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ZCP Heroic RPG Prod 091724

Zenith Comics presents the HEROIC Role-Playing Game, a neo-clone of the classic MSH RPG set in the Zenith Universe during an alternate 1980s. The game emphasizes cooperative storytelling, allowing players to embody superheroes while utilizing a dynamic system driven by the Intensity Engine and a unique Karma mechanic. Developed by a team led by Andrew Collas, HEROIC aims to celebrate the Bronze Age of comics and offers flexibility for adaptation to various settings.

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0% found this document useful (0 votes)
6K views268 pages

ZCP Heroic RPG Prod 091724

Zenith Comics presents the HEROIC Role-Playing Game, a neo-clone of the classic MSH RPG set in the Zenith Universe during an alternate 1980s. The game emphasizes cooperative storytelling, allowing players to embody superheroes while utilizing a dynamic system driven by the Intensity Engine and a unique Karma mechanic. Developed by a team led by Andrew Collas, HEROIC aims to celebrate the Bronze Age of comics and offers flexibility for adaptation to various settings.

Uploaded by

Eric R
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ZENITH COMICS PRESENTS

THE ROLE-PLAYING GAME

CREATOR
Andrew Collas

WRITERS
Andrew Collas, April Dawn Duncan

ADDITIONAL WRITTEN MATERIAL


Tony Baldwin, Tim Bannock, Doug Burke, Timothy Joe Kirk, Wilfredo Martinez, Shane Taylor, Ade Smith, and containing material
from “4C Expanded”, by James F. Keck (Adapted with Permission)

INSPIRED BY THE WORK OF


Jeff Grubb, Steve Winter, Zeb Cook, and Mike Selinker

EDITING
April Dawn Duncan (Editor-in-Chief), Shane Taylor (Assistant Editor)

CONSULTANTS
Dean Poisso, Tim Bannock, and Leonard Pimentel

ART & DESIGN


Shane Taylor (Art Director/Colourist), Craig Williams (Layout), Oliver Castenada (cover & interiors), Nick Garber (Interiors), Anthony
A Farrar (concept art)

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.

SA: Adaptations must be shared under the same terms.


TABLE OF CONTENTS
Glossary ....................................................................................................................................... pgX
Introduction ................................................................................................................................. pgX
Chapter 1: Character Creation ................................................................................................... pgX
Chapter 2: Playing the Game ..................................................................................................... pgX
Chapter 3: Combat ...................................................................................................................... pgX
Chapter 4: Judge’s Section ........................................................................................................ pgX
Chapter 5: Welcome to the Zenith Universe ............................................................................. pgX
Appendix A: Character Creation Redux .................................................................................... pgX
Appendix B: Origins Expanded ................................................................................................. pgX
Appendix C: Callings Expanded ................................................................................................ pgX
Appendix D: Talents Expanded ................................................................................................. pgX
Appendix E: Contacts Expanded ............................................................................................... pgX
Appendix F: Perks & Hitches Expanded ................................................................................... pgX
Appendix G: Sides Expanded .................................................................................................... pgX
Appendix H: Powers Expanded ................................................................................................. pgX
Appendix I: Rewards Expanded – Karma & Advancements ................................................... pgX
Appendix J: Mind & Magic ......................................................................................................... pgX
Appendix K: Equipment, Vehicles, & Headquarters ................................................................ pgX
Appendix L: Animals, Bystanders, & Supporting Cast ........................................................... pgX
Appendix M: Whimsey Cards ..................................................................................................... pgX
Appendix N: Inspirations & Reading List.................................................................................. pgX
Appendix O: Random Encounter Tables .................................................................................. pgX
Collected Tables .......................................................................................................................... pgX
Adventure: TRYOUT! .................................................................................................................. pgX
GLOSSARY
Greetings and salutations, dear fledgling hero. I am known as the Curator, and as curators do, I shall be your guide through your
HEROIC journey. What a glorious day it is indeed to have the likes of you step through our doors. From time immemorial I have
guarded these halls of the HEROIC athenaeum, waiting for the day when one such as yourself would visit. As at the start of any
journey, one must prepare. It is for this reason that I ask you to peruse the following HEROIC Roleplaying Game specific lexicon in
the glossary I have assembled below. Once you have committed it to memory, you will be greeted by the creator of HEROIC and his
writing partner in their welcome foreword before taking your first step on the road of this amazing adventure.
• 198X: A term representing the time-locked era of the Zenith Universe in an alternate 1980s.
• Abilities: The physical and mental innate capability of the character.
• Action: Any activity a character takes that is instigated by them.
• Area (AR): A measurement of space, depicted as 25ft x 25ft.
• Calling: A qualification of the nature/demeanor of a character. Their reason for doing what they do.
• Campaign: An interconnected string of game sessions with an ongoing narrative.
• Column Shift (CS): A positive or negative column movement on the Universal Table.
• Color Result: A degree of success based on a d100 dice roll.
• Contact: Someone a character knows and can call on for assistance or things.
• Cresting: When you increase from the last number in one Rank’s Spread to the first number of the next.
• Difficulty: The value (in Rank) of opposition to a PC’s action, set by the Judge.
• Enhancement: A boost, improvement, or bonus to a power.
• FASERIPD: Acronym for a character’s physical and mental abilities. Fight, Agility, Strength, Endurance, Reason, Intuition,
Psyche, Dynamic.
• FEAT: A Feature of Exceptional Ability of Talent, or just another word for any roll of the dice that can fail or succeed.
• Health: A pool of points representing the lifeforce of a character.
• Hitches: Negative features that help or hinder a character, often representing personality traits or other non-power or non-
talent things.
• Intensity: The rating or measurement of the power of a Rank of anything, such as electricity, strength of items, superpowers,
or abilities. (Ex.: Fighting AM50)
• Karma: A pool of points used to adjust dice rolls. Fluctuates due to expenditures and rewards. Since Karma is earned both in
game play and at the conclusion of every game, it is intended to be spent to bring an element of unpredictability and
excitement.
• Limitation: A hindrance or setback on a power, limiting its versatility.
• Mind: A pool of points representing the mental stability of a character.
• Movement: A measure of a character’s ability to traverse distances.
• Judge: The person who runs the game for the players. Also known as a Game Master (GM).
• Non-Player Character (NPC): The avatar through which the Judge interacts with the Players.
• Origin: The source of a character’s powers and abilities.
• Perks: Positive features that help or hinder a character, often representing personality traits or other non-power or non-talent
things.
• Picks (PKS): The cost/benefit for selecting Perks & Hitches.
• Player: A person running a character in a game or campaign.
• Player Character (PC): The avatar through which the Player interacts with the world.
• Power: Superhuman abilities beyond those of common folks, such as astounding strength, the ability to fly or turn invisible.
• Power Stunt: A creative way of using a Power in a new way.
• Rank: The level of anything, such as electricity, strength of items, superpowers, or abilities.
• Rank Shift (RS): A positive or negative adjustment of the Intensity of a Rank.
• Rank Spread: This is the range of numbers that make up a Rank’s potential value.
• Reaction: A type of Action taken in response to Actions of another character, such as Dodging.
• Round: A measure of time in which all characters may take at least one action.
• Session: One single playing event, lasting usually from 2 to 6 hours, or more.
• Space (SP): A measure of space that is 5ft x 5ft.
• Talent: A skill or ability that is not a power, but can be learned by a Character, such as weapon skills or martial arts.
• Universal Table: Used to determine the degrees of success or failure of FEATs.
INTRODUCTION
Welcome to the Heroic Role-Playing Game (hereafter HEROIC). I want to thank you for taking part in this endeavour and hope you
have as much fun playing it as we have getting it all together for you.
In 2010 I had the pleasure of interviewing Jeff Grubb about the classic MSH (FASERIP to most folks) RPG from TSR. In the
conversation, we discussed retro-clones and the emerging OSR, and Jeff said this type of game design was a conversation. When
you made a new version, or an update, you were continuing the conversation.
That never left me.
So, what is HEROIC the RPG?
At the basic level, HEROIC is a neo-clone of the old MSH RPG, a continuation of the conversation, and saying that would be
enough... but it is so much more than that.
HEROIC is also a tribute to the greatest age in comic history, the Bronze Age of comics (1970 - 1985), a time of Chris Claremont,
Dennis O'Neil, Marv Wolfman, and a host of other writers who were able to bring superheroes out of the silliness of the Silver Age,
but without the jaded and bitter deconstruction of the coming Iron Age!
HEROIC is also the official RPG of my own Zenith Universe, a superhero universe that has been built up slowly since 1986 when I
ran my first superhero RPGs! Now existing in a pseudo time-lock called 198X, where the Bronze Age has never ended, the universe
and game are hand-in-hand together!
HEROIC is also a generic system you can use, modify, or adapt to fit your own setting, or any published setting with a simple,
elegant, and descriptive colour coded d100 table mechanic, called the Universal Table, to play fast and furious super heroic action!
HEROIC, lastly, is a labour of love that has been in the works for over 15 years and is finally ready to be brought to life, and to do
that we need your backing. Your pledges will pay for the editing, the writing team's work, and most importantly the art team!
Lastly, I want to give a HUGE shout-out to Tim Bannock, creator of the wonderful Astonishing Super Heroes Basic Rulebook. Tim’s
decision to stop publishing was a sad one, but ultimately allowed us to work together and bring the best ideas from ASH to HEROIC.
Take a bow Tim.
Now that said, keep an eye out as we release playtest adventures, NPCs, and other stuff over the coming months. We are entering
the age of Zenith Comics with this release and hope to have you along for the ride.
BE HEROIC!
Andrew Collas
Owner-Operator ZEG Media
Summer 2024

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.

HOW TO PLAY HEROIC


Playing HEROIC can be one of the most delightful roleplaying experiences you can have, so let me instruct you on how to play it. To
start, I would say preferably with two custom-made ten-sided dice in one hand, a delicious beverage of your choice in the other
hand, and a plethora of delectable snacks before you. Any other way would just be uncultured. This game requires at least two
participants: one Player and one Judge. Of course, if you do not want to drive your Judge mad making them create and animate all
of your NPC teammates as well as the campaign's NPCs, then you might want to invite a friend or two to play with you. And if you
have foolishly (some would say courageously) taken on the role of Judge, you might want to encourage more than one Player to join
your campaign to avoid the aforementioned madness. If you are a Player, you and all other Players will complete the exciting and
easy character creation process resulting in the genesis of extraordinary superhero PCs for you and your friends to inhabit. If you
are the Judge, we have provided the full arsenal of HEROIC superheroes and villains, cities and their detailed maps, and a timeline
filled with endless sources of inspiration to support you in the construction of your epic campaign. In either case, we here at
HEROIC have your back!
Now that you and your friends have created their superheroes, and the Judge has designed their campaign, you might wonder what
is next? It is quite simple, really. You don your superhero costume, either metaphorically, or literally (no judgement, look at what I
wear while I guard the HEROIC halls), and you open the first issue of what is bound to be an incredible series of comic books. The
Judge will begin your session by describing the scene and setting the mood. If I were your Judge, I would open in the middle of the
action. Something exciting to bring you and your team together in a moment of crisis. It would probably have to do with aliens
invading, aliens are fascinating, but I digress. After the Judge sets the scene, it is your job to react in the manner that best suits the
superhero you have created. Do you sonic blast first and ask questions later? Or do you attempt to parlay even though they may not
speak your language? Whatever you decide, the Judge will have NPCs react accordingly and have everyone involved make dice
roles to determine outcomes. Did your sonic blast rattle the aliens enough to make them tuck tentacle and run? Or did it end up
being nothing more than a whimper, and now their suckers are trying to pop out your eyeballs? Did your attempt at communication
succeed, and now you are taking them to your leader? Or did you accidentally say something horribly offensive in their language,
and now they have set their ray guns to death? (If you are curious about how I thought up these examples, you can inquire with
Euphony.) Once these questions have answers, the Judge will continue to describe what happens next.
This exciting, often hilarious, occasionally enraging process will continue to occur as each scene progresses into the following
scene. That is until it is suddenly past your bedtime, and your Judge has left you on a cliff-hanger, and you are begging them on
your knees to play just one more hour, but instead you find yourself being awarded Karma points before getting unceremoniously
kicked out into the cold and left wondering how you are going to sleep if you do not know what happens! Rest assured, there will be
many more sessions to come, and when your campaign does reach its inevitable end, it only signifies that it is time to start a new
one!

WHAT’S IN THE BOX?


This book (there is no box, as there is no spoon) contains all the instructions you need to make dynamic heroes and dastardly
villains and explains how they interact with the world and each other.
If you are one of the few, one of the proud (a Judge), you will find a special section we have designed just for you that will guide you
on how to run HEROIC adventures, supply a rogue’s gallery of villains with which to challenge your heroes, provide a roll call of
some of the heroes they will meet in the Zenith Universe, and finally present an introductory adventure called TRYOUT! to start your
new heroes off on their HEROIC careers!
THE BASICS
Congratulations, you are now ready to try out your new powers, but you do not know yet how they work, and we would not want you
to accidentally come out of your phase shift in the middle of a wall. To avoid that unfortunate scenario, I will now instruct you on the
basics of game mechanics and—what do the youngsters say—give you a crash course. Full courses will come in later sections and
be taught by the HEROIC experts in each field, but for now, let me introduce you to a little something we call the Intensity Engine
which powers the dynamic and adaptive vehicle that is the HEROIC game system. I know it can sound imposing, intimidating even,
at first, but worry not, it can be simplified into the following concept: When opposition occurs, the sides are compared against each
other, the side taking the action rolls, and the roll value is used to determine the outcome of the contest. In order to visualize this
concept, the Universal Table was created. While it is the special kind of fuel the Intensity Engine runs on, there are two genius
mechanics it needs in order to work: Ranks and FEATs. As Doc Titan would say, let us take a look under the hood.

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.)

THERE GOES MY HERO


With these basics tucked into your utility belt pouches, my dear apprentice, it is time to find out what kind of superhero you are going
to play. I am eager to see, so no dilly-dallying. Go on to the next chapter to learn the basics of character creation where Euphony,
one of our newest superheroes, a lovely young soul, awaits to continue your tutelage. And remember…
CHAPTER 1: CHARACTER CREATION
Aww, the Curator is so kind, even if he does tease me about my misadventures. I overheard him hinting at them. I think he’s just
wistful for when he first started out. Whenever that was. Like, the beginning of creation or something. Anyway, hi, my new friend! It’s
great to meet you! I’m Euphony, sonic manipulator, lead singer of my riot grrrl band State of Quandary, and fairly green superhero.
Since I’ve recently been through the process of learning about myself, my powers, how to become a superhero, how to keep a
secret identity, and how to join a team, I was given this sweet gig. I’m gonna punk rock your spandex socks off!
Now that you’ve been through the Curator’s crash course, it’s time for your superhero’s creation (or all the NPCs if you’re a Judge,
bless your heart)! I’m going to take you through the HEROIC way, but if somewhere along the scenic route, you find you’re not up
for it, HEROIC does offer shortcuts.
If you do want different methods, we have Random Character Creation and Character Modeling (see Appendix A). You can read
those sections for more on their uses, but as for the rest, let me guide you through the HEROIC character creation. It’s the way I
was created, after all!
I know you’re raring to go, and I don’t blame you, but slow down, because before anything can be decided, the following things must
be considered first.

THE JUDGE’S ROLE


Decide (with the Players if you don’t mind them having a say) and clearly state the “power-level” that PCs and NPCs should be bound
by. It’s all about setting boundaries, because if you don’t, the Players will gleefully romp all over your campaign, or you’ll end up wiping
them out on the first fight!
As in real life, there will be important characters and organizations that exist within the campaign setting that PCs (and their Players)
should be aware of and have guidance on. That’s on you!
Collaborate with the Players to bring their vision of their characters to life. Since you know everything about the campaign setting, and
they most likely know very little, you can provide them with suggestions that will help their characters and them have the best
experience possible.
Help simplify complex power customizations or ideas. (KISS, amiright?)
Review the characters created to ensure nothing vital to the character is missing. Having to stop in the middle of a session to fix
character mechanics will disrupt the immersion you’ve carefully created. It’s like trying to watch a movie in a dark theater only to have
the bozo in front of you look at their phone and blind you.
Tie your Players to their chair, shine a bright light in their faces, and interrogate them with open-ended questions about their character’s
social connections (Contacts & affiliations) and their personality (to develop Callings). (Put the rope and the lamp down! I was kidding
about that part, sheesh!)

THE PLAYER’S ROLE


Create a vision board of how your character’s powers and abilities work, grounded in the world of the campaign setting presented by
the GM. (What’s wrong with vision boards? Fine, leave out the board part, killjoy!)
Consider what makes the other PCs cool and unique and collaborate with their Players to create synergies with your character’s
powers and abilities. Remember, teamwork makes the dream work!
Naming Contacts and affiliations that make sense in the campaign setting, and work with the themes that everyone at the table
wants to explore. Collaboration is key! If my bandmates and I didn’t collaborate, we’d sound like yowling cats running their claws
down metal rooves while jumping up and down on them. Nobody wants that!
Develop Callings that make your character interesting to work with and think about choices (especially for the +10 Karma triggers)
that can both benefit and hinder your team. It’s all about building a synergy that will bring both the excitement of victory but also the
satisfaction of overcoming challenges together, whether they be external or internal.

CHARACTER CREATION STEPS


Now that you know what is expected of you as a player, grab a notebook and mechanical pencil, because it’s time to start creating
your superhero character!
This character creation option involves “purchasing” aspects of your character with a pool of Ranks set by the Judge. We’ve found
this to be an exceptional way to maintain equity between Players and their created characters. It may seem complicated at first, but I
dare you to give it a try! I triple-dog-dare you. You know what you have to do now. Besides, I suspect you’ll agree that it’s an easy
and fun character creation method, anyway. I mean, look at how I turned out! (Choices and explanations for each step are further in
the book.)

TEN STEPS OF CHARACTER CREATION THE HEROIC WAY!


• Step 1 – Determine Campaign Rank
• Step 2 – Assembled Pool of Ranks
• Step 3 – Choose an Origin
• Step 4 – Purchase Abilities
• Step 5 – Purchase Powers/Equipment
• Step 6 – Purchase Talents
• Step 7 – Purchase Contacts
• Step 8 – Purchase Perks & Hitches
• Step 9 – Pick a Calling
• Step 10 – Final Touches
• BE HEROIC!

STEP ONE: CAMPAIGN RANK


The Judge (and Players if the Judge wants their input) must first decide on the highest Rank Intensity that can be purchased in the
campaign. This is not the highest Rank Intensity that will appear, but it is the highest starting Rank Intensity that is gained by the
characters at starting level and is usually the Rank of their primary Power or Ability.
Two Ranks of the same Intensity may be added together to create a higher Rank Intensity (two RM30 Ranks can be combined into
one IN40 Rank) or broken down the same way (one AM50 Rank can be split into two IN40 Ranks).You’ll need to keep enough
adequately powerful Ranks to cover the Abilities and Powers your character has though, so keep that in mind when combining
Ranks so a character isn’t a one-trick pony or glass-cannon.
I’ve met a few of those, and they usually never make it past being street heroes, because if they do somehow make it into the big
leagues, they washout almost as soon as they make it. And when I say washout, I’m not talking about their statistics.
Table 2.0 Campaign Rank
Campaign Level Campaign Rank
Street/Low Level RM30
Mid-Level AM50
World Class UN100
Godlike WN1000

STEP TWO: POOL OF RANKS


The Campaign Rank determines the Pool of Ranks available to purchase character Abilities. Your character starts with one Rank at
the highest Intensity for the Campaign Rank, two of the next lowest, three of the next lowest, four of the next lowest, and so on until
TY06 is reached, at which point no fixed amount below that is required. Typical Ranks are basically free handouts now and cannot
be combined during character creation into higher Ranks.
Example: Based on the Power level the Judge set for their new campaign, AM50, each Player gets the following Ranks
with which to build their character.1 AM50, 2 IN40s, 3 RM30s, 4 EX20s, 5 GD10s, and anything remaining would only get
TY06s
Table 2.1 Pool of Ranks
Ranks Street Level Mid-Level World Class Godlike
GD10 3 5 7 11
EX20 2 4 6 10
RM30 1 3 5 9
IN40 - 2 4 8
AM50 - 1 3 7
MG75 - - 2 6
UN100 - - 1 5
SP150 - - - 4
FN200 - - - 3
LG500 - - - 2
WN1000 - - - 1

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.

STEP THREE: CHOOSE ORIGIN


Origins determine where your character got their powers from. This is usually tied to their background and history. Each Origin
provides certain advantages and disadvantages. HEROIC has seven (really eight if you count the one with two subcategories) types
of Origins for how your character came to be a superhero. Within each type of Origin lies an entire universe of possibilities.
The Origins presented are not the only ones possible, but are what we’ve assembled of the types represented throughout superhero
lore. Players and Judges wishing to create their own Origins are encouraged to do so.
As for me, I’m a Mutant, having been born this way, and therefore Birthright (Mutant) is my Origin. I blame my super-soldier dad. Oh,
not that kind of super! I only mean that he’s a highly decorated veteran. Of course he was spec-ops, and he’s always been
secretive, so maybe I’m on to something? It’s my suspicion he might have been exposed to experimental weapons that could have
mutated his genes, and of course, I now carry them. I’d always noticed I had an affinity for sound, getting lost in music to the point of
concerning my parents. Like, I never had to turn anything up or down, because it always seemed to play at just the right volume for
me. Then when I was given concert tickets for my 13th birthday and went to see my favorite punk rock band live, my life changed
forever. The moment the 125+ decibel music from the speaker system hit me, I felt every cell in my body trying to match the
vibration. I was scared at first, but then I just let it flow through me, becoming the sound. What I didn’t realize until my best friend
tried to hug me afterwards, was that I actually had become the sound. She’s never spoken to me since.
Choose the character’s Origin from the following section:
Artificial: You’re a robot, android, or perhaps some other construct, such as a golem. You are considered to have internal
healing circuits or magic that allow you to recover damage. You are immune to Psionic attacks but use Reason to resist
anything Stress related that isn’t psychic.
May not start with Ranks in Psyche but raise any two FASE Abilities by +1 Rank.
Start play with 0 Renown.
Automatically gain the Unliving Hitch.

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.

STEP FOUR: PURCHASE ABILITIES


Abilities are purchased at whichever Rank is assigned to them and should be eliminated from the Pool of Ranks accordingly. This
means if you put a TY06 in an Ability, that is the Rank it will have, and your Pool of Ranks should have one less TY06 available to
you.
As a superhero with sonic manipulation powers, but who is otherwise just a regular grrrl, I’m focused more on my Powers than my
Abilities. So my Player purchased the lower Rank Intensities for most of my Abilities, kept a couple of the middle Rank Intensities for
my Talents, and saved the higher Rank Intensities for my Powers. Check out the Primary Abilities section later for Benchmarks.
Remember to consider Combining and Splitting of Ranks here, as mentioned above, to give yourself a wider range of choices.

STEP FIVE: PURCHASE POWERS/GEAR


Powers and Gear cost the Rank they are purchased at, same as Abilities. Some Vehicles and Equipment can be purchased in-game
through Resources. A team HQ might be gained through a story element or from pooling Resources with other characters.
Vehicles can be useful when you can’t travel under your own power for whatever reason. My 750 cc Yamaha Virago in cobalt blue
and chrome lets me not only travel in style, but also under the radar. Ooh, and my dream HQ is a beachside arcade!
Once you’ve devised your dazzling Powers, make sure you take a single free Power Stunt for one (and only one) Power and place it
in your power’s description. Because it’s a freebee, it’s Power Stunt’s Rank Intensity must be -1RS from the Primary Power on which
it’s based. Any extra Stunts you want, you will have to pay for, using one of the Rank Intensities from the Pool of Ranks.
I’m no Lady A, but I’m not too shabby. I have Sound Manipulation at Rank Intensity AM50 as a Primary Power, so I took a freebee
Power Stunt I call Rock Your Socks Off, which has a Rank Intensity of IN40. Let’s just say you don’t want to be on the receiving end
of that concert.

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.

STEP SIX: PURCHASE TALENTS


Talents are what you’re skilled at. They can be relied upon whether you have powers or not.
Did your supervillain archnemesis invent a projector that can fire static magnetic fields at you and neutralize your usually impressive
sonic powers? That’s when you fall back on the skills, or what we call Talents, you have. Not only that, when you do finally figure out
the fatal flaw in the static magnetic field projector (much to your supervillain archnemesis’ chagrin), you can remember to use your
Talents to make your powers so much more badass! Although I wouldn’t suggest waiting until your powers get zapped away before
doing that. Always use your Talents to complement your powers!
A few things to note about Talents:
Talents usually provide a +1CS or +1 RS bonus with a particular type of FEAT; exceptions will be noted.
Talents are purchased with EX20 Ranks, unless they are listed as a Double Talent, at which point they require two EX20 Ranks to
be spent. Some Talents may allow you to take them more than once, please note each time costs an EX20.
Some Talents can have a Specialization, which costs another EX20. When using these Talents in relation to their specializations,
they function at an additional +1CS.
Talents come in the following types;
Combat Talents: These Talents represent combat skills and abilities, with sub-types of Battle Talents and Weapon Talents. If you’re
gonna put up your dukes, you better know how to throw something other than a haymaker!
Mystic and Mental Talents: Like it says on the label, all skills and abilities relating to magic and mentalism fall under this heading.
Wanna be the next Houdini? Or do you fancy yourself more a Rasputin? Either path leads to the confounding of your audience,
dazzling them with mind and magic.
Common Talents: These Talents cover things like professions or knowledges and skill learned by anyone. The sub-types include
Professional Talents and Other Talents that cover a lot of ground. Remember when you couldn’t sit still long enough to learn how to
sew? And now you’re stuck wearing a costume you bought at a Spirit store?
Special Talents: Talents in this category are the kind that really are something extra or don’t fit properly in the other categories. Did
you know I can name the note of the whine that the static magnetic field projector gives off? It’s an F#.
See Appendix D for a complete list of Talents, as well as their effects and uses.

STEP SEVEN: PURCHASE CONTACTS


Contacts represent social, political, and personal friends and allies through whom your character may gain information and
Equipment.
I bridge two diametrically opposed worlds, which means I do a lot of tapdancing. I’ve got street creds because I’m appreciated in the
underground music scene because I’m the founder, lead singer, bassist, and lyricist for State of Quandry, a locally famous riot grrrl
punk rock band. At the same time, I’ve got clout with the cops, because when my mom, the true-blue detective, finds herself
stumped or outmatched, I lend her a hand. I mean, come on, she’s my mom!

Here is more on Contacts:


• Contacts are purchased with GD10 Ranks, 2 for 1. Meaning for each GD10 you cash in for Contacts, you get 2
contacts.
Contacts have no Rank Number. Contacts are considered as Friendly to your character for purposes of determining Responses.
Treating a Contact poorly eventually changes their feelings towards you.
• Contacts may be increased through spending of Advancements or performing adventures as Judge rewards.
• Certain individuals get specific Contacts at start based on their Origin.
• A hero may have fewer chosen Contacts than slots -- the others may appear as need be, acting as a sort of floating
Contact, waiting for assignment during play.
• For each Contact the hero must provide a name and description of their relationship.
• The hero's Contact may provide Equipment and material according to that Contact's resources.

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.

STEP EIGHT: PURCHASE PERKS & HITCHES


Perks (advantages) and Hitches (disadvantages) modify actions in game, introduce more metaplot concepts, provide role-playing
influence, and provide some other aid or setback. They are what breathe life into your Character, adding depth to their personality.
Everyone has their charm and their imperfection, which is born from their past experiences and the people in their lives.
Because of my dad’s unique military career, I changed schools almost every year, each time he got a new assignment. I was always
the new kid at school, so I was easy pickings for the bullies. Running the primary school gauntlet taught me to stand up for myself
and others and sharpened me into the riot grrrl punk I am today. When facing danger, I choose the fight option, whether it be with
words or fists, so one of my Perks is that I’m Fearless. Having had to fight my battles alone made me self-reliant, but it also
compelled me to help others when they were down. This gives me the Inspiring perk, of which I am most proud. Of course I’m not
perfect, and one of my issues I’ve been working on is my Reckless hitch, because sometimes when I take unnecessary risks, they
can get others hurt or worse. I also fantasize about having the Secret Origin hitch, because it would be so cool if my dad was
actually a super soldier, some government experiment hoping to give soldiers a better chance of survival.
Every Perk is valued at a negative Pick level, and every Hitch is valued at a positive Pick level. You choose Perks by purchasing
them one of two ways: directly by spending a GD10 from your Pool of Ranks for each negative Pick level or by off-setting with an
equal positive Pick level of Hitches. Consequently, each Hitch you choose gives you an equal positive Pick level to spend on Perks
or gives you one GD10 back to your Pool of Ranks for each positive Pick level the Hitch is valued at (giving you more Rank
Intensities to spend on anything you wish for your character during its creation).
My Inspiring perk has a -2 Pick, but my Reckless hitch has a +2 Pick, so I paid for my Perk with my Hitch!
A few additional things to know about Perks and Hitches:
Additional Perks and Hitches can be granted or removed by the Judge during the story, or with Judge approval through
advancement. See the Advancement section for more details on this.
If there is no Perk or Hitch that covers what you are looking for, you can create a new one with your Judge using the ones found in
Appendix E as guidelines for benefits and costs.
For a complete list of Perks and Hitches please refer to Appendix E.

STEP NINE: PICK A CALLING


What drives your character to be a hero? Thrill of Adventure? Great Responsibility? Lead by Example?
As my high school drama teacher always asked, “What’s your motivation?” For me, I slip into the spandex (more like a jean vest
covered in rebellious patches over tartan shorts with torn fishnets underneath) because I can’t stand bullies, and the world is full of
them. Think of Callings as your inner moral compass guiding your words and deeds.
Callings are a way to add another dimension not only to your character, but to gameplay, by giving the Players and the Judge the
ability to call on why the character does what they do any time it is relevant. Alongside specific Karma rewards, this can also be
manifested as a +/- Column Shift (CS) in any appropriate situation.
There are a few 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, 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.

STEP TEN: FINAL TOUCHES


It’s time to put it all you’ve learned and decided together. Tally up your Health, Mind, and Karma. Buy your Resources Rank (same as
purchasing Primary Abilities), and do all your final calculations so you have no leftover Ranks to spend. If you are unable to spend all
of your Ranks, you can cash in any leftover as Karma to your starting Karma Pool at face value: TY06 = +6 Karma, GD10 = +10
Karma, and so on.
Here comes the hardest part, but hopefully you’ll be inspired by the steps you’ve already taken to get here. Choose a Name, Identity
and Description for your character.Final Step: BE HEROIC!
Grab your dice, get to patrolling, and make it safe to walk your city streets again! I’m proud of you for making it this far, and I’ll see
you out there! Maybe someday we’ll even be on a team together!
PRIMARY ABILITIES
The Primary Abilities of a character determine the physical and mental innate capability of the character.
I’m rough and tumble, but street smart and silver tongued.
• The Physical Abilities are Fighting, Agility, Strength, and Endurance.
• The Mental Abilities are Reason, Intuition, Psyche, and Dynamic.
• The Ranks of these Abilities are rated in the Benchmarks 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.

Table 2.3 Agility Rank Benchmarks


Rank Description
FE02 Physically limited
PR04 Clumsy, inaccurate
TY06 Normal human reactions
GD10 Some training in dexterity and/or accuracy
EX20 Intensive training in dexterity and/or accuracy
RM30 Olympic/Professional athlete
IN40 Olympic gymnast, maximum human potential
AM50 Superhuman
MG75 Superhuman with intense training
UN100 Reactions in a flash, rarely misses
STRENGTH
While I’m lithe and strong like a climber, I’ve never felt like picking up anything heavier than myself, and only for climbing purposes,
was any fun. So I’m not going to participate in any strongwoman contests!
A measure of physical muscle Power used to determine damage inflicted in Slugfest combat as well as to determine success and
damage in wrestling combat and success in Grabbing, Escaping, and Blocking maneuvers. It determines success in destroying
materials like busting through a door, lifting a heavy object or performing other acts that require physical might. It also contributes to
the character’s Health and Karma Pools.
Table 2.4 Strength Rank Benchmarks
Rank Description
FE02 Able to lift up to 50 lbs/23 kg
PR04 Able to lift up to 100 lbs/45 kg
TY06 Able to lift up to 200 lbs/91 kg
GD10 Able to lift up to 400 lbs/181 kg
EX20 Able to lift up to 800 lbs/363 kg, Human Limit
RM30 Able to lift up to 1 ton (2000 lbs/907 kg)
IN40 Able to lift up to 10 tons (20,000 lbs/9,072 kg)
AM50 Able to lift up to 50 tons (50,000 lbs/22,579 kg)
MG75 Able to lift up to 80 tons (80,000 lbs/26,287 kg)
UN100 Able to lift up to 100 tons (100,000 lbs/45,340 kg)

ENDURANCE
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.

Table 2.6 Reason Rank Benchmarks


Rank Description
FE02 Good grasp of native language, simple machines
PR04 Limited exposure to technology, complex machines
TY06 Operate modern technology
GD10 Repair and install modern technology
EX20 Modify existing modern technology
RM30 Understand advanced technology
IN40 Understand non-Terran Technologies
AM50 Create leading-edge technologies, like time travel
MG75 Improve and modify advanced alien technologies
UN100 Is, in effect, alien/advanced technology
INTUITION
My mom’s mind for detective work must have been passed on to me, because despite the horrible nature of true crime shows, I still
find them fascinating, and I often figure out who did what before it’s revealed. I always felt so bad for her and the victims when a trail
on one of her cases went cold, so I started doing something about it and found I was a natural.
A measure of wisdom, wits, common sense, perception, and battle reflexes. It is used to discover clues, determine who may act first
in combat (Initiative) detect hidden or potentially dangerous items, as well as going on a hunch. It helps resist emotion control
Powers, spells, social stresses, or other effects and it contributes to the character’s Mind and Karma Pools.
Table 2.7 Intuition Rank Benchmarks
Rank Description
FE02 Limited or impaired senses
PR04 A little slow on the uptake
TY06 Normal human levels
GD10 A mother’s intuition
EX20 Fine eye for detail
RM30 Trained observer
IN40 Strong gut feeling or empathic sense
AM50 In tune with surroundings, maximum human potential
MG75 Senses beyond all normal limitations
UN100 In touch with universe, cannot be blindsided

PSYCHE
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.

GAINING AND LOSING KARMA


• Karma is awarded at the end of a conflict, at the completion of a task, or at the conclusion of the adventure or gaming
session.
• Karma may be awarded to individuals or to a group. If more than one person is responsible, the award should be split
evenly.
• Karma is gained and lost through three types of acts: Heroic Actions, Personal Acts, and Gaming Acts. Heroic Acts occur
when a character undertakes honorable/dishonorable acts as a hero - while Personal Acts are for honoring/ignoring
commitments to friends and family.
• Finally, you may gain Karma through fun role-play and running your character in an interesting and intelligent way.
KARMA POOL
A Karma Pool is built when a group of heroes share an amount of Karma, like any superhero team should. Each hero may donate
as much of their own Karma to the Pool as they wish. Any member of the group may then use the Karma in the pool to manipulate
die rolls and build things, but not for Advancement. Characters who leave the group take a proportional fraction of Karma with them.
When two or more heroes form a temporary alliance (called a Team-Up), they may also form Karma Pool if they wish, which lasts
until the Team-Up ends. Fine-tuned superhero teamwork can handle much more thrown at it then an individual superhero can. Even
lone wolves need a pack sometimes.

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.

• Generated when your character is created, usually starting at zero.


• Represented as a Rank.
• Generally applied to Dynamic FEATs.
• Used to determine reactions of large groups of people and neutral NPCs.
• Superhero and Secret Identities can have different Popularities, representing how each is seen by their separate
communities.
• Villains do not have Renown, but instead have Infamy. This allows them to use the same system as the Heroes, but as
their own thing.
• Unaligned characters have Reputation, and this is how people know them. It uses a similar system for either Heroic or
Villainous characters to gain and lose points.

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.

Table 2.10 Resource Rank Benchmarks


Rank Description
FE02 Unemployed, Government assistance
PR04 Freelancers, students, lower class
TY06 Full time employee, minimum wage
GD10 Professional, middle-class
EX20 Small business, upper-middle class
RM30 Large business, upper class
IN40 Standard corporation, millionaire
AM50 Large corporation, multi-millionaire
MG75 Multinational, 1st world nation, billionaire, the 1%
UN100 Megacorp, major nation (USA), the 1% of the 1%

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?

POWERS THE HEROIC WAY


Remember how I said I didn’t like to get bogged down in technical details? Well, if I were a player instead of a character, I know I’d
deeply appreciate a streamlined, yet robust system, and that’s what you get in HEROIC.
The idea of doing powers the HEROIC way is to allow you to define your character’s special abilities to your own satisfaction,
without needing a set of complex rules to determine things.
How are powers done the HEROIC way? Read on and just follow these steps:
• Name the Power
• Give the Power a Rank
• Define what the Power does
• Determine how the Power is generated by the character.
This freedom allows for any possible Power you can think of to be created.
Let’s make up a new power for our dear Captain Cosmic:
Example: Captain Cosmic has a Power that allows him to shoot beams of cosmic energy from his eyes. I’ll will call this
Power Celestial Gaze, cool name, I know! Now I need to give it a Rank Intensity. Because his other powers are kind of
wimpy, I want to balance him out with a powerful attack, but not one that is too overwhelming. So, I’ll say AM50 is the Rank
Intensity for the good Captain’s eyebeams. I’ll then define that they are an Energy-based attack and not a Force one,
which came about due to alterations done to him (mutation) by an alien race. And there we go, his new Power is created.
While that was a straightforward Power to design, some might get more complicated or have more moving parts. As such, HEROIC
has provided a rather robust selection of Powers for you to use or serve as an inspiration for your own Powers.
For more on creating Powers the HEROIC WAY see Appendix H: Powers Expanded.

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.

HOW FEATS WORK


Each action has a Difficulty or opposing Rank, based on how challenging the action should be, or how capable/powerful your
opponent is. Difficulty levels correspond to the ranking system used for character abilities and powers, where as opponents just
have Ranks.
The PC’s relevant Ability or Power Rank is used as the basis for the Active portion of the FEAT roll. For example, lifting a heavy
object would use the Strength Ability, while casting a spell would use the appropriate magical Power Rank. The opposing Difficulty,
or Rank, is used to determine how easy or difficult the FEAT roll will be. The difference in Rank Shifts are applied as +/- Column
Shifts on the Universal Table.
The Player then rolls a d100 (2d10 usually) to generate a number between 1 and 100. This roll is compared against the Universal
Table, a chart that cross-references the PC’s Ability or Power rank with the roll to determine the outcome.
The Universal Table provides outcomes in the form of colored results —Blue, White, Green, Yellow, or Red— indicating varying
degrees of success or failure. A Green result might indicate a basic success, Yellow a moderate success with some added benefit,
Red a major success with significant advantage, White a failure, and Blue a disastrous failure.

TYPES OF FEATS
All FEATs, regardless of type are considered Opposed FEATs. Meaning the characters are applying their 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.

COLUMN SHIFTS AND RANK SHIFTS


A Column Shift (CS) is a positive or negative column movement on the Universal Table. It is applied for task resolution. It is given in
a +/- xCS format (where x equals a numerical value), representing how many columns to the left (-CS) or right (+CS) of the central
column, Shift-0, you roll on.
A Rank Shift is a positive or negative adjustment of the Intensity of a Rank. This is when your Rank is either added to or taken away
from in +/- xRS format (where x equals a numerical value). So a +1RS means you raise the Rank by 1, making FE02 become PR04,
PR04 become TY06, and so forth. A -1RS would be the opposite, making GD10 become TY06, TY06 become PR04, and so forth.
Note you cannot be shifted higher that CZ5000 or lower than FE02.

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).

Table 3.0 Base Movement


End Rank SPT
FE 2
PR-EX 5
RM+ 10
POWER MOVEMENT
Very little is more irritating than when the bad guy has a larger value for S than you do. Why are you looking at me so strangely?
You don’t agree? Oh, my apologies, I was speaking in formula again, wasn’t I? S = D/T or speed equals distance divided by time.
Anyhow, as I was saying, it is very inconvenient when your opponent is faster and can cover more ground than you. A word of
advice, if you don’t have your own superpowered movement or access to enhancements such as magic (not my expertise, try the
Wiccan or other magician) or technology (now you’re speaking my language, try Titan Industries), find a way to slow your opponent
down.
If your character has some form of super Movement (Flight, Digging), you use the chart below to determine their Movement rate.
Note that these super movement Powers do not grant them extra Actions in a Turn.
The rates of movement are in miles per hour and SPT.

Table 3.1 Powered Movement


Land/Water SPT Air SPT
Rank
(Non-Tactical) (Tactical) (Non-Tactical) (Tactical)
FE02 30 2 60 10
PR04 50 5 90 15
TY06 75 10 120 15
GD10 100 10 200 20
EX20 150 15 250 25
RM30 200 20 300 30
IN40 250 25 500 40
AM50 300 30 750 50
MG75 350 35 1000 75
UN100 400 40 1500 100
SP150 450 45 3000 150
FN200 500 50 7500 200
LG500 750 75 10,000 500
WN1000 1000 100 50,000 1000
EP3000 1500 300 100,000 3000
CZ5000 3000 500 500,000 5000

Note that breaking the Speed of Light is beyond the scope of these Ranks and requires a Power Edge (Speed of Light or Warp
Speeds) to achieve.

TURNING AT SPEED
Characters accelerate at their Land/Water speed, even if flying, unless they have an Instant Acceleration Stunt/Enhancement, which
then allows them to accelerate at full speed. When moving at full speed, however, characters must make an Agility FEAT vs. the
Intensity of their current speed when turning. Consult the following chart for effects.

Table 3.2 Turning At Speed


Result Effect
Blue Fumble
White Drift+1
Green Drift
Yellow No Drift
Red No Drift

DRIFT EFFECT
Drift is what happens when turning at speed fails, and the turn is wider than 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.

Table 3.3 Drift Effect


Result Effect
1-5 1 Square/Hex Wide
6-9 2 Squares/Hexes Wide
10 3 Square/Hexes Wide

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.

SIMPLIFIED MOVEMENT: DISTANCE


For some Judges and Players, the above movement rules are too much to track for their enjoyment. Or perhaps they are using
theatre-of-the-mind (no tactical mapping) to run their combats. In these cases, the following movement system will achieve what is
needed, and we call it Distance.
There are seven distances in this game.
• Point Blank/Touching Distance: This is when characters are within 5’ of each other, or in 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 one Area, or 25’x25’, or five squares/hexes times
five squares/hexes.
• 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 when targets are between 10’ - 50’ or 2 - 10 squares/hexes away. There is no adjustment to Ranged attacks
made at this distance.
• Shooting Distance - Medium: This is when targets are between 50’ - 150’ or 10 - 30 squares/hexes away from the attacker.
There is a -1CS adjustment to Ranged attacks made at this distance.
• Shooting Distance - Long: This is when targets are between 150’ - 300’ or 30 - 70 squares/hexes away from the attacker.
There is a -2CS adjustment to Ranged attacks made at this distance.
• Shooting Distance - Extreme: This is when targets are between 300’ – 1000’ or 70 - 200 squares/hexes away from the
attacker. There is a -3CS adjustment to Ranged attacks made that this distance.
• Beyond Visual Distance: The target can’t be seen due to distance alone (not to be confused with hiding). Mental Powers
might work at this distance, as do some other special Powers, but these are exceptions.
• Crossing the Distance is when a character moves from one distance to another. Normally a character can only pass from one
to the next, for instance Striking to Shooting Close, or Shooting Extreme to Beyond Visual, as a Movement Action but not as a
Reaction.
Movement Powers allow for this to be done as a single Movement Action, or as a Reaction, while any movement Power at Incredible
Rank or higher allows for two distances to be crossed for the same Action cost. So, a character could move from Shooting Extreme
to Beyond Visual, or Beyond Visual to Shooting Extreme, for instance.
While this is an imperfect solution, it is simple enough to get the job done, use the MPH of Table 3.1 for relative speeds of
movement.
LEAPING
A character’s leap distance is based on their Strength using the following chart. If they have a running start, they add +1 Square to
the Up or Across result for each Area (five Squares) they move, up to a maximum of +3 (or +5 if using Super Speed). Naturally, a
character cannot take a running start to affect jumping Down (unless some special law of physics is in effect).

Table 3.4 Leaping (Squares)


STR Up Across Down
FE02 .5 .5 .75
PR04 1 1 1
TY06 1 1 2
GD10 2 2 3
EX20 4 4 6
RM30 6 6 9
IN40 8 8 12
AM50 10 10 15
MG75 15 15 21
UN100 20 20 30
SP150 30 30 45
FN200 40 40 60
LG500 100 100 150
WN1000 200 200 300
EP3000 600 600 900
CZ5000 1000 1000 1500

CLIMBING, SWIMMING, AND TAKING THE ELEVATOR


Climbing: A character with Endurance up to Excellent can climb normally at a rate of 15’ (one story) per Turn. Characters with
Endurance greater than Excellent can climb 30’ (two stories) per Turn. Characters with the Power Climbing can climb equal to their
Rank (if greater) and usually can do so on surfaces normal characters cannot.
Swimming: Without the Power Swimming, a character can normally cover one Area per Turn. Swimming up or downstream will
affect this as determined by the Judge.
Taking the Elevator: A modern elevator will raise or lower at a rate of 10 stories per Round. The Judge can adjust this for express
elevators, those with hydraulic lifts (normally only low-rise buildings), and for older buildings that may have obsolete models or those
which need repair.

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.

UTILIZING RESOURCE RANK


The Resource Rank is used to gauge whether your character can afford larger expenses such as vehicles, plane tickets, or even
significant investments like small corporations or restaurants. For making purchases, you may refer to the table of typical Resource
FEATs, which outlines the relative cost of various items and services in relation to Resource Ranks. If your character needs to
purchase something, they must make a Resource FEAT roll against the cost's intensity. Items priced more than one rank higher than
your character's current resources are usually beyond their immediate purchasing capability, though they may attempt another
purchase in future scenarios.

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.

ADVANCED ECONOMIC OPTIONS


For Judges who wish to delve deeper into economic elements, lending institutions can be introduced into gameplay. These
institutions can extend credit to your characters, enabling you to afford items up to AM50 rank intensity, provided you can manage
the subsequent loan repayments. Typically, repayments are set at one rank less than the item's intensity per month over a year.
Failure to meet these payments can lead to severe consequences, such as a reduction in Resource Rank, seizure of purchased
items, and potentially aggressive actions from creditors to recover debts.
This streamlined approach to economics in HEROIC allows you to focus more on narrative and character development while still
engaging with your character’s financial decisions and their impacts on the game world.

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.

SOCIAL INTERACTION MECHANICS


Innovation is the key to evolution, but it starts in the mind. Superheroes should always strive to evolve into their best selves, but
sometimes they focus too much on their superpowers and neglect honing their mental elasticity. Draw upon all your abilities, skills,
and experiences to enhance your capacity to do good in the world.
More than just Dynamic, characters can leverage their Reason, Intuition, and Psyche abilities to influence or resist influence during
NPC interactions. These abilities reflect logic and problem-solving (Reason), emotional insight (Intuition), and willpower (Psyche).
Social rolls, which are non-combat, are always opposed. Like in Responses above, they use the same outcomes, but with a slight
twist.
• Set your Goal: Identify what you're trying to achieve, such as convincing someone of a truth or motivating them to act.
• Pick Your Way: Decide on the approach, whether it be logical argumentation (Reason), appealing to emotions (Intuition),
commands (Psyche), or Charm (Dynamic).
• Determine to Opposition: The target must use their Psyche to resist normally, but they might use Reason to see faulty logic in
the request, Intuition if they suspect they’re being manipulated, or Dynamic if they are equally charming.
• Applying Modifiers: Now add all the Modifiers for Talents, Perks & Hitches, attitudes, and so forth.
• Resolve the Roll: Success or failure is determined by the roll, taking into account any modifiers as well as the color result. See
Attitude table (X.XX) above for potential outcomes.

STRESS AND MIND MECHANICS


Saving the world might bring superheroes glory and prestige, but it can also bring trauma and loss, leading to anxiety and
depression. Just like here at Titan Industries where we have team members and medical professionals to celebrate our successes
with and also turn to for support when times are tough, all superheroes need to have a network of friends and mental health
specialists they can rely on. Being a lone wolf will ultimately only hurt you and limit you in what you can do to help others. When we
work together, we can achieve greater things than we can alone. In that same vein, when we share our struggles, we can find
solutions we couldn’t think of, receive comfort from those who care about us, gain strength from the support we’re given, and
summon courage we didn’t know we had. Remember that even when it feels like it, we’re not in this alone.
In HEROIC, the concepts of Stress and Mind are designed to simulate the psychological and emotional challenges your character
will face alongside their physical adventures. These mechanics add depth to the gameplay by acknowledging that heroes not only
suffer physical injuries but also experience fear, anxiety, and other stresses that can impact their performance and decisions. Let's
break down these concepts in detail:
• Mind: Represents your character's mental and emotional fortitude, their ability to withstand psychological strain, and to persevere
through adversity. It's a measure of your character's grit, determination, and overall mental health. In game terms, Mind typically
serves as a "health bar" for the mind, indicating how much stress or psychological damage your character can take before they're
overwhelmed. Mind is the sum of the character's Reason, Intuition, Psyche, and Dynamic scores. This aggregate score reflects
your character's logical thinking, intuition, and willpower, respectively. During gameplay, Mind is used to gauge your character's
capacity to endure mental and emotional challenges. It impacts their ability to resist psychological manipulation, withstand fear,
and recover from traumatic events.
• Stress: Quantifies the psychological pressure or trauma your character is currently experiencing. It can accumulate from various
sources, such as the tension of combat, witnessing disturbing events, or enduring personal failure. Stress directly impacts your
character's Mind, representing the wear and tear on their mental state. Stress is accumulated as your character faces challenging
or traumatic situations. The amount of stress incurred can depend on the severity of the situation, your character's vulnerabilities,
and their current mental state. As Stress increases, it detracts from your character's Mind. High levels of Stress can lead to a
range of adverse effects, from decreased effectiveness in tasks to the inability to function under pressure. If your character's
Stress equals or exceeds their Mind, they may be incapacitated by their fears, doubts, or trauma, unable to take meaningful
action until they recover.

INFLICTING STRESS
In HEROIC stress is inflicted through 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.

MANAGING STRESS AND MIND


Players and their characters have various means to manage Stress and maintain Mind:
• Recovery: Your character can recover Mind through rest, therapy, supportive interactions with other characters, and successfully
overcoming challenges. Different games offer various mechanics for recovery, often requiring time and specific actions.
• Coping Mechanisms: Your character might have special abilities, equipment, or talents that help them manage Stress more
effectively or recover Mind faster. These can include meditation techniques, psychological training, or supportive relationships.
See the Combat section for more details on Recovery of Mind.
Managing Stress and Mind adds a layer of strategy to the game normally reserved for combat. You must balance the risks of certain
actions against the potential psychological toll on your character. This system encourages creative problem-solving and reinforces
the importance of character development and teamwork.
In summary, Stress and Mind mechanics introduce a psychological dimension to HEROIC, making the experience more immersive
and reflective of real-life challenges. These concepts encourage players to consider not only the physical but also the mental and
emotional well-being of their characters, enriching the storytelling and gameplay experience.
Overall a hero (or villain) is more than just a caricature, something the Bronze Age of Comics brought to the page, and HEROIC
endeavours to emulate.

SOCIAL CHALLENGES:
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

There are two other possible Response Results:


On a natural roll of 01, the Attitude of the target becomes immediately violent and hostile, within reason. If they have no hope of
defeating the superhero, they may just become verbally abusive (leading to a potential Stress attack), or just leave while hurling
rude comments at the target.
On a natural roll of 100, the Attitude of the target becomes immediately enthusiastic and helpful. They want to jump right in with both
feet to help out. This could mean they join in on attacking your target, hand over the keys to their vehicle, or call in reinforcements.
This person is now 100% ride-or-die in this moment.
There are many factors that can affect the roll. The following list is not considered final but is a good set of guidelines.
RESPONSE ADJUSTMENTS
Depending on who the character is and who they are trying to influence, there are modifiers to their Response FEAT.
The following table provides some of those modifiers, though there could be other and situational ones as well, Judges are expected
to provide “in the heat of the moment” modifiers as well.
Table X.XX Response Adjustments
Situation Adjustment
Same Side +1CS
Neutral -
Opposing Side -1CS
Hostile Relationship -2CS
Indifferent -
Positive Relationship +2CS
Opposed to Legal Authority -1CS
No Legal Authority -
Has Legal Authority +1CS

Same Side: This is just a simple, they are both HEROIC or both VILLAINOUS.
Neutral: 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 & RESPONSES


Renown is the reputation that HEROIC characters have developed and can provide a bonus adjustment to their Response FEAT as
per the table below. Please note that the reputation for VILLAINOUS characters is called Infamy and for UNALIGNED characters is
called Repute and is addressed in the Judge’s Section.

Table X.XX Response Adjustments


Renown Adjustment
Less than TY06 -
TY06 – GD10 +1CS
EX20 – RM30 +2CS
IN40 – AM50 +3CS
MG75 – UN100 +4CS
SP150 + +5CS

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:

Table 4.0 Active vs. Passive/Resistant FEATs


Action Active Passive/Resistant
Blindsiding Agility VS Intuition
Blocking Strength VS Strength
Blunt Attack Fighting VS Fighting
Bounce Back Endurance VS Difficulty
Catching Agility VS Agility/Difficulty
Charging Endurance VS Agility
Dodging Agility VS Agility
Dynamic Attack Dynamic VS Psyche
Edged Attack Fighting VS Fighting
Energy Agility VS Agility
Escaping Strength VS Strength
Evading Fighting VS Fighting
Feint Fighting VS Intuition
Force Agility VS Agility
Grabbing Agility VS Agility
Grappling Strength VS Strength
Interposing Agility VS Difficulty
Lure Dynamic VS Intuition
Roll With the Blow Fighting VS Damage
Shooting Agility VS Agility
Throwing Blunt Agility VS Agility
Throwing Edged Agility VS Agility
Slam? Endurance VS Strength/Damage
Stun? Endurance VS Strength/Damage
Kill? Endurance VS Damage/Intensity
KO? Endurance VS Damage/Intensity
Surprise? Intuition VS Agility/Intensity
Response? Dynamic VS Psyche/Intensity

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.

Table 4.1 Multiple-Actions FEAT


No. Actions Intensity
+1 RM30
+2 AM50
+3 UN100

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.

RULES OF ENGAGEMENT: OFFENSIVE


This section of HEROIC outlines the core mechanics and strategies for executing attacks and utilizing powers in battle. This part of
the guide focuses on helping players take decisive action against their foes, detailing the offensive tactics available to heroes. Here,
players will find the essential information needed to navigate combat scenarios, optimize their abilities for maximum impact, and
engage enemies effectively in their quest for justice.

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.

EVERYONE IN THE AREA


This maneuver (a single roll against multiple targets) FEATs incur a flat –4CS to the single FEAT, but the results are taken by all
targets in the Area. Your character may not attempt both Multiple Actions and the Everyone in the Area maneuver, if an Everyone in
the Area is attempted, your character can take no other Actions than Turn.

ALL-OUT-ATTACK
This is an all-out attempt to overwhelm the target’s defenses. All-Out attacks increase the attacker’s damage by +2RS but
decreases their Fighting or Agility by -3RS.
DAMAGE DEGREES OF SUCCESS
Depending on 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.

RULES OF ENGAGEMENT: DEFENSIVE


This section of HEROIC provides a comprehensive overview of defensive tactics, strategies, and the utilization of powers to protect
oneself and allies. From basics to advanced techniques that leverage a hero's unique abilities.

THE 3 MAN RULE


When engaged in melee combat (hand-to-hand), no more than three opponents may attack any one character unless they have
specific Powers which would otherwise allow this. This is since flailing limbs require a certain amount of room to operate effectively.
This also allows those heroes a fighting chance when faced with a large cadre of goons.

THE 4 MAN RULE


For those characters who have three attacks a Turn (minimum), the Judge may declare that such characters may be attacked by an
additional opponent in melee combat as a means of challenging the character.

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.

MINIONS & GOON SQUADS


Minions cannot get Red results except through a natural 00 roll.
Minions come in 1-hit, 2-hit, 3-hit, and 4-hit varieties. Meaning all it takes is one, two, three, or four successful attack FEATs to
remove them from the fight.

• 1-hit Minions are made of mooks, foot soldiers, guards.


• 2-hit Minions are goons, sergeants, veteran guards.
• 3-hit Minions are lieutenants, elite soldiers, and are basically usually in charge of other minions.
• 4-hit Minions are the best available, important enough to get names like “Bob”.
Table 4.X Minion Table
Type Hits
Mooks 1
Goons 2
Lieutenants 3
Named 4

Dodging gangs of Minions (called Goon Pools) is an Intensity FEAT. This rule allows for characters to dodge gangs of Minions with
minimal effort, not get torn apart by them, and not to be completely bogged down by fighting each one since it is an Agility (or
Fighting in the case of Martial Arts Minions like ninjas) FEAT to resist and not an Action.
A Pool of Goons starts as an Excellent Intensity effect for a Pool of five Minions. If they are armed with melee weapons such as
clubs and knives, they gain a +1CS, to Remarkable. If they are armed with ranged weapons such as pistols and bows, they instead
gain a +2CS to Incredible, and if they are armed with advanced weaponry such as fully automatic firearms or energy weapons, they
would gain a +3CS to Amazing Intensity.
As members of the Goon Pool get taken out, they suffer a -1CS for each Minion lost, so a Goon Pool of five that loses one member
will go from Excellent to Good Intensity. All Goon Pools start with five Minions and CS adjustments through a Session occur to them
as a unit versus ever tracking them individually.
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.

THE JUDGE’S ROLE IN HEROIC


Welcome, noble Judge, to the heart of HEROIC, where your role is not just to guide, but to weave a living, breathing world where
heroes rise, villains scheme, and legends are born. In the HEROIC RPG, you are more than just an arbitrator of rules; you are the
architect of epic tales, the one who shapes destinies, and the guardian of balance between order and chaos. Your players will look
to you for direction, but it is your imagination, creativity, and storytelling prowess that will truly bring the Zenith Universe to life.

MORE THAN JUST RULES


Being a Judge in HEROIC is not just about following a script—it's about creating one. While the game provides a sturdy framework
of Ranks, Intensities, and mechanics to measure the abilities of heroes and villains alike, these are tools at your disposal rather than
shackles on your creativity. The rules exist to support your narrative, not to constrain it. You are encouraged to interpret these
guidelines in ways that serve the story, allowing your players to feel like they are truly part of an evolving, dynamic universe.
For example, imagine your players have encountered a villainous mastermind, Black Star, who is about to unleash a catastrophic
device that could level an entire city. The rules provide clear mechanics for how a battle might unfold—calculating damage,
determining success through dice rolls, and so on. But what if, in the heat of the moment, one of your players, a hero known as
Thunderstrike, proposes a daring plan to redirect the energy of Black Star’s device into the sky, using their control over lightning?
The rules might not explicitly cover this kind of action, but that’s where you, as the Judge, come in. You could decide that
Thunderstrike needs to succeed in a series of challenging FEATs, perhaps requiring a series of Ranks in their power, coupled with a
Psyche roll to muster the necessary willpower under immense pressure. You might impose a higher difficulty due to the complexity
of the task, but ultimately, you recognize that this moment—this bold, creative action—is what HEROIC is all about. The success or
failure of Thunderstrike’s plan could hinge on a single dramatic roll, amplified by the Karma system, adding tension and excitement
to the story.

THE ART OF “WINGING IT”


There will inevitably be moments in any RPG, especially in HEROIC, where the established rules do not cover a specific scenario,
or where a player’s creative thinking takes the story in an unexpected direction. Here is where your judgment becomes crucial. Use
the established Ranks and Intensities as guidelines—they provide a consistent basis for determining outcomes—but don’t be afraid
to "wing it" when the situation calls for it.
Consider another scenario: your players, as a team of mid-level heroes, are attempting to prevent a massive explosion in a crowded
city center. They’ve discovered that the bomb is shielded by a near-impenetrable force field. One of the heroes, North Wind,
suggests using her control over air to create a high-pressure vacuum around the bomb, hoping to suffocate the detonation
mechanism. The rules for force fields and bombs might exist in the game, but this specific application is uncharted territory.
In this situation, you might decide that North Wind’s plan is possible but requires a particularly high FEAT roll, perhaps higher than
the Amazing (AM50) Rank of her power. You could introduce complications—perhaps the vacuum needs to be maintained for
several rounds, requiring repeated checks, or maybe the stress of controlling such a precise amount of air could fatigue North Wind,
reducing her effectiveness in subsequent encounters. These are judgment calls that you make in the moment, using the rules as a
foundation but allowing the narrative to drive the action.
The key is to maintain fairness while ensuring the game remains engaging and fun. If North Wind succeeds, it should feel like a
momentous achievement; if she fails, the consequences should be dramatic but not arbitrary, leading to new challenges for the hero
to overcome.

KEEPING THE GAME FLUID


The beauty of HEROIC’s system lies in its adaptability. The Intensity Engine and Universal Table offer a robust structure that can
accommodate a wide variety of actions and outcomes. However, within this structure, you have the freedom to adapt to the needs of
the story. If a player wants to attempt something that isn’t explicitly covered by the rules—like combining powers in a unique way, or
using a Talent in an unconventional manner—consider how it fits into the narrative and whether it enhances the story.
Let’s say the team’s resident tech genius, Pispher, who has the ability to interface with and control computers, decides to hack into a
sentient supercomputer controlling a nuclear power plant. The system might suggest a straightforward roll against the computer’s
security measures, but what if the players come up with a plan to distract the AI with a simulated virus while Psipher sneaks in a
backdoor command? This is where your flexibility as a Judge shines.
You could break the action into multiple phases: first, the heroes must succeed in creating and deploying the virus, which might
involve Reason and Dynamic FEATs. Then, Psipher could have to roll against the computer’s defense systems, possibly using his
Cybernetic Telepathy power with a Rank Shift to represent the AI’s complexity. The outcome should hinge on how well the team
executes their plan, with the potential for dramatic twists—perhaps the AI fights back, forcing Psipher to adapt on the fly, or maybe
the virus spreads too quickly, risking a catastrophic system overload.
The rules support these kinds of interactions, but it’s your narrative flexibility that makes them memorable. By being open to creative
solutions and allowing the story to take precedence, you keep the game fluid and exciting.
WHEN IN DOUBT, KEEP IT MOVING
There will be times when you’re faced with a situation that isn’t directly covered by the rules, and you need to make a quick decision
to keep the game moving. This is where the concept of setting Intensities becomes invaluable. When in doubt, assign a difficulty
from the static table provided in the game and go for it.
For instance, if a player suddenly decides to scale a crumbling skyscraper during an earthquake to rescue civilians trapped on the
top floor, you might not have an exact rule for climbing under such extreme conditions. Instead of getting bogged down trying to find
the perfect rule, you can assign an Intensity level to the climb—let’s say it’s a Remarkable (RM30) difficulty due to the crumbling
structure and constant tremors—and ask the player to roll against that.
This approach allows you to maintain the momentum of the game. HEROIC is meant to be fast-paced and action-oriented, and
nothing kills the excitement faster than spending too much time deliberating over mechanics. The static table provides a range of
Intensities for various challenges, so even when you’re improvising, you can do so within a consistent framework that the players
can rely on.
If the player succeeds, they should feel the thrill of their daring rescue; if they fail, the consequences should push the story forward,
perhaps leading to a desperate escape or a new challenge that tests the hero’s resolve. The key is to make a decision, roll the dice,
and keep the action flowing.

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.

EMBRACE YOUR ROLE


With these principles in mind, you are ready to take on the mantle of the Judge in HEROIC. Every decision you make will shape the
destiny of heroes and villains alike, guiding them through triumphs, trials, and everything in between. Embrace your role not just as
a referee but as a storyteller, and may your stories be as epic as the heroes who populate them.
The universe you create with your players will be rich, complex, and above all, HEROIC. So step boldly into your role, and let the
adventures begin!
RUNNING VILLAINS
Superhero stories are pretty basic. They might feature a variety of social, scientific or fantasy elements, but at the end of the day,
they're all about Heroes fighting Villains.
Villains may be created using any of the character creation options. However, their value will vary depending on the needs of the
story. A team of Heroes needs either a Team of Villains of equal Power, or a single, more Powerful one that will be a challenge to
beat. Conversely, some single Villains will employ Minions to keep the Heroes busy while they carry out their plan or to make their
escape.

BEYOND THE CHARACTER SHEET


Creating compelling villains is essential to the success of any superhero RPG, as they not only serve as the antagonists but also as
catalysts for story development and character growth. A truly memorable villain does more than merely oppose the heroes; they
challenge them in deeply personal ways, testing their morals, beliefs, and resolve. The following are key elements to consider when
crafting such adversaries in your HEROIC campaigns.
Firstly, a compelling villain should have a clear, understandable motivation. Whether it's a desire for power, revenge, or a misguided
attempt to achieve a noble goal through villainous means, their motivations should be relatable to some degree. This adds depth to
their character, making their actions more meaningful and their confrontations with heroes more engaging. A villain who believes in
their cause is far more interesting than one who acts solely for the sake of being evil.
Secondly, intertwine the villain's backstory with that of the heroes or the world they inhabit. This shared history can add layers of
complexity to their relationship, making their encounters more personal and emotionally charged. Perhaps the villain was once a
mentor to the heroes, or their actions inadvertently caused the villain's fall from grace. Such connections make the villain more
integral to the narrative, elevating them from a mere obstacle to a pivotal figure in the heroes' journey.
Additionally, give your villain unique abilities or resources that challenge the heroes in new and interesting ways. These should force
the heroes to think creatively, strategize differently, and grow stronger. The villain's powers or assets should also reflect their
personality and backstory, adding to their threat level while highlighting their individuality. Whether it’s through overwhelming
strength, cunning intellect, or control over certain elements, their capabilities should make each encounter memorable and
challenging.
Moreover, a compelling villain should evoke a range of emotions from players. Through their actions, history, and interactions with
the heroes, villains can become figures of sympathy, hatred, or even respect. Crafting moments that reveal the villain's humanity or
expose their vulnerabilities can create a complex emotional landscape for players to navigate, enriching the overall experience and
deepening the narrative impact.
Finally, allow the villain to evolve over the course of the campaign. Just as the heroes grow and change, so too should the villain.
Their goals, strategies, and even their moral compass can shift in response to the heroes' actions or other events in the story. An
evolving villain keeps the narrative dynamic and prevents the campaign from becoming predictable. It also mirrors the unpredictable
nature of real-world conflicts, adding a layer of realism to your HEROIC campaigns.
By focusing on these elements, you can create villains who are not just obstacles for your heroes to overcome but are compelling
characters in their own right, enhancing the depth, tension, and excitement of your HEROIC campaigns.

VILLAIN KARMA POOLS


To help raise the stakes of any session, the Judge can create what’s called a Villain Pool for the game. This pool is used by the
opponents of the heroes the same way that they use their Group Pools.
The amount in the Villain Pool is decided as follows:
Table 5.0 Point Pool
CAMPAIGN LEVEL KARMA PER HERO
Street/Low Level 25
Mid-Level 50
World Class 100
Godlike 500
UNIVERSAL INTENSITIES
The "Universal Intensities" section of the HEROIC RPG rules serves as a crucial guide for understanding the power levels and
capabilities of various abilities and effects within the game. This section systematically categorizes the intensity levels of powers,
abilities, and environmental factors, providing a standardized scale for comparison and calculation. By familiarizing themselves with
these intensities, players and Judges can ensure consistent application of the rules, facilitate balanced gameplay, and better
manage the interaction of diverse powers in various scenarios. This foundational knowledge is vital for crafting compelling narratives
and maintaining game integrity during complex encounters.

A NOTE ON NON-COMBAT FEATS


When a FEAT is made vs. an Intensity outside of combat, therefor not opposed, there is a colour result caveat that must be
considered.
• If the Opposing Intensity if -1RS or more below the active Ability, a Green Result is required.
• If the Opposing Intensity if equal to the active Active Ability, a Yellow Result is required.
• If the Opposing Intensity is +1RS or more above the Active Ability, a Red Result is required.

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

FIGHTING FEAT INTENSITIES


Table 5.1.1 Fighting FEATs
Actions Intensity
+1 Action RM30
+2 Actions AM50
+3 Actions UN100

AGILITY FEAT INTENSITIES


Table 5.1.2x Agility FEATs
Feat Intensity
Catching a falling object FE02
Walking a balance beam GD10
Dodge bullets EX20
Catch thrown objects EX20
Walking a tightrope RM30
Dodge a burst of bullets IN40
Catch an arrow in flight AM50
Dodging energy weapons MG75
Catch bullets UN100
ENDURANCE FEAT INTENSITIES
Table 5.1.3 Endurance FEATs
FEAT Intensity
Air Pollution Alert FE02
Tear Gas TY06
Painful Spider/Snake Venom GD10
Deadly Spider/Snake Venom EX20
Exposure to Vacuum UN100

REASON FEAT INTENSITIES


Table 5.1.4 Reason FEATs
FEAT Intensity
Operate simple machines FE02
Operate complex machines PR04
Communicate by gestures TY06
Repair appliances TY06
Repair simple electronics GD10
Repair common vehicles IN40
Computer design and programming AM50
Create ability modifying devices MG75
Create stardrive, time travel UN100
Create teleportation SP150

INTUITION FEAT INTENSITIES


Table 5.1.6 Intuition FEATs
FEAT Intensity
Notice obvious items; Number of people in a room, PR04
condition of a room
Notice specific details; position of objects, things added GD10
or missing
Discovering a hidden door or secret passage RM30
Sense “wrongness” about an area, person, or object AM50
Sense presence of others that are hidden, concealed, UN100
invisible, or astrally projected

PSYCHE FEAT INTENSITIES


Table 5.1.7 Psyche FEATs
FEAT Intensity
Intensity of standard hypnosis GD10
Intensity of standard mind control devices RM30
Intensity of standard Earthly magic IN40

DYNAMIC FEAT INTENSITIES


Dynamic FEATs are usually Responses (see Running the Game), or Dynamic Attacks (see Combat section) for how to Narrate and
judge Dynamic FEATs in HEROIC.
MISCELLANEOUS FEAT INTENSITIES
This listing serves as a benchmark for evaluating the power levels of various non-combat abilities and environmental effects within
the game. This segment provides standardized metrics to gauge the strength and impact of diverse powers and situations. By
categorizing these intensities, the rules ensure that players and Judges have a clear reference point for understanding how different
elements compare in terms of potency and effect, facilitating a more structured and balanced approach to handling these aspects
throughout gameplay.
Table 5.1.8 Miscellaneous FEATs
FEAT Intensity FEAT Intensity
A single match FE02 Darkness under night conditions TY06
Campfire PR04 Darkness under dark conditions EX20
Burning room TY06 Darkness generated by RM30
Dark energy
Burning house EX20 Vision through normal fog TY06
Burning warehouse and RM30 Effects of normal rain shower GD10
supplies
Burning non-explosive IN40 Effects of normal thundershower RM30
chemicals
Inside of a blast furnace AM50 Effects of normal thunderstorm IN40
Burning explosive MG75 Effects of high winds IN40
chemicals
Interior of a volcano UN100 Effects of normal tornado AM50
Surface of a star WN1000 Effects of normal hurricane UN100
Common Cold GD10 Heat, 90° Fahrenheit GD10
Common Flu GD10 Heat, 120° Fahrenheit EX20
Radiation from an Ancient PR04 Heat, 150° Fahrenheit RM30
A-bomb blast
Radiation from a Recent EX20 Cold, 30° Fahrenheit GD10
A-bomb blast
Radiation of a vial of IN40 Cold, 0° Fahrenheit EX20
plutonium
Radiation, Interior of an AM50 Cold, -30° Fahrenheit RM30
active nuclear reactor
Radiation during an MG75 Cold, interplanetary space MG75
A-bomb blast
Slickness of concrete or PR04 Corrosive, mild acid GD10
brickwork
Slickness of glass and TY06 Corrosive, standard acid EX20
steel
Slickness of polished GD10 Corrosive, concentrated acid IN40+
steel alloys
Slickness of surface EX20 Stunning, ordinary house EX20
covered with ice current
Slickness of surface RM30 Stunning, taser-like protection RM30
covered with oil devices
Slickness of non-stick IN40 Stunning, Lightning bolts IN40
surfaces
Slickness of frictionless WN1000 Stunning, High-tension wires AM50
surfaces
REWARDS
You should be rewarded for engaged role-playing and having your character perform heroic acts (and should be punished for
bad/evil acts). This is done with Karma and Renown bonuses and penalties.
Karma Rewards should be given instantaneously when earned, as well as a payoff at the end of the session. That way players will
be encouraged to spend it, knowing that they will get it back.
Some players will cluck over their Karma like hens on their eggs, by rewarding them faster, they might break that habit.
Remember, at the end of the day Karma must flow, like water, in both directions.
Now let’s look at those rewards we mentioned.

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.

KILLING, DEATH, AND KARMA


In HEROIC RPG, the management of Karma is crucial to maintaining a character's heroic standing and overall progression. The
game emphasizes the importance of moral decisions, particularly regarding the sanctity of life. Here is a detailed section on the
effects of killing and allowing death to occur on a character's Karma.

KILLING AND KARMA


Killing Someone: If a character kills someone, they lose all their accumulated Karma immediately. This severe penalty reflects the
gravity of taking a life and the moral repercussions within the HEROIC RPG universe.
Allowing Someone to be Killed: If a character allows someone to be killed, whether through inaction or failure to prevent the
death, they also lose all their Karma. This rule underscores the responsibility of heroes to protect life whenever possible.
Intentional Killing: If a character kills with intent, the penalty is even more severe. The character not only loses all their Karma but
also incurs an additional penalty of -200 Karma. This reflects the extreme moral and ethical breach that intentional killing represents.
Session Karma: In both cases of killing or allowing a death to occur, the character gains 0 Karma for that session. This rule is
designed to reinforce the consequences of their actions throughout the game session, impacting their overall progression and
rewards.
NEGATIVE KARMA THRESHOLD
Reaching -500 Karma: If a character's Karma drops to -500 or below, they may transition from being HEROIC to VILLAINOUS.
This change reflects the profound impact of their negative actions on their moral alignment and role within the game. This transition,
however, is ultimately up to the Judge and should involve a conversation with the player to discuss the implications and potential
narrative developments.

VILLAINS/UNALIGNED CHARACTERS AND KILLING


Villains: Villains do not lose Karma for killing. Their moral framework and goals are fundamentally different from those of heroes,
and their actions are judged accordingly within the game.
Unaligned Characters: Unaligned characters also do not lose Karma for killing. However, similar to heroes, they gain 0 Karma for
any session in which they kill or allow someone to be killed. This rule reflects their ambiguous moral standing and the consequences
of their actions within the narrative context.
This system ensures that moral decisions, particularly regarding life and death, have significant and lasting impacts on a character's
progression and alignment in HEROIC RPG. By incorporating these rules, the game encourages players to consider the ethical
dimensions of their actions and the broader consequences within the game world.

FOUL @!$#* LANGUAGE AND KARMA


In keeping with the spirit of the Bronze Age of comics and under the watchful eye of the Comics Code Authority, the HEROIC RPG
enforces standards of language and behavior that reflect the era's values of modesty and respectability. To this end, characters who
use vulgarity or foul language during gameplay will incur a -25 Karma penalty. This penalty underscores the importance of
maintaining a heroic demeanor not just in deeds but in words as well.

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.

THE BRONZE AGE


The Bronze Age of Comics, spanning approximately from the early 1970s to the mid-1980s, it marked a significant period in comic
book history, characterized by a maturation in the storytelling and thematic depth of superhero comics. This era followed the Silver
Age, building on its foundation while steering the genre towards more complex and realistic narratives, instead of the “wacky fun”
that seemed to characterize that age. Some say if the Silver Age was for kids, the Bronze Age was for teens and young adults.

CHARACTERISTICS OF THE BRONZE AGE


One of the defining features of the Bronze Age was its willingness to tackle social issues and incorporate mature themes into its
stories. Issues such as drug addiction, racism, environmentalism, and political corruption were woven into the plots of many
superhero comics, reflecting the societal concerns of the time. This period saw the publication of groundbreaking stories which
directly addressed social issues.
Characters were given more complex personalities and backgrounds, with a focus on personal dilemmas and moral ambiguities.
This era explored the personal lives of superheroes, including their struggles and failures, making them more relatable and human.
The internal conflicts and personal growth of characters became as crucial to the narratives as their external battles against villains.
The Bronze Age saw the rise of anti-heroes—characters who embody a gray moral area, often employing questionable methods to
achieve their ends. Characters like the a certain gun toting vigilante and berserk Canadian claw-man became popular, reflecting a
shift towards more nuanced characterizations and moral complexities.
While not as dark as the subsequent Iron Age, the Bronze Age marked a shift towards grittier and more realistic stories. This
included not only the thematic content but also the settings and plots, which often portrayed a darker view of society and the
challenges within it.
This era also saw the introduction of more sophisticated storytelling techniques, including nonlinear narratives and the use of meta-
textual elements. Comics began to experiment with form and structure, pushing the boundaries of the medium.
Examples of Notable Bronze Age Stories:
"The Night Gwen Stacy Died" in "The Amazing Spider-Man" issues #121-122, which dealt with the death of a major
character and had lasting impacts on the protagonist and the comic book industry as a whole.
"The Dark Phoenix Saga" in "X-Men," a complex story of power, corruption, and redemption that explored themes of
identity and personal responsibility.
The Bronze Age of Comics is remembered as a time of significant evolution in the comic book industry, setting the stage for the
even more sophisticated storytelling of the current Modern Age. It left a lasting impact on the superhero genre, permanently raising
the standards for character development, thematic depth, and narrative complexity.

HOW TO RUN A BRONZE AGE GAME


While this game is the OFFICIAL RPG of the Zenith Comics Universe, we’ve taken great care to make it as generically applicable as
possible, with the Zenith material regulated to the appendices. The method to our madness was that just like we did back in the day
with the original game that inspired us, you might want to use your own universe, or any universe.
But if you want to make that universe feel like a Bronze Age game, well here are some tips;
Firstly, running a superhero RPG campaign that captures the Bronze Age of comics is an endeavor that involves careful blending of
mature themes, complex characters, and moral dilemmas. This era is renowned for its depth and realism, focusing on narrative and
thematic elements rather than specific game mechanics.

SET THE STAGE


One way to begin is by setting your campaign in a world that mirrors the societal and political complexities of the Bronze Age era.
This could be a city where crime, corruption, and social issues are rampant, providing fertile ground for heroes to make a difference.
Establish a backdrop that feels alive and responsive to the actions of your heroes, where the consequences of their choices ripple
through the narrative.

EMBRACE MATURE THEMES


Incorporate mature themes such as social injustice, political corruption, environmental issues, and personal responsibility into your
campaign. These themes should not only serve as plot points but also as moral dilemmas for your characters to navigate. This
approach will challenge your players to make difficult choices, reflecting the era’s focus on storytelling with depth and consequence.
Just don’t beat your players over the head with your own politics.

DEVELOP COMPLEX CHARACTERS


Encourage your players to create characters with rich backstories, personal flaws, and complex motivations. Heroes in the Bronze
Age are not perfect; they struggle with personal demons, make mistakes, and sometimes fail. This complexity should extend to
NPCs and villains as well, presenting them as multi-dimensional beings with their own motivations and flaws, not just punching bags
for the players to triumph over.
EXPLORE MORAL AMBIGUITIES
Your campaign should frequently present situations with no clear right or wrong answers, forcing the heroes to grapple with moral
ambiguity. These dilemmas will test the characters' ethics and values, pushing them to define what it truly means to be a hero. Such
scenarios deepen the narrative and provide opportunities for character growth. Using the Stress mechanics introduced earlier, you
get to provide in game effects that could serve to even further deepen the experience.

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.

UTILIZE REAL-WORLD ISSUES


Anchor your campaign with real-world issues that mirror those of the Bronze Age comics. This could include drug addiction, poverty,
discrimination, and environmental disasters. These issues shouldn’t just be background noise; they should impact the plot and the
characters, driving home the campaign's relevance and urgency… but again a word of caution to not beat your players with your
own views and feelings, let them decide what their character thinks is right and wrong, to them.

FOSTER PERSONAL STORIES


Allocate time for personal stories and character development. Just as Bronze Age comics spent panels exploring the personal lives
of superheroes, your campaign shouldn’t ignore character backstories, personal goals, and relationships. These moments can
provide a respite from the main plot and deepen the players' connection to their characters. If the group prefers, look at using Blue-
Booking, presented later in this chapter.

CRAFT NUANCED VILLAINS


Design villains that are as nuanced as the heroes, with motivations that go beyond mere world domination, but have a few of those
ones too. Your antagonists should have believable backstories and motivations, perhaps even evoking sympathy from the players.
This complexity turns confrontations with them into more than just physical battles, but clashes of ideals and morals.

ENCOURAGE CREATIVE SOLUTIONS


While combat is a staple of superhero RPGs, encourage your players to think creatively and seek solutions that don’t always involve
violence. This could mean negotiating with antagonists, solving mysteries, or using their powers in innovative ways to address the
social issues at the heart of the campaign.

REFLECT ON ACTIONS AND CONSEQUENCES


Ensure that actions have meaningful consequences in your campaign. The decisions made by the heroes should have a tangible
impact on the world around them, whether it's altering the public's perception of superheroes, shifting the balance of power in the
city, or changing a character’s personal life. This accountability encourages players to think critically about their choices and dive
deeper into their characters and the game.

DYNAMIC AND RESPONSIVE STORYTELLING


You should try to adopt a storytelling approach that is dynamic and responsive to player actions. The narrative should evolve based
on the decisions of the heroes, creating a campaign that feels organic and unpredictable. This keeps players engaged and invested
in the story, knowing that their choices truly matter, a superhero Sandbox if you will.

RESPECT THE PAST, SUPPORT THE FUTURE


The heroes and comics of the Bronze Age were the grandchildren and descendants of the Golden Age and Silver Age heroes and
events. As such they respected them and paid homage, often in the form of legacy. In our modern world cynicism and sarcasm flow
easily from the mouth, but in the Bronze Age heroes still tended to respect their predecessors. Return the favour by having older
heroes and retired heroes available and enthusiastic about teaching or passing on their knowledge to the next generation of heroes.

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.

WHAT'S BLUE-BOOKING ANYWAY?


Originally described by Aaron Allston in the "Strike Force" supplement for the Champions RPG. It was so named for the American
university blue book used to answer essay questions during exams. Aaron and his players used then for in-character roleplaying
scenes that others might find uncomfortable at the table.
Blue-Booking is akin to the off-camera moments in a film—the personal, behind-the-scenes experiences of your character that aren't
immediately relevant to the group's current quest but are essential for character development. Whether it's a secret meeting, a deep
personal reflection, or a subplot with non-player characters (NPCs), Blue-Booking allows these narratives to unfold.

HOW DOES IT WORK?


To begin, choose a medium that suits your group—email, shared documents, or private messages work well. Players write about
their characters' actions, thoughts, and interactions outside of the main group activities. These narratives are then shared with the
Judge, who can weave these individual threads into the broader tapestry of the game world, ensuring continuity and enriching the
shared story.

THE PURPOSE OF BLUE-BOOKING


The main aim is to provide depth to your characters and the world they inhabit. By exploring your character's motivations, backstory,
and personal growth, you add layers to the narrative that make the world feel alive and reactive. It also gives players a chance to
contribute creatively to the game's direction and depth.

BLUE-BOOKING BEST PRACTICES


Let’s just take a look at a couple of guidelines for when it comes to Blue-Booking effectively;
• Stay Relevant: Your Blue-Book entries should connect with the main narrative and the game world. It's an
opportunity to explore side stories, not to create unrelated tales.
• Collaborate: Although Blue-Booking is done individually, it's crucial to remain in sync with the Judge and, where
appropriate, other players. This ensures that your side stories enrich the main narrative without conflicting with it.
• Respect the Pace: Not every session needs to address Blue-Book content. Find a rhythm that allows these stories
to influence the game naturally, without overwhelming the main plot.
• Quality Over Quantity: Your entries don't need to be novel-length. A few well-thought-out paragraphs can add just
as much depth as pages of text.

KARMA REWARDS FOR BLUE-BOOKING


In HEROIC Karma points serve as a fantastic mechanism to reward players for heroic deeds, strategic thinking, and creative role-
playing. Incorporating Blue-Booking as a way to earn Karma points can enrich the experience by encouraging players to dive
deeper into their characters' inner worlds and motivations. Here are some creative Karma rewards for Blue-Booking that align with
the spirit of HEROIC;
• The Heart of a Hero (10-20 Karma Points): Awarded for detailed Blue-Booking entries that explore the hero's motivations, fears,
and aspirations. This is about getting to the core of what makes your character a hero beyond their superpowers. Entries that
show personal growth, struggle with moral dilemmas, or moments of self-reflection are prime candidates for this reward.
• The Unsung Hero (5-15 Karma Points): For actions that heroes do not because they're watched, but because it's right. This
includes helping those in need without expectation of reward or recognition, small acts of kindness, and making the world a better
place one step at a time. It emphasizes the heroism in the everyday, showcasing the character's integrity.
• Strategic Minds (10-25 Karma Points): Given for blue-book entries that involve planning and strategizing for upcoming missions
or dealing with ongoing threats. This not only helps the player and GM to align on potential future scenarios but also encourages
tactical thinking and foresight, rewarding players for clever planning and resourcefulness.
• Alliance Building (15-30 Karma Points): This reward focuses on the development and deepening of relationships with NPCs,
other heroes, or even reformed villains. These entries should explore diplomatic efforts, camaraderie, or even rivalry, showcasing
the character's ability to navigate the complex social web of the Marvel universe.
• Behind the Mask (20-40 Karma Points): Reserved for exceptional entries that reveal significant personal milestones or changes
for a character. This could be overcoming a personal fear, reconciling with a past enemy, or any significant personal evolution that
affects how they view their role as a hero. It's about the journey behind the superhero persona.
• Legacy Actions (25-50 Karma Points): For blue-booking that involves actions or decisions that have a lasting impact on the
game world. This could include founding a charity, building a new tech that helps the city, or making a significant sacrifice. These
are the deeds that would be remembered in the annals of your universe's history.
Regardless of the above, all players should get a minimum of +25 Karma for turning in their Blue-Booking, in the medium chosen by
the group.
Special Note: Encourage players to submit their Blue-Booking entries before or after game sessions and consider setting aside a
little time during sessions to briefly acknowledge these contributions. This not only rewards the players with Karma points but also
enriches the campaign narrative, making the campaign you're playing in feel alive and dynamic.

BENEFITS OF BLUE-BOOKING
Engaging in Blue-Booking can transform your RPG experience. It provides a platform for character development that the time
constraints of regular sessions may not allow. Moreover, it can introduce new plot lines, deepen character relationships, and even
influence the main narrative in meaningful ways.
In summary, Blue-Booking is a valuable tool in the RPG toolkit, offering a unique way to deepen the narrative experience for players
and GMs alike. By following these guidelines, you can unlock new dimensions of storytelling in your role-playing adventures,
creating a richer, more vibrant world for everyone involved.

FINAL THOUGHT ON BLUE-BOOKING


Blue-booking isn't “just extra homework”; it's a gateway to a more vivid, immersive game world. It allows for character growth, plot
development, and storytelling that can make your regular sessions even more epic. So, grab your metaphorical pen and start
exploring your character beyond the session table. Who knows what stories you'll uncover?
CHAPTER 5: WELCOME TO THE ZENITH UNIVERSE

The Zenith Comics Universe, a rich tapestry woven from the heroics, tragedies, and political intricacies of its characters, offers a
captivating exploration of the superhero genre through its various Ages and pivotal events. At its core, Zenith Comics provides a
nuanced portrayal of heroism, morality, and the consequences of power in a world not unlike our own but infused with the
extraordinary.
The narrative begins in the Golden Age, marked by the emergence of the Masked Avenger in 1935, a figure who would herald a
wave of "Mystery-Men" and superheroes across America and the globe. This era, defined by its colorful characters and valiant
struggles against both domestic crime and burgeoning threats from abroad, set the stage for the complex dynamics of heroism that
would evolve throughout the Zenith Comics Universe. Heroes like Golden Gloves and Sunman emerged, embodying the ideals of
the era and engaging in battles that blurred the lines between right and wrong, hero and villain.
World War II served as a crucible, testing the mettle of these heroes on the global stage. The introduction of superpowered beings
by the Axis powers challenged the Allied heroes, leading to the creation of the Liberty Brigade and the United Sentinels of America,
teams that fought not just for victory, but for the very soul of their nations. This period was marked by great sacrifices and the loss of
many heroes, including the tragic fall of the Liberty Brigade at Castle Fear, a battle that epitomized the cost of heroism.
The post-war era saw the decline of public support for superheroes, as fear and paranoia, fueled by the Red Scare, led to the
implementation of the Superhuman Loyalty Act. This act, and the subsequent backlash against heroes, signified the beginning of
darker times, where the line between hero and vigilante became increasingly blurred.
The Silver and Bronze Ages introduced new themes and challenges, reflecting the changing societal landscape. The Space Age
brought about a renewed sense of wonder and exploration, with characters like Captain Comet embodying the era's optimistic
outlook. However, this optimism was tempered by the harsh realities of the Vietnam War and the Civil Rights Movement, events that
tested the heroes' commitments to justice and equality.
The narrative then shifts to the modern era, marked by the assassination of President Reagan and the rise of President Lewis
Sinclair, whose United America Party and policies evoke themes of nationalism and potential authoritarianism. This political
backdrop serves as a fertile ground for exploring themes of power, control, and the role of superheroes in society. The Central
American War and the new wave of superhumans underscore the complex interplay between power, responsibility, and identity.
The Zenith Universe, with its history and characters, offers a narrative that challenges us to question the nature of heroism and the
price of power in a world fraught with moral ambiguity.
Here is a collection of articles, timelines, essays, and other things relating to the history of the Zenith Universe. Please note there
are contradictions within these articles, which is to demonstrate the levels of misinformation, edited history, and other things that
often make trying to get a clear picture of true events nigh impossible. Everyone has an agenda in the Zenith Universe, and often
they bake it into official documentation. Caveat emptor.

THE YEAR IS 198X


The Zenith Comics Universe is set in the era of 198X a remarkable period that follows on from the year 1984, characterized by an
intricate blend of superhuman phenomena, accelerated technological progress, and profound shifts in both cultural landscapes and
socio-political structures.

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.

TECHNOLOGICAL ADVANCEMENT IN 198X


Technologically, 198X positions itself significantly ahead of its chronological contemporaries, with advancements outpacing expected
milestones by 10 to 20 years. This leap forward can be directly attributed to the intellects and inventions of superheroes and villains
alike. From the development of new energy sources to breakthroughs in medical science, the fingerprints of superhuman innovation
are evident across various sectors. These advancements not only shape the day-to-day life of citizens but also redefine the
boundaries of what is scientifically possible.
The average citizen of the Zenith Comics Universe is beginning to embrace the emergence of personal technologies, like CDs, laser
disks, and even more powerful home computers. Thanks to the likes of Doc Titan and his Titan Industries, the internet and world
wide web are taking root earlier and high speed internet is just around the corner. All of these things are combining to create a world
that is both retro and modern for those looking at it from a 21st century perspective.
THE SOCIO-POLITICAL LANDSCAPE
The socio-political landscape of 198X is deeply influenced by pivotal events and characters from the preceding ages within the
Zenith Comics Universe. The assassination of President Reagan, the rise of President Lewis Sinclair, and the Central American War
are notable events that mold the socio-political climate, offering commentary on nationalism, authoritarianism, and the role of
superhumans in governance and warfare.
The emergence of superheroes and their activities necessitated significant adjustments in laws and societal norms. The introduction
of the Superhuman Loyalty Act in the Silver Age has returned to the forefront, with the concept of "registered" heroes illustrating
these changes. Registered heroes, recognized as official informants, benefit from protected identities in legal proceedings, a
privilege that underscores their acceptance within the legal framework. Conversely, "unregistered" heroes, often branded as
vigilantes, are viewed through a lens of skepticism, their actions perceived as being on the fringe of legality, akin to the villains they
combat. This dichotomy between registered and unregistered heroes reveals the complexities of integrating superhuman entities
into the fabric of legal and social order.
In game terms, PC heroes are considered to be Registered, no need to worry further. Some won’t be, and that’s ok, but they will get
a Hitch called Unregistered. They gain no benefit for this Hitch, and further any time they encounter law enforcement, especially
ASGARD, they will be given 48 hours to register, and a fine of no less than $500. If they fail to register, they go on a wanted list. At
first they are low on the list, but as they continue to fight crime, and presumably have more run-ins with law and order, they will go
up in importance. This is 100% roleplaying at this point, with no mechanical considerations.

POP CULTURE IN 198X


Superheroes in 198X have transcended traditional roles, becoming central figures in shaping music, fashion, and entertainment.
They inspire a broad spectrum of pop culture, influencing music genres, fashion trends, and dominating the realms of television and
cinema. This cultural renaissance under superhero influence mirrors the significant movements like New Wave or Punk, embedding
superheroes deeply within the collective consciousness of society.
In 198X superheroes have permeated every facet of pop culture, exerting an influence as pervasive as major music or fashion
movements like New Wave or Punk. They inspire music, with bands and solo artists adopting superhero personas or weaving
narratives of heroism and adventure into their lyrics. Fashion takes cues from the vibrant costumes of superheroes, introducing bold
designs and materials into mainstream attire. The impact extends to television and movies, where superhero-themed content
dominates ratings and box office returns, reflecting the public's fascination with these larger-than-life characters. Superheroes have
become icons, their symbolism and imagery embedded in the cultural consciousness of 198X America and in no small part to the
efforts of Madison Avenue.

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.

THE GOLDEN AGE OF HEROES


The Golden Age marks the dawn of heroism, where brave men and women first donned masks and capes to combat evil in all its
forms. Spanning from the mid-1930s to the early 1950s, this era saw the emergence of iconic heroes like the Masked Avenger,
Thunder Man, and Golden Gloves, who inspired hope and courage during times of turmoil. As the world faced the horrors of World
War II, heroes from around the globe united to fight against the Axis powers, leading to legendary battles and the formation of
historic teams such as the United Sentinels of America and the Victory Squad. This age laid the foundation for the complex and
dynamic world of superhuman endeavors, setting the stage for future generations of heroes and villains.

1935 Justiciars form, gathered by the enigmatic hero the Angel,


to combat this new threat.
The Masked Avenger makes headlines in Capitol City when
he begins a one-man war against the mobs. His exploits are Industrialist John Harrison is saved from drowning by what
extensively covered in the local newspapers, inspiring fear he swears is a mermaid after being thrown off his yacht by
Nazi agents who want him to build super weapons for the
among criminals and hope among citizens.
Third Reich. This marks the first appearance of Atlantia the
Golden Gloves, a hero who has no powers and relies solely Mermaid.
on his boxing skills, first appears in Centropolis. Although he
Night Woman emerges on the scene, seeking vengeance
is only the second mystery man to surface after the Masked
Avenger, he heralds the beginning of a wave of heroes. against the mobsters who killed her husband, the relatively
unknown hero Night Man. Her ruthless tactics and tragic
Panther-Man hits the mean streets of Bay City, launching a backstory resonate deeply with the public.
one-man war against organized crime. His fierce campaign
later prompts him to relocate to Capitol City. Golden Hawk and Sparrowhawk heroically save a busload
of schoolchildren from falling off a bridge in Queen City,
Reports emerge of a Roman legionnaire leading the charge earning widespread acclaim.
during the Italian invasion of Ethiopia. Initially dismissed as
rumors, these reports are later confirmed as the first A new team called the Crusaders breaks up a racketeering
appearance of Imperator. ring in Centropolis, showcasing the growing number of
heroes willing to stand against crime.
Doctor Night and Tarantula-Man team up to battle a group
of Zombies in upstate New York. Their investigations reveal 1938
that an organization called the Dark Brotherhood is behind
Hitler unveils his newest triumph, der Wundermann, a being
the event. After the battle, Doctor Night relocates to New
of unprecedented power. The Nazis soon reveal more super
York to help Tarantula-Man continue his investigations.
soldiers, calling them "wunderkrieger" or wonder warriors.
1936 The sultry Sky Fox reforms the Super Gang and goes on a
crime wave in Centropolis, stopped by Thunder Man and his
A maintenance worker at the Centropolis Zeppelin Aeroport
climbs out on a mooring mast to loosen a snagged towline. new partner Lady Lightning.
He is the victim of a massive static discharge that transforms Sunman first appears in the skies over Centropolis, quickly
him into Thunder Man, America’s first black superhero. His becoming a rival to der Wundermann. The media plays up
transformation marks a significant moment in superhero their rivalry and when asked who would win in a fight
history, breaking racial barriers. between then, Sunman replies “The good guy.”
Catspaw first does battle with Knighthawk in Capitol City at Black Star forms the first permanent team of super-powered
Kirby’s, a fine department store. Their battle, fought among villains called the Destroyers, engaging in a crime spree in
the store’s luxurious displays, captivates the public and Cardinal City. They are stopped but not captured by
cements their places as local legends. Cardinal's protector, the Crimson Streak.
1937 Drs. Jackson Carter and Nelson O’Keefe discover the ruins
of an ancient Roman settlement in Central America and what
The Super Gang makes their debut in Centropolis. A group they think is the Spear of Destiny. This event leads to the
of costumed villains run unchecked until later that year the
formation of the Society after they battle Nazi agents, who The Red Ensign and British heroes John Bull, the English
steal the spear and return it to Germany. Knight, and Britannia join the Liberty Brigade in England.
1939 Female heroes like Fury, Miss Moxie, and Texas Star
begin their rise, inspiring a new generation of heroines.
The Protectors of New York make their debut by thwarting
The United Sentinels of America and the Star Knight help
the crimes of the insidious Yellow Mist, establishing
drive off a Nazi U-boat attacking New York City, showcasing
themselves as defenders of the city.
their valor. The Star Knight joins their ranks, bringing a level
Hitler orders Dr. Fear to begin unrestricted experimentation of intense power to the team.
to create super-soldiers, setting the stage for future conflicts.
1943
Unknown to the public, Dr. Phineas Titanski has the first
breakthough in the American Super Soldier program, turning Sunman captures a Japanese submarine in Bay City harbor,
himself into the size changing Doc Titan. restoring his reputation. The newsreels record fantastic
footage of him flying, holding the sub over his head and onto
1940 land where the US Army takes the crew into captivity. Bay
City and America embrace Sunman once again and his
The Nazi experiments bear fruit as seven German wonder
defeat at the hands of der Wundermann is all but forgotten.
warriors, die Blitzkrieger (the Lightning Warriors), drive
back British forces in North Africa. Their overwhelming The Liberty Brigade and die Blitzkrieger battle in France,
power signals a new era of warfare. facing a new Nazi master villain known as Totenkopf.
In response, America and Britain pour even more resources The Night Stalker and Agent Freedom recapture the Spear
into their own super-soldier programs, seeking to create their of Destiny, enabling Allied supers to enter Fortress Europa,
own heroes to counter the Nazi threat. as it is
The Canadian government reveals their first super soldier, a The Celestial convinces the United Sentinels of America to
powerful man code-named the Red Ensign, symbolizing travel to Europe and help the Liberty Brigade battle
their national pride. This event totally ignores Grenadier, Totenkopf and die Blitzkrieger.
who has been active since the Great War.
The Justiciars and the Super Gang team up to defeat the 5th
FDR is briefed by the Society on the power of the Spear of column group the Swastika Seven. Rumor has it the heroes
Destiny and its capabilities. This briefing has been classified let the Super Gang go after the fight, as acknowledgement of
but based on what he learned, the President officially bans service in this instance.
any American mystery-men, or superhero as they have
become known, from entering Nazis occupied Europe. 1944

1941 The National Guardsman first appears fighting Axis troops


in Italy, joining the ranks of the Liberty Brigade.
Silver Sparrow and Grasshopper use their gymnastics and
The United Sentinels of America and the Liberty Brigade
judo skills to foil a group of Nazi saboteurs at the Del
temporarily combine forces as the Star-Spangled
Coronado Navy Base in Bay City, showcasing their prowess
Squadron and clash with die Blitzkrieger in Paris. Their
and bravery.
combined might drives the Nazi supers out of France and
FDR invites the active heroes of the US to a New Year’s Eve back to Germany.
dinner at the White House. There, he reveals the Liberty
Brigade, a non-powered strike team that will be deployed in 1945
the European Theatre. He then challenges the assembled
The Liberty Brigade is wiped out raiding Castle Fear to
civilian heroes to band together to protect the home front
distract the Lightning Warriors from preventing Allied troops
against spies, saboteurs, and fifth columnists. The challenge
from taking Berlin, only Lady America survives. The
is met, and the United Sentinels of America are born.
remaining American supers in Europe are ordered home
1942 immediately, disbanding the Star-Spangled Squadron.
The English Knight, John Bull, Britannia, Red Ensign,
The Liberty Brigade is first deployed to the European
Grenadier, and newcomer Glory join forces as the
Theatre, but only as an act at USO shows. On Christmas
Commonwealth. The team will disband with the official end
eve they save the lives of the Allied Commanders when Nazi
of the war.
zombies attack a USO show they are appearing at. General
Eisenhower immediately approves their deployment into the 1949
battlefield hence forth.
The United Sentinels of America disband after refusing to
Night Woman is gravely injured by mob enforcer Hammer
unmask before the House Un-American Activities
Harrison and retires, her career cut tragically short. Losing
Committee. Despite their defiance, HUAC issues warrants
the use of her legs, she retires quietly from the scene and
for their arrest under suspicion of treason. After a meeting
history.
with President Truman, the team disbands, but Hoover never
Der Wundermann and Sunman square off in Centropolis. cancels the warrants.
The fight starts well for Sunman but as the sun sets, it
Mr. Mercury, the Blue Buzz, Blue Streak, Captain Speed,
becomes one-sided, and the super Nazi mops the floor with
Zoomer, and Silver Bolt have a charity race to see who is
the hero. Only the timely arrival of the United Sentinels of
"the fastest man alive." Silver Bolt wins, but only by a nose.
America drives the Axis villain off. Captured by newsreels
begging for his life, Sunman leaves Centropolis in shame 1950
and relocates to Bay City on the West Coast.
The United Sentinels of America regroup one last time to
defeat the Destroyers before dispersing for good. Their final
battle is as fierce as their old battles, and in the end, the Thunder Man is severely beaten by KKK members in Atlanta
villains are brought to justice. When the police attempt to and becomes a strong voice in the American Civil Rights
arrest the triumphant heroes, they disperse into the night, movement, advocating for justice and equality.
most never to be seen again.
1952
Capital City donates a building to serve as a superhero
museum called the Hall of Heroes, commemorating the age The Society quietly transforms into the Watch, no longer just
of heroes. a secret society relating to mystical and magical things, the
Watch will become a “secret police” of all things
1951 superhuman.
The Superhuman Loyalty Act is passed, requiring all active Dr. Dynamite is shot and killed by police in Centropolis, in a
superhumans to register with the government or be botched arrest attempt. The newspapers declare it the end of
considered acting as vigilantes. The public seems generally the Golden Age.
disinterested and when the National Guardsman signs up, it
is seen as a positive step for America. Lady America
remains silent on this issue.

AN ERA OF HEROES & LEGENDS


The Golden Age of the Zenith Comics Universe, beginning in 1935 with the emergence of the Masked Avenger, represents a
foundational era that set the stage for the complex tapestry of heroism, conflict, and morality that would define this rich fictional
world. This period, characterized by its vibrant heroes, diabolical villains, and monumental battles, not only established the core of
the Zenith Universe's mythology but also mirrored the societal tensions and aspirations of the time.
THE DAWN OF HEROES
The Golden Age was inaugurated by the Masked Avenger's one-man war on organized crime, marking the first instance of a
superhuman taking justice into their own hands. His actions inspired a wave of individuals, powered and non-powered alike, to don
masks and capes in the fight against evil. Figures such as Golden Gloves and Sunman (initially known as Sunboy) became icons of
this new breed of protectors, embodying the ideals of courage, justice, and sacrifice. These heroes, with their distinctive costumes
and noble causes, captured the public's imagination and set the template for all who would follow.
A WORLD AT WAR
As the 1930s gave way to the 1940s, the looming shadow of global conflict began to influence the Zenith Universe profoundly. The
introduction of Nazi super-soldier Der Wundermann in 1938 by Hitler marked a significant escalation, leading to the creation of
superhero teams like the Justiciars and the United Sentinels of America. These teams, and others like them, were not merely
responses to domestic crime but to the international crises threatening democracy and freedom worldwide.
World War II became a battleground not only for the allied and axis powers but for their respective superhuman champions as well.
The Liberty Brigade and the tragic battle at Castle Fear underscored the era's stakes, highlighting the heroism and sacrifices of
those who fought.
THE TWILIGHT OF THE GOLDEN AGE
Despite their victories and heroics, the Golden Age heroes faced increasing scrutiny and suspicion in the post-war world. The
Superhuman Loyalty Act and the subsequent anti-hero sentiments reflected the changing attitudes towards these once-celebrated
figures. The era's end was marked by a complex interplay of fear, paranoia, and the realization that the black-and-white morality of
the early Golden Age was giving way to shades of gray.
LEGACY AND INFLUENCE
The Golden Age of the Zenith Universe laid the groundwork for everything that followed. It introduced key themes of heroism,
sacrifice, and the moral complexities of wielding great power. The period served as both a mirror to the real-world events of its time
and a timeless narrative about the cost of doing what is right in the face of overwhelming adversity.
The Golden Age is not merely a historical period within the Zenith Universe; it is a foundational mythos that establishes the
universe's core themes and character archetypes. It was a time of unambiguous heroes and villains, of clear moral choices, and of
battles that defined the soul of a universe. As such, it remains a critical lens through which all subsequent eras of the Zenith
Universe are viewed, interpreted, and understood.

THE GOLDEN AGE : AN ESSAY


Taken from the book "The Golden Age; A Collection of Essays on the Heroes of Yesterday" by Tribune Press, 1984;
1. Before The War
The Golden Age, as historians have called it, is the age wherein the "Super-Hero" or "Mystery-Men" first appeared. It's official
staring date would be 1935, when the Masked Avenger broke up a Chicago gangland gambling den and killed Mob Boss Victor
Scisenti in retaliation for the deaths of nine Chicago police officers. He never took a name, and in fact was given the moniker the
Masked Avenger by the papers, based on eyewitness accounts. Although the Masked Avenger was enigmatic, he did from time-to-
time come into contact with other members of the Golden Age elite, but her never joined a team, and no one ever found out who he
was under the mask.
Within one year of the Masked Avenger's beginning exploits, there occurred an explosion of super-heroes and mystery-men across
North America, and in a limited sense overseas. Perhaps some of the most notable of the time were Golden Gloves and Sunboy,
who would go on to become Sunman later in the early 40’s. Golden Gloves was nothing more than a boxer turned crime-fighter
when the Irish mob began terrorizing non-Irish immigrants in Hell's Kitchen, New York city. Sunboy was the promise of what
tomorrow would bring, he was just a teenager from the Mid-West who was imbued with the powers of the Sun, of course he could
operate at night, but then only at half power due to the reflected sunlight of the moon. These two set the stage for the rest to come.
They were the models that all others would be based for awhile.
The first collection of supers as a team was not heroes, but in fact a group of villains calling themselves the Super Gang. Lead by a
man named Black Eagle, these villains perpetrated scores of crimes, only ever being stopped, and never captured by super-heroes
of the time. There is a story that suggests that during the war, the Super Gang and members of the Justiciars teamed up to stop
the Swastika Seven. While there is no proof to back this story, and surviving members of the Justiciars have yet to deny it.
One other person of note would be the first woman to don a costume and take up crime fighting. Although she would be the first to
retire, in 1942 with a spinal injury causing her to lose the use of her legs, Night Woman was a figurehead for the other women
heroes to come. She was in fact the widow of a man who had decided to try and fight crime as Night Man. After about 2 months of
action, he was shot by the mob and barely managed to get home, where he died in his wife's arms. Enraged, she chose to extract a
measure of revenge on the mob for the murder, and copied her husband’s plans and desires. On January 10th, 1940, she made her
first move, smashing up the book-making offices of the mobsters who killed her husband. This brought her to the attention of the
Masked Avenger, with whom she teamed for almost the rest of her career. Night Woman suffered her injury at the hands of the Mafia
connected super Hammer Hurricane during a battle in the Bowery section of New York City. Lucky to be alive, she retired and
faded from the stage, and was never heard from again. Still she had broken ground and paved the way for other such notable
heroines as Silver Sparrow, Grasshopper, Lady Luck and Miss Liberty, all of whom would have a major impact on the Golden
Age, each in her own way.
Silver Sparrow and Grasshopper were the first America supers to battle Nazi saboteurs, In New York on December 21st 1941. This
action caught the attention of local newspapers and soon their names were well known to Americans. It is sad how many texts on
the time still credit these two as being the first super-heroines, as Night Woman had a very quiet career and disappeared relatively
quickly.
The concept of Lady Luck and Miss Liberty was cooked up by the War Department as a way to sponsor war bonds. A talent search
was held, and the two ladies who won had their visages plastered all over America. They became an overnight sensation, and did
more touring than crime fighting, but still they managed to make a huge impression and develop a following. An interesting side-note
is that neither woman was super-powered in any way, and aside from gymnastics training, neither had any combat related skills to
speak of. Still they were invited to join the GOA after the war. In light now of how their lives ended, they may have been on the
greatest losses of the aftermath of the Golden Age.
2. Heroes At War
The war was the next major event for the heroes, and it produced the newest form of super-hero, the patriot. Contrary to popular
opinion the first flag-wrapped hero did not come from America, but in fact from its northern neighbor Canada. Already involved in the
war, before the Americans, the Canadian Government, along with British support, began a project to create a super-hero under
controlled conditions. They labored for a year, and on January 21st, 1940 they struck success by bonding a strange energy to a man
who would become the Red Ensign, the carrier of the flag, and the first official super-hero to do battle with the Nazis. The Red
Ensign was also without a doubt the most powerful hero of his day, he could lift in excess of 20 tons, rifle rounds bounced off of him
and tank shells only knocked him to the ground. He could fly by controlling the winds around him and seemed immune to aging and
disease. Only later would it be discovered that the energy that had been fused to him was an air-elemental, and that it was slowly
taking over his body.
Although this was the first allied hero, the Japanese, Italians and Germans already had super-powered soldiers in the field.
Hengeyokai, Yokozuna and Tsunami lead the charge for the Japanese in 1931 against the Manchurians. Imperator and
Gladiator crushed opposition for Italy during the invasion of Ethiopia in 1935 and Hitler unveiled Uberman, Uberfrau, Herr Vulture,
Wotan and Stuka in 1938. While these were to be the first Axis supers, they would not be the last, and even benefited from a Soviet
super by the name of Vikuz, although she left and joined up with allied supers after Hitler's betrayal of Russia in 1941.
America was not to be left behind in the super-hero race, and astounded Commonwealth scientists by producing not one, but three
super-powered soldiers only one year after their success with the Red Ensign. Using a technique that is perhaps still one of the
closest guarded secrets in the world, the War Department was able to take three normal people, one man, one woman and a young
boy, and enhance their physical attributes to the peak of human conditioning. The three were rushed into intensive training, and
emerged as Major Victory, Lady America, and Kid Victory.
Once the war was under way, many felt it was important for the heroes to come to the aid of their government and fight in the war,
but that would not be. Excluding an elite group of heroes and mystery men, code-named the Liberty Brigade, put together by the
Allies for that purpose, the majority of heroes and mystery-men would never leave North American shores during the war. The
reason for this was the belief that the Axis Supers would be drawn into the fray and many lives would be lost. The Liberty Battalion’s
purpose was simple; neutralize the Axis supers. To this end they were joined by a number of European supers, and even an
Atlantean called Mermaid and an Amazon warrior named Antiope but called the Amazon in Axis reports. Oddly enough there
would be two more mystically inclined supers to join up. From England, the English Knight, a man who claimed to wield the
magical sword of King Arthur, Excalibur, and from Greece, Aegis, whose sword, helmet, shield, armor, bow and sandals were
supposedly gifts from the Olympian gods of old. Whether that fact was true of not, both men would face foes who claimed to be their
mystical antithesis. For the English Knight there was Sir Blood, who claimed to be empowered by Morgan LeFey, and was
believed to be a vampire. While it was never proven, Sir Blood did posses abilities classically attributed to such undead creatures.
Aegis though faced an even older threat. According to his own testimony, Aries, the Olympian god of war, who wished to see the
struggle in Europe continue, granted Gladiator magical artifacts of war. While there is much debate as to whether or not these
claims were true, most who witnessed the clashing of these titans agree that they did wield powerful artifacts.
Certain heroes even retired and joined the armed forces, wanting to fight for their country and some even ignored the decision from
them not to engage the enemy and headed overseas anyways. The war certainly was a test of fire for the heroes, as they spent the
majority of it protecting the home front against subterfuge and terrorism perpetrated by the enemy. The largest collection of these
heroes and heroines would be known as the GOA. Formed by Golden Gloves and Sunman, by the war's end almost every home-
front hero would be a member. Still, the names of the originals are perhaps the most important of the day; they were Golden Gloves,
Sunman, Dr. Dynamite, Grasshopper, Silver Sparrow, Thunder-Man and Dr. Titan. These seven would form the backbone of the
team and remain loyal to its ranks until the very end.
Another home-front team that did not fair as well was the California Crimebusters. Only three strong, the California Crimebusters
fought against saboteurs and fifth columnists on the west coast. Comprised of the enigmatic Silver Squid, the hulking Stone and
the quantum powered Schrödinger Kid, the team met its end when they were forced off a sea-side road during a high-speed chase
with Nazi agents, crashing more than two-hundred feet to their deaths. Never incurring much press or media, they still managed to
provide an example of all American's desire to what they could during the war.
Perhaps the greatest tragedy of the war was the loss of a number of heroes in battle at Castle Fear, near the war's end. Lead by the
Liberty Battalion, every hero and Axis super in the European Theatre was there. While the details remain sketchy and classified, it is
known that during the battle the GOA arrived to lend a hand, which helped to turn the tide in favor of the heroes. Of the losses, it is
known that the British super Hawker was killed by Stuka, Canadian Grizzly by Wotan and Silver Sparrow was killed in a massive
explosion. The falling of these heroes seemed to unleash the fury of the Allied supers against their enemies and more than eight fell
on either side. Oddly enough, there are reports that some sort of advanced robot, housing the brain of Hitler emerged from a spatial
vortex and aided the of the Axis supers in fleeing. While the American government nicknamed this robot the Iron Fuhrer, they did
not honestly accept its existence as a reality. Other than the heroes and villains who witnessed the event there is no proof to
collaborate their testimony. Regardless of these rumors, the battle broke the will of the Axis supers who were routed, many escaping
into the Alps. Those that were captured would go on to stand trial at Nuremberg.
All in all the wartime took it toll of the population of heroes with some deaths, some disappearances and some retirements, but for
the most part they went on strong. In 1949 the GOA held it's last meeting, and officially disbanded. Many recall it as a tearful day,
and the press covered it almost as much as the day the war ended. For many an era had come to an end, but it was not so, as soon
enough many villains, including the Supergang returned to threaten the world. The American people called for their heroes again,
and they returned. On a cold October night in 1950 the GOA returned to battle the Supergang. The team was considered by many to
be America's elite. Lead by Sunman and Golden Gloves, they were heroes to millions and seen as the only heroes who could stand
for all that was good about America. It was not to last.
3. The End of The Golden Age
The end of America's Golden Age heroes was not one that befits all that they had accomplished. Mired down by paranoid-anti-
communist fears, those they had sworn to protect soon turned on them, and many voluntarily went into retirement to protect their
families. In the end, they made one stand on a cold December day in Washington D.C. and closed the chapter on the Golden Age
once and for all.
4. Last Notes
I would go into details on the event that ended the Golden Age here, but it is really a tale more fitting the Silver Age. I say this
because while it was the close of one age, it was instrumental in the formation of the next. Also, for very personal reasons, I find it
hard to write objectively about what many others and I see, as the betrayal of America's greatest heroes, and I shall leave it at that.
I hope that this short treatise will serve to further this document on the history of super-heroes, as it culminates over 25 years of
research. My prayer is that perhaps, in these darker times, people can take hope from the past and maybe understand why more
than ever the world needs heroes. I hope you enjoy it and more importantly share it; we must never forget.
America Morris, April 4th, 1983.

GOLDEN LIES
The following is a transcript from a late November 1983 broadcast of “The Nightowl” radio talk show on WTLK 1660 AM in Capitol
City. The interviewer is right-winged host , Jack Porter;
Porter: (Slightly monotone voice) Joining us in the studio this 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

A NEW GENERATION OF HEROES


The Silver Age of the Zenith Universe, marking a pivotal period from 1958 onwards, is characterized by significant developments in
the scope and nature of superhuman activities. This era commenced with Captain Comet's notable rescue of the SS Titan, a
moment that catalyzed a renewed public interest and engagement with superheroes and introduced a more cosmic perspective to
their endeavors.
COSMIC EXPANSION AND NEW HEROES
This age is defined by the expansion of heroic activities from terrestrial concerns to interstellar and cosmic challenges. The
formation of Team Titan, arising in response to a subterranean monster attacking Capitol City, exemplifies the collaborative efforts of
heroes during this time to address threats of a more global and even galactic nature. The Silver Age introduced a variety of new
characters and groups, each embodying the era's fascination with space, science fiction, and advanced technology.
SPACE AGE EVOLUTION
The heroes of the Silver Age face even more complex and sometimes darker themes than their predecessors. This period saw a
shift towards the moral and ethical dilemmas faced by superhumans, reflecting a broader societal engagement with issues of
authority, individual rights, and the implications of power. The era's heroes were influenced by contemporary events, including the
Cold War and the Civil Rights movement.
KEY EVENTS AND FIGURES
One of the defining moments of the Silver Age was the deployment of Lady America to Vietnam, an event that highlighted the
growing tension between superhuman actions and governmental directives. This period also saw the emergence of significant
figures and teams, both heroic and villainous, whose origins and motivations were deeply intertwined with the scientific discoveries
and geopolitical shifts of the time.
TRANSITION TO THE BRONZE AGE
The conclusion of the Silver Age was marked by a gradual transition towards more brutal and harsh events, culminating in the arrest
of Captain Thunderbird for murder in 1970. This event signified a shift in public perception of super heroes, as well as from the
societal focus on the cosmic and fantastical to the more personal and realistic, ushering in the Bronze Age.

THE SECRET SOCIETY WAR


The 1960s in the Zenith Universe were marked not just by the cultural and political upheavals familiar to our own world, but also by
a clandestine conflict that would forever alter the landscape of power among the secret societies operating behind the scenes of
American life. This conflict, known as the Secret Society War, saw the fall of a long-standing power and the rise of new factions,
reshaping the dynamics of hidden governance and superhuman involvement in global affairs.
THE CITADEL'S DOMINANCE AND DOWNFALL
At the heart of this secret war was The Citadel, a covert organization with roots stretching back to the American Revolution. The
Citadel, led by the enigmatic Council of 13, had woven itself into the fabric of American society, with an estimated two out of every
five Americans coming into unknowing contact with its agents. Their ultimate goal was a regressive vision: to return America under
British rule, a notion as ambitious as it was anachronistic by the standards of the 1960s. The war would devastate The Citadel,
stripping it of its former glory and reducing it to a mere shadow of its past self, primarily due to the assassination of Number 13, the
council's ruling member. This act would light the fuse of the ensuing conflict.
ASGARD'S INTERVENTION
In the chaos, ASGARD (American Special Government Action Response Department) emerged as the nation's shield against the
fallout of the war. This paramilitary force, acting as the country's premier super policing entity, engaged in operations across the
board to minimize civilian harm and counteract the threats posed by the warring factions. ASGARD's involvement was crucial in
maintaining a semblance of order and protecting the American populace from the collateral damage of the secret societies'
skirmishes.
THE RISE OF SKULL
Initially, The Citadel pointed fingers at The Syndicate for the assassination that had triggered the war. However, the true orchestrator
behind the curtain was SKULL (Strategy, Knowledge, Loyalty, Legion), led by the nefarious Silver Skull. SKULL, with its superior
strategy and ruthless tactics, would eventually emerge as the victor of the conflict, positioning itself as the new predominant threat to
not just America but the global stage. The rise of SKULL marked a significant shift in the power dynamics of secret societies within
the Zenith Universe.
THE FRAGMENTATION OF THE CITADEL
The aftermath of the Secret Society War saw the fragmentation of The Citadel into several distinct entities, each inheriting a piece of
its legacy and resources but diverging in purpose and method. Az-Tech represented the fusion of magic and technology, creating a
unique blend of arcane and scientific prowess. Chimera took up the mantle in the field of biogenetics, delving into morally dubious
territories of genetic manipulation and enhancement. ROOK capitalized on The Citadel's arsenal, becoming a purveyor of advanced
weaponry to those willing to pay the price. Lastly, VENOM (Villainy, Extortion, Nihilism, Oppression, and Murder) adopted the mantle
of mercenary and criminal operations, offering their vile services to the highest bidder.
THE CITADEL'S QUIET SURVIVAL
Though severely weakened and forced into the shadows by the war's conclusion in 1968, The Citadel survived. Its silence in the
years following the conflict has been deafening, a quiet testament to the depth of its integration into the fabric of society and its
potential for resurgence. The organization's current state and plans remain a mystery, a lingering, but fading shadow over the Zenith
Universe.
CONCLUSION
The Secret Society War was a pivotal event in the history of the Zenith Universe, reshaping the landscape of power and influence
among its secret societies. The war's legacy is evident in the emergence of new threats and the fragmentation of a once-dominant
force into factions with their own dark agendas. As these entities carve their paths through the Zenith Universe, the echoes of the
war continue to shape the destinies of heroes and civilians alike, a stark reminder of the enduring impact of the conflict, even into
the Bronze Age.

THE GENESIS OF THE AIA: A REFORMATION BORN FROM CONFLICT


In the intricate web of superhuman activity and clandestine warfare that characterizes the Zenith Universe, few events have had as
profound an impact on the structure of American intelligence and national security as the rise of ASGARD (American Special
Government Action Response Department) and the tumultuous Secret Society War of the 1960s. This period, defined by its shadow
conflicts and the ascendancy of hidden powers, ultimately led to a seismic shift in how intelligence operations were conducted within
the United States, culminating in President Nixon's bold decision to disband all existing American intelligence agencies, both
domestic and international, and consolidate them into a singular entity: the American Intelligence Agency (AIA).
THE PRELUDE: ASGARD AND THE SECRET SOCIETY WAR
ASGARD's emergence as a formidable paramilitary force capable of engaging with superhuman and secret society threats marked
a pivotal evolution in the United States' approach to domestic security and intelligence. Its operations during the Secret Society War,
which saw factions like The Citadel, SKULL, and others vying for supremacy, underscored the increasingly complex nature of
threats faced by the nation. These were not mere external adversaries but deeply entrenched organizations with the power to
influence the very fabric of American life from the shadows.
The Secret Society War, ignited by the assassination of a key member of The Citadel's ruling Council of 13, plunged the country into
a covert conflict of unprecedented scale and danger. The revelation that such organizations had infiltrated various aspects of daily
American life to such an extent forced a reevaluation of traditional intelligence methodologies. ASGARD's central role in navigating
this war, and its efforts to shield the American public from the fallout, highlighted the need for a more unified and robust approach to
national security in an era where superhumans and secret societies wielded significant power.
NIXON'S RESPONSE: THE FORMATION OF THE AIA
In response to the growing complexity of the threat landscape and the clear necessity for a more cohesive intelligence framework,
President Nixon took the drastic step of disbanding all existing American intelligence agencies. This sweeping reform was not
merely an administrative reshuffling but a strategic consolidation, aimed at enhancing the United States' ability to respond to
multifaceted threats with the full weight of its resources and intelligence capabilities.
The creation of the AIA represented a fundamental transformation in American intelligence operations. By amalgamating the various
domestic and international agencies into one, Nixon sought to eliminate redundancy, improve operational efficiency, and foster a
more integrated intelligence community capable of preempting and countering the kinds of threats that had emerged so prominently
during the Secret Society War.
IMPLICATIONS AND LEGACY
The establishment of the AIA in the wake of the Secret Society War and the ascendancy of ASGARD has had lasting implications for
the Zenith Universe. It signified a recognition of the evolving nature of threats in a world where superhumans and shadowy
organizations could significantly impact national security. The AIA, as a unified intelligence entity, was designed to be adaptable,
capable of addressing conventional threats and those emanating from the more obscure corners of the Zenith Universe.
Moreover, this reformation underscored the government's commitment to protecting its citizens from threats both seen and unseen,
acknowledging that the battlefields of the future would extend beyond the physical realm into the arenas of information, influence,
and covert power struggles.
In conclusion, the formation of the American Intelligence Agency in the Zenith Universe was a direct consequence of the challenges
and revelations brought forth by the Secret Society War and the rise of ASGARD. This pivotal moment in the universe's history
marked a new chapter in how intelligence and national security were approached, reflecting a deeper understanding of the complex
and shadowed world in which these battles for supremacy are fought.

MAD MEN AND TZARINAS


In the Zenith Universe, the 1960s witnessed a pivotal event with the establishment of the Imperial Russian State, significantly
influenced by the superhuman known as Krasnyy Chasovoy, later referred to as Sentry. This transformation took place against the
backdrop of the Imperial Russian Revolution in Kaliningrad in 1965, marking a critical juncture in the history of this alternate reality.
The revolution was notable for Sentry's defection from the Soviet Union to align with Tzarina Anastasia Nikolaevna Romanova,
symbolizing the revival of the Imperial Russian State. This alliance was crucial in the state's defense, especially given Red Sentry's
utilization of 10 nuclear missiles previously hidden within Kaliningrad as a deterrent against the Red Army. This act of defiance not
only secured the state's sovereignty but also revealed the existence of these nuclear weapons, which the Soviets had until then,
denied were stationed in Kaliningrad.
While the influence of superhumans like Sentry on these events is undeniable, it is also essential to consider the broader context.
There were suspicions of US involvement in the revolution and the subsequent establishment of the Imperial Russian State,
although these allegations were never substantiated. Such speculations add a layer of intrigue and complexity to the geopolitical
narrative within the Zenith Universe, suggesting the interplay of superhuman actions with international espionage and diplomacy.
The emergence of the Imperial Russian State, bolstered by the strategic positioning of nuclear missiles and the pivotal role of a
superhuman defector, represents a nuanced shift in the geopolitical landscape of the Zenith Universe. This event highlights the
subtle but significant impact superhumans can have on the course of national and international developments, without overstating
their influence on global politics.
In conclusion, the formation of the Imperial Russian State in the Zenith Universe during the 1960s encapsulates a moment where
superhuman involvement, international suspicions, and the legacy of Cold War arsenals converge. This episode serves as a
reminder of the complex dynamics that shape the history and politics of alternative realities, where the actions of individuals, both
superhuman and otherwise, can steer the fate of nations.
THE BRONZE AGE OF HEROES
The Bronze Age was marked by a shift towards darker, more complex narratives that reflected the social and political upheavals of
the late 20th century. Spanning from the early 1970s to the mid-1980s, this era introduced a new generation of heroes and villains
who often faced personal struggles and moral dilemmas. Themes of corruption, betrayal, and redemption were prevalent, as the
once-clear lines between good and evil became increasingly blurred. The Bronze Age saw the rise of new super teams, the tragic
fall of iconic heroes, and the emergence of a more diverse and global roster of characters. It was a period of transformation that set
the stage for the contemporary age of heroism, emphasizing the complexities and challenges of being a hero in an ever-changing
world.

1971 media sources. They try to present these heroes as a


negative, but times have changed and a new “funky”
The National Guardsman renames himself Guardsman and America is ready to embrace these “uptown heroes”.
forms a new team called the Sentinels, ushering in a new
era of organized heroism, fully supported by ASGARD and 1976
the US Government. Many see this as a dangerous marrying
Knighthawk (II) returns to the streets of Capitol City with a
of Government and Supers in peace time.
new Squire, reviving the legacy of the original Knighthawk.
After being briefed on the specifics of the Secret Society War They are not registered and as such find themselves often
by ASGARD, President Nixon abolishes the byzantine running from the very Police they are trying to help.
network of “Alphabet Agencies” and brings them all under
A secret society of supers called The League is formed,
the umbrella of the American Intelligence Agency, the AIA.
operating in the shadows to address threats unseen by the
Fear of growing fascism in America is increased, although
public. Made up of a group of retired Golden Agers, the
Guardsman, becoming a spokesman for the government,
League is sworn to help train and define the heroic legacy
does some PSAs for the event to quell concerns. Lady
for the future.
America, as always, remains silent.
1973 1977
Belle Isle, a super-human maximum-security penitentiary off
Divine Fire and Ashai team up to battle the Black Ronin in
the shore of Capitol City, opens, reflecting the need for
Tokyo, not only showing Divine Fire’s status as a hero now
specialized facilities to contain superhuman threats.
in Japan, but that superhero fever is spreading across the
globe. Starblazer is diagnosed with terminal cancer and issues a
public retirement statement, marking the end of an era.
The United Nations holds the Sumit on Superhuman
Atomicles blames himself, stating he has become too
Weaponry, despite many proclaiming their worries about a
radioactive to be around humans and vanishes from the
superhuman arms race, nothing is achieved by this event.
public eye.
1974
1978
Squire battles Tomcat in Capitol City, continuing the legacy
Mariner appears in New York City, claiming to be from the
of Knighthawk. This is also the first recorded appearance of
last city of Atlantis and has come to the surface to find his
one of what will later be called “Beast Lords”.
new queen. Mariner-mania sweeps the East Coast,
Lady America reveals her secret identity of Amanda Reese capturing the public’s imagination.
to the world with the release of her book; “The Victory
Punchline, Laughing Boy, and Kracker Jackie battle the
Squad: Unsung Heroes”. Telling the story of the motley team
Odd Squad in Capitol City, their comedic antics disguising
of soldiers who accompanied the Liberty Brigade on their
their deadly effectiveness.
missions, it becomes an international bestseller. Some
denounce the book for singing the praise of a Soviet soldier The Sentinels are officially sanctioned by the United States
who worked with them. to act as an official national super team.
The term “Mutant” is used for the first time in a news article Team Justice makes their first appearance in Queen City,
talking about the growing frequency of deformed yet their clean lines and diverse line-up make them a big hit
superpowered children being born across America. The first locally.
cases were reported in the 1950s, but have been increasing
since then. The blame flies around to all sort so sources, but The California Champions makes their first appearance in
no scientific evidence exists to lay it squarely on one spot. Bay City, heralding a new age of emerging super teams.

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

THE EMERGING BRONZE AGE


The world had changed, the OPEC Crisis, the Watergate Scandal and rampant inflation was changing America and slowly it was
changing her heroes as well. More and more stories were surfacing about heroes being more aggressive, not accepting surrender of
criminals without a “finishing blow” and even killing their enemies.
For 10 years the media ignored this and slowly the public began to become suspicious of the heroes and their behaviors. The
premiere hero group of the day, the Guardians did their best to uphold more noble ideals, but theirs was a battle to be lost. The self
indulgence of the 70s and the greed of the 80s were just not instep with upright, moralistic, old school thinking.
The Bronze Age can therefore been seen as one last gasp of a previous generation to hold onto something that was a bit nobler
than their times, but the times were calling for a new type of hero.
In 1979 Dr. Walter Van Jove, the foremost expert on superhumans in the world wrote a book entitled “The Shape of Things to Come:
The Super Future”. In it he predicted an explosion in the population of superhumans globally within the coming decade as well as
major leaps forward in technology, pioneered by what he termed “Super Geniuses” whose only powers would be to invent, improve
or develop new technologies.
The Bronze Age within the Zenith Universe signifies a period of profound transformation and complexity, characterized by significant
events that reshaped the landscape of superhuman engagement and societal dynamics. This era, transitioning from the idealistic
Silver Age, delves into the darker, more nuanced aspects of heroism and governance, reflecting the tumultuous socio-political
climate of the times.
ASSASSINATION OF PRESIDENT REAGAN
The Bronze Age is punctuated by critical events that signal its thematic and tonal shift, beginning with the assassination of President
Ronald Reagan. This momentous event, orchestrated by a mind-controlled assassin, not only highlighted the vulnerabilities of even
the most powerful figures but also underscored the sinister potential of superhuman abilities when exploited for political ends. The
assassination served as a grim reminder of the escalating stakes in a world where superhumans play an active role in geopolitical
machinations.
THE CENTRAL AMERICAN WAR
Another defining feature of the Bronze Age is the Central American War, a conflict that further complicates the narrative of
superhuman involvement in global affairs. This war, marked by its extended duration and the high human cost, illustrated the
limitations and consequences of superhuman intervention in international conflicts. The war's impact on public sentiment towards
superhumans and the government's reliance on them for military purposes underscores a growing skepticism of the traditional hero-
villain dichotomy and the ethics of power.
THE DEATH OF GUARDSMAN
Perhaps the most poignant event of the Bronze Age is the death of Guardsman, a figure emblematic of the era's overarching
themes of sacrifice and the changing nature of heroism. Guardsman's death, with the Nazi villain der Wunderman returning
seemingly from the dead, marked a turning point in the Zenith Universe, signaling the end of an era where superheroes were
invincible and morally unambiguous. His passing not only left a void in the superhero community but also served as a catalyst for
introspection and reevaluation of the role of superhumans in society.
THE RISE OF THE UNITED AMERICA PARTY AND PRESIDENT LEWIS SINCLAIR
In the political arena, the rise of the American Party and the election of President Lewis Sinclair represent significant shifts in the
governance and ideological landscape of the Zenith Universe. Under Sinclair's leadership, and with the backing of the American
Party, the United States sees a resurgence of nationalism and a unification campaign that blurs the lines between patriotism and
jingoism. Sinclair's politics are marked by a mix of populism and authoritarianism, reflecting the complex interplay between
leadership, ideology, and the manipulation of superhuman narratives for political gain.
THE EMERGING SUPERHERO CULTURE
Add into all this the new emergence of a superhero culture not seen since the Golden Age, coupled with the MTV generation and
the ongoing Cold War, and the Bronze Age is shaping up to be something unlike everything that came before. Corporations are
looking to recruit supers for their advertising, some superhumans are skipping the costumes and going to work in the industrial
worlds, and rumours abound of secret superhuman mercenary units being used in the various brushfire wars of the day. To the cynic
and the optimist, the lyric of the day “the future’s so bright I gotta ware shades” rings true for all.

THE CENTRAL AMERICAN WAR


In 1981 President Ronald Reagan was assassinated by John Hinckley Jr. who is revealed to be under the mental control of a Cuban
telepath. VP George Bush, upon learning this information ordered an immediate military action against the island of Cuba. The
Pentagon, who had a standing battle plan ready to go within 12 hours ever since the Cuban Missile Crisis, assured President Bush
that the Soviet preoccupation with Afghanistan would prevent them from a counter attack. When the possibility of nuclear war was
raised, the new President was introduced to Doctor Titan’s Strategic Defense Initiative, or SDI. Confident they could strike without
retaliation, they did.
Cuba fell within a week, the Castro-loyalists melting into the jungles and the Soviets managing to evacuate Castro during the initial
assault. Castro now works out of Moscow providing propaganda to keep the Cuban “freedom fighters” inspired.
Despite most of the island nation under their control, but heavy fighting continuing, it was revealed by the AIA that government of
Costa Benito was providing supplies and even fighters to the Cuban rebels. Despite protests by the President of Costa Benito,
American air strikes on their airfields and ports began. Other Central American nations were outraged, which lead to escalated
tensions and then troops from neighboring Montañas-de-Oro (one of the richest nations in Central America) entered into Costa
Benito as peacekeepers. The United States rejected that, claiming that the “peacekeepers” were actually there to re-establish
supply lines for the Cuban rebels and gave them 24 hours to withdraw. When they rejected the deadline and appealed to the United
Nations for validation, American Marines landed at Las Riquezas and began to take control of the capital city of Costa Benito.
The United Nations faltered and hesitated as the “Police Action” continued, but an emergency session of the Central American
Parliament (editor’s note: This actually existed in 1980 to 1986) declared outrage at the American actions and accused them of
engaging in Neo-Colonial aggression. President Bush refused to come to the table for negotiations until the Montañas-de-Orin
“peacekeepers” retreated back across their borders, something the President of Montañas-de-Oro refused to do.
For 48 hours the world held its breath, waiting to see what would happen. The Soviets condemned the US’s aggression but were, as
predicted, too focused on their issues in Afghanistan to offer anything but token support. President Bush agreed to a temporary
cease-fire and to attend a peace talks in Paris with the heads of the CAP. It seemed the hostilities were on their way to being
resolved and the fighting would end.
Then the President of Montañas-de-Oro was assassinated while attending a CAP summit in Guatemala City. The Americans
accused Cuban rebels, the CAP accused the AIA and hostilities escalated overnight.
By 1984 the war had spread to over 5 Central American nations, has claimed over 250,000 lives on all sides and had seen multiple
governments toppled by either Communist Rebels siding with CAP or by Pro-American Military Coups. The war was not popular at
home either with President Bush’s approval rating dropping below 20%, the first time ever for a President of the United States.
The fighting continued right through the primaries, the campaign and the election that ultimately unseated President Bush and
placed President Elect Lewis Sinclair, of the United American party, in the seat of power.
Since his election, America has signed a Cease-Fire with CAP and reduced his troops throughout Central America by 50%, placing
most of those troops into occupied Cuba, debate of which the Sinclair administration has made clear is a “no-go” for peace talks.
Sporadic fighting continues in many parts of Central America, but US troops have committed to defensive actions only and public
opinion has called for the UN to establish a Peacekeeping mission for the area, without US involvement. Canada and France have
both offered to head these missions.

UA ALL THE WAY!


"UA all the way!"
"I am an American!"
President Lewis Sinclair
Elected in 1984, soundly devastating incumbent President Bush (who was sworn in after Reagan's assassination in 1981*).
A Cold Warrior, got the Religious Right on his side, pandered to the idea of America. United everyone, despite religion, race, etc…
as Americans. Played the flag hard, got the support and backing of Doctor Phineas Titan as well as the Guardsman (Lady America
remained neutral). Vowed to, and then delivered the end of the war in Central America.
Since arriving in office has made massive commitments to public infrastructure works (called the Real New Deal) and getting
Americans "Back to work for America!"
He has also ended the war in Cuba & Central America, reducing troops by 50%, freezing all new combat missions (though still
allowing defensive and removing no troops from occupied Cuba) and arranging a summit for later in the year in Costa Benito to
negotiate a lasting peace.
Minor criticisms from independent media is that he and his United America party are using the Fascist playbook to manipulate public
opinion and are guilty of excessive jingoism.
Very anti-Communist and has begun stoking those flames in the public, throwing massive support to the new Russian Empire. This
in turn is leading to a developing subculture amongst the youth of "Soviet-Chic", which is also starting to be played up by the "UA
sympathizing media". Also tends not to push hard liberal or conservative values, but instead centrist and very, very corporatist ones
as well.
Slowly dark times may be ahead for America and seemingly the American people are more than happily onboard, waving flags all
the while.
*Note that Reagan’s assassination was carried out by John Hinckley Jr. who was said to be under the control of a Cuban psionic
agent known as “El Pensador Negro” (the Black Thinker) who had been exerting mental domination over the young man, making
him think that actress Jodie Foster was speaking to him via her films, pictures, posters, etc… It is believed that El Pensador Oculto
9as the more left leaning media labeled him) was killed during the initial assault on Cuba, though no proof has surfaced and many
theories speculate he is either hiding in the Central American mountains, taking shelter in the Soviet Union or is a prisoner of the
AIA.

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;

- Random superhuman abilities: See below for known recipients.


- Longevity: Reports suggest a retardation of the ageing process/effects.
- Mental Instability: This is shown in male recipients only, thus far.
The list of individuals known to have received the “TITAN SERUM” are;

- Doctor Phineas Titansky (A.K.A. DOC TITAN): Power include “HYPER GROWTH” and “INCREASED INTELLECTUAL
CAPACITY”. Titansky does not appear to suffer from the effects of mental instability at this time, but
it should be noted that he has refused to receive a psychological evaluation by our doctors.
Status: Active
- Major (REDACTED), USAF (A.K.A. LADY AMERICA): Powers include “HYPER REFLEXES” and “PEAK HUMAN FITNESS
LEVELS”. As of yet we have not detected any mental instabilities directly related to the “TITAN
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.

Commercial and Recreational Sites: S12 - STOCKON


• The Wetlands (G9): This beautiful and preserved natural Overview: Stockton is a mixed urban area characterized by its
park is a highlight of Royal Orr. Once a favorite meeting industrial zones, residential diversity, and impressive
place for mob criminals during prohibition, it now serves as a commercial sector. It is slightly more upscale than Capitol City
tranquil retreat for the township's residents, offering South but primarily remains a low to middle-class suburb.
picturesque views and a connection to nature. Stockton is known for its balance of industrial activities and
residential living, with a mix of poor areas, condos, and
Summary: Royal Orr stands as a symbol of affluence and
apartment buildings along the Columbus River (W8).
exclusivity in the Capitol City region. Its history, private
amenities, and beautiful natural settings make it a highly Urban Landscape: Stockton's landscape is a blend of
desirable place to live for those who can afford it. The industrial areas, residential neighborhoods, and commercial
township's residents are characterized by old money and districts. The riverfront features condos and apartment
established wealth, enjoying a life of comfort and luxury. The buildings that offer scenic views of the Columbus River. Despite
the rocky and poorly maintained beaches, they remain popular
during the summer months. Stockton's urban environment is Incorporation as an independent city has enabled more
dynamic, reflecting both its industrial roots and ongoing effective resource management and sustainable development.
development.
Commercial and Recreational Sites:
Socioeconomic Environment: The socioeconomic
• Capitol City International Airport (8): The airport has
environment in Stockton is diverse, ranging from low-income
boosted the local economy and created numerous job
neighborhoods to more upscale residential areas near the river.
opportunities, making West Capitol a key hub.
The community is a mix of blue-collar workers, middle-class
families, and professionals. The presence of the Riverfront • Hootz River (W7) and Van Horne Lake (W5): These areas
Medical Center has been a significant factor in driving up provide beautiful waterfront views and outdoor activities,
property values and improving the overall quality of life in the enhancing the quality of life for residents.
area. Summary: West Capitol is a thriving city balancing residential
Commercial and Recreational Sites: comfort with industrial growth. The incorporation has allowed
for better resource management, and the presence of the
• Riverfront Medical Center (H5): Overlooking the Columbus Capitol City International Airport has significantly boosted the
River, this medical center is considered one of the finest in economy. With scenic waterfronts and strategic development,
the area. It is a growing institution that is helping to build a West Capitol exemplifies modern urban growth and community
rival medical district to Capitol City's, contributing to the local planning.
economy and driving up property values.
S14 - WOODLAND
• Beaches: While not as pristine as other areas, Stockton's
rocky beaches still see plenty of use in the summer. They Overview: Woodland is a serene, forested area known for its
offer a unique, rugged charm and are a popular spot for natural beauty and outdoor recreational opportunities. This
locals during warmer months. slowly developing area acts as a barrier between West Capitol
• Commercial Districts: Stockton boasts an impressive and North Capitol City. Its landscape is dominated by forests,
commercial area with various shops, restaurants, and with limited residential and commercial zones along highways
services that cater to the needs of its residents. The and the Spillway (W4).
commercial districts are vibrant and play a crucial role in the Urban Landscape: The area is primarily forested, with
local economy. scattered homes and small commercial areas near the
Summary: Stockton is a diverse and evolving suburb that highways. The majority of the interior remains undeveloped,
balances its industrial heritage with residential and commercial providing a tranquil environment away from urban bustle. The
growth. The mix of low to middle-class neighborhoods, Black Fox State Park (G12) to the north enhances the natural
combined with the development driven by the Riverfront charm of Woodland.
Medical Center, makes Stockton a unique and dynamic area. Socioeconomic Environment: Residents of Woodland are
Its rocky beaches, though not well-maintained, add to the often perceived as hillbillies or country bumpkins by those in
character of the community and remain a popular spot for more urbanized areas. However, most are professionals who
summer activities. Stockton's blend of industrial zones, prefer the peace and quiet of a rural lifestyle. The community is
residential diversity, and commercial vibrancy make it an close-knit, with a strong appreciation for nature and outdoor
essential part of the broader Capitol City area. activities.
S13 - WEST CAPITOL Commercial and Recreational Sites:
Overview: West Capitol, recently incorporated as its own city, • Walton General Hospital (H17): This well-regarded hospital
is a developing area featuring a mix of residential and industrial serves the local population and often receives patients from
zones. The city's growth has been fueled by the damming of nearby Riverpark.
the Black Fox River, which facilitated flood-land housing
developments and attracted new residents. • Black Fox State Park (G12): This large state park offers
extensive outdoor recreational opportunities and contributes
Urban Landscape: The city combines residential to the area's natural beauty.
neighborhoods and industrial areas. Southern West Capitol, Summary: Woodland is a tranquil and scenic area that offers a
along the Hootz River (W7) and Van Horne Lake (W5), offers
stark contrast to the urban environments of West Capitol and
scenic waterfront views and recreational activities. The area North Capitol City. Its forested landscape, limited development,
along Spillway (W4) and Highway 40 has seen rapid and strong community make it an attractive location for those
development, bolstering the local infrastructure.
seeking a peaceful lifestyle. Despite perceptions from
Socioeconomic Environment: West Capitol has a diverse outsiders, Woodland residents value their serene surroundings
socioeconomic landscape, blending middle-class residential and the slower pace of life. The presence of Walton General
zones with industrial sectors. The city's expansion has drawn Hospital and proximity to Black Fox State Park further enhance
young professionals and families, creating a vibrant community. the quality of life in this unique district.
TELEVISION STATIONS
Capitol City's television landscape, devoid of the Big 3 networks, thrives on the strength and diversity of its local stations. Each
station offers unique programming that resonates deeply with the community, reflecting the city's preference for local brands and
ideas. This eclectic mix ensures that residents have access to a wide variety of viewing options, fostering a strong sense of identity
and community connection. Capitol City's local television stations embody the spirit of the city, providing content that is both
reflective of and integral to the vibrant urban culture of Capitol City.
WCCF (Channel 4 – VHF): As Capitol City's pioneering TV WLST (Channel 16 – UHF): Operated by Levesque University
station, WCCF is renowned for its "Action 4 News," providing students, WLST provides a youthful and fresh perspective on
comprehensive local news coverage. Its status as the first television, with a mix of alternative programing, college sports,
station imbues it with a legacy of trustworthiness and and insightful college talk shows.
community connection. Home to Tori Fields HERO BEAT! WUBC (Channel 18 – UHF): The primary station for the
Gossip/Superhero affairs show. growing UHF based UBC network, they are a standard network
WKLO (Channel 6 – VHF): Tailoring its content to the suburbs style station, but support local flavour as much as possible and
and outlying regions around Capitol City, WKLO has found a were responsible for the development of the excellent local
dedicated viewership among locals, particularly those in Capitol UHF broadcasting and repeating towers.
City South, where its broadcasting station is based. WHQN (Channel 22 – UHF): Embracing the great outdoors,
WFTX (Channel 8 – VHF): The main rival to Channel 4, WFTX WHQN caters to those interested in outdoor living, farming, and
prides itself on "New Beat 8, Twice the News!" It aims to double sportsman activities, offering content that connects viewers
down on news coverage, engaging viewers with its dynamic with nature and adventure.
reporting style. It’s almost tabloid level television on all levels. WLSD (Channel 23 – UHF): For the culturally savvy, WLSD
WCTV (Channel 10 – VHF): Dubbed Capitol City TV, WCTV presents avant-garde programming, including theatre and
has garnered popularity with the teenage demographic, largely opera, appealing to an audience with sophisticated tastes.
thanks to its innovative use of music videos as program WLUX (Channel 69 – UHF): Walking the line of risqué content,
bumpers, a practice that keeps commercials at bay and music WLUX broadcasts adult-oriented programming, drawing
in play. attention and controversy from various morality groups and
WSTV (Channel 11 – VHF): Specializing in talk and legal challenges.
informational programming, WSTV offers a platform for WKLM (Channel 71 – UHF): A travel-focused channel, WKLM
discourse and learning, covering a broad spectrum of topics explores captivating destinations around Capitol City and
from current events to in-depth discussions. beyond, catering to the wanderlust of its viewers.
WPEX (Channel 12 – VHF): A haven for fans of classic WSFX (Channel 77 – UHF): Dedicated to the fans of science
entertainment, WPEX dedicates its airtime to old movies and fiction and horror, WSFX offers a thrilling lineup of genre-
TV shows around the clock, offering a nostalgic escape to specific programming, from alien invasions to haunted tales.
viewers.
WUTV (Channel 82 – UHF): As a radical fringe station, WUTV,
WASE (Channel 13 – VHF): Delving into the mystical, WASE known as U82, broadcasts content that pushes the boundaries,
requires a special mail-order antenna for reception. Its focus on appealing to viewers with an appetite for the unconventional.
occult programming makes many think it is a Satanic channel.
Its distinctive all-seeing eye in a pentagram symbol hints at the WCAP (Channel 99 – Cable): Capitol City's public access
esoteric content it broadcasts. channel, WCAP keeps residents informed with local weather
updates and news bulletins, providing a grassroots alternative
WCCT (Channel 14 – UHF): Serving as a community-centric to mainstream media outlets.
station, WCCT features programming that celebrates the ethnic
community of Capitol City, including community programming
and interactive call-in shows.

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.

IMPORTANT PEOPLE OF CAPITOL CITY


In the vibrant and bustling Capitol City, a metropolis renowned for its mix of historical charm and cutting-edge modernity, several key
figures stand out. These individuals not only shape the city's present but also chart the course for its future.
Chief Elena Rodriguez is the stalwart leader of the Capitol Jason "J.J." Jefferson is a renowned actor originally hailing
City Police Department. With over two decades of service, from Capitol City. After achieving fame as the star of the
Rodriguez has risen through the ranks due to her unyielding beloved superhero show "The Guardian," Jameson has
dedication and sharp instincts. Known for her tough but fair returned to his hometown with a mission. Passionate about
approach, she has made significant strides in combating reviving the Marquee Mile, Capitol City's historic
crime and fostering community relations. Chief Rodriguez is entertainment district, he has become a vocal advocate for
a no-nonsense leader who demands the best from her its restoration. Determined to clean out the crime and bring
officers and works tirelessly to ensure the safety of Capitol back its former glory, Jameson has spearheaded several
City's residents. Her tenure has seen a decrease in crime initiatives and fundraisers. His celebrity status and genuine
rates and an increase in public trust, making her a respected dedication to the cause have garnered significant public and
figure in the community. private support, making him a beloved local hero both on
and off the screen.
Commander Nathan Steele leads STAR, the private super
police force contracted by Capitol City to handle Richard Cavenaugh is the current Mayor of Capitol City, a
extraordinary threats. With a background in military special position he has held with distinction. Known for his
operations and a reputation for getting the job done, Steele charismatic leadership and dedication to the city's well-
is both a strategic thinker and a hands-on leader. His team is being, Cavenaugh has implemented numerous initiatives
composed of highly trained individuals equipped with cutting- aimed at improving infrastructure, public safety, and the
edge technology and, in some cases, superhuman abilities. overall quality of life for Capitol City's residents. However,
Commander Steele’s leadership has been pivotal in several whispers and rumors suggest that Cavenaugh is in the
high-profile operations, earning STAR a formidable pocket of the Syndicate, though no concrete proof has ever
reputation. His unwavering commitment to justice and order surfaced. His scandals mysteriously vanish, with the Capitol
makes him a crucial asset to the city's defense against City Chronicle consistently publishing favorable coverage,
super-powered threats. while the Capitol City Daily News frequently exposes his
controversies.
Garth Sterling is a name synonymous with innovation and
progress. As a genius, billionaire, philanthropist, and futurist, Tori Fields is the dynamic and engaging host of HERO
Sterling's influence extends far beyond the confines of BEAT! on Channel 4, a popular show that covers the latest
Capitol City. Focused on the future, Sterling has been news and developments in the world of superheroes. Fields'
instrumental in aggressive development projects. After being journey began as the kid sidekick on Doc Titan's old science
denied the rights to build a skyscraper taller than the Capitol show, Mysteries of Science. Over the years, she has
City Bank Clock Tower in City Center, he began the transformed into a tabloid TV reporter with her pop culture
aggressive development of Century City. Sterling's grand and gossip show about superheroes. Fields is known for her
vision includes making Capitol City the east coast terminus particularly negative view of Gyro, often reporting every
for the proposed cross-country high-speed rail, solidifying his scandal associated with the hero.
commitment to ushering in a new era of progress and
connectivity.

HEROES & VILLAINS OF CAPITOL CITY


Capitol City is home to a diverse array of heroes, villains, and super teams. These extraordinary individuals and groups shape the
city's identity, battling for justice or pursuing nefarious goals. From iconic heroes like Doc Titan, who has been a pillar of heroism
since the 1930s, to modern media darlings like Captain Max, the city's landscape is dotted with remarkable figures whose actions
reverberate through the streets and the lives of its citizens.
The city's heroes come from varied backgrounds, each bringing unique abilities and stories to their fight against crime and injustice.
Alongside these defenders are the villains, whose schemes and malevolence constantly challenge the city's peace. Super teams
like the Capitol City Centurions epitomize the collective effort to uphold justice, while the unregistered Capitol City Irregulars operate
from the shadows. This dynamic interplay of good and evil, of order and chaos, makes Capitol City a vibrant and ever-evolving
battleground where the stakes are always high.
HEROES OF CAPITOL CITY
Captain Max is the epitome of a corporate sell-out. As an romantically involved with Lady Steele and has occasionally
icon hero, often referred to as a paragon type, he is more collaborated with Knighthawk III.
known for renting out his jacket for logos and sponsors than Lady Steele claims to be a direct descendant of the
for his heroic deeds. While he does fight crime, his priorities infamous pirate Captain Jack Van Horne. She wields a pirate
are often skewed towards defending the interests of his saber and positions herself as the protector of Portage, often
sponsors over the general public. Captain Max frequently coming into conflict with the CCPD. Despite being labeled a
makes public appearances and has become something of a criminal by local newspapers, she is romantically linked to
media darling, though he is largely reviled by other heroes. the Katanarchist and has worked with Knighthawk III on
His decision to accept sponsors led to his expulsion from the occasion.
Capitol City Centurions.
Knighthawk III is the third individual to take up the mantle of
Doc Titan stands as the quintessential hero of Capitol City, Knighthawk, operating in the poorer and rougher
dominating the heroic landscape from the 1930s to the late neighborhoods of Capitol City. She turned down a public
1970s. As the founder and leader of Team Titan, he is offer to join the Centurions and has been labeled a menace
celebrated for creating the Titan Serum, a groundbreaking and criminal by local media. Despite this, she is the scourge
discovery that granted him and others their powers during of the underworld, having exposed or brought to justice
the Golden Age. Doc Titan's accomplishments extend many crime bosses. She occasionally collaborates with the
beyond heroism; he is also a Nobel prize-winning inventor Katanarchist and Lady Steele and is assisted by her
and scientist. Though retired, he has barely aged a decade sidekick, Squire.
since World War II, thanks to his serum.
The Rajah is an East Indian mentalist and stage magician
Gyro is a handsome and charismatic hero known for his bio- who longs to be a member of the Centurions. A well-known
kinetic powers and strong will. His career has been marked socialite in Capitol City, he is not a sorcerer but is well-
by controversy, having left several superhero teams, versed in the occult. The Rajah regularly has tea with the
including the Capitol City Centurions, under clouds of Wiccan, furthering his knowledge and social connections.
speculation. Despite these controversies, Gyro has never
publicly shared his side of the story. He now leverages his Starfighter is a dashing, charming, and handsome hero who
powers for industrial purposes. Gyro's personal life is equally is a member of the Centurions. Known for his blue eyes,
tumultuous, with an on-again/off-again relationship with winning smile, and golden locks, he is a heartthrob among
Vixen, a former villainess. the ladies of Capitol City. Unlike Captain Max, Starfighter
refuses to accept money for appearances and freely gives
Vixen, a Native-American former villainess turned heroine, autographs and poses for pictures with civilians.
possesses the mystical ability to transform into a werefox or
full fox. Embracing elements of her heritage and her past as Panther-Man is a non-powered hand-to-hand hero who also
an exotic dancer, she uses her enhanced senses and agility carries a .45 on his hip, although he has never killed anyone
to protect her community in Capitol City. Vixen blends stealth in combat. A contemporary of Doc Titan, Panther-Man taught
and acrobatics in her vigilantism and maintains a complex, him how to box. Now in his late 60s, he is a former member
on-again/off-again relationship with Gyro. of the Centurions who left the team due to their perceived
softness on crime.
Gold Rush, originally known as Jack B. Quick during his
teenage years, is a speedster of considerable power who Triclops is a large mutant man standing eight feet tall with
has barely aged since the 1950s. He was once a teammate three eyes. His powers include eyebeams, X-ray vision, and
of Doc Titan on Team Titan, but a very public falling out in the night vision. Triclops is a good-natured giant who serves as
1970s led Jack to change his moniker to Gold Rush. Has a an ambassador for mutants. He served honorably on the
friendly rivalry with Silver Bolt, which revolves around which Centurions but has since retired to become a community
of them is Capitol City’s fastest man alive! activist.
The Katanarchist is a vigilante and anarchist who opposes The Wiccan is the head and founder of the Women’s
the commercialization and globalization of Capitol City. While Institute for Metaphysics and is the city's foremost sorceress.
not a murderer, he is known for his violence and penchant She rarely participates in superheroics but occasionally
for property crimes, frequently targeting Garth Sterling. He is lends a hand to the Centurions. The Wiccan spends her time
teaching and learning with only female students and
propagating her worship of the Goddess Creator.
VILLAINS OF CAPITOL CITY
Ballistique is a female villain of French descent who is both Miss Toxin is a mutant with the ability to secrete deadly
a speedster and a gun user. She is a mercenary purely out toxins from her body. Once a biochemist, her experiments on
for profit and does not hesitate to kill, using her twin .45s herself resulted in her transformation. Miss Toxin's criminal
effectively. Ballistique works exclusively with Elastique. activities range from assassination to large-scale
Black Star, a name that once struck fear into the hearts of contamination plots. Her ultimate goal is to cleanse the world
heroes and villains alike, is a legendary figure whose true of what she considers its impurities, starting with the
story is shrouded in mystery. Known in the Golden and Silver underbelly of Capitol City.
Ages as one of the most formidable supervillains, Black Star Sandstorm has the ability to transform his body into living
vanished in the 1970s, leading many to believe he was sand. This power makes him incredibly difficult to capture, as
dead. As a self-contained micro-blackhole, Black Star can he can slip through even the smallest cracks. Sandstorm
manipulate gravity at will, making him a nearly unstoppable uses his abilities for robbery and sabotage, motivated by a
force. His strategic brilliance and ruthless nature have deep-seated grudge against the city’s industrial sector, which
solidified his status as a mastermind of the criminal he blames for his condition.
underworld.
Shadow Phantom has the ability to become invisible and
Cyclone can control and manipulate wind. A former undetectable at will. A former special ops soldier presumed
meteorologist, she gained her powers after being exposed to dead, he now uses his powers to conduct a one-man war
an experimental atmospheric device. Cyclone uses her against Capitol City's government, whom he holds
abilities to create devastating storms and tornadoes, often responsible for his betrayal and supposed death. Shadow
demanding ransoms to prevent natural disasters. Her Phantom’s stealth abilities make him a master of
vendetta against the city's elite stems from the accident that assassination and sabotage.
granted her powers, which she believes was caused by their
negligence. The Grey Specter has the ability to become intangible and
phase through solid objects. Once a high-stakes burglar, he
Doctor Menace is a late Golden Age and Silver Age mad turned to a life of crime after discovering his powers during a
scientist who led the infamous Alliance of Evil, seeking to heist gone wrong. The Grey Specter uses his abilities to
remake the world in his image. He was a nemesis of Doc infiltrate secure locations and steal valuable items, always
Titan and his group, Team Titan, as well as clashing with the staying one step ahead of law enforcement. His intangible
Capitol City Centurions. Currently, Doctor Menace is a nature makes him a master of stealth and evasion.
permanent resident of Belle Isle Maximum Security
Penitentiary, yet his legacy of villainy continues to cast a long The Mind Master is a powerful telepath who uses his
shadow over Capitol City. abilities to control and manipulate others. Disgraced and
ostracized from the scientific community for unethical
Elastique is Ballistique's partner in crime, also of French experiments, he now seeks revenge. The Mind Master's
descent, with stretching powers. Though considered the mental prowess allows him to infiltrate the thoughts of
nicer of the two, she is still a murderess known to kill anyone in Capitol City, making him a master manipulator and
hostages even after escaping. She works exclusively with a constant threat to both heroes and civilians.
Ballistique.
The Puppeteer has the ability to control people as if they
Glacia can generate and control ice. Once a scientist were marionettes. This power extends to making people act
working on climate control technologies, an experiment gone against their will, often committing crimes on his behalf while
wrong left her with her chilling powers. Glacia’s plans often he remains safely hidden. The Puppeteer’s sinister plots
revolve around freezing significant parts of Capitol City to usually involve manipulating key figures in Capitol City to
hold it ransom or advance her cold-hearted vendetta against sow chaos and further his twisted ambitions of power and
those she believes wronged her. control.
SUPER TEAMS OF CAPITOL CITY
Capitol City Centurions are a distinguished superhero team known for their diverse array of powers and backgrounds. Founded by
Elastic-Man in the 1960s, they operate from their island headquarters, the Crusader Citadel, on a man-made island in King's Bay.
The Centurions combat a wide range of threats, from local crime to global catastrophes. Each member brings unique abilities and
perspectives, making them a powerful force for justice and a symbol of unity and resilience. Their current roster consists of;
• Concorde: A French ex-pat superhero who can fly at • Kestrel: Master archer and martial artist who rides a high-
supersonic speeds. Known for her bohemian lifestyle and speed motorcycle. Keeps her personal life secretive.
frequent media scandals. • Kirok: Claims to be from a mystical realm, wields magic
• Elastic-Man: Founder of the Centurions with extreme and advanced technology. Known for his arrogance
flexibility due to a laboratory accident. Known for his tempered by a strong sense of honor.
serious demeanor and leadership. • Luna: Princess from a lunar culture with formidable
• Giantess: Former actress with the ability to increase her psychic powers. Aloof and detached but pivotal to the
size, though this inversely affects her intelligence. team.
• Goldenhawk: Aeronautical engineer turned superhero • Silver Bolt: Speedster with a heroic legacy dating back to
using a self-designed flight suit. His conservative views 1942. Known for his enigmatic past and friendly rivalry
often set him apart from his peers. with Gold Rush.
• Jade Jaguar: Brazilian mystic martial artist who can • Sparrowhawk: Uses a flight suit with unique sonic
manipulate his chi. Known for his solitary nature and deep capabilities. Known for her flirtatious and daring nature.
connection to mystical traditions.
The Capitol City Irregulars are a group of unregistered teen heroes, many of whom are mutants. Believed to have a secret hideout
near City Park, their membership is unknown. They are known only by the aftermath of their actions and graffiti tags left around the
city, and are often labeled a menace by the media.
ZENITH COMICS HEROES & VILLAINS
Here, you’ll find character profiles, backstories, and key abilities of the iconic figures that have shaped the epic narratives and
thrilling conflicts of the Zenith Comics world. Whether you're looking to draw inspiration for your next character or incorporate these
legendary figures into your own campaigns, this section provides all the information you need to bring these characters to life in your
HEROIC RPG adventures. Get ready to explore the depth and diversity of personalities that make Zenith Comics a rich source of
adventure and intrigue!
HEROES
The following is a short list of the most well-known Zenith Universe superheroes. It is in no way or means complete, but just a
sampling.
THE GUARDSMAN § Rapid Healing (RM30): Accelerated recovery
from injuries
• Real Name: Rex Manning
§ Flight (UN100): Ability to fly at supersonic
• Alias: The Guardsman, The National Guardsman speeds
• Occupation: Spy, Government Agent § Eyebeams (AM50): Can generate powerful
• Base of Operations: Capitol City energy blasts from his eyes
• Identity Status: Public § Lightning Reflexes (IN40): Enhanced speed,
• Team Affiliations: United Sentinels of America, Star- allowing for quick movement and reflexes
Spangled Squadron, and the Sentinels TALENTS
• Calling: Fame – Driven by the desire to be recognized • Military Training: +1CS to all FEATs related to
and celebrated as a hero military tactics, weapons proficiency, and survival skills
• Origin: Transformed – Gained powers through the • Leadership: +1CS to Dynamic when leading a team,
Titan Serum (Pe Strain) inspires allies and provides tactical advantages
ATTRIBUTES • Martial Arts A: Can Stun or Slam an opponent
• Fighting: Remarkable (RM30) - Combat skills from regardless of their comparative Strength and
extensive training and enhanced physical abilities Endurance

• 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

• Reason: Excellent (EX20) - Intelligent and strategic, • Perks:


especially in combat scenarios § High Pain Threshold: +2CS to FEATs related
• Intuition: Remarkable (RM30) - Keen awareness and to withstanding pain and resisting physical
perception trauma.
• Psyche: Incredible (IN40) - Strong-willed and § Iron Will: +1CS to Psyche when resisting
determined mental attacks or coercion.
• Dynamic: Amazing (AM50) - Charismatic and § Celebrity: +1CS on Popularity FEATs due to his
confident, especially in leadership roles well-known status and public recognition.
SECONDARY ATTRIBUTES § Resilient: +1CS on Endurance FEATs to
recover from fatigue or injury more quickly.
• Health: 320 (Total of FASE: 30+40+100+150)
§ Charismatic: +1CS on all social interaction
• Mind: 110 (Total of RIPD: 20+30+40+20) FEATs due to his natural charm and presence.
• Karma: 430 (Total of Health and Mind: 320+110) § Intimidating Presence: +1CS on Intimidation
• Initiative Modifier: +11 (4 Agility and 3 Intuition above FEATs, capable of unsettling foes and gaining
Typical, 4 for Lightning Reflexes) an advantage in confrontations.
• Resources: Remarkable (RM30) - Government § Athlete: +1CS to Agility when performing
support and funding athletic feats, reflecting his peak physical
condition and training.
• Renown: 100 - Well-known and respected as a hero
globally • Hitches:
POWERS § Mental Instability: Prone to megalomania and
paranoia due to the Titan Serum, causing erratic
• Titan Serum (Pe Strain): Provides the following behavior and difficulties in maintaining
abilities: relationships and trust.
§ Enhanced Durability (SP150): Near- § Vulnerability to Heronium: Takes +2RS
invulnerability to physical damage and damage from Heronium metal, a significant
accelerated healing of injuries weakness that enemies can exploit.
§ Heightened Senses (RM30): Improved vision, § Dark Secret: The true origin of his powers
hearing, and spatial awareness being from the Titan Serum rather than a
mystical Roman helmet. If revealed, it could British agents. Not wanting to risk getting caught, he ingested
tarnish his reputation and undermine his status the formula instead of following the instructions to destroy it if
as a hero. caught. The results were spectacular, and the Guardsman was
§ Dark Secret 2: There is something hidden that born.
is not known by anyone outside of a small To cover his rather questionable origins, Doc Titan concocted a
coterie that would shake the foundations of the story and staged an origin in England a month later. In the
world if revealed. rewritten version of the story, Manning, while touring a Roman
§ Overconfidence: His immense powers and archaeological site in England, he found a magical helmet and
public adoration can lead to overestimating his uttered the word carved within “Invictus,” which in turn struck
abilities and underestimating opponents, him with a thunderbolt of Jupiter and thus the Guardsman was
causing tactical errors. born. When a squadron of reanimate Nazi Paratroopers
attacked a USO show nearby, and Guardsman arrived to save
§ Haunted by the Past: Traumatic experiences
and the pressure of his heroism weigh heavily the day. The Victory Squad (Major Victory, Lady America,
Spangle, and the Kid Victory) were performing at that very
on him, causing nightmares and moments of
show. When it was over, it was clear that Guardsman
doubt.
outclassed the other heroes considerably and was recalled to
§ Complicated Relationships: Struggles to America. Once home, he was given the name the National
maintain personal relationships due to his fame, Guardsman by FDR and made the head of the United
mental instability, and the demanding nature of Sentinels of America. He would not see Europe again until
his heroic duties. 1945, when everything would change.
CONTACTS
Despite his origins, Rex became a highly respected hero and
• Government: Direct connections to high-level leader. His public persona as a hero who gained his powers
government officials from a mystical Roman helmet helped maintain his fame and
status. However, the truth of his transformation due to the Titan
• Military: Extensive contacts within the military
Serum remained a closely guarded secret.
• Superhero: Numerous superhero contacts and allies
Rex's life took a tragic turn when he was killed in 1984 during
• Doc Titan: Mentor and creator of the Titan Serum an attack by Wundermann and his allies. His death marked the
PERSONALITY TRAITS end of an era and had a profound impact on the superhero
community. Even in death, the Guardsman remains a symbol of
The Guardsman, or Rex Manning, is a highly intelligent and
heroism and sacrifice, remembered as one of the greatest
determined individual, driven by a strong desire for fame and
heroes of his time
recognition. Despite his mental instability and strong
personality, he remains a formidable force against crime and a GYRO
respected hero. His strong will and strategic mind make him a
valuable leader, although his mental instability can sometimes • Real Name: Richard Wilkerson
be a significant hindrance. • Alias: Gyro
COMBAT & TACTICS • Occupation: Industrial Consultant, Former US Navy
Pilot
The Guardsman relies heavily on his enhanced physical
abilities and combat skills in battle. His strategic mind, honed • Base of Operations: Capitol City
through military experience, enables him to effectively plan and • Identity Status: Public
execute complex combat scenarios. He often uses his • Team Affiliations: Former member of Team Justice,
superhuman strength, durability, and eyebeams to overpower the Protectors of New York, and the Capitol City
opponents and protect his allies. His ability to fly at supersonic Centurions
speeds and his lightning speed make him an incredibly agile
and versatile combatant. • Calling: Protector – Driven to use his powers to
safeguard others, despite the tumultuous aspects of
STORY HOOKS his personal life
• Heronium Threat: A new villain has discovered the • Origin: Transformed – Gained powers through alien
Guardsman's vulnerability to Heronium and is using it abduction and experimentation
against him. The Guardsman must find a way to ATTRIBUTES
neutralize the threat while dealing with his own
instability. • Fighting: Remarkable (RM30) - Combat skills from
Navy training and enhanced physical abilities
• Government Conspiracy: Rex uncovers a
government conspiracy involving the misuse of the • Agility: Incredible (IN40) - Enhanced reflexes and
Titan Serum. He must navigate his loyalties and coordination
decide whether to expose the truth. • Strength: Amazing (AM50) - Superhuman strength,
• Mental Struggle: The Guardsman's mental instability able to press 50 tons
reaches a breaking point, causing him to question his • Endurance: Amazing (AM50) - Enhanced stamina
role as a hero. He must find a way to regain control and resilience
and continue his mission.
• Reason: Good (GD10) - Intelligent and strategic,
BACKGROUND especially in combat scenarios
With the first US soldiers arriving in Northern Ireland, American • Intuition: Remarkable (RM30) - Keen awareness and
actor Rex Manning, who was living in Ireland, was given a perception
sample of a fortified P Strain (hereafter Pe Strain) to deliver to • Psyche: Remarkable (RM30) - Strong-willed and
in Dublin, Ireland. Late due to a dalliance with an Irish actress determined
he knew, Manning arrived to find the Nazi spies engaged with
• Dynamic: Excellent (EX20) - Charismatic and • Dancer Remington (Vixen): On-again/off-again lover
confident, especially in leadership roles and fellow superhero
SECONDARY ATTRIBUTES PERSONALITY TRAITS
• Health: 170 (Total of FASE: 30+40+50+50) Gyro is a confident and determined individual, driven by a
• Mind: 90 (Total of RIPD: 10+30+30+20) strong sense of duty to protect others. His rebellious nature
often puts him at odds with authority, but his indomitable spirit
• Karma: 260 (Total of Health and Mind: 170+90) and strong will make him a formidable hero. His relationship
• Initiative Modifier: +7 (Every rank of Agility and with Vixen adds complexity to his life, as their love is both
Intuition above Typical: 4 for Agility, 3 for Intuition) passionate and tumultuous.
• Resources: Incredible (IN40) - Wealth from consulting COMBAT & TACTICS
and industrial work
Gyro uses his bio-kinesis to outmaneuver and overpower
• Renown: 50 - Well-known as both a hero and opponents. He often combines his supersonic flight and energy
industrial consultant blasts for swift and devastating attacks. His force field provides
POWERS & EQUIPMENT him with additional protection, allowing him to engage in
prolonged combat. Gyro's military training and strategic mind
• Bio-Kinesis: Control over his life energy, granting
make him an effective leader in battle, despite his rebellious
several abilities:
tendencies.
§ Supersonic Flight (UN100): Can fly at
supersonic speeds STORY HOOKS
§ Energy Blasts (AM50): Can generate powerful • Alien Invasion: Gyro's alien abductors return,
energy blasts threatening Earth. He must confront his past and lead
§ Force Field (AM50): Can create a protective a defense against the invaders.
force field • Industrial Sabotage: Rivals target Wilkerson
§ Enhanced Strength (AM50): Superhuman International, and Gyro must protect his family's
strength legacy while uncovering the saboteurs.
§ Enhanced Stamina (AM50): Increased • Relationship Turmoil: Gyro's relationship with Vixen
endurance and resilience reaches a breaking point, affecting their teamwork.
They must resolve their differences to face a common
TALENTS threat.
• Martial Arts B: +1CS to Fighting Ability when BACKGROUND
engaged in unarmed combat
Richard Wilkerson, widely known by his superhero moniker
• Pilot: +1CS to Agility when piloting aircraft Gyro, is a former Navy pilot whose life took a drastic turn during
• Aerial Combat: +1CS to combat FEATs when a routine flight mission over Cuba. Operating an F-14 Tomcat in
engaged in airborne combat the days leading up to the Central American War, Richard and
• Military Strategy: +1CS to Reason in combat his navigator encountered the extraordinary: an apparent alien
strategy and tactics abduction. Six months following their disappearance, the duo
mysteriously resurfaced on the shores of Florida, possessing
• Engineering: +1CS to Reason when dealing with newfound powers but devoid of any memories of their ordeal.
engineering problems
Declared dead in the interim, their miraculous return saw
PERKS & HITCHES
Richard's father, Maximilian Wilkerson, successfully overturn
• Perks: their death certificates and nullify their Navy contracts—a
§ Strong-Willed: +1CS to Psyche when resisting maneuver that spared them from becoming military-controlled
mental attacks superweapons.

§ 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:

• Origin: Titan Serum (Transformed) • Strength for Blocking

ATTRIBUTES • Agility for Dodging


• Agility or Intuition for Initiative
• Fighting: Amazing (AM50) - Trained to peak human
ability through the Titan Serum and extensive combat • Endurance for Slams & Stuns (but not Kills)
training. • Intuition for determining Surprise
• Agility: Remarkable (RM30) - Enhanced reflexes and PERKS & HITCHES
agility from the Titan Serum.
• Perks:
• Strength: Excellent (EX20) - Physical strength
augmented by the Titan Serum. § Allies: Lady America has many heroic and
civilian allies.
• Endurance: Incredible (IN40) - Superior stamina and
durability thanks to the Titan Serum. § Fame: Known around the world, receives a
+1CS to Reaction FEATs.
• Reason: Good (GD10) - Tactical and strategic thinking
§ High Pain Threshold: +2CS to resisting Stun.
developed through military training.
§ Iron Willed: +1CS to resist mental/domination
• Intuition: Remarkable (RM30) - Heightened
attacks and stressful situations, and +10% to
awareness and perception.
Mind total.
• Psyche: Excellent (EX20) - Strong mental fortitude
• Hitches:
and willpower.
§ Dark Secret: Has a dark secret that, if
• Dynamic: Incredible (IN40) - Exceptional leadership
revealed, would cause great social and possibly
and charisma, inspiring others.
legal embarrassment.
SECONDARY ATTRIBUTES
§ Nightmares: Lady America dreams every night
• Health: 140 (Total of FASE) of her death in various fields of battle she has
• Mind: 100 (Total of RIPD) survived.
• Karma: 240 (Total of Health and Mind) § Rogues Gallery: There is no end to Lady
America's enemies.
• Initiative Modifier: +6/+8 (+3 Agility, +3 Intuition/+5
Master of Martial Arts) § Vulnerability: Like all Titan Serum recipients,
Lady America takes +2RS Damage from
• Resources: Incredible (IN40) - Supported by Heronium metal.
government funding.
CONTACTS
• Renown: 75
• Government: Connected directly to the President’s
POWERS & EQUIPMENT
Office.
• Titan Serum: Allows her to act at peak human ability • Military: ASGARD - Has a connection to the head of
and slows her aging process to approximately 1 year ASGARD codenamed ODIN.
for every 10 years lived.
• Superhero: Far too many to list here, but Doc Titan is protect the next generation of heroes, ensuring they were
a very specific one. better prepared for the dangers they would face.
PERSONALITY TRAITS Her one true love, Major Victory, Henry "Hurricane" McShane,
• Determined and patriotic. was her partner in both battle and life. Amanda was the only
one who called him "Hank," and he called her "Mandy," a
• Strong sense of duty and justice. testament to their deep, personal bond. Their love story was
• Compassionate towards allies, relentless against foes. one of mutual respect and shared purpose, fighting side by
COMBAT & TACTICS side for justice. Hank's death at Castle Fear was a devastating
blow from which Amanda never fully recovered. She chose to
• Prefers to engage enemies directly, using her martial honor his memory by continuing their mission, but her heart
prowess to subdue them. remained closed to the possibility of loving anyone else as she
• Utilizes tactical strategies learned from military training had loved him.
to outmaneuver and defeat opponents. In recent times, with the death of Guardsman, Amanda has
• Often leads the charge in battles, inspiring her team chosen to retire, stating her desire to "get to know this modern
and allies. America and let my hair grow." The mantle of Lady America
STORY HOOKS has been passed to a new heroine with Amanda's blessings.
However, those who know her best believe it won't be long
• Legacy of the Titan Serum: A new threat emerges before Amanda finds herself back in action. Her indomitable
with a rogue scientist creating an unstable version of spirit and sense of duty are too strong to keep her on the
the Titan Serum. Lady America must stop the spread sidelines for long, and the world may once again call upon the
of this dangerous substance. legendary Lady America.
• Political Intrigue: Lady America is called to testify THE MIGHTY TURTLE
before a government committee questioning the ethics
of the Titan Serum and her public identity, leading to a GENERAL INFORMATION
deeper conspiracy.
• SUPER NAME: The Mighty Turtle
• Old Enemies: A villain from Lady America's past
• REAL NAME: Carmine DiAntonio
resurfaces, seeking revenge for a defeat during her
early days, bringing with them new, dangerous allies. • OCCUPATION: Mechanic, Army Reservist (Retired)
• Lost Love Returned?: A new hero is making the • BASE OF OPERATIONS: Capitol City, Little Italy
scene calling himself Major Victory, and he is the • IDENTITY STATUS: Secret
spitting image of Henry McShane. Is it true or a plot by
• TEAM AFFILIATIONS: None
Lady A's enemies?
• SIDE: Heroic
BACKGROUND
• CALLING: Protector (Driven to protect his
Amanda Reese, known to the world as Lady America, neighborhood and family)
embodies the unwavering spirit of patriotism and resilience. Her
journey began during World War II when she volunteered for • ORIGIN: Technological (Powered by an advanced
the Titan Serum program, a top-secret government initiative battlesuit)
aimed at creating super-soldiers. Enhanced to peak human PRIMARY ABILITIES
condition, Amanda's strength, agility, and endurance were
• Fighting: Remarkable (RM30) - Enhanced through
unparalleled, and she quickly rose to prominence as a key
Martial Arts training.
figure in the Allied forces. Her dedication to justice and her
tactical brilliance on the battlefield made her a legendary figure, • Agility: Good (GD10) - Despite the heavy armor, his
earning her the adoration of her comrades and the fear of her military training and reflexes are sharp.
enemies. • Strength: Excellent (EX20) - Reflects his natural
During the Cold War, the Soviets claimed Lady America had strength without armor enhancements.
died during the Cuban Missile Crisis. When she appeared with • Endurance: Excellent (EX20) - Maintained fitness and
a newspaper showing the leaked Soviet picture alive and well, endurance from his military days.
it was exposed as commie propaganda. • Reason: Incredible (IN40) - Highly skilled in
Recently, Lady America appeared with powers like Guardsman engineering and advanced technology.
and then went crazy attacking a government building. In reality, • Intuition: Excellent (EX20) - Keen senses and
the real Lady A was captured and held in a secret SKULL awareness, honed by years of combat experience.
facility for a year. During her captivity, they created a clone,
• Psyche: Typical (TY06) - Strong-willed but grounded
designed to tarnish her legacy and undermine her name.
in reality.
Despite the psychological and physical torture, Amanda's
resolve never wavered. She ultimately escaped, leading to an • Dynamic: Good (GD10) - The suit’s systems provide
epic confrontation with her clone. The battle was fierce, but limited energy manipulation capabilities.
Lady America's determination and superior combat skills SECONDARY ABILITIES
allowed her to defeat the imposter, reaffirming her status as a
true American hero. • Health: 80 (Fighting + Agility + Strength + Endurance)
• Mind: 76 (Reason + Intuition + Psyche + Dynamic)
Amanda's motherly instincts extended to Spangle, a younger
superheroine she mentored and loved like a daughter. The • Karma: 156 (Health + Mind)
death of Molly, Spangle's alter ego, left a profound and never- • Initiative Modifier: +3/+5 (+1 from Agility, +2 from
ending sadness in Amanda's heart. She often reflects on Intuition, +1 from Weapon Specialist Talent)
Molly's bravery and potential, feeling a personal responsibility
• Resources: Excellent (EX20) - Access to his
for her untimely demise. This loss only deepened her resolve to
engineering skills and military contacts.
• Renown: Typical (TY06) - Known locally as a • Military: Contact in the Army Motor Pool, provides
protector, with connections in the military and police. access to military-grade equipment and vehicles when
POWERS & EQUIPMENT needed.
• Police: Contact on his father's side of the family, a
• Mighty Turtle Battlesuit: A powerful but cumbersome
lieutenant in the Capitol City Police Department,
armor with various systems:
offering access to police resources and inside
§ Body Armor: Provides Amazing (AM50) protection information.
against Force/Blunt attacks and Remarkable
PERSONALITY TRAITS
(RM30) vs. Energy/Edged attacks.
§ Communications/Suite: Includes Radar Sense, • Protective and loyal, particularly towards his family
Thermographic Vision, Radio Link, and Radio and neighborhood.
Hearing at Good (GD10) Ability. • Stubborn and determined, often refusing to back down
§ Booster Rockets: Allows hovering flight at Poor even when outmatched.
(PR04) speed (50MPH/3Apt) limited to 1' off the • Prone to act first and think later, relying on his suit’s
ground. power to get through tough situations.
§ Sealed Systems: Life-support and underwater COMBAT & TACTICS
capabilities at Excellent (EX20), not usable in
space. • Prefers to use his suit’s overwhelming strength and
durability to outlast opponents.
§ Reflex-Laser System: Excellent (EX20) Energy
Damage at a range of 3 Areas. • Uses his Reflex-Laser System for ranged
engagements and relies on his B.F.G. for major
§ B.F.G.: Uncanny (UN100) Energy Damage. threats.
Requires 1d10+1 rounds to recharge after use.
Needs an Endurance FEAT to avoid system • In close combat, combines his martial arts training
shutdown (if failed, 1d10+1 rounds for reboot). with the brute force of his battlesuit.
TALENTS STORY HOOKS

• 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.

Colt is a ruthless and self-serving individual. He holds a deep DAMSELFLY


grudge against anyone who wrongs him and has no qualms SUPER NAME: Damselfly
about using violence to get what he wants. Despite his tough REAL NAME: Jennifer Fraser
exterior, he harbors a soft spot for animals, and any harm done ALIAS: None
to them can push him to act irrationally. He is also addicted to OCCUPATION: Former Psychology Student
gambling, which often gets him into more trouble than he can BASE OF OPERATIONS: The Houser Home For The
handle. Criminally Insane, Capitol City
COMBAT & TACTICS IDENTITY STATUS: Known to authorities
TEAM AFFILIATIONS: None
SIDE: Villainous
CALLING: Obsession • Desperate Strikes: When facing overwhelming odds,
ORIGIN: Transformed (Through a psychological experiment Damselfly gains a +1CS to her attack rolls, driven by
gone wrong) her obsession.
PRIMARY ABILITIES HITCHES

• 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.

TALENTS COMBAT & TACTICS

• 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.

• Super Strength: Mighty (MN75) - Glamazon CONTACTS


possesses superhuman strength, allowing her to lift • Criminal: Glamazon is a villain for hire and knows
and throw massive objects and deal significant many other supervillains via the Syndicate.
damage in melee combat.
• Military: Glamazon still maintains contact with her old
Power Stunts: commanding officer.
§ Ground Pound: Glamazon slams the ground PERSONALITY TRAITS
with her fists, creating a shockwave that can Glamazon is driven by her desire for fame and recognition. Her
knock down opponents within a 30-foot radius. obsession with her physical appearance and strength leads her
Requires a Fighting FEAT to execute and deals to make rash decisions, often putting herself in unnecessary
Incredible (IN40) damage to all within the danger. Despite her incredible physical power, she is
radius. emotionally fragile and easily provoked, especially when her
§ Concussive Clap: A powerful clap that ego is challenged. Her narcissism and desire for fame often
generates a shockwave, pushing back enemies make her the center of attention, whether on the battlefield or in
and causing Amazing (AM50) damage. This her criminal activities.
can also shatter glass and cause COMBAT & TACTICS
disorientation. Glamazon thrives in physical combat, using her overwhelming
§ Leaping: Glamazon can leap vast distances, strength and wrestling skills to dominate her opponents. Her
up to 300 feet in a single bound, allowing her to Invulnerability allows her to withstand most physical attacks,
cover ground quickly or escape dangerous while her Super Strength ensures she can deal out massive
situations. damage. When provoked, her Roid Rage makes her even
• Roid Rage: Whenever Glamazon takes damage or is more dangerous, though it also makes her more reckless and
taunted, she must make a Daunting Psyche FEAT susceptible to cunning opponents. Glamazon’s primary
(typically requiring a Red result) or go into a brutal weakness is her fragile psyche, which can be exploited by
rage. In this rage, she gains +3CS to Strength, as well those who know how to get under her skin.
as replacing her Psyche with her unmodified Strength STORY HOOKS
(MN75) to resist control or calming effects. This rage
lasts for 1d10 rounds or until the trigger has been 1. Public Showdown: Glamazon challenges a hero to
removed. If she takes additional damage during this a public fight, seeking to prove her superiority. The
time, or further taunting occurs, add another 1d10 to event draws massive media attention, and the
the duration. heroes must decide whether to take the bait or find
another way to deal with her.
TALENTS
2. Enforcer for Hire: Glamazon is hired by a powerful
• Acrobatics: Glamazon gains +1CS when Dodging,
crime lord to protect an illegal operation. The heroes
Evading, and Escaping.
must face her head-on or find a way to neutralize her
• Martial Arts B: Glamazon gains +1CS on Fighting without direct confrontation.
FEATs in combat.
3. Roid Rage Rampage: Glamazon goes on a
• Military: Glamazon gains +1CS to non-combat FEATs rampage after being humiliated in public, and the
relating to military matters. heroes must stop her before she causes too much
• Performer: Glamazon gains +10 Karma a week when destruction.
making a week’s worth of regular performances.
BACKGROUND
• Wrestling: Glamazon gains +2CS to Grappling Sandra Wheaton, known as Glamazon, grew up with dreams of
attacks.
becoming famous. Her obsession with her body and • Karma: 262 (Total of Health and Mettle)
appearance led her into bodybuilding, where she discovered a • Initiative Modifier: +2 (1 from Agility, 1 from Intuition)
passion for becoming physically stronger. She began her
career in Bay City Wrestling, a Syndicate front used to recruit • Resources: Typical (TY06) - Skullsmasher’s criminal
muscle for clients. Her time there honed her combat skills, but activities provide him with a steady, though limited,
she yearned for more power. After undergoing experimental income.
procedures and using Meta-Steroids, Sandra's strength and • Renown: +5 (As a notorious criminal known for his
endurance were elevated to superhuman levels. violent outbursts)
She later moved to the Ultimate Wrestling Federation (UWF), POWERS & EQUIPMENT
where her newfound powers made her a star. However, her • Rage: Skullsmasher is possessed of a furious rage.
ambition led her down a darker path, and she fell into villainy, When he is in combat, if he takes damage, or is forced
becoming an enforcer for various criminal organizations. to fight for more than 5 rounds, he loses his temper
Glamazon idolized Lady America, hoping to one day stand and his rage powers kick in. They are as follows:
alongside her as a famous heroine. However, her first public
defeat came at the hands of the Mighty Turtle, who outsmarted § Increased Strength: In the 1st round of rage, and
and overpowered her during a highly publicized battle by firing every 3 thereafter, his Strength increases by +1CS
his BFG cannon into her face at point-blank range. This defeat until he reaches his recorded limit of Wonderous
scarred her deeply, fueling her desire for revenge and pushing (WN1000), although some believe it may be
her further into the criminal underworld. limitless.
§ Increased Endurance: In the 1st round of rage,
Now a free agent, Glamazon works closely with the Syndicate,
and every 3 thereafter, his Endurance increases by
taking on jobs that allow her to maintain her power and
+1CS until he reaches his recorded limit of
lifestyle. Her obsession with fame and her fragile ego make her
Wonderous (WN1000), although some believe it
a dangerous and unpredictable adversary, constantly seeking
may be limitless.
to prove herself as the strongest and most fearsome individual
around. § Increased Psyche: His Psyche raises to Amazing
(AM50) during Rage, making it difficult for
SKULLSMASHER mentalists to penetrate the raw rage in his mind.
SUPER NAME: Skullsmasher § Growth: In the 1st round of Rage, Skullsmasher
REAL NAME: Jimmy Jones gains the Growth power, starting at Feeble (FB02)
ALIAS: None (8 feet tall). Every 3 rounds he remains enraged,
OCCUPATION: Criminal Enforcer he grows by +1CS until he reaches Good (GD10)
BASE OF OPERATIONS: Mobile rank, or 14 feet tall.
IDENTITY STATUS: Known § Rage Dissipation: All of his rage powers dissipate
TEAM AFFILIATIONS: None at a rate of -1CS per round after his rage ends until
SIDE: Villainous he reaches his starting ranks. He must immediately
CALLING: Revenge (Against SKULL) make an Endurance FEAT or become exhausted
ORIGIN: Transformed (Empowered by SKULL experiments) for as many rounds as he was enraged.
PRIMARY ABILITIES • Leaping: Uncanny (UN100) - Skullsmasher can leap
vast distances, allowing him to cover ground quickly or
• Fighting: Excellent (EX20) - Skullsmasher is a
escape dangerous situations.
formidable combatant with significant experience in
close-quarters combat. • Body Armor: Uncanny (UN100) resistance to
FORCE/BLUNT and Amazing (AM50) resistance to
• Agility: Good (GD10) - Despite his size and power,
ENERGY/EDGED damage.
Skullsmasher maintains a decent level of agility.
• Life Support: Cosmic (CZ1000) - Skullsmasher can
• Strength: Uncanny (UN100) - His superhuman
survive in extreme environments without needing air,
strength allows him to lift and throw massive objects
food, or water for extended periods.
and deal incredible damage in melee combat.
• Health-Drain Touch: Amazing (AM50) - Skullsmasher
• Endurance: Uncanny (UN100) - Skullsmasher has
can drain the health of others through physical
near-superhuman endurance, allowing him to
contact, but only up to the amount of damage inflicted
withstand massive amounts of damage and continue
in hand-to-hand combat.
fighting.
TALENTS
• Reason: Typical (TY06) - Skullsmasher is not known
for his intelligence, often relying on brute force over • Martial Arts B: Skullsmasher gains +1CS to Fighting
strategy. FEATs when engaged in unarmed combat.
• Intuition: Good (GD10) - His instincts are sharp, • Martial Arts D: Skullsmasher ignores Body Armor for
particularly in combat situations. determining Stun & Slam results and does not need to
• Psyche: Typical (TY06) - Skullsmasher has decent inflict damage for a check.
willpower but can be overwhelmed by mental or • Thrown Objects: Skullsmasher gains +1CS with all
emotional attacks. throwing attacks and catching FEATs.
• Dynamic: Good (GD10) - Skullsmasher’s sheer • Weapon of Opportunity: Skullsmasher gains a +1CS
physical presence and force of personality allow him to Fighting FEATs when using non-traditional
to dominate and intimidate those around him. weaponry, such as lamp posts, cars, mailboxes, etc.
SECONDARY ABILITIES PERKS & HITCHES
• Health: 230 (Total of FASE) PERKS
• Mind: 32 (Total of RIPD)
• Tough as Nails: Skullsmasher’s toughened physique way to break the villain's control over Skullsmasher
grants him +1CS to resist damage from physical before he causes irreparable damage.
attacks.
BACKGROUND
• Unstoppable: Once per session, Skullsmasher can Jimmy Jones, now known as Skullsmasher, was born into a life
continue fighting even after his Health has been of hardship on the streets of a gritty urban neighborhood.
reduced to zero. He remains conscious and able to act Orphaned at a young age, he grew up with nothing but his wits
for 1d10 rounds, after which he must make an and a fierce determination to survive. It was on those harsh
Endurance FEAT to stay active. streets that he met Lizzy, a fellow street kid who quickly
HITCHES became the only person he cared about. Together, they
navigated the dangerous underworld, doing whatever it took to
• Short Fuse: Skullsmasher has a hair-trigger temper, get by. Their bond grew stronger as they looked out for one
requiring a Daunting Psyche FEAT to avoid entering another, dreaming of a better life, far away from the dangers
Rage prematurely when provoked. and despair of their current existence.
• Obsession: Skullsmasher is obsessed with
Their lives took a dark and twisted turn when they were
destroying SKULL and rescuing his girlfriend, Psyber
approached by agents of SKULL, a sinister organization
(Lizzy), from their clutches.
promising them money in exchange for participating in what
CONTACTS they were told were simple medical experiments. Desperate
• Criminal: Skullsmasher has a contact within the and with few options, Jimmy and Lizzy agreed, only to find
Syndicate who provides him with intelligence on themselves subjected to horrific and invasive procedures. The
SKULL and the possible location of Psyber. experiments were designed to unlock latent superhuman
abilities, and while Lizzy was transformed into Psyber, a
PERSONALITY TRAITS powerful psychic, Jimmy's transformation was far more
Skullsmasher is a brute who thrives on violence and chaos. His monstrous. The experiments unleashed a primal,
rage is both his greatest strength and his greatest weakness, uncontrollable rage within him, turning him into the unstoppable
often leading him to act recklessly. His single-minded force of destruction now feared as Skullsmasher.
obsession with rescuing his girlfriend, Psyber, and destroying
SKULL drives his every action. Despite his violent tendencies, SKULL, realizing the power they had created in Skullsmasher,
his deep affection for Psyber is one of the few things that can tried to control him, but they quickly learned that his rage was
temper his rage, although it has also made him vulnerable to beyond their ability to contain. In a frenzied breakout, Jimmy
manipulation by the Syndicate, who use him for their own escaped the clutches of SKULL, leaving a trail of devastation in
purposes. his wake. However, Lizzy was not so fortunate. SKULL
managed to keep her under their control, using her as leverage
COMBAT & TACTICS to try and rein in Skullsmasher. This loss only fueled Jimmy's
Skullsmasher’s combat strategy revolves around getting into hatred and desire for revenge, turning him into a relentless
the thick of things as quickly as possible. He uses his hunter, driven by the need to rescue Lizzy and destroy SKULL
superhuman strength and endurance to overpower his at any cost.
opponents, and his rage powers to increase his size and
strength as the fight goes on. His Health-Drain Touch allows Skullsmasher's rampages have not gone unnoticed. His single-
him to stay in the fight longer by sapping the life force of his minded pursuit of SKULL has brought him into conflict with
enemies. Skullsmasher’s primary weakness is his temper, countless superheroes and law enforcement agencies. Among
which can be both a tactical advantage and a liability. these, ASGARD, the global peacekeeping organization, has
declared him Public Super Villain Number 1, recognizing the
STORY HOOKS unprecedented threat he poses. Skullsmasher’s raw,
1. Rage Unleashed: Skullsmasher’s temper is unchecked power, combined with his relentless quest for
provoked in a public setting, leading to a destructive vengeance, has made him the most wanted man in the world.
rampage that the heroes must stop before innocent ASGARD’s highest priority is capturing or neutralizing him, but
lives are lost. Skullsmasher’s sheer determination and the chaos he leaves
behind have made that task nearly impossible. Now, with the
2. Rescue Mission: Skullsmasher has found where weight of the world's most powerful heroes on his back,
Psyber is being held and needs the heroes' help to Skullsmasher continues his warpath, determined to save Lizzy
rescue her from SKULL. and bring SKULL to its knees, even if it means tearing apart
3. Controlled Fury: A villain has discovered a way to everything and everyone that stands in his way.
manipulate Skullsmasher’s rage, using him as a
weapon against the heroes. The team must find a
APPENDIX A: CHARACTER CREATION REDUX
Creating a superhero character is one of the most exciting and integral parts of the HEROIC RPG experience. Appendix A:
Character Creation Redux provides an expanded and detailed guide to crafting your HEROIC character, ensuring you have all the
tools and knowledge necessary to bring your unique vision to life. Whether you are new to the game or a seasoned player, this
appendix offers comprehensive instructions, additional options, and strategic insights to help you navigate the character creation
process with ease and creativity.
In this section, you will find step-by-step guidance on each phase of character creation. We explore the three primary styles of
character creation: the HEROIC WAY, Random Character Creation, and Character Modeling. Each method offers a unique
approach, allowing you to choose the one that best fits your style and campaign needs. By following the principles outlined in this
appendix, you can create a well-rounded, balanced, and compelling character ready to embark on epic adventures in the Zenith
Universe.
Just remember to BE HEROIC!

CHARACTER CREATION THE HEROIC WAY EXPANDED


Creating characters in HEROIC RPG using the HEROIC WAY is a unique and enriching experience designed to allow players to
craft superheroes that are deeply integrated into the game's narrative and setting. This guide aims to provide an expanded and
detailed walkthrough of this process, highlighting its strengths and offering tips to make the most of this character creation method.

THE STRENGTHS OF THE HEROIC WAY


• Narrative Integration: The HEROIC WAY emphasizes creating characters that are not only powerful but also
narratively rich. This method encourages players to think about their character's backstory, motivations, and how
their abilities tie into the campaign's setting.
• Customization and Flexibility: Unlike rigid character creation systems, the HEROIC WAY offers a high degree of
customization. Players can tailor every aspect of their character, from abilities and powers to personal goals and
relationships, ensuring a unique and personal play experience.
• Balanced Gameplay: By using a point-based system to purchase abilities and powers, the HEROIC WAY maintains
balance among characters. This prevents any single character from overshadowing others, promoting teamwork and
collaborative storytelling.
• Creativity Encouraged: The HEROIC WAY fosters creativity, allowing players to invent new powers and abilities or
modify existing ones to better fit their vision. This flexibility makes the game more engaging and immersive.

STEPS FOR CREATING CHARACTERS THE HEROIC WAY


STEP 1: DETERMINE CAMPAIGN RANK
The first step in the HEROIC WAY is determining the Campaign Rank. This decision, primarily in the hands of the Judge, sets the
tone and power level for the entire campaign. By establishing the highest Rank Intensity that characters can start with, the Judge
ensures a balanced playing field where characters can shine without overshadowing one another. It also helps manage
expectations, providing players with a clear understanding of the kind of heroes they will create—whether they are street-level
vigilantes, world-class defenders, or godlike beings. This step is crucial for maintaining a coherent and enjoyable game experience,
as it aligns the characters' capabilities with the overall narrative scope.
• Judge's Role: The Judge must decide on the highest Rank Intensity allowed for the campaign. This sets the tone
and power level for all characters, ensuring consistency and balance.
• Example: For a mid-level campaign, the highest starting Rank Intensity might be AM50.
Table 2.0 Campaign Rank
Campaign Level Campaign Rank
Street/Low Level RM30
Mid-Level AM50
World Class UN100
Godlike WN1000

STEP 2: ASSEMBLED POOL OF RANKS


Once the Campaign Rank is set, players receive an assembled pool of Ranks to allocate across their character’s abilities. This step
ensures that all players start with a similar power base, promoting fairness and balance within the group. The pool of Ranks, which
varies based on the campaign level, allows players to strategically distribute their character's strengths and weaknesses. By
providing a mix of high and low Ranks, this method encourages players to create well-rounded characters with diverse abilities. This
step highlights the importance of resource management and planning in character creation, teaching players to prioritize and make
meaningful choices about their character's development.
• Pool of Ranks: Based on the Campaign Rank, each player receives a set of Ranks to distribute among their
character’s abilities. This includes higher Ranks for primary abilities and lower Ranks for secondary traits.
• Example: In a mid-level campaign (AM50), a character might start with 1 AM50, 2 IN40s, 3 RM30s, 4 EX20s, and 5
GD10s.
Table 2.1 Pool of Ranks
Ranks Street Level Mid-Level World Class Godlike
GD10 3 5 7 11
EX20 2 4 6 10
RM30 1 3 5 9
IN40 - 2 4 8
AM50 - 1 3 7
MG75 - - 2 6
UN100 - - 1 5
SP150 - - - 4
FN200 - - - 3
LG500 - - - 2
WN1000 - - - 1

STEP 3: CHOOSE AN ORIGIN


Choosing an Origin is a pivotal step in character creation, as it defines the source of a character’s powers and shapes their
backstory. Origins provide specific bonuses and limitations, grounding characters in the game’s universe and adding depth to their
personal history. Whether a character is a mutant, an alien, or a mystically enhanced human, their Origin influences their abilities
and how they interact with the world around them. This step emphasizes the narrative aspect of character creation, encouraging
players to think about their character's past and how it affects their present and future. It also ensures diversity among characters,
as each Origin offers unique advantages and challenges.
• Origins: Select an origin that fits the character concept. Origins provide specific bonuses and set the stage for the
character’s abilities.
• Example: Choosing "Mystical" as an origin might grant a +1CS to Psyche and certain mystical abilities.
STEP 4: PURCHASE THE BASICS
Table 2.0 Purchase Table
Item Rank Cost
Primary Ability 1 for 1
Secondary Ability 1 for 1
Power 1 for 1
Talents EX20 per
Contacts GD10 (1 for 2)
Perks GD10 per Pks

STEP 4.1 ABILITIES


Abilities are the foundation of a character’s capabilities, determining their physical and mental strengths. In this step, players
allocate Ranks from their pool to FASE (Fighting, Agility, Strength, Endurance) and RIPD (Reason, Intuition, Psyche, Dynamic)
attributes. This allocation reflects the character's primary strengths and weaknesses, shaping their role within the team and the
story. By carefully selecting which abilities to enhance, players can create characters that excel in specific areas while maintaining a
balance in others. This step underscores the importance of strategic thinking in character creation, as players must consider how
their choices will impact gameplay and interactions with other characters.
• Abilities: Allocate Ranks to FASE (Fighting, Agility, Strength, Endurance) and RIPD (Reason, Intuition, Psyche,
Durability) attributes. The highest Rank should reflect the character's primary strengths.
• Example: A character might allocate AM50 to Strength and IN40 to Psyche, representing a physically powerful and
mentally resilient hero.
STEP 5: PURCHASE POWERS/EQUIPMENT
Powers and equipment define what makes a superhero super. This step allows players to bring their vision to life by selecting and
customizing the abilities that make their character unique. Each power is named, ranked, and detailed to fit the character's concept,
providing a clear understanding of what they can do. Equipment, whether it’s a suit of armor or a high-tech gadget, further enhances
their capabilities. This step encourages creativity and innovation, as players can invent new powers or tweak existing ones to better
suit their character. It also highlights the importance of narrative consistency, ensuring that the character’s abilities make sense
within the campaign’s context.
• Powers: Define and purchase powers using the remaining Ranks. Powers should be named, ranked, and detailed in
terms of what they can do.
• Example: A character might have "Telekinesis" at RM30 and "Energy Shield" at EX20.
STEP 6: PURCHASE TALENTS
Talents represent specialized skills and knowledge that enhance a character’s abilities. In this step, players select talents that
complement their character’s powers and backstory, adding depth and versatility to their capabilities. Talents can range from combat
skills to professional expertise, each providing specific benefits in gameplay. This step emphasizes the role of personal development
and expertise in shaping a hero’s journey, encouraging players to think about their character’s training and experiences. By carefully
choosing talents, players can create well-rounded characters that are not only powerful but also resourceful and adaptable.
• Talents: Talents represent specialized skills and knowledge. Purchase talents that complement the character’s
abilities and backstory.
• Example: Talents might include "Martial Arts A" and "Investigation" at a cost of EX20 per.
STEP 7: PURCHASE CONTACTS
Contacts are the social network of a character, providing support, information, and resources. Establishing these relationships is
crucial for characters who need allies to succeed in their missions. Each contact represents a connection to the world, whether it’s a
mentor, a fellow hero, or someone from their past. This step emphasizes the importance of relationships and community in the
HEROIC RPG, highlighting how characters rely on others to achieve their goals. It also adds a layer of realism and depth to the
game, as players must navigate these relationships and leverage them effectively.
• Contacts: Establish relationships with NPCs that can provide support and information. Contacts should be relevant
to the character’s backstory.
• Example: A detective might have contacts in law enforcement and the underworld.
STEP 8: PURCHASE PERKS & HITCHES
Perks and Hitches add flavor and complexity to a character, representing their strengths and weaknesses beyond their powers and
abilities. Perks provide advantages, while Hitches introduce challenges that can hinder or complicate their journey. This step
encourages players to think about their character’s personality and quirks, adding depth to their role-playing experience. By
balancing perks and hitches, players can create multidimensional characters with realistic flaws and strengths. This step highlights
the importance of character development and the role of personal traits in shaping a hero’s story.
• Perks & Hitches: Select positive and negative traits that add depth to the character. These traits should influence
gameplay and storytelling.
• Example: A character might have the Perk "Resourceful" and the Hitch "Haunted by Past Failures."
STEP 9: PICK A CALLING
A character’s Calling defines their motivation and drives their actions. This step is crucial for understanding why a character does
what they do, adding a layer of emotional and narrative depth to the game. Callings guide role-playing and decision-making,
providing players with a clear sense of their character’s goals and values. This step emphasizes the importance of motivation in
shaping a hero’s journey, encouraging players to think about their character’s inner world and what makes them tick. By choosing a
Calling, players can align their character’s actions with their narrative arc, enhancing the overall storytelling experience.
• Calling: Choose a calling that defines the character’s driving motivation and goals. This helps guide role-playing and
decision-making.
• Example: A calling of "Protector" might drive the character to prioritize saving civilians and maintaining peace.
STEP 10: FINAL TOUCHES
The final step in character creation involves refining the character and adding personal details. This includes tallying up health,
mind, and karma, buying any remaining resources, and finalizing the character’s name, identity, and description. This step is about
bringing everything together and ensuring the character is ready for gameplay. It encourages players to think about the finer details
that make their character unique, from their appearance and personality to their background and motivations. This step underscores
the importance of preparation and attention to detail in creating a fully realized character ready to embark on their HEROIC
adventures.
• Final Touches: Refine the character by adding personal details, such as their hero name, costume design, and
personality traits.
• Example: Finalize the character with a hero name like "Guardian Angel," a costume featuring a wing motif, and a
personality described as "noble and determined."
TIPS FOR PLAYERS
• Collaborate with the Judge: Work closely with the Judge to ensure your character fits well within the campaign
setting and narrative.
• Embrace Creativity: Don’t be afraid to think outside the box when defining powers and abilities. The HEROIC WAY
supports inventive and unique character concepts.
• Focus on Story: Develop a rich backstory and clear motivations for your character. This will enhance your role-
playing experience and contribute to the overall narrative.
• Balance Abilities: Ensure your character is well-rounded by balancing combat abilities with skills and talents that
can be useful in various scenarios.
• Engage with Other Players: Collaborate with other players to create character synergies and compelling team
dynamics.
By following these expanded steps and tips, players can create well-rounded and engaging characters that enhance the HEROIC
RPG experience, making each session exciting and memorable.
COMBINING AND SPLITTING RANKS IN THE HEROIC WAY
One of the unique features of the HEROIC RPG system is the flexibility in managing character Ranks. This flexibility allows players
to combine and split Ranks to better tailor their characters' abilities to their desired concept. Understanding how to effectively use
this system is key to creating a well-rounded and balanced superhero.
COMBINING RANKS
Combining Ranks allows players to merge two Ranks of the same level into one Rank of the next higher level. This mechanic
provides a way to enhance specific attributes or powers beyond what is initially provided by the Rank pool.
Example: If a character starts with two IN40 Ranks, they can be combined into one AM50 Rank. This is particularly useful
when a player wants their character to excel in a particular area, such as having an exceptionally high Strength or a
powerful primary ability.
Combining Ranks is a strategic choice that allows players to focus their character’s strengths. It’s especially useful when players
have a clear vision of their character’s primary abilities and want to emphasize those to make their character stand out. However, it
also means that they will have fewer Ranks available for other attributes or powers, so it’s essential to balance this decision
carefully.
SPLITTING RANKS
Conversely, splitting Ranks allows players to divide a higher Rank into two Ranks of the next lower level. This mechanic provides
additional flexibility by enabling players to spread their character’s capabilities across more attributes or powers.
Example: If a character has one AM50 Rank, it can be split into two IN40 Ranks. This can be useful when a player wants
their character to be more versatile, with multiple strong but not overpowering abilities or attributes.
Splitting Ranks is advantageous for players who prefer well-rounded characters with balanced abilities. It allows for greater
adaptability in various situations, making the character more versatile and capable of handling diverse challenges. However, it also
means that the character won’t have any single ability or power at the highest possible level, so players need to consider their
overall strategy.

LIMITATIONS ON RANK INTENSITIES


To maintain balance and fairness in the game, there is a crucial rule: a character can only have one Attribute or Power that is +1
Rank Shift (RS) above the Campaign limit. This ensures that no single character becomes overwhelmingly powerful compared to
others in the campaign.
Example: In a mid-level campaign with a Rank limit of AM50, a character can have one attribute or power at MG75, but
not more. This limitation encourages players to think strategically about where they want to allocate their highest Rank and
how to balance it with the rest of their character’s abilities.
This rule also promotes teamwork and cooperation, as it ensures that all characters have strengths and weaknesses, making them
reliant on each other’s unique abilities. It reinforces the idea that superheroes work best when they complement each other’s skills
and powers.

STRATEGIC USE OF COMBINING AND SPLITTING RANKS


The mechanics of combining and splitting Ranks, along with the limitation on having only one +1RS attribute or power, add a layer
of strategy to character creation. Players must carefully consider how to allocate their Ranks to create a character that fits their
vision while remaining balanced and effective within the campaign.
By understanding and utilizing these mechanics, players can create diverse and engaging characters that contribute to the richness
of the HEROIC RPG experience. Whether they choose to focus on a single powerful attribute or spread their abilities across multiple
areas, the HEROIC WAY provides the tools to craft a hero that is both unique and integral to the story.

APPLYING ORIGINS CHARACTER MODIFICATIONS AND BENEFITS


In the HEROIC RPG system, a character's Origin is a foundational element that shapes their abilities, backstory, and how they
interact with the world. Each Origin provides specific modifications and benefits, offering unique advantages and sometimes
introducing limitations. Understanding how to apply these modifications is crucial for creating a well-rounded and compelling
character.
SIGNIFICANCE OF ORIGINS
Origins are not just a narrative tool; they directly influence a character’s attributes, powers, and even their social interactions.
Choosing an Origin helps ground the character in the game’s universe and adds depth to their personal history. Each Origin brings
with it a set of predefined bonuses and occasionally hitches, which reflect the source of the character’s powers.
THE DIFFERENT ORIGINS
Artificial: Characters with an Artificial origin are robots, androids, or other constructs. They might have internal healing circuits or
magical constructs that allow them to recover damage. These characters are immune to Psionic attacks and use their Reason to
resist anything stress-related that isn't psychic.
Benefits:
• Raise any two FASE (Fighting, Agility, Strength, Endurance) abilities by +1 Rank.
• Starts play with 0 Renown.
• Automatically gain the Unliving Hitch, reflecting their artificial nature.
Example: An android character could have increased Strength and Endurance, making them a powerful and durable ally
in combat.
Birthright: A Birthright origin means the character was born with their powers, either as a Legacy (inheriting powers from super-
powered parents) or a Mutant (a twist of genetic fate). Each subtype has its unique benefits.
Legacy:
• Gain +10 Renown due to status in the 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, making them stand out.
Example: A Legacy character could start with higher social standing and useful contacts, while a Mutant might have
unique talents but face societal challenges.
Mystical: Mystical characters acquire their powers through spells or magical items. These powers are either spells that must be
cast or items that must be used.
Benefits:
• Gain +1 Rank to Psyche, reflecting their magical training.
• Gain +1 Mystical Talent.
• Automatically gain the Vulnerable Hitch, which must be defined by the player as a specific magical weakness.
Example: A sorcerer character might have enhanced mental resilience and specialized magical knowledge but be
vulnerable to specific magical attacks.
Outsider: Outsider characters come from another world, dimension, or hidden society. They might be aliens, elementals, angels, or
devils.
Benefits:
• Gain +1 Rank to any Ability of choice.
• Gain +1 Contact representing their connection to the human world.
Example: An alien character could have increased Intelligence and a useful contact on Earth, aiding their integration and
mission.
Technological: Characters with a Technological origin acquire their powers through advanced technology. Their abilities must be
represented by high-tech gear or gadgets.
Benefits:
• If the character is the creator of their tech, they gain +1 Rank to Reason. If they are just an end user, they gain +1
Rank to any other Ability score.
• Gain +1 Talent.
• Automatically gain the Normal Human Hitch, reflecting their reliance on technology rather than inherent superhuman
abilities.
Example: A tech-genius character might have exceptional Reason and an array of gadgets, but be otherwise physically
ordinary.
Trained
Trained characters are highly skilled humans with no superhuman powers. They rely on their extensive training to compete with
superpowered beings.
Benefits:
• Gain +1 Talent that represents their training.
• Raise any single Ability related to their training by +1 Rank.
• Automatically gain the Normal Human Hitch, indicating they are regular humans with exceptional skills.
Example: A martial artist might have enhanced Fighting ability and a specialized combat Talent, making them formidable
in hand-to-hand combat.
Transformed: Transformed characters were once human but gained superhuman abilities through an accident or experiment.
Benefits:
• Raise any single FASERIPD Ability by +1 Rank.
• Gain +1 Contact, usually related to their origin event.
• Gain +1 Talent related to the field of their origin event.
Example: A character transformed by a lab accident might have increased Strength and a scientist contact, along with
scientific knowledge.
APPLYING ORIGIN MODIFICATIONS
When creating a character, the selected Origin modifications and benefits should be applied after determining the initial Rank
distribution. This ensures that the bonuses are accurately reflected in the character’s final abilities and powers.
• Determine Abilities and Powers: First, allocate Ranks to FASE and RIPD attributes and purchase powers using the
Rank pool.
• Apply Origin Bonuses: After the initial allocation, apply the Origin-specific bonuses to the relevant attributes.
Ensure to record any additional talents, contacts, or hitches provided by the Origin.
• Narrative Integration: Consider how these modifications fit into the character’s backstory. How did their Origin
shape their personality and motivations? This adds depth to the character and enriches role-playing opportunities.
Example Application
Let's create a character with a Mystical Origin:
• Initial Ranks Allocation:
§ Fighting: EX20
§ Agility: GD10
§ Strength: GD10
§ Endurance: EX20
§ Reason: RM30
§ Intuition: IN40
§ Psyche: RM30
§ Dynamic: EX20
• Apply Mystical Origin Bonuses:
§ Psyche increases to IN40 (gain +1 Rank from Mystical Origin).
§ Gain +1 Mystical Talent (e.g., "Arcane Knowledge").
§ Automatically gain the Vulnerable Hitch (e.g., "Weak to Iron").
• Narrative Integration:
§ The character, now with enhanced Psyche and arcane knowledge, was a student of an ancient wizard who
bestowed these abilities upon them. Their vulnerability to iron stems from a magical curse encountered
during their training.
By following these steps and applying Origin modifications thoughtfully, players can create rich, engaging characters that enhance
the HEROIC RPG experience.
BREAKING THE +1RS LIMITATION WITH ORIGINS: ENHANCING CHARACTER DIVERSITY
The HEROIC RPG system places a critical rule on character creation: only one attribute or power can be +1 Rank Shift (RS) above
the campaign limit. This rule ensures that no single character becomes overwhelmingly powerful compared to their peers, promoting
balance and fairness. However, Origins offer a unique way to enhance character diversity and break this limitation in a controlled
and narrative-driven manner.
THE ROLE OF ORIGINS IN CHARACTER CUSTOMIZATION
Origins provide specific bonuses and modifications that reflect the source of a character's powers. These bonuses can sometimes
push an attribute or power beyond the initial +1RS limitation, allowing characters to exceed typical power boundaries in a balanced
and justified way. This system adds depth and variety to characters, ensuring that each one is unique and narratively rich.
EXAMPLES OF BREAKING THE +1RS LIMITATION WITH ORIGINS
Artificial Origin: Characters with an Artificial origin, such as robots or androids, can raise any two FASE (Fighting, Agility, Strength,
Endurance) abilities by +1 Rank. This allows them to have multiple enhanced attributes, breaking the usual restriction.
Example:
• Campaign Rank: AM50
• Initial Allocation: Strength at AM50, Endurance at IN40
• Origin Bonuses: Strength and Endurance both increase by +1 Rank
• Final Allocation: Strength at MG75, Endurance at AM50
In this example, the character now has two attributes above the campaign limit, highlighting their artificial nature and advanced
capabilities.
Birthright (Legacy) Origin: Legacy characters gain significant benefits due to their status in the superhero community. They
receive an additional talent and a +10 Renown, which can indirectly enhance their Dynamic attribute.
Example:
• Campaign Rank: AM50
• Initial Allocation: Dynamic at AM50
• Origin Bonuses: +10 Renown, gain a free Superhero contact, gain +1 Talent
• Final Allocation: Dynamic at AM50, enhanced social standing due to Renown, making the character influential and
well-connected
Although not directly increasing the Dynamic attribute, the additional Renown and contacts enhance the character's overall
presence and effectiveness in social interactions.
Mystical Origin
Mystical characters gain +1 Rank to Psyche and a free Mystical Talent. This allows them to exceed the initial +1RS limit for their
Psyche attribute.
Example:
• Campaign Rank: AM50
• Initial Allocation: Psyche at AM50
• Origin Bonuses: Psyche increases to MG75
• Final Allocation: Psyche at MG75, enhanced magical capabilities
This example demonstrates how a mystical character can break the usual limitation, reflecting their profound connection to magical
forces.
ENHANCING DIVERSITY AND BALANCE
By allowing certain Origins to break the +1RS limitation, the HEROIC RPG system enhances character diversity without sacrificing
balance. Each Origin provides a narrative justification for these exceptions, ensuring that characters remain consistent with their
backstory and the campaign setting.
• Controlled Enhancement: The bonuses provided by Origins are specific and controlled, preventing any character
from becoming too powerful. This maintains balance within the group while allowing for individual strengths.
• Narrative Justification: Each Origin's benefits are rooted in the character's backstory and the game’s lore. This
adds depth to the character and provides a clear rationale for their enhanced abilities.
• Promoting Variety: By offering different modifications and benefits, Origins encourage players to explore a wide
range of character concepts. This variety enriches the game, making each character unique and interesting.
• Strategic Allocation: Players must think strategically about how to use their Origin bonuses. This adds an additional
layer of planning and customization, ensuring that each character is thoughtfully designed.
EXAMPLE APPLICATION: ENHANCED CHARACTER CREATION
Let’s consider a character with a Technological Origin in a mid-level campaign (AM50):
• Initial Ranks Allocation:
§ Fighting: EX20
§ Agility: RM30
§ Strength: IN40
§ Endurance: EX20
§ Reason: AM50
§ Intuition: GD10
§ Psyche: EX20
§ Dynamic: GD10
• Apply Technological Origin Bonuses:
§ Reason increases to MG75 (creator of their tech).
§ Gain +1 Talent (e.g., Engineering).
§ Automatically gain the Normal Human Hitch.
• Final Allocation:
§ Fighting: EX20
§ Agility: RM30
§ Strength: IN40
§ Endurance: EX20
§ Reason: MG75 (due to Origin bonus)
§ Intuition: GD10
§ Psyche: EX20
§ Dynamic: GD10
By applying the Technological Origin bonuses, this character’s Reason attribute breaks the usual +1RS limit, reflecting their
extraordinary intelligence and technological prowess. This makes the character a brilliant inventor and strategist, enhancing their
role within the team.
Conclusion
The ability to break the +1RS limitation through Origins allows for richer and more diverse character creation in the HEROIC RPG.
This system provides a balanced way to introduce powerful abilities while maintaining narrative coherence and gameplay fairness.
By thoughtfully applying these Origin modifications, players can create unique and compelling characters that enhance the overall
gaming experience.

POWER ENHANCEMENTS AND LIMITATIONS IN THE HEROIC WAY


In the HEROIC RPG system, power customization is a key feature that allows players to tailor their characters' abilities to fit their
vision. Power Enhancements and Limitations provide additional flexibility, enabling players to modify the effectiveness and scope of
their powers. However, it’s essential to understand how these modifications interact with the system's rules, especially the +1RS
limit, to maintain balance and fairness in gameplay.
UNDERSTANDING POWER ENHANCEMENTS AND LIMITATIONS
Power Enhancements
Power Enhancements make a character’s power more potent or versatile. They provide additional benefits or effects, allowing
players to improve their powers in various ways. However, to balance these enhancements, the power's Rank is reduced by a
specific amount, ensuring that the character does not become overpowered.
Example Enhancements:
• Area of Effect: Increases the area affected by the power but reduces its Rank by -1RS.
• Increased Range: Extends the range of the power, reducing its Rank by -1RS.
• Additional Effect: Adds a secondary effect to the power, such as stunning or entangling, at the cost of reducing the
primary power's Rank by -1RS.
Power Limitations
Power Limitations decrease a power's effectiveness or introduce specific drawbacks. In return, the power's Rank is increased,
compensating for the reduced flexibility or potency. This allows players to have higher-ranked powers with specific constraints,
adding depth and narrative hooks to their characters.
Example Limitations:
• Limited Uses: The power can only be used a certain number of times per session, increasing its Rank by +1RS.
• Environmental Dependence: The power only works in certain conditions (e.g., only underwater or in darkness),
increasing its Rank by +1RS.
• Delayed Activation: The power takes longer to activate, increasing its Rank by +1RS.
ADJUSTING COSTS WITH ENHANCEMENTS AND LIMITATIONS
When creating or modifying powers, players can use Enhancements and Limitations to adjust the costs and effectiveness of their
abilities. This system allows for a high degree of customization, enabling players to tailor powers to their character's concept while
maintaining game balance.
Example:
• Base Power: Energy Blast at IN40.
• Enhancement: Area of Effect (reduces Rank by -1RS).
• Limitation: Environmental Dependence (increases Rank by +1RS).
In this example, the Energy Blast’s Rank remains at IN40 after applying both the Enhancement and Limitation, as the adjustments
cancel each other out. This maintains the balance while allowing for a more versatile and situational power.
THE +1RS LIMITATION RULE
Despite the flexibility provided by Enhancements and Limitations, the rule that no single attribute or power can exceed +1 Rank Shift
(RS) above the campaign limit remains in place. This ensures that the overall balance and fairness of the game are maintained,
preventing any character from becoming disproportionately powerful.
Enforcement of the +1RS Limitation:
• Campaign Limit: In a mid-level campaign, the maximum Rank is AM50.
• +1RS Rule: No attribute or power can exceed MG75.
Example:
• Base Power: Telekinesis at AM50.
• Enhancement: Increased Range (reduces Rank to IN40).
• Limitation: Delayed Activation (increases Rank to AM50).
In this scenario, even though the power has been modified with Enhancements and Limitations, the final Rank does not exceed the
campaign limit plus one Rank Shift. This adherence ensures that all characters remain balanced and that no power breaks the
established boundaries.
STRATEGIC USE OF ENHANCEMENTS AND LIMITATIONS
Power Enhancements and Limitations add a layer of strategy to character creation and development. Players must carefully
consider how to modify their powers to maximize effectiveness while adhering to the game's rules.
Balancing Power:
• Enhancements: Use Enhancements to add desired effects or capabilities, accepting the reduction in Rank as a
trade-off.
• Limitations: Introduce Limitations to increase a power's Rank, ensuring the limitations are narratively and
strategically appropriate.
Example Application: Customized Power
Let’s create a customized power for a character with a Mystical Origin in a mid-level campaign (AM50):
• Base Power: Fire Manipulation at AM50.
• Enhancement: Increased Range (reduces Rank to IN40).
• Limitation: Environmental Dependence (only works in the presence of a flame source, increases Rank to AM50).
Final Power: Fire Manipulation at AM50 with increased range but requiring a flame source to activate.
By strategically applying Enhancements and Limitations, this character has a versatile and situational power that remains within the
campaign limits. The adjustments create a balanced and interesting ability that fits the character’s mystical theme and adds depth to
their role-playing experience.
CONCLUSION
Power Enhancements and Limitations in the HEROIC RPG system provide a flexible and strategic way to customize characters’
abilities. While these modifications allow for a high degree of personalization, the strict adherence to the +1RS limit ensures that the
game remains balanced and fair. By understanding and utilizing these tools, players can create unique and compelling characters
that enhance the richness and diversity of the HEROIC RPG experience.

CONCLUSION: EMBRACING THE HEROIC WAY


The HEROIC RPG system stands out for its unique and flexible approach to character creation, allowing players to craft
superheroes that are not only powerful but also deeply integrated into the game's narrative. The HEROIC WAY emphasizes
creativity, balance, and strategic thinking, providing a robust framework for developing engaging and diverse characters.
By understanding and applying the steps of the HEROIC WAY, players can take full advantage of the system's customization
options. The ability to combine and split Ranks, apply Origin-specific modifications, and utilize Power Enhancements and Limitations
offers unparalleled opportunities for creating nuanced and dynamic characters. These mechanics ensure that each hero is unique,
with their own strengths, weaknesses, and story-driven motivations.
The system's adherence to the +1RS limit ensures that gameplay remains balanced, preventing any single character from becoming
overwhelmingly powerful. This balance promotes teamwork and collaboration, essential elements in any superhero narrative. By
strategically allocating Ranks, customizing powers, and thoughtfully applying Origin bonuses, players can develop well-rounded
heroes who contribute meaningfully to the group's success and the overall story.
Ultimately, the HEROIC WAY fosters a rich role-playing experience, encouraging players to immerse themselves in their characters'
journeys and the larger narrative of the Zenith Universe. It celebrates the essence of superhero storytelling, where creativity,
strategic planning, and narrative depth come together to create unforgettable adventures.
As players embrace the HEROIC WAY, they embark on a collaborative journey filled with epic battles, personal growth, and heroic
deeds. This system not only enhances the mechanics of gameplay but also enriches the storytelling experience, making every
session of HEROIC RPG a memorable and exciting adventure. By fully engaging with the principles and tools of the HEROIC WAY,
players and Judges alike can create a vibrant, dynamic, and truly heroic gaming experience.
Sometimes you need help and this is here to jump-start your imagination when you're stumped on what kind of hero or villain to play
in HEROIC RPG. This section introduces a streamlined process for generating characters randomly, ensuring that even if you're out
of ideas, you're never out of options. Packed with tables and tools designed to inspire, it's perfect for quickly crafting a fully-formed
character, complete with unique Attributes, Powers, and Perks & Hitches. Whether you're a seasoned player looking for a fresh start
or a newcomer eager to dive in, this guide makes it easy to roll up a new character and get right into the action.

RANDOM CHARACTER GENERATION


Some people just LOVE to roll up randomly generated characters. While the results are usually not as great as using a pre-existing
character to model a hero after, or creating your own through the HEROIC WAY, we wanted add this creation method for the
adventurous or for those who really have no idea of what kind of hero they would like to play.

STEP ONE: DETERMINE AN ORIGIN


Every hero starts somewhere. Roll 1d100 for the hero’s Origin. Note, Birthright has two available choices. This result also decides
which column will be used in the next step for rolling Rank Numbers for the hero’s Abilities. Write the Origin rolled (or picked) on the
character sheet and make notes for the modifiers it gives to use as needed later.
Table x.x - Origins
Roll Origin Ability Gen. Table
01-10 Artificial D
11-20 Birthright – Legacy/Mutant* A
21-24 Mystical A
25-34 Outsider D
35-47 Technological C
48-59 Trained B
60-99 Transformed A
100 Player’s Choice of Origin -
* Roll 1d10; 1-5 means they are a Mutant while 4-6 means the hero has a Legacy Birthright.

For more on Origins see Appendix X for their specifics.

STEP TWO: GENERATE MAJOR ABILITY RANKINGS


HEROIC characters have eight Abilities. These Abilities determine both the physical and mental capability of the hero.
• Physical Abilities: Fighting, Agility, Strength, and Endurance
• Mental Abilities: Reason, Intuition, Psyche, and Dynamic
These are commonly referenced as FASE and RIPD, respectively and FASERIPD collectively.
Depending upon the Origin rolled in Step One, use the applicable columns to find the proper Value result of the die roll and record
these to the character sheet.
IMPORTANT: When determining the Power Ranks for your Powers be sure to use Column D.
Table x.x Ability Score Generator
Value A B C D
TY06 01-20 01-50 01-40 01-10
GD10 21-50 51-80 41-70 11-30
EX20 51-70 81-90 71-80 31-50
RM30 71-80 91-99 81-90 51-70
IN40 81-95 100 91-99 71-80
AM50 96-99 - 100 81-95
MG75 100 - - 96-99
UN100 - - - 100
STEP THREE: FIND OUT HOW RICH THE HERO IS
The Resources Rank is the measure of how well off a hero is, how easy it is for them to purchase Gear and Equipment and
Resources might also be used in other ways by your Judge, depending upon the campaign and situations. Record this Rank on the
character sheet.
Table x.x Starting Resources
Roll Resources
01 -20 TY06
21-50 GD10
51-70 EX20
71-80 RM30
81-95 IN40
96-99 AM50
100 MG75

STEP FOUR: POWER UPS


Now comes the really fun part of Random Character Generation. It is also where the weird results occur which make this character
generation method liked or disliked by those who have used similar random generators.
Some Powers are more powerful or useful than others and count as TWO choices. If your hero only has one Power left to roll, and
lands on one of those they should re-roll. However, your Judge might also allow that to be used - so discuss it with them when
applicable.
Start with rolling to see the number of Powers the hero will have, then roll for what category each Power will be, and finish with the
specific Power. Be sure to look at the description of each Power as some offer recommendations for further random rolls.
Record these to your character sheet. Feel free to give the Power a new name that better describes the character’s use or special
effect. For instance, Ranged Attack might be a Compound Bow or Cosmic Wrist Blasters.
Don’t forget Power Ranks are rolled on Column D on table X.XX.
Table x.x Number of Powers
Roll Powers
01-20 2
21-80 3
81-90 4
91-100 5

Table x.x Random Power Generation


Roll Power Category
01-10 Resistance Powers
11-20 Sensory Powers
21-30 Movement Powers
31-40 Matter Control Powers
41-50 Energy Control Powers
51-60 Body Control Powers
61-70 Ranged Attacks Powers
71-80 Mental Powers
81-90 Body Alteration Offensive Powers
91-98 Body Alteration Defensive Powers
99 Choose one Power from any category
100 Roll Twice*
*Roll Twice, keep both Powers which increases your total Powers by 1.

Table x.x.x Resistance Powers


Dice Roll Power
01-11 Resistance to Fire and Heat
12-22 Resistance to Ice and Cold
23-33 Resistance to Electricity
34-44 Resistance to Radiation
45-55 Resistance to Poison
56-61 Resistance to Emotion Attacks
62-72 Resistance to Mental Attacks
73-83 Resistance to Magical Attacks
84-94 Resistance to Disease
95-100 Invulnerability*
*Counts as 2 powers
Table x.x.x Sensory Powers
Dice Roll Power
01-10 Protected Senses
11-20 Enhanced Senses
21-25 Night Vision
26-30 Combat Sense*
31-40 Computer Link
41-50 Emotion Detection
51-60 Energy Detection
61-70 Magnetic Detection
71-80 Power Detection
81-90 Astral & Magic Detection
91-100 Tracking Ability
*Counts as 2 powers

Table x.x.x Movement Powers


Dice Roll Power
01-15 Flight
16-25 Gliding
26-40 Leaping
41-50 Wall-Crawling
51-60 Super Speed
61-70 Levitation
71-80 Swimming
81-90 Climbing
91-100 Teleportation

Table x.x.x Matter Control Powers


Dice Roll Power
01-20 Earth Control
21-40 Air Control
41-60 Fire Control
61-80 Water Control
81-100 Weather Control

Table x.x.x Energy Control Powers


Dice Roll Power
1-15 Magnetic Manipulation
16-30 Electrical Manipulation
31-45 Light Manipulation
46-60 Sound Manipulation
61-75 Gravity Manipulation
76-100 Energy Manipulation

Table x.x.x Body Control Powers


Dice Roll Power
01-08 Growth
09-16 Shrinking
17-24 Invisibility
25-32 Elongation
33-40 Plasticity
41-45 Shape-Shifting*
46-58 Body Transformation
59-66 Animal Transformation - Self
67-76 Raise Lowest Ability
77-84 Alter Ego
85-92 Density Manipulation -Self
93-100 Phasing
Table x.x.x Ranged Attacks Powers
Dice Roll Power
01-10 Projectiles
11-20 Ensnarement
21-30 Ice
31-40 Fire
41-50 Energy
51-60 Force
61-70 Sound
71-80 Stunning
81-90 Slashing
91-100 Acid/Corrosive

Table x.x.x Mental Powers


Dice Roll Power
01-11 Telepathy
12-19 Empathy
20-24 Image Generation*
25-34 Telekinesis
35-44 Force Field – Personal
45-51 Force Field – Projected
52-59 Mind Control
60-64 Emotion Control
65-69 Plant Control
70-77 Psi-Screen
78-85 Psionic Bolts
86-94 Astral Projection
95-100 Ultimate Skill*
*Counts as 2 powers

Table x.x.x Body Alteration/Offensive Powers


Dice Roll Power
01-15 Extra-Body Parts
16-36 Extra Attacks
37-59 Energy Touch
60-69 Paralyzing Touch
70-90 Claws
91-100 Rotting Touch

Table x.x.x Body Alteration/Defensive Powers


Dice Roll Power
01-14 Body Armor
15-25 Water Breathing
26-37 Absorption
38-50 Regeneration
51-62 Recovery
63-74 Pheromones
75-86 Life Support
87-100 Healing

STEP FIVE – HEROES HAVE TALENTS


Talents are abilities that anyone should – in theory at least – be able to learn given time and a trainer. Most are specific +1CS
modifiers to Abilities or Maneuvers while involved in certain specific events. Talents do not stack however, so only one Talent may
add to any one roll. With that as a template, Players and Judges are encouraged, just like with Powers, to build their own in cases
where it more closely fits with a character’s theme.

Talents come in the following types:


• Combat Talents: These Talents are combat skills and abilities, with sub-types of Battle Talents and Weapon Talents.
• Mystic and Mental Talents: Like it says on the label, all skills and abilities relating to magic and mentalism fall under
this heading.
• Common Talents: These Talents cover things like professions or knowledges and skill learned by anyone. The sub-
types include Professional Talents and Other Talents that cover a lot of ground.
• Special Talents: Talents in this category are the kind that really are something extra and might even border on being
a superpower sometimes.

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.

Table x.x Number of Talents


Roll Talents
01-20 1
21-80 2
81-90 3
91-100 4

Table x.x - Random Talents Generation


Roll Talent Categories
01-10 Battle Talents
11-20 Weapon Talents
21-30 Mystic and Mental Talents
31-50 Professional Talents
51-70 Other Talents
71-80 Special Talents
81-90 New Talents*
91-100 Player’s Choice of Talent Category

Table x.x.x Battle Talents


Roll Random Talent
01-05 Acrobatics
06-10 Aerial Combat
11-15 Autofire
16-20 Blindfighting
21-25 Martial Arts A
26-30 Martial Arts B
31-35 Martial Arts C
36-40 Martial Arts D
41-45 Martial Arts E
46-50 Martial Arts F
51-55 Martial Arts G
56-60 Martial Arts H
61-65 Martial Arts I
66-70 Martial Arts J
71-75 Martial Arts K
76-80 Martial Arts L
81-85 Power Use
86-90 =====
91-95 Underwater Combat
96-100 Wrestling

Table x.x.x Weapon Tables


Roll Talent
01-20 Fast Draw
21-40 Marksman
41-60 Weapons
61-80 Weapons Master
81-100 Weapons Specialist*

Table x.x.x Mystical and Mental Talents


Roll Random Talent
01-25 Hypnosis
26-50 Occult Lore
51-75 Resist Domination
76-100 Trance
Table x.x.x Professional Talents
Roll Random Talent
01-06 Animal Training*
07-12 Athletics
13-18 Business/Finance
19-25 Criminology
26-31 Driving
32-37 Engineering
38-43 First Aid
44-50 Linguistics
51-56 Law
57-62 Medicine
63-68 Military
69-75 Pilot
76-81 Psychiatry
82-87 Science
88-93 Sleight of Hand
94-100 Stealth

Table x.x.x Other Talents


Roll Random Talent
01-33 Artist
34-66 Performer
67-100 Trivia

Table x.x.x Special Talents


Roll Talent
01-20 Heir to Fortune
21-40 Master of the Martial Arts*
41-60 Law Enforcement
61-80 Leadership
81-100 Student
*You MUST meet ALL requirements

STEP SIX: DEFINE CONTACTS


Roll for the hero’s Contacts and then roll the relevant sub-table to further define the Contact.
• Contacts have no Rank Number. Contacts are considered as Friendly to your character for purposes of deciding
Responses.
• Contacts may be increased through spending of Advancements or performing adventures as Judge rewards.
• Certain individuals get specific Contacts at start based on their Origin – those are in addition to whatever is rolled
here.
• For each Contact the hero must provide a name and description of their relationship.
• The hero's Contact may provide Equipment and material according to that Contact's resources.
A character with a secret ID may assign their Contacts either to their secret ID (noted by an S on the character sheet), their heroic
identity (noted by an H), or both (no notation). The advantage of having the secret lD making Contacts is that it provides less risk to
the hero. If a Contact does not know the character is really a hero, then they cannot be called upon to do heroic acts.
It is up to the Player to come up with names and specifics of each Contact as well as why the two known to each other. Add all of
these details, and a brief backstory for each Contact if you wish, to the character sheet.
Table x.x Number of Contacts
Roll Contacts
01-20 0
21-80 1
81-90 2
91-100 3

Table x.x Contacts Generation Table


Roll Contact Category
01-20 Professional
21-50 Scientific
51-70 Political
71-90 Mystical
91-100 Heroic/Villainous
Table x.x.x Professional Contacts
Roll Random Contact
01-10 Medicine
11-20 Legal
21-30 Law Enforcement
31-40 Military
41-50 Business
51-60 Journalism/Entertainment
61-70 Crime
71-80 Blue Collar
81-90 Educational
91-100 Espionage

Table x.x.x Scientific Contacts


Roll Random Contact
01-20 Industrial
21-40 Research
41-60 Corporate
61-80 Educational
81-100 Experimental

Table x.x.x Political Contacts


Roll Random Contact
01-20 Local
21-40 State
41-60 National
61-80 International
81-100 Extranational

Table x.x.x Mystical Contacts


Roll Random Contact
01-20 Researcher
21-40 Dabbler
41-60 Coven
61-80 Mythological
81-100 Extra-Dimensional

Table x.x.x Heroic/Villainous Contacts


Roll Random Contact
01-13 Local Hero/Villain
14-25 Local Team
26-39 National Hero/Villain
40-52 National Team
53-66 International Hero/Villain
67-80 International Team
81-94 Extra-Planetary Hero/Villain
95-100 Extra-Planetary Team

STEP SEVEN: DEVELOP A FEW PERKS & HITCHES


First roll to determine how many Perks, and then how many Hitches the hero has and then roll on the sub-tables to determine which
is gained. Notice, some Perks contradict Hitches, and in that case you can keep either the Perk or Hitch one you like and reroll the
contradictory one. Note that there are numerous Perks & Hitches that take/give more than one pick. Once the rolls are complete the
Hitches need to cancel out the cost of Perks. Talk to your Judge if they do not. Once these have all been determined, add them to
your character sheet as well.
Table x.x Number of Perks & Hitches
Roll Perks Hitches
01-20 1 1
21-80 2 2
81-90 3 3
91-100 4 4
Table x.x.x Perks
Roll Perk Roll Perk
01-02 Alert 54-55 High Pain Threshold
03-05 Allies 56-57 Innovative
06-07 Alter Ego 58 Iron Willed
08-09 Ambidexterity 59-62 Light Sleeper
10-13 Appeal 63-64 Likeable
14-15 Authority 65-66 Lucky
16-19 Base of Operations 67-68 Mystery Powers
20-21 Benefits 69-70 Natural Born Leader
22-23 Cash Flow 71-72 Never Surrender
24-25 Charm 73-74 No Public Records
26 Double-Jointed 75-76 Pack Rat
27-28 Durability 77-78 Perfect Timing
29-30 Extra Identity 79-80 Photographic Memory
31-32 Fame 81-83 Sense of Direction
33-34 Fast Learner 84-85 Special Access
35-38 Fast Exit 86-88 Stubbornness
39-40 Gadgeteer 89-93 Taunting
41-43 Good Karma 94-96 Team Player
44-47 Good Reflexes 97-98 Vehicle
48-48 Good Reputation 99 New Perk
50-53 Hardiness 100 Roll Again*
*Roll Twice, keep both Perks which increases your total Perks by 1

Table x.x.x Hitches


Roll Hitch Roll Hitch
01-02 Absent Minded 50-51 Obligation
04-05 Action Addict 52-53 Mental Malfunction
06-07 Alien 54-55 Naïve
08-09 Attitude 56-57 Nightmares
10-11 Bad Karma 58-59 Paper Tiger
12-13 Bad Reputation 60-61 Public ID
14-15 Berserk Rage 62-63 Pushover
16-17 Bully 64-65 Relationship
18-19 Clumsy 66-67 Repellant
20-21 Code of Conduct 68-69 Requirement
22-23 Combat Paralysis 70-71 Rogues Gallery
24-25 Contender 72-73 Secret
26-27 Cowardice 74-75 Secret Origin
28-29 Debt 76-77 Senior Citizen
30-31 Destitute 78-79 Slow Healer
32-33 Enemy 80-81 Split Personality
34-35 Honest to a Fault 82-83 Uncreative
36-37 Impaired Hearing 84-85 Underage
38-39 Impaired Mobility 86-87 Unlikeable
40-41 Impaired Vision 88-89 Unlucky
42-43 Jinx 90-92 Unusual Appearance
44-45 Lightweight 93-95 Weirdness Magnet
46-47 Loner 96-99 Zealot
48-49 Loved One 100 Roll Again*
*Roll Twice, keep both Hitches which increases your total Hitches by 1
STEP EIGHT: PICKING SIDES AND FINDING OUT MORE ABOUT THEMSELVES
Either choose or roll for Side and record the result to the character sheet. Based on which Side was rolled or chosen, roll for Calling
and record this to the sheet as well. Side also determines if the character will have Renown, Infamy, or Reputation.
SIDE
Every character in HEROIC must take a side in the fight. Be they heroic do-gooders and champions of justice, a dastardly villain,
would be world conqueror, thief with a heart of gold, or a lone wolf who plays by their own rules. The presumption is that everyone
will BE HEROIC! – but a choice is a wonderful thing sometimes. Talk with your Judge to find out whether they agree.
Table x.x Side
Roll Talent
01 Villainous*
02-99 Heroic
100 Unaligned**
*Check with Judge to see if this Side is
allowed in the campaign.
**Unaligned characters either get Mercenary
as their Calling or roll on one of the following
tables

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

Table x.x.x Calling – Villainous


Roll Calling Roll Calling
01-11 Destroyer 56-66 Monster
12-22 Fallen Angel 67-77 Nihilist
23-33 Greed 78-88 Rex Mundi
34-44 Loose Cannon 89-99 Zealot
45-55 Master Mind 100 Player’s Choice

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

STEP NINE: ADJUST RANK(S)


Most characters will now roll once for Rank Modifier on any Ranked Ability or Power. Apply the result to a single Rank of your choice
(Powers or Abilities). Characters with the Hitch Triggered Powerless or Unliving will roll twice, still adjusting any one Ability by one
Rank only. No Ability can be lowered/raised past the minimum/maximum for Origin type. Change the values on the character sheet
as the results allow.
Table x.x Rank Modifier
Roll Modification
01-15 No Mod
16-70 Raise by +1 Rank
71-85 Raise by +2 Ranks
86-95 Raise by +3 Ranks
96-100 Raise by +4 Ranks

STEP TEN: FINISHING TOUCHES


Calculate starting Health, Mind, and Karma.
Choose a Name, Identity, Description, and other final additions to your character sheet like a logo or slogan.

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.

CREATING NEW ORIGINS


The Origins above are very basic and generic, designed to cover a large spectrum of heroes (and villains), but your players may
want a more unique Origin, that’s where creating New Origins comes in. Creating new Origins allows for a deeper customization of
characters and provides a unique foundation for each hero's powers and abilities. Here’s a guide to developing new Origins, which
serve as the backstory for how characters acquired their powers, shaping their motivations and the very essence of their heroic acts.
UNDERSTANDING THE CONCEPT OF ORIGINS
Origins define the fundamental nature of how a character came into their powers. This could be through birth, transformation,
technological means, or mystical circumstances. Each Origin provides a unique set of advantages and disadvantages, making each
character's journey and capabilities distinct.

STEPS TO CREATE NEW ORIGINS


Following the proceeding steps can help you define and quantify your new Origin;
DEFINE THE SOURCE
Start by deciding the source of the powers. Is it genetic, mystical, cosmic, technological, or something entirely novel? The source
will set the tone for the abilities and often suggests natural strengths and weaknesses.
DETERMINE THE EFFECTS
What are the primary effects of this Origin on the character’s abilities? Does it enhance physical strength, mental capabilities,
magical powers, or perhaps provide technological enhancements? Define how these effects translate into the game mechanics,
such as specific boosts to certain abilities or talents. If using Random Character Creation, you must also determine which Column
the Primary Abilities are rolled on (see later for more in the section).
ESTABLISH ADVANTAGES
Each Origin should provide specific advantages that offer meaningful benefits during gameplay. These might include resistance to
certain types of damage, enhanced senses, special talents, or unique powers unavailable to other origins.
OUTLINE DISADVANTAGES
To balance the advantages, each Origin should also come with its own set of disadvantages. These could be vulnerabilities to
specific threats, social stigmas, or limitations in certain environments or situations.
INTEGRATION WITH CHARACTER CREATION
Specify how this Origin fits into the character creation process. What impact does it have on rolling Ability scores? Does it restrict or
enhance the choice of talents or skills? Make clear rules on how to integrate the new Origin into both random and modeled
character creation methods.
NARRATIVE POTENTIAL
Consider the narrative implications of the Origin. How does it influence the character’s motivations, relationships, and role within the
world? Encourage players to think about how their Origin shapes their personal story and relationships with other characters.
FLEXIBILITY AND EXPANSION
Allow room for the Origin to evolve as the character grows. Consider how the Origin might expand or change through the campaign,
offering new paths for character development and new abilities or challenges.

EXAMPLE NEW ORIGINS


CURSED
Source: Afflicted by an ancient curse or bound by a dark pact made under dire circumstances.
Ability Scores: Rolls on Column B.
Bonuses:
o Gain +1 Power related to curse effects (e.g., shadow manipulation, life drain).
o Gain a free Talent in Cursed Knowledge or Dark Arts.
Modifications: +1 Rank to Psyche, reflecting the deep mental connection and resilience developed through the curse.
Limitations: Curse vulnerability—specific actions, words, or symbols can weaken or harm the character, and breaking certain moral
or ethical codes may intensify the curse's grip or trigger adverse effects.
QUANTUM INFUSED
Source: Exposure to unstable quantum particles.
Ability Scores: Rolls on Column B.
Bonuses:
o Gain +1 Power related to quantum manipulation (e.g., time dilation, probability manipulation).
o Gain a free Talent in Physics.
Modifications: +1CS to Reason when dealing with physics or quantum mechanics.
Limitations: Vulnerable to anti-quantum materials or energies that disrupt their powers.
ALIEN SYMBIOTE
Source: Bonded with an alien lifeform that provides enhanced abilities.
Ability Scores: Rolls on Column C.
Bonuses:
o Gain +1 Power related to symbiotic enhancement (e.g., enhanced reflexes, regenerative health).
o Automatically gain the Unusual Appearance perk due to the visible symbiotic features.
Modifications: Gain +1 Rank to Endurance.
Limitations: The symbiote has weaknesses (e.g., specific sound frequencies or chemicals) that can incapacitate the host.
DIMENSIONAL WANDERER
Source: Born or trapped between dimensions, gaining unique powers.
Ability Scores: Rolls on Column D.
Bonuses:
o Gain +1 Power related to dimensional manipulation (e.g., teleportation, phasing).
o Gain +1 Contact from another dimension.
Modifications: Gain +1CS to Intuition, reflecting heightened awareness of dimensional anomalies.
Limitations: Suffers from instability—periods where their powers flux unpredictably, determined by the Judge during critical
moments.
FORGOTTEN DEITY
Source: A deity from an ancient civilization who has lost most of their powers.
Ability Scores: Rolls on Column A.
Bonuses:
o Gain +1 Power related to divine aspects (e.g., control over natural elements, healing).
o Gain +10 to Renown as remnants of their deity status linger.
Modifications: Gain a free roll on the Ability Modifier Table for any one of the FASERIPD Abilities.
Limitations: Bound by ancient rules or oaths that limit their actions in specific ways (e.g., cannot lie, must aid those who pray to
them).
CYBERNETIC CONSTRUCT
Source: Rebuilt after a catastrophic accident with advanced cybernetics.
Ability Scores: Rolls on Column C.
Bonuses:
o Gain +2 Talents related to technology (e.g., Cybernetic Enhancement, Electronic Warfare).
o Enhanced physical capabilities through cybernetic enhancements, at +1 Rank to any Ability Score (FASERIPD)
Modifications: +1 Rank to any one physical Ability of choice (Strength, Agility, or Endurance).
Limitations: Susceptible to electromagnetic pulses (EMPs) and hacking attacks, which can disable or control them.
ARCANE BORN
Source: Born under unique celestial alignments with inherent magical powers.
Ability Scores: Rolls on Column A.
Bonuses:
o Gain +1 Power related to arcane magic (e.g., spell casting, elemental control).
o Gain a free Talent in Occult Knowledge.
Modifications: +1 Rank to Psyche, enhancing their magical prowess.
Limitations: Magic dependence—losing access to their magic causes physical and mental strain, potentially incapacitating them.

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.

COLUMNS A, B, C, OR D? WHICH DO YOU CHOOSE?


In the random character creation secion, the selection of attribute columns—A, B, C, and D—plays a crucial role in character
creation, deeply influencing how a character's abilities and competencies are quantified. This selection is not just a matter of random
choice but is intimately connected to the character's origin.
Origins, such as Mutant, Technological, Mystical, Alien, and Human, dictate the potential and limitations of characters and hence
guide the choice of attribute columns. Let’s delve into how these columns are chosen based on the nature of different origins and
the unique narrative they each bring to the gameplay.
UNDERSTANDING COLUMNS A, B, C, AND D
Before exploring the specific applications of each column, it's important to understand what each column represents:
• Column A generally offers a balanced range of attributes, suitable for characters whose abilities are within human
norms or slightly enhanced.
• Column B provides a higher average in attributes, aligning with origins where technology or significant training
elevate capabilities.
• Column C presents a wide variance in attributes, ideal for origins involving unpredictable or highly variable powers
such as those seen in mutants or magical beings.
• Column D is unique, often reserved not only for high attribute potentials but also for the calculation of powers,
making it pivotal for characters with profound superhuman or alien abilities.
COLUMN CHOICES BASED ON ORIGIN TYPES
• Human Origins (Column A): Human characters, devoid of inherent superhuman abilities, rely on their training,
intellect, and physical prowess. The balanced nature of Column A makes it a logical choice for such characters,
representing the potential and limitations inherent in ordinary human capacities. For instance, a highly trained spy or
a seasoned detective would typically roll under this column to determine their attributes, reflecting their exceptional,
yet humanly achievable, skills and knowledge.
• Technological Origins (Column B): Characters with technological origins gain their abilities from advanced
machinery, gadgets, or enhancements. These tools are designed to boost human capabilities reliably and
significantly. Therefore, Column B, with its higher averages, mirrors the consistency and elevated performance
afforded by technology. A character equipped with an exosuit or cybernetic enhancements would find Column B
attributes appropriate for representing the enhanced strength, agility, or cognitive abilities provided by their gear.
• Mutant and Mystical Origins (Column C): For origins imbued with inherent unpredictability—such as mutants
whose powers emerge from genetic anomalies, or mystics wielding arcane forces—Column C is apt. This column's
broad range reflects the unpredictable nature of such powers, where outcomes can vary dramatically from one
individual to another. A mutant might have tremendous strength or merely the ability to change the color of their skin,
and a mystic could wield formidable spells or just minor enchantments. Column C accommodates these extremes
and everything in between, capturing the essence of these volatile sources of power.
• Alien and Artifical Origins (Column D): Alien characters, deriving from entirely different evolutionary backgrounds,
or artificial characters with exceptionally potent technology, or other methods, often exhibit abilities far beyond the
typical human range. Column D, used for both high attributes and powers, is suitable for these origins, allowing for
the representation of extraordinary powers and attributes. This column not only supports higher attribute scores but
also provides a mechanism for quantifying potent superhuman or alien powers, crucial for gameplay involving
characters who operate on a scale much grander than typical heroes or villains.
COLUMN D FOR POWERS
Furthermore, the use of Column D for powers across all origins underlines its significance in defining the upper echelons of
capabilities within the HEROIC RPG. Whether a character harnesses advanced alien technology, wields god-like mystical energies,
or exhibits peak mutant powers, Column D provides a framework for these abilities to be measured and integrated into the game
dynamically and equitably.
The thoughtful assignment of attributes to different columns based on origins ensures that each character not only embodies the
thematic elements of their backgrounds but also operates within a balanced and coherent system. This method promotes a diverse
yet manageable character creation process that enhances both strategic gameplay and narrative development, allowing players to
fully immerse themselves in the rich, varied universe of the HEROIC RPG.
NEW ORIGINS, FINAL THOUGHTS
It is essential to recognize the profound impact that the origin of a character has on both the narrative and mechanical aspects of
gameplay. The creation of new origins offers an exciting opportunity for players and game masters alike to expand the universe with
their own unique flavors and stories, enriching the diversity and depth of the world in which their characters exist.
Inventiveness in Origin creation not only provides fresh perspectives and challenges but also allows for the integration of diverse
cultural, scientific, and imaginative elements that can lead to richer role-playing experiences. Each new origin should be thoughtfully
developed to maintain balance within the game while offering distinct attributes, abilities, and potentials that distinguish it from
existing archetypes.
As you venture into crafting new Origins, consider the importance of coherence in how these origins interact with the game's existing
systems and lore. Strive for Origins that complement and expand the narrative possibilities of the HEROIC RPG, encouraging
players to explore complex characters and scenarios that resonate with the thematic essence of the game.
Ultimately, the goal is to foster an inclusive, creative, and dynamic setting where limitless adventures await. Whether your new
Origin springs from untold cosmic mysteries, forgotten historical powers, or futuristic technological advancements, ensure it adds
meaningful and engaging dimensions to the gameplay. Let your imagination soar, and remember that in the realm of HEROIC RPG,
the only true limit is that of your own creativity.
APPENDIX C: CALLINGS EXPANDED
Why does your hero do this? What drives them? Thrill of Adventure? Great Responsibility? Lead by Example? etc... Callings are a
way to add another dimension to play by giving the Players and the Judge the ability to call on why the character does what they do
Alongside specific Karma rewards, this can also be manifested as a +/- Column Shift (CS) in any appropriate situation.

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.

CREATING NEW CALLINGS


The above Callings are fairly generic and direct, designed to cover a wide variety of characters without getting too deep into it all.
When looking at new Callings, there is an opportunity to get more specific to the individual characters. First though let’s look at sone
basics for creating new Callings in your HEROIC RPG campaigns.
Creating new or custom Callings allows players to tailor their characters’ motivations and backgrounds to fit unique narratives or
personal play styles. When devising a new Calling, consider these steps to ensure it enriches gameplay and aligns with the
HEROIC framework:
• Identify the Motivation: Start by defining what drives your hero. This could be a personal goal, a moral obligation,
or a response to a past event. The motivation should be compelling and provide a clear reason why the character
engages in heroics.
• Develop Karma Triggers: Each Calling should have specific scenarios or actions that trigger Karma rewards. These
triggers should align with the Calling’s theme and encourage players to role-play according to their chosen
motivations. Typically, Callings have a mix of smaller triggers worth +5 Karma and more significant, challenging
triggers worth +10 or +15 Karma.
• Consider Compelling Elements: Callings can be 'compelled' by the Judge to guide roleplaying or to challenge a
player. Define situations where the Judge might compel the Calling and what the consequences are for the character
if they resist. This adds depth and complexity to gameplay, making the character’s motivations a pivotal part of the
narrative.
• Flexibility and Customization: Encourage players to tweak or rename existing Callings to better fit their character’s
story. This flexibility allows players to deeply integrate their characters into the game world. For example, an
“Avenger” Calling could be customized to focus on protecting a specific group or community, renaming it to
something like “Guardian of the Innocent.”
• Narrative Integration: Discuss how the new Calling ties into the broader game universe and the character’s
backstory. A well-integrated Calling reflects not just the character's actions but their growth and development within
the game’s story.
• Collaboration: Creating a new Calling should be a collaborative process between the player and the Judge. This
collaboration ensures that the Calling is balanced, fits well with the game’s mechanics, and enriches the player’s
experience.

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.

LAST WORD ON TALENTS


This inclusive approach to talent categorization ensures that every player can find ways to enhance their characters' strengths and
mitigate their weaknesses, fostering a more engaging and personalized gaming experience. Each category is designed to cater to
different aspects of character development, ensuring that players have the tools to build well-rounded heroes suited to their
preferred play style and the challenges they wish to face in the HEROIC RPG.
APPENDIX E: CONTACTS EXPANDED
This continues the conversation on Contacts from the Character Creation section of this book. We’ll provide a quick recap here.
Contacts have no Rank Number. Contacts are considered as Friendly to your character for purposes of determining Responses.
Contacts may be increased through spending Advancements or through adventures as Judge rewards.
Each hero receives a number of initial Contacts from buying them when created through the HEROIC method, as rolled on the Initial
Powers, Talents, and Contacts Table (Table 6.3) when using the Random method, or through character traits when the Modeled
method is used for character generation. Certain individuals get specific Contacts at start based on their Origin. Your character may
have fewer chosen Contacts than slots -- the others may appear as need be, acting as a sort of floating Contact, waiting for
assignment during play.
For each Contact you must provide a name and description of their relationship to your character.
The hero's Contact may provide Equipment and material according to that Contact's resources.
You may assign the Contacts of a character with a secret ID either to their secret ID (noted by an S), their heroic identity (noted by
an H), or both (no notation). The advantage of having the secret lD making their own Contacts is that it provides less risk to the
hero. If a Contact does not know a character is really a hero, then the secret ID cannot be called upon by that Contact to do heroic
acts.

GAINING AND LOSING CONTACTS


Contacts are generally gained through the expenditure of Advancements. In some cases, joining a group or gaining official
government sanction will grant certain automatic Contacts. These are separate exceptions that are dealt with by the Judge and
given to the Players as specific opportunities or rewards.
Contacts may be lost through the hero acting in any manner that is not in the Contact's best interest. This indiscretion must be
known to be effective. For example, hiding a criminal wanted by the FBI may endanger the character's Contact with the FBI. In such
situations, the Judge will make an Average Dynamic FEAT for the character, modified by circumstance and reputation (Renown for
HEROIC, Repute for UNALIGNED, Infamy for VILLAINOUS).. If the FEAT fails, the hero will lose that Contact (the organization
becomes Neutral or, if the crime was severe, Unfriendly or Hostile). Regaining the good graces of a lost Contact will cost half the
cost of buying that Contact. and reflects that certain members of the organization may think the hero is OK, or that the organization
was wrong.

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.

EXAMPLES AND GUIDELINES


Here’s how you might outline examples:
PERK: TECHNOLOGICAL INTUITION
• Description: Your character has an innate understanding of technological devices, even alien or ancient ones.
• Effect: Gain a +1 Column Shift (CS) on all FEATs involving the use of technology.
• Cost: 2 picks, reflecting the significant advantage this gives in technological encounters.
HITCH: OLD WOUNDS
• Description: Past injuries plague your character, flaring up at inconvenient times.
• Effect: Whenever your character exerts themselves physically, roll a d10. On a 1, they suffer a -1 Column Shift to all
physical actions for the next hour.
• Benefit: Gain 1 pick as this quirk can significantly impede physical performance.
APPROVAL AND DOCUMENTATION
Judge Review: All new Perks & Hitches should be reviewed and approved by the narrator to ensure they fit within the campaign's
theme and balance. Record-Keeping: Document new Perks & Hitches in the character's sheet and campaign records. This helps
maintain continuity and balance as the campaign progresses.
By following these steps, players and narrators can create new Perks & Hitches that enrich the HEROIC RPG experience, adding
layers of depth and personalization to the characters and the story.

NEW PERK EXAMPLES


KINETIC BUFFER
• Description: Your character has an innate ability to absorb kinetic energy from impacts, reducing the damage they
take.
• Effect: Reduce physical damage taken by -1 Rank Shift (RS), except from energy-based attacks.
• Cost: 3 picks, reflecting the considerable defensive advantage in physical confrontations.
ARCANE RESONANCE
• Description: Your character has a deep, intrinsic connection to magical energies, enhancing their magical abilities.
• Effect: Gain +1 Column Shift (CS) on all FEATs involving the casting or resisting of spells.
• Cost: 2 picks, suitable for characters deeply embedded in mystical origins or storylines.
DIPLOMATIC GRACE
• Description: Your character has exceptional diplomatic skills, smoothing over social interactions with ease.
• Effect: Gain a +1 Column Shift (CS) to all Dynamic FEATs when negotiating, persuading, or interacting in social
settings.
• Cost: 1 pick, ideal for characters who often find themselves as the face of the team or in situations requiring tact.

NEW HITCHS EXAMPLES


ENERGY OVERLOAD
• Description: Your character's body sometimes reacts unpredictably to high-energy environments or attacks.
• Effect: Whenever exposed to high-energy sources (like electricity or radiation), roll a d10. On a 1-5, your character
becomes stunned for a round.
• Benefit: Gain 2 picks, compensating for the potential debilitation in energy-rich combat scenarios.
MYSTERIOUS ALLERGY
• Description: Your character has a severe allergy to a common element or substance, which they might not be fully
aware of.
• Effect: Exposure to the allergen (determined at the campaign start) causes a -1 Column Shift to all actions for an
hour due to symptoms.
• Benefit: Gain 1 pick, reflecting the recurring but manageable challenge this quirk poses.
ECHOES OF THE PAST
• Description: Your character is haunted by memories of past failures, which can suddenly resurface under stress.
• Effect: In high-pressure situations, such as combat or critical mission moments, your character must pass a Psyche
FEAT or suffer a -1 Column Shift to all actions as they are momentarily lost in their thoughts.
• Benefit: Gain 2 picks, acknowledging the significant impact this can have on performance during crucial moments.
These new Perks & Hitches provide a variety of ways to enrich character development and storytelling in HEROIC RPG, offering
both challenges and benefits that can shape the narrative and gameplay dynamics.
Creating new Perks & Hitches for HEROIC RPG expands the toolkit for character customization, offering a range of both positive
and Hitches that players can integrate into their characters. These Perks & Hitches serve to deepen the role-playing experience,
allowing for a more nuanced portrayal of characters' strengths and weaknesses. By incorporating such traits, players enhance the
complexity of their characters, making them more vibrant and multi-dimensional within the game's narrative.
Whether it’s leveraging kinetic energy, mastering diplomatic engagements, or managing the challenges of mysterious allergies and
past traumas, each quirk adds a layer of strategic depth. This process not only enriches individual characters but also contributes
significantly to the storytelling, providing dynamic elements that can influence the course of the campaign. Thus, the inclusion of
new Perks & Hitches is essential for fostering a more engaging and personalized gameplay experience in HEROIC RPG.

FINAL WORD ON PERKS & HITCHES


In conclusion, Perks & Hitches enrich the HEROIC RPG by providing a comprehensive system for character differentiation through
their introduction. These traits, both positive and negative, not only add layers of depth to character development but also bring a
dynamic element to gameplay, challenging players to balance strengths and weaknesses creatively. As players and narrators
collaborate to customize Perks & Hitches, they weave these unique traits into the fabric of the narrative, enhancing storytelling and
interaction within the game world.
This appendix serves as a crucial tool for fostering rich, engaging, and personalized RPG experiences, encouraging a deeper
connection between players and their characters.
As you integrate these Perks & Hitches into your campaigns, they will undoubtedly bring new challenges, triumphs, and twists that
make each gaming session uniquely compelling and memorable.
APPENDIX G: SIDES EXPANDED
Every character must choose a side: Heroic, Villainous, or Unaligned. This choice profoundly impacts the gameplay experience,
shaping the character's interactions with the world, the rewards and penalties they receive, and their overall narrative arc. The
alignment not only defines their actions but also sets the tone for their journey, presenting unique challenges and opportunities.
This appendix delves into the intricacies of each side, providing a comprehensive understanding of their defining characteristics, the
karma rewards and penalties associated with their actions, and the role-playing nuances that bring these alignments to life. Whether
you're a beacon of justice, a mastermind of evil, or a lone wolf navigating the grey areas, your side in HEROIC RPG will guide your
path and influence every decision you make.
Explore the moral dilemmas, strategic decisions, and complex motivations that define Heroic, Villainous, and Unaligned characters,
and discover how these alignments enhance the richness and depth of your gameplay experience.

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.

KARMA REWARDS AND PENALTIES FOR HEROIC CHARACTERS


In HEROIC RPG, the default alignment for characters is the Heroic side, emphasizing bravery, integrity, and the pursuit of justice. As
paragons of virtue, Heroic characters strive to protect the innocent, uphold moral values, and combat evil in all its forms. Their
actions are guided by a strong ethical compass, and the Karma system reflects this by rewarding noble deeds and penalizing
actions that betray their principles. Here's an in-depth look at how Karma rewards and penalties function for Heroic characters:
EARNING KARMA
Heroic characters earn Karma through their selfless acts, bravery, and adherence to their moral code. The more significant and
altruistic their actions, the greater the Karma rewards.
HEROIC DEEDS:
• Saving Lives: Rescuing civilians, saving fellow heroes, or preventing large-scale disasters can earn substantial
Karma points. The impact of the rescue and the number of lives saved determine the reward.
§ Example: Rescuing a trapped family from a burning building might earn 20-40 Karma points, while
stopping a city-wide catastrophe could earn 50-100 Karma points.
• Thwarting Evil Plans: Successfully stopping villainous schemes, capturing criminals, or dismantling evil
organizations earns significant Karma.
§ Example: Defeating a villain and preventing their plan to poison the city's water supply might earn 30-60
Karma points.
ACTS OF KINDNESS AND INTEGRITY:
• Helping Those in Need: Assisting the disadvantaged, providing aid during crises, or performing charitable acts earn
Karma.
§ Example: Volunteering at a shelter or donating resources to a community in need might earn 10-20 Karma
points.
• Maintaining Integrity: Upholding the truth, refusing to lie or cheat, and acting with honor in all situations reinforce a
Heroic character’s moral standing.
§ Example: Choosing not to exploit a loophole for personal gain could earn 10-15 Karma points.
BRAVERY AND SACRIFICE:
• Facing Danger: Demonstrating courage in the face of danger, whether through battling powerful villains or protecting
others at great personal risk, earns Karma.
§ Example: Standing alone against an overwhelming force to buy time for civilians to escape could earn 25-
50 Karma points.
• Personal Sacrifices: Making personal sacrifices for the greater good, such as giving up a chance for personal
happiness to save others, also earns Karma.
§ Example: Sacrificing a rare, powerful artifact to prevent its misuse could earn 30-40 Karma points.
STRATEGIC AND COOPERATIVE EFFORTS:
• Forming Alliances: Building alliances with other heroes and working effectively as a team to combat greater threats
can earn additional Karma.
• Example: Successfully leading a team to victory in a crucial battle against a formidable villain might earn 20-30
Karma points for each member.
• Strategic Planning: Demonstrating strategic acumen and foresight in planning missions and operations that lead to
significant victories earns Karma.
• Example: Crafting a plan that minimizes collateral damage while achieving mission objectives could earn 15-25
Karma points.
LOSING KARMA
Heroic characters can lose Karma through actions that betray their principles, harm others, or reflect poorly on their integrity and
reputation.
FAILING TO ACT:
• Inaction in Crisis: Failing to act when required, especially when lives are at stake or justice is threatened, results in
significant Karma loss.
• Example: Ignoring a call for help or refusing to intervene in a critical situation could result in a loss of 20-40
Karma points.
ACTS OF VIOLENCE AND EXCESSIVE FORCE:
• Unnecessary Violence: Using excessive force or causing unnecessary harm during conflicts, especially to
innocents or those who have surrendered, results in Karma loss.
• Example: Using lethal force when non-lethal options are available could result in a loss of 25-50 Karma points.
• Collateral Damage: Actions that lead to significant collateral damage, harming civilians, or destroying property
without cause result in Karma penalties.
• Example: Causing widespread destruction during a battle in a populated area might result in a loss of 30-60
Karma points.
DISHONESTY AND BETRAYAL:
• Lying and Deception: Engaging in deceitful behavior, such as lying, cheating, or breaking promises, erodes a
Heroic character’s integrity and results in Karma loss.
• Example: Lying to allies or the public for personal gain could result in a loss of 15-30 Karma points.
• Betraying Trust: Betraying the trust of allies, breaking alliances, or acting against the interests of those who depend
on the hero results in significant Karma penalties.
• Example: Abandoning teammates in a time of need or betraying a trusted ally might result in a loss of 30-50
Karma points.
SELFISHNESS AND GREED:
• Acting for Personal Gain: Performing actions motivated by selfishness or greed, rather than for the greater good,
results in Karma loss.
• Example: Stealing or hoarding resources intended for disaster relief might result in a loss of 20-40 Karma
points.
• Neglecting Duties: Failing to fulfill responsibilities or abandoning missions for personal reasons can lead to
significant Karma penalties.
• Example: Leaving a mission unfinished to pursue a personal vendetta might result in a loss of 25-35 Karma
points.
ROLE-PLAYING AND STORY INTEGRATION
JUDGE TIPS:
• Tailored Scenarios: Create scenarios that emphasize the Heroic character’s need to perform noble deeds and
make morally challenging decisions. These situations should test their bravery, integrity, and commitment to justice.
• Dynamic Interactions: Encourage interactions that build trust and alliances with NPCs and other heroes. Conflicts
with villains and moral dilemmas should drive the narrative and create rich role-playing opportunities.
• Consequences of Actions: Highlight the consequences of the Heroic character’s actions, both positive and
negative. Noble deeds should inspire and build trust, while failures and betrayals should have significant
repercussions.
STORY INTEGRATION TIPS:
• Heroic Deeds: Incorporate opportunities for Heroic characters to perform noble deeds and acts of bravery. These
actions should be central to their story arcs and contribute to their growth as protectors and leaders.
• Rivalries and Nemeses: Develop ongoing rivalries with villains that provide personal stakes and drive the hero’s
motivations. These conflicts should be integral to the hero’s journey and challenge their values.
• Team Dynamics: Explore the dynamics of working with other heroes, including conflicts, differing ideologies, and the
need for cooperation. These interactions can create compelling storylines and enrich the Heroic character’s
narrative.
By integrating these elements into gameplay, HEROIC RPG offers a rich and immersive experience for Heroic characters. The
Karma system not only rewards noble deeds but also emphasizes the importance of maintaining integrity and facing the challenges
of being a true hero.

ROLE-PLAYING HEROIC CHARACTERS


Heroic characters in HEROIC RPG are the epitome of virtue, courage, and selflessness. They are driven by a desire to protect the
innocent, uphold justice, and combat evil in all its forms. Role-playing a Heroic character involves embracing these values and
navigating the challenges and responsibilities that come with being a beacon of hope. Here are some key aspects to consider when
role-playing a Heroic character:
BUILDING TRUST AND ALLIANCES
Heroic characters thrive on the support and trust of others. They often work in teams, build alliances, and form strong bonds with
NPCs and other heroes.
• Team Dynamics: Explore the dynamics of working with other heroes. This includes cooperation, resolving conflicts,
and leveraging each hero's strengths to achieve common goals. Teamwork can create compelling storylines and
enrich the gameplay experience.
• Building Alliances: Develop alliances with NPCs, local authorities, and other superhero teams. These alliances can
provide valuable resources, information, and support during critical missions.
• Mentorship: Heroic characters can take on mentorship roles, guiding younger or less experienced heroes. This can
create deep, meaningful relationships and contribute to character growth.
MORAL DILEMMAS
Heroic characters often face complex moral dilemmas that challenge their values and principles. These situations test their resolve
and force them to make difficult choices.
• Sacrificing for the Greater Good: Introduce scenarios where heroes must make personal sacrifices for the greater
good. This could involve giving up something valuable or risking their lives to save others.
• Balancing Justice and Mercy: Create situations where heroes must decide between delivering justice and showing
mercy. This can lead to rich role-playing opportunities and highlight their moral compass.
• Conflicting Loyalties: Present dilemmas that involve conflicting loyalties, such as choosing between saving a friend
and stopping a villain. These choices can deepen the character's backstory and add complexity to their motivations.
PUBLIC PERSONA AND REPUTATION
Heroic characters often have a public persona that they must maintain. Their actions are scrutinized by the public, media, and other
heroes, impacting their reputation and influence.
• Media Relations: Role-play interactions with the media, addressing public perceptions, handling interviews, and
managing their public image. This can create interesting subplots and add depth to the character.
• Community Engagement: Encourage heroes to engage with their communities, participate in public events, and
build positive relationships with civilians. This can enhance their reputation and earn Karma rewards.
• Managing Expectations: Highlight the pressures of living up to public expectations and the burden of being a role
model. This can create internal conflicts and drive character development.
PERSONAL GROWTH AND DEVELOPMENT
Heroic characters undergo significant personal growth throughout their journey. This growth is driven by their experiences,
challenges, and relationships.
• Character Arcs: Develop long-term character arcs that reflect the hero's growth and evolution. This could involve
overcoming personal fears, reconciling with a troubled past, or achieving a long-term goal.
• Emotional Depth: Explore the emotional depth of the character, including their fears, hopes, and motivations. Role-
playing these aspects can add richness to the narrative and create a more immersive experience.
• Overcoming Adversity: Highlight the hero's resilience and determination in overcoming adversity. This could
involve recovering from a significant defeat, rising above personal struggles, or persevering against overwhelming
odds.
UPHOLDING PRINCIPLES AND INTEGRITY
Heroic characters are defined by their strong moral compass and unwavering integrity. Their actions are guided by a set of principles
that they strive to uphold, even in the face of adversity.
• Staying True to Values: Emphasize the importance of staying true to their values and principles, even when it is
difficult. This can create powerful role-playing moments and reinforce the character's identity.
• Dealing with Temptation: Introduce scenarios where the hero is tempted to compromise their values for personal
gain or an easier solution. Role-playing their resistance to temptation can highlight their integrity and resolve.
• Championing Justice: Focus on the hero's commitment to justice and the protection of the innocent. This can
involve taking on causes, fighting for the underprivileged, and standing up against injustice.
ROLE-PLAYING INTERACTIONS AND RELATIONSHIPS
Relationships play a crucial role in the lives of Heroic characters. These relationships shape their actions, motivations, and personal
growth.
• Supporting Allies: Develop strong relationships with allies, both NPCs and other heroes. These relationships can
provide emotional support, valuable insights, and strategic advantages during missions.
• Mentoring and Teaching: Embrace opportunities to mentor and teach younger or less experienced heroes. This
can create meaningful bonds and contribute to the hero's legacy.
• Navigating Rivalries: Role-play rivalries with villains and even fellow heroes. These rivalries can drive the narrative,
create tension, and provide opportunities for character development.
By embracing these role-playing aspects, players can fully immerse themselves in the heroic journey, creating a rich and dynamic
narrative that explores the virtues, challenges, and triumphs of being a true hero in HEROIC RPG. Each decision, interaction, and
moral dilemma adds depth to the character, making their story compelling and inspiring.

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.

KARMA RULES FOR VILLAINOUS CHARACTERS


Villainous characters in HEROIC RPG thrive on cunning, manipulation, and a relentless pursuit of their dark ambitions. Their actions
are driven by personal gain, power, and often a sheer enjoyment of chaos. The Karma system for Villainous characters reflects the
complex moral landscape they navigate, rewarding their successes while penalizing their failures and missteps.
EARNING KARMA
For Villainous characters, Karma is earned through the successful execution of nefarious plans, strategic manipulations, and acts
that instill fear or command respect. The more impactful and notorious their actions, the greater the Karma rewards.
• Executing Schemes: Successfully pulling off grand heists, elaborate assassinations, or large-scale destruction earns
significant Karma points. The complexity and daring nature of these actions determine the reward, with more
audacious acts yielding higher Karma. For example, orchestrating a bank robbery or sabotaging a hero's efforts can
earn between 20-50 Karma points.
• Masterful Manipulation: Acts of deceit, blackmail, and strategic betrayal that shift the balance of power in favor of the
villain are highly rewarded. This includes turning allies against each other, manipulating public opinion, or securing a
powerful position through underhanded means, earning 15-40 Karma points.
• Instilling Fear and Control: Demonstrations of power that establish dominance and spread fear also generate Karma.
This includes public displays of strength, intimidation tactics, and enforcing control over minions or territories, earning
10-30 Karma points.
• Killing: In the Villainous path, killing can be a significant source of Karma, especially when it serves a strategic
purpose or sends a powerful message. Assassinating a key figure, eliminating a rival, or committing a high-profile
murder can earn 25-60 Karma points, depending on the impact and notoriety of the act.
LOSING KARMA
Villainous characters can lose Karma through failures, betrayals, and actions that inadvertently aid their enemies or undermine their
own plans. The ruthless nature of villainy means that missteps are costly and can significantly hinder their progress.
• Failed Schemes: Unsuccessful attempts at executing plans, getting caught, or having schemes thwarted by heroes
result in a substantial loss of Karma. The more significant the failure, the greater the penalty, with losses ranging
from 20-50 Karma points.
• Betrayal and Incompetence: Being betrayed by allies, showing weakness, or failing to maintain control over minions
can lead to Karma loss. This includes being outsmarted or outmaneuvered, resulting in a loss of 15-30 Karma points.
• Unintended Consequences: Actions that backfire, causing unintended harm to the villain's interests or aiding their
enemies, can also result in significant Karma penalties. For example, a plan that inadvertently strengthens a rival or
a failed assassination leads to increased security measures, causing a loss of 10-25 Karma points.
• Showing Mercy or Reluctance to Kill: In the Villainous path, showing mercy or hesitating to kill when it could further
their goals can lead to a loss of Karma. Acts of mercy are seen as weaknesses, and such behavior can result in a
loss of 20-40 Karma points.
ROLE-PLAYING ASPECTS
Role-playing a Villainous character involves embracing the complexity of their motivations and the moral ambiguity of their actions.
These characters are driven by a mixture of ambition, revenge, and a desire for power, making their journey rich and dynamic.
• Strategic Scheming: Villains must constantly plan and execute intricate schemes, using their intelligence and
resources to stay ahead of heroes and rivals. Judges can create scenarios that challenge their strategic thinking and
adaptability.
• Emotional Complexity: Villains are often shaped by personal traumas, desires for revenge, or twisted ideals.
Exploring these aspects through role-playing can add depth to their character, showcasing the reasons behind their
descent into villainy.
• Power Dynamics: Villainous characters frequently interact with other villains, minions, and corrupt officials.
Navigating these power dynamics, forming alliances, and dealing with betrayals are key elements of their story.
• Dark Triumphs and Failures: The highs and lows of a villain's journey are marked by their dark triumphs and
inevitable failures. These moments define their character and drive their narrative forward, creating a compelling and
immersive experience.
By embracing the ruthless and ambitious nature of Villainous characters, players can explore the darker side of HEROIC RPG,
crafting intricate stories of power, betrayal, and ultimate conquest.

ROLE-PLAYING VILLAINOUS CHARACTERS


Role-playing a Villainous character in HEROIC RPG offers a rich and immersive experience, allowing players to delve into the
darker aspects of ambition, power, and morality. These characters navigate a world where the lines between right and wrong are
blurred, and their actions are driven by a complex mix of motivations. Here are some key aspects to consider when role-playing a
Villainous character:
STRATEGIC SCHEMING
Villainous characters are master strategists, always plotting their next move and anticipating the actions of their adversaries. Their
success often depends on their ability to outthink and outmaneuver heroes and rivals.
• Intricate Plots: Develop detailed schemes that require careful planning and execution. These could range from
elaborate heists and political manipulations to orchestrating large-scale disasters.
• Deception and Manipulation: Use deception as a key tool. This can include creating false leads, setting traps, or
manipulating public perception to serve your ends.
• Contingency Plans: Always have backup plans in place. A good villain anticipates failures and has contingency
plans to turn setbacks into opportunities.
EMOTIONAL COMPLEXITY
Villains are often driven by deep-seated emotions and personal experiences that shape their actions and worldview. Exploring these
emotional complexities adds depth and nuance to their character.
• Backstory and Motivation: Develop a rich backstory that explains why your character turned to villainy. This could
involve personal traumas, a desire for revenge, or a corrupted sense of justice.
• Internal Conflicts: Villains can experience internal conflicts, such as guilt, doubt, or a struggle to reconcile their
actions with their past. Role-playing these moments can create compelling character arcs.
• Twisted Ideals: Some villains believe they are the heroes of their own story, acting on twisted ideals or a misguided
sense of righteousness. This perspective can add layers to their motivations and actions.
POWER DYNAMICS
Navigating the complex web of relationships and power dynamics is a key aspect of being a villain. This includes interactions with
other villains, minions, and corrupt officials.
• Alliances and Rivalries: Form and break alliances with other villains as needed. These relationships can be volatile,
with shifting loyalties and constant power struggles.
• Minion Management: Effectively managing and controlling minions or henchmen is crucial. This involves ensuring
their loyalty, punishing disobedience, and using them strategically to achieve your goals.
• Influence and Corruption: Use your influence to corrupt officials, blackmail influential figures, or create a network of
contacts that can provide valuable information and resources.
DARK TRIUMPHS AND FAILURES
The journey of a villain is marked by moments of dark triumph and inevitable failures. These highs and lows define their character
and drive their narrative forward.
• Triumphant Moments: Relish the moments when your plans succeed, whether it’s defeating a hero, achieving a
significant objective, or causing widespread chaos. These victories should be savored and used to build your
reputation.
• Coping with Failure: Villains often face setbacks and failures. Role-play how your character copes with these
moments—whether it’s through anger, determination, or a strategic retreat to regroup and plan their next move.
• Escalating Stakes: As your villain’s story progresses, escalate the stakes. This can involve more daring schemes,
greater risks, and more significant consequences, making each success or failure even more impactful.
ETHICAL AMBIGUITIES
Villainous characters often operate in a morally grey area, where the ends justify the means. This ethical ambiguity can lead to
complex role-playing scenarios.
• Moral Dilemmas: Create situations where your villain must make difficult ethical choices. For instance, sacrificing an
ally for greater gain, deciding between different forms of treachery, or choosing to show mercy for strategic reasons.
• Questioning Morality: Allow your character to occasionally question their actions and motivations. These moments
of introspection can add depth and highlight the complexity of their villainy.
• Redemption Arcs: Consider the potential for redemption, even if it’s a fleeting thought or a manipulation tactic. The
possibility of a villain seeking redemption, only to revert to their darker nature, can create a compelling storyline.
By embracing these role-playing aspects, players can fully immerse themselves in the multifaceted world of villainy in HEROIC
RPG. Each decision, interaction, and plot twist adds layers to their character, creating a rich and engaging narrative that explores
the darker side of heroism and morality.

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.

KARMA RULES FOR UNALIGNED CHARACTERS


Unaligned characters in HEROIC RPG embody the essence of independence, walking the fine line between heroism and villainy.
These characters often follow their own code of ethics, acting based on personal gain, specific goals, or a unique set of principles
rather than a clear moral compass. This nuanced alignment presents a unique set of Karma rules, reflecting the complexity and
versatility of their actions.
EARNING KARMA
For unaligned characters, Karma is earned through impactful actions that shape the game world, regardless of their moral
alignment. This flexibility allows for a wide range of behaviors, from altruistic deeds to self-serving maneuvers, each contributing to
their Karma pool in meaningful ways.
• Significant Impact: Actions that have a notable effect on the story or environment, whether it's saving a town from
destruction or orchestrating a masterful heist, can earn substantial Karma points. The key is the significance of the
action rather than its moral standing. For instance, dismantling a corrupt organization for personal gain or rescuing
civilians during a conflict both reflect the character's influence and earn Karma.
• Personal Growth: Detailed Blue-Booking entries that delve into the character's personal growth, internal conflicts,
and pivotal decisions can also yield Karma rewards. These narratives provide depth to the character, showcasing
their journey and evolution. For example, exploring a moment of self-realization, reconciling with a past mistake, or
making a crucial life choice can earn 10-20 Karma points.
• Strategic Maneuvers: Acts of clever strategy, survival, and balancing between good and evil are highly rewarded.
Successfully navigating complex situations, outsmarting both allies and adversaries, and leveraging opportunities for
personal benefit highlight the unaligned character's adaptability and cunning. These actions can earn 15-30 Karma
points.
LOSING KARMA
Unaligned characters can lose Karma through actions that undermine their personal goals, lead to unintended consequences, or
betray their intrinsic values. This loss reflects the precarious nature of walking a middle path and the importance of staying true to
their unique ethos.
• Harming Personal Goals: Actions that directly contradict or harm the character's personal objectives result in a loss
of Karma. For example, if a character's goal is to amass wealth, but they recklessly squander resources or fail in a
crucial financial endeavor, they may lose 10-20 Karma points.
• Unintended Consequences: Missteps that lead to negative outcomes, such as betraying an ally unintentionally or
causing collateral damage that backfires, can result in significant Karma penalties. These situations emphasize the
unpredictability of their actions and can lead to a Karma loss of 15-25 points.
• Betraying Personal Values: Consistently ignoring or acting against their own code of ethics or personal values can
cause a substantial Karma reduction. For instance, if a character who values freedom becomes overly controlling or
if one who prides themselves on neutrality takes a biased stance, they may face a Karma loss of 20-30 points.
ROLE-PLAYING ASPECTS
Role-playing an unaligned character involves embracing the moral ambiguity and the fluidity of their decisions. These characters are
often driven by a mix of personal motivations, making their journeys rich and dynamic.
• Internal Conflicts: Unaligned characters frequently grapple with internal conflicts and moral dilemmas. Judges can
create scenarios that challenge their values and force them to make difficult choices, adding depth to their story arcs.
• Switching Sides: The flexibility to switch sides based on circumstances is a hallmark of unaligned characters. They
may form temporary alliances with heroes or villains, creating opportunities for intricate plots and unexpected twists.
• Personal Code of Ethics: Each unaligned character follows a personal code that guides their actions. This code can
evolve over time, reflecting their growth and changing priorities. Role-playing these shifts can provide a compelling
narrative experience, highlighting their struggle to balance personal gain with broader consequences.
By embracing the complexity and versatility of unaligned characters, players can explore a rich tapestry of motivations and actions,
making every decision a meaningful part of their HEROIC RPG journey.

ROLE-PLAYING UNALIGNED CHARACTERS


Unaligned characters in HEROIC RPG occupy a unique space, navigating the grey areas between heroism and villainy. Their
actions are guided by personal goals, individual principles, or a desire for independence, making them complex and unpredictable.
Here are some key aspects to consider when role-playing an Unaligned character:
INTERNAL CONFLICTS
Unaligned characters often face internal conflicts as they balance personal desires with broader consequences. These characters
might struggle with their identity and the ethical implications of their actions.
• Moral Ambiguity: Embrace the moral ambiguity inherent in being Unaligned. Your character's decisions should
reflect a nuanced perspective, weighing the pros and cons of each action without a clear bias towards good or evil.
• Personal Ethics: Develop a personal code or set of principles that guide your character’s actions. This code can be
flexible and evolve over time, reflecting their growth and changing priorities.
• Decision Making: Create scenarios where your character must make difficult choices, such as choosing between
self-preservation and helping others or deciding whether to align temporarily with heroes or villains based on the
situation.
FLEXIBILITY AND INDEPENDENCE
Unaligned characters value their independence and flexibility, often acting on their own terms rather than adhering to societal norms
or group expectations.
• Switching Sides: Take advantage of the freedom to switch sides as circumstances dictate. Your character might ally
with heroes to combat a greater evil or join forces with villains to achieve a mutual goal.
• Independent Actions: Highlight your character's independence by undertaking solo missions or making decisions
that prioritize personal gain or objectives over group interests.
• Temporary Alliances: Form temporary alliances with both heroes and villains. These alliances can be strategic, with
your character leveraging them to achieve specific goals while remaining true to their independent nature.
COMPLEX MOTIVATIONS
Unaligned characters are driven by a variety of motivations that can be more intricate than those of heroes or villains. These
motivations add depth and complexity to their actions and decisions.
• Personal Goals: 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 provide a strong narrative drive and influence their
interactions.
• Character Development: Allow your character’s motivations to evolve over time. As they experience new
challenges and form relationships, their priorities and desires may shift, leading to significant character development.
• Exploring Backstories: Use Blue-Booking entries to explore your character’s backstory, shedding light on the
experiences and events that shaped their unaligned nature. This can add depth and context to their current actions
and decisions.
NAVIGATING RELATIONSHIPS
Relationships play a crucial role in the lives of Unaligned characters, influencing their decisions and adding layers to their
interactions with others.
• Building Trust: Develop relationships with both heroes and villains, navigating the complexities of trust and betrayal.
Your character might earn the trust of others through their actions, only to use that trust strategically later on.
• Conflicted Loyalties: Explore the conflicts that arise from divided loyalties. Your character might feel torn between
different allies or struggle with the implications of betraying someone who has come to trust them.
• Emotional Connections: Highlight the emotional connections your character forms, whether with other PCs, NPCs,
or even rivals. These connections can drive story arcs, create tension, and provide opportunities for role-playing rich
interactions.
ETHICAL DILEMMAS
Unaligned characters frequently encounter ethical dilemmas that challenge their personal code and test their resolve.
• Grey Area Decisions: Role-play situations where the right course of action is unclear, forcing your character to
make decisions based on their personal ethics rather than a clear-cut moral framework.
• Consequences of Actions: Emphasize the consequences of your character’s actions, both positive and negative.
These consequences can shape their reputation, influence future decisions, and impact their relationships with
others.
• Balancing Acts: Show your character’s struggle to balance their personal goals with the broader impact of their
actions. This balancing act can create compelling storylines and drive character growth.
By embracing these role-playing aspects, players can fully immerse themselves in the complex and dynamic world of Unaligned
characters in HEROIC RPG. Each decision, relationship, and ethical dilemma adds depth to their character, creating a rich and
engaging narrative that explores the nuanced path between heroism and villainy.

ROLE-PLAYING AND STORY INTEGRATION


Choosing a side in HEROIC RPG—whether Heroic, Villainous, or Unaligned—profoundly influences your character's journey and
interactions within the game world. This choice is not merely a mechanical decision but a narrative one that shapes the story arcs,
moral dilemmas, and character development opportunities. Here are some detailed role-playing and story integration tips for each
side:

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.

INTEGRATING SIDES INTO THE STORY


JUDGE TIPS:
• Tailored Scenarios: Design scenarios that cater to the specific side each character has chosen. For heroes, focus on
situations that require bravery and selflessness. For villains, create opportunities for cunning and manipulation. For
Unaligned characters, introduce ethical dilemmas and personal quests.
• Dynamic Interactions: Encourage dynamic interactions between characters of different sides. Conflicts, alliances,
and betrayals can drive the narrative and create rich role-playing opportunities.
• Consequences of Actions: Emphasize the consequences of each character’s actions. Heroic deeds should inspire
and build trust, villainous acts should instill fear and command respect, and Unaligned actions should reflect the
complexity of their moral ambiguity.
• Story Arcs: Develop long-term story arcs that reflect each side's journey. For heroes, focus on their growth as
protectors and leaders. For villains, explore their rise to power and the eventual fallout. For Unaligned characters,
highlight their personal evolution and the impact of their choices on their world.
By integrating these elements into gameplay, HEROIC RPG can offer a rich and immersive experience. Each side presents unique
challenges and opportunities, allowing players to fully explore the complexities of their chosen alignments and create compelling,
dynamic stories.

VIGILANTE: THE FOURTH SIDE


The Bronze Age of superheroes, spanning from the early 1970s to the mid-1980s, was a transformative period in comic book
history. It marked a shift from the optimistic and often fantastical narratives of the Silver Age to stories that delved into more
complex, realistic, and sometimes darker themes. During this era, the lines between good and evil began to blur, and the archetypes
of heroes and villains became more nuanced. It was within this context that the concept of the Vigilante began to emerge—a new
breed of character who operated outside the traditional boundaries of law and order to pursue their own brand of justice.
DEFINING THE VIGILANTE
A Vigilante is a character who, driven by a profound sense of justice, takes the law into their own hands. Unlike traditional heroes
who work within the confines of the legal system, Vigilantes often operate outside or even against it. They break laws to save lives,
punish crime, and protect the innocent, driven by personal codes of morality that can sometimes clash with societal norms. The
Vigilante's methods are frequently harsh and unorthodox, reflecting their belief that the ends justify the means.
THE EMERGENCE OF VIGILANTES IN THE BRONZE AGE
The Bronze Age of comics introduced a grittier, more realistic take on superhero stories, where characters faced moral ambiguities
and societal issues head-on. Vigilantes, as a concept, fit perfectly into this era. They arose as a response to the growing
disillusionment with institutions and the legal system, which were often depicted as corrupt, inefficient, or unable to deliver true
justice.
Characters like Marvel's Punisher and DC's Batman epitomized this archetype. The Punisher, driven by the murder of his family,
waged a one-man war against crime, using lethal force without hesitation. Batman, although traditionally a hero, also exhibited
Vigilante traits, especially in storylines where his actions put him at odds with law enforcement. These characters resonated with
readers who were increasingly drawn to complex, morally ambiguous protagonists.
CHARACTERISTICS AND MOTIVATIONS
Vigilantes are defined by several key characteristics and motivations:
• Personal Tragedy or Injustice: Many Vigilantes are driven by a personal loss or a traumatic event that compels them
to seek justice outside the law. This personal connection to crime fuels their relentless pursuit of wrongdoers.
• Moral Code: While their methods may be extreme, Vigilantes adhere to a strict personal code of ethics. This code
varies from character to character, but it often involves a commitment to protect the innocent and punish the guilty,
regardless of the legal ramifications.
• Isolation: Vigilantes often operate alone or in small, tight-knit groups. Their methods and philosophies can make it
difficult for them to work within larger teams or organizations.
• Conflict with Law Enforcement: Given their extralegal activities, Vigilantes frequently find themselves at odds with
police and government agencies. This conflict adds tension to their stories and highlights the moral complexities of
their actions.
• Resourcefulness and Skill: Lacking the support of official channels, Vigilantes rely on their skills, intelligence, and
often, a network of underground contacts to achieve their goals. They are usually highly trained in combat, stealth,
and investigative techniques.
VIGILANTES IN HEROIC RPG
In the context of the HEROIC RPG, introducing Vigilantes as a fourth side adds depth and variety to gameplay. Here are some
specific aspects to consider for integrating Vigilantes into the game:
• Character Creation: Players choosing to create Vigilante characters should focus on backstory elements that
highlight personal motivations and ethical dilemmas. Their abilities and skills should reflect their self-sufficiency and
combat prowess.
• Moral Dilemmas: Storylines involving Vigilantes can incorporate moral choices and consequences. Judges can
challenge these characters with situations that force them to balance their personal code against the greater good,
leading to rich role-playing experiences.
• Conflict and Alliance: Vigilantes can have dynamic interactions with other characters, whether they are heroes,
villains, or unaligned. Their methods might cause friction with heroes who follow the law, while villains might see
them as threats or potential allies.
• Unique Abilities and Equipment: Vigilantes often utilize specialized equipment and unconventional methods. The
HEROIC RPG can include unique talents, gadgets, and resources that cater to this playstyle.
• Renown and Reputation: Unlike heroes who seek to build positive renown, Vigilantes might garner a reputation that
is both feared and respected. The game can incorporate mechanics that reflect this duality, affecting how NPCs and
other characters interact with them.

VIGILANTE CODES: A NEW DIMENSION OF MOTIVATION


In the HEROIC RPG, the concept of Callings provides characters with a deeper sense of motivation and purpose, guiding their
actions and decisions throughout the game. For Vigilantes, a new side introduced to the HEROIC RPG, a similar yet distinct system
is necessary to reflect their unique approach to justice. Enter the Vigilante Codes—a set of personal moral codes that dictate how
Vigilantes operate, what drives them, and how they justify their actions. These Codes serve as a guiding principle for Vigilantes,
defining their brand of justice and shaping their interactions with the world around them.
UNDERSTANDING VIGILANTE CODES
Vigilante Codes are the moral compasses that drive Vigilantes to take the law into their own hands. Unlike traditional heroes who
work within the legal system, Vigilantes often find themselves operating in the gray areas of morality and legality. Each Vigilante
adheres to a personal Code that outlines their principles, limits, and justifications for their actions. These Codes are not just about
what the Vigilante does but also why they do it, providing a rich narrative framework for role-playing and character development.
CREATING A VIGILANTE CODE
Creating a Vigilante Code involves defining the core principles that guide your character's actions. Here are some steps to help you
develop a compelling and cohesive Code:
IDENTIFY THE CORE MOTIVATION:
• What drives your Vigilante to operate outside the law?
• Is it a personal tragedy, a deep-seated sense of justice, or a desire to protect those the system has failed?
• Example: A Vigilante driven by the murder of a loved one might have a Code centered around avenging the innocent
and punishing those who escape justice.
DEFINE THE ETHICAL BOUNDARIES:
• What lines will your Vigilante not cross, even in the pursuit of justice?
• Will they refrain from killing, or is lethal force acceptable in certain circumstances?
• Example: A Vigilante might swear never to harm an innocent, regardless of the situation.
ESTABLISH METHODS AND TACTICS:
• What methods does your Vigilante prefer when dealing with criminals?
• Do they rely on fear, interrogation, and intimidation, or do they focus on stealth and evasion?
• Example: A Vigilante might use psychological warfare to break the spirits of criminals, ensuring they never return to
their unlawful ways.
DETERMINE THE CONSEQUENCES:
• What are the consequences of breaking their own Code?
• How do they deal with the moral and psychological fallout of their actions?
• Example: If a Vigilante accidentally harms an innocent, they might go into a period of self-imposed exile or seek
redemption through rigorous acts of charity and protection.
EXAMPLE VIGILANTE CODES
To help illustrate the concept, here are some example Vigilante Codes:
THE AVENGER:
• Motivation: Driven by the desire to avenge the wrongful death of a loved one.
• Ethical Boundaries: Will not harm innocents; lethal force is reserved for the most heinous criminals.
• Methods and Tactics: Uses fear and intimidation to extract information and ensure compliance.
• Consequences: Breaking the Code results in a crisis of conscience, leading to a quest for redemption.
THE PROTECTOR:
• Motivation: Dedicated to protecting the weak and innocent from harm.
• Ethical Boundaries: Absolutely no killing; even criminals deserve a chance at redemption.
• Methods and Tactics: Relies on non-lethal means such as incapacitation and restraint.
• Consequences: If the Code is broken, the Vigilante will retire temporarily to reflect and atone for their actions.
THE PUNISHER:
• Motivation: Believes in delivering final justice to those who escape the law.
• Ethical Boundaries: Lethal force is acceptable for repeat offenders; avoids collateral damage.
• Methods and Tactics: Uses a combination of stealth, advanced weaponry, and brutal efficiency.
• Consequences: Breaking the Code leads to a heightened state of violence and potential loss of control.
INTEGRATING VIGILANTE CODES INTO GAMEPLAY
Incorporating Vigilante Codes into HEROIC RPG gameplay adds depth to character development and enhances role-playing
opportunities. Here’s how you can effectively integrate these Codes into your sessions:
KARMA TRIGGERS:
• Define specific actions and scenarios that align with the Vigilante’s Code, providing Karma rewards when adhered to.
• Example: +10 Karma for successfully protecting an innocent without resorting to lethal force.
NARRATIVE COMPELS:
• Allow Judges to compel Vigilantes to follow their Code, creating dramatic tension and moral dilemmas.
• Example: A Vigilante must decide whether to save a criminal from a fatal accident, testing their commitment to their
Code.
ROLE-PLAYING GUIDANCE:
• Use the Code as a tool for guiding character decisions and interactions, ensuring consistency and depth in role-
playing.
• Example: A Vigilante’s refusal to cooperate with law enforcement due to a mistrust rooted in their Code.

VIGILANTE CODES: KARMA TRIGGERS


THE AVENGER KARMA TRIGGERS:
• +5 Karma: Extracting crucial information from a criminal without harming innocents.
• +5 Karma: Preventing a crime through fear and intimidation.
• +5 Karma: Successfully capturing a criminal who has escaped justice.
• +10 Karma: Protecting an innocent from harm while pursuing vengeance.
• +10 Karma: Delivering a criminal to the authorities despite personal desire for retribution.
• +15 Karma: Averting a major crime or catastrophe caused by those responsible for the original tragedy.
THE PROTECTOR KARMA TRIGGERS:
• +5 Karma: Incapacitating a criminal without causing permanent harm.
• +5 Karma: Shielding an innocent bystander from danger during a conflict.
• +5 Karma: Using non-lethal tactics to defuse a potentially deadly situation.
• +10 Karma: Successfully rescuing hostages or civilians during a crisis.
• +10 Karma: Ensuring a captured criminal is handed over to the authorities unharmed.
• +15 Karma: Preventing a large-scale attack or disaster through protective measures.
THE PUNISHER KARMA TRIGGERS:
• +5 Karma: Neutralizing a repeat offender without causing collateral damage.
• +5 Karma: Successfully employing stealth to infiltrate a criminal organization.
• +5 Karma: Using advanced weaponry to subdue criminals efficiently.
• +10 Karma: Eliminating a high-profile threat without harming innocents.
• +10 Karma: Preventing a criminal from escaping justice, ensuring they face legal consequences.
• +15 Karma: Dismantling a major criminal operation or syndicate, preventing future crimes.
CUSTOMIZING YOUR VIGILANTE CODE
To create a new Vigilante Code, follow these steps:
• Core Motivation: Define what drives your Vigilante. This can be personal tragedy, a sense of duty, or a quest for
justice.
• Ethical Boundaries: Establish the moral lines your Vigilante will not cross. This could include stances on lethal
force, harming innocents, or cooperating with authorities.
• Methods and Tactics: Determine the preferred methods your Vigilante uses to achieve their goals. Consider their
approach to combat, investigation, and dealing with criminals.
• Consequences: Define the personal or moral consequences for breaking their Code. This could involve a loss of
Karma, a crisis of conscience, or a period of self-imposed exile.
EXAMPLE CUSTOM VIGILANTE CODE:
THE REDEEMER
• Motivation: Seeks to redeem themselves for past mistakes by saving others.
• Ethical Boundaries: Will not take a life; seeks to reform criminals when possible.
• Methods and Tactics: Uses psychological insight and persuasion to change hearts and minds.
• Consequences: Breaking the Code results in deep personal guilt and a temporary withdrawal from Vigilante
activities.
KARMA TRIGGERS:
• +5 Karma: Persuading a criminal to turn themselves in.
• +5 Karma: Reforming a minor criminal, guiding them towards a better path.
• +5 Karma: Successfully resolving a conflict without violence.
• +10 Karma: Rescuing a former criminal from returning to a life of crime.
• +10 Karma: Preventing a major crime through negotiation and diplomacy.
• +15 Karma: Achieving a significant milestone in personal redemption, such as saving lives in a way that directly
counters past mistakes.
By establishing clear motivations, boundaries, and triggers, Vigilantes can navigate the complex moral landscape of HEROIC RPG,
enriching the storytelling experience and providing a unique challenge for players.
Vigilante Codes bring a new layer of complexity and engagement to the HEROIC RPG. By defining clear motivations, ethical
boundaries, methods, and consequences, players can create rich, multidimensional characters whose actions are driven by deeply
personal principles. This addition not only enhances individual character development but also enriches the overall narrative,
providing endless opportunities for dramatic, morally charged storytelling.
VIGILANTE KARMA REWARDS
Vigilantes operate in a unique space within the moral landscape of the HEROIC RPG, often straddling the line between heroism and
villainy. Unlike HEROIC or VILLAINOUS characters, Vigilantes earn and lose Karma based on a more nuanced set of actions that
reflect their complex ethical code. The nature of their Karma rewards and penalties depends heavily on their approach to justice and
the personal code they adhere to, known as their Vigilante Code.
For a Vigilante, Karma is not just a reflection of good or evil deeds but also of how closely they stick to their personal code of
conduct. While HEROIC characters may gain Karma for acts of pure altruism and VILLAINOUS characters for cunning or
destructive behavior, Vigilantes gain Karma for upholding their own version of justice—whether that means protecting the innocent,
exposing corruption, or taking down threats by any means necessary.
A Vigilante’s Vigilante Code is the cornerstone of their Karma system. This code dictates whether they lose Karma for actions like
killing or causing property damage. Some Vigilantes may strictly avoid lethal force or unnecessary destruction, while others may see
these as necessary evils in their fight against crime. Therefore, whether a Vigilante loses Karma for such actions hinges entirely on
their Vigilante Code, making the reward system highly personal and tailored to the character's unique moral compass.
In summary, the way Vigilantes earn and lose Karma is distinct from HEROIC or VILLAINOUS characters, rooted in their individual
code of ethics and their actions in the pursuit of justice. This system allows for a diverse range of Vigilante characters, from those
who strive to be paragons of justice to those who embrace a darker, more ruthless path.
Table X.X.X Vigilante Karma Rewards & Penalties
Event Reward/Penalty
Successfully protect a community or vulnerable group +10 Karma
Expose a major criminal organization or corrupt institution +10 Karma
Eliminate a significant public threat independently +15 Karma
Rescue an innocent person from danger +10 Karma
Defeat a notorious villain or criminal syndicate +20 Karma
Cause significant collateral damage during a mission -15 Karma
Harm or endanger innocent people during a mission -20 Karma
Use excessive force or unlawful methods -10 Karma
Show mercy or spare a defeated foe +5 Karma
Take down a major public threat without causing unnecessary harm +15 Karma
Engage in charity or community-building efforts +5 Karma
Fail to protect an innocent person from harm -10 Karma
Engage in a public act of vigilantism that causes controversy -10 Karma

VIGILANTE RENOWN REWARDS


Vigilantes, as the independent force within the HEROIC RPG, operate outside the traditional boundaries of heroism and villainy.
Their actions often blur the lines between lawful and unlawful, earning them both admiration and fear. The following guidelines will
help Judges award Renown to Vigilante characters, reflecting their unique position within the world:
Table X.X.X Vigilante Renown Awards & Penalties
Action Renown Award
Successfully protects a community or vulnerable group alone. +5 Renown
Exposes a major criminal organization or corrupt institution. +5 Renown
Eliminates a significant threat to public safety independently. +10 Renown
Inspires a local movement or group to stand against crime. +10 Renown
Achieves a major victory against a well-known villain/syndicate. +15 Renown
Controversial Action Renown Penalty
Causes significant collateral damage or harm to bystanders. -5 Renown
Publicly clashes with recognized heroes, losing public trust. -5 Renown
Engages in unlawful activities exposed to the public. -10 Renown
Fails to protect, resulting in significant loss of life/property. -10 Renown
Actions lead to the death of an innocent, causing public outcry. -15 Renown

LAST WORD ON VIGILANTES


The introduction of Vigilantes as a fourth side in the HEROIC RPG enriches the narrative possibilities and reflects the complexities
of the Bronze Age of comics. These characters embody the era's shift towards more mature, morally ambiguous storytelling, offering
players the opportunity to explore the darker, more personal side of heroism. By embracing the Vigilante archetype, the HEROIC
RPG can provide a broader, more nuanced experience that resonates with the themes of justice, sacrifice, and the often-blurred line
between right and wrong.
APPENDIX H: POWERS EXPANDED
Since the HEROIC way can lead sometimes to debate and argument about how powers work, or even contribute to analysis-
paralysis, where having a wide-open field to work in can overwhelm some and without rules, boundaries, and even an end-zone,
they feel unable to make choices.
So, let’s discuss Powers further and provide some total optional thoughts on powers and their use in game.

POWER GROUPS
Powers can be grouped into main categories of what game effect they may have. Powers within the same category will normally
have the same rules which pertain to how they operate. The following are a sample of groups, but more could be easily created to
dive even deeper into Power Groups;
• Attack Powers include Powers which require attack rolls against a target’s FASE Abilities. They all require an Action
to perform, and their effects occur instantly unless specially modified (Enhancements and Limitations will be
discussed later).
• Defensive Powers protect the body, mind and or spirit of your character using them, and sometimes can be used to
defend others as well. They sometimes grant complete immunity to other Powers or conditions. Defensive Powers
that require activation of some sort require at least a Reaction, but an Action may also be used.
• Magic Powers are provided by magical means, being spells, or items. Magic Powers are magic powers first and
whatever else, like say elemental fire, second. For more on magic and how it works in HEROIC, please Appendix G:
Mind & Magic for more.
• Movement Powers are more than the standard modes of movement a character already has; they include increased
speed at running or swimming, or even new forms of movement altogether. Any movement requires either a Move
Action or Standard Action to occur, and a character may choose to move twice by using both in a Turn. Moving at
great speeds and then changing direction requires Agility (or Power) FEAT rolls. Characters do not start at their
maximum speed, but must accelerate to it each turn of movement they take.
• Mental/Psychic Powers include Powers which require attack rolls against a target’s RIPD Abilities. As with attack
Powers, these require an Action to initiate unless modified, (usually to take longer) and often require concentration to
maintain. Mental Powers are invisible normally, even to the target in some instances, and require Mental Awareness
or some other sense to detect them. There are specific rules to Psionics and Magic based powers, please see
Appendix G: Mind & Magic for a deeper dive.
• Alter/Morphing Powers relate to whenever your character changes themselves or objects without “attacking” it;
however, some of the Powers still require your character to try and hit their targets first and roll to see how effective
their attempts to modify it were. These Powers usually also allow items to return to normal. Any Power that affects
anything other than the user requires an Action, self-use can use either an Action or Reaction to change.
• Sense Powers are more than the normal senses a character already has, they include increased limits to existing
senses, or even entirely new senses. More than just the standard five senses, there are also the sense of
equilibrium, pheromones, pressure, physical closeness, body awareness (touching your nose without seeing it),
movement, temperature, pain, and being able to feel time passing, to varying degrees of sensitivity. Uncommon yet
natural senses would be eidetic hearing or sight. Natural senses of animals would include much improved taste,
smell, hearing, or sight, feeling electrical or magnetic fields (like always knowing North) as well as seeing in different
spectrums of light and echolocation. Movies, tv shows, and books are full of examples of extrasensory Powers –
we’ve added a few and you are encouraged to create more (with your 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

Note that Lightning Reflexes cannot have a Rank below GD10.


Initiative & Multiple Actions: Characters gain Initiative modifiers for the ranks of Agility and Intuition, and use Fighting to determine
if they can have Multiple Actions. As mentioned above sometimes Powers can substitute for these ranks, but in these situations,
they MUST tie all things to the power for that Turn. Magnetism AM50 might give you a better Initiative or chance at multiple actions,
but everything you do that turn has to be based on the Magnetism. This is why “controllers” in comics tend to be all about their
power, as it provides them tremendous advantages. If a character has Lightning Reflexes, they get an additional Initiative modifier
for each Rank of the power beyond TY06, and fixed Multiple Actions as per the table above.
Powers as a Defense: As a Reaction (see playing the game) a character can choose to use their “Powers” as a defense. This is
like when a hero uses his Power Blast to counter the Enemies Power Blast, etc… In these cases, the character defending uses their
Intuition or Agility, whichever is higher, as the primary Rank vs. the attacker’s normal Attack Rank. So long as they match the Color
Result of the attack, they succeed in defending against it. Dramatic descriptions are a must though!
Shapeshifting to Animal Form: There is something that makes little sense above Street Level games, animal shapeshifters taking
on animal abilities like their Strength, or Agility, but in higher powered games those abilities are considerably less than what the
characters will face on the regular. Therefore, when using powers that emulate animal abilities, instead of using the Rank of the real-
world animal (see Appendix BLERN), they can replace that Rank with their Shapeshifting or Animal Mimic power Rank instead. So,
a Brown Bear has a Strength of RM30, quite strong but nothing compared to say Skullsmasher’s UN100. Now if Native Spirit were
to channel the totem of the Bear Strength, which she has at AM50, she could instead use that as the Strength Rank. It’s still
“Strength of the Bear!”, but amped up for some HEROIC action.
There are potentially more clarifications on powers a Judge could enact, so make sure you clear everything with them, so you don’t
get any nasty surprises during play.

POWER ENHANCEMENTS & LIMITATIONS


Powers can have specific limitations that define or restrict their use, such as requiring certain conditions to be met or causing
fatigue. Conversely, some powers might be enhanced through specialized training, equipment, or synergies with other powers.
Also, characters can perform "power stunts," special maneuvers that go beyond the basic use of a power. These stunts require
creativity from the player and can lead to unique and innovative applications of powers, or even gaining all new powers.

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.

POWER STUNTS EXPANDED


Power Stunts are a creative and dynamic feature of the HEROIC RPG, allowing players to use their characters' abilities in new and
inventive ways. This essay will provide a comprehensive understanding of Power Stunts, including their definition, mechanics,
implementation, examples, and the rules for performing and mastering them.

DEFINITION OF POWER STUNTS


Power Stunts are special maneuvers or unique applications of a character's existing powers. They enable characters to creatively
use their abilities in innovative ways beyond their standard or intended uses. Power Stunts encourage players to think outside the
box, making gameplay more engaging and dynamic.

THE MECHANICS OF POWER STUNTS


PROPOSAL
The player proposes a Power Stunt by describing how they intend to use their power in a unique way and what they aim to achieve.
The proposal should align with the character's existing abilities and fit within the narrative context of the game.
FEASIBILITY CHECK
The player makes a Reason FEAT to determine if the stunt can be done. The difficulty of this FEAT depends on the number of times
the stunt has been attempted:
• First Attempt: Red FEAT, Amazing (AM50) Intensity
• Second Attempt: Yellow FEAT, Remarkable (RM30) Intensity
• Subsequent Attempts: Green FEAT, Good (GD10) Intensity
Personal Karma may be spent on these FEATs to increase the chances of success.
ROLLING FOR SUCCESS
On a successful FEAT, the Power Stunt is executed for one action. The stunt’s rank is the same as the base power's rank.
Failure means the stunt does not work as intended, which may have consequences determined by the GM.
MASTERY
Once the character has successfully performed the stunt ten times (one Red, one Yellow, and eight Green FEATs), the stunt
becomes a regular part of the character’s repertoire.
If the Power Stunt replicates an existing power, it becomes a permanent power the character can use from then on.

CAVEAT ON POWER STUNTS


If the Power Stunt does not target an individual or is not being resisted in anyway, only the Power Stunt FEAT is required for effect,
but if the Power Stunt also requires a FEAT to hit in combat or influence a target that can be resisted, a follow-up FEAT of
appropriate type is required.
If this FEAT fails, the Power Stunt is still considered a success, just didn’t quite hit the target, or some such explanation.

EXAMPLE OF POWER STUNT IMPLEMENTATION


CHARACTER EXAMPLE: VIXEN
POWER STUNT PROPOSAL: Night Vision
Vixen proposes using her werefox transformation to enhance her senses, allowing her to see clearly in total darkness.
FEASIBILITY CHECK
Vixen attempts a Red Reason FEAT with Amazing (AM50) Intensity for the first attempt.
On the second attempt, she must achieve a Yellow Reason FEAT with Remarkable (RM30) Intensity.
For subsequent attempts, she needs to succeed in a Green Reason FEAT with Good (GD10) Intensity.
ROLLING FOR SUCCESS
Vixen rolls a Reason FEAT and spends Karma if necessary. If successful, she can see in total darkness for the duration of the
action.
MASTERY
After successfully performing the Night Vision stunt ten times, Vixen can use it as a regular ability without requiring further FEATs.

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.

EXAMPLE OF NESTED STUNT IMPLEMENTATION


CHARACTER EXAMPLE: VIXEN
NESTED STUNT PROPOSAL: Stealth Ambush
Vixen proposes combining her Full Fox Transformation and Enhanced Reflexes to perform a stealth ambush on an enemy.
COMPONENTS
Full Fox Transformation: Vixen transforms into a full fox to gain stealth and agility.
Requires a Red Reason FEAT for the first attempt, Yellow for the second, and Green for subsequent attempts.
Enhanced Reflexes: Vixen uses her heightened reflexes to quickly strike the enemy from hiding.
Requires a Red Reason FEAT for the first attempt, Yellow for the second, and Green for subsequent attempts.
ROLLING FOR SUCCESS
Vixen rolls separately for each component. Both must succeed for the ambush to be successful.
MASTERY
Vixen must master each component individually (one Red, one Yellow, and eight Green FEATs). Once both are mastered, she can
perform the Stealth Ambush reliably.
TEAM-UP POWER STUNTS
Team-Up Power Stunts in HEROIC RPG allow two or more characters to combine their abilities to create a maneuver or combo that
is more powerful or beneficial than either character working alone. These collaborative stunts encourage teamwork, creativity, and
strategic planning, adding an exciting layer to gameplay.
MECHANICS OF TEAM-UP POWER STUNTS:
PROPOSAL
The players involved propose a Team-Up Power Stunt by describing how their characters will combine their powers and what they
aim to achieve.
The proposal should detail each character's role, the specific abilities used, and how they interact to create the combined effect.
FEASIBILITY CHECK
Each component of the Team-Up Power Stunt requires a separate Reason FEAT check, following the same progression (Red,
Yellow, Green) as individual Power Stunts.
The GM evaluates the overall feasibility of the combined effect and ensures it fits within the narrative context of the game.
ROLLING FOR SUCCESS
Each player must roll for their character's component of the 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 Team-Up Power Stunt may fail
or have reduced effectiveness.
MASTERY
Each component of the Team-Up Power Stunt must be mastered individually. This follows the standard mastery process: one Red,
one Yellow, and eight Green FEATs.
Once all components are mastered, the Team-Up Power Stunt can be performed reliably, allowing the characters to combine their
powers seamlessly.

EXAMPLE OF TEAM-UP POWER STUNT IMPLEMENTATION


CHARACTER EXAMPLES: GYRO AND NEBULA
TEAM-UP POWER STUNT PROPOSAL: "GRAVITON-KINETIC BARRAGE"
Gyro's Role: Gyro uses his Bio-Kinesis to create a force field that channels and amplifies graviton energy. Requires a Red Reason
FEAT for the first attempt, Yellow for the second, and Green for subsequent attempts.
Nebula's Role: Nebula uses her Gravity Energy Manipulation to generate a high-powered gravity surge. Requires a Red Reason
FEAT for the first attempt, Yellow for the second, and Green for subsequent attempts.
COMBINED EFFECT:
The force field created by Gyro directs and intensifies Nebula's electrical surge, resulting in a devastating barrage of electrical
energy that targets enemies with enhanced precision and power.
ROLLING FOR SUCCESS:
Gyro rolls a Reason FEAT to create and maintain the force field.
Nebula rolls a Reason FEAT to generate and control the electrical surge.
Both rolls must succeed for the "Electro-Kinetic Barrage" to be successful.
MASTERY:
Gyro and Nebula must each master their respective components of the stunt. This involves successfully performing their FEATs (one
Red, one Yellow, and eight Green) in multiple attempts.
Once both components are mastered, Gyro and Nebula can perform the "Electro-Kinetic Barrage" reliably, making it a powerful
asset in their arsenal.

BENEFITS OF TEAM-UP POWER STUNTS


Team-Up Power Stunts in HEROIC RPG add an exciting and dynamic element to the game, encouraging players to think creatively
and strategically. By combining their abilities, characters can achieve more powerful and beneficial effects than they could
individually. This collaborative approach not only enhances gameplay but also strengthens team dynamics and enriches the overall
narrative, making each game session a memorable adventure. Benefits are not limited to, but include;
ENHANCED TEAMWORK:
Team-Up Power Stunts encourage collaboration between characters, fostering stronger team dynamics and relationships.
STRATEGIC DEPTH:
Combining abilities requires careful planning and coordination, adding a layer of strategic depth to gameplay.
CREATIVE SOLUTIONS:
Players can develop unique and innovative maneuvers that enhance their characters' effectiveness and versatility in various
situations.
INCREASED POWER:
The combined effect of multiple abilities can result in a significantly more powerful outcome, allowing teams to tackle formidable
challenges and adversaries.
ROLE-PLAYING OPPORTUNITIES:
Team-Up Power Stunts provide rich role-playing opportunities as characters work together, building trust and camaraderie.

BENEFITS OF POWER STUNTS


ENCOURAGING CREATIVITY:
Power Stunts encourage players to think creatively about their abilities, leading to more dynamic and engaging gameplay.
Players can develop unique solutions to challenges, making each game session unpredictable and exciting.
EXPANDING CHARACTER ABILITIES:
Power Stunts allow characters to expand their abilities beyond their standard uses, providing more versatility and adaptability in
various situations.
This expansion of abilities can lead to deeper character development and richer storytelling.
ENHANCING STRATEGIC GAMEPLAY:
The risk and reward associated with Power Stunts ensure that players use them strategically, considering the potential benefits and
consequences.
This strategic element adds depth to the gameplay, requiring players to make thoughtful decisions.

IMPLEMENTING POWER STUNTS IN HEROIC RPG


ENCOURAGING PLAYER PROPOSALS:
GMs should encourage players to propose Power Stunts, fostering a creative and collaborative gaming environment.
Open communication between players and the GM is essential to ensure that proposals are well understood and appropriately
evaluated.
SETTING CLEAR GUIDELINES:
GMs should establish clear guidelines for the feasibility, cost, and difficulty of Power Stunts to maintain balance and fairness in the
game.
These guidelines help ensure that all players have an equal opportunity to develop and use Power Stunts.
TRACKING STUNT ATTEMPTS:
GMs and players should keep track of successful Power Stunt attempts to determine when a character has mastered a stunt.
This tracking can be done using a simple tally or a more detailed log, depending on the preferences of the gaming group.
CELEBRATING SUCCESSES:
When a character masters a Power Stunt, it should be celebrated as a significant achievement, reflecting the character's growth and
development.
GMs can incorporate this mastery into the narrative, highlighting the character's increased proficiency and confidence.

FINAL THOUGHTS ON POWER STUNTS


Power Stunts are a vital and exciting aspect of the game, offering players the opportunity to creatively expand their characters'
abilities and engage in dynamic, strategic gameplay. By understanding the mechanics and implementation of Power Stunts, both
players and GMs can enhance their gaming experience, fostering a richer and more immersive narrative. Encouraging creativity,
strategic thinking, and character development, Power Stunts add a unique and compelling dimension to the HEROIC RPG, making
each game session an unforgettable adventure.
POWERS AND ACTIONS
Nearly every Power takes an Action to activate, although some defensive Powers are always on or take a Reaction instead. Use this
chart as a basis for Limitations and Enhancements to your character’s Powers.
• Always On (Possible Limitation, +1RS if detrimental, +2RS if dangerous)
• Free Action to activate (Requires Judge approval)
• Reaction to activate (Enhancement, Requires Judge approval if not a defensive Power)
• Action to activate (Normal time for Power activation)
• Activates Next Turn (Limitation, +1RS)
• One minute to activate (Limitation, +2RS)

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.

MATTER CONTROL POWERS


These Powers affect specific types of inanimate or animate matter (substance as opposed to energy) outside the body of the hero.
They include the various elemental Powers, as well as the ability to animate objects and transform items and people.
Earth Control Power: This power grants the hero the ability to manipulate natural and semi-natural mineral items. They can move
earth up to the amount they could lift as if Power Level was Strength, create earth-based weapons that do as much damage as their
material strength and shields that act as Body Armor equal to the material strength of the type used. They can also induce
earthquakes of Power Rank magnitude, dig through materials with no more material strength as their Power Rank, and part the
earth to ensnare an opponent with the Power Rank of that ability.
Air Control Power: The hero endowed with this power can manipulate air and wind. They can utilize gusts of wind as ranged attack
weapons and create air shields up to Power Rank levels. They can also fly at a speed of -3CS if they do not already possess flight
abilities. If the hero has Flight, they can raise their Flight Power air speed by +1CS by using this.
Fire Control Power: With this ability, the hero can control existing sources of fire, but they cannot create fire. They can grow or
increase the temperature of exiting fires up to their Power Rank of intensity, they can create shields, shapes, and swords of fire that
will inflict Power Rank damage. They can also do ranged attacks of fire up to one Area away with this ability capable of inflicting up
to Power Rank energy damage. Using fire to encircle an opponent can further force an opponent to stay in one spot because
movement would result in damage.
Water Control Power: The hero with this ability has mastery over water but they cannot create it. They can form it into shapes,
including shields of Power Rank protection from energy weapons (though not physical weapons) and crashing waves that inflict up
to Power Rank charging damage. The hero with this ability can also swim at -3CS speed. If the hero has Swimming, they can swim
at +1CS to that speed.
Weather Control Power: The hero with this ability can influence natural forces, creating various weather phenomena over a range
equal to their Power Rank number in Areas. These weather types include fog, heat, cold, rain, hail, snow, and lightning. The hero
with this ability can also Glide at -3CS speed. If the hero has Gliding, they can glide at +1CS that speed.

ENERGY CONTROL POWERS


Energy Controls reflect those Powers which manipulate the various types of energy that exist -- effectively those non-material states
outside the character's own body. These include most known energy states.
Magnetic Manipulation: The character possessing this capability can control magnetic fields. They have the capacity to elevate
and relocate metallic items using a strength and agility equal to the Power Rank. Additionally, metallic objects can be employed as
projectiles with an agility equivalent to the Power Rank. Moreover, they can generate force fields to repel metallic objects with a
strength matching the Power Rank. If the character also possesses force field generation, its rank is elevated by +1CS.
Furthermore, individuals with this ability can fly at an airspeed reduced by -3CS. Should they possess the Flight Power, their flight
speed is increased by +1CS.
Electrical Manipulation: The character has mastery over energy manipulation and control. They are immune to electricity of
intensity up to their Power Rank. Additionally, they can administer a shocking touch of intensity matching their Power Rank. Those
affected (with a Fighting FEAT to hit) must succeed in an Endurance FEAT against the shock's intensity or risk being rendered
unconscious, in addition to sustaining damage.
Light Manipulation: The character possesses the ability to produce and control light energy. They can amplify or diminish existing
light by their Power Rank and generate light of Power Rank intensity. This generated light can be utilized to blind opponents for a
duration of 1-10 rounds. The adversary can make an Endurance FEAT to resist this effect.
Sound Manipulation: The character possesses the ability to manipulate sound energies, capable of either reducing existing noise
by their Power Rank or amplifying it to the Power Rank intensity. They can induce others in the same area to make an Endurance
FEAT against the heightened intensity or risk losing consciousness. Additionally, individuals with this Power can choose Sound
Ranged Attack as their subsequent Power without the need for a roll.
Gravity Manipulation: The character possesses control over gravity, enabling them to diminish its effects by up to their Power
Rank. This allows them to lift objects as if possessing Strength of that level. If their Power Rank surpasses the weight of the object,
they can levitate it with a -3CS capacity. Moreover, they can increase gravitational force, compelling living targets to make an
Endurance FEAT to move.
Energy Reflection: The character possesses the ability to reflect energy and force ranged attacks back at their originator. When the
hero's energy reflection exceeds the intensity of the attack, the attacker's energy is redirected back towards them. However, if the
attacker has the capability to absorb, is invulnerable, or can also reflect energy attacks, the attack is nullified and not reflected again.

BODY CONTROL POWERS


This category of Powers includes those which allow the hero to significantly change their own form, becoming larger, smaller, lighter,
or different in appearance. While these modifications may have combat applications, they are not primarily offensive or defensive in
nature.
Growth: The hero endowed with this power can augment their size at will. When enlarged, they can utilize their Power Rank
instead of Strength for strength-related tasks, including combat maneuvers. However, it's important to note that a larger stature also
renders the character more susceptible to being struck in combat. The table below shows maximum height and the bonuses to be
hit for each of the sizes.
Table X.X Growth Chart
Land Speed & Bonus
Bonus to
Rank Max Height Climbing to be
Strength
(Non-Tactical) Hit
FE02 8’ 0 +1CS +1CS
PR04 10’ + 5’ +1CS +1CS
TY06 12’ + 5’ +1CS +1CS
GD10 14’ + 5’ +1CS +1CS
EX20 16’ + 5’ +2CS +2CS
RM30 18’ + 5’ +2CS +2CS
IN40 20’ + 10’ +2CS +3CS
AM50 25’ + 10’ +3CS +3CS
MG75 50’ + 25’ +4CS +4CS
UN100 100’ + 50’ +5 CS +5 CS
Shrinking: The hero possessing this power can shrink themselves while retaining their original strength and capabilities. Moreover,
they gain a CS bonus when striking larger (normal-sized) adversaries, while simultaneously becoming more elusive targets
themselves. (by the same bonus as per the chart below).
Table 2.17 Shrinking Chart
Land Speed &
Max
Rank Climbing Bonus to Defense
Height
(Non-Tactical) *
FE02 48” 0 -
PR04 24” - 5’ -
TY06 12” - 10’ -
GD10 6” - 20’ +1CS
EX20 3” - 30’ +1CS
RM30 1” - 40’ +2CS
IN40 ½” - 50’ +2CS
AM50 ¼” - 60’ +3CS
MG75 1/1000” - 90’ +4CS
UN100 1/10,000” - 130 +5 CS
*Obviously, smaller characters require some sort of Powered Movement to be effective as this is not
changed by size.

At SP150 or higher for this ability, the hero breaks the microscopic barrier - entering other universes.
Invisibility: The hero endowed with this Power can render their body invisible to normal sight. However, this invisibility does not
nullify detection by other senses. Nonetheless, any attacks directed at an invisible character suffer a penalty of -4CS. Furthermore,
any attacks launched by an invisible character against foes who cannot perceive them are classified as Blindsiding attacks.
Elongation: The hero possesses the capability to extend parts of their body, whether through natural means or aided by mechanical
devices, into adjacent Areas. This enables them to initiate attacks or undertake various actions from a distance. The extent to which
a character can elongate their body is determined by their Power Rank.
Plasticity: The hero's body exhibits a degree of elasticity and flexibility, allowing them to manipulate their form as desired.
Additionally, the hero can opt to include Elongation as an additional Power without the need for a random roll. The malleability of
their body serves as Body Armor equal to their Power Rank. Moreover, the hero can develop Power Stunts, such as utilizing their
Power Rank instead of Agility for catching falling items or individuals - furthermore, they are immune to damage when a falling
character lands on them.
Shape-Shifting: This Power counts as TWO random rolls or chosen Powers. The hero possesses the ability to transform into the
shape of any animal, plant, object, or individual they desire. However, they do not acquire the inherent abilities or Powers of the form
they assume, nor do they gain the knowledge possessed by the imitated person. Unless they possess Growth or Shrinking Powers,
they maintain their usual size. Transformations into generic shapes, such as a chair, are automatic. However, assuming the likeness
of a specific individual, like the vice-president of the United States, necessitates a successful FEAT roll.
Body Transformation: The hero possesses the capability to metamorphose into various substances, thereby acquiring the
corresponding abilities of that substance. For instance, transforming into water grants the ability to flow without the risk of drowning,
while adopting the form of energy enables movement at the speed of light in straight lines. Assuming the guise of fire can ignite
inflammable materials, and solid materials provide Body Armor equivalent to the material strength, capped at the hero's Power
Rank. The hero must designate the type of substance they wish to emulate. Here are some examples;
Energy: Instantaneous movement in straight lines, energy attacks when charging.
Fire: Body will melt opponents' weapons with a material strength of less than the hero's Power Rank intensity.
Gas: Power Rank Body Armor but can move through narrow openings, Flight at -3CS Power Rank air speed.
Ice: Brittle but inflicts Power Rank damage from cold.
Metal: Such as steel or steel alloy gains Body Ar-mor advantage.
Minerals: Such as diamond (Body Armor) or sand (Body Armor and ability to move through narrow openings).
Water: Power Rank Body Armor and can move through narrow openings.
Undergoing a body transformation also subjects the hero to the vulnerabilities associated with that particular form. For example,
loose bodies such as sand, water, and air are prone to being swept up, while ice is more susceptible to fire, and fire is vulnerable to
water. Generally, attacks that exploit these vulnerabilities are at a +3CS bonus to both hit and damage.
Animal Transformation-Self: The hero can transform themselves into an animal. There is a list of the animals available in
Appendix H. The hero maintains their original Health but acquires the significant abilities of the animal that surpass their own. They
retain their own Reason, Intuition, and Psyche regardless of the transformation. Additionally, the hero gains any Powers or abilities
specific to the creature they've transformed into.
Raise Lowest Ability: This feature serves as a remedy for those burdened with exceptionally unfavorable abilities. It elevates the
lowest ability by +1CS. If multiple abilities are equally low, the player selects which one to enhance. This boost may impact initial
Karma or Health.
Alter Ego: The hero possesses an alter ego—an additional identity distinct from their primary persona. Unlike a mere secret identity,
this alter ego embodies a separate persona with unique abilities, allowing the hero to switch between identities at will. For instance,
a mild-mannered scientist may transform into a towering rage-fueled monster. The alter ego may exhibit heightened attributes such
as speed, strength, or intelligence, based on the roll of the dice. Typically, it's beneficial for the player to maintain separate character
sheets—one for the non-powered normal form and another for the powered form.
Density Manipulation Self: The hero endowed with this Power can manipulate their mass at will, allowing them to adjust their
density from nearly intangible to the level of their Power Rank. When altering mass, the hero's weight matches what a character of
equivalent strength could lift. For example, a hero with Feeble Density would weigh 50 lbs, while one with 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).

RANGED ATTACK POWERS


These Powers, as their name suggests, are projectile weapons enabling the hero to engage targets from a safe distance, minimizing
the risk of retaliation. The effective ranges of these abilities are determined by consulting the Power Rank table.
Projectiles: Projectile attacks typically involve firearms, often specialized weapons, although alternatives such as quills, daggers,
and various thrown objects exist (such as earth). These projectiles boast a range corresponding to the Power Rank and may inflict
shooting, throwing edged, or throwing blunt damage equivalent to the Power Rank. The attacker's Agility dictates their ability to land
hits.
Ensnarement: The hero's missile weapon doesn't cause direct damage but instead ensnares opponents with a Power Rank ability,
such as webs or glue, at a range determined by the Power Rank. The hero's Agility determines whether the target is successfully
ensnared.
Ice: The hero's attack form manifests as ice, capable of either solid assaults (using the Thrown Blunt column on the Battle Effects
Chart) or ensnaring opponents (determined by an Agility FEAT to hit). When used as a blunt weapon, it inflicts damage up to the
Power Rank. If employed for ensnarement, it restrains with a strength equivalent to the Power Rank. The range is dictated by the
Power Rank. Those resistant to cold will experience reduced damage from entrapment but not from the kinetic damage of direct
impact.
Fire: The hero employs fire as a ranged attack, striking on the Energy column of the Battle Effects Chart. Unless equipped with Fire
Control Powers, their flames may inadvertently spread into nearby fires. Using Agility to aim, the hero inflicts damage equivalent to
the Power Rank upon their opponents.
Energy: The hero utilizes energy of various forms as a ranged attack, striking on the Energy column of the Battle Effects Chart.
Employing their Agility to aim, they inflict damage equal to the Power Rank at a range determined by their Power Rank.
Force: The hero utilizes force of some form as a ranged attack, striking on the Force column of the Battle Effects Chart. Employing
their Agility to aim, they inflict damage equal to the Power Rank at a range determined by their Power Rank.
Sound: The hero unleashes sonic attacks from a distance, covering a range of up to their Power Rank. This attack functions as a
forceful strike (with Agility determining accuracy), affecting all individuals, devices, and creatures that can hear that are within the
Area.
Stunning: The hero possesses a stunning attack capable of being deployed from a distance. Effective within a range equal to their
Power Rank, this attack doesn't cause direct damage but rather induces the target to make an Endurance FEAT against its intensity.
Failure results in the target being rendered unconscious for a duration of 1-10 rounds.
Slashing: The hero wields a ranged slashing attack of some sort. This attack strikes effectively within a range equal to their Power
Rank, delivering damage equivalent to their Power Rank on the Throwing Edged column.
Acid/Corrosive: The hero possesses a corrosive ranged attack with a range equal to their Power Rank, inflicting damage
commensurate with their Power Rank. Additionally, this attack weakens materials upon impact, causing substances with a material
strength lower than the hero's Power Rank to deteriorate within one round. The maximum potential of this ability, even with
enhancements, is capped at Monstrous (75).

MENTAL POWERS
The following catalog delves into the diverse mental capabilities accessible to heroes. These powers, while formidable, often
operate subtly, rendering the hero virtually undetectable as the source. However, their indiscriminate or excessive use may lead to a
depletion of Karma, highlighting the delicate balance between power and responsibility in the realm of the mind.
Telepathy: This power enables the hero to transmit thoughts to those who are open to receiving them, though closed or hostile
minds may not be receptive. As a Power Stunt, the hero can attempt to read the thoughts of individuals without mental powers by
succeeding in a Power FEAT. When attempting to read the mind of another telepath, the target can resist with either a successful
Psyche or Power FEAT, whichever is higher.
Empathy: Empathy functions similarly to Telepathy but focuses on sensing surface emotions rather than thoughts, and it doesn't
allow for the transmission of emotions back to the target. The success of this Power depends on a FEAT roll, and the target may
remain unaware of the attempt. Success is determined similarly to Telepathy, but Empathy is ineffective against targets with
Empathy or Emotion Control Powers.
Image Generation: The hero possesses the power to conjure convincing illusions, which appear and sound real but exist solely
within the minds of observers. They can maintain only one illusion at a time and must concentrate on it; losing focus causes the
illusion to dissipate. When this power is used, the target can attempt a Psyche FEAT against its Power Rank. Success means the
target recognizes the illusion and can act accordingly, while failure leads them to believe the illusion is real, even experiencing
imaginary damage. It's an opportunity for Karma to be gained for roleplaying accordingly. However, illusions cannot cause actual
harm; if imaginary damage reduces a character's Health to zero, they simply lose consciousness for 1-10 rounds.
Telekinesis: The hero wields telekinesis, granting them the ability to manipulate objects with their mind. Their Power Rank can
function as either Agility for precise tasks or Strength for lifting heavy objects. They can telekinetically hurl items or catch them (with
Agility determining accuracy) and attempt to immobilize adversaries with Telekinetic Grappling.
Force Field, Personal: The hero possesses the power to generate a personal Force Field, enveloping only themselves. This barrier
absorbs all forms of physical and energy attacks, up to the Power Rank level. However, if the damage exceeds the field's capacity,
the excess harm affects the hero directly. The Force Field dissipates if the hero loses consciousness. Additionally, the initial Power
Rank of the personal force field is boosted by +1CS for free.
Force Field, Projected: The hero can manifest a Force Field spanning an entire Area, functioning similarly to a personal Force
Field. However, extending the force field beyond the initial Area incurs a -1CS penalty to its effectiveness for each additional Area
covered.
Mind Control: Mind Control enables the user to dominate another character's mind. Initially, the target must succeed in a Psyche
FEAT against the Power Rank of the attacker to resist control. If commanded to act against their nature or to commit acts
detrimental to their Karma, the target can make another Psyche FEAT to break free. Additionally, heroes under mind control can
augment their rolls with Karma unless specified otherwise.
Emotion Control: Targets of an Emotion Control attack must be in the same Area as the character with this Power and may make a
Psyche FEAT to avoid the effects, which have a duration of 10-100 rounds after the first attack. The effects must diminish before
another "dose" of Emotion Control can be applied. Robots and non-human alien beings are immune to the effects of Emotion
Control.
A single emotion can be infused into a target at any given time. However, the character wielding this Power has the flexibility to alter
emotions as needed. By focusing exclusively on one emotion, they gain a +2CS specialization bonus. This specialization enhances
their potency but restricts the development of other Emotion Control variations as Power Stunts.
Alternatively, heroes who maintain a broader range of emotions begin with two changeable emotions at the outset, with the option to
expand through Power Stunts. The types of emotions that may be instilled and manipulated include:
Respect: The target treats an individual as a Friendly Contact.
Love: The target is devoted to the individual, to the point of endangering their own life in the other's behalf.
Fear: The target is filled with fear, of an object, a person, or a situation. The target will flee as quickly as possible, and only attack if
backed into a corner.
Hatred: The target is instilled with a great hatred, particularly for former friends and allies. The target will attack their former friends.
Loyalty: The target will follow the individual's orders without question, cheerfully providing all necessary information and aid as if to a
long-time friend and ally.
Doubt: The target is unsure of their actions. Intuition is temporarily Good 10 (for purposes of actions only).
Pleasure: The target feels incredibly good and non-hostile. The feeling is so overwhelming that the character cannot do anything but
sit contentedly for 1-10 rounds, and for the remainder of the duration of the Emotion Control is Friendly to the hero with this Power.
A character affected by Emotion Control might have extra opportunities to resist the control when faced with situations that could
result in a loss of Karma, similar to resisting Mind Control when pressed to perform a negative Karma action.
Plant Control: The hero can control plants and is capable of making them perform un-plantlike behavior, like move, grow extremely
quickly, and attack others. The hero can control up to all plants in one Area. The plants can attack with their material strength of
damage, as well as perform Fighting and Strength FEATs. The character with Plant Control can also attempt to mind control sentient
plants, as noted for Mind Control above. The control lasts for as long as the hero concentrates.
Psi-Screen: The hero constantly benefits from this ability. It serves as an ongoing shield against mental assaults, such as mind
control and telepathy. The protective nature of this Power ensures that its effectiveness is always superior to the hero's Psyche
attribute, ensuring a minimum of one Rank higher. Should the initial roll yield a lower result, the Power is automatically elevated to
+1 of the hero's Psyche level.
Psionic Bolts: Harnessing the power of the mind, the hero can unleash unseen projectiles of pure psionic energy. Using their
Psyche rather than Agility, they project these bolts, determining both their accuracy and their resistance. Capable of striking targets
at distances up to their Power Rank, these ethereal bolts inflict Stress damage equivalent to the Power Rank.
Astral Projection: The hero possesses the ability to separate their astral self from their physical body, granting them a spectral form
which is immune to physical attacks but vulnerable to mental assaults and magic. This astral self can traverse various realms and
dimensions (including those never seen before) under the hero's control, although communication with physical beings is limited
unless telepathy or other abilities that permit such communication is involved.
Encounters on the Astral plane may lead to combat - Health of the astral self is determined by the sum of initial Karma and Power
Rank, with Psyche governing all astral combat FEATs. Notably, the death of the astral self results in the demise of the physical body
unless another astral creature takes over the now available host body.
Ultimate Skill: Ultimate Skill represents a unique Power granting the hero unparalleled mastery in a chosen Talent. Dubbed the
"best at what they do," the hero selects any Talent from the following list, where their proficiency in that chosen field is deemed
UN100, rather than merely receiving a +1 or +2CS modification to their existing ability. Those Talents that may have Ultimate Skills
are:
Weapon Skills: All
Fighting Skills: All
Professional Skills: None
Scientific skills: All
Mystic and Mental Skills: None
Other Skills: All except Student, Heir to Fortune and Leadership
The 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.

INTRODUCING KARMA: MECHANICAL AND THEORETICAL PERSPECTIVES


MECHANICAL PERSPECTIVE
Karma is a pool of points that characters can use to modify dice rolls, enhance abilities, and influence narrative outcomes.
Characters accumulate Karma through positive actions and lose it through negative behaviors. This point-based system ensures
that players have a tangible measure of their character’s moral standing and can influence the game's outcomes directly. When
Karma is called, a minimum of 10 points must be spent, regardless of the amount needed.
THEORETICAL PERSPECTIVE
Theoretically, Karma represents the ethical and moral weight of a character’s actions within the universe. It reflects the hero's
alignment with their moral code, the respect they garner from allies and civilians, and the overall impact of their deeds on the world.
By integrating Karma into gameplay, the HEROIC RPG emphasizes the importance of ethical decision-making and the continuous
journey towards or away from true heroism.

EARNING KARMA: ENCOURAGING HEROIC BEHAVIOR


Heroic characters earn Karma through actions that embody bravery, integrity, and altruism. Karma becomes the currency of their
herodom and the exploits.
Here are the primary ways to gain Karma:
HEROIC DEEDS:
• Saving Lives: Characters earn significant Karma for rescuing civilians, saving fellow heroes, or preventing large-
scale disasters. The more impactful the rescue, the higher the Karma reward.
Example: Rescuing a trapped family from a burning building might earn 20-40 Karma points, while stopping a city-
wide catastrophe could earn 50-100 Karma points.
• Thwarting Evil Plans: Successfully stopping villainous schemes, capturing criminals, or dismantling evil
organizations earns substantial Karma.
Example: Defeating a villain and preventing their plan to poison the city's water supply might earn 30-60 Karma
points.
ACTS OF KINDNESS AND INTEGRITY:
• Helping Those in Need: Providing aid during crises, assisting the disadvantaged, or performing charitable acts
earns Karma.
Example: Volunteering at a shelter or donating resources to a community in need might earn 10-20 Karma points.
• Maintaining Integrity: Upholding the truth, refusing to lie or cheat, and acting with honor in all situations reinforce a
heroic character’s moral standing.
Example: Choosing not to exploit a loophole for personal gain could earn 10-15 Karma points.
BRAVERY AND SACRIFICE:
• Facing Danger: Demonstrating courage in the face of danger, whether through battling powerful villains or protecting
others at great personal risk, earns Karma.
Example: Standing alone against an overwhelming force to buy time for civilians to escape could earn 25-50 Karma
points.
• Personal Sacrifices: Making personal sacrifices for the greater good, such as giving up a chance for personal
happiness to save others, also earns Karma.
Example: Sacrificing a rare powerful artifact to prevent its misuse could earn 30-40 Karma points.
STRATEGIC AND COOPERATIVE EFFORTS:
• Forming Alliances: Building alliances with other heroes and working effectively as a team to combat greater threats
can earn additional Karma.
Example: Successfully leading a team to victory in a crucial battle against a formidable villain might earn 20-30 Karma
points for each member.
• Strategic Planning: Demonstrating strategic acumen and foresight in planning missions and operations that lead to
significant victories earns Karma.
Example: Crafting a plan that minimizes collateral damage while achieving mission objectives could earn 15-25
Karma points.

RESPONSIBILITY FOR CALLINGS AND KARMA TRIGGERS


For Callings (or Vigilante Codes), it is the player's responsibility to remind the Judge of their Karma Triggers when they occur. This is
also vital for Villainous, Unaligned, and Vigilante Side characters. Judges have a lot of work to do in an average game (and between
games too for that matter), so it is up to the players to know what’s what about their characters.

LOSING KARMA: PENALTIES FOR UNHEROIC ACTIONS


Heroic characters can lose Karma through actions that betray their principles, harm others, or reflect poorly on their integrity and
reputation. Karma penalties are a way of reminding players that heroes act, heroes speak, heroes stand-up when others do not, no
matter the cost.
Here are the primary ways to lose Karma:
FAILING TO ACT:
• Inaction in Crisis: Failing to act when required, especially when lives are at stake or justice is threatened, results in
significant Karma loss.
Example: Ignoring a call for help or refusing to intervene in a critical situation could result in a loss of 20-40 Karma
points.
ACTS OF VIOLENCE AND EXCESSIVE FORCE:
• Unnecessary Violence: Using excessive force or causing unnecessary harm during conflicts, especially to
innocents or those who have surrendered, results in Karma loss.
Example: Using lethal force when non-lethal options are available could result in a loss of 25-50 Karma points.
• Collateral Damage: Actions that lead to significant collateral damage, harming civilians, or destroying property
without cause, result in Karma penalties.
Example: Causing widespread destruction during a battle in a populated area might result in a loss of 30-60 Karma
points. This might be a better way to do it than counting each and every square of damage, choose which works best
for your campaign.
DISHONESTY AND BETRAYAL:
• Lying and Deception: Engaging in deceitful behavior such as lying, cheating, or breaking promises erodes a heroic
character’s integrity and results in Karma loss.
Example: Lying to allies or the public for personal gain could result in a loss of 15-30 Karma points.
• Betraying Trust: Betraying the trust of allies, breaking alliances, or acting against the interests of those who depend
on the hero results in significant Karma penalties.
Example: Abandoning teammates in a time of need or betraying a trusted ally might result in a loss of 30-50 Karma
points.
SELFISHNESS AND GREED:
• Acting for Personal Gain: Performing actions motivated by selfishness or greed rather than for the greater good
results in Karma loss.
Example: Stealing or hoarding resources intended for disaster relief might result in a loss of 20-40 Karma points.
• Neglecting Duties: Failing to fulfill responsibilities or abandoning missions for personal reasons can lead to
significant Karma penalties.
Example: Leaving a mission unfinished to pursue a personal vendetta might result in a loss of 25-35 Karma points.

SPECIAL CONSIDERATIONS: KILLING AND KARMA


In the HEROIC RPG, the management of Karma is crucial to maintaining a character's heroic standing and overall progression. The
game emphasizes the importance of moral decisions, particularly regarding the sanctity of life. Here is a detailed section on the
effects of killing and allowing death to occur on a character's Karma:
• Killing Someone: If a character kills someone, they lose all their accumulated Karma immediately. This severe
penalty reflects the gravity of taking a life and the moral repercussions within the HEROIC RPG universe. This also
zeroes any Karma Pools the character is part of.
• Allowing Someone to be Killed: If a character allows someone to be killed, whether through inaction or failure to
prevent the death, they also lose all their Karma. This rule underscores the responsibility of heroes to protect life
whenever possible. Sometimes these deaths will be out of the players hands, and the Judge should take into
consideration if they were even able to try and prevent the death. If yes, proceed as normal, but if not, halve all
Karma Pools, team and personal. Note “He’s strong than me” is not considered a valid excuse for not trying.
• Intentional Killing: If a character kills with intent, the penalty is even more severe. The character not only loses all
their Karma but also incurs an additional penalty of -200 Karma. This reflects the extreme moral and ethical breach
that intentional killing represents.
Note: Remember, any session involving a character losing Karma for killing result in NO Karma Reward for any affected character
that session.
What happens though when the character has accumulated so much negative Karma that they are staring into an abyss of Karmic
Debt that just cannot be undone? Cue dramatic music;
• Falling from Grace: If a HEROIC character accumulates -500 Karma due to their actions, they fall from grace and
switch sides to VILLAINOUS. Their Karma resets to their Health + Mind total, the debt gone. They are a villain now,
and may act as such.
When a Character Falls from Grace, they can either become an NPC, or a solo character on the road to redemption. To redeem
themselves they must undertake significant redemptive actions to regain their HEROIC status. This adds a profound narrative
dimension, highlighting the fine line between heroism and villainy and the ongoing struggle for redemption.
Or maybe it’s the start of an all-new Villainous campaign. The possibilities are endless.

UTILIZING KARMA: STRATEGIC AND ETHICAL CONSIDERATIONS


Karma can be used in various ways to influence gameplay and outcomes, providing strategic and ethical dimensions to character
actions. Here are the primary uses of Karma:
• Modifying Dice Rolls: Characters can spend Karma points to modify dice rolls, increasing their chances of success
in crucial actions. This allows players to ensure success in pivotal moments, reflecting their character's determination
and heroic spirit.
Example: Spending 10 Karma points to add +10 to a critical dice roll can turn a potential failure into a success. If a
character wishes to prevent an action from causing dramatic harm, they can spend 25 Karma points to reduce a
Color Result to the next lowest, such as changing a Red result to a Yellow.
• Enhancing Abilities and Powers: Karma can be used to temporarily enhance a character's abilities or powers,
providing a boost in challenging situations.
Example: A character with Telekinesis at Remarkable (RM30) Rank can spend 100 Karma points plus the Rank being
increased to (e.g., 40 for Incredible) for a total of 140 Karma points to temporarily boost their power to Incredible
(IN40) Rank for one round. This allows the character to perform a feat beyond their usual capability, such as lifting an
exceptionally heavy object to save a trapped person.
• Recovering from Damage and Stress: Characters can use Karma to recover from physical or mental damage,
helping them stay in the fight and continue their heroic efforts.
Example: After a grueling battle, a character can spend 2 Karma points to recover 1 Health point, allowing them to
continue fighting or escape to safety. Health cannot be increased beyond the character's Endurance. Similarly, a
character can spend 2 Karma points to recover 1 Mind point if they have suffered psychological stress or trauma, but
Mind cannot be increased beyond the character's Psyche.
• Narrative and Role-Playing: Karma can be used to influence narrative outcomes, allowing characters to steer the
story in ways that align with their goals and motivations.
Example: By spending 100 Karma points, a character can ensure a favorable narrative twist, such as the timely arrival
of reinforcements during a critical battle or uncovering a crucial piece of information that turns the tide in their favor.
This is subject to Judge approval, ensuring that such uses of Karma enhance the story meaningfully.

KARMA IN DIFFERENT SIDES: HEROIC, VILLAINOUS, UNALIGNED, AND VIGILANTES


Different sides in the HEROIC RPG require distinct Karma considerations and triggers. Each side's unique Karma dynamics reflect
their moral complexities, guiding their actions and decisions within the game. Let’s take a fast look at those considerations now.
HEROIC
Heroic characters use Karma to reinforce their commitment to justice, bravery, and altruism. They earn Karma through noble deeds
and lose it through unethical actions. The Karma system encourages heroes to embody the highest ideals of heroism, guiding their
actions towards protecting the innocent and upholding justice.
VILLAINOUS
Villainous characters also accumulate and lose Karma, but their system is often inverted. Villains earn Karma for successful
schemes, manipulations, and acts of villainy, while they lose Karma for failures and actions that inadvertently aid heroes. The Karma
system for villains encourages them to pursue their nefarious goals with cunning and ruthlessness.
UNALIGNED
Unaligned characters, such as neutral or morally ambiguous figures, navigate a more complex Karma system. They earn Karma
based on their actions' immediate impacts rather than a strict moral code. This allows for a flexible approach, where unaligned
characters can shift between heroic and villainous actions depending on the situation.
VIGILANTES
Vigilantes walk a fine line between heroism and lawlessness. They earn Karma for protecting the innocent and upholding justice but
lose Karma for excessive violence, collateral damage, and breaking laws. The Karma system for vigilantes highlights the moral
complexities and ethical dilemmas they face, encouraging nuanced role-playing.

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.

CASE STUDY: KESTREL


In this case study of Kestrel, a member of the Capitol City Centurions, we will see a strategic use of Advancements reflecting her
growth from a skilled archer to a more integral team player.
Kestrel initially spends Advancements to enhance her agility and combat skills, showcasing her evolution in tactical combat
scenarios. Later, addressing her tendency to operate solo, she uses a significant number of Advancements to remove her
"Secretive" quirk, which not only improves her interactions with teammates but also deepens her character's narrative arc.
This transformation carefully aligns with her experiences in various missions, where her increased trust and openness were crucial
to the team's success, illustrating the impact of thoughtful Advancement spending in enhancing both personal abilities and group
dynamics.
Here are detailed examples of how Kestrel spends Advancements, reflecting the different types of character growth we just
discussed, and including the specific costs associated with each type of advancement. In the specific case where required the
Caveat listed is the requirement for the expenditure:
INCREMENTAL IMPROVEMENT
Example: Enhancing Agility
• Current Rank: Incredible: IN40
• Desired Improvement: Increase Agility by +1 rank within the same tier to IN41.
• Cost: 1 Advancement
• Narrative Justification: After undergoing rigorous training with a renowned acrobat, Kestrel’s agility improves,
enhancing her combat and evasion maneuvers.
• Result: Kestrel's Agility is slightly improved, providing better performance in actions that require high agility.
CRESTING TO NEW RANK
Example: Increasing Fighting Skill
• Current Rank: Remarkable: RM35
• Desired Improvement: Crest to Incredible: IN36
• Cost: 6 Advancements (1 for the numerical increase and 5 for the Cresting)
• Narrative Justification: Kestrel has been focusing on her hand-to-hand combat skills during several missions,
gaining extensive experience and expertise.
• Result: Kestrel's Fighting skill increases to Incredible: IN36, significantly boosting her effectiveness in close combat.
REMOVING A HITCH
Example: Overcoming Loner Tendencies
• Quirk: Secretive - Kestrel's tendency to isolate herself due to her secretive nature.
• Original Pick Cost (PKS): 2
• Cost to Remove: 2 PKS x 10 = 20 Advancements
• Narrative Justification: Kestrel has been actively participating in team therapy sessions and bonding activities,
which help her overcome her reluctance to trust her teammates.
• Result: Kestrel removes her "Secretive" quirk, allowing her to better integrate with the Centurions and participate
more openly in team strategies.
• Caveat: Requires Judge approval.
ADDING A NEW TALENT
Example: Mastering Advanced Archery
• New Talent: Advanced Archery - Provides a significant bonus to archery-related actions, improving accuracy and
damage both by +1RS.
• Cost: 10 Advancements
• Narrative Justification: Kestrel spends time under the tutelage of a legendary archer, refining her technique and
learning advanced skills.
• Result: Kestrel acquires the Advanced Archery talent, enhancing her effectiveness with her bow and allowing for
more precise and damaging shots.
• Caveat: Kestrel must have a Teacher to acquire this new Talent.
ACQUIRING A NEW POWER
Example: Developing Night Vision
• New Power: Night Vision
• Starting Rank: Feeble (FE02)
• Cost: 20 Advancements
• Narrative Justification: After a mission requiring improved vision in dark environments, Kestrel undergoes a
mystical ritual to gain night vision, allowing her to see in low-light conditions.
• Result: Kestrel gains the Night Vision power at the Feeble: FE01 rank, which she can later enhance through further
advancements. This new ability allows her to operate more effectively during night missions or in dark areas.
• Caveat: Requires Judge approval

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.

TYPES OF PSIONIC POWERS


Telepathy: The ability to send thoughts to and receive thoughts from others. This power can range from sending simple thoughts
and reading surface thoughts to complex mental communication and deep mind reading. It can even be used to influence the
thoughts and actions of others. Specific abilities include mind control, mental illusions, mind scan, and psychic detection. Many of
these are Power Stunts.
Telekinesis: The ability to move objects with the mind, ranging from lifting and manipulating small items to exerting force on larger
targets. Advanced uses might include creating barriers or flying. In game mechanics, the Rank of the Power replaces the Strength
Rank for lifting abilities.Precognition and Clairvoyance: The ability to see events before they happen or gain information about
distant or unseen places and things. These powers usually rely heavily on the Judge’s participation.Psychokinesis: A broader
category that includes using the mind to control elements, energy, and even the fabric of reality to a certain extent.. Pyrokinesis
(fire), Cryokinesis (cold), Biokinesis (body energy), and others are all part of this and can represent fantastically powerful beings
capable of a nearly limitless scope of Power Stunts.

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.

TYPES OF MAGICAL POWERS


Spellcasting: The ability to cast spells is the most common form of magic. Spells can have a wide range of effects, including
attacking enemies, defending allies, healing, or causing alterations in the physical or mental states of targets. Usually this is
represented by chosen powers that are “spells” the character already knows, with new spells being Power Stunts.
Summoning: The ability to summon otherworldly beings or creatures to assist you. This can range from elemental spirits to demons
or even gods, depending on the character's power level and alignment. Often this will be represented as either a Summoning Power
(demons, monsters, gods, and more) or a form of Matter Control power (earth, air, fire, water, and other forms of matter) with magic
as the source.Enchantments: Magical characters can sometimes imbue objects or beings with magical properties, creating
powerful artifacts or bestowing temporary abilities on allies. In game terms, this would be Power Stunts designed to provide
temporary (or even permanent) boosts/abilities.
Divination: This involves gaining knowledge through magical means, such as seeing into the future, locating hidden objects or
beings, or uncovering truths hidden by spells or physical barriers. Heavy Judge involvement with these types of magic powers is
required.

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.

LIMITATIONS AND ENHANCEMENTS


Spellbooks and Learning: Magic users may need access to spellbooks or mentors to learn new spells (Power Stunts). Some
powerful spells may be difficult to master or require significant investment in terms of time and resources, or via a Contact that
teaches them. This is most often used when trying to learn a whole new power and not just when performing a Power Stunt using
the Omni-Power.
Magical Realms and Sources: The source of a character's magical power (dimensional energies, ancient gods, innate talent, and
many other possible sources) can influence their abilities, providing unique advantages or challenges. These things have less
mechanical influence on the game but fantastic potential for narrative and plot events. All magical characters must define where
their powers come from.

NARRATIVE CONTEXT FOR PSIONICS AND MAGIC


Consider a universe inhabited by a myriad of beings imbued with extraordinary abilities.
As a Psionic or Magical character, you coexist with such beings. You move among aliens, sorcerers, extra-terrestrials, pan-
dimensionals, and gods. You may very well be one of them. Your powers may reflect your personal stories and alignments and vice-
versa. For the binary-inclined, you may be considered, as any other character, a heroic being or a villain. The mere existence of
your powers will throw you into ethical challenges. You will learn to navigate the implications for the use of these powers, such as
the invasion of privacy with telepathy or the potential for harm with telekinesis. You will face the consequences of a spell gone awry,
or weigh in the balance between the mystical and mundane world.
As a Judge, you may use Psionics and Magic to inform and reflect your creative themes and add depth to the gameplay and story.
They provide you with an arsenal of versatile tools to enhance combat situations, offering your players the chance to explore the
limits of the mind in a superheroic context, and engage in your world in imaginative, dynamic and magical ways. You are now
empowered to challenge, enchant and disturb them with intriguing plot elements, such as quests for ancient artifacts, confrontations
with ambiguously aligned sorcerers, or the defense of the mortal world against otherworldly threats. Your narrative potential has
been heightened with more possibilities to explore the themes of power, responsibility, and the mystical unknown. You will delve with
confidence in the rich lore of the Zenith Universe to create compelling stories of heroism, sacrifice, and adventure.

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.

OBJECTS & OBSTACLES


Let’s start with a really quick and painless introduction to one of Marc’s fields of study, materials engineering. Now I can see you’re
itching to get your appendages on the cool gadgets but hear me out. You need to know what your gear is made of and how it’ll react
to active situations.
He means combat. B-B-B-BAM!
Now don’t get any ideas, Jax.
May I provide the instruction manual for your guests yet, Beetle?
I was just about to get to that. Yes, please do. And if you have any questions, don’t hesitate to ask me or EVE anything.
Anything???
Uh, EVE, please activate the Destructive Interference protocol?
With pleasure, Beetle.
That sounds suspiciously like I might be going for a ride. I like rides. Wheee!
Every object has three main Qualities: Material Strength, Mass, and Cost. These Qualities determine the outcome of interactions
with these objects. For example, whenever someone takes cover behind, gets Slammed into, or tries to go through something, it’s
considered an obstacle.
An obstacle’s Material Strength counts as Body Armor anytime it is impacted by anything. This means that the obstacle rebounds
damage in an amount equal to its Material Strength at whoever or whatever impacts it. When your character collides with an
obstacle, compare the obstacle’s Material Strength versus your Character’s Damage Resistance. Whatever the difference is counts
as damage to the owner of the lower Rank. Subtract the obstacle’s Material Strength or your Character’s Body Armor from the
damage, and that is the actual damage that the obstacle or character takes.
Example: The Mighty Turtle gets Slammed by Glamazon, flying back one Area (25’) into a brick wall. A brick wall has a
Material Strength of Good (10), the Mighty Turtle has Body Armour of Remarkable (30). So, upon impact, the Mighty Turtle
does 30 points of Damage to the brick wall, which rebounds 10 points of Damage back to the Mighty Turtle, which is
negated by his Remarkable Armour (30), and crumbles on impact.
If the wall had been constructed out of solid stone Material Strength of Incredible (40), the wall would have rebounded 40
Damage to the Mighty Turtle and inflicted 10 points of Damage (wall’s Material Strength 40 - Mighty Turtle’s Remarkable
Body Armour 30 = 10 points of damage to Mighty Turtle) and the wall would still be standing.
This also applies to characters who are slammed through walls, charge past a target into a wall, fail to pull out of a dive and strike
the ground, or anyone falling a sizable distance.
If the character has no Body Armour, their Material Strength should be considered Typical (TY06) and used to determine the above.
If a character has skin made of something such as stone or metal, their Material Strength may be considered a higher Rank as
decided by the Judge.

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.

Table 3.10 Material Strength


RANK MATERIALS
FE02 Cloth, glass, brush, paper
PR04 Normal plastics, crystal, wood
Rubber, soft metals (gold, brass, copper), ice,
TY06
adobe, computer chips, humans
Brick, aluminum, light machinery pieces, asphalt,
GD10
high strength plastics
EX20 Concrete, flak-vest, iron, bullet-proof glass
RM30 Reinforced concrete, steel
IM40 Solid stone, volcanic rock
AM50 Damascus steel, granite, gemstones
MG75 Diamond, super-heavy alloys
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.

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.

REPAIRS & INVENTION


Oooh, this is one of my favorite topics, because if you rely on any tech, you better know how to repair it if it gets damaged and how to
invent it if you need tech you don’t have! Any character in HEROIC may attempt to Repair damaged Objects, or even invent new ones.
Of course, some people will be better at this than others, depending on their Traits. Take me versus the tech super genius I protect,
for example. I’m great in a pinch, but he could leave MacGyver in the dust.
• Repairs: Most repairs are a simple matter of a Reason FEAT vs. the number of Ranks lost in a given Quality
(Bonuses from specific Skills apply). The necessary tools and materials, as determined by The Judge, must be
obtained. Time is usually a number of hours equal to the Rank Number being fixed. Only one Quality may be fixed at
a time, per person working on it. Karma may be spent on these rolls.
Invention: When inventing a completely new device, you must have Judge approval. They must decide if making it is possible
within the setting, and whether its inclusion might upset campaign balance. For example, a starship might be acceptable, but a time
machine might not. Optionally, potentially unbalancing objects might be allowed on a temporary basis: they work a number of times,
then after serving their purpose, permanently fall apart. If an invention is accepted, the Judge must also decide what materials will
be required (this usually depends on Cost) and how long it will take to make the Device. Normal time is 1 day per number in the
HIGHEST Ranked feature. Meaning if it was an MG75 device, it would take 75 days to complete under optimal circumstances (for
urgency see Kitbashing below).
It’s then up to you to acquire the materials for your tech build. These include tools and possibly an appropriate workspace. Trust me,
your Nana doesn’t want you building your rocketship in her basement. With your BOM ready to go, your character can finally
attempt to build the Device.
Building a device requires a Reason FEAT versus the highest Rank of the Device. On a success, the Device is created; on a Failure,
your character may try again using the same materials, but it takes the same time span. Karma may be added to these rolls.
• Backlash! On a Blue Result, something goes wrong. This can be anything the Judge considers appropriate, from the
materials being lost to an explosion.
• Excelsior! On a Red result, the inventor not only succeeds but comes up with something extra. Examples include an
extra Rank in any of the Qualities, or a new Quality. The Judge may decide what, or let you choose.
Your teammates or others can assist you as long as they have the appropriate Talents, or their Reason is within 1 Rank of yours in
either direction. No more than 3 extra people can assist, but if they qualify, they provide +1CS to the FEATs rolled.

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.

Table X.XX Armor


Armor Descriptions Mat. Str. Price
Makeshift Armor Hardened or studded leather PR04 FE02
Tactical Armor Police vest, chainmail TY06 GD10
Combat Armor Heavy riot gear, state-of-the-art armor GD10 EX20
Mechanized Infantry Armor High-tech combat armor EX20 IN40

This should not be confused with Power 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:

Table X.XX Equipment


Item Cost Notes
“Asbestos” Fire Suit EX20 RM30 protection from Fire/Heat
Ballistic Cloth RM30 TY06 protection from Blunt/Force damage
Binoculars TY06 +1CS to vision-based rolls, higher Powered versions are available
Caltrops TY06 Normally used to puncture tires
Camera GD10 Basic camera, add +1CS for top-of-the-line camera
Can of Mace/Pepper Spray TY06 Sold in normal stores, EX20 Intensity, Regulated in some areas
Dinner and Movie TY06
Fire Extinguishers TY06 EX20 Intensity
First Aid Kit GD10 TY06 This kit is meant for those without healing Talents or Powers
Flare Pistol GD10 GD10 heat damage
Flashlight, halogen GD10 RM30 Intensity
Flashlight, normal FE02 TY06 Intensity
Fur coat IN40
Gas Mask TY06 EX20 Intensity
Business suit, purchase GD10 Off the rack, raise +1CS for designer or tailored
Handcuffs TY06 EX20 Material Strength
Infrared Goggles EX20 RM30 Intensity
Infrared sights GD10 EX20 Intensity
Inhibitor bands IN40 Lowers all Powers by -5CS, not commonly available.
Night on the Town GD10
Nullifier bands AM50 Lowers all Powers by -7CS, rarely available (Black Market)
Parachute EX20
Personal Computer GD10 Basic model from electronics store, raise +1CS for advanced model
Personal Computer Interface EX20 Advanced hacking tool (+1CS)
Polarized Lenses GD10 GD10 protection vs. Light
Radiation Suit IN40 IN40 protection vs. Radiation
Respectable Clothing TY06 For higher sense of fashion increase +1CS, to max of RM30
Rocket Pack RM30 EX20 Flight
Roller Skates TY06 +3CS to Endurance for ground movement
Scuba Gear GD10 2 hours breathing underwater
Silencer GD10 Reduces Range by one step
Sniper Sights GD10 Removes long range penalty, but fires last in round
Spear Gun GD10 Treat as underwater crossbow
Stasis Ray MG75 AM50 Stunning attack
Theatre tickets GD10 Basic local theatre, add +1CS for high end theatre
Thieves’ Tools EX20 +1CS to open doors, regulated
Tool Kit TY06 +1CS to Repairs
Tripod TY06 Adds +1CS to ranged attacks while using with weapon
Tuxedo, purchase GD10 Adds +1CS to social interactions
Tuxedo, rent TY06

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

OTHER RULES FOR VEHICLES


Acceleration & Deceleration: All vehicles accelerate at 2 areas per round. They move 2 areas the first round, 4 the next, 6 the
next, and so on until they reach their maximum speed. A vehicle can drop its speed by 2 ranks in a single round, say from GD10 to
PR04 for example. It can stop faster, but this requires a Control FEAT.
Traffic Light Fun: Something that makes high-speed chases in rush hour truly difficult are traffic lights. These are usually found on
the intersections of major roads. When confronting a stoplight in a chase, roll one die each turn to see what color it is:
On a 1-4, the light is green. Roll next turn and on any other result it turns yellow.
On a 5, the light is yellow. Next turn it will turn red.
On a 6-10, the light is red. Roll next turn and on any other result it turns green.
Running a Red light is a Control FEAT, not to run the light, but to avoid getting t-boned by cross traffic.
Exceeding the Speed Limit: It is possible to increase the maximum speed of a vehicle by one rank. However, all actions with the
vehicle, including turns and the like, are now Control FEATs.
Notes for Air Vehicles: Air vehicles moving along the ground do so at ground speeds until they reach a ground speed equal to their
Speed rank, at which point they lift off, continuing to accelerate until they reach their max air speed. Naturally, VTOLs can take off
and land vertically, and while they do not require a runway, they take the same amount of time building up enough lift to take off.
Air vehicles which are landing must slow to their ground speed equivalent of their airspeed rank. Landing at higher speeds is
possible but requires a Control FEAT.
Altitude: Air vehicles move under the normal flying rules. Air vehicles without VTOL abilities must move forward more areas than
they move up or down. If they do not, they must make a Control FEAT to avoid crashing.
Crashing an Air Vehicle: Passengers within a crashing air vehicle take damage from both the vehicle crashing and the fall.
HEADQUARTERS
From 4C Expanded by James F. Keck, Adapted with Permission for HEROIC

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.

Table X.XX Sample Headquarters


Name Material Mass Space Other Qualities Cost
Strength
Castle GD10 UN100 IN40 Alarms, Garage, Living Quarters, IN40
Necessities, Secret Entrances and Exits,
Staff
Military Camp EX20 UN100 EX20 Security Systems, Alarm, Computer AM50
System, Garage, Laboratory, Living
Quarters, Necessities, Special Access,
Staff, Power
Mystic Mansion PR04 AM50 GD10 Special Defenses, Alarm, Meditation RM30
Room, Mobility, Ritual Room, Living
Quarters, Necessities, Secret entrances
and Exits, Special Access, Staff
Superhero/Villa EX20 UN100 GD10 Security Systems, Alarm, Computer IN40
in HQ System, Garage, Laboratory, Living
Quarters, Necessities, Special Access,
Power

Getting an HQ: Any PC can start the game with a HQ by buying the Headquarters Quirk. They are limited to an HQ they could buy
with their Resources (see COST, p.XX). They may design it themselves or let the 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.

Table X.XX HQ Type


Type No. of Rooms Cost
Apartment, Large 1-5 GD10
Apartment, Small 1-3 TY06
House 3-5 EX20
Mansion 5-10 RM30
Compound 3-20 IN40
Skyscraper, Floor 12 AM50
Skyscraper, Suite 24 EX20
Complex 5-30 MG75
Secret Room 1 PR04
Vehicle (RV, Semi-Trailer) 1 GD10
Vehicle, Small (Van, Truck) 2-3 EX20
Apartment, Large - A large apartment can be a simple large one room studio to a sprawling five room suite with plenty of space to
set up all sorts of Equipment. This type of headquarters would be suited for small groups of characters (two - four), with the cost of
renting split between them.
Apartment, Small - This sized apartment would work well for the lone wolf character, or maybe a pair of heroes. It would be large
enough to accommodate some modest amounts of Equipment.
House - This would be a standard sized home found in neighborhoods throughout the world. A house would have three to five large
rooms that could be furnished with various types of Equipment. Many houses also have attached or detached garages that could be
made into a separate training room or other Equipment storage space, as well as a place to park your battle wagon! A house would
be very comfortable for one or two heroes but will accommodate a medium-sized group of up to eight.
Mansion - A mansion is an exceptionally large house or manor with several spacious rooms that could be made into training
spaces, information centers, or laboratories. Some manors also have multi-bay garages that could also be converted for training or
other purposes. A mansion would be an ideal headquarters for medium to large-sized groups of up to twelve heroes.
Compound - This would be an area like a military training camp or a distribution warehouse facility with fences and several
medium-sized buildings that could each be utilized for various types of training facilities, garages, and large storage areas. A
compound would likely have to be manned by a small group of regular personnel to provide security or maintenance duties unless
the heroes would prefer handling those things themselves. A compound would be great for large groups of up to twenty or so heroes
and would be perfect for use as a training facility for new recruits.
Skyscraper, Floor - This would be an entire floor of a hi-rise building, almost always the penthouse. It can accommodate large
groups of heroes (10-15) with several rooms for training and Equipment storage. In most cases, the penthouse will have rooftop
access with landing pad facilities for helicopters or other air-type vehicles.
Skyscraper, Suite - A suite in a skyscraper would be one section of a floor, either a corner or one half of a floor. The space would
be adequate for a large team of heroes (8-12) with plenty of room for training areas and Equipment. Roof access might be available
with a skyscraper suite.
Complex - A complex could be any large space that could cover several blocks of a city to an orbital space station, or an even more
out of this world area such as an extra-dimensional construct created through magic or other cosmic forces. This would be an
awesome space for use as a training facility for armies of superhero types, with housing for up to one hundred or more.
Secret Room - This space would be tight quarters with room for a few small pieces of Equipment. It would likely be in apartments or
a small house and would only be suited for one or possibly two heroes.
Vehicle, Large - Though somewhat funny sounding, many heroes would prefer having a mobile base of operations that can be
driven from place to place depending on where Fate takes them. An HQ as a vehicle is different than a normal vehicle mainly due to
the more stationary nature of it and special areas inside. A large vehicle like an RV or semi with a cargo trailer could provide a very
small group of heroes (two - six) with a flexible platform to operate out of with enough space to haul moderate Equipment to their
destination.
Vehicle, Small - Having a vehicle that can store a decent load of Equipment for one or two heroes just makes sense. A smaller
vehicle such as a van or delivery truck would fit the bill here. Your character wouldn’t be able to live out of the vehicle on a
consistent basis, but it would be comfortable sleeping space for a few nights away from home. Usually, the first HQ for the more
destitute hero or villain.

MEDBAYS, BATTLE ROOMS, AND COMPUTER LABS - OH MY!


My secret workshop would be considered a rudimentary headquarters as it doesn’t have a medbay, battle room, or other bells and
whistles. But it does have what I need to build and repair my tech, a supercomputer that EVE can interface with and fabrication
tools. Though it would be amazing to have a medbay, at least I have the equipment I need to do what I do best.
A base of operations is only as useful as the Equipment that the characters have available to them. The following list offers groups
of Gear that characters may want to fill the spaces with. If you don’t see the Equipment they are requesting, use these suggestions
as a guideline to put together what they want at an equivalent price.

Table X.XX Battle Room Equipment


Item Cost
Armory EX20
Battle Room IN40
Chemistry Lab RM30
Computer Room, Large RM30
Computer Room, Moderate EX20
Computer Room, Small GD10
Electronics Lab RM30
Gymnasium GD10-EX20
Maintenance Bay GD10-RM30
Medbay, Basic EX20
Medbay, Advanced AM50
Panic Room EX20-AM50
Security Center GD10-RM30
Robot, Sentry IN40
Robot, standard IN40
Robot, task AM50
Armory - This is a space or room where the characters can hang their holsters and other hardware. It might contain storage safes
to secure weaponry, a reloading center, and a weapons repair station.
Battle Room - A battle room is a place within the headquarters with a virtual combat environment that the characters can practice
using their Powers and tactics. Battle rooms are normally found in secure areas that don’t pose a threat to passersby should things
within the room get out of hand. Battle rooms are only available in Mansions or larger buildings/complexes.
Laboratories are for research and development purposes. They may be used for criminal investigations as well. In a Mystic HQ this
might be a Ritual Room instead for enchanting items or summoning creatures.
• Chemistry Lab - Characters can use a chemistry lab to create special polymers for use in uniforms, or weaponry.
They can also use them to research mysterious residues left behind by unknown enemies. Using a chemistry lab
adds a +2CS bonus to a character’s Research skill when used.
• Electronics Lab - This is a workspace where the characters can repair or modify electronic Equipment. It may also
be used to study devices that they might stumble upon in the field.
Computer Room - A handy room with anything from a laptop computer to large server racks that can crunch away at the data that
characters need to figure out their opponent’s next moves. A Mystical HQ might have a “Meditation Room” instead, where Mystics
can expand their senses, or consult a spirit or scrying object.
• Large - This lab would contain large servers that could compute detailed equations like those required for space
exploration or thorough chemical or medical analyses. A large computer lab adds a +5CS modifier to characters
using them for Computer Ops and Research skills.
• Moderate - A moderate computer lab would be equal to those found in law enforcement labs or in universities.
Moderate labs add a +3CS modifier to a character’s Computer Ops or Research skills.
• Small - A small computer lab consists of a personal computer or laptop with a few peripheral devices like scanners or
printers. They don’t have the massive computing Power of larger labs, but they can be utilized for research and
minor calculations. Small computer labs add a +1CS modifier to a character using the Computer Ops or Research
skills.
Gymnasium - Some gymnasiums are nothing more than a simple room with a weight bench and punching bags. More advanced
gyms can have multiple machines to help focus on specific muscle groups, an actual gymnasium with a basketball court, even spas
to relax in after a hard workout.
A Garage is mainly used to hold vehicles, but often are also used for maintenance and will be equipped accordingly. Entrances/
exits (and in some cases, lifts) must be included.
• Secrets - Note that a secret HQ must have a Secret Entrance large enough for the vehicles as well.
• Maintenance Bay - This is an area, usually found in a garage, where characters can work on damaged body armor
or vehicles. It can be a simple workbench with a decent tool chest to do basic mechanical work, or it can be an
advanced workspace that has many of the tools and diagnostic devices necessary to effect repairs on various types
of technological Equipment.
Medbay - After a hard day of fighting the bad guys, it’s nice to be able to come home and have the resident medic patch up the
team. Medbays can be a simple small room with a couch and some cabinets containing bandages, medicines, and some basic
surgical Equipment to stitch up bullet holes, or they can be advanced medical facilities with all the monitors and supplies necessary
to perform major surgeries. It’s all a matter of what your character or team can afford.
• Basic - The basic medbay is little more than what one might find in a doctor’s office or standard ambulance vehicle.
A small couch or stretcher, and a stock of basic emergency medical supplies and medicines to quickly patch up a
wounded character. Any major medical needs would have to be performed in an actual hospital.
• Advanced - An advanced medbay has all the medical Equipment necessary to perform more serious repairs and
surgeries that a character may need after a battle or accident. This type of medbay is comparable to an emergency
facility in an actual hospital.
Panic Room - This is a secure location usually located in a basement or, at the very least, central area of the headquarters. A safe
room is a place where the team can fall back to when things go south. It can be a simple small chamber that is fire and bulletproof
and might have enough food and water to allow a few folks to survive inside for a few days or more. Larger safe rooms can be
strong enough to survive aerial bombing, possibly even nuclear, and may also be big enough to accommodate dozens of extra
people. This room may be combined with one of the other rooms that the characters might be using for other purposes, like a
computer lab or armory, or even a medbay.
Security Center - Simple security centers will be a small room with one or two computers and monitors that are connected to a few
security cameras placed around the building in strategic locations. More advanced security centers can have multiple computers
and monitors with connections to city-wide security systems, or with satellite access to be able to search for targets almost
anywhere in the world.
• An Alarm is anything that detects intruders. This can be anything from sensors activated when a Special Access is
wrongly activated, broken, or hacked, to more sophisticated things such as motion-sensors and laser “triggers”.
Alarms can be loud or silent (alerting only specific systems or areas). A mundane HQ might use a tripwire-activated
bell, while a magical one might use a talking Object or spirit.
• Security Systems damage or incapacitate intruders with Rank-level effects. They can be either internal or external
(or both, but they must be acquired separately). They can be either activated manually or automatically (in the latter
case, an Alarm or Computer System must be included).
• Special Defenses are anything that protects the HQ and its occupants beyond its Material Strength. Examples
include Force Fields, Camouflage, and Invisibility.
Robot - Preprogrammed, simplistic devices used as security guards or in danger rooms. It does not include robot PCs, nor free-
willed entities.
• The Standard Robot is only capable of simple tasks and has no special abilities other than to record what transpires
before its recorders and perform simple tasks. All Standard robot Abilities are Typical.
• The Sentry Robot has a bit more programming and firepower. It is programmed to identify hostile threats (that is —
anything not in its memory bank) and open fire. Sentry robots come equipped with Good Strength lasers, though
some may be additionally armed. All sentry robot Abilities are Good - unless Resources are used to upgrade certain
Abilities.
• The Task Robot is a robot specifically designed for a certain purpose, and its programming reflects that purpose.
Fire-fighting robots or the robotic opponents for training are examples of task robots. Such robots may have one
Ability at Remarkable level. All others are Excellent.

SALARIES FOR HQ STAFF


Sometimes heroes need someone to take care of the day-to-day responsibilities of their HQ, and an army of robots just isn’t in the
cards. The following is a list of staff for your HQ and their weekly salaries.
Table X.XX Salaries
Item Cost Notes
Salary, 10 workers EX20
Salary, 50 workers RM30
Salary, 100 workers IN40
Salary, 150 workers AM50
Salary, bodyguard EX20
Salary, butler/housekeeper TY06
Salary, computer specialist EX20
Salary, cook TY06
Salary, groundskeeper TY06
Salary, lawyer GD10
Salary, mechanic TY06
Salary, pilot GD10
Salary, scientist EX20
Salary, secretary TY06
Salary, nanny TY06
APPENDIX L: ARCHETYPES & DAY PLAYERS

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.

LOW/STREET LEVEL BLASTER TALENTS


ATTRIBUTES Acrobatics, Autofire, Martial Arts G, Power Use

F: TY06 A: EX20 S: TY06 E: TY06 PERKS


R: EX20 I: GD10 P: TY06 D: TY06 Fast Exit, Innovative, Team Player
Renown: 5 Resources: TY06 Initiative: +5 HITCHES
Health: 38 Mind: 42 Karma: 80 Bad Karma, Loved One
POWERS & EQUIPMENT
Energy (Ranged Attack): RM30 WORLD CLASS BLASTER
TALENTS ATTRIBUTES
Acrobatics, Martial Arts G F: EX20 A: AM50 S: GD10 E: EX20
PERKS R: IN40 I: IN40 P: RM30 D: IN40
Fast Exit, Good Reflexes (Level 2) Renown: 30 Resources: RM30 Initiative: +11
HITCHES Health: 100 Mind: 150 Karma: 250
Enemy (Level 2), Obligation (Level 2) POWERS & EQUIPMENT
Combat Sense: AM50

MID-LEVEL BLASTER Energy (Ranged Attack): UN100 – Power Stunts:


Ricochet/Wide Beam: MG75, Pinpoint Attack: AM50, Slow Fall:
ATTRIBUTES IN40
F: GD10 A: RM30 S: GD10 E: GD10 TALENTS
R: EX20 I: EX20 P: EX20 D: EX20 Acrobatics, Athletics, Autofire, First Aid, Leadership, Martial Arts
Renown: 15 Resources: GD10 Initiative: +5 B-G-J, Pilot, Power Use (Energy Specialization)

Health: 60 Mind: 80 Karma: 126 PERKS


POWERS & EQUIPMENT Alert, Good Reflexes (Level 2), Natural Born Leader, Taunting

Energy (Ranged Attack): AM50 – Power Stunts: Ricochet/Wide HITCHES


Beam: IN40 Relationship, Secret, Zealot
BRICK ARCHETYPES
The Brick is the stereotypical powerhouse found in the pages of comics. They are incredibly durable and capable of performing
superhuman feats of strength. The age-old adage of brains over brawn may lead one to take a Brick lightly, which is often a huge
mistake. These heroes can take tons of punishment but tend to give just as good as they get.

LOW/STREET LEVEL BRICK TALENTS


ATTRIBUTES Athletics, Martial Arts A-B, Wrestling

F: GD10 A: TY06 S: EX20 E: RM30 PERKS


R: TY06 I: GD10 P: TY06 D: TY06 Hardiness (+10% Health), Power Striker
Renown: 5 Resources: TY06 Initiative: +1 HITCHES
Health: 66 Mind: 28 Karma: 94 Attitude, Enemy (Level 3)
POWERS & EQUIPMENT
Body Armour: EX20 WORLD CLASS BRICK
Regeneration: GD10 ATTRIBUTES
TALENTS F: IN40 A: GD10 S: UN100 E: MG75
Martial Arts A-B R: EX20 I: EX20 P: RM30 D: EX20
PERKS Renown: 30 Resources: RM30 Initiative: +3
Alert, Durable Health: 225 Mind: 90 Karma: 315
HITCHES POWERS & EQUIPMENT
Debt (-1CS to Resource Rolls), Loved One Body Armour: AM50
Climbing: RM30

MID-LEVEL BRICK Life Support: MG75

ATTRIBUTES Regeneration: AM50

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

R: EX20 I: GD10 P: TY06 D: TY06 HITCHES


Renown: 5 Resources: TY06 Initiative: +2 Enemy (Level 2), Loved One
Health: 42 Mind: 42 Karma: 84
POWERS & EQUIPMENT WORLD CLASS ELEMENTAL MASTER
Energy/Matter Control Power (Choose One): RM30 ATTRIBUTES
Flight: GD10 F: EX20 A: RM30 S: EX20 E: IN40
TALENTS R: EX20 I: RM30 P: IN40 D: RM30
Aerial Combat, Martial Arts J Renown: 30 Resources: IN40 Initiative: +8
PERKS Health: 110 Mind: 120 Karma: 230
Appeal (Level 1), Fast Learner POWERS & EQUIPMENT
HITCHES Body Transformation (Choose One Related Control Power):
Action Addict, Relationship MG75
Energy/Matter Control Power (Choose One): UN100 – Choose
3 Applicable Power Stunts at AM50
MID-LEVEL ELEMENTAL MASTER Energy Detection: RM30
ATTRIBUTES Flight: IN40
F: GD10 A: EX20 S: GD10 E: RM30 Resistance (Related Control Power Resistance or Choose
One): MG75
R: EX20 I: EX20 P: EX20 D: RM30
Renown: 15 Resources: GD10 Initiative: +4
TALENTS
Artist, Athletics, Aerial Combat, Martial Arts G-J, Power Use
Health: 70 Mind: 90 Karma: 160
POWERS & EQUIPMENT PERKS
Alert, Charm, Good Reflexes (Level 2), Innovative
Energy/Matter Control Power (Choose One): AM50
Flight: IN40 HITCHES
Resistance (Related Control Power Resistance or Choose Bad Karma, Susceptible (Opposite of Control Power Source or
One): IN40 Choose One)

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.

LOW/STREET LEVEL GADGETEER PERKS


ATTRIBUTES Alert, Cash Flow, Gadgeteer, Innovative

F: TY06 A: GD10 S: TY06 E: GD10 HITCHES


R: RM30 I: GD10 P: TY06 D: TY06 Attitude, Enemy (Level 2), Relationship
Renown: 5 Resources: GD10 Initiative: +2
Health: 32 Mind: 52 Karma: 84 WORLD CLASS GADGETEER
POWERS & EQUIPMENT ATTRIBUTES
Body Armor: EX20 F: EX20 A: RM30 S: GD10 E: RM30
Projectiles (Some type of personalized firing or thrown R: MG75 I: RM30 P: IN40 D: RM30
weapons): EX20
Renown: 30 Resources: UN100 Initiative: +6
TALENTS
Health: 90 Mind: 175 Karma: 265
Acrobatics, Weapons (Chosen weapon for Projectiles)
POWERS & EQUIPMENT
PERKS
Body Armor: AM50
Fast Learner, Gadgeteer
Climbing (Gear/Suit): IN40
HITCHES
Enhanced Senses (Sight & Hearing – Mask/Goggles): EX20
Loved One, Obligation (Level 2)
Ensnarement (Chosen weapon for Projectiles): AM50
Force Field, Personal (Device): IN40
MID-LEVEL GADGETEER Gliding (Gear/Suit): AM50
ATTRIBUTES Night Vision (Mask/Goggles)
F: GD10 A: EX20 S: TY06 E: EX20 Projectiles (Some type of personalized firing or thrown
weapons): IN40
R: AM50 I: EX20 P: GD10 D: GD10
Protected Senses (Sight – Mask/Goggles): EX20
Renown: 15 Resources: IN40 Initiative: +4
Resistance (Gear/Suit) – (Fire & Heat / Ice & Cold / Electricity /
Health: 56 Mind: 90 Karma: 146
Poison-Gas Only): RM30
POWERS & EQUIPMENT Teleportation (Device): RM30
Body Armor: RM30 Water Breathing (Gear/Suit): RM30
Climbing (Gear/Suit): RM30
TALENTS
Ensnarement (Chosen weapon for Projectiles): RM30
Acrobatics, Fast Draw, Leadership, Science (Computers and
Night Vision (Goggles) Mechanics), Weapons (Chosen weapon for Projectiles)
Projectiles (Some type of personalized firing or thrown PERKS
weapons): EX20
Gadgeteer, Innovative, Natural Born Leader, Pack Rat
Protected Senses (Sight - Goggles): GD10
HITCHES
TALENTS
Loved One, Rogues Gallery
Acrobatics, Fast Draw, Science, Weapons (Chosen weapon for
Projectiles)
MAGE ARCHETYPES
The Mage Archetype covers the heroes who craft spells to invoke powerful forces. The source of their power may simply come from
their knowledge of magic and the occult. However, some Mages harness their power through magical artifacts or extradimensional
sources. Mages can range in skill level from those who simply dabble in the mystic arts all the way up to true masters that have
terrifying power at their disposal.

LOW/STREET LEVEL MAGE TALENTS


ATTRIBUTES Occult Lore, Performer (Magic), Resist Domination, Trance

F: TY06 A: GD10 S: TY06 E: TY06 PERKS


R: EX20 I: TY06 P: EX20 D: TY06 Appeal (Level 1), Lucky, Wary (Level 2)
Renown: 5 Resources: TY06 Initiative: +1 HITCHES
Health: 28 Mind: 52 Karma: 88 Enemy (Level 3), Relationship, Secret
POWERS & EQUIPMENT
Spellcasting: RM30 (Energy Blast / Personal Force Field: WORLD CLASS MAGE
EX20)
ATTRIBUTES
TALENTS
F: GD10 A: EX20 S: GD10 E: RM30
Occult Lore, Resist Domination
R: MG75 I: IN40 P: AM50 D: RM30
PERKS
Renown: 30 Resources: IN40 Initiative: +6
Alert, Good Karma
Health: 70 Mind: 215 Karma: 265
HITCHES
POWERS & EQUIPMENT
Clumsy, Nightmares
Astral & Magic Detection: IN40
Astral Projection: IN40
MID-LEVEL MAGE Spellcasting: UN100 (Energy Blast / Ensnarement / Personal
ATTRIBUTES Force Field / Teleportation: MG75, Image Generation /
Invisibility: AM50)
F: TY06 A: EX20 S: TY06 E: EX20
Levitation: RM30
R: RM30 I: EX20 P: RM30 D: GD10
TALENTS
Renown: 15 Resources: GD10 Initiative: +4
Occult Lore, Power Use (Spellcasting), Resist Domination,
Health: 52 Mind: 90 Karma: 142 Trance
POWERS & EQUIPMENT PERKS
Astral & Magic Detection: RM30 Alert, Extra Identity, Fame, Iron Willed
Astral Projection: RM30 HITCHES
Spellcasting: AM50 (Energy Blast / Personal Force Field: IN40) Bad Karma, Weirdness Magnet
Levitation: GD10
MARTIAL ARTIST ARCHETYPES
The Martial Artist is a master of unarmed combat, usual one who has honed their skills through years of study and training. These
individuals may possess powers but are often considered nonpowered heroes. Despite their lack of traditional superhuman abilities,
the Martial Artist can hold their own in battle due to exploiting openings and using momentum against larger opponents.

LOW/STREET LEVEL MARTIAL ARTIST PERKS


ATTRIBUTES High Pain Threshold, Master of the Martial Arts

F: EX20 A: GD10 S: TY06 E: GD10 HITCHES


R: TY06 I: GD10 P: TY06 D: TY06 Enemy (Level 3), Honest to a Fault, Loved One
Renown: 5 Resources: TY06 Initiative: +4
Health: 46 Mind: 28 Karma: 74 WORLD CLASS MARTIAL ARTIST
POWERS & EQUIPMENT ATTRIBUTES
N/A F: UN100 A: AM50 S: AM50 E: AM50
TALENTS R: RM30 I: IN40 P: MG75 D: RM30
Acrobatics, Martial Arts B-E Renown: 30 Resources: RM30 Initiative: +9
PERKS Health: 250 Mind: 175 Karma: 325
Durable, Good Reflexes (Level 2) POWERS & EQUIPMENT
HITCHES Climbing: IN40
Action Addict, Naive Enhanced Senses (Hearing/Vision): IN40
Paralyzing Touch (Pressure Points): MG75

MID-LEVEL MARTIAL ARTIST Projectiles: (Thrown Martial Arts Implements): IN40

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.

LOW/STREET LEVEL NIGHT STALKER TALENTS


ATTRIBUTES Acrobatics, Martial Arts B-J, Stealth

F: GD10 A: EX20 S: TY06 E: GD10 PERKS


R: EX20 I: GD10 P: TY06 D: GD10 Alert, No Public Record, Wary (Level 2)
Renown: 5 Resources: TY06 Initiative: +3 HITCHES
Health: 46 Mind: 46 Karma: 92 Bad Reputation (Level 3), Loner
POWERS & EQUIPMENT
Night Vision WORLD CLASS NIGHT STALKER
TALENTS ATTRIBUTES
Acrobatics, Martial Arts B, Stealth F: IN40 A: AM50 S: EX20 E: IN40
PERKS R: AM50 I: IN40 P: IN40 D: AM50
Double Jointed, Fast Exit Renown: 30 Resources: RM30 Initiative: +9
HITCHES Health: 150 Mind: 190 Karma: 340
Obligation (Level 2), Secret POWERS & EQUIPMENT
Body Armor: IN40

MID-LEVEL NIGHT STALKER Climbing: RM30

ATTRIBUTES Enhanced Senses (Hearing/Vision): RM30

F: EX20 A: IN40 S: GD10 E: RM30 Gliding: RM30

R: IN40 I: EX20 P: GD10 D: EX20 Night Vision

Renown: 15 Resources: GD10 Initiative: +6 Projectiles: AM50 – Ensnarement/Stunning: IN40

Health: 100 Mind: 90 Karma: 190 Shadow Meld: UN100


Tracking Ability: MG75
POWERS & EQUIPMENT
Body Armor: EX20 TALENTS
Climbing: EX20 Acrobatics, Athletics, Blindfighting, Criminology, Martial Arts B-
J, Marksman (Projectiles), Occult Lore, Sleight of Hand, Stealth
Enhanced Senses (Hearing/Vision): EX20
PERKS
Gliding: EX20
Base of Operations (Level 3), Double-Jointed, Photographic
Invisibility (Blending – Darkness Only): RM30 Memory
Night Vision HITCHES
Tracking Ability: RM30 Rogues Gallery, Vulnerable (Bright Light/Light Based Attacks)
PARAGON ARCHETYPES
The Paragon is typically what one thinks of as the definition of a superhero. They soar through the skies, casting a large shadow
over that which they protect. These heroes have physical capabilities that exceed often exceed those of their peers. The Paragon
has great power and chooses to use it for the betterment of the world around them.

LOW/STREET PARAGON TALENTS


ATTRIBUTES Aerial Combat, Athletics, Martial Arts A-C

F: TY06 A: GD10 S: RM30 E: EX20 PERKS


R: TY06 I: GD10 P: TY06 D: TY06 Fame, Good Reflexes (Level 2), Power Striker
Renown: 5 Resources: TY06 Initiative: +2 HITCHES
Health: 66 Mind: 28 Karma: 94 Relationship, Secret Origin
POWERS & EQUIPMENT
Energy (Ranged Attack): EX20 WORLD CLASS PARAGON
Flight: GD10 ATTRIBUTES
TALENTS F: IN40 A: AM50 S: UN100 E: MG75
Martial Arts A-C R: EX20 I: RM30 P: RM30 D: RM30
PERKS Renown: 30 Resources: EX20 Initiative: +8
High Pain Threshold, Power Striker Health: 265 Mind: 110 Karma: 375
HITCHES POWERS & EQUIPMENT
Alien, Uncreative, Underage (Level 1) Flight: AM50
Energy (Ranged Attack): AM50

MID-LEVEL PARAGON Regeneration: AM50

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.

LOW/STREET LEVEL POWERED ARMOR PERKS


ATTRIBUTES Cash Flow, Gadgeteer, Innovative

F: TY06 A: TY06/TY06 S: TY06/RM30 E: TY06/GD10 HITCHES


R: EX20 I: TY06 P: TY06 D: TY06 Clumsy, Enemy (Level 2), Normal Human
Renown: 5 Resources: GD10 Initiative: +0
Health: 24/52 Mind: 38 Karma: 90 WORLD CLASS POWERED ARMOR
POWERS & EQUIPMENT ATTRIBUTES
Body Armor: EX20 F: EX20 A: GD10/RM30 S: GD10/MG75 E: EX20/MG75
Energy (Ranged Attack): GD10 R: AM50 I: RM30 P: RM30 D: EX20
Flight: GD10 Renown: 30 Resources: MG75 Initiative: +4/+6
TALENTS Health: 60/200 Mind: 140 Karma: 340
Aerial Combat, Repair POWERS & EQUIPMENT
PERKS Body Armor: AM50
Cash Flow, Gadgeteer Combat Sense (Warning System): IN40
HITCHES Computer Link: AM50
Normal Human, Relationship Energy (Ranged Attack): AM50
Enhanced Senses: (Sight & Hearing): EX20

MID-LEVEL POWERED ARMOR Flight: IN40


Life Support: RM30
ATTRIBUTES
Night Vision
F: GD10 A: TY06/EX20 S: TY06/RM30 E: GD10/RM30
Protected Senses (Sight): EX20
R: RM30 I: GD10 P: GD10 D: TY06
Resistance – (Fire & Heat / Ice & Cold / Radiation / Poison-Gas
Renown: 15 Resources: RM30 Initiative: +1/+3
Only): RM30
Health: 32/100 Mind: 56 Karma: 156
Water Breathing (Gear/Suit): RM30
POWERS & EQUIPMENT
TALENTS
Body Armor: IN40
Aerial Combat, Blindfighting (Sensors), Business/Finance,
Energy (Ranged Attack): RM30 Marksman (Targeting Computer), Martial Arts A-B, Science
(Computers, Cybernetics, Mechanics, Weapon Design)
Enhanced Senses: (Sight): EX20
Flight: EX20
PERKS
Cash Flow, Fast Learner, Gadgeteer, Heir to Fortune
Night Vision
TALENTS HITCHES
Attitude, Bully, Normal Human, Rogues Gallery
Aerial Combat, Marksman (Targeting Computer), Martial Arts A,
Science (Computers and Mechanics)
SPEEDSTER ARCHETYPES
The Speedster is exactly as the name implies, fast! These heroes move with superhuman speed as they dart around in a blur of
motion. They can change the course of a battle in the blink of an eye and can complete a multitude of tasks in mere seconds. A lot
of heroes are faster than the norm but a top tier Speedster is among the fastest beings alive.

LOW/STREET LEVEL SPEEDSTER TALENTS


ATTRIBUTES Acrobatic, Athletics, Martial Arts H-J

F: TY06 A: GD10 S: TY06 E: GD10 PERKS


R: TY06 I: GD10 P: TY06 D: TY06 Fast Exit, Good Reflexes (Level 2), Team Player
Renown: 5 Resources: TY06 Initiative: +7 HITCHES
Health: 32 Mind: 28 Karma: 60 Alien, Enemy (Level 2), Relationship
POWERS & EQUIPMENT
Lightning Reflexes: RM30 WORLD CLASS SPEEDSTER
Super Speed: EX20 ATTRIBUTES
TALENTS F: EX20 A: AM50 S: GD10 E: MG75
Acrobatic, Martial Arts H R: EX20 I: EX20 P: RM30 D: RM30
PERKS Renown: 30 Resources: GD10 Initiative: +17
Fast Exit, Good Reflexes (Level 2) Health: 155 Mind: 100 Karma: 281
HITCHES POWERS & EQUIPMENT
Action Addict, Loved One, Underage (Level 1) Air Control (Wind Gusts and Cyclones Only – Super Speed):
AM50
Invisibility (Super Speed): AM50
MID-LEVEL SPEEDSTER
Lightning Reflexes: UN100
ATTRIBUTES
Phasing (Hyper Vibration – Super Speed): AM50
F: EX20 A: IN40 S: GD10 E: IN40
Super Speed: MG75 (Wall/Water Running: AM50)
R: GD10 I: GD10 P: TY06 D: GD10
TALENTS
Renown: 15 Resources: GD10 Initiative: +12
Acrobatic, Athletics, First Aid, Martial Arts H-J, Power Striker,
Health: 110 Mind: 36 Karma: 136 Power Use (Superspeed Specialization)
POWERS & EQUIPMENT PERKS
Air Control (Wind Gusts and Cyclones Only – Super Speed): Fast Exit, Good Karma, Good Reflexes (Level 3)
EX 20
HITCHES
Lightning Reflexes: AM50
Absent Minded, Contender (Fastest Alive), Rogues Gallery
Super Speed: IN40 (Wall/Water Running: RM 30)
TELEPATH ARCHETYPES
The Telepath is epitome of mind over matter. These characters have tapped into the limitless abilities of their own psyche, as such
they can read and sometimes influence the thoughts of others. More powerful telepaths venture further into the realm of telekinesis,
being able to move objects with mere thought. Telepaths who have harnessed their full potential can leave their mortal shell entirely,
moving freely on the astral plane at will.

LOW/STREET LEVEL TELEPATH TALENTS


ATTRIBUTES Power Use (Specialization Mind Control), Psychiatry, Resist
Domination, Trance
F: TY06 A: GD10 S: TY06 E: TY06
PERKS
R: GD10 I: GD10 P: EX20 D: TY06
Charm, Iron Willed
Renown: 5 Resources: TY06 Initiative: +1
HITCHES
Health: 28 Mind: 51 Karma: 79
Enemy (Level 2), Impaired Hearing (Level 2), Loved One
POWERS & EQUIPMENT
Mind Control: GD10
Psionic Bolts: EX20
WORLD CLASS TELEPATH
Telepathy: GD10 ATTRIBUTES
TALENTS F: EX20 A: EX20 S: GD10 E: EX20

Power Use, Resist Domination R: IN40 I: AM50 P: MG75 D: RM30


Renown: 30 Resources: EX20 Initiative: +7
PERKS
Health: 70 Mind: 195 Karma: 265
Fast Learner, Iron Willed
POWERS & EQUIPMENT
HITCHES
Astral Detection: IN40
Attitude, Secret, Underage (Level 1)
Astral Projection: IN40
Image Generation:IN40
MID-LEVEL TELEPATH
Mind Control: IN40
ATTRIBUTES
Psionic Bolts: MG75
F: GD10 A: EX20 S: TY06 E: GD10
Psi-Screen: UN100
R: EX20 I: EX20 P: RM30 D: GD10
Telekinesis: AM50
Renown: 15 Resources: EX20 Initiative: +4
Telepathy: MG75
Health: 46 Mind: 88 Karma: 134
TALENTS
POWERS & EQUIPMENT
Leadership, Medicine, Power Use, Psychiatry, Trance
Mind Control: IN40
PERKS
Psionic Bolts: AM50
Innovative, Iron Willed, Natural Born Leader
Psi-Screen: IN40
HITCHES
Telekinesis: IN40
Alien, Obligation (Level 4), Unusual Appearance (Level 1)
Telepathy: IN40
TRANSFORMATION ARCHETYPES
A Transformation hero can change form in many ways. Maybe they shift into one other form, such as that of an animal. Some can
transform to look like anything or even anyone they see. Others may simply grow or shrink to incredible sizes. While some heroes
can stretch, bend, and mold themselves into any shape imaginable. The Transformation archetype comes in all shapes and sizes fit
for a hero.

LOW/STREET LEVEL TRANSFORMATION Acrobatics, Martial Arts B-C-J, Performer (Specialization


Impressionist)
ATTRIBUTES
PERKS
F: TY06/GD10 A: TY06/GD10 S: TY06/RM30 E: TY06/RM30
Double Jointed, Likeable (Level 2)
R: GD10 I: EX20 P: TY06 D: TY06
HITCHES
Renown: 5 Resources: TY06 Initiative: +2/+3
Secret Origin
Health: 24 Mind: 42 Karma: 66
POWERS & EQUIPMENT
WORLD CLASS TRANSFORMATION
Animal Transformation-Self (Gorilla): RM30
ATTRIBUTES
TALENTS
F: RM30 A: EX20 S: RM30 E: IN40
Acrobatics, Wrestling
R: EX20 I: RM30 P: RM30 D: EX20
PERKS
Renown: 30 Resources: IN40 Initiative: +5
Ambidexterity, Durable, Power Striker (Gorilla Form Only)
Health: 120 Mind: 100 Karma: 220
HITCHES
POWERS & EQUIPMENT
Action Addict, Relationship
Elongation: MG75
Gliding (Transformation - Glider): IN40
MID-LEVEL TRANSFORMATION
Leaping (Transformation – Ball): IN40
ATTRIBUTES
Plasticity: UN100 (Power Stunts: Paper Thin/Passengers:
F: EX20 A: EX20 S: GD10 E: GD10 MG75)
R: EX20 I: EX20 P: GD10 D: RM30 Regeneration: IN40
Renown: 15 Resources: GD10 Initiative: +4 TALENTS
Health: 60 Mind: 80 Karma: 140 Acrobatics, Artist, Leadership, Martial Arts B-C-J, Sleight of
Hand, Wrestling
POWERS & EQUIPMENT
PERKS
Growth: RM30
Double Jointed, Durable, Power Striker
Regeneration: IN40
Shape-Shifting: AM50 HITCHES
Shrinking: RM30 Enemy (Level 3), Loved One

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 CRIMELORD TALENTS


ATTRIBUTES Business/Finance, Leadership, Marksman, Martial Arts B-E

F: GD10 A: TY06 S: TY06 E: GD10 PERKS


R: EX20 I: GD10 P: TY06 D: GD10 Allies (Level 1 – Bodyguard), Base of Operations (Level 3),
Cash Flow
Infamy: 5 Resources: GD10 Initiative: +1
HITCHES
Health: 32 Mind: 46 Karma: 78
Bad Reputation (Level 2), Bully, Obligation (Level 4)
POWERS & EQUIPMENT
Handgun
Knife
WORLD CLASS CRIMELORD
TALENTS ATTRIBUTES

Business/Finance, Martial Arts B F: RM30 A: RM30 S: IN40 E: IN40


R: IN40 I: RM30 P: EX20 D: AM50
PERKS
Infamy: 30 Resources: UN100 Initiative: +6
Allies (Level 1 – Bodyguard), Appeal (Level 2), Cash Flow
Health: 140 Mind: 140 Karma: 280
HITCHES
POWERS & EQUIPMENT
Obligation (Level 4)
Body Armor (Kevlar): AM50
Claws (Implements): IN40
MID-LEVEL CRIMELORD
Climbing (Claws): RM30
ATTRIBUTES
Energy (Ranged Attack - Gun): MG75
F: EX20 A: GD10 S: GD10 E: EX20
Ensnarement (Projectiles): MG75
R: RM30 I: EX20 P: GD10 D: IN40
Stunning (Ranged Attack – Gun): AM50
Infamy: 15 Resources: AM50 Initiative: +3
TALENTS
Health: 60 Mind: 100 Karma: 160
Business/Finance, Fast Draw, Leadership, Marksman, Martial
POWERS & EQUIPMENT Arts B-E-I, Weapons (Edged Weapons)
Body Armor (Kevlar): EX20 PERKS
Energy (Ranged Attack - Gun): IN40 Cash Flow, Charm, Natural Born Leader, Taunting
Handgun HITCHES
Knife Bully, Enemy (Level 2), Loved One, Secret
DARK SORCERER
A Dark Sorcerer is quite simply a practitioner of the dark arts. They draw their power from some type of magical source, usual one
that is ancient, evil, and forbidden in most arcane circles. These villains will often work with or in servitude of very powerful, demonic
entities. The Dark Sorcerer’s lust for power knows no bounds and they will quite literally sacrifice anyone to get what they desire.

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

R: EX20 I: TY06 P: EX20 D: TY06 HITCHES


Infamy: 5 Resources: TY06 Initiative: +1 Nightmares, Obligation (Level 4)
Health: 28 Mind: 57 Karma: 85
POWERS & EQUIPMENT WORLD CLASS DARK SORCERER
Spellcasting: RM30 (Mind Control / Paralyzing Touch: EX20) ATTRIBUTES
TALENTS F: GD10 A: EX20 S: GD10 E: RM30
Occult Lore, Resist Domination R: MG75 I: IN40 P: AM50 D: RM30
PERKS Renown: 30 Resources: IN40 Initiative: +6
Alert, Iron Willed Health: 70 Mind: 215 Karma: 265

HITCHES POWERS & EQUIPMENT


Obligation (Level 4) Astral & Magic Detection: IN40
Astral Projection: IN40

MID-LEVEL DARK SORCERER Spellcasting: UN100 (Fire – Ranged Attack / Necromancy


(Raise Dead) / Paralyzing Touch / Rotting Touch: MG75, Image
ATTRIBUTES Generation / Mind Control / Shape Shifting: AM50)
F: TY06 A: EX20 S: TY06 E: EX20 Levitation: RM30
R: RM30 I: EX20 P: RM30 D: GD10 TALENTS
Infamy: 15 Resources: GD10 Initiative: +4 Occult Lore, Power Use (Spellcasting), Resist Domination,
Trance
Health: 52 Mind: 90 Karma: 142
POWERS & EQUIPMENT PERKS
Infamy (Fame), No Public Records, Low Level Followers
Astral & Magic Detection: RM30
(Cultists), Wary (Level 2)
Astral Projection: RM30
HITCHES
Spellcasting: AM50 (Mind Control / Paralyzing Touch: IN40)
Enemy (Level 3), Repellent (Level 2), Zealot (Ancient Entity or
Levitation: GD10 Religion)
TALENTS
DEMOLISHER ARCHETYPES
Some men just want to watch the world burn but the Demolisher wants to be the instrument that causes the chaos. These villains
create destruction for destruction’s sake and take a great sense of pride in such displays of raw power. The Demolisher has little
concern for the collateral damage they may cause which makes them extremely dangerous and unpredictable.

LOW/STREET LEVEL DEMOLISHER Athletics, Martial Arts C-L, Wrestling

ATTRIBUTES PERKS
F: GD10 A: TY06 S: GD10 E: EX20 Never Surrender, Power Striker

R: TY06 I: TY06 P: TY06 D: TY06 HITCHES


Infamy: 5 Resources: TY06 Initiative: +0 Bad Reputation (Level 2), Berserk Rage (Level 3 – Taking
Physical Damage), Bully
Health: 56 Mind: 24 Karma: 80
POWERS & EQUIPMENT
WORLD CLASS DEMOLISHER
Earth Control: RM30
ATTRIBUTES
TALENTS
F: EX20 A: IN40 S: RM30 E: IN40
Athletics, Power Use
R: IN40 I: EX20 P: EX20 D: RM30
PERKS
Infamy: 30 Resources: RM30 Initiative: +6
Durable, Innovative
Health: 130 Mind: 110 Karma: 240
HITCHES
POWERS & EQUIPMENT
Action Addict, Loner
Body Armor: AM50
Energy (Ranged Attack - Gauntlets): AM50
MID-LEVEL DEMOLISHER
Flight (Rocket Boots): IN40
ATTRIBUTES
Grenades (Ranged Attack): Fire: UN100 / Stunning (Knockout
F: RM30 A: GD10 S: AM50 E: IN40 Gas): MG75 / Acid: MG75
R: TY06 I: GD10 P: GD10 D: GD10 Sound (Ranged Attack – Gauntlets): AM50
Infamy: 15 Resources: GD10 Initiative: +2 TALENTS
Health: 130 Mind: 36 Karma: 166 Aerial Combat, Athletics, Autofire, Fast Draw, Marksman,
Science (Chemistry/Electronics), Trivia, Weapons (Thrown
POWERS & EQUIPMENT Weapons)
Body Armor: IN40
PERKS
Growth: RM30
Ambidexterity, Durable, No Public Records
Regeneration: RM30
HITCHES
TALENTS
Enemy (Level 2), Split Personality (Level 4)
MASTERMIND ARCHETYPES
The Mastermind is an extremely intelligent villain and with a large intellect often comes even larger ambitions. They utilize superior
planning and vast resources in pursuit of their various machinations, which can range in scope from a corporate takeover all the way
up to global domination. A Mastermind is an extremely crafty foe as they often appear to be two steps ahead of the heroes but even
when “defeated”, there’s always a backup plan.

LOW/STREET LEVEL MASTERMIND PERKS


ATTRIBUTES Cash Flow, Gadgeteer, Innovative

F: TY06 A: GD10 S: TY06 E: TY06 HITCHES


R: RM30 I: EX20 P: TY06 D: TY06 Base of Operations (Level 3), Enemy (Level 2)
Infamy: 5 Resources: GD10 Initiative: +0
Health: 28 Mind: 62 Karma: 90 WORLD CLASS MASTERMIND
POWERS & EQUIPMENT ATTRIBUTES
Force Field (Equipment): GD10 F: RM30 A: RM30 S: EX20/AM50 E: RM30
Stunning (Ranged - Equipment): EX20 R: UN100 I: AM50 P: AM50 D: IN40
TALENTS Infamy: 30 Resources: AM50 Initiative: +8
Engineering, Science Health: 110 Mind: 240 Karma: 350
PERKS POWERS & EQUIPMENT
Cash Flow, Gadgeteer, Wary Level 2 Body Armor (Battlesuit): AM50
HITCHES Stunning (Ranged Attack - Battlesuit): AM50
Cowardice, Normal Human Enhanced Senses (Battlesuit): (Sight & Hearing): EX20
Flight (Battlesuit): IN40

MID-LEVEL MASTERMIND Force Field (Battlesuit): AM50


Protected Senses (Battlesuit - Sight): EX20
ATTRIBUTES
Resistance (Battlesuit) – (Fire & Heat / Ice & Cold / Radiation /
F: GD10 A: GD10 S: GD10 E: GD10
Poison-Gas Only): RM30
R: AM50 I: IN40 P: RM30 D: RM30
TALENTS
Infamy: 15 Resources: RM30 Initiative: +5
Business/Finance, Engineering, Leadership, Linguistics (10
Health: 40 Mind: 150 Karma: 190 Chosen Languages), Marksman (Targeting Computer), Martial
Arts A, Science (Computers, Robotics)
POWERS & EQUIPMENT
Force Field (Equipment): RM30
PERKS
Cash Flow, Gadgeteer, Natural Born Leader, Wary Level 3
Stunning (Ranged - Equipment): RM30
TALENTS HITCHES
Public ID, Relationship, Rogues Gallery (Heroes)
Business/Finance, Engineering, Leadership, Martial Arts A,
Science
EVIL MARTIAL ARTIST ARCHETYPES
Much like the heroic Martial Artist, the Evil Martial Artist is a master of unarmed combat. Where they differentiate is the villainous
version’s penchant for using those skills to cause bodily harm or even kill. These individuals may have been banished by their
school or trainer for a disgraceful act or their violent tendencies, or perhaps they were part of a dark order of martial artists. Evil
Martial Artists are walking, living, weapons, if taken lightly they can prove deadly.

LOW/STREET LEVEL EVIL MARTIAL ARTIST PERKS


ATTRIBUTES Power Striker, Master of the Martial Arts

F: EX20 A: GD10 S: TY06 E: GD10 HITCHES


R: TY06 I: GD10 P: TY06 D: TY06 Bully, Enemy (Level 3), Loner
Infamy: 5 Resources: TY06 Initiative: +5
Health: 46 Mind: 28 Karma: 74 WORLD CLASS EVIL MARTIAL ARTIST
POWERS & EQUIPMENT ATTRIBUTES
N/A F: UN100 A: AM50 S: AM50 E: AM50
TALENTS R: RM30 I: IN40 P: MG75 D: RM30
Acrobatics, Martial Arts B-L Infamy: 30 Resources: RM30 Initiative: +11
PERKS Health: 250 Mind: 175 Karma: 325
Power Striker, Good Reflexes (Level 3) POWERS & EQUIPMENT
HITCHES Climbing: IN40
Obligation (Level 3) – Order, Zealot - Order Invisibility (Blending – Darkness Only): IN40
Paralyzing Touch (Pressure Points): MG75

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

R: GD10 I: GD10 P: TY06 D: EX20 HITCHES


Infamy: 5 Resources: TY06 Initiative: +2 Action Addict, Enemy (Level 3) – Unwanted Suitor, Loner
Health: 28 Mind: 46 Karma: 74
POWERS & EQUIPMENT WORLD CLASS FEMME FATALE
Shape-Shifting (Human Forms Only): EX20 ATTRIBUTES
TALENTS F: AM50 A: AM50 S: GD10 E: RM30
Performance (Singing), Sleight of Hand, Stealth R: RM30 I: IN40 P: RM30 D: UN100
PERKS Renown: 30 Resources: RM30 Initiative: +9
Appeal (Level 3), Extra Identity Health: 140 Mind: 200 Karma: 340

HITCHES POWERS & EQUIPMENT


Jinx, Secret Empathy:IN40
Emotion Control: UN100

MID-LEVEL FEMME FATALE Image Generation: MG75


Telepathy: IN40
ATTRIBUTES
F: IN40 A: IN40 S: GD10 E: EX20 TALENTS
R: GD10 I: RM30 P: RM30 D: AM50 Acrobatics, Athletics, Linguistics (3 Chosen Languages),
Martial Arts A-B-E-J, Resist Domination, Sleight of Hand,
Infamy: 15 Resources: EX20 Initiative: +7 Stealth, Power Use, Psychiatry
Health: 110 Mind: 120 Karma: 230 PERKS
POWERS & EQUIPMENT Alert, Appeal (Level 3), Cash Flow, Taunting
Climbing: EX20 HITCHES
TALENTS Jinx, Split Personality (Level 3)
HIGH-POWERED MERCENARY ARCHETYPES
The High-Powered Mercenary is equipped to handle any job, provided that the price is right. Those who survive in this profession
are incredible skilled and battle hardened from countless successful missions. These soldiers of fortune take on any task, from
simple delivery missions to the assassination of heads of state. A High-Powered Mercenary is a dangerous adversary, one who
values the dollar more than a life, even their own.
PERKS
LOW/STREET LEVEL HIGH-POWERED MERCENARY Ambidexterity, Durable, High Pain Threshold

ATTRIBUTES HITCHES
F: GD10 A: EX20 S: GD10 E: GD10 Action Addict, Bad Reputation (Level 3), Enemy (Level 2)

R: TY06 I: GD10 P: TY06 D: TY06


Infamy: 5 Resources: GD10 Initiative: +5 WORLD CLASS HIGH-POWERED MERCENARY
Health: 50 Mind: 28 Karma: 78 ATTRIBUTES
POWERS & EQUIPMENT F: AM50 A: AM50 S: IN40 E: IN40
Gear: Assault Rifle, Handgun/9 (2), Frag Grenades (2), Knife, R: RM30 I: IN40 P: RM30 D: IN40
Tactical Armor
Infamy: 30 Resources: IN40 Initiative: +9
TALENTS
Health: 180 Mind: 140 Karma: 320
Marksman, Martial Arts A
POWERS & EQUIPMENT
PERKS
Body Armor: AM50
Alert, Good Reflexes (Level 2), No Public Records
Claws: AM50
HITCHES Climbing (Claws): IN40
Loved One, Normal Human Energy (Ranged – Rifle): AM50
Enhanced Senses (Hearing, Sight, and Smell): RM30
MID-LEVEL HIGH-POWERED MERCENARY Gear: Handgun/9 (2), Sniper Rifle, Sword (2)
ATTRIBUTES Grenades (Ranged Attack): Ensnarement (Webbing): IN40 /
Fire: IN40 / Stunning (Knockout Gas): IN40
F: RM30 A: IN40 S: EX20 E: EX20
Regeneration: MG75
R: TY06 I: EX20 P: EX20 D: GD10
Resistance (Body Armor) – (Electricity / Fire & Heat): IN40
Infamy: 15 Resources: EX20 Initiative: +6
Health: 110 Mind: 56 Karma: 166 TALENTS
Acrobatics, Athletics, Autofire, Blindfighting, Fast Draw,
POWERS & EQUIPMENT
Marksman, Martial Arts A-B-E-G-H-J-L, Military, Stealth,
Gear: Assault Rifle, Handgun/9 (2), Frag Grenades (2), Sword Weapons Master, Weapon Specialist (Energy Rifle / Sword)
(2)
PERKS
Regeneration: RM30
Ambidexterity, Master of the Martial Arts, Photographic Memory
TALENTS
HITCHES
Acrobatics, Athletics, Fast Draw, Marksman, Martial Arts A-B,
Bad Reputation (Level 2), Loner, Rogues Gallery (Competing
Stealth, Weapons Master Mercenaries and Numerous Bounties)
MONSTER ARCHETYPES
The Monster is pure nightmare fuel. These “creatures” appear almost animalistic, acting more on instinct than with careful thought. A
Monster’s origins may be natural or simply the result of scientific experimentation gone wrong. They are physically powerful
adversaries whose appearance is just as terrifying as their destructive capability. Tales of such monstrosities are as old as
civilization, unfortunately many are rooted in truth.

LOW/STREET LEVEL MONSTER Regeneration: RM30

ATTRIBUTES TALENTS
F: TY06/EX20 A: TY06/GD10 S: TY06/RM30 E: TY06/EX20 Athletics, Wrestling

R: GD10/TY06 I: TY06/GD10 P: TY06 D: TY06 PERKS


Infamy: 5 Resources: TY06 Initiative: +0 / +2 Durable, Hardiness (+10% Health), High Pain Threshold
Health: 24/80 Mind: 28 Karma: 94 HITCHES
POWERS & EQUIPMENT Loved One, Unusual Appearance (Level 3)
Animal Transformation-Self (Hybrid - Werewolf): RM30
Claws (Werewolf Form Only): RM30 WORLD CLASS MONSTER
Enhanced Senses (Werewolf Form Only) – (Sight & Smell): ATTRIBUTES
RM30
F: IN40 A: GD10 S: UNMG75 E: MG75
Tracking Ability (Werewolf Form Only): RM30
R: EX20 I: EX20 P: RM30 D: EX20
TALENTS
Infamy: 30 Resources: TY06 Initiative: +3
Athletics (Werewolf Form Only), Occult Lore
Health: 220 Mind: 90 Karma: 290
PERKS
POWERS & EQUIPMENT
Durable (Werewolf Form Only), High Pain Threshold (Werewolf
Form Only) Body Armour: AM50

HITCHES Claws: MG75


Climbing: IN40
Berserk Rage (Failure Triggers Werewolf Change – Triggered
by taking damage or exposure to the full moon – IN40), Energy (Ranged – Breath): IN40
Unusual Appearance (Level 2 - Werewolf Form), Triggered
Powerless (Human Form) Growth (Permanent): MG75
Regeneration: AM50
Resistance (Fire & Heat / Ice & Cold / Electricity / Radiation /
MID-LEVEL MONSTER Poison / Disease): IN40
ATTRIBUTES TALENTS
F: EX20 A: GD10 S: AM50 E: IN40 Athletics, Wrestling
R: GD10 I: GD10 P: EX20 D: GD10
PERKS
Infamy: 15 Resources: TY06 Initiative: +2
Durable, Hardiness (+10% Health), Never Surrender
Health: 132 Mind: 50 Karma: 170
HITCHES
POWERS & EQUIPMENT
Berserk Rage (Taking physical damage – IN40), Unusual
Claws: AM50 Appearance (Level 3)
ANIMALS, BYSTANDERS, & SUPPORTING CAST
The following section lists several common humanoid NPCs often found in the pages of comic book adventures. Each listing will
include the common stat line, talents, and standard gear for that NPC. Gear will list the reference item from the gear section in
parenthesis with any variables, like ammo, being denoted after a slash. Whether these NPCs are friend or foe is up to the Judge
and the story being told.

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.

THE CRIMINAL ELEMENT


HIT MAN
F A S E R I P D
Gd Gd Ty Gd Ty Gd Ty Ty
Health: 36 Karma: 21 Mind: 28 Initiative: +2
Talents: Marksman
Notes: Hit men are contract killers who normally take jobs from crime bosses and mafiosos. They usually don’t engage a target at
close range, preferring to take them down from a distance but can get their hands dirty when necessary.
Gear: handgun/9, knife, silencer, sniper rifle, sniper sights
HOOLIGAN
F A S E R I P D
Ty Gd Ty Ty Pr Pr Pr Ty
Health: 28 Karma: 15 Mind: 18 Initiative: +1
Talents: None
Notes: Hooligans are the junior members of the criminal element. These “young punks” often travel in packs, making up for their
lack of skill with sheer numbers.
Gear: blunt weapon such as a bat or pipe(club), knife
MUSCLE
F A S E R I P D
Gd Ty Gd Ex Ty Pr Ty Ty
Health: 46 Karma: 23 Mind: 22 Initiative: +0
Talents: None
Notes: The big boys, muscle often act as bodyguards, bouncers, and general enforcers for the criminal underworld. These guys
have been hitting the gym and are itching to go blow for blow with some costumed do-gooders.
Gear: blunt weapon such as a bat or pipe(club), handgun/8, knife
THUG
F A S E R I P D
Gd Ty Ty Gd Pr Pr Pr Ty
Health: 32 Karma: 17 Mind: 18 Initiative: +0
Talents: None
Notes: These are the rank-and-file members of most criminal organizations. A hooligan tends to evolve into a thug if they stay on the
wrong side of the law.
Gear: handgun/8, knife

HENCHMEN & FODDER


CULTIST
F A S E R I P D
Pr Ty Ty Ty Ty Ty Pr Ty
Health: 22 Karma: 15 Mind: 22 Initiative: +0
Talents: Occult Lore
Notes: Cultists normally serve as the drones of a particular cult, work for a practitioner of the dark arts, or work as part of an occult
organization. They are fiercely devoted to their cause as they tend to be weak minded individuals, doing whatever is asked without
question.
Gear: ritual dagger(knife)
HENCHMAN
F A S E R I P D
Gd Ty Ty Gd Pr Ty Pr Ty
Health: 32 Karma: 17 Mind: 20 Initiative: +0
Talents: Weapons (Choose One)
Notes: Henchmen are the foot soldiers of various super villains and organizations bent on world conquest. Henchmen have training
to that degree, often specializing in a particular weapon, either a trademark of their group or one specific to their function.
Gear: the chosen weapon for their talent
MERCENARY
F A S E R I P D
Ex Gd Gd Gd Ty Ty Pr Ty
Health: 50 Karma: 24 Mind: 22 Initiative: +1
Talents: Autofire, Military, Power Striker, Weapons (Guns)
Notes: Mercenaries are highly skilled soldiers of fortune, usually ex-military. They tend to have flexible morals, working for the
highest bidder to get the job done and get paid.
Gear: armaments (handgun/9) + (choose one – assault rifle, shotgun/2, or sniper rifle), frag grenades(2), knife, tactical armor.
NINJA
F A S E R I P D
Ex Gd Ty Gd Ty Gd Ty Ty
Health: 46 Karma: 25 Mind: 28 Initiative: +2
Abilities: Acrobatics, Martial Arts A/B, Stealth, Weapons(Martial Arts Weapons)
Notes: Certain criminal enterprises, typically those of Asian lineage or ones that are mystical in nature, will employ ninjas to do their
dirty work. Ninjas are expertly trained in the arts of combat and stealth. They are extremely dangerous foes, especially if
encountered in large numbers.
Gear: katana(sword), shurikens, smoke grenades(2)

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

HIGH LEVEL THREATS


ASSASSIN
F A S E R I P D
Ex Ex Ty Ex Ty Ex Gd Gd
G Health: 66 Karma: 37 Mind: 46 I Initiative: (+4)
Abilities: Athletics, Fast Draw, Marksman, Weapons(Edged Weapons/Guns), Martial Arts A/B Notes:
Assassins are the upper echelon of contract killers, only available to those with the deepest pockets. These individuals have
dedicated their lives to becoming well-honed instruments of death.
Gear: handgun/9, knife, silencer, sniper rifle, sniper sights, thieves tools
FEDERAL AGENT
F: GD10 A: EX20 S: TY06 E: GD10 R: GD10 I: GD10 P: EX20 D: EX20
Health: 46 Karma: 32 Mind: 50 Initiative: (+3) Abilities:
Fast Draw, Law Enforcement, Weapons(Guns)
Notes: No matter the government they work for or organization to which they belong, federal agents are extremely skilled
individuals. They work in the field to carry out the wishes of their superiors and simply put, they tend to get things done.
Gear: business suit(designer), camera, handgun/9, portable phone

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

OTHER NOTABLE NPCS


BUSINESSMAN
F A S E R I P D
Pr Ty Ty Ty Ty Ty Ty Gd
G Health: 22 Karma: 17 Mind: 28 I Initiative: (+0)
Abilities: Business
Notes: These are typically business owners, executives, or politicians. Basically, they make up the suit and tie crowd encountered all
around the city.
Gear: business suit(tailored)
DOCTOR
F A S E R I P D
Pr Ty Ty Gd Gd Gd Gd Ty
G Health: 26 Karma: 21 Mind: 36 I Initiative: (+1)
Abilities: First Aid, Medicine
Notes: Doctors are the medical professionals who work in hospitals and private practices all around the city. They are usually
specialized to a specific field of medicine and can be useful to help with care needs in their specific discipline.
Gear: respectable clothing
FIREFIGHTER
F A S E R I P D
Pr Ty Gd Ex Ty Gd Ty Ty
G Health: 40 Karma: 23 Mind: 28 I Initiative: (+1)
Abilities: First Aid
Notes: Firefighters arrive on scene of any first responder type emergencies. They focus on extinguishing and keeping fires under
control, also assisting with any medical or rescue efforts.
Gear: first aid kit
LAWYER
F A S E R I P D
Pr Ty Ty Ty Gd Gd Ty Gd
G Health: 22 Karma: 19 Mind: 36 I Initiative: (+1)
Abilities: Law
Notes: Lawyers are constantly working with both law enforcement and the criminal element, to either put away bad guys or
exonerate their clients. They are an essential cog in the workings of any large city, hiring one is an Excellent cost at minimum.
Gear: business suit(tailored)
PARAMEDIC
F A S E R I P D
Pr Ty Ty Gd Gd Ty Ty Ty
G Health: 26 Karma: 19 Mind: 32 I Initiative: (+0)
Abilities: Driving(Ambulance), First Aid
Notes: Paramedics arrive via ambulance and are the first responders necessary for administering medical aid. They are trained to
help injured individuals or at the very least get them patched up enough to get to a nearby hospital.
Gear: first aid kit
REPORTER
F A S E R I P D
Pr Ty Ty Gd Ty Gd Ty Gd
G Health: 26 Karma: 19 Mind: 32 I Initiative: (+1)
Abilities: Performer(Newscasting)
Notes: If anything is newsworthy, a news crew will be on the scene, a reporter at the forefront. They keep the public in the know on
important events around city, constantly on the lookout for stories that will put them at the top of the ratings.
Gear: microphone, radio, respectable clothing
SCIENTIST
F A S E R I P D
Pr Ty Pr Ty Ex Gd Ty Ty
G Health: 20 Karma: 21 Mind: 42 I Initiative: (+1)
Abilities: Science(Choose one specialization)
Notes: Scientists can be on campuses and in research institutions around the city. They tend to be experts in their chosen field,
mentally superior to most around them and typically withdrawn. They aspire to knowledge and often love to teach those that can
comprehend.
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

01. ALIEN ENCOUNTERS


1-10: A diplomatic envoy from an advanced alien civilization 51-60: A group of alien criminals escapes from a maximum-
seeks Earth's cooperation in a galaxy-wide conflict. security prison and goes on a rampage through the city.
11-20: A crashed alien spaceship is discovered, and the heroes 61-70: The heroes are abducted by a curious alien scientist for
must protect it from both government agents and rival experimentation and must find a way to escape.
extraterrestrial factions.
71-80: An interstellar bounty hunter arrives on Earth, pursuing
21-30: A peaceful alien refugee seeks sanctuary on Earth, but a dangerous criminal hiding among the human population.
their pursuers are hot on their trail.
81-90: A distress signal leads the heroes to a stranded alien
31-40: Alien artifacts with mysterious powers are scattered spaceship, where they must aid the stranded crew before time
across the planet, and the heroes must retrieve them before runs out.
they fall into the wrong hands.
91-100: The heroes are recruited by a secret organization to
41-50: A malfunctioning alien terraforming device threatens to defend Earth against an impending alien invasion.
reshape the Earth's ecosystem.

02-10. MONSTERS ATTACK!


1-10: A genetically-engineered monster created by a mad 51-60: A swarm of giant insects descends upon the city, drawn
scientist escapes from its laboratory and terrorizes the city. by an unknown source.
11-20: A portal to a dimension of monsters opens up in a 61-70: A cursed artifact transforms ordinary citizens into
populated area, unleashing hordes of monstrous creatures on monstrous creatures under the control of an evil sorcerer.
Earth.
71-80: A rift in reality allows monsters from folklore and
21-30: An ancient creature awakens from its slumber and mythology to cross over into the heroes' world.
begins wreaking havoc as it searches for its lost offspring.
81-90: A pharmaceutical company's experimental drug
31-40: Mutated animals caused by toxic waste spillage become accidentally mutates its test subjects into dangerous beasts.
aggressive and overrun a suburban neighborhood.
91-100: A cult summons a powerful demon to do their bidding,
41-50: A group of cryptids, long thought to be myths, emerge but they struggle to control it, leading to chaos.
from hiding and begin attacking humans.

11-29 NATURAL DISASTERS


1-10: A massive earthquake strikes, causing widespread 31-40: A powerful hurricane approaches, forcing the heroes to
destruction and trapping civilians in collapsed buildings. protect vulnerable areas and rescue those in its path.
11-20: A tsunami threatens to engulf coastal cities, and the 41-50: A series of tornadoes touch down in populated areas,
heroes must evacuate the populace before it's too late. leaving a trail of devastation in their wake.
21-30: A volcanic eruption threatens to bury nearby towns in 51-60: A deadly heat wave grips the city, causing power
ash and lava. outages and water shortages.
61-70: A freak snowstorm hits, blanketing the city in snow and 81-90: A drought plunges the region into a water crisis,
ice, disrupting transportation and endangering lives. sparking conflicts over dwindling resources.
71-80: A swarm of locusts descends upon farmland, 91-100: A sinkhole opens up in the middle of a crowded area,
threatening crops and livelihoods. swallowing buildings and vehicles whole.

30-50 URBAN INCIDENTS


1-10: A bank robbery, orchestrated by a group of 51-60: A riot erupts in the city, fueled by social unrest and
technologically-enhanced criminals, threatens the safety of injustice, and the heroes must restore order while addressing
civilians. the underlying issues.
11-20: A series of mysterious disappearances occur in the city, 61-70: A supervillain stages a daring heist at a museum,
with the heroes uncovering a human trafficking ring run by a stealing priceless artifacts and leaving a trail of destruction in
powerful crime syndicate. their wake.
21-30: A high-speed chase through the city streets ensues as 71-80: A hostage situation unfolds in a skyscraper, with the
the heroes pursue a gang of street racers involved in illegal heroes negotiating with the perpetrators to ensure the safety of
activities. the hostages.
31-40: A terrorist organization threatens to detonate a bomb in 81-90: A deranged serial killer terrorizes the city, targeting
a crowded area, and the heroes must locate and disarm it individuals with superpowers and leaving cryptic clues for the
before it's too late. heroes to decipher.
41-50: A corrupt corporation unleashes a deadly virus in an 91-100: A malfunctioning AI threatens to take control of the
attempt to cover up their illegal activities, and the heroes must city's infrastructure, plunging it into chaos unless the heroes
find a cure before it spreads. can shut it down in time.

51-60 MYSTIC PLOTS


1-10: An ancient artifact, with the power to bend reality, falls 51-60: A prophecy foretells the rise of a chosen one who will
into the wrong hands, leading to unforeseen consequences for bring about either salvation or destruction, and the heroes must
the heroes and the world. determine which path they will follow.
11-20: A cult seeks to summon a powerful demon to bring 61-70: A mysterious cult worships an otherworldly entity,
about the end of days, and the heroes must stop the ritual sacrificing innocents to gain its favor and power.
before it's too late.
71-80: The heroes are transported to a parallel dimension
21-30: A mystical relic is stolen from a sacred temple, triggering where magic reigns supreme, and they must find a way home
a chain of events that threatens to awaken an ancient evil. while navigating unfamiliar dangers.
31-40: The spirit of a vengeful sorcerer possesses a powerful 81-90: A cursed artifact curses anyone who possesses it,
mage, using their abilities to wreak havoc on the world. driving them to madness and unleashing chaos wherever they
go.
41-50: A portal to the realm of spirits opens up, allowing
malevolent entities to possess unsuspecting individuals and 91-100: The fabric of reality begins to unravel, leading to
wreak havoc on the mortal plane. strange phenomena and the emergence of beings from other
dimensions.

61-80 VILLAIN SCHEMES & PLOTS


1-10: A supervillain orchestrates a series of coordinated attacks 51-60: A supervillain forms an alliance with other villains,
on key infrastructures in the city, aiming to cripple it and seize pooling their resources and manpower to take down the heroes
control. once and for all.
11-20: A criminal mastermind blackmails influential figures in 61-70: A criminal syndicate unleashes a new designer drug on
the city, using their leverage to further their own nefarious the streets, addicting the populace and fueling their criminal
goals. empire.
21-30: A supervillain builds a doomsday device capable of 71-80: A supervillain kidnaps a prominent scientist and forces
mass destruction, and the heroes must race against time to them to create advanced weapons and technology for their
prevent its activation. nefarious purposes.
31-40: A shadowy organization plots to destabilize the 81-90: A supervillain targets the heroes' loved ones, using them
government and install their own puppet regime, and the as leverage to manipulate and control the heroes.
heroes must uncover their plans and stop them.
91-100: A supervillain enacts a plan to reshape reality itself,
41-50: A rogue scientist develops a serum that grants rewriting history and creating a world where they reign
superpowers to its users but comes with dangerous side supreme.
effects, leading to chaos as people vie for its power.
81-85 RIVAL HERO ENCOUNTERS
1-10: A misunderstanding leads to a clash between the heroes 51-60: A rival hero uncovers a dark secret from the heroes'
and another group of super-powered individuals, forcing them past and threatens to expose it unless they agree to leave the
to put aside their differences to face a greater threat. city.
11-20: A rival hero accuses the heroes of incompetence and 61-70: A competition between heroes turns deadly when one of
challenges them to prove their worth in a series of trials. them resorts to sabotage and underhanded tactics to ensure
their victory.
21-30: A rival hero becomes corrupted by power and begins
using their abilities for personal gain, forcing the heroes to 71-80: A rival hero seeks revenge for a past defeat, assembling
confront them and bring them to justice. a team of villains to take down the heroes once and for all.
31-40: A rival hero seeks to undermine the heroes' reputation, 81-90: A rival hero arrives from the future with a dire warning
framing them for crimes they didn't commit and turning public about an impending catastrophe, but their motives and true
opinion against them. intentions remain unclear.
41-50: A rivalry between two heroes escalates into a city-wide 91-100: A rival hero undergoes a drastic personality change,
battle, endangering civilians and causing widespread becoming a darker version of themselves and embracing a
destruction. more ruthless approach to crime-fighting.

86-90 TIMEY-WHIMEY ENTANGLEMENTS


1-10: The heroes are accidentally transported to a different 51-60: A time loop traps the heroes in a never-ending cycle of
time period, where they must navigate historical events while events, and they must find a way to break free before they are
finding a way back to their own time. consumed by it.
11-20: A villain, with the ability to manipulate time, creates 61-70: The heroes must prevent a time-traveling assassin from
alternate timelines, each one worse than the last, and the altering the course of history and assassinating a key figure in
heroes must stop them before reality collapses. the past.
21-30: The heroes encounter their future selves, who warn 71-80: A rift in time opens up, allowing creatures from different
them of a future threat that only they can prevent. eras to spill into the present day and wreak havoc.
31-40: A time-traveling artifact falls into the wrong hands, 81-90: The heroes are recruited by a future version of
causing temporal anomalies that threaten to unravel the fabric themselves to join a resistance movement against a tyrannical
of time itself. regime that rules the future.
41-50: The heroes are hired by a secretive organization to 91-100: The heroes stumble upon a device that allows them to
retrieve valuable artifacts from different points in history, but travel through time at will, but they soon discover that meddling
they soon discover that their actions have unintended with the past has dire consequences for the present.
consequences.

91-95 EXTRA-DIMENSIONAL AFFAIRS


1-10: A portal to a hostile dimension opens up in the heart of 61-70: An extradimensional conqueror seeks to annex Earth
the city, unleashing otherworldly creatures bent on destruction. into their empire, and the heroes must rally allies from other
dimensions to repel the invasion.
11-20: The heroes are transported to a parallel dimension
where they encounter evil versions of themselves, known as 71-80: The heroes are transported to a dimension where magic
doppelgangers, who seek to replace them in their own world. is the dominant force, and they must learn to harness its power
in order to survive.
21-30: A powerful, extradimensional being seeks to merge their
realm with Earth, leading to a battle for the fate of both worlds. 81-90: A cosmic being known as the Guardian of the Multiverse
enlists the heroes' aid in thwarting an extradimensional threat
31-40: The heroes must navigate a labyrinthine
that spans across multiple realities.
extradimensional maze filled with traps and challenges in order
to retrieve a valuable artifact. 91-100: The heroes stumble upon a hidden extradimensional
city populated by beings unlike any they've encountered
41-50: A cult worships an ancient extradimensional entity,
before, and they must navigate its politics and power struggles
sacrificing innocents to appease their otherworldly god.
to uncover its secrets.
51-60: The heroes are tasked with closing a series of rifts that
have opened up between dimensions, preventing creatures
from crossing over into the heroes' world.
96-99 CHARIOTS OF THE GODS!
1-10: Ancient artifacts imbued with divine power surface, 51-60: The heroes encounter beings claiming to be gods from
attracting the attention of both heroes and villains who seek to various mythologies, each vying for supremacy and seeking to
wield their power. enlist the heroes as their champions.
11-20: The heroes uncover evidence of a hidden society 61-70: A rift in reality leads to the realm of the gods, where the
descended from ancient gods, who have secretly influenced heroes must navigate divine politics and challenges to obtain a
human history for millennia. boon that will aid them in their quest.
21-30: A cult worships a forgotten deity, attempting to awaken 71-80: The heroes are granted divine powers by a benevolent
them from their slumber and unleash their wrath upon the deity, charging them with a sacred quest to vanquish a great
world. evil threatening the world.
31-40: The heroes are tasked with recovering a set of 81-90: An ancient curse is unleashed, awakening the wrath of
legendary weapons forged by the gods themselves, which forgotten gods who seek vengeance upon humanity for their
have fallen into the wrong hands. past transgressions.
41-50: A prophecy foretells the return of ancient gods to Earth, 91-100: The heroes are transported to a realm where they are
heralding either salvation or destruction, and the heroes must hailed as champions by the gods themselves, tasked with
decipher its meaning before it's too late. defending the mortal realm from the machinations of divine
foes.

100 INTERGALACTIC ADVENTURES


1-10: The heroes are recruited by an intergalactic 51-60: A rogue AI threatens to unleash a robotic army upon the
peacekeeping force to defend the galaxy against a powerful galaxy, and the heroes must infiltrate its stronghold and shut it
cosmic threat. down before it's too late.
11-20: A distress signal leads the heroes to a distant planet 61-70: The heroes are abducted by a powerful alien warlord
under siege by an invading alien army, and they must rally the who pits them against other captive warriors in gladiatorial
planet's inhabitants to repel the invaders. combat for his amusement.
21-30: The heroes encounter a stranded alien traveler who 71-80: The heroes are tasked with retrieving a valuable artifact
enlists their aid in repairing their damaged spaceship and from a hostile alien planet, braving its dangers and overcoming
returning home. its guardians.
31-40: A galactic bounty hunter targets the heroes, mistaking 81-90: An ancient alien prophecy foretells the coming of a
them for notorious criminals wanted across the galaxy. chosen one who will unite the galaxy against a great cosmic
evil, and the heroes are believed to be the ones destined to
41-50: The heroes are transported to a futuristic city on a
fulfill it.
distant planet, where they must navigate alien cultures and
technologies to uncover a hidden conspiracy. 91-100: The heroes embark on a quest across the galaxy to
assemble a legendary artifact capable of restoring balance to
the universe and vanquishing the forces of darkness once and
for all.
COLLECTED TABLES
Blern
ADVENTURE: TRYOUT!
In the heart of Capitol City, where the echoes of heroism resonate through its bustling streets and towering skyscrapers, a new
chapter unfolds that will test the mettle of those who don the mantle of protector. The sudden disbanding of the Sentinels, following
the tragic fall of The Guardsman, has left a void in the city's defense against the dark tide of villainy threatening to engulf it. Amidst
this turmoil, President Sinclair's decree has heralded the formation of Team Justice, a beacon of hope tasked with upholding the
legacy of peace and justice. As the city braces itself against the gathering storm, a call to arms is issued, drawing heroes from
across the realm to prove their worth. But with the shadow of danger looming large and the fate of countless lives hanging in the
balance, will these brave souls rise to the challenge, or will they falter in the face of adversity? The stage is set for an epic saga that
will weave the tales of valor, sacrifice, and the unyielding spirit of heroism. Welcome to "TRYOUT!," where legends are born, and the
true meaning of heroism is forged in the crucible of conflict.

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.

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