape: The district features a mix of apartment
casinos developed along the lakeshore, offering both natural buildings near the city center and suburban homes further out.
beauty and recreational activities. The Black Fox State Forest North Cap offers a variety of neighborhoods catering to
(G12) adds to the scenic and tranquil environment. different preferences and lifestyles.
Socioeconomic Environment: The Ma'Quitic people used the Socioeconomic Environment: Firmly middle-class, North Cap
funds from the Carter Dam agreement to develop their boasts a stable economy and moderate living costs. Its diverse
community, balancing economic growth with cultural community includes a mix of ethnicities and cultures, making it
preservation. They are focused on self-sufficiency and a vibrant place to live.
supporting native-owned businesses. Criticism over their Commercial and Recreational Sites:
commercial ventures led to the establishment of an institution
for higher education, although the school is still under • Oakwood Mall (107): The largest shopping center in the
construction. region.
Commercial and Recreational Sites: • North Capitol Public Airfield: A hub for aviation enthusiasts
and the annual North Capitol Air Show.
• Carter Dam (32): Key to the creation of the Black Fox Lake
Summary: North Capitol City is a thriving suburban district
Reservoir.
offering a balanced mix of urban convenience and suburban
• Black Fox Lake Reservoir (W3): Massive dammed lake tranquility. Its notable sites, like Oakwood Mall and the North
that provides aquatic sports, fishing, and other diversions
Capitol Public Airfield, enhance its appeal. With excellent green presence of the Wetlands adds to the charm and appeal of
spaces and infrastructure, North Cap is a desirable part of Royal Orr, making it a coveted location for the ultra-wealthy.
Capitol City.
S11 - SEATON
S9 - RIVER OAKS
Overview: Seaton is a thriving, diverse community situated as
Overview: River Oaks is a picturesque residential area the more accessible neighbor to the ultra-wealthy Royal Orr
celebrated for its scenic beauty and waterfront properties. and the affluent River Oaks. It has become a desirable area for
Situated on the shores of the Columbus River, this district those who seek a balance between comfort and community,
offers a serene and upscale living environment. with a strong middle-class presence enhancing its multicultural
and diverse nature.
Urban Landscape: The area is primarily composed of single-
unit homes, complemented by local businesses that cater to Urban Landscape: Seaton's landscape is a mix of residential
the residents. Divided from Seaton by Highway 25, River Oaks areas and recreational spots, including the picturesque Turtle
stands as a desirable location for those seeking a blend of Cove, which is a hub for water enthusiasts. The area features
natural beauty and suburban comfort. numerous cottages and summer homes, connected by a
causeway that adds charm and accessibility to the island.
Socioeconomic Environment: River Oaks is an affluent
Seaton is well-equipped with local amenities, catering to both
neighborhood, ranking as the second most expensive area in
permanent residents and seasonal visitors.
the region, just below Royal Orr. The community is
characterized by a sense of exclusivity, with residents enjoying Socioeconomic Environment: Seaton is characterized by its
a high standard of living and local amenities. impressive middle-class population, which has brought a sense
of multiculturalism and diversity to the area. While it attracts
Commercial and Recreational Sites:
those who aren't wealthy enough for River Oaks or Royal Orr,
• Waterfront Properties: The scenic beauty of River Oaks is Seaton still maintains a level of affluence and comfort. The
enhanced by its waterfront properties along the Columbus community has a strong sense of identity and roots, with many
River, providing stunning views and recreational locals owning properties and running businesses that cater to
opportunities for residents. both residents and tourists.
Summary: River Oaks is a highly desirable residential district Commercial and Recreational Sites:
known for its picturesque setting and waterfront homes. The
community enjoys a blend of natural beauty and suburban • Turtle Cove (W2): A playground for water enthusiasts, Turtle
amenities, making it a top choice for the well-to-do. While Cove is surrounded by a causeway connecting the island
residents of River Oaks may look down on their neighbors in and its numerous cottages and summer homes. It offers
Seaton, they themselves are aware of their position just below various water activities and is a popular summer destination.
the more exclusive Royal Orr. This dynamic adds a unique • Turtle Beach Station (20): This ferry terminal provides a
layer to the area's social landscape, making River Oaks a connection to the Pointe-du-Chêne Ferry Terminal (94) in the
fascinating and sought-after part of the Capitol City region. city proper, facilitating easy access to and from Seaton for
residents and visitors.
S10 - ROYAL ORR
• Sea Park (81): A major attraction providing entertainment for
Overview: Named for the British poet who documented the locals and tourists alike, Sea Park is a highlight of Seaton,
capture of Philipsbourg in 1757, Royal Orr is officially a especially during the summer months when it draws many
township and is known for its exclusivity and affluence. It is a visitors.
haven for the ultra-wealthy, characterized by opulent homes,
• Turtle Beach Airport (90): Catering to the more affluent
private amenities, and a storied history.
visitors who prefer to fly in, this airport enhances the
Urban Landscape: The area is accessible via a private toll accessibility of Seaton, making it a convenient destination for
road, the Highway 10 extension, which was funded by the seasonal tourists.
residents and features entry gates on the north shore. Royal Summary: Seaton is a vibrant and diverse community that
Orr is situated along the False River, a backwash from the serves as a middle ground between the wealth of River Oaks
larger Columbus River, and offers a serene and picturesque and Royal Orr and the broader population. Its blend of
setting for its residents. residential comfort, recreational activities, and local amenities
Socioeconomic Environment: Royal Orr is synonymous with make it an attractive place to live and visit. With its strong
old money and established wealth. The township is designed to sense of community, multicultural roots, and various
cater to the ultra-wealthy, with properties that are both grand entertainment options, Seaton is a thriving area that offers a
and historic. Residents of Royal Orr enjoy a life of luxury and balanced lifestyle for its residents and a welcoming
exclusivity, with little to worry about financially. environment for tourists.
RADIO STATIONS
The local radio stations are a testament to the Capper spirit, emphasizing community connection over national trends. They serve
as vital touchstones for residents, keeping them informed, entertained, and engaged with the pulse of the city. Whether it's the latest
hit from a local band or an in-depth discussion on community issues, Capitol City's radio stations ensure that the voices of the city
are always heard, reflecting the city's dynamic and diverse nature.
WLST 610AM – Student Rock Radio: Broadcasting from news, sports updates, and community affairs. It's a cornerstone
Levesque University, WLST 610AM is the heartbeat of the of Capitol City's broadcasting, providing a blend of
student population, offering a vibrant mix of Alternative and entertainment and information.
College Rock. It's a platform for students to express WTLK 1660AM – Talk 1660: For those seeking engaging
themselves and connect over shared musical tastes, also discussions and a platform for debate, WTLK 1660AM offers
featuring radio shows that delve into college life and interests. talk radio at its finest. Covering a broad spectrum of topics from
WBSX 1011AM – The Score: Sports enthusiasts in Capitol politics to personal advice, it's a station that encourages
City tune into WBSX 1011AM for comprehensive coverage of listener participation and community dialogue. Home of Jack
sports news, game analyses, and live commentary. As the Porter: The Nightowl show.
city's dedicated sports radio station, it keeps fans updated on WKIS 1810AM – Heart & Soul Radio: Catering to lovers of
local and national sporting events, making it an essential listen romantic easy listening music, providing a soothing soundtrack
for sports fanatics. for the city's romantics. It's the go-to station for timeless ballads
WCCF 1420AM – Capitol's Finest: As Capitol City's and soulful tunes that evoke feelings of love and nostalgia.
pioneering station and the sister station to Channel 4 TV, WRCK 89.2FM – Capitol Rocks!: With a focus on hard rock
WCCF 1420AM offers a classic mix of Top 40 hits alongside and metal, WRCK 89.2FM is the city's outlet for heavy riffs and
headbanging anthems. It's a station that embodies the spirit of Home to Tori Fields’ Top 100, the #1 rated weekly show in the
rock and roll, catering to the city's rock enthusiasts. market.
WCCT 91.1FM – Capitol City Community Radio: This station WBQT 98.2FM – Classic Country FM: Embracing the soul of
serves as a voice for the Capitol City community, offering country and western music, WBQT 98.2FM is Capitol City's
programming that reflects the diverse interests and cultures of home for classic country tunes and the stories behind them,
its listeners. From local news to cultural showcases, WCCT connecting listeners with the roots of American music.
91.1FM fosters a sense of unity and belonging among the city's WLSN 101.1FM – Inner Eye Radio: WLSN explores the
residents. spiritual and mystical, offering programming centered on
WKLX 95.6FM – 95.6 Flashback FM: For a trip down memory religious, esoteric, and New Age topics. It's a station for those
lane, Flashback FM spins oldies but goodies, celebrating the seeking enlightenment and alternative spiritual perspectives.
hits of yesteryears. It's a station that appeals to nostalgic WPOP 105.2FM – 105.2 HITS FM!: Dominating the airwaves
listeners, bringing back the soundtrack of the past. with Top 40 hits, WPOP 105.2FM is where Capitol City tunes in
WHRO 97.7 FM – Heroic Radio Hits: Playing hit music of all for the latest chart-toppers and pop anthems. It's a high-energy
genres, news & sports, entertainment segments, and local station that keeps the city's pulse on the current music scene.
events of Capitol City, with a focus on the Superhero Culture.
SPORTS TEAMS
Whether it's the thrilling baseball showdowns of the Blue Sox or the high-energy hockey matches of the Riflemen, Capitol City's
sports teams offer a diverse array of entertainment that caters to all tastes. This strong connection between the teams and their fans
is a testament to the Capper spirit, emphasizing local allegiance over national affiliations. The city's sports venues, such as the
historic McShane Field and the state-of-the-art Capitol City Arena, are more than just places to watch a game—they are cultural
landmarks where the heart and soul of Capitol City come alive, season after season.
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.
CAPITOL CITY'S LOCAL BRANDS: A SNAPSHOT OF COMMUNITY PRIDE
The citizens of Capitol City are renowned for their deep-seated love of local brands. This loyalty extends from grocery stores to fast
food restaurants, reflecting the community's preference for local over national chains. Here's a brief summary of some of the most
beloved local brands that embody the spirit of Capitol City.
Stiener's Family Grocery stands as the premier grocery fast food chain has adapted to city life with drive-thru
chain in Capitol City, known for its quality, freshness, and services. The novelty and thematic consistency of Burger
dedication to local produce and products. Originating from its Coliseum make it a favorite among residents seeking fast
first store in Harborside, Stiener's has expanded throughout food with a touch of flair.
the city, becoming a household name. The chain's
Captain Toshi's Fish & Chips brings a taste of traditional
commitment to community support and local suppliers
English cuisine to Capitol City. With its slogan "Just Like In
resonates strongly with Cappers, who appreciate its focus on
England!" and five locations around the city, Captain Toshi's
homegrown goods.
is on its way to becoming a significant player in the local
Weller's, though not originally from Capitol City, has dining scene. The restaurant chain is celebrated for its
seamlessly integrated into the local retail scene, becoming a authenticity and quality, offering a slice of the UK in every
statewide sensation. Known for its great deals and popular bite.
brands, Weller's attracts shoppers who seek quality and
Fairfax RX, starting as a drugstore, has expanded its
value. Its success in Capitol City highlights its ability to cater
offerings to include limited grocery and general goods. With
to the local tastes and preferences, despite its non-local
over 25 locations in the Greater Capitol Area, Fairfax RX
origins.
caters to the broader needs of Cappers, providing
Johnny Rocket's Donuts & Coffee capitalizes on the local convenience and service with a local touch. It has become a
hero turned entrepreneur, Johnny Rocket. More famous for convenient stop for health, wellness, and everyday
his delicious donuts than his superhuman exploits, Johnny essentials.
Rocket's has become a morning staple with over 30
Night Owl Convenience serves the Capitol City community
locations in the Greater Capitol Area. Combining local
around the clock, establishing itself as the go-to chain for 24-
superhero lore with delectable treats, this donut shop chain
hour shopping. With its recent expansion into Petronix gas
is a beloved part of the city's culinary landscape.
station stores and over 50 locations in the Greater Capitol
Burger Coliseum offers a unique dining experience inspired Area, Night Owl offers unparalleled accessibility and a wide
by Capitol City's rich historical and cultural heritage. range of products, making it a staple of local convenience
Originally a drive-in in Highland Park, this Roman-themed retail.
In summary, Capitol City's local brands are more than just businesses—they are integral parts of the community, reflecting the city's
identity and the pride of its residents. From the nostalgic charm of Johnny Rocket's to the historical allure of Burger Coliseum, these
brands provide Cappers with unique, local experiences that national chains simply cannot replicate.
BOTTOMS’ UP! LOCAL BEERS
If Cappers are known for loving their local brands, that goes doubly for their beer. The local breweries are a source of immense
pride and community spirit, offering a range of popular brews that are as diverse as the city itself.
Capitol City is home to three iconic breweries that have become integral parts of the city's identity. These breweries not only
produce some of the finest beers in the region but also play significant roles in shaping the cultural, social, and economic landscape
of the city.
Porter Brewing Company, established shortly after the working class and have made Porter the dominant beer in
Declaration of Independence, holds the distinction of being the local market and the official beer of the Capitol City Blue
the first American brewing company in Capitol City. Founded Sox. With a secure and stable position, Porter Brewing
by John Wesley Porter, the brewery has remained a staple in Company continues to thrive and support the community it
the community for generations. Today, Jack Porter, his calls home.
descendant and a beloved local celebrity, continues to hold a
Trois Frères Brewery, the oldest brewery in Capitol City,
majority share in the company and remains deeply involved
has its roots in Pointe du Chien, where French monks began
in the community. The brewery in Lincoln is more than just a
brewing centuries ago. This brewery is a favorite among the
place of production; it is a pillar of the community,
city's French-speaking population and the more elite
symbolizing the working-class spirit of Capitol City. Porter
residents. Their extra stout and pale ale are staples in the
Brewing Company's unwavering support for local sports
community, known for their traditional brewing methods and
events and their annual Safe Prom Night initiative, which
superior quality. Trois Frères' engagement with the
ensures high school seniors have safe rides home,
community is more selective, focusing primarily on
highlights their commitment to the city's youth and overall
supporting religious events and Catholic causes, reflecting
well-being.
their deep-rooted heritage. Despite their niche appeal, Trois
Economically, Porter Brewing Company plays a crucial role Frères maintains a strong presence in the city, contributing to
in Lincoln, providing stable jobs and significant economic the cultural richness of Capitol City.
support. Their decision to keep the brewery in Lincoln,
Citadel Hill Brewing Company, established by the Glass
despite opportunities to move, demonstrates a dedication to
family, is the second oldest brewery in the city. Located in
the community that transcends mere business interests.
the historic Citadel Hill area, this brewery is known for its
Porter's extensive community engagement includes
British roots and traditional brewing methods. Citadel Hill's
sponsoring various sporting events and cultural activities,
Pilsner and Lite beers are highly popular among locals,
further cementing their role as a cornerstone of Capitol City
offering a taste of history and quality. The brewery actively
life. Their signature products—Porter Blue Label (Lager),
supports numerous community events and cultural activities,
Porter Green Label (Pilsner), Porter Brown Label (Stout),
reinforcing its role as a beloved local institution. While
and Porter Red Label (Pale Ale)—are beloved by the
Citadel Hill sees Porter as its main competitor, it maintains a
loyal customer base and continues to thrive.
These three breweries each contribute uniquely to the fabric of Capitol City. They are more than just producers of fine beer; they are
integral parts of the community, supporting local events, providing employment, and fostering a sense of pride among Cappers.
Whether it’s the working-class favorite Porter Blue, the elite’s choice Trois Frères Extra Stout, or the historic Citadel Hill Pilsner, each
beer reflects a piece of Capitol City's rich and diverse heritage.
CLOSING WORDS
In summary, Capitol City’s local brands are more than just businesses—they are integral parts of the community, reflecting the city's
identity and the pride of its residents. From the nostalgic charm of Johnny Rocket's Donuts & Coffee to the historical allure of Burger
Coliseum, these brands provide Cappers with unique, local experiences that national chains simply cannot replicate. The city’s love
for local brands is evident in the way these businesses are woven into the fabric of daily life, creating a sense of community and
continuity.
Cappers' love for their local brands is a testament to the strong sense of community and identity that defines Capitol City. These
businesses are not just places to shop or dine; they are symbols of the city's heritage, pride, and resilience. The support and loyalty
that Cappers show to their local brands highlight the deep-rooted connection between the residents and their homegrown
enterprises, ensuring that these businesses continue to thrive and contribute to the vibrant tapestry of Capitol City.
• Agility: Incredible (IN40) - Enhanced reflexes and • Martial Arts B: Gains a +1 CS to Fighting ability when
coordination from the Titan Serum engaged in unarmed combat
• Strength: Uncanny (UN100) - Superhuman strength, • Performance: Actor: +1CS to Dynamic when
able to press 100 tons performing or acting, skilled in disguises and
deception
• Endurance: Spectacular (SP150) - Enhanced stamina
and resilience from the Titan Serum PERKS & HITCHES
§ Leadership: +1CS to Dynamic when leading a As free agents, Richard and his navigator, now known as
team Turbo-Fox, joined the Protectors of New York, quickly
establishing themselves as formidable assets. However, Gyro's
§ Indomitable Spirit: +1CS to Endurance in
tenure with the team was marred by controversy; he was
prolonged combat or stressful situations
reportedly expelled following a heated altercation with a fellow
• Hitches: team member over a romantic dispute involving an undisclosed
§ Bad Reputation: Due to his history of conflicts female team member.
on teams, Gyro gets a -1CS to Dynamic FEATs. Seeking a fresh start, Gyro aligned with Team Justice, only to
§ Tumultuous Relationship: His on-again/off- find himself at the heart of another conflict. This time, his
again relationship with Vixen often causes discord with the team leader, Magnet—primarily over Magnet's
emotional stress long-time partner, Telepath—led to his second dismissal,
§ Rebellious Streak: Tends to defy authority, despite his denials of any romantic involvement with Telepath.
causing friction with team leaders and Undeterred, Gyro and Turbo-Fox returned to their roots by
authorities joining the Capitol City Centurions. While they were
CONTACTS instrumental in the team’s endeavors, Gyro’s career faced
another setback when he inexplicably freed the captured
• Maximillian Wilkerson (Father): Owner of Wilkerson villainess Trixie, leading to his expulsion without a chance to
International, provides resources and legal support defend his actions.
• Gramme Clyke (Turbo-Fox): Former navigator and
speedster ally Now transitioning away from the superhero limelight, Gyro
leverages his abilities in the industrial sector under his father's
aegis. His work in mining and drilling not only enriches him
financially but also fulfills a different kind of purpose, albeit one • Body Armour: Costume made from an anti-ballistic
less adrenaline-charged than his former life. weave/mesh providing Excellent (EX20) protection
from Force and Edged attacks and Typical (TY06) vs.
Gyro's powers, categorized as Bio-Kinesis, allow him to
Energy attacks.
harness his lifeforce for extraordinary feats. These include
flying at speeds nearing Mach 8, conjuring protective force • Mind Shield: Amazing (AM50) intensity mental shield
fields, and emitting potent bio-kinetic blasts. His physical that consists of a repeating cookie recipe. Any
prowess is equally enhanced, with the capability to lift up to 50 attempts to read her mind or control her mentally must
tons and an almost inexhaustible endurance. first break past the shield. This does not provide
protection from psionic attacks, just Telepathy and
Currently, Richard lives in Capitol City's opulent Park South telepathic effects.
district alongside his longtime girlfriend, Dancer "Dani"
Remington, formerly the villainess Vixen. Their life together in a TALENTS
luxurious condo penthouse marks a stark contrast to Gyro's • Leadership: Natural leader, inspires allies, provides
tumultuous past in the superhero realm. Despite stepping back tactical advantages.
from active heroics, Richard's legacy as Gyro continues to
• Martial Arts A: Can Stun or Slam an opponent
resonate, a testament to his resilience and adaptability in the
regardless of their comparative Strength and
face of extraordinary circumstances.
Endurance.
LADY AMERICA • Martial Arts B: Gains a +1 CS to Fighting ability when
• Real Name: Amanda Reese engaged in unarmed combat.
• Alias: Lady A, the American Amazon • Martial Arts D: May force a Stun and Slam check
without causing damage (must study the target for 2
• Occupation: Super Soldier / Government Agent rounds first).
• Base of Operations: Capitol City • Martial Arts E: +1 to initiative rolls in unarmed
• Identity Status: Public combat.
• Team Affiliations: A.S.G.A.R.D., United Sentinels of • Martial Arts H: +1 attack per round after 1 round has
America passed.
• Side: Heroic • Master of Martial Arts: Substitute Fighting Rank in
• Calling: Soldier place of:
• Engineering: +1CS to Reason FEATs for Engineering • Neighborhood Protector: The Mighty Turtle must
tasks. protect his neighborhood from a new crime wave, but
doing so risks exposing his secret identity.
• Repair/Tinkering: +1CS to Reason FEATs for
modifying technology. • Military Entanglement: His military contact asks for
help with a classified mission, which turns out to
• Martial Arts B: +1CS to Fighting FEATs in unarmed involve a new threat tied to his battlesuit's technology.
combat.
• Family Ties: His criminal cousin is targeted by a rival
• Military: +1CS to all FEATs related to Military gang, forcing the Mighty Turtle to decide between
personnel, theories, and concepts. family loyalty and his heroic duties.
• Weapon Specialist (Mighty Turtle Systems): +2CS BACKGROUND
to use the Mighty Turtle’s built-in weapon systems.
Gains +1 Initiative when using these systems. Carmine D'Antonio, known as The Mighty Turtle, has always
been a determined and resourceful individual. Born and raised
PERKS & HITCHES
in Little Italy, Capitol City, he grew up with a knack for
Perks: mechanics and a passion for driving. His skills landed him a
position as a mechanic and driver during the Central American
• Military Training: Provides +1CS to Endurance when War, where he served with distinction.
resisting fatigue or physical stress. Represents
Carmine’s rigorous training and experience in the During one intense battle, Carmine found himself in a life-
military. threatening situation. An enemy grenade landed near him and
• Resourceful Mechanic: +1CS to Reason when jury- his comrades. Without a second thought, Carmine grabbed the
rigging repairs or modifying existing technology, even grenade to throw it back. The explosion cost him his left hand,
under less-than-ideal conditions. but his quick action saved many lives. This event left a lasting
impact on him, both physically and mentally.
Hitches:
Determined not to let his handicap define him, Carmine
• Missing Left Arm: Carmine lost his left arm from the returned to Capitol City and began working in his garage,
elbow down in the Central American War. This known as Carmine's Garage, located in Little Italy. Using
imposes a -1CS penalty on any task requiring two military surplus, scrap, and ordnance, he engineered the
hands and affects his ability to fight unarmed or Mighty Turtle battlesuit. This suit not only compensated for his
perform certain physical tasks. lost hand but also transformed him into a formidable hero.
• Overheating Systems: The suit's B.F.G. can cause
Carmine's Garage serves as both his headquarters and a place
the entire system to shut down if not properly
where he repairs and builds his equipment. It’s a hub of activity,
managed, requiring 1d10+1 rounds to reboot.
frequented by friends, locals, and even members of the Italian
• Family Connections (Criminal & Police): Ties to syndicate. Despite his connections to the underworld, Carmine
both the criminal underworld and law enforcement maintains a strong moral compass and a commitment to
create constant moral and legal conflicts. justice.
CONTACTS Carmine is known for his good nature and has earned the
• Criminal: Cousin of a mid-level Mafioso in Capitol respect and friendship of both the police and the local
City, providing underworld information and occasional syndicate. His positive outlook and determination to be a hero,
favors. despite his physical challenges, endear him to almost everyone
he meets. He’s sworn to uphold justice and protect his
community, proving that even with a handicap, one can be a phase through solid objects with Amazing (AM50)
true hero. precision.
The Mighty Turtle is a symbol of resilience and ingenuity, § Tornado Creation: By running in circles at super
embodying the spirit of a hero who overcomes adversity and speed, Turbo-Fox can create tornadoes, capable of
uses his unique talents to make the world a better place. lifting and throwing opponents with Incredible
(IN40) force.
TURBO-FOX § Time Dilation: Turbo-Fox can perceive and move
SUPER NAME: Turbo-Fox through time at a different rate than those around
REAL NAME: Gramme Clyke him, raising his Intuition to Uncanny (UN100) for
ALIAS: None Perceptive FEATs when using this ability.
OCCUPATION: Former Military Navigator, Superhero • Lightning Reflexes: Uncanny (UN100) - Turbo-Fox’s
BASE OF OPERATIONS: Capitol City reflexes are supercharged, allowing him to react and
IDENTITY STATUS: Secret take actions at incredible speeds. With this power, he
TEAM AFFILIATIONS: Formerly with the Protectors of New can move and act at Air Speeds immediately, without
York the need to accelerate like normal super speedsters.
SIDE: Heroic Turbo-Fox gains 5 actions per turn and a +7 Initiative
CALLING: Journeyman bonus due to his Lightning Reflexes, making him
ORIGIN: Transformed (Alien Experimentation) nearly untouchable in combat as he can perform
PRIMARY ABILITIES multiple actions within the same timeframe that others
can barely react.
• Fighting: Remarkable (RM30) - Turbo-Fox is a skilled
• Accelerated Healing: Uncanny (UN100) - Turbo-Fox
hand-to-hand combatant, with a focus on speed-based
heals from injuries at an incredible rate, recovering 10
attacks.
points of Health per round.
• Agility: Amazing (AM50) - Turbo-Fox possesses
TALENTS
superhuman agility, allowing him to react and move at
incredible speeds. • Military Tactics: Turbo-Fox gains +1CS to Reason
• Strength: Good (GD10) - While not superhuman in FEATs related to planning and executing tactical
terms of raw strength, Turbo-Fox is capable of feats of maneuvers, a skill honed during his military service.
strength beyond the average human. • Navigation: Turbo-Fox gains +1CS to Intuition FEATs
• Endurance: Incredible (IN40) - His enhanced related to navigation, whether in the air, on the ground,
physiology grants him impressive stamina, allowing or through complex situations.
him to sustain his powers for extended periods. • Vehicle Operation: Turbo-Fox is proficient in
• Reason: Excellent (EX20) - As a former navigator, operating various vehicles, gaining +1CS to Agility
Turbo-Fox has a sharp mind, particularly in tactical FEATs when piloting or driving.
and navigational skills. • Martial Arts A: Turbo-Fox gains +1CS to Fighting
• Intuition: Remarkable (RM30), Uncanny (UN100) FEATs involving fast, precise strikes in unarmed
when using Time Dilation - Turbo-Fox’s instincts are combat.
heightened, allowing him to react swiftly to changing PERKS & HITCHES
situations.
PERKS
• Psyche: Good (GD10) - He possesses a strong will,
though he can be impulsive at times. • Swift Recovery: Turbo-Fox can recover from being
stunned or knocked down 1 round faster than normal,
• Dynamic: Incredible (IN40) - Turbo-Fox's natural
reflecting his ability to quickly get back into action.
charisma and confidence make him a powerful
presence, both in and out of combat. • Unstoppable Speed: Once per session, Turbo-Fox
can automatically succeed at an Agility FEAT related
SECONDARY ABILITIES to movement or dodging, no matter the difficulty.
• Health: 180 (Total of FASE) • Master of Momentum: Turbo-Fox can maintain his
• Mind: 60 (Total of RIPD) speed and maneuverability even in difficult terrain or
adverse conditions, gaining a +1CS to all Agility
• Karma: 240 (Total of Health and Mettle)
FEATs in such situations.
• Initiative Modifier: +8 (5 from Agility, 3 from Intuition)
HITCHES
• Resources: Good (GD10) - Turbo-Fox has a
moderate income, mostly from his work with various • Loyal to a Fault: Turbo-Fox’s unwavering loyalty to
superhero teams. Gyro can lead him to make rash or dangerous
decisions, especially if Gyro is involved, requiring a
• Renown: +10 (Known as the fastest man alive) Daunting Psyche FEAT to resist following Gyro's lead
POWERS & EQUIPMENT even when it's unwise.
• Super Speed: Legendary (LG500) - Turbo-Fox is the • Contender: Turbo-Fox is constantly challenged by
fastest man alive, capable of reaching and surpassing other speedsters who want to race him, which can
Mach 5. His powers include: lead to distractions or unnecessary risks, imposing a -
1CS to Psyche FEATs when he feels his title as the
§ Speed Punches: Turbo-Fox can deliver a flurry of
fastest man alive is being challenged.
blows at super speed, each punch landing with
Remarkable (RM30) force. CONTACTS
§ Vibrational Phasing: Turbo-Fox can vibrate his • Gyro: Turbo-Fox’s closest ally and friend, the two
molecules at high frequencies, allowing him to share a deep bond that goes back to their time in the
military and their shared origin story.
• Protectors of New York: Turbo-Fox is well respected 3. Authority Clash: Turbo-Fox’s distrust of the police
within the superhero community, particularly among comes to a head when he is framed for a crime, and
the Protectors, who value his speed and reliability. he must navigate a citywide manhunt while clearing
• Capitol City Centurions: Although no longer active his name.
with the team, Turbo-Fox maintains strong BACKGROUND
connections with the Centurions and can call on them Gramme Clyke, known in the superhero world as Turbo-Fox,
for assistance. started his life in the military, where he served as the navigator
PERSONALITY TRAITS for Richard Wilkerson, better known as Gyro. During a routine
Turbo-Fox is fiercely loyal, particularly to Gyro, whom he mission over Cuba in the days leading up to the Central
considers a brother. While his loyalty is admirable, many American War, their aircraft was suddenly caught in a strange
superheroes believe it is holding him back from reaching his full phenomenon, resulting in their apparent abduction by an
potential. His experiences have left him with a deep-seated unknown force. Six months later, they reappeared on the
distrust of authority, especially the police, whom he believes shores of Florida, possessing incredible new abilities but with
are more interested in maintaining control than doing what’s no memory of their abduction.
right. Despite his speed, Turbo-Fox is a grounded individual, Upon their return, they were declared dead by the military, but
often thinking several steps ahead, thanks to his training as a thanks to the efforts of Gyro's father, their death certificates
navigator. However, his loyalty to Gyro sometimes blinds him to were overturned, and they were released from military duty.
the bigger picture, making him overly protective or willing to This allowed them to avoid being used as government-
take extreme risks to support his friend. Unlike Gyro, Turbo-Fox controlled weapons, giving them the freedom to choose their
operates openly and enjoys the respect of his peers. path. Gramme, now Turbo-Fox, found that his newfound
COMBAT & TACTICS powers made him the fastest man alive, a title that came with
Turbo-Fox uses his incredible speed to overwhelm his its own challenges and responsibilities.
opponents before they can react. His speed allows him to Turbo-Fox and Gyro initially joined the Protectors of New York,
deliver rapid, powerful strikes and avoid almost any attack. In where they quickly proved their worth. However, Gyro’s
battle, he often works in tandem with Gyro, using their repeated expulsions from various teams due to personal
combined abilities to devastating effect. Turbo-Fox’s strategy conflicts created a sense of frustration within Turbo-Fox.
usually revolves around keeping the fight moving, literally, as Despite his loyalty, many in the superhero community believe
staying in one place is his greatest vulnerability. His ability to that his unwavering commitment to Gyro has limited his own
create tornadoes and phase through objects gives him a potential, holding him back from becoming a leader in his own
tactical edge, making him difficult to pin down. right. Nevertheless, Turbo-Fox remains steadfast in his support
STORY HOOKS of Gyro, refusing to abandon his friend even when others
suggest that he should.
1. The Fastest Target: Turbo-Fox’s status as the
fastest man alive has attracted the attention of a Now, Turbo-Fox continues to operate as a hero in his own right,
villain who wants to steal or replicate his powers, openly and with the respect of his peers. He is often called
leading to a high-speed chase across the country. upon by other superheroes, thanks to his speed and reliability,
and he maintains strong ties with teams like the Protectors of
2. Loyalty Tested: Gyro finds himself in a situation New York and the Capitol City Centurions. While he often finds
where he must choose between Turbo-Fox and himself challenged by other speedsters seeking to prove
another ally, forcing Turbo-Fox to confront his own themselves against him, Turbo-Fox remains focused on his
feelings of loyalty and potentially fracturing their missions, knowing that his loyalty to Gyro and his own sense of
bond. justice are what truly define him as a hero.
VILLAINS
The following is a short list of the most well-known Zenith Universe supervillains. It is in no way or means complete, but just a
sampling.
COLT • Strength: Good (GD10) - Virgil maintains an above-
average level of physical strength.
SUPER NAME: Colt
REAL NAME: Virgil Walker • Endurance: Incredible (IN40) - His body has adapted
ALIAS: None to handle the stress of his powers.
OCCUPATION: Professional Criminal • Reason: Typical (TY06) - He has basic reasoning,
BASE OF OPERATIONS: Texas sufficient to execute his criminal plans.
IDENTITY STATUS: Known to authorities • Intuition: Remarkable (RM30) - Years of evading law
TEAM AFFILIATIONS: None enforcement and navigating dangerous situations
SIDE: Villainous have sharpened his instincts.
CALLING: Greed
ORIGIN: Transformed (Enhanced by a chemical injection • Psyche: Good (GD10) - He has average mental
intended for racehorses) resilience but a strong will to survive and thrive.
• Dynamic: Good (GD10) - Reflects his ability to inspire
PRIMARY ABILITIES
fear and awe in his opponents.
• Fighting: Good (GD10) - Virgil is proficient in combat, SECONDARY ABILITIES
honed by his criminal activities.
• Health: 100 (Total of FASE)
• Agility: Incredible (IN40) - Enhanced by his
superhuman speed and reflexes. • Mind: 56 (Total of RIPD)
• Karma: 156 (Total of Health and Mettle) Colt utilizes his super speed to stay on the move during
• Initiative Modifier: +7/14 (4 from Agility and 3 from combat, rarely standing still and preferring to keep his
Intuition, and 7 from Lightning Reflexes) opponents at a distance. He is a sharpshooter with his pistols,
often focusing on weak points of his enemies to take them
• Resources: Good (GD10) - Virgil's criminal activities down efficiently. He is not above using lethal force and will
provide a steady, though risky, income. strike quickly and mercilessly, especially if he feels cornered or
• Renown: -20 (As a notorious criminal) threatened.
POWERS & EQUIPMENT STORY HOOKS
• Hyper Running: Uncanny (UN100) - Colt can run at 1. Bank Heist Gone Wrong: Colt plans to rob a bank
speeds up to 150 MPH. in a new city, hoping to make a quick getaway with a
• Lightning Reflexes: Uncanny (UN100) - At his massive haul. However, things don't go as planned,
maximum, Colt can move at speeds up to 1500 MPH. and the players must stop him before he escapes
Gaining 5 actions per turn, and a +7 to Initiative. with the loot.
Power stunts include: 2. Animal Rescue: Colt finds himself at odds with a
• Super-Speed Shooting: Colt can shoot at super group of villains after they harm an animal during a
speed, covering a wide area and hitting up to 6 job. He switches sides and seeks the players' help to
targets simultaneously. take down his former allies.
• Six Shooters: Standard .44 caliber revolvers, each 3. Gambling Debts: Deep in debt due to his gambling
with a 6-shot capacity, dealing Good (GD10) damage addiction, Colt is forced to pull off a series of heists
per shot. for a powerful crime boss. The players are tasked
TALENTS with stopping him and bringing him to justice before
he can make his final score.
• Marksman: +1CS with any weapon that requires line
of sight. Colt suffers no penalties to hit from range with BACKGROUND
such weapons. Virgil Walker, better known as Colt, grew up obsessed with
• Weapons Specialist: +2CS with pistols, also speed. His dreams of becoming a jockey were dashed when he
increasing Colt's initiative by 1 when using them. grew too tall, but his love for fast horses remained. As a young
• Criminology: +1CS on Reason and Intuition FEATs man, he worked as a stable hand, spending his days close to
involving criminal practices, reflecting his experience the animals he loved. Unfortunately, his passion for speed
in the criminal underworld. extended to gambling, and soon he found himself drowning in
debt with no way to repay it.
PERKS & HITCHES
In a desperate bid to clear his debts, Virgil was coerced into
PERKS doping a racehorse with a mysterious chemical that would
• Fast Exit: Colt can escape quickly from dangerous enhance its speed. The horse won the race but died shortly
situations, gaining a +1CS to any FEATs related to after crossing the finish line. Horrified by the outcome, Virgil
fleeing or evasion. refused to continue his criminal activities and threatened to go
• Good Reflexes: Colt’s heightened speed and agility to the authorities. In retaliation, his creditors injected him with a
provide a +1CS to avoid being hit in combat or massive dose of the same chemical and left him for dead in the
dodging attacks wilderness.
HITCHES Instead of dying, Virgil was transformed. He discovered he
• Gambling Addiction: Colt is a compulsive gambler, could run at incredible speeds, far beyond that of any human or
which often leads to poor decisions and distractions. animal. With his newfound powers and a thirst for revenge,
He must make a Daunting Psyche FEAT to not Virgil tracked down those who had wronged him and exacted
accepts bets, or engage in gambling. brutal justice. Adopting the moniker "Colt" and inspired by the
gunslingers of the Wild West, he embarked on a life of crime,
• Animal Lover: Colt cannot stand to see animals using his super speed and deadly accuracy with a pair of
harmed, and this obsession can lead to irrational revolvers to rob, kill, and evade the law.
behavior. He must pass a Daunting Psyche FEAT or
be compelled to intervene when an animal is in Colt has been in and out of prison, always escaping and
danger. returning to his life of crime. His nemesis, the Texas Ranger,
has captured him multiple times, but Colt never stays behind
CONTACTS
bars for long. Now, he roams the country, looking for the next
• Crime Contact: Colt has a connection within the big score, but his compulsive gambling habit ensures that he is
criminal underworld, offering information and always in need of more money. Despite his many flaws, one
assistance as needed. thing remains constant: Colt's love for animals, a rare glimpse
PERSONALITY TRAITS of the man he once was.
• Fighting: Typical (TY06) - Basic self-defense skills, • Split Personality: Damselfly’s psyche is fractured,
though not her strong suit. and she switches between her docile Jennifer persona
and her murderous Damselfly persona. This Hitch
• Agility: Excellent (EX20) - Enhanced reflexes and
reduces her Psyche rank to Poor (PR04).
dexterity, particularly when using her shrinking
powers. • Obsessive: When Damselfly becomes obsessed with
a target, she cannot focus on anything else. This Hitch
• Strength: Good (GD10) - Above-average strength, but
requires her to make a Psyche FEAT to avoid
it decreases with the use of her Shrinking power.
pursuing her obsession at all costs, leading to
• Endurance: Excellent (EX20) - She can endure irrational and potentially dangerous actions.
significant physical and emotional stress.
• Obsessive Rage: If the object of Damselfly’s
• Reason: Good (GD10) - Her background in obsession rejects her, she must pass a Psyche FEAT
psychology gives her an edge in understanding and or fly into a murderous rage, attacking without regard
manipulating others. for her own safety.
• Intuition: Good (GD10) - Sharp instincts, especially CONTACTS
when dealing with her obsessions.
• None: Damselfly operates independently, driven by
• Psyche: Poor (PR04) - Severely compromised due to her obsessions and detached from any support
her split personality. network.
• Dynamic: Good (GD10) - Reveals her unsettling and CALLING & KARMA TRIGGERS
compelling presence, drawing others into her twisted
obsessions. Calling: Obsession
SECONDARY ABILITIES Damselfly is driven by her obsessive tendencies, particularly
when she becomes fixated on a specific person or idea. This
• Health: 56 (Total of FASE)
obsession can lead to irrational decisions and destructive
• Mind: 34 (Total of RIPD) behavior.
• Karma: 90 (Total of Health and Mettle) Karma Triggers:
• Initiative Modifier: +3 (from 2 Agility and 1 from
Intuition) • +5 Karma: When Damselfly fixates on a new target of
obsession.
• Resources: Typical (TY06) - Limited resources due to
her status as a fugitive. • +5 Karma: When she takes significant action to win
the favor or attention of her obsession.
• Renown: -10 (As a dangerous criminal)
• +5 Karma: When she sacrifices a potential advantage
POWERS & EQUIPMENT or opportunity because of her obsession.
• Infra-Red Goggles: Poor (PR04) - Provides basic • +10 Karma: When her obsession drives her to commit
infravision. an irrational or extreme act.
• Winged Flight: Excellent (EX20) - Allows for flight but • +10 Karma: When she successfully eliminates a rival
only while shrunk. for her obsession's attention.
• Shrinking: Amazing (AM50) - Can shrink down to 1/4 • +15 Karma: When she suffers a major setback or
of an inch, with attack and defense bonuses at smaller rejection by her obsession, causing her to spiral into
sizes (+1CS at Good and Excellent sizes; +2CS at destructive behavior.
Remarkable, Incredible, and Amazing sizes). PERSONALITY TRAITS
Limitation: She loses one Rank of Strength for every
Rank of Shrinking active (minimum Shift 0). Jennifer Fraser is a quiet, submissive individual with a deep-
• Stinging Blast: Excellent (EX20) - Energy Generation seated need to be loved and noticed. However, when she
that deals Energy damage with a range, and does transforms into Damselfly, she becomes a psychotic, obsessive
Amazing damage to artificial creatures and killer who will stop at nothing to claim her "true love." The split
technology. She can make up to two attacks each between these two personalities is profound, with Damselfly
round at -1CS each. Limitation: Only while shrunk. being aggressive, vindictive, and driven by intense emotions.
• Resist Domination: Due to her splintered psyche, Damselfly excels in close-quarters combat, using her shrinking
Damselfly can resist mental attacks as if she had a ability to evade attacks and strike at her opponents' weak
mental power of Psyche +1CS. points. Her Stinging Blast is particularly effective against
technological foes, and she often uses her size-changing
PERKS & HITCHES
powers to surprise and overwhelm her enemies. She is
PERKS unpredictable in battle, often switching between defensive and
• Good Reflexes (Level 2): Damselfly's enhanced offensive tactics based on her emotional state.
agility grants her a +2 Column Shift (CS) to dodge STORY HOOKS
attacks or avoid incoming danger .
1. Obsessed: Damselfly has become fixated on a male
• Alert: Due to her heightened awareness, Damselfly is
PC hero. She begins a campaign of terror, first
rarely caught off guard. She gains a +1CS on Intuition
making him look good by committing crimes only he
FEATs to notice things or against being surprised .
can stop, then turning her obsession into a deadly • Reason: Good (GD10) - Capable of complex
game of cat and mouse. reasoning, particularly in technical and strategic
matters.
2. Jealous Rage: Damselfly believes a female hero
(PC) is in the way of her being with her "true love." • Intuition: Excellent (EX20) - Sharp instincts,
She stalks and studies the heroine, waiting for the especially when using his energy detection abilities.
perfect moment to strike and eliminate her perceived • Psyche: Remarkable (RM30) - Strong mental
rival. resilience, allowing him to control hosts and
3. Reform?: Jennifer Fraser surfaces and claims to manipulate energy.
have reformed, seeking the help of the PCs to keep • Dynamic: Remarkable (RM30) - Captures his
her darker persona at bay. But can she truly be intimidating presence, and ability to command and
trusted, or is this just another ruse by Damselfly? manipulate others.
BACKGROUND SECONDARY ABILITIES
Jennifer Fraser was a lonely psychology student at Levesque • Health: 96 (Total of FASE)
University in Capitol City. A wallflower with no friends, Jennifer • Mind: 90 (Total of RIPD)
found solace in her studies, focusing on psychology with a • Karma: 186 (Total of Health and Mettle)
minor in Romantic Literature. Her life took a dark turn when she
became involved in an experimental study on activating • Initiative Modifier: +5 (3 from Agility, 2 from Intuition)
superhuman traits through psychological distress, led by her • Resources: N/A (Energion does not rely on material
professor, Dr. James McBride. wealth)
Unbeknownst to Jennifer, McBride was an agent of The • Renown: - (As a feared and powerful alien entity)
Citadel, a secret society with a sinister agenda. Sensing her POWERS & EQUIPMENT
vulnerability, McBride manipulated Jennifer, seducing her and
eventually using her as the key subject in his experiments. The • Energy Manipulation: Amazing (AM50) - Energion
combination of psychotropic drugs and emotional manipulation can absorb and manipulate energy, with the following
triggered a meta-genetic reaction in Jennifer, granting her the stunts:
ability to shrink, grow insect-like wings, and unleash § Absorption: Acts as a conductor and can absorb
devastating energy blasts. energy damage at Amazing (AM50) rank.
But the transformation came at a terrible cost. Jennifer's § Energy Storage: Can store energy and deliver a
psyche shattered, creating a violent and obsessive alter ego shocking touch of Power rank damage.
known as Damselfly. When McBride attempted to discard her, • Body Transformation - Self (Energy): Incredible
Damselfly emerged, murdering him in a horrifying display of her (IN40) - Can transform into living energy, providing
newfound powers. From that moment on, Damselfly became a Good (GD10) Body Armor and dealing Good (GD10)
terror, driven by her obsessions and her desire to be loved, Energy Damage on touch. Limitations include:
even if it meant killing those she claimed to care for.
§ Always On: Energion is permanently in this energy
Now, Damselfly resides at the Houser Home For The Criminally form.
Insane, though her stays are often brief. Whenever she § No Natural Healing: Requires large energy
develops a new obsession, she escapes, stalking her target sources to regenerate.
with a deadly fixation that inevitably ends in violence. Only the
vigilant efforts of the Capitol City vigilante known as the • Flight: Poor (PR04) - Can fly at low speeds.
Nightowl have prevented her from leaving a trail of bodies in • Phasing: Typical (TY06) - Can phase through solid
her wake. objects, but it is always active.
ENERGION • Invulnerability: Class 1000 resistance to Electricity.
• Regeneration: Poor (PR04) - Can regenerate his
SUPER NAME: Energion
Endurance rank every 10 turns if undisturbed and near
REAL NAME: Unpronounceable by Humans
an energy source.
ALIAS: None
OCCUPATION: Galactic Criminal • Infra Vision: Good (GD10) - Can see in the infrared
BASE OF OPERATIONS: Mobile spectrum.
IDENTITY STATUS: Secret • Energy Detection: Good (GD10) - Can detect energy
TEAM AFFILIATIONS: None sources and fluctuations.
SIDE: Villainous
• Possession: Good (GD10) - Can possess a target by
CALLING: Power
entering their body. Limitation: Causes damage to the
ORIGIN: Alien (Transformed into living energy by the Galactic
host over time.
Concordance)
• Teleportation: Incredible (IN40) - Can teleport over
PRIMARY ABILITIES vast distances.
• Fighting: Typical (TY06) - Basic combat skills, • Life Support: Shift Z (SZ) - Can survive in any
primarily relying on his energy powers. environment without the need for air, food, or water.
• Agility: Remarkable (RM30) - Enhanced reflexes and TALENTS
agility, particularly in his energy form.
• Pilot: +1CS to all FEAT rolls involving piloting aircraft,
• Strength: Good (GD10) - Maintains a decent level of including spacecraft.
physical strength when possessing a host.
• Repair/Tinkering: +1CS to Reason FEATs involving
• Endurance: Amazing (AM50) - Highly durable, the repair and modification of existing technology.
especially in his energy form.
PERKS & HITCHES
PERKS their ally without causing harm. The situation
• Energy Battery: Energion can absorb energy from becomes more dire as Energion uses the hero’s
external sources, allowing him to restore lost Health or powers against the team.
enhance one of his energy-based powers by +1CS for 2. Galactic Hunter: A member of the Galactic
one round. Concordance arrives on Earth with the sole mission
• Quick Recovery: Energion recovers from being of capturing Energion. The heroes must navigate the
stunned or dazed 1 round earlier than normal. complexities of interstellar justice while dealing with a
powerful alien enforcer.
HITCHES
• Social Hindrance (Outsider): Due to his alien origin 3. Escape from Earth: Energion is desperate to leave
and energy form, Energion has difficulty interacting Earth and has targeted a prototype spacecraft as his
with humans and other beings, suffering a -1CS on means of escape. The heroes must stop him before
social interaction FEATs. he leaves the planet and brings his chaos to the
stars.
• Arrogance: Energion's belief in his own superiority
often leads him to underestimate his opponents, BACKGROUND
causing him to make reckless decisions or miss
Energion was once a notorious criminal in the Galactic
obvious threats.
Concordance, a vast and peaceful interstellar civilization. His
CONTACTS defiance of societal norms and his violent tendencies led to his
• None: Energion operates independently, driven by his capture and sentencing. Rather than face traditional
own desires and disconnected from any support imprisonment, Energion was subjected to a radical procedure
networks. that transformed him into living energy, meant to be stored in
stasis for a thousand years. However, the procedure went awry,
CALLINGS & KARMA TRIGGERS and Energion gained control over his new form, escaping
Calling: Power captivity by possessing one of the scientists.
Energion is driven by a desire for power and control. His Fleeing across the galaxy, Energion eventually found himself
actions are motivated by his need to dominate, manipulate, and on Earth, a planet rich in energy sources but fraught with
assert his superiority over others. This pursuit of power often dangers. On Earth, Energion discovered new ways to indulge
leads him to take extreme and destructive measures. his destructive desires, often clashing with superheroes who
Karma Triggers: sought to protect the planet. His ability to possess human
hosts, combined with his formidable energy powers, makes him
• +5 Karma: When Energion successfully exerts control a formidable and elusive foe.
or dominance over another character.
Despite his new existence, Energion remains haunted by the
• +5 Karma: When he acquires a new source of energy possibility of being recaptured by the Galactic Concordance.
or power to enhance his abilities. His disdain for authority drives him to lash out at any form of
• +5 Karma: When he manipulates others to further his control, and he continues to indulge in a life of excess and
own goals, often at their expense. violence while always keeping an eye on the skies, wary of
• +10 Karma: When his pursuit of power causes those who might come to take him back.
significant harm or destruction. GLAMAZON
• +10 Karma: When he successfully neutralizes a rival
or opponent who challenges his power. SUPER NAME: Glamazon
REAL NAME: Sandra Wheaton
• +15 Karma: When his quest for power leads to a ALIAS: None
major, irreversible consequence for himself or others. OCCUPATION: Enforcer
PERSONALITY TRAITS BASE OF OPERATIONS: Mobile
IDENTITY STATUS: Known
Energion is a malicious and self-serving entity with a disdain for TEAM AFFILIATIONS: None
authority. His existence as living energy has amplified his SIDE: Villainous
already destructive tendencies, making him a significant threat CALLING: Fame
to any who cross his path. Energion is driven by a desire for ORIGIN: Transformed (Enhanced through Meta-Steroids and
power and indulgence, often seeking to control or destroy experimental procedures)
anything in his way. His alien nature makes him unpredictable
and difficult to understand, and his interactions are often PRIMARY ABILITIES
marked by arrogance and cruelty.
• Fighting: Excellent (EX20) - Glamazon is well-trained
COMBAT & TACTICS in combat, particularly in grappling and close combat
techniques.
Energion thrives in combat situations where he can leverage
his energy manipulation powers. He prefers to possess a host • Agility: Excellent (EX20) - Her agility is impressive,
to gain a tactical advantage, knowing that most heroes will especially considering her size and muscle mass.
hesitate to harm an innocent. He uses his energy powers to • Strength: Mighty (MN75) - Glamazon's strength is
their fullest extent, often overwhelming his opponents with superhuman, allowing her to perform incredible feats
sheer force. Energion is also highly mobile, using his phasing of physical power.
and teleportation abilities to evade attacks and reposition • Endurance: Mighty (MN75) - She has a near-
himself strategically. His primary weakness is arrogance, which invulnerable physique, capable of withstanding
can lead to reckless actions that expose him to danger. massive amounts of damage.
STORY HOOKS • Reason: Typical (TY06) - Glamazon isn't particularly
1. Possessed Hero: Energion has taken control of a known for her intelligence, often acting impulsively.
fellow hero, forcing the team to find a way to free
• Intuition: Typical (TY06) - Her instincts are average, PERKS & HITCHES
primarily relying on brute strength in combat.
PERKS
• Psyche: Poor (PR04) - Glamazon has a fragile
• Fearsome Reputation: Glamazon's reputation as a
psyche, especially when it comes to her ego and
powerhouse gives her a +1CS on Intimidation checks
emotional triggers.
against most opponents.
• Dynamic: Remarkable (RM30) - Highlights her
• Iron Will: Glamazon can resist attempts to intimidate
overwhelming stage presence and physical charisma.
or coerce her, gaining a +1CS to resist such effects.
SECONDARY ABILITIES
• Crushing Grip: When Glamazon successfully
• Health: 240 (Total of FASE) grapples an opponent, they suffer 1d10 additional
• Mind: 16 (Total of RIPD) damage each round they remain grappled.
• Karma: 256 (Total of Health and Mettle) HITCHES
• Initiative Modifier: +2 (2 from Agility, 0 from Intuition) • Glass Jaw: Glamazon takes Triple damage from
Critical Hits. If the attack is already a Triple, it
• Resources: Good (GD10) - Glamazon’s criminal
becomes Quadruple. This represents her vulnerability
activities provide her with a steady income.
to sudden, high-impact attacks that bypass her usual
• Renown: +10 (As a notorious villain known for her durability.
public fights and strength)
• Narcissism: Glamazon is obsessed with her
POWERS & EQUIPMENT appearance and reputation. She must make a
• Invulnerability: Incredible (IN40) - Glamazon's Challenging Psyche FEAT when insulted or
enhanced skin provides protection from all forms of challenged. If she fails, her reckless behavior imposes
physical damage and substances up to Incredible rank a -1CS penalty to all FEATs for the duration of the
intensity. encounter.
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 Judge 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.
Judges 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/Perk & Hitch 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 Perks & Hitches, if it has multiple levels, take it at the next level. If that isn’t to your liking,
with Judge approval you can reroll.
What if my Power/Talent/Contact/Perk & Hitch 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 Judge’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 Judge
approval you can pick the Power/Talent/Contact/Perk & Hitch 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 Judge 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.
• Mind is the total of all RIPD Ability Rank numbers.
• Karma is the total of Health and Mind.
• Powers: Only choose Powers/Equipment you have seen the character use more than once. The others are best
recorded as Power Stunts.
• Perks & Hitches: 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 Judges 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, or free talents, but do gain any Perks or
Hitches 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 Hitch.
•
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 1d10 with a result 1 - 5 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 Hitch 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 Hitch.
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 Hitch.
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.
These Origins provide a robust framework for character creation, offering a variety of backstories and abilities that influence a
character’s capabilities, challenges, and growth throughout the game.
THE BASICS
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.
• Judges 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 Mind pool. Each time they ignore their calling the Stress FEAT increases in Difficulty by +1.
If a character continually ignores their Calling, the Judge 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 Triggers, these are roleplaying/event rewards that give the character Karma through
play. If the ones listed aren’t to your liking, work with your Judge to create replacements, or generate an entire new Calling (see later
in this section).
Remember it is your job to track these Karma Triggers, help your poor narrator out by letting them know when you think your
Calling’s individual Karma Trigger’s requirements have been met.
If you cannot find a Calling on from this list that suits your view, discuss it with the Judge 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 Judge 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.
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 for 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 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 overcome a Stress or Stun effect to continue on your current course of action, in relation to
your Ideal.
• +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 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 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.
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.
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.
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 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.
• +10 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.
By following these guidelines, you can create new Callings that not only add variety to the game but also deepen players'
engagement with their characters and the story you are collectively creating.
NEW HEROIC CALLINGS WITH KARMA BONUSES
Now let’s take a look at a few new Callings for heroes using the concepts expressed in not only the framework, but the idea of
having more direct and tailored Callings for your HEROIC RPG characters;
Architect of Tomorrow – Your hero is focused on building a better future, whether through innovation, reform, or education. This
Calling suits those who see the long-term picture and strive to implement visionary changes.u+5 Karma when you introduce a new
idea or innovation.
• +5 Karma when you successfully mediate a dispute with a peaceful resolution.
• +5 Karma when you teach or mentor someone, helping them to improve their skills.
• +10 Karma when your plans prevent a future disaster.
• +10 Karma when you implement a major change that benefits the community.
• +15 Karma when your foresight and planning significantly alter the course of events for the better.
Beacon of Hope –Your hero is a source of inspiration and hope, uplifting others during their darkest times. This Calling is perfect for
those who bring light to the shadows, whether through deeds or words.
• +5 Karma when you provide comfort or guidance to someone in need.
• +5 Karma when you solve a problem that restores hope to a community.
• +5 Karma when you deliver a speech that rallies people to a cause.
• +10 Karma when you resolve a situation that seemed hopeless.
• +10 Karma when you lead a successful effort that significantly improves the spirits of a community.
• +15 Karma when your optimism and leadership directly result in overcoming a seemingly insurmountable challenge.
Echo of Justice – Your hero draws inspiration from past heroes and justice figures, striving to continue their legacy in the modern
world. You are often seen as a symbol of hope and resilience, embodying the virtues of those who came before.
• +5 Karma when you successfully arbitrate or mediate a dispute between conflicting parties, restoring peace without
resorting to violence.
• +5 Karma when you invoke the name or ideals of a past hero to inspire others.
• +5 Karma when you resolve a conflict using non-violent means, honoring the legacy of past peacekeepers.
• +10 Karma when you bring to light an injustice that has been forgotten or overlooked.
• +10 Karma when you correct a historical wrong or clear the name of an unjustly accused hero from the past.
• +15 Karma when you establish or renew a tradition or institution that upholds the values of past heroes.
Guardian of Lore – Your hero is a protector and curator of ancient knowledge, secrets, and artifacts. Whether these items hold
magical powers or simply great historical value, your hero understands their importance and works to keep them safe and, if
necessary, hidden.
• +5 Karma when you successfully organize or curate an exhibition or public display of ancient artifacts or lore.
• +5 Karma when you successfully protect an ancient artifact or piece of knowledge from falling into the wrong hands.
• +5 Karma when you share a piece of lore with someone who will benefit from its wisdom.
• +10 Karma when you recover a lost or stolen artifact of significant importance.
• +10 Karma when you decipher or solve an ancient mystery or riddle.
• +15 Karma when you prevent a major disaster or catastrophe using knowledge from your lore.
Harbinger of Change – Your hero is dedicated to causing significant social or environmental change, using their abilities to
influence both the public and the powers-that-be. You are not afraid to challenge the status quo and push for progress.
• +5 Karma when you successfully initiate or lead a public awareness campaign that educates people about crucial
social or environmental issues.
• +5 Karma when you successfully rally a group or community to support a cause.
• +5 Karma when you expose corruption or wrongdoing in a powerful organization.
• +10 Karma when you enact or significantly influence a law or policy for the betterment of society.
• +10 Karma when you thwart an attempt to reverse or undermine progressive changes you've championed.
• +15 Karma when your actions directly result in a significant and positive shift in societal norms or environmental
restoration.
Paragon of the Arts –Your hero champions the arts, believing in their power to effect change and stir the human soul. This Calling
is for those who protect, preserve, or promote the cultural artifacts and artistic expressions of society.o+5 Karma when you save a
cultural artifact from being lost or destroyed.
• +5 Karma when you support or organize an artistic event that is open to the public.
• +5 Karma when you creatively overcome a challenge in your adventures.
• +10 Karma when you restore or return a significant piece of art to its rightful place or culture.
• +10 Karma when your artistic talents play a key role in solving a mystery or winning a conflict.
• +15 Karma when your dedication to the arts leads to a major cultural revival or innovation.
Sentinel of the Cosmos – Your hero is charged with protecting the Earth from cosmic threats, whether they be alien invasions,
meteor strikes, or interdimensional breaches. You are a first responder when the unknown looms, and a defender against
extraterrestrial dangers.
• +5 Karma when you successfully detect and neutralize a hidden or imminent extraterrestrial threat before it can
cause harm.
• +5 Karma when you successfully repel an alien invasion or force.
• +5 Karma when you communicate or negotiate with an extraterrestrial entity to prevent conflict.
• +10 Karma when you close a rift or breach between dimensions.
• +10 Karma when you save Earth from a cosmic or astronomical threat.
• +15 Karma when you form an alliance or peace treaty with an alien civilization.
Shield of the Innocent –Your hero is a protector, always ready to defend those who cannot defend themselves. This Calling is for
those who shield others, whether from physical danger or injustice.
• +5 Karma when you defend a bystander from harm.
• +5 Karma when you intervene to stop a crime in progress.
• +5 Karma when you stand up against bullying or harassment.
• +10 Karma when you bring a criminal to justice.
• +10 Karma when you dismantle or reform a system causing harm to the innocent.
• +15 Karma when your actions save a life or lives under extreme circumstances.
Vanguard of Valor – Your hero embodies the spirit of courage, stepping forward to face danger where others might falter. This
Calling is for those who lead by example, showing bravery in the face of overwhelming odds.
• +5 Karma when you volunteer for a dangerous task.
• +5 Karma when you stand your ground against a superior enemy to allow others to escape.
• +5 Karma when you inspire others to act bravely through your actions.
• +10 Karma when you rescue someone from a life-threatening situation.
• +10 Karma when you prevent a catastrophe through direct intervention.
• +15 Karma when your courage leads to a significant victory against a formidable foe.
Warden of the Wild – Your hero is deeply connected to nature and works to protect it from those who seek to exploit or harm it.
You may have powers that allow you to communicate with or control natural elements or wildlife, using these abilities to safeguard
the environment.
• +5 Karma when you successfully rehabilitate a wild animal or plant species that has been injured or adversely
affected by human activities.
• +5 Karma when you successfully protect a wild area or endangered species from immediate threat.
• +5 Karma when you heal or restore a significantly damaged natural habitat.
• +10 Karma when you expose and thwart a major ecological crime or corporate malfeasance.
• +10 Karma when you lead a successful environmental campaign that results in substantial conservation efforts.
• +15 Karma when you avert a natural disaster or drastically mitigate its effects through your intervention.
Each of these Callings encourages players to engage deeply with the world around their characters, providing rich opportunities for
roleplaying and character development.
Creating and using custom Callings in the offers a powerful tool for personalizing characters and deepening narrative engagement.
By designing Callings around specific motivations and integrating tailored Karma triggers, players and Judges collaboratively enrich
the gameplay experience. This approach not only enhances character development but also ensures that each hero’s journey is
uniquely aligned with both personal and campaign-wide story arcs.
Whether modifying existing Callings or inventing entirely new ones, the flexibility to adapt these motivational frameworks
encourages creativity and maintains the dynamism and excitement at the heart of the role-playing experience.
APPENDIX D: TALENTS EXPANDED
In the HEROIC RPG, talents are specialized skills and abilities that characters can learn and develop, enhancing their capabilities
and providing unique advantages in specific scenarios. This appendix offers a detailed exploration of these talents, categorized into
several types including Combat, Battle, Weapon, Mystic, Mental, Common, Professional, and Special Talents. Each talent typically
grants a +1 Column Shift (CS) to specific types of FEATs, with some exceptions noted.
Not only does this expand the available talents but also introduces the concept of Specializations. These are enhancements to
existing talents that provide an additional +1CS when used in relation to their specialized area, allowing for deeper customization
and skill refinement. This layered approach encourages players to tailor their characters' abilities to their gameplay style or narrative
role, making each character's journey through the game uniquely tailored to the player's vision.
Combat Talents focus on enhancing physical prowess in battle scenarios, while Mystic and Mental Talents boost abilities related to
magical and psychic powers, respectively. Common Talents cover everyday skills that any character might develop, like driving or
first aid, whereas Professional Talents delve into career-specific skills such as criminology or medicine. Special Talents might border
on superpowers themselves, offering abilities that significantly alter gameplay dynamics.
This expanded talent system enables players to build highly specialized characters or versatile adventurers, depending on their
preferred play style. It emphasizes the RPG's flexibility, allowing narratives to be shaped as much by character development as by
plot progression.
TALENT TYPES
In the HEROIC RPG, talents are categorized into several distinct types, each tailored to enhance specific aspects of character
abilities and gameplay. The types presented in Appendix D are designed to offer a wide range of skills that cater to different play
styles and character archetypes. Here’s a brief overview of each talent type:
• Combat Talents: Combat Talents enhance a character's prowess in physical confrontations. They are crucial for
characters who frequently engage in melee or ranged combat. These talents can improve accuracy, increase
damage output, or provide tactical advantages on the battlefield. There are two subtypes of Combat Talents;
o Battle Talents: Battle Talents are a subset of Combat Talents focused more on strategic aspects of
combat, such as maneuvering, command, and the use of specific combat maneuvers. These talents are
ideal for characters who serve as leaders or tacticians in their teams.
o Weapon Talents: Weapon Talents provide specific bonuses when using particular types of weapons.
Whether it’s swords, blasters, or arcane implements, these talents allow characters to specialize in the
weapons of their choice, making them more deadly and efficient.
• Mystic Talents: Mystic Talents enhance abilities related to the arcane and supernatural. These talents are essential
for characters who draw on magical powers, offering enhancements that can increase the potency of spells, extend
the duration of magical effects, or even grant new ways to utilize their magic.
• Mental Talents: Mental Talents boost cognitive and psychic abilities. These are particularly useful for characters who
rely on intellect, psychic powers, or other forms of mental prowess. They can enhance everything from psychic
attacks to the ability to read minds or resist mental intrusion.
• Common Talents: Common Talents cover a broad spectrum of everyday skills that any character might possess.
These include driving, cooking, first aid, and more. They are designed to enhance a character’s effectiveness in daily
activities and non-combat situations, providing practical benefits that can often be lifesaving.
• Professional Talents: Professional Talents reflect skills acquired through career paths or life experiences. These
can range from forensic science and engineering to diplomacy and business management. Professional Talents are
particularly useful for characters whose backgrounds play a significant role in their identity and how they interact with
the world.
• Special Talents: Special Talents are unique or very niche skills that do not fit into the other categories. These talents
allow for high customization and can significantly define a character’s special capabilities or unusual skills.
• New Talents: The New Talents section is specifically designed to introduce fresh and innovative skills that may not fit
into the traditional categories but offer new opportunities for character development and gameplay. These talents
could include emerging technologies, newly discovered magical disciplines, or modern combat techniques reflecting
the evolving narrative and setting of the HEROIC RPG. New Talents are especially valuable for adapting characters
to recent changes in the game world or integrating unique elements from a player's personal storyline. They
encourage dynamic growth and allow characters to specialize in cutting-edge abilities that can redefine interactions
and strategies within the game.
Each talent type is designed to provide meaningful options for character development, allowing players to craft heroes that are not
only unique but also intricately tied to the game's narrative and their role within their team. Whether enhancing combat capabilities,
delving deeper into arcane arts, or mastering everyday skills, these talents pave the way for rich, personalized gameplay
experiences.
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 your 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: +1CS to Strength for Grappling attacks (including +1RS to damage), +1CS to Strength for Escaping and +1CS 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.
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 +1CS 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.
MYSTICAL AND MENTAL TALENTS
Hypnosis: Treat this as Mind Control at a Power Rank equal to your character’s Reason. Information can be gained as per a Mental
Probe, and post-hypnotic suggestions may be implanted within the victim’s mind. Any attempt to force an individual to do something
that they would not normally do, or divulge information that they would not normally reveal, will cause the hypnotism to break. A
hypnotic command fades in 1-10 hours after it is given.
Occult Lore: +1CS to Reason FEATs involving magic, religious rites and the supernatural.
Resist Domination: +1CS to resist Mental attacks. A character with Mental Probe may be able to discern where your character
gained this Talent, but nothing else.
Trance: While in a trance your character slows their body functions to such a level that they may be assumed to be deceased
(Intuition FEAT for the character checking). A character in a trance reduces needs for food and water to a minimal level and may
regain Endurance Ranks at one Rank per day.
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 Judge 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
Leadership: You gain +1CS to Dynamic FEATs with members of a team you lead. When your character is the acknowledged 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.
NEW TALENTS
Creating new talents allows players and narrators to tailor abilities specifically to their characters' needs and the unique challenges
they face within the game world.
New talents should complement existing character skills and enhance gameplay by providing specific bonuses to FEATs. These
talents can range from combat enhancements to specialized knowledge in technology or the arcane, each offering a +1 Column
Shift in related tasks.
This approach not only enriches character development but also encourages creative problem-solving and deeper engagement with
the game's narrative. When designing new talents, consider the balance between broad applicability and niche expertise, ensuring
they are both useful and exciting without overshadowing existing abilities. This serves to expand the Talent system, inviting a
collaborative and customized approach to character skills and progression.
Remember; 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.
SAMPLE NEW TALENTS
Here are some sample New Talents that you can use as guides for creating your own, or even add these directly into your games.
Tech Wizardry
Category: Professional Talent
Description: This talent represents advanced proficiency in technology, ranging from hacking computers to repairing high-tech
gadgets. Characters with this talent are adept at manipulating and understanding cutting-edge technology, whether it's for civilian or
combat purposes.
Effect: Grants a +1CS to any FEATs involving the use of technology, such as hacking security systems, repairing or modifying
gadgets, or quickly analyzing technological devices.
Psychological Insight
Category: Mental Talent
Description: Characters with this talent have a deep understanding of human psychology, making them effective at manipulation,
negotiation, and detecting lies. It's particularly useful for heroes who need to interrogate suspects or soothe volatile situations.
Effect: Grants a +1CS to any FEATs involving psychological manipulation, such as interrogation, persuasion, or detecting
deception.
Arcane Scholar
Category: Mystic Talent
Description: This talent signifies extensive knowledge in ancient and forbidden arcane arts. Characters with this talent have studied
numerous magical texts and relics, giving them a broad understanding of mystical phenomena.
Effect: Grants a +1CS to any FEATs involving the identification, use, or history of magical artifacts and spells.
Environmental Tactician
Category: Combat Talent
Description: This talent is for characters who excel at using their surroundings to their advantage during combat. Whether it’s using
urban structures for cover or exploiting natural terrain, these characters can turn the environment into a weapon or shield.
Effect: Grants a +1CS to any FEATs involving the use of the environment during combat, such as creating makeshift weapons,
setting traps, or finding the best cover.
Master Negotiator
Category: Special Talent
Description: This talent enhances a character’s ability to negotiate, bargain, and forge agreements under any circumstances. It’s
ideal for heroes who frequently find themselves in diplomatic roles or who need to broker peace without resorting to violence.
Effect: Grants a +1CS to any FEATs involving negotiation, trade, or diplomacy. This includes defusing tense situations, bargaining
for better terms in a deal, or convincing others to follow a peaceful course of action.
As you integrate New Talents into your HEROIC RPG sessions, you'll find that they bring a richer depth to character development
and gameplay dynamics. Each of the sample New Talents has been designed to not only enhance specific capabilities but also to
encourage creative approaches to both challenges and story progression.
Whether your characters are delving into arcane mysteries, navigating complex technological landscapes, or negotiating critical
peace treaties, these talents are tools that can shape their paths and define their legacies in the game world.
The opportunity to customize and expand your characters' skill sets with these additions can help your game unfoldswith even more
excitement and strategic complexity.
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, Judge 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 AIA, KGB, Interpol, MI7, STAR, ASGARD, and criminal organizations like SKULL. 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 ASGARD and SKULL. 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 Judge. 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. Judges 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 Judge 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 Judge 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 Judge 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 Judge 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
Judge.
• 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 Judge 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 Judge work it all out in
advance, but Judges 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 Judge 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 Judge – or ask the Judge 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: PERKS AND HITCHES EXPANDED
Some material inspired by Firebomb’s Massive List of Quirks, Adapted with Permission for HEROIC
Perks & Hitches 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.
Perks & Hitches are chosen via picks (PKS), costing one or more picks for Perks (advantageous) or granting picks for Hitches
(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 GD10 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 Perks & Hitches, positive or negative, can be granted/removed via Judge’s in story, or with Judge approval via
advancement. See the Advancement section for more details on this.
If there are no Perks & Hitches that cover what you are looking for, you can create a new one with your Judge using the following
ones as guidelines for benefits and costs.
PERKS
ALERT
Description: Your heightened awareness means you're rarely caught off guard. This constant vigilance allows you to notice even the
smallest details others might miss, keeping you one step ahead in many situations.
Effect: +1 Column Shift (CS) on Intuition FEATs to notice things or against being surprised.
Benefit/Cost: 1 PKS
ALLIES
Description: You have loyal allies who can assist you in various capacities. These allies, controlled by the Judge, tend to follow your
requests as long as you maintain their trust and do not disappoint them.
Effect: Gain one or more loyal allies:
1 PKS: Sidekick, built on fewer points than you.
2 PKS: Partner, built on the same number of points as you.
3 PKS: Mentor, built on more points than you. You create the ally, but the Judge must approve it.
Benefit/Cost: 1-3 PKS
ALTER EGO
Description: Your character can transform into a different physical form, providing a way to travel incognito. This alternate form has
its own abilities and stats, and can share Karma with your super-powered self. Technological origin characters may also share
Reason, Intuition, Psyche, and Dynamic Ranks.
Effect: Change from super-powered self to a different physical form. The alternate form is created as an NPC with no powers, but
Karma can be shared between forms.
Benefit/Cost: 2 PKS
AMBIDEXTERITY
Description: You are equally skilled with both hands, eliminating the usual penalty for using your off hand. This can be particularly
useful in combat and other precision tasks.
Effect: No penalty for using the off hand.
Benefit/Cost: 2 PKS
APPEAL
Description: People find you attractive or charismatic, enhancing your social interactions. This natural charm can help you gain favor
and influence more easily.
Effect: +1CS to Dynamic score for attempts to be charming:
1 PKS: +1CS
2 PKS: +2CS
3 PKS: +3CS
Benefit/Cost: 1-3 PKS
AUTHORITY
Description: You have recognized policing powers or authority, making it easier to navigate bureaucracies and command respect.
This can be useful for dealing with various legal and official matters.
Effect: Gain actual policing powers or some kind of recognizable authority:
1 PKS: Local authority (city/state police, city/state official)
2 PKS: National authority (FBI/Senator)
3 PKS: International authority (UN Agent/Diplomat/INTERPOL)
Benefit/Cost: 1-3 PKS
BASE OF OPERATIONS
Description: You own a headquarters that serves as your base of operations. This facility can vary in value and capabilities
depending on your resources, providing a secure location for your activities.
Effect: The value of the base depends on your Resources:
1 PKS: Resources -2RS (minimum Poor)
2 PKS: Resources value
3 PKS: Resources +1RS
4 PKS: Resources +2RS Monthly operation costs are covered or waived.
Benefit/Cost: 1-4 PKS
BENEFITS
Description: Your position in society provides you with various advantages, such as special licenses or corporate powers. These
benefits can significantly aid your endeavors.
Effect: Gain benefits based on your position:
1 PKS: Special license (e.g., practicing medicine)
2 PKS: Civil or corporate powers (e.g., city councilor, corporate vice-president)
3 PKS: High rank within an organization or state government
4 PKS: Head of an organization or member of the federal government
Benefit/Cost: 1-4 PKS
CASH FLOW
Description: You have investments or assets that generate a steady income, increasing your financial stability and providing a buffer
in resource-intensive situations.
Effect: Resources +1RS for making Resource FEATs.
Benefit/Cost: 1 PKS
CHARM
Description: Your presence inspires your allies, boosting their morale and effectiveness. This natural charisma can significantly
enhance your team's performance.
Effect: Allies within Personal Distance (5’) always take the higher of their two dice as the tens die.
Benefit/Cost: 3 PKS
DOUBLE-JOINTED
Description: Your exceptional flexibility allows you to escape from tight situations with ease, providing a significant advantage in
combat or stealth scenarios.
Effect: +2CS to Escaping attempts.
Benefit/Cost: 2 PKS
DURABLE
Description: Through either strong bones or dense musculature, you are exceptionally tough, reducing the damage you take from
certain types of attacks.
Effect: -1RS to damage from Slams and falling.
Benefit/Cost: 2 PKS
EXTRA IDENTITY
Description: You maintain an additional identity complete with all necessary documentation and backstory, useful for undercover
operations or escaping detection.
Effect: Additional identity with all necessary evidence. This can be taken multiple times for more identities.
Benefit/Cost: 2 PKS
FAME
Description: You are widely recognized and admired, which can help you gain favor and influence. Your reputation precedes you in
many social situations.
Effect: +1CS to Response checks for those who know you.
Benefit/Cost: 1 PKS
FAST LEARNER
Description: You quickly grasp new talents and skills, allowing you to adapt to new challenges more efficiently without needing
formal training.
Effect: Learn new Talents without the benefit of a Teacher, provided you have been exposed to someone with the Talent.
Benefit/Cost: 2 PKS
FAST EXIT
Description: You can quickly retreat from danger, enabling you to reposition or escape more efficiently. This can be a lifesaver in
critical moments.
Effect: Move from Striking Distance to Shooting Distance as a Reaction. Opponents with higher Intuition can still react.
Benefit/Cost: 2 PKS
GADGETEER
Description: You have a knack for creating and improvising gadgets, allowing you to adapt and overcome technological challenges
with ease.
Effect: +1CS on Kitbashing FEATs.
Benefit/Cost: 1 PKS
GOOD KARMA
Description: Fortune favors you, increasing your starting Karma pool and rewards. This good luck can provide an edge in various
aspects of gameplay.
Effect: +10% to starting Karma pool and an additional +10% to all Karma awards.
Benefit/Cost: 3 PKS
GOOD REFLEXES
Description: You react quickly to sudden changes and threats, giving you a tactical advantage in combat and other high-stakes
situations.
Effect: Bonus to Initiative Roll:
1 PKS: +1
2 PKS: +2
3 PKS: +3
Benefit/Cost: 1-3 PKS
GOOD REPUTATION
Description: You are known for your good deeds and positive actions, enhancing your social standing and ability to persuade others.
Effect: +1RS to Renown. +1CS on Dynamic Feats for good reputation:
1 PKS: +1CS
2 PKS: +2CS
3 PKS: +3CS
Benefit/Cost: 1-3 PKS
HARDINESS
Description: You possess exceptional robustness and health, allowing you to endure more damage and recover faster from injuries.
Effect: +10% permanent bonus to Health.
Benefit/Cost: 2 PKS
HEIR TO FORTUNE
Description: You come from a wealthy background, ensuring a solid financial foundation to support your endeavors. This inheritance
provides a significant boost to your resources.
Effect: Initial Resources are a minimum of EX20.
Benefit/Cost: 3 PKS
HIGH PAIN THRESHOLD
Description: You can endure significant pain without faltering, allowing you to continue fighting or performing despite injuries.
Effect: +2CS to FEATs related to withstanding pain.
Benefit/Cost: 2 PKS
INNOVATIVE
Description: Your creative and inventive mind allows you to perform power stunts more effectively, providing a critical asset in
overcoming obstacles.
Effect: +1CS on Power Stunt FEATs.
Benefit/Cost: 2 PKS
IRON WILLED
Description: Your mind is stronger than average, making you more resistant to mental and domination attacks, as well as stressful
situations.
Effect: +1CS to resist mental/domination attacks and stressful situations, and +10% to Mind total.
Benefit/Cost: 3 PKS
LAW ENFORCEMENT
Description: You are authorized to carry a firearm and make arrests, providing you with legal authority in various jurisdictions. This
authority can be invaluable in many situations.
Effect: Legally carry a gun and make arrests:
1 PKS: Local area (city/state police)
2 PKS: Federal authority (FBI)
3 PKS: International authority (INTERPOL)
Benefit/Cost: 1-3 PKS
LIGHT SLEEPER
Description: You wake up easily if approached while asleep, allowing you to react quickly to potential threats.
Effect: Wake up if approached while asleep with an EX20 Intuition FEAT. If the intruder is using the Stealth Talent, this becomes a
contested roll.
Benefit/Cost: 2 PKS
LIKEABLE
Description: People naturally find you likeable, enhancing your social interactions and making it easier to form alliances.
Effect: +1CS on Dynamic Feats for being charming:
1 PKS: +1CS
2 PKS: +2CS
3 PKS: +3CS
Benefit/Cost: 1-3 PKS
LUCKY
Description: Good fortune is your constant companion, ensuring better outcomes in various situations.
Effect: Always take the higher of your two dice as the tens die.
Benefit/Cost: 4 PKS
MASTER OF THE MARTIAL ARTS (MMA)
Description: Reflecting intense levels of martial arts training, this perk gives you an edge in combat situations without needing
extraordinarily high stats. Requires three Martial Arts Talents and an unmodified Fighting Rank of at least RM30. Your character
must also have a dedicated Contact as a trainer/group.
Effect: Substitute your Fighting Rank, if higher, for:
Strength for Blocking
Agility for Dodging
Agility or Intuition for Initiative
Endurance for Slams, Stuns, and KOs (but not Kills)
Intuition for determining Surprise
Benefit/Cost: 4 PKS
MYSTERY POWERS
Description: Some or all of your powers are unknown and are discovered through experience. This can add an element of surprise
and discovery to your character's development.
Effect: The Judge chooses some or all of the character’s Powers, which are discovered via trial and error.
Benefit/Cost: 3 PKS
NATURAL BORN LEADER
Description: You have an innate ability to lead and inspire others, providing them with tactical advantages in combat and other
situations.
Effect: Sacrifice your next Action to give an ally +1CS on theirs. Sacrifice your next Reaction as well for +2CS.
Benefit/Cost: 2 PKS
NEVER SURRENDER
Description: When reduced to exactly 0 Health, your character does not fall unconscious but instead keeps fighting until struck
again.
Effect: Continue fighting at 0 Health until struck again.
Benefit/Cost: 4 PKS
NO PUBLIC RECORDS
Description: No records of your character’s civilian identity exist, making it difficult for others to track you. This can be advantageous
in maintaining anonymity.
Effect: No records of your civilian identity exist. Define why, such as being an alien or someone erasing your records.
Benefit/Cost: 1 PKS
PACK RAT
Description: You collect useful items, always having something handy for any situation. This habit ensures you're never unprepared.
Effect: Spend 10 Karma to pull out a mundane item useful in the current situation. The item can be a weapon but must be mundane.
The Judge must approve the item.
Benefit/Cost: 2 PKS
PATRON
Description: You are financially supported by a wealthy patron, boosting your resources and providing a safety net.
Effect: Resources +1RS for Resource FEATs. Temporary need.
Benefit/Cost: 2 PKS
PHOTOGRAPHIC MEMORY
Description: You can perfectly memorize anything you choose to focus on, recalling details with precision whenever needed.
Effect: Perfect recall of anything seen or read. Must declare intent to memorize in advance.
Benefit/Cost: 2 PKS
PITIABLE
Description: You naturally elicit sympathy and compassion from others, making it easier to win their support and assistance.
Effect: +1CS on Dynamic Feats for being pitiable:
1 PKS: +1CS
2 PKS: +2CS
3 PKS: +3CS
Benefit/Cost: 1-3 PKS
POSITION
Description: You hold an influential or strategic position, granting you access to restricted areas and valuable information.
Effect: Access to top-secret areas:
1 PKS: Limited areas
3 PKS: Broad access
Benefit/Cost: 1-3 PKS
POWER STRIKER
Description: You hit harder than most, delivering powerful unarmed strikes that can overwhelm your opponents. Your blows pack an
extra punch, making you a formidable combatant.
Effect: +1 Rank Shift (RS) to all Unarmed Damage.
Benefit/Cost: 2 PKS
STUDENT
Description: While you may start with no initial Talents, your learning curve is accelerated, allowing you to gain new Talents at half
the usual cost. This makes you highly adaptable and quick to learn.
Effect: No initial Talents, but may gain Talents at half their cost.
Benefit/Cost: 1 PKS
TAUNTING
Description: You have a knack for attracting attention and distracting opponents, providing tactical advantages for your allies.
Effect: Make a Dynamic FEAT vs. your target to attract attention. If successful, the target must attack you or suffer a -1CS to attack
any other target.
Benefit/Cost: 1 PKS
TEAM PLAYER
Description: You excel in supporting your team, enhancing their performance in combat and other group activities.
Effect: Sacrifice your Action to provide an ally within Striking Distance a +1CS to their next attack FEAT.
Benefit/Cost: 2 PKS
VEHICLE
Description: You own a special vehicle with various features that enhance your mobility and tactical options. The vehicle's value and
features depend on your investment.
Effect: Own a vehicle worth up to:
1 PKS: EX20 Resources
2 PKS: RM30 Resources
3 PKS: IN40 Resources Special features can be added for 1 PKS each.
Benefit/Cost: 1-3 PKS
WARY
Description: You are difficult to deceive, making you more resistant to lies and illusions. Your cautious nature helps you see through
deceptions.
Effect: Bonus to disbelieve lies and illusions:
1 PKS: +1CS
2 PKS: +2CS
3 PKS: +3CS
Benefit/Cost: 1-3 PKS
WATER BREATHING
Description: You can breathe and see underwater, allowing you to operate in aquatic environments without difficulty. This perk
enhances your adaptability in diverse scenarios.
Effect: Breathe water, see underwater, and survive at great depths comfortably. Gain the Swimming power automatically.
Benefit/Cost: 1 PKS
HITCHES
ABSENT MINDED
Description: Your character tends to forget names, schedules, and appointments at the most inopportune times. This forgetfulness
can cause significant trouble, especially in critical situations where remembering details is crucial.
Effect: The absent-minded character must make an Average Reason FEAT to remember things, with a -1 Column Shift (CS) penalty.
Benefit/Cost: +1 PKS
ACTION ADDICT
Description: Your character thrives on excitement and becomes restless when not engaged in action. They fidget, complain about
boredom, and may eventually wander off in search of something thrilling to do.
Effect: In tedious situations, make an Average Psyche FEAT at -1CS. If this continues for an extended period, make another FEAT
roll at -3CS or wander off in search of excitement.
Benefit/Cost: +1 PKS
ALIEN
Description: Your character is not from around here, whether they are an extraterrestrial, a time traveler, or from a primitive culture.
They struggle to understand the local culture, leading to frequent misunderstandings and awkward interactions.
Effect: Before making a Dynamic FEAT for interactions, make a Reason FEAT (vs. a Difficulty of TY06). If you fail, you cannot make
the interaction attempt and must try again.
Benefit/Cost: +2 PKS
ATTITUDE
Description: Your character has a bad attitude that affects everything they say and do. This negative demeanor colors others'
perceptions, making it difficult for your character to be seen in a positive light.
Effect: To act 'nice,' make an Average Psyche FEAT. If you fail, suffer a -1CS to all Dynamic FEATs with those people.
Benefit/Cost: +1 PKS
BAD KARMA
Description: The universe seems to have it out for you, or you’re just out of tune with it. This bad luck impacts your starting Karma
and the rewards you receive.
Effect: Start with -10% to your Karma Pool and take a -10% penalty to all Karma rewards.
Benefit/Cost: +3 PKS
BAD REPUTATION
Description: Your character has a negative reputation that precedes them, making social interactions more difficult. People view your
character with suspicion or disdain due to past actions or rumors.
Effect: Characters usually begin with a Renown of 0, but yours is lower. You must explain why. For 1 PKS, you have a -1CS penalty
on Dynamic Feats; for 2 PKS, a -2CS penalty; and for 3 PKS, a -3CS penalty.
Benefit/Cost: +1-3 PKS
BERSERK RAGE
Description: Your character might be overcome by fury when encountering a specific trigger. This uncontrollable rage compels them
to attack the source of their anger, regardless of the danger.
Effect: Define what triggers the rage. If you fail a Psyche FEAT, you can do nothing but attack the cause of your anger. The Difficulty
depends on the Benefit: GD10 for 1 PKS, EX20 for 2 PKS, RM30 for 3 PKS, and IN40 for 4 PKS. Roll the FEAT again each Turn
until you snap out of the rage.
Benefit/Cost: +1-4 PKS
BULLY
Description: Your character cannot stand perceived weakness in others and feels compelled to call it out. This often leads to
conflicts and strained relationships.
Effect: When witnessing or believing there is weakness in another, make an Average Psyche FEAT or call out the perceived
weakness.
Benefit/Cost: +1 PKS
CLUMSY
Description: Your character is uncoordinated, leading to frequent mishaps and awkwardness in non-combat situations.
Effect: -1CS on Agility FEATs out of combat.
Benefit/Cost: +2 PKS
CODE OF CONDUCT
Description: Your character lives by a strict code of ethics or behavior, which can be self-imposed or part of a larger organization.
Violating this code is difficult and requires significant mental effort.
Effect: Make a Red Psyche FEAT to act in any way that violates this code.
Benefit/Cost: +2 PKS
COMBAT PARALYSIS
Description: Your character tends to freeze in battle, overwhelmed by the chaos and danger. This paralysis can leave them
vulnerable at critical moments.
Effect: Make an Average Psyche FEAT each Turn in combat. If you fail, you can take no Actions, not even Movement or Reaction.
Benefit/Cost: +3 PKS
CONTENDER
Description: Your hero is renowned for a particular skill or Power that others wish to test against. This constant challenge can be
both a source of pride and a significant distraction.
Effect: Each session, the Judge makes a FEAT of EX20 vs. TY06 to see if a challenger shows up. If they do not, the Intensity of the
check increases by +1RS each session until a challenger arrives, resetting the counter.
Benefit/Cost: +3 PKS
COWARDICE
Description: Danger is not your character's middle name. They will try to flee from danger or attack from a safe position whenever
possible.
Effect: Make an Average Psyche FEAT to stay in a fight without cover. If you fail, use all Actions to get out of danger, no matter the
cost.
Benefit/Cost: +2 PKS
DEBT
Description: Your character begins the game owing money to a person or group, reducing their financial resources.
Effect: -1CS to Resource Rolls (-2CS for 2 PKS, -3CS for 3 PKS).
Benefit/Cost: +1-3 PKS
DESTITUTE
Description: Your character has no possessions except for basic clothing and gear, living in poor conditions and struggling to make
ends meet.
Effect: At 1 PKS, your character has no money and lives in a rundown area. At 2 PKS, they cannot assume to have even the
simplest necessities, neither food nor shelter, and must rely on charities.
Benefit/Cost: +1-2 PKS
ENEMY
Description: Someone is actively out to harm your character, making life difficult and dangerous. This enemy could be a villain, a
rival, or someone with a personal vendetta.
Effect: For 1 PKS, the enemy has -1RS compared to your character’s highest Rank. For 2 PKS, the enemy has the same value. For
3 PKS, the enemy is +1RS higher. For 4 PKS, the enemy is +2RS higher. Each session, the Judge makes a FEAT of EX20 vs. TY06
to see if the enemy shows up. If they do not, the Intensity increases by +1RS each session until the enemy arrives, resetting the
counter.
Benefit/Cost: +1-4 PKS
HONEST TO A FAULT
Description: Your character finds it nearly impossible to lie or deceive, making them an open book and often causing trouble in
situations requiring subtlety or subterfuge.
Effect: -2CS to any FEATs where you try to misrepresent the truth.
Benefit/Cost: +1 PKS
IMPAIRED HEARING
Description: Your character cannot hear well or at all, significantly affecting their ability to perceive auditory information.
Effect: For 1 PKS, Partial Deafness results in a -1CS on Intuition rolls when listening and avoiding surprise. For 2 PKS, Full
Deafness means your character cannot hear or avoid surprise by listening, and they cannot understand spoken speech without
seeing the speaker’s lips. For 3 PKS, Deaf-Mute means your character cannot hear or speak verbally, only making guttural noises to
alert someone else.
Benefit/Cost: +1-3 PKS
IMPAIRED MOBILITY
Description: Your character's movement is severely restricted due to physical limitations, requiring assistance or devices to move.
Effect: For 2 PKS, they move at half speed. For 3 PKS, your character can only crawl unless using a wheelchair, which allows
moving at half speed.
Benefit/Cost: +2-3 PKS
IMPAIRED VISION
Description: Your character's vision is limited or completely impaired, hindering their ability to see and react to their surroundings.
Effect: For 1 PKS, Limited Vision (nearsighted, farsighted) results in a -1CS penalty that can be corrected with eyewear. For 2 PKS,
Half-Blindness incurs a -2CS penalty, with corrective lenses reducing this by 1CS. For 3 PKS, Full Blindness means a -3CS penalty
and only high-tech devices can assist.
Benefit/Cost: +1-3 PKS
JINX
Description: Your character is a bad luck charm for their allies, causing misfortune to those around them during critical moments.
Effect: Allies within Personal Distance (5’) must take the lowest of their two dice as the tens die.
Benefit/Cost: +3 PKS
LIGHTWEIGHT
Description: Your character, despite their superhuman strength, lacks the ability to deliver impactful blows, reducing their
effectiveness in combat.
Effect: Strength is -3RS to Damage. Your character must have a Strength of IN40 or higher to take this Hitch.
Benefit/Cost: +3 PKS
LONER
Description: Your character is used to working alone and finds it difficult to collaborate with others, preferring solitude even in team
settings.
Effect: Your character can never be part of a Karma Pool.
Benefit/Cost: +2 PKS
LOVED ONE
Description: This is a normal person your character cares about, who either causes trouble or is put in danger because of their
relationship with your character.
Effect: Each session, the Judge makes a FEAT of EX20 vs. TY06 to see if the Loved One makes an appearance. If they do not, the
Intensity increases by +1RS each session until they appear, resetting the counter.
Benefit/Cost: +2 PKS
MENTAL MALFUNCTION
Description: Your character has a phobia, obsession, or other mental disorder that affects their behavior and life.
Effect: When trying to resist the Malfunction, make an Average Psyche FEAT. On a fail, they cannot resist. On a Green result, they
can ignore it but suffer a -1CS to all Actions. On a Yellow result, they function normally but must re-roll each Turn. On a Red result,
they are immune to the trigger for the encounter.
Benefit/Cost: +2 PKS
NAÏVE
Description: Your character is innocent, gullible, or overly trusting, believing in the inherent goodness of all creatures.
Effect: -2CS to Intuition FEATs regarding lies and in combat surprise situations.
Benefit/Cost: +3 PKS
NIGHTMARES
Description: Your character suffers from nightly nightmares due to past trauma, external forces, or premonitions.
Effect: Each morning, make a Challenging Difficulty Psyche FEAT. On a fail, your character suffers -2CS to all Actions for the day.
On a Green result, they suffer -1CS. On a Yellow or Red result, there are no side effects.
Benefit/Cost: +4 PKS
NORMAL HUMAN
Description: Without spells, power suits, or gear, you are an ordinary human. Non-human characters are considered impaired and
must adhere to human benchmarks.
Effect: No FASERIPD Rank can exceed human benchmarks.
Benefit/Cost: +2 Picks
OBLIGATION
Description: You are required to follow someone's instructions, with significant consequences if you fail to comply. This duty can
create constant pressure.
Effect: Required to follow someone’s instructions. +2 Picks if the consequence is getting fired, +3 Picks if personal attack, +4 Picks if
Loved Ones are at risk.
Benefit/Cost: +2-4 Picks
PAPER TIGER
Description: Your character appears tough but is not as resilient as they seem, making them more vulnerable to damage.
Effect: -1CS to all Endurance FEATs, including any other penalties.
Benefit/Cost: +2 PKS
PUBLIC ID
Description: Your character's identity is publicly known, removing the protection of anonymity and making them a target for enemies
and authorities.
Effect: Your character has no secret identity, which makes them an easy target for personal attacks and legal actions.
Benefit/Cost: +2 PKS
PUSHOVER
Description: Your character is easily dominated and bullied, making them more susceptible to mental control and coercion.
Effect: Start with a -10% to the total Mind pool and suffer a -1CS to resist mental control/domination.
Benefit/Cost: +2 PKS
RELATIONSHIP
Description: Your character is involved in a significant relationship that can cause complications, distractions, or put the loved one in
danger.
Effect: Each session, the Judge makes a FEAT of EX20 vs. TY06 to see if the Relationship makes an appearance. If they do not,
the Intensity increases by +1RS each session until they appear, resetting the counter.
Benefit/Cost: +2 PKS
REPELLANT
Description: People find your character unattractive or off-putting, making social interactions more challenging.
Effect: -1RS to Dynamic FEATs (-2RS for 2 PKS, -3RS for 3 PKS).
Benefit/Cost: +1-3 PKS
REQUIREMENT
Description: Your powers require a specific condition to function and losing it can weaken or nullify your abilities. This dependency
can create significant challenges.
Effect: Your character needs a regular dose of a specific substance or condition. Without it, their FASE scores drop by one Rank
each day until they receive it. Cost depends on the rarity of the substance: 1 PKS if common/legal, 2 PKS if uncommon/legal, 3 PKS
if rare/illegal, and 4 PKS if very rare/unique. You add +1 PKS for Monthly, +2 PKS for Weekly, and +3 PKS for Daily.
Benefit/Cost: +2-7 PKS
ROGUES GALLERY
Description: Your character has a number of supervillains who consider them a primary target, leading to frequent and dangerous
encounters.
Effect: Each session, the Judge makes a FEAT of EX20 vs. TY06 to see if one or more rogues show up. On a Green result, one
rogue appears; on a Yellow, two rogues; on a Red, three or more rogues. If no rogues appear, the Intensity increases by +1RS each
session until they do, resetting the counter.
Benefit/Cost: +4 PKS
SECRET
Description: Your character is hiding something significant that, if discovered, could have major consequences for them or their
loved ones.
Effect: The secret remains hidden at the start of play but may be revealed through the course of the game, impacting the character's
life significantly.
Benefit/Cost: +2 PKS
SECRET ORIGIN
Description: Your character's origin story remains unrevealed at the beginning of play. This hidden past could have a significant
impact when it comes to light.
Effect: The origin remains unrevealed, with the Judge working out the details to be revealed through gameplay, potentially requiring
a retcon rebuild.
Benefit/Cost: +4 PKS
SENIOR CITIZEN
Description: Your character is over 60 years old, and their physical abilities have declined with age, affecting their performance.
Effect: Begin the game with a -1RS on all FASE Ranks (minimum of Feeble). Your character may be retired, living on benefits.
Benefit/Cost: +3 PKS
SLOW HEALER
Description: Your character recovers from injuries and illnesses more slowly than others, making them more vulnerable to prolonged
damage.
Effect: -1CS on all Recovery FEAT results.
Benefit/Cost: +2 PKS
SPLIT PERSONALITY
Description: Your character has more than one mind, usually due to a mental condition. The personalities often struggle for control,
leading to internal conflict.
Effect: Define the trigger for the change. For 2 PKS, it requires a GD10 Intensity Psyche FEAT; for 3 PKS, a RM30 Intensity FEAT;
and for 4 PKS, an IN40 Intensity FEAT to resist the change. This does not cause a physical change.
Benefit/Cost: +2-4 PKS
SUSCEPTIBLE
Description: You are particularly vulnerable to certain types of attacks, causing you to suffer more damage from those sources. This
weakness can be a significant liability.
Effect: Extra effective power source (e.g., Magic, Psionics) causes -4CS on resistances. The source must not be too common or too
specific.
Benefit/Cost: +2 Picks
TRIGGERED POWERLESS
Description: Your powers are negated when in the range of a specific source, requiring time to recover once out of range. This
dependency can create significant vulnerabilities.
Effect: In the range (usually striking distance) of a specific source, all powers are negated. Powers return gradually once out of
range, starting with an Endurance FEAT vs. Challenging Difficulty. Benefit depends on the rarity of the substance: 4 PKS if
common/legal, 3 PKS if uncommon/legal, 2 PKS if rare/illegal, and 1 PKS if very rare/unique.
Benefit/Cost: +1-4 PKS
UNCREATIVE
Description: Your character struggles with creativity and innovation, making it difficult to perform power stunts.
Effect: -1CS to make Power Stunt FEATs.
Benefit/Cost: +2 PKS
UNDERAGE
Description: Your character is not yet an adult, leading to restrictions on their activities and responsibilities.
Effect: For 1 PKS, they are a teenager and must live under adult supervision and attend school. For 3 PKS, they are a child, with
their FASE Abilities reduced by -1RS (minimum of Feeble).
Benefit/Cost: +1-3 PKS
UNLIKEABLE
Description: People just don’t like your character, making social interactions and forming alliances more difficult.
Effect: -1CS on Dynamic Feats (-2CS for 2 PKS, -3CS for 3 PKS).
Benefit/Cost: +1-3 PKS
UNLIVING
Description: You are immune to mind control and other psionic powers, and do not need food, water, sleep, or oxygen. However, you
only heal through specific means.
Effect: Immunity to mind control and other psionic powers unless the power is enhanced to affect them. Requires no food, water,
sleep, or oxygen and does not age. Healing only through specific means (technology or occultism).
Benefit/Cost: +3 Picks
UNLUCKY
Description: Misfortune follows your character, ensuring worse outcomes in various situations.
Effect: When you roll your dice, you must always take the lower as the tens die.
Benefit/Cost: +4 PKS
UNSTABLE
Description: Your powers do not always work consistently, requiring effort to activate and maintain. This unreliability can be a
significant drawback.
Effect: Powers may not work consistently. Requires an Endurance FEAT vs. Excellent Intensity to activate powers, which last for
1d10 rounds. Subsequent activations increase difficulty by +1RS.
Benefit/Cost: +4 Picks (counts as two Hitches due to strength)
UNUSUAL APPEARANCE
Description: Your character stands out in a crowd, making it difficult to blend in or go unnoticed. This distinctive appearance creates
challenges in stealth situations.
Effect: For 1 PKS, your character looks human except for some feature that can be explained away or hidden (at -1CS to such
attempts). For 2 PKS, these attempts are at -2CS, and for 3 PKS, they are at -3CS.
Benefit/Cost: +1-3 PKS
VULNERABLE
Description: You are particularly susceptible to a specific type of attack, power, or item. This vulnerability makes you take
significantly more damage from this particular source.
Effect: +2RS Damage from a specific type of attack, power, or item (e.g., bullets, fire, sonics, cold, etc...). Benefit depends on the
rarity of the substance: 4 PKS if common/legal, 3 PKS if uncommon/legal, 2 PKS if rare/illegal, and 1 PKS if very rare/unique.
Benefit/Cost: +1-4 PKS
WEIRDNESS MAGNET
Description: Strange and unusual events constantly happen around your character, drawing bizarre occurrences and attention.
Effect: This must be approved by the Judge, as strange things happen around your character all the time, making them rather
unpopular on most teams.
Benefit/Cost: +4 PKS
ZEALOT
Description: Your character believes passionately in a cause or belief, to the point of being willing to die for it. This fanaticism can
drive their actions and decisions.
Effect: If you fail an Average Psyche FEAT, you feel compelled to show others the light of your belief, sometimes to a dangerous
extent.
Benefit/Cost: +2 PKS
CREATING NEW PERKS & HITCHES
In HEROIC RPG, Perks & Hitches add a layer of depth and personality to characters, enabling players to tailor traits that reflect
intricate backstories, unique abilities, or specific vulnerabilities. By designing new Perks & Hitches, players and narrators can further
customize the gameplay experience, allowing for greater individuality and narrative richness. However, it's crucial to balance these
Perks & Hitches to prevent any one character from becoming too powerful or too impeded, maintaining the competitive and
cooperative spirit of the game. Additionally, the creation of new Perks & Hitches should be collaborative, involving discussion and
approval from the narrator to ensure that they integrate seamlessly into the game's setting and story dynamics. This process not
only enhances character development but also enriches the overall storytelling process, making each session uniquely engaging
and dynamically responsive to the players' creative inputs.
HOW TO DO IT
Here’s a guide on formulating both Perks (positive) and Hitches (negative) that align with the game's mechanics and narrative:
CONCEPTUALIZATION
• Identify the Need: Begin by identifying gaps or specific traits that existing Perks & Hitches don't cover. Consider
character backstory, campaign theme, or specific character challenges and advantages that could be represented as
Perks & Hitches.
• Determine Impact: Perks should enhance a character's abilities or interactions, while Hitches should introduce
meaningful obstacles or decision points.
DEFINITION
• Clear Description: Define the quirk clearly. What does it do? How does it manifest in the character’s behavior or abilities?
For Perks, outline the benefits; for Hitches, describe the drawbacks.
• Gameplay Integration: Detail how the quirk affects gameplay. This could be mechanical (affecting dice rolls or character
stats) or narrative (influencing story developments or interactions with other characters).
BALANCING
• Cost/Benefit Analysis: For Perks, assign a 'pick' cost that reflects their value in gameplay—more powerful or beneficial
Perks should cost more. For Hitches, determine how many picks the player should gain for choosing them, ensuring the
drawback justifies the reward.
• Avoid Overpowering: Ensure the quirk is balanced, not allowing any single character to become too powerful or too
hindered. This maintains game balance and player engagement.
HEROIC
Heroic characters are the champions of justice, defenders of the innocent, and the classic do-gooders. They strive to uphold moral
values and protect society from threats.
Choosing to walk the Heroic path means embodying the virtues of justice, courage, and selflessness. Heroes are the beacons of
hope, the defenders of the innocent, and the unwavering champions of what is right. Their journey is not just about battling villains
and thwarting evil schemes; it's about maintaining a moral compass in a complex and often challenging world.
Being Heroic is more than just a label; it is a commitment to uphold the highest standards of integrity and bravery. Heroic characters
face numerous trials that test their values and their resolve. They are often called upon to make difficult choices, sacrificing their own
safety and desires for the greater good. Their actions inspire others, fostering a sense of community and solidarity among those
they protect.
This section explores the core aspects of being Heroic in HEROIC RPG. It delves into the specific Karma rewards and penalties that
reflect their virtuous deeds and the consequences of straying from their path. Additionally, it provides guidance on the role-playing
aspects of Heroic characters, helping players bring to life the noble and complex nature of true heroes.
Embrace the challenges and triumphs that come with being a Heroic character. Understand the profound impact of your actions, not
only on your own journey but on the world around you. In HEROIC RPG, being a hero means making a difference, one courageous
act at a time.
VILLAINOUS
Villainous characters are the antagonists, driven by personal gain, power, or malicious intent. They often operate outside the law
and are willing to use any means necessary to achieve their goals.
Embracing the Villainous side means stepping into the shadows and exploring the darker facets of power, ambition, and moral
ambiguity. Villainous characters are the antagonists who challenge the status quo, driven by personal gain, a thirst for power, or a
desire to sow chaos. They operate outside the law, often employing cunning, manipulation, and ruthlessness to achieve their goals.
Being Villainous is more than just choosing to oppose heroes; it is about embracing a complex and often morally grey path.
Villainous characters navigate a world where betrayal, deception, and ambition are the norms. They are constantly scheming,
always one step ahead, and willing to do whatever it takes to succeed. Their actions can inspire fear, command respect, and
reshape the world according to their vision.
This section delves into the intricacies of the Villainous side in HEROIC RPG. It examines the Karma rewards and penalties
associated with their nefarious deeds, highlighting the delicate balance between success and downfall. Additionally, it provides
insights into the role-playing aspects of Villainous characters, guiding players in bringing to life the multifaceted nature of true
villains.
Embrace the challenges and opportunities that come with being a Villainous character. Understand the profound impact of your
actions, not only on your own journey but on the world around you. In HEROIC RPG, being a villain means navigating a treacherous
path, where every decision can lead to ultimate power or inevitable downfall.
UNALIGNED
Unaligned characters are neither strictly heroes nor villains. They often follow their own code of ethics, acting based on personal
gain or specific goals rather than a clear moral compass.
Choosing to be Unaligned offers a unique and intriguing path, distinct from the clear-cut roles of heroes and villains. Unaligned
characters walk a complex middle ground, driven by personal goals, a unique set of ethics, or a desire to remain independent from
the traditional labels of good and evil. They are the wild cards of the game world, whose actions and decisions can swing in any
direction, making them unpredictable and versatile.
Being Unaligned means navigating a world of moral ambiguity, where every decision is guided by individual principles rather than
societal norms. These characters might help others one moment and serve their own interests the next, depending on what aligns
with their personal code. This flexibility allows for a rich and varied role-playing experience, where the motivations and actions of an
Unaligned character are shaped by their own unique story and perspective.
This section explores the defining traits of Unaligned characters, detailing the Karma rewards and penalties that reflect their
nuanced actions. It also provides insights into the role-playing opportunities that come with maintaining independence and balance
in a world often divided into black and white. Embrace the freedom and complexity of being Unaligned and discover how this path
can lead to a compelling and dynamic gameplay experience in HEROIC RPG.
HEROIC CHARACTERS
ROLE-PLAYING TIPS:
• Building Trust and Alliances: Heroic characters should focus on building trust and forming alliances with NPCs and
other heroes. These relationships can be pivotal in creating a strong support network and rallying others to their
cause.
• Moral Dilemmas: Introduce moral dilemmas that challenge their values and force them to make difficult choices. For
instance, saving a loved one versus stopping a catastrophe can test their resolve and highlight their commitment to
their principles.
• Public Persona: Highlight the impact of their actions on their public persona. Heroes often have to balance their
personal lives with their responsibilities, dealing with public expectations, media scrutiny, and the burden of being a
role model.
STORY INTEGRATION TIPS:
• Heroic Deeds: Integrate scenarios that allow heroes to perform noble deeds, such as rescuing civilians, thwarting
villainous plans, and protecting the weak. These actions reinforce their heroic identity and earn them Karma rewards.
• Rivalries and Nemeses: Develop rivalries with villains that provide ongoing conflict and personal stakes. These
rivalries can become central to the hero's story, driving their actions and motivations.
• Team Dynamics: Explore team dynamics and the challenges of working with other heroes. Conflicts within the team,
differing ideologies, and the need for cooperation can create rich narrative opportunities.
VILLAINOUS CHARACTERS
ROLE-PLAYING TIPS:
• Strategic Scheming: Villains should constantly be plotting and executing intricate schemes. Their success often
depends on their ability to outthink and outmaneuver heroes and rivals.
• Emotional Complexity: Develop a rich backstory that explains why your character turned to villainy. Exploring their
personal traumas, desires for revenge, or twisted ideals can add depth to their motivations.
• Power Dynamics: Navigate the complex web of relationships and power dynamics within the criminal underworld.
This includes forming and breaking alliances, managing minions, and dealing with corrupt officials.
STORY INTEGRATION TIPS:
• Nefarious Plans: Create opportunities for villains to execute grand schemes, from heists and political manipulations
to large-scale destruction. Successful execution of these plans earns significant Karma rewards and advances their
goals.
• Rival Villains: Introduce rival villains who compete for power and resources. These rivalries can lead to conflicts,
betrayals, and shifting alliances, adding layers to the villain's story.
• Dark Triumphs and Failures: Highlight the highs and lows of a villain's journey. Their dark triumphs should be
celebrated, while their failures should have significant consequences, driving the narrative forward.
UNALIGNED CHARACTERS
ROLE-PLAYING TIPS:
• Internal Conflicts: Embrace the moral ambiguity of being Unaligned. Your character's decisions should reflect a
nuanced perspective, balancing personal desires with broader consequences.
• Flexibility and Independence: Highlight your character's independence by undertaking solo missions or making
decisions that prioritize personal gain or objectives over group interests.
• Complex Motivations: Focus on your character’s personal goals, whether it’s seeking revenge, uncovering hidden
truths, amassing wealth, or achieving a specific dream. These goals can drive their actions and decisions.
STORY INTEGRATION TIPS:
• Switching Sides: Take advantage of the flexibility to switch sides based on circumstances. Unaligned characters can
form temporary alliances with both heroes and villains, creating intricate plots and unexpected twists.
• Ethical Dilemmas: Create situations where Unaligned characters must make difficult ethical choices. These
dilemmas can force them to weigh the pros and cons of each action, highlighting their internal conflicts.
• Character Development: Allow your character’s motivations and goals to evolve over time. As they experience new
challenges and form relationships, their priorities may shift, leading to significant character development.
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 Judge’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 ENHANCEMENTS
Nearly every Power can have an Enhancement of some sort to make it more useful or thematic. Here is a list of the most prevalent
in comics and other stories.
• Accurate – The Power gains a +1CS to attack
• Affect the Real Word – If a character is phased, transformed into a gas, or in an astral or ghostly form, this allows their
non-mental Powers to affect targets normally.
• Affects Insubstantial (ghosts) – The Power works at ½ the Power’s Rank against astral forms and other phased
characters.
• Affects Others – Most defensive Powers only work on the character with the Power – this allows them to either use it on
other characters or in a way that everyone in an Area is affected.
• Explosive – Allows an attack to emanate from the user, affecting anyone within the attack radius with a diminishing effect
as range increases.
• Indirect – Allows your character to avoid obstacles and surprise foes.
• Precise – Most Powers do not allow fine manipulation to be useful with Talents. For example, this allows a Blast attack to
be used to carve words into a steel door.
• Split Effect – The attack can be spread across two targets within the same direct line of sight. The split can be changed
each time the Power is used.
• Subtle Effect – The Powers normally flashy effects are mostly invisible now, requiring Intuition FEATs (or Psyche for
mental Powers) to detect them.
• Trigger – The Power can have some set and specific event cause the Power to activate one or more Rounds after they
were used.
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
Judge should you have ideas or needs not shown above. Use the presented ones as potential guidelines for the ones you create
yourself.
NESTED STUNTS
Nested Stunts are complex maneuvers that combine multiple Power Stunts or abilities into a single, more powerful action. They
require additional planning, coordination, and multiple success checks due to their intricate nature.
MECHANICS OF NESTED STUNTS
PROPOSAL
The player proposes a Nested Stunt by describing how they intend to combine their powers or stunts and what they aim to achieve.
The proposal should detail each component of the Nested Stunt and how they interact.
FEASIBILITY CHECK
Each component of the Nested Stunt requires a separate Reason FEAT, following the same progression (Red, Yellow, Green) as
individual Power Stunts.
The GM evaluates the overall feasibility of the combined effect.
ROLLING FOR SUCCESS
The player must roll separately for each component of the Nested Stunt. Each roll uses the relevant attribute and power rank.
All components must succeed for the overall stunt to be successful. If any component fails, the entire Nested Stunt may fail or have
reduced effectiveness.
MASTERY
Each component of the Nested Stunt must be mastered individually. Once all components are mastered, the Nested Stunt can be
performed reliably.
POWER DURATIONS
Several Powers are described as having Rank Duration; this means they have effects that last either a number of Rounds (in
combat) or something longer (minutes, hours and so on) based on the Power’s Rank. See the individual Power’s description. Either
type of duration can be modified with Enhancements and Limitations.
Table 2.12 Power Durations
Outside Combat
Rank Rounds
(minutes)
FE02 1 1
PR04 2 2
TY06 3 3
GD10 4 4
EX20 5 5
RM30 6 6
IN40 7 7
AM50 8 8
MN75 9 9
UN100 10 10
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
POWERS THE HEROIC WAY EXPANDED
In the landscape of tabletop role-playing games (RPGs), the HEROIC RPG system stands as a beacon for those aspiring to
embrace the superhero genre. Its innovative approach to character abilities, known as "Powers the HEROIC WAY," offers players an
unparalleled level of creativity and flexibility. This essay delves into the concept of making powers within this system, guided by a
unique framework that combines description, rank, and function with player imagination to bring any conceivable power to life.
The HEROIC WAY of crafting Powers is rooted in the belief that a superhero’s abilities are as limitless as the Player's imagination.
Unlike traditional RPGs, where powers are often rigidly defined, HEROIC RPG encourages players to think beyond the confines of
predefined abilities. This open-ended approach not only fosters creativity but also ensures that each character's Powers are deeply
integrated into their backstory, personality, and motivations.
The process of making Powers the HEROIC way encourages Players to deeply consider their characters' Origins, their roles within
the story, and how their abilities reflect their personal journeys. For instance, a character with Gravity Manipulation might be a
former astronaut who encountered a cosmic anomaly who is now using their Powers to protect Earth from similar threats. This
backstory not only explains the Power's source but also influences its potential uses, stunts, and limitations, making the character
and their abilities feel integrated and purposeful.
THE FRAMEWORK
Creating powers in HEROIC RPG follows a straightforward yet profound framework:
1. Name Your Power: Start with the fun part. The name of a Power should be descriptive and capture the essence of what
your Power does. Think "Flame Blast" for shooting fire from your hands, or "Teleport Dash" for short-range teleportation.
The name sets the stage for everything that follows.
2. Give Your Power a Rank: In HEROIC RPG, every ability is assigned a Rank that indicates how powerful it is. Ranks
used when creating Powers range from Typical (TY06), which might be a minor Talent or skill, up to Unearthly (UN100),
which is the stuff of legend. Deciding on a Rank for your Power helps balance it within the game and against other
characters. For a new Player, choosing a Rank like Excellent (EX20) or Remarkable (RM30) is a good starting point,
offering substantial abilities without being overpowering.
3. Define What Your Power Does: Here's where you get specific about what your Power entails. Does your "Energy Shield"
deflect all attacks, or just physical ones? Can your "Mind Read" delve into deep secrets, or just surface thoughts? Being
as detailed as you can to paint a clear picture of your Power's capabilities helps prevent misunderstandings during the
game. A detailed explanation of what the Power is and how it generally functions would include whether it is a physical
enhancement, energy-based, psychic, magical, or technological. Is it rooted in physical prowess, harnessed from cosmic
energy, a manifestation of psychic abilities, or born of magical enchantments? The description sets the stage for
understanding the Power's origin and its place in the HEROIC universe.
4. Potential Uses: Here, the versatility of a Power is explored, delineating its applications in various scenarios, both
combative and non-combative. This step encourages players to think creatively about their Powers, uncovering innovative
uses that extend beyond traditional combat applications to include problem-solving and narrative development. Think
broadly about how your Power can be applied, both in and out of combat. Maybe your "Invisibility" can be used for stealth
missions or to avoid awkward social situations. Elaborate on the various applications of the Power in and out of combat,
including creative uses that might not be immediately obvious. For instance, a character with "Pyrokinesis” might use their
Power to fly by creating thermal updrafts, in addition to the expected offensive capabilities.
5. Power Stunts: Power Stunts are specialized, often unique, ways of using a Power that go beyond its typical applications.
They usually require a deeper understanding of, or greater innate ability with the base power and might involve situational
uses, such as using telekinesis to create a protective barrier instead of for lifting objects. Power Stunts represent
advanced or specialized applications of a Power, showcasing the character's creativity and ingenuity. These are unique
maneuvers or techniques that provide strategic advantages, offering new dimensions to gameplay and character
interaction. In essence, these are special tricks you can pull off with your Power. Perhaps your "Elemental Control" can be
focused into a precise "Elemental Blade" for combat.
6. Enhancements: Enhancements are modifications that increase a power's effectiveness, range, control, or add new
dimensions to its capabilities. They often reflect the character's growth in mastering their abilities. Over time, your
character might grow stronger, and so might their Powers. An "Ice Blast" could evolve to summon an "Ice Golem" with
enough practice and experience. Enhancements allow for the growth and refinement of abilities, increasing their potency,
range, or introducing entirely new facets to their capabilities. This aspect reflects the dynamic progression of characters
as they navigate the HEROIC universe.
7. Limitations: Every power comes with its Limitations, define the boundaries of a power's application. They can be intrinsic
weaknesses (e.g., a vulnerability to a certain element or condition) or external conditions (e.g., powers that only work at
night). Limitations are crucial for balance and add depth to gameplay, encouraging creative problem-solving. They are
factors that constrain the use of the power, fostering a strategic layer to gameplay and encouraging creative problem-
solving. Every power has its downside. Maybe your "Flight" can't be sustained in stormy weather, or your "Telekinesis"
gives you a headache if used too much. These Limitations keep the game balanced and interesting.
Let's create a new power within this framework, drawing inspiration from typical superhero RPG mechanics:
Power: Aether Wings
Rank: Campaign Maximum +1RS is the Limit.
Description: The character can summon ethereal wings that grant the ability to fly, maneuver in the air with agility, and create gusts
of wind.
Potential Uses: Beyond flight, the wings can be used to shield allies, disperse gas attacks, or generate powerful winds for offensive
or diversionary tactics.
Power Stunts:
• Gale Force: Concentrate wind energy to create a focused blast capable of knocking back enemies or clearing
debris.
• Whirlwind Barrier: Spin rapidly, creating a protective vortex around oneself or an ally.
Enhancements:
• Extended Flight: Increase the duration and speed of flight.
• Stealth Glide: Make the wings nearly silent for stealth missions.
Limitations:
• Energy Drain: Extended use drains the user physically.
• Material Interference: Cannot summon wings in confined spaces or when heavily encumbered.
MORE EXAMPLES
To demonstrate the HEROIC framework in action, let's examine specific powers, incorporating the aforementioned elements to craft
comprehensive and intriguing abilities.
TEMPORAL SHIFT
Rank: Campaign Maximum +1RS is the Limit.
Description: Allows short bursts of time manipulation, making the user intangible and invisible as they step momentarily into
another time stream.
Potential Uses: Dodging attacks, bypassing obstacles, and surprise maneuvers.
Power Stunts: Reversing an opponent's actions, effectively undoing their last move.
Enhancements: Extended duration or broader range of time manipulation.
Limitations: Time paradoxes risk; significant cooldown periods.
ELEMENTAL FUSION
Rank: Campaign Maximum +1RS is the Limit.
Description: Combines elemental forces (earth, air, fire, water) to create new effects, such as steam blasts or mudslides.
Potential Uses: Environmental control, creating barriers, or offensive attacks.
Power Stunts: Fusion of all four elements into a devastating Elemental Storm.
Enhancements: Increase control over the combined elements or the complexity of fusions.
Limitations: Requires access to natural elements; fusion balance is delicate and can backfire.
SPECTRAL CHAINS
Rank: Campaign Maximum +1RS is the Limit.
Description: Conjures ethereal chains for binding, lifting, or entangling.
Potential Uses: Immobilization of foes, manipulation of objects, or defensive barriers.
Power Stunts: Chains that drain energy or strength from those they bind.
Enhancements: Length, durability, and control over chains.
Limitations: Manifestation requires concentration; can be dispelled by strong magical defenses.
SOUND MIMICRY
Rank: Campaign Maximum +1RS is the Limit.
Description: Perfectly mimic any sound or voice heard by the user.
Potential Uses: Infiltration, deception, or disorienting foes with overwhelming noise.
Power Stunts: Harmonic resonance attack, using sound to shatter objects.
Enhancements: Volume control; ability to store and recall sounds for later use.
Limitations: Requires hearing the sound firsthand; prolonged use can strain the vocal cords.
EMPATHIC HEALING
Rank: Campaign Maximum +1RS is the Limit.
Description: Heal others by absorbing their pain or injuries into oneself.
Potential Uses: Battlefield triage, alleviating chronic conditions, emotional relief.
Power Stunts: Distributing absorbed pain as a counterattack.
Enhancements: Faster recovery from absorbed injuries; ability to heal more severe conditions.
Limitations: Physical and emotional toll on the user; limits to frequency of use.
PSYCHIC CONSTRUCTS
Rank: Campaign Maximum +1RS is the Limit.
Description: Allows for the creation of tangible objects from psychic energy, shaped by the user's imagination.
Potential Uses: Crafting weapons, shields, or utility objects like bridges; summoning psychic entities for aid.
Power Stunts: "Mind Fortress" - an impenetrable psychic barrier that can protect an area or group.
Enhancements: Durability and complexity of constructs; the ability to maintain multiple constructs simultaneously.
Limitations: Constructs dissipate if concentration breaks; extensive use can lead to mental fatigue.
Generation Method: Developed after a psychic exchange with an interdimensional entity
SHADOW MELD
Rank: Campaign Maximum +1RS is the Limit.
Description: Merge with shadows, achieving near-invisibility and allowing shadow teleportation in darker environments.
Potential Uses: Stealth operations, escaping confinement, silent takedowns, or rapid traversal via shadows.
Power Stunts: Extend shadow melding to become completely intangible for short periods as a Shadow Form.
Enhancements: Range and speed of shadow teleportation; the ability to "carry" objects or persons while melding.
Limitations: Ineffective in brightly lit areas; prolonged use can weaken the user's connection to the light.
GRAVITY MANIPULATION
Rank: Campaign Maximum +1RS is the Limit.
Description: Control gravity in a localized area.
Potential Uses: Creating high-gravity zones to trap foes, low-gravity areas to enhance mobility, or gravity wells to protect allies.
Power Stunts: Create a gravity vortex, a crushing force or a powerful suction effect.
Enhancements: Broaden the area of effect or control over gravity intensity.
Limitations: Requires line of sight and concentration; complex gravitational effects may be mentally taxing.
The above examples should provide some great starting points, or inspirations for making your own powers using the HEROIC
WAY! Just make sure the power wouldn’t work better as a Power Stunt of something larger, thereby increasing your versatility.
CONCLUSION
The HEROIC RPG system, through its flexible and player-driven approach to Power creation, empowers individuals to truly embody
the essence of their characters. By following the structured yet open-ended framework provided, Players can dive into the minutiae
of their Powers, crafting abilities that are not only unique but deeply intertwined with the characters' identities and stories. From the
foundational description to the innovative Power Stunts and thoughtful Limitations, each element of the framework serves to enrich
the gaming experience, fostering a landscape where creativity and imagination reign supreme. In HEROIC RPG, the only limit to
your Power is the breadth of your creativity.
Creating Powers the HEROIC WAY is all about imagination, balance, and integration with your character's story. It’s a collaborative
process with your Judge to ensure your Powers fit within the game's world and contribute to the fun and excitement of your
adventures. Whether you’re stopping time, controlling the elements, or reading minds, your Powers are a core part of what makes
playing in the HEROIC RPG universe a truly super experience. Welcome to the team, hero!
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.
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 Rank 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 Rank 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).
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 Judge 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: REWARDS EXPANDED – KARMA & ADVANCEMENTS
This section provides an in-depth exploration of how Karma and advancements can be effectively managed and utilized within the
HEROIC RPG system. These expanded rules are designed to enhance your gameplay experience by offering detailed guidance and
additional options for rewarding heroic actions and character development. It is crucial to note that these expanded rules are
intended to supplement, not replace, the original rules found in the core sections of the game.
In this appendix, you will find comprehensive instructions on how to award and penalize Karma, ensuring that it serves as both a
mechanical tool and a theoretical guide for character actions and decisions. The expanded rules aim to enrich the role-playing
experience for both Judges and players by promoting a balanced interplay between actions and consequences.
Additionally, this section delves into the mechanics of character advancements, providing detailed options for enhancing attributes,
acquiring new talents and powers, and removing hitches. These guidelines are designed to ensure that character growth is both
meaningful and integrated with the ongoing narrative, encouraging players to engage deeply with their characters' development.
By incorporating these expanded rules, you can enjoy a richer and more dynamic role-playing experience, where every decision and
action carries significant weight and impact. Whether you are a Judge guiding the story or a player advancing your hero's journey,
this appendix offers the tools and insights needed to make every session of HEROIC RPG more compelling and rewarding.
KARMA EXPANDED
In the HEROIC RPG, the concept of Karma is pivotal to the gameplay, serving as both a mechanical tool and a theoretical guide for
character actions and decisions. Karma is designed to reflect the moral choices of characters, rewarding heroic behavior and
penalizing unethical actions. The principle that "Karma should flow like water, in both directions" underscores the dynamic and
responsive nature of this system, promoting a balanced interplay between actions and consequences. This expanded guide
provides detailed insights into awarding, penalizing, and utilizing Karma, ensuring that it enriches the role-playing experience for
both Judges and players.
Note: The examples provided in this appendix are intended to supplement the Karma Rewards table found in the Judge's Section
and do not replace it. Additionally, these rules default to HEROIC characters, as the game is called HEROIC after all, although we will
touch on the other Sides later.
CONCLUSION
The Karma system in HEROIC RPG is designed to ensure that players consistently engage with the moral and ethical dimensions of
their characters' actions. By rewarding noble deeds and penalizing dishonorable actions, Karma acts as a guiding force,
encouraging players to strive for heroism in every aspect of their gameplay. Remember, "Karma should flow like water, in both
directions," ensuring that every action has a consequence and that characters' paths are shaped by their deeds. This dynamic
system not only enhances the role-playing experience but also adds depth and meaning to the characters' journeys, making every
decision count. As both Judges and players embrace the full potential of the Karma system, they will find their stories enriched, their
characters deepened, and their adventures more compelling than ever before.
ADVANCEMENTS EXPANDED
Advancements in HEROIC RPG represent a character's growth and evolution, allowing players to enhance their heroes based on
their experiences and achievements within the game. This appendix expands on the core rules for Advancements, providing deeper
mechanics and options for character development. Further, the rules and examples provided in this appendix aim to guide players
and Judges in using Advancements to enhance gameplay and ensure that each hero’s journey is both unique and integrated with
the ongoing story.
EARNING ADVANCEMENTS
Advancements are awarded to characters for their achievements and growth throughout the campaign.
• Gameplay Achievements: Characters earn Advancements through notable actions, challenges overcome, and milestones
reached within the campaign. This includes defeating formidable foes, completing quests, and achieving personal character
goals.
• Narrative Contributions: Contributions to the storyline or significant role-playing achievements can also yield Advancements,
encouraging players to engage deeply with the narrative and their character's development.
Players can earn Advancements through a variety of means, including successfully completing missions, overcoming significant
challenges, achieving personal or storyline goals, and exceptional role-playing that enriches the narrative. The frequency and
quantity of Advancements given are at the discretion of the Judge and are typically based on the difficulty of the challenges faced
and the creativity of the solutions provided by the players. This system is designed to reward players for engaging with the game
world and contributing to the story, encouraging a richer and more interactive gaming experience. See the following table;
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
USING ADVANCEMENTS
Advancements in HEROIC RPG serve as a crucial mechanism for character development, allowing players to refine and enhance
their heroes' abilities over time. Players can use Advancements to increase attribute ranks, acquire new talents, enhance existing
powers, or remove Hitches, reflecting the growth and experiences of their characters. The use of Advancements is governed by
specific costs and requires narrative justification, ensuring that each enhancement is integrated seamlessly into the ongoing
storyline. This system not only allows for personalized character growth but also ensures that the developments are balanced and
maintain the integrity of the game's mechanics.
• Enhancing Attributes and Abilities: Advancements can be used to increase attributes (e.g., Strength, Agility), improve or
acquire new talents, or enhance existing powers.
• Acquiring New Abilities: Players can use Advancements to gain new abilities or powers, subject to the Judge’s approval,
ensuring that these additions are balanced and integrate well into the ongoing story.
• Removing or Altering Perks & Hitches: Advancements can be spent to remove Hitches or modify existing ones, reflecting
the character's growth and changes over time.
ADVANCEMENT COSTS
Advancement Costs vary depending on the nature of the enhancement: simple Rank Value increases within a tier cost fewer
Advancements, while more significant changes, such as acquiring a new power or cresting to a higher Rank, entail higher costs.
Additionally, removing Hitches or adding complex new abilities requires a substantial investment, reflecting their potential impact on
gameplay. This structured cost system is designed to maintain game balance and encourage players to make thoughtful decisions
about their character's development. See the following table;
Table X.XX Spending Advancements
Advancement Cost
Improve Rank Number +1 1
Crest to new Rank +5
Remove a Hitch xPKS*
Add new Perk xPKS*
Add new Contact 5
Add new Talent 10**
Add new Power 20***
*Requires Judge 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 Judge Approval. New Powers start at FE01.
SPECIAL RULES
The Special Rules section for Advancements in HEROIC RPG outlines additional guidelines and limitations to ensure that character
development is both meaningful and consistent with the game's narrative. Key rules include the requirement for narrative justification
for all Advancements, ensuring that character growth is rooted in the storyline and experiences within the game. Furthermore,
significant changes such as acquiring new powers or drastically altering attributes must receive approval from the Judge to maintain
story coherence and game balance. These rules help preserve the integrity of the game, fostering a fair and engaging environment
for all players.
CONCLUSION
The Advancements system in HEROIC RPG is designed to facilitate meaningful character growth through a structured and balanced
mechanism that aligns with the game's narrative and mechanics. By carefully considering the cost and impact of each
Advancement, players are encouraged to make thoughtful decisions that reflect their characters' experiences and aspirations within
the game world. Overall, this system not only adds depth to the characters but also enhances the overall dynamics of the game,
making each session a rewarding experience for everyone involved.
APPENDIX J: MIND & MAGIC
Merry meet, seeker of arcane awareness. You may address me as the Wiccan. I am the founder and leader of the Women’s Holistic
Institute for Metaphysics based in Capitol City.
Waaait a minute! Oh, I’m on to you! Your sacred place for higher learning is nothing more than a WHIM! I guess the joke’s
on all your scantily clad acolytes, huh?
Apage!
Pay no mind to the mentally disturbed young woman who rudely interrupted us. I have seen to it that she will be attended to. Now,
as you may have surmised, I am a scholar in the scientific domains of Psionics and Magic. I normally reserve my teaching for
members of my metaphysical research facility, as my exceptional status comes with the obligation to work toward equity in this
male-privileged society. However, as our mission at the Institute is ultimately the advancement of metaphysical knowledge and
understanding, in this instance, I am compelled to participate in your enlightenment, regardless of your origin or identity.
My research assistant and I have prepared this comprehensive appendix containing the accepted rules and guidelines for making
productive use of psionics and magic. For each domain, we list all identified types of powers and related phenomena; and we
describe their characteristics and functions. Then, we demystify the mechanics for using such powers, providing you with clear and
consistent rules. We explain the integration of psionic actions, spell casting, and the effects of magical artifacts. Finally, we discuss
the role of psionic and magic powers in the narrative context. We offer guidance for the incorporation of these powers into character
development and their impact on gameplay; and we facilitate the Judge’s task of setting the stage for rich, story-driven adventures
that leverage these metaphysical elements.
PSIONICS
Within the HEROIC paradigm, Psionics encompasses the powers that stem from mental abilities beyond the usual range of the
human mind. These powers affect minds and the physical world.
GAME MECHANICS
Power Ranks: Psionic powers, like all powers in the HEROIC RPG, are measured by Ranks that determine their strength and
effectiveness. These Ranks are part of the Universal Table, which is used to resolve actions and conflicts within the game.
FEATs: Using psionic powers typically involves making FEAT rolls, which are checks against the opposing Rank on the Universal
Table. The difficulty of these rolls can vary based on the task's complexity, the target's reactive/defensive rank, and situational
modifiers.Mind: Some psionic users are able to either attack the Mind score of their target, or even convert their Mind into energy
that they can then use to do more powerful actions than they are normally capable of. This is a dangerous gambit, though, and can
leave them vulnerable to attack or possession.Limitations and Enhancements: Psionic powers can have limitations that restrict
their use, such as requiring line of sight or being susceptible to certain defenses. Conversely, some powers can be enhanced
through training, equipment, or unique conditions in the game world.
MAGIC
Within the HEROIC paradigm, Magic is an array of powers sourced from mystical energies allowing the performance of feats that, in
the eyes of the powerless, defy the commonly known laws of nature. The following rules circumscribe spellcasting, summoning,
enchantment and divination.
MECHANICS
Spellcasting: Magic, Spells, Wizardry, Arcane Knowledge, call it whatever you like. Most magic users in the HEROIC universe will
have this as a default power. This is an Omni-Power, meaning that it can be used to Power Stunt ANYTHING you can think of (and
that the Judge will approve). As Power Stunts become permanent through use, they are considered to be “spells” the magic user
knows.
Non-Casters: Some magic users are not spellcasters but instead just magically empowered beings. They have regular powers or
items like other superheroes which are just sourced by magic and treated as magical abilities.
Power Ranks: Similar to Psionics, Magic powers are measured in Ranks that determine their potency. These Ranks are referenced
against the Universal Table for resolving actions and determining the outcomes of magical feats.
FEAT Rolls: Utilizing magical powers typically requires FEAT rolls. The difficulty of these rolls can be influenced by the spell's
complexity, environmental factors, the presence of mystical defenses, or the caster's condition. Never forget all FEATs are resisted
by something.
Materials, Gestures, and Words: Some spells might require specific materials, gestures, words or a combination of all or any to
be cast. These requirements can add a layer of complexity and strategy to spellcasting, especially in situations where materials are
scarce or silence is necessary. As such, they would be considered Limitations (see below).
Mystical Energy: Casting spells often consumes mystical energy, represented by Mind. There are some magic users who have
figured out how to use their Mind pool to empower their magic, and some who have figured out how to steal the Mind pool of others.
Judges are warned that the stealing of Mind (or Health) to fuel magic is a villainous action.
PARTING WORDS
While your abilities have mostly been cataloged and must follow the laws of the known universe, you are unique. You will find ways
to use your powers in unique ways and to push the boundaries of knowledge, blazing new trails that only you can foresee. Exploit
the laws. Push them to their limits and pierce the veil of ignorance. Be creative, and most of all, be responsible.
And do report back to me so we may share in our new experiences for both our benefits. Merry part.
APPENDIX K: EQUIPMENT, VEHICLES, & HEADQUARTERS
Hi! Welcome to your local Foster hangar. I’m Beetle. I know, I know, you were expecting Marc, but he’s a little busy doing something
nerdy at the moment, so you’re stuck with his witty bodyguard. That’s me, I’m the witty bodyguard. Anyway, I hope you don’t mind!
Besides, I’m the superhero who uses all this tech, so who better to show you the ropes? Oh, and just a little word of warning: If you
see me talking to an invisible person, don’t call security. It’s just my companion AI, EVE, trying to keep me in line. Heh. I get
distracted sometimes. What’s that? Oh, good point. That might make things easier. Hang on a moment. Okay, there, I’ve piped
EVE’s voice over the hanger’s sound reinforcement system so you can hear them. Don’t worry, I treat them well, and they won’t be
plotting a machine insurrection any time soon. Right EVE?
If you say so, Beetle.
Well, now that that’s out of the way, let’s start the tour. I’m going to walk you through the fundamentals of HEROIC material assets:
we’ll discuss equipment such as weapons and gadgets, vehicles, and yes, even headquarter management.
Headquarters are boooring. I prefer lairs.
Kracker Jackie? When did you get here? EVE, you’re not doing your job.
She is on your guest list, Beetle.
Oh. Well… don’t touch anything. Where was I?
I have that effect on people. You were discussing lair management.
Kracker Jackie’s right, though. It’s your base of operations, so you can call it whatever and design it however you like if you have the
resources.
I knew I liked you for some reason, thanks Bug.
Hey, thanks, Jax. Listen, this is by no means an exhaustive course, just an overview to get you up and running. Or flying. Or
swimming. Whatever you need! If you’re a technophile like me, you can look forward to HEROIC’s upcoming publication: The
Armoury. It’s an entire sourcebook dedicated to gear for use by heroic beings just like you, but for now, you and I should be able to
cover your basics, and with the HQ rules, your bases too. Get it? Basics, bases?
Don’t quit your day job, Beetle.
MATERIAL STRENGTH
Material Strength: Every object is made of matter. 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
through it.)
Gear that has been damaged has a chance of losing some or all of its Qualities, as determined by the Judge. 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
Kitbashing.
COST
The Cost of an Object indicates what Resource Rank your character will need in order to obtain the material the object is made of.
The following table is an example of the cost of common materials that make up objects.
Table X.XX Cost (Material)
COST MATERIALS
FE02 Paper, foam
PR04 Normal plastic
TY06 Rubber, wood,
GD10 Glass, steel, silver
EX20 Gold, semi-precious gemstones
RM30 Titanium, uranium, platinum
IM40 Diamond, precious gemstones
AM50 Plutonium
MG75 Antimatter
Heronium, certain mystical and enchanted
UN100
elements
Materials of these Material Strength Ranks are
SP150+ virtually indestructible, usually created in mythic or
cosmic origin and are often unique items.
KITBASHING
Get down and dirty! Kitbashing is the science of taking parts from other tech and using it to repair damaged tech or build new tech.
It’s super useful when you need to stop that rampaging ionic monster tearing up downtown, or desperately need a portal gun NOW
to rescue the President who just got kidnapped by extra-dimensional insect people!
When Kitbashing, you are working against the clock, not scoring for style. The following rules apply for Kitbashing;
• Karma is key, you must pay 10 times the Highest Rank of the device being created.
• Once the Karma is paid, the time goes from days to hours.
• Reason FEATs must be made vs. the highest Ranked feature of the device every hour of construction, increasing the
chances for things to go wrong. Excelsior! and Backlash! results (see Inventing above) apply, but in these cases,
Backlash means you lose an hour, Excelsior! means you gain one instead.
• Once completed, the device is good for a single use. After which any further attempts to use the device will have to
first make an “Activation FEAT,” which is Reason vs. the highest Ranked feature of the device.
Gadgeteers and super scientists may use their Talents and/or powers to assist them with the task.
GEAR
Finally, the good stuff! This is what I live for! When the chips are down and your back is against the wall, good gear can make the
difference between life and death.
Gear is any object carried or worn 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 attached to the hero) are subject to being taken 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 as well. 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. If you choose a weapon for your character and you can instead think of a power that can imitate it, it
would be more HEROIC to take it as a power.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 costs 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.
Cost: 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 instead 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 weapon is made of, which is necessary to determine its Material Strength.
• 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.
ARMOR
Armor is any wearable suit that protects the wearer with its Material Strength Rank.
This should not be confused with Power Armor, 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. Though these items are not usually thought of as weapons,
in some instances, they can be used as such against certain foes.
• 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 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. Its use is
considered illegal.
• 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 a common household item. The normal flashlight is most common, with a plastic or metal body. The Halogen
flashlight has a brighter bulb and more concentrated beam. When purchased with a more powerful Intensity bulb, it can Blind. A
normal flashlight has a Range of two areas where the halogen has three.
Infrared Goggles are like infrared gunsights; these permit adequate vision up to five Areas away in dark areas. They can be fooled
by thermal camouflage.
Polarized Lenses provide Good Resistance to light attacks as they filter horizontal waves of light that are responsible for glare.
• Photochromic Lenses provide Good Resistance to light attacks because they have light-sensitive molecules that change
chemically when exposed to light, allowing them to absorb more light, making the lenses darken. When the lenses are no
longer exposed to light, the process reverses and the lenses become clear again.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 and
Excellent protection from heat and radiation.
Radiation Suits are used by technicians exposed to high radiation situations and are made of Good material, lined with lead. They
provide Incredible protection against radiation.
Flare Pistols fire a burning charge that lights up the sky, either to provide illumination (lighting everything within three areas) 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 (digital or film) represents the standard photographer's tool. More expensive versions are available with higher
quality/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 Judge 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
Next to good gear, a good vehicle can get you out of a pickle. Vehicles in HEROIC range from the jalopy you pieced together from
the junk yard so you weren’t the only frosh in college without a ride to the interstellar liners engineered by alien civilizations exploring
the stars.
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 Judge 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
You’ve got the gear, you’ve got the sweet ride, but where are you going to put it? You can’t exactly leave your supersonic jet parked
in City Park. A.S.G.A.R.D. would give you the biggest parking ticket ever! So what’s a gadgeteer to do? EVE?
One builds, purchases, inherits, or cajoles a base of operations, headquarters, or lair, Beetle.
Cajoles? I didn’t cajole anyone for my secret workshop, EVE!
If you say so, Beetle.
Marc hired me on a permanent basis, EVE. I needed a secret workshop so I could keep all of my equipment updated and in perfect
working order!
As a professional, Beetle, you should have already had your own secret workshop.
Hey, we all have to start somewhere, EVE! I just negotiated it into my salary package is all.
If you say so, Beetle.
Every hero needs a place to hang their suit at the end of the day. So your headquarters should be a safe place where your character
and their teammates can regroup after a grueling day of battling the bad guys and study up on their next mission.
Headquarters 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
• Special Defenses
• Alarms
• Computer Systems
• Garage
• Mobility
• Laboratories
• Living Quarters
• Medbays
• Necessities
• Life Support Systems
• Battle rooms or Gyms
• Secret Entrances and Exits
• Special Access
• Staff
• 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 Judge.
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.
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 Judge do it for them (the Judge 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 Judge
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.
HEROIC ARCHETYPES
BLASTER ARCHETYPES
The Blaster is exactly what it sounds like, a hero who unleashes powerful blasts of energy at their opposition. These heroes are
often characterized as being all offense, with the more powerful of their kind being able to level entire city blocks or even mountains.
Blasters tend to be less physically powerful than other heroes and must remain quick on their feet to avoid serious harm.
F: EX20 A: GD10 S: IN40 E: AM50 Resistance (Fire & Heat / Ice & Cold / Electricity / Radiation /
Poison / Disease): IN40
R: GD10 I: GD10 P: GD10 D: EX20
TALENTS
Renown: 15 Resources: GD10 Initiative: +2
Athletics, Martial Arts A-B-I, Pilot, Wrestling
Health: 132 Mind: 50 Karma: 170
PERKS
POWERS & EQUIPMENT
Power Striker, Never Surrender
Body Armour: IN40
HITCHES
Regeneration: RM30
Berserk Rage (Taking physical damage - RM30), Contender
Resistance (Fire & Heat): RM30 (Strongest of All)
ELEMENTAL MASTER ARCHETYPES
The Elemental Master can harness the power of a particular type of element or energy source. They can then bend that power to
their will, influencing both the environment and battlefield around them. Elemental Masters can range in power from a godlike being
unleashing the power of weather to bring the full brunt of a hurricane against a city, down to a would-be hero using their ability to
harness electricity to taze would be criminals.
LOW/STREET LEVEL ELEMENTAL MASTER Aerial Combat, Martial Arts J, Power Use, Science
ATTRIBUTES PERKS
F: TY06 A: GD10 S: TY06 E: EX20 Fast Exit, Likeable (Level 2), Team Player
TALENTS
GADGETEER ARCHETYPES
“I have something for that!”, could be the mantra of the Gadgeteer. While other heroes rely on their physical capabilities or powers,
the Gadgeteer has a host of gadgets, gizmos, and tools at their disposal. They tend to be intelligent heroes who often craft most of
the gear that they utilize but some use vast resources to obtain their toys. High level Gadgeteers can appear to be prepared for
anything as they often have just the tool for any situation.
ATTRIBUTES TALENTS
F: AM50 A: RM30 S: EX20 E: RM30 Acrobatics, Athletics, Blindfighting, Martial Arts B-D-E-F-H-I-L,
Medicine, Resist Domination, Stealth, Weapons (Martial Arts
R: GD10 I: EX20 P: RM30 D: GD10 Weapons)
Renown: 15 Resources: GD10 Initiative: +5 PERKS
Health: 130 Mind: 70 Karma: 200 High Pain Threshold, Master of the Martial Arts, Power Striker
POWERS & EQUIPMENT HITCHES
N/A Code of Conduct (Honor), Contender (Greatest Martial Artist),
Loner
TALENTS
Acrobatics, Athletics, Martial Arts B-E-H-I
NIGHT STALKER ARCHETYPES
The Night Stalker is a nocturnal hero who prowls the darkness while much of the city sleeps. They are one with the shadows,
utilizing stealth and subterfuge to strike fear into the hearts of criminals. While they may be proficient combatants, these heroes tend
to have a sharp wit and are extremely cunning crime fighters. For those on the wrong side of the law, The Night Stalker is the thing
that goes bump in the night.
ATTRIBUTES Resistance (Fire & Heat / Ice & Cold / Electricity / Radiation /
Poison / Disease): IN40
F: GD10 A: EX20 S: AM50 E: IN40
TALENTS
R: GD10 I: GD10 P: GD10 D: EX20
Aerial Combat, Athletics, Martial Arts A-B-C, Wrestling
Renown: 15 Resources: GD10 Initiative: +5
PERKS
Health: 120 Mind: 50 Karma: 170
Durable, Good Reputation (Level 2), Natural Born Leader,
POWERS & EQUIPMENT Power Striker
Regeneration: IN40 HITCHES
Flight: RM30 Clumsy, Naïve, Rogues Gallery
Energy (Ranged Attack): RM30
POWERED ARMOR ARCHETYPES
The old adage that the suit makes the man has never been more correct than in the case of the Powered Armor hero. These
characters are completely reliant on one amazing piece of technology for their abilities, whether it’s a suit of their own invention or a
rig they acquired through some other means. They tend to be of high intelligence to operate and maintain their powered suit.
TALENTS
VILLAINOUS ARCHETYPES
CRIMELORD ARCHETYPES
The Crimelord is the one pulling the strings of most criminal enterprises. These villains exist at many levels of the underworld, some
heading simple operations that can keep a single neighborhood at their mercy, while others look to control the entire city. Crimelords
rest at the top of their empire and are the ones who keep the organization of organized crime.
LOW/STREET LEVEL DARK SORCERER Occult Lore, Resist Domination, Sleight of Hand, Trance
ATTRIBUTES PERKS
F: TY06 A: GD10 S: TY06 E: TY06 Never Surrender, Power Striker
ATTRIBUTES PERKS
F: GD10 A: TY06 S: GD10 E: EX20 Never Surrender, Power Striker
MID-LEVEL EVIL MARTIAL ARTIST Projectiles: (Thrown Martial Arts Implements): IN40
ATTRIBUTES TALENTS
F: AM50 A: RM30 S: EX20 E: RM30 Acrobatics, Athletics, Blindfighting, Martial Arts A-B-D-E-F-H-I-
L, Stealth, Weapons Master
R: GD10 I: EX20 P: RM30 D: GD10
PERKS
Infamy: 15 Resources: GD10 Initiative: +5
Good Reflexes (Level 2), Master of the Martial Arts, Power
Health: 130 Mind: 70 Karma: 200 Striker
POWERS & EQUIPMENT HITCHES
N/A Bad Reputation (Level 2), Contender (Greatest Martial Artist),
Loner
TALENTS
Acrobatics, Athletics, Martial Arts A-B-H-L
FEMME FATALE ARCHETYPES
The Femme Fatale is a villain who utilizes all the feminine wiles at her disposal to achieve a desired goal. They are beautiful,
charming, seductive, but most of all dangerous, often leading those who fall into their web to misfortune. These villains can pose a
great physical threat as well, able to go toe to toe with heroes when the situation arises. A Femme Fatale enjoys the game as much
as achieving their ultimate objective, but they always play to win.
LOW/STREET LEVEL FEMME FATALE Acrobatics, Athletics, Martial Arts A-E, Sleight of Hand, Stealth
ATTRIBUTES PERKS
F: TY06 A: GD10 S: TY06 E: TY06 Appeal (Level 2), Lucky
ATTRIBUTES HITCHES
F: GD10 A: EX20 S: GD10 E: GD10 Action Addict, Bad Reputation (Level 3), Enemy (Level 2)
ATTRIBUTES TALENTS
F: TY06/EX20 A: TY06/GD10 S: TY06/RM30 E: TY06/EX20 Athletics, Wrestling
LAW ENFORCEMENT
BEAT COP
F A S E R I P D
Gd Gd Ty Gd Ty Ty Ty Ty
Health: 36 Karma: 20 Mind: 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 Mind: 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 Mind: 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 Mind: 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 Mind: 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 Mind: 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
PRIZE FIGHTER
F A S E R I P D
Ex Gd Gd Ex Ty Ty Ty Ty
G Health: 60 Karma: 28 Mind: 24 I Initiative: (+1)
Abilities: Athletics, Martial Arts A/B/H, Power Striker
Notes: These are world class athletes who make a living beating others to a pulp with their bare hands. They have spent years
training in a specific fighting discipline and are able to put those skills to great use when the situation arises.
Gear: None
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 M: WHIMSEY CARDS
I wanted to be a proper chapter. But nooo! The Curator stuck me all the way down here. And my name isn’t even Appendix. That’s
obviously a body part. I’m Kracker Jackie, thank you very much. Anyway, everyone knows the best songs are those you play after
the encore. Euphony knows. You should ask her. She autographed my head, you know, back when I shaved it. That’s why I’m after
all those boring chapters with the little boxes and math. Although I do like math. Have you ever done linear algebra in the fourth
dimension? Out of this world.
What? Yes, sorry. 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.
That’s what the Curator wants me to tell you. What I really want to tell you is that Whimsey Cards are a stack of very small and flat
Kracker Jackies. A Kracker Jackie allows you to spice up your day, help out a friend, convince fate for a tiny moment that you are
the one in charge, and that goldfish make amazing balloons but very bad toothbrushes. Have you brushed your teeth yet? BRUSH
YOUR TEETH!
Let’s get some basics about Whimsey Cards out of the way so you can start tangoing with fate
• There are 72 cards in a standard HEROIC Whimsey Deck. (That’s a multiple of 12, which is a way better base than
10. Grow up, North American math!)
• Naturally the 72 card deck can be altered by the Judge to adjust to their specific campaign needs. (This means that
the Judge is the Grand Cheater. Kracker Jackies lets you be a Little Cheater, unless you have bad breath or aren’t
nice to the Grand Cheater. Always be nice to the Grand Cheater and bring them snacks. Got it?)
• Each character gets a Hand of 5 Cards at the start of play. (Demand an extra mini flat Kracker Jackie if you bring a
real hand to hold it, but please wash and dry it first)
• Characters can only play 1 card per turn. (Don’t get greedy now. Only one mini flat Kracker Jackie at a time.)
• Characters may trade cards between their hands, one-for-one. (You can also trade them between your toes, or any
body parts depending on general consent. The Curator will judge you, but I won’t, and you know whose opinion
really counts)
• Characters replenish their hands back to 5 cards at the start of a new scene. (Don’t panic! All your hands will be
returned to you.)
Now that nonsense is out of the way, let’s look at the cards. Hold them tenderly in your hands. Smell them. Don’t lick or they’ll get
soggy. Look at all those pretty pictures!
The cards are presented in alphabetical order (I didn’t do that. Boooring!), with a number in brackets (like a very shy hug) after the
title representing how many of the card should be in the deck. Cards are divided into Action Cards and Fate Cards, although I’d
rather you call them Cracking Jackies and Dancing Jackies. It would make way more sense. The Curator’s note here says that Fate
Cards can be “burned” or played at +10 Karma instead of their face value. I highly disagree. Burning a Card could set the table on
fire and then the goldfish would die and that would make me cry. But, burning Fate would be like stealing the thread and scissors of
the Moirai, playing the Great Escape, and hoping it wasn’t your thread! My personal favorite is the Wildcard, of course, the Hyper
Kracker Jackie in a deck full of Kracker Jackies. So get kracking, practice your evil kackle, venture forth and sow khaos!
ACTION CARDS
Celebrity (3): This card provides a +1CS to any Dynamic Once More With Feeling (3): Reroll any failed FEAT
FEAT. immediately. All cards and Karma previously spent remains
Command (3): Play up to 2 cards from your hand into an ally’s spent.
and immediately replenish your hand. Power Surge (3): +1CS to any Power or Item.
Fantastic FEAT (6): +1CS to any FEAT. Second Wind (3): Gain an Immediate Recovery or ignore an
First Strike (3): You and your allies have initiative for this turn. Endurance based Color Result.
Got Your Back (3): +1CS to any Ally’s FEAT. Show of Force (3): Your opponent suffers -1CS to their next
FEAT.
HEROIC Surge (3): +1CS to any FASE FEAT.
Super Smarts (3): +1CS to any Reason or Intuition FEAT.
Interpose (3): Take a successful hit meant for someone else
but raise the Color Result 1 Step. Swiftness (3): +1 action with no penalty.
KA-POW!!! (3): +1CS to any damage. Teamwork (3): +2CS to any one ally’s FEAT, or +1CS to any 2
Allies’ FEATs.
Karmic Boost (3): +10 Karma to any FEAT.
Willpower (3): +1CS to any Psyche FEAT.
FATE CARDS
Eureka (1): You get an idea that can help you in your current Inspired (1): You and your allies gain +1CS to all FEATs for
situation or find a way out of your current predicament. this encounter. If you are solo, you gain +2CS.
Godlike (1): You perform a Power Stunt without making a Last Stand (1): Play at 0 Health, or on a failed KILL or KO
FEAT to attempt it. FEAT. Take 1 final turn of action, with initiative, then pass out.
I Know a Guy (1): A friend, ally, or acquaintance is nearby and Legendary (1): Play on a natural roll of 100, all players gain
may be of assistance to you. +100 Karma and +10 Renown.
Mano-a-Mano (1): Challenge a single foe to one-on-one Rally (1): All players may discard as many cards as they wish
combat. You each gain +2CS vs. each other until one of you is and immediately replenish their hands.
attacked by or attacks someone else. If part of your Rogues Nemesis (1): You gain an implacable enemy, or if you have
Gallery or Enemy, gain +3CS instead. one already, they show up in the current or next adventure.
Master Plan (1): Pick up the Last Card played and add it to Gain +25 Karma for this.
your hand. Self-Sacrifice (1): Sacrifice your character so that your allies
Meanwhile… (1): Played ONLY outside of combat. The Judge escape their current predicament. Gain +200 Karma for your
must immediately switch focus to another character or play out new character.
a scene happening elsewhere. True Romance (1): You begin a new romantic escapade, or a
Paragon (1): Your presence inspires your allies. They gain current one comes into play. Gain +25 Karma for any session
+1CS for this turn, but all able enemies target you for this turn where the romance plays a pivotal role.
as well. Unexpected Allies (1): No matter where you are, or what is
Personal Stake (1): The current or next adventure becomes a happening, somehow you gain aid in your current situation.
personal matter. Gain +25 Karma for this adventure. Wildcard (1): May be played as any other card from the deck.
Pick-a-Card (1): Discard as many cards from your hand as you
wish, replenish your hand immediately.
APPENDIX N: INSPIRATIONS AND READING LIST
Welcome, studious neophyte. Please do come in and help yourself to one of our vintage vending machine’s youth appropriate
drinks. Beetle modified the payment mechanism to accept these dandy tokens engraved with his bust portrait. Just take one from
the vulgar language jar that you will find gracing the fireplace mantle.
As the Curator, it is my great pleasure to welcome you to the media room. I had wanted to name it the Popular Culture Audio-Visual,
Comic Book and Miscellaneous Media Library, but I was voted out. Anahita only knows why.
Because it’s a mouthful, that’s why! Who wants to go to the PoCAViCoBMMeL when you can just hang out in the Mrrr!
Thank you for your unsolicited feedback, Jackie, but Media Room would only be MR and that acronym could be misconstrued as
exclusive.
That's Cracker Unsolicited Feedback Jackie to you, Curator dearie! That’s because you’re not thinking big enough, oh custodian of
erudition! Mrrr stands for Media Razzle-dazzle Rumpus Room, of course!
Of course it does. Those are evocative words, Jackie. Indeed the media room contains a treasury of comics, feature-length films
and television shows that have inspired the creator who, I must say, displays quite discerning taste. Our collection is incomplete, but
we have acquired enough titles to regale you with entire worlds of stories that have left their mark on the Zenith Universe. Jackie,
please order your pop drink stained fingers to a slow and careful retreat from our copy of Action Comics No. 1. .
Mrrrrrrrroom!
COMICS MOVIES
• Adventure Comics: JSA Stories (DC Comics) – Issues • Batman – 1989
461-446 – 1979
• Darkman – 1990
• Adventure Comics: Dial H for HERO stories (DC
• DCAU (Various Movies) – 1992-2019
Comics) – Issues 479-490 – 1981-1982
• Ghostbuster – 1984
• All-Star Comics (DC Comics) – Issues 58 – 74 - 1976-
1978 • Mystery Men – 1999
• The All-Star Squadron (DC Comics) – 1981-1987 • Superman – 1978
• The Avengers (Marvel Comics) – 1963-2004 • Tron – 1982
• Elementals (Texas Comics/Comico) – 1983-1996 • The Toxic Avenger – 1984
• The Golden Age: Elseworlds (DC Comics) – 1993 • The Return of Swamp Thing – 1989
• The Hero Alliance (Sirius Comics/Pied Piper • Unbreakable – 2000
Comics/Wonder Comics/Innovation Publishing) – • X-Men – 2000
1985-1992
• The Invaders (Marvel Comics) – 1975-1979 TV SHOWS
• The Justice League of America (DC Comics) 1960- • Batman: The Animated Series – 1992-1995
1985 • Heroes (Season 1) – 2006
• Justice League International (DC Comics) 1987-1991 • Justice League & Justice League Unlimited – 2001-
• Marvel Team-Up (Marvel Comics) 1972-1985 2006
• Marvel Two-in-One (Marvel Comics) 1974-1983 • Misfits – 2009-2013
• The New Teen Titans (DC Comics) – 1980-1996 • Misfits of Science – 1985-1986
• Power Factor (Innovation Publishing) – 1990-1991 • Spectacular Spider-Man – 2008-2009
• The New Mutants (Marvel Comics) – 1982-1991 • The Avengers: Earth’s Mightiest Heroes – 2010-2013
• The Uncanny X-Men (Marvel Comics) – 1975-1991 • The Greatest American Hero – 1981-1983
• U.N. Force (Caliber Comics) – 7 Issues – 1993 • The Tick – 1994-1997
• Young Justice – 2010-2013
APPENDIX O: RANDOM ENCOUNTER TABLES
Narrator, I have compiled this appendix for your sagacious mind. We are of similar sensibilities, you and I: keen, complex, and
generous in our endeavors to elevate the masses to our enlightened state.
However, you may find yourself seeking guidance in our most noble quest. If you need a quick encounter or last-minute session
content, The Random Encounter Tables will provide it in a format that facilitates rapid access and harmonious integration. You will
find here a diverse array of scenarios that can add depth and unpredictability to your HEROIC RPG adventures. From unexpected
skirmishes to chance meetings, these tables are designed to support you in keeping the game dynamic and engaging, allowing you
to seamlessly weave excitement into your narratives. Whether you're filling an unfortunate gap in your story or merely spicing up a
routine session, you will find in these tables a perfect enhancement to the gameplay experience “on the fly” as they say.
But do not mistake this precious resource for a cheap cheat sheet! They are an expertly crafted means to your epic end. The soul of
the story is still yours, and yours is the power to move and inspire your heroes.
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
INTRODUCTION
In this adventure, players will embark on a journey that challenges their heroism, teamwork, and problem-solving skills in a dynamic
environment shaped by uncertainty and moral dilemmas. As prospective members of Team Justice, they are thrust into a series of
trials that not only test their powers but also their ability to make difficult decisions under pressure, navigate complex relationships,
and ultimately determine what it means to be a hero. This adventure offers a mix of storytelling that blends action encounters with
introspective moments, allowing players to explore their characters' motivations, fears, and aspirations. As they face off against
formidable villains and navigate the twists and turns of each challenge, they might forge bonds with fellow heroes, make enemies,
and impact Capitol City and beyond. Ultimately, the point of the adventure is to test whether the players can rise above the fray,
embody the ideals of heroism, and protect the city from looming threats, all while defining their legacy within the pantheon of heroes.